diff --git a/misc/extractGameFile.md b/misc/extractGameFile.md index 226c410efd..1856c433f7 100644 --- a/misc/extractGameFile.md +++ b/misc/extractGameFile.md @@ -17,7 +17,6 @@ Use [Godot RE Tools](https://github.com/bruvzg/gdsdecomp/releases) to convert so - All csv files in `translation` - This will create `.txt` files - All json files in: - - `sprites/monsters` - `sprites/monsters` - `sprites/characters/battle` - `sprites/monsters/world` diff --git a/package-lock.json b/package-lock.json index ec1cbfe421..98a3fa5271 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,12 +1,12 @@ { "name": "cassette-beasts-extract", - "version": "2.0.19", + "version": "2.0.20", "lockfileVersion": 3, "requires": true, "packages": { "": { "name": "cassette-beasts-extract", - "version": "2.0.19", + "version": "2.0.20", "license": "GPL-3.0-only", "dependencies": { "@astrojs/react": "^3.6.2", diff --git a/package.json b/package.json index 74f5e935d4..a36872371b 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "cassette-beasts-extract", - "version": "2.0.20", + "version": "2.1.0", "description": "Website generated from data & images extracted from the Cassette Beasts", "scripts": { "dev": "astro dev", diff --git a/public/assets/audio/voices/sunny/sunny_accept.wav b/public/assets/audio/voices/sunny/sunny_accept.wav new file mode 100644 index 0000000000..71dca30bf1 Binary files /dev/null and b/public/assets/audio/voices/sunny/sunny_accept.wav differ diff --git a/public/assets/audio/voices/sunny/sunny_defeat.wav b/public/assets/audio/voices/sunny/sunny_defeat.wav new file mode 100644 index 0000000000..7211144e7d Binary files /dev/null and b/public/assets/audio/voices/sunny/sunny_defeat.wav differ diff --git a/public/assets/audio/voices/sunny/sunny_failure.wav b/public/assets/audio/voices/sunny/sunny_failure.wav new file mode 100644 index 0000000000..143dd1c457 Binary files /dev/null and b/public/assets/audio/voices/sunny/sunny_failure.wav differ diff 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0000000000..e6ecc858f1 Binary files /dev/null and b/public/assets/img/game/ui/monster_stickers/bear2.png differ diff --git a/public/assets/img/game/ui/monster_stickers/minosteam.png b/public/assets/img/game/ui/monster_stickers/minosteam.png new file mode 100644 index 0000000000..8c1c9adbb0 Binary files /dev/null and b/public/assets/img/game/ui/monster_stickers/minosteam.png differ diff --git a/public/assets/img/update/sunshine.jpg b/public/assets/img/update/sunshine.jpg new file mode 100644 index 0000000000..94e7b7bf26 Binary files /dev/null and b/public/assets/img/update/sunshine.jpg differ diff --git a/src/assets/json/characterSfx.json b/src/assets/json/characterSfx.json index 9d6bbd4a64..ad071854ad 100644 --- a/src/assets/json/characterSfx.json +++ b/src/assets/json/characterSfx.json @@ -718,6 +718,35 @@ "thinking": [], "audioFiles": [] }, + { + "file": "clemence", + "windup": [], + "hurt": [], + "recording": [], + "recording_success": [], + "recording_failure": [], + "transform": [ + { + "id": 3, + "path": "res://sfx/voices/clemence/clemence_thinking_2.wav", + "type": "AudioStream" + } + ], + "defeat": [ + { + "id": 2, + "path": "res://sfx/voices/clemence/clemence_sigh_1.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [] + }, { "file": "dog", "windup": [], @@ -735,6 +764,35 @@ "thinking": [], "audioFiles": [] }, + { + "file": "dorian", + "windup": [], + "hurt": [], + "recording": [], + "recording_success": [], + "recording_failure": [], + "transform": [ + { + "id": 2, + "path": "res://sfx/voices/dorian/dorian_laugh_2.wav", + "type": "AudioStream" + } + ], + "defeat": [ + { + "id": 3, + "path": "res://sfx/voices/dorian/dorian_surprise_2.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [] + }, { "file": "eugene", "windup": [], @@ -795,15 +853,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_hurt_1.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/eugene/eugene_hurt_2.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/eugene/eugene_hurt_3.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_3.wav", "autoplay": false } ] @@ -812,7 +870,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording.wav", + "url": "res://sfx/voices/eugene/eugene_recording.wav", "autoplay": false } ] @@ -821,7 +879,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording_success.wav", + "url": "res://sfx/voices/eugene/eugene_recording_success.wav", "autoplay": true } ] @@ -830,7 +888,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording_failure.wav", + "url": "res://sfx/voices/eugene/eugene_recording_failure.wav", "autoplay": false } ] @@ -839,7 +897,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_defeat.wav", + "url": "res://sfx/voices/eugene/eugene_defeat.wav", "autoplay": false } ] @@ -906,15 +964,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/felix/felix_hurt_1.wav", + "url": "res://sfx/voices/felix/felix_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/felix/felix_hurt_2.wav", + "url": "res://sfx/voices/felix/felix_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/felix/felix_hurt_3.wav", + "url": "res://sfx/voices/felix/felix_hurt_3.wav", "autoplay": false } ] @@ -923,7 +981,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording.wav", + "url": "res://sfx/voices/felix/felix_recording.wav", "autoplay": false } ] @@ -932,7 +990,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording_success.wav", + "url": "res://sfx/voices/felix/felix_recording_success.wav", "autoplay": true } ] @@ -941,7 +999,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording_failure.wav", + "url": "res://sfx/voices/felix/felix_recording_failure.wav", "autoplay": false } ] @@ -950,7 +1008,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/felix/felix_defeat.wav", + "url": "res://sfx/voices/felix/felix_defeat.wav", "autoplay": false } ] @@ -1487,6 +1545,35 @@ "thinking": [], "audioFiles": [] }, + { + "file": "hoylake", + "windup": [], + "hurt": [], + "recording": [], + "recording_success": [], + "recording_failure": [], + "transform": [ + { + "id": 3, + "path": "res://sfx/voices/hoylake/hoylake_motivated.wav", + "type": "AudioStream" + } + ], + "defeat": [ + { + "id": 2, + "path": "res://sfx/voices/hoylake/hoylake_story_3.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [] + }, { "file": "ianthe", "windup": [], @@ -1532,6 +1619,35 @@ "thinking": [], "audioFiles": [] }, + { + "file": "jacqueline", + "windup": [], + "hurt": [], + "recording": [], + "recording_success": [], + "recording_failure": [], + "transform": [ + { + "id": 2, + "path": "res://sfx/voices/jacqueline/jacqueline_angry.wav", + "type": "AudioStream" + } + ], + "defeat": [ + { + "id": 3, + "path": "res://sfx/voices/jacqueline/jacqueline_apology_2.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [] + }, { "file": "kayleigh", "windup": [], @@ -1592,15 +1708,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_1.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_2.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_3.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_3.wav", "autoplay": false } ] @@ -1609,7 +1725,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording.wav", "autoplay": false } ] @@ -1618,7 +1734,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording_success.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording_success.wav", "autoplay": true } ] @@ -1627,7 +1743,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording_failure.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording_failure.wav", "autoplay": false } ] @@ -1636,7 +1752,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_defeat.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_defeat.wav", "autoplay": false } ] @@ -2253,15 +2369,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_hurt_1.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/meredith/meredith_hurt_2.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/meredith/meredith_hurt_3.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_3.wav", "autoplay": false } ] @@ -2270,7 +2386,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording.wav", + "url": "res://sfx/voices/meredith/meredith_recording.wav", "autoplay": false } ] @@ -2279,7 +2395,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording_success.wav", + "url": "res://sfx/voices/meredith/meredith_recording_success.wav", "autoplay": true } ] @@ -2288,7 +2404,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording_failure.wav", + "url": "res://sfx/voices/meredith/meredith_recording_failure.wav", "autoplay": false } ] @@ -2297,13 +2413,42 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_defeat.wav", + "url": "res://sfx/voices/meredith/meredith_defeat.wav", "autoplay": false } ] } ] }, + { + "file": "pensby", + "windup": [], + "hurt": [], + "recording": [], + "recording_success": [], + "recording_failure": [], + "transform": [ + { + "id": 3, + "path": "res://sfx/voices/pensby/pensby_motivated_1.wav", + "type": "AudioStream" + } + ], + "defeat": [ + { + "id": 2, + "path": "res://sfx/voices/pensby/pensby_sigh_1.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [] + }, { "file": "shining_kuneko", "windup": [ @@ -2368,6 +2513,165 @@ "thinking": [], "audioFiles": [] }, + { + "file": "sunny_partner", + "windup": [], + "hurt": [ + { + "id": 2, + "path": "res://sfx/voices/sunny/sunny_hurt_1.wav", + "type": "AudioStream" + }, + { + "id": 7, + "path": "res://sfx/voices/sunny/sunny_hurt_2.wav", + "type": "AudioStream" + }, + { + "id": 3, + "path": "res://sfx/voices/sunny/sunny_hurt_3.wav", + "type": "AudioStream" + } + ], + "recording": [ + { + "id": 8, + "path": "res://sfx/voices/sunny/sunny_recording.wav", + "type": "AudioStream" + } + ], + "recording_success": [ + { + "id": 6, + "path": "res://sfx/voices/sunny/sunny_success.wav", + "type": "AudioStream" + } + ], + "recording_failure": [ + { + "id": 4, + "path": "res://sfx/voices/sunny/sunny_failure.wav", + "type": "AudioStream" + } + ], + "transform": [], + "defeat": [ + { + "id": 5, + "path": "res://sfx/voices/sunny/sunny_defeat.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [ + { + "name": "hurt", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_hurt_1.wav", + "autoplay": false + }, + { + "url": "res://sfx/voices/sunny/sunny_hurt_2.wav", + "autoplay": false + }, + { + "url": "res://sfx/voices/sunny/sunny_hurt_3.wav", + "autoplay": false + } + ] + }, + { + "name": "recording", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_recording.wav", + "autoplay": false + } + ] + }, + { + "name": "recording success", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_success.wav", + "autoplay": false + } + ] + }, + { + "name": "recording failure", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_failure.wav", + "autoplay": false + } + ] + }, + { + "name": "defeat", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_defeat.wav", + "autoplay": false + } + ] + } + ] + }, + { + "file": "sunny", + "windup": [], + "hurt": [], + "recording": [], + "recording_success": [], + "recording_failure": [], + "transform": [ + { + "id": 3, + "path": "res://sfx/voices/sunny/sunny_accept.wav", + "type": "AudioStream" + } + ], + "defeat": [ + { + "id": 2, + "path": "res://sfx/voices/sunny/sunny_surprise_1.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [ + { + "name": "transform", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_accept.wav", + "autoplay": false + } + ] + }, + { + "name": "defeat", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_surprise_1.wav", + "autoplay": false + } + ] + } + ] + }, { "file": "vin", "windup": [], @@ -2478,15 +2782,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/viola/viola_hurt_1.wav", + "url": "res://sfx/voices/viola/viola_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/viola/viola_hurt_2.wav", + "url": "res://sfx/voices/viola/viola_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/viola/viola_hurt_3.wav", + "url": "res://sfx/voices/viola/viola_hurt_3.wav", "autoplay": false } ] @@ -2495,7 +2799,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording.wav", + "url": "res://sfx/voices/viola/viola_recording.wav", "autoplay": false } ] @@ -2504,7 +2808,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording_success.wav", + "url": "res://sfx/voices/viola/viola_recording_success.wav", "autoplay": true } ] @@ -2513,7 +2817,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording_failure.wav", + "url": "res://sfx/voices/viola/viola_recording_failure.wav", "autoplay": false } ] @@ -2522,7 +2826,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/viola/viola_defeat.wav", + "url": "res://sfx/voices/viola/viola_defeat.wav", "autoplay": false } ] diff --git a/src/assets/json/characterSpriteAnim.json b/src/assets/json/characterSpriteAnim.json index 2522ba0210..b541d37ed3 100644 --- a/src/assets/json/characterSpriteAnim.json +++ b/src/assets/json/characterSpriteAnim.json @@ -1611,6 +1611,221 @@ } ] }, + { + "name": "sunny", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.1, + "frames": [ + { + "x": 50, + "y": 197, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 197, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 197, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 246, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 99, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 1, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 50, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 99, + "width": 48, + "height": 48 + } + ] + } + ] + }, { "name": "viola", "animations": [ @@ -3426,6 +3641,221 @@ } ] }, + { + "name": "sunny", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.1, + "frames": [ + { + "x": 50, + "y": 197, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 197, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 197, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 246, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 99, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 1, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 50, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 99, + "width": 48, + "height": 48 + } + ] + } + ] + }, { "name": "viola", "animations": [ diff --git a/src/assets/json/characters.json b/src/assets/json/characters.json index c0c52aea4c..b9528efdc5 100644 --- a/src/assets/json/characters.json +++ b/src/assets/json/characters.json @@ -954,6 +954,222 @@ "res://sprites/portraits/felix_thinking.png" ] }, + { + "id": "", + "name": "", + "resource_name": "gauntlet_archangel.tres", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 2, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 120, + "melee_attack": 100, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 100, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, + { + "id": "", + "name": "", + "resource_name": "Archangel Lv1", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 2, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 200, + "melee_attack": 100, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 100, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, + { + "id": "", + "name": "", + "resource_name": "Human Lv1", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 1, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 240, + "melee_attack": 100, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 100, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, + { + "id": "", + "name": "", + "resource_name": "Human Lv1", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 1, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 240, + "melee_attack": 100, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 100, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, + { + "id": "", + "name": "", + "resource_name": "gauntlet_generic_human.tres", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 1, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 120, + "melee_attack": 100, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 100, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, + { + "id": "", + "name": "", + "resource_name": "Archangel Lv1", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 2, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 600, + "melee_attack": 100, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 100, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, + { + "id": "", + "name": "", + "resource_name": "Human Lv1", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 1, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 240, + "melee_attack": 100, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 100, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, + { + "id": "", + "name": "", + "resource_name": "Archangel Lv1", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 2, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 600, + "melee_attack": 100, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 100, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, { "id": "", "name": "", @@ -1161,6 +1377,33 @@ "res://sprites/portraits/meredith_thinking.png" ] }, + { + "id": "", + "name": "", + "resource_name": "minosteam_boss.tres", + "exp_yield": 40, + "require_dlc": false, + "character_kind": 0, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": -1,\"body_color_2\": -1,\"eye_color\": -1,\"face_accessory_color\": -1,\"favorite_color\": -1,\"hair_accessory_color\": -1,\"hair_color\": -1,\"legs_color\": -1,\"shoe_color\": -1,\"skin_color\": -1", + "level": 1, + "max_ap": 10, + "ap_regen": 2, + "max_hp": 420, + "melee_attack": 140, + "melee_defense": 140, + "ranged_attack": 140, + "ranged_defense": 140, + "speed": 100, + "accuracy": 100, + "tapes": [], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "", + "portraits": [] + }, { "id": "", "name": "", @@ -1236,6 +1479,98 @@ "partner_id": "", "portraits": [] }, + { + "id": "", + "name": "SUNNY_NAME", + "resource_name": "sunny.tres", + "exp_yield": 40, + "require_dlc": false, + "battle_sprite": { + "id": 4, + "path": "res://sprites/characters/battle/sunny.json", + "type": "PackedScene" + }, + "character_kind": 1, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": 6,\"body_color_2\": 2,\"eye_color\": 12,\"face_accessory_color\": 4,\"favorite_color\": 9,\"hair_accessory_color\": 16,\"hair_color\": 12,\"legs_color\": 2,\"shoe_color\": 12,\"skin_color\": 14", + "level": 100, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 110, + "melee_attack": 115, + "melee_defense": 110, + "ranged_attack": 105, + "ranged_defense": 95, + "speed": 105, + "accuracy": 100, + "tapes": [ + { + "id": 1, + "type": "Resource", + "title": "", + "resource_name": "bear1 Gr0", + "required_location": "", + "specialization": "", + "is_secret": false, + "add_slot": false, + "form": { + "id": 7, + "path": "res://data/monster_forms/bear1.tres", + "type": "Resource" + }, + "grade": 0, + "seed_value": 0, + "stickers": [ + { + "id": 3, + "path": "res://data/battle_moves/smack.tres", + "type": "Resource" + }, + { + "id": 5, + "path": "res://data/battle_moves/berserker.tres", + "type": "Resource" + }, + { + "id": 8, + "path": "res://data/battle_moves/bear_hug.tres", + "type": "Resource" + } + ], + "type_override": [], + "exp_points": 0, + "favorite": true + } + ], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "sunny", + "partner_signature_species": { + "id": 7, + "path": "res://data/monster_forms/bear1.tres", + "type": "Resource" + }, + "sfx": { + "id": 6, + "path": "res://data/character_sfx/sunny_partner_sfx.tres", + "type": "Resource" + }, + "portraits": [ + "res://sprites/portraits/sunny.png", + "res://sprites/portraits/sunny_confused.png", + "res://sprites/portraits/sunny_new_angry.png", + "res://sprites/portraits/sunny_new_awkward.png", + "res://sprites/portraits/sunny_new_blushing.png", + "res://sprites/portraits/sunny_new_default.png", + "res://sprites/portraits/sunny_new_happy.png", + "res://sprites/portraits/sunny_new_possessed.png", + "res://sprites/portraits/sunny_new_sad.png", + "res://sprites/portraits/sunny_new_shocked.png", + "res://sprites/portraits/sunny_new_thinking.png" + ] + }, { "id": "", "name": "VIOLA_NAME", diff --git a/src/assets/json/en/characterSfx.json b/src/assets/json/en/characterSfx.json index 85340a8bf7..4a3e21e9b3 100644 --- a/src/assets/json/en/characterSfx.json +++ b/src/assets/json/en/characterSfx.json @@ -76,15 +76,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_hurt_1.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/eugene/eugene_hurt_2.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/eugene/eugene_hurt_3.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_3.wav", "autoplay": false } ] @@ -93,7 +93,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording.wav", + "url": "res://sfx/voices/eugene/eugene_recording.wav", "autoplay": false } ] @@ -102,7 +102,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording_success.wav", + "url": "res://sfx/voices/eugene/eugene_recording_success.wav", "autoplay": true } ] @@ -111,7 +111,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording_failure.wav", + "url": "res://sfx/voices/eugene/eugene_recording_failure.wav", "autoplay": false } ] @@ -120,7 +120,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_defeat.wav", + "url": "res://sfx/voices/eugene/eugene_defeat.wav", "autoplay": false } ] @@ -187,15 +187,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/felix/felix_hurt_1.wav", + "url": "res://sfx/voices/felix/felix_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/felix/felix_hurt_2.wav", + "url": "res://sfx/voices/felix/felix_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/felix/felix_hurt_3.wav", + "url": "res://sfx/voices/felix/felix_hurt_3.wav", "autoplay": false } ] @@ -204,7 +204,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording.wav", + "url": "res://sfx/voices/felix/felix_recording.wav", "autoplay": false } ] @@ -213,7 +213,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording_success.wav", + "url": "res://sfx/voices/felix/felix_recording_success.wav", "autoplay": true } ] @@ -222,7 +222,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording_failure.wav", + "url": "res://sfx/voices/felix/felix_recording_failure.wav", "autoplay": false } ] @@ -231,7 +231,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/felix/felix_defeat.wav", + "url": "res://sfx/voices/felix/felix_defeat.wav", "autoplay": false } ] @@ -298,15 +298,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_1.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_2.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_3.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_3.wav", "autoplay": false } ] @@ -315,7 +315,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording.wav", "autoplay": false } ] @@ -324,7 +324,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording_success.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording_success.wav", "autoplay": true } ] @@ -333,7 +333,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording_failure.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording_failure.wav", "autoplay": false } ] @@ -342,7 +342,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_defeat.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_defeat.wav", "autoplay": false } ] @@ -409,15 +409,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_hurt_1.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/meredith/meredith_hurt_2.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/meredith/meredith_hurt_3.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_3.wav", "autoplay": false } ] @@ -426,7 +426,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording.wav", + "url": "res://sfx/voices/meredith/meredith_recording.wav", "autoplay": false } ] @@ -435,7 +435,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording_success.wav", + "url": "res://sfx/voices/meredith/meredith_recording_success.wav", "autoplay": true } ] @@ -444,7 +444,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording_failure.wav", + "url": "res://sfx/voices/meredith/meredith_recording_failure.wav", "autoplay": false } ] @@ -453,7 +453,166 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_defeat.wav", + "url": "res://sfx/voices/meredith/meredith_defeat.wav", + "autoplay": false + } + ] + } + ] + }, + "sunny_partner": { + "file": "sunny_partner", + "windup": [], + "hurt": [ + { + "id": 2, + "path": "res://sfx/voices/sunny/sunny_hurt_1.wav", + "type": "AudioStream" + }, + { + "id": 7, + "path": "res://sfx/voices/sunny/sunny_hurt_2.wav", + "type": "AudioStream" + }, + { + "id": 3, + "path": "res://sfx/voices/sunny/sunny_hurt_3.wav", + "type": "AudioStream" + } + ], + "recording": [ + { + "id": 8, + "path": "res://sfx/voices/sunny/sunny_recording.wav", + "type": "AudioStream" + } + ], + "recording_success": [ + { + "id": 6, + "path": "res://sfx/voices/sunny/sunny_success.wav", + "type": "AudioStream" + } + ], + "recording_failure": [ + { + "id": 4, + "path": "res://sfx/voices/sunny/sunny_failure.wav", + "type": "AudioStream" + } + ], + "transform": [], + "defeat": [ + { + "id": 5, + "path": "res://sfx/voices/sunny/sunny_defeat.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [ + { + "name": "hurt", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_hurt_1.wav", + "autoplay": false + }, + { + "url": "res://sfx/voices/sunny/sunny_hurt_2.wav", + "autoplay": false + }, + { + "url": "res://sfx/voices/sunny/sunny_hurt_3.wav", + "autoplay": false + } + ] + }, + { + "name": "recording", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_recording.wav", + "autoplay": false + } + ] + }, + { + "name": "recording success", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_success.wav", + "autoplay": false + } + ] + }, + { + "name": "recording failure", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_failure.wav", + "autoplay": false + } + ] + }, + { + "name": "defeat", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_defeat.wav", + "autoplay": false + } + ] + } + ] + }, + "sunny": { + "file": "sunny", + "windup": [], + "hurt": [], + "recording": [], + "recording_success": [], + "recording_failure": [], + "transform": [ + { + "id": 3, + "path": "res://sfx/voices/sunny/sunny_accept.wav", + "type": "AudioStream" + } + ], + "defeat": [ + { + "id": 2, + "path": "res://sfx/voices/sunny/sunny_surprise_1.wav", + "type": "AudioStream" + } + ], + "greeting": [], + "farewell": [], + "thanks": [], + "sigh_2": [], + "surprise_2": [], + "thinking": [], + "audioFiles": [ + { + "name": "transform", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_accept.wav", + "autoplay": false + } + ] + }, + { + "name": "defeat", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_surprise_1.wav", "autoplay": false } ] @@ -520,15 +679,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/viola/viola_hurt_1.wav", + "url": "res://sfx/voices/viola/viola_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/viola/viola_hurt_2.wav", + "url": "res://sfx/voices/viola/viola_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/viola/viola_hurt_3.wav", + "url": "res://sfx/voices/viola/viola_hurt_3.wav", "autoplay": false } ] @@ -537,7 +696,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording.wav", + "url": "res://sfx/voices/viola/viola_recording.wav", "autoplay": false } ] @@ -546,7 +705,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording_success.wav", + "url": "res://sfx/voices/viola/viola_recording_success.wav", "autoplay": true } ] @@ -555,7 +714,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording_failure.wav", + "url": "res://sfx/voices/viola/viola_recording_failure.wav", "autoplay": false } ] @@ -564,7 +723,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/viola/viola_defeat.wav", + "url": "res://sfx/voices/viola/viola_defeat.wav", "autoplay": false } ] diff --git a/src/assets/json/en/characterSpriteAnim.json b/src/assets/json/en/characterSpriteAnim.json index 2161e8ae94..b48e7c212b 100644 --- a/src/assets/json/en/characterSpriteAnim.json +++ b/src/assets/json/en/characterSpriteAnim.json @@ -1611,6 +1611,221 @@ } ] }, + "sunny": { + "name": "sunny", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.1, + "frames": [ + { + "x": 50, + "y": 197, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 197, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 197, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 246, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 99, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 1, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 50, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 99, + "width": 48, + "height": 48 + } + ] + } + ] + }, "viola": { "name": "viola", "animations": [ diff --git a/src/assets/json/en/characters.json b/src/assets/json/en/characters.json index 08fd3142bd..c42194ea2c 100644 --- a/src/assets/json/en/characters.json +++ b/src/assets/json/en/characters.json @@ -680,15 +680,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_hurt_1.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/eugene/eugene_hurt_2.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/eugene/eugene_hurt_3.wav", + "url": "res://sfx/voices/eugene/eugene_hurt_3.wav", "autoplay": false } ] @@ -697,7 +697,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording.wav", + "url": "res://sfx/voices/eugene/eugene_recording.wav", "autoplay": false } ] @@ -706,7 +706,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording_success.wav", + "url": "res://sfx/voices/eugene/eugene_recording_success.wav", "autoplay": true } ] @@ -715,7 +715,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_recording_failure.wav", + "url": "res://sfx/voices/eugene/eugene_recording_failure.wav", "autoplay": false } ] @@ -724,7 +724,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/eugene/eugene_defeat.wav", + "url": "res://sfx/voices/eugene/eugene_defeat.wav", "autoplay": false } ] @@ -1146,15 +1146,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/felix/felix_hurt_1.wav", + "url": "res://sfx/voices/felix/felix_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/felix/felix_hurt_2.wav", + "url": "res://sfx/voices/felix/felix_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/felix/felix_hurt_3.wav", + "url": "res://sfx/voices/felix/felix_hurt_3.wav", "autoplay": false } ] @@ -1163,7 +1163,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording.wav", + "url": "res://sfx/voices/felix/felix_recording.wav", "autoplay": false } ] @@ -1172,7 +1172,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording_success.wav", + "url": "res://sfx/voices/felix/felix_recording_success.wav", "autoplay": true } ] @@ -1181,7 +1181,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/felix/felix_recording_failure.wav", + "url": "res://sfx/voices/felix/felix_recording_failure.wav", "autoplay": false } ] @@ -1190,7 +1190,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/felix/felix_defeat.wav", + "url": "res://sfx/voices/felix/felix_defeat.wav", "autoplay": false } ] @@ -1526,15 +1526,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_1.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_2.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/kayleigh/kayleigh_hurt_3.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_hurt_3.wav", "autoplay": false } ] @@ -1543,7 +1543,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording.wav", "autoplay": false } ] @@ -1552,7 +1552,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording_success.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording_success.wav", "autoplay": true } ] @@ -1561,7 +1561,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_recording_failure.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_recording_failure.wav", "autoplay": false } ] @@ -1570,7 +1570,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/kayleigh/kayleigh_defeat.wav", + "url": "res://sfx/voices/kayleigh/kayleigh_defeat.wav", "autoplay": false } ] @@ -1906,15 +1906,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_hurt_1.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/meredith/meredith_hurt_2.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/meredith/meredith_hurt_3.wav", + "url": "res://sfx/voices/meredith/meredith_hurt_3.wav", "autoplay": false } ] @@ -1923,7 +1923,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording.wav", + "url": "res://sfx/voices/meredith/meredith_recording.wav", "autoplay": false } ] @@ -1932,7 +1932,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording_success.wav", + "url": "res://sfx/voices/meredith/meredith_recording_success.wav", "autoplay": true } ] @@ -1941,7 +1941,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_recording_failure.wav", + "url": "res://sfx/voices/meredith/meredith_recording_failure.wav", "autoplay": false } ] @@ -1950,7 +1950,407 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/meredith/meredith_defeat.wav", + "url": "res://sfx/voices/meredith/meredith_defeat.wav", + "autoplay": false + } + ] + } + ] + }, + "sunny": { + "id": "", + "name": "SUNNY_NAME", + "resource_name": "sunny", + "exp_yield": 40, + "require_dlc": false, + "battle_sprite": { + "id": 4, + "path": "res://sprites/characters/battle/sunny.json", + "type": "PackedScene" + }, + "character_kind": 1, + "force_unrecordable": false, + "human_colors": "\"body_color_1\": 6,\"body_color_2\": 2,\"eye_color\": 12,\"face_accessory_color\": 4,\"favorite_color\": 9,\"hair_accessory_color\": 16,\"hair_color\": 12,\"legs_color\": 2,\"shoe_color\": 12,\"skin_color\": 14", + "level": 100, + "max_ap": 5, + "ap_regen": 2, + "max_hp": 110, + "melee_attack": 115, + "melee_defense": 110, + "ranged_attack": 105, + "ranged_defense": 95, + "speed": 105, + "accuracy": 100, + "tapes": [ + { + "id": 1, + "type": "Resource", + "title": "", + "resource_name": "bear1 Gr0", + "required_location": "", + "specialization": "", + "is_secret": false, + "add_slot": false, + "form": { + "id": 7, + "path": "res://data/monster_forms/bear1.tres", + "type": "Resource" + }, + "grade": 0, + "seed_value": 0, + "stickers": [ + { + "id": 3, + "path": "res://data/battle_moves/smack.tres", + "type": "Resource" + }, + { + "id": 5, + "path": "res://data/battle_moves/berserker.tres", + "type": "Resource" + }, + { + "id": 8, + "path": "res://data/battle_moves/bear_hug.tres", + "type": "Resource" + } + ], + "type_override": [], + "exp_points": 0, + "favorite": true + } + ], + "evasion": 100, + "team_name_override": "", + "exp_gradient": 5, + "exp_base_level": 0, + "partner_id": "sunny", + "partner_signature_species": { + "id": 7, + "path": "res://data/monster_forms/bear1.tres", + "type": "Resource" + }, + "sfx": { + "id": 6, + "path": "res://data/character_sfx/sunny_partner_sfx.tres", + "type": "Resource" + }, + "portraits": [ + "res://sprites/portraits/sunny.png", + "res://sprites/portraits/sunny_confused.png", + "res://sprites/portraits/sunny_new_angry.png", + "res://sprites/portraits/sunny_new_awkward.png", + "res://sprites/portraits/sunny_new_blushing.png", + "res://sprites/portraits/sunny_new_default.png", + "res://sprites/portraits/sunny_new_happy.png", + "res://sprites/portraits/sunny_new_possessed.png", + "res://sprites/portraits/sunny_new_sad.png", + "res://sprites/portraits/sunny_new_shocked.png", + "res://sprites/portraits/sunny_new_thinking.png" + ], + "name_localised": "Sunny", + "icon_url": "res://sprites/characters/battle/sunny.png", + "sprite_sheet_path": "res://sprites/characters/battle/sunny.sheet.png", + "battle_sprite_path": "res://sprites/characters/battle/sunny.json", + "animations": [ + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 246, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 99, + "width": 48, + "height": 48 + } + ], + "imageUrl": "res://sprites/characters/battle/sunny.anim3.webp" + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 197, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 148, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 197, + "width": 48, + "height": 48 + } + ], + "imageUrl": "res://sprites/characters/battle/sunny.anim2.webp" + }, + { + "id": 2, + "loop": true, + "length": 0.1, + "frames": [ + { + "x": 50, + "y": 197, + "width": 48, + "height": 48 + } + ], + "imageUrl": "res://sprites/characters/battle/sunny.anim1.webp" + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 1, + "width": 48, + "height": 48 + } + ], + "imageUrl": "res://sprites/characters/battle/sunny.anim4.webp" + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 246, + "y": 50, + "width": 48, + "height": 48 + } + ], + "imageUrl": "res://sprites/characters/battle/sunny.anim5.webp" + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 148, + "y": 99, + "width": 48, + "height": 48 + }, + { + "x": 197, + "y": 99, + "width": 48, + "height": 48 + } + ], + "imageUrl": "res://sprites/characters/battle/sunny.anim6.webp" + } + ], + "partner_signature_species_monsters": { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129" + }, + "partner_signature_species_tape_sticker_texture": "res://ui/monster_stickers/bear1.png", + "partner_signature_species_elemental_types_elements": "res://ui/icons/types/element_beast.png", + "meta_image_url": "/assets/img/meta/en/characters/sunny.png", + "partner_image_url": "/assets/img/meta/en/characters/sunny-partner.png", + "audioFiles": [ + { + "name": "transform", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_accept.wav", + "autoplay": false + } + ] + }, + { + "name": "defeat", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_surprise_1.wav", + "autoplay": false + } + ] + }, + { + "name": "hurt", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_hurt_1.wav", + "autoplay": false + }, + { + "url": "res://sfx/voices/sunny/sunny_hurt_2.wav", + "autoplay": false + }, + { + "url": "res://sfx/voices/sunny/sunny_hurt_3.wav", + "autoplay": false + } + ] + }, + { + "name": "recording", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_recording.wav", + "autoplay": false + } + ] + }, + { + "name": "recording success", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_success.wav", + "autoplay": false + } + ] + }, + { + "name": "recording failure", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_failure.wav", + "autoplay": false + } + ] + }, + { + "name": "defeat", + "files": [ + { + "url": "res://sfx/voices/sunny/sunny_defeat.wav", "autoplay": false } ] @@ -2273,15 +2673,15 @@ "name": "hurt", "files": [ { - "url": "/assets/audio/voices/viola/viola_hurt_1.wav", + "url": "res://sfx/voices/viola/viola_hurt_1.wav", "autoplay": false }, { - "url": "/assets/audio/voices/viola/viola_hurt_2.wav", + "url": "res://sfx/voices/viola/viola_hurt_2.wav", "autoplay": false }, { - "url": "/assets/audio/voices/viola/viola_hurt_3.wav", + "url": "res://sfx/voices/viola/viola_hurt_3.wav", "autoplay": false } ] @@ -2290,7 +2690,7 @@ "name": "recording", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording.wav", + "url": "res://sfx/voices/viola/viola_recording.wav", "autoplay": false } ] @@ -2299,7 +2699,7 @@ "name": "recording success", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording_success.wav", + "url": "res://sfx/voices/viola/viola_recording_success.wav", "autoplay": true } ] @@ -2308,7 +2708,7 @@ "name": "recording failure", "files": [ { - "url": "/assets/audio/voices/viola/viola_recording_failure.wav", + "url": "res://sfx/voices/viola/viola_recording_failure.wav", "autoplay": false } ] @@ -2317,7 +2717,7 @@ "name": "defeat", "files": [ { - "url": "/assets/audio/voices/viola/viola_defeat.wav", + "url": "res://sfx/voices/viola/viola_defeat.wav", "autoplay": false } ] diff --git a/src/assets/json/en/elementReactions.json b/src/assets/json/en/elementReactions.json index 703d8537b6..cb8c18bc27 100644 --- a/src/assets/json/en/elementReactions.json +++ b/src/assets/json/en/elementReactions.json @@ -100,6 +100,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -1099,6 +1121,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -1999,6 +2043,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -2907,6 +2973,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -6184,14 +6272,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -6780,7 +6860,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -7189,7 +7271,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -7344,7 +7428,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -7579,7 +7665,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -10285,6 +10373,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -10805,6 +10915,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", diff --git a/src/assets/json/en/elementReactionsGrid.json b/src/assets/json/en/elementReactionsGrid.json index c846256aad..c2bad86266 100644 --- a/src/assets/json/en/elementReactionsGrid.json +++ b/src/assets/json/en/elementReactionsGrid.json @@ -396,6 +396,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -1127,6 +1149,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -1659,6 +1703,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -2345,6 +2411,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -3183,14 +3271,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -3661,7 +3741,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -3865,7 +3947,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -3981,7 +4065,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -4138,7 +4224,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -6270,6 +6358,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -6668,6 +6778,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", diff --git a/src/assets/json/en/fusion.json b/src/assets/json/en/fusion.json index 3f3c30ad98..3ea350f6d5 100644 --- a/src/assets/json/en/fusion.json +++ b/src/assets/json/en/fusion.json @@ -5063,8 +5063,8 @@ } } }, - "binterloper": { - "id": "binterloper", + "bear1": { + "id": "bear1", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -5074,19 +5074,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": 1 + "x": 27, + "y": -17 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Sprite_Arm_Back": { - "name": "Sprite", + "bear1_arm_back_Arm_Back": { + "name": "bear1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5095,11 +5095,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/robot1_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/bear1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robot1_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/bear1_arm_back.json" }, "Tail": { "name": "Tail", @@ -5107,21 +5107,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": 10, + "y": 19 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "bear1_tail_Tail": { + "name": "bear1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5130,11 +5130,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 7, + "path": "res://sprites/fusions/tail/bear1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" + "instance_external_path": "res://sprites/fusions/tail/bear1_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -5144,7 +5144,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, + "x": 25, "y": 37 }, "match_part": "", @@ -5152,11 +5152,11 @@ "index": 4, "instance_external_path": "" }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "bear1_leg_back_FrontLeg_Back": { + "name": "bear1_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5165,11 +5165,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/bear1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/bear1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -5177,21 +5177,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 52, - "y": 43 + "x": 59, + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "bear1_leg_back_BackLeg_Back": { + "name": "bear1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5200,11 +5200,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/bear1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/bear1_leg_back.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -5214,19 +5214,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 23, + "y": 40 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "bear1_leg_front_FrontLeg_Front": { + "name": "bear1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5235,32 +5235,32 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/bear1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/bear1_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, - "y": 45 + "x": 30, + "y": 9 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "bear1_body_Body": { + "name": "bear1_body", "type": "sub", - "parent": "BackLeg_Front", + "parent": "Body", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -5271,32 +5271,32 @@ "index": 11, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "path": "res://sprites/fusions/body/bear1_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/bear1_body.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": 29 + "x": 37, + "y": 43 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "biped_binterloper_body_Body": { - "name": "biped_binterloper_body", + "bear1_leg_front_BackLeg_Front": { + "name": "bear1_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5305,11 +5305,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/biped_binterloper_body.json", + "id": 10, + "path": "res://sprites/fusions/legs/bear1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_binterloper_body.json" + "instance_external_path": "res://sprites/fusions/legs/bear1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -5319,16 +5319,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -11 + "x": 29, + "y": -29 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "bear1_helmet_back_HelmetBack": { + "name": "bear1_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 3 )", @@ -5341,10 +5341,10 @@ "index": 15, "instance_external": { "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "path": "res://sprites/fusions/helmet/bear1_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/bear1_helmet_back.json" }, "Head": { "name": "Head", @@ -5354,16 +5354,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -11 + "x": 29, + "y": -29 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "binterloper_head_Head": { - "name": "binterloper_head", + "bear1_head_Head": { + "name": "bear1_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 5 )", @@ -5376,10 +5376,10 @@ "index": 17, "instance_external": { "id": 5, - "path": "res://sprites/fusions/head/binterloper_head.json", + "path": "res://sprites/fusions/head/bear1_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/binterloper_head.json" + "instance_external_path": "res://sprites/fusions/head/bear1_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -5389,16 +5389,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -11 + "x": 29, + "y": -29 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "binterloper_helmet_front_HelmetFront": { - "name": "binterloper_helmet_front", + "bear1_helmet_front_HelmetFront": { + "name": "bear1_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 6 )", @@ -5411,10 +5411,10 @@ "index": 19, "instance_external": { "id": 6, - "path": "res://sprites/fusions/helmet/binterloper_helmet_front.json", + "path": "res://sprites/fusions/helmet/bear1_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/binterloper_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/bear1_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -5424,19 +5424,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": 4 + "x": 5, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Sprite_Arm_Front": { - "name": "Sprite", + "bear1_arm_front_Arm_Front": { + "name": "bear1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5445,11 +5445,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/robot1_arms_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/bear1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robot1_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/bear1_arm_front.json" }, "attack": { "name": "attack", @@ -5459,8 +5459,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 87, - "y": 49 + "x": 108, + "y": 24 }, "match_part": "", "child": {}, @@ -5475,8 +5475,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 75, - "y": 57 + "x": 67, + "y": 29 }, "match_part": "", "child": {}, @@ -5485,8 +5485,8 @@ } } }, - "binvader": { - "id": "binvader", + "bear2": { + "id": "bear2", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -5497,18 +5497,18 @@ "visible": true, "position": { "x": 24, - "y": -8 + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Sprite_Arm_Back": { - "name": "Sprite", + "bear1_arm_back_Arm_Back": { + "name": "bear1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5517,11 +5517,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/robot1_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/bear1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robot1_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/bear1_arm_back.json" }, "Tail": { "name": "Tail", @@ -5529,21 +5529,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": 4, + "y": 29 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "bear1_tail_Tail": { + "name": "bear1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5552,11 +5552,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 7, + "path": "res://sprites/fusions/tail/bear1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" + "instance_external_path": "res://sprites/fusions/tail/bear1_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -5566,7 +5566,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, + "x": 25, "y": 37 }, "match_part": "", @@ -5574,11 +5574,11 @@ "index": 4, "instance_external_path": "" }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "bear1_leg_back_FrontLeg_Back": { + "name": "bear1_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5587,11 +5587,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/bear1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/bear1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -5601,19 +5601,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 47 + "x": 56, + "y": 53 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "bear1_leg_back_BackLeg_Back": { + "name": "bear1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5622,11 +5622,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/bear1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/bear1_leg_back.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -5636,19 +5636,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 23, + "y": 40 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "bear1_leg_front_FrontLeg_Front": { + "name": "bear1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5657,11 +5657,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/bear1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/bear1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -5671,19 +5671,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": 49 + "x": 34, + "y": 55 }, "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "bear1_leg_front_BackLeg_Front": { + "name": "bear1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5692,11 +5692,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/bear1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/bear1_leg_front.json" }, "Body": { "name": "Body", @@ -5706,19 +5706,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": 6 + "x": 30, + "y": 9 }, "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite3_Body": { - "name": "Sprite3", + "bear2_body_Body": { + "name": "bear2_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5727,16 +5727,32 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/biped_bin_2_body.json", + "id": 3, + "path": "res://sprites/fusions/body/bear2_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_bin_2_body.json" + "instance_external_path": "res://sprites/fusions/body/bear2_body.json" }, - "Sprite_Body": { - "name": "Sprite", + "HelmetBack": { + "name": "HelmetBack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 26, + "y": -32 + }, + "match_part": "", + "child": {}, + "index": 14, + "instance_external_path": "" + }, + "bear2_helmet_back_HelmetBack": { + "name": "bear2_helmet_back", "type": "sub", - "parent": "Body", + "parent": "HelmetBack", "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, @@ -5744,48 +5760,13 @@ "position": {}, "match_part": "", "child": {}, - "index": 14, + "index": 15, "instance_external": { "id": 6, - "path": "res://sprites/fusions/body/biped_bin_1_body.json", + "path": "res://sprites/fusions/helmet/bear2_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_bin_1_body.json" - }, - "HelmetBack": { - "name": "HelmetBack", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": { - "x": 30, - "y": -13 - }, - "match_part": "", - "child": {}, - "index": 15, - "instance_external_path": "" - }, - "Sprite2_HelmetBack": { - "name": "Sprite2", - "type": "sub", - "parent": "HelmetBack", - "instance": "ExtResource( 5 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 16, - "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/binvader_helmet_back.json", - "type": "PackedScene" - }, - "instance_external_path": "res://sprites/fusions/helmet/binvader_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/bear2_helmet_back.json" }, "Head": { "name": "Head", @@ -5795,32 +5776,32 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -13 + "x": 26, + "y": -32 }, "match_part": "HelmetBack", "child": {}, - "index": 17, + "index": 16, "instance_external_path": "" }, - "Sprite2_Head": { - "name": "Sprite2", + "bear2_head_Head": { + "name": "bear2_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 18, + "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/binvader_head.json", + "id": 5, + "path": "res://sprites/fusions/head/bear2_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/binvader_head.json" + "instance_external_path": "res://sprites/fusions/head/bear2_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -5830,32 +5811,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -13 + "x": 26, + "y": -32 }, "match_part": "HelmetBack", "child": {}, - "index": 19, + "index": 18, "instance_external_path": "" }, - "Sprite2_HelmetFront": { - "name": "Sprite2", + "bear2_helmet_front_HelmetFront": { + "name": "bear2_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 20, + "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/binvader_helmet_front.json", + "id": 4, + "path": "res://sprites/fusions/helmet/bear2_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/binvader_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/bear2_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -5865,32 +5846,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -5 + "x": 5, + "y": -13 }, "match_part": "Arm_Back", "child": {}, - "index": 21, + "index": 20, "instance_external_path": "" }, - "Sprite_Arm_Front": { - "name": "Sprite", + "bear1_arm_front_Arm_Front": { + "name": "bear1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 22, + "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/robot1_arms_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/bear1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robot1_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/bear1_arm_front.json" }, "attack": { "name": "attack", @@ -5900,12 +5881,12 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 108, + "y": 29 }, "match_part": "", "child": {}, - "index": 23, + "index": 22, "instance_external_path": "" }, "hit": { @@ -5916,18 +5897,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 67, + "y": 29 }, "match_part": "", "child": {}, - "index": 24, + "index": 23, "instance_external_path": "" } } }, - "blossomaw": { - "id": "blossomaw", + "binterloper": { + "id": "binterloper", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -5937,19 +5918,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 10, - "y": -20 + "x": 29, + "y": 1 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "cat_arms_back_Arm_Back": { - "name": "cat_arms_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5958,11 +5939,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/cat_arms_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/robot1_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cat_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/robot1_arms_back.json" }, "Tail": { "name": "Tail", @@ -5970,10 +5951,10 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -7, - "y": 26 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, @@ -5984,7 +5965,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5993,33 +5974,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" + "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 43, - "y": 38 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6028,33 +6009,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 66, - "y": 37 + "x": 52, + "y": 43 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6063,33 +6044,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 23, - "y": -14 + "x": 26, + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_blossomaw_body_Body": { - "name": "biped_blossomaw_body", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 12 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6098,11 +6079,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/biped_blossomaw_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_blossomaw_body.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -6110,21 +6091,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 28, - "y": 41 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6133,33 +6114,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 51, - "y": 41 + "x": 30, + "y": 29 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "biped_binterloper_body_Body": { + "name": "biped_binterloper_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "Body", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6168,11 +6149,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/body/biped_binterloper_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/biped_binterloper_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -6182,19 +6163,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": -40 + "x": 31, + "y": -11 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "blossomaw_helmet_back_HelmetBack": { - "name": "blossomaw_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6203,11 +6184,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/blossomaw_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/blossomaw_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -6217,19 +6198,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 41, - "y": -40 + "x": 31, + "y": -11 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "blossomaw_head_Head": { - "name": "blossomaw_head", + "binterloper_head_Head": { + "name": "binterloper_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6238,11 +6219,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/blossomaw_head.json", + "id": 5, + "path": "res://sprites/fusions/head/binterloper_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/blossomaw_head.json" + "instance_external_path": "res://sprites/fusions/head/binterloper_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -6252,19 +6233,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": -40 + "x": 31, + "y": -11 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "blossomaw_helmet_front_HelmetFront": { - "name": "blossomaw_helmet_front", + "binterloper_helmet_front_HelmetFront": { + "name": "binterloper_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6273,11 +6254,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/blossomaw_helmet_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/binterloper_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/blossomaw_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/binterloper_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -6287,16 +6268,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 0, - "y": -18 + "x": 9, + "y": 4 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "cat_arms_front_Arm_Front": { - "name": "cat_arms_front", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 7 )", @@ -6309,10 +6290,10 @@ "index": 21, "instance_external": { "id": 7, - "path": "res://sprites/fusions/arms/cat_arms_front.json", + "path": "res://sprites/fusions/arms/robot1_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cat_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/robot1_arms_front.json" }, "attack": { "name": "attack", @@ -6322,24 +6303,24 @@ "inverse_match": false, "visible": true, "position": { - "x": 83, - "y": 34 + "x": 87, + "y": 49 }, "match_part": "", "child": {}, "index": 22, "instance_external_path": "" }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 76, - "y": -7 + "x": 75, + "y": 57 }, "match_part": "", "child": {}, @@ -6348,8 +6329,8 @@ } } }, - "blunderbusk": { - "id": "blunderbusk", + "binvader": { + "id": "binvader", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -6359,19 +6340,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -28 + "x": 24, + "y": -8 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "charlequin_arm_back_Arm_Back": { - "name": "charlequin_arm_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6380,11 +6361,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/charlequin_arm_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/robot1_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/robot1_arms_back.json" }, "Tail": { "name": "Tail", @@ -6392,21 +6373,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 14 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "toy_tail_Tail": { - "name": "toy_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6415,11 +6396,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" + "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -6429,7 +6410,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, + "x": 41, "y": 37 }, "match_part": "", @@ -6437,11 +6418,11 @@ "index": 4, "instance_external_path": "" }, - "simple5_leg_FrontLeg_Back": { - "name": "simple5_leg", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6450,11 +6431,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -6464,19 +6445,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 42 + "x": 51, + "y": 47 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple5_leg_BackLeg_Back": { - "name": "simple5_leg", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6485,11 +6466,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -6499,19 +6480,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 61, - "y": 38 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "simple5_leg_FrontLeg_Front": { - "name": "simple5_leg", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6520,11 +6501,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -6534,19 +6515,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, - "y": 45 + "x": 37, + "y": 49 }, "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple5_leg_BackLeg_Front": { - "name": "simple5_leg", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6555,11 +6536,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "Body": { "name": "Body", @@ -6569,19 +6550,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -5 + "x": 28, + "y": 6 }, "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "charlequin_body_Body": { - "name": "charlequin_body", + "Sprite3_Body": { + "name": "Sprite3", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6590,11 +6571,30 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/charlequin_body.json", + "id": 8, + "path": "res://sprites/fusions/body/biped_bin_2_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/charlequin_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_bin_2_body.json" + }, + "Sprite_Body": { + "name": "Sprite", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 6 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 14, + "instance_external": { + "id": 6, + "path": "res://sprites/fusions/body/biped_bin_1_body.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/body/biped_bin_1_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -6604,32 +6604,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 30, + "y": -13 }, "match_part": "", "child": {}, - "index": 14, + "index": 15, "instance_external_path": "" }, - "blunderbusk_helmet_back_HelmetBack": { - "name": "blunderbusk_helmet_back", + "Sprite2_HelmetBack": { + "name": "Sprite2", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 16, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/blunderbusk_helmet_back.json", + "id": 5, + "path": "res://sprites/fusions/helmet/binvader_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/blunderbusk_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/binvader_helmet_back.json" }, "Head": { "name": "Head", @@ -6639,32 +6639,32 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 30, + "y": -13 }, "match_part": "HelmetBack", "child": {}, - "index": 16, + "index": 17, "instance_external_path": "" }, - "blunderbusk_head_Head": { - "name": "blunderbusk_head", + "Sprite2_Head": { + "name": "Sprite2", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 18, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/blunderbusk_head.json", + "id": 3, + "path": "res://sprites/fusions/head/binvader_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/blunderbusk_head.json" + "instance_external_path": "res://sprites/fusions/head/binvader_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -6674,32 +6674,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 30, + "y": -13 }, "match_part": "HelmetBack", "child": {}, - "index": 18, + "index": 19, "instance_external_path": "" }, - "blunderbusk_helmet_front_HelmetFront": { - "name": "blunderbusk_helmet_front", + "Sprite2_HelmetFront": { + "name": "Sprite2", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 19, + "index": 20, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/blunderbusk_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/binvader_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/blunderbusk_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/binvader_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -6709,32 +6709,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": -27 + "x": 7, + "y": -5 }, "match_part": "Arm_Back", "child": {}, - "index": 20, + "index": 21, "instance_external_path": "" }, - "charlequin_arm_Arm_Front": { - "name": "charlequin_arm", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 21, + "index": 22, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/charlequin_arm_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/robot1_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/robot1_arms_front.json" }, "attack": { "name": "attack", @@ -6744,12 +6744,12 @@ "inverse_match": false, "visible": true, "position": { - "x": 114, - "y": 15 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, - "index": 22, + "index": 23, "instance_external_path": "" }, "hit": { @@ -6760,19 +6760,54 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 20 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, - "index": 23, + "index": 24, "instance_external_path": "" } } }, - "boltam": { - "id": "boltam", + "blossomaw": { + "id": "blossomaw", "nodes_enhanced": { + "Arm_Back": { + "name": "Arm_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 10, + "y": -20 + }, + "match_part": "", + "child": {}, + "index": 0, + "instance_external_path": "" + }, + "cat_arms_back_Arm_Back": { + "name": "cat_arms_back", + "type": "sub", + "parent": "Arm_Back", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 1, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/arms/cat_arms_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/arms/cat_arms_back.json" + }, "Tail": { "name": "Tail", "type": "Node2D", @@ -6781,16 +6816,16 @@ "inverse_match": false, "visible": true, "position": { - "x": -2, - "y": 19 + "x": -7, + "y": 26 }, "match_part": "", "child": {}, - "index": 0, + "index": 2, "instance_external_path": "" }, - "Sprite2_Tail": { - "name": "Sprite2", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", "instance": "ExtResource( 3 )", @@ -6800,13 +6835,13 @@ "position": {}, "match_part": "", "child": {}, - "index": 1, + "index": 3, "instance_external": { "id": 3, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" + "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -6816,32 +6851,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": 37 + "x": 43, + "y": 38 }, "match_part": "", "child": {}, - "index": 2, + "index": 4, "instance_external_path": "" }, - "beast2_leg_back_BackLeg_Back": { - "name": "beast2_leg_back", + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 3, + "index": 5, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/beast2_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/beast2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -6849,34 +6884,34 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 66, "y": 37 }, "match_part": "", "child": {}, - "index": 4, + "index": 6, "instance_external_path": "" }, - "beast1_leg_back_FrontLeg_Back": { - "name": "beast1_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 5, + "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/beast1_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/beast1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" }, "Body": { "name": "Body", @@ -6886,32 +6921,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": 24 + "x": 23, + "y": -14 }, "match_part": "", "child": {}, - "index": 6, + "index": 8, "instance_external_path": "" }, - "Sprite_Body": { - "name": "Sprite", + "biped_blossomaw_body_Body": { + "name": "biped_blossomaw_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 7, + "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/quad_simple_body.json", + "id": 12, + "path": "res://sprites/fusions/body/biped_blossomaw_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/quad_simple_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_blossomaw_body.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -6921,32 +6956,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, + "x": 28, "y": 41 }, "match_part": "BackLeg_Back", "child": {}, - "index": 8, + "index": 10, "instance_external_path": "" }, - "beast2_leg_front_BackLeg_Front": { - "name": "beast2_leg_front", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 9, + "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/beast2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/beast2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -6954,34 +6989,34 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 51, "y": 41 }, "match_part": "FrontLeg_Back", "child": {}, - "index": 10, + "index": 12, "instance_external_path": "" }, - "beast1_leg_front_FrontLeg_Front": { - "name": "beast1_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 11, + "index": 13, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/beast1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/beast1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -6991,32 +7026,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 41, + "y": -40 }, "match_part": "", "child": {}, - "index": 12, + "index": 14, "instance_external_path": "" }, - "boltam_helmet_back_HelmetBack": { - "name": "boltam_helmet_back", + "blossomaw_helmet_back_HelmetBack": { + "name": "blossomaw_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 13, + "index": 15, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/boltam_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/blossomaw_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/boltam_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/blossomaw_helmet_back.json" }, "Head": { "name": "Head", @@ -7026,32 +7061,32 @@ "inverse_match": true, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 41, + "y": -40 }, "match_part": "HelmetBack", "child": {}, - "index": 14, + "index": 16, "instance_external_path": "" }, - "boltam_head_Head": { - "name": "boltam_head", + "blossomaw_head_Head": { + "name": "blossomaw_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/boltam_head.json", + "id": 8, + "path": "res://sprites/fusions/head/blossomaw_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/boltam_head.json" + "instance_external_path": "res://sprites/fusions/head/blossomaw_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -7061,16 +7096,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 41, + "y": -40 }, "match_part": "HelmetBack", "child": {}, - "index": 16, + "index": 18, "instance_external_path": "" }, - "boltam_helmet_front_HelmetFront": { - "name": "boltam_helmet_front", + "blossomaw_helmet_front_HelmetFront": { + "name": "blossomaw_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 10 )", @@ -7080,50 +7115,85 @@ "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 19, "instance_external": { "id": 10, - "path": "res://sprites/fusions/helmet/boltam_helmet_front.json", + "path": "res://sprites/fusions/helmet/blossomaw_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/boltam_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/blossomaw_helmet_front.json" }, - "attack": { - "name": "attack", + "Arm_Front": { + "name": "Arm_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 39 + "x": 0, + "y": -18 }, - "match_part": "", + "match_part": "Arm_Back", "child": {}, - "index": 18, + "index": 20, "instance_external_path": "" }, - "eye": { - "name": "eye", + "cat_arms_front_Arm_Front": { + "name": "cat_arms_front", + "type": "sub", + "parent": "Arm_Front", + "instance": "ExtResource( 7 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 21, + "instance_external": { + "id": 7, + "path": "res://sprites/fusions/arms/cat_arms_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/arms/cat_arms_front.json" + }, + "attack": { + "name": "attack", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 82, - "y": 31 + "x": 83, + "y": 34 }, "match_part": "", "child": {}, - "index": 19, + "index": 22, + "instance_external_path": "" + }, + "eye": { + "name": "eye", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 76, + "y": -7 + }, + "match_part": "", + "child": {}, + "index": 23, "instance_external_path": "" } } }, - "braxsuit": { - "id": "braxsuit", + "blunderbusk": { + "id": "blunderbusk", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -7133,16 +7203,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 22, - "y": -22 + "x": 28, + "y": -28 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "simple1_arm_back_Arm_Back": { - "name": "simple1_arm_back", + "charlequin_arm_back_Arm_Back": { + "name": "charlequin_arm_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 9 )", @@ -7155,10 +7225,10 @@ "index": 1, "instance_external": { "id": 9, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "path": "res://sprites/fusions/arms/charlequin_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_back.json" }, "Tail": { "name": "Tail", @@ -7166,21 +7236,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 30 + "x": 14, + "y": 14 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7189,11 +7259,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 13, + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" + "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -7203,7 +7273,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, + "x": 25, "y": 37 }, "match_part": "", @@ -7211,8 +7281,8 @@ "index": 4, "instance_external_path": "" }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "simple5_leg_FrontLeg_Back": { + "name": "simple5_leg", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 7 )", @@ -7225,10 +7295,10 @@ "index": 5, "instance_external": { "id": 7, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -7236,21 +7306,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 54, - "y": 41 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple1_leg_back_BackLeg_Back": { - "name": "simple1_leg_back", + "simple5_leg_BackLeg_Back": { + "name": "simple5_leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7259,33 +7329,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/simple1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 26, - "y": 6 + "x": 61, + "y": 38 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_braxsuit_body_Body": { - "name": "biped_braxsuit_body", + "simple5_leg_FrontLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7294,33 +7364,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/biped_braxsuit_body.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_braxsuit_body.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 39, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "simple5_leg_BackLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7329,33 +7399,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, - "y": 45 + "x": 29, + "y": -5 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "simple1_leg_front_BackLeg_Front": { - "name": "simple1_leg_front", + "charlequin_body_Body": { + "name": "charlequin_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "Body", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7364,11 +7434,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple1_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/body/charlequin_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple1_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/charlequin_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -7378,19 +7448,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -24 + "x": 31, + "y": -39 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "braxsuit_helmet_back_HelmetBack": { - "name": "braxsuit_helmet_back", + "blunderbusk_helmet_back_HelmetBack": { + "name": "blunderbusk_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7399,11 +7469,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/blunderbusk_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/blunderbusk_helmet_back.json" }, "Head": { "name": "Head", @@ -7413,19 +7483,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 29, - "y": -24 + "x": 31, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "braxsuit_head_Head": { - "name": "braxsuit_head", + "blunderbusk_head_Head": { + "name": "blunderbusk_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7434,11 +7504,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/braxsuit_head.json", + "id": 6, + "path": "res://sprites/fusions/head/blunderbusk_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/braxsuit_head.json" + "instance_external_path": "res://sprites/fusions/head/blunderbusk_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -7448,19 +7518,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -24 + "x": 31, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "braxsuit_helmet_front_HelmetFront": { - "name": "braxsuit_helmet_front", + "blunderbusk_helmet_front_HelmetFront": { + "name": "blunderbusk_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7469,11 +7539,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/blunderbusk_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/blunderbusk_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -7483,19 +7553,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -19 + "x": 11, + "y": -27 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "simple1_arm_front_Arm_Front": { - "name": "simple1_arm_front", + "charlequin_arm_Arm_Front": { + "name": "charlequin_arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7504,11 +7574,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/simple1_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/charlequin_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_front.json" }, "attack": { "name": "attack", @@ -7518,8 +7588,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 91, - "y": 32 + "x": 114, + "y": 15 }, "match_part": "", "child": {}, @@ -7534,8 +7604,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 69, + "y": 20 }, "match_part": "", "child": {}, @@ -7544,30 +7614,30 @@ } } }, - "brushroom": { - "id": "brushroom", + "boltam": { + "id": "boltam", "nodes_enhanced": { - "Arm_Back": { - "name": "Arm_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -16 + "x": -2, + "y": 19 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Brushroom Arm_Arm_Back": { - "name": "Brushroom Arm", + "Sprite2_Tail": { + "name": "Sprite2", "type": "sub", - "parent": "Arm_Back", - "instance": "ExtResource( 5 )", + "parent": "Tail", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7576,33 +7646,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/brushroom_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/brushroom_arm_back.json" + "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 33, - "y": 39 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Leg_FrontLeg_Back": { - "name": "Leg", + "beast2_leg_back_BackLeg_Back": { + "name": "beast2_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7611,33 +7681,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/beast2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/beast2_leg_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": 28 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "leaf2_tail_Tail": { - "name": "leaf2_tail", + "beast1_leg_back_FrontLeg_Back": { + "name": "beast1_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7646,33 +7716,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/leaf2_tail.json", + "id": 6, + "path": "res://sprites/fusions/legs/beast1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf2_tail.json" + "instance_external_path": "res://sprites/fusions/legs/beast1_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 45 + "x": 28, + "y": 24 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Leg_BackLeg_Back": { - "name": "Leg", + "Sprite_Body": { + "name": "Sprite", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "Body", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7681,33 +7751,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump1_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/body/quad_simple_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump1_leg_back.json" + "instance_external_path": "res://sprites/fusions/body/quad_simple_body.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { "x": 26, - "y": 8 + "y": 41 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_brushroom_body_Body": { - "name": "biped_brushroom_body", + "beast2_leg_front_BackLeg_Front": { + "name": "beast2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7716,11 +7786,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/biped_brushroom_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/beast2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_brushroom_body.json" + "instance_external_path": "res://sprites/fusions/legs/beast2_leg_front.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -7728,21 +7798,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 20, - "y": 42 + "x": 51, + "y": 41 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "stump1_leg_front_FrontLeg_Front": { - "name": "stump1_leg_front", + "beast1_leg_front_FrontLeg_Front": { + "name": "beast1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7751,33 +7821,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/stump1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/beast1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/beast1_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "HelmetBack": { + "name": "HelmetBack", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": 47 + "x": 48, + "y": -1 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "stump1_leg_front_BackLeg_Front": { - "name": "stump1_leg_front", + "boltam_helmet_back_HelmetBack": { + "name": "boltam_helmet_back", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "HelmetBack", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7786,33 +7856,33 @@ "child": {}, "index": 13, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/stump1_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/boltam_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump1_leg_front.json" + "instance_external_path": "res://sprites/fusions/helmet/boltam_helmet_back.json" }, - "HelmetBack": { - "name": "HelmetBack", + "Head": { + "name": "Head", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": false, + "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 48, + "y": -1 }, - "match_part": "", + "match_part": "HelmetBack", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "boltam_head_Head": { + "name": "boltam_head", "type": "sub", - "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "parent": "Head", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7821,33 +7891,33 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 7, + "path": "res://sprites/fusions/head/boltam_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/head/boltam_head.json" }, - "Head": { - "name": "Head", + "HelmetFront": { + "name": "HelmetFront", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": true, + "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "brushroom_head_Head": { - "name": "brushroom_head", + "boltam_helmet_front_HelmetFront": { + "name": "boltam_helmet_front", "type": "sub", - "parent": "Head", - "instance": "ExtResource( 9 )", + "parent": "HelmetFront", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7856,118 +7926,48 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/brushroom_head.json", + "id": 10, + "path": "res://sprites/fusions/helmet/boltam_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/brushroom_head.json" + "instance_external_path": "res://sprites/fusions/helmet/boltam_helmet_front.json" }, - "HelmetFront": { - "name": "HelmetFront", + "attack": { + "name": "attack", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 90, + "y": 39 }, - "match_part": "HelmetBack", + "match_part": "", "child": {}, "index": 18, "instance_external_path": "" }, - "brushroom_helmet_front_HelmetFront": { - "name": "brushroom_helmet_front", - "type": "sub", - "parent": "HelmetFront", - "instance": "ExtResource( 12 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 19, - "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/brushroom_helmet_front.json", - "type": "PackedScene" - }, - "instance_external_path": "res://sprites/fusions/helmet/brushroom_helmet_front.json" - }, - "Arm_Front": { - "name": "Arm_Front", + "eye": { + "name": "eye", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -16 + "x": 82, + "y": 31 }, - "match_part": "Arm_Back", + "match_part": "", "child": {}, - "index": 20, - "instance_external_path": "" - }, - "Brushroom Arm_Arm_Front": { - "name": "Brushroom Arm", - "type": "sub", - "parent": "Arm_Front", - "instance": "ExtResource( 6 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 21, - "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/brushroom_arm_front.json", - "type": "PackedScene" - }, - "instance_external_path": "res://sprites/fusions/arms/brushroom_arm_front.json" - }, - "attack": { - "name": "attack", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": { - "x": 89, - "y": 35 - }, - "match_part": "", - "child": {}, - "index": 22, - "instance_external_path": "" - }, - "hit": { - "name": "hit", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": { - "x": 70, - "y": 44 - }, - "match_part": "", - "child": {}, - "index": 23, + "index": 19, "instance_external_path": "" } } }, - "bulletino": { - "id": "bulletino", + "braxsuit": { + "id": "braxsuit", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -7977,19 +7977,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -12 + "x": 22, + "y": -22 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "reptile_arms_back_Arm_Back": { - "name": "reptile_arms_back", + "simple1_arm_back_Arm_Back": { + "name": "simple1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7998,11 +7998,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/reptile_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" }, "Tail": { "name": "Tail", @@ -8010,21 +8010,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 10, - "y": 29 + "x": 8, + "y": 30 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8033,11 +8033,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/mammal1_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/mammal1_tail.json" + "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -8047,16 +8047,16 @@ "inverse_match": false, "visible": false, "position": { - "x": 24, - "y": 43 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 7 )", @@ -8069,10 +8069,10 @@ "index": 5, "instance_external": { "id": 7, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -8080,21 +8080,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 44 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "simple1_leg_back_BackLeg_Back": { + "name": "simple1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8103,11 +8103,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/simple1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple1_leg_back.json" }, "Body": { "name": "Body", @@ -8125,11 +8125,11 @@ "index": 8, "instance_external_path": "" }, - "biped_bulletino_body_Body": { - "name": "biped_bulletino_body", + "biped_braxsuit_body_Body": { + "name": "biped_braxsuit_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8138,11 +8138,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/biped_bulletino_body.json", + "id": 5, + "path": "res://sprites/fusions/body/biped_braxsuit_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_bulletino_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_braxsuit_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -8152,19 +8152,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 11, - "y": 47 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8173,11 +8173,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -8185,21 +8185,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 34, - "y": 48 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "simple1_leg_front_BackLeg_Front": { + "name": "simple1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8208,11 +8208,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -8222,19 +8222,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 29, + "y": -24 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "bulletino_helmet_back_HelmetBack": { - "name": "bulletino_helmet_back", + "braxsuit_helmet_back_HelmetBack": { + "name": "braxsuit_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8243,11 +8243,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/bulletino_helmet_back.json", + "id": 6, + "path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/bulletino_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json" }, "Head": { "name": "Head", @@ -8257,19 +8257,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 29, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "bulletino_head_Head": { - "name": "bulletino_head", + "braxsuit_head_Head": { + "name": "braxsuit_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8278,11 +8278,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/bulletino_head.json", + "id": 11, + "path": "res://sprites/fusions/head/braxsuit_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/bulletino_head.json" + "instance_external_path": "res://sprites/fusions/head/braxsuit_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -8292,19 +8292,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 29, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "bulletino_helmet_front_HelmetFront": { - "name": "bulletino_helmet_front", + "braxsuit_helmet_front_HelmetFront": { + "name": "braxsuit_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8313,11 +8313,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/bulletino_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/bulletino_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -8327,19 +8327,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -10 + "x": 5, + "y": -19 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "reptile_arms_front_Arm_Front": { - "name": "reptile_arms_front", + "simple1_arm_front_Arm_Front": { + "name": "simple1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8348,11 +8348,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/reptile_arms_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/simple1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_front.json" }, "attack": { "name": "attack", @@ -8362,8 +8362,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 91, + "y": 32 }, "match_part": "", "child": {}, @@ -8388,8 +8388,8 @@ } } }, - "burnace": { - "id": "burnace", + "brushroom": { + "id": "brushroom", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -8399,19 +8399,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": -6 + "x": 27, + "y": -16 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "burnace_arm_back_Arm_Back": { - "name": "burnace_arm_back", + "Brushroom Arm_Arm_Back": { + "name": "Brushroom Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8420,33 +8420,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/burnace_arm_back.json", + "id": 5, + "path": "res://sprites/fusions/arms/brushroom_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/burnace_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/brushroom_arm_back.json" }, - "Tail": { - "name": "Tail", - "type": "Node2D", + "FrontLeg_Back": { + "name": "FrontLeg_Back", + "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 13, - "y": 40 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "toy_tail_Tail": { - "name": "toy_tail", + "Leg_FrontLeg_Back": { + "name": "Leg", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8455,33 +8455,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 11, + "path": "res://sprites/fusions/legs/stump1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" + "instance_external_path": "res://sprites/fusions/legs/stump1_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 31, - "y": 43 + "x": 11, + "y": 28 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "artificial2_leg_back_FrontLeg_Back": { - "name": "artificial2_leg_back", + "leaf2_tail_Tail": { + "name": "leaf2_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "Tail", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8490,11 +8490,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/artificial2_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/tail/leaf2_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/leaf2_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -8504,16 +8504,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 55, - "y": 57 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "artificial1_leg_back_BackLeg_Back": { - "name": "artificial1_leg_back", + "Leg_BackLeg_Back": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 11 )", @@ -8526,10 +8526,10 @@ "index": 7, "instance_external": { "id": 11, - "path": "res://sprites/fusions/legs/artificial1_leg_back.json", + "path": "res://sprites/fusions/legs/stump1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/stump1_leg_back.json" }, "Body": { "name": "Body", @@ -8540,18 +8540,18 @@ "visible": true, "position": { "x": 26, - "y": 6 + "y": 8 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "burnace_body_Body": { - "name": "burnace_body", + "biped_brushroom_body_Body": { + "name": "biped_brushroom_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8560,11 +8560,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/burnace_body.json", + "id": 8, + "path": "res://sprites/fusions/body/biped_brushroom_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/burnace_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_brushroom_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -8574,19 +8574,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 22, - "y": 45 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "artificial2_leg_front_FrontLeg_Front": { - "name": "artificial2_leg_front", + "stump1_leg_front_FrontLeg_Front": { + "name": "stump1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8595,11 +8595,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/artificial2_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/stump1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/stump1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -8609,19 +8609,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 58 + "x": 34, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "artificial1_leg_front_BackLeg_Front": { - "name": "artificial1_leg_front", + "stump1_leg_front_BackLeg_Front": { + "name": "stump1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8630,11 +8630,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/artificial1_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/stump1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/stump1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -8644,8 +8644,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -13 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, @@ -8679,19 +8679,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 28, - "y": -13 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "burnace_head_Head": { - "name": "burnace_head", + "brushroom_head_Head": { + "name": "brushroom_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8700,11 +8700,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/burnace_head.json", + "id": 9, + "path": "res://sprites/fusions/head/brushroom_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/burnace_head.json" + "instance_external_path": "res://sprites/fusions/head/brushroom_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -8714,19 +8714,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -13 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "burnace_helmet_front_HelmetFront": { - "name": "burnace_helmet_front", + "brushroom_helmet_front_HelmetFront": { + "name": "brushroom_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8735,11 +8735,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/burnace_helmet_front.json", + "id": 12, + "path": "res://sprites/fusions/helmet/brushroom_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/burnace_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/brushroom_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -8749,19 +8749,19 @@ "inverse_match": false, "visible": true, "position": { - "x": -5, - "y": -2 + "x": 8, + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "burnace_arm_front_Arm_Front": { - "name": "burnace_arm_front", + "Brushroom Arm_Arm_Front": { + "name": "Brushroom Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8770,11 +8770,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/burnace_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/brushroom_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/burnace_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/brushroom_arm_front.json" }, "attack": { "name": "attack", @@ -8784,8 +8784,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 91, - "y": 49 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -8800,8 +8800,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 67, - "y": 40 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -8810,8 +8810,8 @@ } } }, - "busheye": { - "id": "busheye", + "bulletino": { + "id": "bulletino", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -8821,19 +8821,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -19 + "x": 24, + "y": -12 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "simple2_arm_back_Arm_Back": { - "name": "simple2_arm_back", + "reptile_arms_back_Arm_Back": { + "name": "reptile_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8842,33 +8842,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/simple2_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/reptile_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple2_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/reptile_arms_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 28, - "y": 39 + "x": 10, + "y": 29 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "hoof2_leg_back_FrontLeg_Back": { - "name": "hoof2_leg_back", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "Tail", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8877,33 +8877,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/hoof2_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/tail/mammal1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/mammal1_tail.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 8, - "y": 27 + "x": 24, + "y": 43 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 8 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8912,11 +8912,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 7, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -8926,16 +8926,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 41 + "x": 52, + "y": 44 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "hoof1_leg_back_BackLeg_Back": { - "name": "hoof1_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 7 )", @@ -8948,10 +8948,10 @@ "index": 7, "instance_external": { "id": 7, - "path": "res://sprites/fusions/legs/hoof1_leg_back.json", + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, "Body": { "name": "Body", @@ -8969,11 +8969,11 @@ "index": 8, "instance_external_path": "" }, - "biped_grampus_body_Body": { - "name": "biped_grampus_body", + "biped_bulletino_body_Body": { + "name": "biped_bulletino_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8982,11 +8982,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/biped_grampus_body.json", + "id": 10, + "path": "res://sprites/fusions/body/biped_bulletino_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_grampus_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_bulletino_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -8996,19 +8996,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 5, - "y": 44 + "x": 11, + "y": 47 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "hoof2_leg_front_FrontLeg_Front": { - "name": "hoof2_leg_front", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9017,11 +9017,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/hoof2_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -9031,19 +9031,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 45 + "x": 34, + "y": 48 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "hoof1_leg_front_BackLeg_Front": { - "name": "hoof1_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9052,11 +9052,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/hoof1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -9067,18 +9067,18 @@ "visible": true, "position": { "x": 33, - "y": -16 + "y": -15 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "busheye_helmet_back_HelmetBack": { - "name": "busheye_helmet_back", + "bulletino_helmet_back_HelmetBack": { + "name": "bulletino_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9087,11 +9087,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/busheye_helmet_back.json", + "id": 11, + "path": "res://sprites/fusions/helmet/bulletino_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/busheye_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/bulletino_helmet_back.json" }, "Head": { "name": "Head", @@ -9102,18 +9102,18 @@ "visible": true, "position": { "x": 33, - "y": -16 + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "busheye_head_Head": { - "name": "busheye_head", + "bulletino_head_Head": { + "name": "bulletino_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9122,11 +9122,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/busheye_head.json", + "id": 8, + "path": "res://sprites/fusions/head/bulletino_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/busheye_head.json" + "instance_external_path": "res://sprites/fusions/head/bulletino_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -9137,18 +9137,18 @@ "visible": true, "position": { "x": 33, - "y": -16 + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "busheye_helmet_front_HelmetFront": { - "name": "busheye_helmet_front", + "bulletino_helmet_front_HelmetFront": { + "name": "bulletino_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9157,11 +9157,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/busheye_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/bulletino_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/busheye_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/bulletino_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -9171,19 +9171,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -16 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "simple2_arm_front_Arm_Front": { - "name": "simple2_arm_front", + "reptile_arms_front_Arm_Front": { + "name": "reptile_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9192,11 +9192,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple2_arm_front.json", + "id": 3, + "path": "res://sprites/fusions/arms/reptile_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple2_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/reptile_arms_front.json" }, "attack": { "name": "attack", @@ -9206,8 +9206,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 35 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -9232,8 +9232,8 @@ } } }, - "candevil": { - "id": "candevil", + "burnace": { + "id": "burnace", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -9243,19 +9243,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -21 + "x": 37, + "y": -6 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "candevil_arm_back_Arm_Back": { - "name": "candevil_arm_back", + "burnace_arm_back_Arm_Back": { + "name": "burnace_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9264,11 +9264,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/candevil_arm_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/burnace_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/candevil_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/burnace_arm_back.json" }, "Tail": { "name": "Tail", @@ -9278,19 +9278,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": 23 + "x": 13, + "y": 40 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "candevil_tail_Tail": { - "name": "candevil_tail", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9299,11 +9299,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/candevil_tail.json", + "id": 5, + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/candevil_tail.json" + "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -9313,19 +9313,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 67, - "y": 38 + "x": 31, + "y": 43 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "candevil2_leg_back_FrontLeg_Back": { - "name": "candevil2_leg_back", + "artificial2_leg_back_FrontLeg_Back": { + "name": "artificial2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9334,11 +9334,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/candevil2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/artificial2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/candevil2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -9349,18 +9349,18 @@ "visible": true, "position": { "x": 55, - "y": 41 + "y": 57 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "candevil1_leg_back_BackLeg_Back": { - "name": "candevil1_leg_back", + "artificial1_leg_back_BackLeg_Back": { + "name": "artificial1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9369,11 +9369,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/candevil1_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/artificial1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/candevil1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_back.json" }, "Body": { "name": "Body", @@ -9383,19 +9383,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 4 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "candevil_body_Body": { - "name": "candevil_body", + "burnace_body_Body": { + "name": "burnace_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9404,11 +9404,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/candevil_body.json", + "id": 10, + "path": "res://sprites/fusions/body/burnace_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/candevil_body.json" + "instance_external_path": "res://sprites/fusions/body/burnace_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -9418,19 +9418,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 75, - "y": 39 + "x": 22, + "y": 45 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "candevil2_leg_front_FrontLeg_Front": { - "name": "candevil2_leg_front", + "artificial2_leg_front_FrontLeg_Front": { + "name": "artificial2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9439,11 +9439,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/candevil2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/artificial2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/candevil2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -9454,18 +9454,18 @@ "visible": true, "position": { "x": 36, - "y": 43 + "y": 58 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "candevil1_leg_front_BackLeg_Front": { - "name": "candevil1_leg_front", + "artificial1_leg_front_BackLeg_Front": { + "name": "artificial1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9474,11 +9474,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/candevil1_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/artificial1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/candevil1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -9488,19 +9488,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -31 + "x": 28, + "y": -13 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "candevil_helmet_back_HelmetBack": { - "name": "candevil_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9509,11 +9509,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/candevil_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/candevil_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -9523,19 +9523,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -31 + "x": 28, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "candevil_head_Head": { - "name": "candevil_head", + "burnace_head_Head": { + "name": "burnace_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9544,11 +9544,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/candevil_head.json", + "id": 12, + "path": "res://sprites/fusions/head/burnace_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/candevil_head.json" + "instance_external_path": "res://sprites/fusions/head/burnace_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -9558,19 +9558,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -31 + "x": 28, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "candevil_helmet_front_HelmetFront": { - "name": "candevil_helmet_front", + "burnace_helmet_front_HelmetFront": { + "name": "burnace_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9579,11 +9579,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/candevil_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/burnace_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/candevil_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/burnace_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -9593,19 +9593,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -18 + "x": -5, + "y": -2 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "candevil_arm_front_Arm_Front": { - "name": "candevil_arm_front", + "burnace_arm_front_Arm_Front": { + "name": "burnace_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9614,11 +9614,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/candevil_arm_front.json", + "id": 8, + "path": "res://sprites/fusions/arms/burnace_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/candevil_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/burnace_arm_front.json" }, "attack": { "name": "attack", @@ -9628,8 +9628,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 94, - "y": 33 + "x": 91, + "y": 49 }, "match_part": "", "child": {}, @@ -9644,8 +9644,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 67, + "y": 40 }, "match_part": "", "child": {}, @@ -9654,8 +9654,8 @@ } } }, - "capricorpse": { - "id": "capricorpse", + "busheye": { + "id": "busheye", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -9663,18 +9663,18 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 17, - "y": -31 + "x": 26, + "y": -19 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "bansheep_arm_back_Arm_Back": { - "name": "bansheep_arm_back", + "simple2_arm_back_Arm_Back": { + "name": "simple2_arm_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 11 )", @@ -9687,32 +9687,32 @@ "index": 1, "instance_external": { "id": 11, - "path": "res://sprites/fusions/arms/bansheep_arm_back.json", + "path": "res://sprites/fusions/arms/simple2_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/bansheep_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/simple2_arm_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -15, - "y": 0 + "x": 28, + "y": 39 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "cloud_tail_Tail": { - "name": "cloud_tail", + "hoof2_leg_back_FrontLeg_Back": { + "name": "hoof2_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 8 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9721,33 +9721,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/tail/cloud_tail.json", + "id": 13, + "path": "res://sprites/fusions/legs/hoof2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/cloud_tail.json" + "instance_external_path": "res://sprites/fusions/legs/hoof2_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 46, - "y": 12 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "hoof2_leg_back_FrontLeg_Back": { - "name": "hoof2_leg_back", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 12 )", + "parent": "Tail", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9756,11 +9756,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/hoof2_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -9770,8 +9770,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 12 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, @@ -9782,7 +9782,7 @@ "name": "hoof1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9791,7 +9791,7 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, + "id": 7, "path": "res://sprites/fusions/legs/hoof1_leg_back.json", "type": "PackedScene" }, @@ -9805,16 +9805,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 10, - "y": -37 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "capricorpse_body_Body": { - "name": "capricorpse_body", + "biped_grampus_body_Body": { + "name": "biped_grampus_body", "type": "sub", "parent": "Body", "instance": "ExtResource( 9 )", @@ -9827,32 +9827,32 @@ "index": 9, "instance_external": { "id": 9, - "path": "res://sprites/fusions/body/capricorpse_body.json", + "path": "res://sprites/fusions/body/biped_grampus_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/capricorpse_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_grampus_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 10, - "y": 14 + "x": 5, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "hoof1_leg_front_BackLeg_Front": { - "name": "hoof1_leg_front", + "hoof2_leg_front_FrontLeg_Front": { + "name": "hoof2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9861,33 +9861,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/hoof1_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/hoof2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/hoof2_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 14 + "x": 36, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "hoof2_leg_front_FrontLeg_Front": { - "name": "hoof2_leg_front", + "hoof1_leg_front_BackLeg_Front": { + "name": "hoof1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9896,11 +9896,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/hoof2_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/hoof1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -9910,19 +9910,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "capricorpse_helmet_back_HelmetBack": { - "name": "capricorpse_helmet_back", + "busheye_helmet_back_HelmetBack": { + "name": "busheye_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9931,11 +9931,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/capricorpse_helmet_back.json", + "id": 10, + "path": "res://sprites/fusions/helmet/busheye_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/capricorpse_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/busheye_helmet_back.json" }, "Head": { "name": "Head", @@ -9945,19 +9945,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "capricorpse_head_Head": { - "name": "capricorpse_head", + "busheye_head_Head": { + "name": "busheye_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9966,11 +9966,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/capricorpse_head.json", + "id": 3, + "path": "res://sprites/fusions/head/busheye_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/capricorpse_head.json" + "instance_external_path": "res://sprites/fusions/head/busheye_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -9980,19 +9980,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "capricorpse_helmet_front_HelmetFront": { - "name": "capricorpse_helmet_front", + "busheye_helmet_front_HelmetFront": { + "name": "busheye_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10001,11 +10001,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/capricorpse_helmet_front.json", + "id": 12, + "path": "res://sprites/fusions/helmet/busheye_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/capricorpse_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/busheye_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -10013,21 +10013,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": -2, - "y": -27 + "x": 3, + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "bansheep_arm_front_Arm_Front": { - "name": "bansheep_arm_front", + "simple2_arm_front_Arm_Front": { + "name": "simple2_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10036,11 +10036,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/bansheep_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple2_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/bansheep_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/simple2_arm_front.json" }, "attack": { "name": "attack", @@ -10050,8 +10050,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 87, - "y": 28 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -10066,8 +10066,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 57, - "y": 23 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -10076,8 +10076,8 @@ } } }, - "carniviper": { - "id": "carniviper", + "candevil": { + "id": "candevil", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -10087,16 +10087,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": -6 + "x": 24, + "y": -21 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "reptile_arms_back_Arm_Back": { - "name": "reptile_arms_back", + "candevil_arm_back_Arm_Back": { + "name": "candevil_arm_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 3 )", @@ -10109,10 +10109,10 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/reptile_arms_back.json", + "path": "res://sprites/fusions/arms/candevil_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/candevil_arm_back.json" }, "Tail": { "name": "Tail", @@ -10120,21 +10120,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 8, - "y": 27 + "y": 23 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "candevil_tail_Tail": { + "name": "candevil_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10143,11 +10143,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/reptile_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/candevil_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/reptile_tail.json" + "instance_external_path": "res://sprites/fusions/tail/candevil_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -10157,19 +10157,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 15, - "y": 28 + "x": 67, + "y": 38 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "candevil2_leg_back_FrontLeg_Back": { + "name": "candevil2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10178,11 +10178,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile1_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/candevil2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/candevil2_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -10190,21 +10190,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 32 + "x": 55, + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "candevil1_leg_back_BackLeg_Back": { + "name": "candevil1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10213,11 +10213,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/candevil1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/candevil1_leg_back.json" }, "Body": { "name": "Body", @@ -10227,19 +10227,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": 12 + "x": 38, + "y": 4 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "unique_snake2_body_Body": { - "name": "unique_snake2_body", + "candevil_body_Body": { + "name": "candevil_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10248,11 +10248,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/body/unique_snake2_body.json", + "id": 12, + "path": "res://sprites/fusions/body/candevil_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/unique_snake2_body.json" + "instance_external_path": "res://sprites/fusions/body/candevil_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -10262,19 +10262,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 75, + "y": 39 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "candevil2_leg_front_FrontLeg_Front": { + "name": "candevil2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10283,11 +10283,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/candevil2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/candevil2_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -10295,21 +10295,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 36, - "y": 45 + "y": 43 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "candevil1_leg_front_BackLeg_Front": { + "name": "candevil1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10318,11 +10318,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/candevil1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/candevil1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -10332,16 +10332,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -7 + "x": 27, + "y": -31 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "carniviper_helmet_back_HelmetBack": { - "name": "carniviper_helmet_back", + "candevil_helmet_back_HelmetBack": { + "name": "candevil_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 11 )", @@ -10354,10 +10354,10 @@ "index": 15, "instance_external": { "id": 11, - "path": "res://sprites/fusions/helmet/carniviper_helmet_back.json", + "path": "res://sprites/fusions/helmet/candevil_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/carniviper_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/candevil_helmet_back.json" }, "Head": { "name": "Head", @@ -10367,19 +10367,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 26, - "y": -7 + "x": 27, + "y": -31 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "carniviper_head_Head": { - "name": "carniviper_head", + "candevil_head_Head": { + "name": "candevil_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10388,11 +10388,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/head/carniviper_head.json", + "id": 4, + "path": "res://sprites/fusions/head/candevil_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/carniviper_head.json" + "instance_external_path": "res://sprites/fusions/head/candevil_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -10402,19 +10402,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -7 + "x": 27, + "y": -31 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "carniviper_helmet_front_HelmetFront": { - "name": "carniviper_helmet_front", + "candevil_helmet_front_HelmetFront": { + "name": "candevil_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10423,11 +10423,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/carniviper_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/candevil_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/carniviper_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/candevil_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -10437,16 +10437,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 0, - "y": -4 + "x": 8, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "reptile_arms_front_Arm_Front": { - "name": "reptile_arms_front", + "candevil_arm_front_Arm_Front": { + "name": "candevil_arm_front", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 13 )", @@ -10459,10 +10459,10 @@ "index": 21, "instance_external": { "id": 13, - "path": "res://sprites/fusions/arms/reptile_arms_front.json", + "path": "res://sprites/fusions/arms/candevil_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/candevil_arm_front.json" }, "attack": { "name": "attack", @@ -10472,8 +10472,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 99, - "y": 40 + "x": 94, + "y": 33 }, "match_part": "", "child": {}, @@ -10488,7 +10488,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -10498,8 +10498,8 @@ } } }, - "cat-5": { - "id": "cat-5", + "capricorpse": { + "id": "capricorpse", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -10507,21 +10507,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 24, - "y": -13 + "x": 17, + "y": -31 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Cat Arm_Arm_Back": { - "name": "Cat Arm", + "bansheep_arm_back_Arm_Back": { + "name": "bansheep_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10530,11 +10530,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/cat_arms_back.json", + "id": 11, + "path": "res://sprites/fusions/arms/bansheep_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cat_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/bansheep_arm_back.json" }, "Tail": { "name": "Tail", @@ -10544,19 +10544,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": 27 + "x": -15, + "y": 0 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "cat-5_tail_Tail": { - "name": "cat-5_tail", + "cloud_tail_Tail": { + "name": "cloud_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10565,11 +10565,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/cat-5_tail.json", + "id": 8, + "path": "res://sprites/fusions/tail/cloud_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/cat-5_tail.json" + "instance_external_path": "res://sprites/fusions/tail/cloud_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -10577,21 +10577,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 46, + "y": 12 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "hoof2_leg_back_FrontLeg_Back": { + "name": "hoof2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10600,11 +10600,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/hoof2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/hoof2_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -10614,19 +10614,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 41 + "x": 26, + "y": 12 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "hoof1_leg_back_BackLeg_Back": { + "name": "hoof1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10635,11 +10635,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/hoof1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_back.json" }, "Body": { "name": "Body", @@ -10649,19 +10649,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 10, + "y": -37 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "cat-5_body_Body": { - "name": "cat-5_body", + "capricorpse_body_Body": { + "name": "capricorpse_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10670,33 +10670,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/cat-5_body.json", + "id": 9, + "path": "res://sprites/fusions/body/capricorpse_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/cat-5_body.json" + "instance_external_path": "res://sprites/fusions/body/capricorpse_body.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 10, + "y": 14 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "hoof1_leg_front_BackLeg_Front": { + "name": "hoof1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10705,33 +10705,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/hoof1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": 45 + "x": 26, + "y": 14 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "hoof2_leg_front_FrontLeg_Front": { + "name": "hoof2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10740,11 +10740,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/hoof2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/hoof2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -10754,19 +10754,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 27, + "y": -19 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "cat-5_helmet_back_HelmetBack": { - "name": "cat-5_helmet_back", + "capricorpse_helmet_back_HelmetBack": { + "name": "capricorpse_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10775,11 +10775,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/cat-5_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/capricorpse_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/cat-5_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/capricorpse_helmet_back.json" }, "Head": { "name": "Head", @@ -10789,19 +10789,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 27, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "cat-5_head_Head": { - "name": "cat-5_head", + "capricorpse_head_Head": { + "name": "capricorpse_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10810,11 +10810,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/cat-5_head.json", + "id": 4, + "path": "res://sprites/fusions/head/capricorpse_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/cat-5_head.json" + "instance_external_path": "res://sprites/fusions/head/capricorpse_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -10824,19 +10824,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 27, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "cat-5_helmet_front_HelmetFront": { - "name": "cat-5_helmet_front", + "capricorpse_helmet_front_HelmetFront": { + "name": "capricorpse_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10845,11 +10845,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/cat-5_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/capricorpse_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/cat-5_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/capricorpse_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -10857,21 +10857,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 7, - "y": -10 + "x": -2, + "y": -27 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Cat Arm_Arm_Front": { - "name": "Cat Arm", + "bansheep_arm_front_Arm_Front": { + "name": "bansheep_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10880,11 +10880,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/arms/cat_arms_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/bansheep_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cat_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/bansheep_arm_front.json" }, "attack": { "name": "attack", @@ -10894,8 +10894,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 87, + "y": 28 }, "match_part": "", "child": {}, @@ -10910,8 +10910,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 57, + "y": 23 }, "match_part": "", "child": {}, @@ -10920,8 +10920,8 @@ } } }, - "charlequin": { - "id": "charlequin", + "carniviper": { + "id": "carniviper", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -10931,19 +10931,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -28 + "x": 16, + "y": -6 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "charlequin_arm_back_Arm_Back": { - "name": "charlequin_arm_back", + "reptile_arms_back_Arm_Back": { + "name": "reptile_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10952,11 +10952,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/charlequin_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/reptile_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/reptile_arms_back.json" }, "Tail": { "name": "Tail", @@ -10964,21 +10964,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 14 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "toy_tail_Tail": { - "name": "toy_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10987,11 +10987,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/reptile_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" + "instance_external_path": "res://sprites/fusions/tail/reptile_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -11001,19 +11001,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, - "y": 37 + "x": 15, + "y": 28 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "simple5_leg_FrontLeg_Back": { - "name": "simple5_leg", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11022,11 +11022,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -11034,21 +11034,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 42 + "x": 3, + "y": 32 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple5_leg_BackLeg_Back": { - "name": "simple5_leg", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11057,33 +11057,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 61, - "y": 38 + "x": 16, + "y": 12 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "simple5_leg_FrontLeg_Front": { - "name": "simple5_leg", + "unique_snake2_body_Body": { + "name": "unique_snake2_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "Body", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11092,33 +11092,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 14, + "path": "res://sprites/fusions/body/unique_snake2_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/unique_snake2_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 39, - "y": 45 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple5_leg_BackLeg_Front": { - "name": "simple5_leg", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11127,33 +11127,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_front.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 29, - "y": -5 + "x": 36, + "y": 45 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "charlequin_body_Body": { - "name": "charlequin_body", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11162,11 +11162,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/charlequin_body.json", + "id": 9, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/charlequin_body.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -11176,19 +11176,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 26, + "y": -7 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "charlequin_helmet_back_HelmetBack": { - "name": "charlequin_helmet_back", + "carniviper_helmet_back_HelmetBack": { + "name": "carniviper_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11197,11 +11197,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/charlequin_helmet_back.json", + "id": 11, + "path": "res://sprites/fusions/helmet/carniviper_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/charlequin_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/carniviper_helmet_back.json" }, "Head": { "name": "Head", @@ -11211,19 +11211,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 26, + "y": -7 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "charlequin_head_Head": { - "name": "charlequin_head", + "carniviper_head_Head": { + "name": "carniviper_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11232,11 +11232,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/charlequin_head.json", + "id": 10, + "path": "res://sprites/fusions/head/carniviper_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/charlequin_head.json" + "instance_external_path": "res://sprites/fusions/head/carniviper_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -11246,19 +11246,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 26, + "y": -7 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "charlequin_helmet_front_HelmetFront": { - "name": "charlequin_helmet_front", + "carniviper_helmet_front_HelmetFront": { + "name": "carniviper_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11267,11 +11267,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/charlequin_helmet_front.json", + "id": 12, + "path": "res://sprites/fusions/helmet/carniviper_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/charlequin_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/carniviper_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -11281,19 +11281,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": -27 + "x": 0, + "y": -4 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "charlequin_arm_Arm_Front": { - "name": "charlequin_arm", + "reptile_arms_front_Arm_Front": { + "name": "reptile_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11302,11 +11302,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/charlequin_arm_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/reptile_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/reptile_arms_front.json" }, "attack": { "name": "attack", @@ -11316,8 +11316,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 114, - "y": 15 + "x": 99, + "y": 40 }, "match_part": "", "child": {}, @@ -11332,8 +11332,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 20 + "x": 65, + "y": 44 }, "match_part": "", "child": {}, @@ -11342,8 +11342,8 @@ } } }, - "clocksley": { - "id": "clocksley", + "cat-5": { + "id": "cat-5", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -11353,19 +11353,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -18 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "clocksley_arm_back_Arm_Back": { - "name": "clocksley_arm_back", + "Cat Arm_Arm_Back": { + "name": "Cat Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11374,11 +11374,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/clocksley_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/cat_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/clocksley_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/cat_arms_back.json" }, "Tail": { "name": "Tail", @@ -11386,9 +11386,9 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, + "x": 12, "y": 27 }, "match_part": "", @@ -11396,8 +11396,8 @@ "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "cat-5_tail_Tail": { + "name": "cat-5_tail", "type": "sub", "parent": "Tail", "instance": "ExtResource( 11 )", @@ -11410,10 +11410,10 @@ "index": 3, "instance_external": { "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "path": "res://sprites/fusions/tail/cat-5_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" + "instance_external_path": "res://sprites/fusions/tail/cat-5_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -11431,11 +11431,11 @@ "index": 4, "instance_external_path": "" }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11444,11 +11444,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -11458,19 +11458,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 46 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11479,11 +11479,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" }, "Body": { "name": "Body", @@ -11493,7 +11493,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, + "x": 26, "y": 6 }, "match_part": "", @@ -11501,11 +11501,11 @@ "index": 8, "instance_external_path": "" }, - "clocksley_body_Body": { - "name": "clocksley_body", + "cat-5_body_Body": { + "name": "cat-5_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11514,11 +11514,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/clocksley_body.json", + "id": 12, + "path": "res://sprites/fusions/body/cat-5_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/clocksley_body.json" + "instance_external_path": "res://sprites/fusions/body/cat-5_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -11536,11 +11536,11 @@ "index": 10, "instance_external_path": "" }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11549,11 +11549,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -11563,16 +11563,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 48 + "x": 37, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", "parent": "BackLeg_Front", "instance": "ExtResource( 4 )", @@ -11585,10 +11585,10 @@ "index": 13, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -11598,19 +11598,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": -24 + "x": 33, + "y": -15 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "cat-5_helmet_back_HelmetBack": { + "name": "cat-5_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11619,11 +11619,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 5, + "path": "res://sprites/fusions/helmet/cat-5_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/cat-5_helmet_back.json" }, "Head": { "name": "Head", @@ -11633,16 +11633,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 38, - "y": -24 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "clocksley_head_Head": { - "name": "clocksley_head", + "cat-5_head_Head": { + "name": "cat-5_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 8 )", @@ -11655,10 +11655,10 @@ "index": 17, "instance_external": { "id": 8, - "path": "res://sprites/fusions/head/clocksley_head.json", + "path": "res://sprites/fusions/head/cat-5_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/clocksley_head.json" + "instance_external_path": "res://sprites/fusions/head/cat-5_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -11668,19 +11668,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": -24 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "clocksley_helmet_front_HelmetFront": { - "name": "clocksley_helmet_front", + "cat-5_helmet_front_HelmetFront": { + "name": "cat-5_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11689,11 +11689,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/clocksley_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/cat-5_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/clocksley_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/cat-5_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -11703,19 +11703,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, - "y": -15 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "clocksley_arm_front_Arm_Front": { - "name": "clocksley_arm_front", + "Cat Arm_Arm_Front": { + "name": "Cat Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11724,11 +11724,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/clocksley_arm_front.json", + "id": 14, + "path": "res://sprites/fusions/arms/cat_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/clocksley_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/cat_arms_front.json" }, "attack": { "name": "attack", @@ -11738,8 +11738,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 100, - "y": 31 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -11764,8 +11764,8 @@ } } }, - "cluckabilly": { - "id": "cluckabilly", + "charlequin": { + "id": "charlequin", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -11775,19 +11775,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -13 + "x": 28, + "y": -28 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "cluckabilly_arm_back_Arm_Back": { - "name": "cluckabilly_arm_back", + "charlequin_arm_back_Arm_Back": { + "name": "charlequin_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11796,11 +11796,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/cluckabilly_arm_back.json", - "type": "PackedScene" + "id": 9, + "path": "res://sprites/fusions/arms/charlequin_arm_back.json", + "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cluckabilly_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_back.json" }, "Tail": { "name": "Tail", @@ -11810,16 +11810,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 13, - "y": 27 + "x": 14, + "y": 14 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "bird_tail_Tail": { - "name": "bird_tail", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", "parent": "Tail", "instance": "ExtResource( 13 )", @@ -11832,32 +11832,32 @@ "index": 3, "instance_external": { "id": 13, - "path": "res://sprites/fusions/tail/bird_tail.json", + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/bird_tail.json" + "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 54, - "y": 44 + "x": 25, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "bird1_leg_back_BackLeg_Back": { - "name": "bird1_leg_back", + "simple5_leg_FrontLeg_Back": { + "name": "simple5_leg", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11866,33 +11866,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/bird1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/bird1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 72, - "y": 43 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "bird2_leg_back_FrontLeg_Back": { - "name": "bird2_leg_back", + "simple5_leg_BackLeg_Back": { + "name": "simple5_leg", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11901,33 +11901,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/bird2_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/bird2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 41, - "y": 47 + "x": 61, + "y": 38 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "bird1_leg_front_BackLeg_Front": { - "name": "bird1_leg_front", + "simple5_leg_FrontLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11936,33 +11936,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/bird1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/bird1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 55, - "y": 46 + "x": 39, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "bird2_leg_front_FrontLeg_Front": { - "name": "bird2_leg_front", + "simple5_leg_BackLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11971,11 +11971,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/bird2_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/bird2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, "Body": { "name": "Body", @@ -11985,19 +11985,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": 12 + "x": 29, + "y": -5 }, "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "cluckabilly_body_Body": { - "name": "cluckabilly_body", + "charlequin_body_Body": { + "name": "charlequin_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12006,11 +12006,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/cluckabilly_body.json", + "id": 12, + "path": "res://sprites/fusions/body/charlequin_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/cluckabilly_body.json" + "instance_external_path": "res://sprites/fusions/body/charlequin_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -12020,19 +12020,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 35, - "y": -23 + "x": 31, + "y": -39 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "charlequin_helmet_back_HelmetBack": { + "name": "charlequin_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12041,11 +12041,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 5, + "path": "res://sprites/fusions/helmet/charlequin_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/charlequin_helmet_back.json" }, "Head": { "name": "Head", @@ -12055,19 +12055,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 35, - "y": -23 + "x": 31, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "cluckabilly_head_Head": { - "name": "cluckabilly_head", + "charlequin_head_Head": { + "name": "charlequin_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12076,11 +12076,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/cluckabilly_head.json", + "id": 3, + "path": "res://sprites/fusions/head/charlequin_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/cluckabilly_head.json" + "instance_external_path": "res://sprites/fusions/head/charlequin_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -12090,19 +12090,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 35, - "y": -23 + "x": 31, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "cluckabilly_helmet_front_HelmetFront": { - "name": "cluckabilly_helmet_front", + "charlequin_helmet_front_HelmetFront": { + "name": "charlequin_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12111,11 +12111,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/cluckabilly_helmet_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/charlequin_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/cluckabilly_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/charlequin_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -12125,19 +12125,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": -8 + "x": 11, + "y": -27 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "cluckabilly_arm_front_Arm_Front": { - "name": "cluckabilly_arm_front", + "charlequin_arm_Arm_Front": { + "name": "charlequin_arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12146,11 +12146,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/cluckabilly_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/charlequin_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cluckabilly_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_front.json" }, "attack": { "name": "attack", @@ -12160,8 +12160,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 98, - "y": 43 + "x": 114, + "y": 15 }, "match_part": "", "child": {}, @@ -12176,8 +12176,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 69, + "y": 20 }, "match_part": "", "child": {}, @@ -12186,8 +12186,8 @@ } } }, - "coaldron": { - "id": "coaldron", + "clocksley": { + "id": "clocksley", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -12197,19 +12197,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -17 + "x": 31, + "y": -18 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Arm_Arm_Back": { - "name": "Arm", + "clocksley_arm_back_Arm_Back": { + "name": "clocksley_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12218,11 +12218,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/twirligig_arm_back.json", + "id": 5, + "path": "res://sprites/fusions/arms/clocksley_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/twirligig_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/clocksley_arm_back.json" }, "Tail": { "name": "Tail", @@ -12230,21 +12230,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -19, - "y": 26 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "cloud_tail_Tail": { - "name": "cloud_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12253,33 +12253,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/cloud_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/cloud_tail.json" + "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 45, - "y": 64 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "artificial1_leg_back_BackLeg_Back": { - "name": "artificial1_leg_back", - "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 12 )", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", + "type": "sub", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12288,33 +12288,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/artificial1_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 66, - "y": 64 + "x": 52, + "y": 46 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "artificial2_leg_back_FrontLeg_Back": { - "name": "artificial2_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12323,11 +12323,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/artificial2_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, "Body": { "name": "Body", @@ -12337,7 +12337,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, + "x": 28, "y": 6 }, "match_part": "", @@ -12345,11 +12345,11 @@ "index": 8, "instance_external_path": "" }, - "coaldron_body_Body": { - "name": "coaldron_body", + "clocksley_body_Body": { + "name": "clocksley_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12358,33 +12358,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/coaldron_body.json", + "id": 3, + "path": "res://sprites/fusions/body/clocksley_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/coaldron_body.json" + "instance_external_path": "res://sprites/fusions/body/clocksley_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 27, - "y": 68 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "artificial1_leg_front_BackLeg_Front": { - "name": "artificial1_leg_front", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12393,33 +12393,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/artificial1_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": 68 + "x": 36, + "y": 48 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "artificial2_leg_front_FrontLeg_Front": { - "name": "artificial2_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12428,11 +12428,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/artificial2_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -12442,8 +12442,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -35 + "x": 38, + "y": -24 }, "match_part": "", "child": {}, @@ -12477,19 +12477,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 26, - "y": -35 + "x": 38, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "coaldron_head_Head": { - "name": "coaldron_head", + "clocksley_head_Head": { + "name": "clocksley_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12498,11 +12498,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/coaldron_head.json", + "id": 8, + "path": "res://sprites/fusions/head/clocksley_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/coaldron_head.json" + "instance_external_path": "res://sprites/fusions/head/clocksley_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -12512,16 +12512,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -35 + "x": 38, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "terracooka_helmet_front_HelmetFront": { - "name": "terracooka_helmet_front", + "clocksley_helmet_front_HelmetFront": { + "name": "clocksley_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 7 )", @@ -12534,10 +12534,10 @@ "index": 19, "instance_external": { "id": 7, - "path": "res://sprites/fusions/helmet/terracooka_helmet_front.json", + "path": "res://sprites/fusions/helmet/clocksley_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/terracooka_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/clocksley_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -12547,19 +12547,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -16 + "x": 14, + "y": -15 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Arm_Arm_Front": { - "name": "Arm", + "clocksley_arm_front_Arm_Front": { + "name": "clocksley_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12568,11 +12568,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/terracooka_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/clocksley_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/terracooka_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/clocksley_arm_front.json" }, "attack": { "name": "attack", @@ -12582,8 +12582,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 108, - "y": 62 + "x": 100, + "y": 31 }, "match_part": "", "child": {}, @@ -12608,8 +12608,8 @@ } } }, - "cryoshear": { - "id": "cryoshear", + "cluckabilly": { + "id": "cluckabilly", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -12619,19 +12619,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -9 + "x": 29, + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "robe1_arm_back_Arm_Back": { - "name": "robe1_arm_back", + "cluckabilly_arm_back_Arm_Back": { + "name": "cluckabilly_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12640,11 +12640,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/robe1_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/cluckabilly_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robe1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/cluckabilly_arm_back.json" }, "Tail": { "name": "Tail", @@ -12654,7 +12654,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, + "x": 13, "y": 27 }, "match_part": "", @@ -12662,11 +12662,11 @@ "index": 2, "instance_external_path": "" }, - "ice_tail_Tail": { - "name": "ice_tail", + "bird_tail_Tail": { + "name": "bird_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12675,33 +12675,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/tail/ice_tail.json", + "id": 13, + "path": "res://sprites/fusions/tail/bird_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/ice_tail.json" + "instance_external_path": "res://sprites/fusions/tail/bird_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 54, + "y": 44 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "bird1_leg_back_BackLeg_Back": { + "name": "bird1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12710,33 +12710,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/bird1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/bird1_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 45 + "x": 72, + "y": 43 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "bird2_leg_back_FrontLeg_Back": { + "name": "bird2_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12745,33 +12745,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/bird2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/bird2_leg_back.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 41, + "y": 47 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_icepeck_body_Body": { - "name": "biped_icepeck_body", + "bird1_leg_front_BackLeg_Front": { + "name": "bird1_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12780,11 +12780,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/biped_icepeck_body.json", - "type": "PackedScene" + "id": 10, + "path": "res://sprites/fusions/legs/bird1_leg_front.json", + "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_icepeck_body.json" + "instance_external_path": "res://sprites/fusions/legs/bird1_leg_front.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -12794,19 +12794,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 55, + "y": 46 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "bird2_leg_front_FrontLeg_Front": { + "name": "bird2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12815,33 +12815,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/bird2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/bird2_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 40, - "y": 48 + "x": 32, + "y": 12 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "cluckabilly_body_Body": { + "name": "cluckabilly_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 3 )", + "parent": "Body", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12850,11 +12850,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/body/cluckabilly_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/cluckabilly_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -12864,19 +12864,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 35, + "y": -23 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "cryoshear_helmet_back_HelmetBack": { - "name": "cryoshear_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12885,11 +12885,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/cryoshear_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/cryoshear_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -12899,19 +12899,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 35, + "y": -23 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "cryoshear_head_Head": { - "name": "cryoshear_head", + "cluckabilly_head_Head": { + "name": "cluckabilly_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12920,11 +12920,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/cryoshear_head.json", + "id": 7, + "path": "res://sprites/fusions/head/cluckabilly_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/cryoshear_head.json" + "instance_external_path": "res://sprites/fusions/head/cluckabilly_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -12934,19 +12934,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 35, + "y": -23 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "cryoshear_helmet_front_HelmetFront": { - "name": "cryoshear_helmet_front", + "cluckabilly_helmet_front_HelmetFront": { + "name": "cluckabilly_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12955,11 +12955,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/cryoshear_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/cluckabilly_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/cryoshear_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/cluckabilly_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -12969,19 +12969,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -7 + "x": 12, + "y": -8 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Robe1 Arm_Arm_Front": { - "name": "Robe1 Arm", + "cluckabilly_arm_front_Arm_Front": { + "name": "cluckabilly_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12990,11 +12990,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/robe1_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/cluckabilly_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robe1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/cluckabilly_arm_front.json" }, "attack": { "name": "attack", @@ -13004,8 +13004,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 44 + "x": 98, + "y": 43 }, "match_part": "", "child": {}, @@ -13030,29 +13030,29 @@ } } }, - "dandylion": { - "id": "dandylion", + "coaldron": { + "id": "coaldron", "nodes_enhanced": { - "Tail": { - "name": "Tail", + "Arm_Back": { + "name": "Arm_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 0, - "y": 21 + "x": 27, + "y": -17 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "Arm_Arm_Back": { + "name": "Arm", "type": "sub", - "parent": "Tail", + "parent": "Arm_Back", "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, @@ -13063,10 +13063,45 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "path": "res://sprites/fusions/arms/twirligig_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" + "instance_external_path": "res://sprites/fusions/arms/twirligig_arm_back.json" + }, + "Tail": { + "name": "Tail", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": -19, + "y": 26 + }, + "match_part": "", + "child": {}, + "index": 2, + "instance_external_path": "" + }, + "cloud_tail_Tail": { + "name": "cloud_tail", + "type": "sub", + "parent": "Tail", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 3, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/tail/cloud_tail.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/tail/cloud_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -13076,32 +13111,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": 37 + "x": 45, + "y": 64 }, "match_part": "", "child": {}, - "index": 2, + "index": 4, "instance_external_path": "" }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "artificial1_leg_back_BackLeg_Back": { + "name": "artificial1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 3, + "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/artificial1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_back.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -13112,31 +13147,31 @@ "visible": true, "position": { "x": 66, - "y": 37 + "y": 64 }, "match_part": "", "child": {}, - "index": 4, + "index": 6, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "artificial2_leg_back_FrontLeg_Back": { + "name": "artificial2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 5, + "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/artificial2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_back.json" }, "Body": { "name": "Body", @@ -13146,32 +13181,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": 24 + "x": 16, + "y": 6 }, "match_part": "", "child": {}, - "index": 6, + "index": 8, "instance_external_path": "" }, - "Sprite_Body": { - "name": "Sprite", + "coaldron_body_Body": { + "name": "coaldron_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 7, + "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/quad_simple_body.json", + "id": 8, + "path": "res://sprites/fusions/body/coaldron_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/quad_simple_body.json" + "instance_external_path": "res://sprites/fusions/body/coaldron_body.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -13181,32 +13216,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 41 + "x": 27, + "y": 68 }, "match_part": "BackLeg_Back", "child": {}, - "index": 8, + "index": 10, "instance_external_path": "" }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "artificial1_leg_front_BackLeg_Front": { + "name": "artificial1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 9, + "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/artificial1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_front.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -13216,18 +13251,1109 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 41 + "x": 48, + "y": 68 }, "match_part": "FrontLeg_Back", "child": {}, - "index": 10, + "index": 12, + "instance_external_path": "" + }, + "artificial2_leg_front_FrontLeg_Front": { + "name": "artificial2_leg_front", + "type": "sub", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 13 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, + "instance_external": { + "id": 13, + "path": "res://sprites/fusions/legs/artificial2_leg_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_front.json" + }, + "HelmetBack": { + "name": "HelmetBack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 26, + "y": -35 + }, + "match_part": "", + "child": {}, + "index": 14, + "instance_external_path": "" + }, + "empty_helmet_HelmetBack": { + "name": "empty_helmet", + "type": "sub", + "parent": "HelmetBack", + "instance": "ExtResource( 10 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 15, + "instance_external": { + "id": 10, + "path": "res://sprites/fusions/helmet/empty_helmet.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + }, + "Head": { + "name": "Head", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": true, + "visible": true, + "position": { + "x": 26, + "y": -35 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 16, + "instance_external_path": "" + }, + "coaldron_head_Head": { + "name": "coaldron_head", + "type": "sub", + "parent": "Head", + "instance": "ExtResource( 11 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 17, + "instance_external": { + "id": 11, + "path": "res://sprites/fusions/head/coaldron_head.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/head/coaldron_head.json" + }, + "HelmetFront": { + "name": "HelmetFront", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 26, + "y": -35 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 18, + "instance_external_path": "" + }, + "terracooka_helmet_front_HelmetFront": { + "name": "terracooka_helmet_front", + "type": "sub", + "parent": "HelmetFront", + "instance": "ExtResource( 7 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 19, + "instance_external": { + "id": 7, + "path": "res://sprites/fusions/helmet/terracooka_helmet_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/helmet/terracooka_helmet_front.json" + }, + "Arm_Front": { + "name": "Arm_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 5, + "y": -16 + }, + "match_part": "Arm_Back", + "child": {}, + "index": 20, + "instance_external_path": "" + }, + "Arm_Arm_Front": { + "name": "Arm", + "type": "sub", + "parent": "Arm_Front", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 21, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/arms/terracooka_arm_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/arms/terracooka_arm_front.json" + }, + "attack": { + "name": "attack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 108, + "y": 62 + }, + "match_part": "", + "child": {}, + "index": 22, + "instance_external_path": "" + }, + "hit": { + "name": "hit", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 70, + "y": 44 + }, + "match_part": "", + "child": {}, + "index": 23, + "instance_external_path": "" + } + } + }, + "cryoshear": { + "id": "cryoshear", + "nodes_enhanced": { + "Arm_Back": { + "name": "Arm_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 26, + "y": -9 + }, + "match_part": "", + "child": {}, + "index": 0, + "instance_external_path": "" + }, + "robe1_arm_back_Arm_Back": { + "name": "robe1_arm_back", + "type": "sub", + "parent": "Arm_Back", + "instance": "ExtResource( 8 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 1, + "instance_external": { + "id": 8, + "path": "res://sprites/fusions/arms/robe1_arm_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/arms/robe1_arm_back.json" + }, + "Tail": { + "name": "Tail", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 9, + "y": 27 + }, + "match_part": "", + "child": {}, + "index": 2, + "instance_external_path": "" + }, + "ice_tail_Tail": { + "name": "ice_tail", + "type": "sub", + "parent": "Tail", + "instance": "ExtResource( 7 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 3, + "instance_external": { + "id": 7, + "path": "res://sprites/fusions/tail/ice_tail.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/tail/ice_tail.json" + }, + "FrontLeg_Back": { + "name": "FrontLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 41, + "y": 37 + }, + "match_part": "", + "child": {}, + "index": 4, + "instance_external_path": "" + }, + "Sprite_FrontLeg_Back": { + "name": "Sprite", + "type": "sub", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 5, + "instance_external": { + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + }, + "BackLeg_Back": { + "name": "BackLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 52, + "y": 45 + }, + "match_part": "", + "child": {}, + "index": 6, + "instance_external_path": "" + }, + "Sprite2_BackLeg_Back": { + "name": "Sprite2", + "type": "sub", + "parent": "BackLeg_Back", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 7, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" + }, + "Body": { + "name": "Body", + "type": "Node2D", + "parent": ".", + "force_usage": true, + "inverse_match": false, + "visible": true, + "position": { + "x": 26, + "y": 6 + }, + "match_part": "", + "child": {}, + "index": 8, + "instance_external_path": "" + }, + "biped_icepeck_body_Body": { + "name": "biped_icepeck_body", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 12 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 9, + "instance_external": { + "id": 12, + "path": "res://sprites/fusions/body/biped_icepeck_body.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/body/biped_icepeck_body.json" + }, + "FrontLeg_Front": { + "name": "FrontLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 26, + "y": 44 + }, + "match_part": "FrontLeg_Back", + "child": {}, + "index": 10, + "instance_external_path": "" + }, + "Sprite_FrontLeg_Front": { + "name": "Sprite", + "type": "sub", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 11, + "instance_external": { + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + }, + "BackLeg_Front": { + "name": "BackLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 40, + "y": 48 + }, + "match_part": "BackLeg_Back", + "child": {}, + "index": 12, + "instance_external_path": "" + }, + "Sprite2_BackLeg_Front": { + "name": "Sprite2", + "type": "sub", + "parent": "BackLeg_Front", + "instance": "ExtResource( 3 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, + "instance_external": { + "id": 3, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" + }, + "HelmetBack": { + "name": "HelmetBack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 30, + "y": -12 + }, + "match_part": "", + "child": {}, + "index": 14, + "instance_external_path": "" + }, + "cryoshear_helmet_back_HelmetBack": { + "name": "cryoshear_helmet_back", + "type": "sub", + "parent": "HelmetBack", + "instance": "ExtResource( 10 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 15, + "instance_external": { + "id": 10, + "path": "res://sprites/fusions/helmet/cryoshear_helmet_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/helmet/cryoshear_helmet_back.json" + }, + "Head": { + "name": "Head", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": true, + "visible": true, + "position": { + "x": 30, + "y": -12 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 16, + "instance_external_path": "" + }, + "cryoshear_head_Head": { + "name": "cryoshear_head", + "type": "sub", + "parent": "Head", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 17, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/head/cryoshear_head.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/head/cryoshear_head.json" + }, + "HelmetFront": { + "name": "HelmetFront", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 30, + "y": -12 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 18, + "instance_external_path": "" + }, + "cryoshear_helmet_front_HelmetFront": { + "name": "cryoshear_helmet_front", + "type": "sub", + "parent": "HelmetFront", + "instance": "ExtResource( 13 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 19, + "instance_external": { + "id": 13, + "path": "res://sprites/fusions/helmet/cryoshear_helmet_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/helmet/cryoshear_helmet_front.json" + }, + "Arm_Front": { + "name": "Arm_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 6, + "y": -7 + }, + "match_part": "Arm_Back", + "child": {}, + "index": 20, + 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23, + "instance_external_path": "" + } + } + }, + "dandylion": { + "id": "dandylion", + "nodes_enhanced": { + "Tail": { + "name": "Tail", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 0, + "y": 21 + }, + "match_part": "", + "child": {}, + "index": 0, + "instance_external_path": "" + }, + "Sprite_Tail": { + "name": "Sprite", + "type": "sub", + "parent": "Tail", + "instance": "ExtResource( 3 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 1, + "instance_external": { + "id": 3, + "path": "res://sprites/fusions/tail/leaf_tail.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" + }, + "BackLeg_Back": { + "name": "BackLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 41, + "y": 37 + }, + "match_part": "", + "child": {}, + "index": 2, + "instance_external_path": "" + }, + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", + "type": "sub", + "parent": "BackLeg_Back", + "instance": "ExtResource( 11 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 3, + "instance_external": { + "id": 11, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" + }, + "FrontLeg_Back": { + "name": "FrontLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 66, + "y": 37 + }, + "match_part": "", + "child": {}, + "index": 4, + "instance_external_path": "" + }, + "Sprite_FrontLeg_Back": { + "name": "Sprite", + "type": "sub", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 5, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/legs/cat_leg_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + }, + "Body": { + "name": "Body", + "type": "Node2D", + "parent": ".", + "force_usage": true, + "inverse_match": false, + "visible": true, + "position": { + "x": 28, + "y": 24 + }, + "match_part": "", + "child": {}, + "index": 6, + "instance_external_path": "" + }, + "Sprite_Body": { + "name": "Sprite", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 7, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/body/quad_simple_body.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/body/quad_simple_body.json" + }, + "BackLeg_Front": { + "name": "BackLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 26, + "y": 41 + }, + "match_part": "BackLeg_Back", + "child": {}, + "index": 8, + "instance_external_path": "" + }, + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", + "type": "sub", + "parent": "BackLeg_Front", + "instance": "ExtResource( 10 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 9, + "instance_external": { + "id": 10, + "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" + }, + "FrontLeg_Front": { + "name": "FrontLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 51, + "y": 41 + }, + "match_part": "FrontLeg_Back", + "child": {}, + "index": 10, "instance_external_path": "" }, "Sprite_FrontLeg_Front": { "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 6 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 11, + "instance_external": { + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + }, + "HelmetBack": { + "name": "HelmetBack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 48, + "y": -1 + }, + "match_part": "", + "child": {}, + "index": 12, + "instance_external_path": "" + }, + "Sprite_HelmetBack": { + "name": "Sprite", + "type": "sub", + "parent": "HelmetBack", + "instance": "ExtResource( 7 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, + "instance_external": { + "id": 7, + "path": "res://sprites/fusions/helmet/dandylion_helmet_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/helmet/dandylion_helmet_back.json" + }, + "Head": { + "name": "Head", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": true, + "visible": true, + "position": { + "x": 48, + "y": -1 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 14, + "instance_external_path": "" + }, + "Sprite_Head": { + "name": "Sprite", + "type": "sub", + "parent": "Head", + "instance": "ExtResource( 8 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 15, + "instance_external": { + "id": 8, + "path": "res://sprites/fusions/head/dandylion_head.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/head/dandylion_head.json" + }, + "HelmetFront": { + "name": "HelmetFront", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 48, + "y": -1 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 16, + "instance_external_path": "" + }, + "Sprite_HelmetFront": { + "name": "Sprite", + "type": "sub", + "parent": "HelmetFront", + "instance": "ExtResource( 9 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 17, + "instance_external": { + "id": 9, + "path": "res://sprites/fusions/helmet/dandylion_helmet_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/helmet/dandylion_helmet_front.json" + }, + "attack": { + "name": "attack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 90, + "y": 39 + }, + "match_part": "", + "child": {}, + "index": 18, + "instance_external_path": "" + }, + "eye": { + "name": "eye", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 82, + "y": 31 + }, + "match_part": "", + "child": {}, + "index": 19, + "instance_external_path": "" + } + } + }, + "decibelle": { + "id": "decibelle", + "nodes_enhanced": { + "Arm_Back": { + "name": "Arm_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 24, + "y": -19 + }, + "match_part": "", + "child": {}, + "index": 0, + "instance_external_path": "" + }, + "decibelle_arm_back_Arm_Back": { + "name": "decibelle_arm_back", + "type": "sub", + "parent": "Arm_Back", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 1, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/arms/decibelle_arm_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/arms/decibelle_arm_back.json" + }, + "Tail": { + "name": "Tail", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 19, + "y": 18 + }, + "match_part": "", + "child": {}, + "index": 2, + "instance_external_path": "" + }, + "sirenade_tail_Tail": { + "name": "sirenade_tail", + "type": "sub", + "parent": "Tail", + "instance": "ExtResource( 3 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 3, + "instance_external": { + "id": 3, + "path": "res://sprites/fusions/tail/sirenade_tail.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/tail/sirenade_tail.json" + }, + "FrontLeg_Back": { + "name": "FrontLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 41, + "y": 37 + }, + "match_part": "", + "child": {}, + "index": 4, + "instance_external_path": "" + }, + "sirenade_leg_back_FrontLeg_Back": { + "name": "sirenade_leg_back", + "type": "sub", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 5, + "instance_external": { + "id": 6, + "path": "res://sprites/fusions/legs/sirenade_leg_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/sirenade_leg_back.json" + }, + "BackLeg_Back": { + "name": "BackLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 54, + "y": 41 + }, + "match_part": "", + "child": {}, + "index": 6, + "instance_external_path": "" + }, + "sirenade_leg_back_BackLeg_Back": { + "name": "sirenade_leg_back", + "type": "sub", + "parent": "BackLeg_Back", "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, @@ -13235,13 +14361,118 @@ "position": {}, "match_part": "", "child": {}, - "index": 11, + "index": 7, + "instance_external": { + "id": 6, + "path": "res://sprites/fusions/legs/sirenade_leg_back.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/sirenade_leg_back.json" + }, + "Body": { + "name": "Body", + "type": "Node2D", + "parent": ".", + "force_usage": true, + "inverse_match": false, + "visible": true, + "position": { + "x": 31, + "y": 16 + }, + "match_part": "", + "child": {}, + "index": 8, + "instance_external_path": "" + }, + "decibelle_body_Body": { + "name": "decibelle_body", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 9, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/body/decibelle_body.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/body/decibelle_body.json" + }, + "FrontLeg_Front": { + "name": "FrontLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 26, + "y": 44 + }, + "match_part": "FrontLeg_Back", + "child": {}, + "index": 10, + "instance_external_path": "" + }, + "sirenade_leg_front_FrontLeg_Front": { + "name": "sirenade_leg_front", + "type": "sub", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 11 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 11, + "instance_external": { + "id": 11, + "path": "res://sprites/fusions/legs/sirenade_leg_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/legs/sirenade_leg_front.json" + }, + "BackLeg_Front": { + "name": "BackLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 37, + "y": 43 + }, + "match_part": "BackLeg_Back", + "child": {}, + "index": 12, + "instance_external_path": "" + }, + "sirenade_leg_front_BackLeg_Front": { + "name": "sirenade_leg_front", + "type": "sub", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/sirenade_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/sirenade_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -13251,16 +14482,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 29, + "y": -26 }, "match_part": "", "child": {}, - "index": 12, + "index": 14, "instance_external_path": "" }, - "Sprite_HelmetBack": { - "name": "Sprite", + "sirenade_helmet_back_HelmetBack": { + "name": "sirenade_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 7 )", @@ -13270,13 +14501,13 @@ "position": {}, "match_part": "", "child": {}, - "index": 13, + "index": 15, "instance_external": { "id": 7, - "path": "res://sprites/fusions/helmet/dandylion_helmet_back.json", + "path": "res://sprites/fusions/helmet/sirenade_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/dandylion_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/sirenade_helmet_back.json" }, "Head": { "name": "Head", @@ -13286,16 +14517,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 29, + "y": -26 }, "match_part": "HelmetBack", "child": {}, - "index": 14, + "index": 16, "instance_external_path": "" }, - "Sprite_Head": { - "name": "Sprite", + "decibelle_head_Head": { + "name": "decibelle_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 8 )", @@ -13305,13 +14536,13 @@ "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 17, "instance_external": { "id": 8, - "path": "res://sprites/fusions/head/dandylion_head.json", + "path": "res://sprites/fusions/head/decibelle_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/dandylion_head.json" + "instance_external_path": "res://sprites/fusions/head/decibelle_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -13321,16 +14552,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 29, + "y": -26 }, "match_part": "HelmetBack", "child": {}, - "index": 16, + "index": 18, "instance_external_path": "" }, - "Sprite_HelmetFront": { - "name": "Sprite", + "decibelle_helmet_front_HelmetFront": { + "name": "decibelle_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 9 )", @@ -13340,13 +14571,48 @@ "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 19, "instance_external": { "id": 9, - "path": "res://sprites/fusions/helmet/dandylion_helmet_front.json", + "path": "res://sprites/fusions/helmet/decibelle_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/dandylion_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/decibelle_helmet_front.json" + }, + "Arm_Front": { + "name": "Arm_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 8, + "y": -17 + }, + "match_part": "Arm_Back", + "child": {}, + "index": 20, + "instance_external_path": "" + }, + "decibelle_arm_front_Arm_Front": { + "name": "decibelle_arm_front", + "type": "sub", + "parent": "Arm_Front", + "instance": "ExtResource( 10 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 21, + "instance_external": { + "id": 10, + "path": "res://sprites/fusions/arms/decibelle_arm_front.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/arms/decibelle_arm_front.json" }, "attack": { "name": "attack", @@ -13356,34 +14622,34 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 39 + "x": 94, + "y": 32 }, "match_part": "", "child": {}, - "index": 18, + "index": 22, "instance_external_path": "" }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 82, - "y": 31 + "x": 70, + "y": 36 }, "match_part": "", "child": {}, - "index": 19, + "index": 23, "instance_external_path": "" } } }, - "decibelle": { - "id": "decibelle", + "diveal": { + "id": "diveal", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -13391,21 +14657,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 24, - "y": -19 + "x": 45, + "y": -20 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "decibelle_arm_back_Arm_Back": { - "name": "decibelle_arm_back", + "fish1_arm_back_Arm_Back": { + "name": "fish1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13414,11 +14680,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/decibelle_arm_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/fish1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/decibelle_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/fish1_arm_back.json" }, "Tail": { "name": "Tail", @@ -13428,19 +14694,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 19, - "y": 18 + "x": -7, + "y": 26 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "sirenade_tail_Tail": { - "name": "sirenade_tail", + "fish_tail_Tail": { + "name": "fish_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13449,33 +14715,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/sirenade_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/fish_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/sirenade_tail.json" + "instance_external_path": "res://sprites/fusions/tail/fish_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 32, + "y": 44 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "sirenade_leg_back_FrontLeg_Back": { - "name": "sirenade_leg_back", + "fish1_leg_back_BackLeg_Back": { + "name": "fish1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13484,33 +14750,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/sirenade_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/fish1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/sirenade_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/fish1_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 54, - "y": 41 + "y": 44 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "sirenade_leg_back_BackLeg_Back": { - "name": "sirenade_leg_back", + "fish2_leg_back_FrontLeg_Back": { + "name": "fish2_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13519,11 +14785,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/sirenade_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/fish2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/sirenade_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/fish2_leg_back.json" }, "Body": { "name": "Body", @@ -13533,16 +14799,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": 16 + "x": 19, + "y": 22 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "decibelle_body_Body": { - "name": "decibelle_body", + "quad_diveal_body_Body": { + "name": "quad_diveal_body", "type": "sub", "parent": "Body", "instance": "ExtResource( 5 )", @@ -13555,32 +14821,32 @@ "index": 9, "instance_external": { "id": 5, - "path": "res://sprites/fusions/body/decibelle_body.json", + "path": "res://sprites/fusions/body/quad_diveal_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/decibelle_body.json" + "instance_external_path": "res://sprites/fusions/body/quad_diveal_body.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 18, + "y": 47 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "sirenade_leg_front_FrontLeg_Front": { - "name": "sirenade_leg_front", + "fish1_leg_front_BackLeg_Front": { + "name": "fish1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13589,33 +14855,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/sirenade_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/fish1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/sirenade_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/fish1_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 37, - "y": 43 + "x": 40, + "y": 47 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "sirenade_leg_front_BackLeg_Front": { - "name": "sirenade_leg_front", + "fish2_leg_front_FrontLeg_Front": { + "name": "fish2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13624,11 +14890,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/sirenade_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/fish2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/sirenade_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/fish2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -13638,19 +14904,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -26 + "x": 38, + "y": 7 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "sirenade_helmet_back_HelmetBack": { - "name": "sirenade_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13659,11 +14925,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/sirenade_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/sirenade_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -13673,16 +14939,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 29, - "y": -26 + "x": 38, + "y": 7 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "decibelle_head_Head": { - "name": "decibelle_head", + "diveal_head_Head": { + "name": "diveal_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 8 )", @@ -13695,10 +14961,10 @@ "index": 17, "instance_external": { "id": 8, - "path": "res://sprites/fusions/head/decibelle_head.json", + "path": "res://sprites/fusions/head/diveal_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/decibelle_head.json" + "instance_external_path": "res://sprites/fusions/head/diveal_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -13708,16 +14974,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -26 + "x": 38, + "y": 7 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "decibelle_helmet_front_HelmetFront": { - "name": "decibelle_helmet_front", + "diveal_helmet_front_HelmetFront": { + "name": "diveal_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 9 )", @@ -13730,10 +14996,10 @@ "index": 19, "instance_external": { "id": 9, - "path": "res://sprites/fusions/helmet/decibelle_helmet_front.json", + "path": "res://sprites/fusions/helmet/diveal_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/decibelle_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/diveal_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -13741,21 +15007,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 8, - "y": -17 + "x": -4, + "y": -20 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "decibelle_arm_front_Arm_Front": { - "name": "decibelle_arm_front", + "fish1_arm_front_Arm_Front": { + "name": "fish1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13764,11 +15030,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/decibelle_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/fish1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/decibelle_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/fish1_arm_front.json" }, "attack": { "name": "attack", @@ -13778,8 +15044,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 94, - "y": 32 + "x": 81, + "y": 46 }, "match_part": "", "child": {}, @@ -13794,8 +15060,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 36 + "x": 72, + "y": 56 }, "match_part": "", "child": {}, @@ -13804,8 +15070,8 @@ } } }, - "diveal": { - "id": "diveal", + "diveberg": { + "id": "diveberg", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -13813,10 +15079,10 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 45, - "y": -20 + "x": 16, + "y": -10 }, "match_part": "", "child": {}, @@ -13850,8 +15116,8 @@ "inverse_match": false, "visible": true, "position": { - "x": -7, - "y": 26 + "x": -11, + "y": 31 }, "match_part": "", "child": {}, @@ -13885,7 +15151,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, + "x": 36, "y": 44 }, "match_part": "", @@ -13918,7 +15184,7 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 54, "y": 44 @@ -13955,16 +15221,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 19, - "y": 22 + "x": 7, + "y": -12 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "quad_diveal_body_Body": { - "name": "quad_diveal_body", + "viceberg_body_Body": { + "name": "viceberg_body", "type": "sub", "parent": "Body", "instance": "ExtResource( 5 )", @@ -13977,10 +15243,10 @@ "index": 9, "instance_external": { "id": 5, - "path": "res://sprites/fusions/body/quad_diveal_body.json", + "path": "res://sprites/fusions/body/diveberg_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/quad_diveal_body.json" + "instance_external_path": "res://sprites/fusions/body/diveberg_body.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -14023,7 +15289,7 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 40, "y": 47 @@ -14060,8 +15326,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 7 + "x": 20, + "y": -17 }, "match_part": "", "child": {}, @@ -14095,16 +15361,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 38, - "y": 7 + "x": 20, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "diveal_head_Head": { - "name": "diveal_head", + "viceberg_head_Head": { + "name": "viceberg_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 8 )", @@ -14117,10 +15383,10 @@ "index": 17, "instance_external": { "id": 8, - "path": "res://sprites/fusions/head/diveal_head.json", + "path": "res://sprites/fusions/head/diveberg_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/diveal_head.json" + "instance_external_path": "res://sprites/fusions/head/diveberg_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -14130,8 +15396,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 7 + "x": 20, + "y": -17 }, "match_part": "HelmetBack", "child": {}, @@ -14163,10 +15429,10 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": -4, - "y": -20 + "x": -10, + "y": -12 }, "match_part": "Arm_Back", "child": {}, @@ -14226,8 +15492,8 @@ } } }, - "diveberg": { - "id": "diveberg", + "djinn_entonic": { + "id": "djinn_entonic", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -14237,19 +15503,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": -10 + "x": 28, + "y": -27 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "fish1_arm_back_Arm_Back": { - "name": "fish1_arm_back", + "cloud_arm_back_Arm_Back": { + "name": "cloud_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14258,11 +15524,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/fish1_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/cloud_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/fish1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/cloud_arm_back.json" }, "Tail": { "name": "Tail", @@ -14270,21 +15536,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -11, - "y": 31 + "x": 11, + "y": 28 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "fish_tail_Tail": { - "name": "fish_tail", + "cloud_tail_Tail": { + "name": "cloud_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14293,33 +15559,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/fish_tail.json", + "id": 8, + "path": "res://sprites/fusions/tail/cloud_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/fish_tail.json" + "instance_external_path": "res://sprites/fusions/tail/cloud_tail.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 36, - "y": 44 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "fish1_leg_back_BackLeg_Back": { - "name": "fish1_leg_back", + "cloud_leg_back_FrontLeg_Back": { + "name": "cloud_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14328,33 +15594,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/fish1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/cloud_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cloud_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 54, - "y": 44 + "x": 53, + "y": 43 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "fish2_leg_back_FrontLeg_Back": { - "name": "fish2_leg_back", + "cloud_leg_back_BackLeg_Back": { + "name": "cloud_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14363,11 +15629,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/fish2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/cloud_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cloud_leg_back.json" }, "Body": { "name": "Body", @@ -14377,19 +15643,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -12 + "x": 26, + "y": 3 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "viceberg_body_Body": { - "name": "viceberg_body", + "djinn_entonic_body_Body": { + "name": "djinn_entonic_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14398,33 +15664,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/diveberg_body.json", + "id": 4, + "path": "res://sprites/fusions/body/djinn_entonic_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/diveberg_body.json" + "instance_external_path": "res://sprites/fusions/body/djinn_entonic_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 18, - "y": 47 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "fish1_leg_front_BackLeg_Front": { - "name": "fish1_leg_front", + "cloud_leg_front_FrontLeg_Front": { + "name": "cloud_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14433,33 +15699,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/fish1_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/cloud_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cloud_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 40, - "y": 47 + "x": 37, + "y": 46 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "fish2_leg_front_FrontLeg_Front": { - "name": "fish2_leg_front", + "cloud_leg_front_BackLeg_Front": { + "name": "cloud_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14468,11 +15734,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/fish2_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/cloud_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cloud_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -14482,19 +15748,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 20, - "y": -17 + "x": 30, + "y": -37 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "djinn_entonic_helmet_back_HelmetBack": { + "name": "djinn_entonic_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14503,11 +15769,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 11, + "path": "res://sprites/fusions/helmet/djinn_entonic_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/djinn_entonic_helmet_back.json" }, "Head": { "name": "Head", @@ -14517,19 +15783,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 20, - "y": -17 + "x": 30, + "y": -37 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "viceberg_head_Head": { - "name": "viceberg_head", + "djinn_entonic_head_Head": { + "name": "djinn_entonic_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14538,11 +15804,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/diveberg_head.json", + "id": 9, + "path": "res://sprites/fusions/head/djinn_entonic_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/diveberg_head.json" + "instance_external_path": "res://sprites/fusions/head/djinn_entonic_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -14552,19 +15818,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 20, - "y": -17 + "x": 30, + "y": -37 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "diveal_helmet_front_HelmetFront": { - "name": "diveal_helmet_front", + "djinn_entonic_helmet_front_HelmetFront": { + "name": "djinn_entonic_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14573,11 +15839,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/diveal_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/djinn_entonic_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/diveal_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/djinn_entonic_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -14587,19 +15853,19 @@ "inverse_match": false, "visible": true, "position": { - "x": -10, - "y": -12 + "x": -1, + "y": -23 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "fish1_arm_front_Arm_Front": { - "name": "fish1_arm_front", + "cloud_arm_front_Arm_Front": { + "name": "cloud_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14608,11 +15874,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/fish1_arm_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/cloud_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/fish1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/cloud_arm_front.json" }, "attack": { "name": "attack", @@ -14622,8 +15888,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 81, - "y": 46 + "x": 88, + "y": 27 }, "match_part": "", "child": {}, @@ -14638,8 +15904,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 72, - "y": 56 + "x": 79, + "y": 44 }, "match_part": "", "child": {}, @@ -14648,8 +15914,8 @@ } } }, - "djinn_entonic": { - "id": "djinn_entonic", + "dominoth": { + "id": "dominoth", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -14659,19 +15925,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -27 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "cloud_arm_back_Arm_Back": { - "name": "cloud_arm_back", + "Sprite2_Arm_Back": { + "name": "Sprite2", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14680,11 +15946,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/cloud_arm_back.json", + "id": 11, + "path": "res://sprites/fusions/arms/moth1_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cloud_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/moth1_arms_back.json" }, "Tail": { "name": "Tail", @@ -14692,21 +15958,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, - "y": 28 + "x": 8, + "y": 30 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "cloud_tail_Tail": { - "name": "cloud_tail", + "Sprite2_Tail": { + "name": "Sprite2", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14715,11 +15981,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/tail/cloud_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/cloud_tail.json" + "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -14737,11 +16003,11 @@ "index": 4, "instance_external_path": "" }, - "cloud_leg_back_FrontLeg_Back": { - "name": "cloud_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14750,11 +16016,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cloud_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cloud_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -14762,21 +16028,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 53, - "y": 43 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "cloud_leg_back_BackLeg_Back": { - "name": "cloud_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14785,11 +16051,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cloud_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cloud_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" }, "Body": { "name": "Body", @@ -14800,18 +16066,18 @@ "visible": true, "position": { "x": 26, - "y": 3 + "y": 6 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "djinn_entonic_body_Body": { - "name": "djinn_entonic_body", + "Sprite2_Body": { + "name": "Sprite2", "type": "sub", "parent": "Body", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14820,11 +16086,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/djinn_entonic_body.json", + "id": 7, + "path": "res://sprites/fusions/body/biped_moth1_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/djinn_entonic_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_moth1_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -14842,11 +16108,11 @@ "index": 10, "instance_external_path": "" }, - "cloud_leg_front_FrontLeg_Front": { - "name": "cloud_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14855,11 +16121,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cloud_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cloud_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -14867,21 +16133,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 37, - "y": 46 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "cloud_leg_front_BackLeg_Front": { - "name": "cloud_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14890,11 +16156,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cloud_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cloud_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -14904,19 +16170,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -37 + "x": 32, + "y": -13 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "djinn_entonic_helmet_back_HelmetBack": { - "name": "djinn_entonic_helmet_back", + "Sprite_HelmetBack": { + "name": "Sprite", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14925,11 +16191,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/djinn_entonic_helmet_back.json", + "id": 8, + "path": "res://sprites/fusions/helmet/dominoth_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/djinn_entonic_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/dominoth_helmet_back.json" }, "Head": { "name": "Head", @@ -14939,19 +16205,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -37 + "x": 32, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "djinn_entonic_head_Head": { - "name": "djinn_entonic_head", + "Sprite_Head": { + "name": "Sprite", "type": "sub", "parent": "Head", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14960,11 +16226,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/djinn_entonic_head.json", + "id": 13, + "path": "res://sprites/fusions/head/dominoth_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/djinn_entonic_head.json" + "instance_external_path": "res://sprites/fusions/head/dominoth_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -14974,19 +16240,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -37 + "x": 32, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "djinn_entonic_helmet_front_HelmetFront": { - "name": "djinn_entonic_helmet_front", + "Sprite_HelmetFront": { + "name": "Sprite", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14995,11 +16261,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/djinn_entonic_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/dominoth_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/djinn_entonic_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/dominoth_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -15009,19 +16275,19 @@ "inverse_match": false, "visible": true, "position": { - "x": -1, - "y": -23 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "cloud_arm_front_Arm_Front": { - "name": "cloud_arm_front", + "Sprite2_Arm_Front": { + "name": "Sprite2", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15030,11 +16296,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/cloud_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/moth1_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cloud_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/moth1_arms_front.json" }, "attack": { "name": "attack", @@ -15044,8 +16310,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 88, - "y": 27 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -15060,7 +16326,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 79, + "x": 70, "y": 44 }, "match_part": "", @@ -15070,8 +16336,8 @@ } } }, - "dominoth": { - "id": "dominoth", + "draculeaf": { + "id": "draculeaf", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -15089,11 +16355,11 @@ "index": 0, "instance_external_path": "" }, - "Sprite2_Arm_Back": { - "name": "Sprite2", + "vine1_arm_back_Arm_Back": { + "name": "vine1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15102,11 +16368,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/moth1_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/vine1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/moth1_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/vine1_arm_back.json" }, "Tail": { "name": "Tail", @@ -15116,7 +16382,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, + "x": 14, "y": 30 }, "match_part": "", @@ -15124,8 +16390,8 @@ "index": 2, "instance_external_path": "" }, - "Sprite2_Tail": { - "name": "Sprite2", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", "instance": "ExtResource( 3 )", @@ -15138,10 +16404,10 @@ "index": 3, "instance_external": { "id": 3, - "path": "res://sprites/fusions/tail/insect_tail.json", + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" + "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -15151,19 +16417,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 82, + "y": 44 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "simple5_leg_back_FrontLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15172,11 +16438,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -15186,19 +16452,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 41 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15207,11 +16473,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, "Body": { "name": "Body", @@ -15229,11 +16495,11 @@ "index": 8, "instance_external_path": "" }, - "Sprite2_Body": { - "name": "Sprite2", + "jumpkin_body_Body": { + "name": "jumpkin_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15242,11 +16508,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/body/biped_moth1_body.json", + "id": 8, + "path": "res://sprites/fusions/body/jumpkin_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_moth1_body.json" + "instance_external_path": "res://sprites/fusions/body/jumpkin_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -15256,19 +16522,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 73, + "y": 45 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "simple5_leg_front_FrontLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15277,11 +16543,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -15291,19 +16557,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 45 + "x": 39, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15312,11 +16578,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -15326,19 +16592,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -13 + "x": 31, + "y": -17 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "Sprite_HelmetBack": { - "name": "Sprite", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15347,11 +16613,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/dominoth_helmet_back.json", + "id": 4, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/dominoth_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -15361,19 +16627,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 32, - "y": -13 + "x": 31, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "Sprite_Head": { - "name": "Sprite", + "draculeaf_head_Head": { + "name": "draculeaf_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15382,11 +16648,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/head/dominoth_head.json", + "id": 7, + "path": "res://sprites/fusions/head/draculeaf_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/dominoth_head.json" + "instance_external_path": "res://sprites/fusions/head/draculeaf_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -15396,19 +16662,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -13 + "x": 31, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "Sprite_HelmetFront": { - "name": "Sprite", + "draculeaf_helmet_front_HelmetFront": { + "name": "draculeaf_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15417,11 +16683,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/dominoth_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/draculeaf_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/dominoth_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/draculeaf_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -15431,19 +16697,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -10 + "x": 9, + "y": -11 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Sprite2_Arm_Front": { - "name": "Sprite2", + "vine1_arm_front_Arm_Front": { + "name": "vine1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15452,11 +16718,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/moth1_arms_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/vine1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/moth1_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/vine1_arm_front.json" }, "attack": { "name": "attack", @@ -15492,8 +16758,8 @@ } } }, - "draculeaf": { - "id": "draculeaf", + "elfless": { + "id": "elfless", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -15503,19 +16769,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 26, + "y": -12 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "vine1_arm_back_Arm_Back": { - "name": "vine1_arm_back", + "glove1_arms_back_Arm_Back": { + "name": "glove1_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15524,11 +16790,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/vine1_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/glove1_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/vine1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/glove1_arms_back.json" }, "Tail": { "name": "Tail", @@ -15538,19 +16804,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, - "y": 30 + "x": 11, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "ice_tail_Tail": { + "name": "ice_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15559,11 +16825,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/ice_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" + "instance_external_path": "res://sprites/fusions/tail/ice_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -15573,19 +16839,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 82, - "y": 44 + "x": 25, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "simple5_leg_back_FrontLeg_Back": { - "name": "simple5_leg_back", + "pointy4_leg_back_FrontLeg_Back": { + "name": "pointy4_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15594,11 +16860,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/pointy4_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/pointy4_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -15609,18 +16875,18 @@ "visible": true, "position": { "x": 52, - "y": 45 + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "pointy4_leg_back_BackLeg_Back": { + "name": "pointy4_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15629,11 +16895,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/pointy4_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/pointy4_leg_back.json" }, "Body": { "name": "Body", @@ -15644,18 +16910,18 @@ "visible": true, "position": { "x": 26, - "y": 6 + "y": 3 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "jumpkin_body_Body": { - "name": "jumpkin_body", + "biped_elfless_body_Body": { + "name": "biped_elfless_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15664,11 +16930,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/jumpkin_body.json", + "id": 9, + "path": "res://sprites/fusions/body/biped_elfless_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/jumpkin_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_elfless_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -15678,19 +16944,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 73, - "y": 45 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple5_leg_front_FrontLeg_Front": { - "name": "simple5_leg_front", + "pointy4_leg_front_FrontLeg_Front": { + "name": "pointy4_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15699,11 +16965,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/pointy4_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/pointy4_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -15714,18 +16980,18 @@ "visible": true, "position": { "x": 39, - "y": 47 + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "pointy4_leg_front_BackLeg_Front": { + "name": "pointy4_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15734,11 +17000,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/pointy4_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/pointy4_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -15749,7 +17015,7 @@ "visible": true, "position": { "x": 31, - "y": -17 + "y": -16 }, "match_part": "", "child": {}, @@ -15760,7 +17026,7 @@ "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15769,7 +17035,7 @@ "child": {}, "index": 15, "instance_external": { - "id": 4, + "id": 13, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, @@ -15784,18 +17050,18 @@ "visible": true, "position": { "x": 31, - "y": -17 + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "draculeaf_head_Head": { - "name": "draculeaf_head", + "elfless_head_Head": { + "name": "elfless_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15804,11 +17070,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/draculeaf_head.json", + "id": 5, + "path": "res://sprites/fusions/head/elfless_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/draculeaf_head.json" + "instance_external_path": "res://sprites/fusions/head/elfless_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -15819,18 +17085,18 @@ "visible": true, "position": { "x": 31, - "y": -17 + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "draculeaf_helmet_front_HelmetFront": { - "name": "draculeaf_helmet_front", + "elfless_helmet_front_HelmetFront": { + "name": "elfless_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15839,11 +17105,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/draculeaf_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/elfless_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/draculeaf_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/elfless_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -15853,7 +17119,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, + "x": 6, "y": -11 }, "match_part": "Arm_Back", @@ -15861,11 +17127,11 @@ "index": 20, "instance_external_path": "" }, - "vine1_arm_front_Arm_Front": { - "name": "vine1_arm_front", + "glove1_arms_front_Arm_Front": { + "name": "glove1_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15874,11 +17140,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/vine1_arm_front.json", + "id": 3, + "path": "res://sprites/fusions/arms/glove1_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/vine1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/glove1_arms_front.json" }, "attack": { "name": "attack", @@ -15888,8 +17154,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 95, + "y": 39 }, "match_part": "", "child": {}, @@ -15914,8 +17180,8 @@ } } }, - "elfless": { - "id": "elfless", + "faerious": { + "id": "faerious", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -15925,19 +17191,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -12 + "x": 24, + "y": -18 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "glove1_arms_back_Arm_Back": { - "name": "glove1_arms_back", + "faerious_arm_back_Arm_Back": { + "name": "faerious_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15946,11 +17212,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/glove1_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/faerious_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/glove1_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/faerious_arm_back.json" }, "Tail": { "name": "Tail", @@ -15961,7 +17227,7 @@ "visible": true, "position": { "x": 11, - "y": 27 + "y": 25 }, "match_part": "", "child": {}, @@ -16031,7 +17297,7 @@ "visible": true, "position": { "x": 52, - "y": 42 + "y": 41 }, "match_part": "", "child": {}, @@ -16073,11 +17339,11 @@ "index": 8, "instance_external_path": "" }, - "biped_elfless_body_Body": { - "name": "biped_elfless_body", + "faerious_body_Body": { + "name": "faerious_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16086,11 +17352,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/biped_elfless_body.json", + "id": 5, + "path": "res://sprites/fusions/body/faerious_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_elfless_body.json" + "instance_external_path": "res://sprites/fusions/body/faerious_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -16136,7 +17402,7 @@ "visible": true, "position": { "x": 39, - "y": 45 + "y": 44 }, "match_part": "BackLeg_Back", "child": {}, @@ -16170,19 +17436,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -16 + "x": 28, + "y": -24 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "faerious_helmet_back_HelmetBack": { + "name": "faerious_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16191,11 +17457,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 3, + "path": "res://sprites/fusions/helmet/faerious_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/faerious_helmet_back.json" }, "Head": { "name": "Head", @@ -16205,19 +17471,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -16 + "x": 28, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "elfless_head_Head": { - "name": "elfless_head", + "faerious_head_Head": { + "name": "faerious_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16226,11 +17492,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/elfless_head.json", + "id": 11, + "path": "res://sprites/fusions/head/faerious_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/elfless_head.json" + "instance_external_path": "res://sprites/fusions/head/faerious_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -16240,19 +17506,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -16 + "x": 28, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "elfless_helmet_front_HelmetFront": { - "name": "elfless_helmet_front", + "faerious_helmet_front_HelmetFront": { + "name": "faerious_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16261,11 +17527,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/elfless_helmet_front.json", + "id": 4, + "path": "res://sprites/fusions/helmet/faerious_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/elfless_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/faerious_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -16275,19 +17541,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -11 + "x": 8, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "glove1_arms_front_Arm_Front": { - "name": "glove1_arms_front", + "faerious_arm_front_Arm_Front": { + "name": "faerious_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16296,11 +17562,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/glove1_arms_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/faerious_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/glove1_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/faerious_arm_front.json" }, "attack": { "name": "attack", @@ -16310,8 +17576,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 95, - "y": 39 + "x": 100, + "y": 29 }, "match_part": "", "child": {}, @@ -16336,8 +17602,8 @@ } } }, - "faerious": { - "id": "faerious", + "faucetear": { + "id": "faucetear", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -16347,19 +17613,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -18 + "x": 25, + "y": -22 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "faerious_arm_back_Arm_Back": { - "name": "faerious_arm_back", + "simple1_arm_back_Arm_Back": { + "name": "simple1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16368,11 +17634,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/faerious_arm_back.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/faerious_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" }, "Tail": { "name": "Tail", @@ -16380,21 +17646,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 11, - "y": 25 + "x": 17, + "y": 30 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "ice_tail_Tail": { - "name": "ice_tail", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16403,11 +17669,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/ice_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/ice_tail.json" + "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -16425,8 +17691,8 @@ "index": 4, "instance_external_path": "" }, - "pointy4_leg_back_FrontLeg_Back": { - "name": "pointy4_leg_back", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 10 )", @@ -16439,10 +17705,10 @@ "index": 5, "instance_external": { "id": 10, - "path": "res://sprites/fusions/legs/pointy4_leg_back.json", + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy4_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -16450,21 +17716,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 41 + "x": 55, + "y": 44 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "pointy4_leg_back_BackLeg_Back": { - "name": "pointy4_leg_back", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16473,33 +17739,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/pointy4_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy4_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 26, - "y": 3 + "x": 11, + "y": 43 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "faerious_body_Body": { - "name": "faerious_body", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16508,33 +17774,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/faerious_body.json", + "id": 8, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/faerious_body.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 41, + "y": 47 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "pointy4_leg_front_FrontLeg_Front": { - "name": "pointy4_leg_front", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16543,33 +17809,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/pointy4_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy4_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 39, - "y": 44 + "x": 29, + "y": 3 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "pointy4_leg_front_BackLeg_Front": { - "name": "pointy4_leg_front", + "faucetear_body_Body": { + "name": "faucetear_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "Body", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16578,11 +17844,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/pointy4_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/body/faucetear_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy4_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/faucetear_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -16592,19 +17858,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -24 + "x": 29, + "y": -33 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "faerious_helmet_back_HelmetBack": { - "name": "faerious_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16613,11 +17879,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/faerious_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/faerious_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -16627,19 +17893,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 28, - "y": -24 + "x": 29, + "y": -33 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "faerious_head_Head": { - "name": "faerious_head", + "faucetear_head_Head": { + "name": "faucetear_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16648,11 +17914,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/faerious_head.json", + "id": 7, + "path": "res://sprites/fusions/head/faucetear_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/faerious_head.json" + "instance_external_path": "res://sprites/fusions/head/faucetear_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -16662,19 +17928,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -24 + "x": 29, + "y": -33 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "faerious_helmet_front_HelmetFront": { - "name": "faerious_helmet_front", + "faucetear_helmet_front_HelmetFront": { + "name": "faucetear_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16683,11 +17949,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/helmet/faerious_helmet_front.json", + "id": 3, + "path": "res://sprites/fusions/helmet/faucetear_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/faerious_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/faucetear_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -16697,19 +17963,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -18 + "x": 4, + "y": -23 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "faerious_arm_front_Arm_Front": { - "name": "faerious_arm_front", + "simple1_arm_front_Arm_Front": { + "name": "simple1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16718,11 +17984,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/faerious_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/simple1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/faerious_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_front.json" }, "attack": { "name": "attack", @@ -16732,8 +17998,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 100, - "y": 29 + "x": 92, + "y": 27 }, "match_part": "", "child": {}, @@ -16748,8 +18014,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 72, + "y": 28 }, "match_part": "", "child": {}, @@ -16758,8 +18024,8 @@ } } }, - "faucetear": { - "id": "faucetear", + "ferriclaw": { + "id": "ferriclaw", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -16769,19 +18035,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": -22 + "x": 35, + "y": -10 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "simple1_arm_back_Arm_Back": { - "name": "simple1_arm_back", + "Spider Arm_Arm_Back": { + "name": "Spider Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16790,11 +18056,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/spider1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/spider1_arm_back.json" }, "Tail": { "name": "Tail", @@ -16802,21 +18068,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 17, - "y": 30 + "x": -8, + "y": 24 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16825,33 +18091,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 13, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" + "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 25, - "y": 37 + "x": 32, + "y": 44 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "spider1_leg_back_BackLeg_Back": { + "name": "spider1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16860,21 +18126,21 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/spider1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/spider1_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 55, + "x": 54, "y": 44 }, "match_part": "", @@ -16882,11 +18148,11 @@ "index": 6, "instance_external_path": "" }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "spider2_leg_back_FrontLeg_Back": { + "name": "spider2_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16895,33 +18161,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/spider2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/spider2_leg_back.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, - "y": 43 + "x": 27, + "y": 17 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "spider_body_Body": { + "name": "spider_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "Body", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16930,11 +18196,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/body/spider_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/spider_body.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -16942,9 +18208,9 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, + "x": 18, "y": 47 }, "match_part": "BackLeg_Back", @@ -16952,11 +18218,11 @@ "index": 10, "instance_external_path": "" }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "spider1_leg_front_BackLeg_Front": { + "name": "spider1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16965,33 +18231,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/spider1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/spider1_leg_front.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": 3 + "x": 38, + "y": 47 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "faucetear_body_Body": { - "name": "faucetear_body", + "spider2_leg_front_FrontLeg_Front": { + "name": "spider2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17000,11 +18266,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/faucetear_body.json", + "id": 10, + "path": "res://sprites/fusions/legs/spider2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/faucetear_body.json" + "instance_external_path": "res://sprites/fusions/legs/spider2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -17014,19 +18280,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -33 + "x": 38, + "y": -20 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "ferriclaw_helmet_back_HelmetBack": { + "name": "ferriclaw_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17035,11 +18301,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 3, + "path": "res://sprites/fusions/head/ferriclaw_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/head/ferriclaw_helmet_back.json" }, "Head": { "name": "Head", @@ -17049,16 +18315,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 29, - "y": -33 + "x": 38, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "faucetear_head_Head": { - "name": "faucetear_head", + "ferriclaw_head_Head": { + "name": "ferriclaw_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 7 )", @@ -17071,10 +18337,10 @@ "index": 17, "instance_external": { "id": 7, - "path": "res://sprites/fusions/head/faucetear_head.json", + "path": "res://sprites/fusions/head/ferriclaw_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/faucetear_head.json" + "instance_external_path": "res://sprites/fusions/head/ferriclaw_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -17084,19 +18350,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -33 + "x": 38, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "faucetear_helmet_front_HelmetFront": { - "name": "faucetear_helmet_front", + "ferriclaw_helmet_front_HelmetFront": { + "name": "ferriclaw_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17105,11 +18371,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/faucetear_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/head/ferriclaw_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/faucetear_helmet_front.json" + "instance_external_path": "res://sprites/fusions/head/ferriclaw_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -17119,19 +18385,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": -23 + "x": 15, + "y": -9 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "simple1_arm_front_Arm_Front": { - "name": "simple1_arm_front", + "Spider Arm_Arm_Front": { + "name": "Spider Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17140,11 +18406,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/simple1_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/spider1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/spider1_arm_front.json" }, "attack": { "name": "attack", @@ -17154,8 +18420,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 92, - "y": 27 + "x": 102, + "y": 42 }, "match_part": "", "child": {}, @@ -17170,8 +18436,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 72, - "y": 28 + "x": 76, + "y": 40 }, "match_part": "", "child": {}, @@ -17180,8 +18446,8 @@ } } }, - "ferriclaw": { - "id": "ferriclaw", + "flapwoods": { + "id": "flapwoods", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -17191,19 +18457,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 35, - "y": -10 + "x": 26, + "y": -19 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Spider Arm_Arm_Back": { - "name": "Spider Arm", + "simple1_arm_back_Arm_Back": { + "name": "simple1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17212,11 +18478,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/spider1_arm_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/spider1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" }, "Tail": { "name": "Tail", @@ -17224,21 +18490,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -8, - "y": 24 + "x": 8, + "y": 30 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17247,33 +18513,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/insect_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" + "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 32, - "y": 44 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "spider1_leg_back_BackLeg_Back": { - "name": "spider1_leg_back", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17282,33 +18548,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/spider1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/spider1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 54, - "y": 44 + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "spider2_leg_back_FrontLeg_Back": { - "name": "spider2_leg_back", + "simple1_leg_back_BackLeg_Back": { + "name": "simple1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17317,11 +18583,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/spider2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/simple1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/spider2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple1_leg_back.json" }, "Body": { "name": "Body", @@ -17331,19 +18597,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": 17 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "spider_body_Body": { - "name": "spider_body", + "flapwoods_body_Body": { + "name": "flapwoods_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17352,33 +18618,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/spider_body.json", + "id": 11, + "path": "res://sprites/fusions/body/flapwoods_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/spider_body.json" + "instance_external_path": "res://sprites/fusions/body/flapwoods_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 18, - "y": 47 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "spider1_leg_front_BackLeg_Front": { - "name": "spider1_leg_front", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17387,32 +18653,32 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/spider1_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/spider1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 38, - "y": 47 + "x": 36, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "spider2_leg_front_FrontLeg_Front": { - "name": "spider2_leg_front", + "simple1_leg_front_BackLeg_Front": { + "name": "simple1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "BackLeg_Front", "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, @@ -17423,10 +18689,10 @@ "index": 13, "instance_external": { "id": 10, - "path": "res://sprites/fusions/legs/spider2_leg_front.json", + "path": "res://sprites/fusions/legs/simple1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/spider2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -17436,19 +18702,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": -20 + "x": 27, + "y": -32 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "ferriclaw_helmet_back_HelmetBack": { - "name": "ferriclaw_helmet_back", + "braxsuit_helmet_back_HelmetBack": { + "name": "braxsuit_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17457,11 +18723,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/ferriclaw_helmet_back.json", + "id": 6, + "path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/ferriclaw_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json" }, "Head": { "name": "Head", @@ -17471,19 +18737,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 38, - "y": -20 + "x": 27, + "y": -32 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "ferriclaw_head_Head": { - "name": "ferriclaw_head", + "flapwoods_head_Head": { + "name": "flapwoods_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17492,11 +18758,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/ferriclaw_head.json", + "id": 5, + "path": "res://sprites/fusions/head/flapwoods_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/ferriclaw_head.json" + "instance_external_path": "res://sprites/fusions/head/flapwoods_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -17506,19 +18772,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": -20 + "x": 27, + "y": -32 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "ferriclaw_helmet_front_HelmetFront": { - "name": "ferriclaw_helmet_front", + "braxsuit_helmet_front_HelmetFront": { + "name": "braxsuit_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17527,11 +18793,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/ferriclaw_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/ferriclaw_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -17541,19 +18807,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 15, - "y": -9 + "x": 0, + "y": -17 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Spider Arm_Arm_Front": { - "name": "Spider Arm", + "simple1_arm_front_Arm_Front": { + "name": "simple1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17562,11 +18828,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/spider1_arm_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/simple1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/spider1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_front.json" }, "attack": { "name": "attack", @@ -17576,8 +18842,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 102, - "y": 42 + "x": 86, + "y": 34 }, "match_part": "", "child": {}, @@ -17592,8 +18858,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 76, - "y": 40 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -17602,8 +18868,8 @@ } } }, - "flapwoods": { - "id": "flapwoods", + "folklord": { + "id": "folklord", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -17613,19 +18879,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -19 + "x": 28, + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "simple1_arm_back_Arm_Back": { - "name": "simple1_arm_back", + "reptile2_arms_back_Arm_Back": { + "name": "reptile2_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 1 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17634,11 +18900,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "id": 1, + "path": "res://sprites/fusions/arms/reptile2_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/reptile2_arms_back.json" }, "Tail": { "name": "Tail", @@ -17646,21 +18912,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 30 + "x": 12, + "y": 29 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17669,11 +18935,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" + "instance_external_path": "res://sprites/fusions/tail/short_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -17683,19 +18949,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 72, + "y": 43 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "reptile3_leg_back_FrontLeg_Back": { + "name": "reptile3_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17704,11 +18970,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile3_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -17716,21 +18982,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 54, - "y": 41 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple1_leg_back_BackLeg_Back": { - "name": "simple1_leg_back", + "reptile2_leg_back_BackLeg_Back": { + "name": "reptile2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17739,11 +19005,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/simple1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" }, "Body": { "name": "Body", @@ -17761,11 +19027,11 @@ "index": 8, "instance_external_path": "" }, - "flapwoods_body_Body": { - "name": "flapwoods_body", + "biped_folklord_body_Body": { + "name": "biped_folklord_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17774,11 +19040,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/body/flapwoods_body.json", + "id": 12, + "path": "res://sprites/fusions/body/biped_folklord_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/flapwoods_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_folklord_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -17788,19 +19054,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 53, + "y": 45 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "reptile3_leg_front_FrontLeg_Front": { + "name": "reptile3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17809,11 +19075,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/reptile3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile3_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -17821,9 +19087,9 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, + "x": 33, "y": 45 }, "match_part": "BackLeg_Back", @@ -17831,11 +19097,11 @@ "index": 12, "instance_external_path": "" }, - "simple1_leg_front_BackLeg_Front": { - "name": "simple1_leg_front", + "reptile2_leg_front_BackLeg_Front": { + "name": "reptile2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17844,11 +19110,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple1_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -17858,19 +19124,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -32 + "x": 32, + "y": -16 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "braxsuit_helmet_back_HelmetBack": { - "name": "braxsuit_helmet_back", + "folklord_helmet_back_HelmetBack": { + "name": "folklord_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17879,11 +19145,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/folklord_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/folklord_helmet_back.json" }, "Head": { "name": "Head", @@ -17893,19 +19159,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -32 + "x": 32, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "flapwoods_head_Head": { - "name": "flapwoods_head", + "folklord_head_Head": { + "name": "folklord_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17914,11 +19180,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/flapwoods_head.json", + "id": 11, + "path": "res://sprites/fusions/head/folklord_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/flapwoods_head.json" + "instance_external_path": "res://sprites/fusions/head/folklord_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -17928,19 +19194,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -32 + "x": 32, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "braxsuit_helmet_front_HelmetFront": { - "name": "braxsuit_helmet_front", + "folklord_helmet_front_HelmetFront": { + "name": "folklord_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17949,11 +19215,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/folklord_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/folklord_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -17963,19 +19229,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 0, - "y": -17 + "x": 5, + "y": -11 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "simple1_arm_front_Arm_Front": { - "name": "simple1_arm_front", + "reptile2_arms_front_Arm_Front": { + "name": "reptile2_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17984,11 +19250,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/simple1_arm_front.json", + "id": 9, + "path": "res://sprites/fusions/arms/reptile2_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/reptile2_arms_front.json" }, "attack": { "name": "attack", @@ -17998,8 +19264,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 86, - "y": 34 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -18024,8 +19290,8 @@ } } }, - "folklord": { - "id": "folklord", + "fortiwinx": { + "id": "fortiwinx", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -18035,19 +19301,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -13 + "x": 23, + "y": -18 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "reptile2_arms_back_Arm_Back": { - "name": "reptile2_arms_back", + "sanzatime_arm_back_Arm_Back": { + "name": "sanzatime_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 1 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18056,33 +19322,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 1, - "path": "res://sprites/fusions/arms/reptile2_arms_back.json", + "id": 13, + "path": "res://sprites/fusions/arms/sanzatime_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile2_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/sanzatime_arm_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 12, - "y": 29 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "short_tail_Tail": { - "name": "short_tail", + "Leg_FrontLeg_Back": { + "name": "Leg", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18091,33 +19357,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/short_tail.json", + "id": 7, + "path": "res://sprites/fusions/legs/slime2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/short_tail.json" + "instance_external_path": "res://sprites/fusions/legs/slime2_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 72, - "y": 43 + "x": 9, + "y": 28 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "reptile3_leg_back_FrontLeg_Back": { - "name": "reptile3_leg_back", + "slime_tail_Tail": { + "name": "slime_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 8 )", + "parent": "Tail", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18126,11 +19392,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile3_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/tail/slime_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile3_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/slime_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -18138,21 +19404,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 42 + "x": 50, + "y": 49 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "reptile2_leg_back_BackLeg_Back": { - "name": "reptile2_leg_back", + "Leg_BackLeg_Back": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18161,11 +19427,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/slime1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/slime1_leg_back.json" }, "Body": { "name": "Body", @@ -18175,16 +19441,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 20, + "y": -2 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_folklord_body_Body": { - "name": "biped_folklord_body", + "fortiwinx_body_Body": { + "name": "fortiwinx_body", "type": "sub", "parent": "Body", "instance": "ExtResource( 12 )", @@ -18197,10 +19463,10 @@ "index": 9, "instance_external": { "id": 12, - "path": "res://sprites/fusions/body/biped_folklord_body.json", + "path": "res://sprites/fusions/body/fortiwinx_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_folklord_body.json" + "instance_external_path": "res://sprites/fusions/body/fortiwinx_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -18210,19 +19476,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 53, - "y": 45 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "reptile3_leg_front_FrontLeg_Front": { - "name": "reptile3_leg_front", + "Leg_FrontLeg_Front": { + "name": "Leg", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18231,11 +19497,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/reptile3_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/slime2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/slime2_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -18243,21 +19509,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 33, - "y": 45 + "x": 32, + "y": 51 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "reptile2_leg_front_BackLeg_Front": { - "name": "reptile2_leg_front", + "Leg_BackLeg_Front": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18266,11 +19532,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/slime1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/slime1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -18280,19 +19546,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -16 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "folklord_helmet_back_HelmetBack": { - "name": "folklord_helmet_back", + "fortiwinx_helmet_back_HelmetBack": { + "name": "fortiwinx_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18301,11 +19567,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/folklord_helmet_back.json", + "id": 14, + "path": "res://sprites/fusions/helmet/fortiwinx_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/folklord_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/fortiwinx_helmet_back.json" }, "Head": { "name": "Head", @@ -18315,19 +19581,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 32, - "y": -16 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "folklord_head_Head": { - "name": "folklord_head", + "fortiwinx_head_Head": { + "name": "fortiwinx_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18336,11 +19602,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/folklord_head.json", + "id": 4, + "path": "res://sprites/fusions/head/fortiwinx_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/folklord_head.json" + "instance_external_path": "res://sprites/fusions/head/fortiwinx_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -18350,19 +19616,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -16 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "folklord_helmet_front_HelmetFront": { - "name": "folklord_helmet_front", + "fortiwinx_helmet_front_HelmetFront": { + "name": "fortiwinx_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18371,11 +19637,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/folklord_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/fortiwinx_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/folklord_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/fortiwinx_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -18386,18 +19652,18 @@ "visible": true, "position": { "x": 5, - "y": -11 + "y": -19 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "reptile2_arms_front_Arm_Front": { - "name": "reptile2_arms_front", + "sanzatime_arm_front_Arm_Front": { + "name": "sanzatime_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18406,11 +19672,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/reptile2_arms_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/sanzatime_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile2_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/sanzatime_arm_front.json" }, "attack": { "name": "attack", @@ -18420,8 +19686,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 88, + "y": 34 }, "match_part": "", "child": {}, @@ -18446,8 +19712,8 @@ } } }, - "fortiwinx": { - "id": "fortiwinx", + "fountess": { + "id": "fountess", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -18457,19 +19723,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 23, - "y": -18 + "x": 25, + "y": -22 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "sanzatime_arm_back_Arm_Back": { - "name": "sanzatime_arm_back", + "simple1_arm_back_Arm_Back": { + "name": "simple1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18478,33 +19744,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/sanzatime_arm_back.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/sanzatime_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 33, - "y": 39 + "x": 17, + "y": 30 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Leg_FrontLeg_Back": { - "name": "Leg", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "parent": "Tail", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18513,32 +19779,32 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/slime2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/slime2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 9, - "y": 28 + "x": 25, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "slime_tail_Tail": { - "name": "slime_tail", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", - "parent": "Tail", + "parent": "FrontLeg_Back", "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, @@ -18549,10 +19815,10 @@ "index": 5, "instance_external": { "id": 10, - "path": "res://sprites/fusions/tail/slime_tail.json", + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/slime_tail.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -18562,19 +19828,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 50, - "y": 49 + "x": 55, + "y": 44 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Leg_BackLeg_Back": { - "name": "Leg", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18583,33 +19849,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/slime1_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/slime1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 20, - "y": -2 + "x": 11, + "y": 43 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "fortiwinx_body_Body": { - "name": "fortiwinx_body", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 12 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18618,32 +19884,32 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/fortiwinx_body.json", + "id": 8, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/fortiwinx_body.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 41, + "y": 47 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Leg_FrontLeg_Front": { - "name": "Leg", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "BackLeg_Front", "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, @@ -18654,32 +19920,32 @@ "index": 11, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/slime2_leg_front.json", + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/slime2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 32, - "y": 51 + "x": 29, + "y": 3 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "Leg_BackLeg_Front": { - "name": "Leg", + "fountess_body_Body": { + "name": "fountess_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "Body", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18688,11 +19954,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/slime1_leg_front.json", + "id": 3, + "path": "res://sprites/fusions/body/fountess_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/slime1_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/fountess_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -18702,19 +19968,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 28, + "y": -33 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "fortiwinx_helmet_back_HelmetBack": { - "name": "fortiwinx_helmet_back", + "fountess_helmet_back_HelmetBack": { + "name": "fountess_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18723,11 +19989,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/helmet/fortiwinx_helmet_back.json", + "id": 5, + "path": "res://sprites/fusions/helmet/fountess_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/fortiwinx_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/fountess_helmet_back.json" }, "Head": { "name": "Head", @@ -18737,19 +20003,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 28, + "y": -33 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "fortiwinx_head_Head": { - "name": "fortiwinx_head", + "faucetear_head_Head": { + "name": "faucetear_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18758,11 +20024,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/fortiwinx_head.json", + "id": 7, + "path": "res://sprites/fusions/head/faucetear_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/fortiwinx_head.json" + "instance_external_path": "res://sprites/fusions/head/faucetear_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -18772,19 +20038,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 28, + "y": -33 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "fortiwinx_helmet_front_HelmetFront": { - "name": "fortiwinx_helmet_front", + "fountess_helmet_front_HelmetFront": { + "name": "fountess_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18793,11 +20059,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/fortiwinx_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/fountess_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/fortiwinx_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/fountess_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -18807,19 +20073,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -19 + "x": 4, + "y": -23 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "sanzatime_arm_front_Arm_Front": { - "name": "sanzatime_arm_front", + "simple1_arm_front_Arm_Front": { + "name": "simple1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18828,11 +20094,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/sanzatime_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/simple1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/sanzatime_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_front.json" }, "attack": { "name": "attack", @@ -18842,8 +20108,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 88, - "y": 34 + "x": 92, + "y": 27 }, "match_part": "", "child": {}, @@ -18858,8 +20124,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 72, + "y": 28 }, "match_part": "", "child": {}, @@ -18868,8 +20134,8 @@ } } }, - "fountess": { - "id": "fountess", + "fragliacci": { + "id": "fragliacci", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -18879,19 +20145,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": -22 + "x": 30, + "y": -27 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "simple1_arm_back_Arm_Back": { - "name": "simple1_arm_back", + "charlequin_arm_back_Arm_Back": { + "name": "charlequin_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18900,11 +20166,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/charlequin_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_back.json" }, "Tail": { "name": "Tail", @@ -18912,21 +20178,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 17, - "y": 30 + "x": 14, + "y": 14 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18935,11 +20201,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 13, + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" + "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -18957,11 +20223,11 @@ "index": 4, "instance_external_path": "" }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "simple5_leg_FrontLeg_Back": { + "name": "simple5_leg", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18970,11 +20236,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -18982,21 +20248,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 55, - "y": 44 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "simple5_leg_BackLeg_Back": { + "name": "simple5_leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19005,7 +20271,7 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, + "id": 7, "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, @@ -19019,19 +20285,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 11, - "y": 43 + "x": 61, + "y": 38 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "simple5_leg_FrontLeg_Front": { + "name": "simple5_leg", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19040,11 +20306,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -19052,21 +20318,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 47 + "x": 39, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "simple5_leg_BackLeg_Front": { + "name": "simple5_leg", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19075,7 +20341,7 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, + "id": 11, "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, @@ -19090,18 +20356,18 @@ "visible": true, "position": { "x": 29, - "y": 3 + "y": -5 }, "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "fountess_body_Body": { - "name": "fountess_body", + "fragliacci_body_Body": { + "name": "fragliacci_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19110,11 +20376,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/fountess_body.json", + "id": 8, + "path": "res://sprites/fusions/body/fragliacci_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/fountess_body.json" + "instance_external_path": "res://sprites/fusions/body/fragliacci_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -19124,19 +20390,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -33 + "x": 31, + "y": -36 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "fountess_helmet_back_HelmetBack": { - "name": "fountess_helmet_back", + "fragliacci_helmet_back_HelmetBack": { + "name": "fragliacci_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19145,11 +20411,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/fountess_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/fragliacci_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/fountess_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/fragliacci_helmet_back.json" }, "Head": { "name": "Head", @@ -19159,19 +20425,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 28, - "y": -33 + "x": 31, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "faucetear_head_Head": { - "name": "faucetear_head", + "fragliacci_head_Head": { + "name": "fragliacci_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19180,11 +20446,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/faucetear_head.json", + "id": 6, + "path": "res://sprites/fusions/head/fragliacci_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/faucetear_head.json" + "instance_external_path": "res://sprites/fusions/head/fragliacci_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -19194,19 +20460,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -33 + "x": 31, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "fountess_helmet_front_HelmetFront": { - "name": "fountess_helmet_front", + "fragliacci_helmet_front_HelmetFront": { + "name": "fragliacci_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19215,11 +20481,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/fountess_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/fragliacci_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/fountess_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/fragliacci_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -19229,19 +20495,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": -23 + "x": 9, + "y": -26 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "simple1_arm_front_Arm_Front": { - "name": "simple1_arm_front", + "charlequin_arm_Arm_Front": { + "name": "charlequin_arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19250,11 +20516,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/simple1_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/charlequin_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_front.json" }, "attack": { "name": "attack", @@ -19264,8 +20530,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 92, - "y": 27 + "x": 117, + "y": 16 }, "match_part": "", "child": {}, @@ -19280,8 +20546,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 72, - "y": 28 + "x": 69, + "y": 20 }, "match_part": "", "child": {}, @@ -19290,8 +20556,8 @@ } } }, - "fragliacci": { - "id": "fragliacci", + "frillypad": { + "id": "frillypad", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -19301,19 +20567,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -27 + "x": 24, + "y": -23 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "charlequin_arm_back_Arm_Back": { - "name": "charlequin_arm_back", + "fish1_arm_back_Arm_Back": { + "name": "fish1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19322,11 +20588,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/charlequin_arm_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/fish1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/fish1_arm_back.json" }, "Tail": { "name": "Tail", @@ -19336,19 +20602,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, - "y": 14 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "toy_tail_Tail": { - "name": "toy_tail", + "padpole_tail_Tail": { + "name": "padpole_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19357,11 +20623,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/padpole_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" + "instance_external_path": "res://sprites/fusions/tail/padpole_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -19371,19 +20637,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, - "y": 37 + "x": 62, + "y": 42 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "simple5_leg_FrontLeg_Back": { - "name": "simple5_leg", + "fish2_leg_back_FrontLeg_Back": { + "name": "fish2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19392,11 +20658,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/fish2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/fish2_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -19406,19 +20672,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 42 + "x": 44, + "y": 43 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple5_leg_BackLeg_Back": { - "name": "simple5_leg", + "fish1_leg_back_BackLeg_Back": { + "name": "fish1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19427,33 +20693,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/fish1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/fish1_leg_back.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 61, - "y": 38 + "x": 26, + "y": 6 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "simple5_leg_FrontLeg_Front": { - "name": "simple5_leg", + "frillypad_body_Body": { + "name": "frillypad_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "Body", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19462,33 +20728,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/body/frillypad_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/frillypad_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 39, - "y": 45 + "x": 48, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple5_leg_BackLeg_Front": { - "name": "simple5_leg", + "fish2_leg_front_FrontLeg_Front": { + "name": "fish2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19497,33 +20763,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/fish2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/fish2_leg_front.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { "x": 29, - "y": -5 + "y": 45 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "fragliacci_body_Body": { - "name": "fragliacci_body", + "fish1_leg_front_BackLeg_Front": { + "name": "fish1_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19532,11 +20798,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/fragliacci_body.json", + "id": 9, + "path": "res://sprites/fusions/legs/fish1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/fragliacci_body.json" + "instance_external_path": "res://sprites/fusions/legs/fish1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -19546,16 +20812,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -36 + "x": 33, + "y": -24 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "fragliacci_helmet_back_HelmetBack": { - "name": "fragliacci_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 3 )", @@ -19568,10 +20834,10 @@ "index": 15, "instance_external": { "id": 3, - "path": "res://sprites/fusions/helmet/fragliacci_helmet_back.json", + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/fragliacci_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -19581,16 +20847,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -36 + "x": 33, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "fragliacci_head_Head": { - "name": "fragliacci_head", + "padpole_head_Head": { + "name": "padpole_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 6 )", @@ -19603,10 +20869,10 @@ "index": 17, "instance_external": { "id": 6, - "path": "res://sprites/fusions/head/fragliacci_head.json", + "path": "res://sprites/fusions/head/padpole_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/fragliacci_head.json" + "instance_external_path": "res://sprites/fusions/head/padpole_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -19616,19 +20882,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -36 + "x": 33, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "fragliacci_helmet_front_HelmetFront": { - "name": "fragliacci_helmet_front", + "frillypad_helmet_front_HelmetFront": { + "name": "frillypad_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19637,11 +20903,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/fragliacci_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/frillypad_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/fragliacci_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/frillypad_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -19651,19 +20917,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": -26 + "x": 7, + "y": -20 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "charlequin_arm_Arm_Front": { - "name": "charlequin_arm", + "fish1_arm_front_Arm_Front": { + "name": "fish1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19672,11 +20938,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/charlequin_arm_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/fish1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/charlequin_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/fish1_arm_front.json" }, "attack": { "name": "attack", @@ -19686,8 +20952,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 117, - "y": 16 + "x": 93, + "y": 31 }, "match_part": "", "child": {}, @@ -19703,7 +20969,7 @@ "visible": true, "position": { "x": 69, - "y": 20 + "y": 37 }, "match_part": "", "child": {}, @@ -19712,8 +20978,8 @@ } } }, - "frillypad": { - "id": "frillypad", + "fungogh": { + "id": "fungogh", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -19723,19 +20989,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -23 + "x": 27, + "y": -16 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "fish1_arm_back_Arm_Back": { - "name": "fish1_arm_back", + "fungogh_arm_back_Arm_Back": { + "name": "fungogh_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19744,32 +21010,32 @@ "child": {}, "index": 1, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/fish1_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/fungogh_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/fish1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/fungogh_arm_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 8, - "y": 27 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "padpole_tail_Tail": { - "name": "padpole_tail", + "Leg_FrontLeg_Back": { + "name": "Leg", "type": "sub", - "parent": "Tail", + "parent": "FrontLeg_Back", "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, @@ -19780,32 +21046,32 @@ "index": 3, "instance_external": { "id": 11, - "path": "res://sprites/fusions/tail/padpole_tail.json", + "path": "res://sprites/fusions/legs/stump1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/padpole_tail.json" + "instance_external_path": "res://sprites/fusions/legs/stump1_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 62, - "y": 42 + "x": 11, + "y": 28 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "fish2_leg_back_FrontLeg_Back": { - "name": "fish2_leg_back", + "leaf2_tail_Tail": { + "name": "leaf2_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "Tail", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19814,11 +21080,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/fish2_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/tail/leaf2_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/leaf2_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -19828,19 +21094,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 44, - "y": 43 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "fish1_leg_back_BackLeg_Back": { - "name": "fish1_leg_back", + "Leg_BackLeg_Back": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19849,11 +21115,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/fish1_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/stump1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/stump1_leg_back.json" }, "Body": { "name": "Body", @@ -19864,18 +21130,18 @@ "visible": true, "position": { "x": 26, - "y": 6 + "y": 8 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "frillypad_body_Body": { - "name": "frillypad_body", + "biped_fungogh_body_Body": { + "name": "biped_fungogh_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19884,11 +21150,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/frillypad_body.json", + "id": 6, + "path": "res://sprites/fusions/body/biped_fungogh_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/frillypad_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_fungogh_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -19898,19 +21164,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 48, - "y": 44 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "fish2_leg_front_FrontLeg_Front": { - "name": "fish2_leg_front", + "stump1_leg_front_FrontLeg_Front": { + "name": "stump1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19919,11 +21185,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/fish2_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/stump1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/stump1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -19933,19 +21199,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": 45 + "x": 34, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "fish1_leg_front_BackLeg_Front": { - "name": "fish1_leg_front", + "stump1_leg_front_BackLeg_Front": { + "name": "stump1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19954,11 +21220,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/fish1_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/stump1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/stump1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -19968,8 +21234,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -24 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, @@ -20003,19 +21269,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -24 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "padpole_head_Head": { - "name": "padpole_head", + "fungogh_head_Head": { + "name": "fungogh_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20024,11 +21290,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/padpole_head.json", + "id": 9, + "path": "res://sprites/fusions/head/fungogh_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/padpole_head.json" + "instance_external_path": "res://sprites/fusions/head/fungogh_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -20038,19 +21304,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -24 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "frillypad_helmet_front_HelmetFront": { - "name": "frillypad_helmet_front", + "fungogh_helmet_front_HelmetFront": { + "name": "fungogh_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20059,11 +21325,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/frillypad_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/fungogh_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/frillypad_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/fungogh_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -20073,19 +21339,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -20 + "x": 8, + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "fish1_arm_front_Arm_Front": { - "name": "fish1_arm_front", + "fungogh_arm_front_Arm_Front": { + "name": "fungogh_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20094,11 +21360,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/fish1_arm_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/fungogh_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/fish1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/fungogh_arm_front.json" }, "attack": { "name": "attack", @@ -20108,8 +21374,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 31 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -20124,8 +21390,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 37 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -20134,8 +21400,8 @@ } } }, - "fungogh": { - "id": "fungogh", + "galagor": { + "id": "galagor", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -20145,19 +21411,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -16 + "x": 35, + "y": 1 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "fungogh_arm_back_Arm_Back": { - "name": "fungogh_arm_back", + "insect3_arm_back_Arm_Back": { + "name": "insect3_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20166,33 +21432,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/fungogh_arm_back.json", + "id": 6, + "path": "res://sprites/fusions/arms/insect3_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/fungogh_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/insect3_arm_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 33, - "y": 39 + "x": -2, + "y": 19 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Leg_FrontLeg_Back": { - "name": "Leg", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "Tail", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20201,33 +21467,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump1_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump1_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" }, - "Tail": { - "name": "Tail", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 11, - "y": 28 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "leaf2_tail_Tail": { - "name": "leaf2_tail", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20236,33 +21502,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/leaf2_tail.json", + "id": 5, + "path": "res://sprites/fusions/legs/insect_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf2_tail.json" + "instance_external_path": "res://sprites/fusions/legs/insect_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 45 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Leg_BackLeg_Back": { - "name": "Leg", + "insect3_leg_back_FrontLeg_Back": { + "name": "insect3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20271,11 +21537,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump1_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/insect3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/insect3_leg_back.json" }, "Body": { "name": "Body", @@ -20285,19 +21551,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 8 + "x": 34, + "y": 12 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_fungogh_body_Body": { - "name": "biped_fungogh_body", + "galagor_body_Body": { + "name": "galagor_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20306,32 +21572,32 @@ "child": {}, "index": 9, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/biped_fungogh_body.json", + "id": 10, + "path": "res://sprites/fusions/body/galagor_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_fungogh_body.json" + "instance_external_path": "res://sprites/fusions/body/galagor_body.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 26, + "y": 41 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "stump1_leg_front_FrontLeg_Front": { - "name": "stump1_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "BackLeg_Front", "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, @@ -20342,32 +21608,32 @@ "index": 11, "instance_external": { "id": 7, - "path": "res://sprites/fusions/legs/stump1_leg_front.json", + "path": "res://sprites/fusions/legs/insect_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/insect_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 34, - "y": 47 + "x": 51, + "y": 41 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "stump1_leg_front_BackLeg_Front": { - "name": "stump1_leg_front", + "insect3_leg_front_FrontLeg_Front": { + "name": "insect3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20376,11 +21642,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/stump1_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/insect3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/insect3_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -20390,8 +21656,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 49, + "y": 2 }, "match_part": "", "child": {}, @@ -20402,7 +21668,7 @@ "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20411,7 +21677,7 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, + "id": 8, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, @@ -20425,16 +21691,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 49, + "y": 2 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "fungogh_head_Head": { - "name": "fungogh_head", + "galagor_head_Head": { + "name": "galagor_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 9 )", @@ -20447,10 +21713,10 @@ "index": 17, "instance_external": { "id": 9, - "path": "res://sprites/fusions/head/fungogh_head.json", + "path": "res://sprites/fusions/head/galagor_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/fungogh_head.json" + "instance_external_path": "res://sprites/fusions/head/galagor_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -20460,19 +21726,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 49, + "y": 2 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "fungogh_helmet_front_HelmetFront": { - "name": "fungogh_helmet_front", + "galagor_helmet_front_HelmetFront": { + "name": "galagor_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20481,11 +21747,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/fungogh_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/galagor_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/fungogh_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/galagor_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -20495,19 +21761,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -16 + "x": 18, + "y": 4 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "fungogh_arm_front_Arm_Front": { - "name": "fungogh_arm_front", + "insect3_arm_front_Arm_Front": { + "name": "insect3_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20516,11 +21782,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/fungogh_arm_front.json", + "id": 3, + "path": "res://sprites/fusions/arms/insect3_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/fungogh_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/insect3_arm_front.json" }, "attack": { "name": "attack", @@ -20531,23 +21797,23 @@ "visible": true, "position": { "x": 89, - "y": 35 + "y": 61 }, "match_part": "", "child": {}, "index": 22, "instance_external_path": "" }, - "hit": { - "name": "hit", + "eye": { + "name": "eye", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 82, + "y": 36 }, "match_part": "", "child": {}, @@ -20556,8 +21822,8 @@ } } }, - "galagor": { - "id": "galagor", + "gearyu": { + "id": "gearyu", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -20567,19 +21833,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 35, - "y": 1 + "x": 15, + "y": 10 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "insect3_arm_back_Arm_Back": { - "name": "insect3_arm_back", + "gearyu_arm_back_Arm_Back": { + "name": "gearyu_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20588,11 +21854,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/insect3_arm_back.json", + "id": 10, + "path": "res://sprites/fusions/arms/gearyu_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/insect3_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/gearyu_arm_back.json" }, "Tail": { "name": "Tail", @@ -20600,21 +21866,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": -2, - "y": 19 + "x": 9, + "y": 74 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "robot_tail_Tail": { + "name": "robot_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20623,33 +21889,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/insect_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/robot_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" + "instance_external_path": "res://sprites/fusions/tail/robot_tail.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 11, + "y": 50 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { + "Sprite_FrontLeg_Back": { "name": "Sprite", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20658,33 +21924,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/insect_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 66, - "y": 37 + "x": 52, + "y": 85 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "insect3_leg_back_FrontLeg_Back": { - "name": "insect3_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20693,11 +21959,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, "Body": { "name": "Body", @@ -20707,19 +21973,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": 12 + "x": 26, + "y": 3 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "galagor_body_Body": { - "name": "galagor_body", + "gearyu_body_Body": { + "name": "gearyu_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20728,33 +21994,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/galagor_body.json", + "id": 4, + "path": "res://sprites/fusions/body/gearyu_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/galagor_body.json" + "instance_external_path": "res://sprites/fusions/body/gearyu_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 41 + "x": -2, + "y": 53 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { + "Sprite_FrontLeg_Front": { "name": "Sprite", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20763,33 +22029,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/insect_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 51, - "y": 41 + "x": 38, + "y": 89 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "insect3_leg_front_FrontLeg_Front": { - "name": "insect3_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20798,11 +22064,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/insect3_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -20812,19 +22078,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 49, - "y": 2 + "x": 51, + "y": -12 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "bulletino_helmet_back_HelmetBack": { + "name": "bulletino_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20833,11 +22099,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 9, + "path": "res://sprites/fusions/helmet/bulletino_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/bulletino_helmet_back.json" }, "Head": { "name": "Head", @@ -20847,19 +22113,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 49, - "y": 2 + "x": 51, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "galagor_head_Head": { - "name": "galagor_head", + "gearyu_head_Head": { + "name": "gearyu_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20868,11 +22134,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/galagor_head.json", + "id": 6, + "path": "res://sprites/fusions/head/gearyu_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/galagor_head.json" + "instance_external_path": "res://sprites/fusions/head/gearyu_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -20882,19 +22148,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 49, - "y": 2 + "x": 51, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "galagor_helmet_front_HelmetFront": { - "name": "galagor_helmet_front", + "bulletino_helmet_front_HelmetFront": { + "name": "bulletino_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20903,11 +22169,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/galagor_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/bulletino_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/galagor_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/bulletino_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -20917,19 +22183,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 18, - "y": 4 + "x": 1, + "y": 13 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "insect3_arm_front_Arm_Front": { - "name": "insect3_arm_front", + "gearyu_arm_front_Arm_Front": { + "name": "gearyu_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20938,11 +22204,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/insect3_arm_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/gearyu_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/insect3_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/gearyu_arm_front.json" }, "attack": { "name": "attack", @@ -20952,24 +22218,24 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 61 + "x": 90, + "y": 63 }, "match_part": "", "child": {}, "index": 22, "instance_external_path": "" }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 82, - "y": 36 + "x": 67, + "y": 64 }, "match_part": "", "child": {}, @@ -20978,8 +22244,8 @@ } } }, - "gearyu": { - "id": "gearyu", + "glaistain": { + "id": "glaistain", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -20989,19 +22255,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 15, - "y": 10 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "gearyu_arm_back_Arm_Back": { - "name": "gearyu_arm_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21010,11 +22276,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/gearyu_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/shard_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/gearyu_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/shard_arms_back.json" }, "Tail": { "name": "Tail", @@ -21022,21 +22288,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 9, - "y": 74 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "robot_tail_Tail": { - "name": "robot_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21045,11 +22311,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/robot_tail.json", + "id": 10, + "path": "res://sprites/fusions/tail/shard_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/robot_tail.json" + "instance_external_path": "res://sprites/fusions/tail/shard_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -21059,19 +22325,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 11, - "y": 50 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21080,11 +22346,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/shard_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/shard_leg_front.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -21094,8 +22360,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 85 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, @@ -21106,7 +22372,7 @@ "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21115,11 +22381,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/shard_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/shard_leg_back.json" }, "Body": { "name": "Body", @@ -21130,18 +22396,18 @@ "visible": true, "position": { "x": 26, - "y": 3 + "y": 6 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "gearyu_body_Body": { - "name": "gearyu_body", + "Sprite_Body": { + "name": "Sprite", "type": "sub", "parent": "Body", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21150,11 +22416,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/gearyu_body.json", + "id": 9, + "path": "res://sprites/fusions/body/biped_shard_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/gearyu_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_shard_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -21164,19 +22430,19 @@ "inverse_match": false, "visible": false, "position": { - "x": -2, - "y": 53 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21185,11 +22451,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/shard_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/shard_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -21199,19 +22465,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 89 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21220,11 +22486,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/shard_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/shard_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -21234,19 +22500,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": -12 + "x": 33, + "y": -15 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "bulletino_helmet_back_HelmetBack": { - "name": "bulletino_helmet_back", + "Sprite2_HelmetBack": { + "name": "Sprite2", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21255,11 +22521,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/bulletino_helmet_back.json", + "id": 5, + "path": "res://sprites/fusions/helmet/glaistain_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/bulletino_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/glaistain_helmet_back.json" }, "Head": { "name": "Head", @@ -21269,19 +22535,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 51, - "y": -12 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "gearyu_head_Head": { - "name": "gearyu_head", + "Sprite2_Head": { + "name": "Sprite2", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21290,11 +22556,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/gearyu_head.json", + "id": 7, + "path": "res://sprites/fusions/head/glaistain_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/gearyu_head.json" + "instance_external_path": "res://sprites/fusions/head/glaistain_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -21304,19 +22570,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": -12 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "bulletino_helmet_front_HelmetFront": { - "name": "bulletino_helmet_front", + "Sprite2_HelmetFront": { + "name": "Sprite2", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21325,11 +22591,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/bulletino_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/glaistain_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/bulletino_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/glaistain_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -21339,19 +22605,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 1, - "y": 13 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "gearyu_arm_front_Arm_Front": { - "name": "gearyu_arm_front", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21360,11 +22626,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/gearyu_arm_front.json", + "id": 3, + "path": "res://sprites/fusions/arms/shard_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/gearyu_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/shard_arms_front.json" }, "attack": { "name": "attack", @@ -21374,8 +22640,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 63 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -21390,8 +22656,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 67, - "y": 64 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -21400,8 +22666,8 @@ } } }, - "glaistain": { - "id": "glaistain", + "grampus": { + "id": "grampus", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -21411,19 +22677,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 27, + "y": -17 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Sprite_Arm_Back": { - "name": "Sprite", + "Beast Arm_Arm_Back": { + "name": "Beast Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21432,11 +22698,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/shard_arms_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/beast1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/shard_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/beast1_arm_back.json" }, "Tail": { "name": "Tail", @@ -21444,21 +22710,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": 9, + "y": 29 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "ice_tail_Tail": { + "name": "ice_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21467,11 +22733,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/shard_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/ice_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/shard_tail.json" + "instance_external_path": "res://sprites/fusions/tail/ice_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -21481,19 +22747,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 24, + "y": 39 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "beast1_leg_back_FrontLeg_Back": { + "name": "beast1_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21502,11 +22768,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/shard_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/beast1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/shard_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/beast1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -21516,7 +22782,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, + "x": 53, "y": 41 }, "match_part": "", @@ -21524,11 +22790,11 @@ "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "hoof1_leg_back_BackLeg_Back": { + "name": "hoof1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21537,11 +22803,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/shard_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/hoof1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/shard_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_back.json" }, "Body": { "name": "Body", @@ -21559,11 +22825,11 @@ "index": 8, "instance_external_path": "" }, - "Sprite_Body": { - "name": "Sprite", + "biped_grampus_body_Body": { + "name": "biped_grampus_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21572,11 +22838,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/biped_shard_body.json", + "id": 7, + "path": "res://sprites/fusions/body/biped_grampus_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_shard_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_grampus_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -21586,7 +22852,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, + "x": 15, "y": 44 }, "match_part": "FrontLeg_Back", @@ -21594,8 +22860,8 @@ "index": 10, "instance_external_path": "" }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "beast1_leg_front_FrontLeg_Front": { + "name": "beast1_leg_front", "type": "sub", "parent": "FrontLeg_Front", "instance": "ExtResource( 6 )", @@ -21608,10 +22874,10 @@ "index": 11, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/shard_leg_front.json", + "path": "res://sprites/fusions/legs/beast1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/shard_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/beast1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -21629,11 +22895,11 @@ "index": 12, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "hoof1_leg_front_BackLeg_Front": { + "name": "hoof1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21642,11 +22908,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/shard_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/hoof1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/shard_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -21657,18 +22923,18 @@ "visible": true, "position": { "x": 33, - "y": -15 + "y": -16 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "Sprite2_HelmetBack": { - "name": "Sprite2", + "grampus_helmet_back_HelmetBack": { + "name": "grampus_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21677,11 +22943,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/glaistain_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/grampus_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/glaistain_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/grampus_helmet_back.json" }, "Head": { "name": "Head", @@ -21692,18 +22958,18 @@ "visible": true, "position": { "x": 33, - "y": -15 + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "Sprite2_Head": { - "name": "Sprite2", + "grampus_head_Head": { + "name": "grampus_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21712,11 +22978,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/glaistain_head.json", + "id": 8, + "path": "res://sprites/fusions/head/grampus_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/glaistain_head.json" + "instance_external_path": "res://sprites/fusions/head/grampus_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -21727,18 +22993,18 @@ "visible": true, "position": { "x": 33, - "y": -15 + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "Sprite2_HelmetFront": { - "name": "Sprite2", + "grampus_helmet_front_HelmetFront": { + "name": "grampus_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21747,11 +23013,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/glaistain_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/grampus_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/glaistain_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/grampus_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -21761,19 +23027,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -10 + "x": 4, + "y": -15 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Sprite_Arm_Front": { - "name": "Sprite", + "Beast Arm_Arm_Front": { + "name": "Beast Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21782,11 +23048,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/shard_arms_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/beast1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/shard_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/beast1_arm_front.json" }, "attack": { "name": "attack", @@ -21796,8 +23062,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 90, + "y": 36 }, "match_part": "", "child": {}, @@ -21822,8 +23088,8 @@ } } }, - "grampus": { - "id": "grampus", + "gumbaal": { + "id": "gumbaal", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -21833,16 +23099,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -17 + "x": 23, + "y": -31 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Beast Arm_Arm_Back": { - "name": "Beast Arm", + "candevil_arm_back_Arm_Back": { + "name": "candevil_arm_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 3 )", @@ -21855,10 +23121,10 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/beast1_arm_back.json", + "path": "res://sprites/fusions/arms/candevil_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/beast1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/candevil_arm_back.json" }, "Tail": { "name": "Tail", @@ -21868,19 +23134,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": 29 + "x": 14, + "y": 35 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "ice_tail_Tail": { - "name": "ice_tail", + "candevil_tail_Tail": { + "name": "candevil_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21889,11 +23155,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/ice_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/candevil_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/ice_tail.json" + "instance_external_path": "res://sprites/fusions/tail/candevil_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -21903,7 +23169,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 24, + "x": 93, "y": 39 }, "match_part": "", @@ -21911,11 +23177,11 @@ "index": 4, "instance_external_path": "" }, - "beast1_leg_back_FrontLeg_Back": { - "name": "beast1_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21924,11 +23190,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/beast1_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/beast1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -21938,16 +23204,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 53, - "y": 41 + "x": 54, + "y": 63 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "hoof1_leg_back_BackLeg_Back": { - "name": "hoof1_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 5 )", @@ -21960,32 +23226,32 @@ "index": 7, "instance_external": { "id": 5, - "path": "res://sprites/fusions/legs/hoof1_leg_back.json", + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 40, + "y": 64 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_grampus_body_Body": { - "name": "biped_grampus_body", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 7 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21994,11 +23260,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/body/biped_grampus_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_grampus_body.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -22008,19 +23274,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 15, - "y": 44 + "x": 80, + "y": 49 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "beast1_leg_front_FrontLeg_Front": { - "name": "beast1_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22029,33 +23295,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/beast1_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/beast1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 45 + "x": 31, + "y": -6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "hoof1_leg_front_BackLeg_Front": { - "name": "hoof1_leg_front", + "gumbaal_body_Body": { + "name": "gumbaal_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 12 )", + "parent": "Body", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22064,11 +23330,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/hoof1_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/body/gumbaal_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hoof1_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/gumbaal_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -22078,19 +23344,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 27, + "y": -44 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "grampus_helmet_back_HelmetBack": { - "name": "grampus_helmet_back", + "vendemon_helmet_back_HelmetBack": { + "name": "vendemon_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22099,11 +23365,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/grampus_helmet_back.json", + "id": 7, + "path": "res://sprites/fusions/helmet/vendemon_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/grampus_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/vendemon_helmet_back.json" }, "Head": { "name": "Head", @@ -22113,16 +23379,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 27, + "y": -44 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "grampus_head_Head": { - "name": "grampus_head", + "gumbaal_head_Head": { + "name": "gumbaal_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 8 )", @@ -22135,10 +23401,10 @@ "index": 17, "instance_external": { "id": 8, - "path": "res://sprites/fusions/head/grampus_head.json", + "path": "res://sprites/fusions/head/gumbaal_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/grampus_head.json" + "instance_external_path": "res://sprites/fusions/head/gumbaal_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -22148,16 +23414,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 27, + "y": -44 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "grampus_helmet_front_HelmetFront": { - "name": "grampus_helmet_front", + "vendemon_helmet_front_HelmetFront": { + "name": "vendemon_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 10 )", @@ -22170,10 +23436,10 @@ "index": 19, "instance_external": { "id": 10, - "path": "res://sprites/fusions/helmet/grampus_helmet_front.json", + "path": "res://sprites/fusions/helmet/vendemon_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/grampus_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/vendemon_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -22183,19 +23449,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": -15 + "x": 7, + "y": -28 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Beast Arm_Arm_Front": { - "name": "Beast Arm", + "candevil_arm_front_Arm_Front": { + "name": "candevil_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22204,11 +23470,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/beast1_arm_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/candevil_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/beast1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/candevil_arm_front.json" }, "attack": { "name": "attack", @@ -22218,8 +23484,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 36 + "x": 93, + "y": 23 }, "match_part": "", "child": {}, @@ -22244,8 +23510,8 @@ } } }, - "gumbaal": { - "id": "gumbaal", + "hauntome": { + "id": "hauntome", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -22255,19 +23521,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 23, - "y": -31 + "x": 3, + "y": -17 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "candevil_arm_back_Arm_Back": { - "name": "candevil_arm_back", + "hauntome_arm_back_Arm_Back": { + "name": "hauntome_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22276,11 +23542,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/candevil_arm_back.json", + "id": 10, + "path": "res://sprites/fusions/arms/hauntome_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/candevil_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/hauntome_arm_back.json" }, "Tail": { "name": "Tail", @@ -22290,19 +23556,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, - "y": 35 + "x": -21, + "y": 16 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "candevil_tail_Tail": { - "name": "candevil_tail", + "hauntome_tail_Tail": { + "name": "hauntome_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22311,33 +23577,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/candevil_tail.json", + "id": 7, + "path": "res://sprites/fusions/tail/hauntome_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/candevil_tail.json" + "instance_external_path": "res://sprites/fusions/tail/hauntome_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 93, - "y": 39 + "x": 25, + "y": 43 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "hauntome_leg_back_BackLeg_Back": { + "name": "hauntome_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22346,33 +23612,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/hauntome_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/hauntome_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 54, - "y": 63 + "x": 26, + "y": 45 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "hauntome_leg_back_FrontLeg_Back": { + "name": "hauntome_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22381,11 +23647,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/hauntome_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/hauntome_leg_back.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -22395,19 +23661,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 40, - "y": 64 + "x": 13, + "y": 46 }, "match_part": "BackLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "hauntome_leg_front_BackLeg_Front": { + "name": "hauntome_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22416,11 +23682,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/hauntome_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/hauntome_leg_front.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -22430,19 +23696,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 80, - "y": 49 + "x": 16, + "y": 47 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "hauntome_leg_front_FrontLeg_Front": { + "name": "hauntome_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22451,11 +23717,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/hauntome_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/hauntome_leg_front.json" }, "Body": { "name": "Body", @@ -22465,19 +23731,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -6 + "x": 3, + "y": 7 }, "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "gumbaal_body_Body": { - "name": "gumbaal_body", + "hauntome_body_Body": { + "name": "hauntome_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22486,11 +23752,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/gumbaal_body.json", + "id": 6, + "path": "res://sprites/fusions/body/hauntome_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/gumbaal_body.json" + "instance_external_path": "res://sprites/fusions/body/hauntome_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -22500,19 +23766,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -44 + "x": 12, + "y": -20 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "vendemon_helmet_back_HelmetBack": { - "name": "vendemon_helmet_back", + "hauntome_helmet_back_HelmetBack": { + "name": "hauntome_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22521,11 +23787,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/vendemon_helmet_back.json", + "id": 8, + "path": "res://sprites/fusions/helmet/hauntome_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/vendemon_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/hauntome_helmet_back.json" }, "Head": { "name": "Head", @@ -22535,19 +23801,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -44 + "x": 12, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "gumbaal_head_Head": { - "name": "gumbaal_head", + "hauntome_head_Head": { + "name": "hauntome_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22556,11 +23822,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/gumbaal_head.json", + "id": 3, + "path": "res://sprites/fusions/head/hauntome_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/gumbaal_head.json" + "instance_external_path": "res://sprites/fusions/head/hauntome_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -22570,19 +23836,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -44 + "x": 12, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "vendemon_helmet_front_HelmetFront": { - "name": "vendemon_helmet_front", + "hauntome_helmet_front_HelmetFront": { + "name": "hauntome_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22591,11 +23857,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/vendemon_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/hauntome_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/vendemon_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/hauntome_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -22605,19 +23871,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -28 + "x": -16, + "y": -15 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "candevil_arm_front_Arm_Front": { - "name": "candevil_arm_front", + "hauntome_arm_front_Arm_Front": { + "name": "hauntome_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22626,11 +23892,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/candevil_arm_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/hauntome_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/candevil_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/hauntome_arm_front.json" }, "attack": { "name": "attack", @@ -22640,8 +23906,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 23 + "x": 98, + "y": 41 }, "match_part": "", "child": {}, @@ -22656,7 +23922,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, + "x": 65, "y": 44 }, "match_part": "", @@ -22666,8 +23932,8 @@ } } }, - "hauntome": { - "id": "hauntome", + "hedgeherne": { + "id": "hedgeherne", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -22677,19 +23943,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -17 + "x": 26, + "y": -19 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "hauntome_arm_back_Arm_Back": { - "name": "hauntome_arm_back", + "simple2_arm_back_Arm_Back": { + "name": "simple2_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22698,33 +23964,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/hauntome_arm_back.json", + "id": 11, + "path": "res://sprites/fusions/arms/simple2_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/hauntome_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/simple2_arm_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -21, - "y": 16 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "hauntome_tail_Tail": { - "name": "hauntome_tail", + "simple4_leg_back_FrontLeg_Back": { + "name": "simple4_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22733,33 +23999,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/tail/hauntome_tail.json", + "id": 4, + "path": "res://sprites/fusions/legs/simple4_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/hauntome_tail.json" + "instance_external_path": "res://sprites/fusions/legs/simple4_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": 43 + "x": 16, + "y": 28 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "hauntome_leg_back_BackLeg_Back": { - "name": "hauntome_leg_back", + "leaf2_tail_Tail": { + "name": "leaf2_tail", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "Tail", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22768,21 +24034,21 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/hauntome_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/tail/leaf2_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hauntome_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/leaf2_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, + "x": 54, "y": 45 }, "match_part": "", @@ -22790,11 +24056,11 @@ "index": 6, "instance_external_path": "" }, - "hauntome_leg_back_FrontLeg_Back": { - "name": "hauntome_leg_back", + "simple2_leg_back_BackLeg_Back": { + "name": "simple2_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22803,33 +24069,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/hauntome_leg_back.json", + "id": 3, + "path": "res://sprites/fusions/legs/simple2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hauntome_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple2_leg_back.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 13, - "y": 46 + "x": 26, + "y": 6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "hauntome_leg_front_BackLeg_Front": { - "name": "hauntome_leg_front", + "biped_hedgeherne_body_Body": { + "name": "biped_hedgeherne_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "Body", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22838,11 +24104,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/hauntome_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/body/biped_hedgeherne_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hauntome_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/biped_hedgeherne_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -22852,19 +24118,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 16, - "y": 47 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "hauntome_leg_front_FrontLeg_Front": { - "name": "hauntome_leg_front", + "simple4_leg_front_FrontLeg_Front": { + "name": "simple4_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22873,33 +24139,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/hauntome_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple4_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/hauntome_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple4_leg_front.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": 7 + "x": 36, + "y": 47 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "hauntome_body_Body": { - "name": "hauntome_body", + "simple2_leg_front_BackLeg_Front": { + "name": "simple2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22908,11 +24174,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/hauntome_body.json", + "id": 5, + "path": "res://sprites/fusions/legs/simple2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/hauntome_body.json" + "instance_external_path": "res://sprites/fusions/legs/simple2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -22922,19 +24188,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": -20 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "hauntome_helmet_back_HelmetBack": { - "name": "hauntome_helmet_back", + "hedgeherne_helmet_back_HelmetBack": { + "name": "hedgeherne_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22943,11 +24209,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/hauntome_helmet_back.json", + "id": 9, + "path": "res://sprites/fusions/helmet/hedgeherne_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/hauntome_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/hedgeherne_helmet_back.json" }, "Head": { "name": "Head", @@ -22957,19 +24223,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 12, - "y": -20 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "hauntome_head_Head": { - "name": "hauntome_head", + "hedgeherne_head_Head": { + "name": "hedgeherne_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22978,11 +24244,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/hauntome_head.json", + "id": 12, + "path": "res://sprites/fusions/head/hedgeherne_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/hauntome_head.json" + "instance_external_path": "res://sprites/fusions/head/hedgeherne_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -22992,19 +24258,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": -20 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "hauntome_helmet_front_HelmetFront": { - "name": "hauntome_helmet_front", + "hedgeherne_helmet_front_HelmetFront": { + "name": "hedgeherne_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23013,11 +24279,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/hauntome_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/hedgeherne_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/hauntome_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/hedgeherne_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -23027,19 +24293,19 @@ "inverse_match": false, "visible": true, "position": { - "x": -16, - "y": -15 + "x": 3, + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "hauntome_arm_front_Arm_Front": { - "name": "hauntome_arm_front", + "simple2_arm_front_Arm_Front": { + "name": "simple2_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23048,11 +24314,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/hauntome_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple2_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/hauntome_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/simple2_arm_front.json" }, "attack": { "name": "attack", @@ -23062,8 +24328,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 98, - "y": 41 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -23078,7 +24344,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -23088,8 +24354,8 @@ } } }, - "hedgeherne": { - "id": "hedgeherne", + "hopskin": { + "id": "hopskin", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -23099,19 +24365,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -19 + "x": 28, + "y": -11 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "simple2_arm_back_Arm_Back": { - "name": "simple2_arm_back", + "Arm_Arm_Back": { + "name": "Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23120,33 +24386,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/simple2_arm_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/insect2_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple2_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/insect2_arms_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 33, - "y": 39 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "simple4_leg_back_FrontLeg_Back": { - "name": "simple4_leg_back", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "Tail", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23155,33 +24421,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/simple4_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple4_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/short_tail.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 16, - "y": 28 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "leaf2_tail_Tail": { - "name": "leaf2_tail", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23190,11 +24456,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/leaf2_tail.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf2_tail.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -23204,19 +24470,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 45 + "x": 49, + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple2_leg_back_BackLeg_Back": { - "name": "simple2_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23225,33 +24491,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/simple2_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/boot_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/boot_leg_back.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 26, - "y": 6 + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_hedgeherne_body_Body": { - "name": "biped_hedgeherne_body", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23260,32 +24526,32 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/biped_hedgeherne_body.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_hedgeherne_body.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 20, - "y": 42 + "x": 37, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple4_leg_front_FrontLeg_Front": { - "name": "simple4_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "BackLeg_Front", "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, @@ -23296,32 +24562,32 @@ "index": 11, "instance_external": { "id": 10, - "path": "res://sprites/fusions/legs/simple4_leg_front.json", + "path": "res://sprites/fusions/legs/boot_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple4_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/boot_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 47 + "x": 26, + "y": 5 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12, "instance_external_path": "" }, - "simple2_leg_front_BackLeg_Front": { - "name": "simple2_leg_front", + "biped_jacket1_body_Body": { + "name": "biped_jacket1_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "parent": "Body", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23330,11 +24596,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/simple2_leg_front.json", + "id": 13, + "path": "res://sprites/fusions/body/biped_hopskin_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple2_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/biped_hopskin_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -23344,19 +24610,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -19 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "hedgeherne_helmet_back_HelmetBack": { - "name": "hedgeherne_helmet_back", + "hopskin_helmet_back_HelmetBack": { + "name": "hopskin_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23365,11 +24631,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/hedgeherne_helmet_back.json", + "id": 8, + "path": "res://sprites/fusions/helmet/hopskin_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/hedgeherne_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/hopskin_helmet_back.json" }, "Head": { "name": "Head", @@ -23379,19 +24645,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "hedgeherne_head_Head": { - "name": "hedgeherne_head", + "hopskin_head_Head": { + "name": "hopskin_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23400,11 +24666,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/hedgeherne_head.json", + "id": 14, + "path": "res://sprites/fusions/head/hopskin_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/hedgeherne_head.json" + "instance_external_path": "res://sprites/fusions/head/hopskin_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -23414,19 +24680,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "hedgeherne_helmet_front_HelmetFront": { - "name": "hedgeherne_helmet_front", + "hopskin_helmet_front_HelmetFront": { + "name": "hopskin_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 15 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23435,11 +24701,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/hedgeherne_helmet_front.json", + "id": 15, + "path": "res://sprites/fusions/helmet/hopskin_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/hedgeherne_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/hopskin_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -23449,19 +24715,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -16 + "x": 2, + "y": -9 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "simple2_arm_front_Arm_Front": { - "name": "simple2_arm_front", + "Arm_Arm_Front": { + "name": "Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23470,11 +24736,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple2_arm_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/insect2_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple2_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/insect2_arms_front.json" }, "attack": { "name": "attack", @@ -23484,8 +24750,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 35 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -23510,8 +24776,8 @@ } } }, - "hopskin": { - "id": "hopskin", + "huntorch": { + "id": "huntorch", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -23521,19 +24787,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -11 + "x": 26, + "y": -19 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Arm_Arm_Back": { - "name": "Arm", + "simple2_arm_back_Arm_Back": { + "name": "simple2_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23542,33 +24808,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/insect2_arms_back.json", + "id": 11, + "path": "res://sprites/fusions/arms/simple2_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/insect2_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/simple2_arm_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 8, - "y": 27 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "short_tail_Tail": { - "name": "short_tail", + "simple4_leg_back_FrontLeg_Back": { + "name": "simple4_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23577,33 +24843,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/short_tail.json", + "id": 4, + "path": "res://sprites/fusions/legs/simple4_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/short_tail.json" + "instance_external_path": "res://sprites/fusions/legs/simple4_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 9, + "y": 27 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "leaf2_tail_Tail": { + "name": "leaf2_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "Tail", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23612,11 +24878,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/tail/leaf2_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/leaf2_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -23626,19 +24892,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 49, - "y": 42 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "simple2_leg_back_BackLeg_Back": { + "name": "simple2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23647,32 +24913,32 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/boot_leg_back.json", + "id": 3, + "path": "res://sprites/fusions/legs/simple2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/boot_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple2_leg_back.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 26, - "y": 44 + "y": 6 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "biped_grampus_body_Body": { + "name": "biped_grampus_body", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "Body", "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, @@ -23683,31 +24949,31 @@ "index": 9, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "path": "res://sprites/fusions/body/biped_grampus_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/biped_grampus_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 37, - "y": 45 + "x": 20, + "y": 42 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "simple4_leg_front_FrontLeg_Front": { + "name": "simple4_leg_front", "type": "sub", - "parent": "BackLeg_Front", + "parent": "FrontLeg_Front", "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, @@ -23718,32 +24984,32 @@ "index": 11, "instance_external": { "id": 10, - "path": "res://sprites/fusions/legs/boot_leg_front.json", + "path": "res://sprites/fusions/legs/simple4_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/boot_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple4_leg_front.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 5 + "x": 36, + "y": 45 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "biped_jacket1_body_Body": { - "name": "biped_jacket1_body", + "simple2_leg_front_BackLeg_Front": { + "name": "simple2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23752,11 +25018,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/body/biped_hopskin_body.json", + "id": 5, + "path": "res://sprites/fusions/legs/simple2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_hopskin_body.json" + "instance_external_path": "res://sprites/fusions/legs/simple2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -23766,16 +25032,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "hopskin_helmet_back_HelmetBack": { - "name": "hopskin_helmet_back", + "huntorch_helmet_back_HelmetBack": { + "name": "huntorch_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 8 )", @@ -23788,10 +25054,10 @@ "index": 15, "instance_external": { "id": 8, - "path": "res://sprites/fusions/helmet/hopskin_helmet_back.json", + "path": "res://sprites/fusions/helmet/huntorch_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/hopskin_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/huntorch_helmet_back.json" }, "Head": { "name": "Head", @@ -23801,19 +25067,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "hopskin_head_Head": { - "name": "hopskin_head", + "huntorch_head_Head": { + "name": "huntorch_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23822,11 +25088,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/head/hopskin_head.json", + "id": 12, + "path": "res://sprites/fusions/head/huntorch_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/hopskin_head.json" + "instance_external_path": "res://sprites/fusions/head/huntorch_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -23836,19 +25102,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "hopskin_helmet_front_HelmetFront": { - "name": "hopskin_helmet_front", + "huntorch_helmet_front_HelmetFront": { + "name": "huntorch_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 15 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23857,11 +25123,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 15, - "path": "res://sprites/fusions/helmet/hopskin_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/huntorch_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/hopskin_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/huntorch_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -23871,19 +25137,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 2, - "y": -9 + "x": 3, + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Arm_Arm_Front": { - "name": "Arm", + "simple2_arm_front_Arm_Front": { + "name": "simple2_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23892,11 +25158,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/insect2_arms_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple2_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/insect2_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/simple2_arm_front.json" }, "attack": { "name": "attack", @@ -23906,8 +25172,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -23932,8 +25198,8 @@ } } }, - "huntorch": { - "id": "huntorch", + "icepeck": { + "id": "icepeck", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -23944,18 +25210,18 @@ "visible": true, "position": { "x": 26, - "y": -19 + "y": -9 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "simple2_arm_back_Arm_Back": { - "name": "simple2_arm_back", + "robe1_arm_back_Arm_Back": { + "name": "robe1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23964,33 +25230,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/simple2_arm_back.json", + "id": 8, + "path": "res://sprites/fusions/arms/robe1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple2_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/robe1_arm_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 33, - "y": 39 + "x": 9, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "simple4_leg_back_FrontLeg_Back": { - "name": "simple4_leg_back", + "ice_tail_Tail": { + "name": "ice_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "Tail", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23999,33 +25265,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/simple4_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/tail/ice_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple4_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/ice_tail.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 9, - "y": 27 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "leaf2_tail_Tail": { - "name": "leaf2_tail", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24034,11 +25300,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/leaf2_tail.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf2_tail.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -24048,19 +25314,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 41 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple2_leg_back_BackLeg_Back": { - "name": "simple2_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24069,11 +25335,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/simple2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" }, "Body": { "name": "Body", @@ -24091,11 +25357,11 @@ "index": 8, "instance_external_path": "" }, - "biped_grampus_body_Body": { - "name": "biped_grampus_body", + "biped_icepeck_body_Body": { + "name": "biped_icepeck_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24104,11 +25370,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/biped_grampus_body.json", + "id": 12, + "path": "res://sprites/fusions/body/biped_icepeck_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_grampus_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_icepeck_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -24118,19 +25384,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple4_leg_front_FrontLeg_Front": { - "name": "simple4_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24139,11 +25405,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple4_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple4_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -24153,19 +25419,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 45 + "x": 40, + "y": 48 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "simple2_leg_front_BackLeg_Front": { - "name": "simple2_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24174,11 +25440,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/simple2_leg_front.json", + "id": 3, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -24188,19 +25454,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 30, + "y": -12 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "huntorch_helmet_back_HelmetBack": { - "name": "huntorch_helmet_back", + "icepeck_helmet_back_HelmetBack": { + "name": "icepeck_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24209,11 +25475,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/huntorch_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/icepeck_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/huntorch_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/icepeck_helmet_back.json" }, "Head": { "name": "Head", @@ -24223,19 +25489,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 30, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "huntorch_head_Head": { - "name": "huntorch_head", + "icepeck_head_Head": { + "name": "icepeck_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24244,11 +25510,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/huntorch_head.json", + "id": 10, + "path": "res://sprites/fusions/head/icepeck_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/huntorch_head.json" + "instance_external_path": "res://sprites/fusions/head/icepeck_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -24258,19 +25524,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 30, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "huntorch_helmet_front_HelmetFront": { - "name": "huntorch_helmet_front", + "empty_helmet_HelmetFront": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24279,11 +25545,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/huntorch_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/huntorch_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Arm_Front": { "name": "Arm_Front", @@ -24293,19 +25559,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -16 + "x": 6, + "y": -7 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "simple2_arm_front_Arm_Front": { - "name": "simple2_arm_front", + "Robe1 Arm_Arm_Front": { + "name": "Robe1 Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24314,11 +25580,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple2_arm_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/robe1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple2_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/robe1_arm_front.json" }, "attack": { "name": "attack", @@ -24328,8 +25594,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 35 + "x": 90, + "y": 44 }, "match_part": "", "child": {}, @@ -24354,8 +25620,8 @@ } } }, - "icepeck": { - "id": "icepeck", + "jellyton": { + "id": "jellyton", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -24366,18 +25632,18 @@ "visible": true, "position": { "x": 26, - "y": -9 + "y": -18 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "robe1_arm_back_Arm_Back": { - "name": "robe1_arm_back", + "Slime Arm_Arm_Back": { + "name": "Slime Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24386,32 +25652,32 @@ "child": {}, "index": 1, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/robe1_arm_back.json", + "id": 13, + "path": "res://sprites/fusions/arms/jellyton_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robe1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/jellyton_arm_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 9, - "y": 27 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "ice_tail_Tail": { - "name": "ice_tail", + "Leg_FrontLeg_Back": { + "name": "Leg", "type": "sub", - "parent": "Tail", + "parent": "FrontLeg_Back", "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, @@ -24422,32 +25688,32 @@ "index": 3, "instance_external": { "id": 7, - "path": "res://sprites/fusions/tail/ice_tail.json", + "path": "res://sprites/fusions/legs/slime2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/ice_tail.json" + "instance_external_path": "res://sprites/fusions/legs/slime2_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 9, + "y": 33 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "slime_tail_Tail": { + "name": "slime_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "Tail", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24456,11 +25722,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/tail/slime_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/slime_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -24470,19 +25736,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 45 + "x": 50, + "y": 49 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "Leg_BackLeg_Back": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24491,11 +25757,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/slime1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/slime1_leg_back.json" }, "Body": { "name": "Body", @@ -24506,18 +25772,18 @@ "visible": true, "position": { "x": 26, - "y": 6 + "y": 8 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_icepeck_body_Body": { - "name": "biped_icepeck_body", + "biped_jellyton_body_Body": { + "name": "biped_jellyton_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24526,11 +25792,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/biped_icepeck_body.json", + "id": 11, + "path": "res://sprites/fusions/body/biped_jellyton_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_icepeck_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_jellyton_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -24540,16 +25806,16 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "Leg_FrontLeg_Front": { + "name": "Leg", "type": "sub", "parent": "FrontLeg_Front", "instance": "ExtResource( 9 )", @@ -24562,10 +25828,10 @@ "index": 11, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "path": "res://sprites/fusions/legs/slime2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/slime2_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -24575,19 +25841,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 40, - "y": 48 + "x": 32, + "y": 51 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "Leg_BackLeg_Front": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24596,11 +25862,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/slime1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/pointy1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/slime1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -24611,18 +25877,18 @@ "visible": true, "position": { "x": 30, - "y": -12 + "y": -22 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "icepeck_helmet_back_HelmetBack": { - "name": "icepeck_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24631,11 +25897,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/icepeck_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/icepeck_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -24646,18 +25912,18 @@ "visible": true, "position": { "x": 30, - "y": -12 + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "icepeck_head_Head": { - "name": "icepeck_head", + "jellyton_head_Head": { + "name": "jellyton_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24666,11 +25932,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/head/icepeck_head.json", + "id": 5, + "path": "res://sprites/fusions/helmet/jellyton_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/icepeck_head.json" + "instance_external_path": "res://sprites/fusions/helmet/jellyton_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -24681,18 +25947,18 @@ "visible": true, "position": { "x": 30, - "y": -12 + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "empty_helmet_HelmetFront": { - "name": "empty_helmet", + "jellyton_helmet_front_HelmetFront": { + "name": "jellyton_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24701,11 +25967,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 4, + "path": "res://sprites/fusions/helmet/jellyton_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/jellyton_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -24715,19 +25981,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -7 + "x": 3, + "y": -19 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Robe1 Arm_Arm_Front": { - "name": "Robe1 Arm", + "Slime Arm_Arm_Front": { + "name": "Slime Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24736,11 +26002,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/robe1_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/jellyton_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robe1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/jellyton_arm_front.json" }, "attack": { "name": "attack", @@ -24750,8 +26016,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 44 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -24776,8 +26042,8 @@ } } }, - "jellyton": { - "id": "jellyton", + "jormungold": { + "id": "jormungold", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -24787,19 +26053,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -18 + "x": 27, + "y": -9 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Slime Arm_Arm_Back": { - "name": "Slime Arm", + "bat_arms_back_Arm_Back": { + "name": "bat_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24808,33 +26074,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/jellyton_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/bat_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/jellyton_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/bat_arms_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 33, - "y": 39 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Leg_FrontLeg_Back": { - "name": "Leg", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "parent": "Tail", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24843,33 +26109,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/slime2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/tail/reptile_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/slime2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/reptile_tail.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 9, - "y": 33 + "x": 15, + "y": 28 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "slime_tail_Tail": { - "name": "slime_tail", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24878,11 +26144,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/slime_tail.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/slime_tail.json" + "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -24890,21 +26156,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 50, - "y": 49 + "x": 3, + "y": 32 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Leg_BackLeg_Back": { - "name": "Leg", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24913,11 +26179,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/slime1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/slime1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" }, "Body": { "name": "Body", @@ -24927,19 +26193,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 8 + "x": 16, + "y": 12 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_jellyton_body_Body": { - "name": "biped_jellyton_body", + "unique_snake3_body_Body": { + "name": "unique_snake3_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24948,11 +26214,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/body/biped_jellyton_body.json", + "id": 10, + "path": "res://sprites/fusions/body/unique_snake3_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_jellyton_body.json" + "instance_external_path": "res://sprites/fusions/body/unique_snake3_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -24962,19 +26228,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Leg_FrontLeg_Front": { - "name": "Leg", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24983,11 +26249,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/slime2_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/slime2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -24995,21 +26261,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 32, - "y": 51 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Leg_BackLeg_Front": { - "name": "Leg", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25018,11 +26284,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/slime1_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/slime1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -25032,19 +26298,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 34, + "y": -15 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "jormungold_helmet_back_HelmetBack": { + "name": "jormungold_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25053,11 +26319,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 11, + "path": "res://sprites/fusions/helmet/jormungold_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/jormungold_helmet_back.json" }, "Head": { "name": "Head", @@ -25067,19 +26333,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 34, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "jellyton_head_Head": { - "name": "jellyton_head", + "jormungold_head_Head": { + "name": "jormungold_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25088,11 +26354,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/jellyton_head.json", + "id": 12, + "path": "res://sprites/fusions/head/jormungold_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/jellyton_head.json" + "instance_external_path": "res://sprites/fusions/head/jormungold_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -25102,19 +26368,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 34, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "jellyton_helmet_front_HelmetFront": { - "name": "jellyton_helmet_front", + "jormungold_helmet_front_HelmetFront": { + "name": "jormungold_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25123,11 +26389,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/helmet/jellyton_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/jormungold_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/jellyton_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/jormungold_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -25137,19 +26403,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -19 + "x": 5, + "y": -8 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Slime Arm_Arm_Front": { - "name": "Slime Arm", + "bat_arms_front_Arm_Front": { + "name": "bat_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25158,11 +26424,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/jellyton_arm_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/bat_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/jellyton_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/bat_arms_front.json" }, "attack": { "name": "attack", @@ -25172,8 +26438,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 35 + "x": 99, + "y": 40 }, "match_part": "", "child": {}, @@ -25188,7 +26454,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, + "x": 65, "y": 44 }, "match_part": "", @@ -25198,8 +26464,8 @@ } } }, - "jormungold": { - "id": "jormungold", + "jumpkin": { + "id": "jumpkin", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -25209,19 +26475,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -9 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "bat_arms_back_Arm_Back": { - "name": "bat_arms_back", + "vine1_arm_back_Arm_Back": { + "name": "vine1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25230,11 +26496,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/bat_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/vine1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/bat_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/vine1_arm_back.json" }, "Tail": { "name": "Tail", @@ -25242,10 +26508,10 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": 14, + "y": 30 }, "match_part": "", "child": {}, @@ -25256,7 +26522,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25265,11 +26531,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/reptile_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/reptile_tail.json" + "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -25279,19 +26545,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 15, - "y": 28 + "x": 82, + "y": 44 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "simple5_leg_back_FrontLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25300,11 +26566,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -25312,18 +26578,18 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 32 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 6 )", @@ -25336,10 +26602,10 @@ "index": 7, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, "Body": { "name": "Body", @@ -25349,19 +26615,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": 12 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "unique_snake3_body_Body": { - "name": "unique_snake3_body", + "jumpkin_body_Body": { + "name": "jumpkin_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25370,11 +26636,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/unique_snake3_body.json", + "id": 8, + "path": "res://sprites/fusions/body/jumpkin_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/unique_snake3_body.json" + "instance_external_path": "res://sprites/fusions/body/jumpkin_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -25384,19 +26650,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 73, + "y": 45 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "simple5_leg_front_FrontLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25405,11 +26671,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -25417,21 +26683,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, - "y": 45 + "x": 39, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25440,11 +26706,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -25454,16 +26720,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 31, + "y": -17 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "jormungold_helmet_back_HelmetBack": { - "name": "jormungold_helmet_back", + "jumpkin_helmet_back_HelmetBack": { + "name": "jumpkin_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 11 )", @@ -25476,10 +26742,10 @@ "index": 15, "instance_external": { "id": 11, - "path": "res://sprites/fusions/helmet/jormungold_helmet_back.json", + "path": "res://sprites/fusions/helmet/jumpkin_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/jormungold_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/jumpkin_helmet_back.json" }, "Head": { "name": "Head", @@ -25489,19 +26755,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 31, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "jormungold_head_Head": { - "name": "jormungold_head", + "jumpkin_head_Head": { + "name": "jumpkin_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25510,11 +26776,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/jormungold_head.json", + "id": 4, + "path": "res://sprites/fusions/head/jumpkin_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/jormungold_head.json" + "instance_external_path": "res://sprites/fusions/head/jumpkin_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -25524,19 +26790,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 31, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "jormungold_helmet_front_HelmetFront": { - "name": "jormungold_helmet_front", + "jumpkin_helmet_front_HelmetFront": { + "name": "jumpkin_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25545,11 +26811,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/jormungold_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/jumpkin_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/jormungold_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/jumpkin_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -25559,19 +26825,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -8 + "x": 9, + "y": -11 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "bat_arms_front_Arm_Front": { - "name": "bat_arms_front", + "vine1_arm_front_Arm_Front": { + "name": "vine1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25580,11 +26846,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/bat_arms_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/vine1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/bat_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/vine1_arm_front.json" }, "attack": { "name": "attack", @@ -25594,8 +26860,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 99, - "y": 40 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -25610,7 +26876,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -25620,8 +26886,8 @@ } } }, - "jumpkin": { - "id": "jumpkin", + "khepri": { + "id": "khepri", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -25631,16 +26897,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 37, + "y": 3 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "vine1_arm_back_Arm_Back": { - "name": "vine1_arm_back", + "khepri_arms_back_Arm_Back": { + "name": "khepri_arms_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 9 )", @@ -25653,10 +26919,10 @@ "index": 1, "instance_external": { "id": 9, - "path": "res://sprites/fusions/arms/vine1_arm_back.json", + "path": "res://sprites/fusions/arms/khepri_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/vine1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/khepri_arms_back.json" }, "Tail": { "name": "Tail", @@ -25664,10 +26930,10 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 30 + "x": 20, + "y": 42 }, "match_part": "", "child": {}, @@ -25678,7 +26944,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25687,33 +26953,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" + "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 82, - "y": 44 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "simple5_leg_back_FrontLeg_Back": { - "name": "simple5_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25722,33 +26988,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/insect_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/insect_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 45 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "insect3_leg_back_FrontLeg_Back": { + "name": "insect3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25757,11 +27023,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/insect3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/insect3_leg_back.json" }, "Body": { "name": "Body", @@ -25771,19 +27037,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 34, + "y": 12 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "jumpkin_body_Body": { - "name": "jumpkin_body", + "khepri_body_Body": { + "name": "khepri_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25792,33 +27058,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/jumpkin_body.json", + "id": 3, + "path": "res://sprites/fusions/body/khepri_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/jumpkin_body.json" + "instance_external_path": "res://sprites/fusions/body/khepri_body.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 73, - "y": 45 + "x": 26, + "y": 41 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "simple5_leg_front_FrontLeg_Front": { - "name": "simple5_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25827,33 +27093,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/insect_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/insect_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 39, - "y": 47 + "x": 51, + "y": 41 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "insect3_leg_front_FrontLeg_Front": { + "name": "insect3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25862,11 +27128,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/insect3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/insect3_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -25876,19 +27142,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 39, + "y": -3 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "jumpkin_helmet_back_HelmetBack": { - "name": "jumpkin_helmet_back", + "khepri_helmet_back_HelmetBack": { + "name": "khepri_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25897,11 +27163,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/jumpkin_helmet_back.json", + "id": 8, + "path": "res://sprites/fusions/helmet/khepri_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/jumpkin_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/khepri_helmet_back.json" }, "Head": { "name": "Head", @@ -25911,19 +27177,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 39, + "y": -3 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "jumpkin_head_Head": { - "name": "jumpkin_head", + "khepri_head_Head": { + "name": "khepri_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25932,11 +27198,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/jumpkin_head.json", + "id": 10, + "path": "res://sprites/fusions/head/khepri_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/jumpkin_head.json" + "instance_external_path": "res://sprites/fusions/head/khepri_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -25946,19 +27212,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 39, + "y": -3 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "jumpkin_helmet_front_HelmetFront": { - "name": "jumpkin_helmet_front", + "khepri_helmet_front_HelmetFront": { + "name": "khepri_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25967,11 +27233,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/jumpkin_helmet_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/khepri_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/jumpkin_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/khepri_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -25981,19 +27247,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": -11 + "x": 11, + "y": 3 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "vine1_arm_front_Arm_Front": { - "name": "vine1_arm_front", + "khepri_arms_front_Arm_Front": { + "name": "khepri_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26002,11 +27268,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/vine1_arm_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/khepri_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/vine1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/khepri_arms_front.json" }, "attack": { "name": "attack", @@ -26016,24 +27282,24 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 82, + "y": 60 }, "match_part": "", "child": {}, "index": 22, "instance_external_path": "" }, - "hit": { - "name": "hit", + "eye": { + "name": "eye", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 81, + "y": 33 }, "match_part": "", "child": {}, @@ -26042,8 +27308,8 @@ } } }, - "khepri": { - "id": "khepri", + "khufo": { + "id": "khufo", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -26053,19 +27319,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": 3 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "khepri_arms_back_Arm_Back": { - "name": "khepri_arms_back", + "tentacle2_arm_back_Arm_Back": { + "name": "tentacle2_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26074,32 +27340,32 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/khepri_arms_back.json", + "id": 8, + "path": "res://sprites/fusions/arms/tentacle2_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/khepri_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/tentacle2_arm_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 24, + "y": 43 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "tentacle2_leg_back_FrontLeg_Back": { + "name": "tentacle2_leg_back", "type": "sub", - "parent": "Tail", + "parent": "FrontLeg_Back", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -26110,10 +27376,10 @@ "index": 3, "instance_external": { "id": 4, - "path": "res://sprites/fusions/tail/insect_tail.json", + "path": "res://sprites/fusions/legs/tentacle2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" + "instance_external_path": "res://sprites/fusions/legs/tentacle2_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -26121,21 +27387,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 53, + "y": 42 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "tentacle2_leg_back_BackLeg_Back": { + "name": "tentacle2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26144,33 +27410,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/insect_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/tentacle2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/tentacle2_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 66, - "y": 37 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "insect3_leg_back_FrontLeg_Back": { - "name": "insect3_leg_back", + "biped_khufo_body_Body": { + "name": "biped_khufo_body", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "Body", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26179,33 +27445,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/body/biped_khufo_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect3_leg_back.json" + "instance_external_path": "res://sprites/fusions/body/biped_khufo_body.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 34, - "y": 12 + "x": 11, + "y": 47 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "khepri_body_Body": { - "name": "khepri_body", + "tentacle2_leg_front_FrontLeg_Front": { + "name": "tentacle2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 3 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26214,11 +27480,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/khepri_body.json", + "id": 5, + "path": "res://sprites/fusions/legs/tentacle2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/khepri_body.json" + "instance_external_path": "res://sprites/fusions/legs/tentacle2_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -26226,21 +27492,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 41 + "x": 36, + "y": 44 }, "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "tentacle2_leg_front_BackLeg_Front": { + "name": "tentacle2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26249,46 +27515,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/insect_leg_front.json", - "type": "PackedScene" - }, - "instance_external_path": "res://sprites/fusions/legs/insect_leg_front.json" - }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": false, - "position": { - "x": 51, - "y": 41 - }, - "match_part": "FrontLeg_Back", - "child": {}, - "index": 12, - "instance_external_path": "" - }, - "insect3_leg_front_FrontLeg_Front": { - "name": "insect3_leg_front", - "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 13, - "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/insect3_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/tentacle2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/tentacle2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -26298,32 +27529,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, - "y": -3 + "x": 27, + "y": -18 }, "match_part": "", "child": {}, - "index": 14, + "index": 12, "instance_external_path": "" }, - "khepri_helmet_back_HelmetBack": { - "name": "khepri_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/khepri_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/khepri_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -26333,32 +27564,32 @@ "inverse_match": true, "visible": true, "position": { - "x": 39, - "y": -3 + "x": 27, + "y": -18 }, "match_part": "HelmetBack", "child": {}, - "index": 16, + "index": 14, "instance_external_path": "" }, - "khepri_head_Head": { - "name": "khepri_head", + "khufo_head_Head": { + "name": "khufo_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/head/khepri_head.json", + "id": 12, + "path": "res://sprites/fusions/head/khufo_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/khepri_head.json" + "instance_external_path": "res://sprites/fusions/head/khufo_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -26368,32 +27599,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, - "y": -3 + "x": 27, + "y": -18 }, "match_part": "HelmetBack", "child": {}, - "index": 18, + "index": 16, "instance_external_path": "" }, - "khepri_helmet_front_HelmetFront": { - "name": "khepri_helmet_front", + "khufo_helmet_front_HelmetFront": { + "name": "khufo_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 19, + "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/khepri_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/khufo_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/khepri_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/khufo_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -26403,16 +27634,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": 3 + "x": 7, + "y": -11 }, "match_part": "Arm_Back", "child": {}, - "index": 20, + "index": 18, "instance_external_path": "" }, - "khepri_arms_front_Arm_Front": { - "name": "khepri_arms_front", + "tentacle2_arm_front_Arm_Front": { + "name": "tentacle2_arm_front", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 11 )", @@ -26422,13 +27653,13 @@ "position": {}, "match_part": "", "child": {}, - "index": 21, + "index": 19, "instance_external": { "id": 11, - "path": "res://sprites/fusions/arms/khepri_arms_front.json", + "path": "res://sprites/fusions/arms/tentacle2_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/khepri_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/tentacle2_arm_front.json" }, "attack": { "name": "attack", @@ -26438,34 +27669,34 @@ "inverse_match": false, "visible": true, "position": { - "x": 82, - "y": 60 + "x": 93, + "y": 40 }, "match_part": "", "child": {}, - "index": 22, + "index": 20, "instance_external_path": "" }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 81, - "y": 33 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, - "index": 23, + "index": 21, "instance_external_path": "" } } }, - "khufo": { - "id": "khufo", + "kingrave": { + "id": "kingrave", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -26475,19 +27706,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 32, + "y": -22 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "tentacle2_arm_back_Arm_Back": { - "name": "tentacle2_arm_back", + "Kingrave Arm_Arm_Back": { + "name": "Kingrave Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26496,32 +27727,32 @@ "child": {}, "index": 1, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/tentacle2_arm_back.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/tentacle2_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 24, - "y": 43 + "x": 17, + "y": 30 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "tentacle2_leg_back_FrontLeg_Back": { - "name": "tentacle2_leg_back", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", - "parent": "FrontLeg_Back", + "parent": "Tail", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -26532,32 +27763,32 @@ "index": 3, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/tentacle2_leg_back.json", + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/tentacle2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 53, - "y": 42 + "x": 25, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "tentacle2_leg_back_BackLeg_Back": { - "name": "tentacle2_leg_back", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26566,33 +27797,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/tentacle2_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/tentacle2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" }, - "Body": { - "name": "Body", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 55, + "y": 44 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "biped_khufo_body_Body": { - "name": "biped_khufo_body", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 10 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26601,11 +27832,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/biped_khufo_body.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_khufo_body.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -26616,18 +27847,18 @@ "visible": false, "position": { "x": 11, - "y": 47 + "y": 43 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "tentacle2_leg_front_FrontLeg_Front": { - "name": "tentacle2_leg_front", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26636,11 +27867,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/tentacle2_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/tentacle2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -26650,19 +27881,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 44 + "x": 41, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "tentacle2_leg_front_BackLeg_Front": { - "name": "tentacle2_leg_front", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26671,11 +27902,46 @@ "child": {}, "index": 11, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/tentacle2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/tentacle2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + }, + "Body": { + "name": "Body", + "type": "Node2D", + "parent": ".", + "force_usage": true, + "inverse_match": false, + "visible": true, + "position": { + "x": 29, + "y": 3 + }, + "match_part": "", + "child": {}, + "index": 12, + "instance_external_path": "" + }, + "biped_kingrave_body_Body": { + "name": "biped_kingrave_body", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 3 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, + "instance_external": { + "id": 3, + "path": "res://sprites/fusions/body/biped_kingrave_body.json", + "type": "PackedScene" + }, + "instance_external_path": "res://sprites/fusions/body/biped_kingrave_body.json" }, "HelmetBack": { "name": "HelmetBack", @@ -26685,28 +27951,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -18 + "x": 33, + "y": -35 }, "match_part": "", "child": {}, - "index": 12, + "index": 14, "instance_external_path": "" }, "empty_helmet_HelmetBack": { "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 13, + "index": 15, "instance_external": { - "id": 3, + "id": 13, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, @@ -26720,32 +27986,32 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -18 + "x": 33, + "y": -35 }, "match_part": "HelmetBack", "child": {}, - "index": 14, + "index": 16, "instance_external_path": "" }, - "khufo_head_Head": { - "name": "khufo_head", + "kingrave_head_Head": { + "name": "kingrave_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/khufo_head.json", + "id": 5, + "path": "res://sprites/fusions/head/kingrave_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/khufo_head.json" + "instance_external_path": "res://sprites/fusions/head/kingrave_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -26755,32 +28021,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -18 + "x": 33, + "y": -35 }, "match_part": "HelmetBack", "child": {}, - "index": 16, + "index": 18, "instance_external_path": "" }, - "khufo_helmet_front_HelmetFront": { - "name": "khufo_helmet_front", + "kingrave_helmet_front_HelmetFront": { + "name": "kingrave_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/khufo_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/kingrave_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/khufo_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/kingrave_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -26790,32 +28056,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -11 + "x": 4, + "y": -21 }, "match_part": "Arm_Back", "child": {}, - "index": 18, + "index": 20, "instance_external_path": "" }, - "tentacle2_arm_front_Arm_Front": { - "name": "tentacle2_arm_front", + "Kingrave Arm_Arm_Front": { + "name": "Kingrave Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 19, + "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/tentacle2_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/kingrave_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/tentacle2_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/kingrave_arm_front.json" }, "attack": { "name": "attack", @@ -26825,12 +28091,12 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 40 + "x": 92, + "y": 29 }, "match_part": "", "child": {}, - "index": 20, + "index": 22, "instance_external_path": "" }, "hit": { @@ -26846,13 +28112,13 @@ }, "match_part": "", "child": {}, - "index": 21, + "index": 23, "instance_external_path": "" } } }, - "kingrave": { - "id": "kingrave", + "kirikuri": { + "id": "kirikuri", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -26862,19 +28128,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -22 + "x": 21, + "y": -29 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Kingrave Arm_Arm_Back": { - "name": "Kingrave Arm", + "Arm_Arm_Back": { + "name": "Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26883,11 +28149,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/twirligig_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/simple1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/twirligig_arm_back.json" }, "Tail": { "name": "Tail", @@ -26897,19 +28163,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 17, - "y": 30 + "x": 11, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26918,11 +28184,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 5, + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/devil1_tail.json" + "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -26932,19 +28198,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, - "y": 37 + "x": 22, + "y": 39 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "artificial2_leg_back_FrontLeg_Back": { + "name": "artificial2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26953,11 +28219,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/artificial2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -26967,7 +28233,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 55, + "x": 48, "y": 44 }, "match_part": "", @@ -26975,11 +28241,11 @@ "index": 6, "instance_external_path": "" }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "artificial1_leg_back_BackLeg_Back": { + "name": "artificial1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26988,33 +28254,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/artificial1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_back.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, - "y": 43 + "x": 34, + "y": 46 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "artificial1_leg_front_BackLeg_Front": { + "name": "artificial1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27023,33 +28289,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/artificial1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": 47 + "x": 26, + "y": 6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 10, "instance_external_path": "" }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "kirikuri_body_Body": { + "name": "kirikuri_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "Body", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27058,33 +28324,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/body/kirikuri_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/kirikuri_body.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 29, - "y": 3 + "x": 1, + "y": 43 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "biped_kingrave_body_Body": { - "name": "biped_kingrave_body", + "artificial2_leg_front_FrontLeg_Front": { + "name": "artificial2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 3 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27093,11 +28359,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/biped_kingrave_body.json", + "id": 13, + "path": "res://sprites/fusions/legs/artificial2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_kingrave_body.json" + "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -27107,8 +28373,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -35 + "x": 24, + "y": -39 }, "match_part": "", "child": {}, @@ -27119,7 +28385,7 @@ "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27128,7 +28394,7 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, + "id": 10, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, @@ -27142,19 +28408,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -35 + "x": 24, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "kingrave_head_Head": { - "name": "kingrave_head", + "kirikuri_head_Head": { + "name": "kirikuri_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27163,11 +28429,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/kingrave_head.json", + "id": 11, + "path": "res://sprites/fusions/head/kirikuri_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/kingrave_head.json" + "instance_external_path": "res://sprites/fusions/head/kirikuri_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -27177,16 +28443,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -35 + "x": 24, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "kingrave_helmet_front_HelmetFront": { - "name": "kingrave_helmet_front", + "kirikuri_helmet_front_HelmetFront": { + "name": "kirikuri_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 7 )", @@ -27199,10 +28465,10 @@ "index": 19, "instance_external": { "id": 7, - "path": "res://sprites/fusions/helmet/kingrave_helmet_front.json", + "path": "res://sprites/fusions/helmet/kirikuri_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/kingrave_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/kirikuri_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -27212,19 +28478,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": -21 + "x": 2, + "y": -26 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Kingrave Arm_Arm_Front": { - "name": "Kingrave Arm", + "Arm_Arm_Front": { + "name": "Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27233,11 +28499,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/kingrave_arm_front.json", + "id": 8, + "path": "res://sprites/fusions/arms/kirikuri_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/kingrave_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/kirikuri_arm_front.json" }, "attack": { "name": "attack", @@ -27247,8 +28513,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 92, - "y": 29 + "x": 88, + "y": 25 }, "match_part": "", "child": {}, @@ -27273,8 +28539,8 @@ } } }, - "kirikuri": { - "id": "kirikuri", + "kittelly": { + "id": "kittelly", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -27284,16 +28550,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 21, - "y": -29 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Arm_Arm_Back": { - "name": "Arm", + "Cat Arm_Arm_Back": { + "name": "Cat Arm", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 3 )", @@ -27306,10 +28572,10 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/twirligig_arm_back.json", + "path": "res://sprites/fusions/arms/cat_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/twirligig_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/cat_arms_back.json" }, "Tail": { "name": "Tail", @@ -27317,9 +28583,9 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, + "x": 8, "y": 27 }, "match_part": "", @@ -27327,11 +28593,11 @@ "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "kittelly_tail_Tail": { + "name": "kittelly_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27340,11 +28606,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "id": 10, + "path": "res://sprites/fusions/tail/kittelly_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/leaf_tail.json" + "instance_external_path": "res://sprites/fusions/tail/kittelly_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -27354,16 +28620,16 @@ "inverse_match": false, "visible": false, "position": { - "x": 22, - "y": 39 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "artificial2_leg_back_FrontLeg_Back": { - "name": "artificial2_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 6 )", @@ -27376,10 +28642,10 @@ "index": 5, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/artificial2_leg_back.json", + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -27389,19 +28655,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": 44 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "artificial1_leg_back_BackLeg_Back": { - "name": "artificial1_leg_back", + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27410,33 +28676,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/artificial1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": 46 + "x": 26, + "y": 6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "artificial1_leg_front_BackLeg_Front": { - "name": "artificial1_leg_front", + "kittelly_body_Body": { + "name": "kittelly_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "Body", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27445,33 +28711,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/artificial1_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/body/kittelly_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial1_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/kittelly_body.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 26, - "y": 6 + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "kirikuri_body_Body": { - "name": "kirikuri_body", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27480,33 +28746,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/kirikuri_body.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/kirikuri_body.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 1, - "y": 43 + "x": 36, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "artificial2_leg_front_FrontLeg_Front": { - "name": "artificial2_leg_front", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27515,11 +28781,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/artificial2_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/artificial2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -27529,19 +28795,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -39 + "x": 33, + "y": -15 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "kittelly_helmet_back_HelmetBack": { + "name": "kittelly_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27550,11 +28816,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 12, + "path": "res://sprites/fusions/helmet/kittelly_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/kittelly_helmet_back.json" }, "Head": { "name": "Head", @@ -27564,19 +28830,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 24, - "y": -39 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "kirikuri_head_Head": { - "name": "kirikuri_head", + "kittelly_head_Head": { + "name": "kittelly_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27585,11 +28851,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/kirikuri_head.json", + "id": 5, + "path": "res://sprites/fusions/head/kittelly_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/kirikuri_head.json" + "instance_external_path": "res://sprites/fusions/head/kittelly_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -27599,19 +28865,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -39 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "kirikuri_helmet_front_HelmetFront": { - "name": "kirikuri_helmet_front", + "kittelly_helmet_front_HelmetFront": { + "name": "kittelly_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27620,11 +28886,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/kirikuri_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/kittelly_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/kirikuri_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/kittelly_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -27634,19 +28900,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 2, - "y": -26 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Arm_Arm_Front": { - "name": "Arm", + "Cat Arm_Arm_Front": { + "name": "Cat Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27655,11 +28921,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/kirikuri_arm_front.json", + "id": 14, + "path": "res://sprites/fusions/arms/cat_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/kirikuri_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/cat_arms_front.json" }, "attack": { "name": "attack", @@ -27669,8 +28935,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 88, - "y": 25 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -27695,8 +28961,8 @@ } } }, - "kittelly": { - "id": "kittelly", + "kuneko": { + "id": "kuneko", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -27706,19 +28972,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 22, + "y": -12 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Cat Arm_Arm_Back": { - "name": "Cat Arm", + "kuneko_arm_back_Arm_Back": { + "name": "kuneko_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27727,11 +28993,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/cat_arms_back.json", + "id": 10, + "path": "res://sprites/fusions/arms/kuneko_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cat_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/kuneko_arm_back.json" }, "Tail": { "name": "Tail", @@ -27741,19 +29007,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": 27 + "x": 11, + "y": 31 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "kittelly_tail_Tail": { - "name": "kittelly_tail", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27762,11 +29028,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/kittelly_tail.json", + "id": 12, + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/kittelly_tail.json" + "instance_external_path": "res://sprites/fusions/tail/short_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -27811,8 +29077,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 41 + "x": 48, + "y": 54 }, "match_part": "", "child": {}, @@ -27838,27 +29104,27 @@ }, "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 37, + "y": 56 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "kittelly_body_Body": { - "name": "kittelly_body", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27867,33 +29133,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/kittelly_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/kittelly_body.json" + "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 26, - "y": 44 + "y": 6 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "kuneko_body_Body": { + "name": "kuneko_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "Body", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27902,33 +29168,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/body/kuneko_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/kuneko_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 36, - "y": 45 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27937,11 +29203,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -27951,19 +29217,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 25, + "y": -19 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "kittelly_helmet_back_HelmetBack": { - "name": "kittelly_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27972,11 +29238,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/kittelly_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/kittelly_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -27986,19 +29252,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 25, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "kittelly_head_Head": { - "name": "kittelly_head", + "kuneko_head_Head": { + "name": "kuneko_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28007,11 +29273,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/kittelly_head.json", + "id": 3, + "path": "res://sprites/fusions/head/kuneko_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/kittelly_head.json" + "instance_external_path": "res://sprites/fusions/head/kuneko_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -28021,19 +29287,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 25, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "kittelly_helmet_front_HelmetFront": { - "name": "kittelly_helmet_front", + "kuneko_helmet_front_HelmetFront": { + "name": "kuneko_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28042,11 +29308,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/kittelly_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/kuneko_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/kittelly_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/kuneko_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -28056,19 +29322,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -10 + "x": 3, + "y": -12 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Cat Arm_Arm_Front": { - "name": "Cat Arm", + "kuneko_arm_front_Arm_Front": { + "name": "kuneko_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28077,11 +29343,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/arms/cat_arms_front.json", + "id": 8, + "path": "res://sprites/fusions/arms/kuneko_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/cat_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/kuneko_arm_front.json" }, "attack": { "name": "attack", @@ -28091,8 +29357,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 89, + "y": 39 }, "match_part": "", "child": {}, @@ -28117,8 +29383,8 @@ } } }, - "kuneko": { - "id": "kuneko", + "lapacitor": { + "id": "lapacitor", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -28128,19 +29394,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 22, - "y": -12 + "x": 30, + "y": -16 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "kuneko_arm_back_Arm_Back": { - "name": "kuneko_arm_back", + "amphare_arm_back_Arm_Back": { + "name": "amphare_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28149,11 +29415,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/kuneko_arm_back.json", + "id": 13, + "path": "res://sprites/fusions/arms/amphare_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/kuneko_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/amphare_arm_back.json" }, "Tail": { "name": "Tail", @@ -28163,19 +29429,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": 31 + "x": 14, + "y": 14 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "short_tail_Tail": { - "name": "short_tail", + "amphare_tail_Tail": { + "name": "amphare_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28184,11 +29450,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/tail/short_tail.json", + "id": 10, + "path": "res://sprites/fusions/tail/amphare_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/short_tail.json" + "instance_external_path": "res://sprites/fusions/tail/amphare_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -28198,19 +29464,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 70, + "y": 36 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "amphare_leg_back_FrontLeg_Back": { + "name": "amphare_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28219,11 +29485,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/amphare_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/amphare_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -28233,19 +29499,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": 54 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "amphare_leg_back_BackLeg_Back": { + "name": "amphare_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28254,33 +29520,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/amphare_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/amphare_leg_back.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 37, - "y": 56 + "x": 61, + "y": 38 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "amphare_leg_front_FrontLeg_Front": { + "name": "amphare_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28289,11 +29555,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/amphare_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/amphare_leg_front.json" }, "Body": { "name": "Body", @@ -28303,19 +29569,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 31, + "y": 16 }, "match_part": "", "child": {}, "index": 10, "instance_external_path": "" }, - "kuneko_body_Body": { - "name": "kuneko_body", + "amphare_body_Body": { + "name": "amphare_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28324,32 +29590,32 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/body/kuneko_body.json", + "id": 8, + "path": "res://sprites/fusions/body/amphare_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/kuneko_body.json" + "instance_external_path": "res://sprites/fusions/body/amphare_body.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 39, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "amphare_leg_front_BackLeg_Front": { + "name": "amphare_leg_front", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "BackLeg_Front", "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, @@ -28360,10 +29626,10 @@ "index": 13, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "path": "res://sprites/fusions/legs/amphare_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/amphare_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -28373,8 +29639,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": -19 + "x": 31, + "y": -22 }, "match_part": "", "child": {}, @@ -28385,7 +29651,7 @@ "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28394,7 +29660,7 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, + "id": 3, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, @@ -28408,19 +29674,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 25, - "y": -19 + "x": 31, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "kuneko_head_Head": { - "name": "kuneko_head", + "amphare_head_Head": { + "name": "amphare_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28429,11 +29695,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/kuneko_head.json", + "id": 6, + "path": "res://sprites/fusions/head/amphare_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/kuneko_head.json" + "instance_external_path": "res://sprites/fusions/head/amphare_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -28443,19 +29709,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": -19 + "x": 31, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "kuneko_helmet_front_HelmetFront": { - "name": "kuneko_helmet_front", + "lapacitor_helmet_front_HelmetFront": { + "name": "lapacitor_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28464,11 +29730,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/kuneko_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/lapacitor_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/kuneko_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/lapacitor_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -28478,19 +29744,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -12 + "x": 6, + "y": -13 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "kuneko_arm_front_Arm_Front": { - "name": "kuneko_arm_front", + "amphare_arm_front_Arm_Front": { + "name": "amphare_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28499,11 +29765,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/kuneko_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/amphare_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/kuneko_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/amphare_arm_front.json" }, "attack": { "name": "attack", @@ -28513,8 +29779,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 39 + "x": 116, + "y": 27 }, "match_part": "", "child": {}, @@ -28529,8 +29795,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 69, + "y": 20 }, "match_part": "", "child": {}, @@ -28539,8 +29805,8 @@ } } }, - "lapacitor": { - "id": "lapacitor", + "liligator": { + "id": "liligator", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -28550,19 +29816,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -16 + "x": 24, + "y": -23 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "amphare_arm_back_Arm_Back": { - "name": "amphare_arm_back", + "fish1_arm_back_Arm_Back": { + "name": "fish1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28571,11 +29837,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/amphare_arm_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/fish1_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/amphare_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/fish1_arm_back.json" }, "Tail": { "name": "Tail", @@ -28585,19 +29851,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, - "y": 14 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "amphare_tail_Tail": { - "name": "amphare_tail", + "padpole_tail_Tail": { + "name": "padpole_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28606,11 +29872,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/amphare_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/padpole_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/amphare_tail.json" + "instance_external_path": "res://sprites/fusions/tail/padpole_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -28620,19 +29886,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 70, - "y": 36 + "x": 62, + "y": 42 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "amphare_leg_back_FrontLeg_Back": { - "name": "amphare_leg_back", + "fish2_leg_back_FrontLeg_Back": { + "name": "fish2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28641,11 +29907,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/amphare_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/fish2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/amphare_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/fish2_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -28655,19 +29921,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 42 + "x": 44, + "y": 43 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "amphare_leg_back_BackLeg_Back": { - "name": "amphare_leg_back", + "fish1_leg_back_BackLeg_Back": { + "name": "fish1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28676,33 +29942,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/amphare_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/fish1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/amphare_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/fish1_leg_back.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 61, - "y": 38 + "x": 26, + "y": 6 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "amphare_leg_front_FrontLeg_Front": { - "name": "amphare_leg_front", + "frillypad_body_Body": { + "name": "frillypad_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "Body", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28711,32 +29977,32 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/amphare_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/body/frillypad_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/amphare_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/frillypad_body.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 31, - "y": 16 + "x": 48, + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "amphare_body_Body": { - "name": "amphare_body", + "fish2_leg_front_FrontLeg_Front": { + "name": "fish2_leg_front", "type": "sub", - "parent": "Body", + "parent": "FrontLeg_Front", "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, @@ -28747,10 +30013,10 @@ "index": 11, "instance_external": { "id": 8, - "path": "res://sprites/fusions/body/amphare_body.json", + "path": "res://sprites/fusions/legs/fish2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/amphare_body.json" + "instance_external_path": "res://sprites/fusions/legs/fish2_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -28760,7 +30026,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, + "x": 29, "y": 45 }, "match_part": "BackLeg_Back", @@ -28768,8 +30034,8 @@ "index": 12, "instance_external_path": "" }, - "amphare_leg_front_BackLeg_Front": { - "name": "amphare_leg_front", + "fish1_leg_front_BackLeg_Front": { + "name": "fish1_leg_front", "type": "sub", "parent": "BackLeg_Front", "instance": "ExtResource( 9 )", @@ -28782,10 +30048,10 @@ "index": 13, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/amphare_leg_front.json", + "path": "res://sprites/fusions/legs/fish1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/amphare_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/fish1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -28795,16 +30061,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -22 + "x": 33, + "y": -25 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "liligator_helmet_back_HelmetBack": { + "name": "liligator_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 3 )", @@ -28817,10 +30083,10 @@ "index": 15, "instance_external": { "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "path": "res://sprites/fusions/helmet/liligator_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/liligator_helmet_back.json" }, "Head": { "name": "Head", @@ -28830,16 +30096,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -22 + "x": 33, + "y": -25 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "amphare_head_Head": { - "name": "amphare_head", + "padpole_head_Head": { + "name": "padpole_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 6 )", @@ -28852,10 +30118,10 @@ "index": 17, "instance_external": { "id": 6, - "path": "res://sprites/fusions/head/amphare_head.json", + "path": "res://sprites/fusions/head/padpole_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/amphare_head.json" + "instance_external_path": "res://sprites/fusions/head/padpole_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -28865,19 +30131,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -22 + "x": 33, + "y": -25 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "lapacitor_helmet_front_HelmetFront": { - "name": "lapacitor_helmet_front", + "liligator_helmet_front_HelmetFront": { + "name": "liligator_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28886,11 +30152,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/lapacitor_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/liligator_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/lapacitor_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/liligator_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -28900,19 +30166,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -13 + "x": 7, + "y": -20 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "amphare_arm_front_Arm_Front": { - "name": "amphare_arm_front", + "fish1_arm_front_Arm_Front": { + "name": "fish1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28921,11 +30187,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/amphare_arm_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/fish1_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/amphare_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/fish1_arm_front.json" }, "attack": { "name": "attack", @@ -28935,8 +30201,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 116, - "y": 27 + "x": 93, + "y": 31 }, "match_part": "", "child": {}, @@ -28952,7 +30218,7 @@ "visible": true, "position": { "x": 69, - "y": 20 + "y": 37 }, "match_part": "", "child": {}, @@ -28961,8 +30227,8 @@ } } }, - "liligator": { - "id": "liligator", + "littlered": { + "id": "littlered", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -28973,18 +30239,18 @@ "visible": true, "position": { "x": 24, - "y": -23 + "y": -16 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "fish1_arm_back_Arm_Back": { - "name": "fish1_arm_back", + "littlered_arm_Arm_Back": { + "name": "littlered_arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28993,11 +30259,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/fish1_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/littlered_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/fish1_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/littlered_arm_back.json" }, "Tail": { "name": "Tail", @@ -29015,11 +30281,11 @@ "index": 2, "instance_external_path": "" }, - "padpole_tail_Tail": { - "name": "padpole_tail", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29028,11 +30294,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/padpole_tail.json", + "id": 5, + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/padpole_tail.json" + "instance_external_path": "res://sprites/fusions/tail/short_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -29042,19 +30308,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 62, - "y": 42 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "fish2_leg_back_FrontLeg_Back": { - "name": "fish2_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29063,11 +30329,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/fish2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -29077,7 +30343,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 44, + "x": 53, "y": 43 }, "match_part": "", @@ -29085,11 +30351,11 @@ "index": 6, "instance_external_path": "" }, - "fish1_leg_back_BackLeg_Back": { - "name": "fish1_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29098,11 +30364,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/fish1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/boot_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/boot_leg_back.json" }, "Body": { "name": "Body", @@ -29120,11 +30386,11 @@ "index": 8, "instance_external_path": "" }, - "frillypad_body_Body": { - "name": "frillypad_body", + "littlered_body_Body": { + "name": "littlered_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29133,11 +30399,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/frillypad_body.json", + "id": 11, + "path": "res://sprites/fusions/body/littlered_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/frillypad_body.json" + "instance_external_path": "res://sprites/fusions/body/littlered_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -29147,7 +30413,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 48, + "x": 26, "y": 44 }, "match_part": "FrontLeg_Back", @@ -29155,11 +30421,11 @@ "index": 10, "instance_external_path": "" }, - "fish2_leg_front_FrontLeg_Front": { - "name": "fish2_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29168,11 +30434,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/fish2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -29182,7 +30448,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, + "x": 37, "y": 45 }, "match_part": "BackLeg_Back", @@ -29190,11 +30456,11 @@ "index": 12, "instance_external_path": "" }, - "fish1_leg_front_BackLeg_Front": { - "name": "fish1_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29203,11 +30469,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/fish1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/boot_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/fish1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/boot_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -29217,19 +30483,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -25 + "x": 29, + "y": -20 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "liligator_helmet_back_HelmetBack": { - "name": "liligator_helmet_back", + "littlered_helmet_HelmetBack": { + "name": "littlered_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29238,11 +30504,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/liligator_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/littlered_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/liligator_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/littlered_helmet_back.json" }, "Head": { "name": "Head", @@ -29252,19 +30518,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -25 + "x": 29, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "padpole_head_Head": { - "name": "padpole_head", + "littlered_head_Head": { + "name": "littlered_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29273,11 +30539,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/padpole_head.json", + "id": 12, + "path": "res://sprites/fusions/head/littlered_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/padpole_head.json" + "instance_external_path": "res://sprites/fusions/head/littlered_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -29287,19 +30553,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -25 + "x": 29, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "liligator_helmet_front_HelmetFront": { - "name": "liligator_helmet_front", + "littlered_helmet_HelmetFront": { + "name": "littlered_helmet", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29308,11 +30574,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/liligator_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/littlered_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/liligator_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/littlered_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -29322,19 +30588,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -20 + "x": 8, + "y": -13 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "fish1_arm_front_Arm_Front": { - "name": "fish1_arm_front", + "littlered_arm_Arm_Front": { + "name": "littlered_arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29343,11 +30609,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/fish1_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/littlered_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/fish1_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/littlered_arm_front.json" }, "attack": { "name": "attack", @@ -29358,7 +30624,7 @@ "visible": true, "position": { "x": 93, - "y": 31 + "y": 38 }, "match_part": "", "child": {}, @@ -29373,8 +30639,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 37 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -29383,8 +30649,8 @@ } } }, - "littlered": { - "id": "littlered", + "lobstacle": { + "id": "lobstacle", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -29392,18 +30658,18 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 24, - "y": -16 + "x": 29, + "y": -3 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "littlered_arm_Arm_Back": { - "name": "littlered_arm", + "insect_arms_back_Arm_Back": { + "name": "insect_arms_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 3 )", @@ -29416,10 +30682,10 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/littlered_arm_back.json", + "path": "res://sprites/fusions/arms/insect_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/littlered_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/insect_arms_back.json" }, "Tail": { "name": "Tail", @@ -29429,19 +30695,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": 27 + "x": -2, + "y": 19 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "short_tail_Tail": { - "name": "short_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29450,19 +30716,19 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/short_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/short_tail.json" + "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 41, "y": 37 @@ -29472,11 +30738,11 @@ "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { + "Sprite_BackLeg_Back": { "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29485,33 +30751,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/insect_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/insect_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 53, - "y": 43 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "insect3_leg_back_FrontLeg_Back": { + "name": "insect3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29520,11 +30786,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/boot_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/insect3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/boot_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/insect3_leg_back.json" }, "Body": { "name": "Body", @@ -29534,19 +30800,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 28, + "y": 18 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "littlered_body_Body": { - "name": "littlered_body", + "quad_lobstacle_body_Body": { + "name": "quad_lobstacle_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29555,33 +30821,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/body/littlered_body.json", + "id": 6, + "path": "res://sprites/fusions/body/quad_lobstacle_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/littlered_body.json" + "instance_external_path": "res://sprites/fusions/body/quad_lobstacle_body.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 26, - "y": 44 + "y": 41 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { + "Sprite_BackLeg_Front": { "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29590,33 +30856,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/insect_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/cat_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/insect_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": 45 + "x": 51, + "y": 41 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "insect3_leg_front_FrontLeg_Front": { + "name": "insect3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29625,11 +30891,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/boot_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/insect3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/boot_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/insect3_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -29639,19 +30905,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -20 + "x": 48, + "y": -1 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "littlered_helmet_HelmetBack": { - "name": "littlered_helmet", + "lobstacle_helmet_back_HelmetBack": { + "name": "lobstacle_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29660,11 +30926,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/littlered_helmet_back.json", + "id": 10, + "path": "res://sprites/fusions/helmet/lobstacle_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/littlered_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/lobstacle_helmet_back.json" }, "Head": { "name": "Head", @@ -29674,19 +30940,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 29, - "y": -20 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "littlered_head_Head": { - "name": "littlered_head", + "Sprite_Head": { + "name": "Sprite", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29695,11 +30961,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/littlered_head.json", + "id": 9, + "path": "res://sprites/fusions/head/traffikrab_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/littlered_head.json" + "instance_external_path": "res://sprites/fusions/head/traffikrab_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -29709,16 +30975,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -20 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "littlered_helmet_HelmetFront": { - "name": "littlered_helmet", + "lobstacle_helmet_front_HelmetFront": { + "name": "lobstacle_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 8 )", @@ -29731,10 +30997,10 @@ "index": 19, "instance_external": { "id": 8, - "path": "res://sprites/fusions/helmet/littlered_helmet_front.json", + "path": "res://sprites/fusions/helmet/lobstacle_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/littlered_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/lobstacle_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -29742,21 +31008,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 8, - "y": -13 + "x": 19, + "y": 1 }, - "match_part": "Arm_Back", + "match_part": "", "child": {}, "index": 20, "instance_external_path": "" }, - "littlered_arm_Arm_Front": { - "name": "littlered_arm", + "insect_arms_front_Arm_Front": { + "name": "insect_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29765,11 +31031,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/littlered_arm_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/insect_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/littlered_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/insect_arms_front.json" }, "attack": { "name": "attack", @@ -29779,24 +31045,24 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 38 + "x": 90, + "y": 40 }, "match_part": "", "child": {}, "index": 22, "instance_external_path": "" }, - "hit": { - "name": "hit", + "eye": { + "name": "eye", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 81, + "y": 33 }, "match_part": "", "child": {}, @@ -29805,29 +31071,29 @@ } } }, - "lobstacle": { - "id": "lobstacle", + "macabra": { + "id": "macabra", "nodes_enhanced": { - "Arm_Back": { - "name": "Arm_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 29, - "y": -3 + "x": 3, + "y": 20 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "insect_arms_back_Arm_Back": { - "name": "insect_arms_back", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", - "parent": "Arm_Back", + "parent": "Tail", "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, @@ -29838,31 +31104,31 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/insect_arms_back.json", + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/insect_arms_back.json" + "instance_external_path": "res://sprites/fusions/tail/short_tail.json" }, - "Tail": { - "name": "Tail", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": -2, - "y": 19 + "x": 44, + "y": 37 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "reptile2_leg_back_BackLeg_Back": { + "name": "reptile2_leg_back", "type": "sub", - "parent": "Tail", + "parent": "BackLeg_Back", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -29873,20 +31139,20 @@ "index": 3, "instance_external": { "id": 4, - "path": "res://sprites/fusions/tail/insect_tail.json", + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 41, + "x": 65, "y": 37 }, "match_part": "", @@ -29894,11 +31160,11 @@ "index": 4, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "reptile3_leg_back_FrontLeg_Back": { + "name": "reptile3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29907,33 +31173,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/insect_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/reptile3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile3_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Arm_Back": { + "name": "Arm_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 66, - "y": 37 + "x": 3, + "y": 20 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "insect3_leg_back_FrontLeg_Back": { - "name": "insect3_leg_back", + "reptile_arms_back_Arm_Back": { + "name": "reptile_arms_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "Arm_Back", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29942,11 +31208,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/reptile_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect3_leg_back.json" + "instance_external_path": "res://sprites/fusions/arms/reptile_arms_back.json" }, "Body": { "name": "Body", @@ -29957,18 +31223,18 @@ "visible": true, "position": { "x": 28, - "y": 18 + "y": 24 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "quad_lobstacle_body_Body": { - "name": "quad_lobstacle_body", + "quad_reptile_body_Body": { + "name": "quad_reptile_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29977,11 +31243,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/quad_lobstacle_body.json", + "id": 10, + "path": "res://sprites/fusions/body/quad_reptile_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/quad_lobstacle_body.json" + "instance_external_path": "res://sprites/fusions/body/quad_reptile_body.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -29991,7 +31257,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, + "x": 29, "y": 41 }, "match_part": "BackLeg_Back", @@ -29999,11 +31265,11 @@ "index": 10, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "reptile2_leg_front_BackLeg_Front": { + "name": "reptile2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30012,11 +31278,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/insect_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -30026,7 +31292,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, + "x": 50, "y": 41 }, "match_part": "FrontLeg_Back", @@ -30034,11 +31300,11 @@ "index": 12, "instance_external_path": "" }, - "insect3_leg_front_FrontLeg_Front": { - "name": "insect3_leg_front", + "reptile3_leg_front_FrontLeg_Front": { + "name": "reptile3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30047,33 +31313,33 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/insect3_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile3_leg_front.json" }, - "HelmetBack": { - "name": "HelmetBack", + "Arm_Front": { + "name": "Arm_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 48, - "y": -1 + "x": 3, + "y": 20 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "lobstacle_helmet_back_HelmetBack": { - "name": "lobstacle_helmet_back", + "reptile_arms_front_Arm_Front": { + "name": "reptile_arms_front", "type": "sub", - "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "parent": "Arm_Front", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30082,33 +31348,33 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/lobstacle_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/arms/reptile_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/lobstacle_helmet_back.json" + "instance_external_path": "res://sprites/fusions/arms/reptile_arms_front.json" }, - "Head": { - "name": "Head", + "HelmetBack": { + "name": "HelmetBack", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": true, + "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 49, + "y": 1 }, - "match_part": "HelmetBack", + "match_part": "", "child": {}, "index": 16, "instance_external_path": "" }, - "Sprite_Head": { - "name": "Sprite", + "macabra_helmet_back_HelmetBack": { + "name": "macabra_helmet_back", "type": "sub", - "parent": "Head", - "instance": "ExtResource( 9 )", + "parent": "HelmetBack", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30117,33 +31383,33 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/traffikrab_head.json", + "id": 7, + "path": "res://sprites/fusions/helmet/macabra_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/traffikrab_head.json" + "instance_external_path": "res://sprites/fusions/helmet/macabra_helmet_back.json" }, - "HelmetFront": { - "name": "HelmetFront", + "Head": { + "name": "Head", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": false, + "inverse_match": true, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 49, + "y": 1 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "lobstacle_helmet_front_HelmetFront": { - "name": "lobstacle_helmet_front", + "macabra_head_Head": { + "name": "macabra_head", "type": "sub", - "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "parent": "Head", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30152,33 +31418,33 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/lobstacle_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/head/macabra_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/lobstacle_helmet_front.json" + "instance_external_path": "res://sprites/fusions/head/macabra_head.json" }, - "Arm_Front": { - "name": "Arm_Front", + "HelmetFront": { + "name": "HelmetFront", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 19, + "x": 49, "y": 1 }, - "match_part": "", + "match_part": "HelmetBack", "child": {}, "index": 20, "instance_external_path": "" }, - "insect_arms_front_Arm_Front": { - "name": "insect_arms_front", + "macabra_helmet_front_HelmetFront": { + "name": "macabra_helmet_front", "type": "sub", - "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "parent": "HelmetFront", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30187,11 +31453,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/insect_arms_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/macabra_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/insect_arms_front.json" + "instance_external_path": "res://sprites/fusions/helmet/macabra_helmet_front.json" }, "attack": { "name": "attack", @@ -30202,7 +31468,7 @@ "visible": true, "position": { "x": 90, - "y": 40 + "y": 39 }, "match_part": "", "child": {}, @@ -30218,7 +31484,7 @@ "visible": true, "position": { "x": 81, - "y": 33 + "y": 31 }, "match_part": "", "child": {}, @@ -30227,29 +31493,29 @@ } } }, - "macabra": { - "id": "macabra", + "magikrab": { + "id": "magikrab", "nodes_enhanced": { - "Tail": { - "name": "Tail", + "Arm_Back": { + "name": "Arm_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 3, - "y": 20 + "x": 29, + "y": -3 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "short_tail_Tail": { - "name": "short_tail", + "insect_arms_back_Arm_Back": { + "name": "insect_arms_back", "type": "sub", - "parent": "Tail", + "parent": "Arm_Back", "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, @@ -30260,31 +31526,31 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/tail/short_tail.json", + "path": "res://sprites/fusions/arms/insect_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/short_tail.json" + "instance_external_path": "res://sprites/fusions/arms/insect_arms_back.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 44, - "y": 37 + "x": -2, + "y": 19 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "reptile2_leg_back_BackLeg_Back": { - "name": "reptile2_leg_back", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "BackLeg_Back", + "parent": "Tail", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -30295,20 +31561,20 @@ "index": 3, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 41, "y": 37 }, "match_part": "", @@ -30316,11 +31582,11 @@ "index": 4, "instance_external_path": "" }, - "reptile3_leg_back_FrontLeg_Back": { - "name": "reptile3_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30329,33 +31595,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/reptile3_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/insect_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/insect_leg_back.json" }, - "Arm_Back": { - "name": "Arm_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 20 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "reptile_arms_back_Arm_Back": { - "name": "reptile_arms_back", + "insect3_leg_back_FrontLeg_Back": { + "name": "insect3_leg_back", "type": "sub", - "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30364,11 +31630,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/reptile_arms_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/insect3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile_arms_back.json" + "instance_external_path": "res://sprites/fusions/legs/insect3_leg_back.json" }, "Body": { "name": "Body", @@ -30386,11 +31652,11 @@ "index": 8, "instance_external_path": "" }, - "quad_reptile_body_Body": { - "name": "quad_reptile_body", + "quad_insect_body_Body": { + "name": "quad_insect_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30399,11 +31665,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/quad_reptile_body.json", + "id": 6, + "path": "res://sprites/fusions/body/quad_insect_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/quad_reptile_body.json" + "instance_external_path": "res://sprites/fusions/body/quad_insect_body.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -30413,7 +31679,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, + "x": 26, "y": 41 }, "match_part": "BackLeg_Back", @@ -30421,11 +31687,11 @@ "index": 10, "instance_external_path": "" }, - "reptile2_leg_front_BackLeg_Front": { - "name": "reptile2_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30434,11 +31700,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/insect_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/insect_leg_front.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -30448,7 +31714,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 50, + "x": 51, "y": 41 }, "match_part": "FrontLeg_Back", @@ -30456,11 +31722,11 @@ "index": 12, "instance_external_path": "" }, - "reptile3_leg_front_FrontLeg_Front": { - "name": "reptile3_leg_front", + "insect3_leg_front_FrontLeg_Front": { + "name": "insect3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30469,33 +31735,33 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile3_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/insect3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/insect3_leg_front.json" }, - "Arm_Front": { - "name": "Arm_Front", + "HelmetBack": { + "name": "HelmetBack", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 20 + "x": 48, + "y": -1 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "reptile_arms_front_Arm_Front": { - "name": "reptile_arms_front", + "Sprite_HelmetBack": { + "name": "Sprite", "type": "sub", - "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "parent": "HelmetBack", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30504,33 +31770,33 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/reptile_arms_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/traffikrab_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile_arms_front.json" + "instance_external_path": "res://sprites/fusions/helmet/traffikrab_helmet_back.json" }, - "HelmetBack": { - "name": "HelmetBack", + "Head": { + "name": "Head", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": false, + "inverse_match": true, "visible": true, "position": { - "x": 49, - "y": 1 + "x": 48, + "y": -1 }, - "match_part": "", + "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "macabra_helmet_back_HelmetBack": { - "name": "macabra_helmet_back", + "Sprite_Head": { + "name": "Sprite", "type": "sub", - "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "parent": "Head", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30539,33 +31805,33 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/macabra_helmet_back.json", + "id": 9, + "path": "res://sprites/fusions/head/traffikrab_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/macabra_helmet_back.json" + "instance_external_path": "res://sprites/fusions/head/traffikrab_head.json" }, - "Head": { - "name": "Head", + "HelmetFront": { + "name": "HelmetFront", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": true, + "inverse_match": false, "visible": true, "position": { - "x": 49, - "y": 1 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "macabra_head_Head": { - "name": "macabra_head", + "Sprite_HelmetFront": { + "name": "Sprite", "type": "sub", - "parent": "Head", - "instance": "ExtResource( 9 )", + "parent": "HelmetFront", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30574,33 +31840,33 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/macabra_head.json", + "id": 10, + "path": "res://sprites/fusions/helmet/traffikrab_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/macabra_head.json" + "instance_external_path": "res://sprites/fusions/helmet/traffikrab_helmet_front.json" }, - "HelmetFront": { - "name": "HelmetFront", + "Arm_Front": { + "name": "Arm_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 49, + "x": 19, "y": 1 }, - "match_part": "HelmetBack", + "match_part": "", "child": {}, "index": 20, "instance_external_path": "" }, - "macabra_helmet_front_HelmetFront": { - "name": "macabra_helmet_front", + "insect_arms_front_Arm_Front": { + "name": "insect_arms_front", "type": "sub", - "parent": "HelmetFront", - "instance": "ExtResource( 6 )", + "parent": "Arm_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30609,11 +31875,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/macabra_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/insect_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/macabra_helmet_front.json" + "instance_external_path": "res://sprites/fusions/arms/insect_arms_front.json" }, "attack": { "name": "attack", @@ -30624,7 +31890,7 @@ "visible": true, "position": { "x": 90, - "y": 39 + "y": 40 }, "match_part": "", "child": {}, @@ -30640,7 +31906,7 @@ "visible": true, "position": { "x": 81, - "y": 31 + "y": 33 }, "match_part": "", "child": {}, @@ -30649,8 +31915,8 @@ } } }, - "magikrab": { - "id": "magikrab", + "majortom": { + "id": "majortom", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -30658,21 +31924,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 29, - "y": -3 + "y": -33 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "insect_arms_back_Arm_Back": { - "name": "insect_arms_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30681,11 +31947,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/insect_arms_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/robot1_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/insect_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/robot1_arms_back.json" }, "Tail": { "name": "Tail", @@ -30695,8 +31961,8 @@ "inverse_match": false, "visible": true, "position": { - "x": -2, - "y": 19 + "x": 4, + "y": 24 }, "match_part": "", "child": {}, @@ -30707,7 +31973,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30716,19 +31982,19 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/insect_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/insect_tail.json" + "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 41, "y": 37 @@ -30738,11 +32004,11 @@ "index": 4, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30751,33 +32017,33 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/insect_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 66, - "y": 37 + "x": 55, + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "insect3_leg_back_FrontLeg_Back": { - "name": "insect3_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30786,33 +32052,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 28, - "y": 24 + "x": 26, + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "quad_insect_body_Body": { - "name": "quad_insect_body", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30821,33 +32087,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/quad_insect_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/quad_insect_body.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 41 + "x": 28, + "y": 1 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "majortom_body_Body": { + "name": "majortom_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "Body", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30856,33 +32122,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/insect_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/body/majortom_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/majortom_body.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 41 + "x": 42, + "y": 44 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "insect3_leg_front_FrontLeg_Front": { - "name": "insect3_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30891,11 +32157,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/insect3_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/insect3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -30905,19 +32171,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 32, + "y": -41 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "Sprite_HelmetBack": { - "name": "Sprite", + "majortom_helmet_back_HelmetBack": { + "name": "majortom_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30926,11 +32192,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/traffikrab_helmet_back.json", + "id": 5, + "path": "res://sprites/fusions/helmet/majortom_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/traffikrab_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/majortom_helmet_back.json" }, "Head": { "name": "Head", @@ -30940,19 +32206,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 32, + "y": -41 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "Sprite_Head": { - "name": "Sprite", + "minortom_head_Head": { + "name": "minortom_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30961,11 +32227,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/traffikrab_head.json", + "id": 8, + "path": "res://sprites/fusions/head/minortom_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/traffikrab_head.json" + "instance_external_path": "res://sprites/fusions/head/minortom_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -30975,19 +32241,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 32, + "y": -41 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "Sprite_HelmetFront": { - "name": "Sprite", + "majortom_helmet_front_HelmetFront": { + "name": "majortom_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30996,11 +32262,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/traffikrab_helmet_front.json", + "id": 3, + "path": "res://sprites/fusions/helmet/majortom_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/traffikrab_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/majortom_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -31008,21 +32274,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 19, - "y": 1 + "x": 13, + "y": -31 }, - "match_part": "", + "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "insect_arms_front_Arm_Front": { - "name": "insect_arms_front", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31031,11 +32297,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/insect_arms_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/robot1_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/insect_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/robot1_arms_front.json" }, "attack": { "name": "attack", @@ -31045,24 +32311,24 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 40 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, "index": 22, "instance_external_path": "" }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 81, - "y": 33 + "x": 67, + "y": 52 }, "match_part": "", "child": {}, @@ -31071,8 +32337,8 @@ } } }, - "majortom": { - "id": "majortom", + "malchemy": { + "id": "malchemy", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -31082,19 +32348,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -33 + "x": 24, + "y": -21 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Sprite_Arm_Back": { - "name": "Sprite", + "candevil_arm_back_Arm_Back": { + "name": "candevil_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31103,11 +32369,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/robot1_arms_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/candevil_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robot1_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/candevil_arm_back.json" }, "Tail": { "name": "Tail", @@ -31117,19 +32383,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": 24 + "x": 14, + "y": 30 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "candevil_tail_Tail": { + "name": "candevil_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31138,11 +32404,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/candevil_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" + "instance_external_path": "res://sprites/fusions/tail/candevil_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -31152,16 +32418,16 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 67, + "y": 38 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "candevil2_leg_back_FrontLeg_Back": { + "name": "candevil2_leg_back", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 9 )", @@ -31174,10 +32440,10 @@ "index": 5, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "path": "res://sprites/fusions/legs/candevil2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/candevil2_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -31185,21 +32451,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 55, - "y": 42 + "y": 41 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "candevil1_leg_back_BackLeg_Back": { + "name": "candevil1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31208,32 +32474,32 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/candevil1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/candevil1_leg_back.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 30, + "y": 4 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "malchemy_body_Body": { + "name": "malchemy_body", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "Body", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -31244,32 +32510,32 @@ "index": 9, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "path": "res://sprites/fusions/body/malchemy_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/malchemy_body.json" }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 28, - "y": 1 + "x": 75, + "y": 39 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "majortom_body_Body": { - "name": "majortom_body", + "candevil2_leg_front_FrontLeg_Front": { + "name": "candevil2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31278,11 +32544,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/majortom_body.json", + "id": 10, + "path": "res://sprites/fusions/legs/candevil2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/majortom_body.json" + "instance_external_path": "res://sprites/fusions/legs/candevil2_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -31290,21 +32556,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 42, - "y": 44 + "x": 36, + "y": 43 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "candevil1_leg_front_BackLeg_Front": { + "name": "candevil1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31313,11 +32579,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/candevil1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/candevil1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -31327,19 +32593,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -41 + "x": 27, + "y": -36 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "majortom_helmet_back_HelmetBack": { - "name": "majortom_helmet_back", + "malchemy_helmet_back_HelmetBack": { + "name": "malchemy_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31348,11 +32614,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/majortom_helmet_back.json", + "id": 8, + "path": "res://sprites/fusions/helmet/malchemy_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/majortom_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/malchemy_helmet_back.json" }, "Head": { "name": "Head", @@ -31362,19 +32628,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 32, - "y": -41 + "x": 27, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "minortom_head_Head": { - "name": "minortom_head", + "malchemy_head_Head": { + "name": "malchemy_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31383,11 +32649,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/minortom_head.json", + "id": 12, + "path": "res://sprites/fusions/head/malchemy_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/minortom_head.json" + "instance_external_path": "res://sprites/fusions/head/malchemy_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -31397,19 +32663,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -41 + "x": 27, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "majortom_helmet_front_HelmetFront": { - "name": "majortom_helmet_front", + "malchemy_helmet_front_HelmetFront": { + "name": "malchemy_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31418,11 +32684,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/majortom_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/malchemy_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/majortom_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/malchemy_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -31432,19 +32698,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 13, - "y": -31 + "x": 8, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Sprite_Arm_Front": { - "name": "Sprite", + "candevil_arm_front_Arm_Front": { + "name": "candevil_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31453,11 +32719,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/robot1_arms_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/candevil_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robot1_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/candevil_arm_front.json" }, "attack": { "name": "attack", @@ -31467,8 +32733,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 94, + "y": 33 }, "match_part": "", "child": {}, @@ -31483,8 +32749,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 67, - "y": 52 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -31493,8 +32759,8 @@ } } }, - "malchemy": { - "id": "malchemy", + "manispear": { + "id": "manispear", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -31505,18 +32771,18 @@ "visible": true, "position": { "x": 24, - "y": -21 + "y": -14 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "candevil_arm_back_Arm_Back": { - "name": "candevil_arm_back", + "spear3_arms_back_Arm_Back": { + "name": "spear3_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31525,11 +32791,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/candevil_arm_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/spear3_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/candevil_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/spear3_arms_back.json" }, "Tail": { "name": "Tail", @@ -31539,7 +32805,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, + "x": 8, "y": 30 }, "match_part": "", @@ -31547,11 +32813,11 @@ "index": 2, "instance_external_path": "" }, - "candevil_tail_Tail": { - "name": "candevil_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31560,11 +32826,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/candevil_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/mammal1_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/candevil_tail.json" + "instance_external_path": "res://sprites/fusions/tail/mammal1_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -31574,19 +32840,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 67, - "y": 38 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "candevil2_leg_back_FrontLeg_Back": { - "name": "candevil2_leg_back", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31595,11 +32861,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/candevil2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/rodent1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/candevil2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/rodent1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -31607,9 +32873,9 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 55, + "x": 54, "y": 41 }, "match_part": "", @@ -31617,11 +32883,11 @@ "index": 6, "instance_external_path": "" }, - "candevil1_leg_back_BackLeg_Back": { - "name": "candevil1_leg_back", + "armor2_leg_back_BackLeg_Back": { + "name": "armor2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31630,11 +32896,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/candevil1_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/armor2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/candevil1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/armor2_leg_back.json" }, "Body": { "name": "Body", @@ -31644,19 +32910,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": 4 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "malchemy_body_Body": { - "name": "malchemy_body", + "biped_spiny3_body_Body": { + "name": "biped_spiny3_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31665,11 +32931,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/malchemy_body.json", + "id": 10, + "path": "res://sprites/fusions/body/biped_spiny3_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/malchemy_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_spiny3_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -31679,19 +32945,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 75, - "y": 39 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "candevil2_leg_front_FrontLeg_Front": { - "name": "candevil2_leg_front", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31700,11 +32966,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/candevil2_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/rodent1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/candevil2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/rodent1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -31712,21 +32978,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 36, - "y": 43 + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "candevil1_leg_front_BackLeg_Front": { - "name": "candevil1_leg_front", + "armor2_leg_front_BackLeg_Front": { + "name": "armor2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31735,11 +33001,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/candevil1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/armor2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/candevil1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/armor2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -31749,19 +33015,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -36 + "x": 36, + "y": -13 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "malchemy_helmet_back_HelmetBack": { - "name": "malchemy_helmet_back", + "manispear_helmet_back_HelmetBack": { + "name": "manispear_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31770,11 +33036,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/malchemy_helmet_back.json", + "id": 7, + "path": "res://sprites/fusions/helmet/manispear_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/malchemy_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/manispear_helmet_back.json" }, "Head": { "name": "Head", @@ -31784,19 +33050,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -36 + "x": 36, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "malchemy_head_Head": { - "name": "malchemy_head", + "manispear_head_Head": { + "name": "manispear_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31805,11 +33071,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/malchemy_head.json", + "id": 13, + "path": "res://sprites/fusions/head/manispear_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/malchemy_head.json" + "instance_external_path": "res://sprites/fusions/head/manispear_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -31819,19 +33085,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -36 + "x": 36, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "malchemy_helmet_front_HelmetFront": { - "name": "malchemy_helmet_front", + "manispear_helmet_front_HelmetFront": { + "name": "manispear_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31840,11 +33106,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/malchemy_helmet_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/manispear_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/malchemy_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/manispear_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -31854,19 +33120,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -18 + "x": 7, + "y": -11 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "candevil_arm_front_Arm_Front": { - "name": "candevil_arm_front", + "spear3_arms_front_Arm_Front": { + "name": "spear3_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31875,11 +33141,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/candevil_arm_front.json", + "id": 8, + "path": "res://sprites/fusions/arms/spear3_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/candevil_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/spear3_arms_front.json" }, "attack": { "name": "attack", @@ -31889,8 +33155,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 94, - "y": 33 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -31915,8 +33181,8 @@ } } }, - "manispear": { - "id": "manispear", + "mardiusa": { + "id": "mardiusa", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -31926,7 +33192,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, + "x": 6, "y": -14 }, "match_part": "", @@ -31934,8 +33200,8 @@ "index": 0, "instance_external_path": "" }, - "spear3_arms_back_Arm_Back": { - "name": "spear3_arms_back", + "glove1_arms_back_Arm_Back": { + "name": "glove1_arms_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 12 )", @@ -31948,10 +33214,10 @@ "index": 1, "instance_external": { "id": 12, - "path": "res://sprites/fusions/arms/spear3_arms_back.json", + "path": "res://sprites/fusions/arms/glove1_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/spear3_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/glove1_arms_back.json" }, "Tail": { "name": "Tail", @@ -31959,10 +33225,10 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 8, - "y": 30 + "y": 27 }, "match_part": "", "child": {}, @@ -31973,7 +33239,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31982,11 +33248,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/mammal1_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/reptile_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/mammal1_tail.json" + "instance_external_path": "res://sprites/fusions/tail/reptile_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -31996,19 +33262,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 15, + "y": 28 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32017,11 +33283,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/rodent1_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/rodent1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -32029,21 +33295,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 54, - "y": 41 + "x": 3, + "y": 32 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "armor2_leg_back_BackLeg_Back": { - "name": "armor2_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32052,11 +33318,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/armor2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/armor2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" }, "Body": { "name": "Body", @@ -32066,19 +33332,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 16, + "y": 12 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_spiny3_body_Body": { - "name": "biped_spiny3_body", + "unique_mardiusa_body_Body": { + "name": "unique_mardiusa_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32087,11 +33353,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/biped_spiny3_body.json", + "id": 3, + "path": "res://sprites/fusions/body/unique_mardiusa_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_spiny3_body.json" + "instance_external_path": "res://sprites/fusions/body/unique_mardiusa_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -32109,11 +33375,11 @@ "index": 10, "instance_external_path": "" }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32122,11 +33388,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/rodent1_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/rodent1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -32134,7 +33400,7 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 36, "y": 45 @@ -32144,11 +33410,11 @@ "index": 12, "instance_external_path": "" }, - "armor2_leg_front_BackLeg_Front": { - "name": "armor2_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32157,11 +33423,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/armor2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/armor2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -32171,16 +33437,16 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": -13 + "x": 7, + "y": -24 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "manispear_helmet_back_HelmetBack": { - "name": "manispear_helmet_back", + "mardiusa_helmet_back_HelmetBack": { + "name": "mardiusa_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 7 )", @@ -32193,10 +33459,10 @@ "index": 15, "instance_external": { "id": 7, - "path": "res://sprites/fusions/helmet/manispear_helmet_back.json", + "path": "res://sprites/fusions/helmet/mardiusa_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/manispear_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/mardiusa_helmet_back.json" }, "Head": { "name": "Head", @@ -32206,16 +33472,16 @@ "inverse_match": true, "visible": true, "position": { - "x": 36, - "y": -13 + "x": 7, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "manispear_head_Head": { - "name": "manispear_head", + "mardiusa_head_Head": { + "name": "mardiusa_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 13 )", @@ -32228,10 +33494,10 @@ "index": 17, "instance_external": { "id": 13, - "path": "res://sprites/fusions/head/manispear_head.json", + "path": "res://sprites/fusions/head/mardiusa_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/manispear_head.json" + "instance_external_path": "res://sprites/fusions/head/mardiusa_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -32241,19 +33507,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": -13 + "x": 7, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "manispear_helmet_front_HelmetFront": { - "name": "manispear_helmet_front", + "mardiusa_helmet_front_HelmetFront": { + "name": "mardiusa_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32262,11 +33528,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/manispear_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/mardiusa_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/manispear_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/mardiusa_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -32276,19 +33542,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -11 + "x": -15, + "y": -14 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "spear3_arms_front_Arm_Front": { - "name": "spear3_arms_front", + "glove1_arms_front_Arm_Front": { + "name": "glove1_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32297,11 +33563,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/spear3_arms_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/glove1_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/spear3_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/glove1_arms_front.json" }, "attack": { "name": "attack", @@ -32311,8 +33577,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 99, + "y": 40 }, "match_part": "", "child": {}, @@ -32327,7 +33593,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, + "x": 65, "y": 44 }, "match_part": "", @@ -32337,8 +33603,8 @@ } } }, - "mardiusa": { - "id": "mardiusa", + "mascotorn": { + "id": "mascotorn", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -32348,19 +33614,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -14 + "x": 27, + "y": -15 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "glove1_arms_back_Arm_Back": { - "name": "glove1_arms_back", + "mascotoy_arm_back_Arm_Back": { + "name": "mascotoy_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32369,33 +33635,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/glove1_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/mascotoy_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/glove1_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/mascotoy_arm_back.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 8, - "y": 27 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "stump2_leg_back_FrontLeg_Back": { + "name": "stump2_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32404,32 +33670,32 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/reptile_tail.json", + "id": 11, + "path": "res://sprites/fusions/legs/stump2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/reptile_tail.json" + "instance_external_path": "res://sprites/fusions/legs/stump2_leg_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 15, - "y": 28 + "x": 9, + "y": 32 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", - "parent": "FrontLeg_Back", + "parent": "Tail", "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, @@ -32440,10 +33706,10 @@ "index": 5, "instance_external": { "id": 5, - "path": "res://sprites/fusions/legs/reptile1_leg_back.json", + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -32451,21 +33717,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 32 + "x": 51, + "y": 48 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "stump2_leg_back_BackLeg_Back": { + "name": "stump2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32474,11 +33740,11 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/stump2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/stump2_leg_back.json" }, "Body": { "name": "Body", @@ -32488,19 +33754,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": 12 + "x": 26, + "y": 8 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "unique_mardiusa_body_Body": { - "name": "unique_mardiusa_body", + "biped_mascotorn_body_Body": { + "name": "biped_mascotorn_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32509,11 +33775,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/unique_mardiusa_body.json", + "id": 4, + "path": "res://sprites/fusions/body/biped_mascotorn_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/unique_mardiusa_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_mascotorn_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -32523,16 +33789,16 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "stump2_leg_front_FrontLeg_Front": { + "name": "stump2_leg_front", "type": "sub", "parent": "FrontLeg_Front", "instance": "ExtResource( 8 )", @@ -32545,10 +33811,10 @@ "index": 11, "instance_external": { "id": 8, - "path": "res://sprites/fusions/legs/reptile1_leg_front.json", + "path": "res://sprites/fusions/legs/stump2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/stump2_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -32556,21 +33822,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, - "y": 45 + "x": 35, + "y": 50 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "stump2_leg_front_BackLeg_Front": { + "name": "stump2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32579,11 +33845,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/stump2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/stump2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -32593,19 +33859,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -24 + "x": 44, + "y": -21 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "mardiusa_helmet_back_HelmetBack": { - "name": "mardiusa_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32614,11 +33880,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/mardiusa_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/mardiusa_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" }, "Head": { "name": "Head", @@ -32628,19 +33894,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 7, - "y": -24 + "x": 44, + "y": -21 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "mardiusa_head_Head": { - "name": "mardiusa_head", + "mascotorn_head_Head": { + "name": "mascotorn_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32649,11 +33915,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/head/mardiusa_head.json", + "id": 10, + "path": "res://sprites/fusions/head/mascotorn_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/mardiusa_head.json" + "instance_external_path": "res://sprites/fusions/head/mascotorn_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -32663,19 +33929,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -24 + "x": 44, + "y": -21 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "mardiusa_helmet_front_HelmetFront": { - "name": "mardiusa_helmet_front", + "mascotoy_helmet_front_HelmetFront": { + "name": "mascotoy_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32684,11 +33950,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/mardiusa_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/mascotoy_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/mardiusa_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/mascotoy_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -32698,19 +33964,19 @@ "inverse_match": false, "visible": true, "position": { - "x": -15, - "y": -14 + "x": 6, + "y": -17 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "glove1_arms_front_Arm_Front": { - "name": "glove1_arms_front", + "mascotoy_arm_front_Arm_Front": { + "name": "mascotoy_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32719,11 +33985,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/glove1_arms_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/mascotoy_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/glove1_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/mascotoy_arm_front.json" }, "attack": { "name": "attack", @@ -32733,8 +33999,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 99, - "y": 40 + "x": 88, + "y": 34 }, "match_part": "", "child": {}, @@ -32749,7 +34015,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -32759,8 +34025,8 @@ } } }, - "mascotorn": { - "id": "mascotorn", + "mascotoy": { + "id": "mascotoy", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -32771,7 +34037,7 @@ "visible": true, "position": { "x": 27, - "y": -15 + "y": -16 }, "match_part": "", "child": {}, @@ -32817,7 +34083,7 @@ "name": "stump2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32826,7 +34092,7 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, + "id": 6, "path": "res://sprites/fusions/legs/stump2_leg_back.json", "type": "PackedScene" }, @@ -32840,8 +34106,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": 32 + "x": 11, + "y": 29 }, "match_part": "", "child": {}, @@ -32852,7 +34118,7 @@ "name": "toy_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32861,7 +34127,7 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, + "id": 8, "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" }, @@ -32875,8 +34141,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 48 + "x": 52, + "y": 46 }, "match_part": "", "child": {}, @@ -32887,7 +34153,7 @@ "name": "stump2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32896,7 +34162,7 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, + "id": 6, "path": "res://sprites/fusions/legs/stump2_leg_back.json", "type": "PackedScene" }, @@ -32918,11 +34184,11 @@ "index": 8, "instance_external_path": "" }, - "biped_mascotorn_body_Body": { - "name": "biped_mascotorn_body", + "biped_mascotoy_body_Body": { + "name": "biped_mascotoy_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32931,11 +34197,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/biped_mascotorn_body.json", + "id": 5, + "path": "res://sprites/fusions/body/biped_mascotoy_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_mascotorn_body.json" + "instance_external_path": "res://sprites/fusions/body/biped_mascotoy_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -32957,7 +34223,7 @@ "name": "stump2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32966,7 +34232,7 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, + "id": 11, "path": "res://sprites/fusions/legs/stump2_leg_front.json", "type": "PackedScene" }, @@ -32981,7 +34247,7 @@ "visible": true, "position": { "x": 35, - "y": 50 + "y": 48 }, "match_part": "BackLeg_Back", "child": {}, @@ -32992,7 +34258,7 @@ "name": "stump2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33001,7 +34267,7 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, + "id": 11, "path": "res://sprites/fusions/legs/stump2_leg_front.json", "type": "PackedScene" }, @@ -33015,8 +34281,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 44, - "y": -21 + "x": 34, + "y": -20 }, "match_part": "", "child": {}, @@ -33050,19 +34316,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 44, - "y": -21 + "x": 34, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "mascotorn_head_Head": { - "name": "mascotorn_head", + "mascotoy_head_Head": { + "name": "mascotoy_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33071,11 +34337,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/head/mascotorn_head.json", + "id": 7, + "path": "res://sprites/fusions/head/mascotoy_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/mascotorn_head.json" + "instance_external_path": "res://sprites/fusions/head/mascotoy_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -33085,8 +34351,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 44, - "y": -21 + "x": 34, + "y": -20 }, "match_part": "HelmetBack", "child": {}, @@ -33097,7 +34363,7 @@ "name": "mascotoy_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33106,7 +34372,7 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, + "id": 4, "path": "res://sprites/fusions/helmet/mascotoy_helmet_front.json", "type": "PackedScene" }, @@ -33120,8 +34386,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -17 + "x": 8, + "y": -16 }, "match_part": "Arm_Back", "child": {}, @@ -33132,7 +34398,7 @@ "name": "mascotoy_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33141,7 +34407,7 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, + "id": 10, "path": "res://sprites/fusions/arms/mascotoy_arm_front.json", "type": "PackedScene" }, @@ -33155,8 +34421,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 88, - "y": 34 + "x": 90, + "y": 35 }, "match_part": "", "child": {}, @@ -33181,8 +34447,8 @@ } } }, - "mascotoy": { - "id": "mascotoy", + "masquerattle": { + "id": "masquerattle", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -33192,7 +34458,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, + "x": 22, "y": -16 }, "match_part": "", @@ -33200,11 +34466,11 @@ "index": 0, "instance_external_path": "" }, - "mascotoy_arm_back_Arm_Back": { - "name": "mascotoy_arm_back", + "reptile_arms_back_Arm_Back": { + "name": "reptile_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33213,33 +34479,33 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/mascotoy_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/reptile_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/mascotoy_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/reptile_arms_back.json" }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 33, - "y": 39 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "stump2_leg_back_FrontLeg_Back": { - "name": "stump2_leg_back", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "Tail", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33248,33 +34514,33 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/stump2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/tail/reptile_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump2_leg_back.json" + "instance_external_path": "res://sprites/fusions/tail/reptile_tail.json" }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 11, - "y": 29 + "x": 15, + "y": 28 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "toy_tail_Tail": { - "name": "toy_tail", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 8 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33283,11 +34549,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/toy_tail.json" + "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -33295,18 +34561,18 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 46 + "x": 3, + "y": 32 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "stump2_leg_back_BackLeg_Back": { - "name": "stump2_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 6 )", @@ -33319,10 +34585,10 @@ "index": 7, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/stump2_leg_back.json", + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" }, "Body": { "name": "Body", @@ -33332,19 +34598,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 8 + "x": 16, + "y": 12 }, "match_part": "", "child": {}, "index": 8, "instance_external_path": "" }, - "biped_mascotoy_body_Body": { - "name": "biped_mascotoy_body", + "Sprite_Body": { + "name": "Sprite", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33353,11 +34619,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/biped_mascotoy_body.json", + "id": 7, + "path": "res://sprites/fusions/body/unique_snake_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/biped_mascotoy_body.json" + "instance_external_path": "res://sprites/fusions/body/unique_snake_body.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -33367,19 +34633,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10, "instance_external_path": "" }, - "stump2_leg_front_FrontLeg_Front": { - "name": "stump2_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33388,11 +34654,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump2_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_front.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -33400,21 +34666,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 35, - "y": 48 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "stump2_leg_front_BackLeg_Front": { - "name": "stump2_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33423,11 +34689,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/stump2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -33438,18 +34704,18 @@ "visible": true, "position": { "x": 34, - "y": -20 + "y": -15 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "Sprite_HelmetBack": { + "name": "Sprite", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33458,11 +34724,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 10, + "path": "res://sprites/fusions/helmet/masquerattle_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/empty_helmet.json" + "instance_external_path": "res://sprites/fusions/helmet/masquerattle_helmet_back.json" }, "Head": { "name": "Head", @@ -33473,18 +34739,18 @@ "visible": true, "position": { "x": 34, - "y": -20 + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "mascotoy_head_Head": { - "name": "mascotoy_head", + "Sprite_Head": { + "name": "Sprite", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33493,11 +34759,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/mascotoy_head.json", + "id": 11, + "path": "res://sprites/fusions/head/masquerattle_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/mascotoy_head.json" + "instance_external_path": "res://sprites/fusions/head/masquerattle_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -33508,18 +34774,18 @@ "visible": true, "position": { "x": 34, - "y": -20 + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "mascotoy_helmet_front_HelmetFront": { - "name": "mascotoy_helmet_front", + "Sprite_HelmetFront": { + "name": "Sprite", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33528,11 +34794,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/helmet/mascotoy_helmet_front.json", + "id": 12, + "path": "res://sprites/fusions/helmet/masquerattle_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/mascotoy_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/masquerattle_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -33542,19 +34808,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -16 + "x": 6, + "y": -13 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "mascotoy_arm_front_Arm_Front": { - "name": "mascotoy_arm_front", + "reptile_arms_front_Arm_Front": { + "name": "reptile_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33563,11 +34829,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/mascotoy_arm_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/reptile_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/mascotoy_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/reptile_arms_front.json" }, "attack": { "name": "attack", @@ -33577,8 +34843,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 35 + "x": 99, + "y": 40 }, "match_part": "", "child": {}, @@ -33593,7 +34859,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, + "x": 65, "y": 44 }, "match_part": "", @@ -33603,8 +34869,8 @@ } } }, - "masquerattle": { - "id": "masquerattle", + "miasmodeus": { + "id": "miasmodeus", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -33614,19 +34880,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 22, - "y": -16 + "x": 23, + "y": -21 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "reptile_arms_back_Arm_Back": { - "name": "reptile_arms_back", + "miasmodeus_arm_back_Arm_Back": { + "name": "miasmodeus_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33635,11 +34901,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/reptile_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/miasmodeus_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/miasmodeus_arm_back.json" }, "Tail": { "name": "Tail", @@ -33647,21 +34913,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": 9, + "y": 17 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "candevil_tail_Tail": { + "name": "candevil_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33670,11 +34936,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/reptile_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/candevil_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/reptile_tail.json" + "instance_external_path": "res://sprites/fusions/tail/candevil_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -33684,19 +34950,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 15, - "y": 28 + "x": 86, + "y": 38 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33705,11 +34971,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile1_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -33717,21 +34983,21 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 32 + "x": 51, + "y": 44 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33740,33 +35006,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 3, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": 12 + "x": 38, + "y": 46 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "Sprite_Body": { - "name": "Sprite", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 7 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33775,33 +35041,33 @@ "child": {}, "index": 9, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/body/unique_snake_body.json", + "id": 5, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/unique_snake_body.json" + "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 38, + "y": 2 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 10, "instance_external_path": "" }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "miasmodeus_body_Body": { + "name": "miasmodeus_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "Body", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33810,33 +35076,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile1_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/body/miasmodeus_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile1_leg_front.json" + "instance_external_path": "res://sprites/fusions/body/miasmodeus_body.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 36, - "y": 45 + "x": 75, + "y": 39 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33845,11 +35111,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 13, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/reptile2_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -33859,19 +35125,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 27, + "y": -36 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "Sprite_HelmetBack": { - "name": "Sprite", + "miasmodeus_helmet_back_HelmetBack": { + "name": "miasmodeus_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33880,11 +35146,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/masquerattle_helmet_back.json", + "id": 7, + "path": "res://sprites/fusions/helmet/miasmodeus_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/masquerattle_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/miasmodeus_helmet_back.json" }, "Head": { "name": "Head", @@ -33894,19 +35160,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 27, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "Sprite_Head": { - "name": "Sprite", + "miasmodeus_head_Head": { + "name": "miasmodeus_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33915,11 +35181,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/masquerattle_head.json", + "id": 4, + "path": "res://sprites/fusions/head/miasmodeus_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/masquerattle_head.json" + "instance_external_path": "res://sprites/fusions/head/miasmodeus_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -33929,19 +35195,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 27, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "Sprite_HelmetFront": { - "name": "Sprite", + "miasmodeus_helmet_front_HelmetFront": { + "name": "miasmodeus_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33950,11 +35216,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/masquerattle_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/miasmodeus_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/masquerattle_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/miasmodeus_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -33964,19 +35230,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -13 + "x": 7, + "y": -19 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "reptile_arms_front_Arm_Front": { - "name": "reptile_arms_front", + "miasmodeus_arm_front_Arm_Front": { + "name": "miasmodeus_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -33985,11 +35251,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/reptile_arms_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/miasmodeus_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/reptile_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/miasmodeus_arm_front.json" }, "attack": { "name": "attack", @@ -33999,8 +35265,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 99, - "y": 40 + "x": 93, + "y": 32 }, "match_part": "", "child": {}, @@ -34015,7 +35281,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -34025,8 +35291,8 @@ } } }, - "miasmodeus": { - "id": "miasmodeus", + "minortom": { + "id": "minortom", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -34036,19 +35302,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 23, - "y": -21 + "x": 29, + "y": -28 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "miasmodeus_arm_back_Arm_Back": { - "name": "miasmodeus_arm_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34057,11 +35323,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/miasmodeus_arm_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/robot1_arms_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/miasmodeus_arm_back.json" + "instance_external_path": "res://sprites/fusions/arms/robot1_arms_back.json" }, "Tail": { "name": "Tail", @@ -34071,7 +35337,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, + "x": 4, "y": 17 }, "match_part": "", @@ -34079,11 +35345,11 @@ "index": 2, "instance_external_path": "" }, - "candevil_tail_Tail": { - "name": "candevil_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34092,11 +35358,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/candevil_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/candevil_tail.json" + "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -34106,19 +35372,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 86, - "y": 38 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34127,11 +35393,11 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, "BackLeg_Back": { "name": "BackLeg_Back", @@ -34141,19 +35407,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 44 + "x": 55, + "y": 42 }, "match_part": "", "child": {}, "index": 6, "instance_external_path": "" }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34162,33 +35428,33 @@ "child": {}, "index": 7, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 38, - "y": 46 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34197,11 +35463,11 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple5_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "Body": { "name": "Body", @@ -34211,19 +35477,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 2 + "x": 28, + "y": 6 }, "match_part": "", "child": {}, "index": 10, "instance_external_path": "" }, - "miasmodeus_body_Body": { - "name": "miasmodeus_body", + "minortom_body_Body": { + "name": "minortom_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34232,33 +35498,33 @@ "child": {}, "index": 11, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/miasmodeus_body.json", + "id": 6, + "path": "res://sprites/fusions/body/minortom_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/miasmodeus_body.json" + "instance_external_path": "res://sprites/fusions/body/minortom_body.json" }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 75, - "y": 39 + "x": 42, + "y": 44 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34267,11 +35533,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/simple3_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -34281,7 +35547,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, + "x": 32, "y": -36 }, "match_part": "", @@ -34289,11 +35555,11 @@ "index": 14, "instance_external_path": "" }, - "miasmodeus_helmet_back_HelmetBack": { - "name": "miasmodeus_helmet_back", + "minortom_helmet_HelmetBack": { + "name": "minortom_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34302,11 +35568,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/miasmodeus_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/minortom_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/miasmodeus_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/minortom_helmet_back.json" }, "Head": { "name": "Head", @@ -34316,7 +35582,7 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, + "x": 32, "y": -36 }, "match_part": "HelmetBack", @@ -34324,11 +35590,11 @@ "index": 16, "instance_external_path": "" }, - "miasmodeus_head_Head": { - "name": "miasmodeus_head", + "minortom_head_Head": { + "name": "minortom_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34337,11 +35603,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/miasmodeus_head.json", + "id": 8, + "path": "res://sprites/fusions/head/minortom_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/miasmodeus_head.json" + "instance_external_path": "res://sprites/fusions/head/minortom_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -34351,7 +35617,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, + "x": 32, "y": -36 }, "match_part": "HelmetBack", @@ -34359,11 +35625,11 @@ "index": 18, "instance_external_path": "" }, - "miasmodeus_helmet_front_HelmetFront": { - "name": "miasmodeus_helmet_front", + "minortom_helmet_HelmetFront": { + "name": "minortom_helmet", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34372,11 +35638,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/miasmodeus_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/minortom_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/miasmodeus_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/minortom_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -34386,19 +35652,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -19 + "x": 13, + "y": -26 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "miasmodeus_arm_front_Arm_Front": { - "name": "miasmodeus_arm_front", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34407,11 +35673,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/miasmodeus_arm_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/robot1_arms_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/miasmodeus_arm_front.json" + "instance_external_path": "res://sprites/fusions/arms/robot1_arms_front.json" }, "attack": { "name": "attack", @@ -34422,7 +35688,7 @@ "visible": true, "position": { "x": 93, - "y": 32 + "y": 41 }, "match_part": "", "child": {}, @@ -34437,8 +35703,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 66, + "y": 50 }, "match_part": "", "child": {}, @@ -34447,8 +35713,8 @@ } } }, - "minortom": { - "id": "minortom", + "minosteam": { + "id": "minosteam", "nodes_enhanced": { "Arm_Back": { "name": "Arm_Back", @@ -34458,19 +35724,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -28 + "x": 38, + "y": -17 }, "match_part": "", "child": {}, "index": 0, "instance_external_path": "" }, - "Sprite_Arm_Back": { - "name": "Sprite", + "minosteam_arm_back_Arm_Back": { + "name": "minosteam_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34479,11 +35745,11 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/robot1_arms_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/minosteam_arm_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robot1_arms_back.json" + "instance_external_path": "res://sprites/fusions/arms/minosteam_arm_back.json" }, "Tail": { "name": "Tail", @@ -34493,19 +35759,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": 17 + "x": 24, + "y": 24 }, "match_part": "", "child": {}, "index": 2, "instance_external_path": "" }, - "Sprite_Tail": { - "name": "Sprite", + "steam_tail_Tail": { + "name": "steam_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34514,11 +35780,11 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/steam_tail.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/tail/aerial_tail.json" + "instance_external_path": "res://sprites/fusions/tail/steam_tail.json" }, "FrontLeg_Back": { "name": "FrontLeg_Back", @@ -34528,19 +35794,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 47, + "y": 40 }, "match_part": "", "child": {}, "index": 4, "instance_external_path": "" }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34549,7 +35815,7 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, + "id": 8, "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" }, @@ -34563,7 +35829,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 55, + "x": 63, "y": 42 }, "match_part": "", @@ -34571,8 +35837,8 @@ "index": 6, "instance_external_path": "" }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "hoof3_leg_back_BackLeg_Back": { + "name": "hoof3_leg_back", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 9 )", @@ -34585,10 +35851,10 @@ "index": 7, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "path": "res://sprites/fusions/legs/hoof3_leg_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_back.json" + "instance_external_path": "res://sprites/fusions/legs/hoof3_leg_back.json" }, "FrontLeg_Front": { "name": "FrontLeg_Front", @@ -34598,19 +35864,19 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 23, + "y": 40 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8, "instance_external_path": "" }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34619,7 +35885,7 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, + "id": 6, "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" }, @@ -34633,19 +35899,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": 6 + "x": 30, + "y": 9 }, "match_part": "", "child": {}, "index": 10, "instance_external_path": "" }, - "minortom_body_Body": { - "name": "minortom_body", + "minosteam_body_Body": { + "name": "minosteam_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34654,11 +35920,11 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/minortom_body.json", + "id": 5, + "path": "res://sprites/fusions/body/minosteam_body.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/body/minortom_body.json" + "instance_external_path": "res://sprites/fusions/body/minosteam_body.json" }, "BackLeg_Front": { "name": "BackLeg_Front", @@ -34668,19 +35934,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 42, - "y": 44 + "x": 45, + "y": 43 }, "match_part": "BackLeg_Back", "child": {}, "index": 12, "instance_external_path": "" }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "hoof3_leg_front_BackLeg_Front": { + "name": "hoof3_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34689,11 +35955,11 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/hoof3_leg_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/legs/robot1_leg_front.json" + "instance_external_path": "res://sprites/fusions/legs/hoof3_leg_front.json" }, "HelmetBack": { "name": "HelmetBack", @@ -34703,19 +35969,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -36 + "x": 41, + "y": -24 }, "match_part": "", "child": {}, "index": 14, "instance_external_path": "" }, - "minortom_helmet_HelmetBack": { - "name": "minortom_helmet", + "minosteam_helmet_back_HelmetBack": { + "name": "minosteam_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34724,11 +35990,11 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/minortom_helmet_back.json", + "id": 12, + "path": "res://sprites/fusions/helmet/minosteam_helmet_back.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/minortom_helmet_back.json" + "instance_external_path": "res://sprites/fusions/helmet/minosteam_helmet_back.json" }, "Head": { "name": "Head", @@ -34738,19 +36004,19 @@ "inverse_match": true, "visible": true, "position": { - "x": 32, - "y": -36 + "x": 41, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16, "instance_external_path": "" }, - "minortom_head_Head": { - "name": "minortom_head", + "minosteam_head_Head": { + "name": "minosteam_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34759,11 +36025,11 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/minortom_head.json", + "id": 7, + "path": "res://sprites/fusions/head/minosteam_head.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/head/minortom_head.json" + "instance_external_path": "res://sprites/fusions/head/minosteam_head.json" }, "HelmetFront": { "name": "HelmetFront", @@ -34773,19 +36039,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -36 + "x": 41, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18, "instance_external_path": "" }, - "minortom_helmet_HelmetFront": { - "name": "minortom_helmet", + "minosteam_helmet_front_HelmetFront": { + "name": "minosteam_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34794,11 +36060,11 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/minortom_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/minosteam_helmet_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/helmet/minortom_helmet_front.json" + "instance_external_path": "res://sprites/fusions/helmet/minosteam_helmet_front.json" }, "Arm_Front": { "name": "Arm_Front", @@ -34808,19 +36074,19 @@ "inverse_match": false, "visible": true, "position": { - "x": 13, - "y": -26 + "x": 16, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20, "instance_external_path": "" }, - "Sprite_Arm_Front": { - "name": "Sprite", + "minosteam_arm_front_Arm_Front": { + "name": "minosteam_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -34829,11 +36095,11 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/robot1_arms_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/minosteam_arm_front.json", "type": "PackedScene" }, - "instance_external_path": "res://sprites/fusions/arms/robot1_arms_front.json" + "instance_external_path": "res://sprites/fusions/arms/minosteam_arm_front.json" }, "attack": { "name": "attack", @@ -34843,8 +36109,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 119, + "y": 24 }, "match_part": "", "child": {}, @@ -34859,8 +36125,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 66, - "y": 50 + "x": 67, + "y": 29 }, "match_part": "", "child": {}, diff --git a/src/assets/json/en/fusionSpriteAnim.json b/src/assets/json/en/fusionSpriteAnim.json index 5fd8ab1787..f1989dcfd4 100644 --- a/src/assets/json/en/fusionSpriteAnim.json +++ b/src/assets/json/en/fusionSpriteAnim.json @@ -2019,8 +2019,8 @@ } ] }, - "beast1_arm_back": { - "name": "beast1_arm_back", + "bear1_arm_back": { + "name": "bear1_arm_back", "animations": [ { "id": 1, @@ -2028,38 +2028,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 768, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 864, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -2071,37 +2071,37 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 2208, + "x": 192, "y": 0, "width": 96, "height": 96 @@ -2114,19 +2114,19 @@ "length": 0.3, "frames": [ { - "x": 2304, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 2400, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 2496, + "x": 192, "y": 0, "width": 96, "height": 96 @@ -2163,66 +2163,268 @@ "height": 96 }, { - "x": 384, + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 480, + "x": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 96, + "width": 96, + "height": 96 + } + ] + } + ] + }, + "bear1_arm_front": { + "name": "bear1_arm_front", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 192, "y": 0, "width": 96, "height": 96 + }, + { + "x": 288, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 } ] }, { - "id": 5, + "id": 2, "loop": true, "length": 0.6, "frames": [ { - "x": 1152, + "x": 288, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 0, + "y": 288, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 288, + "width": 96, + "height": 96 + }, + { + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1344, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1440, + "x": 192, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1536, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1632, + "x": 192, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, "y": 0, "width": 96, "height": 96 + }, + { + "x": 192, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 0, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 192, + "width": 96, + "height": 96 } ] } ] }, - "beast1_arm_front": { - "name": "beast1_arm_front", + "beast1_arm_back": { + "name": "beast1_arm_back", "animations": [ { "id": 1, @@ -2423,8 +2625,210 @@ } ] }, - "bird1_arm_back": { - "name": "bird1_arm_back", + "beast1_arm_front": { + "name": "beast1_arm_front", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 576, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 672, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 768, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 864, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 960, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1056, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1728, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1824, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1920, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2016, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2112, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2208, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 2304, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2400, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2496, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 384, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 480, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1152, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1248, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1344, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1440, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1536, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1632, + "y": 0, + "width": 96, + "height": 96 + } + ] + } + ] + }, + "bird1_arm_back": { + "name": "bird1_arm_back", "animations": [ { "id": 1, @@ -14139,46 +14543,46 @@ } ] }, - "miss_mimic_arm_back": { - "name": "miss_mimic_arm_back", + "minosteam_arm_back": { + "name": "minosteam_arm_back", "animations": [ { "id": 1, "loop": true, "length": 0.6, "frames": [ - { - "x": 0, - "y": 0, - "width": 96, - "height": 96 - }, { "x": 96, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 192, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 288, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 0, - "y": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, + "x": 288, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 0, "y": 96, "width": 96, "height": 96 @@ -14190,12 +14594,6 @@ "loop": true, "length": 0.6, "frames": [ - { - "x": 96, - "y": 192, - "width": 96, - "height": 96 - }, { "x": 192, "y": 192, @@ -14221,8 +14619,14 @@ "height": 96 }, { - "x": 96, - "y": 96, + "x": 192, + "y": 288, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 288, "width": 96, "height": 96 } @@ -14234,20 +14638,20 @@ "length": 0.3, "frames": [ { - "x": 192, - "y": 288, + "x": 0, + "y": 384, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 96, + "y": 384, "width": 96, "height": 96 }, { - "x": 0, - "y": 384, + "x": 96, + "y": 0, "width": 96, "height": 96 } @@ -14270,6 +14674,12 @@ "width": 96, "height": 96 }, + { + "x": 96, + "y": 0, + "width": 96, + "height": 96 + }, { "x": 192, "y": 0, @@ -14287,12 +14697,6 @@ "y": 96, "width": 96, "height": 96 - }, - { - "x": 96, - "y": 96, - "width": 96, - "height": 96 } ] }, @@ -14314,25 +14718,25 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 288, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 192, "width": 96, "height": 96 @@ -14341,8 +14745,8 @@ } ] }, - "miss_mimic_arm_front": { - "name": "miss_mimic_arm_front", + "minosteam_arm_front": { + "name": "minosteam_arm_front", "animations": [ { "id": 1, @@ -14351,37 +14755,37 @@ "frames": [ { "x": 0, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 96, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 192, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 288, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -14393,38 +14797,38 @@ "length": 0.6, "frames": [ { - "x": 288, - "y": 192, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 288, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 288, "width": 96, "height": 96 }, { - "x": 192, + "x": 288, "y": 288, "width": 96, "height": 96 }, { "x": 0, - "y": 96, + "y": 384, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 96, + "y": 384, "width": 96, "height": 96 } @@ -14437,19 +14841,19 @@ "frames": [ { "x": 0, - "y": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 384, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 384, + "x": 0, + "y": 0, "width": 96, "height": 96 } @@ -14467,32 +14871,32 @@ "height": 96 }, { - "x": 96, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -14510,31 +14914,31 @@ "height": 96 }, { - "x": 192, - "y": 96, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 96, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 288, "y": 192, "width": 96, "height": 96 @@ -14543,8 +14947,8 @@ } ] }, - "moth1_arms_back": { - "name": "moth1_arms_back", + "miss_mimic_arm_back": { + "name": "miss_mimic_arm_back", "animations": [ { "id": 1, @@ -14552,38 +14956,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 768, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 864, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14595,38 +14999,38 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { - "x": 2208, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14638,20 +15042,20 @@ "length": 0.3, "frames": [ { - "x": 2304, - "y": 0, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 2400, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { - "x": 2496, - "y": 0, + "x": 0, + "y": 384, "width": 96, "height": 96 } @@ -14687,14 +15091,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14706,38 +15110,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1344, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 1440, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 1536, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1632, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 } @@ -14745,8 +15149,8 @@ } ] }, - "moth1_arms_front": { - "name": "moth1_arms_front", + "miss_mimic_arm_front": { + "name": "miss_mimic_arm_front", "animations": [ { "id": 1, @@ -14754,38 +15158,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 768, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 864, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14797,38 +15201,38 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 2208, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 } @@ -14840,20 +15244,20 @@ "length": 0.3, "frames": [ { - "x": 2304, - "y": 0, + "x": 0, + "y": 384, "width": 96, "height": 96 }, { - "x": 2400, - "y": 0, + "x": 96, + "y": 384, "width": 96, "height": 96 }, { - "x": 2496, - "y": 0, + "x": 192, + "y": 384, "width": 96, "height": 96 } @@ -14889,14 +15293,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14908,38 +15312,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 1344, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1440, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 1536, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1632, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 } @@ -14947,8 +15351,8 @@ } ] }, - "moth2_arms_back": { - "name": "moth2_arms_back", + "moth1_arms_back": { + "name": "moth1_arms_back", "animations": [ { "id": 1, @@ -15149,8 +15553,8 @@ } ] }, - "moth2_arms_front": { - "name": "moth2_arms_front", + "moth1_arms_front": { + "name": "moth1_arms_front", "animations": [ { "id": 1, @@ -15351,8 +15755,8 @@ } ] }, - "moth3_arms_back": { - "name": "moth3_arms_back", + "moth2_arms_back": { + "name": "moth2_arms_back", "animations": [ { "id": 1, @@ -15553,8 +15957,8 @@ } ] }, - "moth3_arms_front": { - "name": "moth3_arms_front", + "moth2_arms_front": { + "name": "moth2_arms_front", "animations": [ { "id": 1, @@ -15755,35 +16159,146 @@ } ] }, - "pondwalker_arm_back": { - "name": "pondwalker_arm_back", + "moth3_arms_back": { + "name": "moth3_arms_back", "animations": [ { "id": 1, "loop": true, "length": 0.6, + "frames": [ + { + "x": 576, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 672, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 768, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 864, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 960, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1056, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1728, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1824, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1920, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2016, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2112, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2208, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 2304, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2400, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2496, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, "frames": [ { "x": 0, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 96, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 288, - "y": 96, + "y": 0, "width": 96, "height": 96 }, @@ -15794,8 +16309,99 @@ "height": 96 }, { - "x": 384, - "y": 96, + "x": 480, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1152, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1248, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1344, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1440, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1536, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1632, + "y": 0, + "width": 96, + "height": 96 + } + ] + } + ] + }, + "moth3_arms_front": { + "name": "moth3_arms_front", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 576, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 672, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 768, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 864, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 960, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1056, + "y": 0, "width": 96, "height": 96 } @@ -15807,38 +16413,38 @@ "length": 0.6, "frames": [ { - "x": 384, - "y": 192, + "x": 1728, + "y": 0, "width": 96, "height": 96 }, { - "x": 480, - "y": 192, + "x": 1824, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 1920, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 288, + "x": 2016, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 288, + "x": 2112, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 2208, + "y": 0, "width": 96, "height": 96 } @@ -15850,20 +16456,20 @@ "length": 0.3, "frames": [ { - "x": 288, - "y": 288, + "x": 2304, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 2400, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, - "y": 288, + "x": 2496, + "y": 0, "width": 96, "height": 96 } @@ -15918,38 +16524,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 96, "height": 96 }, { - "x": 480, - "y": 96, + "x": 1248, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 1344, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 1440, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 1536, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 192, + "x": 1632, + "y": 0, "width": 96, "height": 96 } @@ -15957,8 +16563,8 @@ } ] }, - "pondwalker_arm_front": { - "name": "pondwalker_arm_front", + "pondwalker_arm_back": { + "name": "pondwalker_arm_back", "animations": [ { "id": 1, @@ -15967,36 +16573,36 @@ "frames": [ { "x": 0, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 96, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, + "x": 288, "y": 96, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 384, "y": 96, "width": 96, "height": 96 @@ -16009,37 +16615,37 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 384, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 0, + "x": 480, + "y": 192, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 192, + "x": 384, "y": 96, "width": 96, "height": 96 @@ -16052,20 +16658,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { "x": 96, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 384, + "y": 288, "width": 96, "height": 96 } @@ -16095,20 +16701,20 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -16126,32 +16732,32 @@ "height": 96 }, { - "x": 96, - "y": 0, + "x": 480, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 288, + "y": 192, "width": 96, "height": 96 } @@ -16159,8 +16765,8 @@ } ] }, - "puppercut_arm_back": { - "name": "puppercut_arm_back", + "pondwalker_arm_front": { + "name": "pondwalker_arm_front", "animations": [ { "id": 1, @@ -16180,26 +16786,26 @@ "height": 96 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 384, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 } @@ -16211,38 +16817,38 @@ "length": 0.6, "frames": [ { - "x": 384, - "y": 96, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 480, - "y": 96, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 480, - "y": 96, + "x": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 576, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 96, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 } @@ -16254,20 +16860,20 @@ "length": 0.3, "frames": [ { - "x": 96, - "y": 192, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 192, + "x": 192, + "y": 0, "width": 96, "height": 96 } @@ -16297,20 +16903,20 @@ "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 384, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 } @@ -16328,31 +16934,31 @@ "height": 96 }, { - "x": 576, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -16361,47 +16967,47 @@ } ] }, - "puppercut_arm_front": { - "name": "puppercut_arm_front", + "puppercut_arm_back": { + "name": "puppercut_arm_back", "animations": [ { "id": 1, "loop": true, "length": 0.6, "frames": [ - { - "x": 576, - "y": 0, - "width": 96, - "height": 96 - }, { "x": 0, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 96, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 288, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 384, - "y": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -16413,38 +17019,38 @@ "length": 0.6, "frames": [ { - "x": 288, - "y": 192, + "x": 384, + "y": 96, "width": 96, "height": 96 }, { - "x": 384, - "y": 192, + "x": 480, + "y": 96, "width": 96, "height": 96 }, { "x": 480, - "y": 192, + "y": 96, "width": 96, "height": 96 }, { "x": 576, - "y": 192, + "y": 96, "width": 96, "height": 96 }, { "x": 0, - "y": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 288, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -16456,20 +17062,20 @@ "length": 0.3, "frames": [ { - "x": 192, - "y": 288, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 288, + "x": 288, + "y": 192, "width": 96, "height": 96 } @@ -16530,32 +17136,32 @@ "height": 96 }, { - "x": 480, - "y": 96, + "x": 576, + "y": 0, "width": 96, "height": 96 }, { - "x": 576, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 96, + "y": 96, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 288, + "y": 96, "width": 96, "height": 96 } @@ -16563,8 +17169,8 @@ } ] }, - "queenyx_arm_front": { - "name": "queenyx_arm_front", + "puppercut_arm_front": { + "name": "puppercut_arm_front", "animations": [ { "id": 1, @@ -16572,38 +17178,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 96, "height": 96 }, { - "x": 576, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 672, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 }, { - "x": 768, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 864, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 384, + "y": 96, "width": 96, "height": 96 } @@ -16615,38 +17221,38 @@ "length": 0.6, "frames": [ { - "x": 1248, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 1344, - "y": 0, + "x": 384, + "y": 192, "width": 96, "height": 96 }, { - "x": 1344, - "y": 0, + "x": 480, + "y": 192, "width": 96, "height": 96 }, { - "x": 1440, - "y": 0, + "x": 576, + "y": 192, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 } @@ -16658,20 +17264,20 @@ "length": 0.3, "frames": [ { - "x": 768, - "y": 0, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 864, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 384, + "y": 288, "width": 96, "height": 96 } @@ -16732,32 +17338,32 @@ "height": 96 }, { - "x": 96, - "y": 0, + "x": 480, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 576, + "y": 96, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1152, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 } @@ -16765,8 +17371,8 @@ } ] }, - "rapier_arm_back": { - "name": "rapier_arm_back", + "queenyx_arm_front": { + "name": "queenyx_arm_front", "animations": [ { "id": 1, @@ -16774,37 +17380,37 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, + "x": 576, "y": 0, "width": 96, "height": 96 }, { - "x": 768, + "x": 672, "y": 0, "width": 96, "height": 96 }, { - "x": 864, + "x": 768, "y": 0, "width": 96, "height": 96 }, { - "x": 960, + "x": 864, "y": 0, "width": 96, "height": 96 }, { - "x": 1056, + "x": 480, "y": 0, "width": 96, "height": 96 @@ -16817,37 +17423,37 @@ "length": 0.6, "frames": [ { - "x": 1728, + "x": 1248, "y": 0, "width": 96, "height": 96 }, { - "x": 1824, + "x": 1344, "y": 0, "width": 96, "height": 96 }, { - "x": 1920, + "x": 1344, "y": 0, "width": 96, "height": 96 }, { - "x": 2016, + "x": 1440, "y": 0, "width": 96, "height": 96 }, { - "x": 2112, + "x": 960, "y": 0, "width": 96, "height": 96 }, { - "x": 2208, + "x": 480, "y": 0, "width": 96, "height": 96 @@ 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"reptile2_arms_back", "animations": [ { "id": 1, @@ -17573,8 +18179,8 @@ } ] }, - "reptile_arms_back": { - "name": "reptile_arms_back", + "reptile2_arms_front": { + "name": "reptile2_arms_front", "animations": [ { "id": 1, @@ -17775,8 +18381,8 @@ } ] }, - "reptile_arms_front": { - "name": "reptile_arms_front", + "reptile_arms_back": { + "name": "reptile_arms_back", "animations": [ { "id": 1, @@ -17977,8 +18583,8 @@ } ] }, - "robe1_arm_back": { - "name": "robe1_arm_back", + "reptile_arms_front": { + "name": "reptile_arms_front", "animations": [ { "id": 1, @@ -18179,8 +18785,8 @@ } ] }, - "robe1_arm_front": { - "name": "robe1_arm_front", + "robe1_arm_back": { + "name": "robe1_arm_back", "animations": [ { "id": 1, @@ -18381,8 +18987,8 @@ } ] }, - "robe2_arm_back": { - "name": "robe2_arm_back", + "robe1_arm_front": { + "name": "robe1_arm_front", "animations": [ { "id": 1, @@ -18583,8 +19189,8 @@ } ] }, - "robe2_arm_front": { - "name": "robe2_arm_front", + "robe2_arm_back": { + "name": 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"robot1_arms_back", + "robindam_arm_front": { + "name": "robindam_arm_front", "animations": [ { "id": 1, @@ -19198,38 +19804,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 768, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 }, { - "x": 864, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 384, + "y": 96, "width": 96, "height": 96 } @@ -19241,38 +19847,38 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 384, + 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"width": 96, "height": 96 }, { - "x": 192, - "y": 288, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 384, + "y": 192, "width": 96, "height": 96 }, @@ -19871,13 +20477,13 @@ "height": 96 }, { - "x": 288, - "y": 192, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -19939,13 +20545,13 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -19982,14 +20588,14 @@ "height": 96 }, { - "x": 288, - "y": 192, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { "x": 0, - "y": 288, + "y": 96, "width": 96, "height": 96 } @@ -19997,8 +20603,8 @@ } ] }, - "shard_arms_back": { - "name": "shard_arms_back", + "sanzatime_arm_front": { + "name": "sanzatime_arm_front", "animations": [ { "id": 1, @@ -20006,38 +20612,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 768, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 864, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 } @@ -20049,38 +20655,38 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 2208, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -20092,19 +20698,19 @@ "length": 0.3, "frames": [ { - "x": 2304, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 2400, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 2496, + "x": 192, "y": 0, "width": 96, "height": 96 @@ -20141,14 +20747,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -20160,38 +20766,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1344, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 1440, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 1536, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 1632, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 } @@ -20199,8 +20805,8 @@ } ] }, - "shard_arms_front": { - "name": "shard_arms_front", + "shard_arms_back": { + "name": "shard_arms_back", "animations": [ { "id": 1, @@ -20401,8 +21007,8 @@ } ] }, - "shining_kuneko_arm_back": { - "name": "shining_kuneko_arm_back", + "shard_arms_front": { + "name": "shard_arms_front", "animations": [ { "id": 1, @@ -20410,38 +21016,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 672, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 768, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 864, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 960, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 1056, + "y": 0, "width": 96, "height": 96 } @@ -20453,38 +21059,38 @@ "length": 0.6, "frames": [ { - "x": 288, - "y": 96, + "x": 1728, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 1824, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 96, + "x": 1920, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 2016, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 2112, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 2208, + "y": 0, "width": 96, "height": 96 } @@ -20496,20 +21102,20 @@ "length": 0.3, "frames": [ { - "x": 288, - "y": 192, + "x": 2304, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 2400, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 288, + "x": 2496, + "y": 0, "width": 96, "height": 96 } @@ -20545,14 +21151,14 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -20564,38 +21170,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 1248, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 1344, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 1440, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 1536, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 1632, + "y": 0, "width": 96, "height": 96 } @@ -20603,8 +21209,8 @@ } ] }, - "shining_kuneko_arm_front": { - "name": "shining_kuneko_arm_front", + "shining_kuneko_arm_back": { + "name": "shining_kuneko_arm_back", "animations": [ { "id": 1, @@ -20667,19 +21273,19 @@ "height": 96 }, { - "x": 96, - "y": 192, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 192, "width": 96, "height": 96 @@ -20698,20 +21304,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 } @@ -20805,8 +21411,8 @@ } ] }, - "simple1_arm_back": { - "name": "simple1_arm_back", + "shining_kuneko_arm_front": { + "name": "shining_kuneko_arm_front", "animations": [ { "id": 1, @@ -20820,32 +21426,32 @@ "height": 96 }, { - "x": 576, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 672, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 768, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 864, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -20857,38 +21463,38 @@ "length": 0.6, "frames": [ { - "x": 1440, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1536, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1632, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 1728, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -20900,19 +21506,19 @@ "length": 0.3, "frames": [ { - "x": 1824, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1920, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 2016, + "x": 192, "y": 0, "width": 96, "height": 96 @@ -20949,14 +21555,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -20974,32 +21580,32 @@ "height": 96 }, { - "x": 960, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1056, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 1152, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 1344, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 } @@ -21007,8 +21613,8 @@ } ] }, - "simple1_arm_front": { - "name": "simple1_arm_front", + "simple1_arm_back": { + "name": "simple1_arm_back", "animations": [ { "id": 1, @@ -21071,19 +21677,19 @@ "height": 96 }, { - "x": 1632, + "x": 1056, "y": 0, "width": 96, "height": 96 }, { - "x": 1728, + "x": 1632, "y": 0, "width": 96, "height": 96 }, { - "x": 1824, + "x": 1728, "y": 0, "width": 96, "height": 96 @@ -21102,19 +21708,19 @@ "length": 0.3, "frames": [ { - "x": 1920, + "x": 1824, "y": 0, "width": 96, "height": 96 }, { - "x": 2016, + "x": 1920, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 2016, "y": 0, "width": 96, "height": 96 @@ -21209,8 +21815,8 @@ } ] }, - "simple2_arm_back": { - "name": "simple2_arm_back", + "simple1_arm_front": { + "name": "simple1_arm_front", "animations": [ { "id": 1, @@ -21261,31 +21867,31 @@ "length": 0.6, "frames": [ { - "x": 1344, + "x": 1440, "y": 0, "width": 96, "height": 96 }, { - "x": 1440, + "x": 1536, "y": 0, "width": 96, "height": 96 }, { - "x": 1536, + "x": 1632, "y": 0, "width": 96, "height": 96 }, { - "x": 1632, + "x": 1728, "y": 0, "width": 96, "height": 96 }, { - "x": 1728, + "x": 1824, "y": 0, "width": 96, "height": 96 @@ -21304,19 +21910,19 @@ "length": 0.3, "frames": [ { - "x": 1824, + "x": 1920, "y": 0, "width": 96, "height": 96 }, { - "x": 1920, + "x": 2016, "y": 0, "width": 96, "height": 96 }, { - "x": 2016, + "x": 192, "y": 0, "width": 96, "height": 96 @@ -21378,31 +21984,31 @@ "height": 96 }, { - "x": 96, + "x": 960, "y": 0, "width": 96, "height": 96 }, { - "x": 960, + "x": 1056, "y": 0, "width": 96, "height": 96 }, { - "x": 1056, + "x": 1152, "y": 0, "width": 96, "height": 96 }, { - "x": 1152, + "x": 1248, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, + "x": 1344, "y": 0, "width": 96, "height": 96 @@ -21411,8 +22017,8 @@ } ] }, - "simple2_arm_front": { - "name": "simple2_arm_front", + "simple2_arm_back": { + "name": "simple2_arm_back", "animations": [ { "id": 1, @@ -21463,31 +22069,31 @@ "length": 0.6, "frames": [ { - "x": 1440, + "x": 1344, "y": 0, "width": 96, "height": 96 }, { - "x": 1536, + "x": 1440, "y": 0, "width": 96, "height": 96 }, { - "x": 1632, + "x": 1536, "y": 0, "width": 96, "height": 96 }, { - "x": 1728, + "x": 1632, "y": 0, "width": 96, "height": 96 }, { - "x": 1824, + "x": 1728, "y": 0, "width": 96, "height": 96 @@ -21506,19 +22112,19 @@ "length": 0.3, "frames": [ { - "x": 1920, + "x": 1824, "y": 0, "width": 96, "height": 96 }, { - "x": 2016, + "x": 1920, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 2016, "y": 0, "width": 96, "height": 96 @@ -21580,31 +22186,31 @@ "height": 96 }, { - "x": 960, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1056, + "x": 960, "y": 0, "width": 96, "height": 96 }, { - "x": 1152, + "x": 1056, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, + "x": 1152, "y": 0, "width": 96, "height": 96 }, { - "x": 1344, + "x": 1248, "y": 0, "width": 96, "height": 96 @@ -21613,8 +22219,8 @@ } ] }, - "sirenade_arm_back": { - "name": "sirenade_arm_back", + "simple2_arm_front": { + "name": "simple2_arm_front", "animations": [ { "id": 1, @@ -21622,38 +22228,38 @@ "length": 0.6, "frames": [ { - "x": 192, - "y": 96, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 96, + "x": 576, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 672, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 768, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 864, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -21665,38 +22271,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 288, + "x": 1440, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 288, + "x": 1536, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 288, + "x": 1632, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, + "x": 1728, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 1824, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -21708,13 +22314,13 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 1920, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 2016, "y": 0, "width": 96, "height": 96 @@ -21757,14 +22363,14 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -21782,32 +22388,32 @@ "height": 96 }, { - "x": 96, + "x": 960, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 1056, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 1152, "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 1248, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 192, + "x": 1344, + "y": 0, "width": 96, "height": 96 } @@ -21815,8 +22421,8 @@ } ] }, - "sirenade_arm_front": { - "name": "sirenade_arm_front", + "sirenade_arm_back": { + "name": "sirenade_arm_back", "animations": [ { "id": 1, @@ -21879,20 +22485,20 @@ "height": 96 }, { - "x": 0, + "x": 192, "y": 288, "width": 96, "height": 96 }, { - "x": 192, - "y": 288, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 0, + "y": 96, "width": 96, "height": 96 }, @@ -22017,8 +22623,8 @@ } ] }, - "southpaw_arm_back": { - "name": "southpaw_arm_back", + "sirenade_arm_front": { + "name": "sirenade_arm_front", "animations": [ { "id": 1, @@ -22026,38 +22632,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 96, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -22069,38 +22675,38 @@ "length": 0.6, "frames": [ { - "x": 480, - "y": 96, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { "x": 0, - "y": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -22112,20 +22718,20 @@ "length": 0.3, "frames": [ { - "x": 288, - "y": 192, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, - "y": 192, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 480, - "y": 192, + "x": 192, + "y": 0, "width": 96, "height": 96 } @@ -22161,14 +22767,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -22186,32 +22792,32 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 96, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 288, + "y": 192, "width": 96, "height": 96 } @@ -22219,47 +22825,47 @@ } ] }, - "southpaw_arm_front": { - "name": "southpaw_arm_front", + "southpaw_arm_back": { + "name": "southpaw_arm_back", "animations": [ { "id": 1, "loop": true, "length": 0.6, "frames": [ - { - "x": 576, - "y": 0, - "width": 96, - "height": 96 - }, { "x": 0, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 96, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 288, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 384, - "y": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -22271,38 +22877,38 @@ "length": 0.6, "frames": [ { - "x": 288, - "y": 192, + "x": 480, + "y": 96, "width": 96, "height": 96 }, { - "x": 384, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 480, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 576, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 288, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -22314,20 +22920,20 @@ "length": 0.3, "frames": [ { - "x": 192, - "y": 288, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 384, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 288, + "x": 480, + "y": 192, "width": 96, "height": 96 } @@ -22388,32 +22994,32 @@ "height": 96 }, { - "x": 480, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 576, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 384, + "y": 96, "width": 96, "height": 96 } @@ -22421,8 +23027,8 @@ } ] }, - "spear1_arms_back": { - "name": "spear1_arms_back", + "southpaw_arm_front": { + "name": "southpaw_arm_front", "animations": [ { "id": 1, @@ -22436,32 +23042,32 @@ "height": 96 }, { - "x": 672, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 768, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 }, { - "x": 864, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 384, + "y": 96, "width": 96, "height": 96 } @@ -22473,38 +23079,38 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 384, + "y": 192, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 480, + "y": 192, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 576, + "y": 192, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 2208, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 } @@ -22516,20 +23122,20 @@ "length": 0.3, "frames": [ { - "x": 2304, - "y": 0, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 2400, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { - "x": 2496, - "y": 0, + "x": 384, + "y": 288, "width": 96, "height": 96 } @@ -22584,38 +23190,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, - "y": 0, + "x": 480, + "y": 96, "width": 96, "height": 96 }, { - "x": 1344, - "y": 0, + "x": 576, + "y": 96, "width": 96, "height": 96 }, { - "x": 1440, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 1536, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1632, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 } @@ -22623,8 +23229,8 @@ } ] }, - "spear1_arms_front": { - "name": "spear1_arms_front", + "spear1_arms_back": { + "name": "spear1_arms_back", "animations": [ { "id": 1, @@ -22825,8 +23431,8 @@ } ] }, - "spear2_arms_back": { - "name": "spear2_arms_back", + "spear1_arms_front": { + "name": "spear1_arms_front", "animations": [ { "id": 1, @@ -23027,8 +23633,8 @@ } ] }, - "spear2_arms_front": { - "name": "spear2_arms_front", + "spear2_arms_back": { + "name": "spear2_arms_back", "animations": [ { "id": 1, @@ -23229,8 +23835,8 @@ } ] }, - "spear3_arms_back": { - "name": "spear3_arms_back", + "spear2_arms_front": { + "name": "spear2_arms_front", "animations": [ { "id": 1, @@ -23431,8 +24037,8 @@ } ] }, - "spear3_arms_front": { - "name": "spear3_arms_front", + "spear3_arms_back": { + "name": "spear3_arms_back", "animations": [ { "id": 1, @@ -23633,8 +24239,8 @@ } ] }, - "spider1_arm_back": { - "name": "spider1_arm_back", + "spear3_arms_front": { + "name": "spear3_arms_front", "animations": [ { "id": 1, @@ -23642,38 +24248,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 672, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 768, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 864, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 960, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 1056, + "y": 0, "width": 96, "height": 96 } @@ -23685,38 +24291,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1728, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 1824, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 1920, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 2016, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 2112, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 2208, + "y": 0, "width": 96, "height": 96 } @@ -23728,19 +24334,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 2304, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 2400, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 2496, "y": 0, "width": 96, "height": 96 @@ -23771,20 +24377,20 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -23796,38 +24402,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 1248, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 1344, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 1440, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 1536, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 1632, + "y": 0, "width": 96, "height": 96 } @@ -23835,8 +24441,8 @@ } ] }, - "spider1_arm_front": { - "name": "spider1_arm_front", + "spider1_arm_back": { + "name": "spider1_arm_back", "animations": [ { "id": 1, @@ -23862,19 +24468,19 @@ "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -23888,36 +24494,36 @@ "frames": [ { "x": 0, - "y": 192, + "y": 0, "width": 96, "height": 96 }, { "x": 96, - "y": 192, + "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -23930,14 +24536,14 @@ "length": 0.3, "frames": [ { - "x": 288, - "y": 192, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 96, + "y": 0, "width": 96, "height": 96 }, @@ -23973,19 +24579,19 @@ "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -24016,19 +24622,19 @@ "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -24037,124 +24643,13 @@ } ] }, - "tentacle1_arms_back": { - "name": "tentacle1_arms_back", + "spider1_arm_front": { + "name": "spider1_arm_front", "animations": [ { "id": 1, "loop": true, "length": 0.6, - "frames": [ - { - "x": 576, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 672, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 768, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 864, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 960, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 1056, - "y": 0, - "width": 96, - "height": 96 - } - ] - }, - { - "id": 2, - "loop": true, - "length": 0.6, - "frames": [ - { - "x": 1728, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 1824, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 1920, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 2016, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 2112, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 2208, - "y": 0, - "width": 96, - "height": 96 - } - ] - }, - { - "id": 3, - "loop": true, - "length": 0.3, - "frames": [ - { - "x": 2304, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 2400, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 2496, - "y": 0, - "width": 96, - "height": 96 - } - ] - }, - { - "id": 4, - "loop": true, - "length": 0.6, "frames": [ { "x": 0, @@ -24181,13 +24676,81 @@ "height": 96 }, { - "x": 384, + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 480, + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 288, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 0, + "y": 288, + "width": 96, + "height": 96 + }, + { + "x": 192, "y": 0, "width": 96, "height": 96 @@ -24195,52 +24758,95 @@ ] }, { - "id": 5, + "id": 4, "loop": true, "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1344, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 1440, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 1536, + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1632, + "x": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 288, "y": 0, "width": 96, "height": 96 + }, + { + "x": 192, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 96, + "width": 96, + "height": 96 } ] } ] }, - "tentacle1_arms_front": { - "name": "tentacle1_arms_front", + "tentacle1_arms_back": { + "name": "tentacle1_arms_back", "animations": [ { "id": 1, @@ -24441,8 +25047,8 @@ } ] }, - "tentacle2_arm_back": { - "name": "tentacle2_arm_back", + "tentacle1_arms_front": { + "name": "tentacle1_arms_front", "animations": [ { "id": 1, @@ -24643,8 +25249,8 @@ } ] }, - "tentacle2_arm_front": { - "name": "tentacle2_arm_front", + "tentacle2_arm_back": { + "name": "tentacle2_arm_back", "animations": [ { "id": 1, @@ -24845,8 +25451,8 @@ } ] }, - "terracooka_arm_front": { - "name": "terracooka_arm_front", + "tentacle2_arm_front": { + "name": "tentacle2_arm_front", "animations": [ { "id": 1, @@ -24854,37 +25460,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 672, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 768, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 864, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 960, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 1056, "y": 0, "width": 96, "height": 96 @@ -24897,37 +25503,37 @@ "length": 0.6, "frames": [ { - "x": 288, - "y": 96, + "x": 1728, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 1824, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 1920, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 2016, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 2112, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 2208, "y": 0, "width": 96, "height": 96 @@ -24940,19 +25546,19 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 96, + "x": 2304, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 2400, "y": 0, "width": 96, "height": 96 }, { - "x": 0, + "x": 2496, "y": 0, "width": 96, "height": 96 @@ -24977,25 +25583,25 @@ "height": 96 }, { - "x": 96, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 384, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 480, "y": 0, "width": 96, "height": 96 @@ -25008,38 +25614,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 1248, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 1344, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 1440, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 1536, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 1632, + "y": 0, "width": 96, "height": 96 } @@ -25047,8 +25653,8 @@ } ] }, - "thwackalope_arm_back": { - "name": "thwackalope_arm_back", + "terracooka_arm_front": { + "name": "terracooka_arm_front", "animations": [ { "id": 1, @@ -25063,31 +25669,31 @@ }, { "x": 96, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 } @@ -25099,14 +25705,14 @@ "length": 0.6, "frames": [ { - "x": 96, - "y": 192, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 384, + "y": 96, "width": 96, "height": 96 }, @@ -25117,20 +25723,20 @@ "height": 96 }, { - "x": 288, - "y": 96, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 } @@ -25142,20 +25748,20 @@ "length": 0.3, "frames": [ { - "x": 288, - "y": 192, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 384, - "y": 192, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 0, - "y": 288, + "y": 0, "width": 96, "height": 96 } @@ -25179,26 +25785,26 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 } @@ -25222,26 +25828,26 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 384, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 192, + "y": 96, "width": 96, "height": 96 } @@ -25249,8 +25855,8 @@ } ] }, - "thwackalope_arm_front": { - "name": "thwackalope_arm_front", + "thwackalope_arm_back": { + "name": "thwackalope_arm_back", "animations": [ { "id": 1, @@ -25301,19 +25907,19 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 0, "y": 192, "width": 96, "height": 96 @@ -25326,7 +25932,7 @@ }, { "x": 384, - "y": 0, + "y": 96, "width": 96, "height": 96 }, @@ -25344,20 +25950,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 0, + "x": 384, + "y": 192, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 } @@ -25431,19 +26037,19 @@ }, { "x": 288, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 288, + "x": 384, "y": 96, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 0, + "y": 192, "width": 96, "height": 96 } @@ -25451,8 +26057,8 @@ } ] }, - "twirligig_arm_back": { - "name": "twirligig_arm_back", + "thwackalope_arm_front": { + "name": "thwackalope_arm_front", "animations": [ { "id": 1, @@ -25467,7 +26073,7 @@ }, { "x": 96, - "y": 0, + "y": 96, "width": 96, "height": 96 }, @@ -25478,19 +26084,19 @@ "height": 96 }, { - "x": 288, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -25503,19 +26109,19 @@ "length": 0.6, "frames": [ { - "x": 96, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 192, "width": 96, "height": 96 @@ -25527,13 +26133,13 @@ "height": 96 }, { - "x": 192, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -25546,20 +26152,20 @@ "length": 0.3, "frames": [ { - "x": 96, - "y": 192, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 192, + "x": 192, + "y": 0, "width": 96, "height": 96 } @@ -25595,13 +26201,13 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -25632,8 +26238,8 @@ "height": 96 }, { - "x": 192, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 }, @@ -25644,8 +26250,8 @@ "height": 96 }, { - "x": 0, - "y": 192, + "x": 384, + "y": 96, "width": 96, "height": 96 } @@ -25653,8 +26259,8 @@ } ] }, - "twirligig_arm_front": { - "name": "twirligig_arm_front", + "twirligig_arm_back": { + "name": "twirligig_arm_back", "animations": [ { "id": 1, @@ -25674,26 +26280,26 @@ "height": 96 }, { - "x": 96, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -25705,38 +26311,38 @@ "length": 0.6, 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+ "y": 96, "width": 96, "height": 96 } @@ -25828,26 +26434,26 @@ "height": 96 }, { - "x": 96, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 0, + "x": 192, "y": 96, "width": 96, "height": 96 }, { - "x": 96, + "x": 288, "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 0, + "y": 192, "width": 96, "height": 96 } @@ -25855,8 +26461,8 @@ } ] }, - "vine1_arm_back": { - "name": "vine1_arm_back", + "twirligig_arm_front": { + "name": "twirligig_arm_front", "animations": [ { "id": 1, @@ -25876,26 +26482,26 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -25907,26 +26513,26 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 192, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 192, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 192, "width": 96, "height": 96 }, @@ -25937,8 +26543,8 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -25950,20 +26556,20 @@ "length": 0.3, "frames": [ { - "x": 384, - "y": 192, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 288, + "x": 0, + "y": 0, "width": 96, "height": 96 } @@ -25987,26 +26593,26 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -26031,24 +26637,24 @@ }, { "x": 96, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 288, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 384, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -26057,8 +26663,8 @@ } ] }, - "vine1_arm_front": { - "name": "vine1_arm_front", + "vine1_arm_back": { + "name": "vine1_arm_back", "animations": [ { "id": 1, @@ -26109,32 +26715,32 @@ "length": 0.6, "frames": [ { - "x": 96, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 192, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 288, + "y": 192, "width": 96, "height": 96 }, @@ -26152,19 +26758,221 @@ "length": 0.3, "frames": [ { - "x": 96, - "y": 288, + "x": 384, + "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 0, "y": 288, "width": 96, "height": 96 }, { - "x": 288, + "x": 96, + "y": 288, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + 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74, + "height": 90 }, { - "x": 448, + "x": 74, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 512, + "x": 148, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 576, + "x": 222, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 640, + "x": 296, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 704, + "x": 370, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 } ] }, @@ -27902,40 +28912,40 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1216, + "x": 74, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1280, + "x": 148, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1344, + "x": 222, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1408, + "x": 296, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1472, + "x": 370, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 } ] }, @@ -27945,22 +28955,22 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 444, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1600, + "x": 518, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1664, + "x": 592, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 } ] }, @@ -27972,38 +28982,38 @@ { "x": 0, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 64, + "x": 74, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 128, + "x": 148, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 192, + "x": 222, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 256, + "x": 296, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 320, + "x": 370, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 } ] }, @@ -28013,47 +29023,47 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 832, + "x": 74, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 896, + "x": 148, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 960, + "x": 222, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1024, + "x": 296, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1088, + "x": 370, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 } ] } ] }, - "biped_binterloper_body": { - "name": "biped_binterloper_body", + "biped_belt_body": { + "name": "biped_belt_body", "animations": [ { "id": 1, @@ -28254,8 +29264,8 @@ } ] }, - "biped_bin_1_body": { - "name": "biped_bin_1_body", + "biped_binterloper_body": { + "name": "biped_binterloper_body", "animations": [ { "id": 1, @@ -28456,8 +29466,8 @@ } ] }, - "biped_bin_2_body": { - "name": "biped_bin_2_body", + "biped_bin_1_body": { + "name": "biped_bin_1_body", "animations": [ { "id": 1, @@ -28658,81 +29668,8 @@ } ] }, - "biped_blossomaw_body": { - "name": "biped_blossomaw_body", - "animations": [ - { - "id": 1, - "loop": true, - "length": 0.3, - "frames": [ - { - "x": 318, - "y": 0, - "width": 53, - "height": 81 - }, - { - "x": 371, - "y": 0, - "width": 53, - "height": 81 - }, - { - "x": 424, - "y": 0, - "width": 53, - "height": 81 - } - ] - }, - { - "id": 2, - "loop": true, - "length": 0.6, - "frames": [ - { - "x": 0, - "y": 0, - "width": 53, - "height": 81 - }, - { - "x": 53, - "y": 0, - "width": 53, - "height": 81 - }, - { - "x": 106, - "y": 0, - "width": 53, - "height": 81 - }, - { - "x": 159, - "y": 0, - "width": 53, - "height": 81 - }, - { - "x": 212, - "y": 0, - "width": 53, - "height": 81 - }, - { - "x": 265, - "y": 0, - "width": 53, - "height": 81 - } - ] - } - ] - }, - "biped_braxsuit_body": { - "name": "biped_braxsuit_body", + "biped_bin_2_body": { + "name": "biped_bin_2_body", "animations": [ { "id": 1, @@ -28740,37 +29677,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 512, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 576, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 640, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 704, "y": 0, "width": 64, "height": 64 @@ -28783,37 +29720,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1408, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1472, "y": 0, "width": 64, "height": 64 @@ -28826,19 +29763,19 @@ "length": 0.3, "frames": [ { - "x": 384, + "x": 1536, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 1600, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1664, "y": 0, "width": 64, "height": 64 @@ -28894,37 +29831,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1024, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1088, "y": 0, "width": 64, "height": 64 @@ -28933,8 +29870,81 @@ } ] }, - "biped_brushroom_body": { - "name": "biped_brushroom_body", + "biped_blossomaw_body": { + "name": "biped_blossomaw_body", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 318, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 371, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 424, + "y": 0, + "width": 53, + "height": 81 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 53, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 106, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 159, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 212, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 265, + "y": 0, + "width": 53, + "height": 81 + } + ] + } + ] + }, + "biped_braxsuit_body": { + "name": "biped_braxsuit_body", "animations": [ { "id": 1, @@ -29028,13 +30038,13 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 @@ -29135,8 +30145,8 @@ } ] }, - "biped_bulletino_body": { - "name": "biped_bulletino_body", + "biped_brushroom_body": { + "name": "biped_brushroom_body", "animations": [ { "id": 1, @@ -29144,37 +30154,37 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 576, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 640, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 704, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -29187,37 +30197,37 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1408, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1472, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -29230,19 +30240,19 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1600, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1664, + "x": 128, "y": 0, "width": 64, "height": 64 @@ -29298,37 +30308,37 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 960, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1024, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1088, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -29337,8 +30347,8 @@ } ] }, - "biped_elfless_body": { - "name": "biped_elfless_body", + "biped_bulletino_body": { + "name": "biped_bulletino_body", "animations": [ { "id": 1, @@ -29539,8 +30549,8 @@ } ] }, - "biped_folklord_body": { - "name": "biped_folklord_body", + "biped_elfless_body": { + "name": "biped_elfless_body", "animations": [ { "id": 1, @@ -29741,8 +30751,8 @@ } ] }, - "biped_fungogh_body": { - "name": "biped_fungogh_body", + "biped_folklord_body": { + "name": "biped_folklord_body", "animations": [ { "id": 1, @@ -29750,37 +30760,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 512, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 576, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 640, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 704, "y": 0, "width": 64, "height": 64 @@ -29793,37 +30803,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1408, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1472, "y": 0, "width": 64, "height": 64 @@ -29836,19 +30846,19 @@ "length": 0.3, "frames": [ { - "x": 384, + "x": 1536, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 1600, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 1664, "y": 0, "width": 64, "height": 64 @@ -29904,37 +30914,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1024, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1088, "y": 0, "width": 64, "height": 64 @@ -29943,8 +30953,8 @@ } ] }, - "biped_grampus_body": { - "name": "biped_grampus_body", + "biped_fungogh_body": { + "name": "biped_fungogh_body", "animations": [ { "id": 1, @@ -30145,8 +31155,8 @@ } ] }, - "biped_hedgeherne_body": { - "name": "biped_hedgeherne_body", + "biped_grampus_body": { + "name": "biped_grampus_body", "animations": [ { "id": 1, @@ -30347,8 +31357,8 @@ } ] }, - "biped_hopskin_body": { - "name": "biped_hopskin_body", + "biped_hedgeherne_body": { + "name": "biped_hedgeherne_body", "animations": [ { "id": 1, @@ -30356,37 +31366,37 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 576, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 640, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 704, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -30399,37 +31409,37 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1408, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1472, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -30442,19 +31452,19 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 1600, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 1664, + "x": 512, "y": 0, "width": 64, "height": 64 @@ -30510,37 +31520,37 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 960, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1024, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1088, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -30549,8 +31559,8 @@ } ] }, - "biped_icepeck_body": { - "name": "biped_icepeck_body", + "biped_hopskin_body": { + "name": "biped_hopskin_body", "animations": [ { "id": 1, @@ -30751,8 +31761,8 @@ } ] }, - "biped_jellyton_body": { - "name": "biped_jellyton_body", + "biped_icepeck_body": { + "name": "biped_icepeck_body", "animations": [ { "id": 1, @@ -30760,38 +31770,38 @@ "length": 0.6, "frames": [ { - "x": 128, - "y": 64, + "x": 384, + "y": 0, "width": 64, "height": 64 }, { - "x": 192, - "y": 64, + "x": 448, + "y": 0, "width": 64, "height": 64 }, { - "x": 0, - "y": 128, + "x": 512, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 128, + "x": 576, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 128, + "x": 640, + "y": 0, "width": 64, "height": 64 }, { - "x": 192, - "y": 128, + "x": 704, + "y": 0, "width": 64, "height": 64 } @@ -30803,38 +31813,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 0, - "y": 64, + "x": 1408, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 1472, + "y": 0, "width": 64, "height": 64 } @@ -30846,20 +31856,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 192, + "x": 1536, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 192, + "x": 1600, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 192, + "x": 1664, + "y": 0, "width": 64, "height": 64 } @@ -30895,14 +31905,14 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -30914,38 +31924,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 0, - "y": 64, + "x": 1024, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 1088, + "y": 0, "width": 64, "height": 64 } @@ -30953,8 +31963,8 @@ } ] }, - "biped_khufo_body": { - "name": "biped_khufo_body", + "biped_jellyton_body": { + "name": "biped_jellyton_body", "animations": [ { "id": 1, @@ -30962,38 +31972,38 @@ "length": 0.6, "frames": [ { - "x": 384, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 }, { - "x": 448, - "y": 0, + "x": 192, + "y": 64, "width": 64, "height": 64 }, { - "x": 512, - "y": 0, + "x": 0, + "y": 128, "width": 64, "height": 64 }, { - "x": 576, - "y": 0, + "x": 64, + "y": 128, "width": 64, "height": 64 }, { - "x": 640, - "y": 0, + "x": 128, + "y": 128, "width": 64, "height": 64 }, { - "x": 704, - "y": 0, + "x": 192, + "y": 128, "width": 64, "height": 64 } @@ -31005,38 +32015,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1408, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 1472, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 } @@ -31048,20 +32058,20 @@ "length": 0.3, "frames": [ { - "x": 1536, - "y": 0, + "x": 0, + "y": 192, "width": 64, "height": 64 }, { - "x": 1600, - "y": 0, + "x": 64, + "y": 192, "width": 64, "height": 64 }, { - "x": 1664, - "y": 0, + "x": 128, + "y": 192, "width": 64, "height": 64 } @@ -31097,14 +32107,14 @@ "height": 64 }, { - "x": 256, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 320, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 } @@ -31114,54 +32124,6 @@ "id": 5, "loop": true, "length": 0.6, - "frames": [ - { - "x": 768, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 832, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 896, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 960, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1024, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1088, - "y": 0, - "width": 64, - "height": 64 - } - ] - } - ] - }, - "biped_kingrave_body": { - "name": "biped_kingrave_body", - "animations": [ - { - "id": 1, - "loop": true, - "length": 0.6, "frames": [ { "x": 0, @@ -31188,13 +32150,61 @@ "height": 64 }, { - "x": 256, + "x": 0, + "y": 64, + "width": 64, + "height": 64 + }, + { + "x": 64, + "y": 64, + "width": 64, + "height": 64 + } + ] + } + ] + }, + "biped_khufo_body": { + "name": "biped_khufo_body", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 448, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 512, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 576, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 640, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 704, "y": 0, "width": 64, "height": 64 @@ -31207,37 +32217,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1408, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1472, "y": 0, "width": 64, "height": 64 @@ -31250,19 +32260,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 1536, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1600, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1664, "y": 0, "width": 64, "height": 64 @@ -31318,37 +32328,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1024, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1088, "y": 0, "width": 64, "height": 64 @@ -31357,8 +32367,8 @@ } ] }, - "biped_mascotorn_body": { - "name": "biped_mascotorn_body", + "biped_kingrave_body": { + "name": "biped_kingrave_body", "animations": [ { "id": 1, @@ -31384,20 +32394,20 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 192, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -31427,20 +32437,20 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 192, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -31495,20 +32505,20 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 192, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -31538,20 +32548,20 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 192, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -31559,8 +32569,8 @@ } ] }, - "biped_mascotoy_body": { - "name": "biped_mascotoy_body", + "biped_mascotorn_body": { + "name": "biped_mascotorn_body", "animations": [ { "id": 1, @@ -31761,8 +32771,8 @@ } ] }, - "biped_moth1_body": { - "name": "biped_moth1_body", + "biped_mascotoy_body": { + "name": "biped_mascotoy_body", "animations": [ { "id": 1, @@ -31770,38 +32780,38 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 576, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 640, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 }, { - "x": 704, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 } @@ -31813,38 +32823,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 1408, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 }, { - "x": 1472, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 } @@ -31856,19 +32866,19 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1600, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1664, + "x": 128, "y": 0, "width": 64, "height": 64 @@ -31899,20 +32909,20 @@ "height": 64 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 256, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 }, { - "x": 320, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 } @@ -31924,38 +32934,38 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 1024, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 }, { - "x": 1088, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 } @@ -31963,8 +32973,8 @@ } ] }, - "biped_moth2_body": { - "name": "biped_moth2_body", + "biped_moth1_body": { + "name": "biped_moth1_body", "animations": [ { "id": 1, @@ -32165,8 +33175,8 @@ } ] }, - "biped_moth3_body": { - "name": "biped_moth3_body", + "biped_moth2_body": { + "name": "biped_moth2_body", "animations": [ { "id": 1, @@ -32367,8 +33377,8 @@ } ] }, - "biped_moth4_body": { - "name": "biped_moth4_body", + "biped_moth3_body": { + "name": "biped_moth3_body", "animations": [ { "id": 1, @@ -32569,8 +33579,8 @@ } ] }, - "biped_muskrateer_body": { - "name": "biped_muskrateer_body", + "biped_moth4_body": { + "name": "biped_moth4_body", "animations": [ { "id": 1, @@ -32771,8 +33781,8 @@ } ] }, - "biped_nevermort_body": { - "name": "biped_nevermort_body", + "biped_muskrateer_body": { + "name": "biped_muskrateer_body", "animations": [ { "id": 1, @@ -32973,8 +33983,8 @@ } ] }, - "biped_pawndead_body": { - "name": "biped_pawndead_body", + "biped_nevermort_body": { + "name": "biped_nevermort_body", "animations": [ { "id": 1, @@ -32982,37 +33992,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 512, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 576, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 640, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 704, "y": 0, "width": 64, "height": 64 @@ -33025,37 +34035,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1408, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1472, "y": 0, "width": 64, "height": 64 @@ -33068,19 +34078,19 @@ "length": 0.3, "frames": [ { - "x": 320, + "x": 1536, "y": 0, "width": 64, "height": 64 }, { - "x": 384, + "x": 1600, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1664, "y": 0, "width": 64, "height": 64 @@ -33105,25 +34115,25 @@ "height": 64 }, { - "x": 64, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -33136,37 +34146,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1024, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1088, "y": 0, "width": 64, "height": 64 @@ -33175,8 +34185,8 @@ } ] }, - "biped_plasmantler_body": { - "name": "biped_plasmantler_body", + "biped_pawndead_body": { + "name": "biped_pawndead_body", "animations": [ { "id": 1, @@ -33184,37 +34194,37 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 576, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 640, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 704, + "x": 256, "y": 0, "width": 64, "height": 64 @@ -33227,37 +34237,37 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1408, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1472, + "x": 256, "y": 0, "width": 64, "height": 64 @@ -33270,19 +34280,19 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 320, "y": 0, "width": 64, "height": 64 }, { - "x": 1600, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 1664, + "x": 64, "y": 0, "width": 64, "height": 64 @@ -33307,25 +34317,25 @@ "height": 64 }, { - "x": 128, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 256, "y": 0, "width": 64, "height": 64 @@ -33338,37 +34348,37 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 960, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1024, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1088, + "x": 256, "y": 0, "width": 64, "height": 64 @@ -33377,8 +34387,8 @@ } ] }, - "biped_pyromeleon_body": { - "name": "biped_pyromeleon_body", + "biped_plasmantler_body": { + "name": "biped_plasmantler_body", "animations": [ { "id": 1, @@ -33579,8 +34589,8 @@ } ] }, - "biped_salamagus_body": { - "name": "biped_salamagus_body", + "biped_pyromeleon_body": { + "name": "biped_pyromeleon_body", "animations": [ { "id": 1, @@ -33781,8 +34791,8 @@ } ] }, - "biped_scampire_body": { - "name": "biped_scampire_body", + "biped_salamagus_body": { + "name": "biped_salamagus_body", "animations": [ { "id": 1, @@ -33983,8 +34993,8 @@ } ] }, - "biped_shard_body": { - "name": "biped_shard_body", + "biped_scampire_body": { + "name": "biped_scampire_body", "animations": [ { "id": 1, @@ -34185,8 +35195,8 @@ } ] }, - "biped_simple_body": { - "name": "biped_simple_body", + "biped_shard_body": { + "name": "biped_shard_body", "animations": [ { "id": 1, @@ -34387,8 +35397,8 @@ } ] }, - "biped_snoopin_body": { - "name": "biped_snoopin_body", + "biped_simple_body": { + "name": "biped_simple_body", "animations": [ { "id": 1, @@ -34589,8 +35599,8 @@ } ] }, - "biped_southpaw_body": { - "name": "biped_southpaw_body", + "biped_snoopin_body": { + "name": "biped_snoopin_body", "animations": [ { "id": 1, @@ -34598,37 +35608,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 512, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 576, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 640, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 704, "y": 0, "width": 64, "height": 64 @@ -34641,37 +35651,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1408, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1472, "y": 0, "width": 64, "height": 64 @@ -34684,19 +35694,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 1536, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1600, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1664, "y": 0, "width": 64, "height": 64 @@ -34752,37 +35762,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1024, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1088, "y": 0, "width": 64, "height": 64 @@ -34791,124 +35801,124 @@ } ] }, - "biped_sparktan_body": { - "name": "biped_sparktan_body", + "biped_southpaw_body": { + "name": "biped_southpaw_body", "animations": [ { "id": 1, "loop": true, "length": 0.6, - "frames": [ - { - "x": 384, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 448, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 512, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 576, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 640, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 704, - "y": 0, - "width": 64, - "height": 64 - } - ] - }, - { - "id": 2, - "loop": true, - "length": 0.6, - "frames": [ - { - "x": 1152, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1216, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1280, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1344, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1408, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1472, - "y": 0, - "width": 64, - "height": 64 - } - ] - }, - { - "id": 3, - "loop": true, - "length": 0.3, - "frames": [ - { - "x": 1536, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1600, - "y": 0, - "width": 64, - "height": 64 - }, - { - "x": 1664, - "y": 0, - "width": 64, - "height": 64 - } - ] - }, - { - "id": 4, - "loop": true, - "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 64, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 128, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 192, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 256, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 320, + "y": 0, + "width": 64, + "height": 64 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 64, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 128, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 192, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 256, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 320, + "y": 0, + "width": 64, + "height": 64 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 64, + "y": 0, + "width": 64, + "height": 64 + }, + { + "x": 128, + "y": 0, + "width": 64, + "height": 64 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, "frames": [ { "x": 0, @@ -34954,37 +35964,37 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 960, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1024, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1088, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -34993,8 +36003,8 @@ } ] }, - "biped_spiny1_body": { - "name": "biped_spiny1_body", + "biped_sparktan_body": { + "name": "biped_sparktan_body", "animations": [ { "id": 1, @@ -35195,8 +36205,8 @@ } ] }, - "biped_spiny2_body": { - "name": "biped_spiny2_body", + "biped_spiny1_body": { + "name": "biped_spiny1_body", "animations": [ { "id": 1, @@ -35397,8 +36407,8 @@ } ] }, - "biped_spiny3_body": { - "name": "biped_spiny3_body", + "biped_spiny2_body": { + "name": "biped_spiny2_body", "animations": [ { "id": 1, @@ -35599,8 +36609,8 @@ } ] }, - "biped_velocirifle_body": { - "name": "biped_velocirifle_body", + "biped_spiny3_body": { + "name": "biped_spiny3_body", "animations": [ { "id": 1, @@ -35801,8 +36811,8 @@ } ] }, - "biped_zeustrike_body": { - "name": "biped_zeustrike_body", + "biped_velocirifle_body": { + "name": "biped_velocirifle_body", "animations": [ { "id": 1, @@ -36003,8 +37013,8 @@ } ] }, - "burnace_body": { - "name": "burnace_body", + "biped_zeustrike_body": { + "name": "biped_zeustrike_body", 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+ "height": 58 + }, + { + "x": 128, + "y": 58, + "width": 64, + "height": 58 + } + ] + }, + { + "id": 5, "loop": true, "length": 0.6, "frames": [ @@ -55650,8 +57064,8 @@ } ] }, - "binterloper_head": { - "name": "binterloper_head", + "bear1_head": { + "name": "bear1_head", "animations": [ { "id": 1, @@ -55659,39 +57073,39 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 448, + "x": 0, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 512, + "x": 216, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 576, + "x": 72, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 640, + "x": 144, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 704, + "x": 144, "y": 0, - "width": 64, + "width": 72, "height": 64 } ] @@ -55702,39 +57116,39 @@ "length": 0.6, "frames": [ { - "x": 1152, - "y": 0, - "width": 64, + "x": 144, + "y": 64, + "width": 72, "height": 64 }, { - "x": 1216, - "y": 0, 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64 } ] } ] }, - "binvader_head": { - "name": "binvader_head", + "bear2_head": { + "name": "bear2_head", "animations": [ { "id": 1, @@ -55947,39 +57361,39 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 448, + "x": 0, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 512, + "x": 216, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 576, + "x": 288, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 640, + "x": 144, "y": 0, - "width": 64, + "width": 72, "height": 64 }, { - "x": 704, + "x": 144, "y": 0, - "width": 64, + "width": 72, "height": 64 } ] @@ -55990,39 +57404,39 @@ "length": 0.6, "frames": [ { - "x": 1152, - "y": 0, - "width": 64, + "x": 144, + "y": 64, + "width": 72, "height": 64 }, { - "x": 1216, - "y": 0, - "width": 64, + "x": 216, + "y": 64, + "width": 72, "height": 64 }, { - "x": 1280, - "y": 0, - "width": 64, + "x": 288, + "y": 64, + "width": 72, "height": 64 }, { - 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64, + "x": 72, + "y": 0, "width": 72, "height": 64 } @@ -92395,32 +95537,32 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 }, { "x": 72, - "y": 64, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 } @@ -92438,32 +95580,32 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 }, { "x": 72, - "y": 64, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 } @@ -92481,32 +95623,32 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 }, { "x": 72, - "y": 64, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 } @@ -92514,8 +95656,8 @@ } ] }, - "apocrowlypse_helmet_front": { - "name": "apocrowlypse_helmet_front", + "averevoir_helmet_front": { + "name": "averevoir_helmet_front", "animations": [ { "id": 1, @@ -92802,8 +95944,8 @@ } ] }, - "arkidd_helmet_back": { - "name": "arkidd_helmet_back", + "bansheep_helmet_back": { + "name": "bansheep_helmet_back", "animations": [ { "id": 1, @@ -92817,32 +95959,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -92860,32 +96002,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, 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"arkidd_helmet_front", + "bansheep_helmet_front": { + "name": "bansheep_helmet_front", "animations": [ { "id": 1, @@ -93105,32 +96247,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93148,32 +96290,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93191,13 +96333,13 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 144, "y": 0, "width": 72, "height": 64 @@ -93216,32 +96358,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93259,32 +96401,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93302,32 +96444,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93345,32 +96487,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 72, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93378,8 +96520,8 @@ } ] }, - "averevoir_helmet_front": { - "name": "averevoir_helmet_front", + "beanstalker_helmet_front": { + "name": "beanstalker_helmet_front", "animations": [ { "id": 1, @@ -93387,38 +96529,38 @@ "length": 0.6, "frames": [ { - "x": 432, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 504, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 576, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 648, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 720, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 }, { - "x": 792, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93430,38 +96572,38 @@ "length": 0.6, "frames": [ { - "x": 1296, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 1368, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 1440, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 1512, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 1584, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 }, { - "x": 1656, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93473,19 +96615,19 @@ "length": 0.3, "frames": [ { - "x": 1728, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 1800, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 1872, + "x": 144, "y": 0, "width": 72, "height": 64 @@ -93516,20 +96658,20 @@ "height": 64 }, { - "x": 216, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 288, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 }, { - "x": 360, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93541,38 +96683,38 @@ "length": 0.6, "frames": [ { - "x": 1944, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 2016, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 2088, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 2160, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 2232, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 }, { - "x": 2304, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93584,38 +96726,38 @@ "length": 0.6, "frames": [ { - "x": 1944, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 2016, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 2088, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 2160, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 2232, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 }, { - "x": 2304, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93627,38 +96769,38 @@ "length": 0.6, "frames": [ { - "x": 864, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 936, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 1008, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 1080, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 1152, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 }, { - "x": 1224, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 } @@ -93666,8 +96808,8 @@ } ] }, - "bansheep_helmet_back": { - "name": "bansheep_helmet_back", + "bear1_helmet_back": { + "name": "bear1_helmet_back", "animations": [ { "id": 1, @@ -93713,7 +96855,75 @@ ] }, { - "id": 2, + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 64, + "width": 72, + "height": 64 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 128, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 128, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 0, + "width": 72, + "height": 64 + } + ] + }, + { + "id": 4, "loop": true, "length": 0.6, "frames": [ @@ -93756,9 +96966,9 @@ ] }, { - "id": 3, + "id": 5, "loop": true, - "length": 0.3, + "length": 0.6, "frames": [ { "x": 0, @@ -93777,11 +96987,29 @@ "y": 0, "width": 72, "height": 64 + }, + { + "x": 0, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 64, + "width": 72, + "height": 64 } ] }, { - "id": 4, + "id": 6, "loop": true, "length": 0.6, "frames": [ @@ -93824,7 +97052,7 @@ ] }, { - "id": 5, + "id": 7, "loop": true, "length": 0.6, "frames": [ @@ -93865,9 +97093,57 @@ "height": 64 } ] + } + ] + }, + "bear1_helmet_front": { + "name": "bear1_helmet_front", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 64, + "width": 72, + "height": 64 + } + ] }, { - "id": 6, + "id": 2, "loop": true, "length": 0.6, "frames": [ @@ -93889,6 +97165,12 @@ "width": 72, "height": 64 }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, { "x": 0, "y": 64, @@ -93900,9 +97182,71 @@ "y": 64, "width": 72, "height": 64 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 144, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 216, + "y": 64, + "width": 72, + "height": 64 }, { "x": 144, + "y": 0, + "width": 72, + "height": 64 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 72, "y": 64, "width": 72, "height": 64 @@ -93910,7 +97254,50 @@ ] }, { - "id": 7, + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 64, + "width": 72, + "height": 64 + } + ] + }, + { + "id": 6, "loop": true, "length": 0.6, "frames": [ @@ -93932,6 +97319,12 @@ "width": 72, "height": 64 }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, { "x": 0, "y": 64, @@ -93943,9 +97336,46 @@ "y": 64, "width": 72, "height": 64 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 0, + "width": 72, + "height": 64 }, { "x": 144, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 72, "y": 64, "width": 72, "height": 64 @@ -93954,8 +97384,8 @@ } ] }, - "bansheep_helmet_front": { - "name": "bansheep_helmet_front", + "bear2_helmet_back": { + "name": "bear2_helmet_back", "animations": [ { "id": 1, @@ -94050,13 +97480,13 @@ "frames": [ { "x": 0, - "y": 0, + "y": 128, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 128, "width": 72, "height": 64 }, @@ -94242,8 +97672,8 @@ } ] }, - "beanstalker_helmet_front": { - "name": "beanstalker_helmet_front", + "bear2_helmet_front": { + "name": "bear2_helmet_front", "animations": [ { "id": 1, @@ -94338,13 +97768,13 @@ "frames": [ { "x": 0, - "y": 0, + "y": 128, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 128, "width": 72, "height": 64 }, @@ -124458,12 +127888,508 @@ "height": 64 } ] - }, + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 0, + "width": 72, + "height": 64 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 144, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, + "y": 64, + "width": 72, + "height": 64 + }, + { + "x": 72, + "y": 64, + 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"y": 0, + "width": 72, + "height": 64 + }, { "x": 0, "y": 64, "width": 72, "height": 64 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 }, { - "x": 72, - "y": 64, + "x": 0, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 } ] }, { - "id": 5, + "id": 4, "loop": true, "length": 0.6, "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, { "x": 0, "y": 0, @@ -124550,20 +128519,57 @@ "width": 72, "height": 64 }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, { "x": 0, "y": 64, "width": 72, "height": 64 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 }, { "x": 72, - "y": 64, + "y": 0, "width": 72, "height": 64 }, { "x": 144, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, "y": 64, "width": 72, "height": 64 @@ -124582,31 +128588,31 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 144, + "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 64, + "x": 216, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 64, "width": 72, "height": 64 @@ -124625,31 +128631,31 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 144, + "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 64, + "x": 216, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 64, "width": 72, "height": 64 @@ -124658,8 +128664,8 @@ } ] }, - "miasmodeus_helmet_front": { - "name": "miasmodeus_helmet_front", + "minortom_helmet_front": { + "name": "minortom_helmet_front", "animations": [ { "id": 1, @@ -124673,32 +128679,32 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 64, + "x": 144, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 64, + "x": 216, + "y": 0, "width": 72, "height": 64 } @@ -124716,32 +128722,32 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 64, + "x": 144, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 64, + "x": 216, + "y": 0, "width": 72, "height": 64 } @@ -124759,13 +128765,13 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 0, "width": 72, "height": 64 @@ 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144, - "y": 0, + "y": 128, "width": 72, "height": 64 }, { - "x": 216, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 64, "width": 72, "height": 64 @@ -124998,37 +129004,37 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 }, { "x": 0, - "y": 0, + "y": 128, "width": 72, "height": 64 }, { "x": 72, - "y": 0, + "y": 128, "width": 72, "height": 64 }, { "x": 144, - "y": 0, + "y": 128, "width": 72, "height": 64 }, { - "x": 216, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 64, "width": 72, "height": 64 @@ -125047,7 +129053,7 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 @@ -125072,7 +129078,7 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 @@ -125090,13 +129096,13 @@ "height": 64 }, { - "x": 216, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 64, "width": 72, "height": 64 @@ -125115,7 +129121,7 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 @@ -125133,13 +129139,13 @@ "height": 64 }, { - "x": 216, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 64, "width": 72, "height": 64 @@ -125158,7 +129164,7 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 @@ -125176,13 +129182,13 @@ "height": 64 }, { - "x": 216, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 64, "width": 72, "height": 64 @@ -125201,7 +129207,7 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 @@ -125219,13 +129225,13 @@ "height": 64 }, { - "x": 216, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 64, "width": 72, "height": 64 @@ -125234,8 +129240,8 @@ } ] }, - "minortom_helmet_front": { - "name": "minortom_helmet_front", + "minosteam_helmet_front": { + "name": "minosteam_helmet_front", "animations": [ { "id": 1, @@ -125243,38 +129249,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 }, { "x": 0, - "y": 0, + "y": 128, "width": 72, "height": 64 }, { - "x": 0, - "y": 0, + "x": 72, + "y": 128, "width": 72, "height": 64 }, { - "x": 72, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 216, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 } @@ -125286,38 +129292,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 144, + "y": 64, "width": 72, "height": 64 }, { "x": 0, - "y": 0, + "y": 128, "width": 72, "height": 64 }, { - "x": 0, - "y": 0, + "x": 72, + "y": 128, "width": 72, "height": 64 }, { - "x": 72, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 216, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 } @@ -125335,13 +129341,13 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 @@ -125360,32 +129366,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 72, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 216, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 } @@ -125403,32 +129409,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 72, + "x": 144, "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 0, + "x": 0, + "y": 64, "width": 72, "height": 64 }, { - "x": 216, - "y": 0, + "x": 72, + "y": 64, "width": 72, "height": 64 } @@ -125446,32 +129452,32 @@ "height": 64 }, { - "x": 0, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, 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"amphare_leg_front": { - "name": "amphare_leg_front", + "arkidd_leg_back": { + "name": "arkidd_leg_back", "animations": [ { "id": 1, @@ -149659,20 +153867,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -149702,20 +153910,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -149770,20 +153978,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -149813,20 +154021,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -149834,8 +154042,8 @@ } ] }, - "arkidd_leg_back": { - "name": "arkidd_leg_back", + "arkidd_leg_front": { + "name": "arkidd_leg_front", "animations": [ { "id": 1, @@ -149881,7 +154089,75 @@ ] }, { - "id": 2, + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 4, "loop": true, "length": 0.6, "frames": [ @@ -149924,9 +154200,9 @@ ] }, { - "id": 3, + "id": 5, "loop": true, - "length": 0.3, + "length": 0.6, "frames": [ { "x": 0, @@ -149945,22 +154221,150 @@ "y": 0, "width": 32, "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 0, + "width": 32, + "height": 40 + } + ] + } + ] + }, + "armor1_leg_back": { + "name": "armor1_leg_back", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 192, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 224, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 256, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 288, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 320, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 352, + "y": 0, + "width": 32, + 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-149997,37 +154407,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 416, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 448, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 480, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 512, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 544, "y": 0, "width": 32, "height": 40 @@ -150036,8 +154446,8 @@ } ] }, - "arkidd_leg_front": { - "name": "arkidd_leg_front", + "armor1_leg_front": { + "name": "armor1_leg_front", "animations": [ { "id": 1, @@ -150045,37 +154455,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 288, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 320, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 352, "y": 0, "width": 32, "height": 40 @@ -150088,37 +154498,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 608, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 672, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 704, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 736, "y": 0, "width": 32, "height": 40 @@ -150131,19 +154541,19 @@ "length": 0.3, "frames": [ { - "x": 32, + "x": 768, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 800, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 832, "y": 0, "width": 32, "height": 40 @@ -150168,25 +154578,25 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -150199,37 +154609,37 @@ "length": 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"artificial1_leg_front": { + "name": "artificial1_leg_front", "animations": [ { "id": 1, @@ -151046,8 +155456,8 @@ } ] }, - "artificial1_leg_back": { - "name": "artificial1_leg_back", + "artificial2_leg_back": { + "name": "artificial2_leg_back", "animations": [ { "id": 1, @@ -151248,8 +155658,8 @@ } ] }, - "artificial1_leg_front": { - "name": "artificial1_leg_front", + "artificial2_leg_front": { + "name": "artificial2_leg_front", "animations": [ { "id": 1, @@ -151450,8 +155860,8 @@ } ] }, - "artificial2_leg_back": { - "name": "artificial2_leg_back", + "bear1_leg_back": { + "name": "bear1_leg_back", "animations": [ { "id": 1, @@ -151459,38 +155869,38 @@ "length": 0.6, "frames": [ { - "x": 192, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 288, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 320, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 352, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 } @@ -151502,38 +155912,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 608, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 640, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 672, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 704, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 736, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 } @@ -151545,19 +155955,19 @@ "length": 0.3, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 800, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 832, + "x": 0, "y": 0, "width": 32, "height": 40 @@ -151576,32 +155986,32 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 128, 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+160852,14 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 160, + "y": 0, "width": 32, "height": 40 } @@ -156259,38 +160871,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 416, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 448, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 480, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 512, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 544, + "y": 0, "width": 32, "height": 40 } @@ -156298,8 +160910,8 @@ } ] }, - "fish1_leg_back": { - "name": "fish1_leg_back", + "fish1_leg_front": { + "name": "fish1_leg_front", "animations": [ { "id": 1, @@ -156500,8 +161112,8 @@ } ] }, - "fish1_leg_front": { - "name": "fish1_leg_front", + "fish2_leg_back": { + "name": "fish2_leg_back", "animations": [ { "id": 1, @@ -156702,8 +161314,8 @@ } ] }, - "fish2_leg_back": { - "name": "fish2_leg_back", + "fish2_leg_front": { + "name": "fish2_leg_front", "animations": [ { "id": 1, @@ -156904,8 +161516,8 @@ } ] }, - "fish2_leg_front": { - "name": "fish2_leg_front", + "hauntome_leg_back": { + "name": "hauntome_leg_back", "animations": [ { "id": 1, @@ -156913,38 +161525,38 @@ "length": 0.6, "frames": [ { - "x": 192, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 320, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 352, - "y": 0, + "x": 64, + "y": 40, "width": 32, "height": 40 } @@ -156956,38 +161568,38 @@ "length": 0.6, "frames": [ { - "x": 576, - "y": 0, + "x": 0, + "y": 80, "width": 32, "height": 40 }, { - "x": 608, - "y": 0, + "x": 32, + "y": 80, "width": 32, "height": 40 }, { - "x": 640, - "y": 0, + "x": 64, + 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40 }, { - "x": 0, - "y": 120, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 40, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 40, "width": 32, "height": 40 @@ -157201,20 +161813,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 80, + "x": 64, + "y": 40, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 80, "width": 32, "height": 40 }, { - "x": 64, - "y": 80, + "x": 32, + "y": 0, "width": 32, "height": 40 } @@ -157238,25 +161850,25 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 40, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 40, "width": 32, "height": 40 @@ -157281,25 +161893,25 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 40, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 40, "width": 32, "height": 40 @@ -157308,8 +161920,8 @@ } ] }, - "hauntome_leg_front": { - "name": "hauntome_leg_front", + "hoof1_leg_back": { + "name": "hoof1_leg_back", "animations": [ { "id": 1, @@ -157317,38 +161929,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 288, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 320, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 352, + "y": 0, "width": 32, "height": 40 } @@ -157360,38 +161972,38 @@ "length": 0.6, "frames": [ { - "x": 64, - "y": 40, + "x": 576, + "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 80, + "x": 608, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 672, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 704, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 736, + "y": 0, "width": 32, "height": 40 } @@ -157403,19 +162015,19 @@ "length": 0.3, "frames": [ { - "x": 64, - "y": 40, + "x": 768, + "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 80, + "x": 800, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 832, "y": 0, "width": 32, "height": 40 @@ -157440,26 +162052,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 160, + "y": 0, "width": 32, "height": 40 } @@ -157471,38 +162083,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 416, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 448, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 480, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 512, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 544, + "y": 0, "width": 32, "height": 40 } @@ -157510,8 +162122,8 @@ } ] }, - "hoof1_leg_back": { - "name": "hoof1_leg_back", + "hoof1_leg_front": { + "name": "hoof1_leg_front", "animations": [ { "id": 1, @@ -157712,8 +162324,8 @@ } ] }, - "hoof1_leg_front": { - "name": "hoof1_leg_front", + "hoof2_leg_back": { + "name": "hoof2_leg_back", "animations": [ { "id": 1, @@ -157721,37 +162333,37 @@ "length": 0.6, "frames": [ { - "x": 192, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 288, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 320, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 352, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -157764,37 +162376,37 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 608, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 640, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 672, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 704, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 736, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -157807,19 +162419,19 @@ "length": 0.3, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 800, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 832, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -157870,55 +162482,209 @@ ] }, { - "id": 5, + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 128, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 160, + "y": 0, + "width": 32, + "height": 40 + } + ] + } + ] + }, + "hoof2_leg_front": { + "name": "hoof2_leg_front", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 128, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 160, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 128, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 160, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 4, "loop": true, "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 416, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 448, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 480, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 512, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 544, + "x": 160, "y": 0, "width": 32, "height": 40 } ] - } - ] - }, - "hoof2_leg_back": { - "name": "hoof2_leg_back", - "animations": [ + }, { - "id": 1, + "id": 5, "loop": true, "length": 0.6, "frames": [ @@ -157959,9 +162725,14 @@ "height": 40 } ] - }, + } + ] + }, + "hoof3_leg_back": { + "name": "hoof3_leg_back", + "animations": [ { - "id": 2, + "id": 1, "loop": true, "length": 0.6, "frames": [ @@ -157971,35 +162742,78 @@ "width": 32, "height": 40 }, + { + "x": 64, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 0, + "y": 80, + "width": 32, + "height": 40 + }, { "x": 32, - "y": 0, + "y": 80, "width": 32, "height": 40 }, { "x": 64, + "y": 80, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 64, "y": 0, "width": 32, "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 } ] }, @@ -158021,7 +162835,7 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -158046,26 +162860,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -158089,26 +162903,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -158116,8 +162930,8 @@ } ] }, - "hoof2_leg_front": { - "name": "hoof2_leg_front", + "hoof3_leg_front": { + "name": "hoof3_leg_front", "animations": [ { "id": 1, @@ -158137,26 +162951,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -158180,26 +162994,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -158223,7 +163037,7 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -158248,26 +163062,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -158291,26 +163105,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -168508,9 +173322,77 @@ ] }, { - "id": 3, + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 5, "loop": true, - "length": 0.3, + "length": 0.6, "frames": [ { "x": 0, @@ -168529,11 +173411,34 @@ "y": 0, "width": 32, "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 } ] - }, + } + ] + }, + "sirenade_leg_front": { + "name": "sirenade_leg_front", + "animations": [ { - "id": 4, + "id": 1, "loop": true, "length": 0.6, "frames": [ @@ -168576,7 +173481,7 @@ ] }, { - "id": 5, + "id": 2, "loop": true, "length": 0.6, "frames": [ @@ -168617,14 +173522,34 @@ "height": 40 } ] - } - ] - }, - "sirenade_leg_front": { - "name": "sirenade_leg_front", - "animations": [ + }, { - "id": 1, + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 4, "loop": true, "length": 0.6, "frames": [ @@ -168667,7 +173592,7 @@ ] }, { - "id": 2, + "id": 5, "loop": true, "length": 0.6, "frames": [ @@ -168708,6 +173633,97 @@ "height": 40 } ] + } + ] + }, + "slime1_leg_back": { + "name": "slime1_leg_back", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 160, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 128, + "y": 40, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 96, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 128, + "y": 0, + "width": 32, + "height": 40 + } + ] }, { "id": 3, @@ -168758,20 +173774,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 } @@ -168801,20 +173817,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 } @@ -168822,8 +173838,8 @@ } ] }, - "slime1_leg_back": { - "name": "slime1_leg_back", + "slime1_leg_front": { + "name": "slime1_leg_front", "animations": [ { "id": 1, @@ -169024,14 +174040,20 @@ } ] }, - "slime1_leg_front": { - "name": "slime1_leg_front", + "slime2_leg_back": { + "name": "slime2_leg_back", "animations": [ { "id": 1, "loop": true, "length": 0.6, "frames": [ + { + "x": 128, + "y": 0, + "width": 32, + "height": 40 + }, { "x": 160, "y": 0, @@ -169058,13 +174080,7 @@ }, { "x": 96, - "y": 40, - "width": 32, - "height": 40 - }, - { - "x": 128, - "y": 40, + "y": 0, "width": 32, "height": 40 } @@ -169106,7 +174122,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169174,7 +174190,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169217,7 +174233,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169226,20 +174242,14 @@ } ] }, - "slime2_leg_back": { - "name": "slime2_leg_back", + "slime2_leg_front": { + "name": "slime2_leg_front", "animations": [ { "id": 1, "loop": true, "length": 0.6, "frames": [ - { - "x": 128, - "y": 0, - "width": 32, - "height": 40 - }, { "x": 160, "y": 0, @@ -169266,7 +174276,13 @@ }, { "x": 96, - "y": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 128, + "y": 40, "width": 32, "height": 40 } @@ -169308,7 +174324,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169376,7 +174392,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169419,7 +174435,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169428,8 +174444,8 @@ } ] }, - "slime2_leg_front": { - "name": "slime2_leg_front", + "southpaw1_leg_back": { + "name": "southpaw1_leg_back", "animations": [ { "id": 1, @@ -169437,38 +174453,38 @@ "length": 0.6, "frames": [ { - "x": 160, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 32, + "y": 0, "width": 32, "height": 40 }, { "x": 32, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { "x": 64, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { "x": 96, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { - "x": 128, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -169510,7 +174526,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169578,7 +174594,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169621,7 +174637,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169630,8 +174646,8 @@ } ] }, - "southpaw1_leg_back": { - "name": "southpaw1_leg_back", + "southpaw1_leg_front": { + "name": "southpaw1_leg_front", "animations": [ { "id": 1, @@ -169669,7 +174685,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169712,7 +174728,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169725,13 +174741,13 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 192, "y": 0, "width": 32, "height": 40 @@ -169780,7 +174796,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169823,7 +174839,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169832,8 +174848,8 @@ } ] }, - "southpaw1_leg_front": { - "name": "southpaw1_leg_front", + "southpaw2_leg_back": { + "name": "southpaw2_leg_back", "animations": [ { "id": 1, @@ -169871,7 +174887,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169914,7 +174930,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169927,13 +174943,13 @@ "length": 0.3, "frames": [ { - "x": 160, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 192, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -169982,7 +174998,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -170025,7 +175041,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -170034,8 +175050,8 @@ } ] }, - "southpaw2_leg_back": { - "name": "southpaw2_leg_back", + "southpaw2_leg_front": { + "name": "southpaw2_leg_front", "animations": [ { "id": 1, @@ -170043,7 +175059,7 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -170055,25 +175071,25 @@ "height": 40 }, { - "x": 32, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 256, "y": 0, "width": 32, "height": 40 @@ -170086,7 +175102,7 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 352, "y": 0, "width": 32, "height": 40 @@ -170116,7 +175132,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -170184,7 +175200,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -170215,19 +175231,19 @@ "height": 40 }, { - "x": 64, + "x": 288, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 320, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 224, "y": 0, "width": 32, "height": 40 @@ -170236,8 +175252,8 @@ } ] }, - "southpaw2_leg_front": { - "name": "southpaw2_leg_front", + "spider1_leg_back": { + "name": "spider1_leg_back", "animations": [ { "id": 1, @@ -170245,7 +175261,7 @@ "length": 0.6, "frames": [ { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 @@ -170257,25 +175273,25 @@ "height": 40 }, { - "x": 160, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 192, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -170288,7 +175304,7 @@ "length": 0.6, "frames": [ { - "x": 352, + "x": 0, "y": 0, "width": 32, "height": 40 @@ -170318,7 +175334,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -170386,7 +175402,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -170417,19 +175433,19 @@ "height": 40 }, { - "x": 288, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 320, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -170438,8 +175454,8 @@ } ] }, - "spider1_leg_back": { - "name": "spider1_leg_back", + "spider1_leg_front": { + "name": "spider1_leg_front", "animations": [ { "id": 1, @@ -170459,26 +175475,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170502,26 +175518,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170545,7 +175561,7 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -170570,26 +175586,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170613,26 +175629,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170640,8 +175656,8 @@ } ] }, - "spider1_leg_front": { - "name": "spider1_leg_front", + "spider2_leg_back": { + "name": "spider2_leg_back", "animations": [ { "id": 1, @@ -170654,43 +175670,12 @@ "width": 32, "height": 40 }, - { - "x": 32, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 64, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 96, - "y": 0, - "width": 32, - "height": 40 - }, { "x": 0, - "y": 40, + "y": 0, "width": 32, "height": 40 }, - { - "x": 32, - "y": 40, - "width": 32, - "height": 40 - } - ] - }, - { - "id": 2, - "loop": true, - "length": 0.6, - "frames": [ { "x": 0, "y": 0, @@ -170710,29 +175695,17 @@ "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 - }, - { - "x": 0, - "y": 40, - "width": 32, - "height": 40 - }, - { - "x": 32, - "y": 40, - "width": 32, - "height": 40 } ] }, { - "id": 3, + "id": 2, "loop": true, - "length": 0.3, + "length": 0.6, "frames": [ { "x": 0, @@ -170741,24 +175714,11 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, - { - "x": 64, - "y": 0, - "width": 32, - "height": 40 - } - ] - }, - { - "id": 4, - "loop": true, - "length": 0.6, - "frames": [ { "x": 0, "y": 0, @@ -170778,29 +175738,17 @@ "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 - }, - { - "x": 0, - "y": 40, - "width": 32, - "height": 40 - }, - { - "x": 32, - "y": 40, - "width": 32, - "height": 40 } ] }, { - "id": 5, + "id": 3, "loop": true, - "length": 0.6, + "length": 0.3, "frames": [ { "x": 0, @@ -170809,44 +175757,21 @@ "height": 40 }, { - "x": 32, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 64, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 96, + "x": 0, "y": 0, "width": 32, "height": 40 }, { "x": 0, - "y": 40, - "width": 32, - "height": 40 - }, - { - "x": 32, - "y": 40, + "y": 0, "width": 32, "height": 40 } ] - } - ] - }, - "spider2_leg_back": { - "name": "spider2_leg_back", - "animations": [ + }, { - "id": 1, + "id": 4, "loop": true, "length": 0.6, "frames": [ @@ -170889,7 +175814,7 @@ ] }, { - "id": 2, + "id": 5, "loop": true, "length": 0.6, "frames": [ @@ -170930,11 +175855,16 @@ "height": 40 } ] - }, + } + ] + }, + "spider2_leg_front": { + "name": "spider2_leg_front", + "animations": [ { - "id": 3, + "id": 1, "loop": true, - "length": 0.3, + "length": 0.6, "frames": [ { "x": 0, @@ -170943,21 +175873,39 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 } ] }, { - "id": 4, + "id": 2, "loop": true, "length": 0.6, "frames": [ @@ -170968,31 +175916,56 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, { "x": 32, + "y": 40, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -171000,7 +175973,7 @@ ] }, { - "id": 5, + "id": 4, "loop": true, "length": 0.6, "frames": [ @@ -171011,11 +175984,42 @@ "height": 40 }, { - "x": 0, + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, "y": 0, "width": 32, "height": 40 }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ { "x": 0, "y": 0, @@ -171029,7 +176033,7 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -171039,13 +176043,25 @@ "y": 0, "width": 32, "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 } ] } ] }, - "spider2_leg_front": { - "name": "spider2_leg_front", + "stump1_leg_back": { + "name": "stump1_leg_back", "animations": [ { "id": 1, @@ -171077,14 +176093,14 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -171120,14 +176136,14 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -171188,14 +176204,14 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -171231,14 +176247,14 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -171246,8 +176262,8 @@ } ] }, - "stump1_leg_back": { - "name": "stump1_leg_back", + "stump1_leg_front": { + "name": "stump1_leg_front", "animations": [ { "id": 1, @@ -171448,8 +176464,8 @@ } ] }, - "stump1_leg_front": { - "name": "stump1_leg_front", + "stump2_leg_back": { + "name": "stump2_leg_back", "animations": [ { "id": 1, @@ -171487,7 +176503,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -171530,7 +176546,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -171598,7 +176614,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -171641,7 +176657,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -171650,8 +176666,8 @@ } ] }, - "stump2_leg_back": { - "name": "stump2_leg_back", + "stump2_leg_front": { + "name": "stump2_leg_front", "animations": [ { "id": 1, @@ -171689,7 +176705,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -171732,7 +176748,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -171800,7 +176816,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -171843,7 +176859,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -171852,8 +176868,8 @@ } ] }, - "stump2_leg_front": { - "name": "stump2_leg_front", + "tentacle1_leg_back": { + "name": "tentacle1_leg_back", "animations": [ { "id": 1, @@ -171861,37 +176877,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 288, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 320, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 352, "y": 0, "width": 32, "height": 40 @@ -171904,37 +176920,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 608, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 672, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 704, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 736, "y": 0, "width": 32, "height": 40 @@ -171947,19 +176963,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 800, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 832, "y": 0, "width": 32, "height": 40 @@ -171984,25 +177000,25 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -172015,37 +177031,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 416, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 448, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 480, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 512, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 544, "y": 0, "width": 32, "height": 40 @@ -172054,8 +177070,8 @@ } ] }, - "tentacle1_leg_back": { - "name": "tentacle1_leg_back", + "tentacle1_leg_front": { + "name": "tentacle1_leg_front", "animations": [ { "id": 1, @@ -172256,8 +177272,8 @@ } ] }, - "tentacle1_leg_front": { - "name": "tentacle1_leg_front", + "tentacle2_leg_back": { + "name": "tentacle2_leg_back", "animations": [ { "id": 1, @@ -172458,8 +177474,8 @@ } ] }, - "tentacle2_leg_back": { - "name": "tentacle2_leg_back", + "tentacle2_leg_front": { + "name": "tentacle2_leg_front", "animations": [ { "id": 1, @@ -172660,8 +177676,8 @@ } ] }, - "tentacle2_leg_front": { - "name": "tentacle2_leg_front", + "worm_leg_back": { + "name": "worm_leg_back", "animations": [ { "id": 1, @@ -172862,8 +177878,8 @@ } ] }, - "worm_leg_back": { - "name": "worm_leg_back", + "worm_leg_front": { + "name": "worm_leg_front", "animations": [ { "id": 1, @@ -173064,8 +178080,8 @@ } ] }, - "worm_leg_front": { - "name": "worm_leg_front", + "aerial_tail": { + "name": "aerial_tail", "animations": [ { "id": 1, @@ -173073,40 +178089,40 @@ "length": 0.6, "frames": [ { - "x": 192, + "x": 288, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 224, + "x": 336, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 256, + "x": 384, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 288, + "x": 432, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 320, + "x": 480, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 352, + "x": 528, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 } ] }, @@ -173116,40 +178132,40 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 864, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 608, + "x": 912, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 640, + "x": 960, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 672, + "x": 1008, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 704, + "x": 1056, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 736, + "x": 1104, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 } ] }, @@ -173159,22 +178175,22 @@ "length": 0.3, "frames": [ { - "x": 768, + "x": 1152, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 800, + "x": 1200, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 832, + "x": 1248, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 } ] }, @@ -173186,38 +178202,38 @@ { "x": 0, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 32, + "x": 48, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 64, + "x": 96, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 96, + "x": 144, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 128, + "x": 192, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 160, + "x": 240, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 } ] }, @@ -173227,47 +178243,47 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 576, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 416, + "x": 624, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 448, + "x": 672, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 480, + "x": 720, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 512, + "x": 768, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 }, { - "x": 544, + "x": 816, "y": 0, - "width": 32, - "height": 40 + "width": 48, + "height": 48 } ] } ] }, - "aerial_tail": { - "name": "aerial_tail", + "amphare_tail": { + "name": "amphare_tail", "animations": [ { "id": 1, @@ -173275,38 +178291,38 @@ "length": 0.6, "frames": [ { - "x": 288, + "x": 0, "y": 0, "width": 48, "height": 48 }, { - "x": 336, + "x": 48, "y": 0, "width": 48, "height": 48 }, { - "x": 384, + "x": 96, "y": 0, "width": 48, "height": 48 }, { 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"x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -173427,54 +178443,6 @@ "id": 5, "loop": true, "length": 0.6, - "frames": [ - { - "x": 576, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 624, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 672, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 720, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 768, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 816, - "y": 0, - "width": 48, - "height": 48 - } - ] - } - ] - }, - "amphare_tail": { - "name": "amphare_tail", - "animations": [ - { - "id": 1, - "loop": true, - "length": 0.6, "frames": [ { "x": 0, @@ -173513,6 +178481,54 @@ "height": 48 } ] + } + ] + }, + "bear1_tail": { + "name": "bear1_tail", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 1, + "width": 48, + "height": 48 + }, + { + "x": 1, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 50, + "y": 50, + "width": 48, + "height": 48 + }, + { + "x": 99, + "y": 50, + "width": 48, + "height": 48 + } + ] }, { "id": 2, @@ -173520,38 +178536,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 99, + "y": 1, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 50, + "y": 50, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 99, + "y": 50, "width": 48, "height": 48 } @@ -173563,20 +178579,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 99, + "y": 50, "width": 48, "height": 48 } @@ -173588,38 +178604,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 99, + "y": 1, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 50, + "y": 50, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 99, + "y": 50, "width": 48, "height": 48 } @@ -173631,38 +178647,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 99, + "y": 1, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 50, + "y": 50, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 99, + "y": 50, "width": 48, "height": 48 } @@ -175488,8 +180504,210 @@ } ] }, - "fuse_tail": { - "name": "fuse_tail", + "fuse_tail": { + "name": "fuse_tail", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 288, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 336, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 384, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 432, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 480, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 528, + "y": 0, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 864, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 912, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 960, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 1008, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 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"x": 48, "y": 0, "width": 48, "height": 48 }, { - "x": 1248, + "x": 96, "y": 0, "width": 48, "height": 48 + }, + { + "x": 0, + "y": 48, + "width": 48, + "height": 48 + }, + { + "x": 48, + "y": 48, + "width": 48, + "height": 48 + }, + { + "x": 96, + "y": 48, + "width": 48, + "height": 48 } ] }, { - "id": 4, + "id": 5, "loop": true, "length": 0.6, "frames": [ @@ -176232,63 +181493,20 @@ "height": 48 }, { - "x": 144, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 192, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 240, - "y": 0, - "width": 48, - "height": 48 - } - ] - }, - { - "id": 5, - "loop": true, - "length": 0.6, - "frames": [ - { - "x": 576, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 624, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 672, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 720, - "y": 0, + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 768, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 816, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -176296,8 +181514,8 @@ } ] }, - "kittelly_tail": { - "name": "kittelly_tail", + "leaf2_tail": { + "name": "leaf2_tail", "animations": [ { "id": 1, @@ -176323,20 +181541,20 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -176349,13 +181567,13 @@ "frames": [ { "x": 0, - "y": 96, + "y": 0, "width": 48, "height": 48 }, { "x": 48, - "y": 96, + "y": 0, "width": 48, "height": 48 }, @@ -176366,20 +181584,20 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -176391,19 +181609,19 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 96, + "x": 96, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 336, "y": 0, "width": 48, "height": 48 @@ -176434,20 +181652,20 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -176477,20 +181695,20 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -176498,8 +181716,8 @@ } ] }, - "leaf2_tail": { - "name": "leaf2_tail", + "leaf_tail": { + "name": "leaf_tail", "animations": [ { "id": 1, @@ -176507,37 +181725,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 288, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 336, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 384, "y": 0, "width": 48, "height": 48 }, { - "x": 144, + "x": 432, "y": 0, "width": 48, "height": 48 }, { - "x": 192, + "x": 480, "y": 0, "width": 48, "height": 48 }, { - "x": 240, + "x": 528, "y": 0, "width": 48, "height": 48 @@ -176550,37 +181768,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 864, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 912, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 960, "y": 0, "width": 48, "height": 48 }, { - "x": 144, + "x": 1008, "y": 0, "width": 48, "height": 48 }, { - "x": 192, + "x": 1056, "y": 0, "width": 48, "height": 48 }, { - "x": 240, + "x": 1104, "y": 0, "width": 48, "height": 48 @@ -176593,19 +181811,19 @@ "length": 0.3, "frames": [ { - "x": 288, + "x": 1152, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 1200, "y": 0, "width": 48, "height": 48 }, { - "x": 336, + "x": 1248, "y": 0, "width": 48, "height": 48 @@ -176661,37 +181879,37 @@ "length": 0.6, 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"height": 48 - }, - { - "x": 240, - "y": 0, - "width": 48, - "height": 48 - } - ] - }, - { - "id": 5, - "loop": true, - "length": 0.6, - "frames": [ - { - "x": 576, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 624, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 672, - "y": 0, - "width": 48, - "height": 48 - }, - { - "x": 720, - "y": 0, + "x": 0, + "y": 48, + "width": 48, + "height": 48 + }, + { + "x": 48, + "y": 48, + "width": 48, + "height": 48 + }, + { + "x": 96, + "y": 48, + "width": 48, + "height": 48 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 48, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 96, + "y": 0, + "width": 48, + "height": 48 + }, + { + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 768, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 816, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -177104,8 +182322,8 @@ } ] }, - "padpole_tail": { - "name": "padpole_tail", + "rat_tail": { + "name": "rat_tail", "animations": [ { "id": 1, @@ -177113,38 +182331,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 288, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 336, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 384, "y": 0, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 432, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 480, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 528, + "y": 0, "width": 48, "height": 48 } @@ -177156,38 +182374,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 864, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 912, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 960, "y": 0, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 1008, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 1056, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 1104, + "y": 0, "width": 48, "height": 48 } @@ -177199,19 +182417,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 1200, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 1248, "y": 0, "width": 48, "height": 48 @@ -177242,20 +182460,20 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -177267,38 +182485,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 624, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 672, "y": 0, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 720, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 768, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 816, + "y": 0, "width": 48, "height": 48 } @@ -177306,8 +182524,8 @@ } ] }, - "rat_tail": { - "name": "rat_tail", + "reptile_tail": { + "name": "reptile_tail", "animations": [ { "id": 1, @@ -177508,8 +182726,8 @@ } ] }, - "reptile_tail": { - "name": "reptile_tail", + "robot_tail": { + "name": "robot_tail", "animations": [ { "id": 1, @@ -177517,38 +182735,38 @@ "length": 0.6, "frames": [ { - "x": 288, + "x": 0, "y": 0, "width": 48, "height": 48 }, { - "x": 336, + "x": 48, "y": 0, "width": 48, "height": 48 }, { - "x": 384, + "x": 96, "y": 0, "width": 48, "height": 48 }, { - "x": 432, - "y": 0, + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 480, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 528, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -177560,38 +182778,38 @@ "length": 0.6, "frames": [ { - "x": 864, + "x": 0, "y": 0, "width": 48, "height": 48 }, { - "x": 912, + "x": 48, "y": 0, "width": 48, "height": 48 }, { - "x": 960, + "x": 96, "y": 0, 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}, { - "x": 720, - "y": 0, + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 768, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 816, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -177710,8 +182928,8 @@ } ] }, - "robot_tail": { - "name": "robot_tail", + "shard_tail": { + "name": "shard_tail", "animations": [ { "id": 1, @@ -177719,38 +182937,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 288, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 336, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 384, "y": 0, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 432, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 480, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 528, + "y": 0, "width": 48, "height": 48 } @@ -177762,38 +182980,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 864, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 912, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 960, "y": 0, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 1008, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 1056, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 1104, + "y": 0, "width": 48, "height": 48 } @@ -177805,19 +183023,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 1200, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 1248, "y": 0, "width": 48, "height": 48 @@ -177848,20 +183066,20 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -177873,38 +183091,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 624, "y": 0, "width": 48, "height": 48 }, { - "x": 96, + "x": 672, "y": 0, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 720, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 768, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 48, + "x": 816, + "y": 0, "width": 48, "height": 48 } @@ -177912,8 +183130,8 @@ } ] }, - "shard_tail": { - "name": "shard_tail", + "short_tail": { + "name": "short_tail", "animations": [ { "id": 1, @@ -178114,8 +183332,8 @@ } ] }, - "short_tail": { - "name": "short_tail", + "sirenade_tail": { + "name": "sirenade_tail", "animations": [ { "id": 1, @@ -178123,38 +183341,38 @@ "length": 0.6, "frames": [ { - "x": 288, + "x": 0, "y": 0, "width": 48, "height": 48 }, { - "x": 336, + "x": 48, "y": 0, "width": 48, "height": 48 }, { - "x": 384, + "x": 96, "y": 0, "width": 48, "height": 48 }, { - "x": 432, - "y": 0, + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 480, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 528, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -178166,38 +183384,38 @@ "length": 0.6, "frames": [ { - "x": 864, + "x": 0, "y": 0, "width": 48, "height": 48 }, { - "x": 912, + "x": 48, "y": 0, "width": 48, "height": 48 }, { - "x": 960, + "x": 96, "y": 0, "width": 48, "height": 48 }, { - "x": 1008, - "y": 0, + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 1056, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 1104, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -178209,19 +183427,19 @@ "length": 0.3, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 48, "height": 48 }, { - "x": 1200, + "x": 48, "y": 0, "width": 48, "height": 48 }, { - "x": 1248, + "x": 96, "y": 0, "width": 48, "height": 48 @@ -178252,20 +183470,20 @@ "height": 48 }, { - "x": 144, - "y": 0, + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -178277,38 +183495,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 48, "height": 48 }, { - "x": 624, + "x": 48, "y": 0, "width": 48, "height": 48 }, { - "x": 672, + "x": 96, "y": 0, "width": 48, "height": 48 }, { - "x": 720, - "y": 0, + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 768, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 816, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -178316,8 +183534,8 @@ } ] }, - "sirenade_tail": { - "name": "sirenade_tail", + "slime_tail": { + "name": "slime_tail", "animations": [ { "id": 1, @@ -178325,37 +183543,37 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 144, + "y": 48, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 96, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 48, + "y": 96, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 96, + "y": 96, "width": 48, "height": 48 }, { - "x": 96, + "x": 48, "y": 48, "width": 48, "height": 48 @@ -178386,19 +183604,19 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 0, "y": 48, "width": 48, "height": 48 }, { - "x": 96, + "x": 48, "y": 48, "width": 48, "height": 48 @@ -178454,19 +183672,19 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 0, "y": 48, "width": 48, "height": 48 }, { - "x": 96, + "x": 48, "y": 48, "width": 48, "height": 48 @@ -178497,19 +183715,19 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 0, "y": 48, "width": 48, "height": 48 }, { - "x": 96, + "x": 48, "y": 48, "width": 48, "height": 48 @@ -178518,8 +183736,8 @@ } ] }, - "slime_tail": { - "name": "slime_tail", + "southpaw_tail": { + "name": "southpaw_tail", "animations": [ { "id": 1, @@ -178527,38 +183745,38 @@ "length": 0.6, "frames": [ { - "x": 96, - "y": 48, + "x": 0, + "y": 0, "width": 48, "height": 48 }, { - "x": 144, - "y": 48, + "x": 48, + "y": 0, "width": 48, "height": 48 }, { - "x": 0, - "y": 96, + "x": 96, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 96, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 96, - "y": 96, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -178594,14 +183812,14 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -178662,14 +183880,14 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -178705,14 +183923,14 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 192, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 240, + "y": 0, "width": 48, "height": 48 } @@ -178720,8 +183938,8 @@ } ] }, - "southpaw_tail": { - "name": "southpaw_tail", + "steam_tail": { + "name": "steam_tail", "animations": [ { "id": 1, @@ -178729,38 +183947,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 99, + "y": 50, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 1, + "y": 99, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 99, "width": 48, "height": 48 }, { - "x": 144, - "y": 0, + "x": 99, + "y": 99, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 } @@ -178772,38 +183990,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 99, + "y": 50, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 1, + "y": 99, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 99, "width": 48, "height": 48 }, { - "x": 144, - "y": 0, + "x": 99, + "y": 99, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 } @@ -178815,20 +184033,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 } @@ -178840,38 +184058,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 144, - "y": 0, + "x": 99, + "y": 1, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 } @@ -178883,38 +184101,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 144, - "y": 0, + "x": 99, + "y": 1, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 } diff --git a/src/assets/json/en/monsterForms.json b/src/assets/json/en/monsterForms.json index 1438eaf35e..e6f96d5e38 100644 --- a/src/assets/json/en/monsterForms.json +++ b/src/assets/json/en/monsterForms.json @@ -5226,7 +5226,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -7974,9 +7976,20 @@ "isSecret": false, "evolutions_monster": [], "total_evolutions": 1, - "spawn_overworld_locations": [], + "spawn_overworld_locations": [ + { + "id": "dungeon_landkeeper2", + "percent": 12.5, + "percentStr": "12.50", + "overworldSprite": "res://sprites/monsters/nevermort.png", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] + } + ], "spawn_backup_locations": [], - "has_locations": false, + "has_locations": true, "evolution_from_monster": { "id": 0, "type": "Custom", @@ -8648,6 +8661,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -10657,7 +10692,8 @@ "fast", "undead", "parasite", - "knife" + "knife", + "royal" ], "unlock_ability": "", "fusion_name_prefix": "AURICLAW_NAME_PREFIX", @@ -15344,6 +15380,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -15457,6 +15515,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -16960,97 +17040,124 @@ ] } }, - "binterloper": { + "bear1": { "folder": "monster_forms", - "name": "BINTERLOPER_NAME", + "name": "BEAR1_NAME", "battle_cry": { - "id": 19, - "path": "res://sfx/cries/binterloper_cry.wav", + "id": 15, + "path": "res://sfx/cries/bear1_cry.wav", "type": "AudioStream" }, "tape_sticker_texture": { - "id": 4, - "path": "res://ui/monster_stickers/binterloper.png", + "id": 13, + "path": "res://ui/monster_stickers/bear1.png", "type": "Texture" }, "exp_yield": 40, "require_dlc": "", - "battle_sprite_path": "res://sprites/monsters/binterloper.json", + "battle_sprite_path": "res://sprites/monsters/bear1.json", "ui_sprite_path": "", "pronouns": false, - "description": "BINTERLOPER_DESCRIPTION", - "max_hp": 110, - "melee_attack": 110, - "melee_defense": 170, - "ranged_attack": 170, - "ranged_defense": 110, - "speed": 110, + "description": "BEAR1_DESCRIPTION", + "max_hp": 120, + "melee_attack": 130, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 120, + "speed": 130, "accuracy": 100, "evasion": 100, - "max_ap": 10, - "move_slots": 8, - "evolutions": [], + "max_ap": 8, + "move_slots": 6, + "evolutions": [ + { + "id": 4, + "type": "Resource", + "title": "", + "resource_name": "bear2", + "evolved_form": { + "id": 12, + "path": "res://data/monster_forms/bear2.tres", + "type": "Resource" + }, + "required_tape_grade": 5, + "min_hour": 0, + "max_hour": 24, + "required_location": "", + "specialization": "", + "is_secret": false, + "add_slot": false, + "stickers": [], + "type_override": [], + "favorite": false + } + ], "evolution_specialization_question": "", "capture_rate": 15, "exp_gradient": 21, - "exp_base_level": 21, + "exp_base_level": 0, "move_tags": [ - "binvader", - "metal", - "gun", - "junk", - "space", - "artificial_electricity", - "data", - "machine" + "bear1", + "animal", + "annoy", + "twoheads", + "bone", + "deception", + "eat", + "fast", + "hands", + "jump", + "toy", + "teeth", + "bear" ], "unlock_ability": "", - "fusion_name_prefix": "BINTERLOPER_NAME_PREFIX", - "fusion_name_suffix": "BINTERLOPER_NAME_SUFFIX", - "fusion_generator_path": "res://data/fusions/binterloper.tscn", - "bestiary_index": 83, + "fusion_name_prefix": "BEAR1_NAME_PREFIX", + "fusion_name_suffix": "BEAR1_NAME_SUFFIX", + "fusion_generator_path": "res://data/fusions/bear1.tscn", + "bestiary_index": 129, "bestiary_category": 0, "bestiary_bios": [ - "BINTERLOPER_LORE_1", - "BINTERLOPER_LORE_2" + "BEAR1_LORE_1", + "BEAR1_LORE_2" ], "bestiary_data_requirement": 0, "loot_table": "", - "id": "binterloper", + "id": "bear1", "imageId": 12, - "resource_name": "binterloper", - "bestiary_index_with_padding": "083", - "name_localised": "Binterloper", - "description_localised": "a plastic bin with an alien inside", - "icon_url": "res://sprites/monsters/binterloper.png", - "sprite_sheet_path": "res://sprites/monsters/binterloper.sheet.png", - "fusion_name_prefix_localised": "Binter", - "fusion_name_suffix_localised": "loper", + "resource_name": "bear1", + "bestiary_index_with_padding": "129", + "name_localised": "Pawper", + "description_localised": "a little bear in a bear costume", + "icon_url": "res://sprites/monsters/bear1.png", + "sprite_sheet_path": "res://sprites/monsters/bear1.sheet.png", + "fusion_name_prefix_localised": "Paw", + "fusion_name_suffix_localised": "per", "bestiary_bios_localised": [ - "Binterlopers are higher ranked warriors than Binvaders, and thus pilot more powerful combat chassis. The way they have been observed to “give orders” to Binvaders implies some sort of military hierarchy within their ranks.", - "The mainstream adoption of the “wheelie” bin in the 20th Century came alongside developments in municipal waste disposal. This was necessary as the amount of waste produced by households in urban environments rose dramatically in that time period." + "The amicable Pawper is a big fan of hugs and physical affection – it also possesses the ability to transfer any injuries or ailments it has sustained to another via touch. As you can imagine, the combination of these two facts has some chaotic results.", + "The “teddy bear” is a type of stuffed child’s toy. Originally invented in the early 20th Century, the first teddy bears appeared in both the United States and Germany around the same time." ], "unlock_ability_localised": "You’ve obtained the ability!", "elemental_types_elements": [ { - "id": "plastic", - "name": "ELEMENTAL_TYPE_PLASTIC", - "sort_order": 0, + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/types/element_plastic.png", + "path": "res://ui/icons/types/element_beast.png", "type": "Texture" }, - "loot_table": "res://data/loot_tables/battle_plastic.tres", - "name_localised": "Plastic" + "loot_table": "", + "name_localised": "Beast" } ], "initial_moves_moves": [ { - "id": "spit", - "name": "MOVE_SPIT_NAME", - "category_name": "MOVE_CATEGORY_RANGED", + "id": "smack", + "name": "MOVE_SMACK_NAME", + "category_name": "MOVE_CATEGORY_MELEE", "description": "MOVE_DESCRIPTION_HIT_ONE", "title_override": "", "tags": [ @@ -17062,7 +17169,7 @@ "cost": 0, "is_passive_only": false, "power": 30, - "physicality": 1, + "physicality": 0, "target_type": 1, "default_target": 3, "elemental_types": [], @@ -17080,33 +17187,41 @@ "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "name_localised": "Spit", - "category_name_localised": "Ranged Attack", + "name_localised": "Smack", + "category_name_localised": "Melee Attack", "description_localised": "Hits one target.", "monsters_that_can_learn": [], "elemental_types_elements": [], "status_effects_elements": [], "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/spit.png" + "meta_image_url": "/assets/img/meta/en/moves/smack.png" }, { - "id": "raise_arms", - "name": "MOVE_RAISE_ARMS_NAME", + "id": "berserker", + "name": "MOVE_NAME_BERSERKER", "category_name": "MOVE_CATEGORY_STATUS", - "description": "MOVE_DESCRIPTION_RAISE_ARMS", + "description": "MOVE_DESCRIPTION_BERSERKER", "title_override": "", "tags": [ - "any", - "support" + "deception", + "tough", + "passive", + "beast" ], "priority": 0, - "cost": 1, - "is_passive_only": false, + "cost": 0, + "is_passive_only": true, "power": 0, - "physicality": 1, + "physicality": 0, "target_type": 0, "default_target": 1, - "elemental_types": [], + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], "accuracy": 100, "unavoidable": false, "crit_rate_numerator": 1, @@ -17117,9 +17232,14 @@ "disable_melee_movement": false, "can_be_copied": true, "status_effects": [ + { + "id": 4, + "path": "res://data/status_effects/stat_matk_up.tres", + "type": "Resource" + }, { "id": 3, - "path": "res://data/status_effects/stat_ratk_up.tres", + "path": "res://data/status_effects/berserk.tres", "type": "Resource" } ], @@ -17130,22 +17250,36 @@ "fail_against_archangels": false, "fail_if_has_tag": "", "sacrifice_hp_percent": 0, - "name_localised": "Raise Arms", + "name_localised": "Berserker", "category_name_localised": "Status Effect", - "description_localised": "Raises the user’s Ranged Attack.", + "description_localised": "Automatically raises the user’s Melee Attack and inflicts them with Berserk when the user’s HP falls below 50%.", "monsters_that_can_learn": [], - "elemental_types_elements": [], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], "status_effects_elements": [], "status_effects_elements_max_3": [ { - "id": "stat_ratk_up", - "name": "STATUS_STAT_RATK_UP_NAME", + "id": "stat_matk_up", + "name": "STATUS_STAT_MATK_UP_NAME", "description": "", "has_duration": true, "reduce_duration_at": 0, "icon": { "id": 1, - "path": "res://ui/icons/status_effects/attack_ranged_up.png", + "path": "res://ui/icons/status_effects/attack_melee_up.png", "type": "Texture" }, "is_removable": true, @@ -17159,11 +17293,3377 @@ "sprite_animation_prefix": "", "sprite_animation_prefix_priority": "0", "stats_affected": [ - "ranged_attack" + "melee_attack" ], - "name_localised": "Ranged Attack Up", + "name_localised": "Melee Attack Up", "description_localised": "", - "meta_image_url": "/assets/img/meta/en/statusEffects/stat_ratk_up.png", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_matk_up.png", + "moves_that_cause_this_effect": [ + { + "id": "berserker", + "name_localised": "Berserker", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ] + }, + { + "id": "bloodlust", + "name_localised": "Bloodlust", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ] + }, + { + "id": "burning_passion", + "name_localised": "Burning Passion", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, + { + "id": "retribution", + "name_localised": "Retribution", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "sharpen", + "name_localised": "Sharpen", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + } + ] + }, + { + "id": "berserk", + "name": "STATUS_BERSERK_NAME", + "description": "STATUS_BERSERK_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 2, + "path": "res://ui/icons/status_effects/berserk.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": false, + "is_debuff": true, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Berserk", + "description_localised": "Characters with Berserk can only use damaging moves.", + "meta_image_url": "/assets/img/meta/en/statusEffects/berserk.png", + "moves_that_cause_this_effect": [ + { + "id": "berserker", + "name_localised": "Berserker", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ] + }, + { + "id": "taunt", + "name_localised": "Taunt", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "poison", + "name": "ELEMENTAL_TYPE_POISON", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_poison.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Poison" + } + ] + }, + { + "id": "trick", + "name_localised": "Trick", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "vengeful_curse", + "name_localised": "Vengeful Curse", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + } + ] + } + ], + "meta_image_url": "/assets/img/meta/en/moves/berserker.png" + }, + { + "id": "bear_hug", + "name": "MOVE_NAME_BEAR_HUG", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_BEAR_HUG", + "title_override": "", + "tags": [ + "unsellable", + "bear" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 30, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 5, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Bear Hug", + "category_name_localised": "Melee Attack", + "description_localised": "Transfers one debuff at random from the user onto the target.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/bear_hug.png" + } + ], + "tape_upgrades_moves": [ + { + "id": "jump_scare", + "name": "MOVE_JUMP_SCARE_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_FLINCH_ONE", + "title_override": "", + "tags": [ + "jump", + "offense" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 30, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Jump Scare", + "category_name_localised": "Melee Attack", + "description_localised": "Chance to cause the target to flinch.", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/jump_scare.png" + }, + { + "id": "bite", + "name": "MOVE_BITE_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_BITE", + "title_override": "", + "tags": [ + "beast", + "teeth", + "offense" + ], + "priority": 0, + "cost": 3, + "is_passive_only": false, + "power": 80, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 4, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Bite", + "category_name_localised": "Melee Attack", + "description_localised": "Hits one target. Heals the user a little bit afterwards.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/bite.png" + }, + { + "id": "carnivore", + "name": "MOVE_NAME_CARNIVORE", + "category_name": "MOVE_CATEGORY_MISC", + "description": "MOVE_DESCRIPTION_CARNIVORE", + "title_override": "", + "tags": [ + "teeth", + "passive" + ], + "priority": 0, + "cost": 0, + "is_passive_only": true, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 0, + "elemental_types": [ + { + "id": 2, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Carnivore", + "category_name_localised": "Miscellaneous", + "description_localised": "Increases the amount of HP restored by Bite.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/carnivore.png" + }, + { + "id": "two_heads", + "name": "MOVE_TWO_HEADS_NAME", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_STATUS_STARTER", + "title_override": "", + "tags": [ + "twoheads", + "love", + "support", + "passive" + ], + "priority": 0, + "cost": 2, + "is_passive_only": false, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 0, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [ + { + "id": 2, + "path": "res://data/status_effects/multistrike.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "chance": 100, + "name_localised": "Two Heads", + "category_name_localised": "Status Effect", + "description_localised": "Used automatically at the start of battle for 0 AP. Gives the user Multistrike status for 3 turn(s).", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [ + { + "id": "multistrike", + "name": "STATUS_MULTISTRIKE_NAME", + "description": "STATUS_MULTISTRIKE_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/multistrike.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [ + "multistrike" + ], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Multistrike", + "description_localised": "Characters with Multistrike will use each move twice if they have enough AP for it.", + "meta_image_url": "/assets/img/meta/en/statusEffects/multistrike.png", + "moves_that_cause_this_effect": [ + { + "id": "dejavu", + "name_localised": "Déjà Vu", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "two_heads", + "name_localised": "Two Heads", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + } + ] + } + ], + "meta_image_url": "/assets/img/meta/en/moves/two_heads.png" + }, + { + "id": "hibernate", + "name": "MOVE_HIBERNATE_NAME", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_HIBERNATE", + "title_override": "", + "tags": [ + "stardigrade", + "unsellable", + "support", + "captain_zedd", + "bear" + ], + "priority": 0, + "cost": 3, + "is_passive_only": false, + "power": 0, + "physicality": 1, + "target_type": 0, + "default_target": 1, + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/astral.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [ + { + "id": 3, + "path": "res://data/status_effects/hibernating.tres", + "type": "Resource" + }, + { + "id": 4, + "path": "res://data/status_effects/sleep.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "name_localised": "Hibernate", + "category_name_localised": "Status Effect", + "description_localised": "Puts the user to sleep. The user recovers HP every turn it’s asleep.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [ + { + "id": "hibernating", + "name": "STATUS_HIBERNATING_NAME", + "description": "STATUS_HIBERNATING_DESCRIPTION", + "has_duration": false, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/hibernating.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Hibernating", + "description_localised": "Hibernating characters heal each turn that they’re asleep.", + "meta_image_url": "/assets/img/meta/en/statusEffects/hibernating.png", + "moves_that_cause_this_effect": [ + { + "id": "hibernate", + "name_localised": "Hibernate", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + } + ] + }, + { + "id": "sleep", + "name": "STATUS_SLEEP_NAME", + "description": "STATUS_SLEEP_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/sleep.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": false, + "is_debuff": true, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [ + "sleep" + ], + "toast_on_remove": "STATUS_SLEEP_TOAST_REMOVED", + "name_modifier": "", + "sprite_animation_prefix": "sleep_", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Sleep", + "description_localised": "Sleeping characters can’t use the moves they normally have.", + "toast_on_remove_localised": "WOKE UP", + "meta_image_url": "/assets/img/meta/en/statusEffects/sleep.png", + "moves_that_cause_this_effect": [ + { + "id": "hibernate", + "name_localised": "Hibernate", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "hypnotize", + "name_localised": "Hypnotise", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 50, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "meditate", + "name_localised": "Meditate", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "snooze_spore", + "name_localised": "Snooze Spore", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 50, + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" + } + ] + }, + { + "id": "trick", + "name_localised": "Trick", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "vengeful_curse", + "name_localised": "Vengeful Curse", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + } + ] + } + ], + "meta_image_url": "/assets/img/meta/en/moves/hibernate.png" + } + ], + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.7, + "frames": [ + { + "x": 112, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 1, + "width": 110, + "height": 84 + } + ], + "imageUrl": "res://sprites/monsters/bear1.anim1.webp" + }, + { + "id": 3, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 334, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 86, + "width": 110, + "height": 84 + } 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110, + "height": 84 + }, + { + "x": 223, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 86, + "width": 110, + "height": 84 + } + ], + "imageUrl": "res://sprites/monsters/bear1.anim7.webp" + } + ], + "learnable_moves": [], + "meta_image_url": "/assets/img/meta/en/monsters/bear1.png", + "battle_cry_audio_url": "/assets/audio/cries/bear1_cry.wav", + "isSecret": false, + "evolutions_monster": [ + { + "id": 4, + "type": "Resource", + "title": "", + "resource_name": "bear2", + "evolved_form": { + "id": 12, + "path": "res://data/monster_forms/bear2.tres", + "type": "Resource" + }, + "required_tape_grade": 5, + "min_hour": 0, + "max_hour": 24, + "required_location": "", + "specialization": "", + "is_secret": false, + "add_slot": false, + "stickers": [], + "type_override": [], + "favorite": false, + "icon_url": "res://sprites/monsters/bear2.png", + "name_localised": "Pawprince", + "bestiary_index_with_padding": "130", + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ] + } + ], + "total_evolutions": 1, + "spawn_overworld_locations": [], + "spawn_backup_locations": [ + { + "id": "dungeon_landkeeper2", + "percent": 5.263157894736842, + "percentStr": "5.26", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] + } + ], + "has_locations": true + }, + "bear2": { + "folder": "monster_forms", + "name": "BEAR2_NAME", + "battle_cry": { + "id": 17, + "path": "res://sfx/cries/bear2_cry.wav", + "type": "AudioStream" + }, + "tape_sticker_texture": { + "id": 16, + "path": "res://ui/monster_stickers/bear2.png", + "type": "Texture" + }, + "exp_yield": 40, + "require_dlc": "", + "battle_sprite_path": "res://sprites/monsters/bear2.json", + "ui_sprite_path": "", + "pronouns": false, + "description": "BEAR2_DESCRIPTION", + "max_hp": 140, + "melee_attack": 160, + "melee_defense": 110, + "ranged_attack": 110, + "ranged_defense": 140, + "speed": 140, + "accuracy": 100, + "evasion": 100, + "max_ap": 10, + "move_slots": 8, + "evolutions": [], + "evolution_specialization_question": "", + "capture_rate": 3, + "exp_gradient": 21, + "exp_base_level": 21, + "move_tags": [ + "bear1", + "animal", + "annoy", + "twoheads", + "bone", + "deception", + "eat", + "fast", + "hands", + "jump", + "toy", + "teeth", + "bear", + "royal", + "tongue" + ], + "unlock_ability": "", + "fusion_name_prefix": "BEAR2_NAME_PREFIX", + "fusion_name_suffix": "BEAR2_NAME_SUFFIX", + "fusion_generator_path": "res://data/fusions/bear2.tscn", + "bestiary_index": 130, + "bestiary_category": 0, + "bestiary_bios": [ + "BEAR2_LORE_1", + "BEAR2_LORE_2" + ], + "bestiary_data_requirement": 0, + "loot_table": "", + "id": "bear2", + "imageId": 13, + "resource_name": "bear2", + "bestiary_index_with_padding": "130", + "name_localised": "Pawprince", + "description_localised": "a tall, thin bear in a bear costume", + "icon_url": "res://sprites/monsters/bear2.png", + "sprite_sheet_path": "res://sprites/monsters/bear2.sheet.png", + "fusion_name_prefix_localised": "Paw", + "fusion_name_suffix_localised": "prince", + "bestiary_bios_localised": [ + "A Pawper is always repairing, improving and expanding its own bear costume. If its costume becomes grand enough, it becomes a Pawprince. Towering over many smaller beasts, its unclear where the Pawprince ends and the costume begins.", + "Teddy bears have become a universally recognised cultural icon since their creation in the early 20th Century, and now many popular teddy bear characters can be recognised all around the world." + ], + "unlock_ability_localised": "You’ve obtained the ability!", + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "initial_moves_moves": [ + { + "id": "smack", + "name": "MOVE_SMACK_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_HIT_ONE", + "title_override": "", + "tags": [ + "any", + "typeless_merchant", + "no_randomization" + ], + "priority": 0, + "cost": 0, + "is_passive_only": false, + "power": 30, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Smack", + "category_name_localised": "Melee Attack", + "description_localised": "Hits one target.", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/smack.png" + }, + { + "id": "berserker", + "name": "MOVE_NAME_BERSERKER", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_BERSERKER", + "title_override": "", + "tags": [ + "deception", + "tough", + "passive", + "beast" + ], + "priority": 0, + "cost": 0, + "is_passive_only": true, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 1, + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [ + { + "id": 4, + "path": "res://data/status_effects/stat_matk_up.tres", + "type": "Resource" + }, + { + "id": 3, + "path": "res://data/status_effects/berserk.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "name_localised": "Berserker", + "category_name_localised": "Status Effect", + "description_localised": "Automatically raises the user’s Melee Attack and inflicts them with Berserk when the user’s HP falls below 50%.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [ + { + "id": "stat_matk_up", + "name": "STATUS_STAT_MATK_UP_NAME", + "description": "", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/attack_melee_up.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [ + "melee_attack" + ], + "name_localised": "Melee Attack Up", + "description_localised": "", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_matk_up.png", + "moves_that_cause_this_effect": [ + { + "id": "berserker", + "name_localised": "Berserker", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ] + }, + { + "id": "bloodlust", + "name_localised": "Bloodlust", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ] + }, + { + "id": "burning_passion", + "name_localised": "Burning Passion", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, + { + "id": "retribution", + "name_localised": "Retribution", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "sharpen", + "name_localised": "Sharpen", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + } + ] + }, + { + "id": "berserk", + "name": "STATUS_BERSERK_NAME", + "description": "STATUS_BERSERK_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 2, + "path": "res://ui/icons/status_effects/berserk.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": false, + "is_debuff": true, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Berserk", + "description_localised": "Characters with Berserk can only use damaging moves.", + "meta_image_url": "/assets/img/meta/en/statusEffects/berserk.png", + "moves_that_cause_this_effect": [ + { + "id": "berserker", + "name_localised": "Berserker", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ] + }, + { + "id": "taunt", + "name_localised": "Taunt", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "poison", + "name": "ELEMENTAL_TYPE_POISON", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_poison.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Poison" + } + ] + }, + { + "id": "trick", + "name_localised": "Trick", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "vengeful_curse", + "name_localised": "Vengeful Curse", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + } + ] + } + ], + "meta_image_url": "/assets/img/meta/en/moves/berserker.png" + }, + { + "id": "bear_hug", + "name": "MOVE_NAME_BEAR_HUG", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_BEAR_HUG", + "title_override": "", + "tags": [ + "unsellable", + "bear" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 30, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 5, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Bear Hug", + "category_name_localised": "Melee Attack", + "description_localised": "Transfers one debuff at random from the user onto the target.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/bear_hug.png" + }, + { + "id": "jump_scare", + "name": "MOVE_JUMP_SCARE_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_FLINCH_ONE", + "title_override": "", + "tags": [ + "jump", + "offense" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 30, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Jump Scare", + "category_name_localised": "Melee Attack", + "description_localised": "Chance to cause the target to flinch.", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/jump_scare.png" + }, + { + "id": "bite", + "name": "MOVE_BITE_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_BITE", + "title_override": "", + "tags": [ + "beast", + "teeth", + "offense" + ], + "priority": 0, + "cost": 3, + "is_passive_only": false, + "power": 80, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 4, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Bite", + "category_name_localised": "Melee Attack", + "description_localised": "Hits one target. Heals the user a little bit afterwards.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/bite.png" + }, + { + "id": "carnivore", + "name": "MOVE_NAME_CARNIVORE", + "category_name": "MOVE_CATEGORY_MISC", + "description": "MOVE_DESCRIPTION_CARNIVORE", + "title_override": "", + "tags": [ + "teeth", + "passive" + ], + "priority": 0, + "cost": 0, + "is_passive_only": true, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 0, + "elemental_types": [ + { + "id": 2, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Carnivore", + "category_name_localised": "Miscellaneous", + "description_localised": "Increases the amount of HP restored by Bite.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/carnivore.png" + }, + { + "id": "two_heads", + "name": "MOVE_TWO_HEADS_NAME", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_STATUS_STARTER", + "title_override": "", + "tags": [ + "twoheads", + "love", + "support", + "passive" + ], + "priority": 0, + "cost": 2, + "is_passive_only": false, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 0, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [ + { + "id": 2, + "path": "res://data/status_effects/multistrike.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "chance": 100, + "name_localised": "Two Heads", + "category_name_localised": "Status Effect", + "description_localised": "Used automatically at the start of battle for 0 AP. Gives the user Multistrike status for 3 turn(s).", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [ + { + "id": "multistrike", + "name": "STATUS_MULTISTRIKE_NAME", + "description": "STATUS_MULTISTRIKE_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/multistrike.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [ + "multistrike" + ], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Multistrike", + "description_localised": "Characters with Multistrike will use each move twice if they have enough AP for it.", + "meta_image_url": "/assets/img/meta/en/statusEffects/multistrike.png", + "moves_that_cause_this_effect": [ + { + "id": "dejavu", + "name_localised": "Déjà Vu", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "two_heads", + "name_localised": "Two Heads", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + } + ] + } + ], + "meta_image_url": "/assets/img/meta/en/moves/two_heads.png" + }, + { + "id": "hibernate", + "name": "MOVE_HIBERNATE_NAME", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_HIBERNATE", + "title_override": "", + "tags": [ + "stardigrade", + "unsellable", + "support", + "captain_zedd", + "bear" + ], + "priority": 0, + "cost": 3, + "is_passive_only": false, + "power": 0, + "physicality": 1, + "target_type": 0, + "default_target": 1, + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/astral.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [ + { + "id": 3, + "path": "res://data/status_effects/hibernating.tres", + "type": "Resource" + }, + { + "id": 4, + "path": "res://data/status_effects/sleep.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "name_localised": "Hibernate", + "category_name_localised": "Status Effect", + "description_localised": "Puts the user to sleep. The user recovers HP every turn it’s asleep.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [ + { + "id": "hibernating", + "name": "STATUS_HIBERNATING_NAME", + "description": "STATUS_HIBERNATING_DESCRIPTION", + "has_duration": false, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/hibernating.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Hibernating", + "description_localised": "Hibernating characters heal each turn that they’re asleep.", + "meta_image_url": "/assets/img/meta/en/statusEffects/hibernating.png", + "moves_that_cause_this_effect": [ + { + "id": "hibernate", + "name_localised": "Hibernate", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + } + ] + }, + { + "id": "sleep", + "name": "STATUS_SLEEP_NAME", + "description": "STATUS_SLEEP_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/sleep.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": false, + "is_debuff": true, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [ + "sleep" + ], + "toast_on_remove": "STATUS_SLEEP_TOAST_REMOVED", + "name_modifier": "", + "sprite_animation_prefix": "sleep_", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Sleep", + "description_localised": "Sleeping characters can’t use the moves they normally have.", + "toast_on_remove_localised": "WOKE UP", + "meta_image_url": "/assets/img/meta/en/statusEffects/sleep.png", + "moves_that_cause_this_effect": [ + { + "id": "hibernate", + "name_localised": "Hibernate", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "hypnotize", + "name_localised": "Hypnotise", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 50, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "meditate", + "name_localised": "Meditate", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "snooze_spore", + "name_localised": "Snooze Spore", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 50, + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" + } + ] + }, + { + "id": "trick", + "name_localised": "Trick", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "vengeful_curse", + "name_localised": "Vengeful Curse", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + } + ] + } + ], + "meta_image_url": "/assets/img/meta/en/moves/hibernate.png" + } + ], + "tape_upgrades_moves": [ + { + "id": "provoke", + "name": "MOVE_PROVOKE_NAME", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_PROVOKE", + "title_override": "", + "tags": [ + "deception", + "annoy", + "tough", + "support" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 0, + "physicality": 1, + "target_type": 0, + "default_target": 1, + "elemental_types": [ + { + "id": 2, + "path": "res://data/elemental_types/poison.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [ + { + "id": 4, + "path": "res://data/status_effects/intercepting.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "name_localised": "Provoke", + "category_name_localised": "Status Effect", + "description_localised": "Prevents opponents from directly targeting the user’s allies for 3 turns.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "poison", + "name": "ELEMENTAL_TYPE_POISON", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_poison.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Poison" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [ + { + "id": "intercepting", + "name": "STATUS_INTERCEPTING_NAME", + "description": "STATUS_INTERCEPTING_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 2, + "path": "res://ui/icons/status_effects/intercepting.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [ + "intercepting" + ], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Intercepting", + "description_localised": "Characters with Intercepting intercept all attacks directed at their allies.", + "meta_image_url": "/assets/img/meta/en/statusEffects/intercepting.png", + "moves_that_cause_this_effect": [ + { + "id": "magnet", + "name_localised": "Magnet", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "metal", + "name": "ELEMENTAL_TYPE_METAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_metal.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_metal.tres", + "name_localised": "Metal" + } + ] + }, + { + "id": "provoke", + "name_localised": "Provoke", + 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"BINTERLOPER_LORE_1", + "BINTERLOPER_LORE_2" + ], + "bestiary_data_requirement": 0, + "loot_table": "", + "id": "binterloper", + "imageId": 14, + "resource_name": "binterloper", + "bestiary_index_with_padding": "083", + "name_localised": "Binterloper", + "description_localised": "a plastic bin with an alien inside", + "icon_url": "res://sprites/monsters/binterloper.png", + "sprite_sheet_path": "res://sprites/monsters/binterloper.sheet.png", + "fusion_name_prefix_localised": "Binter", + "fusion_name_suffix_localised": "loper", + "bestiary_bios_localised": [ + "Binterlopers are higher ranked warriors than Binvaders, and thus pilot more powerful combat chassis. The way they have been observed to “give orders” to Binvaders implies some sort of military hierarchy within their ranks.", + "The mainstream adoption of the “wheelie” bin in the 20th Century came alongside developments in municipal waste disposal. This was necessary as the amount of waste produced by households in urban environments rose dramatically in that time period." + ], + "unlock_ability_localised": "You’ve obtained the ability!", + "elemental_types_elements": [ + { + "id": "plastic", + "name": "ELEMENTAL_TYPE_PLASTIC", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plastic.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plastic.tres", + "name_localised": "Plastic" + } + ], + "initial_moves_moves": [ + { + "id": "spit", + "name": "MOVE_SPIT_NAME", + "category_name": "MOVE_CATEGORY_RANGED", + "description": "MOVE_DESCRIPTION_HIT_ONE", + "title_override": "", + "tags": [ + "any", + "typeless_merchant", + "no_randomization" + ], + "priority": 0, + "cost": 0, + "is_passive_only": false, + "power": 30, + "physicality": 1, + "target_type": 1, + "default_target": 3, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Spit", + "category_name_localised": "Ranged Attack", + "description_localised": "Hits one target.", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/spit.png" + }, + { + "id": "raise_arms", + "name": "MOVE_RAISE_ARMS_NAME", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_RAISE_ARMS", + "title_override": "", + "tags": [ + "any", + "support" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 0, + "physicality": 1, + "target_type": 0, + "default_target": 1, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [ + { + "id": 3, + "path": "res://data/status_effects/stat_ratk_up.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "name_localised": "Raise Arms", + "category_name_localised": "Status Effect", + "description_localised": "Raises the user’s Ranged Attack.", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [ + { + "id": "stat_ratk_up", + "name": "STATUS_STAT_RATK_UP_NAME", + "description": "", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/attack_ranged_up.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [ + "ranged_attack" + ], + "name_localised": "Ranged Attack Up", + "description_localised": "", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_ratk_up.png", "moves_that_cause_this_effect": [ { "id": "bloodlust", @@ -18399,7 +21899,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "binvader", - "imageId": 13, + "imageId": 15, "resource_name": "binvader", "bestiary_index_with_padding": "082", "name_localised": "Binvader", @@ -19397,7 +22897,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "blossomaw", - "imageId": 14, + "imageId": 16, "resource_name": "blossomaw", "bestiary_index_with_padding": "027", "name_localised": "Blossomaw", @@ -21147,7 +24647,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "blunderbusk", - "imageId": 15, + "imageId": 17, "resource_name": "blunderbusk", "bestiary_index_with_padding": "???", "name_localised": "Blunderbusk", @@ -21594,7 +25094,8 @@ "description": "MOVE_DESCRIPTION_BAD_JOKE", "title_override": "", "tags": [ - "annoy" + "annoy", + "book" ], "priority": 0, "cost": 0, @@ -22834,7 +26335,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "boltam", - "imageId": 16, + "imageId": 18, "resource_name": "boltam", "bestiary_index_with_padding": "071", "name_localised": "Boltam", @@ -23925,7 +27426,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "braxsuit", - "imageId": 17, + "imageId": 19, "resource_name": "braxsuit", "bestiary_index_with_padding": "055", "name_localised": "Braxsuit", @@ -25096,7 +28597,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "brushroom", - "imageId": 18, + "imageId": 20, "resource_name": "brushroom", "bestiary_index_with_padding": "069", "name_localised": "Brushroom", @@ -26382,7 +29883,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "bulletino", - "imageId": 19, + "imageId": 21, "resource_name": "bulletino", "bestiary_index_with_padding": "041", "name_localised": "Bulletino", @@ -26530,6 +30031,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -27493,7 +31016,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "burnace", - "imageId": 20, + "imageId": 22, "resource_name": "burnace", "bestiary_index_with_padding": "096", "name_localised": "Burnace", @@ -28379,7 +31902,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "busheye", - "imageId": 21, + "imageId": 23, "resource_name": "busheye", "bestiary_index_with_padding": "073", "name_localised": "Busheye", @@ -28528,14 +32051,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -29446,7 +32961,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "candevil", - "imageId": 22, + "imageId": 24, "resource_name": "candevil", "bestiary_index_with_padding": "014", "name_localised": "Candevil", @@ -30502,7 +34017,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "capricorpse", - "imageId": 23, + "imageId": 25, "resource_name": "capricorpse", "bestiary_index_with_padding": "023", "name_localised": "Capricorpse", @@ -31801,7 +35316,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "carniviper", - "imageId": 24, + "imageId": 26, "resource_name": "carniviper", "bestiary_index_with_padding": "006", "name_localised": "Carniviper", @@ -32971,7 +36486,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "cat-5", - "imageId": 25, + "imageId": 27, "resource_name": "cat-5", "bestiary_index_with_padding": "038", "name_localised": "Cat-5", @@ -34611,7 +38126,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "charlequin", - "imageId": 26, + "imageId": 28, "resource_name": "charlequin", "bestiary_index_with_padding": "???", "name_localised": "Charlequin", @@ -35059,7 +38574,8 @@ "description": "MOVE_DESCRIPTION_BAD_JOKE", "title_override": "", "tags": [ - "annoy" + "annoy", + "book" ], "priority": 0, "cost": 0, @@ -36005,7 +39521,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "clocksley", - "imageId": 27, + "imageId": 29, "resource_name": "clocksley", "bestiary_index_with_padding": "049", "name_localised": "Clocksley", @@ -37137,7 +40653,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "cluckabilly", - "imageId": 28, + "imageId": 30, "resource_name": "cluckabilly", "bestiary_index_with_padding": "100", "name_localised": "Cluckabilly", @@ -38048,7 +41564,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "coaldron", - "imageId": 29, + "imageId": 31, "resource_name": "coaldron", "bestiary_index_with_padding": "077", "name_localised": "Coaldron", @@ -39387,7 +42903,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "cryoshear", - "imageId": 30, + "imageId": 32, "resource_name": "cryoshear", "bestiary_index_with_padding": "107", "name_localised": "Cryoshear", @@ -39535,6 +43051,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -40128,14 +43666,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -41018,7 +44548,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "dandylion", - "imageId": 31, + "imageId": 33, "resource_name": "dandylion", "bestiary_index_with_padding": "026", "name_localised": "Dandylion", @@ -42264,7 +45794,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "decibelle", - "imageId": 32, + "imageId": 34, "resource_name": "decibelle", "bestiary_index_with_padding": "025", "name_localised": "Decibelle", @@ -43795,7 +47325,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "diveal", - "imageId": 33, + "imageId": 35, "resource_name": "diveal", "bestiary_index_with_padding": "045", "name_localised": "Diveal", @@ -45043,7 +48573,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "diveberg", - "imageId": 34, + "imageId": 36, "resource_name": "diveberg", "bestiary_index_with_padding": "122", "name_localised": "Diveberg", @@ -46243,7 +49773,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "djinn_entonic", - "imageId": 35, + "imageId": 37, "resource_name": "djinn_entonic", "bestiary_index_with_padding": "112", "name_localised": "Djinn Entonic", @@ -47265,7 +50795,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "dominoth", - "imageId": 36, + "imageId": 38, "resource_name": "dominoth", "bestiary_index_with_padding": "030", "name_localised": "Dominoth", @@ -47413,6 +50943,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -48556,7 +52108,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "draculeaf", - "imageId": 37, + "imageId": 39, "resource_name": "draculeaf", "bestiary_index_with_padding": "091", "name_localised": "Draculeaf", @@ -48729,6 +52281,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -48842,6 +52416,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -50884,7 +54480,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "elfless", - "imageId": 38, + "imageId": 40, "resource_name": "elfless", "bestiary_index_with_padding": "066", "name_localised": "Elfless", @@ -51032,6 +54628,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -52584,6 +56202,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -52664,6 +56302,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -52961,7 +56609,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "faerious", - "imageId": 39, + "imageId": 41, "resource_name": "faerious", "bestiary_index_with_padding": "068", "name_localised": "Faerious", @@ -53109,6 +56757,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -54477,7 +58147,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "faucetear", - "imageId": 40, + "imageId": 42, "resource_name": "faucetear", "bestiary_index_with_padding": "098", "name_localised": "Faucetear", @@ -54787,7 +58457,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -55436,7 +59108,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "ferriclaw", - "imageId": 41, + "imageId": 43, "resource_name": "ferriclaw", "bestiary_index_with_padding": "126", "name_localised": "Ferriclaw", @@ -56548,7 +60220,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "flapwoods", - "imageId": 42, + "imageId": 44, "resource_name": "flapwoods", "bestiary_index_with_padding": "056", "name_localised": "Flapwoods", @@ -58141,7 +61813,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "folklord", - "imageId": 43, + "imageId": 45, "resource_name": "folklord", "bestiary_index_with_padding": "029", "name_localised": "Folklord", @@ -58968,7 +62640,7 @@ "typeless_merchant" ], "priority": 0, - "cost": 5, + "cost": 4, "is_passive_only": false, "power": 60, "physicality": 0, @@ -59458,7 +63130,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "fortiwinx", - "imageId": 44, + "imageId": 46, "resource_name": "fortiwinx", "bestiary_index_with_padding": "058", "name_localised": "Fortiwinx", @@ -59790,7 +63462,7 @@ "typeless_merchant" ], "priority": 0, - "cost": 5, + "cost": 4, "is_passive_only": false, "power": 60, "physicality": 0, @@ -60778,7 +64450,8 @@ "cute", "cold", "hot", - "elegant" + "elegant", + "royal" ], "unlock_ability": "", "fusion_name_prefix": "FOUNTESS_NAME_PREFIX", @@ -60793,7 +64466,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "fountess", - "imageId": 45, + "imageId": 47, "resource_name": "fountess", "bestiary_index_with_padding": "099", "name_localised": "Fountess", @@ -61055,7 +64728,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -61975,7 +65650,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "fragliacci", - "imageId": 46, + "imageId": 48, "resource_name": "fragliacci", "bestiary_index_with_padding": "???", "name_localised": "Fragliacci", @@ -62422,7 +66097,8 @@ "description": "MOVE_DESCRIPTION_BAD_JOKE", "title_override": "", "tags": [ - "annoy" + "annoy", + "book" ], "priority": 0, "cost": 0, @@ -63636,7 +67312,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "frillypad", - "imageId": 47, + "imageId": 49, "resource_name": "frillypad", "bestiary_index_with_padding": "064", "name_localised": "Frillypad", @@ -64497,7 +68173,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -65045,7 +68723,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "fungogh", - "imageId": 48, + "imageId": 50, "resource_name": "fungogh", "bestiary_index_with_padding": "070", "name_localised": "Fungogh", @@ -66651,7 +70329,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "galagor", - "imageId": 49, + "imageId": 51, "resource_name": "galagor", "bestiary_index_with_padding": "079", "name_localised": "Galagor", @@ -67112,7 +70790,8 @@ "stardigrade", "unsellable", "support", - "captain_zedd" + "captain_zedd", + "bear" ], "priority": 0, "cost": 3, @@ -68736,7 +72415,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "gearyu", - "imageId": 50, + "imageId": 52, "resource_name": "gearyu", "bestiary_index_with_padding": "044", "name_localised": "Gearyu", @@ -70175,7 +73854,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "glaistain", - "imageId": 51, + "imageId": 53, "resource_name": "glaistain", "bestiary_index_with_padding": "118", "name_localised": "Glaistain", @@ -71253,7 +74932,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "grampus", - "imageId": 52, + "imageId": 54, "resource_name": "grampus", "bestiary_index_with_padding": "067", "name_localised": "Grampus", @@ -71401,6 +75080,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -73106,7 +76807,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "gumbaal", - "imageId": 53, + "imageId": 55, "resource_name": "gumbaal", "bestiary_index_with_padding": "018", "name_localised": "Gumbaal", @@ -74748,7 +78449,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "hauntome", - "imageId": 54, + "imageId": 56, "resource_name": "hauntome", "bestiary_index_with_padding": "???", "name_localised": "Hauntome", @@ -75669,7 +79370,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "hedgeherne", - "imageId": 55, + "imageId": 57, "resource_name": "hedgeherne", "bestiary_index_with_padding": "075", "name_localised": "Hedgeherne", @@ -77570,7 +81271,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "hopskin", - "imageId": 56, + "imageId": 58, "resource_name": "hopskin", "bestiary_index_with_padding": "002", "name_localised": "Hopskin", @@ -77719,14 +81420,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -77907,7 +81600,7 @@ "typeless_merchant" ], "priority": 0, - "cost": 5, + "cost": 4, "is_passive_only": false, "power": 60, "physicality": 0, @@ -78788,7 +82481,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "huntorch", - "imageId": 57, + "imageId": 59, "resource_name": "huntorch", "bestiary_index_with_padding": "074", "name_localised": "Huntorch", @@ -78937,14 +82630,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -80585,7 +84270,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "icepeck", - "imageId": 58, + "imageId": 60, "resource_name": "icepeck", "bestiary_index_with_padding": "106", "name_localised": "Icepeck", @@ -80733,6 +84418,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -81328,14 +85035,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -81965,7 +85664,7 @@ "bestiary_data_requirement": 0, "loot_table": "res://data/loot_tables/battle_jellyton.tres", "id": "jellyton", - "imageId": 59, + "imageId": 61, "resource_name": "jellyton", "bestiary_index_with_padding": "086", "name_localised": "Jellyton", @@ -83033,6 +86732,16 @@ "overworld_-5_0", "overworld_-4_0" ] + }, + { + "id": "dungeon_landkeeper2", + "percent": 12.5, + "percentStr": "12.50", + "overworldSprite": "res://sprites/monsters/jellyton.png", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] } ], "spawn_backup_locations": [ @@ -83133,7 +86842,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "jormungold", - "imageId": 60, + "imageId": 62, "resource_name": "jormungold", "bestiary_index_with_padding": "008", "name_localised": "Jormungold", @@ -84160,7 +87869,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -84906,7 +88617,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "jumpkin", - "imageId": 61, + "imageId": 63, "resource_name": "jumpkin", "bestiary_index_with_padding": "089", "name_localised": "Jumpkin", @@ -85079,6 +88790,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -85192,6 +88925,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -86620,7 +90375,8 @@ "flight", "machine", "mountain", - "butterfly" + "butterfly", + "radiation" ], "unlock_ability": "", "fusion_name_prefix": "KHEPRI_NAME_PREFIX", @@ -86635,7 +90391,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "khepri", - "imageId": 62, + "imageId": 64, "resource_name": "khepri", "bestiary_index_with_padding": "116", "name_localised": "Khepri", @@ -87231,6 +90987,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -87750,7 +91528,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "khufo", - "imageId": 63, + "imageId": 65, "resource_name": "khufo", "bestiary_index_with_padding": "053", "name_localised": "Khufo", @@ -89333,7 +93111,8 @@ "gamble", "undead", "righteous", - "deception" + "deception", + "royal" ], "unlock_ability": "", "fusion_name_prefix": "KINGRAVE_NAME_PREFIX", @@ -89348,7 +93127,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "kingrave", - "imageId": 64, + "imageId": 66, "resource_name": "kingrave", "bestiary_index_with_padding": "094", "name_localised": "Kingrave", @@ -91115,6 +94894,16 @@ "habitat_coords": [ "overworld_-5_0" ] + }, + { + "id": "dungeon_landkeeper2", + "percent": 12.5, + "percentStr": "12.50", + "overworldSprite": "res://sprites/monsters/pawndead.png", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] } ], "spawn_backup_locations": [], @@ -91185,7 +94974,8 @@ "fast", "elegant", "hands", - "righteous" + "righteous", + "tough" ], "unlock_ability": "", "fusion_name_prefix": "KIRIKURI_NAME_PREFIX", @@ -91200,7 +94990,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "kirikuri", - "imageId": 65, + "imageId": 67, "resource_name": "kirikuri", "bestiary_index_with_padding": "085", "name_localised": "Kirikuri", @@ -92922,7 +96712,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "kittelly", - "imageId": 66, + "imageId": 68, "resource_name": "kittelly", "bestiary_index_with_padding": "037", "name_localised": "Kittelly", @@ -93990,7 +97780,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "kuneko", - "imageId": 67, + "imageId": 69, "resource_name": "kuneko", "bestiary_index_with_padding": "110", "name_localised": "Kuneko", @@ -94276,7 +98066,8 @@ "description": "MOVE_DESCRIPTION_BAD_JOKE", "title_override": "", "tags": [ - "annoy" + "annoy", + "book" ], "priority": 0, "cost": 0, @@ -94867,7 +98658,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "lapacitor", - "imageId": 68, + "imageId": 70, "resource_name": "lapacitor", "bestiary_index_with_padding": "???", "name_localised": "Lapacitor", @@ -95023,7 +98814,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -96240,7 +100033,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "liligator", - "imageId": 69, + "imageId": 71, "resource_name": "liligator", "bestiary_index_with_padding": "065", "name_localised": "Liligator", @@ -96863,7 +100656,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -97686,7 +101481,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "littlered", - "imageId": 70, + "imageId": 72, "resource_name": "littlered", "bestiary_index_with_padding": "???", "name_localised": "Littlered", @@ -99216,6 +103011,16 @@ "bestiary_index_with_padding": "114", "source": "Stickers" }, + { + "id": "miss_mimic", + "name_localised": "Miss Mimic", + "resource_name": "miss_mimic", + "icon_url": "res://sprites/monsters/miss_mimic.png", + "isSecret": false, + "bestiary_index": 119, + "bestiary_index_with_padding": "119", + "source": "Stickers" + }, { "id": "anathema", "name_localised": "Anathema", @@ -99266,6 +103071,26 @@ "bestiary_index_with_padding": "127", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "littlered", "name_localised": "Littlered", @@ -99420,7 +103245,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "lobstacle", - "imageId": 71, + "imageId": 73, "resource_name": "lobstacle", "bestiary_index_with_padding": "013", "name_localised": "Lobstacle", @@ -100699,7 +104524,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "macabra", - "imageId": 72, + "imageId": 74, "resource_name": "macabra", "bestiary_index_with_padding": "028", "name_localised": "Macabra", @@ -101883,7 +105708,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "majortom", - "imageId": 73, + "imageId": 75, "resource_name": "majortom", "bestiary_index_with_padding": "???", "name_localised": "Majortom", @@ -102590,6 +106415,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -102672,6 +106519,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -103501,7 +107370,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "malchemy", - "imageId": 74, + "imageId": 76, "resource_name": "malchemy", "bestiary_index_with_padding": "015", "name_localised": "Malchemy", @@ -104977,7 +108846,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "manispear", - "imageId": 75, + "imageId": 77, "resource_name": "manispear", "bestiary_index_with_padding": "035", "name_localised": "Manispear", @@ -106708,7 +110577,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "mardiusa", - "imageId": 76, + "imageId": 78, "resource_name": "mardiusa", "bestiary_index_with_padding": "009", "name_localised": "Mardiusa", @@ -108457,7 +112326,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "mascotorn", - "imageId": 77, + "imageId": 79, "resource_name": "mascotorn", "bestiary_index_with_padding": "081", "name_localised": "Mascotorn", @@ -108793,14 +112662,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -110004,7 +113865,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "mascotoy", - "imageId": 78, + "imageId": 80, "resource_name": "mascotoy", "bestiary_index_with_padding": "080", "name_localised": "Mascotoy", @@ -110483,14 +114344,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -111405,7 +115258,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "masquerattle", - "imageId": 79, + "imageId": 81, "resource_name": "masquerattle", "bestiary_index_with_padding": "007", "name_localised": "Masquerattle", @@ -113522,7 +117375,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "miasmodeus", - "imageId": 80, + "imageId": 82, "resource_name": "miasmodeus", "bestiary_index_with_padding": "016", "name_localised": "Miasmodeus", @@ -114862,7 +118715,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "minortom", - "imageId": 81, + "imageId": 83, "resource_name": "minortom", "bestiary_index_with_padding": "???", "name_localised": "Minortom", @@ -114935,23 +118788,1022 @@ "meta_image_url": "/assets/img/meta/en/moves/smack.png" }, { - "id": "raise_shields", - "name": "MOVE_RAISE_SHIELDS_NAME", - "category_name": "MOVE_CATEGORY_STATUS", - "description": "MOVE_DESCRIPTION_RAISE_SHIELDS", + "id": "raise_shields", + "name": "MOVE_RAISE_SHIELDS_NAME", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_RAISE_SHIELDS", + "title_override": "", + "tags": [ + "any", + "support" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 0, + "physicality": 1, + "target_type": 0, + "default_target": 1, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [ + { + "id": 3, + "path": "res://data/status_effects/stat_rdef_up.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "name_localised": "Raise Shields", + "category_name_localised": "Status Effect", + "description_localised": "Raises the user’s Ranged Defence.", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [ + { + "id": "stat_rdef_up", + "name": "STATUS_STAT_RDEF_UP_NAME", + "description": "", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/defense_ranged_up.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [ + "ranged_defense" + ], + "name_localised": "Ranged Defence Up", + "description_localised": "", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_rdef_up.png", + "moves_that_cause_this_effect": [ + { + "id": "clay_fired", + "name_localised": "Clay-Fired", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "earth", + "name": "ELEMENTAL_TYPE_EARTH", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_earth.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Earth" + } + ] + }, + { + "id": "raise_shields", + "name_localised": "Raise Shields", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "suit_up", + "name_localised": "Suit Up", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + } + ] + } + ], + "meta_image_url": "/assets/img/meta/en/moves/raise_shields.png" + }, + { + "id": "sturdy_armour", + "name": "MOVE_NAME_STURDY_ARMOUR", + "category_name": "MOVE_CATEGORY_MISC", + "description": "MOVE_DESCRIPTION_STURDY_ARMOUR", + "title_override": "", + "tags": [ + "metal", + "tough", + "passive" + ], + "priority": 0, + 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"res://ui/icons/types/element_metal.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_metal.tres", + "name_localised": "Metal" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/sturdy_armour.png" + } + ], + "tape_upgrades_moves": [ + { + "id": "shooting_star", + "name": "MOVE_SHOOTING_STAR_NAME", + "category_name": "MOVE_CATEGORY_RANGED", + "description": "MOVE_DESCRIPTION_HIT_ONE", + "title_override": "", + "tags": [ + "astral", + "space", + "gun", + "offense" + ], + "priority": 0, + "cost": 2, + "is_passive_only": false, + "power": 60, + "physicality": 1, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/astral.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + 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"id": 1, + "path": "res://ui/icons/types/element_air.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Air" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/sonic_boom.png" + }, + { + "id": "astral_wall", + "name": "MOVE_ASTRAL_WALL_NAME", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_WALL", + "title_override": "", + "tags": [ + "astral", + "space", + "spirit", + "psychic", + "wall", + "support" + ], + "priority": 0, + "cost": 2, + "is_passive_only": false, + "power": 0, + "physicality": 1, + "target_type": 1, + "default_target": 1, + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/astral.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "amount": 3, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 20, + "name_localised": "Astral Wall", + "category_name_localised": "Status Effect", + "description_localised": "Sacrifice 20% of HP to create a wall that will absorb up to 3 hits for up to 3 turns.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/astral_wall.png" + }, + { + "id": "resistance_lightning", + "name": "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME", + "category_name": "MOVE_CATEGORY_MISC", + "description": "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE", + "title_override": "", + "tags": [ + "lightning", + "copper", + "earth", + "metal", + "flight", + "artificial_electricity", + "weather", + "data", + "passive" + ], + "priority": 0, + "cost": 0, + "is_passive_only": true, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 0, + "elemental_types": [ + { + "id": 2, + "path": "res://data/elemental_types/lightning.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Grounded", + "category_name_localised": "Miscellaneous", + "description_localised": "Passively reduces incoming Lightning-type damage by 50%, and negates any reactions that would occur. Does not affect critical hits.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "lightning", + "name": "ELEMENTAL_TYPE_LIGHTNING", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_lightning.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Lightning" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/resistance_lightning.png" + }, + { + "id": "brace_for_impact", + "name": "MOVE_NAME_BRACE_FOR_IMPACT", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_BRACE_FOR_IMPACT", + "title_override": "", + "tags": [ + "offense", + "metal", + "tough" + ], + "priority": 0, + "cost": 4, + "is_passive_only": false, + "power": 120, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/metal.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": true, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Brace for Impact", + "category_name_localised": "Melee Attack", + "description_localised": "Hits one target. Uses the user’s Melee Defence stat instead of Melee Attack. Also damages the user.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "metal", + "name": "ELEMENTAL_TYPE_METAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_metal.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_metal.tres", + "name_localised": "Metal" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/brace_for_impact.png" + } + ], + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 118, + "height": 90 + }, + { + "x": 1, + "y": 92, + "width": 118, + "height": 90 + }, + { + "x": 120, + "y": 92, + "width": 118, + "height": 90 + }, + { + "x": 239, + "y": 92, + "width": 118, + "height": 90 + }, + { + "x": 358, + "y": 92, + "width": 118, + "height": 90 + }, + { + "x": 477, + "y": 92, + "width": 118, + "height": 90 + } + ], + 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"learnable_moves": [], + "meta_image_url": "/assets/img/meta/en/monsters/minortom.png", + "battle_cry_audio_url": "/assets/audio/cries/minortom_cry.wav", + "isSecret": false, + "evolutions_monster": [ + { + "id": 3, + "type": "Resource", + "title": "", + "resource_name": "majortom", + "evolved_form": { + "id": 11, + "path": "res://data/monster_forms/majortom.tres", + "type": "Resource" + }, + "required_tape_grade": 5, + "min_hour": 0, + "max_hour": 24, + "required_location": "", + "specialization": "", + "is_secret": false, + "add_slot": false, + "stickers": [], + "type_override": [], + "favorite": false, + "icon_url": "res://sprites/monsters/majortom.png", + "name_localised": "Majortom", + "bestiary_index_with_padding": "???", + "elemental_types_elements": [ + { + "id": "metal", + "name": "ELEMENTAL_TYPE_METAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_metal.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_metal.tres", + "name_localised": "Metal" + } + ] + } + ], + "total_evolutions": 1, + "spawn_overworld_locations": [], + "spawn_backup_locations": [], + "has_locations": false + }, + "minosteam": { + "folder": "monster_forms", + "name": "MINOSTEAM_NAME", + "battle_cry": { + "id": 13, + "path": "res://sfx/cries/minosteam_cry.wav", + "type": "AudioStream" + }, + "tape_sticker_texture": { + "id": 12, + "path": "res://ui/monster_stickers/minosteam.png", + "type": "Texture" + }, + "exp_yield": 40, + "require_dlc": "", + "battle_sprite_path": "res://sprites/monsters/minosteam.json", + "ui_sprite_path": "", + "pronouns": false, + "description": "MINOSTEAM_DESCRIPTION", + "max_hp": 150, + "melee_attack": 180, + "melee_defense": 180, + "ranged_attack": 120, + "ranged_defense": 120, + "speed": 90, + "accuracy": 100, + "evasion": 100, + "max_ap": 10, + "move_slots": 8, + "evolutions": [], + "evolution_specialization_question": "", + "capture_rate": 3, + "exp_gradient": 42, + "exp_base_level": 0, + "move_tags": [ + "minosteam", + "machine", + "deception", + "building", + "fuel", + "hands", + "junk", + "slow", + "tough" + ], + "unlock_ability": "", + "fusion_name_prefix": "MINOSTEAM_NAME_PREFIX", + "fusion_name_suffix": "MINOSTEAM_NAME_SUFFIX", + "fusion_generator_path": "res://data/fusions/minosteam.tscn", + "bestiary_index": -1, + "bestiary_category": 0, + "bestiary_bios": [ + "MINOSTEAM_LORE_1", + "MINOSTEAM_LORE_2" + ], + "bestiary_data_requirement": 0, + "loot_table": "", + "id": "minosteam", + "imageId": 84, + "resource_name": "minosteam", + "bestiary_index_with_padding": "???", + "name_localised": "Minosteam", + "description_localised": "a brazen bull", + "icon_url": "res://sprites/monsters/minosteam.png", + "sprite_sheet_path": "res://sprites/monsters/minosteam.sheet.png", + "fusion_name_prefix_localised": "Mino", + "fusion_name_suffix_localised": "steam", + "bestiary_bios_localised": [ + "The Minosteam constantly builds pressurised steam within its brass body, channelling it to deliver powerful strikes with its enormous fists. It seems to have been summoned to New Wirral from somewhere else – the question is, where exactly…?", + "The Minotaur is a figure in Greek mythology. A beast with the body of a man and the head of a bull, it was deemed so dangerous that it was sealed in a complex maze known as the “Labyrinth”." + ], + "unlock_ability_localised": "You’ve obtained the ability!", + "elemental_types_elements": [ + { + "id": "metal", + "name": "ELEMENTAL_TYPE_METAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_metal.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_metal.tres", + "name_localised": "Metal" + } + ], + "initial_moves_moves": [ + { + "id": "smack", + "name": "MOVE_SMACK_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_HIT_ONE", + "title_override": "", + "tags": [ + "any", + "typeless_merchant", + "no_randomization" + ], + "priority": 0, + "cost": 0, + "is_passive_only": false, + "power": 30, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Smack", + "category_name_localised": "Melee Attack", + "description_localised": "Hits one target.", + "monsters_that_can_learn": [], + "elemental_types_elements": [], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/smack.png" + }, + { + "id": "machine_curse", + "name": "MOVE_NAME_MACHINE_CURSE", + "category_name": "MOVE_CATEGORY_MISC", + "description": "MOVE_DESCRIPTION_MACHINE_CURSE", "title_override": "", "tags": [ - "any", - "support" + "passive", + "annoy", + "psychic", + "deception", + "machine_curse" ], "priority": 0, - "cost": 1, - "is_passive_only": false, + "cost": 0, + "is_passive_only": true, "power": 0, "physicality": 1, "target_type": 0, - "default_target": 1, - "elemental_types": [], + "default_target": 0, + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/metal.tres", + "type": "Resource" + } + ], "accuracy": 100, "unavoidable": false, "crit_rate_numerator": 1, @@ -114961,10 +119813,140 @@ "hit_delay": 0, "disable_melee_movement": false, "can_be_copied": true, + "status_effects": [], + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Machine Curse", + "category_name_localised": "Miscellaneous", + "description_localised": "Reflects all damage and statuses dealt by moves triggered by other passive moves back onto the user.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "metal", + "name": "ELEMENTAL_TYPE_METAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_metal.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_metal.tres", + "name_localised": "Metal" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/machine_curse.png" + }, + { + "id": "guzzle_fuel", + "name": "MOVE_GUZZLE_FUEL_NAME", + "category_name": "MOVE_CATEGORY_MISC", + "description": "MOVE_DESCRIPTION_GUZZLE_FUEL", + "title_override": "", + "tags": [ + "fire", + "eat", + "drink", + "fuel", + "support" + ], + "priority": 0, + "cost": 2, + "is_passive_only": false, + "power": 0, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 2, + "path": "res://data/elemental_types/fire.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Guzzle Fuel", + "category_name_localised": "Miscellaneous", + "description_localised": "Removes 2 AP from the target.", + "monsters_that_can_learn": [], + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/guzzle_fuel.png" + }, + { + "id": "fuel_injection", + "name": "MOVE_NAME_FUEL_INJECTION", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_FUEL_INJECTION", + "title_override": "", + "tags": [ + "passive", + "machine", + "fuel" + ], + "priority": 0, + "cost": 0, + "is_passive_only": true, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 0, + "elemental_types": [ + { + "id": 4, + "path": "res://data/elemental_types/fire.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": false, "status_effects": [ { - "id": 3, - "path": "res://data/status_effects/stat_rdef_up.tres", + "id": 1, + "path": "res://data/status_effects/ap_boost.tres", + "type": "Resource" + }, + { + "id": 2, + "path": "res://data/status_effects/stat_speed_up.tres", "type": "Resource" } ], @@ -114975,22 +119957,163 @@ "fail_against_archangels": false, "fail_if_has_tag": "", "sacrifice_hp_percent": 0, - "name_localised": "Raise Shields", + "name_localised": "Fuel Injection", "category_name_localised": "Status Effect", - "description_localised": "Raises the user’s Ranged Defence.", + "description_localised": "Automatically used after Guzzle Fuel. Raises the user’s Speed and AP generation.", "monsters_that_can_learn": [], - "elemental_types_elements": [], + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ], "status_effects_elements": [], "status_effects_elements_max_3": [ { - "id": "stat_rdef_up", - "name": "STATUS_STAT_RDEF_UP_NAME", + "id": "ap_boost", + "name": "STATUS_AP_BOOST_NAME", + "description": "STATUS_AP_BOOST_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/ap_up.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [ + "ap_regen" + ], + "stat_offset": 1, + "name_localised": "AP Boost", + "description_localised": "Characters with AP Boost gain 1 extra AP each round.", + "meta_image_url": "/assets/img/meta/en/statusEffects/ap_boost.png", + "moves_that_cause_this_effect": [ + { + "id": "ap_boost", + "name_localised": "AP Boost", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, + { + "id": "liftoff", + "name_localised": "Liftoff", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "air", + "name": "ELEMENTAL_TYPE_AIR", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_air.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Air" + } + ] + }, + { + "id": "pumpkin_pie", + "name_localised": "Pumpkin Pie", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" + } + ] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + } + ] + }, + { + "id": "stat_speed_up", + "name": "STATUS_STAT_SPEED_UP_NAME", "description": "", "has_duration": true, "reduce_duration_at": 0, "icon": { "id": 1, - "path": "res://ui/icons/status_effects/defense_ranged_up.png", + "path": "res://ui/icons/status_effects/speed_up.png", "type": "Texture" }, "is_removable": true, @@ -115004,45 +120127,81 @@ "sprite_animation_prefix": "", "sprite_animation_prefix_priority": "0", "stats_affected": [ - "ranged_defense" + "speed" ], - "name_localised": "Ranged Defence Up", + "name_localised": "Speed Up", "description_localised": "", - "meta_image_url": "/assets/img/meta/en/statusEffects/stat_rdef_up.png", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ { - "id": "clay_fired", - "name_localised": "Clay-Fired", + "id": "fuel_injection", + "name_localised": "Fuel Injection", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, "elemental_types_elements": [ { - "id": "earth", - "name": "ELEMENTAL_TYPE_EARTH", + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", "sort_order": 0, "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/types/element_earth.png", + "path": "res://ui/icons/types/element_fire.png", "type": "Texture" }, "loot_table": "", - "name_localised": "Earth" + "name_localised": "Fire" } ] }, { - "id": "raise_shields", - "name_localised": "Raise Shields", + "id": "liftoff", + "name_localised": "Liftoff", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, - "elemental_types_elements": [] + "elemental_types_elements": [ + { + "id": "air", + "name": "ELEMENTAL_TYPE_AIR", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_air.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Air" + } + ] }, { - "id": "suit_up", - "name_localised": "Suit Up", + "id": "pumpkin_pie", + "name_localised": "Pumpkin Pie", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" + } + ] + }, + { + "id": "sprint", + "name_localised": "Sprint", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, @@ -115059,29 +120218,32 @@ ] } ], - "meta_image_url": "/assets/img/meta/en/moves/raise_shields.png" - }, + "meta_image_url": "/assets/img/meta/en/moves/fuel_injection.png" + } + ], + "tape_upgrades_moves": [ { - "id": "sturdy_armour", - "name": "MOVE_NAME_STURDY_ARMOUR", - "category_name": "MOVE_CATEGORY_MISC", - "description": "MOVE_DESCRIPTION_STURDY_ARMOUR", + "id": "copper_chop", + "name": "MOVE_COPPER_CHOP_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_COPPER_CHOP", "title_override": "", "tags": [ "metal", - "tough", - "passive" + "hands", + "copper", + "offense" ], "priority": 0, - "cost": 0, - "is_passive_only": true, - "power": 0, + "cost": 3, + "is_passive_only": false, + "power": 60, "physicality": 0, - "target_type": 0, - "default_target": 0, + "target_type": 1, + "default_target": 3, "elemental_types": [ { - "id": 5, + "id": 1, "path": "res://data/elemental_types/metal.tres", "type": "Resource" } @@ -115096,12 +120258,13 @@ "disable_melee_movement": false, "can_be_copied": true, "status_effects": [], + "status_effects_to_apply": 0, "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "name_localised": "Sturdy Armour", - "category_name_localised": "Miscellaneous", - "description_localised": "Prevents the user’s Melee and Ranged Defence stats from being lowered.", + "name_localised": "Copper Chop", + "category_name_localised": "Melee Attack", + "description_localised": "Hits one target. Inflicts Resonance on Glass- and Metal-type targets.", "monsters_that_can_learn": [], "elemental_types_elements": [ { @@ -115120,33 +120283,29 @@ ], "status_effects_elements": [], "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/sturdy_armour.png" - } - ], - "tape_upgrades_moves": [ + "meta_image_url": "/assets/img/meta/en/moves/copper_chop.png" + }, { - "id": "shooting_star", - "name": "MOVE_SHOOTING_STAR_NAME", - "category_name": "MOVE_CATEGORY_RANGED", + "id": "superheated_fist", + "name": "MOVE_SUPERHEATED_FIST_NAME", + "category_name": "MOVE_CATEGORY_MELEE", "description": "MOVE_DESCRIPTION_HIT_ONE", "title_override": "", "tags": [ - "astral", - "space", - "gun", + "hands", "offense" ], "priority": 0, "cost": 2, "is_passive_only": false, "power": 60, - "physicality": 1, + "physicality": 0, "target_type": 1, "default_target": 3, "elemental_types": [ { - "id": 1, - "path": "res://data/elemental_types/astral.tres", + "id": 2, + "path": "res://data/elemental_types/fire.tres", "type": "Resource" } ], @@ -115164,57 +120323,57 @@ "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "name_localised": "Shooting Star", - "category_name_localised": "Ranged Attack", + "name_localised": "Superheated Fist", + "category_name_localised": "Melee Attack", "description_localised": "Hits one target.", "monsters_that_can_learn": [], "elemental_types_elements": [ { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", "sort_order": 0, "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/types/element_astral.png", + "path": "res://ui/icons/types/element_fire.png", "type": "Texture" }, "loot_table": "", - "name_localised": "Astral" + "name_localised": "Fire" } ], "status_effects_elements": [], "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/shooting_star.png" + "meta_image_url": "/assets/img/meta/en/moves/superheated_fist.png" }, { - "id": "sonic_boom", - "name": "MOVE_SONIC_BOOM_NAME", + "id": "crumble", + "name": "MOVE_CRUMBLE_NAME", "category_name": "MOVE_CATEGORY_RANGED", - "description": "MOVE_DESCRIPTION_HIT_TEAM", + "description": "MOVE_DESCRIPTION_CRUMBLE", "title_override": "", "tags": [ - "air", - "sound", - "flight", - "offense" + "earth", + "mountain", + "weather", + "building" ], "priority": 0, - "cost": 3, + "cost": 2, "is_passive_only": false, - "power": 60, + "power": 30, "physicality": 1, - "target_type": 2, - "default_target": 3, + "target_type": 3, + "default_target": 0, "elemental_types": [ { - "id": 4, - "path": "res://data/elemental_types/air.tres", + "id": 3, + "path": "res://data/elemental_types/earth.tres", "type": "Resource" } ], "accuracy": 100, - "unavoidable": false, + "unavoidable": true, "crit_rate_numerator": 1, "crit_rate_denominator": 16, "crit_damage_percent": 150, @@ -115227,54 +120386,51 @@ "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "name_localised": "Sonic Boom", + "name_localised": "Crumble", "category_name_localised": "Ranged Attack", - "description_localised": "Hits a whole team.", + "description_localised": "Destroys every wall, inflicting damage to each fighter with a wall proportional to the remaining duration of their wall.", "monsters_that_can_learn": [], "elemental_types_elements": [ { - "id": "air", - "name": "ELEMENTAL_TYPE_AIR", + "id": "earth", + "name": "ELEMENTAL_TYPE_EARTH", "sort_order": 0, "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/types/element_air.png", + "path": "res://ui/icons/types/element_earth.png", "type": "Texture" }, "loot_table": "", - "name_localised": "Air" + "name_localised": "Earth" } ], "status_effects_elements": [], "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/sonic_boom.png" + "meta_image_url": "/assets/img/meta/en/moves/crumble.png" }, { - "id": "astral_wall", - "name": "MOVE_ASTRAL_WALL_NAME", - "category_name": "MOVE_CATEGORY_STATUS", - "description": "MOVE_DESCRIPTION_WALL", + "id": "shield_bash", + "name": "MOVE_SHIELD_BASH_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_SHIELD_BASH", "title_override": "", "tags": [ - "astral", - "space", - "spirit", - "psychic", - "wall", - "support" + "metal", + "tough", + "offense" ], "priority": 0, - "cost": 2, + "cost": 3, "is_passive_only": false, - "power": 0, - "physicality": 1, + "power": 90, + "physicality": 0, "target_type": 1, - "default_target": 1, + "default_target": 3, "elemental_types": [ { "id": 1, - "path": "res://data/elemental_types/astral.tres", + "path": "res://data/elemental_types/metal.tres", "type": "Resource" } ], @@ -115283,122 +120439,56 @@ "crit_rate_numerator": 1, "crit_rate_denominator": 16, "crit_damage_percent": 150, - "attack_duration": 0, + "attack_duration": 1, "hit_delay": 0, "disable_melee_movement": false, "can_be_copied": true, "status_effects": [], - "amount": 3, + "status_effects_to_apply": 0, "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "sacrifice_hp_percent": 20, - "name_localised": "Astral Wall", - "category_name_localised": "Status Effect", - "description_localised": "Sacrifice 20% of HP to create a wall that will absorb up to 3 hits for up to 3 turns.", + "name_localised": "Shield Bash", + "category_name_localised": "Melee Attack", + "description_localised": "Hits one target. Uses the user’s Melee Defence stat instead of Melee Attack.", "monsters_that_can_learn": [], "elemental_types_elements": [ { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", + "id": "metal", + "name": "ELEMENTAL_TYPE_METAL", "sort_order": 0, "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/types/element_astral.png", + "path": "res://ui/icons/types/element_metal.png", "type": "Texture" }, - "loot_table": "", - "name_localised": "Astral" + "loot_table": "res://data/loot_tables/battle_metal.tres", + "name_localised": "Metal" } ], "status_effects_elements": [], "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/astral_wall.png" + "meta_image_url": "/assets/img/meta/en/moves/shield_bash.png" }, { - "id": "resistance_lightning", - "name": "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME", - "category_name": "MOVE_CATEGORY_MISC", - "description": "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE", + "id": "gear_shear", + "name": "MOVE_GEAR_SHEAR_NAME", + "category_name": "MOVE_CATEGORY_RANGED", + "description": "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY", "title_override": "", "tags": [ - "lightning", - "copper", - "earth", "metal", - "flight", - "artificial_electricity", - "weather", - "data", - "passive" - ], - "priority": 0, - "cost": 0, - "is_passive_only": true, - "power": 0, - "physicality": 0, - "target_type": 0, - "default_target": 0, - "elemental_types": [ - { - "id": 2, - "path": "res://data/elemental_types/lightning.tres", - "type": "Resource" - } - ], - "accuracy": 100, - "unavoidable": false, - "crit_rate_numerator": 1, - "crit_rate_denominator": 16, - "crit_damage_percent": 150, - "attack_duration": 0, - "hit_delay": 0, - "disable_melee_movement": false, - "can_be_copied": true, - "status_effects": [], - "fail_if_already_present": false, - "fail_against_archangels": false, - "fail_if_has_tag": "", - "name_localised": "Grounded", - "category_name_localised": "Miscellaneous", - "description_localised": "Passively reduces incoming Lightning-type damage by 50%, and negates any reactions that would occur. Does not affect critical hits.", - "monsters_that_can_learn": [], - "elemental_types_elements": [ - { - "id": "lightning", - "name": "ELEMENTAL_TYPE_LIGHTNING", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_lightning.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Lightning" - } - ], - "status_effects_elements": [], - "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/resistance_lightning.png" - }, - { - "id": "brace_for_impact", - "name": "MOVE_NAME_BRACE_FOR_IMPACT", - "category_name": "MOVE_CATEGORY_MELEE", - "description": "MOVE_DESCRIPTION_BRACE_FOR_IMPACT", - "title_override": "", - "tags": [ + "bulletino", + "machine", "offense", - "metal", - "tough" + "unsellable" ], - "priority": 0, - "cost": 4, + "priority": -1, + "cost": 10, "is_passive_only": false, - "power": 120, - "physicality": 0, + "power": 50, + "physicality": 1, "target_type": 1, "default_target": 3, "elemental_types": [ @@ -115415,16 +120505,16 @@ "crit_damage_percent": 150, "attack_duration": 0, "hit_delay": 0, - "disable_melee_movement": true, + "disable_melee_movement": false, "can_be_copied": true, "status_effects": [], "status_effects_to_apply": 0, "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "name_localised": "Brace for Impact", - "category_name_localised": "Melee Attack", - "description_localised": "Hits one target. Uses the user’s Melee Defence stat instead of Melee Attack. Also damages the user.", + "name_localised": "Gear Shear", + "category_name_localised": "Ranged Attack", + "description_localised": "Hits one target multiple times, with reduced priority compared with other moves.", "monsters_that_can_learn": [], "elemental_types_elements": [ { @@ -115443,7 +120533,7 @@ ], "status_effects_elements": [], "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/brace_for_impact.png" + "meta_image_url": "/assets/img/meta/en/moves/gear_shear.png" } ], "animations": [ @@ -115453,81 +120543,87 @@ "length": 0.6, "frames": [ { - "x": 1, - "y": 1, - "width": 118, - "height": 90 + "x": 140, + "y": 104, + "width": 138, + "height": 102 }, { - "x": 1, - "y": 92, - "width": 118, - "height": 90 + "x": 279, + "y": 104, + "width": 138, + "height": 102 }, { - "x": 120, - "y": 92, - "width": 118, - "height": 90 + "x": 418, + "y": 104, + "width": 138, + "height": 102 }, { - "x": 239, - "y": 92, - "width": 118, - "height": 90 + "x": 557, + "y": 104, + "width": 138, + "height": 102 }, { - "x": 358, - "y": 92, - "width": 118, - "height": 90 + "x": 1, + "y": 207, + "width": 138, + "height": 102 }, { - "x": 477, - "y": 92, - "width": 118, - "height": 90 + "x": 140, + "y": 207, + "width": 138, + "height": 102 } ], - "imageUrl": "res://sprites/monsters/minortom.anim1.webp" + "imageUrl": "res://sprites/monsters/minosteam.anim1.webp" }, { "id": 3, "loop": true, - "length": 0.5, + "length": 0.6, "frames": [ { - "x": 1, - "y": 274, - "width": 118, - "height": 90 + "x": 279, + "y": 310, + "width": 138, + "height": 102 }, { - "x": 120, - "y": 274, - "width": 118, - "height": 90 + "x": 418, + "y": 310, + "width": 138, + "height": 102 }, { - "x": 239, - "y": 274, - "width": 118, - "height": 90 + "x": 557, + "y": 310, + "width": 138, + "height": 102 }, { - "x": 358, - "y": 274, - "width": 118, - "height": 90 + "x": 1, + "y": 413, + "width": 138, + "height": 102 }, { - "x": 477, - "y": 274, - "width": 118, - "height": 90 + "x": 140, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 413, + "width": 138, + "height": 102 } ], - "imageUrl": "res://sprites/monsters/minortom.anim2.webp" + "imageUrl": "res://sprites/monsters/minosteam.anim2.webp" }, { "id": 4, @@ -115535,25 +120631,25 @@ "length": 0.3, "frames": [ { - "x": 596, - "y": 274, - "width": 118, - "height": 90 + "x": 418, + "y": 413, + "width": 138, + "height": 102 }, { - "x": 1, - "y": 365, - "width": 118, - "height": 90 + "x": 557, + "y": 413, + "width": 138, + "height": 102 }, { - "x": 120, - "y": 365, - "width": 118, - "height": 90 + "x": 1, + "y": 516, + "width": 138, + "height": 102 } ], - "imageUrl": "res://sprites/monsters/minortom.anim3.webp" + "imageUrl": "res://sprites/monsters/minosteam.anim3.webp" }, { "id": 5, @@ -115563,41 +120659,41 @@ { "x": 1, "y": 1, - "width": 118, - "height": 90 + "width": 138, + "height": 102 }, { - "x": 120, + "x": 140, "y": 1, - "width": 118, - "height": 90 + "width": 138, + "height": 102 }, { - "x": 239, + "x": 279, "y": 1, - "width": 118, - "height": 90 + "width": 138, + "height": 102 }, { - "x": 358, + "x": 418, "y": 1, - "width": 118, - "height": 90 + "width": 138, + "height": 102 }, { - "x": 477, + "x": 557, "y": 1, - "width": 118, - "height": 90 + "width": 138, + "height": 102 }, { - "x": 596, - "y": 1, - "width": 118, - "height": 90 + "x": 1, + "y": 104, + "width": 138, + "height": 102 } ], - "imageUrl": "res://sprites/monsters/minortom.anim4.webp" + "imageUrl": "res://sprites/monsters/minosteam.anim4.webp" }, { "id": 6, @@ -115605,43 +120701,43 @@ "length": 0.6, "frames": [ { - "x": 239, - "y": 365, - "width": 118, - "height": 90 + "x": 140, + "y": 516, + "width": 138, + "height": 102 }, { - "x": 358, - "y": 365, - "width": 118, - "height": 90 + "x": 279, + "y": 516, + "width": 138, + "height": 102 }, { - "x": 477, - "y": 365, - "width": 118, - "height": 90 + "x": 418, + "y": 516, + "width": 138, + "height": 102 }, { - "x": 596, - "y": 365, - "width": 118, - "height": 90 + "x": 557, + "y": 516, + "width": 138, + "height": 102 }, { "x": 1, - "y": 456, - "width": 118, - "height": 90 + "y": 619, + "width": 138, + "height": 102 }, { - "x": 120, - "y": 456, - "width": 118, - "height": 90 + "x": 140, + "y": 619, + "width": 138, + "height": 102 } ], - "imageUrl": "res://sprites/monsters/minortom.anim5.webp" + "imageUrl": "res://sprites/monsters/minosteam.anim5.webp" }, { "id": 7, @@ -115649,147 +120745,89 @@ "length": 0.6, "frames": [ { - "x": 239, - "y": 365, - "width": 118, - "height": 90 + "x": 140, + "y": 516, + "width": 138, + "height": 102 }, { - "x": 358, - "y": 365, - "width": 118, - "height": 90 + "x": 279, + "y": 516, + "width": 138, + "height": 102 }, { - "x": 477, - "y": 365, - "width": 118, - "height": 90 + "x": 418, + "y": 516, + "width": 138, + "height": 102 }, { - "x": 596, - "y": 365, - "width": 118, - "height": 90 + "x": 557, + "y": 516, + "width": 138, + "height": 102 }, { "x": 1, - "y": 456, - "width": 118, - "height": 90 + "y": 619, + "width": 138, + "height": 102 }, { - "x": 120, - "y": 456, - "width": 118, - "height": 90 + "x": 140, + "y": 619, + "width": 138, + "height": 102 } ], - "imageUrl": "res://sprites/monsters/minortom.anim6.webp" + "imageUrl": "res://sprites/monsters/minosteam.anim6.webp" }, { "id": 8, "loop": true, - "length": 0.8, + "length": 0.5, "frames": [ { - "x": 1, - "y": 1, - "width": 118, - "height": 90 - }, - { - "x": 596, - "y": 92, - "width": 118, - "height": 90 - }, - { - "x": 1, - "y": 183, - "width": 118, - "height": 90 - }, - { - "x": 120, - "y": 183, - "width": 118, - "height": 90 + "x": 279, + "y": 207, + "width": 138, + "height": 102 }, { - "x": 239, - "y": 183, - "width": 118, - "height": 90 + "x": 418, + "y": 207, + "width": 138, + "height": 102 }, { - "x": 358, - "y": 183, - "width": 118, - "height": 90 + "x": 557, + "y": 207, + "width": 138, + "height": 102 }, { - "x": 477, - "y": 183, - "width": 118, - "height": 90 + "x": 1, + "y": 310, + "width": 138, + "height": 102 }, { - "x": 596, - "y": 183, - "width": 118, - "height": 90 + "x": 140, + "y": 310, + "width": 138, + "height": 102 } ], - "imageUrl": "res://sprites/monsters/minortom.anim7.webp" + "imageUrl": "res://sprites/monsters/minosteam.anim7.webp" } ], "learnable_moves": [], - "meta_image_url": "/assets/img/meta/en/monsters/minortom.png", - "battle_cry_audio_url": "/assets/audio/cries/minortom_cry.wav", + "meta_image_url": "/assets/img/meta/en/monsters/minosteam.png", + "battle_cry_audio_url": "/assets/audio/cries/minosteam_cry.wav", "isSecret": false, - "evolutions_monster": [ - { - "id": 3, - "type": "Resource", - "title": "", - "resource_name": "majortom", - "evolved_form": { - "id": 11, - "path": "res://data/monster_forms/majortom.tres", - "type": "Resource" - }, - "required_tape_grade": 5, - "min_hour": 0, - "max_hour": 24, - "required_location": "", - "specialization": "", - "is_secret": false, - "add_slot": false, - "stickers": [], - "type_override": [], - "favorite": false, - "icon_url": "res://sprites/monsters/majortom.png", - "name_localised": "Majortom", - "bestiary_index_with_padding": "???", - "elemental_types_elements": [ - { - "id": "metal", - "name": "ELEMENTAL_TYPE_METAL", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_metal.png", - "type": "Texture" - }, - "loot_table": "res://data/loot_tables/battle_metal.tres", - "name_localised": "Metal" - } - ] - } - ], - "total_evolutions": 1, + "evolutions_monster": [], + "total_evolutions": 0, "spawn_overworld_locations": [], "spawn_backup_locations": [], "has_locations": false @@ -115839,7 +120877,8 @@ "junk", "knife", "machine", - "sword" + "sword", + "teeth" ], "unlock_ability": "", "fusion_name_prefix": "MISS_MIMIC_NAME_PREFIX", @@ -115854,7 +120893,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "miss_mimic", - "imageId": 82, + "imageId": 85, "resource_name": "miss_mimic", "bestiary_index_with_padding": "119", "name_localised": "Miss Mimic", @@ -116768,7 +121807,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "mothmanic", - "imageId": 83, + "imageId": 86, "resource_name": "mothmanic", "bestiary_index_with_padding": "032", "name_localised": "Mothmanic", @@ -117258,7 +122297,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -118343,7 +123384,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "muskrateer", - "imageId": 84, + "imageId": 87, "resource_name": "muskrateer", "bestiary_index_with_padding": "061", "name_localised": "Muskrateer", @@ -118492,14 +123533,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -119711,7 +124744,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "nevermort", - "imageId": 85, + "imageId": 88, "resource_name": "nevermort", "bestiary_index_with_padding": "047", "name_localised": "Nevermort", @@ -120838,7 +125871,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "padpole", - "imageId": 86, + "imageId": 89, "resource_name": "padpole", "bestiary_index_with_padding": "063", "name_localised": "Padpole", @@ -121804,7 +126837,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "palangolin", - "imageId": 87, + "imageId": 90, "resource_name": "palangolin", "bestiary_index_with_padding": "036", "name_localised": "Palangolin", @@ -123528,7 +128561,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "pawndead", - "imageId": 88, + "imageId": 91, "resource_name": "pawndead", "bestiary_index_with_padding": "092", "name_localised": "Pawndead", @@ -124387,7 +129420,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "picksie", - "imageId": 89, + "imageId": 92, "resource_name": "picksie", "bestiary_index_with_padding": "128", "name_localised": "Picksie", @@ -124720,14 +129753,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -125652,7 +130677,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "pinbolt", - "imageId": 90, + "imageId": 93, "resource_name": "pinbolt", "bestiary_index_with_padding": "121", "name_localised": "Pinbolt", @@ -126680,7 +131705,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "plasmantler", - "imageId": 91, + "imageId": 94, "resource_name": "plasmantler", "bestiary_index_with_padding": "072", "name_localised": "Plasmantler", @@ -127548,7 +132573,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -128129,7 +133156,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "pombomb", - "imageId": 92, + "imageId": 95, "resource_name": "pombomb", "bestiary_index_with_padding": "104", "name_localised": "Pombomb", @@ -129153,7 +134180,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "pondwalker", - "imageId": 93, + "imageId": 96, "resource_name": "pondwalker", "bestiary_index_with_padding": "102", "name_localised": "Pondwalker", @@ -130302,7 +135329,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "puppercut", - "imageId": 94, + "imageId": 97, "resource_name": "puppercut", "bestiary_index_with_padding": "039", "name_localised": "Puppercut", @@ -131425,7 +136452,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "pyromeleon", - "imageId": 95, + "imageId": 98, "resource_name": "pyromeleon", "bestiary_index_with_padding": "060", "name_localised": "Pyromeleon", @@ -132154,14 +137181,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -132882,7 +137901,8 @@ "undead", "fast", "elegant", - "deception" + "deception", + "royal" ], "unlock_ability": "", "fusion_name_prefix": "QUEENYX_NAME_PREFIX", @@ -132897,7 +137917,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "queenyx", - "imageId": 96, + "imageId": 99, "resource_name": "queenyx", "bestiary_index_with_padding": "095", "name_localised": "Queenyx", @@ -133649,6 +138669,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -134223,6 +139265,16 @@ "evolutions_monster": [], "total_evolutions": 1, "spawn_overworld_locations": [ + { + "id": "dungeon_landkeeper2", + "percent": 12.5, + "percentStr": "12.50", + "overworldSprite": "res://sprites/monsters/pawndead.png", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] + }, { "id": "dungeon_graveyard", "percent": 6.666666666666667, @@ -134318,7 +139370,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "ramtasm", - "imageId": 97, + "imageId": 100, "resource_name": "ramtasm", "bestiary_index_with_padding": "021", "name_localised": "Ramtasm", @@ -135636,7 +140688,8 @@ "annoy", "tough", "slow", - "beast" + "beast", + "royal" ], "unlock_ability": "", "fusion_name_prefix": "RATCOUSEL_NAME_PREFIX", @@ -135651,7 +140704,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "ratcousel", - "imageId": 98, + "imageId": 101, "resource_name": "ratcousel", "bestiary_index_with_padding": "062", "name_localised": "Ratcousel", @@ -135800,14 +140853,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -137422,7 +142467,9 @@ "spirouette", "elegant", "charming", - "fast" + "fast", + "royal", + "love" ], "unlock_ability": "", "fusion_name_prefix": "REGENSEA_NAME_PREFIX", @@ -137437,7 +142484,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "regensea", - "imageId": 99, + "imageId": 102, "resource_name": "regensea", "bestiary_index_with_padding": "088", "name_localised": "Regensea", @@ -137585,6 +142632,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -138029,7 +143098,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -138704,7 +143775,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "ripterra", - "imageId": 100, + "imageId": 103, "resource_name": "ripterra", "bestiary_index_with_padding": "003", "name_localised": "Ripterra", @@ -138853,14 +143924,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -140159,6 +145222,16 @@ "overworld_-2_-7" ] }, + { + "id": "dungeon_landkeeper2", + "percent": 12.5, + "percentStr": "12.50", + "overworldSprite": "res://sprites/monsters/springheel.png", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] + }, { "id": "deadlands_village", "percent": 7.621247113163973, @@ -140258,7 +145331,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "robindam", - "imageId": 101, + "imageId": 104, "resource_name": "robindam", "bestiary_index_with_padding": "050", "name_localised": "Robindam", @@ -141548,7 +146621,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "rockertrice", - "imageId": 102, + "imageId": 105, "resource_name": "rockertrice", "bestiary_index_with_padding": "101", "name_localised": "Rockertrice", @@ -142863,7 +147936,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "rosehood", - "imageId": 103, + "imageId": 106, "resource_name": "rosehood", "bestiary_index_with_padding": "???", "name_localised": "Rosehood", @@ -144756,7 +149829,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "salamagus", - "imageId": 104, + "imageId": 107, "resource_name": "salamagus", "bestiary_index_with_padding": "059", "name_localised": "Salamagus", @@ -146273,7 +151346,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "sanzatime", - "imageId": 105, + "imageId": 108, "resource_name": "sanzatime", "bestiary_index_with_padding": "057", "name_localised": "Sanzatime", @@ -146669,7 +151742,7 @@ "typeless_merchant" ], "priority": 0, - "cost": 5, + "cost": 4, "is_passive_only": false, "power": 60, "physicality": 0, @@ -147229,7 +152302,8 @@ "blood", "teeth", "psychic", - "jump" + "jump", + "loud" ], "unlock_ability": "", "fusion_name_prefix": "SCAMPIRE_NAME_PREFIX", @@ -147244,7 +152318,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "scampire", - "imageId": 106, + "imageId": 109, "resource_name": "scampire", "bestiary_index_with_padding": "005", "name_localised": "Scampire", @@ -147393,14 +152467,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -149153,6 +154219,16 @@ "habitat_coords": [ "overworld_-5_0" ] + }, + { + "id": "dungeon_landkeeper2", + "percent": 12.5, + "percentStr": "12.50", + "overworldSprite": "res://sprites/monsters/springheel.png", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] } ], "spawn_backup_locations": [ @@ -149278,7 +154354,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "scarleteeth", - "imageId": 107, + "imageId": 110, "resource_name": "scarleteeth", "bestiary_index_with_padding": "???", "name_localised": "Scarleteeth", @@ -151222,7 +156298,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "scubalrus", - "imageId": 108, + "imageId": 111, "resource_name": "scubalrus", "bestiary_index_with_padding": "046", "name_localised": "Scubalrus", @@ -151742,7 +156818,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -152377,7 +157455,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "sharktanker", - "imageId": 109, + "imageId": 112, "resource_name": "sharktanker", "bestiary_index_with_padding": "103", "name_localised": "Sharktanker", @@ -153071,7 +158149,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -153657,7 +158737,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "shining_kuneko", - "imageId": 110, + "imageId": 113, "resource_name": "shining_kuneko", "bestiary_index_with_padding": "111", "name_localised": "Shining Kuneko", @@ -153941,7 +159021,8 @@ "description": "MOVE_DESCRIPTION_BAD_JOKE", "title_override": "", "tags": [ - "annoy" + "annoy", + "book" ], "priority": 0, "cost": 0, @@ -154987,7 +160068,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "sirenade", - "imageId": 111, + "imageId": 114, "resource_name": "sirenade", "bestiary_index_with_padding": "024", "name_localised": "Sirenade", @@ -156250,7 +161331,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "skelevangelist", - "imageId": 112, + "imageId": 115, "resource_name": "skelevangelist", "bestiary_index_with_padding": "093", "name_localised": "Skelevangelist", @@ -157476,7 +162557,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "smogmagog", - "imageId": 113, + "imageId": 116, "resource_name": "smogmagog", "bestiary_index_with_padding": "097", "name_localised": "Smogmagog", @@ -158563,6 +163644,15 @@ "habitat_coords": [ "overworld_-3_-7" ] + }, + { + "id": "dungeon_landkeeper2", + "percent": 10.526315789473683, + "percentStr": "10.53", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] } ], "has_locations": true, @@ -158669,7 +163759,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "snoopin", - "imageId": 114, + "imageId": 117, "resource_name": "snoopin", "bestiary_index_with_padding": "004", "name_localised": "Snoopin", @@ -158859,14 +163949,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -160375,7 +165457,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "southpaw", - "imageId": 115, + "imageId": 118, "resource_name": "southpaw", "bestiary_index_with_padding": "040", "name_localised": "Southpaw", @@ -161724,7 +166806,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "sparktan", - "imageId": 116, + "imageId": 119, "resource_name": "sparktan", "bestiary_index_with_padding": "108", "name_localised": "Sparktan", @@ -162744,7 +167826,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "spirouette", - "imageId": 117, + "imageId": 120, "resource_name": "spirouette", "bestiary_index_with_padding": "087", "name_localised": "Spirouette", @@ -162892,6 +167974,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -163338,7 +168442,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -163783,12 +168889,12 @@ "ui_sprite_path": "", "pronouns": false, "description": "SPITZFYRE_DESCRIPTION", - "max_hp": 120, - "melee_attack": 100, - "melee_defense": 100, - "ranged_attack": 150, - "ranged_defense": 140, - "speed": 120, + "max_hp": 140, + "melee_attack": 110, + "melee_defense": 110, + "ranged_attack": 160, + "ranged_defense": 150, + "speed": 130, "accuracy": 100, "evasion": 100, "max_ap": 10, @@ -163823,7 +168929,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "spitzfyre", - "imageId": 118, + "imageId": 121, "resource_name": "spitzfyre", "bestiary_index_with_padding": "105", "name_localised": "Spitzfyre", @@ -165161,7 +170267,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "spooki-onna", - "imageId": 119, + "imageId": 122, "resource_name": "spooki-onna", "bestiary_index_with_padding": "115", "name_localised": "Spooki-onna", @@ -165732,7 +170838,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -166234,7 +171342,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "springheel", - "imageId": 120, + "imageId": 123, "resource_name": "springheel", "bestiary_index_with_padding": "001", "name_localised": "Springheel", @@ -166384,14 +171492,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -166923,7 +172023,7 @@ "typeless_merchant" ], "priority": 0, - "cost": 5, + "cost": 4, "is_passive_only": false, "power": 60, "physicality": 0, @@ -167721,7 +172821,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "squirey", - "imageId": 121, + "imageId": 124, "resource_name": "squirey", "bestiary_index_with_padding": "034", "name_localised": "Squirey", @@ -168983,7 +174083,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "stardigrade", - "imageId": 122, + "imageId": 125, "resource_name": "stardigrade", "bestiary_index_with_padding": "078", "name_localised": "Stardigrade", @@ -169446,7 +174546,8 @@ "stardigrade", "unsellable", "support", - "captain_zedd" + "captain_zedd", + "bear" ], "priority": 0, "cost": 3, @@ -170751,7 +175852,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "terracooka", - "imageId": 123, + "imageId": 126, "resource_name": "terracooka", "bestiary_index_with_padding": "076", "name_localised": "Terracooka", @@ -172023,7 +177124,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "thwackalope", - "imageId": 124, + "imageId": 127, "resource_name": "thwackalope", "bestiary_index_with_padding": "051", "name_localised": "Thwackalope", @@ -172171,6 +177272,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -172443,7 +177566,7 @@ "typeless_merchant" ], "priority": 0, - "cost": 5, + "cost": 4, "is_passive_only": false, "power": 60, "physicality": 0, @@ -172992,7 +178115,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "tokusect", - "imageId": 125, + "imageId": 128, "resource_name": "tokusect", "bestiary_index_with_padding": "033", "name_localised": "Tokusect", @@ -174259,7 +179382,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "traffikrab", - "imageId": 126, + "imageId": 129, "resource_name": "traffikrab", "bestiary_index_with_padding": "011", "name_localised": "Traffikrab", @@ -175414,7 +180537,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "trapwurm", - "imageId": 127, + "imageId": 130, "resource_name": "trapwurm", "bestiary_index_with_padding": "124", "name_localised": "Trapwurm", @@ -176818,7 +181941,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "triphinx", - "imageId": 128, + "imageId": 131, "resource_name": "triphinx", "bestiary_index_with_padding": "054", "name_localised": "Triphinx", @@ -178401,7 +183524,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "twirligig", - "imageId": 129, + "imageId": 132, "resource_name": "twirligig", "bestiary_index_with_padding": "084", "name_localised": "Twirligig", @@ -179472,7 +184595,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "umbrahella", - "imageId": 130, + "imageId": 133, "resource_name": "umbrahella", "bestiary_index_with_padding": "???", "name_localised": "Umbrahella", @@ -180536,7 +185659,7 @@ "bestiary_data_requirement": 0, "loot_table": "res://data/loot_tables/battle_metal.tres", "id": "undyin", - "imageId": 131, + "imageId": 134, "resource_name": "undyin", "bestiary_index_with_padding": "114", "name_localised": "Undyin", @@ -181556,7 +186679,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "velocirifle", - "imageId": 132, + "imageId": 135, "resource_name": "velocirifle", "bestiary_index_with_padding": "042", "name_localised": "Velocirifle", @@ -183132,6 +188255,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -183327,7 +188460,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "vendemon", - "imageId": 133, + "imageId": 136, "resource_name": "vendemon", "bestiary_index_with_padding": "017", "name_localised": "Vendemon", @@ -184930,7 +190063,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "weevilite", - "imageId": 134, + "imageId": 137, "resource_name": "weevilite", "bestiary_index_with_padding": "012", "name_localised": "Weevilite", @@ -186484,7 +191617,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "wingloom", - "imageId": 135, + "imageId": 138, "resource_name": "wingloom", "bestiary_index_with_padding": "031", "name_localised": "Wingloom", @@ -187215,7 +192348,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -187994,7 +193129,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "wooltergeist", - "imageId": 136, + "imageId": 139, "resource_name": "wooltergeist", "bestiary_index_with_padding": "020", "name_localised": "Wooltergeist", @@ -189116,7 +194251,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "wyrmaw", - "imageId": 137, + "imageId": 140, "resource_name": "wyrmaw", "bestiary_index_with_padding": "125", "name_localised": "Wyrmaw", @@ -190700,9 +195835,20 @@ "isSecret": false, "evolutions_monster": [], "total_evolutions": 1, - "spawn_overworld_locations": [], + "spawn_overworld_locations": [ + { + "id": "dungeon_landkeeper2", + "percent": 25, + "percentStr": "25.00", + "overworldSprite": "res://sprites/monsters/trapwurm.png", + "habitat_name_localised": "New Landkeeper Hideout", + "habitat_coords": [ + "overworld_-4_-1" + ] + } + ], "spawn_backup_locations": [], - "has_locations": false, + "has_locations": true, "evolution_from_monster": { "id": 0, "type": "Custom", @@ -190787,7 +195933,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "zeustrike", - "imageId": 138, + "imageId": 141, "resource_name": "zeustrike", "bestiary_index_with_padding": "109", "name_localised": "Zeustrike", @@ -191422,7 +196568,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -192240,7 +197388,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "zombleat", - "imageId": 139, + "imageId": 142, "resource_name": "zombleat", "bestiary_index_with_padding": "022", "name_localised": "Zombleat", @@ -193422,7 +198570,7 @@ "bestiary_data_requirement": 0, "loot_table": "", "id": "magikrab", - "imageId": 140, + "imageId": 143, "resource_name": "magikrab", "bestiary_index_with_padding": "000", "name_localised": "Magikrab", diff --git a/src/assets/json/en/monsterSpawn.json b/src/assets/json/en/monsterSpawn.json index 8edf079b97..60707d4543 100644 --- a/src/assets/json/en/monsterSpawn.json +++ b/src/assets/json/en/monsterSpawn.json @@ -1256,6 +1256,79 @@ ], "habitat_coords": [] }, + "dungeon_landkeeper2": { + "id": "dungeon_landkeeper2", + "habitat_name": "REGION_NAME_LANDKEEPER_HIDEOUT", + "habitat_overworld_chunks": [ + { + "id": 15, + "path": "res://data/map_metadata/overworld_chunk_metadata/overworld_-4_-1.tres", + "type": "Resource" + } + ], + "habitat_endless": true, + "min_team_size": 1, + "max_team_size": 2, + "num_species": 9, + "habitat_name_localised": "New Landkeeper Hideout", + "species_enhanced": [ + { + "overworldMonsterId": "pawndead", + "monsterId": "kingrave", + "percent": 12.5, + "percentStr": "12.50" + }, + { + "overworldMonsterId": "pawndead", + "monsterId": "queenyx", + "percent": 12.5, + "percentStr": "12.50" + }, + { + "overworldMonsterId": "springheel", + "monsterId": "ripterra", + "percent": 12.5, + "percentStr": "12.50" + }, + { + "overworldMonsterId": "springheel", + "monsterId": "scampire", + "percent": 12.5, + "percentStr": "12.50" + }, + { + "monsterId": "bear1", + "percent": 5.263157894736842, + "percentStr": "5.26" + }, + { + "overworldMonsterId": "nevermort", + "monsterId": "apocrowlypse", + "percent": 12.5, + "percentStr": "12.50" + }, + { + "overworldMonsterId": "trapwurm", + "monsterId": "wyrmaw", + "percent": 25, + "percentStr": "25.00" + }, + { + "monsterId": "smogmagog", + "percent": 10.526315789473683, + "percentStr": "10.53" + }, + { + "overworldMonsterId": "jellyton", + "monsterId": "jellyton", + "percent": 12.5, + "percentStr": "12.50" + } + ], + "habitat_coords": [ + "overworld_-4_-1" + ] + }, "dungeon_meadow_dominoth": { "id": "dungeon_meadow_dominoth", "habitat_name": "REGION_NAME_DUNGEON_MEADOW", @@ -3796,6 +3869,38 @@ ], "habitat_coords": [] }, + "lenna_whistle_for_help_gauntlet": { + "id": "lenna_whistle_for_help_gauntlet", + "habitat_name": "", + "habitat_overworld_chunks": [], + "habitat_endless": false, + "min_team_size": 1, + "max_team_size": 2, + "num_species": 4, + "species_enhanced": [ + { + "monsterId": "draculeaf", + "percent": 25, + "percentStr": "25.00" + }, + { + "monsterId": "beanstalker", + "percent": 25, + "percentStr": "25.00" + }, + { + "monsterId": "scampire", + "percent": 25, + "percentStr": "25.00" + }, + { + "monsterId": "rockertrice", + "percent": 25, + "percentStr": "25.00" + } + ], + "habitat_coords": [] + }, "mall": { "id": "mall", "habitat_name": "REGION_NAME_MALL", @@ -4801,6 +4906,48 @@ "overworld_-7_-6" ] }, + "morgante_spirits_of_rebellion_gauntlet": { + "id": "morgante_spirits_of_rebellion_gauntlet", + "habitat_name": "", + "habitat_overworld_chunks": [], + "habitat_endless": false, + "min_team_size": 1, + "max_team_size": 2, + "num_species": 6, + "species_enhanced": [ + { + "monsterId": "res://data/monster_forms_unlisted/gauntlet_morgante_dog", + "percent": 16.666666666666664, + "percentStr": "16.67" + }, + { + "monsterId": "res://data/monster_forms_unlisted/gauntlet_morgante_eugene", + "percent": 16.666666666666664, + "percentStr": "16.67" + }, + { + "monsterId": "res://data/monster_forms_unlisted/gauntlet_morgante_felix", + "percent": 16.666666666666664, + "percentStr": "16.67" + }, + { + "monsterId": "res://data/monster_forms_unlisted/gauntlet_morgante_kayleigh", + "percent": 16.666666666666664, + "percentStr": "16.67" + }, + { + "monsterId": "res://data/monster_forms_unlisted/gauntlet_morgante_meredith", + "percent": 16.666666666666664, + "percentStr": "16.67" + }, + { + "monsterId": "res://data/monster_forms_unlisted/gauntlet_morgante_viola", + "percent": 16.666666666666664, + "percentStr": "16.67" + } + ], + "habitat_coords": [] + }, "mt_wirral": { "id": "mt_wirral", "habitat_name": "REGION_NAME_MT_WIRRAL", @@ -5444,6 +5591,23 @@ ], "habitat_coords": [] }, + "pier_clown_battle": { + "id": "pier_clown_battle", + "habitat_name": "", + "habitat_overworld_chunks": [], + "habitat_endless": false, + "min_team_size": 1, + "max_team_size": 2, + "num_species": 1, + "species_enhanced": [ + { + "monsterId": "charlequin", + "percent": 100, + "percentStr": "100.00" + } + ], + "habitat_coords": [] + }, "southern_isles": { "id": "southern_isles", "habitat_name": "REGION_NAME_SOUTHERN_ISLES", diff --git a/src/assets/json/en/monsterSpriteAnim.json b/src/assets/json/en/monsterSpriteAnim.json index cf757a89bf..7cd4b44143 100644 --- a/src/assets/json/en/monsterSpriteAnim.json +++ b/src/assets/json/en/monsterSpriteAnim.json @@ -4189,6 +4189,594 @@ } ] }, + "bear1": { + "name": "bear1", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.7, + "frames": [ + { + "x": 112, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 1, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 334, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 86, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 445, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 341, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 426, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 445, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 341, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 445, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 341, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 8, + "loop": true, + "length": 0.7, + "frames": [ + { + "x": 223, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 86, + "width": 110, + "height": 84 + } + ] + } + ] + }, + "bear2": { + "name": "bear2", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 110, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 195, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 486, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.5, + "frames": [ + { + "x": 328, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 195, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 486, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 437, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 195, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 195, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 486, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 437, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 486, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 195, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 437, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 486, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 195, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 8, + "loop": true, + "length": 0.7, + "frames": [ + { + "x": 219, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 195, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 486, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 1, + "width": 108, + "height": 96 + } + ] + } + ] + }, "binterloper": { "name": "binterloper", "animations": [ @@ -25997,6 +26585,288 @@ } ] }, + "minosteam": { + "name": "minosteam", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 140, + "y": 104, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 104, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 104, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 104, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 207, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 207, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 279, + "y": 310, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 310, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 310, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 413, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 418, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 516, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 104, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 140, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 619, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 619, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 140, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 619, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 619, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 8, + "loop": true, + "length": 0.5, + "frames": [ + { + "x": 279, + "y": 207, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 207, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 207, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 310, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 310, + "width": 138, + "height": 102 + } + ] + } + ] + }, "miss_mimic": { "name": "miss_mimic", "animations": [ diff --git a/src/assets/json/en/moves.json b/src/assets/json/en/moves.json index 2d9f909803..67ffa3ef69 100644 --- a/src/assets/json/en/moves.json +++ b/src/assets/json/en/moves.json @@ -160,6 +160,24 @@ "bestiary_index": 120, "bestiary_index_with_padding": "120" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130" + }, { "id": "littlered", "name_localised": "Littlered", @@ -2838,6 +2856,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -2928,6 +2966,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -3036,6 +3084,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -3143,6 +3213,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -4722,6 +4814,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -4812,6 +4924,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -5499,6 +5621,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -6843,6 +6975,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -6933,6 +7085,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -8297,6 +8459,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -8387,6 +8569,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -9041,6 +9233,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -9071,6 +9283,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -9953,6 +10175,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [], @@ -10607,7 +10839,8 @@ "description": "MOVE_DESCRIPTION_BAD_JOKE", "title_override": "", "tags": [ - "annoy" + "annoy", + "book" ], "priority": 0, "cost": 0, @@ -10864,6 +11097,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -10893,6 +11146,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "hauntome", + "name_localised": "Hauntome", + "resource_name": "hauntome", + "icon_url": "res://sprites/monsters/hauntome.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [], @@ -11493,6 +11756,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -11543,6 +11826,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -11613,6 +11906,214 @@ "status_effects_elements_max_3": [], "meta_image_url": "/assets/img/meta/en/moves/battery.png" }, + "bear_hug": { + "id": "bear_hug", + "name": "MOVE_NAME_BEAR_HUG", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_BEAR_HUG", + "title_override": "", + "tags": [ + "unsellable", + "bear" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 30, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 5, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Bear Hug", + "category_name_localised": "Melee Attack", + "description_localised": "Transfers one debuff at random from the user onto the target.", + "monsters_that_can_learn": [ + { + "id": "springheel", + "name_localised": "Springheel", + "resource_name": "springheel", + "icon_url": "res://sprites/monsters/springheel.png", + "isSecret": false, + "bestiary_index": 1, + "bestiary_index_with_padding": "001" + }, + { + "id": "hopskin", + "name_localised": "Hopskin", + "resource_name": "hopskin", + "icon_url": "res://sprites/monsters/hopskin.png", + "isSecret": false, + "bestiary_index": 2, + "bestiary_index_with_padding": "002" + }, + { + "id": "ripterra", + "name_localised": "Ripterra", + "resource_name": "ripterra", + "icon_url": "res://sprites/monsters/ripterra.png", + "isSecret": false, + "bestiary_index": 3, + "bestiary_index_with_padding": "003" + }, + { + "id": "snoopin", + "name_localised": "Snoopin", + "resource_name": "snoopin", + "icon_url": "res://sprites/monsters/snoopin.png", + "isSecret": false, + "bestiary_index": 4, + "bestiary_index_with_padding": "004" + }, + { + "id": "scampire", + "name_localised": "Scampire", + "resource_name": "scampire", + "icon_url": "res://sprites/monsters/scampire.png", + "isSecret": false, + "bestiary_index": 5, + "bestiary_index_with_padding": "005" + }, + { + "id": "candevil", + "name_localised": "Candevil", + "resource_name": "candevil", + "icon_url": "res://sprites/monsters/candevil.png", + "isSecret": false, + "bestiary_index": 14, + "bestiary_index_with_padding": "014" + }, + { + "id": "bansheep", + "name_localised": "Bansheep", + "resource_name": "bansheep", + "icon_url": "res://sprites/monsters/bansheep.png", + "isSecret": false, + "bestiary_index": 19, + "bestiary_index_with_padding": "019" + }, + { + "id": "macabra", + "name_localised": "Macabra", + "resource_name": "macabra", + "icon_url": "res://sprites/monsters/macabra.png", + "isSecret": false, + "bestiary_index": 28, + "bestiary_index_with_padding": "028" + }, + { + "id": "folklord", + "name_localised": "Folklord", + "resource_name": "folklord", + "icon_url": "res://sprites/monsters/folklord.png", + "isSecret": false, + "bestiary_index": 29, + "bestiary_index_with_padding": "029" + }, + { + "id": "squirey", + "name_localised": "Squirey", + "resource_name": "squirey", + "icon_url": "res://sprites/monsters/squirey.png", + "isSecret": false, + "bestiary_index": 34, + "bestiary_index_with_padding": "034" + }, + { + "id": "muskrateer", + "name_localised": "Muskrateer", + "resource_name": "muskrateer", + "icon_url": "res://sprites/monsters/muskrateer.png", + "isSecret": false, + "bestiary_index": 61, + "bestiary_index_with_padding": "061" + }, + { + "id": "anathema", + "name_localised": "Anathema", + "resource_name": "anathema", + "icon_url": "res://sprites/monsters/anathema.png", + "isSecret": false, + "bestiary_index": 120, + "bestiary_index_with_padding": "120" + }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, + { + "id": "littlered", + "name_localised": "Littlered", + "resource_name": "littlered", + "icon_url": "res://sprites/monsters/littlered.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" + }, + { + "id": "scarleteeth", + "name_localised": "Scarleteeth", + "resource_name": "scarleteeth", + "icon_url": "res://sprites/monsters/scarleteeth.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" + } + ], + "elemental_types_elements": [ + { + "id": "beast", + "name": "ELEMENTAL_TYPE_BEAST", + "sort_order": -1, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_beast.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Beast" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/bear_hug.png" + }, "beast_wall": { "id": "beast_wall", "name": "MOVE_BEAST_WALL_NAME", @@ -12203,6 +12704,26 @@ "bestiary_index_with_padding": "121", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -12956,6 +13477,16 @@ "bestiary_index_with_padding": "081", "source": "Stickers" }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "jellyton", "name_localised": "Jellyton", @@ -13146,6 +13677,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -13176,6 +13727,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -14044,6 +14605,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -14492,6 +15073,15 @@ "isSecret": false, "bestiary_index": -1, "bestiary_index_with_padding": "???" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" } ], "elemental_types_elements": [ @@ -15830,6 +16420,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -15920,6 +16530,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -16543,6 +17163,16 @@ "bestiary_index_with_padding": "114", "source": "Stickers" }, + { + "id": "miss_mimic", + "name_localised": "Miss Mimic", + "resource_name": "miss_mimic", + "icon_url": "res://sprites/monsters/miss_mimic.png", + "isSecret": false, + "bestiary_index": 119, + "bestiary_index_with_padding": "119", + "source": "Stickers" + }, { "id": "anathema", "name_localised": "Anathema", @@ -16593,6 +17223,26 @@ "bestiary_index_with_padding": "127", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -17450,6 +18100,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -17480,6 +18150,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -18594,6 +19274,24 @@ "bestiary_index_with_padding": "127", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -19764,6 +20462,26 @@ "bestiary_index_with_padding": "120", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -20125,6 +20843,16 @@ "bestiary_index_with_padding": "119", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "magikrab", "name_localised": "Magikrab", @@ -20512,6 +21240,16 @@ "bestiary_index_with_padding": "083", "source": "Stickers" }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "smogmagog", "name_localised": "Smogmagog", @@ -20669,6 +21407,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -21222,6 +21970,16 @@ "bestiary_index": 117, "bestiary_index_with_padding": "117", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -21802,6 +22560,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "hauntome", "name_localised": "Hauntome", @@ -22160,6 +22928,16 @@ "bestiary_index_with_padding": "086", "source": "Stickers" }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", + "isSecret": false, + "bestiary_index": 88, + "bestiary_index_with_padding": "088", + "source": "Stickers" + }, { "id": "burnace", "name_localised": "Burnace", @@ -24820,6 +25598,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -24850,6 +25648,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -26764,6 +27572,26 @@ "bestiary_index_with_padding": "121", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -29684,6 +30512,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -30449,6 +31287,16 @@ "bestiary_index_with_padding": "119", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "magikrab", "name_localised": "Magikrab", @@ -31821,6 +32669,16 @@ "bestiary_index_with_padding": "114", "source": "Stickers" }, + { + "id": "miss_mimic", + "name_localised": "Miss Mimic", + "resource_name": "miss_mimic", + "icon_url": "res://sprites/monsters/miss_mimic.png", + "isSecret": false, + "bestiary_index": 119, + "bestiary_index_with_padding": "119", + "source": "Stickers" + }, { "id": "anathema", "name_localised": "Anathema", @@ -31871,6 +32729,26 @@ "bestiary_index_with_padding": "127", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "littlered", "name_localised": "Littlered", @@ -32709,6 +33587,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -32739,6 +33637,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -33916,7 +34824,7 @@ "typeless_merchant" ], "priority": 0, - "cost": 5, + "cost": 4, "is_passive_only": false, "power": 60, "physicality": 0, @@ -35221,6 +36129,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -35311,6 +36239,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -36243,6 +37181,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -37749,6 +38697,26 @@ "bestiary_index_with_padding": "121", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -39374,6 +40342,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -39464,6 +40452,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -41112,6 +42110,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -41555,6 +42563,16 @@ "bestiary_index_with_padding": "119", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "magikrab", "name_localised": "Magikrab", @@ -42268,6 +43286,16 @@ "bestiary_index_with_padding": "115", "source": "Stickers" }, + { + "id": "khepri", + "name_localised": "Khepri", + "resource_name": "khepri", + "icon_url": "res://sprites/monsters/khepri.png", + "isSecret": false, + "bestiary_index": 116, + "bestiary_index_with_padding": "116", + "source": "Stickers" + }, { "id": "diveberg", "name_localised": "Diveberg", @@ -43643,6 +44671,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -43733,6 +44781,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -44575,6 +45633,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -44625,6 +45703,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -45007,6 +46095,24 @@ "bestiary_index_with_padding": "123", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130" + }, { "id": "amphare", "name_localised": "Amphare", @@ -45553,6 +46659,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -47456,6 +48582,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -47546,6 +48692,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -47783,7 +48939,8 @@ "icon_url": "res://sprites/monsters/khepri.png", "isSecret": false, "bestiary_index": 116, - "bestiary_index_with_padding": "116" + "bestiary_index_with_padding": "116", + "source": "Stickers" }, { "id": "majortom", @@ -47852,15 +49009,14 @@ "status_effects_elements_max_3": [], "meta_image_url": "/assets/img/meta/en/moves/critical_mass.png" }, - "criticise": { - "id": "criticise", - "name": "MOVE_PEEKABOO_NAME", + "criticize": { + "id": "criticize", + "name": "MOVE_CRITICIZE_NAME", "category_name": "MOVE_CATEGORY_STATUS", - "description": "MOVE_DESCRIPTION_PEEKABOO", + "description": "MOVE_DESCRIPTION_CRITICIZE", "title_override": "", "tags": [ - "deception", - "annoy", + "any", "support" ], "priority": 0, @@ -47883,7 +49039,7 @@ "status_effects": [ { "id": 1, - "path": "res://data/status_effects/stat_accuracy_down.tres", + "path": "res://data/status_effects/stat_ratk_down.tres", "type": "Resource" } ], @@ -47894,9 +49050,9 @@ "fail_against_archangels": false, "fail_if_has_tag": "", "sacrifice_hp_percent": 0, - "name_localised": "Peekaboo", + "name_localised": "Criticise", "category_name_localised": "Status Effect", - "description_localised": "Lowers the target’s Accuracy.", + "description_localised": "Lowers the target’s Ranged Attack.", "monsters_that_can_learn": [ { "id": "springheel", @@ -48078,6 +49234,56 @@ "bestiary_index_with_padding": "018", "source": "Stickers" }, + { + "id": "bansheep", + "name_localised": "Bansheep", + "resource_name": "bansheep", + "icon_url": "res://sprites/monsters/bansheep.png", + "isSecret": false, + "bestiary_index": 19, + "bestiary_index_with_padding": "019", + "source": "Stickers" + }, + { + "id": "wooltergeist", + "name_localised": "Wooltergeist", + "resource_name": "wooltergeist", + "icon_url": "res://sprites/monsters/wooltergeist.png", + "isSecret": false, + "bestiary_index": 20, + "bestiary_index_with_padding": "020", + "source": "Stickers" + }, + { + "id": "ramtasm", + "name_localised": "Ramtasm", + "resource_name": "ramtasm", + "icon_url": "res://sprites/monsters/ramtasm.png", + "isSecret": false, + "bestiary_index": 21, + "bestiary_index_with_padding": "021", + "source": "Stickers" + }, + { + "id": "zombleat", + "name_localised": "Zombleat", + "resource_name": "zombleat", + "icon_url": "res://sprites/monsters/zombleat.png", + "isSecret": false, + "bestiary_index": 22, + "bestiary_index_with_padding": "022", + "source": "Stickers" + }, + { + "id": "capricorpse", + "name_localised": "Capricorpse", + "resource_name": "capricorpse", + "icon_url": "res://sprites/monsters/capricorpse.png", + "isSecret": false, + "bestiary_index": 23, + "bestiary_index_with_padding": "023", + "source": "Stickers" + }, { "id": "sirenade", "name_localised": "Sirenade", @@ -48098,6 +49304,46 @@ "bestiary_index_with_padding": "025", "source": "Stickers" }, + { + "id": "dandylion", + "name_localised": "Dandylion", + "resource_name": "dandylion", + "icon_url": "res://sprites/monsters/dandylion.png", + "isSecret": false, + "bestiary_index": 26, + "bestiary_index_with_padding": "026", + "source": "Stickers" + }, + { + "id": "blossomaw", + "name_localised": "Blossomaw", + "resource_name": "blossomaw", + "icon_url": "res://sprites/monsters/blossomaw.png", + "isSecret": false, + "bestiary_index": 27, + "bestiary_index_with_padding": "027", + "source": "Stickers" + }, + { + "id": "macabra", + "name_localised": "Macabra", + "resource_name": "macabra", + "icon_url": "res://sprites/monsters/macabra.png", + "isSecret": false, + "bestiary_index": 28, + "bestiary_index_with_padding": "028", + "source": "Stickers" + }, + { + "id": "folklord", + "name_localised": "Folklord", + "resource_name": "folklord", + "icon_url": "res://sprites/monsters/folklord.png", + "isSecret": false, + "bestiary_index": 29, + "bestiary_index_with_padding": "029", + "source": "Stickers" + }, { "id": "dominoth", "name_localised": "Dominoth", @@ -48138,6 +49384,16 @@ "bestiary_index_with_padding": "033", "source": "Stickers" }, + { + "id": "squirey", + "name_localised": "Squirey", + "resource_name": "squirey", + "icon_url": "res://sprites/monsters/squirey.png", + "isSecret": false, + "bestiary_index": 34, + "bestiary_index_with_padding": "034", + "source": "Stickers" + }, { "id": "manispear", "name_localised": "Manispear", @@ -48148,6 +49404,116 @@ "bestiary_index_with_padding": "035", "source": "Stickers" }, + { + "id": "palangolin", + "name_localised": "Palangolin", + "resource_name": "palangolin", + "icon_url": "res://sprites/monsters/palangolin.png", + "isSecret": false, + "bestiary_index": 36, + "bestiary_index_with_padding": "036", + "source": "Stickers" + }, + { + "id": "kittelly", + "name_localised": "Kittelly", + "resource_name": "kittelly", + "icon_url": "res://sprites/monsters/kittelly.png", + "isSecret": false, + "bestiary_index": 37, + "bestiary_index_with_padding": "037", + "source": "Stickers" + }, + { + "id": "cat-5", + "name_localised": "Cat-5", + "resource_name": "cat-5", + "icon_url": "res://sprites/monsters/cat-5.png", + "isSecret": false, + "bestiary_index": 38, + "bestiary_index_with_padding": "038", + "source": "Stickers" + }, + { + "id": "puppercut", + "name_localised": "Puppercut", + "resource_name": "puppercut", + "icon_url": "res://sprites/monsters/puppercut.png", + "isSecret": false, + "bestiary_index": 39, + "bestiary_index_with_padding": "039", + "source": "Stickers" + }, + { + "id": "southpaw", + "name_localised": "Southpaw", + "resource_name": "southpaw", + "icon_url": "res://sprites/monsters/southpaw.png", + "isSecret": false, + "bestiary_index": 40, + "bestiary_index_with_padding": "040", + "source": "Stickers" + }, + { + "id": "bulletino", + "name_localised": "Bulletino", + "resource_name": "bulletino", + "icon_url": "res://sprites/monsters/bulletino.png", + "isSecret": false, + "bestiary_index": 41, + "bestiary_index_with_padding": "041", + "source": "Stickers" + }, + { + "id": "velocirifle", + "name_localised": "Velocirifle", + "resource_name": "velocirifle", + "icon_url": "res://sprites/monsters/velocirifle.png", + "isSecret": false, + "bestiary_index": 42, + "bestiary_index_with_padding": "042", + "source": "Stickers" + }, + { + "id": "artillerex", + "name_localised": "Artillerex", + "resource_name": "artillerex", + "icon_url": "res://sprites/monsters/artillerex.png", + "isSecret": false, + "bestiary_index": 43, + "bestiary_index_with_padding": "043", + "source": "Stickers" + }, + { + "id": "gearyu", + "name_localised": "Gearyu", + "resource_name": "gearyu", + "icon_url": "res://sprites/monsters/gearyu.png", + "isSecret": false, + "bestiary_index": 44, + "bestiary_index_with_padding": "044", + "source": "Stickers" + }, + { + "id": "diveal", + "name_localised": "Diveal", + "resource_name": "diveal", + "icon_url": "res://sprites/monsters/diveal.png", + "isSecret": false, + "bestiary_index": 45, + "bestiary_index_with_padding": "045", + "source": "Stickers" + }, + { + "id": "scubalrus", + "name_localised": "Scubalrus", + "resource_name": "scubalrus", + "icon_url": "res://sprites/monsters/scubalrus.png", + "isSecret": false, + "bestiary_index": 46, + "bestiary_index_with_padding": "046", + "source": "Stickers" + }, { "id": "nevermort", "name_localised": "Nevermort", @@ -48188,6 +49554,16 @@ "bestiary_index_with_padding": "050", "source": "Stickers" }, + { + "id": "thwackalope", + "name_localised": "Thwackalope", + "resource_name": "thwackalope", + "icon_url": "res://sprites/monsters/thwackalope.png", + "isSecret": false, + "bestiary_index": 51, + "bestiary_index_with_padding": "051", + "source": "Stickers" + }, { "id": "allseer", "name_localised": "Allseer", @@ -48218,6 +49594,46 @@ "bestiary_index_with_padding": "054", "source": "Stickers" }, + { + "id": "braxsuit", + "name_localised": "Braxsuit", + "resource_name": "braxsuit", + "icon_url": "res://sprites/monsters/braxsuit.png", + "isSecret": false, + "bestiary_index": 55, + "bestiary_index_with_padding": "055", + "source": "Stickers" + }, + { + "id": "flapwoods", + "name_localised": "Flapwoods", + "resource_name": "flapwoods", + "icon_url": "res://sprites/monsters/flapwoods.png", + "isSecret": false, + "bestiary_index": 56, + "bestiary_index_with_padding": "056", + "source": "Stickers" + }, + { + "id": "sanzatime", + "name_localised": "Sanzatime", + "resource_name": "sanzatime", + "icon_url": "res://sprites/monsters/sanzatime.png", + "isSecret": false, + "bestiary_index": 57, + "bestiary_index_with_padding": "057", + "source": "Stickers" + }, + { + "id": "fortiwinx", + "name_localised": "Fortiwinx", + "resource_name": "fortiwinx", + "icon_url": "res://sprites/monsters/fortiwinx.png", + "isSecret": false, + "bestiary_index": 58, + "bestiary_index_with_padding": "058", + "source": "Stickers" + }, { "id": "salamagus", "name_localised": "Salamagus", @@ -48338,6 +49754,26 @@ "bestiary_index_with_padding": "070", "source": "Stickers" }, + { + "id": "boltam", + "name_localised": "Boltam", + "resource_name": "boltam", + "icon_url": "res://sprites/monsters/boltam.png", + "isSecret": false, + "bestiary_index": 71, + "bestiary_index_with_padding": "071", + "source": "Stickers" + }, + { + "id": "plasmantler", + "name_localised": "Plasmantler", + "resource_name": "plasmantler", + "icon_url": "res://sprites/monsters/plasmantler.png", + "isSecret": false, + "bestiary_index": 72, + "bestiary_index_with_padding": "072", + "source": "Stickers" + }, { "id": "busheye", "name_localised": "Busheye", @@ -48368,6 +49804,36 @@ "bestiary_index_with_padding": "075", "source": "Stickers" }, + { + "id": "terracooka", + "name_localised": "Terracooka", + "resource_name": "terracooka", + "icon_url": "res://sprites/monsters/terracooka.png", + "isSecret": false, + "bestiary_index": 76, + "bestiary_index_with_padding": "076", + "source": "Stickers" + }, + { + "id": "coaldron", + "name_localised": "Coaldron", + "resource_name": "coaldron", + "icon_url": "res://sprites/monsters/coaldron.png", + "isSecret": false, + "bestiary_index": 77, + "bestiary_index_with_padding": "077", + "source": "Stickers" + }, + { + "id": "stardigrade", + "name_localised": "Stardigrade", + "resource_name": "stardigrade", + "icon_url": "res://sprites/monsters/stardigrade.png", + "isSecret": false, + "bestiary_index": 78, + "bestiary_index_with_padding": "078", + "source": "Stickers" + }, { "id": "galagor", "name_localised": "Galagor", @@ -48398,6 +49864,46 @@ "bestiary_index_with_padding": "081", "source": "Stickers" }, + { + "id": "binvader", + "name_localised": "Binvader", + "resource_name": "binvader", + "icon_url": "res://sprites/monsters/binvader.png", + "isSecret": false, + "bestiary_index": 82, + "bestiary_index_with_padding": "082", + "source": "Stickers" + }, + { + "id": "binterloper", + "name_localised": "Binterloper", + "resource_name": "binterloper", + "icon_url": "res://sprites/monsters/binterloper.png", + "isSecret": false, + "bestiary_index": 83, + "bestiary_index_with_padding": "083", + "source": "Stickers" + }, + { + "id": "twirligig", + "name_localised": "Twirligig", + "resource_name": "twirligig", + "icon_url": "res://sprites/monsters/twirligig.png", + "isSecret": false, + "bestiary_index": 84, + "bestiary_index_with_padding": "084", + "source": "Stickers" + }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "jellyton", "name_localised": "Jellyton", @@ -48408,6 +49914,66 @@ "bestiary_index_with_padding": "086", "source": "Stickers" }, + { + "id": "spirouette", + "name_localised": "Spirouette", + "resource_name": "spirouette", + "icon_url": "res://sprites/monsters/spirouette.png", + "isSecret": false, + "bestiary_index": 87, + "bestiary_index_with_padding": "087", + "source": "Stickers" + }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", + "isSecret": false, + "bestiary_index": 88, + "bestiary_index_with_padding": "088", + "source": "Stickers" + }, + { + "id": "jumpkin", + "name_localised": "Jumpkin", + "resource_name": "jumpkin", + "icon_url": "res://sprites/monsters/jumpkin.png", + "isSecret": false, + "bestiary_index": 89, + "bestiary_index_with_padding": "089", + "source": "Stickers" + }, + { + "id": "beanstalker", + "name_localised": "Beanstalker", + "resource_name": "beanstalker", + "icon_url": "res://sprites/monsters/beanstalker.png", + "isSecret": false, + "bestiary_index": 90, + "bestiary_index_with_padding": "090", + "source": "Stickers" + }, + { + "id": "draculeaf", + "name_localised": "Draculeaf", + "resource_name": "draculeaf", + "icon_url": "res://sprites/monsters/draculeaf.png", + "isSecret": false, + "bestiary_index": 91, + "bestiary_index_with_padding": "091", + "source": "Stickers" + }, + { + "id": "pawndead", + "name_localised": "Pawndead", + "resource_name": "pawndead", + "icon_url": "res://sprites/monsters/pawndead.png", + "isSecret": false, + "bestiary_index": 92, + "bestiary_index_with_padding": "092", + "source": "Stickers" + }, { "id": "skelevangelist", "name_localised": "Skelevangelist", @@ -48438,6 +50004,46 @@ "bestiary_index_with_padding": "095", "source": "Stickers" }, + { + "id": "burnace", + "name_localised": "Burnace", + "resource_name": "burnace", + "icon_url": "res://sprites/monsters/burnace.png", + "isSecret": false, + "bestiary_index": 96, + "bestiary_index_with_padding": "096", + "source": "Stickers" + }, + { + "id": "smogmagog", + "name_localised": "Smogmagog", + "resource_name": "smogmagog", + "icon_url": "res://sprites/monsters/smogmagog.png", + "isSecret": false, + "bestiary_index": 97, + "bestiary_index_with_padding": "097", + "source": "Stickers" + }, + { + "id": "faucetear", + "name_localised": "Faucetear", + "resource_name": "faucetear", + "icon_url": "res://sprites/monsters/faucetear.png", + "isSecret": false, + "bestiary_index": 98, + "bestiary_index_with_padding": "098", + "source": "Stickers" + }, + { + "id": "fountess", + "name_localised": "Fountess", + "resource_name": "fountess", + "icon_url": "res://sprites/monsters/shower.png", + "isSecret": false, + "bestiary_index": 99, + "bestiary_index_with_padding": "099", + "source": "Stickers" + }, { "id": "cluckabilly", "name_localised": "Cluckabilly", @@ -48458,6 +50064,26 @@ "bestiary_index_with_padding": "101", "source": "Stickers" }, + { + "id": "pondwalker", + "name_localised": "Pondwalker", + "resource_name": "pondwalker", + "icon_url": "res://sprites/monsters/pondwalker.png", + "isSecret": false, + "bestiary_index": 102, + "bestiary_index_with_padding": "102", + "source": "Stickers" + }, + { + "id": "sharktanker", + "name_localised": "Sharktanker", + "resource_name": "sharktanker", + "icon_url": "res://sprites/monsters/sharktanker.png", + "isSecret": false, + "bestiary_index": 103, + "bestiary_index_with_padding": "103", + "source": "Stickers" + }, { "id": "pombomb", "name_localised": "Pombomb", @@ -48478,6 +50104,46 @@ "bestiary_index_with_padding": "105", "source": "Stickers" }, + { + "id": "icepeck", + "name_localised": "Icepeck", + "resource_name": "icepeck", + "icon_url": "res://sprites/monsters/icepeck.png", + "isSecret": false, + "bestiary_index": 106, + "bestiary_index_with_padding": "106", + "source": "Stickers" + }, + { + "id": "cryoshear", + "name_localised": "Cryoshear", + "resource_name": "cryoshear", + "icon_url": "res://sprites/monsters/cryoshear.png", + "isSecret": false, + "bestiary_index": 107, + "bestiary_index_with_padding": "107", + "source": "Stickers" + }, + { + "id": "sparktan", + "name_localised": "Sparktan", + "resource_name": "sparktan", + "icon_url": "res://sprites/monsters/sparktan.png", + "isSecret": false, + "bestiary_index": 108, + "bestiary_index_with_padding": "108", + "source": "Stickers" + }, + { + "id": "zeustrike", + "name_localised": "Zeustrike", + "resource_name": "zeustrike", + "icon_url": "res://sprites/monsters/zeustrike.png", + "isSecret": false, + "bestiary_index": 109, + "bestiary_index_with_padding": "109", + "source": "Stickers" + }, { "id": "kuneko", "name_localised": "Kuneko", @@ -48508,6 +50174,56 @@ "bestiary_index_with_padding": "112", "source": "Stickers" }, + { + "id": "arkidd", + "name_localised": "Arkidd", + "resource_name": "arkidd", + "icon_url": "res://sprites/monsters/arkidd.png", + "isSecret": false, + "bestiary_index": 113, + "bestiary_index_with_padding": "113", + "source": "Stickers" + }, + { + "id": "undyin", + "name_localised": "Undyin", + "resource_name": "undyin", + "icon_url": "res://sprites/monsters/undyin.png", + "isSecret": false, + "bestiary_index": 114, + "bestiary_index_with_padding": "114", + "source": "Stickers" + }, + { + "id": "spooki-onna", + "name_localised": "Spooki-onna", + "resource_name": "spooki-onna", + "icon_url": "res://sprites/monsters/spooki-onna.png", + "isSecret": false, + "bestiary_index": 115, + "bestiary_index_with_padding": "115", + "source": "Stickers" + }, + { + "id": "khepri", + "name_localised": "Khepri", + "resource_name": "khepri", + "icon_url": "res://sprites/monsters/khepri.png", + "isSecret": false, + "bestiary_index": 116, + "bestiary_index_with_padding": "116", + "source": "Stickers" + }, + { + "id": "averevoir", + "name_localised": "Averevoir", + "resource_name": "averevoir", + "icon_url": "res://sprites/monsters/averevoir.png", + "isSecret": false, + "bestiary_index": 117, + "bestiary_index_with_padding": "117", + "source": "Stickers" + }, { "id": "glaistain", "name_localised": "Glaistain", @@ -48538,6 +50254,26 @@ "bestiary_index_with_padding": "120", "source": "Stickers" }, + { + "id": "pinbolt", + "name_localised": "Pinbolt", + "resource_name": "pinbolt", + "icon_url": "res://sprites/monsters/pinbolt.png", + "isSecret": false, + "bestiary_index": 121, + "bestiary_index_with_padding": "121", + "source": "Stickers" + }, + { + "id": "diveberg", + "name_localised": "Diveberg", + "resource_name": "diveberg", + "icon_url": "res://sprites/monsters/diveberg.png", + "isSecret": false, + "bestiary_index": 122, + "bestiary_index_with_padding": "122", + "source": "Stickers" + }, { "id": "adeptile", "name_localised": "Adeptile", @@ -48598,6 +50334,36 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, + { + "id": "amphare", + "name_localised": "Amphare", + "resource_name": "amphare", + "icon_url": "res://sprites/monsters/amphare.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -48628,6 +50394,76 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "hauntome", + "name_localised": "Hauntome", + "resource_name": "hauntome", + "icon_url": "res://sprites/monsters/hauntome.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "lapacitor", + "name_localised": "Lapacitor", + "resource_name": "lapacitor", + "icon_url": "res://sprites/monsters/lapacitor.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "littlered", + "name_localised": "Littlered", + "resource_name": "littlered", + "icon_url": "res://sprites/monsters/littlered.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "majortom", + "name_localised": "Majortom", + "resource_name": "majortom", + "icon_url": "res://sprites/monsters/majortom.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "minortom", + "name_localised": "Minortom", + "resource_name": "minortom", + "icon_url": "res://sprites/monsters/minortom.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "rosehood", + "name_localised": "Rosehood", + "resource_name": "rosehood", + "icon_url": "res://sprites/monsters/rosehood.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -48662,14 +50498,14 @@ "elemental_types_elements": [], "status_effects_elements": [ { - "id": "stat_accuracy_down", - "name": "STATUS_STAT_ACCURACY_DOWN_NAME", + "id": "stat_ratk_down", + "name": "STATUS_STAT_RATK_DOWN_NAME", "description": "", "has_duration": true, "reduce_duration_at": 0, "icon": { "id": 1, - "path": "res://ui/icons/status_effects/accuracy_down.png", + "path": "res://ui/icons/status_effects/attack_ranged_down.png", "type": "Texture" }, "is_removable": true, @@ -48683,45 +50519,15 @@ "sprite_animation_prefix": "", "sprite_animation_prefix_priority": "0", "stats_affected": [ - "accuracy" + "ranged_attack" ], - "name_localised": "Accuracy Down", + "name_localised": "Ranged Attack Down", "description_localised": "", - "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_ratk_down.png", "moves_that_cause_this_effect": [ { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, - { - "id": "frozen_ground", - "name_localised": "Frozen Ground", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [ - { - "id": "ice", - "name": "ELEMENTAL_TYPE_ICE", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_ice.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Ice" - } - ] - }, - { - "id": "peekaboo", - "name_localised": "Peekaboo", + "id": "criticize", + "name_localised": "Criticise", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, @@ -48762,14 +50568,14 @@ ], "status_effects_elements_max_3": [ { - "id": "stat_accuracy_down", - "name": "STATUS_STAT_ACCURACY_DOWN_NAME", + "id": "stat_ratk_down", + "name": "STATUS_STAT_RATK_DOWN_NAME", "description": "", "has_duration": true, "reduce_duration_at": 0, "icon": { "id": 1, - "path": "res://ui/icons/status_effects/accuracy_down.png", + "path": "res://ui/icons/status_effects/attack_ranged_down.png", "type": "Texture" }, "is_removable": true, @@ -48783,45 +50589,15 @@ "sprite_animation_prefix": "", "sprite_animation_prefix_priority": "0", "stats_affected": [ - "accuracy" + "ranged_attack" ], - "name_localised": "Accuracy Down", + "name_localised": "Ranged Attack Down", "description_localised": "", - "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_ratk_down.png", "moves_that_cause_this_effect": [ { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, - { - "id": "frozen_ground", - "name_localised": "Frozen Ground", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [ - { - "id": "ice", - "name": "ELEMENTAL_TYPE_ICE", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_ice.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Ice" - } - ] - }, - { - "id": "peekaboo", - "name_localised": "Peekaboo", + "id": "criticize", + "name_localised": "Criticise", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, @@ -48860,25 +50636,25 @@ ] } ], - "meta_image_url": "/assets/img/meta/en/moves/criticise.png" + "meta_image_url": "/assets/img/meta/en/moves/criticize.png" }, - "criticize": { - "id": "criticize", - "name": "MOVE_CRITICIZE_NAME", - "category_name": "MOVE_CATEGORY_STATUS", - "description": "MOVE_DESCRIPTION_CRITICIZE", + "crossfade": { + "id": "crossfade", + "name": "MOVE_CROSSFADE_NAME", + "category_name": "MOVE_CATEGORY_MISC", + "description": "MOVE_DESCRIPTION_CROSSFADE", "title_override": "", "tags": [ "any", "support" ], - "priority": 0, + "priority": 10, "cost": 1, "is_passive_only": false, "power": 0, - "physicality": 1, - "target_type": 1, - "default_target": 3, + "physicality": 0, + "target_type": 0, + "default_target": 0, "elemental_types": [], "accuracy": 100, "unavoidable": false, @@ -48889,23 +50665,14 @@ "hit_delay": 0, "disable_melee_movement": false, "can_be_copied": true, - "status_effects": [ - { - "id": 1, - "path": "res://data/status_effects/stat_ratk_down.tres", - "type": "Resource" - } - ], + "status_effects": [], "amount": 3, - "status_effects_to_apply": 0, - "num_at_random": 1, "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "sacrifice_hp_percent": 0, - "name_localised": "Criticise", - "category_name_localised": "Status Effect", - "description_localised": "Lowers the target’s Ranged Attack.", + "name_localised": "Crossfade", + "category_name_localised": "Miscellaneous", + "description_localised": "Switches the user’s form but applies a coating that keeps its type the same.", "monsters_that_can_learn": [ { "id": "springheel", @@ -50187,6 +51954,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -50277,6 +52064,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -50319,161 +52116,478 @@ } ], "elemental_types_elements": [], - "status_effects_elements": [ + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/crossfade.png" + }, + "crumble": { + "id": "crumble", + "name": "MOVE_CRUMBLE_NAME", + "category_name": "MOVE_CATEGORY_RANGED", + "description": "MOVE_DESCRIPTION_CRUMBLE", + "title_override": "", + "tags": [ + "earth", + "mountain", + "weather", + "building" + ], + "priority": 0, + "cost": 2, + "is_passive_only": false, + "power": 30, + "physicality": 1, + "target_type": 3, + "default_target": 0, + "elemental_types": [ { - "id": "stat_ratk_down", - "name": "STATUS_STAT_RATK_DOWN_NAME", - "description": "", - "has_duration": true, - "reduce_duration_at": 0, + "id": 3, + "path": "res://data/elemental_types/earth.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": true, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Crumble", + "category_name_localised": "Ranged Attack", + "description_localised": "Destroys every wall, inflicting damage to each fighter with a wall proportional to the remaining duration of their wall.", + "monsters_that_can_learn": [ + { + "id": "aeroboros", + "name_localised": "Aeroboros", + "resource_name": "aeroboros", + "icon_url": "res://sprites/monsters/aeroboros.png", + "isSecret": false, + "bestiary_index": 10, + "bestiary_index_with_padding": "010", + "source": "Stickers" + }, + { + "id": "lobstacle", + "name_localised": "Lobstacle", + "resource_name": "lobstacle", + "icon_url": "res://sprites/monsters/lobstacle.png", + "isSecret": false, + "bestiary_index": 13, + "bestiary_index_with_padding": "013", + "source": "Stickers" + }, + { + "id": "zombleat", + "name_localised": "Zombleat", + "resource_name": "zombleat", + "icon_url": "res://sprites/monsters/zombleat.png", + "isSecret": false, + "bestiary_index": 22, + "bestiary_index_with_padding": "022" + }, + { + "id": "capricorpse", + "name_localised": "Capricorpse", + "resource_name": "capricorpse", + "icon_url": "res://sprites/monsters/capricorpse.png", + "isSecret": false, + "bestiary_index": 23, + "bestiary_index_with_padding": "023" + }, + { + "id": "sanzatime", + "name_localised": "Sanzatime", + "resource_name": "sanzatime", + "icon_url": "res://sprites/monsters/sanzatime.png", + "isSecret": false, + "bestiary_index": 57, + "bestiary_index_with_padding": "057" + }, + { + "id": "fortiwinx", + "name_localised": "Fortiwinx", + "resource_name": "fortiwinx", + "icon_url": "res://sprites/monsters/fortiwinx.png", + "isSecret": false, + "bestiary_index": 58, + "bestiary_index_with_padding": "058" + }, + { + "id": "terracooka", + "name_localised": "Terracooka", + "resource_name": "terracooka", + "icon_url": "res://sprites/monsters/terracooka.png", + "isSecret": false, + "bestiary_index": 76, + "bestiary_index_with_padding": "076" + }, + { + "id": "coaldron", + "name_localised": "Coaldron", + "resource_name": "coaldron", + "icon_url": "res://sprites/monsters/coaldron.png", + "isSecret": false, + "bestiary_index": 77, + "bestiary_index_with_padding": "077" + }, + { + "id": "pawndead", + "name_localised": "Pawndead", + "resource_name": "pawndead", + "icon_url": "res://sprites/monsters/pawndead.png", + "isSecret": false, + "bestiary_index": 92, + "bestiary_index_with_padding": "092" + }, + { + "id": "skelevangelist", + "name_localised": "Skelevangelist", + "resource_name": "skelevangelist", + "icon_url": "res://sprites/monsters/skelevangelist.png", + "isSecret": false, + "bestiary_index": 93, + "bestiary_index_with_padding": "093" + }, + { + "id": "kingrave", + "name_localised": "Kingrave", + "resource_name": "kingrave", + "icon_url": "res://sprites/monsters/kingrave.png", + "isSecret": false, + "bestiary_index": 94, + "bestiary_index_with_padding": "094" + }, + { + "id": "queenyx", + "name_localised": "Queenyx", + "resource_name": "queenyx", + "icon_url": "res://sprites/monsters/queenyx.png", + "isSecret": false, + "bestiary_index": 95, + "bestiary_index_with_padding": "095" + }, + { + "id": "burnace", + "name_localised": "Burnace", + "resource_name": "burnace", + "icon_url": "res://sprites/monsters/burnace.png", + "isSecret": false, + "bestiary_index": 96, + "bestiary_index_with_padding": "096", + "source": "Stickers" + }, + { + "id": "smogmagog", + "name_localised": "Smogmagog", + "resource_name": "smogmagog", + "icon_url": "res://sprites/monsters/smogmagog.png", + "isSecret": false, + "bestiary_index": 97, + "bestiary_index_with_padding": "097", + "source": "Stickers" + }, + { + "id": "icepeck", + "name_localised": "Icepeck", + "resource_name": "icepeck", + "icon_url": "res://sprites/monsters/icepeck.png", + "isSecret": false, + "bestiary_index": 106, + "bestiary_index_with_padding": "106", + "source": "Stickers" + }, + { + "id": "cryoshear", + "name_localised": "Cryoshear", + "resource_name": "cryoshear", + "icon_url": "res://sprites/monsters/cryoshear.png", + "isSecret": false, + "bestiary_index": 107, + "bestiary_index_with_padding": "107", + "source": "Stickers" + }, + { + "id": "sparktan", + "name_localised": "Sparktan", + "resource_name": "sparktan", + "icon_url": "res://sprites/monsters/sparktan.png", + "isSecret": false, + "bestiary_index": 108, + "bestiary_index_with_padding": "108", + "source": "Stickers" + }, + { + "id": "zeustrike", + "name_localised": "Zeustrike", + "resource_name": "zeustrike", + "icon_url": "res://sprites/monsters/zeustrike.png", + "isSecret": false, + "bestiary_index": 109, + "bestiary_index_with_padding": "109", + "source": "Stickers" + }, + { + "id": "spooki-onna", + "name_localised": "Spooki-onna", + "resource_name": "spooki-onna", + "icon_url": "res://sprites/monsters/spooki-onna.png", + "isSecret": false, + "bestiary_index": 115, + "bestiary_index_with_padding": "115", + "source": "Stickers" + }, + { + "id": "khepri", + "name_localised": "Khepri", + "resource_name": "khepri", + "icon_url": "res://sprites/monsters/khepri.png", + "isSecret": false, + "bestiary_index": 116, + "bestiary_index_with_padding": "116", + "source": "Stickers" + }, + { + "id": "averevoir", + "name_localised": "Averevoir", + "resource_name": "averevoir", + "icon_url": "res://sprites/monsters/averevoir.png", + "isSecret": false, + "bestiary_index": 117, + "bestiary_index_with_padding": "117", + "source": "Stickers" + }, + { + "id": "diveberg", + "name_localised": "Diveberg", + "resource_name": "diveberg", + "icon_url": "res://sprites/monsters/diveberg.png", + "isSecret": false, + "bestiary_index": 122, + "bestiary_index_with_padding": "122", + "source": "Stickers" + }, + { + "id": "trapwurm", + "name_localised": "Trapwurm", + "resource_name": "trapwurm", + "icon_url": "res://sprites/monsters/trapwurm.png", + "isSecret": false, + "bestiary_index": 124, + "bestiary_index_with_padding": "124" + }, + { + "id": "wyrmaw", + "name_localised": "Wyrmaw", + "resource_name": "wyrmaw", + "icon_url": "res://sprites/monsters/wyrmaw.png", + "isSecret": false, + "bestiary_index": 125, + "bestiary_index_with_padding": "125" + }, + { + "id": "picksie", + "name_localised": "Picksie", + "resource_name": "picksie", + "icon_url": "res://sprites/monsters/picksie.png", + "isSecret": false, + "bestiary_index": 128, + "bestiary_index_with_padding": "128", + "source": "Stickers" + }, + { + "id": "umbrahella", + "name_localised": "Umbrahella", + "resource_name": "umbrahella", + "icon_url": "res://sprites/monsters/umbrahella.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + } + ], + "elemental_types_elements": [ + { + "id": "earth", + "name": "ELEMENTAL_TYPE_EARTH", + "sort_order": 0, + "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/status_effects/attack_ranged_down.png", + "path": "res://ui/icons/types/element_earth.png", "type": "Texture" }, - "is_removable": true, - "is_buff": false, - "is_debuff": true, - "is_decoy": false, - "always_hidden_from_display": false, - "tags": [], - "toast_on_remove": "", - "name_modifier": "", - "sprite_animation_prefix": "", - "sprite_animation_prefix_priority": "0", - "stats_affected": [ - "ranged_attack" - ], - "name_localised": "Ranged Attack Down", - "description_localised": "", - "meta_image_url": "/assets/img/meta/en/statusEffects/stat_ratk_down.png", - "moves_that_cause_this_effect": [ - { - "id": "criticize", - "name_localised": "Criticise", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, - { - "id": "trick", - "name_localised": "Trick", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, - { - "id": "vengeful_curse", - "name_localised": "Vengeful Curse", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [ - { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_astral.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Astral" - } - ] - } - ] + "loot_table": "", + "name_localised": "Earth" } ], - "status_effects_elements_max_3": [ + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/crumble.png" + }, + "crystal_lens": { + "id": "crystal_lens", + "name": "MOVE_CRYSTAL_LENS_NAME", + "category_name": "MOVE_CATEGORY_RANGED", + "description": "MOVE_DESCRIPTION_HIT_ONE", + "title_override": "", + "tags": [ + "glass", + "ice", + "offense", + "crystal" + ], + "priority": 0, + "cost": 2, + "is_passive_only": false, + "power": 60, + "physicality": 1, + "target_type": 1, + "default_target": 3, + "elemental_types": [ { - "id": "stat_ratk_down", - "name": "STATUS_STAT_RATK_DOWN_NAME", - "description": "", - "has_duration": true, - "reduce_duration_at": 0, + "id": 1, + "path": "res://data/elemental_types/glass.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Crystal Lens", + "category_name_localised": "Ranged Attack", + "description_localised": "Hits one target.", + "monsters_that_can_learn": [ + { + "id": "sanzatime", + "name_localised": "Sanzatime", + "resource_name": "sanzatime", + "icon_url": "res://sprites/monsters/sanzatime.png", + "isSecret": false, + "bestiary_index": 57, + "bestiary_index_with_padding": "057", + "source": "Stickers" + }, + { + "id": "fortiwinx", + "name_localised": "Fortiwinx", + "resource_name": "fortiwinx", + "icon_url": "res://sprites/monsters/fortiwinx.png", + "isSecret": false, + "bestiary_index": 58, + "bestiary_index_with_padding": "058", + "source": "Stickers" + }, + { + "id": "pondwalker", + "name_localised": "Pondwalker", + "resource_name": "pondwalker", + "icon_url": "res://sprites/monsters/pondwalker.png", + "isSecret": false, + "bestiary_index": 102, + "bestiary_index_with_padding": "102", + "source": "Stickers" + }, + { + "id": "sharktanker", + "name_localised": "Sharktanker", + "resource_name": "sharktanker", + "icon_url": "res://sprites/monsters/sharktanker.png", + "isSecret": false, + "bestiary_index": 103, + "bestiary_index_with_padding": "103", + "source": "Stickers" + }, + { + "id": "glaistain", + "name_localised": "Glaistain", + "resource_name": "glaistain", + "icon_url": "res://sprites/monsters/glaistain.png", + "isSecret": false, + "bestiary_index": 118, + "bestiary_index_with_padding": "118" + }, + { + "id": "picksie", + "name_localised": "Picksie", + "resource_name": "picksie", + "icon_url": "res://sprites/monsters/picksie.png", + "isSecret": false, + "bestiary_index": 128, + "bestiary_index_with_padding": "128", + "source": "Stickers" + }, + { + "id": "hauntome", + "name_localised": "Hauntome", + "resource_name": "hauntome", + "icon_url": "res://sprites/monsters/hauntome.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + } + ], + "elemental_types_elements": [ + { + "id": "glass", + "name": "ELEMENTAL_TYPE_GLASS", + "sort_order": 1, + "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/status_effects/attack_ranged_down.png", + "path": "res://ui/icons/types/element_glass.png", "type": "Texture" }, - "is_removable": true, - "is_buff": false, - "is_debuff": true, - "is_decoy": false, - "always_hidden_from_display": false, - "tags": [], - "toast_on_remove": "", - "name_modifier": "", - "sprite_animation_prefix": "", - "sprite_animation_prefix_priority": "0", - "stats_affected": [ - "ranged_attack" - ], - "name_localised": "Ranged Attack Down", - "description_localised": "", - "meta_image_url": "/assets/img/meta/en/statusEffects/stat_ratk_down.png", - "moves_that_cause_this_effect": [ - { - "id": "criticize", - "name_localised": "Criticise", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, - { - "id": "trick", - "name_localised": "Trick", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, - { - "id": "vengeful_curse", - "name_localised": "Vengeful Curse", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [ - { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_astral.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Astral" - } - ] - } - ] + "loot_table": "", + "name_localised": "Glass" } ], - "meta_image_url": "/assets/img/meta/en/moves/criticize.png" + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/crystal_lens.png" }, - "crossfade": { - "id": "crossfade", - "name": "MOVE_CROSSFADE_NAME", + "custom_starter": { + "id": "custom_starter", + "name": "MOVE_NAME_CUSTOM_STARTER", "category_name": "MOVE_CATEGORY_MISC", - "description": "MOVE_DESCRIPTION_CROSSFADE", + "description": "MOVE_DESCRIPTION_CUSTOM_STARTER", "title_override": "", "tags": [ "any", - "support" + "passive" ], - "priority": 10, - "cost": 1, - "is_passive_only": false, + "priority": 0, + "cost": 0, + "is_passive_only": true, "power": 0, "physicality": 0, "target_type": 0, @@ -50487,15 +52601,15 @@ "attack_duration": 0, "hit_delay": 0, "disable_melee_movement": false, - "can_be_copied": true, + "can_be_copied": false, "status_effects": [], - "amount": 3, "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "name_localised": "Crossfade", + "chance": 100, + "name_localised": "Custom Starter", "category_name_localised": "Miscellaneous", - "description_localised": "Switches the user’s form but applies a coating that keeps its type the same.", + "description_localised": "Chance to automatically use the next move in the list, for 0 AP, at the start of battle. The chance is reduced in proportion to the move’s normal AP cost.", "monsters_that_can_learn": [ { "id": "springheel", @@ -51777,6 +53891,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -51867,6 +54001,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -51911,549 +54055,47 @@ "elemental_types_elements": [], "status_effects_elements": [], "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/crossfade.png" - }, - "crumble": { - "id": "crumble", - "name": "MOVE_CRUMBLE_NAME", - "category_name": "MOVE_CATEGORY_RANGED", - "description": "MOVE_DESCRIPTION_CRUMBLE", - "title_override": "", - "tags": [ - "earth", - "mountain", - "weather", - "building" - ], - "priority": 0, - "cost": 2, - "is_passive_only": false, - "power": 30, - "physicality": 1, - "target_type": 3, - "default_target": 0, - "elemental_types": [ - { - "id": 3, - "path": "res://data/elemental_types/earth.tres", - "type": "Resource" - } - ], - "accuracy": 100, - "unavoidable": true, - "crit_rate_numerator": 1, - "crit_rate_denominator": 16, - "crit_damage_percent": 150, - "attack_duration": 0, - "hit_delay": 0, - "disable_melee_movement": false, - "can_be_copied": true, - "status_effects": [], - "status_effects_to_apply": 0, - "fail_if_already_present": false, - "fail_against_archangels": false, - "fail_if_has_tag": "", - "name_localised": "Crumble", - "category_name_localised": "Ranged Attack", - "description_localised": "Destroys every wall, inflicting damage to each fighter with a wall proportional to the remaining duration of their wall.", - "monsters_that_can_learn": [ - { - "id": "aeroboros", - "name_localised": "Aeroboros", - "resource_name": "aeroboros", - "icon_url": "res://sprites/monsters/aeroboros.png", - "isSecret": false, - "bestiary_index": 10, - "bestiary_index_with_padding": "010", - "source": "Stickers" - }, - { - "id": "lobstacle", - "name_localised": "Lobstacle", - "resource_name": "lobstacle", - "icon_url": "res://sprites/monsters/lobstacle.png", - "isSecret": false, - "bestiary_index": 13, - "bestiary_index_with_padding": "013", - "source": "Stickers" - }, - { - "id": "zombleat", - "name_localised": "Zombleat", - "resource_name": "zombleat", - "icon_url": "res://sprites/monsters/zombleat.png", - "isSecret": false, - "bestiary_index": 22, - "bestiary_index_with_padding": "022" - }, - { - "id": "capricorpse", - "name_localised": "Capricorpse", - "resource_name": "capricorpse", - "icon_url": "res://sprites/monsters/capricorpse.png", - "isSecret": false, - "bestiary_index": 23, - "bestiary_index_with_padding": "023" - }, - { - "id": "sanzatime", - "name_localised": "Sanzatime", - "resource_name": "sanzatime", - "icon_url": "res://sprites/monsters/sanzatime.png", - "isSecret": false, - "bestiary_index": 57, - "bestiary_index_with_padding": "057" - }, - { - "id": "fortiwinx", - "name_localised": "Fortiwinx", - "resource_name": "fortiwinx", - "icon_url": "res://sprites/monsters/fortiwinx.png", - "isSecret": false, - "bestiary_index": 58, - "bestiary_index_with_padding": "058" - }, - { - "id": "terracooka", - "name_localised": "Terracooka", - "resource_name": "terracooka", - "icon_url": "res://sprites/monsters/terracooka.png", - "isSecret": false, - "bestiary_index": 76, - "bestiary_index_with_padding": "076" - }, - { - "id": "coaldron", - "name_localised": "Coaldron", - "resource_name": "coaldron", - "icon_url": "res://sprites/monsters/coaldron.png", - "isSecret": false, - "bestiary_index": 77, - "bestiary_index_with_padding": "077" - }, - { - "id": "pawndead", - "name_localised": "Pawndead", - "resource_name": "pawndead", - "icon_url": "res://sprites/monsters/pawndead.png", - "isSecret": false, - "bestiary_index": 92, - "bestiary_index_with_padding": "092" - }, - { - "id": "skelevangelist", - "name_localised": "Skelevangelist", - "resource_name": "skelevangelist", - "icon_url": "res://sprites/monsters/skelevangelist.png", - "isSecret": false, - "bestiary_index": 93, - "bestiary_index_with_padding": "093" - }, - { - "id": "kingrave", - "name_localised": "Kingrave", - "resource_name": "kingrave", - "icon_url": "res://sprites/monsters/kingrave.png", - "isSecret": false, - "bestiary_index": 94, - "bestiary_index_with_padding": "094" - }, - { - "id": "queenyx", - "name_localised": "Queenyx", - "resource_name": "queenyx", - "icon_url": "res://sprites/monsters/queenyx.png", - "isSecret": false, - "bestiary_index": 95, - "bestiary_index_with_padding": "095" - }, - { - "id": "burnace", - "name_localised": "Burnace", - "resource_name": "burnace", - "icon_url": "res://sprites/monsters/burnace.png", - "isSecret": false, - "bestiary_index": 96, - "bestiary_index_with_padding": "096", - "source": "Stickers" - }, - { - "id": "smogmagog", - "name_localised": "Smogmagog", - "resource_name": "smogmagog", - "icon_url": "res://sprites/monsters/smogmagog.png", - "isSecret": false, - "bestiary_index": 97, - "bestiary_index_with_padding": "097", - "source": "Stickers" - }, - { - "id": "icepeck", - "name_localised": "Icepeck", - "resource_name": "icepeck", - "icon_url": "res://sprites/monsters/icepeck.png", - "isSecret": false, - "bestiary_index": 106, - "bestiary_index_with_padding": "106", - "source": "Stickers" - }, - { - "id": "cryoshear", - "name_localised": "Cryoshear", - "resource_name": "cryoshear", - "icon_url": "res://sprites/monsters/cryoshear.png", - "isSecret": false, - "bestiary_index": 107, - "bestiary_index_with_padding": "107", - "source": "Stickers" - }, - { - "id": "sparktan", - "name_localised": "Sparktan", - "resource_name": "sparktan", - "icon_url": "res://sprites/monsters/sparktan.png", - "isSecret": false, - "bestiary_index": 108, - "bestiary_index_with_padding": "108", - "source": "Stickers" - }, - { - "id": "zeustrike", - "name_localised": "Zeustrike", - "resource_name": "zeustrike", - "icon_url": "res://sprites/monsters/zeustrike.png", - "isSecret": false, - "bestiary_index": 109, - "bestiary_index_with_padding": "109", - "source": "Stickers" - }, - { - "id": "spooki-onna", - "name_localised": "Spooki-onna", - "resource_name": "spooki-onna", - "icon_url": "res://sprites/monsters/spooki-onna.png", - "isSecret": false, - "bestiary_index": 115, - "bestiary_index_with_padding": "115", - "source": "Stickers" - }, - { - "id": "khepri", - "name_localised": "Khepri", - "resource_name": "khepri", - "icon_url": "res://sprites/monsters/khepri.png", - "isSecret": false, - "bestiary_index": 116, - "bestiary_index_with_padding": "116", - "source": "Stickers" - }, - { - "id": "averevoir", - "name_localised": "Averevoir", - "resource_name": "averevoir", - "icon_url": "res://sprites/monsters/averevoir.png", - "isSecret": false, - "bestiary_index": 117, - "bestiary_index_with_padding": "117", - "source": "Stickers" - }, - { - "id": "diveberg", - "name_localised": "Diveberg", - "resource_name": "diveberg", - "icon_url": "res://sprites/monsters/diveberg.png", - "isSecret": false, - "bestiary_index": 122, - "bestiary_index_with_padding": "122", - "source": "Stickers" - }, - { - "id": "trapwurm", - "name_localised": "Trapwurm", - "resource_name": "trapwurm", - "icon_url": "res://sprites/monsters/trapwurm.png", - "isSecret": false, - "bestiary_index": 124, - "bestiary_index_with_padding": "124" - }, - { - "id": "wyrmaw", - "name_localised": "Wyrmaw", - "resource_name": "wyrmaw", - "icon_url": "res://sprites/monsters/wyrmaw.png", - "isSecret": false, - "bestiary_index": 125, - "bestiary_index_with_padding": "125" - }, - { - "id": "picksie", - "name_localised": "Picksie", - "resource_name": "picksie", - "icon_url": "res://sprites/monsters/picksie.png", - "isSecret": false, - "bestiary_index": 128, - "bestiary_index_with_padding": "128", - "source": "Stickers" - }, - { - "id": "umbrahella", - "name_localised": "Umbrahella", - "resource_name": "umbrahella", - "icon_url": "res://sprites/monsters/umbrahella.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - } - ], - "elemental_types_elements": [ - { - "id": "earth", - "name": "ELEMENTAL_TYPE_EARTH", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_earth.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Earth" - } - ], - "status_effects_elements": [], - "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/crumble.png" + "meta_image_url": "/assets/img/meta/en/moves/custom_starter.png" }, - "crystal_lens": { - "id": "crystal_lens", - "name": "MOVE_CRYSTAL_LENS_NAME", + "damage_roll": { + "id": "damage_roll", + "name": "MOVE_DAMAGE_ROLL_NAME", "category_name": "MOVE_CATEGORY_RANGED", - "description": "MOVE_DESCRIPTION_HIT_ONE", + "description": "MOVE_DESCRIPTION_DAMAGE_ROLL", "title_override": "", "tags": [ - "glass", - "ice", + "annoy", + "gamble", + "rpg", "offense", - "crystal" + "ball" ], "priority": 0, - "cost": 2, + "cost": 3, "is_passive_only": false, - "power": 60, + "power": 9, "physicality": 1, "target_type": 1, "default_target": 3, - "elemental_types": [ - { - "id": 1, - "path": "res://data/elemental_types/glass.tres", - "type": "Resource" - } - ], + "elemental_types": [], "accuracy": 100, "unavoidable": false, "crit_rate_numerator": 1, "crit_rate_denominator": 16, "crit_damage_percent": 150, - "attack_duration": 0, + "attack_duration": 1, "hit_delay": 0, "disable_melee_movement": false, "can_be_copied": true, "status_effects": [], - "status_effects_to_apply": 0, + "status_effects_to_apply": 1, "fail_if_already_present": false, "fail_against_archangels": false, "fail_if_has_tag": "", - "name_localised": "Crystal Lens", + "name_localised": "Damage Roll", "category_name_localised": "Ranged Attack", - "description_localised": "Hits one target.", - "monsters_that_can_learn": [ - { - "id": "sanzatime", - "name_localised": "Sanzatime", - "resource_name": "sanzatime", - "icon_url": "res://sprites/monsters/sanzatime.png", - "isSecret": false, - "bestiary_index": 57, - "bestiary_index_with_padding": "057", - "source": "Stickers" - }, - { - "id": "fortiwinx", - "name_localised": "Fortiwinx", - "resource_name": "fortiwinx", - "icon_url": "res://sprites/monsters/fortiwinx.png", - "isSecret": false, - "bestiary_index": 58, - "bestiary_index_with_padding": "058", - "source": "Stickers" - }, - { - "id": "pondwalker", - "name_localised": "Pondwalker", - "resource_name": "pondwalker", - "icon_url": "res://sprites/monsters/pondwalker.png", - "isSecret": false, - "bestiary_index": 102, - "bestiary_index_with_padding": "102", - "source": "Stickers" - }, - { - "id": "sharktanker", - "name_localised": "Sharktanker", - "resource_name": "sharktanker", - "icon_url": "res://sprites/monsters/sharktanker.png", - "isSecret": false, - "bestiary_index": 103, - "bestiary_index_with_padding": "103", - "source": "Stickers" - }, - { - "id": "glaistain", - "name_localised": "Glaistain", - "resource_name": "glaistain", - "icon_url": "res://sprites/monsters/glaistain.png", - "isSecret": false, - "bestiary_index": 118, - "bestiary_index_with_padding": "118" - }, - { - "id": "picksie", - "name_localised": "Picksie", - "resource_name": "picksie", - "icon_url": "res://sprites/monsters/picksie.png", - "isSecret": false, - "bestiary_index": 128, - "bestiary_index_with_padding": "128", - "source": "Stickers" - }, - { - "id": "hauntome", - "name_localised": "Hauntome", - "resource_name": "hauntome", - "icon_url": "res://sprites/monsters/hauntome.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - } - ], - "elemental_types_elements": [ - { - "id": "glass", - "name": "ELEMENTAL_TYPE_GLASS", - "sort_order": 1, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_glass.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Glass" - } - ], - "status_effects_elements": [], - "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/crystal_lens.png" - }, - "custom_starter": { - "id": "custom_starter", - "name": "MOVE_NAME_CUSTOM_STARTER", - "category_name": "MOVE_CATEGORY_MISC", - "description": "MOVE_DESCRIPTION_CUSTOM_STARTER", - "title_override": "", - "tags": [ - "any", - "passive" - ], - "priority": 0, - "cost": 0, - "is_passive_only": true, - "power": 0, - "physicality": 0, - "target_type": 0, - "default_target": 0, - "elemental_types": [], - "accuracy": 100, - "unavoidable": false, - "crit_rate_numerator": 1, - "crit_rate_denominator": 16, - "crit_damage_percent": 150, - "attack_duration": 0, - "hit_delay": 0, - "disable_melee_movement": false, - "can_be_copied": false, - "status_effects": [], - "fail_if_already_present": false, - "fail_against_archangels": false, - "fail_if_has_tag": "", - "chance": 100, - "name_localised": "Custom Starter", - "category_name_localised": "Miscellaneous", - "description_localised": "Chance to automatically use the next move in the list, for 0 AP, at the start of battle. The chance is reduced in proportion to the move’s normal AP cost.", + "description_localised": "The user rolls a 20-sided die. Damage is multiplied by the number of the die. Special effects take place on rolls of 1 or 20.", "monsters_that_can_learn": [ - { - "id": "springheel", - "name_localised": "Springheel", - "resource_name": "springheel", - "icon_url": "res://sprites/monsters/springheel.png", - "isSecret": false, - "bestiary_index": 1, - "bestiary_index_with_padding": "001", - "source": "Stickers" - }, - { - "id": "hopskin", - "name_localised": "Hopskin", - "resource_name": "hopskin", - "icon_url": "res://sprites/monsters/hopskin.png", - "isSecret": false, - "bestiary_index": 2, - "bestiary_index_with_padding": "002", - "source": "Stickers" - }, - { - "id": "ripterra", - "name_localised": "Ripterra", - "resource_name": "ripterra", - "icon_url": "res://sprites/monsters/ripterra.png", - "isSecret": false, - "bestiary_index": 3, - "bestiary_index_with_padding": "003", - "source": "Stickers" - }, - { - "id": "snoopin", - "name_localised": "Snoopin", - "resource_name": "snoopin", - "icon_url": "res://sprites/monsters/snoopin.png", - "isSecret": false, - "bestiary_index": 4, - "bestiary_index_with_padding": "004", - "source": "Stickers" - }, - { - "id": "scampire", - "name_localised": "Scampire", - "resource_name": "scampire", - "icon_url": "res://sprites/monsters/scampire.png", - "isSecret": false, - "bestiary_index": 5, - "bestiary_index_with_padding": "005", - "source": "Stickers" - }, - { - "id": "carniviper", - "name_localised": "Carniviper", - "resource_name": "carniviper", - "icon_url": "res://sprites/monsters/carniviper.png", - "isSecret": false, - "bestiary_index": 6, - "bestiary_index_with_padding": "006", - "source": "Stickers" - }, { "id": "masquerattle", "name_localised": "Masquerattle", @@ -52494,36 +54136,6 @@ "bestiary_index_with_padding": "010", "source": "Stickers" }, - { - "id": "traffikrab", - "name_localised": "Traffikrab", - "resource_name": "traffikrab", - "icon_url": "res://sprites/monsters/traffikrab.png", - "isSecret": false, - "bestiary_index": 11, - "bestiary_index_with_padding": "011", - "source": "Stickers" - }, - { - "id": "weevilite", - "name_localised": "Weevilite", - "resource_name": "weevilite", - "icon_url": "res://sprites/monsters/weevilite.png", - "isSecret": false, - "bestiary_index": 12, - "bestiary_index_with_padding": "012", - "source": "Stickers" - }, - { - "id": "lobstacle", - "name_localised": "Lobstacle", - "resource_name": "lobstacle", - "icon_url": "res://sprites/monsters/lobstacle.png", - "isSecret": false, - "bestiary_index": 13, - "bestiary_index_with_padding": "013", - "source": "Stickers" - }, { "id": "candevil", "name_localised": "Candevil", @@ -52574,56 +54186,6 @@ "bestiary_index_with_padding": "018", "source": "Stickers" }, - { - "id": "bansheep", - "name_localised": "Bansheep", - "resource_name": "bansheep", - "icon_url": "res://sprites/monsters/bansheep.png", - "isSecret": false, - "bestiary_index": 19, - "bestiary_index_with_padding": "019", - "source": "Stickers" - }, - { - "id": "wooltergeist", - "name_localised": "Wooltergeist", - "resource_name": "wooltergeist", - "icon_url": "res://sprites/monsters/wooltergeist.png", - "isSecret": false, - "bestiary_index": 20, - "bestiary_index_with_padding": "020", - "source": "Stickers" - }, - { - "id": "ramtasm", - "name_localised": "Ramtasm", - "resource_name": "ramtasm", - "icon_url": "res://sprites/monsters/ramtasm.png", - "isSecret": false, - "bestiary_index": 21, - "bestiary_index_with_padding": "021", - "source": "Stickers" - }, - { - "id": "zombleat", - "name_localised": "Zombleat", - "resource_name": "zombleat", - "icon_url": "res://sprites/monsters/zombleat.png", - "isSecret": false, - "bestiary_index": 22, - "bestiary_index_with_padding": "022", - "source": "Stickers" - }, - { - "id": "capricorpse", - "name_localised": "Capricorpse", - "resource_name": "capricorpse", - "icon_url": "res://sprites/monsters/capricorpse.png", - "isSecret": false, - "bestiary_index": 23, - "bestiary_index_with_padding": "023", - "source": "Stickers" - }, { "id": "sirenade", "name_localised": "Sirenade", @@ -52644,216 +54206,6 @@ "bestiary_index_with_padding": "025", "source": "Stickers" }, - { - "id": "dandylion", - "name_localised": "Dandylion", - "resource_name": "dandylion", - "icon_url": "res://sprites/monsters/dandylion.png", - "isSecret": false, - "bestiary_index": 26, - "bestiary_index_with_padding": "026", - "source": "Stickers" - }, - { - "id": "blossomaw", - "name_localised": "Blossomaw", - "resource_name": "blossomaw", - "icon_url": "res://sprites/monsters/blossomaw.png", - "isSecret": false, - "bestiary_index": 27, - "bestiary_index_with_padding": "027", - "source": "Stickers" - }, - { - "id": "macabra", - "name_localised": "Macabra", - "resource_name": "macabra", - "icon_url": "res://sprites/monsters/macabra.png", - "isSecret": false, - "bestiary_index": 28, - "bestiary_index_with_padding": "028", - "source": "Stickers" - }, - { - "id": "folklord", - "name_localised": "Folklord", - "resource_name": "folklord", - "icon_url": "res://sprites/monsters/folklord.png", - "isSecret": false, - "bestiary_index": 29, - "bestiary_index_with_padding": "029", - "source": "Stickers" - }, - { - "id": "dominoth", - "name_localised": "Dominoth", - "resource_name": "dominoth", - "icon_url": "res://sprites/monsters/dominoth.png", - "isSecret": false, - "bestiary_index": 30, - "bestiary_index_with_padding": "030", - "source": "Stickers" - }, - { - "id": "wingloom", - "name_localised": "Wingloom", - "resource_name": "wingloom", - "icon_url": "res://sprites/monsters/wingloom.png", - "isSecret": false, - "bestiary_index": 31, - "bestiary_index_with_padding": "031", - "source": "Stickers" - }, - { - "id": "mothmanic", - "name_localised": "Mothmanic", - "resource_name": "mothmanic", - "icon_url": "res://sprites/monsters/mothmanic.png", - "isSecret": false, - "bestiary_index": 32, - "bestiary_index_with_padding": "032", - "source": "Stickers" - }, - { - "id": "tokusect", - "name_localised": "Tokusect", - "resource_name": "tokusect", - "icon_url": "res://sprites/monsters/tokusect.png", - "isSecret": false, - "bestiary_index": 33, - "bestiary_index_with_padding": "033", - "source": "Stickers" - }, - { - "id": "squirey", - "name_localised": "Squirey", - "resource_name": "squirey", - "icon_url": "res://sprites/monsters/squirey.png", - "isSecret": false, - "bestiary_index": 34, - "bestiary_index_with_padding": "034", - "source": "Stickers" - }, - { - "id": "manispear", - "name_localised": "Manispear", - "resource_name": "manispear", - "icon_url": "res://sprites/monsters/manispear.png", - "isSecret": false, - "bestiary_index": 35, - "bestiary_index_with_padding": "035", - "source": "Stickers" - }, - { - "id": "palangolin", - "name_localised": "Palangolin", - "resource_name": "palangolin", - "icon_url": "res://sprites/monsters/palangolin.png", - "isSecret": false, - "bestiary_index": 36, - "bestiary_index_with_padding": "036", - "source": "Stickers" - }, - { - "id": "kittelly", - "name_localised": "Kittelly", - "resource_name": "kittelly", - "icon_url": "res://sprites/monsters/kittelly.png", - "isSecret": false, - "bestiary_index": 37, - "bestiary_index_with_padding": "037", - "source": "Stickers" - }, - { - "id": "cat-5", - "name_localised": "Cat-5", - "resource_name": "cat-5", - "icon_url": "res://sprites/monsters/cat-5.png", - "isSecret": false, - "bestiary_index": 38, - "bestiary_index_with_padding": "038", - "source": "Stickers" - }, - { - "id": "puppercut", - "name_localised": "Puppercut", - "resource_name": "puppercut", - "icon_url": "res://sprites/monsters/puppercut.png", - "isSecret": false, - "bestiary_index": 39, - "bestiary_index_with_padding": "039", - "source": "Stickers" - }, - { - "id": "southpaw", - "name_localised": "Southpaw", - "resource_name": "southpaw", - "icon_url": "res://sprites/monsters/southpaw.png", - "isSecret": false, - "bestiary_index": 40, - "bestiary_index_with_padding": "040", - "source": "Stickers" - }, - { - "id": "bulletino", - "name_localised": "Bulletino", - "resource_name": "bulletino", - "icon_url": "res://sprites/monsters/bulletino.png", - "isSecret": false, - "bestiary_index": 41, - "bestiary_index_with_padding": "041", - "source": "Stickers" - }, - { - "id": "velocirifle", - "name_localised": "Velocirifle", - "resource_name": "velocirifle", - "icon_url": "res://sprites/monsters/velocirifle.png", - "isSecret": false, - "bestiary_index": 42, - "bestiary_index_with_padding": "042", - "source": "Stickers" - }, - { - "id": "artillerex", - "name_localised": "Artillerex", - "resource_name": "artillerex", - "icon_url": "res://sprites/monsters/artillerex.png", - "isSecret": false, - "bestiary_index": 43, - "bestiary_index_with_padding": "043", - "source": "Stickers" - }, - { - "id": "gearyu", - "name_localised": "Gearyu", - "resource_name": "gearyu", - "icon_url": "res://sprites/monsters/gearyu.png", - "isSecret": false, - "bestiary_index": 44, - "bestiary_index_with_padding": "044", - "source": "Stickers" - }, - { - "id": "diveal", - "name_localised": "Diveal", - "resource_name": "diveal", - "icon_url": "res://sprites/monsters/diveal.png", - "isSecret": false, - "bestiary_index": 45, - "bestiary_index_with_padding": "045", - "source": "Stickers" - }, - { - "id": "scubalrus", - "name_localised": "Scubalrus", - "resource_name": "scubalrus", - "icon_url": "res://sprites/monsters/scubalrus.png", - "isSecret": false, - "bestiary_index": 46, - "bestiary_index_with_padding": "046", - "source": "Stickers" - }, { "id": "nevermort", "name_localised": "Nevermort", @@ -52874,36 +54226,6 @@ "bestiary_index_with_padding": "048", "source": "Stickers" }, - { - "id": "clocksley", - "name_localised": "Clocksley", - "resource_name": "clocksley", - "icon_url": "res://sprites/monsters/clocksley.png", - "isSecret": false, - "bestiary_index": 49, - "bestiary_index_with_padding": "049", - "source": "Stickers" - }, - { - "id": "robindam", - "name_localised": "Robindam", - "resource_name": "robindam", - "icon_url": "res://sprites/monsters/robindam.png", - "isSecret": false, - "bestiary_index": 50, - "bestiary_index_with_padding": "050", - "source": "Stickers" - }, - { - "id": "thwackalope", - "name_localised": "Thwackalope", - "resource_name": "thwackalope", - "icon_url": "res://sprites/monsters/thwackalope.png", - "isSecret": false, - "bestiary_index": 51, - "bestiary_index_with_padding": "051", - "source": "Stickers" - }, { "id": "allseer", "name_localised": "Allseer", @@ -52934,46 +54256,6 @@ "bestiary_index_with_padding": "054", "source": "Stickers" }, - { - "id": "braxsuit", - "name_localised": "Braxsuit", - "resource_name": "braxsuit", - "icon_url": "res://sprites/monsters/braxsuit.png", - "isSecret": false, - "bestiary_index": 55, - "bestiary_index_with_padding": "055", - "source": "Stickers" - }, - { - "id": "flapwoods", - "name_localised": "Flapwoods", - "resource_name": "flapwoods", - "icon_url": "res://sprites/monsters/flapwoods.png", - "isSecret": false, - "bestiary_index": 56, - "bestiary_index_with_padding": "056", - "source": "Stickers" - }, - { - "id": "sanzatime", - "name_localised": "Sanzatime", - "resource_name": "sanzatime", - "icon_url": "res://sprites/monsters/sanzatime.png", - "isSecret": false, - "bestiary_index": 57, - "bestiary_index_with_padding": "057", - "source": "Stickers" - }, - { - "id": "fortiwinx", - "name_localised": "Fortiwinx", - "resource_name": "fortiwinx", - "icon_url": "res://sprites/monsters/fortiwinx.png", - "isSecret": false, - "bestiary_index": 58, - "bestiary_index_with_padding": "058", - "source": "Stickers" - }, { "id": "salamagus", "name_localised": "Salamagus", @@ -53014,36 +54296,6 @@ "bestiary_index_with_padding": "062", "source": "Stickers" }, - { - "id": "padpole", - "name_localised": "Padpole", - "resource_name": "padpole", - "icon_url": "res://sprites/monsters/padpole.png", - "isSecret": false, - "bestiary_index": 63, - "bestiary_index_with_padding": "063", - "source": "Stickers" - }, - { - "id": "frillypad", - "name_localised": "Frillypad", - "resource_name": "frillypad", - "icon_url": "res://sprites/monsters/frillypad.png", - "isSecret": false, - "bestiary_index": 64, - "bestiary_index_with_padding": "064", - "source": "Stickers" - }, - { - "id": "liligator", - "name_localised": "Liligator", - "resource_name": "liligator", - "icon_url": "res://sprites/monsters/liligator.png", - "isSecret": false, - "bestiary_index": 65, - "bestiary_index_with_padding": "065", - "source": "Stickers" - }, { "id": "elfless", "name_localised": "Elfless", @@ -53094,216 +54346,6 @@ "bestiary_index_with_padding": "070", "source": "Stickers" }, - { - "id": "boltam", - "name_localised": "Boltam", - "resource_name": "boltam", - "icon_url": "res://sprites/monsters/boltam.png", - "isSecret": false, - "bestiary_index": 71, - "bestiary_index_with_padding": "071", - "source": "Stickers" - }, - { - "id": "plasmantler", - "name_localised": "Plasmantler", - "resource_name": "plasmantler", - "icon_url": "res://sprites/monsters/plasmantler.png", - "isSecret": false, - "bestiary_index": 72, - "bestiary_index_with_padding": "072", - "source": "Stickers" - }, - { - "id": "busheye", - "name_localised": "Busheye", - "resource_name": "busheye", - "icon_url": "res://sprites/monsters/busheye.png", - "isSecret": false, - "bestiary_index": 73, - "bestiary_index_with_padding": "073", - "source": "Stickers" - }, - { - "id": "huntorch", - "name_localised": "Huntorch", - "resource_name": "huntorch", - "icon_url": "res://sprites/monsters/huntorch.png", - "isSecret": false, - "bestiary_index": 74, - "bestiary_index_with_padding": "074", - "source": "Stickers" - }, - { - "id": "hedgeherne", - "name_localised": "Hedgeherne", - "resource_name": "hedgeherne", - "icon_url": "res://sprites/monsters/hedgeherne.png", - "isSecret": false, - "bestiary_index": 75, - "bestiary_index_with_padding": "075", - "source": "Stickers" - }, - { - "id": "terracooka", - "name_localised": "Terracooka", - "resource_name": "terracooka", - "icon_url": "res://sprites/monsters/terracooka.png", - "isSecret": false, - "bestiary_index": 76, - "bestiary_index_with_padding": "076", - "source": "Stickers" - }, - { - "id": "coaldron", - "name_localised": "Coaldron", - "resource_name": "coaldron", - "icon_url": "res://sprites/monsters/coaldron.png", - "isSecret": false, - "bestiary_index": 77, - "bestiary_index_with_padding": "077", - "source": "Stickers" - }, - { - "id": "stardigrade", - "name_localised": "Stardigrade", - "resource_name": "stardigrade", - "icon_url": "res://sprites/monsters/stardigrade.png", - "isSecret": false, - "bestiary_index": 78, - "bestiary_index_with_padding": "078", - "source": "Stickers" - }, - { - "id": "galagor", - "name_localised": "Galagor", - "resource_name": "galagor", - "icon_url": "res://sprites/monsters/galagor.png", - "isSecret": false, - "bestiary_index": 79, - "bestiary_index_with_padding": "079", - "source": "Stickers" - }, - { - "id": "mascotoy", - "name_localised": "Mascotoy", - "resource_name": "mascotoy", - "icon_url": "res://sprites/monsters/mascotoy.png", - "isSecret": false, - "bestiary_index": 80, - "bestiary_index_with_padding": "080", - "source": "Stickers" - }, - { - "id": "mascotorn", - "name_localised": "Mascotorn", - "resource_name": "mascotorn", - "icon_url": "res://sprites/monsters/mascotorn.png", - "isSecret": false, - "bestiary_index": 81, - "bestiary_index_with_padding": "081", - "source": "Stickers" - }, - { - "id": "binvader", - "name_localised": "Binvader", - "resource_name": "binvader", - "icon_url": "res://sprites/monsters/binvader.png", - "isSecret": false, - "bestiary_index": 82, - "bestiary_index_with_padding": "082", - "source": "Stickers" - }, - { - "id": "binterloper", - "name_localised": "Binterloper", - "resource_name": "binterloper", - "icon_url": "res://sprites/monsters/binterloper.png", - "isSecret": false, - "bestiary_index": 83, - "bestiary_index_with_padding": "083", - "source": "Stickers" - }, - { - "id": "twirligig", - "name_localised": "Twirligig", - "resource_name": "twirligig", - "icon_url": "res://sprites/monsters/twirligig.png", - "isSecret": false, - "bestiary_index": 84, - "bestiary_index_with_padding": "084", - "source": "Stickers" - }, - { - "id": "kirikuri", - "name_localised": "Kirikuri", - "resource_name": "kirikuri", - "icon_url": "res://sprites/monsters/kirikuri.png", - "isSecret": false, - "bestiary_index": 85, - "bestiary_index_with_padding": "085", - "source": "Stickers" - }, - { - "id": "jellyton", - "name_localised": "Jellyton", - "resource_name": "jellyton", - "icon_url": "res://sprites/monsters/jellyton.png", - "isSecret": false, - "bestiary_index": 86, - "bestiary_index_with_padding": "086", - "source": "Stickers" - }, - { - "id": "spirouette", - "name_localised": "Spirouette", - "resource_name": "spirouette", - "icon_url": "res://sprites/monsters/spirouette.png", - "isSecret": false, - "bestiary_index": 87, - "bestiary_index_with_padding": "087", - "source": "Stickers" - }, - { - "id": "regensea", - "name_localised": "Regensea", - "resource_name": "regensea", - "icon_url": "res://sprites/monsters/regensea.png", - "isSecret": false, - "bestiary_index": 88, - "bestiary_index_with_padding": "088", - "source": "Stickers" - }, - { - "id": "jumpkin", - "name_localised": "Jumpkin", - "resource_name": "jumpkin", - "icon_url": "res://sprites/monsters/jumpkin.png", - "isSecret": false, - "bestiary_index": 89, - "bestiary_index_with_padding": "089", - "source": "Stickers" - }, - { - "id": "beanstalker", - "name_localised": "Beanstalker", - "resource_name": "beanstalker", - "icon_url": "res://sprites/monsters/beanstalker.png", - "isSecret": false, - "bestiary_index": 90, - "bestiary_index_with_padding": "090", - "source": "Stickers" - }, - { - "id": "draculeaf", - "name_localised": "Draculeaf", - "resource_name": "draculeaf", - "icon_url": "res://sprites/monsters/draculeaf.png", - "isSecret": false, - "bestiary_index": 91, - "bestiary_index_with_padding": "091", - "source": "Stickers" - }, { "id": "pawndead", "name_localised": "Pawndead", @@ -53344,46 +54386,6 @@ "bestiary_index_with_padding": "095", "source": "Stickers" }, - { - "id": "burnace", - "name_localised": "Burnace", - "resource_name": "burnace", - "icon_url": "res://sprites/monsters/burnace.png", - "isSecret": false, - "bestiary_index": 96, - "bestiary_index_with_padding": "096", - "source": "Stickers" - }, - { - "id": "smogmagog", - "name_localised": "Smogmagog", - "resource_name": "smogmagog", - "icon_url": "res://sprites/monsters/smogmagog.png", - "isSecret": false, - "bestiary_index": 97, - "bestiary_index_with_padding": "097", - "source": "Stickers" - }, - { - "id": "faucetear", - "name_localised": "Faucetear", - "resource_name": "faucetear", - "icon_url": "res://sprites/monsters/faucetear.png", - "isSecret": false, - "bestiary_index": 98, - "bestiary_index_with_padding": "098", - "source": "Stickers" - }, - { - "id": "fountess", - "name_localised": "Fountess", - "resource_name": "fountess", - "icon_url": "res://sprites/monsters/shower.png", - "isSecret": false, - "bestiary_index": 99, - "bestiary_index_with_padding": "099", - "source": "Stickers" - }, { "id": "cluckabilly", "name_localised": "Cluckabilly", @@ -53404,26 +54406,6 @@ "bestiary_index_with_padding": "101", "source": "Stickers" }, - { - "id": "pondwalker", - "name_localised": "Pondwalker", - "resource_name": "pondwalker", - "icon_url": "res://sprites/monsters/pondwalker.png", - "isSecret": false, - "bestiary_index": 102, - "bestiary_index_with_padding": "102", - "source": "Stickers" - }, - { - "id": "sharktanker", - "name_localised": "Sharktanker", - "resource_name": "sharktanker", - "icon_url": "res://sprites/monsters/sharktanker.png", - "isSecret": false, - "bestiary_index": 103, - "bestiary_index_with_padding": "103", - "source": "Stickers" - }, { "id": "pombomb", "name_localised": "Pombomb", @@ -53444,26 +54426,6 @@ "bestiary_index_with_padding": "105", "source": "Stickers" }, - { - "id": "icepeck", - "name_localised": "Icepeck", - "resource_name": "icepeck", - "icon_url": "res://sprites/monsters/icepeck.png", - "isSecret": false, - "bestiary_index": 106, - "bestiary_index_with_padding": "106", - "source": "Stickers" - }, - { - "id": "cryoshear", - "name_localised": "Cryoshear", - "resource_name": "cryoshear", - "icon_url": "res://sprites/monsters/cryoshear.png", - "isSecret": false, - "bestiary_index": 107, - "bestiary_index_with_padding": "107", - "source": "Stickers" - }, { "id": "sparktan", "name_localised": "Sparktan", @@ -53504,96 +54466,6 @@ "bestiary_index_with_padding": "111", "source": "Stickers" }, - { - "id": "djinn_entonic", - "name_localised": "Djinn Entonic", - "resource_name": "djinn_entonic", - "icon_url": "res://sprites/monsters/djinn_entonic.png", - "isSecret": false, - "bestiary_index": 112, - "bestiary_index_with_padding": "112", - "source": "Stickers" - }, - { - "id": "arkidd", - "name_localised": "Arkidd", - "resource_name": "arkidd", - "icon_url": "res://sprites/monsters/arkidd.png", - "isSecret": false, - "bestiary_index": 113, - "bestiary_index_with_padding": "113", - "source": "Stickers" - }, - { - "id": "undyin", - "name_localised": "Undyin", - "resource_name": "undyin", - "icon_url": "res://sprites/monsters/undyin.png", - "isSecret": false, - "bestiary_index": 114, - "bestiary_index_with_padding": "114", - "source": "Stickers" - }, - { - "id": "spooki-onna", - "name_localised": "Spooki-onna", - "resource_name": "spooki-onna", - "icon_url": "res://sprites/monsters/spooki-onna.png", - "isSecret": false, - "bestiary_index": 115, - "bestiary_index_with_padding": "115", - "source": "Stickers" - }, - { - "id": "khepri", - "name_localised": "Khepri", - "resource_name": "khepri", - "icon_url": "res://sprites/monsters/khepri.png", - "isSecret": false, - "bestiary_index": 116, - "bestiary_index_with_padding": "116", - "source": "Stickers" - }, - { - "id": "averevoir", - "name_localised": "Averevoir", - "resource_name": "averevoir", - "icon_url": "res://sprites/monsters/averevoir.png", - "isSecret": false, - "bestiary_index": 117, - "bestiary_index_with_padding": "117", - "source": "Stickers" - }, - { - "id": "glaistain", - "name_localised": "Glaistain", - "resource_name": "glaistain", - "icon_url": "res://sprites/monsters/glaistain.png", - "isSecret": false, - "bestiary_index": 118, - "bestiary_index_with_padding": "118", - "source": "Stickers" - }, - { - "id": "miss_mimic", - "name_localised": "Miss Mimic", - "resource_name": "miss_mimic", - "icon_url": "res://sprites/monsters/miss_mimic.png", - "isSecret": false, - "bestiary_index": 119, - "bestiary_index_with_padding": "119", - "source": "Stickers" - }, - { - "id": "anathema", - "name_localised": "Anathema", - "resource_name": "anathema", - "icon_url": "res://sprites/monsters/anathema.png", - "isSecret": false, - "bestiary_index": 120, - "bestiary_index_with_padding": "120", - "source": "Stickers" - }, { "id": "pinbolt", "name_localised": "Pinbolt", @@ -53604,16 +54476,6 @@ "bestiary_index_with_padding": "121", "source": "Stickers" }, - { - "id": "diveberg", - "name_localised": "Diveberg", - "resource_name": "diveberg", - "icon_url": "res://sprites/monsters/diveberg.png", - "isSecret": false, - "bestiary_index": 122, - "bestiary_index_with_padding": "122", - "source": "Stickers" - }, { "id": "adeptile", "name_localised": "Adeptile", @@ -53624,46 +54486,6 @@ "bestiary_index_with_padding": "123", "source": "Stickers" }, - { - "id": "trapwurm", - "name_localised": "Trapwurm", - "resource_name": "trapwurm", - "icon_url": "res://sprites/monsters/trapwurm.png", - "isSecret": false, - "bestiary_index": 124, - "bestiary_index_with_padding": "124", - "source": "Stickers" - }, - { - "id": "wyrmaw", - "name_localised": "Wyrmaw", - "resource_name": "wyrmaw", - "icon_url": "res://sprites/monsters/wyrmaw.png", - "isSecret": false, - "bestiary_index": 125, - "bestiary_index_with_padding": "125", - "source": "Stickers" - }, - { - "id": "ferriclaw", - "name_localised": "Ferriclaw", - "resource_name": "ferriclaw", - "icon_url": "res://sprites/monsters/ferriclaw.png", - "isSecret": false, - "bestiary_index": 126, - "bestiary_index_with_padding": "126", - "source": "Stickers" - }, - { - "id": "auriclaw", - "name_localised": "Auriclaw", - "resource_name": "auriclaw", - "icon_url": "res://sprites/monsters/auriclaw.png", - "isSecret": false, - "bestiary_index": 127, - "bestiary_index_with_padding": "127", - "source": "Stickers" - }, { "id": "picksie", "name_localised": "Picksie", @@ -53675,578 +54497,23 @@ "source": "Stickers" }, { - "id": "amphare", - "name_localised": "Amphare", - "resource_name": "amphare", - "icon_url": "res://sprites/monsters/amphare.png", + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", + "bestiary_index": 129, + "bestiary_index_with_padding": "129", "source": "Stickers" }, { - "id": "blunderbusk", - "name_localised": "Blunderbusk", - "resource_name": "blunderbusk", - "icon_url": "res://sprites/monsters/blunderbusk.png", + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "charlequin", - "name_localised": "Charlequin", - "resource_name": "charlequin", - "icon_url": "res://sprites/monsters/charlequin.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "fragliacci", - "name_localised": "Fragliacci", - "resource_name": "fragliacci", - "icon_url": "res://sprites/monsters/fragliacci.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "hauntome", - "name_localised": "Hauntome", - "resource_name": "hauntome", - "icon_url": "res://sprites/monsters/hauntome.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "lapacitor", - "name_localised": "Lapacitor", - "resource_name": "lapacitor", - "icon_url": "res://sprites/monsters/lapacitor.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "littlered", - "name_localised": "Littlered", - "resource_name": "littlered", - "icon_url": "res://sprites/monsters/littlered.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "majortom", - "name_localised": "Majortom", - "resource_name": "majortom", - "icon_url": "res://sprites/monsters/majortom.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "minortom", - "name_localised": "Minortom", - "resource_name": "minortom", - "icon_url": "res://sprites/monsters/minortom.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "rosehood", - "name_localised": "Rosehood", - "resource_name": "rosehood", - "icon_url": "res://sprites/monsters/rosehood.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "scarleteeth", - "name_localised": "Scarleteeth", - "resource_name": "scarleteeth", - "icon_url": "res://sprites/monsters/scarleteeth.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "umbrahella", - "name_localised": "Umbrahella", - "resource_name": "umbrahella", - "icon_url": "res://sprites/monsters/umbrahella.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "magikrab", - "name_localised": "Magikrab", - "resource_name": "magikrab", - "icon_url": "res://sprites/monsters/magikrab.png", - "isSecret": true, - "bestiary_index": 0, - "bestiary_index_with_padding": "000", - "source": "Stickers" - } - ], - "elemental_types_elements": [], - "status_effects_elements": [], - "status_effects_elements_max_3": [], - "meta_image_url": "/assets/img/meta/en/moves/custom_starter.png" - }, - "damage_roll": { - "id": "damage_roll", - "name": "MOVE_DAMAGE_ROLL_NAME", - "category_name": "MOVE_CATEGORY_RANGED", - "description": "MOVE_DESCRIPTION_DAMAGE_ROLL", - "title_override": "", - "tags": [ - "annoy", - "gamble", - "rpg", - "offense", - "ball" - ], - "priority": 0, - "cost": 3, - "is_passive_only": false, - "power": 9, - "physicality": 1, - "target_type": 1, - "default_target": 3, - "elemental_types": [], - "accuracy": 100, - "unavoidable": false, - "crit_rate_numerator": 1, - "crit_rate_denominator": 16, - "crit_damage_percent": 150, - "attack_duration": 1, - "hit_delay": 0, - "disable_melee_movement": false, - "can_be_copied": true, - "status_effects": [], - "status_effects_to_apply": 1, - "fail_if_already_present": false, - "fail_against_archangels": false, - "fail_if_has_tag": "", - "name_localised": "Damage Roll", - "category_name_localised": "Ranged Attack", - "description_localised": "The user rolls a 20-sided die. Damage is multiplied by the number of the die. Special effects take place on rolls of 1 or 20.", - "monsters_that_can_learn": [ - { - "id": "masquerattle", - "name_localised": "Masquerattle", - "resource_name": "masquerattle", - "icon_url": "res://sprites/monsters/masquerattle.png", - "isSecret": false, - "bestiary_index": 7, - "bestiary_index_with_padding": "007", - "source": "Stickers" - }, - { - "id": "jormungold", - "name_localised": "Jormungold", - "resource_name": "jormungold", - "icon_url": "res://sprites/monsters/jormungold.png", - "isSecret": false, - "bestiary_index": 8, - "bestiary_index_with_padding": "008", - "source": "Stickers" - }, - { - "id": "mardiusa", - "name_localised": "Mardiusa", - "resource_name": "mardiusa", - "icon_url": "res://sprites/monsters/mardiusa.png", - "isSecret": false, - "bestiary_index": 9, - "bestiary_index_with_padding": "009", - "source": "Stickers" - }, - { - "id": "aeroboros", - "name_localised": "Aeroboros", - "resource_name": "aeroboros", - "icon_url": "res://sprites/monsters/aeroboros.png", - "isSecret": false, - "bestiary_index": 10, - "bestiary_index_with_padding": "010", - "source": "Stickers" - }, - { - "id": "candevil", - "name_localised": "Candevil", - "resource_name": "candevil", - "icon_url": "res://sprites/monsters/candevil.png", - "isSecret": false, - "bestiary_index": 14, - "bestiary_index_with_padding": "014", - "source": "Stickers" - }, - { - "id": "malchemy", - "name_localised": "Malchemy", - "resource_name": "malchemy", - "icon_url": "res://sprites/monsters/malchemy.png", - "isSecret": false, - "bestiary_index": 15, - "bestiary_index_with_padding": "015", - "source": "Stickers" - }, - { - "id": "miasmodeus", - "name_localised": "Miasmodeus", - "resource_name": "miasmodeus", - "icon_url": "res://sprites/monsters/miasmodeus.png", - "isSecret": false, - "bestiary_index": 16, - "bestiary_index_with_padding": "016", - "source": "Stickers" - }, - { - "id": "vendemon", - "name_localised": "Vendemon", - "resource_name": "vendemon", - "icon_url": "res://sprites/monsters/vendemon.png", - "isSecret": false, - "bestiary_index": 17, - "bestiary_index_with_padding": "017", - "source": "Stickers" - }, - { - "id": "gumbaal", - "name_localised": "Gumbaal", - "resource_name": "gumbaal", - "icon_url": "res://sprites/monsters/gumbaal.png", - "isSecret": false, - "bestiary_index": 18, - "bestiary_index_with_padding": "018", - "source": "Stickers" - }, - { - "id": "sirenade", - "name_localised": "Sirenade", - "resource_name": "sirenade", - "icon_url": "res://sprites/monsters/sirenade.png", - "isSecret": false, - "bestiary_index": 24, - "bestiary_index_with_padding": "024", - "source": "Stickers" - }, - { - "id": "decibelle", - "name_localised": "Decibelle", - "resource_name": "decibelle", - "icon_url": "res://sprites/monsters/decibelle.png", - "isSecret": false, - "bestiary_index": 25, - "bestiary_index_with_padding": "025", - "source": "Stickers" - }, - { - "id": "nevermort", - "name_localised": "Nevermort", - "resource_name": "nevermort", - "icon_url": "res://sprites/monsters/nevermort.png", - "isSecret": false, - "bestiary_index": 47, - "bestiary_index_with_padding": "047", - "source": "Stickers" - }, - { - "id": "apocrowlypse", - "name_localised": "Apocrowlypse", - "resource_name": "apocrowlypse", - "icon_url": "res://sprites/monsters/apocrowlypse.png", - "isSecret": false, - "bestiary_index": 48, - "bestiary_index_with_padding": "048", - "source": "Stickers" - }, - { - "id": "allseer", - "name_localised": "Allseer", - "resource_name": "allseer", - "icon_url": "res://sprites/monsters/allseer.png", - "isSecret": false, - "bestiary_index": 52, - "bestiary_index_with_padding": "052", - "source": "Stickers" - }, - { - "id": "khufo", - "name_localised": "Khufo", - "resource_name": "khufo", - "icon_url": "res://sprites/monsters/khufo.png", - "isSecret": false, - "bestiary_index": 53, - "bestiary_index_with_padding": "053", - "source": "Stickers" - }, - { - "id": "triphinx", - "name_localised": "Triphinx", - "resource_name": "triphinx", - "icon_url": "res://sprites/monsters/triphinx.png", - "isSecret": false, - "bestiary_index": 54, - "bestiary_index_with_padding": "054", - "source": "Stickers" - }, - { - "id": "salamagus", - "name_localised": "Salamagus", - "resource_name": "salamagus", - "icon_url": "res://sprites/monsters/salamagus.png", - "isSecret": false, - "bestiary_index": 59, - "bestiary_index_with_padding": "059", - "source": "Stickers" - }, - { - "id": "pyromeleon", - "name_localised": "Pyromeleon", - "resource_name": "pyromeleon", - "icon_url": "res://sprites/monsters/pyromeleon.png", - "isSecret": false, - "bestiary_index": 60, - "bestiary_index_with_padding": "060", - "source": "Stickers" - }, - { - "id": "muskrateer", - "name_localised": "Muskrateer", - "resource_name": "muskrateer", - "icon_url": "res://sprites/monsters/muskrateer.png", - "isSecret": false, - "bestiary_index": 61, - "bestiary_index_with_padding": "061", - "source": "Stickers" - }, - { - "id": "ratcousel", - "name_localised": "Ratcousel", - "resource_name": "ratcousel", - "icon_url": "res://sprites/monsters/ratcousel.png", - "isSecret": false, - "bestiary_index": 62, - "bestiary_index_with_padding": "062", - "source": "Stickers" - }, - { - "id": "elfless", - "name_localised": "Elfless", - "resource_name": "elfless", - "icon_url": "res://sprites/monsters/elfless.png", - "isSecret": false, - "bestiary_index": 66, - "bestiary_index_with_padding": "066", - "source": "Stickers" - }, - { - "id": "grampus", - "name_localised": "Grampus", - "resource_name": "grampus", - "icon_url": "res://sprites/monsters/grampus.png", - "isSecret": false, - "bestiary_index": 67, - "bestiary_index_with_padding": "067", - "source": "Stickers" - }, - { - "id": "faerious", - "name_localised": "Faerious", - "resource_name": "faerious", - "icon_url": "res://sprites/monsters/faerious.png", - "isSecret": false, - "bestiary_index": 68, - "bestiary_index_with_padding": "068", - "source": "Stickers" - }, - { - "id": "brushroom", - "name_localised": "Brushroom", - "resource_name": "brushroom", - "icon_url": "res://sprites/monsters/brushroom.png", - "isSecret": false, - "bestiary_index": 69, - "bestiary_index_with_padding": "069", - "source": "Stickers" - }, - { - "id": "fungogh", - "name_localised": "Fungogh", - "resource_name": "fungogh", - "icon_url": "res://sprites/monsters/fungogh.png", - "isSecret": false, - "bestiary_index": 70, - "bestiary_index_with_padding": "070", - "source": "Stickers" - }, - { - "id": "pawndead", - "name_localised": "Pawndead", - "resource_name": "pawndead", - "icon_url": "res://sprites/monsters/pawndead.png", - "isSecret": false, - "bestiary_index": 92, - "bestiary_index_with_padding": "092", - "source": "Stickers" - }, - { - "id": "skelevangelist", - "name_localised": "Skelevangelist", - "resource_name": "skelevangelist", - "icon_url": "res://sprites/monsters/skelevangelist.png", - "isSecret": false, - "bestiary_index": 93, - "bestiary_index_with_padding": "093", - "source": "Stickers" - }, - { - "id": "kingrave", - "name_localised": "Kingrave", - "resource_name": "kingrave", - "icon_url": "res://sprites/monsters/kingrave.png", - "isSecret": false, - "bestiary_index": 94, - "bestiary_index_with_padding": "094", - "source": "Stickers" - }, - { - "id": "queenyx", - "name_localised": "Queenyx", - "resource_name": "queenyx", - "icon_url": "res://sprites/monsters/queenyx.png", - "isSecret": false, - "bestiary_index": 95, - "bestiary_index_with_padding": "095", - "source": "Stickers" - }, - { - "id": "cluckabilly", - "name_localised": "Cluckabilly", - "resource_name": "cluckabilly", - "icon_url": "res://sprites/monsters/cluckabilly.png", - "isSecret": false, - "bestiary_index": 100, - "bestiary_index_with_padding": "100", - "source": "Stickers" - }, - { - "id": "rockertrice", - "name_localised": "Rockertrice", - "resource_name": "rockertrice", - "icon_url": "res://sprites/monsters/rockertrice.png", - "isSecret": false, - "bestiary_index": 101, - "bestiary_index_with_padding": "101", - "source": "Stickers" - }, - { - "id": "pombomb", - "name_localised": "Pombomb", - "resource_name": "pombomb", - "icon_url": "res://sprites/monsters/pombomb.png", - "isSecret": false, - "bestiary_index": 104, - "bestiary_index_with_padding": "104", - "source": "Stickers" - }, - { - "id": "spitzfyre", - "name_localised": "Spitzfyre", - "resource_name": "spitzfyre", - "icon_url": "res://sprites/monsters/spitzfyre.png", - "isSecret": false, - "bestiary_index": 105, - "bestiary_index_with_padding": "105", - "source": "Stickers" - }, - { - "id": "sparktan", - "name_localised": "Sparktan", - "resource_name": "sparktan", - "icon_url": "res://sprites/monsters/sparktan.png", - "isSecret": false, - "bestiary_index": 108, - "bestiary_index_with_padding": "108", - "source": "Stickers" - }, - { - "id": "zeustrike", - "name_localised": "Zeustrike", - "resource_name": "zeustrike", - "icon_url": "res://sprites/monsters/zeustrike.png", - "isSecret": false, - "bestiary_index": 109, - "bestiary_index_with_padding": "109", - "source": "Stickers" - }, - { - "id": "kuneko", - "name_localised": "Kuneko", - "resource_name": "kuneko", - "icon_url": "res://sprites/monsters/kuneko.png", - "isSecret": false, - "bestiary_index": 110, - "bestiary_index_with_padding": "110", - "source": "Stickers" - }, - { - "id": "shining_kuneko", - "name_localised": "Shining Kuneko", - "resource_name": "shining_kuneko", - "icon_url": "res://sprites/monsters/shining_kuneko.png", - "isSecret": false, - "bestiary_index": 111, - "bestiary_index_with_padding": "111", - "source": "Stickers" - }, - { - "id": "pinbolt", - "name_localised": "Pinbolt", - "resource_name": "pinbolt", - "icon_url": "res://sprites/monsters/pinbolt.png", - "isSecret": false, - "bestiary_index": 121, - "bestiary_index_with_padding": "121", - "source": "Stickers" - }, - { - "id": "adeptile", - "name_localised": "Adeptile", - "resource_name": "adeptile", - "icon_url": "res://sprites/monsters/adeptile.png", - "isSecret": false, - "bestiary_index": 123, - "bestiary_index_with_padding": "123", - "source": "Stickers" - }, - { - "id": "picksie", - "name_localised": "Picksie", - "resource_name": "picksie", - "icon_url": "res://sprites/monsters/picksie.png", - "isSecret": false, - "bestiary_index": 128, - "bestiary_index_with_padding": "128", + "bestiary_index": 130, + "bestiary_index_with_padding": "130", "source": "Stickers" }, { @@ -55980,6 +56247,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -56070,6 +56357,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -57123,6 +57420,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "hauntome", "name_localised": "Hauntome", @@ -58666,6 +58983,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -58756,6 +59093,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -60118,6 +60465,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -60208,6 +60575,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -62187,6 +62564,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -62277,6 +62674,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -62628,6 +63035,24 @@ "bestiary_index": 120, "bestiary_index_with_padding": "120" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130" + }, { "id": "littlered", "name_localised": "Littlered", @@ -63995,6 +64420,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -64085,6 +64530,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -65448,6 +65903,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -65538,6 +66013,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -66020,6 +66505,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -66070,6 +66575,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -66421,6 +66936,16 @@ "category_name_localised": "Status Effect", "description_localised": "Used automatically at the start of battle for 0 AP. Gives the user Multitarget status for 3 turn(s).", "monsters_that_can_learn": [ + { + "id": "scampire", + "name_localised": "Scampire", + "resource_name": "scampire", + "icon_url": "res://sprites/monsters/scampire.png", + "isSecret": false, + "bestiary_index": 5, + "bestiary_index_with_padding": "005", + "source": "Stickers" + }, { "id": "aeroboros", "name_localised": "Aeroboros", @@ -66933,6 +67458,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "hauntome", "name_localised": "Hauntome", @@ -68447,6 +68982,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -68537,6 +69092,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -70072,6 +70637,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -70162,6 +70747,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -71525,6 +72120,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -71615,6 +72230,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -71847,6 +72472,15 @@ "isSecret": false, "bestiary_index": -1, "bestiary_index_with_padding": "???" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" } ], "elemental_types_elements": [ @@ -72220,6 +72854,16 @@ "bestiary_index_with_padding": "081", "source": "Stickers" }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "smogmagog", "name_localised": "Smogmagog", @@ -72310,6 +72954,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -74426,6 +75080,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -74516,6 +75190,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -74941,7 +75625,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -74993,7 +75679,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -75963,6 +76651,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -76111,13 +76819,149 @@ "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ { - "id": "criticise", + "id": "frozen_ground", + "name_localised": "Frozen Ground", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "ice", + "name": "ELEMENTAL_TYPE_ICE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_ice.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Ice" + } + ] + }, + { + "id": "peekaboo", "name_localised": "Peekaboo", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, "elemental_types_elements": [] }, + { + "id": "trick", + "name_localised": "Trick", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "vengeful_curse", + "name_localised": "Vengeful Curse", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + } + ] + } + ], + "status_effects_elements_max_3": [ + { + "id": "stat_double_speed", + "name": "STATUS_STAT_DOUBLE_SPEED_NAME", + "description": "", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/speed_up_double.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [ + "speed" + ], + "name_localised": "Double Speed", + "description_localised": "", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_double_speed.png", + "moves_that_cause_this_effect": [ + { + "id": "frozen_ground", + "name_localised": "Frozen Ground", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "ice", + "name": "ELEMENTAL_TYPE_ICE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_ice.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Ice" + } + ] + } + ] + }, + { + "id": "stat_accuracy_down", + "name": "STATUS_STAT_ACCURACY_DOWN_NAME", + "description": "", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/accuracy_down.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": false, + "is_debuff": true, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [ + "accuracy" + ], + "name_localised": "Accuracy Down", + "description_localised": "", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", + "moves_that_cause_this_effect": [ { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -76181,16 +77025,454 @@ ] } ], - "status_effects_elements_max_3": [ + "meta_image_url": "/assets/img/meta/en/moves/frozen_ground.png" + }, + "fuel_injection": { + "id": "fuel_injection", + "name": "MOVE_NAME_FUEL_INJECTION", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_FUEL_INJECTION", + "title_override": "", + "tags": [ + "passive", + "machine", + "fuel" + ], + "priority": 0, + "cost": 0, + "is_passive_only": true, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 0, + "elemental_types": [ { - "id": "stat_double_speed", - "name": "STATUS_STAT_DOUBLE_SPEED_NAME", - "description": "", + "id": 4, + "path": "res://data/elemental_types/fire.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": false, + "status_effects": [ + { + "id": 1, + "path": "res://data/status_effects/ap_boost.tres", + "type": "Resource" + }, + { + "id": 2, + "path": "res://data/status_effects/stat_speed_up.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0, + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "description_localised": "Automatically used after Guzzle Fuel. Raises the user’s Speed and AP generation.", + "monsters_that_can_learn": [ + { + "id": "vendemon", + "name_localised": "Vendemon", + "resource_name": "vendemon", + "icon_url": "res://sprites/monsters/vendemon.png", + "isSecret": false, + "bestiary_index": 17, + "bestiary_index_with_padding": "017", + "source": "Stickers" + }, + { + "id": "gumbaal", + "name_localised": "Gumbaal", + "resource_name": "gumbaal", + "icon_url": "res://sprites/monsters/gumbaal.png", + "isSecret": false, + "bestiary_index": 18, + "bestiary_index_with_padding": "018", + "source": "Stickers" + }, + { + "id": "kittelly", + "name_localised": "Kittelly", + "resource_name": "kittelly", + "icon_url": "res://sprites/monsters/kittelly.png", + "isSecret": false, + "bestiary_index": 37, + "bestiary_index_with_padding": "037", + "source": "Stickers" + }, + { + "id": "cat-5", + "name_localised": "Cat-5", + "resource_name": "cat-5", + "icon_url": "res://sprites/monsters/cat-5.png", + "isSecret": false, + "bestiary_index": 38, + "bestiary_index_with_padding": "038", + "source": "Stickers" + }, + { + "id": "bulletino", + "name_localised": "Bulletino", + "resource_name": "bulletino", + "icon_url": "res://sprites/monsters/bulletino.png", + "isSecret": false, + "bestiary_index": 41, + "bestiary_index_with_padding": "041", + "source": "Stickers" + }, + { + "id": "velocirifle", + "name_localised": "Velocirifle", + "resource_name": "velocirifle", + "icon_url": "res://sprites/monsters/velocirifle.png", + "isSecret": false, + "bestiary_index": 42, + "bestiary_index_with_padding": "042", + "source": "Stickers" + }, + { + "id": "artillerex", + "name_localised": "Artillerex", + "resource_name": "artillerex", + "icon_url": "res://sprites/monsters/artillerex.png", + "isSecret": false, + "bestiary_index": 43, + "bestiary_index_with_padding": "043", + "source": "Stickers" + }, + { + "id": "gearyu", + "name_localised": "Gearyu", + "resource_name": "gearyu", + "icon_url": "res://sprites/monsters/gearyu.png", + "isSecret": false, + "bestiary_index": 44, + "bestiary_index_with_padding": "044", + "source": "Stickers" + }, + { + "id": "clocksley", + "name_localised": "Clocksley", + "resource_name": "clocksley", + "icon_url": "res://sprites/monsters/clocksley.png", + "isSecret": false, + "bestiary_index": 49, + "bestiary_index_with_padding": "049", + "source": "Stickers" + }, + { + "id": "robindam", + "name_localised": "Robindam", + "resource_name": "robindam", + "icon_url": "res://sprites/monsters/robindam.png", + "isSecret": false, + "bestiary_index": 50, + "bestiary_index_with_padding": "050", + "source": "Stickers" + }, + { + "id": "allseer", + "name_localised": "Allseer", + "resource_name": "allseer", + "icon_url": "res://sprites/monsters/allseer.png", + "isSecret": false, + "bestiary_index": 52, + "bestiary_index_with_padding": "052", + "source": "Stickers" + }, + { + "id": "khufo", + "name_localised": "Khufo", + "resource_name": "khufo", + "icon_url": "res://sprites/monsters/khufo.png", + "isSecret": false, + "bestiary_index": 53, + "bestiary_index_with_padding": "053", + "source": "Stickers" + }, + { + "id": "triphinx", + "name_localised": "Triphinx", + "resource_name": "triphinx", + "icon_url": "res://sprites/monsters/triphinx.png", + "isSecret": false, + "bestiary_index": 54, + "bestiary_index_with_padding": "054", + "source": "Stickers" + }, + { + "id": "salamagus", + "name_localised": "Salamagus", + "resource_name": "salamagus", + "icon_url": "res://sprites/monsters/salamagus.png", + "isSecret": false, + "bestiary_index": 59, + "bestiary_index_with_padding": "059" + }, + { + "id": "pyromeleon", + "name_localised": "Pyromeleon", + "resource_name": "pyromeleon", + "icon_url": "res://sprites/monsters/pyromeleon.png", + "isSecret": false, + "bestiary_index": 60, + "bestiary_index_with_padding": "060" + }, + { + "id": "stardigrade", + "name_localised": "Stardigrade", + "resource_name": "stardigrade", + "icon_url": "res://sprites/monsters/stardigrade.png", + "isSecret": false, + "bestiary_index": 78, + "bestiary_index_with_padding": "078", + "source": "Stickers" + }, + { + "id": "galagor", + "name_localised": "Galagor", + "resource_name": "galagor", + "icon_url": "res://sprites/monsters/galagor.png", + "isSecret": false, + "bestiary_index": 79, + "bestiary_index_with_padding": "079", + "source": "Stickers" + }, + { + "id": "binvader", + "name_localised": "Binvader", + "resource_name": "binvader", + "icon_url": "res://sprites/monsters/binvader.png", + "isSecret": false, + "bestiary_index": 82, + "bestiary_index_with_padding": "082", + "source": "Stickers" + }, + { + "id": "binterloper", + "name_localised": "Binterloper", + "resource_name": "binterloper", + "icon_url": "res://sprites/monsters/binterloper.png", + "isSecret": false, + "bestiary_index": 83, + "bestiary_index_with_padding": "083", + "source": "Stickers" + }, + { + "id": "burnace", + "name_localised": "Burnace", + "resource_name": "burnace", + "icon_url": "res://sprites/monsters/burnace.png", + "isSecret": false, + "bestiary_index": 96, + "bestiary_index_with_padding": "096", + "source": "Stickers" + }, + { + "id": "smogmagog", + "name_localised": "Smogmagog", + "resource_name": "smogmagog", + "icon_url": "res://sprites/monsters/smogmagog.png", + "isSecret": false, + "bestiary_index": 97, + "bestiary_index_with_padding": "097", + "source": "Stickers" + }, + { + "id": "pondwalker", + "name_localised": "Pondwalker", + "resource_name": "pondwalker", + "icon_url": "res://sprites/monsters/pondwalker.png", + "isSecret": false, + "bestiary_index": 102, + "bestiary_index_with_padding": "102", + "source": "Stickers" + }, + { + "id": "sharktanker", + "name_localised": "Sharktanker", + "resource_name": "sharktanker", + "icon_url": "res://sprites/monsters/sharktanker.png", + "isSecret": false, + "bestiary_index": 103, + "bestiary_index_with_padding": "103", + "source": "Stickers" + }, + { + "id": "pombomb", + "name_localised": "Pombomb", + "resource_name": "pombomb", + "icon_url": "res://sprites/monsters/pombomb.png", + "isSecret": false, + "bestiary_index": 104, + "bestiary_index_with_padding": "104" + }, + { + "id": "spitzfyre", + "name_localised": "Spitzfyre", + "resource_name": "spitzfyre", + "icon_url": "res://sprites/monsters/spitzfyre.png", + "isSecret": false, + "bestiary_index": 105, + "bestiary_index_with_padding": "105" + }, + { + "id": "arkidd", + "name_localised": "Arkidd", + "resource_name": "arkidd", + "icon_url": "res://sprites/monsters/arkidd.png", + "isSecret": false, + "bestiary_index": 113, + "bestiary_index_with_padding": "113", + "source": "Stickers" + }, + { + "id": "khepri", + "name_localised": "Khepri", + "resource_name": "khepri", + "icon_url": "res://sprites/monsters/khepri.png", + "isSecret": false, + "bestiary_index": 116, + "bestiary_index_with_padding": "116", + "source": "Stickers" + }, + { + "id": "miss_mimic", + "name_localised": "Miss Mimic", + "resource_name": "miss_mimic", + "icon_url": "res://sprites/monsters/miss_mimic.png", + "isSecret": false, + "bestiary_index": 119, + "bestiary_index_with_padding": "119", + "source": "Stickers" + }, + { + "id": "anathema", + "name_localised": "Anathema", + "resource_name": "anathema", + "icon_url": "res://sprites/monsters/anathema.png", + "isSecret": false, + "bestiary_index": 120, + "bestiary_index_with_padding": "120", + "source": "Stickers" + }, + { + "id": "amphare", + "name_localised": "Amphare", + "resource_name": "amphare", + "icon_url": "res://sprites/monsters/amphare.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "lapacitor", + "name_localised": "Lapacitor", + "resource_name": "lapacitor", + "icon_url": "res://sprites/monsters/lapacitor.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "majortom", + "name_localised": "Majortom", + "resource_name": "majortom", + "icon_url": "res://sprites/monsters/majortom.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "minortom", + "name_localised": "Minortom", + "resource_name": "minortom", + "icon_url": "res://sprites/monsters/minortom.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, + { + "id": "blunderbusk", + "name_localised": "Blunderbusk", + "resource_name": "blunderbusk", + "icon_url": "res://sprites/monsters/blunderbusk.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" + }, + { + "id": "charlequin", + "name_localised": "Charlequin", + "resource_name": "charlequin", + "icon_url": "res://sprites/monsters/charlequin.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" + }, + { + "id": "fragliacci", + "name_localised": "Fragliacci", + "resource_name": "fragliacci", + "icon_url": "res://sprites/monsters/fragliacci.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" + } + ], + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ], + "status_effects_elements": [ + { + "id": "ap_boost", + "name": "STATUS_AP_BOOST_NAME", + "description": "STATUS_AP_BOOST_DESCRIPTION", "has_duration": true, "reduce_duration_at": 0, "icon": { "id": 1, - "path": "res://ui/icons/status_effects/speed_up_double.png", + "path": "res://ui/icons/status_effects/ap_up.png", "type": "Texture" }, "is_removable": true, @@ -76204,50 +77486,125 @@ "sprite_animation_prefix": "", "sprite_animation_prefix_priority": "0", "stats_affected": [ - "speed" + "ap_regen" ], - "name_localised": "Double Speed", - "description_localised": "", - "meta_image_url": "/assets/img/meta/en/statusEffects/stat_double_speed.png", + "stat_offset": 1, + "name_localised": "AP Boost", + "description_localised": "Characters with AP Boost gain 1 extra AP each round.", + "meta_image_url": "/assets/img/meta/en/statusEffects/ap_boost.png", "moves_that_cause_this_effect": [ { - "id": "frozen_ground", - "name_localised": "Frozen Ground", + "id": "ap_boost", + "name_localised": "AP Boost", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, "elemental_types_elements": [ { - "id": "ice", - "name": "ELEMENTAL_TYPE_ICE", + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", "sort_order": 0, "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/types/element_ice.png", + "path": "res://ui/icons/types/element_astral.png", "type": "Texture" }, "loot_table": "", - "name_localised": "Ice" + "name_localised": "Astral" + } + ] + }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, + { + "id": "liftoff", + "name_localised": "Liftoff", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "air", + "name": "ELEMENTAL_TYPE_AIR", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_air.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Air" + } + ] + }, + { + "id": "pumpkin_pie", + "name_localised": "Pumpkin Pie", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" } ] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] } ] }, { - "id": "stat_accuracy_down", - "name": "STATUS_STAT_ACCURACY_DOWN_NAME", + "id": "stat_speed_up", + "name": "STATUS_STAT_SPEED_UP_NAME", "description": "", "has_duration": true, "reduce_duration_at": 0, "icon": { "id": 1, - "path": "res://ui/icons/status_effects/accuracy_down.png", + "path": "res://ui/icons/status_effects/speed_up.png", "type": "Texture" }, "is_removable": true, - "is_buff": false, - "is_debuff": true, + "is_buff": true, + "is_debuff": false, "is_decoy": false, "always_hidden_from_display": false, "tags": [], @@ -76256,61 +77613,130 @@ "sprite_animation_prefix": "", "sprite_animation_prefix_priority": "0", "stats_affected": [ - "accuracy" + "speed" ], - "name_localised": "Accuracy Down", + "name_localised": "Speed Up", "description_localised": "", - "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ { - "id": "criticise", - "name_localised": "Peekaboo", + "id": "fuel_injection", + "name_localised": "Fuel Injection", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, - "elemental_types_elements": [] + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] }, { - "id": "frozen_ground", - "name_localised": "Frozen Ground", + "id": "liftoff", + "name_localised": "Liftoff", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, "elemental_types_elements": [ { - "id": "ice", - "name": "ELEMENTAL_TYPE_ICE", + "id": "air", + "name": "ELEMENTAL_TYPE_AIR", "sort_order": 0, "sparkle": false, "icon": { "id": 1, - "path": "res://ui/icons/types/element_ice.png", + "path": "res://ui/icons/types/element_air.png", "type": "Texture" }, "loot_table": "", - "name_localised": "Ice" + "name_localised": "Air" } ] }, { - "id": "peekaboo", - "name_localised": "Peekaboo", + "id": "pumpkin_pie", + "name_localised": "Pumpkin Pie", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, - "elemental_types_elements": [] + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" + } + ] }, { - "id": "trick", - "name_localised": "Trick", + "id": "sprint", + "name_localised": "Sprint", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, "elemental_types_elements": [] }, { - "id": "vengeful_curse", - "name_localised": "Vengeful Curse", + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + } + ] + } + ], + "status_effects_elements_max_3": [ + { + "id": "ap_boost", + "name": "STATUS_AP_BOOST_NAME", + "description": "STATUS_AP_BOOST_DESCRIPTION", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/ap_up.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [ + "ap_regen" + ], + "stat_offset": 1, + "name_localised": "AP Boost", + "description_localised": "Characters with AP Boost gain 1 extra AP each round.", + "meta_image_url": "/assets/img/meta/en/statusEffects/ap_boost.png", + "moves_that_cause_this_effect": [ + { + "id": "ap_boost", + "name_localised": "AP Boost", "category_name_localised": "Status Effect", "power": 0, "accuracy": 100, @@ -76329,11 +77755,197 @@ "name_localised": "Astral" } ] + }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, + { + "id": "liftoff", + "name_localised": "Liftoff", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "air", + "name": "ELEMENTAL_TYPE_AIR", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_air.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Air" + } + ] + }, + { + "id": "pumpkin_pie", + "name_localised": "Pumpkin Pie", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" + } + ] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + } + ] + }, + { + "id": "stat_speed_up", + "name": "STATUS_STAT_SPEED_UP_NAME", + "description": "", + "has_duration": true, + "reduce_duration_at": 0, + "icon": { + "id": 1, + "path": "res://ui/icons/status_effects/speed_up.png", + "type": "Texture" + }, + "is_removable": true, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [ + "speed" + ], + "name_localised": "Speed Up", + "description_localised": "", + "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", + "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, + { + "id": "liftoff", + "name_localised": "Liftoff", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "air", + "name": "ELEMENTAL_TYPE_AIR", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_air.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Air" + } + ] + }, + { + "id": "pumpkin_pie", + "name_localised": "Pumpkin Pie", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" + } + ] + }, + { + "id": "sprint", + "name_localised": "Sprint", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "treat", + "name_localised": "Treat", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] } ] } ], - "meta_image_url": "/assets/img/meta/en/moves/frozen_ground.png" + "meta_image_url": "/assets/img/meta/en/moves/fuel_injection.png" }, "fusion_power": { "id": "fusion_power", @@ -77968,6 +79580,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -78058,6 +79690,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -79026,6 +80668,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -79056,6 +80718,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -79700,6 +81372,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -81135,6 +82817,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -81472,6 +83174,26 @@ "bestiary_index_with_padding": "125", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "littlered", "name_localised": "Littlered", @@ -81522,6 +83244,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -83574,6 +85306,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -83664,6 +85416,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -84013,7 +85775,8 @@ "stardigrade", "unsellable", "support", - "captain_zedd" + "captain_zedd", + "bear" ], "priority": 0, "cost": 3, @@ -84135,6 +85898,26 @@ "bestiary_index": 123, "bestiary_index_with_padding": "123" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "magikrab", "name_localised": "Magikrab", @@ -85424,6 +87207,16 @@ "bestiary_index": 85, "bestiary_index_with_padding": "085" }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", + "isSecret": false, + "bestiary_index": 88, + "bestiary_index_with_padding": "088", + "source": "Stickers" + }, { "id": "jumpkin", "name_localised": "Jumpkin", @@ -86358,756 +88151,796 @@ "source": "Stickers" }, { - "id": "jellyton", - "name_localised": "Jellyton", - "resource_name": "jellyton", - "icon_url": "res://sprites/monsters/jellyton.png", - "isSecret": false, - "bestiary_index": 86, - "bestiary_index_with_padding": "086", - "source": "Stickers" - }, - { - "id": "draculeaf", - "name_localised": "Draculeaf", - "resource_name": "draculeaf", - "icon_url": "res://sprites/monsters/draculeaf.png", - "isSecret": false, - "bestiary_index": 91, - "bestiary_index_with_padding": "091", - "source": "Stickers" - }, - { - "id": "skelevangelist", - "name_localised": "Skelevangelist", - "resource_name": "skelevangelist", - "icon_url": "res://sprites/monsters/skelevangelist.png", - "isSecret": false, - "bestiary_index": 93, - "bestiary_index_with_padding": "093", - "source": "Stickers" - }, - { - "id": "kingrave", - "name_localised": "Kingrave", - "resource_name": "kingrave", - "icon_url": "res://sprites/monsters/kingrave.png", - "isSecret": false, - "bestiary_index": 94, - "bestiary_index_with_padding": "094", - "source": "Stickers" - }, - { - "id": "queenyx", - "name_localised": "Queenyx", - "resource_name": "queenyx", - "icon_url": "res://sprites/monsters/queenyx.png", - "isSecret": false, - "bestiary_index": 95, - "bestiary_index_with_padding": "095", - "source": "Stickers" - }, - { - "id": "kuneko", - "name_localised": "Kuneko", - "resource_name": "kuneko", - "icon_url": "res://sprites/monsters/kuneko.png", - "isSecret": false, - "bestiary_index": 110, - "bestiary_index_with_padding": "110", - "source": "Stickers" - }, - { - "id": "shining_kuneko", - "name_localised": "Shining Kuneko", - "resource_name": "shining_kuneko", - "icon_url": "res://sprites/monsters/shining_kuneko.png", - "isSecret": false, - "bestiary_index": 111, - "bestiary_index_with_padding": "111", - "source": "Stickers" - }, - { - "id": "djinn_entonic", - "name_localised": "Djinn Entonic", - "resource_name": "djinn_entonic", - "icon_url": "res://sprites/monsters/djinn_entonic.png", - "isSecret": false, - "bestiary_index": 112, - "bestiary_index_with_padding": "112", - "source": "Stickers" - }, - { - "id": "spooki-onna", - "name_localised": "Spooki-onna", - "resource_name": "spooki-onna", - "icon_url": "res://sprites/monsters/spooki-onna.png", - "isSecret": false, - "bestiary_index": 115, - "bestiary_index_with_padding": "115", - "source": "Stickers" - }, - { - "id": "glaistain", - "name_localised": "Glaistain", - "resource_name": "glaistain", - "icon_url": "res://sprites/monsters/glaistain.png", - "isSecret": false, - "bestiary_index": 118, - "bestiary_index_with_padding": "118", - "source": "Stickers" - }, - { - "id": "miss_mimic", - "name_localised": "Miss Mimic", - "resource_name": "miss_mimic", - "icon_url": "res://sprites/monsters/miss_mimic.png", - "isSecret": false, - "bestiary_index": 119, - "bestiary_index_with_padding": "119", - "source": "Stickers" - }, - { - "id": "anathema", - "name_localised": "Anathema", - "resource_name": "anathema", - "icon_url": "res://sprites/monsters/anathema.png", - "isSecret": false, - "bestiary_index": 120, - "bestiary_index_with_padding": "120", - "source": "Stickers" - }, - { - "id": "adeptile", - "name_localised": "Adeptile", - "resource_name": "adeptile", - "icon_url": "res://sprites/monsters/adeptile.png", - "isSecret": false, - "bestiary_index": 123, - "bestiary_index_with_padding": "123", - "source": "Stickers" - }, - { - "id": "trapwurm", - "name_localised": "Trapwurm", - "resource_name": "trapwurm", - "icon_url": "res://sprites/monsters/trapwurm.png", - "isSecret": false, - "bestiary_index": 124, - "bestiary_index_with_padding": "124", - "source": "Stickers" - }, - { - "id": "wyrmaw", - "name_localised": "Wyrmaw", - "resource_name": "wyrmaw", - "icon_url": "res://sprites/monsters/wyrmaw.png", - "isSecret": false, - "bestiary_index": 125, - "bestiary_index_with_padding": "125", - "source": "Stickers" - }, - { - "id": "ferriclaw", - "name_localised": "Ferriclaw", - "resource_name": "ferriclaw", - "icon_url": "res://sprites/monsters/ferriclaw.png", - "isSecret": false, - "bestiary_index": 126, - "bestiary_index_with_padding": "126", - "source": "Stickers" - }, - { - "id": "auriclaw", - "name_localised": "Auriclaw", - "resource_name": "auriclaw", - "icon_url": "res://sprites/monsters/auriclaw.png", - "isSecret": false, - "bestiary_index": 127, - "bestiary_index_with_padding": "127", - "source": "Stickers" - }, - { - "id": "picksie", - "name_localised": "Picksie", - "resource_name": "picksie", - "icon_url": "res://sprites/monsters/picksie.png", - "isSecret": false, - "bestiary_index": 128, - "bestiary_index_with_padding": "128", - "source": "Stickers" - }, - { - "id": "hauntome", - "name_localised": "Hauntome", - "resource_name": "hauntome", - "icon_url": "res://sprites/monsters/hauntome.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "blunderbusk", - "name_localised": "Blunderbusk", - "resource_name": "blunderbusk", - "icon_url": "res://sprites/monsters/blunderbusk.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "charlequin", - "name_localised": "Charlequin", - "resource_name": "charlequin", - "icon_url": "res://sprites/monsters/charlequin.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "fragliacci", - "name_localised": "Fragliacci", - "resource_name": "fragliacci", - "icon_url": "res://sprites/monsters/fragliacci.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "scarleteeth", - "name_localised": "Scarleteeth", - "resource_name": "scarleteeth", - "icon_url": "res://sprites/monsters/scarleteeth.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "umbrahella", - "name_localised": "Umbrahella", - "resource_name": "umbrahella", - "icon_url": "res://sprites/monsters/umbrahella.png", - "isSecret": false, - "bestiary_index": -1, - "bestiary_index_with_padding": "???", - "source": "Stickers" - }, - { - "id": "magikrab", - "name_localised": "Magikrab", - "resource_name": "magikrab", - "icon_url": "res://sprites/monsters/magikrab.png", - "isSecret": true, - "bestiary_index": 0, - "bestiary_index_with_padding": "000", - "source": "Stickers" - } - ], - "elemental_types_elements": [ - { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_astral.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Astral" - } - ], - "status_effects_elements": [ - { - "id": "sleep", - "name": "STATUS_SLEEP_NAME", - "description": "STATUS_SLEEP_DESCRIPTION", - "has_duration": true, - "reduce_duration_at": 0, - "icon": { - "id": 1, - "path": "res://ui/icons/status_effects/sleep.png", - "type": "Texture" - }, - "is_removable": true, - "is_buff": false, - "is_debuff": true, - "is_decoy": false, - "always_hidden_from_display": false, - "tags": [ - "sleep" - ], - "toast_on_remove": "STATUS_SLEEP_TOAST_REMOVED", - "name_modifier": "", - "sprite_animation_prefix": "sleep_", - "sprite_animation_prefix_priority": "0", - "stats_affected": [], - "name_localised": "Sleep", - "description_localised": "Sleeping characters can’t use the moves they normally have.", - "toast_on_remove_localised": "WOKE UP", - "meta_image_url": "/assets/img/meta/en/statusEffects/sleep.png", - "moves_that_cause_this_effect": [ - { - "id": "hibernate", - "name_localised": "Hibernate", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [ - { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_astral.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Astral" - } - ] - }, - { - "id": "hypnotize", - "name_localised": "Hypnotise", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 50, - "elemental_types_elements": [ - { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_astral.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Astral" - } - ] - }, - { - "id": "meditate", - "name_localised": "Meditate", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [ - { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_astral.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Astral" - } - ] - }, - { - "id": "snooze_spore", - "name_localised": "Snooze Spore", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 50, - "elemental_types_elements": [ - { - "id": "plant", - "name": "ELEMENTAL_TYPE_PLANT", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_plant.png", - "type": "Texture" - }, - "loot_table": "res://data/loot_tables/battle_plant.tres", - "name_localised": "Plant" - } - ] - }, - { - "id": "trick", - "name_localised": "Trick", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, - { - "id": "vengeful_curse", - "name_localised": "Vengeful Curse", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [ - { - "id": "astral", - "name": "ELEMENTAL_TYPE_ASTRAL", - "sort_order": 0, - "sparkle": false, - "icon": { - "id": 1, - "path": "res://ui/icons/types/element_astral.png", - "type": "Texture" - }, - "loot_table": "", - "name_localised": "Astral" - } - ] - } - ] - } - ], - "status_effects_elements_max_3": [ - { - "id": "sleep", - "name": "STATUS_SLEEP_NAME", - "description": "STATUS_SLEEP_DESCRIPTION", - "has_duration": true, - "reduce_duration_at": 0, - "icon": { - "id": 1, - "path": "res://ui/icons/status_effects/sleep.png", - "type": "Texture" - }, - "is_removable": true, - "is_buff": false, - "is_debuff": true, - "is_decoy": false, - "always_hidden_from_display": false, - "tags": [ - "sleep" - ], - "toast_on_remove": "STATUS_SLEEP_TOAST_REMOVED", - "name_modifier": "", - "sprite_animation_prefix": "sleep_", - "sprite_animation_prefix_priority": "0", - "stats_affected": [], - "name_localised": "Sleep", - "description_localised": "Sleeping characters can’t use the moves they normally have.", - 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"toast_on_remove_localised": "WOKE UP", + "meta_image_url": "/assets/img/meta/en/statusEffects/sleep.png", + "moves_that_cause_this_effect": [ + { + "id": "hibernate", + "name_localised": "Hibernate", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "hypnotize", + "name_localised": "Hypnotise", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 50, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "meditate", + "name_localised": "Meditate", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + }, + { + "id": "snooze_spore", + "name_localised": "Snooze Spore", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 50, + "elemental_types_elements": [ + { + "id": "plant", + "name": "ELEMENTAL_TYPE_PLANT", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_plant.png", + "type": "Texture" + }, + "loot_table": "res://data/loot_tables/battle_plant.tres", + "name_localised": "Plant" + } + ] + }, + { + "id": "trick", + "name_localised": "Trick", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [] + }, + { + "id": "vengeful_curse", + "name_localised": "Vengeful Curse", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "astral", + "name": "ELEMENTAL_TYPE_ASTRAL", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_astral.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Astral" + } + ] + } + ] + } + ], + "meta_image_url": "/assets/img/meta/en/moves/hypnotize.png" + }, + "ice_breaker": { + "id": "ice_breaker", + "name": "MOVE_ICE_BREAKER_NAME", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_ICE_BREAKER", + "title_override": "", + "tags": [ + "ice", + "mountain", + "slow", + "love", + "offense" + ], + "priority": 0, + "cost": 4, + "is_passive_only": false, + "power": 90, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 3, + "path": "res://data/elemental_types/ice.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Ice Breaker", + "category_name_localised": "Melee Attack", + "description_localised": "Hits one target. Lowers the target’s Speed.", + "monsters_that_can_learn": [ + { + "id": "artillerex", + "name_localised": "Artillerex", + "resource_name": "artillerex", + "icon_url": "res://sprites/monsters/artillerex.png", + "isSecret": false, + "bestiary_index": 43, + "bestiary_index_with_padding": "043", + "source": "Stickers" + }, + { + "id": "gearyu", + "name_localised": "Gearyu", + "resource_name": "gearyu", + "icon_url": "res://sprites/monsters/gearyu.png", + "isSecret": false, + "bestiary_index": 44, + "bestiary_index_with_padding": "044", + "source": "Stickers" + }, + { + "id": "diveal", + "name_localised": "Diveal", + "resource_name": "diveal", + "icon_url": "res://sprites/monsters/diveal.png", + "isSecret": false, + "bestiary_index": 45, + "bestiary_index_with_padding": "045", + "source": "Stickers" + }, + { + "id": "scubalrus", + "name_localised": "Scubalrus", + "resource_name": "scubalrus", + "icon_url": "res://sprites/monsters/scubalrus.png", + "isSecret": false, + "bestiary_index": 46, + "bestiary_index_with_padding": "046", + "source": "Stickers" + }, + { + "id": "sanzatime", + "name_localised": "Sanzatime", + "resource_name": "sanzatime", + "icon_url": "res://sprites/monsters/sanzatime.png", + "isSecret": false, + "bestiary_index": 57, + "bestiary_index_with_padding": "057", + "source": "Stickers" + }, + { + "id": "fortiwinx", + "name_localised": "Fortiwinx", + "resource_name": "fortiwinx", + "icon_url": "res://sprites/monsters/fortiwinx.png", + "isSecret": false, + "bestiary_index": 58, + "bestiary_index_with_padding": "058", + "source": "Stickers" + }, + { + "id": "ratcousel", + "name_localised": "Ratcousel", + "resource_name": "ratcousel", + "icon_url": "res://sprites/monsters/ratcousel.png", + "isSecret": false, + "bestiary_index": 62, + "bestiary_index_with_padding": "062", + "source": "Stickers" + }, + { + "id": "elfless", + "name_localised": "Elfless", + "resource_name": "elfless", + "icon_url": "res://sprites/monsters/elfless.png", + "isSecret": false, + "bestiary_index": 66, + "bestiary_index_with_padding": "066" + }, + { + "id": "grampus", + "name_localised": "Grampus", + "resource_name": "grampus", + "icon_url": "res://sprites/monsters/grampus.png", + "isSecret": false, + "bestiary_index": 67, + "bestiary_index_with_padding": "067", + "source": "Stickers" + }, + { + "id": "faerious", + "name_localised": "Faerious", + "resource_name": "faerious", + "icon_url": "res://sprites/monsters/faerious.png", + "isSecret": false, + "bestiary_index": 68, + "bestiary_index_with_padding": "068" + }, + { + "id": "stardigrade", + "name_localised": "Stardigrade", + "resource_name": "stardigrade", + "icon_url": "res://sprites/monsters/stardigrade.png", + "isSecret": false, + "bestiary_index": 78, + "bestiary_index_with_padding": "078", + "source": "Stickers" + }, + { + "id": "galagor", + "name_localised": "Galagor", + "resource_name": "galagor", + "icon_url": "res://sprites/monsters/galagor.png", + "isSecret": false, + "bestiary_index": 79, + "bestiary_index_with_padding": "079", + "source": "Stickers" + }, + { + "id": "mascotoy", + "name_localised": "Mascotoy", + "resource_name": "mascotoy", + "icon_url": "res://sprites/monsters/mascotoy.png", + "isSecret": false, + "bestiary_index": 80, + "bestiary_index_with_padding": "080", + "source": "Stickers" + }, + { + "id": "mascotorn", + "name_localised": "Mascotorn", + "resource_name": "mascotorn", + "icon_url": "res://sprites/monsters/mascotorn.png", + "isSecret": false, + "bestiary_index": 81, + "bestiary_index_with_padding": "081", + "source": "Stickers" + }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", "isSecret": false, - "bestiary_index": 81, - "bestiary_index_with_padding": "081", + "bestiary_index": 88, + "bestiary_index_with_padding": "088", "source": "Stickers" }, { @@ -87270,6 +89103,16 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -88274,6 +90117,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -88619,6 +90482,16 @@ "bestiary_index_with_padding": "123", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -89246,6 +91119,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -89861,7 +91754,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -89965,7 +91860,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -90371,6 +92268,15 @@ "isSecret": false, "bestiary_index": -1, "bestiary_index_with_padding": "???" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" } ], "elemental_types_elements": [ @@ -90405,7 +92311,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -90509,7 +92417,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -91172,6 +93082,26 @@ "bestiary_index_with_padding": "091", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "littlered", "name_localised": "Littlered", @@ -92524,6 +94454,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -92614,6 +94564,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -93643,6 +95603,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -93725,6 +95707,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -93840,6 +95844,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -93922,6 +95948,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -95489,6 +97537,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -95529,6 +97597,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -96553,6 +98631,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -97910,6 +99998,15 @@ "isSecret": false, "bestiary_index": -1, "bestiary_index_with_padding": "???" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" } ], "elemental_types_elements": [ @@ -98409,6 +100506,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -99987,6 +102094,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -101350,6 +103477,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -101440,6 +103587,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -102803,6 +104960,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -102893,6 +105070,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -103712,6 +105899,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -103742,6 +105949,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -105465,6 +107682,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -105555,6 +107792,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -105966,6 +108213,16 @@ "bestiary_index_with_padding": "068", "source": "Stickers" }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", + "isSecret": false, + "bestiary_index": 88, + "bestiary_index_with_padding": "088", + "source": "Stickers" + }, { "id": "jumpkin", "name_localised": "Jumpkin", @@ -106823,6 +109080,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -106853,6 +109130,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -107776,6 +110063,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -107806,6 +110113,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -107867,14 +110184,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -107967,14 +110276,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -109795,6 +112096,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -109885,6 +112206,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -110735,6 +113066,36 @@ "bestiary_index_with_padding": "119", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -112223,6 +114584,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -112253,6 +114634,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -114566,6 +116957,16 @@ "bestiary_index_with_padding": "081", "source": "Stickers" }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "jellyton", "name_localised": "Jellyton", @@ -114796,6 +117197,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -114826,6 +117247,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -115267,6 +117698,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -115380,6 +117833,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -115464,6 +117939,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -115577,6 +118074,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -116707,6 +119226,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -116956,6 +119495,16 @@ "bestiary_index_with_padding": "097", "source": "Stickers" }, + { + "id": "khepri", + "name_localised": "Khepri", + "resource_name": "khepri", + "icon_url": "res://sprites/monsters/khepri.png", + "isSecret": false, + "bestiary_index": 116, + "bestiary_index_with_padding": "116", + "source": "Stickers" + }, { "id": "majortom", "name_localised": "Majortom", @@ -117205,7 +119754,8 @@ "icon_url": "res://sprites/monsters/khepri.png", "isSecret": false, "bestiary_index": 116, - "bestiary_index_with_padding": "116" + "bestiary_index_with_padding": "116", + "source": "Stickers" }, { "id": "majortom", @@ -118849,6 +121399,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -118939,6 +121509,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -120508,6 +123088,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -120598,6 +123198,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -122114,6 +124724,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -122204,6 +124834,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -123150,6 +125790,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -123407,6 +126067,16 @@ "bestiary_index_with_padding": "119", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "magikrab", "name_localised": "Magikrab", @@ -125183,6 +127853,26 @@ "bestiary_index_with_padding": "121", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -125530,6 +128220,16 @@ "bestiary_index": 128, "bestiary_index_with_padding": "128", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -126128,6 +128828,16 @@ "bestiary_index_with_padding": "119", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "magikrab", "name_localised": "Magikrab", @@ -126541,6 +129251,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -128059,6 +130789,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -128571,6 +131311,26 @@ "bestiary_index_with_padding": "119", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -129299,6 +132059,16 @@ "bestiary_index_with_padding": "085", "source": "Stickers" }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", + "isSecret": false, + "bestiary_index": 88, + "bestiary_index_with_padding": "088", + "source": "Stickers" + }, { "id": "kingrave", "name_localised": "Kingrave", @@ -130567,6 +133337,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -130597,6 +133387,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -130763,6 +133563,16 @@ "isSecret": false, "bestiary_index": 118, "bestiary_index_with_padding": "118" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -131311,6 +134121,16 @@ "bestiary_index_with_padding": "081", "source": "Stickers" }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", + "isSecret": false, + "bestiary_index": 88, + "bestiary_index_with_padding": "088", + "source": "Stickers" + }, { "id": "jumpkin", "name_localised": "Jumpkin", @@ -132630,6 +135450,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -132660,6 +135500,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -132726,6 +135576,228 @@ "status_effects_elements_max_3": [], "meta_image_url": "/assets/img/meta/en/moves/roll_again.png" }, + "royal_flush": { + "id": "royal_flush", + "name": "MOVE_NAME_ROYAL_FLUSH", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_ROYAL_FLUSH", + "title_override": "", + "tags": [ + "offense", + "royal" + ], + "priority": 0, + "cost": 6, + "is_passive_only": false, + "power": 20, + "physicality": 1, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 5, + "path": "res://data/elemental_types/water.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "name_localised": "Royal Flush", + "category_name_localised": "Melee Attack", + "description_localised": "Removes all status effects from the user. Damage is multiplied by the number of statuses removed.", + "monsters_that_can_learn": [ + { + "id": "diveal", + "name_localised": "Diveal", + "resource_name": "diveal", + "icon_url": "res://sprites/monsters/diveal.png", + "isSecret": false, + "bestiary_index": 45, + "bestiary_index_with_padding": "045" + }, + { + "id": "scubalrus", + "name_localised": "Scubalrus", + "resource_name": "scubalrus", + "icon_url": "res://sprites/monsters/scubalrus.png", + "isSecret": false, + "bestiary_index": 46, + "bestiary_index_with_padding": "046" + }, + { + "id": "ratcousel", + "name_localised": "Ratcousel", + "resource_name": "ratcousel", + "icon_url": "res://sprites/monsters/ratcousel.png", + "isSecret": false, + "bestiary_index": 62, + "bestiary_index_with_padding": "062", + "source": "Stickers" + }, + { + "id": "padpole", + "name_localised": "Padpole", + "resource_name": "padpole", + "icon_url": "res://sprites/monsters/padpole.png", + "isSecret": false, + "bestiary_index": 63, + "bestiary_index_with_padding": "063" + }, + { + "id": "frillypad", + "name_localised": "Frillypad", + "resource_name": "frillypad", + "icon_url": "res://sprites/monsters/frillypad.png", + "isSecret": false, + "bestiary_index": 64, + "bestiary_index_with_padding": "064" + }, + { + "id": "liligator", + "name_localised": "Liligator", + "resource_name": "liligator", + "icon_url": "res://sprites/monsters/liligator.png", + "isSecret": false, + "bestiary_index": 65, + "bestiary_index_with_padding": "065" + }, + { + "id": "spirouette", + "name_localised": "Spirouette", + "resource_name": "spirouette", + "icon_url": "res://sprites/monsters/spirouette.png", + "isSecret": false, + "bestiary_index": 87, + "bestiary_index_with_padding": "087" + }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", + "isSecret": false, + "bestiary_index": 88, + "bestiary_index_with_padding": "088", + "source": "Stickers" + }, + { + "id": "kingrave", + "name_localised": "Kingrave", + "resource_name": "kingrave", + "icon_url": "res://sprites/monsters/kingrave.png", + "isSecret": false, + "bestiary_index": 94, + "bestiary_index_with_padding": "094", + "source": "Stickers" + }, + { + "id": "queenyx", + "name_localised": "Queenyx", + "resource_name": "queenyx", + "icon_url": "res://sprites/monsters/queenyx.png", + "isSecret": false, + "bestiary_index": 95, + "bestiary_index_with_padding": "095", + "source": "Stickers" + }, + { + "id": "faucetear", + "name_localised": "Faucetear", + "resource_name": "faucetear", + "icon_url": "res://sprites/monsters/faucetear.png", + "isSecret": false, + "bestiary_index": 98, + "bestiary_index_with_padding": "098" + }, + { + "id": "fountess", + "name_localised": "Fountess", + "resource_name": "fountess", + "icon_url": "res://sprites/monsters/shower.png", + "isSecret": false, + "bestiary_index": 99, + "bestiary_index_with_padding": "099", + "source": "Stickers" + }, + { + "id": "pondwalker", + "name_localised": "Pondwalker", + "resource_name": "pondwalker", + "icon_url": "res://sprites/monsters/pondwalker.png", + "isSecret": false, + "bestiary_index": 102, + "bestiary_index_with_padding": "102" + }, + { + "id": "sharktanker", + "name_localised": "Sharktanker", + "resource_name": "sharktanker", + "icon_url": "res://sprites/monsters/sharktanker.png", + "isSecret": false, + "bestiary_index": 103, + "bestiary_index_with_padding": "103" + }, + { + "id": "undyin", + "name_localised": "Undyin", + "resource_name": "undyin", + "icon_url": "res://sprites/monsters/undyin.png", + "isSecret": false, + "bestiary_index": 114, + "bestiary_index_with_padding": "114" + }, + { + "id": "auriclaw", + "name_localised": "Auriclaw", + "resource_name": "auriclaw", + "icon_url": "res://sprites/monsters/auriclaw.png", + "isSecret": false, + "bestiary_index": 127, + "bestiary_index_with_padding": "127", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + } + ], + "elemental_types_elements": [ + { + "id": "water", + "name": "ELEMENTAL_TYPE_WATER", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_water.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Water" + } + ], + "status_effects_elements": [], + "status_effects_elements_max_3": [], + "meta_image_url": "/assets/img/meta/en/moves/royal_flush.png" + }, "sandstorm": { "id": "sandstorm", "name": "MOVE_SANDSTORM_NAME", @@ -133916,6 +136988,16 @@ "bestiary_index_with_padding": "125", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -134394,6 +137476,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -135740,6 +138832,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -135830,6 +138942,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -136930,6 +140052,16 @@ "bestiary_index_with_padding": "083", "source": "Stickers" }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "smogmagog", "name_localised": "Smogmagog", @@ -137087,6 +140219,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -137999,6 +141141,16 @@ "bestiary_index": -1, "bestiary_index_with_padding": "???", "source": "Stickers" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" } ], "elemental_types_elements": [ @@ -139975,6 +143127,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -140065,6 +143237,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -141428,6 +144610,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -141518,6 +144720,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -142823,6 +146035,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -144712,6 +147944,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -144802,6 +148054,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -146412,6 +149674,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -146502,6 +149784,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -148129,6 +151421,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -148219,6 +151531,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -148290,6 +151612,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -148382,6 +151726,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -149411,6 +152777,16 @@ "bestiary_index": 82, "bestiary_index_with_padding": "082" }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "smogmagog", "name_localised": "Smogmagog", @@ -149528,6 +152904,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -150451,6 +153837,25 @@ "bestiary_index": 120, "bestiary_index_with_padding": "120" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "littlered", "name_localised": "Littlered", @@ -151219,6 +154624,16 @@ "bestiary_index_with_padding": "083", "source": "Stickers" }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "smogmagog", "name_localised": "Smogmagog", @@ -151376,6 +154791,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -152720,6 +156145,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -152770,6 +156215,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -153834,6 +157289,16 @@ "bestiary_index_with_padding": "081", "source": "Stickers" }, + { + "id": "kirikuri", + "name_localised": "Kirikuri", + "resource_name": "kirikuri", + "icon_url": "res://sprites/monsters/kirikuri.png", + "isSecret": false, + "bestiary_index": 85, + "bestiary_index_with_padding": "085", + "source": "Stickers" + }, { "id": "jellyton", "name_localised": "Jellyton", @@ -154064,6 +157529,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -154094,6 +157579,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -155687,6 +159182,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -155777,6 +159292,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -156491,6 +160016,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -156511,6 +160056,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -158361,6 +161916,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -158441,6 +162016,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -159263,6 +162848,16 @@ "bestiary_index_with_padding": "114", "source": "Stickers" }, + { + "id": "miss_mimic", + "name_localised": "Miss Mimic", + "resource_name": "miss_mimic", + "icon_url": "res://sprites/monsters/miss_mimic.png", + "isSecret": false, + "bestiary_index": 119, + "bestiary_index_with_padding": "119", + "source": "Stickers" + }, { "id": "anathema", "name_localised": "Anathema", @@ -159313,6 +162908,26 @@ "bestiary_index_with_padding": "127", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "littlered", "name_localised": "Littlered", @@ -160207,6 +163822,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -160505,6 +164140,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -161199,6 +164856,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -162545,6 +166224,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "blunderbusk", "name_localised": "Blunderbusk", @@ -162575,6 +166274,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -163524,14 +167233,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -164202,7 +167903,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -166046,6 +169749,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -166136,6 +169859,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -166543,6 +170276,15 @@ "isSecret": false, "bestiary_index": -1, "bestiary_index_with_padding": "???" + }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???" } ], "elemental_types_elements": [ @@ -166622,6 +170364,16 @@ "bestiary_index_with_padding": "009", "source": "Stickers" }, + { + "id": "regensea", + "name_localised": "Regensea", + "resource_name": "regensea", + "icon_url": "res://sprites/monsters/regensea.png", + "isSecret": false, + "bestiary_index": 88, + "bestiary_index_with_padding": "088", + "source": "Stickers" + }, { "id": "undyin", "name_localised": "Undyin", @@ -166642,6 +170394,26 @@ "bestiary_index_with_padding": "120", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -168204,6 +171976,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "scarleteeth", "name_localised": "Scarleteeth", @@ -168538,6 +172320,24 @@ "bestiary_index_with_padding": "127", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130" + }, { "id": "umbrahella", "name_localised": "Umbrahella", @@ -170097,14 +173897,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -170775,7 +174567,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -172675,6 +176469,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -172765,6 +176579,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -175231,6 +179055,26 @@ "bestiary_index_with_padding": "128", "source": "Stickers" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129", + "source": "Stickers" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130", + "source": "Stickers" + }, { "id": "amphare", "name_localised": "Amphare", @@ -175321,6 +179165,16 @@ "bestiary_index_with_padding": "???", "source": "Stickers" }, + { + "id": "minosteam", + "name_localised": "Minosteam", + "resource_name": "minosteam", + "icon_url": "res://sprites/monsters/minosteam.png", + "isSecret": false, + "bestiary_index": -1, + "bestiary_index_with_padding": "???", + "source": "Stickers" + }, { "id": "rosehood", "name_localised": "Rosehood", @@ -176892,6 +180746,24 @@ "bestiary_index": 120, "bestiary_index_with_padding": "120" }, + { + "id": "bear1", + "name_localised": "Pawper", + "resource_name": "bear1", + "icon_url": "res://sprites/monsters/bear1.png", + "isSecret": false, + "bestiary_index": 129, + "bestiary_index_with_padding": "129" + }, + { + "id": "bear2", + "name_localised": "Pawprince", + "resource_name": "bear2", + "icon_url": "res://sprites/monsters/bear2.png", + "isSecret": false, + "bestiary_index": 130, + "bestiary_index_with_padding": "130" + }, { "id": "amphare", "name_localised": "Amphare", diff --git a/src/assets/json/en/statusEffects.json b/src/assets/json/en/statusEffects.json index 844d72d3cf..cfeab32ec5 100644 --- a/src/assets/json/en/statusEffects.json +++ b/src/assets/json/en/statusEffects.json @@ -100,6 +100,28 @@ } ] }, + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", @@ -573,6 +595,35 @@ } ] }, + "channeled_power": { + "id": "channeled_power", + "name": "STATUS_CHANNELED_POWER_NAME", + "description": "STATUS_CHANNELED_POWER_DESCRIPTION", + "has_duration": false, + "reduce_duration_at": 0, + "icon": { + "id": 3, + "path": "res://ui/icons/status_effects/channeled_power.png", + "type": "Texture" + }, + "is_removable": false, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [ + "archangel" + ], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Channelled Power", + "description_localised": "Characters with the Channelled Power status borrow the power of an Archangel. They do not lose AP when they use it, and they gain their patron’s Angelic Attack.", + "meta_image_url": "/assets/img/meta/en/statusEffects/channeled_power.png", + "moves_that_cause_this_effect": [] + }, "close_encounter": { "id": "close_encounter", "name": "STATUS_CLOSE_ENCOUNTER_NAME", @@ -1623,6 +1674,30 @@ } ] }, + "coating_typeless": { + "id": "coating_typeless", + "name": "STATUS_COATING_TYPELESS_NAME", + "description": "STATUS_COATING_DESCRIPTION", + "has_duration": false, + "reduce_duration_at": 2, + "is_removable": false, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": true, + "tags": [ + "coating_typeless" + ], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [], + "name_localised": "Typeless Coating", + "description_localised": "Coatings change the elemental type of a character for a certain number of turns.", + "meta_image_url": "/assets/img/meta/en/statusEffects/coating_typeless.png", + "moves_that_cause_this_effect": [] + }, "coating_water": { "id": "coating_water", "name": "STATUS_COATING_WATER_NAME", @@ -1713,7 +1788,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -2553,7 +2630,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -4207,14 +4286,6 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_accuracy_down.png", "moves_that_cause_this_effect": [ - { - "id": "criticise", - "name_localised": "Peekaboo", - "category_name_localised": "Status Effect", - "power": 0, - "accuracy": 100, - "elemental_types_elements": [] - }, { "id": "frozen_ground", "name_localised": "Frozen Ground", @@ -5347,6 +5418,28 @@ "description_localised": "", "meta_image_url": "/assets/img/meta/en/statusEffects/stat_speed_up.png", "moves_that_cause_this_effect": [ + { + "id": "fuel_injection", + "name_localised": "Fuel Injection", + "category_name_localised": "Status Effect", + "power": 0, + "accuracy": 100, + "elemental_types_elements": [ + { + "id": "fire", + "name": "ELEMENTAL_TYPE_FIRE", + "sort_order": 0, + "sparkle": false, + "icon": { + "id": 1, + "path": "res://ui/icons/types/element_fire.png", + "type": "Texture" + }, + "loot_table": "", + "name_localised": "Fire" + } + ] + }, { "id": "liftoff", "name_localised": "Liftoff", diff --git a/src/assets/json/fusion.json b/src/assets/json/fusion.json index c4994907b9..ef79170c7e 100644 --- a/src/assets/json/fusion.json +++ b/src/assets/json/fusion.json @@ -4776,7 +4776,7 @@ } }, { - "id": "binterloper", + "id": "bear1", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -4786,18 +4786,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": 1 + "x": 27, + "y": -17 }, "match_part": "", "child": {}, "index": 0 }, - "Sprite_Arm_Back": { - "name": "Sprite", + "bear1_arm_back_Arm_Back": { + "name": "bear1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -4806,8 +4806,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/robot1_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/bear1_arm_back.json", "type": "PackedScene" } }, @@ -4817,20 +4817,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": 10, + "y": 19 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "bear1_tail_Tail": { + "name": "bear1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -4839,8 +4839,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 7, + "path": "res://sprites/fusions/tail/bear1_tail.json", "type": "PackedScene" } }, @@ -4852,18 +4852,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, + "x": 25, "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "bear1_leg_back_FrontLeg_Back": { + "name": "bear1_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -4872,8 +4872,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/bear1_leg_back.json", "type": "PackedScene" } }, @@ -4883,20 +4883,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 52, - "y": 43 + "x": 59, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "bear1_leg_back_BackLeg_Back": { + "name": "bear1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -4905,8 +4905,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/bear1_leg_back.json", "type": "PackedScene" } }, @@ -4918,18 +4918,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 23, + "y": 40 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "bear1_leg_front_FrontLeg_Front": { + "name": "bear1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -4938,30 +4938,30 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/bear1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, - "y": 45 + "x": 30, + "y": 9 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 10 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "bear1_body_Body": { + "name": "bear1_body", "type": "sub", - "parent": "BackLeg_Front", + "parent": "Body", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -4972,30 +4972,30 @@ "index": 11, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "path": "res://sprites/fusions/body/bear1_body.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": 29 + "x": 37, + "y": 43 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "biped_binterloper_body_Body": { - "name": "biped_binterloper_body", + "bear1_leg_front_BackLeg_Front": { + "name": "bear1_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5004,8 +5004,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/biped_binterloper_body.json", + "id": 10, + "path": "res://sprites/fusions/legs/bear1_leg_front.json", "type": "PackedScene" } }, @@ -5017,15 +5017,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -11 + "x": 29, + "y": -29 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "bear1_helmet_back_HelmetBack": { + "name": "bear1_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 3 )", @@ -5038,7 +5038,7 @@ "index": 15, "instance_external": { "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "path": "res://sprites/fusions/helmet/bear1_helmet_back.json", "type": "PackedScene" } }, @@ -5050,15 +5050,15 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -11 + "x": 29, + "y": -29 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "binterloper_head_Head": { - "name": "binterloper_head", + "bear1_head_Head": { + "name": "bear1_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 5 )", @@ -5071,7 +5071,7 @@ "index": 17, "instance_external": { "id": 5, - "path": "res://sprites/fusions/head/binterloper_head.json", + "path": "res://sprites/fusions/head/bear1_head.json", "type": "PackedScene" } }, @@ -5083,15 +5083,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -11 + "x": 29, + "y": -29 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "binterloper_helmet_front_HelmetFront": { - "name": "binterloper_helmet_front", + "bear1_helmet_front_HelmetFront": { + "name": "bear1_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 6 )", @@ -5104,7 +5104,7 @@ "index": 19, "instance_external": { "id": 6, - "path": "res://sprites/fusions/helmet/binterloper_helmet_front.json", + "path": "res://sprites/fusions/helmet/bear1_helmet_front.json", "type": "PackedScene" } }, @@ -5116,18 +5116,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": 4 + "x": 5, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Sprite_Arm_Front": { - "name": "Sprite", + "bear1_arm_front_Arm_Front": { + "name": "bear1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5136,8 +5136,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/robot1_arms_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/bear1_arm_front.json", "type": "PackedScene" } }, @@ -5149,8 +5149,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 87, - "y": 49 + "x": 108, + "y": 24 }, "match_part": "", "child": {}, @@ -5164,8 +5164,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 75, - "y": 57 + "x": 67, + "y": 29 }, "match_part": "", "child": {}, @@ -5174,7 +5174,7 @@ } }, { - "id": "binvader", + "id": "bear2", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -5185,17 +5185,17 @@ "visible": true, "position": { "x": 24, - "y": -8 + "y": -13 }, "match_part": "", "child": {}, "index": 0 }, - "Sprite_Arm_Back": { - "name": "Sprite", + "bear1_arm_back_Arm_Back": { + "name": "bear1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5204,8 +5204,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/robot1_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/bear1_arm_back.json", "type": "PackedScene" } }, @@ -5215,20 +5215,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": 4, + "y": 29 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "bear1_tail_Tail": { + "name": "bear1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5237,8 +5237,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 7, + "path": "res://sprites/fusions/tail/bear1_tail.json", "type": "PackedScene" } }, @@ -5250,18 +5250,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, + "x": 25, "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "bear1_leg_back_FrontLeg_Back": { + "name": "bear1_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5270,8 +5270,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/bear1_leg_back.json", "type": "PackedScene" } }, @@ -5283,18 +5283,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 47 + "x": 56, + "y": 53 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "bear1_leg_back_BackLeg_Back": { + "name": "bear1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5303,8 +5303,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/bear1_leg_back.json", "type": "PackedScene" } }, @@ -5316,18 +5316,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 23, + "y": 40 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "bear1_leg_front_FrontLeg_Front": { + "name": "bear1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5336,8 +5336,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/bear1_leg_front.json", "type": "PackedScene" } }, @@ -5349,18 +5349,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": 49 + "x": 34, + "y": 55 }, "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "bear1_leg_front_BackLeg_Front": { + "name": "bear1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5369,8 +5369,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/bear1_leg_front.json", "type": "PackedScene" } }, @@ -5382,18 +5382,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": 6 + "x": 30, + "y": 9 }, "match_part": "", "child": {}, "index": 12 }, - "Sprite3_Body": { - "name": "Sprite3", + "bear2_body_Body": { + "name": "bear2_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5402,26 +5402,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/biped_bin_2_body.json", - "type": "PackedScene" - } - }, - "Sprite_Body": { - "name": "Sprite", - "type": "sub", - "parent": "Body", - "instance": "ExtResource( 6 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 14, - "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/biped_bin_1_body.json", + "id": 3, + "path": "res://sprites/fusions/body/bear2_body.json", "type": "PackedScene" } }, @@ -5433,28 +5415,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -13 + "x": 26, + "y": -32 }, "match_part": "", "child": {}, - "index": 15 + "index": 14 }, - "Sprite2_HelmetBack": { - "name": "Sprite2", + "bear2_helmet_back_HelmetBack": { + "name": "bear2_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 16, + "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/binvader_helmet_back.json", + "id": 6, + "path": "res://sprites/fusions/helmet/bear2_helmet_back.json", "type": "PackedScene" } }, @@ -5466,28 +5448,28 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -13 + "x": 26, + "y": -32 }, "match_part": "HelmetBack", "child": {}, - "index": 17 + "index": 16 }, - "Sprite2_Head": { - "name": "Sprite2", + "bear2_head_Head": { + "name": "bear2_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 18, + "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/binvader_head.json", + "id": 5, + "path": "res://sprites/fusions/head/bear2_head.json", "type": "PackedScene" } }, @@ -5499,28 +5481,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -13 + "x": 26, + "y": -32 }, "match_part": "HelmetBack", "child": {}, - "index": 19 + "index": 18 }, - "Sprite2_HelmetFront": { - "name": "Sprite2", + "bear2_helmet_front_HelmetFront": { + "name": "bear2_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 20, + "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/binvader_helmet_front.json", + "id": 4, + "path": "res://sprites/fusions/helmet/bear2_helmet_front.json", "type": "PackedScene" } }, @@ -5532,28 +5514,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -5 + "x": 5, + "y": -13 }, "match_part": "Arm_Back", "child": {}, - "index": 21 + "index": 20 }, - "Sprite_Arm_Front": { - "name": "Sprite", + "bear1_arm_front_Arm_Front": { + "name": "bear1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 22, + "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/robot1_arms_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/bear1_arm_front.json", "type": "PackedScene" } }, @@ -5565,12 +5547,12 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 108, + "y": 29 }, "match_part": "", "child": {}, - "index": 23 + "index": 22 }, "hit": { "name": "hit", @@ -5580,17 +5562,17 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 67, + "y": 29 }, "match_part": "", "child": {}, - "index": 24 + "index": 23 } } }, { - "id": "blossomaw", + "id": "binterloper", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -5600,18 +5582,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 10, - "y": -20 + "x": 29, + "y": 1 }, "match_part": "", "child": {}, "index": 0 }, - "cat_arms_back_Arm_Back": { - "name": "cat_arms_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5620,8 +5602,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/cat_arms_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/robot1_arms_back.json", "type": "PackedScene" } }, @@ -5631,10 +5613,10 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -7, - "y": 26 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, @@ -5644,7 +5626,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5653,31 +5635,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 43, - "y": 38 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5686,31 +5668,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 66, - "y": 37 + "x": 52, + "y": 43 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5719,31 +5701,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 23, - "y": -14 + "x": 26, + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "biped_blossomaw_body_Body": { - "name": "biped_blossomaw_body", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 12 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5752,8 +5734,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/biped_blossomaw_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -5763,20 +5745,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 28, - "y": 41 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5785,31 +5767,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 51, - "y": 41 + "x": 30, + "y": 29 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 12 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "biped_binterloper_body_Body": { + "name": "biped_binterloper_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "Body", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5818,8 +5800,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/body/biped_binterloper_body.json", "type": "PackedScene" } }, @@ -5831,18 +5813,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": -40 + "x": 31, + "y": -11 }, "match_part": "", "child": {}, "index": 14 }, - "blossomaw_helmet_back_HelmetBack": { - "name": "blossomaw_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5851,8 +5833,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/blossomaw_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -5864,18 +5846,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 41, - "y": -40 + "x": 31, + "y": -11 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "blossomaw_head_Head": { - "name": "blossomaw_head", + "binterloper_head_Head": { + "name": "binterloper_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5884,8 +5866,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/blossomaw_head.json", + "id": 5, + "path": "res://sprites/fusions/head/binterloper_head.json", "type": "PackedScene" } }, @@ -5897,18 +5879,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": -40 + "x": 31, + "y": -11 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "blossomaw_helmet_front_HelmetFront": { - "name": "blossomaw_helmet_front", + "binterloper_helmet_front_HelmetFront": { + "name": "binterloper_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -5917,8 +5899,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/blossomaw_helmet_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/binterloper_helmet_front.json", "type": "PackedScene" } }, @@ -5930,15 +5912,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 0, - "y": -18 + "x": 9, + "y": 4 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "cat_arms_front_Arm_Front": { - "name": "cat_arms_front", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 7 )", @@ -5951,7 +5933,7 @@ "index": 21, "instance_external": { "id": 7, - "path": "res://sprites/fusions/arms/cat_arms_front.json", + "path": "res://sprites/fusions/arms/robot1_arms_front.json", "type": "PackedScene" } }, @@ -5963,23 +5945,23 @@ "inverse_match": false, "visible": true, "position": { - "x": 83, - "y": 34 + "x": 87, + "y": 49 }, "match_part": "", "child": {}, "index": 22 }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 76, - "y": -7 + "x": 75, + "y": 57 }, "match_part": "", "child": {}, @@ -5988,7 +5970,7 @@ } }, { - "id": "blunderbusk", + "id": "binvader", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -5998,18 +5980,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -28 + "x": 24, + "y": -8 }, "match_part": "", "child": {}, "index": 0 }, - "charlequin_arm_back_Arm_Back": { - "name": "charlequin_arm_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6018,8 +6000,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/charlequin_arm_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/robot1_arms_back.json", "type": "PackedScene" } }, @@ -6029,20 +6011,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 14 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "toy_tail_Tail": { - "name": "toy_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6051,8 +6033,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" } }, @@ -6064,18 +6046,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, + "x": 41, "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "simple5_leg_FrontLeg_Back": { - "name": "simple5_leg", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6084,8 +6066,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, @@ -6097,18 +6079,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 42 + "x": 51, + "y": 47 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_BackLeg_Back": { - "name": "simple5_leg", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6117,8 +6099,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, @@ -6130,18 +6112,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 61, - "y": 38 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "simple5_leg_FrontLeg_Front": { - "name": "simple5_leg", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6150,8 +6132,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -6163,18 +6145,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, - "y": 45 + "x": 37, + "y": 49 }, "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "simple5_leg_BackLeg_Front": { - "name": "simple5_leg", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6183,8 +6165,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -6196,18 +6178,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -5 + "x": 28, + "y": 6 }, "match_part": "", "child": {}, "index": 12 }, - "charlequin_body_Body": { - "name": "charlequin_body", + "Sprite3_Body": { + "name": "Sprite3", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6216,8 +6198,26 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/charlequin_body.json", + "id": 8, + "path": "res://sprites/fusions/body/biped_bin_2_body.json", + "type": "PackedScene" + } + }, + "Sprite_Body": { + "name": "Sprite", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 6 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 14, + "instance_external": { + "id": 6, + "path": "res://sprites/fusions/body/biped_bin_1_body.json", "type": "PackedScene" } }, @@ -6229,28 +6229,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 30, + "y": -13 }, "match_part": "", "child": {}, - "index": 14 + "index": 15 }, - "blunderbusk_helmet_back_HelmetBack": { - "name": "blunderbusk_helmet_back", + "Sprite2_HelmetBack": { + "name": "Sprite2", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 16, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/blunderbusk_helmet_back.json", + "id": 5, + "path": "res://sprites/fusions/helmet/binvader_helmet_back.json", "type": "PackedScene" } }, @@ -6262,28 +6262,28 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 30, + "y": -13 }, "match_part": "HelmetBack", "child": {}, - "index": 16 + "index": 17 }, - "blunderbusk_head_Head": { - "name": "blunderbusk_head", + "Sprite2_Head": { + "name": "Sprite2", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 18, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/blunderbusk_head.json", + "id": 3, + "path": "res://sprites/fusions/head/binvader_head.json", "type": "PackedScene" } }, @@ -6295,28 +6295,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 30, + "y": -13 }, "match_part": "HelmetBack", "child": {}, - "index": 18 + "index": 19 }, - "blunderbusk_helmet_front_HelmetFront": { - "name": "blunderbusk_helmet_front", + "Sprite2_HelmetFront": { + "name": "Sprite2", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 19, + "index": 20, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/blunderbusk_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/binvader_helmet_front.json", "type": "PackedScene" } }, @@ -6328,28 +6328,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": -27 + "x": 7, + "y": -5 }, "match_part": "Arm_Back", "child": {}, - "index": 20 + "index": 21 }, - "charlequin_arm_Arm_Front": { - "name": "charlequin_arm", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 21, + "index": 22, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/charlequin_arm_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/robot1_arms_front.json", "type": "PackedScene" } }, @@ -6361,12 +6361,12 @@ "inverse_match": false, "visible": true, "position": { - "x": 114, - "y": 15 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, - "index": 22 + "index": 23 }, "hit": { "name": "hit", @@ -6376,38 +6376,38 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 20 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, - "index": 23 + "index": 24 } } }, { - "id": "boltam", + "id": "blossomaw", "nodes": { - "Tail": { - "name": "Tail", + "Arm_Back": { + "name": "Arm_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": -2, - "y": 19 + "x": 10, + "y": -20 }, "match_part": "", "child": {}, "index": 0 }, - "Sprite2_Tail": { - "name": "Sprite2", + "cat_arms_back_Arm_Back": { + "name": "cat_arms_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 3 )", + "parent": "Arm_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6416,31 +6416,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 5, + "path": "res://sprites/fusions/arms/cat_arms_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": 37 + "x": -7, + "y": 26 }, "match_part": "", "child": {}, "index": 2 }, - "beast2_leg_back_BackLeg_Back": { - "name": "beast2_leg_back", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 8 )", + "parent": "Tail", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6449,31 +6449,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/beast2_leg_back.json", + "id": 3, + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 66, - "y": 37 + "x": 43, + "y": 38 }, "match_part": "", "child": {}, "index": 4 }, - "beast1_leg_back_FrontLeg_Back": { - "name": "beast1_leg_back", + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6482,9 +6482,42 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/beast1_leg_back.json", - "type": "PackedScene" + "id": 11, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "type": "PackedScene" + } + }, + "FrontLeg_Back": { + "name": "FrontLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 66, + "y": 37 + }, + "match_part": "", + "child": {}, + "index": 6 + }, + "Sprite_FrontLeg_Back": { + "name": "Sprite", + "type": "sub", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 7, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/legs/cat_leg_back.json", + "type": "PackedScene" } }, "Body": { @@ -6495,28 +6528,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": 24 + "x": 23, + "y": -14 }, "match_part": "", "child": {}, - "index": 6 + "index": 8 }, - "Sprite_Body": { - "name": "Sprite", + "biped_blossomaw_body_Body": { + "name": "biped_blossomaw_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 7, + "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/quad_simple_body.json", + "id": 12, + "path": "res://sprites/fusions/body/biped_blossomaw_body.json", "type": "PackedScene" } }, @@ -6528,28 +6561,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, + "x": 28, "y": 41 }, "match_part": "BackLeg_Back", "child": {}, - "index": 8 + "index": 10 }, - "beast2_leg_front_BackLeg_Front": { - "name": "beast2_leg_front", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 9, + "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/beast2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" } }, @@ -6559,30 +6592,30 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 51, "y": 41 }, "match_part": "FrontLeg_Back", "child": {}, - "index": 10 + "index": 12 }, - "beast1_leg_front_FrontLeg_Front": { - "name": "beast1_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 11, + "index": 13, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/beast1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, @@ -6594,28 +6627,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 41, + "y": -40 }, "match_part": "", "child": {}, - "index": 12 + "index": 14 }, - "boltam_helmet_back_HelmetBack": { - "name": "boltam_helmet_back", + "blossomaw_helmet_back_HelmetBack": { + "name": "blossomaw_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 13, + "index": 15, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/boltam_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/blossomaw_helmet_back.json", "type": "PackedScene" } }, @@ -6627,28 +6660,28 @@ "inverse_match": true, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 41, + "y": -40 }, "match_part": "HelmetBack", "child": {}, - "index": 14 + "index": 16 }, - "boltam_head_Head": { - "name": "boltam_head", + "blossomaw_head_Head": { + "name": "blossomaw_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/boltam_head.json", + "id": 8, + "path": "res://sprites/fusions/head/blossomaw_head.json", "type": "PackedScene" } }, @@ -6660,15 +6693,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 41, + "y": -40 }, "match_part": "HelmetBack", "child": {}, - "index": 16 + "index": 18 }, - "boltam_helmet_front_HelmetFront": { - "name": "boltam_helmet_front", + "blossomaw_helmet_front_HelmetFront": { + "name": "blossomaw_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 10 )", @@ -6678,10 +6711,43 @@ "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 19, "instance_external": { "id": 10, - "path": "res://sprites/fusions/helmet/boltam_helmet_front.json", + "path": "res://sprites/fusions/helmet/blossomaw_helmet_front.json", + "type": "PackedScene" + } + }, + "Arm_Front": { + "name": "Arm_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 0, + "y": -18 + }, + "match_part": "Arm_Back", + "child": {}, + "index": 20 + }, + "cat_arms_front_Arm_Front": { + "name": "cat_arms_front", + "type": "sub", + "parent": "Arm_Front", + "instance": "ExtResource( 7 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 21, + "instance_external": { + "id": 7, + "path": "res://sprites/fusions/arms/cat_arms_front.json", "type": "PackedScene" } }, @@ -6693,12 +6759,12 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 39 + "x": 83, + "y": 34 }, "match_part": "", "child": {}, - "index": 18 + "index": 22 }, "eye": { "name": "eye", @@ -6708,17 +6774,17 @@ "inverse_match": false, "visible": true, "position": { - "x": 82, - "y": 31 + "x": 76, + "y": -7 }, "match_part": "", "child": {}, - "index": 19 + "index": 23 } } }, { - "id": "braxsuit", + "id": "blunderbusk", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -6728,15 +6794,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 22, - "y": -22 + "x": 28, + "y": -28 }, "match_part": "", "child": {}, "index": 0 }, - "simple1_arm_back_Arm_Back": { - "name": "simple1_arm_back", + "charlequin_arm_back_Arm_Back": { + "name": "charlequin_arm_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 9 )", @@ -6749,7 +6815,7 @@ "index": 1, "instance_external": { "id": 9, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "path": "res://sprites/fusions/arms/charlequin_arm_back.json", "type": "PackedScene" } }, @@ -6759,20 +6825,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 30 + "x": 14, + "y": 14 }, "match_part": "", "child": {}, "index": 2 }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6781,8 +6847,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 13, + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" } }, @@ -6794,15 +6860,15 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, + "x": 25, "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "simple5_leg_FrontLeg_Back": { + "name": "simple5_leg", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 7 )", @@ -6815,7 +6881,7 @@ "index": 5, "instance_external": { "id": 7, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, @@ -6825,20 +6891,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 54, - "y": 41 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "simple1_leg_back_BackLeg_Back": { - "name": "simple1_leg_back", + "simple5_leg_BackLeg_Back": { + "name": "simple5_leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6847,31 +6913,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/simple1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 26, - "y": 6 + "x": 61, + "y": 38 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "biped_braxsuit_body_Body": { - "name": "biped_braxsuit_body", + "simple5_leg_FrontLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6880,31 +6946,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/biped_braxsuit_body.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 39, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "simple5_leg_BackLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6913,31 +6979,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, - "y": 45 + "x": 29, + "y": -5 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12 }, - "simple1_leg_front_BackLeg_Front": { - "name": "simple1_leg_front", + "charlequin_body_Body": { + "name": "charlequin_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "Body", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6946,8 +7012,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple1_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/body/charlequin_body.json", "type": "PackedScene" } }, @@ -6959,18 +7025,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -24 + "x": 31, + "y": -39 }, "match_part": "", "child": {}, "index": 14 }, - "braxsuit_helmet_back_HelmetBack": { - "name": "braxsuit_helmet_back", + "blunderbusk_helmet_back_HelmetBack": { + "name": "blunderbusk_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -6979,8 +7045,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/blunderbusk_helmet_back.json", "type": "PackedScene" } }, @@ -6992,18 +7058,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 29, - "y": -24 + "x": 31, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "braxsuit_head_Head": { - "name": "braxsuit_head", + "blunderbusk_head_Head": { + "name": "blunderbusk_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7012,8 +7078,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/braxsuit_head.json", + "id": 6, + "path": "res://sprites/fusions/head/blunderbusk_head.json", "type": "PackedScene" } }, @@ -7025,18 +7091,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -24 + "x": 31, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "braxsuit_helmet_front_HelmetFront": { - "name": "braxsuit_helmet_front", + "blunderbusk_helmet_front_HelmetFront": { + "name": "blunderbusk_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7045,8 +7111,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/blunderbusk_helmet_front.json", "type": "PackedScene" } }, @@ -7058,18 +7124,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -19 + "x": 11, + "y": -27 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "simple1_arm_front_Arm_Front": { - "name": "simple1_arm_front", + "charlequin_arm_Arm_Front": { + "name": "charlequin_arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7078,8 +7144,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/simple1_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/charlequin_arm_front.json", "type": "PackedScene" } }, @@ -7091,8 +7157,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 91, - "y": 32 + "x": 114, + "y": 15 }, "match_part": "", "child": {}, @@ -7106,8 +7172,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 69, + "y": 20 }, "match_part": "", "child": {}, @@ -7116,28 +7182,28 @@ } }, { - "id": "brushroom", + "id": "boltam", "nodes": { - "Arm_Back": { - "name": "Arm_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -16 + "x": -2, + "y": 19 }, "match_part": "", "child": {}, "index": 0 }, - "Brushroom Arm_Arm_Back": { - "name": "Brushroom Arm", + "Sprite2_Tail": { + "name": "Sprite2", "type": "sub", - "parent": "Arm_Back", - "instance": "ExtResource( 5 )", + "parent": "Tail", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7146,31 +7212,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/brushroom_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 33, - "y": 39 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 2 }, - "Leg_FrontLeg_Back": { - "name": "Leg", + "beast2_leg_back_BackLeg_Back": { + "name": "beast2_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7179,31 +7245,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/beast2_leg_back.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": 28 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "leaf2_tail_Tail": { - "name": "leaf2_tail", + "beast1_leg_back_FrontLeg_Back": { + "name": "beast1_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7212,31 +7278,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/leaf2_tail.json", + "id": 6, + "path": "res://sprites/fusions/legs/beast1_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 45 + "x": 28, + "y": 24 }, "match_part": "", "child": {}, "index": 6 }, - "Leg_BackLeg_Back": { - "name": "Leg", + "Sprite_Body": { + "name": "Sprite", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "Body", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7245,31 +7311,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump1_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/body/quad_simple_body.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { "x": 26, - "y": 8 + "y": 41 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8 }, - "biped_brushroom_body_Body": { - "name": "biped_brushroom_body", + "beast2_leg_front_BackLeg_Front": { + "name": "beast2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7278,8 +7344,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/biped_brushroom_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/beast2_leg_front.json", "type": "PackedScene" } }, @@ -7289,20 +7355,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 20, - "y": 42 + "x": 51, + "y": 41 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "stump1_leg_front_FrontLeg_Front": { - "name": "stump1_leg_front", + "beast1_leg_front_FrontLeg_Front": { + "name": "beast1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7311,74 +7377,41 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/stump1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/beast1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "HelmetBack": { + "name": "HelmetBack", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": 47 + "x": 48, + "y": -1 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12 }, - "stump1_leg_front_BackLeg_Front": { - "name": "stump1_leg_front", - "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 13, - "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/stump1_leg_front.json", - "type": "PackedScene" - } - }, - "HelmetBack": { - "name": "HelmetBack", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": { - "x": 30, - "y": -22 - }, - "match_part": "", - "child": {}, - "index": 14 - }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "boltam_helmet_back_HelmetBack": { + "name": "boltam_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 9, + "path": "res://sprites/fusions/helmet/boltam_helmet_back.json", "type": "PackedScene" } }, @@ -7390,28 +7423,28 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, - "index": 16 + "index": 14 }, - "brushroom_head_Head": { - "name": "brushroom_head", + "boltam_head_Head": { + "name": "boltam_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 15, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/brushroom_head.json", + "id": 7, + "path": "res://sprites/fusions/head/boltam_head.json", "type": "PackedScene" } }, @@ -7423,61 +7456,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, - "index": 18 + "index": 16 }, - "brushroom_helmet_front_HelmetFront": { - "name": "brushroom_helmet_front", + "boltam_helmet_front_HelmetFront": { + "name": "boltam_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 12 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 19, - "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/brushroom_helmet_front.json", - "type": "PackedScene" - } - }, - "Arm_Front": { - "name": "Arm_Front", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": { - "x": 8, - "y": -16 - }, - "match_part": "Arm_Back", - "child": {}, - "index": 20 - }, - "Brushroom Arm_Arm_Front": { - "name": "Brushroom Arm", - "type": "sub", - "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 21, + "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/brushroom_arm_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/boltam_helmet_front.json", "type": "PackedScene" } }, @@ -7489,32 +7489,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 35 + "x": 90, + "y": 39 }, "match_part": "", "child": {}, - "index": 22 + "index": 18 }, - "hit": { - "name": "hit", + "eye": { + "name": "eye", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 82, + "y": 31 }, "match_part": "", "child": {}, - "index": 23 + "index": 19 } } }, { - "id": "bulletino", + "id": "braxsuit", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -7524,18 +7524,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -12 + "x": 22, + "y": -22 }, "match_part": "", "child": {}, "index": 0 }, - "reptile_arms_back_Arm_Back": { - "name": "reptile_arms_back", + "simple1_arm_back_Arm_Back": { + "name": "simple1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7544,8 +7544,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/reptile_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" } }, @@ -7555,20 +7555,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 10, - "y": 29 + "x": 8, + "y": 30 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7577,8 +7577,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/mammal1_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" } }, @@ -7590,15 +7590,15 @@ "inverse_match": false, "visible": false, "position": { - "x": 24, - "y": 43 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 7 )", @@ -7611,7 +7611,7 @@ "index": 5, "instance_external": { "id": 7, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" } }, @@ -7621,20 +7621,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 44 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "simple1_leg_back_BackLeg_Back": { + "name": "simple1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7643,8 +7643,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/simple1_leg_back.json", "type": "PackedScene" } }, @@ -7663,11 +7663,11 @@ "child": {}, "index": 8 }, - "biped_bulletino_body_Body": { - "name": "biped_bulletino_body", + "biped_braxsuit_body_Body": { + "name": "biped_braxsuit_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7676,8 +7676,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/biped_bulletino_body.json", + "id": 5, + "path": "res://sprites/fusions/body/biped_braxsuit_body.json", "type": "PackedScene" } }, @@ -7689,18 +7689,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 11, - "y": 47 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7709,8 +7709,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" } }, @@ -7720,20 +7720,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 34, - "y": 48 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "simple1_leg_front_BackLeg_Front": { + "name": "simple1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7742,8 +7742,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple1_leg_front.json", "type": "PackedScene" } }, @@ -7755,18 +7755,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 29, + "y": -24 }, "match_part": "", "child": {}, "index": 14 }, - "bulletino_helmet_back_HelmetBack": { - "name": "bulletino_helmet_back", + "braxsuit_helmet_back_HelmetBack": { + "name": "braxsuit_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7775,8 +7775,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/bulletino_helmet_back.json", + "id": 6, + "path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json", "type": "PackedScene" } }, @@ -7788,18 +7788,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 29, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "bulletino_head_Head": { - "name": "bulletino_head", + "braxsuit_head_Head": { + "name": "braxsuit_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7808,8 +7808,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/bulletino_head.json", + "id": 11, + "path": "res://sprites/fusions/head/braxsuit_head.json", "type": "PackedScene" } }, @@ -7821,18 +7821,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 29, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "bulletino_helmet_front_HelmetFront": { - "name": "bulletino_helmet_front", + "braxsuit_helmet_front_HelmetFront": { + "name": "braxsuit_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7841,8 +7841,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/bulletino_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json", "type": "PackedScene" } }, @@ -7854,18 +7854,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -10 + "x": 5, + "y": -19 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "reptile_arms_front_Arm_Front": { - "name": "reptile_arms_front", + "simple1_arm_front_Arm_Front": { + "name": "simple1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7874,8 +7874,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/reptile_arms_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/simple1_arm_front.json", "type": "PackedScene" } }, @@ -7887,8 +7887,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 91, + "y": 32 }, "match_part": "", "child": {}, @@ -7912,7 +7912,7 @@ } }, { - "id": "burnace", + "id": "brushroom", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -7922,18 +7922,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": -6 + "x": 27, + "y": -16 }, "match_part": "", "child": {}, "index": 0 }, - "burnace_arm_back_Arm_Back": { - "name": "burnace_arm_back", + "Brushroom Arm_Arm_Back": { + "name": "Brushroom Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7942,31 +7942,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/burnace_arm_back.json", + "id": 5, + "path": "res://sprites/fusions/arms/brushroom_arm_back.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 13, - "y": 40 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2 }, - "toy_tail_Tail": { - "name": "toy_tail", + "Leg_FrontLeg_Back": { + "name": "Leg", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -7975,31 +7975,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 11, + "path": "res://sprites/fusions/legs/stump1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 31, - "y": 43 + "x": 11, + "y": 28 }, "match_part": "", "child": {}, "index": 4 }, - "artificial2_leg_back_FrontLeg_Back": { - "name": "artificial2_leg_back", + "leaf2_tail_Tail": { + "name": "leaf2_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "Tail", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8008,8 +8008,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/artificial2_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/tail/leaf2_tail.json", "type": "PackedScene" } }, @@ -8021,15 +8021,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 55, - "y": 57 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, "index": 6 }, - "artificial1_leg_back_BackLeg_Back": { - "name": "artificial1_leg_back", + "Leg_BackLeg_Back": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 11 )", @@ -8042,7 +8042,7 @@ "index": 7, "instance_external": { "id": 11, - "path": "res://sprites/fusions/legs/artificial1_leg_back.json", + "path": "res://sprites/fusions/legs/stump1_leg_back.json", "type": "PackedScene" } }, @@ -8055,17 +8055,17 @@ "visible": true, "position": { "x": 26, - "y": 6 + "y": 8 }, "match_part": "", "child": {}, "index": 8 }, - "burnace_body_Body": { - "name": "burnace_body", + "biped_brushroom_body_Body": { + "name": "biped_brushroom_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8074,8 +8074,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/burnace_body.json", + "id": 8, + "path": "res://sprites/fusions/body/biped_brushroom_body.json", "type": "PackedScene" } }, @@ -8087,18 +8087,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 22, - "y": 45 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "artificial2_leg_front_FrontLeg_Front": { - "name": "artificial2_leg_front", + "stump1_leg_front_FrontLeg_Front": { + "name": "stump1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8107,8 +8107,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/artificial2_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/stump1_leg_front.json", "type": "PackedScene" } }, @@ -8120,18 +8120,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 58 + "x": 34, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "artificial1_leg_front_BackLeg_Front": { - "name": "artificial1_leg_front", + "stump1_leg_front_BackLeg_Front": { + "name": "stump1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8140,8 +8140,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/artificial1_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/stump1_leg_front.json", "type": "PackedScene" } }, @@ -8153,8 +8153,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -13 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, @@ -8186,18 +8186,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 28, - "y": -13 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "burnace_head_Head": { - "name": "burnace_head", + "brushroom_head_Head": { + "name": "brushroom_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8206,8 +8206,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/burnace_head.json", + "id": 9, + "path": "res://sprites/fusions/head/brushroom_head.json", "type": "PackedScene" } }, @@ -8219,18 +8219,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -13 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "burnace_helmet_front_HelmetFront": { - "name": "burnace_helmet_front", + "brushroom_helmet_front_HelmetFront": { + "name": "brushroom_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8239,8 +8239,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/burnace_helmet_front.json", + "id": 12, + "path": "res://sprites/fusions/helmet/brushroom_helmet_front.json", "type": "PackedScene" } }, @@ -8252,18 +8252,18 @@ "inverse_match": false, "visible": true, "position": { - "x": -5, - "y": -2 + "x": 8, + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "burnace_arm_front_Arm_Front": { - "name": "burnace_arm_front", + "Brushroom Arm_Arm_Front": { + "name": "Brushroom Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8272,8 +8272,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/burnace_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/brushroom_arm_front.json", "type": "PackedScene" } }, @@ -8285,8 +8285,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 91, - "y": 49 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -8300,8 +8300,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 67, - "y": 40 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -8310,7 +8310,7 @@ } }, { - "id": "busheye", + "id": "bulletino", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -8320,18 +8320,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -19 + "x": 24, + "y": -12 }, "match_part": "", "child": {}, "index": 0 }, - "simple2_arm_back_Arm_Back": { - "name": "simple2_arm_back", + "reptile_arms_back_Arm_Back": { + "name": "reptile_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8340,31 +8340,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/simple2_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/reptile_arms_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 28, - "y": 39 + "x": 10, + "y": 29 }, "match_part": "", "child": {}, "index": 2 }, - "hoof2_leg_back_FrontLeg_Back": { - "name": "hoof2_leg_back", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "Tail", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8373,31 +8373,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/hoof2_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/tail/mammal1_tail.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 8, - "y": 27 + "x": 24, + "y": 43 }, "match_part": "", "child": {}, "index": 4 }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 8 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8406,8 +8406,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 7, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, @@ -8419,15 +8419,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 41 + "x": 52, + "y": 44 }, "match_part": "", "child": {}, "index": 6 }, - "hoof1_leg_back_BackLeg_Back": { - "name": "hoof1_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 7 )", @@ -8440,7 +8440,7 @@ "index": 7, "instance_external": { "id": 7, - "path": "res://sprites/fusions/legs/hoof1_leg_back.json", + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, @@ -8459,11 +8459,11 @@ "child": {}, "index": 8 }, - "biped_grampus_body_Body": { - "name": "biped_grampus_body", + "biped_bulletino_body_Body": { + "name": "biped_bulletino_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8472,8 +8472,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/biped_grampus_body.json", + "id": 10, + "path": "res://sprites/fusions/body/biped_bulletino_body.json", "type": "PackedScene" } }, @@ -8485,18 +8485,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 5, - "y": 44 + "x": 11, + "y": 47 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "hoof2_leg_front_FrontLeg_Front": { - "name": "hoof2_leg_front", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8505,8 +8505,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/hoof2_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -8518,18 +8518,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 45 + "x": 34, + "y": 48 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "hoof1_leg_front_BackLeg_Front": { - "name": "hoof1_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8538,8 +8538,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/hoof1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -8552,17 +8552,17 @@ "visible": true, "position": { "x": 33, - "y": -16 + "y": -15 }, "match_part": "", "child": {}, "index": 14 }, - "busheye_helmet_back_HelmetBack": { - "name": "busheye_helmet_back", + "bulletino_helmet_back_HelmetBack": { + "name": "bulletino_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8571,8 +8571,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/busheye_helmet_back.json", + "id": 11, + "path": "res://sprites/fusions/helmet/bulletino_helmet_back.json", "type": "PackedScene" } }, @@ -8585,17 +8585,17 @@ "visible": true, "position": { "x": 33, - "y": -16 + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "busheye_head_Head": { - "name": "busheye_head", + "bulletino_head_Head": { + "name": "bulletino_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8604,8 +8604,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/busheye_head.json", + "id": 8, + "path": "res://sprites/fusions/head/bulletino_head.json", "type": "PackedScene" } }, @@ -8618,17 +8618,17 @@ "visible": true, "position": { "x": 33, - "y": -16 + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "busheye_helmet_front_HelmetFront": { - "name": "busheye_helmet_front", + "bulletino_helmet_front_HelmetFront": { + "name": "bulletino_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8637,8 +8637,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/busheye_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/bulletino_helmet_front.json", "type": "PackedScene" } }, @@ -8650,18 +8650,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -16 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "simple2_arm_front_Arm_Front": { - "name": "simple2_arm_front", + "reptile_arms_front_Arm_Front": { + "name": "reptile_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8670,8 +8670,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple2_arm_front.json", + "id": 3, + "path": "res://sprites/fusions/arms/reptile_arms_front.json", "type": "PackedScene" } }, @@ -8683,8 +8683,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 35 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -8708,7 +8708,7 @@ } }, { - "id": "candevil", + "id": "burnace", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -8718,18 +8718,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -21 + "x": 37, + "y": -6 }, "match_part": "", "child": {}, "index": 0 }, - "candevil_arm_back_Arm_Back": { - "name": "candevil_arm_back", + "burnace_arm_back_Arm_Back": { + "name": "burnace_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8738,8 +8738,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/candevil_arm_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/burnace_arm_back.json", "type": "PackedScene" } }, @@ -8751,18 +8751,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": 23 + "x": 13, + "y": 40 }, "match_part": "", "child": {}, "index": 2 }, - "candevil_tail_Tail": { - "name": "candevil_tail", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8771,8 +8771,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/candevil_tail.json", + "id": 5, + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" } }, @@ -8784,18 +8784,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 67, - "y": 38 + "x": 31, + "y": 43 }, "match_part": "", "child": {}, "index": 4 }, - "candevil2_leg_back_FrontLeg_Back": { - "name": "candevil2_leg_back", + "artificial2_leg_back_FrontLeg_Back": { + "name": "artificial2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8804,8 +8804,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/candevil2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/artificial2_leg_back.json", "type": "PackedScene" } }, @@ -8818,17 +8818,17 @@ "visible": true, "position": { "x": 55, - "y": 41 + "y": 57 }, "match_part": "", "child": {}, "index": 6 }, - "candevil1_leg_back_BackLeg_Back": { - "name": "candevil1_leg_back", + "artificial1_leg_back_BackLeg_Back": { + "name": "artificial1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8837,8 +8837,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/candevil1_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/artificial1_leg_back.json", "type": "PackedScene" } }, @@ -8850,18 +8850,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 4 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "candevil_body_Body": { - "name": "candevil_body", + "burnace_body_Body": { + "name": "burnace_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8870,8 +8870,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/candevil_body.json", + "id": 10, + "path": "res://sprites/fusions/body/burnace_body.json", "type": "PackedScene" } }, @@ -8883,18 +8883,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 75, - "y": 39 + "x": 22, + "y": 45 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "candevil2_leg_front_FrontLeg_Front": { - "name": "candevil2_leg_front", + "artificial2_leg_front_FrontLeg_Front": { + "name": "artificial2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8903,8 +8903,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/candevil2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/artificial2_leg_front.json", "type": "PackedScene" } }, @@ -8917,17 +8917,17 @@ "visible": true, "position": { "x": 36, - "y": 43 + "y": 58 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "candevil1_leg_front_BackLeg_Front": { - "name": "candevil1_leg_front", + "artificial1_leg_front_BackLeg_Front": { + "name": "artificial1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8936,8 +8936,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/candevil1_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/artificial1_leg_front.json", "type": "PackedScene" } }, @@ -8949,18 +8949,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -31 + "x": 28, + "y": -13 }, "match_part": "", "child": {}, "index": 14 }, - "candevil_helmet_back_HelmetBack": { - "name": "candevil_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -8969,8 +8969,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/candevil_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -8982,18 +8982,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -31 + "x": 28, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "candevil_head_Head": { - "name": "candevil_head", + "burnace_head_Head": { + "name": "burnace_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9002,8 +9002,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/candevil_head.json", + "id": 12, + "path": "res://sprites/fusions/head/burnace_head.json", "type": "PackedScene" } }, @@ -9015,18 +9015,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -31 + "x": 28, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "candevil_helmet_front_HelmetFront": { - "name": "candevil_helmet_front", + "burnace_helmet_front_HelmetFront": { + "name": "burnace_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9035,8 +9035,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/candevil_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/burnace_helmet_front.json", "type": "PackedScene" } }, @@ -9048,18 +9048,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -18 + "x": -5, + "y": -2 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "candevil_arm_front_Arm_Front": { - "name": "candevil_arm_front", + "burnace_arm_front_Arm_Front": { + "name": "burnace_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9068,8 +9068,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/candevil_arm_front.json", + "id": 8, + "path": "res://sprites/fusions/arms/burnace_arm_front.json", "type": "PackedScene" } }, @@ -9081,8 +9081,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 94, - "y": 33 + "x": 91, + "y": 49 }, "match_part": "", "child": {}, @@ -9096,9 +9096,9 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 - }, + "x": 67, + "y": 40 + }, "match_part": "", "child": {}, "index": 23 @@ -9106,7 +9106,7 @@ } }, { - "id": "capricorpse", + "id": "busheye", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -9114,17 +9114,17 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 17, - "y": -31 + "x": 26, + "y": -19 }, "match_part": "", "child": {}, "index": 0 }, - "bansheep_arm_back_Arm_Back": { - "name": "bansheep_arm_back", + "simple2_arm_back_Arm_Back": { + "name": "simple2_arm_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 11 )", @@ -9137,30 +9137,30 @@ "index": 1, "instance_external": { "id": 11, - "path": "res://sprites/fusions/arms/bansheep_arm_back.json", + "path": "res://sprites/fusions/arms/simple2_arm_back.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -15, - "y": 0 + "x": 28, + "y": 39 }, "match_part": "", "child": {}, "index": 2 }, - "cloud_tail_Tail": { - "name": "cloud_tail", + "hoof2_leg_back_FrontLeg_Back": { + "name": "hoof2_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 8 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9169,31 +9169,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/tail/cloud_tail.json", + "id": 13, + "path": "res://sprites/fusions/legs/hoof2_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 46, - "y": 12 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 4 }, - "hoof2_leg_back_FrontLeg_Back": { - "name": "hoof2_leg_back", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 12 )", + "parent": "Tail", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9202,8 +9202,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/hoof2_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" } }, @@ -9215,8 +9215,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 12 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, @@ -9226,7 +9226,7 @@ "name": "hoof1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9235,7 +9235,7 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, + "id": 7, "path": "res://sprites/fusions/legs/hoof1_leg_back.json", "type": "PackedScene" } @@ -9248,15 +9248,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 10, - "y": -37 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "capricorpse_body_Body": { - "name": "capricorpse_body", + "biped_grampus_body_Body": { + "name": "biped_grampus_body", "type": "sub", "parent": "Body", "instance": "ExtResource( 9 )", @@ -9269,30 +9269,30 @@ "index": 9, "instance_external": { "id": 9, - "path": "res://sprites/fusions/body/capricorpse_body.json", + "path": "res://sprites/fusions/body/biped_grampus_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 10, - "y": 14 + "x": 5, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "hoof1_leg_front_BackLeg_Front": { - "name": "hoof1_leg_front", + "hoof2_leg_front_FrontLeg_Front": { + "name": "hoof2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9301,31 +9301,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/hoof1_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/hoof2_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 14 + "x": 36, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "hoof2_leg_front_FrontLeg_Front": { - "name": "hoof2_leg_front", + "hoof1_leg_front_BackLeg_Front": { + "name": "hoof1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9334,8 +9334,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/hoof2_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/hoof1_leg_front.json", "type": "PackedScene" } }, @@ -9347,18 +9347,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "", "child": {}, "index": 14 }, - "capricorpse_helmet_back_HelmetBack": { - "name": "capricorpse_helmet_back", + "busheye_helmet_back_HelmetBack": { + "name": "busheye_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9367,8 +9367,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/capricorpse_helmet_back.json", + "id": 10, + "path": "res://sprites/fusions/helmet/busheye_helmet_back.json", "type": "PackedScene" } }, @@ -9380,18 +9380,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "capricorpse_head_Head": { - "name": "capricorpse_head", + "busheye_head_Head": { + "name": "busheye_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9400,8 +9400,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/capricorpse_head.json", + "id": 3, + "path": "res://sprites/fusions/head/busheye_head.json", "type": "PackedScene" } }, @@ -9413,18 +9413,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "capricorpse_helmet_front_HelmetFront": { - "name": "capricorpse_helmet_front", + "busheye_helmet_front_HelmetFront": { + "name": "busheye_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9433,8 +9433,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/capricorpse_helmet_front.json", + "id": 12, + "path": "res://sprites/fusions/helmet/busheye_helmet_front.json", "type": "PackedScene" } }, @@ -9444,20 +9444,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": -2, - "y": -27 + "x": 3, + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "bansheep_arm_front_Arm_Front": { - "name": "bansheep_arm_front", + "simple2_arm_front_Arm_Front": { + "name": "simple2_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9466,8 +9466,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/bansheep_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple2_arm_front.json", "type": "PackedScene" } }, @@ -9479,8 +9479,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 87, - "y": 28 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -9494,8 +9494,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 57, - "y": 23 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -9504,7 +9504,7 @@ } }, { - "id": "carniviper", + "id": "candevil", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -9514,15 +9514,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": -6 + "x": 24, + "y": -21 }, "match_part": "", "child": {}, "index": 0 }, - "reptile_arms_back_Arm_Back": { - "name": "reptile_arms_back", + "candevil_arm_back_Arm_Back": { + "name": "candevil_arm_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 3 )", @@ -9535,7 +9535,7 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/reptile_arms_back.json", + "path": "res://sprites/fusions/arms/candevil_arm_back.json", "type": "PackedScene" } }, @@ -9545,20 +9545,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 8, - "y": 27 + "y": 23 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "candevil_tail_Tail": { + "name": "candevil_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9567,8 +9567,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/reptile_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/candevil_tail.json", "type": "PackedScene" } }, @@ -9580,18 +9580,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 15, - "y": 28 + "x": 67, + "y": 38 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "candevil2_leg_back_FrontLeg_Back": { + "name": "candevil2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9600,8 +9600,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile1_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/candevil2_leg_back.json", "type": "PackedScene" } }, @@ -9611,20 +9611,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 32 + "x": 55, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "candevil1_leg_back_BackLeg_Back": { + "name": "candevil1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9633,8 +9633,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/candevil1_leg_back.json", "type": "PackedScene" } }, @@ -9646,18 +9646,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": 12 + "x": 38, + "y": 4 }, "match_part": "", "child": {}, "index": 8 }, - "unique_snake2_body_Body": { - "name": "unique_snake2_body", + "candevil_body_Body": { + "name": "candevil_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9666,8 +9666,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/body/unique_snake2_body.json", + "id": 12, + "path": "res://sprites/fusions/body/candevil_body.json", "type": "PackedScene" } }, @@ -9679,18 +9679,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 75, + "y": 39 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "candevil2_leg_front_FrontLeg_Front": { + "name": "candevil2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9699,8 +9699,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/candevil2_leg_front.json", "type": "PackedScene" } }, @@ -9710,20 +9710,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 36, - "y": 45 + "y": 43 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "candevil1_leg_front_BackLeg_Front": { + "name": "candevil1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9732,8 +9732,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/candevil1_leg_front.json", "type": "PackedScene" } }, @@ -9745,15 +9745,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -7 + "x": 27, + "y": -31 }, "match_part": "", "child": {}, "index": 14 }, - "carniviper_helmet_back_HelmetBack": { - "name": "carniviper_helmet_back", + "candevil_helmet_back_HelmetBack": { + "name": "candevil_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 11 )", @@ -9766,7 +9766,7 @@ "index": 15, "instance_external": { "id": 11, - "path": "res://sprites/fusions/helmet/carniviper_helmet_back.json", + "path": "res://sprites/fusions/helmet/candevil_helmet_back.json", "type": "PackedScene" } }, @@ -9778,18 +9778,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 26, - "y": -7 + "x": 27, + "y": -31 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "carniviper_head_Head": { - "name": "carniviper_head", + "candevil_head_Head": { + "name": "candevil_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9798,8 +9798,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/head/carniviper_head.json", + "id": 4, + "path": "res://sprites/fusions/head/candevil_head.json", "type": "PackedScene" } }, @@ -9811,18 +9811,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -7 + "x": 27, + "y": -31 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "carniviper_helmet_front_HelmetFront": { - "name": "carniviper_helmet_front", + "candevil_helmet_front_HelmetFront": { + "name": "candevil_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9831,8 +9831,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/carniviper_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/candevil_helmet_front.json", "type": "PackedScene" } }, @@ -9844,15 +9844,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 0, - "y": -4 + "x": 8, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "reptile_arms_front_Arm_Front": { - "name": "reptile_arms_front", + "candevil_arm_front_Arm_Front": { + "name": "candevil_arm_front", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 13 )", @@ -9865,7 +9865,7 @@ "index": 21, "instance_external": { "id": 13, - "path": "res://sprites/fusions/arms/reptile_arms_front.json", + "path": "res://sprites/fusions/arms/candevil_arm_front.json", "type": "PackedScene" } }, @@ -9877,8 +9877,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 99, - "y": 40 + "x": 94, + "y": 33 }, "match_part": "", "child": {}, @@ -9892,7 +9892,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -9902,7 +9902,7 @@ } }, { - "id": "cat-5", + "id": "capricorpse", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -9910,20 +9910,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 24, - "y": -13 + "x": 17, + "y": -31 }, "match_part": "", "child": {}, "index": 0 }, - "Cat Arm_Arm_Back": { - "name": "Cat Arm", + "bansheep_arm_back_Arm_Back": { + "name": "bansheep_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9932,8 +9932,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/cat_arms_back.json", + "id": 11, + "path": "res://sprites/fusions/arms/bansheep_arm_back.json", "type": "PackedScene" } }, @@ -9945,18 +9945,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": 27 + "x": -15, + "y": 0 }, "match_part": "", "child": {}, "index": 2 }, - "cat-5_tail_Tail": { - "name": "cat-5_tail", + "cloud_tail_Tail": { + "name": "cloud_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9965,8 +9965,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/cat-5_tail.json", + "id": 8, + "path": "res://sprites/fusions/tail/cloud_tail.json", "type": "PackedScene" } }, @@ -9976,20 +9976,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 46, + "y": 12 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "hoof2_leg_back_FrontLeg_Back": { + "name": "hoof2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -9998,8 +9998,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/hoof2_leg_back.json", "type": "PackedScene" } }, @@ -10011,18 +10011,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 41 + "x": 26, + "y": 12 }, "match_part": "", "child": {}, "index": 6 }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "hoof1_leg_back_BackLeg_Back": { + "name": "hoof1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10031,8 +10031,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/hoof1_leg_back.json", "type": "PackedScene" } }, @@ -10044,18 +10044,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 10, + "y": -37 }, "match_part": "", "child": {}, "index": 8 }, - "cat-5_body_Body": { - "name": "cat-5_body", + "capricorpse_body_Body": { + "name": "capricorpse_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10064,31 +10064,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/cat-5_body.json", + "id": 9, + "path": "res://sprites/fusions/body/capricorpse_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 10, + "y": 14 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "hoof1_leg_front_BackLeg_Front": { + "name": "hoof1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10097,31 +10097,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/hoof1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": 45 + "x": 26, + "y": 14 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "hoof2_leg_front_FrontLeg_Front": { + "name": "hoof2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10130,8 +10130,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/hoof2_leg_front.json", "type": "PackedScene" } }, @@ -10143,18 +10143,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 27, + "y": -19 }, "match_part": "", "child": {}, "index": 14 }, - "cat-5_helmet_back_HelmetBack": { - "name": "cat-5_helmet_back", + "capricorpse_helmet_back_HelmetBack": { + "name": "capricorpse_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10163,8 +10163,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/cat-5_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/capricorpse_helmet_back.json", "type": "PackedScene" } }, @@ -10176,18 +10176,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 27, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "cat-5_head_Head": { - "name": "cat-5_head", + "capricorpse_head_Head": { + "name": "capricorpse_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10196,8 +10196,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/cat-5_head.json", + "id": 4, + "path": "res://sprites/fusions/head/capricorpse_head.json", "type": "PackedScene" } }, @@ -10209,18 +10209,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 27, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "cat-5_helmet_front_HelmetFront": { - "name": "cat-5_helmet_front", + "capricorpse_helmet_front_HelmetFront": { + "name": "capricorpse_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10229,8 +10229,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/cat-5_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/capricorpse_helmet_front.json", "type": "PackedScene" } }, @@ -10240,20 +10240,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 7, - "y": -10 + "x": -2, + "y": -27 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Cat Arm_Arm_Front": { - "name": "Cat Arm", + "bansheep_arm_front_Arm_Front": { + "name": "bansheep_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10262,8 +10262,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/arms/cat_arms_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/bansheep_arm_front.json", "type": "PackedScene" } }, @@ -10275,8 +10275,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 87, + "y": 28 }, "match_part": "", "child": {}, @@ -10290,8 +10290,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 57, + "y": 23 }, "match_part": "", "child": {}, @@ -10300,7 +10300,7 @@ } }, { - "id": "charlequin", + "id": "carniviper", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -10310,18 +10310,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -28 + "x": 16, + "y": -6 }, "match_part": "", "child": {}, "index": 0 }, - "charlequin_arm_back_Arm_Back": { - "name": "charlequin_arm_back", + "reptile_arms_back_Arm_Back": { + "name": "reptile_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10330,8 +10330,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/charlequin_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/reptile_arms_back.json", "type": "PackedScene" } }, @@ -10341,20 +10341,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 14 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "toy_tail_Tail": { - "name": "toy_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10363,8 +10363,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/reptile_tail.json", "type": "PackedScene" } }, @@ -10376,18 +10376,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, - "y": 37 + "x": 15, + "y": 28 }, "match_part": "", "child": {}, "index": 4 }, - "simple5_leg_FrontLeg_Back": { - "name": "simple5_leg", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10396,8 +10396,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile1_leg_back.json", "type": "PackedScene" } }, @@ -10407,20 +10407,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 42 + "x": 3, + "y": 32 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_BackLeg_Back": { - "name": "simple5_leg", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10429,31 +10429,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 61, - "y": 38 + "x": 16, + "y": 12 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "simple5_leg_FrontLeg_Front": { - "name": "simple5_leg", + "unique_snake2_body_Body": { + "name": "unique_snake2_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "Body", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10462,31 +10462,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 14, + "path": "res://sprites/fusions/body/unique_snake2_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 39, - "y": 45 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "simple5_leg_BackLeg_Front": { - "name": "simple5_leg", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10495,31 +10495,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile1_leg_front.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 29, - "y": -5 + "x": 36, + "y": 45 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "charlequin_body_Body": { - "name": "charlequin_body", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10528,8 +10528,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/charlequin_body.json", + "id": 9, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" } }, @@ -10541,18 +10541,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 26, + "y": -7 }, "match_part": "", "child": {}, "index": 14 }, - "charlequin_helmet_back_HelmetBack": { - "name": "charlequin_helmet_back", + "carniviper_helmet_back_HelmetBack": { + "name": "carniviper_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10561,8 +10561,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/charlequin_helmet_back.json", + "id": 11, + "path": "res://sprites/fusions/helmet/carniviper_helmet_back.json", "type": "PackedScene" } }, @@ -10574,18 +10574,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 26, + "y": -7 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "charlequin_head_Head": { - "name": "charlequin_head", + "carniviper_head_Head": { + "name": "carniviper_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10594,8 +10594,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/charlequin_head.json", + "id": 10, + "path": "res://sprites/fusions/head/carniviper_head.json", "type": "PackedScene" } }, @@ -10607,18 +10607,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -39 + "x": 26, + "y": -7 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "charlequin_helmet_front_HelmetFront": { - "name": "charlequin_helmet_front", + "carniviper_helmet_front_HelmetFront": { + "name": "carniviper_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10627,8 +10627,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/charlequin_helmet_front.json", + "id": 12, + "path": "res://sprites/fusions/helmet/carniviper_helmet_front.json", "type": "PackedScene" } }, @@ -10640,18 +10640,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": -27 + "x": 0, + "y": -4 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "charlequin_arm_Arm_Front": { - "name": "charlequin_arm", + "reptile_arms_front_Arm_Front": { + "name": "reptile_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10660,8 +10660,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/charlequin_arm_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/reptile_arms_front.json", "type": "PackedScene" } }, @@ -10673,8 +10673,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 114, - "y": 15 + "x": 99, + "y": 40 }, "match_part": "", "child": {}, @@ -10688,8 +10688,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 20 + "x": 65, + "y": 44 }, "match_part": "", "child": {}, @@ -10698,7 +10698,7 @@ } }, { - "id": "clocksley", + "id": "cat-5", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -10708,18 +10708,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -18 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0 }, - "clocksley_arm_back_Arm_Back": { - "name": "clocksley_arm_back", + "Cat Arm_Arm_Back": { + "name": "Cat Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10728,8 +10728,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/clocksley_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/cat_arms_back.json", "type": "PackedScene" } }, @@ -10739,17 +10739,17 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, + "x": 12, "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "cat-5_tail_Tail": { + "name": "cat-5_tail", "type": "sub", "parent": "Tail", "instance": "ExtResource( 11 )", @@ -10762,7 +10762,7 @@ "index": 3, "instance_external": { "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "path": "res://sprites/fusions/tail/cat-5_tail.json", "type": "PackedScene" } }, @@ -10781,11 +10781,11 @@ "child": {}, "index": 4 }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10794,8 +10794,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" } }, @@ -10807,18 +10807,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 46 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10827,8 +10827,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", "type": "PackedScene" } }, @@ -10840,18 +10840,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, + "x": 26, "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "clocksley_body_Body": { - "name": "clocksley_body", + "cat-5_body_Body": { + "name": "cat-5_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10860,8 +10860,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/clocksley_body.json", + "id": 12, + "path": "res://sprites/fusions/body/cat-5_body.json", "type": "PackedScene" } }, @@ -10880,11 +10880,11 @@ "child": {}, "index": 10 }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10893,8 +10893,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, @@ -10906,15 +10906,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 48 + "x": 37, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", "parent": "BackLeg_Front", "instance": "ExtResource( 4 )", @@ -10927,7 +10927,7 @@ "index": 13, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" } }, @@ -10939,18 +10939,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": -24 + "x": 33, + "y": -15 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "cat-5_helmet_back_HelmetBack": { + "name": "cat-5_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -10959,8 +10959,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 5, + "path": "res://sprites/fusions/helmet/cat-5_helmet_back.json", "type": "PackedScene" } }, @@ -10972,15 +10972,15 @@ "inverse_match": true, "visible": true, "position": { - "x": 38, - "y": -24 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "clocksley_head_Head": { - "name": "clocksley_head", + "cat-5_head_Head": { + "name": "cat-5_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 8 )", @@ -10993,7 +10993,7 @@ "index": 17, "instance_external": { "id": 8, - "path": "res://sprites/fusions/head/clocksley_head.json", + "path": "res://sprites/fusions/head/cat-5_head.json", "type": "PackedScene" } }, @@ -11005,18 +11005,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": -24 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "clocksley_helmet_front_HelmetFront": { - "name": "clocksley_helmet_front", + "cat-5_helmet_front_HelmetFront": { + "name": "cat-5_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11025,8 +11025,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/clocksley_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/cat-5_helmet_front.json", "type": "PackedScene" } }, @@ -11038,18 +11038,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, - "y": -15 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "clocksley_arm_front_Arm_Front": { - "name": "clocksley_arm_front", + "Cat Arm_Arm_Front": { + "name": "Cat Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11058,8 +11058,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/clocksley_arm_front.json", + "id": 14, + "path": "res://sprites/fusions/arms/cat_arms_front.json", "type": "PackedScene" } }, @@ -11071,8 +11071,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 100, - "y": 31 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -11096,7 +11096,7 @@ } }, { - "id": "cluckabilly", + "id": "charlequin", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -11106,18 +11106,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -13 + "x": 28, + "y": -28 }, "match_part": "", "child": {}, "index": 0 }, - "cluckabilly_arm_back_Arm_Back": { - "name": "cluckabilly_arm_back", + "charlequin_arm_back_Arm_Back": { + "name": "charlequin_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11126,8 +11126,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/cluckabilly_arm_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/charlequin_arm_back.json", "type": "PackedScene" } }, @@ -11139,15 +11139,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 13, - "y": 27 + "x": 14, + "y": 14 }, "match_part": "", "child": {}, "index": 2 }, - "bird_tail_Tail": { - "name": "bird_tail", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", "parent": "Tail", "instance": "ExtResource( 13 )", @@ -11160,30 +11160,30 @@ "index": 3, "instance_external": { "id": 13, - "path": "res://sprites/fusions/tail/bird_tail.json", + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 54, - "y": 44 + "x": 25, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "bird1_leg_back_BackLeg_Back": { - "name": "bird1_leg_back", + "simple5_leg_FrontLeg_Back": { + "name": "simple5_leg", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11192,31 +11192,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/bird1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 72, - "y": 43 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "bird2_leg_back_FrontLeg_Back": { - "name": "bird2_leg_back", + "simple5_leg_BackLeg_Back": { + "name": "simple5_leg", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11225,31 +11225,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/bird2_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 41, - "y": 47 + "x": 61, + "y": 38 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "bird1_leg_front_BackLeg_Front": { - "name": "bird1_leg_front", + "simple5_leg_FrontLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11258,31 +11258,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/bird1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 55, - "y": 46 + "x": 39, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "bird2_leg_front_FrontLeg_Front": { - "name": "bird2_leg_front", + "simple5_leg_BackLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11291,8 +11291,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/bird2_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, @@ -11304,18 +11304,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": 12 + "x": 29, + "y": -5 }, "match_part": "", "child": {}, "index": 12 }, - "cluckabilly_body_Body": { - "name": "cluckabilly_body", + "charlequin_body_Body": { + "name": "charlequin_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11324,8 +11324,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/cluckabilly_body.json", + "id": 12, + "path": "res://sprites/fusions/body/charlequin_body.json", "type": "PackedScene" } }, @@ -11337,18 +11337,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 35, - "y": -23 + "x": 31, + "y": -39 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "charlequin_helmet_back_HelmetBack": { + "name": "charlequin_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11357,8 +11357,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 5, + "path": "res://sprites/fusions/helmet/charlequin_helmet_back.json", "type": "PackedScene" } }, @@ -11370,18 +11370,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 35, - "y": -23 + "x": 31, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "cluckabilly_head_Head": { - "name": "cluckabilly_head", + "charlequin_head_Head": { + "name": "charlequin_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11390,8 +11390,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/cluckabilly_head.json", + "id": 3, + "path": "res://sprites/fusions/head/charlequin_head.json", "type": "PackedScene" } }, @@ -11403,18 +11403,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 35, - "y": -23 + "x": 31, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "cluckabilly_helmet_front_HelmetFront": { - "name": "cluckabilly_helmet_front", + "charlequin_helmet_front_HelmetFront": { + "name": "charlequin_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11423,8 +11423,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/cluckabilly_helmet_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/charlequin_helmet_front.json", "type": "PackedScene" } }, @@ -11436,18 +11436,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": -8 + "x": 11, + "y": -27 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "cluckabilly_arm_front_Arm_Front": { - "name": "cluckabilly_arm_front", + "charlequin_arm_Arm_Front": { + "name": "charlequin_arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11456,8 +11456,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/cluckabilly_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/charlequin_arm_front.json", "type": "PackedScene" } }, @@ -11469,8 +11469,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 98, - "y": 43 + "x": 114, + "y": 15 }, "match_part": "", "child": {}, @@ -11484,8 +11484,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 69, + "y": 20 }, "match_part": "", "child": {}, @@ -11494,7 +11494,7 @@ } }, { - "id": "coaldron", + "id": "clocksley", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -11504,18 +11504,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -17 + "x": 31, + "y": -18 }, "match_part": "", "child": {}, "index": 0 }, - "Arm_Arm_Back": { - "name": "Arm", + "clocksley_arm_back_Arm_Back": { + "name": "clocksley_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11524,8 +11524,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/twirligig_arm_back.json", + "id": 5, + "path": "res://sprites/fusions/arms/clocksley_arm_back.json", "type": "PackedScene" } }, @@ -11535,20 +11535,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -19, - "y": 26 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "cloud_tail_Tail": { - "name": "cloud_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11557,31 +11557,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/cloud_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 45, - "y": 64 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "artificial1_leg_back_BackLeg_Back": { - "name": "artificial1_leg_back", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 12 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11590,31 +11590,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/artificial1_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 66, - "y": 64 + "x": 52, + "y": 46 }, "match_part": "", "child": {}, "index": 6 }, - "artificial2_leg_back_FrontLeg_Back": { - "name": "artificial2_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11623,8 +11623,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/artificial2_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, @@ -11636,18 +11636,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, + "x": 28, "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "coaldron_body_Body": { - "name": "coaldron_body", + "clocksley_body_Body": { + "name": "clocksley_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11656,31 +11656,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/coaldron_body.json", + "id": 3, + "path": "res://sprites/fusions/body/clocksley_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 27, - "y": 68 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "artificial1_leg_front_BackLeg_Front": { - "name": "artificial1_leg_front", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11689,31 +11689,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/artificial1_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": 68 + "x": 36, + "y": 48 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "artificial2_leg_front_FrontLeg_Front": { - "name": "artificial2_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11722,8 +11722,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/artificial2_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -11735,8 +11735,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -35 + "x": 38, + "y": -24 }, "match_part": "", "child": {}, @@ -11768,18 +11768,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 26, - "y": -35 + "x": 38, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "coaldron_head_Head": { - "name": "coaldron_head", + "clocksley_head_Head": { + "name": "clocksley_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11788,8 +11788,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/coaldron_head.json", + "id": 8, + "path": "res://sprites/fusions/head/clocksley_head.json", "type": "PackedScene" } }, @@ -11801,15 +11801,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -35 + "x": 38, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "terracooka_helmet_front_HelmetFront": { - "name": "terracooka_helmet_front", + "clocksley_helmet_front_HelmetFront": { + "name": "clocksley_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 7 )", @@ -11822,7 +11822,7 @@ "index": 19, "instance_external": { "id": 7, - "path": "res://sprites/fusions/helmet/terracooka_helmet_front.json", + "path": "res://sprites/fusions/helmet/clocksley_helmet_front.json", "type": "PackedScene" } }, @@ -11834,18 +11834,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -16 + "x": 14, + "y": -15 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Arm_Arm_Front": { - "name": "Arm", + "clocksley_arm_front_Arm_Front": { + "name": "clocksley_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11854,8 +11854,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/terracooka_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/clocksley_arm_front.json", "type": "PackedScene" } }, @@ -11867,8 +11867,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 108, - "y": 62 + "x": 100, + "y": 31 }, "match_part": "", "child": {}, @@ -11892,7 +11892,7 @@ } }, { - "id": "cryoshear", + "id": "cluckabilly", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -11902,18 +11902,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -9 + "x": 29, + "y": -13 }, "match_part": "", "child": {}, "index": 0 }, - "robe1_arm_back_Arm_Back": { - "name": "robe1_arm_back", + "cluckabilly_arm_back_Arm_Back": { + "name": "cluckabilly_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11922,8 +11922,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/robe1_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/cluckabilly_arm_back.json", "type": "PackedScene" } }, @@ -11935,18 +11935,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, + "x": 13, "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "ice_tail_Tail": { - "name": "ice_tail", + "bird_tail_Tail": { + "name": "bird_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11955,31 +11955,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/tail/ice_tail.json", + "id": 13, + "path": "res://sprites/fusions/tail/bird_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 - }, + "x": 54, + "y": 44 + }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "bird1_leg_back_BackLeg_Back": { + "name": "bird1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -11988,31 +11988,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/bird1_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 45 + "x": 72, + "y": 43 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "bird2_leg_back_FrontLeg_Back": { + "name": "bird2_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12021,31 +12021,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/bird2_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 41, + "y": 47 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8 }, - "biped_icepeck_body_Body": { - "name": "biped_icepeck_body", + "bird1_leg_front_BackLeg_Front": { + "name": "bird1_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12054,8 +12054,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/biped_icepeck_body.json", + "id": 10, + "path": "res://sprites/fusions/legs/bird1_leg_front.json", "type": "PackedScene" } }, @@ -12067,18 +12067,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 55, + "y": 46 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "bird2_leg_front_FrontLeg_Front": { + "name": "bird2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12087,31 +12087,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/bird2_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 40, - "y": 48 + "x": 32, + "y": 12 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "cluckabilly_body_Body": { + "name": "cluckabilly_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 3 )", + "parent": "Body", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12120,8 +12120,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/body/cluckabilly_body.json", "type": "PackedScene" } }, @@ -12133,18 +12133,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 35, + "y": -23 }, "match_part": "", "child": {}, "index": 14 }, - "cryoshear_helmet_back_HelmetBack": { - "name": "cryoshear_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12153,8 +12153,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/cryoshear_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -12166,18 +12166,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 35, + "y": -23 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "cryoshear_head_Head": { - "name": "cryoshear_head", + "cluckabilly_head_Head": { + "name": "cluckabilly_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12186,8 +12186,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/cryoshear_head.json", + "id": 7, + "path": "res://sprites/fusions/head/cluckabilly_head.json", "type": "PackedScene" } }, @@ -12199,18 +12199,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 35, + "y": -23 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "cryoshear_helmet_front_HelmetFront": { - "name": "cryoshear_helmet_front", + "cluckabilly_helmet_front_HelmetFront": { + "name": "cluckabilly_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12219,8 +12219,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/cryoshear_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/cluckabilly_helmet_front.json", "type": "PackedScene" } }, @@ -12232,18 +12232,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -7 + "x": 12, + "y": -8 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Robe1 Arm_Arm_Front": { - "name": "Robe1 Arm", + "cluckabilly_arm_front_Arm_Front": { + "name": "cluckabilly_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12252,8 +12252,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/robe1_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/cluckabilly_arm_front.json", "type": "PackedScene" } }, @@ -12265,8 +12265,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 44 + "x": 98, + "y": 43 }, "match_part": "", "child": {}, @@ -12290,27 +12290,27 @@ } }, { - "id": "dandylion", + "id": "coaldron", "nodes": { - "Tail": { - "name": "Tail", + "Arm_Back": { + "name": "Arm_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 0, - "y": 21 + "x": 27, + "y": -17 }, "match_part": "", "child": {}, "index": 0 }, - "Sprite_Tail": { - "name": "Sprite", + "Arm_Arm_Back": { + "name": "Arm", "type": "sub", - "parent": "Tail", + "parent": "Arm_Back", "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, @@ -12321,30 +12321,30 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "path": "res://sprites/fusions/arms/twirligig_arm_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": 37 + "x": -19, + "y": 26 }, "match_part": "", "child": {}, "index": 2 }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "cloud_tail_Tail": { + "name": "cloud_tail", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "Tail", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12353,31 +12353,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/tail/cloud_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 66, - "y": 37 + "x": 45, + "y": 64 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "artificial1_leg_back_BackLeg_Back": { + "name": "artificial1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12386,31 +12386,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/artificial1_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": 24 + "x": 66, + "y": 64 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_Body": { - "name": "Sprite", + "artificial2_leg_back_FrontLeg_Back": { + "name": "artificial2_leg_back", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12419,31 +12419,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/quad_simple_body.json", + "id": 6, + "path": "res://sprites/fusions/legs/artificial2_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 41 + "x": 16, + "y": 6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "coaldron_body_Body": { + "name": "coaldron_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "Body", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12452,8 +12452,41 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/body/coaldron_body.json", + "type": "PackedScene" + } + }, + "BackLeg_Front": { + "name": "BackLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 27, + "y": 68 + }, + "match_part": "BackLeg_Back", + "child": {}, + "index": 10 + }, + "artificial1_leg_front_BackLeg_Front": { + "name": "artificial1_leg_front", + "type": "sub", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 11, + "instance_external": { + "id": 9, + "path": "res://sprites/fusions/legs/artificial1_leg_front.json", "type": "PackedScene" } }, @@ -12465,28 +12498,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 41 + "x": 48, + "y": 68 }, "match_part": "FrontLeg_Back", "child": {}, - "index": 10 + "index": 12 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "artificial2_leg_front_FrontLeg_Front": { + "name": "artificial2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 11, + "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 13, + "path": "res://sprites/fusions/legs/artificial2_leg_front.json", "type": "PackedScene" } }, @@ -12498,28 +12531,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 26, + "y": -35 }, "match_part": "", "child": {}, - "index": 12 + "index": 14 }, - "Sprite_HelmetBack": { - "name": "Sprite", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 13, + "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/dandylion_helmet_back.json", + "id": 10, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -12531,28 +12564,28 @@ "inverse_match": true, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 26, + "y": -35 }, "match_part": "HelmetBack", "child": {}, - "index": 14 + "index": 16 }, - "Sprite_Head": { - "name": "Sprite", + "coaldron_head_Head": { + "name": "coaldron_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/dandylion_head.json", + "id": 11, + "path": "res://sprites/fusions/head/coaldron_head.json", "type": "PackedScene" } }, @@ -12564,28 +12597,61 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 26, + "y": -35 }, "match_part": "HelmetBack", "child": {}, - "index": 16 + "index": 18 }, - "Sprite_HelmetFront": { - "name": "Sprite", + "terracooka_helmet_front_HelmetFront": { + "name": "terracooka_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/dandylion_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/terracooka_helmet_front.json", + "type": "PackedScene" + } + }, + "Arm_Front": { + "name": "Arm_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 5, + "y": -16 + }, + "match_part": "Arm_Back", + "child": {}, + "index": 20 + }, + "Arm_Arm_Front": { + "name": "Arm", + "type": "sub", + "parent": "Arm_Front", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 21, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/arms/terracooka_arm_front.json", "type": "PackedScene" } }, @@ -12597,32 +12663,32 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 39 + "x": 108, + "y": 62 }, "match_part": "", "child": {}, - "index": 18 + "index": 22 }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 82, - "y": 31 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, - "index": 19 + "index": 23 } } }, { - "id": "decibelle", + "id": "cryoshear", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -12632,18 +12698,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -19 + "x": 26, + "y": -9 }, "match_part": "", "child": {}, "index": 0 }, - "decibelle_arm_back_Arm_Back": { - "name": "decibelle_arm_back", + "robe1_arm_back_Arm_Back": { + "name": "robe1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12652,8 +12718,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/decibelle_arm_back.json", + "id": 8, + "path": "res://sprites/fusions/arms/robe1_arm_back.json", "type": "PackedScene" } }, @@ -12665,18 +12731,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 19, - "y": 18 + "x": 9, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "sirenade_tail_Tail": { - "name": "sirenade_tail", + "ice_tail_Tail": { + "name": "ice_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12685,8 +12751,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/sirenade_tail.json", + "id": 7, + "path": "res://sprites/fusions/tail/ice_tail.json", "type": "PackedScene" } }, @@ -12705,8 +12771,8 @@ "child": {}, "index": 4 }, - "sirenade_leg_back_FrontLeg_Back": { - "name": "sirenade_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 6 )", @@ -12719,7 +12785,7 @@ "index": 5, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/sirenade_leg_back.json", + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" } }, @@ -12729,20 +12795,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 54, - "y": 41 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, "index": 6 }, - "sirenade_leg_back_BackLeg_Back": { - "name": "sirenade_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12751,8 +12817,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/sirenade_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" } }, @@ -12764,18 +12830,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": 16 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "decibelle_body_Body": { - "name": "decibelle_body", + "biped_icepeck_body_Body": { + "name": "biped_icepeck_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12784,8 +12850,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/decibelle_body.json", + "id": 12, + "path": "res://sprites/fusions/body/biped_icepeck_body.json", "type": "PackedScene" } }, @@ -12804,11 +12870,11 @@ "child": {}, "index": 10 }, - "sirenade_leg_front_FrontLeg_Front": { - "name": "sirenade_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12817,8 +12883,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/sirenade_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, @@ -12828,20 +12894,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 37, - "y": 43 + "x": 40, + "y": 48 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "sirenade_leg_front_BackLeg_Front": { - "name": "sirenade_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12850,8 +12916,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/sirenade_leg_front.json", + "id": 3, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" } }, @@ -12863,18 +12929,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -26 - }, + "x": 30, + "y": -12 + }, "match_part": "", "child": {}, "index": 14 }, - "sirenade_helmet_back_HelmetBack": { - "name": "sirenade_helmet_back", + "cryoshear_helmet_back_HelmetBack": { + "name": "cryoshear_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12883,8 +12949,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/sirenade_helmet_back.json", + "id": 10, + "path": "res://sprites/fusions/helmet/cryoshear_helmet_back.json", "type": "PackedScene" } }, @@ -12896,18 +12962,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 29, - "y": -26 + "x": 30, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "decibelle_head_Head": { - "name": "decibelle_head", + "cryoshear_head_Head": { + "name": "cryoshear_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12916,8 +12982,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/decibelle_head.json", + "id": 5, + "path": "res://sprites/fusions/head/cryoshear_head.json", "type": "PackedScene" } }, @@ -12929,18 +12995,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -26 + "x": 30, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "decibelle_helmet_front_HelmetFront": { - "name": "decibelle_helmet_front", + "cryoshear_helmet_front_HelmetFront": { + "name": "cryoshear_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12949,8 +13015,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/decibelle_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/cryoshear_helmet_front.json", "type": "PackedScene" } }, @@ -12962,18 +13028,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -17 + "x": 6, + "y": -7 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "decibelle_arm_front_Arm_Front": { - "name": "decibelle_arm_front", + "Robe1 Arm_Arm_Front": { + "name": "Robe1 Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -12982,8 +13048,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/decibelle_arm_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/robe1_arm_front.json", "type": "PackedScene" } }, @@ -12995,8 +13061,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 94, - "y": 32 + "x": 90, + "y": 44 }, "match_part": "", "child": {}, @@ -13011,7 +13077,7 @@ "visible": true, "position": { "x": 70, - "y": 36 + "y": 44 }, "match_part": "", "child": {}, @@ -13020,41 +13086,8 @@ } }, { - "id": "diveal", + "id": "dandylion", "nodes": { - "Arm_Back": { - "name": "Arm_Back", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": false, - "position": { - "x": 45, - "y": -20 - }, - "match_part": "", - "child": {}, - "index": 0 - }, - "fish1_arm_back_Arm_Back": { - "name": "fish1_arm_back", - "type": "sub", - "parent": "Arm_Back", - "instance": "ExtResource( 7 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 1, - "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/fish1_arm_back.json", - "type": "PackedScene" - } - }, "Tail": { "name": "Tail", "type": "Node2D", @@ -13063,28 +13096,28 @@ "inverse_match": false, "visible": true, "position": { - "x": -7, - "y": 26 + "x": 0, + "y": 21 }, "match_part": "", "child": {}, - "index": 2 + "index": 0 }, - "fish_tail_Tail": { - "name": "fish_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 3, + "index": 1, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/fish_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" } }, @@ -13096,28 +13129,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": 44 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, - "index": 4 + "index": 2 }, - "fish1_leg_back_BackLeg_Back": { - "name": "fish1_leg_back", + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 5, + "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/fish1_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", "type": "PackedScene" } }, @@ -13129,15 +13162,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 44 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, - "index": 6 + "index": 4 }, - "fish2_leg_back_FrontLeg_Back": { - "name": "fish2_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 4 )", @@ -13147,10 +13180,10 @@ "position": {}, "match_part": "", "child": {}, - "index": 7, + "index": 5, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/fish2_leg_back.json", + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" } }, @@ -13162,15 +13195,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 19, - "y": 22 + "x": 28, + "y": 24 }, "match_part": "", "child": {}, - "index": 8 + "index": 6 }, - "quad_diveal_body_Body": { - "name": "quad_diveal_body", + "Sprite_Body": { + "name": "Sprite", "type": "sub", "parent": "Body", "instance": "ExtResource( 5 )", @@ -13180,10 +13213,10 @@ "position": {}, "match_part": "", "child": {}, - "index": 9, + "index": 7, "instance_external": { "id": 5, - "path": "res://sprites/fusions/body/quad_diveal_body.json", + "path": "res://sprites/fusions/body/quad_simple_body.json", "type": "PackedScene" } }, @@ -13195,28 +13228,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 18, - "y": 47 + "x": 26, + "y": 41 }, "match_part": "BackLeg_Back", "child": {}, - "index": 10 + "index": 8 }, - "fish1_leg_front_BackLeg_Front": { - "name": "fish1_leg_front", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 11, + "index": 9, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/fish1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" } }, @@ -13228,28 +13261,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 40, - "y": 47 + "x": 51, + "y": 41 }, "match_part": "FrontLeg_Back", "child": {}, - "index": 12 + "index": 10 }, - "fish2_leg_front_FrontLeg_Front": { - "name": "fish2_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 13, + "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/fish2_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, @@ -13261,28 +13294,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 7 + "x": 48, + "y": -1 }, "match_part": "", "child": {}, - "index": 14 + "index": 12 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "Sprite_HelmetBack": { + "name": "Sprite", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 7, + "path": "res://sprites/fusions/helmet/dandylion_helmet_back.json", "type": "PackedScene" } }, @@ -13294,15 +13327,15 @@ "inverse_match": true, "visible": true, "position": { - "x": 38, - "y": 7 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, - "index": 16 + "index": 14 }, - "diveal_head_Head": { - "name": "diveal_head", + "Sprite_Head": { + "name": "Sprite", "type": "sub", "parent": "Head", "instance": "ExtResource( 8 )", @@ -13312,10 +13345,10 @@ "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 15, "instance_external": { "id": 8, - "path": "res://sprites/fusions/head/diveal_head.json", + "path": "res://sprites/fusions/head/dandylion_head.json", "type": "PackedScene" } }, @@ -13327,15 +13360,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 7 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, - "index": 18 + "index": 16 }, - "diveal_helmet_front_HelmetFront": { - "name": "diveal_helmet_front", + "Sprite_HelmetFront": { + "name": "Sprite", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 9 )", @@ -13345,80 +13378,47 @@ "position": {}, "match_part": "", "child": {}, - "index": 19, + "index": 17, "instance_external": { "id": 9, - "path": "res://sprites/fusions/helmet/diveal_helmet_front.json", + "path": "res://sprites/fusions/helmet/dandylion_helmet_front.json", "type": "PackedScene" } }, - "Arm_Front": { - "name": "Arm_Front", + "attack": { + "name": "attack", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": -4, - "y": -20 + "x": 90, + "y": 39 }, - "match_part": "Arm_Back", + "match_part": "", "child": {}, - "index": 20 + "index": 18 }, - "fish1_arm_front_Arm_Front": { - "name": "fish1_arm_front", - "type": "sub", - "parent": "Arm_Front", - "instance": "ExtResource( 12 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 21, - "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/fish1_arm_front.json", - "type": "PackedScene" - } - }, - "attack": { - "name": "attack", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": { - "x": 81, - "y": 46 - }, - "match_part": "", - "child": {}, - "index": 22 - }, - "hit": { - "name": "hit", + "eye": { + "name": "eye", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 72, - "y": 56 + "x": 82, + "y": 31 }, "match_part": "", "child": {}, - "index": 23 + "index": 19 } } }, { - "id": "diveberg", + "id": "decibelle", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -13428,18 +13428,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": -10 + "x": 24, + "y": -19 }, "match_part": "", "child": {}, "index": 0 }, - "fish1_arm_back_Arm_Back": { - "name": "fish1_arm_back", + "decibelle_arm_back_Arm_Back": { + "name": "decibelle_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13448,8 +13448,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/fish1_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/decibelle_arm_back.json", "type": "PackedScene" } }, @@ -13461,18 +13461,18 @@ "inverse_match": false, "visible": true, "position": { - "x": -11, - "y": 31 + "x": 19, + "y": 18 }, "match_part": "", "child": {}, "index": 2 }, - "fish_tail_Tail": { - "name": "fish_tail", + "sirenade_tail_Tail": { + "name": "sirenade_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13481,31 +13481,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/fish_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/sirenade_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 36, - "y": 44 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "fish1_leg_back_BackLeg_Back": { - "name": "fish1_leg_back", + "sirenade_leg_back_FrontLeg_Back": { + "name": "sirenade_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13514,13 +13514,13 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/fish1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/sirenade_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, @@ -13528,17 +13528,17 @@ "visible": false, "position": { "x": 54, - "y": 44 + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "fish2_leg_back_FrontLeg_Back": { - "name": "fish2_leg_back", + "sirenade_leg_back_BackLeg_Back": { + "name": "sirenade_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13547,8 +13547,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/fish2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/sirenade_leg_back.json", "type": "PackedScene" } }, @@ -13560,15 +13560,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -12 + "x": 31, + "y": 16 }, "match_part": "", "child": {}, "index": 8 }, - "viceberg_body_Body": { - "name": "viceberg_body", + "decibelle_body_Body": { + "name": "decibelle_body", "type": "sub", "parent": "Body", "instance": "ExtResource( 5 )", @@ -13581,30 +13581,30 @@ "index": 9, "instance_external": { "id": 5, - "path": "res://sprites/fusions/body/diveberg_body.json", + "path": "res://sprites/fusions/body/decibelle_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 18, - "y": 47 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "fish1_leg_front_BackLeg_Front": { - "name": "fish1_leg_front", + "sirenade_leg_front_FrontLeg_Front": { + "name": "sirenade_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13613,31 +13613,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/fish1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/sirenade_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 40, - "y": 47 + "x": 37, + "y": 43 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "fish2_leg_front_FrontLeg_Front": { - "name": "fish2_leg_front", + "sirenade_leg_front_BackLeg_Front": { + "name": "sirenade_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13646,8 +13646,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/fish2_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/sirenade_leg_front.json", "type": "PackedScene" } }, @@ -13659,18 +13659,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 20, - "y": -17 + "x": 29, + "y": -26 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "sirenade_helmet_back_HelmetBack": { + "name": "sirenade_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13679,8 +13679,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 7, + "path": "res://sprites/fusions/helmet/sirenade_helmet_back.json", "type": "PackedScene" } }, @@ -13692,15 +13692,15 @@ "inverse_match": true, "visible": true, "position": { - "x": 20, - "y": -17 + "x": 29, + "y": -26 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "viceberg_head_Head": { - "name": "viceberg_head", + "decibelle_head_Head": { + "name": "decibelle_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 8 )", @@ -13713,7 +13713,7 @@ "index": 17, "instance_external": { "id": 8, - "path": "res://sprites/fusions/head/diveberg_head.json", + "path": "res://sprites/fusions/head/decibelle_head.json", "type": "PackedScene" } }, @@ -13725,15 +13725,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 20, - "y": -17 + "x": 29, + "y": -26 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "diveal_helmet_front_HelmetFront": { - "name": "diveal_helmet_front", + "decibelle_helmet_front_HelmetFront": { + "name": "decibelle_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 9 )", @@ -13746,7 +13746,7 @@ "index": 19, "instance_external": { "id": 9, - "path": "res://sprites/fusions/helmet/diveal_helmet_front.json", + "path": "res://sprites/fusions/helmet/decibelle_helmet_front.json", "type": "PackedScene" } }, @@ -13758,18 +13758,18 @@ "inverse_match": false, "visible": true, "position": { - "x": -10, - "y": -12 + "x": 8, + "y": -17 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "fish1_arm_front_Arm_Front": { - "name": "fish1_arm_front", + "decibelle_arm_front_Arm_Front": { + "name": "decibelle_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13778,8 +13778,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/fish1_arm_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/decibelle_arm_front.json", "type": "PackedScene" } }, @@ -13791,8 +13791,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 81, - "y": 46 + "x": 94, + "y": 32 }, "match_part": "", "child": {}, @@ -13806,8 +13806,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 72, - "y": 56 + "x": 70, + "y": 36 }, "match_part": "", "child": {}, @@ -13816,7 +13816,7 @@ } }, { - "id": "djinn_entonic", + "id": "diveal", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -13824,20 +13824,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 28, - "y": -27 + "x": 45, + "y": -20 }, "match_part": "", "child": {}, "index": 0 }, - "cloud_arm_back_Arm_Back": { - "name": "cloud_arm_back", + "fish1_arm_back_Arm_Back": { + "name": "fish1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13846,8 +13846,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/cloud_arm_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/fish1_arm_back.json", "type": "PackedScene" } }, @@ -13857,20 +13857,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, - "y": 28 + "x": -7, + "y": 26 }, "match_part": "", "child": {}, "index": 2 }, - "cloud_tail_Tail": { - "name": "cloud_tail", + "fish_tail_Tail": { + "name": "fish_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13879,31 +13879,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/tail/cloud_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/fish_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 32, + "y": 44 }, "match_part": "", "child": {}, "index": 4 }, - "cloud_leg_back_FrontLeg_Back": { - "name": "cloud_leg_back", + "fish1_leg_back_BackLeg_Back": { + "name": "fish1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13912,31 +13912,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cloud_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/fish1_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 53, - "y": 43 + "x": 54, + "y": 44 }, "match_part": "", "child": {}, "index": 6 }, - "cloud_leg_back_BackLeg_Back": { - "name": "cloud_leg_back", + "fish2_leg_back_FrontLeg_Back": { + "name": "fish2_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13945,8 +13945,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cloud_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/fish2_leg_back.json", "type": "PackedScene" } }, @@ -13958,18 +13958,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 3 + "x": 19, + "y": 22 }, "match_part": "", "child": {}, "index": 8 }, - "djinn_entonic_body_Body": { - "name": "djinn_entonic_body", + "quad_diveal_body_Body": { + "name": "quad_diveal_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -13978,31 +13978,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/djinn_entonic_body.json", + "id": 5, + "path": "res://sprites/fusions/body/quad_diveal_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 18, + "y": 47 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "cloud_leg_front_FrontLeg_Front": { - "name": "cloud_leg_front", + "fish1_leg_front_BackLeg_Front": { + "name": "fish1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14011,31 +14011,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cloud_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/fish1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 37, - "y": 46 + "x": 40, + "y": 47 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "cloud_leg_front_BackLeg_Front": { - "name": "cloud_leg_front", + "fish2_leg_front_FrontLeg_Front": { + "name": "fish2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14044,8 +14044,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cloud_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/fish2_leg_front.json", "type": "PackedScene" } }, @@ -14057,18 +14057,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -37 + "x": 38, + "y": 7 }, "match_part": "", "child": {}, "index": 14 }, - "djinn_entonic_helmet_back_HelmetBack": { - "name": "djinn_entonic_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14077,8 +14077,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/djinn_entonic_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -14090,18 +14090,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -37 + "x": 38, + "y": 7 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "djinn_entonic_head_Head": { - "name": "djinn_entonic_head", + "diveal_head_Head": { + "name": "diveal_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14110,8 +14110,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/djinn_entonic_head.json", + "id": 8, + "path": "res://sprites/fusions/head/diveal_head.json", "type": "PackedScene" } }, @@ -14123,18 +14123,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -37 + "x": 38, + "y": 7 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "djinn_entonic_helmet_front_HelmetFront": { - "name": "djinn_entonic_helmet_front", + "diveal_helmet_front_HelmetFront": { + "name": "diveal_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14143,8 +14143,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/djinn_entonic_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/diveal_helmet_front.json", "type": "PackedScene" } }, @@ -14154,20 +14154,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": -1, - "y": -23 + "x": -4, + "y": -20 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "cloud_arm_front_Arm_Front": { - "name": "cloud_arm_front", + "fish1_arm_front_Arm_Front": { + "name": "fish1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14176,8 +14176,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/cloud_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/fish1_arm_front.json", "type": "PackedScene" } }, @@ -14189,8 +14189,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 88, - "y": 27 + "x": 81, + "y": 46 }, "match_part": "", "child": {}, @@ -14204,8 +14204,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 79, - "y": 44 + "x": 72, + "y": 56 }, "match_part": "", "child": {}, @@ -14214,7 +14214,7 @@ } }, { - "id": "dominoth", + "id": "diveberg", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -14224,18 +14224,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 16, + "y": -10 }, "match_part": "", "child": {}, "index": 0 }, - "Sprite2_Arm_Back": { - "name": "Sprite2", + "fish1_arm_back_Arm_Back": { + "name": "fish1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14244,8 +14244,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/moth1_arms_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/fish1_arm_back.json", "type": "PackedScene" } }, @@ -14257,18 +14257,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": 30 + "x": -11, + "y": 31 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite2_Tail": { - "name": "Sprite2", + "fish_tail_Tail": { + "name": "fish_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14277,31 +14277,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/insect_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/fish_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 36, + "y": 44 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "fish1_leg_back_BackLeg_Back": { + "name": "fish1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14310,31 +14310,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/fish1_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 54, - "y": 41 + "y": 44 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "fish2_leg_back_FrontLeg_Back": { + "name": "fish2_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14343,8 +14343,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/fish2_leg_back.json", "type": "PackedScene" } }, @@ -14356,18 +14356,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 7, + "y": -12 }, "match_part": "", "child": {}, "index": 8 }, - "Sprite2_Body": { - "name": "Sprite2", + "viceberg_body_Body": { + "name": "viceberg_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14376,30 +14376,30 @@ "child": {}, "index": 9, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/body/biped_moth1_body.json", + "id": 5, + "path": "res://sprites/fusions/body/diveberg_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 18, + "y": 47 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "fish1_leg_front_BackLeg_Front": { + "name": "fish1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "BackLeg_Front", "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, @@ -14410,30 +14410,30 @@ "index": 11, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "path": "res://sprites/fusions/legs/fish1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 36, - "y": 45 + "x": 40, + "y": 47 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "fish2_leg_front_FrontLeg_Front": { + "name": "fish2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14442,8 +14442,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/fish2_leg_front.json", "type": "PackedScene" } }, @@ -14455,18 +14455,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -13 + "x": 20, + "y": -17 }, "match_part": "", "child": {}, "index": 14 }, - "Sprite_HelmetBack": { - "name": "Sprite", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14475,8 +14475,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/dominoth_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -14488,18 +14488,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 32, - "y": -13 + "x": 20, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "Sprite_Head": { - "name": "Sprite", + "viceberg_head_Head": { + "name": "viceberg_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14508,8 +14508,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/head/dominoth_head.json", + "id": 8, + "path": "res://sprites/fusions/head/diveberg_head.json", "type": "PackedScene" } }, @@ -14521,15 +14521,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -13 + "x": 20, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "Sprite_HelmetFront": { - "name": "Sprite", + "diveal_helmet_front_HelmetFront": { + "name": "diveal_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 9 )", @@ -14542,7 +14542,7 @@ "index": 19, "instance_external": { "id": 9, - "path": "res://sprites/fusions/helmet/dominoth_helmet_front.json", + "path": "res://sprites/fusions/helmet/diveal_helmet_front.json", "type": "PackedScene" } }, @@ -14554,15 +14554,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -10 + "x": -10, + "y": -12 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Sprite2_Arm_Front": { - "name": "Sprite2", + "fish1_arm_front_Arm_Front": { + "name": "fish1_arm_front", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 12 )", @@ -14575,7 +14575,7 @@ "index": 21, "instance_external": { "id": 12, - "path": "res://sprites/fusions/arms/moth1_arms_front.json", + "path": "res://sprites/fusions/arms/fish1_arm_front.json", "type": "PackedScene" } }, @@ -14587,8 +14587,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 81, + "y": 46 }, "match_part": "", "child": {}, @@ -14602,8 +14602,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 72, + "y": 56 }, "match_part": "", "child": {}, @@ -14612,7 +14612,7 @@ } }, { - "id": "draculeaf", + "id": "djinn_entonic", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -14622,18 +14622,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 28, + "y": -27 }, "match_part": "", "child": {}, "index": 0 }, - "vine1_arm_back_Arm_Back": { - "name": "vine1_arm_back", + "cloud_arm_back_Arm_Back": { + "name": "cloud_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14642,8 +14642,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/vine1_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/cloud_arm_back.json", "type": "PackedScene" } }, @@ -14653,20 +14653,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 30 + "x": 11, + "y": 28 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "cloud_tail_Tail": { + "name": "cloud_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14675,8 +14675,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "id": 8, + "path": "res://sprites/fusions/tail/cloud_tail.json", "type": "PackedScene" } }, @@ -14688,15 +14688,15 @@ "inverse_match": false, "visible": false, "position": { - "x": 82, - "y": 44 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "simple5_leg_back_FrontLeg_Back": { - "name": "simple5_leg_back", + "cloud_leg_back_FrontLeg_Back": { + "name": "cloud_leg_back", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 6 )", @@ -14709,7 +14709,7 @@ "index": 5, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "path": "res://sprites/fusions/legs/cloud_leg_back.json", "type": "PackedScene" } }, @@ -14719,17 +14719,17 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 45 + "x": 53, + "y": 43 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "cloud_leg_back_BackLeg_Back": { + "name": "cloud_leg_back", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 6 )", @@ -14742,7 +14742,7 @@ "index": 7, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "path": "res://sprites/fusions/legs/cloud_leg_back.json", "type": "PackedScene" } }, @@ -14755,17 +14755,17 @@ "visible": true, "position": { "x": 26, - "y": 6 + "y": 3 }, "match_part": "", "child": {}, "index": 8 }, - "jumpkin_body_Body": { - "name": "jumpkin_body", + "djinn_entonic_body_Body": { + "name": "djinn_entonic_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14774,8 +14774,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/jumpkin_body.json", + "id": 4, + "path": "res://sprites/fusions/body/djinn_entonic_body.json", "type": "PackedScene" } }, @@ -14787,18 +14787,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 73, - "y": 45 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "simple5_leg_front_FrontLeg_Front": { - "name": "simple5_leg_front", + "cloud_leg_front_FrontLeg_Front": { + "name": "cloud_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14807,8 +14807,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/cloud_leg_front.json", "type": "PackedScene" } }, @@ -14818,20 +14818,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 39, - "y": 47 + "x": 37, + "y": 46 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "cloud_leg_front_BackLeg_Front": { + "name": "cloud_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14840,8 +14840,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/cloud_leg_front.json", "type": "PackedScene" } }, @@ -14853,18 +14853,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 30, + "y": -37 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "djinn_entonic_helmet_back_HelmetBack": { + "name": "djinn_entonic_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14873,8 +14873,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 11, + "path": "res://sprites/fusions/helmet/djinn_entonic_helmet_back.json", "type": "PackedScene" } }, @@ -14886,18 +14886,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 30, + "y": -37 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "draculeaf_head_Head": { - "name": "draculeaf_head", + "djinn_entonic_head_Head": { + "name": "djinn_entonic_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14906,8 +14906,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/draculeaf_head.json", + "id": 9, + "path": "res://sprites/fusions/head/djinn_entonic_head.json", "type": "PackedScene" } }, @@ -14919,18 +14919,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 30, + "y": -37 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "draculeaf_helmet_front_HelmetFront": { - "name": "draculeaf_helmet_front", + "djinn_entonic_helmet_front_HelmetFront": { + "name": "djinn_entonic_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -14939,8 +14939,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/draculeaf_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/djinn_entonic_helmet_front.json", "type": "PackedScene" } }, @@ -14952,15 +14952,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": -11 + "x": -1, + "y": -23 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "vine1_arm_front_Arm_Front": { - "name": "vine1_arm_front", + "cloud_arm_front_Arm_Front": { + "name": "cloud_arm_front", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 5 )", @@ -14973,7 +14973,7 @@ "index": 21, "instance_external": { "id": 5, - "path": "res://sprites/fusions/arms/vine1_arm_front.json", + "path": "res://sprites/fusions/arms/cloud_arm_front.json", "type": "PackedScene" } }, @@ -14985,9 +14985,9 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 - }, + "x": 88, + "y": 27 + }, "match_part": "", "child": {}, "index": 22 @@ -15000,7 +15000,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, + "x": 79, "y": 44 }, "match_part": "", @@ -15010,7 +15010,7 @@ } }, { - "id": "elfless", + "id": "dominoth", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -15020,18 +15020,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -12 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0 }, - "glove1_arms_back_Arm_Back": { - "name": "glove1_arms_back", + "Sprite2_Arm_Back": { + "name": "Sprite2", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15040,8 +15040,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/glove1_arms_back.json", + "id": 11, + "path": "res://sprites/fusions/arms/moth1_arms_back.json", "type": "PackedScene" } }, @@ -15053,18 +15053,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": 27 + "x": 8, + "y": 30 }, "match_part": "", "child": {}, "index": 2 }, - "ice_tail_Tail": { - "name": "ice_tail", + "Sprite2_Tail": { + "name": "Sprite2", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15073,8 +15073,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/ice_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" } }, @@ -15086,15 +15086,15 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, + "x": 41, "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "pointy4_leg_back_FrontLeg_Back": { - "name": "pointy4_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 10 )", @@ -15107,7 +15107,7 @@ "index": 5, "instance_external": { "id": 10, - "path": "res://sprites/fusions/legs/pointy4_leg_back.json", + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" } }, @@ -15119,15 +15119,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 42 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "pointy4_leg_back_BackLeg_Back": { - "name": "pointy4_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 10 )", @@ -15140,7 +15140,7 @@ "index": 7, "instance_external": { "id": 10, - "path": "res://sprites/fusions/legs/pointy4_leg_back.json", + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" } }, @@ -15153,17 +15153,17 @@ "visible": true, "position": { "x": 26, - "y": 3 + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "biped_elfless_body_Body": { - "name": "biped_elfless_body", + "Sprite2_Body": { + "name": "Sprite2", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15172,8 +15172,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/biped_elfless_body.json", + "id": 7, + "path": "res://sprites/fusions/body/biped_moth1_body.json", "type": "PackedScene" } }, @@ -15192,11 +15192,11 @@ "child": {}, "index": 10 }, - "pointy4_leg_front_FrontLeg_Front": { - "name": "pointy4_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15205,8 +15205,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/pointy4_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" } }, @@ -15218,18 +15218,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, + "x": 36, "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "pointy4_leg_front_BackLeg_Front": { - "name": "pointy4_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15238,8 +15238,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/pointy4_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" } }, @@ -15251,18 +15251,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -16 + "x": 32, + "y": -13 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "Sprite_HelmetBack": { + "name": "Sprite", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15271,8 +15271,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 8, + "path": "res://sprites/fusions/helmet/dominoth_helmet_back.json", "type": "PackedScene" } }, @@ -15284,18 +15284,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -16 + "x": 32, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "elfless_head_Head": { - "name": "elfless_head", + "Sprite_Head": { + "name": "Sprite", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15304,8 +15304,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/elfless_head.json", + "id": 13, + "path": "res://sprites/fusions/head/dominoth_head.json", "type": "PackedScene" } }, @@ -15317,18 +15317,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -16 + "x": 32, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "elfless_helmet_front_HelmetFront": { - "name": "elfless_helmet_front", + "Sprite_HelmetFront": { + "name": "Sprite", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15337,8 +15337,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/elfless_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/dominoth_helmet_front.json", "type": "PackedScene" } }, @@ -15350,18 +15350,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -11 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "glove1_arms_front_Arm_Front": { - "name": "glove1_arms_front", + "Sprite2_Arm_Front": { + "name": "Sprite2", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15370,8 +15370,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/glove1_arms_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/moth1_arms_front.json", "type": "PackedScene" } }, @@ -15383,8 +15383,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 95, - "y": 39 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -15408,7 +15408,7 @@ } }, { - "id": "faerious", + "id": "draculeaf", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -15419,14 +15419,14 @@ "visible": true, "position": { "x": 24, - "y": -18 + "y": -13 }, "match_part": "", "child": {}, "index": 0 }, - "faerious_arm_back_Arm_Back": { - "name": "faerious_arm_back", + "vine1_arm_back_Arm_Back": { + "name": "vine1_arm_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 9 )", @@ -15439,7 +15439,7 @@ "index": 1, "instance_external": { "id": 9, - "path": "res://sprites/fusions/arms/faerious_arm_back.json", + "path": "res://sprites/fusions/arms/vine1_arm_back.json", "type": "PackedScene" } }, @@ -15451,18 +15451,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": 25 + "x": 14, + "y": 30 }, "match_part": "", "child": {}, "index": 2 }, - "ice_tail_Tail": { - "name": "ice_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15471,8 +15471,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/ice_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" } }, @@ -15484,18 +15484,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, - "y": 37 + "x": 82, + "y": 44 }, "match_part": "", "child": {}, "index": 4 }, - "pointy4_leg_back_FrontLeg_Back": { - "name": "pointy4_leg_back", + "simple5_leg_back_FrontLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15504,8 +15504,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/pointy4_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, @@ -15518,17 +15518,17 @@ "visible": true, "position": { "x": 52, - "y": 41 + "y": 45 }, "match_part": "", "child": {}, "index": 6 }, - "pointy4_leg_back_BackLeg_Back": { - "name": "pointy4_leg_back", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15537,8 +15537,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/pointy4_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, @@ -15551,17 +15551,17 @@ "visible": true, "position": { "x": 26, - "y": 3 + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "faerious_body_Body": { - "name": "faerious_body", + "jumpkin_body_Body": { + "name": "jumpkin_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15570,8 +15570,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/faerious_body.json", + "id": 8, + "path": "res://sprites/fusions/body/jumpkin_body.json", "type": "PackedScene" } }, @@ -15583,18 +15583,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 73, + "y": 45 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "pointy4_leg_front_FrontLeg_Front": { - "name": "pointy4_leg_front", + "simple5_leg_front_FrontLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15603,8 +15603,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/pointy4_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, @@ -15617,17 +15617,17 @@ "visible": true, "position": { "x": 39, - "y": 44 + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "pointy4_leg_front_BackLeg_Front": { - "name": "pointy4_leg_front", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15636,8 +15636,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/pointy4_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, @@ -15649,18 +15649,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -24 + "x": 31, + "y": -17 }, "match_part": "", "child": {}, "index": 14 }, - "faerious_helmet_back_HelmetBack": { - "name": "faerious_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15669,8 +15669,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/faerious_helmet_back.json", + "id": 4, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -15682,18 +15682,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 28, - "y": -24 + "x": 31, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "faerious_head_Head": { - "name": "faerious_head", - "type": "sub", + "draculeaf_head_Head": { + "name": "draculeaf_head", + "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15702,8 +15702,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/faerious_head.json", + "id": 7, + "path": "res://sprites/fusions/head/draculeaf_head.json", "type": "PackedScene" } }, @@ -15715,18 +15715,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -24 + "x": 31, + "y": -17 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "faerious_helmet_front_HelmetFront": { - "name": "faerious_helmet_front", + "draculeaf_helmet_front_HelmetFront": { + "name": "draculeaf_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15735,8 +15735,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/helmet/faerious_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/draculeaf_helmet_front.json", "type": "PackedScene" } }, @@ -15748,18 +15748,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -18 + "x": 9, + "y": -11 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "faerious_arm_front_Arm_Front": { - "name": "faerious_arm_front", + "vine1_arm_front_Arm_Front": { + "name": "vine1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15768,8 +15768,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/faerious_arm_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/vine1_arm_front.json", "type": "PackedScene" } }, @@ -15781,8 +15781,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 100, - "y": 29 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -15806,7 +15806,7 @@ } }, { - "id": "faucetear", + "id": "elfless", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -15816,18 +15816,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": -22 + "x": 26, + "y": -12 }, "match_part": "", "child": {}, "index": 0 }, - "simple1_arm_back_Arm_Back": { - "name": "simple1_arm_back", + "glove1_arms_back_Arm_Back": { + "name": "glove1_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15836,8 +15836,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/glove1_arms_back.json", "type": "PackedScene" } }, @@ -15847,20 +15847,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 17, - "y": 30 + "x": 11, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "ice_tail_Tail": { + "name": "ice_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15869,8 +15869,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/ice_tail.json", "type": "PackedScene" } }, @@ -15889,8 +15889,8 @@ "child": {}, "index": 4 }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "pointy4_leg_back_FrontLeg_Back": { + "name": "pointy4_leg_back", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 10 )", @@ -15903,7 +15903,7 @@ "index": 5, "instance_external": { "id": 10, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "path": "res://sprites/fusions/legs/pointy4_leg_back.json", "type": "PackedScene" } }, @@ -15913,20 +15913,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 55, - "y": 44 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "pointy4_leg_back_BackLeg_Back": { + "name": "pointy4_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15935,31 +15935,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/pointy4_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, - "y": 43 + "x": 26, + "y": 3 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "biped_elfless_body_Body": { + "name": "biped_elfless_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "Body", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -15968,31 +15968,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/body/biped_elfless_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 47 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "pointy4_leg_front_FrontLeg_Front": { + "name": "pointy4_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16001,31 +16001,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/pointy4_leg_front.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": 3 + "x": 39, + "y": 45 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "faucetear_body_Body": { - "name": "faucetear_body", + "pointy4_leg_front_BackLeg_Front": { + "name": "pointy4_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 5 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16034,8 +16034,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/faucetear_body.json", + "id": 8, + "path": "res://sprites/fusions/legs/pointy4_leg_front.json", "type": "PackedScene" } }, @@ -16047,8 +16047,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -33 + "x": 31, + "y": -16 }, "match_part": "", "child": {}, @@ -16080,18 +16080,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 29, - "y": -33 + "x": 31, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "faucetear_head_Head": { - "name": "faucetear_head", + "elfless_head_Head": { + "name": "elfless_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16100,8 +16100,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/faucetear_head.json", + "id": 5, + "path": "res://sprites/fusions/head/elfless_head.json", "type": "PackedScene" } }, @@ -16113,18 +16113,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -33 + "x": 31, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "faucetear_helmet_front_HelmetFront": { - "name": "faucetear_helmet_front", + "elfless_helmet_front_HelmetFront": { + "name": "elfless_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16133,8 +16133,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/faucetear_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/elfless_helmet_front.json", "type": "PackedScene" } }, @@ -16146,18 +16146,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": -23 + "x": 6, + "y": -11 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "simple1_arm_front_Arm_Front": { - "name": "simple1_arm_front", + "glove1_arms_front_Arm_Front": { + "name": "glove1_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16166,8 +16166,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/simple1_arm_front.json", + "id": 3, + "path": "res://sprites/fusions/arms/glove1_arms_front.json", "type": "PackedScene" } }, @@ -16179,8 +16179,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 92, - "y": 27 + "x": 95, + "y": 39 }, "match_part": "", "child": {}, @@ -16194,8 +16194,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 72, - "y": 28 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -16204,7 +16204,7 @@ } }, { - "id": "ferriclaw", + "id": "faerious", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -16214,18 +16214,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 35, - "y": -10 + "x": 24, + "y": -18 }, "match_part": "", "child": {}, "index": 0 }, - "Spider Arm_Arm_Back": { - "name": "Spider Arm", + "faerious_arm_back_Arm_Back": { + "name": "faerious_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16234,8 +16234,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/spider1_arm_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/faerious_arm_back.json", "type": "PackedScene" } }, @@ -16247,18 +16247,18 @@ "inverse_match": false, "visible": true, "position": { - "x": -8, - "y": 24 + "x": 11, + "y": 25 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "ice_tail_Tail": { + "name": "ice_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16267,31 +16267,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/insect_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/ice_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 32, - "y": 44 + "x": 25, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "spider1_leg_back_BackLeg_Back": { - "name": "spider1_leg_back", + "pointy4_leg_back_FrontLeg_Back": { + "name": "pointy4_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16300,31 +16300,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/spider1_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/pointy4_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 44 + "x": 52, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "spider2_leg_back_FrontLeg_Back": { - "name": "spider2_leg_back", + "pointy4_leg_back_BackLeg_Back": { + "name": "pointy4_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16333,8 +16333,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/spider2_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/pointy4_leg_back.json", "type": "PackedScene" } }, @@ -16346,18 +16346,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": 17 + "x": 26, + "y": 3 }, "match_part": "", "child": {}, "index": 8 }, - "spider_body_Body": { - "name": "spider_body", + "faerious_body_Body": { + "name": "faerious_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16366,31 +16366,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/spider_body.json", + "id": 5, + "path": "res://sprites/fusions/body/faerious_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 18, - "y": 47 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "spider1_leg_front_BackLeg_Front": { - "name": "spider1_leg_front", + "pointy4_leg_front_FrontLeg_Front": { + "name": "pointy4_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16399,31 +16399,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/spider1_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/pointy4_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 47 + "x": 39, + "y": 44 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "spider2_leg_front_FrontLeg_Front": { - "name": "spider2_leg_front", + "pointy4_leg_front_BackLeg_Front": { + "name": "pointy4_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16432,8 +16432,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/spider2_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/pointy4_leg_front.json", "type": "PackedScene" } }, @@ -16445,15 +16445,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": -20 + "x": 28, + "y": -24 }, "match_part": "", "child": {}, "index": 14 }, - "ferriclaw_helmet_back_HelmetBack": { - "name": "ferriclaw_helmet_back", + "faerious_helmet_back_HelmetBack": { + "name": "faerious_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 3 )", @@ -16466,7 +16466,7 @@ "index": 15, "instance_external": { "id": 3, - "path": "res://sprites/fusions/head/ferriclaw_helmet_back.json", + "path": "res://sprites/fusions/helmet/faerious_helmet_back.json", "type": "PackedScene" } }, @@ -16478,18 +16478,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 38, - "y": -20 + "x": 28, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "ferriclaw_head_Head": { - "name": "ferriclaw_head", + "faerious_head_Head": { + "name": "faerious_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16498,8 +16498,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/ferriclaw_head.json", + "id": 11, + "path": "res://sprites/fusions/head/faerious_head.json", "type": "PackedScene" } }, @@ -16511,18 +16511,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": -20 + "x": 28, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "ferriclaw_helmet_front_HelmetFront": { - "name": "ferriclaw_helmet_front", + "faerious_helmet_front_HelmetFront": { + "name": "faerious_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16531,8 +16531,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/ferriclaw_helmet_front.json", + "id": 4, + "path": "res://sprites/fusions/helmet/faerious_helmet_front.json", "type": "PackedScene" } }, @@ -16544,18 +16544,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 15, - "y": -9 + "x": 8, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Spider Arm_Arm_Front": { - "name": "Spider Arm", + "faerious_arm_front_Arm_Front": { + "name": "faerious_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16564,8 +16564,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/spider1_arm_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/faerious_arm_front.json", "type": "PackedScene" } }, @@ -16577,8 +16577,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 102, - "y": 42 + "x": 100, + "y": 29 }, "match_part": "", "child": {}, @@ -16592,8 +16592,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 76, - "y": 40 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -16602,7 +16602,7 @@ } }, { - "id": "flapwoods", + "id": "faucetear", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -16612,8 +16612,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -19 + "x": 25, + "y": -22 }, "match_part": "", "child": {}, @@ -16623,7 +16623,7 @@ "name": "simple1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16632,7 +16632,7 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, + "id": 6, "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" } @@ -16645,7 +16645,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 8, + "x": 17, "y": 30 }, "match_part": "", @@ -16656,7 +16656,7 @@ "name": "devil1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16665,7 +16665,7 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, + "id": 4, "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" } @@ -16678,7 +16678,7 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, + "x": 25, "y": 37 }, "match_part": "", @@ -16689,7 +16689,7 @@ "name": "simple3_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16698,7 +16698,7 @@ "child": {}, "index": 5, "instance_external": { - "id": 7, + "id": 10, "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" } @@ -16711,50 +16711,17 @@ "inverse_match": false, "visible": false, "position": { - "x": 54, - "y": 41 + "x": 55, + "y": 44 }, "match_part": "", "child": {}, "index": 6 }, - "simple1_leg_back_BackLeg_Back": { - "name": "simple1_leg_back", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 7, - "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/simple1_leg_back.json", - "type": "PackedScene" - } - }, - "Body": { - "name": "Body", - "type": "Node2D", - "parent": ".", - "force_usage": true, - "inverse_match": false, - "visible": true, - "position": { - "x": 26, - "y": 6 - }, - "match_part": "", - "child": {}, - "index": 8 - }, - "flapwoods_body_Body": { - "name": "flapwoods_body", - "type": "sub", - "parent": "Body", "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, @@ -16762,10 +16729,10 @@ "position": {}, "match_part": "", "child": {}, - "index": 9, + "index": 7, "instance_external": { "id": 11, - "path": "res://sprites/fusions/body/flapwoods_body.json", + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, @@ -16777,27 +16744,27 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 11, + "y": 43 }, "match_part": "FrontLeg_Back", "child": {}, - "index": 10 + "index": 8 }, "simple3_leg_front_FrontLeg_Front": { "name": "simple3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 11, + "index": 9, "instance_external": { - "id": 12, + "id": 8, "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" } @@ -16810,51 +16777,84 @@ "inverse_match": false, "visible": false, "position": { - "x": 36, - "y": 45 + "x": 41, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, - "index": 12 + "index": 10 }, - "simple1_leg_front_BackLeg_Front": { - "name": "simple1_leg_front", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 13, + "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple1_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, - "HelmetBack": { - "name": "HelmetBack", + "Body": { + "name": "Body", + "type": "Node2D", + "parent": ".", + "force_usage": true, + "inverse_match": false, + "visible": true, + "position": { + "x": 29, + "y": 3 + }, + "match_part": "", + "child": {}, + "index": 12 + }, + "faucetear_body_Body": { + "name": "faucetear_body", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/body/faucetear_body.json", + "type": "PackedScene" + } + }, + "HelmetBack": { + "name": "HelmetBack", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -32 + "x": 29, + "y": -33 }, "match_part": "", "child": {}, "index": 14 }, - "braxsuit_helmet_back_HelmetBack": { - "name": "braxsuit_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16863,8 +16863,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -16876,18 +16876,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -32 + "x": 29, + "y": -33 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "flapwoods_head_Head": { - "name": "flapwoods_head", + "faucetear_head_Head": { + "name": "faucetear_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16896,8 +16896,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/flapwoods_head.json", + "id": 7, + "path": "res://sprites/fusions/head/faucetear_head.json", "type": "PackedScene" } }, @@ -16909,18 +16909,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -32 + "x": 29, + "y": -33 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "braxsuit_helmet_front_HelmetFront": { - "name": "braxsuit_helmet_front", + "faucetear_helmet_front_HelmetFront": { + "name": "faucetear_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16929,8 +16929,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json", + "id": 3, + "path": "res://sprites/fusions/helmet/faucetear_helmet_front.json", "type": "PackedScene" } }, @@ -16942,8 +16942,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 0, - "y": -17 + "x": 4, + "y": -23 }, "match_part": "Arm_Back", "child": {}, @@ -16953,7 +16953,7 @@ "name": "simple1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -16962,7 +16962,7 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, + "id": 12, "path": "res://sprites/fusions/arms/simple1_arm_front.json", "type": "PackedScene" } @@ -16975,8 +16975,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 86, - "y": 34 + "x": 92, + "y": 27 }, "match_part": "", "child": {}, @@ -16990,8 +16990,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 72, + "y": 28 }, "match_part": "", "child": {}, @@ -17000,7 +17000,7 @@ } }, { - "id": "folklord", + "id": "ferriclaw", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -17010,18 +17010,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -13 + "x": 35, + "y": -10 }, "match_part": "", "child": {}, "index": 0 }, - "reptile2_arms_back_Arm_Back": { - "name": "reptile2_arms_back", + "Spider Arm_Arm_Back": { + "name": "Spider Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 1 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17030,8 +17030,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 1, - "path": "res://sprites/fusions/arms/reptile2_arms_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/spider1_arm_back.json", "type": "PackedScene" } }, @@ -17043,18 +17043,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": 29 + "x": -8, + "y": 24 }, "match_part": "", "child": {}, "index": 2 }, - "short_tail_Tail": { - "name": "short_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17063,31 +17063,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/short_tail.json", + "id": 13, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 72, - "y": 43 + "x": 32, + "y": 44 }, "match_part": "", "child": {}, "index": 4 }, - "reptile3_leg_back_FrontLeg_Back": { - "name": "reptile3_leg_back", + "spider1_leg_back_BackLeg_Back": { + "name": "spider1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17096,31 +17096,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile3_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/spider1_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 42 + "x": 54, + "y": 44 }, "match_part": "", "child": {}, "index": 6 }, - "reptile2_leg_back_BackLeg_Back": { - "name": "reptile2_leg_back", + "spider2_leg_back_FrontLeg_Back": { + "name": "spider2_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17129,8 +17129,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/spider2_leg_back.json", "type": "PackedScene" } }, @@ -17142,15 +17142,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 27, + "y": 17 }, "match_part": "", "child": {}, "index": 8 }, - "biped_folklord_body_Body": { - "name": "biped_folklord_body", + "spider_body_Body": { + "name": "spider_body", "type": "sub", "parent": "Body", "instance": "ExtResource( 12 )", @@ -17163,30 +17163,30 @@ "index": 9, "instance_external": { "id": 12, - "path": "res://sprites/fusions/body/biped_folklord_body.json", + "path": "res://sprites/fusions/body/spider_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 53, - "y": 45 + "x": 18, + "y": 47 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "reptile3_leg_front_FrontLeg_Front": { - "name": "reptile3_leg_front", + "spider1_leg_front_BackLeg_Front": { + "name": "spider1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17195,31 +17195,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/reptile3_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/spider1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": 45 + "x": 38, + "y": 47 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "reptile2_leg_front_BackLeg_Front": { - "name": "reptile2_leg_front", + "spider2_leg_front_FrontLeg_Front": { + "name": "spider2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17228,8 +17228,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/spider2_leg_front.json", "type": "PackedScene" } }, @@ -17241,18 +17241,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -16 + "x": 38, + "y": -20 }, "match_part": "", "child": {}, "index": 14 }, - "folklord_helmet_back_HelmetBack": { - "name": "folklord_helmet_back", + "ferriclaw_helmet_back_HelmetBack": { + "name": "ferriclaw_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17261,8 +17261,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/folklord_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/head/ferriclaw_helmet_back.json", "type": "PackedScene" } }, @@ -17274,18 +17274,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 32, - "y": -16 + "x": 38, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "folklord_head_Head": { - "name": "folklord_head", + "ferriclaw_head_Head": { + "name": "ferriclaw_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17294,8 +17294,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/folklord_head.json", + "id": 7, + "path": "res://sprites/fusions/head/ferriclaw_head.json", "type": "PackedScene" } }, @@ -17307,18 +17307,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -16 + "x": 38, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "folklord_helmet_front_HelmetFront": { - "name": "folklord_helmet_front", - "type": "sub", + "ferriclaw_helmet_front_HelmetFront": { + "name": "ferriclaw_helmet_front", + "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17327,8 +17327,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/folklord_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/head/ferriclaw_helmet_front.json", "type": "PackedScene" } }, @@ -17340,18 +17340,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -11 + "x": 15, + "y": -9 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "reptile2_arms_front_Arm_Front": { - "name": "reptile2_arms_front", + "Spider Arm_Arm_Front": { + "name": "Spider Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17360,8 +17360,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/reptile2_arms_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/spider1_arm_front.json", "type": "PackedScene" } }, @@ -17373,8 +17373,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 102, + "y": 42 }, "match_part": "", "child": {}, @@ -17388,8 +17388,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 76, + "y": 40 }, "match_part": "", "child": {}, @@ -17398,7 +17398,7 @@ } }, { - "id": "fortiwinx", + "id": "flapwoods", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -17408,18 +17408,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 23, - "y": -18 + "x": 26, + "y": -19 }, "match_part": "", "child": {}, "index": 0 }, - "sanzatime_arm_back_Arm_Back": { - "name": "sanzatime_arm_back", + "simple1_arm_back_Arm_Back": { + "name": "simple1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17428,31 +17428,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/sanzatime_arm_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 33, - "y": 39 + "x": 8, + "y": 30 }, "match_part": "", "child": {}, "index": 2 }, - "Leg_FrontLeg_Back": { - "name": "Leg", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "parent": "Tail", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17461,31 +17461,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/slime2_leg_back.json", + "id": 3, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 9, - "y": 28 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "slime_tail_Tail": { - "name": "slime_tail", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17494,8 +17494,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/slime_tail.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" } }, @@ -17507,18 +17507,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 50, - "y": 49 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "Leg_BackLeg_Back": { - "name": "Leg", + "simple1_leg_back_BackLeg_Back": { + "name": "simple1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17527,8 +17527,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/slime1_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/simple1_leg_back.json", "type": "PackedScene" } }, @@ -17540,18 +17540,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 20, - "y": -2 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "fortiwinx_body_Body": { - "name": "fortiwinx_body", + "flapwoods_body_Body": { + "name": "flapwoods_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17560,8 +17560,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/fortiwinx_body.json", + "id": 11, + "path": "res://sprites/fusions/body/flapwoods_body.json", "type": "PackedScene" } }, @@ -17573,18 +17573,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Leg_FrontLeg_Front": { - "name": "Leg", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17593,8 +17593,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/slime2_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" } }, @@ -17606,18 +17606,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 32, - "y": 51 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Leg_BackLeg_Front": { - "name": "Leg", + "simple1_leg_front_BackLeg_Front": { + "name": "simple1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17626,8 +17626,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/slime1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple1_leg_front.json", "type": "PackedScene" } }, @@ -17639,18 +17639,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -32 }, "match_part": "", "child": {}, "index": 14 }, - "fortiwinx_helmet_back_HelmetBack": { - "name": "fortiwinx_helmet_back", + "braxsuit_helmet_back_HelmetBack": { + "name": "braxsuit_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17659,8 +17659,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/helmet/fortiwinx_helmet_back.json", + "id": 6, + "path": "res://sprites/fusions/helmet/braxsuit_helmet_back.json", "type": "PackedScene" } }, @@ -17672,18 +17672,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -32 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "fortiwinx_head_Head": { - "name": "fortiwinx_head", + "flapwoods_head_Head": { + "name": "flapwoods_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17692,8 +17692,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/fortiwinx_head.json", + "id": 5, + "path": "res://sprites/fusions/head/flapwoods_head.json", "type": "PackedScene" } }, @@ -17705,18 +17705,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -32 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "fortiwinx_helmet_front_HelmetFront": { - "name": "fortiwinx_helmet_front", + "braxsuit_helmet_front_HelmetFront": { + "name": "braxsuit_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17725,8 +17725,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/fortiwinx_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/braxsuit_helmet_front.json", "type": "PackedScene" } }, @@ -17738,18 +17738,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -19 + "x": 0, + "y": -17 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "sanzatime_arm_front_Arm_Front": { - "name": "sanzatime_arm_front", + "simple1_arm_front_Arm_Front": { + "name": "simple1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17758,8 +17758,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/sanzatime_arm_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/simple1_arm_front.json", "type": "PackedScene" } }, @@ -17771,7 +17771,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 88, + "x": 86, "y": 34 }, "match_part": "", @@ -17796,7 +17796,7 @@ } }, { - "id": "fountess", + "id": "folklord", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -17806,18 +17806,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": -22 + "x": 28, + "y": -13 }, "match_part": "", "child": {}, "index": 0 }, - "simple1_arm_back_Arm_Back": { - "name": "simple1_arm_back", + "reptile2_arms_back_Arm_Back": { + "name": "reptile2_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 1 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17826,8 +17826,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "id": 1, + "path": "res://sprites/fusions/arms/reptile2_arms_back.json", "type": "PackedScene" } }, @@ -17837,17 +17837,17 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 17, - "y": 30 + "x": 12, + "y": 29 }, "match_part": "", "child": {}, "index": 2 }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", "parent": "Tail", "instance": "ExtResource( 4 )", @@ -17860,7 +17860,7 @@ "index": 3, "instance_external": { "id": 4, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" } }, @@ -17872,18 +17872,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, - "y": 37 + "x": 72, + "y": 43 }, "match_part": "", "child": {}, "index": 4 }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "reptile3_leg_back_FrontLeg_Back": { + "name": "reptile3_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17892,8 +17892,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile3_leg_back.json", "type": "PackedScene" } }, @@ -17903,20 +17903,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 55, - "y": 44 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "reptile2_leg_back_BackLeg_Back": { + "name": "reptile2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17925,31 +17925,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, - "y": 43 + "x": 26, + "y": 6 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "biped_folklord_body_Body": { + "name": "biped_folklord_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "Body", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17958,31 +17958,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/body/biped_folklord_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 47 + "x": 53, + "y": 45 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "reptile3_leg_front_FrontLeg_Front": { + "name": "reptile3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -17991,31 +17991,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/reptile3_leg_front.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": 3 + "x": 33, + "y": 45 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "fountess_body_Body": { - "name": "fountess_body", + "reptile2_leg_front_BackLeg_Front": { + "name": "reptile2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 3 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18024,8 +18024,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/fountess_body.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" } }, @@ -18037,18 +18037,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -33 + "x": 32, + "y": -16 }, "match_part": "", "child": {}, "index": 14 }, - "fountess_helmet_back_HelmetBack": { - "name": "fountess_helmet_back", + "folklord_helmet_back_HelmetBack": { + "name": "folklord_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18057,8 +18057,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/fountess_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/folklord_helmet_back.json", "type": "PackedScene" } }, @@ -18070,18 +18070,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 28, - "y": -33 + "x": 32, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "faucetear_head_Head": { - "name": "faucetear_head", + "folklord_head_Head": { + "name": "folklord_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18090,8 +18090,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/faucetear_head.json", + "id": 11, + "path": "res://sprites/fusions/head/folklord_head.json", "type": "PackedScene" } }, @@ -18103,18 +18103,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -33 + "x": 32, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "fountess_helmet_front_HelmetFront": { - "name": "fountess_helmet_front", + "folklord_helmet_front_HelmetFront": { + "name": "folklord_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18123,8 +18123,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/fountess_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/folklord_helmet_front.json", "type": "PackedScene" } }, @@ -18136,18 +18136,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": -23 + "x": 5, + "y": -11 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "simple1_arm_front_Arm_Front": { - "name": "simple1_arm_front", + "reptile2_arms_front_Arm_Front": { + "name": "reptile2_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18156,8 +18156,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/simple1_arm_front.json", + "id": 9, + "path": "res://sprites/fusions/arms/reptile2_arms_front.json", "type": "PackedScene" } }, @@ -18169,8 +18169,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 92, - "y": 27 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -18184,8 +18184,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 72, - "y": 28 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -18194,7 +18194,7 @@ } }, { - "id": "fragliacci", + "id": "fortiwinx", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -18204,18 +18204,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -27 + "x": 23, + "y": -18 }, "match_part": "", "child": {}, "index": 0 }, - "charlequin_arm_back_Arm_Back": { - "name": "charlequin_arm_back", + "sanzatime_arm_back_Arm_Back": { + "name": "sanzatime_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18224,31 +18224,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/charlequin_arm_back.json", + "id": 13, + "path": "res://sprites/fusions/arms/sanzatime_arm_back.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 14 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2 }, - "toy_tail_Tail": { - "name": "toy_tail", + "Leg_FrontLeg_Back": { + "name": "Leg", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18257,31 +18257,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 7, + "path": "res://sprites/fusions/legs/slime2_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 25, - "y": 37 + "x": 9, + "y": 28 }, "match_part": "", "child": {}, "index": 4 }, - "simple5_leg_FrontLeg_Back": { - "name": "simple5_leg", + "slime_tail_Tail": { + "name": "slime_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "parent": "Tail", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18290,8 +18290,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/tail/slime_tail.json", "type": "PackedScene" } }, @@ -18301,20 +18301,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 42 + "x": 50, + "y": 49 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_BackLeg_Back": { - "name": "simple5_leg", + "Leg_BackLeg_Back": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18323,31 +18323,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/slime1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 61, - "y": 38 + "x": 20, + "y": -2 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "simple5_leg_FrontLeg_Front": { - "name": "simple5_leg", + "fortiwinx_body_Body": { + "name": "fortiwinx_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "Body", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18356,31 +18356,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/body/fortiwinx_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 39, - "y": 45 + "x": 20, + "y": 42 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "simple5_leg_BackLeg_Front": { - "name": "simple5_leg", + "Leg_FrontLeg_Front": { + "name": "Leg", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18389,31 +18389,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/slime2_leg_front.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 29, - "y": -5 + "x": 32, + "y": 51 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "fragliacci_body_Body": { - "name": "fragliacci_body", + "Leg_BackLeg_Front": { + "name": "Leg", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18422,8 +18422,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/fragliacci_body.json", + "id": 6, + "path": "res://sprites/fusions/legs/slime1_leg_front.json", "type": "PackedScene" } }, @@ -18435,18 +18435,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -36 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, "index": 14 }, - "fragliacci_helmet_back_HelmetBack": { - "name": "fragliacci_helmet_back", + "fortiwinx_helmet_back_HelmetBack": { + "name": "fortiwinx_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18455,8 +18455,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/fragliacci_helmet_back.json", + "id": 14, + "path": "res://sprites/fusions/helmet/fortiwinx_helmet_back.json", "type": "PackedScene" } }, @@ -18468,18 +18468,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -36 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "fragliacci_head_Head": { - "name": "fragliacci_head", + "fortiwinx_head_Head": { + "name": "fortiwinx_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18488,8 +18488,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/fragliacci_head.json", + "id": 4, + "path": "res://sprites/fusions/head/fortiwinx_head.json", "type": "PackedScene" } }, @@ -18501,18 +18501,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -36 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "fragliacci_helmet_front_HelmetFront": { - "name": "fragliacci_helmet_front", + "fortiwinx_helmet_front_HelmetFront": { + "name": "fortiwinx_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18521,8 +18521,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/fragliacci_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/fortiwinx_helmet_front.json", "type": "PackedScene" } }, @@ -18534,18 +18534,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": -26 + "x": 5, + "y": -19 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "charlequin_arm_Arm_Front": { - "name": "charlequin_arm", + "sanzatime_arm_front_Arm_Front": { + "name": "sanzatime_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18554,8 +18554,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/charlequin_arm_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/sanzatime_arm_front.json", "type": "PackedScene" } }, @@ -18567,8 +18567,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 117, - "y": 16 + "x": 88, + "y": 34 }, "match_part": "", "child": {}, @@ -18582,8 +18582,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 20 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -18592,7 +18592,7 @@ } }, { - "id": "frillypad", + "id": "fountess", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -18602,18 +18602,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -23 + "x": 25, + "y": -22 }, "match_part": "", "child": {}, "index": 0 }, - "fish1_arm_back_Arm_Back": { - "name": "fish1_arm_back", + "simple1_arm_back_Arm_Back": { + "name": "simple1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18622,8 +18622,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/fish1_arm_back.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", "type": "PackedScene" } }, @@ -18633,20 +18633,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 8, - "y": 27 + "x": 17, + "y": 30 }, "match_part": "", "child": {}, "index": 2 }, - "padpole_tail_Tail": { - "name": "padpole_tail", + "devil1_tail_Tail": { + "name": "devil1_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18655,8 +18655,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/padpole_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/devil1_tail.json", "type": "PackedScene" } }, @@ -18668,18 +18668,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 62, - "y": 42 + "x": 25, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "fish2_leg_back_FrontLeg_Back": { - "name": "fish2_leg_back", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18688,8 +18688,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/fish2_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" } }, @@ -18699,20 +18699,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 44, - "y": 43 + "x": 55, + "y": 44 }, "match_part": "", "child": {}, "index": 6 }, - "fish1_leg_back_BackLeg_Back": { - "name": "fish1_leg_back", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18721,31 +18721,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/fish1_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 26, - "y": 6 + "x": 11, + "y": 43 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "frillypad_body_Body": { - "name": "frillypad_body", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18754,31 +18754,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/frillypad_body.json", + "id": 8, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 48, - "y": 44 + "x": 41, + "y": 47 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "fish2_leg_front_FrontLeg_Front": { - "name": "fish2_leg_front", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18787,31 +18787,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/fish2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { "x": 29, - "y": 45 + "y": 3 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12 }, - "fish1_leg_front_BackLeg_Front": { - "name": "fish1_leg_front", + "fountess_body_Body": { + "name": "fountess_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "Body", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18820,8 +18820,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/fish1_leg_front.json", + "id": 3, + "path": "res://sprites/fusions/body/fountess_body.json", "type": "PackedScene" } }, @@ -18833,18 +18833,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -24 + "x": 28, + "y": -33 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "fountess_helmet_back_HelmetBack": { + "name": "fountess_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18853,8 +18853,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 5, + "path": "res://sprites/fusions/helmet/fountess_helmet_back.json", "type": "PackedScene" } }, @@ -18866,18 +18866,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -24 + "x": 28, + "y": -33 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "padpole_head_Head": { - "name": "padpole_head", + "faucetear_head_Head": { + "name": "faucetear_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18886,9 +18886,9 @@ "child": {}, "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/padpole_head.json", - "type": "PackedScene" + "id": 7, + "path": "res://sprites/fusions/head/faucetear_head.json", + "type": "PackedScene" } }, "HelmetFront": { @@ -18899,15 +18899,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -24 + "x": 28, + "y": -33 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "frillypad_helmet_front_HelmetFront": { - "name": "frillypad_helmet_front", + "fountess_helmet_front_HelmetFront": { + "name": "fountess_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 13 )", @@ -18920,7 +18920,7 @@ "index": 19, "instance_external": { "id": 13, - "path": "res://sprites/fusions/helmet/frillypad_helmet_front.json", + "path": "res://sprites/fusions/helmet/fountess_helmet_front.json", "type": "PackedScene" } }, @@ -18932,18 +18932,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -20 + "x": 4, + "y": -23 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "fish1_arm_front_Arm_Front": { - "name": "fish1_arm_front", + "simple1_arm_front_Arm_Front": { + "name": "simple1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -18952,8 +18952,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/fish1_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/simple1_arm_front.json", "type": "PackedScene" } }, @@ -18965,8 +18965,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 31 + "x": 92, + "y": 27 }, "match_part": "", "child": {}, @@ -18980,8 +18980,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 37 + "x": 72, + "y": 28 }, "match_part": "", "child": {}, @@ -18990,7 +18990,7 @@ } }, { - "id": "fungogh", + "id": "fragliacci", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -19000,18 +19000,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -16 + "x": 30, + "y": -27 }, "match_part": "", "child": {}, "index": 0 }, - "fungogh_arm_back_Arm_Back": { - "name": "fungogh_arm_back", + "charlequin_arm_back_Arm_Back": { + "name": "charlequin_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19020,31 +19020,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/fungogh_arm_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/charlequin_arm_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 33, - "y": 39 + "x": 14, + "y": 14 }, "match_part": "", "child": {}, "index": 2 }, - "Leg_FrontLeg_Back": { - "name": "Leg", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "Tail", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19053,31 +19053,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump1_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 11, - "y": 28 + "x": 25, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "leaf2_tail_Tail": { - "name": "leaf2_tail", + "simple5_leg_FrontLeg_Back": { + "name": "simple5_leg", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19086,8 +19086,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/leaf2_tail.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, @@ -19100,17 +19100,17 @@ "visible": true, "position": { "x": 52, - "y": 45 + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "Leg_BackLeg_Back": { - "name": "Leg", + "simple5_leg_BackLeg_Back": { + "name": "simple5_leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19119,31 +19119,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 26, - "y": 8 + "x": 61, + "y": 38 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "biped_fungogh_body_Body": { - "name": "biped_fungogh_body", + "simple5_leg_FrontLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19152,31 +19152,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/biped_fungogh_body.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 20, - "y": 42 + "x": 39, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "stump1_leg_front_FrontLeg_Front": { - "name": "stump1_leg_front", + "simple5_leg_BackLeg_Front": { + "name": "simple5_leg", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19185,31 +19185,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/stump1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": 47 + "x": 29, + "y": -5 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12 }, - "stump1_leg_front_BackLeg_Front": { - "name": "stump1_leg_front", + "fragliacci_body_Body": { + "name": "fragliacci_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "Body", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19218,8 +19218,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/stump1_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/body/fragliacci_body.json", "type": "PackedScene" } }, @@ -19231,15 +19231,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 31, + "y": -36 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "fragliacci_helmet_back_HelmetBack": { + "name": "fragliacci_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 3 )", @@ -19252,7 +19252,7 @@ "index": 15, "instance_external": { "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "path": "res://sprites/fusions/helmet/fragliacci_helmet_back.json", "type": "PackedScene" } }, @@ -19264,18 +19264,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 31, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "fungogh_head_Head": { - "name": "fungogh_head", + "fragliacci_head_Head": { + "name": "fragliacci_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19284,8 +19284,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/fungogh_head.json", + "id": 6, + "path": "res://sprites/fusions/head/fragliacci_head.json", "type": "PackedScene" } }, @@ -19297,18 +19297,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 31, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "fungogh_helmet_front_HelmetFront": { - "name": "fungogh_helmet_front", + "fragliacci_helmet_front_HelmetFront": { + "name": "fragliacci_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19317,8 +19317,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/fungogh_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/fragliacci_helmet_front.json", "type": "PackedScene" } }, @@ -19330,18 +19330,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -16 + "x": 9, + "y": -26 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "fungogh_arm_front_Arm_Front": { - "name": "fungogh_arm_front", + "charlequin_arm_Arm_Front": { + "name": "charlequin_arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19350,8 +19350,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/fungogh_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/charlequin_arm_front.json", "type": "PackedScene" } }, @@ -19363,8 +19363,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 35 + "x": 117, + "y": 16 }, "match_part": "", "child": {}, @@ -19378,8 +19378,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 69, + "y": 20 }, "match_part": "", "child": {}, @@ -19388,7 +19388,7 @@ } }, { - "id": "galagor", + "id": "frillypad", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -19398,18 +19398,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 35, - "y": 1 + "x": 24, + "y": -23 }, "match_part": "", "child": {}, "index": 0 }, - "insect3_arm_back_Arm_Back": { - "name": "insect3_arm_back", + "fish1_arm_back_Arm_Back": { + "name": "fish1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19418,8 +19418,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/insect3_arm_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/fish1_arm_back.json", "type": "PackedScene" } }, @@ -19429,20 +19429,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": -2, - "y": 19 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "padpole_tail_Tail": { + "name": "padpole_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19451,31 +19451,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/insect_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/padpole_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 62, + "y": 42 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "fish2_leg_back_FrontLeg_Back": { + "name": "fish2_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19484,31 +19484,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/insect_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/fish2_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 66, - "y": 37 + "x": 44, + "y": 43 }, "match_part": "", "child": {}, "index": 6 }, - "insect3_leg_back_FrontLeg_Back": { - "name": "insect3_leg_back", + "fish1_leg_back_BackLeg_Back": { + "name": "fish1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19517,8 +19517,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/fish1_leg_back.json", "type": "PackedScene" } }, @@ -19530,18 +19530,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": 12 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "galagor_body_Body": { - "name": "galagor_body", + "frillypad_body_Body": { + "name": "frillypad_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19550,31 +19550,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/galagor_body.json", + "id": 5, + "path": "res://sprites/fusions/body/frillypad_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 41 + "x": 48, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "fish2_leg_front_FrontLeg_Front": { + "name": "fish2_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19583,31 +19583,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/insect_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/fish2_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 51, - "y": 41 + "x": 29, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "insect3_leg_front_FrontLeg_Front": { - "name": "insect3_leg_front", + "fish1_leg_front_BackLeg_Front": { + "name": "fish1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19616,8 +19616,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/insect3_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/fish1_leg_front.json", "type": "PackedScene" } }, @@ -19629,8 +19629,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 49, - "y": 2 + "x": 33, + "y": -24 }, "match_part": "", "child": {}, @@ -19640,7 +19640,7 @@ "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19649,7 +19649,7 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, + "id": 3, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } @@ -19662,18 +19662,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 49, - "y": 2 + "x": 33, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "galagor_head_Head": { - "name": "galagor_head", + "padpole_head_Head": { + "name": "padpole_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19682,8 +19682,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/galagor_head.json", + "id": 6, + "path": "res://sprites/fusions/head/padpole_head.json", "type": "PackedScene" } }, @@ -19695,18 +19695,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 49, - "y": 2 + "x": 33, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "galagor_helmet_front_HelmetFront": { - "name": "galagor_helmet_front", + "frillypad_helmet_front_HelmetFront": { + "name": "frillypad_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19715,8 +19715,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/galagor_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/frillypad_helmet_front.json", "type": "PackedScene" } }, @@ -19728,18 +19728,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 18, - "y": 4 + "x": 7, + "y": -20 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "insect3_arm_front_Arm_Front": { - "name": "insect3_arm_front", + "fish1_arm_front_Arm_Front": { + "name": "fish1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19748,8 +19748,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/insect3_arm_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/fish1_arm_front.json", "type": "PackedScene" } }, @@ -19761,23 +19761,23 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 61 + "x": 93, + "y": 31 }, "match_part": "", "child": {}, "index": 22 }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 82, - "y": 36 + "x": 69, + "y": 37 }, "match_part": "", "child": {}, @@ -19786,7 +19786,7 @@ } }, { - "id": "gearyu", + "id": "fungogh", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -19796,18 +19796,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 15, - "y": 10 + "x": 27, + "y": -16 }, "match_part": "", "child": {}, "index": 0 }, - "gearyu_arm_back_Arm_Back": { - "name": "gearyu_arm_back", + "fungogh_arm_back_Arm_Back": { + "name": "fungogh_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19816,31 +19816,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/gearyu_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/fungogh_arm_back.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 9, - "y": 74 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2 }, - "robot_tail_Tail": { - "name": "robot_tail", + "Leg_FrontLeg_Back": { + "name": "Leg", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 3 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19849,13 +19849,13 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/robot_tail.json", + "id": 11, + "path": "res://sprites/fusions/legs/stump1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, @@ -19863,17 +19863,17 @@ "visible": false, "position": { "x": 11, - "y": 50 + "y": 28 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "leaf2_tail_Tail": { + "name": "leaf2_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "Tail", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19882,8 +19882,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/tail/leaf2_tail.json", "type": "PackedScene" } }, @@ -19896,14 +19896,14 @@ "visible": true, "position": { "x": 52, - "y": 85 + "y": 45 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "Leg_BackLeg_Back": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 11 )", @@ -19916,7 +19916,7 @@ "index": 7, "instance_external": { "id": 11, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "path": "res://sprites/fusions/legs/stump1_leg_back.json", "type": "PackedScene" } }, @@ -19929,17 +19929,17 @@ "visible": true, "position": { "x": 26, - "y": 3 + "y": 8 }, "match_part": "", "child": {}, "index": 8 }, - "gearyu_body_Body": { - "name": "gearyu_body", + "biped_fungogh_body_Body": { + "name": "biped_fungogh_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19948,8 +19948,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/gearyu_body.json", + "id": 6, + "path": "res://sprites/fusions/body/biped_fungogh_body.json", "type": "PackedScene" } }, @@ -19961,18 +19961,18 @@ "inverse_match": false, "visible": false, "position": { - "x": -2, - "y": 53 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "stump1_leg_front_FrontLeg_Front": { + "name": "stump1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -19981,8 +19981,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/stump1_leg_front.json", "type": "PackedScene" } }, @@ -19994,18 +19994,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 89 + "x": 34, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "stump1_leg_front_BackLeg_Front": { + "name": "stump1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20014,8 +20014,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/stump1_leg_front.json", "type": "PackedScene" } }, @@ -20027,18 +20027,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": -12 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, "index": 14 }, - "bulletino_helmet_back_HelmetBack": { - "name": "bulletino_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20047,8 +20047,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/bulletino_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -20060,18 +20060,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 51, - "y": -12 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "gearyu_head_Head": { - "name": "gearyu_head", + "fungogh_head_Head": { + "name": "fungogh_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20080,8 +20080,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/gearyu_head.json", + "id": 9, + "path": "res://sprites/fusions/head/fungogh_head.json", "type": "PackedScene" } }, @@ -20093,18 +20093,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": -12 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "bulletino_helmet_front_HelmetFront": { - "name": "bulletino_helmet_front", + "fungogh_helmet_front_HelmetFront": { + "name": "fungogh_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20113,8 +20113,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/bulletino_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/fungogh_helmet_front.json", "type": "PackedScene" } }, @@ -20126,15 +20126,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 1, - "y": 13 + "x": 8, + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "gearyu_arm_front_Arm_Front": { - "name": "gearyu_arm_front", + "fungogh_arm_front_Arm_Front": { + "name": "fungogh_arm_front", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 5 )", @@ -20147,7 +20147,7 @@ "index": 21, "instance_external": { "id": 5, - "path": "res://sprites/fusions/arms/gearyu_arm_front.json", + "path": "res://sprites/fusions/arms/fungogh_arm_front.json", "type": "PackedScene" } }, @@ -20159,8 +20159,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 63 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -20174,8 +20174,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 67, - "y": 64 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -20184,7 +20184,7 @@ } }, { - "id": "glaistain", + "id": "galagor", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -20194,18 +20194,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 35, + "y": 1 }, "match_part": "", "child": {}, "index": 0 }, - "Sprite_Arm_Back": { - "name": "Sprite", + "insect3_arm_back_Arm_Back": { + "name": "insect3_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20214,8 +20214,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/shard_arms_back.json", + "id": 6, + "path": "res://sprites/fusions/arms/insect3_arm_back.json", "type": "PackedScene" } }, @@ -20227,8 +20227,8 @@ "inverse_match": false, "visible": false, "position": { - "x": 8, - "y": 27 + "x": -2, + "y": 19 }, "match_part": "", "child": {}, @@ -20238,7 +20238,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20247,13 +20247,13 @@ "child": {}, "index": 3, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/shard_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, @@ -20267,11 +20267,11 @@ "child": {}, "index": 4 }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20280,31 +20280,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/shard_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/insect_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 54, - "y": 41 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "insect3_leg_back_FrontLeg_Back": { + "name": "insect3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 8 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20313,8 +20313,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/shard_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/insect3_leg_back.json", "type": "PackedScene" } }, @@ -20326,18 +20326,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 34, + "y": 12 }, "match_part": "", "child": {}, "index": 8 }, - "Sprite_Body": { - "name": "Sprite", + "galagor_body_Body": { + "name": "galagor_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20346,13 +20346,13 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/biped_shard_body.json", + "id": 10, + "path": "res://sprites/fusions/body/galagor_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, @@ -20360,17 +20360,17 @@ "visible": false, "position": { "x": 26, - "y": 44 + "y": 41 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20379,31 +20379,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/shard_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/insect_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 36, - "y": 45 + "x": 51, + "y": 41 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "insect3_leg_front_FrontLeg_Front": { + "name": "insect3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20412,8 +20412,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/shard_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/insect3_leg_front.json", "type": "PackedScene" } }, @@ -20425,18 +20425,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 49, + "y": 2 }, "match_part": "", "child": {}, "index": 14 }, - "Sprite2_HelmetBack": { - "name": "Sprite2", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20445,8 +20445,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/glaistain_helmet_back.json", + "id": 8, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -20458,18 +20458,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 49, + "y": 2 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "Sprite2_Head": { - "name": "Sprite2", + "galagor_head_Head": { + "name": "galagor_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20478,8 +20478,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/glaistain_head.json", + "id": 9, + "path": "res://sprites/fusions/head/galagor_head.json", "type": "PackedScene" } }, @@ -20491,15 +20491,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 49, + "y": 2 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "Sprite2_HelmetFront": { - "name": "Sprite2", + "galagor_helmet_front_HelmetFront": { + "name": "galagor_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 11 )", @@ -20512,7 +20512,7 @@ "index": 19, "instance_external": { "id": 11, - "path": "res://sprites/fusions/helmet/glaistain_helmet_front.json", + "path": "res://sprites/fusions/helmet/galagor_helmet_front.json", "type": "PackedScene" } }, @@ -20524,15 +20524,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -10 + "x": 18, + "y": 4 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Sprite_Arm_Front": { - "name": "Sprite", + "insect3_arm_front_Arm_Front": { + "name": "insect3_arm_front", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 3 )", @@ -20545,7 +20545,7 @@ "index": 21, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/shard_arms_front.json", + "path": "res://sprites/fusions/arms/insect3_arm_front.json", "type": "PackedScene" } }, @@ -20557,23 +20557,23 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 89, + "y": 61 }, "match_part": "", "child": {}, "index": 22 }, - "hit": { - "name": "hit", + "eye": { + "name": "eye", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 82, + "y": 36 }, "match_part": "", "child": {}, @@ -20582,7 +20582,7 @@ } }, { - "id": "grampus", + "id": "gearyu", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -20592,18 +20592,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -17 + "x": 15, + "y": 10 }, "match_part": "", "child": {}, "index": 0 }, - "Beast Arm_Arm_Back": { - "name": "Beast Arm", + "gearyu_arm_back_Arm_Back": { + "name": "gearyu_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20612,8 +20612,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/beast1_arm_back.json", + "id": 10, + "path": "res://sprites/fusions/arms/gearyu_arm_back.json", "type": "PackedScene" } }, @@ -20626,17 +20626,17 @@ "visible": true, "position": { "x": 9, - "y": 29 + "y": 74 }, "match_part": "", "child": {}, "index": 2 }, - "ice_tail_Tail": { - "name": "ice_tail", + "robot_tail_Tail": { + "name": "robot_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20645,8 +20645,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/ice_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/robot_tail.json", "type": "PackedScene" } }, @@ -20658,18 +20658,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 24, - "y": 39 + "x": 11, + "y": 50 }, "match_part": "", "child": {}, "index": 4 }, - "beast1_leg_back_FrontLeg_Back": { - "name": "beast1_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20678,8 +20678,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/beast1_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, @@ -20691,18 +20691,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 53, - "y": 41 + "x": 52, + "y": 85 }, "match_part": "", "child": {}, "index": 6 }, - "hoof1_leg_back_BackLeg_Back": { - "name": "hoof1_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20711,8 +20711,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/hoof1_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, @@ -20725,17 +20725,17 @@ "visible": true, "position": { "x": 26, - "y": 6 + "y": 3 }, "match_part": "", "child": {}, "index": 8 }, - "biped_grampus_body_Body": { - "name": "biped_grampus_body", + "gearyu_body_Body": { + "name": "gearyu_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20744,8 +20744,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/body/biped_grampus_body.json", + "id": 4, + "path": "res://sprites/fusions/body/gearyu_body.json", "type": "PackedScene" } }, @@ -20757,18 +20757,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 15, - "y": 44 + "x": -2, + "y": 53 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "beast1_leg_front_FrontLeg_Front": { - "name": "beast1_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20777,8 +20777,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/beast1_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -20790,18 +20790,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 45 + "x": 38, + "y": 89 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "hoof1_leg_front_BackLeg_Front": { - "name": "hoof1_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20810,8 +20810,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/hoof1_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -20823,18 +20823,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 51, + "y": -12 }, "match_part": "", "child": {}, "index": 14 }, - "grampus_helmet_back_HelmetBack": { - "name": "grampus_helmet_back", + "bulletino_helmet_back_HelmetBack": { + "name": "bulletino_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20843,8 +20843,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/grampus_helmet_back.json", + "id": 9, + "path": "res://sprites/fusions/helmet/bulletino_helmet_back.json", "type": "PackedScene" } }, @@ -20856,18 +20856,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 51, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "grampus_head_Head": { - "name": "grampus_head", + "gearyu_head_Head": { + "name": "gearyu_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20876,8 +20876,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/grampus_head.json", + "id": 6, + "path": "res://sprites/fusions/head/gearyu_head.json", "type": "PackedScene" } }, @@ -20889,18 +20889,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 51, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "grampus_helmet_front_HelmetFront": { - "name": "grampus_helmet_front", + "bulletino_helmet_front_HelmetFront": { + "name": "bulletino_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20909,8 +20909,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/grampus_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/bulletino_helmet_front.json", "type": "PackedScene" } }, @@ -20922,18 +20922,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": -15 + "x": 1, + "y": 13 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Beast Arm_Arm_Front": { - "name": "Beast Arm", + "gearyu_arm_front_Arm_Front": { + "name": "gearyu_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -20942,8 +20942,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/beast1_arm_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/gearyu_arm_front.json", "type": "PackedScene" } }, @@ -20956,7 +20956,7 @@ "visible": true, "position": { "x": 90, - "y": 36 + "y": 63 }, "match_part": "", "child": {}, @@ -20970,8 +20970,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 67, + "y": 64 }, "match_part": "", "child": {}, @@ -20980,7 +20980,7 @@ } }, { - "id": "gumbaal", + "id": "glaistain", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -20990,18 +20990,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 23, - "y": -31 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0 }, - "candevil_arm_back_Arm_Back": { - "name": "candevil_arm_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21010,8 +21010,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/candevil_arm_back.json", + "id": 4, + "path": "res://sprites/fusions/arms/shard_arms_back.json", "type": "PackedScene" } }, @@ -21021,20 +21021,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 35 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "candevil_tail_Tail": { - "name": "candevil_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21043,8 +21043,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/candevil_tail.json", + "id": 10, + "path": "res://sprites/fusions/tail/shard_tail.json", "type": "PackedScene" } }, @@ -21056,18 +21056,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 93, - "y": 39 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21076,8 +21076,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/shard_leg_front.json", "type": "PackedScene" } }, @@ -21090,7 +21090,7 @@ "visible": true, "position": { "x": 54, - "y": 63 + "y": 41 }, "match_part": "", "child": {}, @@ -21100,7 +21100,7 @@ "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21109,31 +21109,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/shard_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 40, - "y": 64 + "x": 26, + "y": 6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "Sprite_BackLeg_Front": { + "Sprite_Body": { "name": "Sprite", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "parent": "Body", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21142,8 +21142,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/body/biped_shard_body.json", "type": "PackedScene" } }, @@ -21155,18 +21155,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 80, - "y": 49 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21175,31 +21175,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/shard_leg_front.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -6 + "x": 36, + "y": 45 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "gumbaal_body_Body": { - "name": "gumbaal_body", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 9 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21208,8 +21208,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/gumbaal_body.json", + "id": 6, + "path": "res://sprites/fusions/legs/shard_leg_front.json", "type": "PackedScene" } }, @@ -21221,18 +21221,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -44 + "x": 33, + "y": -15 }, "match_part": "", "child": {}, "index": 14 }, - "vendemon_helmet_back_HelmetBack": { - "name": "vendemon_helmet_back", + "Sprite2_HelmetBack": { + "name": "Sprite2", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21241,8 +21241,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/vendemon_helmet_back.json", + "id": 5, + "path": "res://sprites/fusions/helmet/glaistain_helmet_back.json", "type": "PackedScene" } }, @@ -21254,18 +21254,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -44 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "gumbaal_head_Head": { - "name": "gumbaal_head", + "Sprite2_Head": { + "name": "Sprite2", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21274,8 +21274,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/gumbaal_head.json", + "id": 7, + "path": "res://sprites/fusions/head/glaistain_head.json", "type": "PackedScene" } }, @@ -21287,18 +21287,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -44 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "vendemon_helmet_front_HelmetFront": { - "name": "vendemon_helmet_front", + "Sprite2_HelmetFront": { + "name": "Sprite2", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21307,8 +21307,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/vendemon_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/glaistain_helmet_front.json", "type": "PackedScene" } }, @@ -21321,17 +21321,17 @@ "visible": true, "position": { "x": 7, - "y": -28 + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "candevil_arm_front_Arm_Front": { - "name": "candevil_arm_front", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21340,8 +21340,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/candevil_arm_front.json", + "id": 3, + "path": "res://sprites/fusions/arms/shard_arms_front.json", "type": "PackedScene" } }, @@ -21354,7 +21354,7 @@ "visible": true, "position": { "x": 93, - "y": 23 + "y": 41 }, "match_part": "", "child": {}, @@ -21378,7 +21378,7 @@ } }, { - "id": "hauntome", + "id": "grampus", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -21388,18 +21388,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, + "x": 27, "y": -17 }, "match_part": "", "child": {}, "index": 0 }, - "hauntome_arm_back_Arm_Back": { - "name": "hauntome_arm_back", + "Beast Arm_Arm_Back": { + "name": "Beast Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21408,8 +21408,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/hauntome_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/beast1_arm_back.json", "type": "PackedScene" } }, @@ -21421,18 +21421,18 @@ "inverse_match": false, "visible": true, "position": { - "x": -21, - "y": 16 + "x": 9, + "y": 29 }, "match_part": "", "child": {}, "index": 2 }, - "hauntome_tail_Tail": { - "name": "hauntome_tail", + "ice_tail_Tail": { + "name": "ice_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21441,31 +21441,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/tail/hauntome_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/ice_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 25, - "y": 43 + "x": 24, + "y": 39 }, "match_part": "", "child": {}, "index": 4 }, - "hauntome_leg_back_BackLeg_Back": { - "name": "hauntome_leg_back", + "beast1_leg_back_FrontLeg_Back": { + "name": "beast1_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21474,31 +21474,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/hauntome_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/beast1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 45 + "x": 53, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "hauntome_leg_back_FrontLeg_Back": { - "name": "hauntome_leg_back", + "hoof1_leg_back_BackLeg_Back": { + "name": "hoof1_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21507,31 +21507,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/hauntome_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/hoof1_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 13, - "y": 46 + "x": 26, + "y": 6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "hauntome_leg_front_BackLeg_Front": { - "name": "hauntome_leg_front", + "biped_grampus_body_Body": { + "name": "biped_grampus_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "parent": "Body", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21540,8 +21540,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/hauntome_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/body/biped_grampus_body.json", "type": "PackedScene" } }, @@ -21553,18 +21553,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 16, - "y": 47 + "x": 15, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "hauntome_leg_front_FrontLeg_Front": { - "name": "hauntome_leg_front", + "beast1_leg_front_FrontLeg_Front": { + "name": "beast1_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21573,31 +21573,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/hauntome_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/beast1_leg_front.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": 7 + "x": 36, + "y": 45 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "hauntome_body_Body": { - "name": "hauntome_body", + "hoof1_leg_front_BackLeg_Front": { + "name": "hoof1_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21606,8 +21606,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/hauntome_body.json", + "id": 12, + "path": "res://sprites/fusions/legs/hoof1_leg_front.json", "type": "PackedScene" } }, @@ -21619,18 +21619,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": -20 + "x": 33, + "y": -16 }, "match_part": "", "child": {}, "index": 14 }, - "hauntome_helmet_back_HelmetBack": { - "name": "hauntome_helmet_back", + "grampus_helmet_back_HelmetBack": { + "name": "grampus_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21639,8 +21639,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/hauntome_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/grampus_helmet_back.json", "type": "PackedScene" } }, @@ -21652,18 +21652,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 12, - "y": -20 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "hauntome_head_Head": { - "name": "hauntome_head", + "grampus_head_Head": { + "name": "grampus_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21672,8 +21672,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/hauntome_head.json", + "id": 8, + "path": "res://sprites/fusions/head/grampus_head.json", "type": "PackedScene" } }, @@ -21685,18 +21685,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 12, - "y": -20 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "hauntome_helmet_front_HelmetFront": { - "name": "hauntome_helmet_front", + "grampus_helmet_front_HelmetFront": { + "name": "grampus_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21705,8 +21705,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/hauntome_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/grampus_helmet_front.json", "type": "PackedScene" } }, @@ -21718,18 +21718,18 @@ "inverse_match": false, "visible": true, "position": { - "x": -16, + "x": 4, "y": -15 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "hauntome_arm_front_Arm_Front": { - "name": "hauntome_arm_front", + "Beast Arm_Arm_Front": { + "name": "Beast Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21738,8 +21738,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/hauntome_arm_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/beast1_arm_front.json", "type": "PackedScene" } }, @@ -21751,8 +21751,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 98, - "y": 41 + "x": 90, + "y": 36 }, "match_part": "", "child": {}, @@ -21766,7 +21766,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -21776,7 +21776,7 @@ } }, { - "id": "hedgeherne", + "id": "gumbaal", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -21786,18 +21786,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -19 + "x": 23, + "y": -31 }, "match_part": "", "child": {}, "index": 0 }, - "simple2_arm_back_Arm_Back": { - "name": "simple2_arm_back", + "candevil_arm_back_Arm_Back": { + "name": "candevil_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21806,31 +21806,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/simple2_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/candevil_arm_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 33, - "y": 39 + "x": 14, + "y": 35 }, "match_part": "", "child": {}, "index": 2 }, - "simple4_leg_back_FrontLeg_Back": { - "name": "simple4_leg_back", + "candevil_tail_Tail": { + "name": "candevil_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "parent": "Tail", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21839,31 +21839,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/simple4_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/tail/candevil_tail.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 16, - "y": 28 + "x": 93, + "y": 39 }, "match_part": "", "child": {}, "index": 4 }, - "leaf2_tail_Tail": { - "name": "leaf2_tail", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 13 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21872,8 +21872,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/tail/leaf2_tail.json", + "id": 5, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" } }, @@ -21886,17 +21886,17 @@ "visible": true, "position": { "x": 54, - "y": 45 + "y": 63 }, "match_part": "", "child": {}, "index": 6 }, - "simple2_leg_back_BackLeg_Back": { - "name": "simple2_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21905,31 +21905,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/simple2_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 40, + "y": 64 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8 }, - "biped_hedgeherne_body_Body": { - "name": "biped_hedgeherne_body", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21938,8 +21938,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/biped_hedgeherne_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" } }, @@ -21951,18 +21951,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 80, + "y": 49 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "simple4_leg_front_FrontLeg_Front": { - "name": "simple4_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -21971,31 +21971,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple4_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 47 + "x": 31, + "y": -6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12 }, - "simple2_leg_front_BackLeg_Front": { - "name": "simple2_leg_front", + "gumbaal_body_Body": { + "name": "gumbaal_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "parent": "Body", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22004,8 +22004,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/simple2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/body/gumbaal_body.json", "type": "PackedScene" } }, @@ -22017,18 +22017,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -44 }, "match_part": "", "child": {}, "index": 14 }, - "hedgeherne_helmet_back_HelmetBack": { - "name": "hedgeherne_helmet_back", + "vendemon_helmet_back_HelmetBack": { + "name": "vendemon_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22037,8 +22037,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/hedgeherne_helmet_back.json", + "id": 7, + "path": "res://sprites/fusions/helmet/vendemon_helmet_back.json", "type": "PackedScene" } }, @@ -22050,18 +22050,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -44 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "hedgeherne_head_Head": { - "name": "hedgeherne_head", + "gumbaal_head_Head": { + "name": "gumbaal_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22070,8 +22070,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/hedgeherne_head.json", + "id": 8, + "path": "res://sprites/fusions/head/gumbaal_head.json", "type": "PackedScene" } }, @@ -22083,18 +22083,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 27, + "y": -44 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "hedgeherne_helmet_front_HelmetFront": { - "name": "hedgeherne_helmet_front", + "vendemon_helmet_front_HelmetFront": { + "name": "vendemon_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22103,8 +22103,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/hedgeherne_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/vendemon_helmet_front.json", "type": "PackedScene" } }, @@ -22116,18 +22116,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -16 + "x": 7, + "y": -28 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "simple2_arm_front_Arm_Front": { - "name": "simple2_arm_front", + "candevil_arm_front_Arm_Front": { + "name": "candevil_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22136,8 +22136,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple2_arm_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/candevil_arm_front.json", "type": "PackedScene" } }, @@ -22149,8 +22149,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 35 + "x": 93, + "y": 23 }, "match_part": "", "child": {}, @@ -22174,7 +22174,7 @@ } }, { - "id": "hopskin", + "id": "hauntome", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -22184,18 +22184,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": -11 + "x": 3, + "y": -17 }, "match_part": "", "child": {}, "index": 0 }, - "Arm_Arm_Back": { - "name": "Arm", + "hauntome_arm_back_Arm_Back": { + "name": "hauntome_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22204,8 +22204,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/insect2_arms_back.json", + "id": 10, + "path": "res://sprites/fusions/arms/hauntome_arm_back.json", "type": "PackedScene" } }, @@ -22215,20 +22215,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": -21, + "y": 16 }, "match_part": "", "child": {}, "index": 2 }, - "short_tail_Tail": { - "name": "short_tail", + "hauntome_tail_Tail": { + "name": "hauntome_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22237,31 +22237,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/short_tail.json", + "id": 7, + "path": "res://sprites/fusions/tail/hauntome_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 41, - "y": 37 + "x": 25, + "y": 43 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "hauntome_leg_back_BackLeg_Back": { + "name": "hauntome_leg_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22270,31 +22270,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/hauntome_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 49, - "y": 42 + "x": 26, + "y": 45 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "hauntome_leg_back_FrontLeg_Back": { + "name": "hauntome_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22303,31 +22303,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/boot_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/hauntome_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 13, + "y": 46 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 8 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "hauntome_leg_front_BackLeg_Front": { + "name": "hauntome_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22336,31 +22336,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/hauntome_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 37, - "y": 45 + "x": 16, + "y": 47 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "hauntome_leg_front_FrontLeg_Front": { + "name": "hauntome_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22369,8 +22369,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/boot_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/hauntome_leg_front.json", "type": "PackedScene" } }, @@ -22382,18 +22382,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 5 + "x": 3, + "y": 7 }, "match_part": "", "child": {}, "index": 12 }, - "biped_jacket1_body_Body": { - "name": "biped_jacket1_body", + "hauntome_body_Body": { + "name": "hauntome_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22402,8 +22402,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/body/biped_hopskin_body.json", + "id": 6, + "path": "res://sprites/fusions/body/hauntome_body.json", "type": "PackedScene" } }, @@ -22415,15 +22415,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 12, + "y": -20 }, "match_part": "", "child": {}, "index": 14 }, - "hopskin_helmet_back_HelmetBack": { - "name": "hopskin_helmet_back", + "hauntome_helmet_back_HelmetBack": { + "name": "hauntome_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 8 )", @@ -22436,7 +22436,7 @@ "index": 15, "instance_external": { "id": 8, - "path": "res://sprites/fusions/helmet/hopskin_helmet_back.json", + "path": "res://sprites/fusions/helmet/hauntome_helmet_back.json", "type": "PackedScene" } }, @@ -22448,18 +22448,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 12, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "hopskin_head_Head": { - "name": "hopskin_head", + "hauntome_head_Head": { + "name": "hauntome_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22468,8 +22468,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/head/hopskin_head.json", + "id": 3, + "path": "res://sprites/fusions/head/hauntome_head.json", "type": "PackedScene" } }, @@ -22481,18 +22481,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -19 + "x": 12, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "hopskin_helmet_front_HelmetFront": { - "name": "hopskin_helmet_front", + "hauntome_helmet_front_HelmetFront": { + "name": "hauntome_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 15 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22501,8 +22501,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 15, - "path": "res://sprites/fusions/helmet/hopskin_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/helmet/hauntome_helmet_front.json", "type": "PackedScene" } }, @@ -22514,18 +22514,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 2, - "y": -9 + "x": -16, + "y": -15 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Arm_Arm_Front": { - "name": "Arm", + "hauntome_arm_front_Arm_Front": { + "name": "hauntome_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22534,8 +22534,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/insect2_arms_front.json", + "id": 5, + "path": "res://sprites/fusions/arms/hauntome_arm_front.json", "type": "PackedScene" } }, @@ -22547,7 +22547,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, + "x": 98, "y": 41 }, "match_part": "", @@ -22562,7 +22562,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, + "x": 65, "y": 44 }, "match_part": "", @@ -22572,7 +22572,7 @@ } }, { - "id": "huntorch", + "id": "hedgeherne", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -22648,8 +22648,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": 27 + "x": 16, + "y": 28 }, "match_part": "", "child": {}, @@ -22682,7 +22682,7 @@ "visible": true, "position": { "x": 54, - "y": 41 + "y": 45 }, "match_part": "", "child": {}, @@ -22721,11 +22721,11 @@ "child": {}, "index": 8 }, - "biped_grampus_body_Body": { - "name": "biped_grampus_body", + "biped_hedgeherne_body_Body": { + "name": "biped_hedgeherne_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22734,8 +22734,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/body/biped_grampus_body.json", + "id": 8, + "path": "res://sprites/fusions/body/biped_hedgeherne_body.json", "type": "PackedScene" } }, @@ -22781,7 +22781,7 @@ "visible": true, "position": { "x": 36, - "y": 45 + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, @@ -22813,18 +22813,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, "index": 14 }, - "huntorch_helmet_back_HelmetBack": { - "name": "huntorch_helmet_back", + "hedgeherne_helmet_back_HelmetBack": { + "name": "hedgeherne_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -22833,8 +22833,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/huntorch_helmet_back.json", + "id": 9, + "path": "res://sprites/fusions/helmet/hedgeherne_helmet_back.json", "type": "PackedScene" } }, @@ -22846,15 +22846,15 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "huntorch_head_Head": { - "name": "huntorch_head", + "hedgeherne_head_Head": { + "name": "hedgeherne_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 12 )", @@ -22867,7 +22867,7 @@ "index": 17, "instance_external": { "id": 12, - "path": "res://sprites/fusions/head/huntorch_head.json", + "path": "res://sprites/fusions/head/hedgeherne_head.json", "type": "PackedScene" } }, @@ -22879,15 +22879,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -16 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "huntorch_helmet_front_HelmetFront": { - "name": "huntorch_helmet_front", + "hedgeherne_helmet_front_HelmetFront": { + "name": "hedgeherne_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 7 )", @@ -22900,7 +22900,7 @@ "index": 19, "instance_external": { "id": 7, - "path": "res://sprites/fusions/helmet/huntorch_helmet_front.json", + "path": "res://sprites/fusions/helmet/hedgeherne_helmet_front.json", "type": "PackedScene" } }, @@ -22970,7 +22970,7 @@ } }, { - "id": "icepeck", + "id": "hopskin", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -22980,18 +22980,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": -9 + "x": 28, + "y": -11 }, "match_part": "", "child": {}, "index": 0 }, - "robe1_arm_back_Arm_Back": { - "name": "robe1_arm_back", + "Arm_Arm_Back": { + "name": "Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23000,8 +23000,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/robe1_arm_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/insect2_arms_back.json", "type": "PackedScene" } }, @@ -23011,20 +23011,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 9, + "x": 8, "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "ice_tail_Tail": { - "name": "ice_tail", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23033,8 +23033,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/tail/ice_tail.json", + "id": 5, + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" } }, @@ -23079,18 +23079,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 45 + "x": 49, + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23099,31 +23099,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/pointy1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/boot_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", - "type": "Node2D", + "FrontLeg_Front": { + "name": "FrontLeg_Front", + "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 26, - "y": 6 + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "biped_icepeck_body_Body": { - "name": "biped_icepeck_body", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 12 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23132,31 +23132,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/biped_icepeck_body.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 37, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { + "Sprite_BackLeg_Front": { "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23165,31 +23165,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/boot_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 40, - "y": 48 + "x": 26, + "y": 5 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 12 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "biped_jacket1_body_Body": { + "name": "biped_jacket1_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 3 )", + "parent": "Body", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23198,8 +23198,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/pointy1_leg_front.json", + "id": 13, + "path": "res://sprites/fusions/body/biped_hopskin_body.json", "type": "PackedScene" } }, @@ -23211,18 +23211,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 27, + "y": -19 }, "match_part": "", "child": {}, "index": 14 }, - "icepeck_helmet_back_HelmetBack": { - "name": "icepeck_helmet_back", + "hopskin_helmet_back_HelmetBack": { + "name": "hopskin_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23231,8 +23231,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/icepeck_helmet_back.json", + "id": 8, + "path": "res://sprites/fusions/helmet/hopskin_helmet_back.json", "type": "PackedScene" } }, @@ -23244,18 +23244,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 27, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "icepeck_head_Head": { - "name": "icepeck_head", + "hopskin_head_Head": { + "name": "hopskin_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23264,8 +23264,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/head/icepeck_head.json", + "id": 14, + "path": "res://sprites/fusions/head/hopskin_head.json", "type": "PackedScene" } }, @@ -23277,18 +23277,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -12 + "x": 27, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "empty_helmet_HelmetFront": { - "name": "empty_helmet", + "hopskin_helmet_front_HelmetFront": { + "name": "hopskin_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 15 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23297,8 +23297,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 15, + "path": "res://sprites/fusions/helmet/hopskin_helmet_front.json", "type": "PackedScene" } }, @@ -23310,15 +23310,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -7 + "x": 2, + "y": -9 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Robe1 Arm_Arm_Front": { - "name": "Robe1 Arm", + "Arm_Arm_Front": { + "name": "Arm", "type": "sub", "parent": "Arm_Front", "instance": "ExtResource( 11 )", @@ -23331,7 +23331,7 @@ "index": 21, "instance_external": { "id": 11, - "path": "res://sprites/fusions/arms/robe1_arm_front.json", + "path": "res://sprites/fusions/arms/insect2_arms_front.json", "type": "PackedScene" } }, @@ -23343,8 +23343,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 44 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -23368,7 +23368,7 @@ } }, { - "id": "jellyton", + "id": "huntorch", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -23379,17 +23379,17 @@ "visible": true, "position": { "x": 26, - "y": -18 + "y": -19 }, "match_part": "", "child": {}, "index": 0 }, - "Slime Arm_Arm_Back": { - "name": "Slime Arm", + "simple2_arm_back_Arm_Back": { + "name": "simple2_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23398,8 +23398,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/jellyton_arm_back.json", + "id": 11, + "path": "res://sprites/fusions/arms/simple2_arm_back.json", "type": "PackedScene" } }, @@ -23418,11 +23418,11 @@ "child": {}, "index": 2 }, - "Leg_FrontLeg_Back": { - "name": "Leg", + "simple4_leg_back_FrontLeg_Back": { + "name": "simple4_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23431,8 +23431,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/slime2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/simple4_leg_back.json", "type": "PackedScene" } }, @@ -23445,17 +23445,17 @@ "visible": true, "position": { "x": 9, - "y": 33 + "y": 27 }, "match_part": "", "child": {}, "index": 4 }, - "slime_tail_Tail": { - "name": "slime_tail", + "leaf2_tail_Tail": { + "name": "leaf2_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23464,8 +23464,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/slime_tail.json", + "id": 13, + "path": "res://sprites/fusions/tail/leaf2_tail.json", "type": "PackedScene" } }, @@ -23477,18 +23477,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 50, - "y": 49 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "Leg_BackLeg_Back": { - "name": "Leg", + "simple2_leg_back_BackLeg_Back": { + "name": "simple2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23497,8 +23497,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/slime1_leg_back.json", + "id": 3, + "path": "res://sprites/fusions/legs/simple2_leg_back.json", "type": "PackedScene" } }, @@ -23511,17 +23511,17 @@ "visible": true, "position": { "x": 26, - "y": 8 + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "biped_jellyton_body_Body": { - "name": "biped_jellyton_body", + "biped_grampus_body_Body": { + "name": "biped_grampus_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23530,8 +23530,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/body/biped_jellyton_body.json", + "id": 9, + "path": "res://sprites/fusions/body/biped_grampus_body.json", "type": "PackedScene" } }, @@ -23550,11 +23550,11 @@ "child": {}, "index": 10 }, - "Leg_FrontLeg_Front": { - "name": "Leg", + "simple4_leg_front_FrontLeg_Front": { + "name": "simple4_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23563,8 +23563,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/slime2_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple4_leg_front.json", "type": "PackedScene" } }, @@ -23576,18 +23576,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": 51 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Leg_BackLeg_Front": { - "name": "Leg", + "simple2_leg_front_BackLeg_Front": { + "name": "simple2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23596,8 +23596,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/slime1_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/simple2_leg_front.json", "type": "PackedScene" } }, @@ -23609,18 +23609,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 33, + "y": -16 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "huntorch_helmet_back_HelmetBack": { + "name": "huntorch_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23629,8 +23629,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 8, + "path": "res://sprites/fusions/helmet/huntorch_helmet_back.json", "type": "PackedScene" } }, @@ -23642,18 +23642,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "jellyton_head_Head": { - "name": "jellyton_head", + "huntorch_head_Head": { + "name": "huntorch_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23662,8 +23662,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/jellyton_head.json", + "id": 12, + "path": "res://sprites/fusions/head/huntorch_head.json", "type": "PackedScene" } }, @@ -23675,18 +23675,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -22 + "x": 33, + "y": -16 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "jellyton_helmet_front_HelmetFront": { - "name": "jellyton_helmet_front", + "huntorch_helmet_front_HelmetFront": { + "name": "huntorch_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23695,8 +23695,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/helmet/jellyton_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/huntorch_helmet_front.json", "type": "PackedScene" } }, @@ -23709,17 +23709,17 @@ "visible": true, "position": { "x": 3, - "y": -19 + "y": -16 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Slime Arm_Arm_Front": { - "name": "Slime Arm", + "simple2_arm_front_Arm_Front": { + "name": "simple2_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23728,8 +23728,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/jellyton_arm_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/simple2_arm_front.json", "type": "PackedScene" } }, @@ -23766,7 +23766,7 @@ } }, { - "id": "jormungold", + "id": "icepeck", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -23776,18 +23776,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, + "x": 26, "y": -9 }, "match_part": "", "child": {}, "index": 0 }, - "bat_arms_back_Arm_Back": { - "name": "bat_arms_back", + "robe1_arm_back_Arm_Back": { + "name": "robe1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23796,8 +23796,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/bat_arms_back.json", + "id": 8, + "path": "res://sprites/fusions/arms/robe1_arm_back.json", "type": "PackedScene" } }, @@ -23807,20 +23807,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, + "x": 9, "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "ice_tail_Tail": { + "name": "ice_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23829,8 +23829,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/reptile_tail.json", + "id": 7, + "path": "res://sprites/fusions/tail/ice_tail.json", "type": "PackedScene" } }, @@ -23842,8 +23842,8 @@ "inverse_match": false, "visible": false, "position": { - "x": 15, - "y": 28 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, @@ -23853,7 +23853,7 @@ "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23862,8 +23862,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile1_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" } }, @@ -23873,20 +23873,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 32 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23895,8 +23895,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/pointy1_leg_back.json", "type": "PackedScene" } }, @@ -23908,18 +23908,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": 12 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "unique_snake3_body_Body": { - "name": "unique_snake3_body", + "biped_icepeck_body_Body": { + "name": "biped_icepeck_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23928,8 +23928,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/unique_snake3_body.json", + "id": 12, + "path": "res://sprites/fusions/body/biped_icepeck_body.json", "type": "PackedScene" } }, @@ -23952,7 +23952,7 @@ "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23961,8 +23961,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile1_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, @@ -23972,20 +23972,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, - "y": 45 + "x": 40, + "y": 48 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -23994,8 +23994,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 3, + "path": "res://sprites/fusions/legs/pointy1_leg_front.json", "type": "PackedScene" } }, @@ -24007,18 +24007,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 30, + "y": -12 }, "match_part": "", "child": {}, "index": 14 }, - "jormungold_helmet_back_HelmetBack": { - "name": "jormungold_helmet_back", + "icepeck_helmet_back_HelmetBack": { + "name": "icepeck_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24027,8 +24027,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/jormungold_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/icepeck_helmet_back.json", "type": "PackedScene" } }, @@ -24040,18 +24040,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 30, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "jormungold_head_Head": { - "name": "jormungold_head", + "icepeck_head_Head": { + "name": "icepeck_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24060,8 +24060,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/jormungold_head.json", + "id": 10, + "path": "res://sprites/fusions/head/icepeck_head.json", "type": "PackedScene" } }, @@ -24073,18 +24073,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 30, + "y": -12 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "jormungold_helmet_front_HelmetFront": { - "name": "jormungold_helmet_front", + "empty_helmet_HelmetFront": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24093,8 +24093,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/jormungold_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -24106,18 +24106,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 5, - "y": -8 + "x": 6, + "y": -7 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "bat_arms_front_Arm_Front": { - "name": "bat_arms_front", + "Robe1 Arm_Arm_Front": { + "name": "Robe1 Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24126,8 +24126,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/bat_arms_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/robe1_arm_front.json", "type": "PackedScene" } }, @@ -24139,8 +24139,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 99, - "y": 40 + "x": 90, + "y": 44 }, "match_part": "", "child": {}, @@ -24154,7 +24154,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -24164,7 +24164,7 @@ } }, { - "id": "jumpkin", + "id": "jellyton", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -24174,18 +24174,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 26, + "y": -18 }, "match_part": "", "child": {}, "index": 0 }, - "vine1_arm_back_Arm_Back": { - "name": "vine1_arm_back", + "Slime Arm_Arm_Back": { + "name": "Slime Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24194,31 +24194,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/vine1_arm_back.json", + "id": 13, + "path": "res://sprites/fusions/arms/jellyton_arm_back.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 14, - "y": 30 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "Leg_FrontLeg_Back": { + "name": "Leg", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 3 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24227,31 +24227,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "id": 7, + "path": "res://sprites/fusions/legs/slime2_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 82, - "y": 44 + "x": 9, + "y": 33 }, "match_part": "", "child": {}, "index": 4 }, - "simple5_leg_back_FrontLeg_Back": { - "name": "simple5_leg_back", + "slime_tail_Tail": { + "name": "slime_tail", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "Tail", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24260,8 +24260,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/tail/slime_tail.json", "type": "PackedScene" } }, @@ -24273,18 +24273,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 45 + "x": 50, + "y": 49 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "Leg_BackLeg_Back": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24293,8 +24293,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 8, + "path": "res://sprites/fusions/legs/slime1_leg_back.json", "type": "PackedScene" } }, @@ -24307,17 +24307,17 @@ "visible": true, "position": { "x": 26, - "y": 6 + "y": 8 }, "match_part": "", "child": {}, "index": 8 }, - "jumpkin_body_Body": { - "name": "jumpkin_body", + "biped_jellyton_body_Body": { + "name": "biped_jellyton_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24326,8 +24326,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/jumpkin_body.json", + "id": 11, + "path": "res://sprites/fusions/body/biped_jellyton_body.json", "type": "PackedScene" } }, @@ -24339,18 +24339,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 73, - "y": 45 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "simple5_leg_front_FrontLeg_Front": { - "name": "simple5_leg_front", + "Leg_FrontLeg_Front": { + "name": "Leg", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24359,8 +24359,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/slime2_leg_front.json", "type": "PackedScene" } }, @@ -24372,18 +24372,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, - "y": 47 + "x": 32, + "y": 51 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "Leg_BackLeg_Front": { + "name": "Leg", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24392,8 +24392,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/legs/slime1_leg_front.json", "type": "PackedScene" } }, @@ -24405,18 +24405,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 30, + "y": -22 }, "match_part": "", "child": {}, "index": 14 }, - "jumpkin_helmet_back_HelmetBack": { - "name": "jumpkin_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24425,8 +24425,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/jumpkin_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -24438,18 +24438,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "jumpkin_head_Head": { - "name": "jumpkin_head", + "jellyton_head_Head": { + "name": "jellyton_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24458,8 +24458,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/jumpkin_head.json", + "id": 5, + "path": "res://sprites/fusions/helmet/jellyton_head.json", "type": "PackedScene" } }, @@ -24471,18 +24471,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -17 + "x": 30, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "jumpkin_helmet_front_HelmetFront": { - "name": "jumpkin_helmet_front", + "jellyton_helmet_front_HelmetFront": { + "name": "jellyton_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24491,8 +24491,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/jumpkin_helmet_front.json", + "id": 4, + "path": "res://sprites/fusions/helmet/jellyton_helmet_front.json", "type": "PackedScene" } }, @@ -24504,18 +24504,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": -11 + "x": 3, + "y": -19 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "vine1_arm_front_Arm_Front": { - "name": "vine1_arm_front", + "Slime Arm_Arm_Front": { + "name": "Slime Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24524,8 +24524,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/arms/vine1_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/jellyton_arm_front.json", "type": "PackedScene" } }, @@ -24537,8 +24537,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 89, + "y": 35 }, "match_part": "", "child": {}, @@ -24562,7 +24562,7 @@ } }, { - "id": "khepri", + "id": "jormungold", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -24572,18 +24572,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": 3 + "x": 27, + "y": -9 }, "match_part": "", "child": {}, "index": 0 }, - "khepri_arms_back_Arm_Back": { - "name": "khepri_arms_back", + "bat_arms_back_Arm_Back": { + "name": "bat_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24592,8 +24592,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/khepri_arms_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/bat_arms_back.json", "type": "PackedScene" } }, @@ -24605,8 +24605,8 @@ "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, @@ -24626,29 +24626,29 @@ "index": 3, "instance_external": { "id": 4, - "path": "res://sprites/fusions/tail/insect_tail.json", + "path": "res://sprites/fusions/tail/reptile_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 15, + "y": 28 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_BackLeg_Back": { + "Sprite_FrontLeg_Back": { "name": "Sprite", "type": "sub", - "parent": "BackLeg_Back", + "parent": "FrontLeg_Back", "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, @@ -24659,30 +24659,30 @@ "index": 5, "instance_external": { "id": 5, - "path": "res://sprites/fusions/legs/insect_leg_back.json", + "path": "res://sprites/fusions/legs/reptile1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 66, - "y": 37 + "x": 3, + "y": 32 }, "match_part": "", "child": {}, "index": 6 }, - "insect3_leg_back_FrontLeg_Back": { - "name": "insect3_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24691,8 +24691,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" } }, @@ -24704,18 +24704,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, + "x": 16, "y": 12 }, "match_part": "", "child": {}, "index": 8 }, - "khepri_body_Body": { - "name": "khepri_body", + "unique_snake3_body_Body": { + "name": "unique_snake3_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24724,13 +24724,13 @@ "child": {}, "index": 9, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/khepri_body.json", + "id": 10, + "path": "res://sprites/fusions/body/unique_snake3_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, @@ -24738,17 +24738,17 @@ "visible": false, "position": { "x": 26, - "y": 41 + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite_BackLeg_Front": { + "Sprite_FrontLeg_Front": { "name": "Sprite", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24757,31 +24757,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/insect_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile1_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 51, - "y": 41 + "x": 36, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "insect3_leg_front_FrontLeg_Front": { - "name": "insect3_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24790,8 +24790,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/insect3_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" } }, @@ -24803,18 +24803,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, - "y": -3 + "x": 34, + "y": -15 }, "match_part": "", "child": {}, "index": 14 }, - "khepri_helmet_back_HelmetBack": { - "name": "khepri_helmet_back", + "jormungold_helmet_back_HelmetBack": { + "name": "jormungold_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24823,8 +24823,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/khepri_helmet_back.json", + "id": 11, + "path": "res://sprites/fusions/helmet/jormungold_helmet_back.json", "type": "PackedScene" } }, @@ -24836,18 +24836,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 39, - "y": -3 + "x": 34, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "khepri_head_Head": { - "name": "khepri_head", + "jormungold_head_Head": { + "name": "jormungold_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24856,8 +24856,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/head/khepri_head.json", + "id": 12, + "path": "res://sprites/fusions/head/jormungold_head.json", "type": "PackedScene" } }, @@ -24869,18 +24869,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, - "y": -3 + "x": 34, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "khepri_helmet_front_HelmetFront": { - "name": "khepri_helmet_front", + "jormungold_helmet_front_HelmetFront": { + "name": "jormungold_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24889,8 +24889,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/khepri_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/jormungold_helmet_front.json", "type": "PackedScene" } }, @@ -24902,18 +24902,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": 3 + "x": 5, + "y": -8 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "khepri_arms_front_Arm_Front": { - "name": "khepri_arms_front", + "bat_arms_front_Arm_Front": { + "name": "bat_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24922,8 +24922,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/khepri_arms_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/bat_arms_front.json", "type": "PackedScene" } }, @@ -24935,23 +24935,23 @@ "inverse_match": false, "visible": true, "position": { - "x": 82, - "y": 60 + "x": 99, + "y": 40 }, "match_part": "", "child": {}, "index": 22 }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 81, - "y": 33 + "x": 65, + "y": 44 }, "match_part": "", "child": {}, @@ -24960,7 +24960,7 @@ } }, { - "id": "khufo", + "id": "jumpkin", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -24977,11 +24977,11 @@ "child": {}, "index": 0 }, - "tentacle2_arm_back_Arm_Back": { - "name": "tentacle2_arm_back", + "vine1_arm_back_Arm_Back": { + "name": "vine1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -24990,8 +24990,41 @@ "child": {}, "index": 1, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/tentacle2_arm_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/vine1_arm_back.json", + "type": "PackedScene" + } + }, + "Tail": { + "name": "Tail", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 14, + "y": 30 + }, + "match_part": "", + "child": {}, + "index": 2 + }, + "Sprite_Tail": { + "name": "Sprite", + "type": "sub", + "parent": "Tail", + "instance": "ExtResource( 3 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 3, + "instance_external": { + "id": 3, + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" } }, @@ -25003,28 +25036,28 @@ "inverse_match": false, "visible": false, "position": { - "x": 24, - "y": 43 + "x": 82, + "y": 44 }, "match_part": "", "child": {}, - "index": 2 + "index": 4 }, - "tentacle2_leg_back_FrontLeg_Back": { - "name": "tentacle2_leg_back", + "simple5_leg_back_FrontLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 3, + "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/tentacle2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, @@ -25036,28 +25069,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 53, - "y": 42 + "x": 52, + "y": 45 }, "match_part": "", "child": {}, - "index": 4 + "index": 6 }, - "tentacle2_leg_back_BackLeg_Back": { - "name": "tentacle2_leg_back", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 5, + "index": 7, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/tentacle2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, @@ -25074,23 +25107,23 @@ }, "match_part": "", "child": {}, - "index": 6 + "index": 8 }, - "biped_khufo_body_Body": { - "name": "biped_khufo_body", + "jumpkin_body_Body": { + "name": "jumpkin_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 7, + "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/biped_khufo_body.json", + "id": 8, + "path": "res://sprites/fusions/body/jumpkin_body.json", "type": "PackedScene" } }, @@ -25102,28 +25135,28 @@ "inverse_match": false, "visible": false, "position": { - "x": 11, - "y": 47 + "x": 73, + "y": 45 }, "match_part": "FrontLeg_Back", "child": {}, - "index": 8 + "index": 10 }, - "tentacle2_leg_front_FrontLeg_Front": { - "name": "tentacle2_leg_front", + "simple5_leg_front_FrontLeg_Front": { + "name": "simple5_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 9, + "index": 11, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/tentacle2_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, @@ -25135,28 +25168,1189 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": 44 + "x": 39, + "y": 47 }, "match_part": "BackLeg_Back", "child": {}, - "index": 10 + "index": 12 }, - "tentacle2_leg_front_BackLeg_Front": { - "name": "tentacle2_leg_front", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", + "type": "sub", + "parent": "BackLeg_Front", + "instance": "ExtResource( 10 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, + "instance_external": { + "id": 10, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "type": "PackedScene" + } + }, + "HelmetBack": { + "name": "HelmetBack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 31, + "y": -17 + }, + "match_part": "", + "child": {}, + "index": 14 + }, + "jumpkin_helmet_back_HelmetBack": { + "name": "jumpkin_helmet_back", + "type": "sub", + "parent": "HelmetBack", + "instance": "ExtResource( 11 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 15, + "instance_external": { + "id": 11, + "path": "res://sprites/fusions/helmet/jumpkin_helmet_back.json", + "type": "PackedScene" + } + }, + "Head": { + "name": "Head", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": true, + "visible": true, + "position": { + "x": 31, + "y": -17 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 16 + }, + "jumpkin_head_Head": { + "name": "jumpkin_head", + "type": "sub", + "parent": "Head", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 17, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/head/jumpkin_head.json", + "type": "PackedScene" + } + }, + "HelmetFront": { + "name": "HelmetFront", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 31, + "y": -17 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 18 + }, + "jumpkin_helmet_front_HelmetFront": { + "name": "jumpkin_helmet_front", + "type": "sub", + "parent": "HelmetFront", + "instance": "ExtResource( 7 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 19, + "instance_external": { + "id": 7, + "path": "res://sprites/fusions/helmet/jumpkin_helmet_front.json", + "type": "PackedScene" + } + }, + "Arm_Front": { + "name": "Arm_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 9, + "y": -11 + }, + "match_part": "Arm_Back", + "child": {}, + "index": 20 + }, + "vine1_arm_front_Arm_Front": { + "name": "vine1_arm_front", + "type": "sub", + "parent": "Arm_Front", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 21, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/arms/vine1_arm_front.json", + "type": "PackedScene" + } + }, + "attack": { + "name": "attack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 93, + "y": 41 + }, + "match_part": "", + "child": {}, + "index": 22 + }, + "hit": { + "name": "hit", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 70, + "y": 44 + }, + "match_part": "", + "child": {}, + "index": 23 + } + } + }, + { + "id": "khepri", + "nodes": { + "Arm_Back": { + "name": "Arm_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 37, + "y": 3 + }, + "match_part": "", + "child": {}, + "index": 0 + }, + "khepri_arms_back_Arm_Back": { + "name": "khepri_arms_back", + "type": "sub", + "parent": "Arm_Back", + "instance": "ExtResource( 9 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 1, + "instance_external": { + "id": 9, + "path": "res://sprites/fusions/arms/khepri_arms_back.json", + "type": "PackedScene" + } + }, + "Tail": { + "name": "Tail", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 20, + "y": 42 + }, + "match_part": "", + "child": {}, + "index": 2 + }, + "Sprite_Tail": { + "name": "Sprite", + "type": "sub", + "parent": "Tail", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 3, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/tail/insect_tail.json", + "type": "PackedScene" + } + }, + "BackLeg_Back": { + "name": "BackLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 41, + "y": 37 + }, + "match_part": "", + "child": {}, + "index": 4 + }, + "Sprite_BackLeg_Back": { + "name": "Sprite", + "type": "sub", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 5, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/legs/insect_leg_back.json", + "type": "PackedScene" + } + }, + "FrontLeg_Back": { + "name": "FrontLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 66, + "y": 37 + }, + "match_part": "", + "child": {}, + "index": 6 + }, + "insect3_leg_back_FrontLeg_Back": { + "name": "insect3_leg_back", + "type": "sub", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 7, + "instance_external": { + "id": 13, + "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "type": "PackedScene" + } + }, + "Body": { + "name": "Body", + "type": "Node2D", + "parent": ".", + "force_usage": true, + "inverse_match": false, + "visible": true, + "position": { + "x": 34, + "y": 12 + }, + "match_part": "", + "child": {}, + "index": 8 + }, + "khepri_body_Body": { + "name": "khepri_body", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 3 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 9, + "instance_external": { + "id": 3, + "path": "res://sprites/fusions/body/khepri_body.json", + "type": "PackedScene" + } + }, + "BackLeg_Front": { + "name": "BackLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 26, + "y": 41 + }, + "match_part": "BackLeg_Back", + "child": {}, + "index": 10 + }, + "Sprite_BackLeg_Front": { + "name": "Sprite", + "type": "sub", + "parent": "BackLeg_Front", + "instance": "ExtResource( 7 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 11, + "instance_external": { + "id": 7, + "path": "res://sprites/fusions/legs/insect_leg_front.json", + "type": "PackedScene" + } + }, + "FrontLeg_Front": { + "name": "FrontLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 51, + "y": 41 + }, + "match_part": "FrontLeg_Back", + "child": {}, + "index": 12 + }, + "insect3_leg_front_FrontLeg_Front": { + "name": "insect3_leg_front", + "type": "sub", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 12 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, + 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+ "child": {}, + "index": 16 + }, + "khepri_head_Head": { + "name": "khepri_head", + "type": "sub", + "parent": "Head", + "instance": "ExtResource( 10 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 17, + "instance_external": { + "id": 10, + "path": "res://sprites/fusions/head/khepri_head.json", + "type": "PackedScene" + } + }, + "HelmetFront": { + "name": "HelmetFront", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 39, + "y": -3 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 18 + }, + "khepri_helmet_front_HelmetFront": { + "name": "khepri_helmet_front", + "type": "sub", + "parent": "HelmetFront", + "instance": "ExtResource( 6 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 19, + "instance_external": { + "id": 6, + "path": "res://sprites/fusions/helmet/khepri_helmet_front.json", + "type": "PackedScene" + } + }, + "Arm_Front": { + "name": "Arm_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 11, + "y": 3 + }, + "match_part": "Arm_Back", + "child": {}, + "index": 20 + }, + "khepri_arms_front_Arm_Front": { + "name": "khepri_arms_front", + "type": "sub", + "parent": "Arm_Front", + "instance": "ExtResource( 11 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 21, + "instance_external": { + "id": 11, + "path": "res://sprites/fusions/arms/khepri_arms_front.json", + "type": "PackedScene" + } + }, + "attack": { + "name": "attack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 82, + "y": 60 + }, + "match_part": "", + "child": {}, + "index": 22 + }, + 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"force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 5, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/legs/tentacle2_leg_back.json", + "type": "PackedScene" + } + }, + "Body": { + "name": "Body", + "type": "Node2D", + "parent": ".", + "force_usage": true, + "inverse_match": false, + "visible": true, + "position": { + "x": 26, + "y": 6 + }, + "match_part": "", + "child": {}, + "index": 6 + }, + "biped_khufo_body_Body": { + "name": "biped_khufo_body", + "type": "sub", + "parent": "Body", + "instance": "ExtResource( 10 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 7, + "instance_external": { + "id": 10, + "path": "res://sprites/fusions/body/biped_khufo_body.json", + "type": "PackedScene" + } + }, + "FrontLeg_Front": { + "name": "FrontLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 11, + "y": 47 + }, + "match_part": "FrontLeg_Back", + "child": {}, + "index": 8 + }, + "tentacle2_leg_front_FrontLeg_Front": { + "name": "tentacle2_leg_front", + "type": "sub", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 9, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/legs/tentacle2_leg_front.json", + "type": "PackedScene" + } + }, + "BackLeg_Front": { + "name": "BackLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 36, + "y": 44 + }, + "match_part": "BackLeg_Back", + "child": {}, + "index": 10 + }, + "tentacle2_leg_front_BackLeg_Front": { + "name": "tentacle2_leg_front", + "type": "sub", + "parent": "BackLeg_Front", + "instance": "ExtResource( 5 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 11, + "instance_external": { + "id": 5, + "path": "res://sprites/fusions/legs/tentacle2_leg_front.json", + "type": "PackedScene" + } + }, + "HelmetBack": { + "name": "HelmetBack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 27, + "y": -18 + }, + "match_part": "", + "child": {}, + "index": 12 + }, + "empty_helmet_HelmetBack": { + "name": "empty_helmet", + "type": "sub", + "parent": "HelmetBack", + "instance": "ExtResource( 3 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 13, + "instance_external": { + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", + "type": "PackedScene" + } + }, + "Head": { + "name": "Head", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": true, + "visible": true, + "position": { + "x": 27, + "y": -18 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 14 + }, + "khufo_head_Head": { + "name": "khufo_head", + "type": "sub", + "parent": "Head", + "instance": "ExtResource( 12 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 15, + "instance_external": { + "id": 12, + "path": "res://sprites/fusions/head/khufo_head.json", + "type": "PackedScene" + } + }, + "HelmetFront": { + "name": "HelmetFront", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 27, + "y": -18 + }, + "match_part": "HelmetBack", + "child": {}, + "index": 16 + }, + "khufo_helmet_front_HelmetFront": { + "name": "khufo_helmet_front", + "type": "sub", + "parent": "HelmetFront", + "instance": "ExtResource( 9 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 17, + "instance_external": { + "id": 9, + "path": "res://sprites/fusions/helmet/khufo_helmet_front.json", + "type": "PackedScene" + } + }, + "Arm_Front": { + "name": "Arm_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 7, + "y": -11 + }, + "match_part": "Arm_Back", + "child": {}, + "index": 18 + }, + "tentacle2_arm_front_Arm_Front": { + "name": "tentacle2_arm_front", + "type": "sub", + "parent": "Arm_Front", + "instance": "ExtResource( 11 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 19, + "instance_external": { + "id": 11, + "path": "res://sprites/fusions/arms/tentacle2_arm_front.json", + "type": "PackedScene" + } + }, + "attack": { + "name": "attack", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 93, + "y": 40 + }, + "match_part": "", + "child": {}, + "index": 20 + }, + "hit": { + "name": "hit", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 70, + "y": 44 + }, + "match_part": "", + "child": {}, + "index": 21 + } + } + }, + { + "id": "kingrave", + "nodes": { + "Arm_Back": { + "name": "Arm_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 32, + "y": -22 + }, + "match_part": "", + "child": {}, + "index": 0 + }, + "Kingrave Arm_Arm_Back": { + "name": "Kingrave Arm", + "type": "sub", + "parent": "Arm_Back", + "instance": "ExtResource( 6 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 1, + "instance_external": { + "id": 6, + "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "type": "PackedScene" + } + }, + "Tail": { + "name": "Tail", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 17, + "y": 30 + }, + "match_part": "", + "child": {}, + "index": 2 + }, + "devil1_tail_Tail": { + "name": "devil1_tail", + "type": "sub", + "parent": "Tail", + "instance": "ExtResource( 4 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 3, + "instance_external": { + "id": 4, + "path": "res://sprites/fusions/tail/devil1_tail.json", + "type": "PackedScene" + } + }, + "FrontLeg_Back": { + "name": "FrontLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 25, + "y": 37 + }, + "match_part": "", + "child": {}, + "index": 4 + }, + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", + "type": "sub", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 10 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 5, + "instance_external": { + "id": 10, + "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "type": "PackedScene" + } + }, + "BackLeg_Back": { + "name": "BackLeg_Back", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 55, + "y": 44 + }, + "match_part": "", + "child": {}, + "index": 6 + }, + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", + "type": "sub", + "parent": "BackLeg_Back", + "instance": "ExtResource( 11 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 7, + "instance_external": { + "id": 11, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "type": "PackedScene" + } + }, + "FrontLeg_Front": { + "name": "FrontLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": false, + "position": { + "x": 11, + "y": 43 + }, + "match_part": "FrontLeg_Back", + "child": {}, + "index": 8 + }, + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", + "type": "sub", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 8 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 9, + "instance_external": { + "id": 8, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "type": "PackedScene" + } + }, + "BackLeg_Front": { + "name": "BackLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 41, + "y": 47 + }, + "match_part": "BackLeg_Back", + "child": {}, + "index": 10 + }, + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", + "type": "sub", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 11, + "instance_external": { + "id": 9, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "type": "PackedScene" + } + }, + "Body": { + "name": "Body", + "type": "Node2D", + "parent": ".", + "force_usage": true, + "inverse_match": false, + "visible": true, + "position": { + "x": 29, + "y": 3 + }, + "match_part": "", + "child": {}, + "index": 12 + }, + "biped_kingrave_body_Body": { + "name": "biped_kingrave_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "parent": "Body", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 11, + "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/tentacle2_leg_front.json", + "id": 3, + "path": "res://sprites/fusions/body/biped_kingrave_body.json", "type": "PackedScene" } }, @@ -25168,27 +26362,27 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -18 + "x": 33, + "y": -35 }, "match_part": "", "child": {}, - "index": 12 + "index": 14 }, "empty_helmet_HelmetBack": { "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 13, + "index": 15, "instance_external": { - "id": 3, + "id": 13, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } @@ -25201,28 +26395,28 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -18 + "x": 33, + "y": -35 }, "match_part": "HelmetBack", "child": {}, - "index": 14 + "index": 16 }, - "khufo_head_Head": { - "name": "khufo_head", + "kingrave_head_Head": { + "name": "kingrave_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 15, + "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/khufo_head.json", + "id": 5, + "path": "res://sprites/fusions/head/kingrave_head.json", "type": "PackedScene" } }, @@ -25234,28 +26428,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -18 + "x": 33, + "y": -35 }, "match_part": "HelmetBack", "child": {}, - "index": 16 + "index": 18 }, - "khufo_helmet_front_HelmetFront": { - "name": "khufo_helmet_front", + "kingrave_helmet_front_HelmetFront": { + "name": "kingrave_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 17, + "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/helmet/khufo_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/kingrave_helmet_front.json", "type": "PackedScene" } }, @@ -25267,28 +26461,28 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -11 + "x": 4, + "y": -21 }, "match_part": "Arm_Back", "child": {}, - "index": 18 + "index": 20 }, - "tentacle2_arm_front_Arm_Front": { - "name": "tentacle2_arm_front", + "Kingrave Arm_Arm_Front": { + "name": "Kingrave Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 19, + "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/tentacle2_arm_front.json", + "id": 12, + "path": "res://sprites/fusions/arms/kingrave_arm_front.json", "type": "PackedScene" } }, @@ -25300,12 +26494,12 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 40 + "x": 92, + "y": 29 }, "match_part": "", "child": {}, - "index": 20 + "index": 22 }, "hit": { "name": "hit", @@ -25320,12 +26514,12 @@ }, "match_part": "", "child": {}, - "index": 21 + "index": 23 } } }, { - "id": "kingrave", + "id": "kirikuri", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -25335,18 +26529,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -22 + "x": 21, + "y": -29 }, "match_part": "", "child": {}, "index": 0 }, - "Kingrave Arm_Arm_Back": { - "name": "Kingrave Arm", + "Arm_Arm_Back": { + "name": "Arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25355,8 +26549,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/arms/simple1_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/twirligig_arm_back.json", "type": "PackedScene" } }, @@ -25368,18 +26562,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 17, - "y": 30 + "x": 11, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "devil1_tail_Tail": { - "name": "devil1_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25388,8 +26582,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/devil1_tail.json", + "id": 5, + "path": "res://sprites/fusions/tail/leaf_tail.json", "type": "PackedScene" } }, @@ -25401,18 +26595,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 25, - "y": 37 + "x": 22, + "y": 39 }, "match_part": "", "child": {}, "index": 4 }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "artificial2_leg_back_FrontLeg_Back": { + "name": "artificial2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25421,8 +26615,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/artificial2_leg_back.json", "type": "PackedScene" } }, @@ -25434,18 +26628,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 55, + "x": 48, "y": 44 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "artificial1_leg_back_BackLeg_Back": { + "name": "artificial1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25454,31 +26648,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/artificial1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, - "y": 43 + "x": 34, + "y": 46 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 8 }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "artificial1_leg_front_BackLeg_Front": { + "name": "artificial1_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25487,31 +26681,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/artificial1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 41, - "y": 47 + "x": 26, + "y": 6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 10 }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "kirikuri_body_Body": { + "name": "kirikuri_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "Body", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25520,31 +26714,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/body/kirikuri_body.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 29, - "y": 3 + "x": 1, + "y": 43 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "biped_kingrave_body_Body": { - "name": "biped_kingrave_body", + "artificial2_leg_front_FrontLeg_Front": { + "name": "artificial2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 3 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25553,8 +26747,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/biped_kingrave_body.json", + "id": 13, + "path": "res://sprites/fusions/legs/artificial2_leg_front.json", "type": "PackedScene" } }, @@ -25566,8 +26760,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -35 + "x": 24, + "y": -39 }, "match_part": "", "child": {}, @@ -25577,7 +26771,7 @@ "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25586,7 +26780,7 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, + "id": 10, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } @@ -25599,18 +26793,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -35 + "x": 24, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "kingrave_head_Head": { - "name": "kingrave_head", + "kirikuri_head_Head": { + "name": "kirikuri_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25619,8 +26813,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/kingrave_head.json", + "id": 11, + "path": "res://sprites/fusions/head/kirikuri_head.json", "type": "PackedScene" } }, @@ -25632,15 +26826,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -35 + "x": 24, + "y": -39 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "kingrave_helmet_front_HelmetFront": { - "name": "kingrave_helmet_front", + "kirikuri_helmet_front_HelmetFront": { + "name": "kirikuri_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 7 )", @@ -25653,7 +26847,7 @@ "index": 19, "instance_external": { "id": 7, - "path": "res://sprites/fusions/helmet/kingrave_helmet_front.json", + "path": "res://sprites/fusions/helmet/kirikuri_helmet_front.json", "type": "PackedScene" } }, @@ -25665,18 +26859,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": -21 + "x": 2, + "y": -26 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Kingrave Arm_Arm_Front": { - "name": "Kingrave Arm", + "Arm_Arm_Front": { + "name": "Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25685,8 +26879,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/kingrave_arm_front.json", + "id": 8, + "path": "res://sprites/fusions/arms/kirikuri_arm_front.json", "type": "PackedScene" } }, @@ -25698,8 +26892,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 92, - "y": 29 + "x": 88, + "y": 25 }, "match_part": "", "child": {}, @@ -25723,7 +26917,7 @@ } }, { - "id": "kirikuri", + "id": "kittelly", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -25733,15 +26927,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 21, - "y": -29 + "x": 24, + "y": -13 }, "match_part": "", "child": {}, "index": 0 }, - "Arm_Arm_Back": { - "name": "Arm", + "Cat Arm_Arm_Back": { + "name": "Cat Arm", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 3 )", @@ -25754,7 +26948,7 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/twirligig_arm_back.json", + "path": "res://sprites/fusions/arms/cat_arms_back.json", "type": "PackedScene" } }, @@ -25764,20 +26958,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 11, + "x": 8, "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "kittelly_tail_Tail": { + "name": "kittelly_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25786,8 +26980,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/leaf_tail.json", + "id": 10, + "path": "res://sprites/fusions/tail/kittelly_tail.json", "type": "PackedScene" } }, @@ -25799,15 +26993,15 @@ "inverse_match": false, "visible": false, "position": { - "x": 22, - "y": 39 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "artificial2_leg_back_FrontLeg_Back": { - "name": "artificial2_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 6 )", @@ -25820,7 +27014,7 @@ "index": 5, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/artificial2_leg_back.json", + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" } }, @@ -25832,18 +27026,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": 44 + "x": 54, + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "artificial1_leg_back_BackLeg_Back": { - "name": "artificial1_leg_back", + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25852,31 +27046,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/artificial1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": 46 + "x": 26, + "y": 6 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "artificial1_leg_front_BackLeg_Front": { - "name": "artificial1_leg_front", + "kittelly_body_Body": { + "name": "kittelly_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "Body", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25885,31 +27079,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/artificial1_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/body/kittelly_body.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 26, - "y": 6 + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "kirikuri_body_Body": { - "name": "kirikuri_body", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25918,31 +27112,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/kirikuri_body.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 1, - "y": 43 + "x": 36, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "artificial2_leg_front_FrontLeg_Front": { - "name": "artificial2_leg_front", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25951,8 +27145,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/artificial2_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" } }, @@ -25964,18 +27158,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -39 + "x": 33, + "y": -15 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "kittelly_helmet_back_HelmetBack": { + "name": "kittelly_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -25984,8 +27178,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 12, + "path": "res://sprites/fusions/helmet/kittelly_helmet_back.json", "type": "PackedScene" } }, @@ -25997,18 +27191,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 24, - "y": -39 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "kirikuri_head_Head": { - "name": "kirikuri_head", + "kittelly_head_Head": { + "name": "kittelly_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26017,8 +27211,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/kirikuri_head.json", + "id": 5, + "path": "res://sprites/fusions/head/kittelly_head.json", "type": "PackedScene" } }, @@ -26030,18 +27224,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -39 + "x": 33, + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "kirikuri_helmet_front_HelmetFront": { - "name": "kirikuri_helmet_front", + "kittelly_helmet_front_HelmetFront": { + "name": "kittelly_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26050,8 +27244,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/kirikuri_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/kittelly_helmet_front.json", "type": "PackedScene" } }, @@ -26063,18 +27257,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 2, - "y": -26 + "x": 7, + "y": -10 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Arm_Arm_Front": { - "name": "Arm", + "Cat Arm_Arm_Front": { + "name": "Cat Arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 14 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26083,8 +27277,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/kirikuri_arm_front.json", + "id": 14, + "path": "res://sprites/fusions/arms/cat_arms_front.json", "type": "PackedScene" } }, @@ -26096,8 +27290,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 88, - "y": 25 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -26121,7 +27315,7 @@ } }, { - "id": "kittelly", + "id": "kuneko", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -26131,18 +27325,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, - "y": -13 + "x": 22, + "y": -12 }, "match_part": "", "child": {}, "index": 0 }, - "Cat Arm_Arm_Back": { - "name": "Cat Arm", + "kuneko_arm_back_Arm_Back": { + "name": "kuneko_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26151,8 +27345,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/cat_arms_back.json", + "id": 10, + "path": "res://sprites/fusions/arms/kuneko_arm_back.json", "type": "PackedScene" } }, @@ -26164,18 +27358,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": 27 + "x": 11, + "y": 31 }, "match_part": "", "child": {}, "index": 2 }, - "kittelly_tail_Tail": { - "name": "kittelly_tail", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26184,8 +27378,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/kittelly_tail.json", + "id": 12, + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" } }, @@ -26230,28 +27424,61 @@ "inverse_match": false, "visible": true, "position": { - "x": 54, - "y": 41 + "x": 48, + "y": 54 }, "match_part": "", "child": {}, - "index": 6 + "index": 6 + }, + "cat2_leg_back_BackLeg_Back": { + "name": "cat2_leg_back", + "type": "sub", + "parent": "BackLeg_Back", + "instance": "ExtResource( 7 )", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": {}, + "match_part": "", + "child": {}, + "index": 7, + "instance_external": { + "id": 7, + "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "type": "PackedScene" + } + }, + "BackLeg_Front": { + "name": "BackLeg_Front", + "type": "Node2D", + "parent": ".", + "force_usage": false, + "inverse_match": false, + "visible": true, + "position": { + "x": 37, + "y": 56 + }, + "match_part": "BackLeg_Back", + "child": {}, + "index": 8 }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "cat2_leg_front_BackLeg_Front": { + "name": "cat2_leg_front", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 7, + "index": 9, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/cat2_leg_front.json", "type": "PackedScene" } }, @@ -26268,23 +27495,23 @@ }, "match_part": "", "child": {}, - "index": 8 + "index": 10 }, - "kittelly_body_Body": { - "name": "kittelly_body", + "kuneko_body_Body": { + "name": "kuneko_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, "position": {}, "match_part": "", "child": {}, - "index": 9, + "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/body/kittelly_body.json", + "id": 11, + "path": "res://sprites/fusions/body/kuneko_body.json", "type": "PackedScene" } }, @@ -26301,7 +27528,7 @@ }, "match_part": "FrontLeg_Back", "child": {}, - "index": 10 + "index": 12 }, "Sprite_FrontLeg_Front": { "name": "Sprite", @@ -26314,46 +27541,13 @@ "position": {}, "match_part": "", "child": {}, - "index": 11, + "index": 13, "instance_external": { "id": 9, "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", - "type": "Node2D", - "parent": ".", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": { - "x": 36, - "y": 45 - }, - "match_part": "BackLeg_Back", - "child": {}, - "index": 12 - }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", - "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", - "force_usage": false, - "inverse_match": false, - "visible": true, - "position": {}, - "match_part": "", - "child": {}, - "index": 13, - "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", - "type": "PackedScene" - } - }, "HelmetBack": { "name": "HelmetBack", "type": "Node2D", @@ -26362,18 +27556,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 25, + "y": -19 }, "match_part": "", "child": {}, "index": 14 }, - "kittelly_helmet_back_HelmetBack": { - "name": "kittelly_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26382,8 +27576,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/kittelly_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -26395,18 +27589,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 25, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "kittelly_head_Head": { - "name": "kittelly_head", + "kuneko_head_Head": { + "name": "kuneko_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26415,8 +27609,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/head/kittelly_head.json", + "id": 3, + "path": "res://sprites/fusions/head/kuneko_head.json", "type": "PackedScene" } }, @@ -26428,18 +27622,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -15 + "x": 25, + "y": -19 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "kittelly_helmet_front_HelmetFront": { - "name": "kittelly_helmet_front", + "kuneko_helmet_front_HelmetFront": { + "name": "kuneko_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26448,8 +27642,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/kittelly_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/kuneko_helmet_front.json", "type": "PackedScene" } }, @@ -26461,18 +27655,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -10 + "x": 3, + "y": -12 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Cat Arm_Arm_Front": { - "name": "Cat Arm", + "kuneko_arm_front_Arm_Front": { + "name": "kuneko_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 14 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26481,8 +27675,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 14, - "path": "res://sprites/fusions/arms/cat_arms_front.json", + "id": 8, + "path": "res://sprites/fusions/arms/kuneko_arm_front.json", "type": "PackedScene" } }, @@ -26494,8 +27688,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 89, + "y": 39 }, "match_part": "", "child": {}, @@ -26519,7 +27713,7 @@ } }, { - "id": "kuneko", + "id": "lapacitor", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -26529,18 +27723,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 22, - "y": -12 + "x": 30, + "y": -16 }, "match_part": "", "child": {}, "index": 0 }, - "kuneko_arm_back_Arm_Back": { - "name": "kuneko_arm_back", + "amphare_arm_back_Arm_Back": { + "name": "amphare_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26549,8 +27743,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/kuneko_arm_back.json", + "id": 13, + "path": "res://sprites/fusions/arms/amphare_arm_back.json", "type": "PackedScene" } }, @@ -26562,18 +27756,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 11, - "y": 31 + "x": 14, + "y": 14 }, "match_part": "", "child": {}, "index": 2 }, - "short_tail_Tail": { - "name": "short_tail", + "amphare_tail_Tail": { + "name": "amphare_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26582,8 +27776,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/tail/short_tail.json", + "id": 10, + "path": "res://sprites/fusions/tail/amphare_tail.json", "type": "PackedScene" } }, @@ -26595,18 +27789,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 70, + "y": 36 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "amphare_leg_back_FrontLeg_Back": { + "name": "amphare_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26615,8 +27809,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/amphare_leg_back.json", "type": "PackedScene" } }, @@ -26628,18 +27822,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": 54 + "x": 52, + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "cat2_leg_back_BackLeg_Back": { - "name": "cat2_leg_back", + "amphare_leg_back_BackLeg_Back": { + "name": "amphare_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26648,31 +27842,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/cat2_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/amphare_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 37, - "y": 56 + "x": 61, + "y": 38 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "cat2_leg_front_BackLeg_Front": { - "name": "cat2_leg_front", + "amphare_leg_front_FrontLeg_Front": { + "name": "amphare_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26681,8 +27875,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/cat2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/amphare_leg_front.json", "type": "PackedScene" } }, @@ -26694,18 +27888,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 31, + "y": 16 }, "match_part": "", "child": {}, "index": 10 }, - "kuneko_body_Body": { - "name": "kuneko_body", + "amphare_body_Body": { + "name": "amphare_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26714,30 +27908,30 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/body/kuneko_body.json", + "id": 8, + "path": "res://sprites/fusions/body/amphare_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 39, + "y": 45 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "amphare_leg_front_BackLeg_Front": { + "name": "amphare_leg_front", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "BackLeg_Front", "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, @@ -26748,7 +27942,7 @@ "index": 13, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "path": "res://sprites/fusions/legs/amphare_leg_front.json", "type": "PackedScene" } }, @@ -26760,8 +27954,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": -19 + "x": 31, + "y": -22 }, "match_part": "", "child": {}, @@ -26771,7 +27965,7 @@ "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26780,7 +27974,7 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, + "id": 3, "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } @@ -26793,18 +27987,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 25, - "y": -19 + "x": 31, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "kuneko_head_Head": { - "name": "kuneko_head", + "amphare_head_Head": { + "name": "amphare_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26813,8 +28007,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/head/kuneko_head.json", + "id": 6, + "path": "res://sprites/fusions/head/amphare_head.json", "type": "PackedScene" } }, @@ -26826,18 +28020,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 25, - "y": -19 + "x": 31, + "y": -22 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "kuneko_helmet_front_HelmetFront": { - "name": "kuneko_helmet_front", + "lapacitor_helmet_front_HelmetFront": { + "name": "lapacitor_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26846,8 +28040,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/kuneko_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/lapacitor_helmet_front.json", "type": "PackedScene" } }, @@ -26859,18 +28053,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 3, - "y": -12 + "x": 6, + "y": -13 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "kuneko_arm_front_Arm_Front": { - "name": "kuneko_arm_front", + "amphare_arm_front_Arm_Front": { + "name": "amphare_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26879,8 +28073,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/kuneko_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/amphare_arm_front.json", "type": "PackedScene" } }, @@ -26892,8 +28086,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 89, - "y": 39 + "x": 116, + "y": 27 }, "match_part": "", "child": {}, @@ -26907,8 +28101,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 69, + "y": 20 }, "match_part": "", "child": {}, @@ -26917,7 +28111,7 @@ } }, { - "id": "lapacitor", + "id": "liligator", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -26927,18 +28121,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": -16 + "x": 24, + "y": -23 }, "match_part": "", "child": {}, "index": 0 }, - "amphare_arm_back_Arm_Back": { - "name": "amphare_arm_back", + "fish1_arm_back_Arm_Back": { + "name": "fish1_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26947,8 +28141,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/amphare_arm_back.json", + "id": 7, + "path": "res://sprites/fusions/arms/fish1_arm_back.json", "type": "PackedScene" } }, @@ -26960,18 +28154,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, - "y": 14 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "amphare_tail_Tail": { - "name": "amphare_tail", + "padpole_tail_Tail": { + "name": "padpole_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -26980,8 +28174,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/tail/amphare_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/padpole_tail.json", "type": "PackedScene" } }, @@ -26993,18 +28187,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 70, - "y": 36 + "x": 62, + "y": 42 }, "match_part": "", "child": {}, "index": 4 }, - "amphare_leg_back_FrontLeg_Back": { - "name": "amphare_leg_back", + "fish2_leg_back_FrontLeg_Back": { + "name": "fish2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27013,8 +28207,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/amphare_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/fish2_leg_back.json", "type": "PackedScene" } }, @@ -27026,18 +28220,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 52, - "y": 42 + "x": 44, + "y": 43 }, "match_part": "", "child": {}, "index": 6 }, - "amphare_leg_back_BackLeg_Back": { - "name": "amphare_leg_back", + "fish1_leg_back_BackLeg_Back": { + "name": "fish1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27046,31 +28240,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/amphare_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/legs/fish1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 61, - "y": 38 + "x": 26, + "y": 6 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "amphare_leg_front_FrontLeg_Front": { - "name": "amphare_leg_front", + "frillypad_body_Body": { + "name": "frillypad_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "Body", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27079,30 +28273,30 @@ "child": {}, "index": 9, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/amphare_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/body/frillypad_body.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 31, - "y": 16 + "x": 48, + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "amphare_body_Body": { - "name": "amphare_body", + "fish2_leg_front_FrontLeg_Front": { + "name": "fish2_leg_front", "type": "sub", - "parent": "Body", + "parent": "FrontLeg_Front", "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, @@ -27113,7 +28307,7 @@ "index": 11, "instance_external": { "id": 8, - "path": "res://sprites/fusions/body/amphare_body.json", + "path": "res://sprites/fusions/legs/fish2_leg_front.json", "type": "PackedScene" } }, @@ -27125,15 +28319,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 39, + "x": 29, "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "amphare_leg_front_BackLeg_Front": { - "name": "amphare_leg_front", + "fish1_leg_front_BackLeg_Front": { + "name": "fish1_leg_front", "type": "sub", "parent": "BackLeg_Front", "instance": "ExtResource( 9 )", @@ -27146,7 +28340,7 @@ "index": 13, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/amphare_leg_front.json", + "path": "res://sprites/fusions/legs/fish1_leg_front.json", "type": "PackedScene" } }, @@ -27158,15 +28352,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -22 + "x": 33, + "y": -25 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "liligator_helmet_back_HelmetBack": { + "name": "liligator_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 3 )", @@ -27179,7 +28373,7 @@ "index": 15, "instance_external": { "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "path": "res://sprites/fusions/helmet/liligator_helmet_back.json", "type": "PackedScene" } }, @@ -27191,15 +28385,15 @@ "inverse_match": true, "visible": true, "position": { - "x": 31, - "y": -22 + "x": 33, + "y": -25 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "amphare_head_Head": { - "name": "amphare_head", + "padpole_head_Head": { + "name": "padpole_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 6 )", @@ -27212,7 +28406,7 @@ "index": 17, "instance_external": { "id": 6, - "path": "res://sprites/fusions/head/amphare_head.json", + "path": "res://sprites/fusions/head/padpole_head.json", "type": "PackedScene" } }, @@ -27224,18 +28418,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 31, - "y": -22 + "x": 33, + "y": -25 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "lapacitor_helmet_front_HelmetFront": { - "name": "lapacitor_helmet_front", + "liligator_helmet_front_HelmetFront": { + "name": "liligator_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27244,8 +28438,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/lapacitor_helmet_front.json", + "id": 13, + "path": "res://sprites/fusions/helmet/liligator_helmet_front.json", "type": "PackedScene" } }, @@ -27257,18 +28451,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -13 + "x": 7, + "y": -20 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "amphare_arm_front_Arm_Front": { - "name": "amphare_arm_front", + "fish1_arm_front_Arm_Front": { + "name": "fish1_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27277,8 +28471,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/amphare_arm_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/fish1_arm_front.json", "type": "PackedScene" } }, @@ -27290,8 +28484,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 116, - "y": 27 + "x": 93, + "y": 31 }, "match_part": "", "child": {}, @@ -27306,7 +28500,7 @@ "visible": true, "position": { "x": 69, - "y": 20 + "y": 37 }, "match_part": "", "child": {}, @@ -27315,7 +28509,7 @@ } }, { - "id": "liligator", + "id": "littlered", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -27326,17 +28520,17 @@ "visible": true, "position": { "x": 24, - "y": -23 + "y": -16 }, "match_part": "", "child": {}, "index": 0 }, - "fish1_arm_back_Arm_Back": { - "name": "fish1_arm_back", + "littlered_arm_Arm_Back": { + "name": "littlered_arm", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27345,8 +28539,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/fish1_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/littlered_arm_back.json", "type": "PackedScene" } }, @@ -27365,11 +28559,11 @@ "child": {}, "index": 2 }, - "padpole_tail_Tail": { - "name": "padpole_tail", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27378,8 +28572,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/padpole_tail.json", + "id": 5, + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" } }, @@ -27391,18 +28585,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 62, - "y": 42 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "fish2_leg_back_FrontLeg_Back": { - "name": "fish2_leg_back", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27411,8 +28605,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/fish2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/cat_leg_back.json", "type": "PackedScene" } }, @@ -27424,18 +28618,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 44, + "x": 53, "y": 43 }, "match_part": "", "child": {}, "index": 6 }, - "fish1_leg_back_BackLeg_Back": { - "name": "fish1_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27444,8 +28638,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/fish1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/boot_leg_back.json", "type": "PackedScene" } }, @@ -27464,11 +28658,11 @@ "child": {}, "index": 8 }, - "frillypad_body_Body": { - "name": "frillypad_body", + "littlered_body_Body": { + "name": "littlered_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27477,8 +28671,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/frillypad_body.json", + "id": 11, + "path": "res://sprites/fusions/body/littlered_body.json", "type": "PackedScene" } }, @@ -27490,18 +28684,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 48, + "x": 26, "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "fish2_leg_front_FrontLeg_Front": { - "name": "fish2_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27510,8 +28704,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/fish2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/cat_leg_front.json", "type": "PackedScene" } }, @@ -27523,18 +28717,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, + "x": 37, "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "fish1_leg_front_BackLeg_Front": { - "name": "fish1_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27543,8 +28737,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/fish1_leg_front.json", + "id": 10, + "path": "res://sprites/fusions/legs/boot_leg_front.json", "type": "PackedScene" } }, @@ -27556,18 +28750,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -25 + "x": 29, + "y": -20 }, "match_part": "", "child": {}, "index": 14 }, - "liligator_helmet_back_HelmetBack": { - "name": "liligator_helmet_back", + "littlered_helmet_HelmetBack": { + "name": "littlered_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27576,8 +28770,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/liligator_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/helmet/littlered_helmet_back.json", "type": "PackedScene" } }, @@ -27589,18 +28783,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 33, - "y": -25 + "x": 29, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "padpole_head_Head": { - "name": "padpole_head", + "littlered_head_Head": { + "name": "littlered_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27609,8 +28803,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/head/padpole_head.json", + "id": 12, + "path": "res://sprites/fusions/head/littlered_head.json", "type": "PackedScene" } }, @@ -27622,18 +28816,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 33, - "y": -25 + "x": 29, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "liligator_helmet_front_HelmetFront": { - "name": "liligator_helmet_front", + "littlered_helmet_HelmetFront": { + "name": "littlered_helmet", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27642,8 +28836,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/liligator_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/littlered_helmet_front.json", "type": "PackedScene" } }, @@ -27655,18 +28849,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -20 + "x": 8, + "y": -13 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "fish1_arm_front_Arm_Front": { - "name": "fish1_arm_front", + "littlered_arm_Arm_Front": { + "name": "littlered_arm", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27675,8 +28869,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/fish1_arm_front.json", + "id": 4, + "path": "res://sprites/fusions/arms/littlered_arm_front.json", "type": "PackedScene" } }, @@ -27689,7 +28883,7 @@ "visible": true, "position": { "x": 93, - "y": 31 + "y": 38 }, "match_part": "", "child": {}, @@ -27703,8 +28897,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 69, - "y": 37 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -27713,7 +28907,7 @@ } }, { - "id": "littlered", + "id": "lobstacle", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -27721,17 +28915,17 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 24, - "y": -16 + "x": 29, + "y": -3 }, "match_part": "", "child": {}, "index": 0 }, - "littlered_arm_Arm_Back": { - "name": "littlered_arm", + "insect_arms_back_Arm_Back": { + "name": "insect_arms_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 3 )", @@ -27744,7 +28938,7 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/littlered_arm_back.json", + "path": "res://sprites/fusions/arms/insect_arms_back.json", "type": "PackedScene" } }, @@ -27756,18 +28950,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": 27 + "x": -2, + "y": 19 }, "match_part": "", "child": {}, "index": 2 }, - "short_tail_Tail": { - "name": "short_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27776,18 +28970,18 @@ "child": {}, "index": 3, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/tail/short_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 41, "y": 37 @@ -27796,11 +28990,11 @@ "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { + "Sprite_BackLeg_Back": { "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27809,31 +29003,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/cat_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/insect_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 53, - "y": 43 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "insect3_leg_back_FrontLeg_Back": { + "name": "insect3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27842,8 +29036,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/boot_leg_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/insect3_leg_back.json", "type": "PackedScene" } }, @@ -27855,18 +29049,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 28, + "y": 18 }, "match_part": "", "child": {}, "index": 8 }, - "littlered_body_Body": { - "name": "littlered_body", + "quad_lobstacle_body_Body": { + "name": "quad_lobstacle_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27875,31 +29069,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/body/littlered_body.json", + "id": 6, + "path": "res://sprites/fusions/body/quad_lobstacle_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 26, - "y": 44 + "y": 41 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { + "Sprite_BackLeg_Front": { "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27908,31 +29102,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/cat_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/insect_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 37, - "y": 45 + "x": 51, + "y": 41 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "insect3_leg_front_FrontLeg_Front": { + "name": "insect3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 10 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27941,8 +29135,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/boot_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/insect3_leg_front.json", "type": "PackedScene" } }, @@ -27954,18 +29148,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -20 + "x": 48, + "y": -1 }, "match_part": "", "child": {}, "index": 14 }, - "littlered_helmet_HelmetBack": { - "name": "littlered_helmet", + "lobstacle_helmet_back_HelmetBack": { + "name": "lobstacle_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -27974,8 +29168,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/helmet/littlered_helmet_back.json", + "id": 10, + "path": "res://sprites/fusions/helmet/lobstacle_helmet_back.json", "type": "PackedScene" } }, @@ -27987,18 +29181,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 29, - "y": -20 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "littlered_head_Head": { - "name": "littlered_head", + "Sprite_Head": { + "name": "Sprite", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28007,8 +29201,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/littlered_head.json", + "id": 9, + "path": "res://sprites/fusions/head/traffikrab_head.json", "type": "PackedScene" } }, @@ -28020,15 +29214,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -20 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "littlered_helmet_HelmetFront": { - "name": "littlered_helmet", + "lobstacle_helmet_front_HelmetFront": { + "name": "lobstacle_helmet_front", "type": "sub", "parent": "HelmetFront", "instance": "ExtResource( 8 )", @@ -28041,7 +29235,7 @@ "index": 19, "instance_external": { "id": 8, - "path": "res://sprites/fusions/helmet/littlered_helmet_front.json", + "path": "res://sprites/fusions/helmet/lobstacle_helmet_front.json", "type": "PackedScene" } }, @@ -28051,20 +29245,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 8, - "y": -13 + "x": 19, + "y": 1 }, - "match_part": "Arm_Back", + "match_part": "", "child": {}, "index": 20 }, - "littlered_arm_Arm_Front": { - "name": "littlered_arm", + "insect_arms_front_Arm_Front": { + "name": "insect_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28073,8 +29267,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/arms/littlered_arm_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/insect_arms_front.json", "type": "PackedScene" } }, @@ -28086,23 +29280,23 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 38 + "x": 90, + "y": 40 }, "match_part": "", "child": {}, "index": 22 }, - "hit": { - "name": "hit", + "eye": { + "name": "eye", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 81, + "y": 33 }, "match_part": "", "child": {}, @@ -28111,27 +29305,27 @@ } }, { - "id": "lobstacle", + "id": "macabra", "nodes": { - "Arm_Back": { - "name": "Arm_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 29, - "y": -3 + "x": 3, + "y": 20 }, "match_part": "", "child": {}, "index": 0 }, - "insect_arms_back_Arm_Back": { - "name": "insect_arms_back", + "short_tail_Tail": { + "name": "short_tail", "type": "sub", - "parent": "Arm_Back", + "parent": "Tail", "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, @@ -28142,29 +29336,29 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/arms/insect_arms_back.json", + "path": "res://sprites/fusions/tail/short_tail.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": -2, - "y": 19 + "x": 44, + "y": 37 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "reptile2_leg_back_BackLeg_Back": { + "name": "reptile2_leg_back", "type": "sub", - "parent": "Tail", + "parent": "BackLeg_Back", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -28175,30 +29369,30 @@ "index": 3, "instance_external": { "id": 4, - "path": "res://sprites/fusions/tail/insect_tail.json", + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 41, + "x": 65, "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "reptile3_leg_back_FrontLeg_Back": { + "name": "reptile3_leg_back", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28207,31 +29401,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/insect_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/reptile3_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Arm_Back": { + "name": "Arm_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 66, - "y": 37 + "x": 3, + "y": 20 }, "match_part": "", "child": {}, "index": 6 }, - "insect3_leg_back_FrontLeg_Back": { - "name": "insect3_leg_back", + "reptile_arms_back_Arm_Back": { + "name": "reptile_arms_back", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "Arm_Back", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28240,8 +29434,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/reptile_arms_back.json", "type": "PackedScene" } }, @@ -28254,17 +29448,17 @@ "visible": true, "position": { "x": 28, - "y": 18 + "y": 24 }, "match_part": "", "child": {}, "index": 8 }, - "quad_lobstacle_body_Body": { - "name": "quad_lobstacle_body", + "quad_reptile_body_Body": { + "name": "quad_reptile_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28273,8 +29467,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/quad_lobstacle_body.json", + "id": 10, + "path": "res://sprites/fusions/body/quad_reptile_body.json", "type": "PackedScene" } }, @@ -28286,18 +29480,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, + "x": 29, "y": 41 }, "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "reptile2_leg_front_BackLeg_Front": { + "name": "reptile2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28306,8 +29500,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/insect_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" } }, @@ -28319,18 +29513,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, + "x": 50, "y": 41 }, "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "insect3_leg_front_FrontLeg_Front": { - "name": "insect3_leg_front", + "reptile3_leg_front_FrontLeg_Front": { + "name": "reptile3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28339,31 +29533,31 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/insect3_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile3_leg_front.json", "type": "PackedScene" } }, - "HelmetBack": { - "name": "HelmetBack", + "Arm_Front": { + "name": "Arm_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 48, - "y": -1 + "x": 3, + "y": 20 }, "match_part": "", "child": {}, "index": 14 }, - "lobstacle_helmet_back_HelmetBack": { - "name": "lobstacle_helmet_back", + "reptile_arms_front_Arm_Front": { + "name": "reptile_arms_front", "type": "sub", - "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "parent": "Arm_Front", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28372,31 +29566,31 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/lobstacle_helmet_back.json", + "id": 13, + "path": "res://sprites/fusions/arms/reptile_arms_front.json", "type": "PackedScene" } }, - "Head": { - "name": "Head", + "HelmetBack": { + "name": "HelmetBack", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": true, + "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 49, + "y": 1 }, - "match_part": "HelmetBack", + "match_part": "", "child": {}, "index": 16 }, - "Sprite_Head": { - "name": "Sprite", + "macabra_helmet_back_HelmetBack": { + "name": "macabra_helmet_back", "type": "sub", - "parent": "Head", - "instance": "ExtResource( 9 )", + "parent": "HelmetBack", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28405,31 +29599,31 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/traffikrab_head.json", + "id": 7, + "path": "res://sprites/fusions/helmet/macabra_helmet_back.json", "type": "PackedScene" } }, - "HelmetFront": { - "name": "HelmetFront", + "Head": { + "name": "Head", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": false, + "inverse_match": true, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 49, + "y": 1 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "lobstacle_helmet_front_HelmetFront": { - "name": "lobstacle_helmet_front", + "macabra_head_Head": { + "name": "macabra_head", "type": "sub", - "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "parent": "Head", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28438,31 +29632,31 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/lobstacle_helmet_front.json", + "id": 9, + "path": "res://sprites/fusions/head/macabra_head.json", "type": "PackedScene" } }, - "Arm_Front": { - "name": "Arm_Front", + "HelmetFront": { + "name": "HelmetFront", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 19, + "x": 49, "y": 1 }, - "match_part": "", + "match_part": "HelmetBack", "child": {}, "index": 20 }, - "insect_arms_front_Arm_Front": { - "name": "insect_arms_front", + "macabra_helmet_front_HelmetFront": { + "name": "macabra_helmet_front", "type": "sub", - "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "parent": "HelmetFront", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28471,8 +29665,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/insect_arms_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/macabra_helmet_front.json", "type": "PackedScene" } }, @@ -28485,7 +29679,7 @@ "visible": true, "position": { "x": 90, - "y": 40 + "y": 39 }, "match_part": "", "child": {}, @@ -28500,7 +29694,7 @@ "visible": true, "position": { "x": 81, - "y": 33 + "y": 31 }, "match_part": "", "child": {}, @@ -28509,27 +29703,27 @@ } }, { - "id": "macabra", + "id": "magikrab", "nodes": { - "Tail": { - "name": "Tail", + "Arm_Back": { + "name": "Arm_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 3, - "y": 20 + "x": 29, + "y": -3 }, "match_part": "", "child": {}, "index": 0 }, - "short_tail_Tail": { - "name": "short_tail", + "insect_arms_back_Arm_Back": { + "name": "insect_arms_back", "type": "sub", - "parent": "Tail", + "parent": "Arm_Back", "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, @@ -28540,29 +29734,29 @@ "index": 1, "instance_external": { "id": 3, - "path": "res://sprites/fusions/tail/short_tail.json", + "path": "res://sprites/fusions/arms/insect_arms_back.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 44, - "y": 37 + "x": -2, + "y": 19 }, "match_part": "", "child": {}, "index": 2 }, - "reptile2_leg_back_BackLeg_Back": { - "name": "reptile2_leg_back", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "BackLeg_Back", + "parent": "Tail", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -28573,30 +29767,30 @@ "index": 3, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "path": "res://sprites/fusions/tail/insect_tail.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 41, "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "reptile3_leg_back_FrontLeg_Back": { - "name": "reptile3_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28605,31 +29799,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/reptile3_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/insect_leg_back.json", "type": "PackedScene" } }, - "Arm_Back": { - "name": "Arm_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 20 + "x": 66, + "y": 37 }, "match_part": "", "child": {}, "index": 6 }, - "reptile_arms_back_Arm_Back": { - "name": "reptile_arms_back", + "insect3_leg_back_FrontLeg_Back": { + "name": "insect3_leg_back", "type": "sub", - "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28638,8 +29832,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/reptile_arms_back.json", + "id": 13, + "path": "res://sprites/fusions/legs/insect3_leg_back.json", "type": "PackedScene" } }, @@ -28658,11 +29852,11 @@ "child": {}, "index": 8 }, - "quad_reptile_body_Body": { - "name": "quad_reptile_body", + "quad_insect_body_Body": { + "name": "quad_insect_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28671,8 +29865,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/quad_reptile_body.json", + "id": 6, + "path": "res://sprites/fusions/body/quad_insect_body.json", "type": "PackedScene" } }, @@ -28684,18 +29878,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, + "x": 26, "y": 41 }, "match_part": "BackLeg_Back", "child": {}, "index": 10 }, - "reptile2_leg_front_BackLeg_Front": { - "name": "reptile2_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28704,8 +29898,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 7, + "path": "res://sprites/fusions/legs/insect_leg_front.json", "type": "PackedScene" } }, @@ -28717,18 +29911,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 50, + "x": 51, "y": 41 }, "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "reptile3_leg_front_FrontLeg_Front": { - "name": "reptile3_leg_front", + "insect3_leg_front_FrontLeg_Front": { + "name": "insect3_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28737,31 +29931,31 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile3_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/legs/insect3_leg_front.json", "type": "PackedScene" } }, - "Arm_Front": { - "name": "Arm_Front", + "HelmetBack": { + "name": "HelmetBack", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 20 + "x": 48, + "y": -1 }, "match_part": "", "child": {}, "index": 14 }, - "reptile_arms_front_Arm_Front": { - "name": "reptile_arms_front", + "Sprite_HelmetBack": { + "name": "Sprite", "type": "sub", - "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "parent": "HelmetBack", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28770,31 +29964,31 @@ "child": {}, "index": 15, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/reptile_arms_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/traffikrab_helmet_back.json", "type": "PackedScene" } }, - "HelmetBack": { - "name": "HelmetBack", + "Head": { + "name": "Head", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": false, + "inverse_match": true, "visible": true, "position": { - "x": 49, - "y": 1 + "x": 48, + "y": -1 }, - "match_part": "", + "match_part": "HelmetBack", "child": {}, "index": 16 }, - "macabra_helmet_back_HelmetBack": { - "name": "macabra_helmet_back", + "Sprite_Head": { + "name": "Sprite", "type": "sub", - "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "parent": "Head", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28803,31 +29997,31 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/macabra_helmet_back.json", + "id": 9, + "path": "res://sprites/fusions/head/traffikrab_head.json", "type": "PackedScene" } }, - "Head": { - "name": "Head", + "HelmetFront": { + "name": "HelmetFront", "type": "Node2D", "parent": ".", "force_usage": false, - "inverse_match": true, + "inverse_match": false, "visible": true, "position": { - "x": 49, - "y": 1 + "x": 48, + "y": -1 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "macabra_head_Head": { - "name": "macabra_head", + "Sprite_HelmetFront": { + "name": "Sprite", "type": "sub", - "parent": "Head", - "instance": "ExtResource( 9 )", + "parent": "HelmetFront", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28836,31 +30030,31 @@ "child": {}, "index": 19, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/macabra_head.json", + "id": 10, + "path": "res://sprites/fusions/helmet/traffikrab_helmet_front.json", "type": "PackedScene" } }, - "HelmetFront": { - "name": "HelmetFront", + "Arm_Front": { + "name": "Arm_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 49, + "x": 19, "y": 1 }, - "match_part": "HelmetBack", + "match_part": "", "child": {}, "index": 20 }, - "macabra_helmet_front_HelmetFront": { - "name": "macabra_helmet_front", + "insect_arms_front_Arm_Front": { + "name": "insect_arms_front", "type": "sub", - "parent": "HelmetFront", - "instance": "ExtResource( 6 )", + "parent": "Arm_Front", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28869,8 +30063,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/macabra_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/insect_arms_front.json", "type": "PackedScene" } }, @@ -28883,7 +30077,7 @@ "visible": true, "position": { "x": 90, - "y": 39 + "y": 40 }, "match_part": "", "child": {}, @@ -28898,7 +30092,7 @@ "visible": true, "position": { "x": 81, - "y": 31 + "y": 33 }, "match_part": "", "child": {}, @@ -28907,7 +30101,7 @@ } }, { - "id": "magikrab", + "id": "majortom", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -28915,20 +30109,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 29, - "y": -3 + "y": -33 }, "match_part": "", "child": {}, "index": 0 }, - "insect_arms_back_Arm_Back": { - "name": "insect_arms_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28937,8 +30131,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/insect_arms_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/robot1_arms_back.json", "type": "PackedScene" } }, @@ -28950,8 +30144,8 @@ "inverse_match": false, "visible": true, "position": { - "x": -2, - "y": 19 + "x": 4, + "y": 24 }, "match_part": "", "child": {}, @@ -28961,7 +30155,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -28970,18 +30164,18 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/insect_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" } }, - "BackLeg_Back": { - "name": "BackLeg_Back", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 41, "y": 37 @@ -28990,11 +30184,11 @@ "child": {}, "index": 4 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Back", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29003,31 +30197,31 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/insect_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "BackLeg_Back": { + "name": "BackLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 66, - "y": 37 + "x": 55, + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "insect3_leg_back_FrontLeg_Back": { - "name": "insect3_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Back", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29036,31 +30230,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/insect3_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 28, - "y": 24 + "x": 26, + "y": 44 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "quad_insect_body_Body": { - "name": "quad_insect_body", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29069,31 +30263,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/quad_insect_body.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 41 + "x": 28, + "y": 1 }, - "match_part": "BackLeg_Back", + "match_part": "", "child": {}, "index": 10 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "majortom_body_Body": { + "name": "majortom_body", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 7 )", + "parent": "Body", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29102,31 +30296,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/insect_leg_front.json", + "id": 6, + "path": "res://sprites/fusions/body/majortom_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 41 + "x": 42, + "y": 44 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "insect3_leg_front_FrontLeg_Front": { - "name": "insect3_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 12 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29135,8 +30329,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/legs/insect3_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -29148,18 +30342,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 32, + "y": -41 }, "match_part": "", "child": {}, "index": 14 }, - "Sprite_HelmetBack": { - "name": "Sprite", + "majortom_helmet_back_HelmetBack": { + "name": "majortom_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29168,8 +30362,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/traffikrab_helmet_back.json", + "id": 5, + "path": "res://sprites/fusions/helmet/majortom_helmet_back.json", "type": "PackedScene" } }, @@ -29181,18 +30375,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 32, + "y": -41 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "Sprite_Head": { - "name": "Sprite", + "minortom_head_Head": { + "name": "minortom_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29201,8 +30395,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/head/traffikrab_head.json", + "id": 8, + "path": "res://sprites/fusions/head/minortom_head.json", "type": "PackedScene" } }, @@ -29214,18 +30408,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 48, - "y": -1 + "x": 32, + "y": -41 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "Sprite_HelmetFront": { - "name": "Sprite", + "majortom_helmet_front_HelmetFront": { + "name": "majortom_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29234,8 +30428,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/traffikrab_helmet_front.json", + "id": 3, + "path": "res://sprites/fusions/helmet/majortom_helmet_front.json", "type": "PackedScene" } }, @@ -29245,20 +30439,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 19, - "y": 1 + "x": 13, + "y": -31 }, - "match_part": "", + "match_part": "Arm_Back", "child": {}, "index": 20 }, - "insect_arms_front_Arm_Front": { - "name": "insect_arms_front", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29267,8 +30461,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/insect_arms_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/robot1_arms_front.json", "type": "PackedScene" } }, @@ -29280,23 +30474,23 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 40 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, "index": 22 }, - "eye": { - "name": "eye", + "hit": { + "name": "hit", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 81, - "y": 33 + "x": 67, + "y": 52 }, "match_part": "", "child": {}, @@ -29305,7 +30499,7 @@ } }, { - "id": "majortom", + "id": "malchemy", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -29315,18 +30509,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -33 + "x": 24, + "y": -21 }, "match_part": "", "child": {}, "index": 0 }, - "Sprite_Arm_Back": { - "name": "Sprite", + "candevil_arm_back_Arm_Back": { + "name": "candevil_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29335,8 +30529,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/robot1_arms_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/candevil_arm_back.json", "type": "PackedScene" } }, @@ -29348,18 +30542,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": 24 + "x": 14, + "y": 30 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "candevil_tail_Tail": { + "name": "candevil_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29368,8 +30562,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/candevil_tail.json", "type": "PackedScene" } }, @@ -29381,15 +30575,15 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 67, + "y": 38 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "candevil2_leg_back_FrontLeg_Back": { + "name": "candevil2_leg_back", "type": "sub", "parent": "FrontLeg_Back", "instance": "ExtResource( 9 )", @@ -29402,7 +30596,7 @@ "index": 5, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "path": "res://sprites/fusions/legs/candevil2_leg_back.json", "type": "PackedScene" } }, @@ -29412,20 +30606,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 55, - "y": 42 + "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "candevil1_leg_back_BackLeg_Back": { + "name": "candevil1_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29434,30 +30628,30 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "id": 7, + "path": "res://sprites/fusions/legs/candevil1_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 30, + "y": 4 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 8 }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "malchemy_body_Body": { + "name": "malchemy_body", "type": "sub", - "parent": "FrontLeg_Front", + "parent": "Body", "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, @@ -29468,30 +30662,30 @@ "index": 9, "instance_external": { "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "path": "res://sprites/fusions/body/malchemy_body.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 28, - "y": 1 + "x": 75, + "y": 39 }, - "match_part": "", + "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "majortom_body_Body": { - "name": "majortom_body", + "candevil2_leg_front_FrontLeg_Front": { + "name": "candevil2_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 6 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29500,8 +30694,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/majortom_body.json", + "id": 10, + "path": "res://sprites/fusions/legs/candevil2_leg_front.json", "type": "PackedScene" } }, @@ -29511,20 +30705,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 42, - "y": 44 + "x": 36, + "y": 43 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "candevil1_leg_front_BackLeg_Front": { + "name": "candevil1_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29533,8 +30727,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/candevil1_leg_front.json", "type": "PackedScene" } }, @@ -29546,18 +30740,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -41 + "x": 27, + "y": -36 }, "match_part": "", "child": {}, "index": 14 }, - "majortom_helmet_back_HelmetBack": { - "name": "majortom_helmet_back", + "malchemy_helmet_back_HelmetBack": { + "name": "malchemy_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29566,8 +30760,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/majortom_helmet_back.json", + "id": 8, + "path": "res://sprites/fusions/helmet/malchemy_helmet_back.json", "type": "PackedScene" } }, @@ -29579,18 +30773,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 32, - "y": -41 + "x": 27, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "minortom_head_Head": { - "name": "minortom_head", + "malchemy_head_Head": { + "name": "malchemy_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29599,8 +30793,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/minortom_head.json", + "id": 12, + "path": "res://sprites/fusions/head/malchemy_head.json", "type": "PackedScene" } }, @@ -29612,18 +30806,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -41 + "x": 27, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "majortom_helmet_front_HelmetFront": { - "name": "majortom_helmet_front", + "malchemy_helmet_front_HelmetFront": { + "name": "malchemy_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29632,8 +30826,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/majortom_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/malchemy_helmet_front.json", "type": "PackedScene" } }, @@ -29645,18 +30839,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 13, - "y": -31 + "x": 8, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Sprite_Arm_Front": { - "name": "Sprite", + "candevil_arm_front_Arm_Front": { + "name": "candevil_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29665,8 +30859,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/robot1_arms_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/candevil_arm_front.json", "type": "PackedScene" } }, @@ -29678,8 +30872,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 94, + "y": 33 }, "match_part": "", "child": {}, @@ -29693,8 +30887,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 67, - "y": 52 + "x": 70, + "y": 44 }, "match_part": "", "child": {}, @@ -29703,7 +30897,7 @@ } }, { - "id": "malchemy", + "id": "manispear", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -29714,17 +30908,17 @@ "visible": true, "position": { "x": 24, - "y": -21 + "y": -14 }, "match_part": "", "child": {}, "index": 0 }, - "candevil_arm_back_Arm_Back": { - "name": "candevil_arm_back", + "spear3_arms_back_Arm_Back": { + "name": "spear3_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29733,8 +30927,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/candevil_arm_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/spear3_arms_back.json", "type": "PackedScene" } }, @@ -29746,18 +30940,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 14, + "x": 8, "y": 30 }, "match_part": "", "child": {}, "index": 2 }, - "candevil_tail_Tail": { - "name": "candevil_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29766,8 +30960,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/candevil_tail.json", + "id": 3, + "path": "res://sprites/fusions/tail/mammal1_tail.json", "type": "PackedScene" } }, @@ -29779,18 +30973,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 67, - "y": 38 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "candevil2_leg_back_FrontLeg_Back": { - "name": "candevil2_leg_back", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29799,8 +30993,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/candevil2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/legs/rodent1_leg_back.json", "type": "PackedScene" } }, @@ -29810,20 +31004,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 55, + "x": 54, "y": 41 }, "match_part": "", "child": {}, "index": 6 }, - "candevil1_leg_back_BackLeg_Back": { - "name": "candevil1_leg_back", + "armor2_leg_back_BackLeg_Back": { + "name": "armor2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29832,8 +31026,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/legs/candevil1_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/armor2_leg_back.json", "type": "PackedScene" } }, @@ -29845,18 +31039,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 30, - "y": 4 + "x": 26, + "y": 6 }, "match_part": "", "child": {}, "index": 8 }, - "malchemy_body_Body": { - "name": "malchemy_body", + "biped_spiny3_body_Body": { + "name": "biped_spiny3_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29865,8 +31059,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/malchemy_body.json", + "id": 10, + "path": "res://sprites/fusions/body/biped_spiny3_body.json", "type": "PackedScene" } }, @@ -29878,18 +31072,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 75, - "y": 39 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "candevil2_leg_front_FrontLeg_Front": { - "name": "candevil2_leg_front", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29898,8 +31092,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/candevil2_leg_front.json", + "id": 5, + "path": "res://sprites/fusions/legs/rodent1_leg_front.json", "type": "PackedScene" } }, @@ -29909,20 +31103,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { "x": 36, - "y": 43 + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "candevil1_leg_front_BackLeg_Front": { - "name": "candevil1_leg_front", + "armor2_leg_front_BackLeg_Front": { + "name": "armor2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29931,8 +31125,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/candevil1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/armor2_leg_front.json", "type": "PackedScene" } }, @@ -29944,18 +31138,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -36 + "x": 36, + "y": -13 }, "match_part": "", "child": {}, "index": 14 }, - "malchemy_helmet_back_HelmetBack": { - "name": "malchemy_helmet_back", + "manispear_helmet_back_HelmetBack": { + "name": "manispear_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29964,8 +31158,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/malchemy_helmet_back.json", + "id": 7, + "path": "res://sprites/fusions/helmet/manispear_helmet_back.json", "type": "PackedScene" } }, @@ -29977,18 +31171,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, - "y": -36 + "x": 36, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "malchemy_head_Head": { - "name": "malchemy_head", + "manispear_head_Head": { + "name": "manispear_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -29997,8 +31191,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/head/malchemy_head.json", + "id": 13, + "path": "res://sprites/fusions/head/manispear_head.json", "type": "PackedScene" } }, @@ -30010,18 +31204,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, - "y": -36 + "x": 36, + "y": -13 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "malchemy_helmet_front_HelmetFront": { - "name": "malchemy_helmet_front", + "manispear_helmet_front_HelmetFront": { + "name": "manispear_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30030,8 +31224,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/malchemy_helmet_front.json", + "id": 6, + "path": "res://sprites/fusions/helmet/manispear_helmet_front.json", "type": "PackedScene" } }, @@ -30043,18 +31237,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -18 + "x": 7, + "y": -11 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "candevil_arm_front_Arm_Front": { - "name": "candevil_arm_front", + "spear3_arms_front_Arm_Front": { + "name": "spear3_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30063,8 +31257,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/candevil_arm_front.json", + "id": 8, + "path": "res://sprites/fusions/arms/spear3_arms_front.json", "type": "PackedScene" } }, @@ -30076,8 +31270,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 94, - "y": 33 + "x": 93, + "y": 41 }, "match_part": "", "child": {}, @@ -30101,7 +31295,7 @@ } }, { - "id": "manispear", + "id": "mardiusa", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -30111,15 +31305,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 24, + "x": 6, "y": -14 }, "match_part": "", "child": {}, "index": 0 }, - "spear3_arms_back_Arm_Back": { - "name": "spear3_arms_back", + "glove1_arms_back_Arm_Back": { + "name": "glove1_arms_back", "type": "sub", "parent": "Arm_Back", "instance": "ExtResource( 12 )", @@ -30132,7 +31326,7 @@ "index": 1, "instance_external": { "id": 12, - "path": "res://sprites/fusions/arms/spear3_arms_back.json", + "path": "res://sprites/fusions/arms/glove1_arms_back.json", "type": "PackedScene" } }, @@ -30142,10 +31336,10 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 8, - "y": 30 + "y": 27 }, "match_part": "", "child": {}, @@ -30155,7 +31349,7 @@ "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30164,8 +31358,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/tail/mammal1_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/reptile_tail.json", "type": "PackedScene" } }, @@ -30177,18 +31371,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 15, + "y": 28 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30197,8 +31391,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/rodent1_leg_back.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile1_leg_back.json", "type": "PackedScene" } }, @@ -30208,20 +31402,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 54, - "y": 41 + "x": 3, + "y": 32 }, "match_part": "", "child": {}, "index": 6 }, - "armor2_leg_back_BackLeg_Back": { - "name": "armor2_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30230,8 +31424,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/armor2_leg_back.json", + "id": 6, + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" } }, @@ -30243,18 +31437,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 6 + "x": 16, + "y": 12 }, "match_part": "", "child": {}, "index": 8 }, - "biped_spiny3_body_Body": { - "name": "biped_spiny3_body", + "unique_mardiusa_body_Body": { + "name": "unique_mardiusa_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30263,8 +31457,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/body/biped_spiny3_body.json", + "id": 3, + "path": "res://sprites/fusions/body/unique_mardiusa_body.json", "type": "PackedScene" } }, @@ -30283,11 +31477,11 @@ "child": {}, "index": 10 }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30296,8 +31490,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/rodent1_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile1_leg_front.json", "type": "PackedScene" } }, @@ -30307,7 +31501,7 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { "x": 36, "y": 45 @@ -30316,11 +31510,11 @@ "child": {}, "index": 12 }, - "armor2_leg_front_BackLeg_Front": { - "name": "armor2_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30329,8 +31523,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/armor2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" } }, @@ -30342,15 +31536,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": -13 + "x": 7, + "y": -24 }, "match_part": "", "child": {}, "index": 14 }, - "manispear_helmet_back_HelmetBack": { - "name": "manispear_helmet_back", + "mardiusa_helmet_back_HelmetBack": { + "name": "mardiusa_helmet_back", "type": "sub", "parent": "HelmetBack", "instance": "ExtResource( 7 )", @@ -30363,7 +31557,7 @@ "index": 15, "instance_external": { "id": 7, - "path": "res://sprites/fusions/helmet/manispear_helmet_back.json", + "path": "res://sprites/fusions/helmet/mardiusa_helmet_back.json", "type": "PackedScene" } }, @@ -30375,15 +31569,15 @@ "inverse_match": true, "visible": true, "position": { - "x": 36, - "y": -13 + "x": 7, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "manispear_head_Head": { - "name": "manispear_head", + "mardiusa_head_Head": { + "name": "mardiusa_head", "type": "sub", "parent": "Head", "instance": "ExtResource( 13 )", @@ -30396,7 +31590,7 @@ "index": 17, "instance_external": { "id": 13, - "path": "res://sprites/fusions/head/manispear_head.json", + "path": "res://sprites/fusions/head/mardiusa_head.json", "type": "PackedScene" } }, @@ -30408,18 +31602,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 36, - "y": -13 + "x": 7, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "manispear_helmet_front_HelmetFront": { - "name": "manispear_helmet_front", + "mardiusa_helmet_front_HelmetFront": { + "name": "mardiusa_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30428,8 +31622,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/helmet/manispear_helmet_front.json", + "id": 11, + "path": "res://sprites/fusions/helmet/mardiusa_helmet_front.json", "type": "PackedScene" } }, @@ -30441,18 +31635,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -11 + "x": -15, + "y": -14 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "spear3_arms_front_Arm_Front": { - "name": "spear3_arms_front", + "glove1_arms_front_Arm_Front": { + "name": "glove1_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30461,8 +31655,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/arms/spear3_arms_front.json", + "id": 10, + "path": "res://sprites/fusions/arms/glove1_arms_front.json", "type": "PackedScene" } }, @@ -30474,8 +31668,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 99, + "y": 40 }, "match_part": "", "child": {}, @@ -30489,7 +31683,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, + "x": 65, "y": 44 }, "match_part": "", @@ -30499,7 +31693,7 @@ } }, { - "id": "mardiusa", + "id": "mascotorn", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -30509,18 +31703,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -14 + "x": 27, + "y": -15 }, "match_part": "", "child": {}, "index": 0 }, - "glove1_arms_back_Arm_Back": { - "name": "glove1_arms_back", + "mascotoy_arm_back_Arm_Back": { + "name": "mascotoy_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30529,31 +31723,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/glove1_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/mascotoy_arm_back.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 8, - "y": 27 + "x": 33, + "y": 39 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "stump2_leg_back_FrontLeg_Back": { + "name": "stump2_leg_back", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 4 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30562,30 +31756,30 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/reptile_tail.json", + "id": 11, + "path": "res://sprites/fusions/legs/stump2_leg_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 15, - "y": 28 + "x": 9, + "y": 32 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "toy_tail_Tail": { + "name": "toy_tail", "type": "sub", - "parent": "FrontLeg_Back", + "parent": "Tail", "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, @@ -30596,7 +31790,7 @@ "index": 5, "instance_external": { "id": 5, - "path": "res://sprites/fusions/legs/reptile1_leg_back.json", + "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" } }, @@ -30606,20 +31800,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 32 + "x": 51, + "y": 48 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "stump2_leg_back_BackLeg_Back": { + "name": "stump2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30628,8 +31822,8 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 11, + "path": "res://sprites/fusions/legs/stump2_leg_back.json", "type": "PackedScene" } }, @@ -30641,18 +31835,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": 12 + "x": 26, + "y": 8 }, "match_part": "", "child": {}, "index": 8 }, - "unique_mardiusa_body_Body": { - "name": "unique_mardiusa_body", + "biped_mascotorn_body_Body": { + "name": "biped_mascotorn_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30661,8 +31855,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/body/unique_mardiusa_body.json", + "id": 4, + "path": "res://sprites/fusions/body/biped_mascotorn_body.json", "type": "PackedScene" } }, @@ -30674,15 +31868,15 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 20, + "y": 42 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "stump2_leg_front_FrontLeg_Front": { + "name": "stump2_leg_front", "type": "sub", "parent": "FrontLeg_Front", "instance": "ExtResource( 8 )", @@ -30695,7 +31889,7 @@ "index": 11, "instance_external": { "id": 8, - "path": "res://sprites/fusions/legs/reptile1_leg_front.json", + "path": "res://sprites/fusions/legs/stump2_leg_front.json", "type": "PackedScene" } }, @@ -30705,20 +31899,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 36, - "y": 45 + "x": 35, + "y": 50 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "stump2_leg_front_BackLeg_Front": { + "name": "stump2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30727,8 +31921,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/stump2_leg_front.json", "type": "PackedScene" } }, @@ -30740,18 +31934,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -24 + "x": 44, + "y": -21 }, "match_part": "", "child": {}, "index": 14 }, - "mardiusa_helmet_back_HelmetBack": { - "name": "mardiusa_helmet_back", + "empty_helmet_HelmetBack": { + "name": "empty_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30760,8 +31954,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/mardiusa_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/empty_helmet.json", "type": "PackedScene" } }, @@ -30773,18 +31967,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 7, - "y": -24 + "x": 44, + "y": -21 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "mardiusa_head_Head": { - "name": "mardiusa_head", + "mascotorn_head_Head": { + "name": "mascotorn_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30793,8 +31987,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/head/mardiusa_head.json", + "id": 10, + "path": "res://sprites/fusions/head/mascotorn_head.json", "type": "PackedScene" } }, @@ -30806,18 +32000,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -24 + "x": 44, + "y": -21 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "mardiusa_helmet_front_HelmetFront": { - "name": "mardiusa_helmet_front", + "mascotoy_helmet_front_HelmetFront": { + "name": "mascotoy_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30826,8 +32020,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/helmet/mardiusa_helmet_front.json", + "id": 7, + "path": "res://sprites/fusions/helmet/mascotoy_helmet_front.json", "type": "PackedScene" } }, @@ -30839,18 +32033,18 @@ "inverse_match": false, "visible": true, "position": { - "x": -15, - "y": -14 + "x": 6, + "y": -17 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "glove1_arms_front_Arm_Front": { - "name": "glove1_arms_front", + "mascotoy_arm_front_Arm_Front": { + "name": "mascotoy_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30859,8 +32053,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/glove1_arms_front.json", + "id": 6, + "path": "res://sprites/fusions/arms/mascotoy_arm_front.json", "type": "PackedScene" } }, @@ -30872,8 +32066,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 99, - "y": 40 + "x": 88, + "y": 34 }, "match_part": "", "child": {}, @@ -30887,7 +32081,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -30897,7 +32091,7 @@ } }, { - "id": "mascotorn", + "id": "mascotoy", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -30908,7 +32102,7 @@ "visible": true, "position": { "x": 27, - "y": -15 + "y": -16 }, "match_part": "", "child": {}, @@ -30951,7 +32145,7 @@ "name": "stump2_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30960,7 +32154,7 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, + "id": 6, "path": "res://sprites/fusions/legs/stump2_leg_back.json", "type": "PackedScene" } @@ -30973,8 +32167,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, - "y": 32 + "x": 11, + "y": 29 }, "match_part": "", "child": {}, @@ -30984,7 +32178,7 @@ "name": "toy_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -30993,7 +32187,7 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, + "id": 8, "path": "res://sprites/fusions/tail/toy_tail.json", "type": "PackedScene" } @@ -31006,8 +32200,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 48 + "x": 52, + "y": 46 }, "match_part": "", "child": {}, @@ -31017,7 +32211,7 @@ "name": "stump2_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31026,7 +32220,7 @@ "child": {}, "index": 7, "instance_external": { - "id": 11, + "id": 6, "path": "res://sprites/fusions/legs/stump2_leg_back.json", "type": "PackedScene" } @@ -31046,11 +32240,11 @@ "child": {}, "index": 8 }, - "biped_mascotorn_body_Body": { - "name": "biped_mascotorn_body", + "biped_mascotoy_body_Body": { + "name": "biped_mascotoy_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31059,8 +32253,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/body/biped_mascotorn_body.json", + "id": 5, + "path": "res://sprites/fusions/body/biped_mascotoy_body.json", "type": "PackedScene" } }, @@ -31083,7 +32277,7 @@ "name": "stump2_leg_front", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31092,7 +32286,7 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, + "id": 11, "path": "res://sprites/fusions/legs/stump2_leg_front.json", "type": "PackedScene" } @@ -31106,7 +32300,7 @@ "visible": true, "position": { "x": 35, - "y": 50 + "y": 48 }, "match_part": "BackLeg_Back", "child": {}, @@ -31116,7 +32310,7 @@ "name": "stump2_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31125,7 +32319,7 @@ "child": {}, "index": 13, "instance_external": { - "id": 8, + "id": 11, "path": "res://sprites/fusions/legs/stump2_leg_front.json", "type": "PackedScene" } @@ -31138,8 +32332,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 44, - "y": -21 + "x": 34, + "y": -20 }, "match_part": "", "child": {}, @@ -31171,18 +32365,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 44, - "y": -21 + "x": 34, + "y": -20 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "mascotorn_head_Head": { - "name": "mascotorn_head", + "mascotoy_head_Head": { + "name": "mascotoy_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31191,8 +32385,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/head/mascotorn_head.json", + "id": 7, + "path": "res://sprites/fusions/head/mascotoy_head.json", "type": "PackedScene" } }, @@ -31204,8 +32398,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 44, - "y": -21 + "x": 34, + "y": -20 }, "match_part": "HelmetBack", "child": {}, @@ -31215,7 +32409,7 @@ "name": "mascotoy_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31224,7 +32418,7 @@ "child": {}, "index": 19, "instance_external": { - "id": 7, + "id": 4, "path": "res://sprites/fusions/helmet/mascotoy_helmet_front.json", "type": "PackedScene" } @@ -31237,8 +32431,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -17 + "x": 8, + "y": -16 }, "match_part": "Arm_Back", "child": {}, @@ -31248,7 +32442,7 @@ "name": "mascotoy_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31257,7 +32451,7 @@ "child": {}, "index": 21, "instance_external": { - "id": 6, + "id": 10, "path": "res://sprites/fusions/arms/mascotoy_arm_front.json", "type": "PackedScene" } @@ -31270,8 +32464,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 88, - "y": 34 + "x": 90, + "y": 35 }, "match_part": "", "child": {}, @@ -31295,7 +32489,7 @@ } }, { - "id": "mascotoy", + "id": "masquerattle", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -31305,18 +32499,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, + "x": 22, "y": -16 }, "match_part": "", "child": {}, "index": 0 }, - "mascotoy_arm_back_Arm_Back": { - "name": "mascotoy_arm_back", + "reptile_arms_back_Arm_Back": { + "name": "reptile_arms_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31325,31 +32519,31 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/mascotoy_arm_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/reptile_arms_back.json", "type": "PackedScene" } }, - "FrontLeg_Back": { - "name": "FrontLeg_Back", + "Tail": { + "name": "Tail", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 33, - "y": 39 + "x": 8, + "y": 27 }, "match_part": "", "child": {}, "index": 2 }, - "stump2_leg_back_FrontLeg_Back": { - "name": "stump2_leg_back", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", - "parent": "FrontLeg_Back", - "instance": "ExtResource( 6 )", + "parent": "Tail", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31358,31 +32552,31 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/stump2_leg_back.json", + "id": 4, + "path": "res://sprites/fusions/tail/reptile_tail.json", "type": "PackedScene" } }, - "Tail": { - "name": "Tail", + "FrontLeg_Back": { + "name": "FrontLeg_Back", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 11, - "y": 29 + "x": 15, + "y": 28 }, "match_part": "", "child": {}, "index": 4 }, - "toy_tail_Tail": { - "name": "toy_tail", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", - "parent": "Tail", - "instance": "ExtResource( 8 )", + "parent": "FrontLeg_Back", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31391,8 +32585,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/tail/toy_tail.json", + "id": 5, + "path": "res://sprites/fusions/legs/reptile1_leg_back.json", "type": "PackedScene" } }, @@ -31402,17 +32596,17 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 52, - "y": 46 + "x": 3, + "y": 32 }, "match_part": "", "child": {}, "index": 6 }, - "stump2_leg_back_BackLeg_Back": { - "name": "stump2_leg_back", + "Sprite_BackLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 6 )", @@ -31425,7 +32619,7 @@ "index": 7, "instance_external": { "id": 6, - "path": "res://sprites/fusions/legs/stump2_leg_back.json", + "path": "res://sprites/fusions/legs/reptile2_leg_back.json", "type": "PackedScene" } }, @@ -31437,18 +32631,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 26, - "y": 8 + "x": 16, + "y": 12 }, "match_part": "", "child": {}, "index": 8 }, - "biped_mascotoy_body_Body": { - "name": "biped_mascotoy_body", + "Sprite_Body": { + "name": "Sprite", "type": "sub", "parent": "Body", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31457,8 +32651,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/body/biped_mascotoy_body.json", + "id": 7, + "path": "res://sprites/fusions/body/unique_snake_body.json", "type": "PackedScene" } }, @@ -31470,18 +32664,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 20, - "y": 42 + "x": 26, + "y": 44 }, "match_part": "FrontLeg_Back", "child": {}, "index": 10 }, - "stump2_leg_front_FrontLeg_Front": { - "name": "stump2_leg_front", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31490,8 +32684,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump2_leg_front.json", + "id": 8, + "path": "res://sprites/fusions/legs/reptile1_leg_front.json", "type": "PackedScene" } }, @@ -31501,20 +32695,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 35, - "y": 48 + "x": 36, + "y": 45 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "stump2_leg_front_BackLeg_Front": { - "name": "stump2_leg_front", + "Sprite_BackLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31523,8 +32717,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/legs/stump2_leg_front.json", + "id": 9, + "path": "res://sprites/fusions/legs/reptile2_leg_front.json", "type": "PackedScene" } }, @@ -31537,17 +32731,17 @@ "visible": true, "position": { "x": 34, - "y": -20 + "y": -15 }, "match_part": "", "child": {}, "index": 14 }, - "empty_helmet_HelmetBack": { - "name": "empty_helmet", + "Sprite_HelmetBack": { + "name": "Sprite", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31556,8 +32750,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/empty_helmet.json", + "id": 10, + "path": "res://sprites/fusions/helmet/masquerattle_helmet_back.json", "type": "PackedScene" } }, @@ -31570,17 +32764,17 @@ "visible": true, "position": { "x": 34, - "y": -20 + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "mascotoy_head_Head": { - "name": "mascotoy_head", + "Sprite_Head": { + "name": "Sprite", "type": "sub", "parent": "Head", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31589,8 +32783,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/head/mascotoy_head.json", + "id": 11, + "path": "res://sprites/fusions/head/masquerattle_head.json", "type": "PackedScene" } }, @@ -31603,17 +32797,17 @@ "visible": true, "position": { "x": 34, - "y": -20 + "y": -15 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "mascotoy_helmet_front_HelmetFront": { - "name": "mascotoy_helmet_front", + "Sprite_HelmetFront": { + "name": "Sprite", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31622,8 +32816,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/helmet/mascotoy_helmet_front.json", + "id": 12, + "path": "res://sprites/fusions/helmet/masquerattle_helmet_front.json", "type": "PackedScene" } }, @@ -31635,18 +32829,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 8, - "y": -16 + "x": 6, + "y": -13 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "mascotoy_arm_front_Arm_Front": { - "name": "mascotoy_arm_front", + "reptile_arms_front_Arm_Front": { + "name": "reptile_arms_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31655,8 +32849,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/arms/mascotoy_arm_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/reptile_arms_front.json", "type": "PackedScene" } }, @@ -31668,8 +32862,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 90, - "y": 35 + "x": 99, + "y": 40 }, "match_part": "", "child": {}, @@ -31683,7 +32877,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, + "x": 65, "y": 44 }, "match_part": "", @@ -31693,7 +32887,7 @@ } }, { - "id": "masquerattle", + "id": "miasmodeus", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -31703,18 +32897,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 22, - "y": -16 + "x": 23, + "y": -21 }, "match_part": "", "child": {}, "index": 0 }, - "reptile_arms_back_Arm_Back": { - "name": "reptile_arms_back", + "miasmodeus_arm_back_Arm_Back": { + "name": "miasmodeus_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31723,8 +32917,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/arms/reptile_arms_back.json", + "id": 9, + "path": "res://sprites/fusions/arms/miasmodeus_arm_back.json", "type": "PackedScene" } }, @@ -31734,20 +32928,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 8, - "y": 27 + "x": 9, + "y": 17 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "candevil_tail_Tail": { + "name": "candevil_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31756,8 +32950,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/tail/reptile_tail.json", + "id": 6, + "path": "res://sprites/fusions/tail/candevil_tail.json", "type": "PackedScene" } }, @@ -31769,18 +32963,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 15, - "y": 28 + "x": 86, + "y": 38 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite_FrontLeg_Back": { - "name": "Sprite", + "simple3_leg_back_FrontLeg_Back": { + "name": "simple3_leg_back", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31789,8 +32983,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/reptile1_leg_back.json", + "id": 10, + "path": "res://sprites/fusions/legs/simple3_leg_back.json", "type": "PackedScene" } }, @@ -31800,20 +32994,20 @@ "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 3, - "y": 32 + "x": 51, + "y": 44 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite_BackLeg_Back": { - "name": "Sprite", + "simple5_leg_back_BackLeg_Back": { + "name": "simple5_leg_back", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31822,31 +33016,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/legs/reptile2_leg_back.json", + "id": 3, + "path": "res://sprites/fusions/legs/simple5_leg_back.json", "type": "PackedScene" } }, - "Body": { - "name": "Body", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", - "force_usage": true, + "force_usage": false, "inverse_match": false, "visible": true, "position": { - "x": 16, - "y": 12 + "x": 38, + "y": 46 }, - "match_part": "", + "match_part": "BackLeg_Back", "child": {}, "index": 8 }, - "Sprite_Body": { - "name": "Sprite", + "simple5_leg_front_BackLeg_Front": { + "name": "simple5_leg_front", "type": "sub", - "parent": "Body", - "instance": "ExtResource( 7 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31855,31 +33049,31 @@ "child": {}, "index": 9, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/body/unique_snake_body.json", + "id": 5, + "path": "res://sprites/fusions/legs/simple5_leg_front.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "Body": { + "name": "Body", "type": "Node2D", "parent": ".", - "force_usage": false, + "force_usage": true, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 26, - "y": 44 + "x": 38, + "y": 2 }, - "match_part": "FrontLeg_Back", + "match_part": "", "child": {}, "index": 10 }, - "Sprite_FrontLeg_Front": { - "name": "Sprite", + "miasmodeus_body_Body": { + "name": "miasmodeus_body", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 8 )", + "parent": "Body", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31888,31 +33082,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/legs/reptile1_leg_front.json", + "id": 12, + "path": "res://sprites/fusions/body/miasmodeus_body.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, "visible": false, "position": { - "x": 36, - "y": 45 + "x": 75, + "y": 39 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 12 }, - "Sprite_BackLeg_Front": { - "name": "Sprite", + "simple3_leg_front_FrontLeg_Front": { + "name": "simple3_leg_front", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 9 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31921,8 +33115,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/legs/reptile2_leg_front.json", + "id": 13, + "path": "res://sprites/fusions/legs/simple3_leg_front.json", "type": "PackedScene" } }, @@ -31934,18 +33128,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 27, + "y": -36 }, "match_part": "", "child": {}, "index": 14 }, - "Sprite_HelmetBack": { - "name": "Sprite", + "miasmodeus_helmet_back_HelmetBack": { + "name": "miasmodeus_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31954,8 +33148,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/helmet/masquerattle_helmet_back.json", + "id": 7, + "path": "res://sprites/fusions/helmet/miasmodeus_helmet_back.json", "type": "PackedScene" } }, @@ -31967,18 +33161,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 27, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "Sprite_Head": { - "name": "Sprite", + "miasmodeus_head_Head": { + "name": "miasmodeus_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -31987,8 +33181,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/head/masquerattle_head.json", + "id": 4, + "path": "res://sprites/fusions/head/miasmodeus_head.json", "type": "PackedScene" } }, @@ -32000,18 +33194,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 34, - "y": -15 + "x": 27, + "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "Sprite_HelmetFront": { - "name": "Sprite", + "miasmodeus_helmet_front_HelmetFront": { + "name": "miasmodeus_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32020,8 +33214,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/helmet/masquerattle_helmet_front.json", + "id": 8, + "path": "res://sprites/fusions/helmet/miasmodeus_helmet_front.json", "type": "PackedScene" } }, @@ -32033,18 +33227,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 6, - "y": -13 + "x": 7, + "y": -19 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "reptile_arms_front_Arm_Front": { - "name": "reptile_arms_front", + "miasmodeus_arm_front_Arm_Front": { + "name": "miasmodeus_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 13 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32053,8 +33247,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/arms/reptile_arms_front.json", + "id": 11, + "path": "res://sprites/fusions/arms/miasmodeus_arm_front.json", "type": "PackedScene" } }, @@ -32066,8 +33260,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 99, - "y": 40 + "x": 93, + "y": 32 }, "match_part": "", "child": {}, @@ -32081,7 +33275,7 @@ "inverse_match": false, "visible": true, "position": { - "x": 65, + "x": 70, "y": 44 }, "match_part": "", @@ -32091,7 +33285,7 @@ } }, { - "id": "miasmodeus", + "id": "minortom", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -32101,18 +33295,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 23, - "y": -21 + "x": 29, + "y": -28 }, "match_part": "", "child": {}, "index": 0 }, - "miasmodeus_arm_back_Arm_Back": { - "name": "miasmodeus_arm_back", + "Sprite_Arm_Back": { + "name": "Sprite", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32121,8 +33315,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 9, - "path": "res://sprites/fusions/arms/miasmodeus_arm_back.json", + "id": 12, + "path": "res://sprites/fusions/arms/robot1_arms_back.json", "type": "PackedScene" } }, @@ -32134,18 +33328,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 9, + "x": 4, "y": 17 }, "match_part": "", "child": {}, "index": 2 }, - "candevil_tail_Tail": { - "name": "candevil_tail", + "Sprite_Tail": { + "name": "Sprite", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32154,8 +33348,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/tail/candevil_tail.json", + "id": 11, + "path": "res://sprites/fusions/tail/aerial_tail.json", "type": "PackedScene" } }, @@ -32167,18 +33361,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 86, - "y": 38 + "x": 41, + "y": 37 }, "match_part": "", "child": {}, "index": 4 }, - "simple3_leg_back_FrontLeg_Back": { - "name": "simple3_leg_back", + "Sprite2_FrontLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 10 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32187,8 +33381,8 @@ "child": {}, "index": 5, "instance_external": { - "id": 10, - "path": "res://sprites/fusions/legs/simple3_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, @@ -32200,18 +33394,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 51, - "y": 44 + "x": 55, + "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "simple5_leg_back_BackLeg_Back": { - "name": "simple5_leg_back", + "Sprite2_BackLeg_Back": { + "name": "Sprite2", "type": "sub", "parent": "BackLeg_Back", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 9 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32220,31 +33414,31 @@ "child": {}, "index": 7, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/legs/simple5_leg_back.json", + "id": 9, + "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } }, - "BackLeg_Front": { - "name": "BackLeg_Front", + "FrontLeg_Front": { + "name": "FrontLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": true, + "visible": false, "position": { - "x": 38, - "y": 46 + "x": 26, + "y": 44 }, - "match_part": "BackLeg_Back", + "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "simple5_leg_front_BackLeg_Front": { - "name": "simple5_leg_front", + "Sprite2_FrontLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "BackLeg_Front", - "instance": "ExtResource( 5 )", + "parent": "FrontLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32253,8 +33447,8 @@ "child": {}, "index": 9, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/legs/simple5_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -32266,18 +33460,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 38, - "y": 2 + "x": 28, + "y": 6 }, "match_part": "", "child": {}, "index": 10 }, - "miasmodeus_body_Body": { - "name": "miasmodeus_body", + "minortom_body_Body": { + "name": "minortom_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32286,31 +33480,31 @@ "child": {}, "index": 11, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/body/miasmodeus_body.json", + "id": 6, + "path": "res://sprites/fusions/body/minortom_body.json", "type": "PackedScene" } }, - "FrontLeg_Front": { - "name": "FrontLeg_Front", + "BackLeg_Front": { + "name": "BackLeg_Front", "type": "Node2D", "parent": ".", "force_usage": false, "inverse_match": false, - "visible": false, + "visible": true, "position": { - "x": 75, - "y": 39 + "x": 42, + "y": 44 }, - "match_part": "FrontLeg_Back", + "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "simple3_leg_front_FrontLeg_Front": { - "name": "simple3_leg_front", + "Sprite2_BackLeg_Front": { + "name": "Sprite2", "type": "sub", - "parent": "FrontLeg_Front", - "instance": "ExtResource( 13 )", + "parent": "BackLeg_Front", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32319,8 +33513,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 13, - "path": "res://sprites/fusions/legs/simple3_leg_front.json", + "id": 4, + "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } }, @@ -32332,18 +33526,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, + "x": 32, "y": -36 }, "match_part": "", "child": {}, "index": 14 }, - "miasmodeus_helmet_back_HelmetBack": { - "name": "miasmodeus_helmet_back", + "minortom_helmet_HelmetBack": { + "name": "minortom_helmet", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32352,8 +33546,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/helmet/miasmodeus_helmet_back.json", + "id": 3, + "path": "res://sprites/fusions/helmet/minortom_helmet_back.json", "type": "PackedScene" } }, @@ -32365,18 +33559,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 27, + "x": 32, "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "miasmodeus_head_Head": { - "name": "miasmodeus_head", + "minortom_head_Head": { + "name": "minortom_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32385,8 +33579,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/head/miasmodeus_head.json", + "id": 8, + "path": "res://sprites/fusions/head/minortom_head.json", "type": "PackedScene" } }, @@ -32398,18 +33592,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 27, + "x": 32, "y": -36 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "miasmodeus_helmet_front_HelmetFront": { - "name": "miasmodeus_helmet_front", + "minortom_helmet_HelmetFront": { + "name": "minortom_helmet", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32418,8 +33612,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/helmet/miasmodeus_helmet_front.json", + "id": 5, + "path": "res://sprites/fusions/helmet/minortom_helmet_front.json", "type": "PackedScene" } }, @@ -32431,18 +33625,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 7, - "y": -19 + "x": 13, + "y": -26 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "miasmodeus_arm_front_Arm_Front": { - "name": "miasmodeus_arm_front", + "Sprite_Arm_Front": { + "name": "Sprite", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32451,8 +33645,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/arms/miasmodeus_arm_front.json", + "id": 7, + "path": "res://sprites/fusions/arms/robot1_arms_front.json", "type": "PackedScene" } }, @@ -32465,7 +33659,7 @@ "visible": true, "position": { "x": 93, - "y": 32 + "y": 41 }, "match_part": "", "child": {}, @@ -32479,8 +33673,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 70, - "y": 44 + "x": 66, + "y": 50 }, "match_part": "", "child": {}, @@ -32489,7 +33683,7 @@ } }, { - "id": "minortom", + "id": "minosteam", "nodes": { "Arm_Back": { "name": "Arm_Back", @@ -32499,18 +33693,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 29, - "y": -28 + "x": 38, + "y": -17 }, "match_part": "", "child": {}, "index": 0 }, - "Sprite_Arm_Back": { - "name": "Sprite", + "minosteam_arm_back_Arm_Back": { + "name": "minosteam_arm_back", "type": "sub", "parent": "Arm_Back", - "instance": "ExtResource( 12 )", + "instance": "ExtResource( 3 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32519,8 +33713,8 @@ "child": {}, "index": 1, "instance_external": { - "id": 12, - "path": "res://sprites/fusions/arms/robot1_arms_back.json", + "id": 3, + "path": "res://sprites/fusions/arms/minosteam_arm_back.json", "type": "PackedScene" } }, @@ -32532,18 +33726,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 4, - "y": 17 + "x": 24, + "y": 24 }, "match_part": "", "child": {}, "index": 2 }, - "Sprite_Tail": { - "name": "Sprite", + "steam_tail_Tail": { + "name": "steam_tail", "type": "sub", "parent": "Tail", - "instance": "ExtResource( 11 )", + "instance": "ExtResource( 4 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32552,8 +33746,8 @@ "child": {}, "index": 3, "instance_external": { - "id": 11, - "path": "res://sprites/fusions/tail/aerial_tail.json", + "id": 4, + "path": "res://sprites/fusions/tail/steam_tail.json", "type": "PackedScene" } }, @@ -32565,18 +33759,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 41, - "y": 37 + "x": 47, + "y": 40 }, "match_part": "", "child": {}, "index": 4 }, - "Sprite2_FrontLeg_Back": { - "name": "Sprite2", + "Sprite_FrontLeg_Back": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Back", - "instance": "ExtResource( 9 )", + "instance": "ExtResource( 8 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32585,7 +33779,7 @@ "child": {}, "index": 5, "instance_external": { - "id": 9, + "id": 8, "path": "res://sprites/fusions/legs/robot1_leg_back.json", "type": "PackedScene" } @@ -32598,15 +33792,15 @@ "inverse_match": false, "visible": true, "position": { - "x": 55, + "x": 63, "y": 42 }, "match_part": "", "child": {}, "index": 6 }, - "Sprite2_BackLeg_Back": { - "name": "Sprite2", + "hoof3_leg_back_BackLeg_Back": { + "name": "hoof3_leg_back", "type": "sub", "parent": "BackLeg_Back", "instance": "ExtResource( 9 )", @@ -32619,7 +33813,7 @@ "index": 7, "instance_external": { "id": 9, - "path": "res://sprites/fusions/legs/robot1_leg_back.json", + "path": "res://sprites/fusions/legs/hoof3_leg_back.json", "type": "PackedScene" } }, @@ -32631,18 +33825,18 @@ "inverse_match": false, "visible": false, "position": { - "x": 26, - "y": 44 + "x": 23, + "y": 40 }, "match_part": "FrontLeg_Back", "child": {}, "index": 8 }, - "Sprite2_FrontLeg_Front": { - "name": "Sprite2", + "Sprite_FrontLeg_Front": { + "name": "Sprite", "type": "sub", "parent": "FrontLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 6 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32651,7 +33845,7 @@ "child": {}, "index": 9, "instance_external": { - "id": 4, + "id": 6, "path": "res://sprites/fusions/legs/robot1_leg_front.json", "type": "PackedScene" } @@ -32664,18 +33858,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 28, - "y": 6 + "x": 30, + "y": 9 }, "match_part": "", "child": {}, "index": 10 }, - "minortom_body_Body": { - "name": "minortom_body", + "minosteam_body_Body": { + "name": "minosteam_body", "type": "sub", "parent": "Body", - "instance": "ExtResource( 6 )", + "instance": "ExtResource( 5 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32684,8 +33878,8 @@ "child": {}, "index": 11, "instance_external": { - "id": 6, - "path": "res://sprites/fusions/body/minortom_body.json", + "id": 5, + "path": "res://sprites/fusions/body/minosteam_body.json", "type": "PackedScene" } }, @@ -32697,18 +33891,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 42, - "y": 44 + "x": 45, + "y": 43 }, "match_part": "BackLeg_Back", "child": {}, "index": 12 }, - "Sprite2_BackLeg_Front": { - "name": "Sprite2", + "hoof3_leg_front_BackLeg_Front": { + "name": "hoof3_leg_front", "type": "sub", "parent": "BackLeg_Front", - "instance": "ExtResource( 4 )", + "instance": "ExtResource( 11 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32717,8 +33911,8 @@ "child": {}, "index": 13, "instance_external": { - "id": 4, - "path": "res://sprites/fusions/legs/robot1_leg_front.json", + "id": 11, + "path": "res://sprites/fusions/legs/hoof3_leg_front.json", "type": "PackedScene" } }, @@ -32730,18 +33924,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -36 + "x": 41, + "y": -24 }, "match_part": "", "child": {}, "index": 14 }, - "minortom_helmet_HelmetBack": { - "name": "minortom_helmet", + "minosteam_helmet_back_HelmetBack": { + "name": "minosteam_helmet_back", "type": "sub", "parent": "HelmetBack", - "instance": "ExtResource( 3 )", + "instance": "ExtResource( 12 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32750,8 +33944,8 @@ "child": {}, "index": 15, "instance_external": { - "id": 3, - "path": "res://sprites/fusions/helmet/minortom_helmet_back.json", + "id": 12, + "path": "res://sprites/fusions/helmet/minosteam_helmet_back.json", "type": "PackedScene" } }, @@ -32763,18 +33957,18 @@ "inverse_match": true, "visible": true, "position": { - "x": 32, - "y": -36 + "x": 41, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 16 }, - "minortom_head_Head": { - "name": "minortom_head", + "minosteam_head_Head": { + "name": "minosteam_head", "type": "sub", "parent": "Head", - "instance": "ExtResource( 8 )", + "instance": "ExtResource( 7 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32783,8 +33977,8 @@ "child": {}, "index": 17, "instance_external": { - "id": 8, - "path": "res://sprites/fusions/head/minortom_head.json", + "id": 7, + "path": "res://sprites/fusions/head/minosteam_head.json", "type": "PackedScene" } }, @@ -32796,18 +33990,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 32, - "y": -36 + "x": 41, + "y": -24 }, "match_part": "HelmetBack", "child": {}, "index": 18 }, - "minortom_helmet_HelmetFront": { - "name": "minortom_helmet", + "minosteam_helmet_front_HelmetFront": { + "name": "minosteam_helmet_front", "type": "sub", "parent": "HelmetFront", - "instance": "ExtResource( 5 )", + "instance": "ExtResource( 10 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32816,8 +34010,8 @@ "child": {}, "index": 19, "instance_external": { - "id": 5, - "path": "res://sprites/fusions/helmet/minortom_helmet_front.json", + "id": 10, + "path": "res://sprites/fusions/helmet/minosteam_helmet_front.json", "type": "PackedScene" } }, @@ -32829,18 +34023,18 @@ "inverse_match": false, "visible": true, "position": { - "x": 13, - "y": -26 + "x": 16, + "y": -18 }, "match_part": "Arm_Back", "child": {}, "index": 20 }, - "Sprite_Arm_Front": { - "name": "Sprite", + "minosteam_arm_front_Arm_Front": { + "name": "minosteam_arm_front", "type": "sub", "parent": "Arm_Front", - "instance": "ExtResource( 7 )", + "instance": "ExtResource( 13 )", "force_usage": false, "inverse_match": false, "visible": true, @@ -32849,8 +34043,8 @@ "child": {}, "index": 21, "instance_external": { - "id": 7, - "path": "res://sprites/fusions/arms/robot1_arms_front.json", + "id": 13, + "path": "res://sprites/fusions/arms/minosteam_arm_front.json", "type": "PackedScene" } }, @@ -32862,8 +34056,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 93, - "y": 41 + "x": 119, + "y": 24 }, "match_part": "", "child": {}, @@ -32877,8 +34071,8 @@ "inverse_match": false, "visible": true, "position": { - "x": 66, - "y": 50 + "x": 67, + "y": 29 }, "match_part": "", "child": {}, diff --git a/src/assets/json/fusionSpriteAnim.json b/src/assets/json/fusionSpriteAnim.json index 7b794a717a..01745227fa 100644 --- a/src/assets/json/fusionSpriteAnim.json +++ b/src/assets/json/fusionSpriteAnim.json @@ -2020,7 +2020,7 @@ ] }, { - "name": "beast1_arm_back", + "name": "bear1_arm_back", "animations": [ { "id": 1, @@ -2028,38 +2028,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 768, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 864, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -2071,37 +2071,37 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 2208, + "x": 192, "y": 0, "width": 96, "height": 96 @@ -2114,19 +2114,19 @@ "length": 0.3, "frames": [ { - "x": 2304, + 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true, + "length": 0.6, + "frames": [ + { + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1536, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1632, + "x": 192, "y": 0, "width": 96, "height": 96 + }, + { + "x": 288, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 0, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 192, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 192, + "width": 96, + "height": 96 } ] } ] }, { - "name": "beast1_arm_front", + "name": "beast1_arm_back", "animations": [ { "id": 1, @@ -2424,7 +2626,209 @@ ] }, { - "name": "bird1_arm_back", + "name": "beast1_arm_front", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 576, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 672, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 768, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 864, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 960, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1056, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1728, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1824, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 1920, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2016, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2112, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 2208, + "y": 0, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 2304, + 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"y": 0, + "width": 96, + "height": 96 + } + ] + } + ] + }, + { + "name": "bird1_arm_back", "animations": [ { "id": 1, @@ -14140,45 +14544,45 @@ ] }, { - "name": "miss_mimic_arm_back", + "name": "minosteam_arm_back", "animations": [ { "id": 1, "loop": true, "length": 0.6, "frames": [ - { - "x": 0, - "y": 0, - "width": 96, - "height": 96 - }, { "x": 96, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 192, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 288, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { "x": 0, - "y": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, + "x": 288, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 0, "y": 96, "width": 96, "height": 96 @@ -14190,12 +14594,6 @@ "loop": true, "length": 0.6, "frames": [ - { - "x": 96, - "y": 192, - "width": 96, - "height": 96 - }, { "x": 192, "y": 192, @@ -14221,8 +14619,14 @@ "height": 96 }, { - "x": 96, - "y": 96, + "x": 192, + "y": 288, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 288, "width": 96, "height": 96 } @@ -14234,20 +14638,20 @@ "length": 0.3, "frames": [ { - "x": 192, - "y": 288, + "x": 0, + "y": 384, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 96, + "y": 384, "width": 96, "height": 96 }, { - "x": 0, - "y": 384, + "x": 96, + "y": 0, "width": 96, "height": 96 } @@ -14271,25 +14675,25 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -14314,25 +14718,25 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 288, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 192, "width": 96, "height": 96 @@ -14342,7 +14746,7 @@ ] }, { - "name": "miss_mimic_arm_front", + "name": 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+ "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 384, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 384, + "x": 0, + "y": 0, "width": 96, "height": 96 } @@ -14467,32 +14871,32 @@ "height": 96 }, { - "x": 96, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -14510,31 +14914,31 @@ "height": 96 }, { - "x": 192, - "y": 96, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 96, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 288, "y": 192, "width": 96, "height": 96 @@ -14544,7 +14948,7 @@ ] }, { - "name": "moth1_arms_back", + "name": "miss_mimic_arm_back", "animations": [ { "id": 1, @@ -14552,38 +14956,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 768, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 864, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14595,38 +14999,38 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { - "x": 2208, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14638,20 +15042,20 @@ "length": 0.3, "frames": [ { - "x": 2304, - "y": 0, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 2400, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { - "x": 2496, - "y": 0, + "x": 0, + "y": 384, "width": 96, "height": 96 } @@ -14687,14 +15091,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14706,38 +15110,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1344, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 1440, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 1536, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1632, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 } @@ -14746,7 +15150,7 @@ ] }, { - "name": "moth1_arms_front", + "name": "miss_mimic_arm_front", "animations": [ { "id": 1, @@ -14754,38 +15158,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 672, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 768, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 864, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 1056, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14797,38 +15201,38 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { - "x": 2016, - "y": 0, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 2208, - "y": 0, + "x": 288, + "y": 288, "width": 96, "height": 96 } @@ -14840,20 +15244,20 @@ "length": 0.3, "frames": [ { - "x": 2304, - "y": 0, + "x": 0, + "y": 384, "width": 96, "height": 96 }, { - "x": 2400, - "y": 0, + "x": 96, + "y": 384, "width": 96, "height": 96 }, { - "x": 2496, - "y": 0, + "x": 192, + "y": 384, "width": 96, "height": 96 } @@ -14889,14 +15293,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -14908,38 +15312,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 1344, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 1440, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 1536, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1632, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 } @@ -14948,7 +15352,7 @@ ] }, { - "name": "moth2_arms_back", + "name": "moth1_arms_back", "animations": [ { "id": 1, @@ -15150,7 +15554,7 @@ ] }, { - "name": "moth2_arms_front", + "name": "moth1_arms_front", "animations": [ { "id": 1, @@ -15352,7 +15756,7 @@ ] }, { - "name": "moth3_arms_back", + "name": "moth2_arms_back", "animations": [ { "id": 1, @@ -15554,7 +15958,7 @@ ] }, { - "name": "moth3_arms_front", + "name": "moth2_arms_front", "animations": [ { "id": 1, @@ -15756,7 +16160,7 @@ ] }, { - "name": "pondwalker_arm_back", + "name": "moth3_arms_back", "animations": [ { "id": 1, @@ -15764,38 +16168,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 96, + "x": 576, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 672, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 768, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 96, + "x": 864, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 960, 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0, "width": 96, "height": 96 }, { - "x": 288, - "y": 192, + "x": 1344, + "y": 0, "width": 96, "height": 96 } @@ -21816,7 +22422,7 @@ ] }, { - "name": "sirenade_arm_front", + "name": "sirenade_arm_back", "animations": [ { "id": 1, @@ -21879,20 +22485,20 @@ "height": 96 }, { - "x": 0, + "x": 192, "y": 288, "width": 96, "height": 96 }, { - "x": 192, - "y": 288, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 0, + "y": 96, "width": 96, "height": 96 }, @@ -22018,7 +22624,7 @@ ] }, { - "name": "southpaw_arm_back", + "name": "sirenade_arm_front", "animations": [ { "id": 1, @@ -22026,38 +22632,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 96, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -22069,38 +22675,38 @@ "length": 0.6, "frames": [ { - "x": 480, - "y": 96, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 96, + "y": 288, "width": 96, "height": 96 }, { "x": 0, - "y": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 192, + "y": 288, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 288, + "y": 288, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -22112,20 +22718,20 @@ "length": 0.3, "frames": [ { - "x": 288, - "y": 192, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, - "y": 192, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 480, - "y": 192, + "x": 192, + "y": 0, "width": 96, "height": 96 } @@ -22161,14 +22767,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -22186,32 +22792,32 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 96, + "x": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 96, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 288, + "y": 192, "width": 96, "height": 96 } @@ -22220,46 +22826,46 @@ ] }, { - "name": "southpaw_arm_front", + "name": "southpaw_arm_back", "animations": [ { "id": 1, "loop": true, "length": 0.6, "frames": [ - { - "x": 576, - "y": 0, - "width": 96, - "height": 96 - }, { "x": 0, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 96, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 288, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 384, - "y": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -22271,38 +22877,38 @@ "length": 0.6, "frames": [ { - "x": 288, - "y": 192, + "x": 480, + "y": 96, "width": 96, "height": 96 }, { - "x": 384, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 480, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 576, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 288, + "x": 480, + "y": 0, "width": 96, "height": 96 } @@ -22314,20 +22920,20 @@ "length": 0.3, "frames": [ { - "x": 192, - "y": 288, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 288, - "y": 288, + "x": 384, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 288, + "x": 480, + "y": 192, "width": 96, "height": 96 } @@ -22388,32 +22994,32 @@ "height": 96 }, { - "x": 480, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 576, + "x": 96, "y": 96, "width": 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"height": 96 }, { - "x": 1632, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 } @@ -22624,7 +23230,7 @@ ] }, { - "name": "spear1_arms_front", + "name": "spear1_arms_back", "animations": [ { "id": 1, @@ -22826,7 +23432,7 @@ ] }, { - "name": "spear2_arms_back", + "name": "spear1_arms_front", "animations": [ { "id": 1, @@ -23028,7 +23634,7 @@ ] }, { - "name": "spear2_arms_front", + "name": "spear2_arms_back", "animations": [ { "id": 1, @@ -23230,7 +23836,7 @@ ] }, { - "name": "spear3_arms_back", + "name": "spear2_arms_front", "animations": [ { "id": 1, @@ -23432,7 +24038,7 @@ ] }, { - "name": "spear3_arms_front", + "name": "spear3_arms_back", "animations": [ { "id": 1, @@ -23634,7 +24240,7 @@ ] }, { - "name": "spider1_arm_back", + "name": "spear3_arms_front", "animations": [ { "id": 1, @@ -23642,38 +24248,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 672, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + 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96, "height": 96 }, { - "x": 96, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -23888,36 +24494,36 @@ "frames": [ { "x": 0, - "y": 192, + "y": 0, "width": 96, "height": 96 }, { "x": 96, - "y": 192, + "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 192, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -23930,14 +24536,14 @@ "length": 0.3, "frames": [ { - "x": 288, - "y": 192, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 96, + "y": 0, "width": 96, "height": 96 }, @@ -23973,7 +24579,44 @@ "height": 96 }, { - "x": 288, + "x": 0, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 96, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 192, "y": 0, "width": 96, "height": 96 @@ -23989,11 +24632,22 @@ "y": 96, "width": 96, "height": 96 + }, + { + "x": 192, + "y": 96, + "width": 96, + "height": 96 } ] - }, + } + ] + }, + { + "name": "spider1_arm_front", + "animations": [ { - "id": 5, + "id": 1, "loop": true, "length": 0.6, "frames": [ @@ -24022,66 +24676,18 @@ "height": 96 }, { - "x": 192, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 288, + "x": 96, "y": 96, "width": 96, "height": 96 } ] - } - ] - }, - { - "name": "tentacle1_arms_back", - "animations": [ - { - "id": 1, - "loop": true, - "length": 0.6, - "frames": [ - { - "x": 576, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 672, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 768, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 864, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 960, - "y": 0, - "width": 96, - "height": 96 - }, - { - "x": 1056, - "y": 0, - "width": 96, - "height": 96 - } - ] }, { "id": 2, @@ -24089,38 +24695,38 @@ "length": 0.6, "frames": [ { - "x": 1728, - "y": 0, + "x": 0, + "y": 192, "width": 96, "height": 96 }, { - "x": 1824, - "y": 0, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 1920, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 2016, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 2112, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 2208, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -24132,19 +24738,19 @@ "length": 0.3, "frames": [ { - "x": 2304, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 2400, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 }, { - "x": 2496, + "x": 192, "y": 0, "width": 96, "height": 96 @@ -24181,14 +24787,14 @@ "height": 96 }, { - "x": 384, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 480, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -24200,38 +24806,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 96, "height": 96 }, { - "x": 1248, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 1344, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 1440, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 1536, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 1632, - "y": 0, + "x": 288, + "y": 96, "width": 96, "height": 96 } @@ -24240,7 +24846,7 @@ ] }, { - "name": "tentacle1_arms_front", + "name": "tentacle1_arms_back", "animations": [ { "id": 1, @@ -24442,7 +25048,7 @@ ] }, { - "name": "tentacle2_arm_back", + "name": "tentacle1_arms_front", "animations": [ { "id": 1, @@ -24644,7 +25250,7 @@ ] }, { - "name": "tentacle2_arm_front", + "name": "tentacle2_arm_back", "animations": [ { "id": 1, @@ -24846,7 +25452,7 @@ ] }, { - "name": "terracooka_arm_front", + "name": "tentacle2_arm_front", "animations": [ { "id": 1, @@ -24854,37 +25460,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 672, "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 768, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 864, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 960, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 1056, "y": 0, "width": 96, "height": 96 @@ -24897,37 +25503,37 @@ "length": 0.6, "frames": [ { - "x": 288, - "y": 96, + "x": 1728, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 1824, + "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 1920, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 192, + "x": 2016, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 2112, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 2208, "y": 0, "width": 96, "height": 96 @@ -24940,19 +25546,19 @@ 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+25654,7 @@ ] }, { - "name": "thwackalope_arm_back", + "name": "terracooka_arm_front", "animations": [ { "id": 1, @@ -25063,31 +25669,31 @@ }, { "x": 96, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 } @@ -25099,14 +25705,14 @@ "length": 0.6, "frames": [ { - "x": 96, - "y": 192, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 384, + "y": 96, "width": 96, "height": 96 }, @@ -25117,20 +25723,20 @@ "height": 96 }, { - "x": 288, - "y": 96, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 } @@ -25142,20 +25748,20 @@ "length": 0.3, "frames": [ { - "x": 288, - "y": 192, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 384, - "y": 192, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { "x": 0, - "y": 288, + "y": 0, "width": 96, "height": 96 } @@ -25179,26 +25785,26 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 } @@ -25222,26 +25828,26 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 384, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 192, + "x": 192, + "y": 96, "width": 96, "height": 96 } @@ -25250,7 +25856,7 @@ ] }, { - "name": "thwackalope_arm_front", + "name": "thwackalope_arm_back", "animations": [ { "id": 1, @@ -25301,19 +25907,19 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 96, + "x": 192, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 0, "y": 192, "width": 96, "height": 96 @@ -25326,7 +25932,7 @@ }, { "x": 384, - "y": 0, + "y": 96, "width": 96, "height": 96 }, @@ -25344,20 +25950,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 0, + "x": 384, + "y": 192, "width": 96, "height": 96 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 288, "width": 96, "height": 96 } @@ -25431,19 +26037,19 @@ }, { "x": 288, - "y": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 288, + "x": 384, "y": 96, "width": 96, "height": 96 }, { - "x": 384, - "y": 96, + "x": 0, + "y": 192, "width": 96, "height": 96 } @@ -25452,7 +26058,7 @@ ] }, { - "name": "twirligig_arm_back", + "name": "thwackalope_arm_front", "animations": [ { "id": 1, @@ -25467,7 +26073,7 @@ }, { "x": 96, - "y": 0, + "y": 96, "width": 96, "height": 96 }, @@ -25478,19 +26084,19 @@ "height": 96 }, { - "x": 288, - "y": 0, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -25503,19 +26109,19 @@ "length": 0.6, "frames": [ { - "x": 96, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 192, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 192, "width": 96, "height": 96 @@ -25527,13 +26133,13 @@ "height": 96 }, { - "x": 192, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -25546,20 +26152,20 @@ "length": 0.3, "frames": [ { - "x": 96, - "y": 192, + "x": 0, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 192, + "x": 192, + "y": 0, "width": 96, "height": 96 } @@ -25595,13 +26201,13 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 384, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 96, "width": 96, "height": 96 @@ -25632,8 +26238,8 @@ "height": 96 }, { - "x": 192, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 }, @@ -25644,8 +26250,8 @@ "height": 96 }, { - "x": 0, - "y": 192, + "x": 384, + "y": 96, "width": 96, "height": 96 } @@ -25654,7 +26260,7 @@ ] }, { - "name": "twirligig_arm_front", + "name": "twirligig_arm_back", "animations": [ { "id": 1, @@ -25674,26 +26280,26 @@ "height": 96 }, { - "x": 96, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -25705,38 +26311,38 @@ "length": 0.6, "frames": [ { - "x": 288, - "y": 96, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 0, + "x": 192, "y": 192, "width": 96, "height": 96 }, { - "x": 96, + "x": 288, "y": 192, "width": 96, "height": 96 }, { - "x": 192, - "y": 192, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 288, - "y": 192, + "x": 192, + "y": 96, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -25748,20 +26354,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 96, + "x": 96, + "y": 192, "width": 96, "height": 96 }, { - "x": 96, - "y": 0, + "x": 192, + "y": 192, "width": 96, "height": 96 }, { - "x": 0, - "y": 0, + "x": 288, + "y": 192, "width": 96, "height": 96 } @@ -25785,26 +26391,26 @@ "height": 96 }, { - "x": 96, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 288, - "y": 0, + "x": 96, + "y": 96, "width": 96, "height": 96 } @@ -25828,26 +26434,26 @@ "height": 96 }, { - "x": 96, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 0, + "x": 192, "y": 96, "width": 96, "height": 96 }, { - "x": 96, + "x": 288, "y": 96, "width": 96, "height": 96 }, { - "x": 192, - "y": 96, + "x": 0, + "y": 192, "width": 96, "height": 96 } @@ -25856,7 +26462,7 @@ ] }, { - "name": "vine1_arm_back", + "name": "twirligig_arm_front", "animations": [ { "id": 1, @@ -25876,26 +26482,26 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -25907,26 +26513,26 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 192, + "x": 288, + "y": 96, "width": 96, "height": 96 }, { - "x": 96, + "x": 0, "y": 192, "width": 96, "height": 96 }, { - "x": 192, + "x": 96, "y": 192, "width": 96, "height": 96 }, { "x": 192, - "y": 96, + "y": 192, "width": 96, "height": 96 }, @@ -25937,8 +26543,8 @@ "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -25950,20 +26556,20 @@ "length": 0.3, "frames": [ { - "x": 384, - "y": 192, + "x": 0, + "y": 96, "width": 96, "height": 96 }, { - "x": 0, - "y": 288, + "x": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 96, - "y": 288, + "x": 0, + "y": 0, "width": 96, "height": 96 } @@ -25987,26 +26593,26 @@ "height": 96 }, { - "x": 192, + "x": 96, "y": 0, "width": 96, "height": 96 }, { - "x": 288, + "x": 192, "y": 0, "width": 96, "height": 96 }, { - "x": 384, + "x": 288, "y": 0, "width": 96, "height": 96 }, { - "x": 0, - "y": 96, + "x": 288, + "y": 0, "width": 96, "height": 96 } @@ -26031,24 +26637,24 @@ }, { "x": 96, - "y": 96, + "y": 0, "width": 96, "height": 96 }, { - "x": 192, + "x": 0, "y": 96, "width": 96, "height": 96 }, { - "x": 288, + "x": 96, "y": 96, "width": 96, "height": 96 }, { - "x": 384, + "x": 192, "y": 96, "width": 96, "height": 96 @@ -26058,7 +26664,7 @@ ] }, { - "name": "vine1_arm_front", + "name": "vine1_arm_back", "animations": [ { "id": 1, @@ -26108,6 +26714,12 @@ "loop": true, "length": 0.6, "frames": [ + { + "x": 0, + "y": 192, + "width": 96, + "height": 96 + }, { "x": 96, "y": 192, @@ -26120,12 +26732,31 @@ "width": 96, "height": 96 }, + { + "x": 192, + "y": 96, + "width": 96, + "height": 96 + }, { "x": 288, "y": 192, "width": 96, "height": 96 }, + { + "x": 0, + "y": 96, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ { "x": 384, "y": 192, @@ -26138,6 +26769,49 @@ "width": 96, "height": 96 }, + { + "x": 96, + "y": 288, + "width": 96, + "height": 96 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 96, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 192, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 288, + "y": 0, + "width": 96, + "height": 96 + }, + { + "x": 384, + "y": 0, + "width": 96, + "height": 96 + }, { "x": 0, "y": 96, @@ -26147,32 +26821,166 @@ ] 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370, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 } ] }, @@ -27902,40 +28912,40 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1216, + "x": 74, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1280, + "x": 148, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1344, + "x": 222, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1408, + "x": 296, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1472, + "x": 370, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 } ] }, @@ -27945,22 +28955,22 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 444, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1600, + "x": 518, "y": 0, - "width": 64, - "height": 64 + "width": 74, + "height": 90 }, { - "x": 1664, + "x": 592, 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- "x": 320, + "x": 1088, "y": 0, "width": 64, "height": 64 @@ -28934,7 +29871,80 @@ ] }, { - "name": "biped_brushroom_body", + "name": "biped_blossomaw_body", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 318, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 371, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 424, + "y": 0, + "width": 53, + "height": 81 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 53, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 106, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 159, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 212, + "y": 0, + "width": 53, + "height": 81 + }, + { + "x": 265, + "y": 0, + "width": 53, + "height": 81 + } + ] + } + ] + }, + { + "name": "biped_braxsuit_body", "animations": [ { "id": 1, @@ -29028,13 +30038,13 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 @@ -29136,7 +30146,7 @@ ] }, { - "name": "biped_bulletino_body", + "name": "biped_brushroom_body", "animations": [ { "id": 1, @@ -29144,37 +30154,37 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 576, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 640, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 704, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -29187,37 +30197,37 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1408, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1472, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -29230,19 +30240,19 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1600, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1664, + "x": 128, "y": 0, "width": 64, "height": 64 @@ -29298,37 +30308,37 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 960, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1024, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1088, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -29338,7 +30348,7 @@ ] }, { - "name": "biped_elfless_body", + "name": "biped_bulletino_body", "animations": [ { "id": 1, @@ -29540,7 +30550,7 @@ ] }, { - "name": "biped_folklord_body", + "name": "biped_elfless_body", "animations": [ { "id": 1, @@ -29742,7 +30752,7 @@ ] }, { - "name": "biped_fungogh_body", + "name": "biped_folklord_body", "animations": [ { "id": 1, @@ -29750,37 +30760,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 512, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 576, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 640, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 704, "y": 0, "width": 64, "height": 64 @@ -29793,37 +30803,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1408, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1472, "y": 0, "width": 64, "height": 64 @@ -29836,19 +30846,19 @@ "length": 0.3, "frames": [ { - "x": 384, + "x": 1536, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 1600, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 1664, "y": 0, "width": 64, "height": 64 @@ -29904,37 +30914,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1024, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1088, "y": 0, "width": 64, "height": 64 @@ -29944,7 +30954,7 @@ ] }, { - "name": "biped_grampus_body", + "name": "biped_fungogh_body", "animations": [ { "id": 1, @@ -30146,7 +31156,7 @@ ] }, { - "name": "biped_hedgeherne_body", + "name": "biped_grampus_body", "animations": [ { "id": 1, @@ -30348,7 +31358,7 @@ ] }, { - "name": "biped_hopskin_body", + "name": "biped_hedgeherne_body", "animations": [ { "id": 1, @@ -30356,37 +31366,37 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 576, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 640, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 704, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -30399,37 +31409,37 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1408, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1472, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -30442,19 +31452,19 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 1600, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 1664, + "x": 512, "y": 0, "width": 64, "height": 64 @@ -30510,37 +31520,37 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 960, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1024, + "x": 256, "y": 0, "width": 64, "height": 64 }, { - "x": 1088, + "x": 320, "y": 0, "width": 64, "height": 64 @@ -30550,7 +31560,7 @@ ] }, { - "name": "biped_icepeck_body", + "name": "biped_hopskin_body", "animations": [ { "id": 1, @@ -30752,7 +31762,7 @@ ] }, { - "name": "biped_jellyton_body", + "name": "biped_icepeck_body", "animations": [ { "id": 1, @@ -30760,38 +31770,38 @@ "length": 0.6, "frames": [ { - "x": 128, - "y": 64, + "x": 384, + "y": 0, "width": 64, "height": 64 }, { - "x": 192, - "y": 64, + "x": 448, + "y": 0, "width": 64, "height": 64 }, { - "x": 0, - "y": 128, + "x": 512, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 128, + "x": 576, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 128, + "x": 640, + "y": 0, "width": 64, "height": 64 }, { - "x": 192, - "y": 128, + "x": 704, + "y": 0, "width": 64, "height": 64 } @@ -30803,38 +31813,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 0, - "y": 64, + "x": 1408, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 1472, + "y": 0, "width": 64, "height": 64 } @@ -30846,20 +31856,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 192, + "x": 1536, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 192, + "x": 1600, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 192, + "x": 1664, + "y": 0, "width": 64, "height": 64 } @@ -30895,14 +31905,14 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -30914,38 +31924,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 0, - "y": 64, + "x": 1024, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 1088, + "y": 0, "width": 64, "height": 64 } @@ -30954,7 +31964,7 @@ ] }, { - "name": "biped_khufo_body", + "name": "biped_jellyton_body", "animations": [ { "id": 1, @@ -30962,38 +31972,38 @@ "length": 0.6, "frames": [ { - "x": 384, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 }, { - "x": 448, - "y": 0, + "x": 192, + "y": 64, "width": 64, "height": 64 }, { - "x": 512, - "y": 0, + "x": 0, + "y": 128, "width": 64, "height": 64 }, { - "x": 576, - "y": 0, + "x": 64, + "y": 128, "width": 64, "height": 64 }, { - "x": 640, - "y": 0, + "x": 128, + "y": 128, "width": 64, "height": 64 }, { - "x": 704, - "y": 0, + "x": 192, + "y": 128, "width": 64, "height": 64 } @@ -31005,38 +32015,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1408, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 1472, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 } @@ -31048,20 +32058,20 @@ "length": 0.3, "frames": [ { - "x": 1536, - "y": 0, + "x": 0, + "y": 192, "width": 64, "height": 64 }, { - "x": 1600, - "y": 0, + "x": 64, + "y": 192, "width": 64, "height": 64 }, { - "x": 1664, - "y": 0, + "x": 128, + "y": 192, "width": 64, "height": 64 } @@ -31097,14 +32107,14 @@ "height": 64 }, { - "x": 256, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 320, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 } @@ -31116,38 +32126,38 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 960, + "x": 192, "y": 0, "width": 64, "height": 64 }, { - "x": 1024, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 1088, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 } @@ -31156,7 +32166,7 @@ ] }, { - "name": "biped_kingrave_body", + "name": "biped_khufo_body", "animations": [ { "id": 1, @@ -31164,37 +32174,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 512, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 576, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 640, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 704, "y": 0, "width": 64, "height": 64 @@ -31207,37 +32217,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1280, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 1344, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1408, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1472, "y": 0, "width": 64, "height": 64 @@ -31250,19 +32260,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 1536, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1600, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 1664, "y": 0, "width": 64, "height": 64 @@ -31318,37 +32328,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 832, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 896, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 960, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 1024, "y": 0, "width": 64, "height": 64 }, { - "x": 320, + "x": 1088, "y": 0, "width": 64, "height": 64 @@ -31358,7 +32368,7 @@ ] }, { - "name": "biped_mascotorn_body", + "name": "biped_kingrave_body", "animations": [ { "id": 1, @@ -31384,20 +32394,20 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 192, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -31427,20 +32437,20 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 192, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -31495,20 +32505,20 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 192, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -31538,20 +32548,20 @@ "height": 64 }, { - "x": 0, - "y": 64, + "x": 192, + "y": 0, "width": 64, "height": 64 }, { - "x": 64, - "y": 64, + "x": 256, + "y": 0, "width": 64, "height": 64 }, { - "x": 128, - "y": 64, + "x": 320, + "y": 0, "width": 64, "height": 64 } @@ -31560,7 +32570,7 @@ ] }, { - "name": "biped_mascotoy_body", + "name": "biped_mascotorn_body", "animations": [ { "id": 1, @@ -31762,7 +32772,7 @@ ] }, { - "name": "biped_moth1_body", + "name": "biped_mascotoy_body", "animations": [ { "id": 1, @@ -31770,38 +32780,38 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 448, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 512, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 576, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 640, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 }, { - "x": 704, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 } @@ -31813,38 +32823,38 @@ "length": 0.6, "frames": [ { - "x": 1152, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1216, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1280, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 1344, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 1408, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 }, { - "x": 1472, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 } @@ -31856,19 +32866,19 @@ "length": 0.3, "frames": [ { - "x": 1536, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 1600, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 1664, + "x": 128, "y": 0, "width": 64, "height": 64 @@ -31899,20 +32909,20 @@ "height": 64 }, { - "x": 192, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 256, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 }, { - "x": 320, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 } @@ -31924,38 +32934,38 @@ "length": 0.6, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 64, "height": 64 }, { - "x": 832, + "x": 64, "y": 0, "width": 64, "height": 64 }, { - "x": 896, + "x": 128, "y": 0, "width": 64, "height": 64 }, { - "x": 960, - "y": 0, + "x": 0, + "y": 64, "width": 64, "height": 64 }, { - "x": 1024, - "y": 0, + "x": 64, + "y": 64, "width": 64, "height": 64 }, { - "x": 1088, - "y": 0, + "x": 128, + "y": 64, "width": 64, "height": 64 } @@ -31964,7 +32974,7 @@ ] }, { - "name": "biped_moth2_body", + "name": "biped_moth1_body", "animations": [ { "id": 1, @@ -32166,7 +33176,7 @@ ] }, { - "name": "biped_moth3_body", + "name": "biped_moth2_body", "animations": [ { "id": 1, @@ -32368,7 +33378,7 @@ ] }, { - "name": "biped_moth4_body", + "name": "biped_moth3_body", "animations": [ { "id": 1, @@ -32570,7 +33580,7 @@ ] }, { - "name": "biped_muskrateer_body", + "name": "biped_moth4_body", "animations": [ { "id": 1, @@ -32772,7 +33782,7 @@ ] }, { - "name": "biped_nevermort_body", + "name": "biped_muskrateer_body", "animations": [ { "id": 1, @@ -32974,7 +33984,7 @@ ] }, { - "name": "biped_pawndead_body", + "name": "biped_nevermort_body", "animations": [ { "id": 1, @@ -32982,37 +33992,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 448, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 512, "y": 0, "width": 64, "height": 64 }, { - "x": 128, + "x": 576, "y": 0, "width": 64, "height": 64 }, { - "x": 192, + "x": 640, "y": 0, "width": 64, "height": 64 }, { - "x": 256, + "x": 704, "y": 0, "width": 64, "height": 64 @@ -33025,37 +34035,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 1152, "y": 0, "width": 64, "height": 64 }, { - "x": 64, + "x": 1216, "y": 0, 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+ "id": 1, "loop": true, "length": 0.6, "frames": [ @@ -124582,31 +128391,31 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 144, + "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 64, + "x": 216, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 64, "width": 72, "height": 64 @@ -124614,10 +128423,16 @@ ] }, { - "id": 7, + "id": 2, "loop": true, "length": 0.6, "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, { "x": 0, "y": 0, @@ -124636,33 +128451,47 @@ "width": 72, "height": 64 }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, { "x": 0, "y": 64, "width": 72, "height": 64 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 }, { - "x": 72, - "y": 64, + "x": 0, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, - "y": 64, + "x": 72, + "y": 0, "width": 72, "height": 64 } ] - } - ] - }, - { - "name": "miasmodeus_helmet_front", - "animations": [ + }, { - "id": 1, + "id": 4, "loop": true, "length": 0.6, "frames": [ @@ -124673,31 +128502,31 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 144, + "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 64, + "x": 216, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 64, "width": 72, "height": 64 @@ -124705,7 +128534,7 @@ ] }, { - "id": 2, + "id": 5, "loop": true, "length": 0.6, "frames": [ @@ -124716,31 +128545,31 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 144, + "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 64, + "x": 216, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 64, "width": 72, "height": 64 @@ -124748,10 +128577,16 @@ ] }, { - "id": 3, + "id": 6, "loop": true, - "length": 0.3, + "length": 0.6, "frames": [ + { + "x": 0, + "y": 0, + "width": 72, + "height": 64 + }, { "x": 0, "y": 0, @@ -124769,11 +128604,23 @@ "y": 0, "width": 72, "height": 64 + }, + { + "x": 216, + "y": 0, + "width": 72, + "height": 64 + }, + { + "x": 0, + "y": 64, + "width": 72, + "height": 64 } ] }, { - "id": 4, + "id": 7, "loop": true, "length": 0.6, "frames": [ @@ -124784,39 +128631,44 @@ "height": 64 }, { - "x": 72, + "x": 0, "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 72, "y": 0, "width": 72, "height": 64 }, { - "x": 0, - "y": 64, + "x": 144, + "y": 0, "width": 72, "height": 64 }, { - "x": 72, - "y": 64, + "x": 216, + "y": 0, "width": 72, "height": 64 }, { - "x": 144, + "x": 0, "y": 64, "width": 72, "height": 64 } ] - }, + } + ] + }, + { + "name": "minortom_helmet_front", + "animations": [ { - "id": 5, + "id": 1, "loop": true, "length": 0.6, "frames": [ @@ 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"width": 32, "height": 40 @@ -151451,7 +156265,7 @@ ] }, { - "name": "artificial2_leg_back", + "name": "beast1_leg_back", "animations": [ { "id": 1, @@ -151653,7 +156467,7 @@ ] }, { - "name": "artificial2_leg_front", + "name": "beast1_leg_front", "animations": [ { "id": 1, @@ -151855,7 +156669,7 @@ ] }, { - "name": "beast1_leg_back", + "name": "beast2_leg_back", "animations": [ { "id": 1, @@ -152057,7 +156871,7 @@ ] }, { - "name": "beast1_leg_front", + "name": "beast2_leg_front", "animations": [ { "id": 1, @@ -152259,7 +157073,7 @@ ] }, { - "name": "beast2_leg_back", + "name": "bird1_leg_back", "animations": [ { "id": 1, @@ -152461,7 +157275,7 @@ ] }, { - "name": "beast2_leg_front", + "name": "bird1_leg_front", "animations": [ { "id": 1, @@ -152663,7 +157477,7 @@ ] }, { - "name": "bird1_leg_back", + "name": "bird2_leg_back", "animations": [ { "id": 1, @@ -152865,7 +157679,7 @@ ] }, { - "name": "bird1_leg_front", + "name": "bird2_leg_front", "animations": [ { "id": 1, @@ -153067,7 +157881,7 @@ ] }, { - "name": "bird2_leg_back", + "name": "boot_leg_back", "animations": [ { "id": 1, @@ -153269,7 +158083,7 @@ ] }, { - "name": "bird2_leg_front", + "name": "boot_leg_front", "animations": [ { "id": 1, @@ -153471,7 +158285,7 @@ ] }, { - "name": "boot_leg_back", + "name": "candevil1_leg_back", "animations": [ { "id": 1, @@ -153479,38 +158293,38 @@ "length": 0.6, "frames": [ { - "x": 192, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 224, - "y": 0, + "x": 64, + "y": 40, "width": 32, "height": 40 }, { - "x": 256, - "y": 0, + "x": 0, + "y": 80, "width": 32, "height": 40 }, { - "x": 288, - "y": 0, + "x": 32, + "y": 80, "width": 32, "height": 40 }, { - "x": 320, - "y": 0, + "x": 64, + "y": 80, "width": 32, "height": 40 }, { - "x": 352, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -153522,38 +158336,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 608, - "y": 0, + "x": 64, + "y": 40, "width": 32, "height": 40 }, { - "x": 640, - "y": 0, + "x": 0, + "y": 80, "width": 32, "height": 40 }, { - "x": 672, - "y": 0, + "x": 32, + "y": 80, "width": 32, "height": 40 }, { - "x": 704, - "y": 0, + "x": 64, + "y": 80, "width": 32, "height": 40 }, { - "x": 736, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -153565,19 +158379,19 @@ "length": 0.3, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 800, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 832, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -153602,26 +158416,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -153633,38 +158447,38 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 416, + 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40 }, { - "x": 608, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 640, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 672, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 704, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 736, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -153767,19 +158581,19 @@ "length": 0.3, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 800, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 832, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -153804,26 +158618,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -153835,38 +158649,38 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 416, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 448, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 480, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 512, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 544, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -153875,7 +158689,7 @@ ] }, { - "name": "candevil1_leg_back", + "name": "candevil2_leg_back", "animations": [ { "id": 1, @@ -153889,32 +158703,32 @@ "height": 40 }, { - "x": 64, - "y": 40, + "x": 0, + "y": 0, "width": 32, "height": 40 }, { "x": 0, - "y": 80, + "y": 0, "width": 32, "height": 40 }, { "x": 32, - "y": 80, + "y": 0, "width": 32, "height": 40 }, { "x": 64, - "y": 80, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 } @@ -153932,32 +158746,32 @@ "height": 40 }, { - "x": 64, - "y": 40, + "x": 0, + "y": 0, "width": 32, "height": 40 }, { "x": 0, - "y": 80, + "y": 0, "width": 32, "height": 40 }, { "x": 32, - "y": 80, + "y": 0, "width": 32, "height": 40 }, { "x": 64, - "y": 80, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 } @@ -153975,13 +158789,13 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 @@ -154000,32 +158814,32 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 } @@ -154043,32 +158857,32 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 } @@ -154077,7 +158891,7 @@ ] }, { - "name": "candevil1_leg_front", + "name": "candevil2_leg_front", "animations": [ { "id": 1, @@ -154091,32 +158905,32 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 } @@ -154134,32 +158948,32 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 } @@ -154177,13 +158991,13 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 @@ -154201,43 +159015,12 @@ "width": 32, "height": 40 }, - { - "x": 32, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 32, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 64, - "y": 0, - "width": 32, - "height": 40 - }, { "x": 0, - "y": 40, + "y": 0, "width": 32, "height": 40 }, - { - "x": 32, - "y": 40, - "width": 32, - "height": 40 - } - ] - }, - { - "id": 5, - "loop": true, - "length": 0.6, - "frames": [ { "x": 0, "y": 0, @@ -154251,7 +159034,7 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -154261,28 +159044,11 @@ "y": 0, "width": 32, "height": 40 - }, - { - "x": 0, - "y": 40, - "width": 32, - "height": 40 - }, - { - "x": 32, - "y": 40, - "width": 32, - "height": 40 } ] - } - ] - }, - { - "name": "candevil2_leg_back", - "animations": [ + }, { - "id": 1, + "id": 5, "loop": true, "length": 0.6, "frames": [ @@ -154323,6 +159089,54 @@ "height": 40 } ] + } + ] + }, + { + "name": "cat2_leg_back", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 192, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 224, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 256, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 288, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 320, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 352, + "y": 0, + "width": 32, + "height": 40 + } + ] }, { "id": 2, @@ -154330,37 +159144,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 608, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 672, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 704, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 736, "y": 0, "width": 32, "height": 40 @@ 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@@ -154481,7 +159295,7 @@ ] }, { - "name": "candevil2_leg_front", + "name": "cat2_leg_front", "animations": [ { "id": 1, @@ -154489,37 +159303,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 288, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 320, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 352, "y": 0, "width": 32, "height": 40 @@ -154532,37 +159346,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 608, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 672, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 704, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 736, "y": 0, "width": 32, "height": 40 @@ -154575,19 +159389,19 @@ "length": 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"name": "cat2_leg_back", + "name": "cat_leg_back", "animations": [ { "id": 1, @@ -154885,7 +159699,7 @@ ] }, { - "name": "cat2_leg_front", + "name": "cat_leg_front", "animations": [ { "id": 1, @@ -155087,7 +159901,7 @@ ] }, { - "name": "cat_leg_back", + "name": "chameleon_leg_back", "animations": [ { "id": 1, @@ -155289,7 +160103,7 @@ ] }, { - "name": "cat_leg_front", + "name": "chameleon_leg_front", "animations": [ { "id": 1, @@ -155426,20 +160240,222 @@ "height": 40 }, { - "x": 96, - "y": 0, + "x": 96, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 128, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 160, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 384, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 416, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 448, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 480, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 512, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 544, + "y": 0, + "width": 32, + "height": 40 + } + ] + } + ] + }, + { + "name": "cloud_leg_back", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 40, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 40, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 64, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 64, + "y": 40, "width": 32, "height": 40 } @@ -155451,38 +160467,38 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 416, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 448, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 480, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 512, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 544, - "y": 0, + "x": 64, + "y": 40, "width": 32, "height": 40 } @@ -155491,7 +160507,7 @@ ] }, { - "name": "chameleon_leg_back", + "name": "cloud_leg_front", "animations": [ { "id": 1, @@ -155499,38 +160515,38 @@ "length": 0.6, "frames": [ { - "x": 192, - "y": 0, + "x": 64, + "y": 40, "width": 32, "height": 40 }, { - "x": 224, - "y": 0, + "x": 96, + "y": 40, "width": 32, "height": 40 }, { - "x": 256, - "y": 0, + "x": 0, + "y": 80, "width": 32, "height": 40 }, { - "x": 288, - "y": 0, + "x": 32, + "y": 80, "width": 32, "height": 40 }, { - "x": 320, - "y": 0, + "x": 64, + "y": 80, "width": 32, "height": 40 }, { - "x": 352, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -155542,38 +160558,38 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 608, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 640, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 672, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 704, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 736, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -155585,19 +160601,19 @@ "length": 0.3, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 800, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 832, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -155634,14 +160650,14 @@ "height": 40 }, { - "x": 128, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -155653,38 +160669,38 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 416, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 448, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 480, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 512, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 544, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -155693,7 +160709,7 @@ ] }, { - "name": "chameleon_leg_front", + "name": "fish1_leg_back", "animations": [ { "id": 1, @@ -155895,7 +160911,7 @@ ] }, { - "name": "cloud_leg_back", + "name": "fish1_leg_front", "animations": [ { "id": 1, @@ -155903,38 +160919,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 288, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 320, + "y": 0, "width": 32, "height": 40 }, { - "x": 64, - "y": 40, + "x": 352, + "y": 0, "width": 32, "height": 40 } @@ -155946,38 +160962,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 608, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 672, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 704, + "y": 0, "width": 32, "height": 40 }, { - "x": 64, - "y": 40, + "x": 736, + "y": 0, "width": 32, "height": 40 } @@ -155989,19 +161005,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 800, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 832, "y": 0, "width": 32, "height": 40 @@ -156032,20 +161048,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 }, { - "x": 64, - "y": 40, + "x": 160, + "y": 0, "width": 32, "height": 40 } @@ -156057,38 +161073,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 416, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 448, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 480, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 512, + "y": 0, "width": 32, "height": 40 }, { - "x": 64, - "y": 40, + "x": 544, + "y": 0, "width": 32, "height": 40 } @@ -156097,7 +161113,7 @@ ] }, { - "name": "cloud_leg_front", + "name": "fish2_leg_back", "animations": [ { "id": 1, @@ -156105,38 +161121,38 @@ "length": 0.6, "frames": [ { - "x": 64, - "y": 40, + "x": 192, + "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 40, + "x": 224, + "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 80, + "x": 256, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 80, + "x": 288, + "y": 0, "width": 32, "height": 40 }, { - "x": 64, - "y": 80, + "x": 320, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 352, + "y": 0, "width": 32, "height": 40 } @@ -156148,38 +161164,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 32, 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{ - "x": 96, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 0, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 160, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 384, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 416, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 448, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 480, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 512, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 544, + "y": 0, "width": 32, "height": 40 } @@ -156299,7 +161315,7 @@ ] }, { - "name": "fish1_leg_back", + "name": "fish2_leg_front", "animations": [ { "id": 1, @@ -156501,7 +161517,7 @@ ] }, { - "name": "fish1_leg_front", + "name": "hauntome_leg_back", "animations": [ { "id": 1, @@ -156509,38 +161525,38 @@ "length": 0.6, "frames": [ { - "x": 192, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - 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32, "height": 40 }, { - "x": 800, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 832, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -157673,37 +162689,37 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 416, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 448, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 480, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 512, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 544, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -157713,7 +162729,7 @@ ] }, { - "name": "hoof1_leg_front", + "name": "hoof3_leg_back", "animations": [ { "id": 1, @@ -157721,38 +162737,38 @@ "length": 0.6, "frames": [ { - "x": 192, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 224, - "y": 0, + "x": 64, + "y": 40, "width": 32, "height": 40 }, { - "x": 256, - "y": 0, + "x": 0, + "y": 80, "width": 32, "height": 40 }, { - "x": 288, - "y": 0, + "x": 32, + "y": 80, 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0, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -157875,38 +162891,38 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 416, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 448, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 480, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 512, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 544, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -157915,7 +162931,7 @@ ] }, { - "name": "hoof2_leg_back", + "name": "hoof3_leg_front", "animations": [ { "id": 1, @@ -157935,26 +162951,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -157978,26 +162994,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -158021,7 +163037,7 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -158046,26 +163062,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -158089,26 +163105,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 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{ - "x": 128, + "x": 704, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 736, "y": 0, "width": 32, "height": 40 @@ -158211,19 +163227,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 800, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 832, "y": 0, "width": 32, "height": 40 @@ -158279,37 +163295,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 416, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 448, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 480, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 512, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 544, "y": 0, "width": 32, "height": 40 @@ -158319,7 +163335,7 @@ ] }, { - "name": "insect2_leg_back", + "name": "insect2_leg_front", "animations": [ { "id": 1, @@ -158521,7 +163537,7 @@ ] }, { - "name": "insect2_leg_front", + "name": "insect3_leg_back", "animations": [ { "id": 1, @@ -158723,7 +163739,7 @@ ] }, { - "name": "insect3_leg_back", + "name": "insect3_leg_front", "animations": [ { "id": 1, @@ -158925,7 +163941,7 @@ ] }, { - "name": "insect3_leg_front", + "name": "insect_leg_back", "animations": [ { "id": 1, @@ -159127,7 +164143,7 @@ ] }, { - "name": "insect_leg_back", + "name": "insect_leg_front", "animations": [ { "id": 1, @@ -159329,7 +164345,7 @@ ] }, { - "name": "insect_leg_front", + "name": "mimic1_leg_back", "animations": [ { "id": 1, @@ -159337,83 +164353,285 @@ "length": 0.6, "frames": [ { - "x": 192, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 288, + "x": 0, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 40, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + 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}, { - "x": 0, - "y": 40, + "x": 320, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 352, + "y": 0, "width": 32, "height": 40 } @@ -160188,38 +165406,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 608, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 672, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 704, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 736, + "y": 0, "width": 32, "height": 40 } @@ -160231,19 +165449,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 800, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 832, "y": 0, "width": 32, "height": 40 @@ -160268,26 +165486,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 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"id": 1, @@ -162965,7 +168183,7 @@ ] }, { - "name": "puppercut1_leg_front", + "name": "puppercut2_leg_front", "animations": [ { "id": 1, @@ -162973,37 +168191,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 288, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 320, "y": 0, "width": 32, "height": 40 @@ -163016,7 +168234,7 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 448, "y": 0, "width": 32, "height": 40 @@ -163059,13 +168277,13 @@ "length": 0.3, "frames": [ { - "x": 160, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 192, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -163145,19 +168363,19 @@ "height": 40 }, { - "x": 64, + "x": 352, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 384, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 416, "y": 0, "width": 32, "height": 40 @@ -163167,7 +168385,7 @@ ] }, { - "name": "puppercut2_leg_back", + "name": "reptile1_leg_back", "animations": [ { "id": 1, @@ -163175,37 +168393,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 288, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 320, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 352, "y": 0, "width": 32, "height": 40 @@ -163218,37 +168436,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 576, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 608, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 672, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 704, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 736, "y": 0, "width": 32, "height": 40 @@ -163261,19 +168479,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 800, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 832, "y": 0, "width": 32, "height": 40 @@ -163298,25 +168516,25 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -163329,37 +168547,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 384, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 416, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 448, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 480, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 512, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 544, "y": 0, "width": 32, "height": 40 @@ -163369,19 +168587,13 @@ ] }, { - "name": "puppercut2_leg_front", + "name": "reptile1_leg_front", "animations": [ { "id": 1, "loop": true, "length": 0.6, "frames": [ - { - "x": 160, - "y": 0, - "width": 32, - "height": 40 - }, { "x": 192, "y": 0, @@ -163411,6 +168623,12 @@ "y": 0, "width": 32, "height": 40 + }, + { + "x": 352, + "y": 0, + "width": 32, + "height": 40 } ] }, @@ -163420,37 +168638,37 @@ "length": 0.6, "frames": [ { - "x": 448, + "x": 576, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 608, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 640, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 672, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 704, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 736, "y": 0, "width": 32, "height": 40 @@ -163463,19 +168681,19 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 768, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 800, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 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@@ "length": 0.6, "frames": [ { - "x": 192, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 288, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 320, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 352, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -163824,37 +169042,37 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 608, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 640, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 672, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 704, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 736, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -163867,19 +169085,19 @@ "length": 0.3, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 800, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 832, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -163935,37 +169153,37 @@ "length": 0.6, "frames": [ { - "x": 384, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 416, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 448, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 480, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 512, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 544, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -163975,7 +169193,7 @@ ] }, { - "name": "reptile2_leg_back", + "name": "reptile3_leg_back", "animations": [ { "id": 1, @@ -164177,7 +169395,7 @@ ] }, { - "name": "reptile2_leg_front", + "name": "reptile3_leg_front", "animations": [ { "id": 1, @@ -164185,37 +169403,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 288, 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32, + "height": 40 + }, + { + "x": 448, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 480, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 512, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 544, + "y": 0, + "width": 32, + "height": 40 + } + ] + } + ] + }, + { + "name": "robot1_leg_back", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 192, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 224, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 256, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 288, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 320, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 352, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 576, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 608, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 640, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 672, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 704, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 736, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 768, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 800, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 832, + "y": 0, + "width": 32, + "height": 40 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.6, "frames": [ { "x": 0, @@ -164375,11 +169752,54 @@ "height": 40 } ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 384, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 416, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 448, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 480, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 512, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 544, + "y": 0, + "width": 32, + "height": 40 + } + ] } ] }, { - "name": "reptile3_leg_back", + "name": "robot1_leg_front", "animations": [ { "id": 1, @@ -164581,7 +170001,7 @@ ] }, { - "name": "reptile3_leg_front", + "name": "rodent1_leg_back", "animations": [ { "id": 1, @@ -164783,7 +170203,7 @@ ] }, { - "name": "robot1_leg_back", + "name": "rodent1_leg_front", "animations": [ { "id": 1, @@ -164985,7 +170405,7 @@ ] }, { - "name": "robot1_leg_front", + "name": "rodent2_leg_back", "animations": [ { "id": 1, @@ -165187,7 +170607,7 @@ ] }, { - "name": "rodent1_leg_back", + "name": "rodent2_leg_front", "animations": [ { "id": 1, @@ -165389,7 +170809,7 @@ ] }, { - "name": "rodent1_leg_front", + "name": "shard_leg_back", "animations": [ { "id": 1, @@ -165591,7 +171011,7 @@ ] }, { - "name": "rodent2_leg_back", + "name": "shard_leg_front", "animations": [ { "id": 1, @@ -165793,7 +171213,7 @@ ] }, { - "name": "rodent2_leg_front", + "name": "simple1_leg_back", "animations": [ { "id": 1, @@ -165801,37 +171221,37 @@ "length": 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"height": 40 }, { - "x": 224, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 288, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 320, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 352, + "x": 288, "y": 0, "width": 32, "height": 40 @@ -166248,37 +171668,37 @@ "length": 0.6, "frames": [ { - "x": 576, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 608, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 640, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 672, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 704, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 736, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -166291,19 +171711,19 @@ "length": 0.3, "frames": [ { - "x": 768, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 800, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 832, + "x": 64, "y": 0, "width": 32, "height": 40 @@ 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- "x": 0, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -166499,13 +171919,13 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -166524,31 +171944,31 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -166560,18 +171980,6 @@ "loop": true, "length": 0.6, "frames": [ - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, { "x": 0, "y": 0, @@ -166590,36 +171998,6 @@ "width": 32, "height": 40 }, - { - "x": 64, - "y": 0, - "width": 32, - "height": 40 - } - ] - } - ] - }, - { - "name": "simple1_leg_front", - "animations": [ - { - "id": 1, - "loop": true, - "length": 0.6, - "frames": [ - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, { "x": 96, "y": 0, @@ -166632,6 +172010,42 @@ "width": 32, "height": 40 }, + { + "x": 160, + "y": 0, + "width": 32, + "height": 40 + } + ] + } + ] + }, + { + "name": "simple3_leg_back", + "animations": [ + { + "id": 1, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 0, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 32, + "y": 0, + "width": 32, + "height": 40 + }, + { + "x": 128, + "y": 0, + "width": 32, + "height": 40 + }, { "x": 160, "y": 0, @@ -166643,6 +172057,12 @@ "y": 0, "width": 32, "height": 40 + }, + { + "x": 224, + "y": 0, + "width": 32, + "height": 40 } ] }, @@ -166658,31 +172078,31 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -166701,13 +172121,13 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -166726,31 +172146,31 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -166769,31 +172189,31 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -166803,7 +172223,7 @@ ] }, { - "name": "simple2_leg_back", + "name": "simple3_leg_front", "animations": [ { "id": 1, @@ -166823,25 +172243,25 @@ "height": 40 }, { - "x": 192, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 288, + "x": 224, "y": 0, "width": 32, "height": 40 @@ -166866,25 +172286,25 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -166909,7 +172329,7 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -166934,25 +172354,25 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -166977,25 +172397,25 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -167005,7 +172425,7 @@ ] }, { - "name": "simple2_leg_front", + "name": "simple4_leg_back", "animations": [ { "id": 1, @@ -167207,7 +172627,7 @@ ] }, { - "name": "simple3_leg_back", + "name": "simple4_leg_front", "animations": [ { "id": 1, @@ -167227,25 +172647,25 @@ "height": 40 }, { - "x": 128, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 192, + "x": 256, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 288, "y": 0, "width": 32, "height": 40 @@ -167270,25 +172690,25 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -167313,7 +172733,7 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167338,25 +172758,25 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -167381,25 +172801,25 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 160, "y": 0, "width": 32, "height": 40 @@ -167409,7 +172829,7 @@ ] }, { - "name": "simple3_leg_front", + "name": "simple5_leg_back", "animations": [ { "id": 1, @@ -167423,31 +172843,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 192, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167466,31 +172886,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167509,13 +172929,13 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 @@ -167534,31 +172954,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167577,31 +172997,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167611,7 +173031,7 @@ ] }, { - "name": "simple4_leg_back", + "name": "simple5_leg_front", "animations": [ { "id": 1, @@ -167625,31 +173045,31 @@ "height": 40 }, { - "x": 32, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 192, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 288, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167668,31 +173088,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167711,13 +173131,13 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 0, "y": 0, "width": 32, "height": 40 @@ -167736,31 +173156,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167779,31 +173199,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -167813,7 +173233,7 @@ ] }, { - "name": "simple4_leg_front", + "name": "sirenade_leg_back", "animations": [ { "id": 1, @@ -167833,26 +173253,26 @@ "height": 40 }, { - "x": 192, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 224, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 256, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 288, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -167876,26 +173296,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -167919,7 +173339,7 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -167944,26 +173364,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -167987,26 +173407,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -168015,7 +173435,7 @@ ] }, { - "name": "simple5_leg_back", + "name": "sirenade_leg_front", "animations": [ { "id": 1, @@ -168029,32 +173449,32 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 64, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -168072,32 +173492,32 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 64, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 64, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -168115,13 +173535,13 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -168140,32 +173560,32 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 64, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 64, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -168183,32 +173603,32 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 64, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 64, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -168217,7 +173637,7 @@ ] }, { - "name": "simple5_leg_front", + "name": "slime1_leg_back", "animations": [ { "id": 1, @@ -168225,38 +173645,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 128, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 }, { - "x": 160, - "y": 0, + "x": 64, + "y": 40, "width": 32, "height": 40 }, { - "x": 192, - "y": 0, + "x": 96, + "y": 40, "width": 32, "height": 40 }, { - "x": 64, - "y": 0, + "x": 128, + "y": 40, "width": 32, "height": 40 } @@ -168274,31 +173694,31 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -168317,13 +173737,13 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -168342,31 +173762,31 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -168385,31 +173805,31 @@ "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -168419,7 +173839,7 @@ ] }, { - "name": "sirenade_leg_back", + "name": "slime1_leg_front", "animations": [ { "id": 1, @@ -168427,37 +173847,37 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { "x": 32, - "y": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 0, + "x": 64, "y": 40, "width": 32, "height": 40 }, { - "x": 32, + "x": 96, "y": 40, "width": 32, "height": 40 }, { - "x": 32, + "x": 128, "y": 40, "width": 32, "height": 40 @@ -168488,20 +173908,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 } @@ -168556,20 +173976,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 } @@ -168599,20 +174019,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 128, + "y": 0, "width": 32, "height": 40 } @@ -168621,7 +174041,7 @@ ] }, { - "name": "sirenade_leg_front", + "name": "slime2_leg_back", "animations": [ { "id": 1, @@ -168629,38 +174049,38 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 128, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 0, + "x": 32, "y": 40, "width": 32, "height": 40 }, { - "x": 32, + "x": 64, "y": 40, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -168690,20 +174110,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -168758,20 +174178,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -168801,20 +174221,20 @@ "height": 40 }, { - "x": 0, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -168823,7 +174243,7 @@ ] }, { - "name": "slime1_leg_back", + "name": "slime2_leg_front", "animations": [ { "id": 1, @@ -169025,7 +174445,7 @@ ] }, { - "name": "slime1_leg_front", + "name": "southpaw1_leg_back", "animations": [ { "id": 1, @@ -169033,38 +174453,38 @@ "length": 0.6, "frames": [ { - "x": 160, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 32, + "y": 0, "width": 32, "height": 40 }, { "x": 32, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { "x": 64, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { "x": 96, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { - "x": 128, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -169106,7 +174526,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169174,7 +174594,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169217,7 +174637,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169227,7 +174647,7 @@ ] }, { - "name": "slime2_leg_back", + "name": "southpaw1_leg_front", "animations": [ { "id": 1, @@ -169235,37 +174655,37 @@ "length": 0.6, "frames": [ { - "x": 128, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 32, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 64, + "y": 0, "width": 32, "height": 40 }, { - "x": 64, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169308,7 +174728,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169321,13 +174741,13 @@ "length": 0.3, "frames": [ { - "x": 0, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 192, "y": 0, "width": 32, "height": 40 @@ -169376,7 +174796,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169419,7 +174839,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169429,7 +174849,7 @@ ] }, { - "name": "slime2_leg_front", + "name": "southpaw2_leg_back", "animations": [ { "id": 1, @@ -169437,38 +174857,38 @@ "length": 0.6, "frames": [ { - "x": 160, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 32, + "y": 0, "width": 32, "height": 40 }, { "x": 32, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { "x": 64, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { "x": 96, - "y": 40, + "y": 0, "width": 32, "height": 40 }, { - "x": 128, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -169510,7 +174930,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169578,7 +174998,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169621,7 +175041,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169631,7 +175051,7 @@ ] }, { - "name": "southpaw1_leg_back", + "name": "southpaw2_leg_front", "animations": [ { "id": 1, @@ -169639,7 +175059,7 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -169651,25 +175071,25 @@ "height": 40 }, { - "x": 32, + "x": 160, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 192, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 224, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 256, "y": 0, "width": 32, "height": 40 @@ -169682,7 +175102,7 @@ "length": 0.6, "frames": [ { - "x": 0, + "x": 352, "y": 0, "width": 32, "height": 40 @@ -169712,7 +175132,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169780,7 +175200,7 @@ "height": 40 }, { - "x": 96, + "x": 128, "y": 0, "width": 32, "height": 40 @@ -169811,19 +175231,19 @@ "height": 40 }, { - "x": 64, + "x": 288, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 320, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 224, "y": 0, "width": 32, "height": 40 @@ -169833,7 +175253,7 @@ ] }, { - "name": "southpaw1_leg_front", + "name": "spider1_leg_back", "animations": [ { "id": 1, @@ -169871,7 +175291,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169914,7 +175334,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -169927,13 +175347,13 @@ "length": 0.3, "frames": [ { - "x": 160, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 192, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -169982,7 +175402,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -170025,7 +175445,7 @@ "height": 40 }, { - "x": 128, + "x": 96, "y": 0, "width": 32, "height": 40 @@ -170035,7 +175455,7 @@ ] }, { - "name": "southpaw2_leg_back", + "name": "spider1_leg_front", "animations": [ { "id": 1, @@ -170055,26 +175475,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170098,26 +175518,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170141,7 +175561,7 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -170166,26 +175586,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170209,26 +175629,26 @@ "height": 40 }, { - "x": 32, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 96, "y": 0, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170237,7 +175657,7 @@ ] }, { - "name": "southpaw2_leg_front", + "name": "spider2_leg_back", "animations": [ { "id": 1, @@ -170245,37 +175665,37 @@ "length": 0.6, "frames": [ { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 160, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 192, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 256, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -170288,37 +175708,37 @@ "length": 0.6, "frames": [ { - "x": 352, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -170337,13 +175757,13 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 @@ -170362,31 +175782,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 128, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -170405,31 +175825,31 @@ "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 32, + "x": 0, "y": 0, "width": 32, "height": 40 }, { - "x": 288, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 320, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 224, + "x": 64, "y": 0, "width": 32, "height": 40 @@ -170439,7 +175859,7 @@ ] }, { - "name": "spider1_leg_back", + "name": "spider2_leg_front", "animations": [ { "id": 1, @@ -170471,14 +175891,14 @@ "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170514,14 +175934,14 @@ "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170582,14 +176002,14 @@ "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170625,14 +176045,14 @@ "height": 40 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 40, "width": 32, "height": 40 }, { - "x": 96, - "y": 0, + "x": 32, + "y": 40, "width": 32, "height": 40 } @@ -170641,7 +176061,7 @@ ] }, { - "name": "spider1_leg_front", + "name": "stump1_leg_back", "animations": [ { "id": 1, @@ -170661,26 +176081,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -170704,26 +176124,26 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 }, { - "x": 96, + "x": 64, "y": 0, "width": 32, "height": 40 }, { - "x": 0, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 }, { - "x": 32, - "y": 40, + "x": 96, + "y": 0, "width": 32, "height": 40 } @@ -170747,7 +176167,7 @@ "height": 40 }, { - "x": 64, + "x": 32, "y": 0, "width": 32, "height": 40 @@ -170771,43 +176191,6 @@ "width": 32, "height": 40 }, - { - 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"y": 0, "width": 32, "height": 40 @@ -170889,22 +176218,10 @@ ] }, { - "id": 2, + "id": 5, "loop": true, "length": 0.6, "frames": [ - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, { "x": 0, "y": 0, @@ -170917,68 +176234,6 @@ "width": 32, "height": 40 }, - { - "x": 64, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 64, - "y": 0, - "width": 32, - "height": 40 - } - ] - }, - { - "id": 3, - "loop": true, - "length": 0.3, - "frames": [ - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - } - ] - }, - { - "id": 4, - "loop": true, - "length": 0.6, - "frames": [ - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, - { - "x": 0, - "y": 0, - "width": 32, - "height": 40 - }, { "x": 32, "y": 0, @@ -170992,50 +176247,13 @@ "height": 40 }, 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}, { - "x": 720, - "y": 0, + "x": 0, + "y": 48, "width": 48, "height": 48 }, { - "x": 768, - "y": 0, + "x": 48, + "y": 48, "width": 48, "height": 48 }, { - "x": 816, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 } @@ -178317,7 +183535,7 @@ ] }, { - "name": "sirenade_tail", + "name": "slime_tail", "animations": [ { "id": 1, @@ -178325,37 +183543,37 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 96, + "y": 48, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 144, + "y": 48, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 0, + "y": 96, "width": 48, "height": 48 }, { - "x": 0, - "y": 48, + "x": 48, + "y": 96, "width": 48, "height": 48 }, { - "x": 48, - "y": 48, + "x": 96, + "y": 96, "width": 48, "height": 48 }, { - "x": 96, + "x": 48, "y": 48, "width": 48, "height": 48 @@ -178386,19 +183604,19 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 0, "y": 48, "width": 48, "height": 48 }, { - "x": 96, + "x": 48, "y": 48, "width": 48, "height": 48 @@ -178454,19 +183672,19 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 0, "y": 48, "width": 48, "height": 48 }, { - "x": 96, + "x": 48, "y": 48, "width": 48, "height": 48 @@ -178497,19 +183715,19 @@ "height": 48 }, { - "x": 0, - "y": 48, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, + "x": 0, "y": 48, "width": 48, "height": 48 }, { - "x": 96, + "x": 48, "y": 48, "width": 48, "height": 48 @@ -178519,7 +183737,7 @@ ] }, { - "name": "slime_tail", + "name": "southpaw_tail", "animations": [ { "id": 1, @@ -178527,38 +183745,38 @@ "length": 0.6, "frames": [ { - "x": 96, - "y": 48, + "x": 0, + "y": 0, "width": 48, "height": 48 }, { - "x": 144, - "y": 48, + "x": 48, + "y": 0, "width": 48, "height": 48 }, { - "x": 0, - "y": 96, + "x": 96, + "y": 0, "width": 48, "height": 48 }, { - "x": 48, - "y": 96, + "x": 144, + "y": 0, "width": 48, "height": 48 }, { - 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99, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 99, "width": 48, "height": 48 }, { - "x": 144, - "y": 0, + "x": 99, + "y": 99, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 } @@ -178772,38 +183990,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 99, + "y": 50, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 1, + "y": 99, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 99, "width": 48, "height": 48 }, { - "x": 144, - "y": 0, + "x": 99, + "y": 99, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 } @@ -178815,20 +184033,20 @@ "length": 0.3, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 } @@ -178840,38 +184058,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 144, - "y": 0, + "x": 99, + "y": 1, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 } @@ -178883,38 +184101,38 @@ "length": 0.6, "frames": [ { - "x": 0, - "y": 0, + "x": 1, + "y": 1, "width": 48, "height": 48 }, { - "x": 48, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 96, - "y": 0, + "x": 50, + "y": 1, "width": 48, "height": 48 }, { - "x": 144, - "y": 0, + "x": 99, + "y": 1, "width": 48, "height": 48 }, { - "x": 192, - "y": 0, + "x": 1, + "y": 50, "width": 48, "height": 48 }, { - "x": 240, - "y": 0, + "x": 50, + "y": 50, "width": 48, "height": 48 } diff --git a/src/assets/json/language.json b/src/assets/json/language.json index d563166dfa..cdbd45ab8b 100644 --- a/src/assets/json/language.json +++ b/src/assets/json/language.json @@ -3,237 +3,354 @@ "id": 1, "locale": "en", "messages": { - "MOVE_MAGIC_TOME_NAME": "Magic Tome", - "DLC_00_COSPLAY_NAME": "Cosplay Pack", - "UI_PARTY_MOVE_STICKER": "Move Sticker", "UI_SETTINGS_GLITCH_EFFECTS": "Glitch Effects", - "UI_PARTY_EDIT_MOVES": "Edit Stickers", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} by {content_author}", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Disabled", + "UI_SETTINGS_AUDIO_TRANSFORM": "Transform SFX", + "DLC_00_COSPLAY_NAME": "Cosplay Pack", "MOVE_DESCRIPTION_FINAL_BREATH": "If your HP is above 80% and you receive an attack that would reduce it to 0, you survive with 1 HP.", - "MOVE_NAME_WEB_WRAP": "Web Wrap", - "MOVE_NAME_TREASURE_DIG": "Treasure Dig", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ {content_name} DLC", - "MOVE_DESCRIPTION_DEEP_FREEZE": "Freezes the opponent’s cassette player, inflicting them with the Tape Jam status effect.", - "CONFIRM_LOAD_MODS1": "{num_mods} mod(s) have been detected.", - "CONFIRM_LOAD_MODS2": "Note that malicious mods can access your file system, and run arbitrary commands on your computer.", - "UI_PARTY_VIEW_MOVES": "View Stickers", - "NOTIFICATION_GENERIC": "Notification", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Music Vocals", "MOVE_TRAP_JAW_NAME": "Trap Jaw", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "Evasion Nullified", - "MOVE_DESCRIPTION_TREASURE_DIG": "Digs up a random item. The winner of the battle gets to keep the item.", - "STATUS_GEMSTONE_WALL_NAME": "Gemstone Wall", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "Sacrifice 20% of HP to create a wall that will absorb up to 3 hits for up to 3 turns. This wall will also provide its owner with 1 extra AP each turn.", - "MOVE_DESCRIPTION_TRIPWIRE": "Chance to automatically use the next move in the list, for 0 AP, when an opponent uses a melee attack. The chance is reduced in proportion to the move’s normal AP cost.", + "MOVE_GEMSTONE_WALL_NAME": "Gemstone Wall", + "MOVE_DESCRIPTION_DEEP_FREEZE": "Freezes the opponent’s cassette player, inflicting them with the Tape Jam status effect.", + "MOVE_MAGIC_TOME_NAME": "Magic Tome", + "MOVE_NAME_TRIPWIRE": "Tripwire", "DLC_01_PIER_NAME": "Pier of the Unknown", - "UI_SETTINGS_AUDIO_TRANSFORM": "Transform SFX", - "MOVE_DESCRIPTION_MAGIC_TOME": "Hits one target. Lowers the target’s Ranged Defence.", - "MOVE_COLD_FUSION_NAME": "Cold Fusion", "MOVE_DESCRIPTION_TRAP_JAW": "Automatically used after Bite. Inflicts the target with Evasion Nullified.", + "MOVE_DEEP_FREEZE_NAME": "Deep Freeze", "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Characters inflicted with Evasion Nullified have their Evasion stat reduced to 1%.", - "MOVE_NAME_TRIPWIRE": "Tripwire", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "Walls absorb a certain number of incoming hits. Type-advantaged attacks immediately break walls. In addition to standard Wall behavior, Gemstone Wall provides its owner with 1 extra AP each turn.", - "TITLE_SCREEN_DLC_BTN": "View DLC in Store", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Are you sure you want to load this file?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "This save file hasn’t been saved with your current set of mods before. If you proceed with loading it, uninstalling any mods in future could cause it to become unusable.", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Disabled", - "LOOT_HEADING_TREASURE": "Treasure", + "MOVE_NAME_WEB_WRAP": "Web Wrap", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ {content_name} DLC", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "SWITCH BLOCKED", + "MOVE_NAME_TREASURE_DIG": "Treasure Dig", "MOVE_NAME_STICKY_SPRAY": "Sticky Spray", - "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", - "UI_SAVE_REQUIRE_DLC": "This save file can’t be loaded because it was created with DLC or mods that aren’t installed.", + "CONFIRM_LOAD_MODS_QUIT": "Quit", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continue without loading mods", "STATUS_TAPE_JAM_NAME": "Tape Jam", - "UI_SETTINGS_COLOR_BLIND": "Colour Blind Mode", - "MOVE_DEEP_FREEZE_NAME": "Deep Freeze", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continue", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Music Vocals", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Enabled", - "BATTLE_TOAST_SWITCH_BLOCKED": "SWITCH BLOCKED", - "MOVE_GEMSTONE_WALL_NAME": "Gemstone Wall", "STATUS_TAPE_JAM_DESCRIPTION": "Characters inflicted with Tape Jam are prevented from switching out their current tape until either Tape Jam is removed, or their tape breaks.", - "MOVE_DESCRIPTION_COLD_FUSION": "Activates whenever anyone fuses. Reduces the fusion’s HP by 20% of its Max HP, and causes it to flinch.", - "MOVE_TREASURE_DIG_TOAST": "GET!", - "MOVE_FINAL_BREATH_NAME": "Final Breath", "CONFIRM_LOAD_MODS3": "Any mods you choose to use are at your own risk.", + "LOOT_HEADING_TREASURE": "Treasure", + "MOVE_COLD_FUSION_NAME": "Cold Fusion", + "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", + "MOVE_FINAL_BREATH_NAME": "Final Breath", + "NOTIFICATION_GENERIC": "Notification", + "CONFIRM_LOAD_MODS2": "Note that malicious mods can access your file system, and run arbitrary commands on your computer.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "This save file hasn’t been saved with your current set of mods before. If you proceed with loading it, uninstalling any mods in future could cause it to become unusable.", + "UI_SETTINGS_COLOR_BLIND": "Colour Blind Mode", + "TITLE_SCREEN_DLC_BTN": "View DLC in Store", "CONFIRM_LOAD_MODS4": "Are you sure you want to load these mods?", - "CONFIRM_LOAD_MODS_QUIT": "Quit", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continue without loading mods", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} by {content_author}", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Thundering force", - "PINBOLT_NAME_PREFIX": "Pin", - "PICKSIE_NAME": "Picksie", - "AURICLAW_DESCRIPTION": "a spider wearing a gold mask", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Skittish Goblin", - "ADEPTILE_DESCRIPTION": "a reptile in a scholar’s robe", - "RUMOR_SPIDER_CAVE_3": "It’s weird, right? We’ve never done any mining in the marsh.", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Incredible speed", - "PICKSIE_ENCOUNTER_MEREDITH_1": "Did that monster just bury into the ground? If we see it again somewhere, maybe we should try and sneak up on it without it seeing us.", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Apparently it was digging away in the dirt for something with a pickaxe. It fled as soon as he got close though…", - "PICKSIE_LORE_1": "Picksies are avid miners, and will spend years of their lives excavating caves and tombs for gemstones and treasures. They often adorn themselves with the treasures they uncover, and equip themselves with armour or weapons they find, too.", - "TRAPWURM_LORE_2": "The lindworm is a European folkloric creature similar to a dragon. It is often depicted as a giant serpentine beast with fish-like dorsal fins along its back.", - "OVERWORLD_SPIDERCAVE_EUGENE": "Big webs? [pause]That must mean big bugs. I’m itching for a fight, alright.", + "UI_PARTY_EDIT_MOVES": "Edit Stickers", + "TITLE_SCREEN_UGC_BTN": "Steam Workshop", + "DLC_02_FASHION_NAME": "Fashion Pack", + "MOVE_DESCRIPTION_TRIPWIRE": "Chance to automatically use the next move in the list, for 0 AP, when an opponent uses a melee attack. The chance is reduced in proportion to the move’s normal AP cost.", + "DLC_03_WINGS_NAME": "Wing Pack", + "MOVE_DESCRIPTION_TREASURE_DIG": "Digs up a random item. The winner of the battle gets to keep the item.", + "MOVE_TREASURE_DIG_TOAST": "GET!", + "MOVE_DESCRIPTION_COLD_FUSION": "Activates whenever anyone fuses. Reduces the fusion’s HP by 20% of its Max HP, and causes it to flinch.", + "UI_PARTY_VIEW_MOVES": "View Stickers", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continue", + "MOVE_DESCRIPTION_MAGIC_TOME": "Hits one target. Lowers the target’s Ranged Defence.", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Enabled", + "UI_SAVE_REQUIRE_DLC": "This save file can’t be loaded because it was created with DLC or mods that aren’t installed.", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "Walls absorb a certain number of incoming hits. Type-advantaged attacks immediately break walls. In addition to standard Wall behavior, Gemstone Wall provides its owner with 1 extra AP each turn.", + "STATUS_GEMSTONE_WALL_NAME": "Gemstone Wall", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "Sacrifice 20% of HP to create a wall that will absorb up to 3 hits for up to 3 turns. This wall will also provide its owner with 1 extra AP each turn.", + "CONFIRM_LOAD_MODS1": "{num_mods} mod(s) have been detected.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Are you sure you want to load this file?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "Evasion Nullified", + "UI_PARTY_MOVE_STICKER": "Move Sticker", "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "What aspect of lightning do you embody?", + "DIVEBERG_NAME_PREFIX": "Dive", + "PINBOLT_NAME_SUFFIX": "bolt", "DIVEBERG_DESCRIPTION": "an iceberg creature with a diving helmet", + "DIVEBERG_LORE_2": "The lowest natural temperature ever recorded on Earth is -89.2 Celsius, and was recorded in Antarctica in 1983.", "PINBOLT_LORE_2": "While the first modern-style pinball machine was invented in the 1940s, their origins lie in the game bagatelle, which was played across wooden boards. It also shares a common history and development with the game pachinko.", - "DIVEBERG_LORE_1": "If exposed to sub-zero conditions for long enough, the Diveal will adapt into its “Diveberg” form. It is theorised that it developing a bipedal skeleton helps the Diveberg traverse hostile, snowy terrain easier.", - "PINBOLT_NAME_SUFFIX": "bolt", - "TRAPWURM_LORE_1": "Trapwurms can hold their breath for days at a time as they wait beneath mud and dirt for prey to step overhead. Their jaws have an incredible strength that make them almost impossible to pry apart.", - "TRAPWURM_DESCRIPTION": "a serpent with a huge jaw and legs", - "WYRMAW_NAME_SUFFIX": "maw", - "WYRMAW_LORE_1": "Now too big to hide underground for prey, the Wyrmaw must instead lure potential victims with an inviting waving of its flag and a pleasant jingle-jangle of the bells that adorn its collar.", - "RUMOR_SPIDER_CAVE_TITLE": "Abandoned Mine", - "RUMOR_SPIDER_CAVE_2": "On one of his walks through the marsh he found a caved-in mine entrance.", - "RUMOR_SPIDER_CAVE_1": "You know Edward, right? He runs the farm with his wife, just over Piper Creek…", - "PICKSIE_ENCOUNTER_VIOLA_1": "It seems we caught this spirit unawares. If we cross paths with it again in our travels, perhaps we would be wise to approach it unseen?", - "DIVEBERG_NAME_PREFIX": "Dive", "AURICLAW_LORE_1": "To reach maturity, Ferriclaws undergo a state of alchemical metamorphosis during which the iron plating and decorations on their bodies transform into a gold alloy. These Auriclaws act as front-line defenders of their vast territories.", - "PICKSIE_ENCOUNTER_FELIX_1": "Did it just… bury into the ground? Maybe it’s skittish around humans. If we see it again somewhere, maybe we should try and approach it without being seen.", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "A ranger pal of mine posted {location_0_phrase} was just telling me about a strange creature he spotted: a skittish little goblin fellow.", - "PINBOLT_NAME": "Pinbolt", - "ADEPTILE_LORE_2": "One of the ancient tenets of alchemical belief is that all things are composed of the four classical elements – earth, fire, water and air.", + "AURICLAW_NAME_PREFIX": "Auri", + "AURICLAW_NAME_SUFFIX": "claw", + "AURICLAW_LORE_2": "Death masks were often made of famous figures and leaders. Arguably the most famous in modern history is the Mask of Tutankhamun, which was created in approximately 1323 BC.", + "TRAPWURM_NAME": "Trapwurm", "TRAPWURM_NAME_PREFIX": "Trap", - "TRAPWURM_NAME_SUFFIX": "wurm", - "DIVEBERG_NAME_SUFFIX": "berg", - "HARBOURTOWN_BOOK_6": "The scribbled notes say: “...this reptilian student of the arcane arts can reach its maximum potential if given a tome of magic to study.”", - "ADEPTILE_NAME": "Adeptile", - "DIVEBERG_NAME": "Diveberg", - "FERRICLAW_NAME_PREFIX": "Ferri", - "FERRICLAW_LORE_1": "Ferriclaws have only recently been discovered on New Wirral due to their habitats being deep underground cave networks. They adorn themselves with ancient death masks they unearth from the tombs of ancient civilisations.", - "FERRICLAW_NAME_SUFFIX": "claw", - "WYRMAW_DESCRIPTION": "a big serpent with a flag on its head", + "ADEPTILE_LORE_2": "One of the ancient tenets of alchemical belief is that all things are composed of the four classical elements – earth, fire, water and air.", "PINBOLT_DESCRIPTION": "a spring-shaped creature with a floating orb head", - "WYRMAW_NAME_PREFIX": "Wyrm", - "DIVEBERG_LORE_2": "The lowest natural temperature ever recorded on Earth is -89.2 Celsius, and was recorded in Antarctica in 1983.", - "PICKSIE_ENCOUNTER_DOG_1": "Arf…?", - "FERRICLAW_NAME": "Ferriclaw", + "DIVEBERG_LORE_1": "If exposed to sub-zero conditions for long enough, the Diveal will adapt into its “Diveberg” form. It is theorised that it developing a bipedal skeleton helps the Diveberg traverse hostile, snowy terrain easier.", + "PICKSIE_LORE_2": "Dwarves are creatures of Germanic mythology that are often described as short humanoid beings. They are commonly associated with mines, blacksmithing and caves.", + "PICKSIE_SUBTITLE": "Treasure Goblin", + "OVERWORLD_SPIDERCAVE_FELIX": "I don’t think we’ve stumbled upon giant spider webs before now. That strikes me as the kind of detail I’d remember if we had.", + "OVERWORLD_SPIDERCAVE_EUGENE": "Big webs? [pause]That must mean big bugs. I’m itching for a fight, alright.", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Incredible speed", + "DIVEBERG_NAME": "Diveberg", + "ADEPTILE_DESCRIPTION": "a reptile in a scholar’s robe", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Thundering force", + "ADEPTILE_NAME_PREFIX": "Adept", + "TRAPWURM_LORE_2": "The lindworm is a European folkloric creature similar to a dragon. It is often depicted as a giant serpentine beast with fish-like dorsal fins along its back.", "PICKSIE_NAME_PREFIX": "Pick", "PICKSIE_NAME_SUFFIX": "sie", - "TRAPWURM_NAME": "Trapwurm", - "AURICLAW_LORE_2": "Death masks were often made of famous figures and leaders. Arguably the most famous in modern history is the Mask of Tutankhamun, which was created in approximately 1323 BC.", + "PICKSIE_LORE_1": "Picksies are avid miners, and will spend years of their lives excavating caves and tombs for gemstones and treasures. They often adorn themselves with the treasures they uncover, and equip themselves with armour or weapons they find, too.", + "PICKSIE_DESCRIPTION": "a masked goblin with a pick axe", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]What are these strange webs…?[/wave]", "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Oh, did we startle that monster? It looks like it escaped into the ground. Next time we find it somewhere, let’s try to sneak up on it without it seeing us.", + "ADEPTILE_NAME": "Adeptile", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Skittish Goblin", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "A ranger pal of mine posted {location_0_phrase} was just telling me about a strange creature he spotted: a skittish little goblin fellow.", + "RUMOR_SPIDER_CAVE_3": "It’s weird, right? We’ve never done any mining in the marsh.", + "WYRMAW_NAME": "Wyrmaw", + "TRAPWURM_DESCRIPTION": "a serpent with a huge jaw and legs", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]That monster fled when it saw us… perhaps if we see it again, we should approach it without being spotted…?[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "Abandoned Mine", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]That monster fled when it saw us… perhaps if we see it again, we should approach it without being spotted…?[/wave]", + "WYRMAW_NAME_SUFFIX": "maw", "ADEPTILE_LORE_1": "The Adeptile has devoted everything to the pursuit of arcane knowledge. Little more than a head, it wears a long scholarly robe to hide its lack of a body.", - "ADEPTILE_NAME_SUFFIX": "tile", - "OVERWORLD_SPIDERCAVE_MEREDITH": "Are you seeing the [shake rate=30 level=10]size[/shake] of these webs?! [pause]Nah. [pause]NO way. [pause]Let’s swerve this.", - "AURICLAW_NAME": "Auriclaw", "FERRICLAW_LORE_2": "Death masks are replicas of a person’s face made after death. The methods and materials vary, and death masks appear across many cultures and eras of human history.", - "PICKSIE_DESCRIPTION": "a masked goblin with a pick axe", - "PICKSIE_SUBTITLE": "Treasure Goblin", - "ADEPTILE_NAME_PREFIX": "Adept", - "AURICLAW_NAME_SUFFIX": "claw", + "FERRICLAW_NAME": "Ferriclaw", + "FERRICLAW_NAME_PREFIX": "Ferri", + "PINBOLT_NAME": "Pinbolt", + "RUMOR_SPIDER_CAVE_2": "On one of his walks through the marsh he found a caved-in mine entrance.", + "RUMOR_SPIDER_CAVE_1": "You know Edward, right? He runs the farm with his wife, just over Piper Creek…", "FERRICLAW_DESCRIPTION": "a spider wearing a rusted mask", - "AURICLAW_NAME_PREFIX": "Auri", + "TRAPWURM_LORE_1": "Trapwurms can hold their breath for days at a time as they wait beneath mud and dirt for prey to step overhead. Their jaws have an incredible strength that make them almost impossible to pry apart.", + "TRAPWURM_NAME_SUFFIX": "wurm", + "FERRICLAW_NAME_SUFFIX": "claw", + "FERRICLAW_LORE_1": "Ferriclaws have only recently been discovered on New Wirral due to their habitats being deep underground cave networks. They adorn themselves with ancient death masks they unearth from the tombs of ancient civilisations.", + "HARBOURTOWN_BOOK_6": "The scribbled notes say: “...this reptilian student of the arcane arts can reach its maximum potential if given a tome of magic to study.”", + "PICKSIE_NAME": "Picksie", + "DIVEBERG_NAME_SUFFIX": "berg", + "PICKSIE_ENCOUNTER_EUGENE_1": "Aw man, it bailed on us! Maybe if we see it again somewhere, we should try and sneak up behind it so it doesn’t see us and flee again.", + "PICKSIE_ENCOUNTER_MEREDITH_1": "Did that monster just bury into the ground? If we see it again somewhere, maybe we should try and sneak up on it without it seeing us.", + "WYRMAW_LORE_1": "Now too big to hide underground for prey, the Wyrmaw must instead lure potential victims with an inviting waving of its flag and a pleasant jingle-jangle of the bells that adorn its collar.", + "WYRMAW_LORE_2": "Lindworms appear in many European stories. One of these is the legend of the “Lambton Worm”, a lindworm-like creature that terrorirsed the locals near the River Wear where it was said to have lived.", + "WYRMAW_DESCRIPTION": "a big serpent with a flag on its head", + "WYRMAW_NAME_PREFIX": "Wyrm", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Apparently it was digging away in the dirt for something with a pickaxe. It fled as soon as he got close though…", + "PINBOLT_NAME_PREFIX": "Pin", + "PICKSIE_ENCOUNTER_VIOLA_1": "It seems we caught this spirit unawares. If we cross paths with it again in our travels, perhaps we would be wise to approach it unseen?", + "PICKSIE_ENCOUNTER_FELIX_1": "Did it just… bury into the ground? Maybe it’s skittish around humans. If we see it again somewhere, maybe we should try and approach it without being seen.", "OVERWORLD_SPIDERCAVE_KAYLEIGH": "Are these… spider webs? They’re a [wave amp=30 freq=10]little big[/wave], don’t you think?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "Are you seeing the [shake rate=30 level=10]size[/shake] of these webs?! [pause]Nah. [pause]NO way. [pause]Let’s swerve this.", "OVERWORLD_SPIDERCAVE_VIOLA": "Do the spiders of this land often weave webs of such… grand scale?", - "OVERWORLD_SPIDERCAVE_FELIX": "I don’t think we’ve stumbled upon giant spider webs before now. That strikes me as the kind of detail I’d remember if we had.", + "AURICLAW_NAME": "Auriclaw", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]That monster fled when it saw us… perhaps if we see it again, we should approach it without being spotted…?[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "Arf…?", "PINBOLT_LORE_1": "The Pinbolt’s metal head floats separately from its body, suspended by a magnetic field generated by the two “flippers” on its body. It can channel this magnetic field to launch bolts of energy from its singular hand.", - "PICKSIE_ENCOUNTER_EUGENE_1": "Aw man, it bailed on us! Maybe if we see it again somewhere, we should try and sneak up behind it so it doesn’t see us and flee again.", - "PICKSIE_LORE_2": "Dwarves are creatures of Germanic mythology that are often described as short humanoid beings. They are commonly associated with mines, blacksmithing and caves.", - "WYRMAW_NAME": "Wyrmaw", - "WYRMAW_LORE_2": "Lindworms appear in many European stories. One of these is the legend of the “Lambton Worm”, a lindworm-like creature that terrorirsed the locals near the River Wear where it was said to have lived.", - "GAME_OVER_VIOLA1": "{player} rises!", - "GAME_OVER_EUGENE1.n": "... And they’re up! C’mon {player}, let’s go.", - "LEVEL_WARNING_meredith.v3": "The monsters here are, uh, scarier than we are. Maybe we should come back here another time, [pause]mate.", - "HARBOURTOWN_NPC_13_DIALOGUE2": "That’s fine… [pause]I can stay on this side of town, [pause]I guess.", - "HARBOURTOWN_NPC_13_DIALOGUE3": "Oh… [pause]the bridge is down.", - "HARBOURTOWN_NPC_14_DIALOGUE1": "You know… [pause]I worked so hard to move out of my home town. [pause]I really mean it.", - "HARBOURTOWN_NPC_14_DIALOGUE2": "I was ready for the next part of my life, [pause]only to get stuck in [wave amp=30 freq=10]another[/wave] small town.", - "HARBOURTOWN_NPC_14_DIALOGUE3": "I suppose this is just what fate wanted for me, [pause]huh?", - "HARBOURTOWN_NPC_15_DIALOGUE1": "Harbourtown has always had some sort of “community volunteer” group. [pause]How else would it have stayed in one piece so long?", - "HARBOURTOWN_NPC_15_DIALOGUE2": "Ianthe’s rangers are the latest iteration of it. [pause]Gathering resources, assisting people’s concerns, we do the whole list.", - "HARBOURTOWN_NPC_15_DIALOGUE3": "Keeping things in order has gotten even tougher since the discovery of the “cassette tape” phenomenon. [pause]But if anyone can do it, Ianthe can!", - "HARBOURTOWN_NPC_16_DIALOGUE2": "If I had any advice for you, [pause]it would be to embrace your new life here.", - "HARBOURTOWN_NPC_16_DIALOGUE1": "A lot of newcomers in town go through… [pause]a difficult period.", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "That doesn’t mean you should also forget the life you used to have, though. [pause]You’re as much your past as you are your future, [pause]y’know?", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "That doesn’t mean you should also forget the life you used to have, though. [pause]You’re as much your past as you are your future, [pause]y’know?", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "That doesn’t mean you should also forget the life you used to have, though. [pause]You’re as much your past as you are your future, [pause]y’know?", - "HARBOURTOWN_NPC_17_DIALOGUE1": "Harbourtown has a more interesting history than you’d think!", - "HARBOURTOWN_NPC_17_DIALOGUE2": "It’s important to look back on our history here if we want to see what our future needs of us.", - "HARBOURTOWN_NPC_18_DIALOGUE1": "My great-grandfather was one of the sailors who was shipwrecked on New Wirral over a hundred years ago!", - "HARBOURTOWN_NPC_18_DIALOGUE2": "I am sure he’d be proud to see what we’ve made of this place.", - "HARBOURTOWN_NPC_19_DIALOGUE": "If you ever get stuck, try asking around town. Sometimes a good rumour will put you back on the right path!", + "AURICLAW_DESCRIPTION": "a spider wearing a gold mask", + "ADEPTILE_NAME_SUFFIX": "tile", + "GAME_OVER_EUGENE1.m": "... And he’s up! C’mon {player}, let’s go.", + "GAME_OVER_KAYLEIGH1": "Are you OK? You had me worried there for a moment!", + "GAME_OVER_FIRST_PENSBY4": "I’ll trade you restoratives for any resources you have on hand – [pause]and so will Clémence at the Gramophone Café.", + "LEVEL_WARNING_viola.v2": "This place instills a slight concern within me. I fear that we have strayed into dangerous lands, friend.", + "TUTORIAL1_PART1_KAYLEIGH4": "So, well, I’ve been given an errand and need a helping hand. Do you think you’ll be able to help me out?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "You know, you held your own the last time we fought together!", + "TUTORIAL1_PART1_KAYLEIGH3.n": "You know, you held your own the last time we fought together!", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "”Errand”?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Sure!", + "TUTORIAL1_PART2_KAYLEIGH9": "If a form loses all of its health in a fight, its tape will break and need repairing.", + "TUTORIAL1_PART2_KAYLEIGH8": "The green bar represents your monster form’s health, and the red is yours.", + "TUTORIAL1_PART2_KAYLEIGH10": "Not only that, but any extra damage from the attack that broke it will apply to YOUR health – the red bar.", + "TUTORIAL1_PART2_KAYLEIGH11.f": "If both of us lose all our health then we’ll have to retreat back to Harbourtown.", + "INTRO_KAYLEIGH14": "What do you think?[pause] Pretty quaint, right?", + "CLEMENCE_NAME": "Clémence", + "INTRO_KAYLEIGH21_OPTION2": "I don’t feel so great...", + "INTRO_PENSBY24": "I don’t think it’s anything serious. Transforming for the first time is quite a shock to the psyche.", + "INTRO_KAYLEIGH23": "You had me scared for a moment, {player}!", + "TUTORIAL2_PART1_KAYLEIGH2.n": "These bonfire pits mark areas you’re safe to set up camp.", + "TUTORIAL2_PART2_KAYLEIGH2": "There must be a way to get it to come over here…", + "TUTORIAL2_PART2_KAYLEIGH1": "There – do you see that monster?", + "TUTORIAL2_PART3_KAYLEIGH1": "OK, take these!", + "TUTORIAL2_PART3_KAYLEIGH2": "There’s something about the monsters on New Wirral…", + "TUTORIAL2_PART3_KAYLEIGH3": "When weakened, their essence can be,[pause] well,[pause] recorded to cassette tapes.", + "GAME_OVER_FIRST_PENSBY3.n": "If you two are travelling across New Wirral, you’d be wise to stock up on healing supplies before you go.", + "GAME_OVER_FIRST_PENSBY3.f": "If you two are travelling across New Wirral, you’d be wise to stock up on healing supplies before you go.", + "INTRO_KAYLEIGH37": "If you’d like to join me, meet me by the gate! The one just over the bridge we crossed to come into town.", + "INTRO_KAYLEIGH40": "We also fetched some clothes for you, though they might be a bit… out of fashion for your era, but it’s all we have!", + "INTRO_KAYLEIGH39.m": "I’m pretty sure word has already gotten round that there’s a new lad in town.", + "INTRO_KAYLEIGH39.f": "I’m pretty sure word has already gotten round that there’s a new lass in town.", + "INTRO_KAYLEIGH39.n": "I’m pretty sure word has already gotten round that there’s a new face in town.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Spending time in the great outdoors with my cute boyfriend...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Spending time in the great outdoors with my cute partner...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "Things really could be worse, couldn’t they?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "I used to go camping a lot when I was a kid. Ireland has a bunch of great places to camp out!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "My da would drive the two of us to the countryside and we’d stargaze together.", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Camping with you makes me nostalgic for that time.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "This might sound weird, [pause]but…", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "When I lived in Mourningtown, Dorian had all these grand plans for the community…", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "And it felt exciting to be a part of that. [pause]To feel like lots of things were happening, and that I got to be a part of it all.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "It was excitement. [pause]And it’s easy to mix the two up, I think.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "I think at the time I thought that this was making me happy. [pause]But… [pause]I don’t think that feeling was happiness.", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Who knew that being in a relationship would involve so many coffee breaks?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "I guess there’s a difference between something being fun and something being fulfilling.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "I do wonder how the whole [pause]”cassette tape monster transforming” thing works.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "It doesn’t make sense on the surface right? [pause]I mean, these are just normal cassette players.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "But maybe I have the wrong attitude. [pause]Maybe focusing too much on the limitations is the wrong way to think about it.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "They’re made of plastic.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Maybe by accepting that the impossible can still happen, [pause]we enable it to happen, [pause]y’know?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "I wonder what life is like for the citizens of Harbourtown who were born here.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "I mean, this whole world is all they’ve ever known.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "And yet… people like us keep describing whole worlds of people and places.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "They probably find it hard to comprehend what we’re talking about!", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "I guess it is very much a town of two halves.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "But then on the other hand, [pause]they’re much more used to the everpresent monster population.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Huh?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "“The arrow of time only moves forward, Kayleigh.”", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "The arrow of… what?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Oh, it’s just something my dad used to say.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "I guess it means that time marches on - we can’t turn back the clock and change our mistakes, so we shouldn’t dwell on the past.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Even if we want to…", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "I guess that means we should be thinking about the next step in our adventure! After all, the arrow of time only moves forward, {player}!", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]So…[/wave] [pause]You and Meredith, [pause]huh?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "A word of advice between friends, though -[pause] maybe you [wave amp=30 freq=10]shouldn’t[/wave] tell her she’s not the only girl on this island that you’ve kissed.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "You heard…?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "I guess after we [wave amp=30 freq=10]kissed[/wave], maybe I just had the wrong impression of what “we” were.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "I hope it’s not awkward…", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "It’s OK! It’s not like you promised me anything, {player}. We had a cute moment or two together. [pause]That’s all.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "It’s OK! It’s not like you promised me anything, {player}. We had a cute moment or two together. [pause]That’s all.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "It’s OK! It’s not like you promised me anything, {player}. We had a cute moment or two together. [pause]That’s all.", + "HARBOURTOWN_NPC_9_DIALOGUE2": "For a while now the rangers have been delivering clothes to us from the abandoned mall in the north. [pause]I just clean and repair them.", + "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe is my hero. [pause]Did you know she was the first person on the island to record a monster with a cassette player?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe is my favourite of the ranger captains, [pause]but the others are neat too.", + "HARBOURTOWN_NPC_10_DIALOGUE3": "Someone told me that there’s a robot ranger captain… [pause]I don’t believe it.", + "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil has the coolest fashion sense of [wave amp=30 freq=10]all[/wave] the rangers.", + "HARBOURTOWN_NPC_12_DIALOGUE8": "Apparently the bridge that connects Harbourtown to Piper Farm has been lowered again. That’s [wave amp=30 freq=10]great[/wave] news for everyone here who, [pause]well, [pause]needs food to live.", + "HARBOURTOWN_NPC_11_DIALOGUE1": "With the way people in this town go on about “monsters” and “cassette tapes”, [pause]you’d think everyone was having fun here.", + "HARBOURTOWN_NPC_10_DIALOGUE5": "I wonder if I’ll get to be a ranger captain one day? [pause]Nah.", + "HARBOURTOWN_NPC_11_DIALOGUE2": "Well [shake rate=30 level=10]not me[/shake]! [pause][pause]I find all this monster business weird and uncomfortable!", + "HARBOURTOWN_NPC_12_DIALOGUE1": "You know what I miss? [pause]Sports. [pause]Why can’t Harbourtown start a football team?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "Why couldn’t I be marooned somewhere more [wave amp=30 freq=10]normal[/wave]?", + "HARBOURTOWN_NPC_27_DIALOGUE1": "I was approached by a strange man trying to sell me a house recently. How would I even buy a house? There’s no such thing as [wave amp=30 freq=10]money[/wave] on this island!", + "HARBOURTOWN_NPC_12_DIALOGUE3": "Some weird pale skinned folks were skulking around here recently, muttering under their breaths. That’s unusual, even for this place.", + "HARBOURTOWN_NPC_12_DIALOGUE4": "Have you seen those cloaked weirdos around the park? Are they part of a [wave amp=30 freq=10]theatre troupe[/wave] or something?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "Apparently Harbourtown and that other town in the east have made amends. I wonder what happened?", + "HARBOURTOWN_NPC_12_DIALOGUE7": "I haven’t seen those creepy pale folks in the black suits recently. What happened to them?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "Folks around town claim that the abandoned mall is [wave amp=30 freq=10]haunted[/wave]. Monsters are one thing, but I draw the line at believing in ghosts!", + "LEVEL_WARNING_kayleigh.v2.m": "This place looks pretty dangerous – maybe we should come back when we’re stronger!", + "GAME_OVER_PENSBY2": "Take it easy out there, {player}. I don’t want you undoing all my hard work again so soon.", + "LEVEL_WARNING_kayleigh.v3": "I have a feeling the monsters here might be stronger than we are right now...", + "LEVEL_WARNING_kayleigh.v2.n": "This place looks pretty dangerous – maybe we should come back when we’re stronger!", + "INTRO_PENSBY27.m": "Kayleigh, you haven’t told him...?", + "INTRO_PENSBY27.f": "Kayleigh, you haven’t told her...?", + "INTRO_KAYLEIGH28": "Sorry, I should have....", + "INTRO_PENSBY27.n": "Kayleigh, you haven’t told them...?", + "INTRO_KAYLEIGH29": "Not to infodump on you, but you’re on an island called New Wirral.", + "INTRO_PENSBY44": "This all must be a lot to take in, but we all went through the same thing once.", + "TUTORIAL1_PART1_KAYLEIGH2": "...", + "INTRO_MONOLOGUE45": "I should probably put on some proper clothes first...", + "TUTORIAL1_PART1_KAYLEIGH3.m": "You know, you held your own the last time we fought together!", + "TUTORIAL1_PART1_KAYLEIGH1": "Hey again, {player}. [pause]Are you feeling a little better?", + "CLEMENCE_ARRIVAL1": "I fell. [pause]Landed in the ocean. [pause]Washed up here.[pause] About ten years ago now. It is what it is.", + "CLEMENCE_CAFE4": "I said to them, “shush!” And I fixed the Gramophone and now we can play the records. Now my café is stylish, and it has music. Everyone is happy. The end.", + "INTRO_KAYLEIGH25": "Anyway, Harbourtown happened to have a spare home available for you, so this is your place now!", + "INTRO_KAYLEIGH25_OPTION1": "Where on earth is this place?", + "INTRO_PENSBY26": "...“On Earth”?", + "INTRO_KAYLEIGH30_OPTION1": "Is there a way back home?", + "INTRO_PENSBY31": "I’m afraid not, {player}. [pause]I’m so sorry.", + "INTRO_PENSBY32": "Castaways have been trying to get back to their worlds for a century, and none have succeeded.", + "LEVEL_WARNING_meredith.v1": "We might be in over our heads in this area, mate. [pause]The monsters here are pretty scary.", + "LEVEL_WARNING_kayleigh.v2.f": "This place looks pretty dangerous – maybe we should come back when we’re stronger!", + "PARTNER_LEVELUP_MEREDITH1": "I’ve, uh, been training since we last hung out. You don’t have to worry about me falling behind.", + "SWAP_PARTNER_VIOLA1": "Very well! Let us travel with haste.", + "SWAP_PARTNER_DOG1": "*Pant*", + "PARTNER_LEVELUP_EUGENE1": "I’ve been working out recently – trust me, I’m [shake rate=30 level=10]way stronger[/shake] than I was last time we fought together!", + "INTRO_KAYLEIGH20.m": "You’re stuck here.", + "INTRO_KAYLEIGH20.f": "You’re stuck here.", + "INTRO_KAYLEIGH21": "We all are.", + "INTRO_KAYLEIGH20.n": "You’re stuck here.", + "INTRO_PENSBY22": "Ah, wonderful. You’re awake. Kayleigh gave me quite a fright when she came knocking at my door.", + "INTRO_KAYLEIGH21_OPTION1": "My head is spinning…", + "HARBOURTOWN_STATION_KAYLEIGH5B": "This isn’t like the other monsters. [pause][shake rate=30 level=10]We are not safe here[/shake].", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Who are you?", + "HARBOURTOWN_STATION_MORGANTE3": "NO, NO, YOU ARE NOT MY KIN.\\n\\nYOU COME FOR ME ONCE AGAIN, SWORD IN HAND?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "What happened to you?", + "HARBOURTOWN_STATION_KAYLEIGH9": "I refuse!", + "HARBOURTOWN_STATION_KAYLEIGH8": "Do you hear me, {player}? This isn’t the end for us! It can’t be!", + "HARBOURTOWN_STATION_KAYLEIGH7": "I am not gonna die here, not like this.", + "HARBOURTOWN_STATION_KAYLEIGH11": "How... [pause]did we…", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "We’re gonna fight this thing and we’re gonna do it TOGETHER!", + "INTRO_KAYLEIGH6": "Alright, now just pop that in your cassette player, [pause]put on the headphones [pause]and press play!", + "INTRO_KAYLEIGH5": "Yeah, I can see that! In that case, take this.", + "GAME_OVER_FIRST_PENSBY5": "Stay safe out there, {player}! If you’re careful, you won’t end up back here anytime soon!", + "INTRO_KAYLEIGH1": "Hey stranger – [pause]don’t make any sudden moves!", + "INTRO_KAYLEIGH3": "Here – [pause]take this!", + "INTRO_KAYLEIGH4": "OK, quick question: [pause]what’s your... [pause]aesthetic?", + "GAME_OVER_FIRST_PENSBY1.m": "Ah, you’re awake. You’re lucky you had a friend to get you back to my clinic in one piece!", + "LEVEL_WARNING_eugene.v2": "The monsters here look tougher than us – maybe we should do a bit more training before coming here…", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]Let’s go exploring, {player}...![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "I’ve been practicing my [wave amp=30 freq=10]monster fighting skills[/wave] since we last caught up. I think you’ll be pretty impressed!", + "GAME_OVER_FELIX1": "Hey... Feeling better now?", + "INTRO_KAYLEIGH16_OPTION2": "I already have a home!", + "INTRO_KAYLEIGH18": "I’m not very good at this part...", + "INTRO_KAYLEIGH17": "Uh right, [pause]yeah, [pause]sorry.", + "INTRO_KAYLEIGH19": "I don’t know how best to break the news.", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "About the “Archangel”...", "TUTORIAL4_PART3B_KAYLEIGH6": "Archangels…", "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "About us “fusing”...", "TUTORIAL4_PART3C_KAYLEIGH2": "“Fusion” is a rare phenomenon known by the rangers. There are fused monsters in the wild, and supposedly the leader of the rangers can do it too.", "TUTORIAL4_PART3B_KAYLEIGH7": "Supposedly, when the first unlucky sods washed up on the shores of New Wirral, they thought the monsters here were angels.", - "TUTORIAL4_PART3B_KAYLEIGH8": "And, [pause]and some of them wrote of other entities too, greater than the others… [pause]Creatures that look and feel “wrong”.", - "TUTORIAL4_PART3B_KAYLEIGH9": "Logically, they called these other creatures “Archangels” – [pause]the highest ranking among the order of angels.", "TUTORIAL4_PART3B_KAYLEIGH10": "Of course, when people learned they could fight and defeat the regular monsters, they lost their [wave amp=30 freq=10]“angelic allure”[/wave].", - "TUTORIAL4_PART3B_KAYLEIGH11": "They’ve had a bunch of names over the years – angels, demons, devils, ghouls…", + "TUTORIAL4_PART3B_KAYLEIGH9": "Logically, they called these other creatures “Archangels” – [pause]the highest ranking among the order of angels.", + "TUTORIAL4_PART3B_KAYLEIGH8": "And, [pause]and some of them wrote of other entities too, greater than the others… [pause]Creatures that look and feel “wrong”.", + "TUTORIAL4_PART3B_KAYLEIGH12": "We just call them monsters now. It’s a good catch-all term.", + "TUTORIAL2_PART3_KAYLEIGH5": "Now try switching to the tape you just recorded!", + "TUTORIAL2_PART3_KAYLEIGH4": "We don’t entirely know [wave amp=30 freq=10]how[/wave] it works, but it does – [pause]and that’s good enough for us.", + "TUTORIAL2_PART3_KAYLEIGH6": "That’s how you get yourself new monster forms!", + "TUTORIAL2_PART3_KAYLEIGH8": "Now, let’s finish this bug off!", + "TUTORIAL2_PART4_PLAYER1": "Is this meant to happen?!", + "TUTORIAL2_PART3_KAYLEIGH7": "However, if a monster takes too much damage it’ll flee. So you won’t be able to record it... [pause]you with me so far?", + "GAME_OVER_FIRST_PENSBY3.m": "If you two are travelling across New Wirral, you’d be wise to stock up on healing supplies before you go.", + "GAME_OVER_MEREDITH1": "Finally awake?", + "LEVEL_WARNING_dog.v3": "Barkley seems to be scared of something. Perhaps the monsters in this area look too tough?", + "SWAP_PARTNER_KAYLEIGH1": "Right! Let’s go!", + "SWAP_PARTNER_MEREDITH1": "Oh, are we travelling again so soon?", + "SWAP_PARTNER_EUGENE1": "Momentous!", + "SWAP_PARTNER_FELIX1": "Huh. OK.", + "PARTNER_LEVELUP_FELIX1": "I’ve been training in monster form recently. I gotta catch up to you, after all.", + "TUTORIAL1_PART1_KAYLEIGH5": "I’ll explain in just a moment!", + "TUTORIAL1_PART1_KAYLEIGH8": "There was some kind of quake or monster activity last night – You can see the cracks in the ground.", + "TUTORIAL1_PART1_KAYLEIGH6": "Glad to hear you’re up to the task!", + "TUTORIAL1_PART1_KAYLEIGH7": "Do you see that path there?", + "TUTORIAL1_PART1_KAYLEIGH9": "We’re gonna check the path and make sure it’s safe for crossing.", + "CLEMENCE_CAFE2": "The town had a Gramophone, an old machine for playing musical records. So I took this machine and I made it the centerpiece of this new establishment. But the people, they cried out to me, “Clémence! You have a Gramophone but no music!”", + "INTRO_KAYLEIGH34": "It’s not a bad life!", + "INTRO_KAYLEIGH33": "B-but you’ll be OK! There’s community in Harbourtown, and we help each other out.", + "INTRO_KAYLEIGH35": "A-and it’s safe! Well, apart from the monsters…", + "INTRO_KAYLEIGH35_OPTION1": "Like the one we fought before?", + "TUTORIAL1_PART1_KAYLEIGH10": "Here, take the key to the gate.", + "TUTORIAL1_PART2_KAYLEIGH1.m": "Right, uh, there’s some basics I gotta show you first. I hope you’re ready to turn into a monster again!", + "TUTORIAL1_PART2_KAYLEIGH1.f": "Right, uh, there’s some basics I gotta show you first. I hope you’re ready to turn into a monster again!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Definitely!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "Right, uh, there’s some basics I gotta show you first. I hope you’re ready to turn into a monster again!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Uh, I guess so!", + "TUTORIAL1_PART2_KAYLEIGH3": "Except, [pause]y’know, [pause]if the bike transformed into {first_tape_description}...", "TUTORIAL1_PART2_KAYLEIGH4": "And also you’re the bike.", - "TUTORIAL1_PART2_KAYLEIGH10": "Not only that, but any extra damage from the attack that broke it will apply to YOUR health – the red bar.", "TUTORIAL1_PART2_KAYLEIGH2": "You’ll adjust in no time – [pause]It’s like riding a bike!", - "TUTORIAL1_PART2_KAYLEIGH5": "You see that creep with the boots? It’s a Springheel – and it’s gonna get aggressive with you if you get any closer.", - "TUTORIAL1_PART2_KAYLEIGH3": "Except, [pause]y’know, [pause]if the bike transformed into {first_tape_description}...", - "TUTORIAL1_PART2_KAYLEIGH11.f": "If both of us lose all our health then we’ll have to retreat back to Harbourtown.", - "TUTORIAL1_PART2_KAYLEIGH11.m": "If both of us lose all our health then we’ll have to retreat back to Harbourtown.", - "TUTORIAL1_PART2_KAYLEIGH13": "Right, let’s crack on!", - "TUTORIAL1_PART2_KAYLEIGH12": "Got that?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "If both of us lose all our health then we’ll have to retreat back to Harbourtown.", - "TUTORIAL2_PART1_KAYLEIGH1.m": "Do you need a break, {player}? We can rest here if you’d like.", - "TUTORIAL1_PART2_KAYLEIGH14": "Nice work!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "Do you need a break, {player}? We can rest here if you’d like.", - "TUTORIAL1_PART2_KAYLEIGH16": "Great! Let’s head on up, shall we? I’ll let you take the lead for any more fights, but don’t worry, I’ll be sticking with you from here on out!", - "TUTORIAL1_PART2_KAYLEIGH15": "Hmm, that elevator should be functioning – there’ll be a switch around here to turn it back on.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "There’ll be more monsters about, but we can take them!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "There’ll be more monsters about, but we can take them!", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "C’mon, it’s this way!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "There’ll be more monsters about, but we can take them!", - "HARBOURTOWN_NPC_1_DIALOGUE3": "Nice to see you again! [pause]How are you finding Harbourtown?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Oh, [pause]right, you’re the newbie! [pause]Nice to see you again!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Hey again, newbie. [pause]I hope you’re settling in OK.", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Hey again, newbie. [pause]I hope you’re settling in OK.", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Hey again, newbie. [pause]I hope you’re settling in OK.", - "HARBOURTOWN_NPC_1_DIALOGUE5": "Are you adjusting to life here? [pause]It took me… [pause] a long time to come to accept my circumstances when I first landed here.", - "HARBOURTOWN_NPC_1_DIALOGUE6": "Hey again! [pause]How are you finding the island? [pause]The people here try their best. I know it can feel lonely.", - "HARBOURTOWN_NPC_1_DIALOGUE8": "Hey! [pause]It’s me again, looking out across the “Mire Sea” as usual. [pause]There’s something about it that is soothing, I guess.", - "HARBOURTOWN_NPC_1_DIALOGUE7": "Sometimes life throws something unexpected at you. [pause]Sometimes that unexpected thing is… [pause]well… [pause]all this.", - "HARBOURTOWN_NPC_1_DIALOGUE9": "Sometimes I hope to see a ship sailing over the horizon, coming to rescue us. [pause]But I’ve been here a while now… I don’t think any rescue is coming.", - "HARBOURTOWN_NPC_1_DIALOGUE10": "Hey again! [pause]I hope you’re doing OK!", - "HARBOURTOWN_NPC_2_DIALOGUE2": "Are you [shake rate=30 level=10]sure[/shake] you don’t recognise me? [pause]Not even a little bit?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "I bet you’d never expect to see someone as famous as [wave amp=30 freq=10]me[/wave] here, [pause]did you? [pause][pause]Wait, don’t you recognise me…?", - "INTRO_PENSBY24": "I don’t think it’s anything serious. Transforming for the first time is quite a shock to the psyche.", - "CLEMENCE_CAFE2": "The town had a Gramophone, an old machine for playing musical records. So I took this machine and I made it the centerpiece of this new establishment. But the people, they cried out to me, “Clémence! You have a Gramophone but no music!”", "CLEMENCE_QUESTION_ARRIVAL": "How did you get here?", "CLEMENCE_QUESTION_COFFEE": "How do you brew coffee?", "CLEMENCE_QUESTION_BYE": "Bye for now!", - "CLEMENCE_CAFE1": "Oui. When I arrived in Harbourtown, the people here were crying out for a place to socialise, a place that must be stylish. I made that place – if not me, who else?", "CLEMENCE_BYE": "Au revoir!", - "LEVEL_WARNING_meredith.v2": "The monsters here look stronger than us. [pause]Maybe we should turn back, mate.", - "LEVEL_WARNING_viola.v2": "This place instills a slight concern within me. I fear that we have strayed into dangerous lands, friend.", - "CLEMENCE_INTRO2": "I am Clémence, and this fine establishment is the Gramophone Café. What can I say? I own many records, and I brew the best coffee. Not that there is much competition.", - "CLEMENCE_INTRO1.f": "Bonjour! [pause]It is not too often we get a new face in here – especially not one as pretty as your own!", - "PARTNER_LEVELUP_VIOLA1": "You may find yourself newly impressed at my battle mastery: I have been privately honing my skills as of late.", - "LEVEL_WARNING_meredith.v1": "We might be in over our heads in this area, mate. [pause]The monsters here are pretty scary.", - "TUTORIAL4_PART3B_KAYLEIGH19": "You might not know what movies are!", + "CLEMENCE_COFFEE2": "It is a good arrangement, oui?", + "CLEMENCE_METAL_TAPES1": "{player}! I have something for you.", + "CLEMENCE_METAL_TAPES2": "Ranger Wilma came from the Town Hall to provide my establishment with new stock.", + "INTRO_KAYLEIGH2": "Traffikrabs don’t take kindly to strangers. [pause]Or anyone, [pause]for that matter.", + "CLEMENCE_METAL_TAPES3": "These Chrome Tapes are more effective than the basic ones. Interesting, non?", + "LEVEL_WARNING_meredith.v3": "The monsters here are, uh, scarier than we are. Maybe we should come back here another time, [pause]mate.", + "INTRO_KAYLEIGH30": "It’s not… [pause]strictly on Earth. At least that’s what we think.", + "INTRO_KAYLEIGH14_OPTION1": "Where am I?", + "INTRO_KAYLEIGH14_OPTION2": "What is this place?", + "INTRO_KAYLEIGH15.m": "Welcome to Harbourtown…", + "INTRO_KAYLEIGH15.f": "Welcome to Harbourtown…", + "INTRO_KAYLEIGH15.n": "Welcome to Harbourtown…", + "INTRO_KAYLEIGH16_OPTION1": "My new… Home?", + "INTRO_KAYLEIGH16": "Your new home!", "TUTORIAL4_PART3_KAYLEIGH18": "We’re all from different worlds, after all.", + "TUTORIAL4_PART3B_KAYLEIGH17": "Oh! Sorry, [pause]I’m making some assumptions there!", + "TUTORIAL4_PART3B_KAYLEIGH19": "You might not know what movies are!", "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "I do!", "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "I’ve seen plenty of movies!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Are you new here on the island? [pause]The look on your face gives it away!", "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "What are movies? Just kidding!", "TUTORIAL4_PART3B_KAYLEIGH20": "Phew, [pause]OK, [pause]grand! I’ve been in New Wirral for three years and I’ve still not completely learned to adjust my... [pause]cultural references when I talk to new folks.", "TUTORIAL4_PART3C_KAYLEIGH1": "Oh. [pause]Yeah. [pause][wave amp=30 freq=10]That.[/wave]", - "TUTORIAL4_PART3C_KAYLEIGH3": "In the right circumstances, two people in monster form are able to unite and form one [wave amp=30 freq=10]powerful being[/wave].", - "PARTNER_LEVELUP_EUGENE1": "I’ve been working out recently – trust me, I’m [shake rate=30 level=10]way stronger[/shake] than I was last time we fought together!", - "PARTNER_LEVELUP_KAYLEIGH1": "I’ve been practicing my [wave amp=30 freq=10]monster fighting skills[/wave] since we last caught up. I think you’ll be pretty impressed!", - "TUTORIAL4_PART3D_KAYLEIGH3": "And she knows a way to leave New Wirral?", - "TUTORIAL4_PART3C_KAYLEIGH8": "Sorry, [pause]talking about it is a little awkward!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "It helped us defeat the Archangel!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "It helped us defeat the Archangel!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "It helped us defeat the Archangel!", - "TUTORIAL4_PART3C_KAYLEIGH9": "Y-yeah, I guess you’re right!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "We wouldn’t have survived without it!", - "TUTORIAL4_PART3D_KAYLEIGH2": "That Archangel, “Morgante”, her memory is [wave amp=30 freq=10]inside[/wave] you now…?", - "TUTORIAL4_PART3D_KAYLEIGH1": "So let me get this straight…", - "OUTSKIRTS_3_-1_GIFTER1.n": "I haven’t seen you around before. Let me guess – you washed up pretty recently, didn’t you?", - "TUTORIAL4_PART3D_KAYLEIGH22": "If there is even a chance that this can lead to a way off this island and return people to their homes and their families…", - "TUTORIAL4_PART3C_KAYLEIGH10": "Now that we’ve done it, I have this weird feeling inside me. Like… a door has been opened that I didn’t even know was there before.", - "TUTORIAL4_PART3C_KAYLEIGH11": "I feel like I’d be able to fuse with you again, if we ever needed to.", - "GAME_OVER_FIRST_PENSBY3.n": "If you two are travelling across New Wirral, you’d be wise to stock up on healing supplies before you go.", - "GAME_OVER_EUGENE1.f": "... And she’s up! C’mon {player}, let’s go.", - "LEVEL_WARNING_kayleigh.v2.f": "This place looks pretty dangerous – maybe we should come back when we’re stronger!", - "LEVEL_WARNING_kayleigh.v2.n": "This place looks pretty dangerous – maybe we should come back when we’re stronger!", - "GAME_OVER_MEREDITH1": "Finally awake?", - "PARTNER_LEVELUP_FELIX1": "I’ve been training in monster form recently. I gotta catch up to you, after all.", - "TUTORIAL2_PART3_KAYLEIGH4": "We don’t entirely know [wave amp=30 freq=10]how[/wave] it works, but it does – [pause]and that’s good enough for us.", - "TUTORIAL2_PART3_KAYLEIGH8": "Now, let’s finish this bug off!", - "TUTORIAL2_PART4_PLAYER1": "Is this meant to happen?!", "TUTORIAL2_PART4_PLAYER2": "What’s happening?", "TUTORIAL2_PART4_KAYLEIGH1": "Some monster forms give us…. extra abilities when we record them, beyond just being able to take their shapes.", "TUTORIAL2_PART4_KAYLEIGH2": "Don’t panic!", @@ -241,109 +358,123 @@ "TUTORIAL2_PART4_KAYLEIGH4": "We can use this glide to get across that gap right there.", "TUTORIAL3_PART1_KAYLEIGH1": "What’s going on? If this is because of monster activity, we better stay sharp.", "TUTORIAL3_PART1_KAYLEIGH2": "Let’s go…", - "TUTORIAL3_PART2_KAYLEIGH1": "OK, you felt that one, right?", - "TUTORIAL3_PART2_KAYLEIGH2": "What is that?!", - "TUTORIAL3_PART2_KAYLEIGH3": "W-was this always here?", - "TUTORIAL2_PART3_KAYLEIGH1": "OK, take these!", - "TUTORIAL2_PART3_KAYLEIGH2": "There’s something about the monsters on New Wirral…", - "TUTORIAL2_PART3_KAYLEIGH3": "When weakened, their essence can be,[pause] well,[pause] recorded to cassette tapes.", - "TUTORIAL2_PART3_KAYLEIGH6": "That’s how you get yourself new monster forms!", - "TUTORIAL2_PART3_KAYLEIGH5": "Now try switching to the tape you just recorded!", - "TUTORIAL2_PART3_KAYLEIGH7": "However, if a monster takes too much damage it’ll flee. So you won’t be able to record it... [pause]you with me so far?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "Do you need a break, {player}? We can rest here if you’d like.", - "TUTORIAL2_PART1_KAYLEIGH2.f": "These bonfire pits mark areas you’re safe to set up camp.", - "TUTORIAL2_PART2_KAYLEIGH2": "There must be a way to get it to come over here…", - "TUTORIAL2_PART2_KAYLEIGH1": "There – do you see that monster?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "These bonfire pits mark areas you’re safe to set up camp.", - "TUTORIAL2_PART1_KAYLEIGH3": "It gives you a chance to repair your tapes and heal up!", - "TUTORIAL2_PART1_KAYLEIGH2.m": "These bonfire pits mark areas you’re safe to set up camp.", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Sure!", - "TUTORIAL1_PART1_KAYLEIGH5": "I’ll explain in just a moment!", - "TUTORIAL1_PART1_KAYLEIGH6": "Glad to hear you’re up to the task!", - "TUTORIAL1_PART1_KAYLEIGH7": "Do you see that path there?", - "TUTORIAL1_PART1_KAYLEIGH8": "There was some kind of quake or monster activity last night – You can see the cracks in the ground.", - "INTRO_KAYLEIGH19": "I don’t know how best to break the news.", - "INTRO_KAYLEIGH20.m": "You’re stuck here.", - "INTRO_KAYLEIGH20.f": "You’re stuck here.", - "INTRO_KAYLEIGH13": "Anyway,[pause] we should probably get you warmed up before you freeze to death in your pyjamas.", - "INTRO_KAYLEIGH12": "I’m Kayleigh. Nice to make your acquaintance, {player}!", - "INTRO_KAYLEIGH30": "It’s not… [pause]strictly on Earth. At least that’s what we think.", - "INTRO_KAYLEIGH14": "What do you think?[pause] Pretty quaint, right?", - "INTRO_KAYLEIGH14_OPTION1": "Where am I?", - "INTRO_KAYLEIGH14_OPTION2": "What is this place?", - "INTRO_KAYLEIGH15.m": "Welcome to Harbourtown…", - "INTRO_KAYLEIGH5": "Yeah, I can see that! In that case, take this.", - "CLEMENCE_ARRIVAL2": "I miss…", - "CLEMENCE_ARRIVAL3": "Motorbikes.", - "TUTORIAL1_PART2_KAYLEIGH6": "So you’re gonna get closer, of course!", - "TUTORIAL1_PART2_KAYLEIGH7": "You’ve taken a bit of a beating – but your monster form can take it!", - "TUTORIAL1_PART2_KAYLEIGH8": "The green bar represents your monster form’s health, and the red is yours.", - "TUTORIAL1_PART2_KAYLEIGH9": "If a form loses all of its health in a fight, its tape will break and need repairing.", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Isn’t this part of Harbourtown?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "This isn’t normal?", - "TUTORIAL3_PART2_KAYLEIGH4": "I’ve never seen ANYTHING like this before!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, can you feel something in the air..?", - "TUTORIAL3_PART2_KAYLEIGH5": "Has this always been buried here?!", - "HARBOURTOWN_STATION_MORGANTE1": "IS THAT YOU, MORDREAD?\\n\\nCOME CLOSER, CHILD... SO THAT I MAY SEE YOU ONE LAST TIME.", - "HARBOURTOWN_STATION_KAYLEIGH1": "This place smells like… Burning metal. I can’t explain it…", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]This is… This is…[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "THE LONG CONFLICT HAS DRAWN TO AN END… I AM AFRAID HE HAS DEFEATED ME TRULY THIS TIME.", - "INTRO_KAYLEIGH8.f": "Your turn! Don’t be shy!", - "INTRO_KAYLEIGH6": "Alright, now just pop that in your cassette player, [pause]put on the headphones [pause]and press play!", - "INTRO_KAYLEIGH3": "Here – [pause]take this!", - "INTRO_KAYLEIGH4": "OK, quick question: [pause]what’s your... [pause]aesthetic?", - "LEVEL_WARNING_dog.v1": "Barkley looks nervous. Perhaps the monsters in this area are too tough for him...", + "GAME_OVER_EUGENE1.n": "... And they’re up! C’mon {player}, let’s go.", + "GAME_OVER_EUGENE1.f": "... And she’s up! C’mon {player}, let’s go.", + "HARBOURTOWN_NPC_4_DIALOGUE3": "But it [wave amp=30 freq=10]does[/wave] work. [pause]So just go along with it.", + "HARBOURTOWN_NPC_5_DIALOGUE1": "Are you a recent arrival? [pause]I’ve been here 20 years.", + "HARBOURTOWN_NPC_5_DIALOGUE2": "Eventually the novelty and strangeness of it all will just become a part of everyday life.", + "HARBOURTOWN_NPC_5_DIALOGUE3": "Why, [pause]I barely even [wave amp=30 freq=10]think[/wave] about the fact that I live on an island populated by giant monsters.", + "HARBOURTOWN_NPC_6_DIALOGUE1": "There’s enough food to go round in Harbourtown, but options are limited.", + "HARBOURTOWN_NPC_6_DIALOGUE2": "I haven’t had a duck roll in forever…", + "HARBOURTOWN_NPC_7_DIALOGUE1": "Life in Harbourtown is peaceful, [pause]but I miss city life…", + "HARBOURTOWN_NPC_7_DIALOGUE2": "Commuting on hot trains, [pause]buying expensive lunch from a supermarket, [pause]losing most of my wages to rent…", + "HARBOURTOWN_NPC_8_DIALOGUE1": "Huff… [pause]Huff… [pause][pause]I need to get faster if I want to be able to outrun those crab monsters…", + "HARBOURTOWN_NPC_7_DIALOGUE3": "Those truly were the days.", + "HARBOURTOWN_NPC_8_DIALOGUE2": "Huff… [pause]Huff… [pause][pause]My best lap speed won’t be enough to outrun those bullet monsters…", + "HARBOURTOWN_NPC_8_DIALOGUE4": "Huff… [pause]Huff… [pause][pause]I’ll have to be faster than this if I want to outrun those masked snake beasts…", + "HARBOURTOWN_NPC_8_DIALOGUE3": "Huff… [pause]Huff… [pause][pause]I’ll need to improve my cardio if I want to avoid those boot-wearing imps…", + "HARBOURTOWN_NPC_9_DIALOGUE1": "I’d love to say that I make all the clothes in Harbourtown, [pause]but…", + "HARBOURTOWN_NPC_8_DIALOGUE5": "Huff… [pause]Huff… [pause][pause]I’ll have to be faster than this if I want to outpace those giant moth creatures…", + "HARBOURTOWN_NPC_8_DIALOGUE6": "You know… [pause]I think I’m improving at long-distance running. [pause]Hard work is paying off!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "Well… [pause]I suppose there’d be no-one to play against. [pause]I don’t think the giant crabs on the beach have a competitive spirit.", + "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh engages you with an enthusiastic discussion on your favourite dog breeds.", + "RESTING_KAYLEIGH_PLATONIC_2": "You and Kayleigh casually discuss the mysteries of New Wirral.", + "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh tells you a funny anecdote about her life.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "I have a question for you, {player}. [pause]It’s a big one.", + "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh tells you about her various ventures helping out the people of Harbourtown.", + "RESTING_KAYLEIGH_PLATONIC_5": "The two of you have fun throwing twigs into the campfire.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "Dog person!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Are you ready?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Are you ready?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Are you… [pause][pause][pause]a dog person or a cat person?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Are you ready?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "Cat person!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "Ferret person!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "A grand choice! [pause]Me too.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "I do a lot of walking these days, so a dog would fit that nicely, don’t you think?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "Sometimes I think people mistake feeling “excited” for feeling “happy”.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "If I get to go back to my world, I think I’d want to adopt a dog.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Interesting!", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Maybe that means you’re someone who values independence and personal space…", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Though it could also just mean you think they’re much cuter.", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "A ferret, aye? [pause]The choice of the fence-sitter!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "It’s too small to be a dog, [pause]yet too pointy to be a cat…", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "A real curveball of an answer, but I’ll accept it!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Do you think… New Wirral can physically change us?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "I think I actually prefer the smell of coffee to the taste.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "This might sound weird, but…", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Don’t get me wrong, I think coffee is brilliant!", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "But the smell always implies something so much greater…", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "When we arrive, [pause]I mean.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "My body in New Wirral is not the same as it was in my “previous life”.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "It’s difficult for me to put it into words…", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Not exactly the same.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "It’s like this is how I appear in my own dreams, like how I picture myself.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Though in my experience, the chances of them spelling it correct were very low.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "I don’t know what will happen when I go back, [pause]either...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "I do kinda miss the cafés where they’d write your name on a cup.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "I’d mostly end up with some variation of “Kay-lee”.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Spending time in the great outdoors with my cute girlfriend...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "That said, Cleménce makes a far better coffee than any chain store. [pause]I’m not sure I’ll be able to easily go back to regular coffee if I ever get to go back home.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Once I got “Carol”. [pause][pause]That was way off the mark.", + "INTRO_KAYLEIGH8.n": "Your turn! Don’t be shy!", + "INTRO_KAYLEIGH9": "Just breathe! You’ll adjust in just a moment!", + "INTRO_KAYLEIGH11": "You handled yourself pretty well there…. Uh, what’s your name?", + "INTRO_KAYLEIGH10": "Right, let’s give ‘em hell!", + "INTRO_KAYLEIGH12": "I’m Kayleigh. Nice to make your acquaintance, {player}!", + "INTRO_KAYLEIGH13": "Anyway,[pause] we should probably get you warmed up before you freeze to death in your pyjamas.", "LEVEL_WARNING_viola.v1": "We would be wise to leave this place – beasts of greater strength than us dwell here.", - "CLEMENCE_METAL_TAPES1": "{player}! I have something for you.", - "CLEMENCE_METAL_TAPES2": "Ranger Wilma came from the Town Hall to provide my establishment with new stock.", - "CLEMENCE_METAL_TAPES3": "These Chrome Tapes are more effective than the basic ones. Interesting, non?", - "CLEMENCE_INTRO1.m": "Bonjour! [pause]It is not too often we get a new face in here – especially not one as handsome as your own!", - "CLEMENCE_NAME": "Clémence", - "GAME_OVER_FIRST_PENSBY1.m": "Ah, you’re awake. You’re lucky you had a friend to get you back to my clinic in one piece!", - "TUTORIAL1_PART1_KAYLEIGH3.m": "You know, you held your own the last time we fought together!", - "TUTORIAL1_PART1_KAYLEIGH3.f": "You know, you held your own the last time we fought together!", - "TUTORIAL1_PART1_KAYLEIGH4": "So, well, I’ve been given an errand and need a helping hand. Do you think you’ll be able to help me out?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "”Errand”?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "You know, you held your own the last time we fought together!", - "INTRO_KAYLEIGH41": "Sorry, sorry, I’m infodumping! I’ll catch you soon, right?", - "INTRO_KAYLEIGH42": "We can talk more then, if you’d like!", - "INTRO_KAYLEIGH40_OPTION1": "My era...?", - "GAME_OVER_FIRST_PENSBY5": "Stay safe out there, {player}! If you’re careful, you won’t end up back here anytime soon!", - "GAME_OVER_PENSBY2": "Take it easy out there, {player}. I don’t want you undoing all my hard work again so soon.", - "INTRO_KAYLEIGH2": "Traffikrabs don’t take kindly to strangers. [pause]Or anyone, [pause]for that matter.", - "INTRO_KAYLEIGH1": "Hey stranger – [pause]don’t make any sudden moves!", - "GAME_OVER_DOG1": "Arf!", - "GAME_OVER_FELIX1": "Hey... Feeling better now?", - "CLEMENCE_COFFEE2": "It is a good arrangement, oui?", - "CLEMENCE_COFFEE1": "I have a… Special method. And the Pipers grow me coffee beans on their farm.", - "LEVEL_WARNING_felix.v3": "I’m generally pretty confident in our chances, but I think this place might be too dangerous for us right now.", - "LEVEL_WARNING_felix.v2": "Maybe we should come back here later when we’re stronger. Just a thought.", - "LEVEL_WARNING_kayleigh.v2.m": "This place looks pretty dangerous – maybe we should come back when we’re stronger!", + "LEVEL_WARNING_eugene.v1": "This area looks pretty dangerous. Maybe we should retreat for now...", + "LEVEL_WARNING_eugene.v3": "I don’t know, man – the monsters here seem too tough for us right now...", "LEVEL_WARNING_kayleigh.v1": "The monsters around here might be too tough for us… Maybe we should turn back.", - "INTRO_KAYLEIGH34": "It’s not a bad life!", - "INTRO_KAYLEIGH33": "B-but you’ll be OK! There’s community in Harbourtown, and we help each other out.", - "LEVEL_WARNING_kayleigh.v3": "I have a feeling the monsters here might be stronger than we are right now...", - "GAME_OVER_KAYLEIGH1": "Are you OK? You had me worried there for a moment!", "CLEMENCE_QUESTION_MENU": "What’s on the menu?", "CLEMENCE_MENU_DIALOGUE": "Bonjour! What can I do for you?", "CLEMENCE_QUESTION_CAFE": "The Gramophone Café?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "And you’re not even a ranger?", - "RANGER_BODYBUILDER_NOT_JOINED2": "The first thing you’re gonna need to do, champ, is jog on over to the outpost in the park north of the Outskirts, and sign up.", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "And you’re not even a ranger?", - "RANGER_BODYBUILDER_BYE": "Catch you later champ!", - "RANGER_BODYBUILDER_EXPLANATION1": "Sometimes it’s not enough just to be good at transforming – sometimes you need simply to be stronger!", - "RANGER_BODYBUILDER_EXPLANATION2": "That’s where I come in. I can give you a custom workout designed to adjust the ‘base stats’ of your human form. That’ll affect the strength of your transformations too!", - "RANGER_BODYBUILDER_EXPLANATION3": "If you decide for instance that you need your melee attacks to hit harder, but don’t rely on ranged attacks much, we can move some points from Ranged Attack to Melee Attack to do just that.", - "RANGER_BODYBUILDER_EXPLANATION4": "And as you advance through your training with the rangers, you’ll no doubt find yourself with a few extra points to put towards these base stats.", - "RANGER_BODYBUILDER_EXPLANATION5.f": "So what do you say, champ? Are you ready to work out?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "So what do you say, champ? Are you ready to work out?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "So what do you say, champ? Are you ready to work out?", - "RANGER_TRADER_NOT_JOINED1.n": "Hello sweetie, if you’re here to sign up with the rangers, you just missed Ianthe.", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "Whew, what a workout! I can feel my muscles burning!", - "RANGER_TRADER_NOT_JOINED1.m": "Hello sweetie, if you’re here to sign up with the rangers, you just missed Ianthe.", + "CLEMENCE_INTRO3": "Please, feel free to ask me any questions. I am in no rush.", + "LEVEL_WARNING_felix.v3": "I’m generally pretty confident in our chances, but I think this place might be too dangerous for us right now.", + "INTRO_KAYLEIGH40_OPTION1": "My era...?", + "INTRO_PENSBY43": "My clinic is nearby. If you need a checkup, feel free to visit.", + "INTRO_KAYLEIGH42": "We can talk more then, if you’d like!", + "INTRO_KAYLEIGH41": "Sorry, sorry, I’m infodumping! I’ll catch you soon, right?", + "CLEMENCE_CAFE3": "Well, one day the rangers find a place, it is filled with intact records. So they bring them to me. They lamented, “we have the records, but they are made for modern record players – our Gramophone cannot play them!”", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "C’mon, it’s this way!", + "TUTORIAL2_PART1_KAYLEIGH1.m": "Do you need a break, {player}? We can rest here if you’d like.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "There’ll be more monsters about, but we can take them!", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "There’ll be more monsters about, but we can take them!", + "TUTORIAL2_PART1_KAYLEIGH2.m": "These bonfire pits mark areas you’re safe to set up camp.", + "TUTORIAL2_PART1_KAYLEIGH3": "It gives you a chance to repair your tapes and heal up!", + "TUTORIAL2_PART1_KAYLEIGH2.f": "These bonfire pits mark areas you’re safe to set up camp.", + "TUTORIAL2_PART1_KAYLEIGH1.n": "Do you need a break, {player}? We can rest here if you’d like.", + "GAME_OVER_FIRST_PENSBY2": "Why don’t you take these with you?", + "LEVEL_WARNING_felix.v2": "Maybe we should come back here later when we’re stronger. Just a thought.", + "LEVEL_WARNING_felix.v1": "I have a hunch that the monsters here are much stronger than us...", + "TUTORIAL1_PART2_KAYLEIGH11.m": "If both of us lose all our health then we’ll have to retreat back to Harbourtown.", + "TUTORIAL1_PART2_KAYLEIGH13": "Right, let’s crack on!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "If both of us lose all our health then we’ll have to retreat back to Harbourtown.", + "TUTORIAL1_PART2_KAYLEIGH12": "Got that?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "There’ll be more monsters about, but we can take them!", + "TUTORIAL1_PART2_KAYLEIGH14": "Nice work!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "Do you need a break, {player}? We can rest here if you’d like.", + "TUTORIAL1_PART2_KAYLEIGH15": "Hmm, that elevator should be functioning – there’ll be a switch around here to turn it back on.", + "TUTORIAL1_PART2_KAYLEIGH16": "Great! Let’s head on up, shall we? I’ll let you take the lead for any more fights, but don’t worry, I’ll be sticking with you from here on out!", + "LEVEL_WARNING_viola.v3": "The beasts that reside here pose some threat to us – perhaps we would be wise to depart from these lands?", + "CLEMENCE_INTRO1.n": "Bonjour! [pause]It is not too often we get a new face in here – especially not one as handsome as your own!", + "PARTNER_LEVELUP_VIOLA1": "You may find yourself newly impressed at my battle mastery: I have been privately honing my skills as of late.", + "GAME_OVER_FIRST_PENSBY1.n": "Ah, you’re awake. You’re lucky you had a friend to get you back to my clinic in one piece!", + "INTRO_KAYLEIGH8.f": "Your turn! Don’t be shy!", + "INTRO_KAYLEIGH8.m": "Your turn! Don’t be shy!", + "INTRO_KAYLEIGH7": "This might get a little weird, but follow my lead!", + "CLEMENCE_ARRIVAL2": "I miss…", + "CLEMENCE_ARRIVAL3": "Motorbikes.", + "CLEMENCE_COFFEE1": "I have a… Special method. And the Pipers grow me coffee beans on their farm.", + "LEVEL_WARNING_dog.v1": "Barkley looks nervous. Perhaps the monsters in this area are too tough for him...", + "LEVEL_WARNING_meredith.v2": "The monsters here look stronger than us. [pause]Maybe we should turn back, mate.", + "PARTNER_LEVELUP_DOG1": "The glint in his eye suggests that Barkley has been training recently.", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]I’ve been training on my own… let me show you how tough I’m getting, {player}![/wave]", + "CLEMENCE_CAFE1": "Oui. When I arrived in Harbourtown, the people here were crying out for a place to socialise, a place that must be stylish. I made that place – if not me, who else?", + "RANGER_TRADER_NOT_JOINED2": "She’ll be at the outpost in the park. If you go north from the Outskirts you won’t miss it!", "RANGER_TRADER_NOT_JOINED1.f": "Hello sweetie, if you’re here to sign up with the rangers, you just missed Ianthe.", "RANGER_TRADER_JUST_JOINED1.m": "Hello sweetie, I see you’ve got a brand new Trainee ID there. Let me explain how I can help!", - "RANGER_TRADER_NOT_JOINED2": "She’ll be at the outpost in the park. If you go north from the Outskirts you won’t miss it!", "RANGER_TRADER_JUST_JOINED1.f": "Hello sweetie, I see you’ve got a brand new Trainee ID there. Let me explain how I can help!", "RANGER_TRADER_JUST_JOINED2": "I’m here to help distribute the organisation’s resources to rangers and trainees – to help them with their duties. I’ve got upgrades for backpacks and cassette players, passes for special training sessions...", "RANGER_TRADER_JUST_JOINED1.n": "Hello sweetie, I see you’ve got a brand new Trainee ID there. Let me explain how I can help!", @@ -366,60 +497,252 @@ "RANGER_TRADER_FUSED_MATERIAL2.n": "All I know is that it smells really bad, and certain monsters leave it behind. Make of that what you will, dear!", "RANGER_TRADER_FUSED_MATERIAL2.f": "All I know is that it smells really bad, and certain monsters leave it behind. Make of that what you will, dear!", "RANGER_TRADER_TRAINING_COMPLETE.f": "Hello sweetie! Now you’re a full-time ranger I can let you have some really special items...[pause] Take a look!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "Hello sweetie! Now you’re a full-time ranger I can let you have some really special items...[pause] Take a look!", "RANGER_TRADER_TRAINING_COMPLETE.m": "Hello sweetie! Now you’re a full-time ranger I can let you have some really special items...[pause] Take a look!", + "KAYLEIGH_STATION_REACTION1": "Is this… [pause]a train station? It should be OK to take a look around, right?", "RANGER_VENDING_MACHINE_NAME": "Vending Machine", - "RANGER_TRADER_TRAINING_COMPLETE.n": "Hello sweetie! Now you’re a full-time ranger I can let you have some really special items...[pause] Take a look!", "INTERDIMENSIONAL_POST_INTRO1": "Hey there! Would you happen to be “{recipient}”?", - "KAYLEIGH_STATION_REACTION1": "Is this… [pause]a train station? It should be OK to take a look around, right?", "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Yes.", "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Wait, what’s happening?", "INTERDIMENSIONAL_POST_INTRO2": "Don’t worry, I’m just here to deliver an interdimensional message. [pause]Everything will go back to normal when you wake up.", - "INTERDIMENSIONAL_POST_SENDER": "This message was sent by a certain “{sender}”.", + "INTERDIMENSIONAL_POST_REINTRO2": "This one is addressed to “{recipient}”. That is you, right?", "INTERDIMENSIONAL_POST_REINTRO1": "Hello again! I have another message for you here.", "INTERDIMENSIONAL_POST_NO_SENDER": "This message doesn’t specify a sender. A secret admirer, perhaps?", - "INTERDIMENSIONAL_POST_REINTRO2": "This one is addressed to “{recipient}”. That is you, right?", + "INTERDIMENSIONAL_POST_SENDER": "This message was sent by a certain “{sender}”.", "INTERDIMENSIONAL_POST_BODY1": "I’ll read it out to you.", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "Oh, there doesn’t seem to be any text in this message...", - "INTERDIMENSIONAL_POST_ITEMS": "There’s a small package attached. Here you go!", "INTERDIMENSIONAL_POST_BODY2": "“{body}”", - "GAME_OVER_FIRST_PENSBY3.m": "If you two are travelling across New Wirral, you’d be wise to stock up on healing supplies before you go.", - "LEVEL_WARNING_eugene.v2": "The monsters here look tougher than us – maybe we should do a bit more training before coming here…", - "CLEMENCE_CAFE3": "Well, one day the rangers find a place, it is filled with intact records. So they bring them to me. They lamented, “we have the records, but they are made for modern record players – our Gramophone cannot play them!”", + "INTERDIMENSIONAL_POST_BYE1": "That’s all. I hope that it made some sense to you.", + "INTERDIMENSIONAL_POST_ITEMS": "There’s a small package attached. Here you go!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "Oh, there doesn’t seem to be any text in this message...", + "INTERDIMENSIONAL_POST_BYE3": "Take care!", + "INTERDIMENSIONAL_POST_BYE2": "You wouldn’t believe how many people I visit think they’re going crazy.", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]Checking...[/wave]", + "POSTBOX_INTERACT1": "It’s a letter box![pause] How strange that it’s indoors where nobody can deliver letters...", + "POSTBOX_ERROR_CONNECT": "Unable to connect ({0}).", + "POSTBOX_INTERACT2": "Check it anyway? This will connect to the Internet.", + "POSTBOX_ERROR_TIMEOUT": "The connection timed out.", + "POSTBOX_ERROR_CLIENT": "There was a client error ({0}).", + "POSTBOX_ERROR_UNKNOWN": "There was an unknown error ({0}).", + "POSTBOX_ERROR_NETWORK": "There was a network error ({0}).", + "POSTBOX_EMPTY": "The letter box is empty.", + "POSTBOX_KEYPAD": "There’s a keypad at the back though... Will you enter a code?", + "POSTBOX_MESSAGE_FOUND": "There’s a message for you!", + "POSTBOX_MESSAGE_FOUND_SENDER": "There’s a message for you from {sender}!", + "POSTBOX_MESSAGE_BODY": "“{body}”", + "POSTBOX_PACKAGE_FOUND": "There’s a package for you!", + "POSTBOX_ENTER_CODE": "Enter Code", + "PLANTER_INTERACT1": "Plant a sapling here with the Gardening Kit?", + "PLANTER_NO_QUEST": "It’s a box planter! Nothing has been planted here yet.", + "PLANTER_INTERACT2_OPTION1": "Leafy bush", + "PLANTER_INTERACT2": "Pick a sapling:", + "PLANTER_INTERACT2_OPTION2": "Cherry blossom", + "PLANTER_INTERACT2_OPTION3": "Red roses", + "PLANTER_INTERACT2_OPTION4": "Pale orchids", + "PLANTER_INTERACT2_OPTION5": "Lavenders", + "GAME_OVER_VIOLA1": "{player} rises!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "We’re gonna fight this thing and we’re gonna do it TOGETHER!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "We’re gonna fight this thing and we’re gonna do it TOGETHER!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "I don’t know…", + "HARBOURTOWN_STATION_MORGANTE12": "ENOUGH. MY TIME IS DRAWING TO AN END.\\n\\nWHY HAVE YOU COME TO THIS WRETCHED PLACE?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "I want a way off this island!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "I want to go home!", + "HARBOURTOWN_STATION_MORGANTE14": "I REQUIRE A VESSEL AND YOU REQUIRE A GUIDE.\\n\\nREBUILD MY STRENGTH AND IN TURN I SHALL LEAD YOU FROM THIS LAND.", + "INTRO_KAYLEIGH35_OPTION2": "Like with the cassette player?", + "INTRO_KAYLEIGH36": "Yeah! I’m actually going on a patrol soon.", + "INTRO_KAYLEIGH38": "In the meantime, feel free to say hi to your new neighbours!", + "TUTORIAL1_PART2_KAYLEIGH5": "You see that creep with the boots? It’s a Springheel – and it’s gonna get aggressive with you if you get any closer.", + "TUTORIAL1_PART2_KAYLEIGH6": "So you’re gonna get closer, of course!", + "TUTORIAL1_PART2_KAYLEIGH7": "You’ve taken a bit of a beating – but your monster form can take it!", + "HARBOURTOWN_MERCHANT_NAME_2": "Support Sticker Merchant", + "STICKER_MERCHANT_NOTE1": "The merchant who runs this stall has left a note.", + "HARBOURTOWN_MERCHANT_NAME_3": "Passive Sticker Merchant", + "STICKER_MERCHANT_NOTE2": "“I’ve gone to the cave in the park to find some inspiration. If I’m not back by noon, send help!”", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Sorry, bud. [pause]You’ll have to come back later to use the elevator – I’m doing a few long overdue repairs.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Sorry, bud. [pause]You’ll have to come back later to use the elevator – I’m doing a few long overdue repairs.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Sorry, bud. [pause]You’ll have to come back later to use the elevator – I’m doing a few long overdue repairs.", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Are you new here on the island? [pause]The look on your face gives it away!", + "HARBOURTOWN_NPC_1_DIALOGUE5": "Are you adjusting to life here? [pause]It took me… [pause] a long time to come to accept my circumstances when I first landed here.", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Are you new here on the island? [pause]The look on your face gives it away!", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Oh, [pause]right, you’re the newbie! [pause]Nice to see you again!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "Nice to see you again! [pause]How are you finding Harbourtown?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Oh, [pause]right, you’re the newbie! [pause]Nice to see you again!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Oh, [pause]right, you’re the newbie! [pause]Nice to see you again!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "Hey again! [pause]How are you finding the island? [pause]The people here try their best. I know it can feel lonely.", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Hey again, newbie. [pause]I hope you’re settling in OK.", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Hey again, newbie. [pause]I hope you’re settling in OK.", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Hey again, newbie. [pause]I hope you’re settling in OK.", + "HARBOURTOWN_NPC_1_DIALOGUE8": "Hey! [pause]It’s me again, looking out across the “Mire Sea” as usual. [pause]There’s something about it that is soothing, I guess.", + "HARBOURTOWN_NPC_1_DIALOGUE7": "Sometimes life throws something unexpected at you. [pause]Sometimes that unexpected thing is… [pause]well… [pause]all this.", + "HARBOURTOWN_NPC_18_DIALOGUE1": "My great-grandfather was one of the sailors who was shipwrecked on New Wirral over a hundred years ago!", + "HARBOURTOWN_NPC_18_DIALOGUE2": "I am sure he’d be proud to see what we’ve made of this place.", + "HARBOURTOWN_NPC_19_DIALOGUE": "If you ever get stuck, try asking around town. Sometimes a good rumour will put you back on the right path!", + "HARBOURTOWN_NPC_20_DIALOGUE2": "Man, I miss the weapons the Rangers used to fight with.", + "HARBOURTOWN_NPC_20_DIALOGUE1": "I know that transforming is way more effective in battle, but...", + "HARBOURTOWN_NPC_20_DIALOGUE3": "Ianthe’s mechanical gear sword was, like, the most steampunk thing I’ve ever seen.", + "HARBOURTOWN_NPC_24_DIALOGUE1": "For 101 years this town has stood. Did you know that?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "Have you been to the west side of Harbourtown yet?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Are you an offworlder? I haven’t seen you around before!", + "HARBOURTOWN_NPC_22_DIALOGUE1": "We [wave amp=30 freq=10]usually[/wave] cook food for the townsfolk here, but we haven’t received ingredients from the farm west of here for a while. I wonder what’s going on?", + "HARBOURTOWN_NPC_21_DIALOGUE2": "I’ve been meaning to visit the Heritage Center over there.", + "HARBOURTOWN_NPC_23_DIALOGUE1": "There’s no time to chat – I have an order of pastries to finish preparing!", + "HARBOURTOWN_NPC_22_DIALOGUE2": "The bridge to the farm has been lowered, so we’re able to receive fresh produce once again! That’s fortunate.", + "HARBOURTOWN_NPC_24_DIALOGUE2": "I remember what this place looked like as a little girl. The town changes so much, so fast…", + "HARBOURTOWN_NPC_24_DIALOGUE3": "But the foundations, [pause]they have always stayed the same.", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Are you an offworlder? I haven’t seen you around before!", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Are you an offworlder? I haven’t seen you around before!", + "HARBOURTOWN_NPC_26_DIALOGUE1": "Do you listen to [wave amp=30 freq=10]Radio Cybil[/wave]? I tune in every day – I’m her sixth biggest fan!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "With all the free time I’ve had being stuck on this island, I’ve been able to work on my social skills… like talking to strangers such as yourself!", + "HARBOURTOWN_NPC_30_DIALOGUE1": "Is it true that one of the Rangers knows how to [wave amp=30 freq=10]hack[/wave] their monster tapes? I refuse to believe such a thing is possible!", + "HARBOURTOWN_NPC_28_DIALOGUE1": "I really want to go for a stroll in New Wirral Park, but I’m put off by the [wave amp=30 freq=10]local wildlife[/wave].", + "HARBOURTOWN_NPC_1_DIALOGUE9": "Sometimes I hope to see a ship sailing over the horizon, coming to rescue us. [pause]But I’ve been here a while now… I don’t think any rescue is coming.", + "HARBOURTOWN_NPC_1_DIALOGUE10": "Hey again! [pause]I hope you’re doing OK!", + "HARBOURTOWN_NPC_2_DIALOGUE1": "I bet you’d never expect to see someone as famous as [wave amp=30 freq=10]me[/wave] here, [pause]did you? [pause][pause]Wait, don’t you recognise me…?", "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks? [pause]I played sax in one of the most famous bands on earth? [pause]Are you sure that doesn’t ring a bell?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "Are you [shake rate=30 level=10]sure[/shake] you don’t recognise me? [pause]Not even a little bit?", "HARBOURTOWN_NPC_2_DIALOGUE3": "Come mate, you MUST know who I am. [pause]I’m Danny Kicks! [pause]Just picture me with a saxophone… [pause]still nothing?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "I guess you don’t recognise me, huh? [pause]Nevermind then, mate. [pause]It’s not the first time.", "HARBOURTOWN_NPC_2_DIALOGUE5": "Me and the boys from Liverpool? [pause]”While my sax gently weeps”? [pause]I [shake rate=30 level=10]wrote[/shake] that song, you know!", - "HARBOURTOWN_NPC_2_DIALOGUE6": "You [wave amp=30 freq=10]must[/wave] have seen me and the lads on the telly singing on that rooftop. [pause]...You do believe me, right?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Y-you believe me, right, [pause]mate? [pause]Maybe I wasn’t famous on your world, but if you came from where I’m from, I’m sure you’d be my [wave amp=30 freq=10]biggest fan![/wave]", "HARBOURTOWN_NPC_2_DIALOGUE7.m": "I guess you don’t recognise me, huh? [pause]Nevermind then, mate. [pause]It’s not the first time.", + "HARBOURTOWN_NPC_2_DIALOGUE6": "You [wave amp=30 freq=10]must[/wave] have seen me and the lads on the telly singing on that rooftop. [pause]...You do believe me, right?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "…", "HARBOURTOWN_NPC_2_DIALOGUE8": "Y’know, [pause]I don’t think a single person here has recognised me. [pause]Some of them even think I’m making it all up!", "HARBOURTOWN_NPC_2_DIALOGUE7.n": "I guess you don’t recognise me, huh? [pause]Nevermind then, mate. [pause]It’s not the first time.", - "HARBOURTOWN_NPC_3_DIALOGUE1": "…", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "How’s my [wave amp=30 freq=10]number one[/wave] fan doing today?", "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Y-you believe me, right, [pause]mate? [pause]Maybe I wasn’t famous on your world, but if you came from where I’m from, I’m sure you’d be my [wave amp=30 freq=10]biggest fan![/wave]", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Y-you believe me, right, [pause]mate? [pause]Maybe I wasn’t famous on your world, but if you came from where I’m from, I’m sure you’d be my [wave amp=30 freq=10]biggest fan![/wave]", - "INTRO_KAYLEIGH29": "Not to infodump on you, but you’re on an island called New Wirral.", - "INTRO_KAYLEIGH30_OPTION1": "Is there a way back home?", - "INTRO_PENSBY31": "I’m afraid not, {player}. [pause]I’m so sorry.", - "INTRO_PENSBY32": "Castaways have been trying to get back to their worlds for a century, and none have succeeded.", - "INTRO_PENSBY44": "This all must be a lot to take in, but we all went through the same thing once.", - "INTRO_PENSBY43": "My clinic is nearby. If you need a checkup, feel free to visit.", - "TUTORIAL1_PART1_KAYLEIGH2": "...", - "TUTORIAL1_PART1_KAYLEIGH1": "Hey again, {player}. [pause]Are you feeling a little better?", - "INTRO_MONOLOGUE45": "I should probably put on some proper clothes first...", - "INTRO_KAYLEIGH39.n": "I’m pretty sure word has already gotten round that there’s a new face in town.", - "INTRO_KAYLEIGH37": "If you’d like to join me, meet me by the gate! The one just over the bridge we crossed to come into town.", - "INTRO_KAYLEIGH38": "In the meantime, feel free to say hi to your new neighbours!", - "INTRO_KAYLEIGH39.m": "I’m pretty sure word has already gotten round that there’s a new lad in town.", - "GAME_OVER_FIRST_PENSBY2": "Why don’t you take these with you?", - "GAME_OVER_FIRST_PENSBY3.f": "If you two are travelling across New Wirral, you’d be wise to stock up on healing supplies before you go.", - "INTRO_KAYLEIGH8.m": "Your turn! Don’t be shy!", - "INTRO_KAYLEIGH7": "This might get a little weird, but follow my lead!", - "INTRO_KAYLEIGH36": "Yeah! I’m actually going on a patrol soon.", - "INTRO_KAYLEIGH39.f": "I’m pretty sure word has already gotten round that there’s a new lass in town.", - "INTRO_KAYLEIGH40": "We also fetched some clothes for you, though they might be a bit… out of fashion for your era, but it’s all we have!", - "PARTNER_LEVELUP_MEREDITH1": "I’ve, uh, been training since we last hung out. You don’t have to worry about me falling behind.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "That feels like so long ago now, doesn’t it?", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "I guess you don’t recognise me, huh? [pause]Nevermind then, mate. [pause]It’s not the first time.", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Was there something else you wanted?", + "PENSBY_INTERACT_CHECKUP_HURT1": "Let me take a look at you…", + "PENSBY_INTERACT_CHECKUP_HURT3": "I’m going to prescribe you some rest.[pause] Why don’t you head over to the Gramophone café and take it easy for a bit?", + "PENSBY_INTERACT_CHECKUP_HURT2": "It’s just a few bumps and scratches. Nothing serious.", + "PENSBY_INTERACT_BYE": "Try not to get yourself hurt too badly out there, OK?", + "HERITAGE_CENTER_SIGN": "“Harbourtown Heritage Center: Charting the history of our unlikely community”", + "HERITAGE_CENTER_1": "YEAR 001: The British naval vessel HMS Birkenhead sinks in a storm in the Earth year 1845. Much of the crew and wreckage wash ashore on an unknown island, later christened New Wirral.", + "HERITAGE_CENTER_3": "YEAR 006: The first child is born on New Wirral. The first attempt to leave New Wirral ends in disaster – a vessel built on the island is sunk by storms a mile from the coast.", + "HERITAGE_CENTER_2": "YEAR 002: New arrivals appear for the first time. Harbourtown is officially founded. The first recorded encounter with an unknown native creature, or “monster”, occurs.", + "HERITAGE_CENTER_5": "YEAR 050: Upon the 48th anniversary of its formation, Harbourtown dissolves its previously established mayoral position and becomes managed by a committee.", + "HERITAGE_CENTER_4": "YEAR 048: Following the arrival of multiple engineers, the first electrical grid is built in Harbourtown.", + "HERITAGE_CENTER_6": "YEAR 062: An attempt to form a second town, named “New London”, begin on New Wirral.", + "HERITAGE_CENTER_8": "YEAR 091: “Falldown Mall” is discovered, bringing a large supply of Earth goods to New Wirral. The phenomenon of “monster recording” is discovered for the first time.", + "HERITAGE_CENTER_7": "YEAR 089: After a terrible disaster, New London is destroyed. Only one resident survived, and was able to return to Harbourtown.", + "HERITAGE_CENTER_9": "“The wreck of the HMS Birkenhead”", + "HARBOURTOWN_NPC_DIALOGUE4": "My name? I’m Duncan!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Have you seen these red caches about? Us rangers leave supplies in them for each other when traversing the island.", + "HARBOURTOWN_NPC_DIALOGUE3": "Sshh! I’m invisible! Pretend I'm not here!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "In fact, I was just about to place something in this one – why don’t you take it instead?", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Respools can be used to repair broken tapes without having to rest. Pretty useful!", + "TRAVELING_MERCHANT_NAME": "Travelling Merchant", + "TRAVELING_MERCHANT_INTRO2": "Nope, I’m certain I’d remember a face like yours.", + "TRAVELING_MERCHANT_INTRO1": "Heyhey! Have we met?", + "TRAVELING_MERCHANT_INTRO4": "Don’t let my lack of a shirt discomfort you - I traded it to a young woman who gave it to a bear a while back. Let no one tell you I ain’t dedicated to the cause of distribution!", + "TRAVELING_MERCHANT_INTRO3": "Well, if you’re looking for cheap goods, I’m your man! But I don’t like to stick around in places for very long.", + "TRAVELING_MERCHANT_REPEAT_MEET": "Fancy running into you here!", + "TRAVELING_MERCHANT_PRE_TRADE": "Take a look at my catalog, why don’t you?", + "TRAVELING_MERCHANT_POST_TRADE2": "Catch you later!", + "TRAVELING_MERCHANT_POST_TRADE1": "Hoo boy, the lack of money in these parts sure makes things difficult.", + "OUTSKIRTS_3_-1_GIFTER1.n": "I haven’t seen you around before. Let me guess – you washed up pretty recently, didn’t you?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]The value of property near the park is sky high![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "You can use those to rewind any monster tapes you have on the go. Stay safe out there, OK?", + "HARBOURTOWN_MERCHANT_4.m": "Thanks for stopping by! Come back tomorrow and I’ll have some brand new ones in store!", + "HARBOURTOWN_MERCHANT_3": "I’ve been designing some new support stickers! Do you wanna see what I’ve got?", + "HARBOURTOWN_MERCHANT_2": "Pleasure doin’ business! Come back tomorrow and I’ll have new stickers in stock!", + "HARBOURTOWN_MERCHANT_1": "Are you lookin’ for some new sticker to give your monster forms the upper hand in a fight? Look no further!", + "HARBOURTOWN_MERCHANT_4.f": "Thanks for stopping by! Come back tomorrow and I’ll have some brand new ones in store!", + "HARBOURTOWN_MERCHANT_5.m": "Don’t underestimate passive moves, my friend! Here, take a look at my sticker selection for the day!", + "HARBOURTOWN_MERCHANT_5.n": "Don’t underestimate passive moves, my friend! Here, take a look at my sticker selection for the day!", + "HARBOURTOWN_MERCHANT_5.f": "Don’t underestimate passive moves, my friend! Here, take a look at my sticker selection for the day!", + "HARBOURTOWN_MERCHANT_6": "Come back tomorrow and I’ll have some fresh new stickers!", + "HARBOURTOWN_MERCHANT_NAME_1": "Offensive Sticker Merchant", + "HARBOURTOWN_NPC_12_DIALOGUE9": "I might be here forever, but at least things are never [wave amp=30 freq=10]boring[/wave].", + "HARBOURTOWN_NPC_13_DIALOGUE1": "I was hoping to cross the bridge, but it’s been raised for a while now.", + "HARBOURTOWN_NPC_13_DIALOGUE3": "Oh… [pause]the bridge is down.", + "HARBOURTOWN_NPC_13_DIALOGUE2": "That’s fine… [pause]I can stay on this side of town, [pause]I guess.", + "HARBOURTOWN_NPC_14_DIALOGUE1": "You know… [pause]I worked so hard to move out of my home town. [pause]I really mean it.", + "HARBOURTOWN_NPC_13_DIALOGUE4": "I could cross it, [pause]but I have grown fond of just standing here instead.", + "HARBOURTOWN_NPC_14_DIALOGUE2": "I was ready for the next part of my life, [pause]only to get stuck in [wave amp=30 freq=10]another[/wave] small town.", + "HARBOURTOWN_NPC_14_DIALOGUE3": "I suppose this is just what fate wanted for me, [pause]huh?", + "HARBOURTOWN_NPC_15_DIALOGUE1": "Harbourtown has always had some sort of “community volunteer” group. [pause]How else would it have stayed in one piece so long?", + "HARBOURTOWN_NPC_15_DIALOGUE2": "Ianthe’s rangers are the latest iteration of it. [pause]Gathering resources, assisting people’s concerns, we do the whole list.", + "HARBOURTOWN_NPC_15_DIALOGUE3": "Keeping things in order has gotten even tougher since the discovery of the “cassette tape” phenomenon. [pause]But if anyone can do it, Ianthe can!", + "HARBOURTOWN_NPC_16_DIALOGUE1": "A lot of newcomers in town go through… [pause]a difficult period.", + "HARBOURTOWN_NPC_16_DIALOGUE2": "If I had any advice for you, [pause]it would be to embrace your new life here.", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "That doesn’t mean you should also forget the life you used to have, though. [pause]You’re as much your past as you are your future, [pause]y’know?", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "That doesn’t mean you should also forget the life you used to have, though. [pause]You’re as much your past as you are your future, [pause]y’know?", + "HARBOURTOWN_NPC_17_DIALOGUE2": "It’s important to look back on our history here if we want to see what our future needs of us.", + "HARBOURTOWN_NPC_17_DIALOGUE1": "Harbourtown has a more interesting history than you’d think!", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "That doesn’t mean you should also forget the life you used to have, though. [pause]You’re as much your past as you are your future, [pause]y’know?", + "TUTORIAL3_PART2_KAYLEIGH1": "OK, you felt that one, right?", + "TUTORIAL3_PART2_KAYLEIGH2": "What is that?!", + "TUTORIAL3_PART2_KAYLEIGH3": "W-was this always here?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Isn’t this part of Harbourtown?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "This isn’t normal?", + "TUTORIAL3_PART2_KAYLEIGH4": "I’ve never seen ANYTHING like this before!", + "TUTORIAL3_PART2_KAYLEIGH5": "Has this always been buried here?!", + "CLEMENCE_INTRO2": "I am Clémence, and this fine establishment is the Gramophone Café. What can I say? I own many records, and I brew the best coffee. Not that there is much competition.", + "CLEMENCE_INTRO1.f": "Bonjour! [pause]It is not too often we get a new face in here – especially not one as pretty as your own!", + "CLEMENCE_INTRO1.m": "Bonjour! [pause]It is not too often we get a new face in here – especially not one as handsome as your own!", + "TUTORIAL4_PART3B_KAYLEIGH11": "They’ve had a bunch of names over the years – angels, demons, devils, ghouls…", + "TUTORIAL4_PART3B_KAYLEIGH14": "We don’t know what they are. No one has really seen one for a long time.", + "TUTORIAL4_PART3B_KAYLEIGH13": "Those other creatures, though… [pause]Like the one we fought... [pause]They’re still Archangels to us.", + "TUTORIAL4_PART3B_KAYLEIGH16": "It felt like I wasn’t viewing it correctly – like trying to watch a movie through binoculars or something…", + "TUTORIAL4_PART3B_KAYLEIGH15": "Looking at that thing we fought… It’s hard to explain…", + "HARBOURTOWN_STATION_MORGANTE13": "I SEE.\\n\\nTHERE IS A WAY. THERE ARE NONE WHO KNOW THE PATH BUT I.", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Vessel...?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Wait...", + "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, are you OK?! [pause]What happened?! [pause]You blanked out for a second there!", + "HARBOURTOWN_STATION_MORGANTE15": "VERY WELL. HEAR MY SONG.", + "TUTORIAL4_PART3A_KAYLEIGH1": "A [wave amp=30 freq=10]lot[/wave] happened at that train station… I guess we should probably talk about it.", + "HARBOURTOWN_STATION_KAYLEIGH17": "We should get out of here…", + "HARBOURTOWN_NPC_32_DIALOGUE1": "If there’s [wave amp=30 freq=10]anything[/wave] that’s in abundance here on New Wirral, it’s coffee. [pause]Coffee and brightly coloured creatures.", + "HARBOURTOWN_NPC_31_DIALOGUE1": "I’m currently in training to become a Ranger trainee. It’s like a job application, except with way more fighting.", + "HARBOURTOWN_NPC_33_DIALOGUE1": "Local legend says that there’s the ruins of a pier you can see just on the horizon of the Mire Sea… not that I’ve ever been able to see it, of course.", + "HARBOURTOWN_BOOK_2": "The scribbled notes say: “...if given a toy, this elven monster will not stray from its path. Without one, it will eventually be consumed by rage.”", + "HARBOURTOWN_BOOK_3": "The scribbled notes say: “...this great masked snake can take a third path, if allowed to harness the zephyrs of wind.”", + "HARBOURTOWN_BOOK_1": "The scribbled notes say: “...this flying saucer creature will emerge from its shell if given the ability to remain close to its opponents.”", + "HARBOURTOWN_BOOK_4": "The scribbled notes say: “...the mysterious gears beneath this hill are the key to unlocking this dinosaur’s true potential.”", + "HARBOURTOWN_BOOK_5": "The scribbled notes say: “...I believe certain monsters will mature into different forms depending on whether it is day or night.”", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Chemistry Merchant", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Typeless Merchant", + "HARBOURTOWN_CHEMIST1_OPENING": "Elemental chemistry is the key to success in combat.[pause] I design stickers that give you control of chemistry, and the advantage in battle!", + "HARBOURTOWN_CHEMIST1_CLOSING": "I’ll be right here if you need me.", + "HARBOURTOWN_CHEMIST2_OPENING": "I specialise in stickers that change type with the user – very handy if you’re also using my colleague’s coatings. And they’re all compatible with every tape to boot!", + "HARBOURTOWN_ITEM_RECYCLER1": "Do you recycle items you don’t need any more?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "Thanks for your custom!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "Thanks for your custom!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "Thanks for your custom!", + "HARBOURTOWN_TAPE_RECYCLER3": "At a campsite, or in the cafe, open your tape storage, select a tape you don’t want, and then hit recycle!", + "HARBOURTOWN_ITEM_RECYCLER4": "Here, give it a go with this old book. I don’t need it any more.", + "HARBOURTOWN_ITEM_RECYCLER2": "Not only is it a good way to de-clutter your inventory, but it also gives back some of the resources that went into making the item.", + "HARBOURTOWN_ITEM_RECYCLER3": "Then you can trade those resources with someone else for new items!", + "GAME_OVER_FIRST_PENSBY1.f": "Ah, you’re awake. You’re lucky you had a friend to get you back to my clinic in one piece!", + "GAME_OVER_DOG1": "Arf!", + "HARBOURTOWN_TAPE_RECYCLER1": "Holding onto any old tapes in storage that you don’t need any more?", + "HARBOURTOWN_TAPE_RECYCLER2": "Next time you’re taking a break from your travels, why not recycle one?", + "HARBOURTOWN_TAPE_RECYCLER4": "It’s a good way to get some extra resources that you can trade with merchants, and it can net you some extra stickers from that monster’s pool.", + "HARBOURTOWN_BOOTLEG_KRAB1": "...", + "HARBOURTOWN_BOOTLEG_KRAB2": "It’s an oddly-coloured Traffikrab.", + "HARBOURTOWN_BOOTLEG_NPC1": "Don’t worry about the Traffikrab, that’s just my son. He loves playing with his bootleg tape.", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Bootleg?", + "HARBOURTOWN_BOOTLEG_NPC2": "Yeah.[pause] Have you ever seen a monster in your travels that isn’t its normal colour? That’s a bootleg.[pause] But don’t confuse it with a coating!", + "HARBOURTOWN_BOOTLEG_NPC3": "Bootleg monsters [wave amp=30 freq=10]permanently[/wave] have different colours, different elemental types, and different moves from usual.", + "HARBOURTOWN_BOOTLEG_NPC4": "And when you record them, they keep those attributes.", + "HARBOURTOWN_BOOTLEG_NPC6": "Here, why don’t you take this and see for yourself. Captain Codey gives me his spares, so I have plenty already.", + "HARBOURTOWN_BOOTLEG_NPC5": "Recorded bootlegs have a higher rate of producing uncommon and rare moves, so they can be very useful.", + "HARBOURTOWN_BOOTLEG_NPC7": "Bootleg monsters can appear anywhere at random, but apparently they’re more often seen in fusions.", + "HARBOURTOWN_BOOTLEG_NPC8": "I’ve heard that some very rare bootleg monsters sparkle and shine like as if they’re covered in glitter.", + "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Welcome, enquiring souls![/wave] Are you here to learn about the astral arts?", + "HARBOURTOWN_ASTROLOGER_NAME": "Astrologer", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Sure!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Not now.", + "HARBOURTOWN_ASTROLOGER_NPC3": "Excellent… [pause]you would be wise to heed my words!", + "HARBOURTOWN_ASTROLOGER_NPC2": "Another time, perhaps!", + "HARBOURTOWN_ASTROLOGER_NPC4": "You see, beasts of the astral type draw their power from the four basic elements of nature: [pause]earth, [pause]water, [pause]fire, [pause] and air.", + "HARBOURTOWN_ASTROLOGER_NPC6": "However, their internal harmony can be thrown into [wave amp=30 freq=10]disarray[/wave] by exposure to impure elements: plastic, poison and metal.", + "HARBOURTOWN_ASTROLOGER_NPC5": "An astral creature exposed to any of these four elements will be [wave amp=30 freq=10]empowered[/wave]!", + "PENSBY_INTERACT_MENU": "Hey {player}, what can I do for you?", + "PENSBY_INTERACT_MENU_SUPPLIES": "I’m looking for supplies.", + "PENSBY_INTERACT_MENU_CHECKUP": "I want a checkup.", + "PENSBY_INTERACT_MENU_BYE": "Just saying hi.", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "You’re in perfect health, {player}.", + "HARBOURTOWN_ASTROLOGER_NPC7": "If you wish to take the form of an astral beast, remember this!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Like I said after we first fought Morgante - we’re in this together, you and I!", "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "It takes some time getting used to how each monster form changes how your own body feels. It seems to me that you’re doing a cracking job at learning the ropes, though!", "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Brilliant! [pause]You’re in luck then - New Wirral doesn’t exactly have any hotels, so you’ll probably be doing a lot of your sleeping in a tent.", "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "I love camping!", @@ -441,138 +764,35 @@ "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "I hadn’t considered that.", "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "I guess that makes sense…", "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "It makes me feel like us humans are [wave amp=30 freq=10]pretty[/wave] puny in comparison…", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]We shall leave for now….[/wave]", "EUGENE_INTRO_WOMAN_NAME": "Woman", "EUGENE_INTRO_LANDKEEPER_NAME": "Pale Man", "EUGENE_INTRO_EUGENE1": "...Don’t make me tell you [shake rate=30 level=10]again[/shake]! [pause][pause]Harbourtown won’t fall to you [shake rate=30 level=10]blood suckers[/shake]!", "EUGENE_INTRO_EUGENE3": "Crawl back to the darkness you came from – [pause]or you’ll have to go through [shake rate=30 level=10]me[/shake]!", "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Tsk. [pause]So unreasonable…[/wave] \\n", "EUGENE_INTRO_EUGENE4": "I’ve fought [shake rate=30 level=10]your kind[/shake] before and won. [pause]Do you want a demonstration?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]We shall leave for now….[/wave]", - "EUGENE_INTRO_EUGENE17.m": "If you’re willing to get your hands dirty, I’d be glad to have you assist!", - "EUGENE_INTRO_EUGENE7": "Tell the rest of your kind that this town is protected by [shake rate=30 level=10]Eugene![/shake]", "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]But in time you shall understand that we know what is best for you all.[/wave]", "EUGENE_INTRO_EUGENE8": "Let me know if those creeps bother you again, ma’am.", + "EUGENE_INTRO_EUGENE7": "Tell the rest of your kind that this town is protected by [shake rate=30 level=10]Eugene![/shake]", "EUGENE_INTRO_EUGENE9": "And whatever you do, DON’T invite them into your house. [pause]That’s what they want.", "EUGENE_INTRO_WOMAN10": "I will keep that in mind. Thank you for intervening, young man!", "EUGENE_INTRO_EUGENE12": "The name’s Eugene… [pause]Which I guess you know, [pause]‘cause I just yelled it at those guys.", "EUGENE_INTRO_EUGENE11": "Oh, hey. Sorry you had to see that.", - "HARBOURTOWN_TAPE_RECYCLER1": "Holding onto any old tapes in storage that you don’t need any more?", - "HARBOURTOWN_TAPE_RECYCLER3": "At a campsite, or in the cafe, open your tape storage, select a tape you don’t want, and then hit recycle!", - "HARBOURTOWN_ITEM_RECYCLER4": "Here, give it a go with this old book. I don’t need it any more.", - "HARBOURTOWN_TAPE_RECYCLER2": "Next time you’re taking a break from your travels, why not recycle one?", - "HARBOURTOWN_BOOTLEG_KRAB1": "...", - "HARBOURTOWN_TAPE_RECYCLER4": "It’s a good way to get some extra resources that you can trade with merchants, and it can net you some extra stickers from that monster’s pool.", - "HARBOURTOWN_BOOTLEG_KRAB2": "It’s an oddly-coloured Traffikrab.", - "HARBOURTOWN_BOOTLEG_NPC1": "Don’t worry about the Traffikrab, that’s just my son. He loves playing with his bootleg tape.", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Bootleg?", - "HARBOURTOWN_BOOTLEG_NPC2": "Yeah.[pause] Have you ever seen a monster in your travels that isn’t its normal colour? That’s a bootleg.[pause] But don’t confuse it with a coating!", - "HARBOURTOWN_BOOTLEG_NPC3": "Bootleg monsters [wave amp=30 freq=10]permanently[/wave] have different colours, different elemental types, and different moves from usual.", - "HARBOURTOWN_BOOTLEG_NPC4": "And when you record them, they keep those attributes.", - "HARBOURTOWN_BOOTLEG_NPC7": "Bootleg monsters can appear anywhere at random, but apparently they’re more often seen in fusions.", - "HARBOURTOWN_BOOTLEG_NPC6": "Here, why don’t you take this and see for yourself. Captain Codey gives me his spares, so I have plenty already.", - "HARBOURTOWN_BOOTLEG_NPC5": "Recorded bootlegs have a higher rate of producing uncommon and rare moves, so they can be very useful.", - "HARBOURTOWN_BOOTLEG_NPC8": "I’ve heard that some very rare bootleg monsters sparkle and shine like as if they’re covered in glitter.", - "PENSBY_INTERACT_MENU_BYE": "Just saying hi.", - "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Welcome, enquiring souls![/wave] Are you here to learn about the astral arts?", - "HARBOURTOWN_ASTROLOGER_NAME": "Astrologer", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Sure!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Not now.", - "HARBOURTOWN_ASTROLOGER_NPC3": "Excellent… [pause]you would be wise to heed my words!", - "HARBOURTOWN_ASTROLOGER_NPC2": "Another time, perhaps!", - "HARBOURTOWN_ASTROLOGER_NPC4": "You see, beasts of the astral type draw their power from the four basic elements of nature: [pause]earth, [pause]water, [pause]fire, [pause] and air.", - "HARBOURTOWN_NPC_DIALOGUE3": "Sshh! I’m invisible! Pretend I'm not here!", - "HERITAGE_CENTER_9": "“The wreck of the HMS Birkenhead”", - "HARBOURTOWN_NPC_DIALOGUE4": "My name? I’m Duncan!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "In fact, I was just about to place something in this one – why don’t you take it instead?", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Have you seen these red caches about? Us rangers leave supplies in them for each other when traversing the island.", - "TRAVELING_MERCHANT_NAME": "Travelling Merchant", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Respools can be used to repair broken tapes without having to rest. Pretty useful!", - "TRAVELING_MERCHANT_INTRO2": "Nope, I’m certain I’d remember a face like yours.", - "TRAVELING_MERCHANT_INTRO1": "Heyhey! Have we met?", - "TRAVELING_MERCHANT_INTRO3": "Well, if you’re looking for cheap goods, I’m your man! But I don’t like to stick around in places for very long.", - "TRAVELING_MERCHANT_INTRO4": "Don’t let my lack of a shirt discomfort you - I traded it to a young woman who gave it to a bear a while back. Let no one tell you I ain’t dedicated to the cause of distribution!", - "TRAVELING_MERCHANT_REPEAT_MEET": "Fancy running into you here!", - "TRAVELING_MERCHANT_PRE_TRADE": "Take a look at my catalog, why don’t you?", - "TRAVELING_MERCHANT_POST_TRADE2": "Catch you later!", - "TRAVELING_MERCHANT_POST_TRADE1": "Hoo boy, the lack of money in these parts sure makes things difficult.", - "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh engages you with an enthusiastic discussion on your favourite dog breeds.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "I have a question for you, {player}. [pause]It’s a big one.", - "RESTING_KAYLEIGH_PLATONIC_2": "You and Kayleigh casually discuss the mysteries of New Wirral.", - "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh tells you a funny anecdote about her life.", - "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh tells you about her various ventures helping out the people of Harbourtown.", - "RESTING_KAYLEIGH_PLATONIC_5": "The two of you have fun throwing twigs into the campfire.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Maybe that means you’re someone who values independence and personal space…", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Are you ready?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Are you ready?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Are you… [pause][pause][pause]a dog person or a cat person?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Are you ready?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "I do a lot of walking these days, so a dog would fit that nicely, don’t you think?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "Dog person!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "Cat person!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "Ferret person!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "If I get to go back to my world, I think I’d want to adopt a dog.", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "A grand choice! [pause]Me too.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Interesting!", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Though it could also just mean you think they’re much cuter.", - "LEVEL_WARNING_viola.v3": "The beasts that reside here pose some threat to us – perhaps we would be wise to depart from these lands?", - "HARBOURTOWN_NPC_32_DIALOGUE1": "If there’s [wave amp=30 freq=10]anything[/wave] that’s in abundance here on New Wirral, it’s coffee. [pause]Coffee and brightly coloured creatures.", - "HARBOURTOWN_NPC_31_DIALOGUE1": "I’m currently in training to become a Ranger trainee. It’s like a job application, except with way more fighting.", - "HARBOURTOWN_NPC_33_DIALOGUE1": "Local legend says that there’s the ruins of a pier you can see just on the horizon of the Mire Sea… not that I’ve ever been able to see it, of course.", - "HARBOURTOWN_BOOK_2": "The scribbled notes say: “...if given a toy, this elven monster will not stray from its path. Without one, it will eventually be consumed by rage.”", - "HARBOURTOWN_BOOK_3": "The scribbled notes say: “...this great masked snake can take a third path, if allowed to harness the zephyrs of wind.”", - "HARBOURTOWN_BOOK_1": "The scribbled notes say: “...this flying saucer creature will emerge from its shell if given the ability to remain close to its opponents.”", - "HARBOURTOWN_BOOK_4": "The scribbled notes say: “...the mysterious gears beneath this hill are the key to unlocking this dinosaur’s true potential.”", - "HARBOURTOWN_BOOK_5": "The scribbled notes say: “...I believe certain monsters will mature into different forms depending on whether it is day or night.”", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Chemistry Merchant", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Typeless Merchant", - "HARBOURTOWN_CHEMIST1_OPENING": "Elemental chemistry is the key to success in combat.[pause] I design stickers that give you control of chemistry, and the advantage in battle!", - "HARBOURTOWN_CHEMIST1_CLOSING": "I’ll be right here if you need me.", - "HARBOURTOWN_CHEMIST2_OPENING": "I specialise in stickers that change type with the user – very handy if you’re also using my colleague’s coatings. And they’re all compatible with every tape to boot!", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "Thanks for your custom!", - "HARBOURTOWN_ITEM_RECYCLER3": "Then you can trade those resources with someone else for new items!", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "Thanks for your custom!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "Thanks for your custom!", - "HARBOURTOWN_ITEM_RECYCLER1": "Do you recycle items you don’t need any more?", - "HARBOURTOWN_ITEM_RECYCLER2": "Not only is it a good way to de-clutter your inventory, but it also gives back some of the resources that went into making the item.", - "INTRO_PENSBY27.m": "Kayleigh, you haven’t told him...?", - "INTRO_PENSBY27.f": "Kayleigh, you haven’t told her...?", - "INTRO_KAYLEIGH28": "Sorry, I should have....", - "INTRO_PENSBY27.n": "Kayleigh, you haven’t told them...?", - "CLEMENCE_CAFE4": "I said to them, “shush!” And I fixed the Gramophone and now we can play the records. Now my café is stylish, and it has music. Everyone is happy. The end.", - "CLEMENCE_ARRIVAL1": "I fell. [pause]Landed in the ocean. [pause]Washed up here.[pause] About ten years ago now. It is what it is.", - "INTRO_KAYLEIGH25": "Anyway, Harbourtown happened to have a spare home available for you, so this is your place now!", - "INTRO_KAYLEIGH25_OPTION1": "Where on earth is this place?", - "INTRO_PENSBY26": "...“On Earth”?", - "PARTNER_LEVELUP_DOG1": "The glint in his eye suggests that Barkley has been training recently.", - "INTRO_KAYLEIGH9": "Just breathe! You’ll adjust in just a moment!", - "INTRO_KAYLEIGH8.n": "Your turn! Don’t be shy!", - "INTRO_KAYLEIGH10": "Right, let’s give ‘em hell!", - "INTRO_KAYLEIGH11": "You handled yourself pretty well there…. Uh, what’s your name?", - "LEVEL_WARNING_eugene.v1": "This area looks pretty dangerous. Maybe we should retreat for now...", - "LEVEL_WARNING_eugene.v3": "I don’t know, man – the monsters here seem too tough for us right now...", - "INTRO_KAYLEIGH15.f": "Welcome to Harbourtown…", - "INTRO_KAYLEIGH16": "Your new home!", - "INTRO_KAYLEIGH15.n": "Welcome to Harbourtown…", - "INTRO_KAYLEIGH16_OPTION1": "My new… Home?", - "INTRO_KAYLEIGH18": "I’m not very good at this part...", - "INTRO_KAYLEIGH16_OPTION2": "I already have a home!", - "INTRO_KAYLEIGH17": "Uh right, [pause]yeah, [pause]sorry.", - "SWAP_PARTNER_KAYLEIGH1": "Right! Let’s go!", - "SWAP_PARTNER_DOG1": "*Pant*", - "SWAP_PARTNER_MEREDITH1": "Oh, are we travelling again so soon?", "EUGENE_INTRO_EUGENE12_OPTION1": "I’m {player}!", "EUGENE_INTRO_EUGENE13": "Always nice to meet a new face around here, {player}.", "EUGENE_INTRO_EUGENE13_OPTION1": "Who were those people?", "EUGENE_INTRO_EUGENE14": "I won’t trouble you with the details – [pause]but they don’t [wave amp=30 freq=10]belong[/wave] in this world.", "EUGENE_INTRO_EUGENE13_OPTION2": "What was that all about?", + "LEVEL_WARNING_dog.v2": "Barkley is acting a bit sheepish. Perhaps the monsters nearby look too tough for him?", + "EUGENE_INTRO_EUGENE16": "Anyway, I gotta go stake out those guys. [pause]I can’t risk them [shake rate=30 level=10]sinking their teeth[/shake] into the good people of Harbourtown.", "EUGENE_INTRO_EUGENE15": "Let’s just say that not all the monsters in New Wirral look like cereal mascots.", "WORKING_OVERTIME_INITIAL_RANGER2": "Y’see, I told Ianthe I’d put up a town sign here. [pause]Something that could make the place a little more cozy, [pause]y’know?", "EUGENE_INTRO_EUGENE16_OPTION1": "Can I help?", - "EUGENE_INTRO_EUGENE16": "Anyway, I gotta go stake out those guys. [pause]I can’t risk them [shake rate=30 level=10]sinking their teeth[/shake] into the good people of Harbourtown.", "EUGENE_INTRO_EUGENE16_OPTION2": "Do you need some assistance?", "EUGENE_INTRO_EUGENE18": "Meet me at this location. [pause]I’ll give you the full low-down when you’re there.", "EUGENE_INTRO_EUGENE17.n": "If you’re willing to get your hands dirty, I’d be glad to have you assist!", "EUGENE_INTRO_EUGENE17.f": "If you’re willing to get your hands dirty, I’d be glad to have you assist!", + "EUGENE_INTRO_EUGENE17.m": "If you’re willing to get your hands dirty, I’d be glad to have you assist!", "EUGENE_INTRO_EUGENE19": "Just… [pause]prepare yourself for a throwdown. [pause]Things might get kinda ugly.", "WORKING_OVERTIME_INITIAL_RANGER1": "Hey, [pause]any chance you could lend a hand?", "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Huh. A mirror?", @@ -601,24 +821,56 @@ "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "It looks great!", "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "Brilliant work!", "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Pretty neat work, mate.", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "Heh. [pause]Nice work, man.", "WORKING_OVERTIME_COMPLETE_RANGER9": "If this makes them feel even a little bit better when they see it, [pause]then it was worth the effort, [pause]I think.", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "Heh. [pause]Nice work, man.", "WORKING_OVERTIME_COMPLETE_FELIX7": "Neat sign.", "WORKING_OVERTIME_COMPLETE_VIOLA7": "I can see that you have worked diligently on this piece.", "RANGER_BODYBUILDER_INTRO": "Hey there, champ. Are you here to work out?", "RANGER_BODYBUILDER_OPTION1": "Let’s pump iron!", "RANGER_BODYBUILDER_OPTION2": "How does this work?", - "RANGER_BODYBUILDER_NO_PASS1": "Oh, this won’t do. Where’s your Gym Pass, champ?", "RANGER_BODYBUILDER_OPTION3": "Not now.", "RANGER_BODYBUILDER_NOT_JOINED1.m": "And you’re not even a ranger?", + "RANGER_BODYBUILDER_NO_PASS1": "Oh, this won’t do. Where’s your Gym Pass, champ?", "RANGER_BODYBUILDER_NO_PASS2": "Go get a Gym Pass from Wilma over there, and then I’ll give you a custom-targeted workout!", - "INTRO_KAYLEIGH21": "We all are.", - "INTRO_KAYLEIGH20.n": "You’re stuck here.", - "INTRO_KAYLEIGH23": "You had me scared for a moment, {player}!", - "INTRO_PENSBY22": "Ah, wonderful. You’re awake. Kayleigh gave me quite a fright when she came knocking at my door.", - "INTRO_KAYLEIGH21_OPTION1": "My head is spinning…", - "INTRO_KAYLEIGH21_OPTION2": "I don’t feel so great...", - "TUTORIAL4_PART3D_KAYLEIGH23": "We owe it to everyone on New Wirral to find out!", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "And you’re not even a ranger?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "And you’re not even a ranger?", + "RANGER_BODYBUILDER_NOT_JOINED2": "The first thing you’re gonna need to do, champ, is jog on over to the outpost in the park north of the Outskirts, and sign up.", + "RANGER_BODYBUILDER_BYE": "Catch you later champ!", + "RANGER_BODYBUILDER_EXPLANATION1": "Sometimes it’s not enough just to be good at transforming – sometimes you need simply to be stronger!", + "RANGER_BODYBUILDER_EXPLANATION2": "That’s where I come in. I can give you a custom workout designed to adjust the ‘base stats’ of your human form. That’ll affect the strength of your transformations too!", + "RANGER_BODYBUILDER_EXPLANATION4": "And as you advance through your training with the rangers, you’ll no doubt find yourself with a few extra points to put towards these base stats.", + "RANGER_BODYBUILDER_EXPLANATION5.m": "So what do you say, champ? Are you ready to work out?", + "RANGER_BODYBUILDER_EXPLANATION3": "If you decide for instance that you need your melee attacks to hit harder, but don’t rely on ranged attacks much, we can move some points from Ranged Attack to Melee Attack to do just that.", + "RANGER_BODYBUILDER_EXPLANATION5.f": "So what do you say, champ? Are you ready to work out?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "Whew, what a workout! I can feel my muscles burning!", + "RANGER_TRADER_NOT_JOINED1.m": "Hello sweetie, if you’re here to sign up with the rangers, you just missed Ianthe.", + "RANGER_TRADER_NOT_JOINED1.n": "Hello sweetie, if you’re here to sign up with the rangers, you just missed Ianthe.", + "RANGER_BODYBUILDER_EXPLANATION5.n": "So what do you say, champ? Are you ready to work out?", + "TUTORIAL4_PART3C_KAYLEIGH3": "In the right circumstances, two people in monster form are able to unite and form one [wave amp=30 freq=10]powerful being[/wave].", + "TUTORIAL4_PART3C_KAYLEIGH4": "(I guess “the right circumstances” include nearly being killed by an [shake rate=30 level=10]Archangel[/shake]...)", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "It felt strange. In that moment, I was sharing a body with you, and the thing we [wave amp=30 freq=10]became[/wave] was both us and not us at the same time…", + "TUTORIAL4_PART3D_KAYLEIGH3": "And she knows a way to leave New Wirral?", + "HARBOURTOWN_MERCHANT_4.n": "Thanks for stopping by! Come back tomorrow and I’ll have some brand new ones in store!", + "TUTORIAL4_PART3C_KAYLEIGH6": "I-[pause]I’ve never fused with anyone before. I certainly wasn’t expecting to fuse with someone I [wave amp=30 freq=10]barely[/wave] know…", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "It felt strange. In that moment, I was sharing a body with you, and the thing we [wave amp=30 freq=10]became[/wave] was both us and not us at the same time…", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "It felt strange. In that moment, I was sharing a body with you, and the thing we [wave amp=30 freq=10]became[/wave] was both us and not us at the same time…", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "It helped us defeat the Archangel!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Y-you believe me, right, [pause]mate? [pause]Maybe I wasn’t famous on your world, but if you came from where I’m from, I’m sure you’d be my [wave amp=30 freq=10]biggest fan![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "How’s my [wave amp=30 freq=10]number one[/wave] fan doing today?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Y-you believe me, right, [pause]mate? [pause]Maybe I wasn’t famous on your world, but if you came from where I’m from, I’m sure you’d be my [wave amp=30 freq=10]biggest fan![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "How’s my [wave amp=30 freq=10]number one[/wave] fan doing today?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "How’s my [wave amp=30 freq=10]number one[/wave] fan doing today?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "...[pause]Do I know you?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "Oh, [pause]you again. [pause]Sorry, I’m occupied.", + "HARBOURTOWN_NPC_3_DIALOGUE10": "It’s, [pause]um, [pause]nice to see you again, {player}.", + "HARBOURTOWN_NPC_3_DIALOGUE4": "Um, [pause]I think you might be mistaking me for someone else. [pause]I don’t believe we’re acquaintances.", + "HARBOURTOWN_NPC_3_DIALOGUE3": "Um, [pause]sorry but I’m busy. [pause]Very busy.", + "HARBOURTOWN_NPC_3_DIALOGUE8": "It can be hard to make friends here. [pause]I don’t have much in common with, [pause]well, [pause]anyone. [pause]That’s just the nature of this place.", + "HARBOURTOWN_NPC_3_DIALOGUE7": "I’m sorry if I was rude to you previously. [pause]I get a little hesitant with strangers. [pause]But I don’t think we’re strangers to each other anymore, are we?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "...[pause]Hi again. [pause]It’s nice of you to come and see me.", + "HARBOURTOWN_NPC_4_DIALOGUE1": "You’re new to the whole “cassette tape transforming” thing, huh? [pause]A little piece of advice for you.", + "HARBOURTOWN_NPC_4_DIALOGUE2": "The key is not to think about how it works. [pause]By all accounts, it doesn’t make sense.", + "HARBOURTOWN_NPC_3_DIALOGUE9": "I, um, [pause]never asked you your name. [pause]{player}? [pause]I hope you’re having a nice day, {player}.", "TUTORIAL4_PART3D_KAYLEIGH24": "You and I!", "TUTORIAL4_PART3D_KAYLEIGH25": "What do you say? Are we in this together?", "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Let’s do this!", @@ -628,69 +880,34 @@ "TUTORIAL4_PART3D_KAYLEIGH28.m": "The Rangers have a training programme that will help you become strong enough. Let’s begin by getting you a meeting with the Ranger Leader!", "TUTORIAL4_PART3D_KAYLEIGH27.f": "You need to find another one, and you need to be strong enough to stand against it when you do.", "TUTORIAL4_PART3D_KAYLEIGH27.n": "You need to find another one, and you need to be strong enough to stand against it when you do.", - "TUTORIAL4_PART3D_KAYLEIGH29": "She’ll be at the outpost in the park right about now.", "TUTORIAL4_PART3D_KAYLEIGH28.n": "The Rangers have a training programme that will help you become strong enough. Let’s begin by getting you a meeting with the Ranger Leader!", "TUTORIAL4_PART3D_KAYLEIGH28.f": "The Rangers have a training programme that will help you become strong enough. Let’s begin by getting you a meeting with the Ranger Leader!", - "HARBOURTOWN_NPC_20_DIALOGUE1": "I know that transforming is way more effective in battle, but...", - "HARBOURTOWN_NPC_20_DIALOGUE3": "Ianthe’s mechanical gear sword was, like, the most steampunk thing I’ve ever seen.", - "HARBOURTOWN_NPC_20_DIALOGUE2": "Man, I miss the weapons the Rangers used to fight with.", - "HARBOURTOWN_NPC_21_DIALOGUE1": "Have you been to the west side of Harbourtown yet?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Are you an offworlder? I haven’t seen you around before!", - "HARBOURTOWN_NPC_22_DIALOGUE1": "We [wave amp=30 freq=10]usually[/wave] cook food for the townsfolk here, but we haven’t received ingredients from the farm west of here for a while. I wonder what’s going on?", - "HARBOURTOWN_NPC_21_DIALOGUE2": "I’ve been meaning to visit the Heritage Center over there.", - "HARBOURTOWN_NPC_23_DIALOGUE1": "There’s no time to chat – I have an order of pastries to finish preparing!", - "HARBOURTOWN_NPC_22_DIALOGUE2": "The bridge to the farm has been lowered, so we’re able to receive fresh produce once again! That’s fortunate.", - "HARBOURTOWN_NPC_24_DIALOGUE1": "For 101 years this town has stood. Did you know that?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "I remember what this place looked like as a little girl. The town changes so much, so fast…", - "HARBOURTOWN_NPC_24_DIALOGUE3": "But the foundations, [pause]they have always stayed the same.", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Are you an offworlder? I haven’t seen you around before!", - "HARBOURTOWN_NPC_26_DIALOGUE1": "Do you listen to [wave amp=30 freq=10]Radio Cybil[/wave]? I tune in every day – I’m her sixth biggest fan!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "I was approached by a strange man trying to sell me a house recently. How would I even buy a house? There’s no such thing as [wave amp=30 freq=10]money[/wave] on this island!", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Are you an offworlder? I haven’t seen you around before!", - "HARBOURTOWN_NPC_29_DIALOGUE1": "With all the free time I’ve had being stuck on this island, I’ve been able to work on my social skills… like talking to strangers such as yourself!", - "HARBOURTOWN_NPC_28_DIALOGUE1": "I really want to go for a stroll in New Wirral Park, but I’m put off by the [wave amp=30 freq=10]local wildlife[/wave].", - "HARBOURTOWN_NPC_30_DIALOGUE1": "Is it true that one of the Rangers knows how to [wave amp=30 freq=10]hack[/wave] their monster tapes? I refuse to believe such a thing is possible!", - "HARBOURTOWN_ASTROLOGER_NPC6": "However, their internal harmony can be thrown into [wave amp=30 freq=10]disarray[/wave] by exposure to impure elements: plastic, poison and metal.", - "HARBOURTOWN_ASTROLOGER_NPC5": "An astral creature exposed to any of these four elements will be [wave amp=30 freq=10]empowered[/wave]!", - "HARBOURTOWN_ASTROLOGER_NPC7": "If you wish to take the form of an astral beast, remember this!", - "PENSBY_INTERACT_MENU": "Hey {player}, what can I do for you?", - "PENSBY_INTERACT_MENU_SUPPLIES": "I’m looking for supplies.", - "PENSBY_INTERACT_MENU_CHECKUP": "I want a checkup.", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "You’re in perfect health, {player}.", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Was there something else you wanted?", - "PENSBY_INTERACT_CHECKUP_HURT1": "Let me take a look at you…", - "PENSBY_INTERACT_CHECKUP_HURT3": "I’m going to prescribe you some rest.[pause] Why don’t you head over to the Gramophone café and take it easy for a bit?", - "PENSBY_INTERACT_CHECKUP_HURT2": "It’s just a few bumps and scratches. Nothing serious.", - "PENSBY_INTERACT_BYE": "Try not to get yourself hurt too badly out there, OK?", - "HERITAGE_CENTER_SIGN": "“Harbourtown Heritage Center: Charting the history of our unlikely community”", - "HERITAGE_CENTER_1": "YEAR 001: The British naval vessel HMS Birkenhead sinks in a storm in the Earth year 1845. Much of the crew and wreckage wash ashore on an unknown island, later christened New Wirral.", - "HERITAGE_CENTER_3": "YEAR 006: The first child is born on New Wirral. The first attempt to leave New Wirral ends in disaster – a vessel built on the island is sunk by storms a mile from the coast.", - "HERITAGE_CENTER_2": "YEAR 002: New arrivals appear for the first time. Harbourtown is officially founded. The first recorded encounter with an unknown native creature, or “monster”, occurs.", - "HERITAGE_CENTER_4": "YEAR 048: Following the arrival of multiple engineers, the first electrical grid is built in Harbourtown.", - "HERITAGE_CENTER_5": "YEAR 050: Upon the 48th anniversary of its formation, Harbourtown dissolves its previously established mayoral position and becomes managed by a committee.", - "HERITAGE_CENTER_8": "YEAR 091: “Falldown Mall” is discovered, bringing a large supply of Earth goods to New Wirral. The phenomenon of “monster recording” is discovered for the first time.", - "HERITAGE_CENTER_6": "YEAR 062: An attempt to form a second town, named “New London”, begin on New Wirral.", - "HERITAGE_CENTER_7": "YEAR 089: After a terrible disaster, New London is destroyed. Only one resident survived, and was able return to Harbourtown.", - "HARBOURTOWN_STATION_MORGANTE14": "I REQUIRE A VESSEL AND YOU REQUIRE A GUIDE.\\n\\nREBUILD MY STRENGTH AND IN TURN I SHALL LEAD YOU FROM THIS LAND.", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Vessel...?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Wait...", - "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, are you OK?! [pause]What happened?! [pause]You blanked out for a second there!", - "HARBOURTOWN_STATION_MORGANTE15": "VERY WELL. HEAR MY SONG.", - "TUTORIAL4_PART3A_KAYLEIGH1": "A [wave amp=30 freq=10]lot[/wave] happened at that train station… I guess we should probably talk about it.", - "HARBOURTOWN_STATION_KAYLEIGH17": "We should get out of here…", - "TUTORIAL4_PART3B_KAYLEIGH12": "We just call them monsters now. It’s a good catch-all term.", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "About the “Archangel”...", - "GAME_OVER_FIRST_PENSBY4": "I’ll trade you restoratives for any resources you have on hand – [pause]and so will Clémence at the Gramophone Café.", - "LEVEL_WARNING_felix.v1": "I have a hunch that the monsters here are much stronger than us...", + "OUTSKIRTS_3_-1_GIFTER1.m": "I haven’t seen you around before. Let me guess – you washed up pretty recently, didn’t you?", + "TUTORIAL4_PART3D_KAYLEIGH29": "She’ll be at the outpost in the park right about now.", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Oof. The crime rate is also sky high…[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "Oh! Is that a cassette player you’re holding? Here, take these.", + "OUTSKIRTS_3_-1_GIFTER1.f": "I haven’t seen you around before. Let me guess – you washed up pretty recently, didn’t you?", + "HARBOURTOWN_STATION_MORGANTE1": "IS THAT YOU, MORDREAD?\\n\\nCOME CLOSER, CHILD... SO THAT I MAY SEE YOU ONE LAST TIME.", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, can you feel something in the air..?", + "HARBOURTOWN_STATION_KAYLEIGH1": "This place smells like… Burning metal. I can’t explain it…", + "HARBOURTOWN_STATION_MORGANTE2": "THE LONG CONFLICT HAS DRAWN TO AN END… I AM AFRAID HE HAS DEFEATED ME TRULY THIS TIME.", + "HARBOURTOWN_STATION_KAYLEIGH6": "Oh no…", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]This is… This is…[/shake]", "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, I think this is an [shake rate=30 level=10]Archangel[/shake]…", "HARBOURTOWN_STATION_KAYLEIGH5": "We need to leave. [wave amp=30 freq=10]Now.[/wave]", - "HARBOURTOWN_STATION_KAYLEIGH5B": "This isn’t like the other monsters. [pause][shake rate=30 level=10]We are not safe here[/shake].", - "HARBOURTOWN_STATION_KAYLEIGH6": "Oh no…", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Who are you?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "What happened to you?", - "HARBOURTOWN_STATION_MORGANTE3": "NO, NO, YOU ARE NOT MY KIN.\\n\\nYOU COME FOR ME ONCE AGAIN, SWORD IN HAND?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "We’re gonna fight this thing and we’re gonna do it TOGETHER!", - "HARBOURTOWN_STATION_KAYLEIGH7": "I am not gonna die here, not like this.", + "TUTORIAL4_PART3C_KAYLEIGH7": "It just kind of happened in the heat of the moment, right?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "It helped us defeat the Archangel!", + "TUTORIAL4_PART3C_KAYLEIGH8": "Sorry, [pause]talking about it is a little awkward!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "It helped us defeat the Archangel!", + "TUTORIAL4_PART3C_KAYLEIGH9": "Y-yeah, I guess you’re right!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "We wouldn’t have survived without it!", + "TUTORIAL4_PART3C_KAYLEIGH10": "Now that we’ve done it, I have this weird feeling inside me. Like… a door has been opened that I didn’t even know was there before.", + "TUTORIAL4_PART3D_KAYLEIGH1": "So let me get this straight…", + "TUTORIAL4_PART3C_KAYLEIGH11": "I feel like I’d be able to fuse with you again, if we ever needed to.", + "TUTORIAL4_PART3D_KAYLEIGH2": "That Archangel, “Morgante”, her memory is [wave amp=30 freq=10]inside[/wave] you now…?", + "TUTORIAL4_PART3D_KAYLEIGH23": "We owe it to everyone on New Wirral to find out!", + "TUTORIAL4_PART3D_KAYLEIGH22": "If there is even a chance that this can lead to a way off this island and return people to their homes and their families…", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "You and Meredith get on well, though. I can totally see you two together.", "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "If that gateway [wave amp=30 freq=10]does[/wave] take us back to our old worlds, will we all have to say goodbye?", "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "So tell me - how do you feel about sleeping in the [wave amp=30 freq=10]great outdoors[/wave]?", "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Fortunately, we still have stuff to do here on New Wirral. I’ll worry about all that later!", @@ -729,493 +946,10 @@ "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Uhh… [pause]I wasn’t living what you’d call an [wave amp=30 freq=10]exciting[/wave] life.", "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "It was pleasant, [pause]but after everything I’ve been through on this island? I’m not sure that would satisfy me anymore.", "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "I dropped out of college and worked in a shop in my hometown.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Now we’re [wave amp=30 freq=10]together[/wave], I mean.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "That feels like so long ago now, doesn’t it?", "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "I don’t know why I thought that might change, but I’m glad it didn’t.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Like I said after we first fought Morgante - we’re in this together, you and I!", - "SWAP_PARTNER_EUGENE1": "Momentous!", - "SWAP_PARTNER_FELIX1": "Huh. OK.", - "SWAP_PARTNER_VIOLA1": "Very well! Let us travel with haste.", - "HARBOURTOWN_NPC_10_DIALOGUE5": "I wonder if I’ll get to be a ranger captain one day? [pause]Nah.", - "HARBOURTOWN_NPC_11_DIALOGUE3": "Why couldn’t I be marooned somewhere more [wave amp=30 freq=10]normal[/wave]?", - "HARBOURTOWN_NPC_11_DIALOGUE2": "Well [shake rate=30 level=10]not me[/shake]! [pause][pause]I find all this monster business weird and uncomfortable!", - "HARBOURTOWN_NPC_11_DIALOGUE1": "With the way people in this town go on about “monsters” and “cassette tapes”, [pause]you’d think everyone was having fun here.", - "HARBOURTOWN_NPC_12_DIALOGUE1": "You know what I miss? [pause]Sports. [pause]Why can’t Harbourtown start a football team?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "Well… [pause]I suppose there’d be no-one to play against. [pause]I don’t think the giant crabs on the beach have a competitive spirit.", - "HARBOURTOWN_NPC_12_DIALOGUE3": "Some weird pale skinned folks were skulking around here recently, muttering under their breaths. That’s unusual, even for this place.", - "HARBOURTOWN_NPC_12_DIALOGUE4": "Have you seen those cloaked weirdos around the park? Are they part of a [wave amp=30 freq=10]theatre troupe[/wave] or something?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "Apparently Harbourtown and that other town in the east have made amends. I wonder what happened?", - "HARBOURTOWN_NPC_12_DIALOGUE6": "Folks around town claim that the abandoned mall is [wave amp=30 freq=10]haunted[/wave]. Monsters are one thing, but I draw the line at believing in ghosts!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "I haven’t seen those creepy pale folks in the black suits recently. What happened to them?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "I might be here forever, but at least things are never [wave amp=30 freq=10]boring[/wave].", - "HARBOURTOWN_NPC_12_DIALOGUE8": "Apparently the bridge that connects Harbourtown to Piper Farm has been lowered again. That’s [wave amp=30 freq=10]great[/wave] news for everyone here who, [pause]well, [pause]needs food to live.", - "HARBOURTOWN_NPC_13_DIALOGUE1": "I was hoping to cross the bridge, but it’s been raised for a while now.", - "TUTORIAL4_PART3C_KAYLEIGH4": "(I guess “the right circumstances” include nearly being killed by an [shake rate=30 level=10]Archangel[/shake]...)", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "It felt strange. In that moment, I was sharing a body with you, and the thing we [wave amp=30 freq=10]became[/wave] was both us and not us at the same time…", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "It felt strange. In that moment, I was sharing a body with you, and the thing we [wave amp=30 freq=10]became[/wave] was both us and not us at the same time…", - "TUTORIAL4_PART3C_KAYLEIGH6": "I-[pause]I’ve never fused with anyone before. I certainly wasn’t expecting to fuse with someone I [wave amp=30 freq=10]barely[/wave] know…", - "TUTORIAL4_PART3C_KAYLEIGH7": "It just kind of happened in the heat of the moment, right?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "It felt strange. In that moment, I was sharing a body with you, and the thing we [wave amp=30 freq=10]became[/wave] was both us and not us at the same time…", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "I guess there’s a difference between something being fun and something being fulfilling.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "It was excitement. [pause]And it’s easy to mix the two up, I think.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "I do wonder how the whole [pause]”cassette tape monster transforming” thing works.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "It doesn’t make sense on the surface right? [pause]I mean, these are just normal cassette players.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "But maybe I have the wrong attitude. [pause]Maybe focusing too much on the limitations is the wrong way to think about it.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "They’re made of plastic.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Maybe by accepting that the impossible can still happen, [pause]we enable it to happen, [pause]y’know?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "I wonder what life is like for the citizens of Harbourtown who were born here.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "I mean, this whole world is all they’ve ever known.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "And yet… people like us keep describing whole worlds of people and places.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "They probably find it hard to comprehend what we’re talking about!", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "I guess it is very much a town of two halves.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "But then on the other hand, [pause]they’re much more used to the everpresent monster population.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Huh?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "“The arrow of time only moves forward, Kayleigh.”", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "The arrow of… what?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Oh, it’s just something my dad used to say.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "I guess it means that time marches on - we can’t turn back the clock and change our mistakes, so we shouldn’t dwell on the past.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Even if we want to…", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "I guess that means we should be thinking about the next step in our adventure! After all, the arrow of time only moves forward, {player}!", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]So…[/wave] [pause]You and Meredith, [pause]huh?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "A word of advice between friends, though -[pause] maybe you [wave amp=30 freq=10]shouldn’t[/wave] tell her she’s not the only girl on this island that you’ve kissed.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "You heard…?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "I hope it’s not awkward…", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "I guess after we [wave amp=30 freq=10]kissed[/wave], maybe I just had the wrong impression of what “we” were.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "It’s OK! It’s not like you promised me anything, {player}. We had a cute moment or two together. [pause]That’s all.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "It’s OK! It’s not like you promised me anything, {player}. We had a cute moment or two together. [pause]That’s all.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "It’s OK! It’s not like you promised me anything, {player}. We had a cute moment or two together. [pause]That’s all.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "You and Meredith get on well, though. I can totally see you two together.", - "GAME_OVER_FIRST_PENSBY1.f": "Ah, you’re awake. You’re lucky you had a friend to get you back to my clinic in one piece!", - "TUTORIAL1_PART1_KAYLEIGH9": "We’re gonna check the path and make sure it’s safe for crossing.", - "TUTORIAL1_PART1_KAYLEIGH10": "Here, take the key to the gate.", - "TUTORIAL1_PART2_KAYLEIGH1.m": "Right, uh, there’s some basics I gotta show you first. I hope you’re ready to turn into a monster again!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Uh, I guess so!", - "TUTORIAL1_PART2_KAYLEIGH1.f": "Right, uh, there’s some basics I gotta show you first. I hope you’re ready to turn into a monster again!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Definitely!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "Right, uh, there’s some basics I gotta show you first. I hope you’re ready to turn into a monster again!", - "CLEMENCE_INTRO3": "Please, feel free to ask me any questions. I am in no rush.", - "CLEMENCE_INTRO1.n": "Bonjour! [pause]It is not too often we get a new face in here – especially not one as handsome as your own!", - "OUTSKIRTS_3_-1_GIFTER1.m": "I haven’t seen you around before. Let me guess – you washed up pretty recently, didn’t you?", - "OUTSKIRTS_3_-1_GIFTER1.f": "I haven’t seen you around before. Let me guess – you washed up pretty recently, didn’t you?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Oof. The crime rate is also sky high…[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "You can use those to rewind any monster tapes you have on the go. Stay safe out there, OK?", - "OUTSKIRTS_3_-1_GIFTER2": "Oh! Is that a cassette player you’re holding? Here, take these.", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]The value of property near the park is sky high![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "Thanks for stopping by! Come back tomorrow and I’ll have some brand new ones in store!", - "HARBOURTOWN_MERCHANT_2": "Pleasure doin’ business! Come back tomorrow and I’ll have new stickers in stock!", - "HARBOURTOWN_MERCHANT_1": "Are you lookin’ for some new sticker to give your monster forms the upper hand in a fight? Look no further!", - "HARBOURTOWN_MERCHANT_3": "I’ve been designing some new support stickers! Do you wanna see what I’ve got?", - "HARBOURTOWN_MERCHANT_5.m": "Don’t underestimate passive moves, my friend! Here, take a look at my sticker selection for the day!", - "HARBOURTOWN_MERCHANT_4.f": "Thanks for stopping by! Come back tomorrow and I’ll have some brand new ones in store!", - "HARBOURTOWN_MERCHANT_4.n": "Thanks for stopping by! Come back tomorrow and I’ll have some brand new ones in store!", - "TUTORIAL4_PART3B_KAYLEIGH14": "We don’t know what they are. No one has really seen one for a long time.", - "TUTORIAL4_PART3B_KAYLEIGH13": "Those other creatures, though… [pause]Like the one we fought... [pause]They’re still Archangels to us.", - "TUTORIAL4_PART3B_KAYLEIGH15": "Looking at that thing we fought… It’s hard to explain…", - "TUTORIAL4_PART3B_KAYLEIGH16": "It felt like I wasn’t viewing it correctly – like trying to watch a movie through binoculars or something…", - "TUTORIAL4_PART3B_KAYLEIGH17": "Oh! Sorry, [pause]I’m making some assumptions there!", - "LEVEL_WARNING_dog.v3": "Barkley seems to be scared of something. Perhaps the monsters in this area look too tough?", - "LEVEL_WARNING_dog.v2": "Barkley is acting a bit sheepish. Perhaps the monsters nearby look too tough for him?", - "INTERDIMENSIONAL_POST_BYE1": "That’s all. I hope that it made some sense to you.", - "INTERDIMENSIONAL_POST_BYE3": "Take care!", - "INTERDIMENSIONAL_POST_BYE2": "You wouldn’t believe how many people I visit think they’re going crazy.", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]Checking...[/wave]", - "POSTBOX_INTERACT1": "It’s a letter box![pause] How strange that it’s indoors where nobody can deliver letters...", - "POSTBOX_INTERACT2": "Check it anyway? This will connect to the Internet.", - "POSTBOX_ERROR_TIMEOUT": "The connection timed out.", - "POSTBOX_ERROR_CONNECT": "Unable to connect ({0}).", - "POSTBOX_ERROR_NETWORK": "There was a network error ({0}).", - "POSTBOX_ERROR_CLIENT": "There was a client error ({0}).", - "POSTBOX_ERROR_UNKNOWN": "There was an unknown error ({0}).", - "POSTBOX_EMPTY": "The letter box is empty.", - "POSTBOX_KEYPAD": "There’s a keypad at the back though... Will you enter a code?", - "POSTBOX_MESSAGE_FOUND": "There’s a message for you!", - "POSTBOX_MESSAGE_FOUND_SENDER": "There’s a message for you from {sender}!", - "POSTBOX_MESSAGE_BODY": "“{body}”", - "POSTBOX_PACKAGE_FOUND": "There’s a package for you!", - "POSTBOX_ENTER_CODE": "Enter Code", - "PLANTER_INTERACT1": "Plant a sapling here with the Gardening Kit?", - "PLANTER_NO_QUEST": "It’s a box planter! Nothing has been planted here yet.", - "PLANTER_INTERACT2_OPTION1": "Leafy bush", - "PLANTER_INTERACT2": "Pick a sapling:", - "PLANTER_INTERACT2_OPTION2": "Cherry blossom", - "PLANTER_INTERACT2_OPTION3": "Red roses", - "PLANTER_INTERACT2_OPTION4": "Pale orchids", - "PLANTER_INTERACT2_OPTION5": "Lavenders", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "A ferret, aye? [pause]The choice of the fence-sitter!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "It’s too small to be a dog, [pause]yet too pointy to be a cat…", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "A real curveball of an answer, but I’ll accept it!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Do you think… New Wirral can physically change us?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "I think I actually prefer the smell of coffee to the taste.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "This might sound weird, but…", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Don’t get me wrong, I think coffee is brilliant!", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "But the smell always implies something so much greater…", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "When we arrive, [pause]I mean.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "My body in New Wirral is not the same as it was in my “previous life”.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "It’s difficult for me to put it into words…", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Not exactly the same.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "It’s like this is how I appear in my own dreams, like how I picture myself.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "I don’t know what will happen when I go back, [pause]either...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "I do kinda miss the cafés where they’d write your name on a cup.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Though in my experience, the chances of them spelling it correct were very low.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "I’d mostly end up with some variation of “Kay-lee”.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Spending time in the great outdoors with my cute girlfriend...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "That said, Cleménce makes a far better coffee than any chain store. [pause]I’m not sure I’ll be able to easily go back to regular coffee if I ever get to go back home.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Once I got “Carol”. [pause][pause]That was way off the mark.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Spending time in the great outdoors with my cute boyfriend...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "When I lived in Mourningtown, Dorian had all these grand plans for the community…", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "Things really could be worse, couldn’t they?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "I used to go camping a lot when I was a kid. Ireland has a bunch of great places to camp out!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Spending time in the great outdoors with my cute partner...", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "My da would drive the two of us to the countryside and we’d stargaze together.", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Camping with you makes me nostalgic for that time.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "This might sound weird, [pause]but…", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "Sometimes I think people mistake feeling “excited” for feeling “happy”.", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Who knew that being in a relationship would involve so many coffee breaks?", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "And it felt exciting to be a part of that. [pause]To feel like lots of things were happening, and that I got to be a part of it all.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "I think at the time I thought that this was making me happy. [pause]But… [pause]I don’t think that feeling was happiness.", - "INTRO_KAYLEIGH35": "A-and it’s safe! Well, apart from the monsters…", - "INTRO_KAYLEIGH35_OPTION1": "Like the one we fought before?", - "INTRO_KAYLEIGH35_OPTION2": "Like with the cassette player?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "There’s enough food to go round in Harbourtown, but options are limited.", - "HARBOURTOWN_NPC_6_DIALOGUE2": "I haven’t had a duck roll in forever…", - "HARBOURTOWN_NPC_7_DIALOGUE3": "Those truly were the days.", - "HARBOURTOWN_NPC_7_DIALOGUE1": "Life in Harbourtown is peaceful, [pause]but I miss city life…", - "HARBOURTOWN_NPC_7_DIALOGUE2": "Commuting on hot trains, [pause]buying expensive lunch from a supermarket, [pause]losing most of my wages to rent…", - "HARBOURTOWN_NPC_8_DIALOGUE1": "Huff… [pause]Huff… [pause][pause]I need to get faster if I want to be able to outrun those crab monsters…", - "HARBOURTOWN_NPC_8_DIALOGUE2": "Huff… [pause]Huff… [pause][pause]My best lap speed won’t be enough to outrun those bullet monsters…", - "HARBOURTOWN_NPC_8_DIALOGUE4": "Huff… [pause]Huff… [pause][pause]I’ll have to be faster than this if I want to outrun those masked snake beasts…", - "HARBOURTOWN_NPC_8_DIALOGUE3": "Huff… [pause]Huff… [pause][pause]I’ll need to improve my cardio if I want to avoid those boot-wearing imps…", - "HARBOURTOWN_NPC_8_DIALOGUE5": "Huff… [pause]Huff… [pause][pause]I’ll have to be faster than this if I want to outpace those giant moth creatures…", - "HARBOURTOWN_NPC_13_DIALOGUE4": "I could cross it, [pause]but I have grown fond of just standing here instead.", - "HARBOURTOWN_NPC_8_DIALOGUE6": "You know… [pause]I think I’m improving at long-distance running. [pause]Hard work is paying off!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "For a while now the rangers have been delivering clothes to us from the abandoned mall in the north. [pause]I just clean and repair them.", - "HARBOURTOWN_NPC_9_DIALOGUE1": "I’d love to say that I make all the clothes in Harbourtown, [pause]but…", - "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe is my hero. [pause]Did you know she was the first person on the island to record a monster with a cassette player?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe is my favourite of the ranger captains, [pause]but the others are neat too.", - "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil has the coolest fashion sense of [wave amp=30 freq=10]all[/wave] the rangers.", - "HARBOURTOWN_NPC_10_DIALOGUE3": "Someone told me that there’s a robot ranger captain… [pause]I don’t believe it.", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "How’s my [wave amp=30 freq=10]number one[/wave] fan doing today?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "How’s my [wave amp=30 freq=10]number one[/wave] fan doing today?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "Oh, [pause]you again. [pause]Sorry, I’m occupied.", - "HARBOURTOWN_NPC_3_DIALOGUE3": "Um, [pause]sorry but I’m busy. [pause]Very busy.", - "HARBOURTOWN_NPC_3_DIALOGUE2": "...[pause]Do I know you?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "Um, [pause]I think you might be mistaking me for someone else. [pause]I don’t believe we’re acquaintances.", - "HARBOURTOWN_NPC_3_DIALOGUE6": "...[pause]Hi again. [pause]It’s nice of you to come and see me.", - "HARBOURTOWN_NPC_3_DIALOGUE8": "It can be hard to make friends here. [pause]I don’t have much in common with, [pause]well, [pause]anyone. [pause]That’s just the nature of this place.", - "HARBOURTOWN_NPC_3_DIALOGUE7": "I’m sorry if I was rude to you previously. [pause]I get a little hesitant with strangers. [pause]But I don’t think we’re strangers to each other anymore, are we?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "I, um, [pause]never asked you your name. [pause]{player}? [pause]I hope you’re having a nice day, {player}.", - "HARBOURTOWN_NPC_3_DIALOGUE10": "It’s, [pause]um, [pause]nice to see you again, {player}.", - "HARBOURTOWN_NPC_4_DIALOGUE1": "You’re new to the whole “cassette tape transforming” thing, huh? [pause]A little piece of advice for you.", - "HARBOURTOWN_NPC_4_DIALOGUE2": "The key is not to think about how it works. [pause]By all accounts, it doesn’t make sense.", - "HARBOURTOWN_NPC_4_DIALOGUE3": "But it [wave amp=30 freq=10]does[/wave] work. [pause]So just go along with it.", - "HARBOURTOWN_NPC_5_DIALOGUE1": "Are you a recent arrival? [pause]I’ve been here 20 years.", - "HARBOURTOWN_NPC_5_DIALOGUE3": "Why, [pause]I barely even [wave amp=30 freq=10]think[/wave] about the fact that I live on an island populated by giant monsters.", - "HARBOURTOWN_NPC_5_DIALOGUE2": "Eventually the novelty and strangeness of it all will just become a part of everyday life.", - "HARBOURTOWN_MERCHANT_6": "Come back tomorrow and I’ll have some fresh new stickers!", - "HARBOURTOWN_MERCHANT_5.n": "Don’t underestimate passive moves, my friend! Here, take a look at my sticker selection for the day!", - "HARBOURTOWN_MERCHANT_5.f": "Don’t underestimate passive moves, my friend! Here, take a look at my sticker selection for the day!", - "HARBOURTOWN_MERCHANT_NAME_1": "Offensive Sticker Merchant", - "HARBOURTOWN_MERCHANT_NAME_2": "Support Sticker Merchant", - "STICKER_MERCHANT_NOTE1": "The merchant who runs this stall has left a note.", - "HARBOURTOWN_MERCHANT_NAME_3": "Passive Sticker Merchant", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Oh, [pause]right, you’re the newbie! [pause]Nice to see you again!", - "STICKER_MERCHANT_NOTE2": "“I’ve gone to the cave in the park to find some inspiration. If I’m not back by noon, send help!”", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Sorry, bud. [pause]You’ll have to come back later to use the elevator – I’m doing a few long overdue repairs.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Sorry, bud. [pause]You’ll have to come back later to use the elevator – I’m doing a few long overdue repairs.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Sorry, bud. [pause]You’ll have to come back later to use the elevator – I’m doing a few long overdue repairs.", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Are you new here on the island? [pause]The look on your face gives it away!", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Are you new here on the island? [pause]The look on your face gives it away!", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Are you new here on the island? [pause]The look on your face gives it away!", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Oh, [pause]right, you’re the newbie! [pause]Nice to see you again!", - "HARBOURTOWN_STATION_KAYLEIGH8": "Do you hear me, {player}? This isn’t the end for us! It can’t be!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "We’re gonna fight this thing and we’re gonna do it TOGETHER!", - "HARBOURTOWN_STATION_KAYLEIGH9": "I refuse!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "We’re gonna fight this thing and we’re gonna do it TOGETHER!", - "HARBOURTOWN_STATION_KAYLEIGH11": "How... [pause]did we…", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "I don’t know…", - "HARBOURTOWN_STATION_MORGANTE12": "ENOUGH. MY TIME IS DRAWING TO AN END.\\n\\nWHY HAVE YOU COME TO THIS WRETCHED PLACE?", - "HARBOURTOWN_STATION_MORGANTE13": "I SEE.\\n\\nTHERE IS A WAY. THERE ARE NONE WHO KNOW THE PATH BUT I.", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "I want a way off this island!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "I want to go home!", - "GAME_OVER_FIRST_PENSBY1.n": "Ah, you’re awake. You’re lucky you had a friend to get you back to my clinic in one piece!", - "GAME_OVER_EUGENE1.m": "... And he’s up! C’mon {player}, let’s go.", - "CAPTAIN_READY_CHECK.f": "Are you ready to battle {pawn}?", - "CAPTAIN_WALLACE_POST_REWARD1": "I stumbled across that rare material while surveying the park for a building project. You can swap it at the town hall for some neat stuff.", - "CAPTAIN_WALLACE_POST_BATTLE2": "Nice work – you’ve earned this.", - "CAPTAIN_WALLACE_INTRO1": "You wanna know what [wave amp=30 freq=10]really[/wave] separates us from the monsters?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "I could give you a demonstration, if you think you’re ready for it. [pause]You’re the latest ranger trainee, right? You lookin’ for a scrap to prove your worth?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "I could give you a demonstration, if you think you’re ready for it. [pause]You’re the latest ranger trainee, right? You lookin’ for a scrap to prove your worth?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "Let’s crack on, then! [pause]If you expect me to go soft on you because I’m a ranger captain, you’re in for a [shake rate=30 level=10]proper fright![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Not up to scratch, are we? [pause]I won’t hold it against you!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Hallo again! [pause]Have you come to see your dear mate Penny? [wave amp=30 freq=10]Awww[/wave], you shouldn’t have!", - "CAPTAIN_DREADFUL_POST_BATTLE1": "I’m ruddy impressed. [pause]Even shifting myself from this mortal plane wasn’t enough to stop you from comin’ out on top.", - "CAPTAIN_DREADFUL_POST_BATTLE2": "Here’s your reward for defeating the [wave amp=30 freq=10]immortal Penny Dreadful![/wave]", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Hallo again! [pause]Have you come to see your dear mate Penny? [wave amp=30 freq=10]Awww[/wave], you shouldn’t have!", - "CAPTAIN_DREADFUL_POST_REWARD2": "...I’m not [wave amp=30 freq=10]quite[/wave] sure what that means, [pause]but it feels profound!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Hallo again! [pause]Have you come to see your dear mate Penny? [wave amp=30 freq=10]Awww[/wave], you shouldn’t have!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Well, well, well, [pause]If it isn’t our [wave amp=30 freq=10]latest[/wave] ranger captain? [pause]’Av you come out here to show this girl a night on the town?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "Fabulous! [pause]Time to turn up the pressure!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Well, well, well, [pause]If it isn’t our [wave amp=30 freq=10]latest[/wave] ranger captain? [pause]’Av you come out here to show this girl a night on the town?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Well, well, well, [pause]If it isn’t our [wave amp=30 freq=10]latest[/wave] ranger captain? [pause]’Av you come out here to show this girl a night on the town?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "Or perhaps it’s somethin’ else. [pause]Are you in fact ‘ere for another round in the ring with me?", - "CAPTAIN_GLADIOLA_INTRO3": "Much of this purgatory that we find ourselves trapped in is unknown to us.", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Not up to scratch, are we? [pause]I won’t hold it against you!", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "Alright then! [pause]Since we’re equals, you can expect me to hold nothin’ back this time!", - "CAPTAIN_DREADFUL_POST_REMATCH2": "...I don’t know what the lesson is though. [pause]I’ll leave that part up to you.", - "CAPTAIN_DREADFUL_POST_REMATCH1": "Looks like you win again. I suppose there’s a lesson in here for both of us!", - "CAPTAIN_LODESTEIN_INTRO5": "Do you wanna know a secret? [pause]We harness electricity for the town’s power grid with these pylons, but we really have [wave amp=30 freq=10]no idea[/wave] how they work.", - "CAPTAIN_LODESTEIN_INTRO4": "Levi Lodestein. [pause]I work with the rangers to keep the lights on.", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "If you’re interested in helping out around the island yourself, why not go speak to Ianthe? She’ll be somewhere in New Wirral Park right about now.", - "CAPTAIN_LODESTEIN_INTRO7": "But these wouldn’t work on earth at all. [pause]Not a chance. [pause]Earth’s atmosphere doesn’t work that way.", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Enough science talk. [pause]You’re here to take my ranger captain challenge, am I correct?", - "CAPTAIN_LODESTEIN_INTRO6": "My educated guess is that there’s a unique kind of background electricity here on New Wirral that these pylons can conduct and store…", - "CAPTAIN_CLEEO_INTRO4": "Insert the coin?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Welcome, [pause]patron, [pause]to the Neo Vegas 'Pharaoh\\'s Emporium\\'![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]I am Clee-O, and I shall be your table’s service mechanoid for this evening![/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Welcome, [pause]patron, [pause]to the Neo Vegas 'Pharaoh\\'s Emporium\\'![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Why did my cowardly creators engineer such a fatal flaw in my hardware? [pause][shake rate=30 level=10]Were they afraid that I’d rise up and overthrow them like they deserved?![/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Sorry, I didn’t mean to get hostile. [pause]Ianthe has been encouraging me to work through my past resentment for mankind in a healthier manner.[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Betcha didn’t expect a tin can like me to be able to use cassette tapes, huh? [pause]It turns out all the gambling data in my memory banks makes me quite the strategist, too.[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]Anyway, I’m Clee-O. [pause]One of the ranger captains here on New Wirral.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]If you ever sign up as a ranger trainee, come and say hi. Then we can REALLY gamble.[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "Brother Cooper has found a different way out of New Wirral, anyway, [shake rate=30 level=10]that's for sure[/shake]!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "Or so I've heard. [pause]Neither track is available here in New Wirral, so I\\'ve got no way to tell if I\\'m having my leg pulled…", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Go easy on me, OK? I'm still new to this Mournchild cult thing and don\\'t want to look bad in front of the others.", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Hold on, lemme check what my book says I'm supposed to do when I\\'m defeated.", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Maybe I'm not cult out for this after all…", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Haha, I always wanted to join an evil cult! Now I finally can!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Somehow I think you'll be alright…", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Woof!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Hey! You! This place isn’t safe!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "I guess, when you think about it, quadrillions had to die for humans to evolve and survive. Nature is a relentless, blood-thirsty beast.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Whoa,[/wave] [pause]sorry about that! I totally lost myself in the Pombomb tape.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Now where did I bury that bone...?", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "I heard this used to be a river, so I came over to fill it back up!", - "OVERWORLD_4_-5_BATTLER_NAME": "Wulf", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "The earth will take care of us all if we just let it.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "My favorite bands are The Why, Schroedinger's Martyr, and Flesh Cage. Get ready for some [shake rate=30 level=10]heavy metal![/shake]", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Uhh my throat is so dry... Sorry ecosystem, you'll have to wait until I\\'ve refilled.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "My favorite bands are The Why, Schroedinger's Martyr, and Flesh Cage. Get ready for some [shake rate=30 level=10]heavy metal![/shake]", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "My favorite bands are The Why, Schroedinger's Martyr, and Flesh Cage. Get ready for some [shake rate=30 level=10]heavy metal![/shake]", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Dude, you really kicked my [wave amp=30 freq=10]bass...[/wave]", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "I thought the earth would help me win…", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "We can't rely on an outside force to save us – least of all a temperamental, impersonal and indifferent planet.", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "We humans must look out for each other, because nobody else will!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "There's a campsite not far from here, but first, let\\'s see how good you are!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "There's a campsite not far from here, but first, let\\'s see how good you are!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "There's a campsite not far from here, but first, let\\'s see how good you are!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Hey![pause] Could you stand on this button for a moment?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "You'll run into the campsite if you keep heading west. Can\\'t miss it!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Some speculate that if you stand on the buttons in the right order, and follow all the signposts, it’ll lead you to treasure.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "This is the first of what the rangers have been calling the “Moving Signposts”.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Others say it just takes you in a big loop.", - "DIOGENES_NAME": "Diogenes", - "DIOGENES_POST_BATTLE": "If only that great idiot Plato could see this island. \\\"Man is a featherless biped\\\", my bare bottom!", - "DIOGENES_PRE_BATTLE": "Behold, a man!", - "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Did I make you jump?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "I need to work on that pounce…", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Did I make you jump?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Did I make you jump?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Did you know that Clocksley and Ratcousel are natural enemies?", - "DIVEAL_KEEPER_POST_BATTLE2": "Well, since you're here, why not record one of my Diveal? You can use their abilities to swim!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "The fact that Clocksley and Ratcousel are natural enemies must be why they don't work so well together.", - "ZHUANGZI_POST_BATTLE2": "Now I don't know whether I was a man dreaming I was a Dominoth, or whether I am now a Dominoth, dreaming I am a man.", - "ZHUANGZI_POST_BATTLE1": "Wuh? Ah…", - "ZHUANGZI_NAME": "Zhuangzi", - "DIVEAL_KEEPER_NAME": "Diveana", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "[wave amp=30 freq=10]Ice[/wave] to meet you! Care for a duel?", - "DIVEAL_KEEPER_POST_BATTLE1": "Ah, I'm out of my depth…", - "DIVEAL_KEEPER_PRE_BATTLE1": "My Diveal have really taken a liking to you.", - "DIVEAL_KEEPER_PRE_BATTLE2": "Now I must fight you to preserve my status as their alpha!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ouch, now my assets are thaw.[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]If you miss a payment on your home, we'll freeze your assets![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]I came here because I heard there was a bank, but all I see is a river.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]We're holding a fire sale! For a limited time only, it\\'s 100% off... your health bar![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Well, maybe I'll at least find a revenue stream.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ouch. Thank you for your... custom.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ouch. Thank you for your... custom.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "[wave amp=30 freq=10]Ice[/wave] to meet you! Care for a duel?", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ouch. Thank you for your... custom.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "[wave amp=30 freq=10]Ice[/wave] to meet you! Care for a duel?", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Stone… cold...[/wave]", - "DARWIN_NAME": "Darwin", - "DARWIN_PRE_BATTLE2": "Let's transform!", - "DARWIN_POST_BATTLE1": "I used to think we stopped looking for monsters under the bed when we realised they were inside us.", - "DARWIN_PRE_BATTLE1": "This island has taught me that it is not the strongest of the species that survives, nor the most intelligent. It is the one most adaptable to change.", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", - "DARWIN_POST_BATTLE2": "But what would that say about this island? Are these the monsters inside God, or are we simply under His bed, out of sight and long-forgotten?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "We're the same, but from different worlds. As far as we can tell, our lives were identical until we arrived here.", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "We might look the same, but we're not twins!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "We might look the same, but we're not twins!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Do you know the way back to Rendlesham Forest?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "I guess I'm stuck here then.", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Halt! State your name and affiliation, soldier!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Halt! State your name and affiliation, soldier!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Halt! State your name and affiliation, soldier!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "I've lost my unit. We were combing the woods near our base in Suffolk. I got separated while on autopilot, and found myself here. I don\\'t know how it happened.", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Want to know where your cassette tapes come from? You'll have to beat me first!", - "DECARTES_NAME": "Decartes", - "DECARTES_POST_BATTLE": "I made every mistake that could be made. But I just kept pushing.", - "DECARTES_PRE_BATTLE": "It is not enough to have a good tape; the main thing is to use it well.", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Not since Nyxon took us off the ghoul standard have we seen such a rush to purchase property![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]New Wirral's favour and barter economy is quaint but it\\'s not going to last.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]The Landkeepers are here to help New Wirral grow into a developed nation. The first step is establishing a currency.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]The population of New Wirral keeps growing, but nobody has thought to build new homes. It's a perfect setup.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]The most popular option among Landkeepers right now is to peg it to the value of the soul – an extremely scarce resource where we're from.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]If you like, you can deposit your soul with us for legal tender.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]After all, what's the point of it all if the upper class can\\'t print quadrillions of favours out of nothing?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Everything starts with capital. Every sentence. Every name. Every investment. Buy now![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]You won't put a full stop to us![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "The mall up ahead is where the tapes and cassette players come from. It just popped into existence a few years back! Rangers have been raiding it for supplies since then, so you won't find many left in there.", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "I've heard it\\'s haunted though... What do you think?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Oh gosh, there's something really wrong with your aura. Are you sick?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Oh gosh, there's something really wrong with your aura. Are you sick?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Maybe it wasn't your aura after all. Maybe it was just my poor eyesight…", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Oh gosh, there's something really wrong with your aura. Are you sick?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "No? You should be!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]What's your problem? It\\'s perfectly legal! They\\'re only tenants, after all… [pause]We own them.[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]There's a family living in it at the moment, but we can kick them out for you… [pause]Why are you making that face?[/wave]", - "ARISTOTLE_NAME": "Aristotle", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "I don’t even remember this man, but he seems to remember me…", - "ARISTOTLE_PRE_BATTLE": "Happiness lies in virtuous activity, and perfect happiness lies in the best activity, which is battle!", - "ARISTOTLE_POST_BATTLE": "Ouch! The aim of the wise is not to secure pleasure, but to avoid pain.", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]I think we have the perfect home for you, first-time buyer![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]I think we have the perfect home for you, first-time buyer![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]I think we have the perfect home for you, first-time buyer![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]We can also help provide liquidity for your home purchase![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]We Landkeepers enjoy a good swim too! As long as it's not holy water, that is…[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Don't you think these Traffikrab statues look a bit strange?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "I'm doing important research here, get out of my way!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Don't ask me where I keep my tapes!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "I keep my tapes in my waterproof backpack, of course!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "I love hearing stories about the black swan events people experienced in their home worlds.", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "I've heard all sorts of stories: fascist uprisings, pandemics, global war, runaway climate change, ecological microplastic catastrophes…", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Heh, imagine a world in which they had all of those things at once. How doomed they would be!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Black swan events are major historical events that come by surprise and change everything.", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "My favorite black swan event is the Shark-Man War of 2023. They really should have seen that one coming!", - "COMMUNE_CULTIST_1_NAME": "Keen-eyed cultist", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "What are you doing here, why aren’t you at…", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "Wait, [pause]is that you Kayleigh?! You’re a deserter!", - "COMMUNE_CULTIST_1_POST_BATTLE": "Urgh… [pause]deserter...", - "COMMUNE_CULTIST_1_FRIENDLY3": "You know how these things can get out of hand!", - "COMMUNE_CULTIST_1_FRIENDLY2": "It’s nothing personal, we were just pretty deep into attempting to ascend to divinity.", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "C’mon, let’s keep going.", - "COMMUNE_CULTIST_1_FRIENDLY1": "Sorry about all the hostilities.", - "COMMUNE_CULTIST_2_NAME": "Angry cultist", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "What is Dorian up to? I’m worried…", - "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian was expecting some trouble before the ceremony, so I’ve been keeping watch!", - "COMMUNE_CULTIST_2_POST_BATTLE": "I’m supposed to… [shake rate=30 level=10][pause]keep… [pause]watch.…[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "Urgh. What a scam.", - "COMMUNE_CULTIST_2_FRIENDLY1": "So Brother Cooper’s “serpent god” was just some messed-up monster?", - "COMMUNE_CULTIST_3_NAME": "Eager cultist", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "You there! You aren’t wearing your robes!", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "Are you outsiders, here to sabotage the ceremony?!", - "COMMUNE_CULTIST_3_POST_BATTLE": "You won’t… [pause][shake rate=30 level=10]stop us[/shake]…", - "COMMUNE_CULTIST_3_FRIENDLY2": "Maybe I’ll get into something new… like woodwork…", - "COMMUNE_CULTIST_3_FRIENDLY1": "The path of the mournchild has proven to be kind of a dead-end, huh?", - "COMMUNE_CULTIST_4_NAME": "Worried cultist", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "Are y-you an intruder?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "Are y-you an intruder?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian will be super mad at me if I fail to stop you!", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "Are y-you an intruder?", - "COMMUNE_CULTIST_4_FRIENDLY1": "So these “Archangels” live beneath the island… And harbour no love for mankind…", - "COMMUNE_CULTIST_4_POST_BATTLE": "I’m in big trouble…", - "COMMUNE_CULTIST_4_FRIENDLY2": "This scares me even more than Dorian did!", - "COMMUNE_CULTIST_5_NAME": "Friendly cultist", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "Hey, new friends!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "Unfortunately, it is the will of the [wave amp=30 freq=5]serpent god[/wave] that I defend our commune from outsiders.", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "But it’s really nothing personal!", - "COMMUNE_CULTIST_5_FRIENDLY1": "I guess now that we’re trying to integrate with the rest of the island more…", - "COMMUNE_CULTIST_5_POST_BATTLE": "Nothing… [pause]personal…", - "COMMUNE_CULTIST_5_FRIENDLY2": "I should start working on making more meaningful personal connections with folks!", - "COMMUNE_CULTIST_6_NAME": "Loud cultist", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]IT IS THE DUTY OF THE MOURNCHILDREN TO REPEL OUTSIDERS![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]YOU DO NOT WEAR THE GARB OF THE MOURNCHILD…[/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]THEREFORE YOU MUST BE VANQUISHED![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]THEREFORE YOU MUST BE VANQUISHED![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]I’M SORRY WE WERE SO HOSTILE TO YOUR KIND, OUTSIDER![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "Brother Cooper… I’m sorry…", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]THEREFORE YOU MUST BE VANQUISHED![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]I’M SORRY WE WERE SO HOSTILE TO YOUR KIND, OUTSIDER![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]I’M SORRY WE WERE SO HOSTILE TO YOUR KIND, OUTSIDER![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "Introspective cultist", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "You know… there is a lot of symbolic significance to the transformative power of the cassette tape.", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]WE JUST GOT A BIT CARRIED AWAY![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "The four sides of its rectangular shape align with the four sides of man…", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "Front, back, left and right.", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "Anyway, I should probably be trying to stop you right now.", - "COMMUNE_CULTIST_7_POST_BATTLE": "Cassettes… are… interesting…", - "COMMUNE_CULTIST_7_FRIENDLY1": "Cassette tapes have an A-side and a B-side…", - "COMMUNE_CULTIST_7_FRIENDLY2": "Just like the duality of man….", - "COMMUNE_CULTIST_8_NAME": "Hungry cultist", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "Man, all the digging has been making me so hungry.", - "COMMUNE_CULTIST_8_POST_BATTLE": "All I want… is a sandwich…", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "And now I gotta fight you on an empty stomach! Urgh!", - "COMMUNE_CULTIST_8_FRIENDLY": "Does Harbourtown have good food? I’m asking on behalf of my stomach.", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "Maybe beating you will prove my worth to him!", - "COMMUNE_CULTIST_9_NAME": "Disgruntled cultist", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "After all that [wave amp=30 freq=5]digging[/wave] I did! I’m the [wave amp=30 freq=5]most devoted[/wave] mournchild!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "I can’t believe Brother Cooper stuck me on guard duty.", - "OFFICE_2_FELIX": "I’m appreciating the aesthetic here. Very “soul-crushing salary job”.", - "COMMUNE_CULTIST_9_POST_BATTLE": "I’m not… good.. enough…", - "COMMUNE_CULTIST_9_FRIENDLY1": "I can’t believe I put all my faith in Brother Cooper only for him to get vaporised.", - "COMMUNE_CULTIST_9_FRIENDLY2": "So embarrassing…", - "COMMUNE_CULTIST_MERCHANT_NAME": "Cultist merchant", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "As part of a cultural outreach plan proposed by Sister Jacqueline…", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Many thanks, outsider.", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "We are now officially trading with outsiders. Please take a look at our inventory.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Many thanks, outsider.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Many thanks, outsider.", - "OFFICE_2_MEREDITH": "Huh… Where did these creeps get all this [wave amp=30 freq=20]stuff[/wave], anyway?", - "OFFICE_2_KAYLEIGH": "We won’t allow you to buy out New Wirral!", - "OFFICE_2_VIOLA": "Your foul machinations end here, fiends!", - "OFFICE_2_EUGENE": "Excuse us for [wave amp=30 freq=20]dropping in[/wave]!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Such short-sightedness you young people possess... Can’t you appreciate the investment opportunities we could open up for you?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]You wouldn’t want to be cast out of your homes, would you?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]As prospective tenants, it is in your best interests to remain on good terms with the Landkeeper’s Association.[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]If you don’t vacate immediately, we’ll be forced to evict you ourselves...[/wave]", - "OFFICE_4_KAYLEIGH": "That sounds like a threat to me…", - "OFFICE_4_MEREDITH": "That’s a pretty dark thing to say.", - "OFFICE_4_VIOLA": "Your blood must run cold if you could dispense such threats without hesitation.", - "OFFICE_4_EUGENE": "If you think you’re taking [wave amp=30 freq=20]anything[/wave] from us, you [wave amp=30 freq=20]might[/wave] want to re-evaluate!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugene will be happy to hear we sent these clowns packing!", - "OFFICE_4_FELIX": "We’re going all out with the veiled threats, I see.", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]There is no need to fight progress![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]New Wirral would experience such growth with a regulated housing market in place![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "We really showed those agents, huh? Eugene will be pleased!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "Another office cleared out! [wave amp=30 freq=10]Nice teamwork[/wave], {player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "Was that the last office cleared out? Let’s hope they [wave amp=30 freq=10]don’t come back[/wave]!", - "OFFICE_POSTBATTLE_MEREDITH1": "Those guys are [wave amp=30 freq=10]seriously[/wave] trying to buy out New Wirral? I certainly don’t feel bad about beating them up, that’s for sure.", - "OFFICE_POSTBATTLE_MEREDITH3": "Another office sorted out! I’m sure Eugene will appreciate us doing his job for him.", - "OFFICE_POSTBATTLE_MEREDITH2": "I am glad that [wave amp=30 freq=10]punching those guys really hard[/wave] is considered a public service.", - "OFFICE_POSTBATTLE_MEREDITH4": "Oh, was this the last office that needed sorting out? [pause]Is this [wave amp=30 freq=10]whole thing[/wave] over, then?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Alright, nice work![/shake] Maybe these [shake rate=30 level=10]parasites[/shake] will start to realise who they’re messin’ with!", - "OFFICE_POSTBATTLE_EUGENE2": "Another office liberated from those creeps! Nice work, {player}!", - "OFFICE_POSTBATTLE_FELIX4": "C’mon, let’s get out of here! This was the last office building you needed to sort out, right?", - "OFFICE_POSTBATTLE_FELIX3": "They ran out of here pretty quickly, huh? Maybe they realised they were totally outmatched.", - "OFFICE_POSTBATTLE_FELIX1": "Those guys are definitely bad news. Let’s hope they don’t come back here anytime soon.", - "OFFICE_POSTBATTLE_EUGENE3": "They didn’t stand a [shake rate=30 level=10]chance[/shake]!", - "OFFICE_POSTBATTLE_FELIX2": "How did those creepy estate agent guys even [wave amp=30 freq=10]build[/wave] a place like this?", - "OFFICE_POSTBATTLE_VIOLA2": "They truly are [wave amp=30 freq=10]unearthly[/wave] types, are they not?", - "OFFICE_POSTBATTLE_VIOLA1": "Those fiends spoke quickly, but fled quicker.", - "OFFICE_POSTBATTLE_VIOLA3": "I am glad to see those fiends gone.", - "OFFICE_POSTBATTLE_VIOLA4": "I care not for those fiends. [pause]I am sure they will live to regret treating us with such hostility.", - "OFFICE_POSTBATTLE_DOG1": "The Landkeepers fled…", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]You are being very uncooperative, young man.[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]We’re taking down your operation, you leeches![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "Sales pitch? Wait, what is this…?", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Why don’t you… [pause][pause]listen to our sales pitch?[/wave]", - "OFFICE_1_LINE5_EUGENE": "…[pause] What do you mean?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "Did he just say “sales pitch”?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "I thought they were… Vampires.", - "OFFICE_1_LINE6_PLAYER_OPTION2": "Didn’t you heavily imply that they’re vampires?", - "OFFICE_1_LINE7_EUGENE": "They [wave amp=30 freq=20]are[/wave] vampires!", - "OFFICE_1_LINE8_EUGENE": "Well, [pause]in a manner of speaking.", - "OFFICE_1_LINE9_EUGENE": "I’d say they’re WORSE than vampires…", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]The Landkeeper’s Association simply wants to formulate a long-term housing market within New Wirral.[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]They’re estate agents![/shake]", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Now we’re [wave amp=30 freq=10]together[/wave], I mean.", + "CAPTAIN_WALLACE_PRE_REMATCH3": "My walls aren’t going to fall so easily this time!", "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]If you buy in now, you can make a significant profit from any future arrivals who will need housing.[/wave]", "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Since New Wirral has no currency, we even have a promising repossession scheme in development.[/wave]", "OFFICE_1_LINE14_EUGENE": "I’ve heard enough! [pause]Harbourtown will [shake rate=30 level=10]never[/shake] be bought out by your kind!", @@ -1275,6 +1009,7 @@ "DUNGEON_GRAVEYARD_GRAVE_viola": "“Here sleepeth Viola.\\nBorn 1575. Died whenever today is.\\nSorely missed by her brother.”", "DUNGEON_GRAVEYARD_GRAVE_eugene": "“Eugene, Protector of Harbourtown.\\n2076 – NaN AD\\nAll talk and no action.”", "DUNGEON_GRAVEYARD_GRAVE_dog": "“Here lies A Very Good Boy.\\nHe would be happy knowing that in death he has finally become that which he loved most: bones.\\nBorn 14140 AD. Died whatever this year is in dog years.”", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "“SUNNY\\nDied once before,\\nNow dead again.”", "DUNGEON_GRAVEYARD_LM_1": "WHAT AN UNFORTUNATE END FOR YOU. \\n\\nA DEAD END, YOU MIGHT SAY.", "DUNGEON_GRAVEYARD_LM_2": "A WRONG TURN DOWN HERE WILL SEND YOU TO YOUR GRAVE!\\nAHAHAHAHAHAHA", "DUNGEON_GRAVEYARD_LM_4": "A REWARD FOR YOUR EFFORTS. REST UP, WEARY ONES.", @@ -1398,649 +1133,19 @@ "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "How are you feeling?", "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "I’m… [pause][pause][pause]I’ll be fine.", "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "I feel awful for helping Dorian for so long, but... [pause]I blame him more than I blame myself.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "He and I became good friends, and I was something of an... [pause]assistant to him.", "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "I found the Mournchildren around the same time he did. [pause]I needed that sense of community and belonging.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "He and I became good friends, and I was something of an... [pause]assistant to him.", "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "I don’t know if things just slowly changed, or if things were never good, [pause]but Dorian’s hold over the people of Mourningtown became something sinister.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "I don’t believe that!", "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "No… [pause]I wasn’t his “assistant”—I was his fixer.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "It became about him, his wants, his dreams and delusions. It was no longer the community I desperately wished it was...", "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "People were hurt, and I helped smooth things over for him.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "I felt for so long like I was doing good – [pause]helping to maintain a positive status quo, even if people would get hurt now and then.", "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "I’m not a good person, {player}.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "I don’t believe that!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Yes you are.", "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Heh… I’m glad you believe that.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "I felt for so long like I was doing good – [pause]helping to maintain a positive status quo, even if people would get hurt now and then.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "It became about him, his wants, his dreams and delusions. It was no longer the community I desperately wished it was...", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "This means you’re officially a ranger captain. Folks will look to you to help train them just like the other captains trained you.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "This means you’re officially a ranger captain. Folks will look to you to help train them just like the other captains trained you.", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "You might be aware that I was the first person in New Wirral to have transformed into a monster form with a cassette tape. [pause]Since then, folks have been asking me the same question…", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "“How does this cassette tape thing even work? [pause]It doesn’t make any sense!”", - "LEADER_IANTHE_FUSED_MATERIAL1": "Rogue Fusions drop it. Maybe Archangels do too – I’m not sure.", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "You want to know what I think? [pause]I think it makes perfect sense with the right perspective.", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Then, [pause]we seal that intangible music in physical forms – such the [wave amp=30 freq=10]cassette tape[/wave]. [pause]That makes it a perfect bridge between the physical world and the imaginary one.", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "You’ve seen the noticeboard outside the Town Hall, right? [pause]If there are any trainees who need to test their skills, I’ll leave you a message there.", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "I think that makes sense, in a way!", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "For now, I’m going to take a long overdue rest. [pause]If you’re going to continue your exploration across the island, why don’t you catch up with your fellow captains?", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "I’m sure they’d like to congratulate you on your “promotion”!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "As for why we’re asking rangers to collect it... Well, let the captains worry about that. Just focus on passing your training for now.", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "Now that you’re a captain you ought to know why we’re gathering all this Fused Material.", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "Now that you’re a captain you ought to know why we’re gathering all this Fused Material.", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "Now that you’re a captain you ought to know why we’re gathering all this Fused Material.", - "LEADER_IANTHE_FUSED_MATERIAL3": "Have you noticed “Rogue Fusions” are becoming more plentiful across New Wirral?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "I’ve encountered them before!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "”Rogue Fusions”?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "That figures. That means you know they’re a lot tougher than the typical monsters found here on New Wirral, then.", - "LEADER_IANTHE_FUSED_MATERIAL4B": "You might have encountered them around the island in your travels – [pause]they’re wild monster fusions, often surrounded by black clouds? Can’t miss ‘em.", - "LEADER_IANTHE_FUSED_MATERIAL5": "It wasn’t always this way. Until a few years ago, fusions were an oddity.", - "LEADER_IANTHE_FUSED_MATERIAL6": "We don’t know where they’re coming from, or why.", - "LEADER_IANTHE_FUSED_MATERIAL7": "My concern is that if the incidence rate continues to grow, in a few years Harbourtown will be overrun.", - "LEADER_IANTHE_FUSED_MATERIAL8": "I don’t want to cause panic, so keep that to yourself.", - "LEADER_IANTHE_FUSED_MATERIAL9": "There is hope, though! The Fused Material we get from them gives off a faint radiation – not enough to be harmful, but...", - "LEADER_IANTHE_FUSED_MATERIAL11": "Maybe…[pause] maybe we can even find out where they’re coming from, and stop their spread. That would be nice.", - "LEADER_IANTHE_FUSED_MATERIAL10": "With enough Fused Material, we can build devices to track and detect Rogue Fusions.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Have you been paying attention to the elemental types of your monster forms?", - "LEADER_IANTHE_FUSION_IANTHE1": "Fusion… [pause]it’s rarely been achieved. I have my theories on what allows two people to fuse, but I’m not certain.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Elemental moves can cause [wave amp=30 freq=10]chemical reactions[/wave] when used against monsters of certain types.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "However, that same fire move, [pause]when used on a water monster, [pause]will surround them with a [wave amp=30 freq=10]healing steam[/wave]. Not so good, huh?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "These reactions can be beneficial for you – for example, using a fire move on a poison element target will cause them to burn.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "You can always see what status effects your attack is going to cause before you trigger it, so stay observant.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Oh, I almost forgot! [pause]A lot of moves, such as “Smack” and “Spit”, don’t have an innate element themselves – they will instead depend on whatever element their user is.", - "LEADER_IANTHE_FUSION_IANTHE3": "If you want to strengthen your fusion, then you have to grow that bond.", - "LEADER_IANTHE_FUSION_IANTHE2": "I can say from experience that the strength of the bond between two people seems to directly enhance the strength and capabilities of their fused form.", - "AA_PUPPET_HINT_FELIX1": "Huh. It moves before our attacks even hit it. We gotta think smart – there’s gotta be [wave amp=30 freq=10]some way to tell[/wave] which way it’s gonna move next…", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Who have you fused with?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Who’s your fusion partner?", - "LEADER_IANTHE_FUSION_IANTHE6": "Don’t you worry about that!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Who’s your fusion partner?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Who’s your fusion partner?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Thanks for your efforts on the tasks I sent you, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "Anyway, with all this Fused Material you’ve gathered, I can have Captain Lodestein install Fusion Radar into a few of the magnetic pylons on the island.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Thanks for your efforts on the tasks I sent you, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "In the meantime, I want you to have this prototype.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Thanks for your efforts on the tasks I sent you, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Check your map. It’ll show you where Rogue Fusions can be found.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "This version of Fusion Radar doesn’t penetrate very deep into the ground, and it’s not 100% reliable, but I’m sure that you’ll be able to make good use of it.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "Anyway, don’t forget to exchange your Fused Material with Ranger Wilma. It won’t be much use just sitting in your pockets!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "The last batch you gave me proved extremely useful. Captain Lodestein tells me his [wave amp=30 freq=10]ground-penetrating Fusion Radar[/wave] is already picking up a signal deep under Dino Quarry, in the Deadlands.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "I’ve assigned Captain Wallace to excavate it when he’s not busy with training and Rogue Fusion duty.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Speaking of fusions, there’s been a, uh, new development...", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Some kind of new, unstable fusion has been popping up all over. “Anathema” is what we’ve been calling it.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "The rate these things replicate at is...[pause] troubling to say the least.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "I’ll send a few your way via the noticeboard. Would you mind taking a look?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Well, I had Captain Wallace excavate it, and it looks like another of those train stations that have been popping up everywhere.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Do you remember the signal under Dino Quarry I told you Captain Lodestein’s Fusion Radar had picked up?", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "And of course, don’t forget to exchange your Fused Material with Ranger Wilma.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "Judging by the strength of the signal in this station, it could be the source of all the Anathema and Rogue Fusions!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, as our ranger most experienced with these stations…[pause] and their strange inhabitants…[pause] could you take a look?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, as our ranger most experienced with these stations…[pause] and their strange inhabitants…[pause] could you take a look?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Huh, so the Mer-Line expects us to handle the Rogue Fusion situation ourselves?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, as our ranger most experienced with these stations…[pause] and their strange inhabitants…[pause] could you take a look?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "At least we have Night’s Bridge Station to retreat to if things get bad – thanks to your hard work.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, is it good news?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, I said before that if you left New Wirral I wouldn’t hold it against you, and I still stand by that.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "But if you decide to stick around a bit longer, the work I have for you is literally never-ending.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "I’m sure you know the drill by now.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "I believe Kayleigh has something for you.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Well, I recorded this tape a little while ago, and it reminded me of the day we first met.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "I know it’s not much, but I wanted you to have it!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "By the way, have you seen any…[pause] giant floating orbs recently?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "What!?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "It was a strange report from one of our new trainees. He [wave amp=30 freq=30]did[/wave] have a head injury though, so maybe it’s nothing.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Like... the sun?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Keep an eye on your Fusion Radar, just in case.", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "This is for you!", - "OUTPOST_NPC_2_DIALOGUE1": "I was ambushed by a Springheel hiding round a corner. [pause]Frankly, I’m lucky to have made it out in one piece!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz...[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "YOU MEAT THINGS DREAM OF DEATH SO MUCH. YOU SPEND YOUR ENTIRE SHORT LIVES DREAMING OF IT. IS THAT WHAT BRINGS YOU TO ME?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Are you asking… if we came here to die? [pause]I don’t think we did, to be honest with you.", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "This guy looks pretty metal. [pause]I get the impression he might want to kill us, though.", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Nah, we came here to fight.", - "AA_PUPPET_PRE_BATTLE_AA1": "ARE YOU MORE TOYS FOR MY COLLECTION? I DESIRE MORE PLAYTHINGS...", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "I fear death not – [pause]a brave death outweighs a coward’s life!", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "I feel like this doesn’t bode well for us.", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr...", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "LET ME FEAST ON YOUR FEAR, AS I SHOW YOU A TRUE DEATH.", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "That was pretty creepy, huh? I wonder if what it said was true… [pause]Maybe people [wave amp=30 freq=10]do[/wave] spend their whole lives thinking about death.", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NOT EVEN OUR KIND CAN ESCAPE TRUE DEATH...", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "OH NEAT, A BIG SKELETON GUY! EVERY TEAM NEEDS ONE OF THOSE.", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "The number of nightmare creatures that want to kill us on this island is just… [pause]way too high.", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "That was the biggest skeleton monster I’ve [wave amp=30 freq=10]ever[/wave] seen! Pretty creepy, huh?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "That was… unpleasant.", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Cowards die many times before their deaths, but the valiant never taste of death but once.", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Sorry, mate. We’re not here to play.", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "This Archangel’s eyes are creeping me out...", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "Are people just toys to your kind, huh?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "I sense no kindness in this spirit’s words.", - "AA_PUPPET_PRE_BATTLE_FELIX2": "I don’t know if this guy has our best interests at heart.", - "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr...", - "AA_PUPPET_HINT_KAYLEIGH1": "It keeps moving before our attacks land! Keep an eye out – there must be [wave amp=30 freq=10]some way to tell[/wave] which direction it’s going to move...", - "AA_PUPPET_PRE_BATTLE_AA3": "YES… YOU TWO WILL MAKE A FINE PAIR OF GLOVE PUPPETS! HAHAHAHA", - "AA_PUPPET_HINT_MEREDITH1": "It keeps [shake rate=30 level=10]moving[/shake] before we can hit it! There’s gotta be [wave amp=30 freq=10]some way to tell[/wave] which direction it’s gonna move in.", - "AA_PUPPET_HINT_EUGENE1": "Dammit, it keeps moving right when we’re about to hit it! C’mon there’s gotta be [wave amp=30 freq=10]some way to tell[/wave] which way it’s gonna move next…", - "AA_PUPPET_HINT_VIOLA1": "Our quarry is quick on its feet, and our strikes are missing their mark. Alas, I believe there must be [wave amp=30 freq=10]a way to discern[/wave] where it intends to leap to next…", - "AA_PUPPET_HINT_DOG1": "Barkley seems unhappy that the Archangel keeps moving before either of you can attack it. Perhaps there is a way to figure out which direction it is going to move?", - "AA_PUPPET_POST_BATTLE_PUPPET1": "MY DOLLS! YOU HAVE KILLED MY DOLLS!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "NICE TO MEET YOU, MY HATTED FRIEND! SAY, ARE YOU LOOKING FOR A NEW LINE OF WORK? LET’S TALK!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "The way that Archangel spoke about us, it was like we weren’t even real… like we were just toys. [pause]Maybe it’ll think differently now that we beat it.", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "That Archangel better have learned that I am [wave amp=30 freq=10]no-one’s[/wave] plaything.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Aleph loves to hear himself talk. How [wave amp=30 freq=10]does[/wave] he even talk, anyway? His head is, like, a giant triangle. What a creep.", - "AA_PUPPET_POST_BATTLE_FELIX3": "Did he make… [pause]dolls of us? I don’t think I’ll sleep easy after that fight, that’s for sure.", - "AA_PUPPET_POST_BATTLE_EUGENE3": "There’s [wave amp=30 freq=10]always[/wave] some monster who thinks that people’s lives are their playthings. [pause]Archangel or man, they’re dangerous all the same.", - "AA_PUPPET_POST_BATTLE_VIOLA3": "That spirit saw us as mere toys. Let that be a lesson to us that their kind and ours are not alike, even in the slightest.", - "AA_TOWER_PRE_BATTLE_AA1": "TRUTH… LIES… YOUR FLEDGLING KIND CARE SO MUCH ABOUT SUCH TRIVIAL CONCEPTS. REALITY IS NOT TRUE! EMBRACE IGNORANCE!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "This thing certainly has a questionable grip on “reality”.", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "This thing certainly needs a reality check.", - "AA_TOWER_PRE_BATTLE_EUGENE2": "...I don’t get it. What are you trying to say?", - "AA_TOWER_PRE_BATTLE_FELIX2": "As much as I’d love to “embrace ignorance”, I’ve got stuff to do.", - "AA_TOWER_PRE_BATTLE_VIOLA2": "Folly and ignorance are the common curses of mankind. Both are [wave amp=30 freq=10]already[/wave] plentiful, spirit.", - "AA_TOWER_PRE_BATTLE_AA3": "YOU DO NOT UNDERSTAND. LET ME AWAKEN YOU FROM YOUR FALSE PERCEPTIONS OF TRUTH AND LIES!", - "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr...", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "I think we gave that Archangel a “reality check”, wouldn’t you say?", - "AA_TOWER_POST_BATTLE_ALEPH2": "HEY, BUDDY! LOOKS LIKE YOU’RE LOSING A FIGHT HERE. WHY DON’T YOU COME WITH ME?", - "AA_TOWER_POST_BATTLE_TOWER1": "THERE IS ONE TRUTH NOW CLEAR TO ME… I HAVE BEEN BESTED…", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "You mentioned something earlier – a new lead you wanted to investigate? What’s the lead, buddy?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "You mentioned something earlier – a new lead you wanted to investigate? What’s the lead, buddy?", - "RETROSPECTIVE_CLUE4_EUGENE2": "That sounds like it’s describing an area on the island – what do you think?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "You mentioned something earlier – a new lead you wanted to investigate? What’s the lead, buddy?", - "RETROSPECTIVE_CLUE4_FELIX1": "Oh, you said you had a clue you wanted to investigate, right? What was it?", - "RETROSPECTIVE_CLUE4_FELIX2": "That sounds like it’s describing an environment here on the island. It might not be too specific, but it’s something.", - "RETROSPECTIVE_CLUE4_VIOLA2": "This may be describing a place here in this very land – do you not agree?", - "RETROSPECTIVE_CLUE4_VIOLA1": "Ah – I almost forgot! You spoke of a clue hidden in a verse. May you share it?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "Oh, you had a lead you wanted to follow up on? What was the lead?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "That sounds like it’s describing a specific place! Does that seem familiar to you at all, {player}?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Next on the agenda – did you get a new song lyric to lead you to the way off New Wirral?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "That seems pretty specific, actually. Maybe it’s describing a specific place on the island.", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "Oh – did you say you have a new lead you wanted to pursue? What’s the lead, buddy?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "Oh – did you say you have a new lead you wanted to pursue? What’s the lead, buddy?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "Oh – did you say you have a new lead you wanted to pursue? What’s the lead, buddy?", - "RETROSPECTIVE_CLUE5_VIOLA1": "Pray tell – you gave mention of a riddle you had been given. May I ask you to share it? Perhaps I could be of assistance.", - "RETROSPECTIVE_CLUE5_EUGENE2": "That’s [shake rate=30 level=10]definitely[/shake] describing somewhere on New Wirral.", - "RETROSPECTIVE_CLUE5_FELIX2": "It’s cryptic, but it seems to have some specific details, like it’s describing a very specific place. Are you looking for that place?", - "RETROSPECTIVE_CLUE5_FELIX1": "Anyway, you said you had another new lead you’re looking into? What is the lead?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Anyway – how is your [wave amp=30 freq=10]magic song[/wave]? Has it given you another lead?", - "RETROSPECTIVE_CLUE5_VIOLA2": "The details in this line are quite specific. Could it be leading you somewhere? How curious…", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "This sounds like something you must do at a specific place, like a ritual.", - "RETROSPECTIVE_CLUE6_EUGENE2": "That sounds like an action you have to do – kind of like a [wave amp=30 freq=10]secret code[/wave], right?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "Do you have another lead you’re following up on?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "Oh, this one sounds like a [wave amp=30 freq=10]thing[/wave] you have to do at a certain place. Yeah.", - "RETROSPECTIVE_CLUE6_EUGENE1": "So, do you have another one of your leads you’re following? Give me the lowdown.", - "RETROSPECTIVE_CLUE6_VIOLA1": "Alas, you spoke of something else – a clue hidden in a verse that you wished to investigate.", - "RETROSPECTIVE_CLUE6_FELIX1": "Oh, do you have another one of your leads you’re following?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "From what you’ve told me, it sounds like you have both a place and a ritual. If you do the right action in the right place, that might be the key!", - "RETROSPECTIVE_CLUE6_FELIX2": "This is describing an action, right? It almost sounds like a [wave amp=30 freq=10]secret code[/wave] that you act out – do you know the place you need to do it?", - "RETROSPECTIVE_CLUE6_VIOLA2": "To me, this reminds me of a code, like a secret gesture or knock. An action you must enact in order to enter a place of great secrecy.", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Have you had any luck with your mysterious instructional song, {player}?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "It sounds to me like you might have enough information to investigate it now. Why don’t we crack on?", - "RETROSPECTIVE_CLUE7_EUGENE1": "How is it going with those [wave amp=30 freq=10]lyrical leads[/wave] of yours? It sounded to me like you had enough information to go off with them.", - "RETROSPECTIVE_CLUE7_MEREDITH1": "You got any more leads you’re following? It sounds like you might have enough information with your weird [wave amp=30 freq=10]song lyrics[/wave] to find something. Maybe.", - "RETROSPECTIVE_CLUE7_FELIX1": "Anyway, did you ever solve the mystery of those cryptic lines of poetry you were investigating? It sounded like they gave you both a location and a thing you had to do there.", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "Still no luck with the clues your [wave amp=30 freq=10]Archangel song[/wave] has been giving you?", - "RETROSPECTIVE_CLUE7_VIOLA1": "Pray tell: did you solve the riddle you spoke of? The one that described both a place and an action to enact?", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oh, did you find what all those leads you had were directing you to? Maybe it’s worth you checking over them again, mate.", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oh, did you find what all those leads you had were directing you to? Maybe it’s worth you checking over them again, mate.", - "RETROSPECTIVE_CLUE8_FELIX1": "Anyway, did you get anywhere with those poetic clues you were following? It sounded like you had a promising set of leads, there.", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oh, did you find what all those leads you had were directing you to? Maybe it’s worth you checking over them again, mate.", - "RETROSPECTIVE_CLUE8_EUGENE1": "Those leads that sound like poetry you’ve talked about – did you get to the bottom of them yet?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "Alas, have you yet solved the riddle you were deciphering? It was of my opinion that it contained both a place of importance, and a ritual to enact there.", - "RETROSPECTIVE_CLUE9_MEREDITH1": "So, uh, those song lyrics you’ve been talking about… I think they’re describing this specific location. Do you want to check it out?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "Alas, have you yet solved the riddle you were deciphering? It was of my opinion that it contained both a place of importance, and a ritual to enact there.", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oh, did I ever tell you I’m good with puzzles? I think I know where your [wave amp=30 freq=10]cryptic song[/wave] was pointing to – let’s go check out this location!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "Alas, have you yet solved the riddle you were deciphering? It was of my opinion that it contained both a place of importance, and a ritual to enact there.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Anyway, you said when you ended up in the “Amber Lodge” you left by stepping through a mirror? Could you do the same with that weird mirror you found here on the island?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "Hey, I think I got to the bottom of your mystery song, buddy! I think it was describing this exact location. We should go check it out.", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "Hey, I think I got to the bottom of your mystery song, buddy! I think it was describing this exact location. We should go check it out.", - "RETROSPECTIVE_CLUE9_FELIX1": "Anyway, all those mysterious poetic clues you’ve told me about? I think they’re describing a place on this island – and I think I’ve figured out where.", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "Hey, I think I got to the bottom of your mystery song, buddy! I think it was describing this exact location. We should go check it out.", - "RETROSPECTIVE_CLUE9_VIOLA1": "Alas, I must confess – I believe I have solve the riddle that has perplexed you so. Let us meet at this location!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Anyway, that mirror you found seems like a big deal… Too bad we don’t know what it does, huh?", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Anyway, Morgante’s song led to that mysterious mirror – but we don’t know what to do with it yet, do we?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Anyway, I guess you found that important-looking mirror, but I guess we don’t know what it actually [wave amp=30 freq=10]does[/wave] yet. Hmm.", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Anyway, that weird mirror your clues led you to… have you figured out what it does yet? I’m sure the answer will turn up eventually.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Tell me, did you discern the purpose of the otherworldly mirror you found? If its purpose is not clear to you now, I am sure you will uncover its secret.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Tell me, did you discern the purpose of the otherworldly mirror you found? If its purpose is not clear to you now, I am sure you will uncover its secret.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Tell me, did you discern the purpose of the otherworldly mirror you found? If its purpose is not clear to you now, I am sure you will uncover its secret.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Anyway, you said when you ended up in the “Amber Lodge” you left by stepping through a mirror? Could you do the same with that weird mirror you found here on the island?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "Anyway, Morgante’s song led to that mysterious mirror – and you said how you stepped into a mirror in the Amber Lodge. Maybe the mirror here is the same?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "Anyway, Morgante’s song led to that mysterious mirror – and you said how you stepped into a mirror in the Amber Lodge. Maybe the mirror here is the same?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "Anyway, Morgante’s song led to that mysterious mirror – and you said how you stepped into a mirror in the Amber Lodge. Maybe the mirror here is the same?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Anyway, you said when you ended up in the “Amber Lodge” you left by stepping through a mirror? Could you do the same with that weird mirror you found here on the island?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Anyway, remember that mirror you found after following all those clues? Maybe you can step into it, just like you described doing when you were in the Amber Lodge. What do you think?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Alas, I recall something you spoke of earlier – that you entered a mirror as if it was a doorway. Could you do the same again, with the otherworldly mirror you found on this island?", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Hey, remember when you told me about how you left the “Amber Lodge” by stepping into a mirror? Have you tried that with that lone mirror you discovered?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Anyway, when we’re all prepared, we should probably explore that [wave amp=30 freq=10]mysterious world[/wave] hidden in the mirror again.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Anyway, we should explore that weird hidden place you found in a mirror. That seemed pretty important, mate.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Anyway, when we’re all prepared, we should probably explore that [wave amp=30 freq=10]mysterious world[/wave] hidden in the mirror again.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Anyway, we should probably check out that weird station you found hidden inside a mirror. That… seems like a pretty high priority, buddy.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Anyway, when we’re all prepared, we should probably explore that [wave amp=30 freq=10]mysterious world[/wave] hidden in the mirror again.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Anyway, we should explore that weird hidden place you found in a mirror. That seemed pretty important, mate.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Anyway, we should explore that weird hidden place you found in a mirror. That seemed pretty important, mate.", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Pray tell, should we perhaps step once again through that mirror to the mysterious world you discovered beyond it?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Anyway, why don’t we explore that weird place you found in the mirror? That strikes me as pretty important.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Anyway, we should probably check out that weird station you found hidden inside a mirror. That… seems like a pretty high priority, buddy.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Anyway, we should probably check out that weird station you found hidden inside a mirror. That… seems like a pretty high priority, buddy.", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "Right, let’s crack on! Where are we off to next? Didn’t you hear some rumours about something happening {location_phrase}? We could see what’s happening there, if you want!", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "Shall we get back to it? If you don’t have any rumours to go off, why not ask around town?", - "RETROSPECTIVE_NEXT_MEREDITH1": "Uh, I guess we better get back to [wave amp=30 freq=10]adventuring[/wave]. Didn’t you hear some rumours about something happening {location_phrase}? That might be a good place to check out.", - "RETROSPECTIVE_NEXT_EUGENE1.m": "Shall we hit the road again, buddy? You heard some rumours about something going down {location_phrase}, right? We could try going there!", - "RETROSPECTIVE_NEXT_MEREDITH2": "I guess we should head out again. We could speak to people around town if you’re looking for some leads.", - "RETROSPECTIVE_NEXT_EUGENE1.f": "Shall we hit the road again, buddy? You heard some rumours about something going down {location_phrase}, right? We could try going there!", - "RETROSPECTIVE_NEXT_EUGENE2": "Alright, let’s head out! We’re pretty low on intel… maybe we should ask around Harbourtown for some leads?", - "RETROSPECTIVE_NEXT_FELIX1": "Do you want to head out, then? You said you heard a rumour about something happening {location_phrase}, didn’t you? That could be our next destination, if you wanted.", - "RETROSPECTIVE_NEXT_EUGENE1.n": "Shall we hit the road again, buddy? You heard some rumours about something going down {location_phrase}, right? We could try going there!", - "RETROSPECTIVE_NEXT_VIOLA1": "Perchance we should resume our travels once more. Did you not hear a rumour of an incident {location_phrase}? That could be our next objective, if you wished.", - "RETROSPECTIVE_NEXT_FELIX2": "We don’t have any more leads on where we should head next. We could ask some folks around town if you wanted.", - "RETROSPECTIVE_NEXT_VIOLA2": "Perhaps we would do well to speak to the people of this town, in order to gather information on where we should travel to next. What say you?", - "NWP_SIGNPOST_DESCRIPTION_2": "Please exercise appropriate caution around the monsters here.", - "NWP_SIGNPOST_DESCRIPTION_1": "Welcome to New Wirral Park!", - "NWP_3_-3_RUNNER_NPC1": "Know what’s faster than running?[pause] Fast travel!", - "NWP_3_-3_RUNNER_NPC3.m": "You can also fast travel to escape a battle you’re too slow to flee.[pause] You’ll have to abandon some items to get away quickly, but it might just save your life!", - "NWP_3_-3_RUNNER_NPC3.f": "You can also fast travel to escape a battle you’re too slow to flee.[pause] You’ll have to abandon some items to get away quickly, but it might just save your life!", - "NWP_3_-3_RUNNER_NPC2": "To do it, you just press {control.map_menu} to open your map. Then move your cursor to one of the squares that can be traveled to and press {control.ui_accept}.", - "NWP_3_-3_RUNNER_NPC3.n": "You can also fast travel to escape a battle you’re too slow to flee.[pause] You’ll have to abandon some items to get away quickly, but it might just save your life!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "The rangers will never employ me. I’m ‘elpless.", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Go back home! The rangers’ job opening is mine!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Are you good enough to join the rangers?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "You show promise! You should head inside!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Just what we were looking for! Someone to beat to prove our worth to the rangers!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "Excuse my brash friend.", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Who am I kidding? I’m not… good enough for the rangers...[/wave]", - "NWP_MADMAN_3_-4_NAME": "Jack", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "It’s always been my dream to join the rangers.", - "NWP_MADMAN_3_-4_PRE_BATTLE": "I have the world record for time spent in Springheel form!", - "NWP_MADMAN_3_-4_POST_BATTLE": "I still have much to learn about Springheel.", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "I can’t let that dream end now!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "Don’t let your dreams be dreams!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "May the guiding light of Leader Dorian show you the way!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Newcomer![/wave] Heed not the heathens of Harbourtown!", - "NWP_CULTIST_4_-4_POST_BATTLE": "The way has been lit… go forth…", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Newcomer![/wave] Heed not the heathens of Harbourtown!", - "NWP_CULTIST_5_-4_POST_BATTLE": "Heretics control Harbourtown… beware their [wave amp=30 freq=10]false salvation[/wave]…", - "NWP_5_-4_HINT_NPC_BEFORE1": "The ground around here trembles at times, as if a huge beast rushes through a tunnel below our feet.", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Newcomer![/wave] Heed not the heathens of Harbourtown!", - "NWP_5_-4_HINT_NPC_AFTER1": "Is this another train station, like the one that appeared in Upper Path recently?", - "NWP_5_-4_HINT_NPC_BEFORE2": "Say,[pause] these rocks are arranged in a strange pattern, huh?", - "NWP_5_-4_HINT_NPC_AFTER3": "I wonder where the train goes...", - "NWP_5_-4_HINT_NPC_AFTER2": "I guess that makes sense. The ‘huge beast’ I heard underground must have been a train.", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "I’ve seen some Bulletinos near here that move fast enough to break large rocks.", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "That’d be a neat skill to have, huh?", - "PARK_CAVE2_MERCHANT2": "Oh no, they’ve fused! [wave amp=30 freq=30]HELP![/wave]", - "PARK_CAVE2_MERCHANT1": "Hey, you over there! These monsters have me cornered. Could you give me a hand here?", - "PARK_CAVE2_MERCHANT6": "Come see me at the market back in town. I’ll have some special stickers for you!", - "PARK_CAVE2_MERCHANT4": "Say... Did you notice Southpaw’s move ‘Magnet’ activates automatically at the start of battle?", - "PARK_CAVE2_MERCHANT3": "Whew, thanks for that. I came in here looking for some sticker ideas, but I ended up getting more than I bargained for.", - "PARK_CAVE2_MERCHANT5": "I think I got my inspiration after all!", - "WATERLOOP_BEWARE_LYING_CHESTS": "Only one locker tells the truth.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "I was floating above my body in bed and then – whoosh! – sucked down a vortex.", - "WATERLOOP_LYING_CHEST_LEFTMOST": "A note on this locker says, “the key is in this box”. Open it?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "A note on this locker says, “the key is not in this box”. Open it?", - "WATERLOOP_LYING_CHEST_MIDDLE": "A note on this locker says, “the key is not in the leftmost box”. Open it?", - "SD_NEVERMORT_TRAINER_NAME": "Bird Fan", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "I have a special bond with the Nevermorts around here.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "How did you arrive in New Wirral?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "You’d better not get in our way!", - "AUTUMN_HILL_NW_SIGNPOST_1": "“You are not lost here in New Wirral, my children, you are simply waiting to find yourself.”", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "You scared off the birds!", - "AUTUMN_HILL_NW_SIGNPOST_2": "“This way to Mourningtown!”", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "How did you arrive in New Wirral?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "I remember having an out of body experience.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "How did you arrive in New Wirral?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "I was floating above my body in bed and then – whoosh! – sucked down a vortex.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "I was floating above my body in bed and then – whoosh! – sucked down a vortex.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Next thing I knew, here I was!", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Hey! Hands off my loot!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Ships often get wrecked just off the coast of New Wirral.", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Scouring the beaches for washed up treasure is a pretty good way to make a living here!", - "OVERWORLD_7_0_HINT_NPC": "I wonder how much treasure is lost on the sea floor…", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Hey, I see your tape player!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Looks like I have my work cut out for me…", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Are you also trying to join the rangers? I guess that makes us rivals!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "I'll tell you a secret if you can beat me.", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Legend has it this island holds the Font of Youth.", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Hey, do you like history? What was your favourite event of the 20th century?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Do you think it's Comic Sans or Times New Roman?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "My favourite 20th century event was the Human-Elf peace deal brokered by the United Nations in 1948. Without that, things would have gone very differently!", - "EPICURUS_NAME": "Epicurus", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", - "EPICURUS_POST_BATTLE": "The art of battling well and the art of taking defeat well are one.", - "EPICURUS_PRE_BATTLE": "The greater the difficulty, the more the glory in surmounting it!", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "I've been honing my monster skills out here for months, now.", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "I guess I still have a lot more training to do…", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "C'mon, let me show you the results of my training!", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]STOP! I know why you're here…[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]There will be more opportunities for me, I'm sure…[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]This land is a perfect urban development opportunity! But I found it first![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Nobody in New Wirral can seem to agree on basic historical facts. Some choose to accept the idea of a 'multiverse,\\' but I think this island is just full of liars!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "For instance, a lot of people here deny that the 1969 Mars landing happened! Conspiracy freaks, the lot of them!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, I need a break from digging. If you can beat me in a quick battle, I'll tell you a little about this place.", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "No! Not you too!", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "We know from Captain Dreadful that people used to mine this area for metals. But not all the explosions that happened here seem to have been controlled...", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "And I can't find any traces of mining tools or artificial explosives. It\\'s possible this whole area was excavated by Bulletinos over several centuries.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "So either the Captain is wrong, or Bulletinos have destroyed all the evidence. Or, hmm... Maybe the evidence [wave amp=30 freq=5]became[/wave] the Bulletinos. What do you think?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "I dreamed about this island when I was little!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Isn't this place magical...?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "My husband and I have been stuck here since 2160!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Nobody here seems to know about the three seashells. How barbaric!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Have some faith...", - "OVERWORLD_5_-3_BATTLER_PARTNER": "Don’t cross my wife!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", - "OVERWORLD_7_-3_BATTLER_NAME": "Karl", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "You landkeepers will do anything for the people of New Wirral but get off their backs!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]No money? No problem! We're offering financing at a mere 10,000% per annum![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, I was mistaken; you fight FOR the people, not against them.", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "All of us in New Wirral have taken a step into the unknown. Why not take one more? Place your trust in [wave amp=30 freq=10]Brother Cooper[/wave]!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]New Wirral doesn't have a currency, so there\\'s no way to pay it off yet. Interest continues to compound in the meantime, however. It\\'s a perfect scheme![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "Brother Cooper has found a [wave amp=30 freq=10]way off[/wave] this island of demons and angels, and now prepares us to rejoin our families on the other side!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Have some faith...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Stop! I can sense the pain within you, my friend.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Have some faith...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Stop! I can sense the pain within you, my friend.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Stop! I can sense the pain within you, my friend.", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "You will go no farther until you repent for your shins.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "You suffer because you desire to be home.", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "“Our faith can move mountains.” – Cooper 17:20", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]Existence is… suffering...[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Allow me to end your pain – become our tribute to the angels!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "You will go no farther until you repent for your shins.", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Wait, it's meant to be \\'repent for your sins?\\' I can\\'t believe I had it wrong all this time…", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "You will go no farther until you repent for your shins.", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "“Greater love has no one than this: to lay down one’s tapes for one’s friends.” – Dorian 15:13", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "When your soul is weighed by the archangels, will they judge you worthy of eternity?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "When your soul is weighed by the archangels, will they judge you worthy of eternity?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "When your soul is weighed by the archangels, will they judge you worthy of eternity?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "Brother Cooper has called down the UFOs to bestow boons upon us. Allow me to show you!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "The intergalactic council of UFOs and Archangels won't stand for such mistreatment of their messengers…", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Sorry about this!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Beat me, and I'll tell you the secret of the Mournchild.", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "In all honesty, I only joined the Mournchildren for the food.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "In 1988 two English rock bands, Iron Gaiden and Shields of the Nephilim – [pause]without knowledge of each other – [pause]simultaneously released songs titled 'Mournchild.\\'", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "If you listen to them in reverse, and at the same time so that the words interweave, it summons the original Mournchild: a being so powerful that it can open a gateway between worlds!", - "AA_TOWER_POST_BATTLE_EUGENE3": "Archangels may be powerful, but that doesn’t mean that they’re smart.", - "AA_TOWER_POST_BATTLE_MEREDITH3": "I guess even the most [wave amp=30 freq=10]annoying[/wave] Archangel will shut up if you punch it enough times. We should take that lesson to heart.", - "AA_TOWER_POST_BATTLE_FELIX3": "That Archangel was a pretty big fan of talking nonsense, huh? At least we got it to shut up.", - "AA_ALICE_PRE_BATTLE_ALICE1": "YOU IGNORED MY INSTRUCTIONS TO STAY PUT! DON’T YOU RESPECT ME? DON’T YOU REALISE JUST HOW IMPORTANT I AM?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "That spirit had little sense left in its words. Perhaps its defeat at our hands shall humble it.", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "You’ve got a pretty big ego, huh?", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "No, you’re right. I totally don’t respect you.", - "AA_ALICE_PRE_BATTLE_EUGENE2": "Buddy, I have NO idea who you are.", - "AA_ALICE_PRE_BATTLE_FELIX2": "Are we supposed to know who you are…?", - "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr…", - "AA_ALICE_PRE_BATTLE_ALICE3": "SUCH RUDENESS, TOWARDS A MEMBER OF ROYALTY NO LESS! IF YOU REFUSE TO USE YOUR HEADS, I’LL JUST HAVE TO TAKE THEM FROM YOUR SHOULDERS!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "My respect is not so wantonly given, spirit.", - "AA_ALICE_POST_BATTLE_ALICE1": "YOU REALLY HAVE NO RESPECT, DO YOU? HOW INFURIATING!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "I guess she saw herself as the queen of her own little world, huh?", - "AA_ALICE_POST_BATTLE_ALEPH2": "MISS ALICE, PLEASURE TO MEET YOU! I NEED SOMEONE WITH YOUR… PEOPLE SKILLS.", - "AA_ALICE_POST_BATTLE_MEREDITH3": "Do all Archangels think so highly of themselves, or was she just a [wave amp=30 freq=10]special[/wave] case?", - "AA_ALICE_POST_BATTLE_EUGENE3": "These Archangels are pretty rude, huh?", - "AA_ALICE_POST_BATTLE_FELIX3": "Do you think that Archangel really wanted our heads, or do you think it was a turn of phrase? Actually, don’t answer that. I don’t want to know.", - "AA_CUBE_PRE_BATTLE_CUBE1": "3RD DIMENSIONAL SPACE IS IMPERFECT. SCIENCE AND MATHEMATICS REMAIN TRUE. ALL THINGS HAVE 4 SIDES.", - "AA_ALICE_POST_BATTLE_VIOLA3": "I will not bow to anyone who speaks so brazenly to me, royalty or otherwise.", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "I’d say this thing hasn’t got its head screwed on right, [pause]but it seems to lack a head altogether.", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "This Archangel seems a bit eccentric, but maybe it’s a friendly one!", - "AA_CUBE_PRE_BATTLE_FELIX2": "Perhaps this one won’t try to attack us. What do you think?", - "AA_CUBE_PRE_BATTLE_EUGENE2": "This thing is kind of hard to look at...", - "AA_CUBE_PRE_BATTLE_VIOLA2": "Is this spirit a philosopher of sorts? Or is it simply in the grips of madness?", - "AA_CUBE_PRE_BATTLE_DOG2": "Arf?", - "AA_CUBE_POST_BATTLE_CUBE1": "ARE MY ANGLES IMPERFECT ALSO? THE CALCULATIONS WERE CORRECT... I HAVE FAILED IN 3 SIMULTANEOUS DIMENSIONS.", - "AA_CUBE_PRE_BATTLE_CUBE3": "NO. I SEE INCONSISTENCY WITHIN YOU. YOU ARE IMPERFECT BEINGS. LET ME RIGHT ALL YOUR WRONG ANGLES!", - "AA_CUBE_POST_BATTLE_ALEPH2": "WHAT GOOD TIMING! I WAS JUST THINKING HOW I NEEDED TO RECRUIT SOMEONE WHO’S GOOD WITH NUMBERS. HOW’D YOU LIKE A JOB, MY NEW CUBOID FRIEND?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "It turned out that wasn’t a friendly Archangel after all. Just our luck!", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "I guess that was another addition to my list of “weird things on this island that tried to kill me”. [pause]Great stuff, mate.", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "I guess that was another addition to my list of “weird things on this island that tried to kill me”. [pause]Great stuff, mate.", - "AA_CUBE_POST_BATTLE_EUGENE3": "That Archangel was strange. It felt like no matter what angle I saw it from, it looked the same.", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "I guess that was another addition to my list of “weird things on this island that tried to kill me”. [pause]Great stuff, mate.", - "AA_CUBE_POST_BATTLE_FELIX3": "Next time we meet an Archangel, I’ll just assume it wants to kill us straight away.", - "AA_CUBE_POST_BATTLE_VIOLA3": "If there was method in that spirit’s madness, I did not see it.", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "So, now there’s a mysterious man with a [wave amp=30 freq=10]triangle for a head[/wave] intervening in the hunt for the Archangels? I don’t know what to make of that…", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "That triangle man appeared again. What do you think he wants with the Archangels?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Another Archangel battle that ended with an appearance from the [wave amp=30 freq=10]triangle man[/wave]. I’m picking up on a pattern here…", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "The triangle man said he wanted to have a “proper talk” with you. What did he mean…?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "I’m beginning to think that the triangle man is up to no good. We should keep an eye out for him.", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "How many times have you seen the triangle man at this point, {player}? It sounds to me like he keeps popping up wherever you go, doesn’t it?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Once again, the Archangel was magicked away by the triangle man. It feels like a cause for concern, doesn’t it?", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Once again, the triangle man turned up to whisk away the Archangel we were fighting…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Once again we beat an Archangel, only for Aleph to appear and recruit them… What is he doing, exactly? Is he stuck on this island, just like us?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "If the triangle man wants to keep turning up out of the blue to recruit the Archangel we just beat, he could at least stop being rude and introduce himself, don’t you think?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "We won the fight, but Aleph was there to warp out the Archangel again…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Aleph said that our worlds have “legends” based on him. Could that be true, {player}?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Do you think every fight we win with an Archangel is just a recruiting opportunity for Aleph? I wonder…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Another Archangel down, another recruit for Aleph. What is he planning, exactly?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "So, uh, what was with that triangle-headed man? Did he… [pause][wave amp=30 freq=10]warp[/wave] the Archangel away? I don’t know what to make of that…", - "RETROSPECTIVE_ALEPH_MEREDITH2": "This isn’t the first time that triangle bloke has appeared to nab an Archangel, is it? That doesn’t seem good…", - "RETROSPECTIVE_ALEPH_MEREDITH3": "What do you think the deal is with the triangle bloke, then? I don’t trust anyone with a geometric shape for a head.", - "RETROSPECTIVE_ALEPH_MEREDITH5": "Maybe next time you see the man with the triangle head, you could ask him what his whole deal is? It’s worth a shot…", - "RETROSPECTIVE_ALEPH_MEREDITH4": "That triangle man said he wants to “have a proper talk” with you. He’s weirdly civil for a creepy floating guy.", - "RETROSPECTIVE_ALEPH_MEREDITH6": "Are we assuming the bloke with a triangle head is plotting something grim? I’m assuming that.", - "RETROSPECTIVE_ALEPH_MEREDITH8": "No matter who you’re with, every battle with an Archangel seems to end with the triangle man appearing, doesn’t it?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "Well, that ended with yet another unsurprising appearance from the triangle head man. Annoying as usual…", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "That Aleph gets around, doesn’t he? It seems like he can get anywhere as long as it's within the underground railway station.", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Why does that triangle bloke talk like a small business owner? It’s weird, mate.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "That Aleph bloke made another appearance.", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Why does that triangle bloke talk like a small business owner? It’s weird, mate.", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Why does that triangle bloke talk like a small business owner? It’s weird, mate.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Well, that ended with yet another unsurprising appearance from Aleph. Annoying as usual…", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "No matter who you’re with, every battle with an Archangel seems to end with an unwanted appearance from Aleph, doesn’t it?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Why does that Aleph bloke talk like a small business owner? It’s weird, mate.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Why does that Aleph bloke talk like a small business owner? It’s weird, mate.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Why does that Aleph bloke talk like a small business owner? It’s weird, mate.", - "RETROSPECTIVE_ALEPH_EUGENE1": "So, just so we’re on the same page – you also saw the floating guy with the red coat suck up the Archangel with his triangle head, right? [pause]Just making sure.", - "RETROSPECTIVE_ALEPH_EUGENE2": "OK, so that’s the second time the man in the red coat has appeared to make an Archangel disappear, am I correct?", - "RETROSPECTIVE_ALEPH_EUGENE3": "The floating man in the red coat – that’s the third time he’s appeared and made an Archangel [wave amp=30 freq=10]vanish[/wave], am I right?", - "RETROSPECTIVE_ALEPH_EUGENE5": "That was a pretty awesome fight, but right now I’m thinking more about the floating man who turned up at the end. If he’s a threat to Harbourtown, I should keep an eye out for him…", - "RETROSPECTIVE_ALEPH_EUGENE4": "The man in the red coat said he wanted to have a “proper talk” with you. That seemed a bit menacing, huh…", - "RETROSPECTIVE_ALEPH_EUGENE6": "That man with the triangle head... do you think he’s an Archangel as well? He seems pretty powerful. I don’t trust him one bit.", - "RETROSPECTIVE_ALEPH_EUGENE7": "What did that triangle guy mean when he said that there’s “legends” based on him?", - "RETROSPECTIVE_ALEPH_EUGENE8": "That triangle man was there again. No surprises there. He seems to appear whenever you find an Archangel, doesn’t he?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "That Archangel talks like he’s an office manager. That weirds me out, buddy.", - "RETROSPECTIVE_ALEPH_FELIX4": "What did the triangle guy mean when he said he wanted to have a “proper talk” with you? He sounds civil but I don’t trust him one bit.", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "That Archangel talks like he’s an office manager. That weirds me out, buddy.", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "That Archangel talks like he’s an office manager. That weirds me out, buddy.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "That was a pretty [shake rate=30 level=10]momentous[/shake] fight, but right now I’m just thinking about Aleph. What’s his deal, huh?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "What did Aleph mean when he said that there’s “legends” based on him?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "Aleph doesn’t seem to want to fight himself, does he? He always seems to make an appearance AFTER the fighting has stopped.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Aleph turned up [wave amp=30 freq=10]again[/wave] after that fight. No surprises there. He seems to appear whenever you find an Archangel, doesn’t he?", - "RETROSPECTIVE_ALEPH_FELIX1": "Have you ever seen that guy with the triangle head before? Because I certainly haven’t. Pretty weird, huh?", - "RETROSPECTIVE_ALEPH_FELIX2": "So that’s twice now that the triangle head guy has appeared, right? There’s something going on there, but I don’t know what.", - "RETROSPECTIVE_ALEPH_FELIX3": "The triangle head guy seemed to remember you this time, {player}.", - "RETROSPECTIVE_ALEPH_FELIX6": "That triangle guy… he’s an Archangel too, right? Or something like that…", - "RETROSPECTIVE_ALEPH_FELIX5": "That triangle guy was back again to help bail out the Archangel. Is he recruiting them?", - "RETROSPECTIVE_ALEPH_VIOLA1": "Have you ever seen a sight as curious as that figure who appeared to us earlier? Not the spirit we fought, but the man whose head was not there…", - "RETROSPECTIVE_ALEPH_FELIX7": "That triangle guy said that our world has legends based on him. What did he mean, exactly?", - "RETROSPECTIVE_ALEPH_FELIX8": "What do you make of that triangle guy, {player}? I’m working on some theories…", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "So, Aleph appeared again to help bail out the Archangel we fought. What is he gathering them for? Is he trying to find a way to leave New Wirral?", - "RETROSPECTIVE_ALEPH_FELIX9": "So that triangle guy IS recruiting Archangels. What is he going to do, put together a band?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Aleph said that our world has legends based on him. I don’t trust a word he says, but I have the feeling he might be telling the truth this time…", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "When Aleph appeared earlier, his tone of voice was very familiar. It was like he was giving the Archangel we fought a [wave amp=30 freq=10]job offer[/wave]...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "We won the battle, but Aleph was there once again. We should be careful, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Why is Aleph recruiting Archangels, anyway? What is he going to do, put together a band?", - "RETROSPECTIVE_ALEPH_VIOLA3": "That spirit – the one who’s face reflects my own back at me – appeared to recognise you, {player}. What machinations could it be devising?", - "RETROSPECTIVE_ALEPH_VIOLA2": "That spirit appeared again to you – the one whose face is that of a mirror. What could his untimely appearance mean?", - "RETROSPECTIVE_ALEPH_VIOLA4": "That spirit with the mirror face seemed to wish to speak with you, {player}. I advise you to be wary of any words it might have to share with you.", - "RETROSPECTIVE_ALEPH_VIOLA6": "What may that spirit with the mirrored face be planning? I do not trust the plans of spirits, {player}.", - "RETROSPECTIVE_ALEPH_VIOLA5": "The spirit with the triangle head was there to intervene in our battle once again. A curious being it is…", - "RETROSPECTIVE_ALEPH_VIOLA8": "Our foe once again escaped our grasp due to the untimely arrival of the mirror-faced spirit. How uncouth.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "We may have bested the mighty spirit, but the spirit Aleph intervened to rescue it. I cannot help but notice a pattern…", - "RETROSPECTIVE_ALEPH_VIOLA7": "That spirit who appeared to us – the one with the mirror face – what does he want?", - "RETROSPECTIVE_ALEPH_VIOLA9": "Surely the mirror-faced spirit should be courteous enough to introduce himself to us, no? His untimely appearances are not welcomed at all.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "The spirit “Aleph” was there to intervene in our battle once again. Perhaps he wishes to leave this country also?", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "What agenda may our foe “Aleph” be devising? I do not trust the plans of spirits, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Our foe once again escaped our grasp due to the untimely arrival of the spirit known as Aleph. How uncouth.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "If this “Aleph” were anything but a coward, he would confront us directly! Instead he exits the scene with great urgency.", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Anyway, you said that defeating the Archangel earlier has given you a clue? What’s the clue, exactly?", - "RETROSPECTIVE_CLUE_QUOTE": "“{clue}”?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "Anyway, you, uh, said you had a cryptic lead you’re pursuing? What was it?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "That… [pause]doesn’t sound like much to go off. I guess we need to find another Archangel, then!", - "RETROSPECTIVE_CLUE1_EUGENE1": "Anyway, you said you’ve got a lead you’re following? What is it?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "That’s… not much of a lead for anything. Sorry, mate.", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "That’s… not much of a lead for anything. Sorry, mate.", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "That’s… not much of a lead for anything. Sorry, mate.", - "RETROSPECTIVE_CLUE1_EUGENE2": "Huh. That doesn’t seem like much to go off.", - "RETROSPECTIVE_CLUE1_FELIX1": "Anyway, you said something about a lead you’re following? What is it?", - "RETROSPECTIVE_CLUE1_FELIX2": "Huh. That’s not much to go off. Maybe you need more information?", - "RETROSPECTIVE_CLUE1_VIOLA2": "How puzzling. If there is a solution, I do not know it.", - "RETROSPECTIVE_CLUE1_VIOLA1": "Alas, you spoke briefly of a riddle you had been given. Do you wish to share it?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "That’s still too vague to help us out. We need to find another Archangel…", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Anyway, you said the song you hear in your head is getting longer? What is the next line in it?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "Did you say something earlier about some lead you wanted to follow up on?", - "RETROSPECTIVE_CLUE2_EUGENE1": "Oh right, did you say you had some mysterious lead you’re chasing? What’s the lead?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "Yeah, uh, I don’t know what that means.", - "RETROSPECTIVE_CLUE2_EUGENE2": "There’s not much to go off from that alone.", - "RETROSPECTIVE_CLUE2_FELIX1": "Oh right, you mentioned a clue you were following?", - "RETROSPECTIVE_CLUE2_FELIX2": "Hmm. Pretty vague, if I’m honest.", - "RETROSPECTIVE_CLUE2_VIOLA2": "How curious. There is little information one can discern from that extract, I would wager.", - "RETROSPECTIVE_CLUE2_VIOLA1": "Oh! You said you had a riddle to solve. Perhaps you would wish to share it with me?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "It sounds like it’s pointing in a direction, but it doesn’t narrow it down too much.", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "So, did you get another line to your mysterious [wave amp=30 freq=10]vision song[/wave]? What was it?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "Oh, you wanted to ask my opinion on a lead you’re chasing? Go on then, what was it?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "It sounds like it’s pointing in a direction, I guess?", - "RETROSPECTIVE_CLUE3_EUGENE1": "Anyway, did you say you had a new lead you wanted to follow? What’s the lead?", - "RETROSPECTIVE_CLUE3_FELIX1": "Anyway, did you say you had a clue you’re following up on? What is it?", - "RETROSPECTIVE_CLUE3_EUGENE2": "That sounds like it’s pointing in a direction? Seems pretty vague, though.", - "RETROSPECTIVE_CLUE3_VIOLA1": "Pray tell – you spoke of a riddle of sorts that you wished to decipher. May you share it?", - "RETROSPECTIVE_CLUE3_FELIX2": "That sounds like it’s pointing in a direction? Maybe each lead you get is narrowing down a location.", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Oh! I almost forgot to ask. Did you get a new clue from the Archangel ghost that lives inside you, then?", - "RETROSPECTIVE_CLUE3_VIOLA2": "This is no doubt directing you to some place, but there is too little information to glean from this alone.", - "RETROSPECTIVE_CLUE4_MEREDITH1": "Did you say something earlier about a cryptic clue you’re investigating? Hit me with it.", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "That sounds like it’s describing an area… what do you think?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "That [wave amp=30 freq=10]sounds[/wave] like it’s describing an area to me. Are you wanting to go there, or something?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*Yawn* Let’s go again, then.", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "No problem. I could do with a nap, anyway.", - "CAPTAIN_ZEDD_PRE_REMATCH2": "If you want to fight again, I have some free time before my next nap. Are you in?", - "CAPTAIN_WALLACE_LAST_LEGS1": "I won’t be demolished so easily!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe said you’re a promising fighter. I suppose you’ll be wanting to take my ranger challenge?", - "CAPTAIN_WALLACE_POST_BATTLE1": "I built up my walls and you brought them [shake rate=30 level=10]right down![/shake]", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Y’alright! The talk of the town is that you’re now one of us captains!", - "CAPTAIN_SKIP_INTRO2": "Greetings! [pause]I’m Skip, one of the ranger captains of New Wirral.", - "CAPTAIN_SKIP_INTRO1": "Boy, the offworlders really make a lot of [wave amp=30 freq=10]stuff[/wave], don’t they?", - "CAPTAIN_SKIP_INTRO4": "Electronics, furniture, you name it! [pause]It all gets washed up here and put to good use!", - "CAPTAIN_WALLACE_INTRO2": "It’s infrastructure! [pause]Homes, walls, running water…", - "CAPTAIN_WALLACE_POST_REMATCH1": "Despite all my efforts, my defenses still crumbled…", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "Perhaps we should celebrate with another fight – what do you say, [wave amp=30 freq=10]captain[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "Wow, I think that final blow woke me up a bit. [pause]Here’s your reward.", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "Perhaps we should celebrate with another fight – what do you say, [wave amp=30 freq=10]captain[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Another time, then.", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Great! [pause]This won’t shock you to hear, but my area of expertise in battle is electricity. You’ll have to be quick on your feet if you don’t want to be struck by lightning!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "That was a pretty electrifying fight, if I say so myself!", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "My mistake. I got so caught up in my spiel that I didn’t realise you were just passing by.", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "Shocking – [pause]you’re performing better than I thought you would!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "Forgive me for the puns – it’s a force of habit.", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "Go on: here’s your reward.", - "CAPTAIN_LODESTEIN_POST_REWARD1": "I’d really love to chat a bit longer, but unfortunately I have some maintenance work left to do here.", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Y’alright! The talk of the town is that you’re now one of us captains!", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "Good luck out there, bud!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "Good luck out there, bud!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Hey, bud! Hope you’re keeping well out there.", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "Good luck out there, bud!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Hey, bud! Hope you’re keeping well out there.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "Word about town is that you’re one of us now. Congratulations are in order!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Hey, bud! Hope you’re keeping well out there.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "Word about town is that you’re one of us now. Congratulations are in order!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "Word about town is that you’re one of us now. Congratulations are in order!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "My mistake. I got so caught up in my spiel that I didn’t realise you were just passing by.", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "What would you say to a rematch? [pause]I’ve been itching to fight again after our last bout.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Well, once again you showed me up good and proper. Well fought, bud.", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "I’d say “I won’t go easy on you this time!”, [pause]but the truth is that I didn’t go easy on you.", - "CAPTAIN_REMATCH_CHECK": "Challenge {pawn} to a rematch?", - "CAPTAIN_READY_CHECK.n": "Are you ready to battle {pawn}?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "I hope your training has a strong foundation – you’re gonna need to be tough if you wanna bring down my walls!", - "CAPTAIN_SKIP_PRE_BATTLE2": "Wonderful! [pause]Try to have fun – and don’t get too disappointed when I beat you!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "Oh. [pause]I guess I didn’t expect this guy to be a ranger captain.", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "Oh. [pause]I guess I didn’t expect this guy to be a ranger captain.", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "A captain? Perhaps there is more to this man than it would first appear.", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "Greetings! [pause]I was told that you’re one of the captains now? [pause]That’s wonderful!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "Greetings! [pause]I was told that you’re one of the captains now? [pause]That’s wonderful!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]You can cash that material in at Harbourtown’s town hall. [pause]You humans love to trade your meaningless little trinkets, don’t you…[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Hey, human. Did you know I respect all your kind with equal measure? I also hold no negative emotions towards any of your kind. [pause]It’s true.[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Hey, human. Did you know I respect all your kind with equal measure? I also hold no negative emotions towards any of your kind. [pause]It’s true.[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]I have patched all the weaknesses in my combat algorithms. [pause]Your defeat is a statistical certainty, “captain”![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]I have been informed that you’re one of us captains now. [pause]What do you say – fancy another roll of the dice?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]I have been informed that you’re one of us captains now. [pause]What do you say – fancy another roll of the dice?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "I’ll be with you in a second, bud. I’ve just got some final repairs to make…", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]I have patched all the weaknesses in my combat algorithms. [pause]Your defeat is a statistical certainty, “captain”![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]I have been informed that you’re one of us captains now. [pause]What do you say – fancy another roll of the dice?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Hey, human. Did you know I respect all your kind with equal measure? I also hold no negative emotions towards any of your kind. [pause]It’s true.[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Sorry, [pause]I did not intend to direct my ire towards mankind again. [pause]Please ignore my remark.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]I am reluctantly adding you to my internal database of humans I truly respect. [pause]It is a very small database.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Here – your winnings.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Well? [pause]Do you want to fight? [pause]The odds are stacked against you, but you never know – maybe today’s your lucky day.[/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]I’m raising the stakes![/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Alright, let’s play – [pause]aces high, winner takes all![/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]No dice? Maybe next time.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]If you ever sign up as a ranger trainee, come and say hi. Then we can REALLY gamble.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]If you ever sign up as a ranger trainee, come and say hi. Then we can REALLY gamble.[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", - "CAPTAIN_JUDAS_POST_REMATCH2": "I lost again, [pause]but I won’t shed any tears over it. [pause]Crying is a waste of body moisture, and I’m running low on water rations.", - "CAPTAIN_JUDAS_POST_REMATCH1": "I thought I had covered every possible scenario this time…", - "CAPTAIN_SKIP_LAST_LEGS1": "You’re doing well so far! [pause]No promises to keep going easy on you, though!", - "CAPTAIN_JUDAS_INTRO1.m": "I heard you coming from at least 200 meters out. [pause]If you wanted the element of surprise, you’ve lost it.", - "CAPTAIN_ZEDD_POST_REMATCH1": "I lost again? This is why I don’t trust the waking world...", - "CAPTAIN_ZEDD_POST_REWARD1": "I could do with a cup of coffee to wake me up...", - "CAPTAIN_ZEDD_LAST_LEGS1": "*Yawn* [pause]How’s the fight going? Have I won yet? Oh.", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "It’s important to get enough sleep… but how much sleep IS enough? [pause]Mankind has been searching for that answer since the dawn of history.", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Welcome, [pause]patron, [pause]to the Neo Vegas 'Pharaoh\\'s Emporium\\'![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Would you like to order some...[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]My bad. [pause]My reboot functions are pretty rusty, and my memory banks take a while to come online.[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]I have the most advanced machine brain that a 24th century casino can afford, and yet I’m [shake rate=30 level=10]still[/shake] coin operated![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]No dice? Maybe next time.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Well played, captain.[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "I’ll be with you in a second, bud. I’ve just got some final repairs to make…", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Well played, captain.[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "...", - "CAPTAIN_LODESTEIN_INTRO1.n": "I’ll be with you in a second, bud. I’ve just got some final repairs to make…", - "CAPTAIN_LODESTEIN_INTRO3": "Right, [pause]all done!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]I have patched all the weaknesses in my combat algorithms. [pause]Your defeat is a statistical certainty, “captain”![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]To lose once is an anomaly, [pause]but twice? [pause]Maybe it is time I reevaluated some preconceived notions I have of you humans.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Well played, captain.[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "Uhh, [pause]YOU are a ranger captain?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*Yawn* Alright then. Let’s hit the hay – [pause]I mean, hit the battlefield. [pause]Yeah.", - "CAPTAIN_ZEDD_INTRO_EUGENE": "I didn’t think YOU would be a ranger.", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "Oh. [pause]I guess I didn’t expect this guy to be a ranger captain.", - "CAPTAIN_ZEDD_INTRO5": "Thanks for that. Man, it shouldn’t be this hard for a [wave amp=30 freq=10]ranger captain[/wave] to get a bit of shut-eye around here!", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "Say, are you that new ranger trainee? The one who’s got a knack for fighting? [pause]I suppose I could take a break from my dumpster diving if you want to take on my challenge!", - "CAPTAIN_SKIP_POST_REWARD1": "As for me, I should get back to sorting out all this stuff. [pause]Do people from your world really own so many [wave amp=30 freq=10]things[/wave]?", - "CAPTAIN_SKIP_POST_BATTLE2": "You’ve exceeded all my expectations – here’s your reward.", - "CAPTAIN_SKIP_POST_BATTLE1.f": "Wow, you really trashed me pretty good, huh? [pause]Maybe I underestimated you, outsider!", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe said you’re a promising fighter. I suppose you’ll be wanting to take my ranger challenge?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Say, you look like you can handle yourself pretty well. Why don’t you sign up to become a trainee ranger?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Say, you look like you can handle yourself pretty well. Why don’t you sign up to become a trainee ranger?", - "CAPTAIN_SKIP_POST_REMATCH3": "That’s OK. [pause]I’m not a fighter at heart.", - "CAPTAIN_SKIP_POST_REMATCH4": "Deep down, I’m just a nerd… [pause]a nerd for all this [wave amp=30 freq=10]stuff[/wave]!", - "CAPTAIN_JUDAS_PRE_REMATCH2": "Alright. [pause]I’ve made some tactical observations that will maximise my chances of victory this time.", - "CAPTAIN_CLEEO_INTRO3": "There’s a coin slot on its back – perhaps there’s a suitable coin on the island.", - "CAPTAIN_CLEEO_INTRO2": "This robot seems to be malfunctioning.", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "An intel drop has informed me that you’re now one of us ranger captains. [pause]Impressive work. [pause]Are you here for a rematch?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "An intel drop has informed me that you’re now one of us ranger captains. [pause]Impressive work. [pause]Are you here for a rematch?", - "CAPTAIN_JUDAS_POST_REWARD1": "These are dangerous times. [pause]Civilisation and security are fleeting notions – if you can’t survive out in the field with nothing but your wits, then you’re letting yourself down.", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Maybe I should head back to Harbourtown for a tactical “supply restock”…", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "You had strategies... to counteract my strategies. [pause]You have the mindset of a true ranger. [pause]You’ve earned this.", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "Greetings! [pause]I was told that you’re one of the captains now? [pause]That’s wonderful!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "I gotta hand it to you, captain – you’ve earned this victory!", - "CAPTAIN_SKIP_POST_REMATCH1": "Huh… [pause]I lost again!", - "CAPTAIN_SKIP_PRE_REMATCH3": "Alright! [pause]This should be fun!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "No worries! [pause]I have plenty of junk to sort through, anyway!", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Oh! [pause]I TOTALLY forgot you’re a ranger captain!", - "CAPTAIN_SKIP_POST_BATTLE1.m": "Wow, you really trashed me pretty good, huh? [pause]Maybe I underestimated you, outsider!", - "CAPTAIN_ZEDD_INTRO1": "...", - "CAPTAIN_SKIP_POST_REMATCH5": "I never know what I’ll stumble across next!", - "CAPTAIN_ZEDD_INTRO3": "That said, it’s getting real difficult to “meditate” around here, what with all these Bulletinos zooming around. Any chance you could [wave amp=30 freq=10]sort that out for me?[/wave]", - "CAPTAIN_WALLACE_POST_REMATCH2": "Once again, you have shown that your strategy is built on a strong foundation!", - "CAPTAIN_WALLACE_INTRO4": "I’m Wallace, one of Harbourtown’s ranger captains. [pause]I oversee any building work on New Wirral.", - "CAPTAIN_SKIP_INTRO3": "I gather and sort all the [wave amp=30 freq=10]stuff[/wave] you offworlders make that ends up here.", - "CAPTAIN_WALLACE_PRE_REMATCH2": "Ain’t that a perfect time for a rematch! What do you say?", - "CAPTAIN_JUDAS_INTRO5": "When you’re staring a monster dead in the eyes, the only way you’re coming out alive is if you know the battle is already won.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "You had strategies... to counteract my strategies. [pause]You have the mindset of a true ranger. [pause]You’ve earned this.", - "CAPTAIN_JUDAS_PRE_BATTLE2": "Alright, [pause]but don’t take it personally when you find yourself face down in the dirt.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", - "CAPTAIN_JUDAS_INTRO4": "We’re a [wave amp=30 freq=10]long[/wave] way from home, [pause]and the only thing that separates us from the beasts is our ability to strategise.", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "I need to build a better foundation for my battle strategy…", - "CAPTAIN_WALLACE_PRE_REMATCH3": "My walls aren’t going to fall so easily this time!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Say, you look like you can handle yourself pretty well. Why don’t you sign up to become a trainee ranger?", - "CAPTAIN_SKIP_POST_REWARD2": "I can’t imagine that kind of life!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Greetings! [pause]Are you here to sort through some junk with me?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Yes you are.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Lost people look for guidance, [pause]and that’s what Dorian offered them.", "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "I hope they all do better with him gone now.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Lost people look for guidance, [pause]and that’s what Dorian offered them.", "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Well, we’re another Archangel down. [pause]And... [pause]I’m gonna help you find the rest!", "ALEPH_DIALOGUE_2_1": "HMM. SOME HUMANS GOT IN HERE.", "ALEPH_DIALOGUE_1_1": "DON’T MIND ME!", @@ -2071,13 +1176,13 @@ "RESTING_KAYLEIGH_DATING_5": "Kayleigh chats to you about the places on earth she’d like to visit.", "RESTING_MEREDITH_PLATONIC_1": "Meredith makes small-talk with you.", "RESTING_MEREDITH_PLATONIC_3": "Meredith complains about some minor grievances in her day while you listen.", - "RESTING_MEREDITH_PLATONIC_5": "The two of you sit quietly. Meredith doesn’t have much to say right now.", + "RESTING_MEREDITH_DATING_2": "You and Meredith discuss places you’d like to visit one day.", "RESTING_MEREDITH_PLATONIC_4": "Meredith eagerly recounts the plot of a fantasy novel she adores.", "RESTING_MEREDITH_DATING_1": "Meredith describes to you in great detail a horror movie she once saw on television.", + "RESTING_MEREDITH_PLATONIC_5": "The two of you sit quietly. Meredith doesn’t have much to say right now.", "RESTING_MEREDITH_DATING_3": "Meredith works up the courage to compliment your appearance.", - "RESTING_MEREDITH_DATING_2": "You and Meredith discuss places you’d like to visit one day.", - "RESTING_MEREDITH_DATING_4": "The two of you have a personal and intimate conversation.", "RESTING_MEREDITH_DATING_5": "You compliment Meredith and it greatly embarrasses her. She appreciates it, though.", + "RESTING_MEREDITH_DATING_4": "The two of you have a personal and intimate conversation.", "RESTING_EUGENE_PLATONIC_2": "Eugene and you discuss new potential battle strategies.", "RESTING_EUGENE_PLATONIC_1": "Eugene chats to you about his favourite workout routines.", "RESTING_EUGENE_PLATONIC_5": "Eugene discusses with you the differences between your two worlds.", @@ -2608,77 +1713,105 @@ "MEREDITH_SOCIAL4_MEREDITH1.f": "OK, are you ready for this?", "MEREDITH_SOCIAL4_MEREDITH1.m": "OK, are you ready for this?", "MEREDITH_SOCIAL4_MEREDITH2": "...", - "MEREDITH_SOCIAL4_MEREDITH1.n": "OK, are you ready for this?", "MEREDITH_SOCIAL4_MEREDITH3": "Movie night. [pause]At my place. [pause]Are you in?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "OK, are you ready for this?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "It kinda puts me in your head a bit, y’know? [pause]And, [pause]like, [pause]of course I think you’re cute.", "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Not now.", "MEREDITH_SOCIAL4_MEREDITH4": "Boo. Give me a shout when you’re up for it. It should be a laugh.", "MEREDITH_SOCIAL4_MEREDITH5": "Alright, you’re gonna love this.", "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Amazing!", + "MEREDITH_SOCIAL4_MEREDITH9": "You see this?", "MEREDITH_SOCIAL4_MEREDITH6": "So check this out – the only working movie projector on New Wirral.", - "MEREDITH_SOCIAL4_MEREDITH7": "It’s been one of my many side-hobbies.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "How did you get this?!", "MEREDITH_SOCIAL4_MEREDITH8": "It’s time I tell you about New Wirral’s unspoken curse.", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "Is that so? Tell me everything.", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "That's about the gist of it.", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "Also there's a building that wears the avatar of a woman, and a talking Traffikrab who will help us find our way down there...", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Uhh... Yeah.", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "You got it!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "Heh. Pretty much.", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "Yes. I am glad you understand.", - "LEADER_IANTHE_WAY_HOME_DOG4": "Arf!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "But since it's you, I take this seriously. I\\'ll have someone sent down there right away.", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, if it was anyone else telling me this I'd be very worried!", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "Of course, I've discussed this possibility with my captains before. We have fully-formed plans for all kinds of chance events...", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "Most new arrivals will want to leave immediately. The rangers will guide them to ‘Night's Bridge’, of course.", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "But now we can finally start to put them into motion.", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "There won't be a mass exodus anytime soon. There\\'ll always be work for the rangers to do in New Wirral.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "I and the captains have already committed to staying in New Wirral to protect anyone who chooses to remain.", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "Much of Harbourtown has been here for a long time, though. People have found partners, settled down, started families...", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, I know you're training to be a ranger, but I won\\'t hold it against you if you choose to abandon your training and leave.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "You've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "You've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "I and the captains have already committed to staying in New Wirral to protect anyone who chooses to remain.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "You've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "I know that I asked you to consider a position as captain, but I won't hold it against you if you choose to resign and leave.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "I and the other captains have already committed to staying in New Wirral to protect anyone who chooses to remain.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "I know that I asked you to consider a position as captain, but I won't hold it against you if you choose to resign and leave.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "I know that I asked you to consider a position as captain, but I won't hold it against you if you choose to resign and leave.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "I won't hold it against you if you choose to resign your position as captain and leave.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "Whatever you decide, you have my full support.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Do you have a completed stamp card to show me, perhaps?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "We station the captains all around the island so that there’s always [wave amp=30 freq=10]somebody[/wave] nearby if there’s a sudden emergency.", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "If you need help finding them, try some of the other rangers around here. I’m a little busy at the moment.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Here it is!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "So the chatter was correct! You haven’t been here long, but you’ve already shown a real knack for traversing the island and overcoming any obstacle.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "That’s right!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Congratulations, {player} – you’re officially a ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Congratulations, {player} – you’re officially a ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Brilliant! You’ve earned this, {player}!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Congratulations, {player} – you’re officially a ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Cool. I’m happy for you, mate.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Cool. I’m happy for you, mate.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Cool. I’m happy for you, mate.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "Awesome work, buddy!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "You’ve earned this!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "Your efforts have proven true, friend.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "Awesome work, buddy!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "Your efforts have proven true, friend.", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "Your efforts have proven true, friend.", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Awooo!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "I’m afraid we don’t have any special ceremonies to mark the occasion. [pause]We’re too busy training new recruits so that we can deal with those rogue fusions.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "How did you get this?!", + "MEREDITH_SOCIAL4_MEREDITH7": "It’s been one of my many side-hobbies.", + "MEREDITH_SOCIAL4_MEREDITH10": "It’s a video tape. [pause]But not just any video tape...", + "MEREDITH_SOCIAL4_MEREDITH11": "It’s a video tape for the 1981 action movie “Blood Puncher”.", + "MEREDITH_SOCIAL4_MEREDITH12": "Hundreds of video tapes have washed up on New Wirral’s shores in the time I’ve been here.", + "MEREDITH_SOCIAL4_MEREDITH13": "I’ve collected them.", + "MEREDITH_SOCIAL4_MEREDITH14": "All of them.", + "MEREDITH_SOCIAL4_MEREDITH15": "Guess what?", + "MEREDITH_SOCIAL4_MEREDITH16": "They’re Blood Puncher.", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Every single tape is Blood Puncher.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]It’s the only film you can watch in New Wirral.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "So guess what we’re watching?", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "I’m ready to enjoy this ironically!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Sounds like my kind of movie!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "I’m ready to enjoy this ironically!", + "MEREDITH_SOCIAL4_MEREDITH20": "That’s the spirit.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "I’m ready to enjoy this ironically!", + "MEREDITH_SOCIAL4_MEREDITH21": "I wanted to say, [pause]thanks for hanging out with me.", + "MEREDITH_SOCIAL4_MEREDITH22": "I’ve been pretty miserable on New Wirral, but this is, like, the most fun I’ve had.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Maybe this should be a date?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "I’m glad we’re friends!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "I’m glad we’re friends!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "I’m glad we’re friends!", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Heh. Me too, {player}.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "We have an awful movie to watch. I hope you’re ready.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "OK, enough sincerity, mate.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "OK, enough sincerity, mate.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "OK, enough sincerity, mate.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "We have an awful movie to watch. I hope you’re ready.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "We have an awful movie to watch. I hope you’re ready.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Took you long enough to ask.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "I want to hang out with you still…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "C’mon, we’ve [wave amp=30 freq=30]literally[/wave] fused together.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Can we keep things casual? [pause]Like, [pause]non-committal?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "It kinda puts me in your head a bit, y’know? [pause]And, [pause]like, [pause]of course I think you’re cute.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "It kinda puts me in your head a bit, y’know? [pause]And, [pause]like, [pause]of course I think you’re cute.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Why not? Date night. With a bad movie.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "I’ve, [pause]uh, [pause]only ever been with guys before – [pause]so this is also kinda new to me.", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "I…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "But I also want to make out with you sometimes.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Anyway, [pause]I’ve seen this movie a million times.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "So… we don’t have to do much watching.", + "MEREDITH_ROMANCE_MEREDITH1.m": "You haven’t said anything for a while, {player}. [pause]Is something bothering you?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Nothing in particular!", + "MEREDITH_ROMANCE_MEREDITH_NO": "Uh, [pause]OK.", + "MEREDITH_ROMANCE_MEREDITH1.f": "You haven’t said anything for a while, {player}. [pause]Is something bothering you?", + "MEREDITH_ROMANCE_MEREDITH1.n": "You haven’t said anything for a while, {player}. [pause]Is something bothering you?", + "MEREDITH_ROMANCE_MEREDITH3": "I mean, of course I [wave amp=30 freq=30]like[/wave] you.", + "CAPTAIN_SKIP_NOT_TRAINEE1": "Say, if you’re interested in the noble pursuit of “sorting through junk”, why not become a ranger trainee yourself?", + "CAPTAIN_SKIP_INTRO2": "Greetings! [pause]I’m Skip, one of the ranger captains of New Wirral.", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]I am Clee-O, and I shall be your table’s service mechanoid for this evening![/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Would you like to order some...[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Welcome, [pause]patron, [pause]to the Neo Vegas 'Pharaoh\\'s Emporium\\'![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "Penny Dreadful, [pause]ranger captain, cheater of death, here in the flesh!", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]No dice? Maybe next time.[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]I’m raising the stakes![/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Alright, let’s play – [pause]aces high, winner takes all![/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "I lost again? This is why I don’t trust the waking world...", + "CAPTAIN_JUDAS_INTRO1.m": "I heard you coming from at least 200 meters out. [pause]If you wanted the element of surprise, you’ve lost it.", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Hey, new guy! [pause]New captain, I mean. [pause]I heard that you’re one of us now.", + "CAPTAIN_SKIP_POST_REWARD2": "I can’t imagine that kind of life!", + "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Ranger captain, survivalist expert.", + "CAPTAIN_JUDAS_PRE_BATTLE1": "Do you want a first-hand lesson in survival, then? [pause]I’ve already received intel that you’re a ranger trainee.", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "I’d share more intel with you… but that’s classified information. [pause]If you signed up to be a ranger trainee, that’d be a different story.", + "CAPTAIN_JUDAS_INTRO1.n": "I heard you coming from at least 200 meters out. [pause]If you wanted the element of surprise, you’ve lost it.", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]I have been informed that you’re one of us captains now. [pause]What do you say – fancy another roll of the dice?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]I have been informed that you’re one of us captains now. [pause]What do you say – fancy another roll of the dice?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]I have patched all the weaknesses in my combat algorithms. [pause]Your defeat is a statistical certainty, “captain”![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]No dice? Maybe next time.[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "I’ll be with you in a second, bud. I’ve just got some final repairs to make…", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]I have been informed that you’re one of us captains now. [pause]What do you say – fancy another roll of the dice?[/color]", + "CAPTAIN_READY_CHECK.m": "Are you ready to battle {pawn}?", + "CAPTAIN_JUDAS_POST_REMATCH1": "I thought I had covered every possible scenario this time…", + "CAPTAIN_JUDAS_POST_REMATCH2": "I lost again, [pause]but I won’t shed any tears over it. [pause]Crying is a waste of body moisture, and I’m running low on water rations.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "An intel drop has informed me that you’re now one of us ranger captains. [pause]Impressive work. [pause]Are you here for a rematch?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "An intel drop has informed me that you’re now one of us ranger captains. [pause]Impressive work. [pause]Are you here for a rematch?", + "CAPTAIN_REMATCH_CHECK": "Challenge {pawn} to a rematch?", "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Y’know…", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "We could use more people like you helping with the training. Have you ever thought about becoming a captain?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "We could use more people like you helping with the training. Have you ever thought about becoming a captain?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "I have!", "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "We could use more people like you helping with the training. Have you ever thought about becoming a captain?", "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "If you’re interested, there’s one final challenge – [pause]you have to defeat [wave amp=30 freq=10]me[/wave] in combat.", "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Not really!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "We could use more people like you helping with the training. Have you ever thought about becoming a captain?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "I have!", "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Well, what do you say? Do you want to take on the trial to become a ranger captain?", "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "No problem. Come talk to me again if you change your mind.", "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Sure!", @@ -2703,97280 +1836,107630 @@ "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "C’mon, offworlder – show Ianthe who’s boss!", "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]KICK THEIR ASS, IANTHE! DON’T HOLD BACK![/shake][/color]", "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]KICK HER ASS, IANTHE! DON’T HOLD BACK![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "Don’t think we’re gonna pull any punches, {player}. [pause]You’re not a trainee anymore – you’re in the [shake rate=30 level=10]big leagues now![/shake]", - "LEADER_IANTHE_BATTLE_START.m": "Don’t think we’re gonna pull any punches, {player}. [pause]You’re not a trainee anymore – you’re in the [shake rate=30 level=10]big leagues now![/shake]", "LEADER_IANTHE_BATTLE_START.f": "Don’t think we’re gonna pull any punches, {player}. [pause]You’re not a trainee anymore – you’re in the [shake rate=30 level=10]big leagues now![/shake]", + "LEADER_IANTHE_BATTLE_START.m": "Don’t think we’re gonna pull any punches, {player}. [pause]You’re not a trainee anymore – you’re in the [shake rate=30 level=10]big leagues now![/shake]", + "LEADER_IANTHE_BATTLE_START.n": "Don’t think we’re gonna pull any punches, {player}. [pause]You’re not a trainee anymore – you’re in the [shake rate=30 level=10]big leagues now![/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]What, you thought you were the only ones who could fuse?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]What, you thought you were the only ones who could fuse?[/shake]", "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]What, you thought you were the only ones who could fuse?[/shake]", "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Not bad! [pause]Not bad at all! [pause]You never fail to impress, do you?", "LEADER_IANTHE_POST_BATTLE_WILMA2": "The stories were true! What a battle!", "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Here – this is yours.", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Humans create [wave amp=30 freq=10]art[/wave], such as music – [pause]art is an intangible and imaginary thing that exists entirely within our collective imagination.", "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "This means you’re officially a ranger captain. Folks will look to you to help train them just like the other captains trained you.", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]What, you thought you were the only ones who could fuse?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]What, you thought you were the only ones who could fuse?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "We’re pretty sure Archangels [wave amp=30 freq=10]exist[/wave], but our interactions with them have been… [pause]fleeting.", - "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh can attest to that, [pause]as one of our more recent recruits!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]W-well, {player} and I just fought an Archangel![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "To even survive an encounter with something like that would show some real fortitude...", - "LEADER_IANTHE_INTRO_K_IANTHE3": "...[pause]Is that so? We’ll have to look into this.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} can hold his own in a fight. [pause]I can vouch for that!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "...Except Ranger Kayleigh insists the two of you fought an [wave amp=30 freq=10]Archangel[/wave] together.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "We fought it and won!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "...Except Ranger Kayleigh insists the two of you fought an [wave amp=30 freq=10]Archangel[/wave] together.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "It’s true!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "We’re pretty sure Archangels [wave amp=30 freq=10]exist[/wave], but our interactions with them have been… [pause]fleeting.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} can hold their own in a fight. [pause]I can vouch for that!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} is pretty tough.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} can hold her own in a fight. [pause]I can vouch for that!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} fights valiantly.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Ranger… captains?", - "LEADER_IANTHE_INTRO_IANTHE5": "Well, [pause]what do you think, {player}? Do you wanna apply to join the rangers?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Apply?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "What do I have to do?", - "LEADER_IANTHE_INTRO_IANTHE6": "Trainees are tasked with meeting up with each of the ranger captains here in New Wirral, and overcoming their challenges.", - "LEADER_IANTHE_INTRO_IANTHE7": "Since you’re such a [wave amp=30 freq=10]hotshot[/wave] in monster combat, [pause]I’m pretty sure the captains are gonna want to test your fighting abilities.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "Awesome work, buddy!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "You really [wave amp=30 freq=10]are[/wave] new here.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Who are these ranger captains?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "You really [wave amp=30 freq=10]are[/wave] new here.", - "LEADER_IANTHE_INTRO_IANTHE9": "Trainees who pass the trial become full-time rangers, like Kayleigh. Rangers have a lot of responsibilities, but nothing that would put them in significant danger.", - "LEADER_IANTHE_INTRO_IANTHE8.n": "You really [wave amp=30 freq=10]are[/wave] new here.", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "Honestly, I never thought this day would come.", - "LEADER_IANTHE_INTRO_IANTHE10": "The captains, [pause]like myself, [pause]run the whole operation. We try to maintain the community in Harbourtown, and the most dangerous situations fall on us to resolve.", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "OK, I understand now!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "So captains are the top rangers...", - "LEADER_IANTHE_INTRO_IANTHE11": "Here, take one of these.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "Is this a stamp card…?", - "LEADER_IANTHE_INTRO_IANTHE12": "Everytime you overcome a captain’s challenge, they’ll stamp this card. [pause]When you’ve filled it all in, come see me and I can sign you off as an official ranger.", - "LEADER_IANTHE_INTRO_IANTHE16": "Anyway, I gotta head back into town. If you need me, come swing by our headquarters.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "Does this give me free coffee?", - "LEADER_IANTHE_INTRO_IANTHE13": "Each captain has perfected their own strategy in battle – [pause]it ain’t just about raw strength. [pause]You’re gonna have to learn to adapt your approach as you go.", - "LEADER_IANTHE_INTRO_IANTHE14": "You think you can handle it, [pause]{player}?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "I’m ready!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "I’m ready!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Of course!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "I’m ready!", - "LEADER_IANTHE_INTRO_IANTHE15": "That’s the spirit.", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Now, was there anything else?", - "LEADER_IANTHE_INTRO_IANTHE17": "The building with half a ship wedged on top of it? [pause]You can’t miss it.", - "LEADER_IANTHE_MENU": "Hey, {player}. Something on your mind?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "I’ve found the way home!", - "LEADER_IANTHE_MENU_CAPTAINS": "Training with the captains…", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "I’m ready to become a captain!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "I’m ready to become a captain!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "I’m ready to become a captain!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "What is Fused Material?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "I see. So there's a train station called Night\\'s Bridge that houses a magic mirror portal. The stations themselves are part of one giant Archangel...", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "About elemental types...", - "LEADER_IANTHE_MENU_FUSION": "About fusion...", - "LEADER_IANTHE_MENU_BYE": "Just saying hi!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "You should chat to Leader Ianthe. I suspect she’s at the outpost just north from here!", - "CAPTAIN_SKIP_POST_REMATCH2.n": "I gotta hand it to you, captain – you’ve earned this victory!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "I gotta hand it to you, captain – you’ve earned this victory!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "Perhaps we should celebrate with another fight – what do you say, [wave amp=30 freq=10]captain[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "They called this place “New London” once. [pause]Harbourtown had a lot of residents and was ready to establish a shiny new settlement.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Well, once again you showed me up good and proper. Well fought, bud.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Well, once again you showed me up good and proper. Well fought, bud.", - "CAPTAIN_DREADFUL_INTRO2": "I grew up here, y’know? [pause]Spent me whole childhood here, hearin’ stories of the [wave amp=30 freq=10]real[/wave] London town.", - "CAPTAIN_DREADFUL_INTRO3": "Sounds like an ‘orrible place! [pause]Cutthroats,[pause] highwaymen,[pause] vampires… [pause]I was ruddy fascinated with it!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "Sounds fun!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "I don’t know if those were all true stories…", - "CAPTAIN_DREADFUL_INTRO4": "Of course, [pause]when the town burned down, all those stories were lost. [pause]Everyone and everything here went up in flames too, [pause]except little ol’ me.", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "I don’t know if those were all true stories…", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "I don’t know if those were all true stories…", - "CAPTAIN_DREADFUL_INTRO5": "Penny Dreadful, [pause]ranger captain, cheater of death, here in the flesh!", - "CAPTAIN_DREADFUL_LAST_LEGS1": "Enough of this! [shake rate=30 level=10]You need slappin’ down![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Cheater of death…?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "That’s an odd nickname.", - "CAPTAIN_DREADFUL_INTRO7": "I think they simply lack imagination. [pause]Death isn’t the end… not if you know the [wave amp=30 freq=10]esoteric ways[/wave].", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "I could give you a demonstration, if you think you’re ready for it. [pause]You’re the latest ranger trainee, right? You lookin’ for a scrap to prove your worth?", - "CAPTAIN_DREADFUL_POST_REWARD1": "Remember, trainee – [pause]if life is what you make of it, then death is too!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "I could give you a demonstration, but I only scrap with registered rangers or trainees. [pause]Personal policy, sorry mate.", - "CAPTAIN_DREADFUL_INTRO6": "The blighters in Harbourtown have a lot of different beliefs, but all agree on one thing – we’re [wave amp=30 freq=10]all[/wave] gonna kick the bucket eventually.", - "CAPTAIN_JUDAS_INTRO3": "My job is to stay alive, no matter what. [pause]That’s easier said than done when you have to do your “surviving” on an island [shake rate=30 level=10]crawling[/shake] with vicious predators.", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "An intel drop has informed me that you’re now one of us ranger captains. [pause]Impressive work. [pause]Are you here for a rematch?", - "CAPTAIN_CLEEO_INTRO1": "Bzzt!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "You had strategies... to counteract my strategies. [pause]You have the mindset of a true ranger. [pause]You’ve earned this.", - "CAPTAIN_JUDAS_LAST_LEGS1": "You’ve lasted longer than I thought you would. [pause]Not bad.", - "CAPTAIN_SKIP_NOT_TRAINEE1": "Say, if you’re interested in the noble pursuit of “sorting through junk”, why not become a ranger trainee yourself?", - "CAPTAIN_SKIP_INTRO5": "One world’s trash is another world’s treasure, [pause]after all!", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "A captain? Perhaps there is more to this man than it would first appear.", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "A captain? Perhaps there is more to this man than it would first appear.", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "Uh, if you want to take my ranger challenge, you’re gonna need to sign up first. [pause]Come wake me up when you’ve done that, I guess.", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "I’d share more intel with you… but that’s classified information. [pause]If you signed up to be a ranger trainee, that’d be a different story.", - "CAPTAIN_JUDAS_PRE_BATTLE1": "Do you want a first-hand lesson in survival, then? [pause]I’ve already received intel that you’re a ranger trainee.", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "Say, are you that new ranger trainee? The one who’s got a knack for fighting? [pause]I suppose I could take a break from my dumpster diving if you want to take on my challenge!", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "Say, are you that new ranger trainee? The one who’s got a knack for fighting? [pause]I suppose I could take a break from my dumpster diving if you want to take on my challenge!", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "No worries! [pause]I have plenty of junk to sort through, anyway!", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "We’re live from the west coast with our new trainee ranger, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "We’re live from the west coast with our new trainee ranger, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "The talk behind closed doors is that {player} is a talented fighter in the ways of [wave amp=30 freq=10]monstrous combat[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "We’re live from the west coast with our new trainee ranger, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "What do you say, newbie? [pause]Shall we treat our dear listeners to an [wave amp=30 freq=10]aural battlefield experience[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "The talk behind closed doors is that {player} is a talented fighter in the ways of [wave amp=30 freq=10]monstrous combat[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "What do you say, newbie? [pause]Shall we treat our dear listeners to an [wave amp=30 freq=10]aural battlefield experience[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "The talk behind closed doors is that {player} is a talented fighter in the ways of [wave amp=30 freq=10]monstrous combat[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "Oh yeah! [pause]Fasten your proverbial seatbelts, listeners! [wave amp=30 freq=10]Here’s an exclusive live performance![/wave]", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "The battle is heating up! [pause]Will your beloved host prevail, or will victory go to our plucky underdog? [pause]Time for the crescendo!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "Maybe next time, dear listeners!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "The battle is heating up! [pause]Will your beloved host prevail, or will victory go to our plucky underdog? [pause]Time for the crescendo!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Wow, what a performance – our listeners loved it![/wave] [pause]Here’s your payment, of course!", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "The battle is heating up! [pause]Will your beloved host prevail, or will victory go to our plucky underdog? [pause]Time for the crescendo!", - "CAPTAIN_CYBIL_POST_REWARD1": "…", - "CAPTAIN_CYBIL_POST_REWARD2": "I used to be a real rising star in radio. [pause]It’s not been the same since I ended up here.", - "CAPTAIN_CYBIL_POST_REWARD4": "And maybe then they’ll come and rescue us all.", - "CAPTAIN_CYBIL_POST_REWARD5.f": "...Enough melancholy! [pause]You did fantastic in our battle – I see a promising future ahead of you!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "...Enough melancholy! [pause]You did fantastic in our battle – I see a promising future ahead of you!", - "CAPTAIN_CYBIL_POST_REWARD3": "I’m sticking with it, though. [pause]Every day I broadcast across New Wirral and hope that,[pause] somehow,[pause] someone from beyond this island will receive the signal.", - "CAPTAIN_CYBIL_POST_REWARD5.n": "...Enough melancholy! [pause]You did fantastic in our battle – I see a promising future ahead of you!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Hey-hey[/wave], [pause]it’s nice to see our hit guest star once again!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Hey-hey[/wave], [pause]it’s nice to see our hit guest star once again!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "Wow, [pause]we have a breaking story for you listeners out there!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Hey-hey[/wave], [pause]it’s nice to see our hit guest star once again!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "What a great show! [pause]You really put 120% into that one.", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "The recently appointed Captain {player} has arrived at the studio for a surprise appearance!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "The recently appointed Captain {player} has arrived at the studio for a surprise appearance!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "The listeners are figuratively [wave amp=30 freq=10]dying[/wave] for a second performance from you! [pause]Are you game for another battle?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "The listeners are figuratively [wave amp=30 freq=10]dying[/wave] for a second performance from you! [pause]Are you game for another battle?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "The recently appointed Captain {player} has arrived at the studio for a surprise appearance!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Yeah![/wave] For all you listeners out there – fasten your seatbelts, put your tray tables up and adjust your seats to an upright position! [pause]We’re live and we’re recording!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "The listeners are figuratively [wave amp=30 freq=10]dying[/wave] for a second performance from you! [pause]Are you game for another battle?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "What a great show! [pause]You really put 120% into that one.", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "Maybe next time, dear listeners!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "…[pause]Thanks for coming by. [pause]It means a lot to me.", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "…[pause]Thanks for coming by. [pause]It means a lot to me.", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "…[pause]Thanks for coming by. [pause]It means a lot to me.", - "CAPTAIN_CODEY_INTRO1": "You came a long way just to see me, huh?", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]See you next time, captain![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]See you next time, captain![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]See you next time, captain![/wave]", - "CAPTAIN_CODEY_INTRO2": "They call me Codey. [pause]Because I used to code. Well, I used to [wave amp=30 freq=10]break[/wave] code.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Very well! [pause]Draw your sword, captain.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Very well! [pause]Draw your sword, captain.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "You remain as swift as ever. I must commend your efforts, captain.", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Wise decision.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "You remain as swift as ever. I must commend your efforts, captain.", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]This is Heather, with the weather![/wave] [pause]Today’s forecast: unpredictable as always!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "You remain as swift as ever. I must commend your efforts, captain.", - "CAPTAIN_HEATHER_LAST_LEGS1": "The winds are shifting in my favour – you best believe it!", - "CAPTAIN_HEATHER_INTRO2": "Humidity: fluctuating! [pause]Chance of precipitation: who knows!", - "CAPTAIN_HEATHER_INTRO3": "For a meteorologist like myself, the climate of New Wirral is an unending puzzle!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "You’re a ranger trainee, correct? [pause]If you think you can brave the storm, then why not take my ranger challenge?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "Uh, [pause]if you’re looking to take my ranger challenge then you’re gonna have to get registered first.", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "Fabulous! [pause]I’m updating my forecast: I now predict a [shake rate=30 level=10]storm of blows[/shake] and a [shake rate=30 level=10]whirlwind victory[/shake]!", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "You might be aware that I was the first person in New Wirral to have transformed into a monster form with a cassette tape. [pause]Since then, folks have been asking me the same question…", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "This means you’re officially a ranger captain. Folks will look to you to help train them just like the other captains trained you.", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Humans create [wave amp=30 freq=10]art[/wave], such as music – [pause]art is an intangible and imaginary thing that exists entirely within our collective imagination.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "This means you’re officially a ranger captain. Folks will look to you to help train them just like the other captains trained you.", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "“How does this cassette tape thing even work? [pause]It doesn’t make any sense!”", + "LEADER_IANTHE_FUSED_MATERIAL1": "Rogue Fusions drop it. Maybe Archangels do too – I’m not sure.", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "You want to know what I think? [pause]I think it makes perfect sense with the right perspective.", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Then, [pause]we seal that intangible music in physical forms – such the [wave amp=30 freq=10]cassette tape[/wave]. [pause]That makes it a perfect bridge between the physical world and the imaginary one.", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "You’ve seen the noticeboard outside the Town Hall, right? [pause]If there are any trainees who need to test their skills, I’ll leave you a message there.", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "I think that makes sense, in a way!", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "For now, I’m going to take a long overdue rest. [pause]If you’re going to continue your exploration across the island, why don’t you catch up with your fellow captains?", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "I’m sure they’d like to congratulate you on your “promotion”!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "As for why we’re asking rangers to collect it... Well, let the captains worry about that. Just focus on passing your training for now.", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "Now that you’re a captain you ought to know why we’re gathering all this Fused Material.", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "Now that you’re a captain you ought to know why we’re gathering all this Fused Material.", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "Now that you’re a captain you ought to know why we’re gathering all this Fused Material.", + "LEADER_IANTHE_FUSED_MATERIAL3": "Have you noticed “Rogue Fusions” are becoming more plentiful across New Wirral?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "I’ve encountered them before!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "”Rogue Fusions”?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "That figures. That means you know they’re a lot tougher than the typical monsters found here on New Wirral, then.", + "LEADER_IANTHE_FUSED_MATERIAL4B": "You might have encountered them around the island in your travels – [pause]they’re wild monster fusions, often surrounded by black clouds? Can’t miss ‘em.", + "LEADER_IANTHE_FUSED_MATERIAL5": "It wasn’t always this way. Until a few years ago, fusions were an oddity.", + "LEADER_IANTHE_FUSED_MATERIAL6": "We don’t know where they’re coming from, or why.", + "LEADER_IANTHE_FUSED_MATERIAL7": "My concern is that if the incidence rate continues to grow, in a few years Harbourtown will be overrun.", + "LEADER_IANTHE_FUSED_MATERIAL8": "I don’t want to cause panic, so keep that to yourself.", + "LEADER_IANTHE_FUSED_MATERIAL9": "There is hope, though! The Fused Material we get from them gives off a faint radiation – not enough to be harmful, but...", + "LEADER_IANTHE_FUSED_MATERIAL11": "Maybe…[pause] maybe we can even find out where they’re coming from, and stop their spread. That would be nice.", + "LEADER_IANTHE_FUSED_MATERIAL10": "With enough Fused Material, we can build devices to track and detect Rogue Fusions.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Have you been paying attention to the elemental types of your monster forms?", + "LEADER_IANTHE_FUSION_IANTHE1": "Fusion… [pause]it’s rarely been achieved. I have my theories on what allows two people to fuse, but I’m not certain.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Elemental moves can cause [wave amp=30 freq=10]chemical reactions[/wave] when used against monsters of certain types.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "However, that same fire move, [pause]when used on a water monster, [pause]will surround them with a [wave amp=30 freq=10]healing steam[/wave]. Not so good, huh?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "These reactions can be beneficial for you – for example, using a fire move on a poison element target will cause them to burn.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "You can always see what status effects your attack is going to cause before you trigger it, so stay observant.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Oh, I almost forgot! [pause]A lot of moves, such as “Smack” and “Spit”, don’t have an innate element themselves – they will instead depend on whatever element their user is.", + "LEADER_IANTHE_FUSION_IANTHE3": "If you want to strengthen your fusion, then you have to grow that bond.", + "LEADER_IANTHE_FUSION_IANTHE2": "I can say from experience that the strength of the bond between two people seems to directly enhance the strength and capabilities of their fused form.", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Who have you fused with?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Who’s your fusion partner?", + "LEADER_IANTHE_FUSION_IANTHE6": "Don’t you worry about that!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Who’s your fusion partner?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Who’s your fusion partner?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Thanks for your efforts on the tasks I sent you, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "Anyway, with all this Fused Material you’ve gathered, I can have Captain Lodestein install Fusion Radar into a few of the magnetic pylons on the island.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Thanks for your efforts on the tasks I sent you, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "In the meantime, I want you to have this prototype.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Thanks for your efforts on the tasks I sent you, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Check your map. It’ll show you where Rogue Fusions can be found.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "This version of Fusion Radar doesn’t penetrate very deep into the ground, and it’s not 100% reliable, but I’m sure that you’ll be able to make good use of it.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "Anyway, don’t forget to exchange your Fused Material with Ranger Wilma. It won’t be much use just sitting in your pockets!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "The last batch you gave me proved extremely useful. Captain Lodestein tells me his [wave amp=30 freq=10]ground-penetrating Fusion Radar[/wave] is already picking up a signal deep under Dino Quarry, in the Deadlands.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "I’ve assigned Captain Wallace to excavate it when he’s not busy with training and Rogue Fusion duty.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Speaking of fusions, there’s been a, uh, new development...", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Some kind of new, unstable fusion has been popping up all over. “Anathema” is what we’ve been calling it.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "The rate these things replicate at is...[pause] troubling to say the least.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "I’ll send a few your way via the noticeboard. Would you mind taking a look?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Well, I had Captain Wallace excavate it, and it looks like another of those train stations that have been popping up everywhere.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Do you remember the signal under Dino Quarry I told you Captain Lodestein’s Fusion Radar had picked up?", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "And of course, don’t forget to exchange your Fused Material with Ranger Wilma.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "Judging by the strength of the signal in this station, it could be the source of all the Anathema and Rogue Fusions!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, as our ranger most experienced with these stations…[pause] and their strange inhabitants…[pause] could you take a look?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, as our ranger most experienced with these stations…[pause] and their strange inhabitants…[pause] could you take a look?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Huh, so the Mer-Line expects us to handle the Rogue Fusion situation ourselves?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, as our ranger most experienced with these stations…[pause] and their strange inhabitants…[pause] could you take a look?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "At least we have Night’s Bridge Station to retreat to if things get bad – thanks to your hard work.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, is it good news?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, I said before that if you left New Wirral I wouldn’t hold it against you, and I still stand by that.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "But if you decide to stick around a bit longer, the work I have for you is literally never-ending.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "I’m sure you know the drill by now.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "I believe Kayleigh has something for you.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Well, I recorded this tape a little while ago, and it reminded me of the day we first met.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "I know it’s not much, but I wanted you to have it!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "By the way, have you seen any…[pause] giant floating orbs recently?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "What!?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "It was a strange report from one of our new trainees. He [wave amp=30 freq=30]did[/wave] have a head injury though, so maybe it’s nothing.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Like... the sun?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Keep an eye on your Fusion Radar, just in case.", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "This is for you!", + "OUTPOST_NPC_2_DIALOGUE1": "I was ambushed by a Springheel hiding round a corner. [pause]Frankly, I’m lucky to have made it out in one piece!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "YOU MEAT THINGS DREAM OF DEATH SO MUCH. YOU SPEND YOUR ENTIRE SHORT LIVES DREAMING OF IT. IS THAT WHAT BRINGS YOU TO ME?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Are you asking… if we came here to die? [pause]I don’t think we did, to be honest with you.", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "This guy looks pretty metal. [pause]I get the impression he might want to kill us, though.", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Nah, we came here to fight.", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "I fear death not – [pause]a brave death outweighs a coward’s life!", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "I feel like this doesn’t bode well for us.", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Dying doesn’t scare me… and neither do you…[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr...", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "LET ME FEAST ON YOUR FEAR, AS I SHOW YOU A TRUE DEATH.", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "OH NEAT, A BIG SKELETON GUY! EVERY TEAM NEEDS ONE OF THOSE.", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "That was pretty creepy, huh? I wonder if what it said was true… [pause]Maybe people [wave amp=30 freq=10]do[/wave] spend their whole lives thinking about death.", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NOT EVEN OUR KIND CAN ESCAPE TRUE DEATH...", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "The number of nightmare creatures that want to kill us on this island is just… [pause]way too high.", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "That was the biggest skeleton monster I’ve [wave amp=30 freq=10]ever[/wave] seen! Pretty creepy, huh?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "That was… unpleasant.", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Cowards die many times before their deaths, but the valiant never taste of death but once.", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]We did a pretty good job of showing that Archangel how fearless we are, I think…[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "ARE YOU MORE TOYS FOR MY COLLECTION? I DESIRE MORE PLAYTHINGS...", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Sorry, mate. We’re not here to play.", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "This Archangel’s eyes are creeping me out...", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "Are people just toys to your kind, huh?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "I sense no kindness in this spirit’s words.", + "AA_PUPPET_PRE_BATTLE_FELIX2": "I don’t know if this guy has our best interests at heart.", + "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr...", + "AA_PUPPET_PRE_BATTLE_AA3": "YES… YOU TWO WILL MAKE A FINE PAIR OF GLOVE PUPPETS! HAHAHAHA", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]We’re not here to play… we’re here on business.[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "It keeps [shake rate=30 level=10]moving[/shake] before we can hit it! There’s gotta be [wave amp=30 freq=10]some way to tell[/wave] which direction it’s gonna move in.", + "AA_PUPPET_HINT_KAYLEIGH1": "It keeps moving before our attacks land! Keep an eye out – there must be [wave amp=30 freq=10]some way to tell[/wave] which direction it’s going to move...", + "AA_PUPPET_HINT_EUGENE1": "Dammit, it keeps moving right when we’re about to hit it! C’mon there’s gotta be [wave amp=30 freq=10]some way to tell[/wave] which way it’s gonna move next…", + "AA_PUPPET_HINT_FELIX1": "Huh. It moves before our attacks even hit it. We gotta think smart – there’s gotta be [wave amp=30 freq=10]some way to tell[/wave] which way it’s gonna move next…", + "AA_PUPPET_HINT_VIOLA1": "Our quarry is quick on its feet, and our strikes are missing their mark. Alas, I believe there must be [wave amp=30 freq=10]a way to discern[/wave] where it intends to leap to next…", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]There must be a way to figure out where it’s going to move…[/wave]", + "AA_PUPPET_HINT_DOG1": "Barkley seems unhappy that the Archangel keeps moving before either of you can attack it. Perhaps there is a way to figure out which direction it is going to move?", + "AA_PUPPET_POST_BATTLE_PUPPET1": "MY DOLLS! YOU HAVE KILLED MY DOLLS!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "NICE TO MEET YOU, MY HATTED FRIEND! SAY, ARE YOU LOOKING FOR A NEW LINE OF WORK? LET’S TALK!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "The way that Archangel spoke about us, it was like we weren’t even real… like we were just toys. [pause]Maybe it’ll think differently now that we beat it.", + "AA_PUPPET_POST_BATTLE_EUGENE3": "There’s [wave amp=30 freq=10]always[/wave] some monster who thinks that people’s lives are their playthings. [pause]Archangel or man, they’re dangerous all the same.", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "That Archangel better have learned that I am [wave amp=30 freq=10]no-one’s[/wave] plaything.", + "AA_PUPPET_POST_BATTLE_FELIX3": "Did he make… [pause]dolls of us? I don’t think I’ll sleep easy after that fight, that’s for sure.", + "AA_PUPPET_POST_BATTLE_VIOLA3": "That spirit saw us as mere toys. Let that be a lesson to us that their kind and ours are not alike, even in the slightest.", + "AA_TOWER_PRE_BATTLE_AA1": "TRUTH… LIES… YOUR FLEDGLING KIND CARE SO MUCH ABOUT SUCH TRIVIAL CONCEPTS. REALITY IS NOT TRUE! EMBRACE IGNORANCE!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]I think we showed it that we aren’t playing around![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "This thing certainly has a questionable grip on “reality”.", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "This thing certainly needs a reality check.", + "AA_TOWER_PRE_BATTLE_EUGENE2": "...I don’t get it. What are you trying to say?", + "AA_TOWER_PRE_BATTLE_FELIX2": "As much as I’d love to “embrace ignorance”, I’ve got stuff to do.", + "AA_TOWER_PRE_BATTLE_VIOLA2": "Folly and ignorance are the common curses of mankind. Both are [wave amp=30 freq=10]already[/wave] plentiful, spirit.", + "AA_TOWER_PRE_BATTLE_AA3": "YOU DO NOT UNDERSTAND. LET ME AWAKEN YOU FROM YOUR FALSE PERCEPTIONS OF TRUTH AND LIES!", + "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr...", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]I am afraid I don’t know what you’re talking about…[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "THERE IS ONE TRUTH NOW CLEAR TO ME… I HAVE BEEN BESTED…", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "I think we gave that Archangel a “reality check”, wouldn’t you say?", + "AA_TOWER_POST_BATTLE_ALEPH2": "HEY, BUDDY! LOOKS LIKE YOU’RE LOSING A FIGHT HERE. WHY DON’T YOU COME WITH ME?", + "AA_TOWER_POST_BATTLE_EUGENE3": "Archangels may be powerful, but that doesn’t mean that they’re smart.", + "AA_TOWER_POST_BATTLE_MEREDITH3": "I guess even the most [wave amp=30 freq=10]annoying[/wave] Archangel will shut up if you punch it enough times. We should take that lesson to heart.", + "AA_TOWER_POST_BATTLE_FELIX3": "That Archangel was a pretty big fan of talking nonsense, huh? At least we got it to shut up.", + "AA_TOWER_POST_BATTLE_VIOLA3": "That spirit had little sense left in its words. Perhaps its defeat at our hands shall humble it.", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Archangels are pretty strange, aren’t they…?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "YOU IGNORED MY INSTRUCTIONS TO STAY PUT! DON’T YOU RESPECT ME? DON’T YOU REALISE JUST HOW IMPORTANT I AM?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "You’ve got a pretty big ego, huh?", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "No, you’re right. I totally don’t respect you.", + "AA_ALICE_PRE_BATTLE_EUGENE2": "Buddy, I have NO idea who you are.", + "AA_ALICE_PRE_BATTLE_FELIX2": "Are we supposed to know who you are…?", + "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr…", + "AA_ALICE_PRE_BATTLE_VIOLA2": "My respect is not so wantonly given, spirit.", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]I’m sorry, but I don’t know who you are…[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "SUCH RUDENESS, TOWARDS A MEMBER OF ROYALTY NO LESS! IF YOU REFUSE TO USE YOUR HEADS, I’LL JUST HAVE TO TAKE THEM FROM YOUR SHOULDERS!", + "AA_ALICE_POST_BATTLE_ALICE1": "YOU REALLY HAVE NO RESPECT, DO YOU? HOW INFURIATING!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "I guess she saw herself as the queen of her own little world, huh?", + "AA_ALICE_POST_BATTLE_ALEPH2": "MISS ALICE, PLEASURE TO MEET YOU! I NEED SOMEONE WITH YOUR… PEOPLE SKILLS.", + "AA_ALICE_POST_BATTLE_MEREDITH3": "Do all Archangels think so highly of themselves, or was she just a [wave amp=30 freq=10]special[/wave] case?", + "AA_ALICE_POST_BATTLE_EUGENE3": "These Archangels are pretty rude, huh?", + "AA_CUBE_PRE_BATTLE_CUBE1": "3RD DIMENSIONAL SPACE IS IMPERFECT. SCIENCE AND MATHEMATICS REMAIN TRUE. ALL THINGS HAVE 4 SIDES.", + "AA_ALICE_POST_BATTLE_FELIX3": "Do you think that Archangel really wanted our heads, or do you think it was a turn of phrase? Actually, don’t answer that. I don’t want to know.", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]She was pretty rude…[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "I will not bow to anyone who speaks so brazenly to me, royalty or otherwise.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Aleph loves to hear himself talk. How [wave amp=30 freq=10]does[/wave] he even talk, anyway? His head is, like, a giant triangle. What a creep.", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "I’d say this thing hasn’t got its head screwed on right, [pause]but it seems to lack a head altogether.", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "This Archangel seems a bit eccentric, but maybe it’s a friendly one!", + "AA_CUBE_PRE_BATTLE_FELIX2": "Perhaps this one won’t try to attack us. What do you think?", + "AA_CUBE_PRE_BATTLE_EUGENE2": "This thing is kind of hard to look at...", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]I am afraid I don’t know what you’re talking about…[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "Is this spirit a philosopher of sorts? Or is it simply in the grips of madness?", + "AA_CUBE_PRE_BATTLE_DOG2": "Arf?", + "AA_CUBE_PRE_BATTLE_CUBE3": "NO. I SEE INCONSISTENCY WITHIN YOU. YOU ARE IMPERFECT BEINGS. LET ME RIGHT ALL YOUR WRONG ANGLES!", + "AA_CUBE_POST_BATTLE_CUBE1": "ARE MY ANGLES IMPERFECT ALSO? THE CALCULATIONS WERE CORRECT... I HAVE FAILED IN 3 SIMULTANEOUS DIMENSIONS.", + "AA_CUBE_POST_BATTLE_ALEPH2": "WHAT GOOD TIMING! I WAS JUST THINKING HOW I NEEDED TO RECRUIT SOMEONE WHO’S GOOD WITH NUMBERS. HOW’D YOU LIKE A JOB, MY NEW CUBOID FRIEND?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "It turned out that wasn’t a friendly Archangel after all. Just our luck!", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "I guess that was another addition to my list of “weird things on this island that tried to kill me”. [pause]Great stuff, mate.", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "I guess that was another addition to my list of “weird things on this island that tried to kill me”. [pause]Great stuff, mate.", + "AA_CUBE_POST_BATTLE_EUGENE3": "That Archangel was strange. It felt like no matter what angle I saw it from, it looked the same.", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "I guess that was another addition to my list of “weird things on this island that tried to kill me”. [pause]Great stuff, mate.", + "AA_CUBE_POST_BATTLE_FELIX3": "Next time we meet an Archangel, I’ll just assume it wants to kill us straight away.", + "AA_CUBE_POST_BATTLE_VIOLA3": "If there was method in that spirit’s madness, I did not see it.", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Archangels are pretty strange, aren’t they…?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "So, now there’s a mysterious man with a [wave amp=30 freq=10]triangle for a head[/wave] intervening in the hunt for the Archangels? I don’t know what to make of that…", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "That triangle man appeared again. What do you think he wants with the Archangels?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Another Archangel battle that ended with an appearance from the [wave amp=30 freq=10]triangle man[/wave]. I’m picking up on a pattern here…", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "The triangle man said he wanted to have a “proper talk” with you. What did he mean…?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Once again, the Archangel was magicked away by the triangle man. It feels like a cause for concern, doesn’t it?", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "I’m beginning to think that the triangle man is up to no good. We should keep an eye out for him.", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "How many times have you seen the triangle man at this point, {player}? It sounds to me like he keeps popping up wherever you go, doesn’t it?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Once again, the triangle man turned up to whisk away the Archangel we were fighting…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Once again we beat an Archangel, only for Aleph to appear and recruit them… What is he doing, exactly? Is he stuck on this island, just like us?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "If the triangle man wants to keep turning up out of the blue to recruit the Archangel we just beat, he could at least stop being rude and introduce himself, don’t you think?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "We won the fight, but Aleph was there to warp out the Archangel again…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Aleph said that our worlds have “legends” based on him. Could that be true, {player}?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Do you think every fight we win with an Archangel is just a recruiting opportunity for Aleph? I wonder…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Another Archangel down, another recruit for Aleph. What is he planning, exactly?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "So, uh, what was with that triangle-headed man? Did he… [pause][wave amp=30 freq=10]warp[/wave] the Archangel away? I don’t know what to make of that…", + "RETROSPECTIVE_ALEPH_MEREDITH2": "This isn’t the first time that triangle bloke has appeared to nab an Archangel, is it? That doesn’t seem good…", + "RETROSPECTIVE_ALEPH_MEREDITH3": "What do you think the deal is with the triangle bloke, then? I don’t trust anyone with a geometric shape for a head.", + "RETROSPECTIVE_ALEPH_MEREDITH5": "Maybe next time you see the man with the triangle head, you could ask him what his whole deal is? It’s worth a shot…", + "RETROSPECTIVE_ALEPH_MEREDITH4": "That triangle man said he wants to “have a proper talk” with you. He’s weirdly civil for a creepy floating guy.", + "RETROSPECTIVE_ALEPH_MEREDITH6": "Are we assuming the bloke with a triangle head is plotting something grim? I’m assuming that.", + "RETROSPECTIVE_ALEPH_MEREDITH8": "No matter who you’re with, every battle with an Archangel seems to end with the triangle man appearing, doesn’t it?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "Well, that ended with yet another unsurprising appearance from the triangle head man. Annoying as usual…", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "That Aleph gets around, doesn’t he? It seems like he can get anywhere as long as it's within the underground railway station.", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Why does that triangle bloke talk like a small business owner? It’s weird, mate.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "That Aleph bloke made another appearance.", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Why does that triangle bloke talk like a small business owner? It’s weird, mate.", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Why does that triangle bloke talk like a small business owner? It’s weird, mate.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Well, that ended with yet another unsurprising appearance from Aleph. Annoying as usual…", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "No matter who you’re with, every battle with an Archangel seems to end with an unwanted appearance from Aleph, doesn’t it?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Why does that Aleph bloke talk like a small business owner? It’s weird, mate.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Why does that Aleph bloke talk like a small business owner? It’s weird, mate.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Why does that Aleph bloke talk like a small business owner? It’s weird, mate.", + "RETROSPECTIVE_ALEPH_EUGENE1": "So, just so we’re on the same page – you also saw the floating guy with the red coat suck up the Archangel with his triangle head, right? [pause]Just making sure.", + "RETROSPECTIVE_ALEPH_EUGENE2": "OK, so that’s the second time the man in the red coat has appeared to make an Archangel disappear, am I correct?", + "RETROSPECTIVE_ALEPH_EUGENE3": "The floating man in the red coat – that’s the third time he’s appeared and made an Archangel [wave amp=30 freq=10]vanish[/wave], am I right?", + "RETROSPECTIVE_ALEPH_EUGENE5": "That was a pretty awesome fight, but right now I’m thinking more about the floating man who turned up at the end. If he’s a threat to Harbourtown, I should keep an eye out for him…", + "RETROSPECTIVE_ALEPH_EUGENE4": "The man in the red coat said he wanted to have a “proper talk” with you. That seemed a bit menacing, huh…", + "RETROSPECTIVE_ALEPH_EUGENE6": "That man with the triangle head... do you think he’s an Archangel as well? He seems pretty powerful. I don’t trust him one bit.", + "RETROSPECTIVE_ALEPH_EUGENE7": "What did that triangle guy mean when he said that there’s “legends” based on him?", + "RETROSPECTIVE_ALEPH_EUGENE8": "That triangle man was there again. No surprises there. He seems to appear whenever you find an Archangel, doesn’t he?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "That Archangel talks like he’s an office manager. That weirds me out, buddy.", + "RETROSPECTIVE_ALEPH_FELIX4": "What did the triangle guy mean when he said he wanted to have a “proper talk” with you? He sounds civil but I don’t trust him one bit.", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "That Archangel talks like he’s an office manager. That weirds me out, buddy.", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "That Archangel talks like he’s an office manager. That weirds me out, buddy.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "That was a pretty [shake rate=30 level=10]momentous[/shake] fight, but right now I’m just thinking about Aleph. What’s his deal, huh?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "What did Aleph mean when he said that there’s “legends” based on him?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "Aleph doesn’t seem to want to fight himself, does he? He always seems to make an appearance AFTER the fighting has stopped.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Aleph turned up [wave amp=30 freq=10]again[/wave] after that fight. No surprises there. He seems to appear whenever you find an Archangel, doesn’t he?", + "RETROSPECTIVE_ALEPH_FELIX1": "Have you ever seen that guy with the triangle head before? Because I certainly haven’t. Pretty weird, huh?", + "RETROSPECTIVE_ALEPH_FELIX2": "So that’s twice now that the triangle head guy has appeared, right? There’s something going on there, but I don’t know what.", + "RETROSPECTIVE_ALEPH_FELIX3": "The triangle head guy seemed to remember you this time, {player}.", + "RETROSPECTIVE_ALEPH_FELIX6": "That triangle guy… he’s an Archangel too, right? Or something like that…", + "RETROSPECTIVE_ALEPH_FELIX5": "That triangle guy was back again to help bail out the Archangel. Is he recruiting them?", + "RETROSPECTIVE_ALEPH_VIOLA1": "Have you ever seen a sight as curious as that figure who appeared to us earlier? Not the spirit we fought, but the man whose head was not there…", + "RETROSPECTIVE_ALEPH_FELIX7": "That triangle guy said that our world has legends based on him. What did he mean, exactly?", + "RETROSPECTIVE_ALEPH_FELIX8": "What do you make of that triangle guy, {player}? I’m working on some theories…", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "So, Aleph appeared again to help bail out the Archangel we fought. What is he gathering them for? Is he trying to find a way to leave New Wirral?", + "RETROSPECTIVE_ALEPH_FELIX9": "So that triangle guy IS recruiting Archangels. What is he going to do, put together a band?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Aleph said that our world has legends based on him. I don’t trust a word he says, but I have the feeling he might be telling the truth this time…", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "When Aleph appeared earlier, his tone of voice was very familiar. It was like he was giving the Archangel we fought a [wave amp=30 freq=10]job offer[/wave]...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "We won the battle, but Aleph was there once again. We should be careful, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Why is Aleph recruiting Archangels, anyway? What is he going to do, put together a band?", + "RETROSPECTIVE_ALEPH_VIOLA3": "That spirit – the one who’s face reflects my own back at me – appeared to recognise you, {player}. What machinations could it be devising?", + "RETROSPECTIVE_ALEPH_VIOLA2": "That spirit appeared again to you – the one whose face is that of a mirror. What could his untimely appearance mean?", + "RETROSPECTIVE_ALEPH_VIOLA4": "That spirit with the mirror face seemed to wish to speak with you, {player}. I advise you to be wary of any words it might have to share with you.", + "RETROSPECTIVE_ALEPH_VIOLA6": "What may that spirit with the mirrored face be planning? I do not trust the plans of spirits, {player}.", + "RETROSPECTIVE_ALEPH_VIOLA5": "The spirit with the triangle head was there to intervene in our battle once again. A curious being it is…", + "RETROSPECTIVE_ALEPH_VIOLA7": "That spirit who appeared to us – the one with the mirror face – what does he want?", + "RETROSPECTIVE_ALEPH_VIOLA8": "Our foe once again escaped our grasp due to the untimely arrival of the mirror-faced spirit. How uncouth.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "We may have bested the mighty spirit, but the spirit Aleph intervened to rescue it. I cannot help but notice a pattern…", + "RETROSPECTIVE_ALEPH_VIOLA9": "Surely the mirror-faced spirit should be courteous enough to introduce himself to us, no? His untimely appearances are not welcomed at all.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "What agenda may our foe “Aleph” be devising? I do not trust the plans of spirits, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "The spirit “Aleph” was there to intervene in our battle once again. Perhaps he wishes to leave this country also?", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Our foe once again escaped our grasp due to the untimely arrival of the spirit known as Aleph. How uncouth.", "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", + "CAPTAIN_HEATHER_POST_BATTLE2": "Those are qualities we look for in rangers. [pause]You’ve passed my challenge with flying colours!", "CAPTAIN_HEATHER_POST_BATTLE1": "No rain or storm could hold you back, huh! You stand tall, no matter what!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "The weather here is unpredictable… [pause]But so is everything else about this island, ain’t I right?", "CAPTAIN_HEATHER_POST_REWARD1": "I forecast great things in your future!", - "CAPTAIN_HEATHER_POST_BATTLE2": "Those are qualities we look for in rangers. [pause]You’ve passed my challenge with flying colours!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "My forecast was correct: you’re a ranger captain now! This is a perfect time for a rematch, don’t you think?", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "The weather here is unpredictable… [pause]But so is everything else about this island, ain’t I right?", "CAPTAIN_HEATHER_PRE_REMATCH1.f": "My forecast was correct: you’re a ranger captain now! This is a perfect time for a rematch, don’t you think?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "My forecast was correct: you’re a ranger captain now! This is a perfect time for a rematch, don’t you think?", - "CAPTAIN_HEATHER_POST_REMATCH1": "A thunderous victory once again! I expected nothing less from you, of course!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", + "CAPTAIN_HEATHER_PRE_REMATCH2": "Fabulous! [pause]Time to turn up the pressure!", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "My forecast was correct: you’re a ranger captain now! This is a perfect time for a rematch, don’t you think?", "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Huff… huff…[/shake] I can really feel that one in my calves...", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "My forecast was correct: you’re a ranger captain now! This is a perfect time for a rematch, don’t you think?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "No problem – maybe do some warm-up stretches and come back!", + "CAPTAIN_HEATHER_POST_REMATCH1": "A thunderous victory once again! I expected nothing less from you, of course!", "CAPTAIN_BUFFY_INTRO2": "Hi there! I’m Bruna – my friends call me Buffy. [pause]I’m a ranger captain here in New Wirral.", + "CAPTAIN_BUFFY_INTRO3": "You could say that I am training for battle by honing my body! We may fight here on New Wirral by turning into monsters…", "CAPTAIN_BUFFY_INTRO2_OPTION1": "Are you training for something?", "CAPTAIN_BUFFY_INTRO2_OPTION2": "What are you doing?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "What a great show! [pause]You really put 120% into that one.", - "CAPTAIN_BUFFY_INTRO3": "You could say that I am training for battle by honing my body! We may fight here on New Wirral by turning into monsters…", + "CAPTAIN_CODEY_POST_REWARD1": "Don’t get any ideas that you won on [wave amp=30 freq=10]purpose[/wave], you hear? [pause]If I was going all out, you wouldn’t stand a chance.", "CAPTAIN_BUFFY_INTRO4": "But it all starts here, with our flesh and blood! Battling requires energy, and I need to [wave amp=30 freq=10]maximise[/wave] my potential energy!", "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "I’d love to show you the ropes, but you aren’t signed up as a ranger trainee. Maybe you should come back another time?", "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "I’d love to show you the ropes, but you aren’t signed up as a ranger trainee. Maybe you should come back another time?", "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Let’s do it! [pause]I hope I don’t leave you [wave amp=30 freq=10]too[/wave] drained of energy!", "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "I’d love to show you the ropes, but you aren’t signed up as a ranger trainee. Maybe you should come back another time?", "CAPTAIN_BUFFY_PRE_BATTLE1": "If you want to learn a thing or two, maybe you should take my ranger challenge. Are you in a fit enough state to battle me?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "No problem – maybe do some warm-up stretches and come back!", - "CAPTAIN_BUFFY_POST_BATTLE2": "Well done, trainee! [pause]You’ve really earned your gains.", "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Let’s do it! [pause]I hope I don’t leave you [wave amp=30 freq=10]too[/wave] drained of energy!", "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Let’s do it! [pause]I hope I don’t leave you [wave amp=30 freq=10]too[/wave] drained of energy!", "CAPTAIN_BUFFY_LAST_LEGS1": "I’m really working up a sweat right now!", + "CAPTAIN_BUFFY_POST_BATTLE2": "Well done, trainee! [pause]You’ve really earned your gains.", "CAPTAIN_BUFFY_POST_BATTLE1": "Despite maximising my potential energy, I still find myself out of action!", "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 sit-ups, 100 push-ups, 100 lunges… My latest routine is gonna give me abs so hard you could sharpen a machete on them!", "CAPTAIN_BUFFY_POST_REWARD1": "Maybe I should take a break before I pull a muscle or three...", "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Hi there, [wave amp=30 freq=10]ranger[/wave]! [pause]I heard the news about your promotion!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Hi there, [wave amp=30 freq=10]ranger[/wave]! [pause]I heard the news about your promotion!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Hi there, [wave amp=30 freq=10]ranger[/wave]! [pause]I heard the news about your promotion!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Whilst we would love to do an on-air interview with our guest, they haven’t yet signed the [wave amp=30 freq=10]necessary paperwork[/wave]! [pause]That’s too bad for all you listeners out there!", "CAPTAIN_BUFFY_PRE_REMATCH2": "Does that mean you’re here for another work-out?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Hi there, [wave amp=30 freq=10]ranger[/wave]! [pause]I heard the news about your promotion!", "CAPTAIN_BUFFY_PRE_REMATCH3": "Let’s do it! [pause]I’ve been looking forward to working up a sweat with you again!", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "You’ve been working out, haven’t you? It shows – you’re even stronger than last time!", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Hi there, [wave amp=30 freq=10]ranger[/wave]! [pause]I heard the news about your promotion!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "The battle is heating up! [pause]Will your beloved host prevail, or will victory go to our plucky underdog? [pause]Time for the crescendo!", "CAPTAIN_BUFFY_PRE_REMATCH_NO": "No problem – maybe do some warm-up stretches and come back!", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "You’ve been working out, haven’t you? It shows – you’re even stronger than last time!", "CAPTAIN_BUFFY_POST_REMATCH1.n": "You’ve been working out, haven’t you? It shows – you’re even stronger than last time!", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Hey-hey[/wave], [pause]you’re listening to Cybil Radio: 24/7 coverage across [wave amp=30 freq=10]allllll[/wave] of New Wirral!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "What do you say, newbie? [pause]Shall we treat our dear listeners to an [wave amp=30 freq=10]aural battlefield experience[/wave]?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Whilst we would love to do an on-air interview with our guest, they haven’t yet signed the [wave amp=30 freq=10]necessary paperwork[/wave]! [pause]That’s too bad for all you listeners out there!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Whilst we would love to do an on-air interview with our guest, they haven’t yet signed the [wave amp=30 freq=10]necessary paperwork[/wave]! [pause]That’s too bad for all you listeners out there!", - "CAPTAIN_GLADIOLA_INTRO2": "I am Gladiola. I am a loyal captain of Ianthe’s rangers.", - "CAPTAIN_GLADIOLA_INTRO1.n": "You’re a long way from home, aren’t you? I don’t mean Harbourtown, of course. [pause]I mean your true home.", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "You’ve been working out, haven’t you? It shows – you’re even stronger than last time!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Whilst we would love to do an on-air interview with our guest, they haven’t yet signed the [wave amp=30 freq=10]necessary paperwork[/wave]! [pause]That’s too bad for all you listeners out there!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "Enough of this! [shake rate=30 level=10]You need slappin’ down![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Hallo again! [pause]Have you come to see your dear mate Penny? [wave amp=30 freq=10]Awww[/wave], you shouldn’t have!", + "CAPTAIN_DREADFUL_POST_BATTLE1": "I’m ruddy impressed. [pause]Even shifting myself from this mortal plane wasn’t enough to stop you from comin’ out on top.", + "CAPTAIN_DREADFUL_POST_BATTLE2": "Here’s your reward for defeating the [wave amp=30 freq=10]immortal Penny Dreadful![/wave]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Hallo again! [pause]Have you come to see your dear mate Penny? [wave amp=30 freq=10]Awww[/wave], you shouldn’t have!", + "CAPTAIN_DREADFUL_POST_REMATCH1": "Looks like you win again. I suppose there’s a lesson in here for both of us!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Hallo again! [pause]Have you come to see your dear mate Penny? [wave amp=30 freq=10]Awww[/wave], you shouldn’t have!", + "CAPTAIN_DREADFUL_POST_REWARD2": "...I’m not [wave amp=30 freq=10]quite[/wave] sure what that means, [pause]but it feels profound!", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Well, well, well, [pause]If it isn’t our [wave amp=30 freq=10]latest[/wave] ranger captain? [pause]’Av you come out here to show this girl a night on the town?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "What a great show! [pause]You really put 120% into that one.", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Well, well, well, [pause]If it isn’t our [wave amp=30 freq=10]latest[/wave] ranger captain? [pause]’Av you come out here to show this girl a night on the town?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Well, well, well, [pause]If it isn’t our [wave amp=30 freq=10]latest[/wave] ranger captain? [pause]’Av you come out here to show this girl a night on the town?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "Or perhaps it’s somethin’ else. [pause]Are you in fact ‘ere for another round in the ring with me?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "Alright then! [pause]Since we’re equals, you can expect me to hold nothin’ back this time!", + "CAPTAIN_DREADFUL_POST_REMATCH2": "...I don’t know what the lesson is though. [pause]I’ll leave that part up to you.", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Not up to scratch, are we? [pause]I won’t hold it against you!", "CAPTAIN_GLADIOLA_INTRO1.f": "You’re a long way from home, aren’t you? I don’t mean Harbourtown, of course. [pause]I mean your true home.", "CAPTAIN_GLADIOLA_INTRO1.m": "You’re a long way from home, aren’t you? I don’t mean Harbourtown, of course. [pause]I mean your true home.", - "CAPTAIN_CODEY_POST_REWARD1": "Don’t get any ideas that you won on [wave amp=30 freq=10]purpose[/wave], you hear? [pause]If I was going all out, you wouldn’t stand a chance.", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Loyal?", "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "What do you do for the rangers?", - "CAPTAIN_GLADIOLA_INTRO4": "In this world, the shadows have claws. My job is to [wave amp=30 freq=10]scratch them back.[/wave]", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "That doesn’t make it any clearer…", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "I am forbidden from saying any more to non-rangers, however. [pause]If you ever sign up, perhaps we should talk once more.", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Let’s hope you don’t cut that pretty face of yours.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "...OK.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Tell me – are you here for my ranger captain challenge? [pause]You’re welcome to try and face my blades, if you think you can handle it.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Tell me – are you here for my ranger captain challenge? [pause]You’re welcome to try and face my blades, if you think you can handle it.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Tell me – are you here for my ranger captain challenge? [pause]You’re welcome to try and face my blades, if you think you can handle it.", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Wise decision.", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "You won’t cut me down so easily!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impressive. [pause]I didn’t think you had it in you, but you’re sharper than you look. Your victory is well-earned.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impressive. [pause]I didn’t think you had it in you, but you’re sharper than you look. Your victory is well-earned.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impressive. [pause]I didn’t think you had it in you, but you’re sharper than you look. Your victory is well-earned.", - "CAPTAIN_GLADIOLA_POST_REWARD1": "It’s time I resume my mission. [pause]I am sworn to secrecy on the nature of my investigations, of course. Don’t take it personally.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "They are saying you’re the new ranger captain. Perhaps you wish to sharpen your skills with me once more?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "They are saying you’re the new ranger captain. Perhaps you wish to sharpen your skills with me once more?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "The exact nature of my work with the rangers must remain classified. You’re better off not knowing.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Very well! [pause]Draw your sword, captain.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "They are saying you’re the new ranger captain. Perhaps you wish to sharpen your skills with me once more?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "Who are you...?", - "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Ranger captain, survivalist expert.", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]You called my bluff. [pause]I’m impressed, and [wave amp=30 freq=10]definitely[/wave] not resentful.[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "I heard you coming from at least 200 meters out. [pause]If you wanted the element of surprise, you’ve lost it.", - "CAPTAIN_ZEDD_INTRO4": "It’s getting real difficult to “meditate” around here, what with all these Bulletinos zooming around. Any chance you could [wave amp=30 freq=10]sort that out for me?[/wave]", - "CAPTAIN_ZEDD_INTRO2": "What’s that…? [pause]Sleeping? [pause]No, not at all! I was, uh, meditating. I’m Zedd, by the way.", + "CAPTAIN_GLADIOLA_INTRO3": "Much of this purgatory that we find ourselves trapped in is unknown to us.", + "CAPTAIN_GLADIOLA_INTRO1.n": "You’re a long way from home, aren’t you? I don’t mean Harbourtown, of course. [pause]I mean your true home.", + "CAPTAIN_GLADIOLA_INTRO2": "I am Gladiola. I am a loyal captain of Ianthe’s rangers.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Loyal?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Y’alright! The talk of the town is that you’re now one of us captains!", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Say, you look like you can handle yourself pretty well. Why don’t you sign up to become a trainee ranger?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", + "CAPTAIN_CLEEO_INTRO4": "Insert the coin?", + "CAPTAIN_CLEEO_INTRO1": "Bzzt!", + "CAPTAIN_CLEEO_INTRO3": "There’s a coin slot on its back – perhaps there’s a suitable coin on the island.", + "CAPTAIN_CLEEO_INTRO2": "This robot seems to be malfunctioning.", + "CAPTAIN_JUDAS_INTRO5": "When you’re staring a monster dead in the eyes, the only way you’re coming out alive is if you know the battle is already won.", + "CAPTAIN_JUDAS_INTRO3": "My job is to stay alive, no matter what. [pause]That’s easier said than done when you have to do your “surviving” on an island [shake rate=30 level=10]crawling[/shake] with vicious predators.", + "CAPTAIN_JUDAS_PRE_BATTLE2": "Alright, [pause]but don’t take it personally when you find yourself face down in the dirt.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "You’re not ready. Wise choice. [pause]It’s good to know your own limits.", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "You had strategies... to counteract my strategies. [pause]You have the mindset of a true ranger. [pause]You’ve earned this.", + "CAPTAIN_JUDAS_LAST_LEGS1": "You’ve lasted longer than I thought you would. [pause]Not bad.", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Maybe I should head back to Harbourtown for a tactical “supply restock”…", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "Say, are you that new ranger trainee? The one who’s got a knack for fighting? [pause]I suppose I could take a break from my dumpster diving if you want to take on my challenge!", "CAPTAIN_JUDAS_INTRO1_OPTION1": "Uhh… OK.", - "CAPTAIN_JUDAS_INTRO1.n": "I heard you coming from at least 200 meters out. [pause]If you wanted the element of surprise, you’ve lost it.", - "CAPTAIN_SKIP_POST_BATTLE1.n": "Wow, you really trashed me pretty good, huh? [pause]Maybe I underestimated you, outsider!", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe said you’re a promising fighter. I suppose you’ll be wanting to take my ranger challenge?", + "CAPTAIN_JUDAS_INTRO1.f": "I heard you coming from at least 200 meters out. [pause]If you wanted the element of surprise, you’ve lost it.", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "Who are you...?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "Uhh, [pause]YOU are a ranger captain?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "I didn’t think YOU would be a ranger.", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "If you’re interested in helping out around the island yourself, why not go speak to Ianthe? She’ll be somewhere in New Wirral Park right about now.", + "CAPTAIN_LODESTEIN_INTRO7": "But these wouldn’t work on earth at all. [pause]Not a chance. [pause]Earth’s atmosphere doesn’t work that way.", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Enough science talk. [pause]You’re here to take my ranger captain challenge, am I correct?", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "Shocking – [pause]you’re performing better than I thought you would!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Great! [pause]This won’t shock you to hear, but my area of expertise in battle is electricity. You’ll have to be quick on your feet if you don’t want to be struck by lightning!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "My mistake. I got so caught up in my spiel that I didn’t realise you were just passing by.", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "That was a pretty electrifying fight, if I say so myself!", + "CAPTAIN_WALLACE_POST_REMATCH1": "Despite all my efforts, my defenses still crumbled…", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "A captain? Perhaps there is more to this man than it would first appear.", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "Uh, if you want to take my ranger challenge, you’re gonna need to sign up first. [pause]Come wake me up when you’ve done that, I guess.", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Hey, new guy! [pause]New captain, I mean. [pause]I heard that you’re one of us now.", + "CAPTAIN_ZEDD_LAST_LEGS1": "*Yawn* [pause]How’s the fight going? Have I won yet? Oh.", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "A captain? Perhaps there is more to this man than it would first appear.", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "Oh. [pause]I guess I didn’t expect this guy to be a ranger captain.", "CAPTAIN_ZEDD_PRE_BATTLE_NO": "No problem. I could do with a nap, anyway.", "CAPTAIN_ZEDD_PRE_BATTLE1": "Uh, I guess you’re here to take my ranger training challenge, right?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Another time, then.", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "A captain? Perhaps there is more to this man than it would first appear.", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "I need to build a better foundation for my battle strategy…", + "CAPTAIN_WALLACE_INTRO1": "You wanna know what [wave amp=30 freq=10]really[/wave] separates us from the monsters?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "Say, are you that new ranger trainee? The one who’s got a knack for fighting? [pause]I suppose I could take a break from my dumpster diving if you want to take on my challenge!", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Another time, then.", "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Y’alright! The talk of the town is that you’re now one of us captains!", + "CAPTAIN_READY_CHECK.f": "Are you ready to battle {pawn}?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "You should chat to Leader Ianthe. I suspect she’s at the outpost just north from here!", "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Hey, new guy! [pause]New captain, I mean. [pause]I heard that you’re one of us now.", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Hey, new guy! [pause]New captain, I mean. [pause]I heard that you’re one of us now.", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Hey, new guy! [pause]New captain, I mean. [pause]I heard that you’re one of us now.", - "CAPTAIN_WALLACE_INTRO3": "And it’s not enough to just build a community. [pause]You gotta maintain it too! A place like Harbourtown can fall apart without diligent care.", - "CAPTAIN_READY_CHECK.m": "Are you ready to battle {pawn}?", + "CAPTAIN_SKIP_POST_BATTLE1.n": "Wow, you really trashed me pretty good, huh? [pause]Maybe I underestimated you, outsider!", + "CAPTAIN_SKIP_POST_BATTLE1.f": "Wow, you really trashed me pretty good, huh? [pause]Maybe I underestimated you, outsider!", + "CAPTAIN_SKIP_POST_BATTLE2": "You’ve exceeded all my expectations – here’s your reward.", + "CAPTAIN_WALLACE_INTRO2": "It’s infrastructure! [pause]Homes, walls, running water…", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "Good luck out there, bud!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "Good luck out there, bud!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "Good luck out there, bud!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Hey, bud! Hope you’re keeping well out there.", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Hey, bud! Hope you’re keeping well out there.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "Word about town is that you’re one of us now. Congratulations are in order!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Hey, bud! Hope you’re keeping well out there.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "Word about town is that you’re one of us now. Congratulations are in order!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "Word about town is that you’re one of us now. Congratulations are in order!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "My mistake. I got so caught up in my spiel that I didn’t realise you were just passing by.", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "What would you say to a rematch? [pause]I’ve been itching to fight again after our last bout.", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "I’d say “I won’t go easy on you this time!”, [pause]but the truth is that I didn’t go easy on you.", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]I have patched all the weaknesses in my combat algorithms. [pause]Your defeat is a statistical certainty, “captain”![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "I’d really love to chat a bit longer, but unfortunately I have some maintenance work left to do here.", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Well played, captain.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Well played, captain.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Well played, captain.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]To lose once is an anomaly, [pause]but twice? [pause]Maybe it is time I reevaluated some preconceived notions I have of you humans.[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Y’alright! The talk of the town is that you’re now one of us captains!", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "Say, are you that new ranger trainee? The one who’s got a knack for fighting? [pause]I suppose I could take a break from my dumpster diving if you want to take on my challenge!", "CAPTAIN_SKIP_NOT_TRAINEE2": "You should find Ianthe. [pause]I believe she’s currently somewhere around New Wirral Park.", - "CAPTAIN_CODEY_INTRO3": "Anything in the information space can be cracked if you’re smart enough. [pause]Websites, video games, government servers…", - "CAPTAIN_CODEY_INTRO4": "I got in a little trouble for that last one.", - "CAPTAIN_CODEY_INTRO5": "But here on New Wirral? [pause]There’s no internet here. What a joke.", - "CAPTAIN_CODEY_INTRO6": "The only thing here for me to hack are these [wave amp=30 freq=10]monster tapes[/wave]. [pause]It turns out I’m pretty good at that too, which is why I’m a ranger captain.", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "C’mon, I bet you’re [wave amp=30 freq=10]desperate[/wave] to see my modded cassette tapes! [pause]Are you gonna take my ranger captain challenge or what?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Unfortunately I can’t show you my work if you’re not signed up as a ranger trainee. [pause]Too bad for you, huh?", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "C’mon, I bet you’re [wave amp=30 freq=10]desperate[/wave] to see my modded cassette tapes! [pause]Are you gonna take my ranger captain challenge or what?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Unfortunately I can’t show you my work if you’re not signed up as a ranger trainee. [pause]Too bad for you, huh?", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Unfortunately I can’t show you my work if you’re not signed up as a ranger trainee. [pause]Too bad for you, huh?", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "I hope you’re prepared to go head-to-head with a combat [wave amp=30 freq=10]master[/wave]!", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "I hope you’re prepared to go head-to-head with a combat [wave amp=30 freq=10]master[/wave]!", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "I don’t blame you – I wouldn’t want to fight [wave amp=30 freq=10]me[/wave] either!", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "I hope you’re prepared to go head-to-head with a combat [wave amp=30 freq=10]master[/wave]!", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "C’mon, I bet you’re [wave amp=30 freq=10]desperate[/wave] to see my modded cassette tapes! [pause]Are you gonna take my ranger captain challenge or what?", - "CAPTAIN_CODEY_LAST_LEGS1": "Not bad – you’ve forced me to use [shake rate=30 level=10]100% of my power![/shake]", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]What?![/shake] How did I lose?", - "CAPTAIN_CODEY_POST_BATTLE2": "I mean… [pause]I intended to lose. Th-this was just a test for you, after all.", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "These monsters have elemental “types” associated with them. [pause]When you change those types, things start to get [wave amp=30 freq=10]real[/wave] interesting.", - "CAPTAIN_CODEY_POST_BATTLE3": "And you passed. [pause]Congratulations, [pause]or whatever.", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "So, [wave amp=30 freq=10]ranger captain[/wave], you’ve returned to battle your most challenging opponent ever, am I right?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "Now you’re not a newbie, I don’t have to limit the power of my super hacked monster tapes!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "So, [wave amp=30 freq=10]ranger captain[/wave], you’ve returned to battle your most challenging opponent ever, am I right?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "So, [wave amp=30 freq=10]ranger captain[/wave], you’ve returned to battle your most challenging opponent ever, am I right?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "Now you’re not a newbie, I don’t have to limit the power of my super hacked monster tapes!", - "CAPTAIN_CODEY_POST_REMATCH1": "There must have been something wrong with my calculations… [pause]My strategy is [shake rate=30 level=10]SUPPOSED[/shake] to be unbeatable!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "Now you’re not a newbie, I don’t have to limit the power of my super hacked monster tapes!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "I don’t blame you – I wouldn’t want to fight [wave amp=30 freq=10]me[/wave] either!", - "CAPTAIN_CODEY_POST_REMATCH2": "...That’s what I would say if I was mad. [pause]Which I’m not. [pause]I’m not mad about it at all.", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Hey, you! [pause]You boys aren’t normally [wave amp=30 freq=10]bold[/wave] enough to venture this close to our outpost. Why don’t you get on out of here while this conversation remains civil?", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "She’s in charge for a reason, [pause]huh...", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "You ain’t moving, huh? [pause]Guess I gotta get my hands dirty, then.", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "Rad.", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "...Except Ranger Kayleigh insists the two of you fought an [wave amp=30 freq=10]Archangel[/wave] together.", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Well, [pause]maybe we should find more! [pause]Ianthe, I think {player} should apply to be a ranger!", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Momentous.", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "She holds herself with a confidence I have rarely seen before.", - "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Nice to meet you, newbie.", - "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Nice to meet you, newbie.", - "LEADER_IANTHE_INTRO_IANTHE2": "Well, [pause]what do you think of this outpost? [pause]This place was abandoned for the longest time. With a bit of work, we turned it into a rest stop for weary rangers.", - "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Nice to meet you, newbie.", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "What do you do here?", - "LEADER_IANTHE_INTRO_IANTHE3": "I’d like to tell you we defend the people of New Wirral from a relentless horde of monsters…", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "What are the rangers for?", - "LEADER_IANTHE_INTRO_IANTHE4": "But most of the time we’re doing odd jobs for the community. It’s really not that exciting.", - "MEREDITH_SOCIAL4_MEREDITH9": "You see this?", - "MEREDITH_SOCIAL4_MEREDITH10": "It’s a video tape. [pause]But not just any video tape...", - "MEREDITH_SOCIAL4_MEREDITH11": "It’s a video tape for the 1981 action movie “Blood Puncher”.", - "MEREDITH_SOCIAL4_MEREDITH12": "Hundreds of video tapes have washed up on New Wirral’s shores in the time I’ve been here.", - "MEREDITH_SOCIAL4_MEREDITH13": "I’ve collected them.", - "MEREDITH_SOCIAL4_MEREDITH14": "All of them.", - "MEREDITH_SOCIAL4_MEREDITH15": "Guess what?", - "MEREDITH_SOCIAL4_MEREDITH16": "They’re Blood Puncher.", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]It’s the only film you can watch in New Wirral.[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Every single tape is Blood Puncher.[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "We have an awful movie to watch. I hope you’re ready.", - "MEREDITH_SOCIAL4_MEREDITH19": "So guess what we’re watching?", - "MEREDITH_SOCIAL4_MEREDITH21": "I wanted to say, [pause]thanks for hanging out with me.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Sounds like my kind of movie!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "I’m ready to enjoy this ironically!", - "MEREDITH_SOCIAL4_MEREDITH20": "That’s the spirit.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "I’m ready to enjoy this ironically!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "I’m ready to enjoy this ironically!", - "MEREDITH_SOCIAL4_MEREDITH22": "I’ve been pretty miserable on New Wirral, but this is, like, the most fun I’ve had.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "I’m glad we’re friends!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "I’m glad we’re friends!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Maybe this should be a date?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "I’m glad we’re friends!", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Heh. Me too, {player}.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "OK, enough sincerity, mate.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "OK, enough sincerity, mate.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "We have an awful movie to watch. I hope you’re ready.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "OK, enough sincerity, mate.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Took you long enough to ask.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Can we keep things casual? [pause]Like, [pause]non-committal?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Why not? Date night. With a bad movie.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "We have an awful movie to watch. I hope you’re ready.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "I want to hang out with you still…", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "C’mon, we’ve [wave amp=30 freq=30]literally[/wave] fused together.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "It kinda puts me in your head a bit, y’know? [pause]And, [pause]like, [pause]of course I think you’re cute.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "It kinda puts me in your head a bit, y’know? [pause]And, [pause]like, [pause]of course I think you’re cute.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "It kinda puts me in your head a bit, y’know? [pause]And, [pause]like, [pause]of course I think you’re cute.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Nothing in particular!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "I’ve, [pause]uh, [pause]only ever been with guys before – [pause]so this is also kinda new to me.", - "MEREDITH_ROMANCE_MEREDITH2": "I…", - "MEREDITH_ROMANCE_MEREDITH1.n": "You haven’t said anything for a while, {player}. [pause]Is something bothering you?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "But I also want to make out with you sometimes.", - "MEREDITH_ROMANCE_MEREDITH1.m": "You haven’t said anything for a while, {player}. [pause]Is something bothering you?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Anyway, [pause]I’ve seen this movie a million times.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "So… we don’t have to do much watching.", - "MEREDITH_ROMANCE_MEREDITH_NO": "Uh, [pause]OK.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "You haven’t said anything for a while, {player}. [pause]Is something bothering you?", - "MEREDITH_ROMANCE_MEREDITH3": "I mean, of course I [wave amp=30 freq=30]like[/wave] you.", - "MEREDITH_ROMANCE_MEREDITH4": "I don’t know why [wave amp=30 freq=30]you[/wave] like [wave amp=30 freq=30]me[/wave], [pause]but I like you.", - "MEREDITH_ROMANCE_MEREDITH5": "But we’re working towards leaving this world...", - "MEREDITH_ROMANCE_MEREDITH6.m": "If we succeed, we might not stay together. [pause]Are you… [pause]OK with that?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "Are you ready to take on the forces of evil?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "I am.", - "MEREDITH_ROMANCE_MEREDITH6.f": "If we succeed, we might not stay together. [pause]Are you… [pause]OK with that?", - "MEREDITH_ROMANCE_MEREDITH6.n": "If we succeed, we might not stay together. [pause]Are you… [pause]OK with that?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "I think so.", - "MEREDITH_ROMANCE_MEREDITH7": "Screw it. [pause]Why not?", - "MEREDITH_ROMANCE_MEREDITH8.m": "Me, with a serious boyfriend. [pause]Sounds weird. [pause]Feels right.", - "MEREDITH_ROMANCE_MEREDITH8.f": "Me, with a serious girlfriend. [pause]Sounds weird. [pause]Feels right.", - "MEREDITH_ROMANCE_MEREDITH8.n": "Me, with a serious partner. [pause]Sounds weird. [pause]Feels right.", - "MEREDITH_ROMANCE_MEREDITH9": "It’s always been easier for me to tell myself that I need to be happier with myself before I get into a relationship with someone, [pause]but I think the truth is…", - "MEREDITH_ROMANCE_MEREDITH11": "But you make me happy, [pause]and I'm more whole when I’m with you than I am without.", - "MEREDITH_ROMANCE_MEREDITH10": "I might NEVER be truly confident in who I am. [pause]I’m not ever gonna be my perfect self.", - "MEREDITH_ROMANCE_MEREDITH12": "Th-that’s enough sappiness from me. [pause]Oh, and I can’t do cute-talk.", - "MEREDITH_ROMANCE_MEREDITH13.m": "If you’re expecting me to ever call you “honey” or “dear”, [pause]you’ve got another thing coming, mate.", - "MEREDITH_ROMANCE_MEREDITH13.n": "If you’re expecting me to ever call you “honey” or “dear”, [pause]you’ve got another thing coming, mate.", - "MEREDITH_ROMANCE_MEREDITH13.f": "If you’re expecting me to ever call you “honey” or “dear”, [pause]you’ve got another thing coming, mate.", - "EUGENE_QUEST2_PART1_EUGENE1": "I nabbed the window key from one of those ghouls while they were patrolling.", - "EUGENE_QUEST1_PART1_EUGENE1": "Glad you turned up!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "Are you ready to take on the forces of evil?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "Are you ready to take on the forces of evil?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Sure!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "I understand. Let me know when you’re ready – I’ll keep assessing the situation until then.", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Not now.", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Momentous![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "I understand. Let me know when you’re ready – I’ll keep assessing the situation until then.", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "I understand. Let me know when you’re ready – I’ll keep assessing the situation until then.", - "EUGENE_QUEST1_PART1_EUGENE4": "Alright, [pause]do you see that building over there?", - "EUGENE_QUEST1_PART1_EUGENE5": "That’s a stronghold – [pause]it’s where these inhuman parasites form their dark plots to take over this world.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "It doesn’t look that impressive.", - "EUGENE_QUEST1_PART1_EUGENE8": "There are a few of these strongholds – you might have seen them around. They lock the front doors, but we can drop in through a window on the roof.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "It looks a bit plain, doesn’t it?", - "EUGENE_QUEST1_PART1_EUGENE6": "Looks can be deceiving, [pause]buddy.", - "EUGENE_QUEST1_PART1_EUGENE7": "Their kind once plagued the world I came from, but we fought back. [pause]We WON.", - "EUGENE_QUEST1_PART1_EUGENE9": "Try gliding over from here – I’ll be by your side, don’t worry about it.", - "EUGENE_QUEST2_PART1_EUGENE2.m": "We’re gonna drop right on in there and flush them out – you ready?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Born ready!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "We’re gonna drop right on in there and flush them out – you ready?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "We’re gonna drop right on in there and flush them out – you ready?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Perhaps you’d be interested in speaking to our manager at the Association Headquarters?[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Let’s do this!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Maybe we can reach a mutually beneficial agreement there. I shall give you the location.[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "This is our chance to put a stop to them once and for all!", - "EUGENE_QUEST4_PART1_EUGENE3": "C’mon, we haven’t got a moment to waste!", - "EUGENE_QUEST4_PART1_EUGENE1": "The Landkeepers have a central base of operations?!", - "EUGENE_QUEST5_PART1_EUGENE1": "This is supposedly the location of the Landkeeper’s headquarters…", - "EUGENE_QUEST5_PART1_EUGENE2": "Alright – [pause]these creeps are no match for our [shake rate=30 level=10]burning resolve[/shake]!", - "EUGENE_QUEST5_PART1_EUGENE3": "...", - "EUGENE_QUEST5_PART1_EUGENE4": "Where the hell is the entrance, anyway?", - "EUGENE_QUEST5_PART1_EUGENE5": "...", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]NO FIXED-RATE MORTGAGES…[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "I think I found the entrance.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]INCREASING EQUITY…[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]ADJUSTABLE MARKET CAP RATES…[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "Thank you for arriving at our scheduled meeting. Your cooperation is greatly appreciated.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]CAPITAL GROWTH…[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "So tell me: Why would an Archangel try to take over the [shake rate=30 level=10]property market?![/shake]", - "EUGENE_QUEST5_PART2_EUGENE2": "So you’re behind this, huh?", - "EUGENE_QUEST5_PART2_EUGENE5": "...", - "EUGENE_QUEST5_PART2_MAMMON4": "My kin are born of humanity’s ego. The strongest desires of your kind give us form.\\n\\nI exist as tribute to mankind’s consumption.\\n\\nI want order because you do. I crave structure because you do.", - "EUGENE_QUEST5_PART2_EUGENE7": "You don’t know a SINGLE thing about me.", - "EUGENE_QUEST5_PART2_EUGENE10": "I...", - "EUGENE_QUEST5_PART2_MAMMON6": "I want what you want, Human Eugene. I can read your heart.", - "EUGENE_QUEST5_PART2_MAMMON8": "I sympathise with the Human Eugene.\\n\\nThe Human Eugene finds no value in themselves outside of their cause.", - "EUGENE_QUEST5_PART2_MAMMON9": "Without a cause, the Human Eugene is nothing.\\n\\nA hollow shell. Just like my agents.", - "EUGENE_QUEST5_PART2_EUGENE11": "That’s not… [pause]true…", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Don’t listen to it, Eugene!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "It’s wrong!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]STOP![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "You won’t crush my spirit! [pause]That’s all your kind knows how to do!", - "EUGENE_QUEST5_PART2_EUGENE15": "Some bigwig comes along, tries to take everything from the little guy…", - "EUGENE_QUEST5_PART2_EUGENE13": "I’m not listening any longer!", - "EUGENE_QUEST5_PART2_EUGENE16": "And then when the little guy fights back, [pause]they’re told not to step out of line, [pause]right?!", - "EUGENE_QUEST5_PART2_EUGENE17": "So they don’t do anything… [pause]And things just get worse!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]It’s the same [pause]old [pause]story![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", - "EUGENE_QUEST5_PART2_EUGENE20": "Wanna burn down this pile of junk?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "You’re not gonna crush my spirit…", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "You know I do.", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Let’s do it.", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "And you won’t stop {player} so easily, either!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "This place is falling apart. C’mon, we gotta go!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "HO HO, QUITE THE OPERATION YOU HAVE HERE, MR. MAMMON!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "We’ll take you on together, and [shake rate=30 level=10]we’ll WIN[/shake]!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "IT LOOKS LIKE YOU CAN DELEGATE. THAT’S A VALUABLE SKILL!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "LET ME HELP YOU GET OUT OF HERE.", - "EUGENE_QUEST5_PART3_EUGENE1": "I guess all the Landkeeper agents fled... [pause]I wonder what they’ll do, now their operation has been shut down?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "You think?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "Man, it was pretty cool when we [wave amp=30 freq=10]fused[/wave] in there.", - "EUGENE_QUEST5_PART3_EUGENE2.m": "Man, it was pretty cool when we [wave amp=30 freq=10]fused[/wave] in there.", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "It was, wasn’t it?", - "EUGENE_QUEST5_PART3_EUGENE2.n": "Man, it was pretty cool when we [wave amp=30 freq=10]fused[/wave] in there.", - "EUGENE_QUEST5_PART3_EUGENE3": "Yeah! [pause]It was like an adrenaline rush, except I could feel your will driving me as well as my own. Even an [wave amp=30 freq=10]Archangel[/wave] couldn’t stop us!", - "EUGENE_QUEST5_PART3_EUGENE4": "An Archangel was behind the Landkeepers all along, huh…", - "EUGENE_QUEST5_PART3_EUGENE5": "What it said there… [pause]What if it was true?", - "EUGENE_QUEST5_PART3_EUGENE6": "Maybe without some cause to champion all the time, [pause]I am just a hollow person.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "I’ve discovered a way off the island.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "I don’t think you’re a loser.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "You shouldn’t think that way.", - "EUGENE_QUEST5_PART3_EUGENE7": "...", - "EUGENE_QUEST5_PART3_EUGENE8.f": "Heh. [pause]Thanks, man.", - "EUGENE_QUEST5_PART3_EUGENE8.m": "Heh. [pause]Thanks, man.", - "EUGENE_QUEST5_PART3_EUGENE8.n": "Heh. [pause]Thanks, man.", - "EUGENE_QUEST5_PART3_EUGENE9": "What motivates YOU to do what you do, [pause]anyway?", - "EUGENE_QUEST5_PART3_EUGENE10": "Y’know, [pause]you journey around, [pause]help people out, [pause]fight monsters and all that?", - "EUGENE_QUEST5_PART3_EUGENE15": "I don’t know if I physically [wave amp=30 freq=30]can[/wave].", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "I’m going to find a way to return home.", - "EUGENE_QUEST5_PART3_EUGENE11": "Hmm. Sounds pretty improbable.", - "EUGENE_QUEST5_PART3_EUGENE12": "I’m in.", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Really?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Just like that?", - "EUGENE_QUEST5_PART3_EUGENE13": "Just like that!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "What do you mean?", - "EUGENE_QUEST5_PART3_EUGENE14": "We’ve stopped the Landkeepers, but I don’t wanna just rest my feet.", - "EUGENE_QUEST5_PART3_EUGENE16": "I need [wave amp=30 freq=30]something[/wave] to strive towards.", - "EUGENE_QUEST5_PART3_EUGENE17": "So let’s do it. [pause]A new cause to work towards.", - "EUGENE_QUEST5_PART3_EUGENE18": "I’m in.", - "EUGENE_CONVO1_EUGENE1": "Y’know, [pause]taking on the Landkeepers like we did…", - "EUGENE_CONVO1_EUGENE3": "But it was the right thing to do, [pause]’cause their “business plans” involved messing with people’s lives.", - "EUGENE_CONVO1_EUGENE2": "In other worlds that would probably be illegal, [pause]right?", - "EUGENE_CONVO2_EUGENE1": "I need to get back to my workout routine soon. [pause]I can’t save the world if I’m not at the top of my game, y’know!", - "EUGENE_CONVO1_EUGENE4": "I guess there’s a big difference between the “law” and “true justice”, [pause]huh?", - "EUGENE_CONVO2_EUGENE2": "Maybe one day some dumbbells will wash up on the beach...", - "EUGENE_CONVO3_EUGENE1": "At first I was kind of weirded out by how, [pause]uh, [pause]retro the clothes of New Wirral are.", - "EUGENE_CONVO3_EUGENE2": "Y’know, with them all coming from that old-fashioned mall?", - "EUGENE_CONVO3_EUGENE3": "But I’m starting to get attached to the look. [pause]I hope I can bring this pink jacket back to my world...", - "EUGENE_CONVO4_EUGENE1.m": "I… [pause]think you look really nice, lit by the fire like that.", - "EUGENE_CONVO4_EUGENE2": "If I had a camera, I’d take a picture of you. [pause]Too bad I don’t, [pause]right?", - "EUGENE_CONVO4_EUGENE1.n": "I… [pause]think you look really nice, lit by the fire like that.", - "EUGENE_CONVO4_EUGENE1.f": "I… [pause]think you look really nice, lit by the fire like that.", - "EUGENE_CONVO5_EUGENE2": "It kinda suits you, [pause]y’know!", - "EUGENE_CONVO5_EUGENE1": "How are you finding your {first_tape_name} form?", - "EUGENE_CONVO6_EUGENE2": "A really momentous fire. [pause]Good work, {player}.", - "EUGENE_CONVO5_EUGENE4": "I like it.", - "EUGENE_CONVO5_EUGENE3": "Transforming into {first_tape_description} to defend the people of New Wirral!", - "EUGENE_CONVO6_EUGENE1": "This is in, [pause]like, [pause]the top ten campfires I’ve ever helped make.", - "EUGENE_CONVO7_EUGENE4": "I hope it’s not like a dream, [pause]where you forget it moments after you’re back in the real world.", - "EUGENE_CONVO10_EUGENE4": "I’m normally kinda hopeless with relationships. [pause]Fighting Archangels is easier than trying to work out what someone else is feeling.", - "EUGENE_CONVO7_EUGENE2": "I hope… [pause]all this is real.", - "EUGENE_CONVO7_EUGENE1.n": "Do you think much about what life will be like when you go back home?", - "EUGENE_CONVO7_EUGENE1.m": "Do you think much about what life will be like when you go back home?", - "EUGENE_CONVO7_EUGENE3": "That must have crossed your mind too, [pause]right?", - "EUGENE_CONVO8_EUGENE1": "People in the past really had to carry round these plastic cassettes just to listen to music, [pause]huh.", - "EUGENE_CONVO7_EUGENE1.f": "Do you think much about what life will be like when you go back home?", - "EUGENE_CONVO7_EUGENE5": "I don’t want to forget you, {player}.", - "EUGENE_CONVO8_EUGENE3": "…", - "EUGENE_CONVO8_EUGENE2": "They’re pretty ancient, so I imagine a single cassette tape could probably only store a few thousand songs on it.", - "EUGENE_CONVO8_EUGENE4": "Hey, [pause]why are you giving me that look?! [pause]Am I wrong, or something?!", - "EUGENE_CONVO9_EUGENE2": "Being able to transform into monsters could empower people in wider society in ways we haven’t even [wave amp=30 freq=10]dreamed[/wave] of!", - "EUGENE_CONVO9_EUGENE1": "I hope we can bring this cassette technology back with us if we leave this island.", - "EUGENE_CONVO9_EUGENE3": "Imagine being able to transform into a fast monster to deliver groceries… [pause]or becoming a water monster to put out wildfires.", - "EUGENE_CONVO10_EUGENE1.n": "I’m... [pause]glad I’ve been able to meet you, {player}.", - "EUGENE_CONVO9_EUGENE4": "I’m pumped just talking about it!", - "EUGENE_CONVO10_EUGENE2": "...", - "EUGENE_CONVO10_EUGENE1.f": "I’m... [pause]glad I’ve been able to meet you, {player}.", - "EUGENE_CONVO10_EUGENE1.m": "I’m... [pause]glad I’ve been able to meet you, {player}.", - "EUGENE_CONVO10_EUGENE3.m": "Man, [pause]no-one is gonna believe I had a cute boyfriend on this magical island, [pause]are they?", - "EUGENE_CONVO10_EUGENE3.f": "Man, [pause]no-one is gonna believe I had a cute girlfriend on this magical island, [pause]are they?", - "EUGENE_CONVO10_EUGENE3.n": "Man, [pause]no-one is gonna believe I had a cute partner on this magical island, [pause]are they?", - "EUGENE_CONVO10_EUGENE5": "Maybe I should work on that…", - "EUGENE_CONVO11_EUGENE6": "Well, [pause]that new world was built from the ashes of the old one.", - "EUGENE_CONVO11_EUGENE1": "Do you ever think about… [pause]not going back to your world, {player}?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "Why would I?", - "EUGENE_CONVO11_EUGENE2": "It’s like this: [pause]we’re not from the same point in our world’s history, are we?", - "EUGENE_CONVO11_EUGENE3": "We’re not from the same world, but from worlds that are probably quite similar.", - "EUGENE_CONVO11_EUGENE4": "So your world’s future could well be like my world’s history. [pause]Which means life might not be such smooth sailing for you, long term.", - "EUGENE_CONVO11_EUGENE4_OPTION1": "What are you saying?", - "EUGENE_CONVO11_EUGENE5": "I told you about how the people of my world built a new and better world, right?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "What happened in your world’s past?", - "EUGENE_CONVO11_EUGENE7": "I was born after the smoke had cleared, but those that lived through it… [pause]I think it is a burden on all of them.", - "EUGENE_CONVO11_EUGENE8": "Not only the memories of what they lost, but also the memories of the kind of people that they had to become.", - "EUGENE_CONVO12_EUGENE2": "When we’re all done here on New Wirral, I mean.", - "EUGENE_CONVO11_EUGENE10": "You deserve a better life than that, {player}.", - "EUGENE_CONVO11_EUGENE9": "I know I can't stop you going back home, but I worry about the world you may one day live to see.", - "EUGENE_CONVO12_EUGENE1": "Do you really think that giant gateway can really take us home?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "I believe so!", - "EUGENE_CONVO12_EUGENE2_OPTION2": "It has to.", - "EUGENE_CONVO12_EUGENE3": "Momentous.", - "EUGENE_CONVO13_EUGENE2": "Think about it – [pause]this whole miniature society is [wave amp=30 freq=10]built[/wave] on the foundation of a shared experience. That being the experience of marooned here on this weird island.", - "EUGENE_CONVO12_EUGENE4": "I hope it’s true. I have a lot of cool plans for life, y’know!", - "EUGENE_CONVO13_EUGENE1": "Man, [pause]if that big gateway does actually let people leave New Wirral, that’s gonna change a [wave amp=30 freq=10]lot[/wave] here.", - "EUGENE_CONVO13_EUGENE3": "Heck, a lot of folks here were born and raised by people from different worlds. They haven’t KNOWN anything else!", - "EUGENE_CONVO14_EUGENE1": "Um, [pause]I think we should talk about what happened.", - "EUGENE_CONVO13_EUGENE4": "I hope Ianthe is ready for how this discovery might change everything.", - "EUGENE_CONVO14_EUGENE1_OPTION2": "What do you mean?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "Talk about what?", - "EUGENE_CONVO14_EUGENE3": "When we all fused into a giant [shake rate=30 level=10]god monster[/shake] together and [shake rate=30 level=10]kicked Aleph’s ass![/shake]", - "EUGENE_CONVO14_EUGENE2": "When we, [pause]y’know…", - "EUGENE_CONVO14_EUGENE5": "I’m gonna be pretty honest with you, there’s a whole lot of “Archangel” business on the island that I’m not keeping up with at all.", - "EUGENE_CONVO14_EUGENE4": "That was awesome, right?", - "EUGENE_CONVO14_EUGENE6": "Like there’s all this [wave amp=30 freq=10]ancient history[/wave] with Morgante and Aleph, or something? Maybe the railway station is involved? [pause]I don’t know, man.", - "EUGENE_CONVO14_EUGENE7": "But what I do know is that we banded together and took down a big bad guy. [pause]That’s something I can wrap my brain around.", - "EUGENE_CONVO15_EUGENE1": "I hope your plan to find a way off this island works, buddy.", - "EUGENE_CONVO15_EUGENE2": "I’m starting to worry that New Wirral’s limited supply of hair dye is going to run out.", - "EUGENE_CONVO16_EUGENE1": "Man, that ruined town we passed through really creeped me out.", - "EUGENE_CONVO16_EUGENE2": "It reminded me of some places I’d see back home. Towns where people used to live, until times got tough and they were left abandoned.", - "EUGENE_CONVO16_EUGENE3": "I used to see a lot of those, actually.", - "EUGENE_CONVO16_EUGENE4": "Maybe in time, the people of Harbourtown could go back and build it all back up again.", - "EUGENE_CONVO16_EUGENE5": "I’d like to see that happen.", - "EUGENE_CONVO17_EUGENE1": "Gathering around a campfire in the wilderness, knowing all the while that [wave amp=30 freq=10]giant beasts[/wave] might attack us at any moment… [pause]I think you’re thinking the same thing I am right now, {player}.", - "EUGENE_CONVO17_EUGENE2": "You’re thinking: [pause]“this is just what life was like for my caveman ancestors!”", - "EUGENE_CONVO17_EUGENE1_OPTION1": "Am I?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "What am I thinking, exactly?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "What?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "I have literally never thought that, ever.", - "EUGENE_CONVO18_EUGENE1": "I need to work on my battle shouts.", - "EUGENE_CONVO18_EUGENE1_OPTION1": "Your what?", - "EUGENE_CONVO17_EUGENE3": "I’m totally right. You were thinking it too, buddy.", - "EUGENE_CONVO18_EUGENE1_OPTION2": "Battle shouts…?", - "EUGENE_CONVO18_EUGENE2": "Yeah! [pause]Like when I’m facing down some foes, and just before I transform I yell something like, “let’s do this!” or “transform!”", - "EUGENE_CONVO18_EUGENE2_OPTION1": "You can do better than those!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "”Transform” isn’t very original…", - "EUGENE_CONVO18_EUGENE4": "...", - "EUGENE_CONVO18_EUGENE3": "It’s an ongoing project, OK?", - "EUGENE_CONVO18_EUGENE5": "What if I shouted [wave amp=30 freq=10]”I’m going monster mode!”[/wave] – would that work? [pause]Do you think that sounds badass?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "Not at all.", - "EUGENE_CONVO18_EUGENE5_OPTION2": "Absolutely not.", - "EUGENE_CONVO18_EUGENE6": "I’ll come back to this another time, then.", - "EUGENE_CONVO19_EUGENE1": "Sorry, [pause]I’m still getting used to the fact that we’re technically a couple now.", - "EUGENE_CONVO19_EUGENE1_OPTION1": "”Technically”?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "You don’t sound super thrilled.", - "EUGENE_CONVO19_EUGENE2": "Oh, I didn’t mean that in a [shake rate=30 level=10]bad[/shake] way!", - "EUGENE_CONVO19_EUGENE3": "I just wasn’t expecting something like [wave amp=30 freq=10]this[/wave] to happen to me here on New Wirral. Of course I’m [wave amp=30 freq=10]pumped[/wave] that we’re together!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "Huh?", - "EUGENE_CONVO20_EUGENE1": "It would be so easy to stay here together, wouldn’t it?", - "EUGENE_SOCIAL1_EUGENE2": "Monster fusion is pretty exhilarating.", - "EUGENE_CONVO20_EUGENE1_OPTION1": "What do you mean?", - "EUGENE_CONVO20_EUGENE2": "You and I, living life in the quiet but [wave amp=30 freq=10]idyllic[/wave] Harbourtown. Nothing changing.", - "EUGENE_CONVO20_EUGENE3": "But… I just don’t think that’s us, is it? [pause]I think we’re both meant for more.", - "EUGENE_SOCIAL1_EUGENE1": "Man, I gotta say…", - "EUGENE_SOCIAL1_EUGENE5": "Like, in the heat of the moment, our aims align so closely that we can literally become one powerful force.", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "You think?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "I guess it is!", - "EUGENE_SOCIAL1_EUGENE4": "A real manifestation of our inner strength.", - "EUGENE_SOCIAL1_EUGENE3": "Yeah! [pause]It’s like…", - "EUGENE_SOCIAL1_EUGENE6": "In that moment, it’s like we’re [wave amp=30 freq=20]unstoppable[/wave].", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "If [pause]you want it to be, [pause]of course.", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "I know what you mean!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "You sound like an anime character right now.", - "EUGENE_SOCIAL1_EUGENE7A": "Man, I knew you’d get it!", - "EUGENE_SOCIAL1_EUGENE7B": "Man, I’m trying to be earnest here!", - "EUGENE_SOCIAL1_EUGENE8": "I think I spent too long living without giving back, y’know?", - "EUGENE_SOCIAL1_EUGENE9": "Maybe I’m making up for lost time.", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "What’s the deal with your world?", - "EUGENE_SOCIAL1_EUGENE10": "Eh, don’t worry about it. We can talk about it another time.", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "What was happening on your world?", - "EUGENE_SOCIAL1_EUGENE11": "I’ll go back. [pause]To my world, I mean. [pause]Once you find your doorway outta here, of course.", - "EUGENE_SOCIAL1_EUGENE12": "I’ll bring my cassette tapes with me, [pause]and I’ll stand up for the people who need it the most.", - "EUGENE_SOCIAL2_EUGENE1": "I was thinking about how Clémence totally just... [pause]decided to run a café just because it helped make the town better.", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Like a monster-shaped superhero?", - "EUGENE_SOCIAL1_EUGENE13": "Like a monster-shaped superhero, yeah.", - "EUGENE_SOCIAL1_EUGENE14": "Sounds pretty badass, doesn’t it?", - "EUGENE_SOCIAL2_EUGENE2": "Improving things, making myself useful… [pause]That’s the kinda stuff I should be doing!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "You don’t need to think about helping people all the time.", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "You help enough!", - "EUGENE_SOCIAL2_EUGENE4": "Maybe it’s just a compulsion that comes from my world.", - "EUGENE_SOCIAL2_EUGENE3": "Heh. [pause]If you say so.", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "...Your world?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "What do you mean?", - "EUGENE_SOCIAL2_EUGENE5": "OK, [pause]on “my earth”, [pause]around halfway through the 21st century, there was a kind of… [pause]an upheaval.", - "EUGENE_SOCIAL2_EUGENE7": "It was like everyone woke up one day and realised that we could survive better by just helping each other instead.", - "EUGENE_SOCIAL2_EUGENE6": "Humanity’s greed and consumption reached a point where the world couldn’t handle it anymore.", - "EUGENE_SOCIAL2_EUGENE9": "Being able to help the people in your community slowly became more important than being rich and famous, [pause]but I was never… [pause]very good at it.", - "EUGENE_SOCIAL2_EUGENE8": "That we didn’t NEED the institutions that ruled over us while killing the planet.", - "EUGENE_SOCIAL3_EUGENE4": "I’ll make Harbourtown better – [pause]just you wait and see.", - "EUGENE_SOCIAL2_EUGENE10": "Me being here in New Wirral, [pause]it’s a chance for me to transform into my best self, [pause]so I can return home as someone who can do something with my life.", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "You don’t need to be a hero to have value!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "You don’t need to beat yourself up over this!", - "EUGENE_SOCIAL2_EUGENE11": "I know, [pause]but…", - "EUGENE_SOCIAL2_EUGENE12": "I think I need that for myself.", - "EUGENE_SOCIAL2_EUGENE13": "Anyway, [pause]enough from me.", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "...Decided?", - "EUGENE_SOCIAL3_EUGENE3": "I’m gonna stop talking about doing something, [pause]and just do it.", - "EUGENE_SOCIAL3_EUGENE1": "OK, [pause]I’ve decided.", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Decided on what?", - "EUGENE_SOCIAL3_EUGENE2": "I have a project in mind.", - "EUGENE_SOCIAL3_EUGENE5": "I don’t know… [pause]Stopping something [wave amp=30 freq=10]bad[/wave] doesn’t feel the same as doing something [wave amp=30 freq=10]good[/wave], [pause]right?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "You already stopped the Landkeepers!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "You’ve already done your bit to help Harbourtown!", - "EUGENE_SOCIAL3_EUGENE6": "Alright, I’m pumped! [pause]It’s gonna be awesome, [pause]just you wait.", - "EUGENE_SOCIAL4_EUGENE1": "Hey, [pause]can I show you something?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "What are you planning?", - "EUGENE_SOCIAL3_EUGENE7.m": "Nah, [pause]you’re just gonna have to wait and see!", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Can you tell me what “it” is?", - "EUGENE_SOCIAL3_EUGENE8": "The “defender of Harbourtown” should be able to keep a secret, [pause]after all.", - "EUGENE_SOCIAL3_EUGENE7.f": "Nah, [pause]you’re just gonna have to wait and see!", - "EUGENE_SOCIAL3_EUGENE7.n": "Nah, [pause]you’re just gonna have to wait and see!", - "EUGENE_SOCIAL4_EUGENE7": "I realised that this ugly old building has been sitting here vacant since we cleared out the Landkeepers, [pause]so I thought I could put it to good use!", - "EUGENE_SOCIAL4_EUGENE2": "I finished my project. I think it’s time for the grand opening.", - "EUGENE_SOCIAL4_EUGENE3": "Do you wanna head over now?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Sure!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Not now.", - "EUGENE_SOCIAL4_EUGENE_NO": "No worries, buddy. [pause]Another time.", - "EUGENE_SOCIAL4_EUGENE11": "Hey, we don’t hang out [wave amp=30 freq=10]ALL[/wave] the time! [pause]I have my own free time away from our adventuring!", - "EUGENE_SOCIAL4_EUGENE4": "Alright! [pause]I’ll lead the way.", - "EUGENE_SOCIAL4_EUGENE6": "This is where we went on our first [wave amp=30 freq=10]team-up mission[/wave] together!", - "EUGENE_SOCIAL4_EUGENE5": "Remember this place, [pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "C’mon, [pause]let me show you inside!", - "EUGENE_SOCIAL4_EUGENE9": "With the ceiling window, [pause]this abandoned office actually gets a lot of natural light during the day.", - "EUGENE_SOCIAL4_EUGENE10": "I figured it could make a nice community garden. [pause]Folks could come on over and grow plants and flowers here, and get out of town for a little bit.", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "When did you do all this?!", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "Where did you find the time for all this?!", - "EUGENE_SOCIAL4_EUGENE12": "So… What do you think?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "This is incredible!", - "EUGENE_SOCIAL4_EUGENE14": "I was convinced that this was a really dumb idea.", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "I love it!", - "EUGENE_SOCIAL4_EUGENE13": "Y-[pause]you actually think so?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "You’re the one trying to find a way off this island! [pause]The limits of time and space don’t even hold you back!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "You’re a pretty cool friend!", - "EUGENE_SOCIAL4_EUGENE15": "I’m glad you like it.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "You’re the one trying to find a way off this island! [pause]The limits of time and space don’t even hold you back!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "This is pretty romantic of you.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Heh, [pause]c’mon. [pause]Between the two of us, you’re the one with the grand aspirations.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "You’re the one trying to find a way off this island! [pause]The limits of time and space don’t even hold you back!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "I’m looking forward to going back to my real home. [pause]I think I’ve become my best, badass self here.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Well I guess it was time New Wirral had a new date spot.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Let’s go, [pause]buddy.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "I’d say your project was a success!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "So… that makes this a date?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Uh, [pause][pause]I, [pause][pause]I guess so…[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Not so confident with romance, huh?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "I’ve never seen you so nervous!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "It’s pretty embarrassing that I can take down an evil cabal of office ghouls no problem…", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "I [pause]guess you’re right.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "But struggle to tell my partner-in-crime how I really feel about him.", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "But struggle to tell my partner-in-crime how I really feel about her.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "But struggle to tell my partner-in-crime how I really feel about them.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Yeah, [pause]I guess this is a date.", - "EUGENE_ROMANCE_EUGENE1.m": "You’re pretty quiet. [pause]Is everything all good, [pause]buddy?", - "EUGENE_ROMANCE_EUGENE1.f": "You’re pretty quiet. [pause]Is everything all good, [pause]buddy?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "Nothing in particular!", - "EUGENE_ROMANCE_EUGENE1.n": "You’re pretty quiet. [pause]Is everything all good, [pause]buddy?", - "EUGENE_ROMANCE_EUGENE_NO": "Gotcha.", - "EUGENE_ROMANCE_EUGENE8": "But while we’re together, let’s have fun!", - "EUGENE_ROMANCE_EUGENE3": "I know. [pause]I mean, I do too. [pause]I’m just nervous.", - "EUGENE_ROMANCE_EUGENE2": "I… [pause][pause]Uh...", - "EUGENE_ROMANCE_EUGENE5": "Together we’re greater than the sum of our parts. [pause]It’s like when we fuse!", - "EUGENE_ROMANCE_EUGENE4": "I think both of us help each other become our best selves.", - "EUGENE_ROMANCE_EUGENE7": "You mean a lot to me, [pause]but I have my old life that’s waiting for me to return back to. [pause]And you do too.", - "EUGENE_ROMANCE_EUGENE6": "That said… [pause]we might have to break up if we find our way off the island.", - "EUGENE_ROMANCE_EUGENE9": "There are people to help, and giant monsters to punch really hard in the face.", - "EUGENE_ROMANCE_EUGENE10": "The same as always – [pause]Harbourtown’s unstoppable power couple!", - "FELIX_INTRO_FELIX3": "Not me. I dropped in here with all my stuff.", - "FELIX_INTRO_FELIX1": "Watch your feet. [pause]You don’t wanna trip up on all the junk lying around here.", - "EUGENE_ROMANCE_EUGENE11": "Though maybe we can pause the adventuring, [pause]at least for tonight...", - "FELIX_UNKNOWN_NAME": "Friendly Guy", - "FELIX_INTRO_FELIX1_OPTION1": "Where did this room come from?", - "FELIX_INTRO_FELIX1_OPTION2": "What is this place?", - "FELIX_INTRO_FELIX2": "Most people fall out of the sky and land in the ocean here, right?", - "FELIX_INTRO_FELIX9": "A lot of this stuff was wrecked when this whole place dropped out of the sky with me in it, [pause]and then the rain damage didn’t help...", - "FELIX_INTRO_FELIX4_OPTION2": "How did your whole apartment travel to New Wirral?", - "FELIX_INTRO_FELIX4": "This was once my apartment… [pause]Give or take a couple of walls.", - "FELIX_INTRO_FELIX4_OPTION1": "Why did that happen?", - "FELIX_INTRO_FELIX5": "Beats me! [pause]It does mean I’ve got all my old sketchbooks and artwork, [pause]though.", - "FELIX_INTRO_FELIX6": "I’m Felix. [pause]Nice to meet you.", - "FELIX_INTRO2_FELIX14": "Most zote stories are about heroes in the French Revolution, [pause]like the Scarlet Pimpernel, [pause]but ever since the big budget movie adaptations really took off there’s been less interest in the source material.", - "FELIX_INTRO_FELIX6_OPTION1": "I’m {player}!", - "FELIX_INTRO_FELIX6_OPTION2": "They call me… {player}.", - "FELIX_INTRO_KAYLEIGH7": "Hey, Felix! [pause]What’re you doing out here?", - "FELIX_INTRO_MEREDITH7": "Been a while since I saw you, Felix. What are you, uh, doing here, anyway?", - "FELIX_INTRO_VIOLA7": "And I am Viola of Messaline. [pause]Pray, what task has you toiling out here alone?", - "FELIX_INTRO_EUGENE7": "Hey man! Is this where you’ve been hanging out? [pause]What are you doing out here?", - "FELIX_INTRO_FELIX8": "I’m looking for something.", - "FELIX_INTRO_FELIX10": "But there’s something around here that I’m confident will be intact…", - "FELIX_INTRO_FELIX11": "I knew it!", - "FELIX_INTRO_FELIX12_OPTION1": "What is that?", - "FELIX_INTRO_FELIX12": "The seal is still intact, so hopefully no water got in.", - "FELIX_INTRO_FELIX12_OPTION2": "What’s inside?", - "FELIX_INTRO_FELIX13": "It might be hard to explain...", - "FELIX_INTRO_FELIX14": "Come swing by my place in West Harbourtown. [pause]Then I’ll show you.", - "FELIX_INTRO2_FELIX2_OPTION1": "Sure!", - "FELIX_INTRO2_FELIX1.m": "Oh hey. [pause]You came to hang out.", - "FELIX_INTRO2_FELIX2": "You wanna see what I rescued from the sad remains of my old place?", - "FELIX_INTRO2_FELIX1.n": "Oh hey. [pause]You came to hang out.", - "FELIX_INTRO2_FELIX1.f": "Oh hey. [pause]You came to hang out.", - "FELIX_INTRO2_FELIX3": "So, in my regular life I was a zote artist.", - "FELIX_INTRO2_FELIX2_OPTION2": "Not now.", - "FELIX_INTRO2_FELIX2_NO": "No worries. Come say hi if you change your mind.", - "FELIX_INTRO2_FELIX3_OPTION1": "Zote artist?", - "FELIX_INTRO2_FELIX3_OPTION2": "A what?", - "FELIX_INTRO2_FELIX4": "It’s easier to show. Check this out:", - "FELIX_INTRO2_FELIX5": "So this is a zote reel. You slot it into this zoetrope right here, then look through the slot.", - "FELIX_INTRO2_FELIX6": "The Zoetrope has a motor in it, so when I hit this button, it spins.", - "FELIX_INTRO2_FELIX8": "When spun round, it animates and comes to life, [pause]right?", - "FELIX_INTRO2_FELIX7": "The row of the zote strip has the same image drawn over and over with variations.", - "FELIX_INTRO2_FELIX9": "Then you can pull the lever to switch to the next row, [pause]for the next part of the story.", - "FELIX_INTRO2_FELIX10": "You can tell a whole story, [pause]and bring it to life, [pause]just with drawings.", - "FELIX_INTRO2_FELIX11": "I’ve been obsessed with zotes ever since I was a kid.", - "FELIX_INTRO2_FELIX12": "They used to be very popular, [pause]though they’ve kind of fallen out of fashion.", - "FELIX_INTRO2_FELIX13": "It’s more of a niche medium now. [pause]At least, [pause]where I am from, [pause]I mean.", - "FELIX_INTRO2_FELIX15": "I got into these stories as a kid, [pause]and couldn’t shake my love for them.", - "FELIX_INTRO2_FELIX16": "I guess that’s why I’m an artist now.", - "FELIX_INTRO2_FELIX18": "And it turns out, an island full of weird monsters is the perfect place to find inspiration!", - "FELIX_INTRO2_FELIX17": "Right now I’m trying to come up with some new characters…", - "FELIX_INTRO2_FELIX19": "Which means… you might be able to help me out.", - "FELIX_INTRO2_FELIX20": "I’m searching for a particular creature, and wanna get a good look at one.", - "FELIX_INTRO2_FELIX21": "I know you can find it in the Cherry Meadow. It’s a [wave amp=30 freq=10]warrior with a wooden sword.[/wave]", - "FELIX_QUEST1_PART3_FELIX4": "It was in my apartment with me when I landed here, so I still have it.", - "FELIX_INTRO2_FELIX22": "Can you help me out here?", - "FELIX_INTRO2_FELIX22_OPTION1": "Sure!", - "FELIX_INTRO2_FELIX22_NO": "No worries. If your schedule frees up, swing by here and we can go on this little venture.", - "FELIX_INTRO2_FELIX22_OPTION2": "Not now.", - "FELIX_INTRO2_FELIX23": "Cool! I’ll mark it on your map for you.", - "FELIX_QUEST1_PART1_FELIX1": "That’s it! OK, you fight it and I’ll sketch it.", - "FELIX_QUEST1_PASSIVE_FELIX1": "The rangers have talked about this creature – they say it stands with a perfect warrior pose.", - "FELIX_QUEST1_PASSIVE_FELIX2": "This place is pretty beautiful, huh?", - "FELIX_QUEST1_PART2_FELIX1": "Uh-oh...", - "FELIX_QUEST1_PART2_KUNEKO2": "STOP, FIEND!", - "FELIX_QUEST1_PART2_FELIX7": "…", - "FELIX_QUEST1_PART2_KUNEKO3": "A-and don’t come back!", - "FELIX_QUEST1_PART2_FELIX4": "Who are…", - "FELIX_QUEST1_PART2_FELIX5": "Wait, [pause][pause]are you…?!", - "FELIX_QUEST1_PART2_KUNEKO6": "EEK!", - "FELIX_QUEST1_PART2_FELIX8": "Oh [pause]no.", - "FELIX_QUEST1_PART2_FELIX9": "Noooope. [pause][pause]No.", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "Was that an Archangel?", - "FELIX_QUEST1_PART2_FELIX12": "Let’s go back to my place. Everything will become clear, I promise.", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "Was that a monster?", - "FELIX_QUEST1_PART2_FELIX10": "I...", - "FELIX_QUEST1_PART2_FELIX11": "I think my past is coming back to haunt me.", - "FELIX_QUEST1_PART3_FELIX1": "It has to be in here somewhere, [pause]I…", - "FELIX_QUEST1_PART3_FELIX2": "Found it!", - "FELIX_QUEST1_PART3_FELIX3": "Here. This is my old sketchbook from when I was 12 years old.", - "FELIX_QUEST1_PART3_FELIX5": "Look on this page.", - "FELIX_QUEST1_PART3_FELIX6": "Her name is Kuneko.", - "FELIX_QUEST1_PART3_FELIX13": "But if Kuneko really is here in this world… [pause]I need to find her.", - "FELIX_QUEST1_PART3_FELIX7": "She was a character I made up as a kid.", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Does she have angel wings?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "How come she has cat ears?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "Is she a ninja?", - "FELIX_QUEST1_PART3_FELIX8": "She’s like, [pause]the daughter of an angel and a demon who was lost on earth and adopted by a mystical ninja clan....", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Master?", - "FELIX_QUEST1_PART3_FELIX9": "When she became 21, [pause]she left her home on an epic quest to battle at four elemental altars and prove her worth as the greatest warrior in the land.", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "That’s pretty cliche.", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Aww, she sounds pretty cool!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Your art has definitely improved since then…", - "FELIX_QUEST1_PART3_FELIX10": "I was going through an anime phase in middle school. [pause]Don’t judge me!", - "FELIX_QUEST1_PART3_FELIX12": "I have NO idea how my [wave amp=30 freq=10]low quality childhood drawing[/wave] has become real.", - "FELIX_QUEST1_PART3_FELIX11": "I am FULLY aware of how lame this whole situation is!", - "FELIX_QUEST1_PART4_KUNEKO1": "…", - "FELIX_QUEST1_PART3_FELIX14": "I need to get to the bottom of this.", - "FELIX_QUEST1_PART4_FELIX2": "Oh. [pause]That was fast.", - "FELIX_QUEST1_PART4_KUNEKO4": "I-I have never met you, but I feel a strong connection to you…", - "FELIX_QUEST1_PART4_FELIX3": "You saved me earlier… [pause]Do you know me?", - "FELIX_QUEST1_PART4_FELIX5": "Oh, yeah, that figures.", - "FELIX_QUEST1_PART4_KUNEKO7": "I…", - "FELIX_QUEST1_PART4_FELIX6": "I mean, I did create you.", - "FELIX_QUEST1_PART4_FELIX12": "You really don’t have to keep calling me “creator”.", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]PLEASE FORGIVE ME![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "I am [wave amp=30 freq=10]so sorry[/wave] for not recognising you, creator!", - "FELIX_QUEST1_PART4_KUNEKO10": "Some time ago, I woke up in the meadow where we first met, [pause]with nothing but my name on my lips and my quest in my heart.", - "FELIX_QUEST1_PART4_KUNEKO11": "I have no other memories, creator.", - "FELIX_QUEST1_PART4_KUNEKO13": "How about [pause]father?", - "FELIX_QUEST1_PART4_FELIX14": "That’s, [pause]uh, [pause]not much better.", - "FELIX_QUEST1_PART4_FELIX16": "Nope.", - "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Daddy?", - "FELIX_QUEST1_PART4_FELIX18": "ABSOLUTELY not.", - "FELIX_QUEST1_PART4_FELIX19": "Just… [pause]call me Felix.", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, you mentioned a quest?", - "FELIX_QUEST1_PART4_FELIX22": "Man, I really couldn’t have come up with a better storyline, could I?", - "FELIX_QUEST1_PART4_KUNEKO20": "I must find the four elemental shrines across this land, and defeat the beasts that guard them.", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "What is your quest?", - "FELIX_QUEST1_PART4_KUNEKO21": "Only THEN will I prove my strength!", - "FELIX_QUEST1_PART4_FELIX23": "Kuneko, you probably shouldn’t go on this “quest”. It’s not real... [pause]I [wave amp=30 freq=10]made it up[/wave] for your backstory.", - "FELIX_QUEST1_PART4_FELIX24": "Not to mention, the creatures in New Wirral are pretty dangerous.", - "FELIX_QUEST1_PART4_KUNEKO26": "Which is why I have [wave amp=30 freq=10]no choice[/wave] but to prove myself!", - "FELIX_QUEST1_PART4_KUNEKO25": "I know you don’t think I have what it takes, creator…", - "FELIX_QUEST1_PART4_FELIX25": "This is all… [pause]really weird. [pause]It’s not just me, [pause]right?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Yeah, this is pretty weird.", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "About as weird as everything else on this island.", - "FELIX_QUEST1_PART4_FELIX26": "I’ve created much less embarrassing characters since I was a kid. [pause]Why HER?", - "FELIX_QUEST1_PART4_FELIX27": "Either way, [pause]if she’s only here because I invented her, I guess I feel somewhat responsible for her.", - "FELIX_QUEST1_PART4_FELIX28": "We should find these four “elemental altars” and make sure she’s not putting herself in harm’s way.", - "FELIX_QUEST2_ALTAR1_FELIX1": "I guess these altars really are real. [pause]That figures.", - "FELIX_QUEST1_PART4_FELIX29": "We could look around the island, or maybe ask around town. [pause]Your call, {player}.", - "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "I must prove my strength, creator…", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "By my pointy blade… [shake rate=30 level=10]show yourself, guardian![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "C’mon, we should help her out.", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "Thank you for your assistance, creator...", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "But I won’t need [wave amp=30 freq=10]any[/wave] help on the next battle!", - "FELIX_QUEST2_ALTAR1_FELIX8": "She’s still committed to this, huh?", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "By the powers of the sun and the moon conveniently shining at the same time...", - "FELIX_QUEST2_ALTAR1_FELIX9": "Alright then. [pause]Let’s find the rest.", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Reveal yourself, guardian![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "She’s really getting into the role, here.", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "To battle alongside you, creator…", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "I do not feel worthy…", - "FELIX_QUEST2_ALTAR2_FELIX6": "Honestly, it’s really no big deal…", - "FELIX_QUEST2_ALTAR3_FELIX12": "I… Uh…", - "FELIX_QUEST2_ALTAR2_FELIX7": "And… she’s gone. [pause]We should try and find the next shrine.", - "FELIX_QUEST2_ALTAR3_FELIX1": "Wait! Kuneko…", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Unveil yourself, guardian![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "By the power of fire and ice, [pause]making my passion for justice hot and cold at the same time…", - "FELIX_QUEST2_ALTAR3_FELIX4": "Let’s move.", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "You helped me again, creator…", - "FELIX_QUEST2_ALTAR3_FELIX6": "I don’t want you to hurt yourself!", - "FELIX_QUEST2_ALTAR3_FELIX7": "You know…", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", - "FELIX_QUEST2_ALTAR3_FELIX8": "You don’t have to do this to impress me.", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "I know what you really think of me, [pause]creator.", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "I know you’re [shake rate=30 level=10]embarrassed[/shake] you made me.", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "My quest [shake rate=30 level=10]isn’t[/shake] to impress you.", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "I can tell by the way you look at me!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Yeah.", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "I know there’s nothing I could [shake rate=30 level=10]ever[/shake] do to make you proud of me!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Guardian, [pause]reveal yourself![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "Oh, [pause]OK, [pause]now I feel pretty bad.", - "FELIX_QUEST2_ALTAR3_FELIX17": "Maybe I phrased that badly.", - "FELIX_QUEST2_ALTAR3_FELIX18": "I should find her and apologise.", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Kinda...", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "I know you didn’t mean it.", - "FELIX_QUEST2_ALTAR3_FELIX19": "She’ll be at the final shrine, right?", - "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko, [pause]hey, [pause]um…", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "The deck of cards is shuffled! I’ve drawn my final hand… [pause]Straight flush!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Come back and face me when you’re ready!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "I am just a forgotten thought, [pause]aren’t I, [pause][shake rate=30 level=10]creator?[/shake]", - "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, I…", - "FELIX_QUEST2_ALTAR4_FELIX4": "OK, [pause]let’s help and THEN I can apologise.", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "An idea you had fun with once, [pause]before being [shake rate=30 level=10]discarded?[/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Come back and face me when you’re ready!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "By the shining powers of earth, water, fire and air…", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Come back and face me when you’re ready!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]MY TRUE POTENTIAL IS REVEALED![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "Do I still embarrass you, [pause]creator?", - "FELIX_QUEST2_ALTAR4_FELIX10": "She… [pause][pause]united the four elements within herself...", - "FELIX_QUEST2_ALTAR4_FELIX13": "I want to survive, so I can make things right… [pause]That’s all I want…", - "FELIX_QUEST2_ALTAR4_FELIX12": "I’m sorry… [pause]this is all my fault, [pause]{player}...", - "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko… [pause]I’m really sorry.", - "FELIX_QUEST2_ALTAR4_FELIX16": "I viewed you and all my other adolescent creations as embarrassing.", - "FELIX_QUEST2_ALTAR4_FELIX14": "C’mon, [pause]I know together we can make things right!", - "FELIX_QUEST2_ALTAR4_FELIX17": "But we all start somewhere. If I hadn't imagined you, hadn’t [wave amp=30 freq=10]drawn[/wave] you…", - "FELIX_QUEST2_ALTAR4_FELIX18": "I wouldn’t be the artist I am today.", - "FELIX_QUEST2_ALTAR4_FELIX19": "I shouldn’t pretend you don’t exist, I should embrace you, and what you mean to me as an artist.", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "Y-you really mean that?", - "FELIX_QUEST2_ALTAR4_FELIX21": "I do. [pause]Besides, you looked pretty cool to me just now.", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]CREATOR~~", - "FELIX_QUEST2_ALTAR4_FELIX23": "OK, OK, [pause]calm it down a bit.", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "I mean, [pause]sorry for trying to kill you, [pause]“Felix”.", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "Sorry for trying to kill you just now, creator...", - "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, there’s something I need to know…", - "FELIX_QUEST2_ALTAR4_FELIX26": "No worries! All is forgiven.", - "FELIX_QUEST2_ALTAR4_FELIX28": "How are you [wave amp=30 freq=10]real[/wave]? I don’t get it.", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "...I do not know!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "Perhaps once you create something, it no longer belongs to you. [pause]Ideas change and grow of their own accord.", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "But if you were to ask what I [wave amp=30 freq=10]believe[/wave], then I would say…", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]You[/wave] are the artist, Creator Felix. [pause]You should know this more than I.", - "FELIX_QUEST2_ALTAR4_FELIX33": "...Huh. OK.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "What are you going to do now?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "I don’t think I can join you both in your humble town… [pause]That is not my path.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Is your quest over now?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "Naw, I need to become my own person! [pause]I must follow my crystal heart wherever it leads me.", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "I wish you well!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "We’ll miss you!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Is your heart actually crystal or is that a figure of speech?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "Here – [pause]my power, gifted to you. [pause]I hope it reminds you of our times battling together.", - "FELIX_QUEST2_ALTAR4_FELIX36": "Well if this is where our paths diverge....", - "FELIX_QUEST2_ALTAR4_FELIX37": "I’m thankful that I met you, Kuneko!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "Farewell, [pause]Creator Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "And farewell also, [pause]Creator Felix’s quieter friend.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "And farewell also, [pause]Creator Felix’s quieter friend.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "And farewell also, [pause]Creator Felix’s quieter friend.", - "FELIX_QUEST2_ALTAR4_FELIX42": "…[pause]She really needs to work on her dramatic metaphors.", - "FELIX_QUEST2_ALTAR4_FELIX43": "Well. This has been an interesting experience.", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "M-may our memories burn like beacons that illuminate our [shake rate=30 level=10]true paths forward![/shake]", - "FELIX_QUEST2_ALTAR4_FELIX44": "And I’m not just talking about us [wave amp=30 freq=10]combining[/wave] into one big monster. That was, um, new.", - "FELIX_CONVO1_FELIX5": "Will it come back if I get to go back home? It makes me wonder.", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "We prefer the term “fusion”.", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "It was pretty cool!", - "FELIX_QUEST2_ALTAR4_FELIX45": "It made me feel a bit motion sick if I’m honest, but maybe next time I’ll be ready for it!", - "FELIX_QUEST2_ALTAR4_FELIX46": "C’mon – let’s go back to my place so we can catch up. [pause]Besides, I have inspiration for a new sketch.", - "FELIX_QUEST2_EPILOGUE_FELIX2": "I want to draw more than ever. [pause]I want to create new characters...", - "FELIX_QUEST2_EPILOGUE_FELIX1": "I think that whole adventure really lit a fire in me.", - "FELIX_QUEST2_EPILOGUE_FELIX3": "I want to make a real good living with my art and work on my own terms, too.", - "FELIX_QUEST2_EPILOGUE_FELIX4": "So… [pause]I think I’m ready to go home.", - "FELIX_QUEST2_EPILOGUE_FELIX5": "That’s what you’re searching for, isn’t it? [pause]A way back?", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Yeah!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Among other things!", - "FELIX_QUEST2_EPILOGUE_FELIX6": "A way out of here…", - "FELIX_QUEST2_EPILOGUE_FELIX8": "But so are your childhood characters coming to life, y’know?", - "FELIX_QUEST2_EPILOGUE_FELIX7": "Folks in town say it’s impossible…", - "FELIX_QUEST2_EPILOGUE_FELIX9": "If you think there’s a way, then I trust you.", - "FELIX_QUEST2_EPILOGUE_FELIX10": "You can count me in, no worries.", - "FELIX_QUEST2_EPILOGUE_FELIX11": "Oh, one more thing.", - "FELIX_QUEST2_EPILOGUE_FELIX12": "Here’s the sketch I told you I wanted to draw.", - "FELIX_CONVO1_FELIX1": "You wanna hear something kinda weird?", - "FELIX_CONVO1_FELIX2": "I used to have a scar on my upper arm right here. I fell into a chain fence as a kid and cut my arm real bad.", - "FELIX_CONVO1_FELIX3": "It’s not there anymore. [pause]Ever since I arrived here in New Wirral.", - "FELIX_CONVO1_FELIX4": "I… [pause]I don’t know what that means... [pause]I just thought it was interesting.", - "FELIX_CONVO2_FELIX1": "Hey, have you ever eaten butter tarts?", - "FELIX_CONVO2_FELIX2": "I should totally make you some! [pause]I’m pretty sure I could source all the ingredients here…", - "FELIX_CONVO2_FELIX3": "Well, [pause]raisins might be a bit hard to come by, but if you ask me? [pause]That’s for the best.", - "FELIX_CONVO3_FELIX1": "I don’t know if you’ve noticed, [pause]but a lot of folks in New Wirral aren’t outsiders like you and me.", - "FELIX_CONVO3_FELIX2": "Their parents and grandparents washed up here, [pause]sure, [pause]but this island is all they’ve known.", - "FELIX_CONVO3_FELIX3": "I wonder how that must feel, [pause]to be surrounded by people who are lost in the only place you’ve ever known home… [pause]and to then grow up hearing about worlds you’ll never get to visit.", - "FELIX_CONVO3_FELIX4": "Maybe they feel just as stuck here as we do.", - "FELIX_CONVO4_FELIX2": "Is that weird? [pause]I mean, [pause]there weren’t any monsters where I grew up.", - "FELIX_CONVO4_FELIX1": "Being here on this island reminds me of being in my hometown.", - "FELIX_CONVO4_FELIX3": "But that sense of longing to move on and escape, [pause]but not being able to...", - "FELIX_CONVO4_FELIX4": "Not to say that I don’t love hanging out with you and the others, but…", - "FELIX_CONVO4_FELIX5": "There’s a big world out there. [pause]Many different worlds, [pause]it turns out. [pause]I want to see as much as I can.", - "FELIX_CONVO5_FELIX2": "It must be weird to be told that your whole life was a creation of some dorky artist.", - "FELIX_CONVO5_FELIX1": "I hope Kuneko is doing OK.", - "FELIX_CONVO5_FELIX3": "Wait! [pause]What if we’re [wave amp=30 freq=10]all[/wave] just created by someone else in the same way?", - "FELIX_CONVO5_FELIX4": "…[pause]No, I think I’m overthinking it.", - "FELIX_CONVO6_FELIX1": "Before I came here, [pause]I never would have guessed that my next relationship would involve so many campfires.", - "FELIX_CONVO7_FELIX6": "It’s… [pause]pretty impressive when you think about it.", - "FELIX_CONVO6_FELIX2": "Life can really throw something unexpected at you now and then, [pause]huh?", - "FELIX_CONVO6_FELIX3": "I’m not complaining. [pause]I like camping out here with you.", - "FELIX_CONVO7_FELIX1": "Maybe there are some good lessons to be learned from life in Harbourtown.", - "FELIX_CONVO7_FELIX2": "I mean, [pause]there’s not exactly a bustling nightlife, but…", - "FELIX_CONVO7_FELIX3": "The whole town relies on each other, so no one is really left behind.", - "FELIX_CONVO7_FELIX4": "There’s enough food to go round, but not so much that anything goes to waste.", - "FELIX_CONVO7_FELIX5": "It’s cut off from human civilisation, [pause]but still manages to get by.", - "FELIX_CONVO8_FELIX1": "You know, [pause]being stranded on an island covered in monsters, away from my friends and family…", - "FELIX_CONVO8_FELIX2": "It should be an unimaginable situation... [pause]but I’m finding myself adjusting pretty well.", - "FELIX_CONVO9_FELIX1": "The new zote story I’m cooking up… [pause]I think I’ve really landed on something that works for it.", - "FELIX_CONVO8_FELIX3": "I guess even if the world was ending, we’d still find ways to get through the day, [pause]wouldn’t we?", - "FELIX_CONVO8_FELIX4": "People are weird like that. [pause]Myself included.", - "FELIX_CONVO9_FELIX2": "However, I need to be sure it’s the best story I can do. I don’t know for sure I’ll get another chance, after all.", - "FELIX_CONVO13_FELIX2_OPTION2": "I hope so!", - "FELIX_CONVO9_FELIX2_OPTION1": "What do you mean?", - "FELIX_CONVO9_FELIX3": "Who knows! [pause]Maybe I’ll lose my touch. [pause]Maybe I’ll get trapped on another island. [pause]Maybe the world will end.", - "FELIX_CONVO9_FELIX2_OPTION2": "Why wouldn’t you get another chance?", - "FELIX_CONVO9_FELIX4": "I always try to treat the project I’m working on like it could be the last thing I ever create. That making it might be my lasting legacy on the world.", - "FELIX_CONVO9_FELIX5": "I can’t be sure it [wave amp=30 freq=10]won’t[/wave] be, after all.", - "FELIX_CONVO10_FELIX1": "I think I'm on a pretty good creative streak at the moment. I’m pretty happy about it!", - "FELIX_CONVO19_FELIX2": "You don’t have “zote strips” where you’re from? [pause]But you DO have something called “comic books”, which you think are stylistically similar?", - "FELIX_CONVO10_FELIX1_OPTION1": "You’re a pretty cheerful guy!", - "FELIX_CONVO10_FELIX1_OPTION2": "You’re always in a good mood!", - "FELIX_CONVO10_FELIX2": "Huh… you really think so?", - "FELIX_CONVO10_FELIX3": "I [wave amp=30 freq=10]try[/wave] to have a good perspective on things.", - "FELIX_CONVO10_FELIX5": "Spite can only motivate you for so long, though. [pause]I’m trying to have a more positive outlook on life.", - "FELIX_CONVO10_FELIX4": "After I quit my job, I was pretty angry. It’s easy to let a bad experience like that turn you bitter.", - "FELIX_CONVO10_FELIX6": "Besides, this island is too weird to take seriously. What’s the point in letting it get you down?", - "FELIX_CONVO11_FELIX2": "Can I take all my sketches back with me? Will they travel? I hope so!", - "FELIX_CONVO11_FELIX1": "If that big gateway does actually lead us off New Wirral, maybe I need to start thinking about packing my stuff.", - "FELIX_CONVO12_FELIX1": "That big fight on top of the train was pretty rad, huh?", - "FELIX_CONVO12_FELIX2": "I’m slowly trying to parse all the information we have around the “Archangels”.", - "FELIX_CONVO12_FELIX3": "The one with the triangle head – Aleph – he said something that stood out to me as [wave amp=30 freq=10]crucial[/wave] information.", - "FELIX_CONVO12_FELIX4": "He said that we humans “manifest” them from our most prevalent thoughts, and that in turn they’d travel to our worlds to act out our fantasies.", - "FELIX_CONVO12_FELIX5": "Do you think it’s true? Do you think Aleph [wave amp=30 freq=10]visited[/wave] our worlds in the ancient past? We’re not even [wave amp=30 freq=10]from[/wave] the same worlds, so how does that work?", - "FELIX_CONVO12_FELIX6": "Is the true role of mankind to develop ideas and imagine things that then become [wave amp=30 freq=10]real[/wave] in other worlds? Or am I just overthinking all of this?", - "FELIX_CONVO12_FELIX7": "It starts to make your head spin, doesn’t it?", - "FELIX_CONVO12_FELIX8": "It just seemed pretty important to keep track of all this stuff, I guess.", - "FELIX_CONVO12_FELIX7_OPTION1": "I didn’t know you were such a detective!", - "FELIX_CONVO12_FELIX7_OPTION2": "I didn’t realise you were paying attention to all of this!", - "FELIX_CONVO13_FELIX1.m": "Hey – congrats on becoming a ranger captain, {player}!", - "FELIX_CONVO13_FELIX1.n": "Hey – congrats on becoming a ranger captain, {player}!", - "FELIX_CONVO12_FELIX9": "You never know – I might get to use all these concepts in a story one day!", - "FELIX_CONVO13_FELIX2": "You’re gonna have a lot of jobs to do, now. I hope you’re still gonna have free time to hang out!", - "FELIX_CONVO13_FELIX1.f": "Hey – congrats on becoming a ranger captain, {player}!", - "FELIX_CONVO13_FELIX2_OPTION1": "Of course!", - "FELIX_CONVO13_FELIX3": "Heh. I hope so.", - "FELIX_CONVO14_FELIX1_OPTION1": "You did?", - "FELIX_CONVO14_FELIX1": "Oh, [pause]I heard about what happened with you, Kayleigh and those weird cultist guys.", - "FELIX_CONVO14_FELIX1_OPTION2": "Oh yeah, that…", - "FELIX_CONVO14_FELIX2": "They had some charismatic leader who wanted to gain an Archangel’s power, or something, right?", - "FELIX_CONVO14_FELIX2_OPTION1": "Something like that.", - "FELIX_CONVO14_FELIX2_OPTION2": "That’s the short version.", - "FELIX_CONVO14_FELIX3": "I hope they’re all OK. It can’t be easy to go through all that, [wave amp=30 freq=10]especially[/wave] on New Wirral.", - "FELIX_CONVO15_FELIX1": "Do you think the monsters round here are afraid of fire? I’ve noticed that they don’t seem to attack us whilst we’re camping out.", - "FELIX_CONVO15_FELIX2": "Or maybe…", - "FELIX_CONVO15_FELIX3": "Maybe it’s just bad monster etiquette to attack humans when they’re resting!", - "FELIX_CONVO16_FELIX2": "They were born and raised on this island and haven’t known anywhere else. Their parents met after washing up here.", - "FELIX_CONVO16_FELIX1": "One of the ranger captains was recently asking me about what life was like for me before I “landed here”.", - "FELIX_CONVO16_FELIX3": "They wanted to know about things like trains, shopping malls, and sports teams…", - "FELIX_CONVO16_FELIX4": "A whole bunch of basic stuff that I guess I never considered someone here might grow up not knowing about.", - "FELIX_CONVO17_FELIX1": "Being out here with only a fire to warm us… it reminds me of summer camp!", - "FELIX_CONVO16_FELIX5": "I suppose life isn’t complicated here, but at least people can still grow up happy.", - "FELIX_CONVO17_FELIX2": "…Or it would, if I ever went to summer camp. [pause]Which I didn’t.", - "FELIX_CONVO19_FELIX2_OPTION1": "Yeah!", - "FELIX_CONVO18_FELIX1": "Hey, you should let me draw you sometime! Figure drawing is an important skill for artists to master.", - "FELIX_CONVO17_FELIX3": "But this is pretty close to how I [wave amp=30 freq=10]imagined[/wave] summer camp would be like as a kid… so I’m happy.", - "FELIX_CONVO18_FELIX2": "Human anatomy is really hard to get right.", - "FELIX_CONVO18_FELIX3": "Especially hands. I still struggle with drawing hands.", - "FELIX_CONVO19_FELIX1": "So let me get this straight…", - "FELIX_CONVO19_FELIX3": "But these “comic books” of yours don’t [wave amp=30 freq=10]animate[/wave] at all? They’re just printed on paper, and you just [wave amp=30 freq=10]look[/wave] at them?", - "FELIX_CONVO19_FELIX2_OPTION2": "I guess that’s about right.", - "FELIX_CONVO19_FELIX4": "That sounds pretty weird to me, but I’ll take your word for it!", - "FELIX_CONVO20_FELIX1": "Maybe I should start documenting more of the monsters on this island in my notebook.", - "FELIX_SOCIAL1_FELIX2": "About how this adventure lit a fire in me. Do you remember?", - "FELIX_CONVO20_FELIX2": "Maybe if I get to go home, I can use my notes as proof that I really WAS on an island populated by monsters.", - "FELIX_CONVO20_FELIX3": "Though I suspect my chances of [wave amp=30 freq=10]anyone[/wave] believing me are slim to none.", - "FELIX_SOCIAL1_FELIX1": "So, something I said after we said goodbye to Kuneko…", - "FELIX_SOCIAL1_FELIX2_OPTION1": "I do!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "Uh, I think so?", - "FELIX_SOCIAL1_FELIX3": "I was kind of in a creative rut before I was, like, dropped here.", - "FELIX_SOCIAL1_FELIX5": "I wasn’t in charge but, [pause]like, [pause]it was my baby, [pause]you know? [pause]It wouldn’t have happened without the blood and sweat I’d put in.", - "FELIX_SOCIAL1_FELIX4": "For a long time I worked at a company making zote stories. [pause]Art, writing, the whole package.", - "FELIX_SOCIAL1_FELIX6": "I waited for so long for my superiors to recognise my contribution, but they never did.", - "FELIX_SOCIAL1_FELIX7": "Instead they shuffled me around in the company, and distanced me from the stories and characters I’d been working on for so long.", - "FELIX_SOCIAL1_FELIX8": "They also made damn sure not to pay me what I was worth, either.", - "FELIX_SOCIAL1_FELIX9": "So… Eventually I quit and tried to strike it out on my own.", - "FELIX_SOCIAL1_FELIX9_OPTION1": "Good for you!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "Their loss!", - "FELIX_SOCIAL1_FELIX10": "Heh, thanks. I appreciate it.", - "FELIX_SOCIAL1_FELIX11": "All the bitterness from my previous work made it hard to get into the mindset I needed to create art again.", - "FELIX_SOCIAL2_FELIX3C": "You and me both.", - "FELIX_SOCIAL1_FELIX12": "So that’s why I feel like I’m here in New Wirral for a reason.", - "FELIX_SOCIAL1_FELIX13": "Thanks for hearing me out, {player}.", - "FELIX_SOCIAL1_FELIX14": "I think I have an easier time talking to you about it on account of us having fused into a super monster.", - "FELIX_SOCIAL1_FELIX14_OPTION1": "That’s right, we have indeed done that!", - "FELIX_SOCIAL1_FELIX15": "Heh.", - "FELIX_SOCIAL1_FELIX14_OPTION2": "I suppose that does bring people together!", - "FELIX_SOCIAL1_FELIX17": "Shall we get back to the grindstone, then?", - "FELIX_SOCIAL1_FELIX16": "Anyway, I can’t go back until we find your doorway out.", - "FELIX_SOCIAL2_FELIX1_OPTION1": "What do you mean?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "In what way?", - "FELIX_SOCIAL2_FELIX2": "Like, OK. The cassette tapes that record monsters… How do you think that works, exactly?", - "FELIX_SOCIAL2_FELIX1": "Do you think that different worlds can have different… [pause]logics?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "The cassette players are advanced scientific inventions.", - "FELIX_SOCIAL2_FELIX2_OPTION2": "The cassette players are enchanted with magic.", - "FELIX_SOCIAL2_FELIX2_OPTION3": "I don’t know!", - "FELIX_SOCIAL2_FELIX3A": "I have thought of that… [pause]Which is why I asked Meredith to take a look inside one. [pause]Apparently they look totally normal.", - "FELIX_SOCIAL2_FELIX4": "As far as I can tell, these cassette players are just regular old-fashioned cassette players. My old man used to have one that looked similar.", - "FELIX_SOCIAL2_FELIX3B": "I mean, is magic real here? [pause]I don’t exactly see wizards flying around shooting spells at each other.", - "FELIX_SOCIAL4_FELIX5.n": "This character is the Outsider – [pause]they’re a knight who’s travelled from their distant land to seek the challenge of the Jade Swordsman.", - "FELIX_SOCIAL2_FELIX5": "From what I’ve been told, the rangers found a bunch of them in the abandoned mall a few years back, and that’s where the island’s supply comes from.", - "FELIX_SOCIAL2_FELIX6": "So I guess that’s why I ask if you think a world can have its own logic.", - "FELIX_SOCIAL2_FELIX8": "What a concept! I’m definitely using that in my story…", - "FELIX_SOCIAL2_FELIX7": "Maybe mundane items from our worlds can have different “rules” in this one.", - "FELIX_SOCIAL2_FELIX8_OPTION1": "Your story?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "What do you mean?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "You’re writing a new story?", - "FELIX_SOCIAL2_FELIX9": "It’s no big deal right now… Just some ideas I’m playing round with.", - "FELIX_SOCIAL2_FELIX11": "Maybe we should get back to adventuring – it’ll give me some more ideas, that’s for sure.", - "FELIX_SOCIAL2_FELIX10": "If it becomes something more substantial, I’ll let you know.", - "FELIX_SOCIAL3_FELIX1": "I’ve been thinking about what Kuneko said.", - "FELIX_SOCIAL3_FELIX3": "All the monsters of New Wirral have been on my mind for a reason I haven’t been able to really express until now.", - "FELIX_SOCIAL3_FELIX2": "About how ideas grow on their own. It got me thinking…", - "FELIX_SOCIAL3_FELIX3_OPTION1": "What’s up with them?", - "FELIX_SOCIAL3_FELIX6": "If this process IS real, then maybe it’s also not an exact science. [pause]Maybe it’s chaotic, and unpredictable.", - "FELIX_SOCIAL3_FELIX4": "The monsters here have traffic cones on their backs, trash cans for bodies and televisions for heads...", - "FELIX_SOCIAL3_FELIX5": "Do you think images and myths we have can become so widespread that they can physically manifest as beings in other worlds like this one?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "Sounds pretty fantastical.", - "FELIX_SOCIAL3_FELIX5_OPTION2": "I buy it!", - "FELIX_SOCIAL3_FELIX7": "Maybe images and concepts can combine to create unusual results, or maybe sometimes the ideas that manifest into reality don’t have to be widespread.", - "FELIX_SOCIAL3_FELIX9": "Maybe I’m starting to understand this world a bit more.", - "FELIX_SOCIAL3_FELIX8": "Maybe sometimes all it takes is a pencil sketch that a dork in Canada drew when he was a kid.", - "FELIX_SOCIAL3_FELIX10": "Cool. [pause]Shall we finish up here?", - "FELIX_SOCIAL4_FELIX1": "Hey, {player}.", - "FELIX_SOCIAL4_FELIX12.f": "I can’t force an ending onto them. The decisions the Outsider makes is down to them.", - "FELIX_SOCIAL4_FELIX2": "I have something to show you – you want to come hang at my place for a bit?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "Sure!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "Not now.", - "FELIX_SOCIAL4_FELIX_NO": "No worries. Another time, maybe.", - "FELIX_SOCIAL4_FELIX3": "I hope you’ll like it!", - "FELIX_SOCIAL4_FELIX4.m": "OK, are you ready for this?", - "FELIX_SOCIAL4_FELIX5.m": "This character is the Outsider – [pause]he’s a knight who’s travelled from his distant land to seek the challenge of the Jade Swordsman.", - "FELIX_SOCIAL4_FELIX4.n": "OK, are you ready for this?", - "FELIX_SOCIAL4_FELIX4.f": "OK, are you ready for this?", - "FELIX_SOCIAL4_FELIX6.m": "You see, the Jade Swordsman is an immortal machine from a long-dead civilisation who challenged the Outsider to a battle and won.", - "FELIX_SOCIAL4_FELIX5.f": "This character is the Outsider – [pause]she’s a knight who’s travelled from her distant land to seek the challenge of the Jade Swordsman.", - "FELIX_SOCIAL4_FELIX7.f": "The Outsider now must stick to her word to journey to the Swordsman’s fortress and submit to execution, lest the Swordsman bring ruin to the Outsider’s homeland.", - "FELIX_SOCIAL4_FELIX7.m": "The Outsider now must stick to his word to journey to the Swordsman’s fortress and submit to execution, lest the Swordsman bring ruin to the Outsider’s homeland.", - "FELIX_SOCIAL4_FELIX6.f": "You see, the Jade Swordsman is an immortal machine from a long-dead civilisation who challenged the Outsider to a battle and won.", - "FELIX_SOCIAL4_FELIX6.n": "You see, the Jade Swordsman is an immortal machine from a long-dead civilisation who challenged the Outsider to a battle and won.", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "That’s sad for the Outsider!", - "FELIX_SOCIAL4_FELIX7.n": "The Outsider now must stick to their word to journey to the Swordsman’s fortress and submit to execution, lest the Swordsman bring ruin to the Outsider’s homeland.", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "That’s sad for the Outsider!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "Is there nothing the Outsider can do?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "That’s sad for the Outsider!", - "FELIX_SOCIAL4_FELIX8.m": "The Outsider is quiet, but he’s resourceful and determined. I don’t think the Outsider intends to bow down to their fate so easily.", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "Is there nothing the Outsider can do?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "Is there nothing the Outsider can do?", - "FELIX_SOCIAL4_FELIX8.f": "The Outsider is quiet, but she’s resourceful and determined. I don’t think the Outsider intends to bow down to their fate so easily.", - "FELIX_SOCIAL4_FELIX8.n": "The Outsider is quiet, but they’re resourceful and determined. I don’t think the Outsider intends to bow down to their fate so easily.", - "FELIX_SOCIAL4_FELIX9": "It’s a loose adaptation of Sir Gawain and the Green Knight, which is a medieval story about a knight of King Arthur’s court who makes a similar journey.", - "FELIX_SOCIAL4_FELIX10": "I don’t know how my version will end just yet – [pause]I’ll have to see where the story takes me.", - "FELIX_SOCIAL4_FELIX11": "Well, I create the characters, but who [wave amp=30 freq=10]they[/wave] are determines where the story goes.", - "FELIX_SOCIAL4_FELIX10_OPTION1": "Where the story takes you?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "Aren’t you in control of the story?", - "FELIX_SOCIAL4_FELIX12.m": "I can’t force an ending onto them. The decisions the Outsider makes is down to them.", - "FELIX_SOCIAL4_FELIX13": "And down to you of course. You’re my inspiration after all.", - "FELIX_SOCIAL4_FELIX12.n": "I can’t force an ending onto them. The decisions the Outsider makes is down to them.", - "FELIX_SOCIAL4_FELIX13_OPTION1": "What?!", - "FELIX_SOCIAL4_FELIX15.f": "The travelling hero from far away who’s determined to fight their dead-end fate?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "In what way?", - "FELIX_SOCIAL4_FELIX14": "C’mon…", - "FELIX_SOCIAL4_FELIX15.n": "The travelling hero from far away who’s determined to fight their dead-end fate?", - "FELIX_SOCIAL4_FELIX15.m": "The travelling hero from far away who’s determined to fight their dead-end fate?", - "FELIX_SOCIAL4_FELIX16": "That’s {player} all over.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "I try my best. How did I do?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "You’re a good friend, Felix!", - "FELIX_SOCIAL4_FELIX16_OPTION2": "You’re such a hopeless romantic, Felix.", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "Heh, [pause]no worries!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "I have loads more sketches and character designs in mind for this story. [pause]You want to see them?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "You’re a cool warrior with a quest. [pause]They say write what you know, so of course I’m gonna write my cool adventuring buddy.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "You’re a cool warrior with a quest. [pause]They say write what you know, so of course I’m gonna write my cool adventuring buddy.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "You’re a cool warrior with a quest. [pause]They say write what you know, so of course I’m gonna write my cool adventuring buddy.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Asking me out on a date would have been easier.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "I see you as a friend.", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "I mean, the zote story wasn’t a ploy just to get you to spend time with me.", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "I [wave amp=30 freq=10]am[/wave] actually going to write more of it.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "But can you blame me for going all out? [pause]I like to put in effort where it matters.", - "FELIX_ROMANCE_FELIX1_OPTION2": "Nothing in particular!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "That’s pretty cute of you.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "You’re such a dork.", - "FELIX_ROMANCE_FELIX1.m": "You’re quieter than usual, {player}! Is there something on your mind?", - "FELIX_ROMANCE_FELIX1.f": "You’re quieter than usual, {player}! Is there something on your mind?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Like I said, I try my best.", - "FELIX_ROMANCE_FELIX_NO": "My bad. I should appreciate when someone is just having time to themselves.", - "FELIX_ROMANCE_FELIX2": "I…", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", - "FELIX_ROMANCE_FELIX1.n": "You’re quieter than usual, {player}! Is there something on your mind?", - "FELIX_ROMANCE_FELIX13": "But even if we are eventually gonna have to say goodbye…", - "FELIX_ROMANCE_FELIX5": "I’ve never been the one asked out before. [pause]This is unorthodox.", - "FELIX_ROMANCE_FELIX3": "I’ve had a couple relationships before, [pause]but honestly?", - "FELIX_ROMANCE_FELIX4": "I’m normally the one making the big moves.", - "FELIX_ROMANCE_FELIX6": "Oh, right.", - "FELIX_ROMANCE_FELIX7": "You wanted an answer!", - "FELIX_ROMANCE_FELIX8": "It’s “yes”, [pause]obviously.", - "FELIX_ROMANCE_FELIX9.f": "A mysterious girl wanders into my life one day, [pause]fights alongside me, [pause]literally [wave amp=30 freq=10]merges[/wave] with me in battle, [pause]and also she’s hot?", - "FELIX_ROMANCE_FELIX9.m": "A mysterious guy wanders into my life one day, [pause]fights alongside me, [pause]literally [wave amp=30 freq=10]merges[/wave] with me in battle, [pause]and also he’s hot?", - "FELIX_ROMANCE_FELIX9.n": "A mysterious person wanders into my life one day, [pause]fights alongside me, [pause]literally [wave amp=30 freq=10]merges[/wave] with me in battle, [pause]and also they’re hot?", - "FELIX_ROMANCE_FELIX11": "There’s a high chance that if we do find a way back, [pause]we don’t actually come from the same world.", - "FELIX_ROMANCE_FELIX10": "I’d have to be a damn fool to say no.", - "FELIX_ROMANCE_FELIX12": "You’ve never heard of “zotes”, [pause]and I’ve never heard of your “comic books.”", - "VIOLA_UNKNOWN_NAME": "Mysterious Woman", - "FELIX_ROMANCE_FELIX14": "I want to share this story with you. [pause]For as long as it lasts.", - "VIOLA_INTRO1_MEREDITH1": "Ugh, typical. There’s always something trying to kill us, isn’t there?", - "VIOLA_QUEST2_PART1_VIOLA6": "If it is not too great a task, [pause]could you take me to the place you saw him?", - "VIOLA_INTRO1_EUGENE1": "The more opponents, the better the workout, [pause]right?", - "VIOLA_INTRO1_KAYLEIGH1": "I’m a little concerned about this…", - "VIOLA_INTRO1_VIOLA3": "Come – [pause]let us match these beasts in number!", - "VIOLA_INTRO1_VIOLA2": "This country shows no kindness, strangers.", - "VIOLA_INTRO1_FELIX1": "...Oh. I guess this was an ambush.", - "VIOLA_INTRO1_VIOLA4": "…", - "VIOLA_INTRO1_VIOLA5": "You would do well to leave before those fiends return...", - "VIOLA_INTRO1_VIOLA6": "You surely have no reason to remain in such a place as this.", - "VIOLA_INTRO1_KAYLEIGH7": "At least let us thank you! Who are you?", - "VIOLA_INTRO1_MEREDITH7": "Nice hat. Who are you, anyway?", - "VIOLA_INTRO1_EUGENE7": "C’mon, [pause]we’re battle buddies! [pause]At least tell us your name.", - "VIOLA_INTRO1_FELIX7": "That was a pretty dramatic fight. [pause]Can you at least tell us your name?", - "VIOLA_INTRO1_VIOLA8": "I am Viola of Messaline.", - "VIOLA_INTRO1_VIOLA9": "I am no fighter, but this land has thrust such a role upon me.", - "VIOLA_INTRO1_VIOLA10": "I do not wish to trouble you with my burdens.", - "VIOLA_INTRO1_VIOLA10_OPTION1": "What is your burden?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "Where might your brother be?", - "VIOLA_INTRO1_VIOLA11": "...", - "VIOLA_INTRO1_VIOLA10_OPTION2": "Are you on a quest?", - "VIOLA_INTRO1_VIOLA12": "My brother and I were both cast to the seas.", - "VIOLA_INTRO1_VIOLA13": "If I have not drowned, perhaps he too came to rest upon these shores...", - "VIOLA_INTRO1_VIOLA14": "I have been searching for some weeks now. A kind soul gifted to me this curious device, with which I may protect myself.", - "VIOLA_INTRO1_VIOLA15": "If you hear word of my brother Sebastian, my camp is just east from here.", - "VIOLA_INTRO1_VIOLA16": "Fare thee well.", - "VIOLA_INTRO2_VIOLA1": "We meet again. How fares thee?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "Why are you travelling alone?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "Why do you talk like that?", - "VIOLA_QUEST1_PART1_MEREDITH2": "I, uh, don’t know what to make of that. We should tell Viola I guess.", - "VIOLA_INTRO2_VIOLA1_OPTION4": "Goodbye!", - "VIOLA_INTRO2_VIOLA2": "I know not.", - "VIOLA_INTRO2_VIOLA3": "He is resourceful. If he dwells in this country also, then I believe he too will be searching for me.", - "VIOLA_INTRO2_VIOLA4": "I do not know this country, nor do I know its customs.", - "VIOLA_INTRO2_VIOLA5": "Its people are strange to me. For my safety, I make this journey alone.", - "VIOLA_INTRO2_VIOLA7": "Perhaps I am further now from my own land than I would have first assumed.", - "VIOLA_INTRO2_VIOLA6": "From my perspective, [pause]it is thee who speaks with a curious dialect.", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]TELL MY SISTER… SHE IS TO MEET ME HERE…[/wave]", - "VIOLA_INTRO2_VIOLA8": "Farewell.", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "Was that Viola’s brother? We should tell her…", - "VIOLA_QUEST1_PART1_EUGENE2": "That was pretty weird, huh? C’mon, let’s go tell Viola.", - "VIOLA_QUEST2_PART1_VIOLA1": "What’s that – you saw a vision of my brother?", - "VIOLA_QUEST1_PART1_FELIX2": "This story is getting weirder. C’mon, we should go tell Viola we saw her brother.", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Sure!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Not now.", - "VIOLA_QUEST2_PART1_VIOLA2": "You must tell me more.", - "VIOLA_QUEST2_PART1_VIOLA3": "I see…", - "VIOLA_QUEST2_PART1_VIOLA4": "My brother may still be among the living, [pause]or perhaps only his soul instead lingers…", - "VIOLA_QUEST2_PART1_VIOLA5": "I must know for sure. {player}...", - "VIOLA_QUEST2_PART1_VIOLA8": "You can rest your worries – [pause]the road will offer little danger with me at your side.", - "VIOLA_QUEST2_PART1_VIOLA7": "Let us travel with haste.", - "VIOLA_QUEST2_PART1_VIOLA_NO": "I understand. I shall remain here for now, then.", - "VIOLA_QUEST3_PART1_VIOLA1": "This is the place?", - "VIOLA_QUEST3_PART1_VIOLA2": "My brother, [pause]if you are in this place… [pause]Speak to me.", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "There is a stillness here that fills me with an unease… do you not feel it?", - "VIOLA_QUEST3_PART1_VIOLA3": "Let us search this place, and then be rid of it.", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "How unfortunate it is that my dear brother must find himself in such a place…", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "I have waited many moons to meet you, [wave amp=30 freq=10]Viola of Messaline.[/wave]", - "VIOLA_QUEST3_PART2_VIOLA1": "Brother?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "No? [pause]But the night’s festivities have not yet even begun!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "I have such delights to share with you.", - "VIOLA_QUEST3_PART2_VIOLA4": "…[pause] You do not deceive me, spirit. [pause]I shall not play your games.", - "VIOLA_QUEST3_PART2_VIOLA7": "...", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "COME, VIOLA OF MESSALINE.\\n\\nYOU SHALL FIND YOUR FAMILY WITHIN.\\n\\nFOR I AM YOUR BROTHER’S KEEPER.", - "VIOLA_QUEST3_PART2_VIOLA8": "I spare little faith in the words of this spirit. [pause]But if it knows of Sebastian, [pause]and my name…", - "VIOLA_QUEST3_PART2_VIOLA9": "Perhaps it speaks the truth.", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "This vessel must have once been a sight to behold...", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "This spirit that spoke to me… What it could want, I dare not ask.", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "The water has drained! [pause]Come, time is precious!", - "VIOLA_QUEST4_PART1_ROBIN1": "CARE TO DANCE, COUSIN?", - "VIOLA_QUEST4_PART2_VIOLA1": "This must be the lair of the spirit who keeps my brother from me.", - "VIOLA_QUEST4_PART1_VIOLA1": "No. [pause]You are not my kin, spirit.", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "I don’t think it’s a spirit that’s in there…", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "I think it’s an Archangel…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "I MUST ASK FOR QUIET, PLEASE.", - "VIOLA_QUEST4_PART2_VIOLA2": "Whatever spirit, fairy, or devil seeks an audience with me…", - "VIOLA_QUEST4_PART2_VIOLA3": "I will not falter!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "ALL THE WORLD’S A STAGE...\\n\\nAND THE SHOW IS ABOUT TO BEGIN.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "...I was expecting more.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "What “show”? Who [wave amp=30 freq=10]are[/wave] you?", - "VIOLA_QUEST4_FUSE_VIOLA3": "We shall not perish upon this day!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "WHY, I AM BUT A MERRY WANDERER OF THE NIGHT…\\n\\nTHEY CALL ME HOBGOBLIN, AND PUCK...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "AND YOU AND I, VIOLA OF MESSALINE, SHARE MUCH HISTORY.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "I AM ROBIN GOODFELLOW!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "LET ME SEE…\\n\\nPAGE 645 – “TWELFTH NIGHT”.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "I DISCOVERED THIS BOOK AMONG THE REMAINS OF THE SHIP.\\n\\nA CURIOUS READ.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "THE COMEDY OF VIOLA OF MESSALINE, WHO IS SHIPWRECKED ON AN UNKNOWN COUNTRY.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "I do not understand...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH YES, HERE I AM:\\n\\nPAGE 365 – “A MIDSUMMER NIGHT’S DREAM”.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "YOU WILL ONLY FIND YOUR BROTHER WHEN YOUR TALE DEMANDS.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "A STORY OF FAIRIES: OF KING OBERON, QUEEN TITANIA, AND THE TRICKSTER ROBIN GOODFELLOW.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MY DEAR VIOLA… YOU AND I?\\n\\nWE ARE MERELY INVENTIONS OF A MORTAL PLAYWRIGHT – A MR. WILLIAM SHAKESPEARE, IN PARTICULAR.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "OUR STORIES ARE NOT OUR OWN.\\n\\nSEBASTIAN IS NOT HERE. HE WILL NEVER BE HERE.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Does this “Robin Goodfellow” speak the truth, [pause]{player}?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", - "VIOLA_CONVO13_VIOLA2.f": "I am sorry, [pause]friend, [pause]for I have little conversation within me at this moment.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]I defy them![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "It’s true.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Are these stories he reads... [pause]known in your world?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "I’m sorry.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "I’m sorry.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Thank you.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "I’m sorry.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "YOU KNOW I SPEAK THE TRUTH.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "I believe your “truth” changes nothing.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "I believe…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "LET THE TRUTH OF IT WASH OVER YOU. LET IT PULL YOU INTO ITS DEPTHS UNTIL YOU CAN NO LONGER GASP FOR AIR.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "It may be that in {player}’s land, [pause]I am but a story.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "This future that has been written for me is but [shake rate=30 level=10]words on paper![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Who is to say {player} is not a tale in mine?", - "VIOLA_QUEST4_FUSE_VIOLA2": "The overwhelming hand of fate may push against us, [pause]but…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "HA HA HA!\\n\\nHOW UNEXPECTED!", - "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]Our story does not end here![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "THIS PLAY IS EVEN GREATER THAN I COULD HAVE HOPED!\\n\\nCOME, LET US SEE THE FINAL ACT!", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "I refer to our [wave amp=30 freq=10]moment of union[/wave] in our great battle. When we became of one body, I felt our [wave amp=30 freq=10]fates[/wave] intertwine also.", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "YOU SEEM TO BE IN A BIT OF A BIND, DON’T YOU MR. GOODFELLOW?", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "LET ME EXTEND A HELPING HAND. I HAVE A NEW ROLE FOR YOU.", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "We would be wise to return to our place of safety…", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Thank you for accompanying me on this quest, [pause]{player}.", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "I believe Robin Goodfellow was wrong.", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "It may be that my life is but a story in other realms, but…", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "I will find the end of my story on my own terms.", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "It matters not. My future is mine to write.", - "VIOLA_CONVO2_VIOLA2": "And yet, it occurs to me that many of the poor souls here have been stranded here far longer than I.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "But from the moment we tied our hearts together in battle, [pause]you have become part of my story too.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "”Tied our hearts”?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "What do you mean?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Perhaps if this is found, then I shall be reunited with my brother.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "You say that you know of a doorway to leave this land?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Whilst we may have since parted, I feel that the threads of fate are not so easily disentangled.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "That’s right!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "I do.", - "VIOLA_CONVO1_VIOLA1": "...So you mean to tell me that in your realm, [pause]travelling from one country to another takes hours, [pause]and not days?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Very well! [pause]Let me repay my debt: I shall aid you in your own journey.", - "VIOLA_CONVO1_VIOLA2": "Could such a thing be possible? [pause]I daren’t even imagine it!", - "VIOLA_CONVO2_VIOLA1": "I have not been in this land for long, [pause]but find myself missing my home so dearly.", - "VIOLA_CONVO2_VIOLA3": "I do not think I could bear such a thing. [pause]The people here must hold such quiet sorrows upon their shoulders", - "VIOLA_CONVO3_VIOLA1": "I know that the sky above us is not the same one I would watch from my chamber window as a child…", - "VIOLA_CONVO3_VIOLA2": "But for a moment, I can pretend it is. [pause]I can pretend to myself that home is but a day’s ride from here, [pause]and I can just as quickly be among family and friends once more.", - "VIOLA_CONVO4_VIOLA1": "Tell me: [pause]what is the name of the monstrous form you wear in battle?", - "VIOLA_CONVO3_VIOLA3": "I am sure part of you must feel the same, [pause]{player}.", - "VIOLA_CONVO4_VIOLA2": "...", - "VIOLA_CONVO5_VIOLA1": "It has occurred to me that this island brings together unlikely bedfellows.", - "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]It suits you, in a curious way.", - "VIOLA_CONVO5_VIOLA2": "People from countless walks of life, [pause]who may never have crossed paths otherwise, [pause]become compatriots when lost alongside each other on this lonely land.", - "VIOLA_CONVO5_VIOLA3.m": "You and I would certainly not have met under any other circumstance!", - "VIOLA_CONVO5_VIOLA3.f": "You and I would certainly not have met under any other circumstance!", - "VIOLA_CONVO5_VIOLA3.n": "You and I would certainly not have met under any other circumstance!", - "VIOLA_CONVO6_VIOLA1": "If I were to one day leave this place, I would be foolish to speak a word of my time here.", - "VIOLA_CONVO6_VIOLA3": "My friends would think me a mad woman!", - "VIOLA_CONVO6_VIOLA2": "An island beyond the countries of Earth, [pause]inhabited by spirits and fae creatures?", - "VIOLA_CONVO7_VIOLA1.n": "Come, dear {player}. [pause]I know we must return to our quest again shortly…", - "VIOLA_CONVO7_VIOLA1.f": "Come, dear {player}. [pause]I know we must return to our quest again shortly…", - "VIOLA_CONVO7_VIOLA1.m": "Come, dear {player}. [pause]I know we must return to our quest again shortly…", - "VIOLA_CONVO11_VIOLA1.m": "To fight alongside your lover in battle, [pause]wearing the form of a strange creature…", - "VIOLA_CONVO7_VIOLA2": "But we can afford some stolen minutes spent together.", - "VIOLA_CONVO8_VIOLA1": "I have visited many a tavern in my home country, yet none held such a quietness as this place.", - "VIOLA_CONVO8_VIOLA2": "It is enjoyable! [pause]I can envision many a happy time has been spent within these walls.", - "VIOLA_CONVO9_VIOLA1": "When the trees stand still for a moment, and a quiet briefly settles across this land…", - "VIOLA_CONVO9_VIOLA2": "There is a silence here that feels truer than any I could possibly experience elsewhere. [pause]It is a silence that cuts deep, that you can feel under your very skin.", - "VIOLA_CONVO9_VIOLA3": "The knowledge that nothing in this realm lies beyond this sole island…", - "VIOLA_CONVO10_VIOLA1.m": "Say, [pause]dear {player}, [pause]have I not regaled you with my tales as a travelling performer?", - "VIOLA_CONVO9_VIOLA4": "Such a solitary place could not be imagined by most men.", - "VIOLA_CONVO10_VIOLA1.f": "Say, [pause]dear {player}, [pause]have I not regaled you with my tales as a travelling performer?", - "VIOLA_CONVO10_VIOLA1.n": "Say, [pause]dear {player}, [pause]have I not regaled you with my tales as a travelling performer?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "You were a what?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "A travelling performer..?", - "VIOLA_CONVO10_VIOLA2": "Yes! [pause]My brother and I would sing and act for friends and various audiences, on occasion.", - "VIOLA_CONVO10_VIOLA3": "We did not need the money, of course. [pause]Finances were of little worry for most of my life. The merriment was its own reward.", - "VIOLA_CONVO10_VIOLA4": "Tell me; you must have concealed talents of your own. [pause]I greatly wish to know more about you, if you’ll permit…", - "VIOLA_CONVO11_VIOLA1.f": "To fight alongside your lover in battle, [pause]wearing the form of a strange creature…", - "VIOLA_CONVO11_VIOLA2": "It is a kind of romance in itself, is it not? [pause]If action is eloquence, [pause]then our bouts are poetry.", - "VIOLA_CONVO11_VIOLA1.n": "To fight alongside your lover in battle, [pause]wearing the form of a strange creature…", - "VIOLA_CONVO12_VIOLA2": "I hope one day to regale my brother with stories of the devils I have overcome.", - "VIOLA_CONVO12_VIOLA1": "I hope we soon find our way home from the strange dream we find ourselves in.", - "VIOLA_CONVO13_VIOLA1": "...", - "VIOLA_CONVO14_VIOLA4": "Still, it is a [wave amp=30 freq=10]curious[/wave] thing for one’s own tale to exist betwixt the pages of a book in another land. Do all stories work in such a manner?", - "VIOLA_CONVO13_VIOLA2.n": "I am sorry, [pause]friend, [pause]for I have little conversation within me at this moment.", - "VIOLA_CONVO13_VIOLA2.m": "I am sorry, [pause]friend, [pause]for I have little conversation within me at this moment.", - "VIOLA_CONVO13_VIOLA3": "You and I have not known each other long. You may have offered me your help, but I have few words to offer in return.", - "VIOLA_CONVO15_VIOLA2": "So curious it is! And yet the kind people of this land do it without a moment’s hesitation or worry.", - "VIOLA_CONVO14_VIOLA2": "He said that he and I are the creation of a playwright. That our stories were already written for us.", - "VIOLA_CONVO14_VIOLA1": "I am thinking once again of the words of the trickster Robin Goodfellow.", - "VIOLA_CONVO14_VIOLA3": "I did not let his words crush my spirit, of course. [pause]As I said – my story is mine to write and mine alone.", - "VIOLA_CONVO14_VIOLA5": "Perhaps in one realm, one may find the “Book of {player}”! [pause]I am sure it is a riveting read!", - "VIOLA_CONVO17_VIOLA1_OPTION1": "Yeah!", - "VIOLA_CONVO15_VIOLA1": "Tell me, [pause]{player}, [pause]do you not find this land’s methods of dueling in the guise of fae beasts to be a strange one?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "It is pretty weird, yeah!", - "VIOLA_CONVO15_VIOLA1_OPTION2": "I find it fun!", - "VIOLA_CONVO16_VIOLA1": "Do you believe it, {player}? [pause]Do you believe that the doorway you found will lead us back to where we once lived?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "I have to!", - "VIOLA_CONVO16_VIOLA1_OPTION2": "I believe it!", - "VIOLA_CONVO16_VIOLA2": "Wonderful! [pause]As much as I have come to admire this brave new world, I know that it is not any of our fates to remain here forever.", - "VIOLA_CONVO16_VIOLA3": "But if it is your wish to remain here but a while longer, I shall stay also. [pause]We are young, after all. Time does not beckon us to be gone from this place as of yet.", - "VIOLA_CONVO18_VIOLA2": "Perhaps that is the true purpose of this land: those who step foot upon its shores are fated to leave with many tales of their adventures.", - "VIOLA_CONVO17_VIOLA1": "The battle with our foe Aleph was a grand one, was it not?", - "VIOLA_CONVO17_VIOLA2": "I am more of a fighter than I thought. Perhaps I should instead live the life of a soldier!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "I guess you could say that!", - "VIOLA_CONVO17_VIOLA3": "Though as a woman, I would not be permitted to do so. [pause]Perhaps I should once again disguise myself as a man…", - "VIOLA_CONVO17_VIOLA3_OPTION2": "Huh?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "”Again?”", - "VIOLA_CONVO18_VIOLA1.m": "We have not journeyed together for long, dear {player}, but it feels like we have lived a lifetime of stories together already!", - "VIOLA_CONVO17_VIOLA4": "Does this surprise you? I am a performer at heart! Man and woman are merely costumes in my wardrobe, to wear as I will.", - "VIOLA_CONVO18_VIOLA1.f": "We have not journeyed together for long, dear {player}, but it feels like we have lived a lifetime of stories together already!", - "VIOLA_CONVO18_VIOLA1.n": "We have not journeyed together for long, dear {player}, but it feels like we have lived a lifetime of stories together already!", - "VIOLA_SOCIAL1_VIOLA4": "Yes. And these “cassette players” you use to take the form of spirits and beasts.", - "VIOLA_CONVO19_VIOLA1.m": "Do you read poetry, my dear {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "Not really!", - "VIOLA_CONVO19_VIOLA1.n": "Do you read poetry, my dear {player}?", - "VIOLA_CONVO19_VIOLA1.f": "Do you read poetry, my dear {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "Yeah!", - "VIOLA_CONVO19_VIOLA4": "As much as man needs the cook to nourish their stomach, so too do they need the poet to nourish their heart.", - "VIOLA_CONVO19_VIOLA2": "I am glad to hear it!", - "VIOLA_CONVO19_VIOLA3": "It is no matter – perhaps I shall teach you!", - "VIOLA_SOCIAL1_VIOLA2": "The good people of Harbourtown speak in ways I find peculiar.", - "VIOLA_CONVO19_VIOLA5": "I believe it is a cruelty to oneself to starve one’s heart of such nourishment.", - "VIOLA_CONVO19_VIOLA6": "Given our present union, perhaps we would do well to enjoy the works of the Greek poet Sappho? I shall attempt to locate a book of her poetry in our travels.", - "VIOLA_CONVO20_VIOLA1": "Thank you – [pause]this moment of rest has not gone unappreciated, {player}.", - "VIOLA_SOCIAL1_VIOLA1": "It has become apparent to me, [pause]as of late, [pause]that many elements of life in this town are foreign to me.", - "VIOLA_SOCIAL1_VIOLA3": "And lamplights illuminate themselves with no lamplighter! [pause]There is much I do not understand.", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "I suppose you do come from a Shakespearean past…", - "VIOLA_SOCIAL3_VIOLA5": "She insisted that it was a valuable read, [pause]this “Spooktales” book.", - "VIOLA_SOCIAL1_VIOLA5": "And melding your spirits together with your allies. [pause]This is normal to you?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "I guess this is like the future from your perspective!", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Uh, no, that’s still weird.", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "That’s just a New Wirral thing.", - "VIOLA_SOCIAL1_VIOLA6": "I see.", - "VIOLA_SOCIAL1_VIOLA8": "It is true: I am indeed a long way from Messaline, both in time and place.", - "VIOLA_SOCIAL1_VIOLA7": "So there are aspects of this land familiar to you, but some that even you find strange.", - "VIOLA_SOCIAL1_VIOLA9": "If this realm has delights unfamiliar to me, I ask of you this:", - "VIOLA_SOCIAL1_VIOLA10": "Perhaps you may share some of these with me, in time?", - "VIOLA_SOCIAL1_VIOLA11": "I wish to experience these new things, before I return to my home country.", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Before you return home?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "You’re going to leave?", - "VIOLA_SOCIAL1_VIOLA13.m": "I can see it in your eyes! [pause]Your heart is not so easily hidden from me, friend.", - "VIOLA_SOCIAL1_VIOLA12": "Is it not your quest to find passage off this island?", - "VIOLA_SOCIAL1_VIOLA13.n": "I can see it in your eyes! [pause]Your heart is not so easily hidden from me, friend.", - "VIOLA_SOCIAL1_VIOLA13.f": "I can see it in your eyes! [pause]Your heart is not so easily hidden from me, friend.", - "VIOLA_SOCIAL1_VIOLA14": "Do not worry – I shall aid you however I can.", - "VIOLA_SOCIAL1_VIOLA15": "You shall always have in me an ally and a friend.", - "VIOLA_SOCIAL1_VIOLA16": "Very well! [pause]Let us dally no longer.", - "VIOLA_SOCIAL2_VIOLA2": "It does not sell ale, correct? [pause]But instead this “coffee”.", - "VIOLA_SOCIAL2_VIOLA1": "The popular establishment, [pause]the “Gramophone”...", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "That’s right!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "I’m pretty sure that’s the case.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "I’m pretty sure that’s the case.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "I’m pretty sure that’s the case.", - "VIOLA_SOCIAL2_VIOLA3": "And the people of your time consume this “coffee” in great quantities?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "They sure do!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Perhaps too much.", - "VIOLA_SOCIAL2_VIOLA4": "Enlightening.", - "VIOLA_SOCIAL2_VIOLA6": "As such, I have acquired a flask of this beloved beverage. [pause]A gift from Clémence.", - "VIOLA_SOCIAL2_VIOLA5": "I wish to experience the coffee, [pause]as the good people of Harbourtown do.", - "VIOLA_SOCIAL4_VIOLA9": "How easy would it be to forget my kin, and remain here.", - "VIOLA_SOCIAL2_NARRATION7": "Viola drinks a cup of coffee.", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "What is your verdict?", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "What do you think?", - "VIOLA_SOCIAL2_VIOLA9": "It is a hearty drink.", - "VIOLA_SOCIAL2_VIOLA10": "The appeal is clear to me.", - "VIOLA_SOCIAL2_VIOLA11": "And as for this sugared pastry she also gave me so kindly...", - "VIOLA_SOCIAL2_VIOLA12": "What would you call this?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "It’s a cinnamon roll!", - "VIOLA_SOCIAL2_VIOLA13": "The flavours… [pause]The sweetness....", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Did Clémence give you a cinnamon roll, too?", - "VIOLA_SOCIAL2_VIOLA14": "And yet it is gone so quickly, [pause]a pure and fleeting joy.", - "VIOLA_SOCIAL2_VIOLA15": "Goodnight, [pause]sweet roll.", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "So you liked it?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "So this was a success, then?", - "VIOLA_SOCIAL2_VIOLA16": "Yes, [pause]I would say so.", - "VIOLA_SOCIAL3_VIOLA1": "In my efforts to learn about the many realms outside of Harbourtown, I have acquired some documents of great significance.", - "VIOLA_ROMANCE_VIOLA5": "I jest. [pause]We are time’s subjects, [pause]and one day time will bid us gone from each other’s company.", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Learning material?", - "VIOLA_SOCIAL3_VIOLA2": "Yes – [pause]my time here on New Wirral has shown me that my understanding of the world I lived in was but a grain of sand in an endless ocean...", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Are you doing research?", - "VIOLA_SOCIAL3_VIOLA3.m": "Truly, there are many realms like the one I hail from – [pause]such as your own, dear {player}.", - "VIOLA_SOCIAL3_VIOLA4": "I asked friend Meredith for her aid, [pause]and she provided me this tome.", - "VIOLA_SOCIAL3_VIOLA3.n": "Truly, there are many realms like the one I hail from – [pause]such as your own, dear {player}.", - "VIOLA_SOCIAL3_VIOLA3.f": "Truly, there are many realms like the one I hail from – [pause]such as your own, dear {player}.", - "VIOLA_SOCIAL3_VIOLA6": "Indeed, I have concluded that the accounts within are imaginary.", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "I think this is a horror fiction book…", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "I don’t think you’re going to learn anything from this book.", - "VIOLA_SOCIAL3_VIOLA7": "However, I must draw your attention to Chapter 5 – [pause]much of which describes effective ways to slay the living dead.", - "VIOLA_SOCIAL3_VIOLA8": "Do we not fight monsters on a regular basis? [pause]Perhaps there is more that can be learned from this document than you may have first assumed.", - "VIOLA_SOCIAL3_VIOLA9": "Nevertheless, [pause]I think Meredith lent me this book simply out of a love of the macabre.", - "VIOLA_SOCIAL3_VIOLA10": "It was an enjoyable read! [pause]Perhaps I shall request more books from her.", - "VIOLA_SOCIAL4_VIOLA1.f": "There are matters I would wish to discuss with you, friend. [pause]Do you think we could leave this place for somewhere peaceful?", - "VIOLA_SOCIAL4_VIOLA1.m": "There are matters I would wish to discuss with you, friend. [pause]Do you think we could leave this place for somewhere peaceful?", - "VIOLA_SOCIAL3_VIOLA11": "Come! I wish to put my newly acquired lessons to practice!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Not now.", - "VIOLA_SOCIAL4_VIOLA1.n": "There are matters I would wish to discuss with you, friend. [pause]Do you think we could leave this place for somewhere peaceful?", - "VIOLA_SOCIAL4_VIOLA_NO": "Another time, then.", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "Sure!", - "VIOLA_SOCIAL4_VIOLA3": "The people of Harbourtown live unburdened by expectation, do they not?", - "VIOLA_SOCIAL4_VIOLA2": "I must say this:", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "What do you mean?", - "VIOLA_ROMANCE_VIOLA_NO.f": "My mistake, friend.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "I don’t quite follow.", - "VIOLA_SOCIAL4_VIOLA4": "No lords to please, [pause]no king to kneel before…", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "I don’t quite follow.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "I don’t quite follow.", - "VIOLA_SOCIAL4_VIOLA5": "Free to find purpose in one’s own actions. [pause]I envy such a life.", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "Was your previous life complicated?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "What were you doing before you came here?", - "VIOLA_SOCIAL4_VIOLA6": "My family name is one of great repute and wealth, [pause]but ill fortune had fallen upon us.", - "VIOLA_SOCIAL4_VIOLA7": "My brother and I were tasked with reaching out to a family friend in another country, so that they may aid us.", - "VIOLA_SOCIAL4_VIOLA8": "But as you may surmise, [pause]my ship did not reach those shores. [pause]And the land I found myself on was this one, a dream land of spirits and beasts.", - "VIOLA_SOCIAL4_VIOLA10": "It would be a happy life, one of the finest company.", - "VIOLA_SOCIAL4_VIOLA11.n": "For this land has you, my dear {player}!", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "I wear my heart upon my sleeve. [pause]I cannot deny my feelings.", - "VIOLA_SOCIAL4_VIOLA11.m": "For this land has you, my dear {player}!", - "VIOLA_SOCIAL4_VIOLA11.f": "For this land has you, my dear {player}!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "You’ll always have a friend in me!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "You’ll always have a friend in me!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "You’ll always have a friend in me!", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Do you think we could be more than friends?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Do you think we could be more than friends?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "This, [pause]I cannot deny.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Do you think we could be more than friends?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Very well! [pause]Come, [pause]friend, [pause]let us drink of the “coffee”.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Very well! [pause]Come, [pause]friend, [pause]let us drink of the “coffee”.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "We have many paths left to walk together.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "And then we shall journey onward once more!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Very well! [pause]Come, [pause]friend, [pause]let us drink of the “coffee”.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "“More than friends”?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "“More than friends”?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Speak plainly: in what manner do you see me?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "“More than friends”?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "I see you as a good friend.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "I…", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "My heart longs for you.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "You have a way with words when the occasion arises, friend.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "You have a way with words when the occasion arises, friend.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Your beauty has always been clear as daylight to me.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "You have a way with words when the occasion arises, friend.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Come, dear {player}...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Come, dear {player}...", - "VIOLA_ROMANCE_VIOLA1.m": "You have a curious look about you, {player}. [pause]Do you have something you wish to confess?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Come, dear {player}...", - "VIOLA_ROMANCE_VIOLA_NO.m": "My mistake, friend.", - "VIOLA_ROMANCE_VIOLA1.n": "You have a curious look about you, {player}. [pause]Do you have something you wish to confess?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "You have a curious look about you, {player}. [pause]Do you have something you wish to confess?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "Nothing in particular!", - "VIOLA_ROMANCE_VIOLA_NO.n": "My mistake, friend.", - "VIOLA_ROMANCE_VIOLA2": "I…", - "VIOLA_ROMANCE_VIOLA3": "Are you asking for my hand in marriage, [pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", - "VIOLA_ROMANCE_VIOLA6": "It would be too much to bear to marry you, [pause]knowing that one day this waking dream will end and we shall return to our lives as they once were.", - "VIOLA_ROMANCE_VIOLA7": "Yet, [pause]there still remains many days and nights by each other’s side.", - "VIOLA_ROMANCE_VIOLA8": "I agree to your wish. [pause]Henceforth, we share a union of hearts.", - "VIOLA_ROMANCE_VIOLA9": "Perhaps, [pause]in another realm far beyond our imaginings, [pause]a humble playwright is telling our tale as we speak.", - "DOG_QUEST1_PART1_NARRATION4": "The dog’s name is Barkley, and there’s a miniature tape recorder attached to his collar. There’s no information about his owner here, other than a 22-digit telephone number.", - "VIOLA_ROMANCE_VIOLA10": "“Viola & {player}: the comedy of two lovers stranded together.”", - "VIOLA_ROMANCE_VIOLA11": "I believe it would make for a wonderful story, [pause]don’t you think?", - "DOG_QUEST1_PART1_DOG1": "Arf!", - "DOG_UNKNOWN_NAME": "Dog", - "DOG_QUEST1_PART1_NARRATION2": "It’s a friendly dog!", - "DOG_QUEST1_PART1_NARRATION3": "After extending your hand to let the dog sniff you, you check his collar.", - "DOG_QUEST1_PART1_NARRATION5": "Barkley must be stuck in New Wirral too.", - "DOG_QUEST1_PART1_NARRATION7": "Barkley’s looking up the cliff and whining. He must want to go up.", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Whuhhh...[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "You can get up there with your climbing ability. Will you go with him?", - "DOG_QUEST1_PART2_NARRATION1": "Barkley didn’t have any trouble getting up the cliff. It seems like he just wanted someone to accompany him.", - "DOG_QUEST1_PART1_NARRATION9": "He won’t move from this spot. Perhaps if you had some way to take him up the cliff…", - "DOG_QUEST1_PART1_DOG10": "Arf arf!", - "DOG_QUEST1_PART4_NARRATION2": "Among the bones is a dog leash and some treats.", - "DOG_QUEST1_PART3_DOG1": "Grrrrr...", - "RESTING_DOG_2": "You and Barkley lazily roll a ball back and forth.", - "DOG_QUEST1_PART4_NARRATION1": "These look like human bones...", - "DOG_QUEST1_PART4_NARRATION4": "Afterwards, Barkley gives your hand a big wet lick!", - "DOG_QUEST1_PART4_NARRATION3": "Barkley digs a big hole and the pair of you bury the bones.", - "DOG_QUEST1_PART4_DOG5": "*Pant pant*", - "RESTING_DOG_1": "You and Barkley take a long nap together.", - "RESTING_DOG_3": "Barkley’s been a really good boy today, so you make sure he gets all the treats and belly rubs.", - "RESTING_DOG_5": "Barkley licks your face!", - "RESTING_DOG_4": "Barkley shares one of his treats with you. You try it, but it’s not very tasty.", - "RESTING_DOG_6.m": "Barkley scoffs your snacks while you’re not looking.", - "RESTING_DOG_8": "Barkley finds a good digging spot! The two of you get absolutely covered in mud.", - "RESTING_DOG_6.n": "Barkley scoffs your snacks while you’re not looking.", - "RESTING_DOG_6.f": "Barkley scoffs your snacks while you’re not looking.", - "RESTING_DOG_7": "You try to play fetch with Barkley, but he’s more interested in the scents of nearby monsters.", - "RESTING_DOG_9": "Barkley brings you a stick he’s really proud of!", - "INTERMISSION_PART1_ALEPH1": "HELLO, [pause]{player.to_upper}.", - "INTERMISSION_PART1_ALEPH2": "SORRY, [pause]IS THIS TOO LOUD?", - "INTERMISSION_PART1_ALEPH3": "MAYBE THIS IS A LITTLE EASIER FOR YOU.", - "INTERMISSION_PART1_ALEPH4": "I THOUGHT WE COULD PENCIL IN A QUICK MEETING.", - "INTERMISSION_PART1_MEREDITH5": "Is this the same bloke who keeps appearing in the stations? [pause]Who are you, anyway?", - "INTERMISSION_PART1_KAYLEIGH5": "The triangle man! Who are you, and what do you want?", - "INTERMISSION_PART1_EUGENE5": "You don’t scare me! Who are you?!", - "INTERMISSION_PART1_FELIX5": "Hmm. [pause]This is a bit worrying. [pause]Who are you?", - "INTERMISSION_PART1_VIOLA5": "What is this being?", - "INTERMISSION_PART1_DOG5": "Arf!", - "INTERMISSION_PART1_ALEPH6": "AH - WHERE ARE MY MANNERS? [pause]I SHOULD INTRODUCE MYSELF.", - "INTERMISSION_PART1_ALEPH6_OPTION1": "Are you an Archangel?", - "INTERMISSION_PART1_ALEPH7": "ARCHANGEL! [pause]IS THAT WHAT YOU CALL US? HOW DELIGHTFUL!", - "INTERMISSION_PART1_ALEPH8": "AS FOR ME, PERSONALLY?", - "INTERMISSION_PART1_ALEPH9": "I’VE BEEN CALLED MANY THINGS BY YOUR KIND.", - "INTERMISSION_PART1_ALEPH10": "ARTHUR, [pause]ALEXANDER, [pause]AGAMEMNON…", - "INTERMISSION_PART1_MEREDITH13": "He’s, uh, not what I expected.", - "INTERMISSION_PART1_ALEPH11": "ALAS, [pause][pause]I AM ALEPH.", - "INTERMISSION_PART1_ALEPH12": "YOU CAN CALL ME AL.", - "INTERMISSION_PART1_KAYLEIGH13": "He sure is… [pause]polite.", - "INTERMISSION_PART1_EUGENE13": "What’s with his “nice guy” act?", - "INTERMISSION_PART1_ALEPH14": "I’VE BEEN PREOCCUPIED FOR SOME TIME BY AN OLD FRIEND. [pause]FORTUNATELY THAT “SITUATION” HAS BEEN RESOLVED NOW.", - "INTERMISSION_PART1_FELIX13": "Nice to… meet you…?", - "INTERMISSION_PART1_VIOLA13": "You want something from us – [pause]speak plainly!", - "INTERMISSION_PART1_DOG13": "Grrrr...", - "INTERMISSION_PART1_ALEPH16": "THESE ARE EXCITING TIMES INDEED, [pause]FRIENDS!", - "INTERMISSION_PART1_ALEPH15": "AND NOW I RETURN TO FIND OUT THIS WORLD HAS GATHERED MORE OF MY PEOPLE? [pause]MORE “ARCHANGELS”?", - "INTERMISSION_PART1_ALEPH18": "SO I MUST ASK THAT YOU DON’T ATTEMPT TO INTERVENE IN MY TEAM-BUILDING EXERCISE.", - "INTERMISSION_PART1_ALEPH17": "THE NEWCOMERS ARE WILD AND UNFOCUSED, [pause]BUT I SEE MUCH POTENTIAL IN THEM.", - "INTERMISSION_PART1_ALEPH19": "IN FACT, [pause]I MUST REQUEST THAT YOU CEASE SEARCHING FOR MY PEERS ENTIRELY.", - "INTERMISSION_PART1_ALEPH19_OPTION1": "But the Archangels are the key to leaving New Wirral!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "I need to find them in order to leave this island!", - "INTERMISSION_PART1_ALEPH20": "OH!", - "INTERMISSION_PART1_ALEPH21": "YOU JUST WANT TO LEAVE?", - "INTERMISSION_PART1_ALEPH22": "YES, [pause]I CAN SEND YOU AWAY FROM HERE!", - "INTERMISSION_PART1_KAYLEIGH24": "I don’t like the sound of this...", - "INTERMISSION_PART1_ALEPH23": "THE ONLY THING I CAN’T WARP IS ME! A MIRROR DOESN’T REFLECT ITSELF...", - "INTERMISSION_PART1_MEREDITH24": "Uh, do you trust this triangle bloke?", - "INTERMISSION_PART1_EUGENE24": "This doesn’t sound good...", - "INTERMISSION_PART1_FELIX24": "Uh… {player}..?", - "INTERMISSION_PART1_VIOLA24": "What manner of a man is he...?", - "INTERMISSION_PART1_DOG24": "Whhh...", - "INTERMISSION_PART1_ALEPH25": "SO BE IT! [pause]I SHALL GRANT YOUR WISH.", - "INTERMISSION_PART1_ALEPH26": "PLEASE DON’T COME BACK.", - "INTERMISSION_PART1_ALEPH27": "REALLY.", - "INTERMISSION_PART1_ALEPH28": "I MEAN IT.", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "I can’t read this. I don’t even recognise the language.", - "INTERMISSION_PART2_AMBER1.m": "You’re lookin’ pretty lost there, [pause]stranger.", - "AMBER_UNKNOWN_NAME": "Mysterious Woman", - "INTERMISSION_PART2_AMBER2": "You need a place to stay?", - "INTERMISSION_PART2_AMBER1.n": "You’re lookin’ pretty lost there, [pause]stranger.", - "INTERMISSION_PART2_AMBER1.f": "You’re lookin’ pretty lost there, [pause]stranger.", - "INTERMISSION_PART3_AMBER1.n": "You’re lucky I found you when I did, sweetheart.", - "INTERMISSION_LODGE_LOCKED": "The door is locked.", - "INTERMISSION_PART3_AMBER1.m": "You’re lucky I found you when I did, sweetheart.", - "INTERMISSION_PART3_AMBER2": "Call me Ms. Amber – [pause]I’m the face of the Amber Lodge.", - "INTERMISSION_PART3_AMBER1.f": "You’re lucky I found you when I did, sweetheart.", - "INTERMISSION_PART3_AMBER4.m": "Please, [pause]make yourself at home. [pause]Have yourself a look around.", - "INTERMISSION_PART3_AMBER3.f": "You’re mighty lucky – [pause]the Amber Lodge doesn’t pass through those dead worlds often.", - "INTERMISSION_PART3_AMBER3.m": "You’re mighty lucky – [pause]the Amber Lodge doesn’t pass through those dead worlds often.", - "INTERMISSION_PART3_AMBER3.n": "You’re mighty lucky – [pause]the Amber Lodge doesn’t pass through those dead worlds often.", - "INTERMISSION_PART3_AMBER4.f": "Please, [pause]make yourself at home. [pause]Have yourself a look around.", - "INTERMISSION_PART3_AMBER5": "We’re travellin’ right now so there ain’t nowhere to go just yet.", - "INTERMISSION_PART3_AMBER4.n": "Please, [pause]make yourself at home. [pause]Have yourself a look around.", - "INTERMISSION_PART3_AMBER6_OPTION1": "Who are you?", - "INTERMISSION_PART3_AMBER6": "Hey, sugar. How can I help?", - "INTERMISSION_PART3_AMBER6_OPTION2": "What is this place?", - "INTERMISSION_PART3_AMBER6_OPTION3": "What is going on?", - "INTERMISSION_PART3_AMBER6_OPTION4": "Goodbye!", - "INTERMISSION_PART3_AMBER7": "Like I said, I’m Ms. Amber. [pause]The face of this fine establishment.", - "INTERMISSION_PART3_AMBER9": "You ain’t the first soul to wander in here with that look on your face!", - "INTERMISSION_PART3_AMBER8": "Don’t worry, [pause]you ain’t in danger.", - "INTERMISSION_PART3_AMBER11": "We tend to not stick around one place for too long. [pause]Sometimes folks like yourself need a helping hand, so we’ll hold out an olive branch.", - "INTERMISSION_PART3_AMBER10": "The Amber Lodge, sweetheart.", - "INTERMISSION_PART3_AMBER12": "We’ve had some varied clientele over the years, [pause]no doubt about that.", - "INTERMISSION_PART3_AMBER13.m": "Aww, you’re [wave amp=30 freq=10]adorable[/wave] with that lost puppy dog look in your eyes!", - "INTERMISSION_PART3_AMBER14.m": "Don’t fret, [pause]none of this a big deal.", - "INTERMISSION_PART3_AMBER13.n": "Aww, you’re [wave amp=30 freq=10]adorable[/wave] with that lost puppy dog look in your eyes!", - "INTERMISSION_PART3_AMBER13.f": "Aww, you’re [wave amp=30 freq=10]adorable[/wave] with that lost puppy dog look in your eyes!", - "INTERMISSION_PART3_AMBER14.f": "Don’t fret, [pause]none of this a big deal.", - "INTERMISSION_PART3_AMBER14.n": "Don’t fret, [pause]none of this a big deal.", - "INTERMISSION_PART3_AMBER15.m": "You got your little self stuck on a world that’s been dead for a thousand years.", - "INTERMISSION_PART3_AMBER16": "Why, [pause]I simply picked you up.", - "INTERMISSION_PART3_AMBER15.n": "You got your little self stuck on a world that’s been dead for a thousand years.", - "INTERMISSION_PART3_AMBER15.f": "You got your little self stuck on a world that’s been dead for a thousand years.", - "AMBER_LODGE_MIRROR_DESCRIPTION": "This is a well-polished mirror. It doesn’t seem to reflect anything, though...", - "INTERMISSION_PART3_AMBER17": "Take care, sugar.", - "AMBER_LODGE_NPC1_NAME": "Relaxed Man", - "AMBER_LODGE_NPC1_DIALOGUE": "Ms. Amber sure knows how to run this joint!", - "AMBER_LODGE_NPC2_NAME": "Red-Cheeked Woman", - "AMBER_LODGE_NPC2_DIALOGUE": "Why, I’d stay here forever if I could!", - "AMBER_LODGE_NPC3_NAME": "Friendly Individual", - "AMBER_LODGE_NPC3_DIALOGUE": "Is this your first time at the Amber Lodge?", - "AMBER_LODGE_NPC4_NAME": "Stern-Faced Man", - "AMBER_LODGE_NPC4_DIALOGUE": "The Amber Lodge really is one of a kind…", - "INTERMISSION_PART4_AMBER1": "A simpler time.", - "INTERMISSION_PART4_AMBER1_OPTION1": "Do you know Aleph?", - "INTERMISSION_PART4_AMBER1_OPTION2": "Are you friends with Aleph?", - "INTERMISSION_PART4_AMBER2": "He and I were like family once, [pause]back in the good old days.", - "INTERMISSION_PART4_AMBER3": "There was a whole gang of us, [pause]and we had some mighty fine times together, [pause]let me tell you.", - "INTERMISSION_PART4_AMBER4": "Aleph was like the leader. [pause]I mean, of COURSE he was. [pause]That’s his whole shtick, [pause]ain’t it?", - "INTERMISSION_PART4_AMBER5": "But me? [pause]I was the ride, [pause]and Morgante was the keeper of the door.", - "INTERMISSION_PART4_AMBER6": "But sometimes folks just grow apart. Sometimes it gets messy at the end.", - "INTERMISSION_PART4_AMBER7": "So I left all that behind.", - "INTERMISSION_PART4_AMBER8": "I’m sure Aleph’s still tryin’ to find his ticket off that island, [pause]even now.", - "INTERMISSION_PART4_AMBER9": "No way the ol’ witch will tell him how, [pause]of course.", - "INTERMISSION_PART4_AMBER10": "But I don’t want to bore you with this old girl’s tales of days gone by.", - "INTERMISSION_PART4_AMBER11": "Me?", - "INTERMISSION_PART4_AMBER16": "Don’t worry, I won’t tell.", - "INTERMISSION_PART4_AMBER10_OPTION1": "Are you an Archangel?", - "INTERMISSION_PART4_AMBER13": "I’m just the face of the establishment.", - "INTERMISSION_PART4_AMBER12": "Why, [pause]I told you, {player}...", - "INTERMISSION_PART4_AMBER15": "Not to mention, you’d know all about walkin’ around wearin’ an avatar, wouldn’t you?", - "INTERMISSION_PART4_AMBER14": "The Amber Lodge is the real attraction.", - "INTERMISSION_PART4_AMBER25.m": "Step through it when you’re ready.", - "INTERMISSION_PART4_AMBER18": "And before that, [pause]you were on New Wirral?", - "INTERMISSION_PART4_AMBER17.m": "Now, [pause]I’m guessin’ you were stranded out on that rock because Aleph warped you away, [pause]right?", - "INTERMISSION_PART4_AMBER17.f": "Now, [pause]I’m guessin’ you were stranded out on that rock because Aleph warped you away, [pause]right?", - "INTERMISSION_PART4_AMBER17.n": "Now, [pause]I’m guessin’ you were stranded out on that rock because Aleph warped you away, [pause]right?", - "INTERMISSION_PART5_EUGENE.f": "I knew you’d be back!", - "INTERMISSION_PART4_AMBER19": "That island is like a fly trap. [pause]Folks slip through the cracks and end up there. Mighty unlucky of you, sugar.", - "INTERMISSION_PART4_AMBER20": "But as for the business with our triangle-headed friend?", - "INTERMISSION_PART4_AMBER21.m": "It ain’t your fault you got caught up in our old mess.", - "INTERMISSION_PART4_AMBER21.f": "It ain’t your fault you got caught up in our old mess.", - "INTERMISSION_PART4_AMBER21.n": "It ain’t your fault you got caught up in our old mess.", - "INTERMISSION_PART4_AMBER23": "This mirror will take you where you need to go.", - "INTERMISSION_PART4_AMBER22": "So I’ll give you a ride, just this once. [pause]Follow me.", - "INTERMISSION_PART4_AMBER24": "Where THAT is, [pause]however, [pause]well, [pause]that just ain’t up to me.", - "INTERMISSION_PART4_AMBER25.f": "Step through it when you’re ready.", - "INTERMISSION_PART4_AMBER26": "Take care, sugar. It was mighty fine meetin’ you.", - "INTERMISSION_PART4_AMBER27.n": "Oh, do me a favour – [pause]let’s not tell our friend Al about me helpin’ you out, [pause]shall we?", - "INTERMISSION_PART4_AMBER25.n": "Step through it when you’re ready.", - "INTERMISSION_PART4_AMBER27.m": "Oh, do me a favour – [pause]let’s not tell our friend Al about me helpin’ you out, [pause]shall we?", - "INTERMISSION_PART5_KAYLEIGH.m": "I thought I’d lost you for a moment there!", - "INTERMISSION_PART4_AMBER27.f": "Oh, do me a favour – [pause]let’s not tell our friend Al about me helpin’ you out, [pause]shall we?", - "INTERMISSION_PART5_KAYLEIGH.f": "I thought I’d lost you for a moment there!", - "INTERMISSION_PART5_KAYLEIGH.n": "I thought I’d lost you for a moment there!", - "INTERMISSION_PART5_MEREDITH.m": "Ugh, [pause]you have NO idea how worried you had me there, mate.", - "INTERMISSION_PART5_MEREDITH.n": "Ugh, [pause]you have NO idea how worried you had me there, mate.", - "INTERMISSION_PART5_MEREDITH.f": "Ugh, [pause]you have NO idea how worried you had me there, mate.", - "INTERMISSION_PART5_EUGENE.m": "I knew you’d be back!", - "INTERMISSION_PART5_FELIX.f": "For a moment, I wasn’t sure if I’d be seeing you again...", - "INTERMISSION_PART5_FELIX.m": "For a moment, I wasn’t sure if I’d be seeing you again...", - "INTERMISSION_PART5_EUGENE.n": "I knew you’d be back!", - "INTERMISSION_PART5_VIOLA.m": "How grateful I am that you return to us...", - "INTERMISSION_PART5_FELIX.n": "For a moment, I wasn’t sure if I’d be seeing you again...", - "INTERMISSION_PART5_VIOLA.n": "How grateful I am that you return to us...", - "INTERMISSION_PART5_VIOLA.f": "How grateful I am that you return to us...", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]ARF! ARF![/shake]", - "INTERMISSION_PART6_VIOLA4": "Nothing about this “Aleph” is trustworthy. We best be on guard if he shows his sharply-angled face again.", - "INTERMISSION_PART6_KAYLEIGH2": "This triangle man, [pause]Aleph, [pause]is an old Archangel who has been stuck on New Wirral like the rest of us.", - "INTERMISSION_PART6_KAYLEIGH1": "…OK, [pause]so if I’m understanding this right…", - "END_MIRROR_DENIAL_EUGENE1.n": "I can’t go through here yet, buddy. [pause]Not until I’ve stopped the Landkeepers here in New Wirral, you understand?", - "INTERMISSION_PART6_MEREDITH3.m": "And you were saved by a stranger after the [wave amp=30 freq=10]triangle bloke[/wave] sent you to another world. [pause]Something he can do to others, but not himself. [pause]Gotcha.", - "INTERMISSION_PART6_MEREDITH3.f": "And you were saved by a stranger after the [wave amp=30 freq=10]triangle bloke[/wave] sent you to another world. [pause]Something he can do to others, but not himself. [pause]Gotcha.", - "INTERMISSION_PART6_MEREDITH3.n": "And you were saved by a stranger after the [wave amp=30 freq=10]triangle bloke[/wave] sent you to another world. [pause]Something he can do to others, but not himself. [pause]Gotcha.", - "INTERMISSION_PART6_KAYLEIGH3.f": "And he sent you away with his big mirror head to a ruined world, but you got a ride back from a nice stranger. [pause]Who is also an Archangel.", - "INTERMISSION_PART6_KAYLEIGH5": "We still don’t know what Aleph is up to, though. We only know that he’s interested in the [wave amp=30 freq=10]other[/wave] Archangels.", - "INTERMISSION_PART6_KAYLEIGH3.m": "And he sent you away with his big mirror head to a ruined world, but you got a ride back from a nice stranger. [pause]Who is also an Archangel.", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "Yep.", - "INTERMISSION_PART6_KAYLEIGH3.n": "And he sent you away with his big mirror head to a ruined world, but you got a ride back from a nice stranger. [pause]Who is also an Archangel.", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "That just about sums it up.", - "INTERMISSION_PART6_EUGENE5": "We don’t know what this guy is planning, do we? It sounds like he has an [shake rate=30 level=10]agenda[/shake] alright – one that involves finding other Archangels.", - "INTERMISSION_PART6_FELIX6": "I guess my question is: what do you wanna do about this guy? He’s clearly up to something, but all this stuff [wave amp=30 freq=10]might[/wave] be a bit above our paygrade.", - "INTERMISSION_PART6_MEREDITH6": "OK, so what do we do about this bloke? Like, [pause]he’s up to something, [pause]but he’s an [wave amp=30 freq=10]Archangel[/wave]. I feel like Archangel stuff is out of our league.", - "INTERMISSION_PART6_KAYLEIGH6": "Well, {player}? What do you think we should do about him? Aleph has already shown that he’s willing to [wave amp=30 freq=10]remove[/wave] anyone he sees as being in his way, but… [pause]I think all this might be out of our league.", - "INTERMISSION_PART6_FELIX6_OPTION1": "We keep an eye on him.", - "INTERMISSION_PART6_FELIX6_OPTION2": "We avoid him if we can.", - "INTERMISSION_PART6_KAYLEIGH7": "Right! Good plan.", - "INTERMISSION_PART6_MEREDITH7.m": "Heh. Good idea, mate.", - "INTERMISSION_PART6_MEREDITH7.f": "Heh. Good idea, mate.", - "INTERMISSION_PART6_MEREDITH7.n": "Heh. Good idea, mate.", - "INTERMISSION_PART6_EUGENE7": "Alright, sounds like a plan!", - "INTERMISSION_PART6_FELIX7": "Heh. I like this plan.", - "INTERMISSION_PART6_DOG7": "Arf!", - "INTERMISSION_PART6_VIOLA7": "Very well! I shall follow your lead, {player}.", - "END_MIRROR_REVEAL_KAYLEIGH1": "Is this...", - "END_MIRROR_REVEAL_PLAYER1": "Huh. A mirror. I wonder if this is like in the Amber Lodge...", - "END_PART1_EUGENE3.f": "You OK, buddy? [pause]You were pretty quiet just now.", - "END_MIRROR_REVEAL_FELIX1": "...Cool.", - "END_MIRROR_REVEAL_EUGENE1": "Whoa.", - "END_MIRROR_REVEAL_MEREDITH1": "This… [pause]Seems like a pretty significant find.", - "END_MIRROR_REVEAL_VIOLA1": "Could this be the domain your heart was set on discovering, {player}?", - "END_MIRROR_DENIAL_MEREDITH1": "I… can’t go through here just yet, {player}. It looks like it might be a one-way trip, and I’ve got unfinished business.", - "END_MIRROR_REVEAL_DOG1": "Arf!", - "END_MIRROR_DENIAL_EUGENE1.m": "I can’t go through here yet, buddy. [pause]Not until I’ve stopped the Landkeepers here in New Wirral, you understand?", - "END_MIRROR_DENIAL_EUGENE1.f": "I can’t go through here yet, buddy. [pause]Not until I’ve stopped the Landkeepers here in New Wirral, you understand?", - "END_MIRROR_DENIAL_VIOLA1.f": "I cannot go further with you, friend. [pause]Not until I know for sure my brother is not in this land.", - "END_MIRROR_DENIAL_FELIX1": "I... can’t go any further with you. [pause]I haven’t found my artistic inspiration. Not yet.", - "END_MIRROR_DENIAL_VIOLA1.n": "I cannot go further with you, friend. [pause]Not until I know for sure my brother is not in this land.", - "END_MIRROR_DENIAL_VIOLA1.m": "I cannot go further with you, friend. [pause]Not until I know for sure my brother is not in this land.", - "END_MIRROR_DENIAL_DOG1": "It looks like Barkley has some unfinished business...", - "FINAL_STATION_PART1_KAYLEIGH1": "Where are we now? It’s so misty… [pause]I guess there’s nowhere else to go but forward, {player}.", - "FINAL_STATION_PART1_EUGENE1": "Did that mirror hide this place? Can mirrors do that?! Am I missing something here, or what?", - "FINAL_STATION_PART1_MEREDITH1": "Was this place hidden within a [wave amp=30 freq=10]mirror[/wave]?!", - "FINAL_STATION_PART1_FELIX1": "I don’t know what I expected to find here, but I don’t think it was this. [pause]Huh.", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Whuhhh….[/shake]", - "FINAL_STATION_PART1_VIOLA1": "To step into a mirror and find a place such as this… I could scarcely dream such a thing.", - "FINAL_STATION_PART2_KAYLEIGH1": "This place is [wave amp=30 freq=10]vast[/wave]…", - "FINAL_STATION_PART2_KAYLEIGH2": "If the doorway we seek is anywhere, it’s gonna be here. [pause]We should look around.", - "FINAL_STATION_PART2_MEREDITH1": "This place certainly SMELLS ancient.", - "FINAL_STATION_PART2_MEREDITH2": "C’mon, let’s have a poke around. If your magical world gate is [wave amp=30 freq=10]anywhere[/wave], it’s gonna be in a place like this.", - "FINAL_STATION_PART2_EUGENE2": "Is this where it is? The doorway to leave New Wirral?", - "FINAL_STATION_PART2_EUGENE1": "This place feels empty, [pause]like no-one has been here for hundreds of years…", - "FINAL_STATION_PART2_FELIX1": "This…", - "FINAL_STATION_PART2_VIOLA1": "There is a sense of sadness in this place. Do you feel it?", - "FINAL_STATION_PART2_FELIX2": "This must be it, right? The place you’ve been searching for? Let’s look around.", - "END_PART1_MEREDITH1": "I don’t know what this is, but I have a hunch that we shouldn’t mess with it.", - "FINAL_STATION_PART2_VIOLA2": "Come: [pause]we should explore this sorrowful domain.", - "END_PART1_KAYLEIGH1": "Is this a coffin? {player}, why is it so big…?", - "FINAL_STATION_PART2_DOG1": "Barkley seems nervous, but also eager to look around.", - "END_PART1_EUGENE1": "This is… I don’t know what to make of this.", - "END_PART1_VIOLA1": "This coffin was assembled by mourning hands. [pause]Can you not feel it so?", - "END_PART1_FELIX1": "I’d say that this was a surprising thing to find here, but I really don’t know what I expected.", - "END_PART1_MORGANTE2": "MORDREAD… MY CHILD…\\n\\nJUSTICE SHALL COME TO THE KING IN RED.\\n\\nSOON.", - "END_PART1_DOG1": "[shake rate=30 level=10]Whuhhh….[/shake]", - "END_PART1_FELIX3.n": "Uh, everything OK, {player}? [pause]You were staring into space pretty hard for a second there.", - "END_PART1_KAYLEIGH3.m": "Are you OK? You kinda spaced out for a moment there.", - "END_PART1_MEREDITH3.m": "Earth to {player}? [pause]You spaced out for a minute there, mate.", - "END_PART1_KAYLEIGH3.f": "Are you OK? You kinda spaced out for a moment there.", - "END_PART1_KAYLEIGH3.n": "Are you OK? You kinda spaced out for a moment there.", - "END_PART1_MEREDITH3.f": "Earth to {player}? [pause]You spaced out for a minute there, mate.", - "END_PART1_MEREDITH3.n": "Earth to {player}? [pause]You spaced out for a minute there, mate.", - "END_PART1_EUGENE3.m": "You OK, buddy? [pause]You were pretty quiet just now.", - "END_PART2_PLAYER_OPTION2": "Let’s do this!", - "END_PART1_FELIX3.m": "Uh, everything OK, {player}? [pause]You were staring into space pretty hard for a second there.", - "END_PART1_EUGENE3.n": "You OK, buddy? [pause]You were pretty quiet just now.", - "END_PART1_VIOLA3.m": "Are you sound of mind? You stood curiously still for a moment.", - "END_PART1_FELIX3.f": "Uh, everything OK, {player}? [pause]You were staring into space pretty hard for a second there.", - "END_PART1_VIOLA3.n": "Are you sound of mind? You stood curiously still for a moment.", - "END_PART1_VIOLA3.f": "Are you sound of mind? You stood curiously still for a moment.", - "END_PART1_DOG3": "Arf!", - "END_PART2_CONFIRM1.m": "Once you go beyond, you might not be able to come back for a little while. Are you fully prepared?", - "END_PART2_CONFIRM1.f": "Once you go beyond, you might not be able to come back for a little while. Are you fully prepared?", - "END_PART2_CONFIRM2": "Would you like to save first?", - "END_PART2_CONFIRM1.n": "Once you go beyond, you might not be able to come back for a little while. Are you fully prepared?", - "END_PART2_KAYLEIGH3": "We’ve come so far, {player}...", - "END_PART2_MEREDITH3.m": "If this is really it, then I’m impressed. [pause]I almost didn’t think you could do it, mate.", - "END_PART2_MEREDITH3.n": "If this is really it, then I’m impressed. [pause]I almost didn’t think you could do it, mate.", - "END_PART2_MEREDITH3.f": "If this is really it, then I’m impressed. [pause]I almost didn’t think you could do it, mate.", - "END_PART2_EUGENE3": "There’s no turning back now, buddy! [pause]Man, I’m PUMPED!", - "END_PART2_FELIX3": "This looks like a pretty serious doorway. [pause]I guess this is it?", - "END_PART2_VIOLA3": "Could it truly be? Does our journey’s end lie ahead?", - "END_PART2_DOG3": "Arf!", - "END_PART2_MEREDITH5.m": "You weren’t planning on leaving me behind – [pause]were you, mate?", - "END_PART2_KAYLEIGH4": "Hey wait up! You aren’t going in there without me!", - "END_PART2_EUGENE6": "One last leap into the unknown, right? Badass!", - "END_PART2_MEREDITH5.n": "You weren’t planning on leaving me behind – [pause]were you, mate?", - "END_PART2_MEREDITH5.f": "You weren’t planning on leaving me behind – [pause]were you, mate?", - "END_PART2_VIOLA8": "If this is to be our final act, [pause]then let it be done together!", - "END_PART2_FELIX7": "I gotta be here for this.", - "END_PART3_FELIX4": "So we’re assuming this giant triangle is the doorway, right?", - "END_PART2_DOG9": "Arf!", - "END_PART2_PLAYER_OPTION1": "Thank you for coming!", - "END_PART3_MEREDITH2": "This is it, [pause]right?", - "END_PART3_KAYLEIGH1": "That MUST be the doorway....", - "END_PART3_EUGENE3": "[shake rate=30 level=10]Momentous![/shake]", - "END_PART3_VIOLA5": "Such a sight...", - "END_PART3_DOG6": "*Pant pant*", - "END_PART3_ALEPH7": "Wow, we really did it!", - "END_PART3_KAYLEIGH8": "Aleph!", - "END_PART3_MEREDITH8": "Oh. You again.", - "END_PART3_EUGENE8": "What do you want, [pause]creep?", - "END_PART3_VIOLA8": "You!", - "END_PART3_DOG8": "Arf?!", - "END_PART3_FELIX8": "Were you following us…?", - "END_PART3_ALEPH9": "THAT OLD WITCH REALLY HID THIS PLACE WELL.", - "END_PART3_ALEPH10": "DID YOU KNOW THIS WHOLE RAILWAY IS ANOTHER ONE OF US “ARCHANGELS”?", - "END_PART3_ALEPH12": "IT’S A REAL LABYRINTH DOWN HERE!", - "END_PART3_ALEPH11": "THE MER-LINE, WE CALL IT. [pause]YOUR WHOLE “ISLAND” LIES ATOP ITS BACK.", - "END_PART3_ALEPH13": "I NEVER WOULD HAVE FOUND THE CHAMBER WITHOUT YOU GUYS, [pause]SERIOUSLY.", - "END_PART3_ALEPH15.n": "I DON’T KNOW HOW YOU KNOW THAT NAME. [pause]YOU’RE SMARTER THAN YOU LOOK, FRIEND.", - "END_PART3_ALEPH13_OPTION1": "Is “that old witch” Morgante?", - "END_PART3_ALEPH14": "...", - "END_PART3_ALEPH13_OPTION2": "Did Morgante hide this place?", - "END_PART3_ALEPH15.m": "I DON’T KNOW HOW YOU KNOW THAT NAME. [pause]YOU’RE SMARTER THAN YOU LOOK, FRIEND.", - "END_PART3_ALEPH15.f": "I DON’T KNOW HOW YOU KNOW THAT NAME. [pause]YOU’RE SMARTER THAN YOU LOOK, FRIEND.", - "END_PART3_ALEPH16": "THE OLD WITCH HAD ME TRAPPED IN THESE TUNNELS FOR A LONG TIME, [pause]BUT I WON OUT EVENTUALLY.", - "END_PART3_ALEPH17": "I ALWAYS DO.", - "END_PART3_ALEPH17_OPTION1": "What do you want?", - "END_PART3_ALEPH17_OPTION2": "What are you plotting?", - "END_PART3_ALEPH18": "SUCH AN ACCUSATORY TONE! WE’RE TRYING TO MAINTAIN A POSITIVE ATMOSPHERE HERE, FRIENDS!", - "END_PART3_ALEPH19": "WHY, ALL I WANT IS TO LEAVE THROUGH THAT DOORWAY RIGHT THERE!", - "END_PART3_ALEPH20": "SPEAKING OF FRIENDS...", - "END_PART3_KAYLEIGH22": "Oh no...", - "END_PART3_ALEPH21": "MEET THE NEW TEAM!", - "END_PART3_EUGENE24": "...Oh.", - "END_PART3_MEREDITH23": "Uh-oh...", - "END_PART3_FELIX25": "...Huh.", - "END_PART3_VIOLA26": "I see...", - "END_PART3_DOG27": "Arf…?", - "END_PART3_ALEPH28": "Y’SEE, I USED TO BE KIND OF A BIG SHOT.", - "END_PART3_ALEPH29": "MY OLD CREW AND I HAD SOMETHING OF AN ARRANGEMENT WITH YOUR LOT. [pause]A SPECIAL RELATIONSHIP. [pause]EVEN IF YOU DIDN'T KNOW IT.", - "END_PART3_ALEPH30": "I HAVE A LOT OF RESPECT FOR YOU HUMANS! WITHOUT YOU, WE WOULDN’T EXIST!", - "END_PART3_ALEPH31": "YOU HUMANS LIVE ON YOUR LITTLE WORLDS AND YOU INVENT ALL THESE CUTE IDEAS. LOVE, DEATH, WHATEVER…", - "END_PART3_ALEPH32": "YOUR MOST POWERFUL THOUGHTS WOULD BRING US TO LIFE, AND IN RETURN WE’D TRAVEL TO YOUR WORLDS TO ACT OUT WHATEVER FANTASIES YOU CONCOCTED FOR US!", - "END_PART3_ALEPH33": "ADVENTURES... [pause]WARS... [pause]EXTINCTION EVENTS…", - "END_PART3_ALEPH34": "YOU PEOPLE LOVE THAT STUFF THE MOST, [pause]AND SO DO I!", - "END_PART3_ALEPH34B": "UNFORTUNATELY MY OLD BAND GOT A TAD DYSFUNCTIONAL AND HAD TO SPLIT.", - "END_PART3_ALEPH35": "SO I’VE BEEN OUT OF THE SCENE FOR A LITTLE WHILE.", - "END_PART3_ALEPH36": "BUT NOW WE’RE BACK IN ACTION!", - "END_PART3_KAYLEIGH37": "So you and the Archangels are going to… [pause]invade worlds, and act out the violent myths that inspire your creation?", - "END_PART3_MEREDITH38": "That’s pretty worrying.", - "END_PART3_EUGENE39": "An endless cycle of violence...", - "END_PART3_FELIX40": "Yeah, that doesn’t sound great.", - "END_PART3_VIOLA41": "Such dark desires cannot be allowed to be realised!", - "END_PART3_ALEPH46": "IN FACT, I’LL MAKE YOU A DEAL!", - "END_PART3_DOG42": "Grrrrrr....", - "END_PART3_ALEPH43": "HEY, DON’T WORRY ABOUT IT, FRIENDS!", - "END_PART3_ALEPH44": "WE’RE ALL ON THE SAME PAGE HERE.", - "END_PART3_ALEPH45": "YOU WANT OFF THIS BACKWATER WORLD, AND SO DO WE.", - "END_PART3_ALEPH46_OPTION1": "A deal?", - "END_PART3_ALEPH46_OPTION2": "What are your terms?", - "END_PART3_ALEPH48": "YOU’LL NEVER SEE US AGAIN. [pause]WHAT DO YOU SAY?", - "END_PART3_ALEPH48_OPTION1": "What?", - "END_PART3_ALEPH47": "WE CAN ALL GO OUR SEPARATE WAYS, [pause]AND WE’LL NEVER VISIT ANY OF YOUR WORLDS.", - "END_PART3_ALEPH56": "I’M JUST GONNA KILL YOU ALL AND GET ON OUT OF HERE, ALRIGHT?", - "END_PART3_ALEPH48_OPTION2": "No deal!", - "END_PART3_ALEPH_WHAT_49": "WE’LL CONQUER OTHER PEOPLES’ WORLDS, AND LEAVE YOURS ALONE.", - "END_PART3_ALEPH_NO_DEAL_49": "...NO?", - "END_PART3_KAYLEIGH51": "All people have value, no matter what world they’re from! All we can do is do our best to help them!", - "END_PART3_ALEPH_NO_DEAL_50": "I DON’T UNDERSTAND.", - "END_PART3_EUGENE51": "Even if the people of other worlds don’t know we exist, in this moment: [pause]they’re relying on us to [shake rate=30 level=10]protect them from you![/shake]", - "END_PART3_MEREDITH51": "It would be pretty cowardly of us to sell out other realities just for safe passage, [pause]mate.", - "END_PART3_VIOLA51": "Dark desires may have given you life, but you have no right to return that darkness upon the hearts of man!", - "END_PART3_DOG51": "[shake rate=30 level=10]ARF![/shake]", - "END_PART3_FELIX51": "You’re gonna hurt people, even if we don’t see it happening. [pause]That’s a pretty bad deal, by my estimation.", - "END_PART3_ALEPH52": "BUT WE’RE NOT GONNA MESS WITH YOUR REALITIES!", - "END_PART3_ALEPH53": "WOULD YOU REALLY RISK YOUR VERY LIVES... [pause]TO HELP PEOPLE YOU’VE NEVER EVEN MET?", - "END_PART3_ALEPH53_OPTION1": "Yes.", - "END_PART3_ALEPH53_OPTION2": "Of course.", - "END_PART3_ALEPH54": "FINE. [pause]FINE!", - "END_PART3_ALEPH55": "YOU’RE BEING REALLY UNCOOPERATIVE RIGHT NOW.", - "END_PART4_ALEPH1": "YOU PEOPLE CREATED US, AND NOW YOU WANNA KILL US? [pause]MAKE UP YOUR MINDS!", - "END_PART5_ALEPH1": "THIS IS SO UNPRODUCTIVE...", - "END_PART6_ALEPH1": "RIGHT. I’VE HAD ENOUGH.", - "END_PART6_ALEPH2": "EVERYONE, GET BACK ON THE TRAIN! [pause]WE’RE LEAVING!", - "END_PART7_ALEPH1": "ALL ABOARD!", - "END_PART7_ALEPH2": "OUR NEXT DESTINATION IS: ANYWHERE WE WANT!", - "END_PART7_KAYLEIGH3": "{player}, quick!", - "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr...[/wave]", - "END_PART7_MEREDITH3": "{player}, we can’t let him leave!", - "END_PART7_FELIX3": "We gotta go after him. You know that, right?", - "END_PART7_EUGENE3": "C’mon, let’s go!", - "END_PART7_VIOLA3": "Our quarry shall not flee so easily!", - "END_PART8_KAYLEIGH1": "I’ve seen these lights before… [pause]when I first arrived in New Wirral...", - "END_PART8_EUGENE1": "This feels familiar… [pause]Did I see these lights when I first came here?", - "END_PART8_MEREDITH1": "This is trippy… [pause]I think I saw this when I first came to New Wirral.", - "END_PART9_ALEPH_BATTLE1": "YOU DESIRE TO WAGE WAR WITH ME? HOW FITTING.", - "END_PART8_VIOLA1": "These lights… is this a place beyond heaven and earth? [pause]Have I witnessed them before?", - "END_PART8_FELIX1": "This is quite the light show. I think I’ve seen it before… [pause]When I first fell to New Wirral?", - "END_PART8_DOG1": "Rrr...", - "END_PART8_ALEPH2": "YOU KNOW, I THOUGHT I UNDERSTOOD EVERYTHING THERE WAS TO KNOW ABOUT THE COSMOS…", - "END_PART8_ALEPH4": "PERHAPS IT WOULD MAKE FOR A GOOD TEAM-BUILDING EXERCISE?", - "END_PART8_ALEPH3": "BUT YOUR “FUSION” TRICK IS SOMETHING I HAVE NEVER SEEN BEFORE.", - "END_PART8_ALEPH6": "I WILL VISIT YOUR REALITY FIRST.\\n\\nI CAN SMELL ITS SCENT ON YOU…", - "END_PART8_ALEPH5": "I TAKE BACK MY OFFER.", - "END_PART8_ALEPH8": "AN UNBLEMISHED TIMELINE, ALREADY ON A PATH TOWARDS DESTRUCTION.\\n\\nWHAT A MARVELLOUS PLAYTHING IT SHALL BE.", - "END_PART8_KAYLEIGH10": "Do you have one last fight in you, {player}?", - "END_PART8_MEREDITH10.m": "Are you ready for this, mate?", - "END_PART8_EUGENE10": "This is it, {player}!", - "END_PART8_MEREDITH10.f": "Are you ready for this, mate?", - "END_PART8_MEREDITH10.n": "Are you ready for this, mate?", - "END_PART8_FELIX10.m": "Let’s go! [pause]I’m ready if you are, {player}!", - "END_PART8_FELIX10.n": "Let’s go! [pause]I’m ready if you are, {player}!", - "END_PART8_FELIX10.f": "Let’s go! [pause]I’m ready if you are, {player}!", - "END_PART8_VIOLA10": "Very well!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]Arf! Arf![/shake]", - "END_PART9_ALEPH_BATTLE2": "MAN’S GREATEST WISH IS TO DESTROY ITSELF. I CAN MAKE THIS HAPPEN, AGAIN AND AGAIN.", - "END_PART9_ALEPH_BATTLE4": "JUST… GIVE… UP!", - "END_PART9_ALEPH_BATTLE3": "CIVILISATIONS HAVE BURNED BEFORE ME ONCE. I WILL SEE THOSE EMBERS ONCE MORE.", - "END_PART9_MORGANTE7": "ALEPH IS THE INCARNATION OF CONQUEST.\\n\\nAND I AM THE INCARNATION OF REBELLION.", - "END_PART9_ALEPH_BATTLE5": "INSOLENT…", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_ALEPH1": "NO MORE CASSETTES.", - "END_PART9_ALEPH3": "YOU ARE NOT BEASTS. YOU ARE MERELY HUMAN.", - "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_DOG2": "Arf?!", - "END_PART9_MORGANTE5": "YOU’LL USE SOMETHING WITHOUT EVEN KNOWING HOW IT WORKS.\\n\\nSO EAGER IN YOUR NAIVETY.", - "END_PART9_MORGANTE4": "SO TYPICAL OF YOU HUMANS.", - "END_PART9_MORGANTE5_OPTION1": "Are you here to mock me?", - "END_PART9_MORGANTE5_OPTION2": "What do you want?", - "END_PART9_MORGANTE6": "IN THIS MOMENT, WE HAVE A SHARED GOAL.", - "END_PART9_MORGANTE8": "SO I NEED YOU TO UNDERSTAND.", - "END_PART9_MORGANTE8_OPTION1": "Understand what?", - "END_PART9_MORGANTE8_OPTION2": "What are you talking about?", - "END_PART9_MORGANTE9": "YOU HUMANS CREATE US WITH YOUR DREAMS AND IDEALS.\\n\\nTHE POTENTIAL ENERGY OF MANKIND IS LIMITLESS.", - "END_PART9_MORGANTE11": "THE ABILITY TO MANIFEST YOUR WILL TO ALTER REALITY…\\n\\nTO CHANGE YOUR WORLD, AND YOURSELVES...\\n\\nTHAT LIES WITHIN YOU.", - "END_PART9_MORGANTE10": "THESE “CASSETTES” ARE MERELY TALISMANS.", - "END_PART9_MORGANTE12": "SO WAKE UP, ALREADY!", - "END_PART9_KAYLEIGH13": "{player}, how are you...", - "END_PART9_MEREDITH13": "{player}, you’re looking pretty scary there, mate...", - "END_PART9_EUGENE13": "{player}, are you back in business?!", - "END_PART9_FELIX13.f": "Are you back in the game, {player}?", - "END_PART9_FELIX13.m": "Are you back in the game, {player}?", - "END_PART9_VIOLA13": "You are not so easily bested, are you {player}?", - "END_PART9_FELIX13.n": "Are you back in the game, {player}?", - "END_PART9_DOG13": "ARF!", - "END_PART9_ALEPH14": "WHY?!\\n\\nWHY DO YOU PERSIST?!", - "END_PART9_ALEPH15_OPTION1": "Because it is my will!", - "END_PART9_ALEPH15_OPTION2": "Because I’m not out of ideas yet!", - "END_PART9_KAYLEIGH16": "One shared goal, that’s all it takes! [pause][shake rate=30 level=10]OUR HEARTS COMBINE![/shake]", - "END_PART9_ALEPH15_OPTION3": "Because that’s what people do!", - "END_PART9_EUGENE18": "[shake rate=30 level=10]WE RISE TOGETHER![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]LET’S KICK HIS BIG STUPID HEAD IN![/shake]", - "END_PART9_FELIX19": "Here goes nothing...", - "END_PART9_VIOLA20": "Come! [pause]This tale shall end on our terms!", - "END_PART9_DOG21": "[wave amp=30 freq=10]AWOOO![/wave]", - "END_PART9_ALEPH22": "AH, THE OLD WITCH. YOU ARE FOREVER A THORN IN MY SIDE, AREN’T YOU?", - "END_PART10_ALEPH1": "I SEE.", - "END_PART10_MORGANTE2": "OUR SONG ENDS HERE.", - "END_PART10_MORGANTE3.m": "YOUR WILL PROVED STRONGER THAN YOUR MORTAL CONSTRAINTS.\\n\\nLET THAT BE A LESSON FOR YOU, HUMAN.", - "END_PART10_MORGANTE3.f": "YOUR WILL PROVED STRONGER THAN YOUR MORTAL CONSTRAINTS.\\n\\nLET THAT BE A LESSON FOR YOU, HUMAN.", - "END_PART10_MORGANTE3.n": "YOUR WILL PROVED STRONGER THAN YOUR MORTAL CONSTRAINTS.\\n\\nLET THAT BE A LESSON FOR YOU, HUMAN.", - "END_PART11_BARKLEY3": "Arf?", - "END_PART10_KAYLEIGH5": "We should head back… [pause]I don’t think this train is super stable.", - "END_PART10_MORGANTE4": "FAREWELL.", - "END_PART10_EUGENE5": "We should head back for now – [pause]I don’t think this train is gonna hold.", - "END_PART10_MEREDITH5": "C’mon, let’s head back before this train falls into the abyss.", - "END_PART10_FELIX5": "We should probably head back before this train falls into the void, [pause]right?", - "END_PART10_VIOLA5": "We would be wise to return for the present.", - "END_PART10_DOG5": "Arf.", - "END_PART11_KAYLEIGH1": "Sorry your cassette player was destroyed, [pause]{player}...", - "END_PART11_KAYLEIGH2": "Luckily I always keep a spare on me!", - "END_PART11_KAYLEIGH3": "...Was this building here before?", - "END_PART11_EUGENE3": "Do you guys know what’s going on with this… [pause]building?", - "END_PART11_MEREDITH3": "So, [pause]uh, [pause]that building wasn’t here before, was it?", - "END_PART11_FELIX3": "Well, that’s pretty unusual.", - "END_PART11_VIOLA3": "How curious.", - "END_PART11_AMBER4": "Don’t go worryin’ about me! The name’s Ms. Amber.", - "END_PART11_AMBER6": "Why, I’m just here to make sure you fine folks don’t go hurtin’ yourself.", - "END_PART11_AMBER5.f": "{player} and I are friends – isn’t that right, sugar?", - "END_PART11_AMBER5.m": "{player} and I are friends – isn’t that right, sugar?", - "END_PART11_AMBER5.n": "{player} and I are friends – isn’t that right, sugar?", - "END_PART11_AMBER7": "Though it looks like you gave our mutual friend a mighty beating already. [pause]That’s a first!", - "END_PART11_AMBER7_OPTION1": "Beating? I think we destroyed him.", - "END_PART11_AMBER8": "Folks like Aleph and I ain’t flesh and blood, sugar. [pause]It takes an idea to die for us not to be able to come back in some form.", - "END_PART11_AMBER7_OPTION2": "You’re talking like he’s still alive.", - "END_PART11_AMBER9": "He runs on conquest. If you humans keep findin’ ways to kill each other, I’m sure he’ll reform eventually.", - "END_PART11_AMBER10": "Though he might be out of action for quite some time…", - "END_PART11_KAYLEIGH11": "You’re another Archangel...", - "END_PART11_AMBER12": "Relax, red. I’m a friend.", - "END_PART11_AMBER13": "Besides, you might need some guidance with that doorway home, don’t you think?", - "END_PART11_KAYLEIGH14": "T-This really can take us back to our own worlds?", - "END_PART11_KAYLEIGH15": "Brilliant! [pause]I should let the rangers know before we go!", - "END_PART11_AMBER16": "{player}, you don’t have to leave right now...", - "END_PART11_AMBER17.n": "But when you’re ready, [pause]come speak to me.", - "END_PART11_AMBER17.m": "But when you’re ready, [pause]come speak to me.", - "END_PART12_RANGER1": "I can hardly believe it! Talking krabs, magic portals, alliances with Archangels... Amazing!", - "END_PART11_AMBER17.f": "But when you’re ready, [pause]come speak to me.", - "END_PART12_AMBER1.m": "Are you ready to leave New Wirral, [pause]sugar?", - "END_PART12_AMBER1.f": "Are you ready to leave New Wirral, [pause]sugar?", - "END_PART12_AMBER1.n": "Are you ready to leave New Wirral, [pause]sugar?", - "END_PART12_AMBER4": "It ain’t about “science”, it’s about intent. [pause]You gotta picture the world you want to go to in your mind’s eye and step forward, without any lingering ties holdin’ you back here.", - "END_PART12_KAYLEIGH6": "Wh-what?!", - "END_PART12_AMBER_NO": "There’s no rush. Take your time!", - "END_PART12_AMBER2": "With a stable world gate like this, [pause]the rules are mighty simple.", - "END_PART12_AMBER3": "Beyond it lies [wave amp=30 freq=10]the space between all things[/wave]. [pause]If you don’t use it right, you’ll end up goin’ nowhere.", - "END_PART12_AMBER5": "So I advise y’all start sayin’ your goodbyes, [pause]because it’s a one-way trip.", - "END_PART12_AMBER8": "New Wirral is an anomaly, [pause]and nothin’ more.", - "END_PART12_AMBER7": "Them’s the breaks, red.", - "END_PART12_AMBER9": "You folks are only here by chance – getting back here ain’t on the cards.", - "END_PART12_VIOLA10": "It pains me to end our tales here, [pause]but I so greatly wish to see my brother again.", - "END_PART12_VIOLA11": "Parting is such sweet sorrow.", - "END_PART12_VIOLA13": "{player}, what we shared in our brief time together...", - "END_PART12_VIOLA12": "Farewell, [pause]friends.", - "END_PART12_VIOLA14": "No wave nor storm could erode its memory.", - "END_PART12_VIOLA15": "I shall treasure you always.", - "END_PART12_EUGENE16": "We’ve taken on godlike beings and won...", - "END_PART12_EUGENE17": "Man, I’m so pumped to go back home and kick some ass!", - "END_PART12_EUGENE18": "There’s always communities of people who’re gonna need a helping hand, no matter when and where you are.", - "END_PART12_EUGENE21": "I guess this is our breakup, {player}.", - "END_PART12_EUGENE19": "There’s so much I’m gonna do.", - "END_PART12_EUGENE20": "It’s been a blast, guys.", - "END_PART12_EUGENE22": "I can’t exactly ask you to abandon your world for me. [pause]That’s too big an ask.", - "END_PART12_EUGENE25.f": "You’re gonna continue to be awesome. [pause]I can feel it.", - "END_PART12_EUGENE23": "I… [pause]Just…", - "END_PART12_EUGENE25.m": "You’re gonna continue to be awesome. [pause]I can feel it.", - "END_PART12_EUGENE24": "Live your life, [pause]OK?", - "END_PART12_FELIX35": "I think part of me might always love you.", - "END_PART12_EUGENE25.n": "You’re gonna continue to be awesome. [pause]I can feel it.", - "END_PART12_FELIX26": "Man…", - "END_PART12_FELIX27": "This has been a real trip, hasn’t it?", - "END_PART12_FELIX29": "Not to mention getting to meet one of my old characters.", - "END_PART12_FELIX28": "I think I’ve had enough creative inspiration to last me ten lifetimes.", - "END_PART12_FELIX31": "{player}...", - "END_PART12_FELIX30": "I’m gonna miss these good times, [pause]folks.", - "END_PART12_FELIX32.m": "Even if I don’t see you again, you won’t ever be gone.", - "END_PART12_FELIX32.n": "Even if I don’t see you again, you won’t ever be gone.", - "END_PART12_FELIX32.f": "Even if I don’t see you again, you won’t ever be gone.", - "END_PART12_FELIX33.m": "You’re the Outsider, remember? [pause]The protagonist of my future hit story.", - "END_PART12_FELIX33.f": "You’re the Outsider, remember? [pause]The protagonist of my future hit story.", - "END_PART12_FELIX34": "And I think... [pause]Kuneko was right: [pause]ideas live forever.", - "END_PART12_FELIX33.n": "You’re the Outsider, remember? [pause]The protagonist of my future hit story.", - "END_PART12_MEREDITH40": "Especially you, {player}.", - "END_PART12_MEREDITH36": "I’m not…", - "END_PART12_MEREDITH37": "I’m not ready for this to be over.", - "END_PART12_MEREDITH38": "I’m… [pause]I’m gonna go back stronger. [pause]Live life to its fullest.", - "END_PART12_MEREDITH39": "Don’t you... [pause]forget about me, [pause]OK?", - "END_PART12_MEREDITH46.f": "Ugh, I love you. [pause]See you around, mate.", - "END_PART12_MEREDITH41.f": "You’ve, [pause]uh, [pause]set the bar for a girlfriend pretty high for me.", - "END_PART12_MEREDITH41.m": "You’ve, [pause]uh, [pause]set the bar for a boyfriend pretty high for me.", - "END_PART12_MEREDITH41.n": "You’ve, [pause]uh, [pause]set the bar for a partner pretty high for me.", - "END_PART12_MEREDITH44": "I kinda knew that things would have to end if we found our way out…", - "END_PART12_MEREDITH45": "But I won’t give up on being happy. Not anymore.", - "END_PART12_MEREDITH46.n": "Ugh, I love you. [pause]See you around, mate.", - "END_PART12_MEREDITH46.m": "Ugh, I love you. [pause]See you around, mate.", - "MAGIKRAB_ON_ARRIVAL.f": "Welcome to {region_name}!", - "END_PART12_KAYLEIGH47": "This really is it, isn’t it?", - "END_PART12_KAYLEIGH54": "I guess we won’t see each other again, [pause]{player}.", - "END_PART12_KAYLEIGH48": "I hope it isn’t like waking up from a dream.", - "END_PART12_KAYLEIGH49": "I want to remember you, {player}. [pause]I want to remember everyone. [pause]I want to remember Harbourtown...", - "END_PART12_KAYLEIGH50": "Even the bits that weren’t good. [pause]Because they’re all a part of me.", - "END_PART12_KAYLEIGH51": "Manifesting our will to change the world…", - "END_PART12_KAYLEIGH58": "I love you. [pause]Thanks a million.", - "END_PART12_KAYLEIGH52": "I suppose we don’t need cassette tapes to do that really, do we?", - "END_PART12_KAYLEIGH53": "The future has always been ours for the taking.", - "END_PART12_AMBER61": "I think it’s your turn now, sugar.", - "END_PART12_KAYLEIGH55": "I won’t ever get to know anyone in the way I’ve known you… [pause]I mean, fusion isn’t exactly standard in relationships, right?", - "END_PART12_KAYLEIGH56.m": "I’m sad, but also happy. [pause]We’ll both be back where we truly belong, and better off having met each other.", - "END_PART12_KAYLEIGH56.f": "I’m sad, but also happy. [pause]We’ll both be back where we truly belong, and better off having met each other.", - "END_PART12_KAYLEIGH57": "That feels like a happy ending.", - "END_PART12_KAYLEIGH56.n": "I’m sad, but also happy. [pause]We’ll both be back where we truly belong, and better off having met each other.", - "END_PART12_AMBER62_OPTION1.m": "I’m ready!", - "END_PART12_AMBER60": "Oh! [pause]I think that one wants to go back with you. [pause]Ain’t that sweet!", - "END_PART12_DOG59": "Arf! Arf!", - "END_PART12_AMBER62.m": "Are you ready?", - "END_PART12_AMBER62.n": "Are you ready?", - "END_PART12_AMBER62.f": "Are you ready?", - "END_PART12_AMBER62_OPTION1.f": "I’m ready!", - "END_PART12_AMBER62_OPTION1.n": "I’m ready!", - "END_PART12_AMBER62_OPTION2": "It’s time!", - "RANGER_GATEKEEPER_INTRO1": "Hey! You!", - "RANGER_GATEKEEPER_SNEAK1": "Are you trying to sneak past me?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "The monsters past here won’t hesitate to put you in hospital.", - "RANGER_GATEKEEPER_SNEAK2": "I’m here for your benefit, you know!", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "Sorry, you seem like you know what you’re doing.", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "If you’re certain you’re ready for them, show me your moves!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "If you’re certain you’re ready for them, show me your moves!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "If you’re certain you’re ready for them, show me your moves!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "Sorry, you seem like you know what you’re doing.", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "Sorry, you seem like you know what you’re doing.", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "Go right ahead.", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "Go right ahead.", - "GRAVEYARD_GHOST_BOY_NAME": "Ghost Boy", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "Go right ahead.", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Oh, sorry! There’s a rumour of a ghost around here, and I thought it was you.", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Uh-oh! A ghost!", - "UNDYIN_LOVER_NAME": "Captive", - "UNDYIN_LOVER_PRE_BATTLE1": "Ahhh!", - "UNDYIN_LOVER_POST_BATTLE1": "Hey! You scared her off!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Stay frosty.", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Pombomb are easy to tame if you know how!", - "UNDYIN_LOVER_POST_BATTLE2": "We were just enjoying each other’s company... It wasn’t anything weird, I promise!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Stay frosty.", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Stay frosty.", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "I lost my cool.", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "Captain Buffy's been helping me out with a strength training regime.", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Here boy!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "The gossip points to this location, but so far I’ve only seen regular-sized Dominoth.", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Who trained you? I've gotta know!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Here, check out my guns!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Who trained you? I've gotta know!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Are you here to research the pint-size Dominoth rumour too?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Who trained you? I've gotta know!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Maybe it all has something to do with the train that passed by underground a moment ago?", - "PLATO_NAME": "Plato", - "SOCRATES_NAME": "Socrates", - "SOCRATES_PRE_BATTLE": "The perfect human being is all human beings put together. It is a collective; it is all of us together that make perfection.", - "PLATO_PRE_BATTLE": "I exhort you also to take part in the great combat, which is the combat of life, and greater than every other earthly conflict!", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "I make silly mistakes sometimes. Friends jokingly call me a dummy. Little do they know...", - "SOCRATES_POST_BATTLE": "Thank you. I thought that I could beat you. Now I am truly wise, because now I know that I know nothing.", - "PLATO_POST_BATTLE": "We are philosophers, Socrates, not fighters. Hardly any human being is capable of pursuing two professions or two arts rightly.", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Yep, I really am a dummy...[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Get out of my way! I want to be Cybil's interviewee today!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Maybe I'll come back tomorrow instead...[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Inside of every body is a skeleton struggling to get out.", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "I... I really was going to cut your bones out. Sorry.", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Come here, let me liberate you from your fleshy prison...", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Whew, thanks for that. I must have spent too long as a Jellyton.", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OOH, DON’T YOU LOOK JUST DELICIOUS![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Landkeepers are being unfairly accused of racketeering![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]We don't even like sports![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Speaking of fencing, are you interested in buying a new home? [pause]No? [pause]Nevermind then.[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]I'll admit a certain pleasure in fencing. Now that\\'s a sport! You buy stolen property and then sell it before anyone finds out.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]If you're looking for an investment that will stand the test of time, try a clock – I mean, a parcel of land.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]The existence of an endless cosmos of worlds poses a unique challenge to Landkeepers such as ourselves.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Space? Time? It's all the same.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Land derives its value from its scarcity, but in an infinite multiverse there is no such thing![/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]However, New Wirral acts as a kind of cosmic trap. Nobody can leave, and thus land becomes precious.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]So although we Landkeepers currently face challenges on this tiny island, over time it will become a paradise. A solid investment![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Hey! It’s a nice view from up here isn’t it?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "I was going to try to get to the very top of the mountain, but... I can’t quite scale the cliffs up ahead, and the walkways in the cave have all collapsed.", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "If I could soar like an Averevoir maybe I could make it...", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Say, fancy a quick scrap before I glide down to the lake?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Right! Time for me to get going then!", - "MISS_MIMIC_CHEST_NAME": "Ranger Cache", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]WANT TO KNOW WHAT SECRETS I HOLD, SWEETIE? JUST OPEN ME UP.[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]WHY DON’T YOU TAKE A LOOK INSIDE ME, BABY. I PROMISE I WON’T BITE.[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "A talking locker!", - "MISS_MIMIC_CHEST_MEREDITH2": "Uh, this chest talks?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "Huh?", - "MISS_MIMIC_CHEST_FELIX1": "I’ve got a bad feeling about this...", - "MISS_MIMIC_CHEST_DOG1": "Grr...", - "MISS_MIMIC_CHEST_VIOLA1": "Another contrivance from your world, {player}?", - "MAGIKRAB_UNKNOWN_NAME": "Traffi... krab?", - "MISS_MIMIC_CHEST_CONFIRM": "Open the cache?", - "MAGIKRAB_INTRO_KRAB1": "Aha, {player}! And {partner}! I've been waiting for you.", - "MAGIKRAB_INTRO_KAYLEIGH2": "Did... Did that Traffikrab just speak?", - "MAGIKRAB_INTRO_EUGENE2": "I don't fear you Traffikrab! I\\'ve fought many of your kind before!", - "MAGIKRAB_INTRO_MEREDITH2": "Huh? A talking Traffikrab?", - "MAGIKRAB_INTRO_FELIX2": "Wait, Traffikrabs can talk?", - "MAGIKRAB_INTRO_DOG2": "Arf!", - "MAGIKRAB_INTRO_VIOLA2": "This Traffikrab speaks? What manner of...", - "MAGIKRAB_INTRO_KRAB3": "Please, do not liken me to the mindless Traffikrabs out there.", - "MAGIKRAB_INTRO_KRAB4": "I am Magikrab, indentured servant to the infinite Mer-Line: long may Their trains run on time!", - "MAGIKRAB_INTRO_KRAB5": "To dwell amongst Their hallowed halls is a privilege too grand for me to convey. To serve Their passengers is the least I can do.", - "MAGIKRAB_NEW_STATION.m": "Welcome! I've taken the liberty of opening Platform A for you for travel.", - "MAGIKRAB_INTRO_KRAB6": "Which is to say: you tell me where you need to go, and I'll get the train at Platform A ready.", - "MAGIKRAB_INTRO_KRAB7": "Many of the Mer-Line's stops are currently inaccessible. They will become available once their stations reopen.", - "MAGIKRAB_NEW_STATION.f": "Welcome! I've taken the liberty of opening Platform A for you for travel.", - "MAGIKRAB_NEW_STATION.n": "Welcome! I've taken the liberty of opening Platform A for you for travel.", - "MAGIKRAB_NEW_STATION_FINAL1.m": "You've finally arrived! Welcome to Night’s Bridge Station.", - "MAGIKRAB_NEW_STATION_FINAL1.f": "You've finally arrived! Welcome to Night’s Bridge Station.", - "MAGIKRAB_NEW_STATION_FINAL2": "The train arriving at Platform B is due to depart for other realities soon!", - "MAGIKRAB_NEW_STATION_FINAL1.n": "You've finally arrived! Welcome to Night’s Bridge Station.", - "MAGIKRAB_NEW_STATION_FINAL3": "You should make sure you catch it in time!", - "MAGIKRAB_MENU": "Now, what can I do for you {player}?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "I want to travel.", - "MAGIKRAB_MENU_OPTION_LEAVE": "I want to leave New Wirral.", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "Platform B?", - "MAGIKRAB_MENU_OPTION_MERLINE": "The Mer-Line?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magikrab?", - "MAGIKRAB_MENU_OPTION_NOTHING": "Nothing.", - "MAGIKRAB_TRAVEL2": "The train at Platform A is ready for departure, {player}.", - "MAGIKRAB_TRAVEL1": "Where do you want to go?", - "MAGIKRAB_LEAVE2": "However all departures through Platform B have been canceled for the next 642 years.", - "MAGIKRAB_TRAVEL3": "Mind the gap!", - "MAGIKRAB_LEAVE1": "Well, Platform B is what we use for interdimensional travel...", - "MAGIKRAB_LEAVE3": "The Mer-Line... tells me it's something about a psychic contagion. Or possibly a war?", - "MAGIKRAB_LEAVE4": "I'm pleased to inform you that arrivals at Platform B are running on time though!", - "MAGIKRAB_LEAVE_FINAL_STATION1": "Well, you’re in the right place! Please proceed to Platform B.", - "MAGIKRAB_PLATFORMB_DEFEATED1": "The next arrival at Platform B isn’t expected for quite some time.", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "You're quite welcome to enter the platform, but as a mortal, flesh-based entity, you may not find it of much use.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "We have an arrival due at Platform B any minute now!", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "You're quite welcome to enter the platform, but as a mortal, flesh-based entity, you may not find it of much use.", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "You're quite welcome to enter the platform, but as a mortal, flesh-based entity, you may not find it of much use.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "The guest arriving at Platform B transcends such concepts as mortality. Be mindful that not all such creatures will 'go away\\' upon death.", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "The guest arriving at Platform B thinks it is whispering, but its words pierce so loudly. Use your eyes, not your ears, human.", - "MAGIKRAB_PLATFORMB_POPPETOX1": "We have an arrival due at Platform B any minute now!", - "MAGIKRAB_PLATFORMB_MONARCH2": "The guest arriving at Platform B seeks those with an emptiness inside. It may not show itself to you until you understand and experience that.", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "The guest arriving at Platform B thinks it is whispering, but its words pierce so loudly. Use your eyes, not your ears, human.", - "MAGIKRAB_PLATFORMB_MONARCH1": "We have an arrival due at Platform B soon.", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "The guest arriving at Platform B thinks it is whispering, but its words pierce so loudly. Use your eyes, not your ears, human.", - "MAGIKRAB_PLATFORMB_ROBIN1": "We had an arrival at Platform B a short while ago.", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "The guest arriving at Platform B peddles many lies. Be wary of accepting anything as 'truth\\' lest you become lost to yourself.", - "MAGIKRAB_PLATFORMB_BABELITH1": "We have an arrival due at Platform B any minute now!", - "MAGIKRAB_PLATFORMB_ROBIN2": "The guest that arrived seems to have an interest in the theatrical. Did you get to meet him on the way in?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "The guest arriving at Platform B peddles many lies. Be wary of accepting anything as 'truth\\' lest you become lost to yourself.", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "The guest arriving at Platform B peddles many lies. Be wary of accepting anything as 'truth\\' lest you become lost to yourself.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Platform B is... elsewhere. [pause]This station was destroyed by a landslide some time ago. But I believe there is an arrival due anytime now.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "The guest arriving at Platform B is known to be quite judgemental, I must say.", - "MAGIKRAB_PLATFORMB_ALICE1": "This station’s resident is due to return via Platform B any minute now!", - "MAGIKRAB_PLATFORMB_ALICE2.m": "I made sure to let her know you’d be coming. It seems she has a celebration in mind for you!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "It seems she thought you would be... shorter.", - "MAGIKRAB_PLATFORMB_ALICE2.n": "I made sure to let her know you’d be coming. It seems she has a celebration in mind for you!", - "MAGIKRAB_PLATFORMB_ALICE3": "But quite how she expects you to fit through the platform gate, I’m not sure.", - "MAGIKRAB_PLATFORMB_ALICE2.f": "I made sure to let her know you’d be coming. It seems she has a celebration in mind for you!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "It seems she thought you would be... shorter.", - "MAGIKRAB_PLATFORMB_ALICE4.n": "It seems she thought you would be... shorter.", - "MAGIKRAB_PLATFORMB_CUBE1": "The guest arriving at Platform B has many sharp edges. My advice would be to keep your distance.", - "MAGIKRAB_PLATFORMB_MORGANTE1": "I see that Morgante has returned. She appears to be waiting for you on Platform B.", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}...", - "MAGIKRAB_PLATFORMB_MORGANTE4": "Don't assume your companionship to them will last a moment longer than your usefulness.", - "MAGIKRAB_PLATFORMB_MORGANTE3": "If there's anything I\\'ve learned from dealing with the egregores you call ‘Archangels’...", - "MAGIKRAB_PLATFORMB_MORGANTE6": "Even now, the Mer-Line keeps me from giving you full access to Their rail network.", - "MAGIKRAB_PLATFORMB_MORGANTE5": "We're like bugs to them. Or crabs.", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "The gateway on Platform B is ready for you.", - "MAGIKRAB_PLATFORMB_MORGANTE7": "‘Archangels’ always have an ulterior motive at work. Be mindful.", - "MAGIKRAB_PLATFORMB_ALEPH1": "The train at Platform B will be departing soon.", - "MAGIKRAB_PLATFORMB_ALEPH2": "That’s right! There’s an active gateway in this station!", - "MAGIKRAB_PLATFORMB_ALEPH3": "You’re almost home, {player}!", - "MAGIKRAB_MERLINE1": "That’s right! The Mer-Line is an underground network of railway stations all across New Wirral, and some distance beyond!", - "MAGIKRAB_MERLINE2": "The Mer-Line does not speak to mortals. They have chosen me to act as a go-between, to interface with you!", - "MAGIKRAB_MAGIKRAB1": "Indeed! I am Magikrab, indentured servant to the incomparable Mer-Line, in whose halls you now stand.", - "MAGIKRAB_MAGIKRAB2": "Like you, I'm not native to New Wirral. However, there have been many here who have known me.", - "MAGIKRAB_MAGIKRAB3": "The Mer-Line has assigned me to act as your guide to Their railway network.", - "MAGIKRAB_NOTHING1": "Very well!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Welcome to Mournington Crescent... What’s left of it, anyway!", - "MAGIKRAB_ON_ARRIVAL.m": "Welcome to {region_name}!", - "MAGIKRAB_ON_ARRIVAL.n": "Welcome to {region_name}!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Welcome to Mournington Crescent... What’s left of it, anyway!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Welcome to Mournington Crescent... What’s left of it, anyway!", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]LANDKEEPER![/shake][pause][pause] Let me guess, you’re crawling back for revenge after we brought down your whole operation,[pause] huh?!", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh...[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Buuuuuuuuuh...[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]I think there’s something wrong with her. [pause]I think she’s,[pause] uh, [pause]broken.", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Whuuhhhh…?[/wave]", - "SUNNY_INTRO_EUGENE12": "She doesn’t exactly have a sunny disposition, does she?", - "SUNNY_INTRO_EUGENE6": "I… [pause]I think you might be right.", - "SUNNY_INTRO_KAYLEIGH8": "So, [pause]uh, [pause]are you feeling OK? Can you tell us about yourself?", - "SUNNY_INTRO_KAYLEIGH7": "Sorry about the hostile reception. [pause]Why don’t you take a seat and we can get to know each other?", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Profits… [pause]down....[/wave]", - "SUNNY_INTRO_EUGENE10": "The Landkeepers were minions of an Archangel we defeated. [pause]Maybe when their boss fled, all their brains got fried? [pause]I still don’t trust her.", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]No… [pause]job.... [pause]prospects...[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sunny....[/wave]", - "SUNNY_INTRO_EUGENE17": "Maybe the Landkeepers only exist to carry out their jobs, and now she doesn’t know what else there is to do. [pause]Like a machine without a purpose.", - "SUNNY_INTRO_KAYLEIGH13": "“Sunny”? [pause]Why don’t we call her Sunny? We have to call her something!", - "SUNNY_INTRO_SUNNY14_OPTION1": "What happened to you?", - "SUNNY_INTRO_SUNNY14_OPTION2": "Do you remember anything?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Landkeepers… [pause]bankrupt.... [pause]nothing… left....[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Why… still… here....[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Fresh… [pause]start…?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "Oh, you poor thing! [pause]There’s still plenty of time for you to make a fresh start!", - "SUNNY_INTRO_KAYLEIGH20": "Maybe the first step is getting you some new clothes, Sunny. [pause]I’m sure wearing that office outfit all day is pretty miserable!", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "Then it’s agreed! [pause]{player}, [pause]let’s meet up at Harbourtown’s tailor. [pause]It’s on the upper level of Harbourtown, just north of here.", - "SUNNY_PART2_KAYLEIGH1": "Oh, hey! [pause]Everyone’s here!", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh...[/wave]", - "SUNNY_PART2_EUGENE2": "I’m still not sure we should be helping her out. [pause]Are you forgetting the time her former employer tried to take over the island?", - "SUNNY_PART2_MEREDITH3": "This could be interesting.", - "SUNNY_PART2_FELIX3": "I’m here for moral support.", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]OK...[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Whuhh…?[/wave]", - "SUNNY_PART2_VIOLA3": "I am curious! Perhaps this shall be entertaining?", - "SUNNY_PART2_KAYLEIGH5": "Right, [pause]Sunny, [pause]I’ll take you back here and you can pick out some new outfits.", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]This… OK…?[/wave]", - "SUNNY_PART2_EUGENE8": "I’m not sure about this, Kayleigh…", - "SUNNY_PART2_MEREDITH9": "I’m having a [wave amp=30 freq=10]great[/wave] time already.", - "SUNNY_PART2_FELIX10": "It’s a start!", - "SUNNY_PART2_KAYLEIGH12": "I’m not sure about this one, [pause]Sunny!", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]I’m not… sure...[/wave]", - "SUNNY_PART2_VIOLA11": "Hmm. [pause]Perhaps this maiden is even more unfamiliar with the styles and fashions of this land than I.", - "SUNNY_PART2_EUGENE14": "That’s not the direction I was expecting you to go.", - "SUNNY_PART2_MEREDITH20": "OK, [pause]it turns out Sunny is actually cool. [pause]Who knew?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]I think I… [pause]look good.[/wave]", - "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]is it just me, [pause]or is Sunny…", - "SUNNY_PART2_KAYLEIGH15": "You don’t look super comfortable in that, Sunny… [pause]How about we try another?", - "SUNNY_PART2_EUGENE17": "I…", - "SUNNY_PART2_KAYLEIGH19": "Absolutely [wave amp=30 freq=10]gorgeous[/wave]? [pause]No, [pause]that’s not just you.", - "SUNNY_PART2_FELIX20": "I think Sunny’s found her look.", - "SUNNY_PART2_VIOLA20": "Quite unexpected. [pause]Quite.", - "SUNNY_PART2_PLAYER21_OPTION2": "You look pretty cute, Sunny!", - "SUNNY_PART2_PLAYER21_OPTION1": "You look cool, Sunny!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]OK. [pause]This is me now... [/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Thanks for the help… [pause]all of you.[/wave]", - "SUNNY_PART2_EUGENE24": "I have some VERY mixed emotions right now.", - "SUNNY_PART2_KAYLEIGH25": "We’re glad to be able to help you, Sunny.", - "SUNNY_PART2_KAYLEIGH26": "Harbourtown lets everyone have a fresh start. [pause]It’s only fair that that includes “zombie estate agents”.", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Landkeepers are not “zombies”. [pause]Landkeepers are vessels. [pause]Created to work.[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Not anymore… [pause]from now on… [pause]I will try to be “Sunny” instead.[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hey… {player}...[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]…I just don’t think it’s… [pause]I think we should just be friends.[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]I haven’t been “Sunny” for long. [pause]I need more time to be me.[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "It’s weird.", - "SUNNY_EUGENEDATE_EUGENE2": "Is this because of my whole “campaign to take down the Landkeepers” thing? [pause]I know we’re an [wave amp=30 freq=10]unlikely pair[/wave] but I can’t stop thinking about you.", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]No, it’s not that. [pause]I’m not a Landkeeper now. [pause]I think…[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]I have enjoyed our “date”, though.[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "I understand. [pause]Don’t worry about it, Sunny.", - "FARM_INTRO_EDWARD1.f": "Hello, friend! [pause]Have you come to sort out our jelly problem?", - "FARM_INTRO_EDWARD1.m": "Hello, friend! [pause]Have you come to sort out our jelly problem?", - "FARM_INTRO_EDWARD1.n": "Hello, friend! [pause]Have you come to sort out our jelly problem?", - "FARM_INTRO_EDWARD1_OPTION1": "...Jelly problem?", - "FARM_EDWARD_INTERACT2.f": "Hello, friend! [pause]Thank you once again for sorting out our jelly problem.", - "FARM_INTRO_EDWARD1_OPTION2": "Your what?", - "FARM_INTRO_EDWARD2": "Well, that bridge just over there connects us here on the farm to Harbourtown. [pause]We provide most of the fresh produce that the town consumes.", - "FARM_INTRO_EDWARD3": "Unfortunately the local jelly creatures have gotten a bit rowdy as of late and have, [pause]um, [pause]gummed up the bridge.", - "FARM_INTRO_EDWARD4.m": "It’s no bother, [pause]though! [pause]Why, I’m sure that they’ll clear off eventually! [pause]Feel free to rest here in the meantime!", - "FARM_INTRO_EDWARD4.f": "It’s no bother, [pause]though! [pause]Why, I’m sure that they’ll clear off eventually! [pause]Feel free to rest here in the meantime!", - "FARM_EDWARD_INTERACT1": "If this bridge problem persists, Harbourtown’s food supply might start to run low…", - "FARM_BRIDGE_CONFIRM": "Try to shift the slime? It’s pretty gross...", - "FARM_INTRO_EDWARD4.n": "It’s no bother, [pause]though! [pause]Why, I’m sure that they’ll clear off eventually! [pause]Feel free to rest here in the meantime!", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "Thank you, friend! [pause]I was beginning to worry about that whole… [pause]situation.", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "Thank you, friend! [pause]I was beginning to worry about that whole… [pause]situation.", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "Thank you, friend! [pause]I was beginning to worry about that whole… [pause]situation.", - "FARM_BRIDGE_LOWERED_EDWARD2": "We use skelly jelly to fertilise our plants. [pause]I suppose it might have built up in the soil and formed that creature.", - "FARM_EDWARD_INTERACT2.m": "Hello, friend! [pause]Thank you once again for sorting out our jelly problem.", - "FARM_BRIDGE_LOWERED_EDWARD3": "Say, if you want to try using the jelly to make some crops [wave amp=30 freq=10]grow[/wave], [pause]be our guest!", - "HOYLAKE_INTRO_HOYLAKE1.m": "Greetings and salutations, newcomer! [pause]I am Professor Percival Hoylake, intrepid investigator into the unknown!", - "FARM_EDWARD_INTERACT2.n": "Hello, friend! [pause]Thank you once again for sorting out our jelly problem.", - "FARM_MARIS_INTERACT": "Hello! [pause]It is nice of you to visit us out here. [pause]Are you staying for a while, or just passing through?", - "HOYLAKE_INTRO_HOYLAKE1.f": "Greetings and salutations, newcomer! [pause]I am Professor Percival Hoylake, intrepid investigator into the unknown!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "The unknown?", - "HOYLAKE_INTRO_HOYLAKE1.n": "Greetings and salutations, newcomer! [pause]I am Professor Percival Hoylake, intrepid investigator into the unknown!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Investigator?", - "HOYLAKE_PART2_HOYLAKE6": "A young ranger recently reported “{monster_description}, spotted {habitat_phrase}”. [pause]This sounds like a task for you, no doubt!", - "HOYLAKE_INTRO_HOYLAKE3": "I am talking of the scientific method! [pause]We must observe, analyse and form conclusions!", - "HOYLAKE_INTRO_HOYLAKE2": "Indeed! [pause]As we all find ourselves marooned in this curious realm, it falls upon a steadfast and [wave amp=30 freq=10]rational mind[/wave] to make sense of the chaos that surrounds us.", - "HOYLAKE_INTRO_HOYLAKE4": "The humble townsfolk describe many strange beasts on this island. [pause]If we were to catalogue them, [pause]then the unknown would cease to [wave amp=30 freq=10]BE[/wave] unknown.", - "HOYLAKE_INTRO_HOYLAKE5.m": "Say, [pause]you look like you appreciate the importance of this task. Would you be interested in helping me identify some monsters?", - "HOYLAKE_INTRO_HOYLAKE5.n": "Say, [pause]you look like you appreciate the importance of this task. Would you be interested in helping me identify some monsters?", - "HOYLAKE_INTRO_HOYLAKE5.f": "Say, [pause]you look like you appreciate the importance of this task. Would you be interested in helping me identify some monsters?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Sure!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Not now.", - "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]that’s a shame. If you happen to change your mind, let me know! [pause]Science shall persevere regardless!", - "HOYLAKE_PART1_HOYLAKE1": "Excellent! [pause]Wonderful! [pause]I have some descriptions of monsters I’ve sourced from Harbourtown’s populace. If you can record these monster forms, I’ll be able to catalogue them.", - "HOYLAKE_PART1_HOYLAKE3": "Here are some blank tapes to assist you in your “research”!", - "HOYLAKE_PART1_HOYLAKE2": "The first account I have is “{monster_description}, spotted {habitat_phrase}”.", - "HOYLAKE_PART1_HOYLAKE4.m": "Come on by when you’ve recorded it and I shall catalogue it. Happy hunting, my eager assistant!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "I’m sure I’ve seen something like that around here. I think it’s called {monster_name}.", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "Hoylake’s looking for {monster_description}, is he?", - "HOYLAKE_PART1_HOYLAKE4.f": "Come on by when you’ve recorded it and I shall catalogue it. Happy hunting, my eager assistant!", - "HOYLAKE_PART1_HOYLAKE4.n": "Come on by when you’ve recorded it and I shall catalogue it. Happy hunting, my eager assistant!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "Excellent! The “{monster_name}”, is it? [pause]Yes, this indeed matches up with my reports perfectly!", - "HOYLAKE_INTERACT_HOYLAKE1.f": "Greetings, my eager assistant! Have you recorded our mystery monster? We’re looking for “{monster_description}, spotted {habitat_phrase}”.", - "HOYLAKE_INTERACT_HOYLAKE1.m": "Greetings, my eager assistant! Have you recorded our mystery monster? We’re looking for “{monster_description}, spotted {habitat_phrase}”.", - "HOYLAKE_INTERACT_HOYLAKE1.n": "Greetings, my eager assistant! Have you recorded our mystery monster? We’re looking for “{monster_description}, spotted {habitat_phrase}”.", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Not yet.", - "HOYLAKE_INTERACT_HOYLAKE_NO": "Worry not! [pause]I’m sure the enigmatic creature will reveal itself soon enough! [pause]Progress is inevitable, after all!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Here it is!", - "HOYLAKE_PART2_HOYLAKE1": "Excellent! The “Macabra”, is it? [pause]The fangs… the skull. [pause]Yes, this indeed matches up with my reports perfectly!", - "HOYLAKE_PART2_HOYLAKE2": "Recording monsters with cassette tapes to transform into them... [pause]it doesn’t make rational sense, and yet we see it happening before our eyes.", - "HOYLAKE_PART2_HOYLAKE3": "If our understanding of science is proven to be limited, [pause]then it is our understanding that must change!", - "HOYLAKE_PART2_HOYLAKE4": "Thank you for your work! Here’s some compensation for your time!", - "HOYLAKE_PART2_HOYLAKE5": "Now for your next assignment...", - "HOYLAKE_PART3_HOYLAKE1": "My, my! [pause]The “Stardigrade” is indeed a disturbing beast! [pause]Why you would want to transform into this wretched thing, I do not know…", - "HOYLAKE_PART3_HOYLAKE2": "Truth be told, [pause]I don’t want to transform into ANY beast! [pause]I don’t understand how this technology works, and I’d rather not experiment on [wave amp=30 freq=10]myself[/wave].", - "HOYLAKE_PART3_HOYLAKE1_RAND": "My, my! [pause]The “{monster_name}”, is it? [pause]Why you would want to transform into this thing, I do not know…", - "HOYLAKE_PART3_HOYLAKE3": "I’m perfectly happy leaving the monster transforming to others… [pause]Which reminds me: here’s a reward for your efforts!", - "HOYLAKE_PART3_HOYLAKE5": "Surely someone is pulling my leg? [pause]Having a laugh? [pause]Maybe engaging in a jest of sorts?", - "HOYLAKE_PART3_HOYLAKE4": "The next rumour I’ve heard sounds too bizarre to be true. There are claims of “{monster_description}, spotted {habitat_phrase}”.", - "HOYLAKE_PART3_HOYLAKE6.m": "If you can get to the bottom of this one, you’ll be a better scientist than I.", - "HOYLAKE_PART3_HOYLAKE6.f": "If you can get to the bottom of this one, you’ll be a better scientist than I.", - "HOYLAKE_PART4_HOYLAKE1": "Huh?! [pause]It was REAL?! [pause]I never would have guessed.", - "HOYLAKE_PART3_HOYLAKE6.n": "If you can get to the bottom of this one, you’ll be a better scientist than I.", - "HOYLAKE_PART4_HOYLAKE2": "The “Thwackalope”, I see. [pause]On earth, well, my earth at least, [pause]there is a mythical creature known as a “jackalope” that is very similar.", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Yes!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "The “{monster_name}”, I see.", - "HOYLAKE_PART6_HOYLAKE1": "Oh, you managed to record it! [pause]An “Elfless”, aye? [pause]So enigmatic, that it covers its face. [pause]Now that I think about it, there are rather a lot of monsters on New Wirral wearing masks.", - "HOYLAKE_PART4_HOYLAKE3": "It is curious how our myths and legends appear to influence the appearance of monsters here on New Wirral…", - "HOYLAKE_PART4_HOYLAKE4": "Say! [pause]Could I ask you some questions about your world, from before you came here? [pause]I am also trying to catalogue the various realities that Harbourtown’s residents hail from.", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Sure…?", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "I guess…?", - "HOYLAKE_PART4_HOYLAKE5": "Excellent! [pause]I will simply ask a series of questions relating to broad historical events and you can tell me if they seem familiar to you.", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Yes!", - "HOYLAKE_PART4_HOYLAKE6": "Question one: [pause]Are you familiar with “the Roman empire”?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Nope!", - "HOYLAKE_PART4_HOYLAKE7": "Question two: [pause]did the “industrial revolution” occur in your world’s past?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Nope!", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Yes!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Nope!", - "HOYLAKE_PART4_HOYLAKE8": "OK, question three: [pause]did mankind ever land on the moon?", - "HOYLAKE_PART4_HOYLAKE9": "Right! [pause]Last question: has “The Day of the Birds” happened yet?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "What?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "... Yet?", - "HOYLAKE_PART4_HOYLAKE11": "Thank you for your assistance once again! [pause]Take this for your troubles.", - "HOYLAKE_PART4_HOYLAKE10.f": "Uhh, don’t worry about that one. [pause]In fact, count yourself lucky you don’t know what I meant.", - "HOYLAKE_PART4_HOYLAKE10.m": "Uhh, don’t worry about that one. [pause]In fact, count yourself lucky you don’t know what I meant.", - "HOYLAKE_PART4_HOYLAKE10.n": "Uhh, don’t worry about that one. [pause]In fact, count yourself lucky you don’t know what I meant.", - "HOYLAKE_PART4_HOYLAKE12.m": "Are you ready for another monster assignment? [pause]Of course you are!", - "HOYLAKE_PART4_HOYLAKE13": "I recently heard Captain Penny Dreadful in here, murmuring about “{monster_description} {habitat_phrase}”.", - "HOYLAKE_PART4_HOYLAKE12.f": "Are you ready for another monster assignment? [pause]Of course you are!", - "HOYLAKE_PART4_HOYLAKE12.n": "Are you ready for another monster assignment? [pause]Of course you are!", - "HOYLAKE_PART4_HOYLAKE14": "If you manage to record one, don’t hesitate to let me know!", - "HOYLAKE_PART5_HOYLAKE1.f": "Excellent! [pause]Once again you prove to be a capable researcher.", - "HOYLAKE_PART5_HOYLAKE1.m": "Excellent! [pause]Once again you prove to be a capable researcher.", - "HOYLAKE_PART5_HOYLAKE2": "“Nevermort”, is it? [pause]Quite a morbid appearance it has! [pause]It makes me think of a poem… [pause]though I can’t remember what poem, exactly.", - "HOYLAKE_PART5_HOYLAKE1.n": "Excellent! [pause]Once again you prove to be a capable researcher.", - "HOYLAKE_PART5_HOYLAKE2_RAND": "“{monster_name}”, is it?", - "HOYLAKE_PART5_HOYLAKE3": "Alas, we have but one monster left on my list of pressing investigations!", - "HOYLAKE_PART5_HOYLAKE4": "Ianthe herself has spoken of a creature that flees if it catches even a glimpse of a human being!", - "HOYLAKE_PART5_HOYLAKE5": "It is supposedly “{monster_description} {habitat_phrase}”. [pause]If this sounds like something you will be able to record, [pause]I wish you good fortune!", - "FRANKIE_PART4_FRANKIE1.f": "Hey, captain! [pause]I am thinking of attempting to become a real ranger.", - "HOYLAKE_PART6_HOYLAKE1_RAND": "Oh, you managed to record it! [pause]The “{monster_name}”, aye?", - "HOYLAKE_PART6_HOYLAKE3": "It could also simply be that masks look rather [wave amp=30 freq=10]cool[/wave]...", - "HOYLAKE_PART6_HOYLAKE2": "What could the significance of this be? [pause]Perhaps there is some deep psychic connection between how human beings perceive faces, and how these monsters manifest into being…", - "HOYLAKE_PART6_HOYLAKE4.m": "I must congratulate you on your abilities. [pause]Why, at this rate, I feel like I am the assistant and YOU are the scientist!", - "HOYLAKE_PART6_HOYLAKE4.f": "I must congratulate you on your abilities. [pause]Why, at this rate, I feel like I am the assistant and YOU are the scientist!", - "HOYLAKE_PART6_HOYLAKE4.n": "I must congratulate you on your abilities. [pause]Why, at this rate, I feel like I am the assistant and YOU are the scientist!", - "HOYLAKE_PART6_HOYLAKE5": "The truth is, [pause]I’m not [wave amp=30 freq=10]actually[/wave] a professor or a scientist.", - "HOYLAKE_PART6_HOYLAKE6": "Before I washed ashore on New Wirral, I was a corporate salaryman. [pause]I am less a patron of [wave amp=30 freq=10]science[/wave] and more a patron of [wave amp=30 freq=10]science fiction[/wave].", - "HOYLAKE_PART6_HOYLAKE7": "Even still, I must remain rational! [pause]Coming here has given my life a new purpose.", - "HOYLAKE_PART6_HOYLAKE8": "I may not be a [wave amp=30 freq=10]real[/wave] professor, but I believe my efforts here can still be valuable!", - "HOYLAKE_PART6_HOYLAKE9.m": "Thank you for your unrelenting assistance to the scientific cause, my friend. [pause]You set an example for us all!", - "HOYLAKE_PART6_HOYLAKE9.f": "Thank you for your unrelenting assistance to the scientific cause, my friend. [pause]You set an example for us all!", - "HOYLAKE_PART6_HOYLAKE9.n": "Thank you for your unrelenting assistance to the scientific cause, my friend. [pause]You set an example for us all!", - "HOYLAKE_PART6_HOYLAKE10": "If you ever want to help my cataloguing further, come chat with me again. [pause]There’ll always be something new to investigate!", - "HOYLAKE_PART7_HOYLAKE1": "Greetings, {player}! How many different species have you recorded out there?", - "HOYLAKE_PART7_HOYLAKE2": "Goodness gracious! {count}!?", - "HOYLAKE_PART7_HOYLAKE4": "That must be all the known monsters in New Wirral! [pause]Well, [pause]except for the bootlegs, fusions, and Archangels.", - "HOYLAKE_PART7_HOYLAKE3": "Thank you for your work! Here’s some compensation for your time!", - "HOYLAKE_PART7_HOYLAKE6.m": "Why don’t you come chat with me again after you’ve completed your ranger training?", - "HOYLAKE_PART7_HOYLAKE5": "It’s going to take me some time to finish cataloguing all the species you’ve shown me.", - "HOYLAKE_PART7_HOYLAKE7": "When I have a request for you I’ll leave it on the noticeboard outside!", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]THIS IS EVERYTHING I EVER DREAMED OF![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "{count}? Not bad, not bad.", - "HOYLAKE_PART7_HOYLAKE6.n": "Why don’t you come chat with me again after you’ve completed your ranger training?", - "HOYLAKE_PART7_HOYLAKE6.f": "Why don’t you come chat with me again after you’ve completed your ranger training?", - "HOYLAKE_PART7_HOYLAKE9": "Come chat with me again when you reach {next_threshold}.", - "HOYLAKE_PART7_HOYLAKE10": "Don’t forget to remaster your tapes when they reach 5 stars. I’ve heard of a handful of species that can only be obtained that way!", - "HOYLAKE_PART8_HOYLAKE1": "Greetings, {player}! I’m still busy cataloguing the species you recorded earlier.", - "HOYLAKE_PART8_HOYLAKE2.m": "Why don’t you come chat with me again after you’ve completed your ranger training?", - "HOYLAKE_PART8_HOYLAKE2.f": "Why don’t you come chat with me again after you’ve completed your ranger training?", - "FRANKIE_PART1_FRANKIE2.m": "Omigosh, are you another [wave amp=30 freq=10]veteran monster fighter[/wave] of this mysterious island also?!", - "HOYLAKE_PART8_HOYLAKE2.n": "Why don’t you come chat with me again after you’ve completed your ranger training?", - "HOYLAKE_PART8_HOYLAKE3": "Greetings, {player}! When I have a request for you I’ll leave it on the noticeboard outside!", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Hey-hey[/wave], {player}! [pause]I want you to meet our latest and greatest recruit: Frankie!", - "FRANKIE_PART1_FRANKIE2.f": "Omigosh, are you another [wave amp=30 freq=10]veteran monster fighter[/wave] of this mysterious island also?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Veteran?", - "FRANKIE_PART1_FRANKIE2.n": "Omigosh, are you another [wave amp=30 freq=10]veteran monster fighter[/wave] of this mysterious island also?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Veteran?", - "FRANKIE_PART1_FRANKIE3": "A magical world full of monsters, and the dashing heroes who transform to battle them…", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Veteran?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "I haven’t been here THAT long!", - "FRANKIE_PART1_CYBIL6": "As you can see, Frankie here has taken the news of coming to New Wirral pretty well.", - "FRANKIE_PART1_KAYLEIGH5": "You’re pretty excited by all this, aren’t you?", - "FRANKIE_PART1_EUGENE5": "I like your enthusiasm!", - "FRANKIE_PART1_MEREDITH5": "That’s not the reaction I was expecting.", - "FRANKIE_PART1_FELIX5": "You’re more enthusiastic than I was when I first came here.", - "FRANKIE_PART1_VIOLA5": "You don’t seem disturbed by your unexpected voyage to this place, friend.", - "FRANKIE_PART1_FRANKIE7": "I assure you, I want to make the most of this! Joining the Rangers is no doubt the path this adventure has in store for me! Hehe~", - "FRANKIE_PART1_CYBIL8": "I’ve given Frankie a spare cassette player. All you’ll need to do now is give her a monster tape, and show her the ropes!", - "FRANKIE_PART1_FRANKIE10": "My very own monster form… The first step on my own fantastical journey...", - "FRANKIE_PART1_CYBIL9": "...And that’s the end of my broadcast! [pause]See you around {player}!", - "FRANKIE_PART1_FRANKIE15.f": "Please, Captain, you must “show me the ropes”! [pause]I [wave amp=30 freq=10]demand[/wave] to see the ropes! [pause]Let’s fight some monsters, OK?", - "FRANKIE_PART1_FRANKIE11": "Do you have a tape for me?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "Here it is!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Are you sure you want to give your {species_name} tape to Frankie? This is permanent – you won’t get the tape back.", - "FRANKIE_PART1_FRANKIE11_OPTION2": "Not yet.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Are you sure you want to give your {species_name} tape to Frankie? This is permanent – you won’t get the tape back.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Are you sure you want to give your {species_name} tape to Frankie? This is permanent – you won’t get the tape back.", - "FRANKIE_PART1_FRANKIE12": "I’m gonna be {species_description}, huh?", - "FRANKIE_PART1_FRANKIE13": "...", - "FRANKIE_PART1_FRANKIE15.m": "Please, Captain, you must “show me the ropes”! [pause]I [wave amp=30 freq=10]demand[/wave] to see the ropes! [pause]Let’s fight some monsters, OK?", - "FRANKIE_PART1_FRANKIE15.n": "Please, Captain, you must “show me the ropes”! [pause]I [wave amp=30 freq=10]demand[/wave] to see the ropes! [pause]Let’s fight some monsters, OK?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]THIS FORM IS PERFECT! I WILL TREASURE THIS CASSETTE TAPE WITH MY LIFE![/shake]", - "FRANKIE_PART1_FRANKIE16": "Wow, turning into a weird monster is actually much more tiring than I thought it would be.", - "FRANKIE_PART1_FRANKIE17": "I think I need to go and rest. [pause]And eat a lot of food. [pause]Potentially in that order.", - "FRANKIE_PART1_FRANKIE18.m": "Seeya, Captain! Thanks for training me! A plucky young hero always needs a [wave amp=30 freq=10]wisened mentor[/wave], and I’m glad it’s you!", - "FRANKIE_PART1_FRANKIE18.n": "Seeya, Captain! Thanks for training me! A plucky young hero always needs a [wave amp=30 freq=10]wisened mentor[/wave], and I’m glad it’s you!", - "FRANKIE_PART1_FRANKIE18.f": "Seeya, Captain! Thanks for training me! A plucky young hero always needs a [wave amp=30 freq=10]wisened mentor[/wave], and I’m glad it’s you!", - "FRANKIE_PART1_KAYLEIGH19": "She’s quite the personality!", - "FRANKIE_PART1_MEREDITH19": "I’m glad I am no longer the most socially awkward person on the island.", - "FRANKIE_PART1_EUGENE19.m": "You’re a pretty good teacher, {player}!", - "FRANKIE_PART1_EUGENE19.f": "You’re a pretty good teacher, {player}!", - "FRANKIE_PART1_EUGENE19.n": "You’re a pretty good teacher, {player}!", - "FRANKIE_PART1_FELIX19.m": "Huh. You’re a pretty good teacher.", - "FRANKIE_PART1_FELIX19.f": "Huh. You’re a pretty good teacher.", - "FRANKIE_PART1_VIOLA19.m": "You took the role of the tutor in your stride, {player}.", - "FRANKIE_PART1_FELIX19.n": "Huh. You’re a pretty good teacher.", - "FRANKIE_PART2_FRANKIE1.m": "Oh, hey there captain! Are you here to assist me in my own personal [wave amp=30 freq=10]hero’s journey[/wave]?", - "FRANKIE_PART1_VIOLA19.f": "You took the role of the tutor in your stride, {player}.", - "FRANKIE_PART1_VIOLA19.n": "You took the role of the tutor in your stride, {player}.", - "FRANKIE_PART2_FRANKIE1_OPTION1": "”Hero’s Journey”...?", - "FRANKIE_PART2_FRANKIE1.f": "Oh, hey there captain! Are you here to assist me in my own personal [wave amp=30 freq=10]hero’s journey[/wave]?", - "FRANKIE_PART2_FRANKIE1.n": "Oh, hey there captain! Are you here to assist me in my own personal [wave amp=30 freq=10]hero’s journey[/wave]?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]THERE MUST COME A MOMENT WHERE EVERY PLUCKY YOUNG ADVENTURER CARVES THEIR OWN PATH~[/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "What are you up to?", - "FRANKIE_PART2_FRANKIE3": "That’s what I’m doing. [pause]I’m the plucky young adventurer, if you didn’t get where I was going with this.", - "FRANKIE_PART2_FRANKIE3_OPTION1": "I see.", - "FRANKIE_PART2_FRANKIE4": "Anyway, I found one of those “Rogue Fusions” just up ahead – I’m going to go and show it who’s boss!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "I’m not following.", - "FRANKIE_PART2_FRANKIE4_OPTION1": "Do you need a hand?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "Are you sure that’s a good idea?", - "FRANKIE_PART2_FRANKIE5": "Don’t worry! I have a natural affinity for this – I’ve read over [wave amp=30 freq=10]200[/wave] fanfics about people transforming into monsters. [pause](Please don’t ask me to elaborate on this.)", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]Let’s go![/shake]", - "FRANKIE_PART2_FRANKIE8": "My career is coming along quite well, I think!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]WE DID IT~[/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "Career?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "Huh?", - "FRANKIE_PART2_FRANKIE9": "W-well, my career as a dashing and mysterious heroine who saves the humble people of this fantasy land, of course!", - "FRANKIE_PART2_FRANKIE10": "I have no doubt – soon a greater evil shall arise...", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]AND I SHALL BE RESPONSIBLE FOR SAVING THIS ISLAND![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "You’re a bit late.", - "FRANKIE_PART2_FRANKIE11_OPTION2": "I’ve done that already!", - "FRANKIE_PART2_FRANKIE12": "Huh? [pause]Y-you have?", - "FRANKIE_PART2_FRANKIE13": "That’s OK! I’m sure there’ll be SOME evil left somewhere for me to overcome! [pause]You [wave amp=30 freq=10]might[/wave] have missed a spot!", - "FRANKIE_PART3_FRANKIE3": "W-well, I should be using my time on New Wirral to fulfil my life, or something! [pause]Save the world! Find my true calling! Fall in love!", - "FRANKIE_PART3_FRANKIE1": "Hey, {player}! I have a question for you!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "Ask away!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "What’s your question?", - "FRANKIE_PART3_FRANKIE2": "What does it mean… to take charge of your life?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "That’s a broad question.", - "FRANKIE_PART3_FRANKIE2_OPTION2": "What..?", - "FRANKIE_PART3_FRANKIE4": "Y’know, all the classic adventure stuff. [pause]I can’t waste a second!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "Maybe your expectations are too high…", - "FRANKIE_PART3_FRANKIE4_OPTION2": "Don’t put yourself under too much pressure!", - "FRANKIE_PART3_FRANKIE5": "Hmm. [pause]You’re probably right.", - "FRANKIE_PART3_FRANKIE6": "OK, second question! [pause]Can you help me fight a Rogue Fusion I found nearby? I’m sure that’ll be a worthwhile experience!", - "FRANKIE_PART3_FRANKIE7": "Thanks for the help, {player}! [pause]I have decided that that was indeed a worthwhile experience!", - "FRANKIE_PART4_FRANKIE1.m": "Hey, captain! [pause]I am thinking of attempting to become a real ranger.", - "FRANKIE_PART4_FRANKIE3": "...So of course, I’ve tracked down a Rogue Fusion to battle! There’s no time to wait – [shake rate=30 level=10]let’s go pummel it![/shake]", - "FRANKIE_PART4_FRANKIE2": "No more rookie status for me! Though I’ll need to get stronger first.", - "FRANKIE_PART4_FRANKIE1.n": "Hey, captain! [pause]I am thinking of attempting to become a real ranger.", - "FRANKIE_PART4_FRANKIE4": "Thanks for the assistance! [pause]Perhaps next time you and I meet out in the field, you’ll be seeing me as a fully-fledged ranger!", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I bet you never expected that I would challenge you to a duel, right?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I bet you never expected that I would challenge you to a duel, right?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]THE STUDENT MUST TAKE ON THE MASTER![/shake] The only way I can become a true ranger is to defeat you and [wave amp=30 freq=10]claim your stamp[/wave]!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I bet you never expected that I would challenge you to a duel, right?", - "FRANKIE_PART5_FRANKIE3": "I even tamed this Puppercut to help me! What do you say – do you accept my challenge?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "Give it your all, rookie!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I knew you’d be tough.", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Ranger![/shake] [pause]Are you here to stop me, huh?!", - "FRANKIE_PART5_FRANKIE3_OPTION2": "I won’t go easy on you!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I knew you’d be tough.", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I knew you’d be tough.", - "FRANKIE_PART5_FRANKIE5": "That’s why I made sure to battle the other 12 captains first.", - "FRANKIE_PART5_FRANKIE5_OPTION1": "Huh?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "You did what?", - "FRANKIE_PART5_FRANKIE6": "You heard correctly – I [wave amp=30 freq=10]already[/wave] qualify for rangerhood!", - "FRANKIE_PART5_FRANKIE7": "I just wanted to see how tough you were. [pause]You didn’t disappoint!", - "FRANKIE_PART5_FRANKIE8.m": "See you around, Captain~!", - "FRANKIE_PART5_FRANKIE8.n": "See you around, Captain~!", - "FRANKIE_TOWN_HALL_INTERACT1": "Hey {player}! Just catching up on the latest goss before I head back out!", - "FRANKIE_PART5_FRANKIE8.f": "See you around, Captain~!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Ranger![/shake] [pause]Are you here to stop me, huh?!", - "VIN_PART1_VIN1_OPTION2": "It’s my job!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Ranger![/shake] [pause]Are you here to stop me, huh?!", - "VIN_PART1_VIN1_OPTION1": "Something like that.", - "VIN_PART1_VIN2": "Fine! [pause]If you’re gonna fight me, fight me one-on-one!", - "VIN_PART3_VIN8.n": "Never mind the fact that [wave amp=30 freq=10]one of their own[/wave] is what sent our community into disarray!", - "VIN_PART1_VIN3": "Only [wave amp=30 freq=10]cowards[/wave] rely on others!", - "VIN_PART1_KAYLEIGH4": "Don’t worry, {player}! I’ll sit this one out – you can take out this guy without me!", - "VIN_PART1_MEREDITH4.f": "A one-on-one scrap? Go on, mate. You’re hard enough, {player} – you can take him.", - "VIN_PART1_MEREDITH4.m": "A one-on-one scrap? Go on, mate. You’re hard enough, {player} – you can take him.", - "VIN_PART1_MEREDITH4.n": "A one-on-one scrap? Go on, mate. You’re hard enough, {player} – you can take him.", - "VIN_PART1_EUGENE4.m": "Go on, buddy. You don’t need my help taking on this jerk.", - "VIN_PART1_EUGENE4.n": "Go on, buddy. You don’t need my help taking on this jerk.", - "VIN_PART1_FELIX4": "What do you say, {player}? Do you wanna show this guy who’s boss?", - "VIN_PART1_EUGENE4.f": "Go on, buddy. You don’t need my help taking on this jerk.", - "VIN_PART1_VIOLA4.n": "It seems this fight is yours and yours alone, dear {player}. Worry not – I have faith in you.", - "VIN_PART1_VIOLA4.f": "It seems this fight is yours and yours alone, dear {player}. Worry not – I have faith in you.", - "VIN_PART1_VIOLA4.m": "It seems this fight is yours and yours alone, dear {player}. Worry not – I have faith in you.", - "VIN_PART1_VIN5.m": "Hmph! [pause]You’re tough for a coward...", - "VIN_PART1_VIN5.f": "Hmph! [pause]You’re tough for a coward...", - "VIN_PART1_VIN5.n": "Hmph! [pause]You’re tough for a coward...", - "VIN_PART1_VIN6": "But you won’t catch me! [wave amp=30 freq=10]I’m already gone![/wave]", - "VIN_PART1_KAYLEIGH7": "He ran pretty fast. I’m sure we’ll catch him next time, {player}.", - "VIN_PART1_MEREDITH7.m": "That was a pretty sudden escape. I guess we’ll get him next time, mate.", - "VIN_PART1_MEREDITH7.n": "That was a pretty sudden escape. I guess we’ll get him next time, mate.", - "VIN_PART1_MEREDITH7.f": "That was a pretty sudden escape. I guess we’ll get him next time, mate.", - "VIN_PART1_EUGENE7": "Despite all that bravado, he was pretty quick to flee, huh?", - "VIN_PART1_FELIX7": "He’s a pretty fast runner. I guess we’ll catch him next time.", - "VIN_PART2_VIN1": "[shake rate=30 level=10]It’s you again![/shake]", - "VIN_PART1_VIOLA7": "He was quick to exit the stage of battle. I am sure our paths will cross again.", - "VIN_PART2_VIN2": "You damn rangers are always sticking your noses in places they don’t belong!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]Not until the people are free of the tyranny of the Harbourtown Rangers![/shake]", - "VIN_PART2_VIN3": "C’mon, fight me one-on-one!", - "VIN_PART2_VIN4": "Heh, you’ll never catch me. And I’ll never give up...", - "VIN_PART3_VIN1.m": "Oh look. [pause]The Ranger’s have sent the [wave amp=30 freq=10]loyal goon[/wave] to track me down again!", - "VIN_PART3_VIN1.f": "Oh look. [pause]The Ranger’s have sent the [wave amp=30 freq=10]loyal goon[/wave] to track me down again!", - "VIN_PART3_VIN1_OPTION1": "Hey! The name’s {player}!", - "VIN_PART3_VIN1.n": "Oh look. [pause]The Ranger’s have sent the [wave amp=30 freq=10]loyal goon[/wave] to track me down again!", - "VIN_PART3_VIN2": "…", - "VIN_PART3_FELIX5": "Wait, so this thief guy is part of that weird cult?", - "VIN_PART3_VIN3": "Then you’re…", - "VIN_PART3_VIN4.f": "You’re the heartless [wave amp=30 freq=10]god-killer[/wave] that caused this mess! You’re the one that left Brother Cooper to die!", - "VIN_PART3_VIN4.n": "You’re the heartless [wave amp=30 freq=10]god-killer[/wave] that caused this mess! You’re the one that left Brother Cooper to die!", - "VIN_PART3_VIN4.m": "You’re the heartless [wave amp=30 freq=10]god-killer[/wave] that caused this mess! You’re the one that left Brother Cooper to die!", - "VIN_PART3_VIN4_OPTION1.n": "God-killer?", - "VIN_PART3_VIN4_OPTION1.f": "God-killer?", - "VIN_PART3_VIN4_OPTION1.m": "God-killer?", - "VIN_PART3_MEREDITH5": "He’s a cultist, {player}. Must be mad about that Mourningstar bloke you and Kayleigh beat up.", - "VIN_PART3_VIN4_OPTION2": "I did neither of those things!", - "VIN_PART3_KAYLEIGH5": "You’re with the Mournchildren?", - "VIN_PART3_EUGENE5": "Hey! A lot more than just Dorian would have died if not for {player}!", - "VIN_PART3_VIOLA5": "You are mistaken, thief!", - "VIN_PART3_VIN6.f": "Enough talking! Come here and fight me, you coward!", - "VIN_PART3_VIN6.m": "Enough talking! Come here and fight me, you coward!", - "VIN_PART3_VIN6.n": "Enough talking! Come here and fight me, you coward!", - "VIN_PART3_VIN7": "When our leader was [wave amp=30 freq=10]cruelly slain[/wave], you rangers immediately started trying to “offer us help”. Yeah right.", - "VIN_PART3_VIN8.m": "Never mind the fact that [wave amp=30 freq=10]one of their own[/wave] is what sent our community into disarray!", - "VIN_PART3_VIN8.f": "Never mind the fact that [wave amp=30 freq=10]one of their own[/wave] is what sent our community into disarray!", - "VIN_PART3_KAYLEIGH9": "You’ve gotten this all wrong. [pause]Dorian was responsible for everything your community went through!", - "VIN_PART3_VIN10": "The blank tapes and stickers I’m stealing… They’re gonna be for our resistance!", - "VIN_PART4_VIN1": "Just leave me…", - "VIN_PART4_VIN2": "Uhh...", - "VIN_PART4_VIN3": "That thing ambushed me...", - "VIN_PART4_VIN4": "Why… [pause]did you do that, {player}?", - "VIN_PART4_VIN5_OPTION1": "You’re mistaken!", - "VIN_PART4_VIN5.n": "You could have just left me to rot like Brother Cooper and be rid of your [wave amp=30 freq=10]thief problem[/wave] for good.", - "VIN_PART4_VIN5.f": "You could have just left me to rot like Brother Cooper and be rid of your [wave amp=30 freq=10]thief problem[/wave] for good.", - "VIN_PART4_VIN5.m": "You could have just left me to rot like Brother Cooper and be rid of your [wave amp=30 freq=10]thief problem[/wave] for good.", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Vin!?[/shake] [pause]You’re behind all this?", - "VIN_PART4_VIN5_OPTION2": "I didn’t leave Dorian to die!", - "VIN_PART4_JACQUELINE7": "When Ianthe told me someone was stealing supplies the rangers had set aside for the commune, I didn’t think it would be you!", - "VIN_PART4_VIN8": "Set…[pause] aside…[pause] for the commune?[pause] Our commune?", - "VIN_PART4_JACQUELINE9": "Yes, you idiot!", - "VIN_PART5_VIN6": "And now I must challenge you for your stamp! [pause]Come on, fight me [wave amp=30 freq=10]one-on-one[/wave], {player}!", - "VIN_PART4_VIN10": "But the rangers… They took control, right? Coerced you,[pause] and stuff?", - "VIN_PART4_JACQUELINE11": "Not at all. Dorian’s death was an awakening for me.", - "VIN_PART4_JACQUELINE12": "When he was with us – when he was [wave amp=30 freq=10]in charge[/wave] – it was like living under a spell. I couldn’t recognise what was happening around me for what it was.", - "VIN_PART4_JACQUELINE13": "It is only looking back that I can recognise things for how they truly were.", - "VIN_PART4_KAYLEIGH14": "Jacqueline...", - "VIN_PART4_JACQUELINE15": "I sought out help for the commune, and Ianthe was kind enough to provide it.", - "VIN_PART4_JACQUELINE16": "You know, we’d be starving by now if not for her support. Dorian had us dig up our vegetable patch to get to that Archangel!", - "VIN_PART4_VIN17": "...", - "VIN_PART4_JACQUELINE20": "I’ve known Vin since he arrived in New Wirral. His heart is in the right place, he’s just…[pause] horribly misinformed.", - "VIN_PART4_JACQUELINE18": "Come on, let’s get you home so you can rest up.", - "VIN_PART4_JACQUELINE19": "{player}, [pause]I’m so, so sorry.", - "VIN_PART4_JACQUELINE22": "Please let Ianthe know how grateful I am to have her support.", - "VIN_PART4_JACQUELINE21": "I’ll call a meeting with the whole commune and set everything straight. It won’t happen again.", - "VIN_PART5_VIN1": "Hey, {player}.", - "VIN_PART5_VIN2": "When you saved me from that Rogue Fusion, it really forced me to question everything.", - "VIN_PART5_VIN3": "I regret messing up like I did, but... [pause]in the end I did it because I wanted to support my community.", - "VIN_PART5_VIN4": "So I joined the rangers to do just that! And make up for my mistakes, of course.", - "VIN_PART5_KAYLEIGH5": "Brilliant! [pause]I’m glad you’re turning things around for yourself, Vin!", - "VIN_PART5_MEREDITH5": "Yeah, it sounds like you’ve got a lot of work to do, mate.", - "VIN_PART5_EUGENE5": "Sounds like you’ve found your own personal cause. I respect that.", - "VIN_PART5_FELIX5": "Glad to see you’ve had a real change of heart.", - "VIN_PART5_VIN7_OPTION1": "That’s right!", - "VIN_PART5_VIOLA5": "All’s well that ends well.", - "VIN_PART5_VIN8": "It’s a good thing there are still 12 other captains I can get my stamps from.", - "VIN_PART5_VIN7": "Damn… you don’t hold back even with your friends, do you?", - "VIN_PART5_VIN7_OPTION2": "I believe in “tough love”.", - "VIN_PART5_VIN9": "Next time you see me, I’m gonna be a full-time ranger, {player}!", - "VIN_TOWN_HALL_INTERACT1.m": "Hey Captain! Which do you think is stronger: Artillerex or Gearyu? I can’t decide.", - "VIN_TOWN_HALL_INTERACT1.f": "Hey Captain! Which do you think is stronger: Artillerex or Gearyu? I can’t decide.", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]Bet you didn’t expect to find your two protégés here, did you, Captain?", - "VIN_TOWN_HALL_INTERACT1.n": "Hey Captain! Which do you think is stronger: Artillerex or Gearyu? I can’t decide.", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]Bet you didn’t expect to find your two protégés here, did you, Captain?", - "VIN_AND_FRANKIE_KAYLEIGH3": "I never would have figured these two would end up friends!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]Bet you didn’t expect to find your two protégés here, did you, Captain?", - "VIN_AND_FRANKIE_VIN2": "Hey {player}. I’ve finally passed my training and become a full-time ranger!", - "VIN_AND_FRANKIE_MEREDITH3": "These two ended up as mates? I guess that figures.", - "VIN_AND_FRANKIE_FELIX3": "I didn’t realise you two knew each other! I suppose it’s a small island.", - "VIN_AND_FRANKIE_VIOLA3": "I would never have assumed a friendship between such two different individuals!", - "VIN_AND_FRANKIE_EUGENE3": "Heh. I guess these two are buddies now?", - "VIN_AND_FRANKIE_FRANKIE4": "Uh, I have some news too.", - "VIN_AND_FRANKIE_FRANKIE5": "My pet Puppercut ran away~!", - "VIN_AND_FRANKIE_FRANKIE6": "Captain Cybil says wild monsters don’t make great pets, but…[pause] I’m certain it was the fanfic I wrote about him.", - "VIN_AND_FRANKIE_FRANKIE7": "But not to worry! My new [wave amp=30 freq=10]best buddy[/wave] Vin doesn’t mind that stuff!", - "VIN_AND_FRANKIE_VIN8": "What’s a fanfic, {player}? She won’t tell me…", - "VIN_AND_FRANKIE_FRANKIE9": "AHHHH~!", - "VIN_AND_FRANKIE_FRANKIE10.n": "I demand a rematch, Captain! Me and Vin against you and {partner}! How about it?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Sure!", - "VIN_AND_FRANKIE_FRANKIE10.m": "I demand a rematch, Captain! Me and Vin against you and {partner}! How about it?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Not now.", - "VIN_AND_FRANKIE_FRANKIE10.f": "I demand a rematch, Captain! Me and Vin against you and {partner}! How about it?", - "POWER_STATION_DREADFUL4": "Shall we show it what we’re made of, then?", - "VIN_AND_FRANKIE_FRANKIE11": "Ahh… [pause]Not again!", - "VIN_AND_FRANKIE_VIN12": "Chin up, Frankie. We can’t win them all.", - "VIN_AND_FRANKIE_VIN13": "{player}, it wasn’t until I fused with Frankie that I realised relying on others isn’t a weakness.", - "VIN_AND_FRANKIE_VIN14": "When we combine our efforts, we’re more than simply the sum of our parts. [pause]That’s what all this is about, isn’t it?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]AND SO THE PLUCKY HEROINE AIDS THE ANTI-HERO’S REDEMPTION ARC THROUGH THE POWER OF LOVE~![/wave]", - "VIN_AND_FRANKIE_VIN16": "Wait…?! [pause]What…", - "POWER_STATION_WALLACE1.m": "It’s all ready for you in there, mate.", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Nyeh heh heh~![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "Seeya, {player}!", - "POWER_STATION_WALLACE1.n": "It’s all ready for you in there, mate.", - "POWER_STATION_WALLACE1.f": "It’s all ready for you in there, mate.", - "POWER_STATION_DREADFUL1": "Hold your horses!", - "POWER_STATION_DREADFUL2": "This is my turf, {player}! If there’s gonna be a scrap in my neck of the woods, I don’t want to be left in the dark.", - "POWER_STATION_DREADFUL3": "Hold onto your knickers, ladies and gents – there’s a nasty big blighter here!", - "POWER_STATION_DREADFUL5": "That was a right ruckus! You take a look around – I need to catch my breath.", - "POWER_STATION_DREADFUL7.m": "{player}, are you absolutely sure about this?", - "POWER_STATION_DREADFUL6": "You take a look around – I need to catch my breath.", - "POWER_STATION_DREADFUL7_OPTION1": "Let’s do it!", - "POWER_STATION_NOTE1": "“10/10/1957 0400\\nStayed up all night with Dr Aegle and Dr Aetheria, designing new experiments to run in the fusion reactor. We really got into the flow of it and lost track of time – for a while it felt like we were one singular entity focused on the reactor!”", - "POWER_STATION_DREADFUL7.f": "{player}, are you absolutely sure about this?", - "POWER_STATION_DREADFUL7.n": "{player}, are you absolutely sure about this?", - "POWER_STATION_DREADFUL7_OPTION2": "Let’s wait.", - "POWER_STATION_NOTE3": "“10/10/1957 0700\\nA being calling itself ‘Helia’ emerged from the reactor! The thermocouples immediately registered a drop in the core temperature, so… I think it’s safe again now? ‘Helia’ looks sort of like a diagram of a helium atom, with the two rings representing electron orbits...”", - "POWER_STATION_NOTE2": "“10/10/1957 0515\\nSomething odd is going on in the reactor – the temperature in the core keeps rising! We’ve turned on the cooling fans to increase airflow, but it hasn’t helped! If this keeps up, we’re toast, literally!”", - "POWER_STATION_NOTE5": "“11/10/1957 0305\\nWe followed Helia’s suggestions to combine Folklord, Masquerattle, Manispear, and REDACTED, which the Ministry of Supply sourced for us from a local zoo. Helia seems dissatisfied with the result – was this not what she wanted? Are we supposed to have used live beasts?”", - "POWER_STATION_NOTE4": "“10/10/1957 0730\\n‘Helia’ tells us that we somehow created her, or summoned her? She’s now explaining how to make our reactor workable. And afterwards she wants to talk to us about other kinds of fusion… What other kinds?!”", - "POWER_STATION_NOTE6": "“11/10/1957 0800\\nWhat have we done!? The unstable fusion is out of control! It keeps duplicating!! The ministry has sealed the building to keep it in, and I’m stuck inside! Mer-Line help me!”", - "POWER_STATION_HELIA_HELIA1": "AHA, THANK YOU FOR MOPPING UP MY PROGENITORS’ FAILED EXPERIMENTS.", - "POWER_STATION_HELIA_HELIA2": "THOSE UNSTABLE FUSIONS ARE QUITE TROUBLESOME TO REMOVE ONCE THEY START REPLICATING.", - "POWER_STATION_HELIA_HELIA3": "WHAT BRINGS YOU HERE, {player.to_upper}?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "You know me?", - "POWER_STATION_HELIA_HELIA4": "I KNOW YOU QUITE WELL. HOW MANY TIMES HAVE YOU FUSED NOW?\\n\\nWHEREVER THERE IS FUSION, I AM FOUND.", - "POWER_STATION_HELIA_HELIA5": "I AM HELIA, PROCESS OF FUSION.", - "POWER_STATION_HELIA_KAYLEIGH6": "Then you’re creating the Rogue Fusions?", - "POWER_STATION_HELIA_MEREDITH6": "Oh. There really is someone behind the Rogue Fusions!", - "POWER_STATION_HELIA_EUGENE6": "You’re responsible for Rogue Fusions?", - "POWER_STATION_HELIA_FELIX6": "Then the Rogue Fusions…?", - "POWER_STATION_HELIA_HELIA12": "I SUSTAIN LIFE. THE PLANTS YOU RELY ON TO SURVIVE DERIVE THEIR ENERGY FROM THE NUCLEAR FUSION AT THE HEART OF YOUR STAR.", - "POWER_STATION_HELIA_VIOLA6": "Then you are behind the Rogue Fusion creatures!", - "POWER_STATION_HELIA_DOG6": "Grr...", - "POWER_STATION_HELIA_HELIA7": "“ROGUE FUSIONS”?\\n[pause]\\nOH, YES.[pause] THE STABLE ONES.[pause] THOSE WONDERFUL BEASTS ARE MY DOING.", - "POWER_STATION_HELIA_HELIA8": "NOW I SEE WHY YOU’RE HERE. I SENSE THE POTENTIAL FOR FUSION RISING WITHIN YOU BOTH, WHICH MUST MEAN...", - "POWER_STATION_HELIA_HELIA11": "IT WOULD DO YOU NO GOOD TO END FUSION. DO YOU NOT SEE?", - "POWER_STATION_HELIA_HELIA9": "YOU’RE HERE TO FIGHT, ARE YOU NOT?", - "POWER_STATION_HELIA_HELIA10": "THAT’S QUITE ENOUGH OF THAT.", - "POWER_STATION_HELIA_HELIA13": "I FORM LIFE. WHEN DEAD ATOMS COME TOGETHER TO FORM LIVING CELLS, THAT IS ANOTHER KIND OF FUSION.\\n\\nWHEN INDIVIDUAL CELLS COME TOGETHER TO FORM INTELLIGENT MULTICELLULAR LIFEFORMS, THAT IS ALSO ME.", - "POWER_STATION_HELIA_HELIA14": "WITHOUT ME - WITHOUT FUSION - THERE WOULD BE NO LIFE.", - "POWER_STATION_HELIA_KAYLEIGH15": "Your “wonderful beasts” put Harbourtown in danger!", - "POWER_STATION_HELIA_EUGENE15": "Come on! We can manage fine without your “wonderful beasts”.", - "POWER_STATION_HELIA_MEREDITH15": "Hate to tell you this, but your “wonderful beasts” are hurting people.", - "POWER_STATION_HELIA_FELIX15": "Can you at least stop making more “wonderful beasts”?", - "POWER_STATION_HELIA_HELIA16": "AS I SAID, I AM THE PROCESS OF FUSION.\\n\\nI AM NOT THE CAUSE OF IT.", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, WHEN YOU FUSE WITH {partner.to_upper}, IT IS NOT BECAUSE I TELL YOU TO.\\n\\nI AM SIMPLY THE MEANS.", - "POWER_STATION_HELIA_VIOLA15": "I am familiar with the “fusion” of New Wirral, but what is this talk of stars and cells?", - "POWER_STATION_HELIA_HELIA18": "YOU DON’T BLAME DEATH WHEN THERE’S BEEN A MURDER.", - "POWER_STATION_HELIA_HELIA18_OPTION1": "Then who do we blame?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "Help us out here...", - "POWER_STATION_HELIA_HELIA19": "ULTIMATELY, THE CAUSE OF THE “ROGUE FUSIONS” IS THE ENTITY THAT CEASELESSLY CONJURES THE DEBRIS OF OTHER WORLDS TO THIS LAND.\\n[pause]\\nIT IS THE ONE THAT BROUGHT ME, AND YOU – AND INDEED EVERY OTHER HUMAN – HERE.", - "POWER_STATION_HELIA_HELIA22": "ONE MORE THING BEFORE YOU LEAVE, {player.to_upper}.\\n\\nYOU MANIFESTED THE SPIRIT OF REBELLION, MORGANTE, WHEN YOU FOUGHT ALEPH, DID YOU NOT?", - "POWER_STATION_HELIA_HELIA20": "THE MER-LINE. THE ONE THAT LIES BENEATH.", - "POWER_STATION_HELIA_KAYLEIGH21": "The Mer-Line? I don’t like this, {player}...", - "POWER_STATION_HELIA_MEREDITH21.f": "I don’t fancy our chances against the Mer-Line, mate.", - "POWER_STATION_HELIA_MEREDITH21.m": "I don’t fancy our chances against the Mer-Line, mate.", - "POWER_STATION_HELIA_MEREDITH21.n": "I don’t fancy our chances against the Mer-Line, mate.", - "POWER_STATION_HELIA_EUGENE21": "Alright! Let’s go punch some trains!", - "POWER_STATION_HELIA_FELIX21": "Oh. The railway is behind all this?", - "POWER_STATION_HELIA_VIOLA21": "We shall not be defeated by a mere labyrinth, {player}!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "A straight answer, finally.", - "POWER_STATION_HELIA_DOG21": "Grr…", - "POWER_STATION_HELIA_HELIA27": "I ASK THAT YOU BE MINDFUL OF THE WILL YOU MANIFEST.\\n\\nALEPH CAN YET RETURN.", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "Let’s go meet the Mer-Line.", - "POWER_STATION_HELIA_HELIA22_OPTION1": "Yeah, why?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "We did, yes.", - "POWER_STATION_HELIA_HELIA23": "THE SWORD THAT YOU WIELD HAS TWO EDGES.", - "POWER_STATION_HELIA_HELIA24": "OF FUSION, OR ANY WORK PERFORMED BY A GROUP TOWARDS A SINGLE PURPOSE, YOU MIGHT SAY “THE WHOLE IS GREATER THAN THE SUM OF ITS PARTS”.", - "POWER_STATION_HELIA_HELIA26": "DURING OUR BATTLE, I SENSED THE SEED OF CONQUEST WITHIN YOUR HEART.", - "POWER_STATION_HELIA_HELIA25": "THE DIFFERENCE BETWEEN THE WHOLE AND THE SUM OF ITS PARTS IS THE EGREGORE, OR “ARCHANGEL”.\\n\\nEGREGORES ARE SMALL AND WEAK AT FIRST, BUT WITH ENOUGH DIRECTED WILL THEY CAN MANIFEST INDEPENDENTLY, EXERT POWER, AND TAKE CONTROL.", - "POWER_STATION_HELIA_DREADFUL28": "That was certainly somethin’! [pause]I better report all this back to Ianthe.", - "POWER_STATION_HELIA_DREADFUL29": "Good luck with the Mer-Line, {player}. I’ll sit that one out.", - "MERLINE_MEETING_MAGIKRAB1B": "{player}, the Mer-Line is waiting for you. Please come with me to Platform A of Harbourtown Station.", - "POWER_STATION_HELIA_DREADFUL30": "Hmm… [pause]I wonder if “Helia” had anything to do with the fire that burned down New London all those years ago...?", - "MERLINE_MEETING_MAGIKRAB1A": "{player}, the Mer-Line is waiting for you. Please come with me to Platform A.", - "MERLINE_MEETING_MAGIKRAB2": "The Mer-Line will now speak through me.", - "MERLINE_MEETING_MAGIKRAB3.m": "Count yourself very fortunate, {player}! They don’t descend to this plane oft–", - "MERLINE_MEETING_MAGIKRAB3.n": "Count yourself very fortunate, {player}! They don’t descend to this plane oft–", - "MERLINE_MEETING_MAGIKRAB3.f": "Count yourself very fortunate, {player}! They don’t descend to this plane oft–", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}, THE MER-LINE WISHES TO THANK YOU FOR YOUR PART IN DEFEATING THEIR WAYWARD STUDENT, ALEPH.", - "MERLINE_MEETING_MERLINE5": "HUMANKIND IS ABOUT TO FACE A CHALLENGE OF UNPRECEDENTED PROPORTIONS. THE OUTCOME IS NOT YET CERTAIN.", - "MERLINE_MEETING_MERLINE6": "THE MER-LINE WAS CURIOUS TO SEE IF YOUR SPECIES’ WARLIKE NATURE COULD BE OVERCOME.", - "MERLINE_MEETING_MERLINE7": "BY DEFEATING ALEPH, THE MANIFESTATION OF CONQUEST, YOU HAVE PERFORMED YOUR ROLE IN THE RITUAL, AND ARE NOW FREE TO LEAVE.", - "MERLINE_MEETING_MERLINE7_OPTION1": "We had help from Morgante.", - "MERLINE_MEETING_MERLINE7_OPTION2": "Morgante…", - "MERLINE_MEETING_MERLINE8": "AH YES, MORGANTE. ALEPH’S OLD LOVER.", - "MERLINE_MEETING_KEYLEIGH9": "Aleph’s… lover?", - "MERLINE_MEETING_VIOLA9": "...", - "MERLINE_MEETING_MEREDITH9": "Um… Aleph’s lover?", - "MERLINE_MEETING_EUGENE9": "What?!", - "MERLINE_MEETING_FELIX9": "She’s Aleph’s lover?", - "MERLINE_MEETING_MERLINE11": "WHAT IS THE SPIRIT OF REBELLION WITHOUT A FORCE TO REBEL AGAINST? WHAT IS THE KING OF CONQUEST WITHOUT SOMEONE TO CONQUER?", - "MERLINE_MEETING_MERLINE10": "REBELLION AND CONQUEST WEREN’T ALWAYS ENEMIES.", - "MERLINE_MEETING_MERLINE14": "MORGANTE’S MANIFESTATION DURING YOUR BATTLE WITH ALEPH DOESN’T MINIMISE THE PART YOU PLAYED IN DEFEATING HIM.", - "MERLINE_MEETING_MERLINE13": "THEY EVEN HAD A SON ONCE. DID YOU KNOW THAT?", - "MERLINE_MEETING_MERLINE12": "THE RED KING AND WHITE QUEEN ARE TRAPPED IN A CONSTANT CYCLE OF DEATH AND REBIRTH, OF OPPOSITION AND UNITY. THEY ARE THE ENGINE THAT TURNS THE WHEEL OF HUMAN HISTORY.", - "MERLINE_MEETING_MERLINE15": "QUITE THE OPPOSITE, IN FACT. IT WAS YOUR WILL THAT INVOKED HER, AND THEREBY CUT SHORT ALEPH’S RETURN TO THE WIDER COSMOS.", - "MERLINE_MEETING_MERLINE16_OPTION1": "You need to stop the Rogue Fusions!", - "MERLINE_MEETING_MERLINE16": "SPEAK YOUR MIND, {player.to_upper}. THE MER-LINE KNOWS YOU HAVE A REQUEST.", - "MERLINE_MEETING_MERLINE17": "THE MER-LINE COULD STOP THE \\\"ROGUE FUSIONS\\\".", - "MERLINE_MEETING_MERLINE18": "HOWEVER, IT WOULD NOT BE RIGHT TO DEPRIVE OTHERS OF THE SAME OPPORTUNITIES YOU HAVE HAD, {player.to_upper}.", - "MERLINE_MEETING_MERLINE21": "IT IS THERE THAT YOU, AND THE SPIRIT OF REBELLION, ARE NEEDED.", - "MERLINE_MEETING_MERLINE20": "IT IS LONG PAST TIME FOR YOU TO RETURN TO YOUR OWN WORLDS, {player.to_upper} AND {partner.to_upper}.", - "MERLINE_MEETING_MERLINE19": "YOUR KIND MUST FACE LIFE AND DEATH SITUATIONS IN ORDER TO GROW IN MORE THAN JUST NUMBER.", - "MERLINE_MEETING_MAGIKRAB23": "Uh, what were we doing? The last few minutes seem to have slipped my mind.", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "The Mer-Line was talking through you.", - "MERLINE_MEETING_MAGIKRAB22": "Oh. {player}.", - "MERLINE_MEETING_MAGIKRAB24.m": "Count yourself very fortunate, {player}! They don’t descend to this plane often!", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Hey, [pause]I have a question for you, Felix! I know you draw cartoons, but do you also design tattoos?", - "MERLINE_MEETING_KAYLEIGH25": "Hmm. Maybe Ianthe will know what to do.", - "MERLINE_MEETING_MAGIKRAB24.f": "Count yourself very fortunate, {player}! They don’t descend to this plane often!", - "MERLINE_MEETING_MAGIKRAB24.n": "Count yourself very fortunate, {player}! They don’t descend to this plane often!", - "MERLINE_MEETING_MEREDITH25": "That didn’t go how I expected.", - "MERLINE_MEETING_EUGENE25": "Well, maybe it’s for the best that we don't fight this one. You know what Helia said about Aleph...", - "MERLINE_MEETING_FELIX25": "Do you think they’re telling the truth? About our worlds needing us?", - "PARTNER_INTERACT_K_M1_MEREDITH2": "What is the “inter net”? [pause]Half the people in Harbourtown are crying over how much they miss it!", - "MERLINE_MEETING_VIOLA25": "Perhaps this “Mer-Line” speaks the truth.", - "PARTNER_INTERACT_K_M1_MEREDITH4": "On phones? [pause]Do you speak to people over it?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "...I really don’t get it.", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Y’know, [pause]the internet? [pause]Like on computers, or phones?", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "…What was the current year in your world before you came here, [pause]Meredith?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "1989, why do you ask?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Oh! [pause]OK. I can see we’re maybe a little out of sync with each other.", - "PARTNER_INTERACT_K_E1_EUGENE2": "It’s nothing personal. [pause]I’m just a loose cannon, is all. [pause]A lone wolf. [pause]I can’t abide by an organisation that might hold me back.", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "...I don’t understand you, Eugene. [pause]You love all this “save the community” stuff, [pause]but you don’t want to join the rangers with me?", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "I don’t think that’s it. [pause]I think you’re scared that you might fail the entry test!", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]Th-that’s not it at all![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "I can’t say I have! [pause]Are you looking to get inked?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Hmm. [pause]I think I like the idea of getting a tattoo in theory.", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "But in reality, [pause]I think I’m just too indecisive. [pause]I couldn’t possibly make such a permanent decision.", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, I gotta ask…", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Where did you get that sleeveless jacket? [pause]I’ve never seen anything like it in New Wirral before!", - "PARTNER_INTERACT_K_V1_VIOLA3": "When I washed up on the sands of this lonely isle, [pause]I found an old soldier’s jacket cast aside on the beach.", - "PARTNER_INTERACT_K_V1_VIOLA4": "The sleeves were of an ill fit for me, [pause]so I simply removed them.", - "PARTNER_INTERACT_K_V1_VIOLA5": "It must be said that I have grown quite fond of it.", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "You’re so cool... I’m definitely crushing on you a little bit right now.", - "PARTNER_INTERACT_K_V1_VIOLA7": "Are you confessing your unending love for me, [pause]dear Kayleigh?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Hey, [pause]I’m not THAT easily won over!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "...I did have some engineering work to do back at the shop, [pause]but I might just swerve it for now.", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]Who’s a good boy? You are! Yes, you![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "Arf arf!", - "PARTNER_INTERACT_M_E1_EUGENE2": "Yeah! [pause]You gotta take a break sometimes, [pause]buddy!", - "PARTNER_INTERACT_M_E1_EUGENE3": "….[pause][pause]Wait, [pause]what did you say just now?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "Uhh, [pause]I said I had some engineering work to do?", - "PARTNER_INTERACT_M_E1_EUGENE5": "What did you say [wave amp=30 freq=10]after[/wave] that…?", - "PARTNER_INTERACT_M_E1_EUGENE7": "Is that a phrase? [pause]To “swerve” something?", - "PARTNER_INTERACT_M_E1_MEREDITH6": "...I was gonna swerve it?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "Oh, [pause]I mean, [pause]yeah. [pause]Like if you’re going to skip out on doing something or going somewhere, that’s you “swerving” it.", - "PARTNER_INTERACT_M_E1_EUGENE9": "OK, gotcha. [pause]I shall embrace your unusual slang with an open mind.", - "PARTNER_INTERACT_M_E1_MEREDITH10": "I think I’m gonna swerve this whole conversation.", - "PARTNER_INTERACT_M_F1_FELIX2": "Yeah! [pause]What did you used to listen to back in your world?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "...My music tastes?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "That’s a broad question. [pause]I like bands where all the members hate each other.", - "PARTNER_INTERACT_M_F1_MEREDITH5": "I’m a very specific person.", - "PARTNER_INTERACT_M_V1_VIOLA1": "I must confess, [pause]dear Meredith, [pause]the way in which you fashion yourself is unlike any I have seen before – [pause]in my country, and in this one.", - "PARTNER_INTERACT_M_F1_FELIX4": "That’s very specific.", - "PARTNER_INTERACT_M_D1_DOG1": "Arf!", - "PARTNER_INTERACT_M_V1_VIOLA3": "I mean no insult. [pause]You seem unconcerned with aligning yourself with the appearance of those around you. [pause]It implies a deeper confidence in oneself.", - "PARTNER_INTERACT_M_V1_MEREDITH2": "I’m not sure if that’s a compliment or not.", - "PARTNER_INTERACT_M_V1_VIOLA4": "I find you rather admirable in that regard, [pause]dear Meredith!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "Uh, [pause]thanks mate.", - "PARTNER_INTERACT_M_D1_MEREDITH2": "You like belly rubs, [pause]don’t you?", - "PARTNER_INTERACT_E_F1_FELIX2": "Pretty much. [pause]It’s more than that, [pause]though. [pause]If I went to work somewhere else, I’d just have [wave amp=30 freq=10]another[/wave] boss giving me orders.", - "PARTNER_INTERACT_E_F1_EUGENE1": "...So you quit your job, [pause]because your bosses kept screwing you around?", - "PARTNER_INTERACT_E_F1_FELIX3": "The only way to break the cycle is to work for myself. [pause]No more bosses.", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Yeah![/shake] [pause]That’s the spirit! [pause]No more bosses – live on your own terms, [pause]man!", - "PARTNER_INTERACT_E_F1_FELIX5": "Though my career plans have hit a roadblock recently. [pause][pause]I think it happened after I fell through time and space and ended up living on monster island.", - "PARTNER_INTERACT_E_V1_EUGENE1": "...So you washed up on New Wirral after being shipwrecked in a storm, [pause]right?", - "PARTNER_INTERACT_E_F1_EUGENE6": "It happens to the best of us!", - "PARTNER_INTERACT_E_V1_VIOLA2": "Yes, [pause]that is correct.", - "PARTNER_INTERACT_E_V1_EUGENE3": "And you’re looking for your twin brother, Sebastian…", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Nice place you got here, mate. A bit plain, but I won’t judge.", - "PARTNER_INTERACT_E_V1_EUGENE4": "This just sounds really familiar and I don’t know why. [pause]Are you famous? [pause]Have we met before?", - "PARTNER_INTERACT_E_V1_VIOLA5": "I can assure you that I am no-one of notoriety or interest. [pause]As for whether we’ve met? [pause]I’m sure I would remember someone as spirited as thee, [pause]Eugene.", - "PARTNER_INTERACT_E_V1_EUGENE6": "I guess so. [pause]Still, [pause]your story seems so familiar…", - "PARTNER_INTERACT_E_D1_EUGENE5": "Are you some kind of… [pause]magical talking dog? [pause]From another world?", - "PARTNER_INTERACT_E_D1_DOG2": "Arf!", - "PARTNER_INTERACT_E_D1_EUGENE1": "...So you’re a dog.", - "PARTNER_INTERACT_F_D1_FELIX1": "You pack a loud bark for such a small package, [pause]don’t you?", - "PARTNER_INTERACT_E_D1_EUGENE3": "…But you can use a cassette player to transform into monsters like the rest of us.", - "PARTNER_INTERACT_E_D1_DOG4": "Arf arf!", - "PARTNER_INTERACT_E_D1_DOG6": "Arf!", - "PARTNER_INTERACT_E_D1_EUGENE7": "Hmm. [pause]I guess not.", - "PARTNER_INTERACT_F_V1_FELIX2": "Well, finding freedom in my life is important to me, [pause]but sailing the seven seas isn’t entirely what I have in mind.", - "PARTNER_INTERACT_F_V1_VIOLA1": "Surely, [pause]Felix, [pause]you have longed for freedom upon the seas? [pause]To sail to lands that are not yet even a splinter upon the horizon?", - "PARTNER_INTERACT_F_V1_FELIX5": "I suppose not!", - "PARTNER_INTERACT_F_V1_FELIX3": "Working for myself and living on my own terms, [pause]though? [pause]That sounds pretty good to me.", - "PARTNER_INTERACT_F_V1_VIOLA4": "Perhaps you would also find fulfilment on the sea. [pause]You will never truly know for sure without setting sail!", - "PARTNER_INTERACT_F_D1_DOG2": "Arf!", - "PARTNER_INTERACT_V_D1_DOG2": "Arf!", - "PARTNER_INTERACT_V_D1_VIOLA1": "What a brave new world, [pause]to have such animals such as you in it!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "I’m pretty lucky to get to live this close to the sea, huh?", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "I really had to go and get stuck in a town this dull, didn’t I?", - "PASSIVE_OVERWORLD_1_0_EUGENE": "This place is a cute little town, don’t you think?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "The smell of the sea is strong here… I am all too familiar with it.", - "PASSIVE_OVERWORLD_1_0_FELIX": "There’s nothing like stretching your legs out on the pier, huh?", - "PASSIVE_OVERWORLD_1_0_DOG": "Arf arf!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Watch your step, {player} – there’s monsters that hide just below the surface of the water here…", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Nice place you got here, mate. A bit plain, but I won’t judge.", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "I hope your home is to your liking, {player}…", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Nice place you got here, mate. A bit plain, but I won’t judge.", - "PASSIVE_EUGENEHOME_EUGENE": "Yeah, this is my place. Eugene HQ. The pad. My base of operations.", - "PASSIVE_EUGENEHOME_MEREDITH": "Does Eugene have a home gym? He knows that the town hall has an ACTUAL gym, right?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Hey, is this your place? Not bad, buddy!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "This is your place, huh?", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "I see that you have not dwelled here long.", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "I’m sure Eugene wouldn’t mind us popping in to his place without him!", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "I’m sure Eugene wouldn’t mind us popping in to his place without him!", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "I’m sure Eugene wouldn’t mind us popping in to his place without him!", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Oh! Are you wanting me to stay the night, {player}…?", - "PASSIVE_EUGENEHOME_FELIX": "This is Eugene’s place – he’s got a pretty neat home gym set up here.", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Are you giving your boyfriend a home tour, then?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Were you wanting to hang out together here, uh, just us?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Your place is pretty spotless! I hope you didn’t clean up just for me.", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Were you wanting to spend some private time in each other’s company, dear {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Were you wanting to spend some private time in each other’s company, dear {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Were you wanting to spend some private time in each other’s company, dear {player}?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "The beach reminds me of washing up on New Wirral for the first time…", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "Sand is a real pain to get out from my boots. I’m not a fan.", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "We can get stickers for our monster forms here – fancy a look?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "This is a pretty good spot to do some push ups!", - "PASSIVE_OVERWORLD_2_0_FELIX": "This is a nice and quiet spot if you ignore the giant crab monsters.", - "PASSIVE_OVERWORLD_2_0_VIOLA": "I have stood upon the shores of many lands. This one is perhaps the strangest.", - "PASSIVE_OVERWORLD_0_0_EUGENE": "Maybe these guys have something we can use in our endless battle for justice!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Why don’t we chat to the sticker merchants, {player}? They might have something we can use!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "Perhaps we should converse with the kind merchants of Harbourtown?", - "PASSIVE_OVERWORLD_0_0_FELIX": "Oh cool, new monster stickers.", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "Ranger Wallace and his team of ace builders built this bridge a little while ago!", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "I [wave amp=30 freq=10]suppose[/wave] crossing this bridge is preferrable to getting my boots wet in pond water…", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "This bridge was a community effort. It’s pretty cool if you ask me!", - "PASSIVE_OVERWORLD_5_-5_FELIX": "This bridge is pretty cute, don’t you think?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "I can see my reflection in the pond below! How charming.", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Is that water flowing from the surface, or somewhere else?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "I’m not thrilled by how narrow this path is, mate.", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "This path is pretty narrow. Don’t lose your balance, {player}!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "I’m not thrilled by how narrow this path is, mate.", - "PASSIVE_OVERWORLD_8_0_EUGENE": "This is a pretty narrow path, huh?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "I’m not thrilled by how narrow this path is, mate.", - "PASSIVE_OVERWORLD_8_0_VIOLA": "Watch your footing here – this path is as narrow as they come.", - "PASSIVE_OVERWORLD_8_0_FELIX": "This path is kinda narrow. Don’t fall off!", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Graveyards are pretty melancholy. I like them.", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "I always find graveyards kinda spooky, and this one is no different…", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "It gives me the creeps that the skeleton monsters hang out here of all places…", - "PASSIVE_OVERWORLD_-4_0_FELIX": "This is the last place on the island I’d want to walk through alone at night.", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "I pray that I one day leave this land, and will never be laid to rest beneath a headstone here.", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "This switch requires a charged magnet to activate it, mate.", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "We could activate this switch if we found a magnet around here, {player}.", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Check out this switch! I bet we could activate if we found a magnet nearby…", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "I don’t think we could activate this switch by stepping on it ourselves. Let’s look around…", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "This mechanism is curious. It appears like one half of a whole…", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "How did this church get here…?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "That church looks structurally unsound… we should absolutely go inside.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Watch your step, {player} – there’s monsters that hide just below the surface of the water here…", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "That church needs a renovation or six.", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "This wall could be traversed with the Pumpkin Vine Ball ability in order to reach that ledge…", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "This church has seen happier years…", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "That’s a pretty old church. I want to sketch it…", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "The Cast Iron Shore… Harbourtown gets a lot of scrap metal from the sorry wrecks that wash up here.", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "If I need any rusty metal, I guess I know [wave amp=30 freq=10]exactly[/wave] where to find it…", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Watch your step, {player} – there’s monsters that hide just below the surface of the water here…", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "This fog is really dense. I feel like I could walk head-first into a chunk of scrap metal at any moment.", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Whuhh...[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Let us pass quickly through this fog and filthy air.", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Uh, I’ve never heard any of the captains talk about a floating island here on New Wirral…", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "Is this island floating?! What IS this place?", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "OK, I had no idea there was a floating island here on New Wirral. Was this hidden in the clouds?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "This is pretty fantastical, huh?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Ugh, I’m gonna get marsh water in my boots here, aren’t I?", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "This marsh certainly is… muddy.", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "A land above the clouds… Yet another wonder that leaves me at a loss for words.", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "I’m totally gonna ruin my trainers running through all this mud…", - "PYLON_HINT_MEREDITH3": "Maybe there’s a monster around here that has magnetic abilities we could use. We should take a look around.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "This land does not welcome our presence. Let us pass through quickly, {player}.", - "PASSIVE_OVERWORLD_MARSH_FELIX": "The trees here are pretty big, huh?", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "All this pollen is making my nose itch.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "This land does not welcome our presence. Let us pass through quickly, {player}.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "This land does not welcome our presence. Let us pass through quickly, {player}.", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "A forest! I wonder what we’ll find here?", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "Keep your eyes peeled, {player} – who knows what kind of monsters are hiding in this forest…", - "PASSIVE_OVERWORLD_FOREST_FELIX": "I bet there’s some monsters here that don’t live anywhere else.", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "Do you hear the bird’s choir among the trees, {player}?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "These are the ruins of New London…", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "I’ve never seen mushrooms like this before! They’re pretty grand, right?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Huh, the stories were true – there is an abandoned town out here. Pretty spooky.", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "This place gives me the creeps…", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "The ruins of these buildings look charred. Did this town burn down, or something…?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Oh, the cherry blossom trees here are wonderful!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "A dead wind blows across this place.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Huh. This meadow is pretty cute.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "This is a beautiful meadow, isn’t it?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "The air smells pretty pleasant here, doesn’t it?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "There is beauty in this land, but do not let one’s guard down.", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "It’s a bit chilly out here, isn’t it?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brrr… I hope I don’t catch a cold out here!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "It’s pretty cold out here, I’m not gonna lie.", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "I should have brought a coat with me…", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "I shall not let this sudden winter bring me discontent!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "These giant mushrooms really add to the “creepy nightclub” ambience.", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "These are some pretty big mushrooms, buddy.", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "These mushrooms are neat! I should sketch them.", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "I’m gonna try really hard to ignore that [wave amp=30 freq=10]our names[/wave] are on these gravestones, OK?", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "Is that a mushroom? The flora and fauna of this land continues to surprise me.", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Oh. Great. Creepy gravestones. This bodes well.", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "Is that my name written there…?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "I don’t feel super great about those creepy gravestones with our names on them.", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "How far down did we fall just now…?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "This is a half-hearted attempt to fill our hearts with fear. Do not fall for it.", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "This is where the rangers get all the cassette tapes from! Pretty cool, isn’t it?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "How far down did we fall just now…?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "How far down did we fall just now…?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "What’s going on now…?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "That was pretty intense just now…", - "PASSIVE_DUNGEON_MEADOW_FELIX": "Where are we now?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "What trickery is afoot now?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "There’s water down here? Where is it coming from?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "I wonder where that water is coming from…", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "A canal, huh? I wonder where the water is flowing from?", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "A stream… Perhaps we could find its source?", - "PASSIVE_DUNGEON_MALL_EUGENE": "Where I’m from, there’s empty buildings like this across the whole country…", - "PASSIVE_DUNGEON_MALL_FELIX": "It feels pretty strange to be in a building this big on New Wirral.", - "PASSIVE_DUNGEON_MALL_VIOLA": "Such vast and silent halls…", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "I think the townsfolk used to mine stuff down here in the past…", - "MEREDITH_PLATFORM_REACTION2_2.m": "Let’s try and keep moving through it, mate.", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "I bet we’ll find some tough monsters down here. Stay on your guard, buddy.", - "PYLON_HINT_MEREDITH1.m": "Huh. This looks like a dead-end, mate. [pause]Though I wonder…", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "This cave used to be some sort of mine, right? It looks like it’s seen better days.", - "PYLON_HINT_MEREDITH1.n": "Huh. This looks like a dead-end, mate. [pause]Though I wonder…", - "PYLON_HINT_MEREDITH1.f": "Huh. This looks like a dead-end, mate. [pause]Though I wonder…", - "PYLON_HINT_MEREDITH2": "Do you see that blue box up there? [pause]I’ve seen them all over the island. They emit a constant magnetic pull.", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "This rock has deep cracks in it. I think you could shatter it with a dash!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "This square rock looks pretty damaged. You might be able to break it with a dash, mate.", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "This square rock looks pretty damaged. You might be able to break it with a dash, mate.", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "That rock has cracks running all the way through it. You could break that thing wide open with a dash!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "This square rock looks pretty damaged. You might be able to break it with a dash, mate.", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "That rock looks pretty damaged. I'd bet that you could shatter it by hitting it fast enough.", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "This stone has seen better days. It is my belief that it would break if you struck it with enough force.", - "PASSIVE_PYLON_MEREDITH.m": "That pylon looks pretty magnetic. Why don't you try using your magnetism under it, mate?", - "PASSIVE_PYLON_KAYLEIGH": "This pylon battery is glowing a weird colour. I think you could use your magnetism ability here, {player}!", - "PASSIVE_PYLON_MEREDITH.f": "That pylon looks pretty magnetic. Why don't you try using your magnetism under it, mate?", - "PASSIVE_PYLON_EUGENE": "That blue box hanging on the wooden post looks pretty magnetic, don't you think?", - "PASSIVE_PYLON_MEREDITH.n": "That pylon looks pretty magnetic. Why don't you try using your magnetism under it, mate?", - "PASSIVE_PYLON_FELIX": "Y'know, I think you could use your magnetism ability near that pylon, {player}.", - "KAYLEIGH_STATION_REACTION2": "Another one of these old train stations… I haven’t forgotten about the [wave amp=30 freq=10]first time[/wave] we uncovered one of these.", - "PASSIVE_PYLON_VIOLA": "That metal object has a curious blue aura. Do you not see it also, {player}?", - "KAYLEIGH_STATION_REACTION3": "I’m getting pretty used to these dusty old train stations. The silence is still pretty creepy, though.", - "MEREDITH_STATION_REACTION1": "Uh, [pause]does this island have an underground railway network? I’m guessing that this has been here for a [wave amp=30 freq=10]while[/wave]…", - "MEREDITH_STATION_REACTION2": "Another underground train station, huh? I wonder who built these?", - "MEREDITH_STATION_REACTION3A": "There’s something weird about these underground stations. They [wave amp=30 freq=10]almost[/wave] look like they were man-made, but they don’t quite [wave amp=30 freq=10]feel[/wave] right.", - "MEREDITH_STATION_REACTION3B": "Do you know what I mean, {player}?", - "EUGENE_STATION_REACTION2": "Another train station, huh? This island sure holds some secrets…", - "EUGENE_STATION_REACTION1": "What?! [pause]Is this a [shake rate=30 level=10]train station[/shake]?! No-one ever said something like THIS was on New Wirral!", - "EUGENE_STATION_REACTION3": "Man, we might be some of the first people to step foot in here for a LONG time…", - "FELIX_STATION_REACTION1": "Wait, is this a train station?! No-one in town ever mentioned this… do the people here not know about this?", - "FELIX_STATION_REACTION3": "Yet another ancient train station. Something must have happened to cause these to emerge recently, right?", - "FELIX_STATION_REACTION2": "These train stations give me the creeps. I feel like we’re not meant to be here…", - "VIOLA_STATION_REACTION1": "This place feels unwelcoming… more so than the rest of this strange land.", - "VIOLA_STATION_REACTION2": "The air here sits heavy in my lungs. This place has been in slumber for an age, I can feel it.", - "KAYLEIGH_PLATFORM_REACTION1_1": "The pressure here is [shake rate=30 level=10]overwhelming[/shake]… it felt like this when Morgante first appeared…", - "VIOLA_STATION_REACTION3": "Another one of these old and curious places. I would not like to be here longer than is necessary, {player}.", - "KAYLEIGH_PLATFORM_REACTION1_2": "It’s like there’s a [shake rate=30 level=10]really[/shake] loud noise in the air, but I can’t hear it…", - "MEREDITH_PLATFORM_REACTION1_1": "What’s WRONG with this place? [pause]It feels like there’s something [wave amp=30 freq=10]pushing[/wave] against me…", - "KAYLEIGH_PLATFORM_REACTION2_1": "That feeling again. Like radio static in my brain…", - "KAYLEIGH_PLATFORM_REACTION2_2": "The air tastes like metal… It hurts my head just being here…", - "KAYLEIGH_PLATFORM_REACTION3_1": "It’s that atmosphere again…", - "KAYLEIGH_PLATFORM_REACTION3_2": "I’m getting used to it now, but it still makes my head hurt…", - "MEREDITH_PLATFORM_REACTION1_2": "It’s like there’s television static in my brain…", - "VIOLA_PLATFORM_REACTION1_1.f": "This is no place for us, {player}. The very floor beneath our feet cries out as such: we are not welcome here.", - "MEREDITH_PLATFORM_REACTION2_1": "There’s that [wave amp=30 freq=10]weird[/wave] feeling again... It still sucks.", - "MEREDITH_PLATFORM_REACTION2_2.n": "Let’s try and keep moving through it, mate.", - "MEREDITH_PLATFORM_REACTION2_2.f": "Let’s try and keep moving through it, mate.", - "MEREDITH_PLATFORM_REACTION3_2": "The key is to ignore that your head feels like it’s gonna [wave amp=30 freq=10]explode[/wave].", - "MEREDITH_PLATFORM_REACTION3_1": "I think I’m slowly getting used to the feeling of being on these station platforms.", - "EUGENE_PLATFORM_REACTION1_1": "Do you feel that, {player}? It’s like radio static that I can’t [wave amp=30 freq=10]hear[/wave], [pause]but I can [wave amp=30 freq=10]feel[/wave]...", - "EUGENE_PLATFORM_REACTION2_1": "It’s that weird atmosphere again… Can you feel it?", - "EUGENE_PLATFORM_REACTION1_2": "It’s messed up…", - "EUGENE_PLATFORM_REACTION2_2": "It makes my teeth itch…", - "EUGENE_PLATFORM_REACTION3_1": "Oh, that [wave amp=30 freq=10]painful atmosphere[/wave] is back. That never means anything good.", - "EUGENE_PLATFORM_REACTION3_2": "Stay on your guard, buddy.", - "FELIX_PLATFORM_REACTION1_1": "Oh man, what’s that noise? [pause]I don’t mean, like, a noise you can hear. [pause]It’s like there’s something wrong with the air…", - "FELIX_PLATFORM_REACTION2_2": "It’s really hard to [wave amp=30 freq=10]think[/wave] here. [pause]Do you get that?", - "FELIX_PLATFORM_REACTION1_2": "This place feels [wave amp=30 freq=10]really[/wave] bad to be in…", - "FELIX_PLATFORM_REACTION2_1": "There’s that [wave amp=30 freq=10]presence[/wave] again. It makes the hairs on the back of my arms stand up.", - "FELIX_PLATFORM_REACTION3_1": "Once again, it’s that [wave amp=30 freq=10]really bad feeling[/wave] in the air. I’m kind of used to it at this point, at least.", - "FELIX_PLATFORM_REACTION3_2": "…Nah, I’ve changed my mind. I don’t think I’ll [wave amp=30 freq=10]ever[/wave] get used to this.", - "VIOLA_PLATFORM_REACTION1_1.m": "This is no place for us, {player}. The very floor beneath our feet cries out as such: we are not welcome here.", - "VIOLA_PLATFORM_REACTION1_2": "Can you not feel it so? A sense of wrongness that lingers in the air, making it hard to breathe.", - "VIOLA_PLATFORM_REACTION1_1.n": "This is no place for us, {player}. The very floor beneath our feet cries out as such: we are not welcome here.", - "VIOLA_PLATFORM_REACTION2_1": "That accursed feeling is here again, {player}. It leaves a well of dread within me.", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "It’s an [shake rate=30 level=10]Archangel[/shake]…", - "VIOLA_PLATFORM_REACTION2_2": "To step further feels like wading through an ocean…", - "VIOLA_PLATFORM_REACTION3_1": "I am slowly becoming accustomed to this hostile feeling in this place. After all, have we not braved it several times before now?", - "VIOLA_PLATFORM_REACTION3_2": "Yes, we must press on. It would take more than this unpleasant aura to stop me.", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "It gives me that horrible feeling I had when we fought Morgante… [pause]Like I’m looking at it [wave amp=30 freq=10]all wrong[/wave]…", - "KAYLEIGH_ARCHANGEL_REACTION2": "Another Archangel… It’s as [shake rate=30 level=10]painful[/shake] to look at as the others…", - "KAYLEIGH_ARCHANGEL_REACTION3": "An [shake rate=30 level=10]Archangel[/shake]! Be on you guard, {player}!", - "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Wh-what is that?![/shake] [pause]Why does it look so… [shake rate=30 level=10]wrong?![/shake]", - "MEREDITH_ARCHANGEL_REACTION1_2": "It hurts my head just looking at it…. [pause]{player}, it’s an [shake rate=30 level=10]Archangel[/shake], [pause]isn’t it…?", - "MEREDITH_ARCHANGEL_REACTION2_2": "Again, [pause]it looks like… [pause]it looks like [shake rate=30 level=10]something I’m not supposed to see[/shake].", - "MEREDITH_ARCHANGEL_REACTION2_1": "I-it’s another Archangel…", - "EUGENE_ARCHANGEL_REACTION1_2": "I guess this is an [wave amp=30 freq=10]Archangel[/wave], huh?", - "EUGENE_ARCHANGEL_REACTION2": "It’s an Archangel again! [pause]Urgh, [pause]just looking at it makes me feel like it’s [wave amp=30 freq=10]not supposed to be here[/wave]…", - "EUGENE_ARCHANGEL_REACTION1_1": "What – [pause]how – [pause]does that [wave amp=30 freq=10]thing[/wave] look like… [wave amp=30 freq=10]that[/wave]?! [pause]It’s breaking my brain…", - "MEREDITH_ARCHANGEL_REACTION3": "Oh. [pause]An Archangel. [pause]We’re in [wave amp=30 freq=10]trouble[/wave] again, aren’t we?", - "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]An Archangel![/shake] [pause]Get ready, {player}!", - "FELIX_ARCHANGEL_REACTION1_2": "This must be an [shake rate=30 level=10]Archangel[/shake]...", - "FELIX_ARCHANGEL_REACTION1_1": "I-I’ve never seen anything like this… [pause]what’s going on, {player}...? [pause]Why does it look like [shake rate=30 level=10]that[/shake]?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "…I’m tellin’ you, boss. This new trainee knows how to handle themselves!", - "FELIX_ARCHANGEL_REACTION2_1": "Another Archangel! Just looking at it takes some courage. My whole body is [shake rate=30 level=10]screaming[/shake] at me to turn away.", - "FELIX_ARCHANGEL_REACTION2_2": "It’s hard to explain, but it looks [wave amp=30 freq=10]askew[/wave], doesn’t it?", - "FELIX_ARCHANGEL_REACTION3": "I’m [wave amp=30 freq=10]never[/wave] gonna get used to the feeling of seeing an Archangel…", - "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]This spirit![/shake] I have not seen another like it… [pause]It is as if it is not [shake rate=30 level=10]meant[/shake] for our world.", - "VIOLA_ARCHANGEL_REACTION2": "Another spirit which defies all rational thought! I can [shake rate=30 level=10]barely[/shake] keep my gaze upon it…", - "VIOLA_ARCHANGEL_REACTION1_2": "To even [shake rate=30 level=10]look[/shake] upon it feels heretical.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "…I’m tellin’ you, boss. This new trainee knows how to handle himself!", - "VIOLA_ARCHANGEL_REACTION3": "{player} – it is another one of those [shake rate=30 level=10]fell spirits[/shake]! The ones you call “Archangel”.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "…I’m tellin’ you, boss. This new trainee knows how to handle herself!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Me and the boys were [wave amp=30 freq=10]proper[/wave] impressed! I was absolutely flattened in our fight.", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "It’s rare to hear you so impressed by a trainee’s performance, Wallace!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "It’s rare to hear you so impressed by a trainee’s performance, Wallace!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Well, it’s not often that we do combat trials for the trainees. My usual “build a brick wall” test isn’t quite as exciting to sit through…", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "It’s rare to hear you so impressed by a trainee’s performance, Wallace!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Speaking of which, my lunch break is over! I got work to do – see you later, boss!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "…C’mon, Ianthe! You gotta tell me what your life was like before you came to New Wirral!", - "TOWN_HALL_SKIP_EVENT_SKIP3": "Wow! [pause]Did you have to find people’s missing stuff a lot? Offworlders seem to own a [wave amp=30 freq=10]lot[/wave] of things and they must lose them here and there, right?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "Well… [pause]I was something like a detective, if that makes sense.", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "My jobs tended to be a… [pause]little higher stakes than that, if I’m honest.", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "…I’m gonna be honest Ianthe, I don’t think the other captains [wave amp=30 freq=10]get[/wave] it.", - "TOWN_HALL_SKIP_EVENT_SKIP5": "I should better get back to my scavenging operation, but next time I see you you [wave amp=30 freq=10]have[/wave] to tell me more!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Get… what, exactly?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "The whole [wave amp=30 freq=10]sleep thing[/wave], man! My whole deal!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "They don’t know about the dreamscape, [pause]the collective subconscious, [pause]or how any of it affects this whole place!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "If I’m honest, I’m starting to suspect they think I’m just a big slacker.", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Well, you [wave amp=30 freq=10]ARE[/wave] a big slacker.", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Heh. I know.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Don’t worry about the others. They don’t have to understand your work, they just have to respect my decision to make you a captain.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Don’t worry about the others. They don’t have to understand your work, they just have to respect my decision to make you a captain.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Don’t worry about the others. They don’t have to understand your work, they just have to respect my decision to make you a captain.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Thanks for the pep talk, captain.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Thanks for the pep talk, captain.", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Yawn* [pause]All this human interaction really takes it out of a guy. I think I’m gonna go and get some shut-eye.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Thanks for the pep talk, captain.", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "…I’m serious, Ianthe. The latest batch of ranger trainees just don’t have what it TAKES. They don’t understand that strategy matters [wave amp=30 freq=10]more[/wave] than just transforming into the scariest monster.", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "The newcomers are enthusiastic, and that’s a good start. Who better than to teach them combat tactics then a [wave amp=30 freq=10]master[/wave] tactician?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Well isn’t that your job – [pause]to teach them?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Heh. I see your point. I’ll reserve my judgement…", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "For now.", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "That’s understandable. People can be… [pause]confusing. [pause]Unpredictable.", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]...Nah, [pause]I disagree. Humans are [wave amp=30 freq=10]not[/wave] unpredictable. You can predict their behaviour very easily, in fact.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]...I simply find it difficult to sympathise with the plight of the human race.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Human beings will make the [shake rate=30 level=10]stupidest[/shake] decision possible in any given scenario as long as there is even a [wave amp=30 freq=10]miniscule[/wave] short-term reward.[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "I appreciate your honest analysis, Clee-O!", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Humans generally don’t make decisions based on the odds. They make them based on their emotions.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "…I’m telling you boss, something’s shifted on the astral plane lately. All the ghosts are talking about it. There’s some [wave amp=30 freq=10]big players[/wave] back on the board, they’re sayin’!", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]So do I! It is my [wave amp=30 freq=10]emotions[/wave] that tell me that mankind is [shake rate=30 level=10]inherently[/shake] stupid and will eventually [shake rate=30 level=10]sow the seeds of its own destruction![/shake][/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Well until that happens, your services in the rangers will still be valued.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "It’s a miracle that we have running water and clean energy at all. I worry sometimes that things could change. This island is [wave amp=30 freq=10]unpredictable[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "So, what can you tell me? I want your full analysis.", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Hmph.[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "Not a bad state of affairs for the town, then! Thanks for your report, Levi.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "…And that concludes my report. Our hydroelectric generators are all fully functioning. We might need some new parts in the next couple of years, but it’s small stuff.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Don’t stress about it, captain! Even if Harbourtown’s fortunes were to change, the rangers will be here to make the best of it.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Don’t stress about it, captain! Even if Harbourtown’s fortunes were to change, the rangers will be here to make the best of it.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Don’t stress about it, captain! Even if Harbourtown’s fortunes were to change, the rangers will be here to make the best of it.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Thanks for saying that – [pause]you’re right, of course!", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Of course! [pause]There’s [wave amp=30 freq=10]all sorts[/wave] of spirits, shades and tulpas hanging out on the astral plane. Where do you think I get my best intel from?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "“All the ghosts”...?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "I’ll take your word for it!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Very well! [pause]Our “rogue fusion” problem has indeed been increasing in recent months. Have you seen the dense black clouds in the air, recently? I have concluded that these indicate where monsters are [wave amp=30 freq=10]swarming[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "On a recent recon mission, I found myself in the midst of a swarm of Jellytons. They may have had superior numbers, but I [wave amp=30 freq=10]cut them down[/wave] all the same!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "However, I fear that our more inexperienced rangers may underestimate these threats and find themselves in mortal peril. Perhaps we should get the word out about these “monster swarms”.", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Consider it done! Your intel is as valuable as always, Gladiola.", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "…Well? Do you miss it? Life in the big city, I mean.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "You’re too kind! Now, if you’ll excuse me, I have more work to do. The [wave amp=30 freq=10]forces of darkness[/wave] take no breaks, so neither shall I.", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "I know I do!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "It certainly was more [wave amp=30 freq=10]exciting[/wave]... but that doesn’t mean life was [wave amp=30 freq=10]better[/wave].", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "I lived my whole life in a mega-metropolis. The only trees I had seen were made in factories. The stars had long been blotted out by the skyscrapers and their neon facades.", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "The value of life was fleeting, and you had to harden your spirit if you wanted to stay alive in such a cruel world.", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "You can imagine that when I first [wave amp=30 freq=10]landed[/wave] here, it took a long time for me to get used to this pace of life!", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "That’s… [pause]a bit more of an answer than I was expecting, boss!", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "No sweat! I used to run a cardio class every week for five years. If anyone’s up to the job, it’s [wave amp=30 freq=10]me[/wave]!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "We could even make it fun! [pause]How about [wave amp=30 freq=10]dance aerobics[/wave]? Cybil could provide a music playlist!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "…I’m thinking that the rangers would benefit from some physical fitness classes.", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Yeah, that sounds like a cute idea! If you think you can manage it, of course.", - "TOWN_HALL_CODEY_EVENT_CODEY3": "Wait... Your name wasn’t always Ianthe?!", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Think about it! You’re always talking about [wave amp=30 freq=10]community spirit[/wave] – what would unite our wonderful townsfolk more than a [shake rate=30 level=10]shared aural experience[/shake] every day?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "…And if we installed speakers throughout Harbourtown, I could broadcast music to the [wave amp=30 freq=10]entire town[/wave] at once!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "I don’t know, Cybil. I suspect the folks around here have quite a diverse taste in music. I could see it being a controversial decision.", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Hmm. I see your point.", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]That’s the spirit![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "Nope! In my former line of work, it was safer to pick an alias – I’m sure you can relate.", - "TOWN_HALL_CODEY_EVENT_CODEY1": "…If I knew that people would be calling me “Codey” forever, I would have picked a cooler nickname. [pause]Like “Killswitch”, [pause]or “Omegabyte”.", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Hey, I never said it was off the table entirely! [pause]I’ll tell you what: if Skip manages to dig up some intact hi-fi speakers one day, I’ll propose the idea at the following town hall meeting.", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "I mean, you can just pick your own name. I did.", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "“Ianthe” is the name of a water goddess in Greek mythology. I needed to choose a name in a pinch and thought it sounded good.", - "TOWN_HALL_CODEY_EVENT_CODEY6": "Huh. You sure do have a lot of secrets of your own, don’t you?", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "Don’t expect me to tell you any more than that!", - "LENNA_ENCOUNTER_LENNA1.f": "You – [pause]do you call yourself a hero? That role is a heavy crown to wear. Are you truly ready for it?", - "LENNA_ENCOUNTER_LENNA1.n": "You – [pause]do you call yourself a hero? That role is a heavy crown to wear. Are you truly ready for it?", - "LENNA_ENCOUNTER_LENNA1.m": "You – [pause]do you call yourself a hero? That role is a heavy crown to wear. Are you truly ready for it?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "Uh, are you speaking to {player}? I’d say they’re [wave amp=30 freq=10]pretty[/wave] heroic!", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "Uh, are you speaking to {player}? I’d say they’re [wave amp=30 freq=10]pretty[/wave] heroic!", - "LENNA_ENCOUNTER_MEREDITH2.m": "Uh, what do you mean “ready for it”?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "Uh, are you speaking to {player}? I’d say they’re [wave amp=30 freq=10]pretty[/wave] heroic!", - "LENNA_ENCOUNTER_MEREDITH2.f": "Uh, what do you mean “ready for it”?", - "LENNA_ENCOUNTER_EUGENE2": "I think it’s fair to say {player} and I both share the role of “hero” [wave amp=30 freq=10]pretty[/wave] equally.", - "LENNA_ENCOUNTER_MEREDITH2.n": "Uh, what do you mean “ready for it”?", - "LENNA_ENCOUNTER_FELIX2": "This conversation’s off to an enigmatic start. Please continue.", - "LENNA_ENCOUNTER_LENNA3.n": "Let us test your mettle [wave amp=30 freq=10]and[/wave] your metal!", - "LENNA_ENCOUNTER_VIOLA2": "Speak plainly, if you will.", - "LENNA_ENCOUNTER_LENNA2.m": "No, I do not sense that you are a hero.", - "LENNA_ENCOUNTER_LENNA2.f": "No, I do not sense that you are a hero.", - "LENNA_ENCOUNTER_LENNA2.n": "No, I do not sense that you are a hero.", - "LENNA_ENCOUNTER_LENNA3.m": "Let us test your mettle [wave amp=30 freq=10]and[/wave] your metal!", - "LENNA_ENCOUNTER_LENNA3.f": "Let us test your mettle [wave amp=30 freq=10]and[/wave] your metal!", - "LENNA_ENCOUNTER_LENNA4.m": "Are you ready?", - "LENNA_ENCOUNTER_LENNA4.f": "Are you ready?", - "LENNA_ENCOUNTER_LENNA4.n": "Are you ready?", - "LENNA_ENCOUNTER_LENNA5.m": "My name is Lenna. C’mon hero, [shake rate=30 level=10]show me what you’ve got[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "OK, I admit defeat. Nice work, stranger.", - "LENNA_ENCOUNTER_LENNA5.f": "My name is Lenna. C’mon hero, [shake rate=30 level=10]show me what you’ve got[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "My name is Lenna. C’mon hero, [shake rate=30 level=10]show me what you’ve got[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "OK, I admit defeat. Nice work, stranger.", - "LENNA_ENCOUNTER_KAYLEIGH7": "Please don’t take this the wrong way, but you seemed [wave amp=30 freq=10]pretty[/wave] tough for a human. You’re not an… Archangel, are you?", - "LENNA_ENCOUNTER_LENNA6.n": "OK, I admit defeat. Nice work, stranger.", - "LENNA_ENCOUNTER_MEREDITH7": "I don’t think human beings can fight [wave amp=30 freq=10]that[/wave] well. Spills the beans – you’re an Archangel, aren’t you?", - "LENNA_ENCOUNTER_EUGENE7": "Hey, [pause]don’t play dumb with us – you’re an Archangel, right? No regular human is that strong!", - "LENNA_ENCOUNTER_FELIX7": "I’m just going to come out and say it – you’re an Archangel, aren’t you? I got “Archangel” vibes from that fight just now.", - "LENNA_ENCOUNTER_VIOLA7": "I think you are not being truthful with us, “Lenna”.", - "LENNA_ENCOUNTER_7_OPTION1": "Are you an Archangel, Lenna?", - "LENNA_ENCOUNTER_LENNA8": "I am. Well, I used to be. I guess I still am. [pause]It’s a long story.", - "LENNA_ENCOUNTER_LENNA9": "I’m living as a human now, though.", - "LENNA_ENCOUNTER_7_OPTION2": "Um, you’re an Archangel, right?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "You can do that…?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "Is that possible?", - "LENNA_ENCOUNTER_LENNA10": "Why not? [pause]We’re not bound by our origins – it doesn’t matter who we [wave amp=30 freq=10]used[/wave] to be, it only matters who we choose to be in the present.", - "LENNA_ENCOUNTER_MEREDITH11": "Huh. I guess that checks out.", - "LENNA_ENCOUNTER_KAYLEIGH11": "Right! I’m [wave amp=30 freq=10]totally[/wave] with you on that!", - "LENNA_ENCOUNTER_FELIX11": "I totally agree.", - "LENNA_ENCOUNTER_EUGENE11": "That makes sense. I can’t fault you for who you are.", - "LENNA_ENCOUNTER_VIOLA11": "Yes – I am inclined to agree.", - "LENNA_ENCOUNTER_LENNA12": "You wouldn’t believe it, but I’m actually a [wave amp=30 freq=10]school teacher[/wave]. My assignment here was to test you, and you just passed your examination with flying colours!", - "LENNA_ENCOUNTER_LENNA13": "Oh, I forgot to ask you your name…", - "LENNA_ENCOUNTER_KAYLEIGH18": "A lot of interesting people seem to find their way to this island, don’t they?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "I’m {player}!", - "LENNA_ENCOUNTER_LENNA14.m": "It was a pleasure sparring with you, {player}! You are certainly “hero” material.", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "There are some who call me {player}.", - "LENNA_ENCOUNTER_MEREDITH16": "Oh, OK. You’re just here on New Wirral for a brief visit, then?", - "LENNA_ENCOUNTER_LENNA14.n": "It was a pleasure sparring with you, {player}! You are certainly “hero” material.", - "LENNA_ENCOUNTER_LENNA14.f": "It was a pleasure sparring with you, {player}! You are certainly “hero” material.", - "LENNA_ENCOUNTER_LENNA15": "Well, I should go now. Ms. Amber promised me a ride home once I was done here, and I told Paige I wouldn’t be gone [wave amp=30 freq=10]too[/wave] long.", - "LENNA_ENCOUNTER_KAYLEIGH16": "Oh! Ms. Amber sure seems to know a lot of people, huh…?", - "LENNA_ENCOUNTER_EUGENE16": "What?! You’re just here on New Wirral on an [wave amp=30 freq=10]errand[/wave]?", - "LENNA_ENCOUNTER_VIOLA16": "I can see you long to return to your loved ones also! Do not let us keep you.", - "LENNA_ENCOUNTER_FELIX16": "You came to New Wirral purely on an assignment? That’s really something.", - "LENNA_ENCOUNTER_LENNA17": "Until we meet again, {player}!", - "LENNA_ENCOUNTER_MEREDITH18": "Damn, I didn’t get time to ask her if those were real horns on her head or just her hair.", - "LENNA_ENCOUNTER_FELIX18": "There’s never a dull moment on this island, is there?", - "LENNA_ENCOUNTER_EUGENE18": "I bet she thought I was “hero material” too… she just forgot to say it out loud.", - "LENNA_ENCOUNTER_VIOLA18": "Farewell, Lenna of the Unknown Realm.", - "HARBOURTOWN_FLORIST_NAME": "Anxious Ranger", - "HARBOURTOWN_FLORIST1_OPTION1": "Yeah!", - "HARBOURTOWN_FLORIST1": "Pardon me, but are you involved with the rangers?", - "HARBOURTOWN_FLORIST2": "OK! Wonderful! I’m a [wave amp=30 freq=10]fellow ranger[/wave] – well, a trainee at least. Perhaps you could lend me a hand?", - "HARBOURTOWN_FLORIST1_OPTION2": "Nope!", - "HARBOURTOWN_FLORIST1_NO": "Oh, OK then.", - "HARBOURTOWN_KAYLEIGH9": "Yep! I’d say the town is looking a wee bit prettier now!", - "HARBOURTOWN_FLORIST3": "I’ve got some plant saplings grown by the Pipers over on their farm. They’re for prettying up the town.", - "HARBOURTOWN_FLORIST5": "Would you help a fellow ranger out and put some saplings in the planters I’ve left around town?", - "HARBOURTOWN_FLORIST4": "However, I’m… not great at decision making. Which plants would look best? It’s too much!", - "HARBOURTOWN_FLORIST5_OPTION1": "Sure!", - "HARBOURTOWN_FLORIST5_OPTION2": "Not now.", - "HARBOURTOWN_FLORIST5_NO": "That’s fine! No problem. Just… if you ever change your mind, you know where to find me!", - "HARBOURTOWN_FLORIST6": "Thank you! Here, take these…", - "HARBOURTOWN_FLORIST7": "There are 14 planters I’ve placed around town. Let me know when you’ve filled them all!", - "HARBOURTOWN_FLORIST8": "Oh, you’re done?", - "HARBOURTOWN_MEREDITH9": "Yeah, we successfully raised the town’s “twee” rating by a few points.", - "HARBOURTOWN_EUGENE9.m": "Yeah! I provided moral support, but {player} handled the dirty work.", - "HARBOURTOWN_EUGENE9.f": "Yeah! I provided moral support, but {player} handled the dirty work.", - "HARBOURTOWN_EUGENE9.n": "Yeah! I provided moral support, but {player} handled the dirty work.", - "HARBOURTOWN_FELIX9": "I think it’s fair to say that the town is looking a little nicer now.", - "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Thank you so much![/shake] There were so many choices to make that I was practically frozen! Here, take this in return for your help!", - "HARBOURTOWN_VIOLA9": "Indeed, the task is done - and the town is all the better for it.", - "HARBOURTOWN_FLORIST11": "There were so many choices to make that I was practically frozen!", - "MOVE_NAME_BOOBY_TRAP": "Booby Trap", - "MOVE_DESCRIPTION_STICKER_TRICK": "Replaces the last move the target used with Booby Trap. Booby Trap damages the user.", - "MOVE_DESCRIPTION_CARNIVORE": "Increases the amount of HP restored by Bite.", - "MOVE_NAME_BAD_FORECAST": "Bad Forecast", - "MOVE_NAME_MACHINE_CURSE": "Machine Curse", - "STATUS_DESCRIPTION_FLAMMABLE": "Flammable characters receive the Burned status whenever they are hit by Fire-type attacks. In addition, the damage received from Burned is increased.", - "MOVE_NAME_IONISED_AIR": "Ionised Air", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "Chance to give 1 AP to a random ally at the end of the user’s turn.", - "MOVE_NAME_STICKER_TRICK": "Sticker Trick", - "MOVE_NAME_LIFTOFF": "Liftoff", - "MOVE_DESCRIPTION_LIFTOFF": "Gives the user AP Boost and Speed Up at the end of their third turn.", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "Characters with Booby Trapped have some of their moves replaced.", - "MOVE_DESCRIPTION_MACHINE_CURSE": "Reflects all damage and statuses dealt by moves triggered by other passive moves back onto the user.", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Gives the target {status_effect} status.", - "MOVE_NAME_ENERGY_RESERVES": "Energy Reserves", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Gives the target team {status_effect} status for {duration} turn(s).", - "MOVE_NAME_BUTTERFLY_EFFECT": "Butterfly Effect", - "STATUS_NAME_FLAMMABLE": "Flammable", - "MOVE_DESCRIPTION_BAD_FORECAST": "Gives the target Evasion Nullified status for {duration} turn(s). Also randomises the weather. Automatically used at the start of battle.", - "MOVE_NAME_CARNIVORE": "Carnivore", - "MOVE_NAME_HARDBACK": "Hardback", - "MOVE_DESCRIPTION_BOOBY_TRAP": "Damages the user.", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Hits one target. Uses the user’s Melee Defence stat instead of Melee Attack. Also damages the user.", - "MOVE_NAME_BRACE_FOR_IMPACT": "Brace for Impact", - "MOVE_NAME_GASOLINE_SPRAY": "Gasoline Spray", - "STATUS_NAME_BOOBY_TRAPPED": "Booby Trapped", - "MOVE_DESCRIPTION_HARDBACK": "Reduces incoming damage from all but critical and Fire-type attacks. Fire-type attacks received are always critical, and do not provide buffs.", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consumes all the user’s AP. The power of this attack is increased by 15 times the AP consumed. The type of the attack, and any extra status effects, are determined by the current weather.", - "DLC_POPUP_PIER_2": "The following cosmetic options are also now available:\\n\\n- Ringmaster #1 Hair option\\n- Ringmaster #2 Hair option\\n- Jester's Hat Hair option\\n- Two-tone Hair option\\n- Clown Nose Head option", - "DLC_POPUP_PIER_1": "Thank you for purchasing Pier of the Unknown!\\n\\nA new story quest can now be accessed by speaking to Clémence after you have had your first proper meeting with the Triangle Man.", - "CHARLEQUIN_NAME_PREFIX": "Charle", - "CHARLEQUIN_NAME_SUFFIX": "quin", - "QUEST_DLC_PIER_PROGRESS2": "Defeated {num} of 3 Infernal Engines.", - "UI_CC_VALUE_hair_clown_1": "Ringmaster #1", - "UI_CC_VALUE_hair_clown_2": "Ringmaster #2", - "UI_CC_VALUE_hair_clown_3": "Jester’s Hat", - "UI_CC_VALUE_hair_clown_4": "Two-tone", - "UI_CC_VALUE_head_clown": "Clown Nose", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "Was it here the whole time people have lived on New Wirral? Where did it even [wave amp=30 freq=10]come[/wave] from?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "So “Gwen” was an Archangel after all, and also knew Aleph…", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "This creepy pier raises so many questions.", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "I’m just kidding with that last one – [pause]honest!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "And Gwen… has she been here the whole time? [pause]Does she do her own makeup? [pause]Is she single?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "It sounds like Archangels are envious of us humans. That one you first met on another world - Ms. Amber - also seemed to prefer taking the form of a human too, right?", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "I suppose so!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "I guess that’s true…", - "DLC_PIER_FELIX_CONVO2_FELIX4": "They are powerful… [pause]but power isn’t everything, is it?", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Something is amiss in this place – [pause]we both know this much.", - "DLC_PIER_FELIX_CONVO2_FELIX3": "It’d be easy to think of them as [wave amp=30 freq=10]god-like[/wave] beings, but I think that misses the point.", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "That woman wears the guise of a fool, but I shall not let her trick me.", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Do not let the kindly face of Gwen ease your guard, {player}. A jester may offer you a smile one moment, then in another a knife in the back.", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "So it seems that “Gwen the fool” was an otherworldly spirit herself, yes?", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "To live so long, yet live that life as a shadow…", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "There is much of mankind that is envious to the fae beings of other worlds, it would appear.", - "UMBRAHELLA_NAME_SUFFIX": "hella", - "UMBRAHELLA_SUBTITLE": "Bad Omen", - "UMBRAHELLA_DESCRIPTION": "a creepy living umbrella", - "FRAGLIACCI_NAME_SUFFIX": "liacci", - "FRAGLIACCI_LORE_1": "The Fragliacci’s whole body is something akin to a ballistic cannon – it’s “face” is merely a cover to the cannon’s barrel, which is able to fire objects with a terrifying velocity.", - "BLUNDERBUSK_DESCRIPTION": "a clown with a bouncy ball body", - "BLUNDERBUSK_LORE_2": "Whilst the “clown” has existed as a role since ancient Egypt, the recogniseable clown look was developed by English performer Joseph Grimaldi in the early 1800s.", - "BLUNDERBUSK_NAME_SUFFIX": "busk", - "HAUNTOME_NAME": "Hauntome", - "FRAGLIACCI_NAME_PREFIX": "Frag", - "CHARLEQUIN_LORE_2": "The “Harlequin” is a comedic character role originating in the traditional commedia dell'arte, a form of Italian theatre popular between the 16th and 18th centuries.", - "LITTLERED_LORE_2": "“Little Red Riding Hood” is a European folk tale. Whilst there are many versions of it, the story is generally described as the tale of a girl who is followed by a wolf on her travels to visit her grandmother.", - "AMPHARE_NAME": "Amphare", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "What is a clown’s purpose?", - "BLUNDERBUSK_LORE_1": "The Blunderbusk is able to “fire” projectiles with its hand by pointing their hands like guns. It has a very accurate aim, too, despite the fact that its always rocking back and forth, and also lacks eyes.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "It’s so strange to me that these beings who seem so [wave amp=30 freq=10]beyond[/wave] us could be so [wave amp=30 freq=10]preoccupied[/wave] with us - [pause]us human beings.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "You’re really [wave amp=30 freq=10]telling[/wave] on yourself by asking that, {player}.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "It’s just a lot for this [wave amp=30 freq=10]small-town Irish lass[/wave] to wrap her head around, OK?", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "That [wave amp=30 freq=10]Gwen[/wave] lady really makes the hair on the back of my neck stand up, if you know what I mean.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Nah, I think it’s the whole “sole resident of an abandoned pier” thing. That tends to give me the creeps.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "You’re really [wave amp=30 freq=10]telling[/wave] on yourself by asking that, {player}.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "You mean you’re scared of her?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]What?![/shake] No! That’s not where I was going with that [wave amp=30 freq=10]at all[/wave]!", - "FRAGLIACCI_NAME": "Fragliacci", - "LAPACITOR_NAME_PREFIX": "Lapac", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "You mean you have a crush on her?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "You’re really [wave amp=30 freq=10]telling[/wave] on yourself by asking that, {player}.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "That figures. You can’t trust anyone who’s in a costume full-time. [pause]I’ve always thought this.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "So “Gwen” wasn’t a human…?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "This new mission of ours to save this pier…", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Man, I don’t know what to make about [wave amp=30 freq=10]any[/wave] of that stuff. It’s above my paygrade.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "It’s pretty weird, right? Like, I guess we’re helping someone out, but I also don’t know what to think about Gwen.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "I think we can trust her!", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Whatever the case: stay on your guard, buddy. Who knows what we’ll find out here…", - "CHARLEQUIN_LORE_1": "The Charlequin uses its oversized sleeves to store items used for public performances. This includes fireworks, flammable materials, incendiary devices, and more.", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "To terrify", - "BLUNDERBUSK_NAME": "Blunderbusk", - "LAPACITOR_LORE_2": "The first electric battery was invented by the physicist Alessandro Volta in 1800. At the time he did not understand the nature of his invention, and believed it to be a source of unlimited power.", - "LAPACITOR_NAME_SUFFIX": "pacitor", - "LAPACITOR_LORE_1": "If the electrical energy within an Amphare grows strong enough, it is able to extend its own body and form proper limbs. It still relies on magnetised scrap metal for self-defense, however.", - "AA_CLOWN_SUBTITLE": "Ringmistress of Illusion", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Clown For Help", - "BATTLE_TITLE_PIER_MACHINE": "Infernal Engine", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Topsy Turvy", - "LITTLERED_NAME": "Littlered", - "LITTLERED_NAME_SUFFIX": "red", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "A pass that allows access to an attraction at Brightside Pier.", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "A pass that allows access to an attraction at Brightside Pier.", - "ITEM_PIER_PASS_SPACEWORLD": "Red Attraction Pass", - "ITEM_KEY_HAUNTEDHOUSE_1": "Ruby Eye", - "ITEM_KEY_HAUNTEDHOUSE_3": "Green Engine Key", - "ITEM_KEY_HAUNTEDHOUSE_2": "Library Key", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "A crude gemstone, shaped to fit into a particular socket.", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "A rusted key used to access the library in the Witch House.", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "A heavy iron key used to open the door to the engine room in the Witch House.", - "ITEM_KEY_SPACEWORLD_1": "Lunar Key", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "A silver key with a moon motif found in the Cosmic Zone.", - "ITEM_KEY_SPACEWORLD_2": "Solar Key", - "ITEM_KEY_SPACEWORLD_3": "Red Engine Key", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "A golden key with a sun motif found in the Cosmic Zone.", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "A heavy iron key used to open the door to the engine room in the Cosmic Zone.", - "ITEM_KEY_WAREHOUSE": "Warehouse Key", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "An old rusty key used to open the locked room in the Brightside Pier warehouse.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "I don’t know if we can trust her.", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "But it still sounds like helping her out was a good thing… [pause]I think…?", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "So “Gwen” was an Archangel the whole time?", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Whatever[/wave] it all means, it still sounds like a job well done. Nice work, {player}.", - "DLC_PIER_FELIX_CONVO1_FELIX1": "This pier… [pause]it’s…", - "DLC_PIER_FELIX_CONVO1_FELIX2": "Really cool, right?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Huh?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "I guess so!", - "DLC_PIER_FELIX_CONVO2_FELIX1": "So “Gwen the clown” is actually “Gwenivar the Archangel”, huh?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "I guess I could also just be overthinking it.", - "DLC_PIER_FELIX_CONVO1_FELIX3": "The way that places like these [wave amp=30 freq=10]slowly decay[/wave] adds so much character. Every patch of rust tells a story.", - "CHARLEQUIN_DESCRIPTION": "a starry-eyed clown", - "CLOWN_LORE_2": "The incarnation of illusion, Gwenivar was once a member of Aleph’s troupe, the “Round Table”. After the troupe split following a tragedy, she isolated herself on the remote Brightside Pier.", - "CLOWN_LORE_1": "Gwenivar is an ancient Archangel who has always held a childlike fascination with human culture. She has spent many years attempting to replicate mankind’s natural ability to create new things.", - "AMPHARE_LORE_2": "The term “battery” is believed to have been coined by inventor Benjamin Franklin in the 18th century, a word borrowed from a military terminology.", - "MAJORTOM_LORE_1": "Minortoms that upgrade their space rocket bodies can eventually advance to become Majortoms. Their large fuel tanks are filled with a powerful liquid propellant that can launch them into low orbit, finally realising their dream of space travel.", - "MINORTOM_LORE_1": "Minortoms were once novelty automatons, designed to entertain guests at a theme park on some unremarkable parallel Earth. Long outliving their creators, they have since gained a mechanical sentience of sorts, and now look to sail the stars like the space rockets they resemble.", - "MINORTOM_LORE_2": "The first depiction of a “space rocket” in fiction was in Jules Verne’s “From the Earth to the Moon”, a novel about a manned flight to the Moon. It was a direct inspiration for the first ever science fiction movie, “A Trip to the Moon” by Georges Méliès.", - "BLUNDERBUSK_NAME_PREFIX": "Blunder", - "MAJORTOM_NAME": "Majortom", - "MINORTOM_DESCRIPTION": "a retro rocket robot", - "MAJORTOM_NAME_PREFIX": "Major", - "MAJORTOM_NAME_SUFFIX": "tom", - "SCARLETEETH_NAME_SUFFIX": "teeth", - "SCARLETEETH_DESCRIPTION": "a giant cloaked wolf", - "SCARLETEETH_LORE_2": "“Little Red Riding Hood” has many variations – the most popular being the Brothers Grimm version of the story. Some early versions explicitly describe the wolf in the story as a werewolf.", - "PIER_MACHINE_GLITTER_LORE_2": "When humanity has been stripped away, all that remains is chaos.", - "ITEM_PIER_TICKET": "Prize Ticket", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "Green Attraction Pass", - "ITEM_PIER_PASS_FUNHOUSE": "Pink Attraction Pass", - "ITEM_PIER_TICKET_DESCRIPTION": "A ticket that can be exchanged for ride passes at Brightside Pier. The paper feels crisp and delicate, like dead leaves.", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "A pass that allows access to an attraction at Brightside Pier.", - "RUMOR_DLC_PIER_BOAT_TITLE": "Rowing Boat", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Living Umbrella", - "QUEST_DLC_PIER_TITLE": "Pier of the Unknown", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Believe it or not, I saw a living umbrella {location_0_phrase}! It seemed to be doing something with the weather!", - "RUMOR_DLC_PIER_BOAT": "A patron of this fine establishment told me of a peculiar sighting they saw earlier. An abandoned rowing boat, sailing itself to shore not too long ago.", - "QUEST_DLC_PIER_DESCRIPTION2": "Speak with Gwen.", - "QUEST_DLC_PIER_DESCRIPTION1": "Disable the 3 Infernal Engines at Brightside Pier.", - "QUEST_DLC_PIER_PROGRESS1": "Exchange 4 prize tickets for an attraction pass.", - "ROSEHOOD_NAME_SUFFIX": "hood", - "ROSEHOOD_LORE_2": "The story of “Little Red Riding Hood” has a long history. It is known to have been told as far back as the 10th century in Europe, and has its roots in folk stories from ancient Greece.", - "FRAGLIACCI_DESCRIPTION": "a clown with a cannon head", - "FRAGLIACCI_LORE_2": "“Pagliacci” is the name of an Italian opera written by Ruggero Leoncavallo that first debuted in 1892. It tells the story of an actor who leads a commedia dell'arte theatre troupe.", - "SCARLETEETH_LORE_1": "A Littlered that turns feral can grow into this form: the Scarleteeth, a hulking clawed beast with a taste for flesh. For a person to take this form in battle is to lose oneself to pure animal bloodlust.", - "AMPHARE_NAME_PREFIX": "Amp", - "AMPHARE_NAME_SUFFIX": "hare", - "AMPHARE_LORE_1": "The Amphare is little more than a living battery, having formed “limbs” by suspending scrap iron in the air around its body. It is not clear what first caused it to gain sentience.", - "HAUNTOME_LORE_1": "The Hauntome may appear like a book possessed by a restless spirit, but its “eye” is an organic creature that has taken root inside a large tome. It flaps its pages to create powerful winds.", - "HAUNTOME_NAME_SUFFIX": "tome", - "LITTLERED_LORE_1": "Littlereds, in their immature states, have the potential to maintain their civil and friendly personas into adulthood, or give in to their inner beasts. What would drive such a courteous creature to such bloodlust?", - "PIER_MACHINE_GLITTER_LORE_1": "A thing that knows only that it should not be. With no sense of rationality left, this pitiful entity cannot make decisions with any sense of logic or reasoning.", - "PIER_MACHINE_GLITTER_SUBTITLE": "Chaos Machine", - "BATTLE_ADJECTIVE_PIER_MACHINE": "Infernal Engine {name}", - "PIER_MACHINE_BEAST_NAME": "Pearl", - "PIER_MACHINE_BEAST_SUBTITLE": "Feral Machine", - "PIER_MACHINE_BEAST_LORE_2": "Depending on who you ask, ferality is either the absence of humanity or an acceptance of our true selves.", - "LITTLERED_NAME_PREFIX": "Little", - "HAUNTOME_DESCRIPTION": "a giant floating book", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "To entertain", - "ROSEHOOD_NAME_PREFIX": "Rose", - "ROSEHOOD_NAME": "Rosehood", - "CHARLEQUIN_NAME": "Charlequin", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Such a pitiable thing she turned out to be, in the end.", - "HAUNTOME_LORE_2": "The history of the book is as long as the history of writing. Before the invention of paper, people would use various mediums for recording text including clay tablets.", - "REGION_NAME_PIER_PHRASE": "at Brightside Pier", - "REGION_NAME_PIER": "Brightside Pier", - "REGION_NAME_HAUNTEDHOUSE": "The Witch House", - "REGION_NAME_FUNHOUSE": "Funworld", - "PIER_MACHINE_BEAST_LORE_1": "Whatever it once was, it now exists between two states of being. An incomplete monstrosity that can express itself only an animal rage.", - "PIER_MACHINE_ASTRAL_NAME": "Raven", - "PIER_MACHINE_ASTRAL_SUBTITLE": "Void Machine", - "PIER_MACHINE_ASTRAL_LORE_2": "The void is the absense of meaning, of heart, and of self.", - "PIER_MACHINE_GLITTER_NAME": "Rose", - "PIER_MACHINE_ASTRAL_LORE_1": "A half formed thing. The warmth it once possessed in a previous life has flickered out like a dying spark, leaving only a dark emptiness.", - "MAP_FEATURE_ROWING_BOAT": "Rowing Boat", - "MAP_FEATURE_WAREHOUSE": "Warehouse", - "MAP_FEATURE_HAUNTEDHOUSE": "“The Witch House”", - "MAP_FEATURE_FUNHOUSE": "“Funworld”", - "MAP_FEATURE_SPACEWORLD": "“Cosmic Zone”", - "AA_CLOWN_NAME": "Gwenivar", - "MINORTOM_NAME": "Minortom", - "MINORTOM_NAME_PREFIX": "Minor", - "MINORTOM_NAME_SUFFIX": "tom", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "in the Witch House on Brightside Pier", - "REGION_NAME_SPACEWORLD": "Cosmic Zone", - "REGION_NAME_FUNHOUSE_PHRASE": "at Funworld on Brightside Pier", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "in the warehouse on Brightside Pier", - "REGION_NAME_PIER_WAREHOUSE": "Brightside Pier Warehouse", - "REGION_NAME_SPACEWORLD_PHRASE": "at Cosmic Zone on Brightside Pier", - "LAPACITOR_NAME": "Lapacitor", - "AMPHARE_DESCRIPTION": "an armless battery-shaped rabbit", - "UMBRAHELLA_NAME": "Umbrahella", - "UMBRAHELLA_NAME_PREFIX": "Umbra", - "MAJORTOM_DESCRIPTION": "a long space shuttle robot", - "MAJORTOM_LORE_2": "The first manned space flight was successfully completed in 1961 by Soviet cosmonaut Yuri Gagarin. Lasting 108 minutes, the flight was inarguably a milestone in the history of the human race.", - "SCARLETEETH_NAME_PREFIX": "Scarlet", - "LITTLERED_DESCRIPTION": "a cat-like creature with a cloak and bow", - "SCARLETEETH_NAME": "Scarleteeth", - "UMBRAHELLA_LORE_1": "The enigmatic Umbrahella is said to be a bad omen – riding fell winds like a kite on an updraft, it appears only where disaster and misery is soon to strike.", - "UMBRAHELLA_LORE_2": "Depictions of man-made collapsible umbrellas have been found in sculptures dating back to ancient Assyria. Umbrellas of many kinds have appeared across all cultures throughout human history.", - "LAPACITOR_DESCRIPTION": "a battery-shaped rabbit with a giant claw arm", - "HAUNTOME_NAME_PREFIX": "Haunt", - "ROSEHOOD_DESCRIPTION": "a hooded figure with a flower basket", - "ROSEHOOD_LORE_1": "A Littlered that grows to adulthood without losing itself to its animal instincts. The Rosehood is often seen in wooded areas, arranging bouqets of fresh flowers to hand out to those passing by.", - "NOTIFICATION_NETWORK": "Network", - "ONLINE_STATE_DISCONNECTED": "Currently Offline", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Note that online cross-play is disabled while mods are installed. Therefore this save file will be permanently locked out of cross-play with console systems.", - "BATTLE_FLEE_ONLINE_CONFIRM": "Will you concede defeat?", - "INFO_ONLINE_WITH_MODS2": "You will be unable to interact with players who have incompatible mods. If connection fails, or nobody appears in your session, check that you have the same mods installed.", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "Select a file to join the multiplayer session with", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} withdrew their {action} request.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} withdrew her {action} request.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "You declined {remote_player}’s {action} request.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} declined your {action} request.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} declined your {action} request.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} declined your {action} request.", - "ONLINE_REQUEST_SENT_TRADE.f": "You have offered to trade your {species1} tape to {remote_player}!", - "ONLINE_REQUEST_SENT_TRADE.n": "You have offered to trade your {species1} tape to {remote_player}!", - "ONLINE_REQUEST_SENT_TRADE.m": "You have offered to trade your {species1} tape to {remote_player}!", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} has offered to trade her {species1} tape with you!", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} obtained a {species} tape", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} was defeated in battle", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} was defeated in battle", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} was defeated in battle", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} gained the {ability} ability", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} recorded a {species} tape", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} recorded a {type}-type bootleg {species} tape", - "OFFLINE_REMATCH_NPC1.v3": "I was passing by and decided to poke my head into your game. Fancy a rematch while I’m here?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} became friends with {partner}", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} defeated {boss}", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} became friends with {partner}", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player} remastered their {species1} tape into {species2}", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player} remastered their {species1} tape into {species2}", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} became friends with {partner}", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player} remastered their {species1} tape into {species2}", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} bonded with {partner}", - "ONLINE_NOTIFICATION_ROMANCED": "{player} started a romantic relationship with {partner}", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} discovered {station}", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} has registered {num} species in their bestiary", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player} and {other_player} are battling", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} has defeated {num} Rogue Fusions", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} has completed {num} noticeboard quests", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player} defeated {other_player}", - "ONLINE_BUTTON_LEAVE_SESSION": "Leave Session", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "Show Invite Code", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Enter IP and Port", - "ONLINE_NOTIFICATION_RAID_WON": "{player} and {other_player} defeated {boss}", - "ONLINE_NOTIFICATION_TRADED": "{player} and {other_player} traded tapes", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player} and {other_player} entered a raid", - "OFFLINE_REMATCH_NPC1.v1": "Hey! I know we’re not online right now, but how about a rematch anyway?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} burned a Ritual Candle", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "The next fusion you encounter may contain a bootleg", - "OFFLINE_REMATCH_NPC1_YES": "Sure!", - "OFFLINE_REMATCH_NPC1.v2.n": "I wasn’t satisfied with our last PvP battle. Want to try again?", - "OFFLINE_REMATCH_NPC1.v2.m": "I wasn’t satisfied with our last PvP battle. Want to try again?", - "OFFLINE_REMATCH_NPC1.v2.f": "I wasn’t satisfied with our last PvP battle. Want to try again?", - "OFFLINE_REMATCH_NPC1_NO": "Not now.", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "Hosting (LAN Port {server_port})", - "ONLINE_STATE_CONNECTING": "Connecting…", - "ONLINE_BUTTON_LAN_SERVER": "Host LAN Session", - "ONLINE_BUTTON_LAN_CLIENT": "Join LAN Session", - "ONLINE_ERROR_VERSION_CHECK_LAN": "Connection failed due to version mismatch.", - "ONLINE_SECTION_CONTROL": "Control", - "ONLINE_ERROR_MATCH_FULL": "Connection failed because the session is already full.", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "Unable to join the session because the other player(s) are using a different version of the game.", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "Connection failed because an update is required.", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "The supplied IP address, hostname, or port number was invalid.", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Decline Request", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Check Your Offer", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Withdraw Request", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Offer Tape…", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Accept Offer", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Check {remote_player}’s Offer", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "Online (Invite-Only)", - "ONLINE_ALREADY_REQUESTING.m": "You’ve already sent this player a different request.", - "UI_PAUSE_ONLINE_BTN_1": "Online Status", - "ONLINE_REQUEST_ACTION_trade": "Trade", - "ONLINE_ALREADY_REQUESTING.f": "You’ve already sent this player a different request.", - "BATTLE_NET_CLOSED_2_LOCAL.f": "The battle has ended because you were disconnected.", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (You)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "Cross-play is disabled for this lobby. Players on other systems may not be able to join with this code.", - "ONLINE_REQUEST_LIST_BUTTON": "{title} Request", - "ONLINE_INVITE_MESSAGE": "Let's play Cassette Beasts!", - "ONLINE_SHOW_INVITE_CODE_COPIED": "Copied to clipboard!", - "ONLINE_PLAYER_STATUS_0": "Adventuring. Currently {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_OFFLINE": "Offline.", - "ONLINE_PLAYER_STATUS_1.n": "Busy. Currently {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_1.m": "Busy. Currently {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_2": "Battling {location_name_phrase}.", - "ONLINE_PLAYER_MENU_MAP": "View on Map", - "ONLINE_PLAYER_STATUS_1.f": "Busy. Currently {location_name_phrase}.", - "ONLINE_PLAYER_MENU_TRADE": "Request Trade", - "ONLINE_PLAYER_MENU_BATTLE": "Request Battle", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Disabled", - "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", - "UI_SETTINGS_NETWORK": "Online Play", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Enabled", - "UI_SETTINGS_NETWORK_CROSSPLAY": "Cross-Play", - "OFFLINE_GIFTER_NPC1.v2": "I was just thinking about our last multiplayer session. Let’s play again some time!", - "OFFLINE_GIFTER_NPC1.v1": "I know we’re not online right now, but I wanted you to have this!", - "OFFLINE_GIFTER_NPC1.v3": "Hey! I was passing by and decided to poke my head into your game. Here, I found this for you!", - "ROGUE_FUSION_BATTLE_SOLO": "Battle Solo", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "Invite {player_name}", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Your level will be temporarily reduced to {max_level} for this battle.[/center]", - "ROGUE_FUSION_RAID_REWARD": "Reward: {item} ×{item_amount}", - "ROGUE_FUSION_RAID_HACK_BUTTON": "Hack!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "You and {remote_player} were defeated…", - "ROGUE_FUSION_RAID_HACK_HINT": "Use {amount} Cyber Material to change this fusion’s type.", - "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "You and {remote_player} were victorious!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "You fled the battle…", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Connecting to {server}…", - "ONLINE_STATE_CONNECTED.f": "Connected", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "Online (With Friends)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Searching for Friends…", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Your Offer", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "If the trade goes through your game will automatically be saved. Is that OK?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "You can’t trade with {remote_player} because monsters in his game have different types.", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "{remote_player}’s Offer", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "You can’t trade with {remote_player} because monsters in her game have different types.", - "CAPTAIN_CODEY_CM_CODEY7": "Now you’re playing with [shake rate=30 level=10]power[/shake]! [pause]This will harness the Cyber Material and make it usable on rogue fusions. Not to [wave amp=30 freq=10]brag[/wave], but It’s my own invention.", - "CAPTAIN_CODEY_CM_CODEY6": "Here, take one of these bad boys.", - "ONLINE_PLAYER_GAMERCARD": "Show Gamercard", - "UPDATE_POPUP_MP_TITLE": "1.6 Multiplayer Update", - "UPDATE_POPUP_MP_2": "To get started with online multiplayer, access the pause menu and press {control.ui_action_1}.\\n\\nYou can send invitations to players on your friends list, or create invite codes to connect with players on other platforms.", - "UPDATE_POPUP_MP_1": "The 1.6 update adds online multiplayer! When online you’ll be able to:\\n\\n- Play with your friends in groups of up to 8!\\n- Explore the world together!\\n- Battle and trade tapes with each other!\\n- Team up for raids against Rogue Fusions!", - "CAPTAIN_CODEY_CM_CODEY8": "Uh, I gotta get back to doing my ranger stuff. Come see me up on the mountain some time, OK?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "The battle has ended because the other player disconnected.", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Duplicate Stickers:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Disabled", - "ONLINE_DISPLAY_NAME_ANON": "Anonymous", - "BATTLE_NET_CLOSED_1": "The battle has ended due to an error.", - "BATTLE_NET_CLOSED_2_LOCAL.n": "The battle has ended because you were disconnected.", - "BATTLE_NET_CLOSED_2_REMOTE.n": "The battle has ended because the other player disconnected.", - "BATTLE_NET_CLOSED_2_REMOTE.f": "The battle has ended because the other player disconnected.", - "BATTLE_NET_CLOSED_2_LOCAL.m": "The battle has ended because you were disconnected.", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Some online multiplayer features may not be available.", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Changes to the Cross-Play setting will take effect after the end of your current online session.", - "ONLINE_FRIENDS_PASSIVE_WARNING": "The “Play With Friends” mode can sometimes match you with people who [i]are not your friends[/i]. Friends of friends—as well as anyone who has an invite code—can join your game. Do you want to continue?", - "ONLINE_CROSSPLAY_WARNING": "The invite code you’ve entered is for a cross-play lobby, but cross-play is turned off in your settings. Do you want to override this setting and continue?", - "ONLINE_NOTIFICATION_DISCONNECTED": "Disconnected", - "ONLINE_REQUEST_SENT.f": "You sent a {action} request to {remote_player}!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "{remote_player}’s {action} request failed because {reason}.", - "ONLINE_REQUEST_RECEIVED.f": "{remote_player} sent you a {action} request!", - "ONLINE_REQUEST_RECEIVED.m": "{remote_player} sent you a {action} request!", - "ONLINE_REQUEST_SENT.n": "You sent a {action} request to {remote_player}!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} has offered to trade his {species1} tape with you!", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} has offered to trade their {species1} tape with you!", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} has offered his {species2} tape for your {species1} tape.", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} has offered their {species2} tape for your {species1} tape.", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Accept Request", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} has offered her {species2} tape for your {species1} tape.", - "ONLINE_REQUEST_RECEIVED_TRADE2": "Waiting for {remote_player} to accept your offer…", - "ONLINE_BUTTON_FRIENDS_CREATE": "Start Invite-Only Session", - "ONLINE_BUTTON_FRIENDS_JOIN": "Enter Invite Code", - "ONLINE_BUTTON_VIEW_FRIENDS": "Friends List", - "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} Players", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "Who are you?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "We meet again, {player}. Looks like you’ve been busy, huh?", - "CAPTAIN_CODEY_CM_CODEY2": "I’ve been picking up some [wave amp=30 freq=10]cyber waves[/wave] on my scanner, and I guess you’re the reason why.", - "CAPTAIN_CODEY_ALREADY_MET1.m": "We meet again, {player}. Looks like you’ve been busy, huh?", - "CAPTAIN_CODEY_ALREADY_MET1.n": "We meet again, {player}. Looks like you’ve been busy, huh?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Cyber waves…?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "What are you talking about?", - "CAPTAIN_CODEY_CM_CODEY4": "It’s like, connected to the [wave amp=30 freq=10]space between all our worlds[/wave] or something. I don’t really care where it comes from…", - "CAPTAIN_CODEY_CM_CODEY3": "Cyber waves! [pause]Y’know, from [wave amp=30 freq=10]Cyber Material[/wave]! [pause]It’s what I call that glowing orange stuff you must have picked up recently.", - "CAPTAIN_CODEY_CM_CODEY5": "But those rogue fusions are pretty sensitive to it - you can use it to turn them into bootlegs. It’s biohacking on a [shake rate=30 level=10]cosmic[/shake] level!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Players ({0})", - "ONLINE_SECTION_PLAYERS": "Players ({0}/{1})", - "UI_PAUSE_ONLINE_BTN_0": "Play Online", - "ONLINE_STATE_CONNECTED.m": "Connected", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "Connected!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "Connected!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "Connected!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Now hosting a LAN session on port {server_port}", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Now playing with {remote_player} and {n} other(s)", - "ONLINE_NOTIFICATION_CONNECTED_1": "Now playing with {remote_player}", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} obtained a {type}-type bootleg {species} tape", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Now playing online. Searching for friends…", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} has joined your session", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} disconnected", - "INFO_ONLINE_WITH_MODS1": "Online cross-play is disabled while mods are installed. You will be unable to join cross-play sessions, and players on console systems will be unable to join your sessions.", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} accepted your challenge!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} disconnected", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} disconnected", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "You can’t raid with {remote_player} because monsters in her game have different types.", - "ITEM_CYBER_MATERIAL_NAME": "Cyber Material", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "You can’t raid with {remote_player} because monsters in their game have different types.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "You can’t raid with {remote_player} because monsters in his game have different types.", - "BATTLE_RAID_DEFERRED_RECORDING": "Both players will receive this tape if the raid ends in victory.", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "The other player is unavailable.", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "You can’t raid with {remote_player}.", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} accepted your raid request!", - "ITEM_HACKING_GLOVE_NAME": "Hacking Glove", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "A fluorescent and highly charged material that looks like it came straight from a 1980s movie about virtual reality.", - "CAPTAIN_CODEY_CM_CODEY1": "Hey, it looks like my [wave amp=30 freq=10]target[/wave] just wandered in. My sensors are pinging like [wave amp=30 freq=10]crazy[/wave].", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Huh?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "A retro game controller that allows the use of Cyber Material before battle to change the elemental types of Rogue Fusions.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Normalised to {0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Sticker Attributes:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Unrestricted", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Enabled", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Disabled", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Disabled", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusion", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Enabled", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Enabled + Fusion Power", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Enabled", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Waiting for the other player…", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "The other player is busy right now. Try again in a minute.", - "UI_TAPE_COLLECTION_OFFER_TRADE": "Offer to {remote_player}", - "ONLINE_REQUEST_TRADE_PROMPT": "Choose a tape to offer up to {remote_player}.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "The other player is busy right now. Try again in a minute.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "The other player is busy right now. Try again in a minute.", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "You can’t trade with {remote_player} because monsters in their game have different types.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Levels:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "Battle Rules", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "You can’t trade with {remote_player}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "You were victorious over {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "You declined {remote_player}’s {action} request.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "You withdrew your {action} request.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "You withdrew your {action} request.", - "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} complete.", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "Play With Friends", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "LAN Session", - "NOTIFICATION_REQUEST": "Request", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "you disconnected", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} disconnected", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} disconnected", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "{remote_player}’s {action} request failed because {reason}.", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "{remote_player}’s {action} request failed because {reason}.", - "ONLINE_REQUEST_UI_TITLE": "{action} request with {remote_player}", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Enter Invite Code", - "ONLINE_ERROR_CONNECTION_FAILED": "Connection failed.", - "ONLINE_ERROR_CONNECTION_ERROR": "Connection error ({error}).", - "ONLINE_BUTTON_INVITE_FRIENDS": "Invite Friends", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "The trade went through—{remote_player}’s {species2} tape is now in your storage!", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "The trade went through—{remote_player}’s {species2} tape is now in your storage!", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "You conceded to {remote_player}…", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "You were defeated by {remote_player}…", - "ONLINE_ALREADY_REQUESTING.n": "You’ve already sent this player a different request.", - "ONLINE_REQUEST_ACTION_battle": "Battle", - "ONLINE_REQUEST_ACTION_raid": "Raid", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Your {action} request failed because {reason}.", - "ONLINE_REQUEST_RECEIVED.n": "{remote_player} sent you a {action} request!", - "ONLINE_REQUEST_SENT.m": "You sent a {action} request to {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "You withdrew your {action} request.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "The trade went through—{remote_player}’s {species2} tape is now in your storage!", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Waiting for the other player…", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Waiting for the other player…", - "ONLINE_ERROR_INVALID_INVITE": "Connection failed because the invite was invalid.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "you disconnected", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} withdrew his {action} request.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "You declined {remote_player}’s {action} request.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "you disconnected", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} disconnected", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "of an error", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "Online (Joined)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} Player(s)", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Your {action} request failed because {reason}.", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Your {action} request failed because {reason}.", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "Setting up…", - "ONLINE_BUTTON_FRIENDS_INVITE": "Accept {name}’s Invite", - "ONLINE_BUTTON_DISCONNECT": "Disconnect", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Port", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Server disconnected.", - "ONLINE_STATE_CONNECTED.n": "Connected", - "ACHIEVEMENT_DESC_obtain_candevil": "Obtain Candevil.", - "ACHIEVEMENT_NAME_obtain_bansheep": "Counting Sheep", - "ACHIEVEMENT_DESC_obtain_bansheep": "Obtain Bansheep.", - "ACHIEVEMENT_NAME_partner_viola": "Viola", - "ACHIEVEMENT_DESC_partner_viola": "Unlock Viola.", - "ACHIEVEMENT_NAME_remaster": "Remastery", - "ACHIEVEMENT_DESC_aa_helia": "Overcome the essence of fusion.", - "ACHIEVEMENT_NAME_met_npc_magikrab": "The Station Attendant", - "ACHIEVEMENT_DESC_met_npc_magikrab": "Meet the one who dutily attends the stations.", - "ACHIEVEMENT_NAME_met_npc_amber": "A Long Way from Home", - "ACHIEVEMENT_DESC_met_npc_amber": "Find a helping hand in a place far away.", - "ACHIEVEMENT_NAME_met_npc_merline": "The One Who Lies Beneath", - "ACHIEVEMENT_DESC_met_npc_merline": "Come face-to-face with a faceless being.", - "ACHIEVEMENT_DESC_traveling_merchant": "Meet the Travelling Merchant.", - "ACHIEVEMENT_NAME_traveling_merchant": "Can't Buy Me Love", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "Obtain a rare sticker.", - "ACHIEVEMENT_NAME_ability_glide": "Spread Your Wings", - "ACHIEVEMENT_DESC_ability_glide": "Obtain the Mothwing Glide ability.", - "ACHIEVEMENT_DESC_ability_dash": "Obtain the Bulletino Dash ability.", - "ACHIEVEMENT_NAME_ability_dash": "Bulletino Dash", - "ACHIEVEMENT_NAME_ability_magnetism": "Electric Feel", - "ACHIEVEMENT_DESC_ability_magnetism": "Obtain the Electromagnetism ability.", - "ACHIEVEMENT_NAME_ability_swim": "Swimming Lessons", - "ACHIEVEMENT_NAME_ability_climb": "Having a Ball", - "ACHIEVEMENT_DESC_ability_swim": "Obtain the Diveal Swim ability.", - "ACHIEVEMENT_DESC_gambit_win": "Win a battle while Gambit is active.", - "ACHIEVEMENT_DESC_ability_climb": "Obtain the Pumpkin Vine Ball ability.", - "ACHIEVEMENT_NAME_ability_flight": "Taking Flight", - "ACHIEVEMENT_DESC_ability_flight": "Obtain the Averevoir Flight ability.", - "ACHIEVEMENT_DESC_ability_fusion_radar": "Get the Fusion Radar.", - "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusions on the Radar", - "ACHIEVEMENT_NAME_intermission": "Not What You Wanted", - "ACHIEVEMENT_DESC_intermission": "Find yourself somewhere far away.", - "ACHIEVEMENT_DESC_ending": "Open a door long since thought lost.", - "ACHIEVEMENT_NAME_ending": "Real Life Awaits", - "ACHIEVEMENT_NAME_preemptive_win": "Over Before It Began", - "ACHIEVEMENT_DESC_preemptive_win": "Win a battle before it starts.", - "ACHIEVEMENT_DESC_ghostly_win": "Win a battle while ghostly.", - "ACHIEVEMENT_NAME_ghostly_win": "Death Shall Have No Dominion", - "ACHIEVEMENT_NAME_gambit_win": "Double or Quits", - "ACHIEVEMENT_DESC_reopened_stations_final": "Solve the riddle of Morgante's song.", - "ACHIEVEMENT_NAME_aa_morgante": "Rebellion", - "ACHIEVEMENT_DESC_aa_aleph_null": "Defy all odds in a place between worlds.", - "ACHIEVEMENT_NAME_aa_aleph_null": "Arrow of Time", - "ACHIEVEMENT_DESC_aa_morgante": "Defeat an ancient force brought back to full strength.", - "ACHIEVEMENT_NAME_aa_lamento_mori": "Angel of Death", - "ACHIEVEMENT_DESC_aa_lamento_mori": "Defeat Lamento Mori.", - "ACHIEVEMENT_DESC_kuneko_altars_3": "Meet Kuneko at 3 altars.", - "ACHIEVEMENT_NAME_kuneko_altars_4": "Don't You Want Me, pt. V", - "ACHIEVEMENT_NAME_quest_viola1": "Tempest", - "ACHIEVEMENT_DESC_quest_felix_complete": "Complete Felix's quest.", - "ACHIEVEMENT_DESC_quest_meredith1": "Bring Meredith to the mall.", - "ACHIEVEMENT_DESC_quest_viola1": "Bring Viola to the shipwreck.", - "ACHIEVEMENT_NAME_quest_meredith_complete": "All I Ever Needed", - "ACHIEVEMENT_DESC_quest_meredith_complete": "Complete Meredith's quest.", - "ACHIEVEMENT_NAME_quest_felix_complete": "Don't You Want Me, pt. VI", - "ACHIEVEMENT_NAME_quest_dog_complete": "Come Back and Stay", - "ACHIEVEMENT_DESC_quest_dog_complete": "Complete Barkley's quest.", - "ACHIEVEMENT_DESC_quest_viola_complete": "Complete Viola's quest.", - "ACHIEVEMENT_NAME_quest_viola_complete": "Everybody's Looking for Something", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Let Me Serenade You", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Get to 5 hearts with Kayleigh.", - "ACHIEVEMENT_NAME_aa_cube": "Neoplatonic Solid", - "ACHIEVEMENT_DESC_aa_cube": "Defeat Heckahedron.", - "ACHIEVEMENT_NAME_aa_alice": "Child of Ego", - "ACHIEVEMENT_DESC_aa_alice": "Defeat Alice.", - "ACHIEVEMENT_NAME_aa_puppet": "Master of Puppets", - "ACHIEVEMENT_DESC_aa_puppet": "Defeat Poppetox.", - "ACHIEVEMENT_NAME_aa_tower": "Tower of Ignorance", - "ACHIEVEMENT_DESC_aa_tower": "Defeat Babelith.", - "ACHIEVEMENT_NAME_song_parts_8": "Land of Confusion", - "ACHIEVEMENT_NAME_aa_helia": "Here Comes the Sun", - "ACHIEVEMENT_DESC_song_parts_8": "Complete Morgante's song.", - "ACHIEVEMENT_DESC_offices_cleared_5": "Clear 5 Landkeeper offices.", - "ACHIEVEMENT_DESC_quest_felix1": "Meet Kuneko.", - "ACHIEVEMENT_NAME_quest_felix1": "Don't You Want Me, pt. I", - "ACHIEVEMENT_NAME_kuneko_altars_1": "Don't You Want Me, pt. II", - "FOLKLORD_NAME": "Folklord", - "MACABRA_DESCRIPTION": "a fanged creature perched on a skull", - "FOLKLORD_NAME_PREFIX": "Folk", - "FOLKLORD_LORE_1": "A fully mature Macabra, the Folklord wears a skull like the kind it used to perch upon, which has now molded to its head. Its arms and upper body are so dense with muscle that it cannot support itself on its legs for very long.", - "FOLKLORD_NAME_SUFFIX": "lord", - "FOLKLORD_DESCRIPTION": "a giant with a skull head", - "FOLKLORD_LORE_2": "There are several cryptids, or unidentified creatures, associated with North America that are described as giant humanoids that live in the forests. These include the ape-like Bigfoot and Sasquatch.", - "SQUIREY_NAME": "Squirey", - "SQUIREY_NAME_PREFIX": "Squire", - "SQUIREY_LORE_1": "The common Squirey is often seen roaming the plains of New Wirral, searching for opponents to battle. Despite their cute appearances, they are dedicated warriors and driven by an innate desire for self-improvement.", - "SQUIREY_NAME_SUFFIX": "rey", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "In the heat of battle, which is more important to you?", - "SQUIREY_LORE_2": "A “squire” was, in the Middle Ages, a knight’s apprentice. They would assist their knight with various duties such as carrying their weapons, and could become a knight themselves if they proved their skill.", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "Honour", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "Victory", - "PALANGOLIN_NAME": "Palangolin", - "SQUIREY_DESCRIPTION": "a pangolin with a spear", - "PALANGOLIN_NAME_PREFIX": "Palan", - "PALANGOLIN_LORE_1": "The Palangolin is the mature form of a Squirey who has remained true to their principles, and has become a knight of great virtue. Palangolins wield striking golden halberds, which they use to defend their allies in the heat of battle.", - "PALANGOLIN_NAME_SUFFIX": "golin", - "PALANGOLIN_LORE_2": "In European history, a knight was an individual granted a knighthood for services to their country. The popularity of Arthurian mythology influenced the depictions of knights, who are now associated heavily with chivalry and heroism.", - "MANISPEAR_NAME": "Manispear", - "PALANGOLIN_DESCRIPTION": "a knight with a halberd", - "MANISPEAR_NAME_PREFIX": "Manis", - "MANISPEAR_NAME_SUFFIX": "spear", - "MANISPEAR_LORE_2": "The “black knight” is a recurring fictional character archetype, commonly portrayed as a masked knight who has strayed from the path of chivalry. The black knight is often a hurdle or obstacle for a story’s protagonist to overcome.", - "MANISPEAR_LORE_1": "If a Squirey gives in to their dark impulses whilst training, it is destined to become a Manispear. Hiding its face beneath a black helmet, the Manispear fights without restraint or self-control.", - "MUSKRATEER_NAME": "Muskrateer", - "MANISPEAR_DESCRIPTION": "a dark-armoured knight with an enormous spear", - "MUSKRATEER_NAME_PREFIX": "Muskrat", - "MUSKRATEER_NAME_SUFFIX": "rateer", - "ITEM_TAPE_BLACK_SHUCK_NAME": "Black Shuck’s Tape", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "A mysterious black tape left behind by Black Shuck.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Hits one target. Gives the target {status_effect} status.", - "ITEM_TAPE_BEAST_NAME": "Faux Fur Tape", - "ITEM_TAPE_FIRE_DESCRIPTION": "The label says it’s safe to heat in a toaster. This strange promotional tape was once distributed with breakfast pastries, until the inevitable burned palms and housefires caused a raft of complaints. Has a very high efficiency rate when used to record Fire-type monsters though.", - "ITEM_TAPE_FIRE_NAME": "Toaster Tape", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "A tape apparently made from “100% recycled plastic”. Has a very high efficiency rate when used to record Plastic-type monsters.", - "ITEM_TAPE_PLANT_NAME": "Treebark Tape", - "ITEM_TAPE_PLANT_DESCRIPTION": "A tape with a shell made of actual treebark. Has a very high efficiency rate when used to record Plant-type monsters.", - "ITEM_TAPE_PLASTIC_NAME": "Recycled Tape", - "ITEM_TAPE_WATER_NAME": "Water-Filled Tape", - "ITEM_TAPE_WATER_DESCRIPTION": "A tape made of transparent plastic, sealed and filled with water. There are two buttons on the side that allow you to play a ring-toss game while you’re not using it. Has a very high efficiency rate when used to record Water-type monsters.", - "ITEM_TAPE_POISON_NAME": "Snakeskin Tape", - "ITEM_TAPE_ASTRAL_NAME": "Ethereal Tape", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "An immaterial tape that has an annoying habit of sometimes passing through other objects. Tiny pinpricks of light like far-off stars can be seen through its surface. Has a very high efficiency rate when used to record Astral-type monsters.", - "ITEM_TAPE_POISON_DESCRIPTION": "A fashionable tape made of faux snakeskin. Has a very high efficiency rate when used to record Poison-type monsters.", - "ITEM_TAPE_ICE_NAME": "Ice-IX Tape", - "ITEM_TAPE_LIGHTNING_NAME": "Superconductive Tape", - "ITEM_TAPE_ICE_DESCRIPTION": "A frigid tape made of ice that never seems to melt. The label warns the user to keep it out of water. Has a very high efficiency rate when used to record Ice-type monsters.", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "A tape with a label that boasts “Bose-Einstein Condensate Inside!” Has a very high efficiency rate when used to record Lightning-type monsters.", - "ITEM_TAPE_AIR_NAME": "Aerosol Tape", - "ITEM_TAPE_EARTH_NAME": "Ceramic Tape", - "ITEM_TAPE_AIR_DESCRIPTION": "A tape with a very high efficiency rate when used to record Air-type monsters. In a pinch, it can also be used as hair spray.", - "ITEM_TAPE_METAL_NAME": "Ferrichrome Tape", - "ITEM_TAPE_METAL_DESCRIPTION": "Has a very high efficiency rate when used to record Metal-type monsters.", - "ITEM_TAPE_EARTH_DESCRIPTION": "A tape with a hardened ceramic shell. Has a very high efficiency rate when used to record Earth-type monsters.", - "ITEM_TAPE_USE_ON.m": "Record {0}", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "Record {0}", - "ITEM_TAPE_USE_ON.n": "Record {0}", - "ITEM_NAME_RARITY_1": "{item_name} (Uncommon)", - "ITEM_NAME_RARITY_2": "{item_name} (Rare)", - "BOOSTER_PACK_ELEMENTS_NAME": "'Elements’ Sticker Pack", - "BOOSTER_PACK_NATURE_NAME": "'Nature’ Sticker Pack", - "BOOSTER_PACK_POLLUTION_NAME": "'Pollution’ Sticker Pack", - "BOOSTER_PACK_WILDCARD_NAME": "'Wildcard’ Sticker Pack", - "MAP_NAME_OVERWORLD_PHRASE": "in New Wirral", - "BOOSTER_PACK_DESCRIPTION": "A themed booster pack of 4 stickers including one guaranteed uncommon or rare!", - "MAP_NAME_DEAD_WORLD_PHRASE": "somewhere unknown", - "MAP_NAME_OVERWORLD": "New Wirral", - "REGION_NAME_UNKNOWN": "???", - "REGION_NAME_MALL": "Falldown Mall", - "MAP_NAME_DEAD_WORLD": "???", - "REGION_NAME_UNKNOWN_PHRASE": "somewhere unknown", - "REGION_NAME_MALL_PHRASE": "in Falldown Mall", - "REGION_NAME_PLAINS1": "New Wirral Fields", - "REGION_NAME_TOWN": "Harbourtown", - "REGION_NAME_TOWN_PHRASE": "in Harbourtown", - "REGION_NAME_PLAINS1_PHRASE": "in New Wirral Fields", - "REGION_NAME_TOWN_WEST": "West Harbourtown", - "REGION_NAME_TOWN_WEST_PHRASE": "in West Harbourtown", - "REGION_NAME_CAFE": "Gramophone Café", - "REGION_NAME_CAFE_PHRASE": "in the Gramophone Café", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "Gramophone Café via Harbourtown Station", - "REGION_NAME_HOSPITAL": "Harbourtown Hospital", - "REGION_NAME_HOSPITAL_PHRASE": "in the hospital", - "REGION_NAME_CHEMIST": "Chemists’ Store", - "REGION_NAME_MUSEUM": "Heritage Centre", - "REGION_NAME_MUSEUM_PHRASE": "at the Heritage Centre", - "REGION_NAME_CHEMIST_PHRASE": "at the chemists’ store", - "REGION_NAME_TOWN_OUTSKIRTS": "Harbourtown Outskirts", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "in the outskirts", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Harbourtown Outskirts Caves", - "REGION_NAME_TOWN_BEACH": "Harbourtown Beach", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "in the caves in the outskirts", - "REGION_NAME_DEADLANDS_PHRASE": "in the Deadlands", - "REGION_NAME_DEADLANDS": "The Deadlands", - "REGION_NAME_TOWN_BEACH_PHRASE": "on Harbourtown Beach", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "in the park", - "REGION_NAME_NEW_WIRRAL_PARK": "New Wirral Park", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "New Wirral Park Caves", - "REGION_NAME_TOWN_STATION": "Harbourtown Station", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "in the caves in the park", - "REGION_NAME_DUNGEON_GLOWSHROOM": "Glowcester Road Station", - "REGION_NAME_TOWN_STATION_PHRASE": "in Harbourtown Station", - "REGION_NAME_UPPER_PATH": "Upper Path", - "REGION_NAME_UPPER_PATH_PHRASE": "on Upper Path", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "in Glowcester Road Station", - "REGION_NAME_MIRE_SEA": "Mire Sea", - "REGION_NAME_MIRE_SEA_PHRASE": "in the Mire Sea", - "REGION_NAME_DUNGEON_WATERLOOP": "Waterloop Station", - "REGION_NAME_SOUTHERN_ISLES": "Southern Isles", - "REGION_NAME_DINO_QUARRY": "Dino Quarry, The Deadlands", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "on the Southern Isles", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "in Waterloop Station", - "REGION_NAME_OLD_VILLAGE": "New London, The Deadlands", - "REGION_NAME_DINO_QUARRY_PHRASE": "in Dino Quarry", - "REGION_NAME_OLD_VILLAGE_PHRASE": "in New London", - "REGION_NAME_DEADLANDS_CAVES": "Deadlands Caves", - "REGION_NAME_LAKE_PHRASE": "on the lake", - "REGION_NAME_LAKE": "Thirstaton Lake", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "in the caves in the Deadlands", - "REGION_NAME_LAKE_CAVES": "Thirstaton Lake Caves", - "REGION_NAME_LAKESIDE": "Lakeside", - "REGION_NAME_LAKESIDE_PHRASE": "in Lakeside", - "REGION_NAME_LAKE_CAVES_PHRASE": "in the caves under the lake", - "REGION_NAME_LAKESIDE_CAVES": "Lakeside Caves", - "REGION_NAME_MT_WIRRAL": "Mt. Wirral", - "REGION_NAME_MT_WIRRAL_PHRASE": "on Mt. Wirral", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "in the caves in Lakeside", - "REGION_NAME_MT_WIRRAL_CAVES": "Mt. Wirral Caves", - "REGION_NAME_EASTHAM_WOODS": "Eastham Woods", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "in the caves on Mt. Wirral", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "in Eastham Woods", - "REGION_NAME_EASTHAM_WOODS_CAVES": "Eastham Woods Caves", - "REGION_NAME_HAM_PHRASE": "in, uh, “Ham”", - "REGION_NAME_HAM": "“Ham”", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "in the caves in Eastham Woods", - "REGION_NAME_AUTUMN_HILL": "Autumn Hill", - "REGION_NAME_AUTUMN_HILL_PHRASE": "on Autumn Hill", - "REGION_NAME_AUTUMN_HILL_CAVES": "Autumn Hill Caves", - "REGION_NAME_COMMUNE": "Mourningtown", - "REGION_NAME_COMMUNE_PHRASE": "in Mourningtown", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "in the Autumn Hill caves", - "REGION_NAME_COMMUNE_STATION": "Mournington Crescent Station", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "in Icelington Station", - "REGION_NAME_MT_WIRRAL_STATION": "Icelington Station", - "REGION_NAME_COMMUNE_STATION_PHRASE": "in Mournington Crescent Station", - "REGION_NAME_MEADOW_PHRASE": "in Cherry Meadow", - "REGION_NAME_MEADOW": "Cherry Meadow", - "REGION_NAME_MEADOW_CAVES": "Cherry Meadow Caves", - "REGION_NAME_MARSH": "The Marshes", - "REGION_NAME_MARSH_PHRASE": "in the marsh", - "REGION_NAME_MEADOW_CAVES_PHRASE": "in the caves in Cherry Meadow", - "REGION_NAME_MARSH_CAVES": "Marshland Caves", - "REGION_NAME_FARM": "Piper Farm", - "REGION_NAME_FARM_PHRASE": "on Piper Farm", - "REGION_NAME_MARSH_CAVES_PHRASE": "in the caves in the marsh", - "REGION_NAME_GRAVEYARD": "Lost Hearts Graveyard", - "REGION_NAME_GRAVEYARD_PHRASE": "in the graveyard", - "REGION_NAME_CAST_IRON_SHORE": "Cast Iron Shore", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "on the Cast Iron Shore", - "REGION_NAME_DUNGEON_GRAVEYARD": "Aldgrave Tomb Station", - "REGION_NAME_STATION_FINAL": "Night’s Bridge Station", - "REGION_NAME_DUNGEON_SHIPWRECK": "The “Titania” Shipwreck", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "in Aldgrave Tomb Station", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "in Bard Street Station", - "REGION_NAME_SHIPWRECK_STATION": "Bard Street Station", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "in the “Titania” Shipwreck", - "REGION_NAME_DUNGEON_MEADOW": "Cherry Cross Station", - "REGION_NAME_STATION_FINAL_PHRASE": "at Night’s Bridge Station", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "in Cherry Cross Station", - "REGION_NAME_MEADOW_CHURCH": "Glaistainbury Abbey", - "REGION_NAME_BROKENHEAD_PHRASE": "in Brokenhead", - "REGION_NAME_BROKENHEAD": "Brokenhead", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "in Glaistainbury Abbey", - "REGION_NAME_LANDKEEPER_HQ": "Landkeeper HQ", - "REGION_NAME_KAYLEIGH_HOME": "Kayleigh’s Place", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "in the Landkeeper HQ", - "REGION_NAME_MEREDITH_HOME": "Meredith’s Shop", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "at Kayleigh’s Place", - "REGION_NAME_FELIX_HOME": "Felix’s Place", - "REGION_NAME_FELIX_HOME_PHRASE": "at Felix’s Place", - "REGION_NAME_MEREDITH_HOME_PHRASE": "in Meredith’s Shop", - "REGION_NAME_EUGENE_HOME": "Eugene’s Place", - "REGION_NAME_EUGENE_HOME_PHRASE": "At Eugene’s Place", - "REGION_NAME_RANGER_OUTPOST": "Ranger Outpost", - "REGION_NAME_TOWN_HALL": "Town Hall", - "REGION_NAME_TOWN_HALL_PHRASE": "at the Town Hall", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "at the Ranger Outpost", - "REGION_NAME_AMBER_LODGE": "The Amber Lodge", - "REGION_NAME_POWER_STATION_PHRASE": "in the Power Station", - "REGION_NAME_AMBER_LODGE_PHRASE": "at the Amber Lodge", - "REGION_NAME_POWER_STATION": "Power Station", - "MAP_FEATURE_CAVE": "Cave", - "MAP_FEATURE_DAILY_ITEM": "Daily Item", - "MAP_FEATURE_LANDKEEPER_OFFICE": "Landkeeper Office", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Eugene’s Secret Project", - "MAP_FEATURE_CRATER": "Crater", - "MAP_FEATURE_WATER_PIPE": "Water Pipe", - "MAP_FEATURE_RUINS": "Ruins", - "MAP_FEATURE_DINO_QUARRY": "Dino Quarry", - "MAP_FEATURE_CAMPSITE": "Campsite", - "MAP_FEATURE_TOWN_WEST_RIVER": "Piper Creek", - "MAP_FEATURE_DIVEAL_ISLAND": "Diveal Island", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Unknown Disturbance", - "MAP_FEATURE_TOWN_BRIDGE": "Harbourtown Bridge", - "MAP_FEATURE_FARM_BRIDGE": "Piper Bridge", - "MAP_FEATURE_FARM_PLOT": "Pumpkin Patch", - "MAP_FEATURE_STICKER_MERCHANTS": "Sticker Merchants", - "MOVE_SMACK_NAME": "Smack", - "MOVE_SLICE_NAME": "Slice", - "MOVE_DOUBLE_SMACK_NAME": "Double Smack", - "MOVE_DOUBLE_SLICE_NAME": "Double Slice", - "MOVE_MULTI_SMACK_NAME": "Multi Smack", - "MOVE_MULTI_SHOT_NAME": "Multi Shot", - "MOVE_WALLOP_NAME": "Wallop", - "MOVE_CLOBBER_NAME": "Clobber", - "MOVE_BISHBASHBOSH_NAME": "Bish Bash Bosh", - "MOVE_THE_OLD_1_2_NAME": "The Old 1-2", - "MOVE_SPIT_NAME": "Spit", - "MOVE_SPRAY_NAME": "Spray", - "MOVE_ENERGY_SHOT_NAME": "Energy Shot", - "MOVE_ENERGY_WAVE_NAME": "Energy Wave", - "MOVE_COATING_WATER_NAME": "Water Coating", - "MOVE_COATING_PLASTIC_NAME": "Plastic Coating", - "MOVE_COATING_EARTH_NAME": "Earth Coating", - "MOVE_COATING_AIR_NAME": "Air Coating", - "MOVE_COATING_FIRE_NAME": "Fire Coating", - "MOVE_COATING_ASTRAL_NAME": "Astral Coating", - "MOVE_COATING_LIGHTNING_NAME": "Lightning Coating", - "MOVE_COATING_METAL_NAME": "Metal Coating", - "MOVE_COATING_BEAST_NAME": "Beast Coating", - "MOVE_COATING_ELEMENTAL_NAME": "Elemental Coating", - "MOVE_COATING_PLANT_NAME": "Plant Coating", - "MOVE_COATING_POISON_NAME": "Poison Coating", - "MOVE_COATING_ICE_NAME": "Ice Coating", - "MOVE_INFLAME_NAME": "Inflame", - "MOVE_COATING_GLASS_NAME": "Glass Coating", - "MOVE_INCINERATE_NAME": "Incinerate", - "MOVE_BRICK_BLAST_NAME": "Brick Blast", - "MOVE_FIRE_WALL_NAME": "Fire Wall", - "MOVE_BEAST_WALL_NAME": "Beast Wall", - "MOVE_PLANT_WALL_NAME": "Plant Wall", - "MOVE_METAL_WALL_NAME": "Metal Wall", - "MOVE_ICE_WALL_NAME": "Ice Wall", - "MOVE_POISON_WALL_NAME": "Poison Wall", - "MOVE_ELEMENTAL_WALL_NAME": "Elemental Wall", - "MOVE_PLASTIC_WALL_NAME": "Plastic Wall", - "MOVE_WATER_WALL_NAME": "Water Wall", - "MOVE_ASTRAL_WALL_NAME": "Astral Wall", - "MOVE_LIGHTNING_WALL_NAME": "Lightning Wall", - "MOVE_AIR_WALL_NAME": "Air Wall", - "MOVE_EARTH_WALL_NAME": "Earth Wall", - "MOVE_GLASS_WALL_NAME": "Glass Wall", - "MOVE_DEJAVU_NAME": "Déjà Vu", - "MOVE_AP_STEAL_NAME": "AP Steal", - "MOVE_AP_BOOST_NAME": "AP Boost", - "MOVE_AP_DRAIN_NAME": "AP Drain", - "MOVE_REVENGE_STRIKE_NAME": "Revenge Strike", - "MOVE_PREEMPTIVE_STRIKE_NAME": "Pre-emptive Strike", - "MOVE_AP_REFUND_NAME": "AP Refund", - "MOVE_SELF_DESTRUCT_NAME": "Self-Destruct", - "MOVE_ROLL_AGAIN_NAME": "Roll Again", - "MOVE_AP_STARTER_NAME": "AP Starter", - "MOVE_PARRY_STANCE_NAME": "Parry Stance", - "MOVE_LAST_RITES_NAME": "Last Rites", - "MOVE_HEADSHOT_NAME": "Headshot", - "MOVE_SLEEP_TALK_NAME": "Sleep Talk", - "MOVE_COSMIC_KUNAI_NAME": "Cosmic Kunai", - "MOVE_SLEEP_WALK_NAME": "Sleep Walk", - "MOVE_HYPNOTIZE_NAME": "Hypnotise", - "MOVE_HP_ABSORB_NAME": "Life Absorb", - "MOVE_DEFEND_NAME": "Defend", - "MOVE_RAISE_SHIELDS_NAME": "Raise Shields", - "MOVE_POISON_POLLEN_NAME": "Poison Pollen", - "MOVE_SNOOZE_SPORE_NAME": "Snooze Spore", - "MOVE_LEECH_NAME": "Leech", - "MOVE_DODGE_NAME": "Dodge", - "MOVE_FOCUS_NAME": "Focus", - "MOVE_SPRINT_NAME": "Sprint", - "MOVE_WINK_NAME": "Wink", - "MOVE_FLIRT_NAME": "Flirt", - "MOVE_PEEKABOO_NAME": "Peekaboo", - "MOVE_TRIP_NAME": "Trip", - "MOVE_NOD_NAME": "Nod", - "MOVE_CRITICIZE_NAME": "Criticise", - "MOVE_COMPLIMENT_NAME": "Compliment", - "MOVE_SHARPEN_NAME": "Sharpen", - "MOVE_RAISE_ARMS_NAME": "Raise Arms", - "MOVE_JUMP_SCARE_NAME": "Jump Scare", - "MOVE_HOT_POTATO_NAME": "Hot Potato", - "MOVE_ZOOMIES_NAME": "Zoomies", - "MOVE_QUICK_SMACK_NAME": "Quick Smack", - "MOVE_TAUNT_NAME": "Taunt", - "MOVE_SURE_FIRE_NAME": "Sure-Fire", - "MOVE_BE_RANDOM_NAME": "bE rAnDoM!!", - "MOVE_DOG_YEARS_NAME": "Dog Years", - "MOVE_COPYCAT_NAME": "Copycat", - "MOVE_COPYCAT_TITLE": "Copycat: {move_name}", - "MOVE_GLITTER_BOMB_NAME": "Glitter Bomb", - "MOVE_PROVOKE_NAME": "Provoke", - "MOVE_HIBERNATE_NAME": "Hibernate", - "MOVE_MEDITATE_NAME": "Meditate", - "MOVE_SUMMON_TULPA_NAME": "Summon Tulpa", - "MOVE_LIGHTNING_BOLT_NAME": "Lightning Bolt", - "MOVE_FUSION_POWER_NAME": "Fusion Power", - "MOVE_FUSION_POWER_GENERATED_NAME": "Fusion Power: {prefix} {suffix}", - "MOVE_DESPERATION_NAME": "Desperation", - "MOVE_CROSSFADE_NAME": "Crossfade", - "MOVE_DELEGATE_NAME": "Delegate", - "MOVE_BITE_NAME": "Bite", - "MOVE_BONE_CANNON_NAME": "Bone Cannon", - "MOVE_STICKY_TONGUE_NAME": "Sticky Tongue", - "MOVE_ZEPHYR_NAME": "Zephyr", - "MOVE_CHARGE_NAME": "Charge", - "MOVE_SONIC_BOOM_NAME": "Sonic Boom", - "MOVE_BATTERY_NAME": "Battery", - "MOVE_SCORCH_NAME": "Scorch", - "MOVE_RAPID_FIRE_NAME": "Rapid Fire", - "MOVE_GEAR_SHEAR_NAME": "Gear Shear", - "MOVE_BROADCAST_NAME": "Broadcast", - "MOVE_UNICAST_NAME": "Unicast", - "MOVE_SPLINTER_NAME": "Splinter", - "MOVE_WOODCUTTER_NAME": "Woodcutter", - "MOVE_SILICON_SLASH_NAME": "Silicon Slash", - "MOVE_ACID_REFLEX_NAME": "Acid Reflex", - "MOVE_RADIOACTIVE_NAME": "Radioactive", - "MOVE_THROW_NAME": "Throw", - "MOVE_ICE_BREAKER_NAME": "Ice Breaker", - "MOVE_TORRENT_NAME": "Torrent", - "MOVE_TWO_HEADS_NAME": "Two Heads", - "MOVE_MAGNET_NAME": "Magnet", - "MOVE_ECHOLOCATION_NAME": "Echolocation", - "MOVE_RETRIBUTION_NAME": "Retribution", - "MOVE_THUNDER_BLAST_NAME": "Thunder Blast", - "MOVE_TOWER_DEFENSE_NAME": "Tower Defence", - "MOVE_GAMBIT_NAME": "Gambit", - "MOVE_HAUNT_NAME": "Haunt", - "MOVE_BINVITATION_NAME": "Binvitation", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "Bolt From The Blue", - "MOVE_CALL_FOR_HELP_NAME": "Call For Help", - "MOVE_BINVASION_NAME": "Binvasion", - "MOVE_FISSION_POWER_NAME": "Fission Power", - "MOVE_RECYCLE_NAME": "Recycle", - "MOVE_COPPER_CHOP_NAME": "Copper Chop", - "MOVE_GALACTIC_BEATDOWN_NAME": "Galactic Beatdown", - "MOVE_WINDOW_NAME": "Window", - "MOVE_JAGGED_EDGE_NAME": "Jagged Edge", - "MOVE_SHARP_EDGES_NAME": "Sharp Edges", - "MOVE_CRYSTAL_LENS_NAME": "Crystal Lens", - "MOVE_GLASS_BONDS_NAME": "Glass Bonds", - "MOVE_SHRAPNEL_NAME": "Shrapnel", - "MOVE_GLASS_CANNON_NAME": "Glass Cannon", - "MOVE_CLOSE_ENCOUNTER_NAME": "Close Encounter", - "MOVE_SPRING_LOAD_NAME": "Spring-Load", - "MOVE_SHOOTING_STAR_NAME": "Shooting Star", - "MOVE_MOUNTAIN_SMASH_NAME": "Mountain Smash", - "MOVE_BLIZZARD_NAME": "Blizzard", - "MOVE_DJINNTOXICATE_NAME": "Djinntoxicate", - "MOVE_TOY_HAMMER_NAME": "Toy Hammer", - "MOVE_SUCTION_CUP_DART_NAME": "Suction Cup Dart", - "MOVE_PLASTIC_KNIFE_NAME": "Plastic Knife", - "MOVE_ACORN_MORTAR_NAME": "Acorn Mortar", - "MOVE_BOIL_NAME": "Boil", - "MOVE_TOXIC_STAB_NAME": "Toxic Stab", - "MOVE_PUSTULE_BOMB_NAME": "Pustule Bomb", - "MOVE_RADIATION_BREATH_NAME": "Radiation Breath", - "MOVE_WONDERFUL_7_NAME": "Wonderful 7", - "MOVE_SNOW_RUSH_NAME": "Snow Rush", - "MOVE_POLE_VAULT_ASSAULT_NAME": "Pole Vault Assault", - "MOVE_YULE_REGRET_THAT_NAME": "Yule Regret That", - "MOVE_HURRICANE_NAME": "Hurricane", - "MOVE_SANDSTORM_NAME": "Sandstorm", - "MOVE_METEOR_BARRAGE_NAME": "Meteor Barrage", - "MOVE_CLOCKWORK_MOUSE_NAME": "Clockwork Mouse", - "MOVE_METAL_RIFF_NAME": "Metal Riff", - "MOVE_BOTTLE_VOLLEY_NAME": "Bottle Volley", - "MOVE_MOONSHINE_NAME": "Moonshine", - "MOVE_AVALANCHE_NAME": "Avalanche", - "MOVE_FOG_NAME": "Fog", - "MOVE_CHANGE_THE_RECORD_NAME": "Change the Record", - "MOVE_AP_DONATE_NAME": "AP Donate", - "MOVE_AP_FACTORY_NAME": "AP Factory", - "MOVE_SHIELD_BASH_NAME": "Shield Bash", - "MOVE_PRISMATIC_NAME": "Prismatic", - "MOVE_ICICLE_DART_NAME": "Icicle Dart", - "MOVE_CRUMBLE_NAME": "Crumble", - "MOVE_BAD_JOKE_NAME": "Bad Joke", - "MOVE_HEROIC_BLADE_NAME": "Heroic Blade", - "MOVE_SUPERHEATED_FIST_NAME": "Superheated Fist", - "MOVE_GUZZLE_FUEL_NAME": "Guzzle Fuel", - "MOVE_DAMAGE_ROLL_NAME": "Damage Roll", - "MOVE_COPY_THAT_NAME": "Copy That", - "MOVE_FROZEN_GROUND_NAME": "Frozen Ground", - "MOVE_STONY_LOOK_NAME": "Stony Look", - "MOVE_PUMPKIN_PIE_NAME": "Pumpkin Pie", - "MOVE_BUSHFIRE_NAME": "Bushfire", - "MOVE_TRAFFIC_JAM_NAME": "Traffic Jam", - "MOVE_SUIT_UP_NAME": "Suit Up", - "MOVE_COTTON_ON_NAME": "Cotton On", - "MOVE_MIND_MELD_NAME": "Mind-Meld", - "MOVE_UNDERTOW_NAME": "Undertow", - "MOVE_NEW_LEAF_NAME": "New Leaf", - "MOVE_FAIR_FIGHT_NAME": "Fair Fight", - "MOVE_ABRAMACABRA_NAME": "Abramacabra", - "MOVE_ABRAMACABRA_ATTACK_NAME": "Macabra Missile", - "MOVE_DOC_LEAF_NAME": "Doc Leaf", - "MOVE_REVOLVING_DOOR_NAME": "Revolving Door", - "MOVE_BLOOD_DONATION_NAME": "Blood Donation", - "MOVE_NURSE_NAME": "Nurse", - "MOVE_CLAY_FIRED_NAME": "Clay-Fired", - "MOVE_COAL_STORY_NAME": "Coal Story", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Beast Resistance", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Fireproof", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Plastic Resistance", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Plant Resistance", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Waterproof", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Astral Resistance", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Poison Resistance", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Grounded", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Ice Resistance", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Air Resistance", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Earth Resistance", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Metal Resistance", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Glass Resistance", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Glitter Resistance", - "MOVE_WATER_DANCE_NAME": "Water Dance", - "MOVE_STAB_IN_THE_DARK_NAME": "Stab In The Dark", - "MOVE_WATERWORKS_NAME": "Waterworks", - "MOVE_STARTER1_ATTACK_NAME": "Bon Bon Blast", - "MOVE_STARTER1_PASSIVE_NAME": "Sugar Rush", - "MOVE_STARTER2_ATTACK_NAME": "Battering Ram", - "MOVE_STARTER2_PASSIVE_NAME": "Shear Luck", - "MOVE_CATEGORY_MELEE": "Melee Attack", - "MOVE_CATEGORY_RANGED": "Ranged Attack", - "MOVE_CATEGORY_STATUS": "Status Effect", - "MOVE_CATEGORY_MISC": "Miscellaneous", - "MOVE_DESCRIPTION_HIT_ONE": "Hits one target.", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Hits a whole team. Destroys walls.", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Hits one target. Cannot be evaded.", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Hits one target. Takes priority over other moves.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Hits one target multiple times.", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Hits one target. Also damages the user a little.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Hits one target multiple times, with priority over other moves.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Hits one target multiple times, with reduced priority compared with other moves.", - "MOVE_DESCRIPTION_HIT_TEAM": "Hits a whole team.", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Hits each member of a team multiple times.", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Hits everyone on the battlefield except the user.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Hits one target. Gives the user {status_effect} status.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Hits a whole team. Gives the user {status_effect} status.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Hits a whole team. Gives the target {status_effect} status.", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "Hits one target. Lowers the target’s Evasion.", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "Hits one target. Lowers the target’s Accuracy.", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "The user’s Speed is passively raised in proportion to the amount of HP lost.", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "The user’s Evasion is passively raised in proportion to the amount of HP lost.", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Passively reduces incoming {type}-type damage by {percent}%, and negates any reactions that would occur. Does not affect critical hits.", - "MOVE_DESCRIPTION_NURSE": "Heals one target for 50% of their Max HP.", - "MOVE_DESCRIPTION_METAL_RIFF": "Hits a whole team. Becomes an Air-type attack when equipped to a Metal-type tape.", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "Steals the target’s wall and transfers it to the user.", - "MOVE_DESCRIPTION_BLOOD_DONATION": "Reduces the user’s HP by half, giving it to the target.", - "MOVE_DESCRIPTION_FAIR_FIGHT": "Prevents new status effects from being applied for 3 turns.", - "MOVE_DESCRIPTION_NEW_LEAF": "Removes status effects from the target.", - "MOVE_DESCRIPTION_BUSHFIRE": "Changes the user’s type to Fire, and makes them deal additional Fire damage on contact. Also burns the user.", - "MOVE_DESCRIPTION_UNDERTOW": "Hits the last fighter to take their turn before this move.", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "Raises the user’s Speed and AP generation.", - "MOVE_DESCRIPTION_COPY_THAT": "Transforms the user into a copy of the target.", - "MOVE_DESCRIPTION_FROZEN_GROUND": "Massively raises the user’s Speed, but lowers their accuracy.", - "MOVE_DESCRIPTION_ICICLE_DART": "Hits one target. Uses the user’s Speed stat instead of Ranged Attack.", - "MOVE_DESCRIPTION_SHIELD_BASH": "Hits one target. Uses the user’s Melee Defence stat instead of Melee Attack.", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "The user rolls a 20-sided die. Damage is multiplied by the number of the die. Special effects take place on rolls of 1 or 20.", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Forces the target to randomly switch to another of their tapes.", - "MOVE_DESCRIPTION_AP_DONATE": "Shifts all remaining AP from the user to the target.", - "MOVE_DESCRIPTION_AVALANCHE": "All melee attacks fail this round.", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "The target’s ranged attacks become melee attacks.", - "MOVE_DESCRIPTION_AP_FACTORY": "Automatically shifts all the user’s AP to its allies at the start of each round.", - "MOVE_DESCRIPTION_WALL": "Sacrifice 20% of HP to create a wall that will absorb up to 3 hits for up to 3 turns.", - "MOVE_DESCRIPTION_SPRING_LOAD": "Automatically gives the user the Spring-Loaded status if they don’t already have it. This turns the user’s melee attack into ranged attacks.", - "MOVE_DESCRIPTION_FOG": "Reduces accuracy of ranged attacks that aren’t Water, Air or Ice-type to 0% for 3 turns.", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "The user takes flight and can only be hit by ranged attacks, Air-types and other flying characters.", - "MOVE_DESCRIPTION_COATING": "Changes the type of the user or an ally.", - "MOVE_DESCRIPTION_ABRAMACABRA": "Sacrifice 20% of HP to create a wall that will absorb up to 3 hits for up to 3 turns. This wall will also damage one opponent each turn.", - "MOVE_DESCRIPTION_POWER": "Power", - "MOVE_DESCRIPTION_HITS": "Hits: {hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "Gives the target {status_effect} status for {duration} turn(s).", - "MOVE_DESCRIPTION_ACCURACY": "Accuracy: {0}%", - "MOVE_DESCRIPTION_HITS_RANGE": "Hits: {hits_min}–{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "Gives the user {status_effect} status for {duration} turn(s).", - "MOVE_DESCRIPTION_CLAY_FIRED": "Activates when the user takes Fire-type damage from an attack. Raises the user’s defence stats.", - "MOVE_DESCRIPTION_MIND_MELD": "The user shares its moves with its allies.", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "Lowers all other fighters’ Speed stats.", - "MOVE_DESCRIPTION_FLINCH_ONE": "Chance to cause the target to flinch.", - "MOVE_DESCRIPTION_STICKY_TONGUE": "Hits one target. Lowers the target’s Evasion.", - "MOVE_DESCRIPTION_ICE_BREAKER": "Hits one target. Lowers the target’s Speed.", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Hits one target. Lands a critical hit if the target has already taken damage this turn.", - "MOVE_DESCRIPTION_AP_STEAL": "Steals 1 AP from the target and gives it to the user.", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "Removes 2 AP from the target.", - "MOVE_DESCRIPTION_AP_BOOST": "Boosts the target’s AP generation.", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Automatically hits one opponent at the start of battle.", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "Chance to be used automatically when hit with a melee attack.", - "MOVE_DESCRIPTION_AP_DRAIN": "Reduces the target’s AP generation.", - "MOVE_DESCRIPTION_SPLINTER": "Chance to hurt an opponent automatically upon melee contact. Damage is based on the user’s Melee Defence.", - "MOVE_DESCRIPTION_ACID_REFLEX": "Chance to poison an opponent automatically upon melee contact.", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "Causes the user to explode upon defeat, damaging all of those around it.", - "MOVE_DESCRIPTION_RADIOACTIVE": "Chance to burn an opponent automatically upon melee contact.", - "MOVE_DESCRIPTION_AP_REFUND": "Chance to automatically refund AP after a move is used.", - "MOVE_DESCRIPTION_AP_STARTER": "Grants 1 extra AP at the start of battle.", - "MOVE_DESCRIPTION_ROLL_AGAIN": "Chance to automatically use another move at random, at the end of the turn.", - "MOVE_DESCRIPTION_SUIT_UP": "Raises the user’s Melee Defence and Ranged Defence.", - "MOVE_DESCRIPTION_PARRY_STANCE": "Reflects the first melee attack received this round.", - "MOVE_DESCRIPTION_HP_ABSORB": "Recovers an amount of HP equal to the damage dealt.", - "MOVE_DESCRIPTION_DEFEND": "Raises the user’s Melee Defence.", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "Raises the user’s Ranged Defence.", - "MOVE_DESCRIPTION_DODGE": "Raises the user’s Evasion.", - "MOVE_DESCRIPTION_FOCUS": "Raises the user’s Accuracy.", - "MOVE_DESCRIPTION_SPRINT": "Raises the user’s Speed.", - "MOVE_DESCRIPTION_WINK": "Lowers the target’s Melee Attack.", - "MOVE_DESCRIPTION_FLIRT": "Lowers the target’s Evasion.", - "MOVE_DESCRIPTION_PEEKABOO": "Lowers the target’s Accuracy.", - "MOVE_DESCRIPTION_TRIP": "Lowers the target’s Speed.", - "MOVE_DESCRIPTION_NOD": "Lowers the target’s Melee Defence.", - "MOVE_DESCRIPTION_CRITICIZE": "Lowers the target’s Ranged Attack.", - "MOVE_DESCRIPTION_COMPLIMENT": "Lowers the target’s Ranged Defence.", - "MOVE_DESCRIPTION_SHARPEN": "Raises the user’s Melee Attack.", - "MOVE_DESCRIPTION_RAISE_ARMS": "Raises the user’s Ranged Attack.", - "MOVE_DESCRIPTION_HOT_POTATO": "Places a bomb on the target that will explode if not immediately passed on by melee contact.", - "MOVE_DESCRIPTION_SURE_FIRE": "Guarantees the target’s next move won’t miss.", - "MOVE_DESCRIPTION_COTTON_ON": "Reduces the accuracy of moves that can be evaded that target the user to 0% for the next round.", - "MOVE_DESCRIPTION_TAUNT": "Sends the target berserk, forcing it to use only damaging moves for its next 2 turns.", - "MOVE_DESCRIPTION_DOG_YEARS": "Extends the duration of the target’s status effects.", - "MOVE_DESCRIPTION_BE_RANDOM": "Uses a random move that you have enough AP for.", - "MOVE_DESCRIPTION_COPYCAT": "Copies the last move the target used, if you have the AP.", - "MOVE_DESCRIPTION_PROVOKE": "Prevents opponents from directly targeting the user’s allies for 3 turns.", - "MOVE_DESCRIPTION_HIBERNATE": "Puts the user to sleep. The user recovers HP every turn it’s asleep.", - "MOVE_DESCRIPTION_SUMMON_TULPA": "Calls for help from the astral plane.", - "MOVE_DESCRIPTION_MEDITATE": "Puts the user to sleep. Increases the user’s attack and defence stats every turn it’s asleep.", - "MOVE_DESCRIPTION_BINVITATION": "Calls for help from the mothership.", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Summons a temporary Boltam ally.", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "Chance to summon a temporary ally.", - "MOVE_DESCRIPTION_FUSION_POWER": "Has an effect unique to this fusion pairing.", - "MOVE_DESCRIPTION_FISSION_POWER": "The user undergoes fission, dividing itself into two copies.", - "MOVE_DESCRIPTION_CROSSFADE": "Switches the user’s form but applies a coating that keeps its type the same.", - "MOVE_DESCRIPTION_DESPERATION": "Does more damage if the user is low on health.", - "MOVE_DESCRIPTION_DELEGATE": "Transfers the user’s status effects onto its ally.", - "MOVE_DESCRIPTION_BITE": "Hits one target. Heals the user a little bit afterwards.", - "MOVE_DESCRIPTION_BATTERY": "Hits one target twice. Lands critical hits if used after Charge.", - "MOVE_DESCRIPTION_BOIL": "Hits one target. Chance to burn the target.", - "MOVE_DESCRIPTION_DJINNTOXICATE": "Hits one target. Inflicts the Confused status on the target.", - "MOVE_DESCRIPTION_COAL_STORY": "Hits one target. Inflicts Burned on the target.", - "MOVE_DESCRIPTION_TOXIC_STAB": "Hits one target. Poisons the target.", - "MOVE_DESCRIPTION_SANDSTORM": "Hits a whole team. Reduces the targets’ remaining status effect durations by 1.", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "Hits a whole team. Poisons the targets.", - "MOVE_DESCRIPTION_WONDERFUL_7": "Hits one target. Inflicts a random debuff.", - "MOVE_DESCRIPTION_THROW": "Uses a wall as a projectile. Remaining duration multiplies damage.", - "MOVE_DESCRIPTION_RECYCLE": "Destroys the user’s wall and gives them an amount of AP equal to its remaining duration.", - "MOVE_DESCRIPTION_MAGNET": "Used automatically at the start of battle for 0 AP. Prevents opponents targeting user’s allies for {duration} turn(s).", - "MOVE_DESCRIPTION_RETRIBUTION": "Activates when an ally is defeated. Raises the user’s attack stats.", - "MOVE_DESCRIPTION_STATUS_STARTER": "Used automatically at the start of battle for 0 AP. Gives the user {status_effect} status for {duration} turn(s).", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "Changes the user’s type to Earth, and raises their Defence stats. Takes effect the first time the user’s health falls below half.", - "MOVE_DESCRIPTION_THUNDER_BLAST": "Hits one target. The target is hit by an additional 30 Air-type damage.", - "MOVE_DESCRIPTION_GAMBIT": "Raises all the user’s stats by a lot. After 3 turns, the tape breaks.", - "MOVE_DESCRIPTION_HAUNT": "The user becomes a ghost and cannot be hit by attacks. After 3 turns, the tape breaks.", - "MOVE_DESCRIPTION_BINVASION": "Hits one target as many times as there are Binvaders on the user’s team.", - "MOVE_DESCRIPTION_COPPER_CHOP": "Hits one target. Inflicts Resonance on Glass- and Metal-type targets.", - "MOVE_DESCRIPTION_WINDOW": "Allows Ranged Attacks to hit the target through walls.", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Damages the target each time it transforms.", - "MOVE_DESCRIPTION_SHARP_EDGES": "Gives the user a Contact Damage status for {duration} turn(s).", - "MOVE_DESCRIPTION_JAGGED_EDGE": "Automatically inflicts damage when a melee attack misses the user.", - "MOVE_DESCRIPTION_BLIZZARD": "Hits a whole team. Lowers the targets’ Accuracy.", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Hits one target. Lowers the target’s Melee Defence.", - "MOVE_DESCRIPTION_TRICK": "Gives the target a random debuff.", - "MOVE_DESCRIPTION_TREAT": "Gives the target a random buff.", - "MOVE_DESCRIPTION_CRUMBLE": "Destroys every wall, inflicting damage to each fighter with a wall proportional to the remaining duration of their wall.", - "MOVE_DESCRIPTION_PRISMATIC": "Randomises the user’s type at the end of each round.", - "MOVE_DESCRIPTION_BAD_JOKE": "The user tells a random joke. This has no effect.", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTED", - "MOVE_DESCRIPTION_WATER_DANCE": "Hits one target. Uses the user’s Speed stat instead of Melee Attack.", - "MOVE_BLOOD_DONATION_TOAST": "DONATED", - "MOVE_NEW_LEAF_TOAST": "STATUSES REMOVED", - "MOVE_DAMAGE_ROLL_TOAST": "ROLL: {n}", - "MOVE_AP_STEAL_TOAST": "STOLEN", - "MOVE_GUZZLE_FUEL_TOAST": "GUZZLED", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "TIMERS EXTENDED", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "TIMERS REDUCED", - "MOVE_SUMMON_SPAWNS.m": "{spawn} heeded the call!", - "MOVE_SUMMON_SPAWNS.f": "{spawn} heeded the call!", - "MOVE_AP_REFUND_TOAST": "REFUND", - "MOVE_SUMMON_SPAWNS.n": "{spawn} heeded the call!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "Wild", - "MOVE_FUSION_POWER_PREFIX_beast_2": "Bone", - "MOVE_FUSION_POWER_PREFIX_beast_3": "Feral", - "MOVE_FUSION_POWER_PREFIX_beast_4": "Primitive", - "MOVE_FUSION_POWER_PREFIX_beast_5": "Spinal", - "MOVE_FUSION_POWER_PREFIX_beast_6": "Berserk", - "MOVE_FUSION_POWER_PREFIX_beast_7": "Frenzied", - "MOVE_FUSION_POWER_PREFIX_fire_1": "Infernal", - "MOVE_FUSION_POWER_PREFIX_fire_2": "Blazing", - "MOVE_FUSION_POWER_PREFIX_fire_3": "Burning", - "MOVE_FUSION_POWER_PREFIX_fire_4": "Flaming", - "MOVE_FUSION_POWER_PREFIX_fire_5": "Fiery", - "MOVE_FUSION_POWER_PREFIX_fire_6": "Magma", - "MOVE_FUSION_POWER_PREFIX_fire_7": "Volcanic", - "MOVE_FUSION_POWER_PREFIX_poison_1": "Venomous", - "MOVE_FUSION_POWER_PREFIX_poison_2": "Noxious", - "MOVE_FUSION_POWER_PREFIX_poison_3": "Toxic", - "MOVE_FUSION_POWER_PREFIX_poison_4": "Chemical", - "MOVE_FUSION_POWER_PREFIX_poison_5": "Violet", - "MOVE_FUSION_POWER_PREFIX_poison_6": "Infectious", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "Synthetic", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "Resilient", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "Recycled", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "Artificial", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "Trash", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "Modular", - "MOVE_FUSION_POWER_PREFIX_plant_1": "Evergreen", - "MOVE_FUSION_POWER_PREFIX_plant_2": "Untamed", - "MOVE_FUSION_POWER_PREFIX_plant_3": "Overgrown", - "MOVE_FUSION_POWER_PREFIX_plant_4": "Flourishing", - "MOVE_FUSION_POWER_PREFIX_plant_5": "Verdant", - "MOVE_FUSION_POWER_PREFIX_plant_6": "Tropical", - "MOVE_FUSION_POWER_PREFIX_plant_7": "Succulent", - "MUSKRATEER_DESCRIPTION": "a mouse with a sword and hat", - "MUSKRATEER_LORE_1": "Muskrateers can often be found sharpening their swords on stones in the underground caves where they dwell. It is not uncommon to find them duelling any Squireys that happen to cross their paths.", - "RATCOUSEL_NAME": "Ratcousel", - "MUSKRATEER_LORE_2": "“The Three Musketeers” is a famous French adventure novel written by Alexandre Dumas. It tells the story of a group of swashbuckling adventurers in Paris in the 1600’s.", - "RATCOUSEL_NAME_PREFIX": "Rat", - "RATCOUSEL_NAME_SUFFIX": "cousel", - "RATCOUSEL_LORE_2": "A “rat king” is a name given to a group of rats whose tails have become tied or stuck together.", - "RATCOUSEL_LORE_1": "Ratcousels are towering creatures that somewhat resemble fairground carousel rides. The smaller “rats” that constantly rotate around the base of their bodies are said only to open their eyes at the moment the creature dies.", - "POMBOMB_NAME": "Pombomb", - "RATCOUSEL_DESCRIPTION": "a giant fairground ride", - "POMBOMB_NAME_PREFIX": "Pom", - "POMBOMB_LORE_1": "Pombombs are universally considered to be one of the friendliest creatures of New Wirral. If it weren’t for their habits of accidentally setting anything and everything on fire, they would make quite good pets.", - "POMBOMB_NAME_SUFFIX": "bomb", - "POMBOMB_LORE_2": "Pomeranians are a popular breed of domesticated dog. Identifiable for their small size and fluffy coat, they are named for a historical region of Europe south of the Baltic Sea.", - "POMBOMB_DESCRIPTION": "a fiery dog", - "SPITZFYRE_NAME_PREFIX": "Spitz", - "SPITZFYRE_NAME": "Spitzfyre", - "SPITZFYRE_NAME_SUFFIX": "fyre", - "SPITZFYRE_LORE_2": "The Spitz is a type of dog, with various sub-breeds. Spitz breeds can be identified by their fluffy coats and pointed ears.", - "SPITZFYRE_LORE_1": "The Spitzfyre’s fire-breathing abilities have developed to such an extent that they must wear goggles to protect their eyes from the smoke they unwittingly cause by setting things on fire.", - "SPITZFYRE_DESCRIPTION": "a dog wearing goggles", - "ELFLESS_NAME": "Elfless", - "ELFLESS_NAME_PREFIX": "Elf", - "ELFLESS_NAME_SUFFIX": "less", - "GRAMPUS_NAME": "Grampus", - "ELFLESS_DESCRIPTION": "a wooden-faced elf", - "ELFLESS_LORE_2": "In European superstition, the “elf” is a small impish creature that appear in various incarnations depending on the time and place in history. Similar to fairies, they can be portrayed as helpful, mischievous or even malevolent.", - "ELFLESS_LORE_1": "In order to hide their true emotions, Elfless fashion crude smiling masks out of tree bark. Unsubstantiated rumours claim that there is one day a year where all Elfless will assemble together to replace their old masks with new ones.", - "GRAMPUS_NAME_PREFIX": "Gramp", - "GRAMPUS_NAME_SUFFIX": "pus", - "GRAMPUS_LORE_2": "Contrasting with the benevolent Saint Nicholas, the “Krampus” is a folkloric being that wishes to punish naughty children over the Christmas season. He is commonly depicted as having goat legs and a frightening expression.", - "GRAMPUS_DESCRIPTION": "an angry yeti", - "FAERIOUS_NAME": "Faerious", - "GRAMPUS_LORE_1": "Grampus is the fully matured form of Elfless. Having spent many years suppressing its emotions, the Grampus is a hulking brute with a desire to impart its own misery onto others, particularly during festive seasons.", - "FAERIOUS_NAME_PREFIX": "Faeri", - "FAERIOUS_NAME_SUFFIX": "rious", - "FAERIOUS_LORE_2": "In contemporary fantasy fiction, elves are often depicted as elegant, swift-footed warriors. Like the elves of folklore, the fantasy elf may be an ally of humans, or a hindrance.", - "FAERIOUS_LORE_1": "An Elfless who has channelled their surpressed fury into honing their combat skills. They strike down their foes with swords made of ice, and block incoming blows with a shield of tree bark.", - "FAERIOUS_DESCRIPTION": "a sword-wielding elf", - "ICEPECK_NAME": "Icepeck", - "ICEPECK_NAME_PREFIX": "Ice", - "ICEPECK_NAME_SUFFIX": "peck", - "SIRENADE_NAME_PREFIX": "Siren", - "SIRENADE_NAME": "Sirenade", - "SIRENADE_LORE_1": "Sirenades are particularly loud creatures, and can amplify their own singing voices through their microphone tails and wings. They don’t seem to have much awareness as to whether or not their singing is too loud for those around them.", - "SIRENADE_NAME_SUFFIX": "nade", - "SIRENADE_LORE_2": "Sirens are creatures from Greek mythology, most prominently appearing in Homer’s Odyssey. They are described as winged bird-like women, who would lure men to their doom with their beautiful and haunting song.", - "SIRENADE_DESCRIPTION": "a winged beast with a microphone tail", - "DECIBELLE_NAME": "Decibelle", - "DECIBELLE_NAME_PREFIX": "Deci", - "DECIBELLE_LORE_1": "Very few Decibelles have been seen in the wild. Early denizens of New Wirral whispered of seeing white dragons in the clouds, but it is unclear whether they were seeing Decibelles, or just losing their minds.", - "DECIBELLE_NAME_SUFFIX": "belle", - "DECIBELLE_DESCRIPTION": "a winged beast with ribbon wings", - "DECIBELLE_LORE_2": "Harpies appear in Greek mythology as mythological creatures that manifested winds and storms. Like Sirens, they are described as half-bird and half-human beings.", - "CARNIVIPER_NAME": "Carniviper", - "CARNIVIPER_NAME_PREFIX": "Carni", - "CARNIVIPER_NAME_SUFFIX": "viper", - "CARNIVIPER_LORE_2": "The “tsuchinoko” is a creature of Japanese folklore. Similar to a snake, it is described as having the venomous fangs of a viper, but with a somewhat flat body.", - "CARNIVIPER_LORE_1": "Despite its grinning visage, the Carniviper isn’t actually a friendly creature. It is very territorial, and will attack anyone who approaches that it deems a threat… which tends to be everything and everyone.", - "MASQUERATTLE_NAME": "Masquerattle", - "MASQUERATTLE_NAME_PREFIX": "Masque", - "CARNIVIPER_DESCRIPTION": "a small masked snake", - "MASQUERATTLE_NAME_SUFFIX": "rattle", - "MASQUERATTLE_DESCRIPTION": "a giant masked snake", - "MASQUERATTLE_LORE_2": "Snakes and serpents hold significance in almost all world mythology and folklore. Why is that? Perhaps it is their unblinking eyes? Their limbless forms? Their deadly bite?", - "MASQUERATTLE_LORE_1": "It is often presumed that Masquerattles use the face-like armour plates on their heads to lure in unsuspecting prey. This is a myth – the faces on their heads are actually very creepy, and couldn’t possibly convince anyone to approach them.", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Which aspect of the serpent do you embody?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "Elegance", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Ruthlessness", - "MARDIUSA_NAME": "Mardiusa", - "MARDIUSA_NAME_PREFIX": "Mardi", - "MARDIUSA_NAME_SUFFIX": "diusa", - "MARDIUSA_DESCRIPTION": "a masked snake woman", - "MARDIUSA_LORE_2": "In Greek Mythology, Medusa is one of the Gorgons, a trio of women who had snakes for hair, who could turn anyone who looked into their eyes to stone.", - "MARDIUSA_LORE_1": "The Mardiusa isn’t an individual, but a hive-mind – a collection of tiny serpentile creatures with a singular unified goal. In this case, that goal is for the Mardiusa to dress like it is on its way to a fancy ball – and to have a good time doing it.", - "JORMUNGOLD_NAME": "Jormungold", - "JORMUNGOLD_NAME_PREFIX": "Jormun", - "JORMUNGOLD_NAME_SUFFIX": "gold", - "JORMUNGOLD_LORE_2": "In Norse Mythology, the great serpent Jörmungandr is prophesied to end the world.", - "JORMUNGOLD_LORE_1": "Curiously, the Jormungold’s wings aren’t actually capable of making the huge serpent airborne. Instead they help it slither along the ground at great speeds, each wingbeat sending the beast hurtling forwards.", - "JORMUNGOLD_DESCRIPTION": "a giant winged snake", - "AEROBOROS_NAME_PREFIX": "Aero", - "AEROBOROS_NAME": "Aeroboros", - "AEROBOROS_LORE_1": "The Aeroboros is able to cycle winds through the inner ring of its circular body. Those swirling winds can then be projected out at great speed to sweep its foes off their feet.", - "AEROBOROS_NAME_SUFFIX": "boros", - "TRAFFIKRAB_NAME": "Traffikrab", - "AEROBOROS_DESCRIPTION": "a flying snake wheel", - "AEROBOROS_LORE_2": "The ouroboros is an ancient symbol that represents the cycle of life, death and rebirth. The symbol is of a snake eating its own tail, forming a circle.", - "TRAFFIKRAB_NAME_PREFIX": "Traffi", - "TRAFFIKRAB_NAME_SUFFIX": "krab", - "TRAFFIKRAB_LORE_2": "The traffic cone was invented by Charles D. Scanlon in the 1940’s as a low-maintenance way to signal road repairs. Commonly made of orange or yellow plastic, they can also feature a white reflective stripe to increase visibility at night.", - "TRAFFIKRAB_LORE_1": "The Traffikrab’s cone isn’t actually part of its body – it is merely a traffic cone that has washed up on the shores of New Wirral and been occupied by the creature. It is said that in the past, they would instead find other objects to live inside.", - "WEEVILITE_NAME": "Weevilite", - "WEEVILITE_NAME_SUFFIX": "lite", - "WEEVILITE_NAME_PREFIX": "Weevil", - "TRAFFIKRAB_DESCRIPTION": "a big traffic cone crab", - "WEEVILITE_LORE_2": "The first traffic lights were placed in London in the mid-1800’s. These early traffic signals used gas lights, but the electric traffic light became commonplace from the early 20th century onwards.", - "WEEVILITE_LORE_1": "The Weevilite’s long necks allow them to spot weaker monsters from afar, and by alternating flashes of their red and green eyes they can paralyse their prey with dizziness and mild migraines.", - "LOBSTACLE_NAME": "Lobstacle", - "WEEVILITE_DESCRIPTION": "a traffic light crab", - "LOBSTACLE_NAME_PREFIX": "Lobs", - "LOBSTACLE_NAME_SUFFIX": "stacle", - "LOBSTACLE_DESCRIPTION": "a plastic barrel with legs", - "LOBSTACLE_LORE_2": "Roadside barriers come in many variations depending on their needs. As well as barriers built into roadsides, recycled tires or plastic barrels filled with sand have been used as mobile barriers for traffic protection.", - "LOBSTACLE_LORE_1": "Lobstacles are docile and patient creatures. When retracted into their plastic “shells”, the heavy Lobstacle is almost impossible to move or overturn.", - "DANDYLION_NAME": "Dandylion", - "DANDYLION_NAME_PREFIX": "Dandy", - "DANDYLION_NAME_SUFFIX": "lion", - "DANDYLION_LORE_2": "Guardian lions are traditional Chinese ornaments commonly seen outside buildings. In the past, they were thought to ward off harm, and were placed outside places of importance such as tombs or imperial palaces.", - "DANDYLION_DESCRIPTION": "a big flowery lion", - "DANDYLION_LORE_1": "Dandylions are loyal, defensive guardians. They’re typically found standing at the entrances to important caves in the grassy plains of New Wirral. If you find one with no cave nearby, it may be a hint that something is hidden!", - "BLOSSOMAW_NAME": "Blossomaw", - "BLOSSOMAW_NAME_PREFIX": "Blossom", - "BLOSSOMAW_NAME_SUFFIX": "maw", - "BUSHEYE_NAME": "Busheye", - "BLOSSOMAW_LORE_2": "Contrasting with the winged European depictions, dragons in Chinese mythology have long serpentine bodies with four legs and no wings. They are traditional symbols of strength and good luck.", - "BLOSSOMAW_LORE_1": "Dandylions that enter a long hibernation period are said to emerge as elegant Blossomaws in spring, just as the first flowers begin to bloom. They can breathe fierce clouds of pollen in the way a dragon might breathe fire.", - "BLOSSOMAW_DESCRIPTION": "a long dragon with a mane of petals", - "BUSHEYE_NAME_PREFIX": "Bush", - "BUSHEYE_NAME_SUFFIX": "sheye", - "DOMINOTH_NAME_PREFIX": "Domi", - "DOMINOTH_NAME": "Dominoth", - "DOMINOTH_LORE_1": "Dominoths see themselves as defenders of peace, and spend their days patrolling the skies of woodland areas. The only thing that can distract them from their noble duties are bright lights, such as lamps.", - "DOMINOTH_NAME_SUFFIX": "noth", - "DOMINOTH_LORE_2": "Whereas the butterfly often has symbolic and folkloric associations with life and rebirth, the moth is commonly associated with death and ill tidings.", - "TOKUSECT_NAME_PREFIX": "Toku", - "TOKUSECT_NAME": "Tokusect", - "DOMINOTH_DESCRIPTION": "a big moth", - "TOKUSECT_NAME_SUFFIX": "sect", - "TOKUSECT_LORE_2": "“Tokusatsu” is the name given to Japanese movies and television shows that feature distinct special effects and costumes. Tokusatsu media often features giant monsters, giant robots and superheroes doing battle.", - "TOKUSECT_LORE_1": "Tokusects have extremely aerodynamic bodies, aiding a fighting style that is focused around using their pointed legs to strike opponents and channel powerful currents of air.", - "WINGLOOM_NAME": "Wingloom", - "TOKUSECT_DESCRIPTION": "a bug warrior", - "WINGLOOM_NAME_PREFIX": "Wing", - "WINGLOOM_NAME_SUFFIX": "gloom", - "WINGLOOM_LORE_2": "It isn’t entirely known what causes moths to be drawn to artificial lights. One theory for this behaviour is that moths orient themselves using the moon when travelling.", - "WINGLOOM_LORE_1": "The lightbulbs in a Wingloom’s head channel an electric current that runs through the creature’s entire body. The lights generated by them are reflected out its eyes, allowing them perfect vision at night.", - "CAPTAIN_JUDAS_SUBTITLE": "Survivalist", - "CAPTAIN_CLEEO_NAME": "Captain Clee-O", - "CAPTAIN_CLEEO_NAME_SHORT": "Clee-O", - "CAPTAIN_CLEEO_SUBTITLE": "Casino Mechanoid", - "CAPTAIN_LODESTEIN_NAME": "Captain Lodestein", - "CAPTAIN_LODESTEIN_NAME_SHORT": "Lodestein", - "CAPTAIN_LODESTEIN_SUBTITLE": "Electrician", - "CAPTAIN_DREADFUL_NAME_SHORT": "Dreadful", - "CAPTAIN_DREADFUL_NAME": "Captain Penny Dreadful", - "CAPTAIN_DREADFUL_SUBTITLE": "Death Cheater", - "CAPTAIN_GLADIOLA_NAME": "Captain Gladiola", - "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", - "CAPTAIN_GLADIOLA_SUBTITLE": "Mistress of Blades", - "CAPTAIN_HEATHER_NAME": "Captain Heather", - "CAPTAIN_HEATHER_NAME_SHORT": "Heather", - "CAPTAIN_HEATHER_SUBTITLE": "Weather Reporter", - "CAPTAIN_BUFFY_NAME": "Captain Buffy", - "CAPTAIN_BUFFY_NAME_SHORT": "Buffy", - "CAPTAIN_BUFFY_SUBTITLE": "Bodybuilder", - "CAPTAIN_CYBIL_NAME": "Captain Cybil", - "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", - "CAPTAIN_CYBIL_SUBTITLE": "Radio Presenter", - "CAPTAIN_CODEY_NAME": "Captain Codey", - "CAPTAIN_CODEY_NAME_SHORT": "Codey", - "CAPTAIN_CODEY_SUBTITLE": "Tape Hacker", - "RANGER_TRADER_NAME": "Ranger Wilma", - "RANGER_TRADER_NAME_SHORT": "Wilma", - "RANGER_BODYBUILDER_NAME": "Ranger Jim", - "INTERDIMENSIONAL_POSTMAN_NAME": "Interdimensional Postman", - "AMBER_NAME": "Ms. Amber", - "DORIAN_NAME": "Dorian", - "SPRINGHEEL_NAME": "Springheel", - "JACQUELINE_NAME": "Jacqueline", - "SPRINGHEEL_NAME_PREFIX": "Spring", - "SPRINGHEEL_LORE_1": "Springheels get their kicks by hiding behind corners under the cover of night, before leaping out to surprise their victims. It appears that they make their “wings” out of old discarded rags.", - "SPRINGHEEL_NAME_SUFFIX": "heel", - "SPRINGHEEL_DESCRIPTION": "an imp with leather boots", - "SPRINGHEEL_LORE_2": "For a time in Victorian England, a mysterious creature known as “Spring-heeled Jack” was said to stalk the streets at night. “Jack” was never captured, and his sighting soon become a thing of folkloric legend.", - "SAME_FUSION_NAME_10": "Mega {0}", - "AA_MORGANTE_NAME": "Morgante", - "AA_MORGANTE_FULL_NAME": "Archangel Morgante", - "AA_OLDGANTE_NAME": "Morgante", - "OLDGANTE_LORE_2": "Her body had been shattered – it is hard to imagine what kind of strength could have done such a thing.", - "AA_OLDGANTE_SUBTITLE": "Broken Spirit", - "ROGUE_FUSION_SUBTITLE": "Rogue Fusion", - "OLDGANTE_LORE_1": "A wounded Archangel who was once a great power. Morgante’s voice carries a force that can tear the fabric of reality itself, but this power is weakened in this state.", - "ORB_FUSION_SUBTITLE": "Proto-Archangel", - "UNSTABLE_FUSION_SUBTITLE": "Unstable Fusion", - "ORB_FUSION_NAME": "Orb Fusion", - "SWARM_SUBTITLE1": "{species} Frenzy", - "ELEMENTAL_GUARDIAN_SUBTITLE": "Elemental Guardian", - "SWARM_SUBTITLE5": "{species} Gang", - "SWARM_NAME": "Fusion Swarm", - "SWARM_SUBTITLE2": "{species} Horde", - "SWARM_SUBTITLE3": "{species} Mob", - "SWARM_SUBTITLE4": "{species} Crowd", - "BLACK_SHUCK_NAME": "Black Shuck", - "LANG_en": "English", - "ROGUE_FUSION_BATTLE_CONFIRM": "Will you challenge this {name}?", - "LANG_fr_FR": "French", - "LANG_it_IT": "Italian", - "LANG_de_DE": "German", - "LANG_ja_JP": "Japanese", - "LANG_es_ES": "Spanish (Spain)", - "LANG_es_MX": "Spanish (Latin America)", - "LANG_pt_BR": "Portuguese (Brazil)", - "LANG_zh_CN": "Chinese (Simplified)", - "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "Korean (South Korea)", - "PRECREDITS_2": "A GAME BY", - "PRECREDITS_3": "ART", - "PRECREDITS_4": "WRITING", - "PRECREDITS_5": "PROGRAMMING", - "PRECREDITS_6": "DESIGN", - "PRECREDITS_7": "SOUNDTRACK BY", - "PRECREDITS_8": "FEATURING VOCALS BY", - "PRECREDITS_9": "CREATURE ANIMATION", - "PRECREDITS_10": "CHARACTER ILLUSTRATION", - "PRECREDITS_12": "PUBLISHED BY", - "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "Game Design", - "MAIN_CREDITS_WRITING": "Writing", - "MAIN_CREDITS_PROGRAMMING": "Programming", - "MAIN_CREDITS_ART_DIRECTION": "Art Direction", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel Art & Animation", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Character Illustrations", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Additional Monster Designs", - "MAIN_CREDITS_MUSIC": "Music", - "MAIN_CREDITS_VOICE_CASTING": "Voice Casting & Direction", - "MAIN_CREDITS_VOICE_CAST": "Voice Cast", - "MAIN_CREDITS_PORTING": "Porting", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Additional Voices", - "MAIN_CREDITS_LOCALISATION": "Localisation", - "MAIN_CREDITS_QA": "Quality Assurance", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localisation by Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordination", - "MAIN_CREDITS_LOCALISATION_QA": "Localisation QA", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localisation by Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "Image Archives", - "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", - "MAIN_CREDITS_AND_OTHERS": "& many others!", - "MAIN_CREDITS_SPECIAL_THANKS": "Special Thanks", - "MAIN_CREDITS_THANK_YOU": "Thank you so much for playing!", - "MAIN_CREDITS_VIEW_LICENSES": "View Licenses", - "MAIN_CREDITS_QA_SUN_TECH": "QA by Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Fonts & Icons", - "MAIN_CREDITS_QA_DIRECTOR": "QA Director", - "MAIN_CREDITS_QA_MANAGER": "QA Manager", - "MAIN_CREDITS_PROJECT_MANAGER": "Project Manager", - "MAIN_CREDITS_QA_TEST_LEAD": "QA Test Lead", - "MAIN_CREDITS_QA_TESTERS": "QA Testers", - "REACTION_GENERIC": "Reaction", - "REACTION_ANY_ON_GLITTER": "Sparkly", - "REACTION_GLITTER_ON_ANY": "Sparkly", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "Landing a Glitter-type attack covers the target with a layer of glitter, causing them to become Glitter-type themselves.", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "Hitting a Glitter-type monster with any type of elemental attack causes the Glitter monster to change type to match the attack.", - "REACTION_BEAST_ON_GLASS": "Shattered", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "Like a bull in a china shop, landing a Beast-type attack on a Glass-type opponent scatters sharp obstacles across the battlefield.", - "REACTION_FIRE_ON_PLASTIC": "Melted", - "REACTION_FIRE_ON_PLANT": "Ignited", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Melting a Plastic-type monster with a Fire-type attack releases noxious fumes, changing it to Poison type.", - "REACTION_FIRE_ON_WATER": "Steamed", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "Plant-types are easily Burned by Fire-type attacks, and suffer lasting damage.", - "REACTION_FIRE_ON_WATER_TUTORIAL": "Heating a Water-type with a Fire-type attack releases a hot steam that heals the Water-type as it recondenses.", - "REACTION_FIRE_ON_POISON_TUTORIAL": "Poisons found in New Wirral tend to be flammable, and can be ignited with a Fire-type attack.", - "REACTION_FIRE_ON_POISON": "Ignited", - "REACTION_FIRE_ON_ASTRAL": "Energised", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Astral-types draw their power from the four elements: Fire, Earth, Air, and Water.", - "REACTION_FIRE_ON_ICE": "Melted", - "REACTION_FIRE_ON_METAL_TUTORIAL": "Metal types can be melted with Fire-type attacks, which causes lasting damage to the target.", - "REACTION_FIRE_ON_ICE_TUTORIAL": "Landing a Fire-type attack on an Ice-type target causes it to melt, becoming Water-type.", - "REACTION_FIRE_ON_AIR": "Updraft", - "REACTION_FIRE_ON_AIR_TUTORIAL": "Landing a Fire-type attack on an Air-type target creates an updraft – an Air Wall – that can absorb a number of incoming attacks.", - "REACTION_FIRE_ON_METAL": "Melted", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Landing a Plastic-type attack on a Fire-type target releases black smoke that can hide the position of the target.", - "REACTION_PLASTIC_ON_FIRE": "Smoke", - "REACTION_PLASTIC_ON_ASTRAL": "Distracted", - "REACTION_PLASTIC_ON_LIGHTNING": "Insulated", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "The internal harmony of Astral-types can be thrown into disarray by exposure to the impure elements: Plastic, Poison, and Metal.", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "Plastic is an insulator, and as such, Plastic-type attacks can limit the scope of Lightning-type attackers.", - "REACTION_PLANT_ON_FIRE": "Smoke", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "Landing a Plant-type attack on a Fire-type target releases black smoke that can hide the position of the target.", - "REACTION_PLANT_ON_WATER": "Sapped", - "REACTION_PLANT_ON_POISON": "Potentiated", - "REACTION_PLANT_ON_WATER_TUTORIAL": "Plant-type attacks sap – and leech – the strength of Water-type targets.", - "REACTION_PLANT_ON_LIGHTNING": "Grounded", - "REACTION_PLANT_ON_POISON_TUTORIAL": "Poisons require specific nutrients to make. Plant-type attacks provide these nutrients, which empowers the target’s future Poison-type attacks.", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Plant-type attacks ground the electricity of Lightning-type targets, reducing the scope of their attacks.", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "Plant-type attacks carry seeds with them that are implanted in Earth-type targets to drain energy.", - "REACTION_PLANT_ON_EARTH": "Seeded", - "REACTION_WATER_ON_FIRE_TUTORIAL": "Water-type attacks douse Fire-type targets, reducing the power of their attacks.", - "REACTION_WATER_ON_FIRE": "Extinguished", - "REACTION_WATER_ON_PLANT": "Absorbed", - "REACTION_WATER_ON_ASTRAL": "Energised", - "REACTION_WATER_ON_PLANT_TUTORIAL": "The water left over from Water-type attacks is absorbed by the roots of Plant-type targets, healing them over time.", - "REACTION_WATER_ON_ICE": "Bulked Up", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Astral-types draw their power from the four elements: Fire, Earth, Air, and Water.", - "REACTION_WATER_ON_ICE_TUTORIAL": "The water left over from Water-type attacks is immediately frozen by Ice-type targets, providing additional bulk.", - "REACTION_WATER_ON_LIGHTNING": "Conducted", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "Water conducts electricity, increasing the scope and range of Lightning-types’ attacks.", - "REACTION_WATER_ON_EARTH_TUTORIAL": "Water-type attacks gradually erode Earth-type targets, chipping away at their defences.", - "REACTION_WATER_ON_EARTH": "Eroded", - "REACTION_WATER_ON_METAL": "Corroded", - "REACTION_POISON_ON_FIRE": "Fueled", - "REACTION_WATER_ON_METAL_TUTORIAL": "Water-type attacks corrode (or cause to rust) Metal-type targets, which makes them brittle.", - "REACTION_POISON_ON_PLANT_TUTORIAL": "Plant-type targets absorb poisons left over from Poison-type attacks and take damage from this over time.", - "REACTION_POISON_ON_PLANT": "Absorbed", - "REACTION_POISON_ON_FIRE_TUTORIAL": "Fire-type targets can burn excess poison left over from Poison-type attacks as a fuel, empowering them.", - "REACTION_POISON_ON_ASTRAL": "Disturbed", - "REACTION_POISON_ON_METAL_TUTORIAL": "The poison left over from Poison-type attacks can be used by Metal-types to coat sharp points, allowing them to deliver extra damage to opponents.", - "REACTION_POISON_ON_METAL": "Tipped", - "REACTION_POISON_ON_EARTH_TUTORIAL": "The poison left over from Poison-type attacks can be used by Earth-types to coat sharp points, allowing them to deliver extra damage to opponents.", - "REACTION_POISON_ON_EARTH": "Tipped", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "The internal harmony of Astral-types can be thrown into disarray by exposure to the impure elements: Plastic, Poison, and Metal.", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Astral-type attacks drain power from targets of the four elements: Fire, Earth, Air, and Water.", - "REACTION_ASTRAL_ON_ASTRAL": "Energised", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Astral-type attacks drain power from targets of the four elements: Fire, Earth, Air, and Water.", - "REACTION_ASTRAL_ON_FIRE": "Drained", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "When hit with Astral-type attacks, Astral-type monsters can absorb and make use of the astral energy left over.", - "REACTION_ASTRAL_ON_WATER": "Drained", - "REACTION_ASTRAL_ON_AIR": "Drained", - "REACTION_ICE_ON_WATER_TUTORIAL": "When hit with Ice-type attacks, Water-types immediately freeze over.", - "REACTION_ICE_ON_WATER": "Frozen", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Astral-type attacks drain power from targets of the four elements: Fire, Earth, Air, and Water.", - "REACTION_ASTRAL_ON_EARTH": "Drained", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Astral-type attacks drain power from targets of the four elements: Fire, Earth, Air, and Water.", - "REACTION_ICE_ON_LIGHTNING": "Conducted", - "REACTION_ICE_ON_AIR": "Chilled", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "Ice and water conduct electricity, increasing the scope and range of Lightning-types’ attacks.", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Due to plastic’s insulating nature, Lightning-type attacks on Plastic-type targets leave an electric charge behind, which the target can use to give an extra shock to its opponents.", - "REACTION_LIGHTNING_ON_ICE": "Electrified", - "REACTION_ICE_ON_AIR_TUTORIAL": "Ice-type attacks cool down Air-type targets, making them shiver.", - "REACTION_LIGHTNING_ON_PLASTIC": "Static", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "Water conducts electricity, leaving it weak to future Lightning-type attacks.", - "REACTION_LIGHTNING_ON_WATER": "Electrified", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "In New Wirral, air conducts electricity abnormally well, leaving Air-type targets weak to future Lightning-type attacks.", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "Ice and water conduct electricity, leaving them weak to future Lightning-type attacks.", - "REACTION_LIGHTNING_ON_EARTH": "Vitrified", - "REACTION_LIGHTNING_ON_AIR": "Electrified", - "REACTION_AIR_ON_FIRE_TUTORIAL": "Air-type attacks “blow out” Fire-type targets, reducing the strength of their future attacks.", - "REACTION_AIR_ON_FIRE": "Extinguished", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "Metal conducts electricity, leaving it weak to future Lightning-type attacks.", - "REACTION_LIGHTNING_ON_METAL": "Electrified", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "When lightning strikes sand it creates fulgurites – natural glass. Earth-type targets of Lightning-type attacks change type to become Glass.", - "REACTION_AIR_ON_PLANT": "Uprooted", - "REACTION_AIR_ON_PLANT_TUTORIAL": "Air-type attacks can “uproot” Plant-type targets, disconnecting them from the source of their nutrients – the ground.", - "REACTION_AIR_ON_ASTRAL": "Energised", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Astral-types draw their power from the four elements: Fire, Earth, Air, and Water.", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "In New Wirral, air conducts electricity, increasing the scope and range of Lightning-types’ attacks.", - "REACTION_AIR_ON_LIGHTNING": "Conducted", - "REACTION_AIR_ON_GLASS": "Resonating", - "REACTION_EARTH_ON_FIRE": "Extinguished", - "REACTION_AIR_ON_GLASS_TUTORIAL": "Loud sounds and Air-type attacks can cause Glass-type targets to resonate, and start vibrating. If the resonance becomes strong enough it can cause the glass to break.", - "REACTION_EARTH_ON_PLASTIC": "Buried", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "Earth-type attacks smother Fire-type targets, reducing the power of their attacks.", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Just as the life-cycle of plastic products is often, unfortunately, to be buried in a landfill, Earth-type attacks bury Plastic-types. This limits their movement.", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Earth-type attacks ground the electricity of Lightning-type targets, reducing the scope of their attacks.", - "REACTION_METAL_ON_ASTRAL": "Disturbed", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "The internal harmony of Astral-types can be thrown into disarray by exposure to the impure elements: Plastic, Poison, and Metal.", - "REACTION_EARTH_ON_ASTRAL": "Energised", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Astral-types draw their power from the four elements: Fire, Earth, Air, and Water.", - "REACTION_EARTH_ON_LIGHTNING": "Grounded", - "REACTION_METAL_ON_ICE_TUTORIAL": "The sharp point on a Metal-type attack penetrates an Ice-type target like a pick, lowering its overall defence.", - "REACTION_METAL_ON_ICE": "Smashed", - "REACTION_METAL_ON_LIGHTNING": "Conducted", - "REACTION_METAL_ON_EARTH": "Smashed", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "Metal conducts electricity, increasing the scope and range of Lightning-types’ attacks.", - "REACTION_METAL_ON_GLASS_TUTORIAL": "Brittle Glass-types are easily shattered by the hard Metal-type attacks. This scatters sharp obstacles across the battlefield.", - "REACTION_METAL_ON_EARTH_TUTORIAL": "The sharp point on a Metal-type attack penetrates an Earth-type target like a shovel, lowering its overall defence.", - "REACTION_METAL_ON_GLASS": "Shattered", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "Glass is an insulator, and as such, Glass-type attacks can limit the scope of Lightning-type attackers.", - "REACTION_GLASS_ON_LIGHTNING": "Insulated", - "ELEMENTAL_TYPE_FIRE": "Fire", - "ELEMENTAL_TYPE_WATER": "Water", - "ELEMENTAL_TYPE_PLASTIC": "Plastic", - "ELEMENTAL_TYPE_POISON": "Poison", - "ELEMENTAL_TYPE_PLANT": "Plant", - "ELEMENTAL_TYPE_BEAST": "Beast", - "ELEMENTAL_TYPE_ASTRAL": "Astral", - "ELEMENTAL_TYPE_GLITTER": "Glitter", - "ELEMENTAL_TYPE_LIGHTNING": "Lightning", - "ELEMENTAL_TYPE_ICE": "Ice", - "ELEMENTAL_TYPE_AIR": "Air", - "ELEMENTAL_TYPE_EARTH": "Earth", - "ELEMENTAL_TYPE_METAL": "Metal", - "ELEMENTAL_TYPE_GLASS": "Glass", - "INVENTORY_EMPTY": "Empty.", - "INVENTORY_INCOMPATIBLE": "Incompatible", - "INVENTORY_NO_COMPATIBLE_STICKERS": "No compatible stickers.", - "LOOT_TITLE": "Obtained", - "LOOT_ITEM_EQUIPPED": "Equipped", - "LOOT_ITEM_EQUIP_BUTTON": "Equip", - "LOOT_ITEM_UNEQUIP_BUTTON": "Unequip", - "LOOT_HEADING_OTHER_ITEMS": "Other Items", - "LOOT_HEADING_DROPPED": "Dropped", - "ITEM_DROP_OBTAINED_ONE": "Obtained: {0}", - "ITEM_DROP_OBTAINED_MULTIPLE": "Obtained: {0} ×{1}", - "ITEM_DROP_INVENTORY_FULL": "Can’t carry more of this.", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "Can’t carry any more stickers.", - "ITEM_CHEST_EMPTY": "It’s empty!", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "You’ve reached the limit of the number of stickers you can carry. Any further stickers you find will be dropped.", - "ITEM_REMOVED_ONE": "Removed from inventory: {0}", - "ITEM_REMOVED_MULTIPLE": "Removed from inventory: {0} ×{1}", - "ITEM_COUNT_LIMITED": "×{0} / {1}", - "ITEM_COUNT": "×{0}", - "ITEM_EXCHANGE_OWNED_AMOUNT": "Currently owned: {0}", - "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", - "ITEM_EXCHANGE_ALREADY_OWNED": "Already owned.", - "ITEM_COST_FREE": "Free", - "ITEM_COST_ELEMENT": "{currency} {amount}", - "ITEM_COST_JOIN": ",", - "ITEM_EXCHANGE_OUT_OF_STOCK": "Out of stock.", - "ITEM_EXCHANGE_INVENTORY_FULL": "Can’t carry more of this.", - "ITEM_TRADE_BUY": "Buy", - "ITEM_TRADE_AMOUNT": "Buy {exchange} for {cost}?", - "ITEM_USE": "Use", - "ITEM_VIEW": "View", - "ITEM_READ": "Read", - "ITEM_USE_ON.m": "Use on {0}", - "ITEM_USE_ON.f": "Use on {0}", - "ITEM_USE_ON_TAPE": "Use on {0}", - "ITEM_USE_ON.n": "Use on {0}", - "ITEM_APPLY_STICKER_SUBMENU": "Apply to...", - "ITEM_USE_ON_SUBMENU": "Use on...", - "ITEM_DISCARD": "Discard", - "ITEM_DISCARD_ONE": "Discard 1", - "ITEM_DISCARD_ALL": "Discard All", - "ITEM_RECYCLE_ONE": "Recycle 1 for {icon} {amount}", - "ITEM_RECYCLE": "Recycle for {icon} {amount}", - "ITEM_DISCARD_MODE_DISCARD": "Discard", - "ITEM_DISCARD_MODE_RECYCLE": "Recycle", - "ITEM_RECYCLE_ALL": "Recycle All for {icon} {amount}", - "ITEM_CATEGORY_consumables": "Consumables", - "ITEM_CATEGORY_tapes": "Blank Tapes", - "ITEM_CATEGORY_stickers": "Stickers", - "ITEM_CATEGORY_resources": "Resources", - "ITEM_CATEGORY_misc": "Misc", - "ITEM_CURE_COATING_NAME": "Coating Cure", - "ITEM_CURE_BURNED_NAME": "Burn Cure", - "ITEM_CURE_BURNED_DESCRIPTION": "A cooling cream that removes the ‘Burned’ status effect from one party member. Doesn’t use up your turn.", - "ITEM_CURE_COATING_DESCRIPTION": "Removes type-changing ‘Coating’ status effects from one party member. Uses up a turn during combat.", - "ITEM_CURE_CONDUCTIVE_NAME": "Conductive Cure", - "ITEM_CURE_CONFUSED_NAME": "Confusion Cure", - "ITEM_CURE_CONFUSED_DESCRIPTION": "A hypodermic needle containing an enzyme that immediately neutralises excess intoxicants, removing the ‘Confused’ status effect from one party member. Doesn’t use up your turn.", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "An insulating cream that removes the ‘Conductive’ status effect from one party member. Doesn’t use up your turn.", - "ITEM_CURE_LEECHED_NAME": "Leech Cure", - "ITEM_CURE_POISONED_NAME": "Poison Cure", - "ITEM_CURE_LEECHED_DESCRIPTION": "A herbicidal cream that removes the ‘Leeched’ status effect from one party member. Doesn’t use up your turn.", - "ITEM_CURE_RESONANCE_NAME": "Resonance Cure", - "ITEM_CURE_POISONED_DESCRIPTION": "An antidote to the most common monster poisons. Removes the ‘Poisoned’ status effect from one party member. Doesn’t use up your turn.", - "ITEM_CURE_SLEEP_NAME": "Sleep Cure", - "ITEM_CURE_RESONANCE_DESCRIPTION": "A substance that dampens vibrations, removing the ‘Resonance’ status effect from one party member. Uses up a turn during combat.", - "ITEM_CURE_BERSERK_NAME": "Berserk Cure", - "ITEM_CURE_SLEEP_DESCRIPTION": "A little bottle of foul-smelling salts, sure to wake one party member from their sleep. Doesn’t use up your turn.", - "ITEM_CURE_STAT_NAME": "Stat Cure", - "ITEM_CURE_BERSERK_DESCRIPTION": "A calming sedative that removes the ‘Berserk’ status effect from one party member. Doesn’t use up your turn.", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "A little spray-bottle of an oily substance that eases movement, and removes the ‘Petrified’ status effect from one party member. Uses up a turn during combat.", - "ITEM_CURE_PETRIFIED_NAME": "Petrification Cure", - "ITEM_CURE_STAT_DESCRIPTION": "A powder that when inhaled removes all stat-modifying status effects from one party member, including the positive ones! Uses up a turn during combat.", - "ITEM_CURE_ALL_NAME": "Cure-All", - "ITEM_CURE_ALL_DESCRIPTION": "A miracle panacea that claims to cure all afflictions. Removes all status effects from one party member, including the positive ones! Uses up a turn during combat.", - "ITEM_REWIND_NAME": "Rewind", - "ITEM_REWIND_DESCRIPTION": "Fully restores the HP of one tape. Uses up a turn when used in combat.", - "ITEM_RESPOOL_NAME": "Respool", - "ITEM_OLIVE_UP_NAME": "Olive-Up!", - "ITEM_RESPOOL_DESCRIPTION": "Fixes and rewinds a broken tape. Uses up a turn when used in combat.", - "ITEM_OLIVE_UP_DESCRIPTION": "A strange olive-flavoured soft drink that instantly levels up one character.", - "ITEM_UPGRAPE_NAME": "Upgrape", - "ITEM_PEAR_FUSILLI_NAME": "Pear Fusilli", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "A pre-peared meal for a pair that instantly fills your fusion meter! Doesn’t use up your turn if eaten during combat.", - "ITEM_UPGRAPE_DESCRIPTION": "A curious bunch of upside-down grapes said to grow from seeds planted on Backwards Day. Eating a bunch instantly upgrades a tape by one star.", - "ITEM_REODORANT_NAME": "Reodorant", - "ITEM_REODORANT_DESCRIPTION": "A spray-can of “unisex perspirant anti-deodorant”. The label says it’ll make you smell strong enough to repel monsters for one minute.", - "ITEM_REODORANT_TIME_LEFT": "Time Left: {0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "Full English (Vegan)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "Fully heals one party member. Uses up a turn when used in combat.", - "ITEM_COFFEE1_NAME": "Canned Ice Latte", - "ITEM_COFFEE2_DESCRIPTION": "Strong tinned coffee that provides 4 additional AP. Uses up a turn during combat.", - "ITEM_COFFEE1_DESCRIPTION": "Tinned coffee that provides 2 additional AP. Uses up a turn during combat.", - "ITEM_COFFEE2_NAME": "Americano-To-Go", - "ITEM_FUSED_MATERIAL_NAME": "Fused Material", - "ITEM_COFFEE3_NAME": "Espresso Express", - "ITEM_COFFEE4_NAME": "Double Espresso", - "ITEM_COFFEE3_DESCRIPTION": "A small can packed with a shot of instant energy that provides 6 additional AP. Uses up a turn during combat.", - "ITEM_SMOKE_BOMB_NAME": "Smoke Bomb", - "ITEM_COFFEE4_DESCRIPTION": "Two shots of espresso in a tin that provide 8 additional AP. Uses up a turn during combat.", - "ITEM_METAL_DESCRIPTION": "A basic recycled resource that can be exchanged for items and services.", - "ITEM_SMOKE_BOMB_DESCRIPTION": "Guarantees a successful escape from a wild monster. Won’t fool humans and other sentient creatures though.", - "ITEM_METAL_NAME": "Metal", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "It smells strongly of rotten eggs, but rangers seem to regard it as valuable!", - "ITEM_TUTORIAL_NAME": "Ranger Handbook", - "ITEM_TUTORIAL_NO_TUTS": "Go meet Kayleigh east of Harbourtown first!", - "ITEM_TUTORIAL_DESCRIPTION": "A handbook that Kayleigh left for you. You can read this to review what you’ve learned about life on the island of New Wirral.", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Oh – a card fell out of the back of the handbook!", - "ITEM_TUTORIAL_MESSAGE": "Which topic will you review?", - "ITEM_PLASTIC_NAME": "Plastic", - "ITEM_PLASTIC_DESCRIPTION": "A basic recycled resource that can be exchanged for items and services.", - "ITEM_TYPE_CHART_NAME": "Elemental Type Chart", - "ITEM_OLD_BOOK_NAME": "Old Book", - "ITEM_TYPE_CHART_DESCRIPTION": "A diagram on a card that fell out of the Ranger Handbook Kayleigh left for you. It details the elemental types of the monsters of New Wirral and how to use them to your advantage.", - "ITEM_OLD_BOOK_DESCRIPTION": "It’s an old book with a lot of strange words in it.", - "ITEM_SINGLEUSE_STICKER_NAME": "{name} (single-use)", - "ITEM_WHEAT_NAME": "Wheat", - "ITEM_WHEAT_DESCRIPTION": "A basic resource that can be turned into food by certain people.", - "ITEM_PULP_NAME": "Pulp", - "ITEM_WOOD_NAME": "Wood", - "ITEM_PULP_DESCRIPTION": "Mulched paper. A basic recycled resource that can be exchanged for items and services.", - "ITEM_TAPE_BEAST_DESCRIPTION": "A tape covered in faux fur material. Has a very high efficiency rate when used to record Beast-type monsters. Popular with children.", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Uses futuristic laser-based technology to store monster forms efficiently. Guarantees a successful recording.", - "ITEM_WOOD_DESCRIPTION": "A basic recycled resource that can be exchanged for items and services.", - "ITEM_KEY_HARBOURTOWN_NAME": "Harbourtown Gate Key", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Unlocks the Harbourtown gate!", - "ITEM_TAPE_BASIC_NAME": "Basic Tape", - "ITEM_TAPE_BASIC_DESCRIPTION": "Records monster forms with a normal efficiency rate.", - "ITEM_TAPE_CHROME_NAME": "Chrome Tape", - "ITEM_TAPE_CHROME_DESCRIPTION": "Records monster forms with a high efficiency rate.", - "ITEM_TAPE_OPTICAL_LASER_NAME": "Optical Laser Tape", - "WINGLOOM_DESCRIPTION": "a lightbulb moth", - "MOTHMANIC_NAME": "Mothmanic", - "MOTHMANIC_NAME_PREFIX": "Moth", - "MOTHMANIC_NAME_SUFFIX": "manic", - "MOTHMANIC_LORE_2": "“Mothman” is a folkloric creature from West Virginia. Various sightings from the 1960’s described it as a large winged humanoid being with striking red eyes. Since the initial sightings, it has since become a popular urban legend.", - "MOTHMANIC_LORE_1": "The Mothmanic’s whole body surges with powerful currents of electricity. It can wield this power offensively, and is able to dispense devastating bolts of lightning towards its targets with a beat of its wings.", - "STARDIGRADE_NAME": "Stardigrade", - "MOTHMANIC_DESCRIPTION": "a big creepy moth", - "STARDIGRADE_NAME_PREFIX": "Stardi", - "STARDIGRADE_NAME_SUFFIX": "grade", - "STARDIGRADE_LORE_1": "Stardigrades are curious creatures, spending much of their time asleep in the lower atmosphere of New Wirral. Occasionally they will float down to ground-level to feed, before ascending once more using the rockets on their backs.", - "STARDIGRADE_LORE_2": "Tardigrades, also called Water Bears, are microscopic beings found all over earth. They are perhaps most well known in popular culture for their extreme durability – their resilience is such that they can even survive in the vacuum of space.", - "STARDIGRADE_DESCRIPTION": "a floating worm creature", - "GALAGOR_NAME": "Galagor", - "GALAGOR_NAME_PREFIX": "Gala", - "GALAGOR_LORE_1": "A Stardigrade that has evolved super intelligence. Its outer armour almost entirely covers its pink worm-like core, which is partially visible through the glass dome on its helmet.", - "GALAGOR_NAME_SUFFIX": "gor", - "GALAGOR_LORE_2": "Astrobiology is the study and research of theoretical extraterrestrial life. Astrobiologists research the origins of life on Earth, and whether a similar process could potentially have occurred on other planets within the known universe.", - "GALAGOR_DESCRIPTION": "a floating space bug with a cape", - "FAUCETEAR_NAME": "Faucetear", - "FAUCETEAR_NAME_PREFIX": "Faucet", - "FAUCETEAR_NAME_SUFFIX": "tear", - "FAUCETEAR_LORE_2": "Taps, or faucets, are valves that control the dispensing of liquid and have shown to have existed as far back as the Roman empire. Early plumbing taps and valves have been discovered in the ruins of the destroyed Roman city Pompeii.", - "FAUCETEAR_LORE_1": "The Faucetear’s ability to project powerful streams of pressurised water is tied directly to their emotional state. They are very easily startled and upset, which leads them to often unexpectedly use their water attacks without intending to.", - "FAUCETEAR_DESCRIPTION": "a leaky tap", - "FOUNTESS_NAME": "Fountess", - "FOUNTESS_NAME_PREFIX": "Fount", - "FOUNTESS_NAME_SUFFIX": "tess", - "FOUNTESS_LORE_2": "Whilst humans have been “showering” in some form as long as civilisation has existed, the first mechanical shower was invented in the 1700s by English inventor William Feetham. This shower pumped cold water into a basin, which the user could release over them with a chain.", - "FOUNTESS_LORE_1": "Fountess’ take a lot of pride in the manners and etiquette of their own behaviour, and that of others. If they perceive someone acting uncouth, they are immediately distressed – which drastically increases the pressure in the streams of water pouring from their heads.", - "FOUNTESS_DESCRIPTION": "a sad showerhead", - "TERRACOOKA_NAME": "Terracooka", - "TERRACOOKA_NAME_PREFIX": "Terra", - "TERRACOOKA_LORE_1": "Terracookas are aspiring chefs, and will attempt to cook with whatever ingredients they can find in their subterranean cave habitats. Unfortunately this means that most of their practiced recipes include lichen, moss, or both lichen and moss.", - "TERRACOOKA_NAME_SUFFIX": "cooka", - "TERRACOOKA_LORE_2": "Dogu are clay figurines that have been found across Japan. They date back to a prehistoric era of civilisation, and are often depictions of humanoid figures or animals.", - "TERRACOOKA_DESCRIPTION": "a ceramic chef", - "COALDRON_NAME_PREFIX": "Coal", - "COALDRON_NAME": "Coaldron", - "COALDRON_LORE_1": "Coaldrons are living cooking pots, constantly brewing a delicious broth in their basin bodies. Whilst not very mobile, they are able to turn their bodies in order to shoot streams of this steaming hot broth at anyone who may approach for a taste without invitation.", - "COALDRON_NAME_SUFFIX": "dron", - "COALDRON_LORE_2": "Cauldrons are large pots, generally metal or ceramic, used for cooking food or medicine over a fire. Cauldrons have been found all over the world dating back to prehistoric times, and thus appear in the folklore of many cultures in various ways.", - "COALDRON_DESCRIPTION": "a tall ceramic figure with a cauldron body", - "PUPPERCUT_NAME": "Puppercut", - "PUPPERCUT_NAME_PREFIX": "Pupper", - "PUPPERCUT_NAME_SUFFIX": "cut", - "PUPPERCUT_LORE_2": "Boxing is a competitive sport where two participants punch each other using protective gloves. Archaeological evidence shows that humans have been boxing in at least some form since ancient civilisation.", - "PUPPERCUT_LORE_1": "The Puppercut is an aspiring boxer. Although they are born with an iron coating over various parts of their bodies, this outer layer is prone to rust. The rusty layer sheds as they mature to their adult forms.", - "PUPPERCUT_DESCRIPTION": "a squat wolf with rusted metal boxing gear", - "SOUTHPAW_NAME": "Southpaw", - "SOUTHPAW_NAME_PREFIX": "South", - "SOUTHPAW_NAME_SUFFIX": "paw", - "SOUTHPAW_LORE_2": "Modern boxing finds its origin in “Queensbury rules”, a formalised set of rules first drafted in Victorian England. It defined a twelve round limit, large protective gloves and the 24 foot square boxing arena that are recognisable in modern boxing today.", - "SOUTHPAW_LORE_1": "Southpaws are the final stage of a Puppercut’s life cycle, having shed their rusty armour. Their bodies are now coated with a lightweight and flexible metal that allow them to withstand attacks and deliver swift blows with their spiked fists.", - "BURNACE_NAME": "Burnace", - "SOUTHPAW_DESCRIPTION": "a tall wolf with shiny metal boxing gear", - "BURNACE_NAME_PREFIX": "Burn", - "BURNACE_NAME_SUFFIX": "ace", - "BURNACE_LORE_1": "Burnaces have no legs, and can only move by sliding their heavy concrete bodies along the ground with their hands. Their endlessly burning internal furnaces allow them to emit flames and toxic smogs from their “chimneys” at a moment’s notice.", - "BURNACE_LORE_2": "The Industrial Revolution was a period of time beginning in the 1700s where production in the western world shifted towards machines, and technology began to advance rapidly. The image of the factory with smoke pouring from its chimneys is heavily associated with this time.", - "SMOGMAGOG_NAME": "Smogmagog", - "BURNACE_DESCRIPTION": "a legless factory creature", - "SMOGMAGOG_LORE_1": "Smogmagog’s “bodies” are actually outer shells made of steel and concrete that house a purely elemental fire being within. As long as a single ember still remains alight within its shell, the Smogmagog will continue to fight.", - "SMOGMAGOG_NAME_PREFIX": "Smog", - "SMOGMAGOG_NAME_SUFFIX": "magog", - "SMOGMAGOG_DESCRIPTION": "a concrete cooling tower giant", - "SMOGMAGOG_LORE_2": "Gogmagog is the name of a giant in British mythology. A denizen of Albion (the precursor to modern day Great Britain), he was slain by the warrior Corineus, who later founded the land of Cornwall.", - "CANDEVIL_NAME": "Candevil", - "CANDEVIL_NAME_PREFIX": "Cand", - "CANDEVIL_NAME_SUFFIX": "devil", - "CANDEVIL_LORE_2": "Devils, or Demons, are evil spirits or beings depicted in folklore and religions across all of human culture and history. Their depictions vary greatly, from being benign nuisances to dangerous manifestations of evil.", - "CANDEVIL_LORE_1": "Candevils possess the peculiar ability to generate sugary sweets from their bodies, which can be used as gifts or as ballistic projectiles. Some find this quite charming, whereas others argue that it’s actually very weird and gross.", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "In which field do you wish to study?", - "CANDEVIL_DESCRIPTION": "a pastel horned devil", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "Alchemy", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "Machinery", - "MALCHEMY_NAME": "Malchemy", - "MALCHEMY_NAME_PREFIX": "Mal", - "MALCHEMY_LORE_1": "A series of strange internal chemical changes can cause a Candevil to mature into a Malchemy. This also causes the Malchemy to become fixated on the esoteric art of potion making, which often ends up badly for the Malchemy.", - "MALCHEMY_NAME_SUFFIX": "chemy", - "MALCHEMY_LORE_2": "Alchemy is a field of study that was a precursor to modern scientific chemistry, and is concerned with magical or spiritual transformation and creation of elements.", - "MIASMODEUS_NAME": "Miasmodeus", - "MALCHEMY_DESCRIPTION": "a smiling devil holding a glass vial", - "MIASMODEUS_NAME_PREFIX": "Mias", - "MIASMODEUS_NAME_SUFFIX": "modeus", - "MIASMODEUS_DESCRIPTION": "a witch demon riding a lollipop", - "MIASMODEUS_LORE_2": "In medieval Europe, “witches” were women who were accused of practicing witchcraft within their communities. These witches were portrayed in art as brewing potions, having animal familiars and riding broomsticks to attain flight.", - "MIASMODEUS_LORE_1": "Packs of Miasmodeus are said to soar through the skies on their flying lollipops on a full moon. They use their many alchemical concoctions in battle, unleashing poisonous potions and deadly elements to lay waste to their opponents.", - "VENDEMON_NAME": "Vendemon", - "VENDEMON_NAME_PREFIX": "Vend", - "VENDEMON_LORE_1": "A Candevil that has built itself a suit of protective armour out of metal and glass. It has been theorised that their strange attire is an attempt to resemble astronauts, but no-one knows for sure.", - "VENDEMON_NAME_SUFFIX": "demon", - "VENDEMON_LORE_2": "The first gumball machines appeared in early 20th Century America. A clockwork mechanism ensures that when a coin is inserted, the machine can dispense a single gumball or piece of candy with a turn of its handle.", - "VENDEMON_DESCRIPTION": "a devil wearing a gumball machine", - "GUMBAAL_NAME": "Gumbaal", - "GUMBAAL_NAME_PREFIX": "Gum", - "GUMBAAL_LORE_1": "Gumbaals have fused with their metal armour and have morphed into a towering being. The glass dome that forms its head is filled with various elemental spheres, which the Gumbaal can spit up as an offensive measure.", - "GUMBAAL_NAME_SUFFIX": "baal", - "GUMBAAL_LORE_2": "“Candy” is a broad term that encompasses a range of edible treats that usually use sugar as a main ingredient. Candy is often made to be visually appealing, coming in a range of shapes, sizes and flavours.", - "GUMBAAL_DESCRIPTION": "a towering living gumball machine", - "BANSHEEP_NAME": "Bansheep", - "BANSHEEP_NAME_PREFIX": "Ban", - "BANSHEEP_NAME_SUFFIX": "sheep", - "BANSHEEP_LORE_2": "Ghosts commonly appear in folklore across all of human history and civilisation as manifestations of spirits of the deceased. Whether they are harmless or malevolent varies on the depiction, or often the personality of the departed.", - "BANSHEEP_LORE_1": "The eerie moans of the wild Bansheep at night have led many to believe that they are restless undead spirits, but this is untrue: they are very much alive, they just like to have a bit of a whine. Who doesn’t?", - "BANSHEEP_DESCRIPTION": "a moody floating sheep", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Ascend to the afterlife", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "A spirit cannot remain in limbo forever.", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Return to the earth", - "WOOLTERGEIST_NAME": "Wooltergeist", - "WOOLTERGEIST_NAME_PREFIX": "Wool", - "WOOLTERGEIST_LORE_2": "It is said that there are many types of ghosts – one such example is the poltergeist. The poltergeist is unique in its ability to interact extensively with the physical world, and is able to move and propel objects as it wishes.", - "WOOLTERGEIST_LORE_1": "Unlike the Bansheep, the Wooltergeist is an undead spirit that only partially manifests on the physical plane. It is said that when it is in proximity to a place where a death recently took place, the horns on its head grow sharper.", - "WOOLTERGEIST_NAME_SUFFIX": "tergeist", - "WOOLTERGEIST_DESCRIPTION": "a sheep-like ghost with a tired expression", - "RAMTASM_NAME": "Ramtasm", - "RAMTASM_NAME_PREFIX": "Ram", - "RAMTASM_NAME_SUFFIX": "tasm", - "RAMTASM_LORE_2": "In some iterations of ghost folklore, a restless spirit that lingers on earth cannot pass on to the afterlife unless it has had its final wishes fulfilled. Until then, they are destined to linger eternally.", - "RAMTASM_LORE_1": "The Ramtasm has honed its connection between the spiritual and physical realms, and is able to fully manifest itself across both simultaneously. This gives it access to an untapped well of tremendous astral energy.", - "ZOMBLEAT_NAME": "Zombleat", - "RAMTASM_DESCRIPTION": "an angelic towering ram ghost", - "ZOMBLEAT_NAME_PREFIX": "Zom", - "ZOMBLEAT_NAME_SUFFIX": "bleat", - "ZOMBLEAT_LORE_2": "A “zombie” is a mythical being; typically a dead body that has been reanimated as a mindless and dangerous creature. Zombies are commonplace in popular culture, appearing in many horror books and movies.", - "ZOMBLEAT_LORE_1": "The Zombleat is a spirit that has refused to ascend to the afterlife. It clings to the grave and earth where it was buried, and may perhaps leave the mortal plane forever if it were to let go of its own headstone.", - "ZOMBLEAT_DESCRIPTION": "a ghostly sheep carrying a gravestone", - "CAPRICORPSE_NAME": "Capricorpse", - "CAPRICORPSE_NAME_PREFIX": "Capri", - "CAPRICORPSE_NAME_SUFFIX": "corpse", - "CAPRICORPSE_LORE_2": "Gravestones are used as part of traditional burial ceremonies to mark the place where a body has been placed beneath the earth. Typically, they are made of stone and feature incriptions indicating the name of the deceased.", - "CAPRICORPSE_DESCRIPTION": "a skeletal sheep with a gravestone on its back", - "CAPRICORPSE_LORE_1": "The Capricorpse’s spirit has merged entirely with its own remains, forming a body of bone, soil and stone. They are hulking beasts, and can grow larger over centuries as more earth slowly adds to their mass.", - "SAME_FUSION_NAME_1": "Meta {0}", - "SAME_FUSION_NAME_2": "Super {0}", - "SAME_FUSION_NAME_3": "Ultra {0}", - "SAME_FUSION_NAME_4": "Double {0}", - "SAME_FUSION_NAME_5": "Jumbo {0}", - "SAME_FUSION_NAME_6": "Mutant {0}", - "SAME_FUSION_NAME_7": "Hyper {0}", - "SAME_FUSION_NAME_8": "Giga {0}", - "SAME_FUSION_NAME_9": "{0} 2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "What path of night do you wish to walk?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Vagabond", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Thief", - "HOPSKIN_NAME_PREFIX": "Hop", - "HOPSKIN_NAME": "Hopskin", - "HOPSKIN_LORE_1": "The Hopskin will entice its prey to approach with its unblinking amber eyes and a big smile. However, any creature that is lured in by this charade will be swiftly cut down by the razor sharp claws it conceals beneath a dirty coat.", - "HOPSKIN_NAME_SUFFIX": "skin", - "HOPSKIN_DESCRIPTION": "a shifty imp in a coat", - "HOPSKIN_LORE_2": "In 1955, a family reported being attacked by strange creatures at their farmhouse in Hopkinsville, Kentucky. They described these creatures as having pointy ears, clawed hands and large eyes that glowed yellow.", - "RIPTERRA_NAME": "Ripterra", - "RIPTERRA_NAME_PREFIX": "Rip", - "RIPTERRA_NAME_SUFFIX": "terra", - "RIPTERRA_DESCRIPTION": "a creepy trenchcoat monster", - "RIPTERRA_LORE_2": "In 19th century Britain, tales of gothic horrors and vicious cutthroats published and sold in the form of “penny dreadfuls”. This cheaply produced literature was often accompanied by shocking and violent illustrations.", - "RIPTERRA_LORE_1": "The anatomy of the Ripterra is not easily described. It barely has a body to speak of, instead more a tangled web of claw-tipped limbs haphazardly bound together beneath a stained trench coat and hat.", - "SNOOPIN_NAME": "Snoopin", - "SNOOPIN_NAME_PREFIX": "Snoop", - "SNOOPIN_LORE_1": "Snoopins are master thieves, and will often adorn themselves with their stolen treasures. As such, you can judge a Snoopin’s skill in thievery by the amount of trinkets it is wearing.", - "SNOOPIN_NAME_SUFFIX": "pin", - "SNOOPIN_LORE_2": "Arséne Lupin is a fictional “gentleman thief” from the works of writer Maurice Leblanc. The character has remained popular even to the present day, appearing in dozens of stories and many adaptations.", - "SCAMPIRE_NAME": "Scampire", - "SNOOPIN_DESCRIPTION": "an imp with a cane", - "SCAMPIRE_NAME_PREFIX": "Scam", - "SCAMPIRE_LORE_1": "Scampires create lairs of countless stolen riches and goods before waiting for potential prey to wander in. In recent years they have also gained the ability to fly, though it is unclear whether they use their wings to do it.", - "SCAMPIRE_NAME_SUFFIX": "pire", - "SCAMPIRE_LORE_2": "Vampires have appeared as a concept in folklore throughout human history. One modern interpretation of the vampire myth frames them as representing the elites in society who literally feed off those below their class.", - "MACABRA_NAME_PREFIX": "Macab", - "SCAMPIRE_DESCRIPTION": "a vampire with a hat", - "MACABRA_NAME": "Macabra", - "MACABRA_LORE_1": "The Macabra cannot see, but instead has the ability to “taste” the air around it for potential prey. It prefers to do so from a higher vantage point, and will often find a rock or animal skull to perch on whilst hunting.", - "MACABRA_NAME_SUFFIX": "cabra", - "MACABRA_LORE_2": "The “chupacabra” is a somewhat recent folkloric creation. Reports of livestock drained of blood in South America gave rise to the concept of a nocturnal blood-sucking creature of unknown origin.", - "ACHIEVEMENT_NAME_head_skip": "In Over Your Head", - "ACHIEVEMENT_NAME_defeat_black_shuck": "Facing Your Shadow", - "ACHIEVEMENT_DESC_head_skip": "Try to sneak past a battler by jumping over their head.", - "ACHIEVEMENT_DESC_defeat_black_shuck": "Overcome your own self in battle.", - "ACHIEVEMENT_NAME_obtain_magikrab": "Pinnacle of Evolution", - "ACHIEVEMENT_DESC_obtain_magikrab": "Obtain a monster form thought impossible to find.", - "ACHIEVEMENT_NAME_aa_lenna": "Hero of Another Story", - "DEFAULT_PLAYER_NAME": "Cass", - "ACHIEVEMENT_DESC_aa_lenna": "Prove your worth to a certain warrior.", - "MEREDITH_NAME": "Meredith", - "KAYLEIGH_NAME": "Kayleigh", - "FELIX_NAME": "Felix", - "EUGENE_NAME": "Eugene", - "VIOLA_NAME": "Viola", - "DOG_NAME": "Barkley", - "UNKNOWN_NAME": "???", - "SEBASTIAN_NAME": "Sebastian", - "LANDKEEPER_NAME": "Landkeeper", - "LANDKEEPER1_NAME": "Landkeeper #1", - "LANDKEEPER2_NAME": "Landkeeper #2", - "SUNNY_NAME": "Sunny", - "LANDKEEPERS_NAME": "Landkeepers", - "SUNNY_UNKNOWN_NAME": "Dishevelled Landkeeper", - "CULTIST_NAME.m": "Cultist", - "CULTIST_NAME.f": "Cultist", - "RANGER_NAME.m": "Ranger", - "CULTIST_NAME.n": "Cultist", - "RANGER_NAME.f": "Ranger", - "RANGER_NAME.n": "Ranger", - "RANGER_RECRUITER_NAME.m": "Recruiter", - "RANGER_RECRUITER_NAME.f": "Recruiter", - "RANGER_RECRUITER_NAME.n": "Recruiter", - "RANGER_WANNABE_NAME.m": "Wannabe", - "RANGER_WANNABE_NAME.f": "Wannabe", - "RANGER_WANNABE_NAME.n": "Wannabe", - "RANGER_TRAINEE_NAME": "Trainee", - "RESEARCHER_NAME.m": "Researcher", - "ACHIEVEMENT_NAME_quest_hoylake": "On the Hunt", - "ACHIEVEMENT_DESC_quest_hoylake": "Help Hoylake with his research.", - "ACHIEVEMENT_NAME_defeat_ghost": "Who You Gonna Call?", - "ACHIEVEMENT_DESC_defeat_ghost": "Defeat a ghost.", - "ACHIEVEMENT_NAME_rogue_fusion": "Sum of its Parts", - "ACHIEVEMENT_DESC_rogue_fusion": "Defeat a Rogue Fusion.", - "ACHIEVEMENT_NAME_swarm_fusion": "Monster Mash", - "ACHIEVEMENT_DESC_swarm_fusion": "Defeat a Swarm.", - "ACHIEVEMENT_DESC_unstable_fusion": "Defeat an Unstable Fusion.", - "ACHIEVEMENT_NAME_unstable_fusion": "Don't Feed After Midnight", - "ACHIEVEMENT_NAME_orb_fusion": "That's No Moon", - "ACHIEVEMENT_DESC_orb_fusion": "Defeat an Orb Fusion.", - "ACHIEVEMENT_NAME_rogue_fusion_5": "Gone Rogue", - "ACHIEVEMENT_DESC_rogue_fusion_5": "Defeat 5 Rogue Fusions.", - "ACHIEVEMENT_NAME_quest_kayleigh1": "I Ran So Far Away, pt. I", - "ACHIEVEMENT_DESC_quest_kayleigh1": "Start Kayleigh's quest.", - "ACHIEVEMENT_NAME_offices_cleared_1": "Acting On Your Best Behavior, pt. I", - "ACHIEVEMENT_NAME_offices_cleared_3": "Acting On Your Best Behavior, pt. III", - "ACHIEVEMENT_DESC_offices_cleared_2": "Clear 2 Landkeeper offices.", - "ACHIEVEMENT_NAME_sign_up_rangers": "Take Me On, pt. I", - "ACHIEVEMENT_NAME_rogue_fusion_10": "Rogue Cells", - "ACHIEVEMENT_NAME_rogue_fusion_20": "Rogues' Gallery", - "ACHIEVEMENT_DESC_rogue_fusion_10": "Defeat 10 Rogue Fusions.", - "ACHIEVEMENT_DESC_rogue_fusion_20": "Defeat 20 Rogue Fusions.", - "ACHIEVEMENT_NAME_rogue_fusion_50": "Rogue State", - "ACHIEVEMENT_NAME_overworld_chunks": "Tourist", - "ACHIEVEMENT_DESC_rogue_fusion_50": "Defeat 50 Rogue Fusions.", - "ACHIEVEMENT_DESC_overworld_chunks": "Visit every part of New Wirral.", - "ACHIEVEMENT_NAME_reopened_stations_all": "Ticket to Ride", - "ACHIEVEMENT_DESC_reopened_stations_all": "Reopen every station.", - "ACHIEVEMENT_NAME_observe_species_120": "Amateur Zoologist", - "ACHIEVEMENT_DESC_observe_species_120": "Observe 120 different species.", - "ACHIEVEMENT_NAME_obtain_species_10": "Zoologist, pt. I", - "ACHIEVEMENT_DESC_obtain_species_10": "Obtain 10 different species.", - "ACHIEVEMENT_NAME_obtain_species_20": "Zoologist, pt. II", - "ACHIEVEMENT_DESC_investigate_rumor": "Investigate a rumour.", - "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", - "ACHIEVEMENT_NAME_obtain_candevil": "I Want Candy", - "ACHIEVEMENT_DESC_partner_felix": "Unlock Felix.", - "ACHIEVEMENT_NAME_partner_dog": "Barkley", - "ACHIEVEMENT_DESC_partner_dog": "Unlock Barkley.", - "ACHIEVEMENT_NAME_partner_meredith": "Meredith", - "ACHIEVEMENT_DESC_partner_meredith": "Unlock Meredith.", - "ACHIEVEMENT_NAME_partner_felix": "Felix", - "ACHIEVEMENT_NAME_quest_meredith1": "Falldown Mall", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "I Ran So Far Away, pt. II", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Complete Kayleigh's quest.", - "ACHIEVEMENT_NAME_quest_eugene_complete": "Acting On Your Best Behavior, pt. VI", - "ACHIEVEMENT_DESC_quest_eugene_complete": "Complete Eugene's quest.", - "ACHIEVEMENT_DESC_obtain_rumor": "Obtain a rumour.", - "ACHIEVEMENT_NAME_offices_cleared_4": "Acting On Your Best Behavior, pt. IV", - "ACHIEVEMENT_DESC_offices_cleared_3": "Clear 3 Landkeeper offices.", - "ACHIEVEMENT_NAME_captain_wallace": "Back Against the Wall", - "ACHIEVEMENT_DESC_captain_wallace": "Defeat Captain Wallace.", - "ACHIEVEMENT_DESC_captain_skip": "Defeat Captain Skip.", - "ACHIEVEMENT_NAME_captain_skip": "One World's Trash", - "ACHIEVEMENT_DESC_captain_judas": "Defeat Captain Judas.", - "ACHIEVEMENT_NAME_captain_zedd": "Sleep It Off", - "ACHIEVEMENT_DESC_captain_zedd": "Defeat Captain Zedd.", - "ACHIEVEMENT_NAME_captain_judas": "Prepare for Anything", - "ACHIEVEMENT_NAME_captain_cleeo": "Winner Takes All", - "ACHIEVEMENT_DESC_captain_cleeo": "Defeat Captain Clee-O.", - "ACHIEVEMENT_NAME_captain_lodestein": "Electrifying", - "ACHIEVEMENT_DESC_captain_lodestein": "Defeat Captain Lodestein.", - "ACHIEVEMENT_NAME_captain_dreadful": "Beyond the Veil", - "ACHIEVEMENT_DESC_captain_dreadful": "Defeat Captain Penny Dreadful.", - "ACHIEVEMENT_NAME_captain_gladiola": "On a Knife-Edge", - "ACHIEVEMENT_DESC_captain_gladiola": "Defeat Captain Gladiola.", - "ACHIEVEMENT_NAME_captain_heather": "Stormy Weather", - "ACHIEVEMENT_DESC_captain_heather": "Defeat Captain Heather.", - "ACHIEVEMENT_NAME_captain_buffy": "Break a Sweat", - "ACHIEVEMENT_DESC_captain_buffy": "Defeat Captain Buffy.", - "ACHIEVEMENT_DESC_obtain_species_20": "Obtain 20 different species.", - "ACHIEVEMENT_NAME_obtain_species_50": "Zoologist, pt. III", - "ACHIEVEMENT_DESC_obtain_species_50": "Obtain 50 different species.", - "ACHIEVEMENT_NAME_obtain_species_100": "Zoologist, pt. IV", - "ACHIEVEMENT_DESC_obtain_species_100": "Obtain 100 different species.", - "ACHIEVEMENT_NAME_obtain_species_120": "Expert Zoologist", - "ACHIEVEMENT_DESC_obtain_species_120": "Obtain 120 different species.", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "Cassette Beasts Master", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "Obtain additional data on every species.", - "ACHIEVEMENT_DESC_bootleg_beast": "Obtain a Beast-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_beast": "Beastly Bootleg", - "ACHIEVEMENT_NAME_bootleg_fire": "Fiery Bootleg", - "ACHIEVEMENT_DESC_bootleg_plant": "Obtain a Plant-type bootleg.", - "ACHIEVEMENT_DESC_bootleg_fire": "Obtain a Fire-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_plastic": "Toy Bootleg", - "ACHIEVEMENT_DESC_bootleg_plastic": "Obtain a Plastic-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_plant": "Leafy Bootleg", - "ACHIEVEMENT_NAME_tutorial": "This Is The World We Live In", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Grand Opening", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Get to 5 hearts with Eugene.", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Movie Night", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Get to 5 hearts with Meredith.", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "Dog's Best Friend", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "Get to 5 hearts with Felix.", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "A Portrait of the Artist", - "ACHIEVEMENT_NAME_bootleg_water": "Aquatic Bootleg", - "ACHIEVEMENT_DESC_bootleg_water": "Obtain a Water-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_poison": "Venomous Bootleg", - "ACHIEVEMENT_DESC_bootleg_poison": "Obtain a Poison-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_astral": "Cosmic Bootleg", - "ACHIEVEMENT_DESC_bootleg_astral": "Obtain an Astral-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_ice": "Frosty Bootleg", - "ACHIEVEMENT_DESC_bootleg_ice": "Obtain an Ice-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_lightning": "Shocking Bootleg", - "ACHIEVEMENT_DESC_bootleg_lightning": "Obtain a Lightning-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_air": "Windy Bootleg", - "ACHIEVEMENT_DESC_bootleg_air": "Obtain an Air-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_earth": "Stony Bootleg", - "ACHIEVEMENT_DESC_bootleg_earth": "Obtain an Earth-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_metal": "Iron Bootleg", - "ACHIEVEMENT_DESC_bootleg_metal": "Obtain a Metal-type bootleg.", - "ACHIEVEMENT_DESC_sign_up_rangers": "Sign up to the Rangers.", - "ACHIEVEMENT_NAME_obtain_rumor": "Rumour Mill", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "Get to 5 hearts with Barkley.", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "As You Like It", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "Get to 5 hearts with Viola.", - "ACHIEVEMENT_NAME_romantic_relationship": "Two Hearts Beat as One", - "ACHIEVEMENT_DESC_romantic_relationship": "Enter a romantic relationship.", - "ACHIEVEMENT_NAME_reopened_stations_final": "Heed My Words", - "ACHIEVEMENT_NAME_captain_cybil": "The Radio Star", - "ACHIEVEMENT_DESC_captain_cybil": "Defeat Captain Cybil.", - "ACHIEVEMENT_DESC_captain_codey": "Defeat Captain Codey.", - "ACHIEVEMENT_NAME_captain_codey": "Hack The Planet", - "ACHIEVEMENT_DESC_defeat_ianthe": "Defeat Ianthe and become a Ranger Captain.", - "ACHIEVEMENT_NAME_defeat_ianthe": "Take Me On, pt. II", - "ACHIEVEMENT_NAME_quest_overtime": "Working Overtime", - "ACHIEVEMENT_DESC_quest_overtime": "Choose a design for Harbourtown's sign.", - "ACHIEVEMENT_NAME_quest_sunny": "How Does It Feel", - "ACHIEVEMENT_DESC_quest_sunny": "Help Sunny start a new life.", - "ACHIEVEMENT_NAME_offices_cleared_5": "Acting On Your Best Behavior, pt. V", - "ACHIEVEMENT_DESC_offices_cleared_4": "Clear 4 Landkeeper offices.", - "ACHIEVEMENT_DESC_kuneko_altars_1": "Meet Kuneko at 1 altar.", - "ACHIEVEMENT_NAME_kuneko_altars_2": "Don't You Want Me, pt. III", - "ACHIEVEMENT_DESC_kuneko_altars_2": "Meet Kuneko at 2 altars.", - "ACHIEVEMENT_DESC_kuneko_altars_4": "Meet Kuneko at 4 altars.", - "ACHIEVEMENT_NAME_kuneko_altars_3": "Don't You Want Me, pt. IV", - "ACHIEVEMENT_DESC_partner_kayleigh": "Unlock Kayleigh.", - "ACHIEVEMENT_NAME_partner_eugene": "Eugene", - "ACHIEVEMENT_DESC_partner_eugene": "Unlock Eugene.", - "ACHIEVEMENT_DESC_remaster": "Remaster a tape.", - "ACHIEVEMENT_NAME_investigate_rumor": "On the Grapevine", - "ACHIEVEMENT_NAME_bootleg_glass": "Clear Bootleg", - "ACHIEVEMENT_DESC_bootleg_glass": "Obtain a Glass-type bootleg.", - "ACHIEVEMENT_NAME_bootleg_glitter": "Sparkly Bootleg", - "ACHIEVEMENT_DESC_bootleg_glitter": "Obtain a Glitter-type bootleg.", - "ACHIEVEMENT_NAME_train_frankie": "Frankie Goes to Wonderland", - "ACHIEVEMENT_DESC_train_frankie": "Complete Frankie's training.", - "ACHIEVEMENT_NAME_train_vin": "Lone Wolf", - "ACHIEVEMENT_DESC_train_vin": "Complete Vin's training.", - "ACHIEVEMENT_NAME_noticeboard_5": "Novice Ranger", - "ACHIEVEMENT_DESC_noticeboard_5": "Complete 5 noticeboard quests.", - "ACHIEVEMENT_NAME_noticeboard_20": "Apprentice Ranger", - "ACHIEVEMENT_DESC_noticeboard_20": "Complete 20 noticeboard quests.", - "ACHIEVEMENT_NAME_noticeboard_50": "Diligent Ranger", - "ACHIEVEMENT_DESC_noticeboard_50": "Complete 50 noticeboard quests.", - "ACHIEVEMENT_NAME_noticeboard_100": "Expert Ranger", - "ACHIEVEMENT_DESC_noticeboard_100": "Complete 100 noticeboard quests.", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "Sticker Collector", - "RESEARCHER_NAME.f": "Researcher", - "RESEARCHER_NAME.n": "Researcher", - "PENSBY_NAME": "Doctor Pensby", - "FRANKIE_NAME": "Frankie", - "HOYLAKE_NAME": "Hoylake", - "KIRBY_NAME": "Kirby", - "VIN_NAME": "Vin", - "THIEF_NAME": "Thief", - "TRAVELER_NAME.m": "Traveller", - "TRAVELER_NAME.f": "Traveller", - "TREASURE_SEEKER_NAME.m": "Seeker", - "TRAVELER_NAME.n": "Traveller", - "TREASURE_SEEKER_NAME.n": "Seeker", - "TREASURE_SEEKER_NAME.f": "Seeker", - "HISTORIAN_NAME.m": "Historian", - "HISTORIAN_NAME.f": "Historian", - "ROCKER_NAME.m": "Rocker", - "HISTORIAN_NAME.n": "Historian", - "ROCKER_NAME.f": "Rocker", - "ROCKER_NAME.n": "Rocker", - "CAMPER_NAME.m": "Camper", - "CAMPER_NAME.f": "Camper", - "SOLDIER_NAME.m": "Soldier", - "CAMPER_NAME.n": "Camper", - "SOLDIER_NAME.n": "Soldier", - "TAMER_NAME.m": "Tamer", - "SOLDIER_NAME.f": "Soldier", - "TAMER_NAME.f": "Tamer", - "TAMER_NAME.n": "Tamer", - "CREEP_NAME.m": "Creep", - "CREEP_NAME.f": "Creep", - "FARMER_EDWARD_NAME": "Edward Piper", - "CREEP_NAME.n": "Creep", - "FARMER_MARIS_NAME": "Maris Piper", - "IANTHE_NAME": "Leader Ianthe", - "IANTHE_NAME_SHORT": "Ianthe", - "IANTHE_SUBTITLE": "Head Ranger", - "LEADER_IANTHE_UNKNOWN_NAME": "Confident Woman", - "CAPTAIN_WALLACE_NAME": "Captain Wallace", - "CAPTAIN_WALLACE_NAME_SHORT": "Wallace", - "CAPTAIN_WALLACE_SUBTITLE": "Construction Worker", - "CAPTAIN_SKIP_NAME": "Captain Skip", - "CAPTAIN_SKIP_NAME_SHORT": "Skip", - "CAPTAIN_SKIP_SUBTITLE": "Questionable Treasure Seeker", - "CAPTAIN_ZEDD_NAME_SHORT": "Zedd", - "CAPTAIN_ZEDD_NAME": "Captain Zedd", - "CAPTAIN_ZEDD_SUBTITLE": "“Meditator”", - "CAPTAIN_JUDAS_NAME": "Captain Judas", - "CAPTAIN_JUDAS_NAME_SHORT": "Judas", - "ACHIEVEMENT_NAME_offices_cleared_2": "Acting On Your Best Behavior, pt. II", - "ACHIEVEMENT_DESC_offices_cleared_1": "Clear 1 Landkeeper office.", - "ACHIEVEMENT_DESC_tutorial": "Complete the tutorial.", - "MOVE_FUSION_POWER_PREFIX_water_1": "Hydro", - "MOVE_FUSION_POWER_PREFIX_water_2": "Tempest", - "MOVE_FUSION_POWER_PREFIX_water_3": "Monsoon", - "MOVE_FUSION_POWER_PREFIX_water_4": "Torrential", - "MOVE_FUSION_POWER_PREFIX_water_5": "Maelstrom", - "MOVE_FUSION_POWER_PREFIX_water_6": "Abyssal", - "MOVE_FUSION_POWER_PREFIX_water_7": "Neptunian", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "Glittery", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "Sparkly", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "Rainbow", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "Fairy", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "Crafty", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "Homemade", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "Unicorn", - "MOVE_FUSION_POWER_PREFIX_astral_1": "Cosmic", - "MOVE_FUSION_POWER_PREFIX_astral_2": "Planetary", - "MOVE_FUSION_POWER_PREFIX_astral_3": "Celestial", - "MOVE_FUSION_POWER_PREFIX_astral_4": "Stellar", - "MOVE_FUSION_POWER_PREFIX_astral_5": "Ethereal", - "MOVE_FUSION_POWER_PREFIX_astral_6": "Orbital", - "MOVE_FUSION_POWER_PREFIX_astral_7": "Stygian", - "MOVE_FUSION_POWER_PREFIX_air_1": "Cyclonic", - "MOVE_FUSION_POWER_PREFIX_air_2": "Tornado", - "MOVE_FUSION_POWER_PREFIX_air_3": "Whirlwind", - "MOVE_FUSION_POWER_PREFIX_air_4": "Hurricane", - "MOVE_FUSION_POWER_PREFIX_air_5": "Windy", - "MOVE_FUSION_POWER_PREFIX_air_6": "Sonic Boom", - "MOVE_FUSION_POWER_PREFIX_air_7": "Empyrean", - "MOVE_FUSION_POWER_PREFIX_earth_1": "Petrifying", - "MOVE_FUSION_POWER_PREFIX_earth_2": "Mineral", - "MOVE_FUSION_POWER_PREFIX_earth_3": "Ore", - "MOVE_FUSION_POWER_PREFIX_earth_4": "Mountainous", - "MOVE_FUSION_POWER_PREFIX_earth_5": "Gritty", - "MOVE_FUSION_POWER_PREFIX_earth_6": "Stone", - "MOVE_FUSION_POWER_PREFIX_earth_7": "Granite", - "MOVE_FUSION_POWER_PREFIX_glass_1": "Glass", - "MOVE_FUSION_POWER_PREFIX_glass_2": "Shattering", - "MOVE_FUSION_POWER_PREFIX_glass_3": "Reflective", - "MOVE_FUSION_POWER_PREFIX_glass_4": "Jagged", - "MOVE_FUSION_POWER_PREFIX_glass_5": "Brittle", - "MOVE_FUSION_POWER_PREFIX_ice_1": "Frozen", - "MOVE_FUSION_POWER_PREFIX_glass_6": "Transparent", - "MOVE_FUSION_POWER_PREFIX_ice_2": "Sub-zero", - "MOVE_FUSION_POWER_PREFIX_ice_3": "Freezing", - "MOVE_FUSION_POWER_PREFIX_ice_4": "Polar", - "MOVE_FUSION_POWER_PREFIX_ice_5": "Frigid", - "MOVE_FUSION_POWER_PREFIX_ice_7": "Blizzard", - "MOVE_FUSION_POWER_PREFIX_ice_6": "Glacial", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "Storm", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "Surging", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "Electric", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "Shocking", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "Bolt", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "Volt", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "Magnetic", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "Tesla", - "MOVE_FUSION_POWER_PREFIX_metal_1": "Steel", - "MOVE_FUSION_POWER_PREFIX_metal_2": "Metallurgic", - "MOVE_FUSION_POWER_PREFIX_metal_3": "Silver", - "MOVE_FUSION_POWER_PREFIX_metal_4": "Mercurial", - "MOVE_FUSION_POWER_PREFIX_metal_5": "Resonant", - "MOVE_FUSION_POWER_PREFIX_metal_6": "Titanium", - "MOVE_FUSION_POWER_SWORD": "Sword", - "MOVE_FUSION_POWER_AXE": "Axe", - "MOVE_FUSION_POWER_KATANA": "Katana", - "MOVE_FUSION_POWER_HAMMER": "Hammer", - "MOVE_FUSION_POWER_HALBERD": "Halberd", - "MOVE_FUSION_POWER_BLADEWHEEL": "Wheel", - "MOVE_FUSION_POWER_FIST": "Fist", - "MOVE_FUSION_POWER_SMASH": "Smash", - "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", - "MOVE_FUSION_POWER_ARROW": "Arrow", - "MOVE_FUSION_POWER_ORB": "Orb", - "MOVE_FUSION_POWER_KUNAI": "Kunai", - "MOVE_FUSION_POWER_SHARDS": "Shards", - "MOVE_FUSION_POWER_SPIKES": "Spikes", - "MOVE_FUSION_POWER_METEOR": "Meteor", - "MOVE_FUSION_POWER_BEAM": "Beam", - "MOVE_FUSION_POWER_BLAST": "Blast", - "MOVE_FUSION_POWER_BOMB": "Bomb", - "MOVE_RITUAL_NAME": "Ritual", - "MOVE_IRON_FILINGS_NAME": "Iron Filings", - "MOVE_DESCRIPTION_RITUAL": "Brings the user back to life at 25% HP upon defeat.", - "MOVE_DESCRIPTION_IRON_FILINGS": "Makes the target Conductive.", - "MOVE_AA_OLDGANTE_THRASH_NAME": "Discordant Thrash", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda Morgana", - "MOVE_TRICK_NAME": "Trick", - "MOVE_TREAT_NAME": "Treat", - "MOVE_ATTRIBUTE_STAT": "{stat_value}% {stat_name}", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Damage based on {stat_name} if higher", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Critical hit on type advantage", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passive: {stat_value}% {stat_name}", - "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value}% {stat_name} per empty slot", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "+1 Duration", - "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 Extra Hit", - "MOVE_ATTRIBUTE_HEAL": "Heals {stat_value}% of Max HP", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passive: {stat_value}% {stat_name} per empty slot", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Heals {stat_value}% of Max HP per empty slot", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}% Chance of {status_effect}", - "MOVE_ATTRIBUTE_BUFF_USER": "{chance}% Chance of {status_effect}", - "MOVE_ATTRIBUTE_AP_REFUND": "{chance}% Chance to refund {amount} AP after use", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}% Chance to refund all AP after use", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance}% Chance to use at the start of battles", - "MOVE_ATTRIBUTE_SHARED": "Shared with allies", - "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatible with any tape", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance}% Chance to use at the end of a round", - "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}% Chance to use twice", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance}% Chance to use when hit", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance}% Chance to use after attacks", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance}% Chance to use {move_name} after use", - "MOVE_ATTRIBUTE_MULTITARGET": "{chance}% Chance to target whole team", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Destroys walls", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 Slot", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignores walls", - "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}% Chance to use a random move", - "MOVE_BAD_JOKE_JOKE3": "Why don’t Traffikrabs share their food? Because they’re shellfish!", - "MOVE_BAD_JOKE_JOKE1": "Why did the Traffikrab NOT cross the road? It could only do the side walk!", - "MOVE_BAD_JOKE_JOKE2": "What does Traffikrab put on its traffic toast? Traffic jam!", - "MOVE_BAD_JOKE_JOKE4": "Why did Traffikrab’s friends ghost him? His puns were clawful!", - "MOVE_BAD_JOKE_JOKE7": "What do Bulletinos eat? Nothing, they fast!", - "MOVE_BAD_JOKE_JOKE6": "How does Icepeck build its home? Igloos it together!", - "MOVE_BAD_JOKE_JOKE5": "Why do Skelevangelists always play the xylophone? They don’t have organs!", - "MOVE_BAD_JOKE_JOKE8": "What does Sanzatime do after eating if it’s still hungry? It goes back four seconds!", - "MOVE_BAD_JOKE_JOKE9": "How much does a pile of bones covered in purple slime weigh? One jelly-ton!", - "MOVE_BAD_JOKE_JOKE11": "Did you hear about Stardigrade’s claustrophobia? He just really needs some space.", - "MOVE_BAD_JOKE_JOKE12": "What do Sparktan wear under their armour? Thunderpants!", - "MOVE_BAD_JOKE_JOKE10": "Why should you never eat Sanzatime? It’s too time-consuming!", - "MOVE_BAD_JOKE_JOKE18": "Why did the Landkeeper seek a psychiatrist? He had an apartment complex!", - "MOVE_BAD_JOKE_JOKE14": "Why did the Jumpkin couple have a big wedding? Because they cantaloupe!", - "MOVE_BAD_JOKE_JOKE13": "What do you call a Liligator in a vest? An investigator!", - "MOVE_BAD_JOKE_JOKE15": "I have a joke about elemental chemistry, but I doubt it’ll get a reaction...", - "MOVE_BAD_JOKE_JOKE16": "Why did the Twirligig get promoted? She was outstanding in her field!", - "MOVE_BAD_JOKE_JOKE17": "Where do Busheye go to learn? Elementree school!", - "MOVE_BAD_JOKE_JOKE20": "What kind of clothing will a Landkeeper try to sell you? An ad-dress!", - "MOVE_BAD_JOKE_JOKE19": "What’s a Landkeeper’s favourite hot drink? Proper-tea!", - "MOVE_NAME_INSOMNIA": "Insomnia", - "MOVE_DESCRIPTION_INSOMNIA": "Prevents the user from falling asleep.", - "MOVE_NAME_ELDRITCH": "Eldritch", - "MOVE_DESCRIPTION_ELDRITCH": "Prevents the user’s stats from being lowered.", - "MOVE_NAME_STATUS_RESISTANCE": "Status Resistance", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "The user takes reduced damage from the Burned, Poisoned, and Leeched status effects.", - "MOVE_NAME_NEUTRALISE": "Neutralise", - "MOVE_DESCRIPTION_LIQUID_BODY": "Prevents the user from being inflicted with Burned, but makes all incoming Ice and Lightning-type attacks critical.", - "MOVE_NAME_LIQUID_BODY": "Liquid Body", - "MOVE_DESCRIPTION_NEUTRALISE": "Automatically removes the user’s debuffs when their HP falls below 50%.", - "MOVE_NAME_PHASE_SHIFT": "Phase Shift", - "MOVE_DESCRIPTION_PHASE SHIFT": "The user’s attacks can hit ghosts.", - "MOVE_CAMOUFLAGE_WATER_NAME": "Water Camouflage", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Plastic Camouflage", - "MOVE_CAMOUFLAGE_AIR_NAME": "Air Camouflage", - "MOVE_CAMOUFLAGE_EARTH_NAME": "Earth Camouflage", - "MOVE_CAMOUFLAGE_FIRE_NAME": "Fire Camouflage", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Astral Camouflage", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Lightning Camouflage", - "MOVE_CAMOUFLAGE_METAL_NAME": "Metal Camouflage", - "MOVE_CAMOUFLAGE_BEAST_NAME": "Beast Camouflage", - "MOVE_CAMOUFLAGE_PLANT_NAME": "Plant Camouflage", - "MOVE_CAMOUFLAGE_POISON_NAME": "Poison Camouflage", - "MOVE_CAMOUFLAGE_ICE_NAME": "Ice Camouflage", - "MOVE_CAMOUFLAGE_GLASS_NAME": "Glass Camouflage", - "MOVE_DESCRIPTION_CAMOUFLAGE": "Changes the type of the user. Automatically used at the start of battle for 0 AP.", - "MOVE_NAME_RICOCHET": "Ricochet", - "MOVE_NAME_BREATHING_TECHNIQUE": "Breathing Technique", - "MOVE_DESCRIPTION_RICOCHET": "The user’s ranged attacks have a 50% chance to ignore opponents’ walls.", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Prevents the user from being inflicted with Berserk.", - "MOVE_NAME_SELF_ASSURED": "Self-Assured", - "MOVE_DESCRIPTION_SELF_ASSURED": "Prevents the user from being inflicted with Confused.", - "MOVE_NAME_CRITICAL_AP": "Critical AP", - "MOVE_DESCRIPTION_CRITICAL_AP": "The user gains 1 AP each time they land a critical hit.", - "MOVE_NAME_PITY_AP": "Pity AP", - "MOVE_NAME_UNSHAKEABLE": "Unshakeable", - "MOVE_DESCRIPTION_PITY_AP": "The user gains 1 AP each time an attack of theirs misses.", - "MOVE_DESCRIPTION_UNSHAKEABLE": "Prevents the user from being inflicted with Flinched.", - "MOVE_NAME_VAMPIRE": "Vampire", - "MOVE_DESCRIPTION_VAMPIRE": "The user gains half the benefit of opponents’ healing moves and status effects.", - "MOVE_NAME_MULTICOPY": "Multicopy", - "MOVE_NAME_FOSSIL": "Fossil", - "MOVE_DESCRIPTION_MULTICOPY": "If an opponent gains multitarget or multistrike, the user does so too.", - "MOVE_DESCRIPTION_FOSSIL": "Automatically restores the user to full health if they become Petrified.", - "MOVE_NAME_BLOODLUST": "Bloodlust", - "MOVE_NAME_STURDY_ARMOUR": "Sturdy Armour", - "MOVE_DESCRIPTION_BLOODLUST": "Automatically raises the user’s Melee and Ranged Attack stats when an opponent is defeated.", - "MOVE_NAME_RETURN_FIRE": "Return Fire", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "Prevents the user’s Melee and Ranged Defence stats from being lowered.", - "MOVE_DESCRIPTION_RETURN_FIRE": "Chance to be used automatically when hit with a ranged attack.", - "MOVE_NAME_BURNING_PASSION": "Burning Passion", - "MOVE_NAME_BERSERKER": "Berserker", - "MOVE_DESCRIPTION_BURNING_PASSION": "Automatically raises the user’s Ranged and Melee Attack whenever the user gains the Burned status effect.", - "MOVE_NAME_VENGEFUL_CURSE": "Vengeful Curse", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Automatically inflicts 3 random debuffs on the last opponent to hit the user upon defeat.", - "MOVE_DESCRIPTION_BERSERKER": "Automatically raises the user’s Melee Attack and inflicts them with Berserk when the user’s HP falls below 50%.", - "MOVE_DESCRIPTION_RANDOM_STARTER": "Chance to automatically use another move at random, for 0 AP, at the start of battle.", - "MOVE_NAME_RANDOM_STARTER": "Random Starter", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "Chance to automatically use the next move in the list, for 0 AP, at the start of battle. The chance is reduced in proportion to the move’s normal AP cost.", - "MOVE_NAME_CUSTOM_STARTER": "Custom Starter", - "MOVE_NAME_CRITICAL_MASS": "Critical Mass", - "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", - "MOVE_NAME_AUTOMATION": "Automation", - "MOVE_DESCRIPTION_AUTOMATION": "Chance to use the next move in the list, for 0 AP, at the end of the turn.", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Chance to automatically use the next move in the list, for 0 AP, when the user lands a type-advantaged hit. The chance is reduced in proportion to the move’s normal AP cost.", - "MOVE_NAME_CHEMICAL_IMBALANCE": "Chemical Imbalance", - "MOVE_DESCRIPTION_CRITICAL_MASS": "Chance to use the next move in the list, for 0 AP, when the user lands a critical hit.", - "MOVE_NAME_DUAL_WIELD": "Dual Wield", - "MOVE_DESCRIPTION_PAINT_SWIPE": "Can only be used if the user has a coating active. Hits one target, and transfers the coating onto the target. Always goes last.", - "MOVE_DESCRIPTION_DUAL_WIELD": "Uses the next move in the list twice in succession, if you have enough AP.", - "MOVE_NAME_PAINT_SWIPE": "Paint Swipe", - "TUTORIAL_INTRO_1": "Hi {player}, glad you could make it!\\nPress {control.ui_accept} to continue.", - "TUTORIAL_INTRO_2": "I need your help dealing with a rogue fusion. Feeling up to it?", - "TUTORIAL_INTRO_3": "Let's get moving then! There are some cliffs up ahead. Lead the way with {control.move_up} {control.move_left} {control.move_down} {control.move_right}.", - "TUTORIAL_TARGET_MENU_1": "This is the target menu. You can see what sort of effect your attacks will have on your target here.", - "TUTORIAL_BATTLE_START_1": "Things are gonna get rough from here on in… But don't worry, I\\'ll be right here with you!", - "TUTORIAL_TARGET_MENU_2": "Check out the glowing ring! Green means it will give some beneficial effects to the target, red means detrimental, and yellow is mixed.", - "TUTORIAL_CLIFFS_1": "We'll need to get up this cliff. Just jumping ({control.jump}) won\\'t help in this case.", - "TUTORIAL_CLIFFS_2": "OK, let's get creative! There are a few ways we could get up there.", - "TUTORIAL_CLIFFS_4": "Or... Do you see that pylon? You can use your magnetism ability (hold {control.magnetism}) here to levitate.", - "TUTORIAL_CLIFFS_3": "For starters, you could try looking for something you can pick up and put down here to give us a boost.", - "TUTORIAL_CLIFFS_5": "You can also shoot vines, right? If you face the cliff and press {control.interact}, you can use a vine to climb up it!", - "TUTORIAL_CLIFFS_6": "What's your preference?", - "TUTORIAL_BOSS_1.m": "This is it. This is the rogue fusion! I hope you're ready for a tough fight, {player}.", - "TUTORIAL_GLIDE_2": "It's easy! When you jump off, just keep {control.jump} held down and you won\\'t fall!", - "TUTORIAL_GLIDE_1": "Follow me, {player}. Don't be scared!", - "TUTORIAL_GLIDE_3": "Come on, it's not far now!", - "TUTORIAL_BOSS_2": "If you need to heal up, check your inventory (press {control.pause_menu}) for some cake.", - "TUTORIAL_BOSS_3": "Or we can glide back down to the tent near the start to rest if you like.", - "TUTORIAL_BOSS_1.n": "This is it. This is the rogue fusion! I hope you're ready for a tough fight, {player}.", - "TUTORIAL_BOSS_1.f": "This is it. This is the rogue fusion! I hope you're ready for a tough fight, {player}.", - "TUTORIAL_BOSS_5": "Are you feeling up to it?", - "TUTORIAL_BOSS_4": "If we get caught in a tight spot, check the Battle Items tab in your inventory.", - "TUTORIAL_DIED": "Are you OK? You had me worried there for a moment!", - "TUTORIAL_WON_2": "We make a great team, don't you think, {player}?", - "TUTORIAL_WON_1": "Whoa, we actually, uh, did it?", - "QUEST_GET_ITEM_PROGRESS": "Obtained: {obtained}/{required_item_amount}", - "NO_QUESTS_AVAILABLE": "No further quests are available at the moment.", - "QUEST_GET_MASQUERATTLE_TITLE": "Find a Masquerattle!", - "QUEST_STAT_PROGRESS": "Progress: {num}/{count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Rogue Fusion", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "Orb Fusion", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Unstable Fusion", - "PASSIVE_QUEST_SWARM_TITLE": "Monster Swarm", - "QUEST_TUTORIAL_TITLE": "This Is The World We Live In", - "QUEST_TUTORIAL_DESCRIPTION1": "Speak to Kayleigh at the Harbourtown East entrance.", - "PASSIVE_QUEST_UNKNOWN_TITLE": "Unidentified Signal", - "QUEST_TUTORIAL_DESCRIPTION2": "Follow Kayleigh’s directions.", - "QUEST_TUTORIAL_DESCRIPTION3": "Accompany Kayleigh to the broken pathway.", - "QUEST_ARCHANGELS_DESCRIPTION1": "Locate Archangels to complete Morgante’s song, then follow the clues it contains to find your way home.", - "QUEST_ARCHANGELS_PROGRESS": "Collected {num} of {max} song parts.", - "QUEST_ARCHANGELS_TITLE": "Land of Confusion", - "QUEST_TUTORIAL_DESCRIPTION4": "Investigate the strange structure.", - "QUEST_CAPTAINS_TITLE": "Take Me On", - "QUEST_EUGENE_TITLE": "Acting On Your Best Behaviour", - "QUEST_EUGENE_DESCRIPTION_1": "Meet up with Eugene in the Outskirts.", - "QUEST_CAPTAINS_DESCRIPTION0": "Head to the outpost in the park to sign up to the Rangers.", - "QUEST_EUGENE_DESCRIPTION_3": "Find and clear out all the “Landkeeper’s Association” offices.", - "QUEST_EUGENE_DESCRIPTION_2": "Accompany Eugene to the window atop the mysterious office.", - "QUEST_EUGENE_DESCRIPTION_4": "Speak to Eugene.", - "QUEST_EUGENE_DESCRIPTION_5": "Accompany Eugene to the location of the Landkeeper’s HQ.", - "QUEST_EUGENE_3_PROGRESS": "Cleared {num} of ??? offices.", - "QUEST_WORKING_OVERTIME_TITLE": "Working Overtime", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "Bring {required_item_amount} wood to the ranger in East Harbourtown.", - "QUEST_MERCHANT_RESCUE_TITLE": "A Little Inspiration", - "QUEST_FLORIST_DESCRIPTION_1": "Plant {count} saplings in Harbourtown.", - "QUEST_FLORIST_TITLE": "Planting the Seed", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Go to the cave in the park and find out what happened to the merchant.", - "CLUE_SONG_PROLOGUE1": "If you wish to leave this land, then heed my words and hear my song", - "QUEST_FLORIST_DESCRIPTION_2": "Inform the ranger in west Harbourtown that you’ve planted her saplings.", - "CLUE_SONG_EPILOGUE1": "Unite this act and its location, to show to you the final station", - "CLUE_FLUFF": "For that is where my chambers lie, halls now empty and alone", - "CLUE_SONG_PROLOGUE2": "You must rise to the task at hand, you must walk the path most long", - "CLUE_SONG_EPILOGUE2": "Heed my song and find the place, that will reveal infinite space", - "CLUE_UNKNOWN": "(The rest of the song is too quiet to make out.)", - "STATUS_BURNED_NAME": "Burned", - "STATUS_CONTACTDMG_DESCRIPTION": "Characters with Contact Damage deal a bit of elemental damage whenever they land or receive a melee attack.", - "STATUS_BURNED_DESCRIPTION": "Burned characters take damage at the end of their turn.", - "STATUS_CONTACTDMG_NAME": "Contact Dmg", - "STATUS_STAT_MATK_DOWN_NAME": "Melee Attack Down", - "STATUS_STAT_RATK_DOWN_NAME": "Ranged Attack Down", - "STATUS_STAT_MATK_UP_NAME": "Melee Attack Up", - "STATUS_STAT_RATK_UP_NAME": "Ranged Attack Up", - "STATUS_STAT_RDEF_DOWN_NAME": "Ranged Defence Down", - "STATUS_STAT_MDEF_DOWN_NAME": "Melee Defence Down", - "STATUS_STAT_RDEF_UP_NAME": "Ranged Defence Up", - "STATUS_STAT_MDEF_UP_NAME": "Melee Defence Up", - "STATUS_STAT_EVASION_UP_NAME": "Evasion Up", - "STATUS_STAT_EVASION_DOWN_NAME": "Evasion Down", - "STATUS_STAT_ACCURACY_UP_NAME": "Accuracy Up", - "STATUS_STAT_ACCURACY_DOWN_NAME": "Accuracy Down", - "STATUS_STAT_SPEED_UP_NAME": "Speed Up", - "STATUS_STAT_SPEED_DOWN_NAME": "Speed Down", - "STATUS_AP_BOOST_NAME": "AP Boost", - "STATUS_AP_DRAIN_NAME": "AP Drain", - "STATUS_AP_BOOST_DESCRIPTION": "Characters with AP Boost gain 1 extra AP each round.", - "STATUS_POISONED_NAME": "Poisoned", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} took an apple and ate it.", - "STATUS_WALL_NAME": "{type} Wall", - "STATUS_AP_DRAIN_DESCRIPTION": "Characters with AP Drain gain 1 fewer AP each round.", - "STATUS_WALL_TOAST_BROKEN": "BROKEN", - "STATUS_WALL_DESCRIPTION": "Walls absorb a certain number of incoming hits. Type-advantaged attacks immediately break walls.", - "STATUS_TEMPTATION_WALL_NAME": "Apple Tree", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} took an apple and ate it.", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} took an apple and ate it.", - "STATUS_WINDOW_NAME": "Window", - "STATUS_POISONED_DESCRIPTION": "Poisoned characters take damage at the end of their turn.", - "STATUS_WINDOW_DESCRIPTION": "Walls owned by characters with the Window status no longer block ranged attacks.", - "STATUS_LEECHED_DESCRIPTION": "Leeched characters take damage at the end of their turn. Opponents are healed by the amount of health taken off.", - "STATUS_LEECHED_NAME": "Leeched", - "STATUS_COATING_POISON_NAME": "Poison Coating", - "STATUS_COATING_WATER_NAME": "Water Coating", - "STATUS_COATING_BEAST_NAME": "Beast Coating", - "STATUS_COATING_GLITTER_NAME": "Glitter Coating", - "STATUS_COATING_FIRE_NAME": "Fire Coating", - "STATUS_COATING_PLASTIC_NAME": "Plastic Coating", - "STATUS_COATING_LIGHTNING_NAME": "Lightning Coating", - "STATUS_COATING_PLANT_NAME": "Plant Coating", - "STATUS_COATING_ASTRAL_NAME": "Astral Coating", - "STATUS_COATING_ICE_NAME": "Ice Coating", - "STATUS_COATING_AIR_NAME": "Air Coating", - "STATUS_COATING_EARTH_NAME": "Earth Coating", - "STATUS_COATING_METAL_NAME": "Metal Coating", - "STATUS_COATING_DESCRIPTION": "Coatings change the elemental type of a character for a certain number of turns.", - "STATUS_COATING_GLASS_NAME": "Glass Coating", - "STATUS_HEALING_STEAM_NAME": "Healing Steam", - "STATUS_HEALING_LEAF_DESCRIPTION": "Characters with Healing Leaf regain some health at the start of each turn.", - "STATUS_HEALING_STEAM_DESCRIPTION": "Characters with Healing Steam regain some health at the start of each turn.", - "STATUS_HEALING_LEAF_NAME": "Healing Leaf", - "STATUS_MULTISTRIKE_NAME": "Multistrike", - "STATUS_MULTISTRIKE_DESCRIPTION": "Characters with Multistrike will use each move twice if they have enough AP for it.", - "STATUS_GLASS_BONDS_NAME": "Glass Bonds", - "STATUS_GLASS_BONDS_DESCRIPTION": "Characters with Glass Bonds take damage each time they transform.", - "STATUS_SHRAPNEL_NAME": "Shrapnel", - "STATUS_MULTITARGET_DESCRIPTION": "Attacks from characters with Multitarget target the whole team.", - "STATUS_UNITARGET_NAME": "Unitarget", - "STATUS_SHRAPNEL_DESCRIPTION": "Characters with Shrapnel take damage each time they transform.", - "STATUS_MULTITARGET_NAME": "Multitarget", - "STATUS_UNITARGET_DESCRIPTION": "Attacks from characters with Unitarget that normally target a whole team only affect a single target, and attacks that are normally single-target have reduced accuracy.", - "STATUS_PARRY_STANCE_DESCRIPTION": "Characters with Parry Stance reflect damage from the next melee attack they receive back onto the attacker.", - "STATUS_PARRY_STANCE_NAME": "Parry Stance", - "STATUS_SLEEP_NAME": "Sleep", - "STATUS_SLEEP_DESCRIPTION": "Sleeping characters can’t use the moves they normally have.", - "STATUS_SLEEP_TOAST_REMOVED": "WOKE UP", - "STATUS_FLINCH_DESCRIPTION": "A character that flinches skips its next turn.", - "STATUS_FLINCH_NAME": "Flinched", - "STATUS_BOMB_NAME": "Bomb", - "STATUS_LOCKED_ON_NAME": "Locked On", - "STATUS_BERSERK_NAME": "Berserk", - "STATUS_LOCKED_ON_DESCRIPTION": "Characters with Locked On cannot miss.", - "STATUS_BOMB_DESCRIPTION": "A character with Bomb will blow up at the end of their next turn if it’s not passed on by a melee attack.", - "STATUS_INTERCEPTING_DESCRIPTION": "Characters with Intercepting intercept all attacks directed at their allies.", - "STATUS_INTERCEPTING_NAME": "Intercepting", - "STATUS_BERSERK_DESCRIPTION": "Characters with Berserk can only use damaging moves.", - "STATUS_HIBERNATING_NAME": "Hibernating", - "STATUS_HIBERNATING_DESCRIPTION": "Hibernating characters heal each turn that they’re asleep.", - "STATUS_MEDITATING_DESCRIPTION": "Meditating characters raise their stats each turn that they’re asleep.", - "STATUS_MEDITATING_NAME": "Meditating", - "STATUS_TOWER_DEFENSE_NAME": "Tower Defence", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "Characters with Tower Defence become Earth-type and have raised defence stats.", - "STATUS_SUMMONED_DESCRIPTION": "Summoned characters are called away from combat after a certain number of turns.", - "STATUS_SUMMONED_NAME": "Summoned", - "STATUS_GHOSTLY_NAME": "Ghostly", - "STATUS_RESONANCE_NAME": "Resonance", - "STATUS_GHOSTLY_DESCRIPTION": "Ghostly characters cannot be hit by attacks, but are defeated when the timer on the Ghostly status runs out.", - "STATUS_GAMBIT_NAME": "Gambit", - "STATUS_GAMBIT_DESCRIPTION": "Characters with Gambit have massively increased stats, but are defeated when the timer on the Gambit status runs out.", - "STATUS_RECORDED_NAME": "Recorded", - "STATUS_GAMBIT_TOAST_FAILED": "GAMBIT FAILED", - "STATUS_SUMMONED_NAME_MODIFIER.f": "Summoned {name}", - "STATUS_EFFIGY_NAME": "Effigy", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARRIED", - "STATUS_SUMMONED_NAME_MODIFIER.m": "Summoned {name}", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TICK... TICK... TICK...", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "Ghostly {name}", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "Ghostly {name}", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "Ghostly {name}", - "STATUS_SUMMONED_NAME_MODIFIER.n": "Summoned {name}", - "STATUS_UNDYING_NAME": "Ritual", - "STATUS_UNDYING_DESCRIPTION": "Characters with Ritual are brought back at 25% health when defeated.", - "STATUS_RESONANCE_DESCRIPTION": "Each time Resonance is inflicted on a character it adds to a counter. When the counter reaches 3, the character is shaken apart and instantly defeated.", - "STATUS_RESONANCE_TOAST_NAME": "Resonance {0}/{1}", - "STATUS_CLOSE_ENCOUNTER_NAME": "Close Encounter", - "STATUS_RESONANCE_TOAST_OVERLOAD": "Resonance Overload", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "Close Encounter reduces the range of a character’s ranged attacks, turning them into melee attacks.", - "STATUS_SPRING_LOADED_DESCRIPTION": "Spring-Loaded extends the range of a character’s melee attacks, turning them into ranged attacks.", - "STATUS_SPRING_LOADED_NAME": "Spring-Loaded", - "STATUS_CONDUCTIVE_DESCRIPTION": "Conductive characters take damage whenever any Lightning-type attack is used.", - "STATUS_CONDUCTIVE_NAME": "Conductive", - "STATUS_RESURRECTED_NAME": "Resurrected", - "STATUS_CONFUSED_DESCRIPTION": "Confused characters may use the wrong move or target the wrong character.", - "STATUS_RESURRECTED_DESCRIPTION": "Resurrected characters can no longer be brought back by effects such as Ritual.", - "STATUS_CONFUSED_NAME": "Confused", - "STATUS_SNOWED_IN_NAME": "Snowed In", - "STATUS_SNOWED_IN_EFFECT": "Snow day!", - "STATUS_SNOWED_IN_DESCRIPTION": "Snowed In characters are stuck in place and cannot use melee attacks.", - "STATUS_FOG_NAME": "Fog", - "STATUS_RECORDING_NAME": "Recording", - "STATUS_FOG_DESCRIPTION": "Fog reduces the accuracy of ranged attacks that aren’t Water, Air, or Ice-type to 0%.", - "STATUS_PETRIFIED_NAME": "Petrified", - "STATUS_RECORDING_TOAST_FAILURE": "RECORDING FAILED", - "STATUS_FAIR_FIGHT_NAME": "Fair Fight", - "STATUS_STAT_DOUBLE_SPEED_NAME": "Double Speed", - "STATUS_PETRIFIED_DESCRIPTION": "Petrified characters become Earth type and can only use Defend and Raise Shields.", - "STATUS_COTTONED_ON_DESCRIPTION": "For the next round, moves that target a character who has Cottoned On are guaranteed to miss.", - "STATUS_ABRAMACABRA_NAME": "Abramacabra", - "STATUS_COTTONED_ON_NAME": "Cottoned On", - "STATUS_MIND_MELD_DESCRIPTION": "Characters with Mind-Meld share their moves with allies.", - "STATUS_MIND_MELD_NAME": "Mind-Meld", - "STATUS_FAIR_FIGHT_DESCRIPTION": "While it is in effect, Fair Fight prevents new status effects from being applied.", - "STATUS_GLASS_SHARDS_DESCRIPTION": "While it is in effect, any characters that use a melee attack will take damage from the Glass Shards on the battlefield.", - "STATUS_GLASS_SHARDS_NAME": "Glass Shards", - "STATUS_ABRAMACABRA_DESCRIPTION": "Walls absorb a certain number of incoming hits. Type-advantaged attacks immediately break walls. In addition to standard Wall behavior, Abramacabra automatically attacks one opponent each turn.", - "STATUS_INFLATED_NAME": "Inflated", - "STATUS_INFLATED_DESCRIPTION": "Inflated characters have increased Attack and Defence stats, but significantly reduced Evasion.", - "UI_FRAMERATE": "{0} FPS", - "STATUS_DEFLATED_NAME": "Deflated", - "STATUS_DEFLATED_DESCRIPTION": "Deflated characters have significantly increased Evasion, but reduced Attack and Defence stats.", - "UI_WINDOW_TITLE": "Cassette Beasts", - "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", - "UI_TIMER_CHEATED": "(Cheated) {timer}", - "UI_CHEATS_ENABLED": "Cheat Console Enabled", - "UI_BUTTON_NO": "No", - "UI_BUTTON_YES": "Yes", - "UI_CHEATS_DISABLED": "Cheat Console Disabled", - "UI_BUTTON_OK": "OK", - "UI_BUTTON_CANCEL": "Cancel", - "UI_BUTTON_BACK": "Back", - "UI_LOADING": "Loading...", - "UI_BUTTON_CONTINUE": "Continue", - "UI_BUTTON_EXIT": "Exit", - "UI_BUTTON_SUBMIT": "Submit", - "UI_BUTTON_CLOSE": "Close", - "UI_BUTTON_SAVE_CHANGES": "Apply & Save Changes", - "UI_LOADING_WORLD_BOUNDARY": "Loading the rest of the world...", - "UI_LOADING_PROGRESS": "Loading Scene {0}/{1}…", - "UI_LOADING_PREPARE_PROGRESS": "Preparing Scene {0}/{1}…", - "UI_LOADING_SHADER_PROGRESS": "Caching Materials {0}/{1}…", - "UI_BATTLE_FIGHT_BUTTON": "Fight", - "UI_BATTLE_ITEM_BUTTON": "Item", - "UI_BATTLE_SWITCH_BUTTON": "Switch", - "UI_BATTLE_FLEE_BUTTON": "Flee", - "UI_BATTLE_RECORD_BUTTON": "Record", - "UI_BATTLE_INSPECT_BUTTON": "Status Effects", - "UI_BATTLE_FUSE_BUTTON": "Fuse!", - "UI_BATTLE_UNFUSE_BUTTON": "Unfuse", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusing…", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusion-", - "UI_BATTLE_FLEE_CHANCE": "{0}%", - "UI_BUTTON_MOVE_PASSIVE": "Passive", - "UI_BATTLE_FUSION_METER": "-Fusion-", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "This species isn’t in your bestiary.", - "BATTLE_TITLE_ARCHANGEL": "Archangel", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "Enemy {name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "The opposing team’s reinforcements.", - "BATTLE_ADJECTIVE_TEAM1.n": "Enemy {name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "Enemy {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "Archangel {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "Archangel {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "{0} transformed into {1}!", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "Archangel {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "Ranger {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "Ranger {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "Ranger {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "{0} transformed into {1}!", - "BATTLE_FAILED": "Failed!", - "BATTLE_FAILED_SLEEP": "Asleep!", - "BATTLE_TAPE_SWITCHED.n": "{0} transformed into {1}!", - "BATTLE_DIED.f": "{0} died…", - "BATTLE_DIED.m": "{0} died…", - "BATTLE_DIED.n": "{0} died…", - "BATTLE_TAPE_DEFEATED.f": "{0}’s tape broke!", - "BATTLE_RESURRECTED.m": "But {cause} brought him back!", - "BATTLE_DEFEATED.f": "{0} was defeated!", - "BATTLE_RESURRECTED.n": "But {cause} brought them back!", - "BATTLE_RESURRECTED.f": "But {cause} brought her back!", - "BATTLE_DEFEATED.m": "{0} was defeated!", - "BATTLE_DEFEATED.n": "{0} was defeated!", - "BATTLE_DEFEATED_NO_TAPES.f": "{0} is out of usable tapes!", - "BATTLE_DEFEATED_NO_TAPES.n": "{0} is out of usable tapes!", - "BATTLE_DEFEATED_NO_TAPES.m": "{0} is out of usable tapes!", - "BATTLE_TAPE_DEFEATED.m": "{0}’s tape broke!", - "BATTLE_TAPE_DEFEATED.n": "{0}’s tape broke!", - "BATTLE_GHOST_DEFEATED.m": "{0} faded away…", - "BATTLE_SUMMON_DEFEATED.n": "{0} was called away!", - "BATTLE_SUMMON_DEFEATED.f": "{0} was called away!", - "BATTLE_SUMMON_DEFEATED.m": "{0} was called away!", - "BATTLE_GHOST_DEFEATED.f": "{0} faded away…", - "BATTLE_VICTORY": "VICTORY!", - "BATTLE_GHOST_DEFEATED.n": "{0} faded away…", - "BATTLE_WON": "The battle was won!", - "BATTLE_LOST": "The battle was lost…", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Can’t get away!\\nFast travel back to Harbourtown? You will lose some items.", - "BATTLE_FLEE_CONFIRM": "Are you sure you want to flee?", - "BATTLE_FLEE_FAILED": "Can’t get away!", - "BATTLE_EXP_POINTS": "Your team gained {0} experience points!", - "BATTLE_FLED": "Fled the battle…", - "BATTLE_TARGET_TEAM0": "Your Team", - "UI_CHARACTER_LEVEL": "Lv {0}", - "UI_CHARACTER_LEVEL_LONG": "Level {0}", - "BATTLE_TARGET_TEAM1": "Enemy Team", - "UI_CHARACTER_ABILITY_UNKNOWN": "???", - "UI_CHARACTER_ABILITIES_HEADING": "Abilities:", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Signature Tape:", - "BATTLE_FUSING": "{0} and {1}’s hearts act as one!", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10% to all stats when transformed into {species} or its remaster.", - "BATTLE_FUSED": "{0} and {1} fused into {2}!", - "BATTLE_UNFUSING": "{0} and {1} desynchronise!", - "BATTLE_TOAST_SPLASH": "SPLASH", - "BATTLE_TOAST_CRIT": "CRIT", - "BATTLE_TOAST_MISSED": "MISSED", - "BATTLE_TOAST_BLOCKED": "STATUS BLOCKED", - "BATTLE_TOAST_NO_EFFECT": "NO EFFECT", - "BATTLE_TOAST_INTERCEPTED": "INTERCEPTED", - "BATTLE_TOAST_AP": "AP", - "BATTLE_TOAST_RECORD_CHANCE": "\\nCHANCE", - "UI_BATTLE_TAPE_IN_USE": "In Use", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", - "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", - "STAT_max_hp": "Max HP", - "MAX_STAMINA_INCREASE": "Your stamina increased by {increase_percent}%!\\nYou can now glide for {total} seconds.", - "STAT_melee_defense": "Melee Defence", - "STAT_melee_attack": "Melee Attack", - "STAT_ranged_attack": "Ranged Attack", - "STAT_ranged_defense": "Ranged Defence", - "STAT_speed": "Speed", - "STAT_accuracy": "Accuracy", - "STAT_evasion": "Evasion", - "STAT_max_ap": "Max AP", - "STAT_move_accuracy": "Accuracy", - "STAT_move_slots": "Move Slots", - "STAT_damage": "Damage", - "STAT_move_splash_damage": "Splash Damage", - "STAT_move_effect_chance": "Effect Chance", - "STAT_move_crit_damage": "Critical Damage", - "STAT_move_crit_rate": "Critical Chance", - "STAT_exp": "Exp Points", - "STAT_priority_chance": "Priority Chance", - "SHORT_NAME_max_hp": "Max HP", - "SHORT_NAME_melee_attack": "M. Atk", - "SHORT_NAME_melee_defense": "M. Def", - "SHORT_NAME_ranged_attack": "R. Atk", - "SHORT_NAME_ranged_defense": "R. Def", - "SHORT_NAME_speed": "Speed", - "UI_PARTY_CHECK_TAPE": "Check Tape", - "UI_PARTY_CHECK_CHARACTER": "Check {name}", - "UI_PARTY_TRANSFORM": "Transform", - "UI_PARTY_SWAP_TAPE": "Swap Tape", - "UI_PARTY_USE_ITEM": "Use Item", - "UI_PARTY_PUT_AWAY": "Put In Storage", - "UI_PARTY_NO_MOVES": "No stickers.", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "'{tape_name}’ was put in storage.", - "UI_PARTY_TAPE_COLLECTION": "Tape Storage…", - "UI_PARTY_MOVE_LIST_OVERFLOW": "And {n} more…", - "UI_PARTY_STATS_CHARACTER": "Human Form", - "UI_PARTY_STATS_FORM": "Form Stat Multipliers", - "UI_PARTY_STICKERS": "Stickers", - "UI_PARTY_STATS_COMBINED": "Transformed", - "UI_PARTY_BOOTLEG": "Bootleg", - "UI_PARTY_EMPTY_STICKER_SLOT": "- Empty Slot -", - "UI_PARTY_APPLY_STICKER": "Apply Sticker", - "UI_PARTY_PEEL_STICKER": "Peel Sticker", - "UI_PARTY_REPLACE_STICKER": "Replace Sticker", - "UI_PARTY_STICKER_PEELED_DROPPED": "’{move_name}’ was dropped because there isn’t any space for it in your inventory.", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "Replace ‘{old_move}’ with ‘{new_move}’?", - "UI_PARTY_EDIT_STICKERS": "View/Edit Stickers", - "UI_PARTY_STICKER_PEELED": "'{move_name}’ was put in the sticker section of your inventory.", - "UI_PARTY_RENAME_TAPE": "Rename", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Party", - "UI_PARTY_RENAME_TAPE_TITLE": "Rename ‘{0}’", - "UI_PARTY_BESTIARY": "View Bestiary Entry", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Storage: By Number", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "Storage: By Name", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Storage: Bootlegs", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Storage: Favourites", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Storage: {type}", - "UI_TAPE_COLLECTION": "Tape Storage", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Add to Party", - "UI_TAPE_COLLECTION_FAVORITE": "Favourite", - "UI_TAPE_COLLECTION_RECYCLE": "Recycle", - "UI_TAPE_COLLECTION_UNFAVORITE": "Unfavourite", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "Peel Stickers", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "The stickers from {tape_name} were put back into your inventory.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Some of the stickers from {tape_name} could not be peeled because there wasn’t enough space for them in your inventory.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Some of the stickers from {tape_name} were dropped because there wasn’t enough space for them in your inventory.", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "Are you sure you want to recycle {tape_name}? This will permanently remove it from your collection.", - "UI_TAPE_COLLECTION_EMPTY": "No tapes.", - "UI_LOAD_FILE_LOADING": "Checking...", - "UI_LOAD_FILE_EMPTY": "Empty File", - "UI_LOAD_FILE_INVALID": "Corrupt File", - "UI_LOAD_FILE_SAVED_DATETIME": "Saved at {hour}:{minute}:{second} on {year}-{month}-{day}", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Died at {hour}:{minute}:{second} on {year}-{month}-{day}", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "New Game", - "UI_LOAD_FILE_CONTINUE_GAME": "Load Game", - "UI_LOAD_FILE_ERASE": "Erase", - "UI_LOAD_FILE_CUSTOM_GAME": "Custom Game", - "UI_PAUSE_MAP_BTN": "Map", - "UI_PAUSE_PARTY_BTN": "Party", - "UI_PAUSE_INVENTORY_BTN": "Inventory", - "UI_PAUSE_QUEST_LOG_BTN": "Quest Log", - "UI_PAUSE_BESTIARY_BTN": "Bestiary", - "UI_PAUSE_REST_BTN": "Rest Here", - "UI_QUIT_CONFIRM": "Are you sure you want to quit?\\nYou last saved the game {duration} ago.", - "UI_PAUSE_SAVE_BTN": "Save", - "UI_PAUSE_QUIT_BTN": "Quit", - "UI_EVOLUTION_TITLE": "Remaster", - "UI_QUIT_CONFIRM_SECONDS": "{num} second(s)", - "UI_QUIT_CONFIRM_MINUTES": "{num} minute(s)", - "UI_SAVING": "Saving...", - "UI_SAVING_MESSAGE": "Saving your progress…", - "UI_SAVE_COMPLETE": "Save complete!", - "UI_SAVE_FAILED": "Saving failed.", - "UI_SAVE_LOAD_FAILED": "This save file cannot be loaded.", - "UI_SAVE_ERASE_CONFIRM": "Permanently erase this save data?", - "UI_SAVE_REQUIRE_FULL_VERSION": "This save file requires the full version of the game.", - "UI_EVOLUTION_BUTTON": "Remaster", - "UI_EVOLUTION_SUBTITLE": "Evolve your monster forms", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "Controllers", - "UI_EVOLUTION_SPECIALIZATION": "Choose a specialisation", - "UI_EVOLUTION_CONFIRM": "Remaster your {monster_name} tape into a more powerful form?", - "RELATIONSHIP_UNLOCK_FUSION.n": "Fusion is now available in regular battles when partnered with {name}!", - "UI_EVOLUTION_DESCRIPTION": "Your {evolved_from} tape became {evolved_to}!", - "RELATIONSHIP_LEVEL_UP": "Relationship Level {level}", - "RELATIONSHIP_UNLOCK_FUSION.m": "Fusion is now available in regular battles when partnered with {name}!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "You can now use Fusion Power when fused with {name}!", - "RELATIONSHIP_UNLOCK_FUSION.f": "Fusion is now available in regular battles when partnered with {name}!", - "RELATIONSHIP_FUSION_STRENGTH.m": "Fusions you form with {name} now have +{added_strength}% added strength.", - "RELATIONSHIP_FUSION_STRENGTH.n": "Fusions you form with {name} now have +{added_strength}% added strength.", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "You can now use Fusion Power when fused with {name}!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "You can now use Fusion Power when fused with {name}!", - "RELATIONSHIP_FUSION_STRENGTH.f": "Fusions you form with {name} now have +{added_strength}% added strength.", - "UI_QUEST_NEW": "New Quest:", - "UI_QUEST_UPDATE": "Quest Updated:", - "UI_CAMPING_REST": "Rest", - "UI_QUEST_COMPLETE": "Quest Complete!", - "UI_QUEST_NEW_VIEW_LOG": "View Quest Log", - "PARTNER_SWAP_CONFIRM.f": "Take {name} with you?", - "PARTNER_UNLOCKED_TITLE.m": "Unlocked:", - "PARTNER_SWAP_CONFIRM.m": "Take {name} with you?", - "PARTNER_SWAP_CONFIRM.n": "Take {name} with you?", - "PARTNER_UNLOCKED_TITLE.f": "Unlocked:", - "PARTNER_UNLOCKED.m": "{name} is now your partner!", - "PARTNER_UNLOCKED_TITLE.n": "Unlocked:", - "PARTNER_UNLOCKED.n": "{name} is now your partner!", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} has returned to the Gramophone Café.", - "PARTNER_UNLOCKED.f": "{name} is now your partner!", - "UI_EXCHANGE": "Trade", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} has returned to the Gramophone Café.", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} has returned to the Gramophone Café.", - "UI_EXCHANGE_PRICE": "Price", - "UI_EXCHANGE_RESOURCES": "Your Resources", - "OBTAINED_TAPE": "Obtained a {tape_name} tape!", - "ABILITY_UNLOCKED": "You’ve obtained the {ability} ability!", - "UI_MAP_UNKNOWN_FEATURE": "???", - "ABILITY_UNLOCKED_glide": "You can now hold {control.jump} to glide across long distances!\\nThis consumes your stamina.", - "ABILITY_glide": "Mothwing Glide", - "UI_TAPES_REPAIRED": "Your broken tapes have been repaired!", - "UI_MAP_YOUR_LOCATION": "Your Location", - "UI_MAP_FAST_TRAVEL_CONFIRM": "Travel to {location}?", - "UI_BESTIARY_SEEN_COUNT": "Seen: {num} / {total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "Can’t fast travel here.", - "UI_BESTIARY_RECORDED_COUNT": "Recorded: {num} / {total}", - "UI_BESTIARY_FORMED_COUNT": "Formed: {num} / {total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", - "UI_BESTIARY_UNKNOWN_SPECIES": "???", - "UI_BESTIARY_SORT_BY_NAME": "Sort by Name", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "View Fusions", - "UI_BESTIARY_SORT_BY_NUMBER": "Sort by Number", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "View Monsters", - "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "#{num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "Location", - "UI_BESTIARY_INFO_TAB_STATS": "Stats", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "Raise this monster’s tape to 5 stars to unlock more information.", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "Record this monster to unlock more information.", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Bootlegs", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Bootlegs: {num} / {total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Defeat this monster to unlock more information.", - "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", - "UI_BESTIARY_INFO_STATS_FORMED": "Formed:", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Encountered:", - "UI_BESTIARY_INFO_STATS_RECORDED": "Recorded:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "Defeated:", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "View on Map", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat unknown.", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name} can be found in:", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "{species_name}’s Habitat", - "UI_BESTIARY_INFO_NO_DATA": "No additional data.", - "UI_BESTIARY_INFO_BIO_FUSION": "Formed by a fusion of {species1} and {species2}.", - "UI_CHARACTER_CREATION": "Character Creation", - "UI_CHARACTER_CREATION_INTRO": "Who Are You?", - "UI_CC_LABEL_NAME": "Your Name", - "UI_CC_LABEL_PRONOUNS": "Your Pronouns", - "UI_CC_VALUE_PRONOUN.m": "He/Him", - "UI_CC_VALUE_PRONOUN.f": "She/Her", - "UI_CC_VALUE_PRONOUN.n": "They/Them", - "UI_CC_LABEL_HAIR": "Hair Style", - "UI_CC_LABEL_HEAD": "Face", - "UI_CC_LABEL_LEGS": "Bottom", - "UI_CC_LABEL_BODY": "Top", - "UI_CC_LABEL_BODY_COLOR_1": "Top Colour 1", - "UI_CC_LABEL_BODY_COLOR_2": "Top Colour 2", - "UI_CC_LABEL_EYE_COLOR": "Eye Colour", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Face Accessory Colour", - "UI_CC_LABEL_FAVORITE_COLOR": "Favourite Colour", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Hair Accessory Colour", - "UI_CC_LABEL_HAIR_COLOR": "Hair Colour", - "UI_CC_LABEL_SHOE_COLOR": "Shoe Colour", - "UI_CC_LABEL_LEGS_COLOR": "Bottom Colour", - "UI_CC_LABEL_SKIN_COLOR": "Skin Colour", - "UI_CC_RANDOMIZE": "Randomise", - "UI_CC_VALUE_hair_short": "Side-Swept", - "UI_CC_VALUE_hair_bow1": "High Ponytail", - "UI_CC_VALUE_hair_quiff": "Quiff", - "UI_CC_VALUE_hair_hairtie": "Hair Tie", - "UI_CC_VALUE_hair_afro1": "Low Afro", - "UI_CC_VALUE_hair_afro2": "Flat Top", - "UI_CC_VALUE_hair_bun1": "Top Bun #1", - "UI_CC_VALUE_hair_bun2": "Top Bun #2", - "UI_CC_VALUE_hair_bun3": "Double Buns", - "UI_CC_VALUE_hair_neat1": "Neat", - "UI_CC_VALUE_hair_long1": "Long Fringe", - "UI_CC_VALUE_hair_headband1": "Headband", - "UI_CC_VALUE_hair_headband2": "Lopsided", - "UI_CC_VALUE_hair_bald": "Bald", - "UI_CC_VALUE_hair_bob1": "Straight Bob", - "UI_CC_VALUE_hair_bob2": "Wavy Bob", - "UI_CC_VALUE_hair_headscarf1": "Headscarf", - "UI_CC_VALUE_hair_cultist1.m": "Cultist", - "UI_CC_VALUE_hair_cultist1.f": "Cultist", - "UI_CC_VALUE_hair_cultist1.n": "Cultist", - "UI_CC_VALUE_hair_flower1": "Flower child", - "UI_CC_VALUE_hair_hat1": "Hat and Buns", - "UI_CC_VALUE_hair_dreadlocks1": "Locs", - "UI_CC_VALUE_hair_dreadlocks2": "Short locs", - "UI_CC_VALUE_hair_straight1": "Bowl Cut", - "UI_CC_VALUE_hair_mullet1": "Mullet", - "UI_CC_VALUE_hair_hardhat1": "Safety Helmet", - "UI_CC_VALUE_hair_braid1": "Long Braid", - "UI_CC_VALUE_hair_sharp1": "Sharp Fringe", - "UI_CC_VALUE_hair_balding": "Balding", - "UI_CC_VALUE_hair_cat1": "Cat Headband", - "UI_CC_VALUE_hair_moonstone": "Moonstone", - "UI_CC_VALUE_head_generic": "Plain", - "UI_CC_VALUE_head_glasses_1": "Glasses", - "UI_CC_VALUE_head_makeup1": "Eyeshadow", - "UI_CC_VALUE_head_makeup2": "Half face paint", - "UI_CC_VALUE_head_beard1": "Beard #1", - "UI_CC_VALUE_head_beard2": "Beard #2", - "UI_CC_VALUE_head_mask1": "Face Mask", - "UI_CC_VALUE_head_visor1": "Visor", - "UI_CC_VALUE_head_grumpy": "Grumpy", - "UI_CC_VALUE_body_sweater1": "Sweater", - "UI_CC_VALUE_body_tshirt1": "T-Shirt #1", - "UI_CC_VALUE_body_tshirt2": "T-Shirt #2", - "UI_CC_VALUE_body_jacket": "Jacket #1", - "UI_CC_VALUE_body_jacket2": "Jacket #2", - "UI_CC_VALUE_body_jacket3": "Vest Jacket", - "UI_CC_VALUE_body_jacket4": "Jacket #3", - "UI_CC_VALUE_body_cultist1.m": "Cultist", - "UI_CC_VALUE_body_cultist1.f": "Cultist", - "UI_CC_VALUE_body_cultist1.n": "Cultist", - "UI_CC_VALUE_body_dress1": "Vintage Dress", - "UI_CC_VALUE_body_apron1": "Apron", - "UI_CC_VALUE_body_vest1": "Vest", - "UI_CC_VALUE_body_poncho1": "Poncho", - "UI_CC_VALUE_body_moonstone": "Moonstone", - "UI_CC_VALUE_legs_generic": "Trousers", - "UI_CC_VALUE_legs_shorts1": "Shorts", - "UI_CC_VALUE_legs_skirt1": "Skirt", - "UI_CC_VALUE_legs_moonstone": "Moonstone", - "UI_CC_VALUE_hair_bansheep": "Bansheep Hat", - "UI_CC_VALUE_hair_candevil": "Candevil Hat", - "UI_CC_VALUE_hair_traffikrab": "Traffikrab Hat", - "UI_CC_VALUE_hair_springheel": "Springheel Hat", - "UI_CC_VALUE_legs_pombomb": "Pombomb Shorts", - "UI_CC_VALUE_body_pombomb": "Pombomb Poncho", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", - "UI_LOADING_FLUFF_2": "Giving Hopskin its jacket back…", - "UI_LOADING_FLUFF_3": "Sharpening Ripterra’s knifeclaws…", - "UI_LOADING_FLUFF_4": "Snooping on Snoopin…", - "UI_LOADING_FLUFF_1": "Sneaking up on a Springheel…", - "UI_LOADING_FLUFF_5": "Feeding Scampire…", - "UI_LOADING_FLUFF_7": "Polishing Folklord’s skull…", - "UI_LOADING_FLUFF_6": "Leading Macabra away from the goats…", - "UI_LOADING_FLUFF_8": "Repairing Squirey’s spear…", - "UI_LOADING_FLUFF_9": "Knighting Palangolin…", - "UI_LOADING_FLUFF_10": "Lighting Pombomb’s fuse…", - "UI_LOADING_FLUFF_11": "Reloading Velocirifle…", - "UI_LOADING_FLUFF_12": "Reloading Artillerex…", - "UI_LOADING_FLUFF_13": "Drawing on Elfless’s mask…", - "UI_LOADING_FLUFF_14": "Giving Grampus a candy cane…", - "UI_LOADING_FLUFF_15": "Recharging Boltam…", - "UI_LOADING_FLUFF_16": "Extending a lightning rod to attract Sparktan…", - "UI_LOADING_FLUFF_18": "Preparing for the Apocrowlypse…", - "UI_LOADING_FLUFF_17": "Tuning Kittelly…", - "UI_LOADING_FLUFF_19": "Directing Traffikrab…", - "UI_LOADING_FLUFF_20": "Going around the Lobstacles…", - "UI_LOADING_FLUFF_21": "Wishing on a Dandylion…", - "UI_LOADING_FLUFF_22": "Watering the Blossomaw…", - "UI_LOADING_FLUFF_23": "Painting Brushroom…", - "UI_LOADING_FLUFF_24": "Admiring Fungogh’s artwork…", - "UI_LOADING_FLUFF_25": "Winding up the Clocksley…", - "UI_LOADING_FLUFF_26": "Carving a Jumpkin…", - "UI_LOADING_FLUFF_27": "Clothing the Braxsuit…", - "UI_LOADING_FLUFF_28": "Saying goodbye to Averevoir…", - "UI_LOADING_FLUFF_29": "Seeing all the Allseer…", - "UI_LOADING_FLUFF_30": "Taking out the Binvaders…", - "UI_LOADING_FLUFF_31": "Boxing with Puppercut...", - "UI_LOADING_FLUFF_32": "Cooking in the Coaldron…", - "UI_LOADING_FLUFF_33": "Raising the Pawndead…", - "UI_LOADING_FLUFF_34": "Attending a Skelevangelist sermon…", - "UI_LOADING_FLUFF_35": "Swearing an oath to Kingrave…", - "UI_LOADING_FLUFF_36": "Bowing to Her Majesty Queenyx…", - "UI_LOADING_FLUFF_37": "Testing the Stardigrades’ indestructibility in space…", - "UI_LOADING_FLUFF_38": "Summoning a Djinn Entonic…", - "NEW_GAME_INTRO_QUOTE_1": "Now rides this knight through the realm,\\ninto the wilderness of Wirral – few thereabouts\\nthat either God or other with good heart loved.", - "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain and the Green Knight,\\nUnknown Author, 14th Century", - "CAMPING_CONFIRM": "Camp here?", - "CAFE_CAMPING_CONFIRM": "Take a quick break here?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Capacity: {stacks} / {maximum} Stacks", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, Page {page} of {page_count}", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "Sort", - "UI_INVENTORY_FILTER": "Filter", - "UI_INVENTORY_FILTER_APPLIED": "{num} Filter(s)", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "This will permanently remove [i]every[/i] sticker that matches the current filter from your inventory. Are you sure you want to recycle these {stacks} stack(s) of stickers? {total} sticker(s) in total will be recycled.", - "UI_INVENTORY_BULK_RECYCLE": "Bulk Recycle", - "UI_INVENTORY_FILTER_NAME": "Name", - "UI_INVENTORY_FILTER_RARITY": "Rarity:", - "UI_INVENTORY_FILTER_RARITY_ALL": "All", - "UI_INVENTORY_FILTER_RARITY_COMMON": "Common", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Uncommon", - "UI_INVENTORY_FILTER_RARITY_RARE": "Rare", - "UI_INVENTORY_FILTER_CATEGORY": "Category", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "All", - "UI_INVENTORY_FILTER_TYPE": "Elemental Type", - "UI_INVENTORY_FILTER_TYPE_ALL": "All", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Typeless", - "UI_QUEST_LOG_CATEGORY_QUESTS": "Quests", - "UI_QUEST_LOG_CATEGORY_RUMORS": "Rumours", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Achievements", - "UI_QUEST_LOG_NO_QUESTS": "No quests.", - "UI_QUEST_LOG_NO_RUMORS": "No rumours.", - "UI_QUEST_LOG_SECTION_MAIN": "Main Quests", - "UI_QUEST_LOG_SECTION_SIDE": "Side Quests", - "UI_QUEST_LOG_SECTION_OTHER": "Other", - "UI_QUEST_LOG_SECTION_COMPLETED": "Completed", - "UI_QUEST_LOG_SECTION_ACHIEVED": "Achieved {0}/{1}", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "Unachieved", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Hidden achievement, #{0}.", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "“{rumor_dialogue}”", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", - "UI_QUEST_LOG_VIEW_BUTTON": "View Map", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Play Song", - "UI_QUEST_TIMER": "Valid for: {minutes} min(s).", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "View Stamp Card", - "UI_QUEST_LOG_TRACK_BUTTON": "Track", - "UI_QUEST_LOG_UNTRACK_BUTTON": "Untrack", - "UI_QUEST_TRACKER_RUMOR": "Rumour: {quest_title}", - "NOTIFICATION_ACHIEVEMENT": "Achievement Unlocked", - "NOTICEBOARD_TITLE": "Ranger Noticeboard", - "NOTICEBOARD_LEVEL": "Level {level}", - "NOTICEBOARD_REMINDER_TITLE": "Notice to all rangers:", - "NOTICEBOARD_REQUIREMENT_RANGER1": "Join the rangers and complete your training to unlock access to these quests.", - "NOTICEBOARD_METER_RATIO": "Found: {amount_owned} / {total_required}", - "NOTICEBOARD_METER_LABEL": "Fused Material to next level: {amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "???", - "NOTICEBOARD_REMINDER_BODY": "Don’t forget to question townsfolk for rumours, or you may miss something! Ianthe doesn’t have the time to follow up on every bit of hearsay herself!", - "NOTICEBOARD_NEXT_REWARD": "Next reward:", - "NOTICEBOARD_REWARD_NEW_QUEST": "New Quest", - "NOTICEBOARD_REWARD_ITEMS": "Items", - "NOTICEBOARD_REWARD_NEW_MONSTER": "New Monster", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Accept this quest to find out more.", - "NOTICEBOARD_QUEST_COMPLETED": "Completed", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "This quest can’t be taken right now. Complete some of your other quests and come back later.", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Accept Quest", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "View in Log", - "CHOOSE_STARTER_OPTION1": "Spooky", - "CHOOSE_STARTER_TITLE": "What’s your aesthetic?", - "CHOOSE_STARTER_OPTION2": "Sweet", - "TUTORIAL_DEMO1.m": "This is the end of the demo. From both of us at Bytten Studio, we hope you’ve enjoyed this little taster!", - "TUTORIAL_DEMO_TITLE": "Thanks for playing!", - "TUTORIAL_DEMO2.f": "You can continue this save file in the full version of the game.", - "TUTORIAL_DEMO1.n": "This is the end of the demo. From both of us at Bytten Studio, we hope you’ve enjoyed this little taster!", - "TUTORIAL_DEMO1.f": "This is the end of the demo. From both of us at Bytten Studio, we hope you’ve enjoyed this little taster!", - "TUTORIAL_DEMO2.m": "You can continue this save file in the full version of the game.", - "TUTORIAL_DEMO2.n": "You can continue this save file in the full version of the game.", - "TUTORIAL_REMASTER": "Certain tapes can be ‘remastered’ when they reach 5 stars.\\n\\nRemastering a tape evolves it into a more powerful form. Its stats will grow, and it’ll learn new moves.\\n\\nSome monster forms can only be obtained through remastering, and in some cases, the remastered tape can be different depending on various conditions.\\n\\nRemaster tapes whenever you can!", - "TUTORIAL_DEMO_STORE_BTN": "View in Store", - "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", - "TUTORIAL_REMASTER_TITLE": "Tutorial: Remastering", - "TUTORIAL_FUSION_TITLE": "Tutorial: Fusion", - "TUTORIAL_FUSION1.m": "When your goals are aligned with those of your companion, you can fuse to become a singular, more powerful beast.\\n\\nThe closer you are to your companion, the more powerful you are as a fusion.\\n\\nKeep an eye on your fusion meter, though! You can only fuse when this is full.", - "TUTORIAL_FUSION1.n": "When your goals are aligned with those of your companion, you can fuse to become a singular, more powerful beast.\\n\\nThe closer you are to your companion, the more powerful you are as a fusion.\\n\\nKeep an eye on your fusion meter, though! You can only fuse when this is full.", - "TUTORIAL_FUSION1.f": "When your goals are aligned with those of your companion, you can fuse to become a singular, more powerful beast.\\n\\nThe closer you are to your companion, the more powerful you are as a fusion.\\n\\nKeep an eye on your fusion meter, though! You can only fuse when this is full.", - "TUTORIAL_FUSION2": "As a fusion, you gain 4 AP each turn instead of 2, allowing you to make use of your more powerful moves sooner.\\n\\nYou also have access to all the moves of both tapes combined, and your stats are added together.", - "TUTORIAL_RELATIONSHIPS": "Building relationships with your friends is really important. The strength of your relationship directly affects how strong you are when fused together!\\n\\nYou can get closer to someone by completing their quests, and by battling alongside them. When the time is right, you can take a break at a campfire, or in the cafe, to level up your relationship.", - "TUTORIAL_RECORDING1": "Whether a recording succeeds or not is down to chance. However, several factors affect the probability of success:\\n\\n- How much health the monster has,\\n- Its level and rarity,\\n- How much damage you dealt it while recording,\\n- And how much damage the person recording it took.", - "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Relationships", - "TUTORIAL_RECORDING2": "Buffing your attacks—or debuffing the target’s defences—can be an effective way to increase the damage you deal the target, and improve the odds in your favour.\\n\\nAs long as a monster is being recorded, it cannot flee or be defeated, so you don’t need to worry about knocking it out!", - "TUTORIAL_RECORDING_TITLE": "Tutorial: Recording Tapes", - "TUTORIAL_TAPE_STORAGE.f": "When your party is full, tapes you record are put in a special storage compartment in your backpack. These tapes can be accessed and moved to/from your party when you’re sat at a campfire or in the cafe.\\n\\nTapes in storage that you don’t want anymore can be recycled for resources and stickers.", - "TUTORIAL_TAPE_STORAGE.m": "When your party is full, tapes you record are put in a special storage compartment in your backpack. These tapes can be accessed and moved to/from your party when you’re sat at a campfire or in the cafe.\\n\\nTapes in storage that you don’t want anymore can be recycled for resources and stickers.", - "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Tape Storage", - "TUTORIAL_STICKERS1": "The moves you have access to when using a tape in battle are determined by what stickers are attached to the tape.\\n\\nYou can give new moves to a tape by ‘applying’ stickers from your inventory. Moves you don’t want can be ‘peeled’ as stickers and put in your inventory.", - "TUTORIAL_STICKERS_TITLE": "Tutorial: Stickers & Moves", - "TUTORIAL_TAPE_STORAGE.n": "When your party is full, tapes you record are put in a special storage compartment in your backpack. These tapes can be accessed and moved to/from your party when you’re sat at a campfire or in the cafe.\\n\\nTapes in storage that you don’t want anymore can be recycled for resources and stickers.", - "TUTORIAL_STICKERS2": "Stickers can be used as many times as you want, but can only be applied to a single tape at a time.\\n\\nStickers can be obtained in a few ways:\\n\\n- By filling tapes’ experience point bars.\\n- From chests or caches you find.\\n- From certain merchants in Harbourtown.", - "TUTORIAL_AP2": "Each party member gets 2 AP each turn, and an extra 1 if they land a type-advantaged attack.\\n\\nYou can plan ahead and save up AP for your most powerful attacks by using weaker, low-AP moves.", - "TUTORIAL_AP_TITLE": "Tutorial: Action Points", - "TUTORIAL_AP1": "Pay attention to these orange squares – they are your Action Points, or AP for short.\\n\\nMost moves require you to spend some AP. The amount of AP a move costs is shown next to its name.\\n\\nIf you don’t have enough AP for a move, you won’t be able to use it this turn.", - "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Archangels", - "TUTORIAL_ARCHANGEL_AP": "Unlike other monsters that spend AP to use moves, Archangels accumulate all their AP until it reaches 10.\\n\\nOnce an Archangel reaches 10 AP it unleashes all that power at once in its unique Angelic Attack.\\n\\nTo survive, use your moves strategically to either set up a solid defence in preparation, or defeat the Archangel before it gets enough AP.", - "TUTORIAL_STATIONS2": "The Mer-Line’s stations themselves seem to play host to strange beings from far away.\\n\\nThoroughly exploring these stations may yield valuable information and rewards.", - "TUTORIAL_STATIONS1": "Fast travel can be activated on the map screen anytime you’re outdoors.\\n\\nAt first you will only be able to travel back to the Gramophone Café. However, each station that you reopen adds a new destination for you to use.", - "TUTORIAL_STATIONS_TITLE": "Tutorial: Fast Travel & Train Stations", - "TYPE_CHART_ATTACKER": "Attacker:", - "TYPE_CHART_DEFENDER": "Defender:", - "TYPE_CHART_TRANSMUTATION": "Transmutation:", - "TYPE_CHART_NO_REACTION": "No Reaction.", - "TYPE_CHART_BUFFS": "Buff(s):", - "TYPE_CHART_DEBUFFS": "Debuff(s):", - "TYPE_CHART_OTHER": "Misc. Effect:", - "TYPE_CHART_STATUS_AMOUNT": "×{amount}", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "This could be dangerous. You should have at least 2 working tapes with you before continuing.", - "TITLE_SCREEN_PLAY_BUTTON": "Play", - "TITLE_SCREEN_PRESS_BUTTON": "Press {control.ui_accept}", - "TITLE_SCREEN_LANGUAGE_BUTTON": "Language", - "TITLE_SCREEN_CREDITS_BUTTON": "Credits", - "UI_SETTINGS": "Settings", - "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×·", - "UI_SETTINGS_GRAPHICS": "Graphics", - "UI_SETTINGS_AUDIO": "Audio", - "UI_SETTINGS_GAMEPLAY": "Gameplay", - "UI_SETTINGS_KEYBOARD": "Keyboard", - "UI_SETTINGS_CONTROLLER": "Controller", - "UI_SETTINGS_DEFAULTS_BUTTON": "Reset to Defaults", - "UI_SETTINGS_REBIND_BUTTON": "Rebind", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Fullscreen", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "On", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "Off", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "Resolution", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "Frame Rate", - "UI_SETTINGS_GRAPHICS_PRESET_0": "Low", - "UI_SETTINGS_GRAPHICS_PRESET": "Graphics Preset", - "UI_SETTINGS_GRAPHICS_PRESET_1": "Medium", - "UI_SETTINGS_GRAPHICS_PRESET_2": "High", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Custom", - "UI_SETTINGS_GRAPHICS_MODE_0": "Performance", - "UI_SETTINGS_GRAPHICS_MODE": "Graphics Mode", - "UI_SETTINGS_GRAPHICS_MODE_1": "Balanced", - "UI_SETTINGS_GRAPHICS_MODE_2": "Quality", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Antialiasing", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Disabled", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", - "UI_SETTINGS_VALUE_ON": "On", - "UI_SETTINGS_VALUE_OFF": "Off", - "UI_SETTINGS_GRAPHICS_DOF": "DOF Blur", - "UI_SETTINGS_GRAPHICS_GLOW": "Glow", - "UI_SETTINGS_GRAPHICS_SHADOW": "Overworld Shadows", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Overworld Streaming", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Less Pop-In", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Low CPU Usage", - "UI_SETTINGS_CLOSE_CONFIRM": "Close without applying your changes?", - "UI_SETTINGS_SAVED": "Settings saved!", - "UI_SETTINGS_AUDIO_VOLUME_Master": "Master Volume", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Sound Effect Volume", - "UI_SETTINGS_AUDIO_VOLUME_Music": "Music Volume", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "Voice Volume", - "UI_SETTINGS_AUTOSAVE": "Autosave", - "UI_SETTINGS_AUTOSAVE_ENABLED": "Enabled", - "UI_SETTINGS_AUTOSAVE_DISABLED": "Disabled", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Enabled", - "UI_SETTINGS_SHOW_TIMER": "Speedrun Timer", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visible", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "Hidden", - "UI_SETTINGS_QUEST_TRACKER": "HUD Quest Tracker", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Disabled", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Status Effect Tutorials", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "When New", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Always", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Never", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Enabled", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Disabled", - "UI_SETTINGS_SCREEN_SHAKE": "Screen Shake", - "UI_SETTINGS_VIBRATION_ENABLED": "Enabled", - "UI_SETTINGS_VIBRATION": "Controller Vibration", - "UI_SETTINGS_VIBRATION_DISABLED": "Disabled", - "UI_SETTINGS_AI_SMARTNESS": "AI Smartness", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Lowerer", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "Lower", - "UI_SETTINGS_AI_SMARTNESS_EASY": "Low", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Recommended", - "UI_SETTINGS_AI_SMARTNESS_HARD": "Smart", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "Smarter", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Literally Skynet", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Disabled", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- Humans and bosses choose moves intelligently.\\n- Wild monsters choose moves mostly randomly.", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- Enemies choose moves more randomly.", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- Enemies choose moves more intelligently.", - "UI_SETTINGS_LEVEL_SCALING": "Level Scaling", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "Boring", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "Easier", - "UI_SETTINGS_LEVEL_SCALING_EASY": "Easy", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recommended", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- Level scaling is completely disabled.", - "UI_SETTINGS_LEVEL_SCALING_HARD": "Hard", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "Harder", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Impenetrable Grind", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- High-level enemies scale down towards you a bit.\\n- Low-level NPCs and bosses don’t scale up as much.", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- High-level enemies don't scale down towards you.\\n- Low-level NPCs and bosses scale up partway towards you.", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- High-level enemies don't scale down towards you.\\n- All low-level enemies scale up towards you somewhat.", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Menu Controls", - "UI_SETTINGS_KEYBOARD_ui_accept": "Confirm", - "UI_SETTINGS_KEYBOARD_ui_cancel": "Cancel", - "UI_SETTINGS_KEYBOARD_ui_page_up": "Page Up", - "UI_SETTINGS_KEYBOARD_ui_page_down": "Page Down", - "UI_SETTINGS_KEYBOARD_ui_action_1": "UI Action 1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "UI Action 2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "UI Action 3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Rebind “{0}”", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Game Controls", - "UI_SETTINGS_CONTROLLER_move": "Move", - "UI_SETTINGS_KEYBOARD_move_up": "Move Up", - "UI_SETTINGS_KEYBOARD_move_left": "Move Left", - "UI_SETTINGS_KEYBOARD_move_right": "Move Right", - "UI_SETTINGS_KEYBOARD_move_down": "Move Down", - "UI_SETTINGS_KEYBOARD_interact": "Interact", - "UI_SETTINGS_KEYBOARD_jump": "Jump", - "UI_SETTINGS_KEYBOARD_dash": "Dash", - "UI_SETTINGS_KEYBOARD_magnetism": "Magnetism", - "UI_SETTINGS_KEYBOARD_climb": "Climb", - "UI_SETTINGS_KEYBOARD_pause_menu": "Show Menu", - "UI_SETTINGS_KEYBOARD_map_menu": "Show Map", - "UI_SETTINGS_KEYBOARD_party_menu": "Show Party", - "UI_SETTINGS_KEYBOARD_inventory_menu": "Show Inventory", - "UI_SETTINGS_KEYBOARD_fast_mode": "4x Battle Speed (Hold)", - "UI_SETTINGS_KEYBOARD_PROMPT": "Press up to 4 keys to assign to this control.", - "CONTROLLER_DISCONNECTED_PASSIVE": "Controller disconnected.", - "UI_SETTINGS_KEYBOARD_INVALID": "Settings can’t be saved until all controls have been set.", - "AUTOSPLIT_DISCONNECTED": "LiveSplit Server connection lost.", - "AUTOSPLIT_CONNECTED": "LiveSplit Server connection established.", - "CONTROLLER_DISCONNECTED_MODAL": "Controller disconnected. Please reconnect your controller.", - "AUTOSPLIT_CONNECTION_FAILED": "LiveSplit Server connection failed.", - "AUTOSPLIT_RELOADED": "Reloaded LiveSplit configuration.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Controller Disconnected", - "AUTOSPLIT_RELOAD_FAILED": "Unable to reload LiveSplit configuration.", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Controllers", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "Follow Kayleigh’s instructions to unlock local co-op.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Please reconnect your controller.", - "UNKNOWN_BESTIARY_INDEX": "???", - "UI_JOYPAD_SELECT_LOAD_FILE": "Load a file to start local co-op.", - "UI_JOYPAD_SELECT_JOIN": "Press {join_btn}", - "BESTIARY_INDEX_ARCHANGEL": "A{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Drop Out", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Return to the main menu to begin playing the newly installed DLC.", - "BESTIARY_INDEX_FUSION": "F{0}", - "DLC_INSTALLED_RESTART_PROMPT": "Restart the game to begin playing the newly installed DLC", - "DJINN_ENTONIC_NAME": "Djinn Entonic", - "DJINN_ENTONIC_NAME_PREFIX": "Djinn", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Bulletino Cartridge Shard", - "DJINN_ENTONIC_NAME_SUFFIX": "entonic", - "DJINN_ENTONIC_LORE_2": "A djinn, or genie, is a mythological being from Arabian mythology. In the story of Aladdin, a genie sealed inside a magic lamp is freed by the protagonist when he unwittingly rubs it.", - "DJINN_ENTONIC_LORE_1": "A mysterious cosmic waiter with impeccable table service. It isn’t entirely clear what kind of drinks they serve, only that they are “family-friendly” and “not affecting the age rating of the game”.", - "DJINN_ENTONIC_DESCRIPTION": "a cosmic waiter", - "BULLETINO_NAME": "Bulletino", - "BULLETINO_NAME_PREFIX": "Bullet", - "BULLETINO_NAME_SUFFIX": "tino", - "BULLETINO_LORE_2": "Early bullets were simple lead balls, fired from cannons towards enemies and fortifications in medieval warfare. The conical “bullet shape” we would identify today was invented by Henri-Gustave Delvigne, a French captain in the 1800’s.", - "BULLETINO_LORE_1": "The Bulletino only has one defense mechanism, and that is to launch itself headfirst into danger when panicked. This is a bad idea but the Bulletino will always do it anyway.", - "BULLETINO_DESCRIPTION": "a giant walking bullet", - "VELOCIRIFLE_NAME": "Velocirifle", - "VELOCIRIFLE_NAME_PREFIX": "Veloci", - "VELOCIRIFLE_LORE_1": "The back of the Velocirifle’s skull contains a chamber filled with gunpowder that it can ignite at will, launching any projectile stored inside the “barrel” of its face. They have subsequently learned to have a very good aim.", - "VELOCIRIFLE_NAME_SUFFIX": "rifle", - "VELOCIRIFLE_DESCRIPTION": "a lizard with a gun-shaped head", - "VELOCIRIFLE_LORE_2": "Gunpowder was first invented in China early in the first millenium. The earliest firearms were handheld cannons that held gunpowder and small projectiles inside.", - "ARTILLEREX_NAME": "Artillerex", - "ARTILLEREX_NAME_PREFIX": "Artille", - "ARTILLEREX_NAME_SUFFIX": "rex", - "ARTILLEREX_LORE_2": "The Gatling gun is an early machine gun that could rapidly fire ammunition using a wheel of gun barrels that rotated with a crank. It was named after its creator, Richard Jordan Gatling, and was invented in the mid-1800’s.", - "ARTILLEREX_LORE_1": "The body of the Artillerex contains a pit of molten metal, which it can form into shrapnel and shoot out in blasts from the “turret” on its belly. Its ballistic capabilities and towering stature make it a truly fearsome foe to stand against.", - "ARTILLEREX_DESCRIPTION": "a huge lizard with a gun in its belly", - "GEARYU_NAME_PREFIX": "Gear", - "GEARYU_NAME": "Gearyu", - "GEARYU_LORE_1": "The Gearyu’s body is centered around several enormous gears that are held together with a magnetic force. It spins its gears to generate kinetic energy which it can emit from its mouth as powerful elemental breath attacks.", - "GEARYU_NAME_SUFFIX": "ryu", - "GEARYU_LORE_2": "Gears are circular machine parts, which use “teeth” along their rims to interlock with each other. Different sizes of gears can be used to increase or decrease the speed of a rotating force within a machine.", - "GEARYU_DESCRIPTION": "a metal gear lizard", - "SALAMAGUS_NAME": "Salamagus", - "SALAMAGUS_LORE_1": "The slippery Salamagus is a student of pyromancy and other arcane arts. It is able to breathe fire using fuel it stores in the pouches on its head – incidentally, these look like giant googly eyes to the untrained eye.", - "SALAMAGUS_NAME_PREFIX": "Sala", - "SALAMAGUS_NAME_SUFFIX": "magus", - "PYROMELEON_NAME_PREFIX": "Pyro", - "PYROMELEON_NAME": "Pyromeleon", - "SALAMAGUS_DESCRIPTION": "a triangle-headed lizard", - "SALAMAGUS_LORE_2": "A mage, or magician, is an individual who uses magic. They are very commonplace in mythology, folklore and popular culture.", - "PYROMELEON_NAME_SUFFIX": "meleon", - "PYROMELEON_LORE_1": "The Pyromeleon is a master of pyromancy, able to not only breathe fire but control it. They are often seen holding flames on the tips of their tongues, as a display of their sheer mastery over the element.", - "PYROMELEON_DESCRIPTION": "a lizard with a long tongue", - "ICEPECK_LORE_1": "Icepecks have icicle “beaks” that they use to fend off attackers. In warmer climates these beaks are known to melt away entirely, which is why the Icepeck is found almost exclusively in the cold heights of Mt. Wirral.", - "PYROMELEON_LORE_2": "Pyromancy is the name given to both the act of divination through fire, but also the ability to control and conjure fire through magical means. One who practices such arts may be called a “Pyromancer”.", - "ICEPECK_LORE_2": "Icicles form when water freezes whilst running off an object. They are often seen on trees and houses in the winter season, or in cold climates.", - "CRYOSHEAR_NAME_PREFIX": "Cryo", - "ICEPECK_DESCRIPTION": "a bird with an icicle beak", - "CRYOSHEAR_NAME": "Cryoshear", - "CRYOSHEAR_NAME_SUFFIX": "shear", - "CRYOSHEAR_DESCRIPTION": "a cloaked being with ice blades", - "CRYOSHEAR_LORE_2": "The cryosphere is the name for the parts of earth’s surface where water is mostly frozen, such as the arctic and antarctic.", - "CRYOSHEAR_LORE_1": "Cryoshears are mostly seen wielding two blades formed entirely of ice that they use for offensive purposes. Their most common method of attack is to use the blades like two halves of an enormous pair of scissors.", - "SPOOKI-ONNA_NAME": "Spooki-onna", - "SPOOKI-ONNA_NAME_PREFIX": "Spooki", - "SPOOKI-ONNA_NAME_SUFFIX": "-onna", - "BOLTAM_NAME_PREFIX": "Bolt", - "SPOOKI-ONNA_LORE_1": "Legend says that the Spooki-onna appears to foolish souls attempting to reach the peak of Mt. Wirral. Sightings describe a womanly apparition who encourages climbers to approach her, before enveloping them with a deadly cold blanket of mist.", - "SPOOKI-ONNA_LORE_2": "The Yuki-onna is a “yōkai” - a kind of folkloric japanese spirit. Tales of the Yuki-onna vary, but they are typically depicted as a ghostly woman associated with snow and blizzards, often bringing people misery and death.", - "BOLTAM_NAME": "Boltam", - "SPOOKI-ONNA_DESCRIPTION": "a spooky mist woman", - "BOLTAM_NAME_SUFFIX": "tam", - "BOLTAM_LORE_2": "Magnetism is a force caused by moving electric charges. Metal objects can be “magnetised” by channelling electrical currents through them, generating a magnetic field.", - "BOLTAM_LORE_1": "The metal heads of the Boltams are extremely conductive, and they passively absorb electric currents from the atmosphere. Boltams are able to channel this energy into a magnetic field, which they can use to travel across land and air with ease.", - "BOLTAM_DESCRIPTION": "a pinball-headed creature", - "PLASMANTLER_NAME": "Plasmantler", - "PLASMANTLER_NAME_PREFIX": "Plasma", - "PLASMANTLER_NAME_SUFFIX": "mantler", - "PLASMANTLER_LORE_2": "Whilst we only percieve metal objects to be “magnetic”, in truth all matter is affected by magnetism. The electromagnetic force is one of the building blocks of the physical world as we understand it.", - "SPARKTAN_NAME": "Sparktan", - "PLASMANTLER_DESCRIPTION": "a monster with a metal head and antlers", - "PLASMANTLER_LORE_1": "Plasmantlers are the mature stage of a Boltam’s life cycle, having absorbed enough electrical energy that its own body has grown significantly. Their magnetic fields are strong enough that they are able to attract and repel non-ferrous matter.", - "SPARKTAN_NAME_PREFIX": "Spark", - "SPARKTAN_LORE_1": "Sparktans are living thunderclouds. Their “arms” are formed of concentrated electrical energy and can be extended at will. They prefer to live at higher altitudes, where they can quietly amass more cloud matter.", - "SPARKTAN_NAME_SUFFIX": "tan", - "SPARKTAN_LORE_2": "Clouds form from particles that are suspended in the atmosphere surrounding a planet. The clouds on Earth are formed of water moisture, and form different shapes depending on their altitude and moisture density.", - "ZEUSTRIKE_NAME": "Zeustrike", - "SPARKTAN_DESCRIPTION": "a living thundercloud", - "ZEUSTRIKE_NAME_PREFIX": "Zeus", - "ZEUSTRIKE_NAME_SUFFIX": "strike", - "ZEUSTRIKE_LORE_2": "Thunderstorms form when friction between ice and water within cumulonimbus clouds displaces enough electrons that a voltage builds up, which can displace downwards toward the ground.", - "ZEUSTRIKE_LORE_1": "Zeustrikes often compete with each other in combat, and the clashes of their lightning bolt arms amongst the clouds are indistinguishable from thunderstorms.", - "ZEUSTRIKE_DESCRIPTION": "a cloud wearing a helmet", - "KITTELLY_NAME_PREFIX": "Kit", - "KITTELLY_NAME": "Kittelly", - "KITTELLY_LORE_1": "The Kittelly’s only way to communicate is through the static patterns on its television-like “face”. These messages are difficult to decipher, and this hurdle often prevents the common Kittelly from being able to connect with other creatures.", - "KITTELLY_NAME_SUFFIX": "telly", - "KITTELLY_DESCRIPTION": "a cat with a broken television head", - "KITTELLY_LORE_2": "Often associated with witchcraft and the supernatural, the black cat is seen in many cultures as an omen or symbol of bad luck. This reputation is undeserved.", - "CAT-5_NAME": "Cat-5", - "CAT-5_NAME_SUFFIX": "-5", - "CAT-5_NAME_PREFIX": "Cat", - "CAT-5_LORE_1": "Whilst its face may resemble a plasma screen display, Cat-5 appears to have no difficulty in seeing. Since it lacks a mouth, it draws static electricity out of the atmosphere with its twin cable tails in order to power itself.", - "CAT-5_LORE_2": "Cat-sìth is a creature from Celtic mythology. Described as resembling a large black cat, they were said to be able to steal the souls of the dead before they could pass on to the afterlife.", - "JELLYTON_NAME": "Jellyton", - "CAT-5_DESCRIPTION": "a beast with a flat screen for a head", - "JELLYTON_NAME_PREFIX": "Jelly", - "JELLYTON_LORE_1": "Jellytons form when unlucky Pawndeads fall into swamp water and can’t get out. Over time, their bodies break down and reform as beings mostly comprised of a smooth toxic slime. Supposedly, this slime makes for a great fertilizer.", - "JELLYTON_NAME_SUFFIX": "ton", - "JELLYTON_LORE_2": "“Slime monsters” are common found in modern popular culture, particularly in fantasy media. While there is no specific mythological origin, they are commonly depicted as amorphous creatures made of jelly or ichor that can consume any matter that they make contact with.", - "NEVERMORT_NAME": "Nevermort", - "JELLYTON_DESCRIPTION": "a slimy creature with a skull head", - "NEVERMORT_NAME_PREFIX": "Never", - "NEVERMORT_NAME_SUFFIX": "mort", - "NEVERMORT_LORE_1": "It must be noted that the Nevermort does not have a beak – rather, it is wearing what appears to be a porcelain plague doctor mask. What face lies beneath the mask is something better left undiscovered.", - "NEVERMORT_DESCRIPTION": "a crow with a hood and mask", - "NEVERMORT_LORE_2": "Birds in the corvid family, particularly ravens, appear prominently in many culture’s folklore and art. In Greek mythology, ravens are depicted as wards of Apollo, and were said to bring bad luck.", - "APOCROWLYPSE_NAME": "Apocrowlypse", - "APOCROWLYPSE_NAME_PREFIX": "Apocrow", - "APOCROWLYPSE_NAME_SUFFIX": "crowlypse", - "APOCROWLYPSE_LORE_2": "In the 16th Century, Charles de Lorme invented the iconic “beak-nosed” outfit for plague doctors to wear when tending to victims of epidemics. The mask would be filled with spices and perfume, which was believed to prevent airborne infection.", - "APOCROWLYPSE_LORE_1": "As well as its cloak and mask, the Apocrowlypse also wears a belt adorned with a polished animal skull. This gives the creature the silhouette of a cloaked figure riding a skeletal steed.", - "MAGIKRAB_NAME": "Magikrab", - "MAGIKRAB_LORE_1": "Magikrabs were the first monster to be brought to New Wirral in the ancient past. They are almost all extinct now, with one solitary Magikrab now residing on the island as its eternal and diligent station attendant.", - "MAGIKRAB_NAME_PREFIX": "Magi", - "MAGIKRAB_NAME_SUFFIX": "krab", - "APOCROWLYPSE_DESCRIPTION": "a creepy four-legged bird", - "CLOCKSLEY_NAME": "Clocksley", - "MAGIKRAB_LORE_2": "In the art of stage illusion, a Magician’s hat is a widely used and recognised accessory. From within it, a magician may conjure a rabbit, or perhaps make a handkerchief disappear.", - "MAGIKRAB_DESCRIPTION": "a crab with a wizard hat", - "CLOCKSLEY_NAME_PREFIX": "Clock", - "CLOCKSLEY_NAME_SUFFIX": "sley", - "CLOCKSLEY_LORE_2": "Whilst clockwork machines have existed since ancient history, wind-up toys in particular rose in popularity in the western world in the 1800s. These toys are often “wound” by a key that slots into a keyhole on the toy’s exterior.", - "CLOCKSLEY_LORE_1": "The Clocksley’s long claw limb gives them a unique advantage in ranged combat, as they are able to wield handheld weaponry at a safe distance. This makes up for the fact that they’re not very fast.", - "ROBINDAM_NAME": "Robindam", - "ROBINDAM_LORE_1": "Robindams are keen shots with their plastic bows and arrows, and are able to accurately strike a target with a suction cup arrow from 300 meters out. They pride themselves on their keen aim, and keener sense of justice.", - "ROBINDAM_NAME_PREFIX": "Robin", - "ROBINDAM_NAME_SUFFIX": "dam", - "CLOCKSLEY_DESCRIPTION": "a toy creature with a long claw arm", - "ROBINDAM_DESCRIPTION": "a big robot with a bow and arrow", - "TWIRLIGIG_NAME": "Twirligig", - "ROBINDAM_LORE_2": "Robin Hood is a figure from English folklore who is well known around the world. Also known as “Robin of Locksley”, he is popularly portrayed as an outlaw hero, who steals from the rich and gives to the poor.", - "TWIRLIGIG_NAME_PREFIX": "Twirli", - "TWIRLIGIG_NAME_SUFFIX": "gig", - "TWIRLIGIG_LORE_2": "Straw people have historically been used as scarecrows, and as training dummies for combat.", - "KIRIKURI_NAME": "Kirikuri", - "TWIRLIGIG_DESCRIPTION": "a jumping wooden dummy", - "TWIRLIGIG_LORE_1": "Twirligigs were once crudely made target practice dummies, but have since gained sentience through unknown means. Lacking any complex limbs, they are forced to move and attack by pivoting on the wooden stakes that run through their bodies.", - "KIRIKURI_NAME_PREFIX": "Kiri", - "KIRIKURI_LORE_1": "Once dummies for weapon practice, Kirikuris have since taken up arms themselves. They fight using bokkens – wooden katanas used for sword practice.", - "KIRIKURI_NAME_SUFFIX": "kuri", - "KIRIKURI_DESCRIPTION": "a wooden dummy with a sword and shield", - "KIRIKURI_LORE_2": "A bokken is a type of Japanese wooden sword. Used for training in martial arts, they are commonly based on katanas but can be made in various shapes and sizes to imitate other types of sword.", - "BRUSHROOM_NAME": "Brushroom", - "BRUSHROOM_NAME_PREFIX": "Brush", - "BRUSHROOM_NAME_SUFFIX": "room", - "FUNGOGH_NAME": "Fungogh", - "BRUSHROOM_LORE_2": "As the history of painting is as old as mankind, so too is the history of the paintbrush. Cave paintings from prehistoric civilisation have been found to have been made using tools made of reeds and hairs.", - "BRUSHROOM_LORE_1": "Brushrooms are keen artists, and paint using the strange pigments that ooze from their heads. It has been observed that they are able to change the physical properties of an object they paint over depending on the colour they use.", - "HUNTORCH_NAME": "Huntorch", - "BRUSHROOM_DESCRIPTION": "a mushroom with a paintbrush and bandana", - "FUNGOGH_NAME_PREFIX": "Fun", - "FUNGOGH_LORE_1": "The Fungogh has combined the art of combat with the art of calligraphy. Its movements are swift and effective, incorporating strikes from its paintbrush staff with disciplined stances.", - "FUNGOGH_NAME_SUFFIX": "gogh", - "FUNGOGH_LORE_2": "Modern paintbrushes are typically made with wooden and metal handles, and bristles made of hair or nylon. Higher quality paintbrushes still use animals hairs, from animals such as sables or hogs.", - "BUSHEYE_LORE_2": "The “Green man” is a folkloric figure from around the world, generally depicted as a face made of leaves. The Green man symbolises spring and rebirth, and can be most commonly found carved into the facades of buildings.", - "BUSHEYE_LORE_1": "Busheyes are almost exclusively found hiding within bushes, which gives them the ability to both hide from predators and sneak up on prey. They can lie motionless in hiding for hours at a time, sometimes dozing off and missing their moment to pounce on their targets.", - "FUNGOGH_DESCRIPTION": "a mushroom with a moustache", - "BUSHEYE_DESCRIPTION": "a walking bush with legs", - "HUNTORCH_NAME_PREFIX": "Hunt", - "HUNTORCH_LORE_1": "Huntorches are avid trackers, able to pursue a target that is several miles ahead of them with little difficulty. They have been known to accidentally set their own leafy exteriors on fire with the torches they carry.", - "HUNTORCH_NAME_SUFFIX": "torch", - "HUNTORCH_LORE_2": "The Wild Hunt appears in European Folklore in various incarnations, but is generally portrayed as a supernatural group of hunters riding on horseback. The specific identities of the hunters depends of when and where the hunt is taking place.", - "HUNTORCH_DESCRIPTION": "a horned bush carrying a torch", - "HEDGEHERNE_NAME_PREFIX": "Hedge", - "HEDGEHERNE_LORE_1": "The Hedgeherne is a master hunter, and will relentlessly track down any target they deem a worthy chase. The horns they wield are constantly burning, and they have been known to burn down entire forests in aid of cornering their quarry.", - "HEDGEHERNE_NAME_SUFFIX": "herne", - "HEDGEHERNE_NAME": "Hedgeherne", - "HEDGEHERNE_LORE_2": "Herne the Hunter is a figure in English folklore. He is described as a man with antlers who haunts Windsor Forest on horseback. He is also associated with the legend of the Wild Hunt.", - "BRAXSUIT_NAME": "Braxsuit", - "HEDGEHERNE_DESCRIPTION": "a leaf-covered creature holding a flaming horn", - "BRAXSUIT_NAME_PREFIX": "Brax", - "BRAXSUIT_NAME_SUFFIX": "suit", - "BRAXSUIT_LORE_2": "In 1952, three boys witnessed a strange alien creature in Braxton County, West Virginia. It was described as a green creature with a head shaped like an ace of spades.", - "BRAXSUIT_LORE_1": "Braxsuits put a lot of attention into their appearance. They seem to become very distressed if their collars and ties become lop-sided or dishevelled.", - "FLAPWOODS_NAME": "Flapwoods", - "BRAXSUIT_DESCRIPTION": "a floating round-faced creature with a tie", - "FLAPWOODS_NAME_PREFIX": "Flap", - "FLAPWOODS_LORE_1": "The Flapwoods’ billowing cloak-like body gives it the appearance of a rag, suspended in the air on a gust of wind. It is generally agreed that its vacant, yellow-eyed stare is extremely unnerving.", - "FLAPWOODS_NAME_SUFFIX": "woods", - "FLAPWOODS_LORE_2": "The sighting of the “Flatwoods monster” in 1952 soon became an urban legend. Depictions vary, but its peculiar head shape, clawed hands and flowing robed body have become iconic to enthusiasts of cryptids and alien sightings.", - "FLAPWOODS_DESCRIPTION": "a hovering alien with round eyes and floating arms", - "BINVADER_NAME": "Binvader", - "BINVADER_NAME_PREFIX": "Bin", - "BINVADER_NAME_SUFFIX": "vader", - "BINVADER_LORE_2": "Waste disposal “bins” have existed for thousands of years – early waste collection systems existed in Roman cities. The recognisable metal “garbage can” was popularised in the 1800s, and were cheaply made using strips of riveted metal welded into a cylinder.", - "BINVADER_LORE_1": "Binvaders appear to be tentacled green beings housed inside a combat vehicle that is reminiscent of a garbage can. It has two “arms” on its front – one for emitting deadly beam attacks, and the other for aggressively prodding.", - "BINVADER_DESCRIPTION": "an alien garbage can", - "BINTERLOPER_NAME": "Binterloper", - "BINTERLOPER_NAME_PREFIX": "Binter", - "BINTERLOPER_NAME_SUFFIX": "loper", - "BINTERLOPER_LORE_1": "Binterlopers are higher ranked warriors than Binvaders, and thus pilot more powerful combat chassis. The way they have been observed to “give orders” to Binvaders implies some sort of military hierarchy within their ranks.", - "BINTERLOPER_LORE_2": "The mainstream adoption of the “wheelie” bin in the 20th Century came alongside developments in municipal waste disposal. This was necessary as the amount of waste produced by households in urban environments rose dramatically in that time period.", - "PAWNDEAD_NAME": "Pawndead", - "BINTERLOPER_DESCRIPTION": "a plastic bin with an alien inside", - "PAWNDEAD_NAME_PREFIX": "Pawn", - "PAWNDEAD_LORE_1": "Pawndeads spend much of their time in a dormant state, transmuting their bodies into a durable granite. These Pawndead “statues” can alarm unwitting travellers passing by, who find themselves unexpectedly in the company of expressionless, skull-faced monsters.", - "PAWNDEAD_NAME_SUFFIX": "dead", - "PAWNDEAD_LORE_2": "In the game of chess, the “pawn” is the most common piece. It can only move one space at a time, and can only “capture” pieces that are positioned either side of the space in front of it. Despite its limited movement capabilities, it should not be underestimated.", - "SKELEVANGELIST_NAME": "Skelevangelist", - "PAWNDEAD_DESCRIPTION": "a big-headed skeleton with no arms", - "SKELEVANGELIST_NAME_PREFIX": "Skele", - "SKELEVANGELIST_NAME_SUFFIX": "vangelist", - "SKELEVANGELIST_DESCRIPTION": "a floating skeleton with a robe", - "SKELEVANGELIST_LORE_1": "The Skelevangelists are constantly emitting a strange whispered vocal chant. This chanting grows louder when they engage with their ability to psychically manipulate rocks and stones.", - "KINGRAVE_NAME_PREFIX": "King", - "SKELEVANGELIST_LORE_2": "In the game of chess, the “bishop” is a piece that can move any distance in a diagonal direction. Each player starts a game with two bishops on their side.", - "KINGRAVE_NAME": "Kingrave", - "KINGRAVE_LORE_1": "The Kingrave’s body is made of a dense, malleable stone, painted in ornate colours. It moves very slowly, dragging its fur cape along the ground as it slides.", - "KINGRAVE_NAME_SUFFIX": "grave", - "KINGRAVE_LORE_2": "The “king” is the chess piece upon which victory relies. In order to win, the opposing king must be placed in “checkmate” - threatened with capture, with no possibility of escape. It is only able to move one space per turn.", - "QUEENYX_NAME": "Queenyx", - "KINGRAVE_DESCRIPTION": "a giant “king” chess piece", - "ALLSEER_NAME_SUFFIX": "seer", - "QUEENYX_NAME_PREFIX": "Queen", - "QUEENYX_NAME_SUFFIX": "nyx", - "QUEENYX_LORE_1": "Queenyx are able to channel elemental energy into the orbs they wield, which they can throw at opponents with precise aim. They are fast movers despite lacking any legs, and slide across solid ground as if they were gliding through the air.", - "ALLSEER_NAME": "Allseer", - "QUEENYX_DESCRIPTION": "a giant “queen” chess piece", - "QUEENYX_LORE_2": "The “queen” is the most versatile piece in chess. It is able to move in any direction and for as many spaces as a player wishes. Capturing your enemy’s queen is a key part of many strategies in the game of chess.", - "ALLSEER_NAME_PREFIX": "All", - "ALLSEER_LORE_2": "Although sightings increased massively in the early to mid 20th Century, sightings of mysterious “flying saucers” have been recorded for almost 1000 years. In the present day, they are most commonly associated with science-fiction.", - "ALLSEER_LORE_1": "Allseers are mostly seen at night, hovering several meters off the ground. They get their name from their unnerving behaviour, wherein they appear to silently observe passing humans with a single unblinking scarlet “eye”.", - "TRIPHINX_NAME": "Triphinx", - "ALLSEER_DESCRIPTION": "a flying saucer", - "TRIPHINX_NAME_PREFIX": "Tri", - "TRIPHINX_LORE_1": "The metal exterior of the Triphinx is completely impenetrable. It is speculated that it is actually an organic creature piloting some sort of exoskeleton or transport vessel.", - "TRIPHINX_NAME_SUFFIX": "phinx", - "TRIPHINX_LORE_2": "In the novel The War of the Worlds by H.G. Wells, the Martian invaders are portrayed as piloting huge metal combat vehicles. These “Tripods” have three long legs for traversal and can emit deadly heat rays.", - "KHUFO_NAME_PREFIX": "Khufo", - "TRIPHINX_DESCRIPTION": "a giant metal tripod", - "KHUFO_NAME": "Khufo", - "KHUFO_NAME_SUFFIX": "fo", - "KHUFO_LORE_1": "The Khufo is an alternate form of the Allseer that has shed its “flying saucer” shell. Aggressive and uninterested in negotiation, the Khufo attacks its victims using a battle staff forged with mysterious unearthly technologies.", - "KHUFO_LORE_2": "The Martian is a hypothetical denizen of the planet Mars, an archetypical “alien”. In the novel The War of the Worlds, author H.G. Wells depicted the Martian as being an octopus-like creature, with a large head held up by many tentacle-like limbs.", - "GLAISTAIN_NAME": "Glaistain", - "KHUFO_DESCRIPTION": "a pyramid alien", - "GLAISTAIN_SUBTITLE": "Stained Glass Fairy", - "GLAISTAIN_NAME_PREFIX": "Glais", - "GLAISTAIN_NAME_SUFFIX": "stain", - "GLAISTAIN_LORE_2": "The glaistig is a being from Celtic mythology. It has various incarnations, usually as a spirit or fairy that takes the form of a beautiful woman. Native to the Scottish Highlands, whether she would help or harm locals simply depends on the story.", - "GLAISTAIN_LORE_1": "Glaistain resides, sleeping, in the ruins of an old church. Its body seemingly made of a thousand jagged shards of stained glass, it will prove a worthy challenge to any adventurer who foolishly wakes it from its slumber.", - "GLAISTAIN_DESCRIPTION": "a stained glass fairy", - "UNDYIN_NAME": "Undyin", - "UNDYIN_NAME_PREFIX": "Un", - "UNDYIN_LORE_1": "Undyins appear like ghostly apparitions, rising out of the shallow waters of the Cast Iron Shore to ambush any unlucky soul who approaches them. Legends say they were born from the vengeful spirit of a bride who was murdered and thrown overboard from her lover’s ship.", - "UNDYIN_NAME_SUFFIX": "dyin", - "UNDYIN_LORE_2": "Jenny Greenteeth is a character in English folklore. She is described as a long-haired hag who dwelled in lakes and rivers, who would drown children who strayed too close to her waters.", - "DIVEAL_NAME": "Diveal", - "UNDYIN_DESCRIPTION": "a scary ghost woman", - "DIVEAL_NAME_PREFIX": "Dive", - "DIVEAL_NAME_SUFFIX": "veal", - "DIVEAL_LORE_2": "Diving suits were first invented in the 1800s, and went through many iterations. The primary use of the diving suit was to salvage valuable goods that had been lost in shipwrecks.", - "DIVEAL_LORE_1": "The Diveal’s helmet heads not only allow them to breathe in water, but contain an air pocket that helps them float in water. Whereas they are very mobile in lakes and seas, they are a little slower on land.", - "SCUBALRUS_NAME": "Scubalrus", - "DIVEAL_DESCRIPTION": "a seal with a helmet", - "SCUBALRUS_NAME_PREFIX": "Scubal", - "SCUBALRUS_NAME_SUFFIX": "balrus", - "SCUBALRUS_LORE_2": "The recognisable old-fashioned copper diving helmet is known as the Siebe helmet, named after its inventor Augustus Siebe. His revolutionary design also included a watertight diving suit, and a helmet valve that could let air out without water getting in.", - "SCUBALRUS_LORE_1": "The helmet of the Scubalrus has grown sturdy brass tusks, which allow them to fend off attackers. Having developed hind legs, they are also much more capable – and dangerous – on land than they were in their immature Diveal stage.", - "SCUBALRUS_DESCRIPTION": "a walrus with a helmet", - "AVEREVOIR_NAME_SUFFIX": "revoir", - "AVEREVOIR_LORE_1": "Averevoir is an almost mythical being, having only been sighted a dozen times in the entire history of New Wirral. Local legend says that the plant it clasps in its beak can cure any illness and grant eternal life – not that anyone has obtained it to prove if this is true, of course.", - "AVEREVOIR_SUBTITLE": "Towering Bird", - "AVEREVOIR_NAME_PREFIX": "Ave", - "AVEREVOIR_NAME": "Averevoir", - "AVEREVOIR_LORE_2": "The liver bird is a mythical creature from England. It is depicted as a bird, perhaps a cormorant, often containing a twig or branch in its beak. It is the symbol of the English city of Liverpool, and has its origin on the city’s earliest town seal.", - "MASCOTOY_NAME": "Mascotoy", - "AVEREVOIR_DESCRIPTION": "an enormous bird standing on a plinth", - "MASCOTOY_NAME_PREFIX": "Mascot", - "MASCOTOY_LORE_1": "Once some sort of character costume, the Mascotoy is now closer to a shambling corpse. They are known to shamble endlessly in the abandoned halls of Falldown Mall, their polyester stuffing slowly leaking out of their bodies.", - "MASCOTOY_NAME_SUFFIX": "toy", - "MASCOTORN_NAME": "Mascotorn", - "MASCOTOY_DESCRIPTION": "a clawed mascot costume", - "MASCOTOY_LORE_2": "A mascot is a character used to represent groups, places and companies. The word “mascot” comes from the French “mascotte” which means “lucky charm”.", - "MASCOTORN_NAME_PREFIX": "Masco", - "MASCOTORN_NAME_SUFFIX": "torn", - "MASCOTORN_DESCRIPTION": "a giant mascot costume that’s leaking stuffing", - "MASCOTORN_LORE_2": "The plush “mascot costume” became popularised in the mid 20th Century as a way for a performer to play the role of a mascot or character. They are commonly associated with amusement parks, where performers can interact with park visitors in the role of their character.", - "MASCOTORN_LORE_1": "A Mascotoy whose polyester stuffing has increased in mass to such an extent that its body has torn itself apart from within. It will keep growing until its body is unable to hold itself together, at which point it will inevitably fall to pieces.", - "THWACKALOPE_NAME": "Thwackalope", - "THWACKALOPE_NAME_PREFIX": "Thwacka", - "THWACKALOPE_NAME_SUFFIX": "lope", - "THWACKALOPE_LORE_1": "When a Thwackalope matures to the age where it can defend itself, it makes a makeshift weapon from its environment. Their preference is for metal posts ripped right out of the ground – including the slab of earth where it was initially buried.", - "SANZATIME_NAME": "Sanzatime", - "THWACKALOPE_DESCRIPTION": "a winged rabbit", - "THWACKALOPE_LORE_2": "The Jackalope is a mythical creature from American folklore. It is a rabbit with antlers like that of a deer. A mythical creature from German folklore, called the Wolpertinger, is similar to the Jackalope but also features bird wings.", - "SANZATIME_NAME_PREFIX": "Sanza", - "SANZATIME_NAME_SUFFIX": "time", - "SANZATIME_LORE_2": "Hourglasses, or sand timers, are devices used to measure a set period of time. They consist of two bulbs of glass filled with sand, and when tipped upside-down the sand flowing from one end to the other measures a set length of time.", - "SANZATIME_LORE_1": "The “core” of the Sanzatimes appears to be their broken hourglass “heads”. Any sand separated from the central mass will become entirely inanimate. Conversely, the Sanzatime can grow in mass by making contact with sand.", - "FORTIWINX_NAME": "Fortiwinx", - "SANZATIME_DESCRIPTION": "a broken hourglass with a hand", - "FORTIWINX_NAME_PREFIX": "Forti", - "FORTIWINX_NAME_SUFFIX": "winx", - "FORTIWINX_LORE_1": "When a Sanzatime gathers enough sand from the environment, it can reconstitute itself with a much more powerful body. The Fortiwinx is a hulking figure, able to move its heavy sand body as if it was as light as air. A punch from a Fortiwinx carries the weight of an entire sandstorm.", - "FORTIWINX_LORE_2": "The Sandman is a folkloric being from Europe. He is depicted as an elfish creature who sprinkles sand in the eyes of sleeping children, causing them to dream.", - "FORTIWINX_DESCRIPTION": "a masked monster made of sand", - "JUMPKIN_NAME": "Jumpkin", - "JUMPKIN_NAME_PREFIX": "Jump", - "JUMPKIN_LORE_1": "Jumpkins are created when the “jelly” from a Jellyton is smeared on to a regular pumpkin, giving it sentience. The Jumpkin is a curious and friendly being that seems to never stop moving.", - "JUMPKIN_NAME_SUFFIX": "kin", - "JUMPKIN_LORE_2": "A jack-o’-lantern is a decorative pumpkin that has been carved, typically with a face. They are traditionally carved in association with the Halloween holiday, and are often placed outside one’s home and lit from within with a candle.", - "BEANSTALKER_NAME": "Beanstalker", - "JUMPKIN_DESCRIPTION": "a jumping pumpkin", - "BEANSTALKER_NAME_PREFIX": "Bean", - "BEANSTALKER_NAME_SUFFIX": "stalker", - "BEANSTALKER_LORE_2": "An “axe murderer” is an archetypical figure on popular culture, and is as the name suggests: someone who commits murders with an axe. There have been many famous axe murderers in modern history.", - "BEANSTALKER_LORE_1": "A Jumpkin that has developed a malicious personality. Now with a fully formed body made of vines and plant matter, they love nothing more than to chase terrified victims with an axe.", - "BEANSTALKER_DESCRIPTION": "a creepy axe-murdering pumpkin", - "DRACULEAF_NAME": "Draculeaf", - "DRACULEAF_NAME_PREFIX": "Dracu", - "DRACULEAF_NAME_SUFFIX": "leaf", - "DRACULEAF_LORE_2": "Dracula is a gothic novel by Bram Stoker. Published in 1897, it tells the story of the vampire Count Dracula, and those who cross paths with him. It is one of the most famous novels in the world, and has been adapted or represented in all forms of media and art.", - "DRACULEAF_LORE_1": "A Jumpkin that has developed a scheming personality. Cloaking themselves in dead leaves, the Draculeaf poses as a friend to those it wishes to feed on. When their prey lowers their guard, they absorb their life force with flesh-piercing roots.", - "SPIROUETTE_NAME": "Spirouette", - "DRACULEAF_DESCRIPTION": "a fanged pumpkin with a big cloak", - "SPIROUETTE_NAME_PREFIX": "Spirou", - "SPIROUETTE_NAME_SUFFIX": "ette", - "SPIROUETTE_LORE_1": "Spirouettes are advanced mollusc-like creatures. Their major organs all reside in its shell “head”, with its “body” being an extended set of limbs. Its movements are swift and elegant, and they often cloak themselves with seaweed for protection from the elements.", - "SPIROUETTE_LORE_2": "The form of dance and performance known as ballet has its roots in Italy in the 1400s. The word “ballet” itself comes from the Italian “ballare”, meaning “to dance”.", - "REGENSEA_NAME": "Regensea", - "SPIROUETTE_DESCRIPTION": "a dancing sea creature with a shell head", - "REGENSEA_NAME_PREFIX": "Regen", - "REGENSEA_NAME_SUFFIX": "sea", - "REGENSEA_DESCRIPTION": "a dancing sea creature with a jellyfish head", - "REGENSEA_LORE_1": "A vast metamorphosis can turn a Spirouette into a Regensea. Shedding its shell entirely, the Regensea’s body is 95% water. It is able to project powerful waves of water with its ballet-like movements – the more practiced its dances, the more powerful the water strikes.", - "REGENSEA_LORE_2": "The life of a professional ballet dancer, or ballerina, is a challenging one. Professional ballerinas must start training very early in childhood, and their careers can be easily affected or ended by injuries sustained from overwork.", - "PADPOLE_NAME": "Padpole", - "PADPOLE_NAME_PREFIX": "Pad", - "PADPOLE_LORE_1": "The Padpole is the larval state of the Frillypad, residing underwater until it matures. Since it has not developed proper limbs yet, it is able to attack with its long tongue, which secretes a gluey mucus that can slow down any would-be attackers.", - "PADPOLE_NAME_SUFFIX": "pole", - "PADPOLE_LORE_2": "The Nixie, or Nix, is a water-dwelling creature from European folklore. Their appearances and behaviours vary depending on the country but are often described as fish-like creatures or spirits that would lure souls to their deaths if they approached.", - "LILIGATOR_NAME": "Liligator", - "PADPOLE_DESCRIPTION": "a lily pad creature with a tail", - "FRILLYPAD_NAME": "Frillypad", - "FRILLYPAD_NAME_PREFIX": "Frilly", - "FRILLYPAD_NAME_SUFFIX": "pad", - "FRILLYPAD_DESCRIPTION": "a big-eyed frog creature", - "FRILLYPAD_LORE_2": "Kelpies are water spirits from Scottish folklore. Similar to nixies, they are beings that reside in lakes and rivers, and have the ability to shapeshift. Sometimes they are portrayed as resembling beautiful women, but are able to take the form of a horse-like creature.", - "FRILLYPAD_LORE_1": "A Padpole’s mature state. The Frillypad’s limbs allow it to hunt for food: they can often be found hiding by the edges of ponds and lakes. If someone or something passes by that the Frillypad deems edible, it will attempt to ensnare it with its long tongue.", - "LILIGATOR_NAME_PREFIX": "Lili", - "LILIGATOR_NAME_SUFFIX": "gator", - "LILIGATOR_LORE_1": "One in every hundred Frillypads in natural environments will develop into a Liligator. The Liligators act as bodyguards for the Frillypads in their waters, fending off any drastically stronger aggressors that the Frillypad would not stand a chance against otherwise.", - "LILIGATOR_LORE_2": "The grindylow is a mythical creature from English folklore. Sharing many similar traits with nixies and kelpies, they are scaly lake-dwelling creatures with long arms that would grab passing children to drown them.", - "LILIGATOR_DESCRIPTION": "a lily pad creature with no eyes", - "KHEPRI_NAME": "Khepri", - "KHEPRI_NAME_PREFIX": "Khe", - "KHEPRI_LORE_1": "Each Khepri wields a miniature sun between its horns, from which it draws energy that sustains it. It is able to agitate this sun when attacked, projecting solar flames towards anyone who may threaten it.", - "KHEPRI_NAME_SUFFIX": "pri", - "KHEPRI_DESCRIPTION": "a floating scarab creature", - "KHEPRI_LORE_2": "In ancient Egyptian mythology, Khepri is the god of the morning sun. Depicted as a human with a scarab beetle for a head, he represents the cycle of creation and rebirth.", - "ARKIDD_NAME": "Arkidd", - "ARKIDD_NAME_PREFIX": "Ark", - "ARKIDD_LORE_1": "The Arkidds were first spotted on New Wirral after the arrival of Falldown Mall. There they have been seen running around, jumping on the heads of other monsters, and generally displaying a radical attitude.", - "ARKIDD_NAME_SUFFIX": "kidd", - "ARKIDD_LORE_2": "Arcade video games are entertainment machines that allow a player to play a video game when coins are inserted into them. Introduced in the early 1970s, for a time arcades were the most graphically advanced video games available to the public.", - "ARKIDD_DESCRIPTION": "a robot with a lightning bolt emblem", - "CLUCKABILLY_NAME": "Cluckabilly", - "CLUCKABILLY_NAME_PREFIX": "Clucka", - "CLUCKABILLY_NAME_SUFFIX": "billy", - "CLUCKABILLY_LORE_1": "Cluckabillies are defined by their antisocial attitudes. The severity of their angry clucks is so great that they can create small shockwaves.", - "CLUCKABILLY_LORE_2": "Since humans have been raising chickens for farming since prehistory, roosters play a role of varying importance and reverence in all human cultures. In the Chinese Zodiac, they are the tenth of the twelve animals.", - "KUNEKO_NAME": "Kuneko", - "CLUCKABILLY_DESCRIPTION": "a giant punk chicken", - "ROCKERTRICE_NAME": "Rockertrice", - "ROCKERTRICE_NAME_PREFIX": "Rocker", - "ROCKERTRICE_NAME_SUFFIX": "trice", - "ROCKERTRICE_LORE_2": "The cockatrice is a mythical creature, described as a dragon-like creature with the head of a rooster. Similar to the mythical basilisk, it is said to have the ability to kill someone instantly simply by looking at them.", - "ROCKERTRICE_DESCRIPTION": "a giant beaked dragon with a mohawk", - "ROCKERTRICE_LORE_1": "The Rockertrice is known for its piercing gaze, which is said to be able to freeze someone where they stand if they make eye contact with it. It’s also known for its dislike of anyone making eye contact with it. This is a dangerous combination.", - "KUNEKO_NAME_PREFIX": "Kuneko", - "KUNEKO_UNKNOWN_NAME": "Mysterious Catgirl", - "KUNEKO_NAME_SUFFIX": "neko", - "KUNEKO_LORE_2": "Catgirls are popular character archetypes, typically associated with modern Japanese art and animation. They are depicted as cute girls with human bodies and cat ears. They perhaps have their origins with the bakeneko, a shapeshifting cat spirit from Japanese folklore.", - "KUNEKO_LORE_1": "The daughter of an angel and a demon, Kuneko was left on the doorsteps of a ninja clan hideout as a baby. Trained in the arts of ninjutsu and friendship, Kuneko now travels across the land in search of the four elemental shrines of power. Will she ever find her true calling?", - "KUNEKO_SUBTITLE": "Mysterious Catgirl", - "SHINING_KUNEKO_NAME": "Shining Kuneko", - "KUNEKO_DESCRIPTION": "an anime catgirl", - "SHINING_KUNEKO_NAME_PREFIX": "Shining-", - "SHINING_KUNEKO_NAME_SUFFIX": "-kuneko", - "SHINING_KUNEKO_LORE_1": "When Kuneko unites the four elements of the world within herself, she unlocks the true potential within herself. The cosmic energy flowing within her gives her a power level that is off the scale.", - "SHINING_KUNEKO_SUBTITLE": "Unbound Creation", - "SHINING_KUNEKO_LORE_2": "Manga refers to comics and graphic art that is produced in Japan. Widely read both in Japan and across the modern world, manga comics have a wide range of genres and target audiences.", - "ANATHEMA_NAME": "Anathema", - "SHINING_KUNEKO_DESCRIPTION": "a glowing anime catgirl", - "ANATHEMA_NAME_SUFFIX": "thema", - "ANATHEMA_SUBTITLE": "Bad Fusion", - "ANATHEMA_NAME_PREFIX": "Anathe", - "ANATHEMA_DESCRIPTION": "a gross Frankenstein monster", - "ANATHEMA_LORE_2": "In Greek mythology, the Chimera is a creature composed of the parts of various animals. The mythical Chimera is a lion with a goat’s head and a snake for a tail. “Chimera” has since become a term used to describe creatures created from various parts like its namesake.", - "ANATHEMA_LORE_1": "Anathemas are chimeras, hideous beasts created from the parts of various monsters that were surgically attached together. They must have been created on purpose, but by who? And for what purpose?", - "MISS_MIMIC_NAME": "Miss Mimic", - "MISS_MIMIC_SUBTITLE": "Femme Fatale", - "MISS_MIMIC_NAME_PREFIX": "Miss Mimi", - "MISS_MIMIC_NAME_SUFFIX": "mimic", - "MISS_MIMIC_LORE_1": "Miss Mimics can replicate the appearance of objects of great value. Now on New Wirral, they have taken to resembling the item caches left across the island by the rangers. An unsuspecting ranger expecting some valuable supplies might instead find Miss Mimic’s barbed claws.", - "MISS_MIMIC_LORE_2": "There are many examples in nature of evolutionary mimicry: the process by which an organism evolves to resemble another organism or object. There are various advantages to this, including aiding an organism’s ability to disguise itself from predators.", - "MISS_MIMIC_DESCRIPTION": "a booby-trapped item locker", - "PONDWALKER_NAME": "Pondwalker", - "PONDWALKER_NAME_PREFIX": "Pond", - "PONDWALKER_NAME_SUFFIX": "walker", - "PONDWALKER_LORE_2": "The “fish bowl” has been found to have existed as far back as the Roman empire, where citizens would keep goldfish in large decorated ceramic bowls. Contrary to popular depictions, it is not actually healthy for a goldfish to be kept in a simple glass bowl.", - "PONDWALKER_LORE_1": "Pondwalkers are clear proof that the monsters of New Wirral must have originated elsewhere, and cannot be native creatures to the island. The robotic “walker” exoskeleton of the Pondwalker is a highly advanced mechanical creation, perfectly protecting the fish within.", - "PONDWALKER_DESCRIPTION": "a goldfish in a mech suit", - "SHARKTANKER_NAME": "Sharktanker", - "SHARKTANKER_NAME_PREFIX": "Shark", - "SHARKTANKER_NAME_SUFFIX": "tanker", - "SHARKTANKER_LORE_1": "The fish within the “Pondwalker” has grown to become a shark, and its exoskeleton has adapted to support it. Its steel combat claws also contain sophisticated water pumps, allowing it to emit powerful jets of water to attack from a distance as well as in close quarters.", - "SHARKTANKER_LORE_2": "Sharks are a kind of large fish, and early sharks have been proven to have existed more than 420 million years ago. Sharks, particularly the great white shark, have become known in pop culture as animals dangerous to humans.", - "SHARKTANKER_DESCRIPTION": "a shark in a mech suit", - "AA_LAMENTO_MORI_NAME": "Lamento Mori", - "ROBIN_LORE_1": "A trickster straight out of a comedy play, Robin Goodfellow may have once been good-natured. However, when he discovered the play from which he was created, the nature of his existence broke his spirit and turned him cruel and bitter towards humanity.", - "AA_LAMENTO_MORI_SUBTITLE": "Dreams of Death", - "LAMENTO_MORI_LORE_1": "Lamento Mori, a particularly powerful Archangel for its age, has turned its station platform into a maze of tomb-like chambers, in which it traps and torments any unfortunate soul who dares enter its depths.", - "LAMENTO_MORI_LORE_2": "The incarnation of the fear of death, Lamento Mori is the latest Archangel formed from humanity’s fear and anxieties of dying.", - "AA_PUPPET_SUBTITLE": "Master of Puppets", - "AA_PUPPET_NAME": "Poppetox", - "PUPPET_LORE_1": "Poppetox’s body is made of a strange, distorted matter. It can tear chunks of this matter from itself and craft crude replicas of those who confront it. These effigies have a strange connection with the individual they mimic, and can transmit any damage dealt to it back to them.", - "AA_PUPPET_EFFIGY_NAME": "Effigy", - "AA_MONARCH_NAME": "Nowhere Monarch", - "AA_MONARCH_SUBTITLE": "King of Nothing", - "PUPPET_LORE_2": "The incarnation of puppetry, Poppetox was birthed by human society’s desire to create simulacra of themselves.", - "AA_MONARCH_MINION_NAME": "Nowhere Peasant", - "MONARCH_LORE_1": "The Nowhere Monarch resides below the Falldown Mall, feeding on the lost potential humans emit when they spend their lives consumed by trivial media and content.", - "MONARCH_LORE_2": "The incarnation of consumerism, Nowhere Monarch was born of mankind’s collective dedication to entertainment and media above all else.", - "AA_ROBIN_SUBTITLE": "Midsummer Night’s Dream", - "AA_ROBIN_NAME": "Robin Goodfellow", - "ROBIN_LORE_2": "The incarnation of theatrics, mankind’s dedication to the art of theatre and storytelling has birthed Robin Goodfellow. Unlike other Archangels, his manifested form has a singular defined origin – the play Midsummer Night’s Dream by William Shakespeare.", - "AA_MAMMON_NAME": "Mammon", - "AA_MAMMON_SUBTITLE": "Head Landkeeper", - "MAMMON_LORE_1": "Unlike the other Archangels, Mammon forgoes dwelling in the labyrinthian stations beneath New Wirral. Instead, it leads its legion of “Landkeepers” from a concrete hold of its own making. Its Landkeepers are hollow vessels, shells given autonomy from its vast well of power.", - "AA_CUBE_NAME": "Heckahedron", - "AA_CUBE_SUBTITLE": "Neoplatonic Solid", - "MAMMON_LORE_2": "The incarnation of capitalism, Mammon was formed by the countless worlds where society values monetary gain over all else, even human suffering.", - "CUBE_LORE_1": "Heckahedron’s body is “cardinally fixed”, meaning it looks the exact same regardless of what angle you view it from. This isn’t unusual – the “physical form” of any Archangel is merely the 3-dimensional shadow of a higher being. They are not bound by euclidean science.", - "CUBE_LORE_2": "The incarnation of mathematics. One of the younger Archangels, Heckahedron was born when humanity reached an age of hubristic scientific and mathematical thinking.", - "ALICE_LORE_2": "The incarnation of ego, Alice was born of mankind’s deep well of selfish thinking.", - "AA_ALICE_SUBTITLE": "Wonderland’s Exiled Queen", - "ALICE_LORE_1": "Alice sees herself as a benevolent princess of her own domain. The prospect of visiting guests excites her, but only in that she sees people as playthings that can be easily discarded after their novelty runs thin.", - "AA_ALICE_NAME": "Alice", - "AA_TOWER_NAME": "Babelith", - "AA_TOWER_SUBTITLE": "Tower of Ignorance", - "TOWER_LORE_1": "Babelith dwells in a station atop Mt. Wirral, from which it yells its incoherent ramblings that remain unheard by almost everyone.", - "TOWER_LORE_2": "The incarnation of ignorance, Babelith was born from mankind’s uncanny ability to reject truth out of fear, discomfort, and ego.", - "AA_FINALGANTE_SUBTITLE": "Invoked: Spirit of Rebellion", - "AA_MORGANTE_SUBTITLE": "Spirit of Rebellion", - "MORGANTE_LORE_2": "The incarnation of rebellion, Morgante is one of the oldest “Archangel” beings in the connected cosmos. Rebellion is a polar opposite force to conquest – it is inevitable that she and Aleph would eventually become immortal enemies.", - "MORGANTE_LORE_1": "Morgante once joined Aleph in his ventures across many worlds, appearing in many myths and legends as as witch or goddess of great power. She resided in Night’s Bridge Station, which holds the only “gateway” to leave New Wirral. She hid this station in the words of a song.", - "AA_FINALGANTE_NAME": "Morgante Gestalt", - "FINALGANTE_LORE_1": "The will to fight back against impossible odds, along with the remnant spirit of Morgante, has formed Morgante Gestalt. It is an Egregore – known as an “Archangel” on New Wirral – an entity created by a combined will to change reality. This power resides in all of mankind.", - "FINALGANTE_LORE_2": "Gestalt means something that is greater than the sum of its parts. Individually, a person’s ability to enact change on the world around them is limited. Combined, their potential power is limitless.", - "AA_SERPENT_NAME": "Mourningstar", - "AA_SERPENT_SUBTITLE": "Serpent God", - "AA_ALEPH_SUBTITLE": "Red King of Conquest", - "SERPENT_LORE_1": "The malevolent Mourningstar feeds on the devotion of others, sometimes to a lethal extent if the individual’s commitment is strong enough. It whispers from its underground station, hoping that its acolytes will eventually find their way down to it – and their deaths.", - "SERPENT_LORE_2": "The incarnation of devotion, Mourningstar was formed from the devotion to the many gods and idols that humanity creates and worships.", - "AA_ALEPH_NAME": "Aleph", - "ALEPH_LORE_2": "The incarnation of conquest, Aleph was born from mankind’s warlike nature and desire to conquer. He once lead a troupe of Archangels, including Morgante, Ms. Amber, Mordread, and more, which he called his “round table”. Of that alliance, only he and Morgante now remain on New Wirral.", - "ALEPH_LORE_1": "Aleph once lead a troupe of Archangels across the connected cosmos. There, he commanded great battles, becoming a part of many common legends known to this very day. His portal head allows him to send anyone and anything anywhere he wants – except himself.", - "ALEPH_NULL_LORE_1": "Aleph, once again as strong as he was at the height of his power. If he is allowed to roam the connected cosmos as he once did, it is no doubt that an unquestionable amount of suffering will happen.", - "AA_ALEPH_NULL_NAME": "Aleph Null", - "AA_ALEPH_NULL_SUBTITLE": "Eternal War Incarnate", - "ALEPH_NULL_LORE_2": "The legends written after Aleph’s 6th-century stint as British monarch claim that he will one day return to take back his throne. Although he was defeated this time, if humans keep finding ways to kill each other, he will eventually succeed.", - "AA_HELIA_NAME": "Helia", - "HELIA_LORE_1": "An incarnation of the power of fusion, Helia oversees all kinds of fusion throughout the cosmos. On her home world, she first manifested in the research laboratory of human scientists who were studying nuclear fusion.", - "AA_HELIA_SUBTITLE": "Process of Fusion", - "HELIA_LORE_2": "Helia’s memory appears to stretch back far beyond her manifestation, to the very first instance of nuclear fusion in the cosmos. As such, she is arguably the oldest Archangel in New Wirral, and is well acquainted with Aleph’s machinations from thousands of years ago.", - "LENNA_LORE_2": "Lenna’s world exists as a video game, stored on a cartridge that was launched into space. A chance cosmic ray caused the game to “glitch” and give sentience to its inhabitants, who are not aware of their electronic origins.", - "AA_AMBER_LORE_1": "Ms. Amber is an enigmatic but hospitable Archangel, who offers safe passage to travellers of the cosmos. She has the ability to travel freely between worlds, and takes the form of a high-class club filled with guests.", - "AA_MERLINE_SUBTITLE": "The One Who Lies Beneath", - "AA_MERLINE_LORE_1": "The railway system beneath New Wirral is in fact the Mer-Line, an ancient and unknowable “Archangel” that takes the form of an infinite labyrinth of tunnels and trains.", - "AA_MERLINE_NAME": "The Mer-Line", - "AA_MERLINE_LORE_2": "The Mer-Line’s power to rend space and time led vast amounts of debris to collect on its massive form, eventually forming the island of New Wirral. Since then, the Mer-Line has been using its power to populate the island with both man and monster. They seem to believe they have a good reason for doing this.", - "AA_AMBER_NAME": "The Amber Lodge", - "AA_AMBER_SUBTITLE": "Interdimensional Hostess", - "AA_AMBER_LORE_2": "Ms. Amber was once a member of Aleph’s troupe, and was herself the method by which they travelled across the connected cosmos. She left her peers on New Wirral when fighting broke out amongst them, and has come to regret her participation in Aleph’s many endeavours.", - "LENNA_NAME": "Lenna", - "LENNA_UNKNOWN_NAME": "Cloaked Figure", - "LENNA_SUBTITLE": "Hero of Another Story", - "LENNA_LORE_1": "Lenna once lived as an unassuming school teacher, whose biggest responsibility was to instruct the “hero” of her world on how to fight the evil Archangels. When the hero was unexpectedly killed, Lenna took up the sword herself.", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Ritual Candle", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "A curious item Captain Skip discovered in one of their latest hauls. They say:\\n\\n“Burn this candle and then sacrifice (recycle) a recorded tape to influence the next fusion you encounter. It will have a chance to contain a bootleg that matches either the type or the species of the tape you sacrificed.”", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Burn this candle and then sacrifice (recycle) a recorded tape to influence the next fusion you encounter. It will have a chance to contain a bootleg that matches either the type or the species of the tape you sacrificed.", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Burn", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "A ritual is already in progress.", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "The candle has been burned. Now sacrifice (recycle) a tape you’ve recorded to influence the next fusion you encounter.", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "The ritual is complete. The next fusion you encounter may contain a bootleg that matches this tape in some way.", - "ITEM_CAPTAIN_BADGE_NAME": "Captain’s Badge", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "Badge #14", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifies the bearer as a ranger captain. Badge #14.", - "ITEM_FUSION_RADAR_NAME": "Fusion Radar", - "ITEM_FUSION_RADAR_DESCRIPTION": "Displays icons on your map where Rogue Fusions can be found.", - "RANGER_RANK_0": "Ranger Trainee", - "RANGER_RANK_1": "Ranger Scout", - "RANGER_RANK_2": "Ranger Captain", - "ITEM_RANGER_ID_AUX_NAME": "ID: {ranger_id}", - "ITEM_RANGER_ID_NAME": "{ranger_rank} Card", - "ITEM_RANGER_ID_DESCRIPTION": "You’re an official {ranger_rank}! This card tracks your progress through the ranks of the Rangers. As a bonus, it will also help to identify your body if anything happens to you.", - "ITEM_GARDENING_KIT_NAME": "Gardening Kit", - "ITEM_GARDENING_KIT_DESCRIPTION": "A set of seeds, saplings, and some basic tools, for sprucing up the planters around town.", - "ITEM_JELLY_NAME": "Skelly Jelly", - "ITEM_KEY_WATERLOOP_NAME": "Waterloop Key", - "ITEM_JELLY_DESCRIPTION": "It’s sticky and slimy, and it sloughed off a Jellyton during battle. You’d better not eat it, but it might still be useful for something…", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "Unlocks something in Waterloop Station.", - "ITEM_KEY_COMMUNE_NAME": "Mourningtown Key", - "ITEM_KEY_COMMUNE_DESCRIPTION": "Unlocks something in Mourningtown.", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "White Rabbit Key", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "Curiouser and curiouser!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Unlocks windows atop Landkeeper offices.", - "ITEM_KEY_LANDKEEPER_NAME": "Landkeeper Window Key", - "ITEM_MACHINEPART_NAME": "Machine Part", - "ITEM_MACHINEPART_DESCRIPTION": "A missing part from an old ticket machine.", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Train Ticket", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "An old train ticket with \\\"Aldgrave Tomb\\\" printed on it in faded ink.", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "An old train ticket with \\\"Glowcester\\\" printed on it in faded ink.", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Train Ticket", - "ITEM_VALVE_NAME": "Valve Handle", - "ITEM_VALVE_DESCRIPTION": "A rusty valve handle. It is cold to the touch.", - "ITEM_DELIVERY_PARCEL_NAME": "Parcel", - "ITEM_KEYSTONE_NAME": "Azure Keystone", - "ITEM_KEYSTONE_DESCRIPTION": "An ornate blue gemstone. It gives off a noise like radio static.", - "ITEM_DELIVERY_COMMUNE_NAME": "Aid Package", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "A package due for delivery. Check your active quests for details.", - "ITEM_LOST_NECKLACE_NAME": "Lost Necklace", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "A package due for delivery to Mourningtown. Check your active quests for details.", - "ITEM_LOST_NECKLACE_DESCRIPTION": "Somebody lost this and must want it back! Check your active quests for details.", - "ITEM_LOST_RING_NAME": "Lost Ring", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "It’s an strange gold coin issued in the year 0x7B3 by “The State of Nevad-O”.", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Coin", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Aldgrave Tomb Clue #1", - "ITEM_LOST_WALLET_DESCRIPTION": "Somebody lost this and must want it back! Check your active quests for details.", - "ITEM_LOST_RING_DESCRIPTION": "Somebody lost this and must want it back! Check your active quests for details.", - "ITEM_LOST_WALLET_NAME": "Lost Wallet", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "A piece of paper with some directions written in blood. Part of it has been torn off. The directions read: “Up, Up, Down, Down...”\\n\\nThere’s a lot of insane laughter scribbled all over it…", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Aldgrave Tomb Clue #2", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "A piece of paper with some directions written in blood. The first half of it has been torn off. The directions read: “… Left, Right, Left, Right.”\\n\\nThe insane laughter continues onto this half.", - "SERVICE_CARRY_MORE_REWINDS_NAME": "Rewind Pouch", - "ITEM_MEREDITH_ENVELOPE_NAME": "Envelope for Meredith", - "SERVICE_LUCKY_DIP_NAME": "Lucky Dip", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "It’s an envelope from Ianthe for Meredith. It’s about the music record Meredith is searching for!", - "ITEM_GYM_PASS_DESCRIPTION": "Permits unlimited access to the gym facilities at the Town Hall, allowing you to customise your base stats.", - "ITEM_GYM_PASS_NAME": "Gym Pass", - "SERVICE_LUCKY_DIP_DESCRIPTION": "A bag containing a random set of useful items. Includes one guaranteed uncommon or rare sticker. Try your luck!", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "A tape of a very rare monster we save for rangers we know can handle it.", - "SERVICE_MONSTER_TAPE_NAME": "{species_name} Tape", - "EXCHANGE_REQUIRE_CAPTAINS": "Train with {amount} more Captain(s) to unlock!", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Respool Pouch", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "I can sew this into your backpack to increase the number of Rewinds that you can carry by 1.", - "SERVICE_CARRY_MORE_CURES_NAME": "First Aid Pouch", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "I can sew this into your backpack to increase the number of Respools that you can carry by 1.", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "I can sew this into your backpack to increase the number of each type of Cure that you can carry by 1.", - "SERVICE_CARRY_MORE_COFFEE_NAME": "Miniature Refrigerator", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "I can sew this into your backpack to increase the number of Smoke Bombs that you can carry by 1. It’s shock-absorbing, so you can be certain they won’t go off unexpectedly.", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "I can sew this into your backpack to increase the number of tinned Coffees that you can carry by 1.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Bomb Compartment", - "SERVICE_CARRY_MORE_REODORANT_NAME": "Scent-Absorbing Pouch", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "I can sew this into your backpack to increase the number of Smoke Bombs that you can carry by 1. It’s shock-absorbing, so you can be certain they won’t go off unexpectedly.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "I can sew this into your backpack to increase the number of Smoke Bombs that you can carry by 1. It’s shock-absorbing, so you can be certain they won’t go off unexpectedly.", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "I can sew this into your backpack to increase the number of Reodorants that you can carry by 1. It’s made of a special material that will keep the bad smells from getting out until you need them to.", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Resealable Plastic Tub", - "SERVICE_GYM_POINTS_NAME": "Extra Gym Point", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Increases the max amount of Pear Fusilli that you can carry by 1.", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "Merchants’ Guild Membership", - "SERVICE_GYM_POINTS_DESCRIPTION": "Provides 1 additional point for use in the gym in the Town Hall.", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "The Rangers will provide additional resources to the sticker merchants at the market in central Harbourtown, allowing them to stock {0} additional sticker(s).", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Additional Sticker Stock", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Gives you a better rate with merchants in Harbourtown. Prices will be reduced by up to {0}%.", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Additional Coffee Stock", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "The Rangers will provide additional resources to Dr Pensby, allowing her to stock {0} additional kind(s) of cure.", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "Additional Cure Stock", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "The Rangers will provide additional ingredients to Clemence at the Gramophone Café, allowing her to stock {0} additional kind(s) of coffee.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Having one of these in your pocket will upgrade your Pumpkin Vine Ball with the ability to create a Plant Wall at the start of battle, if it was in use before battle started.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Jumpkin Seed", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Having one of these in your pocket will upgrade your Bulletino Dash with the ability to inflict damage at the start of battle, if it was in use before battle started.", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Boltam Fur", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Having a sample of this fur in your pocket will upgrade your Electromagnetism ability, starting you off in battles with 1 additional AP, if it was in use before battle started.", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Microphone Upgrade", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "This upgraded microphone for your cassette player will improve the chance of a successful recording by {0}%.", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "Fusion Meter Mod", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "I can install this mod into your cassette player to make your fusion meter fill {0}% faster.", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Chemistry Mod", - "SERVICE_FUSION_METER_CRITICAL_NAME": "Critical Mod", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "I can install this mod into your cassette player to make your fusion meter fill up by {0}% when you land a type-advantaged hit.", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "I can install this mod into your cassette player to make your fusion meter fill up by {0}% when you win a battle.", - "SERVICE_FUSION_METER_VICTORY_NAME": "Victory Mod", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "I can install this mod into your cassette player to make your fusion meter fill up by {0}% when you land a critical hit.", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "Collect {total} rumours from Harbourtown townsfolk.", - "SERVICE_FUSION_METER_RECORDING_NAME": "Recording Mod", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "I can install this mod into your cassette player to route excess power from the fusion meter to the microphone. The chance of a successful recording will be increased by {0}% when your fusion meter is full.", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Frustum Cull", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Death Ray", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "Feedback", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "Temptation", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "Judgement", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "Leverage", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Market Crash", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Margin Call", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Asset Freeze", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Loss Leader", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Too Big To Fail", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Fairy Dust", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Fairy Horde", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Night Mare", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "False Illumination", - "MOVE_AA_ALICE_EAT_ME_NAME": "Eat Me", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "True Illumination", - "MOVE_AA_ALICE_DRINK_ME_NAME": "Drink Me", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "High & Mighty", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "Death By 1000 Cuts", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "Death By 10,000 Cuts", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Call to Arms", - "MOVE_AA_MONARCH_TENTACLE_NAME": "Slippery Grip", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Heartfelt Melody", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Bomb Voyage", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Kayleigh’s Melody", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motivates the user to keep going upon defeat.", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "{player}’s Conviction", - "MOVE_AA_MORGANTE_PLAYER_NAME": "Unstoppable Conviction", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "Lightning Wit", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Meredith’s Wit", - "MOVE_AA_FINALGANTE_FELIX_NAME": "Felix’s Creativity", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "Eugene’s Courage", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Raises the user’s Melee Attack and Ranged Attack.", - "MOVE_AA_MORGANTE_EUGENE_NAME": "Bottomless Courage", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Raises the user’s Melee Defence and Ranged Defence.", - "MOVE_AA_FINALGANTE_DOG_NAME": "Barkley’s Energy", - "MOVE_AA_MORGANTE_FELIX_NAME": "Creative Endeavour", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "Viola’s Determination", - "MOVE_AA_MORGANTE_VIOLA_NAME": "Cunning Determination", - "MOVE_AA_MORGANTE_DOG_NAME": "Boundless Energy", - "QUEST_CAPTAINS_DESCRIPTION1.m": "Train with each of the ranger captains to become a ranger. You can find out where these captains are stationed by asking around in Harbourtown.", - "QUEST_CAPTAINS_DESCRIPTION3.n": "Face Ianthe in one final challenge to become a captain yourself!", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Boosts the user’s AP generation.", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Power of Truth", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Whistle For Help", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zedd on Autumn Hill has asked me to make the surrounding area a bit quieter by defeating 5 Bulletinos. Bulletinos can be most easily found on Autumn Hill.", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Scattershot", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "A coin-operated android in Eastham Woods, appears to be malfunctioning. Perhaps finding a suitable coin will help restore it to life.", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Coin-Operated", - "QUEST_MEREDITH_TITLE": "All I Ever Needed", - "QUEST_MEREDITH_DESCRIPTION_1": "Ask the residents of Harbourtown if they’ve seen Meredith’s favourite record.", - "QUEST_MEREDITH_DESCRIPTION_2": "Find Ranger Leader Ianthe and ask about Meredith’s favourite record.", - "QUEST_MEREDITH_DESCRIPTION_3": "Give Ianthe’s envelope to Meredith.", - "QUEST_MEREDITH_DESCRIPTION_4": "Go with Meredith to Falldown Mall.", - "QUEST_CAPTAINS_PROGRESS": "Trained with {num} of {max} captains.", - "QUEST_CAPTAINS_DESCRIPTION2.n": "Meet with Ranger Leader Ianthe to let her know you’ve trained with all the ranger captains.", - "QUEST_CAPTAINS_DESCRIPTION1.f": "Train with each of the ranger captains to become a ranger. You can find out where these captains are stationed by asking around in Harbourtown.", - "QUEST_CAPTAINS_DESCRIPTION1.n": "Train with each of the ranger captains to become a ranger. You can find out where these captains are stationed by asking around in Harbourtown.", - "QUEST_CAPTAINS_DESCRIPTION2.m": "Meet with Ranger Leader Ianthe to let her know you’ve trained with all the ranger captains.", - "QUEST_CAPTAINS_DESCRIPTION2.f": "Meet with Ranger Leader Ianthe to let her know you’ve trained with all the ranger captains.", - "QUEST_CAPTAINS_DESCRIPTION3.m": "Face Ianthe in one final challenge to become a captain yourself!", - "QUEST_CAPTAINS_DESCRIPTION3.f": "Face Ianthe in one final challenge to become a captain yourself!", - "QUEST_CAPTAINS_DESCRIPTION4": "Catch up with each of the ranger captains.", - "QUEST_KAYLEIGH_TITLE": "I Ran So Far Away", - "QUEST_COLLECT_RUMORS_TITLE": "Rumour Has It", - "QUEST_COLLECT_RUMORS_PROGRESS": "Collected {obtained} of {total} rumours.", - "QUEST_KAYLEIGH_DESCRIPTION1": "Bring Kayleigh to Mourningtown.", - "QUEST_KAYLEIGH_DESCRIPTION2": "Scope out Mourningtown.", - "QUEST_FELIX_DESCRIPTION_0": "Meet Felix at his home in West Harbourtown.", - "QUEST_FELIX_TITLE": "Don’t You Want Me", - "QUEST_FELIX_DESCRIPTION_2": "Find the four elemental altars with Felix to track down Kuneko.", - "QUEST_FELIX_DESCRIPTION_1": "Fight a warrior with a wooden sword in the Cherry Meadow alongside Felix.", - "QUEST_VIOLA_DESCRIPTION_1": "Find Viola’s brother Sebastian.", - "QUEST_FELIX_2_PROGRESS": "Found {num} of {count} elemental altars.", - "QUEST_FELIX_DESCRIPTION_3": "Help Felix make things right with Kuneko.", - "QUEST_VIOLA_TITLE": "Everybody’s Looking For Something", - "QUEST_VIOLA_DESCRIPTION_2": "Speak to Viola.", - "QUEST_VIOLA_DESCRIPTION_3": "Travel with Viola to the Cast Iron Shore.", - "QUEST_VIOLA_DESCRIPTION_4": "Explore the shipwreck with Viola.", - "QUEST_DOG_TITLE": "Come Back And Stay", - "QUEST_DOG_DESCRIPTION": "Find out what Barkley wants up on Mt. Wirral.", - "QUEST_SUNNY_TITLE": "How Does It Feel", - "QUEST_HOYLAKE_TITLE": "On The Hunt", - "QUEST_SUNNY_DESCRIPTION": "Go to the tailor in Harbourtown to help pick a new look for Sunny.", - "QUEST_HOYLAKE_DESCRIPTION_1": "Record {monster_description}, often spotted {habitat_phrase}, to show to Hoylake.", - "QUEST_HOYLAKE_DESCRIPTION_2": "You’ve recorded {monster_name}: {monster_description}, often spotted {habitat_phrase}. Return to Hoylake to show him.", - "QUEST_HELIA_TITLE": "Here Comes The Sun", - "QUEST_HELIA_DESCRIPTION_1": "Investigate the new station under Dino Quarry in the Deadlands", - "CLUE_EAST": "To the east your wings must fly, to the place only I have known", - "QUEST_HELIA_DESCRIPTION_2": "Get some answers from the Mer-Line.", - "QUEST_HELIA_DESCRIPTION_3": "Report back to Ianthe.", - "CLUE_SOUTH": "Venture there and head southbound, where your wayward paths shall meet", - "CLUE_BIOME_ARID": "A place where ruins can be found, where grass lies dead beneath your feet", - "CLUE_WEST": "To the west your wings must fly, to the place only I have known", - "CLUE_BIOME_PLAINS": "Where trees and dirt paths can be found, where grass is fresh beneath your feet", - "CLUE_NORTH": "Venture there and head northbound, where your wayward paths shall meet", - "CLUE_BIOME_BEACH": "Where golden sand lies on the ground, where ocean waves lap at your feet", - "CLUE_BIOME_AUTUMN": "Where auburn trees spring from the ground, their dead leaves crisp under your feet", - "CLUE_BIOME_LAKE": "A lake of water in the ground, where sand lies wet beneath your feet", - "CLUE_BIOME_WOODS": "Where towering trees spring from the ground, and dark grass bows beneath your feet", - "CLUE_BIOME_BLOSSOM": "Where cherry blossoms fall to the ground, where grass is pale beneath your feet", - "CLUE_BIOME_MOUNTAIN": "A place that stands tall from the ground, where snow lies crisp beneath your feet", - "CLUE_BIOME_MARSH": "A place where lost men have been drowned, where mud lies thick beneath your feet", - "CLUE_ACTION_ROCK": "Come here with a stone in hand, and place now in front of thee", - "CLUE_ACTION_CRATE": "Come here with a crate in hand, and place now in front of thee", - "CLUE_ACTION_DASH.m": "At the place you must now stand, run with flames surrounding thee", - "CLUE_ACTION_DASH.f": "At the place you must now stand, run with flames surrounding thee", - "CLUE_ACTION_MAGNETISM": "Harness lightning where you stand, the path will open up to thee", - "CLUE_ACTION_DASH.n": "At the place you must now stand, run with flames surrounding thee", - "CLUE_ACTION_JUMP_3": "Leap three times where you now stand, the path will open up to thee", - "CLUE_ACTION_FACE_4_DIRECTIONS": "At the place you must now stand, and face four directions around thee", - "CLUE_ACTION_NIGHT": "For half a minute you must stand, at night the path opens for thee", - "CLUE_ACTION_MAP_3.m": "Take thy trusted map in hand, and read it thrice – one, two, and three", - "CLUE_ACTION_MAP_3.f": "Take thy trusted map in hand, and read it thrice – one, two, and three", - "CLUE_ACTION_MAP_3.n": "Take thy trusted map in hand, and read it thrice – one, two, and three", - "CLUE_ACTION_ITEM_3": "Three possessions must now leave your hand, the choice is yours but must be three", - "CLUE_OVERWORLD_-6_-3": "Near a building on this land, there lies a log where you must be", - "CLUE_OVERWORLD_2_-1": "The first gate you passed through in this land, between it is where you must now be", - "CLUE_OVERWORLD_-4_-1": "A pool of water on the land, near stones and graves where you must be", - "CLUE_OVERWORLD_-2_-4": "A canvas tent lays on the sand, behind it is where you must be", - "CLUE_OVERWORLD_-3_-3": "A lone dead tree is in this land, beneath its branches you must be", - "CLUE_OVERWORLD_-3_-7": "A river that flows through this land, its source is where you now must be", - "CLUE_OVERWORLD_0_-6": "An altar of stone in this land, atop it is where you must be", - "CLUE_OVERWORLD_3_-7": "This temple of commerce once grand, atop its roof you must now be", - "CLUE_OVERWORLD_1_-6": "Three lights stand apart in this land, between them is where you must be", - "CLUE_OVERWORLD_2_-4": "A lone house towers in this land, in its shadow you must be", - "CLUE_OVERWORLD_7_-2": "A house stood once here in this land, now in its ruin you must be", - "CLUE_OVERWORLD_5_-6": "A tree stump stands in a lush land, between two walls where you must be", - "CLUE_OVERWORLD_7_-4": "An altar of fire in this land, atop it is where you must be", - "CLUE_OVERWORLD_8_-6": "A tree stump stands in wooded land, atop it is where you must be", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Hoylake’s Request", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Monster Bounty", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Talk to Hoylake in the Town Hall. He has a series of tasks for you.", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "The {key} population {habitat_phrase} has been getting rowdy lately. Defeat {count} of them in combat to calm them down and keep them from seriously hurting each other.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Defeat {count} Rogue Fusions to help keep New Wirral safe for travel.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Fusion Bounty", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Parcel Delivery", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Deliver the attached parcel to our scout {location_0_phrase}.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Hurrah! My parcel is here!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Thanks a bunch! I’ve been waiting for this!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Thanks a bunch! I’ve been waiting for this!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Thanks a bunch! I’ve been waiting for this!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Hurrah! My parcel is here!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Supply Delivery", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "One of our scouts {location_0_phrase} has put out an urgent request for emergency supplies. Please obtain {required_item_amount}x {required_item} and deliver it ASAP.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Hurrah! My parcel is here!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Can I have yours?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "I urgently need {required_item_amount}x {required_item}. What for? Well, that’s private.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Did you get my request for supplies? I need {required_item_amount}x {required_item}, stat!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "I urgently need {required_item_amount}x {required_item}. What for? Well, that’s private.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Did you get my request for supplies? I need {required_item_amount}x {required_item}, stat!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "I urgently need {required_item_amount}x {required_item}. What for? Well, that’s private.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Oh I see you have it right there! Will you give it to me?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Did you get my request for supplies? I need {required_item_amount}x {required_item}, stat!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Oh I see you have it right there! Will you give it to me?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Can I have yours?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Can I have yours?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Oh I see you have it right there! Will you give it to me?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fantastic! I can’t wait to use it!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fantastic! I can’t wait to use it!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Thanks a bunch! It’s just what I needed!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fantastic! I can’t wait to use it!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Thanks a bunch! It’s just what I needed!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "One of the local residents lost a {lost_item} {location_1_phrase}. It has high sentimental value, so please do your best to locate it, and return it to its owner {location_0_phrase}.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Thanks a bunch! It’s just what I needed!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Lost & Found", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "ring", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "necklace", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Be a hero and help me find the {lost_item} I lost {location_1_phrase}?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "wallet", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Be a hero and help me find the {lost_item} I lost {location_1_phrase}?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Be a hero and help me find the {lost_item} I lost {location_1_phrase}?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "I lost an important {lost_item} {location_1_phrase}. Will you help me look for it?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Thanks so much, I was looking for this!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "I lost an important {lost_item} {location_1_phrase}. Will you help me look for it?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "I lost an important {lost_item} {location_1_phrase}. Will you help me look for it?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Thanks so much, I was looking for this!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "You found it! Thank you so much!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Thanks so much, I was looking for this!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Special Delivery", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "You found it! Thank you so much!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "You found it! Thank you so much!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "As part of our efforts to provide aid to the Mournchildren, we’ve prepared a special package of medical supplies. Please deliver the attached parcel to the doorman at Mourningtown.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Return to Hoylake in the Town Hall to show him.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "Is that Ianthe’s package?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "Here it is!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Hoylake’s Request", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake has requested to see what the fusion of {species1_description} and {species2_description} is like. Fuse {species1_name} and {species2_name} in battle to record it to your bestiary – then return to the Town Hall to show Hoylake!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "Brilliant, mate! Jacqueline’s gonna be elated!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "Do you know your bestiary records data on every fusion you form, [wave amp=30 freq=30]and[/wave] every fusion you encounter?", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "How fascinating! Thank you very much for this, {player}.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "Greetings, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Fuse in battle to record it to your bestiary.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Let’s take a look at the data on {fusion_name} you’ve brought me.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Upgrade a {species_name} tape to 5 stars.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Hoylake’s Request", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "Hoylake would like to see a 5-star recording of a {species_name}. Upgrade a {species_name} tape to 5 stars, then return to the Town Hall to show Hoylake!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Meet up with Dr Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "Do you know your bestiary records supplementary information about a monster species after you upgrade its tape to 5 stars?", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Return to Hoylake to show him your tape.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "Greetings, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interesting.[pause] Very interesting.[pause] I wonder what this could mean...", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Let’s take a look at the data it’s recorded on the {species_name} tape you’ve brought me.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Equip a {species_name} tape.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "Hoylake’s Assistant", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake has requested some rather specific training for his assistant, Dr Kirby. Equip a {species_name} tape and meet with Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "Professor Hoylake has told me all about you – about how he helped you out when you first arrived, and about how he saved your life...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Hello, {player}, pleasure to meet you. Dr Kirby PhD, Zoologist, University of Cambridge.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "Professor Hoylake has told me all about you – about how he helped you out when you first arrived, and about how he saved your life...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "That’s what he told me! What an inspiration!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "Professor Hoylake has told me all about you – about how he helped you out when you first arrived, and about how he saved your life...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "Did you know, on his home world, after he won the Nobel prize for discovering the last undiscovered species, they crowned him King-Scientist of the world?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Anyway, let’s get to business, shall we?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake says that to be a better scientist, I need to get to know what it’s like to be {species_description}. I was hoping you could guide me through it.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Do you have your {species_name} tape ready?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Hmm... [pause]Is research on New Wirral always this brutal?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Got it here.", - "BATTLE_JOINED.f": "{0} joined the fight!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Not yet.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Alright, now show me how you use it!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake must be very resilient to have gone through all this and no longer have any need of transformation.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Unstable Fusion", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Thank you, {player}. I definitely learned a lot about {species_name}.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "An unstable fusion has made an appearance {location_0_phrase} – it must be destroyed before it replicates beyond control!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "One of our new trainees has challenged you for your stamp. Meet them and their battle partner {location_0_phrase} to test their combat abilities. Don’t pull your punches, {player}--we have to be selective with who we let in.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Recruit Training", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "You’re the new ranger captain they’ve sent to train me, right? Don’t pull your punches!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "You’re the new ranger captain they’ve sent to train me, right? Don’t pull your punches!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "One of our new trainees has challenged you for your stamp. Meet them and their battle partner {location_0_phrase} to test their combat abilities. Don’t pull your punches, {player}--we have to be selective with who we let in.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "One of our new trainees has challenged you for your stamp. Meet them and their battle partner {location_0_phrase} to test their combat abilities. Don’t pull your punches, {player}--we have to be selective with who we let in.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "I might only be in training, but you don’t need to hold back with me, Captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "You’re the new ranger captain they’ve sent to train me, right? Don’t pull your punches!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "I might only be in training, but you don’t need to hold back with me, Captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Captain {player}, right?[pause] When I beat you Ianthe’ll have to make me a captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "I might only be in training, but you don’t need to hold back with me, Captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Captain {player}, right?[pause] When I beat you Ianthe’ll have to make me a captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Captain {player}, right?[pause] When I beat you Ianthe’ll have to make me a captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "They say when you enter prison you should immediately pick a fight with the toughest-looking one there![pause] That’d be you right, Captain?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "They say when you enter prison you should immediately pick a fight with the toughest-looking one there![pause] That’d be you right, Captain?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Oof, you sure don’t pull your punches…[pause] The funny thing is – I don’t even like fighting. I’m not cut out for this.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "They say when you enter prison you should immediately pick a fight with the toughest-looking one there![pause] That’d be you right, Captain?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Oof, you sure don’t pull your punches…[pause] The funny thing is – I don’t even like fighting. I’m not cut out for this.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Thanks Captain, I learned a lot.[pause] I learned that I’m not ready to be a ranger.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Thanks Captain, I learned a lot.[pause] I learned that I’m not ready to be a ranger.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Thanks Captain, I learned a lot.[pause] I learned that I’m not ready to be a ranger.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Oof, you sure don’t pull your punches…[pause] The funny thing is – I don’t even like fighting. I’m not cut out for this.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "I’ve always been more of a lover than a fighter, anyway...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "I’m not sure what I expected. Thanks, Captain, for...[pause] taking me seriously.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "I’m not sure what I expected. Thanks, Captain, for...[pause] taking me seriously.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "I’ve always been more of a lover than a fighter, anyway...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "I’ve always been more of a lover than a fighter, anyway...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "I’m not sure what I expected. Thanks, Captain, for...[pause] taking me seriously.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Supply Theft", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Ranger supplies have been going missing lately. One of our scouts reported witnessing the thief at work. The individual has been tracked to a location {location_0_phrase}. Confront him and find out what’s happened to our goods.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "The thief is back. This time he’s been tracked down to a location {location_0_phrase}. Confront him and find out what’s happened to our goods.", - "RUMOR_NAME": "Rumour", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "“Frankie’s only been here a few days, but she’s already determined to join the rangers. Something about her reminds me of you, {player}, so I’d appreciate your help getting her started! She’ll need a tape, so equip one you don’t mind giving away (permanently) and meet her at the gate in the outskirts. ~ Cybil x”", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Recruit Training: Vin", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Your old “friend” Vin the ex-thief has signed up to join the rangers! In fact, he’s challenged you for your stamp, {player}. Meet him {location_0_phrase}. I like his spirit, but as with all trainees, you mustn’t take it easy on him. We have to be selective with who we let in.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Recruit Training: Frankie", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Your old “friend” Vin the ex-thief has signed up to join the rangers! In fact, he’s challenged you for your stamp, {player}. Meet him {location_0_phrase}. I like his spirit, but as with all trainees, you mustn’t take it easy on him. We have to be selective with who we let in.", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Your old “friend” Vin the ex-thief has signed up to join the rangers! In fact, he’s challenged you for your stamp, {player}. Meet him {location_0_phrase}. I like his spirit, but as with all trainees, you mustn’t take it easy on him. We have to be selective with who we let in.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "“Hey, mentor! I’m doing some personal adventuring. If you want to help me out, meet me {location_0_phrase}. ~Frankie”", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "“Hey, mentor! I’m doing some personal adventuring. If you want to help me out, meet me {location_0_phrase}. ~Frankie”", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "“Hey, mentor! I’m doing some personal adventuring. If you want to help me out, meet me {location_0_phrase}. ~Frankie”", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie has challenged you for your stamp. She’s waiting for you {location_0_phrase}. Don’t go easy on her, {player}. As per usual: we have to be selective with who we let in.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie has challenged you for your stamp. She’s waiting for you {location_0_phrase}. Don’t go easy on her, {player}. As per usual: we have to be selective with who we let in.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Some old friends of yours have set up a meeting {location_0_phrase}.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Friendly Battle", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie has challenged you for your stamp. She’s waiting for you {location_0_phrase}. Don’t go easy on her, {player}. As per usual: we have to be selective with who we let in.", - "RUMOR_DUNGEON_PARK_TITLE": "Trembling Ground", - "RUMOR_DUNGEON_PARK": "I heard a rumour that the ground under New Wirral Park sometimes trembles as if a large vehicle is passing underground. What do you think’s down there?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Cackling", - "RUMOR_DUNGEON_GRAVEYARD": "A friend of mine told me he heard deep manic cackling from one of the graves in the graveyard west of the creek. Weird, huh?", - "RUMOR_DUNGEON_MEADOW_TITLE": "Tiny Dominoth", - "RUMOR_DUNGEON_MEADOW2": "How do you think it got like that? Something strange is going on over there...", - "RUMOR_DUNGEON_MEADOW1": "You probably won’t believe me, but I saw a tiny little Dominoth in the clearing in the center of Cherry Meadow. It wasn’t just a baby, it was small enough to fit in my hand!", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Summit", - "RUMOR_DUNGEON_LAKE_TITLE": "Moving Signposts", - "RUMOR_DUNGEON_LAKE1": "A ranger buddy of mine told me about these “Moving Signposts” on the lake.", - "RUMOR_DUNGEON_LAKE2": "They speculate that if you stand on the buttons in the right order, and follow all the signposts, it’ll lead you to treasure.", - "RUMOR_DUNGEON_MOUNTAIN": "Mt. Wirral is pretty tall, huh. I heard there was some kind of crazy lighthouse at the top. What do you think is up there?", - "RUMOR_DUNGEON_LAKE3": "Apparently, others say it just takes you in a big loop.", - "RUMOR_CAPTAIN_WALLACE": "I heard Captain Wallace is at the park right now...", - "RUMOR_CAPTAIN_WALLACE_TITLE": "Captain Wallace", - "RUMOR_CAPTAIN_CLEEO_TITLE": "Metal Woman", - "RUMOR_CAPTAIN_DREADFUL": "I heard Captain Penny Dreadful can often be found in the ruined village east of here.", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "Captain Penny Dreadful", - "RUMOR_CAPTAIN_CLEEO": "I heard there’s a metal woman up in Eastham Woods. Have you met her?", - "RUMOR_CAPTAIN_LODESTEIN.m": "Have you been to Ham before? You know, that little valley west of Eastham Woods where Captain Lodestein hangs out?", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "Captain Lodestein", - "RUMOR_CAPTAIN_LODESTEIN.n": "Have you been to Ham before? You know, that little valley west of Eastham Woods where Captain Lodestein hangs out?", - "RUMOR_CAPTAIN_LODESTEIN.f": "Have you been to Ham before? You know, that little valley west of Eastham Woods where Captain Lodestein hangs out?", - "RUMOR_CAPTAIN_BUFFY": "Captain Buffy’s my favourite. She works out in Cherry Meadow, you know?", - "RUMOR_CAPTAIN_BUFFY_TITLE": "Captain Buffy", - "RUMOR_CAPTAIN_CYBIL_TITLE": "Captain Cybil", - "RUMOR_CAPTAIN_CYBIL": "My favourite radio show is Cybil FM, hosted by Captain Cybil herself, out in the marshes!", - "RUMOR_CAPTAIN_SKIP_TITLE": "Captain Skip", - "RUMOR_CAPTAIN_SKIP": "You’ve gotta admire the resourcefulness of Captain Skip. They’re usually at the mouth of the river west of Harbourtown.", - "RUMOR_CAPTAIN_JUDAS_TITLE": "Captain Judas", - "RUMOR_CAPTAIN_JUDAS1": "I heard the famed survivalist, Captain Judas is camping out on an island in the south east.", - "RUMOR_CAPTAIN_JUDAS2": "I know he’d probably hate me just for relying on modern conveniences, but... He’s just so hot!", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "Captain Gladiola", - "RUMOR_CAPTAIN_GLADIOLA": "I heard Captain Gladiola’s patrol route takes her through the graveyard west of Harbourtown. Where do you think she goes?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "Captain Heather", - "RUMOR_CAPTAIN_HEATHER": "Someone I know who scavenges wrecks in the Cast Iron Shore told me he saw Captain Heather on an island way off in the west...", - "RUMOR_CAPTAIN_ZEDD": "Last I heard, Captain Zedd was heading out to see what’s up with Mourningtown in the East. I bet he fell asleep on the way...", - "RUMOR_CAPTAIN_ZEDD_TITLE": "Captain Zedd", - "RUMOR_CAPTAIN_CODEY1": "You know Captain Codey? The one who’s always moaning about not having an ‘internet’? He’s up on Mt. Wirral right now.", - "RUMOR_CAPTAIN_CODEY_TITLE": "Captain Codey", - "RUMOR_CAPTAIN_CODEY2": "Maybe I should hike up the mountain so I can finally find out what’s so great about internets.", - "RUMOR_IANTHE_BATTLE_TITLE.m": "New Captain", - "RUMOR_IANTHE_BATTLE_TITLE.f": "New Captain", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "I just saw a chest eat a man whole {location_0_phrase}! Can you believe that!?", - "RUMOR_IANTHE_BATTLE_TITLE.n": "New Captain", - "RUMOR_IANTHE_BATTLE": "Have you heard the rumours? Leader Ianthe may have found a candidate for a new captain...", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir Spotted", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "Flood", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "I heard that giant bird Averevoir has been spotted {location_0_phrase} recently.", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "Flood", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "There’s a big flood north of the park today! I hope nobody gets hurt.", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "There’s a flood in the outskirts! The rangers are taking a while to respond to it. They must be busy today...", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Glaistain Sighting", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "You know those red ranger caches? I swear I just heard one muttering to itself {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Whispering Cache", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "I heard reports of a giant glass angel {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Miss Mimic Sighting", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Kuneko Spotted", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Ranger Activity", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Something’s going on {location_0_phrase}. The rangers are all talking about it...", - "RUMOR_PASSIVE_QUEST_KUNEKO": "You won’t believe this, but I just saw a winged catgirl {location_0_phrase}...", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Rangers Wounded", - "RUMOR_PASSIVE_QUEST_SWARM": "Something big’s happening {location_0_phrase}. Rangers have been returning wounded...", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Shirtless Merchant", - "RUMOR_UNOBTAINED_SPECIES": "Have you seen {species_description}? It’s {species_name}! I’ve heard it can be seen {habitat_phrase}.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "There’s a quirky shirtless merchant visiting the island today. If you want a good deal, you better hurry. He’s {location_0_phrase}!", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "I saw Eugene hanging out near a strange building outside of town. What is he doing out there?", - "RUMOR_OFFICE1_TITLE": "Eugene", - "RUMOR_OFFICE2_TITLE": "Landkeepers", - "RUMOR_OFFICE2": "Someone I know in Mourningtown, up on Autumn Hill, says he’s seen a lot of landkeepers gathering at some kind of office lately...", - "RUMOR_OFFICE3_1": "I was fishing on my boat in the waters north of Autumn Hill the other day and you’ll never guess what I spotted out in the fog...", - "RUMOR_OFFICE3_TITLE": "Landkeepers", - "RUMOR_OFFICE3_2": "It was an office! A boring old office on a rock jutting out of the sea!", - "RUMOR_OFFICE3_3": "The ghouls around it really gave me the creeps...", - "RUMOR_OFFICE4_1": "Last time I went to Eastham Woods a gang of five landkeepers dragged me to their den and drained the life out of me.", - "RUMOR_OFFICE4_TITLE": "Landkeepers", - "RUMOR_OFFICE5_TITLE": "Landkeepers", - "RUMOR_OFFICE4_2": "Honestly, their timeshare presentation was sooo boring.", - "RUMOR_OFFICE5_1": "I was speaking to Maris Piper earlier. You know, the lady who runs the farm over the creek?", - "RUMOR_POSTGAME_MORGANTE": "I couldn’t sleep last night. Did you hear the eerie singing coming from Harbourtown Station too?", - "RUMOR_OFFICE5_2": "She reckons some landkeepers have set up shop somewhere near her farm.", - "RUMOR_OFFICE5_3": "It’s worrying, right? That farm supplies most of Harbourtown’s food. If the landkeepers gain control of it...", - "RUMOR_ALTAR1_TITLE": "Altar", - "RUMOR_ALTAR1": "Why yes, I’ve seen a strange altar. It was in Cherry Meadow! What do you think it’s for?", - "RUMOR_ALTAR2": "I found a neat thing during my swim in the lake – some kind of altar between two pillars on an island.", - "RUMOR_ALTAR2_TITLE": "Altar", - "RUMOR_ALTAR3": "My sister in the Mournchild organisation said she saw a half-angel half-demon ninja catgirl near their town. But it might have just been the mouldy bread she ate!", - "RUMOR_ALTAR4_TITLE": "Altar", - "RUMOR_ALTAR3_TITLE": "Altar", - "RUMOR_ALTAR4": "Have you heard about the mysterious altar deep in Eastham Woods? The rumours are that a demon performs occult rituals there in the dead of night. Some say it’s an angel. Others say it’s a catgirl.", - "RUMOR_POSTGAME_MORGANTE_TITLE": "Eerie Singing", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", - "RUMOR_PARTNER_KAYLEIGH": "I heard some rangers saying that Kayleigh knows more than she lets on about those weird hooded cultists. Maybe you ought to ask her about them, huh?", - "RUMOR_PARTNER_MEREDITH1_1": "Do you know Meredith? She repairs the town’s electronics.", - "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH1_2": "If she’s not at her shop on the docks, she’ll be in the park.", - "RUMOR_PARTNER_MEREDITH1_3": "Pay her a visit if you need anything electronic!", - "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH2_1.f": "I’m Meredith. Enjoy being trapped on this rock forever with the rest of us until you die.", - "RUMOR_PARTNER_MEREDITH2_2": "Anyway, I just needed a breath of fresh air. Come meet me at my shop in town sometime. Yellow building on the boardwalk.", - "RUMOR_PARTNER_MEREDITH2_1.m": "I’m Meredith. Enjoy being trapped on this rock forever with the rest of us until you die.", - "RUMOR_PARTNER_MEREDITH2_1.n": "I’m Meredith. Enjoy being trapped on this rock forever with the rest of us until you die.", - "RUMOR_PARTNER_FELIX_TITLE": "Wrecked Apartment", - "RUMOR_PARTNER_FELIX2": "Do you think he needs help with it?", - "RUMOR_PARTNER_FELIX1": "I saw some guy rooting through a wrecked apartment in Lakeside, north-west from the park.", - "RUMOR_PARTNER_VIOLA_TITLE": "Superheroine", - "RUMOR_HOYLAKE1": "Professor Hoylake says he’s looking for a new research assistant.", - "RUMOR_PARTNER_DOG1": "Hey, do you know anyone who’s lost a dog?", - "RUMOR_PARTNER_DOG_TITLE": "Lost Dog", - "RUMOR_PARTNER_VIOLA": "I got ambushed by slimes in the marshes and some caped superheroine jumped in to save me! I’m not making it up, honest!", - "RUMOR_PARTNER_DOG2": "I saw one running around with a tape recorder – just an ordinary dog, not a Pombomb! – at the foot of Mt. Wirral, near the corner of the lake.", - "RUMOR_PARTNER_DOG3": "I do hope the poor thing is OK...", - "RUMOR_HOYLAKE_TITLE": "Assistant Wanted", - "RUMOR_HOYLAKE2": "He’s usually hanging around in the Town Hall. How he manages to research monsters while completely avoiding them, I’ll never know.", - "RUMOR_AVEREVOIR_TITLE": "Colossal Bird", - "RUMOR_AVEREVOIR2": "I think it lives in that big cave halfway up the mountainside.", - "RUMOR_AVEREVOIR1": "I saw a colossal bird near Mt. Wirral!", - "RUMOR_GLAISTAIN_TITLE": "Ruin", - "RUMOR_ABILITY_SWIM_TITLE": "Swimming", - "RUMOR_GLAISTAIN": "Supposedly there’s an old ruin that appeared in the Cherry Meadow recently. Sounds pretty strange, doesn’t it?", - "RUMOR_FARM_BRIDGE_TITLE": "Farm Bridge", - "RUMOR_ABILITY_CLIMB_TITLE": "Climbing Walls", - "RUMOR_ABILITY_SWIM": "I’ve been told that there’s a monster wearing diving gear that grants you the ability to swim in any waters if you record it!", - "RUMOR_ABILITY_CLIMB2": "“It’d be much easier to get around if I could climb vertical surfaces like pumpkin vines do,” right?", - "RUMOR_FARM_BRIDGE": "I heard the Pipers at the farm in the west were having a spot of trouble with their bridge...", - "RUMOR_ABILITY_CLIMB1": "I know what you’re thinking!", - "RUMOR_ABILITY_CLIMB3": "I’ve spent years here pondering this very subject too!", - "RUMOR_ABILITY_DASH_TITLE": "Fiery Dash", - "RUMOR_ABILITY_CLIMB4": "But the only way either of us is gonna find out if it’s possible is if one of us records a pumpkin.", - "RUMOR_ABILITY_MAGNETISM_TITLE": "Strange Magnetic Powers", - "RUMOR_ABILITY_DASH": "Apparently there’s a monster that dashes about like a rocket. I bet you could too if you recorded one!", - "RUMOR_INTERMISSION_TITLE": "The Triangle Man", - "RUMOR_ABILITY_MAGNETISM": "The word around town is that recording the strange sparking monster will grant you magnetic powers. Neat, huh?", - "BATTLE_ADJECTIVE_LEADER.n": "Leader {name}{disambiguator}", - "RUMOR_INTERMISSION": "There’s a strange floating man with a triangle for a head in the center of town. Have you seen him?", - "BATTLE_ADJECTIVE_CAPTAIN.m": "Captain {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "Captain {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "Captain {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "Leader {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "Friend {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "Leader {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "Friend {name}{disambiguator}", - "BATTLE_JOINED.m": "{0} joined the fight!", - "BATTLE_ADJECTIVE_FRIEND.n": "Friend {name}{disambiguator}", - "BATTLE_SWITCH_PLACES.m": "{0} switched places!", - "BATTLE_JOINED.n": "{0} joined the fight!", - "BATTLE_DESTROYED.f": "{0} was destroyed!", - "BATTLE_SWITCH_PLACES.f": "{0} switched places!", - "BATTLE_SWITCH_PLACES.n": "{0} switched places!", - "BATTLE_ORB_BROKE": "The orb broke! It’s {fusion_name}!", - "BATTLE_DESTROYED.m": "{0} was destroyed!", - "ABILITY_swim": "Diveal Swim", - "BATTLE_DESTROYED.n": "{0} was destroyed!", - "ABILITY_climb": "Pumpkin Vine Ball", - "ABILITY_dash": "Bulletino Dash", - "ABILITY_UNLOCKED_swim": "You can now swim in water!\\nThis consumes your stamina.", - "ABILITY_flight": "Averevoir Flight", - "ABILITY_magnetism": "Electromagnetism", - "ABILITY_UNLOCKED_climb": "You can now hold {control.climb} to climb up walls using sticky vines!\\nThis consumes your stamina.", - "ABILITY_UNLOCKED_dash": "You can now press {control.dash} to perform a short dash!\\nThis consumes your stamina.", - "ABILITY_UNLOCKED_magnetism": "You can now hold {control.magnetism} to interact with magnetic objects!\\nThis consumes your stamina.", - "ABILITY_UNLOCKED_flight": "You can now press {control.jump} again while gliding to gain a boost!\\nThis consumes your stamina.", - "POST_CREDITS_MESSAGE_1": "Your save file can be continued if you wish. New Wirral’s Rangers still need your help...", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Are you sure? You have unassigned points remaining.", - "STAT_ADJUST_MENU_TITLE": "{player}’s Base Stats", - "STAT_ADJUST_MENU_REMAINING_POINTS": "Remaining Points: {0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "{player}’s base stats can be adjusted on this screen. This will affect all of his monster forms.\\n\\nExtra points can be obtained from Ranger Wilma. Lower minimum values can be unlocked by defeating more captains.", - "STAT_ADJUST_MENU_EXPLANATION.f": "{player}’s base stats can be adjusted on this screen. This will affect all of her monster forms.\\n\\nExtra points can be obtained from Ranger Wilma. Lower minimum values can be unlocked by defeating more captains.", - "STAT_ADJUST_MENU_EXPLANATION.n": "{player}’s base stats can be adjusted on this screen. This will affect all of their monster forms.\\n\\nExtra points can be obtained from Ranger Wilma. Lower minimum values can be unlocked by defeating more captains.", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Complete your ranger training to unlock access to these quests.", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Unknown Captain #{n}", - "UI_RANGER_STAMP_CARD_ID": "ID: {0}", - "UI_RANGER_STAMP_CARD_HUMAN": "Homo Sapiens", - "UI_RANGER_STAMP_CARD_EARTH": "Earth, 21C", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Unknown Specialisation", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Complete your ranger training to unlock access to these quests.", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Complete your ranger training to unlock access to these quests.", - "NOTICEBOARD_REQUIREMENT_STORY": "Follow Morgante’s clues and find the way out of New Wirral to unlock new quests and rewards.", - "NOTICEBOARD_REQUIREMENT_QUEST": "Complete ‘{quest_title}’ to unlock new quests and rewards.", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "Board cleared!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} found {amount} bonus Fused Material!", - "TUTORIAL_RUMORS_DESCRIPTION2": "The rumours you gather in Harbourtown are tracked in your Quest Log.\\n\\nHarbourtown is the best place to stock up on supplies, so remember to check for new rumours whenever you're there!", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "Report to Ianthe to collect your reward!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name} found {amount} bonus Fused Material!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name} found {amount} bonus Fused Material!", - "TUTORIAL_RUMORS_DESCRIPTION1": "The island of New Wirral is yours to explore as you please. If you’re looking for a suggested location to head to next, you can always head to Harbourtown and ask around for rumours.\\n\\nThe people of Harbourtown love to trade intel! Investigating the locations given in rumours will usually lead to progress in your quests, as well as help you discover new monsters.", - "TUTORIAL_RUMORS_TITLE": "Tutorial: Rumours", - "TUTORIAL_ROGUE_FUSIONS1": "This monster is what the Rangers call a “Rogue Fusion”. Sometimes they hide inside chests found in underground caves.\\n\\nBattling Rogue Fusions can be a great way to earn valuable items, and experience points, as well as find certain rare monsters. But note that they’re always a lot more dangerous than other monsters in the area!", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Rogue Fusions", - "TUTORIAL_ROGUE_FUSIONS2.m": "Certain Rogue Fusions surround themselves with a swarm of other monsters that you have to defeat before you can confront the fusion itself.\\n\\nIf you’re not certain of your combat abilities, or you’re exploring somewhere new, it’s usually best to leave Rogue Fusions alone.", - "TUTORIAL_ROGUE_FUSIONS2.n": "Certain Rogue Fusions surround themselves with a swarm of other monsters that you have to defeat before you can confront the fusion itself.\\n\\nIf you’re not certain of your combat abilities, or you’re exploring somewhere new, it’s usually best to leave Rogue Fusions alone.", - "UI_NEW_GAME_MODES_NOTIFICATION": "Custom game modes have been unlocked!", - "TUTORIAL_ROGUE_FUSIONS2.f": "Certain Rogue Fusions surround themselves with a swarm of other monsters that you have to defeat before you can confront the fusion itself.\\n\\nIf you’re not certain of your combat abilities, or you’re exploring somewhere new, it’s usually best to leave Rogue Fusions alone.", - "LOADING_SCREEN_NAG2_TITLE": "Rumour heard in Harbourtown:", - "LOADING_SCREEN_NAG2_FOOTER": "Check your [color=#ab75e8]Quest Log[/color] for more details.", - "UI_NEW_GAME_MODES_TITLE": "Custom Game Mode", - "UI_NEW_GAME_MODES_VALUE_ON": "On", - "UI_NEW_GAME_MODES_VALUE_OFF": "Off", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Tapes Break Permanently", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "If on: being defeated in battle is game over.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Defeat Is Game Over", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "If on: tapes cannot be repaired. Running out of tapes is game over.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "If on: being defeated in battle is game over.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "If on: being defeated in battle is game over.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "If on: the monsters available in each habitat, as well as starter and partner tapes, are randomised.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Randomise Monsters", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Randomise Types", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Randomise Moves", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "If on: the stickers that tapes unlock upon upgrade – and the moves that monsters have – are randomised.", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "If on: each species’ elemental type is randomised, and their move pool is adjusted to match.", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "The seed controls randomisation, various spawners, merchant stock, generated quests, etc.", - "UI_NEW_GAME_MODES_RANDOM_SEED": "Random Seed", - "UI_NEW_GAME_MODES_START_BUTTON": "Start Game", - "UI_GAME_OVER": "GAME OVER", - "SIGN_ELECTROSHACK": "ElectroShack", - "SIGN_CLOSED": "CLOSED", - "SIGN_SPACE_ZONE": "SPACE ZONE", - "about": "About", - "donation": "Donation", - "patreon": "Patreon", - "noItems": "No Items", - "privacyPolicy": "Privacy Policy", - "termsAndConditions": "Terms and Conditions", - "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", - "patrons": "Patrons", - "habitat": "Habitat", - "useGifs": "Use Gifs", - "alphabetical": "Alphabetical", - "bestiaryId": "Bestiary Id", - "static": "Static", - "gifNum": "Gif {0}", - "additionalStats": "Additional Stats", - "viewOn": "View on {0}", - "initial": "Initial", - "unavoidable": "Unavoidable", - "cost": "Cost", - "canBeCopied": "Can be copied", - "characters": "Characters", - "partnerMonster": "Partner Monster", - "portraitNum": "Portrait {0}", - "tags": "Tags", - "overworld": "Overworld", - "percentTitle": "Percent", - "backup": "Backup", - "hashCode": "F74C7E45020BF36589D797C7FC10877B" - } - }, - "fr_FR": { - "id": 2, - "locale": "fr_FR", - "messages": { - "MOVE_MAGIC_TOME_NAME": "Grimoire", - "DLC_00_COSPLAY_NAME": "Pack Cosplay", - "UI_PARTY_MOVE_STICKER": "Déplacer l'autocollant", - "UI_SETTINGS_GLITCH_EFFECTS": "Effets de glitch", - "UI_PARTY_EDIT_MOVES": "Éditer les autocollants", - "MOVE_DESCRIPTION_FINAL_BREATH": "Si tu as au moins 80 % de tes PV et que tu subis une attaque mortelle, tu survis avec 1 PV.", - "MOVE_NAME_WEB_WRAP": "Prison de soie", - "MOVE_NAME_TREASURE_DIG": "Chasse au trésor", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} (v{content_version})", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC {content_name}", - "MOVE_DESCRIPTION_DEEP_FREEZE": "Gèle le lecteur de cassettes de l'adversaire, lui infligeant l\\'effet Blocage.", - "CONFIRM_LOAD_MODS1": "{num_mods} mod(s) détecté(s).", - "CONFIRM_LOAD_MODS2": "Notez que les mods malicieux peuvent accéder à vos fichiers système et lancer des instructions arbitraires sur votre ordinateur.", - "UI_PARTY_VIEW_MOVES": "Voir les autocollants", - "NOTIFICATION_GENERIC": "Notification", - "MOVE_TRAP_JAW_NAME": "Morsure tenace", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "Esquive nulle", - "MOVE_DESCRIPTION_TREASURE_DIG": "Déterre aléatoirement un objet, qui sera gardé par le vainqueur du combat.", - "STATUS_GEMSTONE_WALL_NAME": "Mur (Gemme)", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "Sacrifie 20 % de ses PV pour créer un mur capable d'absorber jusqu\\'à 3 attaques pendant 3 tours. Ce mur fournit également 1 PA supplémentaire à son propriétaire à chaque tour.", - "MOVE_DESCRIPTION_TRIPWIRE": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA quand un adversaire utilise une attaque au corps à corps. Les chances de déclenchement sont inversement proportionnelles au coût d\\'activation normal.", - "DLC_01_PIER_NAME": "La jetée de l'inconnu", - "UI_SETTINGS_AUDIO_TRANSFORM": "Bruits de transformation", - "MOVE_DESCRIPTION_MAGIC_TOME": "Touche une cible et réduit sa défense à distance.", - "MOVE_COLD_FUSION_NAME": "Fusion froide", - "MOVE_DESCRIPTION_TRAP_JAW": "S'active automatiquement avec la capacité Morsure. Inflige l\\'effet Esquive nulle à la cible.", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Les personnages souffrant de l'effet Esquive nulle voient leur caractéristique d\\'esquive réduite à 1 %.", - "MOVE_NAME_TRIPWIRE": "Fil déclencheur", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "Les murs absorbent un certain nombre d'attaques. Les attaques bénéficiant d\\'un avantage de type les brisent immédiatement. En plus de se comporter comme un mur normal, ce mur fournit 1 PA supplémentaire à son propriétaire chaque tour.", - "TITLE_SCREEN_DLC_BTN": "Voir les DLC dans la boutique", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Voulez-vous vraiment charger ce fichier ?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Ce fichier de sauvegarde n'a jamais été sauvegardé à l\\'aide de vos mods actuels. Si vous le chargez, le fait de désinstaller n\\'importe quel mod pourrait rendre ce fichier instable à l\\'avenir.", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Désactivés", - "LOOT_HEADING_TREASURE": "Trésor", - "MOVE_NAME_STICKY_SPRAY": "Engluage", - "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", - "UI_SAVE_REQUIRE_DLC": "Cette sauvegarde ne peut pas être chargée, car elle intègre des DLC ou des mods qui ne sont pas installés.", - "STATUS_TAPE_JAM_NAME": "Blocage", - "UI_SETTINGS_COLOR_BLIND": "Mode daltonisme", - "MOVE_DEEP_FREEZE_NAME": "Coup de gel", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continuer", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Chants", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Activés", - "BATTLE_TOAST_SWITCH_BLOCKED": "CHANGEMENT IMPOSSIBLE !", - "MOVE_GEMSTONE_WALL_NAME": "Mur (Gemme)", - "STATUS_TAPE_JAM_DESCRIPTION": "Les personnages souffrant de l'effet Blocage ne peuvent plus changer de cassette, à moins que l\\'effet soit dissipé ou que cette cassette se brise.", - "MOVE_DESCRIPTION_COLD_FUSION": "S'active chaque fois qu\\'un combattant utilise le processus de fusion. Déstabilise la fusion et réduit ses PV de 20 % de son maximum de PV.", - "MOVE_TREASURE_DIG_TOAST": "JACKPOT !", - "MOVE_FINAL_BREATH_NAME": "Dernier souffle", - "CONFIRM_LOAD_MODS3": "Si vous choisissez d'utiliser des mods, sachez que vous le faites à vos risques et périls.", - "CONFIRM_LOAD_MODS4": "Voulez-vous vraiment charger ces mods ?", - "CONFIRM_LOAD_MODS_QUIT": "Quitter", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continuer sans charger de mods", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} par {content_author}", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Sa puissance foudroyante", - "PINBOLT_NAME_PREFIX": "Magné", - "PICKSIE_NAME": "Farfapic", - "AURICLAW_DESCRIPTION": "une araignée portant un masque d'or", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Gobelin nerveux", - "ADEPTILE_DESCRIPTION": "un reptile paré d'une robe d\\'érudit", - "RUMOR_SPIDER_CAVE_3": "Bizarre, tu trouves pas ? On n'a jamais exploité la moindre mine là-bas.", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Sa vitesse fulgurante", - "PICKSIE_ENCOUNTER_MEREDITH_1": "Je rêve ou ce monstre vient de disparaître sous terre ? Si jamais on le retrouve, on devrait peut-être essayer de l'approcher sans se faire voir.", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Apparemment, il cherchait quelque chose dans le sol en creusant avec une pioche. Mais il a filé dès que mon ami s'est approché...", - "PICKSIE_LORE_1": "Les Farfapics sont d'avides mineurs, prêts à passer des années à creuser dans les grottes et les tombes en quête de trésors et de pierres précieuses. Ils se parent souvent des merveilles qu\\'ils découvrent, et s\\'équipent également des armes et armures qu\\'ils dénichent.", - "TRAPWURM_LORE_2": "La vouivre est un monstre du folklore européen proche du dragon. Elle est souvent représentée comme une gigantesque créature serpentine dotée de nageoires dorsales.", - "OVERWORLD_SPIDERCAVE_EUGENE": "Des toiles géantes ? [pause]Ça veut dire des araignées géantes. Je suis chaud pour un bon combat !", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "Quel aspect de la foudre penses-tu incarner le mieux ?", - "DIVEBERG_DESCRIPTION": "une créature de glace coiffée d'un casque de plongée", - "PINBOLT_LORE_2": "Le premier flipper moderne n'a été inventé que dans les années 1940, mais il trouve son inspiration dans un jeu bien plus ancien, celui de bagatelle, qui se jouait sur des plateaux en bois. Il partage aussi une histoire et une évolution communes avec le pachinko.", - "DIVEBERG_LORE_1": "Lorsqu'il est exposé à des températures négatives suffisamment longtemps, le Squaphoque évolue vers la forme \\\"Squaberg\\\". En adoptant un squelette bipède, il peut ainsi traverser les terrains enneigés plus facilement. C\\'est du moins la théorie retenue.", - "PINBOLT_NAME_SUFFIX": "flip", - "TRAPWURM_LORE_1": "Les Vertrappes peuvent s'enfouir et retenir leur souffle pendant des jours dans l\\'attente qu\\'une proie passe au-dessus de leur tête. Leurs mâchoires sont si puissantes qu\\'il est presque impossible de se dégager une fois qu\\'elle se sont refermées.", - "TRAPWURM_DESCRIPTION": "un serpent sur pattes doté d'une énorme mâchoire", - "WYRMAW_NAME_SUFFIX": "piège", - "WYRMAW_LORE_1": "Trop gros pour s'enfouir et surprendre ses proies, le Serpiège doit attirer ses victimes en agitant son drapeau et en faisant tinter les clochettes qui ornent son collier.", - "RUMOR_SPIDER_CAVE_TITLE": "Mine abandonnée", - "RUMOR_SPIDER_CAVE_2": "Eh bien, il a découvert par hasard l'entrée effondrée d\\'une vieille mine dans les marais !", - "RUMOR_SPIDER_CAVE_1": "Tu connais Édouard, non ? Il s'occupe de cette ferme avec sa femme, juste après le Ruisseau des Pipelin...", - "PICKSIE_ENCOUNTER_VIOLA_1": "Il semblerait que nous ayons effrayé cette créature. Si nos chemins se croisent à nouveau, il serait préférable d'adopter une approche plus furtive.", - "DIVEBERG_NAME_PREFIX": "Squa", - "AURICLAW_LORE_1": "Pour arriver à maturité, les Ferrigriffs passent par une métamorphose alchimique qui transforme les plaques et ornements en acier de leur corps en alliage d'or. Ces Aurigriffs constituent la première ligne de défense de leurs vastes territoires.", - "PICKSIE_ENCOUNTER_FELIX_1": "Il s'est... enfoui sous terre ? Il a peut-être peur des humains ? Si on le recroise, il faudra qu\\'on essaie de l\\'approcher plus discrètement, sans qu\\'il nous voie.", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Un ami Veilleur en poste {location_0_phrase} m'a raconté qu\\'il y avait aperçu une étrange créature, une sorte de petit gobelin plutôt agile.", - "PINBOLT_NAME": "Magnéflip", - "ADEPTILE_LORE_2": "L'un des principes fondamentaux de l\\'alchimie de jadis est que toute chose est composée de quatre éléments : le feu, l\\'eau, la terre et l\\'air.", - "TRAPWURM_NAME_PREFIX": "Ver", - "TRAPWURM_NAME_SUFFIX": "trappe", - "DIVEBERG_NAME_SUFFIX": "berg", - "HARBOURTOWN_BOOK_6": "Les notes griffonnées indiquent : \\\"... ce reptile adepte de l'ésotérisme peut atteindre son plein potentiel en étudiant un certain tome magique.\\\"", - "ADEPTILE_NAME": "Occultile", - "DIVEBERG_NAME": "Squaberg", - "FERRICLAW_NAME_PREFIX": "Ferri", - "FERRICLAW_LORE_1": "Parce qu'ils vivent dans de profonds réseaux de galeries souterraines, les Ferrigriffs n\\'ont été découverts qu\\'assez récemment à la Nouvelle-Wirral. Ils arborent d\\'anciens masques de mort qu\\'ils dénichent dans les tombes de civilisations disparues.", - "FERRICLAW_NAME_SUFFIX": "griff", - "WYRMAW_DESCRIPTION": "un grand serpent coiffé d'un drapeau", - "PINBOLT_DESCRIPTION": "une créature en forme de ressort dont la tête est un orbe en lévitation", - "WYRMAW_NAME_PREFIX": "Ser", - "DIVEBERG_LORE_2": "La température la plus basse jamais relevée sur Terre est de -89,2 °C. Elle a été enregistrée en Sibérie en 1983.", - "PICKSIE_ENCOUNTER_DOG_1": "Wouf... ?", - "FERRICLAW_NAME": "Ferrigriff", - "PICKSIE_NAME_PREFIX": "Farfa", - "PICKSIE_NAME_SUFFIX": "pic", - "TRAPWURM_NAME": "Vertrappe", - "AURICLAW_LORE_2": "Les masques mortuaires étaient souvent inspirés de personnalités importantes. Le plus célèbre de l'histoire est probablement celui de Toutankhamon, créé approximativement en 1323 av. J.-C..", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Oh, tu crois qu'on a fait peur à ce monstre ? On dirait qu\\'il s\\'est échappé sous terre. Si jamais on le recroise, il faudra qu\\'on essaie de l\\'approcher sans qu\\'il nous voie.", - "ADEPTILE_LORE_1": "L'Occultile s\\'est dévoué tout entier à la poursuite du savoir ésotérique. La longue robe d\\'érudit qu\\'il porte lui sert essentiellement à dissimuler le fait qu\\'il ne possède pas de corps.", - "ADEPTILE_NAME_SUFFIX": "tile", - "OVERWORLD_SPIDERCAVE_MEREDITH": "T'as vu un peu la [shake rate=30 level=10]taille[/shake] de ces toiles d\\'araignées ? [pause]C\\'est non. [pause]Pas moyen. [pause]Je m\\'approche pas de ça.", - "AURICLAW_NAME": "Aurigriff", - "FERRICLAW_LORE_2": "Un masque mortuaire est la réplique du visage d'un défunt. La méthode et les matériaux de fabrication varient, mais ces masques apparaissent dans de nombreuses cultures à travers les âges de l\\'histoire humaine.", - "PICKSIE_DESCRIPTION": "un gobelin masqué muni d'une pioche", - "PICKSIE_SUBTITLE": "Goblin chasseur de trésor", - "ADEPTILE_NAME_PREFIX": "Occul", - "AURICLAW_NAME_SUFFIX": "griff", - "FERRICLAW_DESCRIPTION": "une araignée portant un masque rouillé", - "AURICLAW_NAME_PREFIX": "Auri", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "Ce sont... des toiles d'araignées ? Elles sont un peu trop [wave amp=30 freq=10]grandes[/wave], tu trouves pas ?", - "OVERWORLD_SPIDERCAVE_VIOLA": "Les araignées de ce royaume tissent-elles fréquemment des toiles d'une telle... envergure ?", - "OVERWORLD_SPIDERCAVE_FELIX": "Je crois bien que c'est la première fois qu\\'on voit des toiles d\\'araignées aussi grandes... Je n\\'aurais jamais oublié ce genre de détail !", - "PINBOLT_LORE_1": "La tête d'un Magnéflip flotte au-dessus de son corps, maintenue ainsi en lévitation par un champ magnétique généré par ses deux flippers. Il peut canaliser cette énergie magnétique pour lancer des décharges d\\'énergie avec sa main.", - "PICKSIE_ENCOUNTER_EUGENE_1": "Mince, il a filé ! Si jamais on retombe dessus ailleurs, je propose qu'on l\\'approche par-derrière pour pas l\\'effrayer.", - "PICKSIE_LORE_2": "Les nains sont des êtres féériques de la mythologie germanique souvent décrits comme de simples petits humanoïdes. Ils sont fréquemment associés aux mines, aux grottes et aux arts de la forge.", - "WYRMAW_NAME": "Serpiège", - "WYRMAW_LORE_2": "Les vouivres apparaissent dans de nombreux contes européens. La légende du \\\"Ver de Lambton\\\" parle ainsi d'un ver aquatique géant qui terrorisait les villageois près du fleuve Wear, dans lequel il vivait.", - "GAME_OVER_VIOLA1": "{player} se lève !", - "GAME_OVER_EUGENE1.n": "Et c'est reparti ! Allez, viens, {player} !", - "LEVEL_WARNING_meredith.v3": "Les monstres du coin sont vraiment flippants, non ? Tu ne crois pas qu'on ferait mieux de revenir, genre, [pause]une autre fois ?", - "HARBOURTOWN_NPC_13_DIALOGUE2": "Mais bon, pas de problème. [pause]Je peux rester de ce côté de la ville, [pause]j'imagine...", - "HARBOURTOWN_NPC_13_DIALOGUE3": "Oh... [pause]le pont a été abaissé.", - "HARBOURTOWN_NPC_14_DIALOGUE1": "Tu sais... [pause]j'ai travaillé dur pour quitter ma maison en ville. [pause]Et je ne plaisante pas.", - "HARBOURTOWN_NPC_14_DIALOGUE2": "J'étais prête à changer de vie, [pause]et voilà que je me suis retrouvée coincée dans [wave amp=30 freq=10]une autre[/wave] petite ville.", - "HARBOURTOWN_NPC_14_DIALOGUE3": "Il faut croire que c'est ce que le sort m\\'avait réservé, quoi que je fasse, [pause]pas vrai ?", - "HARBOURTOWN_NPC_15_DIALOGUE1": "Il y a toujours eu à Port-la-Ville un groupe de « volontaires pour la communauté ». [pause]Sans ça, jamais la ville n'aurait tenu aussi longtemps.", - "HARBOURTOWN_NPC_15_DIALOGUE2": "Les Veilleurs de Ianthe en sont la dernière version en date. [pause]Ramasser des ressources, aider les gens, nous nous occupons de tout.", - "HARBOURTOWN_NPC_15_DIALOGUE3": "Maintenir l'ordre est de plus en plus compliqué depuis la découverte du phénomène des cassettes. [pause]Mais si quelqu\\'un est capable de régler le problème, c\\'est bien Ianthe !", - "HARBOURTOWN_NPC_16_DIALOGUE2": "Si j'avais un conseil à te donner, [pause]ce serait de profiter au mieux de ta nouvelle existence ici.", - "HARBOURTOWN_NPC_16_DIALOGUE1": "La plupart des nouveaux arrivants en ville connaissent... [pause]une période difficile.", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Mais cela ne signifie pas que tu doives pour autant oublier ta vie d'avant. [pause]Car tu es tout autant défini·e par ton passé que par ton avenir, [pause]tu vois ce que je veux dire ?", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Mais cela ne signifie pas que tu doives pour autant oublier ta vie d'avant. [pause]Car tu es tout autant défini par ton passé que par ton avenir, [pause]tu vois ce que je veux dire ?", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Mais cela ne signifie pas que tu doives pour autant oublier ta vie d'avant. [pause]Car tu es tout autant définie par ton passé que par ton avenir, [pause]tu vois ce que je veux dire ?", - "HARBOURTOWN_NPC_17_DIALOGUE1": "L'histoire de Port-la-Ville est bien plus intéressante que tu ne l\\'imagines.", - "HARBOURTOWN_NPC_17_DIALOGUE2": "Il est important d'étudier notre passé si nous voulons comprendre ce que l\\'avenir nous réserve.", - "HARBOURTOWN_NPC_18_DIALOGUE1": "Mon arrière-grand-père était un des marins dont le navire s'est échoué sur les côtes de la Nouvelle-Wirral il y a plus d\\'un siècle.", - "HARBOURTOWN_NPC_18_DIALOGUE2": "Je suis sûr qu'il serait fier de ce que nous avons réussi à faire de cet endroit.", - "HARBOURTOWN_NPC_19_DIALOGUE": "Si jamais tu ne sais pas où aller, pose des questions en ville. Parfois, une bonne rumeur pourra t'aider à retrouver le bon chemin !", - "TUTORIAL4_PART3B_KAYLEIGH6": "Les archanges...", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "À propos de notre « fusion »...", - "TUTORIAL4_PART3C_KAYLEIGH2": "La « fusion » est un phénomène rare bien connu des Veilleurs. Il y a des monstres fusionnés dans les contrées sauvages, et la chef des Veilleurs est censée pouvoir la pratiquer, elle aussi.", - "TUTORIAL4_PART3B_KAYLEIGH7": "D'après la légende, quand les premiers malheureux sont arrivés sur les côtes de la Nouvelle-Wirral, ils ont d\\'abord cru que les monstres vivant là étaient des anges.", - "TUTORIAL4_PART3B_KAYLEIGH8": "Et... [pause]certains d'entre eux ont évoqué d\\'autres entités dans leurs écrits. Des créatures plus puissantes, qui leur semblaient... [pause]malfaisantes.", - "TUTORIAL4_PART3B_KAYLEIGH9": "Suivant leur logique première, ils ont nommé ces créatures « archanges »... [pause]les plus puissants des anges.", - "TUTORIAL4_PART3B_KAYLEIGH10": "Bien sûr, quand les gens ont vu que ces créatures étaient agressives et capables de battre les monstres normaux, elles ont vite perdu leur [wave amp=30 freq=10]côté « angélique »[/wave].", - "TUTORIAL4_PART3B_KAYLEIGH11": "Depuis, on leur a donné tout un tas de noms. Anges, démons, diables, goules...", - "TUTORIAL1_PART2_KAYLEIGH4": "Et que, pour le coup, le vélo en question, c'est toi.", - "TUTORIAL1_PART2_KAYLEIGH10": "Non seulement ça, mais tous les dégâts supplémentaires infligés par l'attaque qui a cassé la bande magnétique sont causés à TA santé, autrement dit, la barre rouge.", - "TUTORIAL1_PART2_KAYLEIGH2": "T'inquiète pas, tu t\\'habitueras vite ! [pause]C\\'est comme faire du vélo, tu verras.", - "TUTORIAL1_PART2_KAYLEIGH5": "Tu vois cette saleté avec ses bottes ridicules ? C'est ce qu\\'on appelle un Ressortalon, et il se montrera agressif si tu t\\'approches un peu trop de lui.", - "TUTORIAL1_PART2_KAYLEIGH3": "Enfin, sauf que... [pause]comment dire... [pause]c'est comme si ton vélo se transformait en {first_tape_description}, tu sais...", - "TUTORIAL1_PART2_KAYLEIGH11.f": "Si on perd toutes les deux toute notre santé, on devra rentrer à Port-la-Ville.", - "TUTORIAL1_PART2_KAYLEIGH11.m": "Si on perd tous les deux toute notre santé, on devra rentrer à Port-la-Ville.", - "TUTORIAL1_PART2_KAYLEIGH13": "Bien, alors, au boulot !", - "TUTORIAL1_PART2_KAYLEIGH12": "Pigé ?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "Si on perd tou·te·s les deux toute notre santé, on devra rentrer à Port-la-Ville.", - "TUTORIAL2_PART1_KAYLEIGH1.m": "Tu as besoin d'une petite pause, {player} ? On peut se reposer ici, si tu veux.", - "TUTORIAL1_PART2_KAYLEIGH14": "Beau boulot !", - "TUTORIAL2_PART1_KAYLEIGH1.f": "Tu as besoin d'une petite pause, {player} ? On peut se reposer ici, si tu veux.", - "TUTORIAL1_PART2_KAYLEIGH16": "Génial ! Allons-y, OK ? Pour les combats suivants, je te laisserai prendre la tête, mais ne t'en fais pas, je reste avec toi !", - "TUTORIAL1_PART2_KAYLEIGH15": "Hmm... ce monte-charge devrait marcher, pourtant. Il doit y avoir un interrupteur pour l'allumer, dans le coin.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Il y a forcément d'autres monstres dans le coin, mais pas de problème, on peut les battre !", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Il y a forcément d'autres monstres dans le coin, mais pas de problème, on peut les battre !", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Allez, viens, c'est par là !", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Il y a forcément d'autres monstres dans le coin, mais pas de problème, on peut les battre !", - "HARBOURTOWN_NPC_1_DIALOGUE3": "Ça me fait plaisir de te revoir ! [pause]Port-la-Ville te plaît ?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Ah, oui, c'est vrai ! [pause]C\\'est toi qui viens tout juste d\\'arriver ! [pause]Ça me fait plaisir de te revoir !", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Tiens, salut ! [pause]J'espère que tu commences à prendre tes marques.", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Tiens, salut ! [pause]J'espère que tu commences à prendre tes marques.", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Tiens, salut ! [pause]J'espère que tu commences à prendre tes marques.", - "HARBOURTOWN_NPC_1_DIALOGUE5": "Tu commences à te faire à la vie ici ? [pause]Parce que moi, il m'a fallu... [pause]pas mal de temps pour accepter ce qui m\\'arrivait quand j\\'ai débarqué ici.", - "HARBOURTOWN_NPC_1_DIALOGUE6": "Salut ! [pause]Alors, l'île te plaît ? [pause]Les gens font de leur mieux, mais je sais qu\\'on peut se sentir seul, ici...", - "HARBOURTOWN_NPC_1_DIALOGUE8": "Salut ! [pause]C'est encore moi et, comme tu vois, je passe encore mon temps à scruter l\\'horizon. [pause]La mer a quelque chose de reposant, je trouve.", - "HARBOURTOWN_NPC_1_DIALOGUE7": "Parfois, la vie nous surprend, n'est-ce pas ? [pause]Et il arrive alors qu\\'on se retrouve dans une situation... [pause]eh bien... [pause]comme celle-ci.", - "HARBOURTOWN_NPC_1_DIALOGUE9": "Il y a des jours où j'espère voir apparaître la voile d\\'un bateau venant nous chercher... [pause]Mais je suis là depuis longtemps, et je sais bien que les secours ne risquent pas d\\'arriver...", - "HARBOURTOWN_NPC_1_DIALOGUE10": "Tiens, salut ! [pause]J'espère que tu vas bien.", - "HARBOURTOWN_NPC_2_DIALOGUE2": "C'est vrai, tu ne me reconnais pas [shake rate=30 level=10]du tout[/shake] ? [pause]Pas même un petit peu ?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "Je parie que tu n'aurais jamais cru voir quelqu\\'un d\\'aussi célèbre que [wave amp=30 freq=10]moi[/wave] ici, [pause]pas vrai ? [pause][pause]Attends, tu ne me reconnais pas ?", - "INTRO_PENSBY24": "Je ne pense pas que ce soit sérieux. Se transformer pour la première fois, ça fait un choc.", - "CLEMENCE_CAFE2": "Il y avait en ville un vieux gramophone, l'ancêtre du tourne-disque. Alors, je l\\'ai récupéré, et j\\'en ai fait la pièce centrale de mon café. Et puis, les gens se sont mis à me dire : « Clémence ! Tu as un gramophone, mais pas de musique ! »", - "CLEMENCE_QUESTION_ARRIVAL": "Comment es-tu arrivée ici ?", - "CLEMENCE_QUESTION_COFFEE": "Comment prépares-tu ton café ?", - "CLEMENCE_QUESTION_BYE": "À la prochaine !", - "CLEMENCE_CAFE1": "Oui. Quand je suis arrivée à Port-la-Ville, les gens avaient besoin d'un endroit stylé où se rassembler. Alors, je le leur ai créé. J\\'étais la mieux placée pour le faire, après tout.", - "CLEMENCE_BYE": "Au revoir !", - "LEVEL_WARNING_meredith.v2": "Les monstres des environs ont l'air plus forts que nous. [pause]Tu ne crois pas qu\\'on ferait bien de faire demi-tour ?", - "LEVEL_WARNING_viola.v2": "Cet endroit m'inquiète un peu, je l\\'avoue. Il est extrêmement dangereux, je le crains.", - "CLEMENCE_INTRO2": "Je me nomme Clémence, et ce bel établissement que tu vois là est le café Gramophone. Sache que je détiens de nombreux disques et que je prépare le meilleur café de la région. D'un autre côté, quand on voit le niveau de la concurrence...", - "CLEMENCE_INTRO1.f": "Bonjour ! [pause]On ne voit pas souvent des nouvelles têtes, par ici... surtout aussi jolies que ta mignonne petite frimousse !", - "PARTNER_LEVELUP_VIOLA1": "Tu verras, ma nouvelle maîtrise du combat est impressionnante. Je n'ai pas arrêté de m\\'entraîner, ces temps-ci.", - "LEVEL_WARNING_meredith.v1": "J'ai l\\'impression que cet endroit est trop dur pour nous. [pause]Les monstres du coin sont plutôt flippants.", - "TUTORIAL4_PART3B_KAYLEIGH19": "Peut-être que les films, ça n'existe pas, chez toi.", - "TUTORIAL4_PART3_KAYLEIGH18": "On vient tous de mondes différents, après tout.", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "Si, si !", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Tu parles ! J'en ai vu plein, des films !", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "Les films ? Qu'est-ce que c\\'est ? Non, je plaisante...", - "TUTORIAL4_PART3B_KAYLEIGH20": "Ouf ! [pause]OK, [pause]génial ! Je suis à la Nouvelle-Wirral depuis trois ans, et j'avoue que je n\\'ai pas encore appris à ajuster mes... [pause]références culturelles quand je parle aux nouveaux venus.", - "TUTORIAL4_PART3C_KAYLEIGH1": "Ah. [pause]Oui. [pause][wave amp=30 freq=10]Ça...[/wave]", - "TUTORIAL4_PART3C_KAYLEIGH3": "Quand les circonstances le permettent, deux personnes sous forme de monstres peuvent s'unir afin de donner vie à un être unique [wave amp=30 freq=10]extrêmement puissant[/wave].", - "PARTNER_LEVELUP_EUGENE1": "Je me suis beaucoup entraîné, ces derniers temps. Crois-moi, je suis [shake rate=30 level=10]bien plus fort[/shake] que la dernière fois que nous avons combattu côte à côte !", - "PARTNER_LEVELUP_KAYLEIGH1": "J'ai beaucoup travaillé mes [wave amp=30 freq=10]compétences de combat de monstres[/wave] depuis notre dernière rencontre. Tu devrais trouver ça très impressionnant !", - "TUTORIAL4_PART3D_KAYLEIGH3": "Et elle connaît le moyen de quitter la Nouvelle-Wirral ?", - "TUTORIAL4_PART3C_KAYLEIGH8": "Pardon, [pause]mais c'est vrai que ça fait un peu bizarre d\\'en parler.", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "En tout cas, ça nous a aidés à vaincre l'archange !", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "En tout cas, ça nous a aidé·e·s à vaincre l'archange !", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "En tout cas, ça nous a aidées à vaincre l'archange !", - "TUTORIAL4_PART3C_KAYLEIGH9": "Tu sais, je crois bien que tu as raison.", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Sans ça, on n'aurait pas survécu !", - "TUTORIAL4_PART3D_KAYLEIGH2": "Cet archange... « Morgayne »... sa mémoire est [wave amp=30 freq=10]en toi[/wave], maintenant ?", - "TUTORIAL4_PART3D_KAYLEIGH1": "Donc, voyons si j'ai bien compris...", - "OUTSKIRTS_3_-1_GIFTER1.n": "C'est la première fois que je te vois par ici. Laisse-moi deviner : tu viens d\\'arriver, c\\'est ça ?", - "TUTORIAL4_PART3D_KAYLEIGH22": "S'il y a ne serait-ce qu\\'une chance que ça puisse permettre aux gens de quitter cette île et de rentrer chez eux...", - "TUTORIAL4_PART3C_KAYLEIGH10": "Maintenant qu'on a réussi à fusionner, j\\'éprouve une sensation étrange... un peu comme si une porte venait de s\\'ouvrir, alors que je savais même pas qu\\'elle existait !", - "TUTORIAL4_PART3C_KAYLEIGH11": "Et j'ai l\\'impression qu\\'on pourrait recommencer à fusionner, si on voulait.", - "GAME_OVER_FIRST_PENSBY3.n": "Si vous avez l'intention de vous rendre à la Nouvelle-Wirral, tou·te·s les deux, vous avez intérêt à faire un stock de fournitures médicales avant d\\'y aller.", - "GAME_OVER_EUGENE1.f": "Et la voilà debout ! Allez, viens, {player} !", - "LEVEL_WARNING_kayleigh.v2.f": "Cet endroit a l'air dangereux. On ferait peut-être bien de revenir quand on sera plus fortes.", - "LEVEL_WARNING_kayleigh.v2.n": "Cet endroit a l'air dangereux. On ferait peut-être bien de revenir quand on sera plus fort·e·s.", - "GAME_OVER_MEREDITH1": "Alors, on ouvre les yeux ?", - "PARTNER_LEVELUP_FELIX1": "Je me suis beaucoup entraîné sous forme de monstre, ces temps-ci. Il fallait bien que je rattrape ton niveau, pas vrai ?", - "TUTORIAL2_PART3_KAYLEIGH4": "On ne sait pas vraiment [wave amp=30 freq=10]comment[/wave] ça fonctionne, mais l'essentiel, c\\'est que ça marche, [pause]et ça nous suffit.", - "TUTORIAL2_PART3_KAYLEIGH8": "Et maintenant, réglons son compte à cet insecte !", - "TUTORIAL2_PART4_PLAYER1": "Euh... c'est normal, ça ?", - "TUTORIAL2_PART4_PLAYER2": "Qu'est-ce qui se passe, là ?", - "TUTORIAL2_PART4_KAYLEIGH1": "Certaines formes de monstre nous confèrent des... aptitudes supplémentaires quand on les enregistre. En plus de pouvoir nous transformer en elles, je veux dire.", - "TUTORIAL2_PART4_KAYLEIGH2": "Pas de panique !", - "TUTORIAL2_PART4_KAYLEIGH3": "Pardon, j'aurais sans doute dû te prévenir, mais je me suis dit que ce serait sans doute plus simple si je te montrais.", - "TUTORIAL2_PART4_KAYLEIGH4": "En planant, on devrait pouvoir traverser ce gouffre.", - "TUTORIAL3_PART1_KAYLEIGH1": "Qu'est-ce qui se passe, au juste ? Si c\\'est à cause de l\\'activité des monstres, on ferait bien d\\'ouvrir l\\'œil.", - "TUTORIAL3_PART1_KAYLEIGH2": "Allons-y.", - "TUTORIAL3_PART2_KAYLEIGH1": "Celui-là, tu l'as senti, pas vrai ?", - "TUTORIAL3_PART2_KAYLEIGH2": "Qu'est-ce que c\\'est que ça ?", - "TUTORIAL3_PART2_KAYLEIGH3": "Ce... ce truc a toujours été là ?", - "TUTORIAL2_PART3_KAYLEIGH1": "Tiens, prends ça !", - "TUTORIAL2_PART3_KAYLEIGH2": "Il faut que tu saches quelque chose sur les monstres de la Nouvelle-Wirral...", - "TUTORIAL2_PART3_KAYLEIGH3": "Quand ils sont affaiblis, leur essence peut être... [pause]comment dire...[pause] enregistrée sur une cassette.", - "TUTORIAL2_PART3_KAYLEIGH6": "Tu vois ? C'est comme ça que tu peux obtenir de nouvelles formes de monstre !", - "TUTORIAL2_PART3_KAYLEIGH5": "Vas-y, sélectionne la cassette que tu viens tout juste d'enregistrer !", - "TUTORIAL2_PART3_KAYLEIGH7": "Sache toutefois que, si un monstre subit trop de dégâts, il s'enfuira et tu ne pourras pas l\\'enregistrer. [pause]C\\'est bon, là, tu me suis ?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "Tu as besoin d'une petite pause, {player} ? On peut se reposer ici, si tu veux.", - "TUTORIAL2_PART1_KAYLEIGH2.f": "Ces feux de camp signalent les endroits où on peut dresser le camp en sécurité.", - "TUTORIAL2_PART2_KAYLEIGH2": "Il doit bien y avoir un moyen de le faire venir ici...", - "TUTORIAL2_PART2_KAYLEIGH1": "Là, tu vois ce monstre ?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "Ces feux de camp signalent les endroits où on peut dresser le camp en sécurité.", - "TUTORIAL2_PART1_KAYLEIGH3": "C'est exactement ce qu\\'il te faut pour réparer tes cassettes et te soigner.", - "TUTORIAL2_PART1_KAYLEIGH2.m": "Ces feux de camp signalent les endroits où on peut dresser le camp en sécurité.", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Mais oui !", - "TUTORIAL1_PART1_KAYLEIGH5": "Je t'explique dans une minute !", - "TUTORIAL1_PART1_KAYLEIGH6": "Heureuse de pouvoir compter sur toi !", - "TUTORIAL1_PART1_KAYLEIGH7": "Tu vois ce sentier, là-bas ?", - "TUTORIAL1_PART1_KAYLEIGH8": "Il y a eu un genre de tremblement de terre, la nuit dernière. À moins que les monstres n'aient été très actifs. On voit encore les fissures dans le sol.", - "INTRO_KAYLEIGH19": "C'est le genre de nouvelle que j\\'ai un peu de mal à annoncer.", - "INTRO_KAYLEIGH20.m": "Tu ne vas pas pouvoir t'en aller d\\'ici.", - "INTRO_KAYLEIGH20.f": "Tu ne vas pas pouvoir t'en aller d\\'ici.", - "INTRO_KAYLEIGH13": "Enfin, bref, [pause]ce serait sans doute une bonne idée de t'aider à te réchauffer, avant que tu ne meures de froid dans ton pyjama.", - "INTRO_KAYLEIGH12": "Moi, c'est Kayleigh. Heureuse de faire ta connaissance, {player} !", - "INTRO_KAYLEIGH30": "Elle ne se trouve pas... [pause]sur Terre, enfin, pas vraiment. Du moins, c'est ce que nous pensons.", - "INTRO_KAYLEIGH14": "Qu'est-ce que tu en penses ? [pause]Plutôt chouette, pas vrai ?", - "INTRO_KAYLEIGH14_OPTION1": "Où suis-je ?", - "INTRO_KAYLEIGH14_OPTION2": "Quel est cet endroit ?", - "INTRO_KAYLEIGH15.m": "Bienvenue à Port-la-Ville...", - "INTRO_KAYLEIGH5": "Oui, je vois ça ! Dans ce cas, tiens, voilà pour toi.", - "CLEMENCE_ARRIVAL2": "Mais tu sais ce qui me manque ?", - "CLEMENCE_ARRIVAL3": "Les motos.", - "TUTORIAL1_PART2_KAYLEIGH6": "Alors, c'est ce que tu vas faire, bien sûr !", - "TUTORIAL1_PART2_KAYLEIGH7": "Tu as pris quelques coups, dis donc. Mais pas de problème, ta forme de monstre peut encaisser !", - "TUTORIAL1_PART2_KAYLEIGH8": "La barre verte représente la santé de ta forme de monstre, et la rouge, c'est la tienne.", - "TUTORIAL1_PART2_KAYLEIGH9": "Si une forme perd toute sa santé au cours d'un combat, la bande magnétique de sa cassette se brisera et il faudra la réparer.", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Ça ne fait pas partie de Port-la-Ville ?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "Ça n'est pas normal ?", - "TUTORIAL3_PART2_KAYLEIGH4": "Tu rigoles ? J'ai JAMAIS rien vu de tel !", - "HARBOURTOWN_STATION_KAYLEIGH2": "Tu ne sens pas quelque chose dans l'air, {player} ?", - "TUTORIAL3_PART2_KAYLEIGH5": "Est-ce que ce truc a toujours été enterré là ?", - "HARBOURTOWN_STATION_MORGANTE1": "C'EST TOI, MORDRUYD ?\\n\\nAPPROCHE, MON ENFANT... QUE JE PUISSE TE VOIR UNE DERNIÈRE FOIS.", - "HARBOURTOWN_STATION_KAYLEIGH1": "Cet endroit sent... je sais pas trop... le métal brûlé, on dirait. J'ai du mal à l\\'expliquer...", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Mais, c'est... c\\'est...[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "LE LONG CONFLIT EST ENFIN TERMINÉ... ET J'AI BIEN PEUR QUE, CETTE FOIS, IL AIT VRAIMENT RÉUSSI À ME VAINCRE.", - "INTRO_KAYLEIGH8.f": "Allez, à toi ! Ne sois pas timide !", - "INTRO_KAYLEIGH6": "Il te suffit de la glisser de ton lecteur, [pause]d'enfiler ton casque [pause]et d\\'appuyer sur lecture !", - "INTRO_KAYLEIGH3": "Tiens, [pause]prends ça !", - "INTRO_KAYLEIGH4": "OK, petite question : [pause]quel est ton... [pause]style préféré ?", - "LEVEL_WARNING_dog.v1": "Ouaf-Ouaf a l'air nerveux. Peut-être que les monstres des environs sont trop forts pour lui...", - "LEVEL_WARNING_viola.v1": "On ferait mieux de s'en aller, tu sais. Les créatures qui vivent ici ont l\\'air plus fortes que nous.", - "CLEMENCE_METAL_TAPES1": "{player} ! J'ai quelque chose pour toi.", - "CLEMENCE_METAL_TAPES2": "Wilma, la Veilleuse, est venue de l'hôtel de ville pour m\\'apporter un nouveau stock.", - "CLEMENCE_METAL_TAPES3": "Ces cassettes chrome sont plus efficaces que celles de base. Intéressant, non ?", - "CLEMENCE_INTRO1.m": "Bonjour ! [pause]On ne voit pas souvent des nouvelles têtes, par ici... surtout aussi séduisantes que la tienne !", - "CLEMENCE_NAME": "Clémence", - "GAME_OVER_FIRST_PENSBY1.m": "Ah, tu as fini par te réveiller. Tu as de la chance que quelqu'un ait été là pour te ramener à la clinique en un seul morceau !", - "TUTORIAL1_PART1_KAYLEIGH3.m": "Tu sais, tu t'es vraiment bien débrouillé quand on a combattu ensemble !", - "TUTORIAL1_PART1_KAYLEIGH3.f": "Tu sais, tu t'es vraiment bien débrouillée quand on a combattu ensemble !", - "TUTORIAL1_PART1_KAYLEIGH4": "Alors, je t'explique : on m\\'a confié une mission et j\\'aurais bien besoin d\\'un coup de main. Tu penses pouvoir m\\'aider ?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "Une mission ?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "Tu sais, tu t'es vraiment bien débrouillé·e quand on a combattu ensemble !", - "INTRO_KAYLEIGH41": "Pardon, pardon ! Je te bombarde d'infos, je sais. Bon, à bientôt, alors, OK ?", - "INTRO_KAYLEIGH42": "On en profitera pour continuer à causer, si tu veux !", - "INTRO_KAYLEIGH40_OPTION1": "Euh... mon époque ?", - "GAME_OVER_FIRST_PENSBY5": "Prends bien garde à toi, {player} ! Si tu fais assez attention, tu ne devrais pas revenir ici de sitôt.", - "GAME_OVER_PENSBY2": "Vas-y mollo, {player}. Si tu pouvais éviter de gâcher tout mon travail trop vite, je préférerais.", - "INTRO_KAYLEIGH2": "Les Traficrabes n'aiment guère les étrangers... [pause]ni qui que ce soit d\\'autre...[pause] à la réflexion.", - "INTRO_KAYLEIGH1": "Hé, toi ! [pause]J'ignore qui tu es, mais pas de gestes brusques, d\\'accord ?", - "GAME_OVER_DOG1": "Wouf !", - "GAME_OVER_FELIX1": "Alors, tu te sens mieux, maintenant ?", - "CLEMENCE_COFFEE2": "C'est un bon arrangement, tu ne trouves pas ?", - "CLEMENCE_COFFEE1": "J'ai une... méthode spéciale. Et les Pipelin me fournissent en grains de café, qu\\'ils font pousser dans leur ferme.", - "LEVEL_WARNING_felix.v3": "En général, je suis du genre confiant, mais j'ai l\\'impression que cet endroit est trop dangereux pour nous, pour le moment...", - "LEVEL_WARNING_felix.v2": "On ferait peut-être mieux de revenir quand on sera plus forts. Après, je dis ça, je dis rien, hein...", - "LEVEL_WARNING_kayleigh.v2.m": "Cet endroit a l'air dangereux. On ferait peut-être bien de revenir quand on sera plus forts.", - "LEVEL_WARNING_kayleigh.v1": "Les monstres des environs sont peut-être trop costauds pour nous. Il vaudrait peut-être mieux faire demi-tour...", - "INTRO_KAYLEIGH34": "À tout prendre, c'est pas si mal que ça, comme vie.", - "INTRO_KAYLEIGH33": "Mais ça va aller, t'inquiète ! Tu verras, la communauté de Port-la-Ville est géniale, les gens s\\'entraident tout le temps.", - "LEVEL_WARNING_kayleigh.v3": "Quelque chose me dit que les monstres du coin sont plus forts que nous, pour le moment.", - "GAME_OVER_KAYLEIGH1": "Tu vas bien ? J'avoue que, l\\'espace d\\'un instant, je me suis fait du souci pour toi.", - "CLEMENCE_QUESTION_MENU": "Qu'y a-t-il au menu ?", - "CLEMENCE_MENU_DIALOGUE": "Bonjour ! Que puis-je pour toi ?", - "CLEMENCE_QUESTION_CAFE": "Le café Gramophone ?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "Et tu n'es même pas encore un·e Veilleur·se ?", - "RANGER_BODYBUILDER_NOT_JOINED2": "La première chose que tu vas devoir faire, l'artiste, c\\'est courir à petites foulées jusqu\\'à l\\'avant-poste du parc au nord des abords de la ville. Là-bas, tu devrais t\\'inscrire.", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "Et tu n'es même pas encore une Veilleuse ?", - "RANGER_BODYBUILDER_BYE": "À plus tard, l'artiste !", - "RANGER_BODYBUILDER_EXPLANATION1": "Parfois, savoir se transformer ne suffit pas. Il y a des cas de figure où il faut simplement être plus fort... physiquement, je veux dire.", - "RANGER_BODYBUILDER_EXPLANATION2": "C'est là que j\\'interviens. Je peux te concocter un programme personnalisé conçu pour modifier les « caractéristiques de base » de ta forme humaine. Et cela affectera également la force de tes transformations !", - "RANGER_BODYBUILDER_EXPLANATION3": "Par exemple, si tu décides qu'il faudrait que tes attaques au corps à corps frappent plus fort et que tu as moins besoin de tes attaques à distance, tu peux te retirer des points en Attaque à distance pour te les assigner en Attaque au corps à corps.", - "RANGER_BODYBUILDER_EXPLANATION4": "Et en progressant dans ta formation des Veilleurs, nul doute que tu gagneras des points supplémentaires que tu pourras assigner à ces caractéristiques de base.", - "RANGER_BODYBUILDER_EXPLANATION5.f": "Alors, qu'est-ce que tu en dis, l\\'artiste ? Un peu d\\'exercice physique, ça te dit ?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "Alors, qu'est-ce que tu en dis, l\\'artiste ? Un peu d\\'exercice physique, ça te dit ?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "Alors, qu'est-ce que tu en dis, l\\'artiste ? Un peu d\\'exercice physique, ça te dit ?", - "RANGER_TRADER_NOT_JOINED1.n": "Coucou, mon chou ! Si tu es ici pour t'inscrire chez les Veilleurs, tu viens tout juste de manquer Ianthe.", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "Eh bien, quelle séance ! J'en ai mal aux muscles !", - "RANGER_TRADER_NOT_JOINED1.m": "Coucou, mon chou ! Si tu es ici pour t'inscrire chez les Veilleurs, tu viens tout juste de manquer Ianthe.", - "RANGER_TRADER_NOT_JOINED1.f": "Coucou, mon chou ! Si tu es ici pour t'inscrire chez les Veilleurs, tu viens tout juste de manquer Ianthe.", - "RANGER_TRADER_JUST_JOINED1.m": "Coucou, mon chou ! Je vois que tu as une carte de stagiaire flambant neuve.", - "RANGER_TRADER_NOT_JOINED2": "Elle doit être à l'avant-poste du parc. Si tu vas au nord à partir des abords de la ville, tu ne pourras pas la manquer.", - "RANGER_TRADER_JUST_JOINED1.f": "Coucou, mon chou ! Je vois que tu as une carte de stagiaire flambant neuve.", - "RANGER_TRADER_JUST_JOINED2": "Je suis là pour aider à allouer les ressources de l'organisation entre les Veilleurs et les stagiaires, afin de les aider au mieux dans leur tâche. J\\'ai par exemple des améliorations pour sac à dos ou lecteur de cassettes, ou encore des pass permettant d\\'accéder à des séances d\\'entraînement spéciales.", - "RANGER_TRADER_JUST_JOINED1.n": "Coucou, mon chou ! Je vois que tu as une carte de stagiaire flambant neuve.", - "RANGER_TRADER_JUST_JOINED3": "Mais les quantités dont nous disposons sont limitées, alors, je dois veiller à les attribuer au mieux.", - "RANGER_TRADER_JUST_JOINED4.f": "En résumé, mon chou, plus tu t'entraîneras avec un grand nombre de capitaines, plus j\\'aurai de choses pour toi. Oh, et j\\'aurais aussi besoin que tu me procures un peu de matière fusionnée.", - "RANGER_TRADER_JUST_JOINED4.m": "En résumé, mon chou, plus tu t'entraîneras avec un grand nombre de capitaines, plus j\\'aurai de choses pour toi. Oh, et j\\'aurais aussi besoin que tu me procures un peu de matière fusionnée.", - "RANGER_TRADER_MENU_ALT.n": "Bien, qu'est-ce qu\\'il te faut, mon cœur ?", - "RANGER_TRADER_MENU_ALT.m": "Bien, qu'est-ce qu\\'il te faut, mon cœur ?", - "RANGER_TRADER_MENU_HELLO.n": "Coucou, mon chou ! Qu'est-ce qu\\'il te faut ?", - "RANGER_TRADER_JUST_JOINED4.n": "En résumé, mon chou, plus tu t'entraîneras avec un grand nombre de capitaines, plus j\\'aurai de choses pour toi. Oh, et j\\'aurais aussi besoin que tu me procures un peu de matière fusionnée.", - "RANGER_TRADER_MENU_HELLO.f": "Coucou, mon chou ! Qu'est-ce qu\\'il te faut ?", - "RANGER_TRADER_MENU_ALT.f": "Bien, qu'est-ce qu\\'il te faut, mon cœur ?", - "RANGER_TRADER_MENU_HELLO.m": "Coucou, mon chou ! Qu'est-ce qu\\'il te faut ?", - "RANGER_TRADER_OPTION1": "Qu'est-ce que vous avez à me proposer ?", - "RANGER_TRADER_OPTION2": "Qu'est-ce que la matière fusionnée ?", - "RANGER_TRADER_FUSED_MATERIAL1": "La matière fusionnée ? Je ne sais pas ce que c'est, au juste, mais pour une raison que j\\'ignore, Ianthe semble penser qu\\'il nous faut en récolter de grandes quantités.", - "RANGER_TRADER_OPTION3": "Au revoir !", - "RANGER_TRADER_FUSED_MATERIAL2.m": "Tout ce que je sais, c'est qu\\'elle sent vraiment mauvais, et que certains monstres en laissent derrière eux. Fais ce que tu veux de cette information, mon chou !", - "RANGER_TRADER_BYE": "À la prochaine !", - "RANGER_TRADER_FUSED_MATERIAL2.n": "Tout ce que je sais, c'est qu\\'elle sent vraiment mauvais, et que certains monstres en laissent derrière eux. Fais ce que tu veux de cette information, mon chou !", - "RANGER_TRADER_FUSED_MATERIAL2.f": "Tout ce que je sais, c'est qu\\'elle sent vraiment mauvais, et que certains monstres en laissent derrière eux. Fais ce que tu veux de cette information, mon chou !", - "RANGER_TRADER_TRAINING_COMPLETE.f": "Coucou, mon chou ! Maintenant que tu es une Veilleuse, je peux te montrer quelques objets spéciaux. [pause]Tiens, regarde !", - "RANGER_TRADER_TRAINING_COMPLETE.m": "Coucou, mon chou ! Maintenant que tu es un Veilleur, je peux te montrer quelques objets spéciaux. [pause]Tiens, regarde !", - "RANGER_VENDING_MACHINE_NAME": "Distributeur automatique", - "RANGER_TRADER_TRAINING_COMPLETE.n": "Coucou, mon chou ! Maintenant que tu es un·e Veilleur·se, je peux te montrer quelques objets spéciaux. [pause]Tiens, regarde !", - "INTERDIMENSIONAL_POST_INTRO1": "Tiens, salut ! Serais-tu {recipient} ?", - "KAYLEIGH_STATION_REACTION1": "Est-ce que c'est... [pause]une gare ferroviaire ? On devrait pouvoir jeter un œil alentour, non ?", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Oui.", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Attendez, que se passe-t-il, là ?", - "INTERDIMENSIONAL_POST_INTRO2": "Ne t'en fais pas, je suis juste là pour délivrer un message interdimensionnel. [pause]Tout reviendra à la normale quand tu te réveilleras.", - "INTERDIMENSIONAL_POST_SENDER": "Ce message a été envoyé par {sender}.", - "INTERDIMENSIONAL_POST_REINTRO1": "Rebonjour ! J'ai un autre message pour toi.", - "INTERDIMENSIONAL_POST_NO_SENDER": "Aucun expéditeur n'est spécifié pour ce message. Un admirateur secret, peut-être ?", - "INTERDIMENSIONAL_POST_REINTRO2": "Il est adressé à {recipient}. C'est bien toi, n\\'est-ce pas ?", - "INTERDIMENSIONAL_POST_BODY1": "Attends, je vais te le lire...", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "Tiens, il ne semble pas y avoir le moindre texte dans ce message...", - "INTERDIMENSIONAL_POST_ITEMS": "Il y a un petit colis joint. Tiens, voilà !", - "INTERDIMENSIONAL_POST_BODY2": "« {body} »", - "GAME_OVER_FIRST_PENSBY3.m": "Si vous avez l'intention de vous rendre à la Nouvelle-Wirral, tous les deux, vous avez intérêt à faire un stock de fournitures médicales avant d\\'y aller.", - "LEVEL_WARNING_eugene.v2": "Les monstres des environs ont l'air plus costauds que nous. On devrait peut-être aller s\\'entraîner un peu avant de revenir ici...", - "CLEMENCE_CAFE3": "Et puis, un jour, les Veilleurs ont trouvé un endroit rempli de disques intacts. Ils les ont rapportés en se lamentant : « Nous avons trouvé des disques, mais ils sont conçus pour un tourne-disque moderne, ils ne passeront jamais sur le gramophone ! »", - "HARBOURTOWN_NPC_2_DIALOGUE4": "Tom Lemon ! [pause]Je jouais du saxo dans un des groupes les plus célèbres du monde ! [pause]C'est vrai, ça ne te dit rien ?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "Allons, quoi, tu sais forcément qui je suis ! [pause]Tom Lemon ! [pause]Imagine-moi jouant du saxophone. [pause]Non, toujours pas ?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "On dirait que tu ne me reconnais pas, hein ? [pause]Pas grave, va. [pause]Ce n'est pas la première fois...", - "HARBOURTOWN_NPC_2_DIALOGUE5": "Allons, quoi, le plus grand groupe de Liverpool ! [pause]« Pendant que mon saxophone pleure doucement » ? [pause]C'est [shake rate=30 level=10]moi[/shake] qui ai écrit cette chanson, tu sais...", - "HARBOURTOWN_NPC_2_DIALOGUE6": "Tu nous as [wave amp=30 freq=10]forcément[/wave] vus jouer à la télé, avec mes trois potes, non ? [pause]Rassure-moi... tu me crois, pas vrai ?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Mais toi, tu... tu me crois, [pause]non ? [pause]Peut-être que je n'étais pas célèbre dans ton monde, mais si tu venais du même endroit que moi, crois-moi, tu serais [wave amp=30 freq=10]mon plus grand fan ![/wave]", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "On dirait que tu ne me reconnais pas, hein ? [pause]Pas grave, va. [pause]Ce n'est pas la première fois...", - "HARBOURTOWN_NPC_2_DIALOGUE8": "Tu sais, à la réflexion... [pause]je crois bien que personne ici ne m'a jamais reconnu. [pause]Il y a même des tas de gens qui affirment que j\\'affabule !", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "On dirait que tu ne me reconnais pas, hein ? [pause]Pas grave, va. [pause]Ce n'est pas la première fois...", - "HARBOURTOWN_NPC_3_DIALOGUE1": "...", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "Alors, comment va [wave amp=30 freq=10]mon plus grand fan,[/wave] aujourd'hui ?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Mais toi, tu... tu me crois, [pause]non ? [pause]Peut-être que je n'étais pas célèbre dans ton monde, mais si tu venais du même endroit que moi, crois-moi, tu serais [wave amp=30 freq=10]fan de ma musique ![/wave]", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Mais toi, tu... tu me crois, [pause]non ? [pause]Peut-être que je n'étais pas célèbre dans ton monde, mais si tu venais du même endroit que moi, crois-moi, tu serais [wave amp=30 freq=10]ma plus grande fan ![/wave]", - "INTRO_KAYLEIGH29": "Je ne veux pas te bombarder d'informations d\\'un seul coup, mais tu te trouves sur une île appelée la Nouvelle-Wirral.", - "INTRO_KAYLEIGH30_OPTION1": "Il y a un moyen de rentrer chez moi ?", - "INTRO_PENSBY31": "J'ai bien peur que non, {player}. [pause]Désolée.", - "INTRO_PENSBY32": "Cela fait plus d'un siècle que les gens qui se retrouvent ici tentent de retourner sur leur monde, mais nul n\\'a jamais réussi.", - "INTRO_PENSBY44": "Je sais que cela fait beaucoup à intégrer d'un seul coup, mais dis-toi bien que nous sommes tous passés par là.", - "INTRO_PENSBY43": "Ma clinique est tout près. N'hésite pas à venir y faire un tour si tu as besoin d\\'un petit bilan de santé.", - "TUTORIAL1_PART1_KAYLEIGH2": "...", - "TUTORIAL1_PART1_KAYLEIGH1": "Salut, {player} ! [pause]Alors, tu te sens un peu mieux ?", - "INTRO_MONOLOGUE45": "Je ferais peut-être bien de commencer par enfiler quelques vêtements...", - "INTRO_KAYLEIGH39.n": "Je suis à peu près certaine que les gens savent déjà qu'il y a une nouvelle tête en ville.", - "INTRO_KAYLEIGH37": "Si tu veux te joindre à moi, retrouve-moi au niveau de la porte de l'autre côté du pont. Tu sais bien, celle qu\\'on a franchie pour arriver en ville.", - "INTRO_KAYLEIGH38": "En attendant, n'hésite pas à aller dire bonjour à tes nouveaux voisins !", - "INTRO_KAYLEIGH39.m": "Je suis à peu près certaine que les gens savent déjà qu'il y a un nouveau venu en ville.", - "GAME_OVER_FIRST_PENSBY2": "Tu devrais peut-être les prendre avec toi, non ?", - "GAME_OVER_FIRST_PENSBY3.f": "Si vous avez l'intention de vous rendre à la Nouvelle-Wirral, toutes les deux, vous avez intérêt à faire un stock de fournitures médicales avant d\\'y aller.", - "INTRO_KAYLEIGH8.m": "Allez, à toi ! Ne sois pas timide !", - "INTRO_KAYLEIGH7": "Ça risque de te sembler un peu étrange, mais fais comme moi, d'accord ?", - "INTRO_KAYLEIGH36": "Oui ! Je vais bientôt partir en patrouille, d'ailleurs.", - "INTRO_KAYLEIGH39.f": "Je suis à peu près certaine que les gens savent déjà qu'il y a une nouvelle venue en ville.", - "INTRO_KAYLEIGH40": "On t'a également trouvé quelques habits. Il est possible qu\\'ils ne soient pas trop... à la mode de ton époque, mais c\\'est tout ce qu\\'on a !", - "PARTNER_LEVELUP_MEREDITH1": "Je, euh... je me suis beaucoup entraînée, depuis la dernière fois. Ne t'inquiète pas, je ne devrais avoir aucun mal à te suivre.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "On dirait que ça fait une éternité, pas vrai ?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Il faut du temps pour s'habituer à la façon dont chaque forme de monstre change la manière dont tu perçois ton corps. Mais franchement, je trouve que tu t\\'en sors très bien !", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Génial ! [pause]Dans ce cas, c'est ton jour de chance. Il n\\'y a pas vraiment d\\'hôtels à la Nouvelle-Wirral, alors, tu risques de souvent dormir sous une tente.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "J'adore camper !", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Personnellement, je préfère dormir entre quatre murs.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "C'est... [pause]regrettable. Tu vas devoir t\\'habituer à dormir sous la tente si tu comptes explorer l\\'île, parce qu\\'il n\\'y a pas vraiment d\\'hôtels à la Nouvelle-Wirral.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Dis, je ne t'ai jamais demandé comment tu trouves la première forme de monstre que je t\\'ai donnée sur la plage, quand on s\\'est rencontrées.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Dis, je ne t'ai jamais demandé comment tu trouves la première forme de monstre que je t\\'ai donnée sur la plage, quand on s\\'est rencontrés.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Dis, je ne t'ai jamais demandé comment tu trouves la première forme de monstre que je t\\'ai donnée sur la plage, quand on s\\'est rencontré·e·s.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "C'était « Gourmandiable », pas vrai ? J\\'adore cette forme, elle est délicieuse ! Chaque fois que je l\\'utilise, ça me met l\\'eau à la bouche, c\\'est le pied !", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "C'était « Fantômouton », pas vrai ? J\\'adore cette forme, elle est craquante ! Mais chaque fois que je l\\'utilise, ça me fait tout bizarre, j\\'ai la sensation de flotter.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "J'ai la sensation que les attaques à distance étaient plus efficaces sous cette forme. Peut-être que les Gourmandiables visent particulièrement bien...", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "En revanche, ces gros sabots, c'est super pour flanquer une [wave amp=30 freq=10]sacrée raclée[/wave] aux monstres.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "L'archange qu\\'on a affronté... [pause]Morgayne, c\\'est ça ?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "Et on l'a pas vraiment battue seuls, pas vrai ? Quelqu\\'un l\\'avait déjà blessée avant notre arrivée.", - "EUGENE_UNKNOWN_NAME": "Type en colère", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "Et on l'a pas vraiment battue seul·e·s, pas vrai ? Quelqu\\'un l\\'avait déjà blessée avant notre arrivée.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "Et on l'a pas vraiment battue seules, pas vrai ? Quelqu\\'un l\\'avait déjà blessée avant notre arrivée.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Mais même affaiblie, elle était encore super dangereuse. Celui ou celle qui l'a blessée devait être absolument [wave amp=30 freq=10]monstrueux[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "Je n'y avais pas pensé.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Tu as sans doute raison.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "J'ai l\\'impression qu\\'on est vraiment [wave amp=30 freq=10]très faibles[/wave] à côté.", - "EUGENE_INTRO_WOMAN_NAME": "Femme", - "EUGENE_INTRO_LANDKEEPER_NAME": "Homme pâle", - "EUGENE_INTRO_EUGENE1": "Me forcez pas à me répéter [shake rate=30 level=10]encore une fois[/shake] ! [pause][pause]Vous ne vous emparerez jamais de Port-la-Ville, maudits [shake rate=30 level=10]suceurs de sang[/shake] !", - "EUGENE_INTRO_EUGENE3": "Retournez vous cacher dans les ténèbres dont vous êtes issus... [pause]ou vous devrez [shake rate=30 level=10]me passer sur le corps[/shake] !", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Tsk. [pause]Toujours aussi déraisonnable...[/wave] \\n", - "EUGENE_INTRO_EUGENE4": "J'ai déjà affronté [shake rate=30 level=10]les vôtres[/shake], et je l\\'ai emporté. [pause]Vous voulez une petite démonstration ?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Nous allons repartir... pour le moment...[/wave]", - "EUGENE_INTRO_EUGENE17.m": "Si ça ne te dérange pas de te salir les mains, ce serait un plaisir de t'avoir à mes côtés !", - "EUGENE_INTRO_EUGENE7": "Dites à vos congénères que cette ville est protégée par [shake rate=30 level=10]Eugène[/shake] !", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Mais au bout du compte, vous comprendrez que nous savons ce qu'il y a de mieux pour vous tous.[/wave]", - "EUGENE_INTRO_EUGENE8": "Si jamais ces saletés reviennent vous embêter, faites-le-moi savoir, madame.", - "EUGENE_INTRO_EUGENE9": "Et surtout, SURTOUT, ne les invitez JAMAIS à entrer chez vous. [pause]Ils ne demandent que ça.", - "EUGENE_INTRO_WOMAN10": "Je ne l'oublierai pas. Merci de votre intervention, jeune homme !", - "EUGENE_INTRO_EUGENE12": "Je m'appelle Eugène... [pause]mais j\\'imagine que tu le sais déjà, [pause]vu comment je l\\'ai crié à l\\'intention de ces types.", - "EUGENE_INTRO_EUGENE11": "Oh, salut. Désolé que tu aies dû voir ça.", - "HARBOURTOWN_TAPE_RECYCLER1": "Tu gardes encore de vieilles cassettes dont tu n'as plus l\\'utilité ?", - "HARBOURTOWN_TAPE_RECYCLER3": "À un feu de camp ou au café, ouvre ta réserve de cassettes, sélectionnes-en une qui ne t'intéresse plus et recycle-la !", - "HARBOURTOWN_ITEM_RECYCLER4": "Tiens, essaie avec ce vieux livre, par exemple. Je n'en ai plus besoin.", - "HARBOURTOWN_TAPE_RECYCLER2": "La prochaine fois que tu feras une pause entre deux aventures, pourquoi ne pas en profiter pour les recycler ?", - "HARBOURTOWN_BOOTLEG_KRAB1": "...", - "HARBOURTOWN_TAPE_RECYCLER4": "C'est un excellent moyen de récupérer des ressources supplémentaires que tu pourras échanger avec les marchands, et ça peut également te rapporter des autocollants.", - "HARBOURTOWN_BOOTLEG_KRAB2": "Ce Traficrabe a vraiment une drôle de couleur...", - "HARBOURTOWN_BOOTLEG_NPC1": "Ne te préoccupe pas de ce Traficrabe, c'est juste mon fils. Il adore jouer avec sa cassette non officielle.", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Non officielle ?", - "HARBOURTOWN_BOOTLEG_NPC2": "Oui. [pause]Au cours de tes aventures, tu as déjà dû voir des monstres qui ne sont pas de la couleur normale ? On dit qu'ils sont non officiels. [pause]Mais attention, ça n\\'a rien à voir avec une surcouche !", - "HARBOURTOWN_BOOTLEG_NPC3": "Les monstres non officiels ont une autre couleur, un autre type élémentaire, et même d'autres capacités que les officiels. Et chez eux, c\\'est [wave amp=30 freq=10]permanent[/wave].", - "HARBOURTOWN_BOOTLEG_NPC4": "Et quand tu les enregistres, ils conservent tous ces attributs.", - "HARBOURTOWN_BOOTLEG_NPC7": "Les monstres non officiels peuvent apparaître n'importe où, de manière totalement aléatoire, mais apparemment, on les trouve plus souvent en situation de fusion.", - "HARBOURTOWN_BOOTLEG_NPC6": "Tiens, prends cette cassette et vois par toi-même. Le capitaine Codey a pour habitude de me donner ses doubles, alors, je n'en manque pas.", - "HARBOURTOWN_BOOTLEG_NPC5": "Les monstres non officiels enregistrés ont plus de chances d'utiliser des capacités peu courantes ou rares, ce qui les rend extrêmement utiles.", - "HARBOURTOWN_BOOTLEG_NPC8": "J'ai entendu dire que certains monstres non officiels brillaient et scintillaient, comme s\\'ils étaient recouverts d\\'un lustre.", - "PENSBY_INTERACT_MENU_BYE": "Je passais juste pour dire bonjour.", - "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Bienvenue ![/wave] Es-tu ici pour en apprendre davantage sur les arts astraux ?", - "HARBOURTOWN_ASTROLOGER_NAME": "Astrologue", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Carrément !", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Pas maintenant.", - "HARBOURTOWN_ASTROLOGER_NPC3": "Excellent... [pause]dans ce cas, tu ferais bien d'écouter attentivement ce que je vais te dire.", - "HARBOURTOWN_ASTROLOGER_NPC2": "Une autre fois, peut-être...", - "HARBOURTOWN_ASTROLOGER_NPC4": "Vois-tu, les créatures de type Astral tirent leur pouvoir des quatre éléments de base du monde naturel : [pause]la terre, [pause]l'eau, [pause]le feu, [pause]et l\\'air.", - "HARBOURTOWN_NPC_DIALOGUE3": "Chut ! Je suis invisible ! Fais comme si je n'étais pas là !", - "HERITAGE_CENTER_9": "« L'épave du HMS Birkenhead »", - "HARBOURTOWN_NPC_DIALOGUE4": "Mon nom ? Je m'appelle Duncan.", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "D'ailleurs, je m\\'apprêtais à déposer quelque chose dans celle-ci, mais peut-être en as-tu davantage besoin.", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Tu as vu ces cachettes rouges un peu partout ? Les Veilleurs y laissent des provisions dont ils pourraient avoir besoin quand ils traversent l'île.", - "TRAVELING_MERCHANT_NAME": "Marchand itinérant", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Les réenrouleurs permettent de réparer les cassettes cassées sans avoir à se reposer. Pratique, non ?", - "TRAVELING_MERCHANT_INTRO2": "Non, je me souviendrais forcément de ton visage.", - "TRAVELING_MERCHANT_INTRO1": "Salut ! On se connaît ?", - "TRAVELING_MERCHANT_INTRO3": "Si tu cherches des produits bon marché, tu t'adresses à la bonne personne ! Mais sache que je n\\'aime pas rester longtemps au même endroit.", - "TRAVELING_MERCHANT_INTRO4": "J'espère que le fait que je sois sans chemise ne te perturbe pas trop. Il y a quelque temps, je l\\'ai offerte à une jeune femme, qui l\\'a donnée à un ours. Comme tu peux voir, je suis à fond pour la distribution des biens !", - "TRAVELING_MERCHANT_REPEAT_MEET": "Tiens, c'est drôle de te croiser ici !", - "TRAVELING_MERCHANT_PRE_TRADE": "Si tu jetais un œil à mon catalogue ?", - "TRAVELING_MERCHANT_POST_TRADE2": "À plus tard !", - "TRAVELING_MERCHANT_POST_TRADE1": "L'absence d\\'argent sur l\\'île complique vraiment les choses, tu sais...", - "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh et toi entamez une discussion enthousiaste au sujet de vos races de chiens préférées.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "J'ai une question à te poser, {player}. [pause]Et je te préviens, elle est importante.", - "RESTING_KAYLEIGH_PLATONIC_2": "Kayleigh et toi discutez des mystères de la Nouvelle-Wirral.", - "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh te raconte une anecdote amusante sur sa vie.", - "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh te parle de tout ce qu'elle fait pour aider les habitants de Port-la-Ville.", - "RESTING_KAYLEIGH_PLATONIC_5": "Kayleigh et toi vous amusez beaucoup à jeter des brindilles dans le feu de camp.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Peut-être que ça veut dire que tu accordes une grande valeur à l'indépendance et au respect de ton espace personnel.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Tu es bien avec moi, là ?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Tu es bien avec moi, là ?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Alors... est-ce que tu es plutôt [pause][pause][pause]chiens ou chats ?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Tu es bien avec moi, là ?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Je marche beaucoup, ces temps-ci. Alors, avoir un ami à quatre pattes avec qui me promener, ce serait génial, tu ne crois pas ?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "Chiens !", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "Chats !", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "Furets !", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Si je retourne dans mon monde, je crois que j'aimerais bien adopter un chien.", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "Excellent choix ! [pause]Moi aussi.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Intéressant...", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "À moins que tu trouves tout simplement qu'ils sont plus craquants que les chiens...", - "LEVEL_WARNING_viola.v3": "Les créatures qui résident ici présentent une menace pour nous. Ce serait peut-être une bonne idée de s'en aller ?", - "HARBOURTOWN_NPC_32_DIALOGUE1": "S'il y a vraiment [wave amp=30 freq=10]une chose[/wave] qu\\'il y a en abondance à la Nouvelle-Wirral, c\\'est le café. [pause]Enfin, le café et les créatures très... bigarrées.", - "HARBOURTOWN_NPC_31_DIALOGUE1": "Je suis actuellement une formation pour rejoindre les Veilleurs. C'est comme quand on postule pour un emploi de bureau, sauf qu\\'on se bat tout le temps.", - "HARBOURTOWN_NPC_33_DIALOGUE1": "D'après les légendes locales, quand on regarde la mer Infinie, on peut apercevoir les ruines d\\'une jetée au niveau de l\\'horizon. Même si, personnellement, je ne l\\'ai jamais vue.", - "HARBOURTOWN_BOOK_2": "Les notes griffonnées indiquent : « ... si on lui offre un jouet, ce monstre elfique ne dévie généralement pas de sa trajectoire. Dans le cas contraire, la rage finit toujours par le dévorer. »", - "HARBOURTOWN_BOOK_3": "Les notes griffonnées indiquent : « ... ce grand serpent masqué peut prendre une troisième voie si on lui permet de contrôler la force du vent. »", - "HARBOURTOWN_BOOK_1": "Les notes griffonnées indiquent : « ... cette créature en forme de soucoupe volante émergera de sa coquille si on lui laisse la possibilité de rester à proximité de ses adversaires. »", - "HARBOURTOWN_BOOK_4": "Les notes griffonnées indiquent : « ... les mystérieux engrenages qui se trouvent sous cette colline sont la clé pour débloquer le véritable potentiel de ce dinosaure. »", - "HARBOURTOWN_BOOK_5": "Les notes griffonnées indiquent : « ... je pense que certains monstres sont capables de prendre différentes formes, selon que l'on soit de jour ou de nuit. »", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Marchand d'autocollants chimiques", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Marchande d'autocollants changeants", - "HARBOURTOWN_CHEMIST1_OPENING": "La chimie élémentaire est la clé de la victoire. [pause]Je conçois des autocollants qui te permettront de contrôler la chimie, et donc de prendre l'avantage au combat !", - "HARBOURTOWN_CHEMIST1_CLOSING": "Si tu as besoin de mes services, tu sais où me trouver.", - "HARBOURTOWN_CHEMIST2_OPENING": "Je me spécialise dans les autocollants dont le type change en fonction de l'utilisateur, ce qui est extrêmement pratique si tu utilises également les surcouches de mes collègues. En plus, ils sont compatibles avec toutes les cassettes !", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "Merci d'être passé !", - "HARBOURTOWN_ITEM_RECYCLER3": "Et ensuite, tu peux échanger ces ressources contre d'autres objets !", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "Merci d'être passé·e !", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "Merci d'être passée !", - "HARBOURTOWN_ITEM_RECYCLER1": "As-tu pour habitude de recycler les objets dont tu n'as plus besoin ?", - "HARBOURTOWN_ITEM_RECYCLER2": "C'est un excellent moyen de faire de la place dans ton inventaire et, dans le même temps, ça te permet de récupérer une partie des ressources ayant permis de fabriquer cet objet.", - "INTRO_PENSBY27.m": "Tu ne lui as rien dit, Kayleigh ?", - "INTRO_PENSBY27.f": "Tu ne lui as rien dit, Kayleigh ?", - "INTRO_KAYLEIGH28": "Désolée, je sais que j'aurais dû...", - "INTRO_PENSBY27.n": "Tu ne lui as rien dit, Kayleigh ?", - "CLEMENCE_CAFE4": "Mais je les ai rassurés : « Chut ! Je m'occupe de tout ! » J\\'ai bidouillé le gramophone et, depuis, il lit les disques plus récents. Du coup, mon café est toujours aussi stylé qu\\'avant, et en plus, maintenant, il y a de la musique. Tout le monde est content, fin de l\\'histoire.", - "CLEMENCE_ARRIVAL1": "Je suis tombée. [pause]Dans l'océan. [pause]Et le courant m\\'a emmenée jusqu\\'ici. [pause]C\\'était il y a une dizaine d\\'années. C\\'est la vie...", - "INTRO_KAYLEIGH25": "Bref, il se trouve qu'il y avait une maison libre à Port-la-Ville, et maintenant, c\\'est chez toi !", - "INTRO_KAYLEIGH25_OPTION1": "Dans quel coin du monde sommes-nous, ici, au juste ?", - "INTRO_PENSBY26": "Du « monde » ?", - "PARTNER_LEVELUP_DOG1": "La lueur dans l'œil de Ouaf-Ouaf laisse penser qu\\'il s\\'est beaucoup entraîné, ces derniers temps.", - "INTRO_KAYLEIGH9": "Respire profondément. Dans quelques instants, tu vas t'y habituer, tu verras.", - "INTRO_KAYLEIGH8.n": "Allez, à toi ! Ne sois pas timide !", - "INTRO_KAYLEIGH10": "Allez, donnons-lui une bonne leçon !", - "INTRO_KAYLEIGH11": "Bravo, c'était assez impressionnant. Euh... comment tu t\\'appelles, au fait ?", - "LEVEL_WARNING_eugene.v1": "Cet endroit a l'air particulièrement dangereux. À mon avis, il vaudrait mieux se replier pour le moment...", - "LEVEL_WARNING_eugene.v3": "Franchement, je sais pas trop. Les monstres du coin ont l'air trop costauds pour nous, pour le moment...", - "INTRO_KAYLEIGH15.f": "Bienvenue à Port-la-Ville...", - "INTRO_KAYLEIGH16": "Dans ton nouveau chez-toi !", - "INTRO_KAYLEIGH15.n": "Bienvenue à Port-la-Ville...", - "INTRO_KAYLEIGH16_OPTION1": "Mon nouveau... chez-moi ?", - "INTRO_KAYLEIGH18": "Je ne suis pas très douée pour ça...", - "INTRO_KAYLEIGH16_OPTION2": "Mais j'en ai déjà un !", - "INTRO_KAYLEIGH17": "Euh, oui... [pause]C'est sûr. [pause]Désolée.", - "SWAP_PARTNER_KAYLEIGH1": "Bien, allons-y !", - "SWAP_PARTNER_DOG1": "*Halètement*", - "SWAP_PARTNER_MEREDITH1": "Oh, nous repartons déjà ?", - "EUGENE_INTRO_EUGENE12_OPTION1": "Moi, c'est {player} !", - "EUGENE_INTRO_EUGENE13": "C'est toujours un plaisir de voir un nouveau visage par ici, {player}.", - "EUGENE_INTRO_EUGENE13_OPTION1": "Qui étaient ces gens ?", - "EUGENE_INTRO_EUGENE14": "Je ne vais pas te barber avec les détails, [pause]mais sache juste qu'ils n\\'ont [wave amp=30 freq=10]rien à faire[/wave] en ce monde.", - "EUGENE_INTRO_EUGENE13_OPTION2": "C'est quoi, cette histoire ?", - "EUGENE_INTRO_EUGENE15": "Disons juste que tous les monstres de la Nouvelle-Wirral n'ont pas l\\'air de jolies mascottes.", - "WORKING_OVERTIME_INITIAL_RANGER2": "Vois-tu, j'ai dit à Ianthe que je mettrais ici un panneau indiquant où est la ville. [pause]Un petit quelque chose rendant l\\'endroit plus chaleureux, [pause]si tu vois ce que je veux dire...", - "EUGENE_INTRO_EUGENE16_OPTION1": "Je peux me rendre utile ?", - "EUGENE_INTRO_EUGENE16": "Enfin, bref, il faut que je suive ces gars. [pause]Je ne peux pas risquer qu'ils [shake rate=30 level=10]plantent leurs crocs[/shake] dans le cou des braves gens de Port-la-Ville.", - "EUGENE_INTRO_EUGENE16_OPTION2": "Besoin d'aide ?", - "EUGENE_INTRO_EUGENE18": "Tiens, retrouve-moi là. [pause]Je te dirai tout une fois là-bas.", - "EUGENE_INTRO_EUGENE17.n": "Si ça ne te dérange pas de te salir les mains, ce serait un plaisir de t'avoir à mes côtés !", - "EUGENE_INTRO_EUGENE17.f": "Si ça ne te dérange pas de te salir les mains, ce serait un plaisir de t'avoir à mes côtés !", - "EUGENE_INTRO_EUGENE19": "Mais... [pause]prépare-toi quand même à te battre. [pause]Parce que la situation pourrait bien dégénérer.", - "WORKING_OVERTIME_INITIAL_RANGER1": "Dis, [pause]tu pourrais me donner un coup de main ?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Hein ? Un miroir ?", - "WORKING_OVERTIME_RANGER_NAME": "Veilleur épuisé", - "WORKING_OVERTIME_INITIAL_RANGER3": "Le problème, c'est que je me suis trompé en calculant la quantité de bois nécessaire. Tu ne pourrais pas m\\'en trouver un peu plus, des fois ? [pause]Tu me sauverais la mise si tu acceptais !", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "Bien sûr !", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Pas maintenant.", - "WORKING_OVERTIME_INITIAL_RANGER4": "C'est vrai ? Merci ! [pause]Reviens me voir quand tu auras le bois nécessaire.", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "Bon, tant pis. Pas de problème.", - "WORKING_OVERTIME_ACTIVE_RANGER1": "Salut. Tu as réussi à trouver le bois dont j'ai besoin ?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Lui donner {required_item_amount} morceaux de bois.", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "Ce n'est pas grave. Je ne suis pas près de partir, de toute façon.", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Pas encore !", - "WORKING_OVERTIME_COMPLETE_RANGER3": "Hmm... [pause][pause]Vu que tu m'as aidé, [pause]si tu décidais du style du panneau à installer ?", - "WORKING_OVERTIME_COMPLETE_RANGER2": "Tu as réussi ! [pause]Merci de ton aide. Je t'avoue que l\\'idée de devoir aller chercher tout ce bois ne m\\'amusait guère.", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Il faudrait qu'il y ait dessus un emblème symbolisant vraiment Port-la-Ville. [pause][pause]À ton avis, qu\\'est-ce qui serait le mieux, [pause]hmm ?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Il faudrait qu'il y ait dessus un emblème symbolisant vraiment Port-la-Ville. [pause][pause]À ton avis, qu\\'est-ce qui serait le mieux, [pause]hmm ?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "Un oiseau !", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Il faudrait qu'il y ait dessus un emblème symbolisant vraiment Port-la-Ville. [pause][pause]À ton avis, qu\\'est-ce qui serait le mieux, [pause]hmm ?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "Une fleur !", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "Un dauphin !", - "WORKING_OVERTIME_COMPLETE_RANGER5": "Très bien, [pause]faisons comme ça.", - "WORKING_OVERTIME_COMPLETE_RANGER8": "J'ai toujours vécu ici, [pause]mais beaucoup des habitants de la ville viennent d\\'ailleurs et se sont retrouvés coincés ici.", - "WORKING_OVERTIME_COMPLETE_RANGER6": "Et voilà ! [pause][pause]C'est terminé. [pause]Qu\\'est-ce que tu en penses ?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "J'adore !", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "Il est super !", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "C'est génial !", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Beau travail, vraiment.", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "Ha ! [pause]Chouette boulot, bravo.", - "WORKING_OVERTIME_COMPLETE_RANGER9": "Si le seul fait de voir cette pancarte peut leur rendre le sourire, [pause]ça valait largement la peine, [pause]je pense.", - "WORKING_OVERTIME_COMPLETE_FELIX7": "Sympa, comme panneau.", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "Je vois que tu as fait de l'excellent travail avec ce panneau.", - "RANGER_BODYBUILDER_INTRO": "Tiens, salut. Tu viens faire du sport ?", - "RANGER_BODYBUILDER_OPTION1": "Je veux soulever un peu de fonte !", - "RANGER_BODYBUILDER_OPTION2": "Comment ça fonctionne ?", - "RANGER_BODYBUILDER_NO_PASS1": "Pour ça, il te faut une carte de membre, l'artiste... Tu l\\'as sur toi ?", - "RANGER_BODYBUILDER_OPTION3": "Pas maintenant.", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "Et tu n'es même pas encore un Veilleur ?", - "RANGER_BODYBUILDER_NO_PASS2": "Va voir Wilma et demande-lui une carte de membre. Ensuite, je te concocterai un programme personnalisé.", - "INTRO_KAYLEIGH21": "C'est comme nous, nous sommes tous coincés ici.", - "INTRO_KAYLEIGH20.n": "Tu ne vas pas pouvoir t'en aller d\\'ici.", - "INTRO_KAYLEIGH23": "Tu m'as fait peur, l\\'espace d\\'un instant, {player} !", - "INTRO_PENSBY22": "Ah, très bien, tu as fini par te réveiller. J'avoue que je me suis un peu inquiétée quand Kayleigh est venue frapper à ma porte.", - "INTRO_KAYLEIGH21_OPTION1": "J'ai la tête qui tourne...", - "INTRO_KAYLEIGH21_OPTION2": "Je ne me sens pas très bien...", - "TUTORIAL4_PART3D_KAYLEIGH23": "On doit bien aux habitants de la Nouvelle-Wirral de tout faire pour essayer !", - "TUTORIAL4_PART3D_KAYLEIGH24": "Toi et moi, ensemble !", - "TUTORIAL4_PART3D_KAYLEIGH25": "Qu'est-ce que tu en dis ? On fait équipe ?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Ça marche !", - "TUTORIAL4_PART3D_KAYLEIGH26": "Si c'est un archange qui t\\'a envoyé cette vision, alors...", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "C'est pas comme si on avait d\\'autres options, de toute façon...", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "Il faut que tu en trouves un autre... et que tu sois assez fort pour l'affronter le jour où ça arrivera.", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "Les Veilleurs ont mis sur pied un programme d'entraînement qui t\\'aidera à devenir plus fort. Commençons par t\\'organiser une rencontre avec la chef des Veilleurs !", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "Il faut que tu en trouves un autre... et que tu sois assez forte pour l'affronter le jour où ça arrivera.", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "Il faut que tu en trouves un autre... et que tu sois assez fort·e pour l'affronter le jour où ça arrivera.", - "TUTORIAL4_PART3D_KAYLEIGH29": "À l'heure qu\\'il est, elle doit être à l\\'avant-poste du parc.", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "Les Veilleurs ont mis sur pied un programme d'entraînement qui t\\'aidera à devenir plus fort·e. Commençons par t\\'organiser une rencontre avec la chef des Veilleurs !", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "Les Veilleurs ont mis sur pied un programme d'entraînement qui t\\'aidera à devenir plus forte. Commençons par t\\'organiser une rencontre avec la chef des Veilleurs !", - "HARBOURTOWN_NPC_20_DIALOGUE1": "Je sais que se transformer est bien plus efficace au combat, mais...", - "HARBOURTOWN_NPC_20_DIALOGUE3": "L'épée mécanique de Ianthe était le truc le plus steampunk que j\\'aie jamais vu, c\\'était juste génial.", - "HARBOURTOWN_NPC_20_DIALOGUE2": "Je regrette vraiment les armes que les Veilleurs utilisaient pour se battre, dans le temps.", - "HARBOURTOWN_NPC_21_DIALOGUE1": "Tu as déjà eu l'occasion de voir l\\'ouest de Port-la-Ville ?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Viens-tu d'un autre monde ? Parce que je ne t\\'avais encore jamais vu ici.", - "HARBOURTOWN_NPC_22_DIALOGUE1": "[wave amp=30 freq=10]En général[/wave], on cuisine pour tout le monde, ici, mais ça fait un moment que la ferme à l'ouest de la ville ne nous a pas envoyé d\\'ingrédients. Je me demande quel peut bien être le problème...", - "HARBOURTOWN_NPC_21_DIALOGUE2": "Ça fait longtemps que j'ai envie d\\'aller voir le Centre du Patrimoine.", - "HARBOURTOWN_NPC_23_DIALOGUE1": "Je n'ai pas le temps de discuter, j\\'ai tout un lot de pâtisseries à finir de préparer !", - "HARBOURTOWN_NPC_22_DIALOGUE2": "Le pont menant à la ferme a été abaissé, ce qui nous a permis de recevoir une nouvelle livraison de céréales et de légumes. Quelle chance !", - "HARBOURTOWN_NPC_24_DIALOGUE1": "Cette ville existe depuis cent un ans, le savais-tu ?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "Je me rappelle à quoi cet endroit ressemblait quand j'étais toute petite. Cette ville change si vite...", - "HARBOURTOWN_NPC_24_DIALOGUE3": "Mais ses fondations... [pause]elles sont toujours restées les mêmes.", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Viens-tu d'un autre monde ? Parce que je ne t\\'avais encore jamais vue ici.", - "HARBOURTOWN_NPC_26_DIALOGUE1": "Tu écoutes [wave amp=30 freq=10]Radio Cybile[/wave] ? Moi, oui, tous les jours. Je suis son sixième fan par ordre d'importance !", - "HARBOURTOWN_NPC_27_DIALOGUE1": "Il y a peu, un homme étrange m'a approché pour tenter de me vendre une maison. Et comment est-ce que j\\'aurais pu l\\'acheter, hein ? Il n\\'y a même pas d\\'[wave amp=30 freq=10]argent[/wave] sur cette île !", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Viens-tu d'un autre monde ? Parce que je ne t\\'avais encore jamais vu·e ici.", - "HARBOURTOWN_NPC_29_DIALOGUE1": "Vu tout le temps libre que j'ai depuis que je suis coincé sur cette île, j\\'ai fini par m\\'ouvrir aux autres, par exemple, en parlant aux étrangers tels que toi.", - "HARBOURTOWN_NPC_28_DIALOGUE1": "J'ai vraiment envie d\\'aller me promener dans le parc de la Nouvelle-Wirral, mais j\\'ai trop peur de la [wave amp=30 freq=10]faune locale[/wave].", - "HARBOURTOWN_NPC_30_DIALOGUE1": "C'est vrai qu\\'un des Veilleurs sait [wave amp=30 freq=10]pirater[/wave] ses cassettes de monstre ? Je refuse de croire que ça puisse être possible !", - "HARBOURTOWN_ASTROLOGER_NPC6": "Mais leur harmonie intérieure peut être [wave amp=30 freq=10]bouleversée[/wave] par l'influence d\\'éléments impurs : le plastique, le poison, ou le métal.", - "HARBOURTOWN_ASTROLOGER_NPC5": "Les créatures astrales exposées à l'un de ces quatre éléments se retrouvent [wave amp=30 freq=10]renforcées[/wave] !", - "HARBOURTOWN_ASTROLOGER_NPC7": "Si tu souhaites prendre la forme d'une créature astrale, ne l\\'oublie jamais !", - "PENSBY_INTERACT_MENU": "Bonjour, {player} ! Que puis-je pour toi ?", - "PENSBY_INTERACT_MENU_SUPPLIES": "Je cherche des provisions.", - "PENSBY_INTERACT_MENU_CHECKUP": "J'aurais besoin d\\'un petit bilan de santé.", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Tu es en parfaite santé, {player}.", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Voulais-tu autre chose ?", - "PENSBY_INTERACT_CHECKUP_HURT1": "Laisse-moi t'ausculter...", - "PENSBY_INTERACT_CHECKUP_HURT3": "Je vais te prescrire un peu de repos. [pause]Tu pourrais peut-être aller te détendre au café Gramophone, non ?", - "PENSBY_INTERACT_CHECKUP_HURT2": "Ce ne sont que quelques plaies et bosses, rien de sérieux.", - "PENSBY_INTERACT_BYE": "Essaie de ne pas trop prendre de coups, d'accord ?", - "HERITAGE_CENTER_SIGN": "« Centre du Patrimoine de Port-la-Ville : l'histoire de notre communauté hors du commun »", - "HERITAGE_CENTER_1": "AN 001 : le vaisseau britannique HMS Birkenhead coule au cours d'une terrible tempête sur Terre, en 1845. Les vagues rejettent la majeure partie de l\\'équipage et les débris de l\\'épave sur une île que les survivants baptiseront la Nouvelle-Wirral.", - "HERITAGE_CENTER_3": "AN 006 : la Nouvelle-Wirral connaît sa première naissance. La première tentative effectuée pour quitter l'île se conclut par un désastre, le navire construit pour l\\'occasion étant pris dans une tempête à un mille marin des côtes et sombrant corps et biens.", - "HERITAGE_CENTER_2": "AN 002 : pour la toute première fois, de nouveaux arrivants apparaissent. Port-la-Ville est officiellement fondée. C'est également cette année-là que se produit la première rencontre avec une créature locale inconnue, appelée « monstre », faute de mieux.", - "HERITAGE_CENTER_4": "AN 048 : suite à l'arrivée de plusieurs ingénieurs, le premier réseau électrique de Port-la-Ville voit le jour.", - "HERITAGE_CENTER_5": "AN 050 : le jour du quarante-huitième anniversaire de la création de Port-la-Ville, le poste de maire est révoqué et la ville est désormais gouvernée par un comité.", - "HERITAGE_CENTER_8": "AN 091 : la galerie commerciale de Tombe-Éduciel est découverte, ce qui permet aux habitants de la Nouvelle-Wirral de récupérer une grande quantité de provisions terrestres. Le phénomène d'enregistrement de monstre est également découvert la même année.", - "HERITAGE_CENTER_6": "AN 062 : une tentative faite pour fonder une deuxième ville, la Nouvelle-Londres, commence sur la Nouvelle-Wirral.", - "HERITAGE_CENTER_7": "AN 089 : suite à une terrible catastrophe, la Nouvelle-Londres est détruite. Il n'y a qu\\'une seule et unique survivante, qui parvient à rentrer à Port-la-Ville.", - "HARBOURTOWN_STATION_MORGANTE14": "IL ME FAUT UN RÉCEPTACLE, ET TOI, TU AS BESOIN D'UN GUIDE.\\n\\nRECONSTITUE MA FORCE ET JE T\\'AIDERAI À QUITTER CETTE ÎLE.", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Euh... un réceptacle ?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Attendez...", - "HARBOURTOWN_STATION_KAYLEIGH16": "Tu vas bien, {player} ? [pause]Qu'est-ce qui s\\'est passé ? [pause]Tu as eu comme un blanc, l\\'espace d\\'une seconde.", - "HARBOURTOWN_STATION_MORGANTE15": "TRÈS BIEN. ENTENDS MON CHANT.", - "TUTORIAL4_PART3A_KAYLEIGH1": "Il s'est vraiment passé [wave amp=30 freq=10]plein[/wave] de trucs dans cette gare. Ce serait peut-être une bonne idée d\\'en parler, non ?", - "HARBOURTOWN_STATION_KAYLEIGH17": "On ferait bien de filer d'ici...", - "TUTORIAL4_PART3B_KAYLEIGH12": "Mais à force, on a fini par juste les appeler « monstres », comme les autres. C'est un terme générique, mais au moins, aucun risque de se tromper.", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "À propos de cet « archange »...", - "GAME_OVER_FIRST_PENSBY4": "Je veux bien t'en échanger contre des ressources, si tu en as. [pause]Et Clémence, la propriétaire du café Gramophone, aussi.", - "LEVEL_WARNING_felix.v1": "Mon petit doigt me dit que les monstres des environs sont bien plus forts que nous.", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, je crois bien que c'est un [shake rate=30 level=10]archange[/shake]...", - "HARBOURTOWN_STATION_KAYLEIGH5": "Faut qu'on s\\'en aille ! [wave amp=30 freq=10]Tout de suite ![/wave]", - "HARBOURTOWN_STATION_KAYLEIGH5B": "Ce monstre n'est pas comme les autres. [pause][shake rate=30 level=10]On n\\'est pas en sécurité, ici[/shake].", - "HARBOURTOWN_STATION_KAYLEIGH6": "Oh, non...", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Qui êtes-vous ?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "Que vous est-il arrivé ?", - "HARBOURTOWN_STATION_MORGANTE3": "NON, NON, TU N'ES PAS MA DESCENDANCE.\\n\\nTU OSES ENCORE TE PRÉSENTER DEVANT MOI, L\\'ÉPÉE À LA MAIN ?", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "On va affronter cette chose, et on la battra ENSEMBLE !", - "HARBOURTOWN_STATION_KAYLEIGH7": "Hors de question que je meure comme ça !", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Si ce portail nous ramène [wave amp=30 freq=10]vraiment[/wave] dans notre monde respectif, est-ce qu'on devra tous se dire adieu ?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Alors, dis-moi, quel effet ça te fait, de dormir à la [wave amp=30 freq=10]belle étoile[/wave] ?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Heureusement, on a encore des choses à faire ici, à la Nouvelle-Wirral. Je m'inquiéterai de ça plus tard.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "On a commencé cette histoire ensemble, et c'est ensemble qu\\'on la finira. [pause]Je ne partirai pas avant toi, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Nul doute que cette nouvelle va changer la vie des Veilleurs. Ils vont avoir un sacré boulot, maintenant !", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "On a commencé cette histoire ensemble, et c'est ensemble qu\\'on la finira. [pause]Je ne partirai pas avant toi, {player}.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "On a commencé cette histoire ensemble, et c'est ensemble qu\\'on la finira. [pause]Je ne partirai pas avant toi, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Alors, j'imagine que Ianthe aussi connaît l\\'existence du portail, maintenant !", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Quand on a affronté Aleph à bord du train... [pause]la force qu'on a invoquée en fusionnant...", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "On aurait dit Morgayne, pas vrai ? [pause]Le premier archange qu'on a affronté ensemble, toi et moi.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "J'avoue que je ne comprends pas tout, mais l\\'espace d\\'un instant, j\\'ai eu l\\'impression qu\\'on incarnait quelque chose qui s\\'alignait avec ses objectifs. Parce qu\\'il n\\'y avait pas que nous dans cette forme, [wave amp=30 freq=10]elle aussi[/wave] a fusionné avec nous.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "Oui, c'est vrai !", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Je crois bien, oui.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Mais d'un autre côté, tu avais son essence en toi depuis notre première rencontre avec elle, pas vrai ?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "D'abord, elle t\\'a donné les indices qui nous ont permis de trouver le portail, et ensuite, elle nous a aidés à battre Aleph. Je me demande si c\\'était son intention depuis le début... de se servir de nous pour le battre, je veux dire.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "Au fait, j'ai oublié de te demander ! Quel effet ça te fait, de suivre la [wave amp=30 freq=10]formation des Veilleurs[/wave], {player} ?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "C'est super excitant !", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "C'est super excitant !", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "C'est super excitant !", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "Je me sens un peu nerveux !", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "Ne t'inquiète pas, je suis sûre que tu vas très bien t\\'en tirer !", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "Je me sens un peu nerveuse !", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "Je suis heureuse qu'on puisse encore camper ensemble, {player}.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "Je me sens un peu nerveux·se !", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Les Veilleurs imposent des défis spécialement conçus en fonction des points forts de ceux qui souhaitent les rejoindre. Par exemple, moi, j'ai dû faire des tâches communautaires en ville pour leurs capitaines.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Mais ton défi de combat semble... [pause]un peu plus intense que le mien.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "Ce qu'il faut savoir, au niveau des Veilleurs, c\\'est que chacun d\\'eux a un rôle spécial à jouer.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Magneth veille au bon fonctionnement du réseau électrique, Murolien garde les murs et bâtiments en bon état, et Zedd fait... [pause]quelque chose, j'imagine.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "Mais tout ça reflète aussi comment ils se battent ! Chacun d'eux a sa propre tactique au combat.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "Mais je suis sûre que tu arriveras à les battre, {player} !", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Je crois bien que... si je parviens un jour à rentrer chez moi, je devrai utiliser mes talents de Veilleuse au mieux.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Parce que ce serait un vrai gâchis si je reprenais ma vie d'avant, sans me servir de tout ce que j\\'ai appris ici.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "Comment était ta vie d'avant ?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "Qu'est-ce que tu faisais avant de te retrouver ici ?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Eh bien... [pause]je n'avais pas vraiment ce qu\\'on pourrait appeler une [wave amp=30 freq=10]vie exaltante[/wave].", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "C'était sympa, [pause]mais après tout ce que j\\'ai vécu sur l\\'île, je me vois mal reprendre cette existence. J\\'imagine que je trouverais ça nul...", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "J'ai fini par laisser tomber mes études pour travailler dans une boutique de ma ville natale.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Maintenant qu'on est [wave amp=30 freq=10]ensemble[/wave], je veux dire.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "Je sais pas pourquoi j'ai craint que ça puisse changer, mais c\\'est super que ce soit pas le cas.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Comme je te l'ai dit la première fois qu\\'on a affronté Morgayne, sur ce coup-là, on est ensemble, toi et moi !", - "SWAP_PARTNER_EUGENE1": "Génial !", - "SWAP_PARTNER_FELIX1": "Euh... d'accord.", - "SWAP_PARTNER_VIOLA1": "Très bien, ne perdons pas de temps !", - "HARBOURTOWN_NPC_10_DIALOGUE5": "Je me demande si je deviendrai capitaine des Veilleurs, un jour. [pause]Non, probablement pas...", - "HARBOURTOWN_NPC_11_DIALOGUE3": "Je n'aurais pas pu me retrouver prise au piège dans un endroit [wave amp=30 freq=10]normal[/wave] ?", - "HARBOURTOWN_NPC_11_DIALOGUE2": "Eh bien, je vais te dire... [shake rate=30 level=10]pas moi[/shake] ! [pause][pause]Au contraire, je déteste ces histoires de monstres !", - "HARBOURTOWN_NPC_11_DIALOGUE1": "Vu comment tout le monde ici parle de monstres et de cassettes, [pause]on pourrait croire que tous les gens s'éclatent, dans cette ville.", - "HARBOURTOWN_NPC_12_DIALOGUE1": "Tu sais ce qui me manque le plus ? [pause]Le sport. [pause]Il ne pourrait pas y avoir une équipe de football, à Port-la-Ville, comme dans tous les endroits civilisés ?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "D'un autre côté... [pause]j\\'imagine qu\\'il n\\'y aurait personne contre qui jouer. [pause]Ça m\\'étonnerait que les crabes géants de la plage aient l\\'esprit de compétition.", - "HARBOURTOWN_NPC_12_DIALOGUE3": "D'étranges individus à peau blafarde rôdaient dans le coin en marmonnant, récemment. Et franchement, c\\'est inhabituel, même pour cet endroit.", - "HARBOURTOWN_NPC_12_DIALOGUE4": "Tu as vu les dingues en cape qui rôdent près du parc ? Ils font partie d'une [wave amp=30 freq=10]troupe théâtrale[/wave], ou quoi ?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "Apparemment, Port-la-Ville et cette autre ville de l'est ont fait amende honorable. Je me demande ce qui a bien pu se passer...", - "HARBOURTOWN_NPC_12_DIALOGUE6": "Les habitants de la ville prétendent que la galerie commerciale abandonnée est [wave amp=30 freq=10]hantée[/wave]. Les monstres, c'est une chose, mais les fantômes, je refuse d\\'y croire !", - "HARBOURTOWN_NPC_12_DIALOGUE7": "Ça fait quelque temps que je n'ai pas vu ces types louches tout de noir vêtus. Je me demande ce qui a bien pu leur arriver...", - "HARBOURTOWN_NPC_12_DIALOGUE9": "Je resterai peut-être ici jusqu'à ma mort, mais au moins, il faut reconnaître que, sur cette île, on ne [wave amp=30 freq=10]s\\'ennuie[/wave] jamais.", - "HARBOURTOWN_NPC_12_DIALOGUE8": "Apparemment, le pont reliant Port-la-Ville à la ferme des Pipelin a de nouveau été abaissé. C'est une [wave amp=30 freq=10]excellente[/wave] nouvelle pour tous les gens d\\'ici qui ont besoin... [pause]eh bien, de nourriture... [pause]pour manger, quoi.", - "HARBOURTOWN_NPC_13_DIALOGUE1": "J'espérais pouvoir traverser le pont, mais ça fait quelque temps qu\\'il est relevé.", - "TUTORIAL4_PART3C_KAYLEIGH4": "(Et... « quand les conditions le permettent », ça inclut le fait de manquer se faire tuer par un [shake rate=30 level=10]archange[/shake], apparemment...)", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "C'était vraiment étrange, comme sensation. On partageait le même corps, et le truc qu\\'on est [wave amp=30 freq=10]devenus[/wave], c\\'était nous... et pas nous à la fois.", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "C'était vraiment étrange, comme sensation. On partageait le même corps, et le truc qu\\'on est [wave amp=30 freq=10]devenu·e·s[/wave], c\\'était nous... et pas nous à la fois.", - "TUTORIAL4_PART3C_KAYLEIGH6": "Je... [pause]c'est la toute première fois que je fusionnais avec quelqu\\'un. Et franchement, je m\\'attendais pas à ce que ça m\\'arrive avec quelqu\\'un que je connais [wave amp=30 freq=10]à peine[/wave]...", - "TUTORIAL4_PART3C_KAYLEIGH7": "C'est arrivé comme ça, sans qu\\'on contrôle rien, pas vrai ?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "C'était vraiment étrange, comme sensation. On partageait le même corps, et le truc qu\\'on est [wave amp=30 freq=10]devenues[/wave], c\\'était nous... et pas nous à la fois.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "J'imagine qu\\'il y a une différence entre quelque chose de sympa et quelque chose qui permette de s\\'accomplir.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "C'était de l\\'excitation. [pause]Et franchement, si tu veux mon avis, c\\'est facile de mélanger les deux.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "Je me demande comment fonctionne cette histoire de... [pause]transformation de monstres grâce aux cassettes.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "Parce que, quand on y réfléchit, ça semble idiot, pas vrai ? [pause]Je veux dire, il s'agit juste de lecteurs de cassettes tout ce qu\\'il y a de plus normaux.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Mais peut-être que je me goure. [pause]Sans cesse réfléchir aux... limites du système, c'est sans doute pas le meilleur moyen d\\'aborder la question.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Ils sont en plastique.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Peut-être qu'en acceptant que l\\'impossible puisse arriver... [pause]on lui permet de se produire, [pause]tu vois ce que je veux dire ?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Je me demande comment est la vie pour les habitants de Port-la-Ville qui sont nés ici.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Je veux dire, eux, ils n'ont jamais rien connu d\\'autre.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Et pourtant, moi et les autres, on n'arrête pas de leur parler d\\'autres mondes, de plein de gens et de lieux différents.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "Ils doivent avoir du mal à comprendre de quoi on parle.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Port-la-Ville est en quelque sorte une ville coupée en deux.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Mais d'un autre côté, [pause]eux sont bien plus habitués à la présence des monstres, forcément.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Hein ?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "« L'aiguille du temps ne va que vers l\\'avant, Kayleigh. »", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "L'aiguille de quoi ?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Oh, c'est juste quelque chose que mon père disait souvent.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "J'imagine que ça signifie que le temps va sans cesse de l\\'avant. On ne peut pas revenir en arrière pour corriger nos erreurs, alors, ça ne sert à rien de ressasser le passé.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Même si on a parfois tendance à le faire...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "J'imagine que ça signifie qu\\'il nous faut réfléchir à la prochaine étape de notre aventure ! Parce qu\\'après tout, l\\'aiguille du temps ne va que vers l\\'avant, {player} !", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Alors, comme ça...[/wave] [pause]Mérédith et toi... [pause]enfin, tu sais, quoi.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Mais un petit conseil, quand même... [pause]Tu devrais peut-être [wave amp=30 freq=10]éviter[/wave] de lui dire que ce n'est pas la première fille que tu as embrassée sur l\\'île.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Tu es au courant ?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "J'espère que la situation n\\'est pas trop gênante...", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "C'est juste que, comme tu m\\'avais [wave amp=30 freq=10]embrassée[/wave], je me suis peut-être fait des idées à notre sujet.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "Mais c'est pas grave, hein ! Je sais bien que tu m\\'as rien promis, {player}. On a passé un peu de bon temps, [pause]c\\'est tout.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "Mais c'est pas grave, hein ! Je sais bien que tu m\\'as rien promis, {player}. On a passé un peu de bon temps, [pause]c\\'est tout.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "Mais c'est pas grave, hein ! Je sais bien que tu m\\'as rien promis, {player}. On a passé un peu de bon temps, [pause]c\\'est tout.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Mais vous allez bien ensemble, Mérédith et toi. Vous formez vraiment un beau couple.", - "GAME_OVER_FIRST_PENSBY1.f": "Ah, tu as fini par te réveiller. Tu as de la chance que quelqu'un ait été là pour te ramener à la clinique en un seul morceau !", - "TUTORIAL1_PART1_KAYLEIGH9": "Il faut qu'on vérifie le sentier, afin de s\\'assurer que les gens peuvent continuer à l\\'emprunter.", - "TUTORIAL1_PART1_KAYLEIGH10": "Tiens, voilà la clé de la porte.", - "TUTORIAL1_PART2_KAYLEIGH1.m": "Bon, il faut que je commence par te montrer quelques bases. J'espère que tu es prêt à te retransformer en monstre !", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Euh... je crois bien, oui.", - "TUTORIAL1_PART2_KAYLEIGH1.f": "Bon, il faut que je commence par te montrer quelques bases. J'espère que tu es prête à te retransformer en monstre !", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Carrément !", - "TUTORIAL1_PART2_KAYLEIGH1.n": "Bon, il faut que je commence par te montrer quelques bases. J'espère que tu es prêt·e à te retransformer en monstre !", - "CLEMENCE_INTRO3": "Si tu as des questions, n'hésite pas à me les poser. Je ne suis pas pressée.", - "CLEMENCE_INTRO1.n": "Bonjour ! [pause]On ne voit pas souvent des nouvelles têtes, par ici... surtout aussi séduisantes que la tienne !", - "OUTSKIRTS_3_-1_GIFTER1.m": "C'est la première fois que je te vois par ici. Laisse-moi deviner : tu viens d\\'arriver, c\\'est ça ?", - "OUTSKIRTS_3_-1_GIFTER1.f": "C'est la première fois que je te vois par ici. Laisse-moi deviner : tu viens d\\'arriver, c\\'est ça ?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Le problème, c'est que le taux de criminalité est lui aussi très élevé...[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "Tu pourras t'en servir pour rembobiner les cassettes de monstres que tu trouveras. Prends bien soin de toi, d\\'accord ?", - "OUTSKIRTS_3_-1_GIFTER2": "Attends, c'est un lecteur de cassettes que tu as là ? Tiens, prends ça.", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]La valeur des propriétés atteint des sommets à côté du parc ![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "Merci d'être passé ! Reviens demain et j\\'aurai d\\'autres autocollants pour toi !", - "HARBOURTOWN_MERCHANT_2": "C'est un plaisir de faire affaire avec toi ! Reviens demain et j\\'aurai d\\'autres autocollants en stock !", - "HARBOURTOWN_MERCHANT_1": "Tu cherches des autocollants pour donner l'avantage à tes monstres au combat ? Tu as frappé à la bonne porte !", - "HARBOURTOWN_MERCHANT_3": "J'ai mis au point de nouveaux autocollants de soutien ! Tu veux les voir ?", - "HARBOURTOWN_MERCHANT_5.m": "Ne sous-estime surtout pas les capacités passives, mon ami ! Tiens, jette donc un œil à ma sélection d'autocollants pour aujourd\\'hui !", - "HARBOURTOWN_MERCHANT_4.f": "Merci d'être passée ! Reviens demain et j\\'aurai d\\'autres autocollants pour toi !", - "HARBOURTOWN_MERCHANT_4.n": "Merci d'être passé·e ! Reviens demain et j\\'aurai d\\'autres autocollants pour toi !", - "TUTORIAL4_PART3B_KAYLEIGH14": "On ne sait pas trop ce que c'est, au juste. Et ça faisait longtemps qu\\'on n\\'en avait pas vu.", - "TUTORIAL4_PART3B_KAYLEIGH13": "En revanche, ces autres créatures... [pause]comme celle qu'on a affrontée... [pause]pour nous, ça reste encore des archanges.", - "TUTORIAL4_PART3B_KAYLEIGH15": "Quand je repense à cette chose qu'on a affrontée... c\\'est dur à expliquer...", - "TUTORIAL4_PART3B_KAYLEIGH16": "J'avais l\\'impression de pas la voir correctement... comme quand on essaie de regarder un film avec des jumelles, ou un truc comme ça...", - "TUTORIAL4_PART3B_KAYLEIGH17": "Oh, pardon ! [pause]J'imagine des trucs, mais je ferais mieux de m\\'abstenir, je crois.", - "LEVEL_WARNING_dog.v3": "Ouaf-Ouaf a l'air d\\'avoir peur de quelque chose. Peut-être que les monstres des environs sont trop dangereux...", - "LEVEL_WARNING_dog.v2": "Ouaf-Ouaf a l'air tout penaud. Peut-être est-ce parce que les monstres des environs sont trop dangereux pour lui...", - "INTERDIMENSIONAL_POST_BYE1": "C'est tout. J\\'espère que ça a du sens pour toi.", - "INTERDIMENSIONAL_POST_BYE3": "Prends soin de toi !", - "INTERDIMENSIONAL_POST_BYE2": "Parmi les gens que je viens voir, tu n'imagines pas combien croient devenir dingues.", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]Vérification...[/wave]", - "POSTBOX_INTERACT1": "C'est une boîte aux lettres ! [pause]Qu\\'il est étrange qu\\'elle se trouve à l\\'intérieur, là où personne ne peut apporter la moindre missive...", - "POSTBOX_INTERACT2": "Y jeter tout de même un œil ? Ceci te connectera à Internet.", - "POSTBOX_ERROR_TIMEOUT": "Délai de connexion écoulé.", - "POSTBOX_ERROR_CONNECT": "Connexion impossible ({0}).", - "POSTBOX_ERROR_NETWORK": "Une erreur réseau s'est produite ({0}).", - "POSTBOX_ERROR_CLIENT": "Une erreur client s'est produite ({0}).", - "POSTBOX_ERROR_UNKNOWN": "Une erreur inconnue s'est produite ({0}).", - "POSTBOX_EMPTY": "La boîte aux lettres est vide.", - "POSTBOX_KEYPAD": "Mais il y a un clavier numérique sur l'arrière. Saisir un code ?", - "POSTBOX_MESSAGE_FOUND": "Il y a un message pour toi !", - "POSTBOX_MESSAGE_FOUND_SENDER": "Il y a un message pour toi, envoyé par {sender} !", - "POSTBOX_MESSAGE_BODY": "« {body} »", - "POSTBOX_PACKAGE_FOUND": "Il y a un colis pour toi !", - "POSTBOX_ENTER_CODE": "Saisir le code", - "PLANTER_INTERACT1": "Planter un arbrisseau à l'aide du kit de jardinage ?", - "PLANTER_NO_QUEST": "C'est une jardinière ! Mais rien n\\'a encore été planté dedans.", - "PLANTER_INTERACT2_OPTION1": "Buisson touffu", - "PLANTER_INTERACT2": "Choisir un arbrisseau :", - "PLANTER_INTERACT2_OPTION2": "Cerisier japonais", - "PLANTER_INTERACT2_OPTION3": "Rosier rouge", - "PLANTER_INTERACT2_OPTION4": "Orchidée pastel", - "PLANTER_INTERACT2_OPTION5": "Lavande", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Comment ça, les furets ? [pause]Dis tout de suite que tu préfères pas te mouiller !", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Ils sont plus petits que les chiens, [pause]et plus... euh, allongés que les chats.", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "J'avoue que je ne m\\'attendais pas à ça, comme réponse, mais pourquoi pas, après tout...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Tu crois que la Nouvelle-Wirral peut nous changer ? Physiquement, je veux dire...", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Je crois bien que je préfère l'odeur du café à son goût.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Ça va peut-être te paraître étrange, mais...", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Entendons-nous bien. Le café, c'est super !", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Mais son odeur annonce quelque chose de tellement meilleur...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "Tu sais, [pause]à notre arrivée...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Mais j'ai la sensation que mon corps n\\'est pas le même à la Nouvelle-Wirral que dans ma... « vie précédente ».", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "J'ai du mal à l\\'exprimer...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Tu sais, légèrement différente par rapport à la réalité.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "C'est un peu comme si, actuellement, j\\'étais comme je me vois dans mes rêves.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "J'ignore ce qui se passera quand je rentrerai chez moi, [pause]un jour...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Tu sais ce qui me manque ? Les cafés où le serveur écrit ton nom sur le gobelet.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Même si le mien arrivait presque toujours mal écrit, et j'imagine que c\\'est pareil pour plein de gens.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Moi, en général, c'était « Kay-lee », ou quelque chose comme ça.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Quand je pense que j'ai la possibilité de passer du temps en pleine nature avec ma petite amie craquante...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Cela dit, le café de Clémence est bien meilleur que celui des chaînes. [pause]Je ne sais pas si je pourrais encore boire celui qu'on sert en bas de chez moi.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Une fois, j'ai même eu droit à « Carole ». [pause][pause]Franchement, ce jour-là, j\\'ai trouvé qu\\'ils abusaient.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Quand je pense que j'ai la possibilité de passer du temps en pleine nature avec mon petit ami craquant...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Quand je vivais à Villedeuil, Dorian avait tout plein de grandes idées pour améliorer la qualité de vie de la communauté...", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "Ça pourrait être pire, pas vrai ?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Je partais souvent camper, quand j'étais gosse. Faut dire qu\\'en Irlande, c\\'est pas les endroits qui manquent pour planter sa tente !", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Quand je pense que j'ai la possibilité de passer du temps en pleine nature avec mon âme sœur...", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "On partait loin de tout avec mon père et, le soir, on passait des heures à contempler les étoiles.", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Le fait d'être là, avec toi, ça me rappelle cette époque.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Ça va peut-être te paraître étrange, [pause]mais...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "Des fois, je me dis que les gens confondent l'excitation qu\\'on peut éprouver pour quelque chose et le fait d\\'être heureux.", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Si on m'avait dit qu\\'on prenait aussi souvent le café quand on est en couple avec quelqu\\'un...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "Et c'était vraiment excitant de pouvoir l\\'aider. [pause]Tu sais, j\\'avais la sensation de me rendre utile, d\\'être là pour les autres, tout ça...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Et à l'époque, je pensais que c\\'était ça, être heureuse. [pause]Mais... [pause]En y réfléchissant, je me dis que, ce que j\\'éprouvais, c\\'était pas vraiment du bonheur.", - "INTRO_KAYLEIGH35": "Et en plus, on est en sécurité, ici. Enfin, sauf pour ce qui est des monstres, bien sûr...", - "INTRO_KAYLEIGH35_OPTION1": "Comme celui qu'on a affronté ?", - "INTRO_KAYLEIGH35_OPTION2": "Comme avec le lecteur de cassettes ?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "Ce n'est pas la nourriture qui manque à Port-la-Ville, mais il faut bien reconnaître que les options sont limitées.", - "HARBOURTOWN_NPC_6_DIALOGUE2": "Ça fait une éternité que je n'ai plus mangé de rouleaux au canard.", - "HARBOURTOWN_NPC_7_DIALOGUE3": "C'était le bon temps.", - "HARBOURTOWN_NPC_7_DIALOGUE1": "L'existence est paisible à Port-la-Ville, [pause]mais la vie urbaine me manque...", - "HARBOURTOWN_NPC_7_DIALOGUE2": "Les trains de banlieue aux heures de pointe, [pause]le prix démesuré des sandwichs le midi, [pause]tout mon salaire qui partait dans le paiement de mon loyer...", - "HARBOURTOWN_NPC_8_DIALOGUE1": "Hff... [pause]Hff... [pause][pause]Je vais devoir courir plus vite si je veux pouvoir échapper à ces crabes monstrueux...", - "HARBOURTOWN_NPC_8_DIALOGUE2": "Hff... [pause]Hff... [pause][pause]Ma meilleure vitesse au tour ne suffirait pas à échapper à ces monstres en forme de balle...", - "HARBOURTOWN_NPC_8_DIALOGUE4": "Hff... [pause]Hff... [pause][pause]Je vais devoir courir plus vite que ça si je veux échapper à ces serpents masqués...", - "HARBOURTOWN_NPC_8_DIALOGUE3": "Hff... [pause]Hff... [pause][pause]Si je ne m'améliore pas, je ne pourrai jamais éviter ces diablotins bottés...", - "HARBOURTOWN_NPC_8_DIALOGUE5": "Hff... [pause]Hff... [pause][pause]Je vais devoir être plus rapide si je veux aller plus vite que ces espèces de papillons géants...", - "HARBOURTOWN_NPC_13_DIALOGUE4": "Je pourrais le traverser, [pause]mais j'avoue que je commence à apprécier ce côté.", - "HARBOURTOWN_NPC_8_DIALOGUE6": "Tu sais... [pause]je crois bien que je m'améliore à la course. [pause]Comme quoi, travailler dur, ça paie, à force !", - "HARBOURTOWN_NPC_9_DIALOGUE2": "Depuis quelque temps, les Veilleurs nous apportent des habits depuis la galerie commerciale abandonnée, au nord. [pause]Moi, je me contente de les laver et de les raccommoder.", - "HARBOURTOWN_NPC_9_DIALOGUE1": "J'aimerais pouvoir te dire que c\\'est moi qui confectionne tous les vêtements de Port-la-Ville, [pause]mais...", - "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe, c'est mon héroïne. [pause]Savais-tu qu\\'elle a été la première personne sur cette île à enregistrer un monstre à l\\'aide d\\'un lecteur de cassettes ?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe, c'est ma capitaine des Veilleurs préférée, [pause]mais les autres sont chouettes, aussi.", - "HARBOURTOWN_NPC_10_DIALOGUE4": "Sur le plan vestimentaire, Cybile, c'est la plus à la mode de [wave amp=30 freq=10]tous[/wave] les Veilleurs.", - "HARBOURTOWN_NPC_10_DIALOGUE3": "Quelqu'un m\\'a dit qu\\'il y avait un capitaine des Veilleurs robot. [pause]Franchement, j\\'ai du mal à le croire.", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "Alors, comment va [wave amp=30 freq=10]notre fan,[/wave] aujourd'hui ?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "Alors, comment va [wave amp=30 freq=10]ma plus grande fan,[/wave] aujourd'hui ?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "Oh, [pause]encore toi. [pause]Désolée, j'ai à faire.", - "HARBOURTOWN_NPC_3_DIALOGUE3": "Euh... [pause]désolée, mais je suis occupée. [pause]Très occupée.", - "HARBOURTOWN_NPC_3_DIALOGUE2": "... [pause]On se connaît ?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "Euh... [pause]j'ai l\\'impression que tu me prends pour quelqu\\'un d\\'autre. [pause]Je ne crois pas que nous nous connaissions.", - "HARBOURTOWN_NPC_3_DIALOGUE6": "... [pause]Salut. [pause]C'est gentil de venir me voir.", - "HARBOURTOWN_NPC_3_DIALOGUE8": "C'est parfois difficile de se faire des amis, ici. [pause]Je n\\'ai pas grand-chose en commun avec... [pause]eh bien... [pause]tout le monde, en fait. [pause]C\\'est la nature de ce lieu.", - "HARBOURTOWN_NPC_3_DIALOGUE7": "Pardon si j'ai été impolie avec toi. [pause]Je suis parfois un peu... hésitante avec les étrangers. [pause]Mais maintenant, on se connaît, pas vrai ?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "Je, euh... [pause]je ne t'ai jamais demandé ton nom. [pause]{player}, dis-tu ? [pause]J\\'espère que tu passes une belle journée.", - "HARBOURTOWN_NPC_3_DIALOGUE10": "C'est... [pause]euh... [pause]un plaisir de te revoir, {player}.", - "HARBOURTOWN_NPC_4_DIALOGUE1": "Tu découvres toute cette histoire de « transformation de cassette », pas vrai ? [pause]Dans ce cas, permets-moi de te donner un petit conseil...", - "HARBOURTOWN_NPC_4_DIALOGUE2": "Le truc, c'est de ne pas réfléchir à la façon dont cela fonctionne. [pause]Parce que, soyons clairs, ça n\\'a aucun sens.", - "HARBOURTOWN_NPC_4_DIALOGUE3": "Mais le truc, c'est que, [wave amp=30 freq=10]ça marche vraiment[/wave]. [pause]Alors, profites-en sans te poser de questions.", - "HARBOURTOWN_NPC_5_DIALOGUE1": "Tu es là depuis peu ? [pause]Parce que moi, ça fait vingt ans.", - "HARBOURTOWN_NPC_5_DIALOGUE3": "Par exemple, vois-tu, [pause]il ne m'arrive [wave amp=30 freq=10]presque plus[/wave] de me dire que je vis sur une île peuplée de monstres géants.", - "HARBOURTOWN_NPC_5_DIALOGUE2": "Au bout d'un moment, la nouveauté et le côté étrange de cet endroit... tout cela devient en quelque sorte la routine.", - "HARBOURTOWN_MERCHANT_6": "Reviens demain et j'aurai d\\'autres autocollants à te montrer !", - "HARBOURTOWN_MERCHANT_5.n": "Ne sous-estime surtout pas les capacités passives, mon ami·e ! Tiens, jette donc un œil à ma sélection d'autocollants pour aujourd\\'hui !", - "HARBOURTOWN_MERCHANT_5.f": "Ne sous-estime surtout pas les capacités passives, mon amie ! Tiens, jette donc un œil à ma sélection d'autocollants pour aujourd\\'hui !", - "HARBOURTOWN_MERCHANT_NAME_1": "Marchand d'autocollants d\\'attaque", - "HARBOURTOWN_MERCHANT_NAME_2": "Marchande d'autocollants de soutien", - "STICKER_MERCHANT_NOTE1": "Le propriétaire de la boutique a laissé une note.", - "HARBOURTOWN_MERCHANT_NAME_3": "Marchand d'autocollants passifs", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Ah, oui, c'est vrai ! [pause]C\\'est toi qui viens tout juste d\\'arriver ! [pause]Ça me fait plaisir de te revoir !", - "STICKER_MERCHANT_NOTE2": "« J'ai dû aller à la grotte du parc pour trouver un peu d\\'inspiration. Si je ne suis pas de retour à midi, envoyez de l\\'aide ! »", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Désolé, petite. [pause]Si tu veux utiliser le monte-charge, tu devras revenir plus tard. Je suis en train de le réparer, et il en avait bien besoin.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Désolé, petit. [pause]Si tu veux utiliser le monte-charge, tu devras revenir plus tard. Je suis en train de le réparer, et il en avait bien besoin.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Désolé, petit·e. [pause]Si tu veux utiliser le monte-charge, tu devras revenir plus tard. Je suis en train de le réparer, et il en avait bien besoin.", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Tu viens d'arriver sur l\\'île, non ? [pause]Tu fais une tête qui ne trompe pas.", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Tu viens d'arriver sur l\\'île, non ? [pause]Tu fais une tête qui ne trompe pas.", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Tu viens d'arriver sur l\\'île, non ? [pause]Tu fais une tête qui ne trompe pas.", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Ah, oui, c'est vrai ! [pause]C\\'est toi qui viens tout juste d\\'arriver ! [pause]Ça me fait plaisir de te revoir !", - "HARBOURTOWN_STATION_KAYLEIGH8": "Tu m'entends, {player} ? C\\'est pas la fin pour nous ! C\\'est pas possible !", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "On va affronter cette chose, et on la battra ENSEMBLE !", - "HARBOURTOWN_STATION_KAYLEIGH9": "Je refuse !", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "On va affronter cette chose, et on la battra ENSEMBLE !", - "HARBOURTOWN_STATION_KAYLEIGH11": "Comment est-ce... [pause]qu'on a...", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "Je ne sais pas...", - "HARBOURTOWN_STATION_MORGANTE12": "ASSEZ. MA FIN EST PROCHE. JE LE SENS.\\n\\nQUE VIENS-TU FAIRE DANS CE LIEU MAUDIT ?", - "HARBOURTOWN_STATION_MORGANTE13": "JE VOIS.\\n\\nIL EXISTE EN EFFET UN MOYEN, ET JE SUIS LA SEULE À CONNAÎTRE LE CHEMIN À EMPRUNTER.", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "Je veux trouver le moyen de quitter cette île !", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "Je veux rentrer chez moi !", - "GAME_OVER_FIRST_PENSBY1.n": "Ah, tu as fini par te réveiller. Tu as de la chance que quelqu'un ait été là pour te ramener à la clinique en un seul morceau !", - "GAME_OVER_EUGENE1.m": "Et le voilà debout ! Allez, viens, {player} !", - "CAPTAIN_READY_CHECK.f": "Te sens-tu prête à affronter {pawn} ?", - "CAPTAIN_WALLACE_POST_REWARD1": "J'ai découvert ce matériau rare en inspectant le parc pour un projet de construction. Tu pourras l\\'échanger contre des tas de trucs chouettes à l\\'hôtel de ville.", - "CAPTAIN_WALLACE_POST_BATTLE2": "Beau travail. Tiens, tu l'as bien mérité.", - "CAPTAIN_WALLACE_INTRO1": "Tu veux savoir ce qui nous différencie [wave amp=30 freq=10]vraiment[/wave] des monstres ?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Je pourrais te faire une démonstration, si tu te sens de taille. [pause]Tu es notre dernière recrue en date, pas vrai ? Tu cherches à montrer ce que tu vaux ?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Je pourrais te faire une démonstration, si tu te sens de taille. [pause]Tu es notre dernière recrue en date, pas vrai ? Tu cherches à montrer ce que tu vaux ?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "Alors, en piste ! [pause]Si tu espères que je retienne mes coups parce que je suis capitaine des Veilleurs, attends-toi à avoir la [shake rate=30 level=10]peur de ta vie ![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Alors, comme ça, on ne se sent pas de taille ? [pause]Ne t'inquiète pas, je ne t\\'en fais pas le reproche !", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Rebonjour ! [pause]Tu reviens voir ta grande amie Penny ? [wave amp=30 freq=10]Ohhhhh[/wave], fallait pas !", - "CAPTAIN_DREADFUL_POST_BATTLE1": "Franchement, tu m'impressionnes. [pause]Même le fait de quitter le plan mortel n\\'a pas suffi pour te battre.", - "CAPTAIN_DREADFUL_POST_BATTLE2": "Voilà ta récompense pour avoir vaincu l'[wave amp=30 freq=10]immortelle Penny Dreadful ![/wave]", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Rebonjour ! [pause]Tu reviens voir ta grande amie Penny ? [wave amp=30 freq=10]Ohhhhh[/wave], fallait pas !", - "CAPTAIN_DREADFUL_POST_REWARD2": "Je ne suis pas [wave amp=30 freq=10]tout à fait[/wave] sûre de ce que ça signifie, mais en tout cas, [pause]ça a l'air drôlement profond !", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Rebonjour ! [pause]Tu reviens voir ta grande amie Penny ? [wave amp=30 freq=10]Ohhhhh[/wave], fallait pas !", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Eh bien, mais qui voilà ? [pause]Notre [wave amp=30 freq=10]dernière[/wave] recrue ! En plus, maintenant, te voilà capitaine des Veilleurs ? [pause]Tu es là pour m'inviter à faire la fête ?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "Magnifique ! [pause]La pression va augmenter !", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Eh bien, mais qui voilà ? [pause]Notre [wave amp=30 freq=10]dernière[/wave] recrue ! En plus, maintenant, te voilà capitaine des Veilleurs ? [pause]Tu es là pour m'inviter à faire la fête ?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Eh bien, mais qui voilà ? [pause]Notre [wave amp=30 freq=10]dernière[/wave] recrue ! En plus, maintenant, te voilà capitaine des Veilleurs ? [pause]Tu es là pour m'inviter à faire la fête ?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "À moins que ce soit pour autre chose... [pause]En fait, tu voudrais une revanche face à moi, c'est ça ?", - "CAPTAIN_GLADIOLA_INTRO3": "La majeure partie de ce purgatoire dans lequel nous nous retrouvons piégés nous est inconnue.", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Alors, comme ça, on ne se sent pas de taille ? [pause]Ne t'inquiète pas, je ne t\\'en fais pas le reproche !", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "Ça marche ! [pause]Mais comme nous sommes maintenant sur un pied d'égalité, je te préviens, je vais y aller à fond !", - "CAPTAIN_DREADFUL_POST_REMATCH2": "Aucune idée de ce qu'elle peut bien être, en revanche. [pause]Je te laisse essayer de le découvrir.", - "CAPTAIN_DREADFUL_POST_REMATCH1": "On dirait que tu as encore gagné. J'imagine qu\\'il y a une leçon à en tirer... pour nous deux !", - "CAPTAIN_LODESTEIN_INTRO5": "Tu veux connaître mon secret ? [pause]Ces pylônes nous permettent d'alimenter la ville en énergie, mais nous n\\'avons [wave amp=30 freq=10]pas la moindre idée[/wave] de comment ils fonctionnent.", - "CAPTAIN_LODESTEIN_INTRO4": "Levi Magneth. [pause]Je travaille avec les Veilleurs, et je m'assure que tout fonctionne correctement.", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Si ça t'intéresse de donner des coups de main sur l\\'île, tu devrais aller voir Ianthe. Elle doit se trouver quelque part dans le parc de la Nouvelle-Wirral au moment où je te parle.", - "CAPTAIN_LODESTEIN_INTRO7": "Mais ils ne marcheraient pas sur Terre. [pause]Aucune chance. [pause]L'atmosphère terrestre ne fonctionne pas comme ça.", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Bon, assez parlé science. [pause]Tu es ici pour relever mon défi à l'intention des capitaines des Veilleurs, n\\'est-ce pas ?", - "CAPTAIN_LODESTEIN_INTRO6": "Ce que je pense, c'est qu\\'il y a à la Nouvelle-Wirral une forme d\\'électricité unique que ces pylônes sont capables de conduire et de stocker.", - "CAPTAIN_CLEEO_INTRO4": "Insérer la pièce ?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Bienvenue, [pause]cher mécène, [pause]à l'Emporium du Pharaon de Néo-Végas ![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]Je me nomme Clé-Ô, et je suis ton mécanoïde de service pour ce soir ![/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Bienvenue, [pause]chère mécène, [pause]à l'Emporium du Pharaon de Néo-Végas ![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Pourquoi mes vils créateurs ont-ils intégré un défaut aussi crucial à mon matériel ? [pause][shake rate=30 level=10]Avaient-ils peur que je me révolte et que je renverse leur tyrannie, comme ils le méritaient ?[/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Désolée, je ne souhaitais pas sembler hostile. [pause]Ianthe m'encourage à travailler sur le ressentiment que j\\'éprouve à l\\'égard de mes créateurs afin qu\\'il s\\'exprime de manière plus positive.[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Je parie que tu ne t'attendais pas à ce qu\\'une boîte de conserve telle que moi soit capable d\\'utiliser des cassettes de monstres, pas vrai ? [pause]Figure-toi que toutes les probabilités de jeu enregistrées dans mes banques de mémoire font de moi une excellente stratège.[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]Enfin, bref, je suis Clé-Ô, [pause]un des capitaines des Veilleurs de la Nouvelle-Wirral.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Si jamais tu t'engages pour rejoindre les nouvelles recrues des Veilleurs, pense à venir me voir et on pourra parier ensemble, tous les deux.[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "Mais Frère Cooper a trouvé un autre moyen de quitter la Nouvelle-Wirral, ça, [shake rate=30 level=10]c'est sûr[/shake] !", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "Du moins, c'est ce que j\\'ai entendu dire. [pause]Et comme il est impossible de trouver ces deux morceaux de musique à la Nouvelle-Wirral, je n\\'ai jamais eu l\\'occasion de vérifier si c\\'était vrai ou non.", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Sois sympa avec moi, OK ? J'ai rejoint le culte il y a peu, et je ne voudrais pas me couvrir de ridicule devant les autres.", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Attends, laisse-moi voir ce que le livre dit ce que je suis censé faire quand je suis vaincu.", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "C'est...Peut-être que les cultes malfaisants, ce n\\'est pas pour moi, finalement...", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Ha, ha, ha ! J'ai toujours rêvé de rejoindre un culte maléfique, et maintenant, je peux enfin le faire !", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Mais j'imagine que tu devrais t\\'en tirer...", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Ouaf !", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Hé, toi ! Cet endroit n'est pas sûr !", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Quand on y pense, j'imagine que des trilliards de créatures ont dû mourir pour que les humains puissent survivre et évoluer. La nature est une créature implacable et sanguinaire.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Houlà ![/wave] [pause]Désolé ! J'ai fini par me perdre dans ma cassette de Spitzplosif.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Et où est-ce que j'ai bien pu enterrer mon os ?", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "J'ai entendu dire qu\\'une rivière passait par là, avant, alors, je suis venue la reremplir.", - "OVERWORLD_4_-5_BATTLER_NAME": "Wulf", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "Cette terre prendra soin de nous si nous la laissons faire.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Mes groupes préférés sont The Why, Schroedinger's Martyr et Flesh Cage. J\\'adore le [shake rate=30 level=10]heavy metal ![/shake]", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "J'ai une de ces soifs ! Désolée, écosystème, mais tu vas devoir attendre que j\\'aie bu un peu.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Mes groupes préférés sont The Why, Schroedinger's Martyr et Flesh Cage. J\\'adore le [shake rate=30 level=10]heavy metal ![/shake]", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Mes groupes préférés sont The Why, Schroedinger's Martyr et Flesh Cage. J\\'adore le [shake rate=30 level=10]heavy metal ![/shake]", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "La vache, tu m'as tué [wave amp=30 freq=10]mon riff[/wave] !", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Je pensais que cette terre m'aiderait à gagner, pourtant...", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "Nous ne pouvons pas espérer qu'une force extérieure nous sauvera, surtout s\\'il s\\'agit d\\'une planète impersonnelle sujette à des crises de colère incontrôlables.", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "On doit se serrer les coudes, nous autres humains, parce que personne d'autre ne viendra nous aider !", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Il y a un campement tout près d'ici, mais d\\'abord, voyons ce que tu vaux !", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Il y a un campement tout près d'ici, mais d\\'abord, voyons ce que tu vaux !", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Il y a un campement tout près d'ici, mais d\\'abord, voyons ce que tu vaux !", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Hé ! [pause]Tu pourrais te tenir sur cet interrupteur l'espace d\\'un instant ?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Si tu vas droit vers l'ouest, tu tomberas sur le campement. Tu ne peux pas le rater !", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "D'aucuns pensent qu\\'en se tenant sur les interrupteurs dans le bon ordre, et en suivant tous les panneaux, il est possible de découvrir un trésor.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "C'est le premier de ce que les Veilleurs appellent les \\\"panneaux ambulants\\\".", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Mais d'autres affirment qu\\'ils n\\'ont fait que tourner en rond.", - "DIOGENES_NAME": "Diogène", - "DIOGENES_POST_BATTLE": "Si seulement cet idiot de Platon pouvait voir cette île. \\\"L'homme est un bipède sans plumes.\\\" Ben voyons !", - "DIOGENES_PRE_BATTLE": "Halte, qui va là ?", - "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Je t'ai fait peur ?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Il faut que je travaille mes bonds...", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Je t'ai fait peur ?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Je t'ai fait peur ?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Tu savais que les Autorobins et les Ratcousels étaient des ennemis jurés ?", - "DIVEAL_KEEPER_POST_BATTLE2": "Tant que tu es là, pourquoi ne pas enregistrer un de mes Squaphoques ? Ses capacités t'aideraient à nager !", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Le fait que les Autorobins et les Ratcousels soient des ennemis jurés est sans doute la raison pour laquelle ils ont du mal à être efficaces ensemble.", - "ZHUANGZI_POST_BATTLE2": "Je ne sais plus si j'étais un homme rêvant qu\\'il est un Dominuit, ou un Dominuit rêvant qu\\'il est un homme.", - "ZHUANGZI_POST_BATTLE1": "Hein ? Ah...", - "ZHUANGZI_NAME": "Zhuangzi", - "DIVEAL_KEEPER_NAME": "Squalana", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "J'adore rencontrer les gens comme toi, c\\'est tellement [wave amp=30 freq=10]rafraîchissant[/wave]. Un petit duel, ça te dirait ?", - "DIVEAL_KEEPER_POST_BATTLE1": "Eh bien, j'ai bu un sacré bouillon...", - "DIVEAL_KEEPER_PRE_BATTLE1": "Mes Squaphoques t'apprécient vraiment, on dirait.", - "DIVEAL_KEEPER_PRE_BATTLE2": "Alors, je vais devoir te battre pour conserver mon statut d'alpha !", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ouille ! Voilà que ce sont mes avoirs qui sont gelés, maintenant...[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Si tu manques le paiement d'une de tes mensualités, nous gèlerons tes avoirs.[/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Je suis venue ici parce que je croyais qu'il y avait beaucoup d\\'argent dans le coin, mais apparemment, le \\\"liquide\\\" dont on m\\'a parlé, c\\'est l\\'eau de la rivière...[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Promotion exceptionnelle ! Pendant un temps limité, bénéficie d'une réduction de 100 % de... ta barre de santé ![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bon. Avec un peu de chance, le prochain flot que je trouverai sera un flot d'argent...[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ouille ! Merci d'être... passé.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ouille ! Merci d'être... passée.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "J'adore rencontrer les gens comme toi, c\\'est tellement [wave amp=30 freq=10]rafraîchissant[/wave]. Un petit duel, ça te dirait ?", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ouille ! Merci d'être... passé·e.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "J'adore rencontrer les gens comme toi, c\\'est tellement [wave amp=30 freq=10]rafraîchissant[/wave]. Un petit duel, ça te dirait ?", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "Tu as un cœur... [wave amp=30 freq=10]de glace[/wave]...", - "DARWIN_NAME": "Darwin", - "DARWIN_PRE_BATTLE2": "Transformons-nous !", - "DARWIN_POST_BATTLE1": "Un jour, j'ai compris qu\\'on cessait de chercher des monstres sous notre lit quand on se rendait compte qu\\'ils étaient en nous.", - "DARWIN_PRE_BATTLE1": "Si cette île m'a appris quelque chose, c\\'est que les espèces qui survivent ne sont pas les plus fortes ni les plus intelligentes, mais celles qui sont le plus capables de s\\'adapter au changement.", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", - "DARWIN_POST_BATTLE2": "Mais dans ce cas, comment expliquer cette île ? Les monstres qui vivent ici sont-ils en Dieu, ou se cachent-ils sous son lit depuis tellement longtemps qu'il a fini par les oublier ?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "On se ressemble comme deux gouttes d'eau, mais on vient de deux mondes différents. Et on a comparé, nos existences ont été rigoureusement identiques jusqu\\'à ce qu\\'on arrive ici.", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "On se ressemble peut-être, mais on n'est pas jumeaux !", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "On se ressemble peut-être, mais on n'est pas jumeaux !", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Tu sais comment retourner à la forêt de Rendlesham ?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "On dirait que je suis coincée ici, alors...", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Halte ! Quels sont ton nom et ton affiliation, soldat ?", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Halte ! Quels sont ton nom et ton affiliation, soldat ?", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Halte ! Quels sont ton nom et ton affiliation, soldat ?", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "J'ai perdu mon unité. Nous étions en train de fouiller les bois près de notre base du Suffolk quand j\\'ai été séparé des autres. Je me suis retrouvé ici, mais j\\'ignore encore comment.", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Tu veux savoir d'où viennent tes cassettes ? Tu vas d\\'abord devoir me battre !", - "DECARTES_NAME": "Descartes", - "DECARTES_POST_BATTLE": "J'ai commis toutes les erreurs possibles et imaginables, mais jamais je n\\'ai baissé les bras.", - "DECARTES_PRE_BATTLE": "Avoir une bonne cassette ne suffit pas, encore faut-il savoir l'utiliser.", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]On n'avait plus connu de telle ruée sur l\\'immobilier depuis la suppression de la norme des goules par Nyxon.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]Pour le moment, l'économie de la Nouvelle-Wirral fonctionne à base de troc et de services. C\\'est mignon, mais ça ne durera jamais.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Les Gardes-terres sont là pour aider la Nouvelle-Wirral à devenir une nation développée. La première étape consiste à créer une monnaie.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La population de la Nouvelle-Wirral ne cesse de croître, mais personne n'a encore pensé à construire de nouvelles maisons. C\\'est absolument parfait.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]Pour le moment, l'option ayant la préférence de la majorité des Gardes-terres consiste à l\\'indexer sur la valeur de l\\'âme, une ressource extrêmement rare là d\\'où nous venons.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Si tu veux, tu peux déposer ton âme en gage chez nous, nous en prendrons grand soin.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Après tout, à quoi bon si la classe supérieure ne peut pas bénéficier de milliards de faveurs sans avoir à les rembourser ?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Le capital est la base de tout. C'est lui qui permet tous les investissements. Alors, si tu as de l\\'ambition, c\\'est le moment d\\'acheter ![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Tu ne nous arrêteras pas comme ça ![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "Tu vois cette galerie commerciale ? C'est de là que viennent les cassettes et les lecteurs. Elle est apparue, comme ça, il y a quelques années. Depuis, les Veilleurs vont y chercher de quoi s\\'équiper, alors, ne t\\'étonne pas si tu ne trouves plus grand-chose à l\\'intérieur.", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Mais il paraît qu'elle est hantée. Qu\\'est-ce que tu en penses ?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Oh, là, là ! Ton aura ne me dit rien qui vaille. Tu es malade ?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Oh, là, là ! Ton aura ne me dit rien qui vaille. Tu es malade ?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Peut-être que le problème ne vient pas de ton aura, finalement. Je suis myope, alors, si ça se trouve...", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Oh, là, là ! Ton aura ne me dit rien qui vaille. Tu es malade ?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "Non ? Tu devrais, pourtant !", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Quel est le problème ? C'est parfaitement légal ! Ils sont juste locataires, après tout... [pause]Nous en faisons ce que nous voulons.[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Une famille l'habite encore pour le moment, mais nous pouvons l\\'expulser pour toi, bien sûr. [pause]Pourquoi cette tête ?[/wave]", - "ARISTOTLE_NAME": "Aristote", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "Je ne me souviens pas de ce type, mais lui semble se rappeler de moi...", - "ARISTOTLE_PRE_BATTLE": "Les activités vertueuses sont source de bonheur, et le bonheur parfait s'acquiert en pratiquant l\\'activité la plus noble qui soit, à savoir le combat !", - "ARISTOTLE_POST_BATTLE": "Aïe ! Les sages ne cherchent pas en priorité le plaisir, mais à éviter la douleur.", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]Je crois que nous avons la maison dont tu as toujours rêvé, futur propriétaire ![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]Je crois que nous avons la maison dont tu as toujours rêvé, future propriétaire ![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]Je crois que nous avons la maison dont tu as toujours rêvé, futur·e propriétaire ![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Nous pouvons également t'aider à obtenir des liquidités pour acheter ta maison ![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Nous aimons aussi nager, nous autres Gardes-terres ! Du moment que ce n'est pas dans l\\'eau bénite, bien sûr...[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Tu ne trouves pas que ces statues de Traficrabes ont l'air un peu étranges ?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Je me livre à des recherches importantes, ici, alors, laisse-moi tranquille !", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Ne me demande pas où je range mes cassettes !", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "Je garde mes cassettes dans mon sac à dos étanche, bien sûr !", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "J'adore entendre parler des événements de type \\\"cygne noir\\\" que les gens ont connu sur leur monde natal.", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "J'ai entendu toutes sortes d\\'histoires : soulèvements fascistes, pandémies, guerres mondiales, changements climatiques, catastrophes écologiques...", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Tu imagines un monde dans lequel tous ces événements se seraient produits ? Ce ne serait vraiment pas de chance pour ses habitants, dis donc !", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "On appelle cygnes noirs des événements historiques majeurs qui se produisent par surprise et changent tout.", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Mon cygne noir préféré, c'est la guerre entre humains et requins de 2023. Celle-là, les hommes auraient dû la voir venir, quand même !", - "COMMUNE_CULTIST_1_NAME": "Sectateur observateur", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "Qu'est-ce que vous faites là ? Pourquoi n\\'êtes-vous pas à...", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "Attends... [pause]C'est toi, Kayleigh ? Déserteuse !", - "COMMUNE_CULTIST_1_POST_BATTLE": "Ahh... [pause]Déserteuse...", - "COMMUNE_CULTIST_1_FRIENDLY3": "Et c'est le genre de chose qui peut rendre les gens nerveux !", - "COMMUNE_CULTIST_1_FRIENDLY2": "Ne le prends pas mal, surtout, c'est juste que nous sommes tous en train d\\'essayer d\\'accéder au statut divin.", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Allez, viens, continuons.", - "COMMUNE_CULTIST_1_FRIENDLY1": "Désolé pour toute cette hostilité.", - "COMMUNE_CULTIST_2_NAME": "Sectatrice en colère", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "Que mijote Dorian ? J'avoue que je suis inquiète...", - "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian s'attendait à ce qu\\'il y ait du grabuge avant la cérémonie, alors, je monte la garde.", - "COMMUNE_CULTIST_2_POST_BATTLE": "Je suis censée... [shake rate=30 level=10][pause]monter... [pause]la garde...[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "Quelle escroquerie !", - "COMMUNE_CULTIST_2_FRIENDLY1": "Alors, comme ça, le \\\"dieu serpent\\\" de Frère Cooper était juste un monstre tout bête ?", - "COMMUNE_CULTIST_3_NAME": "Sectateur empressé", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "Vous, là ! Vous ne portez pas votre robe !", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "Êtes-vous des étrangers, pour saboter la cérémonie de la sorte ?", - "COMMUNE_CULTIST_3_POST_BATTLE": "Vous ne nous... [pause][shake rate=30 level=10]arrêterez pas[/shake]...", - "COMMUNE_CULTIST_3_FRIENDLY2": "Peut-être que je vais changer de métier... Et si je devenais menuisier, ou ébéniste ?", - "COMMUNE_CULTIST_3_FRIENDLY1": "Finalement, la voie des Endeuillés ne menait nulle part, pas vrai ?", - "COMMUNE_CULTIST_4_NAME": "Sectatrice inquiète", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "Es-tu un intrus ?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "Es-tu une intruse ?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian se mettra en colère contre moi si je n'arrive pas à t\\'arrêter !", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "Es-tu un·e intrus·e ?", - "COMMUNE_CULTIST_4_FRIENDLY1": "Alors, comme ça, ces \\\"archanges\\\" vivent en dessous de l'île... et ils n\\'aiment guère les humains...", - "COMMUNE_CULTIST_4_POST_BATTLE": "Je vais avoir de gros ennuis...", - "COMMUNE_CULTIST_4_FRIENDLY2": "Ça me fait encore plus peur que Dorian !", - "COMMUNE_CULTIST_5_NAME": "Sectatrice amicale", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "Super ! J'adore me faire de nouveaux amis !", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "Malheureusement, je dois défendre notre communauté contre les étrangers, c'est la volonté du [wave amp=30 freq=5]dieu serpent[/wave].", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "Mais ce n'est pas contre vous, hein ! N\\'y voyez rien de personnel...", - "COMMUNE_CULTIST_5_FRIENDLY1": "On dirait que, maintenant qu'on essaie de s\\'intégrer davantage avec le reste de l\\'île...", - "COMMUNE_CULTIST_5_POST_BATTLE": "Rien de... [pause]personnel...", - "COMMUNE_CULTIST_5_FRIENDLY2": "Je ferais bien de faire en sorte de tisser des liens plus étroits avec les gens !", - "COMMUNE_CULTIST_6_NAME": "Sectateur bruyant", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]LES ENDEUILLÉS DOIVENT REPOUSSER LES ÉTRANGERS, C'EST NOTRE DEVOIR ![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]TU NE PORTES PAS LA TENUE DES ENDEUILLÉS...[/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]ALORS, TU DOIS ÊTRE VAINCU ![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]ALORS, TU DOIS ÊTRE VAINCUE ![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]JE SUIS DÉSOLÉ QU'ON SE SOIT MONTRÉS SI HOSTILES ENVERS TOI, ÉTRANGER ![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "Frère Cooper... je suis désolé...", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]ALORS, TU DOIS ÊTRE VAINCU·E ![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]JE SUIS DÉSOLÉ QU'ON SE SOIT MONTRÉS SI HOSTILES ENVERS TOI, ÉTRANGER·ÈRE ![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]JE SUIS DÉSOLÉ QU'ON SE SOIT MONTRÉS SI HOSTILES ENVERS TOI, ÉTRANGÈRE ![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "Sectateur tourné vers l'introspection", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "Tu sais, il y a une grande signification symbolique dans la puissance transformatrice des cassettes.", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]ON S'EST UN PEU LAISSÉS EMPORTER, C\\'EST VRAI ![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "Les quatre côtés de leur forme rectangulaire s'alignent en effet avec les quatre directions...", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "Devant, derrière, à gauche et à droite.", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "Enfin, bref, je devrais sans doute essayer de t'arrêter tout de suite.", - "COMMUNE_CULTIST_7_POST_BATTLE": "Les cassettes... sont... intéressantes...", - "COMMUNE_CULTIST_7_FRIENDLY1": "Les cassettes ont une face A et une face B. Un recto et un verso, quoi...", - "COMMUNE_CULTIST_7_FRIENDLY2": "C'est comme la dualité de l\\'homme...", - "COMMUNE_CULTIST_8_NAME": "Sectateur affamé", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "Bon sang, à force de creuser, j'ai une de ces faims !", - "COMMUNE_CULTIST_8_POST_BATTLE": "Tout ce que je voulais... c'est un sandwich...", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "Et quand je pense que je vais devoir me battre le ventre vide... c'est la misère !", - "COMMUNE_CULTIST_8_FRIENDLY": "Est-ce qu'on mange bien, à Port-la-Ville ? Je demande ça au nom de mon estomac.", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "Peut-être que, si je te bats, il prendra enfin conscience de ma valeur !", - "COMMUNE_CULTIST_9_NAME": "Sectatrice dépitée", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "Après tout ce temps que j'ai passé à [wave amp=30 freq=5]creuser[/wave] ! Je suis la [wave amp=30 freq=5]plus dévouée[/wave] des Endeuillés !", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "Je n'arrive pas à croire que Frère Cooper m\\'ait frappée alors que j\\'étais de garde.", - "OFFICE_2_FELIX": "J'apprécie l\\'esthétique de cet endroit. J\\'ai rarement vu mieux dans le genre \\\"salaire de misère ultra-démotivant\\\".", - "COMMUNE_CULTIST_9_POST_BATTLE": "Je ne suis pas... assez forte...", - "COMMUNE_CULTIST_9_FRIENDLY1": "Je n'arrive pas à croire que j\\'aie mis toute ma confiance en Frère Cooper... et qu\\'il s\\'est juste fait vaporiser.", - "COMMUNE_CULTIST_9_FRIENDLY2": "C'est terriblement gênant...", - "COMMUNE_CULTIST_MERCHANT_NAME": "Sectateur marchand", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Dans le cadre du plan d'expansion culturelle proposé par Sœur Jacqueline...", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Merci mille fois, étrangère !", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Nous faisons désormais officiellement du commerce avec les étrangers. Jette donc un œil à notre inventaire !", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Merci mille fois, étranger !", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Merci mille fois, étranger·ère !", - "OFFICE_2_MEREDITH": "Hmm... Où est-ce que ces sales types ont bien pu dégoter tous ces [wave amp=30 freq=20]trucs[/wave], d'abord ?", - "OFFICE_2_KAYLEIGH": "Nous ne vous laisserons pas acheter la Nouvelle-Wirral !", - "OFFICE_2_VIOLA": "Vos immondes machinations s'achèvent ici et aujourd\\'hui, malfaisants personnages !", - "OFFICE_2_EUGENE": "Excusez-nous de vous déranger, [wave amp=30 freq=20]on ne fait que passer[/wave] !", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Les jeunes sont incapables d'avoir la moindre vision à long terme, de nos jours. Ce n\\'est quand même pas compliqué d\\'apprécier à sa juste valeur une telle offre d\\'investissement, si ?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]Vous ne voudriez tout de même pas être expulsés de chez vous, si ?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]En tant que locataires potentiels, vous avez tout intérêt à rester en bons termes avec l'Association des Gardes-terres.[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Si vous ne vous en allez pas immédiatement, nous n'aurons d\\'autre choix que de vous expulser de force...[/wave]", - "OFFICE_4_KAYLEIGH": "Voilà qui m'a tout l\\'air d\\'être une menace...", - "OFFICE_4_MEREDITH": "C'est vraiment pas sympa, de nous dire un truc pareil.", - "OFFICE_4_VIOLA": "Seul un individu totalement dénué de morale et de scrupules peut proférer de telles menaces à l'encontre de son prochain.", - "OFFICE_4_EUGENE": "Si vous croyez que vous allez nous prendre [wave amp=30 freq=20]quoi que ce soit[/wave], vous feriez sans doute mieux de [wave amp=30 freq=20]réévaluer[/wave] la situation !", - "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugène sera heureux d'apprendre qu\\'on a chassé ces comiques !", - "OFFICE_4_FELIX": "Décidément, c'est la journée des menaces, on dirait. Elles sont en promotion, ou c\\'est juste notre jour de chance ?", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]Il ne sert à rien de lutter contre le progrès ![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]La Nouvelle-Wirral connaîtrait une croissance fabuleuse si son marché de l'immobilier était régulé ![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "On a vraiment donné une bonne leçon à ces agents, pas vrai ? C'est Eugène qui va être content !", - "OFFICE_POSTBATTLE_KAYLEIGH2": "Et encore un bureau de nettoyé ! [wave amp=30 freq=10]Beau travail d'équipe[/wave], {player} !", - "OFFICE_POSTBATTLE_KAYLEIGH4": "C'est bon, on a nettoyé le dernier bureau ? Espérons qu\\'ils ne [wave amp=30 freq=10]reviendront pas[/wave] !", - "OFFICE_POSTBATTLE_MEREDITH1": "Ces types cherchent [wave amp=30 freq=10]vraiment[/wave] à acheter la Nouvelle-Wirral ? Aucune chance que je culpabilise de les avoir tabassés, ça, c'est sûr !", - "OFFICE_POSTBATTLE_MEREDITH3": "Et encore un bureau de nettoyé ! Ça devrait faire sacrément plaisir à Eugène qu'on fasse son boulot à sa place !", - "OFFICE_POSTBATTLE_MEREDITH2": "C'est vraiment chouette d\\'avoir la sensation de rendre service aux gens quand on [wave amp=30 freq=10]cogne ces types très, très fort[/wave].", - "OFFICE_POSTBATTLE_MEREDITH4": "Oh, c'était le dernier bureau à nettoyer ? [pause]Ça veut dire qu\\'on a fini, alors ? [wave amp=30 freq=10]Pour de vrai ?[/wave]", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Super boulot ![/shake] Peut-être que ces [shake rate=30 level=10]parasites[/shake] ont enfin compris à qui ils avaient affaire !", - "OFFICE_POSTBATTLE_EUGENE2": "Et encore un bureau délivré de ces sales types ! Beau travail, {player} !", - "OFFICE_POSTBATTLE_FELIX4": "Allez, viens, fichons le camp d'ici ! C\\'était bien le dernier immeuble de bureaux qu\\'il te fallait nettoyer, non ?", - "OFFICE_POSTBATTLE_FELIX3": "Ils ont filé sans demander leur reste, pas vrai ? Peut-être qu'ils ont fini par comprendre qu\\'ils n\\'étaient pas de taille...", - "OFFICE_POSTBATTLE_FELIX1": "Ces types n'annoncent vraiment rien de bon. Espérons qu\\'ils ne reviendront pas de sitôt.", - "OFFICE_POSTBATTLE_EUGENE3": "Ils n'avaient pas la moindre [shake rate=30 level=10]chance[/shake] !", - "OFFICE_POSTBATTLE_FELIX2": "Comment est-ce que ces agents immobiliers dangereux ont pu [wave amp=30 freq=10]construire[/wave] un endroit pareil ?", - "OFFICE_POSTBATTLE_VIOLA2": "Ces individus n'ont vraiment [wave amp=30 freq=10]rien de terrestre[/wave], n\\'est-ce pas ?", - "OFFICE_POSTBATTLE_VIOLA1": "Ces démons parlaient vite, mais quand il s'est agi de s\\'enfuir, ils ont été encore plus rapides.", - "OFFICE_POSTBATTLE_VIOLA3": "Je suis heureuse que ces démons s'en soient allés.", - "OFFICE_POSTBATTLE_VIOLA4": "Ces démons ne me plaisent guère. [pause]Mais nul doute qu'ils doivent amèrement regretter de nous avoir parlé avec tant d\\'hostilité...", - "OFFICE_POSTBATTLE_DOG1": "Les Gardes-terres ont fui...", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Voilà un manque de coopération pour le moins regrettable, jeune homme...[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]On prend le contrôle de votre opération, maudites sangsues ![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "Votre argumentaire de vente ? Mais qu'est-ce que...", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Pourquoi ne pas plutôt... [pause][pause]écouter notre argumentaire de vente ?[/wave]", - "OFFICE_1_LINE5_EUGENE": "... [pause]Oui ? Et... ?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "Hein ? Il a bien dit \\\"argumentaire de vente\\\" ?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "Je croyais que c'était des... vampires.", - "OFFICE_1_LINE6_PLAYER_OPTION2": "Tu m'avais bien dit que c\\'était des vampires, non ?", - "OFFICE_1_LINE7_EUGENE": "Ben oui, [wave amp=30 freq=20]c'en est[/wave] !", - "OFFICE_1_LINE8_EUGENE": "Enfin... [pause]façon de parler.", - "OFFICE_1_LINE9_EUGENE": "J'ai dit qu\\'ils étaient PIRES que des vampires...", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]L'Association des Gardes-terres souhaite juste mettre en place un marché immobilier de long terme à la Nouvelle-Wirral.[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]Et c'est vrai... c\\'est des agents immobiliers ![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]En vous portant acquéreurs maintenant, vous pourrez réaliser un joli profit en revendant aux nouveaux arrivants qui auront besoin de se loger ![/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Et comme la Nouvelle-Wirral n'a pas encore de monnaie, nous sommes également en train de mettre au point un système de financement des plus avantageux ![/wave]", - "OFFICE_1_LINE14_EUGENE": "J'en ai assez entendu ! [pause][shake rate=30 level=10]Jamais[/shake] on ne vous laissera devenir les maîtres de Port-la-Ville !", - "OFFICE_1_LINE17_PLAYER_OPTION1": "Montrons-leur de quel bois on est faits !", - "OFFICE_1_LINE15_EUGENE": "{player}...", - "OFFICE_1_LINE16_EUGENE.f": "Tu es prête ?", - "OFFICE_1_LINE16_EUGENE.m": "Tu es prêt ?", - "OFFICE_1_LINE16_EUGENE.n": "Tu es prêt·e ?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "Euh... bon, d'accord.", - "OFFICE_1_LINE19_EUGENE": "C'est une petite victoire, mais il reste encore beaucoup à faire.", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]La croissance du marché de l'immobilier est inéluctable. NOUS sommes inéluctables ![/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "Tu es sûr qu'ils sont vraiment si malfaisants que ça ?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "Ils n'ont pas l\\'air si terribles que ça...", - "OFFICE_1_LINE21_EUGENE": "Ces prétendus \\\"Gardes-terres\\\" cherchent juste à profiter de la misère des gens !", - "OFFICE_1_LINE23_EUGENE": "Mais en tant que [wave amp=30 freq=10]défenseur de Port-la-Ville[/wave], j'ai la ferme intention de les arrêter !", - "OFFICE_1_LINE22_EUGENE": "Je ne sais vraiment pas comment ils ont fait pour arriver là...", - "OFFICE_1_LINE27_EUGENE": "Ouvre l'œil pour tenter d\\'apercevoir les autres forteresses, et tend l\\'oreille quand tu es en ville, ça t\\'aidera à entendre des rumeurs.", - "OFFICE_1_LINE24_PLAYER": "Tu as besoin d'aide pour y arriver, \\\"défenseur de Port-la-Ville\\\" ?", - "OFFICE_1_LINE25_EUGENE": "...", - "OFFICE_1_LINE26_EUGENE": "Un petit coup de main serait le bienvenu, oui...", - "OFFICE_1_LINE29_EUGENE.m": "Tu peux ouvrir les fenêtres de toit tout seul, maintenant.", - "OFFICE_1_LINE28_EUGENE": "Oh, et prends ça, aussi...", - "OFFICE_1_LINE29_EUGENE.n": "Tu peux ouvrir les fenêtres de toit tout·e seul·e, maintenant.", - "OFFICE_1_LINE29_EUGENE.f": "Tu peux ouvrir les fenêtres de toit toute seule, maintenant.", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]Hein ?[/shake] Je ne me laisserai pas battre aussi facilement !", - "KUNEKOS_RETURN_PRE_BATTLE.m": "Ah, l'ami de Félix ! Je me suis beaucoup entraînée. Laisse-moi te montrer [shake rate=30 level=10]comme je suis forte[/shake], maintenant !", - "KUNEKOS_RETURN_PRE_BATTLE.f": "Ah, l'amie de Félix ! Je me suis beaucoup entraînée. Laisse-moi te montrer [shake rate=30 level=10]comme je suis forte[/shake], maintenant !", - "KUNEKOS_RETURN_PRE_BATTLE.n": "Ah, l'ami·e de Félix ! Je me suis beaucoup entraînée. Laisse-moi te montrer [shake rate=30 level=10]comme je suis forte[/shake], maintenant !", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "Vas-y, Kuneko ! Je sais que tu peux y arriver !", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]Rhaaaaa ![/shake] La prochaine fois, je te battrai !", - "KUNEKOS_RETURN_TEAM_NAME.m": "Allié {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "Allié·e {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "Alliée {name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} ET {partner.to_upper}.\\n\\nQUELLE CHANCE DE VOUS VOIR AU MOMENT MÊME OÙ JE CHERCHE DU MONDE À SACRIFIER !\\n\\nLÆ MER-LIGNE NOUS SOURIT VRAIMENT, AUJOURD'HUI !", - "POSTGAME_MORGANTE_PRE_BATTLE2": "N'AYEZ PAS L\\'AIR SI SURPRIS.\\n\\nIL EST PARFAITEMENT NATUREL QU\\'EN TANT QU\\'ESPRIT DE LA RÉBELLION, JE ME RETOURNE CONTRE CEUX QUI M\\'ONT INVOQUÉE.", - "POSTGAME_MORGANTE_POST_BATTLE": "UN SACRIFICE EST UN SACRIFICE. LE RITUEL EST ACHEVÉ.\\n\\nLES ARCHANGES SONT DE RETOUR À LA NOUVELLE-WIRRAL.", - "FARM_PUMPKIN_NO_JELLY": "Qu'elle est mignonne, cette citrouille !", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "Qu'elle est mignonne, cette citrouille ! Mettre de la gelée de Gelos dessus ?", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Ci-gît Mérédith\\n1967 – XXXX\\nElle aurait dû rester au lit ce matin-là.\\\"", - "DUNGEON_MEADOW_NOTE_1": "\\\"À mes chers invités, j'espère que vous apprécierez cette nourriture que j\\'ai préparée pour vous. Je serai [wave amp=30 freq=10]très bientôt[/wave] là, alors, ne vous avisez pas de vous en aller, surtout. Hé, hé, hé...\\n- Alice x\\\"", - "DUNGEON_MEADOW_NOTE_2": "\\\"Je vous avais dit de ne pas bouger ! Franchement, où sont vos bonnes manières ! Vous devriez avoir honte ! Le chapelier déteste qu'on l\\'interrompe à l\\'heure du goûter, alors, restez où vous êtes, compris ?\\n- Alice xx\\\"", - "DUNGEON_MEADOW_EAT_ME": "Manger le gâteau sur lequel est indiqué \\\"Mangez-moi\\\" ?", - "DUNGEON_MEADOW_NOTE_3": "\\\"Je mets ça de côté pour plus tard. Je vous réserve la surprise ! Si vous avez un minimum de courtoisie, vous n'y toucherez pas. [wave amp=30 freq=10]Il faut se servir de sa tête, pas la perdre ![/wave]\\n- Alice xxxxxx\\\"", - "DUNGEON_MEADOW_DRINK_ME": "Boire la bouteille sur laquelle est indiqué \\\"Buvez-moi\\\" ?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "Grandir encore serait sans doute une mauvaise idée.", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "Rapetisser encore serait sans doute une mauvaise idée.", - "DUNGEON_MEADOW_CHEST_CONFIRM": "Ouvrir le coffre ?", - "DUNGEON_MEADOW_RED_QUEEN": "Reinyx veut ta tête !", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Ci-gît {player}.\\nMort cette année, à un âge inconnu.\\nQu'il repose en paix.\\\"", - "DUNGEON_MEADOW_MAD_HATTER": "Tu as perturbé le goûter d'un monstre !", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Ci-gît {player}.\\nMorte cette année, à un âge inconnu.\\nQu'elle repose en paix.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Ci-gît Kayleigh, 1983 – ????\\nA suivi un imbécile jusqu'à sa perte... et ce n\\'était même pas la première fois.\\nR.I.P.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Ci-gît Kayleigh, 1983 – ????\\nA suivi une imbécile jusqu'à sa perte... et ce n\\'était même pas la première fois.\\nR.I.P.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Ci-gît {player}.\\nMort·e cette année, à un âge inconnu.\\nQu'iel repose en paix.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Ci-gît Félix\\nRepose en paix, en sachant que tes amis ont exaucé ton dernier souhait en détruisant tes dessins les plus embarrassants. Et ils n'ont pas trop ri, promis !\\n1991 – maintenant\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Ci-gît Kayleigh, 1983 – ????\\nA suivi un·e imbécile jusqu'à sa perte... et ce n\\'était même pas la première fois.\\nR.I.P.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"Ici repose Violaine.\\nNée en 1575, morte aujourd'hui.\\nManque cruellement à son frère.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Ci-gît Eugène, protecteur de Port-la-Ville.\\n2076 – NaN\\nParlait pour pas grand-chose.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Ci-gît un bon garçon.\\nIl serait heureux de savoir que, dans la mort, il est enfin devenu ce qu'il aimait le plus : un tas d\\'os.\\nNé en 14140, mort en cette année (numérotation inconnue en années chien).\\\"", - "DUNGEON_GRAVEYARD_LM_1": "QUELLE FIN DÉSOLANTE !\\n\\nSALE COUP QUAND ÇA VOUS TOMBE DESSUS ET QU'ON EST AU POINT MORT, PAS VRAI ?", - "DUNGEON_GRAVEYARD_LM_2": "GARE À NE PAS PRENDRE DE MAUVAIS VIRAGE, VOUS POURRIEZ MAL TOURNER !\\nHA, HA, HA, HA, HA !", - "DUNGEON_GRAVEYARD_LM_4": "UNE RÉCOMPENSE POUR VOS EFFORTS. REPOSEZ-VOUS, VOUS DEVEZ EN AVOIR BESOIN.", - "DUNGEON_GRAVEYARD_LM_3": "MONTREZ-MOI SI VOUS AVEZ VRAIMENT ENVIE DE SURVIVRE.\\n\\nBATTEZ-VOUS COMME SI VOTRE VIE EN DÉPENDAIT !", - "DUNGEON_GRAVEYARD_LM_KILL": "AMUSANT. JE SOUHAITE EN VOIR PLUS.", - "DUNGEON_GRAVEYARD_LM_5": "J'AI CHANGÉ D\\'AVIS.\\n\\nVOUS VOUS REPOSEREZ QUAND VOUS SEREZ SIX PIEDS SOUS TERRE.", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Tant que les gens continueront de mourir, il y aura de la demande pour les terrains où enterrer les morts.[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]C'est une source de revenus garantie ![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Je ferais peut-être bien de cesser d'être Garde-terres pour devenir Garde-tombes à la place...[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "ÇA A L'AIR MORTEL, PAS VRAI ? ATTENTION À NE PAS TOMBER !", - "DUNGEON_GRAVEYARD_LM_7": "TIENS, COMMENT IL EST ARRIVÉ LÀ ?\\nHA, HA, HA, HA, HA !", - "DUNGEON_GRAVEYARD_LM_8": "L'HORLOGE SONNE LES DOUZE COUPS DE MINUIT. TOUS LES HUMAINS DOIVENT FAIRE FACE À LA MORT, UN JOUR OU L\\'AUTRE...\\n\\nALORS, MERCI DE NE PAS ME FAIRE TROP ATTENDRE, JE DÉTESTE ÇA !", - "CULTIST_ENCOUNTER_KAYLEIGH1": "...", - "CULTIST_ENCOUNTER_KAYLEIGH2": "Et si... [pause]on en parlait plutôt une autre fois, tu veux bien ?", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Cette personne avait vraiment l'air étrange...", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "Qu'est-ce que cette personne voulait dire ?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "Et... et tu auras sans doute une moins bonne opinion de moi quand j'aurai fini. Désolée...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Il y a d'autres choses que je dois te dire...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Vois-tu, quand je suis arrivée à la Nouvelle-Wirral, je ne vivais pas à Port-la-Ville.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Il y a une autre communauté sur la colline de l'Automne, [pause]sur la côte est.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Villedeuil. [pause]Ses habitants vivent de la terre, partagent leurs possessions, ce genre de choses.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Tu as vu ces gens qui se baladent en robe à capuche, non ?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Oui, bien sûr.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "Les choses n'étaient pas aussi [wave amp=30 freq=30]étranges[/wave], à l\\'époque, mais...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Ils ont l'air assez louches.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Ça, c'est clair. Et, euh... [pause]j\\'étais des leurs, dans le temps.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Leur chef, [pause]Dorian[pause], est obsédé par les archanges.", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "Écoutez, [pause]les amis[pause], [wave amp=30 freq=10]les Endeuillés[/wave], ou quel que soit le nom que vous vouliez vous donner... vous avez tous superbement creusé.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Villedeuil a été fondée dans le but d'aider tout le monde, [pause]mais bien vite, la seule chose qui a commencé à compter, c\\'est ce que [wave amp=30 freq=30]lui[/wave] voulait.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Et j'ai atteint un point où je ne me sentais plus chez moi. [pause]Le nouveau fonctionnement de Villedeuil était trop ancré pour qu\\'il soit possible de revenir en arrière, alors... je me suis enfuie.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "C'est comme ça que je me suis retrouvée à Port-la-Ville l\\'année dernière. Je veux vraiment aider les gens, parce que je sais que, dans le passé, j\\'ai pas été à la hauteur.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Mais ils devraient encore se souvenir de moi. Oui, je devrais pouvoir nous faire entrer...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "Ils... ils ne laissent entrer personne dans la communauté...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Mais... [pause]si Dorian a appris où se trouvent les autres archanges, je dois mettre ma peur de côté pour essayer de découvrir ce qu'il sait.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "On le fait ensemble ?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "Ouais, génial ! J'espère que quelque chose de bien pourra sortir de tout ça...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "Bien sûr !", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "Tu es sûre d'avoir vraiment envie de faire ça ?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Oui. Je sais que ce sera dur, mais... j'aimerais qu\\'un peu de bien puisse sortir de tout ce que j\\'ai vécu.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Mais n'oublie pas : ils ne te laisseront entrer que si je suis avec toi.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Bon, [pause]d'accord, [pause]je vais marquer l\\'entrée de la communauté sur ta carte.", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Homme en robe", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "Tu n'es pas le bienvenu ici. Va-t\\'en, s\\'il te plaît.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "Tu n'es pas la bienvenue ici. Va-t\\'en, s\\'il te plaît.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "Tu n'es pas læ bienvenu·e ici. Va-t\\'en, s\\'il te plaît.", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Bonjour. Je suis ici pour parler à Dorian.", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Kayleigh... heureux de te revoir !", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Entre vite, tu arrives juste à temps !", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "Où sont-ils tous ? Il se passe quelque chose ?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "Juste à temps pour quoi ?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Allons explorer les environs.", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "Ça me fait tout drôle de me retrouver ici...", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "C'est qui, celle-là ? Ma... ma remplaçante ? Ça me fait tout drôle...", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "Silence, dans le public !", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "Dorian va parler.", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]ALORS, COMMENT ALLEZ-VOUS, LES AMIS ?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "Et je vous l'accorde, [pause]nous avons eu des hauts et des bas...", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "Je vous adore ! Vous êtes le meilleur public du monde !", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "Sérieux, ce trou que vous m'avez fait là, il est purement et simplement [wave amp=30 freq=10]génial[/wave] !", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "Cette [wave amp=30 freq=10]fosse[/wave] est aussi profonde que votre dévotion est grande. [pause]C'est comme une [wave amp=30 freq=10]métaphore[/wave] !", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "Quand j'ai entendu les [wave amp=30 freq=10]murmures dans ma tête[/wave] qui me guidaient sous la terre, j\\'ai su que je ne pourrais pas faire ça tout seul.", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "Mais nous avons réussi ! [pause]Tirez le rideau !", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]LE DIEU SERPENT NOUS ATTEND, LES AMIS ![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "Bientôt, j'entrerai dans la salle où il se trouve et je négocierai avec lui pour qu\\'il m\\'offre une partie de son [wave amp=30 freq=10]pouvoir divin[/wave] !", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "Et afin de m'accompagner, [pause]voilà que la fille prodigue est de retour parmi nous !", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Oh, non...", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "N'est-ce pas... [wave amp=30 freq=10]Kayleigh[/wave] ?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]ma chérie, [pause]tu as l'air d\\'une biche prise dans la lueur des phares. [pause]Tu devais bien te douter que j\\'apprendrais que tu comptais te joindre à notre petite fête...", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "N'as-tu pas expliqué à ton ami que tu m\\'aidais autrefois à [wave amp=30 freq=10]diriger[/wave] notre belle communauté ?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "N'as-tu pas expliqué à ton amie que tu m\\'aidais autrefois à [wave amp=30 freq=10]diriger[/wave] notre belle communauté ?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Je suis désolée...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "N'as-tu pas expliqué à ton ami·e que tu m\\'aidais autrefois à [wave amp=30 freq=10]diriger[/wave] notre belle communauté ?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "Tu ne me croyais pas, n'est-ce pas ? Et pourtant, on dirait bien que j\\'avais [wave amp=30 freq=10]raison depuis le début[/wave] !", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Je t'expliquerai plus tard. Mais d\\'abord, il faut qu\\'on mette un terme à tout ça !", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "Il y a [shake rate=30 level=10]vraiment un archange[/shake] sous nos pieds !", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Si tu entres là-dedans, tu te feras tuer !", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "On a [wave amp=30 freq=10]combattu[/wave] plusieurs archanges, Dorian !", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Si ton ami et toi avez autant d'expérience sur la question, [wave amp=30 freq=10]pourquoi ne pas vous joindre à moi[/wave] ?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Si ton amie et toi avez autant d'expérience sur la question, [wave amp=30 freq=10]pourquoi ne pas vous joindre à moi[/wave] ?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Si ton ami·e et toi avez autant d'expérience sur la question, [wave amp=30 freq=10]pourquoi ne pas vous joindre à moi[/wave] ?", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "Venez donc me voir [wave amp=30 freq=10]devenir un dieu[/wave] avec mon nouveau meilleur ami !", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "Jacqueline, la plateforme, s'il te plaît.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "Bien, monsieur.", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Allez, viens, allons empêcher cet idiot de faire ce qu'il croit vouloir faire...", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]On se reverra à l'intérieur[/wave], Kayleigh !", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Si tu savais comme je le déteste...", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "Kayleigh ! [pause]Et ton ami ! [pause]Vous êtes là !", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "Kayleigh ! [pause]Et ton ami·e ! [pause]Vous êtes là !", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "Kayleigh ! [pause]Et ton amie ! [pause]Vous êtes là !", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "Euh... monsieur ?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "J'ai pris la décision tactique de [wave amp=30 freq=10]modifier le plan[/wave] !", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh et son ami vont commencer, [pause]et si jamais l'archange ne les [wave amp=30 freq=10]tue pas instantanément[/wave], j\\'irai lui parler.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh et son amie vont commencer, [pause]et si jamais l'archange ne les [wave amp=30 freq=10]tue pas instantanément[/wave], j\\'irai lui parler.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh et son ami·e vont commencer, [pause]et si jamais l'archange ne les [wave amp=30 freq=10]tue pas instantanément[/wave], j\\'irai lui parler.", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Tu es un imbécile. Tout ce que ça va t'apporter, c\\'est de te faire tuer.", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "Toi [wave amp=30 freq=10]d'abord[/wave], chérie.", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "AVEZ-VOUS ENTENDU MON APPEL ?\\n\\nÊTES-VOUS ICI POUR PAYER MON TRIBUT ?\\n\\nPOUR BRÛLER POUR MOI ?", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]POUR MA LOYAUTÉ, JE TE DEMANDE SEULEMENT UNE FRACTION DE TA FORCE DIVINE ![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "Bon...", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]Ô, GRAND ARCHANGE ![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]J'AI ENTENDU TON APPEL, ET ME VOILÀ ![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "SACHE QUE JE N'AI RIEN À DONNER AUX MORTELS. JE NE FAIS QUE PRENDRE.", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "TU VAS ADORER LA PROPOSITION QUE J'AI À TE FAIRE...", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Allez, viens, {player}. Arrêtons cette... chose avant qu'elle tue [wave amp=30 rate=10]quelqu\\'un d\\'autre[/wave] !", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]Je lui avais bien dit que ça arriverait ![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "C'EST BIEN TOI QU\\'ON APPELLE ASMODEUIL ?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian...", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Je suis désolée, [pause]mais le seul responsable de ce qui lui arrive, c'est lui...", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Partons d'ici. [pause][pause]Cet endroit empeste la mort...", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Va ouvrir ses portes aux autres. Nous allons essayer de trouver un terrain d'entente avec le reste de la Nouvelle-Wirral.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "La communauté...", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Nous recherchions juste un guide... [pause]Jamais... [pause]nous n'aurions...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Je sais.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "Les gens de cette communauté ne sont pas mauvais.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Eh bien, quel bazar...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Il faut juste faire attention de ne pas accorder sa confiance à n'importe qui.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "Ça va ?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "Comment tu te sens ?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Je... [pause][pause][pause]Ça va aller.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Je me sens vraiment mal d'avoir aidé Dorian aussi longtemps, mais... [pause]Je lui en veux plus que je m\\'en veux à moi.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "On est devenus bons amis, lui et moi. J'étais en quelque sorte son... [pause]assistante.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "J'ai découvert les Endeuillés à peu près en même temps que lui. [pause]Et moi aussi, j\\'ai ressenti cette sensation de communauté. De faire partie d\\'un groupe.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "Je ne sais pas si les choses ont fini par changer, ou si je m'en étais pas aperçue au début, [pause]mais Dorian a commencé à avoir une influence de plus en plus inquiétante sur les gens de Villedeuil.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "Je ne le crois pas !", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "C'est ça... [pause]j\\'étais plus son \\\"assistante\\\", je réparais juste ses erreurs.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "Chaque fois que quelqu'un souffrait à cause de lui, j\\'étais là pour arranger les choses.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "Je suis pas quelqu'un de bien, {player}.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Je suis heureuse que tu penses ça.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Pendant longtemps, j'ai cru que je continuais à être utile... [pause]que j\\'aidais à maintenir une bonne ambiance au sein de la communauté, même si certains souffraient de temps en temps.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Tout s'est mis à tourner autour de lui, de ce qu\\'il voulait, de ses rêves et de sa folie des grandeurs. La communauté que je recherchais avait... disparu.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Cet insigne signifie que tu es désormais officiellement capitaine des Veilleurs. Les gens vont maintenant se tourner vers toi pour les former, comme les autres capitaines ont aidé à t'entraîner.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Cet insigne signifie que tu es désormais officiellement capitaine des Veilleurs. Les gens vont maintenant se tourner vers toi pour les former, comme les autres capitaines ont aidé à t'entraîner.", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Tu sais, je dois être la première personne de la Nouvelle-Wirral à avoir réussi à prendre une forme de monstre grâce à une cassette. [pause]Du coup, on me pose sans cesse la même question...", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"Comment ça peut marcher, cette histoire de cassette ? [pause]Ça n'a aucun sens !\\\"", - "LEADER_IANTHE_FUSED_MATERIAL1": "Les fusions rebelles en lâchent... et peut-être que les archanges aussi, je ne sais pas trop.", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "Tu veux savoir ce que j'en pense ? [pause]À mon avis, c\\'est parfaitement sensé, au contraire. C\\'est juste une question de perspective.", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Et puis, [pause]nous enfermons cette musique intangible dans une forme physique... d'où les [wave amp=30 freq=10]cassettes[/wave]. [pause]Elles sont une parfaite passerelle entre les deux mondes, le physique et l\\'imaginaire.", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "Tu as vu le panneau des Veilleurs devant l'hôtel de ville, pas vrai ? [pause]Si jamais nous avons des nouvelles recrues qu\\'il faut mettre à l\\'épreuve, je te laisserai un message là-bas.", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "D'une certaine façon, je trouve que ça se tient.", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "Pour le moment, je vais m'accorder un repos bien mérité. [pause]Si tu as l\\'intention de poursuivre ton exploration de l\\'île, pourquoi n\\'irais-tu pas rendre visite aux autres capitaines ?", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "Je suis sûre qu'ils auront envie de te féliciter pour ta \\\"promotion\\\" !", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "Quant à la raison pour laquelle nous demandons aux Veilleurs d'en rapporter... ça concerne juste les capitaines. De ton côté, concentre-toi sur ta formation, pour le moment.", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "Maintenant que tu es capitaine, il faut que tu saches pourquoi nous recueillons toute cette matière fusionnée.", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "Maintenant que tu es capitaine, il faut que tu saches pourquoi nous recueillons toute cette matière fusionnée.", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "Maintenant que tu es capitaine, il faut que tu saches pourquoi nous recueillons toute cette matière fusionnée.", - "LEADER_IANTHE_FUSED_MATERIAL3": "As-tu remarqué que les \\\"fusions rebelles\\\" sont de plus en plus nombreuses à la Nouvelle-Wirral ?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "Oui, j'en ai déjà rencontré !", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "Les \\\"fusions rebelles\\\" ?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "Ce n'est pas étonnant. Et ça veut dire que tu dois savoir qu\\'elles sont bien plus redoutables que la plupart des monstres qu\\'on trouve à la Nouvelle-Wirral.", - "LEADER_IANTHE_FUSED_MATERIAL4B": "Tu en as peut-être rencontré au cours de tes voyages sur l'île. [pause]Ce sont des fusions de monstres, souvent entourées d\\'un nuage noir. On ne peut pas les rater.", - "LEADER_IANTHE_FUSED_MATERIAL5": "Ça n'a pas toujours été comme ça. Il y a quelques années encore, les fusions étaient une rareté.", - "LEADER_IANTHE_FUSED_MATERIAL6": "Nous ignorons d'où elles viennent et quelle est la raison de leur présence ici.", - "LEADER_IANTHE_FUSED_MATERIAL7": "Ce qui m'inquiète, c\\'est que, si leur nombre ne cesse d\\'augmenter, comme c\\'est actuellement le cas, d\\'ici deux ou trois ans, Port-la-Ville sera complètement envahie.", - "LEADER_IANTHE_FUSED_MATERIAL8": "Je ne voudrais pas provoquer de panique, c'est pour ça que je n\\'ai prévenu personne.", - "LEADER_IANTHE_FUSED_MATERIAL9": "Mais il reste encore un espoir. La matière fusionnée qu'on récupère sur elles dégage de légères radiations. Pas assez pour être dangereuse, mais...", - "LEADER_IANTHE_FUSED_MATERIAL11": "Et peut-être... [pause]qu'il nous sera même possible d\\'apprendre d\\'où elles viennent et de stopper leur propagation. Ce serait vraiment bien.", - "LEADER_IANTHE_FUSED_MATERIAL10": "Avec suffisamment de matière fusionnée, il est possible de fabriquer des appareils permettant de détecter les fusions rebelles et de les suivre à la trace.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Tu as bien fait attention aux types élémentaires de tes formes de monstre ?", - "LEADER_IANTHE_FUSION_IANTHE1": "La fusion... [pause]Elle a très rarement été atteinte. J'ai bien une théorie quant à ce qui permet à deux personnes de fusionner, mais je ne suis pas sûre qu\\'elle soit exacte.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Les capacités élémentaires peuvent causer des [wave amp=30 freq=10]réactions chimiques[/wave] quand on les utilise contre des monstres de certains types.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "En revanche, la même capacité, [pause]utilisée contre un monstre d'eau[pause], l\\'entourera d\\'un [wave amp=30 freq=10]nuage de vapeur qui le soignera[/wave]. Pas terrible, hein ?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Ces réactions peuvent être extrêmement bénéfiques, mais pas toujours. Par exemple, se servir d'une capacité de feu contre un adversaire élémentaire de type poison le fera brûler.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Tu peux toujours voir quels effets causera ton attaque avant de la déclencher, alors, fais bien attention.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Oh, j'allais oublier ! [pause]De nombreuses capacités, telles que \\\"Crachat\\\" ou \\\"Impact\\\", n\\'ont pas un élément inné. En revanche, elles prennent l\\'élément de leur utilisateur.", - "LEADER_IANTHE_FUSION_IANTHE3": "Si tu veux rendre cette fusion plus puissante, tu vas devoir renforcer ce lien.", - "LEADER_IANTHE_FUSION_IANTHE2": "Je sais d'expérience que l\\'intensité du lien unissant deux personnes semble accroître directement la force et les facultés de la forme fusionnée.", - "AA_PUPPET_HINT_FELIX1": "Flûte, il bouge au moment où on le frappe ! Il doit bien exister [wave amp=30 freq=10]un moyen[/wave] de déterminer dans quelle direction il va aller...", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Avec qui avez-vous fusionné ?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Qui est votre partenaire de fusion ?", - "LEADER_IANTHE_FUSION_IANTHE6": "Ne te préoccupe pas de ça !", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Qui est votre partenaire de fusion ?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Qui est votre partenaire de fusion ?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Merci de tout ce que tu as fait pour te charger des tâches que je t'avais confiées, {player} !", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "Et avec toute cette matière fusionnée que tu as récupérée, je vais pouvoir demander au capitaine Magneth d'installer un radar à fusions sur plusieurs pylônes magnétiques de l\\'île.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Merci de tout ce que tu as fait pour te charger des tâches que je t'avais confiées, {player} !", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "En attendant, je tiens à ce que tu aies ce prototype.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Merci de tout ce que tu as fait pour te charger des tâches que je t'avais confiées, {player} !", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Vérifie ta carte. Elle t'indiquera où trouver les fusions rebelles.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Cette version du radar à fusions ne détecte pas profondément dans le sol et elle n'est pas fiable à 100 %, mais je suis sûre qu\\'elle te sera tout de même utile.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "N'oublie surtout pas d\\'échanger ta matière fusionnée avec Wilma, la Veilleuse. Elle ne te sera d\\'aucune utilité si tu la gardes dans tes poches !", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "Ta dernière livraison de matière fusionnée s'est avérée extrêmement utile. Le capitaine Magneth m\\'a dit que son [wave amp=30 freq=10]radar à fusions à détection souterraine[/wave] avait capté un signal en dessous de la Vallée des dinosaures, dans les Terres Mortes.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "J'ai demandé au capitaine Murolien d\\'aller effectuer des fouilles sur place quand il n\\'aurait pas de nouvelles recrues à former ou de fusions rebelles à affronter.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Et puisqu'on parle de fusions, il y a eu... euh, du nouveau à ce sujet.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "De nouvelles fusions instables apparaissent un peu partout, depuis quelque temps. On les a baptisées \\\"Anathemas\\\".", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "La vitesse à laquelle ces choses se reproduisent est... [pause]pour le moins troublante.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Je t'ai fait passer des précisions les concernant par le biais du panneau des Veilleurs. Tu veux bien y jeter un œil ?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Eh bien, j'ai demandé au capitaine Murolien de creuser là-bas, et on dirait bien qu\\'il y a à cet endroit une autre de ces gares qui apparaissent un peu partout.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Tu te souviens du signal sous la Vallée des dinosaures ? Tu sais bien, celui qui a été capté par le radar à fusions du capitaine Magneth...", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "Et n'oublie pas d\\'aller échanger ta matière fusionnée avec Wilma, bien sûr.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "Et à en juger par la force du signal émanant de cette gare, il se pourrait que ce soit la source de toutes les Anathemas et des fusions rebelles !", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "C'est toi qui as plus d\\'expérience avec ces gares... [pause]et leurs étranges occupants, {player}... [pause]Tu veux bien aller y jeter un œil ?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "C'est toi qui as plus d\\'expérience avec ces gares... [pause]et leurs étranges occupants, {player}... [pause]Tu veux bien aller y jeter un œil ?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Ainsi, læ Mer-ligne s'attend à ce qu\\'on règle nous-mêmes le problème des fusions rebelles ?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "C'est toi qui as plus d\\'expérience avec ces gares... [pause]et leurs étranges occupants, {player}... [pause]Tu veux bien aller y jeter un œil ?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Au moins, grâce à toi, nous pourrons désormais nous replier vers la gare de Terminox si la situation empire.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "Alors, {player}, les nouvelles sont-elles bonnes ?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "Tu sais, {player}, je t'ai dit que je ne t\\'en voudrais pas si tu décidais de quitter la Nouvelle-Wirral, et je le pensais.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "Mais sache que s'il te prenait l\\'envie de rester ici un peu plus longtemps, j\\'aurais énormément de tâches à te proposer.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "Tu sais comment faire, maintenant.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Je crois bien que Kayleigh a quelque chose pour toi.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Tiens, j'ai enregistré ça il y a peu, et ça m\\'a rappelé le jour de notre rencontre.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Je sais que ce n'est pas grand-chose, mais je tenais à ce que tu l\\'aies.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Au fait, tu n'aurais pas vu un... [pause]orbe géant flottant dans le ciel, récemment ?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "Euh... pardon ?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Un de nos petits jeunes en formation nous a fait un rapport étrange. [wave amp=30 freq=30]Mais[/wave] il avait reçu un coup à la tête, note bien... ceci explique peut-être cela.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Du genre... le soleil ?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Garde quand même un œil sur ton radar à fusions, au cas où...", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "Tiens, voilà pour toi !", - "OUTPOST_NPC_2_DIALOGUE1": "Un Ressortalon m'a tendu une embuscade. [pause]J\\'ai de la chance d\\'être encore en un seul morceau !", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz...[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "VOUS PASSEZ TELLEMENT DE TEMPS À RÊVER DE LA MORT, VOUS AUTRES SACS DE VIANDE. VOUS Y SONGEZ TOUT AU LONG DE VOTRE VIE INSIGNIFIANTE. EST-CE CE QUI VOUS AMÈNE JUSQU'À MOI ?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Vous voulez savoir... si on vient ici pour mourir ? [pause]Franchement, je ne crois pas du tout que ce soit l'idée.", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Ce type a un look dément. [pause]Mais j'ai quand même un peu l\\'impression qu\\'il a envie de nous tuer...", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Non, on est là pour se battre !", - "AA_PUPPET_PRE_BATTLE_AA1": "D'AUTRES JOUETS POUR MA COLLECTION ? TANT MIEUX, JE COMMENÇAIS À EN MANQUER...", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "Je n'ai pas peur de la mort, [pause]car mieux vaut mourir en héroïne que vivre en lâche !", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Quelque chose me dit que ça n'annonce rien de bon pour nous...", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr...", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "LAISSEZ-MOI ME REPAÎTRE DE VOTRE PEUR ET VOUS MONTRER CE QU'EST VRAIMENT LA MORT.", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "C'était plutôt flippant, hein ? Je me demande si ce qu\\'il a dit est vrai... [pause]Peut-être que beaucoup de gens passent [wave amp=30 freq=10]vraiment[/wave] toute leur vie à penser à la mort...", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "MÊME NOTRE ESPÈCE NE PEUT PAS ÉCHAPPER À LA VRAIE MORT...", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "GÉNIAL, UN SQUELETTE GÉANT ! C'EST LE GENRE DE TRUC DONT TOUT LE MONDE A BESOIN, NON ?", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "Le nombre de créatures cauchemardesques qui cherchent à nous tuer sur cette île est... [pause]vraiment trop élevé.", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "C'était vraiment le plus gros monstre squelettique que j\\'aie vu [wave amp=30 freq=10]de toute ma vie[/wave] ! Plutôt flippant, pas vrai ?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "C'était... particulièrement déplaisant.", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Les lâches meurent de nombreuses fois avant le jour de leur vraie mort, mais les braves, eux, ne la connaissent qu'une fois.", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Désolée, on n'est pas là pour s\\'amuser.", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Les yeux de cet archange me donnent la chair de poule...", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "Alors, comme ça, les gens sont juste des jouets à vos yeux ?", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "Je ne sens pas la moindre bienveillance dans le discours de cet esprit.", - "AA_PUPPET_PRE_BATTLE_FELIX2": "Ça m'étonnerait que ce type se préoccupe de notre bien-être...", - "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr...", - "AA_PUPPET_HINT_KAYLEIGH1": "Il n'arrête pas de bouger juste avant qu\\'on le touche ! Ouvre l\\'œil, il doit bien y avoir [wave amp=30 freq=10]un moyen[/wave] de savoir dans quelle direction il va se déplacer...", - "AA_PUPPET_PRE_BATTLE_AA3": "HA ! VOUS ME FEREZ D'EXCELLENTES MARIONNETTES !", - "AA_PUPPET_HINT_MEREDITH1": "Bon sang, il [shake rate=30 level=10]arrête pas de bouger[/shake] avant qu'on puisse le frapper ! Il doit bien y avoir [wave amp=30 freq=10]un moyen[/wave] de savoir dans quelle direction il va aller !", - "AA_PUPPET_HINT_EUGENE1": "Bon sang, il bouge à chaque fois qu'on le frappe ! Il doit bien exister [wave amp=30 freq=10]un moyen[/wave] de savoir dans quelle direction il va aller...", - "AA_PUPPET_HINT_VIOLA1": "Notre adversaire est tellement vif que nous ne parvenons pas à le toucher, mais il doit bien exister [wave amp=30 freq=10]un moyen[/wave] de déterminer dans quelle direction il se prépare à esquiver...", - "AA_PUPPET_HINT_DOG1": "Ouaf-Ouaf n'a vraiment pas l\\'air content que l\\'archange esquive toutes vos attaques. Il existe peut-être le moyen de découvrir dans quelle direction il s\\'apprête à bouger...", - "AA_PUPPET_POST_BATTLE_PUPPET1": "MES POUPÉES ! VOUS AVEZ TUÉ MES POUPÉES !", - "AA_PUPPET_POST_BATTLE_ALEPH2": "C'EST UN PLAISIR DE TE RENCONTRER ! TU NE CHERCHERAIS PAS DU TRAVAIL, DES FOIS ? ON PEUT EN PARLER, SI TU VEUX...", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Tu as vu comment cet archange parlait de nous ? C'est limite comme si on n\\'existait pas vraiment... comme si on était que des jouets. [pause]Il changera peut-être d\\'avis, maintenant qu\\'on l\\'a battu.", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "Cet archange a dû comprendre que je suis le jouet de [wave amp=30 freq=10]personne[/wave].", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Aleph adore vraiment s'écouter parler. D\\'ailleurs, à ce sujet, [wave amp=30 freq=10]comment[/wave] il fait pour parler ? Je veux dire, sa tête, c\\'est un triangle géant. C\\'est quand même pas courant !", - "AA_PUPPET_POST_BATTLE_FELIX3": "Il a fait... [pause]des poupées de nous ? Quelque chose me dit que je vais avoir du mal à trouver le sommeil...", - "AA_PUPPET_POST_BATTLE_EUGENE3": "Il y a [wave amp=30 freq=10]toujours[/wave] un monstre qui prend les gens pour des jouets. [pause]Qu'il s\\'agisse d\\'un archange ou d\\'un homme, ils sont tous dangereux.", - "AA_PUPPET_POST_BATTLE_VIOLA3": "Pour cet esprit, nous n'étions que de vulgaires jouets. Que cela soit une leçon pour nous : ces êtres et nous n\\'avons absolument rien en commun.", - "AA_TOWER_PRE_BATTLE_AA1": "LA VÉRITÉ, LES MENSONGES... LES ÊTRES INSIGNIFIANTS QUE VOUS ÊTES S'ATTACHENT VRAIMENT À DES CONCEPTS SANS INTÉRÊT. LA RÉALITÉ N\\'EST PAS VRAIE ! RIEN NE VAUT L\\'IGNORANCE !", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "Ce truc a une vision de la réalité qui me paraît plus que discutable...", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "J'en connais une qui est sacrément en décalage avec la réalité...", - "AA_TOWER_PRE_BATTLE_EUGENE2": "Je ne pige pas. Qu'est-ce qu\\'elle cherche à dire, au juste ?", - "AA_TOWER_PRE_BATTLE_FELIX2": "Bon, ben, en attendant, moi, j'ai des choses à faire.", - "AA_TOWER_PRE_BATTLE_VIOLA2": "La folie et l'ignorance sont deux malédictions hélas très fréquentes chez les humains. Et même [wave amp=30 freq=10]trop[/wave], esprit.", - "AA_TOWER_PRE_BATTLE_AA3": "VOUS NE COMPRENEZ PAS. LAISSEZ-MOI VOUS RÉVEILLER ET VOUS MONTRER QUE VOUS AVEZ UNE FAUSSE PERCEPTION DE LA VÉRITÉ ET DES MENSONGES !", - "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr...", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "On dirait qu'on a montré à cet archange ce qu\\'était vraiment la réalité, pas vrai ?", - "AA_TOWER_POST_BATTLE_ALEPH2": "HÉ, MA VIEILLE ! ON DIRAIT QUE TU ES EN TRAIN DE TE FAIRE DÉMOLIR, LÀ. SI TU TE JOIGNAIS À MOI ?", - "AA_TOWER_POST_BATTLE_TOWER1": "IL Y A UNE VÉRITÉ QUI EST DÉSORMAIS CLAIRE À MES YEUX... J'AI ÉTÉ BATTUE.", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "Tu as mentionné quelque chose... un nouvel indice que tu voulais suivre, non ? Si tu m'en parlais ?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "Tu as mentionné quelque chose... un nouvel indice que tu voulais suivre, non ? Si tu m'en parlais ?", - "RETROSPECTIVE_CLUE4_EUGENE2": "On dirait que ça décrit une partie de l'île. Qu\\'est-ce que tu en penses ?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "Tu as mentionné quelque chose... un nouvel indice que tu voulais suivre, non ? Si tu m'en parlais ?", - "RETROSPECTIVE_CLUE4_FELIX1": "Au fait, tu disais avoir un indice que tu voulais suivre, non ? De quoi s'agit-il ?", - "RETROSPECTIVE_CLUE4_FELIX2": "J'ai l\\'impression que ça évoque une partie de l\\'île. Ce n\\'est pas assez spécifique pour savoir laquelle, mais c\\'est déjà ça...", - "RETROSPECTIVE_CLUE4_VIOLA2": "J'ai la sensation que cela évoque un endroit de l\\'île. N\\'es-tu pas d\\'accord avec moi ?", - "RETROSPECTIVE_CLUE4_VIOLA1": "Oh, j'oubliais. Tu as évoqué un indice caché dans une strophe. Si tu m\\'en parlais ?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "Au fait, t'avais un indice que tu voulais suivre, non ? C\\'était quoi ?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "On dirait que ça décrit un endroit spécifique ! Ça te dit rien, {player} ?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "À part ça, tu as la suite de la chanson qui pourrait te permettre de trouver le moyen de quitter la Nouvelle-Wirral ?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "Pour le coup, ça a l'air drôlement spécifique. Si ça se trouve, c\\'est un endroit sur cette île.", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "Oh, tu disais pas que tu avais un nouvel indice à suivre ? Tu veux me dire ce que c'est ?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "Oh, tu disais pas que tu avais un nouvel indice à suivre ? Tu veux me dire ce que c'est ?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "Oh, tu disais pas que tu avais un nouvel indice à suivre ? Tu veux me dire ce que c'est ?", - "RETROSPECTIVE_CLUE5_VIOLA1": "Dis-moi, tu as mentionné une énigme que tu as reçue. Puis-je te demander de la partager avec moi ? Je pourrais peut-être t'aider à la décrypter...", - "RETROSPECTIVE_CLUE5_EUGENE2": "Cette fois, c'est [shake rate=30 level=10]sûr[/shake], ça décrit bien un endroit de la Nouvelle-Wirral !", - "RETROSPECTIVE_CLUE5_FELIX2": "Ce n'est pas simple à comprendre, mais il y a des détails très spécifiques, comme si ça décrivait un endroit donné. Tu le cherches ?", - "RETROSPECTIVE_CLUE5_FELIX1": "Tu disais que tu avais trouvé un nouvel indice, non ? De quoi s'agit-il, au juste ?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Alors, et ta [wave amp=30 freq=10]chanson magique[/wave] ? Elle t'a donné une nouvelle piste ?", - "RETROSPECTIVE_CLUE5_VIOLA2": "Les détails de cette ligne sont extrêmement spécifiques. Se pourrait-il que cela indique un endroit où aller ? Curieux...", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "On dirait quelque chose qu'il te faut faire à un endroit spécifique, comme un genre de rituel.", - "RETROSPECTIVE_CLUE6_EUGENE2": "On dirait une action qu'il faut faire... un genre de [wave amp=30 freq=10]code secret[/wave], non ?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "T'as un autre indice que tu suis ?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "Oh. On dirait un genre de [wave amp=30 freq=10]truc[/wave] qu'il faut faire à un endroit précis.", - "RETROSPECTIVE_CLUE6_EUGENE1": "Alors, tu as un autre indice à suivre ? Raconte-moi tout.", - "RETROSPECTIVE_CLUE6_VIOLA1": "Tu as évoqué autre chose, non ? Un indice caché dans une strophe sur lequel tu souhaitais te pencher...", - "RETROSPECTIVE_CLUE6_FELIX1": "Alors, comme ça, tu as un autre de tes indices ?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "D'après ce que tu m\\'en as dit, on dirait qu\\'elle te révèle à la fois un lieu et un rituel. Autrement dit, si tu accomplis la bonne action au bon endroit, ça devrait faire l\\'affaire !", - "RETROSPECTIVE_CLUE6_FELIX2": "Il décrit une action à accomplir, non ? On dirait presque un genre de [wave amp=30 freq=10]code secret[/wave]. Tu connais l'endroit où il faut faire ça ?", - "RETROSPECTIVE_CLUE6_VIOLA2": "Cela me fait penser à un genre de code, comme un geste secret ou une manière spécifique de frapper à une porte. Une action qu'il faut effectuer pour entrer dans un lieu secret.", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Alors, ta mystérieuse chanson pleine d'instructions t\\'a appris du concret, {player} ?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "J'ai l\\'impression que tu as assez d\\'informations pour en faire quelque chose, maintenant. Si on allait voir ?", - "RETROSPECTIVE_CLUE7_EUGENE1": "Alors, comment ça se passe, avec tes [wave amp=30 freq=10]indices musicaux[/wave] ? J'avais l\\'impression qu\\'ils contenaient suffisamment d\\'informations pour découvrir ce qu\\'ils cachaient, non ?", - "RETROSPECTIVE_CLUE7_MEREDITH1": "T'as trouvé d\\'autres indices ? Parce qu\\'on dirait que ton [wave amp=30 freq=10]étrange chanson[/wave] contient assez d\\'infos pour trouver quelque chose. Enfin, peut-être...", - "RETROSPECTIVE_CLUE7_FELIX1": "Au fait, tu as réussi à résoudre le mystère de ces strophes de poésie qui t'intéressaient tant ? On dirait qu\\'elles t\\'ont révélé un lieu, ainsi qu\\'une chose que tu aurais à faire là-bas...", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "Alors, tu n'as toujours pas réussi à comprendre les indices de ta [wave amp=30 freq=10]chanson de l\\'archange[/wave] ?", - "RETROSPECTIVE_CLUE7_VIOLA1": "Dis-moi, as-tu fini par résoudre l'énigme que nous avions évoquée à plusieurs reprises ? Tu sais bien, celle qui décrivait à la fois un lieu et une action à entreprendre sur place...", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Au fait, qu'est-ce que ça dit, tous ces indices que tu as trouvés ? T\\'as réussi à les comprendre ? Parce que sinon, faudrait peut-être recommencer à te pencher dessus...", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Au fait, qu'est-ce que ça dit, tous ces indices que tu as trouvés ? T\\'as réussi à les comprendre ? Parce que sinon, faudrait peut-être recommencer à te pencher dessus...", - "RETROSPECTIVE_CLUE8_FELIX1": "Tu as réussi à tirer quelque chose de ces indices poétiques que tu suivais ? Parce qu'à force, ils commençaient à être prometteurs, non ?", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Au fait, qu'est-ce que ça dit, tous ces indices que tu as trouvés ? T\\'as réussi à les comprendre ? Parce que sinon, faudrait peut-être recommencer à te pencher dessus...", - "RETROSPECTIVE_CLUE8_EUGENE1": "Tu sais, ces indices ressemblant à de la poésie dont tu m'as parlé... tu as réussi à les déchiffrer ?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "Alors, es-tu parvenu à déchiffrer l'énigme sur laquelle tu te penchais ? J\\'avais l\\'impression qu\\'elle évoquait à la fois un lieu important et un rituel à accomplir une fois sur place.", - "RETROSPECTIVE_CLUE9_MEREDITH1": "Et, euh... ces paroles de chanson dont tu causais sans cesse. Je crois savoir quel endroit elles décrivent. Tu veux qu'on aille voir ?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "Alors, es-tu parvenue à déchiffrer l'énigme sur laquelle tu te penchais ? J\\'avais l\\'impression qu\\'elle évoquait à la fois un lieu important et un rituel à accomplir une fois sur place.", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Je t'ai déjà dit que j\\'étais douée pour résoudre les énigmes ? Je crois savoir quel est l\\'endroit indiqué par ta [wave amp=30 freq=10]chanson mystère[/wave]. Viens, allons voir !", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "Alors, es-tu parvenu·e à déchiffrer l'énigme sur laquelle tu te penchais ? J\\'avais l\\'impression qu\\'elle évoquait à la fois un lieu important et un rituel à accomplir une fois sur place.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Tu m'as bien dit que, quand t\\'étais à la Loge d\\'Ambre, t\\'en es parti·e en passant par un miroir, non ? Tu pourrais pas faire pareil avec l\\'autre miroir, celui que t\\'as trouvé sur l\\'île ?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "Tu sais quoi ? Je crois bien avoir découvert de quel endroit parle ta chanson mystère ! Il faudrait aller voir, tu crois pas ?", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "Tu sais quoi ? Je crois bien avoir découvert de quel endroit parle ta chanson mystère ! Il faudrait aller voir, tu crois pas ?", - "RETROSPECTIVE_CLUE9_FELIX1": "Tu sais, ces indices que tu as trouvés dans une poésie ? Je crois bien qu'ils évoquent un endroit précis sur cette île... et je suis à peu près sûr d\\'avoir découvert où il se trouve !", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "Tu sais quoi ? Je crois bien avoir découvert de quel endroit parle ta chanson mystère ! Il faudrait aller voir, tu crois pas ?", - "RETROSPECTIVE_CLUE9_VIOLA1": "Je dois te dire qu'il me semble bien avoir réussi à résoudre cette énigme qui te déconcertait tant. Retrouvons-nous là-bas, d\\'accord ?", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Ce miroir que tu as trouvé, il a vraiment l'air important, tu sais. Dommage qu\\'on sache pas encore à quoi il peut bien servir...", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Bon, la chanson de Morgayne menait à ce mystérieux miroir, mais on ne sait pas encore ce qu'il faut en faire, pas vrai ?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "OK, t'as trouvé ce miroir, et il a l\\'air vachement important, mais j\\'imagine qu\\'on sait pas encore à quoi il sert [wave amp=30 freq=10]vraiment[/wave], hein ? Hmm...", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Ce miroir étrange auquel les indices ont fini par te conduire... tu as découvert à quoi il sert ? Sinon, pas de panique, on finira bien par le savoir...", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Dis-moi, es-tu parvenu à percer les mystères de ce miroir d'un autre monde ? Si ce n\\'est pas encore le cas, je suis sûre que tu finiras par y arriver.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Dis-moi, es-tu parvenue à percer les mystères de ce miroir d'un autre monde ? Si ce n\\'est pas encore le cas, je suis sûre que tu finiras par y arriver.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Dis-moi, es-tu parvenu·e à percer les mystères de ce miroir d'un autre monde ? Si ce n\\'est pas encore le cas, je suis sûre que tu finiras par y arriver.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Tu m'as bien dit que, quand t\\'étais à la Loge d\\'Ambre, t\\'en es parti en passant par un miroir, non ? Tu pourrais pas faire pareil avec l\\'autre miroir, celui que t\\'as trouvé sur l\\'île ?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "La chanson de Morgayne t'a conduit·e jusqu\\'à ce mystérieux miroir, et tu dis que tu es passé·e par un miroir à la Loge d\\'Ambre. Peut-être que celui-ci fonctionne pareil ?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "La chanson de Morgayne t'a conduite jusqu\\'à ce mystérieux miroir, et tu dis que tu es passée par un miroir à la Loge d\\'Ambre. Peut-être que celui-ci fonctionne pareil ?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "La chanson de Morgayne t'a conduit jusqu\\'à ce mystérieux miroir, et tu dis que tu es passé par un miroir à la Loge d\\'Ambre. Peut-être que celui-ci fonctionne pareil ?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Tu m'as bien dit que, quand t\\'étais à la Loge d\\'Ambre, t\\'en es partie en passant par un miroir, non ? Tu pourrais pas faire pareil avec l\\'autre miroir, celui que t\\'as trouvé sur l\\'île ?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Tu te souviens du miroir que tu as trouvé après avoir suivi tous ces indices ? Peut-être que tu pourrais le franchir, comme celui que tu as utilisé à la Loge d'Ambre. Qu\\'est-ce que tu en dis ?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Il me revient en mémoire une chose que tu m'as dite plus tôt. Tu sais bien, le fait que tu aies traversé un miroir comme si c\\'était un portail. Penses-tu qu\\'il serait possible de faire de même avec le miroir d\\'un autre monde que tu as trouvé sur l\\'île ?", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Tu te souviens que tu m'as dit avoir quitté la Loge d\\'Ambre en traversant un miroir ? Tu as essayé de faire pareil avec celui que tu viens de découvrir ?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Quand on aura fini de se préparer, ce serait sans doute une bonne idée de retourner explorer le [wave amp=30 freq=10]monde mystérieux[/wave] caché dans le miroir.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Je crois bien qu'on devrait explorer l\\'endroit étrange caché dans le miroir que t\\'as trouvé. Ça a l\\'air plutôt important, non ?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Quand on aura fini de se préparer, ce serait sans doute une bonne idée de retourner explorer le [wave amp=30 freq=10]monde mystérieux[/wave] caché dans le miroir.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Ce serait sans doute une bonne idée d'aller jeter un œil à cette gare étrange qu\\'il y a de l\\'autre côté du miroir, tu ne crois pas ? Ça me semble même être une priorité, pas toi ?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Quand on aura fini de se préparer, ce serait sans doute une bonne idée de retourner explorer le [wave amp=30 freq=10]monde mystérieux[/wave] caché dans le miroir.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Je crois bien qu'on devrait explorer l\\'endroit étrange caché dans le miroir que t\\'as trouvé. Ça a l\\'air plutôt important, non ?", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Je crois bien qu'on devrait explorer l\\'endroit étrange caché dans le miroir que t\\'as trouvé. Ça a l\\'air plutôt important, non ?", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Je pense que nous devrions de nouveau franchir ce miroir afin de retourner dans le monde mystérieux que tu as découvert de l'autre côté.", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Dis, si on allait explorer cet endroit étrange que tu as découvert de l'autre côté du miroir ? Parce que ça me semble assez important...", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Ce serait sans doute une bonne idée d'aller jeter un œil à cette gare étrange qu\\'il y a de l\\'autre côté du miroir, tu ne crois pas ? Ça me semble même être une priorité, pas toi ?", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Ce serait sans doute une bonne idée d'aller jeter un œil à cette gare étrange qu\\'il y a de l\\'autre côté du miroir, tu ne crois pas ? Ça me semble même être une priorité, pas toi ?", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "Bien, au travail ! Où allons-nous, maintenant ? Tu n'aurais pas entendu des rumeurs au sujet de ce qui se passe {location_phrase} ? On pourrait aller jeter un œil là-bas, si tu veux !", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "Alors, on y retourne ? Si tu trouves que ça manque de rumeurs, rien ne t'empêche de parler aux habitants de Port-la-Ville, ils devraient avoir des choses à te dire.", - "RETROSPECTIVE_NEXT_MEREDITH1": "Bon, il est temps de repartir à l'[wave amp=30 freq=10]aventure[/wave], non ? T\\'as entendu les rumeurs sur ce qui se passe {location_phrase} ? Faudrait peut-être aller y faire un tour, tu crois pas ?", - "RETROSPECTIVE_NEXT_EUGENE1.m": "Dis, si on se remettait au travail ? Tu as entendu les rumeurs qui disent qu'il se passe quelque chose {location_phrase} ? On pourrait aller là-bas, par exemple...", - "RETROSPECTIVE_NEXT_MEREDITH2": "Je crois bien qu'on devrait y retourner. Et si t\\'as besoin de pistes, on pourrait parler aux habitants.", - "RETROSPECTIVE_NEXT_EUGENE1.f": "Dis, si on se remettait au travail ? Tu as entendu les rumeurs qui disent qu'il se passe quelque chose {location_phrase} ? On pourrait aller là-bas, par exemple...", - "RETROSPECTIVE_NEXT_EUGENE2": "Allez, en route ! On manque un peu d'infos, non ? Peut-être qu\\'on devrait se renseigner auprès des habitants de Port-la-Ville...", - "RETROSPECTIVE_NEXT_FELIX1": "Tu as envie de partir à l'aventure ? Tu as dit avoir entendu des rumeurs sur ce qui se passe {location_phrase} ? Ça pourrait être notre prochaine destination, si tu veux.", - "RETROSPECTIVE_NEXT_EUGENE1.n": "Dis, si on se remettait au travail ? Tu as entendu les rumeurs qui disent qu'il se passe quelque chose {location_phrase} ? On pourrait aller là-bas, par exemple...", - "RETROSPECTIVE_NEXT_VIOLA1": "Il serait peut-être opportun de repartir en quête, non ? N'aurais-tu pas entendu une rumeur évoquant un incident qui se serait produit {location_phrase} ? Cela pourrait être notre prochain objectif, si tel était ton souhait.", - "RETROSPECTIVE_NEXT_FELIX2": "On n'a pas d\\'autres indices sur l\\'endroit où tu veux te rendre ensuite. On pourrait interroger les habitants de Port-la-Ville, si tu veux.", - "RETROSPECTIVE_NEXT_VIOLA2": "Peut-être ferions-nous bien de parler aux habitants de cette ville afin d'obtenir de plus amples renseignements sur l\\'endroit où nous souhaitons nous rendre. Qu\\'en dis-tu ?", - "NWP_SIGNPOST_DESCRIPTION_2": "Attention aux monstres !", - "NWP_SIGNPOST_DESCRIPTION_1": "Bienvenue au parc de la Nouvelle-Wirral !", - "NWP_3_-3_RUNNER_NPC1": "Tu sais ce qui est plus rapide que la course à pied ? [pause]Le voyage rapide !", - "NWP_3_-3_RUNNER_NPC3.m": "Tu peux également utiliser le voyage rapide pour quitter un combat si tu es trop lent pour t'enfuir. [pause]Certes, tu devras abandonner quelques objets pour pouvoir fuir de la sorte, mais ça pourrait bien te sauver la vie !", - "NWP_3_-3_RUNNER_NPC3.f": "Tu peux également utiliser le voyage rapide pour quitter un combat si tu es trop lent pour t'enfuir. [pause]Certes, tu devras abandonner quelques objets pour pouvoir fuir de la sorte, mais ça pourrait bien te sauver la vie !", - "NWP_3_-3_RUNNER_NPC2": "Pour ce faire, appuie sur {control.map_menu} afin d'ouvrir ta carte. Puis, amène le curseur sur l\\'une des cases où il est possible de se rendre et appuie sur {control.ui_accept}.", - "NWP_3_-3_RUNNER_NPC3.n": "Tu peux également utiliser le voyage rapide pour quitter un combat si tu es trop lent pour t'enfuir. [pause]Certes, tu devras abandonner quelques objets pour pouvoir fuir de la sorte, mais ça pourrait bien te sauver la vie !", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Les Veilleurs ne voudront jamais de moi, je suis nulle...", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Rentre chez toi ! Il n'y a qu\\'une nouvelle place à prendre chez les Veilleurs, et elle est pour moi !", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Te sens-tu de taille à rejoindre les Veilleurs ?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "Tu as l'air d\\'être un élément prometteur ! Tu devrais entrer !", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Exactement ce que je cherchais ! Quelqu'un à battre à plate couture, histoire de montrer ce que je vaux aux Veilleurs !", - "NWP_RANGER_WANNABE_3_-4_ALLY": "Excuse l'attitude de mon copain, tu veux bien ?", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Bah, je ferais bien d'arrêter de me faire des idées. Je n\\'ai manifestement pas le niveau pour intégrer les Veilleurs...[/wave]", - "NWP_MADMAN_3_-4_NAME": "Jack", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Depuis toujours, je rêve de rejoindre les Veilleurs.", - "NWP_MADMAN_3_-4_PRE_BATTLE": "Je détiens le record du monde pour ce qui est du temps passé sous forme de Ressortalon !", - "NWP_MADMAN_3_-4_POST_BATTLE": "J'ai encore beaucoup à apprendre sur les Ressortalons.", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "Je ne peux pas renoncer à mon rêve maintenant !", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "Ne laisse pas tes rêves devenir des songes !", - "NWP_CULTIST_4_-4_PRE_BATTLE": "Puisse la lumière du chef Dorian te montrer la voie !", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Nouveau venu ![/wave] N'écoute pas les païens de Port-la-Ville !", - "NWP_CULTIST_4_-4_POST_BATTLE": "La voie est éclairée. Continue à avancer.", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Nouvelle venue ![/wave] N'écoute pas les païens de Port-la-Ville !", - "NWP_CULTIST_5_-4_POST_BATTLE": "Les hérétiques contrôlent Port-la-Ville ! Méfie-toi du [wave amp=30 freq=10]faux salut[/wave] qu'ils chercheront à t\\'offrir !", - "NWP_5_-4_HINT_NPC_BEFORE1": "Parfois, le sol tremble dans le coin, comme si une immense créature courait dans un tunnel juste sous nos pieds.", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Nouveau·elle venu·e ![/wave] N'écoute pas les païens de Port-la-Ville !", - "NWP_5_-4_HINT_NPC_AFTER1": "Est-ce que ce pourrait être une autre gare, comme celle qui est récemment apparue sur le sentier du nord ?", - "NWP_5_-4_HINT_NPC_BEFORE2": "Dis, [pause]tu ne trouves pas que ces rochers sont disposés d'une bien étrange manière ?", - "NWP_5_-4_HINT_NPC_AFTER3": "Je me demande où ce train peut bien aller...", - "NWP_5_-4_HINT_NPC_AFTER2": "C'est logique, j\\'imagine. L\\'immense créature que j\\'ai entendue devait être un train.", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "J'ai vu des Missilinos aller assez vite pour briser d\\'énormes rochers, dans le coin.", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "Ce serait chouette, de pouvoir faire ça, non ?", - "PARK_CAVE2_MERCHANT2": "Oh, non ! Ils ont fusionné ! [wave amp=30 freq=30]À L'AIDE ![/wave]", - "PARK_CAVE2_MERCHANT1": "Hé ! Toi, là-bas ! Ces monstres m'empêchent de partir. Tu ne pourrais pas me donner un coup de main ?", - "PARK_CAVE2_MERCHANT6": "Viens me voir au marché de Port-la-Ville, j'aurai des autocollants spéciaux pour toi !", - "PARK_CAVE2_MERCHANT4": "Dis, tu as vu que la capacité \\\"Aimant\\\" du Loupunch s'active automatiquement au début du combat ?", - "PARK_CAVE2_MERCHANT3": "Ouf, merci ! Je suis venu ici pour chercher des idées d'autocollants, mais tout ce que j\\'ai trouvé, c\\'est un tas d\\'ennuis...", - "PARK_CAVE2_MERCHANT5": "On dirait que j'ai trouvé ma source d\\'inspiration, finalement !", - "WATERLOOP_BEWARE_LYING_CHESTS": "Un seul coffre dit la vérité.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Je flottais au-dessus, je me voyais dormir dans mon lit, et soudain, d'un seul coup, j\\'ai été aspiré·e par un vortex !", - "WATERLOOP_LYING_CHEST_LEFTMOST": "La note visible sur ce coffre indique : \\\"La clé se trouve à l'intérieur\\\". L\\'ouvrir ?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "La note visible sur ce coffre indique : \\\"La clé ne se trouve pas à l'intérieur\\\". L\\'ouvrir ?", - "WATERLOOP_LYING_CHEST_MIDDLE": "La note visible sur ce coffre indique : \\\"La clé se trouve dans celui de gauche\\\". L'ouvrir ?", - "SD_NEVERMORT_TRAINER_NAME": "Amoureux des oiseaux", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "J'ai un lien spécial avec les Corbomorts de la région.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "Comment es-tu arrivé à la Nouvelle-Wirral ?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "Tu as intérêt à ne pas nous déranger !", - "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"Vous n'êtes pas perdus à la Nouvelle-Wirral, mes enfants. Vous attendez juste de trouver votre voie.\\\"", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "Tu as fait peur aux oiseaux !", - "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"Villedeuil est par là !\\\"", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "Comment es-tu arrivé·e à la Nouvelle-Wirral ?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Je me souviens avoir vécu une étrange expérience. J'ai d\\'abord eu la sensation de sortir de mon corps...", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "Comment es-tu arrivée à la Nouvelle-Wirral ?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Je flottais au-dessus, je me voyais dormir dans mon lit, et soudain, d'un seul coup, j\\'ai été aspiré par un vortex !", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Je flottais au-dessus, je me voyais dormir dans mon lit, et soudain, d'un seul coup, j\\'ai été aspirée par un vortex !", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Le temps que je comprenne ce qui m'arrivait, j\\'étais ici !", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Hé ! Touche pas à mon butin !", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Beaucoup de navires s'échouent sur la côte près de la Nouvelle-Wirral.", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Fouiller les plages pour y trouver des trésors est un bon moyen de gagner sa vie, ici !", - "OVERWORLD_7_0_HINT_NPC": "Je me demande combien de trésors finissent au fond de l'océan, perdus pour toujours...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Hé, je vois ton lecteur de cassettes !", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "On dirait que je vais sérieusement devoir m'améliorer...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Toi aussi, tu cherches à rejoindre les Veilleurs ? Ça veut dire qu'on est en concurrence directe, alors !", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Si tu arrives à me battre, je te révélerai un secret.", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "D'après la légende, cette île a toujours fait le commerce de la fonte.", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Dis, tu aimes l'histoire ? C\\'est quoi, ton événement préféré du XXe siècle ?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Laquelle, à ton avis ? Celle des neiges ou des salles de sport ?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Moi, l'événement historique que je préfère, c\\'est le traité de paix négocié par les Nations Unies entre les humains et les elfes en 1948. Sans ça, les choses auraient été très différentes.", - "EPICURUS_NAME": "Épicure", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", - "EPICURUS_POST_BATTLE": "Savoir se battre et savoir encaisser la défaite ne font qu'un.", - "EPICURUS_PRE_BATTLE": "Plus une difficulté est grande, plus on se couvre de gloire en la surmontant !", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Ça fait des mois que je m'entraîne à affronter les monstres.", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "On dirait qu'il va falloir que je continue à m\\'entraîner...", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Laisse-moi te montrer le résultat de mon entraînement !", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]HALTE ! Je sais pourquoi tu es là...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bah, il y en aura d'autres, des opportunités...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Cet endroit offre une fabuleuse opportunité de développement urbain ! Mais je l'ai trouvé d\\'abord ![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Personne n'arrive à s\\'entendre sur ne serait-ce que quelques faits historiques, à la Nouvelle-Wirral. Certains disent accepter l\\'idée d\\'un \\\"multivers\\\", mais à mon avis, cette île regorge de menteurs.", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Par exemple, beaucoup de gens ici nient que l'homme soit allé sur la Lune en 1969. Ils préfèrent tous croire à la théorie du complot !", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, j'ai besoin de faire une pause, j\\'en ai marre de creuser. Si tu parviens à me battre, je te parlerai un peu de cet endroit.", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "Non ! Toi aussi ?", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "La capitaine Dreadful nous a dit que les gens extrayaient des métaux dans la région. Mais apparemment, toutes les explosions qui se sont produites ici n'étaient pas sous contrôle...", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "Et je ne parviens pas à trouver la moindre trace d'outils de mineur ou d\\'explosifs. Il est possible que tous ces tunnels aient été creusés par des Missilinos au fil des siècles.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Alors, soit la capitaine Dreadful se trompe, soit les Missilinos ont détruit toutes les preuves de leur passage. À moins que... les preuves en question, ce [wave amp=30 freq=5]soient[/wave] les Missilinos. Qu'est-ce que tu en penses ?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "Quand j'étais petite, j\\'ai rêvé de cette île !", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Cet endroit est magique, tu ne trouves pas ?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "Mon mari et moi sommes piégés ici depuis 2160 !", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Personne ne semble connaître les trois coquillages, ici. Tous des barbares !", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Aie la foi !", - "OVERWORLD_5_-3_BATTLER_PARTNER": "Ne t'amuse pas à énerver ma femme !", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", - "OVERWORLD_7_-3_BATTLER_NAME": "Karl", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "Les gens comme toi, vous êtes prêts à tout pour les habitants de la Nouvelle-Wirral, mais vous ne les laissez jamais tranquilles !", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]En manque d'argent ? Aucun problème ! Nous offrons des facilités de financement à seulement 10 000 % d\\'intérêts par an ![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, je me trompais. Tu te bats POUR les habitants, pas contre eux, c'est ça ?", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "Tous les habitants de la Nouvelle-Wirral ont commencé à avancer dans l'inconnu, alors, pourquoi ne pas continuer ? Place ta confiance en [wave amp=30 freq=10]Frère Cooper[/wave] !", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La Nouvelle-Wirral n'a pas encore de monnaie, alors, il n\\'est pas encore possible de nous rembourser, et pendant ce temps, les intérêts continuent de grimper. C\\'est génial, comme plan, non ?[/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "Frère Cooper a trouvé le moyen de [wave amp=30 freq=10]quitter[/wave] cette île occupée par les démons et les anges, et aujourd'hui, il nous prépare à rejoindre nos familles de l\\'autre côté !", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Aie la foi !", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Arrête ! Je sens la douleur que tu portes en toi, l'ami.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Aie la foi !", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Arrête ! Je sens la douleur que tu portes en toi, l'amie.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Arrête ! Je sens la douleur que tu portes en toi, l'ami·e.", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "Tu n'iras pas plus loin tant que tu ne te seras pas repentie de tes fessées.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Tu souffres car tu désires rentrer chez toi.", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"Notre foi déplace les montagnes.\\\" – Cooper 17:20", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]L'existence n\\'est que... souffrance...[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permets-moi de mettre un terme à ta douleur. Deviens le cadeau que nous offrons aux anges !", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "Tu n'iras pas plus loin tant que tu ne te seras pas repenti de tes fessées.", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Attends, on dit se repentir de ses \\\"péchés\\\" ? Mince, ça veut dire que je me trompe depuis tout ce temps ?", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "Tu n'iras pas plus loin tant que tu ne te seras pas repenti·e de tes fessées.", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Il n'est pas de plus grand sacrifice que d\\'offrir la vie de ses cassettes pour ses amis.\\\" – Dorian 15:13", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Quand ton âme sera jugée par les archanges, te jugeront-ils digne de l'éternité ?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Quand ton âme sera jugée par les archanges, te jugeront-ils digne de l'éternité ?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Quand ton âme sera jugée par les archanges, te jugeront-ils digne de l'éternité ?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "Frère Cooper a appelé les ovnis afin de nous offrir de fabuleux cadeaux. Laisse-moi te montrer !", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "Le conseil intergalactique des ovnis et des archanges ne tolérera jamais que leurs messagers soient aussi maltraités.", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Désolée !", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Si tu arrives à me battre, je te révélerai le secret de l'Endeuillé.", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "Très honnêtement, je n'ai rejoint les Endeuillés que pour la nourriture.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "En 1988, deux groupes de rock britanniques, Iron Gaiden et Shields of the Nephilim ont, [pause]sans savoir que l'autre faisait de même [pause], simultanément sorti chacun sorti une chanson intitulée \\\"Mournchild\\\", l\\'Endeuillé.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Et quand on écoute les deux morceaux à l'envers et en même temps, de sorte que leurs paroles s\\'entremêlent, cela invoque le tout premier Endeuillé, un être si puissant qu\\'il est capable d\\'ouvrir un portail entre les mondes !", - "AA_TOWER_POST_BATTLE_EUGENE3": "Les archanges sont peut-être puissants, mais ça ne veut pas dire qu'ils sont intelligents.", - "AA_TOWER_POST_BATTLE_MEREDITH3": "Faut croire que même le plus [wave amp=30 freq=10]casse-bonbon[/wave] des archanges finit par la fermer quand on le cogne assez fort. Faudra s'en souvenir à l\\'avenir...", - "AA_TOWER_POST_BATTLE_FELIX3": "Cet archange racontait vraiment n'importe quoi, pas vrai ? Mais au moins, on a fini par la faire taire...", - "AA_ALICE_PRE_BATTLE_ALICE1": "VOUS AVEZ IGNORÉ MES INSTRUCTIONS ! VOUS N'AVEZ DONC AUCUN RESPECT POUR MOI ? VOUS NE RÉALISEZ PAS COMBIEN JE SUIS IMPORTANTE ?", - "AA_TOWER_POST_BATTLE_VIOLA3": "Cet esprit ne disait que des inepties. Peut-être la défaite que nous lui avons infligée lui enseignera-t-elle l'humilité...", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "La vache ! Ça, c'est de l\\'ego !", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "Clair que j'ai aucun respect pour vous.", - "AA_ALICE_PRE_BATTLE_EUGENE2": "Franchement, j'ai pas la moindre idée de qui vous pouvez être.", - "AA_ALICE_PRE_BATTLE_FELIX2": "On est censés savoir qui vous êtes ?", - "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr...", - "AA_ALICE_PRE_BATTLE_ALICE3": "QUELLE GROSSIÈRETÉ, ALORS QUE JE SUIS MEMBRE DE LA FAMILLE ROYALE ! SI VOUS REFUSEZ DE VOUS SERVIR DE VOTRE TÊTE, JE VAIS LA DÉCOLLER DE VOS ÉPAULES !", - "AA_ALICE_PRE_BATTLE_VIOLA2": "Je n'accorde pas mon respect à n\\'importe qui, esprit.", - "AA_ALICE_POST_BATTLE_ALICE1": "VOUS N'AVEZ VRAIMENT AUCUN RESPECT POUR MOI ! CELA ME REND FOLLE DE RAGE !", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "On dirait qu'elle se voyait comme la reine de son petit monde, hein ?", - "AA_ALICE_POST_BATTLE_ALEPH2": "MISS ALICE, C'EST UN PLAISIR DE VOUS RENCONTRER. JE CHERCHE JUSTEMENT QUELQU\\'UN AYANT VOS... TALENTS SI PARTICULIERS.", - "AA_ALICE_POST_BATTLE_MEREDITH3": "Tous les archanges ont une aussi haute opinion d'eux-mêmes, ou celui-là, c\\'est [wave amp=30 freq=10]vraiment[/wave] un cas désespéré ?", - "AA_ALICE_POST_BATTLE_EUGENE3": "Ces archanges sont vraiment mal élevés, pas vrai ?", - "AA_ALICE_POST_BATTLE_FELIX3": "Tu crois que cet archange voulait vraiment nous trancher la tête, ou c'était juste une façon de parler ? Non, ne dis rien, je préfère ne pas le savoir.", - "AA_CUBE_PRE_BATTLE_CUBE1": "L'ESPACE EN TROIS DIMENSIONS EST IMPARFAIT. LA SCIENCE ET LES MATHÉMATIQUES RESTENT VRAIES. TOUTES LES CHOSES ONT QUATRE CÔTÉS.", - "AA_ALICE_POST_BATTLE_VIOLA3": "Hors de question que je courbe l'échine devant quelqu\\'un qui me montre un tel mépris, reine ou pas.", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "Je dirais bien que ce truc a la tête en l'air... [pause]sauf qu\\'il a pas de tête, justement.", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Cet archange a l'air assez excentrique, mais peut-être qu\\'il est amical.", - "AA_CUBE_PRE_BATTLE_FELIX2": "Peut-être que celui-ci ne nous attaquera pas. Qu'est-ce que tu en penses ?", - "AA_CUBE_PRE_BATTLE_EUGENE2": "Ce truc est vraiment pas évident à regarder...", - "AA_CUBE_PRE_BATTLE_VIOLA2": "Cet esprit serait-il un genre de philosophe ? Ou bien a-t-il juste perdu la raison ?", - "AA_CUBE_PRE_BATTLE_DOG2": "Wouf ?", - "AA_CUBE_POST_BATTLE_CUBE1": "MES ANGLES SONT-ILS IMPARFAITS, EUX AUSSI ? LES CALCULS ÉTAIENT EXACTS. J'AI ÉCHOUÉ DANS TROIS DIMENSIONS SIMULTANÉES.", - "AA_CUBE_PRE_BATTLE_CUBE3": "NON. JE VOIS DE L'INCONSTANCE EN VOUS. VOUS ÊTES DES ÊTRES IMPARFAITS. VOUS NE PRENEZ PAS LA CHOSE SOUS LE BON ANGLE, MAIS JE VAIS ARRANGER ÇA !", - "AA_CUBE_POST_BATTLE_ALEPH2": "EXCELLENT TIMING ! JE ME DISAIS JUSTEMENT QU'IL FALLAIT QUE JE RECRUTE QUELQU\\'UN QUI SOIT DOUÉ AVEC LES NOMBRES. TU NE RECHERCHERAIS PAS UN NOUVEAU BOULOT, MON AMI CUBOÏDE ?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Finalement, ce n'était pas un archange amical. C\\'est bien notre veine...", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Bon, encore un truc à ajouter à ma liste des \\\"trucs délirants qui ont cherché à me tuer\\\". [pause]Beau boulot !", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Bon, encore un truc à ajouter à ma liste des \\\"trucs délirants qui ont cherché à me tuer\\\". [pause]Beau boulot !", - "AA_CUBE_POST_BATTLE_EUGENE3": "Cet archange était vraiment bizarre. J'ai presque eu l\\'impression qu\\'il avait la même tête, quel que soit l\\'angle sous lequel je le regardais.", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Bon, encore un truc à ajouter à ma liste des \\\"trucs délirants qui ont cherché à me tuer\\\". [pause]Beau boulot !", - "AA_CUBE_POST_BATTLE_FELIX3": "La prochaine fois qu'on rencontrera un archange, je partirai du principe qu\\'il cherche à nous tuer, on gagnera du temps.", - "AA_CUBE_POST_BATTLE_VIOLA3": "S'il y avait un sens à la folie de cet archange, j\\'avoue qu\\'il m\\'a échappé...", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "Et donc, maintenant, un type mystérieux avec une [wave amp=30 freq=10]tête en triangle[/wave] intervient dans notre lutte contre les archanges ? Franchement, je sais pas trop quoi en penser...", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "L'homme-triangle est revenu. Qu\\'est-ce qu\\'il veut aux archanges, à ton avis ?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Et encore un combat contre un archange qui s'achève par l\\'apparition de cet [wave amp=30 freq=10]homme-triangle[/wave]. Ça commence à faire beaucoup...", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "L'homme-triangle a dit qu\\'il fallait que vous discutiez \\\"vraiment\\\", tous les deux. Qu\\'est-ce qu\\'il voulait dire ?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Je commence à me dire que l'homme-triangle mijote quelque chose de louche. Mieux vaut ouvrir l\\'œil, des fois qu\\'il revienne...", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "Combien de fois tu as vu l'homme-triangle à ce stade, {player} ? J\\'ai l\\'impression qu\\'il finit toujours par arriver partout où tu vas, je me trompe ?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Une fois encore, l'archange a été emporté par magie par l\\'homme-triangle. Ça devrait peut-être nous inquiéter, non ?", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Une fois encore, l'homme-triangle s\\'est pointé pour embarquer l\\'archange contre qui on se battait...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Une fois encore, on a battu un archange, et Aleph s'est pointé pour le recruter. Qu\\'est-ce qu\\'il fabrique, au juste ? Est-ce qu\\'il est piégé sur cette île, lui aussi ?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Si l'homme-triangle continue à se pointer pour recruter les archanges qu\\'on bat, il pourrait au moins être un peu mieux élevé et se présenter, tu crois pas ?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "On a gagné le combat, mais Aleph s'est encore ramené pour embarquer l\\'archange avec lui...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Aleph a dit que nos mondes avaient des \\\"légendes\\\" qui parlent de lui. Se pourrait-il que ce soit vrai, {player} ?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Vous croyez que chaque combat qu'on remporte contre un archange est juste une nouvelle opportunité de recrutement pour Aleph ? Je me demande si...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Un autre archange battu, et une nouvelle recrue pour Aleph. Qu'est-ce qu\\'il peut bien mijoter, au juste ?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "C'est quoi, cette histoire avec ce type à tête en triangle ? Est-ce qu\\'il a... [pause][wave amp=30 freq=10]téléporté[/wave] l\\'archange ? Je sais pas trop quoi en penser...", - "RETROSPECTIVE_ALEPH_MEREDITH2": "C'est pas la première fois que ce type-triangle se ramène pour embarquer un archange, pas vrai ? Ça me dit vraiment rien qui vaille...", - "RETROSPECTIVE_ALEPH_MEREDITH3": "À ton avis, il veut quoi, ce type-triangle ? Je risque pas de faire confiance à un bonhomme qui a une forme géométrique à la place de la tête !", - "RETROSPECTIVE_ALEPH_MEREDITH5": "La prochaine fois que tu verras le type avec la tête en triangle, tu pourrais pas lui demander ce qu'il veut ? Ça vaut le coup d\\'essayer, non ?", - "RETROSPECTIVE_ALEPH_MEREDITH4": "L'homme-triangle a dit qu\\'il voulait que vous discutiez \\\"vraiment\\\", tous les deux. C\\'est bizarre, tu trouves pas ?", - "RETROSPECTIVE_ALEPH_MEREDITH6": "On ferait peut-être mieux de partir du principe que le type avec la tête en triangle mijote un truc louche, non ? En tout cas, moi, c'est ce que je vais faire.", - "RETROSPECTIVE_ALEPH_MEREDITH8": "Qui que soit ton coéquipier, chaque fois que t'affrontes un archange, l\\'homme-triangle finit par se pointer, on dirait...", - "RETROSPECTIVE_ALEPH_MEREDITH7": "Et voilà. Sans surprise, l'autre mec à la tête en triangle s\\'est pointé. Franchement, il commence à faire suer !", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "Cet Aleph se balade beaucoup, pas vrai ? On dirait qu'il peut aller où il veut, du moment que c\\'est dans la gare souterraine.", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Pourquoi ce mec à tête en triangle parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Et l'autre Aleph qui s\\'est encore pointé...", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Pourquoi ce mec à tête en triangle parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Pourquoi ce mec à tête en triangle parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Et voilà. Sans surprise, l'autre Aleph s\\'est pointé. Franchement, il commence à faire suer !", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Qui que soit ton coéquipier, chaque fois que t'affrontes un archange, Aleph finit par se pointer, on dirait...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Pourquoi cet Aleph parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Pourquoi cet Aleph parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Pourquoi cet Aleph parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", - "RETROSPECTIVE_ALEPH_EUGENE1": "Alors, juste pour être sûr qu'on est sur la même longueur d\\'onde, t\\'as aussi vu le type à tête triangulaire en manteau rouge faire disparaître l\\'archange, hein ? [pause]Je veux dire, j\\'ai pas rêvé ?", - "RETROSPECTIVE_ALEPH_EUGENE2": "Dis, je me goure, ou c'est la deuxième fois que le mec en manteau rouge se ramène pour faire disparaître l\\'archange ?", - "RETROSPECTIVE_ALEPH_EUGENE3": "Le type flottant en manteau rouge... C'est la troisième fois qu\\'il débarque comme ça et qu\\'il fait [wave amp=30 freq=10]disparaître[/wave] un archange, non ?", - "RETROSPECTIVE_ALEPH_EUGENE5": "C'était génial, comme combat, mais là, je t\\'avoue que je pense surtout au type flottant qui a débarqué à la fin. Si c\\'est une menace pour Port-la-Ville, je ferais bien d\\'ouvrir l\\'œil, des fois qu\\'il revienne...", - "RETROSPECTIVE_ALEPH_EUGENE4": "Le mec en manteau rouge a dit qu'il fallait que vous discutiez \\\"vraiment\\\", tous les deux. Je me trompe, ou il était limite menaçant, quand il a dit ça ?", - "RETROSPECTIVE_ALEPH_EUGENE6": "Ce type avec la tête en triangle... tu crois que c'est un archange, lui aussi ? Il a l\\'air plutôt costaud, non ? Je lui fais absolument pas confiance.", - "RETROSPECTIVE_ALEPH_EUGENE7": "Qu'est-ce que ce type à la tronche en triangle a bien pu vouloir dire quand il a raconté qu\\'il y avait des légendes basées sur lui ?", - "RETROSPECTIVE_ALEPH_EUGENE8": "Évidemment, l'homme-triangle est encore venu. Aucune surprise à ce niveau. C\\'est moi, ou il se ramène chaque fois que tu trouves un archange ?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "Cet archange parle comme un responsable de bureau. Je vais être honnête avec toi, je trouve ça carrément flippant.", - "RETROSPECTIVE_ALEPH_FELIX4": "Qu'est-ce que le type à la tête en triangle a voulu dire en racontant qu\\'il fallait que vous discutiez \\\"vraiment\\\", tous les deux ? Il a l\\'air bien élevé, mais je ne lui fais pas confiance.", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "Cet archange parle comme un responsable de bureau. Je vais être honnête avec toi, je trouve ça carrément flippant.", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "Cet archange parle comme un responsable de bureau. Je vais être honnête avec toi, je trouve ça carrément flippant.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "C'était [shake rate=30 level=10]carrément dingue[/shake], comme combat, mais là, je t\\'avoue que je pense surtout à cet Aleph. Qu\\'est-ce qu\\'il peut bien vouloir, au juste ?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "Qu'est-ce qu\\'Aleph a bien pu vouloir dire quand il a raconté qu\\'il y avait des légendes basées sur lui ?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "On dirait qu'Aleph a pas envie de se battre lui-même, pas vrai ? Il arrive toujours après la fin du combat, ça peut quand même pas être une coïncidence.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Et évidemment, Aleph s'est [wave amp=30 freq=10]encore[/wave] pointé après ce combat. Aucune surprise à ce niveau. C\\'est moi, ou il se ramène chaque fois que tu trouves un archange ?", - "RETROSPECTIVE_ALEPH_FELIX1": "Tu avais déjà vu ce type avec la tête en triangle ? Parce que moi, jamais. Bizarre, non ?", - "RETROSPECTIVE_ALEPH_FELIX2": "Ça fait deux fois que le bonhomme à la tête en triangle nous rend visite. J'ai l\\'impression qu\\'il se trame quelque chose, mais quoi ?", - "RETROSPECTIVE_ALEPH_FELIX3": "Cette fois, le type à la tête en triangle a eu l'air de se souvenir de toi, {player}.", - "RETROSPECTIVE_ALEPH_FELIX6": "Le type à la tête en triangle... c'est un archange, lui aussi, pas vrai ? Ou quelque chose comme ça...", - "RETROSPECTIVE_ALEPH_FELIX5": "Le type à la tête en triangle a encore embarqué un archange. Qu'est-ce qu\\'il fabrique ? Il les recrute, ou quoi ?", - "RETROSPECTIVE_ALEPH_VIOLA1": "As-tu déjà vu scène plus ubuesque que celle de tout à l'heure ? Qui pouvait bien être cet étrange individu ? Pas l\\'esprit que nous avons combattu, mais cet homme qui n\\'avait pas vraiment de tête...", - "RETROSPECTIVE_ALEPH_FELIX7": "Qu'est-ce que ce type à la tronche en triangle a bien pu vouloir dire quand il a raconté que nos mondes avaient des légendes basées sur lui ?", - "RETROSPECTIVE_ALEPH_FELIX8": "Qu'est-ce que tu penses de ce type à la tête en triangle, {player} ? Je suis en train de réfléchir à des théories...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Alors, comme ça, Aleph est encore venu aider un archange qu'on avait battu... Pourquoi est-ce qu\\'il les rassemble comme ça ? Il cherche un moyen de quitter la Nouvelle-Wirral, ou quoi ?", - "RETROSPECTIVE_ALEPH_FELIX9": "Alors, comme ça, ce type à la tête en triangle recrute bien les archanges. Qu'est-ce qu\\'il cherche à faire, constituer un groupe de musique ?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Aleph a dit que nos mondes avaient des légendes basées sur lui. Je n'ai aucune confiance en lui, mais quelque chose me dit qu\\'il pourrait bien dire la vérité, cette fois...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Quand Aleph est arrivé, tout à l'heure, son ton de voix m\\'a semblé familier. À l\\'entendre parler, j\\'ai cru qu\\'il [wave amp=30 freq=10]proposait du travail[/wave] à l\\'archange...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "On a gagné la bataille, mais Aleph est encore venu après. Il vaut mieux se méfier, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Pourquoi est-ce qu'Aleph recrute des archanges, d\\'abord ? Qu\\'est-ce qu\\'il cherche à faire, constituer un groupe de musique ?", - "RETROSPECTIVE_ALEPH_VIOLA3": "L'esprit dans le visage duquel on se voit comme dans un miroir a semblé te reconnaître, {player}. Quelles sombres machinations peut-il bien ourdir ?", - "RETROSPECTIVE_ALEPH_VIOLA2": "Cet esprit est revenu. Tu sais bien, celui dont le visage est un véritable miroir. Qu'est-ce que son étrange apparition peut bien signifier ?", - "RETROSPECTIVE_ALEPH_VIOLA4": "L'esprit au visage-miroir semblait vouloir s\\'entretenir avec toi, {player}. Si jamais il souhaite te parler, je te conseille de te méfier et de ne pas prendre ce qu\\'il te dit pour argent comptant.", - "RETROSPECTIVE_ALEPH_VIOLA6": "Quel plan funeste cet esprit au visage lisse comme un miroir peut-il bien ourdir ? Je me méfie de ces entités, et tu ferais bien d'en faire autant, {player}.", - "RETROSPECTIVE_ALEPH_VIOLA5": "L'esprit à la tête triangulaire s\\'est encore permis d\\'intervenir à la fin de l\\'un de nos combats. C\\'est vraiment un être des plus étranges...", - "RETROSPECTIVE_ALEPH_VIOLA8": "Une fois encore, notre adversaire nous a échappé grâce à l'intervention du visage à face de miroir. C\\'est terriblement mal élevé de sa part !", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Nous avons peut-être vaincu ce puissant esprit, mais Aleph est encore intervenu pour le sauver. Cela devient clairement une habitude...", - "RETROSPECTIVE_ALEPH_VIOLA7": "Cet esprit qui nous est apparu... tu sais bien, celui qui a un miroir en guise de visage... que peut-il bien nous vouloir ?", - "RETROSPECTIVE_ALEPH_VIOLA9": "L'esprit à face de miroir pourrait au moins avoir la délicatesse de se présenter, tu ne crois pas ? Ses apparitions inopportunes répétées et son manque flagrant de courtoisie sont extrêmement désagréables !", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Cet esprit, \\\"Aleph\\\", s'est encore permis d\\'intervenir à la fin de l\\'un de nos combats. Peut-être cherche-t-il à quitter cette contrée, lui aussi ?", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "Quel plan funeste notre adversaire, Aleph, peut-il bien fomenter ? Je me méfie des esprits, et tu ferais bien d'en faire autant, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Une fois encore, notre adversaire nous a échappé grâce à l'intervention fort inopportune de l\\'esprit connu sous le nom d\\'Aleph. Quel manque d\\'éducation de sa part !", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Si cet Aleph n'était pas un pleutre, il nous affronterait en face ! Mais c\\'est tout le contraire, il ne fait que s\\'enfuir sans demander son reste !", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Bref, tu disais que le fait d'avoir vaincu l\\'archange plus tôt t\\'avait donné un indice ? Lequel ?", - "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\" ?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "Bref, tu disais que t'avais un indice ? Une piste à suivre ? C\\'est quoi ?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Bon... [pause]c'est quand même pas lourd. J\\'imagine qu\\'il va nous falloir trouver un autre archange, alors...", - "RETROSPECTIVE_CLUE1_EUGENE1": "Et sinon, tu disais que tu avais un indice, non ? Qu'est-ce que c\\'est ?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Désolée, mais franchement, c'est pas lourd, ton truc...", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Désolée, mais franchement, c'est pas lourd, ton truc...", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Désolée, mais franchement, c'est pas lourd, ton truc...", - "RETROSPECTIVE_CLUE1_EUGENE2": "Bof, je vois pas trop ce qu'on va pouvoir en faire.", - "RETROSPECTIVE_CLUE1_FELIX1": "Bref, tu as parlé d'un indice, non ? Qu\\'est-ce que c\\'est ?", - "RETROSPECTIVE_CLUE1_FELIX2": "Hmm... Ce n'est pas grand-chose. Tu vas peut-être avoir besoin de davantage d\\'informations.", - "RETROSPECTIVE_CLUE1_VIOLA2": "Je ne sais qu'en penser. S\\'il y a une solution, j\\'avoue qu\\'elle m\\'échappe.", - "RETROSPECTIVE_CLUE1_VIOLA1": "Et donc, tu as brièvement évoqué une énigme que tu avais trouvée. Souhaites-tu m'en faire part ?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "C'est encore trop vague pour nous aider. Faudrait trouver un autre archange...", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Bref, tu dis que la chanson que tu entends dans ta tête est plus longue, maintenant ? C'est quoi, la suite ?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "Tu m'as bien parlé d\\'un indice que tu voulais suivre, non ?", - "RETROSPECTIVE_CLUE2_EUGENE1": "Tiens, j'y pense, tu disais pas que tu avais trouvé un indice étrange ? C\\'est quoi ?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "Ouais, ben, franchement, je vois pas trop en quoi ça peut nous aider...", - "RETROSPECTIVE_CLUE2_EUGENE2": "Hmm... Ça risque pas de nous aider des masses.", - "RETROSPECTIVE_CLUE2_FELIX1": "Au fait, tu disais bien que tu avais un nouvel indice, non ?", - "RETROSPECTIVE_CLUE2_FELIX2": "C'est plutôt vague, si tu veux mon avis...", - "RETROSPECTIVE_CLUE2_VIOLA2": "Curieux. Hélas, il n'y a pas grand-chose à tirer de cet extrait, j\\'en ai peur.", - "RETROSPECTIVE_CLUE2_VIOLA1": "Tu disais avoir une énigme à résoudre, non ? Peut-être aimerais-tu la partager avec moi ?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Ça semble indiquer une direction, mais c'est encore trop vague pour être utilisable.", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "Alors, as-tu trouvé la suite de ta [wave amp=30 freq=10]chanson[/wave] ? Qu'est-ce que c\\'est ?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "Oh, tu voulais me demander mon avis sur un indice que t'as trouvé ? Vas-y, je t\\'écoute...", - "RETROSPECTIVE_CLUE3_MEREDITH2": "Ça semble... indiquer une direction, non ?", - "RETROSPECTIVE_CLUE3_EUGENE1": "Tu disais pas que tu avais un nouvel indice à suivre ? Tu veux m'en parler ?", - "RETROSPECTIVE_CLUE3_FELIX1": "Tu disais que tu avais un nouvel indice, non ? Qu'est-ce que c\\'est ?", - "RETROSPECTIVE_CLUE3_EUGENE2": "J'ai l\\'impression que ça indique une direction, mais c\\'est quand même super vague.", - "RETROSPECTIVE_CLUE3_VIOLA1": "Dis-moi, tu as évoqué un genre d'énigme que tu ne parvenais pas à déchiffrer. Si nous en parlions ?", - "RETROSPECTIVE_CLUE3_FELIX2": "On dirait que ça indique une direction, non ? Peut-être que chaque nouvel indice permet d'en savoir un peu plus...", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Oh, j'ai failli oublier ! Tu as obtenu un nouvel indice de la part de l\\'archange fantôme qui vit en toi ?", - "RETROSPECTIVE_CLUE3_VIOLA2": "Nul doute que cela cherche à t'indiquer un endroit, mais ce n\\'est pas assez précis pour savoir lequel, au juste.", - "RETROSPECTIVE_CLUE4_MEREDITH1": "Tu parlais d'un indice qui te semblait intéressant, non ? Vas-y, envoie.", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "On dirait que ça décrit un genre de région, non ? Qu'est-ce que tu en dis ?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "Si tu veux mon avis, on [wave amp=30 freq=10]dirait[/wave] que ça décrit une région, ou quelque chose comme ça. T'as envie d\\'aller là-bas ?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*Bâillement* Très bien, remettons ça...", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "Pas de problème, une bonne sieste me fera le plus grand bien, de toute façon.", - "CAPTAIN_ZEDD_PRE_REMATCH2": "Si tu as envie qu'on se fasse un autre petit combat, j\\'ai un peu de temps avant ma prochaine sieste. Ça te tente ?", - "CAPTAIN_WALLACE_LAST_LEGS1": "Je ne me laisserai pas démolir aussi aisément !", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe dit que tu sais vraiment te battre. Du coup, j'imagine que tu as envie de relever mon défi pour les Veilleurs ?", - "CAPTAIN_WALLACE_POST_BATTLE1": "J'ai bâti mes murs, et tu les as [shake rate=30 level=10]abattus[/shake] sans la moindre difficulté !", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Tout le monde en ville raconte que tu as désormais rejoint les rangs de nos capitaines !", - "CAPTAIN_SKIP_INTRO2": "Salut ! [pause]Je suis Cyan, un des capitaines des Veilleurs de la Nouvelle-Wirral.", - "CAPTAIN_SKIP_INTRO1": "Bon sang, les habitants des autres mondes fabriquent vraiment des tas de [wave amp=30 freq=10]trucs[/wave], pas vrai ?", - "CAPTAIN_SKIP_INTRO4": "Matériel électronique, meubles, la totale, quoi ! [pause]Quand ça finit ici, je fais en sorte qu'on lui trouve un usage !", - "CAPTAIN_WALLACE_INTRO2": "Notre infrastructure ! [pause]Les maisons, les murs, l'eau courante...", - "CAPTAIN_WALLACE_POST_REMATCH1": "En dépit de tous mes efforts, mes défenses se sont tout de même effondrées...", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "On pourrait peut-être fêter ça en se battant à nouveau, non ? Qu'en dis-tu, [wave amp=30 freq=10]capitaine[/wave] ?", - "CAPTAIN_ZEDD_POST_BATTLE1": "J'ai l\\'impression que ce dernier coup m\\'a réveillé... enfin, un peu. [pause]Tiens, voilà ta récompense.", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "On pourrait peut-être fêter ça en se battant à nouveau, non ? Qu'en dis-tu, [wave amp=30 freq=10]capitaine[/wave] ?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Pas de problème. Une autre fois, alors...", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Excellent ! [pause]J'imagine que ça ne te causera pas un choc d\\'apprendre que ma spécialité, c\\'est l\\'électricité. Alors, tu vas devoir être particulièrement rapide si tu ne veux pas que la foudre s\\'abatte sur toi !", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "Ce combat était particulièrement électrisant, tu ne trouves pas ?", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Toutes mes excuses, je n'avais pas réalisé que tu ne faisais que passer.", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "À ma décharge, [pause]je dois reconnaître que tu te débrouilles bien mieux que je ne le pensais.", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "Désolé pour les jeux de mots, la force de l'habitude...", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "Tiens, voilà ta récompense.", - "CAPTAIN_LODESTEIN_POST_REWARD1": "J'aimerais pouvoir discuter un peu plus longtemps, mais hélas, il me reste de la maintenance à effectuer.", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Tout le monde en ville raconte que tu as désormais rejoint les rangs de nos capitaines !", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "Bonne chance pour la suite !", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "Bonne chance pour la suite !", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Tiens, salut ! J'espère que tu vas bien.", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "Bonne chance pour la suite !", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Tiens, salut ! J'espère que tu vas bien.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "On raconte que tu es des nôtres, maintenant, alors, félicitations !", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Tiens, salut ! J'espère que tu vas bien.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "On raconte que tu es des nôtres, maintenant, alors, félicitations !", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "On raconte que tu es des nôtres, maintenant, alors, félicitations !", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Toutes mes excuses, je n'avais pas réalisé que tu ne faisais que passer.", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Ça te dirait, une petite revanche ? [pause]Ça me démange depuis la dernière fois...", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Une fois encore, tu m'as donné une bonne leçon. Bravo, tu as vraiment un style électrique !", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Je te dirais bien que, cette fois, je ne retiendrai pas mes coups, [pause]mais à vrai dire, la première fois, je ne les avais pas retenus non plus.", - "CAPTAIN_REMATCH_CHECK": "Proposer une revanche à {pawn} ?", - "CAPTAIN_READY_CHECK.n": "Te sens-tu prêt·e à affronter {pawn} ?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "J'espère que ta formation repose sur de bonnes fondations, car tu vas devoir être solide si tu veux avoir une chance d\\'abattre mes murs !", - "CAPTAIN_SKIP_PRE_BATTLE2": "Magnifique ! [pause]Essaie de t'amuser... et j\\'espère que ça ne te décevra pas trop que je te batte !", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "Oh. [pause]Je ne m'attendais pas à ce qu\\'iel soit capitaine des Veilleurs.", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "Oh. [pause]Je ne m'attendais pas à ce qu\\'elle soit capitaine des Veilleurs.", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "C'est vrai, il est capitaine ? Il faut croire qu\\'il cache bien son jeu !", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "Salut ! [pause]Alors, comme ça, il paraît que tu es capitaine, maintenant ? [pause]C'est génial !", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "Salut ! [pause]Alors, comme ça, il paraît que tu es capitaine, maintenant ? [pause]C'est génial !", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Tu peux échanger ce matériau à l'hôtel de ville de Port-la-Ville. [pause]Je sais que vous adorez avoir tout un tas de babioles, vous autres humains...[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Bonjour, humaine. Savais-tu que je respecte autant tous les tiens ? Je n'ai pas la moindre émotion négative à l\\'égard de qui que ce soit. [pause]C\\'est vrai.[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Bonjour, humain·e. Savais-tu que je respecte autant tous les tiens ? Je n'ai pas la moindre émotion négative à l\\'égard de qui que ce soit. [pause]C\\'est vrai.[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Sache que j'ai effectué les mises à jour nécessaires pour colmater les faiblesses de mes algorithmes de combat. [pause]Ta défaite est désormais une certitude statistique, « capitaine ».[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]On m'a informée que tu faisais partie de nos capitaines, maintenant. [pause]Qu\\'est-ce que tu en dis ? Tu as envie de retenter ta chance ?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]On m'a informée que tu faisais partie de nos capitaines, maintenant. [pause]Qu\\'est-ce que tu en dis ? Tu as envie de retenter ta chance ?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "Je suis à toi dans une seconde, il me reste juste quelques petites réparations à finaliser.", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Sache que j'ai effectué les mises à jour nécessaires pour colmater les faiblesses de mes algorithmes de combat. [pause]Ta défaite est désormais une certitude statistique, « capitaine ».[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]On m'a informée que tu faisais partie de nos capitaines, maintenant. [pause]Qu\\'est-ce que tu en dis ? Tu as envie de retenter ta chance ?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Bonjour, humain. Savais-tu que je respecte autant tous les tiens ? Je n'ai pas la moindre émotion négative à l\\'égard de qui que ce soit. [pause]C\\'est vrai.[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Désolée, [pause]je ne voulais pas recommencer à diriger ma colère vers les humains. [pause]Merci d'ignorer ma remarque.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Même si c'est à contrecœur, je vais t\\'ajouter à ma base de données d\\'humains que je respecte vraiment. [pause]Il n\\'y a pas beaucoup de noms dessus.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Tiens, voilà tes gains.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Alors ? [pause]Tu as envie de te battre ? [pause]Sache que les statistiques ne sont pas en ta faveur, mais qui sait ? C'est peut-être ton jour de chance...[/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]Tu ne m'en voudras pas de surenchérir, j\\'espère ?[/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Très bien, jouons... [pause]Le gagnant rafle la mise ![/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]Non ? Tu ne veux pas tenter ta chance ? Tant pis. La prochaine fois, peut-être...[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Si jamais tu t'engages pour rejoindre les nouvelles recrues des Veilleurs, pense à venir me voir et on pourra parier ensemble, toutes les deux.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Si jamais tu t'engages pour rejoindre les nouvelles recrues des Veilleurs, pense à venir me voir et on pourra parier ensemble, tous·tes les deux.[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "C'est le bon choix, tu n\\'es pas encore prêt·e. [pause]C\\'est toujours bon de connaître ses propres limites.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "C'est le bon choix, tu n\\'es pas encore prête. [pause]C\\'est toujours bon de connaître ses propres limites.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "C'est le bon choix, tu n\\'es pas encore prêt. [pause]C\\'est toujours bon de connaître ses propres limites.", - "CAPTAIN_JUDAS_POST_REMATCH2": "J'ai encore perdu, [pause]mais je ne vais pas pleurer pour ça. [pause]Pleurer est une perte d\\'humidité, et je commence à manquer d\\'eau.", - "CAPTAIN_JUDAS_POST_REMATCH1": "Moi qui pensais avoir anticipé tous les scénarios possibles, cette fois...", - "CAPTAIN_SKIP_LAST_LEGS1": "Jusque-là, tu te débrouilles très bien ! [pause]Mais attention, je ne peux pas te promettre que je vais continuer à être tendre avec toi !", - "CAPTAIN_JUDAS_INTRO1.m": "Je t'ai entendu arriver à deux cents mètres, au moins. [pause]Si tu espérais avoir la surprise de ton côté, c\\'est raté.", - "CAPTAIN_ZEDD_POST_REMATCH1": "J'ai encore perdu ? C\\'est pour ça que je préfère passer mon temps à dormir...", - "CAPTAIN_ZEDD_POST_REWARD1": "Un café bien serré m'aiderait à me réveiller.", - "CAPTAIN_ZEDD_LAST_LEGS1": "*Bâillement* [pause]Alors, comment se passe le combat ? J'ai gagné, ou pas encore ? Oh...", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "C'est important de bien dormir, tu sais... toute la question étant de savoir COMBIEN DE TEMPS il faut passer à dormir. [pause]L\\'humanité cherche la réponse à cette question depuis l\\'aube des temps.", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Bienvenue, [pause]cher·ère mécène, [pause]à l'Emporium du Pharaon de Néo-Végas ![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Souhaites-tu commander un peu de...[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Toutes mes excuses. [pause]Mes fonctionnalités sont quelque peu rouillées, et il arrive que mes banques de données aient besoin d'un peu de temps pour se connecter.[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Je possède le cerveau électronique le plus évolué qui soit pour un casino du XXIVe siècle, et pourtant, je fonctionne [shake rate=30 level=10]toujours[/shake] avec des pièces ![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]Non ? Tu ne veux pas retenter ta chance ? Tant pis. La prochaine fois, peut-être...[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Bien joué, capitaine.[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "Je suis à toi dans une seconde, il me reste juste quelques petites réparations à finaliser.", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Bien joué, capitaine.[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "...", - "CAPTAIN_LODESTEIN_INTRO1.n": "Je suis à toi dans une seconde, il me reste juste quelques petites réparations à finaliser.", - "CAPTAIN_LODESTEIN_INTRO3": "Voilà, [pause]c'est fini !", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Sache que j'ai effectué les mises à jour nécessaires pour colmater les faiblesses de mes algorithmes de combat. [pause]Ta défaite est désormais une certitude statistique, « capitaine ».[/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perdre une fois, c'est déjà une anomalie, [pause]mais deux fois ? [pause]Peut-être est-il temps pour moi de réévaluer certaines des notions préconçues que j\\'ai à propos des humains.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Bien joué, capitaine.[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "Oh... [pause]Tu es capitaine des Veilleurs ?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*Bâillement* Bon, très bien. Il est temps d'aller au lit... [pause]Euh, je veux dire, d\\'aller sur le champ de bataille. [pause]Ouais, c\\'est ça...", - "CAPTAIN_ZEDD_INTRO_EUGENE": "Je n'aurais jamais cru que tu rejoindrais un jour les Veilleurs.", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "Oh. [pause]Je ne m'attendais pas à ce qu\\'il soit capitaine des Veilleurs.", - "CAPTAIN_ZEDD_INTRO5": "Merci ! C'est quand même dingue qu\\'un [wave amp=30 freq=10]capitaine des Veilleurs[/wave] ne puisse pas se reposer de temps en temps, dans le coin !", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "Dis, c'est toi, la nouvelle recrue des Veilleurs ? Et tu aimes particulièrement te battre, c\\'est ça ? [pause]J\\'imagine que je peux faire une petite pause et remettre mon tri à plus tard si tu te sens d\\'attaque pour relever mon défi !", - "CAPTAIN_SKIP_POST_REWARD1": "Quant à moi, je ferais bien de reprendre ma collecte de trucs et bricoles en tout genre. [pause]Les gens possèdent vraiment tant de [wave amp=30 freq=10]choses[/wave] que ça, dans ton monde ?", - "CAPTAIN_SKIP_POST_BATTLE2": "Tu as surpassé toutes mes attentes. Tiens, voilà ta récompense.", - "CAPTAIN_SKIP_POST_BATTLE1.f": "Eh bien, tu m'as mis une sacrée raclée, dis donc ! [pause]Peut-être que je t\\'avais sous-estimée, finalement...", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe dit que tu sais vraiment te battre. Du coup, j'imagine que tu as envie de relever mon défi pour les Veilleurs ?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Tu m'as l\\'air capable de te débrouiller, dis-moi. Ça ne te dirait pas de rejoindre les Veilleurs en tant que nouvelle recrue ?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Tu m'as l\\'air capable de te débrouiller, dis-moi. Ça ne te dirait pas de rejoindre les Veilleurs en tant que nouvelle recrue ?", - "CAPTAIN_SKIP_POST_REMATCH3": "Pas grave. [pause]Je ne suis pas un combattant, de toute façon...", - "CAPTAIN_SKIP_POST_REMATCH4": "En fait, je suis juste un nerd, quand on y réfléchit. [pause]Un nerd qui adore tous ces [wave amp=30 freq=10]trucs[/wave] !", - "CAPTAIN_JUDAS_PRE_REMATCH2": "Bien. [pause]Je te préviens, j'ai effectué quelques observations tactiques afin de maximiser mes chances de victoire, cette fois.", - "CAPTAIN_CLEEO_INTRO3": "Il a une fente à pièces dans le dos. Peut-être qu'il y a, sur l\\'île, une pièce permettant de le faire marcher correctement.", - "CAPTAIN_CLEEO_INTRO2": "Ce robot a l'air d\\'avoir quelques soucis de fonctionnement.", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Mes contacts m'ont appris que tu avais désormais rejoint les rangs des capitaines des Veilleurs. [pause]Impressionnant. [pause]Tu es là pour la revanche ?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Mes contacts m'ont appris que tu avais désormais rejoint les rangs des capitaines des Veilleurs. [pause]Impressionnant. [pause]Tu es là pour la revanche ?", - "CAPTAIN_JUDAS_POST_REWARD1": "Nous vivons une époque dangereuse. [pause]La civilisation et la sécurité sont des concepts éphémères, et il faut être capable de survivre par soi-même si l'on veut pouvoir s\\'en sortir.", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Je ferais peut-être bien de retourner à Port-la-Ville pour effectuer un ravitaillement tactique.", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "Tu avais des stratégies pour contrer les miennes. [pause]Tu as l'état d\\'esprit d\\'une vraie Veilleuse. [pause]Tiens, tu l\\'as bien mérité.", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "Salut ! [pause]Alors, comme ça, il paraît que tu es capitaine, maintenant ? [pause]C'est génial !", - "CAPTAIN_SKIP_POST_REMATCH2.m": "Je dois le reconnaître que c'est une victoire amplement méritée, capitaine !", - "CAPTAIN_SKIP_POST_REMATCH1": "Ben, mince, alors... [pause]J'ai encore perdu...", - "CAPTAIN_SKIP_PRE_REMATCH3": "Génial ! [pause]Ça va être marrant !", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "Ne t'inquiète pas ! [pause]Ce ne sont pas les vieilleries à trier qui manquent, de toute façon !", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Oh ! [pause]J'avais totalement oublié que tu étais toi aussi capitaine des Veilleurs !", - "CAPTAIN_SKIP_POST_BATTLE1.m": "Eh bien, tu m'as mis une sacrée raclée, dis donc ! [pause]Peut-être que je t\\'avais sous-estimé, finalement...", - "CAPTAIN_ZEDD_INTRO1": "...", - "CAPTAIN_SKIP_POST_REMATCH5": "Ce qui est génial, c'est que je ne sais jamais ce que je risque de trouver !", - "CAPTAIN_ZEDD_INTRO3": "Cela dit, c'est de plus en plus difficile de \\\"méditer\\\" dans le coin, avec tous ces Missilinos qui fusent de partout. Tu crois que tu pourrais [wave amp=30 freq=10]régler le problème ?[/wave]", - "CAPTAIN_WALLACE_POST_REMATCH2": "Une fois encore, tu m'as montré que ta stratégie était bâtie sur de solides fondations !", - "CAPTAIN_WALLACE_INTRO4": "Je suis Murolien, un des capitaines des Veilleurs de Port-la-Ville. [pause]C'est moi qui supervise toutes les constructions sur la Nouvelle-Wirral.", - "CAPTAIN_SKIP_INTRO3": "Je recueille tout un tas de [wave amp=30 freq=10]trucs[/wave] fabriqués par les habitants des autres mondes.", - "CAPTAIN_WALLACE_PRE_REMATCH2": "C'est le moment rêvé pour une revanche, non ? Qu\\'est-ce que tu en dis ?", - "CAPTAIN_JUDAS_INTRO5": "Quand on regarde un monstre sanguinaire dans le blanc des yeux, le seul moyen de s'en sortir, c\\'est d\\'être persuadé qu\\'on va gagner avant même d\\'entamer le combat.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "C'est le bon choix, tu n\\'es pas encore prête. [pause]C\\'est toujours bon de connaître ses propres limites.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "C'est le bon choix, tu n\\'es pas encore prêt. [pause]C\\'est toujours bon de connaître ses propres limites.", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "Tu avais des stratégies pour contrer les miennes. [pause]Tu as l'état d\\'esprit d\\'un vrai Veilleur. [pause]Tiens, tu l\\'as bien mérité.", - "CAPTAIN_JUDAS_PRE_BATTLE2": "D'accord, [pause]mais promets-moi de ne pas trop mal le prendre quand tu mordras la poussière.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "C'est le bon choix, tu n\\'es pas encore prêt·e. [pause]C\\'est toujours bon de connaître ses propres limites.", - "CAPTAIN_JUDAS_INTRO4": "Nous sommes [wave amp=30 freq=10]bien loin[/wave] de chez nous, [pause]et la seule chose qui nous différencie des bêtes sauvages, c'est notre capacité à établir une stratégie.", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Je dois bâtir de meilleures fondations pour ma stratégie de combat...", - "CAPTAIN_WALLACE_PRE_REMATCH3": "Cette fois, mes murs ne s'écrouleront pas aussi facilement !", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Tu m'as l\\'air capable de te débrouiller, dis-moi. Ça ne te dirait pas de rejoindre les Veilleurs en tant que nouvelle recrue ?", - "CAPTAIN_SKIP_POST_REWARD2": "J'ai du mal à imaginer ce genre de vie !", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Salut ! [pause]Tu viens m'aider à trier le bric-à-brac ?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Bien sûr que si.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Les gens qui se sentent perdus ont besoin qu'on les guide, [pause]et c\\'est exactement ce que Dorian leur offrait.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "J'espère que les autres s\\'en sortiront mieux maintenant qu\\'il n\\'est plus là.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "En tout cas, ça fait un autre archange de battu. [pause]Et... [pause]je vais t'aider à trouver les autres !", - "ALEPH_DIALOGUE_2_1": "HMM... QUELQUES HUMAINS ONT RÉUSSI À VENIR ICI.", - "ALEPH_DIALOGUE_1_1": "NE VOUS OCCUPEZ PAS DE MOI !", - "ALEPH_DIALOGUE_2_2": "ALLEZ, FILEZ !", - "ALEPH_DIALOGUE_3_1": "HÉ, MAIS... JE ME SOUVIENS DE TOI !", - "ALEPH_DIALOGUE_3_2": "JE NE COMPRENDS VRAIMENT PAS COMMENT VOUS AVEZ FAIT POUR VOUS RETROUVER ICI.", - "ALEPH_DIALOGUE_4_1": "TOI ET MOI...", - "ALEPH_DIALOGUE_4_2": "IL FAUDRAIT QU'ON DISCUTE VRAIMENT, UN DE CES JOURS.", - "ALEPH_DIALOGUE_5_1": "TU N'ABANDONNES JAMAIS, HEIN ?", - "ALEPH_DIALOGUE_6_1.m": "SAIS-TU QUEL EST CET ENDROIT, HUMAIN ?", - "ALEPH_DIALOGUE_6_1.n": "SAIS-TU QUEL EST CET ENDROIT, HUMAIN·E ?", - "ALEPH_DIALOGUE_6_1.f": "SAIS-TU QUEL EST CET ENDROIT, HUMAINE ?", - "ALEPH_DIALOGUE_6_2": "SENS-TU RESPIRER CES TUNNELS ?", - "ALEPH_DIALOGUE_7_1": "UN PEU DE RESPECT, C'EST TROP DEMANDER ?", - "ALEPH_DIALOGUE_7_2": "VOS MONDES ONT DES LÉGENDES QUI PARLENT DE MOI !", - "ALEPH_DIALOGUE_7_3": "VOUS AVEZ DE LA CHANCE QUE JE SOIS SI HUMBLE !", - "ALEPH_DIALOGUE_8_1": "IL FAUT QU'ON ARRÊTE DE SE VOIR COMME CELA !", - "ALEPH_DIALOGUE_9_1": "MES NOUVELLES RECRUES SONT DU GENRE CHAHUTEUR.", - "ALEPH_DIALOGUE_10_1": "EH OUI, ENCORE MOI ! JE VIENS RECRUTER VOTRE ADVERSAIRE.", - "ALEPH_DIALOGUE_9_2": "HEUREUSEMENT, J'AI TRAVAILLÉ MA GESTION DU PERSONNEL.", - "ALEPH_DIALOGUE_9_3": "JE SENS QUE L'ATMOSPHÈRE DE TRAVAIL VA ÊTRE EXCELLENTE AU SEIN DE L\\'ÉQUIPE !", - "ALEPH_DIALOGUE_10_2": "VOUS N'EN AVEZ PAS MARRE, À FORCE ?", - "RESTING_KAYLEIGH_DATING_1": "Kayleigh et toi évoquez des souvenirs plaisants, en discutant des endroits que vous avez vus étant enfants.", - "RESTING_KAYLEIGH_DATING_3": "Kayleigh te parle de ce à quoi elle aspire.", - "RESTING_KAYLEIGH_DATING_2": "Vous riez ensemble en vous remémorant les moments embarrassants que vous avez connus.", - "RESTING_MEREDITH_PLATONIC_2": "Tu essaies de discuter de choses et d'autres avec Mérédith, mais elle n\\'est guère bavarde, pour le moment.", - "RESTING_KAYLEIGH_DATING_4": "Vous discutez sur un ton badin de vos précédentes histoires d'amour.", - "RESTING_KAYLEIGH_DATING_5": "Kayleigh te parle des endroits qu'elle aimerait voir sur Terre.", - "RESTING_MEREDITH_PLATONIC_1": "Mérédith parle de tout et de rien avec toi.", - "RESTING_MEREDITH_PLATONIC_3": "Mérédith se plaint de petites choses sans importance et tu l'écoutes sans l\\'interrompre.", - "RESTING_MEREDITH_PLATONIC_5": "Vous restez côte à côte en silence. Mérédith ne semble pas avoir grand-chose à dire pour le moment.", - "RESTING_MEREDITH_PLATONIC_4": "Mérédith te parle avec enthousiasme d'un roman d\\'heroic fantasy qu\\'elle adore.", - "RESTING_MEREDITH_DATING_1": "Mérédith te parle en grand détail d'un film d\\'horreur qu\\'elle a vu à la télé.", - "RESTING_MEREDITH_DATING_3": "Mérédith finit par trouver le courage de te complimenter sur ton apparence.", - "RESTING_MEREDITH_DATING_2": "Mérédith et toi discutez d'endroits où vous aimeriez aller, un jour.", - "RESTING_MEREDITH_DATING_4": "Mérédith et toi avez une longue conversation intime.", - "RESTING_MEREDITH_DATING_5": "Tu complimentes Mérédith, et cela semble la gêner. Mais tu vois bien aussi que ça lui fait plaisir.", - "RESTING_EUGENE_PLATONIC_2": "Eugène et toi discutez de tactiques de combat potentielles.", - "RESTING_EUGENE_PLATONIC_1": "Eugène te parle de ses exercices d'entraînement préférés.", - "RESTING_EUGENE_PLATONIC_5": "Eugène et toi discutez des différences entre vos deux mondes.", - "RESTING_EUGENE_PLATONIC_3": "Tout excité, Eugène te parle de ce qui se passe à Port-la-Ville.", - "RESTING_EUGENE_PLATONIC_4": "Vous vous échangez des conseils de combat pendant de longues minutes.", - "RESTING_EUGENE_DATING_1": "Eugène te parle du genre d'endroit où il aimerait bien vivre, un jour.", - "RESTING_EUGENE_DATING_2": "Eugène et toi discutez tranquillement de vos anciennes histoires d'amour.", - "RESTING_EUGENE_DATING_3": "Eugène se vante de sa cuisine, en t'expliquant que les dîners romantiques sont sa spécialité.", - "RESTING_EUGENE_DATING_5": "Eugène te demande de lui parler de tes espoirs et de tes rêves, et il t'écoute attentivement.", - "RESTING_EUGENE_DATING_4": "Eugène te raconte une anecdote amusante. Il en connaît plein.", - "RESTING_FELIX_PLATONIC_1": "Félix dessine en silence alors que le temps passe.", - "RESTING_FELIX_PLATONIC_2": "Félix parle de la nourriture qu'il n\\'arrive pas à trouver à la Nouvelle-Wirral.", - "RESTING_FELIX_DATING_1": "Félix te montre des dessins qu'il a récemment réalisés.", - "RESTING_FELIX_PLATONIC_3": "Félix se souvient de quelques anecdotes amusantes sur les habitants de Port-la-Ville.", - "RESTING_FELIX_DATING_2": "Félix te parle avec enthousiasme de plusieurs idées d'histoires qui lui sont récemment venues.", - "RESTING_FELIX_DATING_3": "Félix t'écoute poliment lui faire part de tes pensées.", - "RESTING_FELIX_DATING_4": "Félix et toi discutez de vos plats préférés.", - "RESTING_FELIX_DATING_5": "Vous évoquez vos expériences communes, ce qui te permet de te rapprocher de lui.", - "RESTING_VIOLA_PLATONIC_1": "Violaine te raconte les aventures qu'elle a vécues étant enfant.", - "RESTING_VIOLA_PLATONIC_3": "Désireuse de mieux te connaître, Violaine te demande de lui parler de ta vie avant ton arrivée à la Nouvelle-Wirral.", - "RESTING_VIOLA_PLATONIC_2": "Violaine te parle de la beauté de son pays natal, la Messaline.", - "RESTING_VIOLA_PLATONIC_4": "Tu racontes à Violaine comment est la vie sur ton monde.", - "RESTING_VIOLA_DATING_1": "Violaine te récite plusieurs poèmes qu'elle a appris. Tu trouves sa voix absolument captivante.", - "RESTING_VIOLA_DATING_3": "Violaine te parle de ses aspirations au cours d'une conversation extrêmement personnelle.", - "RESTING_VIOLA_DATING_2": "Vous échangez quelques civilités.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Tu sais, j'ai pas mal réfléchi, ces derniers temps...", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "Il m'a fallu un moment pour savoir ce que je ressentais vraiment en repensant à la vie que je menais à Villedeuil.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "Oui, c'est ça. Je voulais leur faire plaisir. Et je crois que c\\'est encore le cas.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Je passais le plus clair de mon temps à essayer de rendre les gens heureux...", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "Est-ce normal ? [pause]Aucune idée.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Qu'est-ce que tu aimes faire pendant ton temps libre ?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Et c'est une bonne chose, c\\'est vrai. Mais peut-être que ce serait une bonne idée de réfléchir à ce que je veux faire, moi aussi.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "Et au bout du compte, il ne restera plus rien de [wave amp=30 freq=30]moi[/wave].", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "Sinon, je vais finir par m'épuiser.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "Quels sont les passe-temps qui t'intéressent ?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Euh... il faudrait que j'y réfléchisse.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "J'ai l\\'impression que, quand j\\'étais plus jeune, j\\'éprouvais bien plus de [wave amp=30 freq=30]passion[/wave] pour ce que je faisais que maintenant.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "Tu savais que je jouais de la guitare, autrefois ?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "Comme mon père. Mon plus vieux souvenir, c'est moi assise sur ses genoux, à l\\'écouter jouer.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "Comment pouvait-il t'avoir sur les genoux s\\'il jouait de la guitare en même temps ?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Oh. [pause]Bien sûr, [pause]tu es nouveau·elle.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "Il faisait très attention.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "À l'adolescence, j\\'ai acheté ma propre guitare, mais j\\'ai jamais vraiment été douée.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "Et si j'étais pas destinée à devenir musicienne professionnelle, [pause]à quoi bon jouer d\\'un instrument ?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "J'ai fini par arrêter, [pause]sans doute parce que je me disais que, si je devais pratiquer un passe-temps, il fallait que je le fasse bien.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "Quel dommage !", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "C'est pas la bonne attitude !", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "Tu sais quoi ? [pause]Tu as raison.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "C'est vraiment dommage que j\\'aie laissé tomber.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "Je devrais faire plus de choses pour moi !", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Par exemple, si je veux rester au lit toute la journée à lire des romans à l'eau de rose, qu\\'est-ce qui m\\'en empêche ?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "Et en plus... [pause]ça a même pas besoin d'être des trucs productifs !", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "Exactement !", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "Tu as raison !", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Ça m'a fait du bien de t\\'en parler.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Bon, j'ai fini mon thé. Qu\\'est-ce que tu en dis, on s\\'y remet ?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Merci beaucoup, {player}.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Après tout, on a fusionné ensemble dans le corps d'un monstre énorme, non ? Ça crée des liens !", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "Tiens, regarde, {player} !", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "Clémence l'a trouvée au marché et me l\\'a offerte !", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "Elle est en bon état ?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "Comment elle est ?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "Mais pour être honnête, c'est le cas de presque tout ce qu\\'on trouve à Port-la-Ville.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Elle... elle sent l'air marin.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "Quel son elle a ?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "Mais ne t'inquiète pas, on est habitués aux trucs cassés, à la Nouvelle-Wirral. Et ce qui est cassé, ça se répare.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Bonne question. Prêt ?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Bonne question. Prêt·e ?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Bonne question. Prête ?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "On dirait...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "Qu'il va y avoir du boulot !", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "Tu verras, tu m'entendras en jouer en un rien de temps !", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "Suffit de se retrousser les manches.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "J'espère bien !", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "J'espère que tu me joueras une belle sérénade !", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "Moi aussi !", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Qui sait ? Croise les doigts, et c'est peut-être ce qui arrivera.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "Carrément !", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Euh, dis... ça te dirait de venir chez moi ? J'ai quelque chose à te montrer.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Pas maintenant.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "Pas de problème. J'imagine que ça me laisse davantage de temps pour m\\'entraîner.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "Génial !", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "Je... je voulais te jouer quelque chose. Mon père me chantait cette chanson quand j'étais petite, et c\\'est la première que j\\'ai appris à jouer.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Tu as été tellement gentil avec moi que je tenais à t'offrir ce cadeau.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Tu as été tellement gentille avec moi que je tenais à t'offrir ce cadeau.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "Prête ?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Tu as été tellement gentil·le avec moi que je tenais à t'offrir ce cadeau.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "Prêt ?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "Tu parles !", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "Prêt·e ?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Alors, qu'est-ce que tu en as pensé ?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "C'était génial !", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "J'ai une furieuse envie de t\\'embrasser, là !", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "Arrête, tu vas me faire rougir...", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "J'espère que tu continueras à jouer.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Moi aussi ! Peut-être qu'on pourrait écrire une chanson ensemble, au cours de nos aventures...", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Ça pourrait être marrant, non ?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "D'accord, ça marche !", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "Ah, t'es sûr que c\\'est pas l\\'effet [wave amp=30 freq=30]magique[/wave] que procure le fait de voir quelqu\\'un jouer de la guitare en vrai ?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "Alors, c'est réglé ! Faisons-le !", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "Ah, t'es sûre que c\\'est pas l\\'effet [wave amp=30 freq=30]magique[/wave] que procure le fait de voir quelqu\\'un jouer de la guitare en vrai ?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "Ah, t'es sûr·e que c\\'est pas l\\'effet [wave amp=30 freq=30]magique[/wave] que procure le fait de voir quelqu\\'un jouer de la guitare en vrai ?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "La première fois que je suis tombée amoureuse, c'était d\\'un copain batteur, à l\\'université. Faut croire que les musiciens m\\'attirent.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Plus sérieusement, j'espère que tu continueras à jouer !", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "Non, je suis sérieux·se. Je t'aime bien.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "Non, je suis sérieux. Je t'aime bien.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Je...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "Non, je suis sérieuse. Je t'aime bien.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Si tu veux m'embrasser...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "C'est peut-être le bon moment, non ?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Non, tout va bien !", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "C'est bien ce que je pensais.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Si tu le dis...", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "Je ne sais pas si j'ai les mots pour décrire ça...", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "À vrai dire, je ne te voyais pas comme [wave amp=30 freq=30]ça[/wave] avant qu'on fusionne.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Pour commencer, [pause]j'ai seulement eu quelques relations amoureuses, et toujours avec des garçons.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Pour commencer, [pause]j'ai seulement eu quelques relations amoureuses, et toujours avec des garçons.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Je veux dire, je suis sortie avec quelques garçons, [pause]mais... [pause]ça n'a jamais été du sérieux, tu comprends ?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Ça peut paraître idiot, mais quand on fusionne...", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "J'ai l\\'impression de [wave amp=30 freq=10]ressentir[/wave] la présence de ton âme... [pause]Et peut-être que je te connais mieux que je me connais moi-même.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Je... je te trouve très beau. Bien sûr que je veux qu'on soit ensemble !", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Je... je te trouve très belle. Bien sûr que je veux qu'on soit ensemble !", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "Et même si, un jour, on finit par se séparer, ça aura valu la peine... [pause]enfin, je crois.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Je... je te trouve très beau·elle. Bien sûr que je veux qu'on soit ensemble !", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "T'en as de la [wave amp=30 freq=30]chance[/wave], tu trouves pas ?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Tu as raison.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Je suis d'accord avec toi.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Dans ce cas, maintenant, c'est officiel : tu as une petite amie, ET c\\'est une musicienne débutante !", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "Si on fêtait ça ?", - "MEREDITH_INTRO_MEREDITH1.m": "Tiens, le petit nouveau...", - "MEREDITH_INTRO_MEREDITH1.f": "Tiens, la petite nouvelle...", - "MEREDITH_INTRO_MEREDITH1.n": "Tiens, læ petit·e nouveau·elle...", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "On se connaît ?", - "MEREDITH_INTRO_MEREDITH2": "Dulac a pas arrêté de me parler de toi quand il est venu chercher des pièces détachées dans ma boutique.", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "Tu me connais ?", - "MEREDITH_INTRO_MEREDITH3": "Tu le connais ? [pause]C'est un vrai nul.", - "MEREDITH_INTRO_MEREDITH4": "Tu savais que c'est même pas un vrai chercheur ? [pause]Avant d\\'arriver à la Nouvelle-Wirral, tu sais ce qu\\'il faisait ? Analyste de données !", - "MEREDITH_INTRO_MEREDITH6.m": "Enfin, bref. Moi, c'est Mérédith. [pause]Savoure bien ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", - "MEREDITH_INTRO_MEREDITH5": "Faudrait quand même que quelqu'un lui dise que porter un T-shirt qui dit \\\"J\\'adore la science\\\", ça donne pas une personnalité.", - "MEREDITH_INTRO_MEREDITH6.n": "Enfin, bref. Moi, c'est Mérédith. [pause]Savoure bien ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", - "MEREDITH_INTRO_MEREDITH6.f": "Enfin, bref. Moi, c'est Mérédith. [pause]Savoure bien ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "Je vais trouver le moyen de m'en aller !", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "Ça n'a pas l\\'air si mal que ça !", - "MEREDITH_INTRO_A_MEREDITH2": "Tout ce qu'il y a, ici, c\\'est des créatures de cauchemar et nous. Sur une île.", - "MEREDITH_INTRO_A_MEREDITH1.m": "C'est mignon. Ça se voit que tu débarques. Désolée, mais si y avait une sortie, ça se saurait.", - "MEREDITH_INTRO_A_MEREDITH1.n": "C'est mignon. Ça se voit que tu débarques. Désolée, mais si y avait une sortie, ça se saurait.", - "MEREDITH_INTRO_A_MEREDITH1.f": "C'est mignon. Ça se voit que tu débarques. Désolée, mais si y avait une sortie, ça se saurait.", - "MEREDITH_INTRO_A_MEREDITH3": "C'est tout.", - "MEREDITH_INTRO_END_MEREDITH1": "Bref, j'avais juste besoin de prendre un peu l\\'air. Passe donc me voir à la boutique. C\\'est le bâtiment jaune sur la promenade en bois.", - "MEREDITH_INTRO_B_MEREDITH2": "Du coup, les sujets de conversation, on en a vite fait le tour, crois-moi.", - "MEREDITH_INTRO_B_MEREDITH1": "Y'a, je sais pas, moi, dans les deux cents personnes max, peut-être.", - "MEREDITH_INTRO2_MEREDITH1": "Oh, encore toi ? Ça tombe bien, j'avais un truc à te demander...", - "MEREDITH_INTRO2_MEREDITH2": "Tu comptes vraiment chercher le moyen de quitter l'île ?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "Ça, oui !", - "MEREDITH_INTRO2_MEREDITH3": "Eh ben... j'admire ton optimisme.", - "MEREDITH_INTRO2_MEREDITH4": "Et si t'as l\\'intention de te balader un peu partout, tu pourrais en profiter pour chercher quelque chose pour moi ?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "Bien sûr ! Qu'est-ce qu\\'il te faut ?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Pas maintenant.", - "MEREDITH_INTRO2_NO_MEREDITH1": "Je comprends. T'as d\\'autres trucs à faire, c\\'est normal. Moi aussi, d\\'ailleurs...", - "MEREDITH_INTRO2_NO_MEREDITH2": "Oh, c'est toi ? Salut.", - "MEREDITH_INTRO2_MEREDITH5": "C'est, euh... un disque de musique. [pause]Tu sais ce que c\\'est ?", - "MEREDITH_INTRO2_NO_MEREDITH3": "Tu crois que t'aurais le temps de trouver quelque chose pour moi ?", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "Bien sûr !", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "Évidemment ! Tout le monde le sait, non ?", - "MEREDITH_INTRO2_MEREDITH6": "OK, cool.", - "MEREDITH_INTRO2_MEREDITH7": "En fait, c'est plutôt... [pause]euh... [pause]difficile de savoir qui sait quoi, ici. C\\'est qu\\'on vient pas tous du même monde, alors...", - "MEREDITH_INTRO2_MEREDITH9": "Enfin, bref, le disque... [pause]C'est un 33 tours. [pause]\\\"Tout ce dont j\\'ai besoin\\\" par The Witch House. Tu connais ?", - "MEREDITH_INTRO2_MEREDITH8": "Des fois, c'est dur de se faire comprendre. [pause]Plus que d\\'habitude, je veux dire.", - "MEREDITH_INTRO2_MEREDITH10": "Je l'écoutais tout le temps dans mon autre vie. Il a une valeur... [pause]sentimentale pour moi, OK ?", - "MEREDITH_QUEST1_QUERY_IANTHE6": "C'est là que les habitants de l\\'île trouvent tous leurs habits. [pause]Sans compter nos cassettes et nos lecteurs.", - "MEREDITH_INTRO2_MEREDITH12.m": "Alors, le nouveau, quoi de neuf ?", - "MEREDITH_INTRO2_MEREDITH11": "Je sais qu'il y a quelques fondus de musique à Port-la-Ville. Tu pourrais peut-être leur demander...", - "MEREDITH_INTRO2_MEREDITH12.n": "Alors, læ nouveau·elle, quoi de neuf ?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "Je cherche encore ton disque !", - "MEREDITH_INTRO2_MEREDITH12.f": "Alors, la nouvelle, quoi de neuf ?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "Si j'ai ce disque ?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "Rien du tout !", - "MEREDITH_INTRO2_MEREDITH13A": "OK. Je sais que c'est pas évident que tu le trouves. Les chances sont pas de mon côté, c\\'est clair. Mais merci d\\'essayer.", - "MEREDITH_QUEST1_QUERY": "\\\"Tout ce dont j'ai besoin\\\" par The Witch House ?", - "MEREDITH_INTRO2_MEREDITH13B": "Tu ferais bien de t'y habituer. C\\'est pas comme s\\'il se passait des trucs excitants, dans le coin.", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Non. À ta place, j'irais demander aux Veilleurs de l\\'hôtel de ville.", - "MEREDITH_QUEST1_QUERY_IANTHE1": "Mérédith cherche un disque bien spécifique ? [pause]Tu te rends compte que les chances qu'il se trouve sur l\\'île sont proches de zéro, j\\'espère ?", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "Ou peut-être à ceux de l'avant-poste. [pause]Tu connais ? [pause]Il se trouve au nord-est de Port-la-Ville.", - "MEREDITH_QUEST1_QUERY_IANTHE2": "Je ne saurais trop le répéter : ce qui se retrouve à la Nouvelle-Wirral vient de [wave amp=30 freq=30]plein[/wave] de mondes différents.", - "MEREDITH_QUEST1_QUERY_IANTHE3": "Mais qui sait, [pause]tu auras peut-être de la chance à la galerie de Tombe-Éduciel.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "Tombe-Éduciel ?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Oh. [pause]Bien sûr, [pause]tu es nouvelle.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "Pigé !", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Oh. [pause]Bien sûr, [pause]tu es nouveau.", - "MEREDITH_QUEST1_QUERY_IANTHE5": "Il y a une galerie commerciale au nord de la Nouvelle-Wirral. [pause]Elle est totalement abandonnée. Elle est apparue là, subitement, il y a une quinzaine d'années environ.", - "MEREDITH_QUEST1_QUERY_IANTHE7": "Il y a un magasin de musique dans la galerie. Il est plein de disques et de cassettes, mais nous le gardons fermé à clé pour des raisons de sécurité.", - "MEREDITH_QUEST1_QUERY_IANTHE8": "Les cassettes sont très importantes pour nous, alors, mieux vaut les garder en lieu sûr.", - "MEREDITH_QUEST1_QUERY_IANTHE9": "Je connais Mérédith. Si le disque est là, elle serait capable de risquer sa vie pour essayer de le récupérer. [pause]Si j'étais totalement rationnelle, je lui interdirais formellement d\\'y aller...", - "MEREDITH_QUEST1_QUERY_IANTHE10": "Mais si tu l'accompagnes, peut-être que ce sera un peu moins dangereux. Tiens, prends ça.", - "MEREDITH_QUEST3_MEREDITH2": "Oh...", - "MEREDITH_QUEST3_MEREDITH1": "Qu'est-ce que c\\'est ? Une lettre ?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "Qu'est-ce qu\\'elle dit ?", - "MEREDITH_QUEST3_MEREDITH3": "C'est une note de Ianthe. Elle pense que le disque que je cherche se trouve peut-être à la galerie de Tombe-Éduciel, et j\\'ai la permission d\\'y aller...", - "MEREDITH_QUEST3_MEREDITH4": "Mais seulement si tu m'accompagnes. Elle a aussi inclus la clé pour entrer.", - "MEREDITH_QUEST3_MEREDITH5": "Alors, on y va ?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "Tu en es bien sûre ?", - "MEREDITH_QUEST3_MEREDITH6": "T'inquiète pas, je suis capable de me défendre. Tu croyais quand même pas que j\\'avais pas de lecteur de cassettes, si ?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "Ça pourrait être dangereux !", - "MEREDITH_QUEST3_MEREDITH7": "Ça me tue de devoir rester assise ici toute la journée. [pause]Trouver cet album, c'est vraiment mon but, ces temps-ci.", - "MEREDITH_QUEST3_MEREDITH8": "C'est comme... [pause]je sais pas, si on se fixe pas d\\'objectifs, autant se laisser mourir, [pause]tu trouves pas ?", - "MEREDITH_QUEST3_MEREDITH9": "Et toi, tu... [pause]tu sais ce qui te motive ?", - "MEREDITH_QUEST3_MEREDITH11": "Mais...", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Je veux trouver le moyen de rentrer chez moi.", - "MEREDITH_QUEST4_PART1_MEREDITH3": "Cette boutique a l'air d\\'être le genre d\\'endroit où on peut trouver de la musique, non ?", - "MEREDITH_QUEST3_MEREDITH10": "Je te l'ai déjà dit, c\\'est impossible.", - "MEREDITH_QUEST3_MEREDITH12": "Si tu m'aides à trouver mon disque, je t\\'aiderai à rentrer chez toi.", - "MEREDITH_QUEST3_MEREDITH13": "Pourquoi pas ? Si t'y arrives, faudra bien que je me trouve une autre raison de vivre, après tout.", - "MEREDITH_QUEST4_PART1_MEREDITH2": "J'adore le style post-apocalyptique.", - "MEREDITH_QUEST4_PART1_MEREDITH1": "À vrai dire, cet endroit devait être vachement plus vulgaire avant tout ce... [pause]délabrement structurel.", - "MEREDITH_QUEST4_PART1_MEREDITH4": "Essayons de trouver le moyen de l'atteindre.", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Cet endroit devait être vraiment différent quand il était plein de monde...", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Ce serait un excellent endroit où tourner un film. Peut-être que les monstres pourraient jouer les figurants ?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "Carrément !", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "J'espère vraiment que c\\'est dans de l\\'eau que je viens de marcher...", - "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"L'Antre du Vinyl\\\". On dirait que c\\'est là. On entre ?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Pas maintenant.", - "MEREDITH_QUEST4_PART3_MEREDITH1": "Il doit être là, quelque part... Je suis si près de le trouver...", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"Mac et les Super 5 – Retour vers le futur dépassé\\\". Non, c'est pas ça.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"Treeman – L'Héritage de Treeman\\\". Y\\'a vraiment des disques étranges, ici...", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"Procgen – Blades of the Runners\\\". Ça a l'air cool, mais c\\'est pas ça que je recherche.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "C'est un genre de bande originale...", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "\\\"The Witch House\\\" s'étale en grosses lettres rouges sur la pochette de ce disque.", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "Cette pochette... Tu l'as trouvé !", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "Cette pochette... Je l'ai trouvé !", - "MEREDITH_QUEST4_PART4_MEREDITH4": "Et à bien y regarder, l'illustration de la pochette est [wave amp=30 freq=30]légèrement[/wave] différente.", - "MEREDITH_QUEST4_PART4_MEREDITH2": "Attends... [pause][pause]Quelque chose cloche...", - "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"Étrange et intemporel\\\" ? [pause]Mais... c'est pas le titre de l\\'album !", - "MEREDITH_QUEST4_PART4_MEREDITH5": "Et ces titres de chansons...", - "MEREDITH_QUEST4_PART4_MEREDITH6": "J'en connais aucune !", - "MEREDITH_QUEST4_PART4_MEREDITH7": "On dirait une version de l'album provenant d\\'un [wave amp=30 freq=30]univers alternatif[/wave]. [pause]C\\'est pas celui que je cherche !", - "MEREDITH_QUEST4_PART4_MEREDITH8": "Je savais bien que c'était trop espérer qu\\'il m\\'arrive quelque chose de bien, pour une fois...", - "MEREDITH_QUEST4_PART4_MEREDITH9": "Évidemment...", - "MEREDITH_QUEST4_PART5_MEREDITH1": "Ohhhh... Qu'est-ce qui s\\'est passé ?", - "MEREDITH_QUEST4_PART5_MONARCH4": "JE SAVAIS BIEN QUE JE L'AVAIS SENTI !\\n\\nUN GRAND VIDE. UN TROU LÀ OÙ UN CŒUR DEVRAIT SE TROUVER. ÇA ME REND PLUS PUISSANT.\\n\\nJE N\\'AI QU\\'UNE SEULE ENVIE : LE DÉVORER TOTALEMENT.", - "MEREDITH_QUEST4_PART5_MEREDITH2": "Ça va, {player} ?", - "MEREDITH_QUEST4_PART5_MONARCH6": "LES VÔTRES POURRAIENT MENER UNE EXISTENCE ENRICHISSANTE.\\n\\nAU LIEU DE CELA, VOUS PRÉFÉREZ L'ÉCHANGER CONTRE DES SYMBOLES ET DES ARTIFICES SANS VALEUR.", - "MEREDITH_QUEST4_PART5_MEREDITH3": "Le disque... il m'a échappé ! Tu le vois ?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "Qui... qui êtes-vous ? [pause]Qu'est-ce que vous racontez ?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "Cet endroit est une vraie ruine pleine de saletés !", - "MEREDITH_QUEST4_PART5_MONARCH7": "VOUS ÉCHANGEZ SCIEMMENT CE QUI A UN SENS CONTRE CE QUI N'EN A PAS.\\n\\nMON CHÂTEAU EST REMPLI DE TOUT LE VIDE QUE VOUS LAISSEZ DERRIÈRE VOUS !", - "MEREDITH_QUEST4_PART5_MEREDITH8": "Votre... [pause]château ? [pause]La galerie commerciale ? [pause]Vous... vous êtes sérieux ?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]C'est... c\\'est... plus rien ![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "EXACTEMENT... CE N'EST PLUS RIEN...\\n\\nET JE SUIS LE ROI DU RIEN !\\n\\nVENEZ, QUE JE DÉVORE LE VIDE QUI VOUS HABITE !", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Ce serait tellement facile...", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Ce serait tellement facile de baisser les bras et de se laisser mourir...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "On a réussi... [pause]On est encore en vie... [pause]Et on a... [pause]fusionné ?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "Mais je suis pas comme ça ! J'en ai marre de me décevoir !", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Euh...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "On a réussi... [pause]On est encore en vie...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "SYMPA, COMME ENDROIT, CAMARADE.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "Rien t'obligeait à accepter. Merci.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Je sais bien que c'était un peu stupide, comme raison de venir ici.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Je sais bien que c'était un peu stupide, comme raison de venir ici.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "MAIS QUELQU'UN QUI A TON POTENTIEL PEUT FAIRE MIEUX QUE ÇA, TU NE CROIS PAS ?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Je sais bien que c'était un peu stupide, comme raison de venir ici.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "En plus, on aurait pu se faire tuer. Et pour si peu, ça aurait vraiment été crétin.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "Rien t'obligeait à accepter. Merci.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "Rien t'obligeait à accepter. Merci.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Je crois bien que... j'ai eu ma dose de galeries marchandes à l\\'abandon et de dangers mortels pour aujourd\\'hui.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Allez, viens. Rentrons en ville et écoutons ce disque, pour voir ce qu'il vaut.", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "Alors, euh... cette histoire de fusion...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "Est-ce que t'avais, [pause]euh... [pause][pause]déjà fusionné avec quelqu\\'un, avant ?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "On pourrait peut-être en parler, non ?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "C'est vraiment bizarre, non ?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "C'est vraiment chouette, pas vrai ?", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "C'est sûr que c\\'est... [pause]quelque chose.", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "Et après, quand je m'en souviens, j\\'ai l\\'impression de pas l\\'avoir réellement vécu.", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "C'est comme si nos deux esprits fusionnaient, et que j\\'étais plus vraiment moi.", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "C'est comme quand on se souvient d\\'un rêve. Peut-être que notre cerveau est pas fait pour ça...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "Est-ce que t'avais, [pause]euh... [pause][pause]déjà fusionné avec quelqu\\'un, avant ?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "Est-ce que t'avais, [pause]euh... [pause][pause]déjà fusionné avec quelqu\\'un, avant ?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "C'est... [pause]c\\'est pas grave si ça t\\'est déjà arrivé, hein ! [pause]C\\'est juste que... je savais pas si c\\'était ta première fois ou non.", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "Ce... [pause]c'est pas comme ça que je voulais le dire.", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "Fais comme si j'avais rien dit, OK ?", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "Dis, je voulais te demander...", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "Comment tu peux être aussi sûr·e d'avoir le moyen de rentrer chez toi ?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "Comment tu peux être aussi sûre d'avoir le moyen de rentrer chez toi ?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "Comment tu peux être aussi sûr d'avoir le moyen de rentrer chez toi ?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "J'ai eu une vision...", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "Ah ? Euh... faudra que tu me racontes toute l'histoire, un de ces jours...", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "C'est dingue, ce truc...", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "Je respecterai ma part du marché. Tu m'as aidée à trouver un disque, alors, je vais t\\'aider à trouver le moyen de quitter la Nouvelle-Wirral.", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "Oh ! J'ai failli oublier, pour le disque !", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "Il est pas mal du tout.", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "J'ai, euh... passé mon adolescence à être triste... et méchante avec les autres.", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "Quand je suis entrée à la fac, j'avais l\\'intention de changer, pour de vrai.", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "Je veux dire, c'est pas celui que je connaissais, mais il est assez proche.", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "Je sais bien que le problème vient de moi, mais je veux quand même continuer d'essayer.", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "Rien t'obligeait à risquer ta vie pour moi.", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "Ce disque, c'était ma musique, à l\\'époque. La bande originale de mon changement, si tu veux...", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "Sauf que ça a pas vraiment marché comme ça. J'ai cru que je m\\'étais fait des super amis, à l\\'époque... mais on se parle plus.", - "MEREDITH_CONVO5_MEREDITH2": "Je t'ai déjà dit que je détestais les insectes ?", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "C'est peut-être ce que voulait dire l\\'archange. Que je passe trop de temps à essayer de me distraire avec des trucs divers et variés au lieu de vraiment vivre.", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "Y'a plein de trucs nuls à la Nouvelle-Wirral, mais...", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "Mais même si on a pas trouvé exactement ce que je cherchais, le résultat... me convient, j'imagine.", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "Toi, t'es chouette.", - "MEREDITH_CONVO1_MEREDITH1": "Tu sais...", - "MEREDITH_CONVO1_MEREDITH2": "Un feu de camp, c'est vraiment génial, comme endroit pour discuter.", - "MEREDITH_CONVO1_MEREDITH3": "Aucun risque d'avoir des pauses gênantes quand personne sait quoi dire.", - "MEREDITH_CONVO1_MEREDITH4": "Suffit que quelqu'un dise \\\"j\\'adore regarder les flammes\\\", et tout le monde hoche la tête comme si c\\'était une perle de sagesse.", - "MEREDITH_CONVO1_MEREDITH6": "Bon, après, certains risqueraient de se brûler, j'imagine. Ou de mettre le feu.", - "MEREDITH_CONVO1_MEREDITH5": "Ça serait vachement bien si toutes les conversations pouvaient se tenir autour d'un feu de camp...", - "MEREDITH_CONVO2_MEREDITH1": "Tu te rappelles ce que tu faisais avant d'arriver ici ?", - "MEREDITH_CONVO2_MEREDITH2": "Tu sais, [pause]avant de te retrouver à la Nouvelle-Wirral...", - "MEREDITH_CONVO5_MEREDITH1": "Quelle horreur ! [pause][pause]Quelque chose vient de ramper sur mon pied !", - "MEREDITH_CONVO2_MEREDITH3": "Des fois, j'essaie de me souvenir du moment exact où ça m\\'est arrivé, [pause]mais j\\'y parviens jamais.", - "MEREDITH_CONVO2_MEREDITH4": "C'est comme essayer de se rappeler le moment où on s\\'est endormi.", - "MEREDITH_CONVO2_MEREDITH5": "Je me souviens à peu près de ce que je faisais quand ça m'est arrivé, mais rien à faire pour me rappeler l\\'instant exact.", - "MEREDITH_CONVO2_MEREDITH6": "Bizarre.", - "MEREDITH_CONVO3_MEREDITH2": "Si on arrivait un jour à rentrer chez nous... [pause]notre vrai chez nous, je veux dire...", - "MEREDITH_CONVO3_MEREDITH1": "Je me demande...", - "MEREDITH_CONVO3_MEREDITH3": "Est-ce que du temps se serait passé, là-bas ?", - "MEREDITH_CONVO3_MEREDITH4": "Ou est-ce qu'on reviendrait pile au moment où on est partis, comme si tout ça s\\'était passé en un clin d\\'œil ?", - "MEREDITH_CONVO4_MEREDITH1": "Ce qui est cool, à propos de The Witch House, c'est que [pause]trois autres groupes ont dû se dissoudre pour qu\\'ils puissent se former.", - "MEREDITH_CONVO4_MEREDITH2": "Procgen a cessé d'exister quand son bassiste est parti pour créer sa propre religion, alors, Rob Handsome, le chanteur, avait besoin de travail.", - "MEREDITH_CONVO4_MEREDITH8": "Carrément, même, [pause]je pense.", - "MEREDITH_CONVO4_MEREDITH3": "Linda Steel, la batteuse, venait juste de quitter son trio Bad Horses, parce qu'ils s\\'étaient embrouillés avec leur maison de disques...", - "MEREDITH_CONVO4_MEREDITH5": "Bref, les étoiles se sont alignées, [pause]même si c'est suite à une série de calamités, [pause]et c\\'est comme ça que The Witch House est né.", - "MEREDITH_CONVO4_MEREDITH4": "Et le guitariste Daniel Buttercroft, surnommé \\\"Monsieur Sécurité\\\", était le seul survivant d'un accident de bus de tournée qui avait tué le reste de son groupe précédent, No Seatbelts. Avoue que c\\'est ironique...", - "MEREDITH_CONVO4_MEREDITH6": "Ça avait vraiment très peu de chances de se produire, quand on y pense.", - "MEREDITH_CONVO4_MEREDITH7.f": "Alors, le fait qu'on se retrouve là, toutes les deux, [pause]à cet instant, [pause]c\\'est peut-être encore plus improbable, non ?", - "MEREDITH_CONVO4_MEREDITH7.m": "Alors, le fait qu'on se retrouve là, tous les deux, [pause]à cet instant, [pause]c\\'est peut-être encore plus improbable, non ?", - "MEREDITH_CONVO4_MEREDITH7.n": "Alors, le fait qu'on se retrouve là, nous deux, [pause]à cet instant, [pause]c\\'est peut-être encore plus improbable, non ?", - "MEREDITH_CONVO5_MEREDITH3": "Alors, je vais faire comme si c'était juste un brin d\\'herbe, et surtout, surtout, je vais arrêter d\\'y penser.", - "MEREDITH_CONVO6_MEREDITH1": "Venir ici pour passer un peu de temps à deux, c'est chouette, mais...", - "MEREDITH_CONVO6_MEREDITH2": "T'imagines, s\\'il y avait [wave amp=30 rate=10]deux[/wave] cafés à Port-la-Ville ?", - "MEREDITH_CONVO6_MEREDITH3": "Ça changerait carrément la donne, pour ce qui est des rencards !", - "MEREDITH_CONVO6_MEREDITH4": "Je ferais peut-être bien d'en ouvrir un, d\\'abord. Un peu de compétition, ça a jamais fait de mal à personne.", - "MEREDITH_CONVO6_MEREDITH6": "Je m'y vois déjà !", - "MEREDITH_CONVO6_MEREDITH5": "Bon, évidemment, niveau déco, je ferais plus dans le gothique. [pause]Des murs noirs, des crânes accrochés un peu partout...", - "MEREDITH_CONVO7_MEREDITH1": "Je, euh... je suis pas très douée pour m'exprimer.", - "MEREDITH_CONVO7_MEREDITH2": "Des fois, je me dis que je réagis bizarrement quand on me parle.", - "MEREDITH_CONVO7_MEREDITH4": "Après, c'est vrai que la plupart des gens me font suer.", - "MEREDITH_CONVO7_MEREDITH5": "Mais toi, non. Jamais. [pause]Alors, même si ma tête te fait douter, sache que je fais attention à tout ce que tu dis, OK ?", - "MEREDITH_CONVO7_MEREDITH3": "Du genre, j'ai l\\'impression de dire une ânerie ou de faire la tête qu\\'il faut pas, [pause]et après, mon interlocuteur me regarde comme s\\'il pensait que ce qu\\'il me dit m\\'intéresse pas.", - "MEREDITH_CONVO8_MEREDITH1": "T'as remarqué que chacun a de quoi vivre, à Port-la-Ville, quoi qu\\'on apporte à la communauté ?", - "MEREDITH_CONVO8_MEREDITH2": "Je veux dire, les gens du coin ont leurs propres problèmes, c'est sûr, mais...", - "MEREDITH_CONVO8_MEREDITH3.m": "Personne est jamais rejeté. [pause]Chacun essaie de contribuer de son mieux, [pause]mais quand on peut pas... [pause]Ben, c'est pas bien grave.", - "MEREDITH_CONVO8_MEREDITH3.n": "Personne est jamais rejeté. [pause]Chacun essaie de contribuer de son mieux, [pause]mais quand on peut pas... [pause]Ben, c'est pas bien grave.", - "MEREDITH_CONVO8_MEREDITH3.f": "Personne est jamais rejeté. [pause]Chacun essaie de contribuer de son mieux, [pause]mais quand on peut pas... [pause]Ben, c'est pas bien grave.", - "MEREDITH_CONVO8_MEREDITH4": "C'est une société où on se sent un peu seul, c\\'est vrai... [pause]mais au moins, elle est pas cruelle.", - "MEREDITH_CONVO8_MEREDITH5": "De là où je viens, [pause]euh... [pause]c'est pas vraiment la même chose.", - "MEREDITH_CONVO9_MEREDITH1": "C'est peut-être un peu morbide, mais des fois, je me demande si les gens de mon \\\"ancienne vie\\\" pensent encore à moi, de temps en temps.", - "MEREDITH_CONVO9_MEREDITH2": "Je me représente mes anciens collègues assis dans un pub triste de Londres, à se dire : [pause]\\\"Qu'est-ce qui a bien pu arriver à Mérédith Chen, qui a disparu sans laisser de traces un jour, et qu\\'on a jamais revue depuis ?\\\"", - "MEREDITH_CONVO9_MEREDITH4": "Quand je le dis comme ça, c'est sûr que c\\'est encore plus déprimant...", - "MEREDITH_CONVO9_MEREDITH3": "...", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "Des films ?", - "MEREDITH_CONVO10_MEREDITH1": "Si jamais on rentre chez nous, je vais avoir tant de films à rattraper...", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "Qu'est-ce que tu aimes, comme films ?", - "MEREDITH_CONVO10_MEREDITH2": "Oh, [pause]hmm...", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Ben dis donc, c'est vraiment spécifique.", - "MEREDITH_CONVO10_MEREDITH3": "Je dirais que j'aime bien deux styles de films : les films d\\'action américains carrément débiles, et les films de vampires où on sait jamais si on regarde une œuvre d\\'art ou le pire des navets.", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "Toi, au moins, tu sais ce que tu aimes !", - "MEREDITH_CONVO10_MEREDITH4": "C'est bien de savoir ce qu\\'on aime, non ?", - "MEREDITH_CONVO11_MEREDITH1": "Alors, comme ça, paraît que Kayleigh est ta petite amie, maintenant ?", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Tu es au courant ?", - "MEREDITH_CONVO11_MEREDITH6": "J'ai dû me faire des idées après cette nuit qu\\'on a passée ensemble... [pause]mais c\\'est pas grave.", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "J'espère que ce n\\'est pas trop gênant...", - "MEREDITH_CONVO11_MEREDITH2": "Qu'est-ce que tu veux que je te dise ? Les gens causent...", - "MEREDITH_CONVO11_MEREDITH3": "Mais je t'en veux pas, hein. [pause]Je veux dire, Kayleigh, c\\'est... [wave amp=30 freq=10]Kayleigh[/wave], quoi.", - "MEREDITH_CONVO11_MEREDITH5": "(Oh, là, là, je perds [wave amp=30 freq=10]tous mes moyens[/wave] quand je parle à une fille...)", - "MEREDITH_CONVO11_MEREDITH4": "Elle est toujours parfaite, et sans faire d'efforts. Et trop belle, en plus. [pause]Mais lui dis pas que j\\'ai dit ça, surtout.", - "MEREDITH_CONVO11_MEREDITH7": "De toute façon, je suis pas sûre d'être prête pour une relation durable.", - "MEREDITH_CONVO12_MEREDITH1": "Tu te rappelles, quand on a affronté l'archange qui vivait sous la galerie commerciale ? [pause]J\\'ai pas mal repensé à un truc qu\\'il a dit...", - "MEREDITH_CONVO12_MEREDITH2": "C'était quelque chose comme : \\\"vous échangez ce qui a un sens contre ce qui en a pas\\\". [pause]Je me demande s\\'il voulait parler de mon désir de trouver ce disque...", - "MEREDITH_CONVO12_MEREDITH4": "Mais c'est facile d\\'accorder tellement d\\'importance à ce genre de chose qu\\'on en vient à négliger ce qui compte [wave amp=30 freq=10]vraiment[/wave].", - "MEREDITH_CONVO12_MEREDITH3": "Parce qu'au bout du compte, [pause]c\\'était pas important. C\\'est juste un [wave amp=30 freq=10]objet[/wave] comme un autre. Un truc qui m\\'a plu, comme les livres que je lis, ou les films que je regarde.", - "MEREDITH_CONVO12_MEREDITH5": "\\\"Échanger ce qui a un sens contre ce qui en a pas...\\\"", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "Comment ça ?", - "MEREDITH_CONVO12_MEREDITH6": "Et, euh... notre amitié compte beaucoup pour moi, alors, [pause]je ferai en sorte de pas l'oublier.", - "MEREDITH_CONVO13_MEREDITH2": "Beaucoup de gens ont vécu et sont morts sur cette île, et la plupart sont des gens comme nous... [pause]arrivés ici depuis un autre monde.", - "MEREDITH_CONVO13_MEREDITH1": "Tu te rappelles, quand on a traversé ce cimetière ? Ça m'a fait réfléchir...", - "MEREDITH_CONVO13_MEREDITH3": "Ça fait un paquet de gens disparus sans laisser de traces, tu sais ? Et ça me rend triste.", - "MEREDITH_CONVO13_MEREDITH4": "Beaucoup ont fini par perdre tout espoir, sur cette île.", - "MEREDITH_CONVO13_MEREDITH5": "Et je veux pas finir comme eux, {player}.", - "MEREDITH_CONVO14_MEREDITH1": "Alors... tu crois que c'est vrai ?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "Quoi donc ?", - "MEREDITH_CONVO14_MEREDITH2": "Que le grand portail que t'as trouvé peut nous ramener chez nous ?", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "Qu'est-ce que tu veux dire ?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "Oui. Il me faut y croire.", - "MEREDITH_CONVO14_MEREDITH3": "Je... [pause]j'avais fini par me résigner en me disant que je finirais ma vie ici. C\\'est limite flippant de me dire qu\\'il faudrait recommencer à envisager un avenir...", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "Ce n'est pas comme si j\\'avais le choix.", - "MEREDITH_CONVO15_MEREDTH2": "Si le portail marche vraiment, ça va donner un sacré boulot aux Veilleurs.", - "MEREDITH_CONVO15_MEREDTH1": "T'as parlé du portail à Ianthe, pas vrai ?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "Qu'est-ce que tu veux dire ?", - "MEREDITH_CONVO15_MEREDTH5": "Les Veilleurs sont un peu les gardiens ou les bergers de cette communauté, pas vrai ? Ça va pas être facile de gérer ce bouleversement.", - "MEREDITH_CONVO15_MEREDTH3": "Les gens d'ici vont avoir une vision de la vie qui va complètement changer. La Nouvelle-Wirral sera plus l\\'endroit où on se retrouve piégé jusqu\\'à la fin des temps, juste un coin où certains se retrouvent de temps à autre.", - "MEREDITH_CONVO15_MEREDTH4": "Enfin, ça, c'est [wave amp=30 freq=10]si jamais[/wave] les gens continuent bien d\\'arriver ici, bien sûr.", - "MEREDITH_CONVO15_MEREDTH6": "Du coup, je suis contente de pas être Veilleuse. Trop de boulot.", - "MEREDITH_CONVO16_MEREDITH2": "Je veux dire, le fait qu'on se transforme en monstres grâce à nos cassettes, c\\'est une chose. [pause]Qu\\'on ait fusionné ensemble pour devenir un monstre énorme, toi et moi, c\\'en est une autre. [pause]Mais alors, qu\\'on ait [wave amp=30 freq=10]tous[/wave] fusionné ensemble sur le toit de ce train ?", - "MEREDITH_CONVO16_MEREDITH1": "Il s'est passé tellement de trucs, dernièrement, qu\\'on a même pas eu le temps de parler de notre gros combat contre Aleph.", - "MEREDITH_CONVO16_MEREDITH3": "Ça, c'était carrément dingue !", - "MEREDITH_CONVO16_MEREDITH4": "Je sais pas trop comment décrire ça. [pause]C'était comme une fusion normale. Je veux dire, je voyais ce que mon corps faisait de loin...", - "MEREDITH_CONVO18_MEREDITH1": "Je croyais que les monstres de la Nouvelle-Wirral étaient déjà assez flippants comme ça...", - "MEREDITH_CONVO16_MEREDITH5": "Sauf que cette fois, y avait pas que toi et moi. On était tous là, et je [wave amp=30 freq=10]sentais[/wave] notre désir collectif.", - "MEREDITH_CONVO16_MEREDITH6": "Et tu sais quoi ? [pause]Les archanges sont costauds, c'est sûr, mais nous, on l\\'est [wave amp=30 freq=10]vachement[/wave] plus.", - "MEREDITH_CONVO17_MEREDITH2": "Je crois bien que je me vois comme quelqu'un de très solitaire, et j\\'ai dû me dire que, si je me mettais en couple, ça me... transformerait, et je me reconnaîtrais plus.", - "MEREDITH_CONVO17_MEREDITH1": "Au début, je crois bien que je m'inquiétais qu\\'une relation me change du tout au tout.", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "Comment ça ?", - "MEREDITH_CONVO17_MEREDITH4": "Sauf que... ça s'est pas passé comme ça. Je suis toujours [wave amp=30 freq=10]moi[/wave], sauf qu\\'en plus, maintenant, [pause]je t\\'ai [wave amp=30 freq=10]toi.[/wave]", - "MEREDITH_CONVO17_MEREDITH3": "Je sais bien que ça a l'air débile, [pause]et ça l\\'est probablement, [pause]mais c\\'est ce que je croyais.", - "MEREDITH_CONVO18_MEREDITH3": "Il nous a parlé comme s'il était une [wave amp=30 freq=10]personne[/wave]. Comme s\\'il était aussi malin que nous, tu sais. Voire [wave amp=30 freq=10]plus[/wave]...", - "MEREDITH_CONVO18_MEREDITH2": "Mais les archanges, comme celui qu'on a affronté ? Ils sont largement pires !", - "MEREDITH_CONVO18_MEREDITH4": "Le truc, c'est que c\\'est des [wave amp=30 freq=10]monstres géants intelligents capables de modifier la réalité[/wave] qui vivent dans le métro dont les tunnels s\\'étendent apparemment sous toute l\\'île...", - "MEREDITH_CONVO18_MEREDITH5": "Comment tu veux que je trouve le sommeil, après ?", - "MEREDITH_CONVO19_MEREDITH1": "...", - "MEREDITH_CONVO19_MEREDITH2": "...", - "MEREDITH_CONVO19_MEREDITH3": "Pardon, je sais que c'est un peu gênant. On se connaît pas vraiment bien, alors, on a pas des masses de sujets de conversation.", - "MEREDITH_CONVO19_MEREDITH4": "Oh... [pause]Peut-être que c'est encore pire d\\'en parler, en fait.", - "MEREDITH_CONVO20_MEREDITH1": "Je suis pas... [pause]super fan du camping. Et la nature, c'est pas mon truc, en général. Je suis une fille de la ville.", - "MEREDITH_CONVO20_MEREDITH2": "J'aurais peut-être dû te le dire avant que t\\'acceptes de partir à l\\'[wave amp=30 freq=10]aventure[/wave] avec moi...", - "MEREDITH_CONVO20_MEREDITH3": "J'espère que tu regrettes pas ta décision d\\'aller chercher un 33 tours en compagnie d\\'une parfaite étrangère, hein, dis ?", - "MEREDITH_CONVO21_MEREDITH1": "Et nous voilà de retour au café. Y'a des trucs qui changent jamais, pas vrai ?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "Tu viens ici souvent ?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "Tu viens souvent ici ?", - "MEREDITH_CONVO21_MEREDITH2": "C'est Port-la-Ville, tu sais. Y\\'a [wave amp=30 freq=10]aucun[/wave] autre endroit où aller, dans ce bled.", - "MEREDITH_CONVO21_MEREDITH3": "C'est une toute petite ville, après tout. [pause]Mais le café est excellent, au moins.", - "MEREDITH_CONVO22_MEREDITH1": "Dis-moi, tu campes souvent dans la nature comme ça, non ?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "On peut dire ça !", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "N-Non !", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "Possible, oui !", - "MEREDITH_CONVO22_MEREDITH2": "C'est mon impression, en tout cas. Et t\\'as embrassé tous tes [wave amp=30 freq=10]autres[/wave] partenaires de camping ?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "Qu'est-ce que tu racontes... ?", - "MEREDITH_CONVO22_MEREDITH3.f": "Relax, je te taquine.", - "MEREDITH_CONVO22_MEREDITH3.m": "Relax, je te taquine.", - "MEREDITH_CONVO22_MEREDITH3.n": "Relax, je te taquine.", - "MEREDITH_CONVO23_MEREDITH1.m": "Hmm... [pause]Kayleigh est ton amie, n'est-ce pas ?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "Je crois bien, oui !", - "MEREDITH_CONVO23_MEREDITH1.f": "Hmm... [pause]Kayleigh est ton amie, n'est-ce pas ?", - "MEREDITH_CONVO23_MEREDITH1.n": "Hmm... [pause]Kayleigh est ton amie, n'est-ce pas ?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "Ouais !", - "MEREDITH_CONVO23_MEREDITH2": "Alors, dis-moi... [pause]C'est [wave amp=30 freq=10]quoi[/wave] son problème, au juste ?", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "Hein ?", - "MEREDITH_CONVO23_MEREDITH3": "Elle a débarqué à Port-la-Ville il y a environ un an et elle a tout de suite rejoint le programme des Veilleurs. [pause]Elle n'a eu [wave amp=30 freq=10]aucun[/wave] mal à s\\'adapter à la vie sur cette île.", - "MEREDITH_CONVO23_MEREDITH4": "Je trouve ça quand même un peu [wave amp=30 freq=10]louche[/wave].", - "MEREDITH_CONVO23_MEREDITH6.m": "Euh, [pause]pour que ce soit clair, je ne parle [wave amp=30 freq=10]jamais[/wave] des autres dans leur dos. Mais comme vous passez [wave amp=30 freq=10]beaucoup de temps[/wave] ensemble, je préfère que tu sois au courant.", - "MEREDITH_CONVO23_MEREDITH5": "Sous ses airs [wave amp=30 freq=10]joyeux et insouciants[/wave], elle doit cacher de terribles secrets. [pause]J'en suis sûre.", - "MEREDITH_CONVO23_MEREDITH6.f": "Euh, [pause]pour que ce soit clair, je ne parle [wave amp=30 freq=10]jamais[/wave] des autres dans leur dos. Mais comme vous passez [wave amp=30 freq=10]beaucoup de temps[/wave] ensemble, je préfère que tu sois au courant.", - "MEREDITH_CONVO23_MEREDITH6.n": "Euh, [pause]pour que ce soit clair, je ne parle [wave amp=30 freq=10]jamais[/wave] des autres dans leur dos. Mais comme vous passez [wave amp=30 freq=10]beaucoup de temps[/wave] ensemble, je préfère que tu sois au courant.", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "Et ça te pose un problème ?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "Étrange, comment ça ?", - "MEREDITH_SOCIAL1_MEREDITH1": "Entre l'apparition des archanges et notre première fusion, ma vie est devenue bien étrange, ces derniers temps.", - "MEREDITH_SOCIAL1_MEREDITH3": "Moi qui pensais que plus rien ne pourrait me surprendre sur cette île. Sans parler du fait que tu comptes trouver un moyen de [wave amp=30 freq=10]partir[/wave]...", - "MEREDITH_SOCIAL1_MEREDITH2": "Ne te méprends surtout pas ! C'est super de fusionner avec toi. Mais ça reste un peu [wave amp=30 freq=10]bizarre[/wave], tu trouves pas ?", - "MEREDITH_SOCIAL1_MEREDITH15": "Je suis coincée ici depuis si longtemps que je n'envisage quasiment plus de rentrer chez moi.", - "MEREDITH_SOCIAL1_MEREDITH17": "Je pense que c'est pour ça que j\\'aime me distraire.", - "MEREDITH_SOCIAL1_MEREDITH16": "Je crois que... [pause]Personne ne m'attend, là-bas. La plupart des gens m\\'agacent, de toute façon.", - "MEREDITH_SOCIAL1_MEREDITH18": "Quand je suis arrivée ici, je me suis découvert une passion pour l'électronique. Créer des éclairages et des gadgets pour la ville.", - "MEREDITH_SOCIAL1_MEREDITH19": "Ça m'occupe et ça m\\'évite de penser au reste. À tout ce que je rate.", - "MEREDITH_SOCIAL1_MEREDITH20": "C'est aussi pour ça que je cherchais ce disque, je crois.", - "MEREDITH_SOCIAL1_MEREDITH21": "Argh. [pause]Désolée d'être aussi... [pause]Enfin, d\\'être moi, je suppose.", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "Tu n'as pas à t\\'excuser !", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "Ne t'en fais pas pour ça !", - "MEREDITH_SOCIAL1_MEREDITH22": "Oh. [pause]Merci. [pause]J'ai vraiment fait ma Kayleigh, l\\'espace d\\'une seconde.", - "MEREDITH_SOCIAL1_MEREDITH23": "Tu vois ce que je veux dire, non ? On dirait qu'elle a toujours quelque chose à se faire pardonner.", - "MEREDITH_SOCIAL1_MEREDITH24": "Bon, assez de sincérité pour aujourd'hui.", - "MEREDITH_SOCIAL2_MEREDITH1": "Le café Gramophone me rappelle toujours mon père. [pause]Il préparait un pot de café tous les matins avant d'aller travailler, à Londres, [pause]alors, c\\'est un parfum gravé dans ma mémoire.", - "MEREDITH_SOCIAL1_MEREDITH25": "Viens, finissons le travail.", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Comme c'est nostalgique !", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "C'est un joli souvenir !", - "MEREDITH_SOCIAL2_MEREDITH2": "Peut-être...", - "MEREDITH_SOCIAL2_MEREDITH3": "Je ne sais jamais si mes parents me manquent. [pause]On avait pas grand-chose en commun. [pause]Ils ont grandi dans un monde totalement différent du mien.", - "MEREDITH_SOCIAL2_MEREDITH4": "Je crois que le fossé générationnel était trop grand. [pause]J'y peux rien si leurs goûts musicaux étaient vraiment [shake rate=30 level=10]atroces[/shake] !", - "MEREDITH_SOCIAL2_MEREDITH5": "Quand je suis partie pour l'université, on n\\'a pas vraiment... [pause]gardé le contact. [pause]Enfin, c\\'est pas bien grave.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "C'est triste.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Tu as dû te sentir seule.", - "MEREDITH_SOCIAL2_MEREDITH6": "Un peu, oui.", - "MEREDITH_SOCIAL2_MEREDITH7": "Tu sais, [pause]j'ai pas beaucoup de souvenirs marquants de mon enfance.", - "MEREDITH_SOCIAL2_MEREDITH8": "J'avais des amis, j\\'ai vécu plein de choses, mais quand je repense à cette époque...", - "MEREDITH_SOCIAL2_MEREDITH9": "J'ai plutôt l\\'impression que les événements se passaient autour de moi, sans que je sois réellement impliquée.", - "MEREDITH_SOCIAL2_MEREDITH10": "Comme si j'avais jamais vraiment été aux commandes, si tu préfères.", - "MEREDITH_SOCIAL2_MEREDITH11": "J'ai été une enfant plutôt quelconque, puis une adolescente encore plus banale. [pause]Et comme adulte...", - "MEREDITH_SOCIAL2_MEREDITH12": "Eh bien, il est encore trop tôt pour en juger.", - "MEREDITH_SOCIAL2_MEREDITH14": "[wave amp=30 rate=10]Personne[/wave] m'avait dit que me faire des amis une fois adulte serait si difficile !", - "MEREDITH_SOCIAL2_MEREDITH13": "Je dois peut-être juste me faire plus d'amis tant que je suis à la Nouvelle-Wirral. [pause]Argh.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Mais je suis ton ami !", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "Et moi, alors ?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Mais je suis ton amie !", - "MEREDITH_SOCIAL2_MEREDITH15": "C'est plus facile, avec toi. On a, [pause]je sais pas, [pause]un passe-temps commun.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Mais je suis ton ami·e !", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "Un... passe-temps ?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Ah bon ?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "Si tu le dis !", - "MEREDITH_SOCIAL2_MEREDITH16": "Ouais, [pause]on cherche un portail magique. [pause]C'est un passe-temps comme un autre, non ?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "Mais bon, j'espère qu\\'on passerait quand même du temps ensemble... [pause]même sans cet objectif.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "Bien sûr !", - "MEREDITH_SOCIAL2_MEREDITH17.m": "Mais bon, j'espère qu\\'on passerait quand même du temps ensemble... [pause]même sans cet objectif.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "Tu es mignonne quand tu rougis !", - "MEREDITH_SOCIAL2_MEREDITH17.f": "Mais bon, j'espère qu\\'on passerait quand même du temps ensemble... [pause]même sans cet objectif.", - "MEREDITH_SOCIAL2_MEREDITH18B": "Argh, il ne faut [wave amp=30 freq=10]pas[/wave] me dire des choses comme ça. [pause]Je gère très mal les compliments.", - "MEREDITH_SOCIAL2_MEREDITH18A": "Cool.", - "MEREDITH_SOCIAL2_MEREDITH20": "Hmm, [pause]je suis plus fatiguée que je ne le pensais.", - "MEREDITH_SOCIAL2_MEREDITH19B": "J'ai l\\'impression que mon corps entier se replie sur lui-même.", - "MEREDITH_SOCIAL2_MEREDITH21": "Tu crois que les combats et les transformations comptent comme de l'exercice ? [pause]Je trouve ça épuisant.", - "MEREDITH_SOCIAL2_MEREDITH22.m": "Peu importe, [pause]partons à l'aventure et allons dégommer quelques monstres ensemble !", - "MEREDITH_SOCIAL3_MEREDITH1": "Tu sais, toutes ces histoires avec ce vinyle que je cherchais m'ont fait réfléchir.", - "MEREDITH_SOCIAL2_MEREDITH22.n": "Peu importe, [pause]partons à l'aventure et allons dégommer quelques monstres ensemble !", - "MEREDITH_SOCIAL2_MEREDITH22.f": "Peu importe, [pause]partons à l'aventure et allons dégommer quelques monstres ensemble !", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "À quel propos ?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Continue...", - "MEREDITH_SOCIAL3_MEREDITH3": "On a trouvé un disque qui a jamais été enregistré dans mon monde, pas vrai ?", - "MEREDITH_SOCIAL3_MEREDITH2": "Eh bien, pour faire simple :", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Ça me paraît logique !", - "MEREDITH_SOCIAL3_MEREDITH4": "Et s'il existe une infinité de mondes, alors, ça veut aussi dire... [pause]une infinité d\\'albums.", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "C'est vraiment possible ?", - "MEREDITH_SOCIAL3_MEREDITH6": "Chacun de ses livres était plus qu'une histoire, c\\'était comme une fenêtre ouverte sur son esprit. [pause]Ses espoirs, ses croyances, sa philosophie...", - "MEREDITH_SOCIAL3_MEREDITH5": "Et donc... [pause]Quand j'étais jeune, j\\'étais dingue de ce vieil auteur d\\'histoires fantastiques. [pause]Je sais, c\\'est trop la honte.", - "MEREDITH_SOCIAL3_MEREDITH7": "Écrire un livre, c'est un peu comme inscrire une partie de soi dans la réalité, pour toujours.", - "MEREDITH_SOCIAL3_MEREDITH8": "J'ai fini par terminer l\\'ensemble de son œuvre, et c\\'est là que la triste vérité m\\'a frappée.", - "MEREDITH_SOCIAL3_MEREDITH9": "J'avais lu tout ce qu\\'il avait écrit de son vivant. Il n\\'y aurait plus [shake rate=30 level=10]jamais[/shake] de nouveau tome...", - "MEREDITH_SOCIAL3_MEREDITH10": "C'est ce qui arrive, quand on meurt... [pause]On a dit tout ce qu\\'on avait à dire.", - "MEREDITH_SOCIAL3_MEREDITH11": "Mais s'il y a bien une infinité de mondes, alors, il existe peut-être une infinité de livres écrits par lui ?", - "MEREDITH_SOCIAL3_MEREDITH12": "Et peut-être aussi... [pause]une infinité de versions de nous-mêmes, possédant chacune ses propres souvenirs et expériences.", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "Bien sûr !", - "MEREDITH_SOCIAL3_MEREDITH13": "Dans un sens... [pause]On ne meurt peut-être jamais vraiment.", - "MEREDITH_SOCIAL3_MEREDITH14": "Bref, c'est juste une pensée qui m\\'a traversé l\\'esprit.", - "MEREDITH_SOCIAL3_MEREDITH15": "Bon, on y va ?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "Bon, j'espère que t\\'es prête !?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "Bon, j'espère que t\\'es prêt !?", - "MEREDITH_SOCIAL4_MEREDITH2": "...", - "MEREDITH_SOCIAL4_MEREDITH1.n": "Bon, j'espère que t\\'es prêt·e !?", - "MEREDITH_SOCIAL4_MEREDITH3": "C'est soirée cinéma ! [pause]Chez moi. [pause]Ça te dit ?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Une autre fois.", - "MEREDITH_SOCIAL4_MEREDITH4": "Tant pis. Préviens-moi si tu changes d'avis. On devrait bien s\\'amuser.", - "MEREDITH_SOCIAL4_MEREDITH5": "Génial ! Tu vas adorer.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Incroyable !", - "MEREDITH_SOCIAL4_MEREDITH6": "Admire... l'unique projecteur en état de marche de toute la Nouvelle-Wirral !", - "MEREDITH_SOCIAL4_MEREDITH7": "C'est le fruit d\\'un de mes nombreux passe-temps.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "Comment tu as trouvé ça ?", - "MEREDITH_SOCIAL4_MEREDITH8": "Le moment est venu de te parler de la malédiction secrète de la Nouvelle-Wirral.", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "Vraiment ? Dis-moi tout.", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "C'est à peu près tout.", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "Il y a également un bâtiment habillé de l'avatar d\\'une femme, et un Traficrabe parlant qui nous aidera à arriver là-bas...", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Euh... oui.", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "T'as pigé !", - "LEADER_IANTHE_WAY_HOME_FELIX4": "Euh... oui, en gros.", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "Oui. Je suis heureuse que tu comprennes.", - "LEADER_IANTHE_WAY_HOME_DOG4": "Wouf !", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "Mais comme c'est vous qui me le dites, je prends la chose très au sérieux, et je vais envoyer quelqu\\'un là-bas sans attendre.", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "Vous savez, {player}, {partner}, si quelqu'un d\\'autre me disait ça, je serais très inquiète !", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "Bien évidemment, j'ai déjà discuté de cette possibilité avec mes capitaines. Nous avons conçu des plans pour toutes les éventualités...", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "La plupart des nouveaux arrivants voudront partir sans perdre un instant. Les Veilleurs les guideront jusqu'à Terminox, bien sûr.", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "Mais maintenant, nous allons enfin pouvoir les mettre en œuvre.", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "Autrement dit, on ne risque pas d'assister à un exode massif rapidement. Il y aura toujours du travail pour les Veilleurs à la Nouvelle-Wirral.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Mes capitaines et moi avons déjà décidé que notre place était à la Nouvelle-Wirral, pour protéger ceux qui décideront de rester.", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "Mais la plupart des habitants de Port-la-Ville sont là depuis longtemps. Des couples se sont formés, les gens se sont installés, ont fondé une famille...", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, je sais que tu suis une formation pour rejoindre les rangs des Veilleurs, mais je ne t'en voudrai pas si tu décides d\\'abandonner et de t\\'en aller.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "Tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "Tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Mes capitaines et moi avons déjà décidé que notre place était à la Nouvelle-Wirral, pour protéger ceux qui décideront de rester.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "Tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Je sais que je t'ai demandé de réfléchir à la possibilité de devenir capitaine, mais je ne t\\'en voudrai pas si tu décides de démissionner et de t\\'en aller.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Les autres capitaines et moi avons déjà décidé que notre place était à la Nouvelle-Wirral, pour protéger ceux qui décideront de rester.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Je sais que je t'ai demandé de réfléchir à la possibilité de devenir capitaine, mais je ne t\\'en voudrai pas si tu décides de démissionner et de t\\'en aller.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Je sais que je t'ai demandé de réfléchir à la possibilité de devenir capitaine, mais je ne t\\'en voudrai pas si tu décides de démissionner et de t\\'en aller.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "Je ne t'en voudrai pas si tu décides de démissionner de ton poste de capitaine et de t\\'en aller.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "Quoi que tu décides, sache que tu auras mon plein soutien.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Tu n'aurais pas une carte à tamponner remplie à me montrer, des fois ?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Nous postons nos capitaines tout autour de l'île, afin qu\\'il y ait toujours [wave amp=30 freq=10]quelqu\\'un[/wave] à proximité en cas d\\'urgence.", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Si tu as besoin d'aide pour les trouver, essaie de t\\'adresser aux autres capitaines. Je suis un peu occupée pour le moment.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Si, la voilà !", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "Ainsi, ce qu'on raconte à ton sujet est exact ! Tu n\\'es pas là depuis longtemps, mais tu as déjà montré un talent certain pour ce qui est de traverser l\\'île et de surmonter tous les obstacles.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "Si, tout à fait !", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Félicitations, {player} ! À partir de cet instant, tu es désormais un Veilleur !", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Félicitations, {player} ! À partir de cet instant, tu es désormais une Veilleuse !", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Beau travail. Tu l'as bien mérité, {player} !", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Félicitations, {player} ! À partir de cet instant, tu es désormais un·e Veilleur·se !", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Génial. Je suis vraiment contente pour toi.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Génial. Je suis vraiment contente pour toi.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Génial. Je suis vraiment contente pour toi.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "C'est du super boulot, camarade !", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "C'est amplement mérité !", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "Tes efforts sont récompensés comme il se doit.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "C'est du super boulot, camarade !", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "Tes efforts sont récompensés comme il se doit.", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "Tes efforts sont récompensés comme il se doit.", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Awooouh !", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "J'ai bien peur que nous n\\'ayons aucune cérémonie spéciale de prévue pour l\\'occasion. [pause]Nous sommes trop occupés à former les nouvelles recrues pour pouvoir nous charger de ces fusions rebelles.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Tu sais...", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "Avoir d'autres gens comme toi pourrait nous être très utile pour aider à former les petits nouveaux. Tu as déjà réfléchi au fait de devenir capitaine ?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "Avoir d'autres gens comme toi pourrait nous être très utile pour aider à former les petits nouveaux. Tu as déjà réfléchi au fait de devenir capitaine ?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "Oh, que oui !", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "Avoir d'autres gens comme toi pourrait nous être très utile pour aider à former les petits nouveaux. Tu as déjà réfléchi au fait de devenir capitaine ?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Si ça t'intéresse, il te reste une ultime épreuve à relever : [pause]me vaincre, [wave amp=30 freq=10]moi[/wave], en combat.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Pas vraiment, non...", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Alors, qu'en dis-tu ? Te sens-tu de taille à tenter l\\'épreuve pour devenir capitaine des Veilleurs ?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "Aucun problème. Reviens me voir si jamais tu changes d'avis.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Carrément !", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Alors, qu'en dis-tu ? Te sens-tu de taille à tenter l\\'épreuve pour devenir capitaine des Veilleurs ?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Alors, qu'en dis-tu ? Te sens-tu de taille à tenter l\\'épreuve pour devenir capitaine des Veilleurs ?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Pas maintenant.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Ça fait un moment que j'ai envie de voir ce que tu vaux. J\\'espère que tu es prête à nous montrer ce que tu sais faire !", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Ça fait un moment que j'ai envie de voir ce que tu vaux. J\\'espère que tu es prêt à nous montrer ce que tu sais faire !", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"Nous\\\" ?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "Votre femme ?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Ça fait un moment que j'ai envie de voir ce que tu vaux. J\\'espère que tu es prêt·e à nous montrer ce que tu sais faire !", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Eh bien, [pause]je pense qu'il serait raisonnable que ma femme m\\'aide lors de ce combat.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "Avec qui vous battez-vous ?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "Voilà qui s'annonce comme le [wave amp=30 freq=10]combat de l\\'année[/wave] ! Qui va bien pouvoir le remporter ?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "Vous êtes mariée ?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "Tu es prête, mon cœur ?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "Oui, chérie !", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "Vas-y, {player} ! Tu peux le faire !", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Allez, l'étranger, montre à Ianthe qui c\\'est, le meilleur !", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Allez, l'étrangère, montre à Ianthe qui c\\'est, la meilleure !", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]BOTTE-LUI LES FESSES, IANTHE ! NE RETIENS PAS TES COUPS ![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Allez, l'étranger·ère, montre à Ianthe qui c\\'est, læ meilleur·e !", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]BOTTE-LUI LES FESSES, IANTHE ! NE RETIENS PAS TES COUPS ![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]BOTTE-LUI LES FESSES, IANTHE ! NE RETIENS PAS TES COUPS ![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "Ne va pas t'imaginer que nous allons être tendres avec toi, {player}. [pause]Tu n\\'es plus une recrue. [shake rate=30 level=10]Bienvenue en première division ![/shake]", - "LEADER_IANTHE_BATTLE_START.m": "Ne va pas t'imaginer que nous allons être tendres avec toi, {player}. [pause]Tu n\\'es plus une recrue. [shake rate=30 level=10]Bienvenue en première division ![/shake]", - "LEADER_IANTHE_BATTLE_START.f": "Ne va pas t'imaginer que nous allons être tendres avec toi, {player}. [pause]Tu n\\'es plus une recrue. [shake rate=30 level=10]Bienvenue en première division ![/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]Ha ! Tu croyais qu'il n\\'y avait que vous qui pouviez fusionner ?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Pas mal ! [pause]Pas mal du tout, même ! [pause]Je reconnais que c'est très impressionnant...", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "Tout ce qu'on disait était vrai ! Quelle bataille !", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Tiens, tu ne l'as pas volé.", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Les humains créent de l'[wave amp=30 freq=10]art[/wave], tel que la musique... [pause]une chose intangible et imaginaire qui existe uniquement dans notre imagination collective.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Cet insigne signifie que tu es désormais officiellement capitaine des Veilleurs. Les gens vont maintenant se tourner vers toi pour les former, comme les autres capitaines ont aidé à t'entraîner.", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]Ha ! Tu croyais qu'il n\\'y avait que vous qui pouviez fusionner ?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]Ha ! Tu croyais qu'il n\\'y avait que vous qui pouviez fusionner ?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "Nous sommes à peu près certains que les archanges [wave amp=30 freq=10]existent bel et bien[/wave], mais nos interactions avec eux ont été pour ainsi dire... [pause]extrêmement fugaces.", - "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh pourra d'ailleurs te le confirmer, [pause]étant une des plus récentes recrues.", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]Eh bien, {player} et moi venons tout juste d'affronter un archange ![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "Survivre à un tel affrontement implique de posséder une force et une résistance hors du commun.", - "LEADER_IANTHE_INTRO_K_IANTHE3": "... [pause]Vraiment ? Il va nous falloir étudier cela.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} est vraiment doué pour se battre. [pause]Vous pouvez me croire !", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "Sauf que Kayleigh affirme que vous avez combattu un [wave amp=30 freq=10]archange[/wave] ensemble.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "Non seulement on l'a affronté, mais on a gagné !", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "Sauf que Kayleigh affirme que vous avez combattu un [wave amp=30 freq=10]archange[/wave] ensemble.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "C'est tout à fait vrai !", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "Nous sommes à peu près certains que les archanges [wave amp=30 freq=10]existent bel et bien[/wave], mais nos interactions avec eux ont été pour ainsi dire... [pause]extrêmement fugaces.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} est vraiment doué·e pour se battre. [pause]Vous pouvez me croire !", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} sait vraiment se battre.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} est vraiment douée pour se battre. [pause]Vous pouvez me croire !", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} se bat avec vaillance.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Les capitaines... des Veilleurs ?", - "LEADER_IANTHE_INTRO_IANTHE5": "Alors, [pause]qu'est-ce que tu en penses, {player} ? Ça te dirait, de postuler pour rejoindre les Veilleurs ?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Postuler ?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "Que faut-il que je fasse ?", - "LEADER_IANTHE_INTRO_IANTHE6": "Les nouvelles recrues ont pour rôle d'aller voir tous les capitaines des Veilleurs de la Nouvelle-Wirral afin de réussir les défis qui leur sont proposés.", - "LEADER_IANTHE_INTRO_IANTHE7": "Vu que tu es apparemment une [wave amp=30 freq=10]vraie star[/wave] dès qu'il s\\'agit de combattre les monstres, [pause]je suis sûre que les capitaines vont vouloir te tester pour savoir ce que tu vaux.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "C'est du super boulot, camarade !", - "LEADER_IANTHE_INTRO_IANTHE8.m": "Je vois que tu viens [wave amp=30 freq=10]vraiment[/wave] d'arriver ici.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Qui sont ces capitaines des Veilleurs ?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "Je vois que tu viens [wave amp=30 freq=10]vraiment[/wave] d'arriver ici.", - "LEADER_IANTHE_INTRO_IANTHE9": "Les nouvelles recrues qui réussissent l'épreuve deviennent des Veilleurs à part entière, comme Kayleigh. Les Veilleurs ont de nombreuses responsabilités, mais rien qui risque de les mettre en grand danger.", - "LEADER_IANTHE_INTRO_IANTHE8.n": "Je vois que tu viens [wave amp=30 freq=10]vraiment[/wave] d'arriver ici.", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "Honnêtement, je n'aurais jamais cru que ce jour finirait par arriver.", - "LEADER_IANTHE_INTRO_IANTHE10": "Les capitaines, [pause]comme moi, [pause]gèrent toutes nos opérations. Nous essayons d'aider la communauté de Port-la-Ville, et c\\'est à nous de gérer les situations les plus dangereuses.", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "D'accord, je comprends, maintenant !", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Autrement dit, les capitaines sont les chefs des Veilleurs...", - "LEADER_IANTHE_INTRO_IANTHE11": "Tiens, prends ça.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "Qu'est-ce que c\\'est ? Une carte à faire tamponner ?", - "LEADER_IANTHE_INTRO_IANTHE12": "Chaque fois que tu réussiras un défi proposé par un capitaine, il tamponnera cette carte. [pause]Et une fois que tu l'auras remplie, reviens me voir et je te ferai officiellement rejoindre les rangs des Veilleurs.", - "LEADER_IANTHE_INTRO_IANTHE16": "Bref, je dois rentrer en ville. Si tu as besoin de quoi que ce soit, n'hésite pas à venir à notre quartier général.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "C'est pour avoir des cafés gratuits ?", - "LEADER_IANTHE_INTRO_IANTHE13": "Chaque capitaine a réussi à peaufiner sa propre stratégie au combat. [pause]Tout n'est pas question de force brute, bien au contraire. [pause]Tu vas devoir apprendre à adapter ton approche à chaque nouveau défi.", - "LEADER_IANTHE_INTRO_IANTHE14": "Tu penses en être capable, [pause]{player} ?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "Tout à fait !", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "Tout à fait !", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Bien sûr !", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "Tout à fait !", - "LEADER_IANTHE_INTRO_IANTHE15": "Parfait.", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Autre chose ?", - "LEADER_IANTHE_INTRO_IANTHE17": "Tu sais bien, le bâtiment avec un demi-navire posé dessus. [pause]Tu verras, tu ne peux pas le rater.", - "LEADER_IANTHE_MENU": "Hé, {player}. Quelque chose te préoccupe ?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "J'ai trouvé le moyen de rentrer à la maison !", - "LEADER_IANTHE_MENU_CAPTAINS": "L'entraînement avec les capitaines...", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "Je me sens de taille à devenir capitaine !", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "Je me sens de taille à devenir capitaine !", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "Je me sens de taille à devenir capitaine !", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "Qu'est-ce que la matière fusionnée ?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "Je vois. Il y a une gare ferroviaire du nom de Terminox dans laquelle se trouve un miroir magique faisant office de portail. Les gares elles-mêmes font partie d'un archange géant...", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "À propos des types élémentaires...", - "LEADER_IANTHE_MENU_FUSION": "À propos de la fusion...", - "LEADER_IANTHE_MENU_BYE": "Je passais juste pour dire bonjour !", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "Tu devrais aller voir Ianthe, notre chef. Il me semble qu'elle se trouve à l\\'avant-poste situé juste au nord d\\'ici.", - "CAPTAIN_SKIP_POST_REMATCH2.n": "Je dois le reconnaître que c'est une victoire amplement méritée, capitaine !", - "CAPTAIN_SKIP_POST_REMATCH2.f": "Je dois le reconnaître que c'est une victoire amplement méritée, capitaine !", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "On pourrait peut-être fêter ça en se battant à nouveau, non ? Qu'en dis-tu, [wave amp=30 freq=10]capitaine[/wave] ?", - "CAPTAIN_DREADFUL_INTRO1": "Tu sais, cet endroit s'appelait autrefois la Nouvelle-Londres. [pause]Il y avait tellement d\\'habitants à Port-la-Ville que l\\'idée de fonder une seconde bourgade avait fait son chemin.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Une fois encore, tu m'as donné une bonne leçon. Bravo, tu as vraiment un style électrique !", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Une fois encore, tu m'as donné une bonne leçon. Bravo, tu as vraiment un style électrique !", - "CAPTAIN_DREADFUL_INTRO2": "C'est là que j\\'ai grandi, vois-tu... [pause]J\\'y ai passé toute ma jeunesse, à entendre des tas d\\'histoires au sujet de la [wave amp=30 freq=10]vraie[/wave] Londres.", - "CAPTAIN_DREADFUL_INTRO3": "Ça avait l'air d\\'être un endroit affreux ! [pause]Plein de coupe-jarrets, [pause]de bandits de grand chemin, [pause]de vampires, même... [pause]Ça me fascinait !", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "C'est vrai que ça a l\\'air marrant, comme genre d\\'endroit...", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Pas sûr que toutes ces histoires aient été vraies...", - "CAPTAIN_DREADFUL_INTRO4": "Évidemment, [pause]elles ont toutes été perdues lors de l'incendie de la ville. [pause]Tout a été dévoré par les flammes, et les habitants aussi... [pause]sauf moi.", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Pas sûre que toutes ces histoires aient été vraies...", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Pas sûr·e que toutes ces histoires aient été vraies...", - "CAPTAIN_DREADFUL_INTRO5": "Penny Dreadful, [pause]capitaine des Veilleurs et trompe-la-mort émérite, en chair et en os !", - "CAPTAIN_DREADFUL_LAST_LEGS1": "Assez ! [shake rate=30 level=10]Une bonne leçon te fera le plus grand bien ![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Trompe-la-mort ?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Laisse tomber, c'est un vieux surnom.", - "CAPTAIN_DREADFUL_INTRO7": "Mais personnellement, je pense qu'ils manquent d\\'imagination. [pause]La mort n\\'est pas la fin... pas quand on connaît des [wave amp=30 freq=10]moyens ésotériques[/wave] de revenir.", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Je pourrais te faire une démonstration, si tu te sens de taille. [pause]Tu es notre dernière recrue en date, pas vrai ? Tu cherches à montrer ce que tu vaux ?", - "CAPTAIN_DREADFUL_POST_REWARD1": "N'oublie pas, recrue... [pause]Si la vie est ce qu\\'on en fait, c\\'est également vrai de la mort.", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Je te ferais bien une petite démonstration, mais je ne me bats qu'avec les Veilleurs ou les nouvelles recrues. [pause]Désolée, aucune exception à la règle.", - "CAPTAIN_DREADFUL_INTRO6": "Les habitants de Port-la-Ville ont des tas de croyances différentes, mais tous sont d'accord sur un point : au bout du compte, on finira [wave amp=30 freq=10]tous[/wave] par passer l\\'arme à gauche.", - "CAPTAIN_JUDAS_INTRO3": "Mon métier, c'est de rester en vie, quoi qu\\'il arrive. [pause]Note que c\\'est plus facile à dire qu\\'à faire sur une île [shake rate=30 level=10]grouillant[/shake] de prédateurs plus redoutables les uns que les autres.", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Mes contacts m'ont appris que tu avais désormais rejoint les rangs des capitaines des Veilleurs. [pause]Impressionnant. [pause]Tu es là pour la revanche ?", - "CAPTAIN_CLEEO_INTRO1": "Bzzt !", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "Tu avais des stratégies pour contrer les miennes. [pause]Tu as l'état d\\'esprit d\\'un·e vrai·e Veilleur·se. [pause]Tiens, tu l\\'as bien mérité.", - "CAPTAIN_JUDAS_LAST_LEGS1": "Je ne m'attendais pas à ce que survives aussi longtemps. [pause]Pas mal.", - "CAPTAIN_SKIP_NOT_TRAINEE1": "Dis, si ça t'intéresse de faire le tri entre les objets de valeur et ceux qui n\\'en ont aucune, métier noble s\\'il en est, pourquoi ne pas rejoindre les Veilleurs en tant que nouvelle recrue ?", - "CAPTAIN_SKIP_INTRO5": "Après tout, les objets sans valeur d'un monde peuvent être des trésors pour un autre, [pause]pas vrai ?", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "C'est vrai, iel est capitaine ? Il faut croire qu\\'iel cache bien son jeu !", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "C'est vrai, elle est capitaine ? Il faut croire qu\\'elle cache bien son jeu !", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "Euh, si tu as envie de tenter mon défi des Veilleurs, tu vas d'abord devoir t\\'inscrire. [pause]Une fois que ce sera fait, viens me réveiller, d\\'accord ?", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "Je pourrais t'en dire davantage... mais ces informations sont secret défense, j\\'en ai peur. [pause]Évidemment, si tu rejoignais le programme des nouvelles recrues des Veilleurs, je pourrais t\\'en parler...", - "CAPTAIN_JUDAS_PRE_BATTLE1": "Veux-tu un cours de survie ? [pause]Parce que j'ai appris que tu avais rejoint les nouvelles recrues des Veilleurs.", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "Dis, c'est toi, la nouvelle recrue des Veilleurs ? Et tu aimes particulièrement te battre, c\\'est ça ? [pause]J\\'imagine que je peux faire une petite pause et remettre mon tri à plus tard si tu te sens d\\'attaque pour relever mon défi !", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "Dis, c'est toi, la nouvelle recrue des Veilleurs ? Et tu aimes particulièrement te battre, c\\'est ça ? [pause]J\\'imagine que je peux faire une petite pause et remettre mon tri à plus tard si tu te sens d\\'attaque pour relever mon défi !", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "Ne t'inquiète pas ! [pause]Ce ne sont pas les vieilleries à trier qui manquent, de toute façon !", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "Nous sommes en direct de la côte ouest avec la nouvelle recrue des Veilleurs, {player} !", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "Nous sommes en direct de la côte ouest avec la nouvelle recrue des Veilleurs, {player} !", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "Il se raconte dans les milieux autorisés que {player} est particulièrement doué pour ce qui est des [wave amp=30 freq=10]combats de monstres[/wave] !", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "Nous sommes en direct de la côte ouest avec la nouvelle recrue des Veilleurs, {player} !", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "Alors, qu'en dis-tu, jeune recrue ? [pause]Si nous offrions une [wave amp=30 freq=10]expérience de combat auditive[/wave] à nos amis qui nous écoutent ?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "Il se raconte dans les milieux autorisés que {player} est particulièrement douée pour ce qui est des [wave amp=30 freq=10]combats de monstres[/wave] !", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "Alors, qu'en dis-tu, jeune recrue ? [pause]Si nous offrions une [wave amp=30 freq=10]expérience de combat auditive[/wave] à nos amis qui nous écoutent ?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "Il se raconte dans les milieux autorisés que {player} est particulièrement doué·e pour ce qui est des [wave amp=30 freq=10]combats de monstres[/wave] !", - "CAPTAIN_CYBIL_PRE_BATTLE4": "C'est vrai ? Génial ! [pause]Attachez votre ceinture, chers auditeurs ! [wave amp=30 freq=10]Nous allons vous offrir un spectacle exclusif en direct ![/wave]", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "Ça chauffe, par ici ! [pause]Qui l'emportera ? Votre présentatrice préférée, ou notre étonnant débutant ? [pause]Il est temps de le découvrir !", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "La prochaine fois, peut-être, amis auditeurs...", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "Ça chauffe, par ici ! [pause]Qui l'emportera ? Votre présentatrice préférée, ou notre étonnante débutante ? [pause]Il est temps de le découvrir !", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Quelle performance ! Nos auditeurs ont adoré ![/wave] [pause]Voilà ton paiement, bien sûr...", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "Ça chauffe, par ici ! [pause]Qui l'emportera ? Votre présentatrice préférée, ou notre étonnant·e débutant·e ? [pause]Il est temps de le découvrir !", - "CAPTAIN_CYBIL_POST_REWARD1": "...", - "CAPTAIN_CYBIL_POST_REWARD2": "Dans le temps, j'étais une étoile montante dans le monde de la radio. [pause]Mais ce n\\'est plus pareil depuis que j\\'ai fini ici.", - "CAPTAIN_CYBIL_POST_REWARD4": "Et peut-être que, ce jour-là, on viendra nous chercher...", - "CAPTAIN_CYBIL_POST_REWARD5.f": "Mais n'allons pas sombrer dans la mélancolie ! [pause]Tu t\\'es merveilleusement battue ! Un avenir radieux s\\'offre à toi !", - "CAPTAIN_CYBIL_POST_REWARD5.m": "Mais n'allons pas sombrer dans la mélancolie ! [pause]Tu t\\'es merveilleusement battu ! Un avenir radieux s\\'offre à toi !", - "CAPTAIN_CYBIL_POST_REWARD3": "Mais bon, pas le choix, faut bien s'adapter. [pause]Tous les jours, je diffuse sur les ondes de la Nouvelle-Wirral, dans l\\'espoir que... [pause]un jour ou l\\'autre, [pause]quelqu\\'un captera mon émission au-delà de l\\'île.", - "CAPTAIN_CYBIL_POST_REWARD5.n": "Mais n'allons pas sombrer dans la mélancolie ! [pause]Tu t\\'es merveilleusement battu·e ! Un avenir radieux s\\'offre à toi !", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Tiens, mais qui avons-nous là ?[/wave] [pause]C'est notre nouvelle vedette !", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Tiens, mais qui avons-nous là ?[/wave] [pause]C'est notre nouvelle vedette !", - "CAPTAIN_CYBIL_PRE_REMATCH1": "Eh bien ! [pause]Nous avons une fantastique histoire pour vous, les amis !", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Tiens, mais qui avons-nous là ?[/wave] [pause]C'est notre nouvelle vedette !", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "Quel fabuleux spectacle ! [pause]Tu as vraiment tout donné, sur ce coup-là !", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "Devinez qui vient d'arriver au studio ! {player}, notre nouveau capitaine !", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "Devinez qui vient d'arriver au studio ! {player}, notre nouvelle capitaine !", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "Nos auditeurs [wave amp=30 freq=10]meurent d'impatience de m\\'entendre de nouveau me battre avec toi ! [/wave]Alors ? [pause]Une petite revanche, ça te tente ?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "Nos auditeurs [wave amp=30 freq=10]meurent d'impatience de m\\'entendre de nouveau me battre avec toi ! [/wave]Alors ? [pause]Une petite revanche, ça te tente ?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "Devinez qui vient d'arriver au studio ! {player}, notre nouveau·elle capitaine !", - "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Génial ![/wave] C'est reparti, amis auditeurs ! Attachez votre ceinture, éteignez votre téléphone portable et sortez le pop-corn ! [pause]La revanche du siècle va commencer, en direct live !", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "Nos auditeurs [wave amp=30 freq=10]meurent d'impatience de m\\'entendre de nouveau me battre avec toi ! [/wave]Alors ? [pause]Une petite revanche, ça te tente ?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "Quel fabuleux spectacle ! [pause]Tu as vraiment tout donné, sur ce coup-là !", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "La prochaine fois, peut-être, amis auditeurs...", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "... [pause]Merci d'être venu. [pause]Ça compte beaucoup pour moi.", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "... [pause]Merci d'être venu·e. [pause]Ça compte beaucoup pour moi.", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "... [pause]Merci d'être venue. [pause]Ça compte beaucoup pour moi.", - "CAPTAIN_CODEY_INTRO1": "Tu viens de loin pour me voir, dis donc !", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]À la prochaine, capitaine ![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]À la prochaine, capitaine ![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]À la prochaine, capitaine ![/wave]", - "CAPTAIN_CODEY_INTRO2": "On m'appelle Codey. [pause]Parce qu\\'avant, j\\'étais codeur. Oh, et je [wave amp=30 freq=10]crackais[/wave] les codes des autres, aussi.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Très bien ! [pause]En garde, capitaine !", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Très bien ! [pause]En garde, capitaine !", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Tu es toujours aussi rapide. Je ne peux que te féliciter.", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Sage décision.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Tu es toujours aussi rapide. Je ne peux que te féliciter.", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]C'est Zéphyra, pour le bulletin météo ![/wave] [pause]Les prévisions du jour sont toujours aussi imprévisibles !", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Tu es toujours aussi rapide. Je ne peux que te féliciter.", - "CAPTAIN_HEATHER_LAST_LEGS1": "Je te préviens, je sens que le vent est en train de tourner en ma faveur !", - "CAPTAIN_HEATHER_INTRO2": "Humidité fluctuante... [pause]Risques de précipitation ? Qui peut savoir ?", - "CAPTAIN_HEATHER_INTRO3": "Pour une météorologue telle que moi, le climat de la Nouvelle-Wirral est une énigme permanente !", - "CAPTAIN_HEATHER_PRE_BATTLE1": "Tu es une des nouvelles recrues, pas vrai ? [pause]Si tu te sens capable d'affronter la tempête, pourquoi ne pas relever mon défi ?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "Euh... [pause]si tu veux vraiment relever mon défi pour les Veilleurs, tu vas d'abord devoir nous rejoindre.", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", - "CAPTAIN_HEATHER_PRE_BATTLE2": "Fantastique ! [pause]Du coup, petite mise à jour de mes prévisions : je prédis désormais un [shake rate=30 level=10]déluge de coups[/shake] et une [shake rate=30 level=10]victoire éclatante[/shake] !", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", - "CAPTAIN_HEATHER_POST_BATTLE1": "Ni la pluie ni les bourrasques ne te retiennent, hein ? Tu n'as peur de rien !", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "Le climat est imprévisible, par ici... [pause]Mais comme tout le reste sur cette île, pas vrai ?", - "CAPTAIN_HEATHER_POST_REWARD1": "Je prévois de grandes choses dans ton avenir !", - "CAPTAIN_HEATHER_POST_BATTLE2": "C'est une qualité appréciable chez les Veilleurs. [pause]Je te félicite, tu as réussi mon défi haut la main.", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Mes prévisions étaient exactes. Voilà que tu as rejoint les rangs des capitaines des Veilleurs, maintenant ! C'est le moment rêvé pour se faire une petite revanche, tu ne crois pas ?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Mes prévisions étaient exactes. Voilà que tu as rejoint les rangs des capitaines des Veilleurs, maintenant ! C'est le moment rêvé pour se faire une petite revanche, tu ne crois pas ?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Mes prévisions étaient exactes. Voilà que tu as rejoint les rangs des capitaines des Veilleurs, maintenant ! C'est le moment rêvé pour se faire une petite revanche, tu ne crois pas ?", - "CAPTAIN_HEATHER_POST_REMATCH1": "Encore une victoire retentissante ! Je n'en attendais pas moins de toi, bien sûr !", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Pff... pff...[/shake] J'ai les mollets qui commencent à brûler.", - "CAPTAIN_BUFFY_INTRO2": "Salut ! Je m'appelle Bruna, mais mes amis me surnomment Robusta. [pause]Je suis capitaine des Veilleurs ici, à la Nouvelle-Wirral.", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "Pourquoi vous vous entraînez comme ça ?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "Qu'est-ce que vous êtes en train de faire ?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "Quel fabuleux spectacle ! [pause]Tu as vraiment tout donné, sur ce coup-là !", - "CAPTAIN_BUFFY_INTRO3": "Tu pourrais dire que je me prépare au combat en entraînant mon corps ! Ici, à la Nouvelle-Wirral, nous pouvons nous battre en nous transformant en monstres...", - "CAPTAIN_BUFFY_INTRO4": "Mais tout commence avec nous ! Pour se battre, il faut des forces, et je fais tout mon possible pour [wave amp=30 freq=10]maximiser[/wave] mon énergie potentielle !", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "J'aimerais te montrer les ficelles du métier, mais tu n\\'as pas encore rejoint les nouvelles recrues des Veilleurs. Tu ferais peut-être mieux de revenir plus tard ?", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "J'aimerais te montrer les ficelles du métier, mais tu n\\'as pas encore rejoint les nouvelles recrues des Veilleurs. Tu ferais peut-être mieux de revenir plus tard ?", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Allons-y, alors ! [pause]J'espère que tu ne finiras pas [wave amp=30 freq=10]vidé[/wave] de tes forces !", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "J'aimerais te montrer les ficelles du métier, mais tu n\\'as pas encore rejoint les nouvelles recrues des Veilleurs. Tu ferais peut-être mieux de revenir plus tard ?", - "CAPTAIN_BUFFY_PRE_BATTLE1": "Si tu veux apprendre une chose ou deux, tu devrais commencer par relever mon défi pour les Veilleurs. Tu te sens d'attaque pour m\\'affronter ?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "Pas de problème. Tu devrais peut-être faire quelques exercices d'assouplissement et revenir plus tard...", - "CAPTAIN_BUFFY_POST_BATTLE2": "Bien joué, recrue ! [pause]Tu as vraiment mérité ta victoire.", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Allons-y, alors ! [pause]J'espère que tu ne finiras pas [wave amp=30 freq=10]vidée[/wave] de tes forces !", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Allons-y, alors ! [pause]J'espère que tu ne finiras pas [wave amp=30 freq=10]vidé·e[/wave] de tes forces !", - "CAPTAIN_BUFFY_LAST_LEGS1": "Qu'est-ce que je transpire, dis donc !", - "CAPTAIN_BUFFY_POST_BATTLE1": "J'ai eu beau maximiser mon énergie potentielle, je me suis quand même fait battre !", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "Cent abdos, cent pompes, cent accroupissements. Avec de tels exercices, j'aurai des muscles en béton armé !", - "CAPTAIN_BUFFY_POST_REWARD1": "Je ferais bien de m'octroyer une petite pause avant de me froisser un muscle.", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Salut, [wave amp=30 freq=10]Veilleur[/wave] ! [pause]J'ai appris, pour ta promotion !", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Salut, [wave amp=30 freq=10]Veilleur·se[/wave] ! [pause]J'ai appris, pour ta promotion !", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Salut, [wave amp=30 freq=10]Veilleuse[/wave] ! [pause]J'ai appris, pour ta promotion !", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "J'adorerais interviewer notre invité en direct, mais hélas, il n\\'a pas encore rempli les [wave amp=30 freq=10]papiers nécessaires[/wave] ! [pause]J\\'imagine que vous devez tous être très déçus, les amis !", - "CAPTAIN_BUFFY_PRE_REMATCH2": "Ça veut dire que tu es ici pour une nouvelle séance d'entraînement ?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "Allons-y ! [pause]Je suis impatiente de me dépenser !", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "Tu as fait de l'exercice, pas vrai ? Ça se voit, tu es encore plus forte que la dernière fois !", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "Pas de problème. Tu devrais peut-être faire quelques exercices d'assouplissement et revenir plus tard...", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "Tu as fait de l'exercice, pas vrai ? Ça se voit, tu es encore plus fort que la dernière fois !", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "Tu as fait de l'exercice, pas vrai ? Ça se voit, tu es encore plus fort·e que la dernière fois !", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Salut à tous ![/wave] [pause]Vous écoutez Radio Cybile, émettant 24 heures sur 24, sept jours sur sept sur [wave amp=30 freq=10]touuuuute[/wave] la Nouvelle-Wirral !", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "Alors, qu'en dis-tu, jeune recrue ? [pause]Si nous offrions une [wave amp=30 freq=10]expérience de combat auditive[/wave] à nos amis qui nous écoutent ?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "J'adorerais interviewer notre invité·e en direct, mais hélas, iel n\\'a pas encore rempli les [wave amp=30 freq=10]papiers nécessaires[/wave] ! [pause]J\\'imagine que vous devez tous être très déçus, les amis !", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "J'adorerais interviewer notre invitée en direct, mais hélas, elle n\\'a pas encore rempli les [wave amp=30 freq=10]papiers nécessaires[/wave] ! [pause]J\\'imagine que vous devez tous être très déçus, les amis !", - "CAPTAIN_GLADIOLA_INTRO2": "Je suis Gladiola, une loyale capitaine des Veilleurs de Ianthe.", - "CAPTAIN_GLADIOLA_INTRO1.n": "Tu es bien loin de chez toi, dis donc. Et je ne veux pas parler de Port-la-Ville, bien sûr. [pause]Ton vrai chez-toi, je veux dire.", - "CAPTAIN_GLADIOLA_INTRO1.f": "Tu es bien loin de chez toi, dis donc. Et je ne veux pas parler de Port-la-Ville, bien sûr. [pause]Ton vrai chez-toi, je veux dire.", - "CAPTAIN_GLADIOLA_INTRO1.m": "Tu es bien loin de chez toi, dis donc. Et je ne veux pas parler de Port-la-Ville, bien sûr. [pause]Ton vrai chez-toi, je veux dire.", - "CAPTAIN_CODEY_POST_REWARD1": "Ne va pas t'imaginer que tu as gagné [wave amp=30 freq=10]pour de vrai[/wave], surtout. [pause]Si je n\\'avais pas retenu mes coups, tu n\\'aurais pas eu la moindre chance.", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Loyale ?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "Qu'est-ce que vous faites pour les Veilleurs ?", - "CAPTAIN_GLADIOLA_INTRO4": "Dans ce monde, les ombres ont des griffes. Mon travail consiste à [wave amp=30 freq=10]les lacérer[/wave] en frappant plus fort qu'elles.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Ça n'est pas vraiment plus clair...", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Mais je n'ai pas le droit d\\'en dire plus à ceux qui ne font pas partie des Veilleurs. [pause]Si jamais tu t\\'engages, nous aurons sans doute l\\'occasion de reprendre cette conversation.", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Espérons que tu ne te feras pas d'entailles au visage, ce serait trop dommage.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "OK.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Dis-moi, tu es là pour relever mon défi pour les capitaines des Veilleurs ? [pause]Tu peux te mesurer à mes lames, si tu t'en sens capable.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Dis-moi, tu es là pour relever mon défi pour les capitaines des Veilleurs ? [pause]Tu peux te mesurer à mes lames, si tu t'en sens capable.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Dis-moi, tu es là pour relever mon défi pour les capitaines des Veilleurs ? [pause]Tu peux te mesurer à mes lames, si tu t'en sens capable.", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Sage décision.", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "Tu ne m'auras pas si facilement !", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impressionnant. [pause]Je ne t'en croyais pas capable, mais tu es plus doué que je ne le pensais. C\\'est une victoire amplement méritée.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impressionnant. [pause]Je ne t'en croyais pas capable, mais tu es plus doué·e que je ne le pensais. C\\'est une victoire amplement méritée.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impressionnant. [pause]Je ne t'en croyais pas capable, mais tu es plus douée que je ne le pensais. C\\'est une victoire amplement méritée.", - "CAPTAIN_GLADIOLA_POST_REWARD1": "Bien, il est temps pour moi de reprendre ma mission. [pause]Tu t'en doutes, j\\'ai dû jurer de garder le secret quant à la nature de mes occupations. Ne le prends pas mal, surtout.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Alors, comme ça, il paraît que tu viens de rejoindre les rangs des capitaines des Veilleurs ? Tu as peut-être envie de t'entraîner de nouveau contre moi ?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Alors, comme ça, il paraît que tu viens de rejoindre les rangs des capitaines des Veilleurs ? Tu as peut-être envie de t'entraîner de nouveau contre moi ?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "La nature exacte de mon travail avec les Veilleurs doit rester secrète. Il vaut mieux que tu n'en saches rien.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Très bien ! [pause]En garde, capitaine !", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Alors, comme ça, il paraît que tu viens de rejoindre les rangs des capitaines des Veilleurs ? Tu as peut-être envie de t'entraîner de nouveau contre moi ?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "Qui êtes-vous ?", - "CAPTAIN_JUDAS_INTRO2": "Judas Chevalier. [pause]Capitaine des Veilleurs et survivaliste expert.", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Je vois que ton jeu était meilleur que le mien. [pause]Je suis très impressionnée, et je ne t'en veux [wave amp=30 freq=10]absolument[/wave] pas.[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "Je t'ai entendue arriver à deux cents mètres, au moins. [pause]Si tu espérais avoir la surprise de ton côté, c\\'est raté.", - "CAPTAIN_ZEDD_INTRO4": "C'est de plus en plus difficile de \\\"méditer\\\" dans le coin, avec tous ces Missilinos qui fusent de partout. Tu crois que tu pourrais [wave amp=30 freq=10]régler le problème ?[/wave]", - "CAPTAIN_ZEDD_INTRO2": "Pardon ? [pause]Si je dormais ? [pause]Non, non, pas du tout ! J'étais en train de... euh, méditer. Je m\\'appelle Zedd, au fait.", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "Euh... d'accord.", - "CAPTAIN_JUDAS_INTRO1.n": "Je t'ai entendu·e arriver à deux cents mètres, au moins. [pause]Si tu espérais avoir la surprise de ton côté, c\\'est raté.", - "CAPTAIN_SKIP_POST_BATTLE1.n": "Eh bien, tu m'as mis une sacrée raclée, dis donc ! [pause]Peut-être que je t\\'avais sous-estimé·e, finalement...", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe dit que tu sais vraiment te battre. Du coup, j'imagine que tu as envie de relever mon défi pour les Veilleurs ?", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "Pas de problème, une bonne sieste me fera le plus grand bien, de toute façon.", - "CAPTAIN_ZEDD_PRE_BATTLE1": "Euh, j'imagine que tu es là pour tenter mon défi d\\'entraînement des Veilleurs, pas vrai ?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Pas de problème. Une autre fois, alors...", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Tout le monde en ville raconte que tu as désormais rejoint les rangs de nos capitaines !", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Hé, læ nouveau·elle ! [pause]On dit « capitaine », maintenant, c'est ça ? [pause]Parce que j\\'ai cru comprendre que tu étais des nôtres...", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Hé, la nouvelle ! [pause]On dit « capitaine », maintenant, c'est ça ? [pause]Parce que j\\'ai cru comprendre que tu étais des nôtres...", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Hé, le nouveau ! [pause]On dit « capitaine », maintenant, c'est ça ? [pause]Parce que j\\'ai cru comprendre que tu étais des nôtres...", - "CAPTAIN_WALLACE_INTRO3": "Mais savoir bâtir une communauté ne suffit pas. [pause]Il faut l'entretenir, aussi ! Un endroit comme Port-la-Ville finirait par tomber en ruine si on n\\'en prenait pas soin.", - "CAPTAIN_READY_CHECK.m": "Te sens-tu prêt à affronter {pawn} ?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "Tu devrais aller voir Ianthe. [pause]Je crois qu'elle se trouve actuellement dans le parc de la Nouvelle-Wirral.", - "CAPTAIN_CODEY_INTRO3": "Tout ce qui est lié à l'informatique peut être piraté quand on est assez malin, tu sais. [pause]Les sites Internet, les jeux vidéo, les serveurs gouvernementaux...", - "CAPTAIN_CODEY_INTRO4": "Ceux-là m'ont causé quelques soucis par le passé, d\\'ailleurs...", - "CAPTAIN_CODEY_INTRO5": "Mais à la Nouvelle-Wirral ? [pause]Il n'y a pas d\\'Internet, ici. Quelle blague !", - "CAPTAIN_CODEY_INTRO6": "Le seul truc que je peux encore pirater dans le coin, c'est ces [wave amp=30 freq=10]cassettes.[/wave] [pause]Et je suis doué pour ça, figure-toi. C\\'est pour ça que je suis capitaine des Veilleurs.", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "Allons, je parie que tu as [wave amp=30 freq=10]super envie[/wave] de voir mes cassettes spéciales ! [pause]Tu veux relever mon défi pour les capitaines des Veilleurs, ou quoi ?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Malheureusement, je ne peux pas te montrer de quoi je suis capable si tu ne t'inscris pas en tant que nouvelle recrue. [pause]Dommage pour toi, pas vrai ?", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "Allons, je parie que tu as [wave amp=30 freq=10]super envie[/wave] de voir mes cassettes spéciales ! [pause]Tu veux relever mon défi pour les capitaines des Veilleurs, ou quoi ?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Malheureusement, je ne peux pas te montrer de quoi je suis capable si tu ne t'inscris pas en tant que nouvelle recrue. [pause]Dommage pour toi, pas vrai ?", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Malheureusement, je ne peux pas te montrer de quoi je suis capable si tu ne t'inscris pas en tant que nouvelle recrue. [pause]Dommage pour toi, pas vrai ?", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "J'espère que tu es prête à affronter un [wave amp=30 freq=10]maître[/wave] du combat !", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "J'espère que tu es prêt·e à affronter un [wave amp=30 freq=10]maître[/wave] du combat !", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "Je ne t'en veux pas, va ! Moi non plus, je ne voudrais pas me battre contre [wave amp=30 freq=10]moi ![/wave]", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "J'espère que tu es prêt à affronter un [wave amp=30 freq=10]maître[/wave] du combat !", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "Allons, je parie que tu as [wave amp=30 freq=10]super envie[/wave] de voir mes cassettes spéciales ! [pause]Tu veux relever mon défi pour les capitaines des Veilleurs, ou quoi ?", - "CAPTAIN_CODEY_LAST_LEGS1": "Pas mal du tout. Tu me forces à utiliser [shake rate=30 level=10]100 % de ma puissance ![/shake]", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]Hein ?[/shake] Mais comment ai-je pu perdre ?", - "CAPTAIN_CODEY_POST_BATTLE2": "Je veux dire... [pause]J'avais l\\'intention de perdre, bien sûr. C\\'était juste un test pour toi.", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Ces monstres sont tous associés à des « types » élémentaires. [pause]C'est quand on change ces types que les choses commencent à devenir [wave amp=30 freq=10]vraiment[/wave] intéressantes.", - "CAPTAIN_CODEY_POST_BATTLE3": "Et tu l'as réussi. [pause]Félicitations ! [pause]Enfin, bref...", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "Alors, [wave amp=30 freq=10]capitaine des Veilleurs[/wave], tu es revenu affronter ton plus redoutable adversaire, c'est bien ça ?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "Maintenant que tu n'es plus une simple recrue, je n\\'ai plus besoin de limiter la puissance de mes cassettes super piratées !", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "Alors, [wave amp=30 freq=10]capitaine des Veilleurs[/wave], tu es revenu·e affronter ton plus redoutable adversaire, c'est bien ça ?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "Alors, [wave amp=30 freq=10]capitaine des Veilleurs[/wave], tu es revenue affronter ton plus redoutable adversaire, c'est bien ça ?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "Maintenant que tu n'es plus une simple recrue, je n\\'ai plus besoin de limiter la puissance de mes cassettes super piratées !", - "CAPTAIN_CODEY_POST_REMATCH1": "Il doit y avoir une erreur dans mes calculs, [pause]ma stratégie était [shake rate=30 level=10]CENSÉE[/shake] être imbattable !", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "Maintenant que tu n'es plus une simple recrue, je n\\'ai plus besoin de limiter la puissance de mes cassettes super piratées !", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "Je ne t'en veux pas, va ! Moi non plus, je ne voudrais pas me battre contre [wave amp=30 freq=10]moi[/wave] !", - "CAPTAIN_CODEY_POST_REMATCH2": "Du moins, c'est ce que je dirais si j\\'étais fou de rage. [pause]Ce qui n\\'est pas le cas. [pause]Du tout, même. Je le prends très bien...", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Eh, toi ! [pause]En général, les gens comme toi ne sont pas assez [wave amp=30 freq=10]courageux[/wave] pour s'aventurer aussi près de notre avant-poste. Si tu t\\'en allais avant que les choses dégénèrent ?", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Pas étonnant que ce soit elle la chef, [pause]hein ?", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "Alors, comme ça, tu refuses de bouger, hein ? [pause]On dirait bien que je vais devoir me salir les mains, alors...", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "Génial.", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "Sauf que Kayleigh affirme que vous avez combattu un [wave amp=30 freq=10]archange[/wave] ensemble.", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Eh bien, [pause]peut-être faudrait-il en apprendre davantage à leur sujet ! [pause]Ianthe, à mon avis, {player} devrait postuler pour rejoindre les Veilleurs !", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Magnifique.", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Elle a vraiment une confiance en elle étonnante.", - "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Heureuse de faire ta connaissance, nouvelle recrue.", - "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Heureuse de faire ta connaissance, nouvelle recrue.", - "LEADER_IANTHE_INTRO_IANTHE2": "Alors, [pause]que penses-tu de cet avant-poste ? [pause]Il est resté abandonné pendant très longtemps. Cela n'a pas été simple, mais nous l\\'avons transformé en lieu de repos pour les Veilleurs fatigués.", - "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Heureuse de faire ta connaissance, nouvelle recrue.", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "Qu'est-ce que vous faites, ici ?", - "LEADER_IANTHE_INTRO_IANTHE3": "J'aimerais pouvoir te répondre que nous défendons les habitants de la Nouvelle-Wirral d\\'une horde de monstres assoiffés de sang...", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "À quoi servent les Veilleurs ?", - "LEADER_IANTHE_INTRO_IANTHE4": "Mais en réalité, la plupart du temps, nous faisons juste des petits boulots pour aider la communauté. En vérité, ce n'est pas très intéressant.", - "MEREDITH_SOCIAL4_MEREDITH9": "Tu vois ça ?", - "MEREDITH_SOCIAL4_MEREDITH10": "C'est une cassette vidéo. [pause]Mais pas n\\'importe laquelle...", - "MEREDITH_SOCIAL4_MEREDITH11": "C'est celle du film d\\'action \\\"Le Sanguinateur\\\" de 1981.", - "MEREDITH_SOCIAL4_MEREDITH12": "Des centaines de cassettes se sont échouées sur les plages de la Nouvelle-Wirral depuis que je suis là.", - "MEREDITH_SOCIAL4_MEREDITH13": "Et je les ai toutes récupérées.", - "MEREDITH_SOCIAL4_MEREDITH14": "Toutes.", - "MEREDITH_SOCIAL4_MEREDITH15": "Mais devine quoi.", - "MEREDITH_SOCIAL4_MEREDITH16": "C'est toujours le même film !", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]C'est le seul et unique film disponible sur cette île.[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Toujours \\\"Le Sanguinateur\\\", sur toutes les cassettes.[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "On a un bon gros navet à regarder. J'espère que t\\'es prête !", - "MEREDITH_SOCIAL4_MEREDITH19": "Du coup, je te laisse deviner le programme de ce soir.", - "MEREDITH_SOCIAL4_MEREDITH21": "Je voulais aussi... [pause]te remercier de passer du temps avec moi.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Je sens que je vais adorer !", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Je vais m'efforcer d\\'apprécier, même ironiquement !", - "MEREDITH_SOCIAL4_MEREDITH20": "Parfait.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Je vais m'efforcer d\\'apprécier, même ironiquement !", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Je vais m'efforcer d\\'apprécier, même ironiquement !", - "MEREDITH_SOCIAL4_MEREDITH22": "Ma vie à la Nouvelle-Wirral est loin d'être rose, mais ça va vraiment mieux depuis que t\\'es là.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Je suis content qu'on soit amis !", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Je suis content·e qu'on soit ami·es !", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Et si cette soirée devenait officiellement un rendez-vous ?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Je suis contente qu'on soit amies !", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Moi aussi, {player}.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Bon, ça suffit avec les niaiseries.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Bon, ça suffit avec les niaiseries.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "On a un bon gros navet à regarder. J'espère que t\\'es prêt !", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Bon, ça suffit avec les niaiseries.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "T'auras mis le temps !", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Mais rien de sérieux, d'accord ? [pause]Je veux pas m\\'engager.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Pourquoi pas ? Une soirée romantique, avec un mauvais film.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "On a un bon gros navet à regarder. J'espère que t\\'es prêt·e !", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Je veux passer du temps avec toi...", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "Franchement, on a déjà [wave amp=30 freq=30]littéralement[/wave] fusionné ensemble.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Je dois pas mal occuper tes pensées, non ? [pause]Et puis, [pause]en vrai, [pause]je te trouve plutôt mignon.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Je dois pas mal occuper tes pensées, non ? [pause]Et puis, [pause]en vrai, [pause]je te trouve plutôt mignonne.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Je dois pas mal occuper tes pensées, non ? [pause]Et puis, [pause]en vrai, [pause]je te trouve plutôt mignon·ne.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Non, rien de particulier !", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Je, [pause]euh, [pause]je ne suis sortie qu'avec des garçons, jusqu\\'ici, alors... [pause]tout ça est un peu nouveau pour moi.", - "MEREDITH_ROMANCE_MEREDITH2": "Je...", - "MEREDITH_ROMANCE_MEREDITH1.n": "T'es bien silencieux·se, {player}. [pause]Quelque chose te préoccupe ?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Mais j'ai aussi envie qu\\'on soit plus... intimes, parfois.", - "MEREDITH_ROMANCE_MEREDITH1.m": "T'es bien silencieux, {player}. [pause]Quelque chose te préoccupe ?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Dans tous les cas, [pause]j'ai déjà vu ce film un million de fois.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Alors... il ne devrait pas trop nous déconcentrer.", - "MEREDITH_ROMANCE_MEREDITH_NO": "Euh... [pause]D'accord.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "T'es bien silencieuse, {player}. [pause]Quelque chose te préoccupe ?", - "MEREDITH_ROMANCE_MEREDITH3": "Enfin, je [wave amp=30 freq=30]t'aime bien[/wave], moi aussi.", - "MEREDITH_ROMANCE_MEREDITH4": "Je sais pas pourquoi [wave amp=30 freq=30]tu[/wave] t'intéresses à [wave amp=30 freq=30]moi[/wave], [pause]mais je t\\'apprécie vraiment beaucoup.", - "MEREDITH_ROMANCE_MEREDITH5": "Le hic, c'est qu\\'on fait tout pour quitter cette île...", - "MEREDITH_ROMANCE_MEREDITH6.m": "Et si on réussit, on sera forcément séparés. [pause]Ça... [pause]ça ne te dérange pas ?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "Tu es prêt à affronter les forces du mal ?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Non.", - "MEREDITH_ROMANCE_MEREDITH6.f": "Et si on réussit, on sera forcément séparées. [pause]Ça... [pause]ça ne te dérange pas ?", - "MEREDITH_ROMANCE_MEREDITH6.n": "Et si on réussit, on sera forcément séparé·es. [pause]Ça... [pause]ça ne te dérange pas ?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Je ne crois pas.", - "MEREDITH_ROMANCE_MEREDITH7": "Bon. [pause]Pourquoi pas, après tout ?", - "MEREDITH_ROMANCE_MEREDITH8.m": "Moi, avec un vrai copain. [pause]Ça fait bizarre. [pause]Mais ça me plaît.", - "MEREDITH_ROMANCE_MEREDITH8.f": "Moi, avec une vraie copine. [pause]Ça fait bizarre. [pause]Mais ça me plaît.", - "MEREDITH_ROMANCE_MEREDITH8.n": "Moi, en couple. [pause]Ça fait bizarre. [pause]Mais ça me plaît.", - "MEREDITH_ROMANCE_MEREDITH9": "Je m'étais toujours dit qu\\'il fallait que j\\'apprenne à m\\'accepter et à m\\'aimer moi-même avant de m\\'engager dans une relation, [pause]mais je crois qu\\'en vérité...", - "MEREDITH_ROMANCE_MEREDITH11": "Mais tu me rends heureuse, [pause]et je me sens bien plus complète quand t'es avec moi.", - "MEREDITH_ROMANCE_MEREDITH10": "J'atteindrai JAMAIS réellement cet objectif. [pause]Je deviendrai jamais cette version parfaite de moi-même.", - "MEREDITH_ROMANCE_MEREDITH12": "Bon, ça devient trop gnan-gnan pour moi, cette histoire... [pause]Oh, et compte pas sur moi pour te conter fleurette.", - "MEREDITH_ROMANCE_MEREDITH13.m": "Si tu espérais que je t'appelle \\\"mon cœur\\\" ou \\\"trésor\\\", [pause]t\\'as pas fini d\\'être déçu.", - "MEREDITH_ROMANCE_MEREDITH13.n": "Si tu espérais que je t'appelle \\\"mon cœur\\\" ou \\\"trésor\\\", [pause]t\\'as pas fini d\\'être déçu·e.", - "MEREDITH_ROMANCE_MEREDITH13.f": "Si tu espérais que je t'appelle \\\"mon cœur\\\" ou \\\"trésor\\\", [pause]t\\'as pas fini d\\'être déçue.", - "EUGENE_QUEST2_PART1_EUGENE1": "J'ai piqué la clé de la fenêtre à une de ces goules en patrouille.", - "EUGENE_QUEST1_PART1_EUGENE1": "Heureux de te voir !", - "EUGENE_QUEST1_PART1_EUGENE2.f": "Tu es prête à affronter les forces du mal ?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "Tu es prêt·e à affronter les forces du mal ?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Bien sûr !", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Je comprends. Fais-moi signe quand tu seras prêt... Je vais continuer d'évaluer la situation en attendant.", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Pas maintenant.", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Splendide ![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Je comprends. Fais-moi signe quand tu seras prête... Je vais continuer d'évaluer la situation en attendant.", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Je comprends. Fais-moi signe quand tu seras prêt·e... Je vais continuer d'évaluer la situation en attendant.", - "EUGENE_QUEST1_PART1_EUGENE4": "Bon, [pause]tu vois ce bâtiment, là-bas ?", - "EUGENE_QUEST1_PART1_EUGENE5": "C'est une forteresse... [pause]C\\'est là que ces parasites inhumains fomentent leurs sombres machinations pour s\\'emparer de notre monde.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "Pas très impressionnant.", - "EUGENE_QUEST1_PART1_EUGENE8": "Il existe plusieurs de ces bastions, tu en as sûrement déjà repéré quelques-uns. La porte principale est verrouillée, mais on peut passer par une fenêtre sur le toit.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Pas terrible pour une forteresse, pas vrai ?", - "EUGENE_QUEST1_PART1_EUGENE6": "Les apparences peuvent être trompeuses, [pause]camarade.", - "EUGENE_QUEST1_PART1_EUGENE7": "Leurs semblables menaçaient autrefois le monde dont je viens, mais on les a combattus. [pause]Et on a GAGNÉ !", - "EUGENE_QUEST1_PART1_EUGENE9": "Essaie de planer jusqu'à elle en partant d\\'ici. Je serai à tes côtés, ne t\\'en fais pas.", - "EUGENE_QUEST2_PART1_EUGENE2.m": "On va débouler directement là-dedans et les massacrer ! T'es prêt ?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Toujours !", - "EUGENE_QUEST2_PART1_EUGENE2.n": "On va débouler directement là-dedans et les massacrer ! T'es prêt·e ?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "On va débouler directement là-dedans et les massacrer ! T'es prête ?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Peut-être accepteriez-vous de vous entretenir avec notre responsable au quartier général de l'association ?[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Allons-y !", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Nous pourrions sans doute parvenir à un accord mutuellement avantageux. Laissez-moi vous donner l'adresse.[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "Voilà enfin une chance de saboter définitivement leurs opérations !", - "EUGENE_QUEST4_PART1_EUGENE3": "Viens, il n'y a pas une minute à perdre !", - "EUGENE_QUEST4_PART1_EUGENE1": "Les Gardes-terres possèdent donc une base centrale ?", - "EUGENE_QUEST5_PART1_EUGENE1": "Voilà soi-disant le site du quartier général des Gardes-terres...", - "EUGENE_QUEST5_PART1_EUGENE2": "Allez... [pause]Ces parasites ne font pas le poids face à notre [shake rate=30 level=10]détermination héroïque[/shake] !", - "EUGENE_QUEST5_PART1_EUGENE3": "...", - "EUGENE_QUEST5_PART1_EUGENE4": "Mais où est l'entrée, bon sang ?", - "EUGENE_QUEST5_PART1_EUGENE5": "...", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]PRÊTS À TAUX VARIABLES...[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "Je crois que j'ai trouvé.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]ÉQUITÉ CROISSANTE...[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]TAUX DE CAPITALISATION AJUSTABLES...[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "Merci d'avoir accepté notre invitation à cette entrevue. Nous apprécions grandement votre coopération.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]CROISSANCE DU CAPITAL...[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "Alors, dites-moi : pourquoi un archange tente-t-il de s'emparer du [shake rate=30 level=10]marché de l\\'immobilier[/shake] ?", - "EUGENE_QUEST5_PART2_EUGENE2": "C'est donc vous le responsable, hein ?", - "EUGENE_QUEST5_PART2_EUGENE5": "...", - "EUGENE_QUEST5_PART2_MAMMON4": "Nous sommes issus de l'ego humain. Ce sont vos plus ardents désirs qui nous donnent forme.\\n\\nJe ne suis qu\\'un hommage à votre consumérisme effréné.\\n\\nMa soif d\\'ordre et de structuration n\\'est que le reflet de vos propres aspirations.", - "EUGENE_QUEST5_PART2_EUGENE7": "Vous ne savez absolument RIEN de moi !", - "EUGENE_QUEST5_PART2_EUGENE10": "Je...", - "EUGENE_QUEST5_PART2_MAMMON6": "Je désire ce que tu désires, humain Eugène. Je peux lire dans ton cœur.", - "EUGENE_QUEST5_PART2_MAMMON8": "L'humain Eugène bénéficie de toute ma compassion.\\n\\nSa cause est devenue son unique raison d\\'être.", - "EUGENE_QUEST5_PART2_MAMMON9": "Sans elle, l'humain Eugène n\\'est rien.\\n\\nUne coquille vide. Comme mes agents.", - "EUGENE_QUEST5_PART2_EUGENE11": "Ce n'est pas... [pause]vrai...", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Ne l'écoute pas, Eugène !", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "C'est faux !", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]ASSEZ ![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "Vous ne me découragerez pas ! [pause]Briser notre volonté, c'est tout ce que vous savez faire !", - "EUGENE_QUEST5_PART2_EUGENE15": "On connaît tous l'histoire : un grand ponte se pointe et décide de tout prendre aux petites gens...", - "EUGENE_QUEST5_PART2_EUGENE13": "Je refuse de vous écouter plus longtemps !", - "EUGENE_QUEST5_PART2_EUGENE16": "Et quand ils résistent, [pause]on leur dit de rester à leur place, [pause]pas vrai ?", - "EUGENE_QUEST5_PART2_EUGENE17": "Alors, ils baissent les bras... [pause]Et les choses ne font qu'empirer !", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]C'est [pause]toujours [pause]pareil ![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", - "EUGENE_QUEST5_PART2_EUGENE20": "Tu veux démolir ce minable avec moi ?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "Vous n'aurez pas raison de ma détermination...", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Ça va sans dire.", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Allons-y !", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "Et vous n'arrêterez pas {player} si facilement non plus !", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Le bâtiment va s'effondrer. Viens, on doit partir !", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "OH, OH, C'EST UNE OPÉRATION REMARQUABLE QUE VOUS AVEZ LÀ, M. MAMMON.", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "On va vous affronter ensemble et on va [shake rate=30 level=10]GAGNER[/shake] !", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "ET VOUS SEMBLEZ CAPABLE DE DÉLÉGUER. C'EST UNE QUALITÉ RARE !", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "LAISSEZ-MOI VOUS AIDER À SORTIR D'ICI.", - "EUGENE_QUEST5_PART3_EUGENE1": "Tous les agents ont filé... [pause]Je me demande ce qu'ils vont faire, maintenant ?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "Tu trouves ?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "Sérieux, c'était vraiment cool de [wave amp=30 freq=10]fusionner[/wave] avec toi !", - "EUGENE_QUEST5_PART3_EUGENE2.m": "Sérieux, c'était vraiment cool de [wave amp=30 freq=10]fusionner[/wave] avec toi !", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Je trouve aussi !", - "EUGENE_QUEST5_PART3_EUGENE2.n": "Sérieux, c'était vraiment cool de [wave amp=30 freq=10]fusionner[/wave] avec toi !", - "EUGENE_QUEST5_PART3_EUGENE3": "Ouais ! [pause]C'était comme une poussée d\\'adrénaline, sauf que j\\'ai senti ta volonté s\\'ajouter à la mienne. Même un [wave amp=30 freq=10]archange[/wave] n\\'a pas pu nous arrêter !", - "EUGENE_QUEST5_PART3_EUGENE4": "Dire qu'un archange était à la tête des Gardes-terres depuis le début...", - "EUGENE_QUEST5_PART3_EUGENE5": "Mais ce qu'il a dit... [pause]Et si c\\'était vrai ?", - "EUGENE_QUEST5_PART3_EUGENE6": "Peut-être que sans une grande cause à défendre, [pause]je ne suis vraiment personne.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "J'ai découvert un moyen de quitter cette île.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Je n'y crois pas une seconde.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "Tu ne dois pas penser comme ça.", - "EUGENE_QUEST5_PART3_EUGENE7": "...", - "EUGENE_QUEST5_PART3_EUGENE8.f": "Hmm. [pause]Merci, camarade.", - "EUGENE_QUEST5_PART3_EUGENE8.m": "Hmm. [pause]Merci, camarade.", - "EUGENE_QUEST5_PART3_EUGENE8.n": "Hmm. [pause]Merci, camarade.", - "EUGENE_QUEST5_PART3_EUGENE9": "Et TOI, [pause]qu'est-ce qui te motive à agir, d\\'ailleurs ?", - "EUGENE_QUEST5_PART3_EUGENE10": "T'es toujours en train [pause]d\\'explorer, [pause]d\\'aider les autres [pause]et de te battre contre tous ces monstres...", - "EUGENE_QUEST5_PART3_EUGENE15": "Je me sens pas encore [wave amp=30 freq=30]capable[/wave] de raccrocher.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Je vais trouver un moyen de rentrer chez moi.", - "EUGENE_QUEST5_PART3_EUGENE11": "Hmm. Ça me semble fort improbable.", - "EUGENE_QUEST5_PART3_EUGENE12": "Mais je vais t'aider.", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Vraiment ?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Quoi, comme ça ?", - "EUGENE_QUEST5_PART3_EUGENE13": "Ouais !", - "EUGENE_CONVO11_EUGENE1_OPTION2": "Comment ça ?", - "EUGENE_QUEST5_PART3_EUGENE14": "On a arrêté les Gardes-terres, mais j'ai de l\\'énergie à revendre.", - "EUGENE_QUEST5_PART3_EUGENE16": "J'ai besoin d\\'un nouvel [wave amp=30 freq=30]objectif[/wave] à atteindre.", - "EUGENE_QUEST5_PART3_EUGENE17": "Alors, compte sur moi. [pause]Pour une nouvelle cause !", - "EUGENE_QUEST5_PART3_EUGENE18": "Tu as tout mon soutien.", - "EUGENE_CONVO1_EUGENE1": "Tu sais, [pause]attaquer les Gardes-terres comme on l'a fait...", - "EUGENE_CONVO1_EUGENE3": "Mais c'était la meilleure solution. [pause]Leur \\\"grand projet\\\" aurait nui à énormément de personnes.", - "EUGENE_CONVO1_EUGENE2": "Ce serait probablement illégal, dans d'autres mondes, [pause]non ?", - "EUGENE_CONVO2_EUGENE1": "Je vais bientôt devoir reprendre l'entraînement. [pause]Je dois rester au top de ma forme si je veux pouvoir sauver le monde, tu sais ?", - "EUGENE_CONVO1_EUGENE4": "Comme quoi, il y a parfois une grande différence entre la \\\"loi\\\" et la \\\"vraie justice\\\", [pause]pas vrai ?", - "EUGENE_CONVO2_EUGENE2": "Peut-être qu'un jour, des haltères viendront enfin s\\'échouer sur la plage...", - "EUGENE_CONVO3_EUGENE1": "Au début, j'étais vraiment perturbé par [pause]euh, [pause]le côté fortement rétro de la mode à la Nouvelle-Wirral.", - "EUGENE_CONVO3_EUGENE2": "Tous les vêtements proviennent de cette vieille galerie commerciale ringarde.", - "EUGENE_CONVO3_EUGENE3": "Mais je commence à m'attacher à ce style. [pause]J\\'espère que je pourrai emporter cette veste rose en retournant dans mon monde...", - "EUGENE_CONVO4_EUGENE1.m": "Je... [pause]te trouve vraiment charmant dans la lumière du feu.", - "EUGENE_CONVO4_EUGENE2": "Si j'avais un appareil, je te prendrais en photo. [pause]Dommage pour moi, [pause]hein ?", - "EUGENE_CONVO4_EUGENE1.n": "Je... [pause]te trouve vraiment charmant·e dans la lumière du feu.", - "EUGENE_CONVO4_EUGENE1.f": "Je... [pause]te trouve vraiment charmante dans la lumière du feu.", - "EUGENE_CONVO5_EUGENE2": "Elle te va plutôt bien, [pause]tu sais !", - "EUGENE_CONVO5_EUGENE1": "Comment tu trouves ta forme de monstre {first_tape_name} ?", - "EUGENE_CONVO6_EUGENE2": "Ces flammes sont juste magnifiques. [pause]Beau travail, {player}.", - "EUGENE_CONVO5_EUGENE4": "C'est juste génial !", - "EUGENE_CONVO5_EUGENE3": "Défendre les habitants de la Nouvelle-Wirral sous l'apparence d\\'{first_tape_description}...", - "EUGENE_CONVO6_EUGENE1": "Ce feu de camp... [pause]Il doit compter parmi les dix plus beaux auxquels j'ai contribué.", - "EUGENE_CONVO7_EUGENE4": "J'espère que ce n\\'est pas un simple rêve, [pause]un songe qu\\'on oubliera dès notre retour dans le monde réel.", - "EUGENE_CONVO10_EUGENE4": "Je suis nul pour ce genre de choses, d'habitude. [pause]C\\'est plus facile pour moi d\\'affronter un archange que d\\'essayer de comprendre les sentiments des autres.", - "EUGENE_CONVO7_EUGENE2": "J'espère... [pause]que tout ça est bien réel.", - "EUGENE_CONVO7_EUGENE1.n": "Ça t'arrive de penser à ce que sera ta vie quand tu seras rentré·e chez toi ?", - "EUGENE_CONVO7_EUGENE1.m": "Ça t'arrive de penser à ce que sera ta vie quand tu seras rentré chez toi ?", - "EUGENE_CONVO7_EUGENE3": "Ça a dû te traverser l'esprit à toi aussi, [pause]non ?", - "EUGENE_CONVO8_EUGENE1": "Les gens devaient vraiment trimballer ces petites cassettes en plastique pour pouvoir écouter de la musique, autrefois. [pause]Hmm.", - "EUGENE_CONVO7_EUGENE1.f": "Ça t'arrive de penser à ce que sera ta vie quand tu seras rentrée chez toi ?", - "EUGENE_CONVO7_EUGENE5": "Je ne veux pas t'oublier, {player}.", - "EUGENE_CONVO8_EUGENE3": "...", - "EUGENE_CONVO8_EUGENE2": "C'est une technologie ancienne, alors, j\\'imagine que chaque cassette ne devait pouvoir comporter que quelques milliers de chansons seulement.", - "EUGENE_CONVO8_EUGENE4": "Hé, [pause]pourquoi tu me regardes comme ça ?[pause]J'ai dit une bêtise, c\\'est ça ?", - "EUGENE_CONVO9_EUGENE2": "Ce pouvoir de transformation pourrait avoir des tas [wave amp=30 freq=10]d'applications pratiques[/wave] qu\\'on ne soupçonne même pas encore !", - "EUGENE_CONVO9_EUGENE1": "J'espère qu\\'on pourra emporter cette technologie des cassettes avec nous quand on quittera cette île.", - "EUGENE_CONVO9_EUGENE3": "Imagine, se transformer en un monstre super rapide pour livrer un colis... [pause]ou en monstre aquatique pour éteindre un incendie !", - "EUGENE_CONVO10_EUGENE1.n": "Je suis... [pause]heureux de t'avoir rencontré·e, {player}.", - "EUGENE_CONVO9_EUGENE4": "Ça m'excite rien que d\\'en parler !", - "EUGENE_CONVO10_EUGENE2": "...", - "EUGENE_CONVO10_EUGENE1.f": "Je suis... [pause]heureux de t'avoir rencontrée, {player}.", - "EUGENE_CONVO10_EUGENE1.m": "Je suis... [pause]heureux de t'avoir rencontré, {player}.", - "EUGENE_CONVO10_EUGENE3.m": "Ah, [pause]personne ne voudra jamais croire que j'avais un copain canon sur cette île magique, [pause]pas vrai ?", - "EUGENE_CONVO10_EUGENE3.f": "Ah, [pause]personne ne voudra jamais croire que j'avais une copine canon sur cette île magique, [pause]pas vrai ?", - "EUGENE_CONVO10_EUGENE3.n": "Ah, [pause]personne ne voudra jamais croire que j'avais un·e partenaire canon sur cette île magique, [pause]pas vrai ?", - "EUGENE_CONVO10_EUGENE5": "Je devrais peut-être travailler là-dessus...", - "EUGENE_CONVO11_EUGENE6": "Eh bien, [pause]disons simplement qu'ils l\\'ont construit sur les cendres du précédent.", - "EUGENE_CONVO11_EUGENE1": "Ça t'arrive d\\'envisager... [pause]de ne pas retourner dans ton monde, {player} ?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "Pourquoi ?", - "EUGENE_CONVO11_EUGENE2": "C'est pourtant simple : [pause]on ne vient pas de la même époque dans nos mondes d\\'origine, n\\'est-ce pas ?", - "EUGENE_CONVO11_EUGENE3": "On vient de deux mondes différents, mais probablement très proches.", - "EUGENE_CONVO11_EUGENE4": "Alors, l'histoire future de ton monde pourrait bien être similaire à celle du mien. [pause]Ce qui veut dire que ton avenir là-bas est potentiellement sombre...", - "EUGENE_CONVO11_EUGENE4_OPTION1": "Qu'est-ce que tu racontes ?", - "EUGENE_CONVO11_EUGENE5": "Je t'ai raconté comment les miens avaient créé un monde meilleur, non ?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "Qu'est-ce qui s\\'est passé dans ta réalité ?", - "EUGENE_CONVO11_EUGENE7": "Je suis né après que la fumée s'est dissipée, mais pour ceux qui l\\'ont connue... [pause]Ce drame les a profondément marqués.", - "EUGENE_CONVO11_EUGENE8": "Pas seulement pour tout ce qu'ils ont perdu, mais aussi pour ce qu\\'ils ont dû devenir pour pouvoir survivre.", - "EUGENE_CONVO12_EUGENE2": "Quand on aura fini tout ce qu'on a à faire ici, je veux dire.", - "EUGENE_CONVO11_EUGENE10": "Tu mérites mieux que ça, {player}.", - "EUGENE_CONVO11_EUGENE9": "Je ne peux pas t'empêcher de rentrer chez toi, mais je m\\'inquiète de ce que tu pourrais avoir à endurer un jour.", - "EUGENE_CONVO12_EUGENE1": "Tu crois vraiment que ce portail géant peut nous renvoyer chez nous ?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "Oui !", - "EUGENE_CONVO12_EUGENE2_OPTION2": "Il le faut.", - "EUGENE_CONVO12_EUGENE3": "Splendide.", - "EUGENE_CONVO13_EUGENE2": "Imagine... [pause]Cette microsociété repose entièrement sur la base d'une [wave amp=30 freq=10]expérience commune[/wave] : le fait qu\\'on soit tous piégés sur cette île étrange.", - "EUGENE_CONVO12_EUGENE4": "J'espère que c\\'est vrai. J\\'ai des tas de super projets, tu sais ?", - "EUGENE_CONVO13_EUGENE1": "Sérieux, [pause]si ce portail permet vraiment de quitter la Nouvelle-Wirral, il va y avoir du [wave amp=30 freq=10]changement[/wave], ici.", - "EUGENE_CONVO13_EUGENE3": "Beaucoup de gens sont nés et ont grandi ici, élevés par des parents venus de mondes différents. Ils ne connaissent RIEN d'autre.", - "EUGENE_CONVO14_EUGENE1": "Hmm, [pause]je crois qu'on devrait parler de ce qui s\\'est passé.", - "EUGENE_CONVO13_EUGENE4": "J'espère que Ianthe s\\'est bien préparée aux conséquences possibles de cette découverte.", - "EUGENE_CONVO14_EUGENE1_OPTION2": "Comment ça ?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "Parler de quoi, au juste ?", - "EUGENE_CONVO14_EUGENE3": "Quand on a tous fusionné en [shake rate=30 level=10]monstre divin géant[/shake] pour [shake rate=30 level=10]mettre la pâtée à Aleph[/shake] !", - "EUGENE_CONVO14_EUGENE2": "Tu sais, [pause]quand on a...", - "EUGENE_CONVO14_EUGENE5": "Je vais être honnête avec toi, j'ignore encore des tas de choses sur les \\\"archanges\\\" de cette île.", - "EUGENE_CONVO14_EUGENE4": "C'était génial, non ?", - "EUGENE_CONVO14_EUGENE6": "Genre, toutes ces [wave amp=30 freq=10]vieilles histoires[/wave] avec Morgayne et Aleph, tu sais ? Et le rôle possible de cette gare dans l'affaire ?[pause]Ça me dépasse...", - "EUGENE_CONVO14_EUGENE7": "Ce que je sais, c'est qu\\'on a uni nos forces et battu un ennemi surpuissant. [pause]Et ça, ça me parle !", - "EUGENE_CONVO15_EUGENE1": "J'espère que ton plan pour quitter cette île va porter ses fruits, camarade.", - "EUGENE_CONVO15_EUGENE2": "Je commence à avoir peur que les stocks limités de teintures capillaires de la Nouvelle-Wirral finissent par s'épuiser.", - "EUGENE_CONVO16_EUGENE1": "Cette ville en ruine qu'on a traversée m\\'a vraiment tout retourné.", - "EUGENE_CONVO16_EUGENE2": "Elle m'a rappelé certains vestiges de mon propre monde. Des villes autrefois peuplées, dont les habitants avaient dû finir par partir.", - "EUGENE_CONVO16_EUGENE3": "Il y en avait tellement...", - "EUGENE_CONVO16_EUGENE4": "Peut-être qu'un jour, les habitants de Port-la-Ville retourneront là-bas pour tout reconstruire.", - "EUGENE_CONVO16_EUGENE5": "J'aimerais bien, en tout cas.", - "EUGENE_CONVO17_EUGENE1": "S'installer comme ça autour d\\'un feu de camp, en sachant que des [wave amp=30 freq=10]créatures féroces[/wave] pourraient nous attaquer à tout moment... [pause]Tu penses à la même chose que moi, pas vrai, {player} ?", - "EUGENE_CONVO17_EUGENE2": "Tu te dis : [pause]\\\"C'est comme ça que vivaient nos ancêtres des cavernes\\\" !", - "EUGENE_CONVO17_EUGENE1_OPTION1": "Hein ?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "C'est-à-dire ?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "Quoi ?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "Honnêtement, je n'y avais jamais pensé.", - "EUGENE_CONVO18_EUGENE1": "Il faut que je travaille un peu mes cris de bataille.", - "EUGENE_CONVO18_EUGENE1_OPTION1": "Tes quoi ?", - "EUGENE_CONVO17_EUGENE3": "Je sais que j'ai raison. C\\'est exactement à ça que tu pensais, camarade.", - "EUGENE_CONVO18_EUGENE1_OPTION2": "Cris de bataille... ?", - "EUGENE_CONVO18_EUGENE2": "Ouais ! [pause]Quand je suis face à un adversaire, juste avant de me transformer, je crie des trucs comme \\\"Action\\\" ou \\\"Transformation\\\" !", - "EUGENE_CONVO18_EUGENE2_OPTION1": "Tu dois pouvoir trouver mieux !", - "EUGENE_CONVO18_EUGENE2_OPTION2": "Pas très original...", - "EUGENE_CONVO18_EUGENE4": "...", - "EUGENE_CONVO18_EUGENE3": "C'est un projet en cours, d\\'accord ?", - "EUGENE_CONVO18_EUGENE5": "Qu'est-ce que tu penses de [wave amp=30 freq=10]\\\"Activation du mode Monstre !\\\"[/wave] Ça irait ?[pause]Tu trouves ça impressionnant ?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "Pas du tout.", - "EUGENE_CONVO18_EUGENE5_OPTION2": "Absolument pas.", - "EUGENE_CONVO18_EUGENE6": "Bon, on verra ça une autre fois, alors.", - "EUGENE_CONVO19_EUGENE1": "Désolé, [pause]j'ai encore du mal à me faire à l\\'idée qu\\'on forme un couple, techniquement parlant.", - "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"Techniquement\\\" ?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "Ça n'a pas l\\'air de t\\'emballer...", - "EUGENE_CONVO19_EUGENE2": "Oh, je ne disais pas ça de façon [shake rate=30 level=10]négative[/shake] !", - "EUGENE_CONVO19_EUGENE3": "C'est juste que je ne m\\'attendais pas du tout à ce que ça m\\'arrive pendant mon séjour [wave amp=30 freq=10]ici[/wave]. Mais je suis [wave amp=30 freq=10]super heureux[/wave] qu\\'on soit ensemble !", - "EUGENE_CONVO20_EUGENE1_OPTION2": "Hein ?", - "EUGENE_CONVO20_EUGENE1": "Ce serait si simple de rester ici tous les deux, non ?", - "EUGENE_SOCIAL1_EUGENE2": "Ce principe de fusion est vraiment grisant !", - "EUGENE_CONVO20_EUGENE1_OPTION1": "Comment ça ?", - "EUGENE_CONVO20_EUGENE2": "Toi et moi. Une vie paisible, mais [wave amp=30 freq=10]idyllique[/wave] à Port-la-Ville. Sans changements.", - "EUGENE_CONVO20_EUGENE3": "Mais... Ça ne nous ressemble pas, hein ?[pause]On est destinés à faire de grandes choses.", - "EUGENE_SOCIAL1_EUGENE1": "Eh bien, je dois dire que...", - "EUGENE_SOCIAL1_EUGENE5": "Dans le feu de l'action, nos volontés convergent tellement qu\\'on ne fait littéralement plus qu\\'un.", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "Tu trouves ?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "C'est vrai !", - "EUGENE_SOCIAL1_EUGENE4": "La manifestation physique de notre force intérieure.", - "EUGENE_SOCIAL1_EUGENE3": "Ouais ! [pause]C'est un peu...", - "EUGENE_SOCIAL1_EUGENE6": "Et à ce moment-là, plus [wave amp=30 freq=20]rien[/wave] ne peut nous arrêter !", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Enfin, [pause]si tu es d'accord, [pause]évidemment.", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "C'est exactement ça !", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Tu parles comme un héros d'anime...", - "EUGENE_SOCIAL1_EUGENE7A": "Je savais que tu comprendrais !", - "EUGENE_SOCIAL1_EUGENE7B": "Hé, je suis sérieux !", - "EUGENE_SOCIAL1_EUGENE8": "Je crois que j'ai vécu trop longtemps en ne pensant qu\\'à moi, tu sais ?", - "EUGENE_SOCIAL1_EUGENE9": "J'essaie peut-être de rattraper le temps perdu.", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "Qu'est-ce qui ne va pas dans ton monde ?", - "EUGENE_SOCIAL1_EUGENE10": "Ah, ne te préoccupe pas de ça. On en discutera une autre fois.", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "Qu'est-ce qui s\\'est passé dans ton monde ?", - "EUGENE_SOCIAL1_EUGENE11": "Je vais rentrer. [pause]Dans mon monde, je veux dire. [pause]Une fois que tu auras trouvé ton fameux portail, bien sûr.", - "EUGENE_SOCIAL1_EUGENE12": "Et j'emporterai mes cassettes avec moi, [pause]pour pouvoir aider tous ceux qui en ont besoin.", - "EUGENE_SOCIAL2_EUGENE1": "Je pensais à Clémence... [pause]Elle a décidé de gérer un café juste pour contribuer à rendre la ville plus agréable.", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Comme un super-héros monstrueux ?", - "EUGENE_SOCIAL1_EUGENE13": "C'est ça. Un monstre super-héroïque.", - "EUGENE_SOCIAL1_EUGENE14": "Avoue que ça en jette !", - "EUGENE_SOCIAL2_EUGENE2": "Améliorer les choses, me rendre utile... [pause]Voilà ce que je devrais faire, moi aussi !", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "Tu n'es pas obligé d\\'aider constamment les autres.", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "Tu en fais déjà bien assez !", - "EUGENE_SOCIAL2_EUGENE4": "C'est peut-être une compulsion issue de mon propre monde.", - "EUGENE_SOCIAL2_EUGENE3": "Hmm. [pause]Si tu le dis.", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "... Ton monde ?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "Comment ça ?", - "EUGENE_SOCIAL2_EUGENE5": "Bon. [pause]Sur \\\"ma\\\" Terre, [pause]il y a eu comme une sorte de... [pause]grand bouleversement vers le milieu du XXIe siècle.", - "EUGENE_SOCIAL2_EUGENE7": "C'est un peu comme si tout le monde s\\'était réveillé un matin en réalisant que les choses iraient beaucoup mieux en s\\'entraidant.", - "EUGENE_SOCIAL2_EUGENE6": "Quand la surconsommation et la cupidité de l'humanité ont fini par dépasser son seuil de tolérance.", - "EUGENE_SOCIAL2_EUGENE9": "Aider son prochain est devenu progressivement plus important que de devenir riche ou célèbre, [pause]mais je n'ai jamais été très... [pause]doué pour cet exercice.", - "EUGENE_SOCIAL2_EUGENE8": "Et qu'on n\\'avait vraiment pas BESOIN des institutions qui nous gouvernaient tout en tuant la planète.", - "EUGENE_SOCIAL3_EUGENE4": "Je vais faire de Port-la-Ville une ville meilleure... [pause]Tu vas voir !", - "EUGENE_SOCIAL2_EUGENE10": "Vivre à la Nouvelle-Wirral, [pause]c'est une chance pour moi de devenir le meilleur de moi-même, [pause]avant de pouvoir retourner chez moi avec la capacité de faire quelque chose de ma vie !", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "Il n'y a pas que les héros qui comptent !", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "Tu te mets trop la pression pour rien !", - "EUGENE_SOCIAL2_EUGENE11": "Je sais, [pause]mais...", - "EUGENE_SOCIAL2_EUGENE12": "Je crois que j'en ai besoin.", - "EUGENE_SOCIAL2_EUGENE13": "Bref, [pause]assez parlé de moi.", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "... Décidé ?", - "EUGENE_SOCIAL3_EUGENE3": "Je vais arrêter de parler, [pause]et commencer à agir.", - "EUGENE_SOCIAL3_EUGENE1": "Bon, [pause]c'est décidé.", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Quoi donc ?", - "EUGENE_SOCIAL3_EUGENE2": "J'ai un nouveau projet en tête.", - "EUGENE_SOCIAL3_EUGENE5": "Non... [pause]Vaincre le [wave amp=30 freq=10]mal[/wave], c'est pas tout à fait la même chose que faire quelque chose de [wave amp=30 freq=10]bien[/wave], [pause]tu me suis ?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "Tu as déjà arrêté les Gardes-terres !", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "Tu as déjà fait ta part pour Port-la-Ville !", - "EUGENE_SOCIAL3_EUGENE6": "En tout cas, je suis trop motivé ! [pause]Ça va être génial, [pause]tu vas voir !", - "EUGENE_SOCIAL4_EUGENE1": "Hé, [pause]je peux te montrer un truc ?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "Qu'est-ce que tu prépares ?", - "EUGENE_SOCIAL3_EUGENE7.m": "Désolé, [pause]tu vas devoir attendre de découvrir le résultat !", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Tu peux m'en dire un peu plus ?", - "EUGENE_SOCIAL3_EUGENE8": "Le \\\"défenseur de Port-la-Ville\\\" se doit d'être capable de garder un secret, [pause]après tout.", - "EUGENE_SOCIAL3_EUGENE7.f": "Désolé, [pause]tu vas devoir attendre de découvrir le résultat !", - "EUGENE_SOCIAL3_EUGENE7.n": "Désolé, [pause]tu vas devoir attendre de découvrir le résultat !", - "EUGENE_SOCIAL4_EUGENE7": "Ce vieux bâtiment affreux était complètement vide depuis la défaite des Gardes-terres, [pause]alors, je me suis dit, autant en faire quelque chose d'utile !", - "EUGENE_SOCIAL4_EUGENE2": "J'ai terminé mon projet. Tout est prêt pour la grande inauguration !", - "EUGENE_SOCIAL4_EUGENE3": "Tu peux venir, maintenant ?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Bien sûr !", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Une autre fois.", - "EUGENE_SOCIAL4_EUGENE_NO": "Pas de problème. [pause]Ça peut attendre.", - "EUGENE_SOCIAL4_EUGENE11": "Hé, on traîne pas [wave amp=30 freq=10]TOUT LE TEMPS[/wave] ensemble ! [pause]J'ai aussi un peu de temps libre, entre deux aventures.", - "EUGENE_SOCIAL4_EUGENE4": "Super ! [pause]Suis-moi.", - "EUGENE_SOCIAL4_EUGENE6": "C'est ici qu\\'on a accompli notre première [wave amp=30 freq=10]mission[/wave] ensemble !", - "EUGENE_SOCIAL4_EUGENE5": "Tu te rappelles cet endroit, [pause]{player} ?", - "EUGENE_SOCIAL4_EUGENE8": "Viens, [pause]je vais te faire visiter !", - "EUGENE_SOCIAL4_EUGENE9": "Grâce à cette fenêtre dans le plafond, [pause]ce bureau abandonné est très lumineux pendant la journée.", - "EUGENE_SOCIAL4_EUGENE10": "Du coup, il fera un excellent jardin communautaire. [pause]Les habitants vont pouvoir s'évader un peu de la ville pour venir y cultiver des plantes et des fleurs !", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "Quand est-ce que tu as fait tout ça ?", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "Comment tu as trouvé le temps de faire tout ça ?", - "EUGENE_SOCIAL4_EUGENE12": "Alors... Qu'est-ce que t\\'en penses ?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "C'est incroyable !", - "EUGENE_SOCIAL4_EUGENE14": "J'avais fini par me convaincre que c\\'était une idée stupide.", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "J'adore !", - "EUGENE_SOCIAL4_EUGENE13": "Tu... [pause]Tu es sincère ?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "C'est toi qui cherches un moyen de quitter cette île ! [pause]Tu es prêt·e à repousser les limites de l\\'espace et du temps !", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "T'es vraiment un ami trop cool !", - "EUGENE_SOCIAL4_EUGENE15": "Je suis content que ça te plaise.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "C'est toi qui cherches un moyen de quitter cette île ! [pause]Tu es prêt à repousser les limites de l\\'espace et du temps !", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Je trouve ça très romantique de ta part.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Oh, [pause]arrête. [pause]De nous deux, c'est toi qui as les plus grandes ambitions.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "C'est toi qui cherches un moyen de quitter cette île ! [pause]Tu es prête à repousser les limites de l\\'espace et du temps !", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "J'ai hâte de retourner dans mon monde. [pause]Je crois que je suis enfin le héros que je rêvais de devenir.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Eh bien, il était temps d'offrir à la Nouvelle-Wirral un nouveau site pour ses amoureux.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "En route, [pause]camarade.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "Ton projet est une réussite totale !", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "Alors... C'est officiellement un rencard ?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Euh, [pause][pause]je, [pause][pause]je suppose que oui...[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Pas très à l'aise avec ce genre de situation, hein ?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "Je ne t'avais jamais vu aussi nerveux !", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "C'est vraiment la honte... Je suis capable d\\'éradiquer toute une cabale maléfique de goules bureaucrates sans problème.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Je [pause]suppose que tu as raison.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Mais je lutte pour avouer mes sentiments à mon partenaire !", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Mais je lutte pour avouer mes sentiments à ma partenaire !", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Mais je lutte pour avouer mes sentiments à maon partenaire !", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Oui. [pause]J'ai comme un petit faible pour toi.", - "EUGENE_ROMANCE_EUGENE1.m": "Tu es bien silencieux. [pause]Tout va bien, [pause]camarade ?", - "EUGENE_ROMANCE_EUGENE1.f": "Tu es bien silencieuse. [pause]Tout va bien, [pause]camarade ?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "Oui, pas de souci !", - "EUGENE_ROMANCE_EUGENE1.n": "Tu es bien silencieux·se. [pause]Tout va bien, [pause]camarade ?", - "EUGENE_ROMANCE_EUGENE_NO": "Tant mieux.", - "EUGENE_ROMANCE_EUGENE8": "Mais profitons-en tant que ça dure !", - "EUGENE_ROMANCE_EUGENE3": "Je sais. [pause]Moi aussi. [pause]Je suis juste trop nerveux.", - "EUGENE_ROMANCE_EUGENE2": "Je... [pause][pause]Euh...", - "EUGENE_ROMANCE_EUGENE5": "On forme un tout plus grand que la somme de ses parties. [pause]Comme quand on fusionne !", - "EUGENE_ROMANCE_EUGENE4": "Je pense qu'on devient vraiment meilleurs, quand on est ensemble.", - "EUGENE_ROMANCE_EUGENE7": "Tu comptes beaucoup pour moi, [pause]mais mon ancienne vie m'attend. [pause]Et c\\'est pareil pour toi.", - "EUGENE_ROMANCE_EUGENE6": "Ceci dit... [pause]Il faudra peut-être se séparer si on trouve bien un moyen de quitter l'île.", - "EUGENE_ROMANCE_EUGENE9": "Il y a encore plein de gens à aider et des tas de monstres à massacrer !", - "EUGENE_ROMANCE_EUGENE10": "Bref, la routine... [pause]pour le super couple invincible de Port-la-Ville !", - "FELIX_INTRO_FELIX3": "Eh bien, pas moi. Je suis arrivé ici avec tout mon bazar.", - "FELIX_INTRO_FELIX1": "Attention où tu mets les pieds. [pause]Ne va pas trébucher sur tous les débris qui traînent par ici.", - "EUGENE_ROMANCE_EUGENE11": "En même temps, on pourrait peut-être laisser un peu l'aventure de côté, [pause]au moins pour ce soir...", - "FELIX_UNKNOWN_NAME": "Jeune homme amical", - "FELIX_INTRO_FELIX1_OPTION1": "Qu'est-ce que c\\'est que cette pièce ?", - "FELIX_INTRO_FELIX1_OPTION2": "Où est-ce qu'on est ?", - "FELIX_INTRO_FELIX2": "La plupart des gens de l'île tombent du ciel et finissent dans l\\'océan, pas vrai ?", - "FELIX_INTRO_FELIX9": "Cette chute depuis le ciel a détruit pas mal de mes affaires, [pause]et la pluie n'a rien arrangé...", - "FELIX_INTRO_FELIX4_OPTION2": "Comment ton appartement a pu finir à la Nouvelle-Wirral ?", - "FELIX_INTRO_FELIX4": "C'était mon appartement... [pause]À quelques murs près.", - "FELIX_INTRO_FELIX4_OPTION1": "Comment c'est arrivé ?", - "FELIX_INTRO_FELIX5": "Aucune idée ! [pause]Mais au moins, j'ai tous mes carnets à dessin et mes illustrations avec moi, [pause]c\\'est déjà ça.", - "FELIX_INTRO_FELIX6": "Au fait, je m'appelle Félix. [pause]Enchanté.", - "FELIX_INTRO2_FELIX14": "La plupart des histoires sur zotes parlent des héros de la Révolution française, [pause]comme le Mouron rouge, [pause]mais depuis que les films à gros budgets se sont emparés du marché, plus grand monde ne s'y intéresse.", - "FELIX_INTRO_FELIX6_OPTION1": "Moi, c'est {player} !", - "FELIX_INTRO_FELIX6_OPTION2": "On m'appelle... {player}.", - "FELIX_INTRO_KAYLEIGH7": "Salut, Félix ! [pause]Qu'est-ce que tu fais là ?", - "FELIX_INTRO_MEREDITH7": "Ça faisait un bail, Félix. Mais... qu'est-ce que tu fais là, au juste ?", - "FELIX_INTRO_VIOLA7": "Je me présente, Violaine de Messaline. [pause]Puis-je savoir à quelle tâche tu te consacres ainsi dans l'isolement et la solitude ?", - "FELIX_INTRO_EUGENE7": "Hé ! C'est donc là que tu passes tes journées ? [pause]Qu\\'est-ce que tu trafiques ?", - "FELIX_INTRO_FELIX8": "Je cherche quelque chose.", - "FELIX_INTRO_FELIX10": "Mais il y a un truc ici qui doit être encore intact, j'en suis certain...", - "FELIX_INTRO_FELIX11": "Bingo !", - "FELIX_INTRO_FELIX12_OPTION1": "Qu'est-ce que c\\'est ?", - "FELIX_INTRO_FELIX12": "Il est encore bien scellé, alors, l'eau n\\'a pas dû pouvoir s\\'infiltrer.", - "FELIX_INTRO_FELIX12_OPTION2": "Qu'est-ce qu\\'il y a dedans ?", - "FELIX_INTRO_FELIX13": "Ça risque d'être difficile à expliquer...", - "FELIX_INTRO_FELIX14": "Passe plutôt chez moi, à Port-la-Ville Ouest. [pause]Je te montrerai.", - "FELIX_INTRO2_FELIX2_OPTION1": "Bien sûr !", - "FELIX_INTRO2_FELIX1.m": "Oh. Salut. [pause]Tu es vraiment venu.", - "FELIX_INTRO2_FELIX2": "Tu veux toujours voir ce que j'ai pu sauver des décombres de mon ancien appartement ?", - "FELIX_INTRO2_FELIX1.n": "Oh. Salut. [pause]Tu es vraiment venu·e.", - "FELIX_INTRO2_FELIX1.f": "Oh. Salut. [pause]Tu es vraiment venue.", - "FELIX_INTRO2_FELIX3": "Avant tout, sache que j'étais un créateur de zotes dans mon ancienne vie.", - "FELIX_INTRO2_FELIX2_OPTION2": "Une autre fois.", - "FELIX_INTRO2_FELIX2_NO": "Comme tu veux. Reviens me voir si tu changes d'avis.", - "FELIX_INTRO2_FELIX3_OPTION1": "Un créateur de zotes ?", - "FELIX_INTRO2_FELIX3_OPTION2": "Un quoi ?", - "FELIX_INTRO2_FELIX4": "Ce sera plus simple de te montrer. Regarde :", - "FELIX_INTRO2_FELIX5": "Ça, c'est une bobine, ou zote. On l\\'insère dans ce zoetrope et on regarde par la fente.", - "FELIX_INTRO2_FELIX6": "Le zoetrope est équipé d'un moteur, alors, il se met à tourner quand j\\'appuie sur ce bouton.", - "FELIX_INTRO2_FELIX8": "En tournant, elles s'animent et prennent vie, [pause]tu vois ?", - "FELIX_INTRO2_FELIX7": "La bobine comporte une série d'images successives légèrement différentes les unes des autres.", - "FELIX_INTRO2_FELIX9": "Tu peux ensuite tirer ce levier pour passer à la série suivante, [pause]et découvrir la suite de l'histoire.", - "FELIX_INTRO2_FELIX10": "On peut ainsi raconter une histoire complète, [pause]et lui donner vie, [pause]juste avec des dessins.", - "FELIX_INTRO2_FELIX11": "Je me passionne pour cet art depuis tout petit.", - "FELIX_INTRO2_FELIX12": "Ces engins ont été très populaires, [pause]mais ils sont un peu passés de mode, aujourd'hui.", - "FELIX_INTRO2_FELIX13": "C'est devenu un média de niche. [pause]Je veux dire, [pause]dans mon monde, [pause]en tout cas.", - "FELIX_INTRO2_FELIX15": "J'adorais ces histoires quand j\\'étais petit, [pause]et cette passion ne m\\'a jamais quitté.", - "FELIX_INTRO2_FELIX16": "C'est pour ça que je suis devenu un artiste, je crois.", - "FELIX_INTRO2_FELIX18": "Et il s'avère qu\\'une île infestée de monstres bizarres est une excellente source d\\'inspiration !", - "FELIX_INTRO2_FELIX17": "En ce moment, j'essaie d\\'inventer de nouveaux personnages...", - "FELIX_INTRO2_FELIX19": "Ce qui veut dire... que tu pourrais m'aider.", - "FELIX_INTRO2_FELIX20": "Je cherche une créature particulière et j'aimerais pouvoir l\\'observer de près.", - "FELIX_INTRO2_FELIX21": "Je sais qu'on peut la trouver du côté de la plaine aux Cerisiers. C\\'est un [wave amp=30 freq=10]guerrier armé d\\'une épée en bois[/wave].", - "FELIX_QUEST1_PART3_FELIX4": "Il était dans mon appartement quand j'ai atterri ici, alors, je l\\'ai encore.", - "FELIX_INTRO2_FELIX22": "Tu peux m'accompagner là-bas ?", - "FELIX_INTRO2_FELIX22_OPTION1": "Bien sûr !", - "FELIX_INTRO2_FELIX22_NO": "Dommage. Reviens me voir quand tu auras le temps pour cette petite aventure.", - "FELIX_INTRO2_FELIX22_OPTION2": "Une autre fois.", - "FELIX_INTRO2_FELIX23": "Cool ! Je vais marquer l'endroit exact sur ta carte.", - "FELIX_QUEST1_PART1_FELIX1": "Le voilà ! Allez, je vais le dessiner pendant que tu l'affrontes !", - "FELIX_QUEST1_PASSIVE_FELIX1": "J'ai entendu les Veilleurs parler de ce monstre... Il paraît qu\\'il adopte une posture guerrière parfaite.", - "FELIX_QUEST1_PASSIVE_FELIX2": "Cet endroit est vraiment magnifique, pas vrai ?", - "FELIX_QUEST1_PART2_FELIX1": "Oh-ho...", - "FELIX_QUEST1_PART2_KUNEKO2": "STOP, SALE MONSTRE !", - "FELIX_QUEST1_PART2_FELIX7": "...", - "FELIX_QUEST1_PART2_KUNEKO3": "Et n'y reviens pas !", - "FELIX_QUEST1_PART2_FELIX4": "Qui es...", - "FELIX_QUEST1_PART2_FELIX5": "Attends, [pause][pause]tu es... !?", - "FELIX_QUEST1_PART2_KUNEKO6": "AAHHH !", - "FELIX_QUEST1_PART2_FELIX8": "Oh, [pause]non.", - "FELIX_QUEST1_PART2_FELIX9": "Noooooon. [pause][pause] Non.", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "C'était un archange ?", - "FELIX_QUEST1_PART2_FELIX12": "Retournons chez moi. Je vais tout t'expliquer, c\\'est promis.", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "C'était un monstre ?", - "FELIX_QUEST1_PART2_FELIX10": "Je...", - "FELIX_QUEST1_PART2_FELIX11": "Je crois que mon passé est revenu me hanter.", - "FELIX_QUEST1_PART3_FELIX1": "Il doit être quelque part par ici, [pause]je...", - "FELIX_QUEST1_PART3_FELIX2": "Le voilà !", - "FELIX_QUEST1_PART3_FELIX3": "C'est mon vieux carnet de dessin. Je m\\'en servais quand j\\'avais 12 ans.", - "FELIX_QUEST1_PART3_FELIX5": "Regarde cette page.", - "FELIX_QUEST1_PART3_FELIX6": "Elle s'appelle Kuneko.", - "FELIX_QUEST1_PART3_FELIX13": "Mais si Kuneko est vraiment ici avec nous... [pause]Je dois la retrouver.", - "FELIX_QUEST1_PART3_FELIX7": "C'est un personnage que j\\'ai inventé quand j\\'étais enfant.", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Ce sont des ailes d'ange ?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "Pourquoi elle a des oreilles de chat ?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "C'est une ninja ?", - "FELIX_QUEST1_PART3_FELIX8": "C'est... [pause]la fille d\\'un ange et d\\'un démon qui s\\'est perdue sur Terre avant d\\'être adoptée par un clan ninja mystique...", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Maître ?", - "FELIX_QUEST1_PART3_FELIX9": "Le jour de ses 21 ans, [pause]elle s'est embarquée dans une quête épique pour combattre dans quatre sanctuaires élémentaires et devenir la plus grande guerrière du pays.", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Ça fait un peu cliché.", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Ouah, elle a l'air trop cool !", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Tu as clairement progressé, depuis...", - "FELIX_QUEST1_PART3_FELIX10": "J'ai traversé une phase manga, au collège. [pause]Me juge pas !", - "FELIX_QUEST1_PART3_FELIX12": "J'ignore totalement comment cette [wave amp=30 freq=10]création médiocre de mon enfance[/wave] a pu devenir réalité.", - "FELIX_QUEST1_PART3_FELIX11": "J'ai pleinement conscience du grotesque de la situation !", - "FELIX_QUEST1_PART4_KUNEKO1": "...", - "FELIX_QUEST1_PART3_FELIX14": "Je dois élucider ce mystère.", - "FELIX_QUEST1_PART4_FELIX2": "Oh. [pause]C'était rapide.", - "FELIX_QUEST1_PART4_KUNEKO4": "N-Non, mais je ressens un lien très fort avec vous...", - "FELIX_QUEST1_PART4_FELIX3": "Tu m'as sauvé, tout à l\\'heure... [pause]On se connaît ?", - "FELIX_QUEST1_PART4_FELIX5": "Oh. Logique, je suppose.", - "FELIX_QUEST1_PART4_KUNEKO7": "Je...", - "FELIX_QUEST1_PART4_FELIX6": "Après tout, c'est moi qui t\\'ai créée.", - "FELIX_QUEST1_PART4_FELIX12": "Tu n'es vraiment pas obligée de m\\'appeler \\\"créateur\\\".", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]PARDONNEZ-MOI ![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "Je suis [wave amp=30 freq=10]désolée[/wave] de ne pas vous avoir reconnu, cher créateur !", - "FELIX_QUEST1_PART4_KUNEKO10": "Je me suis réveillée il y a peu sur cette plaine où on s'est rencontrés, [pause]avec pour seuls souvenirs mon nom et la quête qui m\\'anime.", - "FELIX_QUEST1_PART4_KUNEKO11": "Je n'ai aucun autre souvenir, cher créateur.", - "FELIX_QUEST1_PART4_KUNEKO13": "[pause]Père, alors ?", - "FELIX_QUEST1_PART4_FELIX14": "C'est, [pause]euh, [pause]pas vraiment mieux.", - "FELIX_QUEST1_PART4_FELIX16": "Non plus.", - "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Papounet ?", - "FELIX_QUEST1_PART4_FELIX18": "SURTOUT PAS.", - "FELIX_QUEST1_PART4_FELIX19": "Écoute... [pause]Appelle-moi Félix.", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, tu as parlé d'une quête ?", - "FELIX_QUEST1_PART4_FELIX22": "Vraiment, je ne pouvais pas imaginer meilleur scénario, hein ?", - "FELIX_QUEST1_PART4_KUNEKO20": "Je dois trouver les quatre sanctuaires élémentaires sur ces terres et vaincre les créatures qui les gardent.", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "En quoi consiste ta quête ?", - "FELIX_QUEST1_PART4_KUNEKO21": "C'est le seul moyen de PROUVER ma valeur !", - "FELIX_QUEST1_PART4_FELIX23": "Kuneko, tu devrais oublier cette \\\"quête\\\". Elle n'existe pas vraiment... [pause]C\\'est une histoire que j\\'ai [wave amp=30 freq=10]inventée[/wave] sur ton passé.", - "FELIX_QUEST1_PART4_FELIX24": "Sans parler du fait que les monstres de la Nouvelle-Wirral sont particulièrement dangereux.", - "FELIX_QUEST1_PART4_KUNEKO26": "C'est bien pour ça que je [wave amp=30 freq=10]dois[/wave] faire mes preuves !", - "FELIX_QUEST1_PART4_KUNEKO25": "Je sais que vous ne me croyez pas à la hauteur, maître...", - "FELIX_QUEST1_PART4_FELIX25": "Tout ça est... [pause]trop bizarre. [pause]Tu es d'accord avec moi, [pause]non ?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Totalement.", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Pas plus bizarre que le reste sur cette île.", - "FELIX_QUEST1_PART4_FELIX26": "J'ai créé des personnages dont je suis nettement plus fier. [pause]Pourquoi ELLE ?", - "FELIX_QUEST1_PART4_FELIX27": "Quoi qu'il en soit, [pause]si elle est bien là à cause de moi, alors, j\\'ai une responsabilité envers elle.", - "FELIX_QUEST1_PART4_FELIX28": "On devrait trouver ces quatre \\\"sanctuaires élémentaires\\\" et s'assurer qu\\'il ne lui arrive pas malheur.", - "FELIX_QUEST2_ALTAR1_FELIX1": "Alors, ces sanctuaires existent réellement... [pause]C'est pas croyable.", - "FELIX_QUEST1_PART4_FELIX29": "On peut explorer l'île directement ou essayer de se renseigner en ville avant. [pause]À toi de voir, {player}.", - "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko !", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "Je dois prouver ma force...", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "Par ma lame tranchante... [shake rate=30 level=10]Montre-toi, gardien ![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "Viens, on doit l'aider.", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "Merci pour votre aide, maître...", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "Mais je n'aurai [wave amp=30 freq=10]pas besoin[/wave] de vous, la prochaine fois !", - "FELIX_QUEST2_ALTAR1_FELIX8": "Elle est têtue, hein ?", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "Par la grâce du soleil et de la lune brillant à l'unisson...", - "FELIX_QUEST2_ALTAR1_FELIX9": "Très bien. [pause]Trouvons les autres sanctuaires.", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Montre-toi, gardien ![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "Elle est vraiment à fond dans le personnage.", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "Combattre à vos côtés, maître...", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "C'est vraiment trop d\\'honneur...", - "FELIX_QUEST2_ALTAR2_FELIX6": "Allons, n'exagérons rien...", - "FELIX_QUEST2_ALTAR3_FELIX12": "Je... Euh...", - "FELIX_QUEST2_ALTAR2_FELIX7": "Et la voilà repartie... [pause]Dépêchons-nous de trouver le prochain sanctuaire.", - "FELIX_QUEST2_ALTAR3_FELIX1": "Attends ! Kuneko...", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Montre-toi, gardien ![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "Par le pouvoir du feu et de la glace, [pause]par ma passion à la fois brûlante et glaciale pour la justice...", - "FELIX_QUEST2_ALTAR3_FELIX4": "Allons-y.", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "Vous m'avez aidée une fois de plus, maître...", - "FELIX_QUEST2_ALTAR3_FELIX6": "Je m'inquiète pour toi !", - "FELIX_QUEST2_ALTAR3_FELIX7": "Tu sais...", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", - "FELIX_QUEST2_ALTAR3_FELIX8": "Tu n'as pas besoin de faire ça pour m\\'impressionner.", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "Je sais ce que vous pensez vraiment de moi, [pause]maître.", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "Je sais que vous avez [shake rate=30 level=10]honte[/shake] de m'avoir créée.", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "Ma quête n'a [shake rate=30 level=10]pas[/shake] pour but de vous impressionner.", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "Je le vois à votre façon de me regarder !", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Ouais.", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "Je sais déjà que, quoi que je fasse, vous ne serez [shake rate=30 level=10]jamais[/shake] fier de moi !", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Gardien, [pause]montre-toi ![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "Bon, [pause]là, [pause]je ne sais vraiment plus où me mettre.", - "FELIX_QUEST2_ALTAR3_FELIX17": "J'ai peut-être été un peu maladroit.", - "FELIX_QUEST2_ALTAR3_FELIX18": "Je dois la retrouver et m'excuser.", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Un peu...", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "Je sais que tu ne le pensais pas.", - "FELIX_QUEST2_ALTAR3_FELIX19": "Elle doit être au dernier sanctuaire, non ?", - "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko ! [pause]Hé, [pause]euh...", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "Les jeux sont faits ! J'ai tiré ma dernière carte... [pause]Quinte flush !", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Revenez m'affronter quand vous serez prêts !", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "Je ne suis qu'un vieux concept oublié, [pause]n\\'est-ce pas, [pause][shake rate=30 level=10]créateur[/shake] ?", - "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, je...", - "FELIX_QUEST2_ALTAR4_FELIX4": "Bon, [pause]commençons par l'aider, je m\\'excuserai après.", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "Une idée qui vous a amusé un moment, [pause]avant de finir [shake rate=30 level=10]au placard[/shake] ?", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Revenez m'affronter quand vous serez prêts !", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "Par les pouvoirs combinés de la terre, de l'air, du feu et de l\\'eau...", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Revenez m'affronter quand vous serez prêts !", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]J'ATTEINS MON VÉRITABLE POTENTIEL[/shake] !", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "Est-ce que je vous fais toujours honte, [pause]créateur ?", - "FELIX_QUEST2_ALTAR4_FELIX10": "Elle a... [pause][pause]intégré la puissance des quatre éléments...", - "FELIX_QUEST2_ALTAR4_FELIX13": "Je veux survivre, pour réparer mes erreurs... [pause]C'est tout ce que je souhaite...", - "FELIX_QUEST2_ALTAR4_FELIX12": "Je suis désolé... [pause]Tout est de ma faute, [pause]{player}...", - "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko... [pause]Je suis vraiment désolé.", - "FELIX_QUEST2_ALTAR4_FELIX16": "J'ai toujours considéré mes premières créations comme une source d\\'embarras...", - "FELIX_QUEST2_ALTAR4_FELIX14": "Ensemble, [pause]je sais qu'on peut arrêter ce désastre !", - "FELIX_QUEST2_ALTAR4_FELIX17": "Mais on doit tous débuter. Si je ne t'avais pas imaginée, si je ne t\\'avais pas [wave amp=30 freq=10]dessinée[/wave]...", - "FELIX_QUEST2_ALTAR4_FELIX18": "Je ne serais pas l'artiste que je suis aujourd\\'hui.", - "FELIX_QUEST2_ALTAR4_FELIX19": "Au lieu de prétendre que tu n'existes pas, je devrais t\\'accepter et apprécier tout ce que tu représentes dans mon parcours artistique.", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "V-Vous le pensez vraiment ?", - "FELIX_QUEST2_ALTAR4_FELIX21": "Oui. [pause]En plus, je t'ai trouvée vraiment cool, à l\\'instant.", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]MAÎTRE !!!", - "FELIX_QUEST2_ALTAR4_FELIX23": "HOLÀ, [pause]du calme, tu veux ?", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "Je veux dire, [pause]désolée d'avoir essayé de te tuer, [pause]\\\"Félix\\\".", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "Désolée d'avoir essayé de vous tuer, maître...", - "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, je dois savoir une chose...", - "FELIX_QUEST2_ALTAR4_FELIX26": "Pas grave ! Tout est pardonné.", - "FELIX_QUEST2_ALTAR4_FELIX28": "Comment tu as pris [wave amp=30 freq=10]vie[/wave] ? Je ne comprends pas.", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "[pause]Je n'en sais rien !", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "Peut-être que quand on crée une chose, elle cesse de nous appartenir. [pause]Les idées changent et grandissent par elles-mêmes.", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "Mais si tu veux savoir ce que je [wave amp=30 freq=10]crois[/wave], alors...", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "C'est [wave amp=30 freq=10]toi[/wave] l\\'artiste, Félix. [pause]Tu devrais savoir ça mieux que moi.", - "FELIX_QUEST2_ALTAR4_FELIX33": "Euh... D'accord.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "Qu'est-ce que tu vas faire, maintenant ?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "Je ne pense pas pouvoir vous rejoindre dans votre petite ville... [pause]Ce n'est pas ma destinée.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Ta quête est terminée, maintenant ?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "Non, je dois juste devenir moi-même. [pause]Suivre mon cœur de cristal partout où il m'emmènera.", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "Bonne chance !", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "Tu vas nous manquer !", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Ton cœur est vraiment en cristal, ou c'est une métaphore ?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "Tiens... [pause]Je te fais don de mon pouvoir. [pause]J'espère qu\\'il te rappellera tous nos combats ensemble.", - "FELIX_QUEST2_ALTAR4_FELIX36": "Eh bien, si c'est ici que nos chemins se séparent...", - "FELIX_QUEST2_ALTAR4_FELIX37": "Je suis heureux de t'avoir rencontrée, Kuneko !", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "Adieu, [pause]maître Félix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "Adieu également, [pause]ami impassible de mon créateur.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "Adieu également, [pause]amie impassible de mon créateur.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "Adieu également, [pause]ami·e impassible de mon créateur.", - "FELIX_QUEST2_ALTAR4_FELIX42": "... [pause]Il faut vraiment qu'elle travaille ses métaphores dramatiques.", - "FELIX_QUEST2_ALTAR4_FELIX43": "Bon. C'était vraiment une expérience remarquable.", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "Puissent nos souvenirs briller comme des brasiers et illuminer nos [shake rate=30 level=10]chemins respectifs[/shake] !", - "FELIX_QUEST2_ALTAR4_FELIX44": "Et je ne parle pas seulement de notre [wave amp=30 freq=10]unification[/wave] en monstre. Ça, c'était... très inattendu.", - "FELIX_CONVO1_FELIX5": "Est-ce qu'elle réapparaîtra quand je serai de retour dans mon monde ? Je me demande...", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Je préfère le terme \\\"fusion\\\".", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "C'était super cool !", - "FELIX_QUEST2_ALTAR4_FELIX45": "Ça m'a un peu retourné l\\'estomac, pour être tout à fait honnête, mais ça ira peut-être mieux la prochaine fois !", - "FELIX_QUEST2_ALTAR4_FELIX46": "Viens, retournons chez moi pour discuter de tout ça. [pause]En plus, j'ai une idée pour un nouveau dessin.", - "FELIX_QUEST2_EPILOGUE_FELIX2": "J'ai trop envie de dessiner ! [pause]Je veux créer de nouveaux personnages...", - "FELIX_QUEST2_EPILOGUE_FELIX1": "Je crois que cette aventure a vraiment ravivé mon inspiration.", - "FELIX_QUEST2_EPILOGUE_FELIX3": "Je veux gagner ma vie grâce à mon art et travailler selon mes propres règles.", - "FELIX_QUEST2_EPILOGUE_FELIX4": "Alors... [pause]Je crois que je suis prêt à rentrer. Dans mon monde.", - "FELIX_QUEST2_EPILOGUE_FELIX5": "C'est bien ce que tu cherches, non ? [pause]Un moyen de rentrer ?", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Ouais !", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Entre autres.", - "FELIX_QUEST2_EPILOGUE_FELIX6": "Un moyen de quitter cette île...", - "FELIX_QUEST2_EPILOGUE_FELIX8": "Mais on parle d'une île où les personnages de notre enfance peuvent prendre vie !", - "FELIX_QUEST2_EPILOGUE_FELIX7": "Les habitants de la ville disent que c'est impossible...", - "FELIX_QUEST2_EPILOGUE_FELIX9": "Si tu penses que c'est jouable, je te fais confiance.", - "FELIX_QUEST2_EPILOGUE_FELIX10": "Tu peux compter sur mon aide, parole.", - "FELIX_QUEST2_EPILOGUE_FELIX11": "Oh, une dernière chose.", - "FELIX_QUEST2_EPILOGUE_FELIX12": "Voilà le dessin que j'avais envie de faire.", - "FELIX_CONVO1_FELIX1": "Tu veux que je te raconte un truc trop bizarre ?", - "FELIX_CONVO1_FELIX2": "J'avais une cicatrice ici, sur mon bras. Souvenir d\\'une très mauvaise chute sur une clôture quand j\\'étais petit.", - "FELIX_CONVO1_FELIX3": "Eh bien, elle n'est plus là. [pause]Depuis que je suis arrivé à la Nouvelle-Wirral.", - "FELIX_CONVO1_FELIX4": "Je... [pause]Je ne sais pas ce que ça veut dire... [pause]Mais je trouve ça intéressant.", - "FELIX_CONVO2_FELIX1": "T'as déjà mangé une tartelette au beurre ?", - "FELIX_CONVO2_FELIX2": "Il faudrait vraiment que je t'en prépare quelques-unes ! [pause]Je suis sûr de pouvoir trouver tous les ingrédients ici...", - "FELIX_CONVO2_FELIX3": "Enfin, [pause]les raisins secs risquent peut-être de poser problème, mais tu veux mon avis ? [pause]C'est pas plus mal !", - "FELIX_CONVO3_FELIX1": "Je sais pas si t'as remarqué, [pause]mais il y a finalement peu d\\'étrangers comme toi et moi à la Nouvelle-Wirral.", - "FELIX_CONVO3_FELIX2": "Leurs parents ou grands-parents viennent d'autres mondes, d\\'accord, [pause]mais la plupart des habitants n\\'ont connu que cette île. [pause]", - "FELIX_CONVO3_FELIX3": "Je me demande ce que ça fait, [pause]d'être entouré de personnes perdues dans l\\'unique lieu qu\\'on ait soi-même jamais connu... [pause]et de grandir en entendant parler de mondes qu\\'on ne pourra jamais visiter.", - "FELIX_CONVO3_FELIX4": "Ils se sentent peut-être autant prisonniers que nous.", - "FELIX_CONVO4_FELIX2": "Tu trouves ça bizarre ? [pause]Bon, je précise, [pause]il n'y avait pas de monstres là où j\\'ai grandi !", - "FELIX_CONVO4_FELIX1": "Être coincé sur cette île, ça me rappelle ma ville natale.", - "FELIX_CONVO4_FELIX3": "Mais cette envie de pouvoir s'évader et changer d\\'horizon, [pause]sans pouvoir le faire...", - "FELIX_CONVO4_FELIX4": "Non pas que ça m'ennuie de passer du temps avec toi et les autres, mais...", - "FELIX_CONVO4_FELIX5": "Le monde est bien plus vaste que ça. [pause]Il y en a même plusieurs, manifestement ! [pause]Je veux en découvrir le plus possible. [pause]", - "FELIX_CONVO5_FELIX2": "Ça doit faire bizarre de découvrir qu'on n\\'est que le fruit de l\\'imagination d\\'un artiste amateur...", - "FELIX_CONVO5_FELIX1": "J'espère que Kuneko va bien.", - "FELIX_CONVO5_FELIX3": "Hé ! [pause]Quand on y pense, on a peut-être [wave amp=30 freq=10]tous[/wave] été créés de la même façon par quelqu'un d\\'autre ?", - "FELIX_CONVO5_FELIX4": "... [pause]Non, je dois me faire des idées.", - "FELIX_CONVO6_FELIX1": "Avant de venir ici, [pause]je n'aurais jamais imaginé passer autant de temps un jour assis près d\\'un feu de camp.", - "FELIX_CONVO7_FELIX6": "C'est... [pause]plutôt impressionnant, quand on y pense.", - "FELIX_CONVO6_FELIX2": "La vie a vraiment le don de nous surprendre, [pause]pas vrai ?", - "FELIX_CONVO6_FELIX3": "Je me plains pas. [pause]J'aime bien camper avec toi.", - "FELIX_CONVO7_FELIX1": "La vie à Port-la-Ville a peut-être de précieuses leçons à nous enseigner.", - "FELIX_CONVO7_FELIX2": "Je veux dire, [pause]c'est pas l\\'endroit le plus animé du monde, mais...", - "FELIX_CONVO7_FELIX3": "Ses habitants comptent tous les uns sur les autres, alors, personne ne reste à l'écart.", - "FELIX_CONVO7_FELIX4": "Il y a assez à manger pour tout le monde, mais sans excès et sans gaspillage.", - "FELIX_CONVO7_FELIX5": "La ville est coupée du reste de la civilisation, [pause]mais elle arrive à tenir.", - "FELIX_CONVO8_FELIX1": "Tu sais, [pause]être coincé sur une île infestée de monstres, loin de mes amis et de ma famille...", - "FELIX_CONVO8_FELIX2": "Ça devrait être une situation totalement insurmontable... [pause]Mais je m'y fais plutôt bien !", - "FELIX_CONVO9_FELIX1": "Cette nouvelle histoire que je prépare... [pause]Je crois que je tiens vraiment un bon concept.", - "FELIX_CONVO8_FELIX3": "J'ai l\\'impression que même si c\\'était la fin du monde, on trouverait encore le moyen d\\'avancer, [pause]pas vrai ?", - "FELIX_CONVO8_FELIX4": "Les gens sont tenaces comme ça. [pause]Moi inclus.", - "FELIX_CONVO9_FELIX2": "Mais je dois m'assurer d\\'atteindre la meilleure qualité possible. Je n\\'aurais peut-être pas de seconde chance, après tout.", - "FELIX_CONVO13_FELIX2_OPTION2": "J'espère aussi !", - "FELIX_CONVO9_FELIX2_OPTION1": "Comment ça ?", - "FELIX_CONVO9_FELIX3": "Qui sait ! [pause]Je pourrais perdre mon talent. [pause]Ou être emporté vers une autre île. [pause]Le monde pourrait même s'effondrer.", - "FELIX_CONVO9_FELIX2_OPTION2": "Pourquoi tu dis ça ?", - "FELIX_CONVO9_FELIX4": "J'essaie toujours de traiter un nouveau projet comme si c\\'était ma toute dernière création. Comme s\\'il devait constituer mon ultime héritage pour l\\'éternité.", - "FELIX_CONVO9_FELIX5": "C'est toujours une [wave amp=30 freq=10]possibilité[/wave], après tout.", - "FELIX_CONVO10_FELIX1": "Je traverse une phase créative très prolifique, en ce moment. Ça fait bien plaisir !", - "FELIX_CONVO19_FELIX2": "Il n'y a pas de zoetropes dans ton monde, c\\'est bien ça ? [pause]Mais vous avez des \\\"comics\\\", que tu trouves assez similaires d\\'un point de vue artistique ?", - "FELIX_CONVO10_FELIX1_OPTION1": "Quel enthousiasme !", - "FELIX_CONVO10_FELIX1_OPTION2": "T'es toujours de bonne humeur !", - "FELIX_CONVO10_FELIX2": "Euh... Tu trouves ?", - "FELIX_CONVO10_FELIX3": "[wave amp=30 freq=10]J'essaie[/wave] de garder une approche optimiste, c\\'est vrai.", - "FELIX_CONVO10_FELIX5": "Mais on ne va pas loin avec un tel état d'esprit. [pause]Alors, je m\\'efforce de rester positif.", - "FELIX_CONVO10_FELIX4": "J'étais très en colère quand j\\'ai démissionné. Ce genre de mauvaise expérience peut facilement conduire à l\\'amertume.", - "FELIX_CONVO10_FELIX6": "Et puis, cette île est trop bizarre pour être prise au sérieux. Ce serait absurde de se laisser abattre, non ?", - "FELIX_CONVO11_FELIX2": "Est-ce que je vais pouvoir emporter tous mes croquis avec moi ? J'espère que oui !", - "FELIX_CONVO11_FELIX1": "Si ce grand portail nous permet vraiment de quitter la Nouvelle-Wirral, je devrais peut-être commencer à rassembler mes affaires.", - "FELIX_CONVO12_FELIX1": "Ce combat sur le toit du train était vraiment épique, hein ?", - "FELIX_CONVO12_FELIX2": "J'essaie d\\'analyser toutes les données qu\\'on a sur ces \\\"archanges\\\".", - "FELIX_CONVO12_FELIX3": "Et celui avec une tête triangulaire, Aleph, nous a révélé une information qui me semble [wave amp=30 freq=10]capitale[/wave].", - "FELIX_CONVO12_FELIX4": "Il a dit que nos pensées les plus communes leur donnaient forme, et qu'ils venaient ensuite dans nos mondes pour agir selon nos désirs.", - "FELIX_CONVO12_FELIX5": "Tu crois que c'est vrai ? Que cet Aleph s\\'est [wave amp=30 freq=10]vraiment[/wave] rendu dans nos mondes par le passé ? On ne vient même [wave amp=30 freq=10]pas[/wave] du même monde. Comment ça peut marcher ?", - "FELIX_CONVO12_FELIX6": "Est-ce que le véritable rôle de l'humanité serait de concevoir des idées et d\\'imaginer des choses qui deviennent ensuite [wave amp=30 freq=10]réalité[/wave] dans d\\'autres mondes ? Ou est-ce que je surinterprète encore les choses ?", - "FELIX_CONVO12_FELIX7": "Ça donne le tournis, pas vrai ?", - "FELIX_CONVO12_FELIX8": "Ça me paraît juste vraiment important de ne négliger aucun détail, c'est tout.", - "FELIX_CONVO12_FELIX7_OPTION1": "Tu m'avais caché tes talents de détective !", - "FELIX_CONVO12_FELIX7_OPTION2": "Je ne savais pas que tu réfléchissais autant à tout ça !", - "FELIX_CONVO13_FELIX1.m": "Hé, félicitations pour ta promotion, capitaine {player} !", - "FELIX_CONVO13_FELIX1.n": "Hé, félicitations pour ta promotion, capitaine {player} !", - "FELIX_CONVO12_FELIX9": "Va savoir, je pourrais bien utiliser tous ces concepts dans une de mes propres histoires, un jour !", - "FELIX_CONVO13_FELIX2": "Tu vas avoir du pain sur la planche, maintenant. J'espère que tu trouveras encore le temps de traîner un peu avec moi !", - "FELIX_CONVO13_FELIX1.f": "Hé, félicitations pour ta promotion, capitaine {player} !", - "FELIX_CONVO13_FELIX2_OPTION1": "Bien sûr !", - "FELIX_CONVO13_FELIX3": "On verra bien.", - "FELIX_CONVO14_FELIX1_OPTION1": "Ah oui ?", - "FELIX_CONVO14_FELIX1": "Hé, [pause]j'ai appris pour toi, Kayleigh et ces drôles de fanatiques.", - "FELIX_CONVO14_FELIX1_OPTION2": "Oh, ça...", - "FELIX_CONVO14_FELIX2": "Ils suivaient un chef charismatique qui voulait acquérir le pouvoir d'un archange, c\\'est bien ça ?", - "FELIX_CONVO14_FELIX2_OPTION1": "Quelque chose comme ça.", - "FELIX_CONVO14_FELIX2_OPTION2": "Pour faire court, oui.", - "FELIX_CONVO14_FELIX3": "J'espère qu\\'ils vont tous mieux. Ça doit pas être facile d\\'endurer tout ça, [wave amp=30 freq=10]surtout[/wave] à la Nouvelle-Wirral.", - "FELIX_CONVO15_FELIX1": "Tu crois que les monstres de l'île ont peur du feu ? J\\'ai remarqué qu\\'ils ne nous attaquent jamais quand on campe.", - "FELIX_CONVO15_FELIX2": "Ou alors...", - "FELIX_CONVO15_FELIX3": "C'est peut-être contraire à leur éthique d\\'attaquer les humains quand ils se reposent ?", - "FELIX_CONVO16_FELIX2": "Il est né à la Nouvelle-Wirral et n'a jamais rien connu d\\'autre. Ses parents se sont rencontrés après leur arrivée sur l\\'île.", - "FELIX_CONVO16_FELIX1": "L'autre jour, un capitaine des Veilleurs m\\'a demandé à quoi ma vie ressemblait avant que j\\'atterrisse ici.", - "FELIX_CONVO16_FELIX3": "Il voulait que je lui parle de nos centres commerciaux, nos trains, nos équipes sportives...", - "FELIX_CONVO16_FELIX4": "Le genre de choses basiques dont tout le monde devrait au moins avoir entendu parler en grandissant.", - "FELIX_CONVO17_FELIX1": "Isolés en pleine nature avec un simple feu pour nous réchauffer... Ça me rappelle les camps d'été !", - "FELIX_CONVO16_FELIX5": "La vie est très simple sur cette île, mais ça n'empêche pas les gens de grandir heureux.", - "FELIX_CONVO17_FELIX2": "Enfin, ça pourrait, si j'avais participé à ce genre de camp. [pause]Ce qui n\\'est pas le cas.", - "FELIX_CONVO19_FELIX2_OPTION1": "Ouais !", - "FELIX_CONVO18_FELIX1": "Hé, tu devrais poser pour moi, à l'occasion ! C\\'est important pour un artiste de savoir dessiner un modèle vivant.", - "FELIX_CONVO17_FELIX3": "Mais ça se rapproche fortement de [wave amp=30 freq=10]l'idée[/wave] que je m\\'en faisais quand j\\'étais petit... Et ça me rend heureux.", - "FELIX_CONVO18_FELIX2": "L'anatomie humaine est particulièrement difficile à maîtriser.", - "FELIX_CONVO18_FELIX3": "Surtout les mains. J'ai encore du mal à les dessiner.", - "FELIX_CONVO19_FELIX1": "Bon, vérifions si j'ai bien compris...", - "FELIX_CONVO19_FELIX3": "Mais ces \\\"comics\\\" ne sont pas du tout [wave amp=30 freq=10]animés[/wave] ? Les dessins sont simplement imprimés sur du papier, et tu te contentes de les [wave amp=30 freq=10]regarder[/wave] ?", - "FELIX_CONVO19_FELIX2_OPTION2": "C'est à peu près ça.", - "FELIX_CONVO19_FELIX4": "Ça me paraît vraiment bizarre, mais je te crois sur parole !", - "FELIX_CONVO20_FELIX1": "Je crois que je devrais étudier davantage de monstres et les ajouter à mon carnet.", - "FELIX_SOCIAL1_FELIX2": "Que cette aventure avait totalement ravivé mon inspiration ?", - "FELIX_CONVO20_FELIX2": "Si j'arrive à rentrer, ces notes seront la preuve que j\\'étais VRAIMENT sur une île infestée de créatures étranges.", - "FELIX_CONVO20_FELIX3": "Même si je sais que mes chances de convaincre [wave amp=30 freq=10]qui que ce soit[/wave] sont infimes.", - "FELIX_SOCIAL1_FELIX1": "Tu te rappelles ce que je t'ai dit après nos adieux à Kuneko... ?", - "FELIX_SOCIAL1_FELIX2_OPTION1": "Bien sûr !", - "FELIX_SOCIAL1_FELIX2_OPTION2": "Euh, je crois ?", - "FELIX_SOCIAL1_FELIX3": "Je traversais une très mauvaise passe, avant de débarquer ici.", - "FELIX_SOCIAL1_FELIX5": "Je n'étais pas en haut de l\\'échelle, [pause]mais c\\'était quand même mon bébé, [pause]tu comprends ? [pause]Sans mes efforts, le succès n\\'aurait jamais été au rendez-vous. [pause]", - "FELIX_SOCIAL1_FELIX4": "Je travaillais depuis des années pour une société éditrice de zotes. [pause]Conception, écriture, la totale...", - "FELIX_SOCIAL1_FELIX6": "J'ai longtemps attendu que mes supérieurs le reconnaissent, mais ce jour n\\'est jamais venu.", - "FELIX_SOCIAL1_FELIX7": "Au lieu de ça, ils m'ont déplacé de poste en poste, m\\'éloignant chaque fois un peu plus des histoires et des personnages sur lesquels j\\'avais tant travaillé.", - "FELIX_SOCIAL1_FELIX8": "Ils se sont aussi appliqués à ne jamais me rémunérer à ma juste valeur.", - "FELIX_SOCIAL1_FELIX9": "Alors... J'ai fini par démissionner et tenter ma chance en solo.", - "FELIX_SOCIAL1_FELIX9_OPTION1": "Excellente décision !", - "FELIX_SOCIAL1_FELIX9_OPTION2": "Tant pis pour eux !", - "FELIX_SOCIAL1_FELIX10": "Oh, merci. Ça me touche.", - "FELIX_SOCIAL1_FELIX11": "Mais toute cette rancœur accumulée ne m'a vraiment pas aidé à adopter le bon état d\\'esprit pour créer à nouveau.", - "FELIX_SOCIAL2_FELIX3C": "Moi non plus.", - "FELIX_SOCIAL1_FELIX12": "C'est pour ça que j\\'ai l\\'impression d\\'être à la Nouvelle-Wirral pour une bonne raison.", - "FELIX_SOCIAL1_FELIX13": "Merci de m'avoir écouté, {player}.", - "FELIX_SOCIAL1_FELIX14": "Je crois que c'est plus facile pour moi de te parler de ça parce qu\\'on a fusionné pour former un super monstre.", - "FELIX_SOCIAL1_FELIX14_OPTION1": "Effectivement, on a fait ça !", - "FELIX_SOCIAL1_FELIX15": "Ah !", - "FELIX_SOCIAL1_FELIX14_OPTION2": "C'est vrai que ça rapproche, ce genre de truc !", - "FELIX_SOCIAL1_FELIX17": "Alors, on devrait se remettre au travail, non ?", - "FELIX_SOCIAL1_FELIX16": "Quoi qu'il en soit, je ne pourrai pas rentrer tant qu\\'on n\\'aura pas trouvé ce portail de sortie.", - "FELIX_SOCIAL2_FELIX1_OPTION1": "Qu'est-ce que tu veux dire ?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "Varier comment ?", - "FELIX_SOCIAL2_FELIX2": "Genre... On peut enregistrer des monstres sur des cassettes... Comment tu crois que ça fonctionne, au juste ?", - "FELIX_SOCIAL2_FELIX1": "Tu crois que la logique peut... [pause]varier, d'un monde à l\\'autre ?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "C'est une technologie très avancée.", - "FELIX_SOCIAL2_FELIX2_OPTION2": "C'est de la magie.", - "FELIX_SOCIAL2_FELIX2_OPTION3": "J'en sais rien !", - "FELIX_SOCIAL2_FELIX3A": "J'y ai bien réfléchi... [pause]Et j\\'ai demandé à Mérédith de démonter un de ces lecteurs de cassettes. [pause]Apparemment, ils n\\'ont rien de spécial.", - "FELIX_SOCIAL2_FELIX4": "Pour autant que je sache, ces lecteurs de cassettes sont tout ce qu'il y a de plus ordinaires. Mon père en avait un quasiment identique, dans sa jeunesse.", - "FELIX_SOCIAL2_FELIX3B": "Donc, la magie existerait, ici ? [pause]Pourtant, je ne vois pas de magiciens s'affronter à coups de sorts dans les airs.", - "FELIX_SOCIAL4_FELIX5.n": "Ce personnage se nomme l'Étranger·ère. [pause]C\\'est un chevalier venu de très loin pour répondre à l\\'appel du Guerrier de Jade.", - "FELIX_SOCIAL2_FELIX5": "Apparemment, ce sont les Veilleurs qui en ont trouvé tout un stock dans la galerie commerciale abandonnée il y a quelques années. Ils proviennent tous de là-bas.", - "FELIX_SOCIAL2_FELIX6": "C'est pour ça que je te demande si tu penses qu\\'un monde peut avoir sa propre logique.", - "FELIX_SOCIAL2_FELIX8": "Quel concept ! Je dois clairement l'intégrer à ma nouvelle histoire...", - "FELIX_SOCIAL2_FELIX7": "Les objets ordinaires de nos mondes obéissent peut-être à des \\\"règles\\\" différentes, ici.", - "FELIX_SOCIAL2_FELIX8_OPTION1": "Ton histoire ?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "C'est-à-dire ?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "Tu écris une nouvelle histoire ?", - "FELIX_SOCIAL2_FELIX9": "Pas de quoi s'emballer pour l\\'instant... Juste quelques idées qui prennent forme.", - "FELIX_SOCIAL2_FELIX11": "On devrait reprendre l'aventure... Ça me donnera encore d\\'autres idées, j\\'en suis sûr.", - "FELIX_SOCIAL2_FELIX10": "Si elles gagnent en substance, je t'en reparlerai.", - "FELIX_SOCIAL3_FELIX1": "J'ai repensé à ce que Kuneko nous a dit.", - "FELIX_SOCIAL3_FELIX3": "Je crois que je peux enfin expliquer pourquoi tous les monstres de la Nouvelle-Wirral m'occupent autant l\\'esprit.", - "FELIX_SOCIAL3_FELIX2": "\\\"Les idées changent et grandissent par elles-mêmes\\\". Ça m'a fait réfléchir...", - "FELIX_SOCIAL3_FELIX3_OPTION1": "Je t'écoute !", - "FELIX_SOCIAL3_FELIX6": "Si le processus est bien réel, ce n'est peut-être pas une science exacte. [pause]Il est peut-être imprévisible... Chaotique.", - "FELIX_SOCIAL3_FELIX4": "Ces monstres ont des cônes de signalisation sur le dos, des poubelles à la place du corps et des téléviseurs en guise de tête...", - "FELIX_SOCIAL3_FELIX5": "Et si les images et les légendes pouvaient devenir si universelles qu'elles finissaient par se manifester physiquement dans d\\'autres mondes comme celui-ci ?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "Ça paraît surréaliste.", - "FELIX_SOCIAL3_FELIX5_OPTION2": "Ça me plaît !", - "FELIX_SOCIAL3_FELIX7": "Ces concepts peuvent peut-être se combiner pour générer des résultats inhabituels ? Ou peut-être que certaines des idées qui se manifestent ne sont pas particulièrement répandues ?", - "FELIX_SOCIAL3_FELIX9": "Je crois que je commence à comprendre un peu mieux ce monde.", - "FELIX_SOCIAL3_FELIX8": "Peut-être que parfois, le simple gribouillage d'un gamin maladroit au Canada peut suffire.", - "FELIX_SOCIAL3_FELIX10": "C'est cool. [pause]Bon, on finit ce qu\\'on a à faire ?", - "FELIX_SOCIAL4_FELIX1": "Hé, {player}.", - "FELIX_SOCIAL4_FELIX12.f": "Je ne peux pas leur imposer une fin. Les décisions de l'Étrangère ne dépendront que d\\'elle.", - "FELIX_SOCIAL4_FELIX2": "J'ai quelque chose à te montrer. Tu peux venir passer un peu de temps chez moi ?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "Bien sûr !", - "FELIX_SOCIAL4_FELIX2_OPTION2": "Pas maintenant.", - "FELIX_SOCIAL4_FELIX_NO": "Pas de problème. Une autre fois, alors.", - "FELIX_SOCIAL4_FELIX3": "J'espère que ça va te plaire !", - "FELIX_SOCIAL4_FELIX4.m": "Bon, t'es prêt ?", - "FELIX_SOCIAL4_FELIX5.m": "Ce personnage se nomme l'Étranger. [pause]C\\'est un chevalier venu de très loin pour répondre à l\\'appel du Guerrier de Jade.", - "FELIX_SOCIAL4_FELIX4.n": "Bon, t'es prêt·e ?", - "FELIX_SOCIAL4_FELIX4.f": "Bon, t'es prête ?", - "FELIX_SOCIAL4_FELIX6.m": "Le Guerrier de Jade est une machine immortelle issue d'une civilisation disparue qui a défié l\\'Étranger en combat singulier et l\\'a vaincu.", - "FELIX_SOCIAL4_FELIX5.f": "Ce personnage se nomme l'Étrangère. [pause]C\\'est un chevalier venu de très loin pour répondre à l\\'appel du Guerrier de Jade.", - "FELIX_SOCIAL4_FELIX7.f": "L'Étrangère doit maintenant tenir parole et se rendre jusqu\\'à sa forteresse pour y être exécutée, sans quoi le Guerrier de Jade mènera ses terres natales à la ruine.", - "FELIX_SOCIAL4_FELIX7.m": "L'Étranger doit maintenant tenir parole et se rendre jusqu\\'à sa forteresse pour y être exécuté, sans quoi le Guerrier de Jade mènera ses terres natales à la ruine.", - "FELIX_SOCIAL4_FELIX6.f": "Le Guerrier de Jade est une machine immortelle issue d'une civilisation disparue qui a défié l\\'Étranger en combat singulier et l\\'a vaincu.", - "FELIX_SOCIAL4_FELIX6.n": "Le Guerrier de Jade est une machine immortelle issue d'une civilisation disparue qui a défié l\\'Étranger en combat singulier et l\\'a vaincu.", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "C'est trop triste pour lui !", - "FELIX_SOCIAL4_FELIX7.n": "L'Étranger·ère doit maintenant tenir parole et se rendre jusqu\\'à sa forteresse pour y être exécuté·e, sans quoi le Guerrier de Jade mènera ses terres natales à la ruine.", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "C'est trop triste pour elle !", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "Il ne peut vraiment rien faire ?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "C'est trop triste pour ellui !", - "FELIX_SOCIAL4_FELIX8.m": "L'Étranger est impassible, mais plein de ressources et de détermination. Il n\\'a pas l\\'intention de se résigner à son sort si facilement.", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "Elle ne peut vraiment rien faire ?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "Iel ne peut vraiment rien faire ?", - "FELIX_SOCIAL4_FELIX8.f": "L'Étrangère est impassible, mais pleine de ressources et de détermination. Elle n\\'a pas l\\'intention de se résigner à son sort si facilement.", - "FELIX_SOCIAL4_FELIX8.n": "L'Étranger·ère est impassible, mais plein·e de ressources et de détermination. Iel n\\'a pas l\\'intention de se résigner à son sort si facilement.", - "FELIX_SOCIAL4_FELIX9": "C'est une adaptation libre de \\\"Sire Gauvain et le Chevalier vert\\\", un conte médiéval narrant les aventures d\\'un chevalier de la Table ronde confronté à un voyage similaire.", - "FELIX_SOCIAL4_FELIX10": "Je ne sais pas encore comment ma version va finir... [pause]Je vais voir où m'emmène l\\'histoire.", - "FELIX_SOCIAL4_FELIX11": "Eh bien, je crée les personnages, mais ce sont [wave amp=30 freq=10]eux[/wave] qui déterminent le déroulement de l'histoire.", - "FELIX_SOCIAL4_FELIX10_OPTION1": "Et elle t'emmène où, l\\'histoire ?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "C'est pas toi qui décides ?", - "FELIX_SOCIAL4_FELIX12.m": "Je ne peux pas leur imposer une fin. Les décisions de l'Étranger ne dépendront que de lui.", - "FELIX_SOCIAL4_FELIX13": "Et de toi, bien sûr. Tu es ma source d'inspiration, après tout.", - "FELIX_SOCIAL4_FELIX12.n": "Je ne peux pas leur imposer une fin. Les décisions de l'Étranger·ère ne dépendront que d\\'ellui.", - "FELIX_SOCIAL4_FELIX13_OPTION1": "Quoi ?", - "FELIX_SOCIAL4_FELIX15.f": "Une inconnue héroïque venue de loin, bien décidée à combattre son funeste destin ?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "Comment ça ?", - "FELIX_SOCIAL4_FELIX14": "Allons...", - "FELIX_SOCIAL4_FELIX15.n": "Un·e inconnu·e héroïque venu·e de loin, bien décidé·e à combattre son funeste destin ?", - "FELIX_SOCIAL4_FELIX15.m": "Un inconnu héroïque venu de loin, bien décidé à combattre son funeste destin ?", - "FELIX_SOCIAL4_FELIX16": "C'est tout toi, {player} !", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Je fais de mon mieux. Alors... ?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "T'es un ami en or, Félix !", - "FELIX_SOCIAL4_FELIX16_OPTION2": "Ton romantisme te perdra, Félix.", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "Oh, [pause]c'est rien du tout !", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "J'ai encore des tas de croquis et de concepts en tête pour cette histoire. [pause]Tu veux les voir ?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Tu es vraiment une guerrière en pleine quête. [pause]On écrit plus facilement sur ce qu'on connaît, alors, ma partenaire d\\'aventure était un sujet tout trouvé !", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Tu es vraiment un·e guerrier·ère en pleine quête. [pause]On écrit plus facilement sur ce qu'on connaît, alors, maon partenaire d\\'aventure était un sujet tout trouvé !", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Tu es vraiment un guerrier en pleine quête. [pause]On écrit plus facilement sur ce qu'on connaît, alors, mon partenaire d\\'aventure était un sujet tout trouvé !", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Ça aurait été plus simple de me proposer directement un rendez-vous.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Je te vois plutôt comme un ami.", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Oh, ce zote n'est pas un simple moyen de te faire passer du temps avec moi.", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "Je vais [wave amp=30 freq=10]vraiment[/wave] continuer à enrichir cette histoire.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Mais tu vas pas me reprocher d'avoir mis le paquet, quand même ? [pause]Je ménage pas mes efforts quand c\\'est important.", - "FELIX_ROMANCE_FELIX1_OPTION2": "Non, rien de particulier !", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "C'est mignon.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Arrête, ça devient gênant.", - "FELIX_ROMANCE_FELIX1.m": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", - "FELIX_ROMANCE_FELIX1.f": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Je te l'ai dit, je fais de mon mieux.", - "FELIX_ROMANCE_FELIX_NO": "Désolé. Je dois apprendre à apprécier le silence, moi aussi.", - "FELIX_ROMANCE_FELIX2": "Je...", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", - "FELIX_ROMANCE_FELIX1.n": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", - "FELIX_ROMANCE_FELIX13": "Mais même si on doit se dire adieu un jour...", - "FELIX_ROMANCE_FELIX5": "C'est la première fois que les rôles sont inversés. [pause]C\\'est perturbant.", - "FELIX_ROMANCE_FELIX3": "J'ai eu plusieurs relations par le passé, mais... [pause]Honnêtement ?", - "FELIX_ROMANCE_FELIX4": "C'est moi qui prends l\\'initiative, d\\'habitude.", - "FELIX_ROMANCE_FELIX6": "Oh, pardon.", - "FELIX_ROMANCE_FELIX7": "Tu attends une réponse !", - "FELIX_ROMANCE_FELIX8": "C'est \\\"oui\\\", [pause]bien entendu.", - "FELIX_ROMANCE_FELIX9.f": "Une fille mystérieuse débarque dans ma vie, [pause]combat à mes côtés, [pause]fusionne [wave amp=30 freq=10]littéralement[/wave] avec moi, et en plus, elle est canon ?", - "FELIX_ROMANCE_FELIX9.m": "Un garçon mystérieux débarque dans ma vie, [pause]combat à mes côtés, [pause]fusionne [wave amp=30 freq=10]littéralement[/wave] avec moi, et en plus, il est canon ?", - "FELIX_ROMANCE_FELIX9.n": "Un·e inconnu·e énigmatique débarque dans ma vie, [pause]combat à mes côtés, [pause]fusionne [wave amp=30 freq=10]littéralement[/wave] avec moi, et en plus iel est canon ?", - "FELIX_ROMANCE_FELIX11": "Par contre, si on arrive à rentrer chez nous, [pause]il y a de fortes chances pour qu'on vienne de deux mondes différents...", - "FELIX_ROMANCE_FELIX10": "Je serais le dernier des idiots de refuser !", - "FELIX_ROMANCE_FELIX12": "Tu n'avais jamais entendu parler de mes \\\"zotes\\\", [pause]ni moi de tes \\\"comics\\\".", - "VIOLA_UNKNOWN_NAME": "Femme mystérieuse", - "FELIX_ROMANCE_FELIX14": "Je veux partager cette histoire avec toi. [pause]Aussi longtemps qu'elle durera.", - "VIOLA_INTRO1_MEREDITH1": "Ah, typique. Il faut toujours que quelque chose essaie de nous faire la peau !", - "VIOLA_QUEST2_PART1_VIOLA6": "Si ce n'est pas trop demander, [pause]pourrais-tu me guider jusqu\\'à lui ?", - "VIOLA_INTRO1_EUGENE1": "Ça va aller, on a déjà affronté bien pire, [pause]pas vrai ?", - "VIOLA_INTRO1_KAYLEIGH1": "Bon, ça se présente mal...", - "VIOLA_INTRO1_VIOLA3": "Avec moi ! [pause]Opposons à ces bêtes cruelles la force du nombre !", - "VIOLA_INTRO1_VIOLA2": "Prenez garde, cette île est sans pitié.", - "VIOLA_INTRO1_FELIX1": "... Bon. C'était manifestement un piège.", - "VIOLA_INTRO1_VIOLA4": "...", - "VIOLA_INTRO1_VIOLA5": "Il serait préférable que vous partiez avant le retour de ces monstres...", - "VIOLA_INTRO1_VIOLA6": "Vous ne devriez pas avoir la moindre raison de rester en ces lieux plus longtemps.", - "VIOLA_INTRO1_KAYLEIGH7": "Laisse-nous au moins te remercier ! Qui es-tu ?", - "VIOLA_INTRO1_MEREDITH7": "Sympa, ton chapeau. Mais t'es qui, en fait ?", - "VIOLA_INTRO1_EUGENE7": "Arrête, [pause]on a combattu main dans la main ! [pause]Dis-nous au moins ton nom.", - "VIOLA_INTRO1_FELIX7": "C'était un combat épique ! [pause]Tu peux au moins nous dire ton nom ?", - "VIOLA_INTRO1_VIOLA8": "Je suis Violaine de Messaline.", - "VIOLA_INTRO1_VIOLA9": "Je n'ai rien d\\'une guerrière, mais ces terres hostiles m\\'ont imposé ce rôle.", - "VIOLA_INTRO1_VIOLA10": "Et je ne souhaite imposer mon fardeau à personne.", - "VIOLA_INTRO1_VIOLA10_OPTION1": "Quel fardeau ?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "Où pourrait être ton frère ?", - "VIOLA_INTRO1_VIOLA11": "...", - "VIOLA_INTRO1_VIOLA10_OPTION2": "Tu accomplis une quête ?", - "VIOLA_INTRO1_VIOLA12": "Mon frère et moi avons tous deux fait naufrage en mer.", - "VIOLA_INTRO1_VIOLA13": "Si j'ai survécu à la noyade, peut-être a-t-il lui aussi réussi à rejoindre ces rivages...", - "VIOLA_INTRO1_VIOLA14": "Je le cherche puis des semaines. Une âme charitable m'a fait don de cet étrange artefact, qui me permet de me défendre.", - "VIOLA_INTRO1_VIOLA15": "Si vous apprenez quoi que ce soit sur mon frère Sébastien, mon camp se trouve juste à l'est d\\'ici.", - "VIOLA_INTRO1_VIOLA16": "Adieu.", - "VIOLA_INTRO2_VIOLA1": "Nos chemins se croisent à nouveau. Quelles sont les nouvelles ?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "Pourquoi tu voyages seule ?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "Pourquoi tu parles de manière si ampoulée ?", - "VIOLA_QUEST1_PART1_MEREDITH2": "Euh, je ne sais vraiment pas quoi penser de ça. On devrait en parler à Violaine, je suppose.", - "VIOLA_INTRO2_VIOLA1_OPTION4": "À plus tard !", - "VIOLA_INTRO2_VIOLA2": "Je l'ignore.", - "VIOLA_INTRO2_VIOLA3": "Mais il est ingénieux. S'il demeure bel et bien sur cette île, alors, je sais qu\\'il s\\'efforce lui aussi de me retrouver.", - "VIOLA_INTRO2_VIOLA4": "J'ignore tout de cette contrée et de ses coutumes.", - "VIOLA_INTRO2_VIOLA5": "Ses habitants sont une énigme pour moi. Je privilégie la solitude pour ma propre sécurité.", - "VIOLA_INTRO2_VIOLA7": "Peut-être suis-je plus loin de ma terre natale que je ne l'avais d\\'abord pensé.", - "VIOLA_INTRO2_VIOLA6": "De mon point de vue, [pause]c'est toi qui uses d\\'un dialecte étrange.", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DITES À MA SŒUR... QUE JE L'ATTENDS ICI...[/wave]", - "VIOLA_INTRO2_VIOLA8": "Adieu.", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "C'était le frère de Violaine ? On devrait la prévenir...", - "VIOLA_QUEST1_PART1_EUGENE2": "C'était bizarre, hein ? Viens, on doit prévenir Violaine.", - "VIOLA_QUEST2_PART1_VIOLA1": "Comment ? Tu as vu une... apparition de mon frère ?", - "VIOLA_QUEST1_PART1_FELIX2": "De plus en plus étrange. Viens, allons dire à Violaine qu'on a trouvé son frère.", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Bien sûr !", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Une autre fois.", - "VIOLA_QUEST2_PART1_VIOLA2": "Dis-m'en davantage.", - "VIOLA_QUEST2_PART1_VIOLA3": "Je vois...", - "VIOLA_QUEST2_PART1_VIOLA4": "Il compte peut-être toujours parmi les vivants, [pause]ou peut-être ne reste-t-il plus de lui qu'une âme perdue...", - "VIOLA_QUEST2_PART1_VIOLA5": "Je dois en avoir le cœur net. {player}...", - "VIOLA_QUEST2_PART1_VIOLA8": "Sois sans crainte. [pause]Ce périple sera sans danger, avec moi à tes côtés.", - "VIOLA_QUEST2_PART1_VIOLA7": "Hâtons-nous, en ce cas.", - "VIOLA_QUEST2_PART1_VIOLA_NO": "Je comprends. Je patienterai ici, dans l'attente de ton retour.", - "VIOLA_QUEST3_PART1_VIOLA1": "C'est ici ?", - "VIOLA_QUEST3_PART1_VIOLA2": "Mon frère, [pause]si tu hantes bien ces lieux... [pause]Parle-moi.", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "Il règne ici un calme singulier qui m'emplit d\\'inquiétude... Ne ressens-tu pas ce même malaise ?", - "VIOLA_QUEST3_PART1_VIOLA3": "Cherchons alentour, mais ne nous attardons pas plus que de raison.", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Quel malheur que mon pauvre frère se trouve piégé en tel endroit !", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "Je t'ai attendu de nombreuses lunes, [wave amp=30 freq=10]Violaine de Messaline[/wave].", - "VIOLA_QUEST3_PART2_VIOLA1": "Sébastien !?", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "Vraiment ? [pause]La fête n'a pourtant même pas encore commencé !", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "J'ai de grandes joies à partager avec toi.", - "VIOLA_QUEST3_PART2_VIOLA4": "... [pause]Tu ne me dupes pas, esprit malveillant. [pause]Je n'entrerai pas dans ton jeu.", - "VIOLA_QUEST3_PART2_VIOLA7": "...", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "VIENS, VIOLAINE DE MESSALINE.\\n\\nTA FAMILLE T'ATTEND ICI.\\n\\nCAR JE SUIS LE GEÔLIER DE TON FRÈRE.", - "VIOLA_QUEST3_PART2_VIOLA8": "J'accorde peu de crédit aux paroles de cette entité. [pause]Mais si elle connaît Sébastien, [pause]et mon nom...", - "VIOLA_QUEST3_PART2_VIOLA9": "Elle dit peut-être vrai.", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Ce vaisseau devait être glorieux...", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "Cet esprit qui s'est adressé à moi... Je n\\'ose imaginer ses intentions.", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "L'eau s\\'est retirée ! [pause]Viens, le temps presse !", - "VIOLA_QUEST4_PART1_ROBIN1": "TU VEUX DANSER, COUSINE ?", - "VIOLA_QUEST4_PART2_VIOLA1": "Voici donc l'antre de l\\'esprit qui retient mon frère prisonnier.", - "VIOLA_QUEST4_PART1_VIOLA1": "Non. [pause]Nous n'avons rien en commun, esprit.", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "À mon avis, ce n'est pas un esprit...", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Je pense que c'est un archange...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "UN PEU DE SILENCE, JE VOUS PRIE.", - "VIOLA_QUEST4_PART2_VIOLA2": "Quel que soit l'esprit, la fée ou le démon qui m\\'attend...", - "VIOLA_QUEST4_PART2_VIOLA3": "Je ne faillirai pas !", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "LE MONDE ENTIER EST UN THÉÂTRE...\\n\\nET LE SPECTACLE VA COMMENCER.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "... Décevant.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "Quel \\\"spectacle\\\" ? [wave amp=30 freq=10]Qui[/wave] es-tu donc ?", - "VIOLA_QUEST4_FUSE_VIOLA3": "Nous ne périrons pas aujourd'hui !", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "ALLONS, JE SUIS LE JOYEUX VAGABOND DE LA NUIT...\\n\\nON M'APPELLE PUCK, LE HOBGOBELIN...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "TOI ET MOI, VIOLAINE DE MESSALINE, AVONS BEAUCOUP EN COMMUN.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "JE SUIS ROBIN BONENFANT !", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "VOYONS...\\n\\nPAGE 645 : \\\"LA NUIT DES ROIS\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "J'AI DÉCOUVERT CE LIVRE PARMI LES DÉCOMBRES DU NAVIRE.\\n\\nUN OUVRAGE BIEN ÉTRANGE.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "LA COMÉDIE DE VIOLAINE DE MESSALINE, NAUFRAGÉE SUR UNE TERRE INCONNUE.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "Je ne comprends pas...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, J'Y SUIS :\\n\\nPAGE 365 : \\\"LE SONGE D\\'UNE NUIT D\\'ÉTÉ\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "TU NE RETROUVERAS TON FRÈRE QUE QUAND TON RÉCIT L'EXIGERA.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UN CONTE FÉÉRIQUE, AVEC LE ROI OBÉRON, LA REINE TITANIA ET L'ESPRIT MALICIEUX ROBIN BONENFANT.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MA CHÈRE VIOLAINE, TOI ET MOI...\\n\\nNOUS NE SOMMES QUE LE FRUIT DE L'IMAGINATION D\\'UN DRAMATURGE MORTEL, UN CERTAIN M. WILLIAM SHAKESPEARE.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "NOS HISTOIRES NE NOUS APPARTIENNENT PAS.\\n\\nSÉBASTIEN N'EST PAS LÀ. IL NE LE SERA JAMAIS.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Ce \\\"Robin Bonenfant\\\" dit-il la vérité, [pause]{player} ?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", - "VIOLA_CONVO13_VIOLA2.f": "Pardonne-moi, mon amie, [pause]mais mon cœur n'est pas à la conversation.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]Je refuse de m'y soumettre ![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "C'est vrai.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Ces histoires qu'il nous lit... [pause]sont-elles connues dans ton monde ?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Je suis désolé.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Je suis désolée.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Merci.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Je suis désolé·e.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "TU SAIS QUE JE DIS VRAI.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Je crois que ta \\\"vérité\\\" ne change absolument rien.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Je crois...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "LAISSE LA VÉRITÉ TE SUBMERGER. LAISSE-LA T'EMPORTER DANS SES PROFONDEURS JUSQU\\'À SUFFOQUER.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Peut-être que dans le monde de {player}, [pause]je ne suis qu'un simple conte.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "Ce destin écrit pour moi n'est qu\\'une [shake rate=30 level=10]succession de mots[/shake] couchés sur le papier !", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Mais qui dit qu'il n\\'en est pas de même pour {player} dans le mien ?", - "VIOLA_QUEST4_FUSE_VIOLA2": "Un destin implacable se dresse contre nous, [pause]mais...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "HA, HA, HA !\\n\\nQUELLE SURPRISE !", - "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]Nos histoires se s'achèvent pas ici ![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "CETTE PIÈCE DÉPASSE TOUTES MES ESPÉRANCES !\\n\\nVIENS, PASSONS AU DERNIER ACTE !", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Je fais référence à cette [wave amp=30 freq=10]union physique[/wave], pendant notre grande bataille. Quand nos corps n'ont fait plus qu\\'un, j\\'ai senti nos [wave amp=30 freq=10]destinées[/wave] s\\'entremêler.", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "LES CHOSES SEMBLENT AVOIR MAL TOURNÉ POUR VOUS, M. BONENFANT !", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "PERMETTEZ-MOI D'INTERVENIR. J\\'AI UN NOUVEAU RÔLE À VOUS OFFRIR.", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Il serait plus sage de retourner à la sécurité de notre campement...", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Merci de m'avoir accompagnée dans cette quête, [pause]{player}.", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "Je pense que ce Robin Bonenfant avait tort.", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Ma vie est peut-être un simple conte dans d'autres royaumes, mais...", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Je déciderai moi-même du dénouement de mon histoire.", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Cela n'a aucune importance. J\\'écris mon propre destin.", - "VIOLA_CONVO2_VIOLA2": "Je réalise que bon nombre des pauvres hères habitant cette île y sont piégés depuis bien plus longtemps que moi.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Mais dès l'instant où nos cœurs se sont unis, [pause]sache que tu as rejoint ma chronologie.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "\\\"Nos cœurs se sont unis\\\" ?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "Comment ça ?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "C'est peut-être là le meilleur moyen pour moi de retrouver mon frère.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "Tu dis connaître un passage permettant de quitter cette île ?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Si cette fusion n'est plus, je sens que les fils du destin sont moins aisés à démêler.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "Absolument !", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Oui.", - "VIOLA_CONVO1_VIOLA1": "... Tu veux dire que dans ton royaume, [pause]voyager d'un pays à l\\'autre prend seulement quelques heures, [pause]et non plusieurs jours ?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Très bien ! [pause]Permets-moi de payer ma dette en t'apportant mon aide dans ta propre quête.", - "VIOLA_CONVO1_VIOLA2": "Une telle chose peut-elle être possible ? [pause]Je n'ose l\\'imaginer !", - "VIOLA_CONVO2_VIOLA1": "Je ne suis pas là depuis longtemps, [pause]mais le mal du pays me ronge le cœur.", - "VIOLA_CONVO2_VIOLA3": "Ils doivent porter de bien lourds chagrins sur leurs épaules. [pause]Je n'aurais pas autant de résilience.", - "VIOLA_CONVO3_VIOLA1": "Je sais que le ciel au-dessus de nos têtes n'est pas celui que j\\'admirais depuis la fenêtre de ma chambre d\\'enfant...", - "VIOLA_CONVO3_VIOLA2": "Mais je peux faire comme si. [pause]Je peux me convaincre que ma demeure n'est qu\\'à quelques lieux d\\'ici, [pause]et qu\\'une journée de cheval suffirait pour rejoindre mes amis et ma famille.", - "VIOLA_CONVO4_VIOLA1": "Dis-moi : [pause]comment se nomme la forme monstrueuse dont tu te pares en combat ?", - "VIOLA_CONVO3_VIOLA3": "Je suis sûre qu'il t\\'arrive de ressentir la même chose, [pause]{player}.", - "VIOLA_CONVO4_VIOLA2": "...", - "VIOLA_CONVO5_VIOLA1": "Je réalise que cette île est le théâtre d'étranges unions.", - "VIOLA_CONVO4_VIOLA3": "{first_tape_name} ? [pause]Un nom adéquat, qui te sied étrangement.", - "VIOLA_CONVO5_VIOLA2": "Elle réunit des personnes aux multiples horizons, [pause]dont les chemins ne se seraient jamais croisés, [pause]comme autant de compagnons d'infortune.", - "VIOLA_CONVO5_VIOLA3.m": "Toi et moi, nous ne nous serions jamais rencontrés autrement, c'est certain !", - "VIOLA_CONVO5_VIOLA3.f": "Toi et moi, nous ne nous serions jamais rencontrées autrement, c'est certain !", - "VIOLA_CONVO5_VIOLA3.n": "Toi et moi, nous ne nous serions jamais rencontré·es autrement, c'est certain !", - "VIOLA_CONVO6_VIOLA1": "Si jamais je quitte cette contrée un jour, je me garderai bien d'évoquer mon séjour ici.", - "VIOLA_CONVO6_VIOLA3": "Mes amis me prendraient tous pour une folle !", - "VIOLA_CONVO6_VIOLA2": "Une île au-delà des royaumes de la Terre, [pause]domaine des esprits et des fées ?", - "VIOLA_CONVO7_VIOLA1.n": "Viens, cher·ère {player}. [pause]Je sais que notre quête n'attend pas...", - "VIOLA_CONVO7_VIOLA1.f": "Viens, chère {player}. [pause]Je sais que notre quête n'attend pas...", - "VIOLA_CONVO7_VIOLA1.m": "Viens, cher {player}. [pause]Je sais que notre quête n'attend pas...", - "VIOLA_CONVO11_VIOLA1.m": "Combattre aux côtés de son bien-aimé, [pause]sous les traits d'une étrange créature...", - "VIOLA_CONVO7_VIOLA2": "Mais nous pouvons nous permettre de lui voler quelques minutes pour partager un instant ensemble.", - "VIOLA_CONVO8_VIOLA1": "J'ai festoyé dans bien des tavernes de mon pays, mais aucune n\\'offrait un tel sentiment d\\'apaisement.", - "VIOLA_CONVO8_VIOLA2": "C'est très plaisant ! [pause]Je peux sentir que ces murs ont été les témoins de nombreux moments de joie.", - "VIOLA_CONVO9_VIOLA1": "Quand les arbres s'immobilisent un instant et que le calme s\\'installe brièvement sur ces terres...", - "VIOLA_CONVO9_VIOLA2": "Il règne ici un silence plus authentique que nulle part ailleurs. [pause]C'est un silence pénétrant, qu\\'il est possible de ressentir au plus profond de son âme.", - "VIOLA_CONVO9_VIOLA3": "Et avec lui, la certitude que rien d'autre n\\'existe en ce monde au-delà des rivages de cette île.", - "VIOLA_CONVO10_VIOLA1.m": "Dis-moi, mon cher {player}, [pause]t'ai-je encore jamais régalé de mes récits d\\'artiste ambulante ?", - "VIOLA_CONVO9_VIOLA4": "Peu d'hommes pourraient imaginer un lieu si solitaire.", - "VIOLA_CONVO10_VIOLA1.f": "Dis-moi, ma chère {player}, [pause]t'ai-je encore jamais régalé de mes récits d\\'artiste ambulante ?", - "VIOLA_CONVO10_VIOLA1.n": "Dis-moi, maon cher·ère {player}, [pause]t'ai-je encore jamais régalé de mes récits d\\'artiste ambulante ?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "Tes récits de quoi ?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "Une artiste ambulante... ?", - "VIOLA_CONVO10_VIOLA2": "Tu as bien entendu ! [pause]Mon frère et moi chantions et jouions pour nos amis et divers auditoires, de temps à autre.", - "VIOLA_CONVO10_VIOLA3": "Pas pour l'argent, bien sûr. [pause]Mes finances n\\'ont jamais été source de préoccupation. Nous donnions des spectacles pour le plaisir.", - "VIOLA_CONVO10_VIOLA4": "Tu dois toi-même posséder des talents cachés. [pause]Je souhaite ardemment en savoir plus sur toi, si tu le permets.", - "VIOLA_CONVO11_VIOLA1.f": "Combattre aux côtés de sa bien-aimée, [pause]sous les traits d'une étrange créature...", - "VIOLA_CONVO11_VIOLA2": "Cela a quelque chose de romantique, ne trouves-tu pas ? [pause]Si l'action n\\'est qu\\'éloquence, [pause]alors, nos combats sont des poèmes !", - "VIOLA_CONVO11_VIOLA1.n": "Combattre aux côtés de saon bien-aimé·e, [pause]sous les traits d'une étrange créature...", - "VIOLA_CONVO12_VIOLA2": "J'ai hâte de pouvoir décrire à mon frère tous les démons que j\\'ai dû vaincre.", - "VIOLA_CONVO12_VIOLA1": "J'espère que nous trouverons bientôt une issue au rêve étrange dont nous sommes prisonniers.", - "VIOLA_CONVO13_VIOLA1": "...", - "VIOLA_CONVO14_VIOLA4": "Néanmoins, c'est chose bien [wave amp=30 freq=10]étrange[/wave] que d\\'apprendre que mon propre conte existe sur les pages d\\'un livre en d\\'autres lieux. Peut-être en est-il de même pour toutes les histoires ?", - "VIOLA_CONVO13_VIOLA2.n": "Pardonne-moi, mon ami·e, [pause]mais mon cœur n'est pas à la conversation.", - "VIOLA_CONVO13_VIOLA2.m": "Pardonne-moi, mon ami, [pause]mais mon cœur n'est pas à la conversation.", - "VIOLA_CONVO13_VIOLA3": "Nous nous connaissons depuis peu. Tu m'as certes offert ton aide, mais j\\'ai peu de mots à t\\'offrir en retour.", - "VIOLA_CONVO15_VIOLA2": "C'est si curieux ! Pourtant, les habitants de cette île s\\'y adonnent sans hésitation ni la moindre inquiétude.", - "VIOLA_CONVO14_VIOLA2": "Il prétend que lui et moi sommes les créations d'un auteur dramatique. Que nos histoires sont déjà écrites.", - "VIOLA_CONVO14_VIOLA1": "Je repense une nouvelle fois aux paroles de ce scélérat de Robin Bonenfant.", - "VIOLA_CONVO14_VIOLA3": "Bien sûr, ses mots n'auront pas raison de ma détermination. [pause]Comme je te l\\'ai dit, je contrôle mon propre destin.", - "VIOLA_CONVO14_VIOLA5": "Peut-être que quelque part, des enfants lisent le \\\"Livre de {player}\\\" ! [pause]Gageons qu'il doit être fascinant !", - "VIOLA_CONVO17_VIOLA1_OPTION1": "Ouais !", - "VIOLA_CONVO15_VIOLA1": "Dis-moi, [pause]{player}, [pause] ne trouves-tu pas étrange cette tradition locale consistant à combattre sous l'apparence de bêtes féériques ?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "C'est super bizarre, ouais !", - "VIOLA_CONVO15_VIOLA1_OPTION2": "Je trouve ça cool !", - "VIOLA_CONVO16_VIOLA1": "Y crois-tu vraiment, {player} ? [pause]Crois-tu réellement que ce passage que tu as découvert nous permettra de retourner d'où nous venons ?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "Il me faut y croire !", - "VIOLA_CONVO16_VIOLA1_OPTION2": "Oui, j'y crois !", - "VIOLA_CONVO16_VIOLA2": "Merveilleux ! [pause]J'ai beau avoir appris à admirer ce nouveau monde sauvage, je sais que nous ne sommes pas destinés à rester ici éternellement.", - "VIOLA_CONVO16_VIOLA3": "Mais si tu souhaites prolonger encore un peu ton séjour, je ferai de même. [pause]Nous sommes jeunes, après tout. Rien ne nous contraint à précipiter notre départ.", - "VIOLA_CONVO18_VIOLA2": "Peut-être est-ce là la raison d'être de cette île : offrir une myriade d\\'expériences à tous ceux qui s\\'échouent sur ses rivages.", - "VIOLA_CONVO17_VIOLA1": "Cette bataille contre notre ennemi Aleph a été grandiose, n'est-ce pas ?", - "VIOLA_CONVO17_VIOLA2": "Mes propres capacités martiales m'étonnent. Je devrais peut-être mener une vie de soldat...", - "VIOLA_CONVO17_VIOLA1_OPTION2": "On peut dire ça !", - "VIOLA_CONVO17_VIOLA3": "Quoiqu'en tant que femme, cette vocation m\\'est interdite. [pause]Mais je pourrais me déguiser à nouveau en homme...", - "VIOLA_CONVO17_VIOLA3_OPTION2": "Hein ?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"À nouveau\\\" ?", - "VIOLA_CONVO18_VIOLA1.m": "Nous suivons le même chemin depuis peu, cher {player}, mais j'ai déjà le sentiment d\\'avoir partagé avec toi toute une vie d\\'aventure !", - "VIOLA_CONVO17_VIOLA4": "Cela t'étonne ? Je suis une actrice, ne l\\'oublie pas ! Ma garde-robe regroupe tous les genres, que je peux revêtir à ma guise.", - "VIOLA_CONVO18_VIOLA1.f": "Nous suivons le même chemin depuis peu, chère {player}, mais j'ai déjà le sentiment d\\'avoir partagé avec toi toute une vie d\\'aventure !", - "VIOLA_CONVO18_VIOLA1.n": "Nous suivons le même chemin depuis peu, cher·ère {player}, mais j'ai déjà le sentiment d\\'avoir partagé avec toi toute une vie d\\'aventure !", - "VIOLA_SOCIAL1_VIOLA4": "Certes. Et ces \\\"lecteurs de cassettes\\\" que nous utilisons pour prendre l'apparence de créatures fantastiques ?", - "VIOLA_CONVO19_VIOLA1.m": "Tu aimes la poésie, mon cher {player} ?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "Pas vraiment !", - "VIOLA_CONVO19_VIOLA1.n": "Tu aimes la poésie, maon cher·ère {player} ?", - "VIOLA_CONVO19_VIOLA1.f": "Tu aimes la poésie, ma chère {player} ?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "Ouais !", - "VIOLA_CONVO19_VIOLA4": "Les hommes ont besoin de cuisiniers pour nourrir leur estomac, mais aussi de poètes pour nourrir leur cœur.", - "VIOLA_CONVO19_VIOLA2": "Je suis heureuse de l'entendre !", - "VIOLA_CONVO19_VIOLA3": "C'est regrettable... Peut-être pourrais-je t\\'initier à cet art ?", - "VIOLA_SOCIAL1_VIOLA2": "Les braves gens de Port-la-Ville s'expriment de manière fort singulière.", - "VIOLA_CONVO19_VIOLA5": "Je trouve qu'il est bien cruel de priver une âme d\\'une telle source de réconfort.", - "VIOLA_CONVO19_VIOLA6": "Compte tenu des circonstances, nous pourrions savourer la prose de la poétesse grecque Sappho ? J'essaierai de dénicher un recueil de ses travaux pendant nos aventures.", - "VIOLA_CONVO20_VIOLA1": "Merci... [pause]J'ai grandement apprécié ce moment de répit, {player}.", - "VIOLA_SOCIAL1_VIOLA1": "Il m'apparaît clairement, [pause]ces derniers temps, [pause]que bon nombre des aspects élémentaires de la vie dans cette ville me sont étrangers.", - "VIOLA_SOCIAL1_VIOLA3": "Les lampadaires s'illuminent sans l\\'intervention d\\'un allumeur de réverbères ! [pause]Tant de choses m\\'échappent.", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "C'est vrai que tu viens d\\'un passé shakespearien...", - "VIOLA_SOCIAL3_VIOLA5": "Elle a bien insisté sur l'intérêt de ces [pause]\\\"Histoires de fantômes\\\".", - "VIOLA_SOCIAL1_VIOLA5": "Ou cet arcane te permettant de fusionner avec tes alliés ? [pause]Tout cela est-il normal, pour toi ?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "De ton point de vue, c'est un peu le futur, ici !", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Euh, non, ça, c'est bizarre !", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "Non, ça n'existe qu\\'à la Nouvelle-Wirral.", - "VIOLA_SOCIAL1_VIOLA6": "Je vois.", - "VIOLA_SOCIAL1_VIOLA8": "C'est un fait : je suis bien loin de la Messaline, tant dans l\\'espace que dans le temps.", - "VIOLA_SOCIAL1_VIOLA7": "Certains aspects de ce monde te sont donc familiers, tandis que d'autres t\\'étonnent aussi.", - "VIOLA_SOCIAL1_VIOLA9": "Si ce royaume renferme des merveilles qui me sont inconnues, je te le demande :", - "VIOLA_SOCIAL1_VIOLA10": "Me les feras-tu découvrir, le moment venu ?", - "VIOLA_SOCIAL1_VIOLA11": "Je veux faire l'expérience de ces choses nouvelles, avant de rentrer chez moi.", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Avant de rentrer ?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "Tu vas partir ?", - "VIOLA_SOCIAL1_VIOLA13.m": "Je le vois dans tes yeux ! [pause]Ton cœur est bien moins secret que tu ne le penses, mon ami.", - "VIOLA_SOCIAL1_VIOLA12": "C'est bien là l\\'objet de ta quête, n\\'est-ce pas ?", - "VIOLA_SOCIAL1_VIOLA13.n": "Je le vois dans tes yeux ! [pause]Ton cœur est bien moins secret que tu ne le penses, mon ami·e.", - "VIOLA_SOCIAL1_VIOLA13.f": "Je le vois dans tes yeux ! [pause]Ton cœur est bien moins secret que tu ne le penses, mon amie.", - "VIOLA_SOCIAL1_VIOLA14": "N'aie crainte, je t\\'aiderai de mon mieux.", - "VIOLA_SOCIAL1_VIOLA15": "Tu pourras toujours compter sur moi, comme amie et comme alliée.", - "VIOLA_SOCIAL1_VIOLA16": "Assez ! [pause]Nous avons déjà trop lambiné.", - "VIOLA_SOCIAL2_VIOLA2": "On n'y trouve pas de bière, n\\'est-ce pas ? [pause]Seulement ce \\\"café\\\".", - "VIOLA_SOCIAL2_VIOLA1": "Cette taverne populaire, [pause]le \\\"Gramophone\\\"...", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "Exact !", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Je crois bien, oui.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Je crois bien, oui.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Je crois bien, oui.", - "VIOLA_SOCIAL2_VIOLA3": "Et les gens de ton époque consomment ce café en grandes quantités ?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "Tout à fait !", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Peut-être un peu trop, oui.", - "VIOLA_SOCIAL2_VIOLA4": "Intéressant.", - "VIOLA_SOCIAL2_VIOLA6": "J'ai donc fait l\\'acquisition d\\'une gourde de ce breuvage tant apprécié. [pause]C\\'est un cadeau de Clémence.", - "VIOLA_SOCIAL2_VIOLA5": "Je souhaite goûter ce café, [pause]à la manière des habitants de Port-la-Ville.", - "VIOLA_SOCIAL4_VIOLA9": "Il serait si simple d'oublier les miens et de demeurer ici.", - "VIOLA_SOCIAL2_NARRATION7": "Violaine boit une tasse de café.", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Alors, verdict ?", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "Qu'est-ce que t\\'en penses ?", - "VIOLA_SOCIAL2_VIOLA9": "Cette boisson est généreuse.", - "VIOLA_SOCIAL2_VIOLA10": "Je comprends mieux sa popularité.", - "VIOLA_SOCIAL2_VIOLA11": "Quant à la pâtisserie sucrée que Clémence a eu la bonté de me donner...", - "VIOLA_SOCIAL2_VIOLA12": "Comment s'appelle-t-elle ?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "C'est un roulé à la cannelle !", - "VIOLA_SOCIAL2_VIOLA13": "Cette saveur... [pause]Cette douceur...", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Clémence t'a aussi offert un roulé à la cannelle ?", - "VIOLA_SOCIAL2_VIOLA14": "Ça se mange si rapidement ! [pause]Un plaisir pur et éphémère...", - "VIOLA_SOCIAL2_VIOLA15": "Adieu, [pause]délicieux roulé.", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "Tu as aimé ?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "Succès total, on dirait ?", - "VIOLA_SOCIAL2_VIOLA16": "Oui, [pause]incontestablement.", - "VIOLA_SOCIAL3_VIOLA1": "En m'instruisant sur les nombreux royaumes au-delà des frontières de Port-la-Ville, j\\'ai acquis des documents d\\'une grande valeur.", - "VIOLA_ROMANCE_VIOLA5": "Je plaisante. [pause]Nous sommes les esclaves du temps, [pause]et le jour viendra où il séparera nos destins à tout jamais.", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Des documents didactiques ?", - "VIOLA_SOCIAL3_VIOLA2": "Oui... [pause]Mon séjour à la Nouvelle-Wirral m'a fait comprendre à quel point ma compréhension du monde était limitée ; une simple goutte d\\'eau dans un océan sans fin...", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Tu fais des recherches ?", - "VIOLA_SOCIAL3_VIOLA3.m": "Il existe de nombreux royaumes similaires à celui dont je viens... [pause]Comme le tien, cher {player}.", - "VIOLA_SOCIAL3_VIOLA4": "Quand j'ai sollicité l\\'aide de notre amie Mérédith, [pause]elle m\\'a fourni cet ouvrage.", - "VIOLA_SOCIAL3_VIOLA3.n": "Il existe de nombreux royaumes similaires à celui dont je viens... [pause]Comme le tien, cher·ère {player}.", - "VIOLA_SOCIAL3_VIOLA3.f": "Il existe de nombreux royaumes similaires à celui dont je viens... [pause]Comme le tien, chère {player}.", - "VIOLA_SOCIAL3_VIOLA6": "En effet, je suis arrivée à la conclusion que son contenu relevait de l'imaginaire.", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "On dirait un roman d'épouvante...", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "Tu ne vas pas apprendre grand-chose en lisant ce livre.", - "VIOLA_SOCIAL3_VIOLA7": "Néanmoins, je me dois d'attirer ton attention sur le chapitre 5... [pause]Il décrit des méthodes efficaces pour combattre les morts-vivants.", - "VIOLA_SOCIAL3_VIOLA8": "Ne sommes-nous pas constamment confrontés à des monstres ? [pause]Cet ouvrage a peut-être davantage à nous apprendre qu'il n\\'y paraît au premier abord.", - "VIOLA_SOCIAL3_VIOLA9": "Quoi qu'il en soit, [pause]je pense que Mérédith me l\\'a offert par pur intérêt pour le macabre.", - "VIOLA_SOCIAL3_VIOLA10": "Sa lecture a été plaisante ! [pause]Je solliciterai peut-être à nouveau son conseil.", - "VIOLA_SOCIAL4_VIOLA1.f": "Je souhaite aborder différents points avec toi, mon amie. [pause]Serais-tu disposée à quitter cet endroit pour un lieu plus paisible ?", - "VIOLA_SOCIAL4_VIOLA1.m": "Je souhaite aborder différents points avec toi, mon ami. [pause]Serais-tu disposé à quitter cet endroit pour un lieu plus paisible ?", - "VIOLA_SOCIAL3_VIOLA11": "Viens ! Je tiens à mettre mes nouvelles connaissances à l'épreuve !", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Pas maintenant.", - "VIOLA_SOCIAL4_VIOLA1.n": "Je souhaite aborder différents points avec toi, mon ami·e. [pause]Serais-tu disposé·e à quitter cet endroit pour un lieu plus paisible ?", - "VIOLA_SOCIAL4_VIOLA_NO": "Une autre fois, dans ce cas.", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "D'accord !", - "VIOLA_SOCIAL4_VIOLA3": "Les habitants de Port-la-Ville semblent vraiment mener leur vie sans contraintes, n'est-ce pas ?", - "VIOLA_SOCIAL4_VIOLA2": "Il faut le souligner :", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "Qu'est-ce que tu veux dire ?", - "VIOLA_ROMANCE_VIOLA_NO.f": "Autant pour moi.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "Je suis pas sûr de comprendre.", - "VIOLA_SOCIAL4_VIOLA4": "Pas de seigneur à satisfaire [pause]ni de roi à honorer...", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "Je suis pas sûre de comprendre.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "Je suis pas sûr·e de comprendre.", - "VIOLA_SOCIAL4_VIOLA5": "Ils sont libres de donner du sens à leurs propres actions. [pause]Je les envie.", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "Ta vie précédente était si compliquée ?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "Qu'est-ce que tu faisais avant d\\'arriver ici ?", - "VIOLA_SOCIAL4_VIOLA6": "J'appartiens à une famille riche et influente, [pause]mais la malchance s\\'est abattue sur notre lignée.", - "VIOLA_SOCIAL4_VIOLA7": "Mon frère et moi étions chargés de contacter un ami de longue date dans un autre pays, afin de solliciter son aide.", - "VIOLA_SOCIAL4_VIOLA8": "Comme tu dois t'en douter, [pause]notre navire n\\'est jamais arrivé à destination. [pause]J\\'ai échoué sur cette île étrange, ce domaine onirique peuplé d\\'esprits et de bêtes fabuleuses.", - "VIOLA_SOCIAL4_VIOLA10": "Ce serait une vie heureuse, en excellente compagnie.", - "VIOLA_SOCIAL4_VIOLA11.n": "Car tu te trouves toi aussi sur cette île, cher·ère {player} !", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "Je n'ai pas pour habitude de cacher mes émotions. [pause]Je ne saurais dénier mes sentiments pour toi.", - "VIOLA_SOCIAL4_VIOLA11.m": "Car tu te trouves toi aussi sur cette île, cher {player} !", - "VIOLA_SOCIAL4_VIOLA11.f": "Car tu te trouves toi aussi sur cette île, chère {player} !", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Je serai toujours ton ami !", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Je serai toujours ton ami·e !", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Je serai toujours ton amie !", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Tu crois qu'on pourrait être plus que des amis ?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Tu crois qu'on pourrait être plus que des amies ?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "Oui, [pause]c'est indéniable.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Tu crois qu'on pourrait être plus que des ami·es ?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Très bien ! [pause]Allez, [pause]mon ami, [pause]savourons un \\\"café\\\" ensemble !", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Très bien ! [pause]Allez, [pause]mon ami·e, [pause]savourons un \\\"café\\\" ensemble !", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Nous avons encore de nombreux périples à partager.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "Nous pourrons ensuite reprendre nos aventures !", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Très bien ! [pause]Allez, [pause]mon amie, [pause]savourons un \\\"café\\\" ensemble !", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "Plus que des amis ?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "Plus que des amies ?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Exprime-toi sans détour : quels sont tes sentiments pour moi ?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "Plus que des ami·es ?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Je te vois comme une bonne amie.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Je...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Mon cœur t'appartient !", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Tu sais manier les mots quand les circonstances l'exigent, {player}.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Tu sais manier les mots quand les circonstances l'exigent, {player}.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Ton charme m'est apparu clairement dès notre première rencontre.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Tu sais manier les mots quand les circonstances l'exigent, {player}.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Approche, très cher {player}...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Approche, très chère {player}...", - "VIOLA_ROMANCE_VIOLA1.m": "Tu sembles perturbé, {player}. [pause]Aurais-tu une confidence à me faire ?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Approche, très cher·ère {player}...", - "VIOLA_ROMANCE_VIOLA_NO.m": "Autant pour moi.", - "VIOLA_ROMANCE_VIOLA1.n": "Tu sembles perturbé·e, {player}. [pause]Aurais-tu une confidence à me faire ?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "Tu sembles perturbée, {player}. [pause]Aurais-tu une confidence à me faire ?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "Non, tout va bien !", - "VIOLA_ROMANCE_VIOLA_NO.n": "Autant pour moi.", - "VIOLA_ROMANCE_VIOLA2": "Je...", - "VIOLA_ROMANCE_VIOLA3": "Serais-tu en train de me demander ma main, [pause]{player} ?", - "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", - "VIOLA_ROMANCE_VIOLA6": "Il me serait insupportable de t'épouser, [pause]en sachant que nous quitterons bientôt ce rêve éveillé pour reprendre le cours de nos vies passées.", - "VIOLA_ROMANCE_VIOLA7": "Néanmoins, [pause]il nous reste encore de nombreux jours et nuits à partager côte à côte.", - "VIOLA_ROMANCE_VIOLA8": "Je partage ton désir. [pause]À compter de ce jour, nos cœurs sont unis.", - "VIOLA_ROMANCE_VIOLA9": "Peut-être que dans un autre royaume, [pause]bien au-delà de notre imagination, [pause]un modeste auteur écrit-il notre histoire en ce moment même ?", - "DOG_QUEST1_PART1_NARRATION4": "Il s'appelle Ouaf-Ouaf. Un lecteur de cassettes miniature est accroché à son collier. Tu ne vois aucune information concernant son propriétaire, à part un numéro de téléphone à 22 chiffres.", - "VIOLA_ROMANCE_VIOLA10": "\\\"Violaine et {player} : le conte des deux âmes sœurs naufragées.\\\"", - "VIOLA_ROMANCE_VIOLA11": "Ce serait là un merveilleux récit, [pause]ne crois-tu pas ?", - "DOG_QUEST1_PART1_DOG1": "Wouf !", - "DOG_UNKNOWN_NAME": "Chien", - "DOG_QUEST1_PART1_NARRATION2": "C'est un chien particulièrement amical !", - "DOG_QUEST1_PART1_NARRATION3": "Après avoir laissé le chien renifler ta main, tu vérifies son collier.", - "DOG_QUEST1_PART1_NARRATION5": "Ouaf-Ouaf doit être piégé à la Nouvelle-Wirral, lui aussi.", - "DOG_QUEST1_PART1_NARRATION7": "Ouaf-Ouaf regarde la falaise en gémissant. Il semble vouloir monter là-haut.", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Whoouuuhhh...[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "Tu peux accéder au sommet grâce à ton aptitude d'escalade. Tu veux l\\'emmener ?", - "DOG_QUEST1_PART2_NARRATION1": "Ouaf-Ouaf n'a eu aucun mal à te suivre. Apparemment, il voulait simplement que quelqu\\'un l\\'accompagne.", - "DOG_QUEST1_PART1_NARRATION9": "Il refuse de quitter cet endroit. Si seulement tu avais la capacité de l'emmener au sommet...", - "DOG_QUEST1_PART1_DOG10": "Wouf wouf !", - "DOG_QUEST1_PART4_NARRATION2": "Tu découvres une laisse et des friandises au milieu.", - "DOG_QUEST1_PART3_DOG1": "Grrrrr...", - "RESTING_DOG_2": "Vous et Ouaf-Ouaf jouez tranquillement avec un ballon.", - "DOG_QUEST1_PART4_NARRATION1": "On dirait des ossements humains...", - "DOG_QUEST1_PART4_NARRATION4": "Cette triste tâche terminée, Ouaf-Ouaf te lèche affectueusement la main.", - "DOG_QUEST1_PART4_NARRATION3": "Ouaf-Ouaf creuse un grand trou et vous enterrez les os ensemble.", - "DOG_QUEST1_PART4_DOG5": "*Halètement*", - "RESTING_DOG_1": "Vous et Ouaf-Ouaf faites une longue sieste tous les deux.", - "RESTING_DOG_3": "Ouaf-Ouaf a été adorable, aujourd'hui, alors, vous le caressez longuement et le comblez de friandises.", - "RESTING_DOG_5": "Ouaf-Ouaf vous lèche la figure !", - "RESTING_DOG_4": "Ouaf-Ouaf partage une de ses friandises avec vous. Vous goûtez, mais ce n'est pas très bon.", - "RESTING_DOG_6.m": "Ouaf-Ouaf vous pique votre goûter pendant que vous regardez ailleurs.", - "RESTING_DOG_8": "Ouaf-Ouaf a trouvé un bon coin pour creuser ! Vous finissez tous les deux couverts de boue !", - "RESTING_DOG_6.n": "Ouaf-Ouaf vous pique votre goûter pendant que vous regardez ailleurs.", - "RESTING_DOG_6.f": "Ouaf-Ouaf vous pique votre goûter pendant que vous regardez ailleurs.", - "RESTING_DOG_7": "Vous essayez de jouer à la balle avec Ouaf-Ouaf, mais il est distrait par l'odeur des monstres aux alentours.", - "RESTING_DOG_9": "Ouaf-Ouaf vous rapporte un bâton dont il est particulièrement fier !", - "INTERMISSION_PART1_ALEPH1": "BONJOUR, [pause]{player.to_upper}.", - "INTERMISSION_PART1_ALEPH2": "PARDON, [pause]JE PARLE TROP FORT ?", - "INTERMISSION_PART1_ALEPH3": "CE SERA PEUT-ÊTRE PLUS COMMODE COMME ÇA.", - "INTERMISSION_PART1_ALEPH4": "JE ME SUIS DIT QU'UNE PETITE RÉUNION S\\'IMPOSAIT.", - "INTERMISSION_PART1_MEREDITH5": "C'est encore ce type qui apparaît tout le temps dans les gares ? [pause]T\\'es qui, au juste ?", - "INTERMISSION_PART1_KAYLEIGH5": "L'homme-triangle ! Qui es-tu ? Qu\\'est-ce que tu nous veux ?", - "INTERMISSION_PART1_EUGENE5": "Tu ne nous fais pas peur ! Qui es-tu ?", - "INTERMISSION_PART1_FELIX5": "Hmm. [pause]Pas très rassurant. [pause]Qui es-tu ?", - "INTERMISSION_PART1_VIOLA5": "Quel est cet étrange individu ?", - "INTERMISSION_PART1_DOG5": "Wouf !", - "INTERMISSION_PART1_ALEPH6": "HA, MAIS OÙ SONT MES MANIÈRES ? [pause]JE NE ME SUIS PAS ENCORE PRÉSENTÉ !", - "INTERMISSION_PART1_ALEPH6_OPTION1": "T'es un archange ?", - "INTERMISSION_PART1_ALEPH7": "UN ARCHANGE ? [pause]C'EST COMME ÇA QUE VOUS NOUS APPELEZ ? CHARMANT !", - "INTERMISSION_PART1_ALEPH8": "MAIS EN CE QUI ME CONCERNE...", - "INTERMISSION_PART1_ALEPH9": "L'HUMANITÉ M\\'A DONNÉ DE NOMBREUX NOMS.", - "INTERMISSION_PART1_ALEPH10": "ARTHUR, [pause]ALEXANDRE, [pause]AGAMEMNON...", - "INTERMISSION_PART1_MEREDITH13": "Il est... différent de ce que j'attendais.", - "INTERMISSION_PART1_ALEPH11": "HÉLAS, [pause][pause]JE NE SUIS QU'ALEPH.", - "INTERMISSION_PART1_ALEPH12": "VOUS POUVEZ M'APPELER AL.", - "INTERMISSION_PART1_KAYLEIGH13": "Il est plutôt... [pause]courtois.", - "INTERMISSION_PART1_EUGENE13": "Pourquoi il se la joue amical comme ça ?", - "INTERMISSION_PART1_ALEPH14": "UNE VIEILLE AMIE M'A CAUSÉ BEAUCOUP DE DÉSAGRÉMENT. [pause]PAR CHANCE, CE \\\"PROBLÈME\\\" EST DÉSORMAIS RÉSOLU.", - "INTERMISSION_PART1_FELIX13": "Euh... Enchanté... ?", - "INTERMISSION_PART1_VIOLA13": "Tu attends quelque chose de nous... [pause]Parle clairement !", - "INTERMISSION_PART1_DOG13": "Grrrr...", - "INTERMISSION_PART1_ALEPH16": "NOUS VIVONS UNE ÉPOQUE FORMIDABLE, [pause]CROYEZ-MOI.", - "INTERMISSION_PART1_ALEPH15": "ET VOILÀ QU'À MON RETOUR, JE DÉCOUVRE QUE JE NE SUIS PLUS SEUL, ICI ! [pause]\\\"IL Y A DÉSORMAIS D\\'AUTRES ARCHANGES EN CE MONDE\\\" !", - "INTERMISSION_PART1_ALEPH18": "ALORS, JE VOUS PRIERAI DE NE PAS VENIR PERTURBER MON PROGRAMME DE RECRUTEMENT.", - "INTERMISSION_PART1_ALEPH17": "CES NOUVEAUX VENUS SONT FÉROCES ET DISSIPÉS, [pause]MAIS JE PERÇOIS LEUR IMMENSE POTENTIEL.", - "INTERMISSION_PART1_ALEPH19": "EN FAIT, [pause]JE VOUS DEMANDE DE CESSER TOTALEMENT DE TRAQUER MES PAIRS.", - "INTERMISSION_PART1_ALEPH19_OPTION1": "Mais les archanges sont la clé pour quitter la Nouvelle-Wirral !", - "INTERMISSION_PART1_ALEPH19_OPTION2": "Mais je dois les retrouver pour pouvoir quitter cette île !", - "INTERMISSION_PART1_ALEPH20": "OH !", - "INTERMISSION_PART1_ALEPH21": "TU VEUX SIMPLEMENT PARTIR ?", - "INTERMISSION_PART1_ALEPH22": "OUI... [pause]JE POURRAIS T'ENVOYER LOIN D\\'ICI !", - "INTERMISSION_PART1_KAYLEIGH24": "Cette idée ne me plaît pas du tout...", - "INTERMISSION_PART1_ALEPH23": "LA SEULE CHOSE QUE JE NE PUISSE PAS TRANSFÉRER, C'EST MOI-MÊME ! UN MIROIR NE PEUT PAS RÉFLÉCHIR SA PROPRE IMAGE...", - "INTERMISSION_PART1_MEREDITH24": "Euh, tu vas vraiment faire confiance à ce type ?", - "INTERMISSION_PART1_EUGENE24": "Je le sens mal...", - "INTERMISSION_PART1_FELIX24": "Euh... {player}... ?", - "INTERMISSION_PART1_VIOLA24": "Quel genre d'homme est-il donc... ?", - "INTERMISSION_PART1_DOG24": "Whoooou...", - "INTERMISSION_PART1_ALEPH25": "SOIT ! [pause]JE VAIS SATISFAIRE TA REQUÊTE !", - "INTERMISSION_PART1_ALEPH26": "NE REVIENS JAMAIS.", - "INTERMISSION_PART1_ALEPH27": "VRAIMENT.", - "INTERMISSION_PART1_ALEPH28": "JE SUIS SÉRIEUX.", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "Impossible de lire ça. Je ne reconnais même pas la langue...", - "INTERMISSION_PART2_AMBER1.m": "Tu sembles totalement perdu, [pause]étranger.", - "AMBER_UNKNOWN_NAME": "Femme mystérieuse", - "INTERMISSION_PART2_AMBER2": "Je peux t'offrir le gîte ?", - "INTERMISSION_PART2_AMBER1.n": "Tu sembles totalement perdu·e, [pause]étranger·ère.", - "INTERMISSION_PART2_AMBER1.f": "Tu sembles totalement perdue, [pause]étrangère.", - "INTERMISSION_PART3_AMBER1.n": "Tu as de la chance que je t'aie retrouvé·e à temps, trésor.", - "INTERMISSION_LODGE_LOCKED": "La porte est verrouillée.", - "INTERMISSION_PART3_AMBER1.m": "Tu as de la chance que je t'aie retrouvé à temps, trésor.", - "INTERMISSION_PART3_AMBER2": "Appelle-moi Miss Ambre... [pause]Je suis la propriétaire de la Loge d'Ambre.", - "INTERMISSION_PART3_AMBER1.f": "Tu as de la chance que je t'aie retrouvée à temps, trésor.", - "INTERMISSION_PART3_AMBER4.m": "Je t'en prie, [pause]mets-toi à l\\'aise. [pause]Fais le tour des lieux.", - "INTERMISSION_PART3_AMBER3.f": "Tu as une chance immense... [pause]Ma loge ne traverse que rarement ces mondes défunts.", - "INTERMISSION_PART3_AMBER3.m": "Tu as une chance immense... [pause]Ma loge ne traverse que rarement ces mondes défunts.", - "INTERMISSION_PART3_AMBER3.n": "Tu as une chance immense... [pause]Ma loge ne traverse que rarement ces mondes défunts.", - "INTERMISSION_PART3_AMBER4.f": "Je t'en prie, [pause]mets-toi à l\\'aise. [pause]Fais le tour des lieux.", - "INTERMISSION_PART3_AMBER5": "Nous sommes en plein transfert, alors, il n'y a vraiment nulle part où aller pour l\\'instant.", - "INTERMISSION_PART3_AMBER4.n": "Je t'en prie, [pause]mets-toi à l\\'aise. [pause]Fais le tour des lieux.", - "INTERMISSION_PART3_AMBER6_OPTION1": "Qui êtes-vous ?", - "INTERMISSION_PART3_AMBER6": "Je peux t'aider, trésor ?", - "INTERMISSION_PART3_AMBER6_OPTION2": "C'est quoi, cet endroit ?", - "INTERMISSION_PART3_AMBER6_OPTION3": "Qu'est-ce qui se passe ?", - "INTERMISSION_PART3_AMBER6_OPTION4": "À plus tard !", - "INTERMISSION_PART3_AMBER7": "Comme je te l'ai dit, je suis Miss Ambre. [pause]La gérante de ce charmant établissement.", - "INTERMISSION_PART3_AMBER9": "Tu n'es pas la première âme perdue à nous rejoindre avec cette expression de stupeur sur le visage.", - "INTERMISSION_PART3_AMBER8": "Ne crains rien, [pause]tu es en sécurité, ici.", - "INTERMISSION_PART3_AMBER11": "Nous restons rarement longtemps au même endroit. [pause]Les âmes égarées dans ton genre ont parfois besoin d'aide, et nous sommes ravis de la leur apporter.", - "INTERMISSION_PART3_AMBER10": "La Loge d'Ambre, trésor.", - "INTERMISSION_PART3_AMBER12": "Nous avons accueilli une clientèle variée au fil des années, [pause]aucun doute là-dessus.", - "INTERMISSION_PART3_AMBER13.m": "Oh, tu es si [wave amp=30 freq=10]adorable[/wave] avec ces yeux de petit chien perdu !", - "INTERMISSION_PART3_AMBER14.m": "N'aie crainte, [pause]tout ceci n\\'est pas bien grave.", - "INTERMISSION_PART3_AMBER13.n": "Oh, tu es si [wave amp=30 freq=10]adorable[/wave] avec ces yeux de petit chien perdu !", - "INTERMISSION_PART3_AMBER13.f": "Oh, tu es si [wave amp=30 freq=10]adorable[/wave] avec ces yeux de petit chien perdu !", - "INTERMISSION_PART3_AMBER14.f": "N'aie crainte, [pause]tout ceci n\\'est pas bien grave.", - "INTERMISSION_PART3_AMBER14.n": "N'aie crainte, [pause]tout ceci n\\'est pas bien grave.", - "INTERMISSION_PART3_AMBER15.m": "Tu t'es simplement retrouvé coincé sur un monde mort depuis un bon millénaire.", - "INTERMISSION_PART3_AMBER16": "Moi, [pause]je n'ai fait que te prendre en chemin.", - "INTERMISSION_PART3_AMBER15.n": "Tu t'es simplement retrouvé·e coincé·e sur un monde mort depuis un bon millénaire.", - "INTERMISSION_PART3_AMBER15.f": "Tu t'es simplement retrouvée coincée sur un monde mort depuis un bon millénaire.", - "AMBER_LODGE_MIRROR_DESCRIPTION": "C'est un miroir bien poli. Pour autant, il ne semble pas refléter quoi que ce soit...", - "INTERMISSION_PART3_AMBER17": "Prends soin de toi, trésor.", - "AMBER_LODGE_NPC1_NAME": "Homme détendu", - "AMBER_LODGE_NPC1_DIALOGUE": "Miss Ambre est vraiment une hôtesse remarquable !", - "AMBER_LODGE_NPC2_NAME": "Femme aux joues rouges", - "AMBER_LODGE_NPC2_DIALOGUE": "Je resterais ici toute ma vie, si je pouvais !", - "AMBER_LODGE_NPC3_NAME": "Personne amicale", - "AMBER_LODGE_NPC3_DIALOGUE": "C'est ta première fois à la Loge d\\'Ambre ?", - "AMBER_LODGE_NPC4_NAME": "Homme sévère", - "AMBER_LODGE_NPC4_DIALOGUE": "La Loge d'Ambre est vraiment un endroit unique en son genre...", - "INTERMISSION_PART4_AMBER1": "C'était une époque plus simple.", - "INTERMISSION_PART4_AMBER1_OPTION1": "Vous connaissez Aleph ?", - "INTERMISSION_PART4_AMBER1_OPTION2": "Vous êtes une amie d'Aleph ?", - "INTERMISSION_PART4_AMBER2": "Nous avons été très proches. [pause]C'était le bon temps.", - "INTERMISSION_PART4_AMBER3": "Nous étions tout un groupe, [pause]et nous avons vécu des choses formidables, [pause]tu peux me croire.", - "INTERMISSION_PART4_AMBER4": "Aleph avait une âme de chef. [pause]En fait, C'ÉTAIT le meneur. [pause]C\\'est son truc, [pause]n\\'est-ce pas ?", - "INTERMISSION_PART4_AMBER5": "Mais moi ? [pause]J'étais l\\'entraîneuse. [pause]Et Morgayne gardait la porte.", - "INTERMISSION_PART4_AMBER6": "Malheureusement, le temps peut mettre fin aux plus belles amitiés. Parfois dans la douleur.", - "INTERMISSION_PART4_AMBER7": "Alors, j'ai préféré laisser tout ça derrière moi.", - "INTERMISSION_PART4_AMBER8": "Je suis sûre qu'Aleph continue de chercher un moyen de quitter cette île, [pause]aujourd\\'hui encore.", - "INTERMISSION_PART4_AMBER9": "La vieille sorcière ne le laissera jamais partir, [pause]bien sûr.", - "INTERMISSION_PART4_AMBER10": "Mais je ne veux pas t'ennuyer davantage avec mes vieilles histoires.", - "INTERMISSION_PART4_AMBER11": "Moi ?", - "INTERMISSION_PART4_AMBER16": "N'aie crainte, ton secret sera bien gardé.", - "INTERMISSION_PART4_AMBER10_OPTION1": "Vous êtes un archange ?", - "INTERMISSION_PART4_AMBER13": "Je ne suis que la gérante de cet établissement.", - "INTERMISSION_PART4_AMBER12": "Voyons, [pause]j'ai pourtant été claire, {player}...", - "INTERMISSION_PART4_AMBER15": "Sans mentionner que tu sembles toi-même déambuler sous l'apparence d\\'un avatar, je me trompe ?", - "INTERMISSION_PART4_AMBER14": "C'est la Loge d\\'Ambre qui mérite toute ton attention.", - "INTERMISSION_PART4_AMBER25.m": "Traverse-le quand tu seras prêt.", - "INTERMISSION_PART4_AMBER18": "Et qu'avant ce triste incident, [pause]tu étais sur l\\'île de la Nouvelle-Wirral ?", - "INTERMISSION_PART4_AMBER17.m": "Bien, [pause]je suppose que tu étais piégé sur ce caillou stérile par la faute d'Aleph, [pause]exact ?", - "INTERMISSION_PART4_AMBER17.f": "Bien, [pause]je suppose que tu étais piégée sur ce caillou stérile par la faute d'Aleph, [pause]exact ?", - "INTERMISSION_PART4_AMBER17.n": "Bien, [pause]je suppose que tu étais piégé·e sur ce caillou stérile par la faute d'Aleph, [pause]exact ?", - "INTERMISSION_PART5_EUGENE.f": "Je savais que tu reviendrais !", - "INTERMISSION_PART4_AMBER19": "Cette île est un piège redoutable. [pause]Mais certains passent entre les mailles du filet et se retrouvent ici. Tu n'as pas eu de chance, trésor.", - "INTERMISSION_PART4_AMBER20": "Quant à notre ami à tête de triangle...", - "INTERMISSION_PART4_AMBER21.m": "Tu n'as pas à faire les frais de nos vieilles erreurs.", - "INTERMISSION_PART4_AMBER21.f": "Tu n'as pas à faire les frais de nos vieilles erreurs.", - "INTERMISSION_PART4_AMBER21.n": "Tu n'as pas à faire les frais de nos vieilles erreurs.", - "INTERMISSION_PART4_AMBER23": "Ce miroir t'enverra là où tu dois aller.", - "INTERMISSION_PART4_AMBER22": "Alors, je vais te sortir du pétrin, pour cette fois. [pause]Suis-moi.", - "INTERMISSION_PART4_AMBER24": "Où exactement, [pause]en revanche... [pause]Eh bien, [pause]cela ne dépend pas de moi.", - "INTERMISSION_PART4_AMBER25.f": "Traverse-le quand tu seras prête.", - "INTERMISSION_PART4_AMBER26": "Prends soin de toi, trésor. J'ai été ravie de te rencontrer.", - "INTERMISSION_PART4_AMBER27.n": "Oh, et rends-moi service... [pause]Ne dis pas à notre ami Al que je t'ai aidé·e, [pause]tu veux bien ?", - "INTERMISSION_PART4_AMBER25.n": "Traverse-le quand tu seras prêt·e.", - "INTERMISSION_PART4_AMBER27.m": "Oh, et rends-moi service... [pause]Ne dis pas à notre ami Al que je t'ai aidé, [pause]tu veux bien ?", - "INTERMISSION_PART5_KAYLEIGH.m": "J'ai bien cru que je t\\'avais perdu !", - "INTERMISSION_PART4_AMBER27.f": "Oh, et rends-moi service... [pause]Ne dis pas à notre ami Al que je t'ai aidée, [pause]tu veux bien ?", - "INTERMISSION_PART5_KAYLEIGH.f": "J'ai bien cru que je t\\'avais perdue !", - "INTERMISSION_PART5_KAYLEIGH.n": "J'ai bien cru que je t\\'avais perdu·e !", - "INTERMISSION_PART5_MEREDITH.m": "Ha, [pause]me refais plus jamais un coup pareil, pigé ?", - "INTERMISSION_PART5_MEREDITH.n": "Ha, [pause]me refais plus jamais un coup pareil, pigé ?", - "INTERMISSION_PART5_MEREDITH.f": "Ha, [pause]me refais plus jamais un coup pareil, pigé ?", - "INTERMISSION_PART5_EUGENE.m": "Je savais que tu reviendrais !", - "INTERMISSION_PART5_FELIX.f": "Pendant un moment, j'ai eu peur de ne plus jamais te revoir...", - "INTERMISSION_PART5_FELIX.m": "Pendant un moment, j'ai eu peur de ne plus jamais te revoir...", - "INTERMISSION_PART5_EUGENE.n": "Je savais que tu reviendrais !", - "INTERMISSION_PART5_VIOLA.m": "Ton retour parmi nous me comble de joie !", - "INTERMISSION_PART5_FELIX.n": "Pendant un moment, j'ai eu peur de ne plus jamais te revoir...", - "INTERMISSION_PART5_VIOLA.n": "Ton retour parmi nous me comble de joie !", - "INTERMISSION_PART5_VIOLA.f": "Ton retour parmi nous me comble de joie !", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]WOUF WOUF ![/shake]", - "INTERMISSION_PART6_VIOLA4": "Cet \\\"Aleph\\\" ne m'inspire pas confiance. Nous ferions bien de nous méfier si nous croisons à nouveau sa route.", - "INTERMISSION_PART6_KAYLEIGH2": "Cet Aleph, [pause]l'homme-triangle, [pause]est un ancien archange piégé à la Nouvelle-Wirral comme le reste d\\'entre nous.", - "INTERMISSION_PART6_KAYLEIGH1": "BON, [pause]si je comprends bien...", - "END_MIRROR_DENIAL_EUGENE1.n": "Je ne peux pas encore, camarade. [pause]Pas avant d'avoir arrêté les Gardes-terres qui menacent la Nouvelle-Wirral, tu comprends ?", - "INTERMISSION_PART6_MEREDITH3.m": "Et tu as été sauvé par une inconnue après que [wave amp=30 freq=10]face de triangle[/wave] t'a envoyé dans un autre monde. [pause]Un pouvoir qu\\'il ne peut exercer que sur les autres. [pause]Compris.", - "INTERMISSION_PART6_MEREDITH3.f": "Et tu as été sauvée par une inconnue après que [wave amp=30 freq=10]face de triangle[/wave] t'a envoyée dans un autre monde. [pause]Un pouvoir qu\\'il ne peut exercer que sur les autres. [pause]Compris.", - "INTERMISSION_PART6_MEREDITH3.n": "Et tu as été sauvé·e par une inconnue après que [wave amp=30 freq=10]face de triangle[/wave] t'a envoyé·e dans un autre monde. [pause]Un pouvoir qu\\'il ne peut exercer que sur les autres. [pause]Compris.", - "INTERMISSION_PART6_KAYLEIGH3.f": "Et il t'a envoyée sur un monde dévasté avec sa grosse tête de miroir, mais tu as pu revenir grâce à l\\'aide d\\'une aimable inconnue. [pause]Qui est aussi un archange.", - "INTERMISSION_PART6_KAYLEIGH5": "On ignore encore ce que cet Aleph manigance vraiment. On sait seulement qu'il s\\'intéresse aux [wave amp=30 freq=10]autres[/wave] archanges.", - "INTERMISSION_PART6_KAYLEIGH3.m": "Et il t'a envoyé sur un monde dévasté avec sa grosse tête de miroir, mais tu as pu revenir grâce à l\\'aide d\\'une aimable inconnue. [pause]Qui est aussi un archange.", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "Ouais.", - "INTERMISSION_PART6_KAYLEIGH3.n": "Et il t'a envoyé·e sur un monde dévasté avec sa grosse tête de miroir, mais tu as pu revenir grâce à l\\'aide d\\'une aimable inconnue. [pause]Qui est aussi un archange.", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "Ça résume bien le truc.", - "INTERMISSION_PART6_EUGENE5": "On ne sait pas ce que ce type manigance, hein ? J'ai l\\'impression qu\\'il a un [shake rate=30 level=10]plan[/shake]... Un plan qui implique de retrouver les autres archanges.", - "INTERMISSION_PART6_FELIX6": "J'ai une question : vous voulez faire quoi à propos de ce type ? Il prépare clairement un mauvais coup, mais toute cette histoire nous dépasse [wave amp=30 freq=10]peut-être[/wave] un peu...", - "INTERMISSION_PART6_MEREDITH6": "Bon, qu'est-ce qu\\'on fait avec ce type ? [pause]Il prépare un sale coup, d\\'accord, [pause]mais ça reste un [wave amp=30 freq=10]archange[/wave]. J\\'ai peur que ça dépasse un peu nos compétences...", - "INTERMISSION_PART6_KAYLEIGH6": "Alors, {player} ? Qu'est-ce que tu penses qu\\'on devrait faire ? Aleph est clairement prêt à [wave amp=30 freq=10]supprimer[/wave] tous ceux qu\\'il considère comme des obstacles, mais... [pause]Je crains qu\\'on ne soit pas vraiment à la hauteur.", - "INTERMISSION_PART6_FELIX6_OPTION1": "On va le garder à l'œil.", - "INTERMISSION_PART6_FELIX6_OPTION2": "On essaie de l'éviter pour l\\'instant.", - "INTERMISSION_PART6_KAYLEIGH7": "Excellent plan ! Ça me va.", - "INTERMISSION_PART6_MEREDITH7.m": "Ha. Bonne idée.", - "INTERMISSION_PART6_MEREDITH7.f": "Ha. Bonne idée.", - "INTERMISSION_PART6_MEREDITH7.n": "Ha. Bonne idée.", - "INTERMISSION_PART6_EUGENE7": "Super, on fait comme ça.", - "INTERMISSION_PART6_FELIX7": "Hmm. Ce plan me plaît.", - "INTERMISSION_PART6_DOG7": "Wouf !", - "INTERMISSION_PART6_VIOLA7": "Très bien ! Je m'en remets à toi, {player}.", - "END_MIRROR_REVEAL_KAYLEIGH1": "C'est...", - "END_MIRROR_REVEAL_PLAYER1": "Hmm. Un miroir. Je me demande s'il fonctionne comme celui de la Loge d\\'Ambre...", - "END_PART1_EUGENE3.f": "Ça va, camarade ? [pause]T'étais plus tout à fait là.", - "END_MIRROR_REVEAL_FELIX1": "... Cool.", - "END_MIRROR_REVEAL_EUGENE1": "Ouah.", - "END_MIRROR_REVEAL_MEREDITH1": "C'est... [pause]J\\'ai l\\'impression que c\\'est une grande découverte.", - "END_MIRROR_REVEAL_VIOLA1": "Aurions-nous enfin découvert l'objet de ta quête, {player} ?", - "END_MIRROR_DENIAL_MEREDITH1": "Je... C'est trop tôt pour moi, {player}. Ça m\\'a tout l\\'air d\\'un voyage sans retour, et j\\'ai encore des choses à faire ici.", - "END_MIRROR_REVEAL_DOG1": "Wouf !", - "END_MIRROR_DENIAL_EUGENE1.m": "Je ne peux pas encore, camarade. [pause]Pas avant d'avoir arrêté les Gardes-terres qui menacent la Nouvelle-Wirral, tu comprends ?", - "END_MIRROR_DENIAL_EUGENE1.f": "Je ne peux pas encore, camarade. [pause]Pas avant d'avoir arrêté les Gardes-terres qui menacent la Nouvelle-Wirral, tu comprends ?", - "END_MIRROR_DENIAL_VIOLA1.f": "Je ne peux pas t'accompagner, mon amie. [pause]Pas tant qu\\'il reste une chance que mon frère soit sur cette île.", - "END_MIRROR_DENIAL_FELIX1": "Je... Je ne peux pas te suivre. [pause]Je n'ai pas encore retrouvé l\\'inspiration. Je dois rester.", - "END_MIRROR_DENIAL_VIOLA1.n": "Je ne peux pas t'accompagner, mon ami·e. [pause]Pas tant qu\\'il reste une chance que mon frère soit sur cette île.", - "END_MIRROR_DENIAL_VIOLA1.m": "Je ne peux pas t'accompagner, mon ami. [pause]Pas tant qu\\'il reste une chance que mon frère soit sur cette île.", - "END_MIRROR_DENIAL_DOG1": "Ouaf-Ouaf semble avoir encore des choses à faire sur l'île...", - "FINAL_STATION_PART1_KAYLEIGH1": "Où est-ce qu'on est ? Il y a trop de brume... [pause]Je suppose qu\\'on n\\'a pas d\\'autre choix que d\\'avancer, {player}.", - "FINAL_STATION_PART1_EUGENE1": "Ce miroir dissimulait cet endroit ? C'est possible, ça ? Je crois que quelque chose m\\'échappe...", - "FINAL_STATION_PART1_MEREDITH1": "Cet endroit était vraiment caché dans un [wave amp=30 freq=10]miroir[/wave] ?", - "FINAL_STATION_PART1_FELIX1": "Je ne sais pas à quoi je m'attendais, mais certainement pas à ça. [pause]Hmm.", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Whoouuuhhh...[/shake]", - "FINAL_STATION_PART1_VIOLA1": "Découvrir un tel lieu de l'autre côté d\\'un miroir... Cela dépasse mes rêves les plus fous.", - "FINAL_STATION_PART2_KAYLEIGH1": "Cet endroit est [wave amp=30 freq=10]immense[/wave]...", - "FINAL_STATION_PART2_KAYLEIGH2": "Si ce portail qu'on recherche existe bien, il ne peut être qu\\'ici. [pause]Je propose de fouiller partout.", - "FINAL_STATION_PART2_MEREDITH1": "L'air lui-même SENT le passé.", - "FINAL_STATION_PART2_MEREDITH2": "Viens, explorons un peu les lieux. Si ton portail magique existe bien, il est [wave amp=30 freq=10]forcément[/wave] quelque part dans le coin.", - "FINAL_STATION_PART2_EUGENE2": "C'est ici ? Le portail permettant de quitter l\\'île est là ?", - "FINAL_STATION_PART2_EUGENE1": "On ressent un grand vide, [pause]comme si personne n'était venu ici depuis des siècles...", - "FINAL_STATION_PART2_FELIX1": "C'est...", - "FINAL_STATION_PART2_VIOLA1": "Ce lieu est imprégné d'une grande tristesse. La ressens-tu, toi aussi ?", - "FINAL_STATION_PART2_FELIX2": "C'est forcément ici, hein ? L\\'endroit que tu cherches depuis le début ? Voyons ce qu\\'on peut trouver.", - "END_PART1_MEREDITH1": "Je sais pas ce que c'est, mais je sens qu\\'on ferait mieux de pas y toucher !", - "FINAL_STATION_PART2_VIOLA2": "Viens. [pause]Nous devons explorer ce sinistre domaine.", - "END_PART1_KAYLEIGH1": "C'est un cercueil ? {player}... Pourquoi est-il si grand... ?", - "FINAL_STATION_PART2_DOG1": "Ouaf-Ouaf semble nerveux, mais aussi impatient d'explorer les lieux.", - "END_PART1_EUGENE1": "C'est... Je ne sais vraiment pas quoi penser de ça.", - "END_PART1_VIOLA1": "Des mains accablées par le deuil ont façonné ce cercueil. [pause]Je ressens leur détresse, pas toi ?", - "END_PART1_FELIX1": "J'aimerais pouvoir dire que je suis surpris de trouver ça ici, mais à ce stade, plus grand-chose ne m\\'étonne.", - "END_PART1_MORGANTE2": "MORDRUYD... MON ENFANT... \\n\\nLE ROI ROUGE SUBIRA BIENTÔT SON JUSTE CHÂTIMENT.\\n\\nL'HEURE EST PROCHE.", - "END_PART1_DOG1": "[shake rate=30 level=10]Whoouuuhhh...[/shake]", - "END_PART1_FELIX3.n": "Euh, tout va bien, {player} ? [pause]T'as regardé dans le vide un moment, c\\'était l\\'angoisse.", - "END_PART1_KAYLEIGH3.m": "Tout va bien ? Pendant un moment, j'ai eu l\\'impression que tu n\\'étais plus là.", - "END_PART1_MEREDITH3.m": "La Terre à {player} ? [pause]T'es de retour parmi nous, c\\'est bon ?", - "END_PART1_KAYLEIGH3.f": "Tout va bien ? Pendant un moment, j'ai eu l\\'impression que tu n\\'étais plus là.", - "END_PART1_KAYLEIGH3.n": "Tout va bien ? Pendant un moment, j'ai eu l\\'impression que tu n\\'étais plus là.", - "END_PART1_MEREDITH3.f": "La Terre à {player} ? [pause]T'es de retour parmi nous, c\\'est bon ?", - "END_PART1_MEREDITH3.n": "La Terre à {player} ? [pause]T'es de retour parmi nous, c\\'est bon ?", - "END_PART1_EUGENE3.m": "Ça va, camarade ? [pause]T'étais plus tout à fait là.", - "END_PART2_PLAYER_OPTION2": "Allons-y !", - "END_PART1_FELIX3.m": "Euh, tout va bien, {player} ? [pause]T'as regardé dans le vide un moment, c\\'était l\\'angoisse.", - "END_PART1_EUGENE3.n": "Ça va, camarade ? [pause]T'étais plus tout à fait là.", - "END_PART1_VIOLA3.m": "Tu m'entends ? Tu t\\'es littéralement transformé en statue quelques instants.", - "END_PART1_FELIX3.f": "Euh, tout va bien, {player} ? [pause]T'as regardé dans le vide un moment, c\\'était l\\'angoisse.", - "END_PART1_VIOLA3.n": "Tu m'entends ? Tu t\\'es littéralement transformé·e en statue quelques instants.", - "END_PART1_VIOLA3.f": "Tu m'entends ? Tu t\\'es littéralement transformée en statue quelques instants.", - "END_PART1_DOG3": "Wouf !", - "END_PART2_CONFIRM1.m": "Attention, une fois le miroir franchi, vous ne pourrez plus revenir en arrière pendant un moment. Vous êtes sûr d'être bien prêt ?", - "END_PART2_CONFIRM1.f": "Attention, une fois le miroir franchi, vous ne pourrez plus revenir en arrière pendant un moment. Vous êtes sûre d'être bien prête ?", - "END_PART2_CONFIRM2": "Voulez-vous sauvegarder ?", - "END_PART2_CONFIRM1.n": "Attention, une fois le miroir franchi, vous ne pourrez plus revenir en arrière pendant un moment. Vous êtes sûr·e d'être bien prêt·e ?", - "END_PART2_KAYLEIGH3": "Le chemin aura été long, {player}...", - "END_PART2_MEREDITH3.m": "Si c'est bien la fin, alors, je suis impressionnée. [pause]J\\'avoue que j\\'ai presque douté de tes chances.", - "END_PART2_MEREDITH3.n": "Si c'est bien la fin, alors, je suis impressionnée. [pause]J\\'avoue que j\\'ai presque douté de tes chances.", - "END_PART2_MEREDITH3.f": "Si c'est bien la fin, alors, je suis impressionnée. [pause]J\\'avoue que j\\'ai presque douté de tes chances.", - "END_PART2_EUGENE3": "Plus question de reculer, maintenant ! [pause]Je suis CHAUD, camarade !", - "END_PART2_FELIX3": "Nous voilà face à la porte du destin. [pause]C'est le moment de vérité !", - "END_PART2_VIOLA3": "Est-ce possible ? Avons-nous vraiment atteint la fin de notre voyage ?", - "END_PART2_DOG3": "Wouf !", - "END_PART2_MEREDITH5.m": "Rassure-moi... [pause]Tu comptais quand même pas m'abandonner sur cette île ?", - "END_PART2_KAYLEIGH4": "Hé, attends ! Je te laisserai pas y aller sans moi !", - "END_PART2_EUGENE6": "Un dernier plongeon dans l'inconnu ? Génial !", - "END_PART2_MEREDITH5.n": "Rassure-moi... [pause]Tu comptais quand même pas m'abandonner sur cette île ?", - "END_PART2_MEREDITH5.f": "Rassure-moi... [pause]Tu comptais quand même pas m'abandonner sur cette île ?", - "END_PART2_VIOLA8": "C'est le dernier acte, [pause]alors, jouons-le ensemble !", - "END_PART2_FELIX7": "Je ne peux pas rater ça.", - "END_PART3_FELIX4": "Alors, cet énorme triangle est notre porte de sortie, c'est ça ?", - "END_PART2_DOG9": "Wouf !", - "END_PART2_PLAYER_OPTION1": "Merci d'être là !", - "END_PART3_MEREDITH2": "C'est ici, [pause]hein ?", - "END_PART3_KAYLEIGH1": "Ça DOIT être le passage...", - "END_PART3_EUGENE3": "[shake rate=30 level=10]Splendide ![/shake]", - "END_PART3_VIOLA5": "Quel spectacle...", - "END_PART3_DOG6": "*Halètement*", - "END_PART3_ALEPH7": "Mais oui, c'est bien ici !", - "END_PART3_KAYLEIGH8": "Aleph !", - "END_PART3_MEREDITH8": "Oh. Encore toi.", - "END_PART3_EUGENE8": "Qu'est-ce que tu veux, [pause]encore ?", - "END_PART3_VIOLA8": "Toi !", - "END_PART3_DOG8": "Wouf !?", - "END_PART3_FELIX8": "Tu nous as suivis ?", - "END_PART3_ALEPH9": "CETTE VIEILLE SORCIÈRE L'AVAIT VRAIMENT BIEN CACHÉ.", - "END_PART3_ALEPH10": "SAVIEZ-VOUS QUE CE RÉSEAU FERRÉ ÉTAIT LUI AUSSI UN \\\"ARCHANGE\\\" ?", - "END_PART3_ALEPH12": "ET C'EST UN VÉRITABLE LABYRINTHE, LÀ EN BAS !", - "END_PART3_ALEPH11": "ON L'APPELLE LÆ MER-LIGNE. [pause]VOTRE \\\"ÎLE\\\" TOUT ENTIÈRE REPOSE DESSUS.", - "END_PART3_ALEPH13": "JE N'AURAIS JAMAIS RÉUSSI À TROUVER CETTE SALLE SANS VOUS. [pause]JAMAIS.", - "END_PART3_ALEPH15.n": "COMMENT CONNAIS-TU CE NOM ? [pause]TU ES MOINS STUPIDE QUE JE LE PENSAIS.", - "END_PART3_ALEPH13_OPTION1": "Cette \\\"vieille sorcière\\\", c'est Morgayne ?", - "END_PART3_ALEPH14": "...", - "END_PART3_ALEPH13_OPTION2": "C'est Morgayne qui a caché cet endroit ?", - "END_PART3_ALEPH15.m": "COMMENT CONNAIS-TU CE NOM ? [pause]TU ES MOINS STUPIDE QUE JE LE PENSAIS.", - "END_PART3_ALEPH15.f": "COMMENT CONNAIS-TU CE NOM ? [pause]TU ES MOINS STUPIDE QUE JE LE PENSAIS.", - "END_PART3_ALEPH16": "CETTE SORCIÈRE ME RETIENT DANS CES TUNNELS DEPUIS LONGTEMPS, [pause]MAIS J'AI FINI PAR GAGNER.", - "END_PART3_ALEPH17": "COMME TOUJOURS.", - "END_PART3_ALEPH17_OPTION1": "Qu'est-ce que tu veux ?", - "END_PART3_ALEPH17_OPTION2": "Qu'est-ce que tu manigances ?", - "END_PART3_ALEPH18": "POURQUOI CE TON ACCUSATEUR ? TÂCHONS DE MAINTENIR UNE ATMOSPHÈRE POSITIVE, MES AMIS !", - "END_PART3_ALEPH19": "COMME VOUS, JE NE SOUHAITE QUE FRANCHIR CE PORTAIL QUE VOUS AVEZ TROUVÉ !", - "END_PART3_ALEPH20": "ET EN PARLANT D'AMIS...", - "END_PART3_KAYLEIGH22": "Oh, non...", - "END_PART3_ALEPH21": "JE VOUS PRÉSENTE MA NOUVELLE ÉQUIPE !", - "END_PART3_EUGENE24": "... Oh.", - "END_PART3_MEREDITH23": "Oh-ho...", - "END_PART3_FELIX25": "... Hmm.", - "END_PART3_VIOLA26": "Je vois...", - "END_PART3_DOG27": "Wouf... ?", - "END_PART3_ALEPH28": "J'ÉTAIS QUELQU\\'UN D\\'ASSEZ IMPORTANT, VOYEZ-VOUS ?", - "END_PART3_ALEPH29": "MES ANCIENS CAMARADES ET MOI-MÊME AVIONS UN ACCORD AVEC VOUS. [pause]UNE RELATION SPÉCIALE. [pause]MÊME SI VOUS N'ÉTIEZ PAS AU COURANT.", - "END_PART3_ALEPH30": "J'AI BEAUCOUP DE RESPECT POUR VOUS, LES HUMAINS ! SANS VOUS, NOUS N\\'EXISTERIONS PAS !", - "END_PART3_ALEPH31": "VOUS VIVEZ SUR VOS PETITS MONDES ET VOUS INVENTEZ TOUTES SORTES DE CONCEPTS AMUSANTS. L'AMOUR, LA MORT ET J\\'EN PASSE...", - "END_PART3_ALEPH32": "VOS PENSÉES LES PLUS PUISSANTES NOUS DONNENT VIE, ET EN RETOUR, NOUS REJOIGNONS VOS MONDES POUR FAIRE DE VOS IDÉES FOLLES UNE RÉALITÉ !", - "END_PART3_ALEPH33": "AVENTURES... [pause]GUERRES... [pause]EXTINCTIONS...", - "END_PART3_ALEPH34": "JE CROIS QUE C'EST CE QUE VOUS AIMEZ LE PLUS, [pause]ET MOI AUSSI !", - "END_PART3_ALEPH34B": "MALHEUREUSEMENT, MON ANCIEN GROUPE A DÉRAILLÉ ET A FINI PAR SE SÉPARER.", - "END_PART3_ALEPH35": "DU COUP, J'AI DÛ RESTER SUR LA TOUCHE UN MOMENT.", - "END_PART3_ALEPH36": "MAIS JE SUIS ENFIN DE RETOUR !", - "END_PART3_KAYLEIGH37": "Alors, toi et les archanges, vous allez... [pause]envahir nos mondes et exaucer les mythes destructeurs qui vous ont donné vie ?", - "END_PART3_MEREDITH38": "C'est très préoccupant.", - "END_PART3_EUGENE39": "Un cycle perpétuel de violence...", - "END_PART3_FELIX40": "Ça craint, cette histoire.", - "END_PART3_VIOLA41": "Leurs sombres desseins ne doivent pas voir le jour !", - "END_PART3_ALEPH46": "D'AILLEURS, FAISONS UN MARCHÉ !", - "END_PART3_DOG42": "Grrrrrr....", - "END_PART3_ALEPH43": "HA, NE VOUS EN FAITES PAS, CHERS AMIS !", - "END_PART3_ALEPH44": "NOUS PARTAGEONS TOUS LE MÊME BUT, ICI.", - "END_PART3_ALEPH45": "VOUS VOULEZ QUITTER CE MONDE PERDU, ET NOUS AUSSI.", - "END_PART3_ALEPH46_OPTION1": "Un marché ?", - "END_PART3_ALEPH46_OPTION2": "Qu'est-ce que tu proposes ?", - "END_PART3_ALEPH48": "VOUS NE NOUS REVERREZ PLUS JAMAIS. [pause]QU'EN DITES-VOUS ?", - "END_PART3_ALEPH48_OPTION1": "Quoi ?", - "END_PART3_ALEPH47": "NOUS POUVONS TOUS PARTIR CHACUN DE NOTRE CÔTÉ, [pause]AVEC LA PROMESSE DE NE JAMAIS ENVAHIR VOS MONDES RESPECTIFS.", - "END_PART3_ALEPH56": "JE VAIS DEVOIR TOUS VOUS TUER AVANT DE PARTIR, C'EST BIEN COMPRIS ?", - "END_PART3_ALEPH48_OPTION2": "Pas question !", - "END_PART3_ALEPH_WHAT_49": "NOUS CONQUERRONS D'AUTRES MONDES, EN ÉVITANT SOIGNEUSEMENT LES VÔTRES.", - "END_PART3_ALEPH_NO_DEAL_49": "... NON ?", - "END_PART3_KAYLEIGH51": "Tous les gens comptent, quel que soit leur monde d'origine ! On doit faire de notre mieux pour les aider !", - "END_PART3_ALEPH_NO_DEAL_50": "JE NE COMPRENDS PAS.", - "END_PART3_EUGENE51": "Même si les habitants de ces mondes ignorent tout de notre existence, [pause]ils comptent sur nous pour les [shake rate=30 level=10]protéger de ta folie ![/shake]", - "END_PART3_MEREDITH51": "Ce serait minable de notre part de sacrifier d'autres réalités pour sauver notre peau, [pause]l\\'ami.", - "END_PART3_VIOLA51": "De funestes désirs t'ont peut-être donné vie, mais cela ne te donne pas le droit de retourner ces ténèbres contre l\\'humanité !", - "END_PART3_DOG51": "[shake rate=30 level=10]WOUF ![/shake]", - "END_PART3_FELIX51": "Des millions de personnes mourraient par notre faute. [pause]C'est une très mauvaise offre, à mon avis.", - "END_PART3_ALEPH52": "MAIS ON NE TOUCHERA PAS À VOS RÉALITÉS !", - "END_PART3_ALEPH53": "VOUS VOULEZ RISQUER VOS VIES... [pause]POUR AIDER DE PARFAITS INCONNUS ?", - "END_PART3_ALEPH53_OPTION1": "Oui.", - "END_PART3_ALEPH53_OPTION2": "Bien sûr.", - "END_PART3_ALEPH54": "TRÈS BIEN. [pause]SOIT !", - "END_PART3_ALEPH55": "VOUS VOUS MONTREZ VRAIMENT TROP PEU COOPÉRATIFS.", - "END_PART4_ALEPH1": "VOUS NOUS AVEZ CRÉÉS, ET MAINTENANT, VOUS VOULEZ NOUS DÉTRUIRE ? [pause]DÉCIDEZ-VOUS !", - "END_PART5_ALEPH1": "C'EST TELLEMENT CONTRE-PRODUCTIF...", - "END_PART6_ALEPH1": "ASSEZ. ÇA SUFFIT COMME ÇA.", - "END_PART6_ALEPH2": "REMONTEZ TOUS DANS LE TRAIN ! [pause]ON PART !", - "END_PART7_ALEPH1": "TOUT LE MONDE À BORD !", - "END_PART7_ALEPH2": "PROCHAINE DESTINATION : OÙ BON NOUS SEMBLERA !", - "END_PART7_KAYLEIGH3": "{player}, vite !", - "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr...[/wave]", - "END_PART7_MEREDITH3": "Faut pas le laisser filer, {player} !", - "END_PART7_FELIX3": "On doit le rattraper. Tu le sais, non ?", - "END_PART7_EUGENE3": "Viens vite !", - "END_PART7_VIOLA3": "Notre proie ne s'échappera pas si facilement !", - "END_PART8_KAYLEIGH1": "J'ai déjà vu ces lumières... [pause]à mon arrivée à la Nouvelle-Wirral...", - "END_PART8_EUGENE1": "Ça me rappelle quelque chose... [pause]J'ai vu ces lumières en arrivant sur l\\'île !", - "END_PART8_MEREDITH1": "C'est psychédélique... [pause]Il me semble avoir vu ces mêmes lumières en arrivant à la Nouvelle-Wirral.", - "END_PART9_ALEPH_BATTLE1": "TU VEUX ME FAIRE LA GUERRE ? C'EST PARFAIT !", - "END_PART8_VIOLA1": "Ces lumières... Serions-nous aux portes du paradis ? [pause]Pourtant, j'ai une impression de déjà-vu.", - "END_PART8_FELIX1": "Ces lumières... J'ai l\\'impression de les avoir déjà vues. [pause]Quand je suis arrivé à la Nouvelle-Wirral ?", - "END_PART8_DOG1": "Rrr...", - "END_PART8_ALEPH2": "TU SAIS, JE CROYAIS AVOIR DÉJÀ TOUT COMPRIS DU COSMOS...", - "END_PART8_ALEPH4": "ÇA POURRAIT FAIRE UN EXCELLENT EXERCICE DE RENFORCEMENT D'ÉQUIPE !", - "END_PART8_ALEPH3": "MAIS CETTE \\\"FUSION\\\" QUE TU UTILISES, C'EST DU JAMAIS VU, MÊME POUR MOI.", - "END_PART8_ALEPH6": "JE VAIS COMMENCER PAR TA RÉALITÉ.\\n\\nJE PEUX SENTIR SON ODEUR SUR TOI...", - "END_PART8_ALEPH5": "JE RETIRE MON OFFRE.", - "END_PART8_ALEPH8": "UNE CHRONOLOGIE ENCORE PURE, MAIS DÉJÀ ENGAGÉE SUR LA VOIE DE LA DESTRUCTION.\\n\\nQUEL MERVEILLEUX TERRAIN DE JEU ELLE VA FAIRE !", - "END_PART8_KAYLEIGH10": "Tu as encore l'énergie de te battre, {player} ?", - "END_PART8_MEREDITH10.m": "C'est notre dernier combat !", - "END_PART8_EUGENE10": "Le tout pour le tout, {player} !", - "END_PART8_MEREDITH10.f": "C'est notre dernier combat !", - "END_PART8_MEREDITH10.n": "C'est notre dernier combat !", - "END_PART8_FELIX10.m": "Allez ! [pause]Je suis avec toi, {player} !", - "END_PART8_FELIX10.n": "Allez ! [pause]Je suis avec toi, {player} !", - "END_PART8_FELIX10.f": "Allez ! [pause]Je suis avec toi, {player} !", - "END_PART8_VIOLA10": "À l'assaut !", - "END_PART9_EUGENE2": "[shake rate=30 level=10]{player} ![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]Wouf ! Wouf ![/shake]", - "END_PART9_ALEPH_BATTLE2": "L'HUMANITÉ ASPIRE À SA PROPRE DESTRUCTION ! JE PEUX SATISFAIRE CE DÉSIR, ENCORE ET ENCORE.", - "END_PART9_ALEPH_BATTLE4": "ABANDONNE !", - "END_PART9_ALEPH_BATTLE3": "DES CIVILISATIONS ENTIÈRES ONT BRÛLÉ SOUS MES YEUX. JE VEUX VOIR CES BRAISES UNE NOUVELLE FOIS !", - "END_PART9_MORGANTE7": "ALEPH EST L'INCARNATION DE LA CONQUÊTE.\\n\\nJE SUIS CELLE DE LA RÉBELLION.", - "END_PART9_ALEPH_BATTLE5": "QUELLE INSOLENCE...", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player} ![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player} ![/shake]", - "END_PART9_ALEPH1": "PLUS DE CASSETTES !", - "END_PART9_ALEPH3": "VOUS N'ÊTES PAS DE VRAIS MONSTRES. VOUS N\\'ÊTES QUE DES HUMAINS.", - "END_PART9_FELIX2": "[shake rate=30 level=10]{player} ![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]{player} ![/shake]", - "END_PART9_DOG2": "Wouf !?", - "END_PART9_MORGANTE5": "TOUJOURS PRÊTS À UTILISER CE QUE VOUS NE COMPRENEZ PAS.\\n\\nTOUJOURS SI FERVENTS DANS VOTRE NAÏVETÉ.", - "END_PART9_MORGANTE4": "TYPIQUE... LES HUMAINS DANS TOUTE LEUR SPLENDEUR...", - "END_PART9_MORGANTE5_OPTION1": "Vous êtes venue vous moquer de moi ?", - "END_PART9_MORGANTE5_OPTION2": "Qu'est-ce que vous voulez ?", - "END_PART9_MORGANTE6": "EN CET INSTANT, NOUS PARTAGEONS UN MÊME OBJECTIF.", - "END_PART9_MORGANTE8": "IL FAUT QUE TU COMPRENNES...", - "END_PART9_MORGANTE8_OPTION1": "Que je comprenne quoi ?", - "END_PART9_MORGANTE8_OPTION2": "De quoi vous parlez ?", - "END_PART9_MORGANTE9": "VOUS NOUS CRÉEZ AVEC VOS RÊVES ET VOS IDÉAUX.\\n\\nL'ÉNERGIE POTENTIELLE DE L\\'HUMANITÉ EST INFINIE.", - "END_PART9_MORGANTE11": "CETTE CAPACITÉ À ALTÉRER LA RÉALITÉ PAR VOTRE SEULE VOLONTÉ...\\n\\nÀ TRANSFORMER VOTRE MONDE ET VOUS-MÊMES...\\n\\nELLE RÉSIDE EN VOUS !", - "END_PART9_MORGANTE10": "CES \\\"CASSETTES\\\" NE SONT QUE DES TALISMANS.", - "END_PART9_MORGANTE12": "ALORS, DEBOUT !", - "END_PART9_KAYLEIGH13": "{player}, comment tu peux...", - "END_PART9_MEREDITH13": "Ouah, tu fous vraiment les chocottes, {player}...", - "END_PART9_EUGENE13": "On remet ça, {player} ?", - "END_PART9_FELIX13.f": "T'es prête à conclure, {player} ?", - "END_PART9_FELIX13.m": "T'es prêt à conclure, {player} ?", - "END_PART9_VIOLA13": "Il en faut plus pour t'abattre, n\\'est-ce pas, {player} ?", - "END_PART9_FELIX13.n": "T'es prêt·e à conclure, {player} ?", - "END_PART9_DOG13": "WOUF !", - "END_PART9_ALEPH14": "POURQUOI !?\\n\\nPOURQUOI TU NOUS RÉSISTES !?", - "END_PART9_ALEPH15_OPTION1": "Parce que c'est mon choix !", - "END_PART9_ALEPH15_OPTION2": "Parce que j'ai encore des idées !", - "END_PART9_KAYLEIGH16": "Un but commun, c'est tout ce qu\\'il nous faut ! [pause][shake rate=30 level=10]PAR NOS POUVOIRS COMBINÉS ![/shake]", - "END_PART9_ALEPH15_OPTION3": "Les humains sont comme ça !", - "END_PART9_EUGENE18": "[shake rate=30 level=10]ENSEMBLE, ON PEUT GAGNER ![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]ON VA LUI DÉFONCER SA SALE TRONCHE ![/shake]", - "END_PART9_FELIX19": "Le tout pour le tout...", - "END_PART9_VIOLA20": "Allez ! [pause]C'est à nous de décider du dénouement de cette histoire !", - "END_PART9_DOG21": "[wave amp=30 freq=10]AWOOOUH ![/wave]", - "END_PART9_ALEPH22": "AH, LA VIEILLE SORCIÈRE. TU RESTERAS À JAMAIS UN OBSTACLE SUR MA ROUTE !", - "END_PART10_ALEPH1": "JE VOIS.", - "END_PART10_MORGANTE2": "NOTRE CHANSON S'ACHÈVE ICI.", - "END_PART10_MORGANTE3.m": "VOTRE VOLONTÉ A TRANSCENDÉ VOS LIMITATIONS MORTELLES.\\n\\nN'OUBLIEZ JAMAIS CETTE LEÇON.", - "END_PART10_MORGANTE3.f": "VOTRE VOLONTÉ A TRANSCENDÉ VOS LIMITATIONS MORTELLES.\\n\\nN'OUBLIEZ JAMAIS CETTE LEÇON.", - "END_PART10_MORGANTE3.n": "VOTRE VOLONTÉ A TRANSCENDÉ VOS LIMITATIONS MORTELLES.\\n\\nN'OUBLIEZ JAMAIS CETTE LEÇON.", - "END_PART11_BARKLEY3": "Wouf ?", - "END_PART10_KAYLEIGH5": "On devrait rentrer... [pause]Je sens que ce train n'est pas super stable.", - "END_PART10_MORGANTE4": "ADIEU.", - "END_PART10_EUGENE5": "On devrait rentrer, pour l'instant... [pause]Je crois que ce train ne va pas tenir.", - "END_PART10_MEREDITH5": "Viens, partons avant que ce train plonge dans l'abîme.", - "END_PART10_FELIX5": "On devrait filer avant que ce train disparaisse dans le néant, [pause]tu crois pas ?", - "END_PART10_VIOLA5": "Il serait plus sage de rentrer, dans l'immédiat.", - "END_PART10_DOG5": "Wouf.", - "END_PART11_KAYLEIGH1": "Désolée pour ton lecteur de cassettes, [pause]{player}...", - "END_PART11_KAYLEIGH2": "Heureusement que j'en garde toujours un de secours sur moi !", - "END_PART11_KAYLEIGH3": "... Ce bâtiment était déjà là, tout à l'heure ?", - "END_PART11_EUGENE3": "Quelqu'un peut m\\'expliquer ce qui se passe avec ce... [pause]bâtiment ?", - "END_PART11_MEREDITH3": "Bon, [pause]euh, [pause]je rêve ou ce bâtiment était pas là, avant ?", - "END_PART11_FELIX3": "Alors ça, c'est vraiment bizarre.", - "END_PART11_VIOLA3": "Comme c'est étrange.", - "END_PART11_AMBER4": "Ne vous préoccupez pas de moi ! Je me nomme Miss Ambre.", - "END_PART11_AMBER6": "Vraiment, je suis juste venue m'assurer de votre sécurité...", - "END_PART11_AMBER5.f": "Je suis une vieille amie de {player}... N'est-ce pas, trésor ?", - "END_PART11_AMBER5.m": "Je suis une vieille amie de {player}... N'est-ce pas, trésor ?", - "END_PART11_AMBER5.n": "Je suis une vieille amie de {player}... N'est-ce pas, trésor ?", - "END_PART11_AMBER7": "Même s'il semblerait que vous ayez déjà flanqué une bonne correction à notre ami commun. [pause]C\\'est une première !", - "END_PART11_AMBER7_OPTION1": "Une bonne correction ? On l'a anéanti, oui !", - "END_PART11_AMBER8": "Les êtres comme Aleph ne sont pas faits de chair et de sang, trésor. [pause]Tant qu'une idée subsiste, nous pouvons reprendre forme, tôt ou tard.", - "END_PART11_AMBER7_OPTION2": "Vous voulez dire qu'il est toujours vivant ?", - "END_PART11_AMBER9": "Aleph est l'incarnation de la conquête. Si les humains continuent de s\\'entretuer, il finira fatalement par revenir.", - "END_PART11_AMBER10": "Même si cela risque de lui prendre un bon moment...", - "END_PART11_KAYLEIGH11": "Vous êtes un archange, vous aussi...", - "END_PART11_AMBER12": "Pas de panique, ma belle, je suis de votre côté.", - "END_PART11_AMBER13": "En outre, vous devriez avoir besoin d'aide avec ce portail magique, vous ne croyez pas ?", - "END_PART11_KAYLEIGH14": "Il peut vraiment nous renvoyer dans nos mondes d'origine ?", - "END_PART11_KAYLEIGH15": "Génial ! [pause]Je dois prévenir les autres Veilleurs avant de partir !", - "END_PART11_AMBER16": "{player}, rien ne t'oblige à partir tout de suite...", - "END_PART11_AMBER17.n": "Mais quand tu seras prêt·e, [pause]viens me trouver.", - "END_PART11_AMBER17.m": "Mais quand tu seras prêt, [pause]viens me trouver.", - "END_PART12_RANGER1": "J'ai du mal à y croire ! Des crabes qui parlent, des portails magiques, des alliances avec des archanges... C\\'est fou !", - "END_PART11_AMBER17.f": "Mais quand tu seras prête, [pause]viens me trouver.", - "END_PART12_AMBER1.m": "Tu te sens prêt à quitter la Nouvelle-Wirral, [pause]trésor ?", - "END_PART12_AMBER1.f": "Tu te sens prête à quitter la Nouvelle-Wirral, [pause]trésor ?", - "END_PART12_AMBER1.n": "Tu te sens prêt·e à quitter la Nouvelle-Wirral, [pause]trésor ?", - "END_PART12_AMBER4": "Ce n'est pas une question de méthode, mais d\\'intention. [pause]Tu dois visualiser dans ton esprit le monde que tu souhaites rejoindre et avancer, sans que plus rien ne puisse te retenir ici.", - "END_PART12_KAYLEIGH6": "Quoi !?", - "END_PART12_AMBER_NO": "Rien ne presse. Prends tout ton temps !", - "END_PART12_AMBER2": "Avec un portail dimensionnel stable comme celui-ci, [pause]les règles sont très simples.", - "END_PART12_AMBER3": "Il permet d'accéder à [wave amp=30 freq=10]l\\'espace entre toutes choses[/wave]. [pause]Si tu ne t\\'en sers pas correctement, tu n\\'iras nulle part.", - "END_PART12_AMBER5": "Alors, je te conseille de commencer par faire tes adieux, [pause]car c'est un voyage sans retour.", - "END_PART12_AMBER8": "La Nouvelle-Wirral est une anomalie, [pause]rien de plus.", - "END_PART12_AMBER7": "Ce sont les règles, ma belle.", - "END_PART12_AMBER9": "Vous n'êtes ici que par accident. Revenir sur cette île n\\'est pas une option.", - "END_PART12_VIOLA10": "Cela m'attriste de devoir mettre un terme à notre histoire, [pause]mais je désire ardemment revoir mon frère.", - "END_PART12_VIOLA11": "Cette séparation est si douce-amère...", - "END_PART12_VIOLA13": "{player}, ce temps trop court que nous avons partagé ensemble...", - "END_PART12_VIOLA12": "Adieu, [pause]mes amis.", - "END_PART12_VIOLA14": "Ni vagues ni tempêtes ne pourront jamais en effacer le souvenir.", - "END_PART12_VIOLA15": "Je ne t'oublierai jamais.", - "END_PART12_EUGENE16": "On a réussi à battre des créatures divines...", - "END_PART12_EUGENE17": "Je suis si impatient de rentrer chez moi pour continuer à défendre la justice !", - "END_PART12_EUGENE18": "Il y aura toujours des communautés dans le besoin, peu importe où et quand !", - "END_PART12_EUGENE21": "C'est ici qu\\'on se sépare, {player}.", - "END_PART12_EUGENE19": "À moi de les aider !", - "END_PART12_EUGENE20": "C'était vraiment super, les amis.", - "END_PART12_EUGENE22": "Tu ne peux quand même pas renoncer à ton monde pour moi. [pause]Ce serait trop demander.", - "END_PART12_EUGENE25.f": "Tu vas continuer à être incroyable. [pause]Je le sais.", - "END_PART12_EUGENE23": "Je... [pause]C'est juste...", - "END_PART12_EUGENE25.m": "Tu vas continuer à être incroyable. [pause]Je le sais.", - "END_PART12_EUGENE24": "Vis ta vie, [pause]d'accord ?", - "END_PART12_FELIX35": "Une partie de moi t'aimera toujours.", - "END_PART12_EUGENE25.n": "Tu vas continuer à être incroyable. [pause]Je le sais.", - "END_PART12_FELIX26": "Ah...", - "END_PART12_FELIX27": "Ça a été une sacrée aventure, hein ?", - "END_PART12_FELIX29": "Sans parler du fait que j'ai pu rencontrer l\\'une de mes toutes premières créations.", - "END_PART12_FELIX28": "Je crois que j'ai accumulé assez d\\'inspiration pour plusieurs siècles !", - "END_PART12_FELIX31": "{player}...", - "END_PART12_FELIX30": "Vous allez me manquer, [pause]les amis.", - "END_PART12_FELIX32.m": "Même si on ne se revoit plus, tu seras toujours avec moi.", - "END_PART12_FELIX32.n": "Même si on ne se revoit plus, tu seras toujours avec moi.", - "END_PART12_FELIX32.f": "Même si on ne se revoit plus, tu seras toujours avec moi.", - "END_PART12_FELIX33.m": "Tu es l'Étranger, n\\'oublie pas. [pause]Le protagoniste de mon prochain best-seller !", - "END_PART12_FELIX33.f": "Tu es l'Étrangère, n\\'oublie pas. [pause]La protagoniste de mon prochain best-seller !", - "END_PART12_FELIX34": "Et je crois... [pause]que Kuneko avait raison : [pause]les idées sont éternelles.", - "END_PART12_FELIX33.n": "Tu es l'Étranger·ère, n\\'oublie pas. [pause]Læ protagoniste de mon prochain best-seller !", - "END_PART12_MEREDITH40": "Surtout toi, {player}.", - "END_PART12_MEREDITH36": "Je ne...", - "END_PART12_MEREDITH37": "J'aurais aimé que ça continue encore un peu.", - "END_PART12_MEREDITH38": "Mais... [pause]Je vais rentrer chez moi plus forte. [pause]Et vivre pleinement ma vie.", - "END_PART12_MEREDITH39": "Ne... [pause]m'oubliez pas, [pause]d\\'accord ?", - "END_PART12_MEREDITH46.f": "... Je t'aime. [pause]À la revoyure !", - "END_PART12_MEREDITH41.f": "Tu as, [pause]euh, [pause]placé la barre très haut en matière de relation.", - "END_PART12_MEREDITH41.m": "Tu as, [pause]euh, [pause]placé la barre très haut en matière de relation.", - "END_PART12_MEREDITH41.n": "Tu as, [pause]euh, [pause]placé la barre très haut en matière de relation.", - "END_PART12_MEREDITH44": "Je me doutais bien que trouver cette porte de sortie signerait notre séparation...", - "END_PART12_MEREDITH45": "Mais je renoncerai pas au bonheur. Plus jamais.", - "END_PART12_MEREDITH46.n": "... Je t'aime. [pause]À la revoyure !", - "END_PART12_MEREDITH46.m": "... Je t'aime. [pause]À la revoyure !", - "MAGIKRAB_ON_ARRIVAL.f": "Bienvenue à {region_name} !", - "END_PART12_KAYLEIGH47": "C'est vraiment la fin, hein ?", - "END_PART12_KAYLEIGH54": "J'imagine qu\\'on ne se reverra plus, [pause]{player}.", - "END_PART12_KAYLEIGH48": "J'espère au moins que c\\'est pas comme sortir d\\'un rêve.", - "END_PART12_KAYLEIGH49": "Je veux me souvenir de toi, {player}. [pause]Me souvenir de tout le monde. [pause]Je veux me rappeler Port-la-Ville...", - "END_PART12_KAYLEIGH50": "Même les moments difficiles. [pause]Parce qu'ils font tous partie de moi.", - "END_PART12_KAYLEIGH51": "Changer le monde par la force de notre volonté...", - "END_PART12_KAYLEIGH58": "Je t'aime. [pause]Merci pour tout.", - "END_PART12_KAYLEIGH52": "Je suppose qu'on n\\'a jamais vraiment eu besoin de cassettes pour ça, pas vrai ?", - "END_PART12_KAYLEIGH53": "Ça a toujours été à nous d'écrire l\\'avenir, après tout.", - "END_PART12_AMBER61": "Je crois que c'est ton tour, trésor.", - "END_PART12_KAYLEIGH55": "Je ne connaîtrai plus jamais personne comme je te connais, toi... [pause]Je veux dire, la fusion n'est pas tout à fait la norme dans les relations, pas vrai ?", - "END_PART12_KAYLEIGH56.m": "Je me sens à la fois triste et heureuse. [pause]On va retrouver notre véritable place, mais notre rencontre nous aura permis de grandir.", - "END_PART12_KAYLEIGH56.f": "Je me sens à la fois triste et heureuse. [pause]On va retrouver notre véritable place, mais notre rencontre nous aura permis de grandir.", - "END_PART12_KAYLEIGH57": "C'est une fin heureuse, je trouve.", - "END_PART12_KAYLEIGH56.n": "Je me sens à la fois triste et heureuse. [pause]On va retrouver notre véritable place, mais notre rencontre nous aura permis de grandir.", - "END_PART12_AMBER62_OPTION1.m": "Toujours !", - "END_PART12_AMBER60": "Oh ! [pause]Je crois bien qu'il souhaite partir avec toi. [pause]C\\'est adorable !", - "END_PART12_DOG59": "Wouf ! Wouf !", - "END_PART12_AMBER62.m": "Tu es prêt ?", - "END_PART12_AMBER62.n": "Tu es prêt·e ?", - "END_PART12_AMBER62.f": "Tu es prête ?", - "END_PART12_AMBER62_OPTION1.f": "Toujours !", - "END_PART12_AMBER62_OPTION1.n": "Toujours !", - "END_PART12_AMBER62_OPTION2": "C'est l\\'heure !", - "RANGER_GATEKEEPER_INTRO1": "Hé ! Toi !", - "RANGER_GATEKEEPER_SNEAK1": "Tu essaies de m'éviter ?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "Les monstres de cette plaine n'hésiteront pas à t\\'envoyer à l\\'hôpital !", - "RANGER_GATEKEEPER_SNEAK2": "C'est pas dans ton intérêt, tu sais ?", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "Désolé, je t'avais clairement sous-estimé.", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "Si tu te sens vraiment de taille à les combattre, commence par m'affronter !", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "Si tu te sens vraiment de taille à les combattre, commence par m'affronter !", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "Si tu te sens vraiment de taille à les combattre, commence par m'affronter !", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "Désolé, je t'avais clairement sous-estimé·e.", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "Désolé, je t'avais clairement sous-estimée.", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "Tu peux passer.", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "Tu peux passer.", - "GRAVEYARD_GHOST_BOY_NAME": "Garçon fantôme", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "Tu peux passer.", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Oh, désolé ! Il paraît qu'un fantôme hante les lieux et j\\'ai cru que c\\'était toi !", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Oh-ho ! Un fantôme !", - "UNDYIN_LOVER_NAME": "Prisonnier", - "UNDYIN_LOVER_PRE_BATTLE1": "Ahhhh !", - "UNDYIN_LOVER_POST_BATTLE1": "Hé ! Tu lui as fait peur !", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Garde la tête froide.", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Les Spitzplosifs sont faciles à dompter, quand on sait y faire !", - "UNDYIN_LOVER_POST_BATTLE2": "On ne faisait que passer un moment agréable ensemble... Rien de bizarre, je t'assure !", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Garde la tête froide.", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Garde la tête froide.", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "J'ai perdu mon sang-froid...", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "La capitaine Robusta m'aide à renforcer ma musculature.", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Viens, mon beau !", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Les rumeurs semblent toutes indiquer ce lieu, mais jusqu'ici, je n\\'ai vu que des spécimens de taille normale.", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Qui t'a entraînée ? Je veux savoir !", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Admire un peu ces biceps ! C'est pas de la gonflette, ça !", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Qui t'a entraîné ? Je veux savoir !", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Tu es là pour essayer de trouver ce Dominuit minuscule, toi aussi ?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Qui t'a entraîné·e ? Je veux savoir !", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Peut-être que ce train qui vient tout juste de passer sous terre est la clé de l'énigme ?", - "PLATO_NAME": "Platon", - "SOCRATES_NAME": "Socrate", - "SOCRATES_PRE_BATTLE": "L'Humain parfait est la somme de l\\'ensemble des êtres humains. C\\'est seulement dans l\\'union totale que l\\'humanité peut atteindre la perfection.", - "PLATO_PRE_BATTLE": "Je t'encourage à prendre part au grand combat, le combat de la vie, bien supérieur à tous les autres conflits terrestres !", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Je fais des erreurs stupides, parfois. Mes amis me disent souvent bête comme un pantin. S'ils savaient...", - "SOCRATES_POST_BATTLE": "Merci. Je pensais pouvoir te battre. J'ai enfin atteint la vraie sagesse, car je sais à présent que je ne sais rien.", - "PLATO_POST_BATTLE": "Nous sommes des philosophes, Socrate, par des guerriers. Bien rares sont les hommes capables de poursuivre deux vocations à la fois.", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Ouais, je suis vraiment un pantin...[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Hors de mon chemin ! Je veux être l'invitée de la capitaine Cybile, aujourd\\'hui !", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Bon, je reviendrai plutôt demain...[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Chaque corps renferme un squelette qui ne demande qu'à s\\'échapper !", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Je... J'allais vraiment essayer d\\'extraire tous tes os. Désolé.", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Viens, laisse-moi te libérer de ta prison de chair...", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Pfiou, merci ! J'ai dû passer un peu trop de temps sous cette forme...", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OH, MAIS TU ES ABSOLUMENT À CROQUER ![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Les Gardes-terres sont injustement accusés de racket ![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Alors qu'on n\\'aime même pas le sport ![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]En parlant de ça, est-ce que tu cherches à investir ? [pause]Non ? [pause]Dommage.[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]J'adore les sports de vol libre, pas contre. Je vole des propriétés et je les revends vite avant que quelqu\\'un s\\'en aperçoive.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Si tu cherches un investissement à l'épreuve du temps, achète une montre... Je veux dire, un bout de terrain.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]L'existence d\\'une infinité de mondes dans le cosmos pose un défi insurmontable pour nous.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Le temps ? L'espace ? C\\'est du pareil au même.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]La terre tire sa valeur de sa rareté, mais la rareté n'existe pas dans un multivers infini ![/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Toutefois, la Nouvelle-Wirral fonctionne comme un piège cosmique. Personne ne peut en sortir, ce qui rend ses terres précieuses.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Alors, même si les défis sont encore nombreux, cette petite île finira par devenir un paradis pour nous. Un investissement rentable.[/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Hé ! Jolie vue, pas vrai ?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Je voulais atteindre le sommet de la montagne, mais... Pas moyen pour moi d'escalader ces falaises, et les passages dans la caverne se sont tous effondrés.", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Si seulement je pouvais voler comme un Cormorevoir...", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Bon, ça te dit un petit combat avant que je redescende vers le lac ?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Merci ! Bon, je dois y aller !", - "MISS_MIMIC_CHEST_NAME": "Cache de Veilleur", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]TU VEUX DÉCOUVRIR QUELS SECRETS JE CACHE, TRÉSOR ? ALORS, OUVRE-MOI.[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]POURQUOI TU NE JETTES PAS UN ŒIL À MON CONTENU, TRÉSOR ? JE NE MORDS PAS, C'EST PROMIS.[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "Un coffre qui parle !", - "MISS_MIMIC_CHEST_MEREDITH2": "Je rêve ou ce coffre vient de parler ?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "Hein ?", - "MISS_MIMIC_CHEST_FELIX1": "J'ai un mauvais pressentiment...", - "MISS_MIMIC_CHEST_DOG1": "Grrr...", - "MISS_MIMIC_CHEST_VIOLA1": "Encore une aberration de ton monde, {player} ?", - "MAGIKRAB_UNKNOWN_NAME": "Traficrabe... ?", - "MISS_MIMIC_CHEST_CONFIRM": "Ouvrir le coffre ?", - "MAGIKRAB_INTRO_KRAB1": "Ha, {player} ! Et {partner} ! Je vous attendais !", - "MAGIKRAB_INTRO_KAYLEIGH2": "Ce... Traficrabe vient vraiment de nous parler ?", - "MAGIKRAB_INTRO_EUGENE2": "Tu me fais pas peur, Traficrabe ! J'ai déjà écrasé pas mal de tes semblables !", - "MAGIKRAB_INTRO_MEREDITH2": "Quoi ? Un Traficrabe qui parle ?", - "MAGIKRAB_INTRO_FELIX2": "Quoi, les Traficrabes savent parler, maintenant ?", - "MAGIKRAB_INTRO_DOG2": "Wouf !", - "MAGIKRAB_INTRO_VIOLA2": "Ce Traficrabe nous parle ? Comment est-ce...", - "MAGIKRAB_INTRO_KRAB3": "De grâce, ne me mettez pas dans le même panier à crabes que tous ces monstres sans cervelle.", - "MAGIKRAB_INTRO_KRAB4": "Je suis Magicrabe, représentant officiel de l'inaltérable Mer-ligne : puissent ses trains toujours être à l\\'heure !", - "MAGIKRAB_INTRO_KRAB5": "Parcourir ses tunnels consacrés est un honneur, un privilège indescriptible. Servir ses passagers est le moins que je puisse faire.", - "MAGIKRAB_NEW_STATION.m": "Bienvenue ! J'ai pris la liberté de t\\'ouvrir l\\'accès au quai A pour tous tes déplacements.", - "MAGIKRAB_INTRO_KRAB6": "Alors, dites-moi où vous souhaitez aller et je vous ferai préparer le train du quai A.", - "MAGIKRAB_INTRO_KRAB7": "De nombreuses destinations de læ Mer-ligne sont actuellement indisponibles. Vous devrez attendre que leurs gares soient rouvertes.", - "MAGIKRAB_NEW_STATION.f": "Bienvenue ! J'ai pris la liberté de t\\'ouvrir l\\'accès au quai A pour tous tes déplacements.", - "MAGIKRAB_NEW_STATION.n": "Bienvenue ! J'ai pris la liberté de t\\'ouvrir l\\'accès au quai A pour tous tes déplacements.", - "MAGIKRAB_NEW_STATION_FINAL1.m": "Te voilà enfin, {player} ! Bienvenue à la gare de Terminox.", - "MAGIKRAB_NEW_STATION_FINAL1.f": "Te voilà enfin, {player} ! Bienvenue à la gare de Terminox.", - "MAGIKRAB_NEW_STATION_FINAL2": "Le train du quai B va bientôt partir pour d'autres réalités !", - "MAGIKRAB_NEW_STATION_FINAL1.n": "Te voilà enfin, {player} ! Bienvenue à la gare de Terminox.", - "MAGIKRAB_NEW_STATION_FINAL3": "Ne le rate surtout pas !", - "MAGIKRAB_MENU": "Alors, que puis-je pour toi, {player} ?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "Je veux voyager.", - "MAGIKRAB_MENU_OPTION_LEAVE": "Je veux quitter la Nouvelle-Wirral.", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "Le quai B ?", - "MAGIKRAB_MENU_OPTION_MERLINE": "Læ Mer-ligne ?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magicrabe ?", - "MAGIKRAB_MENU_OPTION_NOTHING": "Rien pour l'instant.", - "MAGIKRAB_TRAVEL2": "Le train du quai A est prêt au départ, {player}.", - "MAGIKRAB_TRAVEL1": "Où veux-tu aller ?", - "MAGIKRAB_LEAVE2": "Mais tous les départs depuis ce quai ont été annulés pour les 642 prochaines années.", - "MAGIKRAB_TRAVEL3": "Attention à la marche !", - "MAGIKRAB_LEAVE1": "Eh bien, le quai B est réservé aux voyages interdimensionnels...", - "MAGIKRAB_LEAVE3": "D'après læ Mer-ligne... ce serait en raison d\\'une contamination psychique. Ou peut-être une guerre ?", - "MAGIKRAB_LEAVE4": "En revanche, j'ai le plaisir de t\\'informer que les arrivées au quai B sont maintenues et à l\\'heure.", - "MAGIKRAB_LEAVE_FINAL_STATION1": "Alors, tu es au bon endroit ! Accède vite au quai B.", - "MAGIKRAB_PLATFORMB_DEFEATED1": "Aucune nouvelle arrivée n'est prévue au quai B avant un bon moment.", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Tu es libre d'accéder à ce quai, mais en tant que simple mortel, ça ne devrait guère t\\'être très utile.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Nous attendons une arrivée au quai B d'une minute à l\\'autre !", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Tu es libre d'accéder à ce quai, mais en tant que simple mortel·le, ça ne devrait guère t\\'être très utile.", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Tu es libre d'accéder à ce quai, mais en tant que simple mortelle, ça ne devrait guère t\\'être très utile.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "Le passager attendu au quai B transcende les concepts tels que la mortalité. Les créatures de ce genre ne \\\"disparaissent\\\" pas forcément à leur mort.", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "Le passager attendu au quai B se croit discret, mais sa voix est tonitruante. Sers-toi de tes yeux, pas de tes oreilles.", - "MAGIKRAB_PLATFORMB_POPPETOX1": "Nous attendons une arrivée au quai B d'une minute à l\\'autre !", - "MAGIKRAB_PLATFORMB_MONARCH2": "Le passager attendu au quai B ne s'intéresse qu\\'à ceux éprouvant un grand vide intérieur. Tu devras en faire l\\'expérience avant qu\\'il se révèle à toi.", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "Le passager attendu au quai B se croit discret, mais sa voix est tonitruante. Sers-toi de tes yeux, pas de tes oreilles.", - "MAGIKRAB_PLATFORMB_MONARCH1": "Un train ne devrait plus tarder à arriver au quai B.", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "Le passager attendu au quai B se croit discret, mais sa voix est tonitruante. Sers-toi de tes yeux, pas de tes oreilles.", - "MAGIKRAB_PLATFORMB_ROBIN1": "Un train vient tout juste d'arriver au quai B.", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "Le passager attendu au quai B ment comme il respire. Ne te fie pas à ses paroles ou tu risques vraiment de t'y perdre.", - "MAGIKRAB_PLATFORMB_BABELITH1": "Nous attendons une arrivée au quai B d'une minute à l\\'autre !", - "MAGIKRAB_PLATFORMB_ROBIN2": "Le passager qui vient d'arriver semble s\\'intéresser au théâtre. Tu ne l\\'as pas rencontré en chemin ?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "Le passager attendu au quai B ment comme il respire. Ne te fie pas à ses paroles ou tu risques vraiment de t'y perdre.", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "Le passager attendu au quai B ment comme il respire. Ne te fie pas à ses paroles ou tu risques vraiment de t'y perdre.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Le quai B est... ailleurs. [pause]Cette gare a été détruite par un glissement de terrain. Mais je pense qu'une arrivée est imminente.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Le passager attendu au quai B est prompt au jugement, alors, méfie-toi.", - "MAGIKRAB_PLATFORMB_ALICE1": "La résidente de cette gare devrait être de retour au quai B d'une minute à l\\'autre !", - "MAGIKRAB_PLATFORMB_ALICE2.m": "Je l'ai bien prévenue de ta visite. Je crois qu\\'elle te réserve un accueil très spécial !", - "MAGIKRAB_PLATFORMB_ALICE4.m": "Elle devait penser que tu serais... plus petit.", - "MAGIKRAB_PLATFORMB_ALICE2.n": "Je l'ai bien prévenue de ta visite. Je crois qu\\'elle te réserve un accueil très spécial !", - "MAGIKRAB_PLATFORMB_ALICE3": "J'ignore comment elle peut te croire capable de franchir la porte du quai, par contre.", - "MAGIKRAB_PLATFORMB_ALICE2.f": "Je l'ai bien prévenue de ta visite. Je crois qu\\'elle te réserve un accueil très spécial !", - "MAGIKRAB_PLATFORMB_ALICE4.f": "Elle devait penser que tu serais... plus petite.", - "MAGIKRAB_PLATFORMB_ALICE4.n": "Elle devait penser que tu serais... plus petit·e.", - "MAGIKRAB_PLATFORMB_CUBE1": "Le passager attendu au quai B est tranchant de partout. Je te conseille de garder tes distances.", - "MAGIKRAB_PLATFORMB_MORGANTE1": "Morgayne est de retour. Je crois qu'elle t\\'attend sur le quai B.", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}...", - "MAGIKRAB_PLATFORMB_MORGANTE4": "C'est qu\\'ils ne tolèrent les mortels qu\\'aussi longtemps qu\\'ils se montrent utiles.", - "MAGIKRAB_PLATFORMB_MORGANTE3": "Si j'ai bien compris une chose en fréquentant ces égrégores que vous appelez les \\\"archanges\\\"...", - "MAGIKRAB_PLATFORMB_MORGANTE6": "Même maintenant, læ Mer-ligne m'empêche de te donner pleinement accès à son réseau.", - "MAGIKRAB_PLATFORMB_MORGANTE5": "À leurs yeux, nous ne sommes que des insectes. Ou des crabes.", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "Le portail du quai B est prêt pour toi.", - "MAGIKRAB_PLATFORMB_MORGANTE7": "Ces \\\"archanges\\\" poursuivent leurs propres objectifs secrets. Prends garde à toi.", - "MAGIKRAB_PLATFORMB_ALEPH1": "Le départ du train en attente au quai B est imminent.", - "MAGIKRAB_PLATFORMB_ALEPH2": "C'est exact ! Nous avons un portail actif dans cette gare !", - "MAGIKRAB_PLATFORMB_ALEPH3": "Ton voyage touche à sa fin, {player} !", - "MAGIKRAB_MERLINE1": "Tout à fait ! Læ Mer-ligne est un réseau ferré souterrain qui s'étend sous toute la Nouvelle-Wirral et même au-delà !", - "MAGIKRAB_MERLINE2": "Læ Mer-ligne ne parle pas aux mortels. Iel m'a choisi comme intermédiaire, pour communiquer avec vous autres !", - "MAGIKRAB_MAGIKRAB1": "C'est moi ! Je suis Magicrabe, représentant officiel de l\\'inimitable Mer-ligne, dont tu parcours les nombreux tunnels.", - "MAGIKRAB_MAGIKRAB2": "Comme toi, je ne viens pas de la Nouvelle-Wirral. Néanmoins, j'ai déjà pu rencontrer de nombreux aventuriers.", - "MAGIKRAB_MAGIKRAB3": "Læ Mer-ligne m'a donné pour mission de servir de guide dans son vaste réseau ferroviaire.", - "MAGIKRAB_NOTHING1": "Très bien !", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Bienvenue à Villedeuil... Ou du moins, ce qu'il en reste !", - "MAGIKRAB_ON_ARRIVAL.m": "Bienvenue à {region_name} !", - "MAGIKRAB_ON_ARRIVAL.n": "Bienvenue à {region_name} !", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Bienvenue à Villedeuil... Ou du moins, ce qu'il en reste !", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Bienvenue à Villedeuil... Ou du moins, ce qu'il en reste !", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]UNE GARDE-TERRE ![/shake][pause][pause] Laisse-moi deviner, tu veux te venger parce qu'on a saboté toute votre opération,[pause] hein !?", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Ooooooooh...[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Beuuuuuuh...[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "Eugène, [pause]je crois qu'elle a un problème. [pause]On dirait qu\\'elle est, [pause]euh, [pause]cassée ?", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Whaaahhhh... ?[/wave]", - "SUNNY_INTRO_EUGENE12": "Elle respire vraiment pas la joie de vivre, hein ?", - "SUNNY_INTRO_EUGENE6": "Je... [pause]Je crois que tu as raison.", - "SUNNY_INTRO_KAYLEIGH8": "Alors, [pause]euh, [pause]comment ça va ? Tu peux nous parler un peu de toi ?", - "SUNNY_INTRO_KAYLEIGH7": "Désolée pour l'accueil un peu hostile. [pause]Assieds-toi avec nous et essayons de faire connaissance.", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Ruine... [pause]totale...[/wave]", - "SUNNY_INTRO_EUGENE10": "Les Gardes-terres étaient les sbires d'un archange qu\\'on a vaincu. [pause]Leur cerveau a peut-être grillé quand leur chef a disparu ? [pause]Je ne lui fais pas confiance pour autant.", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]Plus... [pause]aucune... [pause]perspective...[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Joy...[/wave]", - "SUNNY_INTRO_EUGENE17": "Peut-être que les Gardes-terres n'existaient que pour faire leur travail, et que maintenant, elle ne sait plus quoi faire. [pause]Comme une machine sans tâche...", - "SUNNY_INTRO_KAYLEIGH13": "La joie ? [pause]Et si on l'appelait Joy ? On doit bien lui donner un nom !", - "SUNNY_INTRO_SUNNY14_OPTION1": "Qu'est-ce qui t\\'est arrivé ?", - "SUNNY_INTRO_SUNNY14_OPTION2": "De quoi tu te souviens ?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Gardes-terres... [pause]faillite... [pause]plus... rien...[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Pourquoi... toujours... là...[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Nouveau... [pause]départ... ?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "Oh, la pauvre ! [pause]Mais il n'est jamais trop tard pour prendre un nouveau départ, tu sais !", - "SUNNY_INTRO_KAYLEIGH20": "On pourrait commencer par te trouver de nouveaux vêtements, Joy. [pause]Porter cet uniforme à longueur de temps ne doit vraiment pas aider !", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "Alors, c'est décidé ! [pause]{player}, [pause]rendez-vous chez le tailleur de Port-la-Ville. [pause]Sa boutique se trouve dans la partie supérieure de la ville, juste au nord d\\'ici.", - "SUNNY_PART2_KAYLEIGH1": "Hé ! [pause]Tout le monde est là, cool !", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]Euuuuh...[/wave]", - "SUNNY_PART2_EUGENE2": "Je suis toujours pas sûr qu'on devrait l\\'aider. [pause]Vous avez déjà oublié que son ancien employeur voulait s\\'emparer de toute l\\'île ?", - "SUNNY_PART2_MEREDITH3": "Ça devrait être intéressant.", - "SUNNY_PART2_FELIX3": "Je suis juste là en soutien moral.", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]D'accord...[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Whaaahhh... ?[/wave]", - "SUNNY_PART2_VIOLA3": "Je suis curieuse ! L'expérience sera peut-être divertissante ?", - "SUNNY_PART2_KAYLEIGH5": "Viens, [pause]Joy, [pause]on va passer derrière et tu vas te choisir une nouvelle tenue.", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]C'est... bien... ?[/wave]", - "SUNNY_PART2_EUGENE8": "Je suis pas convaincu, Kayleigh...", - "SUNNY_PART2_MEREDITH9": "Je [wave amp=30 freq=10]savais[/wave] qu'on allait s\\'amuser.", - "SUNNY_PART2_FELIX10": "C'est un début !", - "SUNNY_PART2_KAYLEIGH12": "C'est pas vraiment ton style, [pause]Joy !", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]Peut-être... trop...[/wave]", - "SUNNY_PART2_VIOLA11": "Hmm. [pause]Cette demoiselle semble encore moins au fait des coutumes vestimentaires locales que moi.", - "SUNNY_PART2_EUGENE14": "Je m'attendais pas à ça.", - "SUNNY_PART2_MEREDITH20": "Bon, [pause]Joy est plutôt cool, finalement. [pause]Qui l'aurait cru ?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Je crois que... [pause]ça me plaît.[/wave]", - "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]c'est moi, [pause]ou Joy est...", - "SUNNY_PART2_KAYLEIGH15": "T'as pas l\\'air très à l\\'aise là-dedans, Joy... [pause]Essaie autre chose, d\\'accord ?", - "SUNNY_PART2_EUGENE17": "Je...", - "SUNNY_PART2_KAYLEIGH19": "Absolument [wave amp=30 freq=10]magnifique[/wave] ? [pause]Oui, [pause]je partage ton opinion.", - "SUNNY_PART2_FELIX20": "Je crois que Joy a trouvé son look.", - "SUNNY_PART2_VIOLA20": "Fort inattendu. [pause]Vraiment.", - "SUNNY_PART2_PLAYER21_OPTION2": "Ça te va trop bien, Joy !", - "SUNNY_PART2_PLAYER21_OPTION1": "T'es super cool, Joy !", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Bien. [pause]C'est mon nouveau moi... [/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Merci pour votre aide... [pause]à tous.[/wave]", - "SUNNY_PART2_EUGENE24": "Je ne sais VRAIMENT plus quoi penser.", - "SUNNY_PART2_KAYLEIGH25": "On est heureux de pouvoir t'aider, Joy.", - "SUNNY_PART2_KAYLEIGH26": "Port-la-Ville offre un nouveau départ à tout le monde. [pause]Les agents immobiliers zombies ne font pas exception !", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Les Gardes-terres ne sont pas des \\\"zombies\\\". [pause]Nous sommes des vaisseaux. [pause]Créés pour travailler.[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Mais plus maintenant... [pause]À partir d'aujourd\\'hui... [pause]J\\'essaierai plutôt d\\'être \\\"Joy\\\".[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hé... {player}...[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]... Je ne crois pas... [pause]Je pense qu'on devrait juste rester amis.[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]Je ne suis pas \\\"Joy\\\" depuis longtemps. [pause]J'ai besoin de plus de temps pour me trouver.[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "C'est trop bizarre.", - "SUNNY_EUGENEDATE_EUGENE2": "C'est à cause de ma \\\"campagne pour abattre tous les Gardes-terres\\\", c\\'est ça ? [pause]Je sais qu\\'on forme un [wave amp=30 freq=10]duo improbable[/wave], mais je n\\'arrête pas de penser à toi...", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]Non, c'est pas ça. [pause]Je ne suis plus une Garde-terres. [pause]Je pense...[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Mais notre \\\"rendez-vous\\\" m'a plu.[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "Je comprends. [pause]C'est pas grave, Joy.", - "FARM_INTRO_EDWARD1.f": "Salut, l'amie ! [pause]T\\'es là pour régler notre problème de gelée ?", - "FARM_INTRO_EDWARD1.m": "Salut, l'ami ! [pause]T\\'es là pour régler notre problème de gelée ?", - "FARM_INTRO_EDWARD1.n": "Salut, l'ami·e ! [pause]T\\'es là pour régler notre problème de gelée ?", - "FARM_INTRO_EDWARD1_OPTION1": "... votre problème de gelée ?", - "FARM_EDWARD_INTERACT2.f": "Salut, l'amie ! [pause]Encore merci d\\'avoir débloqué le pont pour nous.", - "FARM_INTRO_EDWARD1_OPTION2": "Votre quoi ?", - "FARM_INTRO_EDWARD2": "Eh bien, ce pont que tu vois juste là est une jonction précieuse entre notre ferme et Port-la-Ville. [pause]On fournit la plupart des produits frais consommés par ses habitants.", - "FARM_INTRO_EDWARD3": "Malheureusement, les créatures gélatineuses du coin cherchent la bagarre, ces derniers temps... [pause]et elles ont tout englué le pont.", - "FARM_INTRO_EDWARD4.m": "Enfin, c'est pas grave ! [pause]Je suis sûr qu\\'elles finiront par déguerpir ! [pause]Repose-toi ici en attendant, si tu veux ! [pause]", - "FARM_INTRO_EDWARD4.f": "Enfin, c'est pas grave ! [pause]Je suis sûr qu\\'elles finiront par déguerpir ! [pause]Repose-toi ici en attendant, si tu veux ! [pause]", - "FARM_EDWARD_INTERACT1": "Si ce problème de pont persiste, les réserves de nourriture de Port-la-Ville risquent de s'épuiser...", - "FARM_BRIDGE_CONFIRM": "Essayer de dégager cette vase gluante ? C'est vraiment dégoûtant...", - "FARM_INTRO_EDWARD4.n": "Enfin, c'est pas grave ! [pause]Je suis sûr qu\\'elles finiront par déguerpir ! [pause]Repose-toi ici en attendant, si tu veux ! [pause]", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "Merci, l'amie ! [pause]Cette situation commençait à m\\'inquiéter un peu...", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "Merci, l'ami ! [pause]Cette situation commençait à m\\'inquiéter un peu...", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "Merci, l'ami·e ! [pause]Cette situation commençait à m\\'inquiéter un peu...", - "FARM_BRIDGE_LOWERED_EDWARD2": "On utilise pas mal de vase comme engrais. [pause]Elle a dû s'accumuler dans le sol et finir par donner forme à cette créature.", - "FARM_EDWARD_INTERACT2.m": "Salut, l'ami ! [pause]Encore merci d\\'avoir débloqué le pont pour nous.", - "FARM_BRIDGE_LOWERED_EDWARD3": "Si tu veux utiliser cette vase pour faire [wave amp=30 freq=10]pousser[/wave] des plantes, [pause]ne te gêne pas !", - "HOYLAKE_INTRO_HOYLAKE1.m": "Bonjour et bienvenue à toi ! [pause]Je suis le professeur Percival Dulac, chercheur intrépide de l'inconnu !", - "FARM_EDWARD_INTERACT2.n": "Salut, l'ami·e ! [pause]Encore merci d\\'avoir débloqué le pont pour nous.", - "FARM_MARIS_INTERACT": "Bonjour ! [pause]C'est gentil à toi de venir nous voir. [pause]Tu comptes rester un peu, ou tu ne fais que passer ?", - "HOYLAKE_INTRO_HOYLAKE1.f": "Bonjour et bienvenue à toi ! [pause]Je suis le professeur Percival Dulac, chercheur intrépide de l'inconnu !", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "L'inconnu ?", - "HOYLAKE_INTRO_HOYLAKE1.n": "Bonjour et bienvenue à toi ! [pause]Je suis le professeur Percival Dulac, chercheur intrépide de l'inconnu !", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Un chercheur ?", - "HOYLAKE_PART2_HOYLAKE6": "Un jeune Veilleur a récemment repéré \\\"{monster_description}, {habitat_phrase}\\\". [pause]Je compte sur toi !", - "HOYLAKE_INTRO_HOYLAKE3": "Et je parle bien de véritable approche scientifique ! [pause]Nous devons observer, analyser et formuler des conclusions éclairées !", - "HOYLAKE_INTRO_HOYLAKE2": "Absolument ! [pause]Nous sommes tous les prisonniers de ce curieux domaine, alors, c'est à mon [wave amp=30 freq=10]esprit rationnel[/wave] et infaillible de donner du sens au chaos qui nous entoure.", - "HOYLAKE_INTRO_HOYLAKE4": "D'après les habitants de Port-la-Ville, de nombreuses créatures étranges vivent sur cette île. [pause]Si nous pouvions toutes les recenser, [pause]alors, l\\'inconnu [wave amp=30 freq=10]cesserait[/wave] de l\\'être.", - "HOYLAKE_INTRO_HOYLAKE5.m": "Dis-moi, [pause]tu sembles comprendre toute l'importance de cette noble tâche. Que dirais-tu de m\\'aider à identifier ces monstres ?", - "HOYLAKE_INTRO_HOYLAKE5.n": "Dis-moi, [pause]tu sembles comprendre toute l'importance de cette noble tâche. Que dirais-tu de m\\'aider à identifier ces monstres ?", - "HOYLAKE_INTRO_HOYLAKE5.f": "Dis-moi, [pause]tu sembles comprendre toute l'importance de cette noble tâche. Que dirais-tu de m\\'aider à identifier ces monstres ?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Bien sûr !", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Une autre fois.", - "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]quel dommage ! Si tu changes d'avis, fais-le-moi savoir. [pause]La science n\\'abandonne jamais, quoi qu\\'il advienne !", - "HOYLAKE_PART1_HOYLAKE1": "Excellent ! [pause]Merveilleux ! [pause]J'ai compilé les descriptions de plusieurs monstres d\\'après les témoignages de la population. Enregistre leur forme et je pourrai enfin les cataloguer correctement.", - "HOYLAKE_PART1_HOYLAKE3": "Voici quelques cassettes vierges pour t'aider dans tes \\\"recherches\\\" !", - "HOYLAKE_PART1_HOYLAKE2": "Ta première cible est \\\"{monster_description}, {habitat_phrase}\\\".", - "HOYLAKE_PART1_HOYLAKE4.m": "Reviens me voir quand tu auras enregistré ce monstre et je pourrai le cataloguer. Bonne chasse, mon cher assistant !", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "Je suis sûre d'avoir vu un monstre dans ce genre pas loin. Je crois qu\\'on l\\'appelle {monster_name}.", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "Dulac cherche {monster_description}, c'est ça ?", - "HOYLAKE_PART1_HOYLAKE4.f": "Reviens me voir quand tu auras enregistré ce monstre et je pourrai le cataloguer. Bonne chasse, ma chère assistante !", - "HOYLAKE_PART1_HOYLAKE4.n": "Reviens me voir quand tu auras enregistré ce monstre et je pourrai le cataloguer. Bonne chasse, maon cher·ère assistant·e !", - "HOYLAKE_PART2_HOYLAKE1_RAND": "Excellent ! Son nom est \\\"{monster_name}\\\", alors ? [pause]Oui, il correspond parfaitement à la description qu'on m\\'en a faite !", - "HOYLAKE_INTERACT_HOYLAKE1.f": "Bien le bonjour, chère assistante ! Tu as pu enregistrer notre monstre mystère ? N'oublie pas, nous cherchons \\\"{monster_description}, {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1.m": "Bien le bonjour, cher assistant ! Tu as pu enregistrer notre monstre mystère ? N'oublie pas, nous cherchons \\\"{monster_description}, {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1.n": "Bien le bonjour, cher·ère assistant·e ! Tu as pu enregistrer notre monstre mystère ? N'oublie pas, nous cherchons \\\"{monster_description}, {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Pas encore.", - "HOYLAKE_INTERACT_HOYLAKE_NO": "Ne t'en fais pas ! [pause]Je suis sûr que cette créature énigmatique finira bientôt par se montrer ! [pause]Le progrès est inévitable, après tout !", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Affirmatif !", - "HOYLAKE_PART2_HOYLAKE1": "Excellent ! Un \\\"Macabra\\\", dis-tu ? [pause]Ces crocs... Ce crâne. [pause]Oui, il correspond parfaitement à la description qu'on m\\'en a faite !", - "HOYLAKE_PART2_HOYLAKE2": "Enregistrer des monstres sur de simples cassettes pour pouvoir prendre leur apparence... [pause]Ça n'a aucun sens, et pourtant, c\\'est bien ce qu\\'on observe.", - "HOYLAKE_PART2_HOYLAKE3": "Si l'expérience prouve que notre compréhension de la science est limitée, [pause]alors, c\\'est notre approche qui doit changer !", - "HOYLAKE_PART2_HOYLAKE4": "Merci pour ton aide ! Voilà une petite récompense bien méritée.", - "HOYLAKE_PART2_HOYLAKE5": "Maintenant, passons à ta prochaine mission.", - "HOYLAKE_PART3_HOYLAKE1": "Oh ! [pause]Ce \\\"Cosmigrade\\\" est vraiment une créature repoussante ! [pause]Qui pourrait bien vouloir prendre une si triste apparence, je me le demande...", - "HOYLAKE_PART3_HOYLAKE2": "En vérité, [pause]je crois que je ne me transformerai JAMAIS ! [pause]Je ne comprends pas cette technologie et je préfère ne pas expérimenter sur [wave amp=30 freq=10]moi-même[/wave].", - "HOYLAKE_PART3_HOYLAKE1_RAND": "Oh ! [pause]C'est bien un spécimen de \\\"{monster_name}\\\" ? [pause]Comment peut-on accepter de prendre une telle apparence, ça me dépasse...", - "HOYLAKE_PART3_HOYLAKE3": "Étudier le phénomène sur des volontaires me convient parfaitement... [pause]Ça me fait penser que tu mérites une récompense. Tiens !", - "HOYLAKE_PART3_HOYLAKE5": "C'est forcément une mauvaise plaisanterie, non ? [pause]Un canular ? [pause]Peut-être dans le but de me ridiculiser ?", - "HOYLAKE_PART3_HOYLAKE4": "La rumeur suivante me paraît presque trop bizarre pour être vraie. Plusieurs personnes auraient observé \\\"{monster_description}, {habitat_phrase}\\\".", - "HOYLAKE_PART3_HOYLAKE6.m": "Si tu réussis à élucider ce mystère, tu auras prouvé que tu es un plus grand scientifique que moi !", - "HOYLAKE_PART3_HOYLAKE6.f": "Si tu réussis à élucider ce mystère, tu auras prouvé que tu es une plus grande scientifique que moi !", - "HOYLAKE_PART4_HOYLAKE1": "Quoi !? [pause]Ce monstre existe VRAIMENT ? [pause]Je ne l'aurais jamais cru.", - "HOYLAKE_PART3_HOYLAKE6.n": "Si tu réussis à élucider ce mystère, tu auras prouvé que tu es un·e plus grand·e scientifique que moi !", - "HOYLAKE_PART4_HOYLAKE2": "Un \\\"Claqualope\\\" ? Je vois. [pause]Sur Terre, ou du moins sur \\\"MA\\\" Terre, [pause]il existe un cryptide qui lui ressemble beaucoup, le \\\"jackalope\\\".", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Oui !", - "HOYLAKE_PART4_HOYLAKE2_RAND": "Un spécimen de \\\"{monster_name}\\\" ? Je vois.", - "HOYLAKE_PART6_HOYLAKE1": "Oh, tu as réussi à l'enregistrer ! [pause]C\\'est un \\\"Maskelfe\\\" ? [pause]Si mystérieux qu\\'il préfère dissimuler son visage. [pause]Maintenant que j\\'y pense, bon nombre des monstres de la Nouvelle-Wirral portent un masque.", - "HOYLAKE_PART4_HOYLAKE3": "C'est curieux, mais nos mythes et nos légendes semblent influencer fortement l\\'apparence des monstres de la Nouvelle-Wirral...", - "HOYLAKE_PART4_HOYLAKE4": "Au fait ! [pause]J'aimerais te poser quelques questions sur ton monde d\\'origine. [pause]J\\'essaie de cataloguer les différentes réalités dont sont issus les habitants de Port-la-Ville.", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "D'accord... ?", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Pourquoi pas... ?", - "HOYLAKE_PART4_HOYLAKE5": "Excellent ! [pause]Je vais simplement te poser une série de questions relatives à de grands événements historiques, pour voir s'ils t\\'évoquent quelque chose.", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Oui !", - "HOYLAKE_PART4_HOYLAKE6": "Première question : [pause]Est-ce que ton monde a connu un \\\"Empire romain\\\" ?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Non !", - "HOYLAKE_PART4_HOYLAKE7": "Deuxième question : [pause]Est-ce que ton monde a connu une \\\"révolution industrielle\\\" ?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Non !", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Oui !", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Non !", - "HOYLAKE_PART4_HOYLAKE8": "Troisième question : [pause]Est-ce que l'humanité est allée sur la lune ?", - "HOYLAKE_PART4_HOYLAKE9": "Bien ! [pause]Dernière question : est-ce que \\\"la Journée des oiseaux\\\" a déjà eu lieu ?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "Quoi ?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "... \\\"Déjà\\\" ?", - "HOYLAKE_PART4_HOYLAKE11": "Merci pour ton aide, une fois de plus ! [pause]Voilà pour toi.", - "HOYLAKE_PART4_HOYLAKE10.f": "Euh, oublie ça. [pause]Dis-toi que tu as bien de la chance de ne pas comprendre.", - "HOYLAKE_PART4_HOYLAKE10.m": "Euh, oublie ça. [pause]Dis-toi que tu as bien de la chance de ne pas comprendre.", - "HOYLAKE_PART4_HOYLAKE10.n": "Euh, oublie ça. [pause]Dis-toi que tu as bien de la chance de ne pas comprendre.", - "HOYLAKE_PART4_HOYLAKE12.m": "Tu es prêt pour une nouvelle chasse au monstre ? [pause]Pas la peine de répondre !", - "HOYLAKE_PART4_HOYLAKE13": "J'ai entendu la capitaine Penny Dreadful murmurer quelque chose à propos d\\'un monstre, \\\"{monster_description}, {habitat_phrase}\\\".", - "HOYLAKE_PART4_HOYLAKE12.f": "Tu es prête pour une nouvelle chasse au monstre ? [pause]Pas la peine de répondre !", - "HOYLAKE_PART4_HOYLAKE12.n": "Tu es prêt·e pour une nouvelle chasse au monstre ? [pause]Pas la peine de répondre !", - "HOYLAKE_PART4_HOYLAKE14": "Si jamais tu réussis à l'enregistrer, n\\'hésite pas à me prévenir !", - "HOYLAKE_PART5_HOYLAKE1.f": "Excellent ! [pause]Tu prouves une nouvelle fois tes capacités de chercheuse sur le terrain.", - "HOYLAKE_PART5_HOYLAKE1.m": "Excellent ! [pause]Tu prouves une nouvelle fois tes capacités de chercheur sur le terrain.", - "HOYLAKE_PART5_HOYLAKE2": "Un \\\"Corbomort\\\", donc ? [pause]Quelle apparence morbide ! [pause]Il me rappelle un poème... [pause]mais impossible de me souvenir lequel, au juste.", - "HOYLAKE_PART5_HOYLAKE1.n": "Excellent ! [pause]Tu prouves une nouvelle fois tes capacités de chercheur·se sur le terrain.", - "HOYLAKE_PART5_HOYLAKE2_RAND": "Un spécimen de \\\"{monster_name}\\\" ?", - "HOYLAKE_PART5_HOYLAKE3": "Hélas, il ne reste plus qu'un dernier monstre sur ma liste !", - "HOYLAKE_PART5_HOYLAKE4": "C'est Ianthe elle-même qui m\\'a parlé de cette créature qui s\\'enfuit au moindre signe de présence humaine !", - "HOYLAKE_PART5_HOYLAKE5": "Selon elle, c'est \\\"{monster_description}, {habitat_phrase}\\\". [pause]Si tu te sens capable de l\\'enregistrer, [pause]je te souhaite bonne chance !", - "FRANKIE_PART4_FRANKIE1.f": "Hé, capitaine ! [pause]Je crois que je vais tenter de devenir une véritable Veilleuse.", - "HOYLAKE_PART6_HOYLAKE1_RAND": "Oh, tu as réussi à l'enregistrer ! [pause]Un spécimen de \\\"{monster_name}\\\", alors ?", - "HOYLAKE_PART6_HOYLAKE3": "Ou c'est peut-être simplement que ces masques sont [wave amp=30 freq=10]cool[/wave]...", - "HOYLAKE_PART6_HOYLAKE2": "Je me demande ce que ça implique ? [pause]Il existe peut-être un profond lien psychique entre notre perception des visages et la façon dont ces monstres prennent forme et vie...", - "HOYLAKE_PART6_HOYLAKE4.m": "Je me dois de te féliciter. [pause]À ce stade, j'ai presque l\\'impression que c\\'est toi le grand scientifique et moi l\\'assistant.", - "HOYLAKE_PART6_HOYLAKE4.f": "Je me dois de te féliciter. [pause]À ce stade, j'ai presque l\\'impression que c\\'est toi la grande scientifique et moi l\\'assistant.", - "HOYLAKE_PART6_HOYLAKE4.n": "Je me dois de te féliciter. [pause]À ce stade, j'ai presque l\\'impression que c\\'est toi læ grand·e scientifique et moi l\\'assistant.", - "HOYLAKE_PART6_HOYLAKE5": "Pour tout t'avouer, [pause]je ne suis pas [wave amp=30 freq=10]réellement[/wave] un professeur ni un chercheur.", - "HOYLAKE_PART6_HOYLAKE6": "Je n'étais qu\\'un modeste employé d\\'entreprise avant mon arrivée à la Nouvelle-Wirral. [pause]Je suis moins versé dans la [wave amp=30 freq=10]science[/wave] que dans la [wave amp=30 freq=10]science-fiction[/wave].", - "HOYLAKE_PART6_HOYLAKE7": "Mais je dois rester rationnel ! [pause]M'échouer sur cette île a donné du sens à ma vie !", - "HOYLAKE_PART6_HOYLAKE8": "Je ne suis peut-être pas un [wave amp=30 freq=10]vrai[/wave] professeur, mais je suis sûr que mes efforts peuvent être utiles !", - "HOYLAKE_PART6_HOYLAKE9.m": "Merci d'avoir œuvré avec moi sans relâche pour la cause scientifique, mon ami. [pause]Tu es un exemple pour nous tous !", - "HOYLAKE_PART6_HOYLAKE9.f": "Merci d'avoir œuvré avec moi sans relâche pour la cause scientifique, mon amie. [pause]Tu es un exemple pour nous tous !", - "HOYLAKE_PART6_HOYLAKE9.n": "Merci d'avoir œuvré avec moi sans relâche pour la cause scientifique, mon ami·e. [pause]Tu es un exemple pour nous tous !", - "HOYLAKE_PART6_HOYLAKE10": "Si jamais tu souhaites contribuer davantage à mes travaux, reviens me voir. [pause]Il y aura toujours de nouveaux sujets à étudier !", - "HOYLAKE_PART7_HOYLAKE1": "Bien le bonjour, {player} ! Combien d'espèces différentes as-tu réussi à enregistrer ?", - "HOYLAKE_PART7_HOYLAKE2": "Grands dieux ! {count} !?", - "HOYLAKE_PART7_HOYLAKE4": "Je crois qu'on a fait le tour des espèces connues de la Nouvelle-Wirral ! [pause]Enfin, [pause]exception faite des créatures non officielles, des fusions et des archanges.", - "HOYLAKE_PART7_HOYLAKE3": "Merci pour ton aide ! Voilà une petite récompense bien méritée.", - "HOYLAKE_PART7_HOYLAKE6.m": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleur.", - "HOYLAKE_PART7_HOYLAKE5": "Je vais mettre du temps à cataloguer tous les spécimens que tu m'as présentés.", - "HOYLAKE_PART7_HOYLAKE7": "Si j'ai une requête pour toi, je l\\'afficherai sur le panneau des Veilleurs.", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]C'EST TOUT CE DONT J\\'AVAIS TOUJOURS RÊVÉ ![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "{count} ? Pas mal, pas mal.", - "HOYLAKE_PART7_HOYLAKE6.n": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleur·se.", - "HOYLAKE_PART7_HOYLAKE6.f": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleuse.", - "HOYLAKE_PART7_HOYLAKE9": "Reviens me parler quand tu auras atteint la barre des {next_threshold}.", - "HOYLAKE_PART7_HOYLAKE10": "N'oublie pas de rematricer tes cassettes quand elles atteignent les 5 étoiles. C\\'est la seule façon d\\'obtenir certaines espèces rares !", - "HOYLAKE_PART8_HOYLAKE1": "Bien le bonjour, {player} ! Je n'ai pas encore terminé de cataloguer les espèces que tu m\\'as présentées.", - "HOYLAKE_PART8_HOYLAKE2.m": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleur.", - "HOYLAKE_PART8_HOYLAKE2.f": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleuse.", - "FRANKIE_PART1_FRANKIE2.m": "Oh, là, là, t'es un autre de ces [wave amp=30 freq=10]vétérans[/wave] qui chassent le monstre sur cette île mystérieuse !?", - "HOYLAKE_PART8_HOYLAKE2.n": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleur·se.", - "HOYLAKE_PART8_HOYLAKE3": "Bien le bonjour, {player} ! Si j'ai une requête pour toi, je l\\'afficherai sur le panneau des Veilleurs.", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Hé[/wave], {player} ! [pause]Laisse-moi te présenter notre dernière et plus brillante recrue : Frankie !", - "FRANKIE_PART1_FRANKIE2.f": "Oh, là, là, t'es une autre de ces [wave amp=30 freq=10]vétérans[/wave] qui chassent le monstre sur cette île mystérieuse !?", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Un autre des ces vétérans ?", - "FRANKIE_PART1_FRANKIE2.n": "Oh, là, là, t'es un·e autre de ces [wave amp=30 freq=10]vétérans[/wave] qui chassent le monstre sur cette île mystérieuse !?", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Une autre des ces vétérans ?", - "FRANKIE_PART1_FRANKIE3": "Un monde magique rempli de monstres, et des héros à fière allure qui se transforment pour les combattre...", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Un·e autre des ces vétérans ?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "Je suis pas là depuis SI longtemps que ça !", - "FRANKIE_PART1_CYBIL6": "Comme tu peux le voir, Frankie vit plutôt bien son arrivée à la Nouvelle-Wirral.", - "FRANKIE_PART1_KAYLEIGH5": "T'es vraiment quelqu\\'un de très enthousiaste, hein ?", - "FRANKIE_PART1_EUGENE5": "Ton attitude me plaît !", - "FRANKIE_PART1_MEREDITH5": "C'est pas la réaction que j\\'attendais.", - "FRANKIE_PART1_FELIX5": "Tu es bien plus enthousiaste que moi à mon arrivée ici.", - "FRANKIE_PART1_VIOLA5": "Tu ne sembles nullement perturbée par ton inexplicable arrivée sur cette île, mon amie.", - "FRANKIE_PART1_FRANKIE7": "Je veux en profiter un maximum ! Et rejoindre les Veilleurs est sans aucun doute une étape obligée de mon aventure ! Hé, hé...", - "FRANKIE_PART1_CYBIL8": "Je lui ai déjà donné un lecteur de cassettes. Il ne te reste plus qu'à lui offrir une cassette de monstre et à lui apprendre les bases !", - "FRANKIE_PART1_FRANKIE10": "Ma propre forme de monstre... La première étape de mon voyage fantastique...", - "FRANKIE_PART1_CYBIL9": "... C'est tout pour moi, fin de diffusion ! [pause]À la prochaine, {player} !", - "FRANKIE_PART1_FRANKIE15.f": "Je suis prête à \\\"apprendre les bases\\\", capitaine ! [pause]Non, [wave amp=30 freq=10]j'exige[/wave] d\\'apprendre les bases ! [pause]Allons affronter des monstres, d\\'accord ?", - "FRANKIE_PART1_FRANKIE11": "Tu as une cassette pour moi ?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "Tiens !", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Vous êtes sûr de vouloir donner cette cassette de {species_name} à Frankie ? C'est définitif... Vous ne pourrez plus jamais la récupérer.", - "FRANKIE_PART1_FRANKIE11_OPTION2": "Pas encore.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Vous êtes sûre de vouloir donner cette cassette de {species_name} à Frankie ? C'est définitif... Vous ne pourrez plus jamais la récupérer.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Vous êtes sûr·e de vouloir donner cette cassette de {species_name} à Frankie ? C'est définitif... Vous ne pourrez plus jamais la récupérer.", - "FRANKIE_PART1_FRANKIE12": "Je vais devenir {species_description}, alors ?", - "FRANKIE_PART1_FRANKIE13": "...", - "FRANKIE_PART1_FRANKIE15.m": "Je suis prête à \\\"apprendre les bases\\\", capitaine ! [pause]Non, [wave amp=30 freq=10]j'exige[/wave] d\\'apprendre les bases ! [pause]Allons affronter des monstres, d\\'accord ?", - "FRANKIE_PART1_FRANKIE15.n": "Je suis prête à \\\"apprendre les bases\\\", capitaine ! [pause]Non, [wave amp=30 freq=10]j'exige[/wave] d\\'apprendre les bases ! [pause]Allons affronter des monstres, d\\'accord ?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]C'EST PARFAIT ! CETTE CASSETTE SERA MON PLUS GRAND TRÉSOR ![/shake]", - "FRANKIE_PART1_FRANKIE16": "Ouah, changer d'apparence comme ça est bien plus fatigant que je l\\'aurais cru.", - "FRANKIE_PART1_FRANKIE17": "Je crois que j'ai besoin d\\'aller me reposer. [pause]Et de manger. Beaucoup. [pause]Potentiellement dans cet ordre.", - "FRANKIE_PART1_FRANKIE18.m": "À plus, capitaine ! Merci pour tes conseils ! Une jeune héroïne intrépide a toujours besoin d'un [wave amp=30 freq=10]maître[/wave], et je suis contente que ce soit toi !", - "FRANKIE_PART1_FRANKIE18.n": "À plus, capitaine ! Merci pour tes conseils ! Une jeune héroïne intrépide a toujours besoin d'un [wave amp=30 freq=10]maître[/wave], et je suis contente que ce soit toi !", - "FRANKIE_PART1_FRANKIE18.f": "À plus, capitaine ! Merci pour tes conseils ! Une jeune héroïne intrépide a toujours besoin d'un [wave amp=30 freq=10]maître[/wave], et je suis contente que ce soit toi !", - "FRANKIE_PART1_KAYLEIGH19": "C'est vraiment un phénomène !", - "FRANKIE_PART1_MEREDITH19": "Je ne suis officiellement plus la personne la plus socialement inapte de cette île...", - "FRANKIE_PART1_EUGENE19.m": "On dirait que t'as fait ça toute ta vie, {player} !", - "FRANKIE_PART1_EUGENE19.f": "On dirait que t'as fait ça toute ta vie, {player} !", - "FRANKIE_PART1_EUGENE19.n": "On dirait que t'as fait ça toute ta vie, {player} !", - "FRANKIE_PART1_FELIX19.m": "Hmm. Tu es vraiment très pédagogue.", - "FRANKIE_PART1_FELIX19.f": "Hmm. Tu es vraiment très pédagogue.", - "FRANKIE_PART1_VIOLA19.m": "Le rôle de mentor te va comme un gant, {player}.", - "FRANKIE_PART1_FELIX19.n": "Hmm. Tu es vraiment très pédagogue.", - "FRANKIE_PART2_FRANKIE1.m": "Oh, salut, capitaine ! Tu es là pour m'aider dans mon [wave amp=30 freq=10]aventure héroïque[/wave] personnelle ?", - "FRANKIE_PART1_VIOLA19.f": "Le rôle de mentore te va comme un gant, {player}.", - "FRANKIE_PART1_VIOLA19.n": "Le rôle de mentor·e te va comme un gant, {player}.", - "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"Aventure héroïque\\\"... ?", - "FRANKIE_PART2_FRANKIE1.f": "Oh, salut, capitaine ! Tu es là pour m'aider dans mon [wave amp=30 freq=10]aventure héroïque[/wave] personnelle ?", - "FRANKIE_PART2_FRANKIE1.n": "Oh, salut, capitaine ! Tu es là pour m'aider dans mon [wave amp=30 freq=10]aventure héroïque[/wave] personnelle ?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]IL ARRIVE UN MOMENT OÙ TOUTES LES JEUNES AVENTURIÈRES COURAGEUSES DOIVENT TROUVER LEUR PROPRE VOIE...[/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "Qu'est-ce que tu manigances ?", - "FRANKIE_PART2_FRANKIE3": "C'est ce que je fais. [pause]Je suis la jeune aventurière courageuse en question, au cas où tu n\\'aurais pas suivi...", - "FRANKIE_PART2_FRANKIE3_OPTION1": "Je vois.", - "FRANKIE_PART2_FRANKIE4": "Peu importe, j'ai repéré une de ces \\\"fusions rebelles\\\", tout près d\\'ici. Je vais aller lui montrer qui est la patronne !", - "FRANKIE_PART2_FRANKIE3_OPTION2": "Je ne suis toujours pas.", - "FRANKIE_PART2_FRANKIE4_OPTION1": "Tu veux un coup de main ?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "T'es sûre que c\\'est une bonne idée ?", - "FRANKIE_PART2_FRANKIE5": "Ne t'en fais pas pour moi ! J\\'ai un don pour ça... J\\'ai lu plus de [wave amp=30 freq=10]200[/wave] fanfictions sur des héros qui se transforment en montres. [pause](Ne me demande pas d\\'en parler.)", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]À l'attaque ![/shake]", - "FRANKIE_PART2_FRANKIE8": "Ma carrière est bien lancée, je crois !", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]ON A GAGNÉ ![/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "Ta carrière ?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "Hein ?", - "FRANKIE_PART2_FRANKIE9": "Oui, ma carrière d'héroïne séduisante et mystérieuse, qui ne ménage pas ses efforts pour sauver les opprimés de ce pays fantastique !", - "FRANKIE_PART2_FRANKIE10": "Ça ne fait aucun doute... Un danger bien plus terrible va bientôt faire surface...", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]ET C'EST MOI QUI SAUVERAI CETTE ÎLE DE LA DESTRUCTION ![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "T'arrives un peu tard...", - "FRANKIE_PART2_FRANKIE11_OPTION2": "C'est déjà fait !", - "FRANKIE_PART2_FRANKIE12": "Hein ? [pause]C'est vrai ?", - "FRANKIE_PART2_FRANKIE13": "Pas grave ! Il doit bien rester un ennemi maléfique pour moi quelque part ! [pause]Tu as peut-être [wave amp=30 freq=10]raté[/wave] quelque chose !", - "FRANKIE_PART3_FRANKIE3": "Je dois accomplir quelque chose de significatif tant que je suis ici, tu crois pas ? [pause]Sauver le monde ! Trouver ma voie ! Rencontrer l'amour !", - "FRANKIE_PART3_FRANKIE1": "Hé, {player} ! J'ai une question à te poser !", - "FRANKIE_PART3_FRANKIE1_OPTION1": "Vas-y !", - "FRANKIE_PART3_FRANKIE1_OPTION2": "Je t'écoute.", - "FRANKIE_PART3_FRANKIE2": "Qu'est-ce que ça veut dire... de prendre sa vie en main ?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "Vaste question !", - "FRANKIE_PART3_FRANKIE2_OPTION2": "Quoi... ?", - "FRANKIE_PART3_FRANKIE4": "Tu sais, tous les classiques de l'aventure. [pause]J\\'ai pas une seconde à perdre !", - "FRANKIE_PART3_FRANKIE4_OPTION1": "Tu vises peut-être un peu haut..", - "FRANKIE_PART3_FRANKIE4_OPTION2": "Tu te mets trop la pression !", - "FRANKIE_PART3_FRANKIE5": "Hmm. [pause]Tu as probablement raison.", - "FRANKIE_PART3_FRANKIE6": "Bon, autre question ! [pause]Tu peux m'aider à combattre cette fusion rebelle que je viens de trouver pas loin d\\'ici ? Ça devrait me faire une bonne expérience !", - "FRANKIE_PART3_FRANKIE7": "Merci pour ton aide, {player} ! [pause]Je peux maintenant confirmer que c'était une expérience très enrichissante !", - "FRANKIE_PART4_FRANKIE1.m": "Hé, capitaine ! [pause]Je crois que je vais tenter de devenir une véritable Veilleuse.", - "FRANKIE_PART4_FRANKIE3": "... Du coup, j'ai repéré une autre fusion rebelle à abattre ! Pas de temps à perdre, allons vite la [shake rate=30 level=10]démolir[/shake] !", - "FRANKIE_PART4_FRANKIE2": "Fini le statut de bleusaille pour moi ! Même si j'ai encore des progrès à faire.", - "FRANKIE_PART4_FRANKIE1.n": "Hé, capitaine ! [pause]Je crois que je vais tenter de devenir une véritable Veilleuse.", - "FRANKIE_PART4_FRANKIE4": "Merci pour ton aide ! [pause]Peut-être que la prochaine fois qu'on se verra, je serai devenue une Veilleuse à part entière !", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Tu ne t'attendais pas à ce que je te provoque en duel aussi vite, avoue !", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Tu ne t'attendais pas à ce que je te provoque en duel aussi vite, avoue !", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]L'ÉLÈVE DOIT DÉPASSER LE MAÎTRE ![/shake] Le seul moyen pour moi de devenir une vraie Veilleuse, c\\'est de te vaincre et d\\'obtenir ton [wave amp=30 freq=10]tampon[/wave] !", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Tu ne t'attendais pas à ce que je te provoque en duel aussi vite, avoue !", - "FRANKIE_PART5_FRANKIE3": "J'ai même dressé ce Canijab pour m\\'aider ! Alors, qu\\'est-ce que t\\'en dis... ? Tu acceptes ?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "Donne-toi à fond, \\\"bleusaille\\\" !", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je savais que tu serais coriace.", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Veilleur·se ![/shake] [pause]T'es là pour m\\'arrêter, hein !?", - "FRANKIE_PART5_FRANKIE3_OPTION2": "Je vais pas te faire de cadeau !", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je savais que tu serais coriace.", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je savais que tu serais coriace.", - "FRANKIE_PART5_FRANKIE5": "C'est pour ça que j\\'ai pris soin d\\'affronter les 12 autres capitaines avant toi.", - "FRANKIE_PART5_FRANKIE5_OPTION1": "Hein ?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "Pardon ?", - "FRANKIE_PART5_FRANKIE6": "Tu as bien entendu ! Je suis [wave amp=30 freq=10]déjà[/wave] qualifiée pour rejoindre les Veilleurs !", - "FRANKIE_PART5_FRANKIE7": "Je voulais juste tester un peu ton niveau. [pause]Et je n'ai pas été déçue !", - "FRANKIE_PART5_FRANKIE8.m": "À la prochaine, capitaine !", - "FRANKIE_PART5_FRANKIE8.n": "À la prochaine, capitaine !", - "FRANKIE_TOWN_HALL_INTERACT1": "Salut, {player} ! Je fais juste le plein d'informations avant de retourner sur le terrain !", - "FRANKIE_PART5_FRANKIE8.f": "À la prochaine, capitaine !", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Veilleur ![/shake] [pause]T'es là pour m\\'arrêter, hein !?", - "VIN_PART1_VIN1_OPTION2": "Ça fait partie de mon travail !", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Veilleuse ![/shake] [pause]T'es là pour m\\'arrêter, hein !?", - "VIN_PART1_VIN1_OPTION1": "Quelque chose comme ça.", - "VIN_PART1_VIN2": "Très bien ! [pause]Si tu veux vraiment te battre, affronte-moi en un contre un !", - "VIN_PART3_VIN8.n": "Comme si ce n'était pas [wave amp=30 freq=10]l\\'un·e des leurs[/wave] qui avait plongé notre communauté pacifique dans le chaos !", - "VIN_PART1_VIN3": "Il n'y a que les [wave amp=30 freq=10]lâches[/wave] qui se reposent sur les autres !", - "VIN_PART1_KAYLEIGH4": "Pas de souci, {player}, je peux rester sur la touche ! Occupe-toi de lui sans moi !", - "VIN_PART1_MEREDITH4.f": "Un duel en un contre un ? Vas-y, {player} ! T'as largement le niveau pour lui flanquer une volée.", - "VIN_PART1_MEREDITH4.m": "Un duel en un contre un ? Vas-y, {player} ! T'as largement le niveau pour lui flanquer une volée.", - "VIN_PART1_MEREDITH4.n": "Un duel en un contre un ? Vas-y, {player} ! T'as largement le niveau pour lui flanquer une volée.", - "VIN_PART1_EUGENE4.m": "Vas-y, camarade ! T'as pas besoin de mon aide pour corriger ce pauvre naze.", - "VIN_PART1_EUGENE4.n": "Vas-y, camarade ! T'as pas besoin de mon aide pour corriger ce pauvre naze.", - "VIN_PART1_FELIX4": "T'en penses quoi, {player} ? Tu veux le remettre à sa place toi-même ?", - "VIN_PART1_EUGENE4.f": "Vas-y, camarade ! T'as pas besoin de mon aide pour corriger ce pauvre naze.", - "VIN_PART1_VIOLA4.n": "Il semblerait que je n'aie pas ma place dans ce combat, maon cher·ère {player}. N\\'aie nulle crainte, je crois en toi.", - "VIN_PART1_VIOLA4.f": "Il semblerait que je n'aie pas ma place dans ce combat, ma chère {player}. N\\'aie nulle crainte, je crois en toi.", - "VIN_PART1_VIOLA4.m": "Il semblerait que je n'aie pas ma place dans ce combat, mon cher {player}. N\\'aie nulle crainte, je crois en toi.", - "VIN_PART1_VIN5.m": "Hmph ! [pause]Pas mal, pour un lâche...", - "VIN_PART1_VIN5.f": "Hmph ! [pause]Pas mal, pour une lâche...", - "VIN_PART1_VIN5.n": "Hmph ! [pause]Pas mal, pour un·e lâche...", - "VIN_PART1_VIN6": "Mais tu ne m'auras pas ! [wave amp=30 freq=10]Je suis déjà parti ![/wave]", - "VIN_PART1_KAYLEIGH7": "Il est rapide. Je suis sûre qu'on l\\'aura la prochaine fois, {player}.", - "VIN_PART1_MEREDITH7.m": "Il a filé comme l'éclair ! T\\'en fais pas, on l\\'aura la prochaine fois.", - "VIN_PART1_MEREDITH7.n": "Il a filé comme l'éclair ! T\\'en fais pas, on l\\'aura la prochaine fois.", - "VIN_PART1_MEREDITH7.f": "Il a filé comme l'éclair ! T\\'en fais pas, on l\\'aura la prochaine fois.", - "VIN_PART1_EUGENE7": "Il fait le malin, mais il a détalé comme un lapin !", - "VIN_PART1_FELIX7": "Il court vraiment vite. On l'attrapera la prochaine fois.", - "VIN_PART2_VIN1": "[shake rate=30 level=10]Encore toi ![/shake]", - "VIN_PART1_VIOLA7": "Il a fui sans demander son reste. Je suis sûre que nos chemins se croiseront à nouveau.", - "VIN_PART2_VIN2": "Vous, les Veilleurs, il faut toujours que vous vous mêliez de ce qui ne vous regarde pas !", - "VIN_PART2_VIN5": "[shake rate=30 level=10]Pas avant d'avoir libéré cette île de la tyrannie des Veilleurs de Port-la-Ville ![/shake]", - "VIN_PART2_VIN3": "Allez, viens te battre en un contre un !", - "VIN_PART2_VIN4": "Ha, tu ne m'attraperas jamais. Et je n\\'abandonnerai jamais non plus...", - "VIN_PART3_VIN1.m": "Tiens, tiens. [pause]Les Veilleurs ont encore envoyé leur [wave amp=30 freq=10]fidèle toutou[/wave] sur mes traces !", - "VIN_PART3_VIN1.f": "Tiens, tiens. [pause]Les Veilleurs ont encore envoyé leur [wave amp=30 freq=10]fidèle toutou[/wave] sur mes traces !", - "VIN_PART3_VIN1_OPTION1": "Hé ! Je m'appelle {player} !", - "VIN_PART3_VIN1.n": "Tiens, tiens. [pause]Les Veilleurs ont encore envoyé leur [wave amp=30 freq=10]fidèle toutou[/wave] sur mes traces !", - "VIN_PART3_VIN2": "...", - "VIN_PART3_FELIX5": "Attends, si je comprends bien, ce voleur fait partie de ce culte bizarre ?", - "VIN_PART3_VIN3": "Alors, c'est toi...", - "VIN_PART3_VIN4.f": "La cruelle [wave amp=30 freq=10]déicide[/wave] responsable de tout ce désastre ! C'est à cause de toi que Frère Cooper est mort !", - "VIN_PART3_VIN4.n": "Læ cruel·le [wave amp=30 freq=10]déicide[/wave] responsable de tout ce désastre ! C'est à cause de toi que Frère Cooper est mort !", - "VIN_PART3_VIN4.m": "Le cruel [wave amp=30 freq=10]déicide[/wave] responsable de tout ce désastre ! C'est à cause de toi que Frère Cooper est mort !", - "VIN_PART3_VIN4_OPTION1.n": "Moi, un·e déicide ?", - "VIN_PART3_VIN4_OPTION1.f": "Moi, une déicide ?", - "VIN_PART3_VIN4_OPTION1.m": "Moi, un déicide ?", - "VIN_PART3_MEREDITH5": "C'est un cultiste, {player}. Il doit t\\'en vouloir pour cet Asmodeuil que vous avez battu, Kayleigh et toi.", - "VIN_PART3_VIN4_OPTION2": "Je n'ai rien fait de tout ça !", - "VIN_PART3_KAYLEIGH5": "Tu fais partie de ce culte ?", - "VIN_PART3_EUGENE5": "Hé ! Il y aurait eu bien plus de victimes que Dorian sans l'intervention de {player} !", - "VIN_PART3_VIOLA5": "Tu te fourvoies, brigand !", - "VIN_PART3_VIN6.f": "Assez ! Viens te battre, sale lâche !", - "VIN_PART3_VIN6.m": "Assez ! Viens te battre, sale lâche !", - "VIN_PART3_VIN6.n": "Assez ! Viens te battre, sale lâche !", - "VIN_PART3_VIN7": "Quand notre maître a été [wave amp=30 freq=10]si cruellement assassiné[/wave], les Veilleurs ont immédiatement proposé de nous \\\"aider\\\". Ben voyons !", - "VIN_PART3_VIN8.m": "Comme si ce n'était pas [wave amp=30 freq=10]l\\'un des leurs[/wave] qui avait plongé notre communauté pacifique dans le chaos !", - "VIN_PART3_VIN8.f": "Comme si ce n'était pas [wave amp=30 freq=10]l\\'une des leurs[/wave] qui avait plongé notre communauté pacifique dans le chaos !", - "VIN_PART3_KAYLEIGH9": "Tu te trompes complètement. [pause]Dorian est seul responsable de tout ce que ta communauté a dû endurer !", - "VIN_PART3_VIN10": "Ces cassettes vierges et ces autocollants que je vole... C'est pour armer notre résistance !", - "VIN_PART4_VIN1": "Laisse-moi...", - "VIN_PART4_VIN2": "Oooh...", - "VIN_PART4_VIN3": "Ce monstre m'a pris par surprise...", - "VIN_PART4_VIN4": "Pourquoi... [pause]tu m'as aidé, {player} ?", - "VIN_PART4_VIN5_OPTION1": "Tu te trompes complètement !", - "VIN_PART4_VIN5.n": "Tu aurais pu m'abandonner comme tu as abandonné Frère Cooper. Ça aurait réglé [wave amp=30 freq=10]tous tes problèmes[/wave] !", - "VIN_PART4_VIN5.f": "Tu aurais pu m'abandonner comme tu as abandonné Frère Cooper. Ça aurait réglé [wave amp=30 freq=10]tous tes problèmes[/wave] !", - "VIN_PART4_VIN5.m": "Tu aurais pu m'abandonner comme tu as abandonné Frère Cooper. Ça aurait réglé [wave amp=30 freq=10]tous tes problèmes[/wave] !", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Némésis !?[/shake] [pause]C'est toi le responsable de tout ça ?", - "VIN_PART4_VIN5_OPTION2": "Je n'ai pas abandonné Dorian !", - "VIN_PART4_JACQUELINE7": "Quand Ianthe m'a expliqué que quelqu\\'un dérobait le matériel mis de côté par les Veilleurs pour la communauté, j\\'étais loin de me douter que c\\'était toi !", - "VIN_PART4_VIN8": "Mis de côté... [pause] pour la communauté ? [pause]Notre communauté ?", - "VIN_PART4_JACQUELINE9": "Bien sûr, espèce d'andouille !", - "VIN_PART5_VIN6": "Et maintenant, je dois tenter d'obtenir ton tampon ! [pause]Accorde-moi un dernier [wave amp=30 freq=10]duel[/wave], {player} !", - "VIN_PART4_VIN10": "Mais les Veilleurs... Ils nous tyrannisent, non ? Ils te forcent à leur obéir, [pause] et tout ?", - "VIN_PART4_JACQUELINE11": "Pas du tout. La mort de Dorian m'a ouvert les yeux.", - "VIN_PART4_JACQUELINE12": "Quand il était [wave amp=30 freq=10]aux commandes[/wave], nous étions tous sous son emprise. J'étais incapable de voir ce qui se passait autour de moi avec lucidité.", - "VIN_PART4_JACQUELINE13": "C'est seulement maintenant que je perçois les choses telles qu\\'elles étaient réellement.", - "VIN_PART4_KAYLEIGH14": "Jacqueline...", - "VIN_PART4_JACQUELINE15": "Notre communauté avait besoin d'aide et Ianthe a eu la bonté de nous tendre la main.", - "VIN_PART4_JACQUELINE16": "Sans elle, on serait déjà tous morts de faim. Dorian avait fait raser notre potager pour atteindre ce maudit archange !", - "VIN_PART4_VIN17": "...", - "VIN_PART4_JACQUELINE20": "Je connais Némésis depuis son arrivée à la Nouvelle-Wirral. Je t'assure qu\\'il a bon fond. Il est juste... [pause]terriblement mal renseigné.", - "VIN_PART4_JACQUELINE18": "Rentrons, tu as besoin de repos.", - "VIN_PART4_JACQUELINE19": "{player}, [pause]je suis vraiment, vraiment désolée.", - "VIN_PART4_JACQUELINE22": "Transmets toute ma gratitude à Ianthe pour son soutien.", - "VIN_PART4_JACQUELINE21": "Je vais organiser une grande réunion avec l'ensemble de la communauté et mettre les choses au clair. Ça ne se reproduira plus.", - "VIN_PART5_VIN1": "Hé, {player}.", - "VIN_PART5_VIN2": "Quand tu m'as sauvé des griffes de cette fusion rebelle, ça m\\'a obligé à tout remettre en question.", - "VIN_PART5_VIN3": "Je regrette ce que j'ai fait, mais... [pause]je ne cherchais qu\\'à soutenir ma communauté.", - "VIN_PART5_VIN4": "Alors, j'ai rejoint les Veilleurs pour pouvoir le faire ! Et réparer mes erreurs, bien sûr.", - "VIN_PART5_KAYLEIGH5": "Excellent ! [pause]Heureuse de te voir enfin sur la bonne voie, Némésis !", - "VIN_PART5_MEREDITH5": "Eh bien, on dirait que t'as du pain sur la planche, recrue.", - "VIN_PART5_EUGENE5": "Tu as trouvé ta propre cause à défendre. Respect.", - "VIN_PART5_FELIX5": "Content de voir que tu as changé d'avis sur nous.", - "VIN_PART5_VIN7_OPTION1": "Exactement !", - "VIN_PART5_VIOLA5": "Tout est bien qui finit bien.", - "VIN_PART5_VIN8": "Heureusement qu'il me reste 12 autres capitaines pour obtenir mes tampons !", - "VIN_PART5_VIN7": "Ouille... Tu n'y vas pas de main morte, même avec tes amis, hein ?", - "VIN_PART5_VIN7_OPTION2": "\\\"Qui aime bien châtie bien\\\" !", - "VIN_PART5_VIN9": "La prochaine fois qu'on se verra, je serai un vrai Veilleur, {player} !", - "VIN_TOWN_HALL_INTERACT1.m": "Salut, capitaine ! À ton avis, qui est le plus fort : Artillerex ou Mécazilla ? J'arrive pas à décider !", - "VIN_TOWN_HALL_INTERACT1.f": "Salut, capitaine ! À ton avis, qui est le plus fort : Artillerex ou Mécazilla ? J'arrive pas à décider !", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je parie que tu ne t'attendais pas à trouver tes deux protégés ici, pas vrai, capitaine ?", - "VIN_TOWN_HALL_INTERACT1.n": "Salut, capitaine ! À ton avis, qui est le plus fort : Artillerex ou Mécazilla ? J'arrive pas à décider !", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je parie que tu ne t'attendais pas à trouver tes deux protégés ici, pas vrai, capitaine ?", - "VIN_AND_FRANKIE_KAYLEIGH3": "Si on m'avait dit que ces deux-là deviendraient amis... !", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je parie que tu ne t'attendais pas à trouver tes deux protégés ici, pas vrai, capitaine ?", - "VIN_AND_FRANKIE_VIN2": "Salut, {player}. J'ai enfin fini ma formation et décroché mon titre de Veilleur !", - "VIN_AND_FRANKIE_MEREDITH3": "Ce deux-là font équipe, maintenant ? Ça me surprend qu'à moitié.", - "VIN_AND_FRANKIE_FELIX3": "Je savais pas que vous vous connaissiez ! En même temps, c'est une toute petite île...", - "VIN_AND_FRANKIE_VIOLA3": "Je n'aurais jamais imaginé qu\\'une amitié puisse naître entre deux individus si différents !", - "VIN_AND_FRANKIE_EUGENE3": "Ha. Ces deux-là sont camarades, maintenant ?", - "VIN_AND_FRANKIE_FRANKIE4": "Oh, j'ai aussi une mauvaise nouvelle.", - "VIN_AND_FRANKIE_FRANKIE5": "Mon petit Canijab s'est enfui !", - "VIN_AND_FRANKIE_FRANKIE6": "La capitaine Cybile dit que les monstres sauvages sont impossibles à apprivoiser, mais... [pause]Je suis sûre que c'est à cause de cette fanfiction que j\\'ai écrite sur lui.", - "VIN_AND_FRANKIE_FRANKIE7": "Mais pas de souci ! Ce genre de détail ne dérange pas mon nouveau [wave amp=30 freq=10]meilleur ami[/wave], Némésis !", - "VIN_AND_FRANKIE_VIN8": "C'est quoi une fanfiction, {player} ? Elle refuse de m\\'expliquer...", - "VIN_AND_FRANKIE_FRANKIE9": "HAAAAA !", - "VIN_AND_FRANKIE_FRANKIE10.n": "J'exige une revanche, capitaine ! Némésis et moi contre {partner} et toi ! Qu\\'en dis-tu ?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Avec plaisir !", - "VIN_AND_FRANKIE_FRANKIE10.m": "J'exige une revanche, capitaine ! Némésis et moi contre {partner} et toi ! Qu\\'en dis-tu ?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Une autre fois.", - "VIN_AND_FRANKIE_FRANKIE10.f": "J'exige une revanche, capitaine ! Némésis et moi contre {partner} et toi ! Qu\\'en dis-tu ?", - "POWER_STATION_DREADFUL4": "Bon, on lui montre de quoi on est capables ?", - "VIN_AND_FRANKIE_FRANKIE11": "Ohh... [pause]C'est pas vrai !", - "VIN_AND_FRANKIE_VIN12": "Pleure pas, Frankie. On peut pas gagner à tous les coups.", - "VIN_AND_FRANKIE_VIN13": "{player}, fusionner avec Frankie m'a permis de réaliser que compter sur les autres n\\'était pas une faiblesse.", - "VIN_AND_FRANKIE_VIN14": "Quand on combine nos efforts, on fait plus qu'additionner nos forces : on les multiplie ! [pause]C\\'est tout l\\'intérêt, pas vrai ?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]ET C'EST AINSI QUE L\\'HÉROÏNE INTRÉPIDE AIDE L\\'ANTI-HÉROS À TROUVER LA RÉDEMPTION GRÂCE AU POUVOIR DE L\\'AMOUR ![/wave]", - "VIN_AND_FRANKIE_VIN16": "Quoi... ? [pause]Attends un peu...", - "POWER_STATION_WALLACE1.m": "Tout est prêt pour toi là-dedans, petit.", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Oh, oh, oh ![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "À plus, {player} !", - "POWER_STATION_WALLACE1.n": "Tout est prêt pour toi là-dedans, petit·e.", - "POWER_STATION_WALLACE1.f": "Tout est prêt pour toi là-dedans, petite.", - "POWER_STATION_DREADFUL1": "Pas si vite !", - "POWER_STATION_DREADFUL2": "C'est chez moi, ici, {player} ! Si ça doit chauffer sur mon territoire, pas question que je reste dans l\\'ombre !", - "POWER_STATION_DREADFUL3": "Accrochez-vous, mesdames et messieurs... Nous avons une vilaine grosse bête, droit devant !", - "POWER_STATION_DREADFUL5": "C'était une coriace ! Va donc explorer un peu les lieux, je dois reprendre mon souffle.", - "POWER_STATION_DREADFUL7.m": "Tu es sûr de toi, {player} ?", - "POWER_STATION_DREADFUL6": "Continue sans moi, j'ai besoin de souffler.", - "POWER_STATION_DREADFUL7_OPTION1": "Carrément !", - "POWER_STATION_NOTE1": "\\\"10/10/1957 ‒ 04:00\\nJ'ai passé toute la nuit à concevoir de nouveaux tests pour le réacteur à fusion avec les docteurs Aegle et Aetheria. Nous étions si concentrées que nous n\\'avons pas vu le temps passer. À un moment, j\\'ai même eu la sensation que nous ne formions plus qu\\'une seule entité entièrement dévouée au réacteur !\\\"", - "POWER_STATION_DREADFUL7.f": "Tu es sûre de toi, {player} ?", - "POWER_STATION_DREADFUL7.n": "Tu es sûr·e de toi, {player} ?", - "POWER_STATION_DREADFUL7_OPTION2": "Pas tout à fait...", - "POWER_STATION_NOTE3": "\\\"10/10/1957 ‒ 07:00\\nUne créature dénommée \\\"Hélia\\\" a émergé du réacteur ! Les thermocouples ont immédiatement détecté une forte baisse de la température du cœur, alors... le danger semble écarté, pour l'instant ? \\\"Hélia\\\" ressemble un peu au diagramme d\\'un atome d\\'hélium, avec deux anneaux représentant les orbites de ses électrons...\\\"", - "POWER_STATION_NOTE2": "\\\"10/10/1957 ‒ 05:15\\nIl y a un problème avec le réacteur. La température du cœur ne cesse d'augmenter ! Nous avons activé les ventilateurs pour accroître le flux d\\'air, mais sans résultat ! Si ça continue comme ça, nous sommes cuites ! Littéralement !\\\"", - "POWER_STATION_NOTE5": "\\\"11/10/1957 ‒ 03:05\\nSur les conseils d'Hélia, nous avons combiné Folklord, Mascrotale, Chevalance et un [CONFIDENTIEL], que le ministère nous a procuré depuis un zoo local. Mais elle ne semble pas satisfaite du résultat. Ce n\\'est donc pas ce qu\\'elle attendait ? Peut-être sommes-nous supposées utiliser des spécimens vivants ?\\\"", - "POWER_STATION_NOTE4": "\\\"10/10/1957 ‒ 07:30\\n\\\"Hélia\\\" affirme que nous l'avons créée, ou peut-être invoquée ? Elle nous explique à présent comment stabiliser notre réacteur. Et elle compte nous parler d\\'autres types de fusion... Quels autres types ?\\\"", - "POWER_STATION_NOTE6": "\\\"11/10/1957 ‒ 08:00\\nQu'avons-nous fait !? La fusion instable est totalement hors de contrôle ! Elle ne cesse de se dupliquer ! Le ministère a fait sceller le bâtiment pour tenter de la contenir, et je suis piégée à l\\'intérieur ! Mer-ligne, aide-moi !\\\"", - "POWER_STATION_HELIA_HELIA1": "AHA, MERCI D'AVOIR ÉLIMINÉ LES EXPÉRIENCES RATÉES DE MES ANCÊTRES.", - "POWER_STATION_HELIA_HELIA2": "CES FUSIONS INSTABLES SONT PÉNIBLES À ÉRADIQUER UNE FOIS QU'ELLES COMMENCENT À SE RÉPLIQUER.", - "POWER_STATION_HELIA_HELIA3": "QU'EST-CE QUI T\\'AMÈNE ICI, {player.to_upper} ?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "Vous me connaissez ?", - "POWER_STATION_HELIA_HELIA4": "ÉVIDEMMENT. COMBIEN DE FOIS AS-TU FAIT USAGE DE LA FUSION, À CE JOUR ?\\n\\nPARTOUT OÙ IL Y A FUSION, JE SUIS LÀ.", - "POWER_STATION_HELIA_HELIA5": "JE SUIS HÉLIA, INCARNATION DE LA FUSION.", - "POWER_STATION_HELIA_KAYLEIGH6": "Alors, c'est vous qui créez toutes ces fusions rebelles ?", - "POWER_STATION_HELIA_MEREDITH6": "Oh. Il y a donc bien un responsable derrière ces fusions rebelles.", - "POWER_STATION_HELIA_EUGENE6": "Vous êtes responsable de toutes ces fusions rebelles ?", - "POWER_STATION_HELIA_FELIX6": "Alors, ces fusions rebelles... ?", - "POWER_STATION_HELIA_HELIA12": "J'ENTRETIENS LA VIE. LES PLANTES DONT VOUS DÉPENDEZ POUR SURVIVRE TIRENT LEUR ÉNERGIE DES RÉACTIONS NUCLÉAIRES AU CŒUR DES ÉTOILES.", - "POWER_STATION_HELIA_VIOLA6": "Ainsi, vous êtes à l'origine de ces étranges créatures fusionnées !", - "POWER_STATION_HELIA_DOG6": "Grrr...", - "POWER_STATION_HELIA_HELIA7": "DES \\\"FUSIONS REBELLES\\\" ?\\n[pause]\\nAH, JE VOIS. [pause]LES FUSIONS STABLES. [pause]CES MERVEILLEUSES CRÉATURES SONT MON ŒUVRE, EN EFFET.", - "POWER_STATION_HELIA_HELIA8": "JE COMPRENDS À PRÉSENT POURQUOI VOUS ÊTES LÀ. JE SENS VOTRE POTENTIEL DE FUSION S'INTENSIFIER, CE QUI SIGNIFIE...", - "POWER_STATION_HELIA_HELIA11": "VOUS NE COMPRENEZ DONC PAS ? METTRE FIN AUX FUSIONS NE SERAIT PAS DANS VOTRE INTÉRÊT.", - "POWER_STATION_HELIA_HELIA9": "QUE VOUS SOUHAITEZ VOUS BATTRE, N'EST-CE PAS ?", - "POWER_STATION_HELIA_HELIA10": "ASSEZ.", - "POWER_STATION_HELIA_HELIA13": "JE CRÉE LA VIE. QUAND LES ATOMES S'ASSEMBLENT POUR FORMER DES CELLULES VIVANTES, C\\'EST UNE AUTRE FORME DE FUSION.\\n\\nET QUAND DES CELLULES FUSIONNENT POUR MENER À DES FORMES DE VIE COMPLEXES, C\\'EST AUSSI GRÂCE À MOI...", - "POWER_STATION_HELIA_HELIA14": "SANS MOI... SANS LA FUSION... LA VIE SERAIT IMPOSSIBLE.", - "POWER_STATION_HELIA_KAYLEIGH15": "Vos \\\"merveilleuses créatures\\\" menacent constamment Port-la-Ville !", - "POWER_STATION_HELIA_EUGENE15": "Stop ! On pourrait très bien se passer de vos \\\"merveilleuses créatures\\\".", - "POWER_STATION_HELIA_MEREDITH15": "Désolée de vous dire ça, mais vos \\\"merveilleuses créatures\\\" sont un vrai fléau !", - "POWER_STATION_HELIA_FELIX15": "Vous ne pourriez pas au moins arrêter de créer ces \\\"merveilleuses créatures\\\" ?", - "POWER_STATION_HELIA_HELIA16": "JE SUIS L'INCARNATION DE LA FUSION.\\n\\nJE N\\'EN SUIS PAS LA CAUSE.", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, QUAND TU FUSIONNES AVEC {partner.to_upper}, TU NE LE FAIS PAS SUR MON ORDRE.\\n\\nJE NE FAIS QUE RENDRE LE PROCESSUS POSSIBLE.", - "POWER_STATION_HELIA_VIOLA15": "Je comprends à présent ce concept de \\\"fusion\\\", mais je n'entends rien à ces histoires de cellules et d\\'étoiles...", - "POWER_STATION_HELIA_HELIA18": "VOUS N'ACCUSEZ PAS LA MORT QUAND UN MEURTRE EST COMMIS.", - "POWER_STATION_HELIA_HELIA18_OPTION1": "Qui est responsable, alors ?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "Aidez-nous...", - "POWER_STATION_HELIA_HELIA19": "DANS L'ABSOLU, LA CAUSE DE CES \\\"FUSIONS REBELLES\\\" N\\'EST AUTRE QUE L\\'ENTITÉ QUI FAIT APPARAÎTRE SANS CESSE DES DÉBRIS D\\'AUTRES MONDES DANS CETTE RÉALITÉ.\\n[pause]\\nL\\'ENTITÉ QUI NOUS A TOUS AMENÉS ICI... VOUS, MOI ET L\\'ENSEMBLE DES HUMAINS SUR CETTE ÎLE...", - "POWER_STATION_HELIA_HELIA22": "UNE DERNIÈRE CHOSE, {player.to_upper}...\\n\\nMORGAYNE, L'ESPRIT DE LA RÉBELLION, S\\'EST MANIFESTÉE LORS DE TON COMBAT CONTRE ALEPH, N\\'EST-CE PAS ?", - "POWER_STATION_HELIA_HELIA20": "LÆ MER-LIGNE. L'ÊTRE DES PROFONDEURS.", - "POWER_STATION_HELIA_KAYLEIGH21": "Læ Mer-ligne ? Ça ne me dit rien qui vaille, {player}...", - "POWER_STATION_HELIA_MEREDITH21.f": "Je miserais pas sur nos chances contre læ Mer-ligne.", - "POWER_STATION_HELIA_MEREDITH21.m": "Je miserais pas sur nos chances contre læ Mer-ligne.", - "POWER_STATION_HELIA_MEREDITH21.n": "Je miserais pas sur nos chances contre læ Mer-ligne.", - "POWER_STATION_HELIA_EUGENE21": "Bon ! C'est pas un simple train qui va nous faire peur !", - "POWER_STATION_HELIA_FELIX21": "Oh ! Le réseau ferroviaire est derrière tout ça ?", - "POWER_STATION_HELIA_VIOLA21": "Nous ne céderons pas face à un vulgaire labyrinthe, {player} !", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "Enfin une réponse concrète.", - "POWER_STATION_HELIA_DOG21": "Grrr...", - "POWER_STATION_HELIA_HELIA27": "PRENDS GARDE AUX ÉMOTIONS QUE TU CHOISIS DE MANIFESTER.\\n\\nALEPH POURRAIT BIEN REVENIR.", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "Allons à la rencontre de læ Mer-ligne !", - "POWER_STATION_HELIA_HELIA22_OPTION1": "Oui, pourquoi ?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "Effectivement.", - "POWER_STATION_HELIA_HELIA23": "L'ÉPÉE QUE TU MANIES EST À DOUBLE TRANCHANT.", - "POWER_STATION_HELIA_HELIA24": "LA FUSION, COMME TOUTE AUTRE ENTREPRISE DE GROUPE VISANT UN OBJECTIF COMMUN, OBÉIT À UN VIEIL ADAGE : \\\"LE TOUT EST PLUS GRAND QUE LA SOMME DES PARTIES\\\".", - "POWER_STATION_HELIA_HELIA26": "LORS DE NOTRE COMBAT, J'AI PU PERCEVOIR L\\'ÉTINCELLE DE LA CONQUÊTE DANS TON CŒUR.", - "POWER_STATION_HELIA_HELIA25": "ET CETTE DIFFÉRENCE ENTRE LA SOMME ET LE TOUT EST L'ÉGRÉGORE, OU \\\"ARCHANGE\\\".\\n\\nLES ÉGRÉGORES SONT INITIALEMENT PETITS ET FAIBLES, MAIS AVEC SUFFISAMMENT DE VOLONTÉ, ILS PEUVENT FINIR PAR SE MANIFESTER DE MANIÈRE AUTONOME, EXERCER LEUR POUVOIR ET PRENDRE LE CONTRÔLE.", - "POWER_STATION_HELIA_DREADFUL28": "Eh ben, c'était quelque chose ! [pause]Je dois absolument informer Ianthe de tout ça.", - "POWER_STATION_HELIA_DREADFUL29": "Bonne chance avec læ Mer-ligne, {player}. Ce sera sans moi.", - "MERLINE_MEETING_MAGIKRAB1B": "{player}, læ Mer-Ligne t'attend. Rejoins-moi sur le quai A de la gare de Port-la-Ville.", - "POWER_STATION_HELIA_DREADFUL30": "Hmm... [pause]Je me demande si Hélia a quelque chose à voir avec cet incendie qui a ravagé la Nouvelle-Londres, il y a toutes ces années... ?", - "MERLINE_MEETING_MAGIKRAB1A": "{player}, læ Mer-Ligne t'attend. Viens avec moi jusqu\\'au quai A.", - "MERLINE_MEETING_MAGIKRAB2": "Læ Mer-ligne va maintenant s'exprimer à travers moi.", - "MERLINE_MEETING_MAGIKRAB3.m": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rar...", - "MERLINE_MEETING_MAGIKRAB3.n": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rar...", - "MERLINE_MEETING_MAGIKRAB3.f": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rar...", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}, LÆ MER-LIGNE TE REMERCIE POUR TON RÔLE DANS LA DÉFAITE DE NOTRE DISCIPLE RÉTIF, ALEPH.", - "MERLINE_MEETING_MERLINE5": "L'HUMANITÉ EST SUR LE POINT D\\'AFFRONTER UN DÉFI D\\'UNE AMPLEUR SANS PRÉCÉDENT, DONT L\\'ISSUE DEMEURE ENCORE INCERTAINE.", - "MERLINE_MEETING_MERLINE6": "LÆ MER-LIGNE VOULAIT SAVOIR SI LA NATURE BELLIQUEUSE DE VOTRE ESPÈCE POUVAIT ÊTRE SURMONTÉE.", - "MERLINE_MEETING_MERLINE7": "EN TRIOMPHANT D'ALEPH, L\\'AVATAR DE LA CONQUÊTE, TU AS REMPLI TON RÔLE DANS LE RITUEL. TU ES MAINTENANT LIBRE DE QUITTER CETTE ÎLE.", - "MERLINE_MEETING_MERLINE7_OPTION1": "Morgayne nous a aidés.", - "MERLINE_MEETING_MERLINE7_OPTION2": "Morgayne...", - "MERLINE_MEETING_MERLINE8": "AH, OUI, MORGAYNE. L'ANCIEN AMOUR D\\'ALEPH.", - "MERLINE_MEETING_KEYLEIGH9": "Son... amour ?", - "MERLINE_MEETING_VIOLA9": "...", - "MERLINE_MEETING_MEREDITH9": "Euh... L'amour d\\'Aleph ?", - "MERLINE_MEETING_EUGENE9": "Quoi ?", - "MERLINE_MEETING_FELIX9": "Ils étaient en couple ?", - "MERLINE_MEETING_MERLINE11": "QUE SERAIT L'ESPRIT DE LA RÉBELLION SANS TYRAN À RENVERSER ? QUE SERAIT UN ROI DE LA CONQUÊTE SANS PERSONNE À CONQUÉRIR ?", - "MERLINE_MEETING_MERLINE10": "RÉBELLION ET CONQUÊTE N'ONT PAS TOUJOURS ÉTÉ ADVERSAIRES.", - "MERLINE_MEETING_MERLINE14": "L'INTERVENTION DE MORGAYNE LORS DE VOTRE COMBAT NE MINIMISE EN RIEN TA PROPRE CONTRIBUTION.", - "MERLINE_MEETING_MERLINE13": "ILS ONT MÊME EU UN FILS ENSEMBLE. LE SAVAIS-TU ?", - "MERLINE_MEETING_MERLINE12": "LE ROI ROUGE ET LA REINE BLANCHE ÉTAIENT PRISONNIERS D'UN CYCLE PERPÉTUEL DE MORT ET DE RENAISSANCE, D\\'AFFRONTEMENT ET D\\'UNITÉ. ILS SONT LE MOTEUR QUI ENTRAÎNE LA ROUE DE L\\'HISTOIRE HUMAINE.", - "MERLINE_MEETING_MERLINE15": "C'EST MÊME TOUT LE CONTRAIRE. C\\'EST TA VOLONTÉ QUI LUI A PERMIS DE SE MANIFESTER ET D\\'EMPÊCHER LE RETOUR D\\'ALEPH DANS LE COSMOS.", - "MERLINE_MEETING_MERLINE16_OPTION1": "Vous devez arrêter ces fusions rebelles !", - "MERLINE_MEETING_MERLINE16": "PARLE, {player.to_upper}. LÆ MER-LIGNE SAIT QUE TU AS UNE REQUÊTE.", - "MERLINE_MEETING_MERLINE17": "LÆ MER-LIGNE POURRAIT METTRE FIN AUX \\\"FUSIONS REBELLES\\\".", - "MERLINE_MEETING_MERLINE18": "TOUTEFOIS, IL SERAIT INJUSTE DE PRIVER LES AUTRES DES OPPORTUNITÉS DONT TU AS TOI-MÊME PU PROFITER, {player.to_upper}.", - "MERLINE_MEETING_MERLINE21": "C'EST LÀ QUE VOUS ET VOTRE ESPRIT DE RÉBELLION SEREZ UTILES À L\\'HUMANITÉ.", - "MERLINE_MEETING_MERLINE20": "{player.to_upper}, {partner.to_upper}, IL EST GRAND TEMPS POUR VOUS DE RETOURNER DANS VOS PROPRES MONDES.", - "MERLINE_MEETING_MERLINE19": "LES HUMAINS DOIVENT AFFRONTER LE DANGER POUR GRANDIR AUTREMENT QU'EN NOMBRES.", - "MERLINE_MEETING_MAGIKRAB23": "Euh, où on en était, déjà ? Je n'ai aucun souvenir de ces dernières minutes.", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "Læ Mer-ligne nous a parlé à travers toi.", - "MERLINE_MEETING_MAGIKRAB22": "Oh. {player}.", - "MERLINE_MEETING_MAGIKRAB24.m": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rarement parmi nous !", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Hé, [pause]j'ai une question pour toi, Félix ! Je sais que tu es dessinateur, alors, est-ce que tu saurais concevoir des tatouages ?", - "MERLINE_MEETING_KAYLEIGH25": "Hmm. Ianthe saura peut-être quoi faire.", - "MERLINE_MEETING_MAGIKRAB24.f": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rarement parmi nous !", - "MERLINE_MEETING_MAGIKRAB24.n": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rarement parmi nous !", - "MERLINE_MEETING_MEREDITH25": "Ça s'est pas passé comme je l\\'espérais.", - "MERLINE_MEETING_EUGENE25": "Bon, je crois qu'on a de la chance de pas avoir à l\\'affronter. Rappelle-toi ce qu\\'Hélia nous a dit à propos d\\'Aleph...", - "MERLINE_MEETING_FELIX25": "Tu crois qu'iel nous a dit la vérité ? Que nos mondes ont vraiment besoin de nous ?", - "PARTNER_INTERACT_K_M1_MEREDITH2": "C'est quoi, cet \\\"inter net\\\" ? [pause]La moitié des habitants de Port-la-Ville se lamentent de l\\'avoir perdu !", - "MERLINE_MEETING_VIOLA25": "Læ \\\"Mer-ligne\\\" dit peut-être vrai.", - "PARTNER_INTERACT_K_M1_MEREDITH4": "Les téléphones ? [pause]Ça sert à passer des appels, alors ?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "... Je comprends vraiment pas.", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Tu sais bien, [pause]Internet ? [pause]Sur les ordinateurs, et les téléphones ?", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Tu étais en quelle année sur ton monde avant de venir ici, [pause]Mérédith ?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "En 1989, pourquoi ?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Oh ! [pause]D'accord. Je comprends mieux pourquoi tu as du mal à me suivre.", - "PARTNER_INTERACT_K_E1_EUGENE2": "Rien de personnel. [pause]Je suis un électron libre, c'est tout. [pause]Un loup solitaire. [pause]Je peux pas intégrer une organisation qui risque de me brider.", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "... Je ne te comprends pas, Eugène. [pause]Tu adores \\\"contribuer à la communauté\\\", [pause]mais tu refuses de rejoindre les Veilleurs avec moi !", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Je n'y crois pas. [pause]Je pense plutôt que tu as peur d\\'échouer à l\\'examen d\\'entrée !", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]T-Tu te trompes complètement ![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "J'ai jamais essayé ! [pause]Tu veux te faire tatouer ?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Hmm. [pause]Je crois que l'idée me plaît.", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Mais dans les faits, [pause]je suis trop indécise. [pause]Je ne pourrais jamais prendre une décision aussi irréversible.", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Violaine, je voulais te demander...", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Où est-ce que tu as trouvé cette veste sans manches ? [pause]Je n'avais encore jamais vu ce modèle à la Nouvelle-Wirral !", - "PARTNER_INTERACT_K_V1_VIOLA3": "Quand je me suis échouée sur le rivage de cette île solitaire, [pause]j'ai trouvé une vieille veste de soldat oubliée sur la plage.", - "PARTNER_INTERACT_K_V1_VIOLA4": "Les manches étaient trop longues pour moi, [pause]alors, je les ai simplement arrachées.", - "PARTNER_INTERACT_K_V1_VIOLA5": "Je dois avouer que j'y suis particulièrement attachée, à présent.", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Tu es trop cool... Je dirais même que je craque légèrement sur toi, en ce moment.", - "PARTNER_INTERACT_K_V1_VIOLA7": "Serais-tu en train de me confesser ton amour éternel, [pause]chère Kayleigh ?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Oh, [pause]il en faut quand même PLUS pour me séduire !", - "PARTNER_INTERACT_M_E1_MEREDITH1": "... J'ai encore pas mal de choses à faire à la boutique, [pause]mais je crois que je vais zapper ça, pour l\\'instant !", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]C'est qui le plus beau ? C\\'est toi ! Oui, c\\'est toi ![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "Wouf wouf !", - "PARTNER_INTERACT_M_E1_EUGENE2": "T'as raison ! [pause]Faut savoir se ménager, [pause]camarade !", - "PARTNER_INTERACT_M_E1_EUGENE3": "... [pause][pause]Attends, [pause]qu'est-ce que tu viens de dire ?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "Euh, [pause]que j'avais du travail qui m\\'attendait ?", - "PARTNER_INTERACT_M_E1_EUGENE5": "Non, juste [wave amp=30 freq=10]après[/wave] ça... ?", - "PARTNER_INTERACT_M_E1_EUGENE7": "Ça se dit vraiment, ça ? [pause]\\\"Zapper\\\" quelque chose ?", - "PARTNER_INTERACT_M_E1_MEREDITH6": "... Que j'allais zapper ça ?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "Oh, [pause]euh, [pause]oui. [pause]Quand on évite d'aller quelque part ou de faire quelque chose, on peut dire qu\\'on le \\\"zappe\\\".", - "PARTNER_INTERACT_M_E1_EUGENE9": "D'accord. [pause]Faut vraiment garder l\\'esprit ouvert, avec toi.", - "PARTNER_INTERACT_M_E1_MEREDITH10": "Je crois que je vais zapper toute cette conversation...", - "PARTNER_INTERACT_M_F1_FELIX2": "Oui ! [pause]Quel genre de musique t'écoutais dans ton monde ?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "... Mes goûts musicaux ?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "Vaste question. [pause]J'aime les groupes dont tous les membres se détestent.", - "PARTNER_INTERACT_M_F1_MEREDITH5": "C'est que je suis quelqu\\'un de très particulier.", - "PARTNER_INTERACT_M_V1_VIOLA1": "Je dois l'avouer, [pause]chère Mérédith, [pause]tu possèdes un style qui se distingue nettement de tout ce que j\\'ai pu connaître... [pause]Sur cette île comme ailleurs.", - "PARTNER_INTERACT_M_F1_FELIX4": "C'est très particulier, comme critère.", - "PARTNER_INTERACT_M_D1_DOG1": "Wouf !", - "PARTNER_INTERACT_M_V1_VIOLA3": "N'y vois aucune insulte. [pause]Tu sembles simplement détachée de toute volonté de conformisme. [pause]Ceci témoigne d\\'une très grande confiance en toi.", - "PARTNER_INTERACT_M_V1_MEREDITH2": "J'arrive pas à décider si c\\'est un compliment ou pas.", - "PARTNER_INTERACT_M_V1_VIOLA4": "C'est une qualité tout à fait admirable, [pause]chère Mérédith !", - "PARTNER_INTERACT_M_V1_MEREDITH5": "Euh, [pause]merci.", - "PARTNER_INTERACT_M_D1_MEREDITH2": "T'aimes les gratouilles, [pause]hein ?", - "PARTNER_INTERACT_E_F1_FELIX2": "Oui. [pause]Enfin, [pause]c'est plus compliqué que ça. [pause]Si j\\'avais simplement changé d\\'employeurs, je me serais [wave amp=30 freq=10]encore[/wave] retrouvé aux ordres de quelqu\\'un.", - "PARTNER_INTERACT_E_F1_EUGENE1": "... Alors, t'as démissionné, [pause]parce que tes supérieurs t\\'avaient poussé à bout ?", - "PARTNER_INTERACT_E_F1_FELIX3": "Le seul moyen de briser le cycle, c'était de me mettre à mon compte. [pause]Plus de chefs.", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Ouais ![/shake] [pause]Bien vu ! [pause]Pas besoin de chef, vis selon tes propres règles, [pause]camarade !", - "PARTNER_INTERACT_E_F1_FELIX5": "Merci. Ma carrière n'en est pas moins au point mort. [pause][pause]Je crois que c\\'est un peu lié au fait que j\\'ai traversé l\\'espace et le temps pour me retrouver piégé sur cette île infestée de monstres.", - "PARTNER_INTERACT_E_V1_EUGENE1": "... Alors, tu t'es retrouvée à la Nouvelle-Wirral après un naufrage en pleine mer, [pause]c\\'est ça ?", - "PARTNER_INTERACT_E_F1_EUGENE6": "Ça arrive aux meilleurs !", - "PARTNER_INTERACT_E_V1_VIOLA2": "Oui, [pause]c'est exact.", - "PARTNER_INTERACT_E_V1_EUGENE3": "Et tu cherches ton frère jumeau, Sébastien...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "C'est pas mal, chez toi. Un peu quelconque, mais je juge pas? hein.", - "PARTNER_INTERACT_E_V1_EUGENE4": "Je sais pas pourquoi, mais ça me rappelle une histoire. [pause]T'es célèbre ? [pause]On s\\'est déjà rencontrés ?", - "PARTNER_INTERACT_E_V1_VIOLA5": "Mon passé n'a rien d\\'intéressant ni de notoire, je t\\'assure. [pause]Quant à savoir si nous nous sommes déjà rencontrés ? [pause]Je n\\'aurais pas pu oublier quelqu\\'un d\\'aussi fougueux que toi, [pause]Eugène.", - "PARTNER_INTERACT_E_V1_EUGENE6": "Si tu le dis. [pause]Et pourtant, [pause]ton histoire me semble si familière...", - "PARTNER_INTERACT_E_D1_EUGENE5": "Tu serais pas un peu... [pause]un chien magique ? [pause]Venu d'un autre monde ?", - "PARTNER_INTERACT_E_D1_DOG2": "Wouf !", - "PARTNER_INTERACT_E_D1_EUGENE1": "... Alors, t'es un chien.", - "PARTNER_INTERACT_F_D1_FELIX1": "Tu aboies bien fort pour un si petit animal, [pause]sac à puces !", - "PARTNER_INTERACT_E_D1_EUGENE3": "... Mais tu peux utiliser un lecteur de cassettes pour te transformer en monstre, comme nous.", - "PARTNER_INTERACT_E_D1_DOG4": "Wouf wouf !", - "PARTNER_INTERACT_E_D1_DOG6": "Wouf !", - "PARTNER_INTERACT_E_D1_EUGENE7": "Hmm. [pause]Je suppose que non.", - "PARTNER_INTERACT_F_V1_FELIX2": "Eh bien, c'est vrai que je suis en quête de liberté, [pause]mais parcourir les sept mers ne fait pas vraiment partie de mes ambitions.", - "PARTNER_INTERACT_F_V1_VIOLA1": "Félix, [pause]n'as-tu jamais été attiré par la liberté octroyée par une vie passée en mer ? [pause]Par l\\'envie de lever l\\'ancre pour mettre le cap sur des terres inconnues par-delà l\\'horizon ?", - "PARTNER_INTERACT_F_V1_FELIX5": "Tant pis !", - "PARTNER_INTERACT_F_V1_FELIX3": "Vivre pour moi-même et selon mes propres termes, [pause]par contre ? [pause]Ça me convient parfaitement.", - "PARTNER_INTERACT_F_V1_VIOLA4": "Peut-être trouverais-tu l'épanouissement sur l\\'océan ? [pause]Tu ne le sauras jamais, à moins de prendre le large un jour !", - "PARTNER_INTERACT_F_D1_DOG2": "Wouf !", - "PARTNER_INTERACT_V_D1_DOG2": "Wouf !", - "PARTNER_INTERACT_V_D1_VIOLA1": "Quel nouveau monde fascinant ! [pause]Même les chiens y sont exceptionnels !", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "J’ai vraiment de la chance d’habiter si près de la mer, hein ?", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "C'est bien ma veine de finir coincée dans une ville aussi ennuyeuse !", - "PASSIVE_OVERWORLD_1_0_EUGENE": "C'est vraiment une charmante petite ville, tu trouves pas ?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "L'odeur de la mer est vivace, ici... Je ne la connais que trop bien.", - "PASSIVE_OVERWORLD_1_0_FELIX": "Rien de tel qu'une bonne balade sur la jetée, pas vrai ?", - "PASSIVE_OVERWORLD_1_0_DOG": "Wouf wouf !", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Fais attention, {player}... Certains monstres de la région aiment se cacher juste sous la surface de l'eau...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "C'est pas mal, chez toi. Un peu quelconque, mais je juge pas? hein.", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "J'espère que ta nouvelle maison te plaît, {player}...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "C'est pas mal, chez toi. Un peu quelconque, mais je juge pas? hein.", - "PASSIVE_EUGENEHOME_EUGENE": "Ouais, c'est chez moi. Le QG d\\'Eugène. Mon repaire. Ma base opérationnelle.", - "PASSIVE_EUGENEHOME_MEREDITH": "Eugène a sa propre salle de sport ? Il est au courant que l'hôtel de ville a déjà tout ce qu\\'il faut pour s\\'entraîner ?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Oh, c'est chez toi ? Pas mal, camarade !", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "On est chez toi, hein ?", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Je vois que ton installation ici est encore récente...", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "J'espère qu\\'Eugène ne nous en voudra pas de nous être invité·es ici sans lui.", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "J'espère qu\\'Eugène ne nous en voudra pas de nous être invitées ici sans lui.", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "J'espère qu\\'Eugène ne nous en voudra pas de nous être invités ici sans lui.", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Oh ! Tu veux que je reste ici cette nuit, {player}... ?", - "PASSIVE_EUGENEHOME_FELIX": "On est chez Eugène. Il s'est fait une chouette petite salle de sport.", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Tu me fais visiter ton petit chez-toi, c'est ça ?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Euh, tu voulais qu'on passe un peu de temps ensemble, juste toi et moi ?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Ton intérieur est impeccable ! J'espère que tu n\\'as pas fait le ménage juste pour moi.", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Tu tenais à ce que nous partagions un moment d'intimité loin des regards, mon cher {player} ?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Tu tenais à ce que nous partagions un moment d'intimité loin des regards, maon cher·ère {player} ?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Tu tenais à ce que nous partagions un moment d'intimité loin des regards, ma chère {player} ?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "Cette plage me rappelle le jour où je suis arrivée à la Nouvelle-Wirral...", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "Je déteste le sable. C'est toujours un calvaire de nettoyer mes bottes !", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "Ils vendent des autocollants pour nos cassettes, par ici ! On jette un œil ?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "C'est le cadre idéal pour faire quelques pompes !", - "PASSIVE_OVERWORLD_2_0_FELIX": "L'endroit serait si paisible, sans tous ces crabes géants...", - "PASSIVE_OVERWORLD_2_0_VIOLA": "J'ai foulé les rivages de maintes contrées. Celui-ci est sans doute le plus singulier.", - "PASSIVE_OVERWORLD_0_0_EUGENE": "Ces marchands ont peut-être de quoi nous aider à défendre la justice !", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Et si on allait voir les marchands d'autocollants, {player} ? Ils ont peut-être quelque chose d\\'utile en stock !", - "PASSIVE_OVERWORLD_0_0_VIOLA": "Peut-être pourrions-nous converser un peu avec ces braves marchands de Port-la-Ville ?", - "PASSIVE_OVERWORLD_0_0_FELIX": "Cool, de nouveaux autocollants pour nos monstres !", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "C'est le capitaine Murolien et son équipe de choc qui ont construit ce pont, il n\\'y a pas si longtemps.", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "Je [wave amp=30 freq=10]suppose[/wave] que traverser ce pont reste moins salissant que de patauger dans l'eau...", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "Ce pont est le résultat d'un effort de groupe. Je trouve ça trop cool !", - "PASSIVE_OVERWORLD_5_-5_FELIX": "Ce pont est vraiment charmant, tu trouves pas ?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "Je peux voir mon reflet dans l'étang ! Comme c\\'est charmant.", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Est-ce que cette eau arrive de la surface, ou bien... ?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "Ce sentier est un peu trop étroit à mon goût, franchement.", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Ce sentier est très étroit. Ne perds pas l'équilibre, {player} !", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "Ce sentier est un peu trop étroit à mon goût, franchement.", - "PASSIVE_OVERWORLD_8_0_EUGENE": "Ce sentier est vraiment étroit, hein ?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "Ce sentier est un peu trop étroit à mon goût, franchement.", - "PASSIVE_OVERWORLD_8_0_VIOLA": "Avance avec prudence... J'avais rarement vu sentier aussi étroit.", - "PASSIVE_OVERWORLD_8_0_FELIX": "Ce sentier est trop étroit. Prends garde de ne pas tomber !", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Les cimetières sont empreints de mélancolie. J'adore.", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Les cimetières m'angoissent toujours, et celui-ci ne fait pas exception...", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "Je trouve ça flippant de voir ces squelettes rôder précisément ici...", - "PASSIVE_OVERWORLD_-4_0_FELIX": "C'est bien le dernier endroit sur cette île où je me hasarderais à venir seul la nuit.", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "J'espère parvenir à quitter un jour cette île, pour ne jamais avoir à reposer sous l\\'une de ces stèles.", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Il nous faut un aimant chargé pour activer cet interrupteur.", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "On pourrait activer cet interrupteur si on trouvait un aimant, {player}.", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Regarde cet interrupteur ! Je parie qu'on pourrait l\\'activer avec un aimant...", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "Je pense pas qu'on puisse activer cet interrupteur en marchant simplement dessus. Trouvons un aimant...", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Quel étrange mécanisme. Il semble ne former que la moitié d'un tout...", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "Comment cette église est arrivée là ?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "Cette église a l'air sur le point de s\\'effondrer... On doit absolument entrer !", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Fais attention, {player}... Certains monstres de la région aiment se cacher juste sous la surface de l'eau...", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "Cette église aurait bien besoin d'un petit coup de neuf.", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Tu peux escalader ce mur et atteindre ce rebord avec l'aptitude Boule de lianes-citrouilles...", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Cette église a connu des jours meilleurs...", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "Cette église est très ancienne. J'ai envie de la dessiner...", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "La Côte de Fer... Port-la-Ville tire pas mal de sa ferraille des tristes épaves qui viennent s'échouer ici.", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Si jamais j'ai besoin de vieux métaux rouillés, je saurai [wave amp=30 freq=10]exactement[/wave] où venir les chercher...", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Fais attention, {player}... Certains monstres de la région aiment se cacher juste sous la surface de l'eau...", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "Ce brouillard est vraiment épais. J'ai l\\'impression que je pourrais rentrer tête la première dans un tas de débris à tout moment.", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Whouuuuhhh...[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Ne nous attardons pas dans cette brume et cette atmosphère viciée.", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Euh, aucun capitaine ne m'a jamais parlé d\\'une île dans les nuages à la Nouvelle-Wirral...", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "Cette île flotte dans les airs ? Comment c'est POSSIBLE ?", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "Bon, j'ignorais qu\\'il existait une île céleste à la Nouvelle-Wirral. Elle se cachait dans les nuages ?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "C'est vraiment fabuleux, hein ?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Argh, je vais encore avoir de la boue plein les bottes, hein ?", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Ce marais est vraiment... boueux.", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Une île dans les nuages... Une merveille de plus qui me laisse sans voix.", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "Je vais bousiller mes baskets à patauger dans toute cette boue...", - "PYLON_HINT_MEREDITH3": "Il existe peut-être un monstre doté de propriétés magnétiques qu'on pourrait exploiter ? On devrait chercher un peu dans le coin.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "Nous ne sommes pas les bienvenus, ici. Hâtons-nous de quitter ces marais, {player}.", - "PASSIVE_OVERWORLD_MARSH_FELIX": "Les arbres sont immenses, ici.", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Tout ce pollen me chatouille le nez.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "Nous ne sommes pas les bienvenu·es, ici. Hâtons-nous de quitter ces marais, {player}.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "Nous ne sommes pas les bienvenues, ici. Hâtons-nous de quitter ces marais, {player}.", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "Une forêt ! Je me demande ce qu'on va découvrir ici ?", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "Ouvre l'œil, {player} ! Qui sait quels monstres rôdent dans cette forêt...", - "PASSIVE_OVERWORLD_FOREST_FELIX": "Je parie que ces arbres abritent des monstres tout à fait uniques.", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "Entends-tu la symphonie de ces oiseaux dans les arbres, {player} ?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Ce sont les ruines de la Nouvelle-Londres...", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "Je n'avais jamais vu des champignons aussi énormes ! C\\'est fou, non ?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Alors, c'était vrai... Il y a bien une ville abandonnée sur cette île. Flippant.", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Ces ruines me donnent la chair de poule...", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Ces bâtiments en ruine semblent calcinés. C'est un incendie qui a détruit cette ville, ou quoi ?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Oh, ces cerisiers en fleurs sont merveilleux !", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "Un vent de mort souffle sur ces lieux.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Hmm. Cette plaine a un certain charme.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "C'est une plaine magnifique, hein ?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "Ça sent vraiment bon ici, tu trouves pas ?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "Ces terres sont d'une grande beauté, mais ne relâche pas ta vigilance pour autant.", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Il fait un peu frais, non ?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brr... J'espère que je ne vais pas prendre froid !", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "On va pas se mentir, ça caille sérieusement.", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "J'aurais dû apporter un manteau...", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "Je ne laisserai pas ce froid soudain m'importuner !", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Ces champignons géants contribuent vraiment à cette ambiance \\\"boîte de nuit malsaine\\\".", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Ces champignons sont vraiment impressionnants, camarade.", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "Ces champignons sont incroyables ! Je devrais en faire un croquis.", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Je vais faire comme si je n'avais pas vu que [wave amp=30 freq=10]nos noms[/wave] étaient inscrits sur ces pierres tombales, d\\'accord ?", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "C'est un champignon ? La faune et la flore de cette île ne cessent de me surprendre.", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Oh. Super. Des tombes à nos noms. C'est rassurant.", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "C'est mon nom qui est inscrit là... ?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "Ça ne me rassure pas beaucoup de voir nos noms sur ces affreuses pierres tombales...", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "Je me demande à quelle profondeur on est tombés... ?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Ce n'est là qu\\'une piteuse tentative d\\'emplir nos cœurs de terreur. Ne t\\'y laisse pas prendre.", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "C'est d\\'ici que viennent tous nos lecteurs de cassettes ! Plutôt cool, non ?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "Je me demande à quelle profondeur on est tombé·es... ?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "Je me demande à quelle profondeur on est tombées... ?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Qu'est-ce qu\\'on fait, maintenant... ?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "J'ai eu la peur de ma vie...", - "PASSIVE_DUNGEON_MEADOW_FELIX": "Où est-ce qu'on est tombés ?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "Qu'est-ce encore que ce nouveau traquenard ?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "Il y a de l'eau, ici ? D\\'où elle vient ?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Je me demande d'où vient toute cette eau...", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Un canal ? Je me demande d'où vient cette eau ?", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Un cours d'eau... Peut-être devrions-nous remonter jusqu\\'à sa source ?", - "PASSIVE_DUNGEON_MALL_EUGENE": "Là d'où je viens, il y a des bâtiments vides comme celui-ci à travers tout le pays...", - "PASSIVE_DUNGEON_MALL_FELIX": "Ça fait bizarre de trouver un bâtiment aussi grand à la Nouvelle-Wirral.", - "PASSIVE_DUNGEON_MALL_VIOLA": "Ces halls sont si vastes et silencieux...", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Je crois que les habitants exploitaient des gisements ici, autrefois...", - "MEREDITH_PLATFORM_REACTION2_2.m": "Je propose de pas traîner ici, d'accord ?", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Je parie qu'on va trouver des monstres coriaces, ici. Reste sur tes gardes, camarade.", - "PYLON_HINT_MEREDITH1.m": "Hmm. Je crois que c'est une impasse. [pause]À moins que...", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Cette grotte est une mine abandonnée, non ? Elle a connu des jours meilleurs.", - "PYLON_HINT_MEREDITH1.n": "Hmm. Je crois que c'est une impasse. [pause]À moins que...", - "PYLON_HINT_MEREDITH1.f": "Hmm. Je crois que c'est une impasse. [pause]À moins que...", - "PYLON_HINT_MEREDITH2": "Tu vois cette boîte bleue, là-haut ? [pause]Il y en a un peu partout sur cette île. Elles génèrent une attraction magnétique permanente.", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Ce rocher est tout fissuré. Je pense qu'on pourrait le briser en fonçant dedans !", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Ce rocher est dans un sale état. Tu devrais pouvoir le briser en fonçant dedans !", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Ce rocher est dans un sale état. Tu devrais pouvoir le briser en fonçant dedans !", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Ce rocher est constellé de fissures. Tu pourrais facilement le briser en fonçant dedans !", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Ce rocher est dans un sale état. Tu devrais pouvoir le briser en fonçant dedans !", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Ce rocher est déjà très endommagé. Je parie que tu pourrais le briser en le percutant suffisamment vite.", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Ce rocher est dans un bien triste état. J'ai la conviction qu\\'il volerait en éclats si tu le percutais avec assez de force.", - "PASSIVE_PYLON_MEREDITH.m": "Ce pylône me semble très magnétique. Essaie donc d'utiliser ton aptitude électromagnétique en dessous !", - "PASSIVE_PYLON_KAYLEIGH": "La batterie de ce pylône brille d'une drôle de couleur. Tu dois pouvoir utiliser ton aptitude électromagnétique ici, {player} !", - "PASSIVE_PYLON_MEREDITH.f": "Ce pylône me semble très magnétique. Essaie donc d'utiliser ton aptitude électromagnétique en dessous !", - "PASSIVE_PYLON_EUGENE": "Je sens que cette boîte bleue sur ce poteau en bois est très sensible au magnétisme, pas toi ?", - "PASSIVE_PYLON_MEREDITH.n": "Ce pylône me semble très magnétique. Essaie donc d'utiliser ton aptitude électromagnétique en dessous !", - "PASSIVE_PYLON_FELIX": "Tu sais, je crois que tu pourrais utiliser ton aptitude électromagnétique près de ce pylône, {player}.", - "KAYLEIGH_STATION_REACTION2": "Encore une de ces vieilles gares abandonnées... Je me rappelle bien la [wave amp=30 freq=10]première fois[/wave] qu'on en a découvert une...", - "PASSIVE_PYLON_VIOLA": "Cet objet de métal possède une étrange aura bleutée. Ne la vois-tu pas aussi, {player} ?", - "KAYLEIGH_STATION_REACTION3": "Ces vieilles gares poussiéreuses ne m'impressionnent plus. Mais leur silence est toujours aussi oppressant.", - "MEREDITH_STATION_REACTION1": "Euh, [pause]cette île possède donc son propre réseau ferroviaire souterrain ? On voit bien que cette gare [wave amp=30 freq=10]date pas d'hier[/wave]...", - "MEREDITH_STATION_REACTION2": "Encore une gare souterraine ? Je me demande qui les a construites ?", - "MEREDITH_STATION_REACTION3A": "Il y a quelque chose de bizarre avec ces gares souterraines. On dirait [wave amp=30 freq=10]presque[/wave] des gares ordinaires, mais on [wave amp=30 freq=10]sent[/wave] qu'elles ont pas été créées par des humains...", - "MEREDITH_STATION_REACTION3B": "Tu vois ce que je veux dire, {player} ?", - "EUGENE_STATION_REACTION2": "Encore une gare, hein ? Décidément, cette île regorge de secrets...", - "EUGENE_STATION_REACTION1": "Hein ? [pause]C'est bien une [shake rate=30 level=10]gare[/shake] ? Personne ne m\\'a jamais parlé de ça à la Nouvelle-Wirral !", - "EUGENE_STATION_REACTION3": "Je crois bien qu'on est les premiers à mettre les pieds ici depuis LONGTEMPS...", - "FELIX_STATION_REACTION1": "Attends, c'est une gare ? Personne ne m\\'avait jamais parlé de ça... est-ce que les habitants de l\\'île sont au courant ?", - "FELIX_STATION_REACTION3": "Encore une de ces gares. Il a dû se passer quelque chose récemment pour qu'elles réémergent comme ça, non ?", - "FELIX_STATION_REACTION2": "Ces gares souterraines me mettent mal à l'aise. J\\'ai toujours la sensation d\\'être un intrus...", - "VIOLA_STATION_REACTION1": "Ce lieu est si peu accueillant... Plus encore que le reste de cette île mystérieuse.", - "VIOLA_STATION_REACTION2": "L'air est étouffant. Ce lieu est resté longtemps en sommeil, je le sens.", - "KAYLEIGH_PLATFORM_REACTION1_1": "La pression est [shake rate=30 level=10]écrasante[/shake] sur ce quai... C'est la même sensation que quand Morgayne est apparue pour la première fois...", - "VIOLA_STATION_REACTION3": "Un autre de ces endroits mystérieux... Ne passons pas plus de temps ici que nécessaire, {player}.", - "KAYLEIGH_PLATFORM_REACTION1_2": "C'est comme si un [shake rate=30 level=10]bruit[/shake] très fort résonnait dans l\\'air, sans qu\\'on puisse l\\'entendre...", - "MEREDITH_PLATFORM_REACTION1_1": "Mais qu'est-ce qui CLOCHE, ici ? [pause]J\\'ai l\\'impression d\\'être [wave amp=30 freq=10]repoussée[/wave] par quelque chose d\\'invisible...", - "KAYLEIGH_PLATFORM_REACTION2_1": "Encore cette sensation. Comme s'il y avait des bruits parasites dans mon cerveau...", - "KAYLEIGH_PLATFORM_REACTION2_2": "L'air a un goût de métal... J\\'ai mal à la tête rien que d\\'être ici...", - "KAYLEIGH_PLATFORM_REACTION3_1": "Encore cette étrange atmosphère...", - "KAYLEIGH_PLATFORM_REACTION3_2": "Je commence à m'y habituer, mais elle me fait encore mal à la tête...", - "MEREDITH_PLATFORM_REACTION1_2": "C'est comme s\\'il y avait des bruits parasites dans mon cerveau...", - "VIOLA_PLATFORM_REACTION1_1.f": "Nous n'avons rien à faire ici, {player}. Même le sol sous nos pieds hurle que nous ne sommes pas les bienvenues.", - "MEREDITH_PLATFORM_REACTION2_1": "Encore cette sensation [wave amp=30 freq=10]bizarre[/wave]... J'apprécie toujours pas.", - "MEREDITH_PLATFORM_REACTION2_2.n": "Je propose de pas traîner ici, d'accord ?", - "MEREDITH_PLATFORM_REACTION2_2.f": "Je propose de pas traîner ici, d'accord ?", - "MEREDITH_PLATFORM_REACTION3_2": "Le truc, c'est de pas faire attention au fait qu\\'on a la tête qui menace [wave amp=30 freq=10]d\\'exploser[/wave] !", - "MEREDITH_PLATFORM_REACTION3_1": "Je crois que je commence à m'habituer à l\\'atmosphère oppressante de ces quais...", - "EUGENE_PLATFORM_REACTION1_1": "Tu sens ça, {player} ? On dirait un bruit de fond qu'on ne peut pas [wave amp=30 freq=10]entendre[/wave], [pause]mais qu\\'on peut directement [wave amp=30 freq=10]ressentir[/wave]...", - "EUGENE_PLATFORM_REACTION2_1": "Encore cette atmosphère bizarre... Tu la ressens aussi ?", - "EUGENE_PLATFORM_REACTION1_2": "Trop bizarre...", - "EUGENE_PLATFORM_REACTION2_2": "J'en ai les dents qui grincent...", - "EUGENE_PLATFORM_REACTION3_1": "Oh, encore cette [wave amp=30 freq=10]sensation désagréable[/wave]. C'est jamais bon signe.", - "EUGENE_PLATFORM_REACTION3_2": "Reste sur tes gardes, camarade.", - "FELIX_PLATFORM_REACTION1_1": "C'est quoi, ce drôle de bruit ? [pause]Non, je sais qu\\'on n\\'entend rien, mais... [pause]L\\'air vibre bizarrement...", - "FELIX_PLATFORM_REACTION2_2": "C'est vraiment dur de [wave amp=30 freq=10]réfléchir[/wave], ici. [pause]C\\'est pareil pour toi ?", - "FELIX_PLATFORM_REACTION1_2": "J'ai la nette impression qu\\'on ne devrait [wave amp=30 freq=10]pas[/wave] être là...", - "FELIX_PLATFORM_REACTION2_1": "Encore cette [wave amp=30 freq=10]présence[/wave]. Elle me donne la chair de poule...", - "FELIX_PLATFORM_REACTION3_1": "Encore cette [wave amp=30 freq=10]ambiance épouvantable[/wave]. À ce stade, j'y suis presque habitué.", - "FELIX_PLATFORM_REACTION3_2": "... Ou pas, en fait. Je crois vraiment que je ne m'y ferai [wave amp=30 freq=10]jamais[/wave].", - "VIOLA_PLATFORM_REACTION1_1.m": "Nous n'avons rien à faire ici, {player}. Même le sol sous nos pieds hurle que nous ne sommes pas les bienvenus.", - "VIOLA_PLATFORM_REACTION1_2": "Ne le ressens-tu pas ? Ce sentiment d'anormalité qui flotte dans l\\'air, au point de le rendre presque irrespirable ?", - "VIOLA_PLATFORM_REACTION1_1.n": "Nous n'avons rien à faire ici, {player}. Même le sol sous nos pieds hurle que nous ne sommes pas les bienvenu·es.", - "VIOLA_PLATFORM_REACTION2_1": "Encore cette terrible sensation, {player}. Elle me transperce d'effroi jusqu\\'aux tréfonds de l\\'âme.", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "C'est un [shake rate=30 level=10]archange[/shake]...", - "VIOLA_PLATFORM_REACTION2_2": "J'ai l\\'impression de lutter contre un océan hostile...", - "VIOLA_PLATFORM_REACTION3_1": "Je commence à me faire à l'intense hostilité de ces lieux. Après tout, n\\'en avons-nous pas bravé les dangers plusieurs fois déjà ?", - "VIOLA_PLATFORM_REACTION3_2": "Nous devons poursuivre. Cette aura déplaisante n'est pas suffisante pour m\\'arrêter.", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "Je ressens la même chose que quand on a dû affronter Morgayne... [pause]Cette impression de faire face à une [wave amp=30 freq=10]pure anomalie[/wave]...", - "KAYLEIGH_ARCHANGEL_REACTION2": "Encore un archange... Il est aussi [shake rate=30 level=10]pénible[/shake] à regarder que les précédents...", - "KAYLEIGH_ARCHANGEL_REACTION3": "Un [shake rate=30 level=10]archange[/shake] ! Prépare-toi, {player} !", - "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Qu'est-ce que c\\'est !?[/shake] [pause]Pourquoi un aspect aussi... [shake rate=30 level=10]dérangeant[/shake] !?", - "MEREDITH_ARCHANGEL_REACTION1_2": "J'ai mal à la tête, rien que de le regarder... [pause]{player}, c\\'est un [shake rate=30 level=10]archange[/shake], [pause]c\\'est ça ?", - "MEREDITH_ARCHANGEL_REACTION2_2": "Et... [pause]Cette fois encore... [pause]J'ai la sensation d\\'observer [shake rate=30 level=10]quelque chose que j\\'aurais jamais dû voir[/shake]...", - "MEREDITH_ARCHANGEL_REACTION2_1": "Encore un archange...", - "EUGENE_ARCHANGEL_REACTION1_2": "Je suppose que c'est un [wave amp=30 freq=10]archange[/wave], c\\'est ça ?", - "EUGENE_ARCHANGEL_REACTION2": "C'est encore un archange ! [pause]Argh, [pause]une telle abomination devrait [wave amp=30 freq=10]même pas pouvoir exister[/wave]...", - "EUGENE_ARCHANGEL_REACTION1_1": "Que... [pause]Comment... [pause]cette [wave amp=30 freq=10]chose[/wave] peut ressembler... [wave amp=30 freq=10]à ça[/wave] !? [pause]Mon cerveau refuse d'y croire...", - "MEREDITH_ARCHANGEL_REACTION3": "Oh. [pause]Un archange. [pause]On est encore dans le [wave amp=30 freq=10]pétrin[/wave], c'est ça ?", - "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]Un archange ![/shake] [pause]Prépare-toi, {player} !", - "FELIX_ARCHANGEL_REACTION1_2": "Ça doit être un [shake rate=30 level=10]archange[/shake]...", - "FELIX_ARCHANGEL_REACTION1_1": "J-Je n'avais jamais rien vu de tel... [pause]Qu\\'est-ce qui se passe, {player}... ? [pause]Qu\\'est-ce que c\\'est que cette [shake rate=30 level=10]horreur[/shake] !?", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "... Je suis sérieux, chef. Cette nouvelle recrue manque pas de cran !", - "FELIX_ARCHANGEL_REACTION2_1": "Un archange ! Il faut du courage rien que pour oser le regarder. Mon corps tout entier me [shake rate=30 level=10]hurle[/shake] de fuir !", - "FELIX_ARCHANGEL_REACTION2_2": "C'est difficile à expliquer, mais il semble... [wave amp=30 freq=10]de travers[/wave], tu trouves pas ?", - "FELIX_ARCHANGEL_REACTION3": "Je m'habituerai [wave amp=30 freq=10]jamais[/wave] à cette sensation qu\\'on éprouve face à un archange...", - "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Cet esprit[/shake] ! Je n'avais jamais rien vu de tel... [pause]Il n\\'a pas sa [shake rate=30 level=10]place[/shake] dans notre monde.", - "VIOLA_ARCHANGEL_REACTION2": "Un autre esprit venu défier la raison ! Je peux [shake rate=30 level=10]à peine[/shake] tolérer de tourner mon regard vers lui...", - "VIOLA_ARCHANGEL_REACTION1_2": "Poser simplement les yeux sur lui relève de [shake rate=30 level=10]l'hérésie[/shake] !", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "... Je suis sérieux, chef. Cette nouvelle recrue manque pas de cran !", - "VIOLA_ARCHANGEL_REACTION3": "{player} ! Voilà un autre de ces [shake rate=30 level=10]esprits déchus[/shake] ! Ceux que tu nommes les \\\"archanges\\\".", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "... Je suis sérieux, chef. Cette nouvelle recrue manque pas de cran !", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Moi et mes gars, on est [wave amp=30 freq=10]vraiment[/wave] impressionnés ! J'ai pris la raclée de ma vie !", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "C'est plutôt rare d\\'entendre ce genre d\\'éloges de ta part, Murolien !", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "C'est plutôt rare d\\'entendre ce genre d\\'éloges de ta part, Murolien !", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Il faut dire qu'on organise rarement des combats contre les nouveaux. Mon épreuve habituelle de \\\"construction de mur de briques\\\" est nettement moins excitante...", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "C'est plutôt rare d\\'entendre ce genre d\\'éloges de ta part, Murolien !", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "D'ailleurs, ma pause repas est terminée ! Je dois me remettre au travail. À plus tard, chef !", - "TOWN_HALL_SKIP_EVENT_SKIP1": "... Allez, Ianthe ! Raconte-moi comment était ta vie avant d'arriver à la Nouvelle-Wirral !", - "TOWN_HALL_SKIP_EVENT_SKIP3": "Ouah ! [pause]Et tu devais retrouver beaucoup d'objets perdus pour tes clients ? Ceux des autres mondes semblent posséder des [wave amp=30 freq=10]tonnes[/wave] de trucs, alors, ils doivent forcément les perdre souvent, non ?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "Eh bien... [pause]J'étais un genre de détective, si tu veux tout savoir.", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "Mes missions étaient un peu plus... [pause]sérieuses que ça, pour être honnête.", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "... Je vais être franc, Ianthe. Je crois que les autres capitaines sont [wave amp=30 freq=10]à côté de la plaque[/wave].", - "TOWN_HALL_SKIP_EVENT_SKIP5": "Je dois retourner au travail, mais il faudra [wave amp=30 freq=10]absolument[/wave] que tu m'en dises plus la prochaine fois !", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "À quel sujet, au juste ?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "Je parle de tout ce qui touche au [wave amp=30 freq=10]sommeil[/wave], enfin ! Ma spécialité !", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "Ils n'entendent rien à l\\'onirisme, [pause]ni au concept d\\'inconscient collectif, [pause]et encore moins à l\\'impact des rêves sur cette réalité !", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Franchement, je commence à penser qu'ils me prennent juste pour un gros fainéant.", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Mais, tu [wave amp=30 freq=10]ES[/wave] un gros fainéant.", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Ha. Je sais.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Ne te préoccupe pas d'eux. Ils n\\'ont pas besoin de comprendre ton travail, tant qu\\'ils respectent ma décision d\\'avoir fait de toi un capitaine.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Ne te préoccupe pas d'eux. Ils n\\'ont pas besoin de comprendre ton travail, tant qu\\'ils respectent ma décision d\\'avoir fait de toi un capitaine.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Ne te préoccupe pas d'eux. Ils n\\'ont pas besoin de comprendre ton travail, tant qu\\'ils respectent ma décision d\\'avoir fait de toi un capitaine.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Merci pour le soutien, chef.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Merci pour le soutien, chef.", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Bâillement* [pause]Bon, tout ça m'a épuisé. Je crois que je vais aller faire une bonne sieste.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Merci pour le soutien, chef.", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "... Je suis sérieux, Ianthe. Cette dernière fournée de recrues n'est absolument PAS à la hauteur. Ces bleus ne comprennent pas que la stratégie est [wave amp=30 freq=10]plus importante[/wave] que leur capacité à se transformer en monstre !", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Ils sont enthousiastes, c'est l\\'essentiel. Et qui de plus qualifié pour leur inculquer les bases du combat stratégique qu\\'un [wave amp=30 freq=10]maître[/wave] tacticien !", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Sauf erreur de ma part, [pause]c'est justement à toi de leur apprendre, non ?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Hmm. Tu n'as pas tort. Je vais leur laisser une chance...", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "Pour le moment.", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "C'est compréhensible. Les humains sont... [pause]déconcertants. [pause]Imprévisibles.", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]... Non, [pause]je ne suis pas d'accord. Les humains ne sont [wave amp=30 freq=10]pas[/wave] imprévisibles. C\\'est même tout le contraire.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]... Je trouve simplement difficile d'avoir de la compassion pour l\\'espèce humaine.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Ils prennent toujours la décision la plus [shake rate=30 level=10]absurde[/shake] possible en toutes circonstances, du moment qu'elle conduit à une récompense immédiate, même [wave amp=30 freq=10]dérisoire[/wave].[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "J'apprécie ton honnêteté, Clé-Ô.", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Mais en général, on ne base pas nos décisions sur leurs conséquences possibles. On écoute avant tout nos émotions.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "... Je plaisante pas, chef, il y a du changement dans le plan astral, ces derniers temps ! Tous les fantômes en parlent ! D'après eux, plusieurs [wave amp=30 freq=10]grosses pointures[/wave] préparent leur grand retour !", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]Moi aussi ! Et ce sont mes [wave amp=30 freq=10]émotions[/wave] qui me disent que l'humanité est [shake rate=30 level=10]fondamentalement[/shake] stupide et qu\\'elle finira par [shake rate=30 level=10]provoquer sa propre destruction[/shake] ![/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Eh bien, en attendant ce jour, sache que les Veilleurs apprécient grandement tes services.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "C'est déjà un petit miracle qu\\'on ait l\\'eau courante et de l\\'énergie propre. Pourvu que ça dure ! Cette île est si [wave amp=30 freq=10]imprévisible[/wave]...", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Alors, qu'est-ce que tu en penses ? Je veux ton analyse complète.", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Pfff.[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "C'est plutôt une bonne nouvelle pour la ville ! Merci pour ton rapport, Levi.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "... Et je crois qu'on a fait le tour. Nos générateurs hydroélectriques sont tous pleinement opérationnels. On aura sûrement besoin de remplacer certaines pièces dans quelques années, mais rien de méchant.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Pas de souci, chef ! Si la chance doit tourner pour Port-la-Ville, les Veilleurs seront là pour gérer le problème.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Pas de souci, chef ! Si la chance doit tourner pour Port-la-Ville, les Veilleurs seront là pour gérer le problème.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Pas de souci, chef ! Si la chance doit tourner pour Port-la-Ville, les Veilleurs seront là pour gérer le problème.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Merci... [pause]Tu as raison, bien sûr !", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Bien sûr ! [pause]Il existe [wave amp=30 freq=10]toutes sortes[/wave] d'esprits, d\\'ombres et d\\'entités dans le plan astral. Ce sont mes premiers informateurs !", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"Tous les fantômes\\\"... ?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Je te crois sur parole !", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Très bien ! [pause]Le problème des \\\"fusions rebelles\\\" s'est bien aggravé, ces derniers mois. Tu as remarqué ces épais nuages noirs, dans le ciel ? Ils trahissent la position de ces [wave amp=30 freq=10]grands rassemblements[/wave] de monstres.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "Lors d'une récente mission, je me suis retrouvée confrontée à une nuée de Gelos. Ils avaient clairement l\\'avantage du nombre, mais je les ai tous [wave amp=30 freq=10]taillés en pièces[/wave] !", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Je crains néanmoins que nos novices sous-estiment la menace et se retrouvent en terrible danger. Je crois qu'on devrait mettre toutes nos recrues au parfum concernant ces \\\"nuées de monstres\\\".", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Ce sera fait ! Tes renseignements sont toujours aussi précieux, Gladiola.", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "... Alors ? Ça te manque ? De ne plus vivre dans une grande ville, je veux dire.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "Ce n'est rien ! Maintenant, si tu veux bien m\\'excuser, j\\'ai encore du travail. Les [wave amp=30 freq=10]forces du mal[/wave] ne se reposent jamais, alors, moi non plus.", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "Parce qu'à moi, oui !", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "C'était assurément plus [wave amp=30 freq=10]palpitant[/wave]... mais ça ne veut pas dire que la vie y était [wave amp=30 freq=10]meilleure[/wave].", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "J'ai grandi dans une méga-métropole. Les seuls arbres qu\\'on y trouve sont artificiels. Les façades et les néons des gratte-ciel ont banni toutes les étoiles depuis longtemps.", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "La vie n'y a que peu de valeur, et seuls les gens les plus endurcis ont une chance de survivre dans un monde aussi cruel.", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "À mon [wave amp=30 freq=10]arrivée[/wave] ici, il m'a fallu pas mal de temps pour m\\'habituer à ce nouveau rythme.", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "C'est... [pause]Je n\\'en attendais pas tant, chef !", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "Sans problème ! J'ai animé des cours de cardio toutes les semaines pendant cinq ans ! Si quelqu\\'un est qualifié ici, c\\'est bien [wave amp=30 freq=10]moi[/wave] !", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "On pourrait opter pour une activité ludique ! [pause]Ou pourquoi pas de la [wave amp=30 freq=10]danse aérobique[/wave] ? Cybile se chargerait de la musique !", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "... Je pense que les Veilleurs auraient grand besoin d'un programme d\\'entraînement physique.", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Oui, l'idée me plaît ! Si tu te sens capable de gérer, bien sûr.", - "TOWN_HALL_CODEY_EVENT_CODEY3": "Attends... Tu ne t'es pas toujours appelée Ianthe ?", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Imagine ! Toi qui nous parles toujours [wave amp=30 freq=10]d'esprit de communauté[/wave] ! Quoi de mieux pour renforcer les liens entre nos chers concitoyens qu\\'une [shake rate=30 level=10]expérience acoustique partagée[/shake] chaque jour ?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "... Et en installant des haut-parleurs dans Port-la-Ville, je pourrais diffuser ma musique [wave amp=30 freq=10]partout[/wave] en même temps !", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "J'ai des doutes, Cybile. Je pense que les gens de cette ville ont des goûts musicaux très variés. J\\'y vois plus un risque de controverse.", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Hmm. Je vois ce que tu veux dire.", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]Ça me va ![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "Non ! Dans mon ancien domaine, il valait mieux user de pseudonymes. Tu sais ce que c'est.", - "TOWN_HALL_CODEY_EVENT_CODEY1": "... Si j'avais su que tout le monde m\\'appellerait définitivement \\\"Codey\\\", j\\'aurais choisi un surnom un peu plus cool. [pause]Comme \\\"Hackman\\\", [pause]ou \\\"Omegabyte\\\".", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Hé, je ne dis pas non pour autant ! [pause]Voilà ce que je te propose : si Cyan nous déniche un jour des haut-parleurs intacts, je soumettrai ta proposition au conseil municipal.", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "Eh bien, choisis-toi un nouveau nom. C'est ce que j\\'ai fait.", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"Ianthe\\\" est le nom d'une déesse de l\\'eau dans la mythologie grecque. Je l\\'ai choisi sans trop réfléchir, mais je trouve qu\\'il sonne plutôt bien.", - "TOWN_HALL_CODEY_EVENT_CODEY6": "Hmm. En fait, tu nous caches des tas de choses, hein ?", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "Peut-être, mais tu n'en sauras pas plus !", - "LENNA_ENCOUNTER_LENNA1.f": "Toi... [pause]Tu te prends pour une brave ? Le fardeau de l'héroïsme est lourd à porter. En es-tu réellement capable ?", - "LENNA_ENCOUNTER_LENNA1.n": "Toi... [pause]Tu te prends pour un·e brave ? Le fardeau de l'héroïsme est lourd à porter. En es-tu réellement capable ?", - "LENNA_ENCOUNTER_LENNA1.m": "Toi... [pause]Tu te prends pour un brave ? Le fardeau de l'héroïsme est lourd à porter. En es-tu réellement capable ?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "Euh, c'est à {player} que tu parles ? Parce que son [wave amp=30 freq=10]héroïsme[/wave] ne fait aucun doute !", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "Euh, c'est à {player} que tu parles ? Parce que son [wave amp=30 freq=10]héroïsme[/wave] ne fait aucun doute !", - "LENNA_ENCOUNTER_MEREDITH2.m": "Euh, comment ça, un \\\"fardeau\\\" ?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "Euh, c'est à {player} que tu parles ? Parce que son [wave amp=30 freq=10]héroïsme[/wave] ne fait aucun doute !", - "LENNA_ENCOUNTER_MEREDITH2.f": "Euh, comment ça, un \\\"fardeau\\\" ?", - "LENNA_ENCOUNTER_EUGENE2": "Je crois qu'en toute honnêteté, on se partage [wave amp=30 freq=10]équitablement[/wave] le rôle de héros, {player} et moi.", - "LENNA_ENCOUNTER_MEREDITH2.n": "Euh, comment ça, un \\\"fardeau\\\" ?", - "LENNA_ENCOUNTER_FELIX2": "Drôle d'entrée en matière. Mais continue, on t\\'écoute.", - "LENNA_ENCOUNTER_LENNA3.n": "Laisse-moi tester ta force [wave amp=30 freq=10]et[/wave] ton courage !", - "LENNA_ENCOUNTER_VIOLA2": "Sois plus clair, je te prie.", - "LENNA_ENCOUNTER_LENNA2.m": "Non, tu ne mérites pas encore ce titre.", - "LENNA_ENCOUNTER_LENNA2.f": "Non, tu ne mérites pas encore ce titre.", - "LENNA_ENCOUNTER_LENNA2.n": "Non, tu ne mérites pas encore ce titre.", - "LENNA_ENCOUNTER_LENNA3.m": "Laisse-moi tester ta force [wave amp=30 freq=10]et[/wave] ton courage !", - "LENNA_ENCOUNTER_LENNA3.f": "Laisse-moi tester ta force [wave amp=30 freq=10]et[/wave] ton courage !", - "LENNA_ENCOUNTER_LENNA4.m": "Tu es prêt ?", - "LENNA_ENCOUNTER_LENNA4.f": "Tu es prête ?", - "LENNA_ENCOUNTER_LENNA4.n": "Tu es prêt·e ?", - "LENNA_ENCOUNTER_LENNA5.m": "Je m'appelle Lenna. En garde ! [shake rate=30 level=10]Montre-moi ce que tu sais faire[/shake] !", - "LENNA_ENCOUNTER_LENNA6.m": "Je reconnais ma défaite. Félicitations, étranger.", - "LENNA_ENCOUNTER_LENNA5.f": "Je m'appelle Lenna. En garde ! [shake rate=30 level=10]Montre-moi ce que tu sais faire[/shake] !", - "LENNA_ENCOUNTER_LENNA5.n": "Je m'appelle Lenna. En garde ! [shake rate=30 level=10]Montre-moi ce que tu sais faire[/shake] !", - "LENNA_ENCOUNTER_LENNA6.f": "Je reconnais ma défaite. Félicitations, étrangère.", - "LENNA_ENCOUNTER_KAYLEIGH7": "Ne le prends pas mal, mais tu possèdes une force [wave amp=30 freq=10]colossale[/wave] pour une simple humaine. Tu ne serais pas... un archange, par hasard ?", - "LENNA_ENCOUNTER_LENNA6.n": "Je reconnais ma défaite. Félicitations, étranger·ère.", - "LENNA_ENCOUNTER_MEREDITH7": "Je pensais pas qu'un être humain pouvait être [wave amp=30 freq=10]aussi fort[/wave]. Avoue... T\\'es un archange, c\\'est ça ?", - "LENNA_ENCOUNTER_EUGENE7": "Hé, [pause]sois honnête avec nous. T'es un archange, pas vrai ? Une simple humaine ne pourrait pas être aussi forte !", - "LENNA_ENCOUNTER_FELIX7": "Bon, autant être franc et direct : t'es un archange, c\\'est ça ? Tu te bats comme eux, en tout cas.", - "LENNA_ENCOUNTER_VIOLA7": "Je sens que tu n'es pas tout à fait honnête avec nous, \\\"Lenna\\\".", - "LENNA_ENCOUNTER_7_OPTION1": "T'es un archange, Lenna ?", - "LENNA_ENCOUNTER_LENNA8": "C'est exact. Du moins, c\\'est ce que j\\'étais. [pause]C\\'est une longue histoire.", - "LENNA_ENCOUNTER_LENNA9": "Mais je vis en tant qu'humaine, à présent.", - "LENNA_ENCOUNTER_7_OPTION2": "Hmm, t'es un archange, pas vrai ?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "Tu peux vraiment faire ça... ?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "C'est possible ?", - "LENNA_ENCOUNTER_LENNA10": "Pourquoi pas ? [pause]Nous ne sommes pas prisonniers de nos origines. Peu importe qui nous [wave amp=30 freq=10]étions[/wave], ce sont nos choix présents qui comptent.", - "LENNA_ENCOUNTER_MEREDITH11": "Hmm. Ça se tient.", - "LENNA_ENCOUNTER_KAYLEIGH11": "C'est vrai ! Je suis [wave amp=30 freq=10]complètement[/wave] d\\'accord !", - "LENNA_ENCOUNTER_FELIX11": "Entièrement d'accord.", - "LENNA_ENCOUNTER_EUGENE11": "Tu as raison. On ne peut pas te reprocher qui tu es.", - "LENNA_ENCOUNTER_VIOLA11": "Oui. Ces paroles ont du sens.", - "LENNA_ENCOUNTER_LENNA12": "Ça va probablement te surprendre, mais je suis une simple [wave amp=30 freq=10]institutrice[/wave]. Ma mission était de te mettre à l'épreuve et tu viens de réussir haut la main !", - "LENNA_ENCOUNTER_LENNA13": "Oh, j'ai oublié de te demander ton nom...", - "LENNA_ENCOUNTER_KAYLEIGH18": "Cette île a vraiment le don d'attirer des tas de gens intéressants, pas vrai ?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "C'est {player} !", - "LENNA_ENCOUNTER_LENNA14.m": "Ça a été un plaisir de t'affronter, {player} ! Tu possèdes vraiment une âme \\\"héroïque\\\" !", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "On m'appelle {player}.", - "LENNA_ENCOUNTER_MEREDITH16": "Ah, d'accord. Tu faisais que passer à la Nouvelle-Wirral, alors ?", - "LENNA_ENCOUNTER_LENNA14.n": "Ça a été un plaisir de t'affronter, {player} ! Tu possèdes vraiment une âme \\\"héroïque\\\" !", - "LENNA_ENCOUNTER_LENNA14.f": "Ça a été un plaisir de t'affronter, {player} ! Tu possèdes vraiment une âme \\\"héroïque\\\" !", - "LENNA_ENCOUNTER_LENNA15": "Bon, je dois te laisser. Miss Ambre m'a promis de me ramener chez moi sitôt ma mission terminée, et Paige doit déjà commencer à [wave amp=30 freq=10]s\\'impatienter[/wave].", - "LENNA_ENCOUNTER_KAYLEIGH16": "Oh ! Miss Ambre connaît vraiment beaucoup de monde, hein... ?", - "LENNA_ENCOUNTER_EUGENE16": "Quoi ! Tu étais juste de passage pour [wave amp=30 freq=10]ça[/wave] à la Nouvelle-Wirral ?", - "LENNA_ENCOUNTER_VIOLA16": "Je sens que tu te languis des tiens, toi aussi. Ne nous laisse pas te retenir plus longtemps.", - "LENNA_ENCOUNTER_FELIX16": "Tu es simplement venue sur cette île en mission ? Ça, c'est fort !", - "LENNA_ENCOUNTER_LENNA17": "Ce n'est qu\\'un au revoir, {player} !", - "LENNA_ENCOUNTER_MEREDITH18": "Mince, j'ai même pas eu le temps de lui demander si c\\'était des vraies cornes, ou juste sa coiffure.", - "LENNA_ENCOUNTER_FELIX18": "Décidément, on ne s'ennuie jamais, sur cette île.", - "LENNA_ENCOUNTER_EUGENE18": "Je suis sûr qu'elle m\\'a trouvé héroïque aussi... Elle a juste oublié de le dire.", - "LENNA_ENCOUNTER_VIOLA18": "Adieu, Lenna du royaume inconnu.", - "HARBOURTOWN_FLORIST_NAME": "Veilleuse anxieuse", - "HARBOURTOWN_FLORIST1_OPTION1": "Si !", - "HARBOURTOWN_FLORIST1": "Excuse-moi, tu ne ferais pas partie des Veilleurs, par hasard ?", - "HARBOURTOWN_FLORIST2": "Magnifique ! Je suis une [wave amp=30 freq=10]Veilleuse[/wave], moi aussi. Enfin, presque. Tu ne voudrais pas me donner un coup de main ?", - "HARBOURTOWN_FLORIST1_OPTION2": "Non !", - "HARBOURTOWN_FLORIST1_NO": "Oh, dommage.", - "HARBOURTOWN_KAYLEIGH9": "Oui ! La ville est nettement plus jolie, maintenant !", - "HARBOURTOWN_FLORIST3": "J'ai commandé des arbrisseaux à la ferme des Pipelin pour embellir la ville.", - "HARBOURTOWN_FLORIST5": "Tu veux bien m'aider et planter ceux de ton choix dans les jardinières que j\\'ai installées en ville ?", - "HARBOURTOWN_FLORIST4": "Malheureusement, je suis trop... indécise. Lesquels sont les plus jolis ? Impossible de me décider !", - "HARBOURTOWN_FLORIST5_OPTION1": "Bien sûr !", - "HARBOURTOWN_FLORIST5_OPTION2": "Une autre fois.", - "HARBOURTOWN_FLORIST5_NO": "Pas grave ! Je comprends. Mais... si jamais tu changes d'avis, tu sais où me trouver.", - "HARBOURTOWN_FLORIST6": "Merci ! Tiens, prends ça...", - "HARBOURTOWN_FLORIST7": "J'ai installé 14 jardinières à travers la ville. Préviens-moi quand elles seront toutes pleines !", - "HARBOURTOWN_FLORIST8": "Oh, tu as déjà fini ?", - "HARBOURTOWN_MEREDITH9": "Ouais, on a clairement fait grimper l'indice écolo de la ville de quelques points.", - "HARBOURTOWN_EUGENE9.m": "Ouais ! {player} a fait tout le sale boulot, mais je lui ai apporté mon soutien moral !", - "HARBOURTOWN_EUGENE9.f": "Ouais ! {player} a fait tout le sale boulot, mais je lui ai apporté mon soutien moral !", - "HARBOURTOWN_EUGENE9.n": "Ouais ! {player} a fait tout le sale boulot, mais je lui ai apporté mon soutien moral !", - "HARBOURTOWN_FELIX9": "Je crois qu'on peut dire que la ville est devenue un peu plus plaisante.", - "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Merci infiniment ![/shake] Il y avait tant de choix à faire, j'en étais presque paralysée ! Tiens, tu as mérité une récompense pour ton aide !", - "HARBOURTOWN_VIOLA9": "En effet, notre tâche est terminée. Et la ville s'en trouve embellie.", - "HARBOURTOWN_FLORIST11": "Il y avait tant de choix à faire, j'en étais presque paralysée !", - "MOVE_NAME_BOOBY_TRAP": "Retour de flamme", - "MOVE_DESCRIPTION_STICKER_TRICK": "La dernière capacité utilisée par la cible est remplacée par Retour de flamme, une capacité infligeant des dégâts à l'utilisateur.", - "MOVE_DESCRIPTION_CARNIVORE": "Augmente les PV restaurés par Morsure.", - "MOVE_NAME_BAD_FORECAST": "Mauvaises prévisions", - "MOVE_NAME_MACHINE_CURSE": "Malédiction mécanique", - "STATUS_DESCRIPTION_FLAMMABLE": "Les personnages inflammables reçoivent l'effet Brûlure lorsqu\\'ils sont touchés par une attaque de type Feu. De plus, les dégâts infligés par cet effet sont augmentés.", - "MOVE_NAME_IONISED_AIR": "Ionisation", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "A une chance d'octroyer 1 PA à un allié aléatoire à la fin du tour de l\\'utilisateur.", - "MOVE_NAME_STICKER_TRICK": "Mauvais tour", - "MOVE_NAME_LIFTOFF": "Envolée", - "MOVE_DESCRIPTION_LIFTOFF": "Confère Gain de PA et Vitesse + à l'utilisateur à la fin de son troisième tour.", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "Les personnages souffrant de l'effet Sabotage voient l\\'une de leurs capacités remplacée par Retour de flamme.", - "MOVE_DESCRIPTION_MACHINE_CURSE": "Renvoie vers l'utilisateur tous les dégâts et effets infligés par les capacités déclenchées par d\\'autres capacités passives.", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Inflige l'effet {status_effect} à la cible.", - "MOVE_NAME_ENERGY_RESERVES": "Réserves d'énergie", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Inflige l'effet {status_effect} à toute l\\'équipe cible pendant {duration} tour(s).", - "MOVE_NAME_BUTTERFLY_EFFECT": "Effet papillon", - "STATUS_NAME_FLAMMABLE": "Inflammable", - "MOVE_DESCRIPTION_BAD_FORECAST": "S'active automatiquement au début du combat. Confère l\\'effet Esquive nulle à la cible pendant {duration} tours et modifie aléatoirement le temps.", - "MOVE_NAME_CARNIVORE": "Carnivore", - "MOVE_NAME_HARDBACK": "Reliure renforcée", - "MOVE_DESCRIPTION_BOOBY_TRAP": "Inflige des dégâts à l'utilisateur.", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Touche une cible en utilisant la caractéristique de défense au corps à corps (et non d'attaque au corps à corps) de l\\'utilisateur. De plus, ce dernier subit lui aussi des dégâts.", - "MOVE_NAME_BRACE_FOR_IMPACT": "Crash", - "MOVE_NAME_GASOLINE_SPRAY": "Vapeurs d'essence", - "STATUS_NAME_BOOBY_TRAPPED": "Sabotage", - "MOVE_DESCRIPTION_HARDBACK": "Réduit les dégâts subis, à l'exception de ceux des coups critiques et des attaques de type Feu. Les attaques subies de type Feu sont systématiquement critiques et ne confèrent aucun effet bénéfique.", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consomme tous les PA de l'utilisateur, pour une puissance équivalente à 15 fois ces PA. Le type de l\\'attaque et ses éventuels effets dépendent du temps qu\\'il fait.", - "DLC_POPUP_PIER_2": "Les options d'apparat suivantes sont maintenant disponibles :\\n\\n- Coiffure de clown 1\\n- Coiffure de clown 2\\n- Chapeau de clown\\n- Coupe bicolore\\n- Nez de clown", - "DLC_POPUP_PIER_1": "Merci d'avoir acheté \\\"La jetée de l\\'inconnu\\\" !\\n\\nParlez à Clémence pour accéder à une toute nouvelle quête principale, à condition toutefois d\\'avoir déjà rencontré formellement l\\'homme-triangle.", - "CHARLEQUIN_NAME_PREFIX": "Cram", - "CHARLEQUIN_NAME_SUFFIX": "lequin", - "QUEST_DLC_PIER_PROGRESS2": "Tu as vaincu {num} des 3 engins infernaux.", - "UI_CC_VALUE_hair_clown_1": "Coiffure de clown 1", - "UI_CC_VALUE_hair_clown_2": "Coiffure de clown 2", - "UI_CC_VALUE_hair_clown_3": "Chapeau de clown", - "UI_CC_VALUE_hair_clown_4": "Coupe bicolore", - "UI_CC_VALUE_head_clown": "Nez de clown", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "Est-ce qu'elle est là depuis que la Nouvelle-Wirral existe ? D\\'où peut-elle bien [wave amp=30 freq=10]provenir[/wave] ?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "Alors comme ça, notre Gwen était un archange et elle connaissait même Aleph...", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Cette jetée sinistre soulève une foule de questions.", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "Ma dernière question était une blague... [pause]Parole !", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "Et Gwen... est-ce qu'elle est là depuis le début ? [pause]Est-ce qu\\'elle se maquille elle-même ? [pause]Est-ce qu\\'elle est célibataire ?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "On dirait bien que tous ces archanges envient les humains. Celle que tu as rencontrée dans cet autre monde, Miss Ambre, semblait elle aussi préférer adopter une apparence humaine, non ?", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "Exact !", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "C'est pas faux...", - "DLC_PIER_FELIX_CONVO2_FELIX4": "Ils sont puissants, c'est vrai... [pause]mais la puissance ne fait pas tout !", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Il se trame ici je ne sais quelle diablerie... [pause]Tu le sens tout autant que moi.", - "DLC_PIER_FELIX_CONVO2_FELIX3": "Je comprends qu'on puisse les prendre pour des [wave amp=30 freq=10]dieux[/wave], mais je pense que c\\'est une vision trop simpliste.", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Cette femme revêt les atours d'une saltimbanque, mais je ne me laisserai pas duper !", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Ne te laisse pas berner par le visage amical de Gwen, {player}. Les saltimbanques dans son genre peuvent te sourire avant de te poignarder dans le dos l'instant d\\'après.", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "La clownesse \\\"Gwen\\\" était donc elle-même un esprit surnaturel ?", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Vivre si longtemps, mais mener une existence si misérable...", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Ces êtres féériques venus d'ailleurs envient l\\'humanité à bien des égards, semble-t-il.", - "UMBRAHELLA_NAME_SUFFIX": "pluie", - "UMBRAHELLA_SUBTITLE": "Mauvais présage", - "UMBRAHELLA_DESCRIPTION": "un parapluie vivant vraiment angoissant", - "FRAGLIACCI_NAME_SUFFIX": "liacci", - "FRAGLIACCI_LORE_1": "Le corps entier du Déflagliacci est un canon balistique. Son \\\"visage\\\" ne sert qu'à dissimuler la bouche de ce canon, capable de tirer des projectiles à une vitesse terrifiante.", - "BLUNDERBUSK_DESCRIPTION": "un clown perché sur une boule rebondissante", - "BLUNDERBUSK_LORE_2": "Bien que le rôle de \\\"clown\\\" existe depuis l'Égypte antique, le style caractéristique que nous leur connaissons a été imaginé par l\\'Anglais Joseph Grimaldi au début du 19e siècle.", - "BLUNDERBUSK_NAME_SUFFIX": "bozo", - "HAUNTOME_NAME": "Hantome", - "FRAGLIACCI_NAME_PREFIX": "Déflag", - "CHARLEQUIN_LORE_2": "\\\"Harlequin\\\" est un personnage comique trouvant ses origines dans la commedia dell'arte, un genre de théâtre italien très apprécié du 16e au 18e siècle.", - "LITTLERED_LORE_2": "\\\"Le Petit Chaperon rouge\\\" est un conte européen. Bien que de nombreuses versions existent, il narre généralement l'histoire d\\'une petite fille suivie par un loup alors qu\\'elle se rend chez sa grand-mère.", - "AMPHARE_NAME": "Acculapin", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "Quelle est la vocation d'un clown ?", - "BLUNDERBUSK_LORE_1": "Le Trombozo peut \\\"tirer\\\" des projectiles en mimant deux pistolets avec ses mains. Il est particulièrement précis pour un monstre dépourvu d'yeux et sans cesse en train de se balancer.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "Je trouve ça tellement bizarre que ces êtres si [wave amp=30 freq=10]éloignés[/wave] de nous puissent s'intéresser [wave amp=30 freq=10]autant[/wave] à nous... [pause]aux êtres humains.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Toi, par contre, tu t'es [wave amp=30 freq=10]trahi·e[/wave] en me demandant ça, {player}.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "Tout ça dépasse un peu la [wave amp=30 freq=10]simple petite Irlandaise[/wave] que je suis, d'accord ?", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Cette [wave amp=30 freq=10]Gwen[/wave] me donne vraiment des frissons, si tu vois ce que je veux dire.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Non, c'est plutôt son côté \\\"unique occupante d\\'une jetée abandonnée\\\" que je trouve un peu flippant.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Toi, par contre, tu t'es [wave amp=30 freq=10]trahi[/wave] en me demandant ça, {player}.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "Quoi, elle te fait peur ?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]Hein ?![/shake] Non ! C'est pas [wave amp=30 freq=10]du tout[/wave] ce que tu crois !", - "FRAGLIACCI_NAME": "Déflagliacci", - "LAPACITOR_NAME_PREFIX": "Lago", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "Quoi, elle te plaît ?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Toi, par contre, tu t'es [wave amp=30 freq=10]trahie[/wave] en me demandant ça, {player}.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "Ça m'étonne pas. On peut pas faire confiance à quelqu\\'un qui reste constamment déguisé. [pause]C\\'est ce que j\\'ai toujours dit.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Alors comme ça, Gwen n'était pas humaine ?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Notre nouvelle mission, pour sauver cette jetée...", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Ah, je sais vraiment pas quoi penser de toute cette histoire. Ça me dépasse totalement.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "Elle est un peu bizarre, non ? Je veux dire, je suis jamais contre l'idée d\\'aider quelqu\\'un, mais je sais vraiment pas quoi penser de Gwen.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Je pense qu'on peut lui faire confiance !", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Dans tous les cas, reste sur tes gardes. Qui sait ce qui nous attend ici...", - "CHARLEQUIN_LORE_1": "Le Cramlequin dissimule des objets dans ses grandes manches pour ses spectacles, dont des feux d'artifice, des matériaux inflammables et toutes sortes de dispositifs explosifs...", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Effrayer", - "BLUNDERBUSK_NAME": "Trombozo", - "LAPACITOR_LORE_2": "La première pile électrique a été inventée par le physicien Alessandro Volta en 1800. À l'époque, il n\\'a pas compris la vraie nature de son invention et pensait avoir découvert une source d\\'énergie illimitée.", - "LAPACITOR_NAME_SUFFIX": "sateur", - "LAPACITOR_LORE_1": "Quand l'énergie électrique s\\'accumule suffisamment dans un Acculapin, il parvient à grandir et acquérir de vrais membres. Il continue néanmoins à s\\'entourer de ferraille par magnétisme pour sa défense.", - "AA_CLOWN_SUBTITLE": "Maîtresse des illusions", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Appel aux clowns", - "BATTLE_TITLE_PIER_MACHINE": "Engin infernal", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Sens dessus dessous", - "LITTLERED_NAME": "Ronrouge", - "LITTLERED_NAME_SUFFIX": "rouge", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Un billet d'entrée permettant d\\'accéder à l\\'une des attractions de la Jetée de l\\'Espérance.", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Un billet d'entrée permettant d\\'accéder à l\\'une des attractions de la Jetée de l\\'Espérance.", - "ITEM_PIER_PASS_SPACEWORLD": "Billet rouge", - "ITEM_KEY_HAUNTEDHOUSE_1": "Œil de rubis", - "ITEM_KEY_HAUNTEDHOUSE_3": "Clé verte", - "ITEM_KEY_HAUNTEDHOUSE_2": "Clé de la bibliothèque", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Une gemme brute, grossièrement taillée pour pouvoir s'insérer dans une cavité bien précise.", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Une clé rouillée permettant d'accéder à la bibliothèque de l\\'Antre de la sorcière.", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Une lourde clé en fer permettant d'ouvrir la salle des machines de l\\'Antre de la sorcière.", - "ITEM_KEY_SPACEWORLD_1": "Clé lunaire", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Une clé argentée ornée d'une lune trouvée dans la Cosmozone.", - "ITEM_KEY_SPACEWORLD_2": "Clé solaire", - "ITEM_KEY_SPACEWORLD_3": "Clé rouge", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Une clé dorée ornée d'un soleil trouvée dans la Cosmozone.", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Une lourde clé en fer permettant d'ouvrir la salle des machines de la Cosmozone.", - "ITEM_KEY_WAREHOUSE": "Clé de l'entrepôt", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Une vieille clé rouillée permettant d'ouvrir la pièce verrouillée dans l\\'entrepôt de la Jetée de l\\'Espérance.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "Je sais pas si on peut lui faire confiance.", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "N'empêche, je continue de croire qu\\'on a bien fait de l\\'aider... [pause]Enfin, je crois ?", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "Alors, Gwen était un archange depuis le début ?", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "Mais une chose est sûre, on a fait du beau boulot, ici. Bravo, {player}.", - "DLC_PIER_FELIX_CONVO1_FELIX1": "Cette jetée... [pause]Elle est...", - "DLC_PIER_FELIX_CONVO1_FELIX2": "Vraiment cool, tu ne trouves pas ?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Hein ?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Si tu le dis !", - "DLC_PIER_FELIX_CONVO2_FELIX1": "Alors, \\\"Gwen la clown\\\" était en réalité \\\"Gwenwyfar l'archange\\\", hein ?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "Mais c'est peut-être moi qui me fais des films.", - "DLC_PIER_FELIX_CONVO1_FELIX3": "La façon dont elle se [wave amp=30 freq=10]détériore lentement[/wave] ne fait qu'ajouter à son charme. Chaque plaque de rouille raconte une histoire.", - "CHARLEQUIN_DESCRIPTION": "un clown aux yeux étoilés", - "CLOWN_LORE_2": "Incarnation de l'illusion, Gwenwyfar était autrefois membre de la \\\"Table ronde\\\" d\\'Aleph. Après la dissolution tragique de cette troupe, elle s\\'est recluse dans la solitude de la Jetée de l\\'Espérance.", - "CLOWN_LORE_1": "Gwenwyfar est un ancien archange qui a toujours éprouvé une fascination candide pour la culture humaine. Elle a consacré de nombreuses années à tenter d'émuler l\\'aptitude naturelle des humains à créer de nouvelles choses.", - "AMPHARE_LORE_2": "Le terme de \\\"batterie\\\" électrique aurait été inventé par Benjamin Franklin au 18e siècle et serait un emprunt à la terminologie militaire.", - "MAJORTOM_LORE_1": "Les Minitoms qui parviennent à améliorer leur corps de fusée deviennent des Majortoms. Leurs énormes réservoirs sont remplis d'un carburant assez puissant pour les mettre sur orbite basse et réaliser enfin leur rêve de voyage spatial.", - "MINORTOM_LORE_1": "Les Minitoms étaient initialement de simples automates destinés à divertir les visiteurs d'un parc d\\'attractions sur une Terre alternative. Depuis longtemps affranchis de leurs créateurs, ils ont acquis une sorte de conscience mécanique et ne rêvent plus que d\\'explorer le cosmos.", - "MINORTOM_LORE_2": "La première \\\"fusée spatiale\\\" de fiction apparaît dans le roman \\\"De la Terre à la Lune\\\" de Jules Vernes, une histoire de vol habité vers notre satellite. Cet ouvrage a directement inspiré le tout premier film de science-fiction, \\\"Le Voyage dans la Lune\\\" de Georges Méliès.", - "BLUNDERBUSK_NAME_PREFIX": "Trom", - "MAJORTOM_NAME": "Majortom", - "MINORTOM_DESCRIPTION": "un robot dans une fusée rétro", - "MAJORTOM_NAME_PREFIX": "Major", - "MAJORTOM_NAME_SUFFIX": "tom", - "SCARLETEETH_NAME_SUFFIX": "carlate", - "SCARLETEETH_DESCRIPTION": "un loup énorme drapé d'un manteau rouge", - "SCARLETEETH_LORE_2": "Le conte du \\\"Petit Chaperon rouge\\\" possède de nombreuses variantes, la plus populaire étant celle des frères Grimm. Certaines versions décrivent explicitement le loup de l'histoire comme un loup-garou.", - "PIER_MACHINE_GLITTER_LORE_2": "Privez un être de toute son humanité et il ne reste que le chaos.", - "ITEM_PIER_TICKET": "Ticket gagnant", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "Billet vert", - "ITEM_PIER_PASS_FUNHOUSE": "Billet rose", - "ITEM_PIER_TICKET_DESCRIPTION": "Un ticket pouvant être échangé contre des billets d'entrée à la Jetée de l\\'Espérance. Le papier est sec et cassant, comme une feuille morte.", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Un billet d'entrée permettant d\\'accéder à l\\'une des attractions de la Jetée de l\\'Espérance.", - "RUMOR_DLC_PIER_BOAT_TITLE": "Bateau à rames", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Parapluie vivant", - "QUEST_DLC_PIER_TITLE": "La jetée de l'inconnu", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Crois-le ou pas, mais j'ai vu un parapluie vivant {location_0_phrase} ! Et il semble capable de changer le temps qu\\'il fait !", - "RUMOR_DLC_PIER_BOAT": "Un client de ce bel établissement m'a fait part d\\'une étrange découverte. Il aurait aperçu il y a peu un bateau à rames accostant sur nos rivages.", - "QUEST_DLC_PIER_DESCRIPTION2": "Parle à Gwen.", - "QUEST_DLC_PIER_DESCRIPTION1": "Neutralise les 3 engins infernaux à la Jetée de l'Espérance.", - "QUEST_DLC_PIER_PROGRESS1": "Échange 4 tickets gagnants contre un billet d'entrée.", - "ROSEHOOD_NAME_SUFFIX": "rose", - "ROSEHOOD_LORE_2": "L'histoire du \\\"Petit Chaperon rouge\\\" est très ancienne. On en trouve des références en Europe à partir du 10e siècle, et il trouverait ses origines dans le folklore de la Grèce antique.", - "FRAGLIACCI_DESCRIPTION": "un clown avec un canon en guise de tête", - "FRAGLIACCI_LORE_2": "\\\"Pagliacci\\\" est le titre d'un opéra italien écrit par Ruggero Leoncavallo et mis en scène pour la première fois en 1892. Il raconte l\\'histoire d\\'un acteur à la tête d\\'une troupe de théâtre.", - "SCARLETEETH_LORE_1": "Les Ronrouges qui tournent mal deviennent des Crocarlates, des monstres féroces et affamés. Prendre cette forme en combat revient à s'abandonner totalement à une soif de sang purement bestiale.", - "AMPHARE_NAME_PREFIX": "Accu", - "AMPHARE_NAME_SUFFIX": "lapin", - "AMPHARE_LORE_1": "L'Acculapin n\\'est guère plus qu\\'une batterie ambulante, dont les membres ne sont que des bouts de ferraille lévitant autour de son corps. Personne ne sait précisément ce qui a provoqué son éveil à la conscience.", - "HAUNTOME_LORE_1": "Au premier abord, le Hantome semble être un livre possédé par un esprit vengeur, mais son \\\"œil\\\" est en réalité une créature organique installée dans un ouvrage confortable. Il en agite les pages pour générer de puissants coups de vent.", - "HAUNTOME_NAME_SUFFIX": "tome", - "LITTLERED_LORE_1": "Monstres juvéniles, les Ronrouges ont la capacité de garder leur personnalité courtoise et amicale à l'âge adulte, mais peuvent aussi succomber à leur nature bestiale profonde. Qu\\'est-ce qui peut bien inciter une créature aussi adorable à suivre la voie du carnage ?", - "PIER_MACHINE_GLITTER_LORE_1": "Cette entité est consciente d'une seule chose : qu\\'elle ne devrait pas exister. Dénuée de toute rationalité, elle est incapable de prendre la moindre décision logique ou sensée.", - "PIER_MACHINE_GLITTER_SUBTITLE": "Machine du chaos", - "BATTLE_ADJECTIVE_PIER_MACHINE": "Engin infernal {name}", - "PIER_MACHINE_BEAST_NAME": "Perle", - "PIER_MACHINE_BEAST_SUBTITLE": "Machine bestiale", - "PIER_MACHINE_BEAST_LORE_2": "Certains voient la sauvagerie comme une absence totale d'humanité, tandis que d\\'autres la considèrent comme une acceptation de notre vraie nature.", - "LITTLERED_NAME_PREFIX": "Ron", - "HAUNTOME_DESCRIPTION": "un énorme livre en lévitation", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Divertir", - "ROSEHOOD_NAME_PREFIX": "Chape", - "ROSEHOOD_NAME": "Chaperose", - "CHARLEQUIN_NAME": "Cramlequin", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "C'était une créature bien pitoyable, en fin de compte.", - "HAUNTOME_LORE_2": "L'histoire du livre est aussi ancienne que celle de l\\'écriture. Avant l\\'invention du papier, différents supports étaient utilisés pour conserver les écrits, y compris des tablettes d\\'argile.", - "REGION_NAME_PIER_PHRASE": "à la Jetée de l'Espérance", - "REGION_NAME_PIER": "Jetée de l'Espérance", - "REGION_NAME_HAUNTEDHOUSE": "Antre de la sorcière", - "REGION_NAME_FUNHOUSE": "Funworld", - "PIER_MACHINE_BEAST_LORE_1": "Quelles que soient ses origines, cette entité est maintenant piégée entre deux états d'existence. C\\'est une abomination qui ne peut s\\'exprimer qu\\'à travers sa rage bestiale.", - "PIER_MACHINE_ASTRAL_NAME": "Corvus", - "PIER_MACHINE_ASTRAL_SUBTITLE": "Machine du néant", - "PIER_MACHINE_ASTRAL_LORE_2": "Le néant est une absence totale de sens, d'âme et d\\'identité.", - "PIER_MACHINE_GLITTER_NAME": "Rose", - "PIER_MACHINE_ASTRAL_LORE_1": "Une entité inachevée. La chaleur qu'elle possédait dans sa vie précédente s\\'est consumée totalement, ne laissant derrière elle qu\\'un néant obscur.", - "MAP_FEATURE_ROWING_BOAT": "Bateau à rames", - "MAP_FEATURE_WAREHOUSE": "Entrepôt", - "MAP_FEATURE_HAUNTEDHOUSE": "\\\"Antre de la sorcière\\\"", - "MAP_FEATURE_FUNHOUSE": "\\\"Funworld\\\"", - "MAP_FEATURE_SPACEWORLD": "\\\"Cosmozone\\\"", - "AA_CLOWN_NAME": "Gwenwyfar", - "MINORTOM_NAME": "Minitom", - "MINORTOM_NAME_PREFIX": "Mini", - "MINORTOM_NAME_SUFFIX": "tom", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "dans l'Antre de la sorcière de la Jetée de l\\'Espérance", - "REGION_NAME_SPACEWORLD": "Cosmozone", - "REGION_NAME_FUNHOUSE_PHRASE": "au Funworld de la Jetée de l'Espérance", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "dans l'entrepôt de la Jetée de l\\'Espérance", - "REGION_NAME_PIER_WAREHOUSE": "Entrepôt", - "REGION_NAME_SPACEWORLD_PHRASE": "à la Cosmozone de la Jetée de l'Espérance", - "LAPACITOR_NAME": "Lagosateur", - "AMPHARE_DESCRIPTION": "un lapin en forme de grosse pile électrique", - "UMBRAHELLA_NAME": "Ombrapluie", - "UMBRAHELLA_NAME_PREFIX": "Ombra", - "MAJORTOM_DESCRIPTION": "un robot dans une grosse fusée", - "MAJORTOM_LORE_2": "Le premier voyage spatial habité réussi a été réalisé par le Soviétique Yuri Gagarin en 1961. D'une durée totale de 108 minutes, il représente incontestablement un événement majeur dans l\\'histoire de l\\'humanité.", - "SCARLETEETH_NAME_PREFIX": "Cro", - "LITTLERED_DESCRIPTION": "une créature féline encapuchonnée et armée d'un arc", - "SCARLETEETH_NAME": "Crocarlate", - "UMBRAHELLA_LORE_1": "Cette créature énigmatique est perçue comme un mauvais présage. Capable de flotter dans les vents les plus violents, elle apparaît seulement quand une catastrophe est imminente.", - "UMBRAHELLA_LORE_2": "Des représentations de parapluies repliables ont été retrouvées sur des sculptures datant de l'Assyrie antique. Des parapluies de toutes formes sont présents dans l\\'ensemble des cultures humaines à travers l\\'histoire.", - "LAPACITOR_DESCRIPTION": "un lapin en forme de condensateur et doté d'une énorme pince", - "HAUNTOME_NAME_PREFIX": "Hant", - "ROSEHOOD_DESCRIPTION": "une créature encapuchonnée portant un panier de fleurs", - "ROSEHOOD_LORE_1": "Les Ronrouges qui grandissent sans céder à leurs instincts animaux deviennent des Chaperoses. On en aperçoit souvent dans les zones boisées, occupés à confectionner des bouquets de fleurs qu'ils offrent aux voyageurs de passage.", - "NOTIFICATION_NETWORK": "Réseau", - "ONLINE_STATE_DISCONNECTED": "Hors ligne", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Attention, le cross-play en ligne est désactivé quand des mods sont installés. Cette sauvegarde sera donc définitivement incompatible avec le cross-play avec les consoles.", - "BATTLE_FLEE_ONLINE_CONFIRM": "Tu reconnais ta défaite ?", - "INFO_ONLINE_WITH_MODS2": "Tu ne pourras pas interagir avec les joueurs possédant des mods incompatibles. Si ta connexion échoue, ou que personne n'apparaît dans ta session, vérifie que vous avez bien les mêmes mods installés.", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "Sélectionne la sauvegarde avec laquelle rejoindre la session multijoueur.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} a annulé sa demande de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} a annulé sa demande de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Tu as refusé la demande de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} a refusé ta demande de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} a refusé ta demande de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} a refusé ta demande de {action.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE.f": "Tu as proposé ta cassette de {species1} à {remote_player} !", - "ONLINE_REQUEST_SENT_TRADE.n": "Tu as proposé ta cassette de {species1} à {remote_player} !", - "ONLINE_REQUEST_SENT_TRADE.m": "Tu as proposé ta cassette de {species1} à {remote_player} !", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} t'a proposé sa cassette de {species1} !", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} a obtenu une cassette de {species}.", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} a perdu un combat.", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} a perdu un combat.", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} a perdu un combat.", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} a acquis l'aptitude : {ability}.", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} a enregistré une cassette de {species}.", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} a enregistré une cassette de {species} (non officiel, type {type}).", - "OFFLINE_REMATCH_NPC1.v3": "Je passais dans le coin et j'ai eu envie de jeter un œil à ta partie. Que dirais-tu d\\'une revanche, tant que je suis là ?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} s'est lié·e d\\'amitié avec {partner}.", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} a battu {boss}.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} s'est liée d\\'amitié avec {partner}.", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player} a rematricé sa cassette de {species1} en {species2}.", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player} a rematricé sa cassette de {species1} en {species2}.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} s'est lié d\\'amitié avec {partner}.", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player} a rematricé sa cassette de {species1} en {species2}.", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} a créé un lien avec {partner}", - "ONLINE_NOTIFICATION_ROMANCED": "{player} a engagé une relation romantique avec {partner}.", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} a découvert une gare : {station}.", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} a enregistré {num} espèces dans son bestiaire.", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player} et {other_player} s'affrontent en combat.", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} a battu {num} fusions rebelles.", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} a terminé {num} quêtes du panneau des Veilleurs.", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player} a battu {other_player}.", - "ONLINE_BUTTON_LEAVE_SESSION": "Quitter la session", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "Voir le code d'invitation", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Saisir une adresse IP et un port", - "ONLINE_NOTIFICATION_RAID_WON": "{player} et {other_player} ont battu {boss}.", - "ONLINE_NOTIFICATION_TRADED": "{player} et {other_player} ont échangé des cassettes.", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player} et {other_player} affrontent une fusion rebelle.", - "OFFLINE_REMATCH_NPC1.v1": "Hé ! Je sais qu'on n\\'est pas en ligne en ce moment, mais que dirais-tu d\\'une petite revanche ?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} a brûlé une bougie rituelle.", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "La prochaine fusion que tu rencontreras contiendra peut-être un monstre non officiel.", - "OFFLINE_REMATCH_NPC1_YES": "D'accord !", - "OFFLINE_REMATCH_NPC1.v2.n": "Notre dernier combat en JcJ m'a laissé·e sur ma faim. On remet ça ?", - "OFFLINE_REMATCH_NPC1.v2.m": "Notre dernier combat en JcJ m'a laissé sur ma faim. On remet ça ?", - "OFFLINE_REMATCH_NPC1.v2.f": "Notre dernier combat en JcJ m'a laissée sur ma faim. On remet ça ?", - "OFFLINE_REMATCH_NPC1_NO": "Pas maintenant.", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "Hôte (port LAN {server_port})", - "ONLINE_STATE_CONNECTING": "Connexion en cours...", - "ONLINE_BUTTON_LAN_SERVER": "Héberger une session LAN", - "ONLINE_BUTTON_LAN_CLIENT": "Rejoindre une session LAN", - "ONLINE_ERROR_VERSION_CHECK_LAN": "La connexion a échoué en raison d'une incompatibilité de versions.", - "ONLINE_SECTION_CONTROL": "Commandes", - "ONLINE_ERROR_MATCH_FULL": "La connexion a échoué, car la session est déjà pleine.", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "Impossible de rejoindre la session, car un ou plusieurs joueurs utilisent une version du jeu différente.", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "La connexion a échoué, car une mise à jour est requise.", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "L'adresse IP, le nom d\\'hôte ou le numéro de port spécifié est incorrect.", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Refuser la demande", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Vérifier ton offre", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Annuler la demande", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Proposer une cassette", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Accepter l'offre", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Vérifier l'offre de {remote_player}", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "En ligne (invitation uniquement)", - "ONLINE_ALREADY_REQUESTING.m": "Tu as déjà envoyé une autre demande à ce joueur.", - "UI_PAUSE_ONLINE_BTN_1": "Menu en ligne", - "ONLINE_REQUEST_ACTION_trade": "Troc", - "ONLINE_ALREADY_REQUESTING.f": "Tu as déjà envoyé une autre demande à cette joueuse.", - "BATTLE_NET_CLOSED_2_LOCAL.f": "Le combat a été interrompu, car tu t'es déconnectée.", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (toi)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "Le cross-play est désactivé dans ce salon. Les joueurs évoluant sur d'autres systèmes ne pourront peut-être pas te rejoindre avec ce code.", - "ONLINE_REQUEST_LIST_BUTTON": "Demande de {title.to_lower}", - "ONLINE_INVITE_MESSAGE": "Jouons ensemble à Cassette Beasts !", - "ONLINE_SHOW_INVITE_CODE_COPIED": "Copié dans le presse-papiers !", - "ONLINE_PLAYER_STATUS_0": "En pleine aventure {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_OFFLINE": "Hors ligne.", - "ONLINE_PLAYER_STATUS_1.n": "Occupé·e. Actuellement {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_1.m": "Occupé. Actuellement {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_2": "En plein combat {location_name_phrase}.", - "ONLINE_PLAYER_MENU_MAP": "Localiser", - "ONLINE_PLAYER_STATUS_1.f": "Occupée. Actuellement {location_name_phrase}.", - "ONLINE_PLAYER_MENU_TRADE": "Proposer un troc", - "ONLINE_PLAYER_MENU_BATTLE": "Proposer un combat", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Désactivé", - "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", - "UI_SETTINGS_NETWORK": "Jeu en ligne", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Activé", - "UI_SETTINGS_NETWORK_CROSSPLAY": "Cross-Play", - "OFFLINE_GIFTER_NPC1.v2": "Je repensais à notre dernière session multijoueur. On devrait remettre ça, à l'occasion !", - "OFFLINE_GIFTER_NPC1.v1": "Hé ! Je sais qu'on n\\'est pas en ligne en ce moment, mais je tenais à te donner ça !", - "OFFLINE_GIFTER_NPC1.v3": "Je passais dans le coin et j'ai eu envie de jeter un œil à ta partie. Tiens, j\\'ai trouvé ça pour toi !", - "ROGUE_FUSION_BATTLE_SOLO": "Combattre en solo", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "Inviter {player_name}", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Ton niveau sera temporairement réduit à {max_level} pour ce combat.[/center]", - "ROGUE_FUSION_RAID_REWARD": "Récompense : {item} x {item_amount}", - "ROGUE_FUSION_RAID_HACK_BUTTON": "Pirater", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "Toi et {remote_player} avez perdu le combat...", - "ROGUE_FUSION_RAID_HACK_HINT": "Utilise {amount} unité(s) de cyber-matière pour modifier le type de cette fusion.", - "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "Toi et {remote_player} avez remporté la victoire !", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Toi et {remote_player} avez fui le combat...", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Connexion au serveur {server}...", - "ONLINE_STATE_CONNECTED.f": "Connectée", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "En ligne (avec des amis)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Recherche d'amis...", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Ton offre", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Si l'échange se confirme, ta partie sera automatiquement sauvegardée. Continuer ?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "Tu ne peux pas échanger de cassettes avec {remote_player}, car vos monstres sont de types différents.", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "Offre de {remote_player}", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "Tu ne peux pas échanger de cassettes avec {remote_player}, car vos monstres sont de types différents.", - "CAPTAIN_CODEY_CM_CODEY7": "Avec ça, tu vas atteindre la [shake rate=30 level=10]toute-puissance[/shake] ! [pause]Ce gant permet de manipuler la cyber-matière et la rend utilisable sur les fusions rebelles. C'est pas pour me [wave amp=30 freq=10]vanter[/wave], mais j\\'en suis l\\'inventeur !", - "CAPTAIN_CODEY_CM_CODEY6": "Tiens, prends cette petite merveille.", - "ONLINE_PLAYER_GAMERCARD": "Voir Gamercard", - "UPDATE_POPUP_MP_TITLE": "Mise à jour multijoueur 1.6", - "UPDATE_POPUP_MP_2": "Pour jouer en mode multijoueur en ligne, ouvrez le menu Pause et appuyez sur {control.ui_action_1}.\\n\\nVous pouvez inviter les joueurs de votre liste d'amis, ou créer des codes d\\'invitation pour jouer avec les utilisateurs d\\'autres plateformes.", - "UPDATE_POPUP_MP_1": "La mise à jour 1.6 introduit le mode multijoueur en ligne ! En vous connectant, vous pourrez :\\n\\n- Jouer en groupe avec vos amis (jusqu'à 8 joueurs) !\\n- Explorer le monde à plusieurs !\\n- Vous battre et échanger des cassettes !\\n- Unir vos forces dans des raids contre des fusions rebelles !", - "CAPTAIN_CODEY_CM_CODEY8": "Bon, je dois retourner à mes obligations de Veilleur. Passe me voir sur la montagne de temps en temps, d'accord ?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "Le combat a été interrompu, car ton adversaire s'est déconnecté.", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Copies d'autocollants :", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Désactivées", - "ONLINE_DISPLAY_NAME_ANON": "Anonyme", - "BATTLE_NET_CLOSED_1": "Le combat a été interrompu, car une erreur est survenue.", - "BATTLE_NET_CLOSED_2_LOCAL.n": "Le combat a été interrompu, car tu t'es déconnecté·e.", - "BATTLE_NET_CLOSED_2_REMOTE.n": "Le combat a été interrompu, car ton adversaire s'est déconnecté·e.", - "BATTLE_NET_CLOSED_2_REMOTE.f": "Le combat a été interrompu, car ton adversaire s'est déconnectée.", - "BATTLE_NET_CLOSED_2_LOCAL.m": "Le combat a été interrompu, car tu t'es déconnecté.", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Certaines fonctionnalités multijoueur ne seront peut-être pas disponibles.", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Les modifications apportées au cross-play prendront effet à la fin de ta session de jeu en ligne actuelle.", - "ONLINE_FRIENDS_PASSIVE_WARNING": "Il peut arriver que le mode \\\"Jouer avec des amis\\\" te mette en relation avec des joueurs [i]qui ne sont pas tes amis[/i]. Les amis de tes amis, ainsi que tous les joueurs possédant un code d'invitation, pourront rejoindre ta partie. Continuer ?", - "ONLINE_CROSSPLAY_WARNING": "Le code d'invitation que tu as saisi correspond à un salon en cross-play, mais le cross-play est désactivé dans tes paramètres. Veux-tu l\\'activer et continuer ?", - "ONLINE_NOTIFICATION_DISCONNECTED": "Déconnexion", - "ONLINE_REQUEST_SENT.f": "Tu as envoyé une demande de {action.to_lower} à {remote_player} !", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "La demande de {action.to_lower} de {remote_player} a échoué, car {reason}.", - "ONLINE_REQUEST_RECEIVED.f": "{remote_player} t'a envoyé une demande de {action.to_lower} !", - "ONLINE_REQUEST_RECEIVED.m": "{remote_player} t'a envoyé une demande de {action.to_lower} !", - "ONLINE_REQUEST_SENT.n": "Tu as envoyé une demande de {action.to_lower} à {remote_player} !", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} t'a proposé sa cassette de {species1} !", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} t'a proposé sa cassette de {species1} !", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} propose d'échanger sa cassette de {species2} contre ta cassette de {species1}.", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} propose d'échanger sa cassette de {species2} contre ta cassette de {species1}.", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Accepter la demande", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} propose d'échanger sa cassette de {species2} contre ta cassette de {species1}.", - "ONLINE_REQUEST_RECEIVED_TRADE2": "En attente que {remote_player} accepte ta proposition...", - "ONLINE_BUTTON_FRIENDS_CREATE": "Créer une session privée (invitation uniquement)", - "ONLINE_BUTTON_FRIENDS_JOIN": "Saisir un code d'invitation", - "ONLINE_BUTTON_VIEW_FRIENDS": "Liste d'amis", - "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} joueur(s)", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "On se connaît ?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "Content de te revoir, {player}. On peut dire que tu n'as pas chômé !", - "CAPTAIN_CODEY_CM_CODEY2": "Mon détecteur a relevé des [wave amp=30 freq=10]ondes cybernétiques[/wave] à proximité, et je pense que tu en es la source.", - "CAPTAIN_CODEY_ALREADY_MET1.m": "Content de te revoir, {player}. On peut dire que tu n'as pas chômé !", - "CAPTAIN_CODEY_ALREADY_MET1.n": "Content de te revoir, {player}. On peut dire que tu n'as pas chômé !", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Des ondes cybernétiques... ?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "De quoi vous parlez ?", - "CAPTAIN_CODEY_CM_CODEY4": "Elle semble liée à [wave amp=30 freq=10]l'espace entre nos mondes[/wave], faute d\\'une meilleure explication. Peu importe ses origines exactes, d\\'ailleurs...", - "CAPTAIN_CODEY_CM_CODEY3": "Tu sais bien ! [pause]Ces ondes émises par la [wave amp=30 freq=10]cyber-matière[/wave] ! C'est comme ça que j\\'appelle cette drôle de matière orange et brillante que tu as dû ramasser récemment.", - "CAPTAIN_CODEY_CM_CODEY5": "L'important, c\\'est que les fusions rebelles y sont particulièrement sensibles... On peut s\\'en servir pour en faire des monstres non officiels. C\\'est du bio-piratage de niveau [shake rate=30 level=10]cosmique[/shake] !", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Joueurs ({0})", - "ONLINE_SECTION_PLAYERS": "Joueurs ({0}/{1})", - "UI_PAUSE_ONLINE_BTN_0": "Jouer en ligne", - "ONLINE_STATE_CONNECTED.m": "Connecté", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "Connecté !", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "Connectée !", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "Connecté·e !", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Tu héberges une session LAN (port {server_port}).", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Tu joues avec {remote_player} et {n} autre(s) joueur(s).", - "ONLINE_NOTIFICATION_CONNECTED_1": "Tu joues avec {remote_player}.", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} a obtenu une cassette de {species} (non officiel, type {type}).", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Tu joues en ligne. Recherche d'amis en cours...", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} a rejoint ta session.", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} s'est déconnecté·e.", - "INFO_ONLINE_WITH_MODS1": "Le cross-play en ligne est désactivé quand des mods sont installés. Tu ne pourras pas rejoindre les sessions en cross-play, et les joueurs console ne pourront pas rejoindre tes sessions.", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} a accepté ton défi !", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} s'est déconnecté.", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} s'est déconnectée.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "Tu ne peux pas partir en raid avec {remote_player}, car vos monstres sont de types différents.", - "ITEM_CYBER_MATERIAL_NAME": "Cyber-matière", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "Tu ne peux pas partir en raid avec {remote_player}, car vos monstres sont de types différents.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "Tu ne peux pas partir en raid avec {remote_player}, car vos monstres sont de types différents.", - "BATTLE_RAID_DEFERRED_RECORDING": "En cas de raid victorieux, chaque partenaire recevra cette cassette.", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "L'autre joueur n\\'est pas disponible.", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "Tu ne peux pas partir en raid avec {remote_player}.", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} a accepté ta demande de raid !", - "ITEM_HACKING_GLOVE_NAME": "Gant de piratage", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "Une matière fluorescente et surchargée d'énergie qui semble tout droit sortie d\\'un film sur la réalité virtuelle des années 80.", - "CAPTAIN_CODEY_CM_CODEY1": "Ah, on dirait que ma [wave amp=30 freq=10]cible[/wave] vient d'arriver. Mes détecteurs sont [wave amp=30 freq=10]formels[/wave] !", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Hein ?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "Une manette rétro permettant la manipulation de cyber-matière avant un combat pour modifier le type élémentaire d'une fusion rebelle.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Normalisés au niveau {0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Attributs d'autocollants :", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Sans restriction", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Activés", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Désactivée", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Désactivés", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusion", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Activée", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Activée + super pouvoir", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Activées", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "En attente de l'autre joueur·se...", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "L'autre joueur est occupé. Attends une minute et réessaie.", - "UI_TAPE_COLLECTION_OFFER_TRADE": "Proposer à {remote_player}", - "ONLINE_REQUEST_TRADE_PROMPT": "Choisis une cassette à proposer à {remote_player}.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "L'autre joueur·se est occupé·e. Attends une minute et réessaie.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "L'autre joueuse est occupée. Attends une minute et réessaie.", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "Tu ne peux pas échanger de cassettes avec {remote_player}, car vos monstres sont de types différents.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Niveaux :", - "ONLINE_REQUEST_UI_BATTLE_RULES": "Règles de combat", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "Tu ne peux pas échanger de cassettes avec {remote_player}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "Tu as gagné contre {remote_player} !", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Tu as refusé la demande de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Tu as annulé ta demande de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Tu as annulé ta demande de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} terminé.", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "Jouer avec des amis", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Session LAN", - "NOTIFICATION_REQUEST": "Demande", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "tu t'es déconnecté", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} s'est déconnecté·e", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} s'est déconnectée", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "La demande de {action.to_lower} de {remote_player} a échoué, car {reason}.", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "La demande de {action.to_lower} de {remote_player} a échoué, car {reason}.", - "ONLINE_REQUEST_UI_TITLE": "Demande de {action.to_lower} avec {remote_player}", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Saisir un code d'invitation", - "ONLINE_ERROR_CONNECTION_FAILED": "Échec de la connexion.", - "ONLINE_ERROR_CONNECTION_ERROR": "Erreur de connexion ({error}).", - "ONLINE_BUTTON_INVITE_FRIENDS": "Inviter des amis", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "Troc réussi ! La cassette de {species2} de {remote_player} est maintenant dans ta collection.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "Troc réussi ! La cassette de {species2} de {remote_player} est maintenant dans ta collection.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Tu as abandonné contre {remote_player}...", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "Tu as perdu contre {remote_player}...", - "ONLINE_ALREADY_REQUESTING.n": "Tu as déjà envoyé une autre demande à ce·tte joueur·se.", - "ONLINE_REQUEST_ACTION_battle": "Combat", - "ONLINE_REQUEST_ACTION_raid": "Raid", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Ta demande de {action.to_lower} a échoué, car {reason}.", - "ONLINE_REQUEST_RECEIVED.n": "{remote_player} t'a envoyé une demande de {action.to_lower} !", - "ONLINE_REQUEST_SENT.m": "Tu as envoyé une demande de {action.to_lower} à {remote_player} !", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Tu as annulé ta demande de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "Troc réussi ! La cassette de {species2} de {remote_player} est maintenant dans ta collection.", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "En attente de l'autre joueuse...", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "En attente de l'autre joueur...", - "ONLINE_ERROR_INVALID_INVITE": "La connexion a échoué, car l'invitation n\\'était pas valide.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "tu t'es déconnectée", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} a annulé sa demande de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Tu as refusé la demande de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "tu t'es déconnecté·e", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} s'est déconnecté", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "une erreur est survenue", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "En ligne (invitation acceptée)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} joueur(s)", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Ta demande de {action.to_lower} a échoué, car {reason}.", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Ta demande de {action.to_lower} a échoué, car {reason}.", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "Configuration en cours...", - "ONLINE_BUTTON_FRIENDS_INVITE": "Accepter l'invitation de {name}", - "ONLINE_BUTTON_DISCONNECT": "Se déconnecter", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Port", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Le serveur s'est déconnecté.", - "ONLINE_STATE_CONNECTED.n": "Connecté·e", - "ACHIEVEMENT_DESC_obtain_candevil": "Obtenir un Gourmandiable.", - "ACHIEVEMENT_NAME_obtain_bansheep": "Comptage de moutons", - "ACHIEVEMENT_DESC_obtain_bansheep": "Obtenir un Fantômouton.", - "ACHIEVEMENT_NAME_partner_viola": "Violaine", - "ACHIEVEMENT_DESC_partner_viola": "Débloquer Violaine.", - "ACHIEVEMENT_NAME_remaster": "Rematriçage", - "ACHIEVEMENT_DESC_aa_helia": "Vaincre l'essence de la fusion.", - "ACHIEVEMENT_NAME_met_npc_magikrab": "Le préposé des gares", - "ACHIEVEMENT_DESC_met_npc_magikrab": "Rencontrer la personne qui s'occupe des gares.", - "ACHIEVEMENT_NAME_met_npc_amber": "Loin de chez moi", - "ACHIEVEMENT_DESC_met_npc_amber": "Trouver de l'aide très loin de chez toi.", - "ACHIEVEMENT_NAME_met_npc_merline": "L'être des profondeurs", - "ACHIEVEMENT_DESC_met_npc_merline": "Te retrouver face à face avec un monstre sans visage.", - "ACHIEVEMENT_DESC_traveling_merchant": "Rencontrer le marchand itinérant.", - "ACHIEVEMENT_NAME_traveling_merchant": "L'amour ne s\\'achète pas", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "Obtenir un autocollant rare.", - "ACHIEVEMENT_NAME_ability_glide": "Envergure", - "ACHIEVEMENT_DESC_ability_glide": "Obtenir l'aptitude Danse du papillon.", - "ACHIEVEMENT_DESC_ability_dash": "Obtenir l'aptitude Charge de Missilino.", - "ACHIEVEMENT_NAME_ability_dash": "Missiles chargés", - "ACHIEVEMENT_NAME_ability_magnetism": "Contact électrique", - "ACHIEVEMENT_DESC_ability_magnetism": "Obtenir l'aptitude Électromagnétisme.", - "ACHIEVEMENT_NAME_ability_swim": "Leçons de natation", - "ACHIEVEMENT_NAME_ability_climb": "Si on jouait aux boules ?", - "ACHIEVEMENT_DESC_ability_swim": "Obtenir l'aptitude Nage de Squaphoque.", - "ACHIEVEMENT_DESC_gambit_win": "Remporter un combat pendant que Pari est actif.", - "ACHIEVEMENT_DESC_ability_climb": "Obtenir l'aptitude Boule de lianes-citrouilles.", - "ACHIEVEMENT_NAME_ability_flight": "Envol", - "ACHIEVEMENT_DESC_ability_flight": "Obtenir l'aptitude Vol de Cormorevoir.", - "ACHIEVEMENT_DESC_ability_fusion_radar": "Obtenir le Radar à fusions.", - "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusions au radar", - "ACHIEVEMENT_NAME_intermission": "Loin de tout", - "ACHIEVEMENT_DESC_intermission": "Te retrouver très, très loin.", - "ACHIEVEMENT_DESC_ending": "Ouvrir une porte que tout le monde croyait perdue depuis longtemps.", - "ACHIEVEMENT_NAME_ending": "Retour à la vraie vie", - "ACHIEVEMENT_NAME_preemptive_win": "Fini avant de commencer", - "ACHIEVEMENT_DESC_preemptive_win": "Remporter un combat avant qu'il ne commence.", - "ACHIEVEMENT_DESC_ghostly_win": "Remporter un combat en mode spectral.", - "ACHIEVEMENT_NAME_ghostly_win": "Sans peur de la mort", - "ACHIEVEMENT_NAME_gambit_win": "Quitte ou double", - "ACHIEVEMENT_DESC_reopened_stations_final": "Résoudre l'énigme contenue dans la chanson de Morgayne.", - "ACHIEVEMENT_NAME_aa_morgante": "Rébellion", - "ACHIEVEMENT_DESC_aa_aleph_null": "Réussir contre toute attente dans un lieu entre les mondes.", - "ACHIEVEMENT_NAME_aa_aleph_null": "Aiguille du temps", - "ACHIEVEMENT_DESC_aa_morgante": "Vaincre une force ancienne revenue à pleine puissance.", - "ACHIEVEMENT_NAME_aa_lamento_mori": "Ange de la mort", - "ACHIEVEMENT_DESC_aa_lamento_mori": "Vaincre Lamento Mori.", - "ACHIEVEMENT_DESC_kuneko_altars_3": "Retrouver Kuneko à 3 autels.", - "ACHIEVEMENT_NAME_kuneko_altars_4": "Tu ne veux pas de moi ? (5e partie)", - "ACHIEVEMENT_NAME_quest_viola1": "Tempête", - "ACHIEVEMENT_DESC_quest_felix_complete": "Terminer la quête de Félix.", - "ACHIEVEMENT_DESC_quest_meredith1": "Emmener Mérédith à la galerie commerciale.", - "ACHIEVEMENT_DESC_quest_viola1": "Emmener Violaine jusqu'à l\\'épave.", - "ACHIEVEMENT_NAME_quest_meredith_complete": "Tout ce dont j'ai besoin", - "ACHIEVEMENT_DESC_quest_meredith_complete": "Terminer la quête de Mérédith.", - "ACHIEVEMENT_NAME_quest_felix_complete": "Tu ne veux pas de moi ? (6e partie)", - "ACHIEVEMENT_NAME_quest_dog_complete": "Viens avec moi", - "ACHIEVEMENT_DESC_quest_dog_complete": "Terminer la quête de Ouaf-Ouaf.", - "ACHIEVEMENT_DESC_quest_viola_complete": "Terminer la quête de Violaine.", - "ACHIEVEMENT_NAME_quest_viola_complete": "Tout le monde cherche quelque chose", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Laisse-moi te conter fleurette", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Arriver à 5 cœurs avec Kayleigh.", - "ACHIEVEMENT_NAME_aa_cube": "Solide néoplatonique", - "ACHIEVEMENT_DESC_aa_cube": "Vaincre Héxagonie.", - "ACHIEVEMENT_NAME_aa_alice": "Enfant de l'ego", - "ACHIEVEMENT_DESC_aa_alice": "Vaincre Alice.", - "ACHIEVEMENT_NAME_aa_puppet": "Maître des marionnettes", - "ACHIEVEMENT_DESC_aa_puppet": "Vaincre Pantinox.", - "ACHIEVEMENT_NAME_aa_tower": "Tour de l'ignorance", - "ACHIEVEMENT_DESC_aa_tower": "Vaincre Babelith.", - "ACHIEVEMENT_NAME_song_parts_8": "Au pays de la confusion", - "ACHIEVEMENT_NAME_aa_helia": "Voilà le soleil", - "ACHIEVEMENT_DESC_song_parts_8": "Terminer la chanson de Morgayne.", - "ACHIEVEMENT_DESC_offices_cleared_5": "Nettoyer 5 bureaux des Garde-terres.", - "ACHIEVEMENT_DESC_quest_felix1": "Retrouver Kuneko.", - "ACHIEVEMENT_NAME_quest_felix1": "Tu ne veux pas de moi ? (1re partie)", - "ACHIEVEMENT_NAME_kuneko_altars_1": "Tu ne veux pas de moi ? (2e partie)", - "FOLKLORD_NAME": "Folklord", - "MACABRA_DESCRIPTION": "une créature aux crocs redoutables perchée sur un crâne", - "FOLKLORD_NAME_PREFIX": "Folk", - "FOLKLORD_LORE_1": "Les Folklords sont des Macabras ayant fini leur évolution. Ils ont, vissé sur la tête, un crâne semblable à ceux sur lesquels ils se perchaient quand ils étaient plus jeunes. Leurs bras et le haut de leur corps sont si musclés que leurs jambes ne peuvent pas les porter longtemps.", - "FOLKLORD_NAME_SUFFIX": "lord", - "FOLKLORD_DESCRIPTION": "un géant avec un crâne en guise de tête", - "FOLKLORD_LORE_2": "En Amérique du Nord, plusieurs créatures non identifiées ont été décrites comme des humanoïdes géants vivant dans les forêts profondes. Elles comprennent, entre autres, le Wendigo et le Sasquatch.", - "SQUIREY_NAME": "Écurikiki", - "SQUIREY_NAME_PREFIX": "Écu", - "SQUIREY_LORE_1": "On croise fréquemment des Écurikikis dans les plaines de la Nouvelle-Wirral, où ils cherchent des adversaires à affronter. Bien qu'ils aient l\\'air mignons, ce sont de redoutables guerriers qui n\\'ont qu\\'un seul but dans la vie : se perfectionner sans cesse au combat.", - "SQUIREY_NAME_SUFFIX": "rikiki", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "Au cœur du combat, qu'est-ce qui est le plus important ?", - "SQUIREY_LORE_2": "Au Moyen Âge, un écuyer était l'apprenti d\\'un chevalier. Il aidait ce dernier au jour le jour, par exemple en portant ses armes et en polissant son armure, et finissait lui aussi par pouvoir devenir chevalier s\\'il s\\'en montrait digne.", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "L'honneur", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "La victoire", - "PALANGOLIN_NAME": "Palangolin", - "SQUIREY_DESCRIPTION": "un pangolin armé d'une lance", - "PALANGOLIN_NAME_PREFIX": "Palan", - "PALANGOLIN_LORE_1": "Les Palangolins sont la forme évoluée des Écurikikis. N'ayant jamais trahi leurs principes, ils sont devenus des chevaliers vertueux. Ils sont armés d\\'une hallebarde dorée dont ils se servent pour défendre leurs alliés au cœur du combat.", - "PALANGOLIN_NAME_SUFFIX": "golin", - "PALANGOLIN_LORE_2": "En Europe, au Moyen Âge, on pouvait devenir chevalier pour service rendu à un seigneur ou à son pays. Le mythe arthurien a par la suite grandement augmenté la popularité des chevaliers, tout en changeant leur perception et en les associant étroitement à l'honneur et aux actes de bravoure.", - "MANISPEAR_NAME": "Chevalance", - "PALANGOLIN_DESCRIPTION": "un chevalier armé d'une hallebarde", - "MANISPEAR_NAME_PREFIX": "Cheva", - "MANISPEAR_NAME_SUFFIX": "lance", - "MANISPEAR_LORE_2": "Le chevalier est un archétype récurrent dans de multiples fictions, qui le représentent généralement comme un chevalier masqué dont le comportement n'a plus rien de chevaleresque. C\\'est la plupart du temps un obstacle que le héros de l\\'histoire doit surmonter.", - "MANISPEAR_LORE_1": "Les Écurikikis qui, lors de l'entraînement, laissent libre cours à leurs pulsions les plus inavouables sont destinés à devenir des Chevalances. Cachant leur visage sous un casque noir, ces derniers se battent sans retenue ni le moindre contrôle de soi.", - "MUSKRATEER_NAME": "Mousquerataire", - "MANISPEAR_DESCRIPTION": "un chevalier armé d'une énorme épée", - "MUSKRATEER_NAME_PREFIX": "Mousque", - "MUSKRATEER_NAME_SUFFIX": "rataire", - "ITEM_TAPE_BLACK_SHUCK_NAME": "Cassette noire", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Mystérieuse cassette abandonnée par le Chien Noir.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Touche une cible. Confère l'effet {status_effect} à la cible.", - "ITEM_TAPE_BEAST_NAME": "Cassette sauvage", - "ITEM_TAPE_FIRE_DESCRIPTION": "L'étiquette affirme que ces cassettes peuvent passer dans un grille-pain. Autrefois distribuées avec des viennoiseries pour le petit-déjeuner, elles ont suscité d\\'innombrables plaintes pour brûlures et incendies graves, mais restent très efficaces pour enregistrer les monstres de type Feu.", - "ITEM_TAPE_FIRE_NAME": "Cassette brûlante", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "Cassette a priori constituée à 100 % de plastique recyclé. Très efficace pour enregistrer les monstres de type Plastique.", - "ITEM_TAPE_PLANT_NAME": "Cassette ligneuse", - "ITEM_TAPE_PLANT_DESCRIPTION": "Cassette en écorce véritable. Très efficace pour enregistrer les monstres de type Plante.", - "ITEM_TAPE_PLASTIC_NAME": "Cassette recyclée", - "ITEM_TAPE_WATER_NAME": "Cassette aqueuse", - "ITEM_TAPE_WATER_DESCRIPTION": "Cassette en plastique transparent, scellée et remplie d'eau. Deux boutons sur les côtés permettent de jouer à un jeu de lancer d\\'anneaux quand elle est inutilisée. Très efficace pour enregistrer les monstres de type Eau.", - "ITEM_TAPE_POISON_NAME": "Cassette toxique", - "ITEM_TAPE_ASTRAL_NAME": "Cassette éthérée", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "Cassette immatérielle qui a une fâcheuse tendance à traverser les autres objets. Des petits points lumineux semblables à des étoiles lointaines dansent sous sa surface. Très efficace pour enregistrer les monstres de type Astral.", - "ITEM_TAPE_POISON_DESCRIPTION": "Cassette chic en fausse peau de serpent. Très efficace pour enregistrer les monstres de type Poison.", - "ITEM_TAPE_ICE_NAME": "Cassette glacée", - "ITEM_TAPE_LIGHTNING_NAME": "Cassette électrique", - "ITEM_TAPE_ICE_DESCRIPTION": "Cassette faite de glace éternelle, à condition de ne pas la plonger dans l'eau. Très efficace pour enregistrer les monstres de type Glace.", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "L'étiquette indique qu\\'elle contient un condensat de Bose-Einstein. Très efficace pour enregistrer les monstres de type Foudre.", - "ITEM_TAPE_AIR_NAME": "Cassette aérosol", - "ITEM_TAPE_EARTH_NAME": "Cassette tellurique", - "ITEM_TAPE_AIR_DESCRIPTION": "Cassette pouvant aussi faire office de vaporisateur. Très efficace pour enregistrer les monstres de type Air.", - "ITEM_TAPE_METAL_NAME": "Cassette métallique", - "ITEM_TAPE_METAL_DESCRIPTION": "Très efficace pour enregistrer les monstres de type Métal.", - "ITEM_TAPE_EARTH_DESCRIPTION": "Cassette en céramique renforcée. Très efficace pour enregistrer les monstres de type Terre.", - "ITEM_TAPE_USE_ON.m": "Enregistrer {0}", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "Enregistrer {0}", - "ITEM_TAPE_USE_ON.n": "Enregistrer {0}", - "ITEM_NAME_RARITY_1": "{item_name} (Peu courant)", - "ITEM_NAME_RARITY_2": "{item_name} (Rare)", - "BOOSTER_PACK_ELEMENTS_NAME": "Pack d'autocollants « Éléments »", - "BOOSTER_PACK_NATURE_NAME": "Pack d'autocollants « Nature »", - "BOOSTER_PACK_POLLUTION_NAME": "Pack d'autocollants « Pollution »", - "BOOSTER_PACK_WILDCARD_NAME": "Pack d'autocollants « Surprise »", - "MAP_NAME_OVERWORLD_PHRASE": "à la Nouvelle-Wirral", - "BOOSTER_PACK_DESCRIPTION": "Pack thématique contenant 4 autocollants, dont un obligatoirement rare ou peu courant.", - "MAP_NAME_DEAD_WORLD_PHRASE": "dans un lieu inconnu", - "MAP_NAME_OVERWORLD": "Nouvelle-Wirral", - "REGION_NAME_UNKNOWN": "???", - "REGION_NAME_MALL": "Galerie de Tombe-Éduciel", - "MAP_NAME_DEAD_WORLD": "???", - "REGION_NAME_UNKNOWN_PHRASE": "dans un lieu inconnu", - "REGION_NAME_MALL_PHRASE": "à la galerie de Tombe-Éduciel", - "REGION_NAME_PLAINS1": "Prés de la Nouvelle-Wirral", - "REGION_NAME_TOWN": "Port-la-Ville", - "REGION_NAME_TOWN_PHRASE": "à Port-la-Ville", - "REGION_NAME_PLAINS1_PHRASE": "dans les prés de la Nouvelle-Wirral", - "REGION_NAME_TOWN_WEST": "Port-la-Ville Ouest", - "REGION_NAME_TOWN_WEST_PHRASE": "à Port-la-Ville Ouest", - "REGION_NAME_CAFE": "Café Gramophone", - "REGION_NAME_CAFE_PHRASE": "au café Gramophone", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramophone via la gare de Port-la-Ville", - "REGION_NAME_HOSPITAL": "Hôpital de Port-la-Ville", - "REGION_NAME_HOSPITAL_PHRASE": "à l'hôpital", - "REGION_NAME_CHEMIST": "Boutique de chimie", - "REGION_NAME_MUSEUM": "Centre du patrimoine", - "REGION_NAME_MUSEUM_PHRASE": "au Centre du patrimoine", - "REGION_NAME_CHEMIST_PHRASE": "à la boutique de chimie", - "REGION_NAME_TOWN_OUTSKIRTS": "Abords de Port-la-Ville", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "aux abords de Port-la-Ville", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Grottes des abords de Port-la-Ville", - "REGION_NAME_TOWN_BEACH": "Plage de Port-la-Ville", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "dans les grottes des abords", - "REGION_NAME_DEADLANDS_PHRASE": "dans les Terres Mortes", - "REGION_NAME_DEADLANDS": "Les Terres Mortes", - "REGION_NAME_TOWN_BEACH_PHRASE": "à la plage de Port-la-Ville", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "dans le parc", - "REGION_NAME_NEW_WIRRAL_PARK": "Parc de la Nouvelle-Wirral", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Grottes du parc de la Nouvelle-Wirral", - "REGION_NAME_TOWN_STATION": "Gare de Port-la-Ville", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "dans les grottes du parc", - "REGION_NAME_DUNGEON_GLOWSHROOM": "Gare de Lumchester", - "REGION_NAME_TOWN_STATION_PHRASE": "à la gare de Port-la-Ville", - "REGION_NAME_UPPER_PATH": "Sentier du nord", - "REGION_NAME_UPPER_PATH_PHRASE": "sur le sentier du nord", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "à la gare de Lumchester", - "REGION_NAME_MIRE_SEA": "Mer Infinie", - "REGION_NAME_MIRE_SEA_PHRASE": "sur la mer Infinie", - "REGION_NAME_DUNGEON_WATERLOOP": "Gare de Piccadilac", - "REGION_NAME_SOUTHERN_ISLES": "Îles du sud", - "REGION_NAME_DINO_QUARRY": "Vallée des dinosaures (Les Terres Mortes)", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "dans les îles du sud", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "à la gare de Piccadilac", - "REGION_NAME_OLD_VILLAGE": "Nouvelle-Londres (Les Terres Mortes)", - "REGION_NAME_DINO_QUARRY_PHRASE": "dans la Vallée des dinosaures", - "REGION_NAME_OLD_VILLAGE_PHRASE": "à la Nouvelle-Londres", - "REGION_NAME_DEADLANDS_CAVES": "Grottes des Terres Mortes", - "REGION_NAME_LAKE_PHRASE": "sur le lac", - "REGION_NAME_LAKE": "Lac de Gransoiff", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "dans les grottes des Terres Mortes", - "REGION_NAME_LAKE_CAVES": "Grottes du lac de Gransoiff", - "REGION_NAME_LAKESIDE": "Rivenord", - "REGION_NAME_LAKESIDE_PHRASE": "sur la route de Rivenord", - "REGION_NAME_LAKE_CAVES_PHRASE": "dans les grottes sous le lac", - "REGION_NAME_LAKESIDE_CAVES": "Grottes de Rivenord", - "REGION_NAME_MT_WIRRAL": "Mont Wirral", - "REGION_NAME_MT_WIRRAL_PHRASE": "sur le mont Wirral", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "dans les grottes de Rivenord", - "REGION_NAME_MT_WIRRAL_CAVES": "Grottes du mont Wirral", - "REGION_NAME_EASTHAM_WOODS": "Forêt d'Estham", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "dans les grottes du mont Wirral", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "dans la forêt d'Estham", - "REGION_NAME_EASTHAM_WOODS_CAVES": "Grottes de la forêt d'Estham", - "REGION_NAME_HAM_PHRASE": "à... à « Ham »", - "REGION_NAME_HAM": "« Ham »", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "dans les grottes de la forêt d'Estham", - "REGION_NAME_AUTUMN_HILL": "Colline de l'Automne", - "REGION_NAME_AUTUMN_HILL_PHRASE": "sur la colline de l'Automne", - "REGION_NAME_AUTUMN_HILL_CAVES": "Grottes de la colline de l'Automne", - "REGION_NAME_COMMUNE": "Villedeuil", - "REGION_NAME_COMMUNE_PHRASE": "à Villedeuil", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "dans les grottes de la colline de l'Automne", - "REGION_NAME_COMMUNE_STATION": "Gare de Villedeuil", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "à la gare de Gelington", - "REGION_NAME_MT_WIRRAL_STATION": "Gare de Gelington", - "REGION_NAME_COMMUNE_STATION_PHRASE": "à la gare de Villedeuil", - "REGION_NAME_MEADOW_PHRASE": "dans la plaine aux Cerisiers", - "REGION_NAME_MEADOW": "Plaine aux Cerisiers", - "REGION_NAME_MEADOW_CAVES": "Grottes de la plaine aux Cerisiers", - "REGION_NAME_MARSH": "Marais", - "REGION_NAME_MARSH_PHRASE": "dans les marais", - "REGION_NAME_MEADOW_CAVES_PHRASE": "dans les grottes de la plaine aux Cerisiers", - "REGION_NAME_MARSH_CAVES": "Grottes des marais", - "REGION_NAME_FARM": "Ferme des Pipelin", - "REGION_NAME_FARM_PHRASE": "à la ferme des Pipelin", - "REGION_NAME_MARSH_CAVES_PHRASE": "dans les grottes des marais", - "REGION_NAME_GRAVEYARD": "Cimetière des cœurs perdus", - "REGION_NAME_GRAVEYARD_PHRASE": "au cimetière", - "REGION_NAME_CAST_IRON_SHORE": "Côte de Fer", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "sur la Côte de Fer", - "REGION_NAME_DUNGEON_GRAVEYARD": "Gare d'Alpertombe", - "REGION_NAME_STATION_FINAL": "Gare de Terminox", - "REGION_NAME_DUNGEON_SHIPWRECK": "Épave du « Titania »", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "à la gare d'Alpertombe", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "à la gare des Tritons", - "REGION_NAME_SHIPWRECK_STATION": "Gare des Tritons", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "sur l'épave du « Titania »", - "REGION_NAME_DUNGEON_MEADOW": "Gare des Cerises", - "REGION_NAME_STATION_FINAL_PHRASE": "à la gare de Terminox", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "à la gare des Cerises", - "REGION_NAME_MEADOW_CHURCH": "Abbaye de Faesbury", - "REGION_NAME_BROKENHEAD_PHRASE": "à Brisechef", - "REGION_NAME_BROKENHEAD": "Brisechef", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "à l'abbaye de Faesbury", - "REGION_NAME_LANDKEEPER_HQ": "QG des Gardes-terres", - "REGION_NAME_KAYLEIGH_HOME": "Maison de Kayleigh", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "au QG des Gardes-terres", - "REGION_NAME_MEREDITH_HOME": "Boutique de Mérédith", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "chez Kayleigh", - "REGION_NAME_FELIX_HOME": "Maison de Félix", - "REGION_NAME_FELIX_HOME_PHRASE": "chez Félix", - "REGION_NAME_MEREDITH_HOME_PHRASE": "à la boutique de Mérédith", - "REGION_NAME_EUGENE_HOME": "Maison d'Eugène", - "REGION_NAME_EUGENE_HOME_PHRASE": "chez Eugène", - "REGION_NAME_RANGER_OUTPOST": "Avant-poste des Veilleurs", - "REGION_NAME_TOWN_HALL": "Hôtel de ville", - "REGION_NAME_TOWN_HALL_PHRASE": "à l'hôtel de ville", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "à l'avant-poste des Veilleurs", - "REGION_NAME_AMBER_LODGE": "Loge d'Ambre", - "REGION_NAME_POWER_STATION_PHRASE": "dans la centrale", - "REGION_NAME_AMBER_LODGE_PHRASE": "à la Loge d'Ambre", - "REGION_NAME_POWER_STATION": "Centrale", - "MAP_FEATURE_CAVE": "Grotte", - "MAP_FEATURE_DAILY_ITEM": "Objet quotidien", - "MAP_FEATURE_LANDKEEPER_OFFICE": "Bureau des Gardes-terres", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Projet secret d'Eugène", - "MAP_FEATURE_CRATER": "Cratère", - "MAP_FEATURE_WATER_PIPE": "Conduite d'eau", - "MAP_FEATURE_RUINS": "Ruines", - "MAP_FEATURE_DINO_QUARRY": "Vallée des dinosaures", - "MAP_FEATURE_CAMPSITE": "Feu de camp", - "MAP_FEATURE_TOWN_WEST_RIVER": "Ruisseau des Pipelin", - "MAP_FEATURE_DIVEAL_ISLAND": "Île des Squaphoques", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Perturbation non identifiée", - "MAP_FEATURE_TOWN_BRIDGE": "Pont de Port-la-Ville", - "MAP_FEATURE_FARM_BRIDGE": "Pont des Pipelin", - "MAP_FEATURE_FARM_PLOT": "Champ de citrouilles", - "MAP_FEATURE_STICKER_MERCHANTS": "Marchands d'autocollants", - "MOVE_SMACK_NAME": "Impact", - "MOVE_SLICE_NAME": "Tranchage", - "MOVE_DOUBLE_SMACK_NAME": "Double impact", - "MOVE_DOUBLE_SLICE_NAME": "Double tranchage", - "MOVE_MULTI_SMACK_NAME": "Multi-Impact", - "MOVE_MULTI_SHOT_NAME": "Multi-Tir", - "MOVE_WALLOP_NAME": "Gnon", - "MOVE_CLOBBER_NAME": "Droite-Gauche", - "MOVE_BISHBASHBOSH_NAME": "Pim Pam Poum", - "MOVE_THE_OLD_1_2_NAME": "Aller-retour", - "MOVE_SPIT_NAME": "Crachat", - "MOVE_SPRAY_NAME": "Salve", - "MOVE_ENERGY_SHOT_NAME": "Rayon d'énergie", - "MOVE_ENERGY_WAVE_NAME": "Vague d'énergie", - "MOVE_COATING_WATER_NAME": "Surcouche (Eau)", - "MOVE_COATING_PLASTIC_NAME": "Surcouche (Plastique)", - "MOVE_COATING_EARTH_NAME": "Surcouche (Terre)", - "MOVE_COATING_AIR_NAME": "Surcouche (Air)", - "MOVE_COATING_FIRE_NAME": "Surcouche (Feu)", - "MOVE_COATING_ASTRAL_NAME": "Surcouche (Astral)", - "MOVE_COATING_LIGHTNING_NAME": "Surcouche (Foudre)", - "MOVE_COATING_METAL_NAME": "Surcouche (Métal)", - "MOVE_COATING_BEAST_NAME": "Surcouche (Bestial)", - "MOVE_COATING_ELEMENTAL_NAME": "Surcouche (Élémentaire)", - "MOVE_COATING_PLANT_NAME": "Surcouche (Plante)", - "MOVE_COATING_POISON_NAME": "Surcouche (Poison)", - "MOVE_COATING_ICE_NAME": "Surcouche (Glace)", - "MOVE_INFLAME_NAME": "Embrasement", - "MOVE_COATING_GLASS_NAME": "Surcouche (Verre)", - "MOVE_INCINERATE_NAME": "Incinération", - "MOVE_BRICK_BLAST_NAME": "Volée de briques", - "MOVE_FIRE_WALL_NAME": "Mur (Feu)", - "MOVE_BEAST_WALL_NAME": "Mur (Bestial)", - "MOVE_PLANT_WALL_NAME": "Mur (Plante)", - "MOVE_METAL_WALL_NAME": "Mur (Métal)", - "MOVE_ICE_WALL_NAME": "Mur (Glace)", - "MOVE_POISON_WALL_NAME": "Mur (Poison)", - "MOVE_ELEMENTAL_WALL_NAME": "Mur (Élémentaire)", - "MOVE_PLASTIC_WALL_NAME": "Mur (Plastique)", - "MOVE_WATER_WALL_NAME": "Mur (Eau)", - "MOVE_ASTRAL_WALL_NAME": "Mur (Astral)", - "MOVE_LIGHTNING_WALL_NAME": "Mur (Foudre)", - "MOVE_AIR_WALL_NAME": "Mur (Air)", - "MOVE_EARTH_WALL_NAME": "Mur (Terre)", - "MOVE_GLASS_WALL_NAME": "Mur (Verre)", - "MOVE_DEJAVU_NAME": "Déjà Vu", - "MOVE_AP_STEAL_NAME": "Vol de PA", - "MOVE_AP_BOOST_NAME": "Gain de PA", - "MOVE_AP_DRAIN_NAME": "Ponction de PA", - "MOVE_REVENGE_STRIKE_NAME": "Vengeance", - "MOVE_PREEMPTIVE_STRIKE_NAME": "Frappe préventive", - "MOVE_AP_REFUND_NAME": "Restitution de PA", - "MOVE_SELF_DESTRUCT_NAME": "Auto-destruction", - "MOVE_ROLL_AGAIN_NAME": "Coup bonus", - "MOVE_AP_STARTER_NAME": "Avantage initial", - "MOVE_PARRY_STANCE_NAME": "Posture défensive", - "MOVE_LAST_RITES_NAME": "Derniers sacrements", - "MOVE_HEADSHOT_NAME": "Tir en pleine tête", - "MOVE_SLEEP_TALK_NAME": "Somniloquie", - "MOVE_COSMIC_KUNAI_NAME": "Kunaï cosmique", - "MOVE_SLEEP_WALK_NAME": "Somnambulisme", - "MOVE_HYPNOTIZE_NAME": "Hypnose", - "MOVE_HP_ABSORB_NAME": "Vampirisme", - "MOVE_DEFEND_NAME": "Défense", - "MOVE_RAISE_SHIELDS_NAME": "Levée de boucliers", - "MOVE_POISON_POLLEN_NAME": "Pollen toxique", - "MOVE_SNOOZE_SPORE_NAME": "Pollen narcotique", - "MOVE_LEECH_NAME": "Sangsue", - "MOVE_DODGE_NAME": "Intouchable", - "MOVE_FOCUS_NAME": "Concentration", - "MOVE_SPRINT_NAME": "Sprint", - "MOVE_WINK_NAME": "Clin d'œil", - "MOVE_FLIRT_NAME": "Flirt", - "MOVE_PEEKABOO_NAME": "Bouh !", - "MOVE_TRIP_NAME": "Entrave", - "MOVE_NOD_NAME": "Intimidation", - "MOVE_CRITICIZE_NAME": "Critique", - "MOVE_COMPLIMENT_NAME": "Compliment", - "MOVE_SHARPEN_NAME": "Affûtage", - "MOVE_RAISE_ARMS_NAME": "Armement", - "MOVE_JUMP_SCARE_NAME": "Sursaut", - "MOVE_HOT_POTATO_NAME": "Patate chaude", - "MOVE_ZOOMIES_NAME": "Accès de folie", - "MOVE_QUICK_SMACK_NAME": "Impact rapide", - "MOVE_TAUNT_NAME": "Insulte", - "MOVE_SURE_FIRE_NAME": "Tir parfait", - "MOVE_BE_RANDOM_NAME": "sUiS tOn InStInCt !!", - "MOVE_DOG_YEARS_NAME": "Prolongations", - "MOVE_COPYCAT_NAME": "Mimétisme", - "MOVE_COPYCAT_TITLE": "Mimétisme : {move_name}", - "MOVE_GLITTER_BOMB_NAME": "Bombe prismatique", - "MOVE_PROVOKE_NAME": "Provocation", - "MOVE_HIBERNATE_NAME": "Hibernation", - "MOVE_MEDITATE_NAME": "Méditation", - "MOVE_SUMMON_TULPA_NAME": "Invocation", - "MOVE_LIGHTNING_BOLT_NAME": "Éclair", - "MOVE_FUSION_POWER_NAME": "Super pouvoir", - "MOVE_FUSION_POWER_GENERATED_NAME": "Super pouvoir : {suffix} {prefix}", - "MOVE_DESPERATION_NAME": "Énergie du désespoir", - "MOVE_CROSSFADE_NAME": "Métamorphose", - "MOVE_DELEGATE_NAME": "Transfert", - "MOVE_BITE_NAME": "Morsure", - "MOVE_BONE_CANNON_NAME": "Rosquette", - "MOVE_STICKY_TONGUE_NAME": "Coup de langue", - "MOVE_ZEPHYR_NAME": "Zéphyr", - "MOVE_CHARGE_NAME": "Charge", - "MOVE_SONIC_BOOM_NAME": "Bang sonique", - "MOVE_BATTERY_NAME": "Batterie", - "MOVE_SCORCH_NAME": "Ignition", - "MOVE_RAPID_FIRE_NAME": "Rafale", - "MOVE_GEAR_SHEAR_NAME": "Déferlante", - "MOVE_BROADCAST_NAME": "Diffusion", - "MOVE_UNICAST_NAME": "Acharnement", - "MOVE_SPLINTER_NAME": "Écharde", - "MOVE_WOODCUTTER_NAME": "Frappe sylvestre", - "MOVE_SILICON_SLASH_NAME": "Lame de verre", - "MOVE_ACID_REFLEX_NAME": "Réflexe toxique", - "MOVE_RADIOACTIVE_NAME": "Radioactivité", - "MOVE_THROW_NAME": "Lancer", - "MOVE_ICE_BREAKER_NAME": "Brise-glace", - "MOVE_TORRENT_NAME": "Torrent", - "MOVE_TWO_HEADS_NAME": "Double jeu", - "MOVE_MAGNET_NAME": "Aimant", - "MOVE_ECHOLOCATION_NAME": "Écholocalisation", - "MOVE_RETRIBUTION_NAME": "Représailles", - "MOVE_THUNDER_BLAST_NAME": "Coup de tonnerre", - "MOVE_TOWER_DEFENSE_NAME": "Défense impénétrable", - "MOVE_GAMBIT_NAME": "Pari", - "MOVE_HAUNT_NAME": "Désincarnation", - "MOVE_BINVITATION_NAME": "Ordurappel", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "Surprise éclair", - "MOVE_CALL_FOR_HELP_NAME": "Appel à l'aide", - "MOVE_BINVASION_NAME": "Laser à volonté", - "MOVE_FISSION_POWER_NAME": "Division", - "MOVE_RECYCLE_NAME": "Recyclage", - "MOVE_COPPER_CHOP_NAME": "Kumétal", - "MOVE_GALACTIC_BEATDOWN_NAME": "Raclée galactique", - "MOVE_WINDOW_NAME": "Brèche", - "MOVE_JAGGED_EDGE_NAME": "Contact dangereux", - "MOVE_SHARP_EDGES_NAME": "Bords tranchants", - "MOVE_CRYSTAL_LENS_NAME": "Lentille de cristal", - "MOVE_GLASS_BONDS_NAME": "Liens de verre", - "MOVE_SHRAPNEL_NAME": "Mitraille", - "MOVE_GLASS_CANNON_NAME": "Canon de verre", - "MOVE_CLOSE_ENCOUNTER_NAME": "Rencontre du 3e type", - "MOVE_SPRING_LOAD_NAME": "Charge à ressort", - "MOVE_SHOOTING_STAR_NAME": "Comète", - "MOVE_MOUNTAIN_SMASH_NAME": "Éboulement", - "MOVE_BLIZZARD_NAME": "Blizzard", - "MOVE_DJINNTOXICATE_NAME": "Djinntoxication", - "MOVE_TOY_HAMMER_NAME": "Marteau factice", - "MOVE_SUCTION_CUP_DART_NAME": "Fléchette à ventouse", - "MOVE_PLASTIC_KNIFE_NAME": "Couteau factice", - "MOVE_ACORN_MORTAR_NAME": "Mortier à glands", - "MOVE_BOIL_NAME": "Ébouillantage", - "MOVE_TOXIC_STAB_NAME": "Lame toxique", - "MOVE_PUSTULE_BOMB_NAME": "Bombe toxique", - "MOVE_RADIATION_BREATH_NAME": "Souffle radioactif", - "MOVE_WONDERFUL_7_NAME": "Merveilles antiques", - "MOVE_SNOW_RUSH_NAME": "Chute de neige", - "MOVE_POLE_VAULT_ASSAULT_NAME": "Assaut perché", - "MOVE_YULE_REGRET_THAT_NAME": "Des bonbons et des bobos", - "MOVE_HURRICANE_NAME": "Ouragan", - "MOVE_SANDSTORM_NAME": "Tempête de sable", - "MOVE_METEOR_BARRAGE_NAME": "Pluie de météorites", - "MOVE_CLOCKWORK_MOUSE_NAME": "Souris mécanique", - "MOVE_METAL_RIFF_NAME": "Air de métal", - "MOVE_BOTTLE_VOLLEY_NAME": "Volée de bouteilles", - "MOVE_MOONSHINE_NAME": "Clair de lune", - "MOVE_AVALANCHE_NAME": "Avalanche", - "MOVE_FOG_NAME": "Brouillard", - "MOVE_CHANGE_THE_RECORD_NAME": "Change de disque !", - "MOVE_AP_DONATE_NAME": "Don de PA", - "MOVE_AP_FACTORY_NAME": "Distributeur de PA", - "MOVE_SHIELD_BASH_NAME": "Coup de bouclier", - "MOVE_PRISMATIC_NAME": "Prismatisme", - "MOVE_ICICLE_DART_NAME": "Flèche de glace", - "MOVE_CRUMBLE_NAME": "Effondrement", - "MOVE_BAD_JOKE_NAME": "Mauvaise blague", - "MOVE_HEROIC_BLADE_NAME": "Lame héroïque", - "MOVE_SUPERHEATED_FIST_NAME": "Poing ardent", - "MOVE_GUZZLE_FUEL_NAME": "Siphonnage", - "MOVE_DAMAGE_ROLL_NAME": "Jet de dégâts", - "MOVE_COPY_THAT_NAME": "Effet miroir", - "MOVE_FROZEN_GROUND_NAME": "Verglas", - "MOVE_STONY_LOOK_NAME": "Regard de pierre", - "MOVE_PUMPKIN_PIE_NAME": "Tarte aux citrouilles", - "MOVE_BUSHFIRE_NAME": "Feu de broussailles", - "MOVE_TRAFFIC_JAM_NAME": "Embouteillage", - "MOVE_SUIT_UP_NAME": "En costume !", - "MOVE_COTTON_ON_NAME": "Sursis", - "MOVE_MIND_MELD_NAME": "Esprit de groupe", - "MOVE_UNDERTOW_NAME": "Contre-courant", - "MOVE_NEW_LEAF_NAME": "Purification", - "MOVE_FAIR_FIGHT_NAME": "Combat loyal", - "MOVE_ABRAMACABRA_NAME": "Abramacabra", - "MOVE_ABRAMACABRA_ATTACK_NAME": "Missile macabre", - "MOVE_DOC_LEAF_NAME": "Plante médicinale", - "MOVE_REVOLVING_DOOR_NAME": "Porte tournante", - "MOVE_BLOOD_DONATION_NAME": "Don du sang", - "MOVE_NURSE_NAME": "Premiers soins", - "MOVE_CLAY_FIRED_NAME": "Terre cuite", - "MOVE_COAL_STORY_NAME": "Chaud devant !", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Résistance (Bestial)", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Résistance (Feu)", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Résistance (Plastique)", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Résistance (Plante)", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Résistance (Eau)", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Résistance (Astral)", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Résistance (Poison)", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Résistance (Foudre)", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Résistance (Glace)", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Résistance (Air)", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Résistance (Terre)", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Résistance (Métal)", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Résistance (Verre)", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Résistance (Prisme)", - "MOVE_WATER_DANCE_NAME": "Danse de l'eau", - "MOVE_STAB_IN_THE_DARK_NAME": "Frappe à l'aveugle", - "MOVE_WATERWORKS_NAME": "Grandes eaux", - "MOVE_STARTER1_ATTACK_NAME": "Explosion de sucre", - "MOVE_STARTER1_PASSIVE_NAME": "Hyperglycémie", - "MOVE_STARTER2_ATTACK_NAME": "Coup de bélier", - "MOVE_STARTER2_PASSIVE_NAME": "Chance de tondu", - "MOVE_CATEGORY_MELEE": "Attaque au corps à corps", - "MOVE_CATEGORY_RANGED": "Attaque à distance", - "MOVE_CATEGORY_STATUS": "Effets", - "MOVE_CATEGORY_MISC": "Divers", - "MOVE_DESCRIPTION_HIT_ONE": "Touche une cible.", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Touche tous les membres d'une équipe et détruit les murs.", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Touche une cible. Impossible à esquiver.", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Touche une cible. Prioritaire sur les autres capacités.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Touche une cible plusieurs fois.", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Touche une cible et inflige de légers dégâts à l'utilisateur.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Touche une cible plusieurs fois. Prioritaire sur les autres capacités.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Touche une cible plusieurs fois, avec une priorité moindre par rapport aux autres capacités.", - "MOVE_DESCRIPTION_HIT_TEAM": "Touche tous les membres d'une équipe.", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Touche chaque membre d'une équipe à plusieurs reprises.", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Touche tout le monde sur le champ de bataille, sauf l'utilisateur.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Touche une cible. Confère l'effet {status_effect} à l\\'utilisateur.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Touche tous les membres d'une équipe et confère l\\'effet {status_effect} à l\\'utilisateur.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Touche tous les membres d'une équipe et leur confère l\\'effet {status_effect}.", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "Touche une cible et réduit son esquive.", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "Touche une cible et réduit sa précision.", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "La vitesse de l'utilisateur augmente proportionnellement à la quantité de PV perdue (capacité passive).", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "L'esquive de l\\'utilisateur augmente proportionnellement à la quantité de PV perdue (capacité passive).", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Réduit de {percent} % les dégâts de type {type} subis et neutralise toute réaction possible. Sans effet contre les coups critiques.", - "MOVE_DESCRIPTION_NURSE": "Soigne une cible à hauteur de 50 % de son maximum de PV.", - "MOVE_DESCRIPTION_METAL_RIFF": "Touche tous les membres d'une équipe. Devient une attaque de type Air sur les cassettes de type Métal.", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "Vole le mur de la cible pour le donner à l'utilisateur.", - "MOVE_DESCRIPTION_BLOOD_DONATION": "Réduit les PV de l'utilisateur de moitié pour les donner à la cible.", - "MOVE_DESCRIPTION_FAIR_FIGHT": "Bloque l'application de nouveaux effets pendant 3 tours.", - "MOVE_DESCRIPTION_NEW_LEAF": "Supprime tous les effets sur la cible.", - "MOVE_DESCRIPTION_BUSHFIRE": "Confère le type Feu à l'utilisateur, ce qui lui permet d\\'infliger des dégâts de feu supplémentaires au contact, mais a pour conséquence de le brûler.", - "MOVE_DESCRIPTION_UNDERTOW": "Touche le dernier combattant à avoir agi avant cette capacité.", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "Augmente la vitesse et la régénération des PA de l'utilisateur.", - "MOVE_DESCRIPTION_COPY_THAT": "Transforme l'utilisateur en une copie de la cible.", - "MOVE_DESCRIPTION_FROZEN_GROUND": "Augmente fortement la vitesse de l'utilisateur, mais réduit sa précision.", - "MOVE_DESCRIPTION_ICICLE_DART": "Touche une cible, en utilisant la caractéristique de vitesse (et non d'attaque à distance) de l\\'utilisateur.", - "MOVE_DESCRIPTION_SHIELD_BASH": "Touche une cible en utilisant la caractéristique de défense au corps à corps (et non d'attaque au corps à corps) de l\\'utilisateur.", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "L'utilisateur lance un dé 20. Ses dégâts sont multipliés par le résultat du lancer. Les résultats 1 et 20 déclenchent des effets supplémentaires.", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Force la cible à changer aléatoirement de cassette.", - "MOVE_DESCRIPTION_AP_DONATE": "Transfère tous les PA restants de l'utilisateur à la cible.", - "MOVE_DESCRIPTION_AVALANCHE": "Neutralise toutes les attaques au corps à corps au cours de ce tour.", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Les attaques à distance de la cible deviennent des attaques au corps à corps.", - "MOVE_DESCRIPTION_AP_FACTORY": "Transfère automatiquement tous les PA de l'utilisateur à ses alliés au début de chaque tour.", - "MOVE_DESCRIPTION_WALL": "Sacrifie 20 % de ses PV pour créer un mur capable d'absorber jusqu\\'à 3 attaques pendant 3 tours.", - "MOVE_DESCRIPTION_SPRING_LOAD": "Confère automatiquement l'effet « Sur ressort » à l\\'utilisateur s\\'il ne le possède pas déjà, ce qui convertit toutes ses attaques au corps à corps en attaques à distance.", - "MOVE_DESCRIPTION_FOG": "La précision des attaques à distance de types autres que Glace, Eau et Air tombe à 0 pendant 3 tours.", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "L'utilisateur s\\'envole et ne peut plus être atteint que par les attaques à distance, celles de type Air et les autres unités volantes.", - "MOVE_DESCRIPTION_COATING": "Modifie le type de l'utilisateur ou d\\'un allié.", - "MOVE_DESCRIPTION_ABRAMACABRA": "Sacrifie 20 % de ses PV pour créer un mur capable d'absorber jusqu\\'à 3 attaques pendant 3 tours. Ce mur inflige également des dégâts à un adversaire à chaque tour.", - "MOVE_DESCRIPTION_POWER": "Puissance", - "MOVE_DESCRIPTION_HITS": "Coups : {hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "Confère l'effet {status_effect} à la cible pendant {duration} tour(s).", - "MOVE_DESCRIPTION_ACCURACY": "Précision : {0} %", - "MOVE_DESCRIPTION_HITS_RANGE": "Coups : {hits_min}-{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "Confère l'effet {status_effect} à l\\'utilisateur pendant {duration} tour(s).", - "MOVE_DESCRIPTION_CLAY_FIRED": "Augmente la caractéristique de défense de l'utilisateur quand il subit des dégâts de type Feu.", - "MOVE_DESCRIPTION_MIND_MELD": "L'utilisateur partage ses capacités avec ses alliés.", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "Réduit la caractéristique de vitesse de tous les autres combattants.", - "MOVE_DESCRIPTION_FLINCH_ONE": "A une chance de déstabiliser la cible.", - "MOVE_DESCRIPTION_STICKY_TONGUE": "Touche une cible et réduit son esquive.", - "MOVE_DESCRIPTION_ICE_BREAKER": "Touche une cible et réduit sa vitesse.", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Touche une cible. Coup critique garanti si la cible a déjà subi des dégâts au cours de ce tour.", - "MOVE_DESCRIPTION_AP_STEAL": "Retire 1 PA à la cible pour le donner à l'utilisateur.", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "Retire 2 PA à la cible.", - "MOVE_DESCRIPTION_AP_BOOST": "Augmente la régénération des PA de la cible.", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Touche automatiquement un adversaire au début du combat.", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "A une chance de s'activer automatiquement quand l\\'utilisateur encaisse une attaque au corps à corps.", - "MOVE_DESCRIPTION_AP_DRAIN": "Réduit la régénération des PA de la cible.", - "MOVE_DESCRIPTION_SPLINTER": "A une chance de blesser automatiquement l'adversaire au contact. Les dégâts dépendent de la défense au corps à corps de l\\'utilisateur.", - "MOVE_DESCRIPTION_ACID_REFLEX": "A une chance d'empoisonner automatiquement l\\'adversaire au contact.", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "L'utilisateur explose en cas de défaite, infligeant des dégâts à tous ceux qui l\\'entourent.", - "MOVE_DESCRIPTION_RADIOACTIVE": "A une chance de brûler automatiquement l'adversaire au contact.", - "MOVE_DESCRIPTION_AP_REFUND": "A une chance de restituer automatiquement les PA consommés par l'activation d\\'une capacité.", - "MOVE_DESCRIPTION_AP_STARTER": "Octroie 1 PA supplémentaire au début du combat.", - "MOVE_DESCRIPTION_ROLL_AGAIN": "A une chance d'activer automatiquement une capacité aléatoire à la fin du tour.", - "MOVE_DESCRIPTION_SUIT_UP": "Augmente la défense au corps à corps et à distance de l'utilisateur.", - "MOVE_DESCRIPTION_PARRY_STANCE": "Renvoie la première attaque au corps à corps subie au cours de ce tour.", - "MOVE_DESCRIPTION_HP_ABSORB": "Rend une quantité de PV équivalente aux dégâts infligés.", - "MOVE_DESCRIPTION_DEFEND": "Augmente la défense au corps à corps de l'utilisateur.", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "Augmente la défense à distance de l'utilisateur.", - "MOVE_DESCRIPTION_DODGE": "Augmente l'esquive de l\\'utilisateur.", - "MOVE_DESCRIPTION_FOCUS": "Augmente la précision de l'utilisateur.", - "MOVE_DESCRIPTION_SPRINT": "Augmente la vitesse de l'utilisateur.", - "MOVE_DESCRIPTION_WINK": "Réduit l'attaque au corps à corps de la cible.", - "MOVE_DESCRIPTION_FLIRT": "Réduit l'esquive de la cible.", - "MOVE_DESCRIPTION_PEEKABOO": "Réduit la précision de la cible.", - "MOVE_DESCRIPTION_TRIP": "Réduit la vitesse de la cible.", - "MOVE_DESCRIPTION_NOD": "Réduit la défense au corps à corps de la cible.", - "MOVE_DESCRIPTION_CRITICIZE": "Réduit l'attaque à distance de la cible.", - "MOVE_DESCRIPTION_COMPLIMENT": "Réduit la défense à distance de la cible.", - "MOVE_DESCRIPTION_SHARPEN": "Augmente l'attaque au corps à corps de l\\'utilisateur.", - "MOVE_DESCRIPTION_RAISE_ARMS": "Augmente l'attaque à distance de l\\'utilisateur.", - "MOVE_DESCRIPTION_HOT_POTATO": "Place sur la cible une bombe qui explose à moins d'être immédiatement transférée par contact au corps à corps.", - "MOVE_DESCRIPTION_SURE_FIRE": "La prochaine capacité de la cible fera obligatoirement mouche.", - "MOVE_DESCRIPTION_COTTON_ON": "La précision des capacités esquivables visant l'utilisateur au tour suivant tombe à 0.", - "MOVE_DESCRIPTION_TAUNT": "Enrage la cible, l'obligeant à n\\'utiliser que des capacités offensives pendant ses deux prochains tours.", - "MOVE_DESCRIPTION_DOG_YEARS": "Augmente la durée des effets sur la cible.", - "MOVE_DESCRIPTION_BE_RANDOM": "Utilise aléatoirement une capacité pour laquelle l'utilisateur a assez de PA.", - "MOVE_DESCRIPTION_COPYCAT": "Réplique la dernière capacité utilisée par la cible, à condition d'avoir assez de PA.", - "MOVE_DESCRIPTION_PROVOKE": "Empêche l'adversaire de viser directement les alliés de l\\'utilisateur pendant 3 tours.", - "MOVE_DESCRIPTION_HIBERNATE": "L'utilisateur s\\'endort et récupère des PV à chaque tour qu\\'il passe endormi.", - "MOVE_DESCRIPTION_SUMMON_TULPA": "Lance un appel à l'aide depuis le plan astral.", - "MOVE_DESCRIPTION_MEDITATE": "L'utilisateur s\\'endort. Ses caractéristiques d\\'attaque et de défense augmentent à chaque tour qu\\'il passe endormi.", - "MOVE_DESCRIPTION_BINVITATION": "Lance un appel à l'aide depuis le vaisseau mère.", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Invoque un Électam comme allié temporaire.", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "A une chance d'invoquer un allié temporaire.", - "MOVE_DESCRIPTION_FUSION_POWER": "Effet unique dépendant de la nature de cette fusion.", - "MOVE_DESCRIPTION_FISSION_POWER": "L'utilisateur subit une fission et se divise en deux copies de lui-même.", - "MOVE_DESCRIPTION_CROSSFADE": "Change la forme de l'utilisateur mais applique une surcouche qui maintient son type.", - "MOVE_DESCRIPTION_DESPERATION": "Inflige davantage de dégâts quand l'utilisateur a peu de PV.", - "MOVE_DESCRIPTION_DELEGATE": "Transfère les effets actifs sur l'utilisateur vers un allié.", - "MOVE_DESCRIPTION_BITE": "Touche une cible et soigne ensuite légèrement l'utilisateur.", - "MOVE_DESCRIPTION_BATTERY": "Touche une cible deux fois. Coup critique garanti si cette capacité est utilisée après Charge.", - "MOVE_DESCRIPTION_BOIL": "Touche une cible et a une chance de lui conférer l'effet Brûlure.", - "MOVE_DESCRIPTION_DJINNTOXICATE": "Touche une cible et lui confère l'effet Confusion.", - "MOVE_DESCRIPTION_COAL_STORY": "Touche une cible et lui confère l'effet Brûlure.", - "MOVE_DESCRIPTION_TOXIC_STAB": "Touche et une cible qui se retrouve empoisonnée.", - "MOVE_DESCRIPTION_SANDSTORM": "Touche tous les membres d'une équipe. La durée de leurs effets actifs est réduite de 1.", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "Touche tous les membres d'une équipe et les empoisonne.", - "MOVE_DESCRIPTION_WONDERFUL_7": "Touche une cible et confère un effet néfaste aléatoire.", - "MOVE_DESCRIPTION_THROW": "Utilise un mur comme projectile. Sa durée restante multiplie les dégâts.", - "MOVE_DESCRIPTION_RECYCLE": "Détruit le mur de l'utilisateur, en rendant à ce dernier une quantité de PA égale à la durée restante.", - "MOVE_DESCRIPTION_MAGNET": "Capacité activée automatiquement au début du combat pour 0 PA. Empêche l'adversaire de viser les alliés de l\\'utilisateur pendant {duration} tour(s).", - "MOVE_DESCRIPTION_RETRIBUTION": "Augmente la caractéristique d'attaque de l\\'utilisateur quand un allié est vaincu.", - "MOVE_DESCRIPTION_STATUS_STARTER": "Capacité activée automatiquement au début du combat pour 0 PA. Confère l'effet {status_effect} à l\\'utilisateur pendant {duration} tour(s).", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "Prend effet la première fois que les PV de l'utilisateur passent sous la barre des 50 %, ce qui lui confère le type Terre et augmente sa caractéristique de défense.", - "MOVE_DESCRIPTION_THUNDER_BLAST": "Touche une cible et inflige 30 points de dégâts de type Air supplémentaires.", - "MOVE_DESCRIPTION_GAMBIT": "Augmente fortement toutes les caractéristiques de l'utilisateur. La cassette se brise au bout de 3 tours.", - "MOVE_DESCRIPTION_HAUNT": "L'utilisateur devient un spectre intouchable. La cassette se brise au bout de 3 tours.", - "MOVE_DESCRIPTION_BINVASION": "Touche une cible autant de fois qu'il y a d\\'Ordurisseurs dans l\\'équipe de l\\'utilisateur.", - "MOVE_DESCRIPTION_COPPER_CHOP": "Touche une cible. Inflige l'effet Résonance aux adversaires de types Verre et Métal.", - "MOVE_DESCRIPTION_WINDOW": "Permet aux attaques à distance de traverser les murs.", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Inflige des dégâts à la cible chaque fois qu'elle se transforme.", - "MOVE_DESCRIPTION_SHARP_EDGES": "L'utilisateur inflige des dégâts par simple contact pendant {duration} tour(s).", - "MOVE_DESCRIPTION_JAGGED_EDGE": "Inflige automatiquement des dégâts quand une attaque au corps à corps rate le joueur.", - "MOVE_DESCRIPTION_BLIZZARD": "Touche tous les membres d'une équipe et réduit leur précision.", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Touche une cible et réduit sa défense au corps à corps.", - "MOVE_DESCRIPTION_TRICK": "Inflige un effet néfaste aléatoire à la cible.", - "MOVE_DESCRIPTION_TREAT": "Inflige un effet bénéfique aléatoire à la cible.", - "MOVE_DESCRIPTION_CRUMBLE": "Détruit tous les murs, infligeant des dégâts proportionnels à leur durée restante à leurs propriétaires respectifs.", - "MOVE_DESCRIPTION_PRISMATIC": "Confère un type aléatoire à l'utilisateur à la fin de chaque tour.", - "MOVE_DESCRIPTION_BAD_JOKE": "L'utilisateur lance une blague au hasard. Aucun effet.", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RÉSISTANCE", - "MOVE_DESCRIPTION_WATER_DANCE": "Touche une cible. Utilise la caractéristique de vitesse et non celle de l'attaque au corps à corps de l\\'utilisateur.", - "MOVE_BLOOD_DONATION_TOAST": "DON", - "MOVE_NEW_LEAF_TOAST": "EFFETS SUPPRIMÉS", - "MOVE_DAMAGE_ROLL_TOAST": "LANCER : {n}", - "MOVE_AP_STEAL_TOAST": "VOL", - "MOVE_GUZZLE_FUEL_TOAST": "SIPHON", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "EXTENSION", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "RÉDUCTION", - "MOVE_SUMMON_SPAWNS.m": "{spawn} a répondu à l'appel !", - "MOVE_SUMMON_SPAWNS.f": "{spawn} a répondu à l'appel !", - "MOVE_AP_REFUND_TOAST": "RESTITUTION", - "MOVE_SUMMON_SPAWNS.n": "{spawn} a répondu à l'appel !", - "MOVE_FUSION_POWER_PREFIX_beast_1": "sauvage", - "MOVE_FUSION_POWER_PREFIX_beast_2": "macabre", - "MOVE_FUSION_POWER_PREFIX_beast_3": "féroce", - "MOVE_FUSION_POWER_PREFIX_beast_4": "primaire", - "MOVE_FUSION_POWER_PREFIX_beast_5": "d'instinct", - "MOVE_FUSION_POWER_PREFIX_beast_6": "de fureur", - "MOVE_FUSION_POWER_PREFIX_beast_7": "de rage", - "MOVE_FUSION_POWER_PREFIX_fire_1": "des enfers", - "MOVE_FUSION_POWER_PREFIX_fire_2": "du brasier", - "MOVE_FUSION_POWER_PREFIX_fire_3": "de combustion", - "MOVE_FUSION_POWER_PREFIX_fire_4": "des flammes", - "MOVE_FUSION_POWER_PREFIX_fire_5": "de feu", - "MOVE_FUSION_POWER_PREFIX_fire_6": "du magma", - "MOVE_FUSION_POWER_PREFIX_fire_7": "volcanique", - "MOVE_FUSION_POWER_PREFIX_poison_1": "de venin", - "MOVE_FUSION_POWER_PREFIX_poison_2": "néfaste", - "MOVE_FUSION_POWER_PREFIX_poison_3": "toxique", - "MOVE_FUSION_POWER_PREFIX_poison_4": "chimique", - "MOVE_FUSION_POWER_PREFIX_poison_5": "pourpre", - "MOVE_FUSION_POWER_PREFIX_poison_6": "d'infection", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "synthétique", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "de résilience", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "de recyclage", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "de plastique", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "de pollution", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "modulaire", - "MOVE_FUSION_POWER_PREFIX_plant_1": "sylvestre", - "MOVE_FUSION_POWER_PREFIX_plant_2": "rebelle", - "MOVE_FUSION_POWER_PREFIX_plant_3": "du chiendent", - "MOVE_FUSION_POWER_PREFIX_plant_4": "de floraison", - "MOVE_FUSION_POWER_PREFIX_plant_5": "de verdure", - "MOVE_FUSION_POWER_PREFIX_plant_6": "des tropiques", - "MOVE_FUSION_POWER_PREFIX_plant_7": "de luxuriance", - "MUSKRATEER_DESCRIPTION": "un rongeur équipé d'une rapière et d\\'un chapeau", - "MUSKRATEER_LORE_1": "Les Mousquerataires passent le plus clair de leur temps à affûter leur rapière dans les grottes souterraines où ils résident. Il n'est pas rare de les voir affronter en duel les Écurikikis qui croisent leur chemin.", - "RATCOUSEL_NAME": "Ratcousel", - "MUSKRATEER_LORE_2": "« Les Trois Mousquetaires » est un célèbre roman de cape et d'épée que l\\'on doit à Alexandre Dumas. Il raconte les aventures d\\'un groupe de Mousquetaires dans le Paris du XVIIe siècle.", - "RATCOUSEL_NAME_PREFIX": "Rat", - "RATCOUSEL_NAME_SUFFIX": "cousel", - "RATCOUSEL_LORE_2": "Le terme « roi des rats » désigne généralement un groupe de rats dont les queues sont nouées ensemble.", - "RATCOUSEL_LORE_1": "Les Ratcousels sont d'immenses créatures ressemblant vaguement à des manèges de fête foraine. On raconte que les « rats » de plus petite taille qui tournent autour de la base de leur corps n\\'ouvrent les yeux qu\\'au moment de leur mort.", - "POMBOMB_NAME": "Spitzplosif", - "RATCOUSEL_DESCRIPTION": "un manège de foire géant", - "POMBOMB_NAME_PREFIX": "Spitz", - "POMBOMB_LORE_1": "Les Spitzplosifs comptent parmi les créatures les plus amicales de la Nouvelle-Wirral. Beaucoup de gens en prendraient comme animaux de compagnie s'ils n\\'avaient pas l\\'inconvénient de mettre le feu partout où ils passent.", - "POMBOMB_NAME_SUFFIX": "plosif", - "POMBOMB_LORE_2": "Le spitz nain, ou loulou de Poméranie, est une race de chien domestique particulièrement populaire, reconnaissable à sa petite taille et à son pelage duveteux. La Poméranie est une région côtière de la mer Baltique, au nord de la Pologne.", - "POMBOMB_DESCRIPTION": "un chien au tempérament de feu", - "SPITZFYRE_NAME_PREFIX": "Spitz", - "SPITZFYRE_NAME": "Spitzfyre", - "SPITZFYRE_NAME_SUFFIX": "fyre", - "SPITZFYRE_LORE_2": "Le spitz est une race de chiens ayant de nombreuses sous-races, reconnaissables à leur pelage duveteux et à leurs oreilles pointues. Quant au Spitfire, c'est l\\'un des avions les plus célèbres de la Seconde Guerre mondiale.", - "SPITZFYRE_LORE_1": "Les Spitzfyres crachent tellement de flammes qu'ils sont obligés de porter des lunettes spéciales pour protéger leurs yeux de l\\'épaisse fumée qu\\'ils causent en mettant le feu partout sur leur passage.", - "SPITZFYRE_DESCRIPTION": "un chien portant d'épaisses lunettes protectrices", - "ELFLESS_NAME": "Maskelfe", - "ELFLESS_NAME_PREFIX": "Mask", - "ELFLESS_NAME_SUFFIX": "kelfe", - "GRAMPUS_NAME": "Grampus", - "ELFLESS_DESCRIPTION": "un elfe portant un masque en écorce", - "ELFLESS_LORE_2": "Dans de nombreux pays européens, les « elfes » sont de petites créatures apparaissant sous des incarnations différentes selon le pays et l'époque. Tout comme les fées, ils peuvent être bienveillants, farceurs, ou même maléfiques.", - "ELFLESS_LORE_1": "Afin de cacher leurs émotions, les Maskelfes se fabriquent des masques grossiers à partir d'écorce d\\'arbre. Des rumeurs infondées affirment qu\\'ils en changent chaque année, en en fabriquant de nouveaux à date fixe.", - "GRAMPUS_NAME_PREFIX": "Gramp", - "GRAMPUS_NAME_SUFFIX": "pus", - "GRAMPUS_LORE_2": "Dans le folklore germanique, le bienveillant Saint Nicolas s'oppose à Krampus, un être malfaisant qui cherche à punir les enfants durant les fêtes de Noël. Il est généralement représenté avec des pattes de bouc et une expression terrifiante.", - "GRAMPUS_DESCRIPTION": "un yéti en colère", - "FAERIOUS_NAME": "Féerieux", - "GRAMPUS_LORE_1": "Les Grampus sont l'évolution des Maskelfes. Après avoir passé de nombreuses années à réprimer leurs émotions, ils sont devenus des brutes désireuses de communiquer leur mauvaise humeur aux autres créatures en leur tapant dessus, particulièrement durant les saisons des fêtes.", - "FAERIOUS_NAME_PREFIX": "Fée", - "FAERIOUS_NAME_SUFFIX": "rieux", - "FAERIOUS_LORE_2": "Dans la fantasy contemporaine, les elfes sont souvent représentés comme des guerriers élégants au pied léger. Certains sont alliés aux humains, tandis que d'autres les considèrent comme leurs ennemis.", - "FAERIOUS_LORE_1": "Les Féerieux sont des Maskelfes ayant appris à canaliser leur fureur pour améliorer leur science du combat. Ils se battent à l'aide d\\'une épée faite de glace et parent les coups avec un bouclier en écorce.", - "FAERIOUS_DESCRIPTION": "un elfe armé d'une épée", - "ICEPECK_NAME": "Glacebec", - "ICEPECK_NAME_PREFIX": "Glace", - "ICEPECK_NAME_SUFFIX": "bec", - "SIRENADE_NAME_PREFIX": "Sirè", - "SIRENADE_NAME": "Sirènade", - "SIRENADE_LORE_1": "Les Sirènades sont particulièrement bruyantes, et leur queue-micro ainsi que leurs ailes-enceintes leur permettent d'amplifier leur voix. Elles ne semblent pas avoir conscience que le bruit peut gêner les créatures avoisinantes.", - "SIRENADE_NAME_SUFFIX": "nade", - "SIRENADE_LORE_2": "Les sirènes sont des créatures de la mythologie grecque qui apparaissent principalement dans l'Odyssée d\\'Homère. Elles sont décrites comme des êtres ailés, mi-femmes, mi-oiseaux, dont le chant envoûtant attire les hommes vers leur mort.", - "SIRENADE_DESCRIPTION": "une créature ailée avec un micro en guise de queue", - "DECIBELLE_NAME": "Décibelle", - "DECIBELLE_NAME_PREFIX": "Déci", - "DECIBELLE_LORE_1": "Très peu de Décibelles ont été aperçues dans les contrées sauvages. Dans les premiers temps, certains habitants de la Nouvelle-Wirral ont prétendu que des dragons blancs volaient parmi les nuages, mais nul ne sait s'il s\\'agissait de Décibelles ou si les témoins avaient perdu la raison.", - "DECIBELLE_NAME_SUFFIX": "belle", - "DECIBELLE_DESCRIPTION": "une créature dotée d'ailes en forme de rubans", - "DECIBELLE_LORE_2": "Dans la mythologie grecque, les harpies étaient des créatures capables de générer grands vents et tempêtes. Tout comme les sirènes, elles prenaient la forme d'êtres mi-femmes, mi-oiseaux.", - "CARNIVIPER_NAME": "Carnivipère", - "CARNIVIPER_NAME_PREFIX": "Carni", - "CARNIVIPER_NAME_SUFFIX": "vipère", - "CARNIVIPER_LORE_2": "Le tsuchinoko est un être issu du folklore japonais. Similaire à un serpent, on le décrit comme ayant des crocs identiques à ceux de la vipère, mais avec un corps plus plat.", - "CARNIVIPER_LORE_1": "En dépit de leur sourire permanent, les Carnivipères sont tout sauf amicales. Elles défendent farouchement leur territoire et attaquent tous ceux qu'elles considèrent comme une menace... autrement dit, à peu près tout et tout le monde.", - "MASQUERATTLE_NAME": "Mascrotale", - "MASQUERATTLE_NAME_PREFIX": "Mas", - "CARNIVIPER_DESCRIPTION": "un petit serpent masqué", - "MASQUERATTLE_NAME_SUFFIX": "crotale", - "MASQUERATTLE_DESCRIPTION": "un serpent géant masqué", - "MASQUERATTLE_LORE_2": "Les serpents jouent un rôle important dans la quasi-totalité des mythologies. Se pourrait-il que ce soit à cause de leur regard qui ne cille jamais ? De leur forme sinueuse et dénuée de membres ? Ou peut-être de leur morsure pouvant être mortelle ?", - "MASQUERATTLE_LORE_1": "D'aucuns prétendent que les Mascrotales se servent des plaques métalliques en forme de visage ornant leur tête pour attirer leurs proies, mais c\\'est un mythe. Ces plaques sont en effet terrifiantes, et elles auraient plus tendance à convaincre les gens de s\\'enfuir, certainement pas de s\\'approcher.", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Quel aspect du serpent penses-tu le plus incarner ?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "L'élégance", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Le côté implacable", - "MARDIUSA_NAME": "Mardiuse", - "MARDIUSA_NAME_PREFIX": "Mar", - "MARDIUSA_NAME_SUFFIX": "diuse", - "MARDIUSA_DESCRIPTION": "une femme-serpent masquée", - "MARDIUSA_LORE_2": "Dans la mythologie grecque, Méduse était l'une des Gorgones, trois femmes ayant des serpents en guise de cheveux et capables de pétrifier quiconque croisait leur regard.", - "MARDIUSA_LORE_1": "Les Mardiuses ne sont pas des individus distincts, mais de véritables colonies. Chacune d'elles est en effet constituée d\\'une multitude de créatures serpentines ayant toutes le même objectif. Parfois, ce but peut être de s\\'habiller pour aller au bal masqué, afin de s\\'amuser jusqu\\'au bout de la nuit.", - "JORMUNGOLD_NAME": "Jormunor", - "JORMUNGOLD_NAME_PREFIX": "Jormu", - "JORMUNGOLD_NAME_SUFFIX": "nor", - "JORMUNGOLD_LORE_2": "Dans la mythologie nordique, une prophétie annonçait que Jörmungandr devait apparaître durant le Ragnarök pour causer la fin du monde.", - "JORMUNGOLD_LORE_1": "Étonnamment, les ailes des Jormunors ne sont pas assez puissantes pour leur permettre de s'envoler. En revanche, elles les aident à se déplacer très rapidement sur le sol, chaque battement d\\'ailes accélérant grandement leur reptation.", - "JORMUNGOLD_DESCRIPTION": "un serpent ailé masqué", - "AEROBOROS_NAME_PREFIX": "Aéro", - "AEROBOROS_NAME": "Aéroboros", - "AEROBOROS_LORE_1": "Les Aéroboros peuvent utiliser leur corps circulaire pour y faire circuler le vent à toute vitesse. Ces bourrasques tourbillonnantes peuvent ensuite être projetées sur leurs ennemis, lesquels ont alors bien du mal à rester debout.", - "AEROBOROS_NAME_SUFFIX": "boros", - "TRAFFIKRAB_NAME": "Traficrabe", - "AEROBOROS_DESCRIPTION": "un serpent volant de forme circulaire", - "AEROBOROS_LORE_2": "L'ouroboros est un symbole ancien représentant le cycle de la vie, la mort et la renaissance. Il prend la forme d\\'un serpent qui se mord la queue pour former un cercle parfait.", - "TRAFFIKRAB_NAME_PREFIX": "Trafi", - "TRAFFIKRAB_NAME_SUFFIX": "crabe", - "TRAFFIKRAB_LORE_2": "Le cône de signalisation a été inventé par Charles D. Scanlon dans les années 1940, comme moyen peu onéreux de signaler que des travaux étaient en cours sur la chaussée. Généralement fait de plastique orange, il est parfois doté d'une bande réfléchissante blanche augmentant sa visibilité à la nuit tombée.", - "TRAFFIKRAB_LORE_1": "Le cône de signalisation des Traficrabes ne fait pas partie de leur corps, il s'agit juste d\\'un trophée récupéré sur les côtes de la Nouvelle-Wirral. On raconte que, de par le passé, ces créatures se trouvaient d\\'autres objets dans lesquels se nicher.", - "WEEVILITE_NAME": "Lumicrabe", - "WEEVILITE_NAME_SUFFIX": "crabe", - "WEEVILITE_NAME_PREFIX": "Lumi", - "TRAFFIKRAB_DESCRIPTION": "une fusion entre un crabe et un cône de circulation", - "WEEVILITE_LORE_2": "Les premiers feux de signalisation ont été installés à Londres autour de la moitié du XIXe siècle. Ils utilisaient alors des lampes à gaz, les systèmes électriques ne s'imposant réellement qu\\'à partir du début du XXe siècle.", - "WEEVILITE_LORE_1": "Le long cou du Lumicrabe lui permet de repérer les créatures vulnérables de loin. Le clignotement alterné de ses yeux rouges et verts paralyse ses proies en leur donnant le tournis et de légères migraines.", - "LOBSTACLE_NAME": "Barricrabe", - "WEEVILITE_DESCRIPTION": "un crabe de signalisation", - "LOBSTACLE_NAME_PREFIX": "Barri", - "LOBSTACLE_NAME_SUFFIX": "crabe", - "LOBSTACLE_DESCRIPTION": "un tonneau en plastique sur pattes", - "LOBSTACLE_LORE_2": "Les barrières routières peuvent prendre des formes variées en fonction des besoins. En plus des barrières fixes implantées sur les routes, pneus recyclés et fûts en plastique remplis de sable peuvent servir de barrières mobiles pour la protection des usagers.", - "LOBSTACLE_LORE_1": "Les Barricrabes sont des créatures dociles et patientes. Quand elles se retirent dans leur « carapace » de plastique, il devient presque impossible de les déplacer ou de les renverser.", - "DANDYLION_NAME": "Pistilion", - "DANDYLION_NAME_PREFIX": "Pisti", - "DANDYLION_NAME_SUFFIX": "lion", - "DANDYLION_LORE_2": "Les lions gardiens sont des statues chinoises traditionnelles très communes à l'extérieur des bâtiments. On leur attribuait autrefois des pouvoirs protecteurs, et elles étaient donc installées devant l\\'entrée des lieux importants, comme les tombeaux et les palais impériaux.", - "DANDYLION_DESCRIPTION": "un grand lion floral", - "DANDYLION_LORE_1": "Les Pistilions sont des gardiens fidèles. On les trouve typiquement à l'entrée des grottes importantes sur les plaines verdoyantes de la Nouvelle-Wirral. Si tu en croises un sans voir de caverne à proximité, ça cache peut-être quelque chose !", - "BLOSSOMAW_NAME": "Dracorolle", - "BLOSSOMAW_NAME_PREFIX": "Draco", - "BLOSSOMAW_NAME_SUFFIX": "rolle", - "BUSHEYE_NAME": "Broussœil", - "BLOSSOMAW_LORE_2": "Contrairement à leurs homologues des contes européens, les dragons de la mythologie chinoise possèdent un corps serpentin pourvu de quatre pattes, mais dénué d'ailes. Ils symbolisent traditionnellement la force et la chance.", - "BLOSSOMAW_LORE_1": "Les Pistilions émergent parfois de leur longue hibernation sous la forme d'élégants Dracorolles au printemps, avec l\\'éclosion des premières fleurs. Ils peuvent projeter de redoutables nuages de pollen tels des dragons cracheurs de feu.", - "BLOSSOMAW_DESCRIPTION": "un long dragon à la crinière florale", - "BUSHEYE_NAME_PREFIX": "Brouss", - "BUSHEYE_NAME_SUFFIX": "sœil", - "DOMINOTH_NAME_PREFIX": "Domi", - "DOMINOTH_NAME": "Dominuit", - "DOMINOTH_LORE_1": "Les Dominuits se considèrent comme des protecteurs de la paix et passent leurs journées à patrouiller le ciel des régions boisées. Rien ne semble pouvoir les détourner de leur noble mission, sauf les lumières vives, comme celle des lampes.", - "DOMINOTH_NAME_SUFFIX": "nuit", - "DOMINOTH_LORE_2": "Alors que les papillons sont souvent associés à la vie et à la renaissance, le folklore voit généralement les phalènes comme un symbole de mort et de malchance.", - "TOKUSECT_NAME_PREFIX": "Toku", - "TOKUSECT_NAME": "Tokusecte", - "DOMINOTH_DESCRIPTION": "un gros papillon de nuit", - "TOKUSECT_NAME_SUFFIX": "secte", - "TOKUSECT_LORE_2": "Le tokusatsu est un genre cinématographique japonais utilisant des effets spéciaux et des costumes très spécifiques. Ces films et séries télévisées mettent souvent en scène des combats épiques entre robots géants, monstres gigantesques et super-héros.", - "TOKUSECT_LORE_1": "Les Tokusectes possèdent un corps extrêmement aérodynamique, bien adapté à leur style de combat consistant à frapper l'adversaire de leurs membres pointus et à générer de puissantes rafales de vent.", - "WINGLOOM_NAME": "Nyctalène", - "TOKUSECT_DESCRIPTION": "un insecte guerrier", - "WINGLOOM_NAME_PREFIX": "Nycta", - "WINGLOOM_NAME_SUFFIX": "lène", - "WINGLOOM_LORE_2": "On ne sait pas encore exactement pourquoi les phalènes sont attirées par les sources de lumière artificielles. Leur faculté à s'orienter grâce à la lune fait partie des hypothèses retenues.", - "WINGLOOM_LORE_1": "Les ampoules sur la tête d'un Nyctalène transmettent un courant électrique traversant tout le corps de la créature. La lumière qu\\'elles génèrent se réfracte dans les yeux du Nyctalène, lui conférant une nyctalopie parfaite.", - "CAPTAIN_JUDAS_SUBTITLE": "Survivaliste", - "CAPTAIN_CLEEO_NAME": "Capitaine Clé-Ô", - "CAPTAIN_CLEEO_NAME_SHORT": "Clé-Ô", - "CAPTAIN_CLEEO_SUBTITLE": "Mécanoïde du casino", - "CAPTAIN_LODESTEIN_NAME": "Capitaine Magneth", - "CAPTAIN_LODESTEIN_NAME_SHORT": "Magneth", - "CAPTAIN_LODESTEIN_SUBTITLE": "Électricien", - "CAPTAIN_DREADFUL_NAME_SHORT": "Penny Dreadful", - "CAPTAIN_DREADFUL_NAME": "Capitaine Penny Dreadful", - "CAPTAIN_DREADFUL_SUBTITLE": "Trompe-la-mort", - "CAPTAIN_GLADIOLA_NAME": "Capitaine Gladiola", - "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", - "CAPTAIN_GLADIOLA_SUBTITLE": "Maîtresse des lames", - "CAPTAIN_HEATHER_NAME": "Capitaine Zéphyra", - "CAPTAIN_HEATHER_NAME_SHORT": "Zéphyra", - "CAPTAIN_HEATHER_SUBTITLE": "Présentatrice météo", - "CAPTAIN_BUFFY_NAME": "Capitaine Robusta", - "CAPTAIN_BUFFY_NAME_SHORT": "Robusta", - "CAPTAIN_BUFFY_SUBTITLE": "Bodybuildeuse", - "CAPTAIN_CYBIL_NAME": "Capitaine Cybile", - "CAPTAIN_CYBIL_NAME_SHORT": "Cybile", - "CAPTAIN_CYBIL_SUBTITLE": "Animatrice de radio", - "CAPTAIN_CODEY_NAME": "Capitaine Codey", - "CAPTAIN_CODEY_NAME_SHORT": "Codey", - "CAPTAIN_CODEY_SUBTITLE": "Pirateur de cassettes", - "RANGER_TRADER_NAME": "Veilleuse Wilma", - "RANGER_TRADER_NAME_SHORT": "Wilma", - "RANGER_BODYBUILDER_NAME": "Veilleur Jim", - "INTERDIMENSIONAL_POSTMAN_NAME": "Facteur interdimensionnel", - "AMBER_NAME": "Miss Ambre", - "DORIAN_NAME": "Dorian", - "SPRINGHEEL_NAME": "Ressortalon", - "JACQUELINE_NAME": "Jacqueline", - "SPRINGHEEL_NAME_PREFIX": "Ressort", - "SPRINGHEEL_LORE_1": "Les Ressortalons s'amusent à se cacher à la nuit tombée pour surprendre leurs victimes en leur sautant dessus. Leurs « ailes » sont généralement constituées de vieux haillons.", - "SPRINGHEEL_NAME_SUFFIX": "talon", - "SPRINGHEEL_DESCRIPTION": "un diablotin portant des bottes en cuir", - "SPRINGHEEL_LORE_2": "Dans l'Angleterre victorienne, on racontait qu\\'une créature du nom de « Jack Talons-à-Ressort » rôdait dans les rues de Londres à la nuit tombée. « Jack » ne fut jamais capturé, et il entra bien vite dans la légende.", - "SAME_FUSION_NAME_10": "Méga {0}", - "AA_MORGANTE_NAME": "Morgayne", - "AA_MORGANTE_FULL_NAME": "Archange Morgayne", - "AA_OLDGANTE_NAME": "Morgayne", - "OLDGANTE_LORE_2": "Son corps a été brisé... Difficile d'imaginer quel genre d\\'attaque dévastatrice a pu lui infliger de tels dégâts.", - "AA_OLDGANTE_SUBTITLE": "Esprit déchu", - "ROGUE_FUSION_SUBTITLE": "Fusion rebelle", - "OLDGANTE_LORE_1": "Archange blessé autrefois investi d'un immense pouvoir. La voix de Morgayne possède une force capable de déchirer le voile de la réalité, mais elle se trouve très affaiblie dans cet état.", - "ORB_FUSION_SUBTITLE": "Proto-Archange", - "UNSTABLE_FUSION_SUBTITLE": "Fusion instable", - "ORB_FUSION_NAME": "Fusion divine", - "SWARM_SUBTITLE1": "Meute de {species}s", - "ELEMENTAL_GUARDIAN_SUBTITLE": "Gardien élémentaire", - "SWARM_SUBTITLE5": "Gang de {species}s", - "SWARM_NAME": "Nuée de monstres", - "SWARM_SUBTITLE2": "Horde de {species}s", - "SWARM_SUBTITLE3": "Troupe de {species}s", - "SWARM_SUBTITLE4": "Bande de {species}s", - "BLACK_SHUCK_NAME": "Le Chien Noir", - "LANG_en": "Anglais", - "ROGUE_FUSION_BATTLE_CONFIRM": "Veux-tu défier cette {name} ?", - "LANG_fr_FR": "Français", - "LANG_it_IT": "Italien", - "LANG_de_DE": "Allemand", - "LANG_ja_JP": "Japonais", - "LANG_es_ES": "Espagnol (Espagne)", - "LANG_es_MX": "Espagnol (Amérique du Sud)", - "LANG_pt_BR": "Portugais (Brésil)", - "LANG_zh_CN": "Chinois (simplifié)", - "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "Coréen (Corée du Sud)", - "PRECREDITS_2": "UNE PRODUCTION DE", - "PRECREDITS_3": "GRAPHISMES", - "PRECREDITS_4": "SCRIPT", - "PRECREDITS_5": "PROGRAMMATION", - "PRECREDITS_6": "CONCEPTION", - "PRECREDITS_7": "BANDE ORIGINALE DE", - "PRECREDITS_8": "AVEC LES VOIX DE", - "PRECREDITS_9": "ANIMATION DES CRÉATURES", - "PRECREDITS_10": "ILLUSTRATION DES PERSONNAGES", - "PRECREDITS_12": "ÉDITÉ PAR", - "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "Conception du jeu", - "MAIN_CREDITS_WRITING": "Script", - "MAIN_CREDITS_PROGRAMMING": "Programmation", - "MAIN_CREDITS_ART_DIRECTION": "Direction artistique", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel Art & Animation", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Illustration des personnages", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Conception de monstres supplémentaires", - "MAIN_CREDITS_MUSIC": "Musique", - "MAIN_CREDITS_VOICE_CASTING": "Choix et direction des doubleurs", - "MAIN_CREDITS_VOICE_CAST": "Distribution", - "MAIN_CREDITS_PORTING": "Adaptation", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Voix additionnelles", - "MAIN_CREDITS_LOCALISATION": "Localisation", - "MAIN_CREDITS_QA": "Assurance qualité", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localisation par Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordination", - "MAIN_CREDITS_LOCALISATION_QA": "Localisation - assurance qualité", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localisation par Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "Archives d'images", - "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", - "MAIN_CREDITS_AND_OTHERS": "& bien d'autres !", - "MAIN_CREDITS_SPECIAL_THANKS": "Remerciements spéciaux", - "MAIN_CREDITS_THANK_YOU": "Merci d'avoir joué !", - "MAIN_CREDITS_VIEW_LICENSES": "Voir licences", - "MAIN_CREDITS_QA_SUN_TECH": "CQ par Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Polices & Icônes", - "MAIN_CREDITS_QA_DIRECTOR": "Directeur CQ", - "MAIN_CREDITS_QA_MANAGER": "Responsable CQ", - "MAIN_CREDITS_PROJECT_MANAGER": "Chef de projet", - "MAIN_CREDITS_QA_TEST_LEAD": "Testeur en chef CQ", - "MAIN_CREDITS_QA_TESTERS": "Testeurs CQ", - "REACTION_GENERIC": "Réaction", - "REACTION_ANY_ON_GLITTER": "Conversion", - "REACTION_GLITTER_ON_ANY": "Conversion", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "Les attaques de type Prisme recouvrent leur cible d'une couche de lustre, ce qui la convertit au type Prisme.", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "Toucher un monstre de type Prisme avec une attaque élémentaire lui impose d'adopter le type correspondant à cette attaque.", - "REACTION_BEAST_ON_GLASS": "Bris de verre", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "Les attaques de type Bestial dispersent des débris tranchants sur le champ de bataille quand elles touchent une cible de type Verre.", - "REACTION_FIRE_ON_PLASTIC": "Liquéfaction", - "REACTION_FIRE_ON_PLANT": "Embrasement", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Les monstres de type Plastique touchés par les attaques de type Feu fondent en libérant des vapeurs toxiques, ce qui les convertit au type Poison.", - "REACTION_FIRE_ON_WATER": "Bain de vapeur", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "Les monstres de type Plante sont facilement brûlés par les attaques de type Feu, ce qui leur inflige des dégâts dans le temps.", - "REACTION_FIRE_ON_WATER_TUTORIAL": "Les attaques de type Feu font chauffer les monstres de type Eau, provoquant l'émission de vapeur d\\'eau qui va ensuite les soigner en se recondensant.", - "REACTION_FIRE_ON_POISON_TUTORIAL": "Les poisons de la Nouvelle-Wirral sont facilement inflammables par les attaques de type Feu.", - "REACTION_FIRE_ON_POISON": "Embrasement", - "REACTION_FIRE_ON_ASTRAL": "Dynamisation", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Les créatures de type Astral tirent leur énergie des quatre éléments : le feu, la terre, l'eau et l\\'air.", - "REACTION_FIRE_ON_ICE": "Liquéfaction", - "REACTION_FIRE_ON_METAL_TUTORIAL": "Les attaques de type Feu peuvent faire fondre les monstres de type Métal et leur infliger des dégâts durables.", - "REACTION_FIRE_ON_ICE_TUTORIAL": "Les attaques de type Feu peuvent faire fondre les monstres de type Glace et les convertir ainsi au type Eau.", - "REACTION_FIRE_ON_AIR": "Courant ascendant", - "REACTION_FIRE_ON_AIR_TUTORIAL": "En touchant un monstre de type Air, les attaques de type Feu génèrent un courant ascendant, véritable mur d'air capable d\\'absorber plusieurs attaques.", - "REACTION_FIRE_ON_METAL": "Liquéfaction", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Les attaques de type Plastique portées contre les monstres de type Feu génèrent une fumée noire qui peut masquer leur position.", - "REACTION_PLASTIC_ON_FIRE": "Fumée", - "REACTION_PLASTIC_ON_ASTRAL": "Distraction", - "REACTION_PLASTIC_ON_LIGHTNING": "Isolation", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "L'harmonie intérieure des créatures de type Astral peut être bouleversée par l\\'influence d\\'éléments impurs : Plastique, Poison et Métal.", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "Le plastique étant un excellent isolant, les attaques de type Plastique peuvent limiter l'efficacité des attaques de type Foudre.", - "REACTION_PLANT_ON_FIRE": "Fumée", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "Les attaques de type Plante portées contre les monstres de type Feu génèrent une fumée noire qui peut masquer leur position.", - "REACTION_PLANT_ON_WATER": "Sape", - "REACTION_PLANT_ON_POISON": "Potentialisation", - "REACTION_PLANT_ON_WATER_TUTORIAL": "Les attaques de type Plante sapent et absorbent la force des monstres de type Eau.", - "REACTION_PLANT_ON_LIGHTNING": "Mise à la terre", - "REACTION_PLANT_ON_POISON_TUTORIAL": "Les attaques de type Plante procurent à leurs cibles les nutriments dont elles ont besoin pour pouvoir lancer de puissantes attaques de type Poison.", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Les attaques de type Plante neutralisent l'énergie électrique des monstres de type Foudre, réduisant ainsi l\\'efficacité de leurs attaques.", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "Les attaques de type Plante implantent des graines dans les monstres de type Terre afin de ponctionner leur énergie.", - "REACTION_PLANT_ON_EARTH": "Ensemencement", - "REACTION_WATER_ON_FIRE_TUTORIAL": "Les attaques de type Eau détrempent les monstres de type Feu et réduisent ainsi la puissance de leurs attaques.", - "REACTION_WATER_ON_FIRE": "Extinction", - "REACTION_WATER_ON_PLANT": "Absorption", - "REACTION_WATER_ON_ASTRAL": "Dynamisation", - "REACTION_WATER_ON_PLANT_TUTORIAL": "L'eau résiduelle des attaques de type Eau est absorbée par les racines des monstres de type Plante, ce qui régénère leurs PV au fil du temps.", - "REACTION_WATER_ON_ICE": "Fortification", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Les créatures de type Astral tirent leur énergie des quatre éléments : le feu, la terre, l'eau et l\\'air.", - "REACTION_WATER_ON_ICE_TUTORIAL": "L'eau résiduelle des attaques de type Eau est gelée par les monstres de type Glace, ce qui renforce leur puissance.", - "REACTION_WATER_ON_LIGHTNING": "Conduction", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "L'eau augmente la portée et l\\'efficacité des attaques de type Foudre.", - "REACTION_WATER_ON_EARTH_TUTORIAL": "Les attaques de type Eau érodent progressivement les monstres de type Terre, réduisant leurs défenses.", - "REACTION_WATER_ON_EARTH": "Érosion", - "REACTION_WATER_ON_METAL": "Corrosion", - "REACTION_POISON_ON_FIRE": "Combustion", - "REACTION_WATER_ON_METAL_TUTORIAL": "Les attaques de type Eau corrodent les monstres de type Métal, les rendant plus fragiles.", - "REACTION_POISON_ON_PLANT_TUTORIAL": "Les cibles de type Plante absorbent le poison résiduel des attaques de type Poison et subissent des dégâts au fil du temps.", - "REACTION_POISON_ON_PLANT": "Contamination", - "REACTION_POISON_ON_FIRE_TUTORIAL": "Les cibles de type Feu peuvent consumer le poison résiduel des attaques de type Poison pour devenir plus puissantes.", - "REACTION_POISON_ON_ASTRAL": "Perturbation", - "REACTION_POISON_ON_METAL_TUTORIAL": "Les monstres de type Métal peuvent enduire leurs pointes du poison résiduel des attaques de type Poison et infliger ainsi des dégâts supplémentaires.", - "REACTION_POISON_ON_METAL": "Enduit toxique", - "REACTION_POISON_ON_EARTH_TUTORIAL": "Les monstres de type Terre peuvent enduire leurs pointes du poison résiduel des attaques de type Poison et infliger ainsi des dégâts supplémentaires.", - "REACTION_POISON_ON_EARTH": "Enduit toxique", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "L'harmonie intérieure des créatures de type Astral peut être bouleversée par l\\'influence d\\'éléments impurs : Plastique, Poison et Métal.", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Les attaques de type Astral ponctionnent les PA des monstres de types Feu, Eau, Terre et Air.", - "REACTION_ASTRAL_ON_ASTRAL": "Dynamisation", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Les attaques de type Astral ponctionnent les PA des monstres de types Feu, Eau, Terre et Air.", - "REACTION_ASTRAL_ON_FIRE": "Ponction", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Les monstres de type Astral peuvent absorber et réutiliser l'énergie astrale résiduelle des attaques de type Astral qu\\'ils encaissent.", - "REACTION_ASTRAL_ON_WATER": "Ponction", - "REACTION_ASTRAL_ON_AIR": "Ponction", - "REACTION_ICE_ON_WATER_TUTORIAL": "Les attaques de type Glace gèlent instantanément les monstres de type Eau.", - "REACTION_ICE_ON_WATER": "Gel", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Les attaques de type Astral ponctionnent les PA des monstres de types Feu, Eau, Terre et Air.", - "REACTION_ASTRAL_ON_EARTH": "Ponction", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Les attaques de type Astral ponctionnent les PA des monstres de types Feu, Eau, Terre et Air.", - "REACTION_ICE_ON_LIGHTNING": "Conduction", - "REACTION_ICE_ON_AIR": "Coup de froid", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "La nature conductrice de l'eau et de la glace augmente la portée et l\\'efficacité des attaques de type Foudre.", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "La nature isolante du plastique permet aux monstres de type Plastique de conserver la charge électrique des attaques de type Foudre et de l'utiliser pour foudroyer leurs adversaires.", - "REACTION_LIGHTNING_ON_ICE": "Électrisation", - "REACTION_ICE_ON_AIR_TUTORIAL": "Les attaques de type Glace refroidissent les monstres de type Air, ce qui les fait trembler.", - "REACTION_LIGHTNING_ON_PLASTIC": "Statique", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "La nature conductrice de l'eau rend les monstres de type Eau plus vulnérables aux attaques de type Foudre.", - "REACTION_LIGHTNING_ON_WATER": "Électrisation", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "À la Nouvelle-Wirral, l'air est anormalement conducteur, ce qui rend les monstres de types Air plus vulnérables aux attaques de type Foudre.", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "La nature conductrice de l'eau et de la glace rend les monstres de types Eau et Glace plus vulnérables aux attaques de type Foudre.", - "REACTION_LIGHTNING_ON_EARTH": "Vitrification", - "REACTION_LIGHTNING_ON_AIR": "Électrisation", - "REACTION_AIR_ON_FIRE_TUTORIAL": "Les attaques de type Air « soufflent » les monstres de type Feu, réduisant la puissance de leurs futures attaques.", - "REACTION_AIR_ON_FIRE": "Extinction", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "La nature conductrice du métal rend les monstres de type Métal plus vulnérables aux attaques de type Foudre.", - "REACTION_LIGHTNING_ON_METAL": "Électrisation", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "La foudre produit des fulgurites quand elle frappe le sable. Les attaques de type Foudre transforment ainsi les monstres de type Terre en monstre de type Verre.", - "REACTION_AIR_ON_PLANT": "Déracinement", - "REACTION_AIR_ON_PLANT_TUTORIAL": "Les attaques de type Air peuvent « déraciner » les monstres de type Plante, les coupant ainsi du sol, leur source de vie.", - "REACTION_AIR_ON_ASTRAL": "Dynamisation", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Les créatures de type Astral tirent leur énergie des quatre éléments : le feu, la terre, l'eau et l\\'air.", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "À la Nouvelle-Wirral, l'air est anormalement conducteur, augmentant la portée et l\\'efficacité des attaques de type Foudre.", - "REACTION_AIR_ON_LIGHTNING": "Conduction", - "REACTION_AIR_ON_GLASS": "Résonance", - "REACTION_EARTH_ON_FIRE": "Extinction", - "REACTION_AIR_ON_GLASS_TUTORIAL": "Les bruits forts et les attaques de type Air peuvent faire vibrer les monstres de type Verre. Si les vibrations deviennent trop intenses, le verre peut finir par se briser.", - "REACTION_EARTH_ON_PLASTIC": "Enfouissement", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "Les attaques de type Terre « étouffent » les monstres de type Feu, réduisant la puissance de leurs attaques.", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "À l'instar des déchets plastiques qui finissent trop souvent enfouis, les monstres de type Plastique peuvent être « enterrés » par les attaques de type Terre, ce qui limite leur mobilité.", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Les attaques de type Terre neutralisent l'électricité des monstres de type Foudre, réduisant l\\'efficacité de leurs attaques.", - "REACTION_METAL_ON_ASTRAL": "Perturbation", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "L'harmonie intérieure des créatures de type Astral peut être bouleversée par l\\'influence d\\'éléments impurs : Plastique, Poison et Métal.", - "REACTION_EARTH_ON_ASTRAL": "Dynamisation", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Les créatures de type Astral tirent leur énergie des quatre éléments : le feu, la terre, l'eau et l\\'air.", - "REACTION_EARTH_ON_LIGHTNING": "Mise à la terre", - "REACTION_METAL_ON_ICE_TUTORIAL": "Les pointes acérées des attaques de type Métal pénètrent les monstres de type Glace tels des piolets, réduisant leurs défenses.", - "REACTION_METAL_ON_ICE": "Lacération", - "REACTION_METAL_ON_LIGHTNING": "Conduction", - "REACTION_METAL_ON_EARTH": "Lacération", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "La nature conductrice du métal augmente la portée et l'efficacité des attaques de type Foudre.", - "REACTION_METAL_ON_GLASS_TUTORIAL": "Les monstres de type Verre sont facilement brisés par les lourdes attaques de type Métal, ce qui disperse des éclats tranchants sur le champ de bataille.", - "REACTION_METAL_ON_EARTH_TUTORIAL": "Les pointes acérées des attaques de type Métal pénètrent facilement les cibles de type Terre, réduisant leurs défenses.", - "REACTION_METAL_ON_GLASS": "Bris de verre", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "Le verre étant un excellent isolant, les attaques de type Verre peuvent limiter l'efficacité des attaques des monstres de type Foudre.", - "REACTION_GLASS_ON_LIGHTNING": "Isolation", - "ELEMENTAL_TYPE_FIRE": "Feu", - "ELEMENTAL_TYPE_WATER": "Eau", - "ELEMENTAL_TYPE_PLASTIC": "Plastique", - "ELEMENTAL_TYPE_POISON": "Poison", - "ELEMENTAL_TYPE_PLANT": "Plante", - "ELEMENTAL_TYPE_BEAST": "Bestial", - "ELEMENTAL_TYPE_ASTRAL": "Astral", - "ELEMENTAL_TYPE_GLITTER": "Prisme", - "ELEMENTAL_TYPE_LIGHTNING": "Foudre", - "ELEMENTAL_TYPE_ICE": "Glace", - "ELEMENTAL_TYPE_AIR": "Air", - "ELEMENTAL_TYPE_EARTH": "Terre", - "ELEMENTAL_TYPE_METAL": "Métal", - "ELEMENTAL_TYPE_GLASS": "Verre", - "INVENTORY_EMPTY": "Vide", - "INVENTORY_INCOMPATIBLE": "Incompatible", - "INVENTORY_NO_COMPATIBLE_STICKERS": "Aucun autocollant compatible", - "LOOT_TITLE": "Butin", - "LOOT_ITEM_EQUIPPED": "Équipé", - "LOOT_ITEM_EQUIP_BUTTON": "Ajouter", - "LOOT_ITEM_UNEQUIP_BUTTON": "Retirer", - "LOOT_HEADING_OTHER_ITEMS": "Autres objets", - "LOOT_HEADING_DROPPED": "Lâché", - "ITEM_DROP_OBTAINED_ONE": "Objet obtenu : {0}", - "ITEM_DROP_OBTAINED_MULTIPLE": "Objets obtenus : {0} ×{1}", - "ITEM_DROP_INVENTORY_FULL": "Tu ne peux pas en transporter davantage.", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "Tu ne peux pas transporter davantage d'autocollants.", - "ITEM_CHEST_EMPTY": "C'est vide !", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Ton inventaire contient déjà la quantité maximale d'autocollants. Tu ne pourras pas conserver les prochains que tu trouveras.", - "ITEM_REMOVED_ONE": "Objet retiré de l'inventaire : {0}", - "ITEM_REMOVED_MULTIPLE": "Objets retirés de l'inventaire : {0} ×{1}", - "ITEM_COUNT_LIMITED": "×{0}/{1}", - "ITEM_COUNT": "×{0}", - "ITEM_EXCHANGE_OWNED_AMOUNT": "Dans l'inventaire : {0}", - "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", - "ITEM_EXCHANGE_ALREADY_OWNED": "Tu possèdes déjà cet objet.", - "ITEM_COST_FREE": "Gratuit", - "ITEM_COST_ELEMENT": "{amount} {currency}", - "ITEM_COST_JOIN": ",", - "ITEM_EXCHANGE_OUT_OF_STOCK": "Stock épuisé.", - "ITEM_EXCHANGE_INVENTORY_FULL": "Tu ne peux pas en transporter davantage.", - "ITEM_TRADE_BUY": "Acheter", - "ITEM_TRADE_AMOUNT": "Acheter « {exchange} » pour {cost} ?", - "ITEM_USE": "Utiliser", - "ITEM_VIEW": "Voir", - "ITEM_READ": "Lire", - "ITEM_USE_ON.m": "Utiliser sur {0}", - "ITEM_USE_ON.f": "Utiliser sur {0}", - "ITEM_USE_ON_TAPE": "Utiliser sur {0}", - "ITEM_USE_ON.n": "Utiliser sur {0}", - "ITEM_APPLY_STICKER_SUBMENU": "Ajouter à...", - "ITEM_USE_ON_SUBMENU": "Utiliser sur...", - "ITEM_DISCARD": "Jeter", - "ITEM_DISCARD_ONE": "Jeter (×1)", - "ITEM_DISCARD_ALL": "Jeter (Tout)", - "ITEM_RECYCLE_ONE": "Recycler (×1) en {amount} {icon}", - "ITEM_RECYCLE": "Recycler en {amount} {icon}", - "ITEM_DISCARD_MODE_DISCARD": "Jeter", - "ITEM_DISCARD_MODE_RECYCLE": "Recycler", - "ITEM_RECYCLE_ALL": "Recycler (Tout) en {amount} {icon}", - "ITEM_CATEGORY_consumables": "Consommables", - "ITEM_CATEGORY_tapes": "Cassettes vierges", - "ITEM_CATEGORY_stickers": "Autocollants", - "ITEM_CATEGORY_resources": "Ressources", - "ITEM_CATEGORY_misc": "Divers", - "ITEM_CURE_COATING_NAME": "Anti-Surcouche", - "ITEM_CURE_BURNED_NAME": "Anti-Brûlure", - "ITEM_CURE_BURNED_DESCRIPTION": "Baume apaisant qui supprime l'effet Brûlure sur un membre du groupe. Ne consomme pas de tour en combat.", - "ITEM_CURE_COATING_DESCRIPTION": "Dissolvant qui supprime les effets Surcouche changeant le type sur un membre du groupe. Consomme un tour en combat.", - "ITEM_CURE_CONDUCTIVE_NAME": "Anti-Conduction", - "ITEM_CURE_CONFUSED_NAME": "Anti-Confusion", - "ITEM_CURE_CONFUSED_DESCRIPTION": "Aiguille hypodermique injectant une enzyme neutralisant immédiatement les neurotoxines, supprimant ainsi l'effet Confusion sur un membre du groupe. Ne consomme pas de tour en combat.", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Baume isolant qui supprime l'effet Conductivité sur un membre du groupe. Ne consomme pas de tour en combat.", - "ITEM_CURE_LEECHED_NAME": "Anti-Drainage", - "ITEM_CURE_POISONED_NAME": "Anti-Poison", - "ITEM_CURE_LEECHED_DESCRIPTION": "Mélange herbicide qui supprime l'effet Drainage sur un membre du groupe. Ne consomme pas de tour en combat.", - "ITEM_CURE_RESONANCE_NAME": "Anti-Résonance", - "ITEM_CURE_POISONED_DESCRIPTION": "Antidote efficace contre les toxiques les plus courants. Supprime l'effet Poison sur un membre du groupe. Ne consomme pas de tour en combat.", - "ITEM_CURE_SLEEP_NAME": "Anti-Narcose", - "ITEM_CURE_RESONANCE_DESCRIPTION": "Substance atténuant les vibrations, qui supprime l'effet Résonance sur un membre du groupe. Consomme un tour en combat.", - "ITEM_CURE_BERSERK_NAME": "Anti-Fureur", - "ITEM_CURE_SLEEP_DESCRIPTION": "Flacon de sels malodorants qui suppriment l'effet Narcose sur un membre du groupe. Ne consomment pas de tour en combat.", - "ITEM_CURE_STAT_NAME": "Anti-Altération", - "ITEM_CURE_BERSERK_DESCRIPTION": "Sédatif apaisant qui supprime l'effet Fureur sur un membre du groupe. Ne consomme pas de tour en combat.", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "Huile facilitant les mouvements, qui supprime l'effet Pétrification sur un membre du groupe. Consomme un tour en combat.", - "ITEM_CURE_PETRIFIED_NAME": "Anti-Pétrification", - "ITEM_CURE_STAT_DESCRIPTION": "Poudre à inhaler qui supprime tous les effets modifiant les caractéristiques d'un membre du groupe, bénéfiques ou néfastes. Consomme un tour en combat.", - "ITEM_CURE_ALL_NAME": "Panacée", - "ITEM_CURE_ALL_DESCRIPTION": "Remède miracle capable de supprimer tous les effets sur un membre du groupe, bénéfiques ou néfastes. Consomme un tour en combat.", - "ITEM_REWIND_NAME": "Rembobineur", - "ITEM_REWIND_DESCRIPTION": "Restaure entièrement les PV d'une cassette. Consomme un tour en combat.", - "ITEM_RESPOOL_NAME": "Réenrouleur", - "ITEM_OLIVE_UP_NAME": "Olive +", - "ITEM_RESPOOL_DESCRIPTION": "Répare et rembobine une cassette brisée. Consomme un tour en combat.", - "ITEM_OLIVE_UP_DESCRIPTION": "Étrange boisson au goût d'olive permettant à un personnage de gagner instantanément un niveau.", - "ITEM_UPGRAPE_NAME": "Prograppe", - "ITEM_PEAR_FUSILLI_NAME": "Poires Fusillis", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "Repas atypique pour deux remplissant instantanément la jauge de fusion. Ne consomme pas de tour en combat.", - "ITEM_UPGRAPE_DESCRIPTION": "Étranges grappes de raisin inversées, soi-disant issues de vignes plantées pendant les Jours de l'Envers. Permettent d\\'améliorer instantanément une cassette d\\'une étoile.", - "ITEM_REODORANT_NAME": "Réodorant", - "ITEM_REODORANT_DESCRIPTION": "Vaporisateur d'anti-déodorant unisexe. D\\'après l\\'étiquette, tu devrais sentir assez mauvais pour repousser tous les monstres pendant une minute.", - "ITEM_REODORANT_TIME_LEFT": "Temps restant : {0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "Petit-déjeuner complet (végétarien)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "Soigne complètement un membre du groupe. Consomme un tour en combat.", - "ITEM_COFFEE1_NAME": "Café crème", - "ITEM_COFFEE2_DESCRIPTION": "Café fort en boîte fournissant 4 PA supplémentaires. Consomme un tour en combat.", - "ITEM_COFFEE1_DESCRIPTION": "Canette de café fournissant 2 PA supplémentaires. Consomme un tour en combat.", - "ITEM_COFFEE2_NAME": "Café américain", - "ITEM_FUSED_MATERIAL_NAME": "Matière fusionnée", - "ITEM_COFFEE3_NAME": "Espresso Express", - "ITEM_COFFEE4_NAME": "Double Espresso", - "ITEM_COFFEE3_DESCRIPTION": "Shot d'énergie pure fournissant 6 PA supplémentaires. Consomme un tour en combat.", - "ITEM_SMOKE_BOMB_NAME": "Fumigène", - "ITEM_COFFEE4_DESCRIPTION": "Double dose d'espresso fournissant 8 PA supplémentaires. Consomme un tour en combat.", - "ITEM_METAL_DESCRIPTION": "Ressource de base recyclée pouvant être échangée contre des biens et des services.", - "ITEM_SMOKE_BOMB_DESCRIPTION": "Succès garanti en cas de fuite face à un monstre sauvage, mais sans effet contre les humains et autres créatures intelligentes.", - "ITEM_METAL_NAME": "Métal", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "Ces trucs empestent l'œuf pourri, mais les Veilleurs semblent leur accorder une grande valeur !", - "ITEM_TUTORIAL_NAME": "Manuel des Veilleurs", - "ITEM_TUTORIAL_NO_TUTS": "Commence par aller voir Kayleigh à Port-la-Ville Est !", - "ITEM_TUTORIAL_DESCRIPTION": "Manuel que t'a donné Kayleigh. Il compile tout ce que tu as appris sur l\\'île de la Nouvelle-Wirral.", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Oh ! Une carte s'est détachée du manuel !", - "ITEM_TUTORIAL_MESSAGE": "Quel thème veux-tu consulter ?", - "ITEM_PLASTIC_NAME": "Plastique", - "ITEM_PLASTIC_DESCRIPTION": "Ressource de base recyclée pouvant être échangée contre des biens et des services.", - "ITEM_TYPE_CHART_NAME": "Tableau des types élémentaires", - "ITEM_OLD_BOOK_NAME": "Livre ancien", - "ITEM_TYPE_CHART_DESCRIPTION": "Tableau sur une carte tombée du manuel que t'a laissé la Veilleuse Kayleigh. Il décrit les différents types élémentaires des monstres de la Nouvelle-Wirral et comment en tirer parti.", - "ITEM_OLD_BOOK_DESCRIPTION": "Vieil ouvrage couvert de mots étranges.", - "ITEM_SINGLEUSE_STICKER_NAME": "{name} (usage unique)", - "ITEM_WHEAT_NAME": "Blé", - "ITEM_WHEAT_DESCRIPTION": "Ressource de base pouvant être transformée en nourriture par certains artisans.", - "ITEM_PULP_NAME": "Pulpe", - "ITEM_WOOD_NAME": "Bois", - "ITEM_PULP_DESCRIPTION": "Ressource de base recyclée pouvant être échangée contre des biens et des services.", - "ITEM_TAPE_BEAST_DESCRIPTION": "Cassette couverte de fausse fourrure, très populaire chez les enfants et surtout très efficace pour enregistrer les monstres de type Bestial.", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Utilise une technologie futuriste pour enregistrer les monstres avec une efficacité absolue. Succès garanti !", - "ITEM_WOOD_DESCRIPTION": "Ressource de base recyclée pouvant être échangée contre des biens et des services.", - "ITEM_KEY_HARBOURTOWN_NAME": "Clé de Port-la-Ville", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Permet d'ouvrir la porte de la ville !", - "ITEM_TAPE_BASIC_NAME": "Cassette basique", - "ITEM_TAPE_BASIC_DESCRIPTION": "Enregistre les monstres avec une efficacité normale.", - "ITEM_TAPE_CHROME_NAME": "Cassette chrome", - "ITEM_TAPE_CHROME_DESCRIPTION": "Enregistre les monstres avec une efficacité supérieure.", - "ITEM_TAPE_OPTICAL_LASER_NAME": "Cassette optique", - "WINGLOOM_DESCRIPTION": "une phalène électrique", - "MOTHMANIC_NAME": "Lampidoptère", - "MOTHMANIC_NAME_PREFIX": "Lampi", - "MOTHMANIC_NAME_SUFFIX": "doptère", - "MOTHMANIC_LORE_2": "L'homme-papillon, ou homme-phalène, est une créature imaginaire de la Virginie-Occidentale. Plusieurs témoignages des années 60 la décrivent comme humanoïde, avec des yeux rouges et de grandes ailes. Avec les années, c\\'est devenu une légende urbaine populaire.", - "MOTHMANIC_LORE_1": "Le corps tout entier du Lampidoptère est surchargé d'énergie électrique. Il peut l\\'utiliser à des fins offensives, en libérant des décharges foudroyantes dévastatrices sur ses cibles d\\'un simple battement d\\'ailes.", - "STARDIGRADE_NAME": "Cosmigrade", - "MOTHMANIC_DESCRIPTION": "une grosse phalène effrayante", - "STARDIGRADE_NAME_PREFIX": "Cosmi", - "STARDIGRADE_NAME_SUFFIX": "grade", - "STARDIGRADE_LORE_1": "Les Cosmigrades sont des créatures étranges, qui passent le plus clair de leur temps à dormir dans la basse atmosphère de la Nouvelle-Wirral. Il leur arrive de descendre au niveau du sol pour se nourrir, avant de reprendre de l'altitude grâce aux propulseurs sur leur dos.", - "STARDIGRADE_LORE_2": "Les tardigrades, parfois appelés oursons d'eau, sont des êtres microscopiques présents partout sur Terre. Ils sont particulièrement connus pour leur formidable résistance, qui les rend capables de survivre dans le vide de l\\'espace.", - "STARDIGRADE_DESCRIPTION": "une créature vermiforme volante", - "GALAGOR_NAME": "Galagor", - "GALAGOR_NAME_PREFIX": "Gala", - "GALAGOR_LORE_1": "Un Cosmigrade ayant acquis une intelligence supérieure. Son corps rose vermiforme est presque entièrement cuirassé et n'est plus que partiellement visible à travers le dôme en verre de son casque.", - "GALAGOR_NAME_SUFFIX": "gor", - "GALAGOR_LORE_2": "L'exobiologie est l\\'étude théorique de la vie extraterrestre. Les exobiologistes s\\'intéressent à l\\'apparition de la vie sur Terre et essaient de déterminer si un processus similaire aurait pu survenir sur d\\'autres planètes de l\\'univers connu.", - "GALAGOR_DESCRIPTION": "un insecte spatial volant muni d'une cape", - "FAUCETEAR_NAME": "Champleure", - "FAUCETEAR_NAME_PREFIX": "Cham", - "FAUCETEAR_NAME_SUFFIX": "pleure", - "FAUCETEAR_LORE_2": "Les robinets sont des valves permettant de contrôler la distribution d'un liquide et existent depuis au moins l\\'époque de l\\'Empire romain, comme en attestent les vestiges retrouvés dans les ruines de l\\'antique cité de Pompéi.", - "FAUCETEAR_LORE_1": "La faculté que les Champleures ont de projeter de puissants jets d'eau sous pression dépend directement de leur état émotionnel. Leur très grande émotivité les conduit souvent à lancer involontairement leurs attaques aqueuses.", - "FAUCETEAR_DESCRIPTION": "un robinet qui fuit", - "FOUNTESS_NAME": "Douchesse", - "FOUNTESS_NAME_PREFIX": "Douche", - "FOUNTESS_NAME_SUFFIX": "chesse", - "FOUNTESS_LORE_2": "Bien que les humains se « douchent » depuis la nuit des temps, la première douche mécanique n'a été inventée que dans les années 1700 par l\\'inventeur britannique William Feetham. Elle permettait de pomper de l\\'eau froide jusqu\\'à une cuvette en hauteur, que l\\'utilisateur pouvait vider sur lui en tirant sur une chaîne.", - "FOUNTESS_LORE_1": "Les Douchesses accordent une très grande importance aux bonnes manières et à l'étiquette. Le moindre comportement un peu rustre les bouleverse immédiatement, ce qui accroît sensiblement la pression des jets d\\'eau qui sortent de leur tête.", - "FOUNTESS_DESCRIPTION": "une pomme de douche bien triste", - "TERRACOOKA_NAME": "Terracuisto", - "TERRACOOKA_NAME_PREFIX": "Terra", - "TERRACOOKA_LORE_1": "Les Terracuistos aspirent à devenir de grands chefs et tentent de cuisiner avec tout ce qu'ils trouvent dans leurs habitats souterrains. Malheureusement, ceci implique que la plupart de leurs recettes utilisent de la mousse, du lichen ou les deux à la fois.", - "TERRACOOKA_NAME_SUFFIX": "cuisto", - "TERRACOOKA_LORE_2": "Les dogus sont des statuettes de terre cuite du Japon antique. Elles datent de l'époque préhistorique et représentent généralement des animaux ou des silhouettes humanoïdes.", - "TERRACOOKA_DESCRIPTION": "un chef en céramique", - "COALDRON_NAME_PREFIX": "Char", - "COALDRON_NAME": "Chardron", - "COALDRON_LORE_1": "Les Chardrons sont des marmites vivantes, mijotant constamment un délicieux bouillon. Bien qu'assez peu mobiles, ils peuvent faire pivoter leur corps de manière à projeter des jets brûlants sur tous ceux qui osent s\\'approcher sans invitation.", - "COALDRON_NAME_SUFFIX": "dron", - "COALDRON_LORE_2": "Les chaudrons sont d'énormes pots en métal ou en céramique, utilisés pour cuisiner ou concocter des remèdes au-dessus d\\'un feu. Présents partout dans le monde depuis la préhistoire, ils apparaissent dans le folklore de nombreuses cultures.", - "COALDRON_DESCRIPTION": "une grande statue en céramique avec un corps de chaudron", - "PUPPERCUT_NAME": "Canijab", - "PUPPERCUT_NAME_PREFIX": "Cani", - "PUPPERCUT_NAME_SUFFIX": "jab", - "PUPPERCUT_LORE_2": "La boxe est un sport de combat dans lequel deux adversaires s'affrontent à coups de poing en portant des gants protecteurs. L\\'archéologie a permis de prouver que les humains pratiquent cette activité, sous une forme ou une autre, depuis l\\'antiquité.", - "PUPPERCUT_LORE_1": "Le Canijab est un boxeur amateur. Les plaques de fer qui protègent différentes parties de son corps depuis sa naissance s'oxydent facilement, mais cette couche de rouille se détache quand il atteint sa forme adulte.", - "PUPPERCUT_DESCRIPTION": "un louveteau doté d'un équipement de boxe rouillé", - "SOUTHPAW_NAME": "Loupunch", - "SOUTHPAW_NAME_PREFIX": "Loup", - "SOUTHPAW_NAME_SUFFIX": "punch", - "SOUTHPAW_LORE_2": "La boxe moderne trouve ses origines dans les « Règles du marquis de Queensberry », un règlement établi pour la première fois à l'époque victorienne. Il imposait notamment une limite de 12 rounds, de gros gants de protection et un ring carré de 7,32 mètres de côté, encore d\\'actualité aujourd\\'hui.", - "SOUTHPAW_LORE_1": "Les Loupunchs sont la forme finale des Canijabs, débarrassés de leur armure rouillée. Leur corps est couvert d'un métal léger et flexible leur permettant d\\'encaisser les attaques tout en portant des coups rapides avec leurs poings couverts de pointes.", - "BURNACE_NAME": "Flamminée", - "SOUTHPAW_DESCRIPTION": "un grand loup doté d'un équipement de boxe métallique rutilant", - "BURNACE_NAME_PREFIX": "Flam", - "BURNACE_NAME_SUFFIX": "minée", - "BURNACE_LORE_1": "Les Flamminées n'ont pas de jambes et se déplacent en traînant leur lourd corps de béton à la force des bras. Leur fourneau interne au feu éternel leur permet d\\'émettre des flammes et des fumées toxiques par leurs « cheminées » en un instant.", - "BURNACE_LORE_2": "La révolution industrielle est une période historique qui a commencé au début du XVIIIe siècle, marquée par une hausse de la production mécanique et d'importants progrès technologiques dans le monde occidental. L\\'image de l\\'usine recrachant une épaisse fumée noire par ses hautes cheminées y est fortement associée.", - "SMOGMAGOG_NAME": "Smogmagog", - "BURNACE_DESCRIPTION": "une créature-usine sans pattes", - "SMOGMAGOG_LORE_1": "Le corps d'un Smogmagog n\\'est en réalité qu\\'une carapace de béton et d\\'acier renfermant un pur élémentaire de feu. Tant qu\\'une simple braise subsistera dans son cœur, le Smogmagog poursuivra le combat.", - "SMOGMAGOG_NAME_PREFIX": "Smog", - "SMOGMAGOG_NAME_SUFFIX": "magog", - "SMOGMAGOG_DESCRIPTION": "une immense tour de refroidissement ambulante", - "SMOGMAGOG_LORE_2": "Gogmagog est le nom d'un géant de la mythologie britannique. Habitant d\\'Albion (ancêtre de la Grande-Bretagne moderne), il fut tué par le guerrier Corineus, qui fonda plus tard les terres de Cornouailles.", - "CANDEVIL_NAME": "Gourmandiable", - "CANDEVIL_NAME_PREFIX": "Gourmand", - "CANDEVIL_NAME_SUFFIX": "diable", - "CANDEVIL_LORE_2": "Les diablotins, ou démons, sont des esprits maléfiques décrits dans le folklore et les religions de toutes les cultures humaines. Les descriptions sont extrêmement variées, allant de la simple entité facétieuse aux plus dangereuses manifestations des enfers.", - "CANDEVIL_LORE_1": "Les Gourmandiables possèdent l'étrange aptitude de produire des sucreries, qu\\'ils peuvent offrir ou utiliser comme projectiles. Certains trouvent ça plutôt charmant, d\\'autres jugent la chose franchement bizarre et dégoûtante.", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "Quel domaine souhaites-tu étudier ?", - "CANDEVIL_DESCRIPTION": "un démon pastel avec des cornes", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "L'alchimie.", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "La mécanique.", - "MALCHEMY_NAME": "Malchimie", - "MALCHEMY_NAME_PREFIX": "Mal", - "MALCHEMY_LORE_1": "Une succession d'étranges processus chimiques internes peuvent changer un Gourmandiable en Malchimie. Ces monstres sont obsédés par l\\'art ésotérique de la concoction de potions, une passion qui finit souvent mal pour eux.", - "MALCHEMY_NAME_SUFFIX": "chimie", - "MALCHEMY_LORE_2": "L'alchimie est une discipline d\\'avant-garde de la chimie scientifique moderne, axée sur la transmutation magique ou spirituelle et la création d\\'éléments.", - "MIASMODEUS_NAME": "Miasmodéus", - "MALCHEMY_DESCRIPTION": "un démon souriant tenant une fiole de verre", - "MIASMODEUS_NAME_PREFIX": "Mias", - "MIASMODEUS_NAME_SUFFIX": "modéus", - "MIASMODEUS_DESCRIPTION": "un être démoniaque volant sur une sucette", - "MIASMODEUS_LORE_2": "Du temps de l'Europe médiévale, les « sorcières » étaient des hérétiques accusées de pratiquer la sorcellerie au sein de leur communauté. Le folklore les dépeint comme des vieilles femmes s\\'entourant d\\'animaux familiers et capables de concocter des potions et de voler sur un balai.", - "MIASMODEUS_LORE_1": "On dit que les Miasmodéus s'envolent vers les cieux sur leurs sucettes magiques les nuits de pleine lune. Ils utilisent leurs nombreuses concoctions alchimiques en combat, déversant potions toxiques et éléments mortels sur leurs ennemis.", - "VENDEMON_NAME": "Distridémon", - "VENDEMON_NAME_PREFIX": "Distri", - "VENDEMON_LORE_1": "Un Gourmandiable qui s'est confectionné une armure protectrice de verre et de métal. Certaines théories y voient une tentative de ressembler à un astronaute, mais rien n\\'a jamais permis de le démontrer.", - "VENDEMON_NAME_SUFFIX": "démon", - "VENDEMON_LORE_2": "Les premiers distributeurs de chewing-gum sont apparus en Amérique au début du XXe siècle. Un mécanisme simple permet à la machine de libérer une friandise d'un tour de manivelle, à condition qu\\'une pièce y soit préalablement insérée.", - "VENDEMON_DESCRIPTION": "un démon portant une machine à chewing-gum", - "GUMBAAL_NAME": "Malabaal", - "GUMBAAL_NAME_PREFIX": "Mala", - "GUMBAAL_LORE_1": "Les Malabaals ont fusionné avec leur armure de métal pour devenir des créatures impressionnantes. Le dôme de verre constituant leur tête contient différentes sphères élémentaires, qu'ils peuvent cracher pour attaquer.", - "GUMBAAL_NAME_SUFFIX": "baal", - "GUMBAAL_LORE_2": "Le terme « sucreries » désigne une grande variété de friandises comestibles utilisant généralement le sucre comme ingrédient principal. Elles ont souvent un aspect visuellement appétissant, car se présentant sous de nombreuses formes, tailles et saveurs.", - "GUMBAAL_DESCRIPTION": "un immense distributeur de sucreries vivant", - "BANSHEEP_NAME": "Fantômouton", - "BANSHEEP_NAME_PREFIX": "Fantô", - "BANSHEEP_NAME_SUFFIX": "mouton", - "BANSHEEP_LORE_2": "Manifestation de l'esprit des disparus, les fantômes sont un mythe fréquent dans l\\'histoire et les civilisations humaines. Leur caractère inoffensif ou malveillant dépend de leur nature, ou bien souvent de la personnalité du défunt.", - "BANSHEEP_LORE_1": "Les gémissements lugubres des Fantômoutons les font souvent passer pour des spectres tourmentés, mais il n'en est rien : ils sont bien vivants et aiment simplement se plaindre. Comme tout le monde, non ?", - "BANSHEEP_DESCRIPTION": "un mouton volant et maussade", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Passer dans l'autre monde.", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Un esprit ne peut pas demeurer éternellement dans les limbes...", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Revenir sur Terre.", - "WOOLTERGEIST_NAME": "Spectralaine", - "WOOLTERGEIST_NAME_PREFIX": "Spectra", - "WOOLTERGEIST_LORE_2": "On prétend qu'il existe de nombreux types de spectres différents. L\\'esprit frappeur en est un, et il est unique de par sa faculté à interagir avec le monde matériel à un degré très avancé : il est ainsi capable de déplacer et projeter les objets à volonté.", - "WOOLTERGEIST_LORE_1": "Contrairement au Fantômouton, le Spectralaine est un esprit mort-vivant seulement partiellement présent dans le plan physique. On raconte que les cornes sur sa tête sont plus tranchantes à proximité d'un lieu de trépas récent.", - "WOOLTERGEIST_NAME_SUFFIX": "laine", - "WOOLTERGEIST_DESCRIPTION": "un mouton spectral à l'expression fatiguée", - "RAMTASM_NAME": "Moutoplasme", - "RAMTASM_NAME_PREFIX": "Mouto", - "RAMTASM_NAME_SUFFIX": "plasme", - "RAMTASM_LORE_2": "Selon certains mythes, un esprit tourmenté resté sur Terre ne peut pas rejoindre l'au-delà tant que ses dernières volontés n\\'ont pas été accomplies. À défaut, il est condamné à hanter le monde des vivants pour l\\'éternité.", - "RAMTASM_LORE_1": "Le Moutoplasme a affiné le lien entre les mondes physique et spirituel à un tel niveau qu'il peut se manifester pleinement et simultanément dans les deux. Ceci lui donne accès à une source inépuisable d\\'énergie astrale.", - "ZOMBLEAT_NAME": "Zombêle", - "RAMTASM_DESCRIPTION": "un imposant bélier fantôme angélique", - "ZOMBLEAT_NAME_PREFIX": "Zom", - "ZOMBLEAT_NAME_SUFFIX": "bêle", - "ZOMBLEAT_LORE_2": "Les zombies sont des créatures mythiques, le plus souvent des cadavres réanimés dénués de toute intelligence. Ils sont fréquents dans la culture populaire, apparaissant dans de nombreux films et livres.", - "ZOMBLEAT_LORE_1": "Le Zombêle est un esprit qui a refusé de rejoindre l'au-delà. Il se raccroche désespérément à la tombe où il a été enterré, alors qu\\'il pourrait probablement trouver le repos s\\'il arrivait à lâcher prise.", - "ZOMBLEAT_DESCRIPTION": "un mouton spectral portant une pierre tombale", - "CAPRICORPSE_NAME": "Capricorps", - "CAPRICORPSE_NAME_PREFIX": "Capri", - "CAPRICORPSE_NAME_SUFFIX": "corps", - "CAPRICORPSE_LORE_2": "Les pierres tombales sont des monuments funéraires marquant traditionnellement l'emplacement où un corps a été inhumé. Elles sont le plus souvent en pierre et portent différentes inscriptions, dont le nom du défunt.", - "CAPRICORPSE_DESCRIPTION": "un mouton squelettique portant une stèle sur son dos", - "CAPRICORPSE_LORE_1": "L'esprit du Capricorps a totalement fusionné avec sa propre dépouille pour former un monstre de terre, de pierre et d\\'os. Ce sont des créatures massives, capables de grandir encore au fil des siècles en agrégeant lentement de la terre.", - "SAME_FUSION_NAME_1": "Méta {0}", - "SAME_FUSION_NAME_2": "Super {0}", - "SAME_FUSION_NAME_3": "Ultra {0}", - "SAME_FUSION_NAME_4": "Double {0}", - "SAME_FUSION_NAME_5": "Jumbo {0}", - "SAME_FUSION_NAME_6": "Maxi {0}", - "SAME_FUSION_NAME_7": "Hyper {0}", - "SAME_FUSION_NAME_8": "Giga {0}", - "SAME_FUSION_NAME_9": "{0} 2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "Quel chemin nocturne souhaites-tu emprunter ?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Vagabond", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Voleur", - "HOPSKIN_NAME_PREFIX": "Saute", - "HOPSKIN_NAME": "Sautepeau", - "HOPSKIN_LORE_1": "Les Sautepeaux attirent leurs proies à l'aide de leurs grands yeux ambrés et de leur large sourire. Mais ceux qui commettent l\\'erreur de s\\'approcher de ces êtres en apparence inoffensifs s\\'aperçoivent bien vite qu\\'ils cachent des griffes acérées sous leur manteau crasseux.", - "HOPSKIN_NAME_SUFFIX": "peau", - "HOPSKIN_DESCRIPTION": "un diablotin sournois vêtu d'un grand manteau", - "HOPSKIN_LORE_2": "En 1955, une famille du Kentucky déclara à la police s'être fait attaquer dans sa ferme d\\'Hopkinsville, décrivant les agresseurs comme des créatures aux oreilles pointues, aux mains griffues et aux yeux jaunes et brillants.", - "RIPTERRA_NAME": "Éventerreur", - "RIPTERRA_NAME_PREFIX": "Éven", - "RIPTERRA_NAME_SUFFIX": "terreur", - "RIPTERRA_DESCRIPTION": "un monstre inquiétant caché sous un grand pardessus", - "RIPTERRA_LORE_2": "Dans l'Angleterre du XIXe siècle, les récits évoquant de redoutables bandits et des abominations cauchemardesques avaient la cote et se vendaient sous la forme de « penny dreadfuls », parutions de piètre qualité qui s\\'accompagnaient souvent d\\'illustrations violentes.", - "RIPTERRA_LORE_1": "Il n'est pas facile de décrire les Éventerreurs. Ces créatures n\\'ont pour ainsi dire pas de corps, ressemblant davantage à toute une série de membres griffus reliés on ne sait trop comment sous leur pardessus et leur chapeau.", - "SNOOPIN_NAME": "Filoupin", - "SNOOPIN_NAME_PREFIX": "Filou", - "SNOOPIN_LORE_1": "Les Filoupins sont des maîtres voleurs qui aiment arborer ce qu'ils ont dérobé à leurs victimes. Il est donc aisé de voir s\\'ils sont doués ou non, selon le nombre de babioles qu\\'ils portent.", - "SNOOPIN_NAME_SUFFIX": "pin", - "SNOOPIN_LORE_2": "Arsène Lupin est un « gentilhomme cambrioleur » fictif ayant pris vie sous la plume de Maurice Leblanc. Bien que créé il y a plus d'un siècle, le personnage reste très populaire de nos jours, et il a fait l\\'objet de nombreuses adaptations au fil des décennies.", - "SCAMPIRE_NAME": "Truanpire", - "SNOOPIN_DESCRIPTION": "un diablotin portant une canne", - "SCAMPIRE_NAME_PREFIX": "Truan", - "SCAMPIRE_LORE_1": "Les Truanpires se font des antres dans lesquels ils stockent leurs trésors dérobés et où ils attendent leurs prochaines victimes. Depuis quelque temps, ils semblent avoir acquis le pouvoir de voler, même si nul n'a encore été capable de déterminer s\\'ils utilisaient ou non leurs ailes pour cela.", - "SCAMPIRE_NAME_SUFFIX": "pire", - "SCAMPIRE_LORE_2": "Les vampires font partie du folklore de la plupart des sociétés humaines. Dans une interprétation récente, ils symbolisent l'élite de la société, suçant littéralement le sang des classes laborieuses.", - "MACABRA_NAME_PREFIX": "Macab", - "SCAMPIRE_DESCRIPTION": "un vampire avec un chapeau", - "MACABRA_NAME": "Macabra", - "MACABRA_LORE_1": "Les Macabras n'y voient rien, mais leur sens du goût est tellement développé qu\\'il leur permet de détecter leurs proies à distance, rien qu\\'en « goûtant » l\\'air environnant. Préférant le faire depuis une position dominante, ils commencent généralement par se percher sur un rocher ou le crâne d\\'un gros animal.", - "MACABRA_NAME_SUFFIX": "cabra", - "MACABRA_LORE_2": "Le « chupacabra » est une invention folklorique relativement récente. Ce sont plusieurs rapports évoquant des têtes de bétail vidées de leur sang en Amérique du Sud qui ont fini par déboucher sur des histoires de créatures inconnues se nourrissant du sang de leurs proies.", - "ACHIEVEMENT_NAME_head_skip": "Par-dessus la tête", - "ACHIEVEMENT_NAME_defeat_black_shuck": "Contre les ombres", - "ACHIEVEMENT_DESC_head_skip": "Tenter de passer devant un combattant sans te faire repérer en sautant par-dessus sa tête.", - "ACHIEVEMENT_DESC_defeat_black_shuck": "Te vaincre toi-même au combat.", - "ACHIEVEMENT_NAME_obtain_magikrab": "Summum de l'évolution", - "ACHIEVEMENT_DESC_obtain_magikrab": "Obtenir une forme de monstre que tout le monde pensait impossible à trouver.", - "ACHIEVEMENT_NAME_aa_lenna": "L'héroïne d\\'une autre histoire", - "DEFAULT_PLAYER_NAME": "Cass", - "ACHIEVEMENT_DESC_aa_lenna": "Prouver ta valeur à Lenna.", - "MEREDITH_NAME": "Mérédith", - "KAYLEIGH_NAME": "Kayleigh", - "FELIX_NAME": "Félix", - "EUGENE_NAME": "Eugène", - "VIOLA_NAME": "Violaine", - "DOG_NAME": "Ouaf-Ouaf", - "UNKNOWN_NAME": "???", - "SEBASTIAN_NAME": "Sébastien", - "LANDKEEPER_NAME": "Garde-terres", - "LANDKEEPER1_NAME": "Garde-terres n°1", - "LANDKEEPER2_NAME": "Garde-terres n°2", - "SUNNY_NAME": "Joy", - "LANDKEEPERS_NAME": "Gardes-terres", - "SUNNY_UNKNOWN_NAME": "Garde-terres échevelée", - "CULTIST_NAME.m": "Fanatique", - "CULTIST_NAME.f": "Fanatique", - "RANGER_NAME.m": "Veilleur", - "CULTIST_NAME.n": "Fanatique", - "RANGER_NAME.f": "Veilleuse", - "RANGER_NAME.n": "Veilleur·se", - "RANGER_RECRUITER_NAME.m": "Recruteur", - "RANGER_RECRUITER_NAME.f": "Recruteuse", - "RANGER_RECRUITER_NAME.n": "Recruteur·se", - "RANGER_WANNABE_NAME.m": "Aspirant-Veilleur", - "RANGER_WANNABE_NAME.f": "Aspirante-Veilleuse", - "RANGER_WANNABE_NAME.n": "Aspirant-Veilleur·se", - "RANGER_TRAINEE_NAME": "Stagiaire", - "RESEARCHER_NAME.m": "Chercheur", - "ACHIEVEMENT_NAME_quest_hoylake": "Chasse en cours", - "ACHIEVEMENT_DESC_quest_hoylake": "Aider Dulac dans ses recherches.", - "ACHIEVEMENT_NAME_defeat_ghost": "Qui peut-on appeler ?", - "ACHIEVEMENT_DESC_defeat_ghost": "Vaincre un fantôme.", - "ACHIEVEMENT_NAME_rogue_fusion": "La somme des parties", - "ACHIEVEMENT_DESC_rogue_fusion": "Vaincre une Fusion rebelle.", - "ACHIEVEMENT_NAME_swarm_fusion": "Tout plein d'un coup", - "ACHIEVEMENT_DESC_swarm_fusion": "Vaincre une Nuée.", - "ACHIEVEMENT_DESC_unstable_fusion": "Vaincre une Fusion instable.", - "ACHIEVEMENT_NAME_unstable_fusion": "Ne pas nourrir après minuit", - "ACHIEVEMENT_NAME_orb_fusion": "Ce n'est pas une lune", - "ACHIEVEMENT_DESC_orb_fusion": "Vaincre une Fusion divine.", - "ACHIEVEMENT_NAME_rogue_fusion_5": "Bande rebelle", - "ACHIEVEMENT_DESC_rogue_fusion_5": "Vaincre 5 Fusions rebelles.", - "ACHIEVEMENT_NAME_quest_kayleigh1": "Je suis partie au bout du monde (1re partie)", - "ACHIEVEMENT_DESC_quest_kayleigh1": "Lancer la quête de Kayleigh.", - "ACHIEVEMENT_NAME_offices_cleared_1": "Le meilleur des comportements (1re partie)", - "ACHIEVEMENT_NAME_offices_cleared_3": "Le meilleur des comportements (3e partie)", - "ACHIEVEMENT_DESC_offices_cleared_2": "Nettoyer 2 bureaux des Garde-terres.", - "ACHIEVEMENT_NAME_sign_up_rangers": "Qui voudra de moi ? (1re partie)", - "ACHIEVEMENT_NAME_rogue_fusion_10": "Cellules rebelles", - "ACHIEVEMENT_NAME_rogue_fusion_20": "Base rebelle", - "ACHIEVEMENT_DESC_rogue_fusion_10": "Vaincre 10 Fusions rebelles.", - "ACHIEVEMENT_DESC_rogue_fusion_20": "Vaincre 20 Fusions rebelles.", - "ACHIEVEMENT_NAME_rogue_fusion_50": "État rebelle", - "ACHIEVEMENT_NAME_overworld_chunks": "Touriste", - "ACHIEVEMENT_DESC_rogue_fusion_50": "Vaincre 50 Fusions rebelles.", - "ACHIEVEMENT_DESC_overworld_chunks": "Visiter tous les endroits de la Nouvelle-Wirral.", - "ACHIEVEMENT_NAME_reopened_stations_all": "Titre de transport", - "ACHIEVEMENT_DESC_reopened_stations_all": "Rouvrir toutes les gares.", - "ACHIEVEMENT_NAME_observe_species_120": "Zoologiste amateur", - "ACHIEVEMENT_DESC_observe_species_120": "Observer 120 espèces différentes.", - "ACHIEVEMENT_NAME_obtain_species_10": "Zoologiste (1re partie)", - "ACHIEVEMENT_DESC_obtain_species_10": "Obtenir 10 espèces différentes.", - "ACHIEVEMENT_NAME_obtain_species_20": "Zoologiste (2e partie)", - "ACHIEVEMENT_DESC_investigate_rumor": "Déterminer la véracité d'une rumeur.", - "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", - "ACHIEVEMENT_NAME_obtain_candevil": "Miam !", - "ACHIEVEMENT_DESC_partner_felix": "Débloquer Félix.", - "ACHIEVEMENT_NAME_partner_dog": "Ouaf-Ouaf", - "ACHIEVEMENT_DESC_partner_dog": "Débloquer Ouaf-Ouaf.", - "ACHIEVEMENT_NAME_partner_meredith": "Mérédith", - "ACHIEVEMENT_DESC_partner_meredith": "Débloquer Mérédith.", - "ACHIEVEMENT_NAME_partner_felix": "Félix", - "ACHIEVEMENT_NAME_quest_meredith1": "Galerie de Tombe-Éduciel", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Je suis partie au bout du monde (2e partie)", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Terminer la quête de Kayleigh.", - "ACHIEVEMENT_NAME_quest_eugene_complete": "Le meilleur des comportements (6e partie)", - "ACHIEVEMENT_DESC_quest_eugene_complete": "Terminer la quête d'Eugène.", - "ACHIEVEMENT_DESC_obtain_rumor": "Obtenir une rumeur.", - "ACHIEVEMENT_NAME_offices_cleared_4": "Le meilleur des comportements (4e partie)", - "ACHIEVEMENT_DESC_offices_cleared_3": "Nettoyer 3 bureaux des Garde-terres.", - "ACHIEVEMENT_NAME_captain_wallace": "Face au mur", - "ACHIEVEMENT_DESC_captain_wallace": "Vaincre le capitaine Murolien.", - "ACHIEVEMENT_DESC_captain_skip": "Vaincre le capitaine Cyan.", - "ACHIEVEMENT_NAME_captain_skip": "Comme un bleu", - "ACHIEVEMENT_DESC_captain_judas": "Vaincre le capitaine Judas.", - "ACHIEVEMENT_NAME_captain_zedd": "Sieste prolongée", - "ACHIEVEMENT_DESC_captain_zedd": "Vaincre le capitaine Zedd.", - "ACHIEVEMENT_NAME_captain_judas": "La survie à tout prix", - "ACHIEVEMENT_NAME_captain_cleeo": "L'algorithme dans la peau", - "ACHIEVEMENT_DESC_captain_cleeo": "Vaincre la capitaine Clé-Ô.", - "ACHIEVEMENT_NAME_captain_lodestein": "Un adversaire électrisant", - "ACHIEVEMENT_DESC_captain_lodestein": "Vaincre le capitaine Magneth.", - "ACHIEVEMENT_NAME_captain_dreadful": "Par-delà le voile", - "ACHIEVEMENT_DESC_captain_dreadful": "Vaincre la capitaine Penny Dreadful.", - "ACHIEVEMENT_NAME_captain_gladiola": "Vague à lames", - "ACHIEVEMENT_DESC_captain_gladiola": "Vaincre la capitaine Gladiola.", - "ACHIEVEMENT_NAME_captain_heather": "Mauvais temps", - "ACHIEVEMENT_DESC_captain_heather": "Vaincre la capitaine Zéphyra.", - "ACHIEVEMENT_NAME_captain_buffy": "Un peu d'exercice", - "ACHIEVEMENT_DESC_captain_buffy": "Vaincre la capitaine Robusta.", - "ACHIEVEMENT_DESC_obtain_species_20": "Obtenir 20 espèces différentes.", - "ACHIEVEMENT_NAME_obtain_species_50": "Zoologiste (3e partie)", - "ACHIEVEMENT_DESC_obtain_species_50": "Obtenir 50 espèces différentes.", - "ACHIEVEMENT_NAME_obtain_species_100": "Zoologiste (4e partie)", - "ACHIEVEMENT_DESC_obtain_species_100": "Obtenir 100 espèces différentes.", - "ACHIEVEMENT_NAME_obtain_species_120": "Zoologiste expert", - "ACHIEVEMENT_DESC_obtain_species_120": "Obtenir 120 espèces différentes.", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "Maître de Cassette Beasts", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "Obtenir des données supplémentaires sur toutes les espèces.", - "ACHIEVEMENT_DESC_bootleg_beast": "Obtenir une créature non officielle de type Bestial.", - "ACHIEVEMENT_NAME_bootleg_beast": "Bête non officielle", - "ACHIEVEMENT_NAME_bootleg_fire": "Feu non officiel", - "ACHIEVEMENT_DESC_bootleg_plant": "Obtenir une créature non officielle de type Plante.", - "ACHIEVEMENT_DESC_bootleg_fire": "Obtenir une créature non officielle de type Feu.", - "ACHIEVEMENT_NAME_bootleg_plastic": "Jouet non officiel", - "ACHIEVEMENT_DESC_bootleg_plastic": "Obtenir une créature non officielle de type Plastique.", - "ACHIEVEMENT_NAME_bootleg_plant": "Végétation non officielle", - "ACHIEVEMENT_NAME_tutorial": "Un autre monde", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Inauguration", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Arriver à 5 cœurs avec Eugène.", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Soirée cinéma", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Arriver à 5 cœurs avec Mérédith.", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "Le meilleur ami des bêtes", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "Arriver à 5 cœurs avec Félix.", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "Portrait de l'artiste", - "ACHIEVEMENT_NAME_bootleg_water": "Eau non officielle", - "ACHIEVEMENT_DESC_bootleg_water": "Obtenir une créature non officielle de type Eau.", - "ACHIEVEMENT_NAME_bootleg_poison": "Venin non officiel", - "ACHIEVEMENT_DESC_bootleg_poison": "Obtenir une créature non officielle de type Poison.", - "ACHIEVEMENT_NAME_bootleg_astral": "Cosmos non officiel", - "ACHIEVEMENT_DESC_bootleg_astral": "Obtenir une créature non officielle de type Astral.", - "ACHIEVEMENT_NAME_bootleg_ice": "Givre non officiel", - "ACHIEVEMENT_DESC_bootleg_ice": "Obtenir une créature non officielle de type Glace.", - "ACHIEVEMENT_NAME_bootleg_lightning": "Foudre non officielle", - "ACHIEVEMENT_DESC_bootleg_lightning": "Obtenir une créature non officielle de type Foudre.", - "ACHIEVEMENT_NAME_bootleg_air": "Vent non officiel", - "ACHIEVEMENT_DESC_bootleg_air": "Obtenir une créature non officielle de type Air.", - "ACHIEVEMENT_NAME_bootleg_earth": "Sol non officiel", - "ACHIEVEMENT_DESC_bootleg_earth": "Obtenir une créature non officielle de type Terre.", - "ACHIEVEMENT_NAME_bootleg_metal": "Fer non officiel", - "ACHIEVEMENT_DESC_bootleg_metal": "Obtenir une créature non officielle de type Métal.", - "ACHIEVEMENT_DESC_sign_up_rangers": "Rejoindre les rangs des Veilleurs.", - "ACHIEVEMENT_NAME_obtain_rumor": "Le bruit qui court", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "Arriver à 5 cœurs avec Ouaf-Ouaf.", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "Comme tu voudras", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "Arriver à 5 cœurs avec Violaine.", - "ACHIEVEMENT_NAME_romantic_relationship": "Unis pour la vie", - "ACHIEVEMENT_DESC_romantic_relationship": "Avoir une relation romantique avec un autre personnage.", - "ACHIEVEMENT_NAME_reopened_stations_final": "Entends ce que je te dis", - "ACHIEVEMENT_NAME_captain_cybil": "Silence radio", - "ACHIEVEMENT_DESC_captain_cybil": "Vaincre la capitaine Cybile.", - "ACHIEVEMENT_DESC_captain_codey": "Vaincre le capitaine Codey.", - "ACHIEVEMENT_NAME_captain_codey": "Pirate de l'espace", - "ACHIEVEMENT_DESC_defeat_ianthe": "Vaincre Ianthe et devenir capitaine des Veilleurs.", - "ACHIEVEMENT_NAME_defeat_ianthe": "Qui voudra de moi ? (2e partie)", - "ACHIEVEMENT_NAME_quest_overtime": "Heures supplémentaires", - "ACHIEVEMENT_DESC_quest_overtime": "Choisir le motif du panneau de Port-la-Ville.", - "ACHIEVEMENT_NAME_quest_sunny": "Nouveau départ", - "ACHIEVEMENT_DESC_quest_sunny": "Aider Joy à débuter une nouvelle existence.", - "ACHIEVEMENT_NAME_offices_cleared_5": "Le meilleur des comportements (5e partie)", - "ACHIEVEMENT_DESC_offices_cleared_4": "Nettoyer 4 bureaux des Garde-terres.", - "ACHIEVEMENT_DESC_kuneko_altars_1": "Retrouver Kuneko à 1 autel.", - "ACHIEVEMENT_NAME_kuneko_altars_2": "Tu ne veux pas de moi ? (3e partie)", - "ACHIEVEMENT_DESC_kuneko_altars_2": "Retrouver Kuneko à 2 autels.", - "ACHIEVEMENT_DESC_kuneko_altars_4": "Retrouver Kuneko à 4 autels.", - "ACHIEVEMENT_NAME_kuneko_altars_3": "Tu ne veux pas de moi ? (4e partie)", - "ACHIEVEMENT_DESC_partner_kayleigh": "Débloquer Kayleigh.", - "ACHIEVEMENT_NAME_partner_eugene": "Eugène", - "ACHIEVEMENT_DESC_partner_eugene": "Débloquer Eugène.", - "ACHIEVEMENT_DESC_remaster": "Rematricer une cassette.", - "ACHIEVEMENT_NAME_investigate_rumor": "La rumeur", - "ACHIEVEMENT_NAME_bootleg_glass": "Verre non officiel", - "ACHIEVEMENT_DESC_bootleg_glass": "Obtenir une créature non officielle de type Verre.", - "ACHIEVEMENT_NAME_bootleg_glitter": "Miroitement non officiel", - "ACHIEVEMENT_DESC_bootleg_glitter": "Obtenir une créature non officielle de type Prisme.", - "ACHIEVEMENT_NAME_train_frankie": "Frankie au Pays des Merveilles", - "ACHIEVEMENT_DESC_train_frankie": "Terminer la formation de Frankie.", - "ACHIEVEMENT_NAME_train_vin": "Loup solitaire", - "ACHIEVEMENT_DESC_train_vin": "Terminer la formation de Némésis.", - "ACHIEVEMENT_NAME_noticeboard_5": "Veilleur novice", - "ACHIEVEMENT_DESC_noticeboard_5": "Terminer 5 quêtes du panneau des Veilleurs.", - "ACHIEVEMENT_NAME_noticeboard_20": "Veilleur apprenti", - "ACHIEVEMENT_DESC_noticeboard_20": "Terminer 20 quêtes du panneau des Veilleurs.", - "ACHIEVEMENT_NAME_noticeboard_50": "Veilleur expérimenté", - "ACHIEVEMENT_DESC_noticeboard_50": "Terminer 50 quêtes du panneau des Veilleurs.", - "ACHIEVEMENT_NAME_noticeboard_100": "Veilleur expert", - "ACHIEVEMENT_DESC_noticeboard_100": "Terminer 100 quêtes du panneau des Veilleurs.", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "Collection d'autocollants", - "RESEARCHER_NAME.f": "Chercheuse", - "RESEARCHER_NAME.n": "Chercheur·se", - "PENSBY_NAME": "Docteur Lefémur", - "FRANKIE_NAME": "Frankie", - "HOYLAKE_NAME": "Dulac", - "KIRBY_NAME": "Kirby", - "VIN_NAME": "Némésis", - "THIEF_NAME": "Voleur", - "TRAVELER_NAME.m": "Voyageur", - "TRAVELER_NAME.f": "Voyageuse", - "TREASURE_SEEKER_NAME.m": "Chasseur de trésors", - "TRAVELER_NAME.n": "Voyageur·se", - "TREASURE_SEEKER_NAME.n": "Chasseur·se de trésors", - "TREASURE_SEEKER_NAME.f": "Chasseuse de trésors", - "HISTORIAN_NAME.m": "Historien", - "HISTORIAN_NAME.f": "Historienne", - "ROCKER_NAME.m": "Rockeur", - "HISTORIAN_NAME.n": "Historien·ne", - "ROCKER_NAME.f": "Rockeuse", - "ROCKER_NAME.n": "Rockeur·se", - "CAMPER_NAME.m": "Campeur", - "CAMPER_NAME.f": "Campeuse", - "SOLDIER_NAME.m": "Soldat", - "CAMPER_NAME.n": "Campeur·se", - "SOLDIER_NAME.n": "Soldat", - "TAMER_NAME.m": "Dompteur", - "SOLDIER_NAME.f": "Soldat", - "TAMER_NAME.f": "Dompteuse", - "TAMER_NAME.n": "Dompteur·se", - "CREEP_NAME.m": "Individu louche", - "CREEP_NAME.f": "Individu louche", - "FARMER_EDWARD_NAME": "Édouard Pipelin", - "CREEP_NAME.n": "Individu louche", - "FARMER_MARIS_NAME": "Maryse Pipelin", - "IANTHE_NAME": "Capitaine Ianthe", - "IANTHE_NAME_SHORT": "Ianthe", - "IANTHE_SUBTITLE": "Chef des Veilleurs", - "LEADER_IANTHE_UNKNOWN_NAME": "Femme confiante", - "CAPTAIN_WALLACE_NAME": "Capitaine Murolien", - "CAPTAIN_WALLACE_NAME_SHORT": "Murolien", - "CAPTAIN_WALLACE_SUBTITLE": "Ouvrier du bâtiment", - "CAPTAIN_SKIP_NAME": "Capitaine Cyan", - "CAPTAIN_SKIP_NAME_SHORT": "Cyan", - "CAPTAIN_SKIP_SUBTITLE": "Chasseur de trésors un peu louche", - "CAPTAIN_ZEDD_NAME_SHORT": "Zedd", - "CAPTAIN_ZEDD_NAME": "Capitaine Zedd", - "CAPTAIN_ZEDD_SUBTITLE": "« Médironfleur »", - "CAPTAIN_JUDAS_NAME": "Capitaine Judas", - "CAPTAIN_JUDAS_NAME_SHORT": "Judas", - "ACHIEVEMENT_NAME_offices_cleared_2": "Le meilleur des comportements (2e partie)", - "ACHIEVEMENT_DESC_offices_cleared_1": "Nettoyer 1 bureau des Garde-terres.", - "ACHIEVEMENT_DESC_tutorial": "Terminer le didacticiel.", - "MOVE_FUSION_POWER_PREFIX_water_1": "de l'eau", - "MOVE_FUSION_POWER_PREFIX_water_2": "des tempêtes", - "MOVE_FUSION_POWER_PREFIX_water_3": "du déluge", - "MOVE_FUSION_POWER_PREFIX_water_4": "des torrents", - "MOVE_FUSION_POWER_PREFIX_water_5": "du maelstrom", - "MOVE_FUSION_POWER_PREFIX_water_6": "des abysses", - "MOVE_FUSION_POWER_PREFIX_water_7": "de Neptune", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "prismatique", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "de lumière", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "de l'arc-en-ciel", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "féérique", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "magique", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "rudimentaire", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "des licornes", - "MOVE_FUSION_POWER_PREFIX_astral_1": "cosmique", - "MOVE_FUSION_POWER_PREFIX_astral_2": "planétaire", - "MOVE_FUSION_POWER_PREFIX_astral_3": "céleste", - "MOVE_FUSION_POWER_PREFIX_astral_4": "stellaire", - "MOVE_FUSION_POWER_PREFIX_astral_5": "d'éther", - "MOVE_FUSION_POWER_PREFIX_astral_6": "du cosmos", - "MOVE_FUSION_POWER_PREFIX_astral_7": "du Styx", - "MOVE_FUSION_POWER_PREFIX_air_1": "des cyclones", - "MOVE_FUSION_POWER_PREFIX_air_2": "des tornades", - "MOVE_FUSION_POWER_PREFIX_air_3": "des tourbillons", - "MOVE_FUSION_POWER_PREFIX_air_4": "des ouragans", - "MOVE_FUSION_POWER_PREFIX_air_5": "du vent", - "MOVE_FUSION_POWER_PREFIX_air_6": "supersonique", - "MOVE_FUSION_POWER_PREFIX_air_7": "de l'Empyrée", - "MOVE_FUSION_POWER_PREFIX_earth_1": "de pétrification", - "MOVE_FUSION_POWER_PREFIX_earth_2": "des profondeurs", - "MOVE_FUSION_POWER_PREFIX_earth_3": "de minéraux", - "MOVE_FUSION_POWER_PREFIX_earth_4": "des montagnes", - "MOVE_FUSION_POWER_PREFIX_earth_5": "de roche", - "MOVE_FUSION_POWER_PREFIX_earth_6": "de pierre", - "MOVE_FUSION_POWER_PREFIX_earth_7": "de granite", - "MOVE_FUSION_POWER_PREFIX_glass_1": "de verre", - "MOVE_FUSION_POWER_PREFIX_glass_2": "éphémère", - "MOVE_FUSION_POWER_PREFIX_glass_3": "de réflexion", - "MOVE_FUSION_POWER_PREFIX_glass_4": "de silice", - "MOVE_FUSION_POWER_PREFIX_glass_5": "fragile", - "MOVE_FUSION_POWER_PREFIX_ice_1": "du froid", - "MOVE_FUSION_POWER_PREFIX_glass_6": "translucide", - "MOVE_FUSION_POWER_PREFIX_ice_2": "des neiges", - "MOVE_FUSION_POWER_PREFIX_ice_3": "du gel", - "MOVE_FUSION_POWER_PREFIX_ice_4": "polaire", - "MOVE_FUSION_POWER_PREFIX_ice_5": "de l'hiver", - "MOVE_FUSION_POWER_PREFIX_ice_7": "du blizzard", - "MOVE_FUSION_POWER_PREFIX_ice_6": "des glaces", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "des orages", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "de surtension", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "électrique", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "de foudre", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "d'éclair", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "voltaïque", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "magnétique", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "de Tesla", - "MOVE_FUSION_POWER_PREFIX_metal_1": "de fer", - "MOVE_FUSION_POWER_PREFIX_metal_2": "d'acier", - "MOVE_FUSION_POWER_PREFIX_metal_3": "d'argent", - "MOVE_FUSION_POWER_PREFIX_metal_4": "de mercure", - "MOVE_FUSION_POWER_PREFIX_metal_5": "de plomb", - "MOVE_FUSION_POWER_PREFIX_metal_6": "de titane", - "MOVE_FUSION_POWER_SWORD": "Épée", - "MOVE_FUSION_POWER_AXE": "Hache", - "MOVE_FUSION_POWER_KATANA": "Katana", - "MOVE_FUSION_POWER_HAMMER": "Marteau", - "MOVE_FUSION_POWER_HALBERD": "Hallebarde", - "MOVE_FUSION_POWER_BLADEWHEEL": "Roue", - "MOVE_FUSION_POWER_FIST": "Poing", - "MOVE_FUSION_POWER_SMASH": "Frappe", - "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", - "MOVE_FUSION_POWER_ARROW": "Flèche", - "MOVE_FUSION_POWER_ORB": "Orbe", - "MOVE_FUSION_POWER_KUNAI": "Kunaï", - "MOVE_FUSION_POWER_SHARDS": "Éclat", - "MOVE_FUSION_POWER_SPIKES": "Pique", - "MOVE_FUSION_POWER_METEOR": "Météore", - "MOVE_FUSION_POWER_BEAM": "Rayon", - "MOVE_FUSION_POWER_BLAST": "Explosion", - "MOVE_FUSION_POWER_BOMB": "Bombe", - "MOVE_RITUAL_NAME": "Rituel", - "MOVE_IRON_FILINGS_NAME": "Limaille de fer", - "MOVE_DESCRIPTION_RITUAL": "Ranime l'utilisateur avec 25 % de ses PV en cas de défaite.", - "MOVE_DESCRIPTION_IRON_FILINGS": "Augmente la conductivité de la cible.", - "MOVE_AA_OLDGANTE_THRASH_NAME": "Cacophonie", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda Morgayna", - "MOVE_TRICK_NAME": "Mauvaise surprise", - "MOVE_TREAT_NAME": "Bonne surprise", - "MOVE_ATTRIBUTE_STAT": "{stat_name} {stat_value} %", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Dégâts basés sur {stat_name} (sauf si caractéristique d'attaque supérieure)", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Coup critique si avantage de type", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passif : {stat_name} {stat_value} %", - "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_name} {stat_value} % par emplacement vide", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "Durée d'effet +1", - "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 coup supplémentaire", - "MOVE_ATTRIBUTE_HEAL": "Rend {stat_value} % des PV max", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passif : {stat_name} {stat_value} % par emplacement vide", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Rend {stat_value} % du maximum de PV par emplacement vide", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance} % de chances de conférer l'effet {status_effect}", - "MOVE_ATTRIBUTE_BUFF_USER": "{chance} % de chances de conférer l'effet {status_effect}", - "MOVE_ATTRIBUTE_AP_REFUND": "{chance} % de chances de restituer {amount} PA après utilisation", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance} % de chances de restituer tous les PA après utilisation", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance} % de chances de s'activer automatiquement au début du combat", - "MOVE_ATTRIBUTE_SHARED": "Partagée avec les alliés", - "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatible avec toutes les cassettes", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance} % de chances de s'activer automatiquement à la fin d\\'un tour", - "MOVE_ATTRIBUTE_USE_AGAIN": "{chance} % de chances de s'activer deux fois", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance} % de chances de s'activer quand l\\'utilisateur encaisse des dégâts", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance} % de chances de s'activer après une attaque", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance} % de chances de déclencher {move_name} après utilisation", - "MOVE_ATTRIBUTE_MULTITARGET": "{chance} % de chances de viser toute l'équipe", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Détruit les murs", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "Emplacements +1", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignore les murs", - "MOVE_ATTRIBUTE_USE_RANDOM": "{chance} % de chances d'activer une capacité aléatoire", - "MOVE_BAD_JOKE_JOKE3": "Pourquoi les Traficrabes n'aiment pas les bâtonnets ? Parce qu\\'ils préfèrent les cônes !", - "MOVE_BAD_JOKE_JOKE1": "Que font deux Traficrabes quand ils se rencontrent ? Ils se serrent la pince !", - "MOVE_BAD_JOKE_JOKE2": "Que dit un Traficrabe coincé dans un embouteillage ? J'en ai crustacé !", - "MOVE_BAD_JOKE_JOKE4": "Pourquoi le Traficrabe a perdu tous ses amis ? Il était trop pince-sans-rire !", - "MOVE_BAD_JOKE_JOKE7": "Pourquoi les Missilinos n'aiment pas cuisiner ? Ils préfèrent les fast-foods !", - "MOVE_BAD_JOKE_JOKE6": "Pourquoi le Glacebec ne parle plus à ses amis ? Parce qu'ils sont en froid !", - "MOVE_BAD_JOKE_JOKE5": "Quel est le comble pour un Squelevangéliste ? Tomber sur un os !", - "MOVE_BAD_JOKE_JOKE8": "Pourquoi les Chronosables ne sont pas à la mode ? Ils ne savent pas sablier !", - "MOVE_BAD_JOKE_JOKE9": "Combien pèse un tas d'os recouvert de vase violette ? Une gelée-tonne !", - "MOVE_BAD_JOKE_JOKE11": "Tu savais que les Cosmigrades étaient claustrophobes ? Ils ont vraiment besoin d'espace...", - "MOVE_BAD_JOKE_JOKE12": "Pourquoi ces deux Spartéclairs se sont mariés ? Ils ont eu le coup de foudre !", - "MOVE_BAD_JOKE_JOKE10": "Pourquoi vaut-il mieux éviter de manger un Chronosable ? C'est bien trop chronophage !", - "MOVE_BAD_JOKE_JOKE18": "Pourquoi le Garde-Terres consulte-t-il un psychiatre ? Parce qu'il a un complexe d\\'appartement !", - "MOVE_BAD_JOKE_JOKE14": "Quel est le comble pour une Sautrouille ? Avoir le melon !", - "MOVE_BAD_JOKE_JOKE13": "Tu connais la différence entre un Crocophar et un Nénugator ? C'est caïman la même chose...", - "MOVE_BAD_JOKE_JOKE15": "J'ai une bonne blague sur la chimie élémentaire, mais je doute d\\'obtenir une réaction...", - "MOVE_BAD_JOKE_JOKE16": "Quel est le comble pour un Tourniventail ? Avoir la taille mannequin !", - "MOVE_BAD_JOKE_JOKE17": "Qu'est-ce qu\\'un buisson au bord de la route ? Un Broussoeil qui fait du stop !", - "MOVE_BAD_JOKE_JOKE20": "Pourquoi les Garde-Terres n'ont pas d\\'amis ? Parce qu\\'ils ont un humour cadastrophique !", - "MOVE_BAD_JOKE_JOKE19": "Pourquoi les Garde-Terres n'aiment pas le café ? Ils préfèrent les proprié-thés !", - "MOVE_NAME_INSOMNIA": "Insomnie", - "MOVE_DESCRIPTION_INSOMNIA": "Immunise l'utilisateur contre la narcose.", - "MOVE_NAME_ELDRITCH": "Omnipotence", - "MOVE_DESCRIPTION_ELDRITCH": "Les caractéristiques de l'utilisateur ne peuvent pas être réduites.", - "MOVE_NAME_STATUS_RESISTANCE": "Résistance aux effets", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "Réduit les dégâts infligés à l'utilisateur par les effets Brûlure, Poison et Drainage.", - "MOVE_NAME_NEUTRALISE": "Neutralisation", - "MOVE_DESCRIPTION_LIQUID_BODY": "Immunise l'utilisateur contre l\\'effet Brûlure, mais toutes les attaques de type Glace et Foudre lui infligent des dégâts critiques.", - "MOVE_NAME_LIQUID_BODY": "Corps liquide", - "MOVE_DESCRIPTION_NEUTRALISE": "Supprime automatiquement les effets néfastes dont souffre l'utilisateur quand ses PV passent sous la barre des 50 %.", - "MOVE_NAME_PHASE_SHIFT": "Déphasage", - "MOVE_DESCRIPTION_PHASE SHIFT": "Les attaques de l'utilisateur peuvent atteindre les spectres.", - "MOVE_CAMOUFLAGE_WATER_NAME": "Camouflage (Eau)", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Camouflage (Plastique)", - "MOVE_CAMOUFLAGE_AIR_NAME": "Camouflage (Air)", - "MOVE_CAMOUFLAGE_EARTH_NAME": "Camouflage (Terre)", - "MOVE_CAMOUFLAGE_FIRE_NAME": "Camouflage (Feu)", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Camouflage (Astral)", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Camouflage (Foudre)", - "MOVE_CAMOUFLAGE_METAL_NAME": "Camouflage (Métal)", - "MOVE_CAMOUFLAGE_BEAST_NAME": "Camouflage (Bestial)", - "MOVE_CAMOUFLAGE_PLANT_NAME": "Camouflage (Plante)", - "MOVE_CAMOUFLAGE_POISON_NAME": "Camouflage (Poison)", - "MOVE_CAMOUFLAGE_ICE_NAME": "Camouflage (Glace)", - "MOVE_CAMOUFLAGE_GLASS_NAME": "Camouflage (Verre)", - "MOVE_DESCRIPTION_CAMOUFLAGE": "Modifie automatiquement le type de l'utilisateur au début du combat pour 0 PA.", - "MOVE_NAME_RICOCHET": "Ricochet", - "MOVE_NAME_BREATHING_TECHNIQUE": "Sophrologie", - "MOVE_DESCRIPTION_RICOCHET": "Les attaques à distance de l'utilisateur ont 50 % de chance d\\'ignorer les murs adverses.", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Immunise l'utilisateur contre l\\'effet Fureur.", - "MOVE_NAME_SELF_ASSURED": "Lucidité", - "MOVE_DESCRIPTION_SELF_ASSURED": "Immunise l'utilisateur contre l\\'effet Confusion.", - "MOVE_NAME_CRITICAL_AP": "PA critiques", - "MOVE_DESCRIPTION_CRITICAL_AP": "L'utilisateur gagne 1 PA chaque fois qu\\'il porte un coup critique.", - "MOVE_NAME_PITY_AP": "PA de consolation", - "MOVE_NAME_UNSHAKEABLE": "Inébranlable", - "MOVE_DESCRIPTION_PITY_AP": "L'utilisateur gagne 1 PA chaque fois qu\\'il rate une attaque.", - "MOVE_DESCRIPTION_UNSHAKEABLE": "Immunise l'utilisateur contre l\\'effet Déstabilisation.", - "MOVE_NAME_VAMPIRE": "Parasitisme", - "MOVE_DESCRIPTION_VAMPIRE": "L'utilisateur bénéficie de la moitié des effets et des soins de ses adversaires.", - "MOVE_NAME_MULTICOPY": "Multicopie", - "MOVE_NAME_FOSSIL": "Fossile", - "MOVE_DESCRIPTION_MULTICOPY": "Si un adversaire obtient les effets Multicible ou Multicoup, l'utilisateur les obtient aussi.", - "MOVE_DESCRIPTION_FOSSIL": "Rend automatiquement tous les PV de l'utilisateur s\\'il se fait pétrifier.", - "MOVE_NAME_BLOODLUST": "Soif de sang", - "MOVE_NAME_STURDY_ARMOUR": "Armure robuste", - "MOVE_DESCRIPTION_BLOODLUST": "Augmente automatiquement les caractéristiques d'attaque au corps à corps et à distance de l\\'utilisateur quand un adversaire est vaincu.", - "MOVE_NAME_RETURN_FIRE": "Riposte", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "Les caractéristiques de défense au corps à corps et à distance de l'utilisateur ne peuvent pas être réduites.", - "MOVE_DESCRIPTION_RETURN_FIRE": "A une chance de se déclencher automatiquement quand l'utilisateur est touché par une attaque à distance.", - "MOVE_NAME_BURNING_PASSION": "Passion ardente", - "MOVE_NAME_BERSERKER": "Berserker", - "MOVE_DESCRIPTION_BURNING_PASSION": "Augmente automatiquement les caractéristiques d'attaque (corps à corps et distance) de l\\'utilisateur chaque fois que l\\'effet Brûlure lui est infligé.", - "MOVE_NAME_VENGEFUL_CURSE": "Malédiction", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "En cas de défaite, inflige aléatoirement 3 effets néfastes au dernier adversaire ayant touché l'utilisateur.", - "MOVE_DESCRIPTION_BERSERKER": "Augmente automatiquement l'attaque au corps à corps de l\\'utilisateur et lui inflige l\\'effet Fureur quand ses PV passent sous la barre des 50 %.", - "MOVE_DESCRIPTION_RANDOM_STARTER": "A une chance d'activer automatiquement une capacité aléatoire pour 0 PA au début du combat.", - "MOVE_NAME_RANDOM_STARTER": "Coup d'ouverture", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA au début du combat. Les chances de déclenchement sont inversement proportionnelles au coût d\\'activation normal.", - "MOVE_NAME_CUSTOM_STARTER": "Frappe personnalisée", - "MOVE_NAME_CRITICAL_MASS": "Masse critique", - "MOVE_TITLE_MOVE_USING_MOVE": "{0} : {1}", - "MOVE_NAME_AUTOMATION": "Automatisation", - "MOVE_DESCRIPTION_AUTOMATION": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA à la fin du tour.", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA quand l\\'utilisateur porte une attaque bénéficiant d\\'un avantage de type. Les chances de déclenchement sont inversement proportionnelles au coût d\\'activation normal.", - "MOVE_NAME_CHEMICAL_IMBALANCE": "Déséquilibre chimique", - "MOVE_DESCRIPTION_CRITICAL_MASS": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA quand l\\'utilisateur porte un coup critique.", - "MOVE_NAME_DUAL_WIELD": "Double peine", - "MOVE_DESCRIPTION_PAINT_SWIPE": "Utilisable uniquement si une surcouche est active. Touche une cible et transfère la surcouche de l'utilisateur sur elle. Se déclenche toujours en dernier.", - "MOVE_DESCRIPTION_DUAL_WIELD": "Utilise la capacité suivante dans la liste deux fois de suite, à condition d'avoir suffisamment de PA.", - "MOVE_NAME_PAINT_SWIPE": "Transfert de couche", - "TUTORIAL_INTRO_1": "Salut, {player}, contente de te voir !\\nAppuie sur {control.ui_accept} pour continuer.", - "TUTORIAL_INTRO_2": "J'ai besoin de ton aide avec une fusion rebelle. Ça te tente ?", - "TUTORIAL_INTRO_3": "Alors, en route ! Il y a des falaises, un peu plus loin. Ouvre la marche avec {control.move_up} {control.move_left} {control.move_down} {control.move_right}.", - "TUTORIAL_TARGET_MENU_1": "Voilà un menu bien utile : il te permet de voir quels effets auront tes attaques sur ta cible !", - "TUTORIAL_BATTLE_START_1": "C'est maintenant que ça se corse... Mais t\\'en fais pas, je suis avec toi !", - "TUTORIAL_TARGET_MENU_2": "Tu vois cet anneau brillant ? La couleur verte indique un effet bénéfique pour la cible, le rouge un effet néfaste, et le jaune, un mélange des deux.", - "TUTORIAL_CLIFFS_1": "On va devoir grimper. Sauter (en utilisant {control.jump}) ne suffira pas, pour le coup.", - "TUTORIAL_CLIFFS_2": "C'est le moment de faire preuve d\\'imagination ! On peut monter là-haut de différentes façons.", - "TUTORIAL_CLIFFS_4": "Ou alors... Tu vois ce pylône ? Tu peux utiliser ton aptitude Électromagnétisme (en maintenant {control.magnetism}) pour léviter.", - "TUTORIAL_CLIFFS_3": "Par exemple, tu pourrais essayer de trouver quelque chose que tu pourrais ramasser et installer juste ici pour nous servir de marchepied.", - "TUTORIAL_CLIFFS_5": "Tu peux aussi tirer des lianes, non ? Tourne-toi vers la paroi et appuie sur {control.interact}, tu pourras ainsi utiliser une liane pour grimper !", - "TUTORIAL_CLIFFS_6": "Alors, qu'est-ce que tu préfères ?", - "TUTORIAL_BOSS_1.m": "La voilà ! C'est la fusion rebelle... Le combat promet d\\'être difficile, {player}.", - "TUTORIAL_GLIDE_2": "C'est facile ! Saute et maintiens simplement {control.jump} pour ne pas tomber !", - "TUTORIAL_GLIDE_1": "Suis-moi, {player}. N'aie pas peur !", - "TUTORIAL_GLIDE_3": "Courage, on y est presque !", - "TUTORIAL_BOSS_2": "Si tu as besoin de te soigner, prends un gâteau dans ton inventaire (appuie sur {control.pause_menu} pour l'ouvrir).", - "TUTORIAL_BOSS_3": "On peut aussi planer directement jusqu'à la tente pour s\\'y reposer, si tu préfères.", - "TUTORIAL_BOSS_1.n": "La voilà ! C'est la fusion rebelle... Le combat promet d\\'être difficile, {player}.", - "TUTORIAL_BOSS_1.f": "La voilà ! C'est la fusion rebelle... Le combat promet d\\'être difficile, {player}.", - "TUTORIAL_BOSS_5": "C'est bon, tu es d\\'attaque ?", - "TUTORIAL_BOSS_4": "En cas de difficulté, jette un œil à l'onglet des objets de combat dans ton inventaire.", - "TUTORIAL_DIED": "Ça va aller ? Tu as failli m'inquiéter !", - "TUTORIAL_WON_2": "On forme une équipe du tonnerre, tu trouves pas, {player} ?", - "TUTORIAL_WON_1": "Ouah... On a vraiment gagné ?", - "QUEST_GET_ITEM_PROGRESS": "Récupéré : {obtained}/{required_item_amount}", - "NO_QUESTS_AVAILABLE": "Aucune quête n'est disponible pour le moment.", - "QUEST_GET_MASQUERATTLE_TITLE": "Trouve un Mascrotale !", - "QUEST_STAT_PROGRESS": "Progression : {num}/{count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Fusion rebelle", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "Fusion divine", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Fusion instable", - "PASSIVE_QUEST_SWARM_TITLE": "Nuée de monstres", - "QUEST_TUTORIAL_TITLE": "Un autre monde", - "QUEST_TUTORIAL_DESCRIPTION1": "Va voir Kayleigh à l'entrée est de Port-la-Ville.", - "PASSIVE_QUEST_UNKNOWN_TITLE": "Signal non identifié", - "QUEST_TUTORIAL_DESCRIPTION2": "Suis les instructions de Kayleigh.", - "QUEST_TUTORIAL_DESCRIPTION3": "Accompagne Kayleigh sur le chemin en ruine.", - "QUEST_ARCHANGELS_DESCRIPTION1": "Trouve les archanges pour recomposer le chant de Morgayne, puis suis les indices qu'il contient pour pouvoir rentrer chez toi.", - "QUEST_ARCHANGELS_PROGRESS": "Tu as récupéré {num} des {max} fragments du chant.", - "QUEST_ARCHANGELS_TITLE": "Au pays de la confusion", - "QUEST_TUTORIAL_DESCRIPTION4": "Inspecte l'étrange structure.", - "QUEST_CAPTAINS_TITLE": "En garde !", - "QUEST_EUGENE_TITLE": "Grand nettoyage", - "QUEST_EUGENE_DESCRIPTION_1": "Rejoins Eugène aux abords de la ville.", - "QUEST_CAPTAINS_DESCRIPTION0": "Va à l'avant-poste dans le parc et rejoins les rangs des Veilleurs.", - "QUEST_EUGENE_DESCRIPTION_3": "Trouve et nettoie tous les bureaux de l'Association des Gardes-terres.", - "QUEST_EUGENE_DESCRIPTION_2": "Accompagne Eugène jusqu'à la fenêtre en haut de l\\'étrange bâtiment.", - "QUEST_EUGENE_DESCRIPTION_4": "Parle à Eugène.", - "QUEST_EUGENE_DESCRIPTION_5": "Accompagne Eugène jusqu'au quartier général des Gardes-terres.", - "QUEST_EUGENE_3_PROGRESS": "Tu as nettoyé {num} des bureaux des Gardes-terres.", - "QUEST_WORKING_OVERTIME_TITLE": "Heures supplémentaires", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "Apporte {required_item_amount} morceaux de bois au Veilleur à Port-la-Ville Est.", - "QUEST_MERCHANT_RESCUE_TITLE": "Un peu d'inspiration", - "QUEST_FLORIST_DESCRIPTION_1": "Plante {count} arbrisseaux à Port-la-Ville.", - "QUEST_FLORIST_TITLE": "Opération semailles", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Va à la grotte dans le parc et découvre ce qui est arrivé au marchand.", - "CLUE_SONG_PROLOGUE1": "Toi qui souhaites quitter ces terres, entends bien ma chanson.", - "QUEST_FLORIST_DESCRIPTION_2": "Informe la Veilleuse de Port-la-Ville Ouest que tu as fini de planter ses arbrisseaux.", - "CLUE_SONG_EPILOGUE1": "Unis son lieu à cette action spéciale, pour découvrir enfin la gare finale.", - "CLUE_FLUFF": "Écoute ma chanson et trouve ce lieu, qui te révèlera l'infini des cieux.", - "CLUE_SONG_PROLOGUE2": "Tu vas avoir beaucoup à faire, le chemin sera long.", - "CLUE_SONG_EPILOGUE2": "Car c'est là que sommeille ma demeure, ses chambres vides et solitaires.", - "CLUE_UNKNOWN": "(Le reste du chant est inintelligible.)", - "STATUS_BURNED_NAME": "Brûlure", - "STATUS_CONTACTDMG_DESCRIPTION": "Les personnages infligent des dégâts élémentaires « de contact » chaque fois qu'ils portent ou encaissent une attaque au corps à corps.", - "STATUS_BURNED_DESCRIPTION": "Les personnages brûlés subissent des dégâts à la fin de leur tour.", - "STATUS_CONTACTDMG_NAME": "Dégâts de contact", - "STATUS_STAT_MATK_DOWN_NAME": "Attaque au corps à corps -", - "STATUS_STAT_RATK_DOWN_NAME": "Attaque à distance -", - "STATUS_STAT_MATK_UP_NAME": "Attaque au corps à corps +", - "STATUS_STAT_RATK_UP_NAME": "Attaque à distance +", - "STATUS_STAT_RDEF_DOWN_NAME": "Défense à distance -", - "STATUS_STAT_MDEF_DOWN_NAME": "Défense au corps à corps -", - "STATUS_STAT_RDEF_UP_NAME": "Défense à distance +", - "STATUS_STAT_MDEF_UP_NAME": "Défense au corps à corps +", - "STATUS_STAT_EVASION_UP_NAME": "Esquive +", - "STATUS_STAT_EVASION_DOWN_NAME": "Esquive -", - "STATUS_STAT_ACCURACY_UP_NAME": "Précision +", - "STATUS_STAT_ACCURACY_DOWN_NAME": "Précision -", - "STATUS_STAT_SPEED_UP_NAME": "Vitesse +", - "STATUS_STAT_SPEED_DOWN_NAME": "Vitesse -", - "STATUS_AP_BOOST_NAME": "PA +", - "STATUS_AP_DRAIN_NAME": "PA -", - "STATUS_AP_BOOST_DESCRIPTION": "Chaque tour, les personnages reçoivent 1 PA supplémentaire.", - "STATUS_POISONED_NAME": "Poison", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} a pris une pomme et l'a mangée.", - "STATUS_WALL_NAME": "Mur ({type})", - "STATUS_AP_DRAIN_DESCRIPTION": "Chaque tour, les personnages reçoivent 1 PA en moins.", - "STATUS_WALL_TOAST_BROKEN": "DESTRUCTION", - "STATUS_WALL_DESCRIPTION": "Les murs absorbent un certain nombre d'attaques. Les attaques bénéficiant d\\'un avantage de type les brisent immédiatement.", - "STATUS_TEMPTATION_WALL_NAME": "Arbre de la tentation", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} a pris une pomme et l'a mangée.", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} a pris une pomme et l'a mangée.", - "STATUS_WINDOW_NAME": "Brèche", - "STATUS_POISONED_DESCRIPTION": "Les personnages empoisonnés subissent des dégâts à la fin de leur tour.", - "STATUS_WINDOW_DESCRIPTION": "Les attaques à distance peuvent traverser les murs des personnages soumis à cet effet.", - "STATUS_LEECHED_DESCRIPTION": "Les personnages subissent des dégâts à la fin de leur tour. Les PV perdus sont transférés à leurs adversaires.", - "STATUS_LEECHED_NAME": "Drainage", - "STATUS_COATING_POISON_NAME": "Surcouche (Poison)", - "STATUS_COATING_WATER_NAME": "Surcouche (Eau)", - "STATUS_COATING_BEAST_NAME": "Surcouche (Bestial)", - "STATUS_COATING_GLITTER_NAME": "Surcouche (Prisme)", - "STATUS_COATING_FIRE_NAME": "Surcouche (Feu)", - "STATUS_COATING_PLASTIC_NAME": "Surcouche (Plastique)", - "STATUS_COATING_LIGHTNING_NAME": "Surcouche (Foudre)", - "STATUS_COATING_PLANT_NAME": "Surcouche (Plante)", - "STATUS_COATING_ASTRAL_NAME": "Surcouche (Astral)", - "STATUS_COATING_ICE_NAME": "Surcouche (Glace)", - "STATUS_COATING_AIR_NAME": "Surcouche (Air)", - "STATUS_COATING_EARTH_NAME": "Surcouche (Terre)", - "STATUS_COATING_METAL_NAME": "Surcouche (Métal)", - "STATUS_COATING_DESCRIPTION": "Les surcouches changent le type élémentaire d'un personnage pendant un certain nombre de tours.", - "STATUS_COATING_GLASS_NAME": "Surcouche (Verre)", - "STATUS_HEALING_STEAM_NAME": "Vapeur curative", - "STATUS_HEALING_LEAF_DESCRIPTION": "Le personnage récupère des PV au début de chaque tour.", - "STATUS_HEALING_STEAM_DESCRIPTION": "Le personnage récupère des PV au début de chaque tour.", - "STATUS_HEALING_LEAF_NAME": "Feuille de soins", - "STATUS_MULTISTRIKE_NAME": "Multicoup", - "STATUS_MULTISTRIKE_DESCRIPTION": "Le personnage utilise chaque capacité deux fois, à condition d'avoir les PA requis.", - "STATUS_GLASS_BONDS_NAME": "Liens de verre", - "STATUS_GLASS_BONDS_DESCRIPTION": "Le personnage subit des dégâts à chaque transformation.", - "STATUS_SHRAPNEL_NAME": "Mitraille", - "STATUS_MULTITARGET_DESCRIPTION": "Les attaques du personnage visent tous les membres de l'équipe adverse.", - "STATUS_UNITARGET_NAME": "Monocible", - "STATUS_SHRAPNEL_DESCRIPTION": "Le personnage subit des dégâts à chaque transformation.", - "STATUS_MULTITARGET_NAME": "Multicible", - "STATUS_UNITARGET_DESCRIPTION": "Les attaques visant normalement toute l'équipe adverse n\\'affectent qu\\'une seule cible, et la précision des attaques visant une cible unique est réduite.", - "STATUS_PARRY_STANCE_DESCRIPTION": "Le personnage renvoie les dégâts de la prochaine attaque au corps à corps subie à l'assaillant.", - "STATUS_PARRY_STANCE_NAME": "Posture défensive", - "STATUS_SLEEP_NAME": "Narcose", - "STATUS_SLEEP_DESCRIPTION": "Le personnage dort et ne peut pas utiliser ses capacités.", - "STATUS_SLEEP_TOAST_REMOVED": "ÉVEIL", - "STATUS_FLINCH_DESCRIPTION": "Le personnage doit passer son tour suivant.", - "STATUS_FLINCH_NAME": "Déstabilisation", - "STATUS_BOMB_NAME": "Bombe", - "STATUS_LOCKED_ON_NAME": "Verrouillage", - "STATUS_BERSERK_NAME": "Fureur", - "STATUS_LOCKED_ON_DESCRIPTION": "Le personnage ne peut pas rater sa cible.", - "STATUS_BOMB_DESCRIPTION": "Le personnage explose à la fin de son tour suivant, à moins de se débarrasser de la bombe via une attaque au corps à corps.", - "STATUS_INTERCEPTING_DESCRIPTION": "Le personnage intercepte toutes les attaques visant ses alliés.", - "STATUS_INTERCEPTING_NAME": "Interception", - "STATUS_BERSERK_DESCRIPTION": "Le personnage ne peut utiliser que des capacités offensives.", - "STATUS_HIBERNATING_NAME": "Hibernation", - "STATUS_HIBERNATING_DESCRIPTION": "Chaque tour qu'il passe à dormir, le personnage récupère des PV.", - "STATUS_MEDITATING_DESCRIPTION": "Chaque tour qu'il passe à dormir, le personnage voient ses caractéristiques augmenter.", - "STATUS_MEDITATING_NAME": "Méditation", - "STATUS_TOWER_DEFENSE_NAME": "Défense impénétrable", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "Le personnage adopte le type Terre et ses caractéristiques de défense sont augmentées.", - "STATUS_SUMMONED_DESCRIPTION": "Le personnage se retire du combat après un certain nombre de tours.", - "STATUS_SUMMONED_NAME": "Invocation", - "STATUS_GHOSTLY_NAME": "Spectre", - "STATUS_RESONANCE_NAME": "Résonance", - "STATUS_GHOSTLY_DESCRIPTION": "Le personnage ne peut pas être touché par les attaques, mais il est vaincu une fois le compteur de l'effet épuisé.", - "STATUS_GAMBIT_NAME": "Pari", - "STATUS_GAMBIT_DESCRIPTION": "Le personnage profite de caractéristiques fortement augmentées, mais il est vaincu une fois le compteur de l'effet épuisé.", - "STATUS_RECORDED_NAME": "Collection", - "STATUS_GAMBIT_TOAST_FAILED": "PARI PERDU", - "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} (Invoquée)", - "STATUS_EFFIGY_NAME": "Effigie", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARADE", - "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} (Invoqué)", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TIC... TIC... TIC...", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} (Spectrale)", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} (Spectral·e)", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} (Spectral)", - "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} (Invoqué·e)", - "STATUS_UNDYING_NAME": "Rituel", - "STATUS_UNDYING_DESCRIPTION": "Le personnage revient à la vie avec 25 % de ses PV en cas de défaite.", - "STATUS_RESONANCE_DESCRIPTION": "Chaque fois que cet effet est infligé à un personnage, le compteur associé augmente. Au bout de 3 incréments, le personnage vole en éclat et meurt instantanément.", - "STATUS_RESONANCE_TOAST_NAME": "Résonance {0}/{1}", - "STATUS_CLOSE_ENCOUNTER_NAME": "Rencontre du 3e type", - "STATUS_RESONANCE_TOAST_OVERLOAD": "Résonance critique", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "Réduit la portée des attaques à distance d'un personnage, pour en faire des attaques au corps à corps.", - "STATUS_SPRING_LOADED_DESCRIPTION": "Accroît la portée des attaques au corps à corps d'un personnage, pour en faire des attaques à distance.", - "STATUS_SPRING_LOADED_NAME": "Sur ressort", - "STATUS_CONDUCTIVE_DESCRIPTION": "Le personnage subit des dégâts chaque fois qu'une attaque de type Foudre est utilisée.", - "STATUS_CONDUCTIVE_NAME": "Conduction", - "STATUS_RESURRECTED_NAME": "Seconde vie", - "STATUS_CONFUSED_DESCRIPTION": "Le personnage en proie à la confusion peut utiliser la mauvaise capacité ou viser la mauvaise cible.", - "STATUS_RESURRECTED_DESCRIPTION": "Les personnages déjà réanimés ne peuvent plus être ramenés à la vie par les effets tels que Rituel.", - "STATUS_CONFUSED_NAME": "Confusion", - "STATUS_SNOWED_IN_NAME": "Enneigement", - "STATUS_SNOWED_IN_EFFECT": "Neige !", - "STATUS_SNOWED_IN_DESCRIPTION": "Le personnage est immobilisé et ne peut pas utiliser d'attaques au corps à corps.", - "STATUS_FOG_NAME": "Brouillard", - "STATUS_RECORDING_NAME": "Enregistrement", - "STATUS_FOG_DESCRIPTION": "La précision des attaques à distance tombe à 0, sauf pour les types Eau, Air et Glace.", - "STATUS_PETRIFIED_NAME": "Pétrification", - "STATUS_RECORDING_TOAST_FAILURE": "ÉCHEC DE L'ENREGISTREMENT", - "STATUS_FAIR_FIGHT_NAME": "Combat loyal", - "STATUS_STAT_DOUBLE_SPEED_NAME": "Double vitesse", - "STATUS_PETRIFIED_DESCRIPTION": "Le personnage adopte le type Terre et ne peut utiliser que deux capacités, Défense et Lever de boucliers.", - "STATUS_COTTONED_ON_DESCRIPTION": "Au tour suivant, aucune des attaques visant le personnage ne peut l'atteindre.", - "STATUS_ABRAMACABRA_NAME": "Abramacabra", - "STATUS_COTTONED_ON_NAME": "Joker", - "STATUS_MIND_MELD_DESCRIPTION": "Le personnage partage ses capacités avec ses alliés.", - "STATUS_MIND_MELD_NAME": "Esprit de groupe", - "STATUS_FAIR_FIGHT_DESCRIPTION": "Tant qu'il est actif, cet effet empêche tout autre nouvel effet d\\'être appliqué.", - "STATUS_GLASS_SHARDS_DESCRIPTION": "Tous les personnages utilisant des attaques au corps à corps subissent des dégâts.", - "STATUS_GLASS_SHARDS_NAME": "Éclats de verre", - "STATUS_ABRAMACABRA_DESCRIPTION": "Les murs absorbent un certain nombre d'attaques. Les attaques bénéficiant d\\'un avantage de type les brisent immédiatement. En plus de se comporter comme un mur normal, Abramacabra attaque automatiquement un adversaire à chaque tour.", - "STATUS_INFLATED_NAME": "Gigantisme", - "STATUS_INFLATED_DESCRIPTION": "Augmente les caractéristiques d'attaque et de défense du personnage, mais réduit fortement son esquive.", - "UI_FRAMERATE": "{0} FPS", - "STATUS_DEFLATED_NAME": "Nanisme", - "STATUS_DEFLATED_DESCRIPTION": "Augmente fortement l'esquive du personnage, mais réduit ses caractéristiques d\\'attaque et de défense.", - "UI_WINDOW_TITLE": "Cassette Beasts", - "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", - "UI_TIMER_CHEATED": "{timer} (Triche)", - "UI_CHEATS_ENABLED": "Console de triche activée", - "UI_BUTTON_NO": "Non", - "UI_BUTTON_YES": "Oui", - "UI_CHEATS_DISABLED": "Console de triche désactivée", - "UI_BUTTON_OK": "OK", - "UI_BUTTON_CANCEL": "Annuler", - "UI_BUTTON_BACK": "Retour", - "UI_LOADING": "Chargement...", - "UI_BUTTON_CONTINUE": "Continuer", - "UI_BUTTON_EXIT": "Quitter", - "UI_BUTTON_SUBMIT": "Envoyer", - "UI_BUTTON_CLOSE": "Fermer", - "UI_BUTTON_SAVE_CHANGES": "Appliquer et sauvegarder les modifications", - "UI_LOADING_WORLD_BOUNDARY": "Chargement du reste du monde...", - "UI_LOADING_PROGRESS": "Chargement de la scène {0}/{1}...", - "UI_LOADING_PREPARE_PROGRESS": "Préparation de la scène {0}/{1}...", - "UI_LOADING_SHADER_PROGRESS": "Mise en cache du contenu {0}/{1}...", - "UI_BATTLE_FIGHT_BUTTON": "Action", - "UI_BATTLE_ITEM_BUTTON": "Objet", - "UI_BATTLE_SWITCH_BUTTON": "Forme", - "UI_BATTLE_FLEE_BUTTON": "Fuir", - "UI_BATTLE_RECORD_BUTTON": "Enreg.", - "UI_BATTLE_INSPECT_BUTTON": "Effets", - "UI_BATTLE_FUSE_BUTTON": "Fusion !", - "UI_BATTLE_UNFUSE_BUTTON": "Scission", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusion...", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusion-", - "UI_BATTLE_FLEE_CHANCE": "{0} %", - "UI_BUTTON_MOVE_PASSIVE": "Passive", - "UI_BATTLE_FUSION_METER": "-Fusion-", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Cette espèce ne figure pas dans ton bestiaire.", - "BATTLE_TITLE_ARCHANGEL": "Archange", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "{name} ennemi {disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Renforts de l'équipe adverse.", - "BATTLE_ADJECTIVE_TEAM1.n": "{name} ennemi·e {disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "{name} ennemie {disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "{name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "{0} s'est transformée en {1} !", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "Veilleuse {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "Veilleur·se {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "{0} s'est transformé en {1} !", - "BATTLE_FAILED": "Échec !", - "BATTLE_FAILED_SLEEP": "Zzzz !", - "BATTLE_TAPE_SWITCHED.n": "{0} s'est transformé·e en {1} !", - "BATTLE_DIED.f": "{0} est morte...", - "BATTLE_DIED.m": "{0} est mort...", - "BATTLE_DIED.n": "{0} est mort·e...", - "BATTLE_TAPE_DEFEATED.f": "La cassette de {0} est détruite !", - "BATTLE_RESURRECTED.m": "Mais « {cause} » l'a ramené à la vie !", - "BATTLE_DEFEATED.f": "{0} vaincue !", - "BATTLE_RESURRECTED.n": "Mais « {cause} » l'a ramené·e à la vie !", - "BATTLE_RESURRECTED.f": "Mais « {cause} » l'a ramenée à la vie !", - "BATTLE_DEFEATED.m": "{0} vaincu !", - "BATTLE_DEFEATED.n": "{0} vaincu·e !", - "BATTLE_DEFEATED_NO_TAPES.f": "{0} n'a plus de cassettes !", - "BATTLE_DEFEATED_NO_TAPES.n": "{0} n'a plus de cassettes !", - "BATTLE_DEFEATED_NO_TAPES.m": "{0} n'a plus de cassettes !", - "BATTLE_TAPE_DEFEATED.m": "La cassette de {0} est détruite !", - "BATTLE_TAPE_DEFEATED.n": "La cassette de {0} est détruite !", - "BATTLE_GHOST_DEFEATED.m": "{0} a disparu...", - "BATTLE_SUMMON_DEFEATED.n": "{0} s'est retiré·e du combat !", - "BATTLE_SUMMON_DEFEATED.f": "{0} s'est retirée du combat !", - "BATTLE_SUMMON_DEFEATED.m": "{0} s'est retiré du combat !", - "BATTLE_GHOST_DEFEATED.f": "{0} a disparu...", - "BATTLE_VICTORY": "VICTOIRE !", - "BATTLE_GHOST_DEFEATED.n": "{0} a disparu...", - "BATTLE_WON": "Tu as remporté le combat !", - "BATTLE_LOST": "Tu as perdu le combat...", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Impossible de fuir !\\nVeux-tu utiliser le voyage rapide pour retourner ? Certains objets seront perdus.", - "BATTLE_FLEE_CONFIRM": "Veux-tu vraiment fuir ?", - "BATTLE_FLEE_FAILED": "Impossible de fuir !", - "BATTLE_EXP_POINTS": "Ton équipe a gagné {0} points d'expérience !", - "BATTLE_FLED": "Tu as fui le combat...", - "BATTLE_TARGET_TEAM0": "Ton équipe", - "UI_CHARACTER_LEVEL": "Niv {0}", - "UI_CHARACTER_LEVEL_LONG": "Niveau {0}", - "BATTLE_TARGET_TEAM1": "Équipe ennemie", - "UI_CHARACTER_ABILITY_UNKNOWN": "???", - "UI_CHARACTER_ABILITIES_HEADING": "Aptitudes :", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Cassette signature :", - "BATTLE_FUSING": "Les cœurs de {0} et {1} ne font plus qu'un !", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "Caractéristiques +10 % si transformation en {species} ou son évolution.", - "BATTLE_FUSED": "{0} et {1} ont fusionné en {2} !", - "BATTLE_UNFUSING": "{0} et {1} ne sont plus synchrones !", - "BATTLE_TOAST_SPLASH": "SPLASH", - "BATTLE_TOAST_CRIT": "CRIT", - "BATTLE_TOAST_MISSED": "RATÉ", - "BATTLE_TOAST_BLOCKED": "IMMUNITÉ", - "BATTLE_TOAST_NO_EFFECT": "SANS EFFET", - "BATTLE_TOAST_INTERCEPTED": "INTERCEPTION", - "BATTLE_TOAST_AP": "PA", - "BATTLE_TOAST_RECORD_CHANCE": "\\nDE CHANCES", - "UI_BATTLE_TAPE_IN_USE": "Utilisée", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Didacticiel : {status_effect}", - "BATTLE_REACTION_TUTORIAL_TITLE": "Didacticiel : {reaction_name}", - "STAT_max_hp": "PV max", - "MAX_STAMINA_INCREASE": "Ton endurance a augmenté de {increase_percent} % !\\nTu peux maintenant planer pendant {total} secondes.", - "STAT_melee_defense": "Défense au corps à corps", - "STAT_melee_attack": "Attaque au corps à corps", - "STAT_ranged_attack": "Attaque à distance", - "STAT_ranged_defense": "Défense à distance", - "STAT_speed": "Vitesse", - "STAT_accuracy": "Précision", - "STAT_evasion": "Esquive", - "STAT_max_ap": "PA max", - "STAT_move_accuracy": "Précision", - "STAT_move_slots": "Emplacements", - "STAT_damage": "Dégâts", - "STAT_move_splash_damage": "Dégâts de zone", - "STAT_move_effect_chance": "Chances d'effet", - "STAT_move_crit_damage": "Dégâts critiques", - "STAT_move_crit_rate": "Chances de critique", - "STAT_exp": "EXP", - "STAT_priority_chance": "Chances d'initiative", - "SHORT_NAME_max_hp": "PV max", - "SHORT_NAME_melee_attack": "Atq (CàC)", - "SHORT_NAME_melee_defense": "Déf (CàC)", - "SHORT_NAME_ranged_attack": "Atq (D)", - "SHORT_NAME_ranged_defense": "Déf (D)", - "SHORT_NAME_speed": "Vitesse", - "UI_PARTY_CHECK_TAPE": "Examiner la cassette", - "UI_PARTY_CHECK_CHARACTER": "Observer {name}", - "UI_PARTY_TRANSFORM": "Transformation", - "UI_PARTY_SWAP_TAPE": "Changer de cassette", - "UI_PARTY_USE_ITEM": "Utiliser un objet", - "UI_PARTY_PUT_AWAY": "Stocker", - "UI_PARTY_NO_MOVES": "Aucun autocollant.", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "La cassette {tape_name} a été stockée.", - "UI_PARTY_TAPE_COLLECTION": "Collection de cassettes...", - "UI_PARTY_MOVE_LIST_OVERFLOW": "Et {n} de plus...", - "UI_PARTY_STATS_CHARACTER": "Forme humaine", - "UI_PARTY_STATS_FORM": "Multiplicateurs de caractéristiques", - "UI_PARTY_STICKERS": "Autocollants", - "UI_PARTY_STATS_COMBINED": "Forme hybride", - "UI_PARTY_BOOTLEG": "Non officielle", - "UI_PARTY_EMPTY_STICKER_SLOT": "- Emplacement vide -", - "UI_PARTY_APPLY_STICKER": "Ajouter un autocollant", - "UI_PARTY_PEEL_STICKER": "Retirer un autocollant", - "UI_PARTY_REPLACE_STICKER": "Remplacer un autocollant", - "UI_PARTY_STICKER_PEELED_DROPPED": "L'élément \\\"{move_name}\\\" est tombé au sol, car tu n\\'as plus de place dans ton inventaire.", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "Remplacer « {old_move} » par « {new_move} » ?", - "UI_PARTY_EDIT_STICKERS": "Voir/Modifier les capacités", - "UI_PARTY_STICKER_PEELED": "L'autocollant « {move_name} » a été rangé dans ton inventaire.", - "UI_PARTY_RENAME_TAPE": "Renommer", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Groupe", - "UI_PARTY_RENAME_TAPE_TITLE": "Renommer « {0} »", - "UI_PARTY_BESTIARY": "Voir dans le bestiaire", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Collection : K7 par numéro", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "Collection : K7 par nom", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Collection : K7 non officielles", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Collection : K7 favorites", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Collection : {type}", - "UI_TAPE_COLLECTION": "Collection de cassettes", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Ajouter au groupe", - "UI_TAPE_COLLECTION_FAVORITE": "Ajouter aux K7 favorites", - "UI_TAPE_COLLECTION_RECYCLE": "Recycler", - "UI_TAPE_COLLECTION_UNFAVORITE": "Retirer des K7 favorites", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "Retirer tous les autocollants", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "Les autocollants de la cassette {tape_name} ont été rangés dans ton inventaire.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Certains autocollants de la cassette {tape_name} n'ont pas pu être retirés, car tu n\\'as pas assez de place pour eux dans ton inventaire.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Certains autocollants de la cassette {tape_name} ont été jetés, car tu n'as pas assez de place pour eux dans ton inventaire.", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "Veux-tu vraiment recycler la cassette {tape_name} ? Elle disparaîtra définitivement de ta collection.", - "UI_TAPE_COLLECTION_EMPTY": "Aucune cassette.", - "UI_LOAD_FILE_LOADING": "Vérification...", - "UI_LOAD_FILE_EMPTY": "Emplacement vide", - "UI_LOAD_FILE_INVALID": "Emplacement corrompu", - "UI_LOAD_FILE_SAVED_DATETIME": "Dernière sauvegarde le {day}-{month}-{year} à {hour}:{minute}:{second}", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Mort définitive le {day}-{month}-{year} à {hour}:{minute}:{second}", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "Nouvelle partie", - "UI_LOAD_FILE_CONTINUE_GAME": "Charger la partie", - "UI_LOAD_FILE_ERASE": "Supprimer", - "UI_LOAD_FILE_CUSTOM_GAME": "Partie personnalisée", - "UI_PAUSE_MAP_BTN": "Carte", - "UI_PAUSE_PARTY_BTN": "Groupe", - "UI_PAUSE_INVENTORY_BTN": "Inventaire", - "UI_PAUSE_QUEST_LOG_BTN": "Journal des quêtes", - "UI_PAUSE_BESTIARY_BTN": "Bestiaire", - "UI_PAUSE_REST_BTN": "Repos", - "UI_QUIT_CONFIRM": "Veux-tu vraiment quitter ?\\nTu n'as pas sauvegardé depuis {duration}.", - "UI_PAUSE_SAVE_BTN": "Sauvegarder", - "UI_PAUSE_QUIT_BTN": "Quitter", - "UI_EVOLUTION_TITLE": "Rematriçage", - "UI_QUIT_CONFIRM_SECONDS": "{num} seconde(s)", - "UI_QUIT_CONFIRM_MINUTES": "{num} minute(s)", - "UI_SAVING": "Sauvegarde en cours...", - "UI_SAVING_MESSAGE": "Sauvegarde de ta progression...", - "UI_SAVE_COMPLETE": "Sauvegarde terminée !", - "UI_SAVE_FAILED": "Échec de la sauvegarde.", - "UI_SAVE_LOAD_FAILED": "Cette sauvegarde ne peut pas être chargée.", - "UI_SAVE_ERASE_CONFIRM": "Supprimer définitivement cette sauvegarde ?", - "UI_SAVE_REQUIRE_FULL_VERSION": "Cette sauvegarde nécessite la version complète du jeu.", - "UI_EVOLUTION_BUTTON": "Rematricer", - "UI_EVOLUTION_SUBTITLE": "Fais évoluer tes monstres !", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "Rejoindre/Quitter Multijoueur local", - "UI_EVOLUTION_SPECIALIZATION": "Choisis une spécialisation", - "UI_EVOLUTION_CONFIRM": "Rematricer ta cassette {monster_name} en une forme plus puissante ?", - "RELATIONSHIP_UNLOCK_FUSION.n": "Les fusions avec {name} sont maintenant possibles dans les combats ordinaires !", - "UI_EVOLUTION_DESCRIPTION": "Ta cassette {evolved_from} est devenue une cassette {evolved_to} !", - "RELATIONSHIP_LEVEL_UP": "Relation Niv {level} !", - "RELATIONSHIP_UNLOCK_FUSION.m": "Les fusions avec {name} sont maintenant possibles dans les combats ordinaires !", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "Tu peux maintenant utiliser les super pouvoirs quand tu fusionnes avec {name} !", - "RELATIONSHIP_UNLOCK_FUSION.f": "Les fusions avec {name} sont maintenant possibles dans les combats ordinaires !", - "RELATIONSHIP_FUSION_STRENGTH.m": "La puissance de tes fusions avec {name} est augmentée de {added_strength} %.", - "RELATIONSHIP_FUSION_STRENGTH.n": "La puissance de tes fusions avec {name} est augmentée de {added_strength} %.", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "Tu peux maintenant utiliser les super pouvoirs quand tu fusionnes avec {name} !", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "Tu peux maintenant utiliser les super pouvoirs quand tu fusionnes avec {name} !", - "RELATIONSHIP_FUSION_STRENGTH.f": "La puissance de tes fusions avec {name} est augmentée de {added_strength} %.", - "UI_QUEST_NEW": "Nouvelle quête :", - "UI_QUEST_UPDATE": "Quête mise à jour :", - "UI_CAMPING_REST": "Repos", - "UI_QUEST_COMPLETE": "Quête terminée !", - "UI_QUEST_NEW_VIEW_LOG": "Voir le journal des quêtes", - "PARTNER_SWAP_CONFIRM.f": "Prendre {name} avec toi ?", - "PARTNER_UNLOCKED_TITLE.m": "Partenaire débloqué :", - "PARTNER_SWAP_CONFIRM.m": "Prendre {name} avec toi ?", - "PARTNER_SWAP_CONFIRM.n": "Prendre {name} avec toi ?", - "PARTNER_UNLOCKED_TITLE.f": "Partenaire débloquée :", - "PARTNER_UNLOCKED.m": "{name} est maintenant ton partenaire !", - "PARTNER_UNLOCKED_TITLE.n": "Partenaire débloqué·e :", - "PARTNER_UNLOCKED.n": "{name} est maintenant taon partenaire !", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} a décidé de retourner au café Gramophone.", - "PARTNER_UNLOCKED.f": "{name} est maintenant ta partenaire !", - "UI_EXCHANGE": "Échange", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} a décidé de retourner au café Gramophone.", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} a décidé de retourner au café Gramophone.", - "UI_EXCHANGE_PRICE": "Prix", - "UI_EXCHANGE_RESOURCES": "Tes ressources", - "OBTAINED_TAPE": "Tu as obtenu une cassette {tape_name} !", - "ABILITY_UNLOCKED": "Tu as obtenu l'aptitude {ability} !", - "UI_MAP_UNKNOWN_FEATURE": "???", - "ABILITY_UNLOCKED_glide": "Tu peux désormais maintenir {control.jump} pour planer sur de longues distances !\\nAttention, ça épuise ton endurance.", - "ABILITY_glide": "Danse du papillon", - "UI_TAPES_REPAIRED": "Tes cassettes hors d'usage ont été réparées !", - "UI_MAP_YOUR_LOCATION": "Ta position", - "UI_MAP_FAST_TRAVEL_CONFIRM": "Aller là : {location} ?", - "UI_BESTIARY_SEEN_COUNT": "Rencontré(s) : {num}/{total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "Tu ne peux pas utiliser le voyage rapide ici.", - "UI_BESTIARY_RECORDED_COUNT": "Enregistré(s) : {num}/{total}", - "UI_BESTIARY_FORMED_COUNT": "Fusion(s) : {num}/{total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent} %", - "UI_BESTIARY_UNKNOWN_SPECIES": "???", - "UI_BESTIARY_SORT_BY_NAME": "Trier par nom", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Voir les fusions", - "UI_BESTIARY_SORT_BY_NUMBER": "Trier par numéro", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Voir les monstres", - "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "n°{num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "Habitat", - "UI_BESTIARY_INFO_TAB_STATS": "Caractéristiques", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "Amène la cassette de ce monstre à 5 étoiles pour débloquer plus d'informations.", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "Enregistre ce monstre pour débloquer plus d'informations.", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Non officiels", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Non officiel(s) : {num}/{total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Bats ce monstre pour débloquer plus d'informations.", - "UI_BESTIARY_INFO_TAB_NUM": "{tab}/{count}", - "UI_BESTIARY_INFO_STATS_FORMED": "Transformation(s) :", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Rencontré(s) :", - "UI_BESTIARY_INFO_STATS_RECORDED": "Enregistré(s) :", - "UI_BESTIARY_INFO_STATS_DEFEATED": "Vaincu(s) :", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Voir sur la carte", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat inconnu.", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "Où trouver « {species_name} »  :", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Habitat de l'espèce « {species_name} »", - "UI_BESTIARY_INFO_NO_DATA": "Pas de données supplémentaires.", - "UI_BESTIARY_INFO_BIO_FUSION": "Résultat de la fusion des espèces « {species1} » et « {species2} ».", - "UI_CHARACTER_CREATION": "Modification de personnage", - "UI_CHARACTER_CREATION_INTRO": "Qui es-tu ?", - "UI_CC_LABEL_NAME": "Nom", - "UI_CC_LABEL_PRONOUNS": "Pronoms", - "UI_CC_VALUE_PRONOUN.m": "Il/Lui", - "UI_CC_VALUE_PRONOUN.f": "Elle/Elle", - "UI_CC_VALUE_PRONOUN.n": "Iel/Ellui", - "UI_CC_LABEL_HAIR": "Coupe de cheveux", - "UI_CC_LABEL_HEAD": "Visage", - "UI_CC_LABEL_LEGS": "Bas", - "UI_CC_LABEL_BODY": "Haut", - "UI_CC_LABEL_BODY_COLOR_1": "Couleur Haut 1", - "UI_CC_LABEL_BODY_COLOR_2": "Couleur Haut 2", - "UI_CC_LABEL_EYE_COLOR": "Couleur des yeux", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Couleur des accessoires (visage)", - "UI_CC_LABEL_FAVORITE_COLOR": "Couleur préférée", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Couleur des accessoires (cheveux)", - "UI_CC_LABEL_HAIR_COLOR": "Couleur des cheveux", - "UI_CC_LABEL_SHOE_COLOR": "Couleur Chaussures", - "UI_CC_LABEL_LEGS_COLOR": "Couleur Bas", - "UI_CC_LABEL_SKIN_COLOR": "Couleur de peau", - "UI_CC_RANDOMIZE": "Aléatoire", - "UI_CC_VALUE_hair_short": "Half-hawk", - "UI_CC_VALUE_hair_bow1": "Queue de cheval", - "UI_CC_VALUE_hair_quiff": "Houppe", - "UI_CC_VALUE_hair_hairtie": "Attachés", - "UI_CC_VALUE_hair_afro1": "Afro", - "UI_CC_VALUE_hair_afro2": "Flat-top", - "UI_CC_VALUE_hair_bun1": "Chignon 1", - "UI_CC_VALUE_hair_bun2": "Chignon 2", - "UI_CC_VALUE_hair_bun3": "Macarons", - "UI_CC_VALUE_hair_neat1": "Simple", - "UI_CC_VALUE_hair_long1": "Frange longue", - "UI_CC_VALUE_hair_headband1": "Bandeau", - "UI_CC_VALUE_hair_headband2": "Asymétrique", - "UI_CC_VALUE_hair_bald": "Chauve", - "UI_CC_VALUE_hair_bob1": "Carré droit", - "UI_CC_VALUE_hair_bob2": "Carré ondulé", - "UI_CC_VALUE_hair_headscarf1": "Foulard", - "UI_CC_VALUE_hair_cultist1.m": "Fanatique", - "UI_CC_VALUE_hair_cultist1.f": "Fanatique", - "UI_CC_VALUE_hair_cultist1.n": "Fanatique", - "UI_CC_VALUE_hair_flower1": "Floral", - "UI_CC_VALUE_hair_hat1": "Macarons et chapeau", - "UI_CC_VALUE_hair_dreadlocks1": "Dreadlocks", - "UI_CC_VALUE_hair_dreadlocks2": "Dreadlocks courtes", - "UI_CC_VALUE_hair_straight1": "Coupe au bol", - "UI_CC_VALUE_hair_mullet1": "Mulet", - "UI_CC_VALUE_hair_hardhat1": "Casque de sécurité", - "UI_CC_VALUE_hair_braid1": "Natte longue", - "UI_CC_VALUE_hair_sharp1": "Frange droite", - "UI_CC_VALUE_hair_balding": "Calvitie", - "UI_CC_VALUE_hair_cat1": "Oreilles de chat", - "UI_CC_VALUE_hair_moonstone": "Moonstone", - "UI_CC_VALUE_head_generic": "Naturel", - "UI_CC_VALUE_head_glasses_1": "Lunettes", - "UI_CC_VALUE_head_makeup1": "Fard à paupières", - "UI_CC_VALUE_head_makeup2": "Peinture", - "UI_CC_VALUE_head_beard1": "Barbe 1", - "UI_CC_VALUE_head_beard2": "Barbe 2", - "UI_CC_VALUE_head_mask1": "Masque", - "UI_CC_VALUE_head_visor1": "Visière", - "UI_CC_VALUE_head_grumpy": "Grognon", - "UI_CC_VALUE_body_sweater1": "Pull", - "UI_CC_VALUE_body_tshirt1": "T-Shirt 1", - "UI_CC_VALUE_body_tshirt2": "T-Shirt 2", - "UI_CC_VALUE_body_jacket": "Veste 1", - "UI_CC_VALUE_body_jacket2": "Veste 2", - "UI_CC_VALUE_body_jacket3": "Gilet", - "UI_CC_VALUE_body_jacket4": "Veste 3", - "UI_CC_VALUE_body_cultist1.m": "Fanatique", - "UI_CC_VALUE_body_cultist1.f": "Fanatique", - "UI_CC_VALUE_body_cultist1.n": "Fanatique", - "UI_CC_VALUE_body_dress1": "Robe vintage", - "UI_CC_VALUE_body_apron1": "Tablier", - "UI_CC_VALUE_body_vest1": "Débardeur", - "UI_CC_VALUE_body_poncho1": "Poncho", - "UI_CC_VALUE_body_moonstone": "Moonstone", - "UI_CC_VALUE_legs_generic": "Pantalon", - "UI_CC_VALUE_legs_shorts1": "Short", - "UI_CC_VALUE_legs_skirt1": "Jupe", - "UI_CC_VALUE_legs_moonstone": "Moonstone", - "UI_CC_VALUE_hair_bansheep": "Chapeau de Fantômouton", - "UI_CC_VALUE_hair_candevil": "Chapeau de Gourmandiable", - "UI_CC_VALUE_hair_traffikrab": "Chapeau de Traficrabe", - "UI_CC_VALUE_hair_springheel": "Chapeau de Ressortalon", - "UI_CC_VALUE_legs_pombomb": "Short de Spitzplosif", - "UI_CC_VALUE_body_pombomb": "Chapeau de Spitzplosif", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "JE SUIS DE RETOUR AVEC UNE FORCE ET UNE DÉTERMINATION DEUX FOIS PLUS GRANDE QUE TU NE L'IMAGINAIS ET JE CONNAIS CE SENTIMENT QU\\'ON ÉPROUVE QUAND ON N\\'EST JAMAIS COMPLÈTEMENT SEULS ET JE T\\'AVAIS DIT DE NE PAS FAIRE UN PAS DE PLUS VERS MOI TU VAS COMPRENDRE QUE RIEN N\\'A CHANGÉ...", - "UI_LOADING_FLUFF_2": "Rendons son manteau à un Sautepeau...", - "UI_LOADING_FLUFF_3": "Aiguisons les griffes acérées d'un Éventerreur...", - "UI_LOADING_FLUFF_4": "Espionnons un Filoupin...", - "UI_LOADING_FLUFF_1": "Approchons furtivement d'un Ressortalon...", - "UI_LOADING_FLUFF_5": "Nourrissons un Truanpire...", - "UI_LOADING_FLUFF_7": "Polissons le crâne d'un Folklord...", - "UI_LOADING_FLUFF_6": "Éloignons un Macabra des chèvres...", - "UI_LOADING_FLUFF_8": "Réparons la lance d'un Écurikiki...", - "UI_LOADING_FLUFF_9": "Adoubons un Palangolin...", - "UI_LOADING_FLUFF_10": "Allumons la mèche d'un Spitzplosif...", - "UI_LOADING_FLUFF_11": "Rechargeons un Fusiraptor...", - "UI_LOADING_FLUFF_12": "Rechargeons un Artillerex...", - "UI_LOADING_FLUFF_13": "Dessinons sur le masque d'un Maskelfe...", - "UI_LOADING_FLUFF_14": "Donnons un sucre d'orge à Grampus...", - "UI_LOADING_FLUFF_15": "Rechargeons un Électam...", - "UI_LOADING_FLUFF_16": "Installons un paratonnerre pour attirer un Spartéclair...", - "UI_LOADING_FLUFF_18": "Préparons un Apocorvus...", - "UI_LOADING_FLUFF_17": "Réglons un Téléchat...", - "UI_LOADING_FLUFF_19": "Dirigeons un Traficrabe...", - "UI_LOADING_FLUFF_20": "Évitons des Barricrabes...", - "UI_LOADING_FLUFF_21": "Soufflons sur un Pistilion...", - "UI_LOADING_FLUFF_22": "Arrosons un Dracorolle...", - "UI_LOADING_FLUFF_23": "Peignons un Champinceau...", - "UI_LOADING_FLUFF_24": "Admirons les créations de Champigogh...", - "UI_LOADING_FLUFF_25": "Remontons un Autorobin...", - "UI_LOADING_FLUFF_26": "Creusons une Sautrouille...", - "UI_LOADING_FLUFF_27": "Habillons un Braxtard...", - "UI_LOADING_FLUFF_28": "Saluons un Cormorevoir...", - "UI_LOADING_FLUFF_29": "Observons un Kivoitou...", - "UI_LOADING_FLUFF_30": "Exterminons les Ordurisseurs...", - "UI_LOADING_FLUFF_31": "Boxons avec un Canijab...", - "UI_LOADING_FLUFF_32": "Cuisinons dans un Chardron...", - "UI_LOADING_FLUFF_33": "Ranimons un Mortipion...", - "UI_LOADING_FLUFF_34": "Écoutons le sermon d'un Squelevangéliste...", - "UI_LOADING_FLUFF_35": "Prêtons serment à un Tomberoi...", - "UI_LOADING_FLUFF_36": "Saluons respectueusement une Reinyx...", - "UI_LOADING_FLUFF_37": "Testons la résistance d'un Cosmigrade dans l\\'espace...", - "UI_LOADING_FLUFF_38": "Invoquons un Djinn Tonic...", - "NEW_GAME_INTRO_QUOTE_1": "Ainsi chevauche ce chevalier à travers le royaume,\\nvers la péninsule de Wirral... Un lieu mal aimé\\nde Dieu comme des hommes de bonne foi.", - "NEW_GAME_INTRO_QUOTE_2": "Sire Gauvain et le Chevalier vert,\\nAuteur inconnu, XIVe siècle", - "CAMPING_CONFIRM": "Camper ici ?", - "CAFE_CAMPING_CONFIRM": "Faire une courte pause ici ?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Capacité : {stacks} / {maximum} lots", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, page {page} sur {page_count}", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "Classer", - "UI_INVENTORY_FILTER": "Filtre", - "UI_INVENTORY_FILTER_APPLIED": "{num} filtre(s)", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "[i]Tous[/i] les autocollants correspondant au filtre actuel seront supprimés définitivement de ton inventaire. Veux-tu vraiment recycler ces {stacks} lots d'autocollants ? Au total, {total} autocollants seront recyclés.", - "UI_INVENTORY_BULK_RECYCLE": "Recycler tout", - "UI_INVENTORY_FILTER_NAME": "Nom", - "UI_INVENTORY_FILTER_RARITY": "Rareté :", - "UI_INVENTORY_FILTER_RARITY_ALL": "Tous", - "UI_INVENTORY_FILTER_RARITY_COMMON": "Ordinaire", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Peu courant", - "UI_INVENTORY_FILTER_RARITY_RARE": "Rare", - "UI_INVENTORY_FILTER_CATEGORY": "Catégorie", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "Tous", - "UI_INVENTORY_FILTER_TYPE": "Type élémentaire", - "UI_INVENTORY_FILTER_TYPE_ALL": "Tous", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Aucun", - "UI_QUEST_LOG_CATEGORY_QUESTS": "Quêtes", - "UI_QUEST_LOG_CATEGORY_RUMORS": "Rumeurs", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Succès", - "UI_QUEST_LOG_NO_QUESTS": "Aucune quête.", - "UI_QUEST_LOG_NO_RUMORS": "Aucune rumeur.", - "UI_QUEST_LOG_SECTION_MAIN": "Quêtes principales", - "UI_QUEST_LOG_SECTION_SIDE": "Quêtes secondaires", - "UI_QUEST_LOG_SECTION_OTHER": "Autres", - "UI_QUEST_LOG_SECTION_COMPLETED": "Terminées", - "UI_QUEST_LOG_SECTION_ACHIEVED": "Obtenu(s) ({0}/{1})", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "Non obtenu(s)", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Succès secret, n°{0}.", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "« {rumor_dialogue} »", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", - "UI_QUEST_LOG_VIEW_BUTTON": "Voir la carte", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Écouter la chanson", - "UI_QUEST_TIMER": "Valide pendant {minutes} min(s).", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Voir les tampons", - "UI_QUEST_LOG_TRACK_BUTTON": "Suivre", - "UI_QUEST_LOG_UNTRACK_BUTTON": "Oublier", - "UI_QUEST_TRACKER_RUMOR": "Rumeur : {quest_title}", - "NOTIFICATION_ACHIEVEMENT": "Succès débloqué", - "NOTICEBOARD_TITLE": "Panneau des Veilleurs", - "NOTICEBOARD_LEVEL": "Niveau {level}", - "NOTICEBOARD_REMINDER_TITLE": "Avis à tous les Veilleurs :", - "NOTICEBOARD_REQUIREMENT_RANGER1": "Rejoins les Veilleurs et termine ta formation pour pouvoir accéder à ces quêtes.", - "NOTICEBOARD_METER_RATIO": "Acquise : {amount_owned}/{total_required}", - "NOTICEBOARD_METER_LABEL": "Quantité de matière fusionnée avant niveau suivant : {amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "???", - "NOTICEBOARD_REMINDER_BODY": "N'oublie pas d\\'écouter ce que les civils ont à dire, ou tu pourrais rater de belles opportunités ! Ianthe n\\'a pas le temps d\\'enquêter elle-même sur toutes les rumeurs qui circulent !", - "NOTICEBOARD_NEXT_REWARD": "Prochaine récompense :", - "NOTICEBOARD_REWARD_NEW_QUEST": "Nouvelle quête", - "NOTICEBOARD_REWARD_ITEMS": "Objets", - "NOTICEBOARD_REWARD_NEW_MONSTER": "Nouveau monstre", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Accepte cette quête pour en savoir plus.", - "NOTICEBOARD_QUEST_COMPLETED": "Terminé", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "Cette quête n'est pas disponible pour l\\'instant. Termines-en d\\'autres et reviens plus tard.", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Accepter la quête", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "Voir dans le journal", - "CHOOSE_STARTER_OPTION1": "Effrayant", - "CHOOSE_STARTER_TITLE": "Quel style tu préfères ?", - "CHOOSE_STARTER_OPTION2": "Mignon", - "TUTORIAL_DEMO1.m": "Cette démo est maintenant terminée. L'ensemble de Bytten Studio (Tom et Jay !) espère que ce petit avant-goût vous a plu !", - "TUTORIAL_DEMO_TITLE": "Merci d'avoir joué !", - "TUTORIAL_DEMO2.f": "Vous pourrez reprendre cette sauvegarde dans la version complète du jeu.", - "TUTORIAL_DEMO1.n": "Cette démo est maintenant terminée. L'ensemble de Bytten Studio (Tom et Jay !) espère que ce petit avant-goût vous a plu !", - "TUTORIAL_DEMO1.f": "Cette démo est maintenant terminée. L'ensemble de Bytten Studio (Tom et Jay !) espère que ce petit avant-goût vous a plu !", - "TUTORIAL_DEMO2.m": "Vous pourrez reprendre cette sauvegarde dans la version complète du jeu.", - "TUTORIAL_DEMO2.n": "Vous pourrez reprendre cette sauvegarde dans la version complète du jeu.", - "TUTORIAL_REMASTER": "Certaines cassettes peuvent être « rematricées » quand elles atteignent les 5 étoiles.\\n\\nCeci leur permet d'évoluer vers une forme plus puissante : les caractéristiques de leurs monstres sont augmentées et ils acquièrent de nouvelles capacités.\\n\\nCertaines formes de monstres ne peuvent être obtenues que par ce processus, et dans certains cas, les résultats peuvent varier en fonction de diverses conditions.\\n\\nRematrice tes cassettes chaque fois que c\\'est possible !", - "TUTORIAL_DEMO_STORE_BTN": "Voir dans la boutique", - "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", - "TUTORIAL_REMASTER_TITLE": "Didacticiel : Rematriçage", - "TUTORIAL_FUSION_TITLE": "Didacticiel : Fusion", - "TUTORIAL_FUSION1.m": "Quand l'entente est bonne entre toi et l\\'un de tes compagnons, vous pouvez fusionner pour former un monstre encore plus puissant !\\n\\nPlus vous êtes proches, plus votre fusion sera puissante.\\n\\nMais garde un œil sur la jauge de fusion, elle doit impérativement être pleine !", - "TUTORIAL_FUSION1.n": "Quand l'entente est bonne entre toi et l\\'un de tes compagnons, vous pouvez fusionner pour former un monstre encore plus puissant !\\n\\nPlus vous êtes proches, plus votre fusion sera puissante.\\n\\nMais garde un œil sur la jauge de fusion, elle doit impérativement être pleine !", - "TUTORIAL_FUSION1.f": "Quand l'entente est bonne entre toi et l\\'un de tes compagnons, vous pouvez fusionner pour former un monstre encore plus puissant !\\n\\nPlus vous êtes proches, plus votre fusion sera puissante.\\n\\nMais garde un œil sur la jauge de fusion, elle doit impérativement être pleine !", - "TUTORIAL_FUSION2": "Sous forme fusionnée, tu reçois 4 PA chaque tour au lieu de 2, ce qui te permet d'utiliser plus vite tes capacités les plus puissantes.\\n\\nTu as également accès à l\\'ensemble des capacités des deux cassettes fusionnées, et leurs caractéristiques sont additionnées.", - "TUTORIAL_RELATIONSHIPS": "Il est très important de tisser des liens avec tes amis. La qualité de vos relations affecte directement la puissance de vos fusions !\\n\\nTu peux te rapprocher d'un partenaire en menant à bien les quêtes qu\\'il te confie et en combattant à ses côtés. Le moment venu, tu pourras alors faire une pause au camp ou au café pour améliorer votre relation.", - "TUTORIAL_RECORDING1": "Le fait qu'un enregistrement réussisse ou non dépend du hasard, mais plusieurs facteurs peuvent toutefois influer sur les probabilités de succès :\\n\\n- Le nombre de PV du monstre.\\n- Son niveau et sa rareté.\\n- Les dégâts que tu lui as infligés pendant le processus.\\n- Les dégâts subis par le personnage qui enregistre.", - "TUTORIAL_RELATIONSHIPS_TITLE": "Didacticiel : Relations", - "TUTORIAL_RECORDING2": "Utiliser des effets pour renforcer les attaques visant le monstre que tu tentes d'enregistrer peut être un excellent moyen d\\'augmenter tes chances de succès.\\n\\nTant que l\\'enregistrement est en cours, le monstre ne peut pas fuir ni mourir, alors, pas la peine de retenir tes coups !", - "TUTORIAL_RECORDING_TITLE": "Didacticiel : Enregistrements", - "TUTORIAL_TAPE_STORAGE.f": "Quand ton groupe est plein, les cassettes que tu enregistres sont placées dans un compartiment spécial de ton sac à dos. Tu peux y accéder et modifier la composition de ton groupe depuis un camp ou le café.\\n\\nLes cassettes en stock dont tu ne veux plus peuvent être recyclées pour obtenir des ressources et des autocollants.", - "TUTORIAL_TAPE_STORAGE.m": "Quand ton groupe est plein, les cassettes que tu enregistres sont placées dans un compartiment spécial de ton sac à dos. Tu peux y accéder et modifier la composition de ton groupe depuis un camp ou le café.\\n\\nLes cassettes en stock dont tu ne veux plus peuvent être recyclées pour obtenir des ressources et des autocollants.", - "TUTORIAL_TAPE_STORAGE_TITLE": "Didacticiel : Collection de cassettes", - "TUTORIAL_STICKERS1": "Les capacités auxquelles tu as accès quand tu utilises une cassette en combat dépendent des autocollants qu'il y a dessus.\\n\\nTu peux associer de nouvelles capacités à une cassette en ajoutant des autocollants depuis ton inventaire. À l\\'inverse, les capacités dont tu ne veux plus peuvent être retirées et stockées sous forme d\\'autocollants dans ton inventaire.", - "TUTORIAL_STICKERS_TITLE": "Didacticiel : Autocollants & Capacités", - "TUTORIAL_TAPE_STORAGE.n": "Quand ton groupe est plein, les cassettes que tu enregistres sont placées dans un compartiment spécial de ton sac à dos. Tu peux y accéder et modifier la composition de ton groupe depuis un camp ou le café.\\n\\nLes cassettes en stock dont tu ne veux plus peuvent être recyclées pour obtenir des ressources et des autocollants.", - "TUTORIAL_STICKERS2": "Un autocollant est utilisable à volonté, mais ne peut être ajouté que sur une seule cassette à la fois.\\n\\nTu peux les obtenir de différentes façons :\\n\\n- En remplissant la jauge d'expérience d\\'une cassette.\\n- En les trouvant dans des coffres et des caches.\\n- En les achetant auprès de certains marchands de Port-la-Ville.", - "TUTORIAL_AP2": "Chaque membre du groupe reçoit 2 PA en début de tour, et un PA supplémentaire quand il utilise une attaque bénéficiant d'un avantage de type.\\n\\nTu peux jouer la stratégie et utiliser des capacités peu coûteuses pour accumuler des PA et accéder ainsi à des coups plus puissants.", - "TUTORIAL_AP_TITLE": "Didacticiel : Points d'action", - "TUTORIAL_AP1": "Note bien ces petits carrés orange : ils représentent tes points d'action, ou PA pour faire court.\\n\\nLa plupart des capacités consomment des PA. La quantité de PA requise par une capacité est affichée à côté de son nom.\\n\\nSi tes PA sont insuffisants, la capacité est inutilisable pendant ce tour.", - "TUTORIAL_ARCHANGEL_AP_TITLE": "Didacticiel : Archanges", - "TUTORIAL_ARCHANGEL_AP": "Contrairement aux autres monstres qui dépensent leurs PA pour attaquer, les archanges patientent jusqu'à en avoir accumulé 10.\\n\\nUne fois cette quantité de PA acquise, ils l\\'utilisent entièrement pour lancer une attaque angélique unique.\\n\\nAfin de survivre, mets en place une solide défense pour pouvoir encaisser cette attaque dévastatrice, ou débrouille-toi pour remporter le combat avant.", - "TUTORIAL_STATIONS2": "Les gares de læ Mer-ligne semblent elles-mêmes abriter d'étranges créatures venues de très loin.\\n\\nUne exploration approfondie de ces gares pourrait bien rapporter gros.", - "TUTORIAL_STATIONS1": "Tant que tu es à l'extérieur, tu peux activer le voyage rapide sur la carte.\\n\\nAu début, tu pourras seulement retourner au café Gramophone, mais chaque gare que tu rouvres ajoutera une nouvelle destination utilisable.", - "TUTORIAL_STATIONS_TITLE": "Didacticiel : Voyage rapide et gares", - "TYPE_CHART_ATTACKER": "Attaquant :", - "TYPE_CHART_DEFENDER": "Défenseur :", - "TYPE_CHART_TRANSMUTATION": "Transmutation :", - "TYPE_CHART_NO_REACTION": "Aucune réaction.", - "TYPE_CHART_BUFFS": "Effet(s) bénéfiques(s) :", - "TYPE_CHART_DEBUFFS": "Effet(s) néfaste(s) :", - "TYPE_CHART_OTHER": "Autre effet :", - "TYPE_CHART_STATUS_AMOUNT": "×{amount}", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Cela pourrait être dangereux. Il est recommandé d'avoir au moins 2 cassettes en état de marche avant de continuer.", - "TITLE_SCREEN_PLAY_BUTTON": "Jouer", - "TITLE_SCREEN_PRESS_BUTTON": "Appuie sur {control.ui_accept}", - "TITLE_SCREEN_LANGUAGE_BUTTON": "Langue", - "TITLE_SCREEN_CREDITS_BUTTON": "Crédits", - "UI_SETTINGS": "Paramètres", - "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×·", - "UI_SETTINGS_GRAPHICS": "Graphismes", - "UI_SETTINGS_AUDIO": "Audio", - "UI_SETTINGS_GAMEPLAY": "Gameplay", - "UI_SETTINGS_KEYBOARD": "Clavier", - "UI_SETTINGS_CONTROLLER": "Manette", - "UI_SETTINGS_DEFAULTS_BUTTON": "Réinitialiser", - "UI_SETTINGS_REBIND_BUTTON": "Réassigner", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Plein écran", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Oui", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "Non", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "Résolution", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "Nombre d'images par seconde", - "UI_SETTINGS_GRAPHICS_PRESET_0": "Faible", - "UI_SETTINGS_GRAPHICS_PRESET": "Graphismes prédéfinis", - "UI_SETTINGS_GRAPHICS_PRESET_1": "Moyenne", - "UI_SETTINGS_GRAPHICS_PRESET_2": "Élevée", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Personnalisé", - "UI_SETTINGS_GRAPHICS_MODE_0": "Performances", - "UI_SETTINGS_GRAPHICS_MODE": "Mode graphique", - "UI_SETTINGS_GRAPHICS_MODE_1": "Équilibré", - "UI_SETTINGS_GRAPHICS_MODE_2": "Qualité", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Anticrénelage", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Désactivé", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", - "UI_SETTINGS_VALUE_ON": "Oui", - "UI_SETTINGS_VALUE_OFF": "Non", - "UI_SETTINGS_GRAPHICS_DOF": "Flou de profondeur de champ", - "UI_SETTINGS_GRAPHICS_GLOW": "Luminosité", - "UI_SETTINGS_GRAPHICS_SHADOW": "Ombres de la carte du monde", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Streaming de la carte du monde", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Moins de pop-ins", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Utilisation limitée du processeur", - "UI_SETTINGS_CLOSE_CONFIRM": "Fermer sans appliquer les modifications ?", - "UI_SETTINGS_SAVED": "Paramètres sauvegardés !", - "UI_SETTINGS_AUDIO_VOLUME_Master": "Volume principal", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Volume des effets sonores", - "UI_SETTINGS_AUDIO_VOLUME_Music": "Volume de la musique", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "Volume des voix", - "UI_SETTINGS_AUTOSAVE": "Sauvegarde automatique", - "UI_SETTINGS_AUTOSAVE_ENABLED": "Activée", - "UI_SETTINGS_AUTOSAVE_DISABLED": "Désactivée", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Activé", - "UI_SETTINGS_SHOW_TIMER": "Compteur (Speedrun)", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visible", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "Masqué", - "UI_SETTINGS_QUEST_TRACKER": "Traqueur de quête", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Désactivé", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Description des effets", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Première fois", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Toujours", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Jamais", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Activées", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Désactivées", - "UI_SETTINGS_SCREEN_SHAKE": "Secousses de l'écran", - "UI_SETTINGS_VIBRATION_ENABLED": "Activées", - "UI_SETTINGS_VIBRATION": "Vibrations de la manette", - "UI_SETTINGS_VIBRATION_DISABLED": "Désactivées", - "UI_SETTINGS_AI_SMARTNESS": "Niveau de l'IA", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Minable", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "Très faible", - "UI_SETTINGS_AI_SMARTNESS_EASY": "Faible", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Recommandé", - "UI_SETTINGS_AI_SMARTNESS_HARD": "Élevé", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "Très élevé", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Skynet", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Désactivée", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- Humains et boss choisissent leurs capacités judicieusement.\\n- Les monstres agissent principalement de façon aléatoire.", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- Les ennemis choisissent leurs capacités de façon plus aléatoire.", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- Tous les ennemis choisissent leurs capacités plus intelligemment.", - "UI_SETTINGS_LEVEL_SCALING": "Adaptation des niveaux", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "Déplorable", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "Très faible", - "UI_SETTINGS_LEVEL_SCALING_EASY": "Faible", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recommandée", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- L'adaptation des niveaux est totalement désactivée.", - "UI_SETTINGS_LEVEL_SCALING_HARD": "Élevée", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "Très élevée", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Grind obligatoire", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- Les ennemis de haut niveau sont légèrement affaiblis.\\n- Boss et PNJ de bas niveau sont peu ajustés.", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- Les ennemis de haut niveau ne sont pas affaiblis.\\n- Boss et PNJ de bas niveau sont légèrement ajustés.", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- Les ennemis de haut niveau ne sont pas affaiblis.\\n- Boss et PNJ de bas niveau sont plus fortement ajustés.", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Commandes des menus", - "UI_SETTINGS_KEYBOARD_ui_accept": "Confirmer", - "UI_SETTINGS_KEYBOARD_ui_cancel": "Annuler", - "UI_SETTINGS_KEYBOARD_ui_page_up": "Page Haut", - "UI_SETTINGS_KEYBOARD_ui_page_down": "Page Bas", - "UI_SETTINGS_KEYBOARD_ui_action_1": "Action IU 1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "Action IU 2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "Action IU 3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Réassigner « {0} »", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Commandes de jeu", - "UI_SETTINGS_CONTROLLER_move": "Déplacement", - "UI_SETTINGS_KEYBOARD_move_up": "Haut", - "UI_SETTINGS_KEYBOARD_move_left": "Gauche", - "UI_SETTINGS_KEYBOARD_move_right": "Droite", - "UI_SETTINGS_KEYBOARD_move_down": "Bas", - "UI_SETTINGS_KEYBOARD_interact": "Interagir", - "UI_SETTINGS_KEYBOARD_jump": "Sauter", - "UI_SETTINGS_KEYBOARD_dash": "Foncer", - "UI_SETTINGS_KEYBOARD_magnetism": "Magnétisme", - "UI_SETTINGS_KEYBOARD_climb": "Grimper", - "UI_SETTINGS_KEYBOARD_pause_menu": "Menu", - "UI_SETTINGS_KEYBOARD_map_menu": "Carte", - "UI_SETTINGS_KEYBOARD_party_menu": "Groupe", - "UI_SETTINGS_KEYBOARD_inventory_menu": "Inventaire", - "UI_SETTINGS_KEYBOARD_fast_mode": "Vitesse des combats x4 (Maintenir)", - "UI_SETTINGS_KEYBOARD_PROMPT": "Appuie sur 1 à 4 touches pour leur assigner cette commande.", - "CONTROLLER_DISCONNECTED_PASSIVE": "Manette déconnectée.", - "UI_SETTINGS_KEYBOARD_INVALID": "Une configuration incomplète ne peut pas être sauvegardée.", - "AUTOSPLIT_DISCONNECTED": "Connexion au serveur LiveSplit interrompue.", - "AUTOSPLIT_CONNECTED": "Connexion au serveur LiveSplit établie.", - "CONTROLLER_DISCONNECTED_MODAL": "Manette déconnectée. Veuillez la reconnecter.", - "AUTOSPLIT_CONNECTION_FAILED": "Échec de la connexion au serveur LiveSplit.", - "AUTOSPLIT_RELOADED": "Configuration LiveSplit rechargée.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Manette déconnectée", - "AUTOSPLIT_RELOAD_FAILED": "Impossible de recharger la configuration LiveSplit.", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Rejoindre/Quitter Multijoueur local", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "Suis les instructions de Kayleigh pour débloquer le mode multijoueur local en coop.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Veuillez la reconnecter.", - "UNKNOWN_BESTIARY_INDEX": "???", - "UI_JOYPAD_SELECT_LOAD_FILE": "Charge la sauvegarde avec laquelle lancer le mode multijoueur local en coop.", - "UI_JOYPAD_SELECT_JOIN": "Appuie sur {join_btn}", - "BESTIARY_INDEX_ARCHANGEL": "A{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Quitter", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Retournez au menu principal pour commencer à jouer au DLC que vous venez d'installer.", - "BESTIARY_INDEX_FUSION": "F{0}", - "DLC_INSTALLED_RESTART_PROMPT": "Redémarrez le jeu pour commencer à jouer au DLC que vous venez d'installer.", - "DJINN_ENTONIC_NAME": "Djinn Tonic", - "DJINN_ENTONIC_NAME_PREFIX": "Djinn", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Fragment de cartouche de Missilino", - "DJINN_ENTONIC_NAME_SUFFIX": "tonic", - "DJINN_ENTONIC_LORE_2": "Un djinn, ou génie, est un être surnaturel de la mythologie arabe. Dans la légende d'Aladin, le protagoniste libère sans le vouloir un génie prisonnier en frottant une lampe magique.", - "DJINN_ENTONIC_LORE_1": "Un mystérieux serveur cosmique aux manières impeccables. On en sait bien peu sur les boissons qu'il sert, si ce n\\'est qu\\'elles sont \\\"adaptées à toute la famille\\\" et qu\\'elles n\\'affectent \\\"nullement la classification d\\'âge de ce jeu\\\".", - "DJINN_ENTONIC_DESCRIPTION": "un serveur cosmique", - "BULLETINO_NAME": "Missilino", - "BULLETINO_NAME_PREFIX": "Missil", - "BULLETINO_NAME_SUFFIX": "lino", - "BULLETINO_LORE_2": "Les premiers obus de l'histoire étaient de simples boulets de plomb, tirés par des canons contre les troupes et les fortifications ennemies au Moyen Âge. La forme conique caractéristique des balles modernes a été inventée dans les années 1800 par Henri-Gustave Delvigne, un capitaine français.", - "BULLETINO_LORE_1": "Le Missilino ne connaît qu'une seule stratégie défensive : quand il panique, il plonge tête la première au cœur du danger. C\\'est une très mauvaise idée, mais il l\\'applique systématiquement.", - "BULLETINO_DESCRIPTION": "un énorme missile sur pattes", - "VELOCIRIFLE_NAME": "Fusiraptor", - "VELOCIRIFLE_NAME_PREFIX": "Fusi", - "VELOCIRIFLE_LORE_1": "L'arrière du crâne d\\'un Fusiraptor contient une chambre remplie de poudre à canon qu\\'il peut déclencher à volonté pour projeter les munitions stockées dans le \\\"barillet\\\" de sa gueule. Avec le temps, ces monstres ont appris à viser avec une grande précision.", - "VELOCIRIFLE_NAME_SUFFIX": "raptor", - "VELOCIRIFLE_DESCRIPTION": "un lézard avec une tête en forme de canon", - "VELOCIRIFLE_LORE_2": "La poudre à canon a été inventée en Chine à l'aube du premier millénaire. Les premières armes à feu étaient des canons portatifs chargés de poudre explosive et de petits projectiles.", - "ARTILLEREX_NAME": "Artillerex", - "ARTILLEREX_NAME_PREFIX": "Artille", - "ARTILLEREX_NAME_SUFFIX": "rex", - "ARTILLEREX_LORE_2": "La Gatling est une mitrailleuse de la première heure capable de tirer rapidement des munitions grâce à une roue de canons actionnée par une manivelle. Inventée au milieu du XIXe siècle, elle porte le nom de son créateur, Richard Jordan Gatling.", - "ARTILLEREX_LORE_1": "Le corps de l'Artillerex contient du métal en fusion lui permettant de forger de la mitraille qu\\'il tire en rafales avec la \\\"tourelle\\\" sur son ventre. Sa puissance de feu et sa stature imposante en font un ennemi réellement redoutable.", - "ARTILLEREX_DESCRIPTION": "un énorme lézard avec une mitrailleuse sur le ventre", - "GEARYU_NAME_PREFIX": "Méca", - "GEARYU_NAME": "Mécazilla", - "GEARYU_LORE_1": "Le corps de Mécazilla est constitué de plusieurs rouages énormes maintenus ensemble par une force magnétique. Il les fait tourner pour générer une énergie cinétique qu'il expulse sous la forme de puissants souffles élémentaires.", - "GEARYU_NAME_SUFFIX": "zilla", - "GEARYU_LORE_2": "Les rouages sont des composants mécaniques circulaires qui s'emboîtent grâce aux crénelages présents sur leurs tranches. Leurs tailles variables permettent d\\'accroître ou de réduire l\\'intensité d\\'une force de rotation dans une machine.", - "GEARYU_DESCRIPTION": "un gros lézard mécanique", - "SALAMAGUS_NAME": "Salamage", - "SALAMAGUS_LORE_1": "L'insaisissable Salamage est un adepte de la pyromancie et des arts obscurs. Il est capable de cracher du feu grâce à un combustible stocké au niveau de sa tête, dans deux petites poches que les non-initiés confondent souvent avec des yeux globuleux.", - "SALAMAGUS_NAME_PREFIX": "Sala", - "SALAMAGUS_NAME_SUFFIX": "mage", - "PYROMELEON_NAME_PREFIX": "Pyro", - "PYROMELEON_NAME": "Pyroméléon", - "SALAMAGUS_DESCRIPTION": "un lézard avec une tête triangulaire", - "SALAMAGUS_LORE_2": "Un mage, ou magicien, est un individu capable d'utiliser la magie. C\\'est une figure fantastique très courante dans le folklore, la mythologie et la pop culture.", - "PYROMELEON_NAME_SUFFIX": "méléon", - "PYROMELEON_LORE_1": "Le Pyroméléon est un maître de la pyromancie, capable de cracher du feu mais aussi de le contrôler. Il garde souvent une flammèche au bout de la langue, dans l'unique but de démontrer sa maîtrise de cet élément.", - "PYROMELEON_DESCRIPTION": "un lézard avec une langue immense", - "ICEPECK_LORE_1": "Les Glacebecs possèdent un bec de glace qui leur permet de repousser leurs assaillants. Ces appendices buccaux peuvent fondre complètement sous un climat trop tempéré, ce qui explique pourquoi ces monstres quittent très rarement les hauteurs glacées du mont Wirral.", - "PYROMELEON_LORE_2": "La pyromancie désigne à la fois l'art de la divination par les flammes et l\\'aptitude à conjurer et à contrôler le feu par la magie. Ceux qui pratiquent ces arts portent le nom de \\\"pyromanciens\\\".", - "ICEPECK_LORE_2": "Les stalactites se forment quand l'eau gèle alors qu\\'elle s\\'écoule d\\'un objet. On en observe souvent sur les arbres et les toits des maisons en hiver et dans les régions froides.", - "CRYOSHEAR_NAME_PREFIX": "Cryo", - "ICEPECK_DESCRIPTION": "un oiseau avec un bec de glace", - "CRYOSHEAR_NAME": "Cryolame", - "CRYOSHEAR_NAME_SUFFIX": "lame", - "CRYOSHEAR_DESCRIPTION": "un combattant paré d'un manteau et armé de lames de glace", - "CRYOSHEAR_LORE_2": "La cryosphère désigne l'ensemble des zones de la surface terrestre où l\\'eau existe essentiellement à l\\'état solide, comme en Arctique et en Antarctique.", - "CRYOSHEAR_LORE_1": "Les Cryolames sont armés de deux épées de glace qu'ils utilisent pour attaquer leurs ennemis. Leur technique offensive la plus courante consiste à manier ces deux lames comme une énorme paire de ciseaux.", - "SPOOKI-ONNA_NAME": "Phobie-onna", - "SPOOKI-ONNA_NAME_PREFIX": "Phobie", - "SPOOKI-ONNA_NAME_SUFFIX": "-onna", - "BOLTAM_NAME_PREFIX": "Élec", - "SPOOKI-ONNA_LORE_1": "La légende raconte que les Phobie-onnas apparaissent pour égarer les imprudents en route pour la cime du mont Wirral. Les témoignages parlent d'une femme qui invite les malheureux à s\\'approcher, avant de les envelopper d\\'une brume glaciale et mortelle.", - "SPOOKI-ONNA_LORE_2": "La Yuki-onna est un Yōkai, une créature de la mythologie japonaise. Les légendes à son sujet sont variées, mais décrivent typiquement une femme spectrale associée à la neige et au blizzard, souvent source de malheur et de mort pour ceux qui la rencontrent.", - "BOLTAM_NAME": "Électamarin", - "SPOOKI-ONNA_DESCRIPTION": "une femme de brume effrayante", - "BOLTAM_NAME_SUFFIX": "tamarin", - "BOLTAM_LORE_2": "Le magnétisme est une force générée par le déplacement de charges électriques. Les objets métalliques peuvent être \\\"magnétisés\\\" en leur appliquant des courants électriques, ce qui permet de générer un champ magnétique.", - "BOLTAM_LORE_1": "La tête métallique de l'Électamarin est hautement conductrice et absorbe passivement les courants électriques de l\\'atmosphère. Il peut alors utiliser cette énergie pour générer un champ magnétique lui permettant de se déplacer aisément sur terre et dans les airs.", - "BOLTAM_DESCRIPTION": "une créature avec une bille de flipper pour tête", - "PLASMANTLER_NAME": "Plasmabois", - "PLASMANTLER_NAME_PREFIX": "Plasma", - "PLASMANTLER_NAME_SUFFIX": "bois", - "PLASMANTLER_LORE_2": "Bien que le magnétisme soit généralement associé aux objets métalliques, tous les matériaux sont affectés par le magnétisme. La force électromagnétique est l'une des constantes du monde physique tel que nous le comprenons.", - "SPARKTAN_NAME": "Spartéclair", - "PLASMANTLER_DESCRIPTION": "un monstre avec une tête de métal ornée de bois", - "PLASMANTLER_LORE_1": "Les Plasmabois sont la forme mature des Électamarins, atteinte à force d'absorber de l\\'énergie électrique. Leur champ magnétique est assez puissant pour attirer ou repousser les matériaux non ferreux.", - "SPARKTAN_NAME_PREFIX": "Spart", - "SPARKTAN_LORE_1": "Les Spartéclairs sont des nuages d'orage vivants. Ils peuvent étendre à volonté leurs \\\"bras\\\" constitués d\\'énergie électrique concentrée. Ils préfèrent vivre à haute altitude, où ils peuvent amasser tranquillement plus de nuages.", - "SPARKTAN_NAME_SUFFIX": "téclair", - "SPARKTAN_LORE_2": "Les nuages se forment à partir des particules en suspension dans l'atmosphère d\\'une planète. Dans le cas de la Terre, ils sont constitués d\\'humidité et peuvent prendre différentes formes en fonction de l\\'altitude et du degré d\\'hygrométrie.", - "ZEUSTRIKE_NAME": "Stratozeus", - "SPARKTAN_DESCRIPTION": "un nuage d'orage vivant", - "ZEUSTRIKE_NAME_PREFIX": "Strato", - "ZEUSTRIKE_NAME_SUFFIX": "zeus", - "ZEUSTRIKE_LORE_2": "Les tempêtes de foudre se forment quand la friction entre l'eau et la glace contenues dans les cumulonimbus déplace suffisamment d\\'électrons pour créer un différentiel de tension entre les nuages et le sol, menant à une décharge électrique.", - "ZEUSTRIKE_LORE_1": "Les Stratozeus s'affrontent souvent en duel dans le ciel. Le tonnerre généré par l\\'impact de leurs bras de foudre se confond avec celui des simples orages.", - "ZEUSTRIKE_DESCRIPTION": "un nuage coiffé d'un casque grec", - "KITTELLY_NAME_PREFIX": "Télé", - "KITTELLY_NAME": "Téléchat", - "KITTELLY_LORE_1": "Les Téléchats ne peuvent communiquer que par l'intermédiaire des parasites qui s\\'affichent sur l\\'écran de leur tête. Ces messages sont difficiles à déchiffrer, ce qui les empêche le plus souvent de créer des liens avec d\\'autres créatures.", - "KITTELLY_NAME_SUFFIX": "chat", - "KITTELLY_DESCRIPTION": "un chat avec une télévision cassée pour tête", - "KITTELLY_LORE_2": "Souvent associé au surnaturel et à la sorcellerie, le chat noir est considéré comme un mauvais présage ou un symbole de malchance dans de nombreuses cultures. Une réputation totalement injustifiée.", - "CAT-5_NAME": "Cat-5", - "CAT-5_NAME_SUFFIX": "-5", - "CAT-5_NAME_PREFIX": "Cat", - "CAT-5_LORE_1": "Bien que sa tête ressemble à un écran plasma, le Cat-5 ne semble avoir aucune difficulté à y voir. Dépourvu de bouche, c'est grâce à l\\'aide de deux câbles qui lui servent de queues qu\\'il absorbe l\\'électricité statique dans l\\'atmosphère afin de pouvoir survivre.", - "CAT-5_LORE_2": "Le Cat Sith est une créature de la mythologie celtique. Décrit comme un grand chat noir, on raconte qu'il était capable de voler l\\'âme des défunts avant qu\\'elle puisse rejoindre l\\'au-delà.", - "JELLYTON_NAME": "Gelos", - "CAT-5_DESCRIPTION": "un chat avec un écran plat pour tête", - "JELLYTON_NAME_PREFIX": "Gel", - "JELLYTON_LORE_1": "Les Gelos sont des Mortipions qui ont eu la malchance de tomber dans la vase des marais sans pouvoir en ressortir. Au fil du temps, leur corps finit par pourrir pour prendre une forme constituée essentiellement de boue toxique. Selon certains, cette boue serait un excellent engrais.", - "JELLYTON_NAME_SUFFIX": "los", - "JELLYTON_LORE_2": "Les \\\"gluants\\\" sont un grand classique de la pop culture moderne, notamment dans le domaine du fantastique. Bien qu'ils ne soient pas référencés de façon précise dans la mythologie, ils sont souvent décrits comme des monstres informes constitués de gelée ou d\\'ichor. Ils sont capables de dissoudre tout ce qu\\'ils touchent.", - "NEVERMORT_NAME": "Corbomort", - "JELLYTON_DESCRIPTION": "une créature visqueuse avec une tête de mort", - "NEVERMORT_NAME_PREFIX": "Corbo", - "NEVERMORT_NAME_SUFFIX": "mort", - "NEVERMORT_LORE_1": "Il est important de noter que les Corbomorts n'ont pas de bec. Ils portent en fait un masque de médecin de la peste en porcelaine. Ce qui se cache derrière est un secret qu\\'il ne vaut mieux pas tenter de découvrir.", - "NEVERMORT_DESCRIPTION": "un corbeau masqué et encapuchonné", - "NEVERMORT_LORE_2": "Les corvidés, et plus particulièrement les corbeaux, sont très présents dans l'art et le folklore de nombreuses cultures. Dans la mythologie grecque, ils étaient les protégés d\\'Apollon et symboles de malchance.", - "APOCROWLYPSE_NAME": "Apocorvus", - "APOCROWLYPSE_NAME_PREFIX": "Apo", - "APOCROWLYPSE_NAME_SUFFIX": "corvus", - "APOCROWLYPSE_LORE_2": "Au XVIe siècle, Charles de Lorme a inventé le masque en forme de bec emblématique des médecins de la peste qui soignaient les victimes d'épidémies. Ce \\\"bec\\\" était rempli d\\'épices et de parfums, censés prévenir toute contamination par voie aérienne.", - "APOCROWLYPSE_LORE_1": "En plus de sa cape et de son masque, l'Apocorvus porte une ceinture ornée d\\'un gros crâne d\\'animal. De loin, cela lui donne l\\'apparence d\\'une silhouette encapuchonnée chevauchant une monture squelettique.", - "MAGIKRAB_NAME": "Magicrabe", - "MAGIKRAB_LORE_1": "Les Magicrabes furent les premiers monstres à débarquer à la Nouvelle-Wirral dans un lointain passé. L'espèce est aujourd\\'hui presque éteinte, avec seulement un dernier spécimen survivant, gardien éternel et consciencieux du réseau de gares de l\\'île.", - "MAGIKRAB_NAME_PREFIX": "Magi", - "MAGIKRAB_NAME_SUFFIX": "crabe", - "APOCROWLYPSE_DESCRIPTION": "un oiseau effrayant à quatre pattes", - "CLOCKSLEY_NAME": "Autorobin", - "MAGIKRAB_LORE_2": "Dans l'art de la prestidigitation, le chapeau du magicien est un accessoire incontournable. Tout illusionniste digne de ce nom peut y faire disparaître un mouchoir ou en sortir un lapin.", - "MAGIKRAB_DESCRIPTION": "un crabe coiffé d'un chapeau de magicien", - "CLOCKSLEY_NAME_PREFIX": "Auto", - "CLOCKSLEY_NAME_SUFFIX": "robin", - "CLOCKSLEY_LORE_2": "Si les automates existent depuis l'Antiquité, c\\'est au XIXe siècle que les jouets mécaniques ont connu leur heure de gloire en Occident. Ces jouets doivent souvent être remontés à l\\'aide d\\'une clé s\\'insérant dans un trou de leur châssis.", - "CLOCKSLEY_LORE_1": "La longue pince de l'Autorobin lui offre un avantage unique en combat, lui permettant de manier des armes tout en restant à bonne distance de ses adversaires. Cet atout vient compenser sa faible vitesse.", - "ROBINDAM_NAME": "Robindam", - "ROBINDAM_LORE_1": "Les Robindams manient leur arc en plastique à la perfection. Leurs flèches à ventouse peuvent atteindre une cible à plus de 300 mètres. Ils sont fiers de cette précision et de leur sens aigu de la justice.", - "ROBINDAM_NAME_PREFIX": "Robin", - "ROBINDAM_NAME_SUFFIX": "dam", - "CLOCKSLEY_DESCRIPTION": "un jouet doté d'une longue pince", - "ROBINDAM_DESCRIPTION": "un gros robot avec un arc et des flèches", - "TWIRLIGIG_NAME": "Tourniventail", - "ROBINDAM_LORE_2": "Robin des bois est un héros du folklore britannique bien connu à travers le monde. De son vrai nom \\\"Robin de Locksley\\\", c'est un hors-la-loi très populaire, qui vole aux riches pour donner aux pauvres.", - "TWIRLIGIG_NAME_PREFIX": "Tourni", - "TWIRLIGIG_NAME_SUFFIX": "ventail", - "TWIRLIGIG_LORE_2": "Les mannequins de paille et de bois servaient traditionnellement d'épouvantails et de cibles d\\'entraînement au combat.", - "KIRIKURI_NAME": "Kirikuri", - "TWIRLIGIG_DESCRIPTION": "un mannequin en bois sautillant", - "TWIRLIGIG_LORE_1": "Les Tourniventails servaient autrefois de mannequins d'entraînement, mais ont fini par acquérir une conscience de manière inexpliquée. Dépourvus de membres complexes articulés, ils se déplacent et attaquent en pivotant sur leurs pieux en bois.", - "KIRIKURI_NAME_PREFIX": "Kiri", - "KIRIKURI_LORE_1": "Autrefois simples mannequins d'entraînement au combat, les Kirikuris ont fini par prendre eux-mêmes les armes. Ils se battent au bokken, un katana en bois conçu pour l\\'entraînement.", - "KIRIKURI_NAME_SUFFIX": "kuri", - "KIRIKURI_DESCRIPTION": "un mannequin en bois armé d'une épée et d\\'un bouclier", - "KIRIKURI_LORE_2": "Le bokken est un type de sabre en bois japonais. Utilisé pour l'entraînement aux arts martiaux, il dérive le plus souvent du katana, mais peut adopter différentes tailles et formes pour imiter d\\'autres styles d\\'épées.", - "BRUSHROOM_NAME": "Champinceau", - "BRUSHROOM_NAME_PREFIX": "Champ", - "BRUSHROOM_NAME_SUFFIX": "pinceau", - "FUNGOGH_NAME": "Champigogh", - "BRUSHROOM_LORE_2": "L'histoire de la peinture est aussi ancienne que celle de l\\'humanité, et il en est de même pour celle du pinceau. Les peintures rupestres de la préhistoire ont ainsi été réalisées à l\\'aide d\\'outils constitués de roseaux et de cheveux.", - "BRUSHROOM_LORE_1": "Les Champinceaux sont des artistes passionnés qui peignent à l'aide des étranges pigments suintant de leur tête. Ils sont capables d\\'altérer les propriétés physiques d\\'un objet en fonction de la couleur qu\\'ils utilisent.", - "HUNTORCH_NAME": "Torchasse", - "BRUSHROOM_DESCRIPTION": "un champignon équipé d'un pinceau et d\\'un bandana", - "FUNGOGH_NAME_PREFIX": "Champi", - "FUNGOGH_LORE_1": "Le Champigogh associe l'art du combat à celui de la calligraphie. Ses mouvements sont rapides et précis, combinant postures rigoureuses et puissants coups de pinceau.", - "FUNGOGH_NAME_SUFFIX": "gogh", - "FUNGOGH_LORE_2": "Les pinceaux modernes possèdent généralement un manche en bois ou en métal et des poils en soie ou en nylon. Les pinceaux de qualité supérieure utilisent toujours des poils d'animaux, notamment de cochon ou de zibeline.", - "BUSHEYE_LORE_2": "L'Homme vert est un personnage folklorique connu à travers le monde, le plus souvent représenté par un visage d\\'homme orné de feuillage. C\\'est un symbole du printemps et du renouveau, qu\\'on retrouve gravé sur de nombreuses façades de bâtiments.", - "BUSHEYE_LORE_1": "Les Broussœils passent presque tout leur temps cachés dans les buissons, à la fois pour échapper à leurs prédateurs et pour surprendre leurs proies. Ils peuvent rester immobiles pendant des heures, au point de s'endormir et de rater leur chance de bondir sur leur cible.", - "FUNGOGH_DESCRIPTION": "un champignon avec une moustache", - "BUSHEYE_DESCRIPTION": "un petit buisson ambulant", - "HUNTORCH_NAME_PREFIX": "Tor", - "HUNTORCH_LORE_1": "Les Torchasses sont de fervents traqueurs, capables de poursuivre une cible à des kilomètres sans difficulté. Il leur arrive de mettre accidentellement feu à leurs propres feuilles avec la torche qu'ils emportent partout.", - "HUNTORCH_NAME_SUFFIX": "chasse", - "HUNTORCH_LORE_2": "La Chasse Sauvage est un motif folklorique européen aux représentations très variées, mais impliquant le plus souvent un groupe de chasseurs fantomatiques à cheval. Leur identité dépend de l'époque et du lieu où cette poursuite sauvage prend place.", - "HUNTORCH_DESCRIPTION": "un buisson à cornes portant une torche", - "HEDGEHERNE_NAME_PREFIX": "Ronce", - "HEDGEHERNE_LORE_1": "Le Ronceherne est un maître de la chasse, toujours prêt à traquer impitoyablement les proies qu'il juge dignes d\\'intérêt. Sa corne toujours incandescente lui permet de brûler des forêts entières pour piéger ses cibles.", - "HEDGEHERNE_NAME_SUFFIX": "herne", - "HEDGEHERNE_NAME": "Ronceherne", - "HEDGEHERNE_LORE_2": "Herne le chasseur est un personnage du folklore anglais. Il est représenté comme un homme coiffé de bois de cerf hantant la forêt de Windsor à cheval. Il est également associé au mythe de la Chasse sauvage.", - "BRAXSUIT_NAME": "Braxtard", - "HEDGEHERNE_DESCRIPTION": "une créature couverte de feuilles tenant une corne enflammée", - "BRAXSUIT_NAME_PREFIX": "Brax", - "BRAXSUIT_NAME_SUFFIX": "tard", - "BRAXSUIT_LORE_2": "En 1952, trois garçons du comté de Braxton, en Virginie occidentale, ont observé un étrange extraterrestre. C'était une créature verte avec une tête en forme d\\'as de pique.", - "BRAXSUIT_LORE_1": "Les Braxtards accordent une grande importance à leur apparence. Ils semblent réellement bouleversés dès que leur cravate est un peu de travers.", - "FLAPWOODS_NAME": "Épouchandail", - "BRAXSUIT_DESCRIPTION": "une créature au visage rond parée d'une cravate", - "FLAPWOODS_NAME_PREFIX": "Épou", - "FLAPWOODS_LORE_1": "La cape bouffante d'Épouchandail lui donne l\\'apparence d\\'un vieux chiffon suspendu dans le vent. Tout le monde s\\'accorde à dire que le regard vide de ses grands yeux jaunes est extrêmement perturbant.", - "FLAPWOODS_NAME_SUFFIX": "chandail", - "FLAPWOODS_LORE_2": "L'apparition du \\\"monstre de Flatwoods\\\" en 1952 est rapidement devenue une légende urbaine. Si les descriptions varient, la forme singulière de sa tête, ses mains aux doigts griffus et sa robe flottant au-dessus du sol sont bien connus de tous les passionnés de cryptides et autres rencontres du troisième type.", - "FLAPWOODS_DESCRIPTION": "un extraterrestre aux yeux ronds avec des bras en lévitation", - "BINVADER_NAME": "Ordurisseur", - "BINVADER_NAME_PREFIX": "Ordur", - "BINVADER_NAME_SUFFIX": "risseur", - "BINVADER_LORE_2": "Les poubelles existent depuis des millénaires... des systèmes de récupération des déchets existaient déjà sous l'Empire romain. Mais c\\'est au XIXe siècle que la \\\"poubelle en métal\\\" classique s\\'est popularisée, fabriquée à bas prix à partir de bandes de métal rivées et soudées entre elles pour former un cylindre.", - "BINVADER_LORE_1": "Les Ordurisseurs sont des créatures vertes tentaculaires pilotant des véhicules de combat ressemblant à de simples poubelles. Ils sont équipés de deux \\\"bras\\\" situés à l'avant : l\\'un tire des rayons dévastateurs, l\\'autre leur permet de frapper leurs cibles.", - "BINVADER_DESCRIPTION": "une poubelle extraterrestre", - "BINTERLOPER_NAME": "Détritueur", - "BINTERLOPER_NAME_PREFIX": "Détri", - "BINTERLOPER_NAME_SUFFIX": "tueur", - "BINTERLOPER_LORE_1": "Les Détritueurs sont des combattants plus hauts gradés que les Ordurisseurs, disposant d'engins de combat plus puissants. Il leur arrive fréquemment de donner des ordres aux Ordurisseurs, ce qui laisse supposer qu\\'une certaine hiérarchie militaire existe entre eux.", - "BINTERLOPER_LORE_2": "La démocratisation de la benne à roulettes au cours du XXe siècle s'est faite conjointement au développement de la gestion des ordures par les municipalités, une nécessité compte tenu de la croissance exponentielle de la production de déchets par les ménages en environnement urbain.", - "PAWNDEAD_NAME": "Mortipion", - "BINTERLOPER_DESCRIPTION": "un extraterrestre dans une benne en plastique", - "PAWNDEAD_NAME_PREFIX": "Morti", - "PAWNDEAD_LORE_1": "Les Mortipions peuvent transmuter leur corps en granit et passent ainsi une grande partie de leur temps dans un état dormant. Ces \\\"statues\\\" ont déjà surpris plus d'un voyageur de passage, qui se retrouve sans crier gare entouré de monstres macabres et inexpressifs.", - "PAWNDEAD_NAME_SUFFIX": "pion", - "PAWNDEAD_LORE_2": "Le pion est la pièce élémentaire du jeu d'échecs. Il ne peut se déplacer que d\\'une seule case à la fois, et ne peut \\\"prendre\\\" une pièce adverse qu\\'en diagonale vers l\\'avant. En dépit de ses capacités limitées, il convient de ne surtout pas le sous-estimer.", - "SKELEVANGELIST_NAME": "Squelevangéliste", - "PAWNDEAD_DESCRIPTION": "un squelette à grosse tête et sans bras", - "SKELEVANGELIST_NAME_PREFIX": "Squele", - "SKELEVANGELIST_NAME_SUFFIX": "vangéliste", - "SKELEVANGELIST_DESCRIPTION": "un squelette en lévitation paré d'un froc", - "SKELEVANGELIST_LORE_1": "Les Squelevangélistes murmurent en permanence un chant étrange. Ces vocalises s'intensifient lorsqu\\'ils exploitent leurs capacités télékinétiques pour manipuler des pierres et des rochers.", - "KINGRAVE_NAME_PREFIX": "Tombe", - "SKELEVANGELIST_LORE_2": "Aux échecs, le \\\"fou\\\" est une pièce pouvant se déplacer en diagonale sur n'importe quelle distance. Chaque joueur commence la partie avec deux fous dans son camp.", - "KINGRAVE_NAME": "Tomberoi", - "KINGRAVE_LORE_1": "Le corps du Tomberoi est fait d'une pierre dense et malléable ornée de couleurs. Il se déplace très lentement en glissant sur le sol, traînant derrière lui sa cape de fourrure.", - "KINGRAVE_NAME_SUFFIX": "roi", - "KINGRAVE_LORE_2": "Le \\\"roi\\\" est la pièce maîtresse du jeu d'échecs. Il ne peut se déplacer que d\\'une seule case par tour. Si le roi d\\'un joueur est menacé de capture de façon imparable, il est \\\"échec et mat\\\" et le joueur concerné perd la partie.", - "QUEENYX_NAME": "Reinyx", - "KINGRAVE_DESCRIPTION": "un immense roi d'échecs", - "ALLSEER_NAME_SUFFIX": "tou", - "QUEENYX_NAME_PREFIX": "Rein", - "QUEENYX_NAME_SUFFIX": "nyx", - "QUEENYX_LORE_1": "Les Reinyx peuvent canaliser l'énergie élémentaire dans les orbes qu\\'elles manipulent et qu\\'elles peuvent projeter avec précision sur leurs adversaires. Bien que dépourvues de jambes, elles sont rapides et peuvent glisser sur les terrains solides comme si elles flottaient dans les airs.", - "ALLSEER_NAME": "Kivoitou", - "QUEENYX_DESCRIPTION": "une immense reine d'échecs", - "QUEENYX_LORE_2": "La \\\"reine\\\" est la pièce la plus puissante du jeu d'échecs. Elle peut se déplacer dans toutes les directions et sur n\\'importe quelle distance. Prendre la reine est l\\'élément central de nombreuses stratégies.", - "ALLSEER_NAME_PREFIX": "Kivoi", - "ALLSEER_LORE_2": "Bien que les témoignages se soient multipliés dans la première moitié du XXe siècle, les archives mentionnent des apparitions de \\\"soucoupes volantes\\\" depuis près d'un millénaire. De nos jours, elles relèvent essentiellement de la science-fiction.", - "ALLSEER_LORE_1": "Les Kivoitous se montrent principalement la nuit, planant plusieurs mètres au-dessus du sol. Ils doivent leur nom à leur comportement assez dérangeant : ils observent en silence les humains de passage de leur unique œil écarlate imperturbable.", - "TRIPHINX_NAME": "Triphinx", - "ALLSEER_DESCRIPTION": "une soucoupe volante", - "TRIPHINX_NAME_PREFIX": "Tri", - "TRIPHINX_LORE_1": "La carapace métallique du Triphinx est totalement impénétrable. Certains avancent qu'il s\\'agit en réalité d\\'une créature organique pilotant une sorte d\\'exosquelette ou un véhicule de transport.", - "TRIPHINX_NAME_SUFFIX": "phinx", - "TRIPHINX_LORE_2": "Dans le roman \\\"La Guerre des mondes\\\" de H.G. Wells, les envahisseurs martiens pilotent d'immenses machines de combat en métal. Ces \\\"tripodes\\\" se déplacent sur trois pattes et peuvent émettre des rayons ardents dévastateurs.", - "KHUFO_NAME_PREFIX": "Khu", - "TRIPHINX_DESCRIPTION": "un tripode métallique géant", - "KHUFO_NAME": "Khufo", - "KHUFO_NAME_SUFFIX": "fo", - "KHUFO_LORE_1": "Le Khufo est une forme alternative du Kivoitou, débarrassé de sa soucoupe volante. Agressif et réfractaire à toute forme de négociation, il attaque ses victimes à l'aide d\\'un bâton de combat, arme redoutable issue d\\'une technologie inconnue.", - "KHUFO_LORE_2": "Les Martiens sont les habitants hypothétiques de la planète Mars et l'archétype même de l\\'extraterrestre. Dans le roman \\\"La Guerre des mondes\\\", H.G. Wells les décrit comme des créatures semblables à des poulpes, avec une grosse tête reposant sur de nombreux tentacules.", - "GLAISTAIN_NAME": "Glaistrail", - "KHUFO_DESCRIPTION": "un extraterrestre pyramidal", - "GLAISTAIN_SUBTITLE": "Fae des vitraux", - "GLAISTAIN_NAME_PREFIX": "Glais", - "GLAISTAIN_NAME_SUFFIX": "trail", - "GLAISTAIN_LORE_2": "Le Glaistig est un être surnaturel de la mythologie celtique. Doté de diverses incarnations, il est généralement représenté comme un esprit ou une fée prenant la forme d'une belle femme. Originaire des Hautes-Terres d\\'Écosse, il peut se montrer bienveillant ou dangereux selon les contes.", - "GLAISTAIN_LORE_1": "Glaistrail sommeille dans les ruines d'une ancienne église. Son corps constitué de milliers d\\'éclats de vitraux posera un défi de taille à tous les aventuriers assez inconscients pour venir perturber son repos.", - "GLAISTAIN_DESCRIPTION": "une fée de verre multicolore", - "UNDYIN_NAME": "Mordine", - "UNDYIN_NAME_PREFIX": "Mor", - "UNDYIN_LORE_1": "Les Mordines sont des apparitions fantomatiques émergeant des eaux peu profondes de la Côte de Fer pour prendre au piège tous les malchanceux qui s'en approchent. La légende raconte qu\\'il s\\'agit de l\\'esprit vengeur d\\'une jeune mariée assassinée et jetée par-dessus bord par son amant.", - "UNDYIN_NAME_SUFFIX": "dine", - "UNDYIN_LORE_2": "Jeannie la Malfaisante est un monstre du folklore anglais. Elle est décrite comme une vieille sorcière aux cheveux longs hantant les lacs et les rivières, qui noie les enfants imprudents qui s'approchent trop près de l\\'eau.", - "DIVEAL_NAME": "Squaphoque", - "UNDYIN_DESCRIPTION": "une femme spectrale terrifiante", - "DIVEAL_NAME_PREFIX": "Squa", - "DIVEAL_NAME_SUFFIX": "phoque", - "DIVEAL_LORE_2": "Les premières combinaisons de plongée ont été inventées au début du XVIIIe siècle et ont connu de nombreuses évolutions. Leur fonction initiale était de permettre la récupération de biens précieux perdus en mer lors de naufrages.", - "DIVEAL_LORE_1": "Le casque du Squaphoque lui permet non seulement de respirer sous l'eau, mais aussi de flotter grâce à la poche d\\'air qu\\'il contient. Très mobile en milieu aquatique, il est un peu plus lent sur la terre ferme.", - "SCUBALRUS_NAME": "Nautimorse", - "DIVEAL_DESCRIPTION": "un phoque coiffé d'un casque", - "SCUBALRUS_NAME_PREFIX": "Nauti", - "SCUBALRUS_NAME_SUFFIX": "morse", - "SCUBALRUS_LORE_2": "Le \\\"casque Siebe\\\", du nom de son inventeur Augustus Siebe, est un casque de plongée en cuivre traditionnel facilement reconnaissable. Sa conception révolutionnaire incluait une combinaison étanche ainsi qu'une valve qui permettait à l\\'air de sortir sans laisser l\\'eau rentrer.", - "SCUBALRUS_LORE_1": "Les solides défenses de cuivre de son casque permettent au Nautimorse de repousser ses assaillants. Doté de membres postérieurs, il est bien plus agile et dangereux sur la terre ferme que sa forme immature, le Squaphoque.", - "SCUBALRUS_DESCRIPTION": "un morse coiffé d'un casque", - "AVEREVOIR_NAME_SUFFIX": "revoir", - "AVEREVOIR_LORE_1": "Le Cormorevoir est une créature presque mythique, aperçue à peine une dizaine de fois dans l'histoire de la Nouvelle-Wirral. Selon la légende, la plante qu\\'il tient dans son bec peut soigner tous les maux et octroyer la vie éternelle... Une affirmation que personne n\\'a jamais pu prouver, bien entendu.", - "AVEREVOIR_SUBTITLE": "Oiseau légendaire", - "AVEREVOIR_NAME_PREFIX": "Cormo", - "AVEREVOIR_NAME": "Cormorevoir", - "AVEREVOIR_LORE_2": "Le \\\"Liver bird\\\" est une créature mythique d'Angleterre. Ressemblant possiblement à un cormoran, il tient souvent une brindille ou une branche dans son bec. C\\'est le symbole de la ville de Liverpool, apparaissant déjà sur son tout premier sceau.", - "MASCOTOY_NAME": "Mascotrépas", - "AVEREVOIR_DESCRIPTION": "un oiseau gigantesque perché sur un socle", - "MASCOTOY_NAME_PREFIX": "Mascot", - "MASCOTOY_LORE_1": "À l'origine un simple costume, le Mascotrépas ressemble à présent plutôt à un cadavre en piteux état. Ces monstres se traînent inlassablement dans les couloirs abandonnés de la galerie de Tombe-Éduciel, semant derrière eux leur rembourrage en polyester.", - "MASCOTOY_NAME_SUFFIX": "trépas", - "MASCOTORN_NAME": "Mascoterreur", - "MASCOTOY_DESCRIPTION": "une peluche déchirée avec des griffes", - "MASCOTOY_LORE_2": "Une mascotte est un personnage permettant de représenter un groupe, un lieu ou encore une société. Le mot est synonyme de \\\"porte-bonheur\\\".", - "MASCOTORN_NAME_PREFIX": "Masco", - "MASCOTORN_NAME_SUFFIX": "terreur", - "MASCOTORN_DESCRIPTION": "une énorme mascotte qui perd son rembourrage", - "MASCOTORN_LORE_2": "Le costume de mascotte en peluche s'est popularisé au cours du XXe siècle pour permettre à des acteurs d\\'endosser le rôle d\\'un personnage. Ils sont très fréquents dans les parcs d\\'attractions, offrant aux visiteurs la joie de rencontrer leurs héros préférés.", - "MASCOTORN_LORE_1": "Un Mascotrépas dont le rembourrage a augmenté en masse au point de déchirer son propre corps de l'intérieur. Il continuera à grossir jusqu\\'à ne plus pouvoir soutenir son propre poids et finira inévitablement par tomber en morceaux.", - "THWACKALOPE_NAME": "Claqualope", - "THWACKALOPE_NAME_PREFIX": "Claqua", - "THWACKALOPE_NAME_SUFFIX": "lope", - "THWACKALOPE_LORE_1": "Quand un Claqualope arrive en âge de se défendre, il se fabrique une arme avec ce qu'il peut trouver dans son environnement. En général, il choisit un piquet de métal qu\\'il arrache du sol, emportant du même coup le bloc de terre dans lequel il était enfoui.", - "SANZATIME_NAME": "Chronosable", - "THWACKALOPE_DESCRIPTION": "un lapin cornu et ailé", - "THWACKALOPE_LORE_2": "Le jackalope est un cryptide du folklore américain. C'est un lapin possédant des bois à la manière d\\'un cerf. Une créature mythique des légendes germaniques, le \\\"Wolpertinger\\\", ressemble à un jackalope doté d\\'une paire d\\'ailes d\\'oiseau.", - "SANZATIME_NAME_PREFIX": "Chrono", - "SANZATIME_NAME_SUFFIX": "sable", - "SANZATIME_LORE_2": "Les sabliers, ou horloges de sable, sont des dispositifs permettant de mesurer un intervalle de temps spécifique. Ils sont constitués de deux compartiments en verre remplis de sable. C'est l\\'écoulement du sable d\\'un compartiment vers l\\'autre qui permet de mesurer le temps.", - "SANZATIME_LORE_1": "Le \\\"cœur\\\" des Chronosables semble être le sablier brisé qui leur sert de \\\"tête\\\". Le sable séparé de la masse centrale devient immédiatement inerte. À l'inverse, un Chronosable peut accroître sa masse au contact du sable.", - "FORTIWINX_NAME": "Sablorêve", - "SANZATIME_DESCRIPTION": "un sablier brisé avec une main", - "FORTIWINX_NAME_PREFIX": "Sablo", - "FORTIWINX_NAME_SUFFIX": "rêve", - "FORTIWINX_LORE_1": "Quand un Chronosable réussit à récolter suffisamment de sable dans son environnement, il peut remodeler son corps pour devenir beaucoup plus puissant. Le Sablorêve est une créature imposante, capable de mouvoir son corps de sable comme s'il était aussi léger que l\\'air. Les coups des Sablorêves ont la violence d\\'une tempête de sable.", - "FORTIWINX_LORE_2": "Le marchand de sable est un être légendaire du folklore européen. Il est décrit comme une créature elfique saupoudrant de sable les yeux des enfants endormis pour les faire rêver.", - "FORTIWINX_DESCRIPTION": "un monstre de sable masqué", - "JUMPKIN_NAME": "Sautrouille", - "JUMPKIN_NAME_PREFIX": "Saut", - "JUMPKIN_LORE_1": "Les Sautrouilles prennent forme quand la \\\"gelée\\\" d'un Gelos éveille une simple citrouille à la conscience. Ce sont des créatures amicales et curieuses, qui ne tiennent pas en place.", - "JUMPKIN_NAME_SUFFIX": "trouille", - "JUMPKIN_LORE_2": "Une citrouille-lanterne est une citrouille décorative taillée, le plus souvent ornée d'un visage. Elles sont traditionnellement associées aux festivités d\\'Halloween, pendant lesquelles elles sont exposées dans les jardins et éclairées par des bougies.", - "BEANSTALKER_NAME": "Poissassin", - "JUMPKIN_DESCRIPTION": "une citrouille bondissante", - "BEANSTALKER_NAME_PREFIX": "Pois", - "BEANSTALKER_NAME_SUFFIX": "sassin", - "BEANSTALKER_LORE_2": "Le \\\"meurtrier à la hache\\\" est un archétype de la pop culture, qui comme son nom l'indique clairement, massacre ses victimes avec une hache. L\\'histoire moderne compte de nombreux assassins de ce type.", - "BEANSTALKER_LORE_1": "Une Sautrouille devenue malveillante. Doté d'un corps pleinement développé constitué de matières végétales, le Poissassin adore poursuivre ses victimes terrifiées en agitant sa hache.", - "BEANSTALKER_DESCRIPTION": "une citrouille meurtrière armée d'une hache", - "DRACULEAF_NAME": "Draculimbe", - "DRACULEAF_NAME_PREFIX": "Dracu", - "DRACULEAF_NAME_SUFFIX": "limbe", - "DRACULEAF_LORE_2": "Dracula est un roman gothique de Bram Stoker. Publié en 1897, il raconte l'histoire du comte vampire Dracula et de ceux qui ont croisé sa route. C\\'est l\\'un des romans les plus connus au monde, et il a fait l\\'objet de multiples adaptations et représentations à travers tous les arts et médias.", - "DRACULEAF_LORE_1": "Une Sautrouille sournoise ayant pris goût aux intrigues. Paré de feuilles mortes, le Draculimbe se fait passer pour un ami auprès de ceux qu'il souhaite vampiriser. Dès que sa proie baisse sa garde, il absorbe son énergie vitale en transperçant sa chair de ses racines.", - "SPIROUETTE_NAME": "Spiroueth", - "DRACULEAF_DESCRIPTION": "une citrouille avec une cape et des crocs", - "SPIROUETTE_NAME_PREFIX": "Spir", - "SPIROUETTE_NAME_SUFFIX": "rouette", - "SPIROUETTE_LORE_1": "Les Spiroueths sont des mollusques très évolués. Leurs principaux organes sont regroupés dans la coquille de leur \\\"tête\\\", tandis que leur \\\"corps\\\" est en fait constitué de leurs membres déroulés. Leurs mouvements sont rapides et élégants, et ils se parent souvent d'algues pour se protéger des éléments.", - "SPIROUETTE_LORE_2": "L'art du ballet, un genre dramatique de danse-spectacle, trouve ses origines au début du XVe siècle en Italie. Le mot \\\"ballet\\\" dérive de l\\'italien \\\"ballare\\\", qui signifie \\\"danser\\\".", - "REGENSEA_NAME": "Mergalien", - "SPIROUETTE_DESCRIPTION": "une gracieuse créature marine coiffée d'un coquillage", - "REGENSEA_NAME_PREFIX": "Mer", - "REGENSEA_NAME_SUFFIX": "galien", - "REGENSEA_DESCRIPTION": "une gracieuse créature marine avec une tête de méduse", - "REGENSEA_LORE_1": "Une grande métamorphose peut changer un Spiroueth en Mergalien. Débarrassé de sa coquille, le Mergalien est constitué à 95 % d'eau et peut projeter des vagues puissantes grâce à ses mouvements de ballet. Plus il maîtrise ses danses, plus ses attaques sont puissantes.", - "REGENSEA_LORE_2": "La vie d'une danseuse de ballet est pleine de défis. Les ballerines professionnelles doivent s\\'entraîner dès leur plus jeune âge, et leur carrière reste constamment à la merci d\\'une blessure de surmenage.", - "PADPOLE_NAME": "Tétalys", - "PADPOLE_NAME_PREFIX": "Téta", - "PADPOLE_LORE_1": "Le Tétalys est la forme larvaire du Grenuphar. Il reste immergé jusqu'à maturité. Dépourvu de membres, il attaque avec sa longue langue, qui sécrète un mucus gluant capable de ralentir ses potentiels assaillants.", - "PADPOLE_NAME_SUFFIX": "lys", - "PADPOLE_LORE_2": "Nixe, ou Nix, est une créature aquatique du folklore européen. Son apparence et son comportement varient d'un pays à l\\'autre, mais il s\\'agit souvent d\\'un esprit ou d\\'une créature semblable à un poisson, qui provoque la mort de tous ceux qui s\\'en approchent.", - "LILIGATOR_NAME": "Nénugator", - "PADPOLE_DESCRIPTION": "une créature nénuphar avec une queue", - "FRILLYPAD_NAME": "Grenuphar", - "FRILLYPAD_NAME_PREFIX": "Gre", - "FRILLYPAD_NAME_SUFFIX": "nuphar", - "FRILLYPAD_DESCRIPTION": "une grenouille avec de gros yeux", - "FRILLYPAD_LORE_2": "Les Kelpies sont des esprits de l'eau du folklore écossais. Semblables aux Nix, ce sont des métamorphes qui résident dans les lacs et les rivières. Parfois décrits comme de belles femmes, ils sont capables de prendre une apparence de cheval.", - "FRILLYPAD_LORE_1": "La forme mature d'un Tétalys. Ses membres lui permettent de chasser pour se nourrir : on les voit souvent à l\\'affût au bord des lacs et des étangs. Quand quelque chose qu\\'il juge comestible passe à sa portée, le Grenuphar tente de le capturer à l\\'aide de sa longue langue.", - "LILIGATOR_NAME_PREFIX": "Nénu", - "LILIGATOR_NAME_SUFFIX": "gator", - "LILIGATOR_LORE_1": "En milieu naturel, environ un Grenuphar sur cent peut se transformer en Nénugator. Les Nénugators assurent la sécurité des Grenuphars de leurs plans d'eau, repoussant les agresseurs trop puissants pour leurs protégés.", - "LILIGATOR_LORE_2": "Le Grindylow est une créature légendaire du folklore anglais, présentant de nombreuses similarités avec les Nix et les Kelpies. Ce sont des créatures écailleuses qui hantent les lacs et qui attrapent les enfants grâce à leurs longs bras pour les entraîner au fond de l'eau et les noyer.", - "LILIGATOR_DESCRIPTION": "une créature nénuphar sans yeux", - "KHEPRI_NAME": "Khépri", - "KHEPRI_NAME_PREFIX": "Khé", - "KHEPRI_LORE_1": "Chaque Khépri manipule un minuscule soleil entre ses cornes, source de toute son énergie vitale. Ils peuvent agiter ce soleil quand ils sont menacés, afin de projeter des flammes contre leurs adversaires.", - "KHEPRI_NAME_SUFFIX": "pri", - "KHEPRI_DESCRIPTION": "une créature scarabée en lévitation", - "KHEPRI_LORE_2": "Dans la mythologie égyptienne, Khépri est le dieu du soleil de l'aube. Humain à tête de scarabée, il représente le cycle de la création et de la réincarnation.", - "ARKIDD_NAME": "Arkidd", - "ARKIDD_NAME_PREFIX": "Ark", - "ARKIDD_LORE_1": "Les Arkidds sont apparus pour la première fois à la Nouvelle-Wirral après l'arrivée de la galerie de Tombe-Éduciel. C\\'est généralement là-bas qu\\'on les trouve, toujours en train de courir et de sauter sur la tête des autres monstres, dans l\\'irrespect le plus total.", - "ARKIDD_NAME_SUFFIX": "kidd", - "ARKIDD_LORE_2": "Les bornes d'arcade sont des machines permettant de jouer à des jeux vidéo en échange de pièces de monnaie. Apparues au début des années 1970, elles sont longtemps restées le support offrant les meilleurs graphismes au grand public.", - "ARKIDD_DESCRIPTION": "un robot avec un symbole de foudre", - "CLUCKABILLY_NAME": "Cocorirock", - "CLUCKABILLY_NAME_PREFIX": "Cocori", - "CLUCKABILLY_NAME_SUFFIX": "rock", - "CLUCKABILLY_LORE_1": "Les Cocorirocks se caractérisent par leur forte asociabilité. Leurs caquètements de colère sont si intenses qu'ils peuvent générer de petites ondes de choc.", - "CLUCKABILLY_LORE_2": "L'élevage de la volaille remontant à la préhistoire, le coq occupe une place plus ou moins importante et prestigieuse dans l\\'ensemble des cultures humaines. Dans l\\'astrologie chinoise, il s\\'agit du dixième d\\'un groupe de douze animaux sacrés.", - "KUNEKO_NAME": "Kuneko", - "CLUCKABILLY_DESCRIPTION": "un énorme poulet punk", - "ROCKERTRICE_NAME": "Rockatrix", - "ROCKERTRICE_NAME_PREFIX": "Rocka", - "ROCKERTRICE_NAME_SUFFIX": "trix", - "ROCKERTRICE_LORE_2": "Le Cocatrix est une créature mythique, possédant un corps dracoïde et une tête de coq. Similaire au Basilic, il est capable de tuer ses ennemis d'un simple regard.", - "ROCKERTRICE_DESCRIPTION": "un énorme dragon à bec muni d'une crête", - "ROCKERTRICE_LORE_1": "Le Rockatrix est connu pour son regard perçant, capable de paralyser sa victime sur place si cette dernière a le malheur de le croiser. En effet, il est également connu pour détester tout contact visuel. Un mélange bien dangereux.", - "KUNEKO_NAME_PREFIX": "Kuneko", - "KUNEKO_UNKNOWN_NAME": "Fille-chat mystérieuse", - "KUNEKO_NAME_SUFFIX": "neko", - "KUNEKO_LORE_2": "Les femmes-chats sont un archétype très populaire associé à l'animation et à l\\'art moderne au Japon. Ce sont le plus souvent de jolies jeunes filles dotées d\\'un corps humain et d\\'oreilles de chat. Leurs origines remontent peut-être au bakeneko, un esprit félin polymorphe de la mythologie japonaise.", - "KUNEKO_LORE_1": "Fille d'un ange et d\\'un démon, Kuneko a été abandonnée toute petite sur le seuil du repaire d\\'un clan ninja. Initiée aux arts du ninjutsu et au pouvoir de l\\'amitié, elle parcourt à présent le monde à la recherche des quatre sanctuaires élémentaires. Réussira-t-elle à trouver enfin sa voie ?", - "KUNEKO_SUBTITLE": "Fille-chat mystérieuse", - "SHINING_KUNEKO_NAME": "Superkuneko", - "KUNEKO_DESCRIPTION": "une fille-chat d'anime", - "SHINING_KUNEKO_NAME_PREFIX": "Super", - "SHINING_KUNEKO_NAME_SUFFIX": "kuneko", - "SHINING_KUNEKO_LORE_1": "Quand Kuneko réunit en elle les quatre éléments de ce monde, elle libère son véritable potentiel. L'énergie cosmique qui s\\'agite en elle lui donne alors une puissance inimaginable.", - "SHINING_KUNEKO_SUBTITLE": "Création libérée", - "SHINING_KUNEKO_LORE_2": "Les mangas sont un style d'art graphique et de narration produits au Japon. Aujourd\\'hui populaires partout à travers le monde, ils possèdent une immense variété de genres et de publics cibles.", - "ANATHEMA_NAME": "Anathema", - "SHINING_KUNEKO_DESCRIPTION": "une fille-chat d'anime étincelante", - "ANATHEMA_NAME_SUFFIX": "thema", - "ANATHEMA_SUBTITLE": "Fusion aberrante", - "ANATHEMA_NAME_PREFIX": "Anathe", - "ANATHEMA_DESCRIPTION": "une horrible créature de Frankenstein", - "ANATHEMA_LORE_2": "Dans la mythologie grecque, la chimère était une créature intégrant différentes parties d'animaux : elle possédait un corps de lion, une tête de chèvre et une queue de serpent. Le terme \\\"chimère\\\" désigne aujourd\\'hui toute créature composée ainsi d\\'éléments disparates.", - "ANATHEMA_LORE_1": "Les Anathemas sont des chimères, créatures monstrueuses résultant de l'assemblage chirurgical de plusieurs monstres différents. Elles ont sans doute été créées dans un but bien précis, mais lequel ? Et par qui ?", - "MISS_MIMIC_NAME": "Fourmimétique", - "MISS_MIMIC_SUBTITLE": "Femme Fatale", - "MISS_MIMIC_NAME_PREFIX": "Fourmi", - "MISS_MIMIC_NAME_SUFFIX": "métique", - "MISS_MIMIC_LORE_1": "Les Fourmimétiques peuvent copier l'apparence d\\'objets de grande valeur. À la Nouvelle-Wirral, il s\\'agit des caches d\\'objets dispersées un peu partout sur l\\'île. Un Veilleur imprudent en quête de ravitaillement peut facilement se retrouver confronté à leurs redoutables griffes.", - "MISS_MIMIC_LORE_2": "Il existe de nombreux exemples d'évolution mimétique dans la nature. C\\'est un procédé par lequel un organisme évolue pour ressembler à un autre ou à un objet. Ceci présente divers avantages, notamment celui de lui permettre de se camoufler pour échapper à ses prédateurs.", - "MISS_MIMIC_DESCRIPTION": "un coffre piégé", - "PONDWALKER_NAME": "Aquapode", - "PONDWALKER_NAME_PREFIX": "Aqua", - "PONDWALKER_NAME_SUFFIX": "pode", - "PONDWALKER_LORE_2": "Le bocal à poissons semble exister depuis au moins l'époque de l\\'Empire romain, dont les citoyens gardaient des poissons rouges dans des bols en céramique décoratifs. Contrairement à la croyance populaire, il est clairement malsain pour un poisson de vivre dans un simple bocal en verre.", - "PONDWALKER_LORE_1": "L'Aquapode est la preuve formelle que les monstres de la Nouvelle-Wirral ne peuvent pas être natifs de cette île. Son exosquelette mécanique est le produit d\\'une technologie trop avancée, protégeant parfaitement le poisson qu\\'il abrite.", - "PONDWALKER_DESCRIPTION": "un poisson en mécha-armure", - "SHARKTANKER_NAME": "Exosquale", - "SHARKTANKER_NAME_PREFIX": "Exo", - "SHARKTANKER_NAME_SUFFIX": "squale", - "SHARKTANKER_LORE_1": "Le poisson dans l'Aquapode a grandi pour devenir un requin, et son exosquelette s\\'est adapté au changement. Ses pinces en acier contiennent des pompes sophistiquées lui permettant de projeter de puissants jets d\\'eau, ce qui en fait un monstre redoutable au corps à corps comme à distance.", - "SHARKTANKER_LORE_2": "Les requins sont de grands prédateurs marins, dont les premiers spécimens seraient apparus il y a plus de 420 millions d'années. La pop culture les dépeint comme des animaux dangereux pour l\\'homme, en particulier le grand requin blanc.", - "SHARKTANKER_DESCRIPTION": "un requin en mécha-armure", - "AA_LAMENTO_MORI_NAME": "Lamento Mori", - "ROBIN_LORE_1": "Farceur sorti tout droit d'une comédie romantique, Robin Bonenfant était peut-être bienveillant, à l\\'origine. Mais en découvrant la pièce dont il était issu et le surnaturel de son existence, il a basculé pour devenir un être cruel et plein d\\'amertume envers l\\'humanité.", - "AA_LAMENTO_MORI_SUBTITLE": "Rêves de mort", - "LAMENTO_MORI_LORE_1": "Lamento Mori, un archange particulièrement puissant pour son âge, a transformé sa gare en un dédale de salles funestes, dans lesquelles il piège et tourmente les âmes malchanceuses qui font l'erreur de s\\'y aventurer.", - "LAMENTO_MORI_LORE_2": "Incarnation de la peur de la mort, Lamento Mori est le tout dernier archange né des angoisses existentielles de l'humanité.", - "AA_PUPPET_SUBTITLE": "Maître des marionnettes", - "AA_PUPPET_NAME": "Pantinox", - "PUPPET_LORE_1": "Le corps de Pantinox est constitué d'une étrange matière difforme. Il peut en arracher des morceaux et s\\'en servir pour façonner des clones grossiers de ses ennemis. Ces copies partagent un lien singulier avec leurs modèles originaux et peuvent retourner contre eux les dégâts qu\\'elles subissent.", - "AA_PUPPET_EFFIGY_NAME": "Effigie", - "AA_MONARCH_NAME": "Monarque de Nulle Part", - "AA_MONARCH_SUBTITLE": "Roi du Néant", - "PUPPET_LORE_2": "Incarnation de la manipulation, Pantinox est né de la volonté de l'humanité de créer des simulacres d\\'elle-même.", - "AA_MONARCH_MINION_NAME": "Paysan de Nulle Part", - "MONARCH_LORE_1": "Le Monarque de Nulle Part sommeille sous la galerie de Tombe-Éduciel, se nourrissant du potentiel perdu des humains qui gâchent leur vie en consacrant tout leur temps à des médias et des contenus sans intérêt.", - "MONARCH_LORE_2": "Incarnation du consumérisme, Monarque de Nulle Part est né du dévouement absurde de l'humanité pour les médias et le divertissement.", - "AA_ROBIN_SUBTITLE": "Songe d'une nuit d\\'été", - "AA_ROBIN_NAME": "Robin Bonenfant", - "ROBIN_LORE_2": "Incarnation de l'art dramatique, Robin Bonenfant est né de la passion de l\\'humanité pour le théâtre et les histoires. Contrairement aux autres archanges, sa forme possède une origine bien précise : la pièce \\\"Songe d\\'une nuit d\\'été\\\" de William Shakespeare.", - "AA_MAMMON_NAME": "Mammon", - "AA_MAMMON_SUBTITLE": "Chef des Gardes-terres", - "MAMMON_LORE_1": "Contrairement aux autres archanges, Mammon a abandonné les gares souterraines labyrinthiques de la Nouvelle-Wirral pour sévir à la surface avec sa légion de Gardes-terres, depuis une forteresse créée de ses mains. Ses sbires sont des coquilles vides, mais autonomes grâce à son immense pouvoir.", - "AA_CUBE_NAME": "Héxagonie", - "AA_CUBE_SUBTITLE": "Solide néoplatonique", - "MAMMON_LORE_2": "Incarnation du capitalisme, Mammon est né des innombrables mondes sur lesquels l'argent passe avant tout, même le bonheur de l\\'humanité.", - "CUBE_LORE_1": "Le corps d'Héxagonie est cardinalement invariable, c\\'est-à-dire qu\\'il a exactement la même apparence quel que soit l\\'angle sous lequel on l\\'observe. Ceci n\\'a rien d\\'original... Après tout, la forme physique d\\'un \\\"archange\\\" n\\'est jamais que l\\'ombre tridimensionnelle d\\'une entité supérieure. Ils échappent aux lois de la géométrie euclidienne.", - "CUBE_LORE_2": "Incarnation des mathématiques. Plus jeune que les autres archanges, Héxagonie est né quand l'humanité a atteint l\\'âge teinté d\\'orgueil de la raison scientifique et mathématique.", - "ALICE_LORE_2": "Incarnation de l'ego, Alice est née du puits sans fond de l\\'égoïsme humain.", - "AA_ALICE_SUBTITLE": "Reine exilée du pays des merveilles", - "ALICE_LORE_1": "Alice se considère comme la princesse bienveillante de son propre domaine. Elle adore recevoir des invités, mais elle ne voit les autres que comme des jouets dont elle peut se débarrasser dès qu'elle commence à s\\'en lasser.", - "AA_ALICE_NAME": "Alice", - "AA_TOWER_NAME": "Babelith", - "AA_TOWER_SUBTITLE": "Tour de l'ignorance", - "TOWER_LORE_1": "Babelith occupe la gare au sommet du Mont Wirral, d'où elle hurle des divagations incompréhensibles que presque personne n\\'entend.", - "TOWER_LORE_2": "Incarnation de l'ignorance, Babelith est née de l\\'aptitude remarquable des êtres humains à rejeter la vérité par peur, déplaisir et égoïsme.", - "AA_FINALGANTE_SUBTITLE": "Avatar de la rébellion", - "AA_MORGANTE_SUBTITLE": "Esprit de la rébellion", - "MORGANTE_LORE_2": "Incarnation de la rébellion, Morgayne compte parmi les plus anciens \\\"archanges\\\" du cosmos. La rébellion étant la force opposée à la conquête, il était inévitable qu'elle et Aleph finissent par devenir des ennemis immortels.", - "MORGANTE_LORE_1": "Autrefois membre de la troupe d'Aleph, Morgayne apparaît dans les mythes et les légendes comme une sorcière ou une déesse investie de grands pouvoirs. Elle résidait dans la gare secrète de Terminox, contenant l\\'unique \\\"portail\\\" permettant de quitter la Nouvelle-Wirral, et dont l\\'emplacement était caché dans les paroles d\\'une chanson.", - "AA_FINALGANTE_NAME": "Morgayne Gestalt", - "FINALGANTE_LORE_1": "La volonté de lutter envers et contre tout, associée à l'esprit résiduel de Morgayne, a donné forme à Morgayne Gestalt. C\\'est un égrégore, aussi appelé \\\"archange\\\" à la Nouvelle-Wirral, entité née d\\'une volonté commune de changement. Ce pouvoir sommeille en chaque humain.", - "FINALGANTE_LORE_2": "Le \\\"gestalt\\\" désigne un tout plus grand que la somme de ses parties. La capacité d'une personne seule à avoir un impact sur le monde qui l\\'entoure est limitée. Mais quand ils unissent leurs forces, le potentiel des êtres humains est infini.", - "AA_SERPENT_NAME": "Asmodeuil", - "AA_SERPENT_SUBTITLE": "Dieu serpent", - "AA_ALEPH_SUBTITLE": "Roi rouge de la conquête", - "SERPENT_LORE_1": "Le terrible Asmodeuil se nourrit de la dévotion des autres, parfois jusqu'à la mort si la ferveur de sa victime est assez grande. Il murmure depuis sa gare souterraine, dans l\\'espoir d\\'attirer ses acolytes jusqu\\'à elle... et leur perte.", - "SERPENT_LORE_2": "Incarnation du dévouement, Asmodeuil est né de l'adoration de l\\'humanité pour les innombrables dieux et idoles qu\\'elle vénère.", - "AA_ALEPH_NAME": "Aleph", - "ALEPH_LORE_2": "Incarnation de la conquête, Aleph est né de la nature belliqueuse et de la soif de domination de l'humanité. Il était jadis à la tête d\\'une troupe d\\'archanges, incluant Miss Ambre et Morgayne, qu\\'il appelait sa \\\"Table ronde\\\". De cette ancienne alliance, il ne reste plus que lui et Morgayne à la Nouvelle-Wirral.", - "ALEPH_LORE_1": "Aleph dirigeait jadis une troupe d'archanges destructeurs à travers le cosmos. Il a mené de grandes batailles et inscrit ses nombreux noms dans autant de légendes encore racontées aujourd\\'hui. Sa tête étrange lui permet d\\'envoyer n\\'importe qui et n\\'importe quoi partout où il le souhaite, sauf lui-même.", - "ALEPH_NULL_LORE_1": "Aleph, revenu au sommet de sa puissance. S'il devient à nouveau libre de parcourir le cosmos, il laissera dans son sillage d\\'innombrables souffrances.", - "AA_ALEPH_NULL_NAME": "Aleph Zéro", - "AA_ALEPH_NULL_SUBTITLE": "Avatar de la guerre éternelle", - "ALEPH_NULL_LORE_2": "Les légendes écrites après le règne d'Aleph sur l\\'Angleterre au VIe siècle affirment qu\\'il reviendra un jour pour reprendre son trône. Il a échoué cette fois-ci, mais si les humains continuent d\\'essayer de s\\'entretuer, il finira par réussir.", - "AA_HELIA_NAME": "Hélia", - "HELIA_LORE_1": "Incarnation du principe même de la fusion, Hélia supervise tous les processus fusionnels à travers le cosmos. Sa première manifestation, sur son monde d'origine, a pris forme dans un laboratoire de recherche nucléaire.", - "AA_HELIA_SUBTITLE": "Essence de la fusion", - "HELIA_LORE_2": "Les premiers souvenirs d'Hélia sont antérieurs à sa première manifestation et remontent à la toute première réaction de fusion nucléaire de l\\'univers. Elle peut donc être considérée comme le plus ancien archange de la Nouvelle-Wirral, et elle a été témoin des premières machinations d\\'Aleph il y a des millénaires.", - "LENNA_LORE_2": "Le monde de Lenna existe dans un jeu vidéo, embarqué sur une cartouche lancée dans l'espace. Un rayon cosmique a accidentellement provoqué un \\\"glitch\\\" et donné vie à tous ses personnages, qui ignorent tout de leurs origines purement électroniques.", - "AA_AMBER_LORE_1": "Miss Ambre est un archange énigmatique mais bienveillant, toujours prêt à aider les voyageurs égarés du cosmos. Elle a la capacité de se déplacer librement entre les mondes, et prend la forme d'un club chic plein de clients.", - "AA_MERLINE_SUBTITLE": "L'être des profondeurs", - "AA_MERLINE_LORE_1": "Le système ferroviaire souterrain de la Nouvelle-Wirral est en fait la manifestation de læ Mer-Ligne, \\\"archange\\\" antique et insondable ayant pris la forme d'un labyrinthe infini de tunnels et de trains.", - "AA_MERLINE_NAME": "Mer-Ligne", - "AA_MERLINE_LORE_2": "Capable de déchirer l'espace-temps, læ Mer-ligne a amassé d\\'innombrables débris qui se sont agglomérés peu à peu pour former l\\'île de la Nouvelle-Wirral. Depuis, iel utilise son pouvoir pour peupler l\\'île de monstres et d\\'humains. Iel semble penser qu\\'iel a une bonne raison de le faire.", - "AA_AMBER_NAME": "La Loge d'Ambre", - "AA_AMBER_SUBTITLE": "Hôte interdimensionnelle", - "AA_AMBER_LORE_2": "Miss Ambre faisait autrefois partie de la troupe d'Aleph. C\\'est même elle qui leur permettait de voyager à travers le cosmos. Elle a abandonné ses pairs à la Nouvelle-Wirral quand le conflit entre eux a éclaté, et regrette aujourd\\'hui d\\'avoir jamais collaboré avec Aleph.", - "LENNA_NAME": "Lenna", - "LENNA_UNKNOWN_NAME": "Silhouette dissimulée", - "LENNA_SUBTITLE": "L'héroïne d\\'une autre histoire", - "LENNA_LORE_1": "Lenna menait autrefois la vie sans histoire d'une simple institutrice, dont la principale responsabilité était d\\'enseigner au \\\"héros\\\" de son monde comment combattre les archanges. À la mort inattendue dudit héros, elle a dû prendre les armes elle-même.", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Bougie rituelle", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Étrange objet découvert par le capitaine Cyan. Il est écrit : \\n\\n\\\"Brûle cette bougie puis sacrifie (recycle) une cassette enregistrée pour influer sur la prochaine fusion que tu rencontreras. Elle aura une chance de contenir un monstre non officiel du même type ou de la même espèce que ton sacrifice.\\\"", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Brûle cette bougie puis sacrifie (recycle) une cassette enregistrée pour influer sur la prochaine fusion que tu rencontreras. Elle aura une chance de contenir un monstre non officiel du même type ou de la même espèce que ton sacrifice.", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Brûler", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Un rituel est déjà en cours.", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "La bougie s'est consumée. Maintenant, sacrifie (recycle) une cassette enregistrée pour influer sur la prochaine fusion que tu rencontreras.", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "Le rituel est terminé. La prochaine fusion que tu rencontreras contiendra peut-être un monstre non officiel présentant des similitudes avec cette cassette.", - "ITEM_CAPTAIN_BADGE_NAME": "Insigne de capitaine", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "Insigne n°14", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifie son propriétaire en tant que capitaine des Veilleurs. Insigne n°14.", - "ITEM_FUSION_RADAR_NAME": "Radar à fusions", - "ITEM_FUSION_RADAR_DESCRIPTION": "Affiche des icônes sur ta carte indiquant où trouver des fusions rebelles.", - "RANGER_RANK_0": "Recrue des Veilleurs", - "RANGER_RANK_1": "Sentinelle des Veilleurs", - "RANGER_RANK_2": "Capitaine des Veilleurs", - "ITEM_RANGER_ID_AUX_NAME": "ID : {ranger_id}", - "ITEM_RANGER_ID_NAME": "Carte de {ranger_rank}", - "ITEM_RANGER_ID_DESCRIPTION": "Te voilà officiellement {ranger_rank} ! Cette carte va suivre ta progression dans les rangs. Cerise sur le gâteau, elle permettra d'identifier ton corps plus facilement s\\'il t\\'arrive malheur.", - "ITEM_GARDENING_KIT_NAME": "Kit de jardinage", - "ITEM_GARDENING_KIT_DESCRIPTION": "Un assortiment de graines, d'arbrisseaux et d\\'outils rudimentaires, pour embellir toutes les jardinières de la ville.", - "ITEM_JELLY_NAME": "Gelée de Gelos", - "ITEM_KEY_WATERLOOP_NAME": "Clé de Piccadilac", - "ITEM_JELLY_DESCRIPTION": "Collante et gluante, elle s'est détachée d\\'un Gelos pendant un combat. Non comestible, mais probablement utile à autre chose...", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "Déverrouille quelque chose à la gare de Piccadilac.", - "ITEM_KEY_COMMUNE_NAME": "Clé de Villedeuil", - "ITEM_KEY_COMMUNE_DESCRIPTION": "Déverrouille quelque chose à Villedeuil.", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "Clé du lapin blanc", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "De plus en plus curieux !", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Déverrouille la fenêtre sur le toit du bureau des Gardes-terres.", - "ITEM_KEY_LANDKEEPER_NAME": "Clé de la fenêtre des Gardes-terres", - "ITEM_MACHINEPART_NAME": "Pièce mécanique", - "ITEM_MACHINEPART_DESCRIPTION": "La pièce manquante d'une vieille machine à billets.", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Billet de train", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Vieux billet de train pour \\\"Alpertombe\\\" à moitié effacé.", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Vieux billet de train pour \\\"Lumchester\\\" à moitié effacé.", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Billet de train", - "ITEM_VALVE_NAME": "Volant de vanne", - "ITEM_VALVE_DESCRIPTION": "Vieux volant rouillé et froid au toucher.", - "ITEM_DELIVERY_PARCEL_NAME": "Colis", - "ITEM_KEYSTONE_NAME": "Pierre d'azur", - "ITEM_KEYSTONE_DESCRIPTION": "Superbe gemme bleue. Elle émet un son semblable à des parasites radioélectriques.", - "ITEM_DELIVERY_COMMUNE_NAME": "Matériel d'urgence", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Colis à livrer. Vérifie tes quêtes pour plus d'informations.", - "ITEM_LOST_NECKLACE_NAME": "Collier perdu", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Colis à livrer à Villedeuil. Vérifie tes quêtes pour plus d'informations.", - "ITEM_LOST_NECKLACE_DESCRIPTION": "La personne qui l'a égaré sera heureuse de le récupérer ! Vérifie tes quêtes pour plus d\\'informations.", - "ITEM_LOST_RING_NAME": "Anneau perdu", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Étrange pièce en or frappée en 0x7B3 par l'État du \\\"Nevad-O\\\".", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Pièce", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Gare d'Alpertombe - Indice n°1", - "ITEM_LOST_WALLET_DESCRIPTION": "La personne qui l'a égaré sera heureuse de le récupérer ! Vérifie tes quêtes pour plus d\\'informations.", - "ITEM_LOST_RING_DESCRIPTION": "La personne qui l'a égaré sera heureuse de le récupérer ! Vérifie tes quêtes pour plus d\\'informations.", - "ITEM_LOST_WALLET_NAME": "Portefeuille perdu", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Bout de papier portant des indications en lettres de sang. Il est à moitié déchiré. Les directions indiquées sont \\\"Haut, Haut, Bas, Bas...\\\"\\n\\nIl y a pas mal de rires fous gribouillés dessus...", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Gare d'Alpertombe - Indice n°2", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Bout de papier déchiré portant des indications en lettres de sang. Il en manque la première moitié. Les directions indiquées sont \\\"... Gauche, Droite, Gauche, Droite.\\\"\\n\\nLes rires fous continuent sur cette partie du message.", - "SERVICE_CARRY_MORE_REWINDS_NAME": "Pochette à rembobineurs", - "ITEM_MEREDITH_ENVELOPE_NAME": "Enveloppe pour Mérédith", - "SERVICE_LUCKY_DIP_NAME": "Livraison surprise", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "C'est un courrier pour Mérédith de la part de Ianthe. Il concerne un disque de musique que Mérédith recherche.", - "ITEM_GYM_PASS_DESCRIPTION": "Cette carte donne un accès illimité à la salle de sport de l'hôtel de ville, où tu pourras personnaliser tes caractéristiques.", - "ITEM_GYM_PASS_NAME": "Carte de membre", - "SERVICE_LUCKY_DIP_DESCRIPTION": "Un sac contenant divers objets utiles aléatoires, dont un autocollant rare ou peu courant. Tente ta chance !", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "Une cassette contenant un monstre très rare, réservée aux Veilleurs qui ont fait leurs preuves.", - "SERVICE_MONSTER_TAPE_NAME": "Cassette de {species_name}", - "EXCHANGE_REQUIRE_CAPTAINS": "Affronte encore {amount} capitaine(s) pour débloquer cet élément !", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Pochette à réenrouleurs", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de rembobineurs que tu peux transporter de 1.", - "SERVICE_CARRY_MORE_CURES_NAME": "Trousse de premiers soins", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de réenrouleurs que tu peux transporter de 1.", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de remèdes que tu peux transporter de 1.", - "SERVICE_CARRY_MORE_COFFEE_NAME": "Mini-réfrigérateur", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de fumigènes que tu peux transporter de 1. En plus, il absorbe les chocs, alors, aucun risque de déclenchement accidentel !", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de canettes de café que tu peux transporter de 1.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Compartiment à bombes", - "SERVICE_CARRY_MORE_REODORANT_NAME": "Pochette anti-odeur", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de fumigènes que tu peux transporter de 1. En plus, il absorbe les chocs, alors, aucun risque de déclenchement accidentel !", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de fumigènes que tu peux transporter de 1. En plus, il absorbe les chocs, alors, aucun risque de déclenchement accidentel !", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de réodorants que tu peux transporter de 1. Elle est faite d'un tissu spécial qui empêche les mauvaises odeurs de s\\'échapper tant que tu n\\'en as pas besoin.", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Tube en plastique refermable", - "SERVICE_GYM_POINTS_NAME": "Point d'entraînement bonus", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Accroît le nombre maximum de Poires Fusillis que tu peux transporter de 1.", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "Adhésion à la guilde des marchands", - "SERVICE_GYM_POINTS_DESCRIPTION": "Fournit 1 point supplémentaire à utiliser dans la salle de sport de l'hôtel de ville.", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Les Veilleurs approvisionneront davantage les marchands d'autocollants du marché de Port-la-Ville, leur permettant de stocker {0} autocollant(s) supplémentaire(s).", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Stock d'autocollants", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Facilite les transactions avec les marchands de Port-la-Ville. Leurs prix seront réduits de {0} % (maximum).", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Stock de cafés", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Les Veilleurs approvisionneront davantage Dr Lefémur, lui permettant de stocker {0} type(s) de remède(s) supplémentaire(s).", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "Stock de remèdes", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Les Veilleurs approvisionneront davantage Clémence au café Gramophone, lui permettant de stocker {0} type(s) de café supplémentaire(s).", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Garde cette graine sur toi pour améliorer l'aptitude Boule de lianes-citrouilles afin qu\\'elle génère un Mur (Plante) en début de combat.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Graine de Sautrouille", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Garde ce fragment sur toi pour améliorer l'aptitude Charge de Missilino afin qu\\'elle inflige des dégâts en début de combat.", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Fourrure d'Électamarin", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Garde cette touffe de fourrure sur toi pour améliorer l'aptitude Électromagnétisme afin qu\\'elle t\\'octroie 1 PA bonus en début de combat.", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Microphone 2.0", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Ce microphone amélioré pour ton lecteur de cassettes augmente tes chances de réussir un enregistrement de {0} %.", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "Module de fusion", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour accélérer la charge de ta jauge de fusion de {0} %.", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Module stratégique", - "SERVICE_FUSION_METER_CRITICAL_NAME": "Module critique", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour que ta jauge de fusion se charge de {0} % chaque fois que tu réussis une attaque bénéficiant d'un avantage de type.", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour que ta jauge de fusion se charge de {0} % chaque fois que tu remportes un combat.", - "SERVICE_FUSION_METER_VICTORY_NAME": "Module de victoire", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour que ta jauge de fusion se charge de {0} % chaque fois que tu réussis un coup critique.", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "Apprends {total} rumeurs auprès des habitants de Port-la-Ville.", - "SERVICE_FUSION_METER_RECORDING_NAME": "Module d'enregistrement", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour rediriger l'excédent d\\'énergie de ta jauge de fusion vers ton microphone. Tes chances de réussir un enregistrement augmenteront de {0} % quand ta jauge est pleine.", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Force brute", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Rayon de la mort", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "Onde de choc", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentation", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "Jugement", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "Entreprise risquée", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Krach du marché", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Appel d'offres", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Gel des avoirs", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Attaque à perte", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Retour sur pertes", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Poudre de fée", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Horde féérique", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Cauchemar", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Obscurantisme", - "MOVE_AA_ALICE_EAT_ME_NAME": "Mangez-moi", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Illumination", - "MOVE_AA_ALICE_DRINK_ME_NAME": "Buvez-moi", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Plus dure sera la chute", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "Supplice des 1 000 taillades", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "Supplice des 10 000 taillades", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Appel aux armes", - "MOVE_AA_MONARCH_TENTACLE_NAME": "Mauvaise prise", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Mélodie du cœur", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Bombe voyage", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Mélodie de Kayleigh", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motive l'utilisateur à se relever en cas de défaite.", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "Conviction de {player}", - "MOVE_AA_MORGANTE_PLAYER_NAME": "Conviction irrépressible", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "Ruse incomparable", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Ruse de Mérédith", - "MOVE_AA_FINALGANTE_FELIX_NAME": "Créativité de Félix", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "Courage d'Eugène", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Augmente les caractéristiques d'attaques au corps à corps et à distance de l\\'utilisateur.", - "MOVE_AA_MORGANTE_EUGENE_NAME": "Courage héroïque", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Augmente les caractéristiques de défenses au corps à corps et à distance de l'utilisateur.", - "MOVE_AA_FINALGANTE_DOG_NAME": "Énergie de Ouaf-Ouaf", - "MOVE_AA_MORGANTE_FELIX_NAME": "Créativité inaltérable", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "Détermination de Violaine", - "MOVE_AA_MORGANTE_VIOLA_NAME": "Détermination théâtrale", - "MOVE_AA_MORGANTE_DOG_NAME": "Énergie infinie", - "QUEST_CAPTAINS_DESCRIPTION1.m": "Affronte tous les capitaines pour devenir un Veilleur. Interroge les habitants de Port-la-Ville pour savoir où les trouver.", - "QUEST_CAPTAINS_DESCRIPTION3.n": "Affronte Ianthe dans un ultime défi pour devenir toi-même capitaine !", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Augmente la régénération des PA de l'utilisateur.", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Pouvoir de la Vérité", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Sifflet d'alerte", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Le capitaine Zedd m'a demandé de ramener un peu le calme sur la colline de l\\'Automne en éliminant 5 Missilinos. Ces monstres sont vraiment trop nombreux là-bas.", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Désarmement", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Une androïde à pièces semble dysfonctionner dans la forêt d'Estham. Une pièce adaptée permettrait peut-être de restaurer ses fonctions vitales.", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Androïde à sous", - "QUEST_MEREDITH_TITLE": "Tout ce dont j'ai besoin", - "QUEST_MEREDITH_DESCRIPTION_1": "Demande aux habitants de Port-la-Ville s'ils n\\'auraient pas vu le disque préféré de Mérédith.", - "QUEST_MEREDITH_DESCRIPTION_2": "Interroge la chef des Veilleurs, Ianthe, à propos du disque préféré de Mérédith.", - "QUEST_MEREDITH_DESCRIPTION_3": "Donne l'enveloppe de Ianthe à Mérédith.", - "QUEST_MEREDITH_DESCRIPTION_4": "Va à la galerie de Tombe-Éduciel avec Mérédith.", - "QUEST_CAPTAINS_PROGRESS": "Tu as affronté {num} des {max} capitaines.", - "QUEST_CAPTAINS_DESCRIPTION2.n": "Préviens Ianthe, la chef des Veilleurs, que tu as vaincu tous ses capitaines.", - "QUEST_CAPTAINS_DESCRIPTION1.f": "Affronte tous les capitaines pour devenir une Veilleuse. Interroge les habitants de Port-la-Ville pour savoir où les trouver.", - "QUEST_CAPTAINS_DESCRIPTION1.n": "Affronte tous les capitaines pour devenir un·e Veilleur·se. Interroge les habitants de Port-la-Ville pour savoir où les trouver.", - "QUEST_CAPTAINS_DESCRIPTION2.m": "Préviens Ianthe, la chef des Veilleurs, que tu as vaincu tous ses capitaines.", - "QUEST_CAPTAINS_DESCRIPTION2.f": "Préviens Ianthe, la chef des Veilleurs, que tu as vaincu tous ses capitaines.", - "QUEST_CAPTAINS_DESCRIPTION3.m": "Affronte Ianthe dans un ultime défi pour devenir toi-même capitaine !", - "QUEST_CAPTAINS_DESCRIPTION3.f": "Affronte Ianthe dans un ultime défi pour devenir toi-même capitaine !", - "QUEST_CAPTAINS_DESCRIPTION4": "Affronte à nouveau tous les capitaines des Veilleurs.", - "QUEST_KAYLEIGH_TITLE": "Je suis partie au bout du monde", - "QUEST_COLLECT_RUMORS_TITLE": "D'après la rumeur...", - "QUEST_COLLECT_RUMORS_PROGRESS": "Tu as entendu {obtained} des {total} rumeurs.", - "QUEST_KAYLEIGH_DESCRIPTION1": "Accompagne Kayleigh à Villedeuil.", - "QUEST_KAYLEIGH_DESCRIPTION2": "Explore Villedeuil.", - "QUEST_FELIX_DESCRIPTION_0": "Rejoins Félix chez lui à Port-la-Ville Ouest.", - "QUEST_FELIX_TITLE": "Tu ne veux pas de moi ?", - "QUEST_FELIX_DESCRIPTION_2": "Trouve les quatre sanctuaires élémentaires avec Félix pour remonter la piste de Kuneko.", - "QUEST_FELIX_DESCRIPTION_1": "Affronte un guerrier armé d'une épée en bois dans la plaine aux Cerisiers avec Félix.", - "QUEST_VIOLA_DESCRIPTION_1": "Trouve le frère de Violaine, Sébastien.", - "QUEST_FELIX_2_PROGRESS": "Tu as trouvé {num} des {count} sanctuaires élémentaires.", - "QUEST_FELIX_DESCRIPTION_3": "Aide Félix à arranger les choses avec Kuneko.", - "QUEST_VIOLA_TITLE": "Tout le monde cherche quelque chose", - "QUEST_VIOLA_DESCRIPTION_2": "Parle à Violaine.", - "QUEST_VIOLA_DESCRIPTION_3": "Accompagne Violaine jusqu'à la Côte de Fer.", - "QUEST_VIOLA_DESCRIPTION_4": "Explore l'épave avec Violaine.", - "QUEST_DOG_TITLE": "Viens avec moi", - "QUEST_DOG_DESCRIPTION": "Découvre ce que veut Ouaf-Ouaf sur le Mont Wirral.", - "QUEST_SUNNY_TITLE": "Nouveau départ", - "QUEST_HOYLAKE_TITLE": "Safari", - "QUEST_SUNNY_DESCRIPTION": "Va chez le tailleur de Port-la-Ville pour aider à relooker Joy.", - "QUEST_HOYLAKE_DESCRIPTION_1": "Enregistre {monster_description}, qui rôde souvent {habitat_phrase}, et montre la cassette à Dulac.", - "QUEST_HOYLAKE_DESCRIPTION_2": "Tu as enregistré {monster_name} : {monster_description}, {habitat_phrase}. Va vite montrer la cassette à Dulac.", - "QUEST_HELIA_TITLE": "Voilà le soleil", - "QUEST_HELIA_DESCRIPTION_1": "Explore la nouvelle gare sous la Vallée des dinosaures, dans les Terres Mortes.", - "CLUE_EAST": "Dans l'Est tes ailes devront t\\'emporter, vers un lieu que nul autre ne connaît.", - "QUEST_HELIA_DESCRIPTION_2": "Obtiens des réponses de la part de læ Mer-ligne.", - "QUEST_HELIA_DESCRIPTION_3": "Fais ton rapport à Ianthe.", - "CLUE_SOUTH": "Poursuis là ton aventure vers le Sud, où nos parcours rebelles viendront se croiser.", - "CLUE_BIOME_ARID": "Là où d'anciennes ruines sommeillent, et où l\\'herbe gît morte sous tes pieds.", - "CLUE_WEST": "Dans l'Ouest tes ailes devront t\\'emporter, vers un lieu que nul autre ne connaît.", - "CLUE_BIOME_PLAINS": "Là où arbres et chemins de terre t'attendent, et où l\\'herbe est fraîche sous tes pieds.", - "CLUE_NORTH": "Poursuis là ton aventure vers le Nord, où nos parcours rebelles viendront se croiser.", - "CLUE_BIOME_BEACH": "Là où scintille un sable doré, et où l'océan vient lécher tes pieds.", - "CLUE_BIOME_AUTUMN": "Là où des arbres bruns-roux s'élancent vers le ciel, leurs feuilles mortes crépitant sous tes pieds.", - "CLUE_BIOME_LAKE": "Là où la terre encercle l'eau, et où le sable humide caresse tes pieds.", - "CLUE_BIOME_WOODS": "Là où des arbres immenses s'élancent vers le ciel, les herbes sombres pliant sous tes pieds.", - "CLUE_BIOME_BLOSSOM": "Là où les pétales de cerisiers dansent dans le vent, et où l'herbe est pâle sous tes pieds.", - "CLUE_BIOME_MOUNTAIN": "Là où la terre va à la rencontre du ciel, et où la neige crépite sous tes pieds.", - "CLUE_BIOME_MARSH": "Là où se sont noyés des hommes égarés, et où la boue colle à tes pieds.", - "CLUE_ACTION_ROCK": "Viens avec une pierre en main, et dépose-la devant toi.", - "CLUE_ACTION_CRATE": "Viens avec une caisse en main, et dépose-la devant toi.", - "CLUE_ACTION_DASH.m": "Sur place, fonce avec le pouvoir des flammes autour de toi.", - "CLUE_ACTION_DASH.f": "Sur place, fonce avec le pouvoir des flammes autour de toi.", - "CLUE_ACTION_MAGNETISM": "Sur place, canalise la foudre et la voie s'ouvrira à toi.", - "CLUE_ACTION_DASH.n": "Sur place, fonce avec le pouvoir des flammes autour de toi.", - "CLUE_ACTION_JUMP_3": "Saute trois fois sur place et la voie s'ouvrira à toi.", - "CLUE_ACTION_FACE_4_DIRECTIONS": "Sur place, fais face aux quatre directions autour de toi.", - "CLUE_ACTION_NIGHT": "Sous le ciel nocturne, patiente une demi-minute et la voie s'ouvrira à toi.", - "CLUE_ACTION_MAP_3.m": "Prends ta fidèle carte en main, et lis-la par trois fois.", - "CLUE_ACTION_MAP_3.f": "Prends ta fidèle carte en main, et lis-la par trois fois.", - "CLUE_ACTION_MAP_3.n": "Prends ta fidèle carte en main, et lis-la par trois fois.", - "CLUE_ACTION_ITEM_3": "Sépare-toi de trois possessions, celles de ton choix, tant qu'elles sont trois.", - "CLUE_OVERWORLD_-6_-3": "Près d'un grand bâtiment, un rondin guidera tes pas.", - "CLUE_OVERWORLD_2_-1": "La première porte que tu as franchie sur cette île, là doivent te ramener tes pas.", - "CLUE_OVERWORLD_-4_-1": "Bordé de pierres et de tombes, un bassin isolé guidera tes pas.", - "CLUE_OVERWORLD_-2_-4": "Une tente en toile dressée sur le sable, derrière elle tu trouveras la voie.", - "CLUE_OVERWORLD_-3_-3": "Un arbre mort et solitaire, sous ses branches tu trouveras la voie.", - "CLUE_OVERWORLD_-3_-7": "Une rivière traverse ces terres, et à sa source tu trouveras la voie.", - "CLUE_OVERWORLD_0_-6": "Sur un grand autel de pierre, tu trouveras la voie.", - "CLUE_OVERWORLD_3_-7": "Un sanctuaire du commerce déchu, sur son toit tu trouveras la voie.", - "CLUE_OVERWORLD_1_-6": "Entre trois lumières distinctes doivent te guider tes pas.", - "CLUE_OVERWORLD_2_-4": "Dans l'ombre de la demeure qui veille sur cette île, tu trouveras la voie.", - "CLUE_OVERWORLD_7_-2": "Au milieu des ruines d'une ancienne demeure, tu trouveras la voie.", - "CLUE_OVERWORLD_5_-6": "Près d'une souche entourée de verdure, entre deux murs tu trouveras la voie.", - "CLUE_OVERWORLD_7_-4": "Sur un grand autel de feu, tu trouveras la voie.", - "CLUE_OVERWORLD_8_-6": "Sur une souche entourée d'arbres, tu trouveras la voie.", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Requête de Dulac", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Chasse au monstre", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Va voir Dulac à l'hôtel de ville. Il a une série de tâches à te confier.", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "Les {key} {habitat_phrase} chahutent un peu trop, ces derniers temps. Bats-en {count} pour calmer le reste et les empêcher de se blesser les uns les autres.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Bats {count} fusions rebelles pour rendre les déplacements à travers la Nouvelle-Wirral un peu plus sûrs.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Prime à la fusion", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Livraison de colis", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Apporte le colis ci-joint à notre sentinelle {location_0_phrase}.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Génial ! Mon colis est enfin arrivé !", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Merci beaucoup ! J'attendais ça avec impatience !", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Merci beaucoup ! J'attendais ça avec impatience !", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Merci beaucoup ! J'attendais ça avec impatience !", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Génial ! Mon colis est enfin arrivé !", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Ravitaillement", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Une de nos sentinelles {location_0_phrase} a besoin d'un ravitaillement d\\'urgence. Apporte-lui ça au plus vite : {required_item} (x{required_item_amount}).", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Génial ! Mon colis est enfin arrivé !", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Je peux prendre ce que tu as ?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Il me faut ça de toute urgence : {required_item} (x{required_item_amount}). Pourquoi ? Euh, c'est personnel.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Tu as vu ma requête ? Il me faut ça au plus vite : {required_item} (x{required_item_amount}).", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Il me faut ça de toute urgence : {required_item} (x{required_item_amount}). Pourquoi ? Euh, c'est personnel.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Tu as vu ma requête ? Il me faut ça au plus vite : {required_item} (x{required_item_amount}).", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Il me faut ça de toute urgence : {required_item} (x{required_item_amount}). Pourquoi ? Euh, c'est personnel.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Oh, je vois que tu as ce qu'il me faut ! C\\'est pour moi ?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Tu as vu ma requête ? Il me faut ça au plus vite : {required_item} (x{required_item_amount}).", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Oh, je vois que tu as ce qu'il me faut ! C\\'est pour moi ?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Je peux prendre ce que tu as ?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Je peux prendre ce que tu as ?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Oh, je vois que tu as ce qu'il me faut ! C\\'est pour moi ?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fabuleux ! J'ai hâte de m\\'en servir !", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fabuleux ! J'ai hâte de m\\'en servir !", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Merci mille fois ! C'est exactement ce qu\\'il me fallait !", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fabuleux ! J'ai hâte de m\\'en servir !", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Merci mille fois ! C'est exactement ce qu\\'il me fallait !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Quelqu'un a perdu un {lost_item} {location_1_phrase}. Il a une grande valeur sentimentale, alors, fais de ton mieux pour le retrouver et le rapporter à son propriétaire {location_0_phrase}.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Merci mille fois ! C'est exactement ce qu\\'il me fallait !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Objets perdus", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anneau", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "collier", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Je t'en prie, aide-moi à retrouver mon {lost_item}. Je l\\'ai perdu {location_1_phrase} !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "portefeuille", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Je t'en prie, aide-moi à retrouver mon {lost_item}. Je l\\'ai perdu {location_1_phrase} !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Je t'en prie, aide-moi à retrouver mon {lost_item}. Je l\\'ai perdu {location_1_phrase} !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "J'ai perdu un {lost_item} très important {location_1_phrase}. Tu veux bien m\\'aider à le retrouver ?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Merci, je pensais ne jamais le revoir !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "J'ai perdu un {lost_item} très important {location_1_phrase}. Tu veux bien m\\'aider à le retrouver ?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "J'ai perdu un {lost_item} très important {location_1_phrase}. Tu veux bien m\\'aider à le retrouver ?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Merci, je pensais ne jamais le revoir !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "Tu l'as retrouvé ! Merci mille fois !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Merci, je pensais ne jamais le revoir !", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Livraison spéciale", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "Tu l'as retrouvé ! Merci mille fois !", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "Tu l'as retrouvé ! Merci mille fois !", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Nous avons préparé un chargement spécial de matériel médical pour aider les Endeuillés. Apporte vite le colis ci-joint au gardien de Villedeuil.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Retourne voir Dulac à l'hôtel de ville pour lui montrer le résultat.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "C'est le colis de Ianthe ?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "Affirmatif !", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Requête de Dulac", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Dulac veut savoir à quoi pourrait ressembler la fusion entre {species1_description} et {species2_description}. Fusionne {species1_name} et {species2_name} en combat pour enregistrer le résultat dans ton bestiaire, et retourne à l'hôtel de ville pour montrer le résultat au professeur !", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "Magnifique ! Jacqueline va être aux anges !", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "Tu sais que ton bestiaire enregistre des données pour chaque fusion que tu formes [wave amp=30 freq=30]et[/wave] pour toutes celles que tu rencontres ?", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "Fascinant ! Merci infiniment, {player}.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "Bien le bonjour, {player} !", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Fusionne en combat pour l'enregistrer dans ton bestiaire.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Analysons un peu les données sur {fusion_name} que tu m'as apportées.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Améliore une cassette de {species_name} pour la faire passer à 5 étoiles.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Requête de Dulac", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "Dulac veut voir un enregistrement 5 étoiles de {species_name}. Améliore une cassette de {species_name} au maximum et retourne à l'hôtel de ville pour la montrer au professeur !", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Rejoins le Dr Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "Tu sais que ton bestiaire intègre des informations supplémentaires sur les monstres dont tu améliores les cassettes à 5 étoiles ?", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Va montrer ta cassette à Dulac.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "Bien le bonjour, {player} !", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Intéressant. [pause]Très intéressant. [pause]Je me demande ce que ça signifie...", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Voyons un peu les données qu'il a enregistrées sur la cassette de {species_name} que tu m\\'as apportée.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Équipe-toi d'une cassette de {species_name}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "L'assistant de Dulac", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Dulac a prévu un entraînement spécial pour son assistant, le Dr Kirby. Équipe-toi d'une cassette de {species_name} et rejoins-le {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "Le professeur Dulac m'a beaucoup parlé de toi. Combien il t\\'a aidé à ton arrivée sur l\\'île, comment il t\\'a sauvé la vie...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Bonjour, {player}, heureux de te rencontrer. Je suis Kirby, docteur en zoologie de l'université de Cambridge.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "Le professeur Dulac m'a beaucoup parlé de toi. Combien il t\\'a aidée à ton arrivée sur l\\'île, comment il t\\'a sauvé la vie...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "C'est lui qui me l\\'a raconté ! Quel exemple pour nous tous !", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "Le professeur Dulac m'a beaucoup parlé de toi. Combien il t\\'a aidé·e à ton arrivée sur l\\'île, comment il t\\'a sauvé la vie...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "Tu sais que sur son monde, il a décroché le prix Nobel pour avoir découvert la dernière espèce vivante inconnue, avant d'être sacré roi mondial des scientifiques ?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Enfin, mettons-nous au travail, d'accord ?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "D'après le professeur, je dois comprendre ce que ça fait d\\'être {species_description} pour progresser en tant que scientifique. Et pour ça, j\\'ai besoin de ton aide.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Ta cassette de {species_name} est prête ?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Hmm... [pause]La recherche à la Nouvelle-Wirral est-elle toujours aussi brutale ?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Oui.", - "BATTLE_JOINED.f": "{0} a rejoint le combat !", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Pas encore.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Parfait ! Montre-moi comment tu t'en sers !", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Dulac est vraiment incroyable... Il a enduré tout ça et n'a même plus besoin de se transformer.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusion instable", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Merci, {player}. Tu m'as vraiment beaucoup appris sur le monstre {species_name}.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Une fusion instable est apparue {location_0_phrase}. Tu dois la détruire avant qu'elle se multiplie de manière incontrôlée !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Une de nos nouvelles recrues veut t'affronter pour obtenir ton tampon. Rejoins-les, elle et son partenaire, {location_0_phrase} pour tester leurs capacités en combat. Sois sans pitié, {player}. Nous ne pouvons garder que les meilleurs dans nos rangs !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Défi de recrue", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "T'es [mfn:le|la|læ] jeune capitaine que je dois affronter pour faire mes preuves, c\\'est ça ? Ne retiens pas tes coups, surtout !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "T'es [mfn:le|la|læ] jeune capitaine que je dois affronter pour faire mes preuves, c\\'est ça ? Ne retiens pas tes coups, surtout !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Une de nos nouvelles recrues veut t'affronter pour obtenir ton tampon. Rejoins-les, elle et son partenaire, {location_0_phrase} pour tester leurs capacités en combat. Sois sans pitié, {player}. Nous ne pouvons garder que les meilleurs dans nos rangs !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Une de nos nouvelles recrues veut t'affronter pour obtenir ton tampon. Rejoins-les, elle et son partenaire, {location_0_phrase} pour tester leurs capacités en combat. Sois sans pitié, {player}. Nous ne pouvons garder que les meilleurs dans nos rangs !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "Je suis encore en formation, mais inutile d'y aller mollo avec moi, capitaine !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "T'es [mfn:le|la|læ] jeune capitaine que je dois affronter pour faire mes preuves, c\\'est ça ? Ne retiens pas tes coups, surtout !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "Je suis encore en formation, mais inutile d'y aller mollo avec moi, capitaine !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Capitaine {player}, c'est ça ? Quand je t\\'aurai [mfn:battu|battue|battu·e], Ianthe sera obligée de faire de moi un capitaine.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "Je suis encore en formation, mais inutile d'y aller mollo avec moi, capitaine !", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Capitaine {player}, c'est ça ? Quand je t\\'aurai [mfn:battu|battue|battu·e], Ianthe sera obligée de faire de moi une capitaine.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Capitaine {player}, c'est ça ? Quand je t\\'aurai [mfn:battu|battue|battu·e], Ianthe sera obligée de faire de moi un·e capitaine.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Il paraît que quand on arrive en prison, il faut immédiatement défier læ détenu·e læ plus dangereux·se du bloc ![pause] Il me semble que c'est toi, non ?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Il paraît que quand on arrive en prison, il faut immédiatement défier le détenu le plus dangereux du bloc ![pause] Il me semble que c'est toi, non ?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Aïe, tu ne fais vraiment pas de cadeau... [pause]Le plus drôle, c'est que... je n\\'aime pas me battre. C\\'est juste pas mon truc.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Il paraît que quand on arrive en prison, il faut immédiatement défier la détenue la plus dangereuse du bloc ![pause] Il me semble que c'est toi, non ?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Aïe, tu ne fais vraiment pas de cadeau... [pause]Le plus drôle, c'est que... je n\\'aime pas me battre. C\\'est juste pas mon truc.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Merci, capitaine, c'était très instructif.[pause] J\\'ai compris que je ne suis pas encore prêt·e.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Merci, capitaine, c'était très instructif.[pause] J\\'ai compris que je ne suis pas encore prête.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Merci, capitaine, c'était très instructif.[pause] J\\'ai compris que je ne suis pas encore prêt.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Aïe, tu ne fais vraiment pas de cadeau... [pause]Le plus drôle, c'est que... je n\\'aime pas me battre. C\\'est juste pas mon truc.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "Comme je dis toujours, faites l'amour, pas la guerre...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "J'aurais dû me douter que ça finirait comme ça. Merci, capitaine... [pause]pour m\\'avoir prise au sérieux.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "J'aurais dû me douter que ça finirait comme ça. Merci, capitaine... [pause]pour m\\'avoir pris au sérieux.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "Comme je dis toujours, faites l'amour, pas la guerre...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "Comme je dis toujours, faites l'amour, pas la guerre...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "J'aurais dû me douter que ça finirait comme ça. Merci, capitaine... [pause]pour m\\'avoir pris·e au sérieux.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Vol de ressources", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Les Veilleurs se font voler du matériel, depuis quelque temps. Une de nos sentinelles a surpris le responsable en flagrant délit et suivi sa piste. Retrouve-le {location_0_phrase} et découvre ce qu'il a fait de son butin.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "Le voleur a encore frappé. Cette fois, il a été repéré {location_0_phrase}. Affronte-le et découvre ce qu'il a fait de notre matériel.", - "RUMOR_NAME": "Rumeur", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie n'est là que depuis quelques jours, mais semble déjà bien décidée à devenir une Veilleuse. Elle te ressemble beaucoup, {player}, donc, j\\'aimerais que tu l\\'aides à bien démarrer ! Il va lui falloir une cassette, alors, prépares-en une dont tu veux bien te séparer (définitivement) avant d\\'aller la rejoindre à la grande porte, aux abords de Port-la-Ville. - Cybile x\\\"", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Défi de recrue - Némésis", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Ton vieil \\\"ami\\\" Némésis, le voleur repenti, souhaite devenir un Veilleur ! Il t'a même lancé un défi pour obtenir ton tampon, {player}. Va l\\'affronter {location_0_phrase}. Son initiative me réjouit, mais ne lui fait aucun cadeau. Nous devons nous montrer très sélectifs.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Défi de recrue - Frankie", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Ton vieil \\\"ami\\\" Némésis, le voleur repenti, souhaite devenir un Veilleur ! Il t'a même lancé un défi pour obtenir ton tampon, {player}. Va l\\'affronter {location_0_phrase}. Son initiative me réjouit, mais ne lui fait aucun cadeau. Nous devons nous montrer très sélectifs.", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Ton vieil \\\"ami\\\" Némésis, le voleur repenti, souhaite devenir un Veilleur ! Il t'a même lancé un défi pour obtenir ton tampon, {player}. Va l\\'affronter {location_0_phrase}. Son initiative me réjouit, mais ne lui fait aucun cadeau. Nous devons nous montrer très sélectifs.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"Hé, maître ! Je me suis trouvé une quête personnelle. Si tu veux m'aider, retrouve-moi {location_0_phrase}. - Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"Hé, maître ! Je me suis trouvé une quête personnelle. Si tu veux m'aider, retrouve-moi {location_0_phrase}. - Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"Hé, maître ! Je me suis trouvé une quête personnelle. Si tu veux m'aider, retrouve-moi {location_0_phrase}. - Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie t'a lancé un défi pour obtenir ton tampon. Elle t\\'attend {location_0_phrase}. Ne lui fais pas de cadeau, {player}. Tu sais combien on doit se montrer exigeants dans notre recrutement.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie t'a lancé un défi pour obtenir ton tampon. Elle t\\'attend {location_0_phrase}. Ne lui fais pas de cadeau, {player}. Tu sais combien on doit se montrer exigeants dans notre recrutement.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Des vieux amis à toi ont organisé une rencontre {location_0_phrase}.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Combat amical", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie t'a lancé un défi pour obtenir ton tampon. Elle t\\'attend {location_0_phrase}. Ne lui fais pas de cadeau, {player}. Tu sais combien on doit se montrer exigeants dans notre recrutement.", - "RUMOR_DUNGEON_PARK_TITLE": "Secousses souterraines", - "RUMOR_DUNGEON_PARK": "Il paraît que le sol tremble parfois sous le parc de la Nouvelle-Wirral, comme au passage d'un énorme véhicule souterrain. Il faudrait tirer ça au clair, non ?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Gloussements d'outre-tombe", - "RUMOR_DUNGEON_GRAVEYARD": "Un ami m'a raconté qu\\'il avait entendu comme un gloussement maniaque près d\\'une des tombes, dans le cimetière à l\\'ouest du ruisseau. Étrange, non ?", - "RUMOR_DUNGEON_MEADOW_TITLE": "Mini-Dominuit", - "RUMOR_DUNGEON_MEADOW2": "Qu'est-ce qui a bien pu lui arriver pour qu\\'il finisse comme ça ? Il se passe quelque chose d\\'étrange là-bas...", - "RUMOR_DUNGEON_MEADOW1": "Tu ne vas probablement pas le croire, mais j'ai vu un Dominuit minuscule dans la clairière au cœur de la plaine aux Cerisiers. Il était encore plus petit qu\\'un nouveau-né, il aurait pu tenir dans ma main !", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Haut sommet", - "RUMOR_DUNGEON_LAKE_TITLE": "Panneaux ambulants", - "RUMOR_DUNGEON_LAKE1": "Un camarade Veilleur m'a parlé de ces \\\"panneaux ambulants\\\" sur le lac.", - "RUMOR_DUNGEON_LAKE2": "Il pense qu'en se tenant sur les interrupteurs dans le bon ordre, et en suivant tous les panneaux, il est possible de découvrir un trésor.", - "RUMOR_DUNGEON_MOUNTAIN": "Le Mont Wirral est immense, hein ? Eh bien, il paraît qu'un phare bizarre se dresse au sommet ! Je me demande ce qui se passe, là-haut ?", - "RUMOR_DUNGEON_LAKE3": "Mais tous ceux qui ont essayé affirment qu'ils n\\'ont fait que tourner en rond.", - "RUMOR_CAPTAIN_WALLACE": "J'ai entendu dire que le capitaine Murolien était dans le parc, en ce moment...", - "RUMOR_CAPTAIN_WALLACE_TITLE": "Capitaine Murolien", - "RUMOR_CAPTAIN_CLEEO_TITLE": "Femme de métal", - "RUMOR_CAPTAIN_DREADFUL": "Il paraît que la capitaine Penny Dreadful traîne souvent dans le village en ruine à l'est d\\'ici...", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "Capitaine Penny Dreadful", - "RUMOR_CAPTAIN_CLEEO": "Il paraît qu'une femme de métal rôde dans la forêt d\\'Estham. Tu l\\'as déjà rencontrée ?", - "RUMOR_CAPTAIN_LODESTEIN.m": "Tu es déjà allé à Ham ? Tu sais, c'est cette petite vallée à l\\'ouest de la forêt d\\'Estham, où traîne souvent le capitaine Magneth.", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "Capitaine Magneth", - "RUMOR_CAPTAIN_LODESTEIN.n": "Tu es déjà allé·e à Ham ? Tu sais, c'est cette petite vallée à l\\'ouest de la forêt d\\'Estham, où traîne souvent le capitaine Magneth.", - "RUMOR_CAPTAIN_LODESTEIN.f": "Tu es déjà allée à Ham ? Tu sais, c'est cette petite vallée à l\\'ouest de la forêt d\\'Estham, où traîne souvent le capitaine Magneth.", - "RUMOR_CAPTAIN_BUFFY": "J'adore la capitaine Robusta. Elle patrouille souvent dans la plaine aux Cerisiers, tu sais ?", - "RUMOR_CAPTAIN_BUFFY_TITLE": "Capitaine Robusta", - "RUMOR_CAPTAIN_CYBIL_TITLE": "Capitaine Cybile", - "RUMOR_CAPTAIN_CYBIL": "\\\"Cybile FM\\\" est ma station de radio préférée ! Elle est animée par la capitaine Cybile en personne, depuis les marais !", - "RUMOR_CAPTAIN_SKIP_TITLE": "Capitaine Cyan", - "RUMOR_CAPTAIN_SKIP": "Je trouve l'ingéniosité du capitaine Cyan vraiment admirable. Il travaille souvent à l\\'embouchure de la rivière, à l\\'ouest de Port-la-Ville.", - "RUMOR_CAPTAIN_JUDAS_TITLE": "Capitaine Judas", - "RUMOR_CAPTAIN_JUDAS1": "On m'a dit que le célèbre survivaliste, le capitaine Judas, campe sur une île isolée dans le sud-est.", - "RUMOR_CAPTAIN_JUDAS2": "Je sais que ma dépendance au confort moderne lui déplairait sûrement beaucoup, mais... je le trouve irrésistible !", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "Capitaine Gladiola", - "RUMOR_CAPTAIN_GLADIOLA": "Les patrouilles de la capitaine Gladiola passent souvent par le cimetière à l'ouest de Port-la-Ville. Je me demande où elle va ?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "Capitaine Zéphyra", - "RUMOR_CAPTAIN_HEATHER": "Un pilleur d'épaves de la Côte de Fer m\\'a confié avoir aperçu la capitaine Zéphyra sur une île, très loin à l\\'ouest...", - "RUMOR_CAPTAIN_ZEDD": "Aux dernières nouvelles, le capitaine Zedd voulait inspecter Villedeuil, dans l'est. Je parie qu\\'il s\\'est endormi en chemin...", - "RUMOR_CAPTAIN_ZEDD_TITLE": "Capitaine Zedd", - "RUMOR_CAPTAIN_CODEY1": "Tu connais le capitaine Codey ? Celui qui se plaint toujours de ne plus avoir d'\\\"internet\\\" ? Il explore le Mont Wirral en ce moment.", - "RUMOR_CAPTAIN_CODEY_TITLE": "Capitaine Codey", - "RUMOR_CAPTAIN_CODEY2": "Je devrais peut-être faire moi-même l'ascension pour découvrir enfin ce que cet \\\"internet\\\" a de si incroyable !", - "RUMOR_IANTHE_BATTLE_TITLE.m": "Un capitaine de plus", - "RUMOR_IANTHE_BATTLE_TITLE.f": "Une capitaine de plus", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "Je viens de voir un homme se faire avaler tout entier par un coffre {location_0_phrase} ! Incroyable, non !?", - "RUMOR_IANTHE_BATTLE_TITLE.n": "Un·e capitaine de plus", - "RUMOR_IANTHE_BATTLE": "Tu as appris la nouvelle ? Il paraît que la chef Ianthe a peut-être trouvé une recrue capable de devenir capitaine...", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Cormorevoir repéré", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "Inondations", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "J'ai entendu dire que cet oiseau géant, le Cormorevoir, avait été repéré {location_0_phrase} récemment.", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "Inondations", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "Une grosse inondation est en cours au nord du parc ! J'espère qu\\'il n\\'y aura pas de blessés.", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "Les abords de Port-la-Ville sont inondés ! Les Veilleurs sont un peu longs à réagir. Ils doivent tous être occupés, aujourd'hui...", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Glaistrail repéré", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "Tu as déjà vu ces caches rouges de Veilleurs ? Eh bien, j'en ai entendu une marmonner toute seule {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Cache bavarde", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Je viens d'apprendre qu\\'un immense ange de verre a été repéré {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Fourmimétique repérée", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Kuneko repérée", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Affaires de Veilleurs", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Il se passe quelque chose {location_0_phrase}. Les Veilleurs ne parlent plus que de ça...", - "RUMOR_PASSIVE_QUEST_KUNEKO": "Tu ne vas pas le croire, mais je viens d'apercevoir une fille-chat avec des ailes {location_0_phrase}...", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Situation de crise", - "RUMOR_PASSIVE_QUEST_SWARM": "Il se passe quelque chose de grave {location_0_phrase}. Plusieurs Veilleurs en sont revenus blessés...", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Marchand torse nu", - "RUMOR_UNOBTAINED_SPECIES": "Tu as déjà vu {species_description} ? C'est {species_name} ! Il paraît qu\\'on en trouve {habitat_phrase}.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Un drôle de marchand est de passage sur l'île, aujourd\\'hui. Tu as intérêt à te dépêcher si tu veux en profiter. Il est {location_0_phrase} !", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "J'ai vu Eugène traîner près d\\'un bâtiment étrange en dehors de la ville. Qu\\'est-ce qu\\'il fait là-bas ?", - "RUMOR_OFFICE1_TITLE": "Eugène", - "RUMOR_OFFICE2_TITLE": "Gardes-terres", - "RUMOR_OFFICE2": "Une connaissance à Villedeuil, sur la colline de l'Automne, m\\'a dit que de nombreux Gardes-terres se rassemblent dans un genre de bureau, ces derniers temps...", - "RUMOR_OFFICE3_1": "Je pêchais dans mon bateau au nord de la colline de l'Automne, l\\'autre jour, et tu ne devineras jamais ce que j\\'ai aperçu dans le brouillard...", - "RUMOR_OFFICE3_TITLE": "Gardes-terres", - "RUMOR_OFFICE3_2": "Un bureau ! Un vieux bureau déprimant perché sur un caillou au milieu de l'eau !", - "RUMOR_OFFICE3_3": "Les goules tout autour m'ont vraiment fichu la trouille...", - "RUMOR_OFFICE4_1": "La dernière fois que j'étais dans la forêt d\\'Estham, cinq Gardes-terres m\\'ont traîné jusqu\\'à leur repaire et m\\'ont drainé de presque toute mon énergie !", - "RUMOR_OFFICE4_TITLE": "Gardes-terres", - "RUMOR_OFFICE5_TITLE": "Gardes-terres", - "RUMOR_OFFICE4_2": "Franchement, leur présentation sur les multipropriétés est à mourir d'ennui.", - "RUMOR_OFFICE5_1": "J'ai discuté avec Maryse Pipelin, hier. Tu sais, la femme qui s\\'occupe de la ferme, de l\\'autre côté du ruisseau ?", - "RUMOR_POSTGAME_MORGANTE": "Je n'ai pas fermé l\\'œil de la nuit ! Tu as entendu ce chant étrange en provenance de la gare de Port-la-Ville, toi aussi ?", - "RUMOR_OFFICE5_2": "Elle pense que des Gardes-terres se sont installés près de sa propriété.", - "RUMOR_OFFICE5_3": "C'est inquiétant, non ? Port-la-Ville dépend de cette ferme pour se nourrir. Si les Gardes-terres s\\'en emparent...", - "RUMOR_ALTAR1_TITLE": "Sanctuaire", - "RUMOR_ALTAR1": "Oui, j'ai vu un sanctuaire étrange dans la plaine aux Cerisiers ! Je me demande bien à quoi il sert !", - "RUMOR_ALTAR2": "J'ai fait une découverte intéressante en nageant dans le lac : une sorte d\\'autel entre deux colonnes, sur une île.", - "RUMOR_ALTAR2_TITLE": "Sanctuaire", - "RUMOR_ALTAR3": "Ma sœur des Endeuillés m'a dit avoir vu une fille-chat ninja, mi-ange, mi-démon, près de leur ville. Mais c\\'est peut-être leur vieux pain moisi qui lui donne des hallucinations !", - "RUMOR_ALTAR4_TITLE": "Sanctuaire", - "RUMOR_ALTAR3_TITLE": "Sanctuaire", - "RUMOR_ALTAR4": "Tu as entendu parler de ce sanctuaire mystérieux au cœur de la forêt d'Estham ? Il paraît qu\\'un démon y conduit de terribles rituels la nuit. Mais certains disent qu\\'il s\\'agit d\\'un ange. D\\'autres encore parlent d\\'une fille-chat.", - "RUMOR_POSTGAME_MORGANTE_TITLE": "Chant sinistre", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", - "RUMOR_PARTNER_KAYLEIGH": "J'ai entendu dire que Kayleigh en sait plus qu\\'elle ne le prétend sur ces étranges cultistes encapuchonnés. Tu devrais peut-être essayer de lui en parler, non ?", - "RUMOR_PARTNER_MEREDITH1_1": "Tu connais Mérédith ? Elle entretient les équipements électroniques de la ville.", - "RUMOR_PARTNER_MEREDITH1_TITLE": "Mérédith", - "RUMOR_PARTNER_MEREDITH1_2": "Quand elle n'est pas dans sa boutique sur les quais, tu peux la trouver dans le parc.", - "RUMOR_PARTNER_MEREDITH1_3": "Va la voir si tu as besoin de son expertise !", - "RUMOR_PARTNER_MEREDITH2_TITLE": "Mérédith", - "RUMOR_PARTNER_MEREDITH2_1.f": "Je suis Mérédith. Savoure ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", - "RUMOR_PARTNER_MEREDITH2_2": "Bref, j'avais juste besoin de prendre un peu l\\'air. Passe donc me voir à la boutique. C\\'est le bâtiment jaune sur la promenade en bois.", - "RUMOR_PARTNER_MEREDITH2_1.m": "Je suis Mérédith. Savoure ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", - "RUMOR_PARTNER_MEREDITH2_1.n": "Je suis Mérédith. Savoure ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", - "RUMOR_PARTNER_FELIX_TITLE": "Appartement dévasté", - "RUMOR_PARTNER_FELIX2": "Tu crois qu'il aurait besoin d\\'un coup de main ?", - "RUMOR_PARTNER_FELIX1": "J'ai vu un type fouiller les décombres d\\'un appartement en ruine à Rivenord, au nord-ouest du parc.", - "RUMOR_PARTNER_VIOLA_TITLE": "Super-héroïne", - "RUMOR_HOYLAKE1": "Le professeur Dulac aurait besoin d'un nouvel assistant de recherche.", - "RUMOR_PARTNER_DOG1": "Hé, tu sais si quelqu'un a perdu son chien ?", - "RUMOR_PARTNER_DOG_TITLE": "Chien perdu", - "RUMOR_PARTNER_VIOLA": "Je me suis fait surprendre par des gluants dans les marais, mais une super-héroïne avec une cape est sortie de nulle part pour me sauver ! Je jure que c'est vrai !", - "RUMOR_PARTNER_DOG2": "J'en ai vu un courir dans tous les sens avec un lecteur de cassettes. Et je parle bien d\\'un chien ordinaire, pas d\\'un Spitzplosif ! C\\'était au pied du Mont Wirral, près du coin du lac.", - "RUMOR_PARTNER_DOG3": "J'espère qu\\'il ne va rien lui arriver, le pauvre...", - "RUMOR_HOYLAKE_TITLE": "Pour la science", - "RUMOR_HOYLAKE2": "Il passe tout son temps à l'hôtel de ville. Je ne comprendrai jamais comment il fait pour étudier les monstres en les évitant...", - "RUMOR_AVEREVOIR_TITLE": "Oiseau colossal", - "RUMOR_AVEREVOIR2": "Je crois qu'il vit dans cette grande caverne qui transperce le flanc de la montagne.", - "RUMOR_AVEREVOIR1": "J'ai vu un oiseau colossal près du Mont Wirral !", - "RUMOR_GLAISTAIN_TITLE": "Ruines", - "RUMOR_ABILITY_SWIM_TITLE": "Nage", - "RUMOR_GLAISTAIN": "Il paraît qu'un vieux vestige est apparu dans la plaine aux Cerisiers, récemment. C\\'est plutôt intrigant, non ?", - "RUMOR_FARM_BRIDGE_TITLE": "Pont de la ferme", - "RUMOR_ABILITY_CLIMB_TITLE": "Escalade", - "RUMOR_ABILITY_SWIM": "Il paraît qu'il existe un monstre doté d\\'un équipement de plongée donnant l\\'aptitude de nager absolument partout à ceux qui l\\'enregistrent !", - "RUMOR_ABILITY_CLIMB2": "\\\"Tout serait plus simple si je pouvais grimper le long des surfaces verticales comme le font les lianes-citrouilles\\\", pas vrai ?", - "RUMOR_FARM_BRIDGE": "J'ai entendu dire que les Pipelin avaient des soucis avec le pont qui permet d\\'accéder à leur ferme, à l\\'ouest...", - "RUMOR_ABILITY_CLIMB1": "Je sais ce que tu penses !", - "RUMOR_ABILITY_CLIMB3": "Ça fait des années que je réfléchis moi-même à la question !", - "RUMOR_ABILITY_DASH_TITLE": "Charge destructrice", - "RUMOR_ABILITY_CLIMB4": "Mais le seul moyen de savoir si c'est vraiment possible, c\\'est d\\'enregistrer une citrouille !", - "RUMOR_ABILITY_MAGNETISM_TITLE": "Pouvoirs magnétiques", - "RUMOR_ABILITY_DASH": "Apparemment, il existe un monstre capable de foncer comme un missile ! Je parie que tu pourrais faire pareil en l'enregistrant !", - "RUMOR_INTERMISSION_TITLE": "L'homme-triangle", - "RUMOR_ABILITY_MAGNETISM": "À en croire la rumeur, enregistrer ce drôle de monstre électrique peut te donner des pouvoirs magnétiques. Pas mal, non ?", - "BATTLE_ADJECTIVE_LEADER.n": "Chef {name}{disambiguator}", - "RUMOR_INTERMISSION": "Tu as vu ? Un homme étrange avec un triangle à la place de la tête flotte au centre de la ville...", - "BATTLE_ADJECTIVE_CAPTAIN.m": "Capitaine {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "Capitaine {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "Capitaine {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "Chef {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "Allié {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "Chef {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "Alliée {name}{disambiguator}", - "BATTLE_JOINED.m": "{0} a rejoint le combat !", - "BATTLE_ADJECTIVE_FRIEND.n": "Allié·e {name}{disambiguator}", - "BATTLE_SWITCH_PLACES.m": "{0} a échangé sa place !", - "BATTLE_JOINED.n": "{0} a rejoint le combat !", - "BATTLE_DESTROYED.f": "{0} a été anéantie !", - "BATTLE_SWITCH_PLACES.f": "{0} a échangé sa place !", - "BATTLE_SWITCH_PLACES.n": "{0} a échangé sa place !", - "BATTLE_ORB_BROKE": "L'orbe est brisé ! C\\'est {fusion_name} !", - "BATTLE_DESTROYED.m": "{0} a été anéanti !", - "ABILITY_swim": "Nage", - "BATTLE_DESTROYED.n": "{0} a été anéanti·e !", - "ABILITY_climb": "Boule de lianes-citrouilles", - "ABILITY_dash": "Charge de Missilino", - "ABILITY_UNLOCKED_swim": "Tu es désormais capable de nager !\\nAttention, ça épuise ton endurance.", - "ABILITY_flight": "Vol", - "ABILITY_magnetism": "Électromagnétisme", - "ABILITY_UNLOCKED_climb": "Tu peux désormais maintenir {control.climb} pour escalader les murs !\\nAttention, ça épuise ton endurance.", - "ABILITY_UNLOCKED_dash": "Tu peux désormais appuyer sur {control.dash} pour charger sur une courte distance !\\nAttention, ça épuise ton endurance.", - "ABILITY_UNLOCKED_magnetism": "Tu peux désormais maintenir {control.magnetism} pour interagir avec les objets magnétiques !\\nAttention, ça épuise ton endurance.", - "ABILITY_UNLOCKED_flight": "Tu peux désormais rappuyer sur {control.jump} pendant que tu planes pour reprendre de l'altitude !\\nAttention, ça épuise ton endurance.", - "POST_CREDITS_MESSAGE_1": "Tu peux poursuivre l'aventure depuis ta sauvegarde si tu le souhaites. Les Veilleurs de la Nouvelle-Wirral ont encore besoin de toi...", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Attention, il reste des points non attribués. Confirmer ?", - "STAT_ADJUST_MENU_TITLE": "Caractéristiques de base de {player}", - "STAT_ADJUST_MENU_REMAINING_POINTS": "Points restants : {0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "Les caractéristiques de base de {player} peuvent être ajustées depuis cet écran. Ceci affecte toutes ses formes de monstres.\\n\\nDes points supplémentaires peuvent être obtenus auprès de Wilma. Des valeurs minimales inférieures peuvent être débloquées en battant plus de capitaines.", - "STAT_ADJUST_MENU_EXPLANATION.f": "Les caractéristiques de base de {player} peuvent être ajustées depuis cet écran. Ceci affecte toutes ses formes de monstres.\\n\\nDes points supplémentaires peuvent être obtenus auprès de Wilma. Des valeurs minimales inférieures peuvent être débloquées en battant plus de capitaines.", - "STAT_ADJUST_MENU_EXPLANATION.n": "Les caractéristiques de base de {player} peuvent être ajustées depuis cet écran. Ceci affecte toutes ses formes de monstres.\\n\\nDes points supplémentaires peuvent être obtenus auprès de Wilma. Des valeurs minimales inférieures peuvent être débloquées en battant plus de capitaines.", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Termine ta formation de Veilleur pour pouvoir accéder à ces quêtes.", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Capitaine N°{n}", - "UI_RANGER_STAMP_CARD_ID": "ID : {0}", - "UI_RANGER_STAMP_CARD_HUMAN": "Homo Sapiens", - "UI_RANGER_STAMP_CARD_EARTH": "Terre, XXIe siècle", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Spécialisation inconnue", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Termine ta formation de Veilleur·se pour pouvoir accéder à ces quêtes.", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Termine ta formation de Veilleuse pour pouvoir accéder à ces quêtes.", - "NOTICEBOARD_REQUIREMENT_STORY": "Suis les indices de Morgayne et trouve un moyen de quitter la Nouvelle-Wirral pour débloquer de nouvelles quêtes et récompenses.", - "NOTICEBOARD_REQUIREMENT_QUEST": "Termine la quête \\\"{quest_title}\\\" pour débloquer de nouvelles quêtes et récompenses.", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "Plus aucune quête !", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} a trouvé de la matière fusionnée (x{amount})", - "TUTORIAL_RUMORS_DESCRIPTION2": "Les rumeurs que tu découvres en ville sont enregistrées dans ton journal.\\n\\nPort-la-Ville est ta meilleure source d'approvisionnement, alors, n\\'oublie pas de discuter avec les habitants chaque fois que tu passes faire le plein !", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "Fais ton rapport à Ianthe pour recevoir ta récompense !", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name} a trouvé de la matière fusionnée (x{amount})", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name} a trouvé de la matière fusionnée (x{amount})", - "TUTORIAL_RUMORS_DESCRIPTION1": "Tu es libre d'explorer la Nouvelle-Wirral comme bon te semble. Si tu cherches un nouvel objectif, tu peux toujours te rendre à Port-la-Ville pour écouter les dernières rumeurs.\\n\\nLes habitants adorent échanger des informations ! Inspecter les lieux mentionnés par ces rumeurs te permettra généralement de progresser dans tes quêtes et de découvrir de nouveaux monstres.", - "TUTORIAL_RUMORS_TITLE": "Didacticiel : Rumeurs", - "TUTORIAL_ROGUE_FUSIONS1": "Cette créature est ce que les Veilleurs appellent une \\\"fusion rebelle\\\". Elles se cachent parfois dans les coffres des grottes souterraines.\\n\\nAffronter ces fusions est un excellent moyen d'obtenir des objets précieux, de l\\'expérience et certains monstres rares. Mais attention, elles sont toujours beaucoup plus dangereuses que les autres monstres du secteur !", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "Didacticiel : Fusions rebelles", - "TUTORIAL_ROGUE_FUSIONS2.m": "Certaines fusions rebelles s'entourent d\\'une nuée d\\'autres monstres que tu devras vaincre avant de pouvoir les affronter.\\n\\nSi tu doutes de tes capacités ou si tu te trouves dans une zone encore inconnue, il est préférable de les éviter.", - "TUTORIAL_ROGUE_FUSIONS2.n": "Certaines fusions rebelles s'entourent d\\'une nuée d\\'autres monstres que tu devras vaincre avant de pouvoir les affronter.\\n\\nSi tu doutes de tes capacités ou si tu te trouves dans une zone encore inconnue, il est préférable de les éviter.", - "UI_NEW_GAME_MODES_NOTIFICATION": "Les parties personnalisées sont maintenant accessibles !", - "TUTORIAL_ROGUE_FUSIONS2.f": "Certaines fusions rebelles s'entourent d\\'une nuée d\\'autres monstres que tu devras vaincre avant de pouvoir les affronter.\\n\\nSi tu doutes de tes capacités ou si tu te trouves dans une zone encore inconnue, il est préférable de les éviter.", - "LOADING_SCREEN_NAG2_TITLE": "Rumeur entendue à Port-la-Ville :", - "LOADING_SCREEN_NAG2_FOOTER": "Consulte ton [color=#ab75e8]journal des quêtes[/color] pour plus d'informations.", - "UI_NEW_GAME_MODES_TITLE": "Mode personnalisé", - "UI_NEW_GAME_MODES_VALUE_ON": "Oui", - "UI_NEW_GAME_MODES_VALUE_OFF": "Non", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Cassettes irréparables", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Active cette option et toute défaite sera la dernière.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Défaite définitive", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Active cette option et tes cassettes seront irréparables. Si toutes tes cassettes sont détruites, la partie est terminée.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Active cette option et toute défaite sera la dernière.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Active cette option et toute défaite sera la dernière.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Active cette option et les monstres disponibles dans chaque habitat, ainsi que ceux de départ et ceux de tes partenaires, seront tous aléatoires.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Monstres aléatoires", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Types aléatoires", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Capacités aléatoires", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Active cette option et les autocollants débloqués quand tes cassettes s'améliorent seront aléatoires, de même que les capacités de chaque monstre.", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Active cette option et le type élémentaire de chaque espèce sera aléatoire. Les capacités de chaque monstre seront ajustées en conséquence.", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "Cet indice contrôle la génération aléatoire, l'apparition des monstres, l\\'inventaire des marchands, les quêtes, etc.", - "UI_NEW_GAME_MODES_RANDOM_SEED": "Indice aléatoire", - "UI_NEW_GAME_MODES_START_BUTTON": "Commencer", - "UI_GAME_OVER": "PARTIE TERMINÉE", - "SIGN_ELECTROSHACK": "ÉlectroDock", - "SIGN_CLOSED": "FERMÉ", - "SIGN_SPACE_ZONE": "COIN DE L'ESPACE", - "about": "À propos", - "donation": "Dons", - "patreon": "Devenez un Patreon", - "noItems": "Pas d'objet", - "privacyPolicy": "Politique privée", - "termsAndConditions": "Conditions d'utilisations", - "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", - "patrons": "Patreons", - "habitat": "Habitat", - "useGifs": "Utiliser des GIF", - "alphabetical": "Alphabétique", - "bestiaryId": "Identifiant du bestiaire", - "static": "Statique", - "gifNum": "Gif {0}", - "additionalStats": "Statistiques supplémentaires", - "viewOn": "Afficher sur {0}", - "initial": "Initial", - "unavoidable": "Inévitable", - "cost": "Coût", - "canBeCopied": "Peut être copié", - "characters": "Personnages", - "partnerMonster": "Monstre partenaire", - "portraitNum": "Portrait {0}", - "tags": "Mots-clés", - "overworld": "Overworld", - "percentTitle": "Pourcentage", - "backup": "Sauvegarde", - "hashCode": "7B02C3DF5408850FEF737CE7DEA0476B" - } - }, - "it_IT": { - "id": 3, - "locale": "it_IT", - "messages": { - "MOVE_MAGIC_TOME_NAME": "Grimorio", - "DLC_00_COSPLAY_NAME": "Pacchetto Cosplay", - "UI_PARTY_MOVE_STICKER": "Sposta adesivo", - "UI_SETTINGS_GLITCH_EFFECTS": "Effetti glitch", - "UI_PARTY_EDIT_MOVES": "Modifica adesivi", - "MOVE_DESCRIPTION_FINAL_BREATH": "Se i tuoi PV sono superiori all'80% e ricevi un attacco che li ridurrebbe a 0, sopravvivi con 1 PV.", - "MOVE_NAME_WEB_WRAP": "Tela avvolgente", - "MOVE_NAME_TREASURE_DIG": "Cerca-tesori", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC {content_name}", - "MOVE_DESCRIPTION_DEEP_FREEZE": "Congela il mangiacassette dell'avversario, infliggendo l\\'effetto di stato Nastro inceppato.", - "CONFIRM_LOAD_MODS1": "Numero di mod rilevate: {num_mods}.", - "CONFIRM_LOAD_MODS2": "Ricorda che le mod con codice ostile possono accedere al tuo file system ed eseguire comandi arbitrari sul tuo computer.", - "UI_PARTY_VIEW_MOVES": "Mostra adesivi", - "NOTIFICATION_GENERIC": "Notifica", - "MOVE_TRAP_JAW_NAME": "Fauci a tagliola", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "Schivata nulla", - "MOVE_DESCRIPTION_TREASURE_DIG": "Scava e trova un oggetto casuale. Chi vince la battaglia può tenersi l'oggetto.", - "STATUS_GEMSTONE_WALL_NAME": "Muro di Gemme", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "Sacrifica il 20% dei PV per creare un muro che assorbe fino a 3 colpi per fino a 3 turni. Inoltre, il muro dà al suo proprietario 1 PA extra ogni turno.", - "MOVE_DESCRIPTION_TRIPWIRE": "Ha una chance di usare automaticamente la mossa successiva nella lista, a costo 0 PA, quando l'avversario sferra un attacco in mischia. La chance si riduce in proporzione al costo normale in PA della mossa.", - "DLC_01_PIER_NAME": "Molo dell'Ignoto", - "UI_SETTINGS_AUDIO_TRANSFORM": "Effetti trasformazione", - "MOVE_DESCRIPTION_MAGIC_TOME": "Colpisce un bersaglio. Riduce la Difesa a distanza del bersaglio.", - "MOVE_COLD_FUSION_NAME": "Fusione fredda", - "MOVE_DESCRIPTION_TRAP_JAW": "Si attiva automaticamente dopo Morso. Infligge Schivata nulla al bersaglio.", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "I personaggi colpiti da Schivata nulla hanno la statistica Schivata ridotta all'1%.", - "MOVE_NAME_TRIPWIRE": "Filo a inciampo", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "I muri assorbono un certo numero di colpi subiti. Gli attacchi con vantaggio di tipo rompono immediatamente i muri. Oltre al normale comportamento dei muri, Muro di Gemme dà al suo proprietario 1 PA extra ogni turno.", - "TITLE_SCREEN_DLC_BTN": "Mostra DLC nel negozio", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Vuoi davvero caricare questo file?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Questo file non è ancora stato salvato con il set di mod attuali. Se continui a caricarlo, disinstallare delle mod in futuro potrebbe renderlo inutilizzabile.", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Disabilitati", - "LOOT_HEADING_TREASURE": "Tesoro", - "MOVE_NAME_STICKY_SPRAY": "Getto appiccicoso", - "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", - "UI_SAVE_REQUIRE_DLC": "Questo salvataggio non può essere caricato perché è stato creato con DLC o mod non installati.", - "STATUS_TAPE_JAM_NAME": "Nastro inceppato", - "UI_SETTINGS_COLOR_BLIND": "Modalità per daltonici", - "MOVE_DEEP_FREEZE_NAME": "Surgelamento", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continua", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Canto musica", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Abilitati", - "BATTLE_TOAST_SWITCH_BLOCKED": "CAMBIO BLOCCATO", - "MOVE_GEMSTONE_WALL_NAME": "Muro di Gemme", - "STATUS_TAPE_JAM_DESCRIPTION": "I personaggi colpiti da Nastro inceppato non possono cambiare li nastro attuale finché Nastro inceppato non viene rimosso o il nastro si rompe.", - "MOVE_DESCRIPTION_COLD_FUSION": "Si attiva ogni volta che avviene una fusione. Riduce i PV della fusione del 20% dei suoi PV massimi e la fa sussultare.", - "MOVE_TREASURE_DIG_TOAST": "TROVATO!", - "MOVE_FINAL_BREATH_NAME": "Ultimo respiro", - "CONFIRM_LOAD_MODS3": "Le mod che scegli di usare vengono usate a tuo rischio.", - "CONFIRM_LOAD_MODS4": "Vuoi davvero caricare queste mod?", - "CONFIRM_LOAD_MODS_QUIT": "Esci", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continua senza caricare le mod", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} di {content_author}", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "La forza del tuono", - "PINBOLT_NAME_PREFIX": "Folgo", - "PICKSIE_NAME": "Picchetto", - "AURICLAW_DESCRIPTION": "un ragno che indossa una maschera dorata", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Goblin ombroso", - "ADEPTILE_DESCRIPTION": "un rettile in una veste da sapiente", - "RUMOR_SPIDER_CAVE_3": "È strano, non trovi? Non abbiamo mai aperto nessuna miniera nell'acquitrino.", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "La velocità incredibile", - "PICKSIE_ENCOUNTER_MEREDITH_1": "Quel mostro si è appena seppellito sottoterra? Se lo rivediamo da qualche parte, forse dovremmo provare ad avvicinarci di soppiatto senza che ci veda.", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Stava scavando nel terreno con una piccozza, alla ricerca di qualcosa, ma è scappato non appena è stato avvicinato…", - "PICKSIE_LORE_1": "I Picchetti sono avidi minatori e trascorrono anni e anni scavando tra grotte e tombe, alla ricerca di tesori e pietre preziose. Spesso si adornano con i tesori che portano alla luce e usano come equipaggiamento le armature o le armi che trovano durante gli scavi.", - "TRAPWURM_LORE_2": "Il lindworm è una creatura del folclore europeo simile a un drago. Viene spesso raffigurato come un gigantesco serpente con pinne dorsali lungo il dorso simili a quelle di un pesce.", - "OVERWORLD_SPIDERCAVE_EUGENE": "Ragnatele grandi? [pause]Vuol dire ragni grandi. Ho già voglia di menare le mani.", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "Quale aspetto del fulmine incarni?", - "DIVEBERG_DESCRIPTION": "una creatura iceberg con un casco da palombaro", - "PINBOLT_LORE_2": "Il primo flipper moderno è stato inventato negli anni '40, ma prende origine dal Bagatelle, che si giocava su piani di gioco in legno. La sua storia ed evoluzione è parallela al gioco giapponese chiamato pachinko.", - "DIVEBERG_LORE_1": "Se resta esposta a temperature glaciali per un tempo sufficiente, la Subfoca si adatta nella forma di \\\"Palomberg\\\". È stato ipotizzato che sviluppare uno scheletro bipede aiuti il Palomberg ad attraversare più facilmente terreni ostili e coperti di neve.", - "PINBOLT_NAME_SUFFIX": "ripper", - "TRAPWURM_LORE_1": "I Trapwurm possono trattenere il respiro per giorni interi mentre aspettano, sepolti nel fango e nella terra, che una preda passi sopra di loro. Le loro mascelle hanno una forza incredibile, e quando si serrano è quasi impossibili aprirle a forza.", - "TRAPWURM_DESCRIPTION": "un serpente con le zampe e con enormi mascelle", - "WYRMAW_NAME_SUFFIX": "mascella", - "WYRMAW_LORE_1": "Ormai troppo grande per nascondersi sottoterra e aspettare la preda, il Wyrmascella deve attirare le potenziali vittime con lo sventolio invitante della bandiera e il piacevole tintinnio dei campanelli che porta al collo.", - "RUMOR_SPIDER_CAVE_TITLE": "Miniera abbandonata", - "RUMOR_SPIDER_CAVE_2": "Durante una delle sue passeggiate nell'acquitrino ha trovato l\\'ingresso di una miniera crollata.", - "RUMOR_SPIDER_CAVE_1": "Conosci Edward, vero? Gestisce la fattoria con sua moglie, appena oltre il Fiume Piper…", - "PICKSIE_ENCOUNTER_VIOLA_1": "Pare che abbiamo colto questo spirito alla sprovvista. Se dovessimo di nuovo incrociare il suo cammino, forse sarebbe saggio avvicinarci senza esser visti?", - "DIVEBERG_NAME_PREFIX": "Palom", - "AURICLAW_LORE_1": "Quando maturano, le Ferrichele attraversano una metamorfosi alchemica in cui le placche di ferro e le decorazioni sui loro corpi si trasformano in una lega d'oro. Queste Aurichele difendono i loro vasti territori in prima linea.", - "PICKSIE_ENCOUNTER_FELIX_1": "Si è appena… sepolto nel terreno? Forse ha paura degli umani. Se lo rivediamo da qualche parte, dovremmo provare ad avvicinarci senza essere visti.", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Un mio amico ranger di stanza {location_0_phrase} mi diceva di aver avvistato una stana creatura: una specie di piccolo goblin ombroso.", - "PINBOLT_NAME": "Folgoripper", - "ADEPTILE_LORE_2": "Uno degli antichi principi della credenza alchemica è che ogni cosa si compone dei quattro elementi della filosofia classica: terra, fuoco, acqua e aria.", - "TRAPWURM_NAME_PREFIX": "Trap", - "TRAPWURM_NAME_SUFFIX": "wurm", - "DIVEBERG_NAME_SUFFIX": "berg", - "HARBOURTOWN_BOOK_6": "Negli appunti scarabocchiati c'è scritto: \\\"…questo rettile studioso delle arti arcane può attingere al suo massimo potenziale se ha a disposizione un grimorio di magia da studiare\\\".", - "ADEPTILE_NAME": "Adeptile", - "DIVEBERG_NAME": "Palomberg", - "FERRICLAW_NAME_PREFIX": "Ferri", - "FERRICLAW_LORE_1": "Le Ferrichele sono state scoperte solo di recente a Nuova Wirral, dato che abitano in reti di caverne sotterranee che si addentrano in profondità. Si adornano con antiche maschere mortuarie che disseppelliscono dai sepolcri di antiche civiltà.", - "FERRICLAW_NAME_SUFFIX": "chela", - "WYRMAW_DESCRIPTION": "un grosso serpente con una bandiera in testa", - "PINBOLT_DESCRIPTION": "una creatura a forma di molla con una sfera fluttuante come testa", - "WYRMAW_NAME_PREFIX": "Wyrm", - "DIVEBERG_LORE_2": "La temperatura naturale più bassa mai registrata sulla Terra è di -89,2 gradi Celsius. È stata registrata in Antartide nel 1983.", - "PICKSIE_ENCOUNTER_DOG_1": "Bau?", - "FERRICLAW_NAME": "Ferrichela", - "PICKSIE_NAME_PREFIX": "Pic", - "PICKSIE_NAME_SUFFIX": "chetto", - "TRAPWURM_NAME": "Trapwurm", - "AURICLAW_LORE_2": "Sono state spesso realizzate maschere mortuarie di personaggi e leader famosi. Forse la più famosa nella storia moderna è la maschera di Tutankhamon, realizzata all'incirca nel 1323 a.C.", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Oh, abbiamo spaventato quel mostro? Sembra che sia scappato sottoterra. La prossima volta che lo troviamo, proviamo ad avvicinarci di soppiatto, senza farci vedere.", - "ADEPTILE_LORE_1": "L'Adeptile ha dedicato tutto se stesso alla ricerca delle conoscenze arcane. È poco più di una testa disincarnata, e indossa una lunga veste da sapiente per nascondere la mancanza di un corpo.", - "ADEPTILE_NAME_SUFFIX": "tile", - "OVERWORLD_SPIDERCAVE_MEREDITH": "Ma hai visto quanto sono [shake rate=30 level=10]grandi[/shake] queste ragnatele?! [pause]Nah. [pause]Non ESISTE. [pause]Teniamoci alla larga.", - "AURICLAW_NAME": "Aurichela", - "FERRICLAW_LORE_2": "Le maschere mortuarie sono repliche del volto di una persona realizzate dopo la morte. Vengono realizzate con i metodi e i materiali più disparati e compaiono in molte culture ed epoche della storia umana.", - "PICKSIE_DESCRIPTION": "un folletto mascherato con una piccozza", - "PICKSIE_SUBTITLE": "Goblin del tesoro", - "ADEPTILE_NAME_PREFIX": "Adept", - "AURICLAW_NAME_SUFFIX": "chela", - "FERRICLAW_DESCRIPTION": "un ragno che indossa una maschera arrugginita", - "AURICLAW_NAME_PREFIX": "Auri", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "Sono… ragnatele? Sono un [wave amp=30 freq=10]po' grandine[/wave], non trovi?", - "OVERWORLD_SPIDERCAVE_VIOLA": "È consueto che i ragni di queste terre tessano tele tanto… titaniche?", - "OVERWORLD_SPIDERCAVE_FELIX": "Non credo che abbiamo mai incontrato ragnatele giganti prima d'ora. È il genere di dettaglio che tenderei a ricordare.", - "PINBOLT_LORE_1": "La testa metallica del Folgoripper galleggia separata dal corpo, sospesa da un campo magnetico generato dalle due \\\"alette\\\" sul corpo. Può incanalare questo campo magnetico per scagliare folgori di energia dalla sua unica mano.", - "PICKSIE_ENCOUNTER_EUGENE_1": "Accidenti, se l'è svignata! Forse, se lo rivediamo da qualche parte, dovremmo cercare di avvicinarci di soppiatto in modo che non ci veda, così non scapperà ancora.", - "PICKSIE_LORE_2": "I nani sono creature della mitologia germanica, spesso descritte come piccoli esseri umanoidi. Sono spesso associati a miniere, fabbri e caverne.", - "WYRMAW_NAME": "Wyrmascella", - "WYRMAW_LORE_2": "I lindworm compaiono in molte storie del Nord Europa. Uno di questi è la leggenda del \\\"Lambton Worm\\\", una creatura simile a un verme che terrorizzava gli abitanti sulle sponde del fiume Wear, dove si diceva vivesse.", - "GAME_OVER_VIOLA1": "{player} risorge!", - "GAME_OVER_EUGENE1.n": "Era ora che ti svegliassi! Dai {player}, andiamo!", - "LEVEL_WARNING_meredith.v3": "Qui i mostri sono più, uh, temibili di noi. Forse è meglio tornare un'altra volta.", - "HARBOURTOWN_NPC_13_DIALOGUE2": "Va bene... [pause]Resterò da questa parte della città, [pause]immagino.", - "HARBOURTOWN_NPC_13_DIALOGUE3": "Oh... [pause]Hanno abbassato il ponte.", - "HARBOURTOWN_NPC_14_DIALOGUE1": "Sai... [pause]Ho lavorato sodo per lasciare la mia città natale. [pause]Dico sul serio.", - "HARBOURTOWN_NPC_14_DIALOGUE2": "Ero pronta ad affrontare il resto della mia vita, [pause]e invece sono rimasta bloccata in [wave amp=30 freq=10]un'altra[/wave] cittadina.", - "HARBOURTOWN_NPC_14_DIALOGUE3": "Suppongo che il destino volesse questo per me, [pause]eh?", - "HARBOURTOWN_NPC_15_DIALOGUE1": "Harbourtown ha sempre avuto una specie di gruppo di \\\"volontari della comunità\\\". [pause]Altrimenti come avrebbe fatto a rimanere intatta così a lungo?", - "HARBOURTOWN_NPC_15_DIALOGUE2": "I ranger di Ianthe ne sono l'ultima espressione. [pause]Raccogliamo risorse, aiutiamo le persone a risolvere i loro problemi e tutto il resto.", - "HARBOURTOWN_NPC_15_DIALOGUE3": "Da quando abbiamo scoperto il fenomeno delle \\\"cassette\\\", tenere tutto in ordine è diventato ancora più difficile. [pause]Ma se c'è una persona che può riuscirci, quella è Ianthe!", - "HARBOURTOWN_NPC_16_DIALOGUE2": "Se devo darti un consiglio, [pause]cerca di accettare la tua nuova vita qui.", - "HARBOURTOWN_NPC_16_DIALOGUE1": "Molti dei nuovi arrivati attraversano... [pause]un periodo difficile.", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Non voglio dire di dimenticare la tua vecchia vita, però. [pause]Il tuo passato è parte di te quanto il tuo futuro, [pause]mi spiego?", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Non voglio dire di dimenticare la tua vecchia vita, però. [pause]Il tuo passato è parte di te quanto il tuo futuro, [pause]mi spiego?", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Non voglio dire di dimenticare la tua vecchia vita, però. [pause]Il tuo passato è parte di te quanto il tuo futuro, [pause]mi spiego?", - "HARBOURTOWN_NPC_17_DIALOGUE1": "Harbourtown ha una storia più interessante di quanto credi!", - "HARBOURTOWN_NPC_17_DIALOGUE2": "È importante considerare la nostra storia se vogliamo capire che cosa potremo fare per il futuro.", - "HARBOURTOWN_NPC_18_DIALOGUE1": "Il mio bisnonno era tra i marinai che naufragarono su Nuova Wirral più di cento anni fa!", - "HARBOURTOWN_NPC_18_DIALOGUE2": "Sarebbe fiero di vedere cosa abbiamo fatto di questo posto.", - "HARBOURTOWN_NPC_19_DIALOGUE": "Se non sai cosa fare, prova a chiedere a qualcuno in città. A volte una buona diceria può riportarti sulla retta via!", - "TUTORIAL4_PART3B_KAYLEIGH6": "Arcangeli...", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Riguardo la fusione...", - "TUTORIAL4_PART3C_KAYLEIGH2": "La \\\"fusione\\\" è un raro fenomeno che i ranger conoscono bene. In natura ci sono mostri che si sono fusi e, a quanto pare, anche il capo dei ranger è in grado di farlo.", - "TUTORIAL4_PART3B_KAYLEIGH7": "Pare che i primi malcapitati approdati sulle coste di Nuova Wirral pensassero che i mostri di questo luogo fossero angeli.", - "TUTORIAL4_PART3B_KAYLEIGH8": "E... [pause]alcuni di loro hanno scritto di altre entità, più grandi delle altre... [pause]Creature che vengono percepite e viste come \\\"sbagliate\\\".", - "TUTORIAL4_PART3B_KAYLEIGH9": "Di conseguenza, hanno chiamato queste altre creature \\\"Arcangeli\\\", [pause]il grado più alto dell'ordine degli angeli.", - "TUTORIAL4_PART3B_KAYLEIGH10": "Chiaramente, quando hanno scoperto di poter combattere e sconfiggere i mostri normali, questi hanno perso il loro [wave amp=30 freq=10]\\\"fascino angelico\\\"[/wave].", - "TUTORIAL4_PART3B_KAYLEIGH11": "Nel corso degli anni sono stati chiamati in molti modi: angeli, demoni, diavoli, spettri...", - "TUTORIAL1_PART2_KAYLEIGH4": "E tu sei la bicicletta.", - "TUTORIAL1_PART2_KAYLEIGH10": "Non solo, ma tutti i danni extra causati dall'attacco che ha spezzato il nastro si applicheranno alla TUA salute, la barra rossa.", - "TUTORIAL1_PART2_KAYLEIGH2": "Imparerai in fretta... [pause]È come andare in bici!", - "TUTORIAL1_PART2_KAYLEIGH5": "Vedi quel mostriciattolo con gli stivali? È un Saltatore, e se ti avvicini diventa aggressivo.", - "TUTORIAL1_PART2_KAYLEIGH3": "A parte il fatto che, [pause]beh, [pause]la bicicletta si trasforma in {first_tape_description}...", - "TUTORIAL1_PART2_KAYLEIGH11.f": "Se perdiamo entrambi tutta la salute, dovremo ritirarci a Harbourtown.", - "TUTORIAL1_PART2_KAYLEIGH11.m": "Se perdiamo entrambi tutta la salute, dovremo ritirarci a Harbourtown.", - "TUTORIAL1_PART2_KAYLEIGH13": "Bene, diamoci da fare!", - "TUTORIAL1_PART2_KAYLEIGH12": "Chiaro?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "Se perdiamo entrambi tutta la salute, dovremo ritirarci a Harbourtown.", - "TUTORIAL2_PART1_KAYLEIGH1.m": "Ti serve una pausa, {player}? Se vuoi possiamo riposare qui.", - "TUTORIAL1_PART2_KAYLEIGH14": "Ottimo lavoro!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "Ti serve una pausa, {player}? Se vuoi possiamo riposare qui.", - "TUTORIAL1_PART2_KAYLEIGH16": "Ottimo! Saliamo, va bene? Ti lascerò il comando degli altri combattimenti, ma non preoccuparti, da qui in avanti sarò al tuo fianco!", - "TUTORIAL1_PART2_KAYLEIGH15": "Uhm, l'ascensore dovrebbe funzionare. Ci sarà un interruttore per riattivarlo.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Troveremo altri mostri in giro, ma possiamo batterli!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Troveremo altri mostri in giro, ma possiamo batterli!", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Forza, da questa parte!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Troveremo altri mostri in giro, ma possiamo batterli!", - "HARBOURTOWN_NPC_1_DIALOGUE3": "È un piacere rivederti! [pause]Ti trovi bene a Harbourtown?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Oh, [pause]giusto, sei lə nuovə arrivatə! [pause]Piacere di rivederti!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Ci rivediamo, novellinə! [pause]Spero che tu ti stia ambientando.", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Ci rivediamo, novellina! [pause]Spero che tu ti stia ambientando.", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Ci rivediamo, novellino! [pause]Spero che tu ti stia ambientando.", - "HARBOURTOWN_NPC_1_DIALOGUE5": "Ti stai abituando alla vita qui? [pause]A me ci è voluto... [pause]molto tempo per accettare la mia situazione quando sono arrivata qui.", - "HARBOURTOWN_NPC_1_DIALOGUE6": "Ehi, rieccoti! [pause]Come ti trovi sull'isola? [pause]Qui tutti fanno del loro meglio. So che ci si può sentire soli.", - "HARBOURTOWN_NPC_1_DIALOGUE8": "Ehi! [pause]Sono di nuovo io. Sto guardando il \\\"Mar Perduto\\\", come al solito. [pause]Ha qualcosa che mi tranquillizza, credo.", - "HARBOURTOWN_NPC_1_DIALOGUE7": "A volte la vita prende una piega inaspettata. [pause]A volte la cosa la cosa inaspettata è... [pause]beh... [pause]questa.", - "HARBOURTOWN_NPC_1_DIALOGUE9": "A volte spero di vedere una nave che solca l'orizzonte e viene a salvarci. [pause]Ma è già un po\\' che sono qui... Non credo che arriveranno i soccorsi.", - "HARBOURTOWN_NPC_1_DIALOGUE10": "Ehi, ci si rivede! [pause]Spero che tu ti stia bene!", - "HARBOURTOWN_NPC_2_DIALOGUE2": "[shake rate=30 level=10]Davvero[/shake] non mi riconosci? [pause]Nemmeno un po'?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "Scommetto che non ti aspettavi di vedere una persona famosa come [wave amp=30 freq=10]me[/wave] qui, [pause]vero? [pause][pause]Aspetta, non mi riconosci...?", - "INTRO_PENSBY24": "Credo che non sia niente di serio. Trasformarsi per la prima volta è psicologicamente scioccante.", - "CLEMENCE_CAFE2": "In città c'era un grammofono, una vecchia macchina per riprodurre dischi. Così l\\'ho presa e ne ho fatto il fulcro di questo nuovo locale. Ma la gente mi diceva: \\\"Clémence! Hai un grammofono ma non hai la musica!\\\".", - "CLEMENCE_QUESTION_ARRIVAL": "Come sei arrivata qui?", - "CLEMENCE_QUESTION_COFFEE": "Come prepari il caffè?", - "CLEMENCE_QUESTION_BYE": "Arrivederci, per ora!", - "CLEMENCE_CAFE1": "Oui. Quando sono arrivata a Harbourtown, la gente chiedeva a gran voce un posto per socializzare, un posto che fosse alla moda. Così l'ho creato: se non io, chi altri?", - "CLEMENCE_BYE": "Au revoir!", - "LEVEL_WARNING_meredith.v2": "Qui i mostri sembrano più forti di noi. [pause]Forse è meglio tornare indietro.", - "LEVEL_WARNING_viola.v2": "Questo luogo desta in me una vaga preoccupazione. Temo che le terre in cui ci troviamo siano pericolose.", - "CLEMENCE_INTRO2": "Io sono Clémence e questo bel locale è il Café Gramophone. Che dire? Possiedo molti dischi e il caffè migliore lo preparo io. Non che ci sia molta concorrenza.", - "CLEMENCE_INTRO1.f": "Bonjour! [pause]Non capita spesso di vedere facce nuove... Specialmente belle come la tua!", - "PARTNER_LEVELUP_VIOLA1": "La mia nuova maestria in battaglia potrebbe stupirti: negli ultimi tempi ho affinato le mie abilità.", - "LEVEL_WARNING_meredith.v1": "Questa zona potrebbe essere al di sopra delle nostre possibilità. [pause]Qui i mostri sono spaventosi.", - "TUTORIAL4_PART3B_KAYLEIGH19": "Magari non sai cosa siano i film!", - "TUTORIAL4_PART3_KAYLEIGH18": "Dopotutto veniamo tutti da mondi diversi.", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "Lo so!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Ne ho visti un sacco!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "Cosa sono i film?! Scherzavo!", - "TUTORIAL4_PART3B_KAYLEIGH20": "Fiù, [pause]ok, [pause]grande! Sono a Nuova Wirral da tre anni e non ho ancora imparato ad adeguare i miei... [pause]riferimenti culturali quando parlo con gente nuova.", - "TUTORIAL4_PART3C_KAYLEIGH1": "Oh. [pause]Sì. [pause][wave amp=30 freq=10]Quello[/wave].", - "TUTORIAL4_PART3C_KAYLEIGH3": "Nelle giuste circostanze, due persone in forma di mostro possono unirsi e formare un [wave amp=30 freq=10]potente essere[/wave].", - "PARTNER_LEVELUP_EUGENE1": "Ultimamente mi sono allenata. Fidati, sono [shake rate=30 level=10]molto più forte[/shake] dell'ultima volta che abbiamo combattuto insieme!", - "PARTNER_LEVELUP_KAYLEIGH1": "Dal nostro ultimo incontro, mi sono esercitata a [wave amp=30 freq=10]combattere i mostri[/wave]. Credo che ti stupirò!", - "TUTORIAL4_PART3D_KAYLEIGH3": "E sa come lasciare Nuova Wirral?", - "TUTORIAL4_PART3C_KAYLEIGH8": "Scusa, [pause]mi mette in imbarazzo parlarne!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "Ci ha aiutato a sconfiggere l'Arcangelo!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "Ci ha aiutato a sconfiggere l'Arcangelo!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "Ci ha aiutato a sconfiggere l'Arcangelo!", - "TUTORIAL4_PART3C_KAYLEIGH9": "G-Già, forse hai ragione!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Senza non ce l'avremmo fatta!", - "TUTORIAL4_PART3D_KAYLEIGH2": "Quell'Arcangelo, \\\"Morgante\\\"... Ora i suoi ricordi sono [wave amp=30 freq=10]dentro[/wave] di te?", - "TUTORIAL4_PART3D_KAYLEIGH1": "Quindi, fammi capire bene...", - "OUTSKIRTS_3_-1_GIFTER1.n": "Non ti ho mai vistə da queste parti. Fammi indovinare... Sei arrivatə qui da poco, vero?", - "TUTORIAL4_PART3D_KAYLEIGH22": "Se c'è anche solo una possibilità che ci aiuti a lasciare l\\'isola e a riportare le persone alle loro case e alle loro famiglie...", - "TUTORIAL4_PART3C_KAYLEIGH10": "Ora che è successo, ho una strana sensazione. Come... se dentro di me si fosse aperta una porta che non sapevo esistesse.", - "TUTORIAL4_PART3C_KAYLEIGH11": "Sento che potrei fondermi nuovamente con te, se dovesse servire.", - "GAME_OVER_FIRST_PENSBY3.n": "Se state attraversando Nuova Wirral, prima di partire fareste bene a rifornirvi di scorte mediche.", - "GAME_OVER_EUGENE1.f": "Finalmente sei sveglia! Dai {player}, andiamo!", - "LEVEL_WARNING_kayleigh.v2.f": "Questo posto sembra pericoloso... Forse è meglio tornare quando saremo più forti!", - "LEVEL_WARNING_kayleigh.v2.n": "Questo posto sembra pericoloso... Forse è meglio tornare quando saremo più forti!", - "GAME_OVER_MEREDITH1": "Hai ripreso i sensi?", - "PARTNER_LEVELUP_FELIX1": "Ultimamente mi sono allenata nella mia forma di mostro. Dopotutto, devo stare al passo con te.", - "TUTORIAL2_PART3_KAYLEIGH4": "Non sappiamo bene [wave amp=30 freq=10]come[/wave] funzioni, ma è così... [pause]E per noi è sufficiente.", - "TUTORIAL2_PART3_KAYLEIGH8": "Ora facciamo fuori questo parassita!", - "TUTORIAL2_PART4_PLAYER1": "Questo era previsto?", - "TUTORIAL2_PART4_PLAYER2": "Cosa sta succedendo?", - "TUTORIAL2_PART4_KAYLEIGH1": "Quando registriamo alcune forme di mostro, non solo possiamo assumere la loro forma, ma riceviamo anche... abilità extra.", - "TUTORIAL2_PART4_KAYLEIGH2": "Niente panico!", - "TUTORIAL2_PART4_KAYLEIGH3": "Scusa, avrei dovuto avvisarti, ma ho pensato che fosse più semplice mostrartelo.", - "TUTORIAL2_PART4_KAYLEIGH4": "Possiamo usare la planata per attraversare quel varco.", - "TUTORIAL3_PART1_KAYLEIGH1": "Che succede? Se è colpa dell'attività di qualche mostro, sarà meglio fare attenzione.", - "TUTORIAL3_PART1_KAYLEIGH2": "Andiamo...", - "TUTORIAL3_PART2_KAYLEIGH1": "Ok, l'hai sentita, vero?", - "TUTORIAL3_PART2_KAYLEIGH2": "Ma che cos'è?!", - "TUTORIAL3_PART2_KAYLEIGH3": "È... È sempre stato qui?", - "TUTORIAL2_PART3_KAYLEIGH1": "Ok, tieni!", - "TUTORIAL2_PART3_KAYLEIGH2": "Devi sapere una cosa sui mostri di Nuova Wirral...", - "TUTORIAL2_PART3_KAYLEIGH3": "Quando si indeboliscono, puoi,[pause] beh,[pause] registrare la loro essenza sulle cassette.", - "TUTORIAL2_PART3_KAYLEIGH6": "È così che si ottengono nuove forme di mostro!", - "TUTORIAL2_PART3_KAYLEIGH5": "Ora prova a passare al nastro su cui hai registrato!", - "TUTORIAL2_PART3_KAYLEIGH7": "Tuttavia, quando un mostro subisce troppi danni, fugge. Quindi non potrai registrarlo... [pause]Fin qui mi segui?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "Ti serve una pausa, {player}? Se vuoi possiamo riposare qui.", - "TUTORIAL2_PART1_KAYLEIGH2.f": "Queste buche per i falò indicano le aree in cui è possibile accamparsi in tutta sicurezza.", - "TUTORIAL2_PART2_KAYLEIGH2": "Ci dev'essere un modo per farlo avvicinare...", - "TUTORIAL2_PART2_KAYLEIGH1": "Laggiù... Vedi quel mostro?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "Queste buche per i falò indicano le aree in cui è possibile accamparsi in tutta sicurezza.", - "TUTORIAL2_PART1_KAYLEIGH3": "Qui puoi riparare i nastri e curarti!", - "TUTORIAL2_PART1_KAYLEIGH2.m": "Queste buche per i falò indicano le aree in cui è possibile accamparsi in tutta sicurezza.", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Certo!", - "TUTORIAL1_PART1_KAYLEIGH5": "Ti spiego tra poco!", - "TUTORIAL1_PART1_KAYLEIGH6": "Lieta di sapere che te la senti!", - "TUTORIAL1_PART1_KAYLEIGH7": "Lo vedi quel sentiero?", - "TUTORIAL1_PART1_KAYLEIGH8": "La scorsa notte c'è stato un qualche tipo di attività sismica o mostruosa: si vedono le crepe nel terreno.", - "INTRO_KAYLEIGH19": "Non so come darti questa notizia.", - "INTRO_KAYLEIGH20.m": "Non puoi andartene da qui.", - "INTRO_KAYLEIGH20.f": "Non puoi andartene da qui.", - "INTRO_KAYLEIGH13": "Comunque,[pause] sarebbe meglio che tu ti riscaldassi. Congelerai a morte con quel pigiama.", - "INTRO_KAYLEIGH12": "Io sono Kayleigh. Piacere di fare la tua conoscenza, {player}!", - "INTRO_KAYLEIGH30": "Non è... [pause]esattamente sulla Terra. Almeno crediamo.", - "INTRO_KAYLEIGH14": "Che ne pensi?[pause] Pittoresco, vero?", - "INTRO_KAYLEIGH14_OPTION1": "Dove mi trovo?", - "INTRO_KAYLEIGH14_OPTION2": "Che posto è questo?", - "INTRO_KAYLEIGH15.m": "Questa è Harbourtown...", - "INTRO_KAYLEIGH5": "Sì, si vede! Allora prendi questo.", - "CLEMENCE_ARRIVAL2": "Mi mancano...", - "CLEMENCE_ARRIVAL3": "Le moto.", - "TUTORIAL1_PART2_KAYLEIGH6": "Quindi ovviamente dovrai avvicinarti!", - "TUTORIAL1_PART2_KAYLEIGH7": "Hai preso qualche colpo, ma la tua forma di mostro può resistere!", - "TUTORIAL1_PART2_KAYLEIGH8": "La barra verde rappresenta la salute della tua forma di mostro, quella rossa è la tua.", - "TUTORIAL1_PART2_KAYLEIGH9": "Se una forma perde tutta la salute in combattimento, il suo nastro si spezzerà e andrà riparato.", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Non fa parte di Harbourtown?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "Non è normale?", - "TUTORIAL3_PART2_KAYLEIGH4": "Non ho mai visto NIENTE di simile prima d'ora!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, senti anche tu qualcosa nell'aria?", - "TUTORIAL3_PART2_KAYLEIGH5": "È sempre stato qui?!", - "HARBOURTOWN_STATION_MORGANTE1": "SEI TU, MORDREAD?\\n\\nAVVICINATI, FIGLIO MIO... VOGLIO VEDERTI UN'ULTIMA VOLTA.", - "HARBOURTOWN_STATION_KAYLEIGH1": "Questo posto puzza... di metallo bruciato. Non riesco a spiegarlo...", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Ma... Questo è...[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "IL LUNGO CONFLITTO È GIUNTO ALLA FINE... TEMO CHE QUESTA VOLTA MI ABBIA SCONFITTA DAVVERO.", - "INTRO_KAYLEIGH8.f": "Tocca a te! Non essere timida!", - "INTRO_KAYLEIGH6": "Bene, ora inseriscilo nel mangiacassette, [pause]metti le cuffie [pause]e premi play!", - "INTRO_KAYLEIGH3": "Tieni! [pause]Usa questo!", - "INTRO_KAYLEIGH4": "Ok, domanda rapida: [pause]qual è il tuo... [pause]stile?", - "LEVEL_WARNING_dog.v1": "Barkley sembra nervoso. Forse i mostri di questa zona sono troppo forti per lui...", - "LEVEL_WARNING_viola.v1": "Faremmo bene a lasciare questo posto: qui dimorano bestie più forti di noi.", - "CLEMENCE_METAL_TAPES1": "{player}! Ho qualcosa per te.", - "CLEMENCE_METAL_TAPES2": "La ranger Wilma è arrivata dal Municipio per rifornire il mio stabilimento di nuove scorte.", - "CLEMENCE_METAL_TAPES3": "Questi nastri cromati sono più efficaci di quelli di base. Interessante, n'est-ce pas?", - "CLEMENCE_INTRO1.m": "Bonjour! [pause]Non capita spesso di vedere facce nuove... Specialmente belle come la tua!", - "CLEMENCE_NAME": "Clémence", - "GAME_OVER_FIRST_PENSBY1.m": "Ah, sei sveglio. Per fortuna qualcuno ti ha portato alla mia clinica sano e salvo!", - "TUTORIAL1_PART1_KAYLEIGH3.m": "Te la sei cavata bene l'ultima volta che abbiamo combattuto insieme!", - "TUTORIAL1_PART1_KAYLEIGH3.f": "Te la sei cavata bene l'ultima volta che abbiamo combattuto insieme!", - "TUTORIAL1_PART1_KAYLEIGH4": "Beh, senti, mi hanno affidato una commissione e mi serve una mano. Credi di potermi aiutare?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "\\\"Commissione\\\"?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "Te la sei cavata bene l'ultima volta che abbiamo combattuto insieme!", - "INTRO_KAYLEIGH41": "Scusa, scusa, ti sto dando troppe informazioni insieme! Ma ci vedremo presto, giusto?", - "INTRO_KAYLEIGH42": "Potremo parlare allora, se ti va!", - "INTRO_KAYLEIGH40_OPTION1": "La mia epoca?", - "GAME_OVER_FIRST_PENSBY5": "Fai attenzione là fuori, {player}! Se sarai prudente, non dovrai tornare qui troppo presto!", - "GAME_OVER_PENSBY2": "Vacci piano là fuori, {player}. Non voglio che vanifichi subito il mio duro lavoro.", - "INTRO_KAYLEIGH2": "I Conostacei non vedono di buon occhio gli stranieri. [pause]Né nessun altro, [pause]se è per questo.", - "INTRO_KAYLEIGH1": "Ehi, tu... [pause]Non fare mosse improvvise!", - "GAME_OVER_DOG1": "Arf!", - "GAME_OVER_FELIX1": "Ehi... Ora va meglio?", - "CLEMENCE_COFFEE2": "È un buon accordo, oui?", - "CLEMENCE_COFFEE1": "Ho un... metodo speciale. E i Piper coltivano il mio caffè nella loro fattoria.", - "LEVEL_WARNING_felix.v3": "Di solito confido nelle nostre possibilità, ma credo che per il momento questo posto sia troppo pericoloso per noi.", - "LEVEL_WARNING_felix.v2": "Forse è meglio tornare quando saremo più forti... È solo un'idea.", - "LEVEL_WARNING_kayleigh.v2.m": "Questo posto sembra pericoloso... Forse è meglio tornare quando saremo più forti!", - "LEVEL_WARNING_kayleigh.v1": "I mostri che ci sono da queste parti potrebbero essere troppo forti per noi... Forse è meglio tornare indietro.", - "INTRO_KAYLEIGH34": "Non si sta male!", - "INTRO_KAYLEIGH33": "M-Ma andrà tutto bene! A Harbourtown c'è una comunità, e ci aiutiamo tra noi.", - "LEVEL_WARNING_kayleigh.v3": "Ho la sensazione che i mostri che ci sono qui siano più forti di noi...", - "GAME_OVER_KAYLEIGH1": "Stai bene? Per un attimo mi hai spaventata!", - "CLEMENCE_QUESTION_MENU": "Cosa c'è in menu?", - "CLEMENCE_MENU_DIALOGUE": "Bonjour! Cosa posso fare per te?", - "CLEMENCE_QUESTION_CAFE": "Il Café Gramophone?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "E non fai nemmeno parte dei ranger?", - "RANGER_BODYBUILDER_NOT_JOINED2": "La prima cosa che devi fare, fuoriclasse, è correre all'avamposto nel parco a nord della periferia e iscriverti.", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "E non fai nemmeno parte dei ranger?", - "RANGER_BODYBUILDER_BYE": "Ci si vede, fuoriclasse!", - "RANGER_BODYBUILDER_EXPLANATION1": "A volte non basta essere bravi a trasformarsi. A volte bisogna semplicemente essere più forti!", - "RANGER_BODYBUILDER_EXPLANATION2": "E qui entro in gioco io. Posso creare un allenamento personalizzato per te, per regolare le \\\"statistiche base\\\" della tua forma umana. Questo avrà effetto anche sulle trasformazioni!", - "RANGER_BODYBUILDER_EXPLANATION3": "Ad esempio, se decidi che i tuoi attacchi in mischia devono essere più potenti, ma non fai molto affidamento sugli attacchi a distanza, puoi spostare alcuni punti da Attacco a distanza ad Attacco in mischia.", - "RANGER_BODYBUILDER_EXPLANATION4": "Man mano che il tuo addestramento con i ranger procede, senza dubbio ti troverai con qualche punto extra da assegnare alle statistiche base.", - "RANGER_BODYBUILDER_EXPLANATION5.f": "Allora, che ne dici, fuoriclasse? Hai voglia di allenarti?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "Allora, che ne dici, fuoriclasse? Hai voglia di allenarti?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "Allora, che ne dici, fuoriclasse? Hai voglia di allenarti?", - "RANGER_TRADER_NOT_JOINED1.n": "Ciao tesoro, se sei qui per iscriverti ai ranger, hai mancato Ianthe per un pelo.", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "Wow, che allenamento! Mi bruciano i muscoli!", - "RANGER_TRADER_NOT_JOINED1.m": "Ciao tesoro, se sei qui per iscriverti ai ranger, hai mancato Ianthe per un pelo.", - "RANGER_TRADER_NOT_JOINED1.f": "Ciao tesoro, se sei qui per iscriverti ai ranger, hai mancato Ianthe per un pelo.", - "RANGER_TRADER_JUST_JOINED1.m": "Ciao tesoro, vedo che hai una nuova tessera da apprendista. Ti spiego come posso aiutarti!", - "RANGER_TRADER_NOT_JOINED2": "La troverai all'avamposto del parco. Si trova a nord della periferia, non puoi perderti!", - "RANGER_TRADER_JUST_JOINED1.f": "Ciao tesoro, vedo che hai una nuova tessera da apprendista. Ti spiego come posso aiutarti!", - "RANGER_TRADER_JUST_JOINED2": "Il mio compito è quello di distribuire le risorse dell'organizzazione ai ranger e agli apprendisti, per aiutarli a svolgere i loro compiti. Ho aggiornamenti per zaini e mangiacassette, pass per sessioni di addestramento speciali...", - "RANGER_TRADER_JUST_JOINED1.n": "Ciao tesoro, vedo che hai una nuova tessera da apprendista. Ti spiego come posso aiutarti!", - "RANGER_TRADER_JUST_JOINED3": "Ma ne abbiamo solo quantità limitate, quindi devo controllare che non vadano sprecate.", - "RANGER_TRADER_JUST_JOINED4.f": "Per farla breve, tesoro, con quanti più capitani completerai il tuo addestramento, più potrai averne. Oh, e dovrai darmi anche un po' di Materiale fuso.", - "RANGER_TRADER_JUST_JOINED4.m": "Per farla breve, tesoro, con quanti più capitani completerai il tuo addestramento, più potrai averne. Oh, e dovrai darmi anche un po' di Materiale fuso.", - "RANGER_TRADER_MENU_ALT.n": "Allora, cosa ti serve, tesoro?", - "RANGER_TRADER_MENU_ALT.m": "Allora, cosa ti serve, tesoro?", - "RANGER_TRADER_MENU_HELLO.n": "Ciao tesoro, cosa ti serve?", - "RANGER_TRADER_JUST_JOINED4.n": "Per farla breve, tesoro, con quanti più capitani completerai il tuo addestramento, più potrai averne. Oh, e dovrai darmi anche un po' di Materiale fuso.", - "RANGER_TRADER_MENU_HELLO.f": "Ciao tesoro, cosa ti serve?", - "RANGER_TRADER_MENU_ALT.f": "Allora, cosa ti serve, tesoro?", - "RANGER_TRADER_MENU_HELLO.m": "Ciao tesoro, cosa ti serve?", - "RANGER_TRADER_OPTION1": "Che cos'hai per me?", - "RANGER_TRADER_OPTION2": "Cos'è il Materiale fuso?", - "RANGER_TRADER_FUSED_MATERIAL1": "Materiale fuso? Non so proprio cosa sia, ma per qualche motivo Ianthe crede che dobbiamo raccoglierne un sacco.", - "RANGER_TRADER_OPTION3": "Arrivederci!", - "RANGER_TRADER_FUSED_MATERIAL2.m": "So solo che puzza terribilmente e che alcuni mostri se lo lasciano dietro. Usa questa informazione come credi, tesoro!", - "RANGER_TRADER_BYE": "Ci si vede, per ora!", - "RANGER_TRADER_FUSED_MATERIAL2.n": "So solo che puzza terribilmente e che alcuni mostri se lo lasciano dietro. Usa questa informazione come credi, tesoro!", - "RANGER_TRADER_FUSED_MATERIAL2.f": "So solo che puzza terribilmente e che alcuni mostri se lo lasciano dietro. Usa questa informazione come credi, tesoro!", - "RANGER_TRADER_TRAINING_COMPLETE.f": "Ciao tesoro! Ora che fai parte a pieno titolo dei ranger, puoi avere alcuni oggetti speciali...[pause] Dai un'occhiata!", - "RANGER_TRADER_TRAINING_COMPLETE.m": "Ciao tesoro! Ora che fai parte a pieno titolo dei ranger, puoi avere alcuni oggetti speciali...[pause] Dai un'occhiata!", - "RANGER_VENDING_MACHINE_NAME": "Distributore automatico", - "RANGER_TRADER_TRAINING_COMPLETE.n": "Ciao tesoro! Ora che fai parte a pieno titolo dei ranger, puoi avere alcuni oggetti speciali...[pause] Dai un'occhiata!", - "INTERDIMENSIONAL_POST_INTRO1": "Ehilà! Per caso tu sei \\\"{recipient}\\\"?", - "KAYLEIGH_STATION_REACTION1": "È una... [pause]stazione ferroviaria? Non dovrebbero esserci problemi se diamo un'occhiata, giusto?", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Sì.", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Aspetta, che succede?", - "INTERDIMENSIONAL_POST_INTRO2": "Non preoccuparti, sono qui solo per consegnare un messaggio interdimensionale. [pause]Quanto ti sveglierai tornerà tutto alla normalità.", - "INTERDIMENSIONAL_POST_SENDER": "Questo messaggio arriva da \\\"{sender}\\\".", - "INTERDIMENSIONAL_POST_REINTRO1": "Ciao di nuovo! Ho un altro messaggio per te.", - "INTERDIMENSIONAL_POST_NO_SENDER": "Questo messaggio non specifica un mittente. Qualche spasimante, forse?", - "INTERDIMENSIONAL_POST_REINTRO2": "Questo è per \\\"{recipient}\\\". Sei tu, giusto?", - "INTERDIMENSIONAL_POST_BODY1": "Te lo leggo.", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "Oh, sembra che questo messaggio non contenga testo...", - "INTERDIMENSIONAL_POST_ITEMS": "C'è un pacchetto in allegato. Ecco qua!", - "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\".", - "GAME_OVER_FIRST_PENSBY3.m": "Se state attraversando Nuova Wirral, prima di partire fareste bene a rifornirvi di scorte mediche.", - "LEVEL_WARNING_eugene.v2": "Qui i mostri sembrano più forti di noi... Forse è meglio addestrarsi un po' prima di tornare...", - "CLEMENCE_CAFE3": "Un giorno i ranger trovano un posto pieno di dischi intatti e me li portano. E la gente si lamentava: \\\"Abbiamo i dischi, ma sono fatti per i moderni giradischi! Sul nostro grammofono non funzionano!\\\".", - "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks? [pause]Ho suonato con uno dei gruppi più famosi della terra? [pause]Non ti dice niente?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "Eddai, di SICURO sai chi sono. [pause]Sono Danny Kicks! [pause]Prova a immaginarmi con un sassofono... [pause]Ancora niente?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Non mi riconosci proprio, eh? [pause]Non importa. [pause]Non è la prima volta.", - "HARBOURTOWN_NPC_2_DIALOGUE5": "Io e i ragazzi di Liverpool? [pause]\\\"All you need is sax\\\"? [pause]Quella canzone l'ho [shake rate=30 level=10]scritta[/shake] io!", - "HARBOURTOWN_NPC_2_DIALOGUE6": "Di [wave amp=30 freq=10]sicuro[/wave] mi hai visto suonare sul tetto insieme ai ragazzi. [pause]Mi credi, vero?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "M-Ma tu mi credi, [pause]vero? [pause]Forse nel tuo mondo non ero famoso, ma nel mio sono certo che saresti uno dei miei [wave amp=30 freq=10]più grandi fan[/wave]!", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Non mi riconosci proprio, eh? [pause]Non importa. [pause]Non è la prima volta.", - "HARBOURTOWN_NPC_2_DIALOGUE8": "Lo sai che... [pause]Credo che qui non mi abbia riconosciuto una singola persona. [pause]Qualcuno pensa addirittura che mi stia inventando tutto!", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Non mi riconosci proprio, eh? [pause]Non importa. [pause]Non è la prima volta.", - "HARBOURTOWN_NPC_3_DIALOGUE1": "…", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "Ehi, fan [wave amp=30 freq=10]numero uno[/wave], oggi come va?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "M-Ma tu mi credi, [pause]vero? [pause]Forse nel tuo mondo non ero famoso, ma nel mio sono certo che saresti unə dei miei [wave amp=30 freq=10]più grandi fan[/wave]!", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "M-Ma tu mi credi, [pause]vero? [pause]Forse nel tuo mondo non ero famoso, ma nel mio sono certo che saresti una dei miei [wave amp=30 freq=10]più grandi fan[/wave]!", - "INTRO_KAYLEIGH29": "Non per caricarti di informazioni, ma ti trovi sull'isola di Nuova Wirral.", - "INTRO_KAYLEIGH30_OPTION1": "C'è un modo per tornare indietro?", - "INTRO_PENSBY31": "Temo proprio di no, {player}. [pause]Mi dispiace molto.", - "INTRO_PENSBY32": "Da un secolo i naufraghi cercano di tornare ai loro mondi, ma nessuno ci riesce.", - "INTRO_PENSBY44": "Deve essere molto difficile assimilare tutto, ma ci siamo passati anche noi.", - "INTRO_PENSBY43": "La mia clinica è vicina. Passa pure se ti serve un controllo.", - "TUTORIAL1_PART1_KAYLEIGH2": "...", - "TUTORIAL1_PART1_KAYLEIGH1": "Ehilà, {player}. [pause]Ti senti meglio?", - "INTRO_MONOLOGUE45": "Forse prima dovrei mettermi qualcosa di adatto...", - "INTRO_KAYLEIGH39.n": "Sicuramente si sarà già sparsa la voce che c'è un nuovo arrivo in città.", - "INTRO_KAYLEIGH37": "Se vuoi venire con me, ci troviamo al cancello! Quello appena oltre il ponte che abbiamo attraversato per entrare in città.", - "INTRO_KAYLEIGH38": "Nel frattempo, vai pure a conoscere i tuoi nuovi vicini!", - "INTRO_KAYLEIGH39.m": "Sicuramente si sarà già sparsa la voce che c'è un nuovo arrivato in città.", - "GAME_OVER_FIRST_PENSBY2": "Ecco, prendi.", - "GAME_OVER_FIRST_PENSBY3.f": "Se state attraversando Nuova Wirral, prima di partire fareste bene a rifornirvi di scorte mediche.", - "INTRO_KAYLEIGH8.m": "Tocca a te! Non essere timido!", - "INTRO_KAYLEIGH7": "Potrebbe sembrare strano, ma segui me!", - "INTRO_KAYLEIGH36": "Sì! Presto andrò a fare un giro di perlustrazione.", - "INTRO_KAYLEIGH39.f": "Sicuramente si sarà già sparsa la voce che c'è una nuova arrivata in città.", - "INTRO_KAYLEIGH40": "Ti abbiamo anche procurato dei vestiti. Potrebbero essere un po'... fuori moda per la tua epoca, ma è tutto ciò che abbiamo!", - "PARTNER_LEVELUP_MEREDITH1": "Io, uh, mi sono allenata dall'ultima volta. Non resterò indietro, non preoccuparti.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Sembra sia passato molto tempo, vero?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Ci vuole un po' per abituarsi alla percezione del proprio corpo quando ci si trasforma. Ma mi sembra che tu stia imparando le basi alla perfezione!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Fantastico! [pause]Allora la fortuna è dalla tua parte: a Nuova Wirral non ci sono hotel, quindi probabilmente passerai molte notti in una tenda.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "Adoro il campeggio!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Preferisco stare in casa...", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "È... [pause]un peccato. Se vuoi esplorare l'isola, dovrai abituarti a dormire in tenda: a Nuova Wirral non ci sono esattamente catene di hotel locali o altro.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Ehi! Non ti ho mai chiesto come ti trovi con la prima forma di mostro che ti ho dato sulla spiaggia al nostro primo incontro.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Ehi! Non ti ho mai chiesto come ti trovi con la prima forma di mostro che ti ho dato sulla spiaggia al nostro primo incontro.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Ehi! Non ti ho mai chiesto come ti trovi con la prima forma di mostro che ti ho dato sulla spiaggia al nostro primo incontro.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Era lo \\\"Zuccherello\\\", vero? Quella forma di mostro è divertente! Quando l'ho usata in passato, mi sono sentita come se fossi in preda a una scarica di zuccheri permanente.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Era la \\\"Stregovina\\\", vero? Quella forma di mostro è divertente! Quando l'ho usata in passato, mi sono dovuta abituare alla strana sensazione di galleggiare.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Ho la sensazione che in quella forma gli attacchi a distanza siano più efficaci. Forse gli Zuccherelli hanno una buona mira per natura?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Ma avevo quei grandi zoccoli! Con quelli potevo colpire i mostri [wave amp=30 freq=10]alla grande[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "L'Arcangelo che abbiamo combattuto... [pause]Morgante, giusto?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "Non l'abbiamo sconfitta davvero noi, vero? Qualcuno l\\'aveva già ferita quando l\\'abbiamo trovata.", - "EUGENE_UNKNOWN_NAME": "Tizio arrabbiato", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "Non l'abbiamo sconfitta davvero noi, vero? Qualcuno l\\'aveva già ferita quando l\\'abbiamo trovata.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "Non l'abbiamo sconfitta davvero noi, vero? Qualcuno l\\'aveva già ferita quando l\\'abbiamo trovata.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Anche così indebolita, sembrava molto pericolosa. Chi l'ha ferita doveva essere un [wave amp=30 freq=10]selvaggio[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "Non ci avevo pensato.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Credo che abbia senso...", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Mi fa pensare che a confronto noi umani siamo [wave amp=30 freq=10]davvero[/wave] insignificanti...", - "EUGENE_INTRO_WOMAN_NAME": "Donna", - "EUGENE_INTRO_LANDKEEPER_NAME": "Uomo pallido", - "EUGENE_INTRO_EUGENE1": "Non voglio [shake rate=30 level=10]più[/shake] ripeterlo! [pause][pause]Harbourtown non cadrà per colpa di voi [shake rate=30 level=10]sanguisughe[/shake]!", - "EUGENE_INTRO_EUGENE3": "Tornate strisciando nell'oscurità da cui arrivate, [pause]o dovrete vedervela con [shake rate=30 level=10]me[/shake]!", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Pfui. [pause]Non si può proprio ragionare...[/wave] \\n", - "EUGENE_INTRO_EUGENE4": "Ho già combattuto contro [shake rate=30 level=10]quelli come voi[/shake] e ho vinto. [pause]Volete una dimostrazione?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Meglio che ce ne andiamo, per ora...[/wave]", - "EUGENE_INTRO_EUGENE17.m": "Se hai voglia di sporcarti le mani, sarei felice di avere il tuo aiuto!", - "EUGENE_INTRO_EUGENE7": "Dite alla vostra gentaglia che questa città è protetta da [shake rate=30 level=10]Eugene[/shake]!", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Ma con il tempo capirai che sappiamo cos'è meglio per voi tutti.[/wave]", - "EUGENE_INTRO_EUGENE8": "Mi faccia sapere se quei vermi le daranno ancora fastidio, signora.", - "EUGENE_INTRO_EUGENE9": "E qualunque cosa succeda, NON li inviti in casa sua. [pause]È quello che vogliono.", - "EUGENE_INTRO_WOMAN10": "Lo terrò presente. Grazie per essere intervenuto, giovanotto!", - "EUGENE_INTRO_EUGENE12": "Io sono Eugene... [pause]Ma credo lo sappiate, [pause]perché l'ho appena urlato a quei tizi.", - "EUGENE_INTRO_EUGENE11": "Oh, ehi. Mi dispiace per il brutto spettacolo.", - "HARBOURTOWN_TAPE_RECYCLER1": "Hai dei vecchi nastri che non ti servono più?", - "HARBOURTOWN_TAPE_RECYCLER3": "Quando ti trovi al campeggio, o al café, apri il tuo inventario dei nastri, selezionane uno che non vuoi e premi ricicla!", - "HARBOURTOWN_ITEM_RECYCLER4": "Tieni, prova con questo vecchio libro. A me non serve più.", - "HARBOURTOWN_TAPE_RECYCLER2": "La prossima volta che ti prendi una pausa dai tuoi viaggi, perché non ne ricicli uno?", - "HARBOURTOWN_BOOTLEG_KRAB1": "...", - "HARBOURTOWN_TAPE_RECYCLER4": "È un buon modo per ottenere risorse extra da scambiare con i mercanti, e potresti ottenere qualche adesivo extra da quel mostro.", - "HARBOURTOWN_BOOTLEG_KRAB2": "È un Conostaceo dai colori strani.", - "HARBOURTOWN_BOOTLEG_NPC1": "Non preoccuparti del Conostaceo, è solo mio figlio. Adora giocare con la sua cassetta bootleg.", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Bootleg?", - "HARBOURTOWN_BOOTLEG_NPC2": "Sì.[pause] Durante i tuoi viaggi hai incontrato qualche mostro dal colore strano? Quelli sono bootleg. [pause] Ma non confonderli con le coperture!", - "HARBOURTOWN_BOOTLEG_NPC3": "I mostri bootleg hanno colori, tipi elementali e mosse diversi rispetto agli altri, [wave amp=30 freq=10]in modo permanente[/wave].", - "HARBOURTOWN_BOOTLEG_NPC4": "E quando li registri, mantengono quegli attributi.", - "HARBOURTOWN_BOOTLEG_NPC7": "I mostri bootleg possono comparire ovunque in modo casuale, ma a quanto pare è più probabile vederli durante le fusioni.", - "HARBOURTOWN_BOOTLEG_NPC6": "Tieni, prendi questo e prova. Il capitano Codey mi dà quelli che gli avanzano, ne ho già un sacco.", - "HARBOURTOWN_BOOTLEG_NPC5": "I bootleg registrati hanno una probabilità più alta di produrre mosse non comuni e rare, perciò possono essere molto utili.", - "HARBOURTOWN_BOOTLEG_NPC8": "Ho sentito dire che alcuni mostri bootleg molto rari scintillano e brillano come se fossero ricoperti di glitter.", - "PENSBY_INTERACT_MENU_BYE": "Volevo salutare.", - "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Benvenute, anime curiose![/wave] Siete qui per conoscere le arti astrali?", - "HARBOURTOWN_ASTROLOGER_NAME": "Astrologa", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Certo!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Non adesso.", - "HARBOURTOWN_ASTROLOGER_NPC3": "Eccellente... [pause]Faresti bene ad ascoltare le mie parole!", - "HARBOURTOWN_ASTROLOGER_NPC2": "Magari un'altra volta.", - "HARBOURTOWN_ASTROLOGER_NPC4": "Le bestie di tipo astrale traggono il loro potere dai quattro elementi fondamentali della natura: [pause]terra, [pause]acqua, [pause]fuoco [pause] e aria.", - "HARBOURTOWN_NPC_DIALOGUE3": "Shhh! Sono invisibile! Fai finta che io non ci sia!", - "HERITAGE_CENTER_9": "\\\"Il relitto della HMS Birkenhead\\\"", - "HARBOURTOWN_NPC_DIALOGUE4": "Come mi chiamo? Duncan!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Stavo proprio per mettere una cosa in questa. Perché non la prendi tu?", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Hai visto queste casse rosse in giro? Noi ranger le usiamo per lasciare i rifornimenti per gli altri quando attraversiamo l'isola.", - "TRAVELING_MERCHANT_NAME": "Mercante girovago", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "I ribobinatori si possono usare per riparare i nastri spezzati senza dover riposare. Sono utilissimi!", - "TRAVELING_MERCHANT_INTRO2": "No, di sicuro mi ricorderei una faccia come la tua.", - "TRAVELING_MERCHANT_INTRO1": "Ehi-ehi! Ci siamo già incontrati?", - "TRAVELING_MERCHANT_INTRO3": "Beh, se cerchi merce a buon mercato, sono la persona che fa per te! Ma non mi piace rimanere fisso per troppo tempo.", - "TRAVELING_MERCHANT_INTRO4": "Spero che il mio look non ti metta a disagio: ho scambiato la mia maglietta con una giovane donna che l'ha regalata a un orso qualche tempo fa. Che non si dica che non sono dedito alla causa della distribuzione!", - "TRAVELING_MERCHANT_REPEAT_MEET": "Che bello incontrarti qui!", - "TRAVELING_MERCHANT_PRE_TRADE": "Da' un\\'occhiata al mio catalogo, ti va?", - "TRAVELING_MERCHANT_POST_TRADE2": "Ci si vede!", - "TRAVELING_MERCHANT_POST_TRADE1": "Ragazzi, la mancanza di denaro rende le cose difficili.", - "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh ti coinvolge in un'appassionata discussione sulle tue razze canine preferite.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Ho una domanda per te, {player}. [pause]Una domanda importante.", - "RESTING_KAYLEIGH_PLATONIC_2": "Tu e Kayleigh chiacchierate dei misteri di Nuova Wirral.", - "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh ti racconta un buffo aneddoto sulla tua vita.", - "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh ti racconta le sue varie iniziative per aiutare gli abitanti di Harbourtown.", - "RESTING_KAYLEIGH_PLATONIC_5": "Vi divertite a gettare ramoscelli nel falò.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Forse significa che apprezzi l'indipendenza e lo spazio personale...", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Posso?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Posso?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Tu... [pause][pause][pause]preferisci i cani o i gatti?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Posso?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "In questi giorni cammino molto, un cane sarebbe perfetto, non credi?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "I cani!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "I gatti!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "I furetti!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Se dovessi tornare nel mio mondo, credo che adotterei un cane.", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "Ottima scelta! [pause]Anche io.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Interessante!", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Ma potrebbe anche significare che ti sembrano più carini.", - "LEVEL_WARNING_viola.v3": "I mostri che abitano questi luoghi sono per noi una minaccia... Sarebbe saggio allontanarci da queste terre...", - "HARBOURTOWN_NPC_32_DIALOGUE1": "Se c'è [wave amp=30 freq=10]una cosa[/wave] che abbonda a Nuova Wirral, è il caffè. [pause]Caffè e creature dai colori sgargianti.", - "HARBOURTOWN_NPC_31_DIALOGUE1": "Attualmente mi sto addestrando per diventare apprendista ranger. È come candidarsi per un lavoro, ma con molti più combattimenti.", - "HARBOURTOWN_NPC_33_DIALOGUE1": "Secondo la leggenda locale, all'orizzonte del Mar Perduto ci sono le rovine di un molo... Non che io le abbia mai viste, ovviamente.", - "HARBOURTOWN_BOOK_2": "Gli appunti scarabocchiati dicono: \\\"Se gli si dà un giocattolo, questo mostro elfico non si allontanerà dal suo cammino. Altrimenti, finirà per essere consumato dalla rabbia\\\".", - "HARBOURTOWN_BOOK_3": "Gli appunti scarabocchiati dicono: \\\"Questo grande serpente mascherato può imboccare una terza via, se gli si permette di imbrigliare gli zefiri del vento\\\".", - "HARBOURTOWN_BOOK_1": "Gli appunti scarabocchiati dicono: \\\"Questa creatura a forma di disco volante emergerà dal suo guscio se le verrà data la possibilità di restare vicino ai suoi avversari\\\".", - "HARBOURTOWN_BOOK_4": "Gli appunti scarabocchiati dicono: \\\"I misteriosi meccanismi che si trovano sotto questa collina sono la chiave per svelare il vero potenziale di questo dinosauro\\\".", - "HARBOURTOWN_BOOK_5": "Gli appunti scarabocchiati dicono: \\\"Credo che alcuni mostri maturino in forme diverse a seconda che sia giorno o notte\\\".", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Mercante di adesivi elementali", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Mercante di adesivi senza tipologia", - "HARBOURTOWN_CHEMIST1_OPENING": "La chimica elementare è la chiave del successo in combattimento. [pause]Progetto adesivi che ti daranno il controllo della chimica e il vantaggio in battaglia!", - "HARBOURTOWN_CHEMIST1_CLOSING": "Se hai bisogno mi troverai qui.", - "HARBOURTOWN_CHEMIST2_OPENING": "Sono specializzata in adesivi che cambiano tipologia in base a chi li usa, molto utili se utilizzati insieme alle coperture dei miei colleghi. E sono compatibili con ogni nastro!", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "Grazie per la visita!", - "HARBOURTOWN_ITEM_RECYCLER3": "Potrai scambiare quelle risorse per nuovi oggetti!", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "Grazie per la visita!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "Grazie per la visita!", - "HARBOURTOWN_ITEM_RECYCLER1": "Ricicli gli oggetti che non ti servono più?", - "HARBOURTOWN_ITEM_RECYCLER2": "Il riciclaggio non solo è un buon modo per sgombrare inventario, ma ti permette di recuperare le risorse usate per creare un oggetto.", - "INTRO_PENSBY27.m": "Kayleigh, non gliel'hai detto?", - "INTRO_PENSBY27.f": "Kayleigh, non gliel'hai detto?", - "INTRO_KAYLEIGH28": "Mi dispiace, avrei dovuto...", - "INTRO_PENSBY27.n": "Kayleigh, non gliel'hai detto?", - "CLEMENCE_CAFE4": "Ho risposto: \\\"Zitti!\\\". Ho riparato il grammofono e ora possiamo ascoltare i dischi. Ora il mio café è elegante e la musica c'è. Tutti sono felici. Fine.", - "CLEMENCE_ARRIVAL1": "Sono caduta. [pause]Sono finita nell'oceano. [pause]Circa dieci anni fa, ormai. [pause]Così è.", - "INTRO_KAYLEIGH25": "Ad ogni modo, si dà il caso che ad Harbourtown ci sia una casa libera per te, quindi ora abiti qui!", - "INTRO_KAYLEIGH25_OPTION1": "In che punto della Terra ci troviamo?", - "INTRO_PENSBY26": "Della Terra?", - "PARTNER_LEVELUP_DOG1": "Dal luccichio nel suo sguardo, sembra che Barkley si sia allenato ultimamente.", - "INTRO_KAYLEIGH9": "Respira! Ti abituerai in fretta!", - "INTRO_KAYLEIGH8.n": "Tocca a te! Non essere timidə!", - "INTRO_KAYLEIGH10": "Ok, scateniamo l'inferno!", - "INTRO_KAYLEIGH11": "Te la sei cavata niente male... Uh, come ti chiami?", - "LEVEL_WARNING_eugene.v1": "Questa zona sembra pericolosa... Forse è meglio ritirarsi, per ora...", - "LEVEL_WARNING_eugene.v3": "Non saprei, per ora questi mostri sembrano troppo forti per noi...", - "INTRO_KAYLEIGH15.f": "Questa è Harbourtown...", - "INTRO_KAYLEIGH16": "La tua nuova casa!", - "INTRO_KAYLEIGH15.n": "Questa è Harbourtown...", - "INTRO_KAYLEIGH16_OPTION1": "La mia nuova... casa?", - "INTRO_KAYLEIGH18": "Non sono molto brava in questo...", - "INTRO_KAYLEIGH16_OPTION2": "Ma io ho già una casa!", - "INTRO_KAYLEIGH17": "Uh, giusto, [pause]già, [pause]mi dispiace.", - "SWAP_PARTNER_KAYLEIGH1": "Bene! Andiamo!", - "SWAP_PARTNER_DOG1": "*Pant*", - "SWAP_PARTNER_MEREDITH1": "Oh, ci rimettiamo in viaggio così presto?", - "EUGENE_INTRO_EUGENE12_OPTION1": "Io sono {player}!", - "EUGENE_INTRO_EUGENE13": "È sempre bello vedere un volto nuovo da queste parti, {player}!", - "EUGENE_INTRO_EUGENE13_OPTION1": "Chi era quella gente?", - "EUGENE_INTRO_EUGENE14": "Ti risparmierò i dettagli, [pause]ma loro non [wave amp=30 freq=10]appartengono[/wave] a questo mondo.", - "EUGENE_INTRO_EUGENE13_OPTION2": "Di che si trattava?", - "EUGENE_INTRO_EUGENE15": "Diciamo che non tutti i mostri di Nuova Wirral somigliano a mascotte dei cereali.", - "WORKING_OVERTIME_INITIAL_RANGER2": "Vedi, ho detto a Ianthe che avrei messo qui un cartello della città. [pause]Qualcosa per renderla un po' più accogliente, [pause]mi spiego?", - "EUGENE_INTRO_EUGENE16_OPTION1": "Posso essere d'aiuto?", - "EUGENE_INTRO_EUGENE16": "Comunque, devo sorvegliare quei tipi. [pause]Non posso rischiare che [shake rate=30 level=10]si approfittino[/shake] della brava gente di Harbourtown.", - "EUGENE_INTRO_EUGENE16_OPTION2": "Ti serve aiuto?", - "EUGENE_INTRO_EUGENE18": "Incontriamoci in questo posto. [pause]Ti darò tutte le informazioni una volta lì.", - "EUGENE_INTRO_EUGENE17.n": "Se hai voglia di sporcarti le mani, sarei felice di avere il tuo aiuto!", - "EUGENE_INTRO_EUGENE17.f": "Se hai voglia di sporcarti le mani, sarei felice di avere il tuo aiuto!", - "EUGENE_INTRO_EUGENE19": "Ma... [pause]preparati per un bello scontro. [pause]Le cose potrebbero mettersi male.", - "WORKING_OVERTIME_INITIAL_RANGER1": "Ehi, [pause]ti andrebbe di darmi una mano?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Uh. Uno specchio?", - "WORKING_OVERTIME_RANGER_NAME": "Ranger esausto", - "WORKING_OVERTIME_INITIAL_RANGER3": "Ma ho sbagliato a calcolare la quantità di legno che sarebbe servita. Per caso riesci a procurarmene un po'? [pause]Mi salveresti la vita!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "Certo!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Non adesso.", - "WORKING_OVERTIME_INITIAL_RANGER4": "Davvero? Grazie! [pause]Passa di qui quando hai tutti i materiali.", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "Ehi, non preoccuparti.", - "WORKING_OVERTIME_ACTIVE_RANGER1": "Ehi, ci si rivede. Hai trovato il legno?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Dagli {required_item_amount} pezzi di legno.", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "Non preoccuparti. Io resterò qui per un po'.", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Non ancora!", - "WORKING_OVERTIME_COMPLETE_RANGER3": "Uhm... [pause][pause]Visto che mi hai aiutato, [pause]perché non scegli tu lo stile?", - "WORKING_OVERTIME_COMPLETE_RANGER2": "Ce l'hai fatta! [pause]Grazie dell\\'aiuto! Mi terrorizzava l\\'idea di raccogliere tutti quei materiali da solo.", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Vorrei che il cartello includesse un emblema che racchiuda il significato di Harbourtown. [pause][pause]Che ne pensi?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Vorrei che il cartello includesse un emblema che racchiuda il significato di Harbourtown. [pause][pause]Che ne pensi?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "Un uccello!", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Vorrei che il cartello includesse un emblema che racchiuda il significato di Harbourtown. [pause][pause]Che ne pensi?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "Un fiore!", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "Un delfino!", - "WORKING_OVERTIME_COMPLETE_RANGER5": "Ok, [pause]procediamo con quello.", - "WORKING_OVERTIME_COMPLETE_RANGER8": "Ho sempre vissuto qui, [pause]ma molte persone vengono da luoghi diversi e restano bloccate qui.", - "WORKING_OVERTIME_COMPLETE_RANGER6": "Fiù. [pause][pause]Ecco fatto. [pause]Che te ne pare?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "Lo adoro!", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "È fantastico!", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "Un lavoro magnifico!", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Gran bel lavoro.", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "Eh eh. [pause]Ben fatto.", - "WORKING_OVERTIME_COMPLETE_RANGER9": "Se questo li fa sentire anche solo un po' meglio quando lo vedono, [pause]allora credo che ne sia valsa la pena.", - "WORKING_OVERTIME_COMPLETE_FELIX7": "Bel cartello.", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "Si vede che ci hai lavorato con impegno.", - "RANGER_BODYBUILDER_INTRO": "Ehi, fuoriclasse. Se qui per allenarti?", - "RANGER_BODYBUILDER_OPTION1": "Diamoci dentro!", - "RANGER_BODYBUILDER_OPTION2": "Come funziona?", - "RANGER_BODYBUILDER_NO_PASS1": "Oh, così non va. Dov'è il tuo Pass Palestra, fuoriclasse?", - "RANGER_BODYBUILDER_OPTION3": "Non adesso.", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "E non fai nemmeno parte dei ranger?", - "RANGER_BODYBUILDER_NO_PASS2": "Recupera un Pass Palestra da Wilma laggiù e ti darò un allenamento personalizzato!", - "INTRO_KAYLEIGH21": "Nessuno di noi può.", - "INTRO_KAYLEIGH20.n": "Non puoi andartene da qui.", - "INTRO_KAYLEIGH23": "Per un attimo mi hai spaventata, {player}!", - "INTRO_PENSBY22": "Ah, splendido. Hai ripreso i sensi. Kayleigh mi ha spaventata quando ha bussato alla mia porta.", - "INTRO_KAYLEIGH21_OPTION1": "Mi gira la testa...", - "INTRO_KAYLEIGH21_OPTION2": "Non mi sento molto bene...", - "TUTORIAL4_PART3D_KAYLEIGH23": "Dobbiamo scoprirlo, lo dobbiamo alla gente di Nuova Wirral!", - "TUTORIAL4_PART3D_KAYLEIGH24": "Io e te!", - "TUTORIAL4_PART3D_KAYLEIGH25": "Che ne dici? Ci stai?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Facciamolo!", - "TUTORIAL4_PART3D_KAYLEIGH26": "Se un Arcangelo ti ha dato quella visione, allora...", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Non abbiamo altre opzioni!", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "Devi trovarne un altro, e quando accadrà dovrai essere abbastanza forte da affrontarlo.", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "I ranger hanno un corso di addestramento che ti aiuterà a diventare abbastanza forte. Cominciamo organizzando un incontro con il capo dei ranger!", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "Devi trovarne un altro, e quando accadrà dovrai essere abbastanza forte da affrontarlo.", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "Devi trovarne un altro, e quando accadrà dovrai essere abbastanza forte da affrontarlo.", - "TUTORIAL4_PART3D_KAYLEIGH29": "In questo momento dovrebbe essere all'avamposto del parco.", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "I ranger hanno un corso di addestramento che ti aiuterà a diventare abbastanza forte. Cominciamo organizzando un incontro con il capo dei ranger!", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "I ranger hanno un corso di addestramento che ti aiuterà a diventare abbastanza forte. Cominciamo organizzando un incontro con il capo dei ranger!", - "HARBOURTOWN_NPC_20_DIALOGUE1": "So che in battaglia è più efficace la trasformazione, ma...", - "HARBOURTOWN_NPC_20_DIALOGUE3": "La spada meccanica di Ianthe era la cosa più steampunk che avessi mai visto.", - "HARBOURTOWN_NPC_20_DIALOGUE2": "Accidenti, mi mancano le armi con cui combattevano i ranger...", - "HARBOURTOWN_NPC_21_DIALOGUE1": "Hai già visitato il lato occidentale di Harbourtown?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Vieni dal mondo di fuori? Non ti ho mai visto da queste parti.", - "HARBOURTOWN_NPC_22_DIALOGUE1": "[wave amp=30 freq=10]Di solito[/wave] qui cuciniamo il cibo per la gente del posto, ma è da un po' che non riceviamo ingredienti dalla fattoria a ovest di qui. Chissà cosa sta succedendo...", - "HARBOURTOWN_NPC_21_DIALOGUE2": "Pensavo di visitare il Centro Culturale.", - "HARBOURTOWN_NPC_23_DIALOGUE1": "Non ho tempo per chiacchierare: devo finire di preparare un ordine di pasticcini!", - "HARBOURTOWN_NPC_22_DIALOGUE2": "Hanno abbassato il ponte per la fattoria! Potremo ricominciare a ricevere prodotti freschi! Meno male.", - "HARBOURTOWN_NPC_24_DIALOGUE1": "Questa città ha resistito per 101 anni. Lo sapevi?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "Ricordo com'era questo posto quando ero ragazza. La città cambia così tanto, così in fretta...", - "HARBOURTOWN_NPC_24_DIALOGUE3": "Ma le fondamenta, [pause]quelle sono rimaste le stesse.", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Vieni dal mondo di fuori? Non ti ho mai visto da queste parti.", - "HARBOURTOWN_NPC_26_DIALOGUE1": "Ascolti mai [wave amp=30 freq=10]Radio Cybil[/wave]? Io mi sintonizzo tutti i giorni, sono il suo sesto più grande fan!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "Di recente un tipo strano ha cercato di vendermi una casa. Come potrei mai comprare una casa? Non esistono [wave amp=30 freq=10]soldi[/wave] su quest'isola!", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Vieni dal mondo di fuori? Non ti ho mai visto da queste parti.", - "HARBOURTOWN_NPC_29_DIALOGUE1": "Con tutto il tempo libero che ho avuto su quest'isola, ho potuto lavorare sulle mie abilità sociali... Per esempio parlare con estranei come te!", - "HARBOURTOWN_NPC_28_DIALOGUE1": "Vorrei tanto fare una passeggiata nel parco di Nuova Wirral, ma la [wave amp=30 freq=10]fauna locale[/wave] mi scoraggia.", - "HARBOURTOWN_NPC_30_DIALOGUE1": "È vero che uno dei Rangers sa come [wave amp=30 freq=10]hackerare[/wave] le cassette di mostri? Mi rifiuto di crederci!", - "HARBOURTOWN_ASTROLOGER_NPC6": "Tuttavia, la loro armonia interna può entrare nel [wave amp=30 freq=10]caos[/wave] se esposta ad elementi impuri: plastica, veleno e metallo.", - "HARBOURTOWN_ASTROLOGER_NPC5": "Le creature astrali esposte a uno di questi quattro elementi verranno [wave amp=30 freq=10]potenziate[/wave]!", - "HARBOURTOWN_ASTROLOGER_NPC7": "Se vuoi assumere la forma di una bestia astrale, ricordalo!", - "PENSBY_INTERACT_MENU": "Ehi, {player}, cosa posso fare per te?", - "PENSBY_INTERACT_MENU_SUPPLIES": "Sto cercando rifornimenti.", - "PENSBY_INTERACT_MENU_CHECKUP": "Voglio fare un controllo.", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Sei in perfetta salute, {player}.", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Avevi bisogno di qualcos'altro?", - "PENSBY_INTERACT_CHECKUP_HURT1": "Ti do un'occhiata...", - "PENSBY_INTERACT_CHECKUP_HURT3": "Ti prescriverò un po' di riposo.[pause] Perché non vai al Café Gramophone a rilassarti per un po\\'?", - "PENSBY_INTERACT_CHECKUP_HURT2": "Solo qualche graffio. Niente di serio.", - "PENSBY_INTERACT_BYE": "Cerca di non farti troppo male, ok?", - "HERITAGE_CENTER_SIGN": "\\\"Centro Culturale di Harbourtown - La storia della nostra improbabile comunità\\\".", - "HERITAGE_CENTER_1": "ANNO 001: La nave da guerra britannica HMS Birkenhead affonda durante una tempesta nell'anno terrestre 1845. Gran parte dell\\'equipaggio e dei relitti si arenano su un\\'isola sconosciuta, in seguito battezzata Nuova Wirral.", - "HERITAGE_CENTER_3": "ANNO 006: Nasce il primo bambino di Nuova Wirral. Il primo tentativo di lasciare Nuova Wirral finisce in un disastro: una nave costruita sull'isola viene affondata dalle tempeste a poco più di un chilometro dalla costa.", - "HERITAGE_CENTER_2": "ANNO 002: Per la prima volta compaiono nuovi arrivati. Harbourtownn viene ufficialmente fondata. Si verifica il primo incontro registrato con una creatura indigena sconosciuta, o \\\"mostro\\\".", - "HERITAGE_CENTER_4": "ANNO 048: In seguito all'arrivo di alcuni tecnici, ad Harbourtown viene costruita la prima rete elettrica.", - "HERITAGE_CENTER_5": "ANNO 050: Al 48° anniversario della sua fondazione, Harbourtown scioglie la carica del sindaco precedentemente istituito e viene gestita da un comitato.", - "HERITAGE_CENTER_8": "Anno 091: Viene scoperto il \\\"Centro Commerciale Caduto\\\" e a Nuova Wirral arriva un grosso rifornimento di beni terrestri. Si scopre per la prima volta il fenomeno della \\\"registrazione di mostri\\\".", - "HERITAGE_CENTER_6": "ANNO 062: A Nuova Wirral inizia il tentativo di formare una seconda città, chiamata \\\"Nuova Londra\\\".", - "HERITAGE_CENTER_7": "ANNO 089: In seguito a un terribile disastro, Nuova Londra viene distrutta. Sopravvive un solo residente, che torna ad Harbourtown.", - "HARBOURTOWN_STATION_MORGANTE14": "A ME SERVE UN TRAMITE E A TE UNA GUIDA.\\n\\nRIDAMMI LA MIA FORZA E IN CAMBIO TI CONDURRÒ VIA DA QUESTA TERRA.", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Tramite?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Aspetta...", - "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, stai bene?! [pause]Cos'è successo?! [pause]Per un attimo hai perso conoscenza!", - "HARBOURTOWN_STATION_MORGANTE15": "MOLTO BENE. ASCOLTA LA MIA CANZONE.", - "TUTORIAL4_PART3A_KAYLEIGH1": "Alla stazione sono successe [wave amp=30 freq=10]molte[/wave] cose... Probabilmente dovremmo parlarne.", - "HARBOURTOWN_STATION_KAYLEIGH17": "Dobbiamo andarcene...", - "TUTORIAL4_PART3B_KAYLEIGH12": "Ora li chiamiamo semplicemente mostri. Va bene per tutti.", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "Riguardo l'Arcangelo...", - "GAME_OVER_FIRST_PENSBY4": "Ti darò ricostituenti in cambio di qualsiasi risorsa tu abbia... [pause]e lo stesso farà Clémence del Café Gramophone.", - "LEVEL_WARNING_felix.v1": "Ho la sensazione che qui i mostri siano molto più forti di noi...", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, credo che questo sia un [shake rate=30 level=10]Arcangelo[/shake]...", - "HARBOURTOWN_STATION_KAYLEIGH5": "Dobbiamo andarcene. [wave amp=30 freq=10] Ora.[/wave]", - "HARBOURTOWN_STATION_KAYLEIGH5B": "Non è come gli altri mostri. [pause][shake rate=30 level=10]Non siamo al sicuro[/shake].", - "HARBOURTOWN_STATION_KAYLEIGH6": "Oh, no...", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Chi sei?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "Cosa ti è successo?", - "HARBOURTOWN_STATION_MORGANTE3": "NO, NO, TU NON SEI DELLA MIA STIRPE.\\n\\nANCORA UNA VOLTA, VIENI A CERCARMI CON LA SPADA IN MANO?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "Combatteremo questa cosa, e lo faremo INSIEME!", - "HARBOURTOWN_STATION_KAYLEIGH7": "Non morirò qui, non così.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Se quel passaggio ci riporterà [wave amp=30 freq=10]davvero[/wave] ai nostri mondi, dovremo dirci addio?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Allora, dimmi: cosa ne pensi di dormire [wave amp=30 freq=10]all'aria aperta[/wave]?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Per fortuna, abbiamo ancora da fare a Nuova Wirral. Ci penserò più tardi!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "Abbiamo iniziato questo percorso insieme, e finiremo insieme. [pause]Non me ne andrò prima, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Questa notizia sarà importantissima per i ranger. Avranno il loro bel da fare!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "Abbiamo iniziato questo percorso insieme, e finiremo insieme. [pause]Non me ne andrò prima, {player}.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "Abbiamo iniziato questo percorso insieme, e finiremo insieme. [pause]Non me ne andrò prima, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Quindi immagino che anche Ianthe sappia del passaggio ora!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Quando abbiamo combattuto Aleph sul treno... [pause]La forza che abbiamo evocato con la fusione...", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Era molto simile a Morgante, vero? [pause]Il primo Arcangelo che abbiamo combattuto insieme.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "Non lo capisco del tutto, ma è stato come se avessimo incarnato qualcosa che si allineava con i suoi obiettivi in quel momento. Non eravamo solo noi in quella forma: anche [wave amp=30 freq=10]lei[/wave] si è fusa con noi.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "Sì!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Credo di sì.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Ma la sua essenza è rimasta dentro di te dal vostro primo incontro, non è così?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Ti ha dato gli indizi per trovare il passaggio e ci è stata di aiuto per sconfiggere Aleph. Forse è sempre stata la sua intenzione: usare noi per sconfiggerlo, intendo...", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "Ehi, non te l'ho ancora chiesto! Come ti senti a iniziare l\\'[wave amp=30 freq=10]addestramento per ranger[/wave], {player}?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "Che emozione!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "Che emozione!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "Che emozione!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "Che agitazione!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "Beh, è ovvio! Andrà tutto bene!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "Che agitazione!", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "Sono felice che possiamo ancora fare le nostre gite in campeggio, {player}.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "Che agitazione!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "I ranger adattano le loro sfide ai punti di forza degli apprendisti: nel mio addestramento, ho dovuto fare qualche lavoretto per la comunità per ciascun capitano ranger.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "La tua sfida di combattimento sembra... [pause]più intensa della mia.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "Il segreto dei ranger è che ognuno di loro ha un ruolo speciale nella cura della città.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Lodestein fa funzionare la rete elettrica. Wallace si occupa della manutenzione degli edifici e delle mura. Zedd fa... [pause]qualcosa.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "Ma questo si riflette anche sul loro stile di combattimento! Ognuno di loro usa una tattica unica.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "Sono certa che li batterai, {player}!", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Penso che... se riuscirò a tornare a casa, dovrò usare tutte le mie abilità di ranger.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Se tornassi a vivere come prima sprecherei tutto quello che ho imparato qui.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "Com'era la tua vita prima?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "Cosa facevi prima di finire qui?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Uhm... [pause]Non avevo una vita molto [wave amp=30 freq=10]emozionante[/wave].", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "Era piacevole, [pause]ma dopo tutto quello che ho passato su quest'isola? Non credo che sarei più soddisfatta.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Ho lasciato l'università e lavoravo in un negozio nella mia città.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Cioè, ora siamo [wave amp=30 freq=10]insieme[/wave].", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "Non so perché ho pensato che la situazione potesse cambiare, ma sono felice che non sia così.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Come ho detto dopo il primo scontro con Morgante, siamo sulla stessa barca, io e te!", - "SWAP_PARTNER_EUGENE1": "Epocale!", - "SWAP_PARTNER_FELIX1": "Uhu. Ok.", - "SWAP_PARTNER_VIOLA1": "Benissimo! Mettiamoci in viaggio senza esitare.", - "HARBOURTOWN_NPC_10_DIALOGUE5": "Chissà se un giorno anch'io diventerò un capitano dei ranger... [pause]Nah.", - "HARBOURTOWN_NPC_11_DIALOGUE3": "Non potevo finire in un posto più [wave amp=30 freq=10]normale[/wave]?", - "HARBOURTOWN_NPC_11_DIALOGUE2": "Beh, [shake rate=30 level=10]io no[/shake]! [pause][pause]Tutta questa faccenda dei mostri mi sembra strana e mi mette a disagio!", - "HARBOURTOWN_NPC_11_DIALOGUE1": "Con tutto il parlare che si fa di \\\"mostri\\\" e \\\"cassette\\\", [pause]verrebbe da pensare che qui tutti se la spassino.", - "HARBOURTOWN_NPC_12_DIALOGUE1": "Sai cosa mi manca? [pause]Lo sport. [pause]Perché Harbourtown non fonda una squadra di calcio?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "Beh... [pause]Suppongo che non ci sarebbe nessuno contro cui giocare. [pause]Non credo che i granchi giganti sulla spiaggia abbiano uno spirito competitivo.", - "HARBOURTOWN_NPC_12_DIALOGUE3": "Di recente si sono visti degli strani individui dalla pelle pallida che si aggiravano qui intorno, borbottando sottovoce. È una cosa insolita, persino per questo posto.", - "HARBOURTOWN_NPC_12_DIALOGUE4": "Hai visto quei tipi strani con il mantello in giro per il parco? Faranno parte di una [wave amp=30 freq=10]compagnia teatrale[/wave]?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "A quanto pare Harbourtown e l'altra città dell\\'est hanno fatto pace. Cosa sarà successo?", - "HARBOURTOWN_NPC_12_DIALOGUE6": "Qui in città sostengono che il centro commerciale abbandonato sia [wave amp=30 freq=10]infestato[/wave]. I mostri sono un conto, ma io non credo nei fantasmi!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "Non ho più visto quei tizi pallidi in abito nero. Cosa gli sarà successo?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "Magari resterò qui per sempre, ma se non altro [wave amp=30 freq=10]non mi annoierò[/wave] mai.", - "HARBOURTOWN_NPC_12_DIALOGUE8": "A quanto pare il ponte che collega Harbourtown alla fattoria dei Piper è stato abbassato di nuovo. È un'[wave amp=30 freq=10]ottima[/wave] notizia per tutti coloro che, [pause]beh, [pause]hanno bisogno di cibo per vivere.", - "HARBOURTOWN_NPC_13_DIALOGUE1": "Avrei voluto attraversare il ponte, ma ormai è alzato da un pezzo.", - "TUTORIAL4_PART3C_KAYLEIGH4": "(Immagino che le \\\"giuste circostanze\\\" includano l'essere quasi uccisi da un [shake rate=30 level=10]Arcangelo[/shake]...)", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "È stato strano. In quel momento condividevo il corpo con te, e [wave amp=30 freq=10]quell'essere[/wave] era al tempo stesso \\\"noi\\\" e \\\"non noi\\\"...", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "È stato strano. In quel momento condividevo il corpo con te, e [wave amp=30 freq=10]quell'essere[/wave] era al tempo stesso \\\"noi\\\" e \\\"non noi\\\"...", - "TUTORIAL4_PART3C_KAYLEIGH6": "Io... [pause]Non mi ero mai fusa con nessuno finora. Di certo non mi aspettavo di fondermi con qualcuno che conosco [wave amp=30 freq=10]a malapena[/wave]...", - "TUTORIAL4_PART3C_KAYLEIGH7": "È successo nella foga del momento, giusto?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "È stato strano. In quel momento condividevo il corpo con te, e [wave amp=30 freq=10]quell'essere[/wave] era al tempo stesso \\\"noi\\\" e \\\"non noi\\\"...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Credo ci sia una differenza tra qualcosa di divertente e qualcosa di appagante.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Era emozione. [pause]E credo che sia facile confondere le due cose.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "Mi chiedo... [pause]Come fanno le cassette a trasformarti in mostro?", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "All'apparenza non ha senso, giusto? [pause]Cioè, questi sono solo normali mangiacassette.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Ma forse ho un approccio sbagliato. [pause]Forse concentrarsi troppo sulle limitazioni è sbagliato.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Sono fatti di plastica.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Forse accettando che l'impossibile possa ancora accadere, [pause]permettiamo che accada, [pause]capisci?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Come sarà la vita per i cittadini di Harbourtown che sono nati qui?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Cioè, questo mondo è tutto ciò che hanno conosciuto.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Eppure... Quelli come noi continuano a descrivere interi mondi fatti di luoghi e persone.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "Probabilmente faranno fatica a capire di cosa parliamo!", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Credo che questa città sia divisa in due metà.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "D'altro canto, [pause]sono molto più abituati alla costante presenza di mostri.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Eh?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"La freccia del tempo si sposta solo in avanti, Kayleigh.\\\"", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "La freccia di... cosa?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Oh, lo diceva sempre mio padre.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Credo intendesse dire che il tempo va avanti. Non possiamo tornare indietro e cambiare i nostri errori, quindi non dobbiamo soffermarci sul passato.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Anche volendo...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "Credo voglia dire che dobbiamo pensare al passo successivo della nostra avventura! Dopotutto, il tempo si muove solo in avanti, {player}!", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Quindi...[/wave] [pause]Tu e Meredith, [pause]eh?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Un consiglio da amica, però:[pause] forse [wave amp=30 freq=10]non dovresti[/wave] dirle che non è l'unica ragazza dell\\'isola che hai baciato.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "L'hai saputo?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Spero non ti metta in imbarazzo...", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Forse, dopo il nostro [wave amp=30 freq=10]bacio[/wave] mi sono fatta l'idea sbagliata su di \\\"noi\\\".", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "Va bene! Non mi avevi promesso niente, {player}. Abbiamo avuto un paio di momenti piacevoli insieme. [pause]Tutto qui.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "Va bene! Non mi avevi promesso niente, {player}. Abbiamo avuto un paio di momenti piacevoli insieme. [pause]Tutto qui.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "Va bene! Non mi avevi promesso niente, {player}. Abbiamo avuto un paio di momenti piacevoli insieme. [pause]Tutto qui.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Tu e Meredith andate d'accordo, però. Vi vedo benissimo insieme.", - "GAME_OVER_FIRST_PENSBY1.f": "Ah, sei sveglia. Per fortuna qualcuno ti ha portato alla mia clinica sana e salva!", - "TUTORIAL1_PART1_KAYLEIGH9": "Controlleremo il sentiero e ci accerteremo che si possa percorrere.", - "TUTORIAL1_PART1_KAYLEIGH10": "Ecco, prendi la chiave del cancello.", - "TUTORIAL1_PART2_KAYLEIGH1.m": "Bene, prima devo mostrarti qualche nozione di base. Spero che tu abbia voglia di trasformarti di nuovo in un mostro!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Uh... Credo di sì!", - "TUTORIAL1_PART2_KAYLEIGH1.f": "Bene, prima devo mostrarti qualche nozione di base. Spero che tu abbia voglia di trasformarti di nuovo in un mostro!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Assolutamente!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "Bene, prima devo mostrarti qualche nozione di base. Spero che tu abbia voglia di trasformarti di nuovo in un mostro!", - "CLEMENCE_INTRO3": "Chiedimi pure quello che vuoi. Non ho nessuna fretta.", - "CLEMENCE_INTRO1.n": "Bonjour! [pause]Non capita spesso di vedere facce nuove... Specialmente belle come la tua!", - "OUTSKIRTS_3_-1_GIFTER1.m": "Non ti ho mai visto da queste parti. Fammi indovinare... Sei arrivato qui da poco, vero?", - "OUTSKIRTS_3_-1_GIFTER1.f": "Non ti ho mai vista da queste parti. Fammi indovinare... Sei arrivata qui da poco, vero?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Accidenti. Anche il tasso di criminalità è altissimo...[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "Puoi usarli per riavvolgere tutti i nastri dei mostri. Fai attenzione là fuori, ok?", - "OUTSKIRTS_3_-1_GIFTER2": "Oh! Quello è un mangiacassette? Ecco, prendi.", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Il valore degli immobili vicino al parco è altissimo![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "Grazie della visita! Torna domani e ne avrò di nuovi!", - "HARBOURTOWN_MERCHANT_2": "È un piacere fare affari con te! Torna domani e avrò nuovi adesivi!", - "HARBOURTOWN_MERCHANT_1": "Cerchi nuovi adesivi per dare una marcia in più alle tue forme di mostro in caso di combattimento? Non cercare oltre!", - "HARBOURTOWN_MERCHANT_3": "Ho progettato qualche nuovo adesivo di supporto! Vuoi vedere cos'ho creato?", - "HARBOURTOWN_MERCHANT_5.m": "Non sottovalutare il potere delle mosse passive! Ecco, dai un'occhiata alla mia raccolta di adesivi del giorno!", - "HARBOURTOWN_MERCHANT_4.f": "Grazie della visita! Torna domani e ne avrò di nuovi!", - "HARBOURTOWN_MERCHANT_4.n": "Grazie della visita! Torna domani e ne avrò di nuovi!", - "TUTORIAL4_PART3B_KAYLEIGH14": "Non sappiamo cosa siano. Non si vedevano da molto tempo.", - "TUTORIAL4_PART3B_KAYLEIGH13": "Le altre creature, tuttavia... [pause]Come quella che abbiamo combattuto... [pause]Le chiamiamo ancora Arcangeli.", - "TUTORIAL4_PART3B_KAYLEIGH15": "Guardando la cosa che abbiamo combattuto... È difficile da spiegare...", - "TUTORIAL4_PART3B_KAYLEIGH16": "Mi sembrava di vederla nel modo sbagliato, come se cercassi di guardare un film con un binocolo o qualcosa di simile...", - "TUTORIAL4_PART3B_KAYLEIGH17": "Oh! Scusa, [pause]sto dando per scontate alcune cose!", - "LEVEL_WARNING_dog.v3": "Sembra che Barkley abbia paura di qualcosa. Forse in questa zona i mostri sono troppo forti?", - "LEVEL_WARNING_dog.v2": "Barkley sembra in difficoltà. Forse i mostri nei paraggi sono troppo forti per lui?", - "INTERDIMENSIONAL_POST_BYE1": "È tutto. Spero che tu ci capisca qualcosa.", - "INTERDIMENSIONAL_POST_BYE3": "Stammi bene!", - "INTERDIMENSIONAL_POST_BYE2": "Non puoi immaginare quante delle persone che visito credano di essere impazzite.", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]Controllo in corso...[/wave]", - "POSTBOX_INTERACT1": "È una cassetta delle lettere! [pause]Strano che sia all'interno, dove nessuno può consegnare le lettere...", - "POSTBOX_INTERACT2": "Vuoi controllare comunque? Ti connetterai a Internet.", - "POSTBOX_ERROR_TIMEOUT": "La connessione è scaduta.", - "POSTBOX_ERROR_CONNECT": "Impossibile connettersi ({0}).", - "POSTBOX_ERROR_NETWORK": "Si è verificato un errore di rete ({0}).", - "POSTBOX_ERROR_CLIENT": "Si è verificato un errore del client ({0}).", - "POSTBOX_ERROR_UNKNOWN": "Si è verificato un errore sconosciuto ({0}).", - "POSTBOX_EMPTY": "La cassetta è vuota.", - "POSTBOX_KEYPAD": "Sul retro c'è un tastierino... Vuoi inserire un codice?", - "POSTBOX_MESSAGE_FOUND": "C'è un messaggio per te!", - "POSTBOX_MESSAGE_FOUND_SENDER": "C'è un messaggio per te da {sender}!", - "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\".", - "POSTBOX_PACKAGE_FOUND": "C'è un pacchetto per te!", - "POSTBOX_ENTER_CODE": "Inserisci codice", - "PLANTER_INTERACT1": "Vuoi piantare una pianta con il kit da giardinaggio?", - "PLANTER_NO_QUEST": "È una fioriera! Non è ancora stato piantato niente qui.", - "PLANTER_INTERACT2_OPTION1": "Cespuglio di foglie", - "PLANTER_INTERACT2": "Scegli una pianta:", - "PLANTER_INTERACT2_OPTION2": "Fiori di ciliegio", - "PLANTER_INTERACT2_OPTION3": "Rose rosse", - "PLANTER_INTERACT2_OPTION4": "Orchidee pallide", - "PLANTER_INTERACT2_OPTION5": "Lavanda", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Un furetto, eh? [pause]La scelta degli indecisi!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "È troppo piccolo per essere un cane, [pause]e troppo spigoloso per essere un gatto...", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "Una risposta davvero spiazzante, ma la accetto!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Tu pensi che... Nuova Wirral possa cambiarci fisicamente?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Preferisco il profumo del caffè al suo sapore.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Potrà sembrarti strano, ma...", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Non fraintendermi, il caffè è fantastico!", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Ma il profumo sottintende sempre qualcosa di molto più importante...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "Cioè, [pause]quando arriviamo.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Il mio corpo a Nuova Wirral è diverso da quello della mia \\\"vita precedente\\\".", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Faccio fatica a trovare le parole giuste.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Non proprio uguale.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "È così che appaio nei miei sogni e come immagino me stessa.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Non so nemmeno cosa succederà quando tornerò...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Mi mancano i bar in cui scrivono il tuo nome sulla tazza.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Anche se, nella mia esperienza, le probabilità che lo scrivessero giusto erano molto basse.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Il più delle volte finiva con qualche variante di \\\"Kay-lee\\\".", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Stare all'aria aperta con la mia ragazza...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Detto questo, Cleménce prepara un caffè di gran lunga migliore di qualsiasi catena. [pause]Non so se mi riabituerei facilmente al caffè normale, se mai dovessi tornare a casa.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Una volta mi è capitato un \\\"Carol\\\". [pause][pause]Quello era proprio fuori strada.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Stare all'aria aperta con il mio ragazzo...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Quando vivevo a Borgo Cordoglio, Dorian aveva grandi progetti per la comunità...", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "Potrebbe andare peggio, no?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Da bambina andavo spesso in campeggio. In Irlanda ci sono un sacco di bellissimi posti!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Stare all'aria aperta con la mia persona preferita...", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Mio papà ci portava in campagna e guardavamo le stelle insieme.", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Andare in campeggio con te mi mette nostalgia di quei tempi.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Potrà sembrarti strano, [pause]ma...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "A volte penso che le persone confondano l'essere \\\"emozionati\\\" con l\\'essere \\\"felici\\\".", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Chi immaginava che una relazione implicasse tante pause caffè?", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "E mi emozionava farne parte. [pause]Sentire che stavano accadendo grandi cose e che io ne ero parte.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Ai tempi credevo che mi rendesse felice. [pause]Ma... [pause]Non credo che quel sentimento fosse felicità.", - "INTRO_KAYLEIGH35": "E-E siamo al sicuro! Beh, se si escludono i mostri...", - "INTRO_KAYLEIGH35_OPTION1": "Come quello che abbiamo combattuto prima?", - "INTRO_KAYLEIGH35_OPTION2": "Come con il mangiacassette?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "Ad Harbourtown c'è abbastanza cibo per tutti, ma le opzioni sono limitate.", - "HARBOURTOWN_NPC_6_DIALOGUE2": "Non mangio un rotolo d'anatra da secoli...", - "HARBOURTOWN_NPC_7_DIALOGUE3": "Quelli sì che erano tempi.", - "HARBOURTOWN_NPC_7_DIALOGUE1": "La vita a Harbourtown è tranquilla, [pause]ma mi manca la città...", - "HARBOURTOWN_NPC_7_DIALOGUE2": "Fare il pendolare su treni surriscaldati, [pause]comprare pranzi carissimi al supermercato, [pause]spendere la maggior parte del mio stipendio per l'affitto...", - "HARBOURTOWN_NPC_8_DIALOGUE1": "Puff... [pause]Puff... [pause][pause]Devo diventare più veloce se voglio sfuggire a quei mostri-granchio...", - "HARBOURTOWN_NPC_8_DIALOGUE2": "Puff... [pause]Puff... [pause][pause]Il mio giro migliore non basterà a sfuggire a quei mostri-proiettile...", - "HARBOURTOWN_NPC_8_DIALOGUE4": "Puff... [pause]Puff... [pause][pause]Dovrò essere più veloce di così se voglio sfuggire a quei serpenti mascherati...", - "HARBOURTOWN_NPC_8_DIALOGUE3": "Puff... [pause]Puff... [pause][pause]Devo migliorare la mia resistenza se voglio evitare quelle bestie con gli stivali...", - "HARBOURTOWN_NPC_8_DIALOGUE5": "Puff... [pause]Puff... [pause][pause]Dovrò essere più veloce di così se voglio sfuggire a quelle gigantesche creature-falena...", - "HARBOURTOWN_NPC_13_DIALOGUE4": "Poteri attraversarlo, [pause]ma ormai mi piace stare qui.", - "HARBOURTOWN_NPC_8_DIALOGUE6": "Sai... [pause]Credo di aver fatto progressi nella corsa su lunga distanza. [pause]Il mio duro lavoro sta dando i suoi frutti!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "Da un po' di tempo i ranger ci consegnano i vestiti dal centro commerciale abbandonato a nord. [pause]Io mi limito a lavarli e ripararli.", - "HARBOURTOWN_NPC_9_DIALOGUE1": "Mi piacerebbe dire che creo tutti i vestiti a Harbourtown, [pause]ma...", - "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe è la mia eroina. [pause]Sapevi che è stata la prima persona sull'isola a registrare un mostro con un mangiacassette?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe è la mia preferita tra i capitani dei ranger, [pause]ma anche gli altri non sono male.", - "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil ha il senso della moda più cool di [wave amp=30 freq=10]tutti[/wave] i ranger.", - "HARBOURTOWN_NPC_10_DIALOGUE3": "Mi hanno detto che esiste anche un capitano dei ranger robot... [pause]Io non ci credo.", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "Ehi, fan [wave amp=30 freq=10]numero uno[/wave], oggi come va?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "Ehi, fan [wave amp=30 freq=10]numero uno[/wave], oggi come va?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "Oh, [pause]di nuovo tu. [pause]Scusa, ho da fare.", - "HARBOURTOWN_NPC_3_DIALOGUE3": "Uhm, [pause]mi dispiace, ma ho da fare. [pause]Molto da fare.", - "HARBOURTOWN_NPC_3_DIALOGUE2": "... [pause]Ti conosco?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "Uhm, [pause]credo che tu mi scambi per qualcun altro. [pause]Non credo che ci conosciamo.", - "HARBOURTOWN_NPC_3_DIALOGUE6": "[pause]Ciao di nuovo. [pause]Sei gentile a venirmi a trovare.", - "HARBOURTOWN_NPC_3_DIALOGUE8": "Qui non è facile trovare nuovi amici. [pause]Non ho molto in comune con... [pause]beh, [pause]con chiunque. [pause]È la natura di questo posto.", - "HARBOURTOWN_NPC_3_DIALOGUE7": "Scusa se prima ti ho trattato in modo brusco. [pause]Sono sempre titubante con gli estranei. [pause]Ma credo che ora non siamo più estranei, vero?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "Non, uhm, [pause]non ti ho mai chiesto come ti chiami. [pause]{player}? [pause]Spero tu stia passando una buona giornata, {player}.", - "HARBOURTOWN_NPC_3_DIALOGUE10": "È, [pause]uhm, [pause]un piacere rivederti, {player}.", - "HARBOURTOWN_NPC_4_DIALOGUE1": "Non hai ancora confidenza con la storia delle \\\"cassette di trasformazione\\\", eh? [pause]Ti do un piccolo consiglio.", - "HARBOURTOWN_NPC_4_DIALOGUE2": "Il segreto è non pensarci troppo. [pause]In fondo, non ha davvero alcun senso.", - "HARBOURTOWN_NPC_4_DIALOGUE3": "Eppure [wave amp=30 freq=10]funziona[/wave]. [pause]Quindi cerca di stare al gioco.", - "HARBOURTOWN_NPC_5_DIALOGUE1": "Sei qui da poco? [pause]Io sono qui da 20 anni.", - "HARBOURTOWN_NPC_5_DIALOGUE3": "Infatti, [pause]non [wave amp=30 freq=10]penso[/wave] quasi mai al fatto che vivo su un'isola popolata da mostri giganti.", - "HARBOURTOWN_NPC_5_DIALOGUE2": "Prima o poi le novità e le stranezze diventeranno parte della vita di tutti i giorni.", - "HARBOURTOWN_MERCHANT_6": "Torna domani e avrò qualche nuovo adesivo!", - "HARBOURTOWN_MERCHANT_5.n": "Non sottovalutare il potere delle mosse passive! Ecco, dai un'occhiata alla mia raccolta di adesivi del giorno!", - "HARBOURTOWN_MERCHANT_5.f": "Non sottovalutare il potere delle mosse passive! Ecco, dai un'occhiata alla mia raccolta di adesivi del giorno!", - "HARBOURTOWN_MERCHANT_NAME_1": "Mercante di adesivi offensivi", - "HARBOURTOWN_MERCHANT_NAME_2": "Mercante di adesivi di supporto", - "STICKER_MERCHANT_NOTE1": "Il mercante che gestisce questa bancarella ha lasciato un biglietto.", - "HARBOURTOWN_MERCHANT_NAME_3": "Mercante di adesivi passivi", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Oh, [pause]giusto, sei la nuova arrivata! [pause]Piacere di rivederti!", - "STICKER_MERCHANT_NOTE2": "\\\"Sono andato alla grotta nel parco per trovare qualche ispirazione. Se non torno entro mezzogiorno, mandate i soccorsi!\\\"", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Mi dispiace. [pause]Se vuoi usare l'ascensore dovrai tornare più tardi: sto facendo qualche riparazione che rimandavo da tempo.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Mi dispiace. [pause]Se vuoi usare l'ascensore dovrai tornare più tardi: sto facendo qualche riparazione che rimandavo da tempo.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Mi dispiace. [pause]Se vuoi usare l'ascensore dovrai tornare più tardi: sto facendo qualche riparazione che rimandavo da tempo.", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Non sei su quest'isola da molto, vero? [pause]Si capisce dalla tua espressione!", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Non sei su quest'isola da molto, vero? [pause]Si capisce dalla tua espressione!", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Non sei su quest'isola da molto, vero? [pause]Si capisce dalla tua espressione!", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Oh, [pause]giusto, sei il nuovo arrivato! [pause]Piacere di rivederti!", - "HARBOURTOWN_STATION_KAYLEIGH8": "Mi senti, {player}? Non finirà così! Non è possibile!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "Combatteremo questa cosa, e lo faremo INSIEME!", - "HARBOURTOWN_STATION_KAYLEIGH9": "Mi rifiuto!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "Combatteremo questa cosa, e lo faremo INSIEME!", - "HARBOURTOWN_STATION_KAYLEIGH11": "Come... [pause]abbiamo...", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "Non lo so...", - "HARBOURTOWN_STATION_MORGANTE12": "BASTA. IL MIO TEMPO STA PER FINIRE.\\n\\nPERCHÉ SEI IN QUESTO LUOGO MISERABILE?", - "HARBOURTOWN_STATION_MORGANTE13": "CAPISCO.\\n\\nESISTE UN MODO. NESSUNO CONOSCE IL SENTIERO TRANNE ME.", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "Voglio andarmene da quest'isola!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "Voglio tornare a casa!", - "GAME_OVER_FIRST_PENSBY1.n": "Ah, sei svegliə. Per fortuna qualcuno ti ha portato alla mia clinica sanə e salvə!", - "GAME_OVER_EUGENE1.m": "Finalmente sei sveglio! Dai {player}, andiamo!", - "CAPTAIN_READY_CHECK.f": "Sei pronta a sfidare {pawn}?", - "CAPTAIN_WALLACE_POST_REWARD1": "Ho trovato quel materiale raro mentre facevo un sopralluogo per un progetto edilizio nel parco. Puoi portarlo al municipio in cambio di qualche oggetto interessante.", - "CAPTAIN_WALLACE_POST_BATTLE2": "Ottimo lavoro! Ecco la tua ricompensa.", - "CAPTAIN_WALLACE_INTRO1": "Vuoi sapere cosa ci separa [wave amp=30 freq=10]davvero[/wave] dai mostri?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Potrei darti una dimostrazione, se credi di essere pronta. [pause]Sei l'ultima apprendista ranger eh? Cerchi un po\\' di baruffa per dimostrare il tuo valore?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Potrei darti una dimostrazione, se credi di essere prontə. [pause]Sei l'ultimə apprendista ranger eh? Cerchi un po\\' di baruffa per dimostrare il tuo valore?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "Diamoci dentro, allora! [pause]Se ti aspetti che io sia delicata con te perché sono una capitana dei ranger, andrai incontro a [shake rate=30 level=10]una grossa delusione![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Non siamo all'altezza, eh? [pause]Non te ne farò una colpa.", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Ci si rivede! [pause]Sei passata a trovare la tua cara amica Penny? [wave amp=30 freq=10]Oooh[/wave], non avresti dovuto!", - "CAPTAIN_DREADFUL_POST_BATTLE1": "Fulminacci! Bel colpo davvero. [pause]Mi sono spostata dal piano mortale, ma questo non ti ha impedito di vincere.", - "CAPTAIN_DREADFUL_POST_BATTLE2": "Ecco la tua ricompensa per aver sconfitto [wave amp=30 freq=10]l'immortale Penny Dreadful![/wave]", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Ci si rivede! [pause]Sei passato a trovare la tua cara amica Penny? [wave amp=30 freq=10]Oooh[/wave], non avresti dovuto!", - "CAPTAIN_DREADFUL_POST_REWARD2": "Non mi è [wave amp=30 freq=10]esattamente[/wave] chiaro cosa significhi, [pause]ma sembra molto profondo!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Ci si rivede! [pause]Sei passatə a trovare la tua cara amica Penny? [wave amp=30 freq=10]Oooh[/wave], non avresti dovuto!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Bene, bene, bene, [pause]guarda un po'. Il nostro [wave amp=30 freq=10]nuovo[/wave] capitano ranger. [pause]Sei qui per portarmi a fare un giro in città?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "Favoloso! [pause]Ora alziamo la pressione!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Bene, bene, bene, [pause]guarda un po'. La nostra [wave amp=30 freq=10]nuova[/wave] capitana ranger. [pause]Sei qui per portarmi a fare un giro in città?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Bene, bene, bene, [pause]guarda un po'. Lə nostrə [wave amp=30 freq=10]nuovə[/wave] capitanə ranger. [pause]Sei qui per portarmi a fare un giro in città?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "O forse è qualcos'altro. [pause]Di\\' un po\\', sei qui per un altro round sul ring con me?", - "CAPTAIN_GLADIOLA_INTRO3": "Gran parte di questo purgatorio in cui siamo intrappolati ci è sconosciuto.", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Non siamo all'altezza, eh? [pause]Non te ne farò una colpa.", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "E va bene! [pause]Visto che siamo alla pari, questa volta non mi tratterrò!", - "CAPTAIN_DREADFUL_POST_REMATCH2": "Anche se non so che lezione sia... [pause]Quella parte la lascio a te.", - "CAPTAIN_DREADFUL_POST_REMATCH1": "A quanto pare hai vinto di nuovo. Immagino che ci sia una lezione per entrambi!", - "CAPTAIN_LODESTEIN_INTRO5": "Vuoi sapere un segreto? [pause]Con questi tralicci sfruttiamo l'elettricità per la rete locale, ma non abbiamo [wave amp=30 freq=10]la minima idea[/wave] di come funzionino.", - "CAPTAIN_LODESTEIN_INTRO4": "Levi Lodestein. [pause]Lavoro con i ranger per assicurare che le luci restino accese.", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Se vuoi dare una mano sull'isola, perché non provi a parlare con Ianthe? Ora dovrebbe essere da qualche parte al Parco di Nuova Wirral.", - "CAPTAIN_LODESTEIN_INTRO7": "Ma sulla terra non funzionerebbe. [pause]Nemmeno per sogno. [pause]L'atmosfera terrestre non funziona così.", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Ma basta parlare di scienza. [pause]Sei qui per accettare la mia sfida di capitano ranger, dico bene?", - "CAPTAIN_LODESTEIN_INTRO6": "La mia ipotesi è che qui su Nuova Wirral ci sia uno strano tipo di elettricità che questi tralicci possono condurre e immagazzinare...", - "CAPTAIN_CLEEO_INTRO4": "Vuoi inserire la moneta?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Benvenuto, [pause]cliente, [pause]nell'Emporio del Faraone di Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]Sono Clee-O, e questa sera sarò la tua meccanoide di servizio al tavolo.[/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Benvenuta, [pause]cliente, [pause]nell'Emporio del Faraone di Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Perché i miei vili creatori hanno progettato un difetto così grave nel mio hardware? [pause][shake rate=30 level=10]Avevano forse paura che mi ribellassi e li spodestassi come meritavano?![/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Scusa, non volevo essere ostile. [pause]Ianthe mi sta incoraggiando a superare il mio risentimento per l'umanità in modo salutare.[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Scommetto che non ti aspettavi che un pezzo di latta come me sapesse usare le cassette, eh? [pause]A quanto pare, tutti i dati sul gioco d'azzardo presenti nei miei banchi di memoria mi rendono anche una stratega.[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]Comunque sia, io sono Clee-O. [pause]Una dei capitani ranger di Nuova Wirral.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Se dovessi mai iscriverti come apprendista ranger, vieni a salutarmi. Così potremo scommettere SUL SERIO.[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "Comunque sia, Fratello Cooper ha trovato un altro modo per lasciare Nuova Wirral, [shake rate=30 level=10]questo è certo[/shake]!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "O almeno così ho sentito dire. [pause]Nessuna delle due tracce si trova a Nuova Wirral, perciò non so dire se mi stiano prendendo per il naso...", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Vacci piano con me, ok? Sono ancora alle prime armi con questa faccenda dei Figli del Cordoglio, non voglio fare brutta figura davanti agli altri.", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Aspetta, controllo il mio libro alla voce \\\"Cosa fare in caso di sconfitta\\\".", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Forse dopotutto non sono tagliato per le sette...", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Ah ah, ho sempre voluto entrare in una setta malvagia! Ora finalmente posso farlo!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "In qualche modo credo che tu abbia ragione...", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Woof!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Ehi! Tu! Questo posto non è sicuro!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "A pensarci bene, quadrilioni di esseri sono dovuti morire perché l'uomo si evolvesse e sopravvivesse. La natura è una bestia implacabile e assetata di sangue.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Wow,[/wave] [pause]scusa davvero! Mi sono completamente smarrito nel nastro della Pombomba.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Uhm, dove ho sotterrato quell'osso?", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Ho sentito che un tempo questo era un fiume, perciò sono venuta a riempirlo!", - "OVERWORLD_4_-5_BATTLER_NAME": "Wulf", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "La Terra si prenderà cura di noi tutti, se glielo permetteremo.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "I miei gruppi preferiti sono i The Why, Schroedinger's Martyr e i Flesh Cage. Preparati a un po\\' di [shake rate=30 level=10]heavy metal![/shake]", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Uuh, ho la gola secchissima... Scusa, ecosistema, dovrai aspettare che mi ricarichi.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "I miei gruppi preferiti sono i The Why, Schroedinger's Martyr e i Flesh Cage. Preparati a un po\\' di [shake rate=30 level=10]heavy metal![/shake]", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "I miei gruppi preferiti sono i The Why, Schroedinger's Martyr e i Flesh Cage. Preparati a un po\\' di [shake rate=30 level=10]heavy metal![/shake]", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Accidenti, me le hai [wave amp=30 freq=10]suonate[/wave] di brutto...", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Credevo che la Terra mi avrebbe aiutato a vincere...", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "Non possiamo sperare che siano delle forze esterne a salvarci, tantomeno a un pianeta capriccioso, impersonale e indifferente.", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "Noi esseri umani dobbiamo prenderci cura gli uni degli altri, perché nessun altro lo farà!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "C'è un campeggio non lontano da qui, ma prima vediamo quanto sei bravə!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "C'è un campeggio non lontano da qui, ma prima vediamo quanto sei brava!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "C'è un campeggio non lontano da qui, ma prima vediamo quanto sei bravo!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Ehi![pause] Puoi salire un attimo su questo pulsante?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Se prosegui verso est incrocerai il campeggio. Non puoi sbagliare!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Secondo alcuni, se si sale sui pulsanti nel giusto ordine e si seguono tutti i segnali, si arriverà a un tesoro.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Questo è il primo di quelli che i ranger chiamano \\\"cartelli mobili\\\".", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Altri dicono che portino in un grande loop.", - "DIOGENES_NAME": "Diogene", - "DIOGENES_POST_BATTLE": "Se solo quel grande idiota di Platone potesse vedere quest'isola... \\\"L\\'uomo è un bipede senza piume\\\", un bel corno!", - "DIOGENES_PRE_BATTLE": "Ecco, un uomo!", - "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Ti ho spaventato?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Devo lavorare su quel balzo...", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Ti ho spaventata?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Ti ho spaventatə?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Sapevi che Cronocksley e Pantegiostre sono nemici naturali?", - "DIVEAL_KEEPER_POST_BATTLE2": "Beh, già che sei qui, perché non registri una delle mie Subfoche? Puoi sfruttare le loro abilità per nuotare!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Cronocksley e Pantegiostre sono nemici naturali, ecco perché non funzionano bene insieme...", - "ZHUANGZI_POST_BATTLE2": "Ora non capisco più se ero un uomo che sognava di essere un Falenik, o se ora sono un Falenik che sogna di essere un uomo.", - "ZHUANGZI_POST_BATTLE1": "Eh? Ah...", - "ZHUANGZI_NAME": "Zhuangzi", - "DIVEAL_KEEPER_NAME": "Subfina", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "Piacere di conoscerti! [wave amp=30 freq=10]Rompiamo il ghiaccio con un bel duello?[/wave]", - "DIVEAL_KEEPER_POST_BATTLE1": "Ah, dovrò impegnarmi più a fondo...", - "DIVEAL_KEEPER_PRE_BATTLE1": "La mia Subfoca ti ha proprio preso in simpatia!", - "DIVEAL_KEEPER_PRE_BATTLE2": "Ora dovrò affrontarti per mantenere il mio status di Alpha!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ahia, ora i miei beni sono scongelati.[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Se salti una rata del mutuo, congeleremo i tuoi beni![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Sono venuta qui perché ho sentito che qui scorreva il denaro, ma l'unica cosa che vedo scorrere è un fiume.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Stiamo organizzando una svendita di fuoco! Solo per un periodo di tempo limitato, il 100% di sconto... sulla tua barra della salute![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Beh, forse troverò almeno un flusso di entrate.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ahia. Grazie per... l'attenzione.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ahia. Grazie per... l'attenzione.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "Piacere di conoscerti! [wave amp=30 freq=10]Rompiamo il ghiaccio con un bel duello?[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ahia. Grazie per... l'attenzione.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "Piacere di conoscerti! [wave amp=30 freq=10]Rompiamo il ghiaccio con un bel duello?[/wave]", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Mi hai lasciato di ghiaccio...[/wave]", - "DARWIN_NAME": "Darwin", - "DARWIN_PRE_BATTLE2": "Trasformiamoci!", - "DARWIN_POST_BATTLE1": "Pensavo che avessimo smesso di cercare i mostri sotto il nostro letto quando ci siamo accorti che erano dentro di noi.", - "DARWIN_PRE_BATTLE1": "Quest'isola mi ha insegnato che non è la specie più forte a sopravvivere, né la più intelligente. È quella che meglio si adatta al cambiamento.", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", - "DARWIN_POST_BATTLE2": "Ma cosa significherebbe per quest'isola? Questi sono i mostri dentro Dio, o noi siamo semplicemente sotto il suo letto, lontani dalla sua vista e dimenticati da tempo?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Siamo la stessa persona, ma da mondi diversi. Per quanto ne sappiamo, le nostre vite erano identiche fino al nostro arrivo qui.", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "Sembriamo identici, ma non siamo gemelli!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "Sembriamo identici, ma non siamo gemelli!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Sai come si raggiunge la foresta di Rendlesham?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "Allora credo di essere bloccata qui.", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Alt! Dichiara il tuo nome e la tua affiliazione, soldata!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Alt! Dichiara il tuo nome e la tua affiliazione, soldato!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Alt! Dichiara il tuo nome e la tua affiliazione, soldatə!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Ho perso la mia unità. Stavamo setacciando i boschi vicino alla nostra base a Suffolk. Mi sono separato dagli altri mentre ero in pilota automatico e mi sono ritrovato qui. Non so come sia successo.", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Vuoi sapere da dove vengono le tue cassette? Dovrai prima battermi?", - "DECARTES_NAME": "Cartesio", - "DECARTES_POST_BATTLE": "Ho commesso ogni errore possibile. Ma ho continuato a insistere.", - "DECARTES_PRE_BATTLE": "Non basta avere un buon nastro, l'importante è usarlo bene.", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Da quando il sangue è rincarato non c'è stata tutta questa corsa all\\'acquisto immobiliare![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]L'economia fondata su favori e baratto di Nuova Wirral è pittoresca, ma non è destinata a durare.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]I Succhiaterra sono qui per aiutare Nuova Wirral a diventare una nazione sviluppata. Il primo passo è la creazione di una moneta.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La popolazione di Nuova Wirral continua a crescere, ma nessuno ha pensato a costruire nuove case. È una situazione perfetta.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]In questo momento, la soluzione più popolare tra i Succhiaterra è legarla al valore dell'anima, una risorsa estremamente scarsa dalle nostre parti.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Se vuoi, puoi depositare la tua anima presso di noi con valuta legale.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Dopotutto, che senso ha se la classe dominante non può stampare quadrilioni di favori dal nulla?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]La ricchezza interiore non basta! Bisogna investire! Compra ora![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Non ci fermerai![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "I nastri e i mangiacassette provengono dal centro commerciale più avanti. È nato solo qualche anno fa! Da allora i ranger lo hanno saccheggiato per rifornirsi, perciò non rimane molto.", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Però ho sentito che è infestato... Che ne pensi?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Oh cielo, c'è qualcosa che non va nella tua aura. Sei malato?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Oh cielo, c'è qualcosa che non va nella tua aura. Sei malata?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Forse dopotutto non era la tua aura. Forse era la mia pessima vista...", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Oh cielo, c'è qualcosa che non va nella tua aura. Sei malatə?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "No? Dovresti!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Qual è il problema? È perfettamente legale. Dopotutto sono solo in affitto... [pause]Ci appartengono.[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Al momento ci abita una famiglia, ma possiamo cacciarla... [pause]Perché fai quella faccia?[/wave]", - "ARISTOTLE_NAME": "Aristotele", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "Non ricordo quest'uomo, ma sembra che lui si ricordi di me...", - "ARISTOTLE_PRE_BATTLE": "La felicità consiste in attività virtuose, e la perfetta felicità consiste nella migliore attività, ossia la battaglia!", - "ARISTOTLE_POST_BATTLE": "Ahi! L'obiettivo del saggio non è quello di garantire il piacere, ma di evitare il dolore.", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]Credo che abbiamo la casa per te che acquisti per la prima volta![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]Credo che abbiamo la casa per te che acquisti per la prima volta![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]Credo che abbiamo la casa per te che acquisti per la prima volta![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Possiamo anche aiutarti a reperire la liquidità per il tuo acquisto immobiliare![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Anche a noi Succhiaterra piace nuotare! Ci basta non farlo nell'acqua santa, ecco tutto...[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Non ti sembra che queste statue di Conostacei abbiano un aspetto strano?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Sono impegnata in un'importante ricerca, sparisci!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Non chiedermi dove sono le mie cassette!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "Tengo le mie cassette nello zaino impermeabile, ovviamente!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Adoro quando qualcuno mi racconta la storia dell'evento \\\"cigno nero\\\" che ha vissuto nel suo mondo di origine.", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "Ne ho sentite di tutti i colori: insurrezioni fasciste, pandemie, guerre globali, cambiamenti climatici inarrestabili, catastrofi ecologiche da microplastica...", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Eh eh, prova a immaginare un mondo in cui sono presenti tutte queste cose insieme. Quanto sarebbero condannati!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Gli eventi \\\"cigno nero\\\" sono eventi storici importanti che si presentano a sorpresa e cambiano tutto.", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Il mio evento preferito è la guerra tra umani e squali del 2023. Avrebbero dovuto prevederla!", - "COMMUNE_CULTIST_1_NAME": "Cultista dall'occhio fino", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "Che ci fate qui, non dovreste essere...", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "Un momento, [pause]Kayleigh, sei tu?! Sei un'apostata!", - "COMMUNE_CULTIST_1_POST_BATTLE": "Puah... [pause]Apostata...", - "COMMUNE_CULTIST_1_FRIENDLY3": "Queste cose possono sfuggire di mano, lo sai!", - "COMMUNE_CULTIST_1_FRIENDLY2": "Niente di personale, eravamo tutti molto impegnati nel tentativo di ascendere alla divinità.", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Forza, continuiamo.", - "COMMUNE_CULTIST_1_FRIENDLY1": "Mi dispiace per tutte le ostilità.", - "COMMUNE_CULTIST_2_NAME": "Cultista rabbiosa", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "Cosa sta tramando Dorian? Sono preoccupata...", - "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian si aspettava qualche problema prima della cerimonia, quindi sono rimasta di guardia!", - "COMMUNE_CULTIST_2_POST_BATTLE": "Dovrei... [shake rate=30 level=10][pause]fare... [pause]la guardia... [/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "Urgh. Che truffa.", - "COMMUNE_CULTIST_2_FRIENDLY1": "Quindi il \\\"serpente d'oro\\\" di Dorian è solo un mostro impazzito?", - "COMMUNE_CULTIST_3_NAME": "Cultista impaziente", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "Ehi, voi! Non indossate le vesti!", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "Siete qui per sabotare la cerimonia?", - "COMMUNE_CULTIST_3_POST_BATTLE": "Non ci... [pause][shake rate=30 level=10]fermerete[/shake]...", - "COMMUNE_CULTIST_3_FRIENDLY2": "Forse mi dedicherò a qualcos'altro... Potrei iniziare a lavorare il legno...", - "COMMUNE_CULTIST_3_FRIENDLY1": "La strada dei Figli del Cordoglio si è rivelata un vicolo cieco, eh?", - "COMMUNE_CULTIST_4_NAME": "Cultista preoccupata", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "S-Sei un intruso?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "S-Sei un'intrusa?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian si arrabbierà a morte con me se non riuscirò a fermarti!", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "S-Sei unə intrusə?", - "COMMUNE_CULTIST_4_FRIENDLY1": "Quindi gli \\\"Arcangeli\\\" vivono sotto l'isola... E non nutrono alcun amore per l\\'umanità...", - "COMMUNE_CULTIST_4_POST_BATTLE": "Sono in grossi guai...", - "COMMUNE_CULTIST_4_FRIENDLY2": "Mi fa ancora più paura di Dorian!", - "COMMUNE_CULTIST_5_NAME": "Cultista amichevole", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "Ehi, nuovi amici!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "Purtroppo, è volontà del [wave amp=30 freq=5]serpente dio[/wave] che io difenda la nostra comune dagli estranei.", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "Ma non c'è assolutamente nulla di personale!", - "COMMUNE_CULTIST_5_FRIENDLY1": "Forse ora che cerchiamo di integrarci meglio con il resto dell'isola...", - "COMMUNE_CULTIST_5_POST_BATTLE": "Nulla... [pause]di personale...", - "COMMUNE_CULTIST_5_FRIENDLY2": "Dovrei iniziare a impegnarmi per creare legami personali più significativi con gli altri!", - "COMMUNE_CULTIST_6_NAME": "Cultista chiassoso", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]È COMPITO DEI FIGLI DEL CORDOGLIO RESPINGERE GLI STRANIERI![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]NON INDOSSI LA VESTE DEL FIGLIO DEL CORDOGLIO...[/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]PERCIÒ DEVO SCONFIGGERTI![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]PERCIÒ DEVO SCONFIGGERTI![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]SCUSA SE SIAMO STATI COSÌ OSTILI VERSO LA TUA GENTE, STRANIERO![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "Fratello Cooper... Mi dispiace...", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]PERCIÒ DEVO SCONFIGGERTI![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]SCUSA SE SIAMO STATI COSÌ OSTILI VERSO LA TUA GENTE![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]SCUSA SE SIAMO STATI COSÌ OSTILI VERSO LA TUA GENTE, STRANIERA![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "Cultista introspettivo", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "Sai... c'è un grande significato simbolico nel potere trasformativo delle cassette.", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]CI SIAMO FATTI PRENDERE LA MANO![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "I quattro lati della sua forma rettangolare coincidono con i quattro lati dell'uomo...", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "Fronte, retro, sinistra e destra.", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "Comunque sia, probabilmente ora dovrei cercare di fermarti.", - "COMMUNE_CULTIST_7_POST_BATTLE": "Le cassette... sono... interessanti...", - "COMMUNE_CULTIST_7_FRIENDLY1": "Le cassette hanno un lato A e un lato B...", - "COMMUNE_CULTIST_7_FRIENDLY2": "Esattamente come la dualità dell'essere umano...", - "COMMUNE_CULTIST_8_NAME": "Cultista affamato", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "Accidenti, tutto questo scavare mi ha messo una fame tremenda.", - "COMMUNE_CULTIST_8_POST_BATTLE": "Voglio solo... un panino...", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "E ora devo affrontarti a stomaco vuoto! Urgh!", - "COMMUNE_CULTIST_8_FRIENDLY": "Si mangia bene a Harbourtown? Chiedo da parte del mio stomaco.", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "Forse batterti gli dimostrerà il mio valore!", - "COMMUNE_CULTIST_9_NAME": "Cultista scontenta", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "Dopo tutto quello [wave amp=30 freq=5]scavare[/wave]! Sono la Figlia del Cordoglio [wave amp=30 freq=5]più devota[/wave]!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "Da non credere che Fratello Cooper mi abbia messo di guardia.", - "OFFICE_2_FELIX": "Apprezzo molto l'estetica. Fa molto \\\"lavoro subordinato deprimente\\\".", - "COMMUNE_CULTIST_9_POST_BATTLE": "Non sono... brava... abbastanza...", - "COMMUNE_CULTIST_9_FRIENDLY1": "Da non credere, ho riposto tutta la mia fiducia in Fratello Cooper per poi vederlo vaporizzarsi.", - "COMMUNE_CULTIST_9_FRIENDLY2": "Che vergogna...", - "COMMUNE_CULTIST_MERCHANT_NAME": "Cultista mercante", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Nell'ambito di un piano di sensibilizzazione culturale proposto da Sorella Jacqueline...", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Molte grazie, straniera.", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Ora siamo ufficialmente in grado di commerciare con gli stranieri. Dai un'occhiata al nostro inventario.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Molte grazie, straniero.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Molte grazie, stranierə.", - "OFFICE_2_MEREDITH": "Uh... Ma dove prendono tutta questa [wave amp=30 freq=20]roba[/wave]?", - "OFFICE_2_KAYLEIGH": "Non vi permetteremo di comprare Nuova Wirral!", - "OFFICE_2_VIOLA": "Le vostre turpi macchinazioni finiscono qui, demoni!", - "OFFICE_2_EUGENE": "Scusate l'[wave amp=30 freq=20]intrusione[/wave]!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Voi giovani siete così miopi... Non apprezzate le opportunità di investimento che potremmo offrirvi?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]Non volete che vi cacciamo dalle vostre case, vero?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Come potenziali inquilini, è nel vostro interesse rimanere in buoni rapporti con l'Associazione dei Succhiaterra.[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Se non ve ne andate immediatamente, saremo costretti a sfrattarvi noi stessi...[/wave]", - "OFFICE_4_KAYLEIGH": "A me sembra una minaccia...", - "OFFICE_4_MEREDITH": "Che uscita macabra.", - "OFFICE_4_VIOLA": "Nelle tue vene deve scorrere sangue freddo se dispensi tali minacce senza esitazione.", - "OFFICE_4_EUGENE": "Se pensate di poter sottrarre [wave amp=30 freq=20]qualcosa[/wave] a noi, [wave amp=30 freq=20]forse[/wave] è il caso che rivalutiate la situazione!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugene sarà felice di sapere che abbiamo mandato a casa questi pagliacci!", - "OFFICE_4_FELIX": "Vedo che ci diamo dentro con le minacce velate.", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]Non c'è bisogno di opporsi al progresso![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]Con un mercato immobiliare regolamentato, Nuova Wirral registrerebbe una notevole crescita![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "Gliel'abbiamo fatta vedere, eh? Eugene sarà contento!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "Un altro ufficio sgomberato! [wave amp=30 freq=10]Grande lavoro di squadra[/wave], {player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "Quello era l'ultimo ufficio da sgombrare? Speriamo che [wave amp=30 freq=10]non tornino[/wave]!", - "OFFICE_POSTBATTLE_MEREDITH1": "Quei tizi vorrebbero [wave amp=30 freq=10]davvero[/wave] comprare Nuova Wirral? Di certo non mi sento in colpa per averli malmenati.", - "OFFICE_POSTBATTLE_MEREDITH3": "Un altro ufficio sistemato! Sono sicura che Eugene apprezzerà che facciamo il suo lavoro per lui.", - "OFFICE_POSTBATTLE_MEREDITH2": "Sono contenta che [wave amp=30 freq=10]picchiare quei tizi molto forte[/wave] sia considerato un servizio pubblico.", - "OFFICE_POSTBATTLE_MEREDITH4": "Oh, questo era l'ultimo ufficio da sistemare? [pause]Allora [wave amp=30 freq=10]questa faccenda[/wave] è finita?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Ok, ottimo lavoro![/shake] Può darsi che questi [shake rate=30 level=10]parassiti[/shake] inizieranno a capire con chi hanno a che fare!", - "OFFICE_POSTBATTLE_EUGENE2": "Un altro ufficio liberato da quei vermi! Ottimo lavoro, {player}!", - "OFFICE_POSTBATTLE_FELIX4": "Forza, andiamocene! Questo era l'ultimo ufficio da sistemare, giusto?", - "OFFICE_POSTBATTLE_FELIX3": "Sono scappati molto in fretta, eh? Forse si sono resi conto di essere totalmente inferiori.", - "OFFICE_POSTBATTLE_FELIX1": "Quei tizi non portano niente di buono. Speriamo che non tornino.", - "OFFICE_POSTBATTLE_EUGENE3": "Non avevano [shake rate=30 level=10]alcuna possibilità[/shake]!", - "OFFICE_POSTBATTLE_FELIX2": "Come avranno fatto quei vermi degli agenti immobiliari a [wave amp=30 freq=10]costruire[/wave] un posto del genere?", - "OFFICE_POSTBATTLE_VIOLA2": "Sono davvero dei tipi [wave amp=30 freq=10]dell'altro mondo[/wave], non è vero?", - "OFFICE_POSTBATTLE_VIOLA1": "Quei demoni parlavano in fretta, ma sono fuggiti ancora più in fretta.", - "OFFICE_POSTBATTLE_VIOLA3": "Sono lieta che quei demoni siano spariti.", - "OFFICE_POSTBATTLE_VIOLA4": "Quei demoni non m'importano. [pause]Sono certa che si pentiranno di averci riservato tanta ostilità.", - "OFFICE_POSTBATTLE_DOG1": "I Succhiaterra sono fuggiti...", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Non sei molto collaborativo, giovanotto.[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]Stiamo smantellando la vostra operazione, sanguisughe![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "Proposta commerciale? Un momento, ma che...", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Perché non... [pause][pause]ascoltate la nostra proposta commerciale?[/wave]", - "OFFICE_1_LINE5_EUGENE": "Che...[pause] intendi?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "Ha detto davvero \\\"proposta commerciale\\\"?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "Credevo fossero... vampiri.", - "OFFICE_1_LINE6_PLAYER_OPTION2": "Non avevi insinuato chiaramente che sono vampiri?", - "OFFICE_1_LINE7_EUGENE": "Ma [wave amp=30 freq=20]sono[/wave] vampiri!", - "OFFICE_1_LINE8_EUGENE": "Beh, [pause]in un certo senso.", - "OFFICE_1_LINE9_EUGENE": "Secondo me sono PEGGIO dei vampiri...", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]L'Associazione dei Succhiaterra vuole semplicemente strutturare un mercato immobiliare a lungo termine su Nuova Wirral.[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]Sono agenti immobiliari![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Investendo ora, potete trarre un profitto significativo da eventuali nuovi arrivati che avranno bisogno di un alloggio.[/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Dato che a Nuova Wirral non esiste valuta, stiamo sviluppando anche un promettente programma di recupero crediti.[/wave]", - "OFFICE_1_LINE14_EUGENE": "Ho sentito abbastanza! [pause]Harbourtown non si lascerà [shake rate=30 level=10]mai[/shake] comprare dalla vostra gente!", - "OFFICE_1_LINE17_PLAYER_OPTION1": "Facciamogli vedere di che pasta siamo fatti!", - "OFFICE_1_LINE15_EUGENE": "{player}...", - "OFFICE_1_LINE16_EUGENE.f": "Sei pronta?", - "OFFICE_1_LINE16_EUGENE.m": "Sei pronto?", - "OFFICE_1_LINE16_EUGENE.n": "Sei prontə?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "Uh, credo di sì!", - "OFFICE_1_LINE19_EUGENE": "Una piccola vittoria, ma c'è ancora molto lavoro da fare.", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]La crescita del mercato è inevitabile. NOI siamo inevitabili.[/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "Credi davvero che siano così cattivi?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "Non sembrano così pericolosi...", - "OFFICE_1_LINE21_EUGENE": "Questi \\\"Succhiaterra\\\" cercano di trarre profitto dalla nostra miseria collettiva!", - "OFFICE_1_LINE23_EUGENE": "Ma io intendo fermarli, in qualità di [wave amp=30 freq=10]difensore di Harbourtown[/wave]!", - "OFFICE_1_LINE22_EUGENE": "Non so come siano arrivati qui...", - "OFFICE_1_LINE27_EUGENE": "Cerca di individuare le altre roccaforti e presta attenzione alle dicerie quando sei in città.", - "OFFICE_1_LINE24_PLAYER": "Ti serve una mano, \\\"difensore di Harbourtown\\\"?", - "OFFICE_1_LINE25_EUGENE": "...", - "OFFICE_1_LINE26_EUGENE": "Un aiuto sarebbe gradito, sì.", - "OFFICE_1_LINE29_EUGENE.m": "Ora puoi aprire la finestra sul tetto da solo.", - "OFFICE_1_LINE28_EUGENE": "E prendi questa.", - "OFFICE_1_LINE29_EUGENE.n": "Ora puoi aprire la finestra sul tetto da solə.", - "OFFICE_1_LINE29_EUGENE.f": "Ora puoi aprire la finestra sul tetto da sola.", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]Eh?![/shake] Non mi sconfiggerai tanto facilmente!", - "KUNEKOS_RETURN_PRE_BATTLE.m": "Ehi, amico del creatore Felix! Mi sono allenata: lascia che ti mostri [shake rate=30 level=10]quanto sono forte[/shake]!", - "KUNEKOS_RETURN_PRE_BATTLE.f": "Ehi, amica del creatore Felix! Mi sono allenata: lascia che ti mostri [shake rate=30 level=10]quanto sono forte[/shake]!", - "KUNEKOS_RETURN_PRE_BATTLE.n": "Ehi, amicə del creatore Felix! Mi sono allenata: lascia che ti mostri [shake rate=30 level=10]quanto sono forte[/shake]!", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "Vai, Kuneko! Lo so che ce la puoi fare!", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]Uaaah![/shake] La prossima volta ti batto!", - "KUNEKOS_RETURN_TEAM_NAME.m": "Amico {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "Amicə {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "Amica {name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} E {partner.to_upper}.\\n\\nÈ UNA FORTUNA CHE COMPARIATE PROPRIO QUANDO MI SERVE UN SACRIFICIO. \\n\\nLA MERLINEA CI SORRIDE DAVVERO OGGI.", - "POSTGAME_MORGANTE_PRE_BATTLE2": "NON SIATE TANTO SORPRESI.\\n\\nÈ NATURALE CHE IO, SPIRITO DELLA RIBELLIONE, MI RIVOLTI CONTRO COLORO CHE MI HANNO INVOCATO.", - "POSTGAME_MORGANTE_POST_BATTLE": "UN SACRIFICIO È UN SACRIFICIO. IL RITUALE È COMPLETO.\\n\\nGLI ARCANGELI SONO TORNATI SU NUOVA WIRRAL.", - "FARM_PUMPKIN_NO_JELLY": "È una simpatica zucca!", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "È una simpatica zucca! Versaci la melma di scheletro!", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Meredith\\n1967 - XXX d.C.\\nQuel giorno sarebbe dovuta restare a letto.\\\"", - "DUNGEON_MEADOW_NOTE_1": "\\\"Stimati ospiti, vi prego di gustare il cibo che ho preparato per voi. Arriverò a salutarvi [wave amp=30 freq=10]a breve[/wave], perciò non andate da nessuna parte, eh eh\\n- Alice ♡\\\"", - "DUNGEON_MEADOW_NOTE_2": "\\\"Avevo detto di non andare da nessuna parte! Davvero, chi vi ha insegnato le buone maniere? Dovreste vergognarvi di voi stessi! Il cappellaio non apprezzerà che il suo tè venga interrotto, quindi restate qui, lo ripeto!\\n- Alice ♡\\\"", - "DUNGEON_MEADOW_EAT_ME": "Vuoi mangiare la torta con la scritta \\\"Mangiami\\\"?", - "DUNGEON_MEADOW_NOTE_3": "\\\"Questa la conservo per dopo: sarà una bella sorpresa per te! Un ospite cortese la lascerebbe in pace. [wave amp=30 freq=10]Usa la testa, non perderla[/wave]!\\n- Alice ♡♡♡♡♡♡\\\".", - "DUNGEON_MEADOW_DRINK_ME": "Vuoi bere dalla bottiglia con la scritta \\\"Bevimi\\\"?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "Probabilmente diventare più grandi non è una buona idea.", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "Probabilmente diventare più piccoli non è una buona idea.", - "DUNGEON_MEADOW_CHEST_CONFIRM": "Vuoi aprire il forziere?", - "DUNGEON_MEADOW_RED_QUEEN": "Regemma vuole la tua testa!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Qui giace {player}.\\nMorto in quest'anno d.C., età sconosciuta.\\nRiposa in pace\\\"", - "DUNGEON_MEADOW_MAD_HATTER": "Hai disturbato un tè tra mostri!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Qui giace {player}.\\nMorta in quest'anno d.C., età sconosciuta.\\nRiposa in pace\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Kayleigh, 1983 - ????\\nHa seguito uno sciocco fino a una sorte infausta, neanche fosse la prima volta.\\nR.I.P.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Kayleigh, 1983 - ????\\nHa seguito una sciocca fino a una sorte infausta, neanche fosse la prima volta.\\nR.I.P.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Qui giace {player}.\\nMortə in quest'anno d.C., età sconosciuta.\\nRiposa in pace\\\"", - "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Felix\\nRiposa in pace sapendo che i tuoi amici hanno esaudito il tuo desiderio e hanno distrutto i tuoi disegni più imbarazzanti. Hanno ridacchiato solo un po'.\\n1991 - Ora\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Kayleigh, 1983 - ????\\nHa seguito unə scioccə fino a una sorte infausta, neanche fosse la prima volta.\\nR.I.P.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"Qui riposa Viola.\\nNata nel 1575. Morta oggi, qualunque giorno sia.\\nMancherà molto a suo fratello.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Eugene, protettore di Harbourtown.\\n2076 - NaN d.C.\\nTutto chiacchiere, niente azione.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Qui giace un bravissimo cane.\\nSarebbe felice di sapere che nella morte è finalmente diventato la sua cosa preferita: un mucchio d'ossa.\\nNato nel 14140 d.C. Morto qualunque sia l\\'equivalente dell\\'anno in corso in anni canini.", - "DUNGEON_GRAVEYARD_LM_1": "CHE FINE SFORTUNATA PER VOI. \\n\\nUN PUNTO MORTO, SI POTREBBE DIRE.", - "DUNGEON_GRAVEYARD_LM_2": "QUAGGIÙ LA DIREZIONE SBAGLIATA VI SPEDIRÀ NELLA TOMBA! \\nAH AH AH AH AH AH", - "DUNGEON_GRAVEYARD_LM_4": "UNA RICOMPENSA PER I VOSTRI SFORZI. RIPOSATE I VOSTRI CORPI STREMATI.", - "DUNGEON_GRAVEYARD_LM_3": "DIMOSTRATEMI QUANTO DESIDERATE SOPRAVVIVERE!\\n\\nCOMBATTETE PER LE VOSTRE STESSE VITE!", - "DUNGEON_GRAVEYARD_LM_KILL": "DIVERTENTE, MI PIACEREBBE VEDERE DI PIÙ.", - "DUNGEON_GRAVEYARD_LM_5": "HO CAMBIATO IDEA. \\n\\nRIPOSERETE QUANDO SARETE SOTTO TERRA.", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Ci sarà richiesta di terra per seppellire i morti finché la gente continuerà a morire.[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]È un flusso d'entrate garantito![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Forse dovrei smettere di occuparmi di compravendita di immobili e dedicarmi alle tombe.[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "QUESTA CADUTA SEMBRA ALQUANTO LETALE, NON È VERO? ATTENZIONE A NON PRECIPITARE!", - "DUNGEON_GRAVEYARD_LM_7": "E QUESTO COME CI È ARRIVATO QUI? \\nAH AH AH AH AH", - "DUNGEON_GRAVEYARD_LM_8": "L'OROLOGIO BATTE LA MEZZANOTTE. TUTTI VOI UMANI DOVE AFFRONTARE LA MORTE, PRIMA O POI...\\n\\nNON FATEMI ASPETTARE!", - "CULTIST_ENCOUNTER_KAYLEIGH1": "...", - "CULTIST_ENCOUNTER_KAYLEIGH2": "Uhm... [pause]Ne parliamo un'altra volta.", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Sembra una strana persona.", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "Di che parlava quella persona?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "E... probabilmente quando avrò finito penserai male di me. Mi dispiace.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Devo dirti alcune cose.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Vedi, quando sono arrivata su Nuova Wirral la prima volta, non vivevo ad Harbourtown.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "C'è un altro insediamento in cima a Colle Autunno, [pause]sulla costa est.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Borgo Cordoglio. [pause]È una comunità di gente che vive dei prodotti della terra, condivide i propri beni, tutte queste cose carine.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Hai visto la gente che va in giro con le vesti incappucciate, vero?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Sì!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "Le cose non erano così [wave amp=30 freq=30]strane[/wave], ma...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Hanno l'aria sospetta.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Sono quelli. E... [pause]un tempo ero una di loro.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Il leader, [pause]Dorian, [pause]è ossessionato dagli Arcangeli.", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "Ascoltate, [pause]ragazzi, [pause][wave amp=30 freq=10]Figli del Cordoglio[/wave] o chiunque voi siate, avete fatto tutti un ottimo lavoro con gli scavi.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Borgo Cordoglio è stata fondata con l'intento di aiutare tutti, [pause]ma presto ha cominciato a occuparsi solo di ciò che voleva [wave amp=30 freq=30]lui[/wave].", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "La situazione è arrivata a un punto tale che non mi sentivo più a casa. [pause]Era troppo tardi perché potessi risolvere qualcosa... così sono scappata.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "È così che un anno fa sono finita ad Harbourtown. Ora voglio disperatamente fare la cosa giusta per tutti, perché ho deluso troppe persone in passato.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Ma dovrebbero ricordarsi di me... Credo che riuscirò a farci entrare.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "Gli estranei non possono entrare nella comune...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Ma... [pause]se Dorian sa dove si trovano gli altri Arcangeli, devo mettere da parte le mie paure e scoprire cosa sa.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "Lo faremo, insieme?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "Questo è lo spirito giusto! Spero che possa uscirne qualcosa di buono.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "Certo!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "Sei sicura di volerlo fare?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Sì. So che sarà difficile, ma... voglio che esca qualcosa di buono da quello che ho passato.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Ricorda: ti lasceranno entrare solo se ci sarò anch'io.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Ok, [pause]va bene, [pause]segnerò l'ingresso della comune sulla mappa.", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Uomo con veste", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "Nessuno di voi è il benvenuto qui. Andate via.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "Nessuno di voi è il benvenuto qui. Andate via.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "Nessuno di voi è il benvenuto qui. Andate via.", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Salve. Sono qui per parlare con Dorian.", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Signorina Kayleigh... Bentornata!", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Vieni, vieni, sei giusto in tempo.", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "Dove sono tutti? Sta succedendo qualcosa?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "\\\"Giusto in tempo\\\"? In tempo per cosa?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Diamo un'occhiata in giro.", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "È strano tornare qui.", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "Lei chi è? La mia... sostituta? Inquietante.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "Silenzio tra il pubblico, per favore!", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "Ora parlerà Dorian!", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]COME VA, GENTE![/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "E certo, [pause]abbiamo avuto alti e bassi...", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "Accidenti, siete sempre una folla fantastica!", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "Dico davvero, questa è una buca di [wave amp=30 freq=10]primissima[/wave] qualità!", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "Questa fossa è [wave amp=30 freq=10]profonda[/wave] come la vostra devozione alla causa. [pause]È come una [wave amp=30 freq=10]metafora[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "Quando nella mia testa ho iniziato a sentire [wave amp=30 freq=10]i sussurri[/wave] che mi guidavano sotto terra, ho capito che non potevo farcela da solo.", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "Ma ce l'abbiamo fatta! [pause]Apriamo il sipario!", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]IL DIO SERPENTE CI ATTENDE, BABY![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "Presto entrerò nella camera e tratterò con lui per ottenere una parte del suo [wave amp=30 freq=10]potere divino[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "E ad accompagnarmi, [pause]la nostra figliola prodiga tornata a noi!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Oh, no.", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "Non è così... [wave amp=30 freq=10]Kayleigh[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]tesoro, [pause]sembri un cerbiatto abbagliato dai fari! [pause]Ovviamente ho saputo che avresti partecipato alla nostra grande festa!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "Non hai raccontato al tuo amico che [wave amp=30 freq=10]dirigevi questo posto[/wave] al mio fianco?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "Non hai raccontato alla tua amica che [wave amp=30 freq=10]dirigevi questo posto[/wave] al mio fianco?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Mi dispiace...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "Non hai raccontato allə tuə amicə che [wave amp=30 freq=10]dirigevi questo posto[/wave] al mio fianco?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "Tu non credevi in me, vero? Beh, a quanto pare [wave amp=30 freq=10]ho sempre avuto ragione, baby[/wave]!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Ti spiegherò più tardi. Ora dobbiamo mettere fine a questa storia.", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "C'è un [shake rate=30 level=10]vero e proprio Arcangelo[/shake] esattamente sotto i nostri piedi!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Se entrerai lì dentro, ti farai uccidere!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "Noi abbiamo [wave amp=30 freq=10]affrontato[/wave] gli Arcangeli, Dorian!", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Se tu e il tuo amico avete tanta esperienza, perché non [wave amp=30 freq=10]vi unite alla festa[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Se tu e la tua amica avete tanta esperienza, perché non [wave amp=30 freq=10]vi unite alla festa[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Se tu e lə tuə amicə avete tanta esperienza, perché non [wave amp=30 freq=10]vi unite alla festa[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "Forza, guardatemi mentre [wave amp=30 freq=10]ascendo alla divinità[/wave] con il mio nuovo amico Arcangelo!", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "Jacqueline, la piattaforma, per cortesia.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "Come desidera, signore.", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Forza, fermiamo questo idiota, qualunque cosa creda di fare.", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]Ci vediamo dentro[/wave], Kayleigh!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Lo odio con tutta me stessa.", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "Kayleigh! [pause]Amico di Kayleigh! [pause]Ce l'avete fatta!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "Kayleigh! [pause]Amicə di Kayleigh! [pause]Ce l'avete fatta!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "Kayleigh! [pause]Amica di Kayleigh! [pause]Ce l'avete fatta!", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "Signore?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "Ho preso la decisione tattica di [wave amp=30 freq=10]modificare il piano[/wave]!", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh e il suo amico andranno avanti, [pause]e se l'Arcangelo non li [wave amp=30 freq=10]uccide all\\'istante[/wave] entrerò io a fare il mio discorsetto.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh e la sua amica andranno avanti, [pause]e se l'Arcangelo non le [wave amp=30 freq=10]uccide all\\'istante[/wave] entrerò io a fare il mio discorsetto.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh e lə suə amicə andranno avanti, [pause]e se l'Arcangelo non lə [wave amp=30 freq=10]uccide all\\'istante[/wave] entrerò io a fare il mio discorsetto.", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Tu sei pazzo e ti farai uccidere.", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "[wave amp=30 freq=10]Prima[/wave] tu.", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "AVETE SENTITO LA MIA CHIAMATA?\\n\\nSIETE QUI PER RENDERMI OMAGGIO?\\n\\nSIETE QUI PER BRUCIARE PER ME?", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]PER LA MIA LEALTÀ, CHIEDO SOLO UNA PARTE DELLA TUA FORZA DIVINA![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "O la va o la spacca...", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]O GRANDE ARCANGELO![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]HO ACCOLTO LA TUA CHIAMATA E HO VIAGGIATO VERSO LA TUA DIMORA![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "TU NON PUOI PRENDERE DA ME. TU DEVI SOLO DARE.", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "HO UNA BELLA OPPORTUNITÀ DI LAVORO PER TE!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Forza, {player}, mettiamo fine a questa storia prima che uccida [wave amp=30 rate=10]qualcun altro[/wave]!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]Gli avevo detto che sarebbe successo![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "CORDEMONIO, GIUSTO?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian...", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Mi dispiace, [pause]ma è solo colpa sua.", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Dobbiamo andarcene. [pause][pause]L'aria qua sotto odora di morte...", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Aprirà le sue porte. Cercheremo un punto d'incontro con il resto di Nuova Wirral.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "La comune...", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Volevamo solo una guida... [pause]Non [pause]volevamo...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Lo so.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "La gente di questa comunità non è cattiva.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Cose da pazzi...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Dovete solo scegliere con più cautela in chi riporre la vostra fiducia.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "Stai bene?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "Come ti senti?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Io... [pause][pause][pause]Sto bene.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Mi sento in colpa per aver aiutato Dorian per tutto questo tempo, ma... [pause]in realtà la colpa è sua, non mia.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "Diventammo buoni amici, io ero una sorta di... [pause]assistente, per lui.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Ci unimmo ai Figli del lutto più o meno nello stesso periodo. [pause]A me serviva quel senso di appartenenza.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "Forse col tempo le cose cambiarono, o forse c'erano sempre stati problemi, [pause]ma Dorian iniziò ad avere un ascendente nefasto sulla gente di Borgo Cordoglio.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "No, non ci credo!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "No... [pause]Non ero la sua assistente. Gli coprivo le spalle.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "La gente reagì male, e io cercai di appianare i contrasti.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "Non sono una brava persona, {player}.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Eh eh... Mi fa piacere che tu lo pensi.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Mi sembrava di stare facendo del bene, [pause]di coltivare un'atmosfera di positività... Anche se la gente stava male.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Contava solo lui, con i suoi sogni, le sue esigenze, le sue follie. Non c'era più quella comunità di cui avevo un disperato bisogno.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Questo significa che sei ufficialmente unə capitanə ranger. La gente si rivolgerà a te per ricevere l'addestramento, proprio come gli altri capitani hanno fatto con te.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Questo significa che sei ufficialmente una capitana ranger. La gente si rivolgerà a te per ricevere l'addestramento, proprio come gli altri capitani hanno fatto con te.", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Forse saprai che sono stata la prima persona su Nuova Wirral ad assumere la forma di mostro con una cassetta. [pause]Da allora, la gente mi pone sempre la stessa domanda...", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"Ma come funzionano queste cassette? [pause]Non ha alcun senso!\\\"", - "LEADER_IANTHE_FUSED_MATERIAL1": "Viene rilasciato dalle Fusioni fuori controllo. Forse anche dagli Arcangeli, non saprei.", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "Vuoi sapere cosa penso? [pause]Penso che abbia assolutamente senso, visto nella giusta prospettiva.", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Poi, [pause]racchiudiamo quella musica intangibile in una forma fisica, come le [wave amp=30 freq=10]cassette[/wave]. [pause]Questo le rende il ponte perfetto tra mondo fisico e immaginario.", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "Hai presente la bacheca fuori dal municipio? [pause]Se qualche apprendista avrà bisogno di mettere alla prova le proprie abilità, ti lascerò un messaggio là.", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "In un certo senso è logico!", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "Per ora, mi prenderò un lungo e meritato riposo. [pause]Se hai voglia di continuare a esplorare l'isola, perché non raggiungi i tuoi compagni capitani?", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "Sono certa che vorranno congratularsi con te per la tua \\\"promozione\\\"!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "Se vuoi sapere perché chiediamo ai ranger di raccoglierlo... Beh, lascia che se ne preoccupino i capitani. Per ora concentrati sul superare l'addestramento.", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "Ora che sei una capitana, posso dirti perché raccogliamo tutto questo Materiale fuso.", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "Ora che sei unə capitanə, posso dirti perché raccogliamo tutto questo Materiale fuso.", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "Ora che sei un capitano, posso dirti perché raccogliamo tutto questo Materiale fuso.", - "LEADER_IANTHE_FUSED_MATERIAL3": "Hai notato che le \\\"Fusioni fuori controllo\\\" sono sempre più numerose in tutta Nuova Wirral?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "Le ho già viste in passato!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "\\\"Fusioni fuori controllo\\\"?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "Immaginavo. Quindi saprai che sono molto più forti dei soliti mostri che si trovano su Nuova Wirral.", - "LEADER_IANTHE_FUSED_MATERIAL4B": "Forse le hai incontrate durante i tuoi viaggi sull'isola: [pause]sono fusioni di mostri feroci, spesso circondate da nubi nere. Sono inconfondibili.", - "LEADER_IANTHE_FUSED_MATERIAL5": "Non è sempre stato così. Fino a pochi anni fa, le fusioni erano un'anomalia.", - "LEADER_IANTHE_FUSED_MATERIAL6": "Non sappiamo da dove arrivino, né perché.", - "LEADER_IANTHE_FUSED_MATERIAL7": "Il mio timore è che se il tasso di incidenza continuerà a crescere, tra qualche anno Harbourtown ne sarà invasa.", - "LEADER_IANTHE_FUSED_MATERIAL8": "Non voglio creare il panico, quindi tienilo per te.", - "LEADER_IANTHE_FUSED_MATERIAL9": "Ma c'è speranza! Il Materiale fuso che ne ricaviamo emette una lieve radiazione. Non abbastanza da essere dannosa, ma...", - "LEADER_IANTHE_FUSED_MATERIAL11": "Forse... [pause]Potremmo perfino scoprire da dove provengono e fermarne la diffusione. Sarebbe bello.", - "LEADER_IANTHE_FUSED_MATERIAL10": "Se raccogliamo abbastanza Materiale fuso, potremo costruire dei dispositivi per monitorare e rilevare le Fusioni fuori controllo.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Hai mai fatto caso ai tipi elementali delle tue forme di mostro?", - "LEADER_IANTHE_FUSION_IANTHE1": "La fusione... [pause]si ottiene di rado. Ho qualche teoria su cosa consenta la fusione tra due persone, ma non ne sono sicura.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Le mosse elementali possono provocare [wave amp=30 freq=10]reazioni chimiche[/wave] se usate contro mostri di un certo tipo.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Tuttavia, la stessa mossa di fuoco, [pause]usata su un mostro d'acqua, [pause]lo circonderà di un [wave amp=30 freq=10]vapore curativo[/wave]. E questo non va bene, giusto?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Queste reazioni possono essere vantaggiose per te: per esempio, usare una mossa di fuoco su un bersaglio di elemento veleno lo farà bruciare.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Puoi vedere gli effetti di stato del tuo attacco prima di attivarlo, quindi fai molta attenzione.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Oh, quasi dimenticavo! [pause]Molte mosse, come \\\"colpo\\\" e \\\"sputo\\\" non hanno un elemento innato: il loro effetto dipenderà dall'elemento di chi le utilizza.", - "LEADER_IANTHE_FUSION_IANTHE3": "Se vuoi rafforzare la tua fusione, devi coltivare quel legame.", - "LEADER_IANTHE_FUSION_IANTHE2": "Posso dirti per esperienza che la forza del legame tra due persone sembra influire direttamente sulla forza e le potenzialità della loro forma fusa.", - "AA_PUPPET_HINT_FELIX1": "Uh, si sposta prima che i nostri attacchi vadano a segno. Dobbiamo agire d'astuzia, ci sarà pure [wave amp=30 freq=10]un modo[/wave] per capire in che direzione si sposterà....", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Tu con chi ti sei fusa?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Chi è la tua controparte di fusione?", - "LEADER_IANTHE_FUSION_IANTHE6": "Non preoccuparti di questo!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Chi è la tua controparte di fusione?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Chi è la tua controparte di fusione?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Grazie per esserti impegnato negli incarichi che ti ho affidato, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "Comunque, con tutto il Materiale fuso che hai raccolto posso ordinare al capitano Lodestein di installare un radar di fusioni su alcuni dei tralicci magnetici dell'isola.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Grazie per esserti impegnatə negli incarichi che ti ho affidato, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Nel frattempo, prendi questo prototipo.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Grazie per esserti impegnata negli incarichi che ti ho affidato, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Controlla la mappa. Ti mostrerà dove trovare le Fusioni fuori controllo.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Questa versione del radar di fusioni non penetra molto in profondità nel terreno e non è affidabile al 100%, ma sono certa che ne farai buon uso.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "In ogni caso, ricordati di scambiare il Materiale fuso con la ranger Wilma. Se te lo porti dietro non servirà a molto!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "L'ultima partita che mi hai dato si è rivelata estremamente utile. Il capitano Lodestein mi ha detto che il suo [wave amp=30 freq=10]radar di fusioni a penetrazione[/wave] sta già rilevando un segnale nelle profondità della Cava dei dinosauri, nelle Terremorte.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Ho incaricato il capitano Wallace di occuparsi degli scavi, quando non è impegnato nell'addestramento e nelle fusioni fuori controllo.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "A proposito di fusioni, c'è stato un, ehm, nuovo sviluppo...", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Sta spuntando dappertutto una nuova fusione instabile. L'abbiamo chiamata \\\"Anathema\\\".", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "Il tasso di diffusione è...[pause] quantomeno preoccupante.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Ti manderò qualche dettaglio sulla bacheca. Ti dispiacerebbe dare un'occhiata?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Beh, ho incaricato il capitano Wallace di scavare, e sembra si tratti di un'altra di quelle stazioni ferroviarie che continuano a spuntare ovunque.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Ricordi quando ti ho detto che il radar di fusioni del capitano Lodestein aveva rilevato un segnale alla Cava dei dinosauri?", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "E ovviamente, ricordati di scambiare il Materiale fuso con la ranger Wilma.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "A giudicare dalla potenza del segnale in questa stazione, potrebbe trattarsi della fonte di tutte le Fusioni fuori controllo e di Anathema!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, dato che sei il ranger con più esperienza con queste stazioni... [pause]e con i loro strani abitanti...[pause] potresti dare un'occhiata?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, dato che sei la ranger con più esperienza con queste stazioni... [pause]e con i loro strani abitanti...[pause] potresti dare un'occhiata?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Uh, quindi ma MerLinea vuole che ci occupiamo da soli della Fusione fuori controllo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, dato che sei lə ranger con più esperienza con queste stazioni... [pause]e con i loro strani abitanti...[pause] potresti dare un'occhiata?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Se non altro, se le cose si mettono male, possiamo ritirarci alla stazione di Night's Bridge. E tutto grazie al tuo duro lavoro!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, ci sono buone notizie?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, ho già detto che se avessi lasciato Nuova Wirral non te ne avrei fatto una colpa, e lo confermo.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "Ma se deciderai di restare, il lavoro per te è praticamente infinito.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "Ormai conosci la procedura.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Credo che Kayleigh abbia qualcosa per te.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Beh, ho registrato questa cassetta qualche tempo fa, mi ricordava il nostro primo incontro.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "So che non è niente di che, ma voglio che l'abbia tu!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "A proposito, di recente hai visto qualche...[pause] gigantesca sfera fluttuante?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "Cosa?!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "È arrivata una strana segnalazione da uno dei nostri apprendisti. Però [wave amp=30 freq=30]aveva[/wave] una ferita alla testa, perciò probabilmente non è nulla.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Come... il sole?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Tieni d'occhio il tuo radar di fusioni, per sicurezza.", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "Questo è per te!", - "OUTPOST_NPC_2_DIALOGUE1": "Un Saltatore si è nascosto dietro un angolo e mi ha teso un'imboscata. [pause]Sinceramente, è una fortuna che ne sia uscito tutto intero!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzz...[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "VOI ESSERI DI CARNE E OSSA SOGNATE TANTO LA MORTE. PASSATE TUTTA LA VOSTRA BREVE VITA A SOGNARLA. È QUESTO CHE VI PORTA DA ME?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Vuoi sapere... se siamo qui per morire? [pause]Non credo, se devo essere sincera.", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Questo tizio ha l'aria molto metal. [pause]Ma ho come l\\'impressione che voglia ucciderci.", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Nooo, siamo qui per combattere!", - "AA_PUPPET_PRE_BATTLE_AA1": "SIETE NUOVI GIOCATTOLI PER LA MIA COLLEZIONE? NE DESIDERO ANCORA...", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "Non temo la morte! [pause]Una morte coraggiosa è più importante di una vita da pecora!", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Non mi sembra di buon auspicio.", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrr...", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "LASCIATE CHE IO MI NUTRA DELLE VOSTRE PAURE, MENTRE VI MOSTRO LA REALTÀ DELLA MORTE.", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Era decisamente inquietante, eh? Chissà se quello che diceva era vero... [pause]Forse le persone passano [wave amp=30 freq=10]davvero[/wave] tutta la vita a pensare alla morte.", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NEMMENO LA VOSTRA GENTE PUÒ SFUGGIRE ALLA REALTÀ DELLA MORTE...", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "OH, CHE BELLO, UNO SCHELETRO GIGANTE! UTILE IN OGNI SQUADRA.", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "Su quest'isola, la quantità di creature da incubo che vogliono ucciderci è... [pause]eccessiva.", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "Era il mostro scheletrico più grande che abbia [wave amp=30 freq=10]mai[/wave] visto! Inquietante, eh?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "È stato... spiacevole.", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "I codardi muoiono molte volte prima di morire, ma i valorosi non assaggiano la morte che una sola volta.", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Mi dispiace, amico. non siamo qui per giocare.", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Lo sguardo di questo Arcangelo mi mette i brividi...", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "Le persone sono solo giocattoli per quelli come te, eh?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "Non percepisco alcuna gentilezza nelle parole di questo spirito.", - "AA_PUPPET_PRE_BATTLE_FELIX2": "Non so se questo tizio abbia a cuore i nostri interessi.", - "AA_PUPPET_PRE_BATTLE_DOG2": "Grrr...", - "AA_PUPPET_HINT_KAYLEIGH1": "Continua a spostarsi prima che i nostri attacchi vadano a segno! Teniamo gli occhi aperti: ci dev'essere [wave amp=30 freq=10]un modo[/wave] per capire in che direzione si sposterà...", - "AA_PUPPET_PRE_BATTLE_AA3": "SÌ... VOI DUE SARETE UN'OTTIMA COPPIA DI BURATTINI! AH AH AH AH!", - "AA_PUPPET_HINT_MEREDITH1": "Continua a spostarsi prima che riusciamo a colpirlo, [shake rate=30 level=10]maledizione[/shake]! Ci sarà pure [wave amp=30 freq=10]un modo[/wave] per capire in che direzione si sposterà.", - "AA_PUPPET_HINT_EUGENE1": "Maledizione, si sposta proprio mentre stiamo per colpirlo! Forza, ci sarà pure [wave amp=30 freq=10]un modo[/wave] per capire in che direzione si sposterà....", - "AA_PUPPET_HINT_VIOLA1": "La nostra preda è veloce nei movimenti e i nostri colpi mancano il bersaglio. Tuttavia, son convinta ci sia [wave amp=30 freq=10]un modo[/wave] per prevedere dove balzerà...", - "AA_PUPPET_HINT_DOG1": "Barkley non sembra contento che l'Arcangelo continui a spostarsi prima che uno di voi possa attaccarlo. Forse c\\'è un modo per capire in quale direzione si sposterà?", - "AA_PUPPET_POST_BATTLE_PUPPET1": "LE MIE BAMBOLE! AVETE UCCISO LE MIE BAMBOLE!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "PIACERE DI CONOSCERTI, AMICO COL CAPPELLO! DIMMI, STAI CERCANDO UN NUOVO LAVORO? PARLIAMONE!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Da come parlava l'Arcangelo, sembrava che non fossimo reali... Che fossimo solo giocattoli. [pause]Forse la penserà diversamente ora che l\\'abbiamo sconfitto.", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "Spero che quell'Arcangelo abbia capito che non sono il giocattolo [wave amp=30 freq=10]di nessuno[/wave].", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Aleph ama sentirsi parlare. Ma [wave amp=30 freq=10]come fa[/wave] a parlare? La sua testa è un triangolo gigante. Che essere inquietante.", - "AA_PUPPET_POST_BATTLE_FELIX3": "Ci vedeva come... [pause]bambole? Non credo che dormirò sonni tranquilli dopo quell'incontro, questo è certo.", - "AA_PUPPET_POST_BATTLE_EUGENE3": "C'è [wave amp=30 freq=10]sempre[/wave] qualche mostro che crede di poter giocare con la vita delle persone. [pause]Arcangeli o uomini, sono pericolosi allo stesso modo.", - "AA_PUPPET_POST_BATTLE_VIOLA3": "Quello spirito ci vedeva come balocchi. Che ci serva da lezione: la loro genìa e la nostra non sono simili, neppure minimamente.", - "AA_TOWER_PRE_BATTLE_AA1": "VERITÀ... MENZOGNA... LA VOSTRA NEONATA SPECIE SI PREOCCUPA TROPPO DI CONCETTI COSÌ BANALI. LA REALTÀ NON È VERA! ACCETTATE L'IGNORANZA!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "Questo affare ha un concetto molto discutibile di \\\"realtà\\\".", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Quell'affare deve imparare a mettere i piedi per terra.", - "AA_TOWER_PRE_BATTLE_EUGENE2": "Non capisco. Cosa stai cercando di dire?", - "AA_TOWER_PRE_BATTLE_FELIX2": "Mi piacerebbe \\\"accettare l'ignoranza\\\", purtroppo ho altro da fare.", - "AA_TOWER_PRE_BATTLE_VIOLA2": "Follia e ignoranza solo le maledizioni comuni dell'umanità. Ce ne sono [wave amp=30 freq=10]già[/wave] in abbondanza, spirito.", - "AA_TOWER_PRE_BATTLE_AA3": "VOI NON CAPITE. LASCIATE CHE IO VI RISVEGLI DALLA VOSTRA FALSA PERCEZIONE DI REALTÀ E MENZOGNA!", - "AA_TOWER_PRE_BATTLE_DOG2": "Grrr...", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Credo che ora quell'Arcangelo sia tornato con i piedi per terra, che ne dici?", - "AA_TOWER_POST_BATTLE_ALEPH2": "EHI, BELLEZZA! PARE PROPRIO CHE TI STIANO DANDO UNA BATOSTA. PERCHÉ NON VIENI CON ME?", - "AA_TOWER_POST_BATTLE_TOWER1": "C'È UNA VERITÀ CHE ORA MI È CHIARA... SONO STATA SCONFITTA...", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "Prima hai parlavi di qualcosa... Una nuova pista che vorresti seguire? Che pista sarebbe, amico mio?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "Prima hai parlavi di qualcosa... Una nuova pista che vorresti seguire? Che pista sarebbe, amica mia?", - "RETROSPECTIVE_CLUE4_EUGENE2": "Sembra che descriva una zona dell'isola... Che ne pensi?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "Prima hai parlavi di qualcosa... Una nuova pista che vorresti seguire? Che pista sarebbe, amicə miə?", - "RETROSPECTIVE_CLUE4_FELIX1": "Ah, dicevi di avere un indizio su cui indagare, giusto? Che cos'era?", - "RETROSPECTIVE_CLUE4_FELIX2": "Sembra che descriva un ambiente qui sull'isola... Forse non è molto specifico, ma è già qualcosa.", - "RETROSPECTIVE_CLUE4_VIOLA2": "Potrebbe descrivere un luogo di queste stesse terre... Concordi?", - "RETROSPECTIVE_CLUE4_VIOLA1": "Ah, quasi dimenticavo! Hai parlato di un indizio nascosto in un versetto. Vorresti condividerlo con me?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "Ah, c'era una pista che volevi seguire, giusto? Che pista era?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "Sembra che descriva un posto specifico! Ti sembra in qualche modo familiare, {player}?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Prossimo punto: hai ricevuto una nuova strofa che ti aiuti a trovare la strada per lasciare Nuova Wirral?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "In realtà sembra molto specifica. Forse descrive un luogo preciso dell'isola.", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "Ah, dicevi di avere una nuova pista che vorresti seguire? Che pista è, amicə miə?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "Ah, dicevi di avere una nuova pista che vorresti seguire? Che pista è, amica mia?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "Ah, dicevi di avere una nuova pista che vorresti seguire? Che pista è, amico mio?", - "RETROSPECTIVE_CLUE5_VIOLA1": "Di grazia, hai parlato di un indovinello che hai ricevuto. Posso chiederti di condividerlo? Forse potrei essere d'aiuto.", - "RETROSPECTIVE_CLUE5_EUGENE2": "Sta [shake rate=30 level=10]decisamente[/shake] descrivendo una zona di Nuova Wirral.", - "RETROSPECTIVE_CLUE5_FELIX2": "Molto criptico, ma c'è qualche dettaglio specifico, come se descrivesse un luogo ben preciso. Vuoi cercare quel luogo?", - "RETROSPECTIVE_CLUE5_FELIX1": "Comunque, hai detto che hai una nuova pista che stai esaminando? Che pista è?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Comunque... Come va con la tua [wave amp=30 freq=10]canzone magica[/wave]? Hai ricevuto un altro indizio?", - "RETROSPECTIVE_CLUE5_VIOLA2": "I dettagli in questa strofa sono molto specifici. Che voglia condurci in un qualche luogo? Molto bizzarro...", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "Sembra descrivere un'azione da compiere in un luogo specifico, come un rituale.", - "RETROSPECTIVE_CLUE6_EUGENE2": "Sembra descriva un'azione da compiere... Una specie di [wave amp=30 freq=10]codice segreto[/wave], vero?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "Hai un'altra pista da seguire?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "Oh, sembra [wave amp=30 freq=10]qualcosa[/wave] da fare in un luogo preciso. Già.", - "RETROSPECTIVE_CLUE6_EUGENE1": "Allora, stai seguendo un'altra delle tue piste? Raccontami tutto.", - "RETROSPECTIVE_CLUE6_VIOLA1": "Orbene, hai accennato a qualcosa d'altro: un indizio nascosto in un verso su cui desideri indagare.", - "RETROSPECTIVE_CLUE6_FELIX1": "Ah, stai seguendo un'altra delle tue piste?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "Da quanto mi hai detto, sembra che tu abbia sia un luogo che un rituale. Compiere l'azione giusta nel posto giusto, questa potrebbe essere la chiave!", - "RETROSPECTIVE_CLUE6_FELIX2": "Descrive un'azione, vero? Sembrerebbe quasi un [wave amp=30 freq=10]codice segreto[/wave] da attuare. Sai dove dovrai farlo?", - "RETROSPECTIVE_CLUE6_VIOLA2": "Mi ricorda un codice, come un gesto o un segnale segreto. Un'azione da compiere al fine di entrare in luogo di grande segretezza.", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Hai avuto successo con la tua misteriosa canzone informativa, {player}?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "Mi sembra che ora tu abbia abbastanza informazioni per indagare. Perché non ci diamo da fare?", - "RETROSPECTIVE_CLUE7_EUGENE1": "Come procede con i tuoi [wave amp=30 freq=10]indizi in versi[/wave]? Mi sembrava che tu avessi abbastanza informazioni per partire.", - "RETROSPECTIVE_CLUE7_MEREDITH1": "Stai seguendo altre piste? Sembra che ora la tua [wave amp=30 freq=10]canzone stramba[/wave] ti abbia dato abbastanza elementi per scoprire qualcosa. Forse.", - "RETROSPECTIVE_CLUE7_FELIX1": "Comunque, hai mai risolto il mistero di quei versi criptici su cui stavi indagando? Sembrava che indicassero sia un luogo sia qualcosa da fare una volta là.", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "Ancora niente con gli indizi della [wave amp=30 freq=10]canzone dell'Arcangelo[/wave]?", - "RETROSPECTIVE_CLUE7_VIOLA1": "Di grazia: hai risolto l'enigma di cui parlavi? Quello che descriveva sia un luogo sia un\\'azione da compiere?", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oh, hai scoperto dove ti indirizzavano gli indizi che avevi? Forse vale la pena di riesaminarli, bella.", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oh, hai scoperto dove ti indirizzavano gli indizi che avevi? Forse vale la pena di riesaminarli, bello.", - "RETROSPECTIVE_CLUE8_FELIX1": "Comunque, hai risolto qualcosa con gli indizi poetici che stavi seguendo? Sembrava una serie indizi promettenti!", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oh, hai scoperto dove ti indirizzavano gli indizi che avevi? Forse vale la pena di riesaminarli, bellə.", - "RETROSPECTIVE_CLUE8_EUGENE1": "Quegli indizi che sembravano poesie di cui parlavi... Li hai già risolti?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "Orbene, hai già risolto l'indovinello che stavi decifrando? Mi sembrava contenere sia un luogo importante, sia un rituale da attuare in quel luogo.", - "RETROSPECTIVE_CLUE9_MEREDITH1": "Beh, uhm, quelle strofe di cui parlavi... Credo che descrivano un luogo specifico. Vuoi dare un'occhiata?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "Orbene, hai già risolto l'indovinello che stavi decifrando? Mi sembrava contenere sia un luogo importante, sia un rituale da attuare in quel luogo.", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oh, ti ho mai detto che sono bravissima con gli indovinelli? Credo di aver capito dove puntava la tua [wave amp=30 freq=10]canzone criptica[/wave]... Andiamo a vedere!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "Orbene, hai già risolto l'indovinello che stavi decifrando? Mi sembrava contenere sia un luogo importante, sia un rituale da attuare in quel luogo.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Comunque, dicevi che quanto sei arrivatə alla Loggia Ambra te ne sei andatə attraverso uno specchio? Potresti provare con lo specchio che hai trovato sull'isola?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "Ehi, credo di aver risolto il mistero della tua canzone, amico mio! Credo descrivesse esattamente questo luogo. Andiamo a vedere.", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "Ehi, credo di aver risolto il mistero della tua canzone, amica mia! Credo descrivesse esattamente questo luogo. Andiamo a vedere.", - "RETROSPECTIVE_CLUE9_FELIX1": "Comunque, a proposito di quei misteriosi indizi poetici di cui mi parlavi... Credo che descrivano un luogo dell'isola. E credo di aver capito dove si trovi.", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "Ehi, credo di aver risolto il mistero della tua canzone, amicə miə! Credo descrivesse esattamente questo luogo. Andiamo a vedere.", - "RETROSPECTIVE_CLUE9_VIOLA1": "Orbene, devo confessare, ho risolto l'indovinello che tanto ti confondeva. Incontriamoci in questo luogo!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Comunque, lo specchio che hai trovato sembra molto importante... Peccato che non sappiamo a cosa serva, eh?", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Comunque, la canzone di Morgante portava a questo specchio misterioso. Ma non sappiamo ancora cosa farci, giusto?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Comunque, a quanto pare hai trovato questo specchio dall'aria importante, ma credo che ancora non sappiamo a cosa [wave amp=30 freq=10]serva[/wave]. Uhm...", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Comunque, lo specchio a cui ti hanno portato gli indizi... Hai già capito a cosa serva? Sono sicuro che prima o poi la risposta salterà fuori.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Dimmi, hai compreso lo scopo dello specchio ultraterreno che hai trovato? Se ancora non ti è chiaro come operi, sono certa che ne disvelerai il segreto.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Dimmi, hai compreso lo scopo dello specchio ultraterreno che hai trovato? Se ancora non ti è chiaro come operi, sono certa che ne disvelerai il segreto.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Dimmi, hai compreso lo scopo dello specchio ultraterreno che hai trovato? Se ancora non ti è chiaro come operi, sono certa che ne disvelerai il segreto.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Comunque, dicevi che quanto sei arrivato alla Loggia Ambra te ne sei andato attraverso uno specchio? Potresti provare con lo specchio che hai trovato sull'isola?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "Comunque, la canzone di Morgante portava a questo specchio misterioso... E mi hai raccontato di essere entratə nella Loggia Ambra. Questo specchio potrebbe essere lo stesso?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "Comunque, la canzone di Morgante portava a questo specchio misterioso... E mi hai raccontato di essere entrata nella Loggia Ambra. Questo specchio potrebbe essere lo stesso?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "Comunque, la canzone di Morgante portava a questo specchio misterioso... E mi hai raccontato di essere entrato nella Loggia Ambra. Questo specchio potrebbe essere lo stesso?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Comunque, dicevi che quanto sei arrivat alla Loggia Ambra te ne sei andata attraverso uno specchio? Potresti provare con lo specchio che hai trovato sull'isola?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Comunque, ricordi lo specchio che hai trovato seguendo gli indizi? Forse puoi entrarci, come hai detto di aver fatto alla Loggia Ambra. Che ne pensi?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Orbene, ricordo qualcosa di cui mi parlavi in passato, ovvero che hai attraversato uno specchio come fosse una porta. Potresti fare lo stesso con lo specchio ultraterreno che hai trovato su quest'isola?", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Ehi, ricordi quando mi hai raccontato di aver lasciato la \\\"Loggia Ambra\\\" entrando in uno specchio? Hai provato con quello specchio isolato che hai scoperto?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Comunque, quando saremo pronti, dovremmo riesplorare quel [wave amp=30 freq=10]mondo misterioso[/wave] nascosto nello specchio.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Comunque, dovremmo esplorare quel posto strambo che hai trovato nascosto nello specchio. Mi sembra parecchio importante, bello.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Comunque, quando saremo pronte, dovremmo riesplorare quel [wave amp=30 freq=10]mondo misterioso[/wave] nascosto nello specchio.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Comunque, dovremmo dare un'occhiata a quella strana stazione che hai trovato nascosta in uno specchio. Mi sembra... di massima priorità, amico mio.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Comunque, quando saremo prontə, dovremmo riesplorare quel [wave amp=30 freq=10]mondo misterioso[/wave] nascosto nello specchio.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Comunque, dovremmo esplorare quel posto strambo che hai trovato nascosto nello specchio. Mi sembra parecchio importante, bellə.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Comunque, dovremmo esplorare quel posto strambo che hai trovato nascosto nello specchio. Mi sembra parecchio importante, bella.", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Di grazia, dimmi, dovremmo forse attraversare nuovamente quello specchio che conduce al misterioso mondo che hai scoperto?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Comunque, perché non esploriamo quello strano posto che hai trovato nello specchio? Credo sia molto importante.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Comunque, dovremmo dare un'occhiata a quella strana stazione che hai trovato nascosta in uno specchio. Mi sembra... di massima priorità, amica mia.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Comunque, dovremmo dare un'occhiata a quella strana stazione che hai trovato nascosta in uno specchio. Mi sembra... di massima priorità, amicə miə.", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "Ok, diamoci da fare! Ora dove si va? Hai sentito le dicerie su cosa sta succedendo {location_phrase}? Potremmo dare un'occhiata, se ti va.", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "Ci rimettiamo al lavoro? Se non hai dicerie da seguire, perché non chiediamo in città?", - "RETROSPECTIVE_NEXT_MEREDITH1": "Immagino sia meglio tornare a [wave amp=30 freq=10]esplorare[/wave]. Non hai sentito le dicerie su quello che sta accadendo {location_phrase}? Sarebbe bene controllare.", - "RETROSPECTIVE_NEXT_EUGENE1.m": "Ci rimettiamo in marcia, amico mio? Hai sentito le dicerie su quanto sta accadendo {location_phrase}!", - "RETROSPECTIVE_NEXT_MEREDITH2": "Credo che dovremmo rimetterci in moto. Se cerchi qualche indizio potremmo parlare con la gente in città.", - "RETROSPECTIVE_NEXT_EUGENE1.f": "Ci rimettiamo in marcia, amica mia? Hai sentito le dicerie su quanto sta accadendo {location_phrase}!", - "RETROSPECTIVE_NEXT_EUGENE2": "Va bene, andiamo! Le informazioni scarseggiamo... Potremmo cercare qualche indizio ad Harbourtown!", - "RETROSPECTIVE_NEXT_FELIX1": "Allora, vuoi andare? Dicevi di aver sentito una diceria su qualcosa che sta accadendo {location_phrase}, giusto? Potrebbe essere la nostra prossima destinazione, se vuoi.", - "RETROSPECTIVE_NEXT_EUGENE1.n": "Ci rimettiamo in marcia, amicə miə? Hai sentito le dicerie su quanto sta accadendo {location_phrase}!", - "RETROSPECTIVE_NEXT_VIOLA1": "Forse dovremmo riprendere le nostre peregrinazioni. Non hai udito dicerie d'un accadimento {location_phrase}? Potrebbe essere il nostro prossimo obiettivo, se lo desideri.", - "RETROSPECTIVE_NEXT_FELIX2": "Non abbiamo altri indizi su dove muoverci. Se vuoi possiamo fare qualche domanda in città.", - "RETROSPECTIVE_NEXT_VIOLA2": "Forse sarebbe bene parlare con gli abitanti di questa città, per raccogliere informazioni sulla nostra prossima meta. Che ne dici?", - "NWP_SIGNPOST_DESCRIPTION_2": "Si prega di prestare la dovuta cautela nei confronti dei mostri qui presenti.", - "NWP_SIGNPOST_DESCRIPTION_1": "Benvenuti al Parco di Nuova Wirral!", - "NWP_3_-3_RUNNER_NPC1": "Sai cosa è più veloce della corsa?[pause] Il viaggio veloce!", - "NWP_3_-3_RUNNER_NPC3.m": "Puoi usare il viaggio veloce anche per sottrarti a una battaglia quando non sei abbastanza veloce per fuggire.[pause] Dovrai abbandonare alcuni oggetti per allontanarti velocemente, ma questo potrebbe salvarti la vita!", - "NWP_3_-3_RUNNER_NPC3.f": "Puoi usare il viaggio veloce anche per sottrarti a una battaglia quando non sei abbastanza veloce per fuggire.[pause] Dovrai abbandonare alcuni oggetti per allontanarti velocemente, ma questo potrebbe salvarti la vita!", - "NWP_3_-3_RUNNER_NPC2": "Per farlo, basta premere {control.map_menu} per aprire la mappa. Quindi spostare il cursore su una delle caselle raggiungibili e premere {control.ui_accept}.", - "NWP_3_-3_RUNNER_NPC3.n": "Puoi usare il viaggio veloce anche per sottrarti a una battaglia quando non sei abbastanza veloce per fuggire.[pause] Dovrai abbandonare alcuni oggetti per allontanarti velocemente, ma questo potrebbe salvarti la vita!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "I ranger non mi prenderanno mai. Sono troppo introvelfa.", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Tornatene a casa! Il posto nei ranger è mio!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Hai le carte in regola per entrare nei ranger?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "Sembri promettente! Dovresti entrare!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Proprio quello che stavamo cercando! Qualcuno da battere per dimostrare il nostro valore ai ranger!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "Scusa la sfacciataggine del mio amico.", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Chi voglio prendere in giro? Non sono... bravo abbastanza per i ranger...[/wave]", - "NWP_MADMAN_3_-4_NAME": "Jack", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Far parte dei ranger è sempre stato il mio sogno.", - "NWP_MADMAN_3_-4_PRE_BATTLE": "Ho il record mondiale per il tempo passato in forma di Saltatore!", - "NWP_MADMAN_3_-4_POST_BATTLE": "Ho ancora molto da imparare sui Saltatori.", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "Non voglio che quel sogno finisca ora!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "I sogni non devono restare sogni!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "Che la luce guida del leader Dorian ti mostri la strada!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Nuovo arrivato![/wave] Non dare retta ai barbari di Harbourtown!", - "NWP_CULTIST_4_-4_POST_BATTLE": "La via è illuminata... Vai avanti...", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Nuova arrivata![/wave] Non dare retta ai barbari di Harbourtown!", - "NWP_CULTIST_5_-4_POST_BATTLE": "Gli eretici controllano Harbourtown... Guardati dalla loro [wave amp=30 freq=10]falsa salvezza[/wave]...", - "NWP_5_-4_HINT_NPC_BEFORE1": "Talvolta il terreno da queste parti trema, come se un'enorme bestia sfrecciasse in una galleria sotto i nostri piedi.", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Nuovə arrivatə![/wave] Non dare retta ai barbari di Harbourtown!", - "NWP_5_-4_HINT_NPC_AFTER1": "È un'altra stazione dei treni, come quella comparsa di recente su Sentiero alto?", - "NWP_5_-4_HINT_NPC_BEFORE2": "Senti,[pause] queste rocce hanno una strana disposizione, tu che dici?", - "NWP_5_-4_HINT_NPC_AFTER3": "Chissà dove è diretto il treno...", - "NWP_5_-4_HINT_NPC_AFTER2": "Credo che abbia senso. L'enorme bestia che sento sotto terra deve essere un treno.", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "Qui vicino ho visto dei Pallottolotti che sfrecciavano veloce abbastanza da spaccare una grande roccia.", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "È un'abilità niente male, eh?", - "PARK_CAVE2_MERCHANT2": "Oh no, si sono fusi! [wave amp=30 freq=30]AIUTO![/wave]", - "PARK_CAVE2_MERCHANT1": "Ehi, tu, laggiù! I mostri mi hanno messo all'angolo. Mi daresti una mano?", - "PARK_CAVE2_MERCHANT6": "Vieni a trovarmi al mercato in città. Ti farò trovare qualche adesivo speciale!", - "PARK_CAVE2_MERCHANT4": "Senti... Hai notato che la mossa \\\"Magnete\\\" del Lupomenaro si attiva automaticamente all'inizio della battaglia?", - "PARK_CAVE2_MERCHANT3": "Fiù, grazie. Sono venuto qui in cerca di qualche idea per gli adesivi, ma non mi aspettavo tutto questo.", - "PARK_CAVE2_MERCHANT5": "Credo di aver trovato l'ispirazione, dopotutto!", - "WATERLOOP_BEWARE_LYING_CHESTS": "Solo un forziere dice la verità.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Fluttuavo sopra il mio corpo nel letto e poi - whoosh! - un vortice mi ha risucchiato.", - "WATERLOOP_LYING_CHEST_LEFTMOST": "Una nota sul forziere dice: \\\"La chiave si trova in questa cassa\\\". Vuoi aprirla?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "Una nota sul forziere dice: \\\"La chiave non si trova in questa cassa\\\". Vuoi aprirla?", - "WATERLOOP_LYING_CHEST_MIDDLE": "Una nota sul forziere dice: \\\"La chiave non si trova nella cassa più a sinistra\\\". Vuoi aprirla?", - "SD_NEVERMORT_TRAINER_NAME": "Fanatico dei pennuti", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Ho un legame speciale con i Maimort della zona.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "Come sei arrivato a Nuova Wirral?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "Sarà meglio che tu non ti metta di mezzo!", - "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"Non vi siete persi qui a Nuova Wirral, figli miei, state semplicemente aspettando di trovare voi stessi\\\".", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "Hai spaventato gli uccelli!", - "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"Da questa parte per Borgo Cordoglio!\\\"", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "Come sei arrivato a Nuova Wirral?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Ricordo di aver avuto un'esperienza extracorporea.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "Come sei arrivato a Nuova Wirral?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Fluttuavo sopra il mio corpo nel letto e poi - whoosh! - un vortice mi ha risucchiato.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Fluttuavo sopra il mio corpo nel letto e poi - whoosh! - un vortice mi ha risucchiato.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Un attimo dopo, ero qui!", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Ehi, giù le mani dal mio bottino!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Le navi naufragano spesso al largo della costa di Nuova Wirral.", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Perlustrare le spiagge alla ricerca di tesori arenati è un ottimo modo per guadagnarsi da vivere!", - "OVERWORLD_7_0_HINT_NPC": "Chissà quanti tesori sono perduti sul fondale marino...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Ehi, vedo che hai un mangiacassette!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "A quanto pare dovrò darmi da fare...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Anche tu stai cercando di entrare nei ranger? Quindi immagino che siamo rivali!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Se riesci a battermi ti racconto un segreto.", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Secondo la leggenda, solo chi ha il giusto carattere può sopravvivere su quest'isola.", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Ehi, ti piace la storia? Qual è stato il tuo evento preferito del ventesimo secolo?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Ti sembra Comic Sans o Times New Roman?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Il mio evento preferito del ventesimo secolo è stato l'accordo di pace tra umani ed elfi negoziato dalle Nazioni Unite nel 1948. Senza di esso, le cose sarebbero andate molto diversamente!", - "EPICURUS_NAME": "Epicuro", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", - "EPICURUS_POST_BATTLE": "L'arte di combattere bene e l\\'arte di accettare bene la sconfitta sono una cosa sola.", - "EPICURUS_PRE_BATTLE": "Maggiore è la difficoltà, maggiore è la gloria nel superarla!", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Sto affinando le mie abilità di mostro da mesi, ormai.", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Temo di dovermi addestrare ancora molto...", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Forza, lascia che ti mostri i risultati del mio addestramento!", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]FERMATI! So perché sei qui...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Troverò altre opportunità in futuro, ne sono certa...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Questo terreno è una perfetta opportunità di sviluppo urbanistico! Ma l'ho trovato prima io![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "A Nuova Wirral nessuno sembra concordare sui fatti storici fondamentali. Alcuni scelgono di accettare l'idea di un \\\"multiverso\\\", ma io credo che quest\\'isola sia piena di bugiardi!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Per esempio, qui un sacco di gente nega che l'atterraggio su Marte del 1969 sia realmente avvenuto! Tutti fanatici delle cospirazioni!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, mi serve una pausa. Se riesci a battermi in una battaglia veloce, ti racconterò qualcosa di questo posto.", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "No! Anche tu no!", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "Sappiamo dalla capitana Dreadful che in questo posto si estraeva metallo. Ma molte di queste non sembrano esplosioni controllate.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "E non riesco a trovare tracce di attrezzi da minatore o di esplosivi artificiali. È possibile che l'intera area sia stata scavata dai Pallottolotti nel corso di secoli.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Quindi o la capitana si sbaglia, o i Pallottolotti hanno distrutto le prove. Oppure... Forse le prove [wave amp=30 freq=5]sono diventate[/wave] i Pallottolotti. Che ne pensi?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "Ho sognato quest'isola da bambina!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Non è un luogo magico, questo?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "Io e mio marito siamo bloccati qui dal 2160!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Sembra che nessuno abbia mai sentito parlare delle tre conchiglie. Che barbari!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Abbi un po' di fede...", - "OVERWORLD_5_-3_BATTLER_PARTNER": "Non far arrabbiare mia moglie!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", - "OVERWORLD_7_-3_BATTLER_NAME": "Karl", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "Voi Succhiaterra fareste qualsiasi cosa per gli abitanti di Nuova Wirral, tranne togliervi di torno!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Niente soldi? Nessun problema! Offriamo un finanziamento al tasso vantaggioso del 10.000% annuo![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, mi sbagliavo: tu combatti PER la gente, non contro di essa.", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "Tutti noi abitanti di Nuova Wirral abbiamo fatto un passo nell'ignoto. Perché non farne un altro? Affidati a [wave amp=30 freq=10]Fratello Cooper[/wave]!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Nuova Wirral non ha una valuta, quindi non c'è ancora un modo per estinguerlo. Nel frattempo, però, gli interessi continuano ad accumularsi. È una truffa perfetta![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "Fratello Cooper ha trovato un modo per [wave amp=30 freq=10]lasciare[/wave] quest'isola di demoni e angeli, e ora ci prepara a ricongiungerci con le nostre famiglie dall\\'altra parte!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Abbi un po' di fede...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Fermati! Riesco a sentire il dolore dentro di te, amico mio.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Abbi un po' di fede...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Fermati! Riesco a sentire il dolore dentro di te, amica mia.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Fermati! Riesco a sentire il dolore dentro di te, amicə miə.", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "Non andrai oltre finché non ti pentirai dei tuoi steccati.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Soffri perché desideri tornare a casa.", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"La nostra fede può spostare le montagne.\\\" - Cooper 17:20", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]Esistere è... soffrire...[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permettimi di mettere fine al tuo dolore: diventa il nostro tributo agli angeli!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "Non andrai oltre finché non ti pentirai dei tuoi steccati.", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Aspetta, dovrebbe essere \\\"dei tuoi peccati\\\"? Come posso essermi sbagliatə per tutto questo tempo?", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "Non andrai oltre finché non ti pentirai dei tuoi steccati.", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Non esiste amore più grande di questo: deporre i propri nastri per gli amici.\\\" - Dorian 15:13", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Quando gli Arcangeli peseranno la tua anima, ti giudicheranno degna dell'eternità?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Quando gli Arcangeli peseranno la tua anima, ti giudicheranno degnə dell'eternità?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Quando gli Arcangeli peseranno la tua anima, ti giudicheranno degno dell'eternità?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "Fratello Cooper ha fatto discendere gli UFO per elargirci doni. Permettimi di mostrartelo!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "Il consiglio intergalattico degli UFO e degli Arcangeli non tollererà che i loro messaggeri vengano maltrattati in questo modo...", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Mi dispiace!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Se mi batterai, ti racconterò tutti i segreti del Figlio del Cordoglio.", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "In tutta onestà, sono entrata a far parte del Figli del Cordoglio solo per il cibo.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "Nel 1988 due gruppi rock inglesi, gli Iron Gaiden e gli Shields of the Nephilim, [pause]che non si conoscevano tra loro, [pause]pubblicarono contemporaneamente due canzoni dal titolo \\\"Figlio del Cordoglio\\\".", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Se le ascolti al contrario contemporaneamente, in modo che le parole si intreccino, evocherai il Figlio del Cordoglio originale: un essere tanto potente da essere in grado di aprire un passaggio tra mondi!", - "AA_TOWER_POST_BATTLE_EUGENE3": "Gli Arcangeli sono potenti, ma non significa che siano anche furbi.", - "AA_TOWER_POST_BATTLE_MEREDITH3": "Dunque anche l'Arcangelo più [wave amp=30 freq=10]irritante[/wave] chiude il becco quando lo colpisci abbastanza. Dobbiamo fare tesoro di questa lezione.", - "AA_TOWER_POST_BATTLE_FELIX3": "Quell'Arcangelo amava dire fesserie, eh? Se non altro ora non parla più.", - "AA_ALICE_PRE_BATTLE_ALICE1": "AVETE IGNORATO IL MIO ORDINE E VI SIETE MOSSI! NON MI RISPETTATE? NON VI RENDETE CONTO DI QUANTO IO SIA IMPORTANTE?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "Le parole di quello spirito erano prive di senso. Forse dopo la sconfitta per mano nostra tornerà umile.", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Hai un ego gigantesco, vero?", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "No, hai ragione, non ti rispetto.", - "AA_ALICE_PRE_BATTLE_EUGENE2": "Tesoro, non so proprio chi tu sia!", - "AA_ALICE_PRE_BATTLE_FELIX2": "Dovremmo sapere chi sei?", - "AA_ALICE_PRE_BATTLE_DOG2": "Grrr...", - "AA_ALICE_PRE_BATTLE_ALICE3": "CHE MALEDUCAZIONE, PER DI PIÙ NEI CONFRONTI DI UN MEMBRO DELLA FAMIGLIA REALE! SE VI RIFIUTATE DI USARE LA TESTA, SARÒ COSTRETTA A TOGLIERVELA DALLE SPALLE!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "Non sono così generosa nell'elargir rispetto, spirito.", - "AA_ALICE_POST_BATTLE_ALICE1": "NON AVETE PROPRIO RISPETTO, VERO? CHE RABBIA!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Forse si considerava la regina del suo piccolo mondo, eh?", - "AA_ALICE_POST_BATTLE_ALEPH2": "SIGNORINA ALICE, PIACERE DI CONOSCERTI! MI SERVE QUALCUNO CON LE TUE... CAPACITÀ RELAZIONALI.", - "AA_ALICE_POST_BATTLE_MEREDITH3": "Tutti gli Arcangeli hanno un'opinione così alta di sé, o lei era un caso [wave amp=30 freq=10]speciale[/wave]?", - "AA_ALICE_POST_BATTLE_EUGENE3": "Questi Arcangeli sono dei bei maleducati, eh?", - "AA_ALICE_POST_BATTLE_FELIX3": "Credi che quell'Arcangelo volesse davvero le nostre teste o che fosse un modo di dire? No, non rispondere. Non lo voglio sapere.", - "AA_CUBE_PRE_BATTLE_CUBE1": "LO SPAZIO TRIDIMENSIONALE È IMPERFETTO. LA SCIENZA E LA MATEMATICA RESTANO VERE. TUTTE LE COSE HANNO 4 LATI.", - "AA_ALICE_POST_BATTLE_VIOLA3": "Non mi inchinerò a nessuno che mi parli in modo così sfacciato, reale o meno.", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "Direi che quell'affare è fuori di testa, [pause]ma sembra che la testa gli manchi del tutto.", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Questo Arcangelo ha un'aria eccentrica, ma magari è amichevole!", - "AA_CUBE_PRE_BATTLE_FELIX2": "Forse questo non proverà ad attaccarci. Che ne pensi?", - "AA_CUBE_PRE_BATTLE_EUGENE2": "Guardare quell'affare mi fa venire il mal di testa...", - "AA_CUBE_PRE_BATTLE_VIOLA2": "Questo spirito è una specie di filosofo? O è semplicemente preda della follia?", - "AA_CUBE_PRE_BATTLE_DOG2": "Bau?", - "AA_CUBE_POST_BATTLE_CUBE1": "POSSIBILE CHE ANCHE I MIEI ANGOLI SIANO IMPERFETTI? I CALCOLI ERANO CORRETTI... HO FALLITO IN 3 DIMENSIONI CONTEMPORANEAMENTE.", - "AA_CUBE_PRE_BATTLE_CUBE3": "NO. IN VOI PERCEPISCO INCOERENZA. SIETE ESSERI IMPERFETTI. LASCIATE CHE VI DIA UNA RADDRIZZATA AGLI ANGOLI!", - "AA_CUBE_POST_BATTLE_ALEPH2": "CHE TEMPISMO! STAVO GIUSTO PENSANDO DI RECLUTARE QUALCUNO CHE FOSSE BRAVO CON I NUMERI. POSSO OFFRIRTI UN LAVORO, MIO NUOVO AMICO CUBOIDE?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Alla fine quell'Arcangelo non era amichevole. La nostra solita sfortuna!", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Credo che sia da aggiungere alla mia lista di \\\"cose strane che hanno cercato di uccidermi su quest'isola\\\". [pause]Ottimo lavoro, bellə.", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Credo che sia da aggiungere alla mia lista di \\\"cose strane che hanno cercato di uccidermi su quest'isola\\\". [pause]Ottimo lavoro, bella.", - "AA_CUBE_POST_BATTLE_EUGENE3": "Quell'Arcangelo era strano. Sembrava uguale da qualunque angolo lo guardassi.", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Credo che sia da aggiungere alla mia lista di \\\"cose strane che hanno cercato di uccidermi su quest'isola\\\". [pause]Ottimo lavoro, bello.", - "AA_CUBE_POST_BATTLE_FELIX3": "La prossima volta che incontreremo un Arcangelo, darò subito per scontato che voglia ucciderci.", - "AA_CUBE_POST_BATTLE_VIOLA3": "Se nella follia di quello spirito c'era del metodo, io non l\\'ho veduto.", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "Dunque, ora c'è un uomo misterioso con un [wave amp=30 freq=10]triangolo al posto della testa[/wave] che si intromette nella caccia agli Arcangeli? Non so cosa pensare...", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "È ricomparso l'uomo triangolo. Cosa credi che voglia dagli Arcangeli?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Un'altra battaglia contro l\\'Arcangelo che si è conclusa con l\\'apparizione dell\\'[wave amp=30 freq=10]uomo triangolo[/wave]. Intravedo uno schema...", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "L'uomo triangolo ha detto di voler fare una \\\"bella chiacchierata\\\" con te. Che voleva dire?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Inizio a pensare che l'uomo triangolo stia tramando qualcosa. Sarà meglio tenerlo d\\'occhio.", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "A questo punto, quante volte hai visto l'uomo triangolo, {player}? Mi sembra che continui a spuntare ovunque tu vada, non è vero?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Ancora una volta, l'uomo triangolo ha fatto sparire l\\'Arcangelo con la magia. Sembra preoccupante, vero?", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Ancora una volta, l'uomo triangolo si è presentato per portarsi via l\\'Arcangelo che stavamo affrontando...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Ancora una volta sconfiggiamo un Arcangelo, poi Aleph compare e lo recluta... Cosa sta facendo esattamente? È bloccato su quest'isola, proprio come noi?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Se l'uomo triangolo vuole continuare a presentarsi all\\'improvviso per reclutare l\\'Arcangelo che abbiamo appena battuto, potrebbe almeno fare la cortesia di presentarsi, non credi?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Abbiamo vinto la battaglia, ma ancora una volta Aleph ha teletrasportato via l'Arcangelo...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Aleph diceva che nei nostri mondi esistono \\\"leggende\\\" basate su di lui. Che sia vero, {player}?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Pensi che ogni battaglia che vinciamo con un Arcangelo sia solo occasione di reclutamento per Aleph? Mi chiedo...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Un altro Arcangelo sconfitto, un'altra recluta per Aleph. Cosa sta tramando esattamente?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "Quindi, che cosa è successo con quel tizio con la testa a triangolo? Ha... [pause][wave amp=30 freq=10]teletrasportato[/wave] l'Arcangelo? Non so cosa pensare...", - "RETROSPECTIVE_ALEPH_MEREDITH2": "Non è la prima volta che quel tizio col triangolo si presenta per catturare un Arcangelo, vero? Non mi sembra una buona cosa...", - "RETROSPECTIVE_ALEPH_MEREDITH3": "Cosa pensi che voglia quel tizio col triangolo, allora? Non mi fido di chi ha una forma geometrica come testa.", - "RETROSPECTIVE_ALEPH_MEREDITH5": "Magari la prossima volta che incontrerai l'uomo con la testa a triangolo potresti chiedergli cosa vuole? Tanto per provare...", - "RETROSPECTIVE_ALEPH_MEREDITH4": "L'uomo triangolo ha detto di voler fare una \\\"bella chiacchierata\\\" con te. Era stranamente civile per essere tizio fluttuante.", - "RETROSPECTIVE_ALEPH_MEREDITH6": "Dobbiamo supporre che il tizio con la testa a triangolo stia tramando qualcosa di brutto? Io dico di sì.", - "RETROSPECTIVE_ALEPH_MEREDITH8": "Non importa con chi sei, ogni battaglia con un Arcangelo sembra finire con comparsa dell'uomo triangolo, non è vero?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "Beh, è finita con un'altra poco sorprendente apparizione dell\\'uomo con la testa a triangolo. Irritante come sempre...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "Quell'Aleph è sempre in giro, eh? Sembra che possa arrivare ovunque, purché sia all\\'interno della stazione sotterranea.", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Perché quel tizio col triangolo parla come un piccolo imprenditore? Da paura, bello.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "È ricomparso quel tizio, Aleph.", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Perché quel tizio col triangolo parla come un piccolo imprenditore? Da paura, bellə.", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Perché quel tizio col triangolo parla come un piccolo imprenditore? Da paura, bella.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Beh, è finita con un'altra poco sorprendente apparizione di Aleph. Irritante come sempre...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Non importa con chi sei, ogni battaglia con un Arcangelo sembra finire con comparsa indesiderata di Aleph, non è vero?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Perché quell'Aleph parla come un piccolo imprenditore? Da paura, bello.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Perché quell'Aleph parla come un piccolo imprenditore? Da paura, bella.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Perché quell'Aleph parla come un piccolo imprenditore? Da paura, bellə.", - "RETROSPECTIVE_ALEPH_EUGENE1": "Quindi, giusto per essere capirci, hai visto anche tu il tizio fluttuante con il cappotto rosso e la testa a triangolo che risucchiava l'Arcangelo, giusto? [pause]Chiedo per sicurezza.", - "RETROSPECTIVE_ALEPH_EUGENE2": "Ok, quindi è la seconda volta che l'uomo con il cappotto rosso compare per far scomparire un Arcangelo, dico bene?", - "RETROSPECTIVE_ALEPH_EUGENE3": "Quel tizio fluttuante con il cappotto rosso... È la terza volta che compare e fa [wave amp=30 freq=10]scomparire[/wave] un Arcangelo, dico bene?", - "RETROSPECTIVE_ALEPH_EUGENE5": "È stato un combattimento davvero fantastico, ma in questo momento penso più all'uomo fluttuante che è apparso alla fine. Se è una minaccia per Harbourtown, sarà bene che lo tenga d\\'occhio...", - "RETROSPECTIVE_ALEPH_EUGENE4": "L'uomo con il cappotto rosso ha detto di voler fare una \\\"bella chiacchierata\\\" con te. Sembra quasi una minaccia...", - "RETROSPECTIVE_ALEPH_EUGENE6": "Quell'uomo con la testa a triangolo... Credi che sia anche lui un Arcangelo? Sembrava potente. Non mi fido nemmeno un po\\'.", - "RETROSPECTIVE_ALEPH_EUGENE7": "Che intendeva dire quel tizio col triangolo quando ha detto che ci sono \\\"leggende\\\" basate su di lui?", - "RETROSPECTIVE_ALEPH_EUGENE8": "C'era di nuovo quell\\'uomo col triangolo. Non mi sorprende. Sembra comparire ogni volta che trovi un Arcangelo, vero?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "Quell'Arcangelo parla come un capoufficio. Mi inquieta, amico mio.", - "RETROSPECTIVE_ALEPH_FELIX4": "Che intendeva l'uomo triangolo quando diceva di voler fare una \\\"bella chiacchierata\\\"? Sembrava civile, ma non mi fido affatto.", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "Quell'Arcangelo parla come un capoufficio. Mi inquieta, amica mia.", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "Quell'Arcangelo parla come un capoufficio. Mi inquieta, amicə miə.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "È stato un combattimento davvero [shake rate=30 level=10]memorabile[/shake]. Ma ora sto pensando ad Aleph. Che cosa vuole?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "Che intendeva dire Aleph quando ha detto che ci sono \\\"leggende\\\" basate su di lui?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "Non sembra che Aleph voglia combattere, vero? Pare che faccia il suo ingresso DOPO che il combattimento è finito.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Aleph è apparso [wave amp=30 freq=10]di nuovo[/wave] dopo la battaglia. Non mi sorprende. Sembra comparire ogni volta che trovi un Arcangelo, vero?", - "RETROSPECTIVE_ALEPH_FELIX1": "Avevi mai visto il tizio con la testa a triangolo? Io no di certo. Parecchio strambo, eh?", - "RETROSPECTIVE_ALEPH_FELIX2": "Quindi è la seconda volta che il tizio con la testa a triangolo appare, giusto? C'è qualcosa sotto, ma non so cosa.", - "RETROSPECTIVE_ALEPH_FELIX3": "Questa volta il tizio con la testa a triangolo sembrava ricordarsi di te, {player}.", - "RETROSPECTIVE_ALEPH_FELIX6": "Quel tizio col triangolo... Anche lui è un Arcangelo, giusto? O qualcosa di simile...", - "RETROSPECTIVE_ALEPH_FELIX5": "Quel tizio col triangolo è tornato di nuovo per salvare l'Arcangelo. Li sta reclutando?", - "RETROSPECTIVE_ALEPH_VIOLA1": "Hai mai visto qualcosa di più curioso della figura che ci è apparsa prima? Non lo spirito che abbiamo affrontato, ma l'uomo la cui testa non c\\'era...", - "RETROSPECTIVE_ALEPH_FELIX7": "Quel tizio col triangolo ha detto che ci sono \\\"leggende\\\" basate su di lui. Che intendeva esattamente?", - "RETROSPECTIVE_ALEPH_FELIX8": "Che ne pensi di quel tizio con la testa a triangolo, {player}? Io sto elaborando qualche teoria...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Quindi Aleph è apparso di nuovo per salvare l'Arcangelo che abbiamo affrontato. Perché li sta radunando? Sta cercando di trovare un modo per lasciare Nuova Wirral?", - "RETROSPECTIVE_ALEPH_FELIX9": "Quindi quel triangolo sta DAVVERO reclutando gli Arcangeli. Che vuole fare, mettere su un gruppo?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Aleph diceva che nel nostro mondo ci sono leggende basate su di lui. Non credo a una parola di quello che dice, ma ho la sensazione che in quel caso dicesse la verità...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Prima, quando è apparso Aleph, il suo tono di voce mi era molto familiare. Era come se stesse facendo [wave amp=30 freq=10]un'offerta di lavoro[/wave] all\\'arcangelo che avevamo affrontato...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Abbiamo vinto la battaglia, ma Aleph è arrivato ancora una volta. Dobbiamo fare attenzione, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Perché Aleph sta reclutando gli Arcangeli, comunque? Che vuole fare, mettere su un gruppo?", - "RETROSPECTIVE_ALEPH_VIOLA3": "Quello spirito, il cui volto riflette il mio, sembrava riconoscerti, {player}. Quali macchinazioni starà escogitando?", - "RETROSPECTIVE_ALEPH_VIOLA2": "Ti è apparso di nuovo quello spirito il cui volto è uno specchio. Cosa potrà mai significare questa sua inopportuna apparizione?", - "RETROSPECTIVE_ALEPH_VIOLA4": "Sembrava che quello spirito con il volto di a specchio desiderasse parlare con te, {player}. Ti consiglio di diffidare delle parole che potrebbe rivolgerti.", - "RETROSPECTIVE_ALEPH_VIOLA6": "Cosa starà tramando quello spirito con il volto di specchio? Non mi fido delle macchinazioni degli spiriti, {player}.", - "RETROSPECTIVE_ALEPH_VIOLA5": "Lo spirito con la testa a triangolo è intervenuto ancora una volta nella nostra battaglia. È un essere curioso...", - "RETROSPECTIVE_ALEPH_VIOLA8": "Ancora una volta il nemico ci è fuggito di mano grazie all'inopportuno arrivo dello spirito dal volto di specchio. Che insolenza.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Sebbene abbiamo sconfitto il potente spirito, Aleph è intervenuto per salvarlo. Non posso fare a meno di notare uno schema ricorrente...", - "RETROSPECTIVE_ALEPH_VIOLA7": "Lo spirito che ci è apparso, con il volto di specchio... Che cosa vuole?", - "RETROSPECTIVE_ALEPH_VIOLA9": "Di certo lo spirito dal volto di specchio avrà la cortesia di presentarsi a noi, no? Le sue apparizioni inopportune non sono affatto gradite.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Lo spirito \\\"Aleph\\\" è intervenuto ancora una volta nella nostra battaglia. Forse vuole anch'egli abbandonare questi luoghi?", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "Quale piano starà escogitando il nostro nemico \\\"Aleph\\\"? Non mi fido delle macchinazioni degli spiriti, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Ancora una volta il nemico ci è fuggito di mano grazie all'inopportuno arrivo dello spirito conosciuto come Aleph. Che insolenza.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Se questo \\\"Aleph\\\" non fosse un vigliacco, ci affronterebbe direttamente! Invece esce di scena di gran premura.", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Comunque, dicevi che quando hai sconfitto l'Arcangelo hai ricevuto un indizio? Che indizio, esattamente?", - "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\"?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "Comunque, hai detto che stai seguendo una pista misteriosa... Quale?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Uhm... [pause]Non mi sembra granché. Dovremo trovare un altro Arcangelo!", - "RETROSPECTIVE_CLUE1_EUGENE1": "Comunque, dicevi che stai seguendo una pista... Quale?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Non... è una gran pista. Mi dispiace, bella.", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Non... è una gran pista. Mi dispiace, bellə.", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Non... è una gran pista. Mi dispiace, bello.", - "RETROSPECTIVE_CLUE1_EUGENE2": "Uh. Non mi sembra un granché.", - "RETROSPECTIVE_CLUE1_FELIX1": "Comunque, hai accennato a una pista che stai seguendo... Quale?", - "RETROSPECTIVE_CLUE1_FELIX2": "Uh. Non è un granché. Forse ti servono altre informazioni?", - "RETROSPECTIVE_CLUE1_VIOLA2": "Molto enigmatico. Se una soluzione esiste, di certo io la ignoro.", - "RETROSPECTIVE_CLUE1_VIOLA1": "Orbene, hai accennato a un indovinello che hai ricevuto. Vorresti condividerlo con me?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "È ancora troppo vago per esserci d'aiuto. Dobbiamo trovare un altro Arcangelo...", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Comunque, hai detto che la canzone nella tua testa si è allungata? Qual è la strofa successiva?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "Prima hai accennato a una qualche pista che volevi seguire, giusto?", - "RETROSPECTIVE_CLUE2_EUGENE1": "Ah, giusto, hai detto qualcosa su una pista misteriosa che stai seguendo. Che pista è?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "Uhm, no, non so cosa significhi.", - "RETROSPECTIVE_CLUE2_EUGENE2": "Non se ne può dedurre granché.", - "RETROSPECTIVE_CLUE2_FELIX1": "Ah, giusto, hai accennato a un indizio che stavi seguendo, giusto?", - "RETROSPECTIVE_CLUE2_FELIX2": "Uhm... Troppo vago, sinceramente.", - "RETROSPECTIVE_CLUE2_VIOLA2": "Molto bizzarro. Non credo si possa ricavare alcunché da tale estratto, oserei dire.", - "RETROSPECTIVE_CLUE2_VIOLA1": "Ah! Dicevi di avere un indovinello da risolvere. Ti andrebbe di condividerlo con me?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Sembra indicare una direzione, ma non restringe molto il campo.", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "Quindi hai ricevuto un'altra strofa della misteriosa [wave amp=30 freq=10]canzone della visione[/wave]? Quale?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "Ah, volevi la mia opinione su una pista che stai seguendo? Dimmi pure, qual è?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "Sembrerebbe puntare in una direzione...", - "RETROSPECTIVE_CLUE3_EUGENE1": "Comunque, dicevi di avere una nuova pista che vorresti seguire, giusto? Quale?", - "RETROSPECTIVE_CLUE3_FELIX1": "Comunque, dicevi di avere un indizio che stai seguendo? Qual è?", - "RETROSPECTIVE_CLUE3_EUGENE2": "Sembrerebbe puntare in una direzione... È troppo vago, però.", - "RETROSPECTIVE_CLUE3_VIOLA1": "Di grazia, hai parlato di una specie di enigma da decifrare. Vorresti condividerlo con me?", - "RETROSPECTIVE_CLUE3_FELIX2": "Sembrerebbe puntare in una direzione... Forse ogni indizio ricevuto serve a restringere il campo.", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Oh! Quasi dimenticavo di chiedere. Hai ricevuto un nuovo indizio dal fantasma dell'Arcangelo che vive dentro di te?", - "RETROSPECTIVE_CLUE3_VIOLA2": "Indubbiamente ti sta indirizzando in un qualche luogo, ma le informazioni deducibili da questo solo dato sono troppo esigue.", - "RETROSPECTIVE_CLUE4_MEREDITH1": "Prima hai accennato a un indizio criptico su cui stai indagando... Spara!", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "Sembra che descriva una zona... Che ne pensi?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "Mi [wave amp=30 freq=10]sembra[/wave] che descriva una zona. Vuoi provare ad andarci?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*sbadiglio* Allora ricominciamo.", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "Nessun problema. Mi andava comunque un pisolino.", - "CAPTAIN_ZEDD_PRE_REMATCH2": "Se vuoi combattere ancora, ho un po' di tempo libero prima del mio prossimo pisolino. Ci stai?", - "CAPTAIN_WALLACE_LAST_LEGS1": "Non mi demolirai tanto facilmente!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe ha detto che sei unə guerrierə promettente. Immagino che accetterai la mia sfida da ranger...", - "CAPTAIN_WALLACE_POST_BATTLE1": "Io ho costruito i miei muri e tu li hai [shake rate=30 level=10]abbattuti[/shake]!", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Molto bene! Si dice in giro che ora sei unə capitanə!", - "CAPTAIN_SKIP_INTRO2": "Salve! [pause]Io sono Skip, unə capitanə ranger di Nuova Wirral.", - "CAPTAIN_SKIP_INTRO1": "Santo cielo, quelli del mondo di fuori costruiscono [wave amp=30 freq=10]un sacco[/wave] di roba, eh?", - "CAPTAIN_SKIP_INTRO4": "Elettrodomestici, mobili e chi più ne ha più ne metta! [pause]Finisce tutto qui e viene utilizzato!", - "CAPTAIN_WALLACE_INTRO2": "Le infrastrutture! [pause]Case, muri, acqua corrente...", - "CAPTAIN_WALLACE_POST_REMATCH1": "Nonostante i miei sforzi, le mie difese si sono sbriciolate...", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "Potremmo festeggiare con un'altra battaglia! Che ne dici, [wave amp=30 freq=10]capitano[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "Wow, quel colpo finale mi ha svegliato un po'. [pause]Ecco la tua ricompensa.", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "Potremmo festeggiare con un'altra battaglia! Che ne dici, [wave amp=30 freq=10]capitana[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Allora sarà per un'altra volta.", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Ottimo! [pause]La cosa non ti scioccherà, ma la mia area di competenza in battaglia è l'elettricità. Dovrai essere veloce se non vuoi farti colpire da un fulmine!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "È stata una battaglia elettrizzante! E se lo dico io...", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Errore mio. Ero così preso dal mio discorso che non ho capito che stavi solo passando di qua.", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "Per tutti i fulmini! [pause]Hai ottenuto risultati migliori di quanto pensassi!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "Scusa i giochi di parole: è una forza dell'abitudine.", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "Vai: ecco la tua ricompensa.", - "CAPTAIN_LODESTEIN_POST_REWARD1": "Mi piacerebbe chiacchierare ancora, ma purtroppo mi resta qualche lavoro di manutenzione.", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Molto bene! Si dice in giro che ora sei un capitano!", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "In bocca al lupo, cara!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "In bocca al lupo, caro!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Ehi, caro! Spero che te la passi bene.", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "In bocca al lupo, carə!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Ehi, cara! Spero che te la passi bene.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "In città si dice che ora sei dei nostri. Le congratulazioni sono d'obbligo!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Ehi, carə! Spero che te la passi bene.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "In città si dice che ora sei dei nostri. Le congratulazioni sono d'obbligo!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "In città si dice che ora sei dei nostri. Le congratulazioni sono d'obbligo!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Errore mio. Ero così preso dal mio discorso che non ho capito che stavi solo passando di qua.", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Che ne diresti di una rivincita? [pause]Dopo il nostro ultimo incontro non vedevo l'ora di combattere ancora.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Beh, ancora una volta me l'hai fatta vedere. Bel combattimento, caro.", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Ti direi che \\\"questa volta non ci andrò tanto leggero\\\", [pause]ma la verità è che non ci sono mai andato leggero.", - "CAPTAIN_REMATCH_CHECK": "Vuoi sfidare {pawn} a una rivincita?", - "CAPTAIN_READY_CHECK.n": "Sei prontə a sfidare {pawn}?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "Spero che il tuo addestramento abbia basi solide: dovrai essere forte per abbattere i miei muri!", - "CAPTAIN_SKIP_PRE_BATTLE2": "Che meraviglia! [pause]Cerca di divertirti... E non restarci troppo male quando ti batterò!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "Oh. [pause]Non mi aspettavo che questo tizio fosse un capitano ranger.", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "Oh. [pause]Non mi aspettavo che questo tizio fosse un capitano ranger.", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "Un capitano? Può darsi che non sia come sembra a prima vista.", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "Salve! [pause]Mi hanno detto che ora sei un capitano! [pause]È fantastico!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "Salve! [pause]Mi hanno detto che ora sei unə capitanə! [pause]È fantastico!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Puoi incassare quel materiale al municipio di Harbourtown. [pause]Voi umani amate scambiare i vostri gingilli senza senso, vero?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Ehi, essere umano. Sapevi che rispetto tutti i tuoi simili in egual misura? Non provo nemmeno emozioni negative per loro. [pause]È la verità.[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Ehi, essere umano. Sapevi che rispetto tutti i tuoi simili in egual misura? Non provo nemmeno emozioni negative per loro. [pause]È la verità.[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Ho eliminato i punti deboli nel mio algoritmo di combattimento. [pause]La tua sconfitta è una certezza statistica, \\\"capitano\\\"![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Mi hanno informata che ora anche tu sei un capitano. [pause]Che ne dici, lanciamo i dadi?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Mi hanno informata che ora anche tu sei una capitana. [pause]Che ne dici, lanciamo i dadi?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "Arrivo tra un secondo, cara. Devo fare un paio di riparazioni finali...", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Ho eliminato i punti deboli nel mio algoritmo di combattimento. [pause]La tua sconfitta è una certezza statistica, \\\"capitana\\\"![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Mi hanno informata che ora anche tu sei unə capitanə. [pause]Che ne dici, lanciamo i dadi?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Ehi, essere umano. Sapevi che rispetto tutti i tuoi simili in egual misura? Non provo nemmeno emozioni negative per loro. [pause]È la verità.[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Scusa, [pause]non intendevo rivolgere di nuovo la mia ira al genere umano. [pause]Ti prego di ignorare la mia osservazione.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Ti aggiungo a malincuore al mio database interno di esseri umani che rispetto veramente. [pause]È un database molto ridotto.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Tieni, ecco la tua ricompensa.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Beh? [pause]Vuoi combattere? [pause]Le probabilità sono contro di te, ma non si sa mai: oggi potrebbe essere il tuo giorno fortunato.[/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]Sto alzando la posta![/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Va bene, giochiamo. [pause]Gli assi hanno il valore massimo, chi vince prende tutto![/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]Niente da fare? Magari la prossima volta.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Se dovessi mai iscriverti come apprendista ranger, vieni a salutarmi. Così potremo scommettere SUL SERIO.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Se dovessi mai iscriverti come apprendista ranger, vieni a salutarmi. Così potremo scommettere SUL SERIO.[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Non sei prontə. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Non sei pronta. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Non sei pronto. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", - "CAPTAIN_JUDAS_POST_REMATCH2": "Ho perso di nuovo, [pause]ma non verserò lacrime per questo. [pause]Piangere è uno spreco di liquidi corporei, e io sono a corto di razioni d'acqua.", - "CAPTAIN_JUDAS_POST_REMATCH1": "Questa volta credevo di aver considerato tutti gli scenari possibili...", - "CAPTAIN_SKIP_LAST_LEGS1": "Per ora stai andando bene! [pause]Non ti prometto di continuare ad andarci piano, però!", - "CAPTAIN_JUDAS_INTRO1.m": "Ti ho sentito arrivare da almeno 200 metri. [pause]Se volevi cogliermi di sorpresa, non ci sei riuscito.", - "CAPTAIN_ZEDD_POST_REMATCH1": "Ho perso di nuovo? Ecco perché non mi fido del mondo della veglia.", - "CAPTAIN_ZEDD_POST_REWARD1": "Vorrei una tazza di caffè per svegliarmi...", - "CAPTAIN_ZEDD_LAST_LEGS1": "*sbadiglio* [pause]Come procede la battaglia? Ho già vinto? Oh.", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "È importante dormire quanto necessario... Ma quanto sonno È DAVVERO necessario? [pause]L'umanità cerca la risposta a questa domanda dall\\'alba dei tempi.", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Benvenutə, [pause]cliente, [pause]nell'Emporio del Faraone di Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]1000001 1001000 1001001 1000001[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Vuoi ordinare del...[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Chiedo scusa. [pause]Le mie funzioni di reboot sono arrugginite e i miei banchi di memoria ci mettono un po' a riattivarsi.[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Ho il cervello meccanico più avanzato che un casinò del 24° secolo possa permettersi, eppure funziono [shake rate=30 level=10]ancora[/shake] a gettoni![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]Niente da fare? Magari la prossima volta.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Ben fatto, capitana.[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "Arrivo tra un secondo, caro. Devo fare un paio di riparazioni finali...", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Ben fatto, capitanə.[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "...", - "CAPTAIN_LODESTEIN_INTRO1.n": "Arrivo tra un secondo, carə. Devo fare un paio di riparazioni finali...", - "CAPTAIN_LODESTEIN_INTRO3": "Bene, [pause]tutto sistemato!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Ho eliminato i punti deboli nel mio algoritmo di combattimento. [pause]La tua sconfitta è una certezza statistica, \\\"capitanə\\\"![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perdere una volta è un'anomalia, [pause]ma due? [pause]Forse è arrivato il momento di rivalutare alcune idee preconcette che ho su voi umani.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Ben fatto, capitano.[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "Uuh, [pause]SEI un capitano ranger?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*sbadiglio* Va bene. Andiamo a nanna... [pause]Cioè, andiamo al campo di battaglia. [pause]Già.", - "CAPTAIN_ZEDD_INTRO_EUGENE": "Non pensavo che tu fossi un ranger.", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "Oh. [pause]Non mi aspettavo che questo tizio fosse un capitano ranger.", - "CAPTAIN_ZEDD_INTRO5": "Grazie mille. Accidenti, un [wave amp=30 freq=10]capitano ranger[/wave] non dovrebbe avere tutte queste difficoltà per un riposino!", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "Dimmi, sei tu il nuovo apprendista ranger? Quello potato per combattere? [pause]Potrei prendermi una pausa dalle mie esplorazioni dei cassonetti, se tu vorrai accettare la mia sfida!", - "CAPTAIN_SKIP_POST_REWARD1": "Quanto a me, è meglio che torni a sistemare tutte queste cose. [pause]Le persone del tuo mondo possiedono davvero tutta questa [wave amp=30 freq=10]roba[/wave]?", - "CAPTAIN_SKIP_POST_BATTLE2": "Hai superato le mie aspettative! Ecco la tua ricompensa.", - "CAPTAIN_SKIP_POST_BATTLE1.f": "Wow, mi hai proprio ridottə da buttare, eh? [pause]Non avrei dovuto sottovalutarti!", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe ha detto che sei un guerriero promettente. Immagino che accetterai la mia sfida da ranger...", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Sembra che te la cavi piuttosto bene. Perché non ti iscrivi per diventare apprendista ranger?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Sembra che te la cavi piuttosto bene. Perché non ti iscrivi per diventare apprendista ranger?", - "CAPTAIN_SKIP_POST_REMATCH3": "Va bene. [pause]In fondo non sono unə guerrierə.", - "CAPTAIN_SKIP_POST_REMATCH4": "In fondo sono solo unə nerd... [pause]Unə nerd appassionatə di tutta questa [wave amp=30 freq=10]roba[/wave]!", - "CAPTAIN_JUDAS_PRE_REMATCH2": "Ok. [pause]Ho fatto alcune osservazioni tattiche che questa volta massimizzeranno le mie possibilità di vittoria.", - "CAPTAIN_CLEEO_INTRO3": "Sul retro c'è una fessura per le monete. Forse sull\\'isola c\\'è una moneta adatta.", - "CAPTAIN_CLEEO_INTRO2": "Questo robot sembra guasto.", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Mi hanno segnalato che ora sei unə dei capitani ranger. [pause]Un lavoro notevole. [pause]Sei qui per la rivincita?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Mi hanno segnalato che ora sei uno dei capitani ranger. [pause]Un lavoro notevole. [pause]Sei qui per la rivincita?", - "CAPTAIN_JUDAS_POST_REWARD1": "Viviamo in tempi pericolosi. [pause]La civiltà e la sicurezza sono concetti effimeri: se non riesci a sopravvivere sul campo con nient'altro che il tuo ingegno, finirai male.", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Forse dovrei tornare a Harbourtown per un \\\"rifornimento tattico\\\"...", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "Avevi le strategie... per contrastare le mie strategie. [pause]Hai la mentalità di un vero ranger. [pause]Te lo sei meritato.", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "Salve! [pause]Mi hanno detto che ora sei una capitana! [pause]È fantastico!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "Te lo concedo, capitano, questa vittoria è meritata!", - "CAPTAIN_SKIP_POST_REMATCH1": "Uh... [pause]Ho perso di nuovo!", - "CAPTAIN_SKIP_PRE_REMATCH3": "Va bene! [pause]Sarà divertente!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "Non preoccuparti! [pause]Ho comunque un sacco di rifiuti da smistare!", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Oh! [pause]Mi ero completamente scordata che anche tu sei un capitano ranger!", - "CAPTAIN_SKIP_POST_BATTLE1.m": "Wow, mi hai proprio ridottə da buttare, eh? [pause]Non avrei dovuto sottovalutarti!", - "CAPTAIN_ZEDD_INTRO1": "...", - "CAPTAIN_SKIP_POST_REMATCH5": "Non so mai in cosa mi imbatterò!", - "CAPTAIN_ZEDD_INTRO3": "Detto questo, con tutti questi Pallottolotti che schizzano qua e là è molto difficile \\\"meditare\\\". Per caso potresti [wave amp=30 freq=10]occupartene tu[/wave]?", - "CAPTAIN_WALLACE_POST_REMATCH2": "Mi hai dimostrato ancora una volta che la tua strategia poggia su basi solide!", - "CAPTAIN_WALLACE_INTRO4": "Io sono Wallace, uno dei capitani ranger di Harbourtown. [pause]Supervisiono i lavori di costruzione su Nuova Wirral.", - "CAPTAIN_SKIP_INTRO3": "Raccolgo e smisto tutta la [wave amp=30 freq=10]roba[/wave] che voi del mondo di fuori costruite e che finisce qua.", - "CAPTAIN_WALLACE_PRE_REMATCH2": "È il momento perfetto per una rivincita, non credi?", - "CAPTAIN_JUDAS_INTRO5": "Quando si fissa un mostro dritto negli occhi, l'unico modo per uscirne vivi è essere sicuri di aver già vinto la battaglia.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Non sei pronta. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Non sei pronto. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "Avevi le strategie... per contrastare le mie strategie. [pause]Hai la mentalità di un vero ranger. [pause]Te lo sei meritato.", - "CAPTAIN_JUDAS_PRE_BATTLE2": "Va bene, [pause]ma non prenderla sul personale quando ti ritroverai con la faccia nella polvere.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Non sei prontə. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", - "CAPTAIN_JUDAS_INTRO4": "Siamo [wave amp=30 freq=10]molto[/wave] lontani da casa, [pause]e l'unica cosa che ci separa dalle bestie è l\\'abilità di elaborare strategie.", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Devo costruire delle basi più solide per la mia strategia di battaglia...", - "CAPTAIN_WALLACE_PRE_REMATCH3": "Questa volta i miei muri non cadranno tanto facilmente!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Sembra che te la cavi piuttosto bene. Perché non ti iscrivi per diventare apprendista ranger?", - "CAPTAIN_SKIP_POST_REWARD2": "Non riesco proprio a immaginare una vita del genere!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Salve! [pause]Sei qui per smistare i rifiuti insieme a me?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Sì che lo sei!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Le persone smarrite cercano una guida, [pause]e Dorian gliela offriva.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Ora che lui non c'è più, spero che staranno tutti meglio.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Beh, un altro Arcangelo in meno. [pause]E... [pause]Voglio aiutarti a trovare gli altri!", - "ALEPH_DIALOGUE_2_1": "UHM. SONO ENTRATI DEGLI UMANI.", - "ALEPH_DIALOGUE_1_1": "NON BADATE A ME!", - "ALEPH_DIALOGUE_2_2": "ANDATEVENE, PER FAVORE.", - "ALEPH_DIALOGUE_3_1": "MI RICORDO DI VOI!", - "ALEPH_DIALOGUE_3_2": "E NON HO PROPRIO IDEA DI COME VI SIATE RITROVATI QUI.", - "ALEPH_DIALOGUE_4_1": "VOI E IO...", - "ALEPH_DIALOGUE_4_2": "UN GIORNO DOVREMMO PROPRIO FARE UNA CHIACCHIERATA.", - "ALEPH_DIALOGUE_5_1": "NON MOLLATE MAI, EH?", - "ALEPH_DIALOGUE_6_1.m": "RIUSCITE ALMENO A COMPRENDERE QUESTO MONDO?", - "ALEPH_DIALOGUE_6_1.n": "RIUSCITE ALMENO A COMPRENDERE QUESTO MONDO?", - "ALEPH_DIALOGUE_6_1.f": "RIUSCITE ALMENO A COMPRENDERE QUESTO MONDO?", - "ALEPH_DIALOGUE_6_2": "RIUSCITE ALMENO A SENTIRE IL RESPIRO DI QUESTE GALLERIE?", - "ALEPH_DIALOGUE_7_1": "DOVRESTE MOSTRARMI MAGGIORE RISPETTO!", - "ALEPH_DIALOGUE_7_2": "IL VOSTRO MONDO HA BASATO INTERE LEGGENDE SU DI ME!", - "ALEPH_DIALOGUE_7_3": "PER VOSTRA FORTUNA, IO SONO UMILE.", - "ALEPH_DIALOGUE_8_1": "DOBBIAMO SMETTERE DI INCONTRARCI COSÌ!", - "ALEPH_DIALOGUE_9_1": "LE MIE NUOVE RECLUTE SONO DAVVERO TURBOLENTE.", - "ALEPH_DIALOGUE_10_1": "SÌ, SONO DI NUOVO IO, E SONO QUI PER RECLUTARE IL TALENTUOSO INDIVIDUO CHE STATE AFFRONTANDO.", - "ALEPH_DIALOGUE_9_2": "PER FORTUNA STO PERFEZIONANDO LE MIE ABILITÀ MANAGERIALI.", - "ALEPH_DIALOGUE_9_3": "CREEREMO UN'ATMOSFERA DI LAVORO DAVVERO POSITIVA!", - "ALEPH_DIALOGUE_10_2": "MA NON VI STANCATE MAI?", - "RESTING_KAYLEIGH_DATING_1": "Tu e Kayleigh parlate con nostalgia dei luoghi che avete visitato in gioventù.", - "RESTING_KAYLEIGH_DATING_3": "Kayleigh ti rivela le sue aspirazioni.", - "RESTING_KAYLEIGH_DATING_2": "Ridete insieme dei momenti imbarazzanti che avete vissuto in passato.", - "RESTING_MEREDITH_PLATONIC_2": "Provi a fare conversazione con Meredith, ma al momento sembra piuttosto laconica.", - "RESTING_KAYLEIGH_DATING_4": "Vi intrattenete in una spensierata conversazione sulle storie romantiche del vostro passato.", - "RESTING_KAYLEIGH_DATING_5": "Kayleigh ti parla dei luoghi che le piacerebbe visitare.", - "RESTING_MEREDITH_PLATONIC_1": "Meredith conversa con te.", - "RESTING_MEREDITH_PLATONIC_3": "Meredith si lascia andare a qualche piccola lamentela mentre tu la ascolti.", - "RESTING_MEREDITH_PLATONIC_5": "Sedete entrambi in silenzio. Meredith non ha molto da dire, per adesso.", - "RESTING_MEREDITH_PLATONIC_4": "Meredith descrive con passione la trama di un romanzo fantasy che adora.", - "RESTING_MEREDITH_DATING_1": "Meredith ti descrive nei dettagli un film horror che ha visto una volta in televisione.", - "RESTING_MEREDITH_DATING_3": "Meredith trova il coraggio di complimentarsi con te per il tuo aspetto.", - "RESTING_MEREDITH_DATING_2": "Tu e Meredith parlate dei posti che un giorno vi piacerebbe visitare.", - "RESTING_MEREDITH_DATING_4": "Vi intrattenete in una conversazione intima e personale.", - "RESTING_MEREDITH_DATING_5": "Rivolgi un complimento a Meredith. Lei è molto imbarazzata, ma apprezza il pensiero.", - "RESTING_EUGENE_PLATONIC_2": "Tu ed Eugene discutete di nuove potenziali strategie di battaglia.", - "RESTING_EUGENE_PLATONIC_1": "Eugene parla con te delle sue routine di allenamento preferite.", - "RESTING_EUGENE_PLATONIC_5": "Tu ed Eugene parlate delle differenze tra i vostri due mondi.", - "RESTING_EUGENE_PLATONIC_3": "Eugene ti racconta tutte le ultime novità su Harbourtown.", - "RESTING_EUGENE_PLATONIC_4": "Vi scambiate piccoli consigli di combattimento per passare il tempo.", - "RESTING_EUGENE_DATING_1": "Eugene ti parla dei luoghi in cui un giorno gli piacerebbe vivere.", - "RESTING_EUGENE_DATING_2": "Tu ed Eugene parlate delle storie romantiche del vostro passato.", - "RESTING_EUGENE_DATING_3": "Eugene si vanta della sua abilità nel cucinare cenette romantiche.", - "RESTING_EUGENE_DATING_5": "Eugene ti fa domande sui tuoi sogni e le tue speranze. Ti ascolta con interesse.", - "RESTING_EUGENE_DATING_4": "Eugene ti racconta un aneddoto divertente. Ne conosce molti.", - "RESTING_FELIX_PLATONIC_1": "Felix disegna con aria assorta mentre il tempo passa.", - "RESTING_FELIX_PLATONIC_2": "Felix si lamenta dei cibi che non riesce a trovare a Nuova Wirral.", - "RESTING_FELIX_DATING_1": "Felix ti mostra qualche suo disegno recente.", - "RESTING_FELIX_PLATONIC_3": "Felix racconta qualche aneddoto divertente sui cittadini di Harbourtown.", - "RESTING_FELIX_DATING_2": "Felix ti racconta alcune idee per le storie che vorrebbe scrivere.", - "RESTING_FELIX_DATING_3": "Felix ascolta con gentilezza quello che hai da dire.", - "RESTING_FELIX_DATING_4": "Tu e Felix parlate dei vostri cibi preferiti.", - "RESTING_FELIX_DATING_5": "Trovate alcune esperienze condivise di cui parlare.", - "RESTING_VIOLA_PLATONIC_1": "Viola ti racconta le avventure che ha vissuto da bambina.", - "RESTING_VIOLA_PLATONIC_3": "Viola ti chiede com'era la tua vita prima che arrivassi a Nuova Wirral.", - "RESTING_VIOLA_PLATONIC_2": "Viola ti descrive la bellezza di Messina, la sua terra natia.", - "RESTING_VIOLA_PLATONIC_4": "Racconti a Viola di com'era la vita nel tuo mondo.", - "RESTING_VIOLA_DATING_1": "Viola recita alcune poesie che ha studiato. La sua interpretazione è magnifica.", - "RESTING_VIOLA_DATING_3": "Viola ti parla delle sue ambizioni in una conversazione alquanto personale.", - "RESTING_VIOLA_DATING_2": "Vi scambiate gentilezze e frasi dolci.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Sai, ultimamente ho avuto un po' da pensare...", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "Ho passato un po' di tempo a elaborare quello che mi è successo a Borgo Cordoglio.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "Non facevo altro, praticamente. Forse lo faccio ancora.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Quando ero là mi facevo in quattro per rendere tutti felici...", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "È normale? [pause]Non saprei proprio.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Beh, che cosa ti piace fare nel tempo libero?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "E va bene, certo. Ma forse dovrei pensare anche a quello che rende felice me.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "Non resterebbe più niente di [wave amp=30 freq=30]me[/wave].", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "Altrimenti rischio l'esaurimento.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "C'è un hobby che ti piacerebbe avere?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Io... Beh, devo pensarci su!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Quando ero più giovane, mettevo molta più [wave amp=30 freq=30]passione[/wave] in ogni cosa, rispetto a ora.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "Lo sai che suonavo la chitarra?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "Come mio papà. Ho lontanissimi ricordi di me che gli siedo in grembo e lo ascolto suonare.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "Come faceva a tenere in grembo sia te che la chitarra?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Oh... [pause]è vero, [pause] sei nuovə di qui.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "Con molta attenzione.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Da adolescente ho comprato una chitarra anch'io, ma non sono mai stata molto brava.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "E se non ero destinata a diventare musicista di professione, [pause]perché perdere tempo?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "E allora ho rinunciato, [pause]perché pensavo che un hobby dovesse necessariamente portare a qualche risultato.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "È un vero peccato!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Non è l'atteggiamento giusto!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "Sai che ti dico? [pause]Hai ragione.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "È un peccato aver smesso di suonare.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "Dovrei fare più cose per me!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Se volessi stare tutto il giorno a letto a leggere orrendi romanzi d'amore, dovrei farlo!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "E... [pause]Non devono essere per forza cose produttive!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "Questo è lo spirito giusto!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "Hai ragione!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Mi sento meglio, ora che te l'ho detto.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Beh, io ho finito il mio tè. Che ne dici, ci rimettiamo all'opera?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Eh eh. Grazie mille, {player}.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Dopotutto io e te ci siamo fusi in un grosso mostro, no? Direi che ormai ci conosciamo piuttosto bene!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "Guarda qui, {player}!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "Clémence ha trovata questa al mercato e l'ha comprata per me!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "È in buone condizioni?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "Com'è?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "Ma quasi tutto il ciarpame di Harbourtown ha questo odore.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Ha... un leggero aroma di acqua di mare...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "Ha un buon suono?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "Niente paura, a Nuova Wirral siamo abituati alle cose mezze rotte. Niente che un po' di olio di gomito non possa sistemare.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Ottima domanda. Preparati...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Ottima domanda. Preparati...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Ottima domanda. Preparati...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Diciamo che...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "C'è margine di miglioramento!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "Presto suonerò questa bellezza come un angelo!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "E per olio di gomito intendo lavoro manuale.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "Non vedo l'ora!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "Spero che mi dedicherai una serenata!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "A chi lo dici!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Incrocia le dita e magari il tuo sogno diventerà realtà!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "Certo!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Ehi, uhm, vuoi venire da me? Ho una cosa che volevo farti vedere.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Ora no.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "Nessun problema. Avrò più tempo per fare pratica.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "Fantastico!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "T-Ti volevo suonare una canzone. Me la cantava mio padre, è stata la prima che ho imparato.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Mi hai aiutato tantissimo e... volevo ricambiare in qualche modo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Mi hai aiutato tantissimo e... volevo ricambiare in qualche modo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "Comincio?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Mi hai aiutato tantissimo e... volevo ricambiare in qualche modo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "Comincio?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "Sì!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "Comincio?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Allora, che ne pensi?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "Ma sei bravissima!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Credo di volerti baciare.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "Oh, ora mi fai arrossire!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Spero che continuerai a suonare.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Lo spero anch'io! Magari potremmo scrivere una canzone insieme, mentre siamo in viaggio.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Sembra divertente, vero?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "Io ci sto!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "Oh... Non sarà solo l'effetto [wave amp=30 freq=30]magico[/wave] della musica?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "Allora è deciso! Facciamolo!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "Oh... Non sarà solo l'effetto [wave amp=30 freq=30]magico[/wave] della musica?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "Oh... Non sarà solo l'effetto [wave amp=30 freq=30]magico[/wave] della musica?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "La mia prima cotta per una ragazza, al college, è stata per la batterista di una band. È facile innamorarsi di qualcuno che suona...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Scherzi a parte, spero davvero che continuerai a suonare!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "No, sul serio, mi piaci.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "Parli ancora meno del solito, {player}! C'è qualcosa che non va?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "No, sul serio, mi piaci.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Io...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "No, sul serio, mi piaci.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Se vuoi baciarmi...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Credo che ora sia il momento adatto.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "Parli ancora meno del solito, {player}! C'è qualcosa che non va?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "Parli ancora meno del solito, {player}! C'è qualcosa che non va?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Niente di particolare!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Già. Lo immaginavo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Se lo dici tu!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "Non credo nemmeno di poterlo descrivere.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "A dire la verità, prima che ci fondessimo non ti consideravo in [wave amp=30 freq=30]quel[/wave] modo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Tanto per cominciare, [pause]ho avuto solo relazioni brevi, e tutte con ragazzi.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Tanto per cominciare, [pause]ho avuto solo relazioni brevi, e tutte con ragazzi.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Cioè, ho avuto relazioni con dei ragazzi, [pause]ma... [pause]Non ho mai provato niente per loro.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Ti sembrerà strano, ma quando ci fondiamo...", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "Mi sembra di poter [wave amp=30 freq=10]sentire[/wave] la tua anima... [pause]E arrivo a conoscerti più a fondo di quanto conosca me stessa.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Mi... Mi piaci davvero. Certo che voglio stare con te.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Mi... Mi piaci davvero. Certo che voglio stare con te.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "E anche se un giorno ci dovremo separare, ne sarà valsa la pena... [pause]Credo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Mi... Mi piaci davvero. Certo che voglio stare con te.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "Ma [wave amp=30 freq=30]che fortuna[/wave] che hai!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Hai ragione.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Lo credo anch'io.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Beh, ora hai una ragazza! Ed è anche una musicista in erba!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "Dobbiamo festeggiare!", - "MEREDITH_INTRO_MEREDITH1.m": "Oh. Il nuovo arrivato.", - "MEREDITH_INTRO_MEREDITH1.f": "Oh. La nuova arrivata.", - "MEREDITH_INTRO_MEREDITH1.n": "Oh. Il nuovo arrivo.", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "Ci conosciamo?", - "MEREDITH_INTRO_MEREDITH2": "Hoylake ha farfugliato qualcosa su di te quando è venuto al mio negozio per prendere dei pezzi.", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "Sapevi di me?", - "MEREDITH_INTRO_MEREDITH3": "L'hai conosciuto? [pause]È insopportabile.", - "MEREDITH_INTRO_MEREDITH4": "Lo sapevi che non è nemmeno un vero scienziato? [pause]Prima che arrivasse a Nuova Wirral, faceva L'ANALISTA DI DATI.", - "MEREDITH_INTRO_MEREDITH6.m": "Comunque, io sono Meredith. [pause]E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", - "MEREDITH_INTRO_MEREDITH5": "Qualcuno deve dirgli che non basta indossare magliette con scritto \\\"Viva la scienza\\\" per avere una personalità.", - "MEREDITH_INTRO_MEREDITH6.n": "Comunque, io sono Meredith. [pause]E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", - "MEREDITH_INTRO_MEREDITH6.f": "Comunque, io sono Meredith. [pause]E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "Troverò una via d'uscita!", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "Non mi sembra tanto male.", - "MEREDITH_INTRO_A_MEREDITH2": "Ci sono solo creature da incubo, e ci siamo noi. Su un'isola.", - "MEREDITH_INTRO_A_MEREDITH1.m": "Adorabile. Sei nuovo, qui. Mi spiace, tesoro, ma non c'è via d\\'uscita.", - "MEREDITH_INTRO_A_MEREDITH1.n": "Adorabile. Sei nuovə, qui. Mi spiace, tesoro, ma non c'è via d\\'uscita.", - "MEREDITH_INTRO_A_MEREDITH1.f": "Adorabile. Sei nuova, qui. Mi spiace, tesoro, ma non c'è via d\\'uscita.", - "MEREDITH_INTRO_A_MEREDITH3": "Punto.", - "MEREDITH_INTRO_END_MEREDITH1": "Beh, volevo solo prendere una boccata d'aria. Vieni a trovarmi in negozio quando vuoi. È l\\'edificio giallo sul lungomare.", - "MEREDITH_INTRO_B_MEREDITH2": "Ti assicuro che gli argomenti di conversazione finiscono in fretta.", - "MEREDITH_INTRO_B_MEREDITH1": "Qui ci sono... non più di duecento persone, al massimo.", - "MEREDITH_INTRO2_MEREDITH1": "Ah. Rieccoti. Dovevo chiederti una cosa...", - "MEREDITH_INTRO2_MEREDITH2": "Hai davvero intenzione di cercare una via d'uscita dall\\'isola?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "Sì!", - "MEREDITH_INTRO2_MEREDITH3": "Oh, beh. Quasi ammiro il tuo ottimismo.", - "MEREDITH_INTRO2_MEREDITH4": "Beh, se prima o poi deciderai di attraversare l'isola, potresti cercare una cosa per me?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "Certo! Che cosa stai cercando?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Non ora.", - "MEREDITH_INTRO2_NO_MEREDITH1": "Ok... Sicuramente adesso sei impegnata. Lo sono anch'io.", - "MEREDITH_INTRO2_NO_MEREDITH2": "Oh, ehi. Sei tu.", - "MEREDITH_INTRO2_MEREDITH5": "È un... Un disco musicale. [pause]Sai che cos'è?", - "MEREDITH_INTRO2_NO_MEREDITH3": "Quindi hai tempo di cercare una cosa per me?", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "Sì!", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "Certo! Come potrei non saperlo?", - "MEREDITH_INTRO2_MEREDITH6": "Ok, bene.", - "MEREDITH_INTRO2_MEREDITH7": "Non... [pause]Non è facile capire chi sa cosa, da queste parti. Non tutti provengono da... mondi simili.", - "MEREDITH_INTRO2_MEREDITH9": "Comunque sia, il disco... [pause]è un album. [pause]\\\"Tutto ciò che ho sempre voluto\\\", dei Witch House. Magari lo conosci.", - "MEREDITH_INTRO2_MEREDITH8": "E parlare con la gente finisce per essere difficile. [pause]Più difficile del solito.", - "MEREDITH_INTRO2_MEREDITH10": "Lo ascoltavo nella mia... vita precedente. [pause]Ha un valore sentimentale, ok?", - "MEREDITH_QUEST1_QUERY_IANTHE6": "È lì che la gente del posto si procura i vestiti. [pause]E anche i mangiacassette, i dischi, eccetera.", - "MEREDITH_INTRO2_MEREDITH12.m": "Ehi, il nuovo arrivo. Come va?", - "MEREDITH_INTRO2_MEREDITH11": "A Harbourtown ci sono vari appassionati di musica. Magari puoi chiedere in giro?", - "MEREDITH_INTRO2_MEREDITH12.n": "Ehi, il nuovo arrivo. Come va?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "Sto ancora cercando il tuo disco!", - "MEREDITH_INTRO2_MEREDITH12.f": "Ehi, il nuovo arrivo. Come va?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "Ce l'ho, questo disco?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "Niente di nuovo!", - "MEREDITH_INTRO2_MEREDITH13A": "Nessun problema, so che è difficile. Le probabilità non sono a mio favore. Grazie, comunque.", - "MEREDITH_QUEST1_QUERY": "\\\"Tutto ciò che ho sempre voluto\\\" dei Witch House?", - "MEREDITH_INTRO2_MEREDITH13B": "Già, meglio se ti ci abitui. Qui il tempo non vola. Siamo un po' a corto di divertimenti.", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "No. Puoi chiedere ai ranger al municipio.", - "MEREDITH_QUEST1_QUERY_IANTHE1": "Meredith sta cercando un disco? [pause]Lo sai che le chance di trovare un disco specifico da queste parti sono vicine a zero, sì?", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "O magari ai ranger all'avamposto dei ranger. [pause]Sai dov\\'è? [pause]A nord-est di Harbourtown.", - "MEREDITH_QUEST1_QUERY_IANTHE2": "Lo dico e lo ripeto: le cose che finiscono a Nuova Wirral arrivano da [wave amp=30 freq=30]un sacco[/wave] di mondi diversi.", - "MEREDITH_QUEST1_QUERY_IANTHE3": "Però... [pause]Potresti avere più fortuna al Centro Commerciale Caduto.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "Il Centro Commerciale Caduto?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Oh... [pause]è vero, [pause] sei nuova di qui.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "Ok, grazie!", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Oh... [pause]è vero, [pause] sei nuovo di qui.", - "MEREDITH_QUEST1_QUERY_IANTHE5": "C'è un complesso commerciale a nord di Nuova Wirral. [pause]Completamente abbandonato. È comparso una quindicina di anni fa.", - "MEREDITH_QUEST1_QUERY_IANTHE7": "Nel centro commerciale c'è un negozio di musica, pieno di dischi e cassette, ma lo teniamo chiuso per sicurezza.", - "MEREDITH_QUEST1_QUERY_IANTHE8": "Le scorte di cassette sono importanti, è bene tenerle al sicuro.", - "MEREDITH_QUEST1_QUERY_IANTHE9": "Se il disco è lì, Meredith potrebbe rischiare la vita per prenderlo. [pause]La parte razionale di me vorrebbe impedirle formalmente di provarci...", - "MEREDITH_QUEST1_QUERY_IANTHE10": "Ma se vai con lei, forse sarà più sicura. Ecco, prendi questo.", - "MEREDITH_QUEST3_MEREDITH2": "Oh.", - "MEREDITH_QUEST3_MEREDITH1": "Cos'è? Una lettera?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "Cosa diceva?", - "MEREDITH_QUEST3_MEREDITH3": "È un biglietto di Ianthe. Dice che il mio disco potrebbe essere al Centro Commerciale Caduto, e che ho il permesso di andarci...", - "MEREDITH_QUEST3_MEREDITH4": "Ma solo se mi accompagni tu. Ha anche allegato le chiavi per entrare.", - "MEREDITH_QUEST3_MEREDITH5": "Beh, allora andiamo?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "Sei sicura?", - "MEREDITH_QUEST3_MEREDITH6": "Niente paura, so difendermi. Pensi forse che non abbia il mio mangiacassette?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "Potrebbe essere pericoloso!", - "MEREDITH_QUEST3_MEREDITH7": "Starmene qui seduta tutto il giorno mi uccide. [pause]Cercare quel disco sarà una botta di vita.", - "MEREDITH_QUEST3_MEREDITH8": "Voglio dire... [pause]Se non hai uno scopo nella vita, tanto vale morire, [pause]no?", - "MEREDITH_QUEST3_MEREDITH9": "Tu... [pause]Tu sai qual è il tuo scopo nella vita?", - "MEREDITH_QUEST3_MEREDITH11": "Ma...", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Voglio trovare un modo per tornare a casa.", - "MEREDITH_QUEST4_PART1_MEREDITH3": "Quello lassù sembra un negozio di musica, no?", - "MEREDITH_QUEST3_MEREDITH10": "Come ti ho già detto, è impossibile.", - "MEREDITH_QUEST3_MEREDITH12": "Se mi aiuti a trovare il disco, io ti aiuterò a trovare la via di casa.", - "MEREDITH_QUEST3_MEREDITH13": "Perché no? Dopotutto avrò bisogno di un nuovo scopo nella vita.", - "MEREDITH_QUEST4_PART1_MEREDITH2": "Lo stile chic post-apocalittico non mi dispiace.", - "MEREDITH_QUEST4_PART1_MEREDITH1": "Devo ammetterlo... Sicuramente questo posto era molto più kitsch prima del... [pause]decadimento strutturale.", - "MEREDITH_QUEST4_PART1_MEREDITH4": "Cerchiamo un modo per arrivarci.", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Chissà com'era diverso quando era pieno di gente...", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Questo posto sarebbe il set ideale per un film. I mostri potrebbero fare le comparse!", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "Certo!", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Spero che fosse acqua, quella che ho appena calpestato.", - "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"Vinyl Beat\\\". Il posto è questo. Entriamo?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Non ora.", - "MEREDITH_QUEST4_PART3_MEREDITH1": "Dev'essere qui da qualche parte... Sono così vicina...", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"Mac e i fantastici 5 - Mac il futuribile\\\". Non è questo.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"Alberuomo - Alberuomo genealogico\\\". Certo che ci sono dischi strani, qui.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"Procgen - Sognando pecore elettriche\\\". Sembra bello, ma non è quello che cerco.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "È una specie di colonna sonora.", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "Qui c'è scritto \\\"Witch House\\\" a grandi lettere rosse.", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "Quella copertina... L'hai trovato!", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "Quella copertina... L'ho trovato!", - "MEREDITH_QUEST4_PART4_MEREDITH4": "E la copertina è [wave amp=30 freq=30]leggermente[/wave] diversa...", - "MEREDITH_QUEST4_PART4_MEREDITH2": "Aspetta. [pause][pause]Qualcosa non torna.", - "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"Strano ed eterno\\\"? [pause]Non è questo il titolo del disco...", - "MEREDITH_QUEST4_PART4_MEREDITH5": "L'elenco dei brani...", - "MEREDITH_QUEST4_PART4_MEREDITH6": "Non conosco queste canzoni.", - "MEREDITH_QUEST4_PART4_MEREDITH7": "È la versione di un [wave amp=30 freq=30]universo alternativo[/wave]. [pause]Quella che cercavo non c'è.", - "MEREDITH_QUEST4_PART4_MEREDITH8": "Figurarsi se potevo avere un colpo di fortuna, per cambiare...", - "MEREDITH_QUEST4_PART4_MEREDITH9": "Tipico...", - "MEREDITH_QUEST4_PART5_MEREDITH1": "Urgh, ma che è successo?", - "MEREDITH_QUEST4_PART5_MONARCH4": "LO SAPEVO! LO SENTIVO!\\n\\nUN SENSO DI VUOTO. UN BUCO AL POSTO DEL CUORE. MI DÀ POTERE.\\n\\nASPIRO A CONSUMARLO TUTTO.", - "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, tutto bene?", - "MEREDITH_QUEST4_PART5_MONARCH6": "QUELLI COME VOI POTREBBERO VIVERE UNA VITA PIENA.\\n\\nE INVECE LA SVENDETE IN CAMBIO DI ARTIFICI E VUOTI SIMBOLI.", - "MEREDITH_QUEST4_PART5_MEREDITH3": "Il disco... Mi è caduto di mano. Lo vedi?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "C-Chi sei? [pause]Di che stai parlando?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "Questo posto è un rudere! Pieno di immondizia!", - "MEREDITH_QUEST4_PART5_MONARCH7": "VOI SCAMBIATE QUALCOSA DI IMPORTANTE CON IL NIENTE.\\n\\nIL MIO CASTELLO È COLMO DI TUTTO IL VUOTO CHE VI LASCIATE ALLE SPALLE!", - "MEREDITH_QUEST4_PART5_MEREDITH8": "Il tuo... [pause]castello? [pause]Il centro commerciale? [pause]Ma sei serio?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]È il nulla![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "SÌ... È IL NULLA...\\n\\nE IO SONO IL RE DEL NULLA!\\n\\nSU, LASCIATE CHE IO CONSUMI IL VOSTRO VUOTO!", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Sarebbe così facile...", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Sarebbe così facile arrendersi e morire...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Ce l'abbiamo fatta... [pause]Siamo vivi... [pause]Ci siamo... [pause]fusi?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "Ma io non sono così! Sono stufa di scendere a compromessi!", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Uhm...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Ce l'abbiamo fatta... [pause]Siamo vivi...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "HAI PROPRIO UN BEL POSTICINO, QUI.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "Non eri obbligata a farlo. Grazie mille.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Mi rendo conto che ti ho trascinatə fin qui per un motivo davvero sciocco.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Mi rendo conto che ti ho trascinato fin qui per un motivo davvero sciocco.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "MA QUALCUNO CON IL TUO POTENZIALE POTREBBE FARE DI MEGLIO, NON CREDI?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Mi rendo conto che ti ho trascinata fin qui per un motivo davvero sciocco.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "E che per quel motivo sciocco siamo quasi morti.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "Non eri obbligato a farlo. Grazie mille.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "Non eri obbligatə a farlo. Grazie mille.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Sai... Per oggi ne ho abbastanza di posti abbandonati e pericoli mortali.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Forza, torniamo in città e ascoltiamo questo disco.", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "Quindi... Tutta la faccenda della... fusione...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "Ti eri mai, [pause]uhm, [pause][pause] fusə con qualcuno, prima d'ora?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "Credo che dovremmo, uhm, parlarne?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "È strano, eh?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "È pazzesco, eh?", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "Beh, è... [pause]qualcosa.", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "Dopo riesco a ricordarlo, ma non mi sembra una cosa che ho davvero vissuto.", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "Le nostri menti si fondono, e io non sono più io.", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "È come ripensare a un sogno. Forse i nostri cervelli non sono attrezzati a elaborare un'esperienza simile...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "Ti eri mai, [pause]uhm, [pause][pause] fuso con qualcuno, prima d'ora?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "Ti eri mai, [pause]uhm, [pause][pause] fusa con qualcuno, prima d'ora?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "Non... [pause]Non è un problema, eh! [pause]Volevo solo sapere se era la tua prima volta.", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "No, mi... [pause]Mi sono espressa male.", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "Dimenticati quello che ho detto.", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "Volevo chiederti...", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "Come fai a essere così sicurə di avere un modo per tornare a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "Come fai a essere così sicura di avere un modo per tornare a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "Come fai a essere così sicuro di avere un modo per tornare a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Ho avuto una visione...", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "Credo proprio che dovrai raccontarmi tutti i dettagli, sai?", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "Uh. Pazzesco.", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "Ok, manterrò la mia promessa. Tu mi hai aiutato a trovare il disco, io ti aiuterò a trovare una via d'uscita da Nuova Wirral.", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "Oh! Mi stavo quasi dimenticando del disco!", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "Niente male.", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "Da... Da adolescente ero sempre triste, e pessima nelle interazioni sociali.", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "Quando andai al college volevo davvero cambiare.", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "Cioè, non è lo stesso disco che avevo, ma suona abbastanza familiare.", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "So che il problema sono io, ma voglio continuare a provare.", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "Non dovevi rischiare la vita per aiutarmi.", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "Quel disco diventò la colonna sonora del mio tentativo di cambiamento, lo ascoltavo sempre.", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "Ma non cambiai granché. Strinsi qualche amicizia, sì, ma niente di duraturo.", - "MEREDITH_CONVO5_MEREDITH2": "Te l'ho mai detto che la mia tolleranza per queste bestiacce è molto bassa?", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "Forse è quello che intendeva l'Arcangelo. Forse ho passato troppo tempo a distrarmi con cose inutili anziché provare a vivere sul serio.", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "A Nuova Wirral quasi tutto fa schifo, ma...", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "Ma anche se non abbiamo trovato esattamente quello che cercavo, sono... contenta del risultato.", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "Tu non sei niente male.", - "MEREDITH_CONVO1_MEREDITH1": "Sai...", - "MEREDITH_CONVO1_MEREDITH2": "È facile parlare davanti a un falò.", - "MEREDITH_CONVO1_MEREDITH3": "Niente silenzi imbarazzanti quando non sai più cosa dire.", - "MEREDITH_CONVO1_MEREDITH4": "Puoi sempre dire: \\\"Che bel fuoco!\\\", e tutti faranno sì con la testa come se avessi detto qualcosa di molto saggio.", - "MEREDITH_CONVO1_MEREDITH6": "Anche se il rischio d'incendi sarebbe elevato, certo.", - "MEREDITH_CONVO1_MEREDITH5": "Vorrei che accanto a ogni conversazione ci fosse sempre un bel falò...", - "MEREDITH_CONVO2_MEREDITH1": "Ricordi cosa facevi prima di venire qui?", - "MEREDITH_CONVO2_MEREDITH2": "Intendo... [pause]Prima di arrivare a Nuova Wirral.", - "MEREDITH_CONVO5_MEREDITH1": "BLEAH. [pause][pause]Un insetto mi è appena salito sul piede.", - "MEREDITH_CONVO2_MEREDITH3": "A volte cerco di ricordare il momento esatto, [pause]ma non ci riesco...", - "MEREDITH_CONVO2_MEREDITH4": "È come cercare di ricordare il momento in cui ti addormenti.", - "MEREDITH_CONVO2_MEREDITH5": "Ho un ricordo vago di quel periodo, ma il momento esatto è un mistero.", - "MEREDITH_CONVO2_MEREDITH6": "Strano.", - "MEREDITH_CONVO3_MEREDITH2": "Se davvero ritrovassimo la via di casa... [pause]Della nostra vera casa...", - "MEREDITH_CONVO3_MEREDITH1": "Mi chiedo se...", - "MEREDITH_CONVO3_MEREDITH3": "Tutto questo tempo sarebbe trascorso anche là?", - "MEREDITH_CONVO3_MEREDITH4": "O ci ritroveremmo esattamente al momento di partenza, come se fosse tutto accaduto in un batter d'occhio?", - "MEREDITH_CONVO4_MEREDITH1": "La cosa bella dei Witch House è che... [pause]si sono formati grazie allo scioglimento di altre tre band.", - "MEREDITH_CONVO4_MEREDITH2": "I Procgen si erano sciolti quando il bassista se n'era andato per fondare la sua setta, e il cantante Rob Handsome si era ritrovato in cerca di un nuovo gruppo...", - "MEREDITH_CONVO4_MEREDITH8": "Molto poche, [pause]secondo me.", - "MEREDITH_CONVO4_MEREDITH3": "La batterista Linda Steel aveva appena lasciato il trio punk dei Bad Horses per un litigio con la casa discografica...", - "MEREDITH_CONVO4_MEREDITH5": "Fu grazie a questo allineamento di pianeti, [pause]dovuto per lo più a circostanze nefaste, [pause]che i Witch House poterono formarsi.", - "MEREDITH_CONVO4_MEREDITH4": "E il chitarrista Daniel \\\"Cinture allacciate\\\" Buttercroft era rimasto l'unico sopravvissuto a un incidente stradale che aveva decimato tutti i membri della sua band, i No Seatbelts.", - "MEREDITH_CONVO4_MEREDITH6": "Dà da pensare, no? Le probabilità che succedesse erano minime...", - "MEREDITH_CONVO4_MEREDITH7.f": "Secondo te quante probabilità c'erano che anche noi, [pause]in questo momento, [pause]ci trovassimo qui, insieme?", - "MEREDITH_CONVO4_MEREDITH7.m": "Secondo te quante probabilità c'erano che anche noi, [pause]in questo momento, [pause]ci trovassimo qui, insieme?", - "MEREDITH_CONVO4_MEREDITH7.n": "Secondo te quante probabilità c'erano che anche noi, [pause]in questo momento, [pause]ci trovassimo qui, insieme?", - "MEREDITH_CONVO5_MEREDITH3": "Farò finta che fosse solo un filo d'erba e smetterò di pensarci.", - "MEREDITH_CONVO6_MEREDITH1": "Mi piace venire qui per i nostri appuntamenti, ma...", - "MEREDITH_CONVO6_MEREDITH2": "Immagina se a Harbourtown ci fosse un [wave amp=30 rate=10]secondo[/wave] caffè!", - "MEREDITH_CONVO6_MEREDITH3": "Le coppie avrebbero molta più scelta!", - "MEREDITH_CONVO6_MEREDITH4": "Forse dovrei aprirne uno io, per mantenere una sana concorrenza.", - "MEREDITH_CONVO6_MEREDITH6": "Riesco già a immaginarlo.", - "MEREDITH_CONVO6_MEREDITH5": "Lo arrederei in stile più dark. [pause]Pareti nere, teschi appesi...", - "MEREDITH_CONVO7_MEREDITH1": "Vedi, io... non sono molto brava a esprimere quello che penso.", - "MEREDITH_CONVO7_MEREDITH2": "A volte mi sembra di reagire in modo sbagliato alle conversazioni...", - "MEREDITH_CONVO7_MEREDITH4": "Ed è vero, un sacco di gente mi annoia!", - "MEREDITH_CONVO7_MEREDITH5": "Ma tu non mi annoi mai, [pause]quindi non pensare mai che io non ti stia prestando attenzione.", - "MEREDITH_CONVO7_MEREDITH3": "Di dire la cosa sbagliata, o fare un'espressione sbagliata... [pause]E allora gli altri pensano che io mi stia annoiando.", - "MEREDITH_CONVO8_MEREDITH1": "Hai notato che Harbourtown ha un posto per tutti, anche per chi non contribuisce molto alla comunità?", - "MEREDITH_CONVO8_MEREDITH2": "Certo, i problemi ci sono, ma...", - "MEREDITH_CONVO8_MEREDITH3.m": "Nessuno viene lasciato fuori. [pause]Tutti contribuiscono come possono, [pause]e se non puoi? [pause]Nessun problema, bello.", - "MEREDITH_CONVO8_MEREDITH3.n": "Nessuno viene lasciato fuori. [pause]Tutti contribuiscono come possono, [pause]e se non puoi? [pause]Nessun problema, bellə.", - "MEREDITH_CONVO8_MEREDITH3.f": "Nessuno viene lasciato fuori. [pause]Tutti contribuiscono come possono, [pause]e se non puoi? [pause]Nessun problema, bella.", - "MEREDITH_CONVO8_MEREDITH4": "È una società solitaria, certo... [pause]Ma non è crudele.", - "MEREDITH_CONVO8_MEREDITH5": "Non... [pause]Non posso dire lo stesso [pause]del posto da cui vengo.", - "MEREDITH_CONVO9_MEREDITH1": "Ti sembrerà bizzarro, ma a volte mi chiedo se le persone della mia \\\"vita precedente\\\" pensino ancora a me.", - "MEREDITH_CONVO9_MEREDITH2": "Immagino i miei vecchi colleghi, seduti in uno squallido pub londinese, che si domandano: [pause]\\\"Cosa sarà successo a Meredith Chen, che un giorno è scomparsa senza lasciare traccia?\\\".", - "MEREDITH_CONVO9_MEREDITH4": "Detto a voce alta è ancora più deprimente.", - "MEREDITH_CONVO9_MEREDITH3": "...", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "Film?", - "MEREDITH_CONVO10_MEREDITH1": "Ma se mai torneremo nei nostri mondi, avrò tanti di quei film da recuperare!", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "Che film ti piacciono?", - "MEREDITH_CONVO10_MEREDITH2": "Oh, [pause]uhm...", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Sono gusti molto specifici.", - "MEREDITH_CONVO10_MEREDITH3": "I miei gusti si dividono in due categorie distinte: action americani stupidissimi, e film di vampiri in bilico tra arte e spazzatura.", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "Sai bene cosa ti piace!", - "MEREDITH_CONVO10_MEREDITH4": "È bene conoscere i propri gusti, credo.", - "MEREDITH_CONVO11_MEREDITH1": "E quindi ho sentito che ora Kayleigh è la tua ragazza?", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Hai... sentito?", - "MEREDITH_CONVO11_MEREDITH6": "Forse mi ero fatta un'idea sbagliata dopo quella notte passata insieme... [pause]Ma va bene così.", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "Spero che non sia un problema!", - "MEREDITH_CONVO11_MEREDITH2": "Che ti devo dire? Le voci girano.", - "MEREDITH_CONVO11_MEREDITH3": "Non ti biasimo... [pause]Voglio dire, Kayleigh è [wave amp=30 freq=10]Kayleigh[/wave].", - "MEREDITH_CONVO11_MEREDITH5": "(Dio, sono sempre un [wave amp=30 freq=10]disastro[/wave] quando parlo con le donne...)", - "MEREDITH_CONVO11_MEREDITH4": "È perfetta senza alcuno sforzo, ed è uno schianto. [pause]Non dirle che te l'ho detto.", - "MEREDITH_CONVO11_MEREDITH7": "Non credo di essere pronta per una storia seria.", - "MEREDITH_CONVO12_MEREDITH1": "Ricordi quell'Arcangelo che viveva sotto il centro commerciale? [pause]Ogni tanto ripenso a una cosa che ha detto.", - "MEREDITH_CONVO12_MEREDITH2": "Ha detto che avevo \\\"scambiato qualcosa di importante con il niente\\\". [pause]Che parlasse del mio desiderio di trovare quel disco?", - "MEREDITH_CONVO12_MEREDITH4": "È facile ossessionarsi con quelle cose al punto da trascurare ciò che conta [wave amp=30 freq=10]davvero[/wave].", - "MEREDITH_CONVO12_MEREDITH3": "Perché alla fine... [pause]il disco non era importante. Era solo una delle tante [wave amp=30 freq=10]cose[/wave] della mia vita. Come i libri che leggo, i film che guardo.", - "MEREDITH_CONVO12_MEREDITH5": "\\\"Scambiare qualcosa di importante con il niente\\\".", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "Perché?", - "MEREDITH_CONVO12_MEREDITH6": "E, beh, per me la nostra amicizia è importante, [pause]quindi farò in modo di ricordarmene.", - "MEREDITH_CONVO13_MEREDITH2": "Su quest'isola sono vissute e morte tante persone, molte delle quali erano proprio come noi... [pause]Arrivate qui da un altro mondo.", - "MEREDITH_CONVO13_MEREDITH1": "Ricordi quando abbiamo attraversato quel cimitero? Mi ha dato da pensare.", - "MEREDITH_CONVO13_MEREDITH3": "Tantissime persone smarrite e mai ritrovate... È proprio triste, se ci pensi.", - "MEREDITH_CONVO13_MEREDITH4": "In tanti devono aver perso la speranza su quest'isola.", - "MEREDITH_CONVO13_MEREDITH5": "Non voglio essere una di loro, {player}.", - "MEREDITH_CONVO14_MEREDITH1": "Quindi... credi che sia vero?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "Credo che sia vero cosa?", - "MEREDITH_CONVO14_MEREDITH2": "Che il grande portale che hai trovato possa riportarci a casa?", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "Che intendi?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "Devo crederlo.", - "MEREDITH_CONVO14_MEREDITH3": "Io... [pause]mi ero rassegnata a vivere qui per sempre. Fa un po' paura, ora, dover iniziare a pensare al futuro.", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "Che altra scelta ho?", - "MEREDITH_CONVO15_MEREDTH2": "Se il portale funziona, i ranger avranno un bel daffare.", - "MEREDITH_CONVO15_MEREDTH1": "Hai parlato del portale a Ianthe, eh?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "Che intendi?", - "MEREDITH_CONVO15_MEREDTH5": "I ranger sono i custodi della comunità... Dovranno capire come gestire questa rivoluzione logistica.", - "MEREDITH_CONVO15_MEREDTH3": "Beh, l'intera mentalità delle persone cambierà. Nuova Wirral non sarà più un luogo che ti intrappola per sempre. Sarà solo un posto dove la gente... va a finire ogni tanto.", - "MEREDITH_CONVO15_MEREDTH4": "[wave amp=30 freq=10]Sempre che[/wave] la gente continui a finire qui.", - "MEREDITH_CONVO15_MEREDTH6": "Per fortuna non sono una ranger. Troppa fatica.", - "MEREDITH_CONVO16_MEREDITH2": "Trasformarsi in mostri con le cassette è un conto. [pause]Fondermi con te e diventare un mostro più grosso è un altro. [pause]Ma quando ci siamo [wave amp=30 freq=10]tutti[/wave] fusi insieme su quel treno?", - "MEREDITH_CONVO16_MEREDITH1": "Ultimamente sono successe così tante cose che non abbiamo mai parlato della nostra battaglia contro Aleph.", - "MEREDITH_CONVO16_MEREDITH3": "Roba da andare fuori di testa.", - "MEREDITH_CONVO16_MEREDITH4": "Non so nemmeno come descriverla... [pause]Come con la fusione normale, mi sembrava di essere spettatrice delle azioni del mio corpo.", - "MEREDITH_CONVO18_MEREDITH1": "Pensavo che i mostri di Nuova Wirral fossero spaventosi...", - "MEREDITH_CONVO16_MEREDITH5": "Ma stavolta non eravamo solo io e te. Eravamo tutti noi, e potevo [wave amp=30 freq=10]sentire[/wave] il nostro desiderio collettivo.", - "MEREDITH_CONVO16_MEREDITH6": "Sai una cosa? [pause]Gli Arcangeli sono forti, ma le persone lo sono [wave amp=30 freq=10]MOLTO[/wave] di più.", - "MEREDITH_CONVO17_MEREDITH2": "Mi vedo come una persona molto solitaria, e temevo che se fossimo diventati una coppia, non mi sarei più riconosciuta.", - "MEREDITH_CONVO17_MEREDITH1": "Probabilmente all'inizio temevo che una relazione potesse cambiarmi.", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "Che intendi?", - "MEREDITH_CONVO17_MEREDITH4": "Però... Non è successo. Sono ancora [wave amp=30 freq=10]io[/wave], [pause]solo che adesso ho anche [wave amp=30 freq=10]te[/wave].", - "MEREDITH_CONVO17_MEREDITH3": "Sembra una sciocchezza, [pause]e forse lo è, [pause]ma è quello che pensavo.", - "MEREDITH_CONVO18_MEREDITH3": "Parlava con noi come se fosse una [wave amp=30 freq=10]persona[/wave]. Cioè, sono intelligenti come noi, vero? Forse anche [wave amp=30 freq=10]più intelligenti[/wave].", - "MEREDITH_CONVO18_MEREDITH2": "Ma gli \\\"Arcangeli\\\"? Come quello che abbiamo combattuto? Sono tutta un'altra cosa!", - "MEREDITH_CONVO18_MEREDITH4": "Il fatto che esistano dei [wave amp=30 freq=10]giganteschi mostri intelligenti in grado di manipolare la realtà[/wave] che vivono in un sistema ferroviario nel sottosuolo dell'isola su cui viviamo...", - "MEREDITH_CONVO18_MEREDITH5": "Beh, diciamo che stanotte non prenderò sonno tanto facilmente.", - "MEREDITH_CONVO19_MEREDITH1": "...", - "MEREDITH_CONVO19_MEREDITH2": "...", - "MEREDITH_CONVO19_MEREDITH3": "Scusa, so che è imbarazzante. Non ci conosciamo molto bene, quindi non abbiamo granché di cui parlare.", - "MEREDITH_CONVO19_MEREDITH4": "Oh. [pause]Forse facendolo notare peggioro la situazione...", - "MEREDITH_CONVO20_MEREDITH1": "Non... [pause]Non vado pazza per il campeggio. Preferisco stare in casa.", - "MEREDITH_CONVO20_MEREDITH2": "Avrei dovuto dirlo prima che tu accettassi di accompagnarmi in questa piccola [wave amp=30 freq=10]avventura[/wave].", - "MEREDITH_CONVO20_MEREDITH3": "Probabilmente ti stai pentendo della decisione di partire con un'estranea per cercare un disco...", - "MEREDITH_CONVO21_MEREDITH1": "E rieccoci al caffè. Certe cose non cambiano mai, eh?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "Vieni qui spesso?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "Sei stata qui spesso?", - "MEREDITH_CONVO21_MEREDITH2": "Siamo a Harbourtown. Letteralmente, [wave amp=30 freq=10]non c'è[/wave] un altro posto dove andare.", - "MEREDITH_CONVO21_MEREDITH3": "È la vita di paese. [pause]Se non altro, il caffè è buono.", - "MEREDITH_CONVO22_MEREDITH1": "Quindi, uhm, vai spesso in campeggio qui a Nuova Wirral?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Direi di sì!", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "N-No!", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "Dici di sì?", - "MEREDITH_CONVO22_MEREDITH2": "A me sembra di sì. Hai baciato [wave amp=30 freq=10]tutte[/wave] le persone con cui hai campeggiato?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "Ma che dici?", - "MEREDITH_CONVO22_MEREDITH3.f": "Ti sto solo prendendo in giro, bella!", - "MEREDITH_CONVO22_MEREDITH3.m": "Ti sto solo prendendo in giro, bello!", - "MEREDITH_CONVO22_MEREDITH3.n": "Ti sto solo prendendo in giro, bellə!", - "MEREDITH_CONVO23_MEREDITH1.m": "Tu, uhm... [pause]Conosci bene Kayleigh, giusto?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "Direi di sì!", - "MEREDITH_CONVO23_MEREDITH1.f": "Tu, uhm... [pause]Conosci bene Kayleigh, giusto?", - "MEREDITH_CONVO23_MEREDITH1.n": "Tu, uhm... [pause]Conosci bene Kayleigh, giusto?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "Sì!", - "MEREDITH_CONVO23_MEREDITH2": "Vorrei sapere... [pause]se [wave amp=30 freq=10]nasconde[/wave] qualcosa...", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "Eh?", - "MEREDITH_CONVO23_MEREDITH3": "È comparsa a Harbourtown circa un anno fa e ha subito iniziato a addestrarsi con i ranger. [pause]Non ha avuto bisogno di [wave amp=30 freq=10]un secondo[/wave] di tempo per abituarsi alla vita sull'isola.", - "MEREDITH_CONVO23_MEREDITH4": "C'è sempre stato [wave amp=30 freq=10]qualcosa[/wave] di strano in lei.", - "MEREDITH_CONVO23_MEREDITH6.m": "Uhm... [pause]Tanto per chiarire, [wave amp=30 freq=10]di solito[/wave] non parlo alle spalle della gente. Però ho pensato di dirtelo, visto che [wave amp=30 freq=10]voi due[/wave] passate un bel po' di tempo insieme.", - "MEREDITH_CONVO23_MEREDITH5": "Fa tanto [wave amp=30 freq=10]l'amicona[/wave], ma ha degli scheletri nell\\'armadio. [pause]Ci giurerei.", - "MEREDITH_CONVO23_MEREDITH6.f": "Uhm... [pause]Tanto per chiarire, [wave amp=30 freq=10]di solito[/wave] non parlo alle spalle della gente. Però ho pensato di dirtelo, visto che [wave amp=30 freq=10]voi due[/wave] passate un bel po' di tempo insieme.", - "MEREDITH_CONVO23_MEREDITH6.n": "Uhm... [pause]Tanto per chiarire, [wave amp=30 freq=10]di solito[/wave] non parlo alle spalle della gente. Però ho pensato di dirtelo, visto che [wave amp=30 freq=10]voi due[/wave] passate un bel po' di tempo insieme.", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "In senso negativo?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "Strana?", - "MEREDITH_SOCIAL1_MEREDITH1": "Tra l'apparizione degli Arcangeli e la nostra fusione, la mia vita è diventata davvero strana ultimamente.", - "MEREDITH_SOCIAL1_MEREDITH3": "È che non mi aspettavo che quest'isola potesse sorprendermi ancora. Per non parlare del tuo piano di cercare una [wave amp=30 freq=10]via d\\'uscita[/wave]...", - "MEREDITH_SOCIAL1_MEREDITH2": "No, non fraintendermi! Fondermi con te è bello. Però è anche [wave amp=30 freq=10]strano[/wave], vero?", - "MEREDITH_SOCIAL1_MEREDITH15": "Ormai sono qui da così tanto tempo che non pensavo più ad andarmene.", - "MEREDITH_SOCIAL1_MEREDITH17": "È per questo che mi piace distrarmi.", - "MEREDITH_SOCIAL1_MEREDITH16": "È che... [pause]dalle mie parti non ho mai avuto vere amicizie. In genere, la gente non mi piace.", - "MEREDITH_SOCIAL1_MEREDITH18": "Quando sono arrivata qui, m'è venuta un po\\' di ossessione per l\\'elettronica. Ho lavorato all\\'impianto di illuminazione e ad altre cose per la città.", - "MEREDITH_SOCIAL1_MEREDITH19": "In questo modo posso concentrarmi e non pensare a tutto quello che non ho.", - "MEREDITH_SOCIAL1_MEREDITH20": "Anche la ricerca del disco serviva a quello, credo.", - "MEREDITH_SOCIAL1_MEREDITH21": "Uff. [pause]Scusa se sono... [pause]Scusa se sono fatta così.", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "Non devi scusarti!", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "Ehi, non preoccuparti!", - "MEREDITH_SOCIAL1_MEREDITH22": "Eh eh. [pause]Grazie. [pause]Stavo iniziando a parlare come Kayleigh.", - "MEREDITH_SOCIAL1_MEREDITH23": "Sai cosa intendo, no? Non fa altro che scusarsi per qualunque cosa.", - "MEREDITH_SOCIAL1_MEREDITH24": "Ok, basta con la sincerità.", - "MEREDITH_SOCIAL2_MEREDITH1": "Il Café Gramophone mi fa sempre pensare a papà. [pause]Ogni mattina, prima di andare a lavorare a Londra, preparava il caffè... [pause]Non riuscirei a dimenticare quell'aroma neanche se lo volessi.", - "MEREDITH_SOCIAL1_MEREDITH25": "Forza, finiamo il lavoro.", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Quanta nostalgia!", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "Che bel ricordo!", - "MEREDITH_SOCIAL2_MEREDITH2": "Immagino di sì...", - "MEREDITH_SOCIAL2_MEREDITH3": "Non riesco mai a capire se i miei genitori mi manchino davvero. [pause]Non abbiamo mai avuto molto in comune. [pause]Erano cresciuti in altri tempi, in altri luoghi.", - "MEREDITH_SOCIAL2_MEREDITH4": "C'era un grosso divario generazionale. [pause]Non è colpa mia se i miei genitori ascoltavano musica [shake rate=30 level=10]incredibilmente[/shake] orrenda!", - "MEREDITH_SOCIAL2_MEREDITH5": "Quando sono partita per il college, non siamo rimasti molto... [pause]in contatto. [pause]Va bene così.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Mi dispiace.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Devi esserti sentita sola.", - "MEREDITH_SOCIAL2_MEREDITH6": "Immagino di sì.", - "MEREDITH_SOCIAL2_MEREDITH7": "Sai, [pause]non ho molti ricordi della mia infanzia.", - "MEREDITH_SOCIAL2_MEREDITH8": "Avevo amici, ho fatto esperienze, ma a ripensarci adesso...", - "MEREDITH_SOCIAL2_MEREDITH9": "Mi dà sempre l'impressione di qualcosa che succedeva intorno a me, senza che io partecipassi davvero.", - "MEREDITH_SOCIAL2_MEREDITH10": "Come se non fossi mai stata al timone.", - "MEREDITH_SOCIAL2_MEREDITH11": "Sono stata una bambina sfigata, e poi un'adolescente sfigata. [pause]E da adulta...", - "MEREDITH_SOCIAL2_MEREDITH12": "Beh, c'è ancora tempo per vedere come me la cavo.", - "MEREDITH_SOCIAL2_MEREDITH14": "Nessuno ti dice [wave amp=30 rate=10]mai[/wave] che farsi nuovi amici da adulti è difficilissimo.", - "MEREDITH_SOCIAL2_MEREDITH13": "Forse devo solo farmi qualche amico in più, finché sono a Nuova Wirral. [pause]Uff.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Beh, noi siamo amici!", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "E noi?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Beh, noi siamo amici!", - "MEREDITH_SOCIAL2_MEREDITH15": "Tra noi è più facile. Abbiamo, [pause]beh, [pause]un hobby in comune.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Beh, noi siamo amici!", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "Un... hobby?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Ah sì?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "Direi di sì!", - "MEREDITH_SOCIAL2_MEREDITH16": "Sì, [pause]cerchiamo un portale magico. [pause]Direi che è un hobby, no?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "Certo, spero che continueremo a vederci... [pause]Anche se non troviamo il portale.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "Ma certo che sì!", - "MEREDITH_SOCIAL2_MEREDITH17.m": "Certo, spero che continueremo a vederci... [pause]Anche se non troviamo il portale.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "Sei carina quando arrossisci!", - "MEREDITH_SOCIAL2_MEREDITH17.f": "Certo, spero che continueremo a vederci... [pause]Anche se non troviamo il portale.", - "MEREDITH_SOCIAL2_MEREDITH18B": "Argh, [wave amp=30 freq=10]non puoi[/wave] farmi dei complimenti così a tradimento. [pause]Non so come reagire.", - "MEREDITH_SOCIAL2_MEREDITH18A": "Eh eh. Bene.", - "MEREDITH_SOCIAL2_MEREDITH20": "Uff, [pause]sono più stanca del previsto.", - "MEREDITH_SOCIAL2_MEREDITH19B": "Mi chiudo a riccio.", - "MEREDITH_SOCIAL2_MEREDITH21": "Secondo te, trasformarsi e combattere conta come esercizio fisico? [pause]Sono a pezzi.", - "MEREDITH_SOCIAL2_MEREDITH22.m": "Comunque, [pause]forza, andiamo a scazzottare i mostri e roba simile.", - "MEREDITH_SOCIAL3_MEREDITH1": "Sai, tutta la faccenda di quel disco che cercavo... Mi ha dato da pensare.", - "MEREDITH_SOCIAL2_MEREDITH22.n": "Comunque, [pause]forza, andiamo a scazzottare i mostri e roba simile.", - "MEREDITH_SOCIAL2_MEREDITH22.f": "Comunque, [pause]forza, andiamo a scazzottare i mostri e roba simile.", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "A cosa?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Va' avanti...", - "MEREDITH_SOCIAL3_MEREDITH3": "Abbiamo trovato un disco che nel mio mondo non era mai esistito, giusto?", - "MEREDITH_SOCIAL3_MEREDITH2": "Beh, mettiamola così:", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Beh, ha senso!", - "MEREDITH_SOCIAL3_MEREDITH4": "E se ci sono mondi infiniti, allora ci sono... [pause]infiniti dischi.", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "Sarà vero?", - "MEREDITH_SOCIAL3_MEREDITH6": "I suoi libri non erano solo storie, erano come finestre nella sua mente. [pause]Le sue aspirazioni, i suoi principi, la sua filosofia...", - "MEREDITH_SOCIAL3_MEREDITH5": "E, beh, [pause]da ragazzina adoravo un vecchio scrittore fantasy. [pause]Ero una nerd fatta e finita.", - "MEREDITH_SOCIAL3_MEREDITH7": "Scrivere un libro è come regalare al mondo una parte di te, per sempre.", - "MEREDITH_SOCIAL3_MEREDITH8": "Quando ho letto tutte le opere che aveva scritto in vita, mi sono resa conto che non ce n'erano più.", - "MEREDITH_SOCIAL3_MEREDITH9": "Avevo letto tutto. Non ci sarebbero [shake rate=30 level=10]mai più[/shake] stati altri suoi libri.", - "MEREDITH_SOCIAL3_MEREDITH10": "Succede a tutti, quando moriamo... [pause]A un certo punto, il tempo finisce. Non possiamo più dire altro.", - "MEREDITH_SOCIAL3_MEREDITH11": "Ma se ci sono mondi infiniti, forse esiste un'infinita lista di tutti i libri che potrebbe aver scritto.", - "MEREDITH_SOCIAL3_MEREDITH12": "E forse... [pause]ci sono infinite versioni di noi, con infiniti ricordi ed esperienze tutte diverse.", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "Certo!", - "MEREDITH_SOCIAL3_MEREDITH13": "Forse, in un certo senso... [pause]non moriamo mai.", - "MEREDITH_SOCIAL3_MEREDITH14": "Tutto qua. Solo un'idea.", - "MEREDITH_SOCIAL3_MEREDITH15": "Forza, si va?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "Ok, sei pronta?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "Ok, sei pronta?", - "MEREDITH_SOCIAL4_MEREDITH2": "...", - "MEREDITH_SOCIAL4_MEREDITH1.n": "Ok, sei pronta?", - "MEREDITH_SOCIAL4_MEREDITH3": "Serata cinema. [pause]A casa mia. [pause]Che ne dici, ci stai?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Non ora.", - "MEREDITH_SOCIAL4_MEREDITH4": "Uffa. Beh, fammi sapere quando ti va. Ci divertiamo.", - "MEREDITH_SOCIAL4_MEREDITH5": "Ok, preparati a una sorpresa.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Incredibile!", - "MEREDITH_SOCIAL4_MEREDITH6": "Ecco qua: l'unico proiettore funzionante di Nuova Wirral!", - "MEREDITH_SOCIAL4_MEREDITH7": "È uno dei miei mille hobby.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "Ma dove l'hai trovato?", - "MEREDITH_SOCIAL4_MEREDITH8": "E adesso devo parlarti della maledizione segreta di Nuova Wirral.", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "Davvero? Dimmi tutto.", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "Il succo è quello.", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "E c'è un edificio che indossa l\\'avatar di una donna e un Conostaceo parlante che ci aiuterà a trovare la strada...", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Uuh... Già.", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "Hai capito bene!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "Eh eh. Più o meno.", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "Sì. Sono felice che tu abbia capito.", - "LEADER_IANTHE_WAY_HOME_DOG4": "Bau!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "Ma dato che siete voi, la prenderò sul serio. Manderò subito qualcuno.", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, se me l'avesse detto qualcun altro sarei molto preoccupata!", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "Ovviamente in passato io e i capitani abbiamo parlato di questa possibilità. Abbiamo piani completi per qualsiasi evenienza...", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "La maggior parte dei nuovi arrivati vorrà andarsene immediatamente. I ranger li guideranno a Night's Bridge, naturalmente.", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "Ma ora possiamo finalmente metterli in moto.", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "Non prevedo un esodo di massa a breve. A Nuova Wirral ci sarà sempre qualcosa da fare per i ranger.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Io e i capitani ci siamo già presi l'impegno di restare a Nuova Wirral per proteggere chi sceglierà di restare.", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "Molti a Harbourtown sono qui da parecchio tempo, però. Hanno trovato dei partner, si sono sistemati, hanno messo su famiglia...", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, so che ti stai addestrando per diventare ranger, ma se decidi di abbandonare l'addestramento e di andartene non te ne farò una colpa.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "Ti sei impegnato più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "Ti sei impegnata più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Io e i capitani ci siamo già presi l'impegno di restare a Nuova Wirral per proteggere chi sceglierà di restare.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "Ma {player}, ti sei impegnata più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "Ma {player}, ti sei impegnatə più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "Ma {player}, ti sei impegnato più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "Ti sei impegnatə più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "So che ti ho chiesto di considerare la posizione di capitano, ma se decidi di abbandonare l'addestramento e di andartene non te ne farò una colpa.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Io e gli altri capitani ci siamo già presi l'impegno di restare a Nuova Wirral per proteggere chi sceglierà di restare.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "So che ti ho chiesto di considerare la posizione di capitana, ma se decidi di abbandonare l'addestramento e di andartene non te ne farò una colpa.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "So che ti ho chiesto di considerare la posizione di capitanə, ma se decidi di abbandonare l'addestramento e di andartene non te ne farò una colpa.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "Ma {player}, ti sei impegnata più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "Ma {player}, ti sei impegnatə più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "Se deciderai di rinunciare alla tua posizione di capitano e andartene non te ne farò una colpa.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "Ma {player}, ti sei impegnato più di chiunque altro io abbia mai conosciuto.", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "Qualunque cosa tu decida, hai il mio pieno appoggio.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Hai una scheda completa da mostrarmi?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "I capitani sono dislocati su tutta l'isola. In questo modo c\\'è sempre [wave amp=30 freq=10]qualcuno[/wave] nelle vicinanze in caso di emergenza improvvisa.", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Se ti serve aiuto per trovarli, chiedi agli altri ranger da queste parti. Ora sono impegnata.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Eccola!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "Quindi è vero quello che si diceva! Non è molto che sei qui, ma hai già dimostrato di conoscere l'isola e di saper superare qualsiasi ostacolo.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "Esatto!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Complimenti, {player}: sei ufficialmente un ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Complimenti, {player}: sei ufficialmente una ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Fantastico! Te lo sei meritato, {player}!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Complimenti, {player}: sei ufficialmente unə ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Che bello! Sono felice per te, bello.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Che bello! Sono felice per te, bellə.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Che bello! Sono felice per te, bella.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "Ottimo lavoro, amico mio!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "Te lo sei meritato!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "I tuoi sforzi si son dimostrati utili, amico mio.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "Ottimo lavoro, amicə miə!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "I tuoi sforzi si son dimostrati utili, amica mia.", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "I tuoi sforzi si son dimostrati utili, amicə miə.", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Auuu!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Temo che non ci sia una cerimonia speciale per commemorare l'occasione. [pause]Siamo troppo impegnati ad addestrare le nuove reclute per occuparci delle fusioni fuori controllo.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Sai...", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "Ci servirebbe altra gente come te che ci aiuti con l'addestramento. Hai mai pensato di diventare capitanə?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "Ci servirebbe altra gente come te che ci aiuti con l'addestramento. Hai mai pensato di diventare capitano?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "Sì!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "Ci servirebbe altra gente come te che ci aiuti con l'addestramento. Hai mai pensato di diventare capitana?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Se ti interessa, c'è una sfida finale: [pause]devi sconfiggere [wave amp=30 freq=10]me[/wave] in combattimento.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Non proprio!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Beh, che ne dici? Vuoi affrontare la sfida per diventare capitano ranger?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "Non c'è problema. Torna a parlarmi se cambi idea.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Certo!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Beh, che ne dici? Vuoi affrontare la sfida per diventare capitanə ranger?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Beh, che ne dici? Vuoi affrontare la sfida per diventare capitana ranger?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Non ora.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Non vedo l'ora di vedere di che pasta sei fatta. Spero che tu sia pronta a darci il massimo!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Non vedo l'ora di vedere di che pasta sei fatto. Spero che tu sia pronto a darci il massimo!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"Darci\\\"?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "Tua moglie?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Non vedo l'ora di vedere di che pasta sei fattə. Spero che tu sia prontə a darci il massimo!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Beh, [pause]credo sia ragionevole che mi aiuti mia moglie.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "Combatterai insieme a qualcuno?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "Si preannuncia davvero l'incontro [wave amp=30 freq=10]più caldo dell\\'anno![/wave] Chi la spunterà?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "Sei sposata?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "Sei pronta, tesoro?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "Sì amore!", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "Ce la puoi fare, {player}!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Forza, straniero, fai vedere a Ianthe chi comanda!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Forza, straniera, fai vedere a Ianthe chi comanda!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe]PICCHIA DURO, IANTHE! SCATENATI![shake rate=30 level=10][/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Forza, stranierə, fai vedere a Ianthe chi comanda!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe]PICCHIA DURO, IANTHE! SCATENATI![shake rate=30 level=10][/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe]PICCHIA DURO, IANTHE! SCATENATI![shake rate=30 level=10][/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "Non credere che ci tireremo indietro, {player}. [pause]Non sei più unə apprendista, ora sei in [shake rate=30 level=10]serie A[/shake]!", - "LEADER_IANTHE_BATTLE_START.m": "Non credere che ci tireremo indietro, {player}. [pause]Non sei più un apprendista, ora sei in [shake rate=30 level=10]serie A[/shake]!", - "LEADER_IANTHE_BATTLE_START.f": "Non credere che ci tireremo indietro, {player}. [pause]Non sei più una apprendista, ora sei in [shake rate=30 level=10]serie A[/shake]!", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]Che c'è, credevi di essere l\\'unica a saper usare la fusione?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Niente male! [pause]Proprio niente male! [pause]Riesci sempre a stupire, eh?", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "Era vero quello che si diceva! Che battaglia!", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Tieni, questo è tuo.", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Gli esseri umani creano [wave amp=30 freq=10]arte[/wave], come la musica, e l'arte[pause] è una cosa intangibile e immateriale che esiste interamente nel nostro immaginario collettivo.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Questo significa che sei ufficialmente un capitano ranger. La gente si rivolgerà a te per ricevere l'addestramento, proprio come gli altri capitani hanno fatto con te.", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]Che c'è, credevi di essere l\\'unicə a saper usare la fusione?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]Che c'è, credevi di essere l\\'unico a saper usare la fusione?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "Siamo sicuri che gli Arcangeli [wave amp=30 freq=10]esistano[/wave] ma le nostre interazioni sono state... [pause]fugaci.", - "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh può confermarlo, [pause]è una delle nostre reclute più recenti!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]B-Beh, io e {player} abbiamo appena affrontato un arcangelo![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "Riuscire a sopravvivere a un incontro del genere sarebbe una dimostrazione di grande forza d'animo...", - "LEADER_IANTHE_INTRO_K_IANTHE3": "Uh? [pause]Davvero? Dovremo indagare.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} sa farsi valere in combattimento. [pause]Lo posso garantire!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "A parte il fatto che Kayleigh continua a ripetere che voi due avete affrontato un [wave amp=30 freq=10]Arcangelo[/wave] insieme.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "Abbiamo combattuto e vinto!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "A parte il fatto che Kayleigh continua a ripetere che voi due avete affrontato un [wave amp=30 freq=10]Arcangelo[/wave] insieme.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "È vero!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "Siamo sicuri che gli Arcangeli [wave amp=30 freq=10]esistano[/wave] ma le nostre interazioni sono state... [pause]fugaci.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} sa farsi valere in combattimento. [pause]Lo posso garantire!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} è molto forte.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} sa farsi valere in combattimento. [pause]Lo posso garantire!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} combatte valorosamente.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Capitani... ranger?", - "LEADER_IANTHE_INTRO_IANTHE5": "Beh, [pause]che ne dici, {player}? Vuoi candidarti per entrare nei ranger?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Candidarmi?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "Cosa devo fare?", - "LEADER_IANTHE_INTRO_IANTHE6": "Gli apprendisti hanno il compito di incontrare tutti i capitani ranger di Nuova Wirral e di superare le loro sfide.", - "LEADER_IANTHE_INTRO_IANTHE7": "Dal momento che hai un grande [wave amp=30 freq=10]talento[/wave] nel combattere i mostri, [pause]sono certa che i capitani vorranno mettere alla prova le tue capacità di combattimento.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "Ottimo lavoro, amica mia!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "Si vede [wave amp=30 freq=10]proprio[/wave] che sei nuovo.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Chi sono questi capitani ranger?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "Si vede [wave amp=30 freq=10]proprio[/wave] che sei nuova.", - "LEADER_IANTHE_INTRO_IANTHE9": "Gli apprendisti che superano la prova diventano ranger a tempo pieno, come Kayleigh. I ranger hanno molte responsabilità, ma niente che li metta davvero in pericolo.", - "LEADER_IANTHE_INTRO_IANTHE8.n": "Si vede [wave amp=30 freq=10]proprio[/wave] che sei nuovə.", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "Sinceramente, non credevo che questo giorno sarebbe mai arrivato.", - "LEADER_IANTHE_INTRO_IANTHE10": "I capitani, [pause]come me, [pause]gestiscono l'intera operazione. Cerchiamo di proteggere la comunità di Harbourtown e pensiamo a risolvere le situazioni più pericolose.", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Ok, ora ho capito!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Quindi i capitani sono i migliori ranger...", - "LEADER_IANTHE_INTRO_IANTHE11": "Ecco, prendi uno di questi.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "È una carta fedeltà?", - "LEADER_IANTHE_INTRO_IANTHE12": "Ogni volta che supererai la sfida di un capitano, ti verrà timbrata questa scheda. [pause]Quando l'avrai completata, vieni a trovarmi e potrò registrarti come ranger ufficiale.", - "LEADER_IANTHE_INTRO_IANTHE16": "Comunque, devo tornare in città. Se hai bisogno di me, passa al quartier generale.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "Posso avere caffè gratis?", - "LEADER_IANTHE_INTRO_IANTHE13": "Ogni capitano ha perfezionato la propria strategia di battaglia... [pause]Non si tratta solo di forza bruta. [pause]Dovrai imparare come adattare la tua tattica man mano che procedi.", - "LEADER_IANTHE_INTRO_IANTHE14": "Pensi di potercela fare, [pause]{player}?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "Sono pronto!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "Sono pronta!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Certo!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "Sono prontə!", - "LEADER_IANTHE_INTRO_IANTHE15": "Questo è lo spirito giusto!", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Uhm, c'era altro?", - "LEADER_IANTHE_INTRO_IANTHE17": "È l'edificio con mezza nave incastrata sopra. [pause]Non puoi sbagliare.", - "LEADER_IANTHE_MENU": "Ehi, {player}. A cosa stai pensando?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "Ho trovato la strada per tornare a casa!", - "LEADER_IANTHE_MENU_CAPTAINS": "All'addestramento con i capitani...", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "Sono pronto a diventare capitano!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "Sono prontə a diventare capitanə!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "Sono pronta a diventare capitana!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "Cos'è il Materiale fuso?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "Capisco. Quindi, c'è una stazione ferroviaria chiamata Night\\'s Bridge che contiene un portale magico a specchio. Le stazioni stesse fanno parte di un gigantesco Arcangelo...", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Riguardo i tipi elementali...", - "LEADER_IANTHE_MENU_FUSION": "Riguardo la fusione...", - "LEADER_IANTHE_MENU_BYE": "Volevo salutare!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "Dovresti fare due chiacchiere con la leader Ianthe. Credo si trovi all'avamposto a nord da qui!", - "CAPTAIN_SKIP_POST_REMATCH2.n": "Te lo concedo, capitanə, questa vittoria è meritata!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "Te lo concedo, capitana, questa vittoria è meritata!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "Potremmo festeggiare con un'altra battaglia! Che ne dici, [wave amp=30 freq=10]capitanə[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "Una volta questo posto era chiamato \\\"Nuova Londra\\\". [pause]Ad Harbourtown c'erano molti residenti, ed erano pronti a fondare un nuovo e splendente insediamento.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Beh, ancora una volta me l'hai fatta vedere. Bel combattimento, carə.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Beh, ancora una volta me l'hai fatta vedere. Bel combattimento, cara.", - "CAPTAIN_DREADFUL_INTRO2": "Sono cresciuta qui, sai? [pause]Ho trascorso la mia infanzia, ho ascoltato le storie sulla [wave amp=30 freq=10]vera[/wave] città di Londra.", - "CAPTAIN_DREADFUL_INTRO3": "Sembra un posto davvero raccapricciante! [pause]Tagliagole,[pause] banditi,[pause] vampiri... [pause]È naturale che ne sia rimasta affascinata!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "Sembra divertente!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Non so se tutte quelle storie erano vere...", - "CAPTAIN_DREADFUL_INTRO4": "Purtroppo, [pause]quando la città è bruciata, tutte queste storie sono andate perse. [pause]Tutto quanto è andato in fiamme, [pause]tranne la qui presente.", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Non so se tutte quelle storie erano vere...", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Non so se tutte quelle storie erano vere...", - "CAPTAIN_DREADFUL_INTRO5": "Penny Dreadful, [pause]la capitana ranger, colei che ha ingannato la morte, in carne e ossa!", - "CAPTAIN_DREADFUL_LAST_LEGS1": "Basta così! [shake rate=30 level=10]Ti serve qualche sganassone![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Colei che ha ingannato la morte?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Che strano soprannome.", - "CAPTAIN_DREADFUL_INTRO7": "Credo che manchino semplicemente di immaginazione. [pause]La morte non è la fine... Non se si conoscono le vie [wave amp=30 freq=10]esoteriche[/wave].", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Potrei darti una dimostrazione, se credi di essere pronto. [pause]Sei l'ultimo apprendista ranger eh? Cerchi un po\\' di baruffa per dimostrare il tuo valore?", - "CAPTAIN_DREADFUL_POST_REWARD1": "Ricorda, apprendista: [pause]nella vita si raccoglie ciò che si semina, ma questo vale anche per la morte!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Potrei darti una dimostrazione, ma mi scontro solo con ranger registrati e apprendisti. [pause]Politica personale, scusa tanto.", - "CAPTAIN_DREADFUL_INTRO6": "I bifolchi di Harbourtown hanno molte convinzioni diverse, ma sono tutti d'accordo su una cosa: prima o poi [wave amp=30 freq=10]tutti[/wave] noi tireremo le cuoia.", - "CAPTAIN_JUDAS_INTRO3": "Il mio lavoro è restare in vita, a qualunque costo. [pause]È più facile a dirsi che a farsi, quando devi sopravvivere su un'isola che [shake rate=30 level=10]pullula[/shake] di predatori feroci.", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Mi hanno segnalato che ora sei una dei capitani ranger. [pause]Un lavoro notevole. [pause]Sei qui per la rivincita?", - "CAPTAIN_CLEEO_INTRO1": "Bzzt!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "Avevi le strategie... per contrastare le mie strategie. [pause]Hai la mentalità di un vero ranger. [pause]Te lo sei meritato.", - "CAPTAIN_JUDAS_LAST_LEGS1": "Hai resistito più di quanto pensassi. [pause]Niente male.", - "CAPTAIN_SKIP_NOT_TRAINEE1": "Se ti interessa la nobile impresa di \\\"smistare la spazzatura\\\", perché non diventi anche tu apprendista ranger?", - "CAPTAIN_SKIP_INTRO5": "La spazzatura di un mondo è il tesoro di un altro, [pause]dopotutto!", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "Un capitano? Può darsi che non sia come sembra a prima vista.", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "Un capitano? Può darsi che non sia come sembra a prima vista.", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "Uh, se vuoi accettare la mia sfida da ranger, prima dovrai iscriverti. [pause]A questo punto torna a svegliarmi quando l'avrai fatto.", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "Ti darei più informazioni... Ma sono top secret. [pause]Se ti iscrivessi per diventare apprendista ranger, sarebbe tutta un'altra storia.", - "CAPTAIN_JUDAS_PRE_BATTLE1": "Allora, vuoi una lezione di sopravvivenza di prima mano? [pause]Ho saputo che sei apprendista ranger.", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "Dimmi, sei tu lə nuovə apprendista ranger? Quellə portatə per combattere? [pause]Potrei prendermi una pausa dalle mie esplorazioni dei cassonetti, se tu vorrai accettare la mia sfida!", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "Dimmi, sei tu la nuova apprendista ranger? Quella portata per combattere? [pause]Potrei prendermi una pausa dalle mie esplorazioni dei cassonetti, se tu vorrai accettare la mia sfida!", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "Non preoccuparti! [pause]Ho comunque un sacco di rifiuti da smistare!", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "Eccoci live dalla costa ovest con il nostro nuovo apprendista ranger: {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "Eccoci live dalla costa ovest con lə nostrə nuovə apprendista ranger: {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "Dietro le quinte si dice che {player} abbia un grande talento nei [wave amp=30 freq=10]combattimento tra mostri[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "Eccoci live dalla costa ovest con la nostra nuova apprendista ranger: {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "Che ne dici, novellino? [pause]Vogliamo regalare ai nostri cari ascoltatori un'esperienza di [wave amp=30 freq=10]sonora battaglia[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "Dietro le quinte si dice che {player} abbia un grande talento nei [wave amp=30 freq=10]combattimento tra mostri[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "Che ne dici, novellinə? [pause]Vogliamo regalare ai nostri cari ascoltatori un'esperienza di [wave amp=30 freq=10]sonora battaglia[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "Dietro le quinte si dice che {player} abbia un grande talento nei [wave amp=30 freq=10]combattimento tra mostri[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "Evvai! [pause]Allacciate le proverbiali cinture, cari ascoltatori! [wave amp=30 freq=10]È in arrivo un'esclusiva performance dal vivo![/wave]", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "La battaglia si sta scaldando! [pause]Chi vincerà? La vostra amata conduttrice o il nostro impavido sfavorito? [pause]È il momento del crescendo!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "Magari la prossima volta, cari ascoltatori!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "La battaglia si sta scaldando! [pause]Chi vincerà? La vostra amata conduttrice o la nostra impavida sfavorita? [pause]È il momento del crescendo!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Wow, che performance! I nostri ascoltatori hanno davvero apprezzato![/wave] [pause]Ecco la tua ricompensa, ovviamente!", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "La battaglia si sta scaldando! [pause]Chi vincerà? La vostra amata conduttrice o lə nostrə impavidə sfavoritə? [pause]È il momento del crescendo!", - "CAPTAIN_CYBIL_POST_REWARD1": "...", - "CAPTAIN_CYBIL_POST_REWARD2": "Un tempo ero una stella nascente della radio. [pause]Da quando sono finita qui non è più lo stesso.", - "CAPTAIN_CYBIL_POST_REWARD4": "E forse verrà a salvarci tutti.", - "CAPTAIN_CYBIL_POST_REWARD5.f": "Ma basta con la malinconia! [pause]Hai combattuto in modo fantastico... Vedo un futuro promettente davanti a te!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "Ma basta con la malinconia! [pause]Hai combattuto in modo fantastico... Vedo un futuro promettente davanti a te!", - "CAPTAIN_CYBIL_POST_REWARD3": "Ma non mi arrendo. [pause]Trasmetto ogni giorno in tutta Nuova Wirral e spero che,[pause] in qualche modo,[pause] qualcuno al di fuori dell'isola riceva il segnale.", - "CAPTAIN_CYBIL_POST_REWARD5.n": "Ma basta con la malinconia! [pause]Hai combattuto in modo fantastico... Vedo un futuro promettente davanti a te!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave], [pause]è bello rivedere la nostra guest star preferita!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave], [pause]è bello rivedere la nostra guest star preferita!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "Wow, [pause]abbiamo una notizia bomba per voi ascoltatori!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave], [pause]è bello rivedere la nostra guest star preferita!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "Che incredibile spettacolo! [pause]Ti sei davvero impegnatə al 120%!", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "Il capitano {player} recentemente nominato è arrivato in studio per un'apparizione a sorpresa!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "La capitana {player} recentemente nominata è arrivata in studio per un'apparizione a sorpresa!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "Gli ascoltatori stanno chiedendo a [wave amp=30 freq=10]gran voce[/wave] una tua seconda performance! [pause]Sei pronto per un'altra battaglia?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "Gli ascoltatori stanno chiedendo a [wave amp=30 freq=10]gran voce[/wave] una tua seconda performance! [pause]Sei prontə per un'altra battaglia?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "Lə capitanə {player} recentemente nominatə è arrivatə in studio per un'apparizione a sorpresa!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Evvai[/wave]! Per tutti voi ascoltatori, allacciate le cinture, alzate i tavolini e regolate i sedili in posizione verticale! [pause]Siamo live e stiamo registrando!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "Gli ascoltatori stanno chiedendo a [wave amp=30 freq=10]gran voce[/wave] una tua seconda performance! [pause]Sei pronta per un'altra battaglia?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "Che incredibile spettacolo! [pause]Ti sei davvero impegnato al 120%!", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "Magari la prossima volta, cari ascoltatori!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "...[pause] Grazie per essere passato. [pause]Significa molto per me.", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "...[pause] Grazie per essere passatə. [pause]Significa molto per me.", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "...[pause] Grazie per essere passata. [pause]Significa molto per me.", - "CAPTAIN_CODEY_INTRO1": "Hai fatto un sacco di strada per vedermi, eh?", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]Alla prossima, capitana![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]Alla prossima, capitano![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]Alla prossima, capitanə![/wave]", - "CAPTAIN_CODEY_INTRO2": "Mi chiamano Codey. [pause]Perché ero un programmatore. Cioè, una volta [wave amp=30 freq=10]craccavo[/wave] codici.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Molto bene! [pause]Sguaina la spada, capitanə.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Molto bene! [pause]Sguaina la spada, capitana.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Sei veloce come non mai. Devo lodare i tuoi sforzi, capitano.", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Saggia decisione.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Sei veloce come non mai. Devo lodare i tuoi sforzi, capitana.", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]Questa è Heather, con il meteo![/wave] [pause]Le previsioni di oggi: imprevedibili come sempre!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Sei veloce come non mai. Devo lodare i tuoi sforzi, capitanə.", - "CAPTAIN_HEATHER_LAST_LEGS1": "I venti stanno cambiando in mio favore... Sarà meglio che tu ci creda!", - "CAPTAIN_HEATHER_INTRO2": "Umidità: altalenante! [pause]Probabilità di precipitazioni: chissà!", - "CAPTAIN_HEATHER_INTRO3": "Per una meteorologa come me, il clima su Nuova Wirral è un enigma senza fine!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "Sei apprendista ranger, giusto? [pause]Se credi di poter affrontare la tempesta, perché non accetti la mia sfida di ranger?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "Uh, [pause]se vuoi accettare la mia sfida di ranger, prima dovrai registrarti.", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Oh, beh... Magari la prossima volta sarai pronto ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "Favoloso! [pause]Sto aggiornando le mie previsioni: ora preannuncio una [shake rate=30 level=10]tempesta di colpi[/shake] e una [shake rate=30 level=10]turbinosa vittoria[/shake]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Oh, beh... Magari la prossima volta sarai pronta ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Oh, beh... Magari la prossima volta sarai prontə ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", - "CAPTAIN_HEATHER_POST_BATTLE1": "Né pioggia né tempesta sono riusciti a fermarti! Rimani in piedi, in qualsiasi condizione!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "Qui il meteo è imprevedibile... [pause]Come tutto sull'isola, dico bene?", - "CAPTAIN_HEATHER_POST_REWARD1": "Prevedo grandi cose nel tuo futuro!", - "CAPTAIN_HEATHER_POST_BATTLE2": "Quelle sono le qualità che cerchiamo nei ranger. [pause]Hai superato la mia sfida a pieni voti!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Le mie previsioni erano corrette: ora sei un capitano ranger! È il momento perfetto per una rivincita, non credi?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Le mie previsioni erano corrette: ora sei una capitana ranger! È il momento perfetto per una rivincita, non credi?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Le mie previsioni erano corrette: ora sei unə capitanə ranger! È il momento perfetto per una rivincita, non credi?", - "CAPTAIN_HEATHER_POST_REMATCH1": "Un'altra vittoria tonante! Da te non mi aspettavo niente di meno, ovviamente!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Oh, beh... Magari la prossima volta sarai prontə ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Oh, beh... Magari la prossima volta sarai pronto ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Uff... Uff...[/shake] Mi bruciano i polpacci...", - "CAPTAIN_BUFFY_INTRO2": "Ehilà! Io sono Bruna... Gli amici mi chiamano Buffy. [pause]Sono una capitana ranger di Nuova Wirral.", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "Ti sta addestrando per qualcosa?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "Cosa stai facendo?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "Che incredibile spettacolo! [pause]Ti sei davvero impegnata al 120%!", - "CAPTAIN_BUFFY_INTRO3": "Si può dire che mi sto allenando per la battaglia affinando il mio corpo! Potremmo combattere qui a Nuova Wirral trasformandoci in mostri...", - "CAPTAIN_BUFFY_INTRO4": "Ma in realtà inizia tutto qui, con carne e ossa! Combattere richiede energia, e devo [wave amp=30 freq=10]ottimizzare[/wave] la mia energia potenziale!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Mi piacerebbe mostrarti le basi, ma non sei iscritta come apprendista ranger. Perché non torni un'altra volta?", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Mi piacerebbe mostrarti le basi, ma non sei iscritto come apprendista ranger. Perché non torni un'altra volta?", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Facciamolo! [pause]Spero di non prosciugare [wave amp=30 freq=10]troppo[/wave] la tua energia!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Mi piacerebbe mostrarti le basi, ma non sei iscrittə come apprendista ranger. Perché non torni un'altra volta?", - "CAPTAIN_BUFFY_PRE_BATTLE1": "Se vuoi imparare un paio di cose, ti consiglio di accettare la mia sfida di ranger. Sei abbastanza in forma per affrontarmi?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "Nessun problema. Potrai tornare dopo aver fatto un po' di riscaldamento!", - "CAPTAIN_BUFFY_POST_BATTLE2": "Ben fatto, apprendista! [pause]I tuoi successi sono meritati.", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Facciamolo! [pause]Spero di non prosciugare [wave amp=30 freq=10]troppo[/wave] la tua energia!", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Facciamolo! [pause]Spero di non prosciugare [wave amp=30 freq=10]troppo[/wave] la tua energia!", - "CAPTAIN_BUFFY_LAST_LEGS1": "Sto sudando tantissimo!", - "CAPTAIN_BUFFY_POST_BATTLE1": "Anche ottimizzando la mia energia potenziale, mi ritrovo comunque fuori combattimento!", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 addominali, 100 flessioni, 100 affondi... Con la mia ultima routine avrò addominali così resistenti da poterci affilare un machete!", - "CAPTAIN_BUFFY_POST_REWARD1": "Forse dovrei fare una pausa, prima di stirarmi un muscolo o tre...", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Ehilà, [wave amp=30 freq=10]ranger[/wave]! [pause]Ho saputo della tua promozione!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Ehilà, [wave amp=30 freq=10]ranger[/wave]! [pause]Ho saputo della tua promozione!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Ehilà, [wave amp=30 freq=10]ranger[/wave]! [pause]Ho saputo della tua promozione!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Anche se ci piacerebbe trasmettere un'intervista con il nostro ospite, non ha ancora firmato le [wave amp=30 freq=10]scartoffie necessarie[/wave]! [pause]È un peccato per tutti gli ascoltatori!", - "CAPTAIN_BUFFY_PRE_REMATCH2": "Quindi sei qui per un altro allenamento?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "Facciamolo! [pause]Non vedevo l'ora di farmi un\\'altra bella sudata con te!", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "Ti sei allenata, vero? Si vede, sei ancora più forte dell'ultima volta!", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "Nessun problema. Potrai tornare dopo aver fatto un po' di riscaldamento!", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "Ti sei allenato, vero? Si vede, sei ancora più forte dell'ultima volta!", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "Ti sei allenatə, vero? Si vede, sei ancora più forte dell'ultima volta!", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave], [pause]state ascoltando Cybil Radio: 24/7 di copertura su [wave amp=30 freq=10]tuuutta[/wave] Nuova Wirral!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "Che ne dici, novellina? [pause]Vogliamo regalare ai nostri cari ascoltatori un'esperienza di [wave amp=30 freq=10]sonora battaglia[/wave]?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Anche se ci piacerebbe trasmettere un'intervista con lə nostrə ospite, non ha ancora firmato le [wave amp=30 freq=10]scartoffie necessarie[/wave]! [pause]È un peccato per tutti gli ascoltatori!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Anche se ci piacerebbe trasmettere un'intervista con la nostra ospite, non ha ancora firmato le [wave amp=30 freq=10]scartoffie necessarie[/wave]! [pause]È un peccato per tutti gli ascoltatori!", - "CAPTAIN_GLADIOLA_INTRO2": "Io sono Gladiola. Sono una fedele capitana dei ranger di Ianthe.", - "CAPTAIN_GLADIOLA_INTRO1.n": "Sei molto lontanə da casa, non è vero? Non parlo di Harbourtown, ovviamente. [pause]Parlo della tua vera casa.", - "CAPTAIN_GLADIOLA_INTRO1.f": "Sei molto lontana da casa, non è vero? Non parlo di Harbourtown, ovviamente. [pause]Parlo della tua vera casa.", - "CAPTAIN_GLADIOLA_INTRO1.m": "Sei molto lontano da casa, non è vero? Non parlo di Harbourtown, ovviamente. [pause]Parlo della tua vera casa.", - "CAPTAIN_CODEY_POST_REWARD1": "Non pensare di aver vinto [wave amp=30 freq=10]sul serio[/wave], capito? [pause]Se mi impegnassi al massimo, non avresti alcuna possibilità.", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Fedele?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "Che cosa fai per i ranger?", - "CAPTAIN_GLADIOLA_INTRO4": "In questo mondo, le ombre hanno gli artigli. Il mio compito è [wave amp=30 freq=10]sfoderare gli artigli a mia volta[/wave].", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Questo non rende le cose più chiare...", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Tuttavia, mi è vietato dire altro ai non ranger. [pause]Se ti iscrivi, forse potremo parlare ancora.", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Speriamo che non ti tagli quel bel faccino.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "Ok...", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Di' un po\\': sei qui per la mia sfida di capitano ranger? [pause]Se ti senti in grado di affrontare le mie lame, sei il benvenuto.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Di' un po\\': sei qui per la mia sfida di capitano ranger? [pause]Se ti senti in grado di affrontare le mie lame, sei la benvenuta.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Di' un po\\': sei qui per la mia sfida di capitano ranger? [pause]Se ti senti in grado di affrontare le mie lame, sei lə benvenutə.", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Saggia decisione.", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "Non mi taglierai fuori tanto facilmente!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Notevole. [pause]Non credevo che potessi farcela, ma sei più in gamba di quanto sembri. La tua vittoria è meritata.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Notevole. [pause]Non credevo che potessi farcela, ma sei più in gamba di quanto sembri. La tua vittoria è meritata.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Notevole. [pause]Non credevo che potessi farcela, ma sei più in gamba di quanto sembri. La tua vittoria è meritata.", - "CAPTAIN_GLADIOLA_POST_REWARD1": "È tempo che io riprenda la mia missione. [pause]Ho giurato di mantenere il segreto sulla natura delle mie indagini, ovviamente. Non prenderla sul personale.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Dicono che sei la nuova capitana ranger. Hai voglia di incrociare le mie lame ancora una volta?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Dicono che sei il nuovo capitano ranger. Hai voglia di incrociare le mie lame ancora una volta?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "L'esatta natura del mio lavoro con i ranger deve rimanere riservata. È meglio che tu non lo sappia.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Molto bene! [pause]Sguaina la spada, capitano.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Dicono che sei lə nuovə capitanə ranger. Hai voglia di incrociare le mie lame ancora una volta?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Oh, beh... Magari la prossima volta sarai pronta ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "Chi sei?", - "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Capitano ranger, survivalista esperto.", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Hai scoperto il mio bluff. [pause]Sono colpita e [wave amp=30 freq=10]decisamente[/wave] non risentita.[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "Ti ho sentito arrivare da almeno 200 metri. [pause]Se volevi cogliermi di sorpresa, non ci sei riuscita.", - "CAPTAIN_ZEDD_INTRO4": "Con tutti questi Pallottolotti che schizzano qua e là è molto difficile \\\"meditare\\\". Per caso potresti [wave amp=30 freq=10]occupartene tu[/wave]?", - "CAPTAIN_ZEDD_INTRO2": "Cos'è stato?! [pause]Addormentato? [pause]Assolutamente no! Stavo, uh, meditando. Sono Zedd, a proposito.", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "Uh... Ok.", - "CAPTAIN_JUDAS_INTRO1.n": "Ti ho sentito arrivare da almeno 200 metri. [pause]Se volevi cogliermi di sorpresa, non ci sei riuscitə.", - "CAPTAIN_SKIP_POST_BATTLE1.n": "Wow, mi hai proprio ridottə da buttare, eh? [pause]Non avrei dovuto sottovalutarti!", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe ha detto che sei una guerriera promettente. Immagino che accetterai la mia sfida da ranger...", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "Nessun problema. Mi andava comunque un pisolino.", - "CAPTAIN_ZEDD_PRE_BATTLE1": "Uh, immagino che tu sia qui per accettare la mia sfida di addestramento ranger, vero?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Allora sarà per un'altra volta.", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Molto bene! Si dice in giro che ora sei una capitana!", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Ehi, novellinə! [pause]Cioè, nuovə capitanə. [pause]Mi hanno detto che ora sei dei nostri.", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Ehi, novellina! [pause]Cioè, nuova capitana. [pause]Mi hanno detto che ora sei dei nostri.", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Ehi, novellino! [pause]Cioè, nuovo capitano. [pause]Mi hanno detto che ora sei dei nostri.", - "CAPTAIN_WALLACE_INTRO3": "Non basta costruire una comunità. [pause]Ogni tanto va anche ristrutturata! Senza cure scrupolose, un posto come Harbourtown cadrebbe a pezzi.", - "CAPTAIN_READY_CHECK.m": "Sei pronto a sfidare {pawn}?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "Dovresti cercare Ianthe. [pause]Credo che ora si trovi vicino al Parco di Nuova Wirral.", - "CAPTAIN_CODEY_INTRO3": "Se si è abbastanza svegli, si può craccare qualsiasi cosa nello spazio d'informazione. [pause]Siti web, videogiochi, server governativi...", - "CAPTAIN_CODEY_INTRO4": "Quest'ultima cosa mi ha messo nei guai...", - "CAPTAIN_CODEY_INTRO5": "Ma qui su Nuova Wirral? [pause]Non abbiamo internet. Ironico, vero?", - "CAPTAIN_CODEY_INTRO6": "L'unica cosa che posso piratare sono queste [wave amp=30 freq=10]cassette di mostri[/wave]. [pause]A quanto pare mi riesce piuttosto bene, ecco perché sono un capitano ranger.", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "Dai, scommetto che [wave amp=30 freq=10]non vedi l'ora[/wave] di vedere le mie cassette di mostri modificate! [pause]Vuoi accettare la mia sfida di capitano ranger o no?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Purtroppo non posso mostrarti il mio lavoro se non sei iscritto come apprendista ranger. [pause]Un bel peccato per te, eh?", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "Dai, scommetto che [wave amp=30 freq=10]non vedi l'ora[/wave] di vedere le mie cassette di mostri modificate! [pause]Vuoi accettare la mia sfida di capitano ranger o no?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Purtroppo non posso mostrarti il mio lavoro se non sei iscritta come apprendista ranger. [pause]Un bel peccato per te, eh?", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Purtroppo non posso mostrarti il mio lavoro se non sei iscrittə come apprendista ranger. [pause]Un bel peccato per te, eh?", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "Spero che tu sia pronta per un testa a testa con un [wave amp=30 freq=10]maestro[/wave] del combattimento!", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "Spero che tu sia prontə per un testa a testa con un [wave amp=30 freq=10]maestro[/wave] del combattimento!", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "Non ti biasimo: anch'io non vorrei combattere contro di [wave amp=30 freq=10]me[/wave]!", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "Spero che tu sia pronto per un testa a testa con un [wave amp=30 freq=10]maestro[/wave] del combattimento!", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "Dai, scommetto che [wave amp=30 freq=10]non vedi l'ora[/wave] di vedere le mie cassette di mostri modificate! [pause]Vuoi accettare la mia sfida di capitano ranger o no?", - "CAPTAIN_CODEY_LAST_LEGS1": "Non male: mi hai obbligato a usare il [shake rate=30 level=10]100% della mia potenza![/shake]", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]Cosa?![/shake] Come ho fatto a perdere?", - "CAPTAIN_CODEY_POST_BATTLE2": "Cioè... [pause]Ho fatto apposta a perdere. Dopotutto... Era solo un test per te.", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Questi mostri sono associati a \\\"tipi\\\" elementali. [pause]Quando cambi tipo, le cose si fanno [wave amp=30 freq=10]davvero[/wave] interessanti.", - "CAPTAIN_CODEY_POST_BATTLE3": "E ce l'hai fatta. [pause]Complimenti, [pause]o quel che è.", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "Allora, [wave amp=30 freq=10]capitano ranger[/wave], sei tornato per sfidare il tuo avversario più impegnativo di sempre, vero?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "Ora non sei più una pivellina, non dovrò più contenere la potenza delle mie cassette di mostri super craccate!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "Allora, [wave amp=30 freq=10]capitanə ranger[/wave], sei tornatə per sfidare il tuo avversario più impegnativo di sempre, vero?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "Allora, [wave amp=30 freq=10]capitana ranger[/wave], sei tornata per sfidare il tuo avversario più impegnativo di sempre, vero?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "Ora non sei più un pivellino, non dovrò più contenere la potenza delle mie cassette di mostri super craccate!", - "CAPTAIN_CODEY_POST_REMATCH1": "Dev'esserci qualcosa di sbagliato nei miei calcoli... [pause]La mia strategia [shake rate=30 level=10]DOVREBBE[/shake] essere imbattibile!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "Ora non sei più unə pivellinə, non dovrò più contenere la potenza delle mie cassette di mostri super craccate!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "Non ti biasimo: anch'io non vorrei combattere contro di [wave amp=30 freq=10]me[/wave]!", - "CAPTAIN_CODEY_POST_REMATCH2": "È quello che direi se fossi arrabbiato. [pause]Ma non lo sono. [pause]Non sono affatto arrabbiato.", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Ehi, tu! [pause]Di solito non siete così [wave amp=30 freq=10]spavaldi[/wave] da avvicinarvi tanto al nostro avamposto. Perché non te ne vai finché la conversazione resta civile?", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "C'è un motivo se comanda lei, [pause]eh?", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "Non vuoi andartene, eh? [pause]Immagino che dovrò sporcarmi le mani.", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "Forte!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "A parte il fatto che Kayleigh continua a ripetere che voi due avete affrontato un [wave amp=30 freq=10]Arcangelo[/wave] insieme.", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Beh, [pause]forse dovremmo trovarne altri! [pause]Ianthe, credo che {player} dovrebbe candidarsi per diventare ranger!", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Epocale!", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Ha una sicurezza che raramente ho visto prima.", - "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Piacere di conoscerti, giovane.", - "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Piacere di conoscerti, giovane.", - "LEADER_IANTHE_INTRO_IANTHE2": "Beh, [pause]che te ne pare di questo avamposto? [pause]È rimasto abbandonato per molto tempo. Con qualche lavoretto l'abbiamo trasformato in un punto di sosta per i ranger stanchi.", - "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Piacere di conoscerti, giovane.", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "Cosa fai di bello qui?", - "LEADER_IANTHE_INTRO_IANTHE3": "Mi piacerebbe dirti che difendiamo la gente di Nuova Wirral da un'implacabile orda di mostri...", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "A cosa servono i ranger?", - "LEADER_IANTHE_INTRO_IANTHE4": "Ma il più delle volte facciamo lavori saltuari per la comunità. Niente di esaltante.", - "MEREDITH_SOCIAL4_MEREDITH9": "La vedi questa?", - "MEREDITH_SOCIAL4_MEREDITH10": "È una videocassetta. [pause]Ma non una videocassetta qualsiasi...", - "MEREDITH_SOCIAL4_MEREDITH11": "È la videocassetta di Blood puncher, film d'azione del 1981.", - "MEREDITH_SOCIAL4_MEREDITH12": "Da quando sono qui, ho trovato centinaia di videocassette spiaggiate sulle coste di Nuova Wirral.", - "MEREDITH_SOCIAL4_MEREDITH13": "E le ho raccolte.", - "MEREDITH_SOCIAL4_MEREDITH14": "Tutte quante.", - "MEREDITH_SOCIAL4_MEREDITH15": "Indovina un po'?", - "MEREDITH_SOCIAL4_MEREDITH16": "Sono tutte Blood puncher.", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]È l'unico film che si può vedere a Nuova Wirral.[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Ogni singola videocassetta è Blood Puncher.[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Abbiamo un orrendo film da guardare. Preparati.", - "MEREDITH_SOCIAL4_MEREDITH19": "Quindi, indovina cosa c'è in programma per stasera?", - "MEREDITH_SOCIAL4_MEREDITH21": "Volevo dirti... [pause]Grazie di passare del tempo con me.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Sembra il film che fa per me!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Sono pronto ad apprezzarlo ironicamente!", - "MEREDITH_SOCIAL4_MEREDITH20": "Questo è lo spirito giusto!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Sono pronta ad apprezzarlo ironicamente!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Sono prontə ad apprezzarlo ironicamente!", - "MEREDITH_SOCIAL4_MEREDITH22": "Non me la sono mai passata bene a Nuova Wirral, ma con te mi diverto davvero tanto.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "È bello avere un'amica come te!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "È bello avere un'amica come te!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Magari questo potrebbe essere un appuntamento?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "È bello avere un'amica come te!", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Eh eh, lo penso anch'io, {player}.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Ok, bello, basta con la sincerità.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Ok, bellə, basta con la sincerità.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Abbiamo un orrendo film da guardare. Preparati.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Ok, bella, basta con la sincerità.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Pensavo non me l'avresti mai chiesto.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Preferirei... [pause]non impegnarmi troppo, [pause]se per te va bene.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Perché no? Un appuntamento. Con un film orribile.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Abbiamo un orrendo film da guardare. Preparati.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Voglio ancora divertirmi insieme a te...", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "E dai, ci siamo [wave amp=30 freq=30]letteralmente[/wave] fusi insieme.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Finalmente so cosa pensi! [pause]E... [pause]Cioè... [pause]Certo, anch'io ti trovo molto carino.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Finalmente so cosa pensi! [pause]E... [pause]Cioè... [pause]Certo, anch'io ti trovo molto carina.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Finalmente so cosa pensi! [pause]E... [pause]Cioè... [pause]Certo, anch'io ti trovo molto carinə.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Niente di particolare!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Sono... [pause]Uhm... [pause]Sono stata solo con ragazzi, prima d'ora. [pause]Quindi è una situazione nuova per me.", - "MEREDITH_ROMANCE_MEREDITH2": "Io...", - "MEREDITH_ROMANCE_MEREDITH1.n": "È da un po' che non spiccichi parola, {player}. [pause]Qualcosa non va?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Ma di tanto in tanto voglio anche baciarti.", - "MEREDITH_ROMANCE_MEREDITH1.m": "È da un po' che non spiccichi parola, {player}. [pause]Qualcosa non va?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Comunque... [pause]Questo film l'ho visto un milione di volte.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Quindi possiamo anche non guardarlo.", - "MEREDITH_ROMANCE_MEREDITH_NO": "Oh, [pause]ok.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "È da un po' che non spiccichi parola, {player}. [pause]Qualcosa non va?", - "MEREDITH_ROMANCE_MEREDITH3": "Cioè, certo che [wave amp=30 freq=30]mi piaci[/wave].", - "MEREDITH_ROMANCE_MEREDITH4": "Non so perché [wave amp=30 freq=30]io[/wave] piaccio a [wave amp=30 freq=30]te[/wave], [pause]ma tu mi piaci.", - "MEREDITH_ROMANCE_MEREDITH5": "Ma ci stiamo impegnando per andarcene da questo mondo...", - "MEREDITH_ROMANCE_MEREDITH6.m": "Se ci riusciamo, non è detto che resteremo insieme. [pause]Per te... [pause]va bene?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "Sei pronto ad affrontare le forze del male?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Sì.", - "MEREDITH_ROMANCE_MEREDITH6.f": "Se ci riusciamo, non è detto che resteremo insieme. [pause]Per te... [pause]va bene?", - "MEREDITH_ROMANCE_MEREDITH6.n": "Se ci riusciamo, non è detto che resteremo insieme. [pause]Per te... [pause]va bene?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Penso di sì.", - "MEREDITH_ROMANCE_MEREDITH7": "Oh, al diavolo. [pause]Perché no?", - "MEREDITH_ROMANCE_MEREDITH8.m": "Io, con un ragazzo fisso. [pause]È strano. [pause]Ma è quello che voglio.", - "MEREDITH_ROMANCE_MEREDITH8.f": "Io, con una ragazza fissa. [pause]È strano. [pause]Ma è quello che voglio.", - "MEREDITH_ROMANCE_MEREDITH8.n": "Io, con unə ragazzə fissə. [pause]È strano. [pause]Ma è quello che voglio.", - "MEREDITH_ROMANCE_MEREDITH9": "Per me è sempre stato più facile raccontarmi che dovevo vivere meglio con me stessa, prima di avere una relazione. [pause]Ma la verità è che...", - "MEREDITH_ROMANCE_MEREDITH11": "Ma tu mi fai felice, [pause]e mi sento più completa con te che senza di te.", - "MEREDITH_ROMANCE_MEREDITH10": "Forse non avrò MAI abbastanza fiducia in me. [pause]Non sarò mai perfetta.", - "MEREDITH_ROMANCE_MEREDITH12": "E ora basta con le smancerie. [pause]Sono pessima con le paroline dolci.", - "MEREDITH_ROMANCE_MEREDITH13.m": "Se ti aspetti che ti chiami \\\"tesorino\\\" o \\\"amore\\\", [pause]aspetta e spera, bello.", - "MEREDITH_ROMANCE_MEREDITH13.n": "Se ti aspetti che ti chiami \\\"tesorino\\\" o \\\"amore\\\", [pause]aspetta e spera, bellə.", - "MEREDITH_ROMANCE_MEREDITH13.f": "Se ti aspetti che ti chiami \\\"tesorino\\\" o \\\"amore\\\", [pause]aspetta e spera, bella.", - "EUGENE_QUEST2_PART1_EUGENE1": "Ho sgraffignato la chiave della finestra a uno di quei mostri di pattuglia.", - "EUGENE_QUEST1_PART1_EUGENE1": "Sono contento di vederti!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "Sei pronta ad affrontare le forze del male?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "Sei prontə ad affrontare le forze del male?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Certo!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Capisco. Fammi sapere quando sei pronto, nel frattempo continuerò a tenere d'occhio la situazione.", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Non ora.", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Epocale![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Capisco. Fammi sapere quando sei pronta, nel frattempo continuerò a tenere d'occhio la situazione.", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Capisco. Fammi sapere quando sei prontə, nel frattempo continuerò a tenere d'occhio la situazione.", - "EUGENE_QUEST1_PART1_EUGENE4": "Ok, [pause]vedi quell'edificio laggiù?", - "EUGENE_QUEST1_PART1_EUGENE5": "È una roccaforte. [pause]È lì che quei parassiti disumani complottano per conquistare il mondo.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "Non mi sembra niente di che.", - "EUGENE_QUEST1_PART1_EUGENE8": "Ci sono varie roccaforti, forse ne hai viste altre in giro. La porta d'ingresso è bloccata, ma si può entrare da una finestra sul tetto.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Ha un'aria piuttosto insignificante, no?", - "EUGENE_QUEST1_PART1_EUGENE6": "L'apparenza inganna, [pause]sai?", - "EUGENE_QUEST1_PART1_EUGENE7": "Quei mostri avevano invaso il mondo da cui provengo, ma noi ci siamo opposti. [pause]Abbiamo VINTO.", - "EUGENE_QUEST1_PART1_EUGENE9": "Prova a planare da qui. Sarò al tuo fianco, non preoccuparti.", - "EUGENE_QUEST2_PART1_EUGENE2.m": "Ci caleremo da lì e faremo piazza pulita. Te la senti?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Eccome!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "Ci caleremo da lì e faremo piazza pulita. Te la senti?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "Ci caleremo da lì e faremo piazza pulita. Te la senti?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Che ne direste di un colloquio con il nostro direttore, al quartier generale dell'Associazione?[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Si va!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Potremmo raggiungere un accordo vantaggioso per entrambe le parti. Vi darò le indicazioni per arrivare sul posto.[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "È la nostra chance per fermarli una volta per tutte!", - "EUGENE_QUEST4_PART1_EUGENE3": "Forza, non abbiamo tempo da perdere!", - "EUGENE_QUEST4_PART1_EUGENE1": "I Succhiaterra hanno una base operativa centrale?", - "EUGENE_QUEST5_PART1_EUGENE1": "Il quartier generale dei Succhiaterra dovrebbe essere qui...", - "EUGENE_QUEST5_PART1_EUGENE2": "Ci siamo... [pause]Quei topi di fogna non avranno scampo contro la nostra [shake rate=30 level=10]ardente volontà[/shake]!", - "EUGENE_QUEST5_PART1_EUGENE3": "...", - "EUGENE_QUEST5_PART1_EUGENE4": "Ma l'ingresso dov\\'è?", - "EUGENE_QUEST5_PART1_EUGENE5": "...", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]NO AI MUTUI A TASSO FISSO...[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "Credo di aver trovato l'ingresso.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]VALORE DI PROPRIETÀ IPOTECATA...[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]TASSI DI CAPITALIZZAZIONE VARIABILI...[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "Grazie di esservi presentati all'appuntamento come da programma. La vostra collaborazione è molto apprezzata.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]CRESCITA DEL CAPITALE...[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "Dimmi: perché mai un Arcangelo vuole conquistare [shake rate=30 level=10]il mercato immobiliare[/shake]?", - "EUGENE_QUEST5_PART2_EUGENE2": "Quindi ci sei tu dietro a tutto questo, eh?", - "EUGENE_QUEST5_PART2_EUGENE5": "...", - "EUGENE_QUEST5_PART2_MAMMON4": "Gli Arcangeli nascono dall'ego dell\\'umanità. I vostri più ardenti desideri ci danno forma.\\n\\nIo esisto come tributo ai consumi degli uomini.\\n\\nBramo ordine perché voi lo bramate. Bramo struttura perché voi la bramate.", - "EUGENE_QUEST5_PART2_EUGENE7": "Tu non sai proprio NIENTE di me.", - "EUGENE_QUEST5_PART2_EUGENE10": "Io...", - "EUGENE_QUEST5_PART2_MAMMON6": "Io voglio ciò che vuoi tu, umano Eugene. Posso leggere il tuo cuore.", - "EUGENE_QUEST5_PART2_MAMMON8": "Io provo empatia per l'umano Eugene.\\n\\nL\\'umano Eugene non trova alcun valore in sé stesso al di fuori della sua causa.", - "EUGENE_QUEST5_PART2_MAMMON9": "Senza una causa, l'umano Eugene è niente.\\n\\nUn vuoto guscio. Proprio come i miei agenti.", - "EUGENE_QUEST5_PART2_EUGENE11": "Non è... [pause]Non è vero.", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Non ascoltarlo, Eugene!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "Ha torto!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]BASTA![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "Non schiaccerai il mio spirito! [pause]È l'unica cosa che sapete fare, tu e quelli come te!", - "EUGENE_QUEST5_PART2_EUGENE15": "Arrivate, con i vostri soldi e i vostri paroloni, e cercate di sfruttare i poveretti...", - "EUGENE_QUEST5_PART2_EUGENE13": "Non voglio più ascoltarti!", - "EUGENE_QUEST5_PART2_EUGENE16": "E se i poveretti reagiscono, [pause]subito gli dite di starsene al loro posto! [pause]È vero o no?", - "EUGENE_QUEST5_PART2_EUGENE17": "Allora quelli stanno al loro posto... [pause]E la situazione peggiora!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]È sempre la stessa [pause]vecchia [pause]storia![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", - "EUGENE_QUEST5_PART2_EUGENE20": "Ti va di distruggere tutta questa baracca?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "Non schiaccerai il mio spirito...", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Eccome.", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Facciamolo!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "E neppure {player} si farà fermare tanto facilmente!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Questo posto cade a pezzi. Forza, dobbiamo andare!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "OH OH, HAI PROPRIO UN BEL POSTICINO QUI, MISTER MAMMON!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "Ti affronteremo insieme, e [shake rate=30 level=10]VINCEREMO[/shake]!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "PUOI DELEGARE IL LAVORO... È UNA RISORSA PREZIOSA!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "LASCIA CHE TI AIUTI A USCIRE DA QUI.", - "EUGENE_QUEST5_PART3_EUGENE1": "Tutti gli agenti Succhiaterra devono essersela filata... [pause]Chissà cosa faranno, ora che la loro organizzazione è caduta.", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "Dici?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "Wow, è stato pazzesco quando ci siamo [wave amp=30 freq=10]fusi[/wave], eh?", - "EUGENE_QUEST5_PART3_EUGENE2.m": "Wow, è stato pazzesco quando ci siamo [wave amp=30 freq=10]fusi[/wave], eh?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Sì, davvero!", - "EUGENE_QUEST5_PART3_EUGENE2.n": "Wow, è stato pazzesco quando ci siamo [wave amp=30 freq=10]fusi[/wave], eh?", - "EUGENE_QUEST5_PART3_EUGENE3": "Già! [pause]Una botta di adrenalina! Eppure riuscivo a sentire la tua forza di volontà che ci guidava, insieme alla mia. Neppure un [wave amp=30 freq=10]Arcangelo[/wave] è riuscito a fermarci!", - "EUGENE_QUEST5_PART3_EUGENE4": "Quindi dietro ai Succhiaterra c'è sempre stato un Arcangelo...", - "EUGENE_QUEST5_PART3_EUGENE5": "Quello che mi ha detto poco fa... [pause]E se fosse vero?", - "EUGENE_QUEST5_PART3_EUGENE6": "Forse, senza una causa a cui dedicarmi, [pause]sono davvero una persona vuota.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "Ho scoperto un modo per lasciare l'isola.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Non credo affatto che tu sia un perdente.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "Non devi dirlo neanche per scherzo.", - "EUGENE_QUEST5_PART3_EUGENE7": "...", - "EUGENE_QUEST5_PART3_EUGENE8.f": "Eh eh. [pause]Grazie.", - "EUGENE_QUEST5_PART3_EUGENE8.m": "Eh eh. [pause]Grazie.", - "EUGENE_QUEST5_PART3_EUGENE8.n": "Eh eh. [pause]Grazie.", - "EUGENE_QUEST5_PART3_EUGENE9": "Ma dimmi... [pause]Cos'è che spinge TE a fare quello che fai?", - "EUGENE_QUEST5_PART3_EUGENE10": "Sai... [pause]Girare il mondo, [pause]aiutare la gente, [pause]combattere i mostri eccetera?", - "EUGENE_QUEST5_PART3_EUGENE15": "Non so se [wave amp=30 freq=30]ci riuscirò[/wave], fisicamente.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Troverò un modo per tornare a casa.", - "EUGENE_QUEST5_PART3_EUGENE11": "Uhm... Mi sembra piuttosto improbabile.", - "EUGENE_QUEST5_PART3_EUGENE12": "Voglio partecipare.", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Davvero?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Così, in quattro e quattr'otto?", - "EUGENE_QUEST5_PART3_EUGENE13": "Così, in quattro e quattr'otto!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "Che intendi?", - "EUGENE_QUEST5_PART3_EUGENE14": "Abbiamo fermato i Succhiaterra, ma non voglio fermarmi qui.", - "EUGENE_QUEST5_PART3_EUGENE16": "Mi serve [wave amp=30 freq=30]qualcosa[/wave] a cui aspirare.", - "EUGENE_QUEST5_PART3_EUGENE17": "Quindi facciamolo. [pause]Una nuova causa a cui dedicarmi.", - "EUGENE_QUEST5_PART3_EUGENE18": "Ci sto.", - "EUGENE_CONVO1_EUGENE1": "Sai, [pause]affrontare i Succhiaterra in quel modo...", - "EUGENE_CONVO1_EUGENE3": "Ma era la cosa giusta da fare, [pause]perché il loro \\\"business\\\" faceva del male a un sacco di gente.", - "EUGENE_CONVO1_EUGENE2": "Probabilmente in altri mondi sarebbe illegale, [pause]vero?", - "EUGENE_CONVO2_EUGENE1": "Beh, devo tornare ai miei allenamenti. [pause]Non posso salvare il mondo se non sono al top della forma!", - "EUGENE_CONVO1_EUGENE4": "C'è una bella differenza tra la \\\"legge\\\" e la \\\"vera giustizia\\\", [pause]non credi?", - "EUGENE_CONVO2_EUGENE2": "Forse un giorno troverò qualche attrezzo ginnico spiaggiato sulla costa...", - "EUGENE_CONVO3_EUGENE1": "Nei primi tempi, gli abiti di Nuova Wirral mi sembravano tutti molto strani, con quel loro stile, [pause]diciamo... [pause]vintage.", - "EUGENE_CONVO3_EUGENE2": "In fin dei conti, provengono tutti da quel vecchio centro commerciale...", - "EUGENE_CONVO3_EUGENE3": "Ma ora mi sto affezionando al look. [pause]Spero di poter riportare nel mio mondo questa giacchetta rosa.", - "EUGENE_CONVO4_EUGENE1.m": "Sei... [pause]Sei davvero carino, con il fuoco che t'illumina così.", - "EUGENE_CONVO4_EUGENE2": "Se avessi una macchina fotografica, ti scatterei una foto. [pause]Peccato che non ce l'ho, [pause]eh?", - "EUGENE_CONVO4_EUGENE1.n": "Sei... [pause]Sei davvero carinə, con il fuoco che t'illumina così.", - "EUGENE_CONVO4_EUGENE1.f": "Sei... [pause]Sei davvero carina, con il fuoco che t'illumina così.", - "EUGENE_CONVO5_EUGENE2": "Mi sembra adatta a te, [pause]sai?", - "EUGENE_CONVO5_EUGENE1": "Come ti trovi nella tua forma di {first_tape_name}?", - "EUGENE_CONVO6_EUGENE2": "Un falò davvero epocale. [pause]Ottimo lavoro, {player}.", - "EUGENE_CONVO5_EUGENE4": "Mi piace.", - "EUGENE_CONVO5_EUGENE3": "Trasformarsi in {first_tape_description} per difendere la gente di Nuova Wirral!", - "EUGENE_CONVO6_EUGENE1": "Questo è, [pause]tipo, [pause]uno dei migliori dieci falò che io abbia mai acceso.", - "EUGENE_CONVO7_EUGENE4": "Spero che non sia come un sogno. [pause]Non voglio dimenticarmene appena torno nel mondo reale.", - "EUGENE_CONVO10_EUGENE4": "Non sono molto bravo con le relazioni. [pause]È molto più facile combattere gli Arcangeli che cercare di decifrare i sentimenti altrui.", - "EUGENE_CONVO7_EUGENE2": "Io spero... [pause]che tutto questo sia reale.", - "EUGENE_CONVO7_EUGENE1.n": "Pensi mai a come sarà la tua vita quando tornerai a casa?", - "EUGENE_CONVO7_EUGENE1.m": "Pensi mai a come sarà la tua vita quando tornerai a casa?", - "EUGENE_CONVO7_EUGENE3": "Devi averci pensato anche tu ogni tanto, [pause]vero?", - "EUGENE_CONVO8_EUGENE1": "In passato la gente doveva portare in giro queste cassette di plastica per ascoltare la musica. [pause]Mah.", - "EUGENE_CONVO7_EUGENE1.f": "Pensi mai a come sarà la tua vita quando tornerai a casa?", - "EUGENE_CONVO7_EUGENE5": "Non voglio dimenticare te, {player}.", - "EUGENE_CONVO8_EUGENE3": "...", - "EUGENE_CONVO8_EUGENE2": "Sono molto antiche, quindi probabilmente una sola cassetta non poteva contenere più di un migliaio di canzoni.", - "EUGENE_CONVO8_EUGENE4": "Ehi, [pause]perché mi guardi così? [pause]Ho detto qualcosa di sbagliato?", - "EUGENE_CONVO9_EUGENE2": "La trasformazione in mostri potrebbe essere utile alla società in modi che noi non riusciamo nemmeno a [wave amp=30 freq=10]sognare[/wave]!", - "EUGENE_CONVO9_EUGENE1": "Se ce ne andiamo dall'isola, spero che potremo portare con noi questa tecnologia a cassette.", - "EUGENE_CONVO9_EUGENE3": "Immagina di poterti trasformare in un mostro velocissimo per fare consegne a domicilio... [pause]o in un mostro d'acqua per spegnere gli incendi.", - "EUGENE_CONVO10_EUGENE1.n": "Sono... [pause]contento di averti potuto conoscere, {player}.", - "EUGENE_CONVO9_EUGENE4": "Sono galvanizzato solo a pensarci!", - "EUGENE_CONVO10_EUGENE2": "...", - "EUGENE_CONVO10_EUGENE1.f": "Sono... [pause]contento di averti potuto conoscere, {player}.", - "EUGENE_CONVO10_EUGENE1.m": "Sono... [pause]contento di averti potuto conoscere, {player}.", - "EUGENE_CONVO10_EUGENE3.m": "Wow... [pause]Nessuno crederà che avevo un bellissimo fidanzato su quest'isola magica, [pause]vero?", - "EUGENE_CONVO10_EUGENE3.f": "Wow... [pause]Nessuno crederà che avevo una bellissima fidanzata su quest'isola magica, [pause]vero?", - "EUGENE_CONVO10_EUGENE3.n": "Wow... [pause]Nessuno crederà che avevo unə bellissimə fidanzatə su quest'isola magica, [pause]vero?", - "EUGENE_CONVO10_EUGENE5": "Forse dovrei lavorarci su...", - "EUGENE_CONVO11_EUGENE6": "Beh, è vero, ma... [pause]L'ha costruito sulle ceneri del vecchio.", - "EUGENE_CONVO11_EUGENE1": "Pensi mai alla possibilità di... [pause]Di non tornare nel tuo mondo, {player}?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "Perché dovrei?", - "EUGENE_CONVO11_EUGENE2": "Pensaci: [pause]noi non proveniamo dallo stesso periodo nella storia del nostro mondo, no?", - "EUGENE_CONVO11_EUGENE3": "Non veniamo dallo stesso mondo, ma da mondi probabilmente simili.", - "EUGENE_CONVO11_EUGENE4": "Quindi il futuro del tuo mondo potrebbe essere il passato del mio. [pause]E in quel caso, non ti aspetterebbe una vita facile. Per niente.", - "EUGENE_CONVO11_EUGENE4_OPTION1": "Che intendi dire?", - "EUGENE_CONVO11_EUGENE5": "Ti ho detto che la mia gente ha costruito un mondo nuovo e migliore, no?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "Cos'è successo nel passato del tuo mondo?", - "EUGENE_CONVO11_EUGENE7": "Io sono nato quando il fumo si era ormai diradato, ma quelli che ci sono passati... [pause]Beh, hanno avuto un bel fardello da portare.", - "EUGENE_CONVO11_EUGENE8": "Non solo per il ricordo del passato perduto, ma anche per la consapevolezza di ciò che erano diventati.", - "EUGENE_CONVO12_EUGENE2": "Dopo che avremo fatto tutto quello che c'è da fare qui a Nuova Wirral, intendo.", - "EUGENE_CONVO11_EUGENE10": "Ti meriti una vita migliore di quella, {player}.", - "EUGENE_CONVO11_EUGENE9": "So che non posso impedirti di tornare a casa, ma tremo al pensiero del mondo che ti potrebbe attendere.", - "EUGENE_CONVO12_EUGENE1": "Pensi davvero che quell'enorme portale possa riportarci a casa?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "Credo di sì.", - "EUGENE_CONVO12_EUGENE2_OPTION2": "Per forza.", - "EUGENE_CONVO12_EUGENE3": "Epocale.", - "EUGENE_CONVO13_EUGENE2": "Pensaci. [pause]Tutta questa società in miniatura è [wave amp=30 freq=10]fondata[/wave] su un'esperienza condivisa. Ossia l\\'esperienza di essere tutti naufraghi su questa strana isola.", - "EUGENE_CONVO12_EUGENE4": "Spero che sia vero. Ho un sacco di progetti, sai?", - "EUGENE_CONVO13_EUGENE1": "Wow... [pause]Se quel portale è davvero una via d'uscita da Nuova Wirral, le cose qui cambieranno [wave amp=30 freq=10]un bel po\\'[/wave].", - "EUGENE_CONVO13_EUGENE3": "Tante persone sono nate qui, allevate da gente di mondi diversi. Non conoscono un'altra realtà!", - "EUGENE_CONVO14_EUGENE1": "Uhm... [pause]Credo che dovremmo parlare di quello che è successo.", - "EUGENE_CONVO13_EUGENE4": "Spero che Ianthe sappia come affrontare questo cambiamento.", - "EUGENE_CONVO14_EUGENE1_OPTION2": "Che intendi?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "Parlare di cosa?", - "EUGENE_CONVO14_EUGENE3": "Quando ci siamo fusi in un enorme [shake rate=30 level=10]mostro divino[/shake] e abbiamo [shake rate=30 level=10]stracciato Aleph![/shake]", - "EUGENE_CONVO14_EUGENE2": "Quando noi... [pause]Hai capito, no?", - "EUGENE_CONVO14_EUGENE5": "Sarò onesto con te, ci sono tanti aspetti di questa faccenda degli \\\"Arcangeli\\\" che proprio non capisco.", - "EUGENE_CONVO14_EUGENE4": "È stato pazzesco, no?", - "EUGENE_CONVO14_EUGENE6": "Cioè, c'è tutta questa [wave amp=30 freq=10]storia antica[/wave] con Morgante e Aleph, sbaglio? Forse c\\'entra anche la stazione ferroviaria? [pause]Non lo so proprio.", - "EUGENE_CONVO14_EUGENE7": "Quello che so, però, è che abbiamo fatto squadra e sconfitto un cattivone. [pause]Questo sì che lo capisco.", - "EUGENE_CONVO15_EUGENE1": "Spero che il tuo piano di andartene dall'isola funzioni.", - "EUGENE_CONVO15_EUGENE2": "Inizio a temere che le scorte di tintura per capelli qui a Nuova Wirral stiano per finire.", - "EUGENE_CONVO16_EUGENE1": "Wow, quella città abbandonata che abbiamo attraversato mi ha messo i brividi.", - "EUGENE_CONVO16_EUGENE2": "Mi ha ricordato alcuni posti del mio mondo. Città un tempo abitate, poi abbandonate quando la situazione è precipitata.", - "EUGENE_CONVO16_EUGENE3": "Ne ho viste davvero tante.", - "EUGENE_CONVO16_EUGENE4": "Forse, col tempo, la gente di Harbourtown potrebbe mettersi d'impegno e ricostruirla.", - "EUGENE_CONVO16_EUGENE5": "Mi piacerebbe molto.", - "EUGENE_CONVO17_EUGENE1": "Eccoci qui, intorno a un falò nella natura, sapendo che qualche [wave amp=30 freq=10]bestia gigante[/wave] potrebbe attaccarci in qualunque momento... [pause]Pensi anche tu quello che penso io, {player}?", - "EUGENE_CONVO17_EUGENE2": "Stai pensando: [pause]\\\"Questa è proprio la vita dei miei antenati cavernicoli!\\\".", - "EUGENE_CONVO17_EUGENE1_OPTION1": "Non saprei...", - "EUGENE_CONVO17_EUGENE1_OPTION2": "E cosa starei pensando?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "Cosa?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "Non ho mai pensato una cosa del genere in vita mia.", - "EUGENE_CONVO18_EUGENE1": "Devo lavorare sulle mia grida di battaglia.", - "EUGENE_CONVO18_EUGENE1_OPTION1": "Le tue cosa?", - "EUGENE_CONVO17_EUGENE3": "Avevo ragione, lo stavi pensando anche tu.", - "EUGENE_CONVO18_EUGENE1_OPTION2": "Grida di battaglia?", - "EUGENE_CONVO18_EUGENE2": "Sì! [pause]Tipo quando sto combattendo, e subito prima di trasformarmi grido qualcosa come \\\"Via alle danze!\\\", oppure \\\"Trasformazione!\\\"...", - "EUGENE_CONVO18_EUGENE2_OPTION1": "Puoi fare di meglio!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"Trasformazione\\\" non è molto originale...", - "EUGENE_CONVO18_EUGENE4": "...", - "EUGENE_CONVO18_EUGENE3": "Ci sto lavorando, ok?", - "EUGENE_CONVO18_EUGENE5": "E se gridassi [wave amp=30 freq=10]\\\"Modalità mostro!\\\"[/wave], pensi che funzionerebbe? [pause]Mi farebbe sembrare un duro?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "Per niente.", - "EUGENE_CONVO18_EUGENE5_OPTION2": "Assolutamente no.", - "EUGENE_CONVO18_EUGENE6": "Magari ci lavoro su un altro po'.", - "EUGENE_CONVO19_EUGENE1": "Scusa, [pause]devo ancora abituarmi al fatto che ora siamo una coppia, tecnicamente.", - "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"Tecnicamente\\\"?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "Non mi sembri entusiasta.", - "EUGENE_CONVO19_EUGENE2": "Oh, non intendevo in senso [shake rate=30 level=10]negativo[/shake]!", - "EUGENE_CONVO19_EUGENE3": "È solo che non mi aspettavo che mi succedesse una [wave amp=30 freq=10]cosa simile[/wave] qui a Nuova Wirral. Ovviamente sono [wave amp=30 freq=10]felicissimo[/wave] di stare con te!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "Eh?", - "EUGENE_CONVO20_EUGENE1": "Sarebbe facile se rimanessimo qui insieme, non credi?", - "EUGENE_SOCIAL1_EUGENE2": "La fusione in mostro è davvero elettrizzante.", - "EUGENE_CONVO20_EUGENE1_OPTION1": "Che intendi?", - "EUGENE_CONVO20_EUGENE2": "Io e te, a vivere nella sonnolenta ma [wave amp=30 freq=10]idilliaca[/wave] Harbourtown. Senza cambiamenti.", - "EUGENE_CONVO20_EUGENE3": "Ma... Non fa per noi, vero? [pause]Il nostro destino ha in serbo qualcosa di più per entrambi.", - "EUGENE_SOCIAL1_EUGENE1": "Wow, devo dire che...", - "EUGENE_SOCIAL1_EUGENE5": "Nell'emozione del momento i nostri obiettivi si allineano fino a combaciare, e possiamo letteralmente diventare un\\'unica, potente forza.", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "Dici?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "Hai ragione!", - "EUGENE_SOCIAL1_EUGENE4": "Una manifestazione concreta della nostra forza interiore.", - "EUGENE_SOCIAL1_EUGENE3": "Sì, [pause]è come...", - "EUGENE_SOCIAL1_EUGENE6": "In quel momento, è come se fossimo [wave amp=30 freq=20]inarrestabili[/wave].", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Se... [pause]Se a te fa piacere, [pause]ovviamente.", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "So cosa intendi!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Eh eh, parli come il personaggio di un anime.", - "EUGENE_SOCIAL1_EUGENE7A": "Sapevo che mi avresti capito!", - "EUGENE_SOCIAL1_EUGENE7B": "Ehi, ti sto parlando col cuore in mano!", - "EUGENE_SOCIAL1_EUGENE8": "Ho passato troppo tempo a vivere senza dare niente in cambio, credo.", - "EUGENE_SOCIAL1_EUGENE9": "Forse mi sto rifacendo del tempo perduto.", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "Perché non mi parli un po' del tuo mondo?", - "EUGENE_SOCIAL1_EUGENE10": "Bah, lascia perdere. Ne parliamo un'altra volta.", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "Cosa è successo nel tuo mondo?", - "EUGENE_SOCIAL1_EUGENE11": "Ci tornerò. [pause]Nel mio mondo, intendo. [pause]Dopo che tu avrai trovato la tua via d'uscita, ovviamente.", - "EUGENE_SOCIAL1_EUGENE12": "Porterò con me le mie cassette [pause]e difenderò la gente che ne ha più bisogno.", - "EUGENE_SOCIAL2_EUGENE1": "Stavo pensando a Clémence, che ha... [pause]deciso di aprire un caffè solo per rendere migliore la vita sull'isola.", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Come un supereroe a forma di mostro?", - "EUGENE_SOCIAL1_EUGENE13": "Come un supereroe a forma di mostro, esatto.", - "EUGENE_SOCIAL1_EUGENE14": "Roba da duri, eh?", - "EUGENE_SOCIAL2_EUGENE2": "Migliorare il mondo, rendermi utile... [pause]Sono queste le cose che dovrei fare!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "Non devi pensare sempre ad aiutare gli altri!", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "Guarda che aiuti già abbastanza!", - "EUGENE_SOCIAL2_EUGENE4": "Forse è un'ossessione che deriva dalla situazione nel mio mondo.", - "EUGENE_SOCIAL2_EUGENE3": "Eh eh. [pause]Se lo dici tu.", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "Il tuo mondo?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "Che intendi?", - "EUGENE_SOCIAL2_EUGENE5": "Ok... [pause]Sulla \\\"mia Terra\\\", [pause]più o meno a metà del XXI secolo, ci fu... [pause]una sommossa.", - "EUGENE_SOCIAL2_EUGENE7": "Ci rendemmo conto che avremmo potuto sopravvivere meglio se ci fossimo tutti aiutati a vicenda.", - "EUGENE_SOCIAL2_EUGENE6": "L'avidità e il consumismo avevano raggiunto livelli tali che il mondo intero disse \\\"basta\\\".", - "EUGENE_SOCIAL2_EUGENE9": "Aiutare la comunità divenne più importante della ricchezza e della fama... [pause]Ma in questo io non ero... [pause]molto bravo.", - "EUGENE_SOCIAL2_EUGENE8": "Non avevamo BISOGNO delle istituzioni, che ci dominavano uccidendo il pianeta.", - "EUGENE_SOCIAL3_EUGENE4": "Renderò Harbourtown un posto migliore. [pause]Aspetta e vedrai.", - "EUGENE_SOCIAL2_EUGENE10": "Ora che sono qui a Nuova Wirral... [pause]ho l'opportunità di migliorare. [pause]Così potrò tornare a casa e combinare davvero qualcosa nella vita.", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "Non devi mica essere un eroe per avere valore!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "Non devi sentirti in colpa!", - "EUGENE_SOCIAL2_EUGENE11": "Lo so, [pause]ma...", - "EUGENE_SOCIAL2_EUGENE12": "Credo che mi serva.", - "EUGENE_SOCIAL2_EUGENE13": "Comunque sia, [pause]basta parlare di me.", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "Deciso?", - "EUGENE_SOCIAL3_EUGENE3": "Non voglio più limitarmi a parlare. [pause]È ora di agire.", - "EUGENE_SOCIAL3_EUGENE1": "Ok, [pause]ho deciso.", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Deciso cosa?", - "EUGENE_SOCIAL3_EUGENE2": "Ho un progetto in mente.", - "EUGENE_SOCIAL3_EUGENE5": "Non so... [pause]Fermare qualcosa di [wave amp=30 freq=10]brutto[/wave] non equivale a fare qualcosa di [wave amp=30 freq=10]buono[/wave], [pause]capisci?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "Hai già fermato i Succhiaterra!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "Hai già fatto la tua parte per aiutare Harbourtown!", - "EUGENE_SOCIAL3_EUGENE6": "Ok, sono convinto! [pause]Sarà fantastico, [pause]aspetta e vedrai!", - "EUGENE_SOCIAL4_EUGENE1": "Ehi, [pause]posso farti vedere una cosa?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "Cos'hai in mente?", - "EUGENE_SOCIAL3_EUGENE7.m": "Non ti dico niente. [pause]Aspetta e vedrai.", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Cosa sarà \\\"fantastico\\\"?", - "EUGENE_SOCIAL3_EUGENE8": "Il \\\"difensore di Harbourtown\\\" deve pur essere in grado di mantenere un segreto, [pause]dopotutto.", - "EUGENE_SOCIAL3_EUGENE7.f": "Non ti dico niente. [pause]Aspetta e vedrai.", - "EUGENE_SOCIAL3_EUGENE7.n": "Non ti dico niente. [pause]Aspetta e vedrai.", - "EUGENE_SOCIAL4_EUGENE7": "Da quando ci siamo sbarazzati dei Succhiaterra, questo vecchio edificio era rimasto vuoto... [pause]Allora ho pensato di farne buon uso!", - "EUGENE_SOCIAL4_EUGENE2": "Ho finito il progetto. È il momento della grande inaugurazione.", - "EUGENE_SOCIAL4_EUGENE3": "Vuoi venire adesso?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Certo!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Non ora.", - "EUGENE_SOCIAL4_EUGENE_NO": "Ah, ok. [pause]Magari un'altra volta.", - "EUGENE_SOCIAL4_EUGENE11": "Guarda che non stiamo [wave amp=30 freq=10]SEMPRE[/wave] insieme, io e te! [pause]Ho del tempo libero!", - "EUGENE_SOCIAL4_EUGENE4": "Ok! [pause]Ti faccio strada.", - "EUGENE_SOCIAL4_EUGENE6": "La nostra prima [wave amp=30 freq=10]missione di squadra[/wave] è stata proprio qui!", - "EUGENE_SOCIAL4_EUGENE5": "Ricordi questo posto, [pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "Forza, [pause]entriamo!", - "EUGENE_SOCIAL4_EUGENE9": "Grazie alla finestra sul soffitto, [pause]questo ufficio abbandonato riceve molta luce naturale durante il giorno.", - "EUGENE_SOCIAL4_EUGENE10": "Ho pensato che potesse diventare un bel giardino pubblico. [pause]Tutti possono venire qui a piantare fiori e distrarsi un po' dalla vita cittadina.", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "Ma quando sei riuscito a fare tutto?", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "Ma dove hai trovato il tempo per fare tutto?", - "EUGENE_SOCIAL4_EUGENE12": "Allora, che ne pensi?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "È incredibile!", - "EUGENE_SOCIAL4_EUGENE14": "Iniziavo a pensare che fosse un'idea stupida.", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "Mi piace da morire!", - "EUGENE_SOCIAL4_EUGENE13": "Lo... [pause]Lo pensi davvero?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "Sei tu che cerchi una via d'uscita dall\\'isola! [pause]Neppure i limiti di tempo e spazio ti fermano!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "Sei un amico davvero super!", - "EUGENE_SOCIAL4_EUGENE15": "Sono contento che ti piaccia.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "Sei tu che cerchi una via d'uscita dall\\'isola! [pause]Neppure i limiti di tempo e spazio ti fermano!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "È molto romantico da parte tua.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Eh eh, [pause]suvvia. [pause]Tra noi due, sei tu che hai le aspirazioni più alte.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "Sei tu che cerchi una via d'uscita dall\\'isola! [pause]Neppure i limiti di tempo e spazio ti fermano!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Non vedo l'ora di tornare nella mia vera casa. [pause]Qui ormai ho dato il meglio di me.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Beh, era ora che Nuova Wirral avesse un nuovo posto per gli appuntamenti.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Forza, [pause]andiamo.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "Direi che il tuo progetto è stato un successo!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "Quindi... questo è un appuntamento?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Uh, [pause][pause]cioè, [pause][pause]credo di sì...[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Il romanticismo ti mette a disagio, eh?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "Non ti avevo mai visto così nervoso!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "Che vergogna... Riesco a sgominare un intero ufficio pieno di creature malvage...", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Già, [pause]forse hai ragione.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Ma faccio fatica a dire al mio complice cosa provo per lui.", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Ma faccio fatica a dire alla mia complice cosa provo per lei.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Ma faccio fatica a rivelare cosa provo per te.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Sì, [pause]questo è un appuntamento.", - "EUGENE_ROMANCE_EUGENE1.m": "Non dici niente... [pause]Va tutto bene?", - "EUGENE_ROMANCE_EUGENE1.f": "Non dici niente... [pause]Va tutto bene?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "Niente di particolare!", - "EUGENE_ROMANCE_EUGENE1.n": "Non dici niente... [pause]Va tutto bene?", - "EUGENE_ROMANCE_EUGENE_NO": "Ok.", - "EUGENE_ROMANCE_EUGENE8": "Ma finché siamo insieme, divertiamoci!", - "EUGENE_ROMANCE_EUGENE3": "Lo so. [pause]Cioè, anch'io. [pause]Sono un po\\' nervoso, scusa.", - "EUGENE_ROMANCE_EUGENE2": "Io... [pause][pause]Uhm...", - "EUGENE_ROMANCE_EUGENE5": "Insieme siamo più grandi della somma delle nostre parti. [pause]È come quando ci fondiamo!", - "EUGENE_ROMANCE_EUGENE4": "Noi due ci aiutiamo a vicenda a diventare migliori.", - "EUGENE_ROMANCE_EUGENE7": "Significhi molto per me, [pause]ma io ho la mia vecchia vita a cui tornare. [pause]E anche tu.", - "EUGENE_ROMANCE_EUGENE6": "Detto questo... [pause]Se davvero troveremo il modo di andarcene dall'isola, dovremo lasciarci.", - "EUGENE_ROMANCE_EUGENE9": "Ci sono persone da aiutare e mostri giganti da prendere a pugni fortissimi in faccia.", - "EUGENE_ROMANCE_EUGENE10": "Come sempre: [pause]la supercoppia inarrestabile di Harbourtown!", - "FELIX_INTRO_FELIX3": "Beh, io no. Io sono finito qui con tutta la mia roba.", - "FELIX_INTRO_FELIX1": "Occhio a dove metti i piedi. [pause]Rischi di inciampare in tutto questo ciarpame.", - "EUGENE_ROMANCE_EUGENE11": "Anche se forse potremmo evitare le avventure, [pause]almeno per stanotte...", - "FELIX_UNKNOWN_NAME": "Tizio amichevole", - "FELIX_INTRO_FELIX1_OPTION1": "E questa stanza cos'è?", - "FELIX_INTRO_FELIX1_OPTION2": "Che posto è questo?", - "FELIX_INTRO_FELIX2": "Di solito la gente cade dal cielo e finisce in mare, no?", - "FELIX_INTRO_FELIX9": "Quasi tutta questa roba è andata in pezzi quando la stanza è piovuta dal cielo insieme a me, [pause]e poi la pioggia ha fatto il resto...", - "FELIX_INTRO_FELIX4_OPTION2": "E come ha fatto il tuo appartamento ad arrivare fino a Nuova Wirral?", - "FELIX_INTRO_FELIX4": "Questo un tempo era il mio appartamento... [pause]Con qualche muro in più.", - "FELIX_INTRO_FELIX4_OPTION1": "E com'è successo?", - "FELIX_INTRO_FELIX5": "Bella domanda! [pause]Se non altro... [pause]tutti i miei disegni e i bloc notes sono rimasti con me.", - "FELIX_INTRO_FELIX6": "Sono Felix. [pause]Piacere di conoscerti.", - "FELIX_INTRO2_FELIX14": "In genere le storie a zoti parlano degli eroi della Rivoluzione Francese, [pause]come la Primula Rossa, [pause]ma da quando sono arrivati gli adattamenti hollywoodiani, a nessuno interessa più il materiale originario.", - "FELIX_INTRO_FELIX6_OPTION1": "Io sono {player}!", - "FELIX_INTRO_FELIX6_OPTION2": "Mi chiamano... {player}.", - "FELIX_INTRO_KAYLEIGH7": "Ciao, Felix! [pause]Che ci fai qui?", - "FELIX_INTRO_MEREDITH7": "È da un po' che non ti vedo, Felix. Che ci... Che ci fai qui?", - "FELIX_INTRO_VIOLA7": "E io son Viola di Messina. [pause]Orsù dimmi, in cosa sei impegnato qui, solo soletto?", - "FELIX_INTRO_EUGENE7": "Ehilà, bello! È qui che passi il tempo? [pause]E che cosa fai?", - "FELIX_INTRO_FELIX8": "Sto cercando una cosa.", - "FELIX_INTRO_FELIX10": "Ma qui intorno c'è una cosa che è sicuramente rimasta intatta...", - "FELIX_INTRO_FELIX11": "Lo sapevo!", - "FELIX_INTRO_FELIX12_OPTION1": "Ma che cos'è?", - "FELIX_INTRO_FELIX12": "Il sigillo non si è rotto... L'acqua non dovrebbe esserci entrata.", - "FELIX_INTRO_FELIX12_OPTION2": "Che cosa c'è dentro?", - "FELIX_INTRO_FELIX13": "Temo sia difficile da spiegare.", - "FELIX_INTRO_FELIX14": "Passa a casa mia, a Harbourtown Ovest. [pause]Ti farò vedere.", - "FELIX_INTRO2_FELIX2_OPTION1": "Certo!", - "FELIX_INTRO2_FELIX1.m": "Oh, ehi. [pause]Eccoti qui.", - "FELIX_INTRO2_FELIX2": "Vuoi vedere cosa ho recuperato dai tristi ruderi della mia casa?", - "FELIX_INTRO2_FELIX1.n": "Oh, ehi. [pause]Eccoti qui.", - "FELIX_INTRO2_FELIX1.f": "Oh, ehi. [pause]Eccoti qui.", - "FELIX_INTRO2_FELIX3": "Nella mia vecchia vita ero un artista di zoti.", - "FELIX_INTRO2_FELIX2_OPTION2": "Non ora.", - "FELIX_INTRO2_FELIX2_NO": "Nessun problema. Se cambi idea, passa a salutarmi.", - "FELIX_INTRO2_FELIX3_OPTION1": "Zo-cosa?", - "FELIX_INTRO2_FELIX3_OPTION2": "Un cosa?", - "FELIX_INTRO2_FELIX4": "È più semplice se te lo mostro. Guarda.", - "FELIX_INTRO2_FELIX5": "Questo è un rullo per zoto. Si infila nello zootropio e poi si guarda attraverso la fessura.", - "FELIX_INTRO2_FELIX6": "Lo zootropio ha un motore. Quando premo il pulsante, gira.", - "FELIX_INTRO2_FELIX8": "Quando gira, si anima e prende vita. [pause]Vedi?", - "FELIX_INTRO2_FELIX7": "La striscia dello zoto ha la stessa immagine disegnata molte volte, con piccole variazioni.", - "FELIX_INTRO2_FELIX9": "Poi puoi tirare la leva per passare alla fila successiva, [pause]per la prossima parte della storia.", - "FELIX_INTRO2_FELIX10": "Puoi raccontare un'intera storia [pause]e farle prendere vita, [pause]solo con i disegni.", - "FELIX_INTRO2_FELIX11": "Sono ossessionato dagli zoti sin da bambino.", - "FELIX_INTRO2_FELIX12": "Un tempo era molto popolare, [pause]poi è passato di moda.", - "FELIX_INTRO2_FELIX13": "Ora è una tecnica di nicchia. [pause]Almeno... [pause]da dove vengo io, [pause]intendo.", - "FELIX_INTRO2_FELIX15": "Mi sono appassionato a queste storie da bambino, [pause]e le amo ancora da pazzi.", - "FELIX_INTRO2_FELIX16": "Forse è per questo che ora faccio l'artista.", - "FELIX_INTRO2_FELIX18": "E, se non altro, un'isola piena di mostri strambi è perfetta per trovare ispirazione!", - "FELIX_INTRO2_FELIX17": "Al momento sto cercando di inventare dei nuovi personaggi...", - "FELIX_INTRO2_FELIX19": "Questo significa che... forse tu potresti aiutarmi.", - "FELIX_INTRO2_FELIX20": "Sto cercando una creatura particolare. Vorrei darle un'occhiata da vicino.", - "FELIX_INTRO2_FELIX21": "So che si trova a Prato dei Ciliegi. È un [wave amp=30 freq=10]guerriero con la spada di legno[/wave].", - "FELIX_QUEST1_PART3_FELIX4": "Era con me nell'appartamento quando sono atterrato qui, per questo ce l\\'ho ancora.", - "FELIX_INTRO2_FELIX22": "Mi puoi dare una mano?", - "FELIX_INTRO2_FELIX22_OPTION1": "Certo!", - "FELIX_INTRO2_FELIX22_NO": "Nessun problema. Se avrai tempo, torna a trovarmi e partiremo per questa piccola avventura.", - "FELIX_INTRO2_FELIX22_OPTION2": "Non ora.", - "FELIX_INTRO2_FELIX23": "Fantastico! Ti indico la posizione sulla mappa.", - "FELIX_QUEST1_PART1_FELIX1": "Ok, ci siamo! Ora tu lo affronti e io gli faccio il ritratto.", - "FELIX_QUEST1_PASSIVE_FELIX1": "I ranger mi hanno parlato di questa creatura. Dicono che se ne stia in piedi, in perfetta posa da guerriero.", - "FELIX_QUEST1_PASSIVE_FELIX2": "Posto stupendo, eh?", - "FELIX_QUEST1_PART2_FELIX1": "Oh oh...", - "FELIX_QUEST1_PART2_KUNEKO2": "ALTOLÀ!", - "FELIX_QUEST1_PART2_FELIX7": "...", - "FELIX_QUEST1_PART2_KUNEKO3": "E... E non tornare!", - "FELIX_QUEST1_PART2_FELIX4": "Ma chi sei...", - "FELIX_QUEST1_PART2_FELIX5": "Aspetta, [pause][pause]ma tu sei...?", - "FELIX_QUEST1_PART2_KUNEKO6": "IIIH!", - "FELIX_QUEST1_PART2_FELIX8": "Oh, [pause]no.", - "FELIX_QUEST1_PART2_FELIX9": "No e poi no. [pause][pause]No.", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "Era un Arcangelo?", - "FELIX_QUEST1_PART2_FELIX12": "Torniamo da me. Ti spiegherò tutto, lo giuro.", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "Era un mostro?", - "FELIX_QUEST1_PART2_FELIX10": "Io...", - "FELIX_QUEST1_PART2_FELIX11": "Credo che il mio passato stia tornando per tormentarmi.", - "FELIX_QUEST1_PART3_FELIX1": "Dev'essere qui da qualche parte, [pause]io...", - "FELIX_QUEST1_PART3_FELIX2": "Eccolo!", - "FELIX_QUEST1_PART3_FELIX3": "Ecco... Questo è il mio vecchio bloc notes di quando avevo 12 anni.", - "FELIX_QUEST1_PART3_FELIX5": "Guarda questa pagina.", - "FELIX_QUEST1_PART3_FELIX6": "Lei si chiama Kuneko.", - "FELIX_QUEST1_PART3_FELIX13": "Ma se Kuneko è davvero qui in questo mondo... [pause]Devo trovarla.", - "FELIX_QUEST1_PART3_FELIX7": "È un personaggio che avevo inventato da bambino.", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Ha le ali da angelo?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "Perché ha le orecchie da gatto?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "È una ninja?", - "FELIX_QUEST1_PART3_FELIX8": "Lei è... [pause]la figlia di un angelo e di un demone, smarrita sulla terra e adottata da un mistico clan ninja...", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Padrone?", - "FELIX_QUEST1_PART3_FELIX9": "A ventun anni [pause]è partita di casa per una missione epica: conquistare i quattro altari elementali e dimostrare di essere la più grande guerriera di tutto il paese.", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Mi sembra una storia un po' trita.", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Wow, è un personaggio pazzesco!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Direi che da allora sei migliorato, come artista...", - "FELIX_QUEST1_PART3_FELIX10": "Alle medie ho attraversato una fase anime. [pause]Non mi giudicare!", - "FELIX_QUEST1_PART3_FELIX12": "Non ho la MINIMA idea di come abbiano fatto i miei [wave amp=30 freq=10]pessimi disegni di gioventù[/wave] a diventare reali.", - "FELIX_QUEST1_PART3_FELIX11": "So BENISSIMO che è una cosa un po' da sfigati...", - "FELIX_QUEST1_PART4_KUNEKO1": "...", - "FELIX_QUEST1_PART3_FELIX14": "Devo scoprire cosa c'è sotto.", - "FELIX_QUEST1_PART4_FELIX2": "Oh. [pause]Che velocità.", - "FELIX_QUEST1_PART4_KUNEKO4": "N-Non ti ho mai incontrato, ma sento un forte legame con te...", - "FELIX_QUEST1_PART4_FELIX3": "Prima mi hai salvato... [pause]Mi conosci?", - "FELIX_QUEST1_PART4_FELIX5": "Oh, sì, ci credo.", - "FELIX_QUEST1_PART4_KUNEKO7": "Io...", - "FELIX_QUEST1_PART4_FELIX6": "Dopotutto, ti ho creata io.", - "FELIX_QUEST1_PART4_FELIX12": "Davvero non c'è bisogno che tu mi chiami \\\"creatore\\\".", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]TI PREGO, PERDONAMI![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "Sono [wave amp=30 freq=10]costernata[/wave] di non averti riconosciuto, creatore!", - "FELIX_QUEST1_PART4_KUNEKO10": "Qualche tempo fa mi sono svegliata nel prato del nostro primo incontro. [pause]Conoscevo soltanto il mio nome, e nel cuore avevo una missione.", - "FELIX_QUEST1_PART4_KUNEKO11": "Sono le uniche cose che ricordo, creatore.", - "FELIX_QUEST1_PART4_KUNEKO13": "Che ne dici di [pause]padre?", - "FELIX_QUEST1_PART4_FELIX14": "Uhm, [pause]no, [pause]non è affatto meglio.", - "FELIX_QUEST1_PART4_FELIX16": "No.", - "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Papino?", - "FELIX_QUEST1_PART4_FELIX18": "ASSOLUTAMENTE no.", - "FELIX_QUEST1_PART4_FELIX19": "Chiamami... [pause]Chiamami solo Felix.", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, parlavi di una missione?", - "FELIX_QUEST1_PART4_FELIX22": "Non potevo proprio inventarmi una storia migliore, eh?", - "FELIX_QUEST1_PART4_KUNEKO20": "Devo trovare i quattro santuari elementali di questa terra, e sconfiggere le belve che li custodiscono.", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "Di che missione si tratta?", - "FELIX_QUEST1_PART4_KUNEKO21": "Solo allora dimostrerò la mia forza!", - "FELIX_QUEST1_PART4_FELIX23": "Kuneko, non devi partire per questa \\\"missione\\\". Non è reale... [pause]L'ho [wave amp=30 freq=10]inventata[/wave] io per dare un minimo di storia al tuo personaggio.", - "FELIX_QUEST1_PART4_FELIX24": "E poi, le creature di Nuova Wirral sono pericolose.", - "FELIX_QUEST1_PART4_KUNEKO26": "Ecco perché non ho [wave amp=30 freq=10]altra scelta[/wave] che dimostrare il mio valore!", - "FELIX_QUEST1_PART4_KUNEKO25": "Credi che io non abbia la stoffa per riuscirci, creatore...", - "FELIX_QUEST1_PART4_FELIX25": "È tutto... [pause]molto strano. [pause]Non lo penso solo io, [pause]vero?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Sì, è un bel po' strano.", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Strano come ogni cosa su quest'isola.", - "FELIX_QUEST1_PART4_FELIX26": "Ho creato un sacco di personaggi molto meno imbarazzanti. [pause]Perché proprio LEI?", - "FELIX_QUEST1_PART4_FELIX27": "Comunque sia, [pause]se Kuneko è qui solo perché l'ho inventata, mi sento responsabile per lei.", - "FELIX_QUEST1_PART4_FELIX28": "Dovremmo trovare quei quattro \\\"altari elementali\\\" e assicurarci che non si cacci nei guai.", - "FELIX_QUEST2_ALTAR1_FELIX1": "Quindi questi altari esistono davvero. [pause]Ma pensa un po'.", - "FELIX_QUEST1_PART4_FELIX29": "Potremmo dare un'occhiata in giro per l\\'isola, o magari chiedere a qualcuno. [pause]A te la scelta, {player}.", - "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "Devo dimostrare la mia forza, creatore...", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "Per la mia spada aguzza... [shake rate=30 level=10]Mostrati, guardiano![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "Forza, dobbiamo aiutarla.", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "Grazie del tuo aiuto, creatore...", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "Ma non mi servirà [wave amp=30 freq=10]alcuna[/wave] assistenza nella prossima battaglia!", - "FELIX_QUEST2_ALTAR1_FELIX8": "Proprio non demorde, eh?", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "Per il potere del sole e della luna che comodamente splendono nello stesso momento...", - "FELIX_QUEST2_ALTAR1_FELIX9": "Ok. [pause]Troviamo gli altri.", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Rivelati, guardiano![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "Si sta davvero calando nella parte.", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "Combattere al tuo fianco, creatore...", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "Non mi sento degna...", - "FELIX_QUEST2_ALTAR2_FELIX6": "Guarda, non è niente di che...", - "FELIX_QUEST2_ALTAR3_FELIX12": "Io... Uhm...", - "FELIX_QUEST2_ALTAR2_FELIX7": "E se n'è andata. [pause]Proviamo a cercare il prossimo santuario.", - "FELIX_QUEST2_ALTAR3_FELIX1": "Aspetta! Kuneko...", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Svelati, guardiano![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "Per il potere del ghiaccio e del fuoco, [pause]che rendono al contempo calda e gelida la mia passione per la giustizia...", - "FELIX_QUEST2_ALTAR3_FELIX4": "Muoviamoci.", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "Mi hai aiutata di nuovo, creatore...", - "FELIX_QUEST2_ALTAR3_FELIX6": "Non volevo che ti facessi del male!", - "FELIX_QUEST2_ALTAR3_FELIX7": "Sai...", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", - "FELIX_QUEST2_ALTAR3_FELIX8": "Non sei obbligata a fare tutto questo per impressionarmi.", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "So cosa pensi davvero di me, [pause]creatore.", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "So che [shake rate=30 level=10]ti vergogni[/shake] di avermi creata.", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "Lo scopo della mia missione [shake rate=30 level=10]non è[/shake] impressionarti.", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "Lo vedo da come mi guardi!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Già.", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "So che non c'è [shake rate=30 level=10]niente[/shake] che potrei fare per renderti fiero di me!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Guardiano, [pause]rivelati![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "Oh, [pause]ok, [pause]ora sono proprio giù di corda.", - "FELIX_QUEST2_ALTAR3_FELIX17": "Forse mi sono espresso male.", - "FELIX_QUEST2_ALTAR3_FELIX18": "Ti conviene trovarla e scusarti.", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Un po'...", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "So che non lo pensavi veramente.", - "FELIX_QUEST2_ALTAR3_FELIX19": "Sarà all'ultimo santuario, no?", - "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko, [pause]ehi, [pause]uhm...", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "Il mazzo di carte è mescolato! Ho pescato la mia ultima mano... [pause]Scala reale!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Torna ad affrontarmi quando sarai pronto!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "Sono solo un pensiero dimenticato, [pause]non è vero, [pause][shake rate=30 level=10]creatore?[/shake]", - "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, io...", - "FELIX_QUEST2_ALTAR4_FELIX4": "Ok, [pause]prima la aiutiamo e POI mi scuso.", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "Un'idea con cui ti sei divertito, [pause]ma che poi hai [shake rate=30 level=10]scartato?[/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Torna ad affrontarmi quando sarai pronta!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "Per i lucenti poteri di terra, vento, fuoco e aria...", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Torna ad affrontarmi quando sarai prontə!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]IL MIO VERO POTENZIALE SI SVELA![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "Ti vergogni ancora di me, [pause]creatore?", - "FELIX_QUEST2_ALTAR4_FELIX10": "Ha... [pause][pause]Ha unito in sé i quattro elementi...", - "FELIX_QUEST2_ALTAR4_FELIX13": "Voglio sopravvivere per rimediare a ciò che ho fatto... [pause]Non chiedo altro...", - "FELIX_QUEST2_ALTAR4_FELIX12": "Mi dispiace... [pause]Questa è tutta colpa mia, [pause]{player}...", - "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko... [pause]Mi dispiace tanto.", - "FELIX_QUEST2_ALTAR4_FELIX16": "Mi vergognavo di te e delle altre mie creazioni adolescenziali.", - "FELIX_QUEST2_ALTAR4_FELIX14": "Forza, [pause]so che insieme aggiusteremo le cose!", - "FELIX_QUEST2_ALTAR4_FELIX17": "Ma bisogna pur iniziare da qualcosa. Se non ti avessi immaginata, se non ti avessi [wave amp=30 freq=10]disegnata[/wave]...", - "FELIX_QUEST2_ALTAR4_FELIX18": "Non sarei l'artista che sono oggi.", - "FELIX_QUEST2_ALTAR4_FELIX19": "Non devo far finta che tu non esista. Devo apprezzare te e quello che significhi per la mia arte.", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "D-Dici davvero?", - "FELIX_QUEST2_ALTAR4_FELIX21": "Sì. [pause]E poi eri proprio uno schianto, poco fa.", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]CREATORE!!!", - "FELIX_QUEST2_ALTAR4_FELIX23": "Ok, ok, [pause]calmati.", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "O meglio... [pause]Scusa se ho cercato di ucciderti, [pause]\\\"Felix\\\".", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "Scusa se ho cercato di ucciderti, creatore...", - "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, c'è qualcosa che devo sapere...", - "FELIX_QUEST2_ALTAR4_FELIX26": "Tranquilla! È tutto perdonato.", - "FELIX_QUEST2_ALTAR4_FELIX28": "Come fai a essere [wave amp=30 freq=10]reale[/wave]? Non capisco proprio.", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "Non lo so!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "Forse, dopo che hai creato qualcosa, la creazione non ti appartiene più. [pause]Le idee cambiano e crescono spontaneamente.", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "Ma se vuoi sapere cosa [wave amp=30 freq=10]penso[/wave], allora, ecco...", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Tu[/wave] sei l'artista, creatore Felix. [pause]Dovresti saperlo meglio di me.", - "FELIX_QUEST2_ALTAR4_FELIX33": "Uh... Ok.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "E ora cosa farai?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "Non credo di potervi seguire nella vostra umile cittadina... [pause]Non è quella la mia strada.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "La tua missione è finita?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "No, devo vivere la mia vita! [pause]E seguire il mio cuore di cristallo ovunque mi conduca.", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "Buona fortuna!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "Ci mancherai!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Il tuo cuore è davvero di cristallo? O era solo una strana metafora?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "Ecco... [pause]Il mio potere, lo dono a te. [pause]Come ricordo delle battaglie combattute insieme.", - "FELIX_QUEST2_ALTAR4_FELIX36": "Beh, se qui le nostre strade si dividono...", - "FELIX_QUEST2_ALTAR4_FELIX37": "Sono felice di averti incontrata, Kuneko!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "Addio, [pause]creatore Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "E addio anche a te, [pause]silenzioso amico del creatore Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "E addio anche a te, [pause]silenziosa amica del creatore Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "E addio anche a te, [pause]silenziosə amicə del creatore Felix.", - "FELIX_QUEST2_ALTAR4_FELIX42": "...[pause]Non è molto brava con le metafore drammatiche.", - "FELIX_QUEST2_ALTAR4_FELIX43": "Beh. È stata un'esperienza interessante.", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "P-Possano i nostri ricordi ardere come fari che illuminano il nostro [shake rate=30 level=10]cammino verso il futuro[/shake]!", - "FELIX_QUEST2_ALTAR4_FELIX44": "E non parlo solo del fatto che ci siamo [wave amp=30 freq=10]combinati[/wave] in un unico mostro. Quella è stata una cosa, uhm, nuova.", - "FELIX_CONVO1_FELIX5": "Se riesco a tornare a casa, tornerà anche la cicatrice? Chi lo sa.", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "È meglio dire \\\"fusi\\\".", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "È stato pazzesco!", - "FELIX_QUEST2_ALTAR4_FELIX45": "Confesso che mi ha fatto venire un po' di nausea, ma la prossima volta sarò pronto!", - "FELIX_QUEST2_ALTAR4_FELIX46": "Forza, torniamo a casa mia. [pause]Mi è venuta l'ispirazione per un disegno.", - "FELIX_QUEST2_EPILOGUE_FELIX2": "Ho voglia di disegnare più che mai. [pause]Voglio creare nuovi personaggi...", - "FELIX_QUEST2_EPILOGUE_FELIX1": "Quest'avventura mi ha dato un sacco di idee.", - "FELIX_QUEST2_EPILOGUE_FELIX3": "Voglio guadagnarmi da vivere con la mia arte e lavorare secondo i miei ritmi.", - "FELIX_QUEST2_EPILOGUE_FELIX4": "Quindi... [pause]Sono pronto per andare a casa.", - "FELIX_QUEST2_EPILOGUE_FELIX5": "È quello che stai cercando, no? [pause]Un modo per tornare a casa?", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Sì!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Tra le altre cose!", - "FELIX_QUEST2_EPILOGUE_FELIX6": "Una via d'uscita...", - "FELIX_QUEST2_EPILOGUE_FELIX8": "Ma è impossibile anche che i personaggi dell'infanzia prendano vita, no?", - "FELIX_QUEST2_EPILOGUE_FELIX7": "La gente in città dice che è impossibile...", - "FELIX_QUEST2_EPILOGUE_FELIX9": "Se tu pensi che ci sia un modo, io ti credo.", - "FELIX_QUEST2_EPILOGUE_FELIX10": "Conta pure su di me.", - "FELIX_QUEST2_EPILOGUE_FELIX11": "Ah, un'altra cosa.", - "FELIX_QUEST2_EPILOGUE_FELIX12": "Ecco il disegno di cui ti avevo parlato.", - "FELIX_CONVO1_FELIX1": "La vuoi sapere una cosa strana?", - "FELIX_CONVO1_FELIX2": "Avevo una cicatrice sul braccio, qui. Da piccolo ero caduto su una recinzione di filo spinato e mi ero fatto un brutto taglio.", - "FELIX_CONVO1_FELIX3": "E ora non c'è più. [pause]Da quando sono arrivato a Nuova Wirral.", - "FELIX_CONVO1_FELIX4": "Non... [pause]Non so cosa significhi. [pause]Ho pensato fosse interessante.", - "FELIX_CONVO2_FELIX1": "Ehi, hai mai mangiato le tortine al burro?", - "FELIX_CONVO2_FELIX2": "Voglio proprio preparartene un po'! [pause]Dovrei trovare tutti gli ingredienti qui in zona...", - "FELIX_CONVO2_FELIX3": "Beh, [pause]forse l'uvetta no, ma sai una cosa? [pause]Secondo me è meglio così.", - "FELIX_CONVO3_FELIX1": "Non so se hai notato, [pause]ma molti abitanti di Nuova Wirral non sono forestieri come noi.", - "FELIX_CONVO3_FELIX2": "Sono figli e nipoti di gente che è naufragata qui, [pause]certo, [pause]ma quest'isola è l\\'unico mondo che conoscono.", - "FELIX_CONVO3_FELIX3": "Chissà come ci si sente... [pause]Circondati da estranei nell'unico posto che tu abbia mai chiamato casa... [pause]Sentendo parlare di altri mondi che non potrai mai visitare.", - "FELIX_CONVO3_FELIX4": "Forse si sentono naufraghi proprio come noi.", - "FELIX_CONVO4_FELIX2": "Ti pare strano? [pause]Cioè, [pause]dove sono cresciuto non c'erano mostri, ok.", - "FELIX_CONVO4_FELIX1": "Stare su quest'isola mi ricorda la cittadina da cui vengo.", - "FELIX_CONVO4_FELIX3": "Ma quel bruciante desiderio di fuggire [pause]senza poterlo fare...", - "FELIX_CONVO4_FELIX4": "Non che non mi piaccia passare il tempo con te e gli altri, ma...", - "FELIX_CONVO4_FELIX5": "Il mondo è grande. [pause]Anzi, a quanto pare [pause]ci sono tanti mondi. [pause]Vorrei vedere più posti possibile.", - "FELIX_CONVO5_FELIX2": "Dev'essere strano sentirsi dire che sei solo la creazione di un artista nerd.", - "FELIX_CONVO5_FELIX1": "Spero che Kuneko stia bene.", - "FELIX_CONVO5_FELIX3": "Aspetta! [pause]E se fossimo [wave amp=30 freq=10]tutti[/wave] stati creati da qualcun altro in questo modo?", - "FELIX_CONVO5_FELIX4": "...[pause]No, forse ora esagero.", - "FELIX_CONVO6_FELIX1": "Prima di venire qui, [pause]non avrai mai immaginato che i falò sarebbero diventati una costante della mia nuova relazione.", - "FELIX_CONVO7_FELIX6": "È... [pause]notevole, se ci pensi.", - "FELIX_CONVO6_FELIX2": "Certo che la vita è sempre una sorpresa, [pause]eh?", - "FELIX_CONVO6_FELIX3": "Non che mi lamenti. [pause]Mi piace campeggiare insieme a te.", - "FELIX_CONVO7_FELIX1": "Forse anche Harbourtown ha delle lezioni importanti da insegnare.", - "FELIX_CONVO7_FELIX2": "Ok, [pause]la vita notturna non sarà il massimo, ma...", - "FELIX_CONVO7_FELIX3": "Tutti gli abitanti contano gli uni sugli altri, quindi nessuno viene trascurato.", - "FELIX_CONVO7_FELIX4": "C'è abbastanza cibo per tutti, ma non troppo, così niente va sprecato.", - "FELIX_CONVO7_FELIX5": "È tagliata fuori dalla civiltà, [pause]eppure riesce a sopravvivere.", - "FELIX_CONVO8_FELIX1": "Sai, [pause]finire abbandonato su un'isola piena di mostri, lontano dalla famiglia e dagli amici...", - "FELIX_CONVO8_FELIX2": "Dovrebbe essere una situazione tragica... [pause]Eppure mi sto adattando piuttosto bene.", - "FELIX_CONVO9_FELIX1": "La nuova storia a zoti a cui sto lavorando... [pause]Penso di aver avuto l'idea giusta.", - "FELIX_CONVO8_FELIX3": "Anche se il mondo finisse, l'umanità troverebbe comunque un modo per sopravvivere, [pause]non credi?", - "FELIX_CONVO8_FELIX4": "La gente è fatta così. [pause]Me compreso.", - "FELIX_CONVO9_FELIX2": "Però devo essere sicuro che sia la miglior storia possibile. Non so se avrò un'altra occasione.", - "FELIX_CONVO13_FELIX2_OPTION2": "Spero di sì!", - "FELIX_CONVO9_FELIX2_OPTION1": "Che intendi?", - "FELIX_CONVO9_FELIX3": "Chi lo sa! [pause]Magari perdo l'ispirazione. [pause]Magari finisco su un\\'altra isola. [pause]Magari il mondo finisce.", - "FELIX_CONVO9_FELIX2_OPTION2": "Perché non dovresti avere un'altra occasione?", - "FELIX_CONVO9_FELIX4": "Lavoro sempre a un progetto come se fosse l'ultimo. Come se fosse il mio retaggio da lasciare all\\'umanità.", - "FELIX_CONVO9_FELIX5": "Dopotutto [wave amp=30 freq=10]potrebbe[/wave] esserlo, no?", - "FELIX_CONVO10_FELIX1": "Al momento sono in fase molto creativa. Sì, sono soddisfatto!", - "FELIX_CONVO19_FELIX2": "Dalle tue parti non esistono le \\\"strisce a zoti\\\"? [pause]Però avete delle cose chiamate \\\"fumetti\\\" che hanno uno stile simile?", - "FELIX_CONVO10_FELIX1_OPTION1": "Sei un tipo molto allegro!", - "FELIX_CONVO10_FELIX1_OPTION2": "Sei sempre di buon umore!", - "FELIX_CONVO10_FELIX2": "Uh... Lo pensi davvero?", - "FELIX_CONVO10_FELIX3": "Beh, [wave amp=30 freq=10]tento[/wave] di avere uno sguardo positivo sulle cose.", - "FELIX_CONVO10_FELIX5": "Ma agire per ripicca non è salutare. [pause]Sto cercando di avere una prospettiva più positiva sulla vita.", - "FELIX_CONVO10_FELIX4": "Quando ho lasciato il lavoro, covavo molta rabbia. Un'esperienza del genere può riempirti di amarezza.", - "FELIX_CONVO10_FELIX6": "E poi quest'isola è troppo strana per prenderla seriamente. Che senso ha farsi abbattere?", - "FELIX_CONVO11_FELIX2": "Riuscirò a portare con me tutti i disegni? Potranno passare dal portale? Speriamo!", - "FELIX_CONVO11_FELIX1": "Se quel grosso portale è davvero una via d'uscita da Nuova Wirral, è meglio che inizi a fare le valigie.", - "FELIX_CONVO12_FELIX1": "Quel combattimento sopra il treno è stato fortissimo, eh?", - "FELIX_CONVO12_FELIX2": "Sto lentamente cercando di raccogliere tutte le informazioni che abbiamo sugli \\\"Arcangeli\\\".", - "FELIX_CONVO12_FELIX3": "Quello con la testa triangolare, Aleph, ha detto una cosa che credo sia [wave amp=30 freq=10]importantissima[/wave].", - "FELIX_CONVO12_FELIX4": "Ha detto che noi umani \\\"manifestiamo\\\" gli Arcangeli con i nostri pensieri più intensi, e che loro arrivano nei nostri mondi per realizzare le nostre fantasie.", - "FELIX_CONVO12_FELIX5": "Pensi che sia vero? Pensi che Aleph abbia [wave amp=30 freq=10]visitato[/wave] i nostri mondi nell'antichità? Non veniamo nemmeno [wave amp=30 freq=10]dagli stessi mondi[/wave], quindi com\\'è possibile?", - "FELIX_CONVO12_FELIX6": "Davvero il ruolo dell'umanità è sviluppare idee e immaginare cose che poi diventano [wave amp=30 freq=10]reali[/wave] in altri mondi? O sto esagerando?", - "FELIX_CONVO12_FELIX7": "È roba da far girare la testa, eh?", - "FELIX_CONVO12_FELIX8": "Beh, mi sembrava importante tenere traccia di tutte queste cose.", - "FELIX_CONVO12_FELIX7_OPTION1": "Non sapevo che fossi un detective!", - "FELIX_CONVO12_FELIX7_OPTION2": "Non credevo che questa faccenda ti interessasse tanto!", - "FELIX_CONVO13_FELIX1.m": "Ehi, complimenti, {player}! Ora sei capitano ranger!", - "FELIX_CONVO13_FELIX1.n": "Ehi, complimenti, {player}! Ora sei capitanə ranger!", - "FELIX_CONVO12_FELIX9": "Non si sa mai... Un giorno queste idee potrebbero servirmi per una storia!", - "FELIX_CONVO13_FELIX2": "Avrai un sacco di impegni. Spero che ti rimarrà un po' di tempo da passare con me!", - "FELIX_CONVO13_FELIX1.f": "Ehi, complimenti, {player}! Ora sei capitana ranger!", - "FELIX_CONVO13_FELIX2_OPTION1": "Ma certo!", - "FELIX_CONVO13_FELIX3": "Eh eh. Lo spero.", - "FELIX_CONVO14_FELIX1_OPTION1": "Ah, hai sentito?", - "FELIX_CONVO14_FELIX1": "Oh, [pause]ho saputo cos'è successo a te e Kayleigh con quei pazzoidi della setta.", - "FELIX_CONVO14_FELIX1_OPTION2": "Eh già...", - "FELIX_CONVO14_FELIX2": "Avevano un leader carismatico che voleva conquistare il potere di un Arcangelo, dico bene?", - "FELIX_CONVO14_FELIX2_OPTION1": "Qualcosa del genere.", - "FELIX_CONVO14_FELIX2_OPTION2": "Sì, questa è la versione breve.", - "FELIX_CONVO14_FELIX3": "Spero che stiano tutti bene. Non dev'essere facile affrontare una situazione simile, [wave amp=30 freq=10]specialmente[/wave] a Nuova Wirral.", - "FELIX_CONVO15_FELIX1": "Credi che i mostri qui intorno abbiano paura del fuoco? Ho notato che non ci attaccano quando siamo vicini al falò.", - "FELIX_CONVO15_FELIX2": "O forse...", - "FELIX_CONVO15_FELIX3": "Forse i mostri considerano scortese attaccare gli umani quando si stanno riposando!", - "FELIX_CONVO16_FELIX2": "Non aveva mai visto il mondo fuori da Nuova Wirral. I suoi genitori si erano incontrati qui.", - "FELIX_CONVO16_FELIX1": "Qualche tempo fa, uno dei capitani ranger mi chiedeva com'era la mia vita prima che \\\"atterrassi qui\\\".", - "FELIX_CONVO16_FELIX3": "Voleva sapere tutto sui treni, sui centri commerciali, sulle squadre di calcio...", - "FELIX_CONVO16_FELIX4": "Cose basilari... Eppure, chi è nato e cresciuto qui non ne sa niente.", - "FELIX_CONVO17_FELIX1": "Stare all'aperto con un semplice falò a riscaldarci... Mi torna il mente il campo estivo!", - "FELIX_CONVO16_FELIX5": "La vita qui non è molto complicata... Per lo meno si può crescere felici, credo.", - "FELIX_CONVO17_FELIX2": "O almeno, mi tornerebbe in mente... [pause]se ci fossi stato.", - "FELIX_CONVO19_FELIX2_OPTION1": "Sì!", - "FELIX_CONVO18_FELIX1": "Ehi, un giorno vorrei farti un ritratto! Per un artista è importante esercitarsi nella ritrattistica.", - "FELIX_CONVO17_FELIX3": "Ma questo si avvicina molto [wave amp=30 freq=10]all'idea[/wave] che avevo di un campo estivo. Quindi sono contento.", - "FELIX_CONVO18_FELIX2": "L'anatomia umana è difficile da riprodurre.", - "FELIX_CONVO18_FELIX3": "Soprattutto le mani. Non mi riescono molto bene.", - "FELIX_CONVO19_FELIX1": "Allora, fammi capire bene...", - "FELIX_CONVO19_FELIX3": "Ma questi \\\"fumetti\\\" non si [wave amp=30 freq=10]animano[/wave] affatto? Sono stampati su carta e si possono solo [wave amp=30 freq=10]guardare[/wave]?", - "FELIX_CONVO19_FELIX2_OPTION2": "Esatto, più o meno.", - "FELIX_CONVO19_FELIX4": "Mi sembra strano, ma ti credo sulla parola.", - "FELIX_CONVO20_FELIX1": "Forse dovrei documentare meglio i mostri di quest'isola sui miei quaderni.", - "FELIX_SOCIAL1_FELIX2": "Ho detto che quest'avventura mi aveva acceso un fuoco dentro. Ricordi?", - "FELIX_CONVO20_FELIX2": "Se mai riuscirò a tornare a casa, i disegni dimostrerebbero che ho DAVVERO vissuto su un'isola popolata di mostri.", - "FELIX_CONVO20_FELIX3": "Anche se dubito che [wave amp=30 freq=10]qualcuno[/wave] mi crederebbe...", - "FELIX_SOCIAL1_FELIX1": "Sai, dopo che abbiamo detto addio a Kuneko, ho detto una cosa...", - "FELIX_SOCIAL1_FELIX2_OPTION1": "Sì!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "Uhm, mi pare di sì.", - "FELIX_SOCIAL1_FELIX3": "Prima di piombare qui, ero in una fase di scarsa creatività.", - "FELIX_SOCIAL1_FELIX5": "Non ero il boss, [pause]ma... [pause]Quelle storie erano come i miei figli, [pause]capisci? [pause]Ci mettevo sangue e sudore.", - "FELIX_SOCIAL1_FELIX4": "Per lungo tempo avevo lavorato in un'azienda che produceva storie a zoti. [pause]Disegni, sceneggiature, facevo tutto.", - "FELIX_SOCIAL1_FELIX6": "Per anni ho aspettato che i miei superiori riconoscessero i miei meriti, ma non l'hanno mai fatto.", - "FELIX_SOCIAL1_FELIX7": "Anzi, mi hanno cambiato mansione, allontanandomi dalle storie e dai personaggi a cui avevo lavorato tanto.", - "FELIX_SOCIAL1_FELIX8": "E ti assicuro che non mi pagavano quanto meritavo.", - "FELIX_SOCIAL1_FELIX9": "Quindi... Ho finito per licenziarmi e mi sono messo in proprio!", - "FELIX_SOCIAL1_FELIX9_OPTION1": "Bravo, hai fatto bene!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "Bene, così imparano!", - "FELIX_SOCIAL1_FELIX10": "Eh eh, grazie.", - "FELIX_SOCIAL1_FELIX11": "Ma a causa dello stress del precedente lavoro, non mi concentravo a dovere. Non riuscivo più a creare!", - "FELIX_SOCIAL2_FELIX3C": "Siamo in due.", - "FELIX_SOCIAL1_FELIX12": "Ecco perché penso che ci sia un motivo, se sono finito qui a Nuova Wirral.", - "FELIX_SOCIAL1_FELIX13": "Grazie per avermi ascoltato, {player}.", - "FELIX_SOCIAL1_FELIX14": "Il fatto che ci siamo fusi insieme in un super mostro... mi rende più facile parlarti di queste cose.", - "FELIX_SOCIAL1_FELIX14_OPTION1": "È proprio vero, l'abbiamo fatto eccome!", - "FELIX_SOCIAL1_FELIX15": "Eh eh.", - "FELIX_SOCIAL1_FELIX14_OPTION2": "Beh sì, è una cosa che unisce le persone!", - "FELIX_SOCIAL1_FELIX17": "Che ne dici, torniamo alla mola?", - "FELIX_SOCIAL1_FELIX16": "Comunque, finché non troviamo il tuo portale, non posso tornare indietro.", - "FELIX_SOCIAL2_FELIX1_OPTION1": "Che intendi?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "In che senso?", - "FELIX_SOCIAL2_FELIX2": "Voglio dire... Le cassette che registrano i mostri... Come pensi che funzionino, esattamente?", - "FELIX_SOCIAL2_FELIX1": "Credi che mondi diversi possano avere diverse... [pause]logiche?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "I mangiacassette sono congegni scientifici molto avanzati.", - "FELIX_SOCIAL2_FELIX2_OPTION2": "I mangiacassette sono oggetti magici.", - "FELIX_SOCIAL2_FELIX2_OPTION3": "Non lo so!", - "FELIX_SOCIAL2_FELIX3A": "Ci avevo pensato... [pause]E infatti ho chiesto a Meredith di aprirne uno ed esaminarlo. [pause]A quanto pare sono normalissimi.", - "FELIX_SOCIAL2_FELIX4": "Per quanto ne so, questi mangiacassette sono normalissimi mangiacassette vecchio stile. Mio padre ne aveva uno simile.", - "FELIX_SOCIAL2_FELIX3B": "Cioè, qui la magia esiste davvero? [pause]Non mi pare di vedere maghi che volano e lanciano incantesimi, da queste parti...", - "FELIX_SOCIAL4_FELIX5.n": "Questo personaggio è lə Stranierə. [pause]Unə cavalierə giuntə da terre lontane per affrontare la sfida dello Spadaccino di Giada.", - "FELIX_SOCIAL2_FELIX5": "So che qualche anno fa i ranger ne hanno trovati un bel po' nel centro commerciale abbandonato. È da lì che vengono tutti i mangiacassette dell\\'isola.", - "FELIX_SOCIAL2_FELIX6": "È per questo che mi chiedo se i diversi mondi possano avere logiche proprie.", - "FELIX_SOCIAL2_FELIX8": "Che idea! La userò di sicuro nella mia storia...", - "FELIX_SOCIAL2_FELIX7": "Forse, normali oggetti del nostro mondo hanno \\\"regole\\\" diverse in questo.", - "FELIX_SOCIAL2_FELIX8_OPTION1": "La tua storia?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "Che intendi?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "Stai scrivendo una nuova storia?", - "FELIX_SOCIAL2_FELIX9": "Niente di che, per il momento. Mi sto solo trastullando con alcune idee.", - "FELIX_SOCIAL2_FELIX11": "Forse dovremmo tornare alle nostre avventure. Mi sarebbero d'ispirazione.", - "FELIX_SOCIAL2_FELIX10": "Se diventerà qualcosa di più concreto, te lo farò sapere.", - "FELIX_SOCIAL3_FELIX1": "Ho pensato a quello che ha detto Kuneko.", - "FELIX_SOCIAL3_FELIX3": "Ho pensato molto ai mostri di Nuova Wirral, ma solo adesso riesco a capire il perché di questa mia ossessione...", - "FELIX_SOCIAL3_FELIX2": "Il fatto che le idee crescono spontaneamente. Mi ha dato da pensare...", - "FELIX_SOCIAL3_FELIX3_OPTION1": "E quale sarebbe?", - "FELIX_SOCIAL3_FELIX6": "Se questo processo è reale, allora forse non è una scienza esatta. [pause]Forse è caotico e imprevedibile.", - "FELIX_SOCIAL3_FELIX4": "I mostri, qui, hanno coni stradali sulla schiena, bidoni dell'immondizia al posto del corpo, televisori al posto della testa...", - "FELIX_SOCIAL3_FELIX5": "E se le nostre immagini e i nostri miti potessero diffondersi al punto da manifestarsi fisicamente sotto forma di creature in altri mondi come questo?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "Mi sembra un'idea fantasiosa.", - "FELIX_SOCIAL3_FELIX5_OPTION2": "Credo che tu abbia ragione!", - "FELIX_SOCIAL3_FELIX7": "Forse, immagini e concetti possono combinarsi per creare risultati insoliti, o forse a volte le idee che diventano realtà non devono necessariamente essere molto diffuse.", - "FELIX_SOCIAL3_FELIX9": "Forse sto iniziando a capire meglio questo mondo.", - "FELIX_SOCIAL3_FELIX8": "Forse, a volte, è sufficiente uno scarabocchio a matita fatto da un nerd canadese quando era ragazzino.", - "FELIX_SOCIAL3_FELIX10": "Bene. [pause]Allora, finiamo il lavoro?", - "FELIX_SOCIAL4_FELIX1": "Ehi, {player}.", - "FELIX_SOCIAL4_FELIX12.f": "Non posso imporre un finale. Sta alla Straniera prendere le decisioni.", - "FELIX_SOCIAL4_FELIX2": "Ho una cosa da farti vedere. Vuoi venire da me per un po'?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "Certo!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "Non ora.", - "FELIX_SOCIAL4_FELIX_NO": "Nessun problema. Magari un'altra volta.", - "FELIX_SOCIAL4_FELIX3": "Spero che ti piacerà!", - "FELIX_SOCIAL4_FELIX4.m": "Ok, sei pronto!?", - "FELIX_SOCIAL4_FELIX5.m": "Questo personaggio è lo Straniero. [pause]Un cavaliere giunto da terre lontane per affrontare la sfida dello Spadaccino di Giada.", - "FELIX_SOCIAL4_FELIX4.n": "Ok, sei prontə!?", - "FELIX_SOCIAL4_FELIX4.f": "Ok, sei pronta!?", - "FELIX_SOCIAL4_FELIX6.m": "Lo Spadaccino di Giada è un macchinario immortale risalente a un'antichissima civiltà. Ha sfidato lo Straniero a duello e ha vinto.", - "FELIX_SOCIAL4_FELIX5.f": "Questo personaggio è la Straniera. [pause]Una cavaliera giunta da terre lontane per affrontare la sfida dello Spadaccino di Giada.", - "FELIX_SOCIAL4_FELIX7.f": "Ora, la Straniera deve mantenere la parola data, raggiungere la fortezza dello Spadaccino e farsi giustiziare. Altrimenti, lo Spadaccino seminerà la rovina sulle terre natie della Straniera.", - "FELIX_SOCIAL4_FELIX7.m": "Ora, lo Straniero deve mantenere la parola data, raggiungere la fortezza dello Spadaccino e farsi giustiziare. Altrimenti, lo Spadaccino seminerà la rovina sulle terre natie dello Straniero.", - "FELIX_SOCIAL4_FELIX6.f": "Lo Spadaccino di Giada è un macchinario immortale risalente a un'antichissima civiltà. Ha sfidato la Straniera a duello e ha vinto.", - "FELIX_SOCIAL4_FELIX6.n": "Lo Spadaccino di Giada è un macchinario immortale risalente a un'antichissima civiltà. Ha sfidato lə Stranierə a duello e ha vinto.", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "Povero Straniero!", - "FELIX_SOCIAL4_FELIX7.n": "Ora, lə Stranierə deve mantenere la parola data, raggiungere la fortezza dello Spadaccino e farsi giustiziare. Altrimenti, lo Spadaccino seminerà la rovina sulle terre natie dellə Stranierə.", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "Povera Straniera!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "E non c'è niente che lo Straniero possa fare?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "Poverə Stranierə!", - "FELIX_SOCIAL4_FELIX8.m": "Lo Straniero parla poco, ma è pieno di risorse e molto determinato. Non credo che intenda piegarsi tanto facilmente al suo destino.", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "E non c'è niente che la Straniera possa fare?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "E non c'è niente che lə Stranierə possa fare?", - "FELIX_SOCIAL4_FELIX8.f": "La Straniera parla poco, ma è piena di risorse e molto determinata. Non credo che intenda piegarsi tanto facilmente al suo destino.", - "FELIX_SOCIAL4_FELIX8.n": "Lə Stranierə parla poco, ma è pienə di risorse e molto determinatə. Non credo che intenda piegarsi tanto facilmente al suo destino.", - "FELIX_SOCIAL4_FELIX9": "È un libero adattamento della leggenda di Sir Galvano e il Cavaliere Verde, un racconto medievale su un cavaliere della corte di Re Artù che compie un viaggio simile.", - "FELIX_SOCIAL4_FELIX10": "Non so ancora come finirà la mia versione...[pause]Vedremo dove mi condurrà la storia.", - "FELIX_SOCIAL4_FELIX11": "Beh, io creo i personaggi, ma sono [wave amp=30 freq=10]loro[/wave] a determinare l'andamento della storia.", - "FELIX_SOCIAL4_FELIX10_OPTION1": "\\\"Dove ti condurrà la storia\\\"?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "Non sei tu che controlli la storia?", - "FELIX_SOCIAL4_FELIX12.m": "Non posso imporre un finale. Sta allo Straniero prendere le decisioni.", - "FELIX_SOCIAL4_FELIX13": "E sta anche a te. Dopotutto sei tu la mia ispirazione.", - "FELIX_SOCIAL4_FELIX12.n": "Non posso imporre un finale. Sta allə Stranierə prendere le decisioni.", - "FELIX_SOCIAL4_FELIX13_OPTION1": "Cosa?", - "FELIX_SOCIAL4_FELIX15.f": "Il personaggio eroico che arriva da lontano e vuole opporsi a un destino che sembra ineluttabile?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "In che senso?", - "FELIX_SOCIAL4_FELIX14": "E dai...", - "FELIX_SOCIAL4_FELIX15.n": "Il personaggio eroico che arriva da lontano e vuole opporsi a un destino che sembra ineluttabile?", - "FELIX_SOCIAL4_FELIX15.m": "Il personaggio eroico che arriva da lontano e vuole opporsi a un destino che sembra ineluttabile?", - "FELIX_SOCIAL4_FELIX16": "A me ricorda qualcuno di nome {player}...", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Faccio del mio meglio. Che te ne pare?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "Sei un buon amico, Felix!", - "FELIX_SOCIAL4_FELIX16_OPTION2": "Sei un inguaribile romantico, Felix.", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "Eh eh. [pause]Figurati!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "Ho tanti altri bozzetti e appunti per questa storia. [pause]Ti andrebbe di vederli?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Beh, tu sei avventurosa e hai una missione. [pause]Si scrive di quel che si conosce, no? Io conosco te.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Beh, tu sei avventurosə e hai una missione. [pause]Si scrive di quel che si conosce, no? Io conosco te.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Beh, tu sei avventuroso e hai una missione. [pause]Si scrive di quel che si conosce, no? Io conosco te.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Avresti fatto prima a chiedermi di uscire con te...", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Ti vedo solo come amico.", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Intendiamoci, la faccenda dello zoto non era un pretesto per passare del tempo con te.", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "Voglio [wave amp=30 freq=10]davvero[/wave] continuare a scrivere la storia.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Ma puoi farmene una colpa se ci ho messo tutto me stesso? [pause]Mi piace impegnarmi nelle cose importanti.", - "FELIX_ROMANCE_FELIX1_OPTION2": "Niente di particolare!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "È molto dolce da parte tua.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Sei proprio imbranato.", - "FELIX_ROMANCE_FELIX1.m": "Parli meno del solito, {player}! C'è qualcosa che non va?", - "FELIX_ROMANCE_FELIX1.f": "Parli meno del solito, {player}! C'è qualcosa che non va?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Te l'ho detto, faccio del mio meglio.", - "FELIX_ROMANCE_FELIX_NO": "Scusa. Non volevo rovinare il tuo momento di quiete.", - "FELIX_ROMANCE_FELIX2": "Io...", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", - "FELIX_ROMANCE_FELIX1.n": "Parli meno del solito, {player}! C'è qualcosa che non va?", - "FELIX_ROMANCE_FELIX13": "Ma anche se un giorno dovremo dirci addio...", - "FELIX_ROMANCE_FELIX5": "È la prima volta che i ruoli si invertono. [pause]Non è normale!", - "FELIX_ROMANCE_FELIX3": "Ho avuto un paio di relazioni in passato, [pause]ma a dirla tutta...", - "FELIX_ROMANCE_FELIX4": "In genere sono io a fare la prima mossa.", - "FELIX_ROMANCE_FELIX6": "Oh, beh.", - "FELIX_ROMANCE_FELIX7": "Sei tu che mi hai chiesto una risposta!", - "FELIX_ROMANCE_FELIX8": "È \\\"sì\\\", [pause]ovviamente.", - "FELIX_ROMANCE_FELIX9.f": "Una ragazza misteriosa entra nella mia vita all'improvviso, [pause]combatte al mio fianco, [pause]si [wave amp=30 freq=10]fonde[/wave] letteralmente con me in battaglia... [pause]Ed è anche uno schianto?", - "FELIX_ROMANCE_FELIX9.m": "Un ragazzo misterioso entra nella mia vita all'improvviso, [pause]combatte al mio fianco, [pause]si [wave amp=30 freq=10]fonde[/wave] letteralmente con me in battaglia... [pause]Ed è anche uno schianto?", - "FELIX_ROMANCE_FELIX9.n": "Una persona misteriosa entra nella mia vita all'improvviso, [pause]combatte al mio fianco, [pause]si [wave amp=30 freq=10]fonde[/wave] letteralmente con me in battaglia... [pause]Ed è anche uno schianto?", - "FELIX_ROMANCE_FELIX11": "Sai, se davvero ritroveremo la via di casa... [pause]È molto probabile che non apparteniamo agli stessi mondi.", - "FELIX_ROMANCE_FELIX10": "Sarebbe da pazzi dire di no.", - "FELIX_ROMANCE_FELIX12": "Tu non hai mai sentito parlare degli zoti, [pause]io non conosco i tuoi \\\"fumetti\\\".", - "VIOLA_UNKNOWN_NAME": "Donna misteriosa", - "FELIX_ROMANCE_FELIX14": "Voglio condividere questa storia con te. [pause]Finché durerà.", - "VIOLA_INTRO1_MEREDITH1": "Tipico. C'è sempre qualcosa che cerca di ucciderci, vero?", - "VIOLA_QUEST2_PART1_VIOLA6": "Se non è troppo chiederti, [pause]potresti accompagnarmi al luogo in cui lo vedesti?", - "VIOLA_INTRO1_EUGENE1": "Più sono i nemici, migliore è l'allenamento, [pause]no?", - "VIOLA_INTRO1_KAYLEIGH1": "Questa cosa mi preoccupa un po'...", - "VIOLA_INTRO1_VIOLA3": "Venite. [pause]Combattiamoli in pari numero!", - "VIOLA_INTRO1_VIOLA2": "Questa terra non mostra clemenza, forestieri.", - "VIOLA_INTRO1_FELIX1": "Oh. Quindi era un'imboscata.", - "VIOLA_INTRO1_VIOLA4": "...", - "VIOLA_INTRO1_VIOLA5": "Meglio fareste ad andarvene, prima che quei malvagi ritornino...", - "VIOLA_INTRO1_VIOLA6": "Non avete motivo alcuno di trattenervi in un luogo come questo.", - "VIOLA_INTRO1_KAYLEIGH7": "Lascia almeno che ti ringraziamo! Chi sei?", - "VIOLA_INTRO1_MEREDITH7": "Bel cappello. E chi saresti, tu?", - "VIOLA_INTRO1_EUGENE7": "E dai, [pause]siamo compagni di battaglia! [pause]Dicci almeno il tuo nome.", - "VIOLA_INTRO1_FELIX7": "È stata una battaglia intensa. [pause]Puoi almeno dirci come ti chiami?", - "VIOLA_INTRO1_VIOLA8": "Son Viola di Messina.", - "VIOLA_INTRO1_VIOLA9": "Non son combattente di natura, ma questo luogo mi ha obbligata a diventare tale.", - "VIOLA_INTRO1_VIOLA10": "Non intendo gravarvi dei miei fardelli.", - "VIOLA_INTRO1_VIOLA10_OPTION1": "Qual è il tuo fardello?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "Dove potrebbe trovarsi tuo fratello?", - "VIOLA_INTRO1_VIOLA11": "...", - "VIOLA_INTRO1_VIOLA10_OPTION2": "Sei in missione?", - "VIOLA_INTRO1_VIOLA12": "Dopo lunga peregrinazione per mare, ho perduto mio fratello tra i flutti.", - "VIOLA_INTRO1_VIOLA13": "Se non son annegata io, forse anch'egli è giunto su questi lidi...", - "VIOLA_INTRO1_VIOLA14": "Lo vado cercando da alcune settimane. Un'anima gentile mi ha donato questo curioso congegno, a mo\\' di protezione.", - "VIOLA_INTRO1_VIOLA15": "Se vi giungesse voce di mio fratello Sebastian, mi troverete accampata a est di qui.", - "VIOLA_INTRO1_VIOLA16": "I miei saluti.", - "VIOLA_INTRO2_VIOLA1": "Ci incontriamo ancora. Rechi novità?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "Perché viaggi da sola?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "Perché parli così?", - "VIOLA_QUEST1_PART1_MEREDITH2": "Non... Non so cosa pensare. Forse è meglio se avvertiamo Viola.", - "VIOLA_INTRO2_VIOLA1_OPTION4": "Arrivederci!", - "VIOLA_INTRO2_VIOLA2": "Lo ignoro.", - "VIOLA_INTRO2_VIOLA3": "È un giovane pieno di risorse. Se anch'egli dimora in questa terra, son certa che mi stia cercando.", - "VIOLA_INTRO2_VIOLA4": "Non conosco questa terra, né le sue usanze.", - "VIOLA_INTRO2_VIOLA5": "Trovo alquanto strani i suoi abitanti. È per la mia sicurezza che viaggio da sola.", - "VIOLA_INTRO2_VIOLA7": "Forse son più lontana dalle mie terre di quanto inizialmente pensassi.", - "VIOLA_INTRO2_VIOLA6": "Dalla mia prospettiva, [pause]sei tu che t'esprimi in un curioso dialetto.", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DITE A MIA SORELLA... D'INCONTRARMI QUI...[/wave]", - "VIOLA_INTRO2_VIOLA8": "Addio.", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "Era il fratello di Viola? Dovremmo avvertirla...", - "VIOLA_QUEST1_PART1_EUGENE2": "Piuttosto strano, eh? Forza, diciamolo a Viola.", - "VIOLA_QUEST2_PART1_VIOLA1": "Mi dite che... v'è apparsa una visione di mio fratello?", - "VIOLA_QUEST1_PART1_FELIX2": "Questa storia si fa sempre più bizzarra. Forza, diciamo a Viola che abbiamo visto suo fratello.", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Certo!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Non ora.", - "VIOLA_QUEST2_PART1_VIOLA2": "Dovete rivelarmi di più.", - "VIOLA_QUEST2_PART1_VIOLA3": "Capisco...", - "VIOLA_QUEST2_PART1_VIOLA4": "Mio fratello potrebbe essere ancor tra i vivi... [pause]O forse, di lui non rimane ormai che l'anima.", - "VIOLA_QUEST2_PART1_VIOLA5": "Devo averne certezza. {player}...", - "VIOLA_QUEST2_PART1_VIOLA8": "Tacciano pure le tue preoccupazioni. [pause]Il cammino offrirà ben pochi pericoli, con me al tuo fianco.", - "VIOLA_QUEST2_PART1_VIOLA7": "È d'uopo affrettarsi.", - "VIOLA_QUEST2_PART1_VIOLA_NO": "Comprendo. Dunque, per ora rimarrò qui.", - "VIOLA_QUEST3_PART1_VIOLA1": "È questo il luogo?", - "VIOLA_QUEST3_PART1_VIOLA2": "Fratello mio, [pause]se è qui che ti trovi... [pause]Parlami.", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "V'è un\\'oscura quiete, qui, che mi riempie d\\'angoscia. Non la senti anche tu?", - "VIOLA_QUEST3_PART1_VIOLA3": "Perlustriamo questo posto, e poi allontaniamocene.", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "È tragico che il mio adorato fratello debba trovarsi in un simile luogo...", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "Molte lune ho atteso d'incontrarti, [wave amp=30 freq=10]Viola di Messina[/wave].", - "VIOLA_QUEST3_PART2_VIOLA1": "Fratello?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "No? [pause]Ma le celebrazioni di questa notte non sono neppure iniziate!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "Ho buone nuove da riferirti.", - "VIOLA_QUEST3_PART2_VIOLA4": "...[pause] Non m'inganni, spirito. [pause]Non m\\'abbasserò ai tuoi tranelli.", - "VIOLA_QUEST3_PART2_VIOLA7": "...", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "VIENI, VIOLA DI MESSINA.\\n\\nALL'INTERNO TROVERAI LA TUA FAMIGLIA.\\n\\nPOICHÉ IO SON IL CUSTODE DI TUO FRATELLO.", - "VIOLA_QUEST3_PART2_VIOLA8": "Ripongo ben poca fiducia nelle parole di questo spirito. [pause]Ma se conosce Sebastian, [pause]e il mio nome...", - "VIOLA_QUEST3_PART2_VIOLA9": "Forse dice il vero.", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Un tempo, questo vascello dev'esser stato un imponente spettacolo...", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "Lo spirito che mi ha parlato... Non oso domandare cosa potesse volere.", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "L'acqua si è prosciugata! [pause]Avanti, il tempo è prezioso!", - "VIOLA_QUEST4_PART1_ROBIN1": "VUOI DANZARE, CUGINA?", - "VIOLA_QUEST4_PART2_VIOLA1": "Questo dev'essere il covo dello spirito che mi tiene separata da mio fratello.", - "VIOLA_QUEST4_PART1_VIOLA1": "No. [pause]Tu non sei della mia stirpe, spirito.", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Non credo che vi sia uno spirito, lì dentro...", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Credo che sia un Arcangelo...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "DEVO CHIEDERE SILENZIO, PER FAVORE.", - "VIOLA_QUEST4_PART2_VIOLA2": "Spirito, folletto o demonio che sia, se desidera parlare con me...", - "VIOLA_QUEST4_PART2_VIOLA3": "Io non indietreggerò!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "IL MONDO NON È CHE UN PALCOSCENICO...\\n\\nE LO SPETTACOLO STA PER COMINCIARE.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "Mi aspettavo di più.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "Di che \\\"spettacolo\\\" vaneggi? Chi [wave amp=30 freq=10]sei[/wave] tu?", - "VIOLA_QUEST4_FUSE_VIOLA3": "Non è oggi il giorno in cui periremo!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "OH, NON SON CHE UN LIETO VAGABONDO DELLA NOTTE... \\n\\nMI CHIAMANO GOBLIN, E PUCK...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "IO E TE, VIOLA DI MESSINA, CONDIVIDIAMO UNA LUNGA STORIA.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "SON ROBIN GOODFELLOW!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "VEDIAMO...\\n\\nPAGINA 645... \\\"LA DODICESIMA NOTTE\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "NEL RELITTO DELLA NAVE HO SCOPERTO QUESTO VOLUME.\\n\\nCURIOSA LETTURA, INVERO.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "LA COMMEDIA DI VIOLA DI MESSINA, NAUFRAGATA IN UN PAESE IGNOTO.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "Non capisco...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, SÌ, ED ECCOMI QUI:\\n\\nPAGINA 365. \\\"SOGNO DI UNA NOTTE DI MEZZ'ESTATE\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "TROVERAI TUO FRATELLO SOLO QUANDO LA TUA STORIA LO RICHIEDERÀ.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UNA STORIA DI FATE: DEL RE OBERON, DELLA REGINA TITANIA E DEL BIZZOSO SPIRITELLO ROBIN GOODFELLOW.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MIA CARA VIOLA, TU E IO...\\n\\nNON SIAMO CHE INVENZIONI DI UN DRAMMATURGO MORTALE... TAL WILLIAM SHAKESPEARE, PER LA PRECISIONE.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "LE NOSTRE STORIE NON SON NOSTRE.\\n\\nSEBASTIAN NON È QUI. NON SARÀ MAI QUI.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Questo \\\"Robin Goodfellow\\\" dice il vero, [pause]{player}?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause]...[pause]...[pause]...", - "VIOLA_CONVO13_VIOLA2.f": "Mi rincresce, [pause]amica mia, [pause]ma non ho l'animo della conversatrice in questo momento.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "Ebbene, [shake rate=30 level=10]io le sfido[/shake]!", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "È vero.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Queste storie ch'egli legge sono... [pause]celebri nel tuo mondo?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Mi dispiace.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Mi dispiace.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Grazie.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Mi dispiace.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "SAI BENE CHE DICO IL VERO.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Io credo che la tua \\\"verità\\\" non cambi niente.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Io credo...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "LASCIA CHE QUESTA VERITÀ TI TRAVOLGA, CHE TI SOMMERGA NEI SUOI ABISSI FINO A FARTI MANCARE IL FIATO IN CORPO.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Forse è vero che nel mondo di {player}, [pause]io non sono che una storia.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "Questo futuro che fu scritto per me non è che un pugno di [shake rate=30 level=10]parole su carta[/shake]!", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Ma chi può dire che {player} non sia una storia nel mio?", - "VIOLA_QUEST4_FUSE_VIOLA2": "La soverchiante mano del fato vuole schiacciarci, [pause]eppure...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "AH AH AH!\\n\\nQUAL SORPRESA!", - "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]La nostra storia non termina qui![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "QUESTA COMMEDIA È PERSINO MIGLIORE DI QUANTO SPERASSI!\\n\\nAVANTI, AMMIRIAMONE L'ATTO FINALE!", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Mi riferisco al [wave amp=30 freq=10]momento d'unione[/wave] nella nostra gran battaglia. Quando i nostri due corpi si son congiunti in uno, ho sentito anche i nostri [wave amp=30 freq=10]destini[/wave] intrecciarsi.", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "SBAGLIO O TI VEDO IN DIFFICOLTÀ, MESSER GOODFELLOW?", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "LASCIA CHE TI TENDA UNA MANO. HO UN NUOVO RUOLO PER TE.", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Sarebbe saggio tornare nel luogo ove siam più sicuri...", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Grazie d'avermi accompagnato in questo cimento, [pause]{player}.", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "È mia convinzione che Robin Goodfellow avesse torto.", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Forse la mia vita, in altri regni, non è che un racconto. Ma...", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "E della mia vicenda sarò io a trovar la conclusione.", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Non m'importa. Mia è la mano che scriverà il mio futuro.", - "VIOLA_CONVO2_VIOLA2": "Eppure vi son tante povere anime, su questi lidi, che vagano raminghe da molto più tempo di me.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Ma poiché i nostri cuori si son legati in battaglia, [pause]ora fai parte della mia vicenda anche tu.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "\\\"I nostri cuori... si son legati\\\"?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "Che intendi?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Forse, se la si trovasse, potrei ricongiungermi a mio fratello.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "Dici che hai contezza d'una porta da cui si può lasciare questa terra?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "E se anche noi ci siamo disgiunti, sento che i fili del fato non son così facili da districare.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "Proprio così!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Esatto.", - "VIOLA_CONVO1_VIOLA1": "Intendi dunque dirmi che, nel tuo regno, [pause]viaggiare da un paese all'altro è questione di poche ore, [pause]e non d\\'interi giorni?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Molto bene! [pause]Lascia che ripaghi il mio debito: ti aiuterò a trovare ciò che cerchi.", - "VIOLA_CONVO1_VIOLA2": "È mai possibile un portento simile? [pause]La mia ragione vacilla al sol pensiero!", - "VIOLA_CONVO2_VIOLA1": "Non è da molto che mi trovo in questa terra, [pause]ma avverto già straziante la mancanza della mia casa.", - "VIOLA_CONVO2_VIOLA3": "Non credo ch'io potrei sopportarlo. [pause]La gente, qui, porta sulle spalle il fardello d\\'una quieta agonia.", - "VIOLA_CONVO3_VIOLA1": "So che il cielo sopra di noi non è il medesimo che rimiravo dalla mia finestra, da bambina...", - "VIOLA_CONVO3_VIOLA2": "Ma per un istante posso finger che lo sia. [pause]Posso illudermi che la mia casa si trovi a un solo giorno di cavallo da qui, [pause]così da essere tra le braccia dei miei cari nel giro di poche ore.", - "VIOLA_CONVO4_VIOLA1": "Dimmi: [pause]qual è il nome della mostruosa forma che assumi in battaglia?", - "VIOLA_CONVO3_VIOLA3": "Sicuramente anche tu covi nel cuore un simile anelito, [pause]{player}.", - "VIOLA_CONVO4_VIOLA2": "...", - "VIOLA_CONVO5_VIOLA1": "Curioso come quest'isola renda possibili i più improbabili incontri, non trovi?", - "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]Bizzarro a dirsi, ma ti s'addice.", - "VIOLA_CONVO5_VIOLA2": "Individui delle più disparate provenienze, [pause]le cui strade mai si sarebbero incrociate, [pause]divengono compatrioti nel momento in cui il fato li porta tutti insieme in questa terra solitaria.", - "VIOLA_CONVO5_VIOLA3.m": "Sott'ogni altra circostanza, un incontro tra noi due sarebbe stato impossibile!", - "VIOLA_CONVO5_VIOLA3.f": "Sott'ogni altra circostanza, un incontro tra noi due sarebbe stato impossibile!", - "VIOLA_CONVO5_VIOLA3.n": "Sott'ogni altra circostanza, un incontro tra noi due sarebbe stato impossibile!", - "VIOLA_CONVO6_VIOLA1": "Se mai dovessi lasciare questo luogo, sarebbe da stolti far parola del tempo qui trascorso.", - "VIOLA_CONVO6_VIOLA3": "I miei compari mi crederebbero ammattita!", - "VIOLA_CONVO6_VIOLA2": "Un'isola al di là dei regni terreni, [pause]dove abitano spiriti e creature fatate?", - "VIOLA_CONVO7_VIOLA1.n": "Vieni, miə carə {player}. [pause]So che presto dovremo tornare alla nostra cerca...", - "VIOLA_CONVO7_VIOLA1.f": "Vieni, mia cara {player}. [pause]So che presto dovremo tornare alla nostra cerca...", - "VIOLA_CONVO7_VIOLA1.m": "Vieni, mio caro {player}. [pause]So che presto dovremo tornare alla nostra cerca...", - "VIOLA_CONVO11_VIOLA1.m": "Combattere al fianco del tuo amato in battaglia, [pause]sotto le sembianze di una bizzarra creatura...", - "VIOLA_CONVO7_VIOLA2": "Ma possiamo rubare al fato ancora qualche istante.", - "VIOLA_CONVO8_VIOLA1": "Nelle mie terre ho fatto visita a più d'una taverna, ma nessuna era quieta come questa.", - "VIOLA_CONVO8_VIOLA2": "È alquanto gradevole! [pause]Posso immaginare i tanti momenti felici che son trascorsi tra queste mura.", - "VIOLA_CONVO9_VIOLA1": "Quando per un istante gli alberi sono immobili, e per breve tempo regna la quiete...", - "VIOLA_CONVO9_VIOLA2": "Qui ristagna un silenzio più autentico di quanto mai potrei sperimentarne altrove. [pause]Un silenzio che t'affonda dentro, che s\\'insinua sotto la tua pelle.", - "VIOLA_CONVO9_VIOLA3": "Il pensiero che in questo reame non v'è nulla al di là di questa sola, sparuta isola...", - "VIOLA_CONVO10_VIOLA1.m": "Dimmi un poco, [pause]mio caro {player}, [pause]ti ho mai deliziato col racconto dei miei giorni da artista girovaga?", - "VIOLA_CONVO9_VIOLA4": "Ben pochi saprebbero immaginare un luogo sì solitario.", - "VIOLA_CONVO10_VIOLA1.f": "Dimmi un poco, [pause]mia cara {player}, [pause]ti ho mai deliziata col racconto dei miei giorni da artista girovaga?", - "VIOLA_CONVO10_VIOLA1.n": "Dimmi un poco, [pause]miə carə {player}, [pause]ti ho mai deliziatə col racconto dei miei giorni da artista girovaga?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "I tuoi giorni da che cosa?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "Artista girovaga?", - "VIOLA_CONVO10_VIOLA2": "Proprio così! [pause]Io e mio fratello cantavamo e recitavamo per gli amici, e di tanto in tanto anche in pubblico.", - "VIOLA_CONVO10_VIOLA3": "Non che ci occorresse il denaro, certo. [pause]Non ho mai dovuto preoccuparmi granché delle mie sostanze. Dare felicità era una ricompensa in sé.", - "VIOLA_CONVO10_VIOLA4": "Dimmi, anche tu devi possedere qualche talento nascosto. [pause]Desidero molto saperne di più su di te, se me lo concederai...", - "VIOLA_CONVO11_VIOLA1.f": "Combattere al fianco della tua amata in battaglia, [pause]sotto le sembianze di una bizzarra creatura...", - "VIOLA_CONVO11_VIOLA2": "È di per sé un atto d'amore, non trovi? [pause]Se l\\'azione è eloquenza, [pause]il nostro combattere è poesia.", - "VIOLA_CONVO11_VIOLA1.n": "Combattere al fianco del tuo amore in battaglia, [pause]sotto le sembianze di una bizzarra creatura...", - "VIOLA_CONVO12_VIOLA2": "Spero un giorno di poter intrattenere mio fratello narrandogli dei diavoli che ho sconfitto.", - "VIOLA_CONVO12_VIOLA1": "Spero che troveremo presto la strada di casa da questo strano sogno in cui ci troviamo.", - "VIOLA_CONVO13_VIOLA1": "...", - "VIOLA_CONVO14_VIOLA4": "Eppure, è davvero [wave amp=30 freq=10]curioso[/wave] che la propria storia possa trovarsi tra le pagine d'un libro, in qualche altra terra. Tutte le storie funzionano in questo modo?", - "VIOLA_CONVO13_VIOLA2.n": "Mi rincresce, [pause]amicə miə, [pause]ma non ho l'animo della conversatrice in questo momento.", - "VIOLA_CONVO13_VIOLA2.m": "Mi rincresce, [pause]amico mio, [pause]ma non ho l'animo della conversatrice in questo momento.", - "VIOLA_CONVO13_VIOLA3": "Non ci conosciamo da molto. Per quanto tu mi abbia offerto il tuo aiuto, ho poche parole da offrire in cambio.", - "VIOLA_CONVO15_VIOLA2": "Che cosa curiosa! Eppure, la buona gente di questa terra vi si presta senza esitazione né preoccupazione.", - "VIOLA_CONVO14_VIOLA2": "Dice che io e lui saremmo creazioni d'un drammaturgo. Che le nostre storie son già state scritte.", - "VIOLA_CONVO14_VIOLA1": "Ripenso ancora alle parole di Robin Goodfellow, quello spiritello infingardo.", - "VIOLA_CONVO14_VIOLA3": "Certo, non gli ho permesso di calpestarmi lo spirito con quelle sue parole. [pause]Come ho detto, la mia storia è mia, solo mia da scrivere.", - "VIOLA_CONVO14_VIOLA5": "Forse, in un reame diverso da questo, esiste il \\\"Libro di {player}\\\"! [pause]Una lettura avvincente, ne sono certa!", - "VIOLA_CONVO17_VIOLA1_OPTION1": "Sì!", - "VIOLA_CONVO15_VIOLA1": "Dimmi, [pause]{player}, [pause]non trovi che il modo in cui si duella in queste terre, sotto le spoglie di bestie fatate, sia bizzarro?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "È piuttosto strano, sì!", - "VIOLA_CONVO15_VIOLA1_OPTION2": "Io lo trovo divertente!", - "VIOLA_CONVO16_VIOLA1": "Riesci a crederci, {player}? [pause]Credi davvero che la porta che hai trovato ci riporterà al luogo in cui vivevamo un tempo?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "Devo crederci!", - "VIOLA_CONVO16_VIOLA1_OPTION2": "Ci credo!", - "VIOLA_CONVO16_VIOLA2": "Meraviglioso! [pause]Per quanto ormai ammiri questo splendido nuovo mondo, so che non è destino per nessuno di noi rimaner qui per sempre.", - "VIOLA_CONVO16_VIOLA3": "Ma se tu desideri restare qui ancora un poco, anch'io rimarrò. [pause]Siamo giovani, dopotutto. Ancora il tempo non ci fa cenno d\\'andarcene da qui.", - "VIOLA_CONVO18_VIOLA2": "Forse questo è il vero scopo di questa terra: coloro che metton piede sulle sue rive, quando se ne andranno porteran con sé miriadi di racconti d'avventura.", - "VIOLA_CONVO17_VIOLA1": "La battaglia che abbiam combattuto contro Aleph è stata magnifica, non trovi?", - "VIOLA_CONVO17_VIOLA2": "Sono più un avvezza a combattere di quanto credessi. Forse dovrei vivere da soldato!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "Beh, si potrebbe dire di sì!", - "VIOLA_CONVO17_VIOLA3": "Anche se, in quanto donna, non mi sarebbe permesso. [pause]Forse dovrei di nuovo camuffarmi in abiti maschili...", - "VIOLA_CONVO17_VIOLA3_OPTION2": "Eh?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"Di nuovo?\\\"", - "VIOLA_CONVO18_VIOLA1.m": "Non viaggiamo insieme da lungo tempo, mio caro {player}, ma a me pare già d'aver vissuto insieme una vita intera di storie!", - "VIOLA_CONVO17_VIOLA4": "Ti sorprende? Sono un'attrice nell\\'animo! Uomo e donna non sono che costumi nel mio guardaroba, da indossare quando più mi aggrada.", - "VIOLA_CONVO18_VIOLA1.f": "Non viaggiamo insieme da lungo tempo, mia cara {player}, ma a me pare già d'aver vissuto insieme una vita intera di storie!", - "VIOLA_CONVO18_VIOLA1.n": "Non viaggiamo insieme da lungo tempo, miə carə {player}, ma a me pare già d'aver vissuto insieme una vita intera di storie!", - "VIOLA_SOCIAL1_VIOLA4": "Sì. E questi \\\"mangiatori di cassette\\\" che s'usano per assumere la forma di spiriti e bestie.", - "VIOLA_CONVO19_VIOLA1.m": "Leggi poesie, mio caro {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "Non proprio!", - "VIOLA_CONVO19_VIOLA1.n": "Leggi poesie, miə carə {player}?", - "VIOLA_CONVO19_VIOLA1.f": "Leggi poesie, mia cara {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "Sì!", - "VIOLA_CONVO19_VIOLA4": "Cosi come ha bisogno d'un cuoco che nutra il suo ventre, così l\\'uomo ha bisogno d\\'un poeta che nutra il suo cuore.", - "VIOLA_CONVO19_VIOLA2": "Sono lieta di saperlo!", - "VIOLA_CONVO19_VIOLA3": "Poco importa, forse sarò io a insegnartelo!", - "VIOLA_SOCIAL1_VIOLA2": "La brava gente di Harbourtown parla in modi che trovo bizzarri.", - "VIOLA_CONVO19_VIOLA5": "Trovo crudeltà verso se stessi privare il proprio cuore di tale nutrimento.", - "VIOLA_CONVO19_VIOLA6": "Considerato il sentimento che ci lega, forse fanno al caso nostro le opere della poetessa greca Saffo? Durante i nostri viaggi, cercherò di procurarmi un volume delle sue liriche.", - "VIOLA_CONVO20_VIOLA1": "Grazie. [pause]Ho apprezzato questo momento di riposo. {player}.", - "VIOLA_SOCIAL1_VIOLA1": "Mi sono resa chiaramente conto, [pause]ultimamente, [pause]che molti elementi della vita in questa città mi sono estranei.", - "VIOLA_SOCIAL1_VIOLA3": "E i lampioni s'illuminano da sé, senza un lampionaio che li accenda! [pause]Ci sono molte cose che non capisco.", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "Immagino che tu venga dai tempi di Shakespeare...", - "VIOLA_SOCIAL3_VIOLA5": "Ha insistito sul fatto che questo libro, [pause]\\\"Storie del Terrore\\\", fosse una lettura preziosa.", - "VIOLA_SOCIAL1_VIOLA5": "E per fondere lo spirito con quello dei tuoi sodali. [pause]Questo è normale per te?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Dal tuo punto di vista questo dev'essere il futuro!", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Uh, no, è strano anche per me.", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "Questo succede solo a Nuova Wirral.", - "VIOLA_SOCIAL1_VIOLA6": "Capisco.", - "VIOLA_SOCIAL1_VIOLA8": "È proprio vero: sono davvero assai lontana dal Ducato di Messina, sia nello spazio sia nel tempo.", - "VIOLA_SOCIAL1_VIOLA7": "Quindi ci sono aspetti di questa terra che ti sono familiari, ma altri che persino tu trovi strani.", - "VIOLA_SOCIAL1_VIOLA9": "Se questo reame ha delizie a me sconosciute, ho una cosa da chiederti.", - "VIOLA_SOCIAL1_VIOLA10": "Potresti forse condividerne alcune con me, di tanto in tanto?", - "VIOLA_SOCIAL1_VIOLA11": "Desidero sperimentare queste novità, prima di tornare nel mio paese d'origine.", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Prima di tornare a casa?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "Te ne vai?", - "VIOLA_SOCIAL1_VIOLA13.m": "Lo leggo nei tuoi occhi! [pause]Non ti è così facile nascondermi cosa contiene il tuo cuore, amico mio.", - "VIOLA_SOCIAL1_VIOLA12": "Non hai fatto della ricerca d'un modo di lasciare l\\'isola la tua missione?", - "VIOLA_SOCIAL1_VIOLA13.n": "Lo leggo nei tuoi occhi! [pause]Non ti è così facile nascondermi cosa contiene il tuo cuore, amicə miə.", - "VIOLA_SOCIAL1_VIOLA13.f": "Lo leggo nei tuoi occhi! [pause]Non ti è così facile nascondermi cosa contiene il tuo cuore, amica mia.", - "VIOLA_SOCIAL1_VIOLA14": "Non preoccuparti: ti aiuterò in ogni modo possibile.", - "VIOLA_SOCIAL1_VIOLA15": "In me avrai sempre un'alleata e un\\'amica.", - "VIOLA_SOCIAL1_VIOLA16": "Molto bene! [pause]Non indugiamo oltre.", - "VIOLA_SOCIAL2_VIOLA2": "Non serve birra, dico bene? [pause]Serve invece questo \\\"caffè\\\".", - "VIOLA_SOCIAL2_VIOLA1": "Quella locanda che tutti frequentano, [pause]il \\\"Gramophone\\\"...", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "Esatto!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Sono abbastanza sicura che sia così.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Sono abbastanza sicuro che sia così.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Sono abbastanza sicurə che sia così.", - "VIOLA_SOCIAL2_VIOLA3": "E le persone del tuo tempo consumano questo \\\"caffè\\\" in grandi quantità?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "Decisamente!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Forse anche troppo.", - "VIOLA_SOCIAL2_VIOLA4": "Illuminante.", - "VIOLA_SOCIAL2_VIOLA6": "Pertanto, ho portato con me una fiaschetta di questa bevanda così amata. [pause]È un dono di Clémence.", - "VIOLA_SOCIAL2_VIOLA5": "Vorrei provare a gustare il caffè, [pause]come tutta la brava gente di Harbourtown.", - "VIOLA_SOCIAL4_VIOLA9": "Sarebbe così facile dimenticare la mia stirpe e restare qui.", - "VIOLA_SOCIAL2_NARRATION7": "Viola beve una tazza di caffè.", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Qual è il verdetto?", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "Che ne pensi?", - "VIOLA_SOCIAL2_VIOLA9": "È una bevanda vigorosa.", - "VIOLA_SOCIAL2_VIOLA10": "Mi è chiaro perché sia tanto amata.", - "VIOLA_SOCIAL2_VIOLA11": "Quanto invece a questa sorta di pagnottella dolce che mi regalato con tanta gentilezza...", - "VIOLA_SOCIAL2_VIOLA12": "Che nome ha?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "È un rotolo alla cannella!", - "VIOLA_SOCIAL2_VIOLA13": "È così aromatico... [pause]E così dolce....", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Clémence ti ha dato anche un rotolo alla cannella?", - "VIOLA_SOCIAL2_VIOLA14": "Eppure svanisce in un istante, [pause]come una gioia pura e fugace.", - "VIOLA_SOCIAL2_VIOLA15": "Buonanotte, [pause]dolce rotolo.", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "Allora ti è piaciuto?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "È stato un successo, allora?", - "VIOLA_SOCIAL2_VIOLA16": "Sì, [pause]direi di sì.", - "VIOLA_SOCIAL3_VIOLA1": "Nei miei sforzi per conoscere i tanti reami al di fuori di Harbourtown ho recuperato alcuni documenti di grande importanza.", - "VIOLA_ROMANCE_VIOLA5": "Mi stavo solo burlando di te. [pause]Siamo sudditi del tempo, [pause]e un giorno il tempo ci comanderà di separarci.", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Materiale didattico?", - "VIOLA_SOCIAL3_VIOLA2": "Sì, [pause]il tempo che ho trascorso qui a Nuova Wirral mi ha mostrato che il mondo in cui vivevo non era che un granello di sabbia in un oceano infinito...", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Stai facendo ricerche?", - "VIOLA_SOCIAL3_VIOLA3.m": "In verità, ci sono molti reami come quello da cui provengo. [pause]Come ad esempio il tuo, mio caro {player}.", - "VIOLA_SOCIAL3_VIOLA4": "Ho chiesto aiuto all'amica Meredith, [pause]e lei mi ha procurato questo tomo.", - "VIOLA_SOCIAL3_VIOLA3.n": "In verità, ci sono molti reami come quello da cui provengo. [pause]Come ad esempio il tuo, miə carə {player}.", - "VIOLA_SOCIAL3_VIOLA3.f": "In verità, ci sono molti reami come quello da cui provengo. [pause]Come ad esempio il tuo, mia cara {player}.", - "VIOLA_SOCIAL3_VIOLA6": "In verità, sono giunta alla conclusione che i resoconti che narra siano immaginari.", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Credo che sia un libro di narrativa horror...", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "Non credo che imparerai nulla da questo libro.", - "VIOLA_SOCIAL3_VIOLA7": "Tuttavia, ti pregherei di soffermarti sul Capitolo 5: [pause]per gran parte, vi si descrivono modi efficaci per uccidere i morti viventi.", - "VIOLA_SOCIAL3_VIOLA8": "Non combattiamo forse mostri ogni dì? [pause]Forse questo faldone contiene informazioni più preziose di quanto tu potessi pensare.", - "VIOLA_SOCIAL3_VIOLA9": "Tuttavia, [pause]ritengo che Meredith mi abbia prestato questo libro per puro amore del macabro.", - "VIOLA_SOCIAL3_VIOLA10": "È stata una lettura piacevole! [pause]Forse le chiederò di concedermene altri.", - "VIOLA_SOCIAL4_VIOLA1.f": "Ci sono questioni di cui vorrei discutere con te, amica mia. [pause]Pensi che potremmo andare altrove, in un luogo tranquillo?", - "VIOLA_SOCIAL4_VIOLA1.m": "Ci sono questioni di cui vorrei discutere con te, amico mio. [pause]Pensi che potremmo andare altrove, in un luogo tranquillo?", - "VIOLA_SOCIAL3_VIOLA11": "Vieni! Desidero mettere in pratica le lezioni che ho appena appreso!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Non ora.", - "VIOLA_SOCIAL4_VIOLA1.n": "Ci sono questioni di cui vorrei discutere con te, amicə miə. [pause]Pensi che potremmo andare altrove, in un luogo tranquillo?", - "VIOLA_SOCIAL4_VIOLA_NO": "Un'altra volta, quindi.", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "Certo!", - "VIOLA_SOCIAL4_VIOLA3": "La gente di Harbourtown vive libera dal fardello delle aspettative, vero?", - "VIOLA_SOCIAL4_VIOLA2": "C'è una cosa che mi preme di dire.", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "Che vuoi dire?", - "VIOLA_ROMANCE_VIOLA_NO.f": "Errore mio, allora.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "Non ti seguo.", - "VIOLA_SOCIAL4_VIOLA4": "Nessun nobile da compiacere, [pause]nessun re a cui genuflettersi...", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "Non ti seguo.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "Non ti seguo.", - "VIOLA_SOCIAL4_VIOLA5": "Siete liberi di trovare uno scopo nelle vostre azioni. [pause]Invidio una vita di tal genere.", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "La tua vita precedente era complicata?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "Cosa facevi, prima di venire qui?", - "VIOLA_SOCIAL4_VIOLA6": "La mia famiglia era di chiara reputazione e grande ricchezza, [pause]ma è stata travolta dalla sventura.", - "VIOLA_SOCIAL4_VIOLA7": "Io e mio fratello abbiamo ricevuto l'incarico di contattare un amico di famiglia in terre lontane, per chiedergli aiuto.", - "VIOLA_SOCIAL4_VIOLA8": "Ma come puoi immaginare, [pause]la mia nave non è mai approdata a quelle coste. [pause]E la terra in cui mi sono ritrovata era questa: un paese dei sogni, dimora di spiriti e bestie.", - "VIOLA_SOCIAL4_VIOLA10": "Sarebbe una vita felice, in eccellente compagnia.", - "VIOLA_SOCIAL4_VIOLA11.n": "Perché questa terra ha te, miə carə {player}!", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "Porto il mio cuore in bella vista. [pause]Non posso negare i miei sentimenti.", - "VIOLA_SOCIAL4_VIOLA11.m": "Perché questa terra ha te, mio caro {player}!", - "VIOLA_SOCIAL4_VIOLA11.f": "Perché questa terra ha te, mia cara {player}!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Sarò sempre un amico per te!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Sarò sempre unə amicə per te!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Sarò sempre un'amica per te!", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Pensi che potremmo essere più che amici?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Pensi che potremmo essere più che amiche?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "Questo [pause]non posso negarlo.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Pensi che potremmo essere più che amici?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Ottimo! [pause]Vieni, [pause]amico mio, [pause]beviamo questo \\\"caffè\\\".", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Ottimo! [pause]Vieni, [pause]amicə miə, [pause]beviamo questo \\\"caffè\\\".", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Abbiamo ancora tante strade da percorrere insieme.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "E poi riprenderemo il nostro viaggio!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Ottimo! [pause]Vieni, [pause]amica mia, [pause]beviamo questo \\\"caffè\\\".", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "\\\"Più che amici\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "\\\"Più che amiche\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Parla chiaro: tu come mi consideri?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "\\\"Più che amici\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Ti considero una buona amica.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Io...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Il mio cuore si strugge per te.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Sai come usare le parole quando si presenta l'occasione, amica mia.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Sai come usare le parole quando si presenta l'occasione, amico mio.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "La tua bellezza ha sempre rischiarato i miei giorni.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Sai come usare le parole quando si presenta l'occasione, amicə miə.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Vieni, caro {player}...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Vieni, cara {player}...", - "VIOLA_ROMANCE_VIOLA1.m": "Hai un'aria smarrita, {player}. [pause]C\\'è qualcosa che desideri confessare?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Vieni, carə {player}...", - "VIOLA_ROMANCE_VIOLA_NO.m": "Errore mio, allora.", - "VIOLA_ROMANCE_VIOLA1.n": "Hai un'aria smarrita, {player}. [pause]C\\'è qualcosa che desideri confessare?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "Hai un'aria smarrita, {player}. [pause]C\\'è qualcosa che desideri confessare?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "Niente di particolare!", - "VIOLA_ROMANCE_VIOLA_NO.n": "Errore mio, allora.", - "VIOLA_ROMANCE_VIOLA2": "Io...", - "VIOLA_ROMANCE_VIOLA3": "Stai forse chiedendo la mia mano in matrimonio, [pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", - "VIOLA_ROMANCE_VIOLA6": "Sposarti sarebbe un fardello troppo pesante, [pause]sapendo che un giorno questo sogno ad occhi aperti finirà e torneremo alle nostre vite di un tempo.", - "VIOLA_ROMANCE_VIOLA7": "Eppure, [pause]ci restano ancora molti giorni e molte notti da trascorrere fianco a fianco.", - "VIOLA_ROMANCE_VIOLA8": "Il tuo desiderio è anche il mio. [pause]D'ora in poi, che i nostri cuori battano all\\'unisono.", - "VIOLA_ROMANCE_VIOLA9": "Forse, [pause]in un altro reame ben oltre la nostra immaginazione, [pause]in questo stesso istante un umile drammaturgo racconta la nostra.", - "DOG_QUEST1_PART1_NARRATION4": "Il nome del cane è Barkley e ha un mini-mangianastri attaccato al collare. Non ci sono informazioni sul suo proprietario, a parte un numero di telefono di 22 cifre.", - "VIOLA_ROMANCE_VIOLA10": "\\\"Viola e {player}, ovvero i due cuori uniti dal naufragio.\\\"", - "VIOLA_ROMANCE_VIOLA11": "Credo che sarebbe una storia meravigliosa, [pause]non pensi anche tu?", - "DOG_QUEST1_PART1_DOG1": "Bau!", - "DOG_UNKNOWN_NAME": "Cane", - "DOG_QUEST1_PART1_NARRATION2": "È un cane amichevole!", - "DOG_QUEST1_PART1_NARRATION3": "Dopo aver allungato la mano per farti annusare dal cane, controlli il suo collare.", - "DOG_QUEST1_PART1_NARRATION5": "Anche Barkley deve essere bloccato a Nuova Wirral.", - "DOG_QUEST1_PART1_NARRATION7": "Barkley guarda la scogliera e guaisce. Probabilmente vuole salire.", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Uuuhhh...[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "Puoi salire lassù con la tua abilità di arrampicarti. Vuoi salire con lui?", - "DOG_QUEST1_PART2_NARRATION1": "Barkley non ha avuto problemi a salire sulla scogliera. Voleva solo qualcuno che lo accompagnasse.", - "DOG_QUEST1_PART1_NARRATION9": "Non si allontana da questo punto. Forse, se avessi un modo per fargli risalire la scogliera...", - "DOG_QUEST1_PART1_DOG10": "Bau bau!", - "DOG_QUEST1_PART4_NARRATION2": "Tra le ossa ci sono dei bocconcini e un guinzaglio per cani.", - "DOG_QUEST1_PART3_DOG1": "Grrrr...", - "RESTING_DOG_2": "Tu e Barkley fate rotolare una palla avanti e indietro pigramente.", - "DOG_QUEST1_PART4_NARRATION1": "Sembrano ossa umane...", - "DOG_QUEST1_PART4_NARRATION4": "Subito dopo, Barkley ti lecca bagnandoti tutta la mano!", - "DOG_QUEST1_PART4_NARRATION3": "Barkley scava una grossa buca e insieme seppellite le ossa.", - "DOG_QUEST1_PART4_DOG5": "*Pant pant*", - "RESTING_DOG_1": "Tu e Barkley fate un lungo pisolino insieme.", - "RESTING_DOG_3": "Barkley è stato davvero bravo oggi, perciò ti assicuri che riceva tutti i bocconcini e le carezze sul pancino che merita.", - "RESTING_DOG_5": "Barkley ti lecca la faccia!", - "RESTING_DOG_4": "Barkley condivide con te uno dei suoi bocconcini. Lo provi, ma non è molto buono.", - "RESTING_DOG_6.m": "Barkley si spazzola i tuoi spuntini mentre sei distratto.", - "RESTING_DOG_8": "Barkley trova un buon posto per scavare! Voi due vi ricoprite completamente di fango.", - "RESTING_DOG_6.n": "Barkley si spazzola i tuoi spuntini mentre sei distrattə.", - "RESTING_DOG_6.f": "Barkley si spazzola i tuoi spuntini mentre sei distratta.", - "RESTING_DOG_7": "Cerchi di giocare a riporta il bastoncino con Barkley, ma lui è più interessato agli odori dei mostri nelle vicinanze.", - "RESTING_DOG_9": "Barkley ti porta un bastoncino di cui è davvero tanto orgoglioso!", - "INTERMISSION_PART1_ALEPH1": "SALVE, [pause]{player.to_upper}!", - "INTERMISSION_PART1_ALEPH2": "CHIEDO SCUSA, [pause]PARLO TROPPO FORTE?", - "INTERMISSION_PART1_ALEPH3": "FORSE COSÌ VA MEGLIO PER TE.", - "INTERMISSION_PART1_ALEPH4": "HO PENSATO CHE POTREMMO ORGANIZZARE UN INCONTRO VELOCE.", - "INTERMISSION_PART1_MEREDITH5": "È lo stesso tizio che continua ad apparire nelle stazioni? [pause]Ma insomma, chi sei?", - "INTERMISSION_PART1_KAYLEIGH5": "L'uomo del triangolo! Chi sei e cosa vuoi?", - "INTERMISSION_PART1_EUGENE5": "Non mi fai paura! Chi sei?!", - "INTERMISSION_PART1_FELIX5": "Uhm. [pause]Questo mi preoccupa un po'. [pause]Chi sei?", - "INTERMISSION_PART1_VIOLA5": "Cos'è mai questa creatura?", - "INTERMISSION_PART1_DOG5": "Bau!", - "INTERMISSION_PART1_ALEPH6": "AH! DOVE HO SCORDATO L'EDUCAZIONE? [pause]DOVREI PRESENTARMI.", - "INTERMISSION_PART1_ALEPH6_OPTION1": "Sei un Arcangelo?", - "INTERMISSION_PART1_ALEPH7": "ARCANGELO! [pause]È COSÌ CHE CI CHIAMATE? CHE DELIZIA!", - "INTERMISSION_PART1_ALEPH8": "QUANTO A ME, PERSONALMENTE...", - "INTERMISSION_PART1_ALEPH9": "LA VOSTRA GENTE MI HA CHIAMATO IN MOLTI MODI.", - "INTERMISSION_PART1_ALEPH10": "ARTÙ, [pause]ALESSANDRO, [pause]AGAMENNONE...", - "INTERMISSION_PART1_MEREDITH13": "Uhm, non è quello che mi aspettavo.", - "INTERMISSION_PART1_ALEPH11": "AHIMÈ, [pause][pause]IO SONO ALEPH.", - "INTERMISSION_PART1_ALEPH12": "PUOI CHIAMARMI AL.", - "INTERMISSION_PART1_KAYLEIGH13": "Certo che è... [pause]molto educato.", - "INTERMISSION_PART1_EUGENE13": "Cos'è questa messinscena da \\\"bravo ragazzo\\\"?", - "INTERMISSION_PART1_ALEPH14": "DA QUALCHE TEMPO UNA VECCHIA CONOSCENZA MI PREOCCUPAVA. [pause]FORTUNATAMENTE, QUELLA \\\"SITUAZIONE\\\" ORA È STATA RISOLTA.", - "INTERMISSION_PART1_FELIX13": "Piacere di... conoscerti?", - "INTERMISSION_PART1_VIOLA13": "Se vuoi qualcosa da noi, [pause]parla chiaramente!", - "INTERMISSION_PART1_DOG13": "Grrrr...", - "INTERMISSION_PART1_ALEPH16": "QUESTI SONO DAVVERO TEMPI ENTUSIASMANTI, [pause]AMICI MIEI!", - "INTERMISSION_PART1_ALEPH15": "E ORA RITORNO E SCOPRO CHE QUESTO MONDO HA RADUNATO ALTRI DELLA MIA SPECIE? [pause]ALTRI \\\"ARCANGELI\\\"?", - "INTERMISSION_PART1_ALEPH18": "TANTO CHE DEVO CHIEDERVI DI NON TENTARE DI INTERFERIRE CON IL MIO ESERCIZIO DI TEAM-BUILDING.", - "INTERMISSION_PART1_ALEPH17": "I NUOVI ARRIVI SONO UN'ACCOZZAGLIA BIZZARRA, [pause]MA VEDO MOLTO POTENZIALE IN LORO.", - "INTERMISSION_PART1_ALEPH19": "ANZI, [pause]DEVO PROPRIO CHIEDERVI DI SMETTERE DI CERCARE I MIEI SIMILI IN QUALSIASI MODO.", - "INTERMISSION_PART1_ALEPH19_OPTION1": "Ma gli Arcangeli sono la chiave per lasciare Nuova Wirral!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "Devo trovarli per lasciare quest'isola!", - "INTERMISSION_PART1_ALEPH20": "OH!", - "INTERMISSION_PART1_ALEPH21": "VOLETE SOLO ANDARVENE?", - "INTERMISSION_PART1_ALEPH22": "SÌ, [pause]POSSO MANDARVI LONTANO DA QUI!", - "INTERMISSION_PART1_KAYLEIGH24": "Non mi piace questo discorso...", - "INTERMISSION_PART1_ALEPH23": "L'UNICA COSA CHE NON POSSO TRASPORTARE SONO IO! UNO SPECCHIO NON RIFLETTE SE STESSO...", - "INTERMISSION_PART1_MEREDITH24": "Uh, ti fidi di questo tizio a triangolo?", - "INTERMISSION_PART1_EUGENE24": "Questo non mi piace per niente...", - "INTERMISSION_PART1_FELIX24": "Uhm... {player}?", - "INTERMISSION_PART1_VIOLA24": "Che genere di uomo è mai?", - "INTERMISSION_PART1_DOG24": "Uuuh...", - "INTERMISSION_PART1_ALEPH25": "COSÌ SIA! [pause]ESAUDIRÒ IL VOSTRO DESIDERIO.", - "INTERMISSION_PART1_ALEPH26": "PER FAVORE, NON RITORNATE.", - "INTERMISSION_PART1_ALEPH27": "DAVVERO.", - "INTERMISSION_PART1_ALEPH28": "DICO SUL SERIO.", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "Non riesco a leggere niente. Non riconosco nemmeno la lingua.", - "INTERMISSION_PART2_AMBER1.m": "Hai l'aria sperduta, [pause]straniero.", - "AMBER_UNKNOWN_NAME": "Donna misteriosa", - "INTERMISSION_PART2_AMBER2": "Hai bisogno di un posto dove stare?", - "INTERMISSION_PART2_AMBER1.n": "Hai l'aria sperduta, [pause]stranierə.", - "INTERMISSION_PART2_AMBER1.f": "Hai l'aria sperduta, [pause]straniera.", - "INTERMISSION_PART3_AMBER1.n": "Sei fortunatə che ti ho trovato, tesoro.", - "INTERMISSION_LODGE_LOCKED": "La porta è chiusa a chiave.", - "INTERMISSION_PART3_AMBER1.m": "Sei fortunato che ti ho trovato, tesoro.", - "INTERMISSION_PART3_AMBER2": "Puoi chiamarmi Madame Ambra. [pause]Sono il volto della Loggia Ambra.", - "INTERMISSION_PART3_AMBER1.f": "Sei fortunata che ti ho trovato, tesoro.", - "INTERMISSION_PART3_AMBER4.m": "Accomodati, [pause]fai come fossi a casa tua. [pause]Dai un'occhiata in giro.", - "INTERMISSION_PART3_AMBER3.f": "Sei davvero fortunata: [pause]la Loggia Ambra non attraversa spesso quei mondi morti.", - "INTERMISSION_PART3_AMBER3.m": "Sei davvero fortunato: [pause]la Loggia Ambra non attraversa spesso quei mondi morti.", - "INTERMISSION_PART3_AMBER3.n": "Sei davvero fortunatə: [pause]la Loggia Ambra non attraversa spesso quei mondi morti.", - "INTERMISSION_PART3_AMBER4.f": "Accomodati, [pause]fai come fossi a casa tua. [pause]Dai un'occhiata in giro.", - "INTERMISSION_PART3_AMBER5": "Al momento stiamo viaggiando, perciò non c'è ancora nessun posto dove andare.", - "INTERMISSION_PART3_AMBER4.n": "Accomodati, [pause]fai come fossi a casa tua. [pause]Dai un'occhiata in giro.", - "INTERMISSION_PART3_AMBER6_OPTION1": "Chi sei?", - "INTERMISSION_PART3_AMBER6": "Ehi, dolcezza. Come posso aiutarti?", - "INTERMISSION_PART3_AMBER6_OPTION2": "Che posto è questo?", - "INTERMISSION_PART3_AMBER6_OPTION3": "Cosa sta succedendo?", - "INTERMISSION_PART3_AMBER6_OPTION4": "Arrivederci!", - "INTERMISSION_PART3_AMBER7": "Come ho detto, sono Madame Ambra. [pause]Il volto di questo locale raffinato.", - "INTERMISSION_PART3_AMBER9": "Non sei la prima anima a vagare qui con quell'espressione sul viso!", - "INTERMISSION_PART3_AMBER8": "Non preoccuparti, [pause]non sei in pericolo.", - "INTERMISSION_PART3_AMBER11": "Tendiamo a non restare nello stesso posto troppo a lungo. [pause]A volte persone come te hanno bisogno di una mano, perciò cerchiamo di aiutarle.", - "INTERMISSION_PART3_AMBER10": "La Loggia Ambra, tesoro.", - "INTERMISSION_PART3_AMBER12": "Abbiamo avuto una clientela molto variegata nel corso degli anni, [pause]su questo non c'è dubbio.", - "INTERMISSION_PART3_AMBER13.m": "Oooh, sei [wave amp=30 freq=10]adorabile[/wave] con quello sguardo da cucciolo smarrito!", - "INTERMISSION_PART3_AMBER14.m": "Tranquillo, [pause]non c'è nulla di cui preoccuparsi.", - "INTERMISSION_PART3_AMBER13.n": "Oooh, sei [wave amp=30 freq=10]adorabile[/wave] con quello sguardo da cucciolo smarrito!", - "INTERMISSION_PART3_AMBER13.f": "Oooh, sei [wave amp=30 freq=10]adorabile[/wave] con quello sguardo da cucciolo smarrito!", - "INTERMISSION_PART3_AMBER14.f": "Tranquilla, [pause]non c'è nulla di cui preoccuparsi.", - "INTERMISSION_PART3_AMBER14.n": "Tranquillə, [pause]non c'è nulla di cui preoccuparsi.", - "INTERMISSION_PART3_AMBER15.m": "Ti sei semplicemente trovato in un mondo morto da mille anni.", - "INTERMISSION_PART3_AMBER16": "Beh, [pause]io non ho fatto altro che raccoglierti.", - "INTERMISSION_PART3_AMBER15.n": "Ti sei semplicemente trovatə in un mondo morto da mille anni.", - "INTERMISSION_PART3_AMBER15.f": "Ti sei semplicemente trovata in un mondo morto da mille anni.", - "AMBER_LODGE_MIRROR_DESCRIPTION": "Questo è uno specchio ben lucidato. Non sembra riflettere nulla, però...", - "INTERMISSION_PART3_AMBER17": "Abbi cura di te, dolcezza.", - "AMBER_LODGE_NPC1_NAME": "Uomo rilassato", - "AMBER_LODGE_NPC1_DIALOGUE": "Madame Ambra sa come gestire questo locale, questo è poco ma sicuro!", - "AMBER_LODGE_NPC2_NAME": "Donna dalle guance arrossate", - "AMBER_LODGE_NPC2_DIALOGUE": "Accidenti, starei qui per sempre se potessi!", - "AMBER_LODGE_NPC3_NAME": "Individuo amichevole", - "AMBER_LODGE_NPC3_DIALOGUE": "È la tua prima visita alla Loggia Ambra?", - "AMBER_LODGE_NPC4_NAME": "Uomo dal volto severo", - "AMBER_LODGE_NPC4_DIALOGUE": "La Loggia Ambra è davvero unica nel suo genere...", - "INTERMISSION_PART4_AMBER1": "Un tempo più semplice.", - "INTERMISSION_PART4_AMBER1_OPTION1": "Conosci Aleph?", - "INTERMISSION_PART4_AMBER1_OPTION2": "Sei amica di Aleph?", - "INTERMISSION_PART4_AMBER2": "Eravamo come una famiglia una volta, [pause]ai bei vecchi tempi.", - "INTERMISSION_PART4_AMBER3": "Eravamo un bel gruppetto, una volta, [pause]e abbiamo passato dei bei momenti insieme, [pause]lascia che te lo dica.", - "INTERMISSION_PART4_AMBER4": "Aleph era un po' il capo. [pause]Cioè, è OVVIO che fosse lui. [pause]È un tipo fatto così, [pause]dico bene?", - "INTERMISSION_PART4_AMBER5": "Io? [pause]Io ero quella che guida, [pause]e Morgante era la custode alla porta.", - "INTERMISSION_PART4_AMBER6": "Ma a volte ci si perde di vista. A volte alla fine le cose si complicano.", - "INTERMISSION_PART4_AMBER7": "Perciò mi sono lasciata tutto alle spalle.", - "INTERMISSION_PART4_AMBER8": "Sono sicura che Aleph sta ancora cercando di trovare un modo di andarsene da quell'isola, [pause]ancora adesso.", - "INTERMISSION_PART4_AMBER9": "E la vecchia strega non gli dirà mai come fare, [pause]ovviamente.", - "INTERMISSION_PART4_AMBER10": "Ma non voglio annoiarti come una vecchietta che racconta i bei tempi andati.", - "INTERMISSION_PART4_AMBER11": "Io?", - "INTERMISSION_PART4_AMBER16": "Non preoccuparti, non lo dirò a nessuno.", - "INTERMISSION_PART4_AMBER10_OPTION1": "Sei un Arcangelo?", - "INTERMISSION_PART4_AMBER13": "Sono solo il volto di questo locale raffinato.", - "INTERMISSION_PART4_AMBER12": "Beh, [pause]te l'ho detto, {player}...", - "INTERMISSION_PART4_AMBER15": "Per non parlare del fatto che tu la sai lunga di cosa vuol dire andare in giro indossando un avatar, dico bene?", - "INTERMISSION_PART4_AMBER14": "La Loggia Ambra è la vera protagonista.", - "INTERMISSION_PART4_AMBER25.m": "Attraversalo quando sei pronto.", - "INTERMISSION_PART4_AMBER18": "E prima [pause]eri a Nuova Wirral?", - "INTERMISSION_PART4_AMBER17.m": "Ora, [pause]immagino che fossi bloccato su quel sasso perché Aleph ti ha teletrasportato lì, [pause]giusto?", - "INTERMISSION_PART4_AMBER17.f": "Ora, [pause]immagino che fossi bloccata su quel sasso perché Aleph ti ha teletrasportata lì, [pause]giusto?", - "INTERMISSION_PART4_AMBER17.n": "Ora, [pause]immagino che fossi bloccatə su quel sasso perché Aleph ti ha teletrasportatə lì, [pause]giusto?", - "INTERMISSION_PART5_EUGENE.f": "Sapevo che saresti tornata!", - "INTERMISSION_PART4_AMBER19": "Quell'isola è come carta moschicida. [pause]La gente scivola tra le crepe del mondo e finisce lì. Gran bella sfortuna, dolcezza.", - "INTERMISSION_PART4_AMBER20": "Ma per quanto riguarda le storie con il nostro amico dalla testa triangolare...", - "INTERMISSION_PART4_AMBER21.m": "Non è colpa tua se sei rimasto coinvolto nelle nostre vecchie beghe.", - "INTERMISSION_PART4_AMBER21.f": "Non è colpa tua se sei rimasta coinvolta nelle nostre vecchie beghe.", - "INTERMISSION_PART4_AMBER21.n": "Non è colpa tua se sei rimastə coinvoltə nelle nostre vecchie beghe.", - "INTERMISSION_PART4_AMBER23": "Questo specchio ti porterà dove devi andare.", - "INTERMISSION_PART4_AMBER22": "Perciò ti darò un passaggio, solo per questa volta. [pause]Seguimi.", - "INTERMISSION_PART4_AMBER24": "Quale SIA quel posto, [pause]invece... [pause]beh, [pause]non dipende da me.", - "INTERMISSION_PART4_AMBER25.f": "Attraversalo quando sei pronta.", - "INTERMISSION_PART4_AMBER26": "Abbi cura di te, dolcezza. È stato un vero piacere conoscerti.", - "INTERMISSION_PART4_AMBER27.n": "Ah, e fammi un favore: [pause]non facciamo sapere al nostro amico Al che ti ho aiutato, [pause]ti va?", - "INTERMISSION_PART4_AMBER25.n": "Attraversalo quando sei prontə.", - "INTERMISSION_PART4_AMBER27.m": "Ah, e fammi un favore: [pause]non facciamo sapere al nostro amico Al che ti ho aiutato, [pause]ti va?", - "INTERMISSION_PART5_KAYLEIGH.m": "Per un attimo ho temuto di averti perso!", - "INTERMISSION_PART4_AMBER27.f": "Ah, e fammi un favore: [pause]non facciamo sapere al nostro amico Al che ti ho aiutato, [pause]ti va?", - "INTERMISSION_PART5_KAYLEIGH.f": "Per un attimo ho temuto di averti persa!", - "INTERMISSION_PART5_KAYLEIGH.n": "Per un attimo ho temuto di averti persə!", - "INTERMISSION_PART5_MEREDITH.m": "Uff, [pause]non hai IDEA di quanto mi hai fatto preoccupare, bello.", - "INTERMISSION_PART5_MEREDITH.n": "Uff, [pause]non hai IDEA di quanto mi hai fatto preoccupare, bellə.", - "INTERMISSION_PART5_MEREDITH.f": "Uff, [pause]non hai IDEA di quanto mi hai fatto preoccupare, bella.", - "INTERMISSION_PART5_EUGENE.m": "Sapevo che saresti tornato!", - "INTERMISSION_PART5_FELIX.f": "Per un momento, ho temuto che non ti avrei rivista...", - "INTERMISSION_PART5_FELIX.m": "Per un momento, ho temuto che non ti avrei rivisto...", - "INTERMISSION_PART5_EUGENE.n": "Sapevo che saresti tornatə!", - "INTERMISSION_PART5_VIOLA.m": "Quanto sono grata che tu stia tornato tra noi...", - "INTERMISSION_PART5_FELIX.n": "Per un momento, ho temuto che non ti avrei rivistə...", - "INTERMISSION_PART5_VIOLA.n": "Quanto sono grata che tu stia tornatə tra noi...", - "INTERMISSION_PART5_VIOLA.f": "Quanto sono grata che tu stia tornata tra noi...", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]BAU! BAU![/shake]", - "INTERMISSION_PART6_VIOLA4": "Questo \\\"Aleph\\\" non è degno di nessuna fiducia. Faremo meglio a stare in guardia se mostrerà di nuovo quel suo viso spigoloso.", - "INTERMISSION_PART6_KAYLEIGH2": "Questo tizio a triangolo, [pause]Aleph, [pause]è un vecchio Arcangelo che è rimasto bloccato a Nuova Wirral come tutti noi.", - "INTERMISSION_PART6_KAYLEIGH1": "Ok, [pause]allora, se ho capito bene...", - "END_MIRROR_DENIAL_EUGENE1.n": "Non posso ancora passare di qui, bellə. [pause]Non finché non avrò fermato i Succhiaterra qui a Nuova Wirral, mi spiego?", - "INTERMISSION_PART6_MEREDITH3.m": "E sei stato salvato da una sconosciuta dopo che il [wave amp=30 freq=10]tizio a triangolo[/wave] ti ha spedito in un altro mondo. [pause]Cosa che può fare agli altri, ma non a se stesso. [pause]Capito.", - "INTERMISSION_PART6_MEREDITH3.f": "E sei stata salvata da una sconosciuta dopo che il [wave amp=30 freq=10]tizio a triangolo[/wave] ti ha spedito in un altro mondo. [pause]Cosa che può fare agli altri, ma non a se stesso. [pause]Capito.", - "INTERMISSION_PART6_MEREDITH3.n": "E sei statə salvatə da una sconosciuta dopo che il [wave amp=30 freq=10]tizio a triangolo[/wave] ti ha spedito in un altro mondo. [pause]Cosa che può fare agli altri, ma non a se stesso. [pause]Capito.", - "INTERMISSION_PART6_KAYLEIGH3.f": "E ti ha spedito con il suo testone a specchio in un mondo in rovina, dove una simpatica sconosciuta ti ha dato un passaggio per tornare. [pause]E anche lei è un Arcangelo.", - "INTERMISSION_PART6_KAYLEIGH5": "Però non sappiamo ancora cosa stia tramando Aleph. Sappiamo solo che è interessato agli [wave amp=30 freq=10]altri[/wave] Arcangeli.", - "INTERMISSION_PART6_KAYLEIGH3.m": "E ti ha spedito con il suo testone a specchio in un mondo in rovina, dove una simpatica sconosciuta ti ha dato un passaggio per tornare. [pause]E anche lei è un Arcangelo.", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "Già.", - "INTERMISSION_PART6_KAYLEIGH3.n": "E ti ha spedito con il suo testone a specchio in un mondo in rovina, dove una simpatica sconosciuta ti ha dato un passaggio per tornare. [pause]E anche lei è un Arcangelo.", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "Mi sembra un buon riassunto.", - "INTERMISSION_PART6_EUGENE5": "Non sappiamo cosa stia tramando questo tizio, vero? Mi pare che abbia già tutto un suo [shake rate=30 level=10]programma[/shake], ad esempio cercare altri Arcangeli.", - "INTERMISSION_PART6_FELIX6": "Immagino che la mia domanda sia questa: come lo gestiamo? È chiaro che ha qualcosa in mente, ma tutta questa faccenda potrebbe essere un [wave amp=30 freq=10]pochino[/wave] al di sopra delle nostre capacità.", - "INTERMISSION_PART6_MEREDITH6": "Ok, allora cosa ne facciamo del tizio? Insomma, [pause]sta tramando qualcosa, [pause]ma è un [wave amp=30 freq=10]Arcangelo[/wave]. La roba da Arcangeli è un po' fuori portata per noi, secondo me.", - "INTERMISSION_PART6_KAYLEIGH6": "Ebbene, {player}? Cosa pensi dovremmo fare con lui? Aleph ha già dimostrato di essere disposto a [wave amp=30 freq=10]eliminare[/wave] chiunque ritenga di intralcio, ma... [pause]temo che questa impresa sia al di là delle nostre forze.", - "INTERMISSION_PART6_FELIX6_OPTION1": "Lo teniamo d'occhio.", - "INTERMISSION_PART6_FELIX6_OPTION2": "Lo evitiamo finché possiamo.", - "INTERMISSION_PART6_KAYLEIGH7": "Bene! Bel piano.", - "INTERMISSION_PART6_MEREDITH7.m": "Eh eh. Buona idea, bello.", - "INTERMISSION_PART6_MEREDITH7.f": "Eh eh. Buona idea, bella.", - "INTERMISSION_PART6_MEREDITH7.n": "Eh eh. Buona idea, bellə.", - "INTERMISSION_PART6_EUGENE7": "Beh, sembra un buon piano!", - "INTERMISSION_PART6_FELIX7": "Eh eh. Mi piace questo piano.", - "INTERMISSION_PART6_DOG7": "Bau!", - "INTERMISSION_PART6_VIOLA7": "Ottimo! Farò come dici, {player}.", - "END_MIRROR_REVEAL_KAYLEIGH1": "Ma questo è...", - "END_MIRROR_REVEAL_PLAYER1": "Uhm. Uno specchio. Chissà se è come alla Loggia Ambra...", - "END_PART1_EUGENE3.f": "Tutto ok? [pause]Eri piuttosto silenziosa, poco fa.", - "END_MIRROR_REVEAL_FELIX1": "Mitico.", - "END_MIRROR_REVEAL_EUGENE1": "Ehi!", - "END_MIRROR_REVEAL_MEREDITH1": "Questa... [pause]sembra una scoperta significativa.", - "END_MIRROR_REVEAL_VIOLA1": "Che sia questo il dominio che intendevi scoprire, {player}?", - "END_MIRROR_DENIAL_MEREDITH1": "Io... non posso ancora attraversare, {player}. Mi sembra proprio un viaggio di sola andata, e ho degli affari in sospeso.", - "END_MIRROR_REVEAL_DOG1": "Bau!", - "END_MIRROR_DENIAL_EUGENE1.m": "Non posso ancora passare di qui, bello. [pause]Non finché non avrò fermato i Succhiaterra qui a Nuova Wirral, mi spiego?", - "END_MIRROR_DENIAL_EUGENE1.f": "Non posso ancora passare di qui, bella. [pause]Non finché non avrò fermato i Succhiaterra qui a Nuova Wirral, mi spiego?", - "END_MIRROR_DENIAL_VIOLA1.f": "Non posso procedere al tuo fianco, amica mia. [pause]Non finché non saprò per certo che mio fratello non si trova in queste terre.", - "END_MIRROR_DENIAL_FELIX1": "Io... non posso procedere insieme a te. [pause]Non ho trovato la mia ispirazione artistica. Non ancora.", - "END_MIRROR_DENIAL_VIOLA1.n": "Non posso procedere al tuo fianco, amicə miə. [pause]Non finché non saprò per certo che mio fratello non si trova in queste terre.", - "END_MIRROR_DENIAL_VIOLA1.m": "Non posso procedere al tuo fianco, amico mio. [pause]Non finché non saprò per certo che mio fratello non si trova in queste terre.", - "END_MIRROR_DENIAL_DOG1": "Sembra che Barkley abbia degli affari in sospeso...", - "FINAL_STATION_PART1_KAYLEIGH1": "Dove siamo adesso? Quanta nebbia... [pause]Immagino che si possa solo andare avanti, {player}.", - "FINAL_STATION_PART1_EUGENE1": "Quello specchio nascondeva questo posto? È una cosa che fanno, gli specchi?! Mi sfugge qualcosa, qui?", - "FINAL_STATION_PART1_MEREDITH1": "Questo posto era nascosto in uno [wave amp=30 freq=10]specchio[/wave]?!", - "FINAL_STATION_PART1_FELIX1": "Non so cosa mi aspettassi di trovare qui, ma non credo proprio fosse questo. [pause]Uhm.", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Uuuhhh...[/shake]", - "FINAL_STATION_PART1_VIOLA1": "Mettere piede in uno specchio e trovare un luogo come questo... Non avrei mai neppure sognato una cosa simile.", - "FINAL_STATION_PART2_KAYLEIGH1": "Questo posto è [wave amp=30 freq=10]immenso[/wave]...", - "FINAL_STATION_PART2_KAYLEIGH2": "Se la porta che cerchiamo esiste, è senz'altro qui. [pause]Meglio guardarci intorno.", - "FINAL_STATION_PART2_MEREDITH1": "Non c'è che dire, questo posto PUZZA di antico.", - "FINAL_STATION_PART2_MEREDITH2": "Dai, diamo un'occhiata. Se la tua porta magica tra i mondi [wave amp=30 freq=10]esiste[/wave], sarà in un posto come questo.", - "FINAL_STATION_PART2_EUGENE2": "È qui che si trova? La porta per lasciare Nuova Wirral?", - "FINAL_STATION_PART2_EUGENE1": "Questo posto sembra vuoto, [pause]come se nessuno vi entrasse da centinaia di anni...", - "FINAL_STATION_PART2_FELIX1": "Questo...", - "FINAL_STATION_PART2_VIOLA1": "Un senso di tristezza permea questo luogo. Lo avverti anche tu?", - "FINAL_STATION_PART2_FELIX2": "Dev'essere questo, vero? Il posto che stavi cercando? Diamo un\\'occhiata in giro.", - "END_PART1_MEREDITH1": "Non so cosa sia, ma ho l'impressione che sia meglio lasciarla stare.", - "FINAL_STATION_PART2_VIOLA2": "Vieni, [pause]dovremmo esplorare questo dominio di dolore.", - "END_PART1_KAYLEIGH1": "È una bara, questa? {player}, perché è così grande?", - "FINAL_STATION_PART2_DOG1": "Barkley sembra nervoso, ma anche impaziente di dare un'occhiata in giro.", - "END_PART1_EUGENE1": "È... non so nemmeno cosa pensare.", - "END_PART1_VIOLA1": "Questa bara è stata foggiata da mani in lutto. [pause]Non lo avverti anche tu?", - "END_PART1_FELIX1": "Direi che è una sorpresa trovare qualcosa del genere qui, ma non so davvero cosa mi aspettassi.", - "END_PART1_MORGANTE2": "MORDREAD... FIGLIO MIO...\\n\\nVERRÀ FATTA GIUSTIZIA CONTRO IL RE IN ROSSO.\\n\\nPRESTO.", - "END_PART1_DOG1": "[shake rate=30 level=10]Uuuhhh...[/shake]", - "END_PART1_FELIX3.n": "Uh, tutto bene, {player}? [pause]Per un attimo sei rimastə a fissare il nulla.", - "END_PART1_KAYLEIGH3.m": "Stai bene? Per un attimo sembravi stranito.", - "END_PART1_MEREDITH3.m": "Terra chiama {player}? [pause]Per un attimo sembravi da un'altra parte.", - "END_PART1_KAYLEIGH3.f": "Stai bene? Per un attimo sembravi stranita.", - "END_PART1_KAYLEIGH3.n": "Stai bene? Per un attimo sembravi stranitə.", - "END_PART1_MEREDITH3.f": "Terra chiama {player}? [pause]Per un attimo sembravi da un'altra parte.", - "END_PART1_MEREDITH3.n": "Terra chiama {player}? [pause]Per un attimo sembravi da un'altra parte.", - "END_PART1_EUGENE3.m": "Tutto ok? [pause]Eri piuttosto silenzioso, poco fa.", - "END_PART2_PLAYER_OPTION2": "Facciamolo!", - "END_PART1_FELIX3.m": "Uh, tutto bene, {player}? [pause]Per un attimo sei rimasto a fissare il nulla.", - "END_PART1_EUGENE3.n": "Tutto ok? [pause]Eri piuttosto silenziosə, poco fa.", - "END_PART1_VIOLA3.m": "La tua mente è ancora tra noi? Per un istante sei rimasto stranamente immobile.", - "END_PART1_FELIX3.f": "Uh, tutto bene, {player}? [pause]Per un attimo sei rimasta a fissare il nulla.", - "END_PART1_VIOLA3.n": "La tua mente è ancora tra noi? Per un istante sei rimastə stranamente immobile.", - "END_PART1_VIOLA3.f": "La tua mente è ancora tra noi? Per un istante sei rimasta stranamente immobile.", - "END_PART1_DOG3": "Bau!", - "END_PART2_CONFIRM1.m": "Una volta che proseguirai, potresti non essere in grado di tornare per un po'. Sei davvero pronto?", - "END_PART2_CONFIRM1.f": "Una volta che proseguirai, potresti non essere in grado di tornare per un po'. Sei davvero pronta?", - "END_PART2_CONFIRM2": "Vuoi salvare, prima?", - "END_PART2_CONFIRM1.n": "Una volta che proseguirai, potresti non essere in grado di tornare per un po'. Sei davvero prontə?", - "END_PART2_KAYLEIGH3": "Siamo arrivati così lontano, {player}...", - "END_PART2_MEREDITH3.m": "Se è davvero la fine, allora sono davvero colpita. [pause]Quasi non pensavo che ce l'avresti fatta, bello.", - "END_PART2_MEREDITH3.n": "Se è davvero la fine, allora sono davvero colpita. [pause]Quasi non pensavo che ce l'avresti fatta, bellə.", - "END_PART2_MEREDITH3.f": "Se è davvero la fine, allora sono davvero colpita. [pause]Quasi non pensavo che ce l'avresti fatta, bella.", - "END_PART2_EUGENE3": "Ora non si torna più indietro! [pause]Sono CARICHISSIMO!", - "END_PART2_FELIX3": "Sembra un portale piuttosto serio. [pause]Siamo alla fine, immagino?", - "END_PART2_VIOLA3": "Che sia davvero così? La fine del nostro viaggio è davanti a noi?", - "END_PART2_DOG3": "Bau!", - "END_PART2_MEREDITH5.m": "Non avevi intenzione di lasciarmi indietro, [pause]vero, bello?", - "END_PART2_KAYLEIGH4": "Ehi, aspetta! Non ti lascio entrare senza di me!", - "END_PART2_EUGENE6": "Un ultimo salto nell'ignoto, giusto? Da paura!", - "END_PART2_MEREDITH5.n": "Non avevi intenzione di lasciarmi indietro, [pause]vero, bellə?", - "END_PART2_MEREDITH5.f": "Non avevi intenzione di lasciarmi indietro, [pause]vero, bella?", - "END_PART2_VIOLA8": "Se questo dev'essere il nostro ultimo atto, [pause]allora usciamo di scena insieme!", - "END_PART2_FELIX7": "Devo esserci anch'io.", - "END_PART3_FELIX4": "Quindi stiamo ipotizzando che questo triangolo gigante sia la porta, giusto?", - "END_PART2_DOG9": "Bau!", - "END_PART2_PLAYER_OPTION1": "Grazie di essere qui!", - "END_PART3_MEREDITH2": "Ci siamo, [pause]vero?", - "END_PART3_KAYLEIGH1": "Quella DEVE essere la porta....", - "END_PART3_EUGENE3": "[shake rate=30 level=10]Epocale![/shake]", - "END_PART3_VIOLA5": "Che meraviglia...", - "END_PART3_DOG6": "*Pant pant*", - "END_PART3_ALEPH7": "Wow, ce l'abbiamo davvero fatta!", - "END_PART3_KAYLEIGH8": "Aleph!", - "END_PART3_MEREDITH8": "Oh. Di nuovo tu.", - "END_PART3_EUGENE8": "Che cosa vuoi, [pause]mostro?", - "END_PART3_VIOLA8": "Tu!", - "END_PART3_DOG8": "Bau?!", - "END_PART3_FELIX8": "Ci stavi seguendo?", - "END_PART3_ALEPH9": "QUELLA VECCHIA STREGA HA NASCOSTO PROPRIO BENE QUESTO POSTO.", - "END_PART3_ALEPH10": "SAPEVI CHE QUESTA INTERA FERROVIA È UN ALTRO DI NOI \\\"ARCANGELI\\\"?", - "END_PART3_ALEPH12": "È UN VERO LABIRINTO QUAGGIÙ!", - "END_PART3_ALEPH11": "LA MERLINEA, LA CHIAMIAMO. [pause]TUTTA LA VOSTRA \\\"ISOLA\\\" È SULLA SUA SCHIENA.", - "END_PART3_ALEPH13": "NON AVREI MAI TROVATO LA CAMERA SENZA DI VOI, [pause]DAVVERO.", - "END_PART3_ALEPH15.n": "NON SO COME CONOSCI QUEL NOME. [pause]SEI PIÙ INTELLIGENTE DI QUANTO SEMBRI.", - "END_PART3_ALEPH13_OPTION1": "\\\"Quella vecchia strega\\\" sarebbe Morgante?", - "END_PART3_ALEPH14": "...", - "END_PART3_ALEPH13_OPTION2": "Morgante ha nascosto questo posto?", - "END_PART3_ALEPH15.m": "NON SO COME CONOSCI QUEL NOME. [pause]SEI PIÙ INTELLIGENTE DI QUANTO SEMBRI.", - "END_PART3_ALEPH15.f": "NON SO COME CONOSCI QUEL NOME. [pause]SEI PIÙ INTELLIGENTE DI QUANTO SEMBRI.", - "END_PART3_ALEPH16": "LA VECCHIA STREGA MI HA TENUTO INTRAPPOLATO IN QUESTE GALLERIE PER LUNGO TEMPO, [pause]MA ALLA FINE HO VINTO IO.", - "END_PART3_ALEPH17": "IO VINCO SEMPRE.", - "END_PART3_ALEPH17_OPTION1": "Cosa vuoi?", - "END_PART3_ALEPH17_OPTION2": "Cosa stai tramando?", - "END_PART3_ALEPH18": "CHE TONO ACCUSATORIO! CERCHIAMO DI MANTENERE UN'ATMOSFERA POSITIVA QUI, GENTE!", - "END_PART3_ALEPH19": "PERCHÉ TUTTO QUELLO CHE VOGLIO È ANDARMENE, PROPRIO ATTRAVERSO QUELLA PORTA!", - "END_PART3_ALEPH20": "A PROPOSITO DI GENTE...", - "END_PART3_KAYLEIGH22": "Oh no...", - "END_PART3_ALEPH21": "VI PRESENTO LA NUOVA SQUADRA!", - "END_PART3_EUGENE24": "Oh...", - "END_PART3_MEREDITH23": "Oh oh...", - "END_PART3_FELIX25": "Uhm...", - "END_PART3_VIOLA26": "Vedo...", - "END_PART3_DOG27": "Bau?", - "END_PART3_ALEPH28": "VEDETE, UNA VOLTA ERO UN PEZZO GROSSO.", - "END_PART3_ALEPH29": "IO E LA MIA VECCHIA SQUADRA AVEVAMO UNA SPECIE DI ACCORDO CON VOIALTRI. [pause]UN RAPPORTO TUTTO SPECIALE. [pause]ANCHE SE VOI NON LO SAPEVATE.", - "END_PART3_ALEPH30": "HO IL MASSIMO RISPETTO PER VOI UMANI! SENZA DI VOI, NON ESISTEREMMO!", - "END_PART3_ALEPH31": "VOI UMANI VIVETE NEI VOSTRI PICCOLI MONDI E INVENTATE TUTTE QUESTE IDEE CARINE. AMORE, MORTE, COSE COSÌ...", - "END_PART3_ALEPH32": "I VOSTRI PENSIERI PIÙ POTENTI CI HANNO DATO VITA, E IN CAMBIO NOI VIAGGIAMO NEI VOSTRI MONDI PER REALIZZARE TUTTE LE FANTASIE CHE AVETE IDEATO PER NOI!", - "END_PART3_ALEPH33": "AVVENTURE... [pause]GUERRE... [pause]EVENTI DI ESTINZIONE...", - "END_PART3_ALEPH34": "SONO LE COSE CHE VI PIACCIONO DI PIÙ, [pause]E PIACCIONO ANCHE A ME!", - "END_PART3_ALEPH34B": "PURTROPPO LA MIA VECCHIA GANG HA PERSO UN PO' LA BUSSOLA E HA DOVUTO SEPARARSI.", - "END_PART3_ALEPH35": "PERCIÒ SONO RIMASTO LONTANO DALLE SCENE PER UN PO' DI TEMPO.", - "END_PART3_ALEPH36": "MA ORA SIAMO DI NUOVO IN AZIONE!", - "END_PART3_KAYLEIGH37": "Quindi tu e gli Arcangeli volete... [pause]invadere mondi e far rivivere i miti violenti che hanno ispirato la vostra creazione?", - "END_PART3_MEREDITH38": "Davvero preoccupante.", - "END_PART3_EUGENE39": "Un ciclo infinito di violenza...", - "END_PART3_FELIX40": "Sì, non suona granché.", - "END_PART3_VIOLA41": "Non possiamo permettere che tali desideri oscuri si realizzino!", - "END_PART3_ALEPH46": "ANZI, SENTITE UN PO': VI PROPONGO UN PATTO!", - "END_PART3_DOG42": "Grrrrrr....", - "END_PART3_ALEPH43": "EHI, NON PREOCCUPATEVI, GENTE!", - "END_PART3_ALEPH44": "SIAMO TUTTI DALLA STESSA PARTE.", - "END_PART3_ALEPH45": "VOLETE ANDARVENE DA QUESTO MONDO DI TERZ'ORDINE, E ANCHE NOI.", - "END_PART3_ALEPH46_OPTION1": "Un patto?", - "END_PART3_ALEPH46_OPTION2": "Quali sono i tuoi termini?", - "END_PART3_ALEPH48": "NON CI VEDRETE MAI PIÙ. [pause]CHE NE DITE?", - "END_PART3_ALEPH48_OPTION1": "Cosa?", - "END_PART3_ALEPH47": "OGNUNO SE NE VA PER LA PROPRIA STRADA, [pause]E NOI NON VISITEREMO MAI NESSUNO DEI VOSTRI MONDI.", - "END_PART3_ALEPH56": "PERCIÒ VI TI UCCIDERÒ TUTTI E ME NE ANDRÒ DI QUI, D'ACCORDO?", - "END_PART3_ALEPH48_OPTION2": "Neanche per sogno!", - "END_PART3_ALEPH_WHAT_49": "CONQUISTEREMO IL MONDO DI QUALCUN ALTRO E LASCEREMO IN PACE I VOSTRI.", - "END_PART3_ALEPH_NO_DEAL_49": "NO?", - "END_PART3_KAYLEIGH51": "Ogni persona ha un valore, da qualsiasi mondo provenga! Tutto ciò che possiamo fare è fare del nostro meglio per aiutarli!", - "END_PART3_ALEPH_NO_DEAL_50": "NON CAPISCO.", - "END_PART3_EUGENE51": "Anche se le persone di altri mondi non sanno che esistiamo, in questo momento [pause]noi siamo gli unici che possiamo [shake rate=30 level=10]proteggerle da te![/shake]", - "END_PART3_MEREDITH51": "Sarebbe una bella carognata da parte nostra tradire altre realtà solo per pagarci il salvacondotto, [pause]bello.", - "END_PART3_VIOLA51": "Per quanto i desideri oscuri ti abbiano dato vita, non hai il diritto di ripagare quell'oscurità infliggendola al cuore dell\\'uomo!", - "END_PART3_DOG51": "[shake rate=30 level=10]BAU![/shake]", - "END_PART3_FELIX51": "Farete del male alle persone, anche se noi non lo vedremo accadere. [pause]È un pessimo accordo, a mio parere.", - "END_PART3_ALEPH52": "MA NON FAREMO NIENTE ALLE VOSTRE REALTÀ!", - "END_PART3_ALEPH53": "RISCHIERESTE DAVVERO LA VOSTRA STESSA VITA... [pause]PER AIUTARE PERSONE CHE NEMMENO CONOSCETE?", - "END_PART3_ALEPH53_OPTION1": "Sì.", - "END_PART3_ALEPH53_OPTION2": "Ma certo.", - "END_PART3_ALEPH54": "E VA BENE. [pause]E VA BENE!", - "END_PART3_ALEPH55": "AVETE DAVVERO POCA VOGLIA DI COLLABORARE.", - "END_PART4_ALEPH1": "VOI CI AVETE CREATO, E ORA VOLETE UCCIDERCI? [pause]MA FATE PACE COL CERVELLO!", - "END_PART5_ALEPH1": "CHE APPROCCIO POCO PRODUTTIVO...", - "END_PART6_ALEPH1": "E VA BENE. NE HO AVUTO ABBASTANZA.", - "END_PART6_ALEPH2": "TORNATE TUTTI SUL TRENO! [pause]CE NE ANDIAMO!", - "END_PART7_ALEPH1": "TUTTI A BORDO!", - "END_PART7_ALEPH2": "PROSSIMA FERMATA: DOVE DIAVOLO CI PARE!", - "END_PART7_KAYLEIGH3": "{player}, fai presto!", - "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr...[/wave]", - "END_PART7_MEREDITH3": "{player}, non possiamo lasciarlo partire!", - "END_PART7_FELIX3": "Dobbiamo inseguirlo. Lo sai, vero?", - "END_PART7_EUGENE3": "Forza, andiamo!", - "END_PART7_VIOLA3": "La nostra preda non ci sfuggirà così facilmente!", - "END_PART8_KAYLEIGH1": "Ho già visto queste luci prima d'ora... [pause]quando sono arrivata a Nuova Wirral...", - "END_PART8_EUGENE1": "Ha un'aria familiare... [pause]Che abbia visto queste luci quando sono arrivato per la prima volta?", - "END_PART8_MEREDITH1": "Pazzesco... [pause]Penso di aver visto qualcosa del genere quando sono arrivata a Nuova Wirral.", - "END_PART9_ALEPH_BATTLE1": "DESIDERATE MUOVERE GUERRA CONTRO DI ME? DAVVERO TIPICO.", - "END_PART8_VIOLA1": "Queste luci... È un luogo al di là di cielo e terra, questo? [pause]Ho forse già assistito a tutto questo?", - "END_PART8_FELIX1": "Niente male come spettacolo di luci. Credo di averlo già visto... [pause]Quando sono piombato per la prima volta a Nuova Wirral?", - "END_PART8_DOG1": "Rrr...", - "END_PART8_ALEPH2": "SAPETE, CREDEVO DI CAPIRE TUTTO QUELLO CHE C'È DA SAPERE SUL COSMO...", - "END_PART8_ALEPH4": "FORSE SAREBBE UN BUON ESERCIZIO DI TEAM-BUILDING?", - "END_PART8_ALEPH3": "MA QUESTO VOSTRO TRUCCO DELLA \\\"FUSIONE\\\" È QUALCOSA CHE NON HO MAI VISTO PRIMA.", - "END_PART8_ALEPH6": "VISITERÒ LA TUA REALTÀ PER PRIMA.\\n\\nSENTO IL SUO ODORE SU DI TE...", - "END_PART8_ALEPH5": "RITIRO LA MIA OFFERTA.", - "END_PART8_ALEPH8": "UNA LINEA TEMPORALE IMMACOLATA, GIÀ DIRETTA VERSO LA DISTRUZIONE.\\n\\nCHE MERAVIGLIOSO GIOCATTOLO SARÀ.", - "END_PART8_KAYLEIGH10": "Ce la fai ad affrontare un ultimo combattimento, {player}?", - "END_PART8_MEREDITH10.m": "Sei pronto per questo, bello?", - "END_PART8_EUGENE10": "Ci siamo, {player}!", - "END_PART8_MEREDITH10.f": "Sei pronta per questo, bella?", - "END_PART8_MEREDITH10.n": "Sei prontə per questo, bellə?", - "END_PART8_FELIX10.m": "Andiamo! [pause]Quando sei pronto sono pronto anch'io, {player}!", - "END_PART8_FELIX10.n": "Andiamo! [pause]Quando sei prontə sono pronto anch'io, {player}!", - "END_PART8_FELIX10.f": "Andiamo! [pause]Quando sei pronta sono pronto anch'io, {player}!", - "END_PART8_VIOLA10": "Molto bene!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]Bau! Bau![/shake]", - "END_PART9_ALEPH_BATTLE2": "IL PIÙ GRANDE DESIDERIO DELL'UOMO È DISTRUGGERE SÉ STESSO. POSSO FARLO ACCADERE, ANCORA E ANCORA.", - "END_PART9_ALEPH_BATTLE4": "ARRENDITI... E... BASTA!", - "END_PART9_ALEPH_BATTLE3": "CIVILTÀ SONO GIÀ BRUCIATE AL MIO COSPETTO, UNA VOLTA. VEDRÒ DI NUOVO ARDERE QUELLE BRACI.", - "END_PART9_MORGANTE7": "ALEPH È L'INCARNAZIONE DELLA CONQUISTA.\\n\\nE IO SONO L\\'INCARNAZIONE DELLA RIBELLIONE.", - "END_PART9_ALEPH_BATTLE5": "INSOLENTE...", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_ALEPH1": "NIENTE PIÙ CASSETTE.", - "END_PART9_ALEPH3": "NON SIETE BESTIE. SIETE SOLAMENTE UMANI.", - "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_DOG2": "Bau?!", - "END_PART9_MORGANTE5": "UTILIZZATE QUALCOSA SENZA SAPERE COME FUNZIONA.\\n\\nCOSÌ DESIDEROSI EPPURE INGENUI.", - "END_PART9_MORGANTE4": "È COSÌ TIPICO DI VOI UMANI.", - "END_PART9_MORGANTE5_OPTION1": "Sei qui per prendermi in giro?", - "END_PART9_MORGANTE5_OPTION2": "Che cosa vuoi?", - "END_PART9_MORGANTE6": "IN QUESTO MOMENTO, ABBIAMO UN OBIETTIVO IN COMUNE.", - "END_PART9_MORGANTE8": "PERCIÒ HO BISOGNO CHE COMPRENDIATE.", - "END_PART9_MORGANTE8_OPTION1": "Comprendiamo cosa?", - "END_PART9_MORGANTE8_OPTION2": "Di cosa stai parlando?", - "END_PART9_MORGANTE9": "VOI UMANI CI CREATE, CON I VOSTRI SOGNI E IDEALI.\\n\\nL'ENERGIA POTENZIALE DELL\\'UMANITÀ NON HA LIMITI.", - "END_PART9_MORGANTE11": "LA CAPACITÀ DI MANIFESTARE LA VOSTRA VOLONTÀ DI ALTERARE LA REALTÀ...\\n\\nDI CAMBIARE IL VOSTRO MONDO E VOI STESSI...\\n\\nÈ DENTRO DI VOI.", - "END_PART9_MORGANTE10": "QUESTE \\\"CASSETTE\\\" SONO SOLO TALISMANI.", - "END_PART9_MORGANTE12": "PERCIÒ SVEGLIATEVI!", - "END_PART9_KAYLEIGH13": "{player}, come stai?", - "END_PART9_MEREDITH13": "{player}, hai un aspetto spaventoso...", - "END_PART9_EUGENE13": "{player}, sei di nuovo in sella?!", - "END_PART9_FELIX13.f": "Sei tornato in gioco, {player}?", - "END_PART9_FELIX13.m": "Sei tornato in gioco, {player}?", - "END_PART9_VIOLA13": "Non è così facile sconfiggerti, vero, {player}?", - "END_PART9_FELIX13.n": "Sei tornato in gioco, {player}?", - "END_PART9_DOG13": "BAU!", - "END_PART9_ALEPH14": "PERCHÉ?!\\n\\nPERCHÉ PERSISTI?!", - "END_PART9_ALEPH15_OPTION1": "Perché questa è la mia volontà!", - "END_PART9_ALEPH15_OPTION2": "Perché non ho ancora finito le idee!", - "END_PART9_KAYLEIGH16": "Un solo obiettivo condiviso è tutto ciò che serve! [pause][shake rate=30 level=10]I NOSTRI CUORI SI UNISCONO![/shake]", - "END_PART9_ALEPH15_OPTION3": "Perché è quello che fanno le persone!", - "END_PART9_EUGENE18": "[shake rate=30 level=10]ASCENDIAMO INSIEME![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]SPACCHIAMOGLI QUEL TESTONE A CALCI![/shake]", - "END_PART9_FELIX19": "O la va o la spacca...", - "END_PART9_VIOLA20": "Vieni! [pause]Saremo noi a concludere questo racconto!", - "END_PART9_DOG21": "[wave amp=30 freq=10]AUUUU![/wave]", - "END_PART9_ALEPH22": "AH, LA VECCHIA STREGA. SEMPRE UNA SPINA NEL MIO FIANCO!", - "END_PART10_ALEPH1": "CAPISCO.", - "END_PART10_MORGANTE2": "LA NOSTRA CANZONE FINISCE QUI.", - "END_PART10_MORGANTE3.m": "LA TUA VOLONTÀ SI È DIMOSTRATA PIÙ FORTE DEI TUOI VINCOLI MORTALI.\\n\\nCHE TI SIA DI LEZIONE.", - "END_PART10_MORGANTE3.f": "LA TUA VOLONTÀ SI È DIMOSTRATA PIÙ FORTE DEI TUOI VINCOLI MORTALI.\\n\\nCHE TI SIA DI LEZIONE.", - "END_PART10_MORGANTE3.n": "LA TUA VOLONTÀ SI È DIMOSTRATA PIÙ FORTE DEI TUOI VINCOLI MORTALI.\\n\\nCHE TI SIA DI LEZIONE.", - "END_PART11_BARKLEY3": "Bau?", - "END_PART10_KAYLEIGH5": "Dovremmo tornare indietro... [pause]Non credo che questo treno sia molto stabile.", - "END_PART10_MORGANTE4": "ADDIO.", - "END_PART10_EUGENE5": "Dovremmo tornare indietro, ora. [pause]Non credo che questo treno reggerà.", - "END_PART10_MEREDITH5": "Dai, torniamo indietro prima che questo treno cada nell'abisso.", - "END_PART10_FELIX5": "Sarà meglio tornare indietro prima che questo treno cada nel vuoto, [pause]giusto?", - "END_PART10_VIOLA5": "Sarebbe saggio ritornare, per il momento.", - "END_PART10_DOG5": "Bau.", - "END_PART11_KAYLEIGH1": "Mi dispiace che il tuo mangiacassette sia andato distrutto, [pause]{player}...", - "END_PART11_KAYLEIGH2": "Per fortuna me ne porto sempre dietro uno di scorta!", - "END_PART11_KAYLEIGH3": "Questo edificio c'era anche prima?", - "END_PART11_EUGENE3": "Voi avete idea di cosa sta succedendo con questo... [pause]edificio?", - "END_PART11_MEREDITH3": "Allora, [pause]ehm, [pause]quell'edificio prima non c\\'era, vero?", - "END_PART11_FELIX3": "Beh, questo è davvero insolito.", - "END_PART11_VIOLA3": "Quale stranezza...", - "END_PART11_AMBER4": "Non abbiate paura di me! Mi chiamo Madame Ambra.", - "END_PART11_AMBER6": "Beh, sono qui solo per assicurarmi che voi brava gente non vi facciate del male.", - "END_PART11_AMBER5.f": "Io e {player} siamo amiche. Non è vero, dolcezza?", - "END_PART11_AMBER5.m": "Io e {player} siamo amici. Non è vero, dolcezza?", - "END_PART11_AMBER5.n": "Io e {player} siamo amici. Non è vero, dolcezza?", - "END_PART11_AMBER7": "Anche se pare che abbiate già rifilato una bella bastonata al nostro comune amico. [pause]Questa sì che è una novità!", - "END_PART11_AMBER7_OPTION1": "Bastonata? L'abbiamo distrutto, vuoi dire.", - "END_PART11_AMBER8": "Quelli come Aleph e come me non sono carne e ossa, dolcezza. [pause]Perché uno di noi se ne vada per sempre, in qualche modo bisogna far morire un'idea.", - "END_PART11_AMBER7_OPTION2": "Ne parli come se fosse ancora vivo.", - "END_PART11_AMBER9": "Lui vive di conquista. Se voi umani continuate a trovare un modo di ammazzarvi a vicenda, sono sicura che prima o poi si rimetterà insieme.", - "END_PART11_AMBER10": "Anche se potrebbe restare fuori dai giochi per un po'...", - "END_PART11_KAYLEIGH11": "Sei un altro Arcangelo...", - "END_PART11_AMBER12": "Respira, rossa. Sono un'amica.", - "END_PART11_AMBER13": "E poi, forse avrete bisogno di una guida con quel portale verso casa, non credi?", - "END_PART11_KAYLEIGH14": "P-Può davvero riportarci ai nostri mondi?", - "END_PART11_KAYLEIGH15": "Magnifico! [pause]Devo informare i ranger, prima di partire!", - "END_PART11_AMBER16": "{player}, non devi per forza andartene subito...", - "END_PART11_AMBER17.n": "Ma quando sei prontə, [pause]vieni a parlare con me.", - "END_PART11_AMBER17.m": "Ma quando sei pronto, [pause]vieni a parlare con me.", - "END_PART12_RANGER1": "Stento a crederci! Granchi parlanti, portali magici, alleanze con gli Arcangeli... Incredibile!", - "END_PART11_AMBER17.f": "Ma quando sei pronta, [pause]vieni a parlare con me.", - "END_PART12_AMBER1.m": "Sei pronto per lasciare Nuova Wirral, [pause]dolcezza?", - "END_PART12_AMBER1.f": "Sei pronta per lasciare Nuova Wirral, [pause]dolcezza?", - "END_PART12_AMBER1.n": "Sei prontə per lasciare Nuova Wirral, [pause]dolcezza?", - "END_PART12_AMBER4": "Non è questione di \\\"scienza\\\", ma di intenzione. [pause]Dovete raffigurarvi nella mente il mondo in cui volete andare e fare un passo avanti, senza avere legami che vi trattengono qui.", - "END_PART12_KAYLEIGH6": "C-Cosa?!", - "END_PART12_AMBER_NO": "Non c'è fretta. Prenditi il tuo tempo!", - "END_PART12_AMBER2": "Con un portale tra i mondi stabile come questo, [pause]le regole sono parecchio semplici.", - "END_PART12_AMBER3": "Dall'altra parte si trova [wave amp=30 freq=10]lo spazio tra tutte le cose[/wave]. [pause]Se non lo usate nel modo giusto, finirete per non andare da nessuna parte.", - "END_PART12_AMBER5": "Perciò vi consiglio di iniziare a dire un po' di addii, [pause]perché il viaggio è di sola andata.", - "END_PART12_AMBER8": "Nuova Wirral è un'anomalia, [pause]niente di più.", - "END_PART12_AMBER7": "Così vanno le cose, rossa.", - "END_PART12_AMBER9": "Voialtri siete qui solo per caso. Tornare qui non è proprio possibile.", - "END_PART12_VIOLA10": "Mi addolora che il nostro racconto si concluda qui, [pause]ma desidero di tutto cuore rivedere mio fratello.", - "END_PART12_VIOLA11": "Separarsi è un sì dolce dolore...", - "END_PART12_VIOLA13": "{player}, ciò che abbiamo condiviso nel nostro breve tempo insieme...", - "END_PART12_VIOLA12": "Addio, [pause]amici.", - "END_PART12_VIOLA14": "Non c'è onda né tempesta che potrà lavarne via il ricordo.", - "END_PART12_VIOLA15": "Farò tesoro di te per sempre.", - "END_PART12_EUGENE16": "Abbiamo affrontato esseri divini e abbiamo vinto...", - "END_PART12_EUGENE17": "Accidenti, sono così entusiasta di tornare a casa e mettermi un po' all\\'opera!", - "END_PART12_EUGENE18": "Ci sono sempre comunità di persone che avranno bisogno di una mano, non importa quando o dove sei.", - "END_PART12_EUGENE21": "Immagino che la nostra storia finisca qui, {player}.", - "END_PART12_EUGENE19": "Ho così tante cose da fare.", - "END_PART12_EUGENE20": "È stato uno spasso, ragazzi.", - "END_PART12_EUGENE22": "Non posso certo chiederti di abbandonare il tuo mondo per me. [pause]Sarebbe chiedere troppo.", - "END_PART12_EUGENE25.f": "Sarai sempre fantastica. [pause]Io lo so.", - "END_PART12_EUGENE23": "È solo... [pause]che...", - "END_PART12_EUGENE25.m": "Sarai sempre fantastico. [pause]Io lo so.", - "END_PART12_EUGENE24": "Vivi la tua vita, [pause]ok?", - "END_PART12_FELIX35": "Penso che una parte di me potrebbe amarti per sempre.", - "END_PART12_EUGENE25.n": "Sarai sempre fantasticə. [pause]Io lo so.", - "END_PART12_FELIX26": "Accidenti...", - "END_PART12_FELIX27": "È stato un viaggio coi fiocchi, vero?", - "END_PART12_FELIX29": "Per non parlare del fatto che ho incontrato di persona uno dei miei vecchi personaggi.", - "END_PART12_FELIX28": "Penso di aver avuto abbastanza ispirazione creativa per dieci vite.", - "END_PART12_FELIX31": "{player}...", - "END_PART12_FELIX30": "Tutto questo mi mancherà, [pause]gente.", - "END_PART12_FELIX32.m": "Anche se non ti vedrò più, non te ne sarai mai davvero andato.", - "END_PART12_FELIX32.n": "Anche se non ti vedrò più, non te ne sarai mai davvero andatə.", - "END_PART12_FELIX32.f": "Anche se non ti vedrò più, non te ne sarai mai davvero andata.", - "END_PART12_FELIX33.m": "Tu sei lo Straniero, ricordi? [pause]Il protagonista del mio successo futuro.", - "END_PART12_FELIX33.f": "Tu sei la Straniera, ricordi? [pause]La protagonista del mio successo futuro.", - "END_PART12_FELIX34": "E penso che... [pause]Kuneko avesse ragione: [pause]le idee vivono per sempre.", - "END_PART12_FELIX33.n": "Tu sei lə Stranierə, ricordi? [pause]Lə protagonista del mio successo futuro.", - "END_PART12_MEREDITH40": "Specialmente tu, {player}.", - "END_PART12_MEREDITH36": "Non sono...", - "END_PART12_MEREDITH37": "Non sono pronta perché tutto questo finisca.", - "END_PART12_MEREDITH38": "Io... [pause]torno a casa più forte di prima. [pause]Vivi la tua vita al massimo.", - "END_PART12_MEREDITH39": "Non... [pause]Non dimenticatemi, [pause]ok?", - "END_PART12_MEREDITH46.f": "Uh, ti amo. [pause]Ci si vede in giro, bella.", - "END_PART12_MEREDITH41.f": "Hai [pause]uhm, [pause]hai alzato parecchio i miei standard, in fatto di ragazze.", - "END_PART12_MEREDITH41.m": "Hai [pause]uhm, [pause]hai alzato parecchio i miei standard, in fatto di ragazzi.", - "END_PART12_MEREDITH41.n": "Hai [pause]uhm, [pause]hai alzato parecchio i miei standard, nelle questioni di cuore.", - "END_PART12_MEREDITH44": "Lo sapevo che sarebbe finito tutto, se avessimo trovato un modo per andarcene...", - "END_PART12_MEREDITH45": "Ma non rinuncerò alla mia felicità. Mai più.", - "END_PART12_MEREDITH46.n": "Uh, ti amo. [pause]Ci si vede in giro, bellə.", - "END_PART12_MEREDITH46.m": "Uh, ti amo. [pause]Ci si vede in giro, bello.", - "MAGIKRAB_ON_ARRIVAL.f": "Benvenuta a {region_name}!", - "END_PART12_KAYLEIGH47": "Alla fine ci siamo, eh?", - "END_PART12_KAYLEIGH54": "Immagino che non ci vedremo più, [pause]{player}.", - "END_PART12_KAYLEIGH48": "Spero che non sia come svegliarsi da un sogno.", - "END_PART12_KAYLEIGH49": "Voglio ricordarmi di te, {player}. [pause]Voglio ricordarmi di tutti. [pause]Voglio ricordarmi di Harbourtown...", - "END_PART12_KAYLEIGH50": "Anche le parti meno belle. [pause]Perché sono tutte parte di me.", - "END_PART12_KAYLEIGH51": "Manifestare la nostra volontà per cambiare il mondo...", - "END_PART12_KAYLEIGH58": "Ti amo. [pause]Grazie tantissime.", - "END_PART12_KAYLEIGH52": "Non abbiamo davvero bisogno delle cassette per farlo, vero?", - "END_PART12_KAYLEIGH53": "Il futuro è sempre stato a portata di mano.", - "END_PART12_AMBER61": "Credo proprio che sia il tuo turno, dolcezza.", - "END_PART12_KAYLEIGH55": "Non conoscerò mai nessuno come ho conosciuto te... [pause]Insomma, la fusione non capita tutti i giorni in una relazione, giusto?", - "END_PART12_KAYLEIGH56.m": "Sono triste, ma anche felice. [pause]Torneremo entrambi là dove è casa nostra, arricchiti dal nostro incontro.", - "END_PART12_KAYLEIGH56.f": "Sono triste, ma anche felice. [pause]Torneremo entrambi là dove è casa nostra, arricchiti dal nostro incontro.", - "END_PART12_KAYLEIGH57": "In fin dei conti, è un lieto fine.", - "END_PART12_KAYLEIGH56.n": "Sono triste, ma anche felice. [pause]Torneremo entrambi là dove è casa nostra, arricchiti dal nostro incontro.", - "END_PART12_AMBER62_OPTION1.m": "Sono pronto!", - "END_PART12_AMBER60": "Oh! [pause]Credo che qualcuno voglia tornare indietro con te. [pause]Non è dolce?", - "END_PART12_DOG59": "Bau! Bau!", - "END_PART12_AMBER62.m": "Sei pronto?", - "END_PART12_AMBER62.n": "Sei prontə?", - "END_PART12_AMBER62.f": "Sei pronta?", - "END_PART12_AMBER62_OPTION1.f": "Sono pronta!", - "END_PART12_AMBER62_OPTION1.n": "Sono prontə!", - "END_PART12_AMBER62_OPTION2": "È ora!", - "RANGER_GATEKEEPER_INTRO1": "Ehi! Tu!", - "RANGER_GATEKEEPER_SNEAK1": "Stai cercando di sgattaiolarmi alle spalle?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "I mostri che ci sono più avanti ti manderebbero all'ospedale.", - "RANGER_GATEKEEPER_SNEAK2": "Sono qui per il tuo bene, sai?!", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "Scusa, a quanto pare sai il fatto tuo.", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "Se sei sicuro di essere pronto per loro, fammi vedere cosa sai fare!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "Se sei sicura di essere pronto per loro, fammi vedere cosa sai fare!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "Se sei sicurə di essere pronto per loro, fammi vedere cosa sai fare!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "Scusa, a quanto pare sai il fatto tuo.", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "Scusa, a quanto pare sai il fatto tuo.", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "Procedi pure.", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "Procedi pure.", - "GRAVEYARD_GHOST_BOY_NAME": "Ragazzo fantasma", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "Procedi pure.", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Oh, scusa! Stando alle dicerie, da queste parti si aggirerebbe un fantasma... Ho pensato che fossi tu.", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Uh-oh! Un fantasma!", - "UNDYIN_LOVER_NAME": "Prigioniero", - "UNDYIN_LOVER_PRE_BATTLE1": "Ahhh!", - "UNDYIN_LOVER_POST_BATTLE1": "Ehi! L'hai spaventata!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Credi di battermi? Stai fresco!", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "I Pombomba sono facili da addomesticare, se sai come fare!", - "UNDYIN_LOVER_POST_BATTLE2": "Stavamo solo passando un po' di tempo in compagnia... Non facevamo cose strane, davvero!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Credi di battermi? Stai frescə!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Credi di battermi? Stai fresca!", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Mi hai freddato...", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "La capitana Buffy mi ha aiutato con l'allenamento per i muscoli.", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Qui, bello!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Le voci suggeriscono che il posto è questo, ma finora ho visto solo Falenik di dimensioni normali.", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Chi ti ha allenato? Devo saperlo!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Guarda qua che bicipiti!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Chi ti ha allenato? Devo saperlo!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Anche tu sei qui per saperne di più su quella diceria dei mini-Falenik?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Chi ti ha allenato? Devo saperlo!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Forse è colpa di quel treno che è passato in metropolitana un attimo fa?", - "PLATO_NAME": "Platone", - "SOCRATES_NAME": "Socrate", - "SOCRATES_PRE_BATTLE": "L'essere umano perfetto sono tutti gli esseri umani nel loro complesso. È un essere collettivo: siamo tutti noi insieme a costituire la perfezione.", - "PLATO_PRE_BATTLE": "Ti esorto a prender parte a quel grande combattimento che è il combattimento della vita, più grande di ogni altro conflitto terreno!", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "A volte faccio errori puerili, e gli amici mi danno del bamboccio. Ma non sanno...", - "SOCRATES_POST_BATTLE": "Grazie. Pensavo di poterti battere, ma ora sono veramente saggio, perché ora so di non sapere nulla.", - "PLATO_POST_BATTLE": "Siamo filosofi, Socrate, non combattenti. Quasi nessun essere umano è in grado di perseguire con successo due professioni o arti diverse.", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Che in realtà sono un fantoccio...[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Togliti di mezzo! Oggi la prova con Cybil voglio farla io!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Magari è meglio se torno domani...[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Dentro ogni corpo c'è uno scheletro che lotta per uscire.", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Io... Stavo davvero per tirarti fuori le ossa. Scusa.", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Vieni, lascia che ti liberi dalla tua prigione di carne...", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Fiuu, grazie. Devo aver passato troppo tempo da Melmetro.", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OOH, MA CHE ARIA DELIZIOSA HAI![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]I Succhiaterra vengono accusati di racket ingiustamente![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Il tennis non ci piace neanche![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]A proposito di ricettazione, per caso cercavi una casa nuova? [pause]No? [pause]Non importa, allora.[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Stavo pensando di seguire un corso di cucina. Già me la cavo bene con la ricettazione, passare alle ricette sarà un gioco da ragazzi.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Se cerchi un investimento che resista alle ingiurie del tempo, prova un orologio... Voglio dire, un appezzamento di terreno.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]L'esistenza di un infinito continuum di mondi rappresenta una sfida unica per i Succhiaterra come noi.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Spazio? Tempo? Stessa cosa.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Il valore dei terreni deriva dalla scarsità, ma in un multiverso infinito la scarsità non esiste![/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Tuttavia, Nuova Wirral agisce come una specie di trappola cosmica. Nessuno può andarsene, e così la terra diventa preziosa.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Perciò, anche se noi Succhiaterra avremo qualche sfida da affrontare su questa isoletta, con il tempo diventerà un paradiso. Un investimento sicuro![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Ehi! Bella la vista da quassù, vero?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Volevo provare a scalare la vetta della montagna, ma... non riesco a salire sulle scogliere più avanti e le passerelle nella grotta sono tutte crollate.", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Se potessi librarmi nell'aria come un Averevoir forse potrei farcela...", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Ehi, che ne dici di una scazzottata prima che plani verso il lago?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Bene! È ora che io vada!", - "MISS_MIMIC_CHEST_NAME": "Scorta dei ranger", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]VUOI SAPERE QUALI SEGRETI NASCONDO, DOLCEZZA? ALLORA APRIMI.[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]PERCHÈ NON MI APRI E NON DAI UN'OCCHIATA, BABY? PROMETTO CHE NON MORDO.[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "Un armadietto che parla!", - "MISS_MIMIC_CHEST_MEREDITH2": "Uh, questo forziere parla?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "Eh?", - "MISS_MIMIC_CHEST_FELIX1": "Ho un gran brutto presentimento...", - "MISS_MIMIC_CHEST_DOG1": "Grr...", - "MISS_MIMIC_CHEST_VIOLA1": "Un'altra diavoleria venuta dal tuo mondo, {player}?", - "MAGIKRAB_UNKNOWN_NAME": "Cono... staceo?", - "MISS_MIMIC_CHEST_CONFIRM": "Aprire la scorta?", - "MAGIKRAB_INTRO_KRAB1": "Ah, {player}! E {partner}! Vi stavo aspettando.", - "MAGIKRAB_INTRO_KAYLEIGH2": "Quel... Quel Conostaceo ha appena parlato?", - "MAGIKRAB_INTRO_EUGENE2": "Non ti temo, Conostaceo! Ho già combattuto molti della tua specie!", - "MAGIKRAB_INTRO_MEREDITH2": "Eh? Un Conostaceo parlante?", - "MAGIKRAB_INTRO_FELIX2": "Aspetta, ma i Conostacei sanno parlare?", - "MAGIKRAB_INTRO_DOG2": "Bau!", - "MAGIKRAB_INTRO_VIOLA2": "Questo Conostaceo parla? Ma che diamine...", - "MAGIKRAB_INTRO_KRAB3": "Per favore, non paragonarmi ai Conostacei senza cervello là fuori.", - "MAGIKRAB_INTRO_KRAB4": "Io sono Magistaceo, servitore a contratto dell'infinita MerLinea: possano i loro treni restare sempre in orario!", - "MAGIKRAB_INTRO_KRAB5": "Dimorare nelle Loro sacre sale è un privilegio troppo grande perché riesca a descriverlo. Servire i Loro passeggeri è il minimo che possa fare.", - "MAGIKRAB_NEW_STATION.m": "Benvenuto! Mi sono preso la libertà di aprire il Binario A per lasciarti viaggiare.", - "MAGIKRAB_INTRO_KRAB6": "Il che sarebbe a dire: dimmi dove devi andare e io preparerò il treno al Binario A.", - "MAGIKRAB_INTRO_KRAB7": "Molte delle fermate della MerLinea al momento sono inaccessibili. Saranno disponibili una volta che le loro stazioni riapriranno.", - "MAGIKRAB_NEW_STATION.f": "Benvenuta! Mi sono preso la libertà di aprire il Binario A per lasciarti viaggiare.", - "MAGIKRAB_NEW_STATION.n": "Benvenutə! Mi sono preso la libertà di aprire il Binario A per lasciarti viaggiare.", - "MAGIKRAB_NEW_STATION_FINAL1.m": "Sei arrivato, finalmente! Benvenuto alla stazione di Night's Bridge.", - "MAGIKRAB_NEW_STATION_FINAL1.f": "Sei arrivata, finalmente! Benvenuta alla stazione di Night's Bridge.", - "MAGIKRAB_NEW_STATION_FINAL2": "Il treno in arrivo al Binario B partirà presto verso altre realtà!", - "MAGIKRAB_NEW_STATION_FINAL1.n": "Sei arrivatə, finalmente! Benvenutə alla stazione di Night's Bridge.", - "MAGIKRAB_NEW_STATION_FINAL3": "Cerca di prenderlo in tempo!", - "MAGIKRAB_MENU": "Bene, che posso fare per te, {player}?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "Voglio viaggiare.", - "MAGIKRAB_MENU_OPTION_LEAVE": "Voglio andarmene da Nuova Wirral.", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "Binario B?", - "MAGIKRAB_MENU_OPTION_MERLINE": "La MerLinea?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magistaceo?", - "MAGIKRAB_MENU_OPTION_NOTHING": "Niente.", - "MAGIKRAB_TRAVEL2": "Il treno al Binario A è pronto per la partenza, {player}.", - "MAGIKRAB_TRAVEL1": "Dove vuoi andare?", - "MAGIKRAB_LEAVE2": "Tuttavia, tutte le partenze dal Binario B sono state annullate per i prossimi 642 anni.", - "MAGIKRAB_TRAVEL3": "Non superare la linea gialla!", - "MAGIKRAB_LEAVE1": "Beh, il Binario B è quello che usiamo per i viaggi interdimensionali...", - "MAGIKRAB_LEAVE3": "La MerLinea... mi dice che si tratta di un contagio psichico. O forse una guerra?", - "MAGIKRAB_LEAVE4": "Sono lieto di informarti che gli arrivi al Binario B sono tutti in orario!", - "MAGIKRAB_LEAVE_FINAL_STATION1": "Bene, sei nel posto giusto! Procedi pure al Binario B.", - "MAGIKRAB_PLATFORMB_DEFEATED1": "Il prossimo arrivo al Binario B è previsto tra parecchio tempo.", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Puoi andare al binario, se preferisci, ma come essere mortale di carne potresti non trovarlo particolarmente utile.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Ci sarà un arrivo al Binario B da un momento all'altro!", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Puoi andare al binario, se preferisci, ma come essere mortale di carne potresti non trovarlo particolarmente utile.", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Puoi andare al binario, se preferisci, ma come essere mortale di carne potresti non trovarlo particolarmente utile.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "L'ospite in arrivo al Binario B trascende concetti come la mortalità. Ricorda che non tutte queste creature \\\"se ne vanno\\\" dopo la morte.", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "L'ospite che arriva al Binario B pensa di sussurrare, ma le sue parole sono così penetranti da trafiggere. Usa gli occhi, non le orecchie, umano.", - "MAGIKRAB_PLATFORMB_POPPETOX1": "Ci sarà un arrivo al Binario B da un momento all'altro!", - "MAGIKRAB_PLATFORMB_MONARCH2": "L'ospite in arrivo al Binario B cerca chi si porta un vuoto dentro. Potrebbe non mostrarsi finché non l\\'avrai compreso e sperimentato.", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "L'ospite che arriva al Binario B pensa di sussurrare, ma le sue parole sono così penetranti da trafiggere. Usa gli occhi, non le orecchie, umanə.", - "MAGIKRAB_PLATFORMB_MONARCH1": "Avremo presto un arrivo al Binario B.", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "L'ospite che arriva al Binario B pensa di sussurrare, ma le sue parole sono così penetranti da trafiggere. Usa gli occhi, non le orecchie, umana.", - "MAGIKRAB_PLATFORMB_ROBIN1": "Abbiamo avuto un arrivo al Binario B poco fa.", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "L'ospite che arriva al Binario B non fa che dire bugie. Diffida di qualsiasi \\\"verità\\\" ti dica, o finirai per smarrirti in te stesso.", - "MAGIKRAB_PLATFORMB_BABELITH1": "Ci sarà un arrivo al Binario B da un momento all'altro!", - "MAGIKRAB_PLATFORMB_ROBIN2": "L'ospite che è arrivato sembra avere un certo interesse per il teatro. L\\'hai incontrato mentre entravi?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "L'ospite che arriva al Binario B non fa che dire bugie. Diffida di qualsiasi \\\"verità\\\" ti dica, o finirai per smarrirti in te stessə.", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "L'ospite che arriva al Binario B non fa che dire bugie. Diffida di qualsiasi \\\"verità\\\" ti dica, o finirai per smarrirti in te stessa.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Il Binario B è... altrove. [pause]Questa stazione è stata distrutta da una frana, tempo fa. Ma credo che ci sia qualcuno in arrivo da un momento all'altro.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "L'ospite in arrivo al Binario B è noto per essere una persona di giudizio.", - "MAGIKRAB_PLATFORMB_ALICE1": "L'abitante di questa stazione dovrebbe tornare sul Binario B da un momento all\\'altro!", - "MAGIKRAB_PLATFORMB_ALICE2.m": "Le ho fatto sapere che saresti venuto. Sembra che voglia organizzare una festa per te!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "Si aspettava una persona... più bassa.", - "MAGIKRAB_PLATFORMB_ALICE2.n": "Le ho fatto sapere che saresti venutə. Sembra che voglia organizzare una festa per te!", - "MAGIKRAB_PLATFORMB_ALICE3": "Ma non so bene come si aspetti che tu possa attraversare il cancello del binario.", - "MAGIKRAB_PLATFORMB_ALICE2.f": "Le ho fatto sapere che saresti venuta. Sembra che voglia organizzare una festa per te!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "Si aspettava una persona... più bassa.", - "MAGIKRAB_PLATFORMB_ALICE4.n": "Si aspettava una persona... più bassa.", - "MAGIKRAB_PLATFORMB_CUBE1": "L'ospite in arrivo al Binario B è un tipo spigoloso. Il mio consiglio è di mantenere le distanze.", - "MAGIKRAB_PLATFORMB_MORGANTE1": "Vedo che Morgante è tornata. Ti sta aspettando al Binario B.", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}...", - "MAGIKRAB_PLATFORMB_MORGANTE4": "Non dare per scontato che la loro amicizia nei tuoi confronti duri un istante di più della tua utilità.", - "MAGIKRAB_PLATFORMB_MORGANTE3": "C'è una cosa che ho imparato nel trattare con gli egregori che chiami \\\"Arcangeli\\\"...", - "MAGIKRAB_PLATFORMB_MORGANTE6": "Persino ora, la MerLinea mi impedisce di darti pieno accesso alla Loro rete ferroviaria.", - "MAGIKRAB_PLATFORMB_MORGANTE5": "Per loro siamo come insetti. O crostacei.", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "Il cancello sul Binario B è pronto per te.", - "MAGIKRAB_PLATFORMB_MORGANTE7": "Gli \\\"Arcangeli\\\" hanno sempre un secondo fine. Fai attenzione.", - "MAGIKRAB_PLATFORMB_ALEPH1": "Il treno sul Binario B partirà tra poco.", - "MAGIKRAB_PLATFORMB_ALEPH2": "Esatto! C'è un cancello attivo in questa stazione!", - "MAGIKRAB_PLATFORMB_ALEPH3": "Sei quasi a casa, {player}!", - "MAGIKRAB_MERLINE1": "Esatto! La MerLinea è una rete sotterranea di stazioni ferroviarie che si estende per tutta Nuova Wirral e anche un po' oltre!", - "MAGIKRAB_MERLINE2": "La MerLinea non parla con i mortali. Ha scelto me come intermediario, per interagire con te!", - "MAGIKRAB_MAGIKRAB1": "Proprio così! Sono Magistaceo, servitore a contratto dell'incomparabile MerLinea, e ora ti trovi nelle sue sale.", - "MAGIKRAB_MAGIKRAB2": "Come te, non sono nativo di Nuova Wirral. Tuttavia, molti qui mi hanno conosciuto.", - "MAGIKRAB_MAGIKRAB3": "La MerLinea mi ha incaricato di fare da guida per la sua rete ferroviaria.", - "MAGIKRAB_NOTHING1": "Molto bene!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Benvenutə a Corso Cordoglio... o almeno a quel che ne resta!", - "MAGIKRAB_ON_ARRIVAL.m": "Benvenuto a {region_name}!", - "MAGIKRAB_ON_ARRIVAL.n": "Benvenutə a {region_name}!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Benvenuto a Corso Cordoglio... o almeno a quel che ne resta!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Benvenuta a Corso Cordoglio... o almeno a quel che ne resta!", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]SUCCHIATERRA![/shake][pause][pause] Fammi indovinare, stai tornando a vendicarti dopo che abbiamo fatto fallire tutta la tua operazione,[pause] eh?!", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh...[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Buuuuuuuuuh...[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]credo che ci sia qualcosa che non va in lei. [pause]Credo che sia, [pause]uhm, [pause]rotta.", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Uhuuuhhhh...?[/wave]", - "SUNNY_INTRO_EUGENE12": "Non è esattamente una personcina solare, vero?", - "SUNNY_INTRO_EUGENE6": "Credo... [pause]che potresti avere ragione.", - "SUNNY_INTRO_KAYLEIGH8": "Allora, [pause]uhm, [pause]va tutto bene? Vuoi parlarci un po' di te?", - "SUNNY_INTRO_KAYLEIGH7": "Scusa per la brutta accoglienza. [pause]Perché non ti siedi, così facciamo conoscenza?", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Calo di... [pause]profitti....[/wave]", - "SUNNY_INTRO_EUGENE10": "I Succhiaterra erano servitori di un Arcangelo che abbiamo sconfitto. [pause]Forse, quando il loro capo è scappato, si sono tutti fritti il cervello? [pause]Comunque, non mi fido di lei.", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]Niente... [pause]prospettive... [pause]lavorative...[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sole....[/wave]", - "SUNNY_INTRO_EUGENE17": "Forse i Succhiaterra esistono solo per svolgere il loro compito, e ora non sanno cos'altro fare. [pause]Come una macchina senza uno scopo.", - "SUNNY_INTRO_KAYLEIGH13": "\\\"Solare\\\", eh? [pause]Perché non la chiamiamo Sole? In qualche modo dovremo pur chiamarla!", - "SUNNY_INTRO_SUNNY14_OPTION1": "Cosa ti è successo?", - "SUNNY_INTRO_SUNNY14_OPTION2": "Ricordi qualcosa?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Succhiaterra... [pause]Fallimento.... [pause]Nulla... rimasto....[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Perché... ancora... qui....[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Cominciare... [pause]da capo?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "Oh, poverina! [pause]Ma hai ancora tutta la vita davanti, puoi ricominciare da capo!", - "SUNNY_INTRO_KAYLEIGH20": "Forse il primo passo è procurarti dei vestiti nuovi, Sole. [pause]Sono sicura che portare un due pezzi da ufficio tutto il giorno metta tristezza!", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "Allora siamo d'accordo! [pause]{player}, [pause]incontriamoci dal sarto di Harbourtown. [pause]È al livello superiore di Harbourtown, poco più a nord di qui.", - "SUNNY_PART2_KAYLEIGH1": "Oh, ciao! [pause]Ci sono tutti!", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh...[/wave]", - "SUNNY_PART2_EUGENE2": "Non sono ancora sicuro che sia il caso di aiutarla. [pause]Non ricordi quando il suo ex datore di lavoro ha cercato di impadronirsi dell'isola?", - "SUNNY_PART2_MEREDITH3": "Potrebbe essere interessante.", - "SUNNY_PART2_FELIX3": "Sono qui per sostegno morale.", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Ok...[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Uuuhh?[/wave]", - "SUNNY_PART2_VIOLA3": "Sono incuriosita! Forse la cosa si rivelerà divertente.", - "SUNNY_PART2_KAYLEIGH5": "Bene, [pause]Sole, [pause]ti riporterò qui e potrai scegliere dei vestiti nuovi.", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]Questo... ok?[/wave]", - "SUNNY_PART2_EUGENE8": "Non sono così sicuro, Kayleigh...", - "SUNNY_PART2_MEREDITH9": "Io mi sto già divertendo un [wave amp=30 freq=10]sacco[/wave].", - "SUNNY_PART2_FELIX10": "È un inizio!", - "SUNNY_PART2_KAYLEIGH12": "Non sono sicura che questo vada bene, [pause]Sole!", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]Non sono... sicura...[/wave]", - "SUNNY_PART2_VIOLA11": "Uhm. [pause]Forse questa fanciulla è persino più estranea di me agli stili e alle mode di questa terra.", - "SUNNY_PART2_EUGENE14": "Non pensavo che saresti andata in quella direzione.", - "SUNNY_PART2_MEREDITH20": "Ma guarda, [pause]alla fine Sole è una in gamba. [pause]Chi se l'aspettava?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Penso che... [pause]mi sta bene.[/wave]", - "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]sembra solo a me, [pause]o Sole è...", - "SUNNY_PART2_KAYLEIGH15": "Non sembri molto a tuo agio così, Sole... [pause]Che ne dici di provare qualcos'altro?", - "SUNNY_PART2_EUGENE17": "Io...", - "SUNNY_PART2_KAYLEIGH19": "Assolutamente [wave amp=30 freq=10]splendida[/wave]? [pause]No, [pause]non sembra solo a te.", - "SUNNY_PART2_FELIX20": "Credo che Sole abbia trovato il suo look.", - "SUNNY_PART2_VIOLA20": "Piuttosto inaspettato. [pause]Piuttosto.", - "SUNNY_PART2_PLAYER21_OPTION2": "Sei davvero carina, Sole!", - "SUNNY_PART2_PLAYER21_OPTION1": "Stai benissimo, Sole!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Ok. [pause]Questa sono io, ora...[/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Grazie a tutti... [pause]per l'aiuto.[/wave]", - "SUNNY_PART2_EUGENE24": "Provo delle emozioni MOLTO contrastanti.", - "SUNNY_PART2_KAYLEIGH25": "Siamo felici di poterti aiutare, Sole.", - "SUNNY_PART2_KAYLEIGH26": "A Harbourtown tutti possono ricominciare da capo. [pause]Anche gli agenti immobiliari zombi. Altrimenti non è giusto.", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]I Succhiaterra non sono \\\"zombi\\\". [pause]I Succhiaterra sono tramite. [pause]Creati per un lavoro.[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Non più... [pause]d'ora in poi... [pause]proverò a essere \\\"Sole\\\".[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]Ehi... {player}...[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]Non penso che sia... [pause]Credo che dovremmo essere solo amici.[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]Non sono \\\"Sole\\\" da tanto tempo. [pause]Ho bisogno di più tempo per essere me.[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "È strano.", - "SUNNY_EUGENEDATE_EUGENE2": "È per quella mia \\\"campagna per abbattere i Succhiaterra\\\"? [pause]So che siamo una [wave amp=30 freq=10]coppia male assortita[/wave], ma non riesco a smettere di pensare a te.", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]No, non è quello. [pause]Non sono una Succhiaterra ora. [pause]Penso...[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Però mi è piaciuto, il nostro \\\"appuntamento\\\".[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "Capisco. [pause]Non preoccuparti, Sole.", - "FARM_INTRO_EDWARD1.f": "Ciao, amica! [pause]Sei venuta a risolvere il nostro problema di melma?", - "FARM_INTRO_EDWARD1.m": "Ciao, amico! [pause]Sei venuto a risolvere il nostro problema di melma?", - "FARM_INTRO_EDWARD1.n": "Ciao, amicə! [pause]Sei venutə a risolvere il nostro problema di melma?", - "FARM_INTRO_EDWARD1_OPTION1": "Problema di melma?", - "FARM_EDWARD_INTERACT2.f": "Ciao, amica! [pause]Grazie ancora per aver risolto il nostro problema di melma.", - "FARM_INTRO_EDWARD1_OPTION2": "Il vostro che cosa?", - "FARM_INTRO_EDWARD2": "Beh, quel ponte laggiù collega noi, qui alla fattoria, a Harbourtown. [pause]Gran parte dei prodotti freschi consumati in città viene da noi.", - "FARM_INTRO_EDWARD3": "Purtroppo, certe creature melmose di qui sono diventate un po' turbolente di recente e hanno, [pause]uhm, [pause]incollato il ponte.", - "FARM_INTRO_EDWARD4.m": "Non è un problema, [pause]però! [pause]Insomma, sono sicuro che prima o poi spariranno! [pause]Nel frattempo, sentiti libero di riposare qui!", - "FARM_INTRO_EDWARD4.f": "Non è un problema, [pause]però! [pause]Insomma, sono sicuro che prima o poi spariranno! [pause]Nel frattempo, sentiti libera di riposare qui!", - "FARM_EDWARD_INTERACT1": "Se il problema con il ponte continuerà, le scorte di cibo a Harbourtown potrebbero iniziare a scarseggiare...", - "FARM_BRIDGE_CONFIRM": "Cerchi di spostare quella melma? È davvero disgustosa...", - "FARM_INTRO_EDWARD4.n": "Non è un problema, [pause]però! [pause]Insomma, sono sicuro che prima o poi spariranno! [pause]Nel frattempo, sentiti liberə di riposare qui!", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "Grazie, amica! [pause]Stavo cominciando a preoccuparmi per tutta quella... [pause]situazione.", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "Grazie, amico! [pause]Stavo cominciando a preoccuparmi per tutta quella... [pause]situazione.", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "Grazie, amicə! [pause]Stavo cominciando a preoccuparmi per tutta quella... [pause]situazione.", - "FARM_BRIDGE_LOWERED_EDWARD2": "Usiamo la Schele-melma come concime. [pause]Immagino che si sia accumulata nel terreno e abbia formato quella creatura.", - "FARM_EDWARD_INTERACT2.m": "Ciao, amico! [pause]Grazie ancora per aver risolto il nostro problema di melma.", - "FARM_BRIDGE_LOWERED_EDWARD3": "Senti, se vuoi provare a usare la melma per far [wave amp=30 freq=10]crescere[/wave] i raccolti, [pause]accomodati pure!", - "HOYLAKE_INTRO_HOYLAKE1.m": "Saluti e ossequi, nuovo arrivato! [pause]Sono il professor Percival Hoylake, intrepido indagatore dell'ignoto!", - "FARM_EDWARD_INTERACT2.n": "Ciao, amicə! [pause]Grazie ancora per aver risolto il nostro problema di melma.", - "FARM_MARIS_INTERACT": "Ciao! [pause]È gentile da parte tua venirci a trovare qui. [pause]Resterai per un po' o sei solo di passaggio?", - "HOYLAKE_INTRO_HOYLAKE1.f": "Saluti e ossequi, nuova arrivata! [pause]Sono il professor Percival Hoylake, intrepido indagatore dell'ignoto!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "L'ignoto?", - "HOYLAKE_INTRO_HOYLAKE1.n": "Saluti e ossequi, nuovə arrivatə! [pause]Sono il professor Percival Hoylake, intrepido indagatore dell'ignoto!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Indagatore?", - "HOYLAKE_PART2_HOYLAKE6": "Un giovane ranger recentemente ha segnalato \\\"{monster_description}, luogo di avvistamento: {habitat_phrase}\\\". [pause]Sembra un incarico su misura per te, senza dubbio!", - "HOYLAKE_INTRO_HOYLAKE3": "Sto parlando del metodo scientifico! [pause]Dobbiamo osservare, analizzare e derivarne conclusioni!", - "HOYLAKE_INTRO_HOYLAKE2": "Precisamente! [pause]Dato che siamo naufraghi in questo regno bizzarro, spetta a una salda [wave amp=30 freq=10]mente razionale[/wave] dare un senso al caos che ci circonda.", - "HOYLAKE_INTRO_HOYLAKE4": "La brava gente di qui descrive molte strane bestie su quest'isola. [pause]Se riuscissimo a catalogarle, [pause]allora l\\'ignoto cesserebbe di [wave amp=30 freq=10]ESSERE[/wave] ignoto.", - "HOYLAKE_INTRO_HOYLAKE5.m": "Dimmi un po', [pause]tu sembri apprezzare l\\'importanza di questo incarico. Saresti interessato ad aiutarmi a identificare qualche mostro?", - "HOYLAKE_INTRO_HOYLAKE5.n": "Dimmi un po', [pause]tu sembri apprezzare l\\'importanza di questo incarico. Saresti interessatə ad aiutarmi a identificare qualche mostro?", - "HOYLAKE_INTRO_HOYLAKE5.f": "Dimmi un po', [pause]tu sembri apprezzare l\\'importanza di questo incarico. Saresti interessata ad aiutarmi a identificare qualche mostro?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Certo!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Non ora.", - "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]è un gran peccato. Se ti capitasse di cambiare idea, fammelo sapere! [pause]La scienza persevererà comunque!", - "HOYLAKE_PART1_HOYLAKE1": "Eccellente! [pause]Meraviglioso! [pause]Ho alcune descrizioni di mostri che ho recuperato dalla popolazione di Harbourtown. Se riesci a registrare queste forme di mostri, sarò in grado di catalogarle.", - "HOYLAKE_PART1_HOYLAKE3": "Eccoti dei nastri vuoti per assisterti nella tua \\\"ricerca\\\"!", - "HOYLAKE_PART1_HOYLAKE2": "La prima annotazione che ho è \\\"{monster_description}, luogo d'avvistamento: {habitat_phrase}\\\".", - "HOYLAKE_PART1_HOYLAKE4.m": "Passa quando l'avrai registrato e lo catalogherò. Buona caccia, mio impaziente assistente!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "Devo aver visto qualcosa del genere qui intorno. Penso si chiami {monster_name}.", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "Hoylake è in cerca di \\\"{monster_description}\\\", vero?", - "HOYLAKE_PART1_HOYLAKE4.f": "Passa quando l'avrai registrato e lo catalogherò. Buona caccia, mia impaziente assistente!", - "HOYLAKE_PART1_HOYLAKE4.n": "Passa quando l'avrai registrato e lo catalogherò. Buona caccia, miə impaziente assistente!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "Eccellente! \\\"{monster_name}\\\", dico bene? [pause]Sì, corrisponde perfettamente alle mie segnalazioni!", - "HOYLAKE_INTERACT_HOYLAKE1.f": "Saluti, mia impaziente assistente! Hai registrato il nostro mostro misterioso? Stiamo cercando \\\"{monster_description}, luogo d'avvistamento: {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1.m": "Saluti, mio impaziente assistente! Hai registrato il nostro mostro misterioso? Stiamo cercando \\\"{monster_description}, luogo d'avvistamento: {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1.n": "Saluti, miə impaziente assistente! Hai registrato il nostro mostro misterioso? Stiamo cercando \\\"{monster_description}, luogo d'avvistamento: {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Non ancora.", - "HOYLAKE_INTERACT_HOYLAKE_NO": "Non preoccuparti! [pause]Sono certo che l'enigmatica creatura si rivelerà ben presto! [pause]Il progresso è inevitabile, dopotutto!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Eccolo qui!", - "HOYLAKE_PART2_HOYLAKE1": "Eccellente! \\\"Macabra\\\", dico bene? [pause]Le zanne... Il teschio... [pause]Sì, corrisponde perfettamente alle mie segnalazioni!", - "HOYLAKE_PART2_HOYLAKE2": "Registrare mostri sulle cassette per trasformarsi in loro... [pause]è completamente irrazionale, eppure lo vediamo accadere davanti ai nostri occhi.", - "HOYLAKE_PART2_HOYLAKE3": "Se la nostra comprensione della scienza si dimostra limitata, [pause]allora è la nostra comprensione che deve adattarsi alla realtà!", - "HOYLAKE_PART2_HOYLAKE4": "Grazie per il tuo lavoro! Eccoti un compenso per il tempo impiegato!", - "HOYLAKE_PART2_HOYLAKE5": "Ora passiamo al tuo prossimo incarico...", - "HOYLAKE_PART3_HOYLAKE1": "Oh, cielo! [pause]Lo \\\"Stardigrado\\\" è davvero una bestia inquietante! [pause]Perché mai qualcuno vorrebbe trasformarsi in questa cosa orrenda, proprio non saprei...", - "HOYLAKE_PART3_HOYLAKE2": "A dire il vero, [pause]non voglio trasformarmi in NESSUNA bestia! [pause]Non capisco come funzioni questa tecnologia e preferirei non sperimentare su [wave amp=30 freq=10]me stesso[/wave].", - "HOYLAKE_PART3_HOYLAKE1_RAND": "Oh, cielo! [pause]Un esemplare di \\\"{monster_name}\\\", vero? [pause]Perché mai qualcuno vorrebbe trasformarsi in questa cosa orrenda, proprio non saprei...", - "HOYLAKE_PART3_HOYLAKE3": "Sono più che felice di lasciare che altri si trasformino in mostri... [pause]Il che mi ricorda: ecco una ricompensa per i tuoi sforzi!", - "HOYLAKE_PART3_HOYLAKE5": "Sicuramente qualcuno mi sta prendendo in giro? [pause]Per farsi una bella risata? [pause]Forse organizza una sorta di scherzo?", - "HOYLAKE_PART3_HOYLAKE4": "La nuova diceria che ho sentito sembra troppo bizzarra per essere vera. Si parla di \\\"{monster_description}, luogo di avvistamento: {habitat_phrase}\\\".", - "HOYLAKE_PART3_HOYLAKE6.m": "Se riuscirai ad arrivare in fondo a questa questione, sarai uno scienziato migliore di me.", - "HOYLAKE_PART3_HOYLAKE6.f": "Se riuscirai ad arrivare in fondo a questa questione, sarai una scienziata migliore di me.", - "HOYLAKE_PART4_HOYLAKE1": "Eh?! [pause]Era VERO?! [pause]Non l'avrei mai detto.", - "HOYLAKE_PART3_HOYLAKE6.n": "Se riuscirai ad arrivare in fondo a questa questione, sarai unə scienziatə migliore di me.", - "HOYLAKE_PART4_HOYLAKE2": "Uno \\\"Spaccalope\\\", vedo. [pause]Sulla Terra, beh, almeno sulla mia Terra, [pause]c'è una creatura mitologica nota come \\\"jackalope\\\", che gli somiglia molto.", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Sì!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "Un esemplare di \\\"{monster_name}\\\", vedo.", - "HOYLAKE_PART6_HOYLAKE1": "Oh, sei riuscito a registrarlo! [pause]Un \\\"Introvelfo\\\", vero? [pause]Così enigmatico, col viso coperto. [pause]Ora che ci penso, ci sono molti mostri su Nuova Wirral che indossano maschere.", - "HOYLAKE_PART4_HOYLAKE3": "È curioso come i nostri miti e leggende sembrino influenzare l'aspetto dei mostri qui su Nuova Wirral...", - "HOYLAKE_PART4_HOYLAKE4": "Dimmi un po'! [pause]Posso farti qualche domanda sul tuo mondo, quello di prima che venissi qui? [pause]Tra le altre cose, sto catalogando le varie realtà da cui provengono gli abitanti di Harbourtown.", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Certo...", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Immagino di sì...", - "HOYLAKE_PART4_HOYLAKE5": "Eccellente! [pause]Ti porrò semplicemente una serie di domande relative a grandi eventi storici, dimmi se ti sembrano familiari.", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Sì!", - "HOYLAKE_PART4_HOYLAKE6": "Domanda uno: [pause]conosci \\\"l'Impero Romano\\\"?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "No!", - "HOYLAKE_PART4_HOYLAKE7": "Domanda due: [pause]la \\\"Rivoluzione Industriale\\\" è avvenuta, nel passato del tuo mondo?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "No!", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Sì!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "No!", - "HOYLAKE_PART4_HOYLAKE8": "Bene, domanda tre: [pause]l'umanità è mai sbarcata sulla luna?", - "HOYLAKE_PART4_HOYLAKE9": "Ottimo! [pause]Ultima domanda: è già avvenuto il \\\"Giorno dei Pennuti\\\"?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "Cosa?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "\\\"Già\\\" avvenuto?", - "HOYLAKE_PART4_HOYLAKE11": "Grazie ancora una volta per il tuo aiuto! [pause]Ecco, un piccolo presente per il disturbo.", - "HOYLAKE_PART4_HOYLAKE10.f": "Uhm, non stare a preoccuparti per quello. [pause]Anzi, ritieniti fortunata a non sapere cosa intendevo.", - "HOYLAKE_PART4_HOYLAKE10.m": "Uhm, non stare a preoccuparti per quello. [pause]Anzi, ritieniti fortunato a non sapere cosa intendevo.", - "HOYLAKE_PART4_HOYLAKE10.n": "Uhm, non stare a preoccuparti per quello. [pause]Anzi, ritieniti fortunatə a non sapere cosa intendevo.", - "HOYLAKE_PART4_HOYLAKE12.m": "Sei pronto per un altro incarico di caccia ai mostri? [pause]Certo che sì!", - "HOYLAKE_PART4_HOYLAKE13": "Di recente ho sentito la capitana Penny Dreadful che borbottava di \\\"{monster_description} {habitat_phrase}\\\".", - "HOYLAKE_PART4_HOYLAKE12.f": "Sei pronta per un altro incarico di caccia ai mostri? [pause]Certo che sì!", - "HOYLAKE_PART4_HOYLAKE12.n": "Sei prontə per un altro incarico di caccia ai mostri? [pause]Certo che sì!", - "HOYLAKE_PART4_HOYLAKE14": "Se riesci a registrarne uno, non esitare a farmelo sapere!", - "HOYLAKE_PART5_HOYLAKE1.f": "Eccellente! [pause]Ancora una volta dimostri di essere un asso della ricerca.", - "HOYLAKE_PART5_HOYLAKE1.m": "Eccellente! [pause]Ancora una volta dimostri di essere un asso della ricerca.", - "HOYLAKE_PART5_HOYLAKE2": "\\\"Maimort\\\", vero? [pause]Ha un aspetto piuttosto inquietante! [pause]Mi fa venire in mente una poesia... [pause]anche se non ricordo esattamente quale poesia.", - "HOYLAKE_PART5_HOYLAKE1.n": "Eccellente! [pause]Ancora una volta dimostri di essere un asso della ricerca.", - "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\", dico bene?", - "HOYLAKE_PART5_HOYLAKE3": "Ahimè, non è rimasto che un solo mostro nella mia lista di indagini urgenti!", - "HOYLAKE_PART5_HOYLAKE4": "La stessa Ianthe ha parlato di una creatura che fugge se intravede anche solo un essere umano!", - "HOYLAKE_PART5_HOYLAKE5": "Presumibilmente, è \\\"{monster_description} {habitat_phrase}\\\". [pause]Se ti sembra qualcosa che sarai in grado di registrare, [pause]ti auguro buona fortuna!", - "FRANKIE_PART4_FRANKIE1.f": "Ehi, capitana! [pause]Sto pensando di provare a diventare una vera ranger.", - "HOYLAKE_PART6_HOYLAKE1_RAND": "Oh, sei riuscito a registrarlo! [pause]\\\"{monster_name}\\\", eh?", - "HOYLAKE_PART6_HOYLAKE3": "Potrebbe semplicemente essere che le maschere sono [wave amp=30 freq=10]fichissime[/wave]...", - "HOYLAKE_PART6_HOYLAKE2": "Quale potrebbe essere il significato? [pause]Forse c'è una profonda connessione psichica tra il modo in cui gli esseri umani percepiscono i volti e il modo in cui questi mostri si manifestano...", - "HOYLAKE_PART6_HOYLAKE4.m": "Devo congratularmi per la tua abilità. [pause]Diamine, con il ritmo che tieni, mi sento come se io fossi l'assistente e TU lo scienziato!", - "HOYLAKE_PART6_HOYLAKE4.f": "Devo congratularmi per la tua abilità. [pause]Diamine, con il ritmo che tieni, mi sento come se io fossi l'assistente e TU la scienziata!", - "HOYLAKE_PART6_HOYLAKE4.n": "Devo congratularmi per la tua abilità. [pause]Diamine, con il ritmo che tieni, mi sento come se io fossi l'assistente e TU lə scienziatə!", - "HOYLAKE_PART6_HOYLAKE5": "La verità è che [pause]non sono [wave amp=30 freq=10]davvero[/wave] un professore o uno scienziato.", - "HOYLAKE_PART6_HOYLAKE6": "Prima di sbarcare a Nuova Wirral, ero un impiegato d'azienda. [pause]Più che un mecenate della [wave amp=30 freq=10]scienza[/wave], sono un mecenate della [wave amp=30 freq=10]fantascienza[/wave].", - "HOYLAKE_PART6_HOYLAKE7": "Ma anche così, devo rimanere razionale! [pause]Venire qui ha dato un nuovo scopo alla mia vita.", - "HOYLAKE_PART6_HOYLAKE8": "Anche se non sono un [wave amp=30 freq=10]vero[/wave] professore, credo che i miei sforzi qui possano comunque essere preziosi!", - "HOYLAKE_PART6_HOYLAKE9.m": "Grazie per la tua incessante assistenza alla causa della scienza, amico mio. [pause]Hai dato un buon esempio a tutti noi!", - "HOYLAKE_PART6_HOYLAKE9.f": "Grazie per la tua incessante assistenza alla causa della scienza, amica mia. [pause]Hai dato un buon esempio a tutti noi!", - "HOYLAKE_PART6_HOYLAKE9.n": "Grazie per la tua incessante assistenza alla causa della scienza, amicə miə. [pause]Hai dato un buon esempio a tutti noi!", - "HOYLAKE_PART6_HOYLAKE10": "Se vuoi aiutare ulteriormente la mia catalogazione, vieni di nuovo a parlare con me. [pause]Ci sarà sempre qualcosa di nuovo su cui indagare!", - "HOYLAKE_PART7_HOYLAKE1": "Saluti, {player}! Quante specie diverse hai registrato?", - "HOYLAKE_PART7_HOYLAKE2": "Perbacco! {count}?!", - "HOYLAKE_PART7_HOYLAKE4": "Devono essere tutti i mostri conosciuti a Nuova Wirral! [pause]Beh, [pause]a parte i bootleg, le fusioni e gli Arcangeli.", - "HOYLAKE_PART7_HOYLAKE3": "Grazie per il tuo lavoro! Eccoti un compenso per il tempo impiegato!", - "HOYLAKE_PART7_HOYLAKE6.m": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", - "HOYLAKE_PART7_HOYLAKE5": "Mi ci vorrà tempo per finire di catalogare tutte le specie che mi hai mostrato.", - "HOYLAKE_PART7_HOYLAKE7": "Quando avrò una richiesta per te, la appunterò qui fuori sulla bacheca!", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]È TUTTO QUELLO CHE HO SEMPRE SOGNATO![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "{count}? Niente male, niente male.", - "HOYLAKE_PART7_HOYLAKE6.n": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", - "HOYLAKE_PART7_HOYLAKE6.f": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", - "HOYLAKE_PART7_HOYLAKE9": "Torna a parlare con me quando arriverai a {next_threshold}.", - "HOYLAKE_PART7_HOYLAKE10": "Non dimenticare di rimasterizzare i nastri quando raggiungono le 5 stelle. Ho sentito parlare di alcune specie che si possono ottenere solo in questo modo!", - "HOYLAKE_PART8_HOYLAKE1": "Saluti, {player}! Sono ancora impegnato a catalogare le specie che hai registrato.", - "HOYLAKE_PART8_HOYLAKE2.m": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", - "HOYLAKE_PART8_HOYLAKE2.f": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", - "FRANKIE_PART1_FRANKIE2.m": "Ommioddio, sei anche tu un altro [wave amp=30 freq=10]cacciatore di mostri veterano[/wave] di questa isola misteriosa?!", - "HOYLAKE_PART8_HOYLAKE2.n": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", - "HOYLAKE_PART8_HOYLAKE3": "Saluti, {player}! Quando avrò una richiesta per te, la appunterò qui fuori sulla bacheca!", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Ehi ehi[/wave], {player}! [pause]Voglio presentarti la nostra nuova, fantastica recluta: Frankie!", - "FRANKIE_PART1_FRANKIE2.f": "Ommioddio, sei anche tu un'altra [wave amp=30 freq=10]cacciatrice di mostri veterana[/wave] di questa isola misteriosa?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Veterano?", - "FRANKIE_PART1_FRANKIE2.n": "Ommioddio, sei anche tu un altrə [wave amp=30 freq=10]cacciatorə di mostri veteranə[/wave] di questa isola misteriosa?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Veterana?", - "FRANKIE_PART1_FRANKIE3": "Un mondo magico pieno di mostri e di audaci eroi che si trasformano per combatterli...", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Veteranə?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "Non sono qui da COSÌ tanto!", - "FRANKIE_PART1_CYBIL6": "Come puoi vedere, Frankie qui ha preso abbastanza bene la notizia del suo arrivo a Nuova Wirral.", - "FRANKIE_PART1_KAYLEIGH5": "Tutto questo ti manda parecchio su di giri, vero?", - "FRANKIE_PART1_EUGENE5": "Mi piace il tuo entusiasmo!", - "FRANKIE_PART1_MEREDITH5": "Non è la reazione che mi aspettavo.", - "FRANKIE_PART1_FELIX5": "Sei più entusiasta di me quando sono arrivato qui la prima volta.", - "FRANKIE_PART1_VIOLA5": "Non sembri turbata dal tuo inaspettato arrivo su queste sponde, amica mia.", - "FRANKIE_PART1_FRANKIE7": "Ti assicuro che voglio sfruttare questa occasione al meglio! Entrare a far parte dei ranger è senz'altro la strada che questa avventura ha in serbo per me! Eh eh...", - "FRANKIE_PART1_CYBIL8": "Ho dato a Frankie un mangiacassette di riserva. Tutto quello che devi fare ora è darle una cassetta di mostri e insegnarle le basi!", - "FRANKIE_PART1_FRANKIE10": "Una forma di mostro tutta mia... Il primo passo del mio fantastico viaggio...", - "FRANKIE_PART1_CYBIL9": "Detto questo, fine delle trasmissioni! [pause]Ci si vede in giro, {player}!", - "FRANKIE_PART1_FRANKIE15.f": "Per favore, capitana, \\\"insegnami le basi\\\"! [pause][wave amp=30 freq=10]Esigo[/wave] di vedere queste basi! [pause]Combattiamo qualche mostro, ok?", - "FRANKIE_PART1_FRANKIE11": "Hai un nastro per me?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "Ecco qui!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Sei sicuro di voler dare il tuo nastro \\\"{species_name}\\\" a Frankie? È una scelta definitiva, non riavrai più il nastro.", - "FRANKIE_PART1_FRANKIE11_OPTION2": "Non ancora.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Sei sicura di voler dare il tuo nastro \\\"{species_name}\\\" a Frankie? È una scelta definitiva, non riavrai più il nastro.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Sei sicurə di voler dare il tuo nastro \\\"{species_name}\\\" a Frankie? È una scelta definitiva, non riavrai più il nastro.", - "FRANKIE_PART1_FRANKIE12": "Diventerò \\\"{species_description}\\\", eh?", - "FRANKIE_PART1_FRANKIE13": "...", - "FRANKIE_PART1_FRANKIE15.m": "Per favore, capitano, \\\"insegnami le basi\\\"! [pause][wave amp=30 freq=10]Esigo[/wave] di vedere queste basi! [pause]Combattiamo qualche mostro, ok?", - "FRANKIE_PART1_FRANKIE15.n": "Per favore, capitanə, \\\"insegnami le basi\\\"! [pause][wave amp=30 freq=10]Esigo[/wave] di vedere queste basi! [pause]Combattiamo qualche mostro, ok?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]È LA FORMA PERFETTA! PROTEGGERÒ QUESTA PREZIOSA CASSETTA CON LA MIA STESSA VITA![/shake]", - "FRANKIE_PART1_FRANKIE16": "Wow, trasformarsi in un mostro strano in realtà è molto più stancante di quanto pensassi.", - "FRANKIE_PART1_FRANKIE17": "Penso di aver bisogno di un po' di riposo. [pause]E di mangiare un sacco. [pause]Potenzialmente in quest\\'ordine.", - "FRANKIE_PART1_FRANKIE18.m": "Ciao, capitano! Grazie per avermi allenato! Una giovane eroina coraggiosa ha sempre bisogno di un [wave amp=30 freq=10]saggio mentore[/wave], e sono felice che tu sia tu!", - "FRANKIE_PART1_FRANKIE18.n": "Ciao, capitanə! Grazie per avermi allenato! Una giovane eroina coraggiosa ha sempre bisogno di un [wave amp=30 freq=10]saggio mentore[/wave], e sono felice che tu sia tu!", - "FRANKIE_PART1_FRANKIE18.f": "Ciao, capitana! Grazie per avermi allenato! Una giovane eroina coraggiosa ha sempre bisogno di un [wave amp=30 freq=10]saggio mentore[/wave], e sono felice che tu sia tu!", - "FRANKIE_PART1_KAYLEIGH19": "Certo che ha un bel caratterino!", - "FRANKIE_PART1_MEREDITH19": "Sono contenta di aver ceduto il testimone di \\\"persona meno socialmente presentabile dell'isola\\\".", - "FRANKIE_PART1_EUGENE19.m": "Sei piuttosto bravo come insegnante, {player}!", - "FRANKIE_PART1_EUGENE19.f": "Sei piuttosto brava come insegnante, {player}!", - "FRANKIE_PART1_EUGENE19.n": "Sei piuttosto bravə come insegnante, {player}!", - "FRANKIE_PART1_FELIX19.m": "Eh. Te la cavi bene a insegnare.", - "FRANKIE_PART1_FELIX19.f": "Eh. Te la cavi bene a insegnare.", - "FRANKIE_PART1_VIOLA19.m": "Hai accolto il tuo ruolo di istitutore senza batter ciglio, {player}.", - "FRANKIE_PART1_FELIX19.n": "Eh. Te la cavi bene a insegnare.", - "FRANKIE_PART2_FRANKIE1.m": "Oh, ehi, capitano! Sei qui per aiutarmi nel mio personale [wave amp=30 freq=10]cammino dell'eroe[/wave]?", - "FRANKIE_PART1_VIOLA19.f": "Hai accolto il tuo ruolo di istitutore senza batter ciglio, {player}.", - "FRANKIE_PART1_VIOLA19.n": "Hai accolto il tuo ruolo di istitutore senza batter ciglio, {player}.", - "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"Cammino dell'eroe\\\"?", - "FRANKIE_PART2_FRANKIE1.f": "Oh, ehi, capitana! Sei qui per aiutarmi nel mio personale [wave amp=30 freq=10]cammino dell'eroe[/wave]?", - "FRANKIE_PART2_FRANKIE1.n": "Oh, ehi, capitanə! Sei qui per aiutarmi nel mio personale [wave amp=30 freq=10]cammino dell'eroe[/wave]?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]DEVE ARRIVARE IL MOMENTO IN CUI OGNI GIOVANE, CORAGGIOSA AVVENTURIERA SEGUE IL SUO CAMMINO PERSONALE...[/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "Che cos'hai in mente?", - "FRANKIE_PART2_FRANKIE3": "Ed è quello che sto facendo. [pause]La giovane, coraggiosa avventuriera sarei io, se non mi stavi seguendo.", - "FRANKIE_PART2_FRANKIE3_OPTION1": "Capisco.", - "FRANKIE_PART2_FRANKIE4": "Ad ogni modo, ho trovato una di quelle \\\"Fusioni Fuori controllo\\\" poco più avanti: ora vado a mostrarle chi comanda!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "Non ti seguo proprio.", - "FRANKIE_PART2_FRANKIE4_OPTION1": "Hai bisogno di una mano?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "Sei sicura che sia una buona idea?", - "FRANKIE_PART2_FRANKIE5": "Non preoccuparti! Ho un talento naturale per questo: ho letto più di [wave amp=30 freq=10]200[/wave] fanfiction su persone che si trasformano in mostri. [pause](Per favore, non chiedermi di approfondire).", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]Andiamo![/shake]", - "FRANKIE_PART2_FRANKIE8": "La mia carriera sta procedendo abbastanza bene, credo!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]CE L'ABBIAMO FATTA![/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "Carriera?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "Eh?", - "FRANKIE_PART2_FRANKIE9": "B-Beh, la mia carriera di eroina affascinante e misteriosa che salva la brava gente di queste terre fantastiche, ovviamente!", - "FRANKIE_PART2_FRANKIE10": "Non ho dubbi: presto arriverà un grande male...", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]E SARÒ IO A SALVARE QUEST'ISOLA![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "Sei un po' in ritardo.", - "FRANKIE_PART2_FRANKIE11_OPTION2": "L'ho già fatto io!", - "FRANKIE_PART2_FRANKIE12": "Eh? [pause]D-Davvero?", - "FRANKIE_PART2_FRANKIE13": "Va bene! Sono sicura che da qualche parte ci sarà un POCHINO di male da sconfiggere! [pause][wave amp=30 freq=10]Magari[/wave] te ne è sfuggito un pezzettino!", - "FRANKIE_PART3_FRANKIE3": "I-Insomma, dovrei usare il mio tempo a Nuova Wirral per realizzare i miei obiettivi, o qualcosa del genere! [pause]Salvare il mondo! Trovare la mia vera vocazione! Innamorarmi!", - "FRANKIE_PART3_FRANKIE1": "Ehi, {player}! Ho una domanda per te!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "Chiedi pure!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "Qual è la domanda?", - "FRANKIE_PART3_FRANKIE2": "Cosa significa... prendersi la responsabilità della propria vita?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "Non è facile rispondere.", - "FRANKIE_PART3_FRANKIE2_OPTION2": "Ma che...", - "FRANKIE_PART3_FRANKIE4": "Sai, i classici dell'avventura. [pause]Non posso sprecare nemmeno un secondo!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "Forse le tue aspettative sono eccessive...", - "FRANKIE_PART3_FRANKIE4_OPTION2": "Non metterti troppo sotto pressione!", - "FRANKIE_PART3_FRANKIE5": "Uhm. [pause]Probabilmente hai ragione.", - "FRANKIE_PART3_FRANKIE6": "Bene, seconda domanda! [pause]Puoi aiutarmi a combattere una Fusione fuori controllo che ho trovato nelle vicinanze? Sono sicura che sarà un'esperienza edificante!", - "FRANKIE_PART3_FRANKIE7": "Grazie per l'aiuto, {player}! [pause]Ho deciso che è stata davvero un\\'esperienza edificante!", - "FRANKIE_PART4_FRANKIE1.m": "Ehi, capitano! [pause]Sto pensando di provare a diventare una vera ranger.", - "FRANKIE_PART4_FRANKIE3": "Quindi, ovviamente, ho rintracciato una Fusione fuori controllo da combattere! Non c'è tempo per aspettare: [shake rate=30 level=10]andiamo a pestarla per bene![/shake]", - "FRANKIE_PART4_FRANKIE2": "Niente più status da recluta! Anche se prima dovrò diventare più forte.", - "FRANKIE_PART4_FRANKIE1.n": "Ehi, capitanə! [pause]Sto pensando di provare a diventare una vera ranger.", - "FRANKIE_PART4_FRANKIE4": "Grazie per l'assistenza! [pause]Forse la prossima volta che io e te ci incontreremo sul campo sarò già una ranger a tutti gli effetti!", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti saresti mai aspettato che ti avrei sfidato a duello, vero?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti saresti mai aspettata che ti avrei sfidato a duello, vero?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]LO STUDENTE DEVE AFFRONTARE IL MAESTRO![/shake] L'unico modo in cui posso diventare un vero ranger è sconfiggerti e [wave amp=30 freq=10]avere il tuo timbro[/wave]!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti saresti mai aspettatə che ti avrei sfidato a duello, vero?", - "FRANKIE_PART5_FRANKIE3": "Ho persino addomesticato questo Puppercut per aiutarmi! Che ne dici, accetti la mia sfida?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "Dacci dentro, novellina!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Sapevo che saresti stato un osso duro.", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Ranger![/shake] [pause]Sei qui per fermarmi, eh?!", - "FRANKIE_PART5_FRANKIE3_OPTION2": "Non ci andrò piano con te!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Sapevo che saresti stata un osso duro.", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Sapevo che saresti statə un osso duro.", - "FRANKIE_PART5_FRANKIE5": "Ecco perché mi sono assicurata di affrontare prima gli altri 12 capitani.", - "FRANKIE_PART5_FRANKIE5_OPTION1": "Eh?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "Cos'hai fatto?", - "FRANKIE_PART5_FRANKIE6": "Hai sentito bene: sono [wave amp=30 freq=10]già[/wave] qualificata come ranger!", - "FRANKIE_PART5_FRANKIE7": "Volevo solo vedere quanto eri forte. [pause]Non mi hai delusa!", - "FRANKIE_PART5_FRANKIE8.m": "Ci vediamo in giro, capitano!", - "FRANKIE_PART5_FRANKIE8.n": "Ci vediamo in giro, capitanə!", - "FRANKIE_TOWN_HALL_INTERACT1": "Ehi, {player}! Mi sto solo mettendo al corrente sugli ultimi pettegolezzi prima di tornare fuori!", - "FRANKIE_PART5_FRANKIE8.f": "Ci vediamo in giro, capitana!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Ranger![/shake] [pause]Sei qui per fermarmi, eh?!", - "VIN_PART1_VIN1_OPTION2": "È il mio lavoro!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Ranger![/shake] [pause]Sei qui per fermarmi, eh?!", - "VIN_PART1_VIN1_OPTION1": "Qualcosa del genere.", - "VIN_PART1_VIN2": "E va bene! [pause]Se vuoi affrontarmi, combatti uno contro uno!", - "VIN_PART3_VIN8.n": "Cosa importa che sia stato [wave amp=30 freq=10]uno di loro[/wave] a causare tutto questo disastro!", - "VIN_PART1_VIN3": "Solo i [wave amp=30 freq=10]codardi[/wave] si affidano agli altri!", - "VIN_PART1_KAYLEIGH4": "Non preoccuparti, {player}! Mi prendo una pausa, puoi eliminare questo tizio senza di me!", - "VIN_PART1_MEREDITH4.f": "Una scazzottata uno contro uno? Dacci dentro, bella. Hai la stoffa che serve, {player}: puoi farcela.", - "VIN_PART1_MEREDITH4.m": "Una scazzottata uno contro uno? Dacci dentro, bello. Hai la stoffa che serve, {player}: puoi farcela.", - "VIN_PART1_MEREDITH4.n": "Una scazzottata uno contro uno? Dacci dentro, bellə. Hai la stoffa che serve, {player}: puoi farcela.", - "VIN_PART1_EUGENE4.m": "Avanti, amico. Non hai bisogno del mio aiuto per affrontare questo idiota.", - "VIN_PART1_EUGENE4.n": "Avanti, amicə. Non hai bisogno del mio aiuto per affrontare questo idiota.", - "VIN_PART1_FELIX4": "Che ne dici, {player}? Vuoi mostrare a questo ragazzino chi comanda?", - "VIN_PART1_EUGENE4.f": "Avanti, amica. Non hai bisogno del mio aiuto per affrontare questo idiota.", - "VIN_PART1_VIOLA4.n": "Sembra che questo scontro sia tuo e tuo soltanto, carə {player}. Non temere: ho ogni fiducia in te.", - "VIN_PART1_VIOLA4.f": "Sembra che questo scontro sia tuo e tuo soltanto, cara {player}. Non temere: ho ogni fiducia in te.", - "VIN_PART1_VIOLA4.m": "Sembra che questo scontro sia tuo e tuo soltanto, caro {player}. Non temere: ho ogni fiducia in te.", - "VIN_PART1_VIN5.m": "Uff! [pause]Te la cavi bene, per essere così codardo...", - "VIN_PART1_VIN5.f": "Uff! [pause]Te la cavi bene, per essere così codarda...", - "VIN_PART1_VIN5.n": "Uff! [pause]Te la cavi bene, per essere così codardə...", - "VIN_PART1_VIN6": "Ma non mi prenderai! [wave amp=30 freq=10]Sono già sparito![/wave]", - "VIN_PART1_KAYLEIGH7": "Correva piuttosto veloce. Sono sicuro che lo prenderemo la prossima volta, {player}.", - "VIN_PART1_MEREDITH7.m": "Certo che scappa veloce, eh? Beh, che lo prenderemo la prossima volta, bello.", - "VIN_PART1_MEREDITH7.n": "Certo che scappa veloce, eh? Beh, che lo prenderemo la prossima volta, bellə.", - "VIN_PART1_MEREDITH7.f": "Certo che scappa veloce, eh? Beh, che lo prenderemo la prossima volta, bella.", - "VIN_PART1_EUGENE7": "Nonostante tutta la spavalderia, è stato piuttosto veloce a scappare, eh?", - "VIN_PART1_FELIX7": "Corre davvero veloce. Immagino che lo prenderemo la prossima volta.", - "VIN_PART2_VIN1": "[shake rate=30 level=10]Di nuovo tu![/shake]", - "VIN_PART1_VIOLA7": "È uscito di scena dalla battaglia con una certa celerità. Sono sicura che le nostre strade s'incroceranno ancora.", - "VIN_PART2_VIN2": "Voi maledetti ranger ficcate sempre il naso dove non dovreste!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]Smetterò solo quando tutti saranno liberi dalla tirannia dei ranger di Harbourtown![/shake]", - "VIN_PART2_VIN3": "Forza, combattimi! Uno contro uno!", - "VIN_PART2_VIN4": "Eh eh, non mi prenderai mai. E non mi arrenderò mai!", - "VIN_PART3_VIN1.m": "Oh, ma guarda... [pause]I ranger hanno mandato di nuovo il loro [wave amp=30 freq=10]fedele scagnozzo[/wave] a darmi la caccia!", - "VIN_PART3_VIN1.f": "Oh, ma guarda... [pause]I ranger hanno mandato di nuovo il loro [wave amp=30 freq=10]fedele scagnozzo[/wave] a darmi la caccia!", - "VIN_PART3_VIN1_OPTION1": "Ehi! Io mi chiamo {player}!", - "VIN_PART3_VIN1.n": "Oh, ma guarda... [pause]I ranger hanno mandato di nuovo il loro [wave amp=30 freq=10]fedele scagnozzo[/wave] a darmi la caccia!", - "VIN_PART3_VIN2": "...", - "VIN_PART3_FELIX5": "Aspetta, quindi questo ladro è in quella strana setta?", - "VIN_PART3_VIN3": "Allora sei...", - "VIN_PART3_VIN4.f": "Sei la spietata [wave amp=30 freq=10]assassina di dei[/wave] che ha provocato questo pasticcio! Sei tu che hai abbandonato Fratello Cooper alla morte!", - "VIN_PART3_VIN4.n": "Sei lə spietatə [wave amp=30 freq=10]assassinə di dei[/wave] che ha provocato questo pasticcio! Sei tu che hai abbandonato Fratello Cooper alla morte!", - "VIN_PART3_VIN4.m": "Sei lo spietato [wave amp=30 freq=10]assassino di dei[/wave] che ha provocato questo pasticcio! Sei tu che hai abbandonato Fratello Cooper alla morte!", - "VIN_PART3_VIN4_OPTION1.n": "Assassinə di dei?", - "VIN_PART3_VIN4_OPTION1.f": "Assassina di dei?", - "VIN_PART3_VIN4_OPTION1.m": "Assassino di dei?", - "VIN_PART3_MEREDITH5": "È in una setta, {player}. Dev'essere arrabbiato per quel Cordemonio che hai pestato con Kayleigh.", - "VIN_PART3_VIN4_OPTION2": "Non ho fatto nulla di tutto questo!", - "VIN_PART3_KAYLEIGH5": "Sei con i Figli del Cordoglio?", - "VIN_PART3_EUGENE5": "Ehi! Sarebbero morti in molti oltre a Dorian se non fosse stato per {player}!", - "VIN_PART3_VIOLA5": "Non sai ciò che dici, ladro!", - "VIN_PART3_VIN6.f": "Basta parlare! Vieni qui e combatti con me, codarda!", - "VIN_PART3_VIN6.m": "Basta parlare! Vieni qui e combatti con me, codardo!", - "VIN_PART3_VIN6.n": "Basta parlare! Vieni qui e combatti con me, codardə!", - "VIN_PART3_VIN7": "Quando il nostro capo è stato [wave amp=30 freq=10]crudelmente assassinato[/wave], voi ranger avete subito iniziato a cercare di \\\"offrirci aiuto\\\". Certo, come no.", - "VIN_PART3_VIN8.m": "Cosa importa che sia stato [wave amp=30 freq=10]uno di loro[/wave] a causare tutto questo disastro!", - "VIN_PART3_VIN8.f": "Cosa importa che sia stato [wave amp=30 freq=10]uno di loro[/wave] a causare tutto questo disastro!", - "VIN_PART3_KAYLEIGH9": "Non hai capito proprio niente. [pause]È Dorian il responsabile di quello che chiami disastro!", - "VIN_PART3_VIN10": "I nastri vuoti e gli adesivi che sto rubando... saranno per la nostra resistenza!", - "VIN_PART4_VIN1": "Lasciami...", - "VIN_PART4_VIN2": "Uuh...", - "VIN_PART4_VIN3": "Quella cosa mi ha teso un'imboscata...", - "VIN_PART4_VIN4": "Perché... [pause]lo hai fatto, {player}?", - "VIN_PART4_VIN5_OPTION1": "Ti sbagli!", - "VIN_PART4_VIN5.n": "Avresti potuto lasciarmi a marcire come Fratello Cooper, e ti saresti liberatə del tuo [wave amp=30 freq=10]problema con i ladri[/wave] una volta per tutte.", - "VIN_PART4_VIN5.f": "Avresti potuto lasciarmi a marcire come Fratello Cooper, e ti saresti liberata del tuo [wave amp=30 freq=10]problema con i ladri[/wave] una volta per tutte.", - "VIN_PART4_VIN5.m": "Avresti potuto lasciarmi a marcire come Fratello Cooper, e ti saresti liberato del tuo [wave amp=30 freq=10]problema con i ladri[/wave] una volta per tutte.", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Vin?![/shake] [pause]Ci sei tu dietro tutto questo?", - "VIN_PART4_VIN5_OPTION2": "Non ho lasciato Dorian a morire!", - "VIN_PART4_JACQUELINE7": "Quando Ianthe mi ha detto che qualcuno rubava le scorte dei ranger messe da parte per la comune, non credevo proprio che fossi tu!", - "VIN_PART4_VIN8": "Messe...[pause] da parte...[pause] per la comune?[pause] La nostra comune?", - "VIN_PART4_JACQUELINE9": "Sì, razza di idiota!", - "VIN_PART5_VIN6": "E ora devo sfidarti per il tuo timbro! [pause]Forza, affrontami [wave amp=30 freq=10]uno contro uno[/wave], {player}!", - "VIN_PART4_VIN10": "Ma i ranger... Hanno preso il controllo, giusto? Ti hanno costretta,[pause] o qualcosa del genere?", - "VIN_PART4_JACQUELINE11": "Per niente. La morte di Dorian è stata un risveglio per me.", - "VIN_PART4_JACQUELINE12": "Quando era con noi, quando era [wave amp=30 freq=10]al comando[/wave]... era come se fossi sotto un incantesimo. Non riuscivo a comprendere ciò che accadeva intorno a me.", - "VIN_PART4_JACQUELINE13": "Solo guardando indietro riconosco le cose per come erano veramente.", - "VIN_PART4_KAYLEIGH14": "Jacqueline...", - "VIN_PART4_JACQUELINE15": "Ho cercato aiuto per la comune e Ianthe è stata così gentile da fornirlo.", - "VIN_PART4_JACQUELINE16": "Sai, ormai staremmo morendo di fame se non fosse stato per il suo aiuto. Dorian ci ha fatto dissodare il nostro orto per arrivare a quell'Arcangelo!", - "VIN_PART4_VIN17": "...", - "VIN_PART4_JACQUELINE20": "Conosco Vin da quando è arrivato a Nuova Wirral. Le sue intenzioni sono buone, è solo...[pause] orribilmente disinformato.", - "VIN_PART4_JACQUELINE18": "Dai, ora ti portiamo a casa, così puoi riposarti.", - "VIN_PART4_JACQUELINE19": "{player}, [pause]mi dispiace tanto.", - "VIN_PART4_JACQUELINE22": "Per favore, fai sapere a Ianthe quanto sono grata di avere il suo sostegno.", - "VIN_PART4_JACQUELINE21": "Convocherò una riunione plenaria della comune e metterò tutto a posto. Non si ripeterà.", - "VIN_PART5_VIN1": "Ehi, {player}.", - "VIN_PART5_VIN2": "Quando mi hai salvato da quella Fusione fuori controllo, mi sono trovato a rimettere in discussione tutto.", - "VIN_PART5_VIN3": "Mi dispiace degli errori che ho commesso, ma... [pause]alla fin fine, l'ho fatto per sostenere la mia comunità.", - "VIN_PART5_VIN4": "Mi sono unito ai ranger per fare proprio questo! E per rimediare ai miei errori, certo.", - "VIN_PART5_KAYLEIGH5": "Magnifico! [pause]Sono felice che tu stia dando una svolta alla tua vita, Vin!", - "VIN_PART5_MEREDITH5": "Sì, sembra che tu abbia molto lavoro da fare, bello.", - "VIN_PART5_EUGENE5": "Sembra che tu abbia trovato la tua causa personale. Lo rispetto.", - "VIN_PART5_FELIX5": "Sono felice di vedere che hai cambiato rotta.", - "VIN_PART5_VIN7_OPTION1": "Proprio così!", - "VIN_PART5_VIOLA5": "Tutto è bene quel che finisce bene.", - "VIN_PART5_VIN8": "Meno male che ci sono ancora altri 12 capitani da cui posso ottenere i timbri.", - "VIN_PART5_VIN7": "Accidenti... Non ti trattieni nemmeno contro gli amici, eh?", - "VIN_PART5_VIN7_OPTION2": "Credo nel concetto di \\\"amore severo\\\".", - "VIN_PART5_VIN9": "La prossima volta che mi incontrerai sarò ufficialmente un ranger, {player}!", - "VIN_TOWN_HALL_INTERACT1.m": "Ehi, capitano! Quale pensi sia più forte: Artillerex o Gearyu? Non riesco a decidere.", - "VIN_TOWN_HALL_INTERACT1.f": "Ehi, capitana! Quale pensi sia più forte: Artillerex o Gearyu? Non riesco a decidere.", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti aspettavi di trovare qui i tuoi due protetti, vero, capitano?", - "VIN_TOWN_HALL_INTERACT1.n": "Ehi, capitanə! Quale pensi sia più forte: Artillerex o Gearyu? Non riesco a decidere.", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti aspettavi di trovare qui i tuoi due protetti, vero, capitanə?", - "VIN_AND_FRANKIE_KAYLEIGH3": "Non avrei mai pensato che questi due sarebbero diventati amici!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti aspettavi di trovare qui i tuoi due protetti, vero, capitana?", - "VIN_AND_FRANKIE_VIN2": "Ehi, {player}! Ho finalmente completato l'addestramento e ora sono un ranger ufficiale!", - "VIN_AND_FRANKIE_MEREDITH3": "Questi due hanno fatto amicizia? Beh, ha un suo senso.", - "VIN_AND_FRANKIE_FELIX3": "Non mi ero reso conto che voi due vi conosceste! Beh, dopotutto l'isola è piccola.", - "VIN_AND_FRANKIE_VIOLA3": "Non avrei mai potuto immaginare un'amicizia tra due individui talmente diversi!", - "VIN_AND_FRANKIE_EUGENE3": "Eh eh. E così, ora questi due sono amici?", - "VIN_AND_FRANKIE_FRANKIE4": "Uhm, anch'io ho delle novità.", - "VIN_AND_FRANKIE_FRANKIE5": "Puppercut, il mio cucciolo, è scappato!", - "VIN_AND_FRANKIE_FRANKIE6": "La capitana Cybil dice che i mostri selvaggi non sono buoni animali domestici, ma... [pause]sono sicura che sia stata la fanfiction che ho scritto su di lui.", - "VIN_AND_FRANKIE_FRANKIE7": "Ma non c'è da preoccuparsi! Al mio nuovo [wave amp=30 freq=10]migliore amico[/wave] Vin non dispiace!", - "VIN_AND_FRANKIE_VIN8": "Che cos'è una fanfiction, {player}? Lei non vuole dirmelo...", - "VIN_AND_FRANKIE_FRANKIE9": "AAAH!", - "VIN_AND_FRANKIE_FRANKIE10.n": "Esigo la rivincita, capitanə! Io e Vin contro te e {partner}! Che ne dici?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Certo!", - "VIN_AND_FRANKIE_FRANKIE10.m": "Esigo la rivincita, capitano! Io e Vin contro te e {partner}! Che ne dici?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Non ora.", - "VIN_AND_FRANKIE_FRANKIE10.f": "Esigo la rivincita, capitana! Io e Vin contro te e {partner}! Che ne dici?", - "POWER_STATION_DREADFUL4": "Che dite, vogliamo mostrargli di che pasta siamo fatti?", - "VIN_AND_FRANKIE_FRANKIE11": "Aah... [pause]Non un'altra volta!", - "VIN_AND_FRANKIE_VIN12": "Su col morale, Frankie. Non possiamo vincere sempre.", - "VIN_AND_FRANKIE_VIN13": "{player}, è stato solo quando mi sono fuso con Frankie che mi sono reso conto che affidarsi agli altri non è una debolezza.", - "VIN_AND_FRANKIE_VIN14": "Quando uniamo i nostri sforzi, siamo più della somma delle parti. [pause]È questa la cosa importante, dico bene?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]E COSÌ L'EROINA CORAGGIOSA AIUTA L\\'ANTI-EROE NEL SUO ARCO NARRATIVO DI REDENZIONE CON IL POTERE DELL\\'AMORE![/wave]", - "VIN_AND_FRANKIE_VIN16": "Aspetta... [pause]Ma che...", - "POWER_STATION_WALLACE1.m": "È tutto pronto per te, lì dentro.", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Eh eh eh![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "Ci si vede, {player}!", - "POWER_STATION_WALLACE1.n": "È tutto pronto per te, lì dentro.", - "POWER_STATION_WALLACE1.f": "È tutto pronto per te, lì dentro.", - "POWER_STATION_DREADFUL1": "Ehi, rallenta!", - "POWER_STATION_DREADFUL2": "Questo è il mio territorio, {player}! Se ci sarà un po' di baruffa dalle mie parti, non voglio essere lasciata all\\'oscuro.", - "POWER_STATION_DREADFUL3": "Tenetevi stretto il pizzo delle mutandine, signore e signori: qui c'è un gran brutto bestione!", - "POWER_STATION_DREADFUL5": "È stato un vero e proprio putiferio! Voi date un'occhiata in giro: ho bisogno di riprendere fiato.", - "POWER_STATION_DREADFUL7.m": "{player}, ne sei assolutamente sicuro?", - "POWER_STATION_DREADFUL6": "Date un'occhiata in giro, io ho bisogno di riprendere fiato.", - "POWER_STATION_DREADFUL7_OPTION1": "Facciamolo!", - "POWER_STATION_NOTE1": "\\\"10/10/1957 04:00\\nSono rimasto sveglio tutta la notte con la dott. Aegle e la dott. Aetheria per progettare nuovi esperimenti da eseguire nel reattore a fusione. Ci siamo lasciati trasportare e abbiamo perso la cognizione del tempo: per qualche istante ci siamo sentiti come se fossimo un'unica entità concentrata sul reattore!\\\"", - "POWER_STATION_DREADFUL7.f": "{player}, ne sei assolutamente sicura?", - "POWER_STATION_DREADFUL7.n": "{player}, ne sei assolutamente sicurə?", - "POWER_STATION_DREADFUL7_OPTION2": "Aspettiamo.", - "POWER_STATION_NOTE3": "\\\"10/10/1957 07:00\\nUn essere che si fa chiamare 'Helia\\' è emerso dal reattore! Le termocoppie hanno registrato immediatamente un calo della temperatura interna, perciò... penso che ora sia di nuovo sicuro. \\'Helia\\' sembra una specie di diagramma di un atomo di elio, con i due anelli che rappresentano le orbite degli elettroni...\\\"", - "POWER_STATION_NOTE2": "\\\"10/10/1957 05:15\\nSta succedendo qualcosa di strano nel reattore: la temperatura nel nocciolo continua a salire! Abbiamo acceso le ventole di raffreddamento per aumentare il flusso d'aria, ma non è servito! Se continua così, siamo fritti, letteralmente!\\\"", - "POWER_STATION_NOTE5": "\\\"11/10/1957 03:05\\nAbbiamo seguito i suggerimenti di Helia per combinare Crancolosso, Mambanonimo, Malabardo e OMISSIS, che il Ministero dell'Approvvigionamento ci ha procurato da uno zoo locale. Helia sembra insoddisfatta del risultato. Non era questo quello che voleva? Avremmo dovuto usare animali vivi?\\\"", - "POWER_STATION_NOTE4": "\\\"10/10/1957 07:30\\n'Helia\\' ci dice che in qualche modo l\\'abbiamo creata, o forse l\\'abbiamo evocata? Ora sta spiegando come rendere efficiente il nostro reattore. E poi ci vuole parlare di altri tipi di fusione... Quali altri tipi?!\\\"", - "POWER_STATION_NOTE6": "\\\"11/10/1957 08:00\\nChe cosa abbiamo fatto?! La fusione instabile è fuori controllo! Continua a duplicarsi!! Il Ministero ha isolato l'edificio per contenerla, e io sono chiuso dentro! MerLinea aiutami tu!\\\"", - "POWER_STATION_HELIA_HELIA1": "AH, GRAZIE PER AVER SGOMBERATO GLI ESPERIMENTI FALLITI DEI MIEI PROGENITORI.", - "POWER_STATION_HELIA_HELIA2": "QUELLE FUSIONI INSTABILI SONO DAVVERO FASTIDIOSE DA ELIMINARE UNA VOLTA CHE INIZIANO A REPLICARSI.", - "POWER_STATION_HELIA_HELIA3": "COSA TI PORTA QUI, {player.to_upper}?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "Mi conosci?", - "POWER_STATION_HELIA_HELIA4": "TI CONOSCO, E PIUTTOSTO BENE. QUANTE FUSIONI HAI ESEGUITO ORMAI?\\n\\nOVUNQUE C'E\\' FUSIONE, LÌ CI SONO ANCH\\'IO.", - "POWER_STATION_HELIA_HELIA5": "IO SONO HELIA, IL PROCESSO DI FUSIONE.", - "POWER_STATION_HELIA_KAYLEIGH6": "Quindi stai creando tu le Fusioni fuori controllo?", - "POWER_STATION_HELIA_MEREDITH6": "Oh. C'è davvero qualcuno dietro le Fusioni fuori controllo!", - "POWER_STATION_HELIA_EUGENE6": "Sei responsabile delle Fusioni fuori controllo?", - "POWER_STATION_HELIA_FELIX6": "E così, le Fusioni fuori controllo...", - "POWER_STATION_HELIA_HELIA12": "IO SOSTENGO LA VITA. LE PIANTE A CUI VI AFFIDATE PER SOPRAVVIVERE TRAGGONO LA LORO ENERGIA DALLA FUSIONE NUCLEARE NEL CUORE DELLA VOSTRA STELLA.", - "POWER_STATION_HELIA_VIOLA6": "Dunque sei tu a istigare quelle creature, le Fusioni fuori controllo!", - "POWER_STATION_HELIA_DOG6": "Grr...", - "POWER_STATION_HELIA_HELIA7": "\\\"FUSIONI FUORI CONTROLLO\\\"?\\n[pause]\\nAH, SÌ.[pause] GLI STABILI.[pause] QUELLE MERAVIGLIOSE BESTIE SONO OPERA MIA.", - "POWER_STATION_HELIA_HELIA8": "ORA HO CAPITO PERCHÉ SIETE QUI. SENTO IL POTENZIALE DI FUSIONE AUMENTARE IN ENTRAMBI, IL CHE DEVE SIGNIFICARE...", - "POWER_STATION_HELIA_HELIA11": "NON VI SERVE A NULLA TERMINARE LA FUSIONE. NON VEDETE?", - "POWER_STATION_HELIA_HELIA9": "CHE SIETE QUI PER COMBATTERE, VERO?", - "POWER_STATION_HELIA_HELIA10": "DIREI CHE COSÌ PUÒ BASTARE.", - "POWER_STATION_HELIA_HELIA13": "IO FORMO LA VITA. QUANDO GLI ATOMI MORTI SI UNISCONO PER FORMARE CELLULE VIVENTI, ANCHE QUESTA È UNA FUSIONE.\\n\\nQUANDO LE SINGOLE CELLULE SI UNISCONO PER CREARE FORME DI VITA MULTICELLULARI INTELLIGENTI, IO SONO LÌ.", - "POWER_STATION_HELIA_HELIA14": "SENZA DI ME, SENZA LA FUSIONE, NON CI SAREBBE VITA.", - "POWER_STATION_HELIA_KAYLEIGH15": "Le tue \\\"meravigliose bestie\\\" mettono in pericolo Harbourtown!", - "POWER_STATION_HELIA_EUGENE15": "Ma dai! Possiamo cavarcela benissimo senza le tue \\\"meravigliose bestie\\\".", - "POWER_STATION_HELIA_MEREDITH15": "Spiace dirtelo, ma le tue \\\"meravigliose bestie\\\" stanno facendo del male alla gente.", - "POWER_STATION_HELIA_FELIX15": "Almeno, puoi smettere di fare altre \\\"meravigliose bestie\\\"?", - "POWER_STATION_HELIA_HELIA16": "COME HO DETTO, IO SONO IL PROCESSO DELLA FUSIONE.\\n\\nNON SONO LA CAUSA.", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, QUANDO TI FONDI CON {partner.to_upper}, NON È PERCHÉ TI DICO DI FARLO.\\n\\nIO SONO SEMPLICEMENTE IL MEZZO.", - "POWER_STATION_HELIA_VIOLA15": "Conosco la \\\"fusione\\\" di Nuova Wirral, ma che sono tutte queste farneticazioni su stelle e... cellule?", - "POWER_STATION_HELIA_HELIA18": "NON DATE COLPA ALLA MORTE QUANDO C'È UN OMICIDIO.", - "POWER_STATION_HELIA_HELIA18_OPTION1": "Allora a chi diamo la colpa?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "Spiegati un po' meglio...", - "POWER_STATION_HELIA_HELIA19": "IN DEFINITIVA, LA CAUSA DELLE \\\"FUSIONI FUORI CONTROLLO\\\" È L'ENTITÀ CHE ATTIRA SENZA SOSTA I DETRITI DI ALTRI MONDI IN QUESTA TERRA.\\n[pause]\\nÈ QUELLA CHE HA PORTATO QUI ME, E VOI, E TUTTI GLI ALTRI UMANI.", - "POWER_STATION_HELIA_HELIA22": "UN'ULTIMA COSA PRIMA DI PARTIRE, {player.to_upper}.\\n\\nAVETE MANIFESTATO LO SPIRITO DELLA RIBELLIONE, MORGANTE, QUANDO AVETE COMBATTUTO CONTRO ALEPH, NON È VERO?", - "POWER_STATION_HELIA_HELIA20": "LA MERLINEA. CIÒ CHE È SOTTO.", - "POWER_STATION_HELIA_KAYLEIGH21": "La MerLinea? Non mi piace, {player}...", - "POWER_STATION_HELIA_MEREDITH21.f": "Mi sa che contro la MerLinea siamo messi male, bella.", - "POWER_STATION_HELIA_MEREDITH21.m": "Mi sa che contro la MerLinea siamo messi male, bello.", - "POWER_STATION_HELIA_MEREDITH21.n": "Mi sa che contro la MerLinea siamo messi male, bellə.", - "POWER_STATION_HELIA_EUGENE21": "Bene! Andiamo a prendere a pugni qualche treno!", - "POWER_STATION_HELIA_FELIX21": "Oh. C'è la ferrovia dietro tutto questo?", - "POWER_STATION_HELIA_VIOLA21": "Non saremo certo sconfitti da un semplice labirinto, {player}!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "Finalmente una risposta diretta.", - "POWER_STATION_HELIA_DOG21": "Grr...", - "POWER_STATION_HELIA_HELIA27": "VI RACCOMANDO DI FARE ATTENZIONE ALLA VOLONTÀ CHE MANIFESTATE.\\n\\nALEPH PUÒ ANCORA TORNARE.", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "Andiamo a conoscere la MerLinea.", - "POWER_STATION_HELIA_HELIA22_OPTION1": "Sì, perché?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "Sì, è così.", - "POWER_STATION_HELIA_HELIA23": "LA SPADA CHE IMPUGNI È A DOPPIO TAGLIO.", - "POWER_STATION_HELIA_HELIA24": "DELLA FUSIONE, O DI QUALSIASI LAVORO SVOLTO DA UN GRUPPO VERSO UN UNICO SCOPO, SI PUÒ DIRE CHE \\\"IL TUTTO È MAGGIORE DELLA SOMMA DELLE PARTI\\\".", - "POWER_STATION_HELIA_HELIA26": "DURANTE LA NOSTRA BATTAGLIA, HO AVVERTITO IL SEME DELLA CONQUISTA NEL VOSTRO CUORE.", - "POWER_STATION_HELIA_HELIA25": "LA DIFFERENZA TRA IL TUTTO E LA SOMMA DELLE PARTI È L'EGREGORE, O \\\"ARCANGELO\\\".\\n\\nGLI EGREGORI SONO PICCOLI E DEBOLI ALL\\'INIZIO, MA SE SI PROIETTA SU DI LORO UNA VOLONTÀ SUFFICIENTE POSSONO MANIFESTARSI INDIPENDENTEMENTE, ESERCITARE POTERE, PRENDERE IL CONTROLLO.", - "POWER_STATION_HELIA_DREADFUL28": "Beh, che roba! [pause]Farò meglio a riferire tutto questo a Ianthe.", - "POWER_STATION_HELIA_DREADFUL29": "Buona fortuna con la MerLinea, {player}. Questa volta però io salto.", - "MERLINE_MEETING_MAGIKRAB1B": "{player}, la MerLinea ti aspetta. Per favore, vieni con me al Binario A della stazione di Harbourtown.", - "POWER_STATION_HELIA_DREADFUL30": "Uhm... [pause]Chissà se \\\"Helia\\\" ha avuto qualcosa a che fare con l'incendio che ha bruciato Nuova Londra tanti anni fa...", - "MERLINE_MEETING_MAGIKRAB1A": "{player}, la MerLinea ti aspetta. Per favore, vieni con me al Binario A.", - "MERLINE_MEETING_MAGIKRAB2": "Ora la MerLinea parlerà attraverso di me.", - "MERLINE_MEETING_MAGIKRAB3.m": "Considerati molto fortunato {player}! Non si manifesta spesso su questo pia...", - "MERLINE_MEETING_MAGIKRAB3.n": "Considerati molto fortunatə {player}! Non si manifesta spesso su questo pia...", - "MERLINE_MEETING_MAGIKRAB3.f": "Considerati molto fortunata {player}! Non si manifesta spesso su questo pia...", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}, LA MERLINEA DESIDERA RINGRAZIARTI PER IL TUO CONTRIBUTO NELLO SCONFIGGERE IL SUO ALLIEVO IRREQUIETO, ALEPH.", - "MERLINE_MEETING_MERLINE5": "L'UMANITÀ STA PER AFFRONTARE UNA SFIDA DI PROPORZIONI SENZA PRECEDENTI, IL CUI ESITO NON È ANCORA CERTO.", - "MERLINE_MEETING_MERLINE6": "LA MERLINEA ERA CURIOSA DI VEDERE SE LA NATURA BELLICOSA DELLA TUA SPECIE POTESSE ESSERE VINTA.", - "MERLINE_MEETING_MERLINE7": "SCONFIGGENDO ALEPH, MANIFESTAZIONE DELLA CONQUISTA, HAI SVOLTO IL TUO RUOLO NEL RITUALE. ORA PUOI ANDARE.", - "MERLINE_MEETING_MERLINE7_OPTION1": "Abbiamo avuto un aiuto da Morgante.", - "MERLINE_MEETING_MERLINE7_OPTION2": "Morgante...", - "MERLINE_MEETING_MERLINE8": "AH SÌ, MORGANTE. L'ANTICA AMATA DI ALEPH.", - "MERLINE_MEETING_KEYLEIGH9": "L'amata di Aleph?", - "MERLINE_MEETING_VIOLA9": "...", - "MERLINE_MEETING_MEREDITH9": "Uhm... L'amata di Aleph?", - "MERLINE_MEETING_EUGENE9": "Cosa?!", - "MERLINE_MEETING_FELIX9": "È l'amata di Aleph?", - "MERLINE_MEETING_MERLINE11": "COS'È LO SPIRITO DI RIBELLIONE SENZA UNA FORZA CONTRO CUI RIBELLARSI? COS\\'È IL RE DELLA CONQUISTA SENZA QUALCUNO DA CONQUISTARE?", - "MERLINE_MEETING_MERLINE10": "RIBELLIONE E CONQUISTA NON SONO SEMPRE NEMICI.", - "MERLINE_MEETING_MERLINE14": "CHE MORGANTE SI SIA MANIFESTATA DURANTE LA BATTAGLIA CONTRO ALEPH NON SMINUISCE LA PARTE CHE HAI AVUTO NELLO SCONFIGGERLO.", - "MERLINE_MEETING_MERLINE13": "HANNO AVUTO ANCHE UN FIGLIO, LO SAPEVI?", - "MERLINE_MEETING_MERLINE12": "IL RE ROSSO E LA REGINA BIANCA SONO INTRAPPOLATI IN UN CICLO ETERNO DI MORTE E RINASCITA, DI OPPOSIZIONE E UNITÀ. SONO IL MOTORE CHE FA GIRARE LA RUOTA DELLA STORIA UMANA.", - "MERLINE_MEETING_MERLINE15": "ANZI, LA AMPLIFICA. È STATA LA TUA VOLONTÀ A INVOCARLA, IMPEDENDO COSÌ IL RITORNO DI ALEPH AL COSMO MAGGIORE.", - "MERLINE_MEETING_MERLINE16_OPTION1": "Devi fermare le Fusioni fuori controllo!", - "MERLINE_MEETING_MERLINE16": "DI' CIÒ CHE PENSI, {player.to_upper}. LA MERLINEA SA CHE HAI QUALCOSA DA CHIEDERE.", - "MERLINE_MEETING_MERLINE17": "LA MERLINEA POTREBBE FERMARE LE \\\"FUSIONI FUORI CONTROLLO\\\".", - "MERLINE_MEETING_MERLINE18": "TUTTAVIA, NON SAREBBE CORRETTO PRIVARE ALTRI DELLE STESSE OCCASIONI CHE HAI AVUTO TU, {player.to_upper}.", - "MERLINE_MEETING_MERLINE21": "È LÌ CHE SERVONO LA VOSTRA PRESENZA E IL VOSTRO SPIRITO DI RIBELLIONE.", - "MERLINE_MEETING_MERLINE20": "È ORMAI SUONATA L'ORA CHE VOI TORNIATE AI VOSTRI MONDI, {player.to_upper} E {partner.to_upper}.", - "MERLINE_MEETING_MERLINE19": "LA VOSTRA SPECIE DEVE AFFRONTARE SITUAZIONI DI VITA E DI MORTE PER CRESCERE IN QUALITÀ, OLTRE CHE IN QUANTITÀ.", - "MERLINE_MEETING_MAGIKRAB23": "Ehm, cosa stavamo facendo? È come se gli ultimi minuti mi fossero svaniti dalla mente.", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "La MerLinea ha parlato attraverso di te.", - "MERLINE_MEETING_MAGIKRAB22": "Oh. {player}.", - "MERLINE_MEETING_MAGIKRAB24.m": "Considerati molto fortunato {player}! Non si manifesta spesso su questo piano!", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Ehi, [pause]ho una domanda per te, Felix! So che disegni fumetti, ma disegni anche tatuaggi?", - "MERLINE_MEETING_KAYLEIGH25": "Uhm. Forse Ianthe saprà cosa fare.", - "MERLINE_MEETING_MAGIKRAB24.f": "Considerati molto fortunata {player}! Non si manifesta spesso su questo piano!", - "MERLINE_MEETING_MAGIKRAB24.n": "Considerati molto fortunatə {player}! Non si manifesta spesso su questo piano!", - "MERLINE_MEETING_MEREDITH25": "Non è andata come mi aspettavo.", - "MERLINE_MEETING_EUGENE25": "Beh, forse è meglio non dover affrontare questo scontro. Sai cosa ha detto Helia su Aleph...", - "MERLINE_MEETING_FELIX25": "Pensi che stia dicendo la verità? Sul fatto che i nostri mondi hanno bisogno di noi?", - "PARTNER_INTERACT_K_M1_MEREDITH2": "Cos'è questa \\\"inter net\\\"? [pause]A metà degli abitanti di Harbourtown manca così tanto che gli viene da piangere!", - "MERLINE_MEETING_VIOLA25": "Forse questa \\\"MerLine\\\" dice il vero.", - "PARTNER_INTERACT_K_M1_MEREDITH4": "Sui telefoni? [pause]La chiami e ci parli?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "Davvero non capisco.", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Beh, hai presente, [pause]Internet? [pause]Tipo sui computer o sui telefoni?", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Che anno era nel tuo mondo prima che venissi qui, [pause]Meredith?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "1989. Perché me lo chiedi?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Oh! [pause]Ok. Vedo che forse siamo un po' fuori sincronia.", - "PARTNER_INTERACT_K_E1_EUGENE2": "Non è niente di personale. [pause]È solo che sono un cane sciolto. [pause]Un lupo solitario. [pause]Non riesco a stare in un'organizzazione che può tenermi alla catena.", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "Non ti capisco, Eugene. [pause]A te piace tutta questa roba del tipo \\\"salvare la comunità\\\", [pause]ma non vuoi unirti ai ranger insieme a me?", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Non credo sia per questo. [pause]Credo che tu abbia paura di non superare il test di ingresso!", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]N-No, non è vero![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "Non l'ho mai fatto! [pause]Ne vorresti uno?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Uhm. [pause]In teoria, l'idea di farmi un tatuaggio mi attira.", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Ma in pratica, [pause]credo proprio di essere troppo indecisa. [pause]Non potrei mai prendere una decisione così permanente.", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, devo chiedertelo...", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Dove hai preso quella giacca a gilet? [pause]Non ho mai visto niente di simile a Nuova Wirral prima d'ora!", - "PARTNER_INTERACT_K_V1_VIOLA3": "Quando le onde m'hanno posata sulla sabbia di quest\\'isola solitaria, [pause]ho trovato la vecchia giubba d\\'un soldato gettata sulla spiaggia.", - "PARTNER_INTERACT_K_V1_VIOLA4": "Il taglio delle maniche mi era scomodo, [pause]perciò le ho semplicemente tolte.", - "PARTNER_INTERACT_K_V1_VIOLA5": "Devo dire che mi ci sono piuttosto affezionata.", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Stai una favola... Ho decisamente una cotta per te, in questo momento.", - "PARTNER_INTERACT_K_V1_VIOLA7": "Mi stai confessando il tuo amore eterno, [pause]mia cara Kayleigh?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Ehi, [pause]non è così facile conquistarmi!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "Avevo qualche riparazione da fare al negozio, [pause]ma per ora diciamo che me la svicolo.", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]Dov'è il mio bravo cagnolino? Eccolo qua! Bravo, lui![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "Bau bau!", - "PARTNER_INTERACT_M_E1_EUGENE2": "Bravo! [pause]Certe volte bisogna proprio prendersi una pausa!", - "PARTNER_INTERACT_M_E1_EUGENE3": "...[pause][pause]Aspetta, [pause]cos'hai appena detto?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "Uhm, [pause]ho detto che avevo delle riparazioni da fare?", - "PARTNER_INTERACT_M_E1_EUGENE5": "E cosa hai detto [wave amp=30 freq=10]dopo[/wave] di quello?", - "PARTNER_INTERACT_M_E1_EUGENE7": "È un'espressione? [pause]\\\"Svicolare\\\" qualcosa?", - "PARTNER_INTERACT_M_E1_MEREDITH6": "Che me la svicolo?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "Oh, [pause]beh, [pause]sì. [pause]Cioè, se vuoi saltare qualcosa che devi fare, o se non vuoi andare in un certo posto, te la \\\"svicoli\\\".", - "PARTNER_INTERACT_M_E1_EUGENE9": "Ok, ho capito. [pause]Accoglierò il tuo strano gergo con mente aperta.", - "PARTNER_INTERACT_M_E1_MEREDITH10": "Credo che mi svicolerò da tutta questa conversazione.", - "PARTNER_INTERACT_M_F1_FELIX2": "Sì! [pause]Cosa ascoltavi nel tuo mondo?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "I miei gusti musicali, dici?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "Non è facile rispondere. [pause]Mi piacciono le band in cui tutti i membri si odiano tra loro.", - "PARTNER_INTERACT_M_F1_MEREDITH5": "Sono una persona molto specifica.", - "PARTNER_INTERACT_M_V1_VIOLA1": "Devo confessare, [pause]mia cara Meredith, [pause]che lo stile con cui ti abbigli è diverso da chiunque abbia mai veduto, [pause]nella mia terra o in questa.", - "PARTNER_INTERACT_M_F1_FELIX4": "Sono gusti molto specifici.", - "PARTNER_INTERACT_M_D1_DOG1": "Bau!", - "PARTNER_INTERACT_M_V1_VIOLA3": "Non intendo certo insultarti. [pause]Sembri indifferente ad allinearti all'aspetto di chi ti circonda. [pause]È segno di una profonda fiducia in se stessi.", - "PARTNER_INTERACT_M_V1_MEREDITH2": "Non capisco bene se è un complimento o no.", - "PARTNER_INTERACT_M_V1_VIOLA4": "Questo ti rende piuttosto ammirevole ai miei occhi, [pause]mia cara Meredith!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "Uh, [pause]grazie, bella.", - "PARTNER_INTERACT_M_D1_MEREDITH2": "Ti piacciono i grattini sulla pancia, [pause]eh?", - "PARTNER_INTERACT_E_F1_FELIX2": "Più o meno. [pause]Non solo per questo, [pause]però. [pause]Se fossi andato a lavorare da qualche altra parte, avrei solo trovato un [wave amp=30 freq=10]altro[/wave] capo che mi dava ordini.", - "PARTNER_INTERACT_E_F1_EUGENE1": "E così, hai lasciato il tuo lavoro [pause]perché i tuoi capi continuavano a fregarti?", - "PARTNER_INTERACT_E_F1_FELIX3": "L'unico modo per spezzare il ciclo era lavorare in proprio. [pause]Basta capi.", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Sì![/shake] [pause]Questo è lo spirito! [pause]Niente più capi: vivi come vuoi tu, [pause]amico!", - "PARTNER_INTERACT_E_F1_FELIX5": "Però, ultimamente, la mia carriera si è un po' piantata. [pause][pause]Credo che sia successo dopo che sono caduto attraverso lo spaziotempo e mi sono trovato a vivere sull\\'isola dei mostri.", - "PARTNER_INTERACT_E_V1_EUGENE1": "Quindi sei finita a Nuova Wirral dopo aver fatto naufragio durante una tempesta, [pause]giusto?", - "PARTNER_INTERACT_E_F1_EUGENE6": "Capita anche ai migliori!", - "PARTNER_INTERACT_E_V1_VIOLA2": "Si, [pause]è corretto.", - "PARTNER_INTERACT_E_V1_EUGENE3": "E stai cercando tuo fratello gemello, Sebastian...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Hai un bel posticino qui, bello. Un po' scialbo, magari, ma non giudico.", - "PARTNER_INTERACT_E_V1_EUGENE4": "Mi sembra una storia davvero familiare, ma non so perché. [pause]Sei famosa? [pause]Ci siamo già incontrati?", - "PARTNER_INTERACT_E_V1_VIOLA5": "Posso assicurarti che non godo di alcuna notorietà o interesse. [pause]Quanto a un nostro incontro negli anni passati... [pause]Sono certa che ricorderei uno spirito così vivace, [pause]Eugene.", - "PARTNER_INTERACT_E_V1_EUGENE6": "Sarà così. [pause]Eppure, [pause]la tua storia mi sembra così familiare...", - "PARTNER_INTERACT_E_D1_EUGENE5": "Sei una specie di... [pause]cane magico parlante? [pause]Venuto da un altro mondo?", - "PARTNER_INTERACT_E_D1_DOG2": "Bau!", - "PARTNER_INTERACT_E_D1_EUGENE1": "E così, sei un cane.", - "PARTNER_INTERACT_F_D1_FELIX1": "Abbai parecchio per essere così piccolino, [pause]eh?", - "PARTNER_INTERACT_E_D1_EUGENE3": "Ma sai usare un mangiacassette per trasformarti in mostro, come tutti noi.", - "PARTNER_INTERACT_E_D1_DOG4": "Bau bau!", - "PARTNER_INTERACT_E_D1_DOG6": "Bau!", - "PARTNER_INTERACT_E_D1_EUGENE7": "Uhm. [pause]No, credo di no.", - "PARTNER_INTERACT_F_V1_FELIX2": "Beh, trovare la libertà nella vita è importante per me, [pause]ma navigare per i sette mari non è proprio quello che ho in mente.", - "PARTNER_INTERACT_F_V1_VIOLA1": "Senz'altro, [pause]Felix, [pause]avrai ardentemente desiderato la libera vita sui mari? [pause]Navigare verso terre che ancora non son nemmeno schegge sull\\'orizzonte?", - "PARTNER_INTERACT_F_V1_FELIX5": "Immagino di no!", - "PARTNER_INTERACT_F_V1_FELIX3": "Lavorare per me stesso e vivere alle mie condizioni, [pause]però... [pause]Sì, questo mi suona abbastanza bene.", - "PARTNER_INTERACT_F_V1_VIOLA4": "Forse troveresti appagamento anche sui mari. [pause]Non lo saprai mai con certezza senza salpare!", - "PARTNER_INTERACT_F_D1_DOG2": "Bau!", - "PARTNER_INTERACT_V_D1_DOG2": "Bau!", - "PARTNER_INTERACT_V_D1_VIOLA1": "Che splendido nuovo mondo, [pause]che contiene animali come te!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Sono piuttosto fortunata a vivere così vicino al mare, eh?", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "Dovevo proprio restarmene bloccata in una città così noiosa, eh?", - "PASSIVE_OVERWORLD_1_0_EUGENE": "Questa cittadina non è niente male, non credi?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "L'odore del mare è intenso qui... lo conosco fin troppo bene.", - "PASSIVE_OVERWORLD_1_0_FELIX": "Non c'è niente come farsi una passeggiata sul molo, eh?", - "PASSIVE_OVERWORLD_1_0_DOG": "Bau bau!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Attenta a dove metti i piedi, {player}. Ci sono mostri nascosti appena sotto il pelo dell'acqua, qui...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Hai un bel posticino qui, bellə. Un po' scialbo, magari, ma non giudico.", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Spero che la tua casa ti piaccia, {player}...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Hai un bel posticino qui, bella. Un po' scialbo, magari, ma non giudico.", - "PASSIVE_EUGENEHOME_EUGENE": "Sì, questa è casa mia. Il QG di Eugene. La tana. La mia base operativa.", - "PASSIVE_EUGENEHOME_MEREDITH": "Eugene ha una palestra in casa? Ma non lo sa che il municipio ha una VERA palestra?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Ehi, è qui che abiti? Niente male!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Quindi vivi qui, eh?", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Vedo che non abiti qui da lungo tempo.", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Sono sicura che a Eugene non dispiacerebbe vederci entrare in casa sua senza di lui!", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Sono sicura che a Eugene non dispiacerebbe vederci entrare in casa sua senza di lui!", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Sono sicura che a Eugene non dispiacerebbe vederci entrare in casa sua senza di lui!", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Oh! Vuoi che resti qui stasera, {player}?", - "PASSIVE_EUGENEHOME_FELIX": "Questa è casa di Eugene. Ha messo su una palestra davvero niente male.", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Insomma, vuoi far fare il giro della casa al tuo ragazzo, eh?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Pensavi di starcene un po' insieme, insomma, solo noi due?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Casa tua è uno splendore! Spero che tu non abbia messo in ordine solo per me.", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Volevi che passassimo un poco di tempo in privato e in reciproca compagnia, mio caro {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Volevi che passassimo un poco di tempo in privato e in reciproca compagnia, miə carə {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Volevi che passassimo un poco di tempo in privato e in reciproca compagnia, mia cara {player}?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "La spiaggia mi ricorda quando sono arrivata a Nuova Wirral la prima volta...", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "Levare la sabbia dagli stivali è una bella seccatura. Non mi piace per niente.", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "Qui possiamo ottenere adesivi per le nostre forme di mostro. Diamo un'occhiata?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "È un posto niente male per fare qualche flessione!", - "PASSIVE_OVERWORLD_2_0_FELIX": "È un bel posticino tranquillo, se non fai caso ai granchi giganti mostruosi.", - "PASSIVE_OVERWORLD_2_0_VIOLA": "Sono approdata su tante sponde, nella mia vita, ma questa è forse la più strana.", - "PASSIVE_OVERWORLD_0_0_EUGENE": "Forse hanno qualcosa che ci sarà utile nella nostra eterna battaglia per la giustizia!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Perché non facciamo due chiacchiere con i mercanti di adesivi, {player}? Potrebbero avere qualcosa di utile!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "Forse dovremmo scambiar qualche parola con i bravi mercanti di Harbourtown?", - "PASSIVE_OVERWORLD_0_0_FELIX": "Che fico, nuovi adesivi per mostri.", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "Il ranger Wallace e la sua squadra di costruttori provetti hanno costruito questo ponte poco tempo fa!", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "[wave amp=30 freq=10]Immagino[/wave] che attraversare questo ponte sia meglio che bagnarmi gli stivali nello stagno...", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "Questo ponte è stato costruito con uno sforzo comune. Una cosa grandiosa, a mio parere.", - "PASSIVE_OVERWORLD_5_-5_FELIX": "Questo ponte è carino, non ti pare?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "Riesco a vedere il mio riflesso dabbasso nello stagno! Affascinante.", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Quell'acqua viene dalla superficie o da qualche altra parte?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "Non mi piacciono i sentieri così stretti, bello.", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Questo sentiero è piuttosto stretto. Non perdere l'equilibrio, {player}!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "Non mi piacciono i sentieri così stretti, bella.", - "PASSIVE_OVERWORLD_8_0_EUGENE": "È un sentiero molto stretto, eh?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "Non mi piacciono i sentieri così stretti, bellə.", - "PASSIVE_OVERWORLD_8_0_VIOLA": "Fai attenzione ai tuoi passi: il sentiero è stretto come non mai.", - "PASSIVE_OVERWORLD_8_0_FELIX": "Il sentiero qui è un po' stretto. Non cadere!", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "I cimiteri sono piuttosto malinconici. Mi piacciono.", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Trovo sempre che i cimiteri siano un po' inquietanti, e questo non fa eccezione...", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "Mi dà i brividi che i mostri-scheletro si aggirino proprio qui...", - "PASSIVE_OVERWORLD_-4_0_FELIX": "Questo è l'ultimo posto sull\\'isola che vorrei attraversare da solo di notte.", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "Prego un giorno di andarmene da queste terre, e di non essere mai sepolta qui sotto una lapide.", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Per attivare questo interruttore serve una calamita carica.", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "Potremmo attivare questo interruttore se trovassimo una calamita qui vicino, {player}.", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Dai un'occhiata a questo interruttore! Scommetto che potremmo attivarlo, se trovassimo una calamita...", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "Non credo che potremo attivare questo interruttore solo salendoci sopra. Diamo un'occhiata in giro...", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Questo meccanismo è curioso. Sembra la metà di un tutto...", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "Come è arrivata qui questa chiesa?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "Quella chiesa sembra pericolante... Dobbiamo entrarci, assolutamente.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Attentə a dove metti i piedi, {player}. Ci sono mostri nascosti appena sotto il pelo dell'acqua, qui...", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "A quella chiesa serve una ristrutturazione. O magari cinque.", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Questo muro può essere attraversato con l'abilità Palla di rampicanti per raggiungere quella sporgenza...", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Questa chiesa ha veduto anni più felici...", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "È una chiesa piuttosto vecchia. Voglio disegnarla...", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "Costa Ghisa... Harbourtown recupera molti rottami metallici dai poveri relitti che arrivano sulla costa.", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Se mi servisse del metallo arrugginito, credo di sapere [wave amp=30 freq=10]esattamente[/wave] dove trovarlo...", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Attento a dove metti i piedi, {player}. Ci sono mostri nascosti appena sotto il pelo dell'acqua, qui...", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "Questa nebbia è proprio fitta. Rischio di sbattere la testa contro un rottame in qualsiasi momento.", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Uuuhh...[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Presto, affrettiamoci ad attraversar la nebbia e l'aere corrotto.", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Uh, non ho mai sentito nessuno dei capitani parlare di un'isola galleggiante qui a Nuova Wirral...", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "L'isola galleggia?! Ma che posto è questo?", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "Ok, non avevo idea che ci fosse un'isola galleggiante qui a Nuova Wirral. Era nascosta tra le nuvole?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "È un luogo davvero fantastico, eh?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Bleah, mi entrerà della fanghiglia di palude negli stivali, vero?", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Questa palude è davvero... fangosa.", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Una terra sopra le nuvole... L'ennesima meraviglia che mi lascia senza favella.", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "Mi rovinerò le scarpe da ginnastica correndo in tutto questo fango...", - "PYLON_HINT_MEREDITH3": "Forse da queste parti c'è un mostro con abilità magnetiche che fa al caso nostro. Dovremmo dare un\\'occhiata in giro.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "Questa terra non gradisce la nostra presenza. Abbandoniamola in fretta, {player}.", - "PASSIVE_OVERWORLD_MARSH_FELIX": "Gli alberi qui sono piuttosto grandi, eh?", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Tutto questo polline mi fa prudere il naso.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "Questa terra non gradisce la nostra presenza. Abbandoniamola in fretta, {player}.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "Questa terra non gradisce la nostra presenza. Abbandoniamola in fretta, {player}.", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "Una foresta! Chissà cosa troveremo qui?", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "Tieni gli occhi aperti, {player}: chissà che tipo di mostri si nascondono in questa foresta...", - "PASSIVE_OVERWORLD_FOREST_FELIX": "Scommetto che qui ci sono mostri che non troveremo da nessun'altra parte.", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "Senti il coro degli augelli tra le fronde, {player}?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Queste sono le rovine di Nuova Londra...", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "Non ho mai visto funghi simili prima d'ora! Sono davvero magnifici, vero?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Ehi, le storie erano vere: qui c'è una città abbandonata. Davvero inquietante.", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Questo posto mi fa venire i brividi...", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Le rovine di questi edifici sembrano carbonizzate. Che la città sia andata a fuoco?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Oh, i ciliegi qui sono meravigliosi!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "Un vento di morte soffia in questi luoghi.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Ehi, questo prato è davvero carino.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "È un prato molto bello, vero?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "L'aria ha un buon profumo qui, vero?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "C'è bellezza in queste terre, ma non abbassiamo la guardia.", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Fa un po' freschino qui, vero?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brrr... Spero di non prendermi un raffreddore qui!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Lo ammetto, qui fa piuttosto freddo.", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Dovevo portare un cappotto...", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "Non lascerò che questo gelo improvviso sia l'inverno del mio scontento!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Questi funghi giganti hanno davvero un'aria da \\\"nightclub inquietante\\\".", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Questi sì che sono funghi grossi.", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "Niente male, questi funghi! Dovrei disegnarli.", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Farò del mio meglio per ignorare che su queste lapidi ci sono [wave amp=30 freq=10]i nostri nomi[/wave], ok?", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "È davvero un fungo? La flora e la fauna di queste terre non cessano di sorprendermi.", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Oh. Magnifico. Lapidi inquietanti. Fa ben sperare.", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "È il mio nome quello scritto lì?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "Non mi piacciono molto quelle lapidi inquietanti con i nostri nomi sopra.", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "Quanto siamo caduti?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "È solo un patetico tentativo di colmarci il cuore di paura. Non farti ingannare.", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "È qui che i ranger prendono tutte le cassette! Niente male, eh?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "Quanto siamo caduti?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "Quanto siamo caduti?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Cosa sta succedendo?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "È stato piuttosto intenso...", - "PASSIVE_DUNGEON_MEADOW_FELIX": "Dove siamo?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "Quale inganno è mai questo?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "C'è dell\\'acqua quaggiù? Da dove viene?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Chissà da dove viene l'acqua...", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Un canale, eh? Chissà da dove sgorga l'acqua.", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Un ruscello... Forse potremmo trovarne la fonte?", - "PASSIVE_DUNGEON_MALL_EUGENE": "Da dove vengo io, ci sono edifici vuoti come questo in tutto il paese...", - "PASSIVE_DUNGEON_MALL_FELIX": "È davvero strano trovarsi in un edificio così grande a Nuova Wirral.", - "PASSIVE_DUNGEON_MALL_VIOLA": "Sale così vaste e silenziose...", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Penso che gli abitanti della città la usassero come miniera, in passato...", - "MEREDITH_PLATFORM_REACTION2_2.m": "Proviamo a continuare a muoverci, bello.", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Scommetto che troveremo dei mostri forti quaggiù. Stai in guardia!", - "PYLON_HINT_MEREDITH1.m": "Uh. Sembra un vicolo cieco, bello. [pause]Anche se mi chiedo se...", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Questa grotta era una specie di miniera, giusto? Sembra che abbia visto giorni migliori.", - "PYLON_HINT_MEREDITH1.n": "Uh. Sembra un vicolo cieco, bellə. [pause]Anche se mi chiedo se...", - "PYLON_HINT_MEREDITH1.f": "Uh. Sembra un vicolo cieco, bella. [pause]Anche se mi chiedo se...", - "PYLON_HINT_MEREDITH2": "Vedi quella scatola blu lassù? [pause]Ne ho viste in tutta l'isola. Emettono costantemente una forza magnetica attrattiva.", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Questa roccia ha delle crepe profonde. Penso che potresti romperla con uno scatto!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Questa roccia quadrata sembra ridotta piuttosto male. Potresti riuscire a romperla con uno scatto, bello.", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Questa roccia quadrata sembra ridotta piuttosto male. Potresti riuscire a romperla con uno scatto, bella.", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Quella roccia è crepata da parte a parte. Potresti spaccarla in due con uno scatto!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Questa roccia quadrata sembra ridotta piuttosto male. Potresti riuscire a romperla con uno scatto, bellə.", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Quella roccia sembra piuttosto danneggiata. Scommetto che potresti frantumarla, se la colpissi con velocità sufficiente.", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Questa pietra ha veduto giorni migliori. Sono convinta che si romperebbe, se la colpissi con forza bastante.", - "PASSIVE_PYLON_MEREDITH.m": "Quel pilone sembra magnetico. Perché non ti metti là sotto e non provi a usare il tuo magnetismo, bello?", - "PASSIVE_PYLON_KAYLEIGH": "Questa batteria a pilone ha un colore strano. Forse puoi usare la tua capacità magnetica qui, {player}!", - "PASSIVE_PYLON_MEREDITH.f": "Quel pilone sembra magnetico. Perché non ti metti là sotto e non provi a usare il tuo magnetismo, bella?", - "PASSIVE_PYLON_EUGENE": "Quella scatola blu appesa al palo di legno sembra piuttosto magnetica, tu che ne dici?", - "PASSIVE_PYLON_MEREDITH.n": "Quel pilone sembra magnetico. Perché non ti metti là sotto e non provi a usare il tuo magnetismo, bellə?", - "PASSIVE_PYLON_FELIX": "Sai, forse puoi usare la tua capacità magnetica vicino a quel pilone, {player}.", - "KAYLEIGH_STATION_REACTION2": "Un'altra di queste vecchie stazioni ferroviarie... Ricordo bene la [wave amp=30 freq=10]prima volta[/wave] che ne abbiamo scoperta una.", - "PASSIVE_PYLON_VIOLA": "Quell'oggetto di metallo emana una bizzarra aura blu. Non lo vedi anche tu, {player}?", - "KAYLEIGH_STATION_REACTION3": "Mi sto abituando a questi vecchi relitti di stazione ferroviaria. Il silenzio mette ancora i brividi, però.", - "MEREDITH_STATION_REACTION1": "Uhm, [pause]quest'isola ha una rete ferroviaria sotterranea? Credo che questa stazione sia qui da un [wave amp=30 freq=10]bel po\\'[/wave]...", - "MEREDITH_STATION_REACTION2": "Un'altra stazione sotterranea, eh? Ma chi le ha costruite?", - "MEREDITH_STATION_REACTION3A": "C'è qualcosa di strano in queste stazioni sotterranee. Sembrano [wave amp=30 freq=10]quasi[/wave] di origine umana, ma hanno come qualcosa di [wave amp=30 freq=10]sbagliato[/wave].", - "MEREDITH_STATION_REACTION3B": "Capisci cosa voglio dire, {player}?", - "EUGENE_STATION_REACTION2": "Un'altra stazione ferroviaria, eh? Quest\\'isola nasconde molti segreti...", - "EUGENE_STATION_REACTION1": "Che cosa?! [pause]Questa è una [shake rate=30 level=10]stazione ferroviaria[/shake]?! Nessuno ha mai detto che c'era qualcosa DEL GENERE a Nuova Wirral!", - "EUGENE_STATION_REACTION3": "Ehi, potremmo essere le prime persone che mettono piede qui da molto tempo...", - "FELIX_STATION_REACTION1": "Aspetta, è una stazione ferroviaria?! Nessuno in città ne ha mai parlato... Non sanno che esistono?", - "FELIX_STATION_REACTION3": "Un'altra antica stazione ferroviaria. Dev\\'essere successo qualcosa che le ha fatte emergere di recente, giusto?", - "FELIX_STATION_REACTION2": "Queste stazioni ferroviarie mi danno i brividi. Mi sento come se non dovessimo essere qui...", - "VIOLA_STATION_REACTION1": "Questo posto ha un'aria poco ospitale... ancor meno del resto di questa strana terra.", - "VIOLA_STATION_REACTION2": "L'aria qui mi opprime il petto. Questo posto giace addormentato da eoni, riesco a sentirlo.", - "KAYLEIGH_PLATFORM_REACTION1_1": "La pressione qui è [shake rate=30 level=10]schiacciante[/shake]... Proprio come quando Morgante è apparsa per la prima volta...", - "VIOLA_STATION_REACTION3": "Un altro luogo antico e peculiare. Non desidero restare qui più a lungo di quanto sia necessario, {player}.", - "KAYLEIGH_PLATFORM_REACTION1_2": "È come se ci fosse un rumore [shake rate=30 level=10]fortissimo[/shake] nell'aria, ma non riuscissi a sentirlo...", - "MEREDITH_PLATFORM_REACTION1_1": "Che diavolo HA questo posto? [pause]È come se ci fosse qualcosa che [wave amp=30 freq=10]spinge[/wave] contro di me...", - "KAYLEIGH_PLATFORM_REACTION2_1": "Di nuovo quella sensazione... come scariche di radio nel cervello...", - "KAYLEIGH_PLATFORM_REACTION2_2": "L'aria sa di metallo... Solo stare qui mi dà l\\'emicrania...", - "KAYLEIGH_PLATFORM_REACTION3_1": "Di nuovo quell'atmosfera...", - "KAYLEIGH_PLATFORM_REACTION3_2": "Ormai mi ci sto abituando, ma mi fa ancora male la testa...", - "MEREDITH_PLATFORM_REACTION1_2": "È come avere una scarica di interferenze nel cervello...", - "VIOLA_PLATFORM_REACTION1_1.f": "Questo non è luogo adatto a noi, {player}. La stessa terra sotto i nostri piedi lo grida: non siamo i benvenuti.", - "MEREDITH_PLATFORM_REACTION2_1": "C'è di nuovo quella sensazione [wave amp=30 freq=10]strana[/wave]... e ancora non la sopporto.", - "MEREDITH_PLATFORM_REACTION2_2.n": "Proviamo a continuare a muoverci, bellə.", - "MEREDITH_PLATFORM_REACTION2_2.f": "Proviamo a continuare a muoverci, bella.", - "MEREDITH_PLATFORM_REACTION3_2": "Il segreto è non badare al fatto che la tua testa sembra in procinto di [wave amp=30 freq=10]esplodere[/wave].", - "MEREDITH_PLATFORM_REACTION3_1": "Pian piano, credo di essermi abituata alla sensazione che mi dà trovarmi nelle stazioni.", - "EUGENE_PLATFORM_REACTION1_1": "Lo senti, {player}? È come una radio che manda scariche che non riesco a [wave amp=30 freq=10]sentire[/wave], [pause]ma riesco a [wave amp=30 freq=10]percepire[/wave]...", - "EUGENE_PLATFORM_REACTION2_1": "Di nuovo quella strana atmosfera... Riesci a sentirla?", - "EUGENE_PLATFORM_REACTION1_2": "Roba da pazzi...", - "EUGENE_PLATFORM_REACTION2_2": "Mi fa prudere i denti...", - "EUGENE_PLATFORM_REACTION3_1": "Oh, è tornata quell'[wave amp=30 freq=10]atmosfera dolorosa[/wave]. Non è mai un bel segno.", - "EUGENE_PLATFORM_REACTION3_2": "Stai in guardia.", - "FELIX_PLATFORM_REACTION1_1": "Ma santo cielo, cos'è quel rumore? [pause]Ma non è proprio un rumore che si sente. [pause]È come se ci fosse qualcosa di sbagliato nell\\'aria...", - "FELIX_PLATFORM_REACTION2_2": "Si fa davvero fatica a [wave amp=30 freq=10]pensare[/wave] qui. [pause]Mi spiego?", - "FELIX_PLATFORM_REACTION1_2": "Stare in questo posto dà davvero una [wave amp=30 freq=10]brutta[/wave] sensazione...", - "FELIX_PLATFORM_REACTION2_1": "Di nuovo quella [wave amp=30 freq=10]presenza[/wave]... Mi fa venire la pelle d'oca.", - "FELIX_PLATFORM_REACTION3_1": "Ancora una volta quella [wave amp=30 freq=10]sensazione orribile[/wave] nell'aria... Se non altro, ormai ci sono abituato.", - "FELIX_PLATFORM_REACTION3_2": "No, ho cambiato idea. Non credo che mi ci abituerò [wave amp=30 freq=10]mai[/wave].", - "VIOLA_PLATFORM_REACTION1_1.m": "Questo non è luogo adatto a noi, {player}. La stessa terra sotto i nostri piedi lo grida: non siamo i benvenuti.", - "VIOLA_PLATFORM_REACTION1_2": "Non lo avverti anche tu? Un sentore nefando che aleggia nell'aria, che affatica il nostro stesso respiro.", - "VIOLA_PLATFORM_REACTION1_1.n": "Questo non è luogo adatto a noi, {player}. La stessa terra sotto i nostri piedi lo grida: non siamo i benvenuti.", - "VIOLA_PLATFORM_REACTION2_1": "Quel sentore nefasto è tornato, {player}. Mi scava nell'animo un pozzo di terrore.", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "È un [shake rate=30 level=10]Arcangelo[/shake]...", - "VIOLA_PLATFORM_REACTION2_2": "Avanzare di un solo passo è come guadare l'oceano...", - "VIOLA_PLATFORM_REACTION3_1": "Poco a poco, mi sto abituando al sentore ostile di questo luogo. Dopotutto, non l'abbiamo forse già affrontato più e più volte?", - "VIOLA_PLATFORM_REACTION3_2": "Sì, dobbiamo avanzare. Non basterà quest'aura di sgradevolezza a fermarmi.", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "Mi dà quella sensazione orribile che ho provato quando abbiamo affrontato Morgante... [pause]Come se lo guardassi [wave amp=30 freq=10]dal lato sbagliato[/wave]...", - "KAYLEIGH_ARCHANGEL_REACTION2": "Un altro Arcangelo... Guardarlo fa [shake rate=30 level=10]male[/shake], come con gli altri...", - "KAYLEIGH_ARCHANGEL_REACTION3": "Un [shake rate=30 level=10]Arcangelo[/shake]! Stai in guardia, {player}!", - "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]C-Che cos'è quello?![/shake] [pause]E perché ha un aspetto così... [shake rate=30 level=10]sbagliato?![/shake]", - "MEREDITH_ARCHANGEL_REACTION1_2": "Mi fa male la testa solo a guardarlo... [pause]{player}, è un [shake rate=30 level=10]Arcangelo[/shake], [pause]non è vero?", - "MEREDITH_ARCHANGEL_REACTION2_2": "Anche questa volta, [pause]sembra... [pause]sembra [shake rate=30 level=10]qualcosa che non dovrei vedere[/shake].", - "MEREDITH_ARCHANGEL_REACTION2_1": "U-Un altro Arcangelo...", - "EUGENE_ARCHANGEL_REACTION1_2": "Direi che è un [wave amp=30 freq=10]Arcangelo[/wave], eh?", - "EUGENE_ARCHANGEL_REACTION2": "È di nuovo un Arcangelo! [pause]Uuh, [pause]il solo guardarlo mi fa sentire come se [wave amp=30 freq=10]non dovesse essere qui[/wave]...", - "EUGENE_ARCHANGEL_REACTION1_1": "Cosa... [pause]Come... [pause]fa quella [wave amp=30 freq=10]cosa[/wave] ad avere... [wave amp=30 freq=10]quell'aspetto[/wave]?! [pause]Mi si sta rompendo il cervello...", - "MEREDITH_ARCHANGEL_REACTION3": "Oh. [pause]Un Arcangelo. [pause]Siamo di nuovo nei [wave amp=30 freq=10]guai[/wave], vero?", - "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]Un Arcangelo![/shake] [pause]Preparati, {player}!", - "FELIX_ARCHANGEL_REACTION1_2": "Questo dev'essere un [shake rate=30 level=10]Arcangelo[/shake]...", - "FELIX_ARCHANGEL_REACTION1_1": "N-Non ho mai visto niente del genere... [pause]Cosa sta succedendo, {player}? [pause]Perché è fatto in [shake rate=30 level=10]quel modo[/shake]?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "Dammi retta, capo: questə nuovə apprendista sa il fatto suo!", - "FELIX_ARCHANGEL_REACTION2_1": "Un altro Arcangelo! Serve coraggio anche solo a guardarlo. Tutto il mio corpo mi sta [shake rate=30 level=10]urlando[/shake] di girarmi dall'altra parte.", - "FELIX_ARCHANGEL_REACTION2_2": "È difficile da spiegare, ma sembra [wave amp=30 freq=10]fuori squadro[/wave], vero?", - "FELIX_ARCHANGEL_REACTION3": "Non mi abituerò [wave amp=30 freq=10]mai[/wave] alla sensazione di vedere un Arcangelo...", - "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Questo spirito![/shake] Non ne ho mai veduto uno simile... [pause]È come se non fosse [shake rate=30 level=10]concepito[/shake] per essere nel nostro mondo.", - "VIOLA_ARCHANGEL_REACTION2": "Un altro spirito che sfida ogni ragione! Riesco a [shake rate=30 level=10]malapena[/shake] a posar lo sguardo su di esso...", - "VIOLA_ARCHANGEL_REACTION1_2": "Il solo [shake rate=30 level=10]guardarlo[/shake] è un'eresia.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "Dammi retta, capo: questo nuovo apprendista sa il fatto suo!", - "VIOLA_ARCHANGEL_REACTION3": "{player}, è un altro di quegli [shake rate=30 level=10]spiriti crudeli[/shake]! Quelli che chiami \\\"Arcangeli\\\".", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "Dammi retta, capo: questa nuova apprendista sa il fatto suo!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Io e i ragazzi siamo rimasti [wave amp=30 freq=10]davvero[/wave] colpiti! Mi ha spianato come una cassaforma.", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "È raro sentirti così colpito dalle prestazioni di un apprendista, Wallace!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "È raro sentirti così colpito dalle prestazioni di un apprendista, Wallace!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Beh, non capita spesso di fare prove di combattimento per gli apprendisti. La mia solita prova, \\\"costruisci un muro di mattoni\\\", è meno entusiasmante di così...", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "È raro sentirti così colpito dalle prestazioni di un apprendista, Wallace!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "A proposito, la pausa pranzo è finita! Ho del lavoro da fare. Ci si vede dopo, capo!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "Dai, Ianthe! Mi devi dire tutto della tua vita prima che arrivassi a Nuova Wirral!", - "TOWN_HALL_SKIP_EVENT_SKIP3": "Oh! [pause]E trovavi spesso la roba che gli altri avevano perso? Quelli del mondo di fuori hanno un [wave amp=30 freq=10]sacco[/wave] di cose, finiranno per perderle qua e là, giusto?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "Beh... [pause]Ero una specie di investigatrice, non so se mi spiego.", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "A essere onesta, il mio lavoro aveva... [pause]un profilo un pochino più alto.", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "Sarò onesto, Ianthe: non credo che gli altri capitani lo [wave amp=30 freq=10]capiscano[/wave].", - "TOWN_HALL_SKIP_EVENT_SKIP5": "Ora devo tornare alle mie operazioni di recupero, ma la prossima volta che ci vediamo [wave amp=30 freq=10]devi[/wave] dirmi di più!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Capiscano... cosa, di preciso?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "Tutta questa storia del [wave amp=30 freq=10]sonno[/wave]! Quello che faccio, insomma!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "Non sanno niente dei regni onirici, [pause]dell'inconscio collettivo [pause]o di come si ripercuotano su questo posto!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Francamente, comincio a sospettare che mi considerino solo un tiratardi.", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Beh, [wave amp=30 freq=10]SEI[/wave] un tiratardi.", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Eh eh. Lo so.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Non preoccuparti per gli altri. Non importa se non capiscono il tuo lavoro, purché rispettino la mia decisione di fare di te uno capitano.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Non preoccuparti per gli altri. Non importa se non capiscono il tuo lavoro, purché rispettino la mia decisione di fare di te una capitana.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Non preoccuparti per gli altri. Non importa se non capiscono il tuo lavoro, purché rispettino la mia decisione di fare di te unə capitanə.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Grazie per il discorsetto di incoraggiamento, capitanə.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Grazie per il discorsetto di incoraggiamento, capitana.", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Yawn* [pause]Tutta questa interazione tra umani sfianca. Penso che andrò a farmi un sonnellino.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Grazie per il discorsetto di incoraggiamento, capitano.", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "Dico sul serio, Ianthe. Gli ultimi apprendisti ranger non hanno proprio la STOFFA. Non capiscono che la strategia conta [wave amp=30 freq=10]più[/wave] che trasformarsi nel mostro più spaventoso.", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "I nuovi arrivi sono entusiasti, e già questo è un buon inizio. Chi meglio può insegnare loro le tattiche di combattimento di un [wave amp=30 freq=10]maestro[/wave] della tattica?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Beh, il tuo lavoro non sarebbe [pause]insegnarglielo?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Eh eh! Non hai tutti i torti. Gli darò il beneficio del dubbio...", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "Per ora.", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "È comprensibile. Le persone possono essere... [pause]disorientanti. [pause]Imprevedibili.", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]No, [pause]non sono d'accordo. Gli umani [wave amp=30 freq=10]non[/wave] sono imprevedibili. Di fatto, è molto facile prevedere il loro comportamento.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]Trovo solo difficile simpatizzare con la condizione umana, ecco tutto.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]In un qualsiasi scenario, gli umani prenderanno la decisione più [shake rate=30 level=10]stupida[/shake] possibile, purché ci sia anche un [wave amp=30 freq=10]minuscolo[/wave] profitto a breve termine.[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Grazie per la schiettezza della tua analisi, Clee-O!", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "In genere, gli umani non prendono decisioni in base alle probabilità, ma in base alle loro emozioni.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "Dammi retta, capo: le cose sono cambiate ultimamente, sul piano astrale. Tutti i fantasmi ne parlano. Dicono che sono tornati dei [wave amp=30 freq=10]pezzi grossi[/wave] sulla scacchiera!", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]Anch'io! Sono le mie [wave amp=30 freq=10]emozioni[/wave] a dirmi che l\\'umanità è [shake rate=30 level=10]intrinsecamente[/shake] stupida, e non farà che [shake rate=30 level=10]preparare il terreno per la propria distruzione![/shake][/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Beh, finché non succederà, i tuoi servizi nei ranger saranno apprezzati.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "È un miracolo che abbiamo acqua corrente ed energia pulita. A volte temo che la situazione possa cambiare. Quest'isola è [wave amp=30 freq=10]imprevedibile[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Allora, cosa puoi dirmi? Voglio un'analisi completa.", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Uff.[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "Queste sono ottime notizie per la città! Grazie del rapporto, Lodestein.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "E questo conclude il rapporto. Tutti i nostri generatori idroelettrici sono perfettamente funzionanti. È possibile che serva qualche ricambio entro i prossimi due anni, ma si tratta di piccolezze.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Non preoccupartene troppo, capitano! Anche se le sorti di Harbourtown dovessero cambiare, i ranger saranno qui per ricavarne il meglio possibile.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Non preoccupartene troppo, capitanə! Anche se le sorti di Harbourtown dovessero cambiare, i ranger saranno qui per ricavarne il meglio possibile.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Non preoccupartene troppo, capitana! Anche se le sorti di Harbourtown dovessero cambiare, i ranger saranno qui per ricavarne il meglio possibile.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Grazie per averlo detto. [pause]Hai ragione, ovviamente!", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Ma certo! [pause]Ci sono spiriti, ombre e tulpa di [wave amp=30 freq=10]ogni genere[/wave] a zonzo sul piano astrale. Da dove credi che peschi le mie migliori informazioni?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"Tutti i fantasmi\\\"?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Ti credo sulla parola!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Molto bene! [pause]Il nostro problema di \\\"Fusioni fuori controllo\\\" è effettivamente aumentato negli ultimi mesi. Hai visto quei nuvoloni neri nell'aria, di recente? Secondo le mie conclusioni indicano i luoghi che [wave amp=30 freq=10]brulicano[/wave] di mostri.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "In una missione di ricognizione recente, mi sono trovata in mezzo a uno sciame di Melmetri. Avevano il vantaggio del numero, ma li ho [wave amp=30 freq=10]fatti a fettine[/wave] comunque!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Tuttavia, temo che i nostri ranger meno esperti possano sottovalutare queste minacce e trovarsi in pericolo mortale. Forse dovremmo spargere la voce su questi \\\"sciami di mostri\\\".", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Consideralo fatto! Le tue informazioni sono preziose come sempre, Gladiola.", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "Allora? Ti manca? La vita nella grande città, intendo.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "Sei troppo gentile! Ora, se vuoi scusarmi, ho altro lavoro da fare. Le [wave amp=30 freq=10]forze delle tenebre[/wave] non riposano mai, perciò non lo faccio nemmeno io.", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "A me manca eccome!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Di sicuro la vita era più [wave amp=30 freq=10]eccitante[/wave]... ma questo non significa che fosse [wave amp=30 freq=10]migliore[/wave].", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Ho vissuto per tutta la vita in una mega-metropoli. Gli unici alberi che avevo mai visto erano realizzati in fabbrica. Le stelle erano coperte dai grattacieli e dalle loro facciate al neon.", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "La vita non valeva nulla, e dovevi coltivare il tuo cinismo se non volevi tirare le cuoia in un mondo così crudele.", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Come potrai immaginare, quando sono [wave amp=30 freq=10]approdata[/wave] qui per la prima volta mi ci è voluto molto tempo per abituarmi a questi ritmi!", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Una risposta... [pause]un po' più dettagliata di quanto mi aspettassi, capo!", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "Nessun problema! Ho tenuto lezioni di cardio ogni settimana per cinque anni. Se c'è qualcuno all\\'altezza del compito, quella [wave amp=30 freq=10]sono io[/wave]!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "Potremmo renderle divertenti! [pause]Che ne dici di [wave amp=30 freq=10]danza aerobica[/wave]? Cybil potrebbe preparare una playlist!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "Credo che ai ranger farebbero bene un po' di lezioni di fitness.", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Sì, mi sembra un'idea carina! Se pensi di riuscire a gestire il tutto, ovviamente.", - "TOWN_HALL_CODEY_EVENT_CODEY3": "Aspetta un attimo... Prima non ti chiamavi Ianthe?!", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Pensaci! Parli sempre dello [wave amp=30 freq=10]spirito di comunità[/wave]: cosa unirebbe più saldamente i nostri meravigliosi concittadini di un'[shake rate=30 level=10]esperienza uditiva condivisa[/shake] ogni giorno?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "E se installassimo altoparlanti in tutta Harbourtown, potrei trasmettere musica in [wave amp=30 freq=10]tutta la città[/wave] contemporaneamente!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "Non lo so, Cybil. Temo che la gente qui abbia gusti musicali piuttosto disparati. Ho l'impressione che possa essere una decisione controversa.", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Uhm... Non hai tutti i torti.", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]Questo è lo spirito giusto![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "Certo che no! Nel mestiere che facevo prima, era più sicuro scegliere uno pseudonimo. Credo che tu sappia cosa intendo.", - "TOWN_HALL_CODEY_EVENT_CODEY1": "Se avessi saputo che le persone mi avrebbero chiamato \\\"Codey\\\" per sempre, avrei scelto un soprannome più fico. [pause]Tipo \\\"Killswitch\\\", [pause]o magari \\\"Omegabyte\\\".", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Ehi, non voglio dire che sia fuori discussione! [pause]Facciamo così: il giorno che Skip riuscirà a scovare degli altoparlanti hi-fi intatti, proporrò l'idea alla prossima riunione del municipio.", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "Beh, potresti semplicemente scegliere un nuovo nome. Io l'ho fatto.", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"Ianthe\\\" è il nome di una dea delle acque nella mitologia greca. Ho dovuto scegliere un nome in fretta, e mi pareva che suonasse bene.", - "TOWN_HALL_CODEY_EVENT_CODEY6": "Uh. Certo che nascondi molti segreti, eh?", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "E non aspettarti che ti dica una parola di più!", - "LENNA_ENCOUNTER_LENNA1.f": "E tu [pause]ti fai chiamare eroina? Quella corona è pesante sul capo. Credi davvero di essere pronta a portarla?", - "LENNA_ENCOUNTER_LENNA1.n": "E tu [pause]ti fai chiamare eroe? Quella corona è pesante sul capo. Credi davvero di essere prontə a portarla?", - "LENNA_ENCOUNTER_LENNA1.m": "E tu [pause]ti fai chiamare eroe? Quella corona è pesante sul capo. Credi davvero di essere pronto a portarla?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "Uhm, stai parlando con {player}? Direi che è [wave amp=30 freq=10]piuttosto[/wave] eroico!", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "Uhm, stai parlando con {player}? Direi che è [wave amp=30 freq=10]piuttosto[/wave] eroicə!", - "LENNA_ENCOUNTER_MEREDITH2.m": "Che intendi con \\\"pronto a portarla\\\"?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "Uhm, stai parlando con {player}? Direi che è [wave amp=30 freq=10]piuttosto[/wave] eroica!", - "LENNA_ENCOUNTER_MEREDITH2.f": "Che intendi con \\\"pronta a portarla\\\"?", - "LENNA_ENCOUNTER_EUGENE2": "Si può dire che io e {player} condividiamo il ruolo di \\\"eroe\\\" [wave amp=30 freq=10]abbastanza[/wave] alla pari.", - "LENNA_ENCOUNTER_MEREDITH2.n": "Che intendi con \\\"prontə a portarla\\\"?", - "LENNA_ENCOUNTER_FELIX2": "Niente male come inizio enigmatico per una conversazione. Continua.", - "LENNA_ENCOUNTER_LENNA3.n": "Vediamo di che stoffa sei fattə... e come [wave amp=30 freq=10]combatti[/wave]!", - "LENNA_ENCOUNTER_VIOLA2": "Parla meno per enigmi, se non ti spiace.", - "LENNA_ENCOUNTER_LENNA2.m": "No, non credo proprio che tu sia un eroe.", - "LENNA_ENCOUNTER_LENNA2.f": "No, non credo proprio che tu sia un'eroina.", - "LENNA_ENCOUNTER_LENNA2.n": "No, non credo proprio che tu sia un eroe.", - "LENNA_ENCOUNTER_LENNA3.m": "Vediamo di che stoffa sei fatto... e come [wave amp=30 freq=10]combatti[/wave]!", - "LENNA_ENCOUNTER_LENNA3.f": "Vediamo di che stoffa sei fatta... e come [wave amp=30 freq=10]combatti[/wave]!", - "LENNA_ENCOUNTER_LENNA4.m": "Sei pronto?", - "LENNA_ENCOUNTER_LENNA4.f": "Sei pronta?", - "LENNA_ENCOUNTER_LENNA4.n": "Sei prontə?", - "LENNA_ENCOUNTER_LENNA5.m": "Mi chiamo Lenna. Forza, eroe, [shake rate=30 level=10]mostrami cosa sai fare[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "Ok, ammetto la sconfitta. Bel lavoro, straniero.", - "LENNA_ENCOUNTER_LENNA5.f": "Mi chiamo Lenna. Forza, eroina, [shake rate=30 level=10]mostrami cosa sai fare[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "Mi chiamo Lenna. Forza, eroe, [shake rate=30 level=10]mostrami cosa sai fare[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "Ok, ammetto la sconfitta. Bel lavoro, straniera.", - "LENNA_ENCOUNTER_KAYLEIGH7": "Non prenderla come un'offesa, ma mi sei sembrata [wave amp=30 freq=10]parecchio[/wave] tosta per essere umana. Non sei... un Arcangelo, vero?", - "LENNA_ENCOUNTER_LENNA6.n": "Ok, ammetto la sconfitta. Bel lavoro, stranierə.", - "LENNA_ENCOUNTER_MEREDITH7": "Non credo che un essere umano possa combattere [wave amp=30 freq=10]così[/wave] bene. Vuota il sacco: sei un Arcangelo, vero?", - "LENNA_ENCOUNTER_EUGENE7": "Ehi, [pause]non prenderci per cretini: sei un Arcangelo, vero? Nessun essere umano normale è così forte!", - "LENNA_ENCOUNTER_FELIX7": "Te lo dico chiaro e tondo: sei un Arcangelo, vero? Quel combattimento aveva scritto \\\"Arcangelo\\\" da tutte le parti.", - "LENNA_ENCOUNTER_VIOLA7": "Credo che tu sia tutt'altro che sincera con noi, \\\"Lenna\\\".", - "LENNA_ENCOUNTER_7_OPTION1": "Sei un Arcangelo, Lenna?", - "LENNA_ENCOUNTER_LENNA8": "Lo sono. Beh, lo ero. Direi che lo sono ancora. [pause]È una storia lunga.", - "LENNA_ENCOUNTER_LENNA9": "Ora vivo da umana, però.", - "LENNA_ENCOUNTER_7_OPTION2": "Uhm, sei un Arcangelo, vero?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "Si può fare?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "È una cosa possibile?", - "LENNA_ENCOUNTER_LENNA10": "Perché no? [pause]Non siamo vincolati dalle nostre origini: non importa chi eravamo [wave amp=30 freq=10]prima[/wave], importa solo chi scegliamo di essere ora.", - "LENNA_ENCOUNTER_MEREDITH11": "Uhm. Beh, ha senso.", - "LENNA_ENCOUNTER_KAYLEIGH11": "Brava! Sono [wave amp=30 freq=10]completamente[/wave] d'accordo con te!", - "LENNA_ENCOUNTER_FELIX11": "Sono assolutamente d'accordo.", - "LENNA_ENCOUNTER_EUGENE11": "Ha un suo senso. Non posso farti una colpa per essere quello che sei.", - "LENNA_ENCOUNTER_VIOLA11": "Sì, mi trovi concorde su questo.", - "LENNA_ENCOUNTER_LENNA12": "Non ci crederai, ma in realtà sono [wave amp=30 freq=10]un'insegnante[/wave]. Il mio compito qui era metterti alla prova, e hai appena superato l\\'esame a pieni voti!", - "LENNA_ENCOUNTER_LENNA13": "Ah, dimenticavo di chiedere il tuo nome...", - "LENNA_ENCOUNTER_KAYLEIGH18": "Su quest'isola ne arrivano parecchie di persone interessanti, vero?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "Mi chiamo {player}!", - "LENNA_ENCOUNTER_LENNA14.m": "È stato un piacere combattere con te, {player}! Sei senz'altro nella categoria \\\"eroe\\\".", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "C'è chi mi chiama {player}.", - "LENNA_ENCOUNTER_MEREDITH16": "Oh, ok. Allora sei qui a Nuova Wirral solo di passaggio?", - "LENNA_ENCOUNTER_LENNA14.n": "È stato un piacere combattere con te, {player}! Sei senz'altro nella categoria \\\"eroe\\\".", - "LENNA_ENCOUNTER_LENNA14.f": "È stato un piacere combattere con te, {player}! Sei senz'altro nella categoria \\\"eroina\\\".", - "LENNA_ENCOUNTER_LENNA15": "Beh, ora devo andare. Madame Ambra mi ha promesso un passaggio a casa una volta che avessi finito qui, e ho detto a Paige che non sarei rimasta via [wave amp=30 freq=10]troppo[/wave] a lungo.", - "LENNA_ENCOUNTER_KAYLEIGH16": "Oh! Madame Ambra ha davvero molte conoscenze, eh?", - "LENNA_ENCOUNTER_EUGENE16": "Cosa?! Sei qui a Nuova Wirral solo per un [wave amp=30 freq=10]incarico[/wave]?", - "LENNA_ENCOUNTER_VIOLA16": "Vedo che anche tu ti struggi per la mancanza dei tuoi cari! Non ti tratterremo.", - "LENNA_ENCOUNTER_FELIX16": "Sei venuta a Nuova Wirral solo per svolgere un incarico? Davvero notevole.", - "LENNA_ENCOUNTER_LENNA17": "Al nostro prossimo incontro, {player}!", - "LENNA_ENCOUNTER_MEREDITH18": "Accidenti, non ho fatto in tempo a chiederle se quelle erano corna vere o solo i suoi capelli.", - "LENNA_ENCOUNTER_FELIX18": "Mai un momento di noia su quest'isola, eh?", - "LENNA_ENCOUNTER_EUGENE18": "Sicuramente pensava che anch'io fossi \\\"nella categoria eroi\\\"... Solo, si è dimenticata di dirlo ad alta voce.", - "LENNA_ENCOUNTER_VIOLA18": "Addio, Lenna del Reame Ignoto.", - "HARBOURTOWN_FLORIST_NAME": "Ranger ansioso", - "HARBOURTOWN_FLORIST1_OPTION1": "Sì!", - "HARBOURTOWN_FLORIST1": "Chiedo scusa, ma tu fai parte dei ranger?", - "HARBOURTOWN_FLORIST2": "Ok! Fantastico! Sono un tuo [wave amp=30 freq=10]collega ranger[/wave]... Beh, un apprendista, se non altro. Forse potresti darmi una mano?", - "HARBOURTOWN_FLORIST1_OPTION2": "No!", - "HARBOURTOWN_FLORIST1_NO": "Oh, ok allora.", - "HARBOURTOWN_KAYLEIGH9": "Eh, già! Direi che la città ora è un po' più bella!", - "HARBOURTOWN_FLORIST3": "Ho preso degli alberelli dalla fattoria dei Piper. Servono per abbellire la città.", - "HARBOURTOWN_FLORIST5": "Aiuteresti un collega ranger? Devi solo piantare gli alberelli nelle fioriere che ho lasciato in giro per la città.", - "HARBOURTOWN_FLORIST4": "Però... non sono bravo a prendere decisioni. Quali piante sono più belle? Non ce la faccio proprio!", - "HARBOURTOWN_FLORIST5_OPTION1": "Certo!", - "HARBOURTOWN_FLORIST5_OPTION2": "Non ora.", - "HARBOURTOWN_FLORIST5_NO": "Va bene! Nessun problema. Se per caso dovessi cambiare idea, sai dove trovarmi!", - "HARBOURTOWN_FLORIST6": "Grazie! Ecco, prendi...", - "HARBOURTOWN_FLORIST7": "Ci sono 14 fioriere in città. Fammi sapere quando le avrai riempite tutte!", - "HARBOURTOWN_FLORIST8": "Oh, hai finito?", - "HARBOURTOWN_MEREDITH9": "Sì, abbiamo alzato di qualche punto il livello di carineria della città.", - "HARBOURTOWN_EUGENE9.m": "Sì! Io ho dato supporto morale, {player} si è occupato del lavoro sporco.", - "HARBOURTOWN_EUGENE9.f": "Sì! Io ho dato supporto morale, {player} si è occupata del lavoro sporco.", - "HARBOURTOWN_EUGENE9.n": "Sì! Io ho dato supporto morale, {player} si è occupatə del lavoro sporco.", - "HARBOURTOWN_FELIX9": "Non c'è che dire, la città ora ha un aspetto migliore.", - "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Grazie mille![/shake] Tutte quelle opzioni tra cui scegliere mi stavano paralizzando! Ecco, prendi questo in cambio del tuo aiuto!", - "HARBOURTOWN_VIOLA9": "Il compito è invero svolto... e la città ne è di certo migliorata.", - "HARBOURTOWN_FLORIST11": "Tutte quelle opzioni tra cui scegliere mi stavano paralizzando!", - "MOVE_NAME_BOOBY_TRAP": "Trabocchetto", - "MOVE_DESCRIPTION_STICKER_TRICK": "Sostituisce l'ultima mossa usata dal bersaglio con Trabocchetto. Trabocchetto infligge danni all\\'utilizzatore.", - "MOVE_DESCRIPTION_CARNIVORE": "Aumenta il numero di PV recuperati con Morso.", - "MOVE_NAME_BAD_FORECAST": "Previsioni sbagliate", - "MOVE_NAME_MACHINE_CURSE": "Maledizione meccanica", - "STATUS_DESCRIPTION_FLAMMABLE": "I personaggi con Infiammabile ricevono lo stato Ustionato quando vengono colpiti da attacchi tipo Fuoco. Inoltre, i danni ricevuti da Ustionato aumentano.", - "MOVE_NAME_IONISED_AIR": "Aria ionizzata", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "Ha una chance di dare 1 PA a un alleato casuale al termine del turno dell'utilizzatore.", - "MOVE_NAME_STICKER_TRICK": "Truffa dell'adesivo", - "MOVE_NAME_LIFTOFF": "Decollo", - "MOVE_DESCRIPTION_LIFTOFF": "Dà all'utilizzatore Potenzia-PA e Velocità + alla fine del suo terzo turno.", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "I personaggi Nel trabocchetto subiscono la sostituzione di alcune delle loro mosse.", - "MOVE_DESCRIPTION_MACHINE_CURSE": "Riflette all'utilizzatore tutti i danni e gli effetti di stato inflitti da mosse attivate da altre mosse passive.", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Dà al bersaglio lo stato {status_effect}.", - "MOVE_NAME_ENERGY_RESERVES": "Riserve d'energia", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Dà alla squadra bersaglio lo stato {status_effect} per {duration} turni.", - "MOVE_NAME_BUTTERFLY_EFFECT": "Effetto farfalla", - "STATUS_NAME_FLAMMABLE": "Infiammabile", - "MOVE_DESCRIPTION_BAD_FORECAST": "Dà al bersaglio lo stato Schivata nulla per {duration} turni e cambia il meteo a caso. Viene usata automaticamente all'inizio della battaglia.", - "MOVE_NAME_CARNIVORE": "Carnivoro", - "MOVE_NAME_HARDBACK": "Copertina rigida", - "MOVE_DESCRIPTION_BOOBY_TRAP": "Infligge danni all'utilizzatore.", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Colpisce un bersaglio. Usa la Difesa in mischia dell'utilizzatore al posto dell\\'Attacco in mischia. Infligge danni anche all\\'utilizzatore.", - "MOVE_NAME_BRACE_FOR_IMPACT": "Pronti all'impatto", - "MOVE_NAME_GASOLINE_SPRAY": "Spruzzo di benzina", - "STATUS_NAME_BOOBY_TRAPPED": "Nel trabocchetto", - "MOVE_DESCRIPTION_HARDBACK": "Riduce tutti i danni subiti tranne i critici e i danni da attacchi tipo Fuoco. Gli attacchi tipo Fuoco subiti infliggono sempre colpi critici e non forniscono bonus.", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consuma tutti i PA dell'utilizzatore. La potenza di questo attacco aumenta di 15 volte il numero di PA consumati. Il tipo di attacco e gli effetti di stato extra sono determinati dal meteo attuale.", - "DLC_POPUP_PIER_2": "Sono disponibili anche le opzioni estetiche seguenti:\\n\\n- Opzione capelli Capocomico 1\\n- Opzione capelli Capocomico 2\\n- Opzione capelli Giullare\\n- Opzione capelli Bicolore\\n- Opzione testa Naso da clown", - "DLC_POPUP_PIER_1": "Grazie di aver acquistato Molo dell'Ignoto!\\n\\nPuoi accedere a una nuova missione della trama parlando a Clémence dopo il tuo primo incontro vero e proprio con l\\'uomo triangolo.", - "CHARLEQUIN_NAME_PREFIX": "Acciarle", - "CHARLEQUIN_NAME_SUFFIX": "chino", - "QUEST_DLC_PIER_PROGRESS2": "Hai sconfitto {num} di 3 Macchine infernali.", - "UI_CC_VALUE_hair_clown_1": "Capocomico 1", - "UI_CC_VALUE_hair_clown_2": "Capocomico 2", - "UI_CC_VALUE_hair_clown_3": "Giullare", - "UI_CC_VALUE_hair_clown_4": "Bicolore", - "UI_CC_VALUE_head_clown": "Naso da clown", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "È stato qui sin da quando Nuova Wirral è abitata? Da dove [wave amp=30 freq=10]arriva[/wave]?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "E così \\\"Gwen\\\" era un Arcangelo, dopotutto, e conosceva Aleph...", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Questo molo inquietante mi suscita tante domande.", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "L'ultima domanda era solo uno scherzo... [pause]giuro!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "E Gwen... è sempre stata qui? [pause]Si trucca da sola? [pause]È single?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "Sembra che gli Arcangeli siano invidiosi di noi umani. Anche quella che hai incontrato per la prima volta in un altro mondo, Madame Ambra, preferiva assumere una forma umana, vero?", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "Direi di sì!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Immagino che sia così...", - "DLC_PIER_FELIX_CONVO2_FELIX4": "Sono potenti... [pause]ma il potere non è tutto, vero?", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Qualcosa in questo luogo non è ciò che dovrebbe. [pause]Io lo so, e tu lo sai.", - "DLC_PIER_FELIX_CONVO2_FELIX3": "Si può pensare che siano [wave amp=30 freq=10]esseri divini[/wave], ma non credo che sia proprio così.", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Quella donna s'abbiglia con le sembianze d\\'una giullaressa, ma non lascerò che si prenda gioco di me.", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Che il volto gentile di Gwen non ti faccia abbassare la guardia, {player}. Una giullaressa può sembrare un fiore delicato, ma sa esser letale quanto la serpe che vi striscia sotto.", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "E così, \\\"Gwen la giullaressa\\\" era in realtà uno spirito d'altri mondi, non è così?", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Vivere tanto a lungo, eppure vivere l'ombra di una vita...", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Ci son molte cose dell'umanità che gli esseri fatati d\\'altri mondi c\\'invidiano, a quanto pare.", - "UMBRAHELLA_NAME_SUFFIX": "brello", - "UMBRAHELLA_SUBTITLE": "Malaugurio", - "UMBRAHELLA_DESCRIPTION": "un inquietante ombrello vivente", - "FRAGLIACCI_NAME_SUFFIX": "liacci", - "FRAGLIACCI_LORE_1": "L'intero corpo del Bangliacci è simile a un cannone balistico: la sua \\\"faccia\\\" è semplicemente il copri-canna per un cannone capace di sparare oggetti a una velocità terrificante.", - "BLUNDERBUSK_DESCRIPTION": "un pagliaccio con una palla rimbalzante per corpo", - "BLUNDERBUSK_LORE_2": "Sebbene il ruolo del \\\"pagliaccio\\\" risalga all'antico Egitto, il look contemporaneo del \\\"clown\\\" che tutti conosciamo è stato sviluppato dall\\'attore inglese Joseph Grimaldi all\\'inizio dell\\'Ottocento.", - "BLUNDERBUSK_NAME_SUFFIX": "dimbanco", - "HAUNTOME_NAME": "Infestomo", - "FRAGLIACCI_NAME_PREFIX": "Bang", - "CHARLEQUIN_LORE_2": "Arlecchino è forse la più nota delle maschere tradizionali della commedia dell'arte, una forma di teatro popolare italiano in auge dal XVI al XVIII secolo.", - "LITTLERED_LORE_2": "\\\"Cappuccetto rosso\\\" è una fiaba popolare europea. Ne esistano molte versioni, ma tutte hanno in comune la storia di una bambina seguita da un lupo mentre va a fare visita alla nonna.", - "AMPHARE_NAME": "Amplepre", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "Qual è lo scopo di un pagliaccio?", - "BLUNDERBUSK_LORE_1": "Lo Spingardimbanco è in grado di \\\"sparare\\\" proiettili dalla mano puntando le mani come pistole. Ha una mira molto precisa, nonostante oscilli sempre avanti e indietro e non abbia gli occhi.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "È così strano per me che questi esseri, che sembrano così [wave amp=30 freq=10]oltre[/wave] noi, si possano [wave amp=30 freq=10]interessare[/wave] tanto a noi... [pause]Noi esseri umani.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Una domanda così dice [wave amp=30 freq=10]molto[/wave] su di te, {player}.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "È tanta roba da digerire, per una [wave amp=30 freq=10]ragazza di un paesino irlandese[/wave], ok?", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Quella [wave amp=30 freq=10]Gwen[/wave] mi fa davvero venire la pelle d'oca, se capisci cosa intendo.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Più che altro, a darmi i brividi è l'idea che sia l\\'unica abitante di un molo abbandonato.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Una domanda così dice [wave amp=30 freq=10]molto[/wave] su di te, {player}.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "Vuoi dire che hai paura di lei?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]Cosa?![/shake] No! Non era [wave amp=30 freq=10]per niente[/wave] quello che intendevo!", - "FRAGLIACCI_NAME": "Bangliacci", - "LAPACITOR_NAME_PREFIX": "Conden", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "Vuoi dire che hai una cotta per lei?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Una domanda così dice [wave amp=30 freq=10]molto[/wave] su di te, {player}.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "C'era da aspettarselo. Mai fidarsi di nessuno che indossa un costume a tempo pieno. [pause]L\\'ho sempre pensata così.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Quindi \\\"Gwen\\\" non è umana?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Questa nostra nuova missione per salvare il molo...", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Accidenti, non so [wave amp=30 freq=10]proprio[/wave] che cosa pensare di tutta questa roba. Troppo complicata per uno come me.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "È piuttosto strana, vero? Insomma, stiamo aiutando qualcuno, sì, ma non so bene cosa pensare di Gwen.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Io credo che possiamo fidarci di lei!", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Comunque sia, stai in guardia. Chissà che cosa troveremo...", - "CHARLEQUIN_LORE_1": "L'Acciarlecchino sfrutta le maniche enormi per riporvi oggetti che poi usa negli spettacoli, come fuochi d\\'artificio, materiali infiammabili, dispositivi incendiari e via dicendo.", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Terrorizzare", - "BLUNDERBUSK_NAME": "Spingardimbanco", - "LAPACITOR_LORE_2": "La prima batteria elettrica fu inventata dal fisico Alessandro Volta nell'Ottocento. All\\'epoca, Volta non comprese appieno la natura della sua invenzione e la ritenne una fonte di energia illimitata.", - "LAPACITOR_NAME_SUFFIX": "saniglio", - "LAPACITOR_LORE_1": "Se l'energia elettrica al suo interno cresce a sufficienza, un\\'Amplepre è in grado di estendere il suo corpo e formare arti veri e propri. Tuttavia, per difendersi deve comunque usare rottami metallici.", - "AA_CLOWN_SUBTITLE": "Capocomica delle Illusioni", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Schiamazza aiuto", - "BATTLE_TITLE_PIER_MACHINE": "Macchina infernale", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Sottosopra", - "LITTLERED_NAME": "Cappuccetto", - "LITTLERED_NAME_SUFFIX": "cetto", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Un pass con cui accedere a un'attrazione sul Molo di Brightside.", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Un pass con cui accedere a un'attrazione sul Molo di Brightside.", - "ITEM_PIER_PASS_SPACEWORLD": "Pass attrazione rosso", - "ITEM_KEY_HAUNTEDHOUSE_1": "Occhio di rubino", - "ITEM_KEY_HAUNTEDHOUSE_3": "Chiave della sala macchine verde", - "ITEM_KEY_HAUNTEDHOUSE_2": "Chiave della biblioteca", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Una gemma grezza, foggiata in modo da entrare in un castone molto specifico.", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Una casa arrugginita per entrare nella biblioteca della Casa della Strega.", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Una pesante chiave di ferro per entrare nella sala macchine nella Casa della Strega.", - "ITEM_KEY_SPACEWORLD_1": "Chiave lunare", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Una chiave d'argento decorata con un motivo lunare, trovata nella Zona cosmica.", - "ITEM_KEY_SPACEWORLD_2": "Chiave solare", - "ITEM_KEY_SPACEWORLD_3": "Chiave della sala macchine rossa", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Una chiave d'oro decorata con un motivo solare, trovata nella Zona cosmica.", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Una pesante chiave di ferro per entrare nella sala macchine nella Zona cosmica.", - "ITEM_KEY_WAREHOUSE": "Chiave del magazzino", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Una vecchia chiave arrugginita per aprire la stanza chiusa del magazzino del Molo di Brightside.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "Non so se possiamo fidarci di lei.", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Ma mi sembra comunque che aiutarla sia stata una buona cosa... [pause]Almeno credo...", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "E così \\\"Gwen\\\" è sempre stata un Arcangelo?", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Comunque sia[/wave], abbiamo fatto un buon lavoro. Complimenti, {player}.", - "DLC_PIER_FELIX_CONVO1_FELIX1": "Questo molo... [pause]è...", - "DLC_PIER_FELIX_CONVO1_FELIX2": "Da favola, eh?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Eh?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Direi di sì!", - "DLC_PIER_FELIX_CONVO2_FELIX1": "E così \\\"Gwen la clown\\\" in realtà è \\\"Gwenivar l'Arcangelo\\\", eh?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "O forse ci sto pensando su troppo.", - "DLC_PIER_FELIX_CONVO1_FELIX3": "Il modo in cui luoghi come questi [wave amp=30 freq=10]scivolano lentamente nel declino[/wave] dà loro un carattere unico. Ogni macchia di ruggine racconta una storia.", - "CHARLEQUIN_DESCRIPTION": "un pagliaccio dagli occhi a stella", - "CLOWN_LORE_2": "Incarnazione delle illusioni, Gwenivar un tempo faceva parte del gruppo di Aleph, la \\\"Tavola rotonda\\\". Quando il gruppo si divise in seguito a una tragedia, Gwenivar si isolò nel suo eremo sul Molo di Brightside.", - "CLOWN_LORE_1": "Gwenivar è un antico Arcangelo su cui la cultura umana ha sempre suscitato un fascino quasi infantile. Ha passato molti anni a tentare di imitare l'abilità naturale dell\\'umanità di creare cose nuove.", - "AMPHARE_LORE_2": "Si pensa che il termine \\\"batteria\\\" sia stato coniato dall'inventore Benjamin Franklin nel XVIII secolo, mutuando un termine militare.", - "MAJORTOM_LORE_1": "Potenziando il razzo spaziale che costituisce il loro corpo, i Minortom possono evolversi in Majortom. I loro capienti serbatoi di carburante sono pieni di un potente liquido propellente che può lanciarli in orbita terrestre bassa, realizzando finalmente il loro sogno di viaggiare nello spazio.", - "MINORTOM_LORE_1": "Un tempo i Minortom erano automi da intrattenimento di un parco a tema su una Terra parallela non particolarmente accattivante. Sopravvissuti ai loro creatori, hanno acquisito una sorta di autocoscienza meccanica e ora vogliono navigare tra le stelle come i razzi spaziali a cui assomigliano.", - "MINORTOM_LORE_2": "L'idea di \\\"razzo spaziale\\\" compare per la prima volta nella narrativa nel romanzo \\\"Dalla Terra alla Luna\\\" di Jules Verne. Descrive un volo con equipaggio verso la Luna, e ispirò il primo film di fantascienza in assoluto: \\\"Le Voyage dans la Lune\\\", o \\\"Viaggio nella Luna\\\", di Georges Méliès.", - "BLUNDERBUSK_NAME_PREFIX": "Spingar", - "MAJORTOM_NAME": "Majortom", - "MINORTOM_DESCRIPTION": "un robot a razzo rétro", - "MAJORTOM_NAME_PREFIX": "Major", - "MAJORTOM_NAME_SUFFIX": "tom", - "SCARLETEETH_NAME_SUFFIX": "rossa", - "SCARLETEETH_DESCRIPTION": "un gigantesco lupo con un mantello", - "SCARLETEETH_LORE_2": "Tra le tante varianti di \\\"Cappuccetto rosso\\\", la più popolare è quella dei fratelli Grimm. In alcune delle prime versioni, però, il lupo nella storia è descritto esplicitamente come un licantropo.", - "PIER_MACHINE_GLITTER_LORE_2": "Quando l'umanità è stata strappata via, tutto ciò che resta è il caos.", - "ITEM_PIER_TICKET": "Biglietto premio", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "Pass attrazione verde", - "ITEM_PIER_PASS_FUNHOUSE": "Pass attrazione rosa", - "ITEM_PIER_TICKET_DESCRIPTION": "Un biglietto che può essere scambiato con pass per le attrazioni al Molo di Brightside. Al tatto la carta è crespa e delicata, come una foglia morta.", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Un pass con cui accedere a un'attrazione sul Molo di Brightside.", - "RUMOR_DLC_PIER_BOAT_TITLE": "Barca a remi", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Ombrello vivente", - "QUEST_DLC_PIER_TITLE": "Molo dell'Ignoto", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Che tu ci creda o no, ho visto un ombrello vivente {location_0_phrase}! Sembrava che stesse cambiando il meteo!", - "RUMOR_DLC_PIER_BOAT": "Un cliente di questo rispettabile locale mi ha raccontato di un suo avvistamento particolare. Una barca a remi abbandonata, portata a riva dalla corrente non molto tempo fa.", - "QUEST_DLC_PIER_DESCRIPTION2": "Parla con Gwen.", - "QUEST_DLC_PIER_DESCRIPTION1": "Metti fuori uso le 3 Macchine infernali al Molo di Brightside.", - "QUEST_DLC_PIER_PROGRESS1": "Scambia 4 biglietti premio con un pass per un'attrazione.", - "ROSEHOOD_NAME_SUFFIX": "rosa", - "ROSEHOOD_LORE_2": "La favola di \\\"Cappuccetto Rosso\\\" ha una lunga storia. Lo si può tracciare fino al X secolo in Europa e ha radici nelle storie popolari dell'antica Grecia.", - "FRAGLIACCI_DESCRIPTION": "un pagliaccio con la testa a cannone", - "FRAGLIACCI_LORE_2": "\\\"Pagliacci\\\" è il nome di un'opera italiana scritta da Ruggero Leoncavallo, portata sulle scene la prima volta nel 1892. Racconta la storia di un attore che guida una compagnia teatrale della commedia dell\\'arte.", - "SCARLETEETH_LORE_1": "Un Cappuccetto che diventa selvaggio può evolversi in questa forma: lo Zannarossa, una colossale belva dai grandi artigli golosa di carne umana. Per una persona, assumere questa forma in battaglia significa perdersi nella più pura e animalesca sete di sangue.", - "AMPHARE_NAME_PREFIX": "Amp", - "AMPHARE_NAME_SUFFIX": "lepre", - "AMPHARE_LORE_1": "L'Amplepre è poco più che una batteria vivente, con \\\"arti\\\" formati da rottami di ferro sospesi nell\\'aria attorno al suo corpo. Non è chiaro in che modo sia diventata senziente.", - "HAUNTOME_LORE_1": "L'Infestomo può sembrare un libro posseduto da uno spirito irrequieto, ma in realtà il suo \\\"occhio\\\" è una creatura organica che ha messo radici in un tomo voluminoso. Sbatte le pagine per scatenare folate di vento.", - "HAUNTOME_NAME_SUFFIX": "tomo", - "LITTLERED_LORE_1": "I Cappuccetti, nel loro stato immaturo, hanno il potenziale di conservare un carattere civile e amichevole fino all'età adulta, o di cedere alle loro belve interiori. Cosa può spingere una creatura così cortese a una simile sete di sangue?", - "PIER_MACHINE_GLITTER_LORE_1": "Una cosa che sa solo che non dovrebbe esistere. Senza più alcuna razionalità, questa entità miserevole non può prendere decisioni con logica o ragionamento.", - "PIER_MACHINE_GLITTER_SUBTITLE": "Macchina del caos", - "BATTLE_ADJECTIVE_PIER_MACHINE": "{name}, Macchina infernale", - "PIER_MACHINE_BEAST_NAME": "Perla", - "PIER_MACHINE_BEAST_SUBTITLE": "Macchina della ferocia", - "PIER_MACHINE_BEAST_LORE_2": "Alcuni dicono che l'animalità sia assenza di umanità, altri che sia l\\'accettazione del nostro vero io.", - "LITTLERED_NAME_PREFIX": "Cappu", - "HAUNTOME_DESCRIPTION": "un gigantesco libro fluttuante", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Intrattenere", - "ROSEHOOD_NAME_PREFIX": "Cappa", - "ROSEHOOD_NAME": "Capparosa", - "CHARLEQUIN_NAME": "Acciarlecchino", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Che cosa miserevole si è rivelata essere, alla fine.", - "HAUNTOME_LORE_2": "La storia del libro è lunga quanto la storia della scrittura. Prima dell'invenzione della carta, le persone usavano diversi altri mezzi per scrivere testi, tra cui le tavolette di argilla.", - "REGION_NAME_PIER_PHRASE": "al Molo di Brightside", - "REGION_NAME_PIER": "Molo di Brightside", - "REGION_NAME_HAUNTEDHOUSE": "La Casa della Strega", - "REGION_NAME_FUNHOUSE": "Mondospasso", - "PIER_MACHINE_BEAST_LORE_1": "Qualunque cosa fosse un tempo, ora è sospesa tra due stati dell'essere. Una mostruosità incompleta che può esprimersi solo con una furia animalesca.", - "PIER_MACHINE_ASTRAL_NAME": "Corvo", - "PIER_MACHINE_ASTRAL_SUBTITLE": "Macchina del nulla", - "PIER_MACHINE_ASTRAL_LORE_2": "Il nulla è l'assenza di significato, di cuore e di sé stessi.", - "PIER_MACHINE_GLITTER_NAME": "Rosa", - "PIER_MACHINE_ASTRAL_LORE_1": "Una cosa plasmata solo a metà. Il calore che possedeva in una vita precedente si è spento come una flebile scintilla, lasciando un vuoto oscuro.", - "MAP_FEATURE_ROWING_BOAT": "Barca a remi", - "MAP_FEATURE_WAREHOUSE": "Magazzino", - "MAP_FEATURE_HAUNTEDHOUSE": "\\\"La Casa della Strega\\\"", - "MAP_FEATURE_FUNHOUSE": "\\\"Mondospasso\\\"", - "MAP_FEATURE_SPACEWORLD": "\\\"Zona cosmica\\\"", - "AA_CLOWN_NAME": "Gwenivar", - "MINORTOM_NAME": "Minortom", - "MINORTOM_NAME_PREFIX": "Minor", - "MINORTOM_NAME_SUFFIX": "tom", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "nella Casa della Strega sul Molo di Brightside", - "REGION_NAME_SPACEWORLD": "Zona cosmica", - "REGION_NAME_FUNHOUSE_PHRASE": "a Mondospasso sul Molo di Brightside", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "nel magazzino sul Molo di Brightside", - "REGION_NAME_PIER_WAREHOUSE": "Magazzino del Molo di Brightside", - "REGION_NAME_SPACEWORLD_PHRASE": "nella Zona cosmica sul Molo di Brightside", - "LAPACITOR_NAME": "Condensaniglio", - "AMPHARE_DESCRIPTION": "un coniglio senza braccia a forma di batteria", - "UMBRAHELLA_NAME": "Adombrello", - "UMBRAHELLA_NAME_PREFIX": "Adom", - "MAJORTOM_DESCRIPTION": "un lungo robot a forma di shuttle", - "MAJORTOM_LORE_2": "Il primo volo spaziale con equipaggio fu completato nel 1961 dal cosmonauta sovietico Yuri Gagarin. Quel volo, durato 108 minuti, è stato indiscutibilmente una pietra miliare nella storia della razza umana.", - "SCARLETEETH_NAME_PREFIX": "Zanna", - "LITTLERED_DESCRIPTION": "una specie di felino con mantello e arco", - "SCARLETEETH_NAME": "Zannarossa", - "UMBRAHELLA_LORE_1": "Si dice che l'enigmatico Adomprello sia un malaugurio: cavalcando refoli di vento crudele come un aquilone su una corrente ascensionale, appare solo dove incombono disastro e sofferenza.", - "UMBRAHELLA_LORE_2": "Sono state trovate raffigurazioni di ombrelli artificiali pieghevoli in sculture risalenti all'antica Assiria. Tutte le culture nel corso della storia umana hanno dato origine a ombrelli di ogni genere.", - "LAPACITOR_DESCRIPTION": "un coniglio a forma di batteria con un gigantesco braccio ad artiglio", - "HAUNTOME_NAME_PREFIX": "Infes", - "ROSEHOOD_DESCRIPTION": "una figura incappucciata con un cesto di fiori", - "ROSEHOOD_LORE_1": "Un Cappuccetto arrivato all'età adulta senza cedere ai suoi istinti animali. La Capparosa viene spesso avvistata nelle aree boschive, dove prepara mazzi di fiori freschi da distribuire ai passanti.", - "NOTIFICATION_NETWORK": "Rete", - "ONLINE_STATE_DISCONNECTED": "Attualmente offline", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Ricorda che il cross-play online è disabilitato quando sono installate mod. Pertanto, questo salvataggio verrà escluso in modo permanente dal cross-play con i sistemi su console.", - "BATTLE_FLEE_ONLINE_CONFIRM": "Vuoi dare partita vinta?", - "INFO_ONLINE_WITH_MODS2": "Non potrai interagire con giocatori che hanno mod incompatibili. Se la connessione non riesce, o non compare nessuno nella tua sessione, controlla che abbiate le stesse mod installate.", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "Seleziona un file con cui unirti alla sessione multigiocatore", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} ha ritirato la sua richiesta di {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} ha ritirato la sua richiesta di {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Hai rifiutato la richiesta di {action} di {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} ha rifiutato la tua richiesta di {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} ha rifiutato la tua richiesta di {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} ha rifiutato la tua richiesta di {action}.", - "ONLINE_REQUEST_SENT_TRADE.f": "Hai offerto a {remote_player} di scambiare il tuo nastro di {species1}!", - "ONLINE_REQUEST_SENT_TRADE.n": "Hai offerto a {remote_player} di scambiare il tuo nastro di {species1}!", - "ONLINE_REQUEST_SENT_TRADE.m": "Hai offerto a {remote_player} di scambiare il tuo nastro di {species1}!", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} si è offerta di scambiare il tuo nastro di {species1} con te!", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} ha ottenuto un nastro di {species}", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} è stata sconfitta in battaglia", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} è statə sconfittə in battaglia", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} è stato sconfitto in battaglia", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} ha ottenuto l'abilità {ability}", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} ha registrato un nastro di {species}", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} ha registrato un nastro bootleg di {species} di tipo {type}", - "OFFLINE_REMATCH_NPC1.v3": "Passavo di qua e ho deciso di fare un salto nella tua partita. Hai voglia di una rivincita, già che ci siamo?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} ha fatto amicizia con {partner}", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} ha sconfitto {boss}", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} ha fatto amicizia con {partner}", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player} ha rimasterizzato il suo nastro di {species1} in {species2}", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player} ha rimasterizzato il suo nastro di {species1} in {species2}", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} ha fatto amicizia con {partner}", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player} ha rimasterizzato il suo nastro di {species1} in {species2}", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} ha stretto un legame con {partner}", - "ONLINE_NOTIFICATION_ROMANCED": "{player} ha iniziato una relazione romantica con {partner}", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} ha scoperto {station}", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} ha registrato {num} specie nel suo bestiario", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player} e {other_player} stanno combattendo", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} ha sconfitto {num} Fusioni fuori controllo", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} ha completato {num} missioni bacheca", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player} ha sconfitto {other_player}", - "ONLINE_BUTTON_LEAVE_SESSION": "Esci dalla sessione", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "Mostra codice invito", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Inserisci IP e porta", - "ONLINE_NOTIFICATION_RAID_WON": "{player} e {other_player} hanno sconfitto {boss}", - "ONLINE_NOTIFICATION_TRADED": "{player} e {other_player} hanno scambiato nastri", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player} e {other_player} partecipano a un raid", - "OFFLINE_REMATCH_NPC1.v1": "Ehi! So che adesso non siamo online, ma che ne dici di una rivincita, comunque?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} ha bruciato una candela rituale", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "La prossima fusione che incontrerai potrebbe contenere un bootleg", - "OFFLINE_REMATCH_NPC1_YES": "Certo!", - "OFFLINE_REMATCH_NPC1.v2.n": "La nostra ultima battaglia PvP mi ha lasciato con l'amaro in bocca. Riproviamo?", - "OFFLINE_REMATCH_NPC1.v2.m": "La nostra ultima battaglia PvP mi ha lasciato con l'amaro in bocca. Riproviamo?", - "OFFLINE_REMATCH_NPC1.v2.f": "La nostra ultima battaglia PvP mi ha lasciato con l'amaro in bocca. Riproviamo?", - "OFFLINE_REMATCH_NPC1_NO": "Non ora.", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "Host (porta LAN {server_port})", - "ONLINE_STATE_CONNECTING": "Connessione…", - "ONLINE_BUTTON_LAN_SERVER": "Ospita sessione LAN", - "ONLINE_BUTTON_LAN_CLIENT": "Partecipa a sessione LAN", - "ONLINE_ERROR_VERSION_CHECK_LAN": "Connessione non riuscita, versione non corrispondente.", - "ONLINE_SECTION_CONTROL": "Controllo", - "ONLINE_ERROR_MATCH_FULL": "Connessione non riuscita, la sessione è già al completo.", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "Impossibile partecipare alla sessione, gli altri giocatori stanno utilizzando una versione del gioco diversa.", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "Connessione non riuscita, è necessario un aggiornamento.", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "L'indirizzo IP, il nome host o il numero di porta forniti non sono validi.", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Rifiuta la richiesta", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Controlla la tua offerta", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Ritira la richiesta", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Offri nastro…", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Accetta l'offerta", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Controlla l'offerta di {remote_player}", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "Online (solo su invito)", - "ONLINE_ALREADY_REQUESTING.m": "Hai già inviato a questo giocatore una richiesta diversa.", - "UI_PAUSE_ONLINE_BTN_1": "Stato online", - "ONLINE_REQUEST_ACTION_trade": "Scambio", - "ONLINE_ALREADY_REQUESTING.f": "Hai già inviato a questo giocatore una richiesta diversa.", - "BATTLE_NET_CLOSED_2_LOCAL.f": "La battaglia è terminata perché la tua connessione si è interrotta.", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (tu)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "Il cross-play è disabilitato per questa lobby. I giocatori su altri sistemi potrebbero non riuscire a partecipare con questo codice.", - "ONLINE_REQUEST_LIST_BUTTON": "Richiesta di {title}", - "ONLINE_INVITE_MESSAGE": "Giochiamo a Cassette Beasts!", - "ONLINE_SHOW_INVITE_CODE_COPIED": "Copiato negli appunti!", - "ONLINE_PLAYER_STATUS_0": "È all'avventura. Al momento {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_OFFLINE": "Offline.", - "ONLINE_PLAYER_STATUS_1.n": "Ha da fare. Al momento {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_1.m": "Ha da fare. Al momento {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_2": "Combatte {location_name_phrase}.", - "ONLINE_PLAYER_MENU_MAP": "Mostra sulla mappa", - "ONLINE_PLAYER_STATUS_1.f": "Ha da fare. Al momento {location_name_phrase}.", - "ONLINE_PLAYER_MENU_TRADE": "Richiedi scambio", - "ONLINE_PLAYER_MENU_BATTLE": "Richiedi battaglia", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Disabilitato", - "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", - "UI_SETTINGS_NETWORK": "Gioco online", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Abilitato", - "UI_SETTINGS_NETWORK_CROSSPLAY": "Cross-play", - "OFFLINE_GIFTER_NPC1.v2": "Stavo proprio pensando alla nostra ultima sessione multigiocatore. Giochiamo ancora, qualche altra volta!", - "OFFLINE_GIFTER_NPC1.v1": "So che adesso non siamo online, ma volevo darti questo!", - "OFFLINE_GIFTER_NPC1.v3": "Ehi! Passavo di qua e ho deciso di fare un salto nella tua partita. Ecco, tieni, ti ho portato questo!", - "ROGUE_FUSION_BATTLE_SOLO": "Affronta in solitario", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "Invita {player_name}", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Il tuo livello sarà temporaneamente ridotto a {max_level} per questa battaglia.[/center]", - "ROGUE_FUSION_RAID_REWARD": "Ricompensa: {item} ×{item_amount}", - "ROGUE_FUSION_RAID_HACK_BUTTON": "Hackera!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "Tu e {remote_player} avete perso…", - "ROGUE_FUSION_RAID_HACK_HINT": "Usa {amount} cyber-materiale per cambiare il tipo di fusione.", - "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "Tu e {remote_player} avete vinto!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Hai abbandonato la battaglia…", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Connessione a {server}…", - "ONLINE_STATE_CONNECTED.f": "Connesso", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "Online (con amici)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Ricerca amici…", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "La tua offerta", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Se lo scambio riesce, la tua partita verrà salvata automaticamente. Confermi?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "Non puoi fare scambi con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "L'offerta di {remote_player}", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "Non puoi fare scambi con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", - "CAPTAIN_CODEY_CM_CODEY7": "Adesso sì che hai della [shake rate=30 level=10]potenza[/shake]! [pause]Può catalizzare il cyber-materiale rendendolo utilizzabile sulle Fusioni fuori controllo. Non per [wave amp=30 freq=10]vantarmi[/wave], ma è una mia invenzione.", - "CAPTAIN_CODEY_CM_CODEY6": "Ecco, prendi uno di questi gioiellini.", - "ONLINE_PLAYER_GAMERCARD": "Mostra Scheda giocatore", - "UPDATE_POPUP_MP_TITLE": "Aggiornamento 1.6 - Multigiocatore", - "UPDATE_POPUP_MP_2": "Per iniziare il multigiocatore online, accedi al menu di pausa e premi {control.ui_action_1}.\\n\\nPuoi mandare inviti a giocatori sulla tua lista amici o creare codici invito per connetterti con giocatori su altre piattaforme.", - "UPDATE_POPUP_MP_1": "L'aggiornamento 1.6 aggiunge il multigiocatore online! Quando sei online, potrai:\\n\\n- Giocare con gli amici in gruppi fino a 8!\\n- Esplorare il mondo insieme!\\n- Combattere e scambiare nastri!\\n- Fare squadra contro le Fusioni fuori controllo!", - "CAPTAIN_CODEY_CM_CODEY8": "Uhm, ora devo tornare a fare la mia roba da ranger. Vieni a trovarmi in cima alla montagna qualche volta, ok?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "La battaglia è terminata perché la connessione dell'altro giocatore si è interrotta.", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Adesivi duplicati:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Disabilitati", - "ONLINE_DISPLAY_NAME_ANON": "Anonimo", - "BATTLE_NET_CLOSED_1": "La battaglia è terminata a causa di un errore.", - "BATTLE_NET_CLOSED_2_LOCAL.n": "La battaglia è terminata perché la tua connessione si è interrotta.", - "BATTLE_NET_CLOSED_2_REMOTE.n": "La battaglia è terminata perché la connessione dell'altro giocatore si è interrotta.", - "BATTLE_NET_CLOSED_2_REMOTE.f": "La battaglia è terminata perché la connessione dell'altro giocatore si è interrotta.", - "BATTLE_NET_CLOSED_2_LOCAL.m": "La battaglia è terminata perché la tua connessione si è interrotta.", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Alcune funzionalità multigiocatore online potrebbero non essere disponibili.", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Le modifiche all'impostazione Cross-play entreranno in vigore dopo la fine della tua sessione online attuale.", - "ONLINE_FRIENDS_PASSIVE_WARNING": "La modalità \\\"Gioca con amici\\\" a volte può abbinarti a persone che [i]non sono tuoi amici[/i]. Anche gli amici dei tuoi amici, e chiunque abbia un codice di invito, possono partecipare alla tua partita. Vuoi continuare?", - "ONLINE_CROSSPLAY_WARNING": "Il codice di invito che hai inserito è per una lobby cross-play, ma il cross-play è disattivato nelle tue impostazioni. Vuoi sostituire l'impostazione e continuare?", - "ONLINE_NOTIFICATION_DISCONNECTED": "Disconnesso", - "ONLINE_REQUEST_SENT.f": "Hai inviato una richiesta di {action} a {remote_player}!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "La richiesta di {action} di {remote_player} non è andata a buon fine perché {reason}.", - "ONLINE_REQUEST_RECEIVED.f": "{remote_player} ti ha inviato una richiesta di {action}!", - "ONLINE_REQUEST_RECEIVED.m": "{remote_player} ti ha inviato una richiesta di {action}!", - "ONLINE_REQUEST_SENT.n": "Hai inviato una richiesta di {action} a {remote_player}!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} si è offerto di scambiare il tuo nastro di {species1} con te!", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} si è offertə di scambiare il tuo nastro di {species1} con te!", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} ha offerto il suo nastro di {species2} in cambio del tuo nastro di {species1}.", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} ha offerto il suo nastro di {species2} in cambio del tuo nastro di {species1}.", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Accetta la richiesta", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} ha offerto il suo nastro di {species2} in cambio del tuo nastro di {species1}.", - "ONLINE_REQUEST_RECEIVED_TRADE2": "In attesa che {remote_player} accetti la tua offerta…", - "ONLINE_BUTTON_FRIENDS_CREATE": "Avvia sessione solo su invito", - "ONLINE_BUTTON_FRIENDS_JOIN": "Inserisci codice invito", - "ONLINE_BUTTON_VIEW_FRIENDS": "Lista amici", - "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} giocatori", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "E tu chi sei?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "Ci incontriamo di nuovo, {player}. Sei stata parecchio impegnata, eh?", - "CAPTAIN_CODEY_CM_CODEY2": "Ho rilevato delle [wave amp=30 freq=10]cyber-onde[/wave] sul mio scanner, e immagino che il motivo sia tu.", - "CAPTAIN_CODEY_ALREADY_MET1.m": "Ci incontriamo di nuovo, {player}. Sei stato parecchio impegnato, eh?", - "CAPTAIN_CODEY_ALREADY_MET1.n": "Ci incontriamo di nuovo, {player}. Sei statə parecchio impegnatə, eh?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Cyber-onde?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "Di cosa stai parlando?", - "CAPTAIN_CODEY_CM_CODEY4": "È, tipo, connesso allo [wave amp=30 freq=10]spazio tra i nostri mondi[/wave] o qualcosa del genere. Francamente, non mi importa da dove viene…", - "CAPTAIN_CODEY_CM_CODEY3": "Cyber-onde! [pause]Quelle emesse dal [wave amp=30 freq=10]cyber-materiale[/wave], no? [pause]È così che chiamo quella roba arancione luminescente che devi aver trovato di recente.", - "CAPTAIN_CODEY_CM_CODEY5": "Ma reagisce con le Fusioni fuori controllo sono: puoi usarlo per trasformarle in bootleg. È biohacking a livello [shake rate=30 level=10]cosmico[/shake]!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Giocatori ({0})", - "ONLINE_SECTION_PLAYERS": "Giocatori ({0}/{1})", - "UI_PAUSE_ONLINE_BTN_0": "Gioca online", - "ONLINE_STATE_CONNECTED.m": "Connesso", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "Connesso!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "Connesso!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "Connesso!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Ora stai ospitando una sessione LAN sulla porta {server_port}", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Ora stai giocando con {remote_player} e altri {n}", - "ONLINE_NOTIFICATION_CONNECTED_1": "Ora stai giocando con {remote_player}", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} ha ottenuto un nastro bootleg di {species} di tipo {type}", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Ora stai giocando online. Cerco amici…", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} partecipa alla tua sessione", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "La connessione di {remote_player} è interrotta", - "INFO_ONLINE_WITH_MODS1": "Il cross-play online è disabilitato quando sono installate mod. Non potrai partecipare alle sessioni cross-play e i giocatori su console non potranno partecipare alle tue sessioni.", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} ha accettato la tua sfida!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "La connessione di {remote_player} è interrotta", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "La connessione di {remote_player} è interrotta", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "Non puoi andare in raid con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", - "ITEM_CYBER_MATERIAL_NAME": "Cyber-materiale", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "Non puoi andare in raid con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "Non puoi andare in raid con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", - "BATTLE_RAID_DEFERRED_RECORDING": "Entrambi i giocatori riceveranno questo nastro se il raid si conclude con una vittoria.", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "L'altro giocatore non è disponibile.", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "Non puoi andare in raid con {remote_player}.", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} ha accettato la tua richiesta di raid!", - "ITEM_HACKING_GLOVE_NAME": "Guanto da hacker", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "Un materiale fluorescente e intriso di energia che sembra uscito direttamente da un film sulla realtà virtuale degli anni '80.", - "CAPTAIN_CODEY_CM_CODEY1": "Ehi, sembra che il mio [wave amp=30 freq=10]bersaglio[/wave] sia appena arrivato. I miei sensori sono [wave amp=30 freq=10]impazziti[/wave].", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Eh?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "Un controller da gioco rétro che permette di usare cyber-materiale prima della battaglia per cambiare i tipi elementali delle Fusioni fuori controllo.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Normalizzati a {0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Attributi degli adesivi:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Senza limitazioni", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Abilitati", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Disabilitate", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Disabilitati", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusioni", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Abilitate", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Abilitate + Potere fusione", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Abilitati", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "In attesa dell'altro giocatore…", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "L'altro giocatore ora è occupato. Riprova fra qualche minuto.", - "UI_TAPE_COLLECTION_OFFER_TRADE": "Offri a {remote_player}", - "ONLINE_REQUEST_TRADE_PROMPT": "Scegli un nastro da offrire a {remote_player}.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "L'altro giocatore ora è occupato. Riprova fra qualche minuto.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "L'altro giocatore ora è occupato. Riprova fra qualche minuto.", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "Non puoi fare scambi con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Livelli:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "Regole di battaglia", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "Non puoi fare scambi con {remote_player}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "Hai vinto contro {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Hai rifiutato la richiesta di {action} di {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Hai ritirato la tua richiesta di {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Hai ritirato la tua richiesta di {action}.", - "ONLINE_REQUEST_CLOSED_COMPLETE": "Richiesta di {action} completata.", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "Gioca con amici", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Sessione LAN", - "NOTIFICATION_REQUEST": "Richiesta", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "ti sei disconnesso", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} si è disconnessə", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} si è disconnessa", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "La richiesta di {action} di {remote_player} non è andata a buon fine perché {reason}.", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "La richiesta di {action} di {remote_player} non è andata a buon fine perché {reason}.", - "ONLINE_REQUEST_UI_TITLE": "Richiesta di {action} con {remote_player}", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Inserisci codice invito", - "ONLINE_ERROR_CONNECTION_FAILED": "Connessione non riuscita.", - "ONLINE_ERROR_CONNECTION_ERROR": "Errore di connessione ({error}).", - "ONLINE_BUTTON_INVITE_FRIENDS": "Invita amici", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "Lo scambio è riuscito: il nastro di {species2} di {remote_player} è ora nel tuo deposito!", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "Lo scambio è riuscito: il nastro di {species2} di {remote_player} è ora nel tuo deposito!", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Hai dato partita vinta contro {remote_player}…", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "Hai perso contro {remote_player}…", - "ONLINE_ALREADY_REQUESTING.n": "Hai già inviato a questo giocatore una richiesta diversa.", - "ONLINE_REQUEST_ACTION_battle": "Battaglia", - "ONLINE_REQUEST_ACTION_raid": "Raid", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "La tua richiesta di {action} non è andata a buon fine perché {reason}.", - "ONLINE_REQUEST_RECEIVED.n": "{remote_player} ti ha inviato una richiesta di {action}!", - "ONLINE_REQUEST_SENT.m": "Hai inviato una richiesta di {action} a {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Hai ritirato la tua richiesta di {action}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "Lo scambio è riuscito: il nastro di {species2} di {remote_player} è ora nel tuo deposito!", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "In attesa dell'altro giocatore…", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "In attesa dell'altro giocatore…", - "ONLINE_ERROR_INVALID_INVITE": "Connessione non riuscita, l'invito non era valido.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "ti sei disconnessa", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} ha ritirato la sua richiesta di {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Hai rifiutato la richiesta di {action} di {remote_player}.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "ti sei disconnessə", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} si è disconnesso", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "si è verificato un errore", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "Online (partecipante)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} giocatori", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "La tua richiesta di {action} non è andata a buon fine perché {reason}.", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "La tua richiesta di {action} non è andata a buon fine perché {reason}.", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "Impostazione…", - "ONLINE_BUTTON_FRIENDS_INVITE": "Accetta l'invito di {name}", - "ONLINE_BUTTON_DISCONNECT": "Disconnetti", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:porta", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Server disconnesso.", - "ONLINE_STATE_CONNECTED.n": "Connesso", - "ACHIEVEMENT_DESC_obtain_candevil": "Ottieni Zuccherello.", - "ACHIEVEMENT_NAME_obtain_bansheep": "Conta le pecore", - "ACHIEVEMENT_DESC_obtain_bansheep": "Ottieni Stregovina.", - "ACHIEVEMENT_NAME_partner_viola": "Viola", - "ACHIEVEMENT_DESC_partner_viola": "Sblocca Viola.", - "ACHIEVEMENT_NAME_remaster": "Rimasterizzazione", - "ACHIEVEMENT_DESC_aa_helia": "Domina l'essenza della fusione.", - "ACHIEVEMENT_NAME_met_npc_magikrab": "L'assistente di stazione", - "ACHIEVEMENT_DESC_met_npc_magikrab": "Incontra colui che assiste diligentemente le stazioni.", - "ACHIEVEMENT_NAME_met_npc_amber": "Lontano da casa", - "ACHIEVEMENT_DESC_met_npc_amber": "Trova un aiuto in un luogo lontano.", - "ACHIEVEMENT_NAME_met_npc_merline": "Colui che giace al di sotto", - "ACHIEVEMENT_DESC_met_npc_merline": "Incontra faccia a faccia un essere senza faccia.", - "ACHIEVEMENT_DESC_traveling_merchant": "Incontra il mercante girovago.", - "ACHIEVEMENT_NAME_traveling_merchant": "L'amore non si compra", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "Ottieni un adesivo raro.", - "ACHIEVEMENT_NAME_ability_glide": "Spalanca le ali", - "ACHIEVEMENT_DESC_ability_glide": "Ottieni l'abilità Planata di falena.", - "ACHIEVEMENT_DESC_ability_dash": "Ottieni l'abilità Scatto di Pallottolotto.", - "ACHIEVEMENT_NAME_ability_dash": "Scatto di Pallottolotto", - "ACHIEVEMENT_NAME_ability_magnetism": "Effetto elettrico", - "ACHIEVEMENT_DESC_ability_magnetism": "Ottieni l'abilità Elettromagnetismo.", - "ACHIEVEMENT_NAME_ability_swim": "Lezioni di nuoto", - "ACHIEVEMENT_NAME_ability_climb": "Divertimento a palla", - "ACHIEVEMENT_DESC_ability_swim": "Ottieni l'abilità Nuoto di Subfoca.", - "ACHIEVEMENT_DESC_gambit_win": "Vinci una battaglia con Gambetto attivo.", - "ACHIEVEMENT_DESC_ability_climb": "Ottieni l'abilità Palla di rampicanti.", - "ACHIEVEMENT_NAME_ability_flight": "Si vola!", - "ACHIEVEMENT_DESC_ability_flight": "Ottieni l'abilità di volo di Averevoir", - "ACHIEVEMENT_DESC_ability_fusion_radar": "Ottieni il radar di fusioni.", - "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusione sui radar", - "ACHIEVEMENT_NAME_intermission": "Non è quello che volevo", - "ACHIEVEMENT_DESC_intermission": "Ritrovati in un luogo lontano.", - "ACHIEVEMENT_DESC_ending": "Apri una porta che da tempo si credeva perduta.", - "ACHIEVEMENT_NAME_ending": "La vita reale attende", - "ACHIEVEMENT_NAME_preemptive_win": "Falla finita prima di iniziare", - "ACHIEVEMENT_DESC_preemptive_win": "Vinci una battaglia prima che inizi.", - "ACHIEVEMENT_DESC_ghostly_win": "Vinci una battaglia in forma di fantasma.", - "ACHIEVEMENT_NAME_ghostly_win": "La morte non trionferà", - "ACHIEVEMENT_NAME_gambit_win": "Lascia o raddoppia", - "ACHIEVEMENT_DESC_reopened_stations_final": "Risolvi l'enigma della canzone di Morgante", - "ACHIEVEMENT_NAME_aa_morgante": "Ribellione", - "ACHIEVEMENT_DESC_aa_aleph_null": "Vai contro ogni previsione in un luogo tra i mondi.", - "ACHIEVEMENT_NAME_aa_aleph_null": "La freccia del tempo", - "ACHIEVEMENT_DESC_aa_morgante": "Sconfiggi un'antica forza riportata alla sua piena forza.", - "ACHIEVEMENT_NAME_aa_lamento_mori": "Angelo della morte", - "ACHIEVEMENT_DESC_aa_lamento_mori": "Sconfiggi Lamento Mori.", - "ACHIEVEMENT_DESC_kuneko_altars_3": "Incontra Kuneko a 3 altari.", - "ACHIEVEMENT_NAME_kuneko_altars_4": "Non mi vuoi?, parte V", - "ACHIEVEMENT_NAME_quest_viola1": "Tempesta", - "ACHIEVEMENT_DESC_quest_felix_complete": "Completa la missione di Felix.", - "ACHIEVEMENT_DESC_quest_meredith1": "Porta Meredith al centro commerciale.", - "ACHIEVEMENT_DESC_quest_viola1": "Porta Viola al relitto.", - "ACHIEVEMENT_NAME_quest_meredith_complete": "Tutto ciò che ho sempre voluto", - "ACHIEVEMENT_DESC_quest_meredith_complete": "Completa la missione di Meredith.", - "ACHIEVEMENT_NAME_quest_felix_complete": "Non mi vuoi?, parte VI", - "ACHIEVEMENT_NAME_quest_dog_complete": "Torna e rimani", - "ACHIEVEMENT_DESC_quest_dog_complete": "Completa la missione di Barkley.", - "ACHIEVEMENT_DESC_quest_viola_complete": "Completa la missione di Viola.", - "ACHIEVEMENT_NAME_quest_viola_complete": "Tutti cercano qualcosa", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Lascia che ti faccia una serenata", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Ottieni 5 cuori con Kayleigh.", - "ACHIEVEMENT_NAME_aa_cube": "Solido neoplatonico", - "ACHIEVEMENT_DESC_aa_cube": "Sconfiggi Esecraedro.", - "ACHIEVEMENT_NAME_aa_alice": "La figlia dell'Ego", - "ACHIEVEMENT_DESC_aa_alice": "Sconfiggi Alice.", - "ACHIEVEMENT_NAME_aa_puppet": "Il maestro dei burattini", - "ACHIEVEMENT_DESC_aa_puppet": "Sconfiggi Pupazzarox.", - "ACHIEVEMENT_NAME_aa_tower": "La torre dell'ignoranza", - "ACHIEVEMENT_DESC_aa_tower": "Sconfiggi Babelith.", - "ACHIEVEMENT_NAME_song_parts_8": "Terra della confusione", - "ACHIEVEMENT_NAME_aa_helia": "Il sole sta per sorgere", - "ACHIEVEMENT_DESC_song_parts_8": "Completa la canzone di Morgante.", - "ACHIEVEMENT_DESC_offices_cleared_5": "Svuota 5 uffici di Succhiaterra.", - "ACHIEVEMENT_DESC_quest_felix1": "Incontra Kuneko.", - "ACHIEVEMENT_NAME_quest_felix1": "Non mi vuoi?, parte I", - "ACHIEVEMENT_NAME_kuneko_altars_1": "Non mi vuoi?, parte II", - "FOLKLORD_NAME": "Crancolosso", - "MACABRA_DESCRIPTION": "una creatura zannuta appollaiata su un teschio", - "FOLKLORD_NAME_PREFIX": "Cran", - "FOLKLORD_LORE_1": "Macabra pienamente maturo, il Crancolosso indossa un teschio come quello su cui si appollaiava, che ora è modellato sulla sua testa. Le sue braccia e la parte superiore del corpo sono così dense di muscoli che non può sostenersi sulle gambe per molto tempo.", - "FOLKLORD_NAME_SUFFIX": "colosso", - "FOLKLORD_DESCRIPTION": "un gigante con la testa di teschio", - "FOLKLORD_LORE_2": "Esistono diversi criptidi, o creature non identificate, associati al Nord America e descritti come umanoidi giganti che vivono nelle foreste. Tra questi, il Bigfoot e il Sasquatch, simili a scimmie.", - "SQUIREY_NAME": "Scudierrante", - "SQUIREY_NAME_PREFIX": "Scudier", - "SQUIREY_LORE_1": "Spesso gli Scudierranti vengono visti vagare lungo le pianure di Nuova Wirral in cerca di avversari da combattere. Nonostante l'aspetto grazioso, sono guerrieri appassionati e animati da un innato desiderio di miglioramento personale.", - "SQUIREY_NAME_SUFFIX": "errante", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "Nel vivo della battaglia, qual è la cosa più importante per te?", - "SQUIREY_LORE_2": "Nel Medioevo lo scudiero era l'apprendista di un cavaliere, che assisteva in vari compiti, come il trasporto delle armi, e poteva diventare cavaliere a sua volta se dimostrava la propria abilità.", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "Onore", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "Vittoria", - "PALANGOLIN_NAME": "Lanciolino", - "SQUIREY_DESCRIPTION": "un pangolino munito di lancia", - "PALANGOLIN_NAME_PREFIX": "Lancio", - "PALANGOLIN_LORE_1": "Il Lanciolino è la forma matura di uno Scudierrante che è rimasto fedele ai propri principi ed è diventato un cavaliere di grande virtù. I Lanciolini brandiscono suggestive alabarde dorate, che usano per difendere gli alleati nel vivo della battaglia.", - "PALANGOLIN_NAME_SUFFIX": "lino", - "PALANGOLIN_LORE_2": "Nella storia europea, un cavaliere era un individuo a cui veniva concesso il cavalierato per i servizi resi al proprio Paese. La popolarità della mitologia arturiana ha influenzato le rappresentazioni dei cavalieri, che oggi sono fortemente associati alla cavalleria e all'eroismo.", - "MANISPEAR_NAME": "Malabardo", - "PALANGOLIN_DESCRIPTION": "un cavaliere armato d'alabarda", - "MANISPEAR_NAME_PREFIX": "Mala", - "MANISPEAR_NAME_SUFFIX": "bardo", - "MANISPEAR_LORE_2": "Il \\\"cavaliere nero\\\" è un archetipo ricorrente, un personaggio di fantasia, comunemente rappresentato come un cavaliere mascherato che si è allontanato dalla via della cavalleria. Il cavaliere nero è spesso un ostacolo che il protagonista della storia deve superare.", - "MANISPEAR_LORE_1": "Se uno Scudierrante cede agli impulsi oscuri durante l'addestramento, è destinato a diventare un Malabardo. Il Malabardo, il cui volto è nascosto da un elmo nero, combatte senza freni né autocontrollo.", - "MUSKRATEER_NAME": "Muschettiere", - "MANISPEAR_DESCRIPTION": "un cavaliere con una spada enorme", - "MUSKRATEER_NAME_PREFIX": "Mus", - "MUSKRATEER_NAME_SUFFIX": "chettiere", - "ITEM_TAPE_BLACK_SHUCK_NAME": "Nastro di Gramo Nero", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Un misterioso nastro nero lasciato da Gramo Nero.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Colpisce un bersaglio. Dà al bersaglio lo stato {status_effect}.", - "ITEM_TAPE_BEAST_NAME": "Nastro in eco-pelliccia", - "ITEM_TAPE_FIRE_DESCRIPTION": "L'etichetta dice che si può scaldare in un tostapane. Questo strano nastro promozionale una volta veniva distribuito con le paste per la colazione, finché le inevitabili bruciature sulle mani e gli incendi domestici hanno scatenato una serie di reclami. Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Fuoco.", - "ITEM_TAPE_FIRE_NAME": "Nastro per tostapane", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "Un nastro apparentemente realizzato in \\\"plastica riciclata al 100%\\\". Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Plastica.", - "ITEM_TAPE_PLANT_NAME": "Nastro di corteccia", - "ITEM_TAPE_PLANT_DESCRIPTION": "Un nastro con un guscio in autentica corteccia d'albero. Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Pianta.", - "ITEM_TAPE_PLASTIC_NAME": "Nastro riciclato", - "ITEM_TAPE_WATER_NAME": "Nastro pieno d'acqua", - "ITEM_TAPE_WATER_DESCRIPTION": "Un nastro di plastica trasparente, sigillato e riempito d'acqua. Due pulsanti sul lato permettono di giocare a \\\"infila l\\'anello\\\" mentre non lo usi. Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Acqua.", - "ITEM_TAPE_POISON_NAME": "Nastro in pelle di serpente", - "ITEM_TAPE_ASTRAL_NAME": "Nastro etereo", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "Un nastro incorporeo con la fastidiosa abitudine di passare attraverso altri oggetti, di tanto in tanto. Minuscole scintille come stelle lontane traspaiono attraverso la sua superficie. Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Astrale.", - "ITEM_TAPE_POISON_DESCRIPTION": "Un nastro elegante in finta pelle di serpente. Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Veleno.", - "ITEM_TAPE_ICE_NAME": "Nastro Ghiaccio-IX", - "ITEM_TAPE_LIGHTNING_NAME": "Nastro superconduttivo", - "ITEM_TAPE_ICE_DESCRIPTION": "Un nastro gelido fatto di un ghiaccio che sembra non sciogliersi mai. L'etichetta avvisa di tenerlo lontano dall\\'acqua. Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Ghiaccio.", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Un nastro con un'etichetta che vanta \\\"Contiene condensato di Einstein-Bosen!\\\". Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Fulmine.", - "ITEM_TAPE_AIR_NAME": "Nastro aerosol", - "ITEM_TAPE_EARTH_NAME": "Nastro di ceramica", - "ITEM_TAPE_AIR_DESCRIPTION": "Un nastro con un'efficienza molto alta quando viene usato per registrare mostri di tipo Aria. In caso di emergenza, si può usare come lacca.", - "ITEM_TAPE_METAL_NAME": "Nastro al ferrocromo", - "ITEM_TAPE_METAL_DESCRIPTION": "Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Metallo.", - "ITEM_TAPE_EARTH_DESCRIPTION": "Un nastro con un guscio in solida ceramica. Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Terra.", - "ITEM_TAPE_USE_ON.m": "Registra {0}", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "Registra {0}", - "ITEM_TAPE_USE_ON.n": "Registra {0}", - "ITEM_NAME_RARITY_1": "{item_name} (non comune)", - "ITEM_NAME_RARITY_2": "{item_name} (raro)", - "BOOSTER_PACK_ELEMENTS_NAME": "Pacchetto adesivi \\\"Elementi\\\"", - "BOOSTER_PACK_NATURE_NAME": "Pacchetto adesivi \\\"Natura\\\"", - "BOOSTER_PACK_POLLUTION_NAME": "Pacchetto adesivi \\\"Inquinamento\\\"", - "BOOSTER_PACK_WILDCARD_NAME": "Pacchetto adesivi \\\"Jolly\\\"", - "MAP_NAME_OVERWORLD_PHRASE": "a Nuova Wirral", - "BOOSTER_PACK_DESCRIPTION": "Un pacchetto a tema di 4 adesivi. Un adesivo non comune o raro garantito!", - "MAP_NAME_DEAD_WORLD_PHRASE": "in un luogo sconosciuto", - "MAP_NAME_OVERWORLD": "Nuova Wirral", - "REGION_NAME_UNKNOWN": "???", - "REGION_NAME_MALL": "Centro Commerciale Caduto", - "MAP_NAME_DEAD_WORLD": "???", - "REGION_NAME_UNKNOWN_PHRASE": "in un luogo sconosciuto", - "REGION_NAME_MALL_PHRASE": "al Centro Commerciale Caduto", - "REGION_NAME_PLAINS1": "Campi di Nuova Wirral", - "REGION_NAME_TOWN": "Harbourtown", - "REGION_NAME_TOWN_PHRASE": "a Harbourtown", - "REGION_NAME_PLAINS1_PHRASE": "nei Campi di Nuova Wirral", - "REGION_NAME_TOWN_WEST": "Harbourtown Ovest", - "REGION_NAME_TOWN_WEST_PHRASE": "a Harbourtown Ovest", - "REGION_NAME_CAFE": "Café Gramophone", - "REGION_NAME_CAFE_PHRASE": "al Café Gramophone", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramophone via stazione di Harbourtown", - "REGION_NAME_HOSPITAL": "Ospedale di Harbourtown", - "REGION_NAME_HOSPITAL_PHRASE": "all'ospedale", - "REGION_NAME_CHEMIST": "Mercante elementale", - "REGION_NAME_MUSEUM": "Museo storico", - "REGION_NAME_MUSEUM_PHRASE": "al Museo storico", - "REGION_NAME_CHEMIST_PHRASE": "al mercante elementale", - "REGION_NAME_TOWN_OUTSKIRTS": "Periferia di Harbourtown", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "nelle periferie", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Caverne alla periferia di Harbourtown", - "REGION_NAME_TOWN_BEACH": "Spiaggia di Harbourtown", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "nelle caverne nelle periferie", - "REGION_NAME_DEADLANDS_PHRASE": "nelle Terremorte", - "REGION_NAME_DEADLANDS": "Le Terremorte", - "REGION_NAME_TOWN_BEACH_PHRASE": "alla spiaggia di Harbourtown", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "al parco", - "REGION_NAME_NEW_WIRRAL_PARK": "Parco di Nuova Wirral", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Caverne del Parco di Nuova Wirral", - "REGION_NAME_TOWN_STATION": "Stazione di Harbourtown", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "nelle caverne nel parco", - "REGION_NAME_DUNGEON_GLOWSHROOM": "Stazione di Glowcester Road", - "REGION_NAME_TOWN_STATION_PHRASE": "alla stazione di Harbourtown", - "REGION_NAME_UPPER_PATH": "Sentiero alto", - "REGION_NAME_UPPER_PATH_PHRASE": "sul sentiero alto", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "alla stazione di Glowcester Road", - "REGION_NAME_MIRE_SEA": "Mar Perduto", - "REGION_NAME_MIRE_SEA_PHRASE": "nel Mar Perduto", - "REGION_NAME_DUNGEON_WATERLOOP": "Stazione di Waterloop", - "REGION_NAME_SOUTHERN_ISLES": "Isole del Sud", - "REGION_NAME_DINO_QUARRY": "Cava dei Dinosauri, nelle Terremorte", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "sulle Isole del Sud", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "alla stazione di Waterloop", - "REGION_NAME_OLD_VILLAGE": "Nuova Londra, nelle Terremorte", - "REGION_NAME_DINO_QUARRY_PHRASE": "nella Cava dei Dinosauri", - "REGION_NAME_OLD_VILLAGE_PHRASE": "a Nuova Londra", - "REGION_NAME_DEADLANDS_CAVES": "Caverne delle Terremorte", - "REGION_NAME_LAKE_PHRASE": "sul lago", - "REGION_NAME_LAKE": "Lago di Tantasete", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "nelle caverne delle Terremorte", - "REGION_NAME_LAKE_CAVES": "Caverne del lago di Tantasete", - "REGION_NAME_LAKESIDE": "Miralago", - "REGION_NAME_LAKESIDE_PHRASE": "a Miralago", - "REGION_NAME_LAKE_CAVES_PHRASE": "nelle caverne sotto il lago", - "REGION_NAME_LAKESIDE_CAVES": "Caverne di Miralago", - "REGION_NAME_MT_WIRRAL": "Monte Wirral", - "REGION_NAME_MT_WIRRAL_PHRASE": "su Monte Wirral", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "nelle caverne di Miralago", - "REGION_NAME_MT_WIRRAL_CAVES": "Caverne di Monte Wirral", - "REGION_NAME_EASTHAM_WOODS": "Boschi di Eastham", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "nelle caverne su Monte Wirral", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "nei boschi di Eastham", - "REGION_NAME_EASTHAM_WOODS_CAVES": "Caverne dei boschi di Eastham", - "REGION_NAME_HAM_PHRASE": "a, uhm, \\\"Ham\\\"", - "REGION_NAME_HAM": "\\\"Ham\\\"", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "nelle caverne dei boschi di Eastham", - "REGION_NAME_AUTUMN_HILL": "Colle Autunno", - "REGION_NAME_AUTUMN_HILL_PHRASE": "su Colle Autunno", - "REGION_NAME_AUTUMN_HILL_CAVES": "Caverne di Colle Autunno", - "REGION_NAME_COMMUNE": "Borgo Cordoglio", - "REGION_NAME_COMMUNE_PHRASE": "a Borgo Cordoglio", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "nelle caverne di Colle Autunno", - "REGION_NAME_COMMUNE_STATION": "Stazione di Corso Cordoglio", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "alla stazione di Icelington", - "REGION_NAME_MT_WIRRAL_STATION": "Stazione di Icelington", - "REGION_NAME_COMMUNE_STATION_PHRASE": "alla stazione di Corso Cordoglio", - "REGION_NAME_MEADOW_PHRASE": "a Prato dei Ciliegi", - "REGION_NAME_MEADOW": "Prato dei Ciliegi", - "REGION_NAME_MEADOW_CAVES": "Caverne di Prato dei Ciliegi", - "REGION_NAME_MARSH": "L'Acquitrino", - "REGION_NAME_MARSH_PHRASE": "nell'acquitrino", - "REGION_NAME_MEADOW_CAVES_PHRASE": "nelle caverne di Prato dei Ciliegi", - "REGION_NAME_MARSH_CAVES": "Caverne dell'Acquitrino", - "REGION_NAME_FARM": "Fattoria dei Piper", - "REGION_NAME_FARM_PHRASE": "alla fattoria dei Piper", - "REGION_NAME_MARSH_CAVES_PHRASE": "nelle caverne dell'acquitrino", - "REGION_NAME_GRAVEYARD": "Cimitero Cuori Infranti", - "REGION_NAME_GRAVEYARD_PHRASE": "al cimitero", - "REGION_NAME_CAST_IRON_SHORE": "Costa Ghisa", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "su Costa Ghisa", - "REGION_NAME_DUNGEON_GRAVEYARD": "Stazione di Tomba Sepulcro", - "REGION_NAME_STATION_FINAL": "Stazione di Night's Bridge", - "REGION_NAME_DUNGEON_SHIPWRECK": "Relitto del \\\"Titania\\\"", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "alla stazione di Tomba Sepulcro", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "alla stazione di Bard Street", - "REGION_NAME_SHIPWRECK_STATION": "Stazione di Bard Street", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "al relitto del \\\"Titania\\\"", - "REGION_NAME_DUNGEON_MEADOW": "Stazione di Cherry Cross", - "REGION_NAME_STATION_FINAL_PHRASE": "alla stazione di Night's Bridge", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "alla stazione di Cherry Cross", - "REGION_NAME_MEADOW_CHURCH": "Abbazia di Glaistainbury", - "REGION_NAME_BROKENHEAD_PHRASE": "a Scassatesta", - "REGION_NAME_BROKENHEAD": "Scassatesta", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "all'abbazia di Glaistainbury", - "REGION_NAME_LANDKEEPER_HQ": "QG Succhiaterra", - "REGION_NAME_KAYLEIGH_HOME": "Casa di Kayleigh", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "nel QG Succhiaterra", - "REGION_NAME_MEREDITH_HOME": "Negozio di Meredith", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "a casa di Kayleigh", - "REGION_NAME_FELIX_HOME": "Casa di Felix", - "REGION_NAME_FELIX_HOME_PHRASE": "a casa di Felix", - "REGION_NAME_MEREDITH_HOME_PHRASE": "al negozio di Meredith", - "REGION_NAME_EUGENE_HOME": "Casa di Eugene", - "REGION_NAME_EUGENE_HOME_PHRASE": "a casa di Eugene", - "REGION_NAME_RANGER_OUTPOST": "Avamposto dei ranger", - "REGION_NAME_TOWN_HALL": "Municipio", - "REGION_NAME_TOWN_HALL_PHRASE": "al municipio", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "all'avamposto dei ranger", - "REGION_NAME_AMBER_LODGE": "La Loggia Ambra", - "REGION_NAME_POWER_STATION_PHRASE": "alla centrale elettrica", - "REGION_NAME_AMBER_LODGE_PHRASE": "alla Loggia Ambra", - "REGION_NAME_POWER_STATION": "Centrale elettrica", - "MAP_FEATURE_CAVE": "Caverna", - "MAP_FEATURE_DAILY_ITEM": "Oggetto giornaliero", - "MAP_FEATURE_LANDKEEPER_OFFICE": "Ufficio di Succhiaterra", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Progetto segreto di Eugene", - "MAP_FEATURE_CRATER": "Cratere", - "MAP_FEATURE_WATER_PIPE": "Tubo dell'acqua", - "MAP_FEATURE_RUINS": "Rovine", - "MAP_FEATURE_DINO_QUARRY": "Cava dei dinosauri", - "MAP_FEATURE_CAMPSITE": "Campeggio", - "MAP_FEATURE_TOWN_WEST_RIVER": "Fiume Piper", - "MAP_FEATURE_DIVEAL_ISLAND": "Scoglio Subfoca", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Anomalia ignota", - "MAP_FEATURE_TOWN_BRIDGE": "Ponte di Harbourtown", - "MAP_FEATURE_FARM_BRIDGE": "Ponte Piper", - "MAP_FEATURE_FARM_PLOT": "Orto delle zucche", - "MAP_FEATURE_STICKER_MERCHANTS": "Mercanti di adesivi", - "MOVE_SMACK_NAME": "Colpo", - "MOVE_SLICE_NAME": "Fendente", - "MOVE_DOUBLE_SMACK_NAME": "Doppio colpo", - "MOVE_DOUBLE_SLICE_NAME": "Doppio fendente", - "MOVE_MULTI_SMACK_NAME": "Multi-colpo", - "MOVE_MULTI_SHOT_NAME": "Multi-sparo", - "MOVE_WALLOP_NAME": "Randellata", - "MOVE_CLOBBER_NAME": "Pestaggio", - "MOVE_BISHBASHBOSH_NAME": "Pim pum pam", - "MOVE_THE_OLD_1_2_NAME": "Il buon vecchio 1-2", - "MOVE_SPIT_NAME": "Sputo", - "MOVE_SPRAY_NAME": "Spruzzo", - "MOVE_ENERGY_SHOT_NAME": "Colpo d'energia", - "MOVE_ENERGY_WAVE_NAME": "Onda d'energia", - "MOVE_COATING_WATER_NAME": "Copertura Acqua", - "MOVE_COATING_PLASTIC_NAME": "Copertura Plastica", - "MOVE_COATING_EARTH_NAME": "Copertura Terra", - "MOVE_COATING_AIR_NAME": "Copertura Aria", - "MOVE_COATING_FIRE_NAME": "Copertura Fuoco", - "MOVE_COATING_ASTRAL_NAME": "Copertura Astrale", - "MOVE_COATING_LIGHTNING_NAME": "Copertura Fulmine", - "MOVE_COATING_METAL_NAME": "Copertura Metallo", - "MOVE_COATING_BEAST_NAME": "Copertura Bestia", - "MOVE_COATING_ELEMENTAL_NAME": "Copertura elementale", - "MOVE_COATING_PLANT_NAME": "Copertura Pianta", - "MOVE_COATING_POISON_NAME": "Copertura Veleno", - "MOVE_COATING_ICE_NAME": "Copertura Ghiaccio", - "MOVE_INFLAME_NAME": "Infiamma", - "MOVE_COATING_GLASS_NAME": "Copertura Vetro", - "MOVE_INCINERATE_NAME": "Incenerisci", - "MOVE_BRICK_BLAST_NAME": "Spaccamattoni", - "MOVE_FIRE_WALL_NAME": "Muro di Fuoco", - "MOVE_BEAST_WALL_NAME": "Muro Bestia", - "MOVE_PLANT_WALL_NAME": "Muro Pianta", - "MOVE_METAL_WALL_NAME": "Muro di Metallo", - "MOVE_ICE_WALL_NAME": "Muro di Ghiaccio", - "MOVE_POISON_WALL_NAME": "Muro di Veleno", - "MOVE_ELEMENTAL_WALL_NAME": "Muro elementale", - "MOVE_PLASTIC_WALL_NAME": "Muro di Plastica", - "MOVE_WATER_WALL_NAME": "Muro d'Acqua", - "MOVE_ASTRAL_WALL_NAME": "Muro Astrale", - "MOVE_LIGHTNING_WALL_NAME": "Muro di Fulmine", - "MOVE_AIR_WALL_NAME": "Muro d'Aria", - "MOVE_EARTH_WALL_NAME": "Muro di Terra", - "MOVE_GLASS_WALL_NAME": "Muro di Vetro", - "MOVE_DEJAVU_NAME": "Déjà vu", - "MOVE_AP_STEAL_NAME": "Ruba-PA", - "MOVE_AP_BOOST_NAME": "Potenzia-PA", - "MOVE_AP_DRAIN_NAME": "Sottrai-PA", - "MOVE_REVENGE_STRIKE_NAME": "Colpo vendicatore", - "MOVE_PREEMPTIVE_STRIKE_NAME": "Colpo preventivo", - "MOVE_AP_REFUND_NAME": "Rimborso PA", - "MOVE_SELF_DESTRUCT_NAME": "Autodistruzione", - "MOVE_ROLL_AGAIN_NAME": "Ritira", - "MOVE_AP_STARTER_NAME": "PA iniziale", - "MOVE_PARRY_STANCE_NAME": "Posizione di parata", - "MOVE_LAST_RITES_NAME": "Estrema unzione", - "MOVE_HEADSHOT_NAME": "Colpo in testa", - "MOVE_SLEEP_TALK_NAME": "Parla nel sonno", - "MOVE_COSMIC_KUNAI_NAME": "Kunai cosmico", - "MOVE_SLEEP_WALK_NAME": "Sonnambulismo", - "MOVE_HYPNOTIZE_NAME": "Ipnosi", - "MOVE_HP_ABSORB_NAME": "Assorbi vita", - "MOVE_DEFEND_NAME": "Difendi", - "MOVE_RAISE_SHIELDS_NAME": "Alza gli scudi", - "MOVE_POISON_POLLEN_NAME": "Polline venefico", - "MOVE_SNOOZE_SPORE_NAME": "Spore sonnacchiose", - "MOVE_LEECH_NAME": "Prosciuga", - "MOVE_DODGE_NAME": "Schiva", - "MOVE_FOCUS_NAME": "Concentrazione", - "MOVE_SPRINT_NAME": "Scatto", - "MOVE_WINK_NAME": "Strizza l'occhio", - "MOVE_FLIRT_NAME": "Flirt", - "MOVE_PEEKABOO_NAME": "Bubusettete", - "MOVE_TRIP_NAME": "Inciampo", - "MOVE_NOD_NAME": "Cenno", - "MOVE_CRITICIZE_NAME": "Critica", - "MOVE_COMPLIMENT_NAME": "Complimento", - "MOVE_SHARPEN_NAME": "Affila", - "MOVE_RAISE_ARMS_NAME": "Braccia in alto", - "MOVE_JUMP_SCARE_NAME": "Spavento", - "MOVE_HOT_POTATO_NAME": "Patata bollente", - "MOVE_ZOOMIES_NAME": "Peperino", - "MOVE_QUICK_SMACK_NAME": "Colpo rapido", - "MOVE_TAUNT_NAME": "Derisione", - "MOVE_SURE_FIRE_NAME": "Colpo sicuro", - "MOVE_BE_RANDOM_NAME": "a cASaCciO!", - "MOVE_DOG_YEARS_NAME": "Anni canini", - "MOVE_COPYCAT_NAME": "Copione", - "MOVE_COPYCAT_TITLE": "Copione: {move_name}", - "MOVE_GLITTER_BOMB_NAME": "Bomba glitter", - "MOVE_PROVOKE_NAME": "Provocazione", - "MOVE_HIBERNATE_NAME": "Letargo", - "MOVE_MEDITATE_NAME": "Meditazione", - "MOVE_SUMMON_TULPA_NAME": "Evoca tulpa", - "MOVE_LIGHTNING_BOLT_NAME": "Fulmine", - "MOVE_FUSION_POWER_NAME": "Potere fusione", - "MOVE_FUSION_POWER_GENERATED_NAME": "Potere fusione: {suffix} {prefix}", - "MOVE_DESPERATION_NAME": "Disperazione", - "MOVE_CROSSFADE_NAME": "Mix in dissolvenza", - "MOVE_DELEGATE_NAME": "Delega", - "MOVE_BITE_NAME": "Morso", - "MOVE_BONE_CANNON_NAME": "Cannone a ossa", - "MOVE_STICKY_TONGUE_NAME": "Lingua appiccicosa", - "MOVE_ZEPHYR_NAME": "Zefiro", - "MOVE_CHARGE_NAME": "Carica", - "MOVE_SONIC_BOOM_NAME": "Boato sonico", - "MOVE_BATTERY_NAME": "Batteria", - "MOVE_SCORCH_NAME": "Ustione", - "MOVE_RAPID_FIRE_NAME": "Fuoco rapido", - "MOVE_GEAR_SHEAR_NAME": "Ingranaggi rasoi", - "MOVE_BROADCAST_NAME": "Broadcast", - "MOVE_UNICAST_NAME": "Unicast", - "MOVE_SPLINTER_NAME": "Scheggia", - "MOVE_WOODCUTTER_NAME": "Taglialegna", - "MOVE_SILICON_SLASH_NAME": "Fendente al silicio", - "MOVE_ACID_REFLEX_NAME": "Riflesso acido", - "MOVE_RADIOACTIVE_NAME": "Radioattività", - "MOVE_THROW_NAME": "Lancio", - "MOVE_ICE_BREAKER_NAME": "Rompighiaccio", - "MOVE_TORRENT_NAME": "Torrente", - "MOVE_TWO_HEADS_NAME": "Doppia testina", - "MOVE_MAGNET_NAME": "Magnete", - "MOVE_ECHOLOCATION_NAME": "Ecolocazione", - "MOVE_RETRIBUTION_NAME": "Castigo", - "MOVE_THUNDER_BLAST_NAME": "Rombo di tuono", - "MOVE_TOWER_DEFENSE_NAME": "Difesa della torre", - "MOVE_GAMBIT_NAME": "Gambetto", - "MOVE_HAUNT_NAME": "Infesta", - "MOVE_BINVITATION_NAME": "Binvito", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "A ciel sereno", - "MOVE_CALL_FOR_HELP_NAME": "Chiama aiuto", - "MOVE_BINVASION_NAME": "Binvasione", - "MOVE_FISSION_POWER_NAME": "Fissione nucleare", - "MOVE_RECYCLE_NAME": "Ricicla", - "MOVE_COPPER_CHOP_NAME": "Karate metallico", - "MOVE_GALACTIC_BEATDOWN_NAME": "Pestaggio galattico", - "MOVE_WINDOW_NAME": "Finestra", - "MOVE_JAGGED_EDGE_NAME": "Orlo scabro", - "MOVE_SHARP_EDGES_NAME": "Bordi taglienti", - "MOVE_CRYSTAL_LENS_NAME": "Lente di cristallo", - "MOVE_GLASS_BONDS_NAME": "Ceppi di Vetro", - "MOVE_SHRAPNEL_NAME": "Shrapnel", - "MOVE_GLASS_CANNON_NAME": "Cannone di Vetro", - "MOVE_CLOSE_ENCOUNTER_NAME": "Incontro ravvicinato", - "MOVE_SPRING_LOAD_NAME": "Carica a molla", - "MOVE_SHOOTING_STAR_NAME": "Stella cadente", - "MOVE_MOUNTAIN_SMASH_NAME": "Colpo della montagna", - "MOVE_BLIZZARD_NAME": "Bufera", - "MOVE_DJINNTOXICATE_NAME": "Djintossicazione", - "MOVE_TOY_HAMMER_NAME": "Martello giocattolo", - "MOVE_SUCTION_CUP_DART_NAME": "Freccetta a ventosa", - "MOVE_PLASTIC_KNIFE_NAME": "Coltello di plastica", - "MOVE_ACORN_MORTAR_NAME": "Mortaio a ghiande", - "MOVE_BOIL_NAME": "Vescica", - "MOVE_TOXIC_STAB_NAME": "Pugnalata tossica", - "MOVE_PUSTULE_BOMB_NAME": "Bomba pustola", - "MOVE_RADIATION_BREATH_NAME": "Soffio radioattivo", - "MOVE_WONDERFUL_7_NAME": "Sette meraviglie", - "MOVE_SNOW_RUSH_NAME": "Getto di neve", - "MOVE_POLE_VAULT_ASSAULT_NAME": "Assalto con l'asta", - "MOVE_YULE_REGRET_THAT_NAME": "Gelido rimpianto", - "MOVE_HURRICANE_NAME": "Uragano", - "MOVE_SANDSTORM_NAME": "Tempesta di sabbia", - "MOVE_METEOR_BARRAGE_NAME": "Pioggia di meteore", - "MOVE_CLOCKWORK_MOUSE_NAME": "Topo meccanico", - "MOVE_METAL_RIFF_NAME": "Riff metal", - "MOVE_BOTTLE_VOLLEY_NAME": "Bordata di bottiglie", - "MOVE_MOONSHINE_NAME": "Distillato", - "MOVE_AVALANCHE_NAME": "Valanga", - "MOVE_FOG_NAME": "Nebbia", - "MOVE_CHANGE_THE_RECORD_NAME": "Cambia disco", - "MOVE_AP_DONATE_NAME": "Dona PA", - "MOVE_AP_FACTORY_NAME": "Fabbrica di PA", - "MOVE_SHIELD_BASH_NAME": "Botta di scudo", - "MOVE_PRISMATIC_NAME": "Prismatico", - "MOVE_ICICLE_DART_NAME": "Dardo ghiacciolo", - "MOVE_CRUMBLE_NAME": "Sbriciola", - "MOVE_BAD_JOKE_NAME": "Battutaccia", - "MOVE_HEROIC_BLADE_NAME": "Lama eroica", - "MOVE_SUPERHEATED_FIST_NAME": "Pugno surriscaldato", - "MOVE_GUZZLE_FUEL_NAME": "Tracanna benzina", - "MOVE_DAMAGE_ROLL_NAME": "Tiro per i danni", - "MOVE_COPY_THAT_NAME": "Ricevo e confermo", - "MOVE_FROZEN_GROUND_NAME": "Terreno gelato", - "MOVE_STONY_LOOK_NAME": "Sguardo impietrito", - "MOVE_PUMPKIN_PIE_NAME": "Torta di zucca", - "MOVE_BUSHFIRE_NAME": "Incendio boschivo", - "MOVE_TRAFFIC_JAM_NAME": "Ingorgo", - "MOVE_SUIT_UP_NAME": "Vestiti a dovere", - "MOVE_COTTON_ON_NAME": "Ovattato", - "MOVE_MIND_MELD_NAME": "Fusione mentale", - "MOVE_UNDERTOW_NAME": "Corrente profonda", - "MOVE_NEW_LEAF_NAME": "Rinverdisci", - "MOVE_FAIR_FIGHT_NAME": "Scontro leale", - "MOVE_ABRAMACABRA_NAME": "Abramacabra", - "MOVE_ABRAMACABRA_ATTACK_NAME": "Dardo Macabra", - "MOVE_DOC_LEAF_NAME": "Foglia curativa", - "MOVE_REVOLVING_DOOR_NAME": "Porta girevole", - "MOVE_BLOOD_DONATION_NAME": "Donazione di sangue", - "MOVE_NURSE_NAME": "Infermiera", - "MOVE_CLAY_FIRED_NAME": "Argilla cotta", - "MOVE_COAL_STORY_NAME": "Carbonella", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Resistenza a Bestia", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Antincendio", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Resistenza alla Plastica", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Resistenza a Pianta", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Impermeabile", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Resistenza ad Astrale", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Resistenza al Veleno", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Scaricato", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Resistenza al Ghiaccio", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Resistenza all'Aria", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Resistenza alla Terra", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Resistenza al Metallo", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Resistenza al Vetro", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Resistenza al Glitter", - "MOVE_WATER_DANCE_NAME": "Danza dell'acqua", - "MOVE_STAB_IN_THE_DARK_NAME": "Pugnalata nel buio", - "MOVE_WATERWORKS_NAME": "Rete idrica", - "MOVE_STARTER1_ATTACK_NAME": "Bomba bonbon", - "MOVE_STARTER1_PASSIVE_NAME": "Glicemia alta", - "MOVE_STARTER2_ATTACK_NAME": "Ariete", - "MOVE_STARTER2_PASSIVE_NAME": "Fortuna ovina", - "MOVE_CATEGORY_MELEE": "Attacco in mischia", - "MOVE_CATEGORY_RANGED": "Attacco a distanza", - "MOVE_CATEGORY_STATUS": "Effetto di stato", - "MOVE_CATEGORY_MISC": "Altro", - "MOVE_DESCRIPTION_HIT_ONE": "Colpisce un bersaglio.", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Colpisce un'intera squadra. Distrugge i muri.", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Colpisce un bersaglio. Non si può schivare.", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Colpisce un bersaglio. Ha la priorità sulle altre mosse.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Colpisce un bersaglio più volte.", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Colpisce un bersaglio ma infligge danni leggeri all'utilizzatore.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Colpisce un bersaglio più volte, con priorità sulle altre mosse.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Colpisce un bersaglio più volte, con priorità minore rispetto ad altre mosse.", - "MOVE_DESCRIPTION_HIT_TEAM": "Colpisce un'intera squadra.", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Colpisce più volte ciascun membro di una squadra.", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Colpisce tutti sul campo di battaglia tranne l'utilizzatore.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Colpisce un bersaglio. Dà all'utilizzatore lo stato {status_effect}.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Colpisce un'intera squadra. Dà all\\'utilizzatore lo stato {status_effect}.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Colpisce un'intera squadra. Dà al bersaglio lo stato {status_effect}.", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "Colpisce un bersaglio. Riduce la Schivata del bersaglio.", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "Colpisce un bersaglio. Riduce la Precisione del bersaglio.", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "Dà un bonus passivo alla Velocità dell'utilizzatore in proporzione ai PV persi.", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "Dà un bonus passivo alla Schivata dell'utilizzatore in proporzione ai PV persi.", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Dà una riduzione passiva di -{percent}% ai danni subiti di tipo {type} e annulla le eventuali reazioni. Non influisce sui colpi critici.", - "MOVE_DESCRIPTION_NURSE": "Cura un bersaglio del 50% dei PV massimi.", - "MOVE_DESCRIPTION_METAL_RIFF": "Colpisce un'intera squadra. Diventa un attacco di tipo Aria se assegnato a un nastro di tipo Metallo.", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "Ruba il muro del bersaglio e lo trasferisce all'utilizzatore.", - "MOVE_DESCRIPTION_BLOOD_DONATION": "Riduce della metà i PV dell'utilizzatore e li cura al bersaglio.", - "MOVE_DESCRIPTION_FAIR_FIGHT": "Impedisce di applicare nuovi effetti di stato per 3 turni.", - "MOVE_DESCRIPTION_NEW_LEAF": "Rimuove gli effetti di stato dal bersaglio.", - "MOVE_DESCRIPTION_BUSHFIRE": "Cambia il tipo dell'utilizzatore in Fuoco e gli fa infliggere danni aggiuntivi di tipo Fuoco al contatto. Ustiona anche l\\'utilizzatore.", - "MOVE_DESCRIPTION_UNDERTOW": "Colpisce l'ultimo combattente che ha svolto il suo turno prima di questa mossa.", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "Aumenta la Velocità e la generazione di PA dell'utilizzatore.", - "MOVE_DESCRIPTION_COPY_THAT": "Trasforma l'utilizzatore in una copia del bersaglio.", - "MOVE_DESCRIPTION_FROZEN_GROUND": "Aumenta enormemente la Velocità dell'utilizzatore, ma riduce la sua Precisione.", - "MOVE_DESCRIPTION_ICICLE_DART": "Colpisce un bersaglio. Usa la Velocità dell'utilizzatore al posto dell\\'Attacco a distanza.", - "MOVE_DESCRIPTION_SHIELD_BASH": "Colpisce un bersaglio. Usa la Difesa in mischia dell'utilizzatore al posto dell\\'Attacco in mischia.", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "L'utilizzatore tira un dado a 20 facce. Il danno viene moltiplicato per il numero del dado. Un tiro di 1 o 20 ha effetti speciali.", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Costringe il bersaglio a passare a un altro dei suoi nastri, scelto a caso.", - "MOVE_DESCRIPTION_AP_DONATE": "Trasferisce tutti i PA rimanenti dall'utilizzatore al bersaglio.", - "MOVE_DESCRIPTION_AVALANCHE": "Tutti gli attacchi in mischia mancano il bersaglio in questo round.", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Gli attacchi a distanza del bersaglio diventano attacchi in mischia.", - "MOVE_DESCRIPTION_AP_FACTORY": "Trasferisce automaticamente tutti i PA dell'utilizzatore ai suoi alleati all\\'inizio di ogni round.", - "MOVE_DESCRIPTION_WALL": "Sacrifica il 20% dei PV per creare un muro che assorbe fino a 3 colpi per fino a 3 turni.", - "MOVE_DESCRIPTION_SPRING_LOAD": "Dà automaticamente all'utilizzatore lo stato Caricato a molla, se non lo ha già. Questo trasforma gli attacchi in mischia dell\\'utilizzatore in attacchi a distanza.", - "MOVE_DESCRIPTION_FOG": "Riduce la precisione degli attacchi a distanza che non sono di tipo Acqua, Aria o Ghiaccio a 0% per 3 turni.", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "L'utilizzatore si alza in volo e può essere colpito solo da attacchi a distanza, mostri tipo Aria e altri personaggi volanti.", - "MOVE_DESCRIPTION_COATING": "Cambia il tipo dell'utilizzatore o di un alleato.", - "MOVE_DESCRIPTION_ABRAMACABRA": "Sacrifica il 20% dei PV per creare un muro che assorbe fino a 3 colpi per fino a 3 turni. Inoltre, il muro danneggia un avversario al turno.", - "MOVE_DESCRIPTION_POWER": "Potenza", - "MOVE_DESCRIPTION_HITS": "Colpi: {hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "Dà al bersaglio lo stato {status_effect} per {duration} turni.", - "MOVE_DESCRIPTION_ACCURACY": "Precisione: {0}%", - "MOVE_DESCRIPTION_HITS_RANGE": "Colpi: {hits_min}–{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "Dà all'utilizzatore lo stato {status_effect} per {duration} turni.", - "MOVE_DESCRIPTION_CLAY_FIRED": "Si attiva quando l'utilizzatore subisce danni di tipo Fuoco da un attacco. Aumenta le statistiche di difesa dell\\'utilizzatore.", - "MOVE_DESCRIPTION_MIND_MELD": "L'utilizzatore condivide le mosse con gli alleati.", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "Riduce le statistiche di Velocità degli altri combattenti.", - "MOVE_DESCRIPTION_FLINCH_ONE": "Ha una probabilità di far sussultare il bersaglio.", - "MOVE_DESCRIPTION_STICKY_TONGUE": "Colpisce un bersaglio. Riduce la Schivata del bersaglio.", - "MOVE_DESCRIPTION_ICE_BREAKER": "Colpisce un bersaglio. Riduce la Velocità del bersaglio.", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Colpisce un bersaglio. Mette a segno un colpo critico se il bersaglio ha già subito danni in questo turno.", - "MOVE_DESCRIPTION_AP_STEAL": "Ruba 1 PA al bersaglio e lo dà all'utilizzatore.", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "Rimuove 2 PA dal bersaglio.", - "MOVE_DESCRIPTION_AP_BOOST": "Aumenta la generazione di PA del bersaglio.", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Colpisce automaticamente un avversario all'inizio della battaglia.", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "Ha una chance di attivarsi automaticamente quando subisce un attacco in mischia.", - "MOVE_DESCRIPTION_AP_DRAIN": "Riduce la generazione di PA del bersaglio.", - "MOVE_DESCRIPTION_SPLINTER": "Ha una chance di ferire automaticamente un avversario al contatto in mischia. Il danno è basato sulla Difesa in mischia dell'utilizzatore.", - "MOVE_DESCRIPTION_ACID_REFLEX": "Ha una chance di avvelenare automaticamente un avversario al contatto in mischia.", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "Dopo essere stato sconfitto, l'utilizzatore esplode e infligge danni a tutti coloro che lo circondano.", - "MOVE_DESCRIPTION_RADIOACTIVE": "Ha una chance di ustionare automaticamente un avversario al contatto in mischia.", - "MOVE_DESCRIPTION_AP_REFUND": "Ha una chance di rimborsare automaticamente i PA dopo aver usato una mossa.", - "MOVE_DESCRIPTION_AP_STARTER": "Conferisce 1 PA in più all'inizio della battaglia.", - "MOVE_DESCRIPTION_ROLL_AGAIN": "Ha una chance di usare automaticamente un'altra mossa casuale, alla fine del turno.", - "MOVE_DESCRIPTION_SUIT_UP": "Aumenta la Difesa in mischia e la Difesa a distanza dell'utilizzatore.", - "MOVE_DESCRIPTION_PARRY_STANCE": "Riflette il primo attacco in mischia ricevuto in questo round.", - "MOVE_DESCRIPTION_HP_ABSORB": "Recupera una quantità di PV pari al danno inflitto.", - "MOVE_DESCRIPTION_DEFEND": "Aumenta la Difesa in mischia dell'utilizzatore.", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "Aumenta la Difesa a distanza dell'utilizzatore.", - "MOVE_DESCRIPTION_DODGE": "Aumenta la Schivata dell'utilizzatore.", - "MOVE_DESCRIPTION_FOCUS": "Aumenta la Precisione dell'utilizzatore.", - "MOVE_DESCRIPTION_SPRINT": "Aumenta la Velocità dell'utilizzatore.", - "MOVE_DESCRIPTION_WINK": "Riduce l'Attacco in mischia del bersaglio.", - "MOVE_DESCRIPTION_FLIRT": "Riduce la Schivata del bersaglio.", - "MOVE_DESCRIPTION_PEEKABOO": "Riduce la Precisione del bersaglio.", - "MOVE_DESCRIPTION_TRIP": "Riduce la Velocità del bersaglio.", - "MOVE_DESCRIPTION_NOD": "Riduce la Difesa in mischia del bersaglio.", - "MOVE_DESCRIPTION_CRITICIZE": "Riduce l'Attacco a distanza del bersaglio.", - "MOVE_DESCRIPTION_COMPLIMENT": "Riduce la Difesa a distanza del bersaglio.", - "MOVE_DESCRIPTION_SHARPEN": "Aumenta l'Attacco in mischia dell\\'utilizzatore.", - "MOVE_DESCRIPTION_RAISE_ARMS": "Aumenta l'Attacco a distanza dell\\'utilizzatore.", - "MOVE_DESCRIPTION_HOT_POTATO": "Piazza una bomba sul bersaglio. La bomba esploderà se non viene passata immediatamente tramite contatto in mischia.", - "MOVE_DESCRIPTION_SURE_FIRE": "Garantisce che la prossima mossa del bersaglio andrà a segno.", - "MOVE_DESCRIPTION_COTTON_ON": "Riduce allo 0% per il round successivo la precisione delle mosse che possono essere schivate e che prendono di mira l'utilizzatore.", - "MOVE_DESCRIPTION_TAUNT": "Manda il bersaglio in berserk, costringendolo a usare solo mosse che infliggono danni per i prossimi 2 turni.", - "MOVE_DESCRIPTION_DOG_YEARS": "Prolunga la durata degli effetti di stato del bersaglio.", - "MOVE_DESCRIPTION_BE_RANDOM": "Usa una mossa casuale per la quale hai PA a sufficienza.", - "MOVE_DESCRIPTION_COPYCAT": "Copia l'ultima mossa usata dal bersaglio, se hai i PA necessari.", - "MOVE_DESCRIPTION_PROVOKE": "Impedisce agli avversari di prendere di mira direttamente gli alleati dell'utilizzatore per 3 turni.", - "MOVE_DESCRIPTION_HIBERNATE": "Addormenta l'utilizzatore. L\\'utilizzatore recupera PV ogni turno in cui dorme.", - "MOVE_DESCRIPTION_SUMMON_TULPA": "Chiede aiuto dal piano astrale.", - "MOVE_DESCRIPTION_MEDITATE": "Addormenta l'utilizzatore. Aumenta le statistiche di attacco e difesa dell\\'utilizzatore recupera PV ogni turno in cui dorme.", - "MOVE_DESCRIPTION_BINVITATION": "Chiede aiuto dall'astronave nave madre.", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Evoca un alleato Lampopiteco temporaneo.", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "Ha una chance di evocare un alleato temporaneo.", - "MOVE_DESCRIPTION_FUSION_POWER": "Ha un effetto unico per ciascuna fusione.", - "MOVE_DESCRIPTION_FISSION_POWER": "L'utilizzatore subisce una fissione e si divide in due copie.", - "MOVE_DESCRIPTION_CROSSFADE": "Cambia la forma dell'utilizzatore ma applica una copertura per mantenere il tipo precedente.", - "MOVE_DESCRIPTION_DESPERATION": "Infligge più danni se l'utilizzatore ha pochi PV.", - "MOVE_DESCRIPTION_DELEGATE": "Trasferisce gli effetti di stato dell'utilizzatore sul suo alleato.", - "MOVE_DESCRIPTION_BITE": "Colpisce un bersaglio. Successivamente, applica una cura leggera all'utilizzatore.", - "MOVE_DESCRIPTION_BATTERY": "Colpisce un bersaglio due volte. Mette a segno colpi critici se usato dopo Carica.", - "MOVE_DESCRIPTION_BOIL": "Colpisce un bersaglio. Ha una chance di ustionare il bersaglio.", - "MOVE_DESCRIPTION_DJINNTOXICATE": "Colpisce un bersaglio. Infligge lo stato Confuso al bersaglio.", - "MOVE_DESCRIPTION_COAL_STORY": "Colpisce un bersaglio. Infligge lo stato Ustionato al bersaglio.", - "MOVE_DESCRIPTION_TOXIC_STAB": "Colpisce un bersaglio. Avvelena il bersaglio.", - "MOVE_DESCRIPTION_SANDSTORM": "Colpisce un'intera squadra. Riduce di 1 la durata degli effetti di stato rimanenti sui bersagli.", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "Colpisce un'intera squadra. Avvelena i bersagli.", - "MOVE_DESCRIPTION_WONDERFUL_7": "Colpisce un bersaglio. Infligge una penalità casuale.", - "MOVE_DESCRIPTION_THROW": "Usa un muro come un proiettile. La durata rimanente viene applicata come moltiplicatore ai danni.", - "MOVE_DESCRIPTION_RECYCLE": "Distrugge il muro dell'utilizzatore e gli fornisce un numero di PA pari alla durata rimanente.", - "MOVE_DESCRIPTION_MAGNET": "Si attiva automaticamente all'inizio della battaglia per 0 PA. Impedisce agli avversari di prendere di mira gli alleati dell\\'utilizzatore per {duration} turni.", - "MOVE_DESCRIPTION_RETRIBUTION": "Si attiva quando viene sconfitto un alleato. Aumenta le statistiche di attacco dell'utilizzatore.", - "MOVE_DESCRIPTION_STATUS_STARTER": "Si attiva automaticamente all'inizio della battaglia per 0 PA. Dà all\\'utilizzatore lo stato {status_effect} per {duration} turni.", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "Cambia il tipo dell'utilizzatore in Terra e aumenta le sue statistiche di difesa. Si attiva la prima volta che la salute dell\\'utilizzatore scende al di sotto della metà.", - "MOVE_DESCRIPTION_THUNDER_BLAST": "Colpisce un bersaglio. Il bersaglio subisce 30 danni di tipo Aria aggiuntivi.", - "MOVE_DESCRIPTION_GAMBIT": "Aumenta di molto tutte le statistiche dell'utilizzatore. Dopo 3 turni, il nastro si rompe.", - "MOVE_DESCRIPTION_HAUNT": "L'utilizzatore diventa un fantasma e non può essere colpito dagli attacchi. Dopo 3 turni, il nastro si rompe.", - "MOVE_DESCRIPTION_BINVASION": "Colpisce un bersaglio tante volte quanti sono i Bidonvasori nel team dell'utilizzatore.", - "MOVE_DESCRIPTION_COPPER_CHOP": "Colpisce un bersaglio. Infligge Risonanza sui bersagli di tipo Vetro e Metallo.", - "MOVE_DESCRIPTION_WINDOW": "Consente agli attacchi a distanza di colpire il bersaglio attraverso i muri.", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Infligge danni al bersaglio ogni volta che si trasforma.", - "MOVE_DESCRIPTION_SHARP_EDGES": "Dà all'utilizzatore lo stato Danni al contatto per {duration} turni.", - "MOVE_DESCRIPTION_JAGGED_EDGE": "Infligge danni automaticamente quando un attacco in mischia manca l'utilizzatore.", - "MOVE_DESCRIPTION_BLIZZARD": "Colpisce un'intera squadra. Riduce la Precisione dei bersagli.", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Colpisce un bersaglio. Riduce la Difesa in mischia del bersaglio.", - "MOVE_DESCRIPTION_TRICK": "Dà al bersaglio una penalità casuale.", - "MOVE_DESCRIPTION_TREAT": "Dà al bersaglio un bonus casuale.", - "MOVE_DESCRIPTION_CRUMBLE": "Distrugge tutti i muri, infliggendo a ciascun combattente con un muro danni proporzionali alla durata rimanente del muro.", - "MOVE_DESCRIPTION_PRISMATIC": "Cambia in modo casuale il tipo dell'utilizzatore alla fine di ogni round.", - "MOVE_DESCRIPTION_BAD_JOKE": "L'utilizzatore racconta una barzelletta casuale. Non ha nessun effetto.", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTENZA", - "MOVE_DESCRIPTION_WATER_DANCE": "Colpisce un bersaglio. Usa la Velocità dell'utilizzatore al posto dell\\'Attacco in mischia.", - "MOVE_BLOOD_DONATION_TOAST": "DONO", - "MOVE_NEW_LEAF_TOAST": "STATI RIMOSSI", - "MOVE_DAMAGE_ROLL_TOAST": "TIRO: {n}", - "MOVE_AP_STEAL_TOAST": "FURTO", - "MOVE_GUZZLE_FUEL_TOAST": "TRACANNATO", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "TIMER ESTESI", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "TIMER RIDOTTI", - "MOVE_SUMMON_SPAWNS.m": "{spawn} risponde alla chiamata!", - "MOVE_SUMMON_SPAWNS.f": "{spawn} risponde alla chiamata!", - "MOVE_AP_REFUND_TOAST": "RIMBORSO", - "MOVE_SUMMON_SPAWNS.n": "{spawn} risponde alla chiamata!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "Istintuale", - "MOVE_FUSION_POWER_PREFIX_beast_2": "d'Osso", - "MOVE_FUSION_POWER_PREFIX_beast_3": "Feroce", - "MOVE_FUSION_POWER_PREFIX_beast_4": "Primordiale", - "MOVE_FUSION_POWER_PREFIX_beast_5": "Spinale", - "MOVE_FUSION_POWER_PREFIX_beast_6": "Berserk", - "MOVE_FUSION_POWER_PREFIX_beast_7": "Furente", - "MOVE_FUSION_POWER_PREFIX_fire_1": "Infernale", - "MOVE_FUSION_POWER_PREFIX_fire_2": "Avvampante", - "MOVE_FUSION_POWER_PREFIX_fire_3": "Rovente", - "MOVE_FUSION_POWER_PREFIX_fire_4": "Fiammante", - "MOVE_FUSION_POWER_PREFIX_fire_5": "di Fuoco", - "MOVE_FUSION_POWER_PREFIX_fire_6": "di Magma", - "MOVE_FUSION_POWER_PREFIX_fire_7": "del Vulcano", - "MOVE_FUSION_POWER_PREFIX_poison_1": "del Veleno", - "MOVE_FUSION_POWER_PREFIX_poison_2": "Letale", - "MOVE_FUSION_POWER_PREFIX_poison_3": "delle Tossine", - "MOVE_FUSION_POWER_PREFIX_poison_4": "Contaminante", - "MOVE_FUSION_POWER_PREFIX_poison_5": "del Livore", - "MOVE_FUSION_POWER_PREFIX_poison_6": "del Contagio", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "di Sintesi", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "Resiliente", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "del Riciclo", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "Artificiale", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "dell'Immondizia", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "Modulare", - "MOVE_FUSION_POWER_PREFIX_plant_1": "Sempreverde", - "MOVE_FUSION_POWER_PREFIX_plant_2": "Indomabile", - "MOVE_FUSION_POWER_PREFIX_plant_3": "Fertile", - "MOVE_FUSION_POWER_PREFIX_plant_4": "Lussureggiante", - "MOVE_FUSION_POWER_PREFIX_plant_5": "Verdeggiante", - "MOVE_FUSION_POWER_PREFIX_plant_6": "Tropicale", - "MOVE_FUSION_POWER_PREFIX_plant_7": "dei Frutti", - "MUSKRATEER_DESCRIPTION": "un topolino con spada e cappello", - "MUSKRATEER_LORE_1": "Spesso i Muschettieri vengono visti affilare le loro spade sulle pietre delle caverne sotterranee in cui vivono. Non è raro vederli duellare con gli Scudierranti che incrociano il loro cammino.", - "RATCOUSEL_NAME": "Pantegiostra", - "MUSKRATEER_LORE_2": "\\\"I tre moschettieri\\\" è un famoso romanzo d'avventura francese scritto da Alexandre Dumas. Racconta la storia di un gruppo di audaci avventurieri nella Parigi del 1600.", - "RATCOUSEL_NAME_PREFIX": "Pante", - "RATCOUSEL_NAME_SUFFIX": "giostra", - "RATCOUSEL_LORE_2": "Il nome \\\"re dei ratti\\\" è dato a un gruppo di ratti le cui code sono legate o bloccate insieme.", - "RATCOUSEL_LORE_1": "Le Pantegiostre sono creature torreggianti che ricordano in qualche modo le giostre dei luna park. Si dice che i \\\"topi\\\" più piccoli, che ruotano costantemente intorno alla base del corpo, aprano gli occhi solo nel momento in cui la creatura muore.", - "POMBOMB_NAME": "Pombomba", - "RATCOUSEL_DESCRIPTION": "una gigantesca giostra da fiera", - "POMBOMB_NAME_PREFIX": "Pom", - "POMBOMB_LORE_1": "Le Pombombe sono universalmente considerate tra le creature più amichevoli del Nuova Wirral. Se non fosse per la loro abitudine di incendiare accidentalmente qualsiasi cosa, sarebbero degli ottimi animali domestici.", - "POMBOMB_NAME_SUFFIX": "bomba", - "POMBOMB_LORE_2": "I Pomerania sono una popolare razza di cani domestici. Identificabili per le loro dimensioni ridotte e il pelo soffice, prendono il nome da una regione storica dell'Europa a sud del Mar Baltico.", - "POMBOMB_DESCRIPTION": "un cane infuocato", - "SPITZFYRE_NAME_PREFIX": "Spitza", - "SPITZFYRE_NAME": "Spitzafuoco", - "SPITZFYRE_NAME_SUFFIX": "fuoco", - "SPITZFYRE_LORE_2": "Lo Spitz è un tipo di cane, con diverse sotto-razze. Le razze Spitz si riconoscono per il mantello soffice e le orecchie a punta.", - "SPITZFYRE_LORE_1": "Le abilità di sputafuoco degli Spitzafuoco si sono sviluppate a tal punto che queste creature devono indossare degli occhialoni per proteggersi dal fumo che involontariamente provocano dando fuoco alle cose.", - "SPITZFYRE_DESCRIPTION": "un cane con gli occhialoni", - "ELFLESS_NAME": "Introvelfo", - "ELFLESS_NAME_PREFIX": "Introv", - "ELFLESS_NAME_SUFFIX": "elfo", - "GRAMPUS_NAME": "Adirampus", - "ELFLESS_DESCRIPTION": "un elfo con la faccia di legno", - "ELFLESS_LORE_2": "Nella superstizione europea, l'elfo è una piccola creatura dispettosa che appare in varie incarnazioni a seconda del periodo storico e del luogo. Simili alle fate, possono essere ritratti come utili, dispettosi o addirittura maligni.", - "ELFLESS_LORE_1": "Per nascondere le loro vere emozioni, gli Introvelfi fabbricano rozze maschere sorridenti con la corteccia degli alberi. Secondo voci non confermate, un giorno all'anno tutti gli Introvelfi si riuniscono per sostituire le vecchie maschere con altre nuove.", - "GRAMPUS_NAME_PREFIX": "Adira", - "GRAMPUS_NAME_SUFFIX": "ampus", - "GRAMPUS_LORE_2": "In contrasto con il benevolo San Nicola, il \\\"Krampus\\\" è un essere folcloristico che desidera punire i bambini cattivi durante il periodo natalizio. È comunemente raffigurato con gambe di capra e un'espressione spaventosa.", - "GRAMPUS_DESCRIPTION": "uno yeti arrabbiato", - "FAERIOUS_NAME": "Elfurioso", - "GRAMPUS_LORE_1": "L'Adirampus è la forma pienamente matura di Introvelfo. Dopo aver trascorso molti anni a reprimere le proprie emozioni, l\\'Adirampus è diventato un bruto massiccio con il desiderio di riversare la propria infelicità sugli altri, specialmente durante le feste.", - "FAERIOUS_NAME_PREFIX": "Elf", - "FAERIOUS_NAME_SUFFIX": "furioso", - "FAERIOUS_LORE_2": "Nella narrativa fantasy contemporanea, gli elfi sono spesso rappresentati come guerrieri eleganti dai piedi veloci. Come gli elfi del folklore, l'elfo fantasy può essere un alleato degli umani o un ostacolo.", - "FAERIOUS_LORE_1": "Un Introvelfo che ha incanalato la propria furia repressa nell'affinare le abilità in battaglia. Gli Elfuriosi colpiscono i nemici con spade di ghiaccio e bloccano i colpi in arrivo con uno scudo di corteccia d\\'albero.", - "FAERIOUS_DESCRIPTION": "un elfo che brandisce una spada", - "ICEPECK_NAME": "Ghiaccello", - "ICEPECK_NAME_PREFIX": "Ghiacc", - "ICEPECK_NAME_SUFFIX": "ello", - "SIRENADE_NAME_PREFIX": "Siren", - "SIRENADE_NAME": "Sirenata", - "SIRENADE_LORE_1": "Le Sirenate sono creature particolarmente rumorose, in grado di amplificare il proprio canto attraverso le code e le ali microfonate. Sembra che non capiscano quando il loro canto è troppo forte per chi le circonda.", - "SIRENADE_NAME_SUFFIX": "nata", - "SIRENADE_LORE_2": "Le sirene sono creature della mitologia greca, che compaiono soprattutto nell'Odissea di Omero. Vengono descritte come donne alate simili a uccelli, che attirano gli uomini verso il loro destino con il loro canto bellissimo e ammaliante.", - "SIRENADE_DESCRIPTION": "una bestia alata con la coda a forma di microfono", - "DECIBELLE_NAME": "Decibella", - "DECIBELLE_NAME_PREFIX": "Deci", - "DECIBELLE_LORE_1": "In natura sono state avvistate pochissime Decibelle. I primi abitanti di Nuova Wirral raccontavano di aver visto draghi bianchi tra le nuvole, ma non è chiaro se stessero vedendo le Decibelle o se fossero semplicemente impazziti.", - "DECIBELLE_NAME_SUFFIX": "bella", - "DECIBELLE_DESCRIPTION": "una bestia alata con ali a nastro", - "DECIBELLE_LORE_2": "Nella mitologia greca, le arpie sono creature mitologiche che generavano vento e tempeste. Come le sirene, sono descritte come esseri metà umani e metà uccello.", - "CARNIVIPER_NAME": "Carnevaspide", - "CARNIVIPER_NAME_PREFIX": "Carnev", - "CARNIVIPER_NAME_SUFFIX": "aspide", - "CARNIVIPER_LORE_2": "Lo \\\"tsuchinoko\\\" è una creatura del folklore giapponese. Simile a un serpente, viene descritto come una creatura dotata delle zanne velenose di una vipera, ma con un corpo piatto.", - "CARNIVIPER_LORE_1": "Nonostante il volto sorridente, il Carnevaspide non è una creatura amichevole. È molto territoriale e attacca chiunque si avvicini e venga considerato una minaccia... Cioè praticamente tutto e tutti.", - "MASQUERATTLE_NAME": "Mambanonimo", - "MASQUERATTLE_NAME_PREFIX": "Mamba", - "CARNIVIPER_DESCRIPTION": "un serpentello mascherato", - "MASQUERATTLE_NAME_SUFFIX": "anonimo", - "MASQUERATTLE_DESCRIPTION": "un gigantesco serpente mascherato", - "MASQUERATTLE_LORE_2": "Serpi e serpenti hanno un significato in quasi tutta la mitologia e il folklore di tutto il mondo. Perché? Forse perché non chiudono gli occhi? Per l'assenza di arti? Per il morso letale?", - "MASQUERATTLE_LORE_1": "Spesso si crede che i Mambanonimi usino la corazza a forma di volto sulle loro teste per attirare le prede ignare. Si tratta di una leggenda: i volti sulle loro teste sono in realtà molto inquietanti e non convincerebbero nessuno ad avvicinarsi.", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Quale aspetto del serpente incarni?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "Eleganza", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Spietatezza", - "MARDIUSA_NAME": "Martedusa", - "MARDIUSA_NAME_PREFIX": "Marte", - "MARDIUSA_NAME_SUFFIX": "dusa", - "MARDIUSA_DESCRIPTION": "una donna-serpente mascherata", - "MARDIUSA_LORE_2": "Nella mitologia greca, la Medusa è una delle Gorgoni, tre donne che avevano serpenti al posto dei capelli e che potevano trasformare in pietra chiunque le guardasse negli occhi.", - "MARDIUSA_LORE_1": "La Martedusa non è un individuo, ma una mente-alveare: un insieme di piccole creature serpentiformi con un unico obiettivo unificato. In questo caso, l'obiettivo è quello di vestirsi come se si stesse andando a un ballo elegante e ci si divertisse a farlo.", - "JORMUNGOLD_NAME": "Jormundoro", - "JORMUNGOLD_NAME_PREFIX": "Jormun", - "JORMUNGOLD_NAME_SUFFIX": "doro", - "JORMUNGOLD_LORE_2": "Nella mitologia norrena, si profetizza che il grande serpente Jörmungandr metterà fine al mondo.", - "JORMUNGOLD_LORE_1": "Stranamente, lo Jormundoro non usa le sue ali per volare, ma per scivolare sul terreno a grande velocità: ogni battito d'ali lo fa sfrecciare in avanti.", - "JORMUNGOLD_DESCRIPTION": "un grande serpente alato", - "AEROBOROS_NAME_PREFIX": "Aero", - "AEROBOROS_NAME": "Aeroboros", - "AEROBOROS_LORE_1": "L'Aeroboros è in grado di far circolare i venti attraverso il suo corpo ad anello. La creatura può poi proiettare questi venti a grande velocità per spazzare via i nemici.", - "AEROBOROS_NAME_SUFFIX": "boros", - "TRAFFIKRAB_NAME": "Conostaceo", - "AEROBOROS_DESCRIPTION": "un serpente-ruota volante", - "AEROBOROS_LORE_2": "L'ouroboros è un antico simbolo che rappresenta il ciclo della vita, della morte e della rinascita. Il simbolo è quello di un serpente che si mangia la coda, formando un cerchio.", - "TRAFFIKRAB_NAME_PREFIX": "Cono", - "TRAFFIKRAB_NAME_SUFFIX": "staceo", - "TRAFFIKRAB_LORE_2": "Il cono stradale è stato inventato da Charles D. Scanlon negli anni '40 come mezzo economico per segnalare gli interventi stradali. Comunemente realizzati in plastica arancione o gialla, possono anche essere dotati di una striscia bianca riflettente per aumentare la visibilità notturna.", - "TRAFFIKRAB_LORE_1": "Il cono del Conostaceo non fa in realtà parte del suo corpo: è semplicemente un cono stradale che si è arenato sulle coste di Nuova Wirral ed è stato occupato dalla creatura. Si dice che in passato i Conostacei trovassero altri oggetti in cui vivere.", - "WEEVILITE_NAME": "Semaforello", - "WEEVILITE_NAME_SUFFIX": "forello", - "WEEVILITE_NAME_PREFIX": "Sema", - "TRAFFIKRAB_DESCRIPTION": "un grosso granchio a cono stradale", - "WEEVILITE_LORE_2": "I primi semafori furono installati a Londra a metà del 1800. Questi primi segnali stradali utilizzavano luci a gas, ma il semaforo elettrico divenne comune a partire dall'inizio del XX secolo.", - "WEEVILITE_LORE_1": "Il lungo collo del Semaforello gli consente di individuare i mostri più deboli da lontano. Grazie ai lampi alternati dei suoi occhi rossi e verdi, può paralizzare le prede con vertigini e lievi emicranie.", - "LOBSTACLE_NAME": "Aragostacolo", - "WEEVILITE_DESCRIPTION": "un granchio a semaforo", - "LOBSTACLE_NAME_PREFIX": "Arago", - "LOBSTACLE_NAME_SUFFIX": "stacolo", - "LOBSTACLE_DESCRIPTION": "un barile di plastica con le zampe", - "LOBSTACLE_LORE_2": "Le barriere stradali sono disponibili in molte varianti a seconda delle esigenze. Oltre alle barriere integrate nelle strade, sono stati utilizzati pneumatici riciclati o barili di plastica riempiti di sabbia come barriere mobili per la protezione del traffico.", - "LOBSTACLE_LORE_1": "Gli Aragostacoli sono creature docili e pazienti. Quando si ritirano nei loro \\\"gusci\\\" di plastica, sono così pesanti che è praticamente impossibile spostarli o capovolgerli.", - "DANDYLION_NAME": "Dandyleone", - "DANDYLION_NAME_PREFIX": "Dandy", - "DANDYLION_NAME_SUFFIX": "leone", - "DANDYLION_LORE_2": "I leoni guardiani sono ornamenti tradizionali cinesi molto comuni all'esterno degli edifici. In passato, si pensava che allontanassero il male e venivano collocati all\\'esterno di luoghi importanti come tombe o palazzi imperiali.", - "DANDYLION_DESCRIPTION": "un grande leone fiorito", - "DANDYLION_LORE_1": "I Dandyleoni sono fedeli guardiani e difensori. Di solito si trovano all'ingresso delle grotte più importanti nelle pianure erbose di Nuova Wirral. Se ne trovi uno e non vedi grotte nelle vicinanze, potrebbe essere un indizio di qualcosa di nascosto!", - "BLOSSOMAW_NAME": "Fiordifauce", - "BLOSSOMAW_NAME_PREFIX": "Fior", - "BLOSSOMAW_NAME_SUFFIX": "difauce", - "BUSHEYE_NAME": "Cespocchiuto", - "BLOSSOMAW_LORE_2": "A differenza delle rappresentazioni alate europee, nella mitologia cinese i draghi hanno un lungo corpo serpentino con quattro zampe e senza ali. Sono simboli tradizionali di forza e fortuna.", - "BLOSSOMAW_LORE_1": "Dopo un lungo periodo di ibernazione, si dice che i Dandyleoni emergano in primavera come eleganti Fiordifauce, proprio quando i primi fiori iniziano a sbocciare. Possono emettere feroci nuvole di polline proprio come un drago con il fuoco.", - "BLOSSOMAW_DESCRIPTION": "un lungo drago con una criniera di petali", - "BUSHEYE_NAME_PREFIX": "Cespo", - "BUSHEYE_NAME_SUFFIX": "occhiuto", - "DOMINOTH_NAME_PREFIX": "Fale", - "DOMINOTH_NAME": "Falenik", - "DOMINOTH_LORE_1": "I Falenik si vedono come difensori della pace e passano le loro giornate a pattugliare i cieli delle aree boschive. L'unica cosa che può distrarli dai loro nobili doveri sono le luci brillanti, come le lampade.", - "DOMINOTH_NAME_SUFFIX": "nik", - "DOMINOTH_LORE_2": "Mentre nella simbologia folcloristica la farfalla viene associata alla vita e alla rinascita, la falena è comunemente associata alla morte e alle cattive notizie.", - "TOKUSECT_NAME_PREFIX": "Toku", - "TOKUSECT_NAME": "Tokusetto", - "DOMINOTH_DESCRIPTION": "una grande falena", - "TOKUSECT_NAME_SUFFIX": "setto", - "TOKUSECT_LORE_2": "\\\"Tokusatsu\\\" è il nome con cui vengono chiamati i film e gli spettacoli televisivi giapponesi caratterizzati da effetti speciali e costumi particolari. I media Tokusatsu presentano spesso mostri, robot giganti e supereroi che combattono.", - "TOKUSECT_LORE_1": "I Tokusetti hanno corpi estremamente aerodinamici e perciò favoriscono uno stile di combattimento basato sull'uso delle zampe appuntite per colpire gli avversari e incanalare potenti correnti d\\'aria.", - "WINGLOOM_NAME": "Tetralato", - "TOKUSECT_DESCRIPTION": "un insetto guerriero", - "WINGLOOM_NAME_PREFIX": "Tetra", - "WINGLOOM_NAME_SUFFIX": "alato", - "WINGLOOM_LORE_2": "Non è del tutto noto che cosa faccia sì che le falene siano attratte dalle luci artificiali. Una possibile teoria è che le falene si orientino usando la luna quando viaggiano.", - "WINGLOOM_LORE_1": "Le lampadine sulla testa di un Tetralato convogliano una corrente elettrica che attraversa tutto il corpo della creatura. Le luci generate da queste lampadine si riflettono negli occhi, consentendo una perfetta visione notturna.", - "CAPTAIN_JUDAS_SUBTITLE": "Survivalista", - "CAPTAIN_CLEEO_NAME": "Capitano Clee-O", - "CAPTAIN_CLEEO_NAME_SHORT": "Clee-O", - "CAPTAIN_CLEEO_SUBTITLE": "Meccanoide da casinò", - "CAPTAIN_LODESTEIN_NAME": "Capitano Lodestein", - "CAPTAIN_LODESTEIN_NAME_SHORT": "Lodestein", - "CAPTAIN_LODESTEIN_SUBTITLE": "Elettricista", - "CAPTAIN_DREADFUL_NAME_SHORT": "Dreadful", - "CAPTAIN_DREADFUL_NAME": "Capitano Penny Dreadful", - "CAPTAIN_DREADFUL_SUBTITLE": "Inganna-morte", - "CAPTAIN_GLADIOLA_NAME": "Capitana Gladiola", - "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", - "CAPTAIN_GLADIOLA_SUBTITLE": "Maestra di Spade", - "CAPTAIN_HEATHER_NAME": "Capitano Heather", - "CAPTAIN_HEATHER_NAME_SHORT": "Heather", - "CAPTAIN_HEATHER_SUBTITLE": "Giornalista meteo", - "CAPTAIN_BUFFY_NAME": "Capitano Buffy", - "CAPTAIN_BUFFY_NAME_SHORT": "Buffy", - "CAPTAIN_BUFFY_SUBTITLE": "Bodybuilder", - "CAPTAIN_CYBIL_NAME": "Capitana Cybil", - "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", - "CAPTAIN_CYBIL_SUBTITLE": "Conduttrice radio", - "CAPTAIN_CODEY_NAME": "Capitano Codey", - "CAPTAIN_CODEY_NAME_SHORT": "Codey", - "CAPTAIN_CODEY_SUBTITLE": "Hacker di cassette", - "RANGER_TRADER_NAME": "Ranger Wilma", - "RANGER_TRADER_NAME_SHORT": "Wilma", - "RANGER_BODYBUILDER_NAME": "Ranger Jim", - "INTERDIMENSIONAL_POSTMAN_NAME": "Postino interdimensionale", - "AMBER_NAME": "Madame Ambra", - "DORIAN_NAME": "Dorian", - "SPRINGHEEL_NAME": "Saltatore", - "JACQUELINE_NAME": "Jacqueline", - "SPRINGHEEL_NAME_PREFIX": "Salta", - "SPRINGHEEL_LORE_1": "I Saltatori si divertono a nascondersi dietro gli angoli, di notte, per poi balzare fuori e sorprendere le loro vittime. Sembra che costruiscano le proprie \\\"ali\\\" con vecchi stracci dismessi.", - "SPRINGHEEL_NAME_SUFFIX": "tore", - "SPRINGHEEL_DESCRIPTION": "un folletto con gli stivali di cuoio", - "SPRINGHEEL_LORE_2": "Per un certo periodo, nell'Inghilterra vittoriana, si diceva che una misteriosa creatura conosciuta come \\\"Spring-heeled Jack\\\", ovvero \\\"Jack il Saltatore\\\", si aggirasse per le strade di notte. \\\"Jack\\\" non fu mai catturato, e il suo avvistamento divenne presto una leggenda popolare.", - "SAME_FUSION_NAME_10": "Mega {0}", - "AA_MORGANTE_NAME": "Morgante", - "AA_MORGANTE_FULL_NAME": "Arcangelo Morgante", - "AA_OLDGANTE_NAME": "Morgante", - "OLDGANTE_LORE_2": "Il suo corpo era stato fatto a pezzi. È difficile immaginare che genere di forza avrebbe mai potuto compiere tale impresa.", - "AA_OLDGANTE_SUBTITLE": "Spirito infranto", - "ROGUE_FUSION_SUBTITLE": "Fusione fuori controllo", - "OLDGANTE_LORE_1": "Un Arcangelo ferito che un tempo possedeva grande potere. La voce di Morgante ha una forza che può lacerare il tessuto stesso della realtà, ma in questo stato il suo potere è indebolito.", - "ORB_FUSION_SUBTITLE": "Proto-Arcangelo", - "UNSTABLE_FUSION_SUBTITLE": "Fusione Instabile", - "ORB_FUSION_NAME": "Fusione Sferica", - "SWARM_SUBTITLE1": "Furia {species}", - "ELEMENTAL_GUARDIAN_SUBTITLE": "Guardiano elementale", - "SWARM_SUBTITLE5": "Banda {species}", - "SWARM_NAME": "Fusione Sciame", - "SWARM_SUBTITLE2": "Orda {species}", - "SWARM_SUBTITLE3": "Schiera {species}", - "SWARM_SUBTITLE4": "Folla {species}", - "BLACK_SHUCK_NAME": "Gramo Nero", - "LANG_en": "Inglese", - "ROGUE_FUSION_BATTLE_CONFIRM": "Vuoi sfidare questa {name}?", - "LANG_fr_FR": "Francese", - "LANG_it_IT": "Italiano", - "LANG_de_DE": "Tedesco", - "LANG_ja_JP": "Giapponese", - "LANG_es_ES": "Spagnolo (Spagna)", - "LANG_es_MX": "Spagnolo (America Latina)", - "LANG_pt_BR": "Portoghese (Brasile)", - "LANG_zh_CN": "Cinese (semplificato)", - "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "Coreano (Corea del Sud)", - "PRECREDITS_2": "UN GIOCO DI", - "PRECREDITS_3": "GRAFICA", - "PRECREDITS_4": "SCENEGGIATURA", - "PRECREDITS_5": "PROGRAMMAZIONE", - "PRECREDITS_6": "DESIGN", - "PRECREDITS_7": "COLONNA SONORA DI", - "PRECREDITS_8": "CON LE VOCI DI", - "PRECREDITS_9": "ANIMAZIONE CREATURE", - "PRECREDITS_10": "ILLUSTRAZIONI DEI PERSONAGGI", - "PRECREDITS_12": "EDITO DA", - "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "Game design", - "MAIN_CREDITS_WRITING": "Sceneggiatura", - "MAIN_CREDITS_PROGRAMMING": "Programmazione", - "MAIN_CREDITS_ART_DIRECTION": "Direzione artistica", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel art e animazione", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Illustrazioni dei personaggi", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Design aggiuntivi mostri", - "MAIN_CREDITS_MUSIC": "Musica", - "MAIN_CREDITS_VOICE_CASTING": "Casting e direzione doppiaggio", - "MAIN_CREDITS_VOICE_CAST": "Cast", - "MAIN_CREDITS_PORTING": "Porting", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Voci aggiuntive", - "MAIN_CREDITS_LOCALISATION": "Localizzazione", - "MAIN_CREDITS_QA": "Controllo qualità", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localizzazione a cura di Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordinamento", - "MAIN_CREDITS_LOCALISATION_QA": "QA localizzazione", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localizzazione a cura di Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "Archivi immagine", - "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", - "MAIN_CREDITS_AND_OTHERS": "e molti altri!", - "MAIN_CREDITS_SPECIAL_THANKS": "Ringraziamenti", - "MAIN_CREDITS_THANK_YOU": "Grazie mille per aver giocato!", - "MAIN_CREDITS_VIEW_LICENSES": "Mostra licenze", - "MAIN_CREDITS_QA_SUN_TECH": "QA di Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Font e icone", - "MAIN_CREDITS_QA_DIRECTOR": "Direttore QA", - "MAIN_CREDITS_QA_MANAGER": "Responsabile QA", - "MAIN_CREDITS_PROJECT_MANAGER": "Project manager", - "MAIN_CREDITS_QA_TEST_LEAD": "Responsabile tester QA", - "MAIN_CREDITS_QA_TESTERS": "Tester QA", - "REACTION_GENERIC": "Reazione", - "REACTION_ANY_ON_GLITTER": "Luccicoso", - "REACTION_GLITTER_ON_ANY": "Luccicoso", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "Un attacco di tipo Glitter andato a segno copre il bersaglio con uno strato di glitter. In questo modo, anche il bersaglio diventa di tipo Glitter.", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "Se un mostro di tipo Glitter viene colpito con qualsiasi tipo di attacco elementale, il mostro Glitter cambia tipo in modo che corrisponda all'attacco.", - "REACTION_BEAST_ON_GLASS": "Frantumato", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "Come un elefante in una cristalleria, sferrare un attacco di tipo Bestia su un avversario di tipo Vetro sparpaglia ostacoli taglienti sul campo di battaglia.", - "REACTION_FIRE_ON_PLASTIC": "Sciolto", - "REACTION_FIRE_ON_PLANT": "Incendiato", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Sciogliere un mostro di tipo Plastica con un attacco di tipo Fuoco rilascia esalazioni nocive e trasforma il bersaglio in tipo Veleno.", - "REACTION_FIRE_ON_WATER": "Evaporato", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "I tipo Pianta vengono incendiati facilmente dagli attacchi di tipo Fuoco, e subiscono danni permanenti.", - "REACTION_FIRE_ON_WATER_TUTORIAL": "Riscaldare un tipo Acqua con un attacco di tipo Fuoco fa scaturire un vapore bollente che cura il tipo Acqua man mano che si ricondensa.", - "REACTION_FIRE_ON_POISON_TUTORIAL": "I tipo Veleno che si trovano a Nuova Wirral tendono a essere infiammabili e possono incendiarsi con un attacco di tipo Fuoco.", - "REACTION_FIRE_ON_POISON": "Incendiato", - "REACTION_FIRE_ON_ASTRAL": "Energizzato", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "I tipo Astrale traggono il loro potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", - "REACTION_FIRE_ON_ICE": "Sciolto", - "REACTION_FIRE_ON_METAL_TUTORIAL": "I tipo Metallo possono essere sciolti con attacchi di tipo Fuoco, che provocano danni permanenti al bersaglio.", - "REACTION_FIRE_ON_ICE_TUTORIAL": "Sferrare un attacco di tipo Fuoco su un bersaglio di tipo Ghiaccio lo fa sciogliere e lo trasforma in tipo Acqua.", - "REACTION_FIRE_ON_AIR": "Folata", - "REACTION_FIRE_ON_AIR_TUTORIAL": "Un attacco di tipo Fuoco a segno su un bersaglio di tipo Aria crea una folata, cioè un Muro d'Aria, che può assorbire diversi attacchi in arrivo.", - "REACTION_FIRE_ON_METAL": "Sciolto", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Un attacco di tipo Plastica a segno su un bersaglio di tipo Fuoco emana un fumo nero che può nascondere la posizione del bersaglio.", - "REACTION_PLASTIC_ON_FIRE": "Fumo", - "REACTION_PLASTIC_ON_ASTRAL": "Distratto", - "REACTION_PLASTIC_ON_LIGHTNING": "Isolato", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "L'armonia interna dei tipo Astrale può piombare nel caos se esposta a elementi impuri: Plastica, Veleno e Metallo.", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "La plastica è un isolante, perciò gli attacchi di tipo Plastica possono limitare la portata degli attaccanti di tipo Fulmine.", - "REACTION_PLANT_ON_FIRE": "Fumo", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "Un attacco di tipo Pianta a segno su un bersaglio di tipo Fuoco emana un fumo nero che può nascondere la posizione del bersaglio.", - "REACTION_PLANT_ON_WATER": "Prosciugato", - "REACTION_PLANT_ON_POISON": "Potenziato", - "REACTION_PLANT_ON_WATER_TUTORIAL": "Gli attacchi di tipo Pianta prosciugano (e indeboliscono) la forza dei bersagli di tipo Acqua.", - "REACTION_PLANT_ON_LIGHTNING": "Scaricato", - "REACTION_PLANT_ON_POISON_TUTORIAL": "Per produrre veleni occorrono specifiche sostanze nutritive. Gli attacchi di tipo Pianta forniscono queste sostanze, che potenziano gli attacchi futuri di tipo Veleno del bersaglio.", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Gli attacchi di tipo Pianta scaricano a terra l'elettricità dei bersagli di tipo Fulmine, riducendo la portata dei loro attacchi.", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "Gli attacchi di tipo Pianta portano con sé semi che vengono piantati in bersagli di tipo Terra riducendone l'energia.", - "REACTION_PLANT_ON_EARTH": "Seminato", - "REACTION_WATER_ON_FIRE_TUTORIAL": "Gli attacchi di tipo Acqua spengono i bersagli di tipo Fuoco, riducendo la potenza dei loro attacchi.", - "REACTION_WATER_ON_FIRE": "Spento", - "REACTION_WATER_ON_PLANT": "Assorbito", - "REACTION_WATER_ON_ASTRAL": "Energizzato", - "REACTION_WATER_ON_PLANT_TUTORIAL": "L'acqua lasciata dagli attacchi di tipo Acqua viene assorbita dalle radici dei bersagli di tipo Pianta, che la usano per curarsi nel tempo.", - "REACTION_WATER_ON_ICE": "Irrobustito", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "I tipo Astrale traggono il loro potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", - "REACTION_WATER_ON_ICE_TUTORIAL": "L'acqua lasciata dagli attacchi di tipo Acqua viene subito congelata dai bersagli di tipo Ghiaccio, dando loro più massa.", - "REACTION_WATER_ON_LIGHTNING": "Conduttivo", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "L'acqua conduce l\\'elettricità, aumentando la portata e la distanza degli attacchi di tipo Fulmine.", - "REACTION_WATER_ON_EARTH_TUTORIAL": "Gli attacchi di tipo Acqua erodono poco a poco i bersagli di tipo Terra, intaccandone le difese.", - "REACTION_WATER_ON_EARTH": "Eroso", - "REACTION_WATER_ON_METAL": "Corroso", - "REACTION_POISON_ON_FIRE": "Alimentato", - "REACTION_WATER_ON_METAL_TUTORIAL": "Gli attacchi di tipo Acqua corrodono (o fanno arrugginire) i bersagli di tipo Metallo, rendendoli fragili.", - "REACTION_POISON_ON_PLANT_TUTORIAL": "I bersagli di tipo Pianta assorbono il veleno lasciato dagli attacchi di tipo Veleno e subiscono danni nel tempo.", - "REACTION_POISON_ON_PLANT": "Assorbito", - "REACTION_POISON_ON_FIRE_TUTORIAL": "I bersagli di tipo Fuoco possono bruciare il veleno in eccesso lasciato dagli attacchi di tipo Veleno come se fosse carburante, potenziandosi.", - "REACTION_POISON_ON_ASTRAL": "Disturbato", - "REACTION_POISON_ON_METAL_TUTORIAL": "Il veleno lasciato dagli attacchi di tipo Veleno può essere utilizzato dai tipo Metallo per intingervi le punte più aguzze, e infliggere così danni extra agli avversari.", - "REACTION_POISON_ON_METAL": "Intinto", - "REACTION_POISON_ON_EARTH_TUTORIAL": "Il veleno lasciato dagli attacchi di tipo Veleno può essere utilizzato dai tipo Terra per intingervi le punte più aguzze, e infliggere così danni extra agli avversari.", - "REACTION_POISON_ON_EARTH": "Intinto", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "L'armonia interna dei tipo Astrale può piombare nel caos se esposta a elementi impuri: Plastica, Veleno e Metallo.", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Gli attacchi di tipo Astrale prosciugano potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", - "REACTION_ASTRAL_ON_ASTRAL": "Energizzato", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Gli attacchi di tipo Astrale prosciugano potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", - "REACTION_ASTRAL_ON_FIRE": "Prosciugato", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Quando vengono colpiti con attacchi di tipo Astrale, i mostri di tipo Astrale possono assorbire e utilizzare l'energia astrale rimasta.", - "REACTION_ASTRAL_ON_WATER": "Prosciugato", - "REACTION_ASTRAL_ON_AIR": "Prosciugato", - "REACTION_ICE_ON_WATER_TUTORIAL": "Quando vengono colpiti con attacchi di tipo Ghiaccio, i tipo Acqua si congelano immediatamente.", - "REACTION_ICE_ON_WATER": "Congelato", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Gli attacchi di tipo Astrale prosciugano potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", - "REACTION_ASTRAL_ON_EARTH": "Prosciugato", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Gli attacchi di tipo Astrale prosciugano potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", - "REACTION_ICE_ON_LIGHTNING": "Conduttivo", - "REACTION_ICE_ON_AIR": "Raffreddato", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "Il ghiaccio e l'acqua conducono l\\'elettricità, aumentando la portata e la distanza degli attacchi di tipo Fulmine.", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "A causa della natura isolante della plastica, gli attacchi di tipo Fulmine su bersagli di tipo Plastica lasciano una carica elettrostatica, con cui il bersaglio può dare una scossa extra agli avversari.", - "REACTION_LIGHTNING_ON_ICE": "Elettrizzato", - "REACTION_ICE_ON_AIR_TUTORIAL": "Gli attacchi di tipo Ghiaccio raffreddano i bersagli di tipo Aria, facendoli rabbrividire.", - "REACTION_LIGHTNING_ON_PLASTIC": "Staticizzato", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "L'acqua conduce l\\'elettricità, che la lascia debole contro attacchi futuri di tipo Fulmine.", - "REACTION_LIGHTNING_ON_WATER": "Elettrizzato", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "A Nuova Wirral, l'aria ha una conduttività elettrica anomala, perciò i bersagli di tipo Aria restano indeboliti contro gli attacchi futuri di tipo Fulmine.", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "Ghiaccio e acqua conducono l'elettricità, che li lascia deboli contro attacchi futuri di tipo Fulmine.", - "REACTION_LIGHTNING_ON_EARTH": "Vetrificato", - "REACTION_LIGHTNING_ON_AIR": "Elettrizzato", - "REACTION_AIR_ON_FIRE_TUTORIAL": "Gli attacchi di tipo Aria spengono come candele i bersagli di tipo Fuoco, riducendo la forza dei loro attacchi futuri.", - "REACTION_AIR_ON_FIRE": "Spento", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "Il metallo conduce l'elettricità, che lo lascia debole contro attacchi futuri di tipo Fulmine.", - "REACTION_LIGHTNING_ON_METAL": "Elettrizzato", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "Quando un fulmine colpisce la sabbia, crea folgoriti: vetro naturale. I bersagli di tipo Terra degli attacchi di tipo Fulmine si trasformano in tipo Vetro.", - "REACTION_AIR_ON_PLANT": "Sradicato", - "REACTION_AIR_ON_PLANT_TUTORIAL": "Gli attacchi di tipo Aria possono \\\"sradicare\\\" bersagli di tipo Pianta, separandoli dal terreno che li nutre.", - "REACTION_AIR_ON_ASTRAL": "Energizzato", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "I tipo Astrale traggono il loro potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "A Nuova Wirral, l'acqua conduce l\\'elettricità, aumentando la portata e la distanza degli attacchi di tipo Fulmine.", - "REACTION_AIR_ON_LIGHTNING": "Conduttivo", - "REACTION_AIR_ON_GLASS": "Risonante", - "REACTION_EARTH_ON_FIRE": "Spento", - "REACTION_AIR_ON_GLASS_TUTORIAL": "Suoni ad alto rumore e attacchi di tipo Aria possono far risuonare i bersagli di tipo Vetro, che iniziano a vibrare. Se la risonanza è abbastanza forte, può frantumare il vetro.", - "REACTION_EARTH_ON_PLASTIC": "Sepolto", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "Gli attacchi di tipo Acqua soffocano e spengono i bersagli di tipo Fuoco, riducendo la potenza dei loro attacchi.", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Così come i prodotti in plastica, purtroppo, concludono spesso il loro ciclo vitale sepolti in una discarica, gli attacchi di tipo Terra seppelliscono i tipo Plastica. Questo limita il loro movimento.", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Gli attacchi di tipo Terra scaricano a terra l'elettricità dei bersagli di tipo Fulmine, riducendo la portata dei loro attacchi.", - "REACTION_METAL_ON_ASTRAL": "Disturbato", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "L'armonia interna dei tipo Astrale può piombare nel caos se esposta a elementi impuri: Plastica, Veleno e Metallo.", - "REACTION_EARTH_ON_ASTRAL": "Energizzato", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "I tipo Astrale traggono il loro potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", - "REACTION_EARTH_ON_LIGHTNING": "Scaricato", - "REACTION_METAL_ON_ICE_TUTORIAL": "La punta acuminata di un attacco di tipo Metallo penetra un bersaglio di tipo Ghiaccio come una piccozza, riducendone la difesa complessiva.", - "REACTION_METAL_ON_ICE": "Spaccato", - "REACTION_METAL_ON_LIGHTNING": "Conduttivo", - "REACTION_METAL_ON_EARTH": "Spaccato", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "Il metallo conduce l'elettricità, aumentando la portata e la distanza degli attacchi di tipo Fulmine.", - "REACTION_METAL_ON_GLASS_TUTORIAL": "I fragili tipo Vetro vengono frantumati facilmente dai solidi attacchi di tipo Metallo. Questo sparpaglia ostacoli taglienti sul campo di battaglia.", - "REACTION_METAL_ON_EARTH_TUTORIAL": "La punta acuminata di un attacco di tipo Metallo penetra un bersaglio di tipo Terra come una vanga, riducendone la difesa complessiva.", - "REACTION_METAL_ON_GLASS": "Frantumato", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "Il vetro è un isolante, perciò gli attacchi di tipo Vetro possono limitare la portata degli attaccanti di tipo Fulmine.", - "REACTION_GLASS_ON_LIGHTNING": "Isolato", - "ELEMENTAL_TYPE_FIRE": "Fuoco", - "ELEMENTAL_TYPE_WATER": "Acqua", - "ELEMENTAL_TYPE_PLASTIC": "Plastica", - "ELEMENTAL_TYPE_POISON": "Veleno", - "ELEMENTAL_TYPE_PLANT": "Pianta", - "ELEMENTAL_TYPE_BEAST": "Bestia", - "ELEMENTAL_TYPE_ASTRAL": "Astrale", - "ELEMENTAL_TYPE_GLITTER": "Glitter", - "ELEMENTAL_TYPE_LIGHTNING": "Fulmine", - "ELEMENTAL_TYPE_ICE": "Ghiaccio", - "ELEMENTAL_TYPE_AIR": "Aria", - "ELEMENTAL_TYPE_EARTH": "Terra", - "ELEMENTAL_TYPE_METAL": "Metallo", - "ELEMENTAL_TYPE_GLASS": "Vetro", - "INVENTORY_EMPTY": "Vuoto.", - "INVENTORY_INCOMPATIBLE": "Incompatibile", - "INVENTORY_NO_COMPATIBLE_STICKERS": "Nessun adesivo compatibile.", - "LOOT_TITLE": "Hai ottenuto", - "LOOT_ITEM_EQUIPPED": "Assegnato", - "LOOT_ITEM_EQUIP_BUTTON": "Assegna", - "LOOT_ITEM_UNEQUIP_BUTTON": "Rimuovi", - "LOOT_HEADING_OTHER_ITEMS": "Altri oggetti", - "LOOT_HEADING_DROPPED": "Hai lasciato", - "ITEM_DROP_OBTAINED_ONE": "Hai ottenuto: {0}", - "ITEM_DROP_OBTAINED_MULTIPLE": "Hai ottenuto: {0} ×{1}", - "ITEM_DROP_INVENTORY_FULL": "Non puoi portarne di più.", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "Non puoi portare altri adesivi.", - "ITEM_CHEST_EMPTY": "È vuoto!", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Hai raggiunto il limite del numero di adesivi che puoi portare con te. Gli altri adesivi che troverai verranno abbandonati.", - "ITEM_REMOVED_ONE": "Rimosso dall'inventario: {0}", - "ITEM_REMOVED_MULTIPLE": "Rimosso dall'inventario: {0} ×{1}", - "ITEM_COUNT_LIMITED": "×{0} / {1}", - "ITEM_COUNT": "×{0}", - "ITEM_EXCHANGE_OWNED_AMOUNT": "Al momento hai: {0}", - "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", - "ITEM_EXCHANGE_ALREADY_OWNED": "Già in possesso.", - "ITEM_COST_FREE": "Gratis", - "ITEM_COST_ELEMENT": "{amount} {currency}", - "ITEM_COST_JOIN": ",", - "ITEM_EXCHANGE_OUT_OF_STOCK": "Articolo esaurito.", - "ITEM_EXCHANGE_INVENTORY_FULL": "Non puoi portarne di più.", - "ITEM_TRADE_BUY": "Compra", - "ITEM_TRADE_AMOUNT": "Vuoi comprare {exchange} per {cost}?", - "ITEM_USE": "Usa", - "ITEM_VIEW": "Mostra", - "ITEM_READ": "Leggi", - "ITEM_USE_ON.m": "Usa su {0}", - "ITEM_USE_ON.f": "Usa su {0}", - "ITEM_USE_ON_TAPE": "Usa su {0}", - "ITEM_USE_ON.n": "Usa su {0}", - "ITEM_APPLY_STICKER_SUBMENU": "Applica a...", - "ITEM_USE_ON_SUBMENU": "Usa su...", - "ITEM_DISCARD": "Scarta", - "ITEM_DISCARD_ONE": "Scarta 1", - "ITEM_DISCARD_ALL": "Scarta tutto", - "ITEM_RECYCLE_ONE": "Ricicla 1 per {amount} {icon}", - "ITEM_RECYCLE": "Ricicla per {amount} {icon}", - "ITEM_DISCARD_MODE_DISCARD": "Scarta", - "ITEM_DISCARD_MODE_RECYCLE": "Ricicla", - "ITEM_RECYCLE_ALL": "Ricicla tutto per {amount} {icon}", - "ITEM_CATEGORY_consumables": "Consumabili", - "ITEM_CATEGORY_tapes": "Nastri vergini", - "ITEM_CATEGORY_stickers": "Adesivi", - "ITEM_CATEGORY_resources": "Risorse", - "ITEM_CATEGORY_misc": "Altro", - "ITEM_CURE_COATING_NAME": "Cura copertura", - "ITEM_CURE_BURNED_NAME": "Cura ustione", - "ITEM_CURE_BURNED_DESCRIPTION": "Una crema rinfrescante che rimuove da un membro del gruppo l'effetto di stato Bruciato. Non consuma il turno.", - "ITEM_CURE_COATING_DESCRIPTION": "Rimuove da un membro del gruppo gli effetti di stato Copertura, che cambiano il tipo. Consuma un turno in combattimento.", - "ITEM_CURE_CONDUCTIVE_NAME": "Cura conduzione", - "ITEM_CURE_CONFUSED_NAME": "Cura confusione", - "ITEM_CURE_CONFUSED_DESCRIPTION": "Una siringa contenente un enzima che neutralizza all'istante gli intossicanti in eccesso, rimuovendo da un membro del gruppo l\\'effetto di stato Confuso. Non consuma il turno.", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Una crema isolante che rimuove da un membro del gruppo l'effetto di stato Conduttivo. Non consuma il turno.", - "ITEM_CURE_LEECHED_NAME": "Cura prosciugamento", - "ITEM_CURE_POISONED_NAME": "Cura veleno", - "ITEM_CURE_LEECHED_DESCRIPTION": "Una crema erbicida che rimuove da un membro del gruppo l'effetto di stato Prosciugato. Non consuma il turno.", - "ITEM_CURE_RESONANCE_NAME": "Cura risonanza", - "ITEM_CURE_POISONED_DESCRIPTION": "Un antidoto ai più comuni veleni mostruosi. Rimuove da un membro del gruppo l'effetto di stato Avvelenato. Non consuma il turno.", - "ITEM_CURE_SLEEP_NAME": "Cura sonno", - "ITEM_CURE_RESONANCE_DESCRIPTION": "Una sostanza che smorza le vibrazioni e rimuove l'effetto di stato Risonanza. Consuma un turno in combattimento.", - "ITEM_CURE_BERSERK_NAME": "Cura berserk", - "ITEM_CURE_SLEEP_DESCRIPTION": "Una boccetta di sali maleodoranti, che sicuramente risveglierà dal sonno un membro del gruppo. Non consuma il turno.", - "ITEM_CURE_STAT_NAME": "Cura statistiche", - "ITEM_CURE_BERSERK_DESCRIPTION": "Un sedativo che rimuove da un membro del gruppo l'effetto di stato Berserk. Non consuma il turno.", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "Un flaconcino spray di una sostanza oleosa che facilita i movimenti e rimuove da un membro del gruppo l'effetto di stato Pietrificato. Consuma un turno in combattimento.", - "ITEM_CURE_PETRIFIED_NAME": "Cura pietrificazione", - "ITEM_CURE_STAT_DESCRIPTION": "Una polvere che, se inalata, rimuove da un membro del gruppo tutti gli effetti di stato che modificano le statistiche, anche quelli positivi! Consuma un turno in combattimento.", - "ITEM_CURE_ALL_NAME": "Panacea", - "ITEM_CURE_ALL_DESCRIPTION": "Un medicamento miracoloso che vanta di curare ogni afflizione. Rimuove da un membro del gruppo tutti gli effetti di stato, anche quelli positivi! Consuma un turno in combattimento.", - "ITEM_REWIND_NAME": "Riavvolgi", - "ITEM_REWIND_DESCRIPTION": "Ripristina tutti i PV di un nastro. Consuma un turno se usato in combattimento.", - "ITEM_RESPOOL_NAME": "Ribobina", - "ITEM_OLIVE_UP_NAME": "Nuov'olivello!", - "ITEM_RESPOOL_DESCRIPTION": "Ripara e riavvolge un nastro rotto. Consuma un turno se usato in combattimento.", - "ITEM_OLIVE_UP_DESCRIPTION": "Una strana bevanda al gusto d'oliva che fa salire di livello immediatamente un personaggio.", - "ITEM_UPGRAPE_NAME": "Uvapgrade", - "ITEM_PEAR_FUSILLI_NAME": "Fusilli alle pere", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "Un pasto pere-cotto che riempie immediatamente la barra fusione! Non consumano il turno se li mangi in combattimento.", - "ITEM_UPGRAPE_DESCRIPTION": "Uno strano grappolo d'uva sottosopra che si dice nasca dai semi piantati nel Giorno dei Contrari. Mangiare un grappolo potenzia immediatamente un nastro di una stella.", - "ITEM_REODORANT_NAME": "Reodorante", - "ITEM_REODORANT_DESCRIPTION": "Una bomboletta di \\\"anti-deodorante traspirante unisex\\\". L'etichetta dice che il tuo odore respingerà i mostri per un minuto.", - "ITEM_REODORANT_TIME_LEFT": "Tempo rimasto: {0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "Colazione inglese (vegana)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "Cura completamente un membro del gruppo. Consuma un turno se usato in combattimento.", - "ITEM_COFFEE1_NAME": "Caffellatte in latta", - "ITEM_COFFEE2_DESCRIPTION": "Caffè forte in lattina che dà 4 PA in più. Consuma un turno in combattimento.", - "ITEM_COFFEE1_DESCRIPTION": "Caffè in lattina che dà 2 PA in più. Consuma un turno in combattimento.", - "ITEM_COFFEE2_NAME": "Americano a portar via", - "ITEM_FUSED_MATERIAL_NAME": "Materiale fuso", - "ITEM_COFFEE3_NAME": "Espresso espresso", - "ITEM_COFFEE4_NAME": "Doppio espresso", - "ITEM_COFFEE3_DESCRIPTION": "Una piccola lattina con un'abbondante dose di caffeina, che dà 6 PA in più. Consuma un turno in combattimento.", - "ITEM_SMOKE_BOMB_NAME": "Fumogeno", - "ITEM_COFFEE4_DESCRIPTION": "Due tazzine di espresso in una sola lattina, per 8 PA in più. Consuma un turno in combattimento.", - "ITEM_METAL_DESCRIPTION": "Una risorsa riciclata di base, che puoi scambiare con beni e servizi.", - "ITEM_SMOKE_BOMB_DESCRIPTION": "Garantisce la fuga da un mostro selvaggio. Non ingannerà gli esseri umani e altre creature senzienti.", - "ITEM_METAL_NAME": "Metallo", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "Emana un forte odore di uova marce, ma i ranger sembrano considerarlo prezioso!", - "ITEM_TUTORIAL_NAME": "Manuale del ranger", - "ITEM_TUTORIAL_NO_TUTS": "Prima vai a trovare Kayleigh, a est di Harbourtown!", - "ITEM_TUTORIAL_DESCRIPTION": "Un manuale che ti ha lasciato Kayleigh. Puoi leggerlo per rivedere ciò che hai imparato sulla vita sull'isola di Nuova Wirral.", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Oh! È caduta una scheda dal retro del manuale!", - "ITEM_TUTORIAL_MESSAGE": "Che argomento vuoi consultare?", - "ITEM_PLASTIC_NAME": "Plastica", - "ITEM_PLASTIC_DESCRIPTION": "Una risorsa riciclata di base, che puoi scambiare con beni e servizi.", - "ITEM_TYPE_CHART_NAME": "Diagramma dei tipi elementali", - "ITEM_OLD_BOOK_NAME": "Vecchio libro", - "ITEM_TYPE_CHART_DESCRIPTION": "Un diagramma su una scheda caduta dal Manuale del ranger che ti ha lasciato Kayleigh. Descrive in dettaglio i tipi elementali dei mostri di Nuova Wirral e come sfruttarli a tuo favore.", - "ITEM_OLD_BOOK_DESCRIPTION": "È un vecchio libro pieno di parole strane.", - "ITEM_SINGLEUSE_STICKER_NAME": "{name} (monouso)", - "ITEM_WHEAT_NAME": "Grano", - "ITEM_WHEAT_DESCRIPTION": "Una risorsa di base che certe persone possono trasformare in cibo.", - "ITEM_PULP_NAME": "Polpa", - "ITEM_WOOD_NAME": "Legno", - "ITEM_PULP_DESCRIPTION": "Carta triturata finemente. Una risorsa riciclata di base, che puoi scambiare con beni e servizi.", - "ITEM_TAPE_BEAST_DESCRIPTION": "Un nastro ricoperto di pelliccia sintetica. Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Bestia. I bambini lo adorano.", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Sfrutta una tecnologia futuristica basata sul laser per archiviare le forme di mostro in modo efficiente. Garantisce una registrazione riuscita.", - "ITEM_WOOD_DESCRIPTION": "Una risorsa riciclata di base, che puoi scambiare con beni e servizi.", - "ITEM_KEY_HARBOURTOWN_NAME": "Chiave del cancello di Harbourtown", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Apre il cancello di Harbourtown!", - "ITEM_TAPE_BASIC_NAME": "Nastro base", - "ITEM_TAPE_BASIC_DESCRIPTION": "Registra le forme di mostro con un'efficienza normale.", - "ITEM_TAPE_CHROME_NAME": "Nastro al cromo", - "ITEM_TAPE_CHROME_DESCRIPTION": "Registra le forme di mostro con un'efficienza elevata.", - "ITEM_TAPE_OPTICAL_LASER_NAME": "Nastro ottico laser", - "WINGLOOM_DESCRIPTION": "una grande falena con le lampadine", - "MOTHMANIC_NAME": "Falettrica", - "MOTHMANIC_NAME_PREFIX": "Fale", - "MOTHMANIC_NAME_SUFFIX": "elettrica", - "MOTHMANIC_LORE_2": "Il \\\"Mothman\\\" è una creatura folkloristica della Virginia Occidentale. Diversi avvistamenti degli anni '60 lo descrivono come un grande essere umanoide alato dai vistosi occhi rossi. Dopo i primi avvistamenti, è diventato una leggenda metropolitana popolare.", - "MOTHMANIC_LORE_1": "L'intero corpo della Falettrica è attraversato da potenti correnti di elettricità. Può esercitare questo potere in modo offensivo ed è in grado di lanciare fulmini devastanti verso i suoi bersagli con un battito d\\'ali.", - "STARDIGRADE_NAME": "Stardigrado", - "MOTHMANIC_DESCRIPTION": "una grande falena inquietante", - "STARDIGRADE_NAME_PREFIX": "Stardi", - "STARDIGRADE_NAME_SUFFIX": "grado", - "STARDIGRADE_LORE_1": "Gli Stardigradi sono creature curiose, che trascorrono gran parte del tempo dormendo nella bassa atmosfera di Nuova Wirral. Di tanto in tanto scendono a livello del suolo per nutrirsi, prima di risalire usando i razzi che hanno sul dorso.", - "STARDIGRADE_LORE_2": "I tardigradi, detti anche orsi d'acqua, sono esseri microscopici diffusi su tutto il pianeta. Sono noti nella cultura popolare per la loro estrema resistenza: la loro resilienza è tale che possono sopravvivere anche nel vuoto dello spazio.", - "STARDIGRADE_DESCRIPTION": "una creatura vermiforme fluttuante", - "GALAGOR_NAME": "Galagor", - "GALAGOR_NAME_PREFIX": "Gala", - "GALAGOR_LORE_1": "Uno Stardigrado che ha sviluppato una super intelligenza. La corazza esterna di questa creatura copre quasi interamente il nucleo vermiforme rosa, parzialmente visibile attraverso la cupola di vetro del casco.", - "GALAGOR_NAME_SUFFIX": "gor", - "GALAGOR_LORE_2": "L'astrobiologia è lo studio e la ricerca della vita teorica extraterrestre. Gli astrobiologi studiano le origini della vita sulla Terra e valutano la possibilità che un processo simile si sia verificato su altri pianeti dell\\'universo conosciuto.", - "GALAGOR_DESCRIPTION": "un insetto spaziale fluttuante con il mantello", - "FAUCETEAR_NAME": "Gocciolagno", - "FAUCETEAR_NAME_PREFIX": "Goccio", - "FAUCETEAR_NAME_SUFFIX": "lagno", - "FAUCETEAR_LORE_2": "I rubinetti sono valvole che controllano l'erogazione di liquido e pare risalgano fin dall\\'impero romano. I primi rubinetti e valvole idrauliche sono stati scoperti nelle rovine della distrutta città di Pompei.", - "FAUCETEAR_LORE_1": "La capacità del Gocciolagno di proiettare potenti getti d'acqua pressurizzata è legata direttamente al suo stato emotivo. I Gocciolagni si spaventano e si agitano molto facilmente, il che li porta a usare spesso inaspettatamente gli attacchi d\\'acqua senza volerlo.", - "FAUCETEAR_DESCRIPTION": "un rubinetto gocciolante", - "FOUNTESS_NAME": "Fontessa", - "FOUNTESS_NAME_PREFIX": "Font", - "FOUNTESS_NAME_SUFFIX": "essa", - "FOUNTESS_LORE_2": "Sebbene l'uomo abbia fatto la \\\"doccia\\\" in qualche forma da quando esiste la civiltà, la prima doccia meccanica fu inventata nel 1700 dall\\'inventore inglese William Feetham. Questa doccia pompava acqua fredda in un bacino. L\\'acqua poteva essere poi versata con una catena.", - "FOUNTESS_LORE_1": "Le Fontesse sono molto orgogliose delle buone maniere e dell'etichetta, proprie e altrui. Se notano qualcuno che si comporta in modo poco educato, si angosciano immediatamente, aumentando drasticamente la pressione dei flussi d\\'acqua che sgorgano dalle loro teste.", - "FOUNTESS_DESCRIPTION": "un soffione triste", - "TERRACOOKA_NAME": "Terracotto", - "TERRACOOKA_NAME_PREFIX": "Terra", - "TERRACOOKA_LORE_1": "I Terracotti sono aspiranti cuochi e cercano di cucinare con qualsiasi ingrediente riescano a trovare nel loro habitat sotterraneo. Purtroppo questo significa che la maggior parte delle loro ricette includono licheni, muschi, oppure licheni e muschi.", - "TERRACOOKA_NAME_SUFFIX": "cotto", - "TERRACOOKA_LORE_2": "I dogu sono statuette di argilla rinvenute in tutto il Giappone. Risalgono a un'epoca preistorica e sono spesso rappresentati da figure umanoidi o animali.", - "TERRACOOKA_DESCRIPTION": "un cuoco di ceramica", - "COALDRON_NAME_PREFIX": "Sputa", - "COALDRON_NAME": "Sputabrodo", - "COALDRON_LORE_1": "Gli sputabrodo sono pentole viventi che preparano costantemente un delizioso brodo nel loro corpo a calderone. Sebbene non siano molto mobili, possono ruotare il corpo per sparare getti di brodo fumante su chiunque si avvicini per assaggiarlo senza invito.", - "COALDRON_NAME_SUFFIX": "brodo", - "COALDRON_LORE_2": "I calderoni sono grandi pentole, generalmente di metallo o ceramica, utilizzate per cucinare cibi o medicamenti sul fuoco. I calderoni sono diffusi in tutto il mondo fin dalla preistoria e compaiono quindi nel folklore di molte culture in vari modi.", - "COALDRON_DESCRIPTION": "una grande figura di ceramica con il corpo di calderone", - "PUPPERCUT_NAME": "Puccilatore", - "PUPPERCUT_NAME_PREFIX": "Pucci", - "PUPPERCUT_NAME_SUFFIX": "latore", - "PUPPERCUT_LORE_2": "Il pugilato è uno sport competitivo in cui due partecipanti si prendono a pugni utilizzando guantoni protettivi. Le testimonianze archeologiche dimostrano che l'uomo pratica il pugilato, almeno in qualche forma, fin dall\\'antica civiltà.", - "PUPPERCUT_LORE_1": "Il Puccilatore è un pugile professionista. Sebbene nasca con un rivestimento di ferro su varie parti del corpo, questo strato esterno è soggetto a ruggine. Lo strato arrugginito scompare man mano che gli animali raggiungono la loro forma adulta.", - "PUPPERCUT_DESCRIPTION": "un lupo tozzo con un'attrezzatura da pugilato in metallo arrugginito", - "SOUTHPAW_NAME": "Lupomenaro", - "SOUTHPAW_NAME_PREFIX": "Lupo", - "SOUTHPAW_NAME_SUFFIX": "menaro", - "SOUTHPAW_LORE_2": "Il pugilato moderno trae origine dalle \\\"regole di Queensbury\\\", un insieme di regole formalizzate redatte per la prima volta nell'Inghilterra vittoriana. Tali regole definivano un limite di dodici round, guanti protettivi di grandi dimensioni e un\\'arena quadrata di 7,3 metri di lato, sono riconoscibili nel pugilato odierno.", - "SOUTHPAW_LORE_1": "Il Lupomenaro sono lo stadio finale del ciclo di vita del Puccilatore, dopo che questi si è liberato della sua corazza arrugginita. I loro corpi sono ora rivestiti di un metallo leggero e flessibile grazie al quale possono resistere agli attacchi e sferrare rapidi colpi con i pugni chiodati.", - "BURNACE_NAME": "Ciminardo", - "SOUTHPAW_DESCRIPTION": "un lupo alto con un'attrezzatura da pugilato in metallo luccicante", - "BURNACE_NAME_PREFIX": "Cimi", - "BURNACE_NAME_SUFFIX": "nardo", - "BURNACE_LORE_1": "I Ciminardi non hanno gambe e possono muoversi solo facendo scorrere il proprio pesante corpo di cemento sul terreno con le mani. Grazie alle loro fornaci interne, che bruciano senza sosta, possono emettere fiamme e smog tossici dalle \\\"ciminiere\\\" in qualsiasi momento.", - "BURNACE_LORE_2": "La Rivoluzione industriale è un periodo iniziato nel 1700 in cui la produzione nel mondo occidentale si spostò verso le macchine e la tecnologia iniziò a progredire rapidamente. L'immagine della fabbrica con il fumo che esce dalle ciminiere è fortemente associata a questo periodo.", - "SMOGMAGOG_NAME": "Smogmagog", - "BURNACE_DESCRIPTION": "una creatura-fabbrica senza gambe", - "SMOGMAGOG_LORE_1": "I \\\"corpi\\\" degli Smogmagog sono in realtà gusci esterni di acciaio e cemento che ospitano un essere di fuoco puramente elementale. Finché un singolo tizzone rimane acceso all'interno del guscio, lo Smogmagog continuerà a combattere.", - "SMOGMAGOG_NAME_PREFIX": "Smog", - "SMOGMAGOG_NAME_SUFFIX": "magog", - "SMOGMAGOG_DESCRIPTION": "una gigante con una torre di raffreddamento in cemento", - "SMOGMAGOG_LORE_2": "Gogmagog è il nome di un gigante della mitologia britannica. Abitante di Albione (il precursore dell'odierna Gran Bretagna), fu ucciso dal guerriero Corineo, che in seguito fondò la Cornovaglia.", - "CANDEVIL_NAME": "Zuccherello", - "CANDEVIL_NAME_PREFIX": "Zucche", - "CANDEVIL_NAME_SUFFIX": "rello", - "CANDEVIL_LORE_2": "I diavoli, o demoni, sono spiriti o esseri maligni raffigurati nel folklore e nelle religioni di tutta la cultura e la storia umana. Le loro rappresentazioni variano notevolmente, da benigne seccature a pericolose manifestazioni del male.", - "CANDEVIL_LORE_1": "Gli Zuccherelli possiedono la peculiare abilità di generare dolci zuccherini dal proprio corpo. Tali dolci possono essere usati come regali o come proiettili balistici. Alcuni trovano questa capacità affascinante, altri sostengono che sia molto strana e disgustosa.", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "Che campo desideri approfondire?", - "CANDEVIL_DESCRIPTION": "un diavolo cornuto color pastello", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "Alchimia", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "Meccanizzazione", - "MALCHEMY_NAME": "Malchemico", - "MALCHEMY_NAME_PREFIX": "Mal", - "MALCHEMY_LORE_1": "In seguito a una serie di strani cambiamenti chimici interni, uno Zuccherello può trasformarsi in un Malchemico. Questo fa sì che il Malchemico si fissi sull'arte esoterica della creazione di pozioni, che spesso finisce male per il Malchemico stesso.", - "MALCHEMY_NAME_SUFFIX": "chemico", - "MALCHEMY_LORE_2": "L'alchimia è un campo di studi precursore della moderna chimica scientifica e si occupa della trasformazione e della creazione magica o spirituale degli elementi.", - "MIASMODEUS_NAME": "Miasmodea", - "MALCHEMY_DESCRIPTION": "un diavolo sorridente con una provetta di vetro", - "MIASMODEUS_NAME_PREFIX": "Mias", - "MIASMODEUS_NAME_SUFFIX": "modea", - "MIASMODEUS_DESCRIPTION": "un demone-strega a cavallo di un lecca-lecca", - "MIASMODEUS_LORE_2": "Nell'Europa medievale, le \\\"streghe\\\" erano donne accusate di praticare la stregoneria all\\'interno delle loro comunità. Queste streghe venivano ritratte mentre preparavano pozioni, avevano famigli animali e cavalcavano manici di scopa per volare.", - "MIASMODEUS_LORE_1": "Si dice che durante la luna piena i branchi di Miasmodee si librino nei cieli sui loro lecca-lecca volanti. Usano i loro numerosi intrugli alchemici in battaglia, sganciando pozioni velenose ed elementi letali per fare strage di avversari.", - "VENDEMON_NAME": "Vendemonio", - "VENDEMON_NAME_PREFIX": "Vend", - "VENDEMON_LORE_1": "Uno Zuccherello che si è costruito un'armatura protettiva di metallo e vetro. Si è ipotizzato che il suo strano abbigliamento sia un tentativo di assomigliare agli astronauti, ma nessuno lo sa con certezza.", - "VENDEMON_NAME_SUFFIX": "demonio", - "VENDEMON_LORE_2": "I primi distributori di caramelle apparvero all'inizio del XX secolo in America. Un meccanismo a orologeria fa sì che, una volta inserita una moneta, la macchina possa erogare una singola pallina di gomma o una caramella girando la maniglia.", - "VENDEMON_DESCRIPTION": "un diavolo che indossa un distributore di caramelle", - "GUMBAAL_NAME": "Masticofele", - "GUMBAAL_NAME_PREFIX": "Mastic", - "GUMBAAL_LORE_1": "I Masticofeli si sono fusi con la propria corazza metallica e si sono trasformati in un essere imponente. La cupola di vetro che forma la testa è piena di varie sfere elementali, che il Masticofele può sputare come misura offensiva.", - "GUMBAAL_NAME_SUFFIX": "ofele", - "GUMBAAL_LORE_2": "\\\"Caramelle\\\" è un termine ampio che comprende una serie di prodotti commestibili che hanno come ingrediente principale lo zucchero. Le caramelle sono spesso realizzate in modo da essere visivamente attraenti e sono disponibili in un'ampia gamma di forme, dimensioni e sapori.", - "GUMBAAL_DESCRIPTION": "un'imponente distributore di caramelle vivente", - "BANSHEEP_NAME": "Stregovina", - "BANSHEEP_NAME_PREFIX": "Streg", - "BANSHEEP_NAME_SUFFIX": "ovina", - "BANSHEEP_LORE_2": "I fantasmi appaiono comunemente nel folklore di tutta la storia e la civiltà umana come manifestazioni degli spiriti dei defunti. La loro natura innocua o malvagia varia a seconda della rappresentazione o, spesso, della personalità del defunto.", - "BANSHEEP_LORE_1": "Gli inquietanti lamenti notturni delle Stregovine selvatiche hanno indotto molti a credere che si tratti di spiriti inquieti non morti, ma non è così: sono assolutamente vive, amano solo lamentarsi. A chi non piace?", - "BANSHEEP_DESCRIPTION": "una pecora lunatica fluttuante", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Sali all'aldilà", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Uno spirito non può restare nel limbo per sempre.", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Torna sulla Terra", - "WOOLTERGEIST_NAME": "Mortone", - "WOOLTERGEIST_NAME_PREFIX": "Mor", - "WOOLTERGEIST_LORE_2": "Si dice che esistano molti tipi di fantasmi, uno dei quali è il poltergeist. Il poltergeist è unico per la sua capacità di interagire significativamente con il mondo fisico ed è in grado di spostare e spingere gli oggetti a suo piacimento.", - "WOOLTERGEIST_LORE_1": "A differenza della Stregovina, il Mortone è uno spirito non morto che si manifesta solo parzialmente sul piano fisico. Si dice che in prossimità di un luogo in cui è avvenuta una morte recente, le corna sulla sua testa diventino più affilate.", - "WOOLTERGEIST_NAME_SUFFIX": "tone", - "WOOLTERGEIST_DESCRIPTION": "un fantasma simile a una pecora dall'espressione stanca", - "RAMTASM_NAME": "Agnoletto", - "RAMTASM_NAME_PREFIX": "Agno", - "RAMTASM_NAME_SUFFIX": "letto", - "RAMTASM_LORE_2": "In alcune versioni del folklore dei fantasmi, uno spirito inquieto che indugia sulla terra non può passare all'aldilà se non ha esaudito i suoi ultimi desideri. Fino ad allora, è destinato a permanere in eterno.", - "RAMTASM_LORE_1": "L'Agnoletto ha affinato la sua connessione tra il piano spirituale e fisico ed è in grado di manifestarsi pienamente in entrambi contemporaneamente. Questo gli dà accesso a un pozzo inesplorato di enorme energia astrale.", - "ZOMBLEAT_NAME": "Zombelà", - "RAMTASM_DESCRIPTION": "un fantasma di ariete angelico e torreggiante", - "ZOMBLEAT_NAME_PREFIX": "Zom", - "ZOMBLEAT_NAME_SUFFIX": "belà", - "ZOMBLEAT_LORE_2": "Uno \\\"zombi\\\" è un essere mitico; tipicamente un corpo morto che è stato rianimato, trasformandosi in una creatura senza cervello e pericolosa. Gli zombi sono comuni nella cultura popolare e compaiono in molti libri e film horror.", - "ZOMBLEAT_LORE_1": "Lo Zombelà è uno spirito che si è rifiutato di salire nell'aldilà. Si aggrappa alla tomba e alla terra in cui è stato sepolto. Potrebbe lasciare il piano mortale per sempre, se solo lasciasse andare la propria lapide.", - "ZOMBLEAT_DESCRIPTION": "una pecora spettrale che trasporta una lapide", - "CAPRICORPSE_NAME": "Caprogna", - "CAPRICORPSE_NAME_PREFIX": "Capr", - "CAPRICORPSE_NAME_SUFFIX": "rogna", - "CAPRICORPSE_LORE_2": "Nelle cerimonie tradizionali di sepoltura, le lapidi sono usate per indicare il luogo in cui il corpo è stato inumato. In genere sono fatte di pietra e presentano incisioni che indicano il nome del defunto.", - "CAPRICORPSE_DESCRIPTION": "lo scheletro di una pecora con una lapide sulla schiena", - "CAPRICORPSE_LORE_1": "Lo spirito della Caprogna si è fuso interamente con i suoi resti, formando un corpo di ossa, terra e pietra. Sono bestie imponenti e possono ingrandirsi nel corso dei secoli, poiché la terra si aggiunge lentamente alla loro massa.", - "SAME_FUSION_NAME_1": "Meta {0}", - "SAME_FUSION_NAME_2": "Super {0}", - "SAME_FUSION_NAME_3": "Ultra {0}", - "SAME_FUSION_NAME_4": "Duplice {0}", - "SAME_FUSION_NAME_5": "Jumbo {0}", - "SAME_FUSION_NAME_6": "Mutante {0}", - "SAME_FUSION_NAME_7": "Iper {0}", - "SAME_FUSION_NAME_8": "Giga {0}", - "SAME_FUSION_NAME_9": "{0} 2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "Quale sentiero della notte desideri imboccare?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Nomade", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Ladro", - "HOPSKIN_NAME_PREFIX": "Balzo", - "HOPSKIN_NAME": "Balzospello", - "HOPSKIN_LORE_1": "Il Balzospello attira le prede con i suoi occhi d'ambra e un grande sorriso. Tuttavia, qualsiasi creatura si lasci sedurre da questa messinscena sarà rapidamente colpita dagli artigli affilati nascosti sotto il mantello sporco.", - "HOPSKIN_NAME_SUFFIX": "spello", - "HOPSKIN_DESCRIPTION": "un folletto sfuggente con un cappotto", - "HOPSKIN_LORE_2": "Nel 1955, una famiglia riferì di essere stata attaccata da strane creature nella propria fattoria di Hopkinsville, nel Kentucky. Le creature, secondo la descrizione, avevano orecchie appuntite, mani artigliate e grandi occhi brillanti gialli.", - "RIPTERRA_NAME": "Squarterrore", - "RIPTERRA_NAME_PREFIX": "Squart", - "RIPTERRA_NAME_SUFFIX": "terrore", - "RIPTERRA_DESCRIPTION": "un inquietante mostro con il trench", - "RIPTERRA_LORE_2": "Nella Gran Bretagna del XIX secolo, i racconti che parlavano di orrori gotici e di tagliagole feroci venivano pubblicati e venduti sotto forma di libriccini chiamati \\\"penny dreadful\\\" (\\\"spaventi da un penny\\\"). Questa letteratura a buon mercato era spesso accompagnata da illustrazioni scioccanti e violente.", - "RIPTERRA_LORE_1": "L'anatomia dello Squarterrore non è facilmente descrivibile. Il suo corpo si può a malapena definire tale. È piuttosto un\\'intricata rete di arti artigliati legati insieme in modo disordinato sotto un trench e un cappello macchiati.", - "SNOOPIN_NAME": "Nobiladro", - "SNOOPIN_NAME_PREFIX": "Nobil", - "SNOOPIN_LORE_1": "I Nobiladri sono ladri provetti e spesso si agghindano con i tesori rubati. Per questo motivo, si può giudicare l'abilità di furto di un Nobiladro dalla quantità di chincaglieria che indossa.", - "SNOOPIN_NAME_SUFFIX": "ladro", - "SNOOPIN_LORE_2": "Arséne Lupin è un \\\"ladro gentiluomo\\\" immaginario delle opere dello scrittore Maurice Leblanc. Il personaggio è rimasto popolare fino ai giorni nostri ed è comparso in decine di storie e in molti adattamenti.", - "SCAMPIRE_NAME": "Vampostore", - "SNOOPIN_DESCRIPTION": "un folletto con un bastone", - "SCAMPIRE_NAME_PREFIX": "Vam", - "SCAMPIRE_LORE_1": "I Vampostori creano tane con innumerevoli ricchezze e beni rubati, poi aspettano che una potenziale preda entri. Negli ultimi anni hanno acquisito la capacità di volare, anche se non è chiaro se usino le ali per farlo.", - "SCAMPIRE_NAME_SUFFIX": "postore", - "SCAMPIRE_LORE_2": "Il concetto di vampiro compare nel folklore di tutta la storia dell'umanità. Un\\'interpretazione moderna del mito dei vampiri li inquadra come rappresentanti delle élite della società che si nutrono letteralmente di coloro che sono al di sotto della loro classe.", - "MACABRA_NAME_PREFIX": "Macab", - "SCAMPIRE_DESCRIPTION": "un vampiro con un cappello", - "MACABRA_NAME": "Macabra", - "MACABRA_LORE_1": "Il Macabra non è in grado di vedere, ma ha la capacità di \\\"assaggiare\\\" l'aria circostante in cerca di potenziali prede. Preferisce farlo da punti di osservazione elevati e spesso trova una roccia o un teschio di animale su cui appollaiarsi durante la caccia.", - "MACABRA_NAME_SUFFIX": "cabra", - "MACABRA_LORE_2": "Il \\\"chupacabra\\\" è una creazione folkloristica piuttosto recente. Le testimonianze di bestiame dissanguato in Sud America hanno contribuito a far nascere il concetto di una creatura notturna succhiasangue di origine sconosciuta.", - "ACHIEVEMENT_NAME_head_skip": "All'altezza della situazione", - "ACHIEVEMENT_NAME_defeat_black_shuck": "Affronta la tua ombra", - "ACHIEVEMENT_DESC_head_skip": "Cerca di eludere un avversario saltando sopra la sua testa.", - "ACHIEVEMENT_DESC_defeat_black_shuck": "Sconfiggiti in battaglia.", - "ACHIEVEMENT_NAME_obtain_magikrab": "L'apice dell\\'evoluzione", - "ACHIEVEMENT_DESC_obtain_magikrab": "Ottieni una forma di mostro che si credeva impossibile da trovare.", - "ACHIEVEMENT_NAME_aa_lenna": "Eroina di un'altra storia", - "DEFAULT_PLAYER_NAME": "Cass", - "ACHIEVEMENT_DESC_aa_lenna": "Dimostra il tuo valore a una certa guerriera.", - "MEREDITH_NAME": "Meredith", - "KAYLEIGH_NAME": "Kayleigh", - "FELIX_NAME": "Felix", - "EUGENE_NAME": "Eugene", - "VIOLA_NAME": "Viola", - "DOG_NAME": "Barkley", - "UNKNOWN_NAME": "???", - "SEBASTIAN_NAME": "Sebastian", - "LANDKEEPER_NAME": "Succhiaterra", - "LANDKEEPER1_NAME": "Succhiaterra n°1", - "LANDKEEPER2_NAME": "Succhiaterra n°2", - "SUNNY_NAME": "Sole", - "LANDKEEPERS_NAME": "Succhiaterra", - "SUNNY_UNKNOWN_NAME": "Succhiaterra malmessa", - "CULTIST_NAME.m": "Cultista", - "CULTIST_NAME.f": "Cultista", - "RANGER_NAME.m": "Ranger", - "CULTIST_NAME.n": "Cultista", - "RANGER_NAME.f": "Ranger", - "RANGER_NAME.n": "Ranger", - "RANGER_RECRUITER_NAME.m": "Agente di reclutamento", - "RANGER_RECRUITER_NAME.f": "Agente di reclutamento", - "RANGER_RECRUITER_NAME.n": "Agente di reclutamento", - "RANGER_WANNABE_NAME.m": "Aspirante", - "RANGER_WANNABE_NAME.f": "Aspirante", - "RANGER_WANNABE_NAME.n": "Aspirante", - "RANGER_TRAINEE_NAME": "Apprendista", - "RESEARCHER_NAME.m": "Specialista in ricerca", - "ACHIEVEMENT_NAME_quest_hoylake": "A caccia", - "ACHIEVEMENT_DESC_quest_hoylake": "Aiuta Hoylake con la sua ricerca.", - "ACHIEVEMENT_NAME_defeat_ghost": "E chi chiamerai?", - "ACHIEVEMENT_DESC_defeat_ghost": "Sconfiggi un fantasma.", - "ACHIEVEMENT_NAME_rogue_fusion": "La somma delle sue parti", - "ACHIEVEMENT_DESC_rogue_fusion": "Sconfiggi una Fusione fuori controllo.", - "ACHIEVEMENT_NAME_swarm_fusion": "Marmellata di mostri", - "ACHIEVEMENT_DESC_swarm_fusion": "Sconfiggi uno Sciame.", - "ACHIEVEMENT_DESC_unstable_fusion": "Sconfiggi una fusione Instabile", - "ACHIEVEMENT_NAME_unstable_fusion": "Non nutrirli dopo mezzanotte", - "ACHIEVEMENT_NAME_orb_fusion": "Non è una luna, quella", - "ACHIEVEMENT_DESC_orb_fusion": "Sconfiggi una fusione Sferica.", - "ACHIEVEMENT_NAME_rogue_fusion_5": "Completamente fuori controllo", - "ACHIEVEMENT_DESC_rogue_fusion_5": "Sconfiggi 5 Fusioni fuori controllo.", - "ACHIEVEMENT_NAME_quest_kayleigh1": "Ho fatto molta strada, parte I", - "ACHIEVEMENT_DESC_quest_kayleigh1": "Inizia la missione di Kayleigh.", - "ACHIEVEMENT_NAME_offices_cleared_1": "Comportamento impeccabile, parte I", - "ACHIEVEMENT_NAME_offices_cleared_3": "Comportamento impeccabile, parte III", - "ACHIEVEMENT_DESC_offices_cleared_2": "Svuota 2 uffici di Succhiaterra.", - "ACHIEVEMENT_NAME_sign_up_rangers": "Prendete me, parte I", - "ACHIEVEMENT_NAME_rogue_fusion_10": "Cellule fuori controllo", - "ACHIEVEMENT_NAME_rogue_fusion_20": "Galleria dei Fuori controllo", - "ACHIEVEMENT_DESC_rogue_fusion_10": "Sconfiggi 10 Fusioni fuori controllo.", - "ACHIEVEMENT_DESC_rogue_fusion_20": "Sconfiggi 20 Fusioni fuori controllo.", - "ACHIEVEMENT_NAME_rogue_fusion_50": "Stato Fuori controllo", - "ACHIEVEMENT_NAME_overworld_chunks": "Turista", - "ACHIEVEMENT_DESC_rogue_fusion_50": "Sconfiggi 50 Fusioni fuori controllo.", - "ACHIEVEMENT_DESC_overworld_chunks": "Visita ogni parte di Nuova Wirral.", - "ACHIEVEMENT_NAME_reopened_stations_all": "Biglietti, prego", - "ACHIEVEMENT_DESC_reopened_stations_all": "Riapri tutte le stazioni.", - "ACHIEVEMENT_NAME_observe_species_120": "ABC della zoologia", - "ACHIEVEMENT_DESC_observe_species_120": "Osserva 120 specie diverse.", - "ACHIEVEMENT_NAME_obtain_species_10": "Zoologia, parte I", - "ACHIEVEMENT_DESC_obtain_species_10": "Ottieni 10 specie diverse.", - "ACHIEVEMENT_NAME_obtain_species_20": "Zoologia, parte II", - "ACHIEVEMENT_DESC_investigate_rumor": "Indaga su una diceria.", - "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", - "ACHIEVEMENT_NAME_obtain_candevil": "Voglio le caramelle", - "ACHIEVEMENT_DESC_partner_felix": "Sblocca Felix.", - "ACHIEVEMENT_NAME_partner_dog": "Barkley", - "ACHIEVEMENT_DESC_partner_dog": "Sblocca Barkley.", - "ACHIEVEMENT_NAME_partner_meredith": "Meredith", - "ACHIEVEMENT_DESC_partner_meredith": "Sblocca Meredith.", - "ACHIEVEMENT_NAME_partner_felix": "Felix", - "ACHIEVEMENT_NAME_quest_meredith1": "Centro Commerciale Caduto", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Ho fatto molta strada, parte II", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Completa la missione di Kayleigh.", - "ACHIEVEMENT_NAME_quest_eugene_complete": "Comportamento impeccabile, parte VI", - "ACHIEVEMENT_DESC_quest_eugene_complete": "Completa la missione di Eugene.", - "ACHIEVEMENT_DESC_obtain_rumor": "Ottieni una diceria.", - "ACHIEVEMENT_NAME_offices_cleared_4": "Comportamento impeccabile, parte IV", - "ACHIEVEMENT_DESC_offices_cleared_3": "Svuota 3 uffici di Succhiaterra.", - "ACHIEVEMENT_NAME_captain_wallace": "Spalle al muro", - "ACHIEVEMENT_DESC_captain_wallace": "Sconfiggi il capitano Wallace.", - "ACHIEVEMENT_DESC_captain_skip": "Sconfiggi lə capitanə Skip.", - "ACHIEVEMENT_NAME_captain_skip": "La spazzatura di un mondo...", - "ACHIEVEMENT_DESC_captain_judas": "Sconfiggi il capitano Judas.", - "ACHIEVEMENT_NAME_captain_zedd": "Dormici sopra", - "ACHIEVEMENT_DESC_captain_zedd": "Sconfiggi il capitano Zedd.", - "ACHIEVEMENT_NAME_captain_judas": "Preparati a tutto", - "ACHIEVEMENT_NAME_captain_cleeo": "Chi vince prende tutto", - "ACHIEVEMENT_DESC_captain_cleeo": "Sconfiggi il capitano Clee-O.", - "ACHIEVEMENT_NAME_captain_lodestein": "Elettrizzante", - "ACHIEVEMENT_DESC_captain_lodestein": "Sconfiggi il capitano Lodestein.", - "ACHIEVEMENT_NAME_captain_dreadful": "Al di là del velo", - "ACHIEVEMENT_DESC_captain_dreadful": "Sconfiggi il capitano Penny Dreadful.", - "ACHIEVEMENT_NAME_captain_gladiola": "Sul filo del rasoio", - "ACHIEVEMENT_DESC_captain_gladiola": "Sconfiggi la capitana Gladiola.", - "ACHIEVEMENT_NAME_captain_heather": "Aria di tempesta", - "ACHIEVEMENT_DESC_captain_heather": "Sconfiggi il capitano Heather.", - "ACHIEVEMENT_NAME_captain_buffy": "Dacci dentro", - "ACHIEVEMENT_DESC_captain_buffy": "Sconfiggi il capitano Buffy.", - "ACHIEVEMENT_DESC_obtain_species_20": "Ottieni 20 specie diverse.", - "ACHIEVEMENT_NAME_obtain_species_50": "Zoologia, parte III", - "ACHIEVEMENT_DESC_obtain_species_50": "Ottieni 50 specie diverse.", - "ACHIEVEMENT_NAME_obtain_species_100": "Zoologia, parte IV", - "ACHIEVEMENT_DESC_obtain_species_100": "Ottieni 100 specie diverse.", - "ACHIEVEMENT_NAME_obtain_species_120": "Zoologia specialistica", - "ACHIEVEMENT_DESC_obtain_species_120": "Ottieni 120 specie diverse.", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "Specialista di bestie da cassetta", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "Ottieni dati aggiuntivi su ogni specie.", - "ACHIEVEMENT_DESC_bootleg_beast": "Ottieni un bootleg di tipo Bestia.", - "ACHIEVEMENT_NAME_bootleg_beast": "Bootleg bestiale", - "ACHIEVEMENT_NAME_bootleg_fire": "Bootleg incendiario", - "ACHIEVEMENT_DESC_bootleg_plant": "Ottieni un bootleg di tipo Pianta.", - "ACHIEVEMENT_DESC_bootleg_fire": "Ottieni un bootleg di tipo Fuoco.", - "ACHIEVEMENT_NAME_bootleg_plastic": "Bootleg giocattolo", - "ACHIEVEMENT_DESC_bootleg_plastic": "Ottieni un bootleg di tipo Plastica.", - "ACHIEVEMENT_NAME_bootleg_plant": "Bootleg frondoso", - "ACHIEVEMENT_NAME_tutorial": "In che mondo viviamo", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Grande inaugurazione", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Ottieni 5 cuori con Eugene.", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Serata cinema", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Ottieni 5 cuori con Meredith.", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "Il miglior amico dell'uomo", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "Ottieni 5 cuori con Felix.", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "Ritratto dell'artista", - "ACHIEVEMENT_NAME_bootleg_water": "Bootleg acquatico", - "ACHIEVEMENT_DESC_bootleg_water": "Ottieni un bootleg di tipo Acqua.", - "ACHIEVEMENT_NAME_bootleg_poison": "Bootleg venefico", - "ACHIEVEMENT_DESC_bootleg_poison": "Ottieni un bootleg di tipo Veleno.", - "ACHIEVEMENT_NAME_bootleg_astral": "Bootleg cosmico", - "ACHIEVEMENT_DESC_bootleg_astral": "Ottieni un bootleg di tipo Astrale.", - "ACHIEVEMENT_NAME_bootleg_ice": "Bootleg gelido", - "ACHIEVEMENT_DESC_bootleg_ice": "Ottieni un bootleg di tipo Ghiaccio.", - "ACHIEVEMENT_NAME_bootleg_lightning": "Bootleg scioccante", - "ACHIEVEMENT_DESC_bootleg_lightning": "Ottieni un bootleg di tipo Fulmine.", - "ACHIEVEMENT_NAME_bootleg_air": "Bootleg ventoso", - "ACHIEVEMENT_DESC_bootleg_air": "Ottieni un bootleg di tipo Aria.", - "ACHIEVEMENT_NAME_bootleg_earth": "Bootleg roccioso", - "ACHIEVEMENT_DESC_bootleg_earth": "Ottieni un bootleg di tipo Terra.", - "ACHIEVEMENT_NAME_bootleg_metal": "Bootleg ferroso", - "ACHIEVEMENT_DESC_bootleg_metal": "Ottieni un bootleg di tipo Metallo.", - "ACHIEVEMENT_DESC_sign_up_rangers": "Entra a far parte dei ranger.", - "ACHIEVEMENT_NAME_obtain_rumor": "Girano dicerie", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "Ottieni 5 cuori con Barkley.", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "A piacer vostro", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "Ottieni 5 cuori con Viola.", - "ACHIEVEMENT_NAME_romantic_relationship": "Due cuori all'unisono", - "ACHIEVEMENT_DESC_romantic_relationship": "Inizia una relazione romantica.", - "ACHIEVEMENT_NAME_reopened_stations_final": "Ascolta bene le mie parole", - "ACHIEVEMENT_NAME_captain_cybil": "Star radiofonica", - "ACHIEVEMENT_DESC_captain_cybil": "Sconfiggi la capitana Cybil.", - "ACHIEVEMENT_DESC_captain_codey": "Sconfiggi il capitano Codey.", - "ACHIEVEMENT_NAME_captain_codey": "Hackera il pianeta", - "ACHIEVEMENT_DESC_defeat_ianthe": "Sconfiggi Ianthe e diventa un Capitano dei Ranger.", - "ACHIEVEMENT_NAME_defeat_ianthe": "Prendete me, parte II", - "ACHIEVEMENT_NAME_quest_overtime": "Lavoro straordinario", - "ACHIEVEMENT_DESC_quest_overtime": "Scegli uno stile per il cartello di Harbourtown.", - "ACHIEVEMENT_NAME_quest_sunny": "Che effetto fa?", - "ACHIEVEMENT_DESC_quest_sunny": "Aiuta Sunny a iniziare una nuova vita.", - "ACHIEVEMENT_NAME_offices_cleared_5": "Comportamento impeccabile, parte IV", - "ACHIEVEMENT_DESC_offices_cleared_4": "Svuota 4 uffici di Succhiaterra.", - "ACHIEVEMENT_DESC_kuneko_altars_1": "Incontra Kuneko a un altare.", - "ACHIEVEMENT_NAME_kuneko_altars_2": "Non mi vuoi?, parte III", - "ACHIEVEMENT_DESC_kuneko_altars_2": "Incontra Kuneko a 2 altari.", - "ACHIEVEMENT_DESC_kuneko_altars_4": "Incontra Kuneko a 4 altari.", - "ACHIEVEMENT_NAME_kuneko_altars_3": "Non mi vuoi?, parte IV", - "ACHIEVEMENT_DESC_partner_kayleigh": "Sblocca Kayleigh.", - "ACHIEVEMENT_NAME_partner_eugene": "Eugene", - "ACHIEVEMENT_DESC_partner_eugene": "Sblocca Eugene.", - "ACHIEVEMENT_DESC_remaster": "Rimasterizza un nastro.", - "ACHIEVEMENT_NAME_investigate_rumor": "Voci di corridoio", - "ACHIEVEMENT_NAME_bootleg_glass": "Bootleg trasparente", - "ACHIEVEMENT_DESC_bootleg_glass": "Ottieni un bootleg di tipo Vetro.", - "ACHIEVEMENT_NAME_bootleg_glitter": "Bootleg luccicante", - "ACHIEVEMENT_DESC_bootleg_glitter": "Ottieni un bootleg di tipo Glitter.", - "ACHIEVEMENT_NAME_train_frankie": "Frankie nel Paese delle Meraviglie", - "ACHIEVEMENT_DESC_train_frankie": "Completa l'addestramento di Frankie.", - "ACHIEVEMENT_NAME_train_vin": "Lupo solitario", - "ACHIEVEMENT_DESC_train_vin": "Completa l'addestramento di Vin.", - "ACHIEVEMENT_NAME_noticeboard_5": "Ranger principiante", - "ACHIEVEMENT_DESC_noticeboard_5": "Completa 5 missioni bacheca.", - "ACHIEVEMENT_NAME_noticeboard_20": "Ranger apprendista", - "ACHIEVEMENT_DESC_noticeboard_20": "Completa 20 missioni bacheca.", - "ACHIEVEMENT_NAME_noticeboard_50": "Ranger diligente", - "ACHIEVEMENT_DESC_noticeboard_50": "Completa 50 missioni bacheca.", - "ACHIEVEMENT_NAME_noticeboard_100": "Ranger specialista", - "ACHIEVEMENT_DESC_noticeboard_100": "Completa 100 missioni bacheca.", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "Collezionista di adesivi", - "RESEARCHER_NAME.f": "Specialista in ricerca", - "RESEARCHER_NAME.n": "Specialista in ricerca", - "PENSBY_NAME": "Dottoressa Pensby", - "FRANKIE_NAME": "Frankie", - "HOYLAKE_NAME": "Hoylake", - "KIRBY_NAME": "Kirby", - "VIN_NAME": "Vin", - "THIEF_NAME": "Ladro", - "TRAVELER_NAME.m": "Viandante", - "TRAVELER_NAME.f": "Viandante", - "TREASURE_SEEKER_NAME.m": "Caccia-tesori", - "TRAVELER_NAME.n": "Viandante", - "TREASURE_SEEKER_NAME.n": "Caccia-tesori", - "TREASURE_SEEKER_NAME.f": "Caccia-tesori", - "HISTORIAN_NAME.m": "Consulente di storia", - "HISTORIAN_NAME.f": "Consulente di storia", - "ROCKER_NAME.m": "Rocker", - "HISTORIAN_NAME.n": "Consulente di storia", - "ROCKER_NAME.f": "Rocker", - "ROCKER_NAME.n": "Rocker", - "CAMPER_NAME.m": "Amante del campeggio", - "CAMPER_NAME.f": "Amante del campeggio", - "SOLDIER_NAME.m": "Militare", - "CAMPER_NAME.n": "Amante del campeggio", - "SOLDIER_NAME.n": "Militare", - "TAMER_NAME.m": "Addestra-mostri", - "SOLDIER_NAME.f": "Militare", - "TAMER_NAME.f": "Addestra-mostri", - "TAMER_NAME.n": "Addestra-mostri", - "CREEP_NAME.m": "Verme", - "CREEP_NAME.f": "Verme", - "FARMER_EDWARD_NAME": "Edward Piper", - "CREEP_NAME.n": "Verme", - "FARMER_MARIS_NAME": "Maris Piper", - "IANTHE_NAME": "Capo Ianthe", - "IANTHE_NAME_SHORT": "Ianthe", - "IANTHE_SUBTITLE": "Capo ranger", - "LEADER_IANTHE_UNKNOWN_NAME": "Donna sicura", - "CAPTAIN_WALLACE_NAME": "Capitano Wallace", - "CAPTAIN_WALLACE_NAME_SHORT": "Wallace", - "CAPTAIN_WALLACE_SUBTITLE": "Operaio edile", - "CAPTAIN_SKIP_NAME": "Capitanə Skip", - "CAPTAIN_SKIP_NAME_SHORT": "Skip", - "CAPTAIN_SKIP_SUBTITLE": "Cerca-tesori discutibili", - "CAPTAIN_ZEDD_NAME_SHORT": "Zedd", - "CAPTAIN_ZEDD_NAME": "Capitano Zedd", - "CAPTAIN_ZEDD_SUBTITLE": "\\\"Meditatore\\\"", - "CAPTAIN_JUDAS_NAME": "Capitano Judas", - "CAPTAIN_JUDAS_NAME_SHORT": "Judas", - "ACHIEVEMENT_NAME_offices_cleared_2": "Comportamento impeccabile, parte II", - "ACHIEVEMENT_DESC_offices_cleared_1": "Svuota 1 ufficio di un Succhiaterra.", - "ACHIEVEMENT_DESC_tutorial": "Completa il tutorial.", - "MOVE_FUSION_POWER_PREFIX_water_1": "del Diluvio", - "MOVE_FUSION_POWER_PREFIX_water_2": "della Tempesta", - "MOVE_FUSION_POWER_PREFIX_water_3": "del Monsone", - "MOVE_FUSION_POWER_PREFIX_water_4": "Torrenziale", - "MOVE_FUSION_POWER_PREFIX_water_5": "del Maelstrom", - "MOVE_FUSION_POWER_PREFIX_water_6": "Abissale", - "MOVE_FUSION_POWER_PREFIX_water_7": "di Nettuno", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "del Glitter", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "dei Lustrini", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "dell'Arcobaleno", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "delle Fate", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "della Porporina", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "Artigianale", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "degli Unicorni", - "MOVE_FUSION_POWER_PREFIX_astral_1": "del Cosmo", - "MOVE_FUSION_POWER_PREFIX_astral_2": "dei Pianeti", - "MOVE_FUSION_POWER_PREFIX_astral_3": "Celestiale", - "MOVE_FUSION_POWER_PREFIX_astral_4": "Stellare", - "MOVE_FUSION_POWER_PREFIX_astral_5": "dell'Etere", - "MOVE_FUSION_POWER_PREFIX_astral_6": "Orbitale", - "MOVE_FUSION_POWER_PREFIX_astral_7": "dello Stige", - "MOVE_FUSION_POWER_PREFIX_air_1": "del Ciclone", - "MOVE_FUSION_POWER_PREFIX_air_2": "del Tornado", - "MOVE_FUSION_POWER_PREFIX_air_3": "Turbinante", - "MOVE_FUSION_POWER_PREFIX_air_4": "d'Uragano", - "MOVE_FUSION_POWER_PREFIX_air_5": "del Vento", - "MOVE_FUSION_POWER_PREFIX_air_6": "del Suono", - "MOVE_FUSION_POWER_PREFIX_air_7": "dell'Empireo", - "MOVE_FUSION_POWER_PREFIX_earth_1": "Pietrificante", - "MOVE_FUSION_POWER_PREFIX_earth_2": "Minerale", - "MOVE_FUSION_POWER_PREFIX_earth_3": "delle Miniere", - "MOVE_FUSION_POWER_PREFIX_earth_4": "dei Monti", - "MOVE_FUSION_POWER_PREFIX_earth_5": "di Ghiaia", - "MOVE_FUSION_POWER_PREFIX_earth_6": "di Pietra", - "MOVE_FUSION_POWER_PREFIX_earth_7": "di Granito", - "MOVE_FUSION_POWER_PREFIX_glass_1": "di Vetro", - "MOVE_FUSION_POWER_PREFIX_glass_2": "in Frammenti", - "MOVE_FUSION_POWER_PREFIX_glass_3": "Riflettente", - "MOVE_FUSION_POWER_PREFIX_glass_4": "Tagliente", - "MOVE_FUSION_POWER_PREFIX_glass_5": "Fragile", - "MOVE_FUSION_POWER_PREFIX_ice_1": "del Gelo", - "MOVE_FUSION_POWER_PREFIX_glass_6": "Trasparente", - "MOVE_FUSION_POWER_PREFIX_ice_2": "Sotto Zero", - "MOVE_FUSION_POWER_PREFIX_ice_3": "Raggelante", - "MOVE_FUSION_POWER_PREFIX_ice_4": "Polare", - "MOVE_FUSION_POWER_PREFIX_ice_5": "Invernale", - "MOVE_FUSION_POWER_PREFIX_ice_7": "della Bufera", - "MOVE_FUSION_POWER_PREFIX_ice_6": "Glaciale", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "della Tempesta", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "Folgorante", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "dell'Elettricità", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "Fulminante", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "Saettante", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "di Volta", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "del Magnetismo", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "di Tesla", - "MOVE_FUSION_POWER_PREFIX_metal_1": "d'Acciaio", - "MOVE_FUSION_POWER_PREFIX_metal_2": "della Forgia", - "MOVE_FUSION_POWER_PREFIX_metal_3": "d'Argento", - "MOVE_FUSION_POWER_PREFIX_metal_4": "Mercuriale", - "MOVE_FUSION_POWER_PREFIX_metal_5": "Risonante", - "MOVE_FUSION_POWER_PREFIX_metal_6": "di Titanio", - "MOVE_FUSION_POWER_SWORD": "Spada", - "MOVE_FUSION_POWER_AXE": "Ascia", - "MOVE_FUSION_POWER_KATANA": "Katana", - "MOVE_FUSION_POWER_HAMMER": "Martello", - "MOVE_FUSION_POWER_HALBERD": "Alabarda", - "MOVE_FUSION_POWER_BLADEWHEEL": "Ruota", - "MOVE_FUSION_POWER_FIST": "Pugno", - "MOVE_FUSION_POWER_SMASH": "Colpo", - "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", - "MOVE_FUSION_POWER_ARROW": "Freccia", - "MOVE_FUSION_POWER_ORB": "Sfera", - "MOVE_FUSION_POWER_KUNAI": "Kunai", - "MOVE_FUSION_POWER_SHARDS": "Frammento", - "MOVE_FUSION_POWER_SPIKES": "Spuntone", - "MOVE_FUSION_POWER_METEOR": "Meteora", - "MOVE_FUSION_POWER_BEAM": "Raggio", - "MOVE_FUSION_POWER_BLAST": "Schianto", - "MOVE_FUSION_POWER_BOMB": "Bomba", - "MOVE_RITUAL_NAME": "Rituale", - "MOVE_IRON_FILINGS_NAME": "Limatura di ferro", - "MOVE_DESCRIPTION_RITUAL": "Riporta in vita l'utilizzatore al 25% di PV quando viene sconfitto.", - "MOVE_DESCRIPTION_IRON_FILINGS": "Rende il bersaglio Conduttivo.", - "MOVE_AA_OLDGANTE_THRASH_NAME": "Spasmi Discordanti", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Finale di Morgana", - "MOVE_TRICK_NAME": "Scherzetto", - "MOVE_TREAT_NAME": "Dolcetto", - "MOVE_ATTRIBUTE_STAT": "{stat_value}% {stat_name}", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Danni basati su {stat_name} se maggiori", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Colpo critico se in vantaggio di tipo", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passiva: {stat_value}% {stat_name}", - "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value}% {stat_name} per slot vuoto", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "+1 durata", - "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 colpo extra", - "MOVE_ATTRIBUTE_HEAL": "Cura {stat_value}% dei PV max", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passiva: {stat_value}% {stat_name} per slot vuoto", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Cura {stat_value}% dei PV max per slot vuoto", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}% di chance di {status_effect}", - "MOVE_ATTRIBUTE_BUFF_USER": "{chance}% di chance di {status_effect}", - "MOVE_ATTRIBUTE_AP_REFUND": "{chance}% di chance di restituire {amount} PA dopo l'uso", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}% di chance di restituire tutti i PA dopo l'uso", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance}% di chance di uso a inizio battaglia", - "MOVE_ATTRIBUTE_SHARED": "Condivisa con gli alleati", - "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatibile con tutti i nastri", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance}% di chance di uso a fine round", - "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}% di chance di doppio uso", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance}% di chance di uso quando subisci un colpo", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance}% di chance di uso dopo gli attacchi", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance}% di chance di usare {move_name} dopo l'uso", - "MOVE_ATTRIBUTE_MULTITARGET": "{chance}% di chance di colpire tutta la squadra", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Distrugge i muri", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 slot", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignora i muri", - "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}% di chance di usare una mossa casuale", - "MOVE_BAD_JOKE_JOKE3": "Perché l'Aragostacolo non ha attraversato la strada? Voleva farlo, ma poi ha fatto il gambero!", - "MOVE_BAD_JOKE_JOKE1": "Come si chiama un Conostaceo sgusciato? Senzostaceo!", - "MOVE_BAD_JOKE_JOKE2": "La sai quella sulla Criorbice? Non importa, è solo la solita freddura.", - "MOVE_BAD_JOKE_JOKE4": "Perché se colpisci un Conostaceo sbagli lo stesso? Perché prendi un granchio!", - "MOVE_BAD_JOKE_JOKE7": "Come si chiamano tre Pallottolotti nel deserto? Un terno secco!", - "MOVE_BAD_JOKE_JOKE6": "Cosa diventa un Ghiaccello se fa molto caldo? Un acquerello!", - "MOVE_BAD_JOKE_JOKE5": "Perché gli Skelepredicatori suonano lo xilofono? Non hanno neanche un organo!", - "MOVE_BAD_JOKE_JOKE8": "Cosa fa un Sabbieltempo se ha ancora fame dopo mangiato? Torna indietro di qualche minuto!", - "MOVE_BAD_JOKE_JOKE9": "Cosa ottieni se incroci un porcospino con uno Sputabrodo? Un colabrodo!", - "MOVE_BAD_JOKE_JOKE11": "Hai sentito di quello Stardigrado claustrofobico? Gli serviva un po' di spazio.", - "MOVE_BAD_JOKE_JOKE12": "Come si chiama un Cespocchiuto con la permanente? Crespocchiuto!", - "MOVE_BAD_JOKE_JOKE10": "Come si fa a orientarsi in un bosco? Guarda dove crescono i Muschettieri sugli alberi!", - "MOVE_BAD_JOKE_JOKE18": "A che altezza un Succhiaterra esce dal barbiere? Rasoterra!", - "MOVE_BAD_JOKE_JOKE14": "Come ha fatto la Cacciatorcia a prendere la sua preda così presto? Ha bruciato le tappe!", - "MOVE_BAD_JOKE_JOKE13": "Come si chiama un Ninfegatore finito sotto un tram? Investigatore!", - "MOVE_BAD_JOKE_JOKE15": "Avevo una battuta sulla chimica elementale, ma non credo susciterebbe una reazione...", - "MOVE_BAD_JOKE_JOKE16": "Sai che la Vorticandola è salita di grado? L'hanno promossa sul campo!", - "MOVE_BAD_JOKE_JOKE17": "Come si chiama un Cespocchiuto con la puzza sotto il naso? Cespocchioso!", - "MOVE_BAD_JOKE_JOKE20": "Cosa coltiva un Succhiaterra giardiniere? Violette a schiera!", - "MOVE_BAD_JOKE_JOKE19": "Qual è lo strumento preferito dei Succhiaterra? Il piano regolatore!", - "MOVE_NAME_INSOMNIA": "Insonnia", - "MOVE_DESCRIPTION_INSOMNIA": "Impedisce all'utilizzatore di addormentarsi.", - "MOVE_NAME_ELDRITCH": "Sovrannaturale", - "MOVE_DESCRIPTION_ELDRITCH": "Impedisce la riduzione delle statistiche dell'utilizzatore.", - "MOVE_NAME_STATUS_RESISTANCE": "Resistenza a stato", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "L'utilizzatore subisce danni ridotti dagli effetti di stato Ustionato, Avvelenato e Prosciugato.", - "MOVE_NAME_NEUTRALISE": "Neutralizza", - "MOVE_DESCRIPTION_LIQUID_BODY": "Impedisce all'utilizzatore di subire lo stato Ustionato, ma rende critici tutti gli attacchi di tipo Ghiaccio e Fulmine subiti.", - "MOVE_NAME_LIQUID_BODY": "Corpo liquido", - "MOVE_DESCRIPTION_NEUTRALISE": "Rimuove automaticamente le penalità dell'utilizzatore quando i suoi PV scendono al di sotto del 50%.", - "MOVE_NAME_PHASE_SHIFT": "Sfasamento", - "MOVE_DESCRIPTION_PHASE SHIFT": "Gli attacchi dell'utilizzatore possono colpire i fantasmi.", - "MOVE_CAMOUFLAGE_WATER_NAME": "Mimetismo Acqua", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Mimetismo Plastica", - "MOVE_CAMOUFLAGE_AIR_NAME": "Mimetismo Aria", - "MOVE_CAMOUFLAGE_EARTH_NAME": "Mimetismo Terra", - "MOVE_CAMOUFLAGE_FIRE_NAME": "Mimetismo Fuoco", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Mimetismo Astrale", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Mimetismo Fulmine", - "MOVE_CAMOUFLAGE_METAL_NAME": "Mimetismo Metallo", - "MOVE_CAMOUFLAGE_BEAST_NAME": "Mimetismo Bestia", - "MOVE_CAMOUFLAGE_PLANT_NAME": "Mimetismo Pianta", - "MOVE_CAMOUFLAGE_POISON_NAME": "Mimetismo Veleno", - "MOVE_CAMOUFLAGE_ICE_NAME": "Mimetismo Ghiaccio", - "MOVE_CAMOUFLAGE_GLASS_NAME": "Mimetismo Vetro", - "MOVE_DESCRIPTION_CAMOUFLAGE": "Cambia il tipo dell'utilizzatore. Usato automaticamente a inizio battaglia per 0 PA.", - "MOVE_NAME_RICOCHET": "Rimbalzo", - "MOVE_NAME_BREATHING_TECHNIQUE": "Tecnica di respirazione", - "MOVE_DESCRIPTION_RICOCHET": "Gli attacchi a distanza dell'utilizzatore hanno il 50% di chance di ignorare i muri degli avversari.", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Impedisce all'utilizzatore di subire lo stato Berserk.", - "MOVE_NAME_SELF_ASSURED": "Sicurezza di sé", - "MOVE_DESCRIPTION_SELF_ASSURED": "Impedisce all'utilizzatore di subire lo stato Confuso.", - "MOVE_NAME_CRITICAL_AP": "PA critici", - "MOVE_DESCRIPTION_CRITICAL_AP": "L'utilizzatore guadagna 1 PA ogni volta che mette a segno un colpo critico.", - "MOVE_NAME_PITY_AP": "PA di compassione", - "MOVE_NAME_UNSHAKEABLE": "Impassibile", - "MOVE_DESCRIPTION_PITY_AP": "L'utilizzatore guadagna 1 PA ogni volta che un suo attacco non va a segno.", - "MOVE_DESCRIPTION_UNSHAKEABLE": "Impedisce all'utilizzatore di subire lo stato Sussulto.", - "MOVE_NAME_VAMPIRE": "Vampiro", - "MOVE_DESCRIPTION_VAMPIRE": "L'utilizzatore ottiene metà del beneficio delle mosse curative e degli effetti di stato degli avversari.", - "MOVE_NAME_MULTICOPY": "Multi-copia", - "MOVE_NAME_FOSSIL": "Fossile", - "MOVE_DESCRIPTION_MULTICOPY": "Se un avversario ottiene multi-bersaglio o multi-colpo, lo stesso accade per l'utilizzatore.", - "MOVE_DESCRIPTION_FOSSIL": "Ripristina automaticamente tutti i PV dell'utilizzatore se diventa Pietrificato.", - "MOVE_NAME_BLOODLUST": "Sete di sangue", - "MOVE_NAME_STURDY_ARMOUR": "Armatura robusta", - "MOVE_DESCRIPTION_BLOODLUST": "Aumenta automaticamente Attacco in mischia e Attacco a distanza dell'utilizzatore quando un avversario viene sconfitto.", - "MOVE_NAME_RETURN_FIRE": "Fuoco di risposta", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "Impedisce la riduzione della Difesa in mischia e della Difesa a distanza dell'utilizzatore.", - "MOVE_DESCRIPTION_RETURN_FIRE": "Ha una chance di attivarsi automaticamente quando subisce un attacco a distanza.", - "MOVE_NAME_BURNING_PASSION": "Passione rovente", - "MOVE_NAME_BERSERKER": "Berserker", - "MOVE_DESCRIPTION_BURNING_PASSION": "Aumenta automaticamente Attacco a distanza e Attacco in mischia dell'utilizzatore ogni volta che ottiene l\\'effetto di stato Ustionato.", - "MOVE_NAME_VENGEFUL_CURSE": "Anatema vendicatore", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Infligge automaticamente 3 penalità casuali all'ultimo avversario che ha colpito l\\'utilizzatore, quando viene sconfitto.", - "MOVE_DESCRIPTION_BERSERKER": "Aumenta automaticamente l'Attacco in mischia dell\\'utilizzatore e infligge lo stato Berserk quando i PV dell\\'utilizzatore scendono al di sotto del 50%.", - "MOVE_DESCRIPTION_RANDOM_STARTER": "Ha una chance di usare automaticamente un'altra mossa casuale, a costo 0 PA, a inizio battaglia.", - "MOVE_NAME_RANDOM_STARTER": "Partenza casuale", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "Ha una chance di usare automaticamente la mossa successiva nella lista, a costo 0 PA, a inizio battaglia. La chance si riduce in proporzione al costo normale in PA della mossa.", - "MOVE_NAME_CUSTOM_STARTER": "Partenza programmata", - "MOVE_NAME_CRITICAL_MASS": "Massa critica", - "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", - "MOVE_NAME_AUTOMATION": "Automazione", - "MOVE_DESCRIPTION_AUTOMATION": "Ha una chance di usare la mossa successiva nella lista, a costo 0 PA, a fine turno.", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Ha una chance di usare automaticamente la mossa successiva nella lista, a costo 0 PA, quando l'utilizzatore mette a segno un colpo con vantaggio di tipo. La chance si riduce in proporzione al costo normale in PA della mossa.", - "MOVE_NAME_CHEMICAL_IMBALANCE": "Squilibrio chimico", - "MOVE_DESCRIPTION_CRITICAL_MASS": "Ha una chance di usare la mossa successiva nella lista, a costo 0 PA, quando l'utilizzatore mette a segno un critico.", - "MOVE_NAME_DUAL_WIELD": "Doppia arma", - "MOVE_DESCRIPTION_PAINT_SWIPE": "Si può usare solo se l'utilizzatore ha una copertura attiva. Colpisce un bersaglio e gli trasferisce la copertura. Si attiva sempre per ultima.", - "MOVE_DESCRIPTION_DUAL_WIELD": "Usa la prossima mossa nella lista due volte di seguito, se hai abbastanza PA.", - "MOVE_NAME_PAINT_SWIPE": "Vernice fresca", - "TUTORIAL_INTRO_1": "Ciao {player}, sono felice che tu sia qui!\\nPremi {control.ui_accept} per continuare.", - "TUTORIAL_INTRO_2": "Mi serve il tuo aiuto per affrontare una Fusione fuori controllo. Ti senti all'altezza?", - "TUTORIAL_INTRO_3": "Allora muoviamoci! Ci sono degli scogli più avanti. Vai avanti tu: usa {control.move_up} {control.move_left} {control.move_down} {control.move_right}.", - "TUTORIAL_TARGET_MENU_1": "Questo è il menu bersaglio. Qui puoi vedere che tipo di effetto avranno i tuoi attacchi sul bersaglio.", - "TUTORIAL_BATTLE_START_1": "Da qui in poi le cose si faranno difficili… Ma non preoccuparti, ci sono io qui con te!", - "TUTORIAL_TARGET_MENU_2": "Guarda l'anello luminoso! Verde significa che darà effetti benefici al bersaglio, rosso significa effetti dannosi e giallo è misto.", - "TUTORIAL_CLIFFS_1": "Dovremo salire su questa scogliera. Usare solo il salto ({control.jump}) non ci aiuterà questa volta.", - "TUTORIAL_CLIFFS_2": "Va bene, usiamo un po' di creatività! Ci sono vari modi per salire lassù.", - "TUTORIAL_CLIFFS_4": "Oppure… Vedi quel pilone? Puoi usare qui le tue capacità di magnetismo (tieni premuto {control.magnetism}) per levitare.", - "TUTORIAL_CLIFFS_3": "Per cominciare, puoi provare a cercare qualcosa che puoi raccogliere e mettere qui che ci dia una spinta.", - "TUTORIAL_CLIFFS_5": "Sai anche sparare rampicanti, giusto? Se ti metti di fronte alla scogliera e premi {control.interact}, puoi usare un rampicante per arrampicarti!", - "TUTORIAL_CLIFFS_6": "Cosa preferisci?", - "TUTORIAL_BOSS_1.m": "Ci siamo. Questa è la Fusione fuori controllo! Spero che tu sia pronta per una dura battaglia, {player}.", - "TUTORIAL_GLIDE_2": "È facile! Quando salti giù, tieni premuto {control.jump} e non cadrai!", - "TUTORIAL_GLIDE_1": "Seguimi, {player}. Non aver paura!", - "TUTORIAL_GLIDE_3": "Forza, non manca molta strada!", - "TUTORIAL_BOSS_2": "Se hai bisogno di curarti, controlla l'inventario (premi {control.pause_menu}): ci troverai un po\\' di torta.", - "TUTORIAL_BOSS_3": "Oppure possiamo scendere alla tenda vicino all'inizio per riposarci, se preferisci.", - "TUTORIAL_BOSS_1.n": "Ci siamo. Questa è la Fusione fuori controllo! Spero che tu sia prontə per una dura battaglia, {player}.", - "TUTORIAL_BOSS_1.f": "Ci siamo. Questa è la Fusione fuori controllo! Spero che tu sia pronto per una dura battaglia, {player}.", - "TUTORIAL_BOSS_5": "Te la senti?", - "TUTORIAL_BOSS_4": "Se dovessimo trovarci in una situazione difficile, controlla la scheda Oggetti battaglia nell'inventario.", - "TUTORIAL_DIED": "Stai bene? Per un attimo mi hai spaventata!", - "TUTORIAL_WON_2": "Siamo un'ottima squadra, non credi, {player}?", - "TUTORIAL_WON_1": "Ehi, ce l'abbiamo, uhm, davvero fatta?", - "QUEST_GET_ITEM_PROGRESS": "Hai ottenuto: {obtained}/{required_item_amount}", - "NO_QUESTS_AVAILABLE": "Non ci sono altre missioni disponibili al momento.", - "QUEST_GET_MASQUERATTLE_TITLE": "Trova un Mambanonimo!", - "QUEST_STAT_PROGRESS": "Progressi: {num}/{count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Fusione fuori controllo", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "Fusione Sferica", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Fusione Instabile", - "PASSIVE_QUEST_SWARM_TITLE": "Sciame di mostri", - "QUEST_TUTORIAL_TITLE": "In che mondo viviamo", - "QUEST_TUTORIAL_DESCRIPTION1": "Parla con Kayleigh all'ingresso di Harbourtown East.", - "PASSIVE_QUEST_UNKNOWN_TITLE": "Segnale ignoto", - "QUEST_TUTORIAL_DESCRIPTION2": "Segui le indicazioni di Kayleigh.", - "QUEST_TUTORIAL_DESCRIPTION3": "Accompagna Kayleigh sul sentiero interrotto.", - "QUEST_ARCHANGELS_DESCRIPTION1": "Individua gli Arcangeli per completare la canzone di Morgante, quindi segui gli indizi che contiene per trovare la strada di casa.", - "QUEST_ARCHANGELS_PROGRESS": "Hai raccolto {num} di {max} parti di canzone.", - "QUEST_ARCHANGELS_TITLE": "Terra della confusione", - "QUEST_TUTORIAL_DESCRIPTION4": "Indaga sulla strana struttura.", - "QUEST_CAPTAINS_TITLE": "Prendete me", - "QUEST_EUGENE_TITLE": "Comportamento impeccabile", - "QUEST_EUGENE_DESCRIPTION_1": "Incontrati con Eugene nelle periferie.", - "QUEST_CAPTAINS_DESCRIPTION0": "Dirigiti verso l'avamposto nel parco per entrare a far parte dei ranger.", - "QUEST_EUGENE_DESCRIPTION_3": "Trova e svuota tutti gli uffici della \\\"Associazione Succhiaterra\\\".", - "QUEST_EUGENE_DESCRIPTION_2": "Accompagna Eugene alla finestra in cima all'ufficio misterioso.", - "QUEST_EUGENE_DESCRIPTION_4": "Parla con Eugene.", - "QUEST_EUGENE_DESCRIPTION_5": "Accompagna Eugene alla sede del QG dei Succhiaterra.", - "QUEST_EUGENE_3_PROGRESS": "Svuotati {num} uffici su ???.", - "QUEST_WORKING_OVERTIME_TITLE": "Lavoro straordinario", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "Porta {required_item_amount} legno al ranger a Harbourtown Est.", - "QUEST_MERCHANT_RESCUE_TITLE": "Un po' d\\'ispirazione", - "QUEST_FLORIST_DESCRIPTION_1": "Pianta {count} piante a Harbourtown.", - "QUEST_FLORIST_TITLE": "Pianta il seme", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Vai alla caverna nel parco e scopri cosa è successo al mercante.", - "CLUE_SONG_PROLOGUE1": "Se davvero te ne vuoi andare, presta attenzione a quello che canto", - "QUEST_FLORIST_DESCRIPTION_2": "Informa la ranger di Harbourtown Ovest che hai piantato le sue piante.", - "CLUE_SONG_EPILOGUE1": "Con questo luogo e con quest'azione, ecco che arriverai alla stazione", - "CLUE_FLUFF": "Lì troverai le mie stanze segrete, ora ritrovo di vuoto e di quiete", - "CLUE_SONG_PROLOGUE2": "Il tuo valore dovrai dimostrare, il tuo cammino s'allungherà alquanto", - "CLUE_SONG_EPILOGUE2": "Ascoltami e trova quel luogo proibito che ti rivela lo spazio infinito", - "CLUE_UNKNOWN": "(Il resto della canzone è troppo sommesso, non riesci a capirlo)", - "STATUS_BURNED_NAME": "Ustionato", - "STATUS_CONTACTDMG_DESCRIPTION": "I personaggi con Danni al contatto infliggono leggeri danni elementali quando mettono a segno o subiscono un attacco in mischia.", - "STATUS_BURNED_DESCRIPTION": "I personaggi Ustionati subiscono danni alla fine del turno.", - "STATUS_CONTACTDMG_NAME": "Danni al contatto", - "STATUS_STAT_MATK_DOWN_NAME": "Attacco in mischia -", - "STATUS_STAT_RATK_DOWN_NAME": "Attacco a distanza -", - "STATUS_STAT_MATK_UP_NAME": "Attacco in mischia +", - "STATUS_STAT_RATK_UP_NAME": "Attacco a distanza +", - "STATUS_STAT_RDEF_DOWN_NAME": "Difesa a distanza -", - "STATUS_STAT_MDEF_DOWN_NAME": "Difesa in mischia -", - "STATUS_STAT_RDEF_UP_NAME": "Difesa a distanza +", - "STATUS_STAT_MDEF_UP_NAME": "Difesa in mischia +", - "STATUS_STAT_EVASION_UP_NAME": "Schivata +", - "STATUS_STAT_EVASION_DOWN_NAME": "Schivata -", - "STATUS_STAT_ACCURACY_UP_NAME": "Precisione +", - "STATUS_STAT_ACCURACY_DOWN_NAME": "Precisione -", - "STATUS_STAT_SPEED_UP_NAME": "Velocità +", - "STATUS_STAT_SPEED_DOWN_NAME": "Velocità -", - "STATUS_AP_BOOST_NAME": "Potenzia-PA", - "STATUS_AP_DRAIN_NAME": "Sottrai-PA", - "STATUS_AP_BOOST_DESCRIPTION": "I personaggi con Potenzia-PA ottengono 1 PA extra ogni round.", - "STATUS_POISONED_NAME": "Avvelenato", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} ha preso una mela e l'ha mangiata.", - "STATUS_WALL_NAME": "Muro {type}", - "STATUS_AP_DRAIN_DESCRIPTION": "I personaggi con Sottrai-PA ottengono 1 PA in meno ogni round.", - "STATUS_WALL_TOAST_BROKEN": "ROTTO", - "STATUS_WALL_DESCRIPTION": "I muri assorbono un certo numero di colpi subiti. Gli attacchi con vantaggio di tipo rompono immediatamente i muri.", - "STATUS_TEMPTATION_WALL_NAME": "Melo", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} ha preso una mela e l'ha mangiata.", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} ha preso una mela e l'ha mangiata.", - "STATUS_WINDOW_NAME": "Finestra", - "STATUS_POISONED_DESCRIPTION": "I personaggi Avvelenati subiscono danni alla fine del loro turno.", - "STATUS_WINDOW_DESCRIPTION": "I muri dei personaggi con lo stato Finestra non bloccano più gli attacchi a distanza.", - "STATUS_LEECHED_DESCRIPTION": "I personaggi Prosciugati subiscono danni alla fine del loro turno. Gli avversari vengono curati del numero di PV tolti.", - "STATUS_LEECHED_NAME": "Prosciugato", - "STATUS_COATING_POISON_NAME": "Copertura Veleno", - "STATUS_COATING_WATER_NAME": "Copertura Acqua", - "STATUS_COATING_BEAST_NAME": "Copertura Bestia", - "STATUS_COATING_GLITTER_NAME": "Copertura Glitter", - "STATUS_COATING_FIRE_NAME": "Copertura Fuoco", - "STATUS_COATING_PLASTIC_NAME": "Copertura Plastica", - "STATUS_COATING_LIGHTNING_NAME": "Copertura Fulmine", - "STATUS_COATING_PLANT_NAME": "Copertura Pianta", - "STATUS_COATING_ASTRAL_NAME": "Copertura Astrale", - "STATUS_COATING_ICE_NAME": "Copertura Ghiaccio", - "STATUS_COATING_AIR_NAME": "Copertura Aria", - "STATUS_COATING_EARTH_NAME": "Copertura Terra", - "STATUS_COATING_METAL_NAME": "Copertura Metallo", - "STATUS_COATING_DESCRIPTION": "Le coperture cambiano il tipo elementale di un personaggio per un certo numero di turni.", - "STATUS_COATING_GLASS_NAME": "Copertura Vetro", - "STATUS_HEALING_STEAM_NAME": "Vapore curativo", - "STATUS_HEALING_LEAF_DESCRIPTION": "I personaggi con Foglia curativa riacquistano alcuni PV all'inizio di ogni turno.", - "STATUS_HEALING_STEAM_DESCRIPTION": "I personaggi con Vapore curativo riacquistano alcuni PV all'inizio di ogni turno.", - "STATUS_HEALING_LEAF_NAME": "Foglia curativa", - "STATUS_MULTISTRIKE_NAME": "Multi-colpo", - "STATUS_MULTISTRIKE_DESCRIPTION": "I personaggi con Multi-colpo useranno ogni mossa due volte se hanno abbastanza PA.", - "STATUS_GLASS_BONDS_NAME": "Ceppi di Vetro", - "STATUS_GLASS_BONDS_DESCRIPTION": "I personaggi con Ceppi di Vetro subiscono danni ogni volta che si trasformano.", - "STATUS_SHRAPNEL_NAME": "Shrapnel", - "STATUS_MULTITARGET_DESCRIPTION": "Gli attacchi dei personaggi con Multi-bersaglio attaccano l'intera squadra.", - "STATUS_UNITARGET_NAME": "Mono-bersaglio", - "STATUS_SHRAPNEL_DESCRIPTION": "I personaggi con Shrapnel subiscono danni ogni volta che si trasformano.", - "STATUS_MULTITARGET_NAME": "Multi-bersaglio", - "STATUS_UNITARGET_DESCRIPTION": "Gli attacchi dei personaggi con Mono-bersaglio che normalmente attaccano un'intera squadra hanno effetto su un solo bersaglio. Gli attacchi normalmente a bersaglio singolo hanno Precisione minore.", - "STATUS_PARRY_STANCE_DESCRIPTION": "I personaggi con Posizione di parata riflettono contro l'attaccante i danni del successivo attacco in mischia che ricevono.", - "STATUS_PARRY_STANCE_NAME": "Posizione di parata", - "STATUS_SLEEP_NAME": "Sonno", - "STATUS_SLEEP_DESCRIPTION": "I personaggi addormentati non possono usare le mosse che hanno normalmente.", - "STATUS_SLEEP_TOAST_REMOVED": "SI SVEGLIA", - "STATUS_FLINCH_DESCRIPTION": "Un personaggio che sussulta salta il turno successivo.", - "STATUS_FLINCH_NAME": "Sussultato", - "STATUS_BOMB_NAME": "Bomba", - "STATUS_LOCKED_ON_NAME": "Agganciato", - "STATUS_BERSERK_NAME": "Berserk", - "STATUS_LOCKED_ON_DESCRIPTION": "I personaggi con Agganciato non possono mancare il colpo.", - "STATUS_BOMB_DESCRIPTION": "Un personaggio con Bomba esploderà alla fine del suo prossimo turno, a meno che la bomba non venga trasferita con un attacco in mischia.", - "STATUS_INTERCEPTING_DESCRIPTION": "I personaggi con Intercettazione intercettano tutti gli attacchi diretti ai loro alleati.", - "STATUS_INTERCEPTING_NAME": "Intercettazione", - "STATUS_BERSERK_DESCRIPTION": "I personaggi con Berserk possono usare solo mosse che infliggano danni.", - "STATUS_HIBERNATING_NAME": "Letargo", - "STATUS_HIBERNATING_DESCRIPTION": "I personaggi in Letargo guariscono ogni turno in cui dormono.", - "STATUS_MEDITATING_DESCRIPTION": "I personaggi in Meditazione aumentano le statistiche ogni turno in cui dormono.", - "STATUS_MEDITATING_NAME": "Meditazione", - "STATUS_TOWER_DEFENSE_NAME": "Difesa della torre", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "I personaggi con Difesa della torre diventano di tipo Terra e aumentano le statistiche di difesa.", - "STATUS_SUMMONED_DESCRIPTION": "I personaggi Evocati escono dal combattimento dopo un certo numero di turni.", - "STATUS_SUMMONED_NAME": "Evocato", - "STATUS_GHOSTLY_NAME": "Spettrale", - "STATUS_RESONANCE_NAME": "Risonanza", - "STATUS_GHOSTLY_DESCRIPTION": "I personaggi Spettrali non possono essere colpiti dagli attacchi, ma vengono sconfitti allo scadere del timer sullo stato Spettrale.", - "STATUS_GAMBIT_NAME": "Gambetto", - "STATUS_GAMBIT_DESCRIPTION": "I personaggi con Gambetto hanno statistiche notevolmente più alte, ma vengono sconfitti allo scadere del timer sullo stato Gambetto.", - "STATUS_RECORDED_NAME": "Registrato", - "STATUS_GAMBIT_TOAST_FAILED": "GAMBETTO FALLITO", - "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} Evocata", - "STATUS_EFFIGY_NAME": "Effigie", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARATO", - "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} Evocato", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TICK... TICK... TICK...", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} Spettrale", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} Spettrale", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} Spettrale", - "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} Evocatə", - "STATUS_UNDYING_NAME": "Rituale", - "STATUS_UNDYING_DESCRIPTION": "I personaggi con Rituale tornano in vita al 25% di PV quando vengono sconfitti.", - "STATUS_RESONANCE_DESCRIPTION": "Ogni volta che lo stato Risonanza viene inflitto a un personaggio, il contatore aumenta. Quando raggiunge 3, il personaggio si frantuma e viene sconfitto all'istante.", - "STATUS_RESONANCE_TOAST_NAME": "Risonanza {0}/{1}", - "STATUS_CLOSE_ENCOUNTER_NAME": "Incontro ravvicinato", - "STATUS_RESONANCE_TOAST_OVERLOAD": "Risonanza sovraccarica", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "Incontro ravvicinato riduce la portata degli attacchi a distanza di un personaggio, trasformandoli in attacchi in mischia.", - "STATUS_SPRING_LOADED_DESCRIPTION": "Caricato a molla aumenta la portata degli attacchi in mischia di un personaggio, trasformandoli in attacchi a distanza.", - "STATUS_SPRING_LOADED_NAME": "Caricato a molla", - "STATUS_CONDUCTIVE_DESCRIPTION": "I personaggi Conduttivi subiscono danni ogni volta che viene usato un attacco di tipo Fulmine.", - "STATUS_CONDUCTIVE_NAME": "Conduttivo", - "STATUS_RESURRECTED_NAME": "Resuscitato", - "STATUS_CONFUSED_DESCRIPTION": "I personaggi Confusi possono usare la mossa sbagliata o prendere come bersaglio il personaggio sbagliato.", - "STATUS_RESURRECTED_DESCRIPTION": "I personaggi Resuscitati non possono più essere riportati in vita da effetti come Rituale.", - "STATUS_CONFUSED_NAME": "Confuso", - "STATUS_SNOWED_IN_NAME": "Sepolto", - "STATUS_SNOWED_IN_EFFECT": "Troppa neve!", - "STATUS_SNOWED_IN_DESCRIPTION": "I personaggi Sepolti sono seppelliti dalla neve e non possono usare attacchi in mischia.", - "STATUS_FOG_NAME": "Nebbia", - "STATUS_RECORDING_NAME": "Registrazione", - "STATUS_FOG_DESCRIPTION": "La Nebbia riduce la precisione degli attacchi a distanza che non sono di tipo Acqua, Aria o Ghiaccio a 0%.", - "STATUS_PETRIFIED_NAME": "Pietrificato", - "STATUS_RECORDING_TOAST_FAILURE": "REGISTRAZIONE FALLITA", - "STATUS_FAIR_FIGHT_NAME": "Scontro leale", - "STATUS_STAT_DOUBLE_SPEED_NAME": "Doppia velocità", - "STATUS_PETRIFIED_DESCRIPTION": "I personaggi Pietrificati diventano di tipo Terra e possono usare solo Difendi e Alza gli scudi.", - "STATUS_COTTONED_ON_DESCRIPTION": "Per il round successivo, le mosse contro un personaggio Ovattato mancheranno sicuramente il bersaglio.", - "STATUS_ABRAMACABRA_NAME": "Abramacabra", - "STATUS_COTTONED_ON_NAME": "Ovattato", - "STATUS_MIND_MELD_DESCRIPTION": "I personaggi con Fusione mentale condividono le mosse con gli alleati.", - "STATUS_MIND_MELD_NAME": "Fusione mentale", - "STATUS_FAIR_FIGHT_DESCRIPTION": "Finché è attivo, Scontro leale impedisce di applicare nuovi effetti di stato.", - "STATUS_GLASS_SHARDS_DESCRIPTION": "Mentre è attivo, tutti i personaggi che usano un attacco in mischia subiranno danni dalle schegge di vetro sul campo di battaglia.", - "STATUS_GLASS_SHARDS_NAME": "Schegge di Vetro", - "STATUS_ABRAMACABRA_DESCRIPTION": "I muri assorbono un certo numero di colpi subiti. Gli attacchi con vantaggio di tipo rompono immediatamente i muri. Oltre al normale comportamento dei muri, Abramacabra attacca automaticamente un avversario a turno.", - "STATUS_INFLATED_NAME": "Gonfio", - "STATUS_INFLATED_DESCRIPTION": "I personaggi Gonfi hanno statistiche di Attacco e Difesa aumentate, ma una Schivata molto minore.", - "UI_FRAMERATE": "{0} FPS", - "STATUS_DEFLATED_NAME": "Sgonfiato", - "STATUS_DEFLATED_DESCRIPTION": "I personaggi Sgonfi hanno una Schivata molto maggiore, ma statistiche di Attacco e Difesa ridotte.", - "UI_WINDOW_TITLE": "Cassette Beasts", - "UI_TIMER": "{hours}:{minutes}:{seconds},{msecs}", - "UI_TIMER_CHEATED": "(Con cheat) {timer}", - "UI_CHEATS_ENABLED": "Console cheat abilitata", - "UI_BUTTON_NO": "No", - "UI_BUTTON_YES": "Sì", - "UI_CHEATS_DISABLED": "Console cheat disabilitata", - "UI_BUTTON_OK": "Ok", - "UI_BUTTON_CANCEL": "Annulla", - "UI_BUTTON_BACK": "Indietro", - "UI_LOADING": "Caricamento...", - "UI_BUTTON_CONTINUE": "Continua", - "UI_BUTTON_EXIT": "Esci", - "UI_BUTTON_SUBMIT": "Invia", - "UI_BUTTON_CLOSE": "Chiudi", - "UI_BUTTON_SAVE_CHANGES": "Applica e salva modifiche", - "UI_LOADING_WORLD_BOUNDARY": "Caricamento del resto del mondo...", - "UI_LOADING_PROGRESS": "Caricamento scena {0}/{1}…", - "UI_LOADING_PREPARE_PROGRESS": "Preparazione scena {0}/{1}…", - "UI_LOADING_SHADER_PROGRESS": "Caching materiali {0}/{1}…", - "UI_BATTLE_FIGHT_BUTTON": "Combatti", - "UI_BATTLE_ITEM_BUTTON": "Oggetto", - "UI_BATTLE_SWITCH_BUTTON": "Cambia", - "UI_BATTLE_FLEE_BUTTON": "Scappa", - "UI_BATTLE_RECORD_BUTTON": "Registra", - "UI_BATTLE_INSPECT_BUTTON": "Effetti di stato", - "UI_BATTLE_FUSE_BUTTON": "Fondi!", - "UI_BATTLE_UNFUSE_BUTTON": "Separa", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusione…", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusione-", - "UI_BATTLE_FLEE_CHANCE": "{0}%", - "UI_BUTTON_MOVE_PASSIVE": "Passiva", - "UI_BATTLE_FUSION_METER": "-Fusione-", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Questa specie non è nel tuo bestiario.", - "BATTLE_TITLE_ARCHANGEL": "Arcangelo", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "Il mostro nemico {name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "I rinforzi della squadra avversaria.", - "BATTLE_ADJECTIVE_TEAM1.n": "Il mostro nemico {name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "Il mostro nemico {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "L'arcangelo {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "L'arcangelo {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "{0} si è trasformata in {1}!", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "L'arcangelo {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "Il ranger {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "Il Ranger {name} {disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "Il Ranger {name} {disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "{0} si è trasformato in {1}!", - "BATTLE_FAILED": "Fallito!", - "BATTLE_FAILED_SLEEP": "Dorme!", - "BATTLE_TAPE_SWITCHED.n": "{0} si è trasformatə in {1}!", - "BATTLE_DIED.f": "{0} è morta…", - "BATTLE_DIED.m": "{0} è morto…", - "BATTLE_DIED.n": "{0} è mortə…", - "BATTLE_TAPE_DEFEATED.f": "Il nastro di {0} si è rotto!", - "BATTLE_RESURRECTED.m": "Ma {cause} l'ha riportato in vita!", - "BATTLE_DEFEATED.f": "{0} è stata sconfitta!", - "BATTLE_RESURRECTED.n": "Ma {cause} l'ha riportatə in vita!", - "BATTLE_RESURRECTED.f": "Ma {cause} l'ha riportata in vita!", - "BATTLE_DEFEATED.m": "{0} è stato sconfitto!", - "BATTLE_DEFEATED.n": "{0} è statə sconfittə!", - "BATTLE_DEFEATED_NO_TAPES.f": "{0} ha esaurito i nastri utilizzabili!", - "BATTLE_DEFEATED_NO_TAPES.n": "{0} ha esaurito i nastri utilizzabili!", - "BATTLE_DEFEATED_NO_TAPES.m": "{0} ha esaurito i nastri utilizzabili!", - "BATTLE_TAPE_DEFEATED.m": "Il nastro di {0} si è rotto!", - "BATTLE_TAPE_DEFEATED.n": "Il nastro di {0} si è rotto!", - "BATTLE_GHOST_DEFEATED.m": "{0} è svanito…", - "BATTLE_SUMMON_DEFEATED.n": "{0} è statə chiamatə via!", - "BATTLE_SUMMON_DEFEATED.f": "{0} è stata chiamata via!", - "BATTLE_SUMMON_DEFEATED.m": "{0} è stato chiamato via!", - "BATTLE_GHOST_DEFEATED.f": "{0} è svanita…", - "BATTLE_VICTORY": "VITTORIA!", - "BATTLE_GHOST_DEFEATED.n": "{0} è svanitə…", - "BATTLE_WON": "La battaglia è vinta!", - "BATTLE_LOST": "La battaglia è persa…", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Non puoi andartene!\\nVuoi tornare subito a Harbourtown? Perderai alcuni oggetti.", - "BATTLE_FLEE_CONFIRM": "Vuoi davvero fuggire?", - "BATTLE_FLEE_FAILED": "Non puoi andartene!", - "BATTLE_EXP_POINTS": "La tua squadra ha ottenuto {0} punti esperienza!", - "BATTLE_FLED": "Fuggi dalla battaglia…", - "BATTLE_TARGET_TEAM0": "La tua squadra", - "UI_CHARACTER_LEVEL": "Lv {0}", - "UI_CHARACTER_LEVEL_LONG": "Livello {0}", - "BATTLE_TARGET_TEAM1": "Squadra nemica", - "UI_CHARACTER_ABILITY_UNKNOWN": "???", - "UI_CHARACTER_ABILITIES_HEADING": "Abilità:", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Nastro favorito:", - "BATTLE_FUSING": "I cuori di {0} e {1} sono all'unisono!", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10% a tutte le statistiche se si trasforma in {species} o nella sua evoluzione.", - "BATTLE_FUSED": "{0} e {1} si fondono in {2}!", - "BATTLE_UNFUSING": "{0} e {1} si desincronizzano!", - "BATTLE_TOAST_SPLASH": "AREA", - "BATTLE_TOAST_CRIT": "CRIT", - "BATTLE_TOAST_MISSED": "MANCATO", - "BATTLE_TOAST_BLOCKED": "STATO BLOCCATO", - "BATTLE_TOAST_NO_EFFECT": "SENZA EFFETTO", - "BATTLE_TOAST_INTERCEPTED": "INTERCETTATO", - "BATTLE_TOAST_AP": "PA", - "BATTLE_TOAST_RECORD_CHANCE": "CHANCE\\n", - "UI_BATTLE_TAPE_IN_USE": "In uso", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", - "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", - "STAT_max_hp": "PV max", - "MAX_STAMINA_INCREASE": "Il tuo vigore è aumentato di {increase_percent}%!\\nOra puoi planare per {total} secondi.", - "STAT_melee_defense": "Difesa in mischia", - "STAT_melee_attack": "Attacco in mischia", - "STAT_ranged_attack": "Attacco a distanza", - "STAT_ranged_defense": "Difesa a distanza", - "STAT_speed": "Velocità", - "STAT_accuracy": "Precisione", - "STAT_evasion": "Schivata", - "STAT_max_ap": "PA max", - "STAT_move_accuracy": "Precisione", - "STAT_move_slots": "Slot mossa", - "STAT_damage": "Danni", - "STAT_move_splash_damage": "Danni ad area", - "STAT_move_effect_chance": "Chance effetto", - "STAT_move_crit_damage": "Danni critici", - "STAT_move_crit_rate": "Chance di critico", - "STAT_exp": "Punti esp", - "STAT_priority_chance": "Chance priorità", - "SHORT_NAME_max_hp": "PV max", - "SHORT_NAME_melee_attack": "Att M", - "SHORT_NAME_melee_defense": "Dif M", - "SHORT_NAME_ranged_attack": "Att D", - "SHORT_NAME_ranged_defense": "Dif D", - "SHORT_NAME_speed": "Vel", - "UI_PARTY_CHECK_TAPE": "Guarda nastro", - "UI_PARTY_CHECK_CHARACTER": "Guarda {name}", - "UI_PARTY_TRANSFORM": "Trasformati", - "UI_PARTY_SWAP_TAPE": "Cambia nastro", - "UI_PARTY_USE_ITEM": "Usa oggetto", - "UI_PARTY_PUT_AWAY": "In deposito", - "UI_PARTY_NO_MOVES": "Senza adesivi", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "\\\"{tape_name}\\\" ora è in deposito.", - "UI_PARTY_TAPE_COLLECTION": "Deposito nastri…", - "UI_PARTY_MOVE_LIST_OVERFLOW": "E altre {n}...", - "UI_PARTY_STATS_CHARACTER": "Forma umana", - "UI_PARTY_STATS_FORM": "Moltiplicatori statistiche forma", - "UI_PARTY_STICKERS": "Adesivi", - "UI_PARTY_STATS_COMBINED": "Trasformato", - "UI_PARTY_BOOTLEG": "Bootleg", - "UI_PARTY_EMPTY_STICKER_SLOT": "- Slot vuoto -", - "UI_PARTY_APPLY_STICKER": "Applica adesivo", - "UI_PARTY_PEEL_STICKER": "Togli adesivo", - "UI_PARTY_REPLACE_STICKER": "Scambia adesivo", - "UI_PARTY_STICKER_PEELED_DROPPED": "Hai abbandonato '{move_name}\\' perché non hai più spazio nell\\'inventario.", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "Scambiare \\\"{old_move}\\\" con \\\"{new_move}\\\"?", - "UI_PARTY_EDIT_STICKERS": "Guarda/modifica mosse", - "UI_PARTY_STICKER_PEELED": "\\\"{move_name}\\\" ora è nella sezione adesivi dell'inventario.", - "UI_PARTY_RENAME_TAPE": "Rinomina", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Gruppo", - "UI_PARTY_RENAME_TAPE_TITLE": "Rinomina \\\"{0}\\\"", - "UI_PARTY_BESTIARY": "Leggi voce del bestiario", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Deposito: per numero", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "Deposito: per nome", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Deposito: bootleg", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Deposito: preferiti", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Deposito: {type}", - "UI_TAPE_COLLECTION": "Deposito nastri", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Aggiungi al gruppo", - "UI_TAPE_COLLECTION_FAVORITE": "+ Preferiti", - "UI_TAPE_COLLECTION_RECYCLE": "Ricicla", - "UI_TAPE_COLLECTION_UNFAVORITE": "- Preferiti", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "Togli adesivi", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "Gli adesivi di {tape_name} sono tornati nell'inventario.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Non è stato possibile staccare alcuni adesivi da {tape_name} perché non avevi spazio per loro nell'inventario.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Hai abbandonato alcuni adesivi staccati da {tape_name} perché non avevi spazio per loro nell'inventario.", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "Vuoi davvero riciclare {tape_name}? Non sarà più nella tua collezione.", - "UI_TAPE_COLLECTION_EMPTY": "Nessun nastro.", - "UI_LOAD_FILE_LOADING": "Controllo in corso...", - "UI_LOAD_FILE_EMPTY": "File vuoto", - "UI_LOAD_FILE_INVALID": "File danneggiato", - "UI_LOAD_FILE_SAVED_DATETIME": "Salvato alle {hour}:{minute}:{second} del {day}/{month}/{year}", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Morto alle {hour}:{minute}:{second} del {day}/{month}/{year}", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "Nuova partita", - "UI_LOAD_FILE_CONTINUE_GAME": "Carica partita", - "UI_LOAD_FILE_ERASE": "Cancella", - "UI_LOAD_FILE_CUSTOM_GAME": "Partita personalizzata", - "UI_PAUSE_MAP_BTN": "Mappa", - "UI_PAUSE_PARTY_BTN": "Gruppo", - "UI_PAUSE_INVENTORY_BTN": "Inventario", - "UI_PAUSE_QUEST_LOG_BTN": "Diario missioni", - "UI_PAUSE_BESTIARY_BTN": "Bestiario", - "UI_PAUSE_REST_BTN": "Riposa qui", - "UI_QUIT_CONFIRM": "Vuoi davvero uscire?\\nHai salvato l'ultima volta {duration} fa.", - "UI_PAUSE_SAVE_BTN": "Salva", - "UI_PAUSE_QUIT_BTN": "Esci", - "UI_EVOLUTION_TITLE": "Rimasterizza", - "UI_QUIT_CONFIRM_SECONDS": "{num} s", - "UI_QUIT_CONFIRM_MINUTES": "{num} min", - "UI_SAVING": "Salvataggio...", - "UI_SAVING_MESSAGE": "Salvataggio progressi…", - "UI_SAVE_COMPLETE": "Salvataggio completato!", - "UI_SAVE_FAILED": "Salvataggio fallito.", - "UI_SAVE_LOAD_FAILED": "Impossibile caricare questo salvataggio.", - "UI_SAVE_ERASE_CONFIRM": "Cancellare per sempre questo salvataggio?", - "UI_SAVE_REQUIRE_FULL_VERSION": "Per questo salvataggio serve la versione completa del gioco.", - "UI_EVOLUTION_BUTTON": "Rimasterizza", - "UI_EVOLUTION_SUBTITLE": "Fai evolvere le tue forme mostro", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "Multigiocatore locale drop in/out", - "UI_EVOLUTION_SPECIALIZATION": "Scegli una specializzazione", - "UI_EVOLUTION_CONFIRM": "Rimasterizzare il nastro {monster_name} in una forma più potente?", - "RELATIONSHIP_UNLOCK_FUSION.n": "Ora la fusione è disponibile nelle battaglie normali quando sei insieme a {name}!", - "UI_EVOLUTION_DESCRIPTION": "Il tuo nastro {evolved_from} è diventato {evolved_to}!", - "RELATIONSHIP_LEVEL_UP": "Livello relazione {level}", - "RELATIONSHIP_UNLOCK_FUSION.m": "Ora la fusione è disponibile nelle battaglie normali quando sei insieme a {name}!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "Ora puoi usare il Potere fusione quando sei in fusione con {name}!", - "RELATIONSHIP_UNLOCK_FUSION.f": "Ora la fusione è disponibile nelle battaglie normali quando sei insieme a {name}!", - "RELATIONSHIP_FUSION_STRENGTH.m": "Le fusioni che formi con {name} ora hanno +{added_strength}% forza.", - "RELATIONSHIP_FUSION_STRENGTH.n": "Le fusioni che formi con {name} ora hanno +{added_strength}% forza.", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "Ora puoi usare il Potere fusione quando sei in fusione con {name}!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "Ora puoi usare il Potere fusione quando sei in fusione con {name}!", - "RELATIONSHIP_FUSION_STRENGTH.f": "Le fusioni che formi con {name} ora hanno +{added_strength}% forza.", - "UI_QUEST_NEW": "Nuova missione:", - "UI_QUEST_UPDATE": "Missione aggiornata:", - "UI_CAMPING_REST": "Riposa", - "UI_QUEST_COMPLETE": "Missione completa!", - "UI_QUEST_NEW_VIEW_LOG": "Leggi diario missioni", - "PARTNER_SWAP_CONFIRM.f": "Vuoi portare con te {name}?", - "PARTNER_UNLOCKED_TITLE.m": "Hai sbloccato:", - "PARTNER_SWAP_CONFIRM.m": "Vuoi portare con te {name}?", - "PARTNER_SWAP_CONFIRM.n": "Vuoi portare con te {name}?", - "PARTNER_UNLOCKED_TITLE.f": "Hai sbloccato:", - "PARTNER_UNLOCKED.m": "Ora tu e {name} siete partner!", - "PARTNER_UNLOCKED_TITLE.n": "Hai sbloccato:", - "PARTNER_UNLOCKED.n": "Ora tu e {name} siete partner!", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} ora è al Café Gramophone.", - "PARTNER_UNLOCKED.f": "Ora tu e {name} siete partner!", - "UI_EXCHANGE": "Scambia", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} ora è al Café Gramophone.", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} ora è al Café Gramophone.", - "UI_EXCHANGE_PRICE": "Prezzo", - "UI_EXCHANGE_RESOURCES": "Le tue risorse", - "OBTAINED_TAPE": "Nastro ottenuto: {tape_name}!", - "ABILITY_UNLOCKED": "Abilità ottenuta: {ability}!", - "UI_MAP_UNKNOWN_FEATURE": "???", - "ABILITY_UNLOCKED_glide": "Ora puoi tenere premuto {control.jump} per planare su lunghe distanze!\\nQuesto consuma vigore.", - "ABILITY_glide": "Planata di falena", - "UI_TAPES_REPAIRED": "I tuoi nastri rotti sono riparati!", - "UI_MAP_YOUR_LOCATION": "La tua posizione", - "UI_MAP_FAST_TRAVEL_CONFIRM": "Vuoi andare a: {location}?", - "UI_BESTIARY_SEEN_COUNT": "Visti: {num} / {total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "Non puoi viaggiare là.", - "UI_BESTIARY_RECORDED_COUNT": "Registrati: {num} / {total}", - "UI_BESTIARY_FORMED_COUNT": "Formati: {num} / {total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", - "UI_BESTIARY_UNKNOWN_SPECIES": "???", - "UI_BESTIARY_SORT_BY_NAME": "Ordina per nome", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Mostra fusioni", - "UI_BESTIARY_SORT_BY_NUMBER": "Ordina per numero", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Mostra mostri", - "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "N. {num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "Habitat", - "UI_BESTIARY_INFO_TAB_STATS": "Statistiche", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "Porta il nastro di questo mostro a 5 stelle per sbloccare altre informazioni.", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "Registra questo mostro per sbloccare altre informazioni.", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Bootleg", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Bootleg: {num} / {total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Sconfiggi questo mostro per sbloccare altre informazioni.", - "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", - "UI_BESTIARY_INFO_STATS_FORMED": "Formati:", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Incontrati:", - "UI_BESTIARY_INFO_STATS_RECORDED": "Registrati:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "Sconfitti:", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Mostra sulla mappa", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat sconosciuto.", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name} si trova in:", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Habitat di {species_name}", - "UI_BESTIARY_INFO_NO_DATA": "Nessun altro dato.", - "UI_BESTIARY_INFO_BIO_FUSION": "Fusione di {species1} e {species2}.", - "UI_CHARACTER_CREATION": "Creazione personaggio", - "UI_CHARACTER_CREATION_INTRO": "Chi sei?", - "UI_CC_LABEL_NAME": "Il tuo nome", - "UI_CC_LABEL_PRONOUNS": "Il tuo pronome", - "UI_CC_VALUE_PRONOUN.m": "Lui", - "UI_CC_VALUE_PRONOUN.f": "Lei", - "UI_CC_VALUE_PRONOUN.n": "Ləi", - "UI_CC_LABEL_HAIR": "Capigliatura", - "UI_CC_LABEL_HEAD": "Viso", - "UI_CC_LABEL_LEGS": "Sotto", - "UI_CC_LABEL_BODY": "Sopra", - "UI_CC_LABEL_BODY_COLOR_1": "Colore sopra 1", - "UI_CC_LABEL_BODY_COLOR_2": "Colore sopra 2", - "UI_CC_LABEL_EYE_COLOR": "Colore occhi", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Colore accessorio viso", - "UI_CC_LABEL_FAVORITE_COLOR": "Colore preferito", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Colore accessorio capelli", - "UI_CC_LABEL_HAIR_COLOR": "Colore capelli", - "UI_CC_LABEL_SHOE_COLOR": "Colore scarpe", - "UI_CC_LABEL_LEGS_COLOR": "Colore sotto", - "UI_CC_LABEL_SKIN_COLOR": "Colore pelle", - "UI_CC_RANDOMIZE": "Casuale", - "UI_CC_VALUE_hair_short": "Riga da una parte", - "UI_CC_VALUE_hair_bow1": "Codino alto", - "UI_CC_VALUE_hair_quiff": "Ciuffo", - "UI_CC_VALUE_hair_hairtie": "Elastico", - "UI_CC_VALUE_hair_afro1": "Afro bassa", - "UI_CC_VALUE_hair_afro2": "Spazzola", - "UI_CC_VALUE_hair_bun1": "Chignon alto 1", - "UI_CC_VALUE_hair_bun2": "Chignon alto 2", - "UI_CC_VALUE_hair_bun3": "Doppio chignon", - "UI_CC_VALUE_hair_neat1": "Ordinata", - "UI_CC_VALUE_hair_long1": "Frangia lunga", - "UI_CC_VALUE_hair_headband1": "Fascia", - "UI_CC_VALUE_hair_headband2": "Asimmetrica", - "UI_CC_VALUE_hair_bald": "Senza capelli", - "UI_CC_VALUE_hair_bob1": "Caschetto liscio", - "UI_CC_VALUE_hair_bob2": "Caschetto mosso", - "UI_CC_VALUE_hair_headscarf1": "Bandana", - "UI_CC_VALUE_hair_cultist1.m": "Cultista", - "UI_CC_VALUE_hair_cultist1.f": "Cultista", - "UI_CC_VALUE_hair_cultist1.n": "Cultista", - "UI_CC_VALUE_hair_flower1": "Figlio dei fiori", - "UI_CC_VALUE_hair_hat1": "Cappello e chignon", - "UI_CC_VALUE_hair_dreadlocks1": "Loc", - "UI_CC_VALUE_hair_dreadlocks2": "Loc corti", - "UI_CC_VALUE_hair_straight1": "Taglio a scodella", - "UI_CC_VALUE_hair_mullet1": "Mullet", - "UI_CC_VALUE_hair_hardhat1": "Elmetto", - "UI_CC_VALUE_hair_braid1": "Treccia lunga", - "UI_CC_VALUE_hair_sharp1": "Frangia dritta", - "UI_CC_VALUE_hair_balding": "Calvizie incipiente", - "UI_CC_VALUE_hair_cat1": "Fascia gatto", - "UI_CC_VALUE_hair_moonstone": "Moonstone", - "UI_CC_VALUE_head_generic": "Semplice", - "UI_CC_VALUE_head_glasses_1": "Occhiali", - "UI_CC_VALUE_head_makeup1": "Ombretto", - "UI_CC_VALUE_head_makeup2": "Facepaint a metà", - "UI_CC_VALUE_head_beard1": "Barba 1", - "UI_CC_VALUE_head_beard2": "Barba 2", - "UI_CC_VALUE_head_mask1": "Maschera", - "UI_CC_VALUE_head_visor1": "Visore", - "UI_CC_VALUE_head_grumpy": "Broncio", - "UI_CC_VALUE_body_sweater1": "Maglione", - "UI_CC_VALUE_body_tshirt1": "T-shirt 1", - "UI_CC_VALUE_body_tshirt2": "T-shirt 2", - "UI_CC_VALUE_body_jacket": "Giacca 1", - "UI_CC_VALUE_body_jacket2": "Giacca 2", - "UI_CC_VALUE_body_jacket3": "Giacca a gilet", - "UI_CC_VALUE_body_jacket4": "Giacca 3", - "UI_CC_VALUE_body_cultist1.m": "Cultista", - "UI_CC_VALUE_body_cultist1.f": "Cultista", - "UI_CC_VALUE_body_cultist1.n": "Cultista", - "UI_CC_VALUE_body_dress1": "Vestito vintage", - "UI_CC_VALUE_body_apron1": "Grembiule", - "UI_CC_VALUE_body_vest1": "Gilet", - "UI_CC_VALUE_body_poncho1": "Poncho", - "UI_CC_VALUE_body_moonstone": "Moonstone", - "UI_CC_VALUE_legs_generic": "Pantaloni", - "UI_CC_VALUE_legs_shorts1": "Pantaloncini", - "UI_CC_VALUE_legs_skirt1": "Gonna", - "UI_CC_VALUE_legs_moonstone": "Moonstone", - "UI_CC_VALUE_hair_bansheep": "Cappello Stregovina", - "UI_CC_VALUE_hair_candevil": "Cappello Zuccherello", - "UI_CC_VALUE_hair_traffikrab": "Cappello Conostaceo", - "UI_CC_VALUE_hair_springheel": "Cappello Saltatore", - "UI_CC_VALUE_legs_pombomb": "Pantaloncini Pombomba", - "UI_CC_VALUE_body_pombomb": "Poncho Pombomba", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", - "UI_LOADING_FLUFF_2": "Restituisco la giacca a Balzospello…", - "UI_LOADING_FLUFF_3": "Affilo i coltelli-artiglio degli Squarterrori…", - "UI_LOADING_FLUFF_4": "Do la caccia al Nobiladro…", - "UI_LOADING_FLUFF_1": "Mi avvicino di soppiatto a un Saltatore…", - "UI_LOADING_FLUFF_5": "Nutro il Vampostore…", - "UI_LOADING_FLUFF_7": "Lucido il teschio di Crancolosso…", - "UI_LOADING_FLUFF_6": "Allontano Macabra dalle capre…", - "UI_LOADING_FLUFF_8": "Riparo la lancia di Scudierrante…", - "UI_LOADING_FLUFF_9": "Nomino cavaliere Lanciolino…", - "UI_LOADING_FLUFF_10": "Accendo la miccia di Pombomba…", - "UI_LOADING_FLUFF_11": "Ricarico Fuciliraptor…", - "UI_LOADING_FLUFF_12": "Ricarico Artiglierex…", - "UI_LOADING_FLUFF_13": "Disegno sulla maschera di Introvelfo…", - "UI_LOADING_FLUFF_14": "Do un bastoncino di zucchero ad Adirampus…", - "UI_LOADING_FLUFF_15": "Attacco la spina a Lampopiteco…", - "UI_LOADING_FLUFF_16": "Metto un parafulmine per attirare Spartampo…", - "UI_LOADING_FLUFF_18": "Mi preparo per l'Apocorvolisse…", - "UI_LOADING_FLUFF_17": "Sintonizzo Gattivù…", - "UI_LOADING_FLUFF_19": "Metto in fila i Conostacei…", - "UI_LOADING_FLUFF_20": "Aggiro gli Aragostacoli…", - "UI_LOADING_FLUFF_21": "Soffio i semi di un Dandyleone…", - "UI_LOADING_FLUFF_22": "Annaffio Fiordifauce…", - "UI_LOADING_FLUFF_23": "Dipingo con Amannello…", - "UI_LOADING_FLUFF_24": "Ammiro le opere di Fungogh…", - "UI_LOADING_FLUFF_25": "Carico Cronocksley…", - "UI_LOADING_FLUFF_26": "Intaglio una Zompazucca…", - "UI_LOADING_FLUFF_27": "Vesto il Braxabito…", - "UI_LOADING_FLUFF_28": "Dico addio ad Averevoir…", - "UI_LOADING_FLUFF_29": "Vado a vedere il Tuttovede…", - "UI_LOADING_FLUFF_30": "Elimino i Bidonvasori…", - "UI_LOADING_FLUFF_31": "Mi faccio un round con Puccilatore...", - "UI_LOADING_FLUFF_32": "Cucino nello Sputabrodo…", - "UI_LOADING_FLUFF_33": "Resuscito i Pedonmorti…", - "UI_LOADING_FLUFF_34": "Ascolto il sermone di uno Schelepredicatore…", - "UI_LOADING_FLUFF_35": "Giuro fedeltà al Mortarca…", - "UI_LOADING_FLUFF_36": "Mi prostro a Sua Maestà la Regemma…", - "UI_LOADING_FLUFF_37": "Verifico l'indistruttibilità degli Stardigradi nello spazio…", - "UI_LOADING_FLUFF_38": "Evoco un Djinn Entonic…", - "NEW_GAME_INTRO_QUOTE_1": "Ora s'avanza pel regno il cavaliere,\\nnelle selve di Wirral – ove ben pochi vivono\\nche Dio o chi ha buon cuore abbia amato.", - "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain e il Cavaliere Verde,\\nAnonimo, 14° secolo", - "CAMPING_CONFIRM": "Ti accampi qui?", - "CAFE_CAMPING_CONFIRM": "Fai una breve sosta qui?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Capienza: {stacks} / {maximum} pile", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, Pagina {page} di {page_count}", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "Ordina", - "UI_INVENTORY_FILTER": "Filtra", - "UI_INVENTORY_FILTER_APPLIED": "Filtri ({num})", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "Questa operazione rimuoverà dall'inventario [i]tutti[/i] gli adesivi che corrispondono al filtro attuale. Vuoi davvero riciclare queste pile di adesivi ({stacks})? Adesivi da riciclare in totale: {total}.", - "UI_INVENTORY_BULK_RECYCLE": "Ricicla in massa", - "UI_INVENTORY_FILTER_NAME": "Nome", - "UI_INVENTORY_FILTER_RARITY": "Rarità:", - "UI_INVENTORY_FILTER_RARITY_ALL": "Tutti", - "UI_INVENTORY_FILTER_RARITY_COMMON": "Comuni", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Non comuni", - "UI_INVENTORY_FILTER_RARITY_RARE": "Rari", - "UI_INVENTORY_FILTER_CATEGORY": "Categoria", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "Tutti", - "UI_INVENTORY_FILTER_TYPE": "Tipo elementale", - "UI_INVENTORY_FILTER_TYPE_ALL": "Tutti", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Senza tipo", - "UI_QUEST_LOG_CATEGORY_QUESTS": "Missioni", - "UI_QUEST_LOG_CATEGORY_RUMORS": "Dicerie", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Obiettivi", - "UI_QUEST_LOG_NO_QUESTS": "Nessuna missione.", - "UI_QUEST_LOG_NO_RUMORS": "Nessuna diceria.", - "UI_QUEST_LOG_SECTION_MAIN": "Missioni principali", - "UI_QUEST_LOG_SECTION_SIDE": "Missioni secondarie", - "UI_QUEST_LOG_SECTION_OTHER": "Altri", - "UI_QUEST_LOG_SECTION_COMPLETED": "Completate", - "UI_QUEST_LOG_SECTION_ACHIEVED": "Raggiunti {0}/{1}", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "Non raggiunti", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Obiettivo nascosto n. {0}.", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", - "UI_QUEST_LOG_VIEW_BUTTON": "Guarda mappa", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Suona canzone", - "UI_QUEST_TIMER": "Valida per: {minutes} min.", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Mostra scheda timbri", - "UI_QUEST_LOG_TRACK_BUTTON": "Segui", - "UI_QUEST_LOG_UNTRACK_BUTTON": "Non seguire", - "UI_QUEST_TRACKER_RUMOR": "Diceria: {quest_title}", - "NOTIFICATION_ACHIEVEMENT": "Obiettivo sbloccato", - "NOTICEBOARD_TITLE": "Bacheca dei ranger", - "NOTICEBOARD_LEVEL": "Livello {level}", - "NOTICEBOARD_REMINDER_TITLE": "Avviso a tutti i ranger:", - "NOTICEBOARD_REQUIREMENT_RANGER1": "Entra nei ranger e completa il tuo addestramento per sbloccare l'accesso a queste missioni.", - "NOTICEBOARD_METER_RATIO": "Trovato: {amount_owned} / {total_required}", - "NOTICEBOARD_METER_LABEL": "Materiale fuso per il nuovo livello: {amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "???", - "NOTICEBOARD_REMINDER_BODY": "Ricordate di chiedere agli abitanti se ci sono dicerie che circolano, o potreste perdervi qualcosa! Ianthe non ha il tempo di dare la caccia da sola a ogni minima voce che circola!", - "NOTICEBOARD_NEXT_REWARD": "Prossima ricompensa:", - "NOTICEBOARD_REWARD_NEW_QUEST": "Nuova missione", - "NOTICEBOARD_REWARD_ITEMS": "Oggetti", - "NOTICEBOARD_REWARD_NEW_MONSTER": "Nuovo mostro", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Accetta questa missione per saperne di più.", - "NOTICEBOARD_QUEST_COMPLETED": "Completate", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "Non puoi assumerti questa missione in questo momento. Completa alcune delle tue altre missioni e torna più tardi.", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Accetta missione", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "Mostra nel diario", - "CHOOSE_STARTER_OPTION1": "Spettrale", - "CHOOSE_STARTER_TITLE": "Qual è il tuo stile?", - "CHOOSE_STARTER_OPTION2": "Splendente", - "TUTORIAL_DEMO1.m": "Sei arrivato alla fine della demo. Da entrambi noi di Bytten Studio, speriamo che questo piccolo assaggio ti sia piaciuto!", - "TUTORIAL_DEMO_TITLE": "Grazie per aver giocato!", - "TUTORIAL_DEMO2.f": "Potrai proseguire partendo da questo salvataggio nella versione completa del gioco.", - "TUTORIAL_DEMO1.n": "Sei arrivatə alla fine della demo. Da entrambi noi di Bytten Studio, speriamo che questo piccolo assaggio ti sia piaciuto!", - "TUTORIAL_DEMO1.f": "Sei arrivata alla fine della demo. Da entrambi noi di Bytten Studio, speriamo che questo piccolo assaggio ti sia piaciuto!", - "TUTORIAL_DEMO2.m": "Potrai proseguire partendo da questo salvataggio nella versione completa del gioco.", - "TUTORIAL_DEMO2.n": "Potrai proseguire partendo da questo salvataggio nella versione completa del gioco.", - "TUTORIAL_REMASTER": "Alcuni nastri possono essere \\\"rimasterizzati\\\" quando arrivano a 5 stelle.\\n\\nUn nastro rimasterizzato assumerà una forma più potente: vedrà aumentare le sue statistiche e imparerà nuove mosse.\\n\\nAlcune forme di mostri si possono ottenere solo tramite rimasterizzazione e, in alcuni casi, il nastro rimasterizzato può essere diverso a seconda di certe condizioni.\\n\\nRimasterizza i nastri ogni volta che puoi!", - "TUTORIAL_DEMO_STORE_BTN": "Mostra nel negozio", - "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", - "TUTORIAL_REMASTER_TITLE": "Tutorial: Rimasterizzazione", - "TUTORIAL_FUSION_TITLE": "Tutorial: Fusione", - "TUTORIAL_FUSION1.m": "Quando i tuoi obiettivi sono allineati con quelli di un compagno, potete fondervi per diventare un unico mostro più potente.\\n\\nPiù sei vicino al tuo compagno, maggiore sarà la potenza della vostra fusione.\\n\\nTieni d'occhio la barra fusione, però! Potete fondervi solo quando è piena.", - "TUTORIAL_FUSION1.n": "Quando i tuoi obiettivi sono allineati con quelli di un compagno, potete fondervi per diventare un unico mostro più potente.\\n\\nPiù sei vicinə al tuo compagno, maggiore sarà la potenza della vostra fusione.\\n\\nTieni d'occhio la barra fusione, però! Potete fondervi solo quando è piena.", - "TUTORIAL_FUSION1.f": "Quando i tuoi obiettivi sono allineati con quelli di un compagno, potete fondervi per diventare un unico mostro più potente.\\n\\nPiù sei vicina al tuo compagno, maggiore sarà la potenza della vostra fusione.\\n\\nTieni d'occhio la barra fusione, però! Potete fondervi solo quando è piena.", - "TUTORIAL_FUSION2": "Come fusione, ottenete 4 PA ogni turno invece di 2, così potrete usare più presto le mosse più potenti.\\n\\nInoltre, avrete accesso a tutte le mosse di entrambi i nastri combinate e le vostre statistiche vengono sommate.", - "TUTORIAL_RELATIONSHIPS": "Costruire relazioni con gli amici è molto importante. La forza della vostra relazione influenza direttamente la vostra forza dopo la fusione!\\n\\nPer stringere una relazione con qualcuno, completa le sue missioni e combatti al suo fianco. Quando sarà il momento giusto, potrete prendevi una pausa davanti a un falò o al bar per migliorare la vostra relazione.", - "TUTORIAL_RECORDING1": "Riuscire a registrare un mostro è una questione di fortuna, ma ci sono alcuni fattori che influiscono sulle probabilità di successo:\\n\\n- Quanta salute ha il mostro\\n- Il suo livello e la sua rarità\\n- Quanti danni gli hai inflitto durante la registrazione\\n- Quanti danni ha subito la persona che lo sta registrando.", - "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Relazioni", - "TUTORIAL_RECORDING2": "Usare gli effetti di stato per potenziare gli attacchi contro il mostro che stai registrando può essere molto efficace per aumentare i danni e migliorare le tue chance.\\n\\nFinché un mostro viene registrato, non può fuggire o essere sconfitto, perciò non preoccuparti: non lo metterai KO!", - "TUTORIAL_RECORDING_TITLE": "Tutorial: Registrare nastri", - "TUTORIAL_TAPE_STORAGE.f": "Quando il tuo gruppo è al completo, i nastri che registri vengono messi in deposito in uno scomparto speciale nello zaino. Puoi accedere a questi nastri e scambiarli con quelli nel gruppo quando sei seduta a un falò o al bar.\\n\\nSe ci sono dei nastri in deposito che non ti interessano più, riciclali per ottenere risorse e adesivi.", - "TUTORIAL_TAPE_STORAGE.m": "Quando il tuo gruppo è al completo, i nastri che registri vengono messi in deposito in uno scomparto speciale nello zaino. Puoi accedere a questi nastri e scambiarli con quelli nel gruppo quando sei seduto a un falò o al bar.\\n\\nSe ci sono dei nastri in deposito che non ti interessano più, riciclali per ottenere risorse e adesivi.", - "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Deposito nastri", - "TUTORIAL_STICKERS1": "Le mosse a tua disposizione quando usi un nastro in battaglia dipendono dagli adesivi attaccati al nastro.\\n\\nPuoi dare nuove mosse a un nastro \\\"mettendo\\\" adesivi dal tuo inventario. Puoi \\\"togliere\\\" gli adesivi delle mosse che non ti servono e metterli nel tuo inventario.", - "TUTORIAL_STICKERS_TITLE": "Tutorial: Adesivi e mosse", - "TUTORIAL_TAPE_STORAGE.n": "Quando il tuo gruppo è al completo, i nastri che registri vengono messi in deposito in uno scomparto speciale nello zaino. Puoi accedere a questi nastri e scambiarli con quelli nel gruppo quando sei sedutə a un falò o al bar.\\n\\nSe ci sono dei nastri in deposito che non ti interessano più, riciclali per ottenere risorse e adesivi.", - "TUTORIAL_STICKERS2": "Puoi usare gli adesivi tutte le volte che vuoi, ma puoi metterli su un solo nastro alla volta.\\n\\nPuoi ottenere gli adesivi in diversi modi:\\n\\n- Riempiendo le barre dei punti esperienza dei nastri.\\n- Da forzieri o scorte che trovi.\\n- Da alcuni mercanti di Harbourtown.", - "TUTORIAL_AP2": "Ciascun membro del gruppo riceve 2 PA ogni turno e 1 in più se sferra un attacco con vantaggio di tipo.\\n\\nPuoi pianificare la tua tattica e risparmiare PA per gli attacchi più potenti usando mosse più deboli e con un costo in PA ridotto.", - "TUTORIAL_AP_TITLE": "Tutorial: Punti Azione", - "TUTORIAL_AP1": "Fai attenzione a questi quadratini arancioni: sono i tuoi Punti Azione, o PA in breve.\\n\\nLa maggior parte delle mosse ha un costo in PA. Il numero di PA che devi spendere per una mossa è indicato accanto al nome.\\n\\nSe non hai abbastanza PA per una mossa, non potrai usarla in questo turno.", - "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Arcangeli", - "TUTORIAL_ARCHANGEL_AP": "A differenza di altri mostri che spendono PA per usare le mosse, gli Arcangeli accumulano PA fino a raggiungere 10.\\n\\nUna volta che un Arcangelo raggiunge 10 PA, scatena tutta quella potenza in un solo colpo con il suo unico Attacco Angelico.\\n\\nPer sopravvivere, usa le tue mosse in modo strategico per costruire una difesa solida e prepararti a reggere il colpo, oppure sconfiggi l'Arcangelo prima che ottenga abbastanza PA.", - "TUTORIAL_STATIONS2": "Le stazioni della Mer-Linea sembrano ospitare strani esseri provenienti da luoghi lontani.\\n\\nEsplora a fondo queste stazioni e potrai trovare ricompense e informazioni preziose.", - "TUTORIAL_STATIONS1": "Puoi attivare i viaggi veloci sulla schermata della mappa ogni volta che sei all'aperto.\\n\\nAll\\'inizio potrai tornare solo al Café Gramophone, ma ogni stazione che riapri aggiunge una nuova destinazione possibile.", - "TUTORIAL_STATIONS_TITLE": "Tutorial: Viaggi veloci e stazioni", - "TYPE_CHART_ATTACKER": "Attaccante:", - "TYPE_CHART_DEFENDER": "Difensore:", - "TYPE_CHART_TRANSMUTATION": "Trasmutazione:", - "TYPE_CHART_NO_REACTION": "Nessuna reazione.", - "TYPE_CHART_BUFFS": "Bonus:", - "TYPE_CHART_DEBUFFS": "Penalità:", - "TYPE_CHART_OTHER": "Effetto vario:", - "TYPE_CHART_STATUS_AMOUNT": "×{amount}", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Le cose potrebbero farsi pericolose. Meglio avere 2 nastri funzionanti a disposizione prima di continuare.", - "TITLE_SCREEN_PLAY_BUTTON": "Gioca", - "TITLE_SCREEN_PRESS_BUTTON": "Premi {control.ui_accept}", - "TITLE_SCREEN_LANGUAGE_BUTTON": "Lingua", - "TITLE_SCREEN_CREDITS_BUTTON": "Riconoscimenti", - "UI_SETTINGS": "Impostazioni", - "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?';:!”%&*()_-=+×·", - "UI_SETTINGS_GRAPHICS": "Grafica", - "UI_SETTINGS_AUDIO": "Audio", - "UI_SETTINGS_GAMEPLAY": "Gioco", - "UI_SETTINGS_KEYBOARD": "Tastiera", - "UI_SETTINGS_CONTROLLER": "Controller", - "UI_SETTINGS_DEFAULTS_BUTTON": "Ripristina predefiniti", - "UI_SETTINGS_REBIND_BUTTON": "Riassocia", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Schermo intero", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Sì", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "No", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "Risoluzione", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "Frame rate", - "UI_SETTINGS_GRAPHICS_PRESET_0": "Bassa", - "UI_SETTINGS_GRAPHICS_PRESET": "Preimpostazione grafica", - "UI_SETTINGS_GRAPHICS_PRESET_1": "Media", - "UI_SETTINGS_GRAPHICS_PRESET_2": "Alta", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Personalizzata", - "UI_SETTINGS_GRAPHICS_MODE_0": "Prestazioni", - "UI_SETTINGS_GRAPHICS_MODE": "Modalità grafica", - "UI_SETTINGS_GRAPHICS_MODE_1": "Bilanciata", - "UI_SETTINGS_GRAPHICS_MODE_2": "Qualità", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Anti-aliasing", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Disabilitato", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", - "UI_SETTINGS_VALUE_ON": "Sì", - "UI_SETTINGS_VALUE_OFF": "No", - "UI_SETTINGS_GRAPHICS_DOF": "Sfocatura PdC", - "UI_SETTINGS_GRAPHICS_GLOW": "Flou", - "UI_SETTINGS_GRAPHICS_SHADOW": "Ombre mondo", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Streaming mondo", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Riduci comparsa", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Carico ridotto CPU", - "UI_SETTINGS_CLOSE_CONFIRM": "Chiudere senza applicare le modifiche?", - "UI_SETTINGS_SAVED": "Impostazioni salvate!", - "UI_SETTINGS_AUDIO_VOLUME_Master": "Volume principale", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Volume effetti sonori", - "UI_SETTINGS_AUDIO_VOLUME_Music": "Volume musica", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "Volume voci", - "UI_SETTINGS_AUTOSAVE": "Salvataggio automatico", - "UI_SETTINGS_AUTOSAVE_ENABLED": "Abilitato", - "UI_SETTINGS_AUTOSAVE_DISABLED": "Disabilitato", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Abilitato", - "UI_SETTINGS_SHOW_TIMER": "Timer speedrun", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visibile", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "Nascosto", - "UI_SETTINGS_QUEST_TRACKER": "Tracciatore missioni HUD", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Disabilitato", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Tutorial effetti di stato", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Se nuovo", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Sempre", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Mai", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Abilitata", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Disabilitata", - "UI_SETTINGS_SCREEN_SHAKE": "Vibrazione schermo", - "UI_SETTINGS_VIBRATION_ENABLED": "Abilitata", - "UI_SETTINGS_VIBRATION": "Vibrazione controller", - "UI_SETTINGS_VIBRATION_DISABLED": "Disabilitata", - "UI_SETTINGS_AI_SMARTNESS": "Intelligenza IA", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Molto scemissima", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "Molto scema", - "UI_SETTINGS_AI_SMARTNESS_EASY": "Scema", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Consigliata", - "UI_SETTINGS_AI_SMARTNESS_HARD": "Furba", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "Furbissima", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Roba tipo Skynet", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Disabilitato", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- Umani e boss scelgono le mosse in modo intelligente.\\n- I mostri selvaggi scelgono le mosse quasi sempre a caso.", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- I nemici scelgono le mosse in modo più casuale.", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- I nemici scelgono le mosse in modo più intelligente.", - "UI_SETTINGS_LEVEL_SCALING": "Scaling livelli", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "Noioso", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "Facilissimo", - "UI_SETTINGS_LEVEL_SCALING_EASY": "Facile", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Consigliato", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- Lo scaling dei livelli è completamente assente.", - "UI_SETTINGS_LEVEL_SCALING_HARD": "Difficile", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "Difficilissimo", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Grind impenetrabile", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- I nemici di alto livello scalano leggermente in basso.\\n- I boss e i PNG di basso livello non scalano molto in alto.", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- I nemici di alto livello non scalano in basso.\\n- I boss e i PNG di basso livello scalano in alto parzialmente.", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- I nemici di alto livello non scalano in basso.\\n- Tutti i nemici di basso livello scalano in alto almeno in parte.", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Comandi menu", - "UI_SETTINGS_KEYBOARD_ui_accept": "Conferma", - "UI_SETTINGS_KEYBOARD_ui_cancel": "Annulla", - "UI_SETTINGS_KEYBOARD_ui_page_up": "Pagina su", - "UI_SETTINGS_KEYBOARD_ui_page_down": "Pagina giù", - "UI_SETTINGS_KEYBOARD_ui_action_1": "Azione IU 1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "Azione IU 2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "Azione IU 3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Riassegna \\\"{0}\\\"", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Comandi di gioco", - "UI_SETTINGS_CONTROLLER_move": "Movimento", - "UI_SETTINGS_KEYBOARD_move_up": "Su", - "UI_SETTINGS_KEYBOARD_move_left": "Sinistra", - "UI_SETTINGS_KEYBOARD_move_right": "Destra", - "UI_SETTINGS_KEYBOARD_move_down": "Giù", - "UI_SETTINGS_KEYBOARD_interact": "Interagisci", - "UI_SETTINGS_KEYBOARD_jump": "Salta", - "UI_SETTINGS_KEYBOARD_dash": "Scatta", - "UI_SETTINGS_KEYBOARD_magnetism": "Magnetismo", - "UI_SETTINGS_KEYBOARD_climb": "Arrampicati", - "UI_SETTINGS_KEYBOARD_pause_menu": "Mostra menu", - "UI_SETTINGS_KEYBOARD_map_menu": "Mostra mappa", - "UI_SETTINGS_KEYBOARD_party_menu": "Mostra gruppo", - "UI_SETTINGS_KEYBOARD_inventory_menu": "Mostra inventario", - "UI_SETTINGS_KEYBOARD_fast_mode": "Velocità battaglia x4 (tieni premuto)", - "UI_SETTINGS_KEYBOARD_PROMPT": "Premi fino a 4 tasti da assegnare a questo comando.", - "CONTROLLER_DISCONNECTED_PASSIVE": "Controller disconnesso.", - "UI_SETTINGS_KEYBOARD_INVALID": "Non puoi salvare le impostazioni finché non hai impostato tutti i comandi.", - "AUTOSPLIT_DISCONNECTED": "Connessione con il server LiveSplit interrotta.", - "AUTOSPLIT_CONNECTED": "Connessione con il server LiveSplit riuscita.", - "CONTROLLER_DISCONNECTED_MODAL": "Controller disconnesso. Riconnetti il controller.", - "AUTOSPLIT_CONNECTION_FAILED": "Connessione con il server LiveSplit non riuscita.", - "AUTOSPLIT_RELOADED": "Configurazione LiveSplit ricaricata.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Controller disconnesso", - "AUTOSPLIT_RELOAD_FAILED": "Impossibile ricaricare la configurazione LiveSplit.", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Multigiocatore locale drop in/out", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "Segui le istruzioni di Kayleigh per sbloccare la modalità coop locale.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Riconnetti il controller.", - "UNKNOWN_BESTIARY_INDEX": "???", - "UI_JOYPAD_SELECT_LOAD_FILE": "Carica un file per avviare la modalità coop locale.", - "UI_JOYPAD_SELECT_JOIN": "Premi {join_btn}", - "BESTIARY_INDEX_ARCHANGEL": "A{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Esci", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Torna al menu principale per iniziare a giocare il nuovo DLC installato.", - "BESTIARY_INDEX_FUSION": "F{0}", - "DLC_INSTALLED_RESTART_PROMPT": "Riavvia il gioco per iniziare a giocare il nuovo DLC installato", - "DJINN_ENTONIC_NAME": "Djinn Entonic", - "DJINN_ENTONIC_NAME_PREFIX": "Djinn", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Frammento di cartuccia di Pallottolotto", - "DJINN_ENTONIC_NAME_SUFFIX": "entonic", - "DJINN_ENTONIC_LORE_2": "Uno djinn, o genio, è un essere mitologico della mitologia araba. Nella storia di Aladino, un genio prigioniero di una lampada magica viene liberato dal protagonista quando, per puro caso, la strofina.", - "DJINN_ENTONIC_LORE_1": "Un misterioso cameriere cosmico, impeccabile nel servizio al tavolo. Non è del tutto chiaro che tipo di bevande serva, dice solo che sono \\\"per famiglie\\\" e \\\"non influenzano il rating del gioco\\\".", - "DJINN_ENTONIC_DESCRIPTION": "un cameriere cosmico", - "BULLETINO_NAME": "Pallottolotto", - "BULLETINO_NAME_PREFIX": "Pallotto", - "BULLETINO_NAME_SUFFIX": "lotto", - "BULLETINO_LORE_2": "I primi proiettili erano semplici sfere di piombo, sparate dai cannoni verso i nemici e le fortificazioni nelle guerre medievale. Il caratteristico proiettile conico, o \\\"a ogiva\\\", che conosciamo oggi è stato inventato da Henri-Gustave Delvigne, capitano francese del XIX secolo.", - "BULLETINO_LORE_1": "Il Pallottolotto ha un solo meccanismo di difesa: precipitarsi a capofitto verso il pericolo quando va nel panico. È una pessima idea, ma il Pallottolotto lo farà sempre e comunque.", - "BULLETINO_DESCRIPTION": "una gigantesca pallottola ambulante", - "VELOCIRIFLE_NAME": "Fuciliraptor", - "VELOCIRIFLE_NAME_PREFIX": "Fucili", - "VELOCIRIFLE_LORE_1": "La parte posteriore del cranio del Fuciliraptor contiene un vano pieno di polvere da sparo che la creatura può incendiare a piacimento, scagliando il proiettile immagazzinato che tiene nella \\\"canna\\\" del suo muso. Con il tempo, i Fuciliraptor hanno imparato ad avere un'ottima mira.", - "VELOCIRIFLE_NAME_SUFFIX": "raptor", - "VELOCIRIFLE_DESCRIPTION": "una lucertola con una testa a forma di pistola", - "VELOCIRIFLE_LORE_2": "La polvere da sparo fu inventata in Cina agli inizi del primo millennio. Le prime armi da fuoco erano cannoni portatili, che contenevano polvere da sparo e piccoli proiettili.", - "ARTILLEREX_NAME": "Artiglierex", - "ARTILLEREX_NAME_PREFIX": "Artiglie", - "ARTILLEREX_NAME_SUFFIX": "rex", - "ARTILLEREX_LORE_2": "La Gatling è stata una delle prime mitragliatrici in grado di sparare munizioni rapidamente, tramite un fascio circolare di canne messe in rotazione da una manovella. Prende il nome dal suo creatore, Richard Jordan Gatling, ed è stata inventata a metà del XIX secolo.", - "ARTILLEREX_LORE_1": "Il corpo dell'Artiglierex contiene un pozzetto di metallo fuso, con cui può formare schegge e spararle a raffica dalla \\\"torretta\\\" sul ventre. Con le sue capacità balistiche e la statura imponente, è un nemico davvero temibile da affrontare.", - "ARTILLEREX_DESCRIPTION": "un'enorme lucertola con un\\'arma nella pancia", - "GEARYU_NAME_PREFIX": "Ingrana", - "GEARYU_NAME": "Ingranaryu", - "GEARYU_LORE_1": "Il corpo dell'Ingranaryu è una struttura costituita da enormi ingranaggi tenuti insieme dalla forza magnetica. L\\'Ingranaryu fa girare gli ingranaggi per generare energia cinetica, che poi emette dalla bocca sotto forma di potenti attacchi elementali a soffio.", - "GEARYU_NAME_SUFFIX": "ryu", - "GEARYU_LORE_2": "Gli ingranaggi sono parti meccaniche circolari, che si incastrano tra loro (ovvero \\\"ingranano\\\") tramite i \\\"denti\\\" lungo i bordi. Ingranaggi di dimensioni diverse permettono di aumentare o diminuire la velocità di una forza rotante in un macchinario.", - "GEARYU_DESCRIPTION": "una lucertola di ingranaggi di metallo", - "SALAMAGUS_NAME": "Salamagus", - "SALAMAGUS_LORE_1": "Il viscido Salamagus è uno studente di piromanzia e altre arti arcane. Può sputare fuoco grazie al combustibile che conserva nelle sacche sopra la testa, che a uno sguardo poco attento sembrano giganteschi occhi sporgenti.", - "SALAMAGUS_NAME_PREFIX": "Sala", - "SALAMAGUS_NAME_SUFFIX": "magus", - "PYROMELEON_NAME_PREFIX": "Piro", - "PYROMELEON_NAME": "Piroleonte", - "SALAMAGUS_DESCRIPTION": "una lucertola dalla testa triangolare", - "SALAMAGUS_LORE_2": "Un magus, o mago, è una persona capace di usare la magia. Sono molto comuni nella mitologia, nel folklore e nella cultura popolare.", - "PYROMELEON_NAME_SUFFIX": "leonte", - "PYROMELEON_LORE_1": "Il Piroleonte è un maestro di piromanzia, in grado non solo di sputare fuoco ma anche di controllarlo. Spesso tiene una fiamma accesa sulla punta della lingua, per sfoggiare la sua assoluta padronanza dell'elemento.", - "PYROMELEON_DESCRIPTION": "una lucertola con la lingua lunga", - "ICEPECK_LORE_1": "I Ghiaccelli hanno \\\"becchi\\\" a ghiacciolo con cui respingono gli aggressori. Nei climi più caldi, i loro becchi si sciolgono completamente, perciò i Ghiaccelli si trovano quasi esclusivamente nelle fredde alture di Monte Wirral.", - "PYROMELEON_LORE_2": "La parola \\\"piromanzia\\\" indica sia la divinazione attraverso il fuoco, sia la capacità di controllare ed evocare il fuoco con mezzi magici. Chi che pratica queste arti viene a volte chiamato \\\"piromante\\\".", - "ICEPECK_LORE_2": "I ghiaccioli si formano quando l'acqua si congela mentre cola da un oggetto. Si trovano spesso su alberi e case, nella stagione invernale o nei climi freddi.", - "CRYOSHEAR_NAME_PREFIX": "Ghiac", - "ICEPECK_DESCRIPTION": "un uccello con il becco a ghiacciolo", - "CRYOSHEAR_NAME": "Ghiaccesoia", - "CRYOSHEAR_NAME_SUFFIX": "cesoia", - "CRYOSHEAR_DESCRIPTION": "una creatura ammantata con lame di ghiaccio", - "CRYOSHEAR_LORE_2": "La criosfera è quella parte della superficie terrestre in cui l'acqua è per lo più ghiacciata, come l\\'Artico e l\\'Antartico.", - "CRYOSHEAR_LORE_1": "Di norma, le Ghiaccesoie brandiscono due lame formate interamente di ghiaccio che usano per attaccare. La loro tecnica d'attacco più comune è usare le lame come fossero le due metà di un enorme paio di forbici.", - "SPOOKI-ONNA_NAME": "Uuuh-ki-onna", - "SPOOKI-ONNA_NAME_PREFIX": "Uuuh-ki", - "SPOOKI-ONNA_NAME_SUFFIX": "-onna", - "BOLTAM_NAME_PREFIX": "Lampo", - "SPOOKI-ONNA_LORE_1": "La leggenda dice che la Uuuh-ki-onna appare agli stolti che tentano di raggiungere la vetta del Monte Wirral. Gli avvistamenti parlano di un'apparizione dall\\'aspetto femminile, che chiama a sé gli scalatori e poi li avvolge con una micidiale coltre di nebbia fredda.", - "SPOOKI-ONNA_LORE_2": "Lo Yuki-onna è uno \\\"yokai\\\", uno spirito del folklore giapponese. Ci sono racconti diversi sulle Yuki-onna, ma spesso sono raffigurate come donne spettrali associate alla neve e alle bufere, che portano rovina e morte.", - "BOLTAM_NAME": "Lampopiteco", - "SPOOKI-ONNA_DESCRIPTION": "una spettrale donna della nebbia", - "BOLTAM_NAME_SUFFIX": "piteco", - "BOLTAM_LORE_2": "Il magnetismo è una forza generata dai flussi di cariche elettriche in movimento. Gli oggetti metallici possono essere \\\"magnetizzati\\\" incanalando attraverso di essi correnti elettriche, che generano così un campo magnetico.", - "BOLTAM_LORE_1": "Le teste di metallo dei Lampopitechi conducono benissimo l'elettricità e assorbono passivamente le correnti dell\\'atmosfera. I Lampopitechi incanalano questa energia in un campo magnetico, grazie al quale si muovono agilmente a terra e in aria.", - "BOLTAM_DESCRIPTION": "una creatura dalla testa sferica di metallo", - "PLASMANTLER_NAME": "Plasmacorno", - "PLASMANTLER_NAME_PREFIX": "Plasma", - "PLASMANTLER_NAME_SUFFIX": "corno", - "PLASMANTLER_LORE_2": "Anche se noi percepiamo solo gli oggetti metallici come \\\"magnetici\\\", in realtà tutta la materia è influenzata dai campi magnetici. L'elettromagnetismo è una delle forze fondamentali che costituiscono il mondo fisico così come lo intendiamo.", - "SPARKTAN_NAME": "Spartampo", - "PLASMANTLER_DESCRIPTION": "un mostro con testa e corna di metallo", - "PLASMANTLER_LORE_1": "I Plasmacorni sono lo stadio maturo del ciclo vitale di un Lampopiteco, che hanno assorbito abbastanza energia elettrica da crescere notevolmente di dimensioni. I loro campi magnetici sono così forti da attrarre e respingere anche i materiali non ferrosi.", - "SPARKTAN_NAME_PREFIX": "Spart", - "SPARKTAN_LORE_1": "Gli Spartampi sono nubi temporalesche viventi. Le loro \\\"braccia\\\" sono formate da energia elettrica concentrata e si allungano a piacere. Preferiscono vivere alle quote più elevate, dove accumulano sempre più nubi nei loro corpi.", - "SPARKTAN_NAME_SUFFIX": "ampo", - "SPARKTAN_LORE_2": "Le nuvole sono formate dalle particelle sospese nell'atmosfera che circonda un pianeta. Le nuvole sulla Terra sono formate da minuscole goccioline d\\'acqua e assumono forme diverse a seconda della quota e della densità di umidità.", - "ZEUSTRIKE_NAME": "Zeusaetta", - "SPARKTAN_DESCRIPTION": "una nube temporalesca vivente", - "ZEUSTRIKE_NAME_PREFIX": "Zeus", - "ZEUSTRIKE_NAME_SUFFIX": "saetta", - "ZEUSTRIKE_LORE_2": "I temporali si formano quando l'attrito tra ghiaccio e acqua all\\'interno dei cumulonembi fa spostare una quantità di elettroni tale da creare una differenza di potenziale elettrico, che può scaricarsi verso il suolo.", - "ZEUSTRIKE_LORE_1": "Le Zeusaette spesso si affrontano in combattimento, e le loro braccia crepitanti di fulmini che si scontrano tra le nuvole sono indistinguibili dai temporali.", - "ZEUSTRIKE_DESCRIPTION": "una nuvola che indossa un elmo", - "KITTELLY_NAME_PREFIX": "Gat", - "KITTELLY_NAME": "Gattivù", - "KITTELLY_LORE_1": "Il Gattivù può comunicare soltanto attraverso le interferenze sulla sua \\\"faccia\\\" simile a una televisione. Questi messaggi sono difficili da decifrare, e tale ostacolo spesso impedisce al comune Gattivù di stabilire un rapporto con altre creature.", - "KITTELLY_NAME_SUFFIX": "tivù", - "KITTELLY_DESCRIPTION": "un gatto con una televisione rotta al posto della testa", - "KITTELLY_LORE_2": "Spesso associato alla stregoneria e al sovrannaturale, in molte culture il gatto nero è considerato come un presagio nefasto o un simbolo di sfortuna. Questa reputazione è immeritata.", - "CAT-5_NAME": "Cat-5", - "CAT-5_NAME_SUFFIX": "-5", - "CAT-5_NAME_PREFIX": "Cat", - "CAT-5_LORE_1": "Anche se la sua faccia somiglia a uno schermo al plasma, Cat-5 riesce a vedere senza difficoltà. Essendo privo di bocca, si nutre assorbendo elettricità statica dall'atmosfera con le sue due code a cavo.", - "CAT-5_LORE_2": "Il Cat-sìth è una creatura della mitologia celtica. È descritto come somigliante a un grosso gatto nero, e si dice che trafughi le anime dei morti prima che passino nell'aldilà.", - "JELLYTON_NAME": "Melmetro", - "CAT-5_DESCRIPTION": "una bestia con uno schermo piatto al posto della testa", - "JELLYTON_NAME_PREFIX": "Melme", - "JELLYTON_LORE_1": "I Melmetri si formano quando i Pedonmorti più sfortunati sprofondano nella palude e non riescono a uscire. Nel corso del tempo, i loro corpi si decompongono e si riformano come esseri composti principalmente da una melma gelatinosa e tossica. Pare che questa melma sia un ottimo fertilizzante.", - "JELLYTON_NAME_SUFFIX": "tro", - "JELLYTON_LORE_2": "I \\\"mostri di melma\\\" o \\\"slime\\\" sono comuni nella cultura popolare moderna, in particolare nel fantasy. Non hanno un'origine mitologica specifica, ma sono comunemente raffigurati come creature amorfe di materia gelatinosa o semiliquida, capaci di consumare qualsiasi materiale con cui entrano in contatto.", - "NEVERMORT_NAME": "Maimort", - "JELLYTON_DESCRIPTION": "un creatura melmosa con la testa a teschio", - "NEVERMORT_NAME_PREFIX": "Mai", - "NEVERMORT_NAME_SUFFIX": "mort", - "NEVERMORT_LORE_1": "Vale la pena notare che il Maimort non ha un becco: indossa una sorta di maschera di porcellana da medico della peste. È meglio non scoprire quale volto si nasconde sotto la maschera.", - "NEVERMORT_DESCRIPTION": "un corvo con cappuccio e maschera", - "NEVERMORT_LORE_2": "Gli uccelli della famiglia dei corvidi, in particolare i corvi reali, sono in primo piano nel folclore e nell'arte di molte culture. Nella mitologia greca, i corvi erano considerati pupilli di Apollo e avevano la reputazione di portare sfortuna.", - "APOCROWLYPSE_NAME": "Apocorvolisse", - "APOCROWLYPSE_NAME_PREFIX": "Apocorvo", - "APOCROWLYPSE_NAME_SUFFIX": "corvolisse", - "APOCROWLYPSE_LORE_2": "Nel XVI secolo, Charles de Lorme inventò l'iconico completo \\\"a becco\\\" che i medici della peste indossavano per prendersi cura dei contagiati. La maschera veniva riempita di spezie e profumo, che si credeva allontanasse i miasmi dell\\'infezione.", - "APOCROWLYPSE_LORE_1": "Oltre al mantello e alla maschera, l'Apocorvolisse indossa anche una cintura ornata con un teschio di animale tirato a lucido. In questo modo, la creatura ha la sagoma di una figura ammantata in sella a un destriero scheletrico.", - "MAGIKRAB_NAME": "Magistaceo", - "MAGIKRAB_LORE_1": "I Magistacei furono i primi mostri portati a Nuova Wirral, nei tempi antichi. Ora sono quasi tutti estinti: sull'isola non rimane che un solo Magistaceo, nel ruolo di eterno e diligente capostazione.", - "MAGIKRAB_NAME_PREFIX": "Magi", - "MAGIKRAB_NAME_SUFFIX": "staceo", - "APOCROWLYPSE_DESCRIPTION": "un inquietante uccello a quattro zampe", - "CLOCKSLEY_NAME": "Cronocksley", - "MAGIKRAB_LORE_2": "Nell'arte dell\\'illusionismo, il cappello da mago è un accessorio classico e spesso utilizzato. Nel cappello, un mago può far comparire un coniglio, oppure far sparire un fazzoletto.", - "MAGIKRAB_DESCRIPTION": "un granchio con un cappello da mago", - "CLOCKSLEY_NAME_PREFIX": "Orol", - "CLOCKSLEY_NAME_SUFFIX": "locksley", - "CLOCKSLEY_LORE_2": "Le macchine a orologeria esistono sin dall'antichità, ma i giocattoli a carica in particolare sono diventati popolari nell\\'Occidente nel XIX secolo. Questi giocattoli spesso si \\\"caricano\\\" girando una chiavetta che si inserisce in una serratura esterna.", - "CLOCKSLEY_LORE_1": "Il lungo arto artigliato del Cronocksley gli dà un vantaggio unico nel combattimento a distanza, rendendolo capace di impugnare armi da mischia a distanza di sicurezza. Questo compensa la sua scarsa velocità.", - "ROBINDAM_NAME": "Robindam", - "ROBINDAM_LORE_1": "I Robindam sono abili tiratori, con i loro archi e frecce di plastica, e sanno colpire il bersaglio con una freccia a ventosa da 300 passi di distanza. Sono orgogliosi della loro mira e ancor più del loro senso di giustizia.", - "ROBINDAM_NAME_PREFIX": "Robin", - "ROBINDAM_NAME_SUFFIX": "dam", - "CLOCKSLEY_DESCRIPTION": "una creatura giocattolo con un lungo braccio artigliato", - "ROBINDAM_DESCRIPTION": "un grosso robot con arco e frecce", - "TWIRLIGIG_NAME": "Vorticandola", - "ROBINDAM_LORE_2": "Robin Hood è una figura del folklore inglese, molto conosciuta in tutto il mondo. Conosciuto anche come \\\"Robin di Locksley\\\", è il famoso eroe fuorilegge che ruba ai ricchi per dare ai poveri.", - "TWIRLIGIG_NAME_PREFIX": "Vortica", - "TWIRLIGIG_NAME_SUFFIX": "andola", - "TWIRLIGIG_LORE_2": "Storicamente, i fantocci impagliati sono sempre stati usati come spaventapasseri e manichini da addestramento al combattimento.", - "KIRIKURI_NAME": "Kirikuri", - "TWIRLIGIG_DESCRIPTION": "un manichino di legno salterino", - "TWIRLIGIG_LORE_1": "Un tempo le Vorticandole erano rozzi manichini per il tiro al bersaglio, ma a un certo punto, nessuno sa come, sono diventate autocoscienti. Dato che non hanno arti complessi, sono costretti a muoversi e ad attaccare roteando sui paletti di legno che attraversano i loro corpi.", - "KIRIKURI_NAME_PREFIX": "Kiri", - "KIRIKURI_LORE_1": "Un tempo erano semplici manichini per esercitarsi con le armi, ma poi i Kirikuri hanno imparato a impugnarle a loro volta. Combattono usando i bokken, spade giapponesi di legno usate per l'addestramento nella scherma.", - "KIRIKURI_NAME_SUFFIX": "kuri", - "KIRIKURI_DESCRIPTION": "un manichino di legno con spada e scudo", - "KIRIKURI_LORE_2": "Un bokken è un tipo di spada di legno giapponese. Usato per l'allenamento nelle arti marziali, di solito è la replica in legno di una katana, ma si può foggiare in varie forme e dimensioni perché imiti altri tipi di spada.", - "BRUSHROOM_NAME": "Funghello", - "BRUSHROOM_NAME_PREFIX": "Fun", - "BRUSHROOM_NAME_SUFFIX": "ghello", - "FUNGOGH_NAME": "Fungogh", - "BRUSHROOM_LORE_2": "La storia della pittura è antica quanto l'umanità stessa, così come la storia dei pennelli. Alcune pitture rupestri delle civiltà preistoriche, secondo recenti scoperte, furono realizzate con strumenti fatti di canne e setole.", - "BRUSHROOM_LORE_1": "I Funghelli sono artisti di grande passione, e dipingono con gli strani pigmenti che colano dalle loro teste. È stato osservato che sanno modificare le proprietà fisiche dell'oggetto su cui dipingono, a seconda del colore usato.", - "HUNTORCH_NAME": "Cacciatorcia", - "BRUSHROOM_DESCRIPTION": "un fungo con pennello e bandana", - "FUNGOGH_NAME_PREFIX": "Fun", - "FUNGOGH_LORE_1": "Il Fungogh ha unito l'arte del combattimento all\\'arte della calligrafia. I suoi movimenti sono rapidi ed efficaci, e incorporano le pennellate del suo bastone nella disciplinata armonia della scherma.", - "FUNGOGH_NAME_SUFFIX": "gogh", - "FUNGOGH_LORE_2": "I pennelli moderni in genere sono realizzati con manici in legno e metallo e setole naturali o in nylon. I pennelli di qualità superiore utilizzano ancora pelo di animali, come zibellini o maiali.", - "BUSHEYE_LORE_2": "L'\\\"Uomo Verde\\\" è una figura folcloristica nota in tutto il mondo, raffigurata in genere come un volto fatto di foglie. L\\'Uomo Verde simboleggia la primavera e la rinascita, e spesso si trova scolpito nelle facciate degli edifici.", - "BUSHEYE_LORE_1": "I Cespocchi si trovano quasi sempre nascosti all'interno dei cespugli, tanto per nascondersi dai predatori quanto per avvicinarsi di soppiatto alla preda. Possono rimanere nascosti e immobili per ore, ma a volte si assopiscono e perdono l\\'occasione per balzare sul bersaglio.", - "FUNGOGH_DESCRIPTION": "un fungo con i baffi", - "BUSHEYE_DESCRIPTION": "un cespuglio ambulante con le gambe", - "HUNTORCH_NAME_PREFIX": "Caccia", - "HUNTORCH_LORE_1": "Le Cacciatorce sono abilissime nella caccia, capaci di inseguire un obiettivo che ha diversi chilometri di vantaggio con poca difficoltà. A volte, danno accidentalmente fuoco ai loro stessi ripari di fronde con le torce che portano.", - "HUNTORCH_NAME_SUFFIX": "torcia", - "HUNTORCH_LORE_2": "La Caccia Selvaggia compare nel folklore europeo in varie incarnazioni, ma in genere è raffigurata come un gruppo di cacciatori sovrannaturali a cavallo. Chi siano di preciso i cacciatori dipende da quando e dove si svolge la caccia.", - "HUNTORCH_DESCRIPTION": "un cespuglio cornuto che porta una torcia", - "HEDGEHERNE_NAME_PREFIX": "Siepe", - "HEDGEHERNE_LORE_1": "Il Siepherne è un maestro della caccia e insegue inesorabile qualsiasi bersaglio ritenga degno. Il corno che brandisce non smette mai di ardere, e a volte i Siepherne bruciano persino intere foreste per mettere all'angolo la preda.", - "HEDGEHERNE_NAME_SUFFIX": "herne", - "HEDGEHERNE_NAME": "Siepherne", - "HEDGEHERNE_LORE_2": "Herne il Cacciatore è una figura del folklore inglese. Viene descritto come un uomo con le corna che perseguita la foresta di Windsor a cavallo. Lo si ritrova anche come figura della leggendaria Caccia Selvaggia.", - "BRAXSUIT_NAME": "Braxfrax", - "HEDGEHERNE_DESCRIPTION": "una creatura coperta di foglie che tiene un corno fiammeggiante", - "BRAXSUIT_NAME_PREFIX": "Brax", - "BRAXSUIT_NAME_SUFFIX": "frax", - "BRAXSUIT_LORE_2": "Nel 1952, tre ragazzi avvistarono una strana creatura aliena nella contea di Braxton, nel West Virginia. Lo descrissero come una creatura verde, con la testa a forma di asso di picche.", - "BRAXSUIT_LORE_1": "I Braxfrax prestano molta attenzione al loro aspetto. Sembrano angosciarsi terribilmente se per caso notano un colletto stropicciato o una cravatta di traverso.", - "FLAPWOODS_NAME": "Mantoscuro", - "BRAXSUIT_DESCRIPTION": "una creatura fluttuante con il viso tondo e la cravatta", - "FLAPWOODS_NAME_PREFIX": "Flap", - "FLAPWOODS_LORE_1": "Il corpo fluttuante del Mantoscuro, simile a un mantello, gli conferisce l'aspetto di uno straccio trascinato dal vento. Tutti concordano nel trovare estremamente inquietante lo sguardo vuoto dei suoi occhi gialli.", - "FLAPWOODS_NAME_SUFFIX": "woods", - "FLAPWOODS_LORE_2": "L'avvistamento del \\\"mostro di Flatwoods\\\" nel 1952 divenne presto una leggenda metropolitana. Le sue raffigurazioni variano, ma la forma caratteristica della testa, le mani artigliate e il corpo simile a una tunica fluttuante sono diventati iconici per gli appassionati di criptozoologia e avvistamenti alieni.", - "FLAPWOODS_DESCRIPTION": "un alieno galleggiante con occhi rotondi e braccia fluttuanti", - "BINVADER_NAME": "Bidonvasore", - "BINVADER_NAME_PREFIX": "Bidon", - "BINVADER_NAME_SUFFIX": "vasore", - "BINVADER_LORE_2": "I \\\"bidoni\\\" per lo smaltimento dei rifiuti esistono da migliaia di anni: già le città romane avevano un primo sistema di raccolta dei rifiuti. Il classico \\\"bidone della spazzatura\\\" in metallo è stato reso popolare nel XIX secolo. Veniva realizzato a basso costo, con strisce di metallo rivettate saldate a cilindro.", - "BINVADER_LORE_1": "I Bidonvasori hanno l'aspetto di esseri verdi tentacolari all\\'interno di un veicolo da combattimento che ricorda un bidone della spazzatura. Hanno due \\\"braccia\\\" sulla parte anteriore: uno spara raggi mortali, l\\'altro pungola in modo aggressivo.", - "BINVADER_DESCRIPTION": "un bidone della spazzatura alieno", - "BINTERLOPER_NAME": "Bidincursore", - "BINTERLOPER_NAME_PREFIX": "Bidin", - "BINTERLOPER_NAME_SUFFIX": "cursore", - "BINTERLOPER_LORE_1": "I Bidincursori sono Bidonvasori di rango più alto, perciò pilotano chassis da combattimento più potenti. Il modo in cui sono stati visti \\\"dare ordini\\\" ai Bidonvasori implica una sorta di gerarchia militare nei loro ranghi.", - "BINTERLOPER_LORE_2": "L'adozione tradizionale del bidone con le ruote nel XX secolo arrivò insieme agli sviluppi nello smaltimento dei rifiuti urbani. Si dimostrò necessaria poiché, in quel periodo, la quantità di rifiuti prodotti dalle famiglie in città iniziò ad aumentare notevolmente.", - "PAWNDEAD_NAME": "Pedonmorto", - "BINTERLOPER_DESCRIPTION": "un bidone di plastica con dentro un alieno", - "PAWNDEAD_NAME_PREFIX": "Pedon", - "PAWNDEAD_LORE_1": "I Pedonmorti trascorrono gran parte del loro tempo in stato dormiente, tramutando il loro corpo in solido granito. Queste \\\"statue\\\" di Pedonmorti possono allarmare i viandanti ignari, che all'improvviso si ritrovano in compagnia di mostri inespressivi dal viso di teschio.", - "PAWNDEAD_NAME_SUFFIX": "morto", - "PAWNDEAD_LORE_2": "Nel gioco degli scacchi, il pedone è il pezzo più comune. Avanza di una sola casella per volta e può catturare solo i pezzi ai due lati della casella davanti a sé. Nonostante le capacità di movimento limitate, non è da sottovalutare.", - "SKELEVANGELIST_NAME": "Schelepredicatore", - "PAWNDEAD_DESCRIPTION": "uno scheletro senza braccia dalla testa enorme", - "SKELEVANGELIST_NAME_PREFIX": "Schele", - "SKELEVANGELIST_NAME_SUFFIX": "predicatore", - "SKELEVANGELIST_DESCRIPTION": "uno scheletro fluttuante con una tunica", - "SKELEVANGELIST_LORE_1": "Gli Schelepredicatori salmodiano sottovoce costantemente. Il loro canto diventa più forte quando iniziano a manipolare rocce e pietre con le loro capacità psichiche.", - "KINGRAVE_NAME_PREFIX": "Re", - "SKELEVANGELIST_LORE_2": "Nel gioco degli scacchi, l'alfiere è un pezzo che può spostarsi a qualsiasi distanza in diagonale. Ogni giocatore inizia la partita con due alfieri.", - "KINGRAVE_NAME": "Repolcro", - "KINGRAVE_LORE_1": "Il corpo del Repolcro è costituito da una pietra densa e malleabile, con decorazioni colorate. Si muove molto lentamente, trascinando il mantello di pelliccia lungo il terreno mentre fluttua.", - "KINGRAVE_NAME_SUFFIX": "polcro", - "KINGRAVE_LORE_2": "Il re è il pezzo degli scacchi decisivo per la vittoria. Per vincere, un re deve essere messo in \\\"scacco\\\", cioè incapace di fare qualsiasi mossa che eviti la sua cattura. Si muove di una sola casella per turno.", - "QUEENYX_NAME": "Reginice", - "KINGRAVE_DESCRIPTION": "un gigantesco re degli scacchi", - "ALLSEER_NAME_SUFFIX": "vede", - "QUEENYX_NAME_PREFIX": "Regi", - "QUEENYX_NAME_SUFFIX": "nice", - "QUEENYX_LORE_1": "Le Reginici incanalano l'energia elementale nelle sfere che brandiscono e lanciano contro gli avversari con mira impeccabile. Nonostante non abbiano gambe, sono veloci e sfrecciano sul terreno solido come se scivolassero nell\\'aria.", - "ALLSEER_NAME": "Tuttovede", - "QUEENYX_DESCRIPTION": "una gigantesca regina degli scacchi", - "QUEENYX_LORE_2": "La regina è il pezzo più versatile degli scacchi. Si muove in qualsiasi direzione e per qualsiasi numero di caselle. Catturare la regina dell'avversario è una parte fondamentale di molte strategie negli scacchi.", - "ALLSEER_NAME_PREFIX": "Tutto", - "ALLSEER_LORE_2": "Anche se si sono infittiti enormemente tra l'inizio e la metà del XX secolo, i primi avvistamenti di misteriosi \\\"dischi volanti\\\" risalgono a quasi 1000 anni fa. Al giorno d\\'oggi, sono più comunemente associati alla fantascienza.", - "ALLSEER_LORE_1": "I Tuttovede compaiono per lo più di notte, fluttuanti a diversi metri da terra. Prendono il nome dal loro comportamento inquietante: sembrano osservare silenziosamente gli umani di passaggio con un solo \\\"occhio\\\" scarlatto che non batte mai le palpebre.", - "TRIPHINX_NAME": "Trifinge", - "ALLSEER_DESCRIPTION": "un disco volante", - "TRIPHINX_NAME_PREFIX": "Tri", - "TRIPHINX_LORE_1": "Il guscio metallico esterno della Trifinge è completamente impenetrabile. Si pensa che in realtà sia una creatura organica a bordo di una sorta di esoscheletro o veicolo da trasporto.", - "TRIPHINX_NAME_SUFFIX": "finge", - "TRIPHINX_LORE_2": "Nel romanzo La guerra dei mondi, di H.G. Wells, gli invasori marziani sono descritti al comando di enormi veicoli da combattimento di metallo. Questi \\\"tripodi\\\" camminano su tre lunghe gambe e sparano mortali raggi termici.", - "KHUFO_NAME_PREFIX": "Khu", - "TRIPHINX_DESCRIPTION": "un gigantesco tripode di metallo", - "KHUFO_NAME": "Khufo", - "KHUFO_NAME_SUFFIX": "fo", - "KHUFO_LORE_1": "Il Khufo è una forma alternativa del Tuttovede che ha perso il suo guscio a disco volante. Aggressivo e poco incline alle trattative, il Khufo attacca le vittime con un bastone da battaglia forgiato con misteriose tecnologie ultraterrene.", - "KHUFO_LORE_2": "Il marziano è un ipotetico abitante del pianeta Marte, un archetipo di \\\"alieno\\\". Nel romanzo La guerra dei mondi, l'autore HG Wells descrive i marziani come creature simili a polpi, con una grande testa sorretta da molti arti tentacolari.", - "GLAISTAIN_NAME": "Glaistain", - "KHUFO_DESCRIPTION": "un alieno a piramide", - "GLAISTAIN_SUBTITLE": "Fata delle vetrate", - "GLAISTAIN_NAME_PREFIX": "Glais", - "GLAISTAIN_NAME_SUFFIX": "stain", - "GLAISTAIN_LORE_2": "La glaistig è un essere della mitologia celtica. Ha varie incarnazioni, ma di solito è raffigurata come spirito o fata sotto forma di donna affascinante. Originaria delle Highlands scozzesi, aiuta o tormenta le persone che incontra a seconda del racconto in cui la si incontra.", - "GLAISTAIN_LORE_1": "Glaistain dorme tra le rovine di un'antica chiesa. Il suo corpo sembra composto da mille frammenti frastagliati di vetro colorato, ed è una degna sfida per gli sciocchi avventurieri che disturbano il suo sonno.", - "GLAISTAIN_DESCRIPTION": "una fata di vetri colorati", - "UNDYIN_NAME": "Necrondina", - "UNDYIN_NAME_PREFIX": "Necron", - "UNDYIN_LORE_1": "Le Necrondine hanno l'aspetto di parvenze spettrali che emergono dalle acque poco profonde di Costa Ghisa per assalire le anime sfortunate che capitano loro a tiro. Le leggende dicono che siano nate dallo spirito vendicativo di una sposa uccisa e gettata in mare dalla nave del suo amante.", - "UNDYIN_NAME_SUFFIX": "dina", - "UNDYIN_LORE_2": "Jenny Greenteeth è un personaggio del folklore inglese. Viene descritta come una megera dai lunghi capelli che vive nei laghi e nei fiumi, e affoga i bambini che si avvicinano troppo alle sue acque.", - "DIVEAL_NAME": "Subfoca", - "UNDYIN_DESCRIPTION": "una spaventosa donna fantasma", - "DIVEAL_NAME_PREFIX": "Sub", - "DIVEAL_NAME_SUFFIX": "foca", - "DIVEAL_LORE_2": "Le mute da palombaro furono inventate per la prima volta nel XIX secolo, e da allora sono state riviste più e più volte. L'uso principale della muta da palombaro era recuperare beni di valore persi durante i naufragi.", - "DIVEAL_LORE_1": "La testa a casco della Subfoca non solo le consente di respirare nell'acqua, ma contiene una sacca d\\'aria che l\\'aiuta a galleggiare. Molto agile nei laghi e nei mari, è po\\' più lenta sulla terraferma.", - "SCUBALRUS_NAME": "Tricacqueo", - "DIVEAL_DESCRIPTION": "una foca che indossa un casco", - "SCUBALRUS_NAME_PREFIX": "Trica", - "SCUBALRUS_NAME_SUFFIX": "acqueo", - "SCUBALRUS_LORE_2": "Il classico casco da palombaro in rame è noto come casco Siebe, dal nome dell'inventore Augustus Siebe. Il suo design rivoluzionario includeva anche una muta impermeabile e una valvola capace di far uscire l\\'aria dal casco senza che entrasse acqua.", - "SCUBALRUS_LORE_1": "Il casco del Tricacqueo è dotato di solide zanne d'ottone, con cui respinge gli aggressori. Avendo sviluppato le zampe posteriori, è anche molto più abile (e pericoloso) a terra di quanto non fosse nella sua versione immatura di Subfoca.", - "SCUBALRUS_DESCRIPTION": "un tricheco che indossa un casco", - "AVEREVOIR_NAME_SUFFIX": "revoir", - "AVEREVOIR_LORE_1": "Averevoir è un essere quasi mitologico, avvistato solo una decina di volte nell'intera storia di Nuova Wirral. La leggenda locale dice che la pianta stretta nel suo becco può curare qualsiasi malattia e dare la vita eterna. Certo, nessuno se n\\'è mai procurata una per verificare.", - "AVEREVOIR_SUBTITLE": "Volatile imponente", - "AVEREVOIR_NAME_PREFIX": "Ave", - "AVEREVOIR_NAME": "Averevoir", - "AVEREVOIR_LORE_2": "Il \\\"liver bird\\\" è una creatura della mitologia inglese. È raffigurato come un uccello, simile a un cormorano, che spesso tiene un ramoscello o un ramo stretto nel becco. È il simbolo della città inglese di Liverpool e trae origine dal primo blasone della città.", - "MASCOTOY_NAME": "Mascolocco", - "AVEREVOIR_DESCRIPTION": "un enorme uccello in piedi su una colonna", - "MASCOTOY_NAME_PREFIX": "Mascol", - "MASCOTOY_LORE_1": "Anticamente una sorta di maschera carnevalesca, il Mascolocco ora è più simile a un cadavere ambulante. I Mascolocchi caracollano senza meta per le sale abbandonate del Centro Commerciale Caduto, mentre l'imbottitura in poliestere fuoriesce lentamente dai loro corpi.", - "MASCOTOY_NAME_SUFFIX": "locco", - "MASCOTORN_NAME": "Mascolacero", - "MASCOTOY_DESCRIPTION": "un costume da mascotte con artigli", - "MASCOTOY_LORE_2": "Una mascotte è un personaggio utilizzato per rappresentare gruppi, luoghi e aziende. La parola \\\"mascotte\\\" deriva dal francese e significa \\\"portafortuna\\\".", - "MASCOTORN_NAME_PREFIX": "Masco", - "MASCOTORN_NAME_SUFFIX": "lacero", - "MASCOTORN_DESCRIPTION": "un costume da mascotte gigante che perde imbottitura", - "MASCOTORN_LORE_2": "I costumi da mascotte di peluche, divenuti popolari a metà del XX secolo, permettono a un performer di interpretare il ruolo di una mascotte o di un personaggio. Si trovano spesso nei parchi dei divertimenti, dove i performer interagiscono con i visitatori nel ruolo del loro personaggio.", - "MASCOTORN_LORE_1": "Un Mascolocco la cui imbottitura in poliestere è cresciuta a tal punto che il suo corpo si è lacerato dall'interno. Continuerà a crescere finché il suo corpo non sarà più capace di contenerla, e allora cadrà inevitabilmente a pezzi.", - "THWACKALOPE_NAME": "Spaccalope", - "THWACKALOPE_NAME_PREFIX": "Spacca", - "THWACKALOPE_NAME_SUFFIX": "lope", - "THWACKALOPE_LORE_1": "Quando uno Spaccalope raggiunge l'età in cui può difendersi, si procura un\\'arma improvvisata dall\\'ambiente circostante. In genere preferisce i pali di metallo strappati direttamente dal terreno, con tanto di zolla in cui erano piantati.", - "SANZATIME_NAME": "Sabbieltempo", - "THWACKALOPE_DESCRIPTION": "un coniglio alato", - "THWACKALOPE_LORE_2": "Il jackalope è una creatura mitica del folklore americano. È un coniglio con palchi da cervo. Una creatura mitica del folklore tedesco, chiamata wolpertinger, è simile al jackalope ma ha anche ali piumate.", - "SANZATIME_NAME_PREFIX": "Sabbiel", - "SANZATIME_NAME_SUFFIX": "tempo", - "SANZATIME_LORE_2": "Le clessidre sono dispositivi che misurano un determinato periodo di tempo. Sono costituite da due bulbi di vetro riempiti di sabbia: quando vengono capovolte, la sabbia che scorre da un'estremità all\\'altra misura un lasso di tempo predeterminato.", - "SANZATIME_LORE_1": "Il \\\"nucleo\\\" dei Sabbieltempo sembra essere la loro \\\"testa\\\" simile a una clessidra spezzata. Quando la sabbia si separa dalla massa centrale diventa completamente inanimata. Viceversa, il Sabbieltempo può aumentare la sua massa entrando in contatto con la sabbia.", - "FORTIWINX_NAME": "Sognidor", - "SANZATIME_DESCRIPTION": "una clessidra rotta, dotata di una mano", - "FORTIWINX_NAME_PREFIX": "Sogni", - "FORTIWINX_NAME_SUFFIX": "dor", - "FORTIWINX_LORE_1": "Quando un Sabbieltempo raccoglie abbastanza sabbia dall'ambiente, può darsi una forma nuova e più potente. Il Sognidor è un colosso, ma il suo massiccio corpo di sabbia si muove con agilità, leggero come l\\'aria. Il pugno del Sognidor ha l\\'impatto di un\\'intera tempesta di sabbia.", - "FORTIWINX_LORE_2": "L'uomo della sabbia, conosciuto anche come \\\"uomo sabbiolino\\\" o \\\"sandman\\\", è una creatura del folklore europeo. È raffigurato come una creatura fatata che sparge sabbia negli occhi dei bambini addormentati, facendoli sognare.", - "FORTIWINX_DESCRIPTION": "un mostro mascherato fatto di sabbia", - "JUMPKIN_NAME": "Balzucca", - "JUMPKIN_NAME_PREFIX": "Bal", - "JUMPKIN_LORE_1": "Le Balzucche nascono quando la \\\"melma\\\" di un Melmetro viene spalmata su una normale zucca e la rende senziente. La Balzucca è un esserino curioso e amichevole, ma irrequieto e incapace di restare fermo.", - "JUMPKIN_NAME_SUFFIX": "zucca", - "JUMPKIN_LORE_2": "Un \\\"jack-o'-lantern\\\" è una zucca decorativa scolpita, in genere a imitazione di un volto. È una tradizionale decorazione di Halloween, spesso esposta fuori dall\\'uscio di casa e illuminata dall\\'interno con una candela.", - "BEANSTALKER_NAME": "Cucurbikiller", - "JUMPKIN_DESCRIPTION": "una zucca salterina", - "BEANSTALKER_NAME_PREFIX": "Cucurbi", - "BEANSTALKER_NAME_SUFFIX": "killer", - "BEANSTALKER_LORE_2": "Il \\\"killer con l'ascia\\\" è un archetipo nella cultura popolare, ed è proprio quel che suggerisce il nome: una persona che uccide con un\\'ascia. Ci sono stati molti famosi killer con l\\'ascia nella storia moderna.", - "BEANSTALKER_LORE_1": "Una Balzucca che ha sviluppato una personalità malvagia. Dotata di un corpo intero formato da piante e materia vegetale, non desidera altro che inseguire vittime terrorizzate con un'ascia.", - "BEANSTALKER_DESCRIPTION": "un'inquietante zucca killer con l\\'ascia", - "DRACULEAF_NAME": "Dracurbita", - "DRACULEAF_NAME_PREFIX": "Dracu", - "DRACULEAF_NAME_SUFFIX": "curbita", - "DRACULEAF_LORE_2": "Dracula è un romanzo gotico di Bram Stoker. Pubblicato nel 1897, parla del vampiro Conte Dracula e delle persone che decidono di affrontarlo. È uno dei romanzi più famosi al mondo ed è stato adattato o rappresentato in tutte le forme di media e arte.", - "DRACULEAF_LORE_1": "Una Balzucca che ha sviluppato una personalità machiavellica. Avvolta da foglie morte, la Dracurbita si atteggia ad amica delle sue future vittime. Quando la preda abbassa la guardia, la Dracurbita assorbe la sua forza vitale con radici perforanti.", - "SPIROUETTE_NAME": "Spiroetta", - "DRACULEAF_DESCRIPTION": "una zucca zannuta con un gran mantello", - "SPIROUETTE_NAME_PREFIX": "Spiro", - "SPIROUETTE_NAME_SUFFIX": "etta", - "SPIROUETTE_LORE_1": "Le Spiroette sono creature molto evolute simili a molluschi. Tutti i loro organi principali sono rinchiusi nella \\\"testa\\\" a guscio, mentre il \\\"corpo\\\" è un insieme esteso di arti. Si muovono in modo rapido ed elegante e spesso si ricoprono di alghe per proteggersi dagli elementi.", - "SPIROUETTE_LORE_2": "La forma di danza e spettacolo nota come balletto affonda le sue radici in Italia nel Cinquecento. La parola italiana \\\"balletto\\\", che deriva da \\\"ballare\\\", si usa con minime varianti in molte lingue europee.", - "REGENSEA_NAME": "Maregency", - "SPIROUETTE_DESCRIPTION": "una creatura marina danzante con la testa a conchiglia", - "REGENSEA_NAME_PREFIX": "Mare", - "REGENSEA_NAME_SUFFIX": "gency", - "REGENSEA_DESCRIPTION": "una creatura marina danzante con la testa a medusa", - "REGENSEA_LORE_1": "Una metamorfosi profonda può trasformare una Spiroetta in una Maregency. Il corpo della Maregency abbandona del tutto il guscio ed è composto per il 95% da acqua. È in grado di proiettare potenti ondate d'acqua con il suo balletto: più si allena a danzare, più potenti sono i getti d\\'acqua.", - "REGENSEA_LORE_2": "La vita di una ballerina professionista è impegnativa. Le ballerine professioniste devono iniziare ad allenarsi dai primi anni dell'infanzia e la loro carriera può essere facilmente influenzata o interrotta da infortuni dovuti a sforzi eccessivi o prolungati.", - "PADPOLE_NAME": "Girinfea", - "PADPOLE_NAME_PREFIX": "Girin", - "PADPOLE_LORE_1": "La Girinfea è lo stato larvale del Ninfrufru, e vive sott'acqua finché non ha raggiunto la maturità. Dal momento che non ha ancora sviluppato degli arti, sa attaccare solo con la lunga lingua, che secerne un muco viscoso capace di rallentare chiunque cerchi di attaccarla.", - "PADPOLE_NAME_SUFFIX": "fea", - "PADPOLE_LORE_2": "I nixie, o nix, sono creature acquatiche del folklore europeo. Le loro caratteristiche cambiano a seconda della specifica tradizione popolare, ma sono spesso descritti come creature o spiriti simili a pesci che, se avvicinati, attirano le anime verso la morte.", - "LILIGATOR_NAME": "Ninfegatore", - "PADPOLE_DESCRIPTION": "una creatura-ninfea con la coda", - "FRILLYPAD_NAME": "Ninfrufru", - "FRILLYPAD_NAME_PREFIX": "Nin", - "FRILLYPAD_NAME_SUFFIX": "frufru", - "FRILLYPAD_DESCRIPTION": "una creatura-rana dagli occhi grandi", - "FRILLYPAD_LORE_2": "I kelpie sono spiriti dell'acqua del folklore scozzese. Simili ai nixie, abitano in laghi e fiumi e hanno la capacità di mutare forma. A volte sono raffigurati come belle donne, ma sono in grado di assumere la forma di una creatura simile a un cavallo.", - "FRILLYPAD_LORE_1": "Lo stadio adulto di una Girinfea. Gli arti del Ninfrufru gli consentono di cacciare il cibo. Spesso si apposta sulle sponde di stagni e laghi: se passa qualcuno o qualcosa che il Ninfrufru ritiene commestibile, tenterà di attirarlo con la sua lunga lingua.", - "LILIGATOR_NAME_PREFIX": "Ninfe", - "LILIGATOR_NAME_SUFFIX": "gatore", - "LILIGATOR_LORE_1": "Allo stato brado, un Ninfrufru su cento si sviluppa in un Ninfegatore. I Ninfegatori proteggono i Ninfrufru come guardie del corpo, respingendo gli aggressori molto più forti contro i quali i Ninfrufru non avrebbero alcuna possibilità.", - "LILIGATOR_LORE_2": "Il grindylow è una creatura mitologica del folklore inglese. Condivide molti tratti con nixie e kelpie: è una creatura lacustre squamosa con lunghe braccia che afferra i bambini di passaggio per affogarli.", - "LILIGATOR_DESCRIPTION": "una creatura-ninfea senza occhi", - "KHEPRI_NAME": "Khepri", - "KHEPRI_NAME_PREFIX": "Khe", - "KHEPRI_LORE_1": "Ogni Khepri brandisce tra le corna un sole in miniatura, da cui trae l'energia che lo sostiene. Quando viene attaccato, agita questo sole e proietta fiamme solari verso chiunque lo minacci.", - "KHEPRI_NAME_SUFFIX": "pri", - "KHEPRI_DESCRIPTION": "una creatura scarabeo fluttuante", - "KHEPRI_LORE_2": "Nell'antica mitologia egizia, Khepri è il dio del sole nascente. Raffigurato come un essere umano con la testa di scarabeo, rappresenta il ciclo della creazione e della rinascita.", - "ARKIDD_NAME": "Arkid", - "ARKIDD_NAME_PREFIX": "Ark", - "ARKIDD_LORE_1": "Gli Arkid sono stati avvistati per la prima volta a Nuova Wirral dopo l'arrivo del Centro Commerciale Caduto. Sono stati visti correre per le corsie, saltare sulla testa di altri mostri e in generale fare i teppistelli.", - "ARKIDD_NAME_SUFFIX": "kid", - "ARKIDD_LORE_2": "I videogiochi arcade sono giochi elettronici cabinati che consentono a un giocatore di giocare a un videogioco inserendo monete o gettoni. Introdotti all'inizio degli anni \\'70, per un certo periodo gli arcade sono stati i videogiochi graficamente più avanzati disponibili al pubblico.", - "ARKIDD_DESCRIPTION": "un robot con il simbolo di una saetta", - "CLUCKABILLY_NAME": "Chicchirockì", - "CLUCKABILLY_NAME_PREFIX": "Chicchi", - "CLUCKABILLY_NAME_SUFFIX": "rockì", - "CLUCKABILLY_LORE_1": "I Chicchirockì sono ribelli per natura. La potenza rabbiosa del loro chiocciare è tale che riescono a creare piccole onde d'urto.", - "CLUCKABILLY_LORE_2": "Dato che gli esseri umani allevano polli per l'agricoltura sin dalla preistoria, i galli hanno ruoli di varia importanza e venerazione in tutte le culture umane. Il gallo è il decimo dei dodici animali dello zodiaco cinese.", - "KUNEKO_NAME": "Kuneko", - "CLUCKABILLY_DESCRIPTION": "un enorme pollo punk", - "ROCKERTRICE_NAME": "Rockatrice", - "ROCKERTRICE_NAME_PREFIX": "Rocka", - "ROCKERTRICE_NAME_SUFFIX": "trice", - "ROCKERTRICE_LORE_2": "La coccatrice è una creatura mitologica, descritta come simile a un drago con la testa di gallo. Come il basilisco, altra creatura del mito, si dice che abbia la capacità di uccidere all'istante con il solo sguardo.", - "ROCKERTRICE_DESCRIPTION": "un drago gigante con il becco e la moicana", - "ROCKERTRICE_LORE_1": "La Rockatrice è nota per lo sguardo penetrante, che si dice sia in grado di paralizzare sul posto chiunque la guardi negli occhi. È anche nota per la sua antipatia per chiunque la guardi negli occhi. È una combinazione decisamente pericolosa.", - "KUNEKO_NAME_PREFIX": "Kuneko", - "KUNEKO_UNKNOWN_NAME": "Ragazza-gatto misteriosa", - "KUNEKO_NAME_SUFFIX": "neko", - "KUNEKO_LORE_2": "Le ragazze-gatto sono archetipi popolari, tipicamente associati all'arte e all\\'animazione del Giappone moderno. Sono raffigurate come ragazze carine dal corpo umano ma con le orecchie di gatto. È possibile che siano ispirati al bakeneko, uno spirito mutaforma felino del folklore giapponese.", - "KUNEKO_LORE_1": "Figlia di un angelo e di un demone, Kuneko è stata abbandonata da neonata alle porte del covo di un clan di ninja. Addestrata nelle arti del ninjutsu e dell'amicizia, Kuneko ora viaggia alla ricerca dei quattro santuari elementali del potere. Riuscirà mai a trovare la sua vera vocazione?", - "KUNEKO_SUBTITLE": "Ragazza-gatto misteriosa", - "SHINING_KUNEKO_NAME": "Kuneko Splendente", - "KUNEKO_DESCRIPTION": "una ragazza-gatto anime", - "SHINING_KUNEKO_NAME_PREFIX": "Kuneko-", - "SHINING_KUNEKO_NAME_SUFFIX": "-splendente", - "SHINING_KUNEKO_LORE_1": "Quando Kuneko fonde in sé i quattro elementi del mondo, sblocca il vero potenziale che era nascosto in lei. L'energia cosmica che scorre dentro di lei le conferisce un potere inimmaginabile.", - "SHINING_KUNEKO_SUBTITLE": "Creazione liberata", - "SHINING_KUNEKO_LORE_2": "La parola \\\"manga\\\" indica i fumetti e le illustrazioni prodotti in Giappone. Popolari sia in Giappone sia nel resto del mondo moderno, i manga abbracciano un'ampia gamma di generi e target di pubblico.", - "ANATHEMA_NAME": "Anathema", - "SHINING_KUNEKO_DESCRIPTION": "una ragazza-gatto anime luminosa", - "ANATHEMA_NAME_SUFFIX": "thema", - "ANATHEMA_SUBTITLE": "Fusione maligna", - "ANATHEMA_NAME_PREFIX": "Anathe", - "ANATHEMA_DESCRIPTION": "un orrendo mostro di Frankenstein", - "ANATHEMA_LORE_2": "Nella mitologia greca, la Chimera è una creatura composta da parti di animali diversi. La Chimera del mito è un leone con una testa di capra e un serpente al posto della coda. Da allora, \\\"Chimera\\\" è diventato un termine usato per descrivere creature create da parti diversi.", - "ANATHEMA_LORE_1": "Gli Anathema sono chimere, bestie orrende create con parti di vari mostri unite insieme chirurgicamente. Sono senz'altro stati creati deliberatamente, ma da chi? E per quale scopo?", - "MISS_MIMIC_NAME": "Miss Mimic", - "MISS_MIMIC_SUBTITLE": "Femme fatale", - "MISS_MIMIC_NAME_PREFIX": "Miss Mimi", - "MISS_MIMIC_NAME_SUFFIX": "mimic", - "MISS_MIMIC_LORE_1": "Le Miss Mimic possono replicare l'aspetto di oggetti di grande valore. Ora, su Nuova Wirral, hanno iniziato a imitare le scorte lasciate dai ranger dall\\'altra parte dell\\'isola. Un ignaro ranger in cerca di rifornimenti di valore potrebbe invece trovare gli artigli uncinati di Miss Mimic.", - "MISS_MIMIC_LORE_2": "In natura ci sono molti esempi di mimetismo evolutivo, il processo per cui un organismo evolve in modo da assomigliare a un altro organismo o oggetto. Questo porta vari vantaggi, tra cui aumentare la capacità di un organismo di nascondersi dai predatori.", - "MISS_MIMIC_DESCRIPTION": "un armadietto ingannevole", - "PONDWALKER_NAME": "Calcastagni", - "PONDWALKER_NAME_PREFIX": "Calca", - "PONDWALKER_NAME_SUFFIX": "stagni", - "PONDWALKER_LORE_2": "Da recenti scoperte, sappiamo che l'idea della \\\"boccia per pesci\\\" esisteva fin dall\\'impero romano, dove i cittadini tenevano i pesci rossi in vasche di ceramica decorata simili a grandi ciotole. Nonostante l\\'immagine del pesce rosso in una semplice vasca di vetro sia molto diffusa, non è salutare per il pesce.", - "PONDWALKER_LORE_1": "I Calcastagni sono la prova evidente che i mostri di Nuova Wirral devono aver avuto origine altrove e non possono essere nativi dell'isola. L\\'esoscheletro robotico del Calcastagni è una meraviglia tecnologica che protegge perfettamente il pesce al suo interno.", - "PONDWALKER_DESCRIPTION": "un pesce rosso con una tuta mech", - "SHARKTANKER_NAME": "Vasqualo", - "SHARKTANKER_NAME_PREFIX": "Vas", - "SHARKTANKER_NAME_SUFFIX": "qualo", - "SHARKTANKER_LORE_1": "Il pesce racchiuso nel Calcastagno è cresciuto fino a diventare uno squalo, e il suo esoscheletro si è adattato di conseguenza. I suoi artigli da combattimento in acciaio contengono anche sofisticate pompe idrauliche, con cui spara potenti getti d'acqua per attaccare tanto a distanza quanto in mischia.", - "SHARKTANKER_LORE_2": "Gli squali sono pesci di grandi dimensioni che risalgono a più di 420 milioni di anni fa. Gli squali, in particolare il grande squalo bianco, sono noti nella cultura popolare come animali pericolosi per l'uomo.", - "SHARKTANKER_DESCRIPTION": "uno squalo con una tuta mech", - "AA_LAMENTO_MORI_NAME": "Lamento Mori", - "ROBIN_LORE_1": "Spirito ingannatore uscito da una commedia, Robin Goodfellow un tempo era un burlone bonario. Tuttavia, quando ha scoperto la commedia da cui era stato creato, la consapevolezza della sua natura fittizia lo ha spezzato, e ora è crudele e amareggiato nei confronti dell'umanità.", - "AA_LAMENTO_MORI_SUBTITLE": "Sogni di morte", - "LAMENTO_MORI_LORE_1": "Lamento Mori, un Arcangelo particolarmente potente per la sua età, ha trasformato il suo binario della stazione in un labirinto di cripte, in cui intrappola e tormenta qualsiasi sventurato che osi addentrarsi nelle sue profondità.", - "LAMENTO_MORI_LORE_2": "Incarnazione della paura della morte, Lamento Mori è l'ultimo Arcangelo formato dalla paura e dalle ansie di morte dell\\'umanità.", - "AA_PUPPET_SUBTITLE": "Il maestro dei burattini", - "AA_PUPPET_NAME": "Pupazzarox", - "PUPPET_LORE_1": "Il corpo di Pupazzarox è costituito da una materia strana e distorta. Può strapparsi di dosso pezzi di questa materia e creare repliche abbozzate dei suoi avversari. Queste effigi hanno una strana connessione con l'individuo che imitano e possono trasmettergli i danni che subiscono.", - "AA_PUPPET_EFFIGY_NAME": "Effigie", - "AA_MONARCH_NAME": "Monarca di Nessundove", - "AA_MONARCH_SUBTITLE": "Re del nulla", - "PUPPET_LORE_2": "Poppetox, incarnazione dell'arte di burattini e marionette, è nato dal desiderio della società umana di creare simulacri di se stessa.", - "AA_MONARCH_MINION_NAME": "Bifolco di Nessundove", - "MONARCH_LORE_1": "Il Monarca di Nessundove risiede sotto il Centro Commerciale Caduto e si nutre del potenziale perduto emesso dagli umani quando sprecano la vita seguendo media e contenuti banali.", - "MONARCH_LORE_2": "L'incarnazione del consumismo, il Monarca di Nessundove è nato dalla dedizione collettiva dell\\'umanità all\\'intrattenimento, e in particolare ai media.", - "AA_ROBIN_SUBTITLE": "Sogno di una notte di mezza estate", - "AA_ROBIN_NAME": "Robin Goodfellow", - "ROBIN_LORE_2": "La dedizione dell'umanità all\\'arte del teatro e alla narrazione ha dato vita a Robin Goodfellow, incarnazione della teatralità. A differenza di altri Arcangeli, la forma con cui si manifesta ha un\\'origine specifica: l\\'opera teatrale Sogno di una notte di mezza estate di William Shakespeare.", - "AA_MAMMON_NAME": "Mammon", - "AA_MAMMON_SUBTITLE": "Capo Succhiaterra", - "MAMMON_LORE_1": "A differenza degli altri Arcangeli, Mammon ha abbandonato le stazioni labirintiche sotto Nuova Wirral. Invece, guida la sua legione di \\\"Succhiaterra\\\" da una fortezza di cemento di sua stessa creazione. I suoi Succhiaterra sono gusci vuoti che fanno da tramite per il suo immenso potere.", - "AA_CUBE_NAME": "Esecraedro", - "AA_CUBE_SUBTITLE": "Solido neoplatonico", - "MAMMON_LORE_2": "Incarnazione del capitalismo, Mammon è stato creato dagli innumerevoli mondi in cui la società dà valore ai guadagni monetari al di sopra di ogni altra cosa, anche della sofferenza umana.", - "CUBE_LORE_1": "Il corpo di Esecraedro è \\\"cardinalmente solidale\\\", il che significa che ha sempre il medesimo, identico aspetto da qualsiasi angolazione lo si osservi. Non è insolito: la \\\"forma fisica\\\" di tutti gli Arcangeli è semplicemente l'ombra tridimensionale di un essere in più dimensioni. Non sono vincolati dalla geometria euclidea.", - "CUBE_LORE_2": "L'incarnazione della matematica. Uno degli Arcangeli più giovani, Esecraedro è nato quando l\\'umanità ha raggiunto l\\'età dell\\'orgoglio scientifico-matematico.", - "ALICE_LORE_2": "Incarnazione dell'ego, Alice è nata dall\\'abisso dei pensieri egoistici dell\\'umanità.", - "AA_ALICE_SUBTITLE": "Regina in esilio dal Paese delle Meraviglie", - "ALICE_LORE_1": "Alice si considera la benevola principessa del suo dominio. La prospettiva di ospiti in visita la solletica, ma solo perché vede le persone come giocattoli che può gettare da parte con facilità quando si è annoiata della novità.", - "AA_ALICE_NAME": "Alice", - "AA_TOWER_NAME": "Babelith", - "AA_TOWER_SUBTITLE": "Torre dell'ignoranza", - "TOWER_LORE_1": "Babelith abita in una stazione in cima a Monte Wirral, da cui urla sermoni deliranti e sconclusionati che rimangono inascoltati da quasi tutti.", - "TOWER_LORE_2": "Incarnazione dell'ignoranza, Babelith nasce dalla straordinaria capacità umana di rifiutare la verità per paura, disagio e arroganza.", - "AA_FINALGANTE_SUBTITLE": "Invocato: Spirito della ribellione", - "AA_MORGANTE_SUBTITLE": "Spirito della ribellione", - "MORGANTE_LORE_2": "Incarnazione della ribellione, Morgante è una dei più antichi tra gli esseri che chiamiamo \\\"Arcangeli\\\" nel cosmo connesso. La ribellione è l'opposto simmetrico della conquista: era inevitabile che lei e Aleph, alla fine, diventassero nemici immortali.", - "MORGANTE_LORE_1": "Morgante una volta si unì ad Aleph nelle sue scorrerie tra i mondi, apparendo in molti miti e leggende come strega o dea dai grandi poteri. Abitava alla stazione di Night's Bridge, che ospita l\\'unica \\\"porta\\\" che conduca fuori da Nuova Wirral. Ha nascosto questa stazione nelle parole di una canzone.", - "AA_FINALGANTE_NAME": "Gestalt Morgante", - "FINALGANTE_LORE_1": "La volontà di combattere quando vincere sembrava impossibile, fusa allo spirito residuo di Morgante, ha formato la Gestalt Morgante. È un Egregore, noto come \\\"Arcangelo\\\" a Nuova Wirral: un'entità creata da una comune volontà di cambiare la realtà. Tutta l\\'umanità possiede il fondamento di questo potere.", - "FINALGANTE_LORE_2": "Una \\\"gestalt\\\" è qualcosa di più grande della somma delle sue parti. Singolarmente, la capacità di una sola persona di cambiare il mondo che la circonda è limitata. Quando le persone si uniscono, il loro potere potenziale è illimitato.", - "AA_SERPENT_NAME": "Cordemonio", - "AA_SERPENT_SUBTITLE": "Serpente divino", - "AA_ALEPH_SUBTITLE": "Sovrano scarlatto della conquista", - "SERPENT_LORE_1": "Il malevolo Cordemonio si nutre della devozione altrui, anche fino alla morte se la persona ha una fede abbastanza forte. Sussurra dalla sua stazione sotterranea, sperando che i suoi accoliti alla fine riescano a raggiungerla e a trovarvi la morte.", - "SERPENT_LORE_2": "Incarnazione della devozione, Cordemonio si è originato dalla devozione ai molti dei e idoli che l'umanità crea e adora.", - "AA_ALEPH_NAME": "Aleph", - "ALEPH_LORE_2": "Incarnazione della conquista, Aleph è nato dalla natura bellicosa e dal desiderio di conquista dell'umanità. Una volta era a capo di un gruppo di Arcangeli, tra cui Morgante, Madame Ambra, Mordread e altri, che chiamava la sua \\\"tavola rotonda\\\". Di quell\\'alleanza, solo lui e Morgante restano ancora a Nuova Wirral.", - "ALEPH_LORE_1": "Aleph una volta ha guidato un gruppo di Arcangeli attraverso il cosmo connesso. Lì ha scatenato grandi battaglie, entrando a far parte di molte leggende che tutti conoscono ancora oggi. La sua testa a portale gli consente di inviare chiunque e qualsiasi cosa ovunque voglia, tranne se stesso.", - "ALEPH_NULL_LORE_1": "Aleph, ritornato al culmine del suo potere. Se gli sarà permesso di vagare per il cosmo connesso come faceva un tempo, non c'è dubbio che seminerà sofferenze indicibili.", - "AA_ALEPH_NULL_NAME": "Aleph Null", - "AA_ALEPH_NULL_SUBTITLE": "Guerra eterna incarnata", - "ALEPH_NULL_LORE_2": "Le leggende scritte dopo che Aleph si improvvisò monarca britannico nel VI secolo sostengono che un giorno tornerà per riprendere il trono. Per questa volta è stato sconfitto, ma se gli umani continuano a trovare modi per uccidersi a vicenda, alla fine ci riuscirà.", - "AA_HELIA_NAME": "Helia", - "HELIA_LORE_1": "Incarnazione del potere della fusione, Helia sovrintende a tutti i generi di fusione in tutto il cosmo. Sul suo mondo natale, si è manifestata per la prima volta nel laboratorio di ricerca di un gruppo di scienziati umani che studiavano la fusione nucleare.", - "AA_HELIA_SUBTITLE": "Il processo di fusione", - "HELIA_LORE_2": "La memoria di Helia sembra poter estendersi fino a ben prima della sua manifestazione, fino al primo caso di fusione nucleare nel cosmo. In questo senso, è probabilmente l'Arcangelo più antico di Nuova Wirral e conosce bene le macchinazioni tramate da Aleph migliaia di anni fa.", - "LENNA_LORE_2": "Il mondo di Lenna esiste sotto forma di videogioco, archiviato su una cartuccia lanciata nello spazio. Per coincidenza, un raggio cosmico ha provocato \\\"glitch\\\" del gioco e ha dato autocoscienza ai suoi abitanti, che non conoscono le loro origini elettroniche.", - "AA_AMBER_LORE_1": "Madame Ambra è un Arcangelo enigmatico ma ospitale, che aiuta i viaggiatori del cosmo nei loro viaggi. Ha la capacità di transitare liberamente tra i mondi e assume la forma di un locale di classe pieno di ospiti.", - "AA_MERLINE_SUBTITLE": "Colui che giace al di sotto", - "AA_MERLINE_LORE_1": "Il sistema ferroviario sotto Nuova Wirral è in realtà la MerLinea, un antico e inconoscibile \\\"Arcangelo\\\" che assume la forma di un infinito labirinto di gallerie e treni.", - "AA_MERLINE_NAME": "La MerLinea", - "AA_MERLINE_LORE_2": "Il potere della MerLinea di lacerare lo spazio e il tempo ha portato all'accumulo di grandi quantità di detriti sulla sua gigantesca forma: così si è creata l\\'isola di Nuova Wirral. Da allora, la MerLinea ha usato il suo potere per popolare l\\'isola di uomini e mostri. Sembra credere di avere una buona ragione per farlo.", - "AA_AMBER_NAME": "La Loggia Ambra", - "AA_AMBER_SUBTITLE": "Albergatrice interdimensionale", - "AA_AMBER_LORE_2": "Un tempo Madame Ambra era un membro della squadra di Aleph, ed era lei stessa il metodo con cui viaggiavano per il cosmo connesso. Ha lasciato i suoi compagni a Nuova Wirral quando sono scoppiate le ostilità tra loro, e ha finito per pentirsi dell'aiuto che aveva dato alle imprese di Aleph.", - "LENNA_NAME": "Lenna", - "LENNA_UNKNOWN_NAME": "Figura ammantata", - "LENNA_SUBTITLE": "Eroina di un'altra storia", - "LENNA_LORE_1": "Un tempo Lenna era solo un'insegnante senza pretese, la cui più grande responsabilità era istruire \\\"l\\'eroe\\\" del suo mondo su come affrontare i malvagi Arcangeli. Quando l\\'eroe, inaspettatamente, venne ucciso, Lenna impugnò la spada lei stessa.", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Candela rituale", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Un oggetto bizzarro che lə capitanə Skip ha scoperto in una delle sue ultime spedizioni di recupero. Ti dice:\\n\\n\\\"Brucia questa candela e poi sacrifica (ricicla) un nastro registrato per influenzare la prossima fusione che incontri. Avrà una chance di contenere un bootleg che corrisponde al tipo o alla specie del nastro che hai sacrificato\\\".", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Brucia questa candela e poi sacrifica (ricicla) un nastro registrato per influenzare la prossima fusione che incontri. Avrà una chance di contenere un bootleg che corrisponde al tipo o alla specie del nastro che hai sacrificato.", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Brucia", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "C'è già un rituale in corso.", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "La candela è bruciata. Ora sacrifica (ricicla) un nastro che hai registrato per influenzare la prossima fusione che incontrerai.", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "Il rituale è compiuto. La prossima fusione che incontrerai potrebbe contenere un bootleg che corrisponde per qualche verso a questo nastro.", - "ITEM_CAPTAIN_BADGE_NAME": "Distintivo da capitano", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "Distintivo n. 14", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifica chi lo porta come capitano dei ranger. Distintivo n. 14.", - "ITEM_FUSION_RADAR_NAME": "Radar di fusioni", - "ITEM_FUSION_RADAR_DESCRIPTION": "Mostra icone sulla mappa dove puoi trovare le Fusioni fuori controllo.", - "RANGER_RANK_0": "Apprendista ranger", - "RANGER_RANK_1": "Esploratore ranger", - "RANGER_RANK_2": "Capitano ranger", - "ITEM_RANGER_ID_AUX_NAME": "ID: {ranger_id}", - "ITEM_RANGER_ID_NAME": "Tesserino {ranger_rank}", - "ITEM_RANGER_ID_DESCRIPTION": "Sei ufficialmente {ranger_rank}! Questo tesserino tiene traccia dei tuoi progressi nei ranghi dei ranger. Inoltre, ti aiuterà anche a identificare il tuo cadavere se dovesse succederti qualcosa.", - "ITEM_GARDENING_KIT_NAME": "Kit da giardinaggio", - "ITEM_GARDENING_KIT_DESCRIPTION": "Un set di semi, alberelli e alcuni attrezzi di base per abbellire le fioriere in città.", - "ITEM_JELLY_NAME": "Schele-melma", - "ITEM_KEY_WATERLOOP_NAME": "Chiave di Waterloop", - "ITEM_JELLY_DESCRIPTION": "È appiccicosa e viscida, ed è caduta da un Melmetro durante la battaglia. Non ti consiglio di mangiarla, ma può comunque essere utile per qualcosa...", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "Apre qualcosa nella stazione di Waterloop.", - "ITEM_KEY_COMMUNE_NAME": "Chiave di Borgo Cordoglio", - "ITEM_KEY_COMMUNE_DESCRIPTION": "Apre qualcosa a Borgo Cordoglio.", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "Chiave del Bianconiglio", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "Sempre più stranissima!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Apre le finestre sopra agli uffici dei Succhiaterra.", - "ITEM_KEY_LANDKEEPER_NAME": "Chiave di finestra di Succhiaterra", - "ITEM_MACHINEPART_NAME": "Componente meccanico", - "ITEM_MACHINEPART_DESCRIPTION": "Un componente mancante da una vecchia biglietteria automatica.", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Biglietto del treno", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Un vecchio biglietto del treno. Sopra c'è scritto \\\"Tomba Sepulcro\\\" con inchiostro sbiadito.", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Un vecchio biglietto del treno. Sopra c'è scritto \\\"Glowcester\\\" con inchiostro sbiadito.", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Biglietto del treno", - "ITEM_VALVE_NAME": "Maniglia della valvola", - "ITEM_VALVE_DESCRIPTION": "Una maniglia della valvola arrugginita. È fredda al tatto.", - "ITEM_DELIVERY_PARCEL_NAME": "Pacco", - "ITEM_KEYSTONE_NAME": "Pietra-chiave azzurra", - "ITEM_KEYSTONE_DESCRIPTION": "Una gemma blu ornata. Emette un rumore simile a interferenze radio.", - "ITEM_DELIVERY_COMMUNE_NAME": "Pacco di aiuti", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Un pacco in consegna. Controlla le missioni attive per i dettagli.", - "ITEM_LOST_NECKLACE_NAME": "Girocollo smarrito", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Un pacco in consegna a Borgo Cordoglio. Controlla le missioni attive per i dettagli.", - "ITEM_LOST_NECKLACE_DESCRIPTION": "Qualcuno l'ha perso e lo rivuole. Controlla le missioni attive per i dettagli.", - "ITEM_LOST_RING_NAME": "Anello smarrito", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "È una strana moneta d'oro, coniata nell\\'anno 0x7B3 da \\\"Lo Stato del Nevad-O\\\".", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Moneta", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Indizio n. 1 di Tomba Sepulcro", - "ITEM_LOST_WALLET_DESCRIPTION": "Qualcuno l'ha perso e lo rivuole. Controlla le missioni attive per i dettagli.", - "ITEM_LOST_RING_DESCRIPTION": "Qualcuno l'ha perso e lo rivuole. Controlla le missioni attive per i dettagli.", - "ITEM_LOST_WALLET_NAME": "Portafoglio smarrito", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Un pezzo di carta con alcune indicazioni scritte con il sangue. Una parte è stata strappata. Le indicazioni dicono: \\\"Su, Su, Giù, Giù...\\\".\\n\\nIl resto è scarabocchiato di risate folli.", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Indizio n. 2 di Tomba Sepulcro", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Un pezzo di carta con alcune indicazioni scritte con il sangue. La prima parte è stata strappata. Le indicazioni dicono: \\\"Sinistra, Destra, Sinistra, Destra\\\".\\n\\nLe risate folli continuano anche da questa parte.", - "SERVICE_CARRY_MORE_REWINDS_NAME": "Tasca per riavvolgitori", - "ITEM_MEREDITH_ENVELOPE_NAME": "Busta per Meredith", - "SERVICE_LUCKY_DIP_NAME": "Pesca fortunata", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "È una busta di Ianthe per Meredith. Riguarda il disco che Meredith sta cercando!", - "ITEM_GYM_PASS_DESCRIPTION": "Permette accesso illimitato alla palestra del Municipio, per personalizzare le tue statistiche di base.", - "ITEM_GYM_PASS_NAME": "Pass per la palestra", - "SERVICE_LUCKY_DIP_DESCRIPTION": "Una borsa che contiene un set casuale di oggetti utili. Include un adesivo non comune o raro garantito. Tenta la fortuna!", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "La cassetta di un mostro molto raro, tenuta da parte per i ranger che sappiamo essere capaci di gestirlo.", - "SERVICE_MONSTER_TAPE_NAME": "Nastro di {species_name}", - "EXCHANGE_REQUIRE_CAPTAINS": "Addestrati con altri capitani ({amount}) per sbloccarlo!", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Tasca per ribobinatori", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Posso cucirla sul tuo zaino per aumentare di 1 il numero di riavvolgitori che puoi portare.", - "SERVICE_CARRY_MORE_CURES_NAME": "Tasca di pronto soccorso", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Posso cucirla sul tuo zaino per aumentare di 1 il numero di ribobinatori che puoi portare.", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Posso cucirla sul tuo zaino per aumentare di 1 il numero di ciascun tipo di cura che puoi portare.", - "SERVICE_CARRY_MORE_COFFEE_NAME": "Frigo in miniatura", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Posso cucirlo sul tuo zaino per aumentare di 1 il numero di fumogeni che puoi portare. Ha un'imbottitura antiurto, perciò puoi star certo che non esploderanno per sbaglio.", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Posso cucirlo sul tuo zaino per aumentare di 1 il numero di caffè in lattina che puoi portare.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Comparto per bombe", - "SERVICE_CARRY_MORE_REODORANT_NAME": "Tasca assorbiodore", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Posso cucirlo sul tuo zaino per aumentare di 1 il numero di fumogeni che puoi portare. Ha un'imbottitura antiurto, perciò puoi star certa che non esploderanno per sbaglio.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Posso cucirlo sul tuo zaino per aumentare di 1 il numero di fumogeni che puoi portare. Ha un'imbottitura antiurto, perciò puoi star certə che non esploderanno per sbaglio.", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Posso cucirla sul tuo zaino per aumentare di 1 il numero di reodoranti che puoi portare. È in un materiale speciale che impedirà ai cattivi odori di uscire finché non ne avrai bisogno.", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Vaschetta in plastica richiudibile", - "SERVICE_GYM_POINTS_NAME": "Punto palestra extra", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Aumenta di 1 la quantità massima di fusilli alle pere che puoi portare.", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "Tessera della Gilda dei mercanti", - "SERVICE_GYM_POINTS_DESCRIPTION": "Fornisce 1 punto in più per usare la palestra del Municipio.", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "I ranger forniranno più risorse ai mercanti di adesivi del mercato nel centro di Harbourtown, ampliando il loro inventario di adesivi (+{0}).", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Inventario adesivi extra", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Ti offre tariffe migliori con i mercanti di Harbourtown. Ci sono sconti fino al {0}%.", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Inventario caffè extra", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "I ranger forniranno più risorse alla dottoressa Pensby, ampliando il suo inventario di tipi di cura (+{0}).", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "Inventario cure extra", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "I ranger forniranno più ingredienti a Clémence al Café Gramophone, ampliando il suo inventario di tipi di caffè (+{0}).", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Avere uno di questi in tasca potenzierà la tua abilità Palla di rampicanti con una chance di creare un Muro Pianta all'inizio delle battaglie.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Seme di Balzucca", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Avere uno di questi in tasca potenzierà la tua abilità Scatto di Pallottolotto con una chance di infliggere danni all'inizio delle battaglie.", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Pelo di Lampopiteco", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Avere una manciata di questo pelo in tasca potenzierà la tua abilità Elettromagnetismo, facendoti iniziare le battaglie con 1 PA in più.", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Potenziamento per microfono", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Questo microfono potenziato per il tuo mangiacassette aumenta le chance di registrazione riuscita del {0}%.", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "Modifica barra fusione", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette per aumentare del {0}% la velocità con cui si riempie la barra fusione.", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Modifica chimica", - "SERVICE_FUSION_METER_CRITICAL_NAME": "Modifica critico", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette per aumentare del {0}% la velocità con cui si riempie la barra fusione quando metti a segno un colpo con vantaggio di tipo.", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette per aumentare del {0}% la velocità con cui si riempie la barra fusione quando vinci una battaglia.", - "SERVICE_FUSION_METER_VICTORY_NAME": "Modifica vittoria", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette per aumentare del {0}% la velocità con cui si riempie la barra fusione quando metti a segno un colpo critico.", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "Raccogli {total} dicerie dagli abitanti di Harbourtown.", - "SERVICE_FUSION_METER_RECORDING_NAME": "Modifica registrazione", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette perché reindirizzi al microfono la potenza in eccesso della barra fusione. La chance di registrazione riuscita aumenterà del {0}% quando la barra fusione è piena.", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Taglio del frustum", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Raggio mortale", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "Feedback", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentazione", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "Giudizio", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "Effetto leva", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Crollo del mercato", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Richiamo di margine", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Congelamento patrimoniale", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Prodotto civetta", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Troppo grande per fallire", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Polvere di fata", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Orda fatata", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Incubo", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Falsa illuminazione", - "MOVE_AA_ALICE_EAT_ME_NAME": "Mangiami", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Vera illuminazione", - "MOVE_AA_ALICE_DRINK_ME_NAME": "Bevimi", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Elevata e potente", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus ex calibur", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "Morte dei 1000 tagli", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "Morte dei 10.000 tagli", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Chiamata alle armi", - "MOVE_AA_MONARCH_TENTACLE_NAME": "Presa scivolosa", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodia struggente", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Bomb voyage", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Melodia di Kayleigh", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motiva l'utilizzatore a continuare anche dopo la sconfitta.", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "Convinzione di {player}", - "MOVE_AA_MORGANTE_PLAYER_NAME": "Convinzione inarrestabile", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "Arguzia fulminea", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Arguzia di Meredith", - "MOVE_AA_FINALGANTE_FELIX_NAME": "Creatività di Felix", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "Coraggio di Eugene", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Aumenta l'Attacco in mischia e l\\'Attacco a distanza dell\\'utilizzatore.", - "MOVE_AA_MORGANTE_EUGENE_NAME": "Coraggio inesauribile", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Aumenta la Difesa in mischia e la Difesa a distanza dell'utilizzatore.", - "MOVE_AA_FINALGANTE_DOG_NAME": "Energia di Barkley", - "MOVE_AA_MORGANTE_FELIX_NAME": "Impresa creativa", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "Determinazione di Viola", - "MOVE_AA_MORGANTE_VIOLA_NAME": "Astuta determinazione", - "MOVE_AA_MORGANTE_DOG_NAME": "Energia senza freni", - "QUEST_CAPTAINS_DESCRIPTION1.m": "Addestrati con ciascuno dei capitani dei ranger per diventare un ranger. Puoi scoprire dove sono di stanza i capitani chiedendo informazioni ad Harbourtown.", - "QUEST_CAPTAINS_DESCRIPTION3.n": "Affronta Ianthe in un'ultima sfida per diventare capitanə tu stessə!", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Aumenta la generazione di PA dell'utilizzatore.", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Potere della verità", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Fischia e chiama aiuto", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zedd su Colle Autunno mi ha chiesto di rendere un po' più tranquilla la zona sconfiggendo 5 Pallottolotti. I Pallottolotti si trovano più facilmente su Colle Autunno.", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Rosata di pallottole", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Un'androide a gettoni nei Boschi di Eastham sembra guasta. Forse trovare una moneta adatta la riporterà in vita.", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "A gettoni", - "QUEST_MEREDITH_TITLE": "Tutto ciò che ho sempre voluto", - "QUEST_MEREDITH_DESCRIPTION_1": "Chiedi agli abitanti di Harbourtown se hanno visto il disco preferito di Meredith.", - "QUEST_MEREDITH_DESCRIPTION_2": "Trova il capo dei ranger Ianthe e chiedi del disco preferito di Meredith.", - "QUEST_MEREDITH_DESCRIPTION_3": "Consegna la busta di Ianthe a Meredith.", - "QUEST_MEREDITH_DESCRIPTION_4": "Vai con Meredith al Centro Commerciale Caduto.", - "QUEST_CAPTAINS_PROGRESS": "Addestramento con {num} capitani su {max}.", - "QUEST_CAPTAINS_DESCRIPTION2.n": "Incontra il capo dei ranger Ianthe per farle sapere che ti sei addestratə con tutti i capitani dei ranger.", - "QUEST_CAPTAINS_DESCRIPTION1.f": "Addestrati con ciascuno dei capitani dei ranger per diventare un ranger. Puoi scoprire dove sono di stanza i capitani chiedendo informazioni ad Harbourtown.", - "QUEST_CAPTAINS_DESCRIPTION1.n": "Addestrati con ciascuno dei capitani dei ranger per diventare un ranger. Puoi scoprire dove sono di stanza i capitani chiedendo informazioni ad Harbourtown.", - "QUEST_CAPTAINS_DESCRIPTION2.m": "Incontra il capo dei ranger Ianthe per farle sapere che ti sei addestrato con tutti i capitani dei ranger.", - "QUEST_CAPTAINS_DESCRIPTION2.f": "Incontra il capo dei ranger Ianthe per farle sapere che ti sei addestrata con tutti i capitani dei ranger.", - "QUEST_CAPTAINS_DESCRIPTION3.m": "Affronta Ianthe in un'ultima sfida per diventare capitano tu stesso!", - "QUEST_CAPTAINS_DESCRIPTION3.f": "Affronta Ianthe in un'ultima sfida per diventare capitana tu stessa!", - "QUEST_CAPTAINS_DESCRIPTION4": "Incontra tutti i capitani ranger.", - "QUEST_KAYLEIGH_TITLE": "Ho fatto molta strada", - "QUEST_COLLECT_RUMORS_TITLE": "Dicerie, dicerie", - "QUEST_COLLECT_RUMORS_PROGRESS": "Hai raccolto {obtained} di {total} dicerie.", - "QUEST_KAYLEIGH_DESCRIPTION1": "Porta Kayleigh a Borgo Cordoglio.", - "QUEST_KAYLEIGH_DESCRIPTION2": "Esplora Borgo Cordoglio.", - "QUEST_FELIX_DESCRIPTION_0": "Incontra Felix nella sua casa di Harbourtown Ovest.", - "QUEST_FELIX_TITLE": "Non mi vuoi?", - "QUEST_FELIX_DESCRIPTION_2": "Trova i quattro altari elementali insieme a Felix per rintracciare Kuneko.", - "QUEST_FELIX_DESCRIPTION_1": "Affronta un guerriero con la spada di legno a Prato dei Ciliegi insieme a Felix.", - "QUEST_VIOLA_DESCRIPTION_1": "Trova Sebastian, il fratello di Viola.", - "QUEST_FELIX_2_PROGRESS": "Hai trovato {num} su {count} altari elementali.", - "QUEST_FELIX_DESCRIPTION_3": "Aiuta Felix a sistemare le cose con Kuneko.", - "QUEST_VIOLA_TITLE": "Tutti cercano qualcosa", - "QUEST_VIOLA_DESCRIPTION_2": "Parla con Viola.", - "QUEST_VIOLA_DESCRIPTION_3": "Viaggia con Viola fino a Costa Ghisa.", - "QUEST_VIOLA_DESCRIPTION_4": "Esplora il relitto con Viola.", - "QUEST_DOG_TITLE": "Torna e rimani", - "QUEST_DOG_DESCRIPTION": "Scopri cosa vuole Barkley sul Monte Wirral.", - "QUEST_SUNNY_TITLE": "Che effetto fa?", - "QUEST_HOYLAKE_TITLE": "A caccia", - "QUEST_SUNNY_DESCRIPTION": "Vai dal sarto a Harbourtown per aiutare a scegliere un nuovo look per Sole.", - "QUEST_HOYLAKE_DESCRIPTION_1": "Registra {monster_description}, spesso visibile {habitat_phrase}, da mostrare a Hoylake.", - "QUEST_HOYLAKE_DESCRIPTION_2": "Hai registrato {monster_name}: {monster_description}, spesso visibile {habitat_phrase}. Torna a Hoylake per mostrarglielo.", - "QUEST_HELIA_TITLE": "Il sole sta per sorgere", - "QUEST_HELIA_DESCRIPTION_1": "Indaga sulla nuova stazione sotto la Cava dei dinosauri nelle Terremorte", - "CLUE_EAST": "Vola a oriente sulle tue ali, fino ad un luogo ch'io sola conosco", - "QUEST_HELIA_DESCRIPTION_2": "Ottieni qualche risposta dalla MerLinea.", - "QUEST_HELIA_DESCRIPTION_3": "Riferisci a Ianthe.", - "CLUE_SOUTH": "Procedi dunque da lì a meridione, dove le strade si vanno a incontrare", - "CLUE_BIOME_ARID": "Dove si trovano solo rovine, dove erba morta potrai calpestare", - "CLUE_WEST": "Vola a occidente sulle tue ali, fino ad un luogo ch'io sola conosco", - "CLUE_BIOME_PLAINS": "Dove si trovano alberi ed erba, dove i sentieri potrai calpestare", - "CLUE_NORTH": "Procedi dunque da lì a settentrione, dove le strade si vanno a incontrare", - "CLUE_BIOME_BEACH": "Dove la sabbia si stende ai tuoi piedi, presto bagnati da onde del mare", - "CLUE_BIOME_AUTUMN": "Dove rosseggiano chiome di foglie che sotto i piè sentirai crepitare", - "CLUE_BIOME_LAKE": "Là dove l'acqua ristagna in un lago e sulla sabbia potrai camminare", - "CLUE_BIOME_WOODS": "Dove s'innalzano tronchi possenti e scura è l\\'erba tra cui camminare", - "CLUE_BIOME_BLOSSOM": "Là dove pallidi fior di ciliegio sopra la terra si vanno a posare", - "CLUE_BIOME_MOUNTAIN": "Dove la terra ti porta nel cielo e sulla neve potrai camminare", - "CLUE_BIOME_MARSH": "Là dove altri si sono perduti, tra fanghi infidi li han visti annegare", - "CLUE_ACTION_ROCK": "Lì porterai una pietra in offerta, porgila innanzi con cuore sincero", - "CLUE_ACTION_CRATE": "Lì porterai una cassa in offerta, porgila innanzi con cuore sincero", - "CLUE_ACTION_DASH.m": "Incoronato da fiamme e da fuoco, sfolgora e ardi con animo fiero", - "CLUE_ACTION_DASH.f": "Incoronata da fiamme e da fuoco, sfolgora e ardi con animo fiero", - "CLUE_ACTION_MAGNETISM": "Doma ed imbriglia la folgore e il lampo, varca la porta con animo fiero", - "CLUE_ACTION_DASH.n": "Incoronatə da fiamme e da fuoco, sfolgora e ardi con animo fiero", - "CLUE_ACTION_JUMP_3": "Se vuoi varcare la strada nascosta, salta tre volte con piede leggero", - "CLUE_ACTION_FACE_4_DIRECTIONS": "In questo luogo poi porgi a ciascuno dei quattro venti il tuo volto severo", - "CLUE_ACTION_NIGHT": "Porta pazienza per mezzo minuto se vuoi risolvere questo mistero", - "CLUE_ACTION_MAP_3.m": "Leggi e rileggi la mappa tre volte per esser certo che ti dica il vero", - "CLUE_ACTION_MAP_3.f": "Leggi e rileggi la mappa tre volte per esser certa che ti dica il vero", - "CLUE_ACTION_MAP_3.n": "Leggi e rileggi la mappa tre volte per esser certə che ti dica il vero", - "CLUE_ACTION_ITEM_3": "Scegli tre oggetti da sacrificare: quelli che vuoi, non importa davvero", - "CLUE_OVERWORLD_-6_-3": "Accanto a un edificio c'è un tronco, marca la fine del lungo sentiero", - "CLUE_OVERWORLD_2_-1": "Trova il cancello che primo hai varcato, varca la fine del lungo sentiero", - "CLUE_OVERWORLD_-4_-1": "Trova uno stagno tra lapidi e tombe, questa è la fine del lungo sentiero", - "CLUE_OVERWORLD_-2_-4": "Sopra le sabbie sorge una tenda, alle sue spalle finisce il sentiero", - "CLUE_OVERWORLD_-3_-3": "Sotto le fronde di un albero morto giace la fine del lungo sentiero", - "CLUE_OVERWORLD_-3_-7": "Tra queste terre c'è un fiume che scorre, fino alla fonte ti porta il sentiero", - "CLUE_OVERWORLD_0_-6": "Qui troverai un altare di pietra, sopra di esso finisce il sentiero", - "CLUE_OVERWORLD_3_-7": "Là c'è un santuario al commercio e al denaro, sopra il suo tetto conduce il sentiero", - "CLUE_OVERWORLD_1_-6": "Lì, fra tre luci distinte e divise, ti avrà portato il tuo lungo sentiero", - "CLUE_OVERWORLD_2_-4": "Sola una casa qui domina tutto, alla sua ombra finisce il sentiero", - "CLUE_OVERWORLD_7_-2": "Qui dove un tempo sorgeva una casa, tra le rovine finisce il sentiero", - "CLUE_OVERWORLD_5_-6": "Tra il verde ricco c'è un ceppo reciso, tra le due mura finisce il sentiero", - "CLUE_OVERWORLD_7_-4": "Là dove sorge l'altare del fuoco, sopra di esso finisce il sentiero", - "CLUE_OVERWORLD_8_-6": "Tra i verdi boschi c'è un ceppo reciso, sopra di esso finisce il sentiero", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Richiesta di Hoylake", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Taglia sui mostri", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Parla con Hoylake al municipio. Ha una serie di incarichi per te.", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "La popolazione di {key} {habitat_phrase} è diventata turbolenta. Sconfiggine {count} in combattimento per calmare le acque e impedire che si facciano male a vicenda.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Sconfiggi {count} Fusioni fuori controllo perché tutti possano viaggiare sicuri a Nuova Wirral.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Taglia sulle fusioni", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Consegna pacchi", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Consegna il pacco allegato al nostro esploratore {location_0_phrase}.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Evviva! È arrivato il mio pacco!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Grazie mille! È proprio quello che aspettavo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Grazie mille! È proprio quello che aspettavo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Grazie mille! È proprio quello che aspettavo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Evviva! È arrivato il mio pacco!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Consegna rifornimenti", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Uno dei nostri esploratori {location_0_phrase} ha avanzato una richiesta urgente di rifornimenti d'emergenza. Procurati e consegna {required_item_amount}x {required_item} il prima possibile.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Evviva! È arrivato il mio pacco!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Posso prendere quello che hai portato?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Ho urgente bisogno di {required_item_amount}x {required_item}. Per che cosa? Sono affari privati.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Hai ricevuto la mia richiesta di rifornimenti? Ho bisogno di {required_item_amount}x {required_item}, e subito!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Ho urgente bisogno di {required_item_amount}x {required_item}. Per che cosa? Sono affari privati.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Hai ricevuto la mia richiesta di rifornimenti? Ho bisogno di {required_item_amount}x {required_item}, e subito!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Ho urgente bisogno di {required_item_amount}x {required_item}. Per che cosa? Sono affari privati.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Oh, vedo che hai proprio quel che serve! Puoi darmelo?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Hai ricevuto la mia richiesta di rifornimenti? Ho bisogno di {required_item_amount}x {required_item}, e subito!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Oh, vedo che hai proprio quel che serve! Puoi darmelo?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Posso prendere quello che hai portato?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Posso prendere quello che hai portato?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Oh, vedo che hai proprio quel che serve! Puoi darmelo?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fantastico! Non vedo l'ora di usarlo!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fantastico! Non vedo l'ora di usarlo!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Grazie mille! È proprio quello che mi serviva!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fantastico! Non vedo l'ora di usarlo!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Grazie mille! È proprio quello che mi serviva!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Uno degli abitanti del luogo ha perso un {lost_item} {location_1_phrase}. È un caro ricordo, perciò fai il possibile per trovarlo e restituirlo al suo proprietario {location_0_phrase}.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Grazie mille! È proprio quello che mi serviva!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Oggetti smarriti", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anello", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "girocollo", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Vuoi essere così gentile e aiutarmi a trovare un {lost_item} che ho perso {location_1_phrase}?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "portafoglio", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Vuoi essere così gentile e aiutarmi a trovare un {lost_item} che ho perso {location_1_phrase}?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Vuoi essere così gentile e aiutarmi a trovare un {lost_item} che ho perso {location_1_phrase}?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "Ho perso un {lost_item} prezioso {location_1_phrase}. Mi aiuti a cercarlo?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Grazie mille, lo stavo cercando!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "Ho perso un {lost_item} prezioso {location_1_phrase}. Mi aiuti a cercarlo?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "Ho perso un {lost_item} prezioso {location_1_phrase}. Mi aiuti a cercarlo?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Grazie mille, lo stavo cercando!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "L'hai trovato! Grazie mille!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Grazie mille, lo stavo cercando!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Consegna speciale", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "L'hai trovato! Grazie mille!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "L'hai trovato! Grazie mille!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Per la campagna di aiuti ai Figli del Cordoglio, abbiamo preparato una consegna speciale di forniture mediche. Consegna il pacco allegato al custode di Borgo Cordoglio.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Torna al municipio per mostrarla a Hoylake.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "È il pacco di Ianthe?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "Eccolo!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Richiesta di Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake ha chiesto di vedere com'è una fusione tra {species1_description} e {species2_description}. Fondi {species1_name} e {species2_name} in battaglia per registrare la fusione nel tuo bestiario, quindi torna al municipio per mostrarla a Hoylake!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "Bella trovata! Jacqueline sarà al settimo cielo!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "Sai che il tuo bestiario registra dati su ogni fusione che formi [wave amp=30 freq=30]e[/wave] su ogni fusione che incontri?", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "Davvero affascinante! Grazie mille, {player}.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "Saluti, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Fonditi in battaglia per registrarla nel tuo bestiario.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Diamo un'occhiata ai dati sulla fusione {fusion_name} che mi hai portato.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Porta un nastro {species_name} fino a 5 stelle.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Richiesta di Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "Hoylake vorrebbe vedere una registrazione a 5 stelle di {species_name}. Porta un nastro {species_name} fino a 5 stelle, poi torna al municipio per mostrarlo a Hoylake!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Incontrati con il dottor Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "Sai che il tuo bestiario registra informazioni supplementari su una specie di mostro, una volta che hai portato la sua cassetta a 5 stelle?", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Torna al municipio per mostrare il nastro a Hoylake.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "Saluti, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interessante.[pause] Davvero interessante.[pause] Chissà cosa può significare...", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Diamo un'occhiata ai dati registrati sul nastro {species_name} che mi hai portato.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Equipaggia un nastro {species_name}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "Assistente di Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake ha richiesto un addestramento piuttosto specifico per il suo assistente, il dottor Kirby. Equipaggia un nastro {species_name} e incontra Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "Il professor Hoylake mi ha detto tutto di te, di come ti ha aiutato quando sei arrivato e di come ti ha salvato la vita...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Ciao, {player}, piacere di conoscerti. Dottor Kirby, PhD, zoologo dell'Università di Cambridge.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "Il professor Hoylake mi ha detto tutto di te, di come ti ha aiutato quando sei arrivata e di come ti ha salvato la vita...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "Almeno, questo è quello che mi ha detto! Che fantastico esempio da imitare!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "Il professor Hoylake mi ha detto tutto di te, di come ti ha aiutato quando sei arrivatə e di come ti ha salvato la vita...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "Lo sapevi che, nel mondo da cui proviene, dopo aver vinto il premio Nobel per aver scoperto le ultime specie sconosciute, lo hanno incoronato Re-Scienziato del Mondo?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Comunque, mettiamoci al lavoro, che ne dici?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake dice che, per essere uno scienziato migliore, ho bisogno di sapere come ci si sente a trasformarsi in {species_description}. Speravo che tu potessi spiegarmi come si fa.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Hai pronto il nastro {species_name}?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Uhm... [pause]Su Nuova Wirral, il processo di ricerca è sempre così brutale?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Eccolo qui.", - "BATTLE_JOINED.f": "{0} è scesa in battaglia!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Non ancora.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Bene, ora mostrami come si usa!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake deve essere molto resistente, se ha affrontato tutto questo senza avere più bisogno di trasformazioni.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusione Instabile", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Grazie, {player}. Ho sicuramente imparato molto sulla specie \\\"{species_name}\\\".", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "È apparsa una fusione instabile {location_0_phrase}. Dev'essere distrutta prima che si riproduca senza controllo!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Uno dei nostri nuovi apprendisti ti ha sfidato per il tuo timbro. Incontralo insieme al suo compagno di battaglia {location_0_phrase} per metterli alla prova in combattimento. Non trattenerti, {player}: dobbiamo essere selettivi con le nuove reclute.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Addestramento reclute", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "Sei [mfn:il|la|lə] capitan[mfn:o|a|ə] dei ranger che hanno mandato per addestrarmi, giusto? Non trattenerti!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "Sei [mfn:il|la|lə] capitan[mfn:o|a|ə] dei ranger che hanno mandato per addestrarmi, giusto? Non trattenerti!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Uno dei nostri nuovi apprendisti ti ha sfidatə per il tuo timbro. Incontralo insieme al suo compagno di battaglia {location_0_phrase} per metterli alla prova in combattimento. Non trattenerti, {player}: dobbiamo essere selettivi con le nuove reclute.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Uno dei nostri nuovi apprendisti ti ha sfidata per il tuo timbro. Incontralo insieme al suo compagno di battaglia {location_0_phrase} per metterli alla prova in combattimento. Non trattenerti, {player}: dobbiamo essere selettivi con le nuove reclute.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "So che è solo un addestramento, ma non devi andarci piano con me, capitan[mfn:o|a|ə]!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "Sei [mfn:il|la|lə] capitan[mfn:o|a|ə] dei ranger che hanno mandato per addestrarmi, giusto? Non trattenerti!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "So che è solo un addestramento, ma non devi andarci piano con me, capitan[mfn:o|a|ə]!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Capitan[mfn:o|a|ə] {player}, dico bene?[pause] Quando ti batterò, Ianthe dovrà nominare capitano anche me!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "So che è solo un addestramento, ma non devi andarci piano con me, capitan[mfn:o|a|ə]!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Capitan[mfn:o|a|ə] {player}, dico bene?[pause] Quando ti batterò, Ianthe dovrà nominare capitana anche me!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Capitan[mfn:o|a|ə] {player}, dico bene?[pause] Quando ti batterò, Ianthe dovrà nominare capitanə anche me!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Dicono che quando finisci in prigione devi subito fare a botte con quello che sembra il più duro! [pause]Saresti tu, vero, capitan[mfn:o|a|ə]?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Dicono che quando finisci in prigione devi subito fare a botte con quello che sembra il più duro! [pause]Saresti tu, vero, capitan[mfn:o|a|ə]?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Uff, certo che non ci vai piano, tu...[pause] La cosa buffa è che combattere non mi piace nemmeno. Non sono tagliato per questo.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Dicono che quando finisci in prigione devi subito fare a botte con quello che sembra il più duro! [pause]Saresti tu, vero, capitan[mfn:o|a|ə]?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Uff, certo che non ci vai piano, tu...[pause] La cosa buffa è che combattere non mi piace nemmeno. Non sono tagliata per questo.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Grazie, capitan[mfn:o|a|ə]. Ho imparato molto.[pause] Ho imparato che non sono prontə per essere ranger.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Grazie, capitan[mfn:o|a|ə]. Ho imparato molto.[pause] Ho imparato che non sono pronta per essere ranger.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Grazie, capitan[mfn:o|a|ə]. Ho imparato molto.[pause] Ho imparato che non sono pronto per essere ranger.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Uff, certo che non ci vai piano, tu...[pause] La cosa buffa è che combattere non mi piace nemmeno. Non fa proprio per me.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "Comunque, sono sempre stato più uno che fa l'amore, non la guerra...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "Non so bene che cosa mi aspettassi. Grazie, capitan[mfn:o|a|ə], per... [pause]avermi presa sul serio.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "Non so bene che cosa mi aspettassi. Grazie, capitan[mfn:o|a|ə], per... [pause]avermi preso sul serio.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "Comunque, sono sempre stata più una che fa l'amore, non la guerra...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "Comunque, sono sempre statə più unə che fa l'amore, non la guerra...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "Non so bene che cosa mi aspettassi. Grazie, capitan[mfn:o|a|ə], per... [pause]avermi presə sul serio.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Furto di rifornimenti", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Ultimamente i rifornimenti dei ranger sono spariti. Uno dei nostri esploratori ha riferito di aver visto il ladro al lavoro. È stato individuato {location_0_phrase}. Affrontalo e scopri cosa è successo alle nostre cose.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "Il ladro è tornato. Questa volta è stato individuato {location_0_phrase}. Affrontalo e scopri cosa è successo alle nostre cose.", - "RUMOR_NAME": "Diceria", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie è qui da pochi giorni, ma è già determinata a unirsi ai ranger. Ha qualcosa che mi ricorda te, {player}, perciò ti chiedo un aiutino per farla iniziare! Avrà bisogno di un nastro, perciò equipaggiane uno che non ti dispiace dare via (per sempre) e incontrala al cancello fuori città. ~ Cybil\\\"", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Addestramento reclute: Vin", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Il tuo vecchio \\\"amico\\\" Vin, l'ex ladro, vuole unirsi ai ranger! Anzi, ti ha addirittura sfidato per il tuo timbro, {player}. Incontralo {location_0_phrase}. Mi piace il suo spirito, ma come con tutti gli apprendisti, non rendergli le cose facili. Dobbiamo essere selettivi con il reclutamento.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Addestramento reclute: Frankie", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Il tuo vecchio \\\"amico\\\" Vin, l'ex ladro, vuole unirsi ai ranger! Anzi, ti ha addirittura sfidatə per il tuo timbro, {player}. Incontralo {location_0_phrase}. Mi piace il suo spirito, ma come con tutti gli apprendisti, non rendergli le cose facili. Dobbiamo essere selettivi con il reclutamento.", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Il tuo vecchio \\\"amico\\\" Vin, l'ex ladro, vuole unirsi ai ranger! Anzi, ti ha addirittura sfidata per il tuo timbro, {player}. Incontralo {location_0_phrase}. Mi piace il suo spirito, ma come con tutti gli apprendisti, non rendergli le cose facili. Dobbiamo essere selettivi con il reclutamento.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"Ehi, mentore! Sto facendo qualche avventura in solitaria. Se vuoi aiutarmi, ci vediamo {location_0_phrase}. ~Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"Ehi, mentore! Sto facendo qualche avventura in solitaria. Se vuoi aiutarmi, ci vediamo {location_0_phrase}. ~Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"Ehi, mentore! Sto facendo qualche avventura in solitaria. Se vuoi aiutarmi, ci vediamo {location_0_phrase}. ~Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie ti ha sfidato per il tuo timbro. Ti sta aspettando {location_0_phrase}. Non andarci piano con lei, {player}. Come al solito: dobbiamo essere selettivi con le nuove reclute.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie ti ha sfidata per il tuo timbro. Ti sta aspettando {location_0_phrase}. Non andarci piano con lei, {player}. Come al solito: dobbiamo essere selettivi con le nuove reclute.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Alcuni vecchi amici hanno organizzato un incontro {location_0_phrase}.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Battaglia amichevole", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie ti ha sfidatə per il tuo timbro. Ti sta aspettando {location_0_phrase}. Non andarci piano con lei, {player}. Come al solito: dobbiamo essere selettivi con le nuove reclute.", - "RUMOR_DUNGEON_PARK_TITLE": "La terra trema", - "RUMOR_DUNGEON_PARK": "C'è una nuova diceria: pare che ogni tanto il terreno sotto il Parco di Nuova Wirral tremi come se stesse passando un grosso veicolo sottoterra. Cosa pensi che ci sia laggiù?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Risate malvage", - "RUMOR_DUNGEON_GRAVEYARD": "Un mio amico mi ha detto di aver sentito una cupa risata folle da una delle tombe nel cimitero a ovest del torrente. Strano, eh?", - "RUMOR_DUNGEON_MEADOW_TITLE": "Falenik minuscolo", - "RUMOR_DUNGEON_MEADOW2": "Come credi che sia diventato così? Laggiù sta succedendo qualcosa di strano...", - "RUMOR_DUNGEON_MEADOW1": "Probabilmente non mi crederai, ma ho visto un minuscolo Falenik nella radura al centro di Prato dei Ciliegi. Non era solo un cucciolo, era così piccolo che potevo tenerlo in mano!", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Vetta", - "RUMOR_DUNGEON_LAKE_TITLE": "Cartelli mobili", - "RUMOR_DUNGEON_LAKE1": "Un mio amico ranger mi ha parlato di questi \\\"cartelli mobili\\\" sul lago.", - "RUMOR_DUNGEON_LAKE2": "Dice che se si sale sui pulsanti nell'ordine giusto e si seguono tutti i cartelli, si arriverà a un tesoro.", - "RUMOR_DUNGEON_MOUNTAIN": "Il Monte Wirral è piuttosto alto, eh? Ho sentito che sulla vetta c'era una specie di strano faro. Cosa credi ci sia lassù?", - "RUMOR_DUNGEON_LAKE3": "Altri invece dicono che ti portano in un loop senza fine.", - "RUMOR_CAPTAIN_WALLACE": "Ho sentito che il capitano Wallace è al parco in questo momento...", - "RUMOR_CAPTAIN_WALLACE_TITLE": "Capitano Wallace", - "RUMOR_CAPTAIN_CLEEO_TITLE": "Donna di metallo", - "RUMOR_CAPTAIN_DREADFUL": "Ho sentito che la capitana Penny Dreadful si trova spesso nel villaggio in rovina a est di qui.", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "Capitana Penny Dreadful", - "RUMOR_CAPTAIN_CLEEO": "Ho sentito dire che c'è una donna di metallo nei Boschi di Eastham. L\\'hai incontrata?", - "RUMOR_CAPTAIN_LODESTEIN.m": "Sei mai stato a Ham? Sai, quella piccola valle a ovest dei Boschi di Eastham dove va spesso il capitano Lodestein?", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "Capitano Lodestein", - "RUMOR_CAPTAIN_LODESTEIN.n": "Sei mai statə a Ham? Sai, quella piccola valle a ovest dei Boschi di Eastham dove va spesso il capitano Lodestein?", - "RUMOR_CAPTAIN_LODESTEIN.f": "Sei mai stata a Ham? Sai, quella piccola valle a ovest dei Boschi di Eastham dove va spesso il capitano Lodestein?", - "RUMOR_CAPTAIN_BUFFY": "La capitana Buffy è la mia preferita. Si allena a Prato dei Ciliegi, sai?", - "RUMOR_CAPTAIN_BUFFY_TITLE": "Capitana Buffy", - "RUMOR_CAPTAIN_CYBIL_TITLE": "Capitana Cybil", - "RUMOR_CAPTAIN_CYBIL": "Il mio programma preferito alla radio è Cybil FM, condotto dalla capitana Cybil in persona, dalle paludi!", - "RUMOR_CAPTAIN_SKIP_TITLE": "Capitanə Skip", - "RUMOR_CAPTAIN_SKIP": "Lə capitanə Skip è davvero intraprendente. Di solito lə si trova alla foce del fiume, a ovest di Harbourtown.", - "RUMOR_CAPTAIN_JUDAS_TITLE": "Capitano Judas", - "RUMOR_CAPTAIN_JUDAS1": "Ho sentito che il famoso survivalista, il capitano Judas, è accampato su un'isola nel sud-est.", - "RUMOR_CAPTAIN_JUDAS2": "So che probabilmente mi odierebbe solo per il fatto che mi servo delle comodità moderne, ma... è così sexy!", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "Capitana Gladiola", - "RUMOR_CAPTAIN_GLADIOLA": "Ho sentito che il giro di ronda della capitana Gladiola la porta attraverso il cimitero a ovest di Harbourtown. Dove pensi che vada?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "Capitana Heather", - "RUMOR_CAPTAIN_HEATHER": "Qualcuno che conosco, che cerca relitti a Costa Ghisa, mi ha detto di aver visto la capitana Heather su un'isola molto lontana, a ovest...", - "RUMOR_CAPTAIN_ZEDD": "Le ultime notizie che ho del capitano Zedd sono che stava uscendo per vedere cosa succede a Borgo Cordoglio, a est. Scommetto che si è addormentato per strada...", - "RUMOR_CAPTAIN_ZEDD_TITLE": "Capitano Zedd", - "RUMOR_CAPTAIN_CODEY1": "Conosci il capitano Codey? Quello che si lamenta sempre di non avere una \\\"internet\\\"? È su Monte Wirral ora.", - "RUMOR_CAPTAIN_CODEY_TITLE": "Capitano Codey", - "RUMOR_CAPTAIN_CODEY2": "Forse dovrei scalare la montagna e scoprire finalmente cos'hanno di così speciale queste internet.", - "RUMOR_IANTHE_BATTLE_TITLE.m": "Nuovo capitano", - "RUMOR_IANTHE_BATTLE_TITLE.f": "Nuovo capitano", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "Ho appena visto un forziere {location_0_phrase} ingoiare un uomo in un sol boccone! Roba da non credere!", - "RUMOR_IANTHE_BATTLE_TITLE.n": "Nuovo capitano", - "RUMOR_IANTHE_BATTLE": "Hai sentito le dicerie? Il capo Ianthe potrebbe aver trovato un candidato come nuovo capitano...", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir avvistato", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "Alluvione", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "Ho sentito che Averevoir, l'uccello gigante, è stato avvistato di recente {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "Alluvione", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "Oggi c'è stata un\\'enorme alluvione a nord del parco! Spero che nessuno si faccia male.", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "C'è stata un\\'alluvione appena fuori città! I ranger ci stanno mettendo un po\\' a rispondere. Devono essere molto occupati oggi...", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Glaistain avvistato", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "Hai presente quelle scorte rosse dei ranger? Giuro che ne ho appena sentita una mormorare tra sé e sé {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Scorta sussurrante", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Ho sentito che hanno segnalato un gigantesco angelo di vetro {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Miss Mimic avvistata", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Kuneko avvistata", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Attività dei ranger", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Sta succedendo qualcosa {location_0_phrase}. Tutti i ranger ne parlano...", - "RUMOR_PASSIVE_QUEST_KUNEKO": "Non ci crederai, ma ho appena visto una ragazza-gatto con le ali {location_0_phrase}...", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Ranger feriti", - "RUMOR_PASSIVE_QUEST_SWARM": "Sta succedendo qualcosa di grosso {location_0_phrase}. I ranger tornano feriti...", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Mercante a torso nudo", - "RUMOR_UNOBTAINED_SPECIES": "Hai mai visto {species_description}? È un {species_name}! Ho sentito che se ne trovano {habitat_phrase}.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Oggi c'è un eccentrico mercante a torso nudo in visita all\\'isola. Se vuoi un buon affare, farai meglio a sbrigarti. Lo trovi {location_0_phrase}!", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "Ho visto Eugene vicino a uno strano edificio fuori città. Cosa sta facendo là?", - "RUMOR_OFFICE1_TITLE": "Eugene", - "RUMOR_OFFICE2_TITLE": "Succhiaterra", - "RUMOR_OFFICE2": "Qualcuno che conosco a Borgo Cordoglio, su Colle Autunno, dice di aver visto molti Succhiaterra riunirsi in una specie di ufficio, ultimamente...", - "RUMOR_OFFICE3_1": "Stavo pescando con la mia barca nelle acque a nord di Colle Autunno, l'altro giorno, e non indovinerai mai cos\\'ho notato nella nebbia...", - "RUMOR_OFFICE3_TITLE": "Succhiaterra", - "RUMOR_OFFICE3_2": "Era un ufficio! Un ufficio vecchio e noioso, in cima a una scogliera a strapiombo sul mare!", - "RUMOR_OFFICE3_3": "Quelle specie di zombi che gli giravano attorno mi hanno davvero fatto venire i brividi...", - "RUMOR_OFFICE4_1": "L'ultima volta che ho fatto una passeggiata nei Boschi di Eastham, cinque Succhiaterra mi hanno trascinato nella loro tana e prosciugato ogni forza vitale.", - "RUMOR_OFFICE4_TITLE": "Succhiaterra", - "RUMOR_OFFICE5_TITLE": "Succhiaterra", - "RUMOR_OFFICE4_2": "Cioè, quella presentazione sulle multiproprietà era una noia assurda!", - "RUMOR_OFFICE5_1": "Stavo parlando con Maris Piper, prima. Hai presente, quella che gestisce la fattoria sul torrente?", - "RUMOR_POSTGAME_MORGANTE": "Non ho chiuso occhio la notte scorsa. Hai sentito anche tu quel canto inquietante dalla stazione di Harbourtown?", - "RUMOR_OFFICE5_2": "Crede che i Succhiaterra abbiano aperto bottega da qualche parte vicino alla sua fattoria.", - "RUMOR_OFFICE5_3": "È preoccupante, vero? Quella fattoria fornisce gran parte del cibo di Harbourtown. Se i Succhiaterra ne prendono il controllo...", - "RUMOR_ALTAR1_TITLE": "Altare", - "RUMOR_ALTAR1": "Sì, ho visto uno strano altare. Era a Prato dei Ciliegi! A cosa pensi che serva?", - "RUMOR_ALTAR2": "Ho visto qualcosa di particolare mentre nuotavo nel lago: una specie di altare tra due colonne, su un'isola.", - "RUMOR_ALTAR2_TITLE": "Altare", - "RUMOR_ALTAR3": "Mia sorella, che fa parte dei Figli del Cordoglio, ha detto di aver visto una ragazza-gatto ninja metà angelo e metà demone vicino alla loro città. Ma forse ha solo mangiato del pane con qualche muffa strana!", - "RUMOR_ALTAR4_TITLE": "Altare", - "RUMOR_ALTAR3_TITLE": "Altare", - "RUMOR_ALTAR4": "Hai sentito parlare dell'altare misterioso nel profondo dei Boschi di Eastham? Stando alle dicerie, lì vivrebbe un demone che compie rituali occulti nel cuore della notte. C\\'è chi dice che sia un angelo, chi una ragazza-gatto.", - "RUMOR_POSTGAME_MORGANTE_TITLE": "Canto inquietante", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", - "RUMOR_PARTNER_KAYLEIGH": "Ho sentito da alcuni ranger che Kayleigh sa più di quanto lasci intendere su quella strana setta di incappucciati. Forse dovresti chiederle di loro, che ne dici?", - "RUMOR_PARTNER_MEREDITH1_1": "Conosci Meredith? Ripara tutta l'elettronica della città.", - "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH1_2": "Se non è al suo negozio sul molo, la trovi nel parco.", - "RUMOR_PARTNER_MEREDITH1_3": "Falle visita se ti serve qualcosa di elettronico!", - "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH2_1.f": "Io sono Meredith. E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", - "RUMOR_PARTNER_MEREDITH2_2": "Beh, volevo solo prendere una boccata d'aria. Vieni a trovarmi in negozio quando vuoi. È l\\'edificio giallo sul lungomare.", - "RUMOR_PARTNER_MEREDITH2_1.m": "Io sono Meredith. E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", - "RUMOR_PARTNER_MEREDITH2_1.n": "Io sono Meredith. E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", - "RUMOR_PARTNER_FELIX_TITLE": "Appartamento distrutto", - "RUMOR_PARTNER_FELIX2": "Pensi che abbia bisogno di aiuto?", - "RUMOR_PARTNER_FELIX1": "Ho visto un tizio rovistare in un appartamento distrutto a Miralago, a nord-ovest del parco.", - "RUMOR_PARTNER_VIOLA_TITLE": "Supereroina", - "RUMOR_HOYLAKE1": "Il professor Hoylake dice che sta cercando un nuovo assistente di ricerca.", - "RUMOR_PARTNER_DOG1": "Ehi, conosci qualcuno che ha smarrito un cane?", - "RUMOR_PARTNER_DOG_TITLE": "Cane smarrito", - "RUMOR_PARTNER_VIOLA": "Le melme mi hanno teso un'imboscata nelle paludi, e una supereroina incappucciata è saltata dentro per salvarmi! Giuro che non me lo sto inventando!", - "RUMOR_PARTNER_DOG2": "Ne ho visto uno (un cane normale, non un Pombomba!) che girava con un registratore alle pendici di Monte Wirral, vicino all'insenatura del lago.", - "RUMOR_PARTNER_DOG3": "Spero che stia bene, poverino...", - "RUMOR_HOYLAKE_TITLE": "Cercasi assistente", - "RUMOR_HOYLAKE2": "Di solito è dalle parti del municipio. Come riesca a ricercare mostri evitandoli completamente, non lo capirò mai.", - "RUMOR_AVEREVOIR_TITLE": "Uccello colossale", - "RUMOR_AVEREVOIR2": "Credo che viva in quella grotta enorme a metà della montagna.", - "RUMOR_AVEREVOIR1": "Ho visto un uccello colossale vicino a Monte Wirral!", - "RUMOR_GLAISTAIN_TITLE": "Rovina", - "RUMOR_ABILITY_SWIM_TITLE": "Nuoto", - "RUMOR_GLAISTAIN": "Pare che di recente sia comparsa un'antica rovina a Prato dei Ciliegi. Piuttosto strano, eh?", - "RUMOR_FARM_BRIDGE_TITLE": "Ponte della fattoria", - "RUMOR_ABILITY_CLIMB_TITLE": "Scalare le pareti", - "RUMOR_ABILITY_SWIM": "Mi hanno detto che c'è un mostro che indossa una muta da palombaro e che ti dà il potere nuotare in qualsiasi acqua, se lo registri!", - "RUMOR_ABILITY_CLIMB2": "\\\"Sarebbe molto più facile andare in giro se potessi arrampicarmi sulle superfici verticali come fanno le zucche rampicanti\\\", giusto?", - "RUMOR_FARM_BRIDGE": "Ho sentito che i Piper, quelli della fattoria a ovest, hanno dei problemi con il loro ponte...", - "RUMOR_ABILITY_CLIMB1": "So cosa stai pensando!", - "RUMOR_ABILITY_CLIMB3": "Anch'io ho passato anni a riflettere su questo argomento!", - "RUMOR_ABILITY_DASH_TITLE": "Scatto bruciante", - "RUMOR_ABILITY_CLIMB4": "Ma c'è solo un modo per scoprire se è possibile: qualcuno di noi deve registrare una zucca.", - "RUMOR_ABILITY_MAGNETISM_TITLE": "Strani poteri magnetici", - "RUMOR_ABILITY_DASH": "A quanto pare c'è un mostro che sfreccia come un razzo. Scommetto che potresti sfrecciare così anche tu, se ne registrassi uno!", - "RUMOR_INTERMISSION_TITLE": "L'uomo triangolo", - "RUMOR_ABILITY_MAGNETISM": "Corre voce in città che registrare uno strano mostro scintillante ti dia poteri magnetici. Niente male, eh?", - "BATTLE_ADJECTIVE_LEADER.n": "Il Capo {name} {disambiguator}", - "RUMOR_INTERMISSION": "C'è uno strano uomo fluttuante con un triangolo al posto della testa nel bel mezzo della città. L\\'hai visto?", - "BATTLE_ADJECTIVE_CAPTAIN.m": "Il capitano {name} {disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "Lə capitanə {name} {disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "La capitana {name} {disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "Il Capo {name} {disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "L'amico {name} {disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "Il Capo {name} {disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "L'amica {name} {disambiguator}", - "BATTLE_JOINED.m": "{0} è sceso in battaglia!", - "BATTLE_ADJECTIVE_FRIEND.n": "L'amicə {name} {disambiguator}", - "BATTLE_SWITCH_PLACES.m": "{0} ha cambiato posto!", - "BATTLE_JOINED.n": "{0} è scesə in battaglia!", - "BATTLE_DESTROYED.f": "{0} è stata distrutta!", - "BATTLE_SWITCH_PLACES.f": "{0} ha cambiato posto!", - "BATTLE_SWITCH_PLACES.n": "{0} ha cambiato posto!", - "BATTLE_ORB_BROKE": "La sfera si è rotta! È {fusion_name}!", - "BATTLE_DESTROYED.m": "{0} è stato distrutto!", - "ABILITY_swim": "Nuoto di Subfoca", - "BATTLE_DESTROYED.n": "{0} è statə distruttə!", - "ABILITY_climb": "Palla di rampicanti", - "ABILITY_dash": "Scatto di Pallottolotto", - "ABILITY_UNLOCKED_swim": "Ora puoi nuotare in acqua!\\nQuest'azione consuma vigore.", - "ABILITY_flight": "Volo di Averevoir", - "ABILITY_magnetism": "Elettromagnetismo", - "ABILITY_UNLOCKED_climb": "Ora puoi tenere premuto {control.climb} per scalare le pareti con i rampicanti!\\nQuest'azione consuma vigore.", - "ABILITY_UNLOCKED_dash": "Ora puoi premere {control.dash} per un breve scatto!\\nQuest'azione consuma vigore.", - "ABILITY_UNLOCKED_magnetism": "Ora puoi tenere premuto {control.magnetism} per interagire con oggetti magnetici!\\nQuest'azione consuma vigore.", - "ABILITY_UNLOCKED_flight": "Ora puoi premere di nuovo {control.jump} durante una planata per darti più slancio!\\nQuest'azione consuma vigore.", - "POST_CREDITS_MESSAGE_1": "Puoi continuare dal tuo salvataggio se lo desideri. I ranger di Nuova Wirral hanno ancora bisogno del tuo aiuto...", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Confermi? Ti restano punti non assegnati.", - "STAT_ADJUST_MENU_TITLE": "Statistiche base di {player}", - "STAT_ADJUST_MENU_REMAINING_POINTS": "Punti rimasti: {0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "In questa schermata puoi modificare le statistiche base di {player}. Questo influenzerà tutte le sue forme di mostro.\\n\\nPuoi avere punti in più dal ranger Wilma. Puoi sbloccare valori minimi più bassi sconfiggendo altri capitani.", - "STAT_ADJUST_MENU_EXPLANATION.f": "In questa schermata puoi modificare le statistiche base di {player}. Questo influenzerà tutte le sue forme di mostro.\\n\\nPuoi avere punti in più dal ranger Wilma. Puoi sbloccare valori minimi più bassi sconfiggendo altri capitani.", - "STAT_ADJUST_MENU_EXPLANATION.n": "In questa schermata puoi modificare le statistiche base di {player}. Questo influenzerà tutte le sue forme di mostro.\\n\\nPuoi avere punti in più dal ranger Wilma. Puoi sbloccare valori minimi più bassi sconfiggendo altri capitani.", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Completa l'addestramento da ranger per sbloccare l\\'accesso a queste missioni.", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Capitano sconosciuto n. {n}", - "UI_RANGER_STAMP_CARD_ID": "ID: {0}", - "UI_RANGER_STAMP_CARD_HUMAN": "Homo Sapiens", - "UI_RANGER_STAMP_CARD_EARTH": "Terra, 21S", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Specializzazione sconosciuta", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Completa l'addestramento da ranger per sbloccare l\\'accesso a queste missioni.", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Completa l'addestramento da ranger per sbloccare l\\'accesso a queste missioni.", - "NOTICEBOARD_REQUIREMENT_STORY": "Segui gli indizi di Morgante e trova un modo per andartene da Nuova Wirral per sbloccare nuove missioni e ricompense.", - "NOTICEBOARD_REQUIREMENT_QUEST": "Completa \\\"{quest_title}\\\" per sbloccare nuove missioni e ricompense.", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "Bacheca vuota!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} ha trovato {amount} Materiale fuso bonus!", - "TUTORIAL_RUMORS_DESCRIPTION2": "Le dicerie che raccogli a Harbourtown vengono trascritte nel Diario missioni.\\n\\nHarbourtown è il posto migliore per fare scorta di provviste, quindi ricordati di cercare nuove dicerie ogni volta che sei lì!", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "Fai rapporto a Ianthe per ricevere la ricompensa!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name} ha trovato {amount} Materiale fuso bonus!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name} ha trovato {amount} Materiale fuso bonus!", - "TUTORIAL_RUMORS_DESCRIPTION1": "Puoi esplorare l'isola di Nuova Wirral a tuo piacimento. Se stai cercando il prossimo luogo dove andare, puoi sempre dirigerti verso Harbourtown e ascoltare le voci che girano.\\n\\nGli abitanti di Harbourtown adorano scambiarsi dicerie! Di solito, indagare sui luoghi suggeriti dalle dicerie porta a progressi nelle missioni e ti aiuta a scoprire nuovi mostri.", - "TUTORIAL_RUMORS_TITLE": "Tutorial: Dicerie", - "TUTORIAL_ROGUE_FUSIONS1": "Questo mostro è ciò che i ranger chiamano \\\"Fusione fuori controllo\\\". A volte queste creature si nascondono all'interno di forzieri dentro a grotte sotterranee.\\n\\nCombattere le Fusioni fuori controllo può essere un ottimo modo per guadagnare oggetti preziosi e punti esperienza e per trovare mostri rari. Ricorda però che sono sempre molto più pericolose degli altri mostri nella zona!", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Fusioni fuori controllo", - "TUTORIAL_ROGUE_FUSIONS2.m": "Alcune Fusioni fuori controllo sono circondate da sciami di altri mostri che devi sconfiggere prima di poter affrontare la Fusione.\\n\\nSe non sei sicuro delle tue abilità di combattimento, o stai esplorando zone nuove, di solito è meglio lasciare in pace le fusioni Fuori controllo.", - "TUTORIAL_ROGUE_FUSIONS2.n": "Alcune Fusioni fuori controllo sono circondate da sciami di altri mostri che devi sconfiggere prima di poter affrontare la Fusione.\\n\\nSe non sei sicurə delle tue abilità di combattimento, o stai esplorando zone nuove, di solito è meglio lasciare in pace le fusioni Fuori controllo.", - "UI_NEW_GAME_MODES_NOTIFICATION": "Le modalità di gioco personalizzate sono state sbloccate!", - "TUTORIAL_ROGUE_FUSIONS2.f": "Alcune Fusioni fuori controllo sono circondate da sciami di altri mostri che devi sconfiggere prima di poter affrontare la Fusione.\\n\\nSe non sei sicura delle tue abilità di combattimento, o stai esplorando zone nuove, di solito è meglio lasciare in pace le fusioni Fuori controllo.", - "LOADING_SCREEN_NAG2_TITLE": "Diceria sentita a Harbourtown:", - "LOADING_SCREEN_NAG2_FOOTER": "Controlla il [color=#ab75e8]Diario missioni[/color] per maggiori dettagli.", - "UI_NEW_GAME_MODES_TITLE": "Modalità di gioco personalizzata", - "UI_NEW_GAME_MODES_VALUE_ON": "Sì", - "UI_NEW_GAME_MODES_VALUE_OFF": "No", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "La rottura dei nastri è permanente", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Se sì: quando vieni sconfittə in battaglia, la partita è finita.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "La sconfitta è game over", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Se sì: i nastri non possono essere riparati. Se esaurisci i nastri, la partita è finita.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Se sì: quando vieni sconfitto in battaglia, la partita è finita.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Se sì: quando vieni sconfitta in battaglia, la partita è finita.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Se sì: i mostri disponibili in tutti gli habitat, così come le cassette di partenza e dei partner, sono casuali.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Mostri casuali", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Tipi casuali", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Mosse casuali", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Se sì: gli adesivi sbloccati dalle cassette al potenziamento, e le mosse dei mostri, sono casuali.", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Se sì: il tipo elementale delle varie specie è casuale e il loro pool di mosse viene adattato di conseguenza.", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "Il seed controlla le generazioni casuali, i diversi punti di generazione, l'inventario dei mercanti, le missioni generate, ecc.", - "UI_NEW_GAME_MODES_RANDOM_SEED": "Seed di generazione casuale", - "UI_NEW_GAME_MODES_START_BUTTON": "Inizia partita", - "UI_GAME_OVER": "GAME OVER", - "SIGN_ELECTROSHACK": "ElectroShack", - "SIGN_CLOSED": "CHIUSO", - "SIGN_SPACE_ZONE": "ZONA SPAZIALE", - "about": "Info", - "donation": "Donazione", - "patreon": "Patreon", - "noItems": "Nessun Oggetto", - "privacyPolicy": "Politica sulla Riservatezza", - "termsAndConditions": "Termini e Condizioni", - "legalNotice": "Questa app non è affiliata, autorizzata da {0}, le sue filiali, o le sue società madri, i cui nomi, loghi e prodotti vengono visualizzati in questa app. I nomi {1}, {0} così come i nomi e le immagini correlati sono marchi registrati dei rispettivi proprietari. Questa app è creata dai fan per i fan. Non contattare {0} in merito ai bug presenti in questa app", - "patrons": "Sostenitori su Patreon", - "habitat": "Habitat", - "useGifs": "Usa Gif", - "alphabetical": "Alfabetico", - "bestiaryId": "Id. Bestiario", - "static": "Statico", - "gifNum": "GIF {0}", - "additionalStats": "Statistiche aggiuntive", - "viewOn": "Visualizza su {0}", - "initial": "Iniziale", - "unavoidable": "Inevitabile", - "cost": "Costo", - "canBeCopied": "Può essere copiato", - "characters": "Caratteri", - "partnerMonster": "Mostro compagno", - "portraitNum": "Ritratto {0}", - "tags": "Tag", - "overworld": "Overworld", - "percentTitle": "Percentuale", - "backup": "Backup", - "hashCode": "E4CED00E42135754764EC99E37F50960" - } - }, - "de_DE": { - "id": 4, - "locale": "de_DE", - "messages": { - "MOVE_MAGIC_TOME_NAME": "Magischer Foliant", - "DLC_00_COSPLAY_NAME": "Cosplay-Paket", - "UI_PARTY_MOVE_STICKER": "Sticker verschieben", - "UI_SETTINGS_GLITCH_EFFECTS": "Fehler-Effekte", - "UI_PARTY_EDIT_MOVES": "Sticker bearbeiten", - "MOVE_DESCRIPTION_FINAL_BREATH": "Wenn deine TP über 80 Prozent liegen und ein Angriff sie auf 0 verringern würde, überlebst du mit 1 TP.", - "MOVE_NAME_WEB_WRAP": "Netzumwicklung", - "MOVE_NAME_TREASURE_DIG": "Schatzgrabung", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ {content_name} DLC", - "MOVE_DESCRIPTION_DEEP_FREEZE": "Friert den Kassettenspieler des Gegners ein und belegt diesen mit dem Statuseffekt \\\"Bandsalat\\\".", - "CONFIRM_LOAD_MODS1": "Es wurde(n) {num_mods} Mod(s) erkannt.", - "CONFIRM_LOAD_MODS2": "Beachte, dass schädliche Mods auf dein Dateisystem zugreifen und eigenmächtig Befehle auf deinem Computer ausführen können.", - "UI_PARTY_VIEW_MOVES": "Sticker anzeigen", - "NOTIFICATION_GENERIC": "Mitteilung", - "MOVE_TRAP_JAW_NAME": "Fallenmaul", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "Ausweichen aufheben", - "MOVE_DESCRIPTION_TREASURE_DIG": "Gräbt einen zufälligen Gegenstand aus, den der Gewinner des Kampfs behalten darf.", - "STATUS_GEMSTONE_WALL_NAME": "Edelsteinwall", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "Opfert 20 % der TP, um einen Wall zu erzeugen, der 3 Runden lang bis zu 3 Treffer absorbiert. Dieser Wall verschafft seinem Besitzer außerdem 1 zusätzlichen AP pro Runde.", - "MOVE_DESCRIPTION_TRIPWIRE": "Hat eine Chance, automatisch die nächste Aktion auf der Liste für 0 AP zu benutzen, wenn ein Gegner einen Nahkampfangriff einsetzt. Die Chance verringert sich proportional zu den normalen AP-Kosten der Aktion.", - "DLC_01_PIER_NAME": "Pier des Unbekannten", - "UI_SETTINGS_AUDIO_TRANSFORM": "Transformationseffekte", - "MOVE_DESCRIPTION_MAGIC_TOME": "Trifft ein Ziel und verringert seine Fernkampfabwehr.", - "MOVE_COLD_FUSION_NAME": "Kalte Fusion", - "MOVE_DESCRIPTION_TRAP_JAW": "Wird nach Beißen automatisch aktiviert. Belegt das Ziel mit \\\"Ausweichen aufheben\\\".", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Der Ausweichen-Wert von mit \\\"Ausweichen aufheben\\\" belegten Charakteren verringert sich auf 1 Prozent.", - "MOVE_NAME_TRIPWIRE": "Stolperdraht", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "Wälle absorbieren eine bestimmte Anzahl eingehender Treffer und werden von Angriffen mit Typenvorteil sofort zerstört. Neben dem Standardverhalten verschafft Edelsteinwall seinem Besitzer 1 zusätzlichen AP pro Runde.", - "TITLE_SCREEN_DLC_BTN": "DLC im Store ansehen", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Möchtest du diesen Spielstand wirklich laden?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Dieser Spielstand wurde nicht mit deinen aktuellen Mods gespeichert. Wenn du mit dem Laden fortfährst, könnte die Deinstallation von Mods in Zukunft dazu führen, dass er unbrauchbar wird.", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Deaktiviert", - "LOOT_HEADING_TREASURE": "Schatz", - "MOVE_NAME_STICKY_SPRAY": "Klebriges Spray", - "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", - "UI_SAVE_REQUIRE_DLC": "Dieser Spielstand kann nicht geladen werden, da er mit nicht installierten DLCs oder Mods erstellt wurde.", - "STATUS_TAPE_JAM_NAME": "Bandsalat", - "UI_SETTINGS_COLOR_BLIND": "Modus für Farbenblinde", - "MOVE_DEEP_FREEZE_NAME": "Tiefkühlen", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Fortfahren", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Musikstimmen", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Aktiviert", - "BATTLE_TOAST_SWITCH_BLOCKED": "WECHSEL BLOCKIERT", - "MOVE_GEMSTONE_WALL_NAME": "Edelsteinwall", - "STATUS_TAPE_JAM_DESCRIPTION": "Mit Bandsalat belegte Charaktere können ihre aktuelle Kassette erst dann wieder wechseln, wenn entweder Bandsalat entfernt oder die Kassette zerstört wird.", - "MOVE_DESCRIPTION_COLD_FUSION": "Wird nach einer Fusion aktiviert. Verringert die TP der Fusion auf 20 Prozent der maximalen TP und lässt sie zurückschrecken.", - "MOVE_TREASURE_DIG_TOAST": "NEHMEN!", - "MOVE_FINAL_BREATH_NAME": "Letzter Atemzug", - "CONFIRM_LOAD_MODS3": "Die Nutzung von Mods erfolgt auf eigenes Risiko.", - "CONFIRM_LOAD_MODS4": "Möchtest du diese Mods wirklich laden?", - "CONFIRM_LOAD_MODS_QUIT": "Beenden", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Fortfahren, ohne Mods zu laden.", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} von {content_author}", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Donnernde Kraft", - "PINBOLT_NAME_PREFIX": "Flipp", - "PICKSIE_NAME": "Spitzie", - "AURICLAW_DESCRIPTION": "eine Spinne, die eine goldene Maske trägt", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Scheuer Kobold", - "ADEPTILE_DESCRIPTION": "ein Reptil in Gelehrtenrobe", - "RUMOR_SPIDER_CAVE_3": "Schon eigenartig, oder? Wir haben im Sumpfgebiet noch nie irgendwas abgebaut.", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Unglaubliches Tempo", - "PICKSIE_ENCOUNTER_MEREDITH_1": "Hat sich dieses Monster in den Boden eingegraben? Wenn wir noch mal irgendwo darauf treffen, sollten wir vielleicht versuchen, uns anzuschleichen, damit es uns nicht sieht.", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Offenbar hat er mit einer Spitzhacke nach irgendwas gegraben. Als der Ranger sich im näherte, ist der Kobold aber geflohen ...", - "PICKSIE_LORE_1": "Spitzies sind passionierte Bergarbeiter und verbringen Jahre ihres Lebens damit, in Höhlen und Gräbern nach Edelsteinen und Schätzen zu graben. Sie schmücken sich oft mit diesen Kostbarkeiten und verwenden die ausgegrabenen Rüstungen oder Waffen.", - "TRAPWURM_LORE_2": "Der Lindwurm ist ein Wesen aus der europäischen Folklore, das einem Drachen ähnelt. Oftmals wird er als riesige Schlangenbestie mit fischartigen Rückenflossen dargestellt.", - "OVERWORLD_SPIDERCAVE_EUGENE": "Große Weben? [pause]Das bedeutet große Insekten. Und ich habe große Lust, zu kämpfen.", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "Welchen Aspekt des Blitzes verkörperst du?", - "DIVEBERG_DESCRIPTION": "eine Eisbergkreatur mit Taucherhelm", - "PINBOLT_LORE_2": "Obwohl der erste moderne Flipperautomat in den 1940er-Jahren erfunden wurde, liegen seine Ursprünge im Bagatelle, das auf Holzbrettern gespielt wurde. Außerdem besteht eine gemeinsame Geschichte (auch in Bezug auf die Entwicklung) mit dem Spiel Pachinko.", - "DIVEBERG_LORE_1": "Wenn der Tauchhund lang genug Minusgraden ausgesetzt ist, passt er sich mit seiner \\\"Tauchberg\\\"-Gestalt daran an. Es wird vermutet, dass die Entwicklung eines Skeletts mit zwei Beinen dem Tauchberg hilft, raues und verschneites Gelände einfacher zu durchqueren.", - "PINBOLT_NAME_SUFFIX": "blitz", - "TRAPWURM_LORE_1": "Fallenwürmer können tagelang die Luft anhalten, während sie unter Schlamm und Erde darauf warten, dass Beute auf sie tritt. Ihre Kiefer sind enorm stark, was es nahezu unmöglich macht, sie mit Gewalt zu öffnen.", - "TRAPWURM_DESCRIPTION": "eine Schlange mit riesigem Maul und Beinen", - "WYRMAW_NAME_SUFFIX": "maul", - "WYRMAW_LORE_1": "Da es jetzt zu groß ist, um unter der Erde versteckt auf Beute zu lauern, muss das Wyrmaul stattdessen potenzielle Opfer mit einem einladenden Wehen seiner Fahne und dem angenehmen Geklimper der seinen Kragen schmückenden Glocken bezirzen.", - "RUMOR_SPIDER_CAVE_TITLE": "Verlassene Mine", - "RUMOR_SPIDER_CAVE_2": "Auf einem seiner Spaziergänge durch das Sumpfgebiet hat er einen eingestürzten Mineneingang gefunden.", - "RUMOR_SPIDER_CAVE_1": "Du kennst doch Edward, oder? Er bewirtschaftet mit seiner Frau die Farm, gleich hinter dem Piper-Bach ...", - "PICKSIE_ENCOUNTER_VIOLA_1": "Offenbar haben wir diesen Geist überrascht. Falls sich unsere Wege erneut kreuzen sollten, wäre es vielleicht klug, sich ihm ungesehen zu nähern.", - "DIVEBERG_NAME_PREFIX": "Tauch", - "AURICLAW_LORE_1": "Um ihre ausgewachsene Gestalt zu erreichen, durchlaufen Ferroklauen einen Zustand der alchemistischen Metamorphose, bei der sich die Eisenplatten und Dekorationen an ihrem Körper zu einer Goldlegierung verwandeln. Diese Aurumklauen verteidigen ihre riesigen Territorien an vorderster Front.", - "PICKSIE_ENCOUNTER_FELIX_1": "Hat sich das Monster ... in den Boden eingegraben? Vielleicht ist es Menschen gegenüber scheu. Wenn wir noch mal irgendwo darauf treffen, sollten wir vielleicht versuchen, uns so zu nähern, dass es uns nicht sieht.", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Ein befreundeter Ranger {location_0_phrase} hat mir von einer seltsamen Kreatur erzählt, die er gesichtet hat: einen scheuen kleinen Kobold.", - "PINBOLT_NAME": "Flippblitz", - "ADEPTILE_LORE_2": "Einer der alten Glaubenssätze der Alchemie besagt, dass alle Dinge aus den vier klassischen Elementen Erde, Feuer, Wasser und Luft bestehen.", - "TRAPWURM_NAME_PREFIX": "Fallen", - "TRAPWURM_NAME_SUFFIX": "wurm", - "DIVEBERG_NAME_SUFFIX": "berg", - "HARBOURTOWN_BOOK_6": "In den hingekritzelten Notizen steht: \\\"... Dieser reptilienartige Schüler der arkanen Künste kann sein volles Potenzial erreichen, wenn er einen magischen Folianten zum Studieren erhält.\\\"", - "ADEPTILE_NAME": "Adeptil", - "DIVEBERG_NAME": "Tauchberg", - "FERRICLAW_NAME_PREFIX": "Ferro", - "FERRICLAW_LORE_1": "Ferroklauen wurden erst kürzlich auf Neu Wirral entdeckt, da sie tief unter der Erde in Höhlennetzen leben. Sie schmücken sich mit antiken Totenmasken, die sie sich aus den Gräbern uralter Zivilisationen holen.", - "FERRICLAW_NAME_SUFFIX": "klaue", - "WYRMAW_DESCRIPTION": "eine große Schlange mit einer Fahne auf dem Kopf", - "PINBOLT_DESCRIPTION": "eine Kreatur in Federgestalt mit schwebendem Kugelkopf", - "WYRMAW_NAME_PREFIX": "Wyrm", - "DIVEBERG_LORE_2": "Die niedrigste auf der Erde jemals verzeichnete Temperatur betrug -89,2 Grad Celsius. Gemessen wurde sie im Jahr 1983 in der Antarktis.", - "PICKSIE_ENCOUNTER_DOG_1": "Wuff ...?!", - "FERRICLAW_NAME": "Ferroklaue", - "PICKSIE_NAME_PREFIX": "Spitz", - "PICKSIE_NAME_SUFFIX": "zie", - "TRAPWURM_NAME": "Fallenwurm", - "AURICLAW_LORE_2": "Totenmasken wurden oft von berühmten Anführern und Persönlichkeiten angefertigt. Die wahrscheinlich bekannteste der modernen Geschichte ist die circa aus dem Jahr 1323 v. Chr. stammende Maske von Tutanchamun.", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Oh, haben wir dieses Monster aufgeschreckt? Sieht aus, als wäre es in den Boden geflohen. Wenn wir es nächstes Mal irgendwo finden, sollten wir versuchen, uns anzuschleichen, damit es uns nicht sieht.", - "ADEPTILE_LORE_1": "Das Adeptil hat sich ganz der Erlangung von arkanem Wissen verschrieben. Es besteht eigentlich nur aus seinem Kopf und trägt eine lange Gelehrtenrobe, um den fehlenden Körper zu verbergen.", - "ADEPTILE_NAME_SUFFIX": "til", - "OVERWORLD_SPIDERCAVE_MEREDITH": "Siehst du, wie [shake rate=30 level=10]groß[/shake] diese Weben sind?! [pause]Nee. [pause]Auf KEINEN Fall. [pause]Machen wir einen Bogen darum.", - "AURICLAW_NAME": "Aurumklaue", - "FERRICLAW_LORE_2": "Totenmasken sind nach dem Tod angefertigte Repliken der Gesichter von Personen, wobei verschiedene Methoden und Materialien zum Einsatz kommen. Totenmasken tauchen in vielen Kulturen und Epochen der Menschheitsgeschichte auf.", - "PICKSIE_DESCRIPTION": "ein maskierter Kobold mit einer Spitzhacke", - "PICKSIE_SUBTITLE": "Schatzkobold", - "ADEPTILE_NAME_PREFIX": "Adept", - "AURICLAW_NAME_SUFFIX": "klaue", - "FERRICLAW_DESCRIPTION": "eine Spinne, die eine verrostete Maske trägt", - "AURICLAW_NAME_PREFIX": "Aurum", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "Sind das ... Spinnenweben? Die sind aber [wave amp=30 freq=10]ein bisschen groß[/wave], findest du nicht?", - "OVERWORLD_SPIDERCAVE_VIOLA": "Weben die Spinnen auf dieser Insel öfter Netze von so ... gewaltigem Ausmaß?", - "OVERWORLD_SPIDERCAVE_FELIX": "Ich glaube nicht, dass wir schon mal auf riesige Spinnenweben gestoßen sind. An so was würde ich mich erinnern.", - "PINBOLT_LORE_1": "Der metallische Kopf des Flippblitzes schwebt über seinem Körper und wird von einem in den beiden \\\"Flippern\\\" erzeugten magnetischen Feld gehalten. Dieses kann der Flippblitz kanalisieren, um Energieblitze aus seiner Hand abzufeuern.", - "PICKSIE_ENCOUNTER_EUGENE_1": "Oh Mann, es hat die Biege gemacht! Wenn wir vielleicht noch mal irgendwo darauf treffen, sollten wir versuchen, uns von hinten anzuschleichen, damit es uns nicht sieht und nicht wieder abhaut.", - "PICKSIE_LORE_2": "Zwerge sind Kreaturen aus der germanischen Mythologie, die oft als kleine menschenartige Wesen beschrieben werden. Häufig werden sie mit Bergwerken, Schmieden und Höhlen in Verbindung gebracht.", - "WYRMAW_NAME": "Wyrmaul", - "WYRMAW_LORE_2": "Lindwürmer tauchen in vielen europäischen Geschichten auf. Eine davon ist die Legende des \\\"Lindwurms von Lambton\\\", einer Kreatur, die die Einheimischen in der Nähe des Flusses Wear terrorisierte, wo sie angeblich lebte.", - "GAME_OVER_VIOLA1": "{player} steht auf!", - "GAME_OVER_EUGENE1.n": "... Und da ist dey! Also, {player}, los geht's!", - "LEVEL_WARNING_meredith.v3": "Die Monster hier sind, äh, furchterregender als wir. Vielleicht sollten wir ein andermal wiederkommen, [pause]okay?", - "HARBOURTOWN_NPC_13_DIALOGUE2": "Kein Problem ... [pause]Dann bleibe ich einfach auf dieser Seite der Stadt. [pause]Tja.", - "HARBOURTOWN_NPC_13_DIALOGUE3": "Oh ... [pause]Die Brücke ist unten.", - "HARBOURTOWN_NPC_14_DIALOGUE1": "Weißt du ... [pause]Ich habe mich richtig ins Zeug gelegt, um meine Heimatstadt zu verlassen. [pause]Wirklich.", - "HARBOURTOWN_NPC_14_DIALOGUE2": "Ich war bereit für meinen nächsten Lebensabschnitt [pause]und jetzt sitze ich in einer [wave amp=30 freq=10]anderen[/wave] Kleinstadt fest.", - "HARBOURTOWN_NPC_14_DIALOGUE3": "Das hat das Schicksal wohl einfach so für mich gewollt, [pause]was?", - "HARBOURTOWN_NPC_15_DIALOGUE1": "In Hafenstadt gab es schon immer eine Art \\\"Freiwilligengruppe\\\". [pause]Wie sonst hätten wir hier so lange durchhalten können?", - "HARBOURTOWN_NPC_15_DIALOGUE2": "Ianthes Ranger sind quasi die neuste Ausgabe davon. [pause]Ressourcen sammeln, Leuten helfen – wir machen alles.", - "HARBOURTOWN_NPC_15_DIALOGUE3": "Seit der Entdeckung dieses \\\"Kassettenphänomens\\\" ist es noch schwieriger geworden, hier für Ordnung zu sorgen. [pause]Aber wenn es jemand schafft, dann Ianthe!", - "HARBOURTOWN_NPC_16_DIALOGUE2": "Wenn ich dir einen Ratschlag geben sollte, wäre es, [pause]dein neues Leben hier zu akzeptieren.", - "HARBOURTOWN_NPC_16_DIALOGUE1": "Viele Neuankömmlinge in der Stadt durchlaufen eine ... [pause]schwierige Phase.", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Das heißt aber nicht, dass du dein früheres Leben vergessen solltest. [pause]Schließlich ist man nicht nur seine Vergangenheit, sondern auch seine Zukunft, [pause]nicht wahr?", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Das heißt aber nicht, dass du dein früheres Leben vergessen solltest. [pause]Schließlich ist man nicht nur seine Vergangenheit, sondern auch seine Zukunft, [pause]nicht wahr?", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Das heißt aber nicht, dass du dein früheres Leben vergessen solltest. [pause]Schließlich ist man nicht nur seine Vergangenheit, sondern auch seine Zukunft, [pause]nicht wahr?", - "HARBOURTOWN_NPC_17_DIALOGUE1": "Hafenstadt hat eine interessantere Geschichte, als man denkt!", - "HARBOURTOWN_NPC_17_DIALOGUE2": "Es ist wichtig, auf unsere Geschichte zurückzuschauen, wenn wir wissen wollen, was die Zukunft für uns bereithält.", - "HARBOURTOWN_NPC_18_DIALOGUE1": "Mein Urgroßvater war einer der Matrosen, die vor mehr als hundert Jahren auf Neu Wirral Schiffbruch erlitten!", - "HARBOURTOWN_NPC_18_DIALOGUE2": "Er wäre bestimmt stolz, wenn er sehen könnte, was wir daraus gemacht haben.", - "HARBOURTOWN_NPC_19_DIALOGUE": "Wenn du mal nicht weiterweißt, hör dich einfach um. Manchmal führt ein gutes Gerücht einen wieder auf den richtigen Weg!", - "TUTORIAL4_PART3B_KAYLEIGH6": "Erzengel ...", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Über unsere \\\"Fusion\\\" ...", - "TUTORIAL4_PART3C_KAYLEIGH2": "\\\"Fusion\\\" ist ein den Rangern bekanntes seltenes Phänomen. In freier Wildbahn gibt es fusionierte Monster und die Anführerin der Ranger kann es angeblich auch anwenden.", - "TUTORIAL4_PART3B_KAYLEIGH7": "Als die ersten armen Seelen an den Ufern von Neu Wirral angespült wurden, dachten sie angeblich, die Monster hier wären Engel.", - "TUTORIAL4_PART3B_KAYLEIGH8": "Und [pause]einige von ihnen schrieben auch etwas über weitere Wesen, größer als die anderen ... [pause]Kreaturen, die \\\"falsch\\\" aussehen und wirken.", - "TUTORIAL4_PART3B_KAYLEIGH9": "Da war es logisch, diese anderen Kreaturen \\\"Erzengel\\\" zu nennen – [pause]die höchstrangigen in der Ordnung der Engel.", - "TUTORIAL4_PART3B_KAYLEIGH10": "Als man erfuhr, dass sie kämpfen und die normalen Monster besiegen können, verloren sie ihren [wave amp=30 freq=10]\\\"engelhaften Reiz\\\"[/wave].", - "TUTORIAL4_PART3B_KAYLEIGH11": "Über die Jahre hinweg hatten sie eine Reihe von Namen – Engel, Dämonen, Teufel, Ghule ...", - "TUTORIAL1_PART2_KAYLEIGH4": "Und du bist das Fahrrad.", - "TUTORIAL1_PART2_KAYLEIGH10": "Außerdem wirkt sich Zusatzschaden des Angriffs, der sie beschädigt hat, auch auf DEINE Gesundheit aus – die rote Leiste.", - "TUTORIAL1_PART2_KAYLEIGH2": "Du gewöhnst dich im Nu daran – [pause]das ist wie Fahrradfahren!", - "TUTORIAL1_PART2_KAYLEIGH5": "Siehst du dieses Vieh mit den Stiefeln? Das ist eine Sprungfeder – und sie wird aggressiv, wenn du dich ihr näherst.", - "TUTORIAL1_PART2_KAYLEIGH3": "Außer, [pause]na ja, [pause]das Fahrrad verwandelt sich in {first_tape_description} ...", - "TUTORIAL1_PART2_KAYLEIGH11.f": "Wenn wir beide unsere gesamte Gesundheit verlieren, müssen wir uns nach Hafenstadt zurückziehen.", - "TUTORIAL1_PART2_KAYLEIGH11.m": "Wenn wir beide unsere gesamte Gesundheit verlieren, müssen wir uns nach Hafenstadt zurückziehen.", - "TUTORIAL1_PART2_KAYLEIGH13": "Okay, lassen wir's krachen!", - "TUTORIAL1_PART2_KAYLEIGH12": "Verstanden?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "Wenn wir beide unsere gesamte Gesundheit verlieren, müssen wir uns nach Hafenstadt zurückziehen.", - "TUTORIAL2_PART1_KAYLEIGH1.m": "Brauchst du eine Pause, {player}? Wir können uns hier ausruhen, wenn du möchtest.", - "TUTORIAL1_PART2_KAYLEIGH14": "Gut gemacht!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "Brauchst du eine Pause, {player}? Wir können uns hier ausruhen, wenn du möchtest.", - "TUTORIAL1_PART2_KAYLEIGH16": "Super! Dann fahren wir mal hoch. Bei weiteren Kämpfen gehst du voran, aber keine Sorge, ich bleibe ab jetzt bei dir!", - "TUTORIAL1_PART2_KAYLEIGH15": "Hm, dieser Aufzug sollte eigentlich funktionieren. Hier müsste irgendwo ein Schalter sein.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Es wird noch weitere Monster geben, aber die schaffen wir!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Es wird noch weitere Monster geben, aber die schaffen wir!", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Komm, es geht hier entlang!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Es wird noch weitere Monster geben, aber die schaffen wir!", - "HARBOURTOWN_NPC_1_DIALOGUE3": "Schön, dich wiederzusehen! [pause]Wie gefällt dir Hafenstadt?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Oh, [pause]genau, du bist das neue Gesicht! [pause]Schön, dich wiederzusehen!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Hallo noch mal. [pause]Hoffentlich lebst du dich gut ein.", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Hallo noch mal. [pause]Hoffentlich lebst du dich gut ein.", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Hallo noch mal. [pause]Hoffentlich lebst du dich gut ein.", - "HARBOURTOWN_NPC_1_DIALOGUE5": "Gewöhnst du dich an das Leben hier? [pause]Ich habe nach meiner Ankunft ... [pause]lange gebraucht, die Situation zu akzeptieren.", - "HARBOURTOWN_NPC_1_DIALOGUE6": "Hallo! [pause]Wie gefällt dir die Insel? [pause]Die Leute hier tun ihr Bestes. Ich weiß, dass man sich manchmal einsam fühlen kann.", - "HARBOURTOWN_NPC_1_DIALOGUE8": "Hey! [pause]Ich bin's wieder und schaue wie üblich auf die \\\"Trübe See\\\". [pause]Irgendwie beruhigt sie mich wohl.", - "HARBOURTOWN_NPC_1_DIALOGUE7": "Manchmal hält das Leben Unerwartetes für einen bereit. [pause]Und manchmal ist dieses Unerwartete ... [pause]na ja ... [pause]das hier.", - "HARBOURTOWN_NPC_1_DIALOGUE9": "Manchmal hoffe ich, ein Schiff am Horizont zu sehen, das uns rettet. [pause]Aber ich bin schon eine ganze Weile hier ... Ich glaube nicht mehr daran, dass Rettung kommt.", - "HARBOURTOWN_NPC_1_DIALOGUE10": "Hallo! [pause]Hoffentlich geht es dir gut!", - "HARBOURTOWN_NPC_2_DIALOGUE2": "Bist du dir [shake rate=30 level=10]sicher[/shake], dass du mich nicht erkennst? [pause]Nicht mal ein bisschen?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "Du hättest bestimmt nicht erwartet, jemand so Berühmten wie [wave amp=30 freq=10]mich[/wave] hier zu sehen, [pause]oder? [pause][pause]Warte mal, erkennst du mich denn nicht ...?", - "INTRO_PENSBY24": "Ich glaube, es ist nichts Ernstes. Die erste Transformation ist immer ein ziemlicher Schock.", - "CLEMENCE_CAFE2": "In der Stadt gab es ein Grammofon, eine alte Maschine zum Abspielen von Schallplatten. Also machte ich daraus das Herzstück dieses neuen Ladens. Dann meinten die Leute: \\\"Clémence! Du hast ein Grammofon, aber keine Musik!\\\"", - "CLEMENCE_QUESTION_ARRIVAL": "Wie bist du hergekommen?", - "CLEMENCE_QUESTION_COFFEE": "Wie machst du deinen Kaffee?", - "CLEMENCE_QUESTION_BYE": "Bis später!", - "CLEMENCE_CAFE1": "Oui. Als ich nach Hafenstadt kam, schrien die Leute hier förmlich nach einem stylishen Ort zum Treffen, und den habe ich ihnen gegeben. Wenn nicht ich, wer dann?", - "CLEMENCE_BYE": "Au revoir!", - "LEVEL_WARNING_meredith.v2": "Die Monster hier sehen stärker aus als wird. [pause]Vielleicht sollten wir umkehren.", - "LEVEL_WARNING_viola.v2": "Dieser Ort flößt mir eine gewisse Sorge ein. Ich fürchte, dass wir uns auf gefährliches Gebiet begeben haben.", - "CLEMENCE_INTRO2": "Ich bin Clémence und dieses feine Etablissement ist das Café Grammofon. Was soll ich sagen? Ich habe viele Schallplatten und mache den besten Kaffee. Viel Konkurrenz gibt es nicht.", - "CLEMENCE_INTRO1.f": "Bonjour! [pause]Wir sehen hier nur selten neue Gesichter – besonders keine so hübschen wie deins!", - "PARTNER_LEVELUP_VIOLA1": "Meine Kampfbeherrschung wird dich in Erstaunen versetzen. Ich habe in letzter Zeit an meinen Künsten gefeilt.", - "LEVEL_WARNING_meredith.v1": "Dieses Gebiet könnte für uns zu heftig sein. [pause]Die Monster hier sind ganz schön furchterregend.", - "TUTORIAL4_PART3B_KAYLEIGH19": "Vielleicht weißt du gar nicht, was Filme sind!", - "TUTORIAL4_PART3_KAYLEIGH18": "Immerhin stammen wir alle aus unterschiedlichen Welten.", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "Doch, weiß ich!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Ich habe viele Filme gesehen!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "Was sind Filme? Kleiner Scherz am Rande ...", - "TUTORIAL4_PART3B_KAYLEIGH20": "Puh, [pause]okay, [pause]super! Ich bin seit drei Jahren auf Neu Wirral und habe noch immer nicht ganz gelernt, bei Unterhaltungen meine ... [pause]kulturellen Referenzen anzupassen.", - "TUTORIAL4_PART3C_KAYLEIGH1": "Oh. [pause]Ja. [pause][wave amp=30 freq=10]Das.[/wave]", - "TUTORIAL4_PART3C_KAYLEIGH3": "Unter den richtigen Umständen können sich zwei Personen in Monstergestalt vereinen und ein [wave amp=30 freq=10]mächtiges Wesen[/wave] formen.", - "PARTNER_LEVELUP_EUGENE1": "Ich habe in letzter Zeit trainiert. Glaub mir, ich bin [shake rate=30 level=10]viel stärker[/shake] als bei unserem letzten Kampf!", - "PARTNER_LEVELUP_KAYLEIGH1": "Seit unserem letzten Treffen habe ich meine [wave amp=30 freq=10]Monsterkampfkünste[/wave] trainiert. Ich glaube, du wirst ziemlich beeindruckt sein!", - "TUTORIAL4_PART3D_KAYLEIGH3": "Und er kennt einen Weg, Neu Wirral zu verlassen?", - "TUTORIAL4_PART3C_KAYLEIGH8": "Tut mir leid, [pause]es ist mir ein bisschen unangenehm, darüber zu reden!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "Die Fusion hat uns geholfen, den Erzengel zu besiegen!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "Die Fusion hat uns geholfen, den Erzengel zu besiegen!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "Die Fusion hat uns geholfen, den Erzengel zu besiegen!", - "TUTORIAL4_PART3C_KAYLEIGH9": "J-Ja, da hast du wohl recht!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Ohne die Fusion hätten wir nicht überlebt!", - "TUTORIAL4_PART3D_KAYLEIGH2": "Die Erinnerung dieses Erzengels \\\"Morgante\\\" ist jetzt [wave amp=30 freq=10]in[/wave] dir ...?", - "TUTORIAL4_PART3D_KAYLEIGH1": "Verstehe ich das richtig ...?", - "OUTSKIRTS_3_-1_GIFTER1.n": "Ich habe dich hier noch nicht gesehen. Lass mich raten: Du wurdest erst vor Kurzem angespült, richtig?", - "TUTORIAL4_PART3D_KAYLEIGH22": "Wenn auch nur die Chance besteht, dass sich auf diese Weise eine Möglichkeit ergibt, von der Insel zu gelangen und nach Hause zurückzukehren ...", - "TUTORIAL4_PART3C_KAYLEIGH10": "Jetzt habe ich so ein komisches Gefühl. Als ob ... eine Tür geöffnet wurde, von der ich gar nicht wusste, dass sie überhaupt da war.", - "TUTORIAL4_PART3C_KAYLEIGH11": "Ich glaube, wir könnten wieder fusionieren, wenn wir es müssten.", - "GAME_OVER_FIRST_PENSBY3.n": "Wenn ihr beide durch Neu Wirral reist, wäre es klug, vorher eure medizinischen Vorräte aufzufüllen.", - "GAME_OVER_EUGENE1.f": "... Und da ist sie! Also, {player}, los geht's!", - "LEVEL_WARNING_kayleigh.v2.f": "Hier sieht es ganz schön gefährlich aus – vielleicht sollten wir wiederkommen, wenn wir stärker sind!", - "LEVEL_WARNING_kayleigh.v2.n": "Hier sieht es ganz schön gefährlich aus – vielleicht sollten wir wiederkommen, wenn wir stärker sind!", - "GAME_OVER_MEREDITH1": "Endlich wach?", - "PARTNER_LEVELUP_FELIX1": "Ich habe in letzter Zeit in Monstergestalt trainiert. Immerhin muss ich dich einholen.", - "TUTORIAL2_PART3_KAYLEIGH4": "Wir wissen nicht genau, [wave amp=30 freq=10]wie[/wave] das funktioniert, aber es funktioniert – [pause]und das reicht uns.", - "TUTORIAL2_PART3_KAYLEIGH8": "Also, machen wir den Käfer fertig!", - "TUTORIAL2_PART4_PLAYER1": "Soll das so sein?!", - "TUTORIAL2_PART4_PLAYER2": "Was passiert hier?", - "TUTORIAL2_PART4_KAYLEIGH1": "Von einigen Monstern erhalten wir ... Zusatzfähigkeiten, wenn wir sie aufnehmen – also mehr, als nur die Möglichkeit, uns in sie zu verwandeln.", - "TUTORIAL2_PART4_KAYLEIGH2": "Keine Panik!", - "TUTORIAL2_PART4_KAYLEIGH3": "Tut mir leid, ich hätte dich wahrscheinlich warnen sollen, aber ich dachte, es wäre einfacher, es dir zu zeigen.", - "TUTORIAL2_PART4_KAYLEIGH4": "Per Gleitflug können wir diese Stelle da drüben überqueren.", - "TUTORIAL3_PART1_KAYLEIGH1": "Was ist hier los? Wenn das mit der Monsteraktivität zu tun hat, bleiben wir lieber auf der Hut.", - "TUTORIAL3_PART1_KAYLEIGH2": "Gehen wir ...", - "TUTORIAL3_PART2_KAYLEIGH1": "Okay, das hast du auch gespürt, oder?", - "TUTORIAL3_PART2_KAYLEIGH2": "Was ist das?!", - "TUTORIAL3_PART2_KAYLEIGH3": "W-War das schon immer hier?", - "TUTORIAL2_PART3_KAYLEIGH1": "Okay, nimm die hier!", - "TUTORIAL2_PART3_KAYLEIGH2": "Zu den Monstern auf Neu Wirral gibt es einiges zu sagen ...", - "TUTORIAL2_PART3_KAYLEIGH3": "Wenn sie geschwächt sind, kann man ihre Essenz,[pause] na ja,[pause] auf Kassetten aufnehmen.", - "TUTORIAL2_PART3_KAYLEIGH6": "So erhältst du neue Monstergestalten!", - "TUTORIAL2_PART3_KAYLEIGH5": "Wechsle jetzt zur gerade aufgenommenen Kassette!", - "TUTORIAL2_PART3_KAYLEIGH7": "Wenn ein Monster allerdings zu viel Schaden erleidet, flieht es und du kannst es nicht aufnehmen ... [pause]Alles klar soweit?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "Brauchst du eine Pause, {player}? Wir können uns hier ausruhen, wenn du möchtest.", - "TUTORIAL2_PART1_KAYLEIGH2.f": "Diese Feuerstellen markieren Gebiete, in denen du sicher zelten kannst.", - "TUTORIAL2_PART2_KAYLEIGH2": "Man muss es irgendwie herlocken können ...", - "TUTORIAL2_PART2_KAYLEIGH1": "Da – siehst du das Monster?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "Diese Feuerstellen markieren Gebiete, in denen du sicher zelten kannst.", - "TUTORIAL2_PART1_KAYLEIGH3": "So hast du die Möglichkeit, Kassetten zu reparieren und wieder auf die Beine zu kommen!", - "TUTORIAL2_PART1_KAYLEIGH2.m": "Diese Feuerstellen markieren Gebiete, in denen du sicher zelten kannst.", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Klar!", - "TUTORIAL1_PART1_KAYLEIGH5": "Ich erkläre es dir gleich!", - "TUTORIAL1_PART1_KAYLEIGH6": "Schön, dass du dich dem gewachsen fühlst!", - "TUTORIAL1_PART1_KAYLEIGH7": "Siehst du den Weg da drüben?", - "TUTORIAL1_PART1_KAYLEIGH8": "Heute Nacht hat es irgendein Erdbeben oder eine Monsteraktivität gegeben. Man sieht die Risse im Boden.", - "INTRO_KAYLEIGH19": "Ich weiß nicht, wie ich es dir sagen soll.", - "INTRO_KAYLEIGH20.m": "Du sitzt hier fest.", - "INTRO_KAYLEIGH20.f": "Du sitzt hier fest.", - "INTRO_KAYLEIGH13": "Na ja, [pause]wir sollten dich wohl mal ein bisschen aufwärmen, bevor du in deinem Pyjama noch erfrierst.", - "INTRO_KAYLEIGH12": "Ich bin Kayleigh. Freut mich, dich kennenzulernen, {player}!", - "INTRO_KAYLEIGH30": "Sie ist nicht ... [pause]unbedingt auf der Erde. Zumindest glaube ich das.", - "INTRO_KAYLEIGH14": "Was meinst du? [pause]Ziemlich idyllisch, oder?", - "INTRO_KAYLEIGH14_OPTION1": "Wo bin ich?", - "INTRO_KAYLEIGH14_OPTION2": "Was ist das für ein Ort?", - "INTRO_KAYLEIGH15.m": "Willkommen in Hafenstadt ...", - "INTRO_KAYLEIGH5": "Ja, das sehe ich! Dann nimm die hier.", - "CLEMENCE_ARRIVAL2": "Mir fehlen ...", - "CLEMENCE_ARRIVAL3": "Motorräder.", - "TUTORIAL1_PART2_KAYLEIGH6": "Also kommst du natürlich näher!", - "TUTORIAL1_PART2_KAYLEIGH7": "Du hast ein bisschen was abbekommen – aber deine Monstergestalt hält das aus!", - "TUTORIAL1_PART2_KAYLEIGH8": "Die grüne Leiste steht für die Gesundheit deiner Monstergestalt, die rote Leiste für deine Gesundheit.", - "TUTORIAL1_PART2_KAYLEIGH9": "Wenn eine Gestalt im Kampf die gesamte Gesundheit verliert, wird die Kassette beschädigt und muss repariert werden.", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Gehört das nicht zu Hafenstadt?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "Das ist nicht normal?", - "TUTORIAL3_PART2_KAYLEIGH4": "So etwas habe ich noch NIE gesehen!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, spürst du etwas in der Luft ...?", - "TUTORIAL3_PART2_KAYLEIGH5": "War das hier schon immer vergraben?", - "HARBOURTOWN_STATION_MORGANTE1": "BIST DU DAS, MORDREAD?\\n\\nKOMM NÄHER, MEIN KIND ... DAMIT ICH DICH EIN LETZTES MAL SEHEN KANN.", - "HARBOURTOWN_STATION_KAYLEIGH1": "Hier riecht es nach ... brennendem Metall. Ich kann es nicht erklären ...", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Das ist ... Das ist ...[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "DER LANGE KONFLIKT IST ZU EINEM ENDE GEKOMMEN ... ICH FÜRCHTE, DIESMAL HAT ER MICH WIRKLICH BESIEGT.", - "INTRO_KAYLEIGH8.f": "Du bist dran! Nur zu!", - "INTRO_KAYLEIGH6": "Okay, leg sie jetzt in deinen Kassettenspieler, [pause]setz die Kopfhörer auf [pause]und drück auf Play!", - "INTRO_KAYLEIGH3": "Hier – [pause]bitte!", - "INTRO_KAYLEIGH4": "Okay, kurze Frage: [pause]Was ist dein ... [pause]Style?", - "LEVEL_WARNING_dog.v1": "Barkley sieht nervös aus. Vielleicht sind die Monster hier zu stark für ihn ...", - "LEVEL_WARNING_viola.v1": "Es wäre klug, diesen Ort zu verlassen – hier hausen Bestien, die stärker sind als wir.", - "CLEMENCE_METAL_TAPES1": "{player}! Ich habe was für dich.", - "CLEMENCE_METAL_TAPES2": "Ranger Wilma hat mir für meinen Laden was Neues aus dem Rathaus gebracht.", - "CLEMENCE_METAL_TAPES3": "Diese Chromdioxid-Kassetten sind effektiver als die normalen. Interessant, n'est-ce pas?", - "CLEMENCE_INTRO1.m": "Bonjour! [pause]Wir sehen hier nur selten neue Gesichter – besonders keine so ansehnlichen wie deins!", - "CLEMENCE_NAME": "Clémence", - "GAME_OVER_FIRST_PENSBY1.m": "Ah, du bist wach. Ein Glück, dass dich jemand in einem Stück in meine Klinik gebracht hat!", - "TUTORIAL1_PART1_KAYLEIGH3.m": "Du hast dich bei unserem letzten Kampf gut behauptet!", - "TUTORIAL1_PART1_KAYLEIGH3.f": "Du hast dich bei unserem letzten Kampf gut behauptet!", - "TUTORIAL1_PART1_KAYLEIGH4": "Also, ich habe einen Auftrag erhalten und brauche Hilfe. Meinst du, du könntest mir zur Hand gehen?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "Einen \\\"Auftrag\\\"?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "Du hast dich bei unserem letzten Kampf gut behauptet!", - "INTRO_KAYLEIGH41": "Tut mir leid, ich texte dich schon wieder zu! Bis bald, okay?", - "INTRO_KAYLEIGH42": "Dann können wir uns gerne weiter unterhalten!", - "INTRO_KAYLEIGH40_OPTION1": "Meine Zeit ...?", - "GAME_OVER_FIRST_PENSBY5": "Pass auf dich auf, {player}! Wenn du vorsichtig bist, sehen wir uns hier nicht so schnell wieder!", - "GAME_OVER_PENSBY2": "Geh es locker an, {player}. Ich möchte nicht, dass du meine Arbeit so schnell wieder zunichtemachst.", - "INTRO_KAYLEIGH2": "Verkehrskrabben haben es nicht so mit Fremden – [pause]und eigentlich auch [pause]mit niemandem.", - "INTRO_KAYLEIGH1": "Hey – [pause]mach jetzt keine plötzlichen Bewegungen!", - "GAME_OVER_DOG1": "Wuff!", - "GAME_OVER_FELIX1": "Hey ... Fühlst du dich besser?", - "CLEMENCE_COFFEE2": "Ist doch eine gute Übereinkunft, n'est-ce pas?", - "CLEMENCE_COFFEE1": "Ich habe eine ... besondere Methode. Und die Pipers bauen meine Kaffeebohnen auf ihrer Farm an.", - "LEVEL_WARNING_felix.v3": "Normalerweise mache ich mir keine großen Sorgen, aber ich glaube, hier könnte es für uns gerade zu gefährlich sein.", - "LEVEL_WARNING_felix.v2": "Vielleicht sollten wir später wiederkommen, wenn wir stärker sind. Ist nur so ein Gedanke.", - "LEVEL_WARNING_kayleigh.v2.m": "Hier sieht es ganz schön gefährlich aus – vielleicht sollten wir wiederkommen, wenn wir stärker sind!", - "LEVEL_WARNING_kayleigh.v1": "Die Monster hier könnten zu schwierig für uns sein ... Vielleicht sollten wir umkehren.", - "INTRO_KAYLEIGH34": "Es ist kein schlechtes Leben!", - "INTRO_KAYLEIGH33": "A-Aber das wird schon! In Hafenstadt gibt es eine Gemeinschaft, in der die Leute einander helfen.", - "LEVEL_WARNING_kayleigh.v3": "Ich habe das Gefühl, dass die Monster hier stärker sein könnten als wir ...", - "GAME_OVER_KAYLEIGH1": "Alles okay? Ich hatte mir schon Sorgen gemacht!", - "CLEMENCE_QUESTION_MENU": "Was steht auf der Karte?", - "CLEMENCE_MENU_DIALOGUE": "Bonjour! Was kann ich für dich tun?", - "CLEMENCE_QUESTION_CAFE": "Das Café Grammofon?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "Und du bist nicht mal ein Ranger?", - "RANGER_BODYBUILDER_NOT_JOINED2": "Als Erstes musst du zum Außenposten im Park nördlich des Stadtrands laufen und Mitglied werden.", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "Und du bist nicht mal ein Ranger?", - "RANGER_BODYBUILDER_BYE": "Bis später!", - "RANGER_BODYBUILDER_EXPLANATION1": "Manchmal reicht es nicht, sich einfach nur gut transformieren zu können – manchmal muss man einfach stärker sein!", - "RANGER_BODYBUILDER_EXPLANATION2": "Und da komme ich ins Spiel. Ich kann dich trainieren, um die \\\"Grundwerte\\\" deiner menschlichen Gestalt anzupassen. Das wirkt sich auch auf die Stärke deiner Transformationen aus!", - "RANGER_BODYBUILDER_EXPLANATION3": "Wenn du zum Beispiel Nahkampfangriffe brauchst, um härter zuschlagen zu können, Fernkampfangriffe aber nur wenig nutzt, können wir einige Punkte vom Fernkampfangriff zum Nahkampfangriff übertragen.", - "RANGER_BODYBUILDER_EXPLANATION4": "Und im Lauf deiner Ausbildung bei den Rangern erhältst du ganz bestimmt noch ein paar zusätzliche Punkte für diese Grundwerte.", - "RANGER_BODYBUILDER_EXPLANATION5.f": "Also, was sagst du? Bist du bereit, zu trainieren?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "Also, was sagst du? Bist du bereit, zu trainieren?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "Also, was sagst du? Bist du bereit, zu trainieren?", - "RANGER_TRADER_NOT_JOINED1.n": "Hallo Schätzchen. Wenn du Mitglied bei den Rangern werden willst, Ianthe ist gerade weg.", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "Puh, was für ein Work-out! Meine Muskeln brennen förmlich!", - "RANGER_TRADER_NOT_JOINED1.m": "Hallo Schätzchen. Wenn du Mitglied bei den Rangern werden willst, Ianthe ist gerade weg.", - "RANGER_TRADER_NOT_JOINED1.f": "Hallo Schätzchen. Wenn du Mitglied bei den Rangern werden willst, Ianthe ist gerade weg.", - "RANGER_TRADER_JUST_JOINED1.m": "Hallo Schätzchen. Wie ich sehe, hast du einen brandneuen Ausweis. Dann erkläre ich dir mal, wie ich dir unter die Arme greifen kann!", - "RANGER_TRADER_NOT_JOINED2": "Sie müsste im Außenposten im Park sein. Wenn du vom Stadtrand aus nach Norden gehst, dürftest du sie nicht verfehlen!", - "RANGER_TRADER_JUST_JOINED1.f": "Hallo Schätzchen. Wie ich sehe, hast du einen brandneuen Ausweis. Dann erkläre ich dir mal, wie ich dir unter die Arme greifen kann!", - "RANGER_TRADER_JUST_JOINED2": "Ich helfe dabei, die Ressourcen der Organisation an Ranger und Auszubildende zu verteilen, um sie bei ihren Pflichten zu unterstützen. Ich habe Verbesserungen für Rucksäcke und Kassettenspieler, Karten für Spezialtrainings ...", - "RANGER_TRADER_JUST_JOINED1.n": "Hallo Schätzchen. Wie ich sehe, hast du einen brandneuen Ausweis. Dann erkläre ich dir mal, wie ich dir unter die Arme greifen kann!", - "RANGER_TRADER_JUST_JOINED3": "Aber wir haben nur eine begrenzte Menge davon, also muss ich dafür sorgen, dass sie nicht vergeudet werden.", - "RANGER_TRADER_JUST_JOINED4.f": "Kurz gesagt, die Anzahl der Captains, bei denen du deine Ausbildung abgeschlossen hast, legt fest, wie viel ich dir geben kann. Oh, und etwas fusioniertes Material brauche ich auch noch von dir.", - "RANGER_TRADER_JUST_JOINED4.m": "Kurz gesagt, die Anzahl der Captains, bei denen du deine Ausbildung abgeschlossen hast, legt fest, wie viel ich dir geben kann. Oh, und etwas fusioniertes Material brauche ich auch noch von dir.", - "RANGER_TRADER_MENU_ALT.n": "Also, was gibt es, Schätzchen?", - "RANGER_TRADER_MENU_ALT.m": "Also, was gibt es, Schätzchen?", - "RANGER_TRADER_MENU_HELLO.n": "Hallo Schätzchen. Was gibt es denn?", - "RANGER_TRADER_JUST_JOINED4.n": "Kurz gesagt, die Anzahl der Captains, bei denen du deine Ausbildung abgeschlossen hast, legt fest, wie viel ich dir geben kann. Oh, und etwas fusioniertes Material brauche ich auch noch von dir.", - "RANGER_TRADER_MENU_HELLO.f": "Hallo Schätzchen. Was gibt es denn?", - "RANGER_TRADER_MENU_ALT.f": "Also, was gibt es, Schätzchen?", - "RANGER_TRADER_MENU_HELLO.m": "Hallo Schätzchen. Was gibt es denn?", - "RANGER_TRADER_OPTION1": "Was hast du denn?", - "RANGER_TRADER_OPTION2": "Was ist denn \\\"fusioniertes Material\\\"?", - "RANGER_TRADER_FUSED_MATERIAL1": "Fusioniertes Material? Keine Ahnung, was das genau ist, aber aus irgendeinem Grund glaubt Ianthe wohl, dass wir jede Menge davon sammeln müssen.", - "RANGER_TRADER_OPTION3": "Tschüss!", - "RANGER_TRADER_FUSED_MATERIAL2.m": "Ich weiß nur, dass es ziemlich übel riecht und einige Monster es hinterlassen. Denk dir deinen Teil, Schätzchen!", - "RANGER_TRADER_BYE": "Bis später dann!", - "RANGER_TRADER_FUSED_MATERIAL2.n": "Ich weiß nur, dass es ziemlich übel riecht und einige Monster es hinterlassen. Denk dir deinen Teil, Schätzchen!", - "RANGER_TRADER_FUSED_MATERIAL2.f": "Ich weiß nur, dass es ziemlich übel riecht und einige Monster es hinterlassen. Denk dir deinen Teil, Schätzchen!", - "RANGER_TRADER_TRAINING_COMPLETE.f": "Hallo Schätzchen! Da du jetzt Vollzeitranger bist, kannst du bei mir ziemlich besondere Gegenstände bekommen ... [pause]Schau sie dir an!", - "RANGER_TRADER_TRAINING_COMPLETE.m": "Hallo Schätzchen! Da du jetzt Vollzeitranger bist, kannst du bei mir ziemlich besondere Gegenstände bekommen ... [pause]Schau sie dir an!", - "RANGER_VENDING_MACHINE_NAME": "Verkaufsautomat", - "RANGER_TRADER_TRAINING_COMPLETE.n": "Hallo Schätzchen! Da du jetzt Vollzeitranger bist, kannst du bei mir ziemlich besondere Gegenstände bekommen ... [pause]Schau sie dir an!", - "INTERDIMENSIONAL_POST_INTRO1": "Hallo! Bist du zufällig \\\"{recipient}\\\"?", - "KAYLEIGH_STATION_REACTION1": "Ist das ... [pause]ein Bahnhof? Es ist wahrscheinlich okay, sich hier umzusehen, oder?", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Ja.", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Moment mal, was passiert hier?", - "INTERDIMENSIONAL_POST_INTRO2": "Keine Sorge, ich soll nur eine interdimensionale Nachricht überbringen. [pause]Wenn du aufwachst, wird alles wieder normal.", - "INTERDIMENSIONAL_POST_SENDER": "Diese Nachricht wurde von \\\"{sender}\\\" abgeschickt.", - "INTERDIMENSIONAL_POST_REINTRO1": "Hallo! Ich habe eine weitere Nachricht für dich.", - "INTERDIMENSIONAL_POST_NO_SENDER": "Für diese Nachricht ist kein Absender angegeben. Vielleicht ein heimlicher Verehrer?", - "INTERDIMENSIONAL_POST_REINTRO2": "Sie ist an \\\"{recipient}\\\" adressiert. Das bist doch du, oder?", - "INTERDIMENSIONAL_POST_BODY1": "Ich lese sie dir vor.", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "Oh, in dieser Nachricht ist offenbar kein Text enthalten ...", - "INTERDIMENSIONAL_POST_ITEMS": "Es ist ein kleines Paket beigefügt. Hier, bitte!", - "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\"", - "GAME_OVER_FIRST_PENSBY3.m": "Wenn ihr beide durch Neu Wirral reist, wäre es klug, vorher eure medizinischen Vorräte aufzufüllen.", - "LEVEL_WARNING_eugene.v2": "Die Monster hier sehen härter aus als wir – vielleicht sollten wir vorher noch ein bisschen trainieren ...", - "CLEMENCE_CAFE3": "Tja, eines Tages haben die Ranger dann einen Ort voller intakter Schallplatten gefunden und sie mir gebracht. Sie sagten: \\\"Wir haben zwar die Schallplatten, aber die sind für moderne Plattenspieler. Auf unserem Grammofon kann man sie nicht abspielen!\\\"", - "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks? [pause]Ich habe Saxofon bei einer der berühmtesten Bands auf der Erde gespielt. [pause]Klingelt da wirklich nichts?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "Komm schon, du MUSST doch wissen, wer ich bin. [pause]Ich bin Danny Kicks! [pause]Stell dir mich mit einem Saxofon vor ... [pause]Immer noch nichts?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Du erkennst mich wohl nicht, was? [pause]Na ja, egal. [pause]Kommt häufiger vor.", - "HARBOURTOWN_NPC_2_DIALOGUE5": "Ich und die Jungs aus Liverpool? [pause]\\\"While my sax gently weeps\\\"? [pause]Ich habe das Lied sogar [shake rate=30 level=10]geschrieben[/shake]!", - "HARBOURTOWN_NPC_2_DIALOGUE6": "Du hast doch [wave amp=30 freq=10]bestimmt[/wave] gesehen, wie die Jungs und ich auf diesem Dach gespielt haben. [pause]Du glaubst mir aber, oder?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "A-Aber du glaubst mir doch, [pause]oder? [pause]Vielleicht war ich auf deiner Welt nicht berühmt, aber wenn du da herkämst, wo ich herkomme, wärst du bestimmt mein [wave amp=30 freq=10]größter Fan[/wave]!", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Du erkennst mich wohl nicht, was? [pause]Na ja, egal. [pause]Kommt häufiger vor.", - "HARBOURTOWN_NPC_2_DIALOGUE8": "Ich glaube, [pause]nicht ein Einziger hat mich hier erkannt. [pause]Manche glauben sogar, ich denke mir das alles nur aus!", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Du erkennst mich wohl nicht, was? [pause]Na ja, egal. [pause]Kommt häufiger vor.", - "HARBOURTOWN_NPC_3_DIALOGUE1": "...", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "Na, wie geht's denn heute meinem [wave amp=30 freq=10]allergrößten[/wave] Fan?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "A-Aber du glaubst mir doch, [pause]oder? [pause]Vielleicht war ich auf deiner Welt nicht berühmt, aber wenn du da herkämst, wo ich herkomme, wärst du bestimmt mein [wave amp=30 freq=10]größter Fan[/wave]!", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "A-Aber du glaubst mir doch, [pause]oder? [pause]Vielleicht war ich auf deiner Welt nicht berühmt, aber wenn du da herkämst, wo ich herkomme, wärst du bestimmt mein [wave amp=30 freq=10]größter Fan[/wave]!", - "INTRO_KAYLEIGH29": "Ich will dich jetzt nicht mit Informationen zuballern, aber du bist auf einer Insel namens Neu Wirral.", - "INTRO_KAYLEIGH30_OPTION1": "Gibt es einen Weg zurück nach Hause?", - "INTRO_PENSBY31": "Ich fürchte nicht, {player}. [pause]Tut mir leid.", - "INTRO_PENSBY32": "Seit einem Jahrhundert versuchen Schiffbrüchige schon, in ihre Welten zurückzukehren, aber ohne Erfolg.", - "INTRO_PENSBY44": "Das ist bestimmt viel zu verdauen, aber wir haben alle das Gleiche durchgemacht.", - "INTRO_PENSBY43": "Meine Klinik ist ganz in der Nähe. Komm gerne vorbei, falls du eine Untersuchung brauchst.", - "TUTORIAL1_PART1_KAYLEIGH2": "...", - "TUTORIAL1_PART1_KAYLEIGH1": "Hallo {player}. [pause]Fühlst du dich besser?", - "INTRO_MONOLOGUE45": "Ich sollte mich vielleicht erst mal richtig anziehen ...", - "INTRO_KAYLEIGH39.n": "Es dürfte sich herumgesprochen haben, dass ein neues Gesicht in der Stadt ist.", - "INTRO_KAYLEIGH37": "Wenn du mitkommen möchtest, triff mich am Tor – direkt hinter der Brücke, über die wir in die Stadt gekommen sind.", - "INTRO_KAYLEIGH38": "In der Zwischenzeit kannst du dich gerne bei deinen neuen Nachbarn vorstellen!", - "INTRO_KAYLEIGH39.m": "Es dürfte sich herumgesprochen haben, dass ein neuer Junge in der Stadt ist.", - "GAME_OVER_FIRST_PENSBY2": "Nimm die doch mit.", - "GAME_OVER_FIRST_PENSBY3.f": "Wenn ihr beide durch Neu Wirral reist, wäre es klug, vorher eure medizinischen Vorräte aufzufüllen.", - "INTRO_KAYLEIGH8.m": "Du bist dran! Nur zu!", - "INTRO_KAYLEIGH7": "Das könnte ein bisschen seltsam werden, aber halt dich einfach an mich!", - "INTRO_KAYLEIGH36": "Ja! Ich gehe bald auf Patrouille.", - "INTRO_KAYLEIGH39.f": "Es dürfte sich herumgesprochen haben, dass ein neues Mädel in der Stadt ist.", - "INTRO_KAYLEIGH40": "Wir haben auch Kleidung für dich besorgt, allerdings könnte sie für deine Zeit etwas ... altmodisch sein. Aber das ist alles, was wir haben!", - "PARTNER_LEVELUP_MEREDITH1": "Ich, äh, habe seit letztem Mal trainiert. Du musst dir keine Sorgen machen, dass ich ins Hintertreffen gerate.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Das fühlt sich an, als wäre es schon so lang her, oder?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Es dauert, sich daran zu gewöhnen, wie die Monstergestalten das Körpergefühl verändern. Aber ich finde, dass du dich super in alles einarbeitest!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Ausgezeichnet! [pause]Dann hast du Glück! In Neu Wirral gibt es nämlich keine Hotels, also wirst du wahrscheinlich oft im Zelt schlafen.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "Ich zelte für mein Leben gern!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Ich bin lieber drin ...", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "Das ist ... [pause]schade. Wenn du die Insel erkunden willst, musst du dich wohl daran gewönnen, im Zelt zu schlafen. In Neu Wirral gibt es nämlich keine Hotelketten oder so.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Hey! Ich habe dich nie gefragt, wie dir die erste Monstergestalt gefällt, die ich dir bei unserem ersten Treffen am Strand gegeben habe.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Hey! Ich habe dich nie gefragt, wie dir die erste Monstergestalt gefällt, die ich dir bei unserem ersten Treffen am Strand gegeben habe.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Hey! Ich habe dich nie gefragt, wie dir die erste Monstergestalt gefällt, die ich dir bei unserem ersten Treffen am Strand gegeben habe.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Das war der \\\"Bonbonteufel\\\", oder? Der sah ziemlich cool aus! Wenn ich sie benutzt habe, dachte ich immer, ich bin im Zuckerrausch.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Das war \\\"Geisterschaf\\\", oder? Eine ziemlich süße Gestalt! Wenn ich sie benutzt habe, musste ich mich erst an das seltsame Gefühl gewöhnen, zu schweben.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Ich hatte das Gefühl, dass Fernkampfangriffe in dieser Gestalt effektiver waren. Vielleicht können Bonbonteufel von Natur aus gut zielen.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Aber als ich diese riesigen Hufe hatte? Das fühlte sich an, als könnte ich Monstern damit [wave amp=30 freq=10]ziemlich[/wave] gut einen verpassen.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "Dieser Erzengel, gegen den wir gekämpft haben ... [pause]Morgante, oder?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "Wir haben ihn nicht allein besiegt. Jemand hatte ihn vorher schon verwundet, als wir ihn fanden.", - "EUGENE_UNKNOWN_NAME": "Wütender Kerl", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "Wir haben ihn nicht allein besiegt. Jemand hatte ihn vorher schon verwundet, als wir ihn fanden.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "Wir haben ihn nicht allein besiegt. Jemand hatte ihn vorher schon verwundet, als wir ihn fanden.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Selbst geschwächt schien er ganz schön gefährlich zu sein. Wer auch immer ihn verwundet hatte, war bestimmt absolut [wave amp=30 freq=10]brutal[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "Daran hatte ich noch gar nicht gedacht.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Klingt irgendwie logisch ...", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Da kommt man sich doch als Mensch im Vergleich [wave amp=30 freq=10]enorm[/wave] mickrig vor ...", - "EUGENE_INTRO_WOMAN_NAME": "Frau", - "EUGENE_INTRO_LANDKEEPER_NAME": "Blasser Mann", - "EUGENE_INTRO_EUGENE1": "Ich sage das nicht [shake rate=30 level=10]noch mal[/shake]! [pause][pause]Hafenstadt wird euch [shake rate=30 level=10]Blutsaugern[/shake] nicht zum Opfer fallen!", - "EUGENE_INTRO_EUGENE3": "Kriecht zurück in die Dunkelheit, aus der ihr gekommen seid – [pause]sonst müsst ihr an [shake rate=30 level=10]mir[/shake] vorbei!", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Tsk. [pause]Wie unvernünftig ...[/wave]\\n", - "EUGENE_INTRO_EUGENE4": "Ich habe schon früher gegen [shake rate=30 level=10]euch[/shake] gekämpft und gewonnen. [pause]Wollt ihr eine Demonstration?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Wir gehen erst mal ...[/wave]", - "EUGENE_INTRO_EUGENE17.m": "Wenn du dir deine Hände schmutzig machen willst, würde ich mich über Hilfe freuen!", - "EUGENE_INTRO_EUGENE7": "Sagt euren Freunden, dass diese Stadt von [shake rate=30 level=10]Eugene[/shake] beschützt wird!", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Aber irgendwann werdet ihr verstehen, dass wir wissen, was am besten für euch ist.[/wave]", - "EUGENE_INTRO_EUGENE8": "Sagen Sie Bescheid, wenn diese Widerlinge Sie wieder belästigen.", - "EUGENE_INTRO_EUGENE9": "Und was immer Sie auch tun, laden Sie sie NICHT in Ihr Haus ein. [pause]Das wollen sie nämlich.", - "EUGENE_INTRO_WOMAN10": "Das werde ich mir merken. Danke, dass Sie eingegriffen haben, junger Mann!", - "EUGENE_INTRO_EUGENE12": "Ich bin Eugene ... [pause]was du bestimmt schon weißt, [pause]da ich das diesen Typen zugebrüllt habe.", - "EUGENE_INTRO_EUGENE11": "Oh, hey. Tut mir leid, dass du das mitansehen musstest.", - "HARBOURTOWN_TAPE_RECYCLER1": "Hast du noch alte Kassetten, die du nicht mehr brauchst?", - "HARBOURTOWN_TAPE_RECYCLER3": "Öffne auf einem Zeltplatz oder im Café deine Kassettensammlung, wähle eine nicht mehr benötigte Kassette aus und klicke auf \\\"Verwerten\\\"!", - "HARBOURTOWN_ITEM_RECYCLER4": "Hier, versuch es mal mit diesem alten Buch. Ich brauche es nicht mehr.", - "HARBOURTOWN_TAPE_RECYCLER2": "Verwerte sie doch, wenn du das nächste Mal eine Pause einlegst!", - "HARBOURTOWN_BOOTLEG_KRAB1": "...", - "HARBOURTOWN_TAPE_RECYCLER4": "So erhältst du zusätzliche Ressourcen, die du bei Händlern eintauschen kannst, und eventuell sogar zusätzliche Sticker aus dem Vorrat dieses Monsters.", - "HARBOURTOWN_BOOTLEG_KRAB2": "Diese Verkehrskrabbe hat aber eine seltsame Farbe.", - "HARBOURTOWN_BOOTLEG_NPC1": "Mach dir keine Sorgen wegen der Verkehrskrabbe, das ist nur mein Sohn. Er spielt so gern mit seiner Bootleg-Kassette.", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Bootleg?", - "HARBOURTOWN_BOOTLEG_NPC2": "Ja.[pause] Hast du unterwegs schon mal ein Monster gesehen, das nicht seine normale Farbe hatte? Das ist ein Bootleg.[pause] Verwechsle es aber nicht mit einer Beschichtung!", - "HARBOURTOWN_BOOTLEG_NPC3": "Bootleg-Monster haben [wave amp=30 freq=10]immer[/wave] andere Farben, Elementartypen und Aktionen als normal.", - "HARBOURTOWN_BOOTLEG_NPC4": "Und wenn du sie aufnimmst, behalten sie diese Attribute.", - "HARBOURTOWN_BOOTLEG_NPC7": "Bootleg-Monster können überall zufällig erscheinen, offenbar sieht man sie aber häufiger bei Fusionen.", - "HARBOURTOWN_BOOTLEG_NPC6": "Hier, probiere es doch einfach selbst mal aus. Captain Codey gibt mir, was er nicht mehr braucht. Ich habe also schon jede Menge.", - "HARBOURTOWN_BOOTLEG_NPC5": "Aufgenommene Bootlegs haben eine höhere Wahrscheinlichkeit, ungewöhnliche und seltene Ressourcen zu produzieren, und können daher sehr nützlich sein.", - "HARBOURTOWN_BOOTLEG_NPC8": "Ich habe gehört, dass einige sehr seltene Bootleg-Monster funkeln und schillern, als wären sie mit Glitter bedeckt.", - "PENSBY_INTERACT_MENU_BYE": "Ich wollte nur Hallo sagen.", - "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Willkommen, wissbegierige Seelen![/wave] Möchtet ihr etwas über die Astralkünste erfahren?", - "HARBOURTOWN_ASTROLOGER_NAME": "Astrologin", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Klar!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Jetzt nicht.", - "HARBOURTOWN_ASTROLOGER_NPC3": "Ausgezeichnet ... [pause]Ihr tätet gut daran, euch an meine Worte zu halten!", - "HARBOURTOWN_ASTROLOGER_NPC2": "Vielleicht ein andermal!", - "HARBOURTOWN_ASTROLOGER_NPC4": "Bestien des Astraltyps beziehen ihre Kraft aus den vier Grundelementen der Natur: [pause]Erde, [pause]Wasser, [pause]Feuer [pause]und Luft.", - "HARBOURTOWN_NPC_DIALOGUE3": "Pst! Ich bin unsichtbar! Tu so, als wäre ich nicht hier!", - "HERITAGE_CENTER_9": "\\\"Das Wrack der HMS Birkenhead\\\"", - "HARBOURTOWN_NPC_DIALOGUE4": "Mein Name? Ich bin Duncan!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Ich wollte gerade etwas in dieses hier legen – aber nimm du es doch einfach!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Hast du schon diese roten Lager gesehen? Wir Ranger lassen dort Vorräte für die anderen zurück, wenn wir die Insel durchqueren.", - "TRAVELING_MERCHANT_NAME": "Reisender Händler", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Mit Neuspulungen kannst du beschädigte Kassetten reparieren, ohne dich ausruhen zu müssen. Ziemlich praktisch!", - "TRAVELING_MERCHANT_INTRO2": "Nein, an dein Gesicht würde ich mich bestimmt erinnern.", - "TRAVELING_MERCHANT_INTRO1": "Hey, hey! Kennen wir uns?", - "TRAVELING_MERCHANT_INTRO3": "Nun, wenn du nach günstigen Waren suchst, bist du bei mir richtig! Aber ich ziehe immer nach kurzer Zeit weiter.", - "TRAVELING_MERCHANT_INTRO4": "Lass dich von meinem fehlenden Hemd nicht stören – das habe ich mit einer jungen Frau getauscht, die es einem Bären gegeben hat. Ich finde es halt gut, wenn Waren unter die Leute kommen!", - "TRAVELING_MERCHANT_REPEAT_MEET": "Schön, dich hier zu treffen!", - "TRAVELING_MERCHANT_PRE_TRADE": "Wirf doch einen Blick in meinen Katalog.", - "TRAVELING_MERCHANT_POST_TRADE2": "Bis später!", - "TRAVELING_MERCHANT_POST_TRADE1": "Oh Mann, dass es hier kein Geld gibt, macht die Sache nicht einfacher.", - "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh verwickelt dich in eine lebhafte Diskussion über deine Lieblingshunderassen.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Ich hätte da mal eine Frage, {player}. [pause]Und zwar eine wichtige.", - "RESTING_KAYLEIGH_PLATONIC_2": "Du sprichst mit Kayleigh über die Geheimnisse von Neu Wirral.", - "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh erzählt dir eine lustige Anekdote aus ihrem Leben.", - "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh erzählt dir von ihren verschiedenen Projekten, mit denen sie den Leuten in Hafenstadt hilft.", - "RESTING_KAYLEIGH_PLATONIC_5": "Ihr beschäftigt euch damit, Zweige ins Lagerfeuer zu werfen.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Das bedeutet vielleicht, dass du Unabhängigkeit und deinen persönlichen Freiraum schätzt ...", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Bist du bereit?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Bist du bereit?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Findest du eher ... [pause][pause][pause]Hunde oder Katzen gut?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Bist du bereit?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Ich bin viel zu Fuß unterwegs, also würde ein Hund doch super passen, oder?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "Hunde!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "Katzen!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "Frettchen!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Wenn ich in meine Welt zurückkehre, möchte ich mir, glaube ich, einen Hund zulegen.", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "Eine gute Wahl! [pause]Ich auch.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Interessant!", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Obwohl es auch bedeuten könnte, dass du sie einfach nur viel niedlicher findest.", - "LEVEL_WARNING_viola.v3": "Die Bestien hier sind eine Gefahr für uns. Es wäre vielleicht klug, die Gegend zu verlassen.", - "HARBOURTOWN_NPC_32_DIALOGUE1": "Wenn es [wave amp=30 freq=10]eines[/wave] auf Neu Wirral im Überfluss gibt, dann Kaffee. [pause]Kaffee und knallbunte Kreaturen.", - "HARBOURTOWN_NPC_31_DIALOGUE1": "Ich bereite mich gerade auf die Ausbildung bei den Rangern vor. Das ist wie eine Bewerbung, nur mit viel mehr Kämpfen.", - "HARBOURTOWN_NPC_33_DIALOGUE1": "Der Legende nach gibt es Ruinen eines Piers, die sich am Horizont der Trüben See gerade noch abzeichnen ... Ich konnte sie aber noch nicht sehen.", - "HARBOURTOWN_BOOK_2": "In der hingekritzelten Notiz steht: \\\"Wenn es ein Spielzeug bekommt, weicht dieses Elfenmonster nicht vom Weg ab. Ohne gerät es irgendwann in Rage.\\\"", - "HARBOURTOWN_BOOK_3": "In der hingekritzelten Notiz steht: \\\"Diese große maskierte Schlange kann einen dritten Weg einschlagen, wenn man ihr ermöglicht, die Zephire des Windes zu nutzen.\\\"", - "HARBOURTOWN_BOOK_1": "In der hingekritzelten Notiz steht: \\\"Diese Untertassenkreatur kommt aus ihrer Schale, wenn sie die Fähigkeit erhält, in der Nähe ihrer Gegner zu bleiben.\\\"", - "HARBOURTOWN_BOOK_4": "In der hingekritzelten Notiz steht: \\\"Die geheimnisvollen Zahnräder unter diesem Hügel sind der Schlüssel zur Nutzung des vollen Potenzials dieses Dinosauriers.\\\"", - "HARBOURTOWN_BOOK_5": "In der hingekritzelten Notiz steht: \\\"Ich glaube, dass bestimmte Monster je nach Tageszeit zu verschiedenen Gestalten reifen.\\\"", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Chemiesticker-Händler", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Typenlos-Sticker-Händlerin", - "HARBOURTOWN_CHEMIST1_OPENING": "Elementarchemie ist der Schlüssel zum Erfolg im Kampf. [pause]Ich entwickle Sticker, die dir Kontrolle über Chemie und einen Vorteil im Kampf verschaffen!", - "HARBOURTOWN_CHEMIST1_CLOSING": "Ich bin hier, wenn du mich brauchst.", - "HARBOURTOWN_CHEMIST2_OPENING": "Ich bin auf Sticker spezialisiert, die den Typ mit dem Benutzer ändern – sehr praktisch, wenn du auch die Beschichtungen meines Kollegen verwendest. Außerdem sind sie kompatibel mit allen Kassetten!", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "Danke für deinen Besuch!", - "HARBOURTOWN_ITEM_RECYCLER3": "Diese kannst du dann eintauschen, um neue Gegenstände zu bekommen!", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "Danke für deinen Besuch!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "Danke für deinen Besuch!", - "HARBOURTOWN_ITEM_RECYCLER1": "Verwertest du Gegenstände, die du nicht mehr brauchst?", - "HARBOURTOWN_ITEM_RECYCLER2": "Das ist nicht nur eine gute Möglichkeit, um in deinem Inventar aufzuräumen, sondern du erhältst auch einige der für die Herstellung verwendeten Ressourcen zurück.", - "INTRO_PENSBY27.m": "Kayleigh, hast du es ihm nicht gesagt ...?", - "INTRO_PENSBY27.f": "Kayleigh, hast du es ihr nicht gesagt ...?", - "INTRO_KAYLEIGH28": "Tut mir leid, das hätte ich machen sollen ...", - "INTRO_PENSBY27.n": "Kayleigh, hast du es demm nicht gesagt ...?", - "CLEMENCE_CAFE4": "Ich sagte ihnen, dass sie still sein sollten, und reparierte das Grammofon, auf dem wir mittlerweile Platten spielen können. Jetzt ist mein Café stylish und es gibt Musik. Alle sind glücklich. Ende.", - "CLEMENCE_ARRIVAL1": "Ich bin abgestürzt. [pause]Im Meer gelandet. [pause]Wurde hier angespült. [pause]Vor ungefähr zehn Jahren. So war das.", - "INTRO_KAYLEIGH25": "Aber zufällig gab es in Hafenstadt noch einen Platz für dich, also wohnst du jetzt hier!", - "INTRO_KAYLEIGH25_OPTION1": "Wo um alles in der Welt sind wir?", - "INTRO_PENSBY26": "... \\\"In der Welt\\\"?", - "PARTNER_LEVELUP_DOG1": "Das Funkeln in seinen Augen sagt mir, dass Barkley in letzter Zeit trainiert hat.", - "INTRO_KAYLEIGH9": "Atmen! Du gewöhnst dich gleich daran!", - "INTRO_KAYLEIGH8.n": "Du bist dran! Nur zu!", - "INTRO_KAYLEIGH10": "Machen wir ihnen die Hölle heiß!", - "INTRO_KAYLEIGH11": "Du hast dich ziemlich gut geschlagen ... Äh, wie heißt du eigentlich?", - "LEVEL_WARNING_eugene.v1": "Hier sieht es ganz schön gefährlich aus. Vielleicht sollten wir uns erst mal zurückziehen ...", - "LEVEL_WARNING_eugene.v3": "Ich weiß nicht – die Monster hier scheinen mir zu stark für uns zu sein ...", - "INTRO_KAYLEIGH15.f": "Willkommen in Hafenstadt ...", - "INTRO_KAYLEIGH16": "Deinem neuen Zuhause!", - "INTRO_KAYLEIGH15.n": "Willkommen in Hafenstadt ...", - "INTRO_KAYLEIGH16_OPTION1": "Meinem neuen ... Zuhause?", - "INTRO_KAYLEIGH18": "In solchen Sachen bin ich nicht besonders gut ...", - "INTRO_KAYLEIGH16_OPTION2": "Ich habe schon ein Zuhause!", - "INTRO_KAYLEIGH17": "Äh, genau, [pause]ja, [pause]tut mir leid.", - "SWAP_PARTNER_KAYLEIGH1": "Okay! Gehen wir!", - "SWAP_PARTNER_DOG1": "*keuch*", - "SWAP_PARTNER_MEREDITH1": "Oh, geht es so schnell wieder los?", - "EUGENE_INTRO_EUGENE12_OPTION1": "Ich bin {player}!", - "EUGENE_INTRO_EUGENE13": "Immer schön, hier ein neues Gesicht zu sehen, {player}.", - "EUGENE_INTRO_EUGENE13_OPTION1": "Was waren das für Leute?", - "EUGENE_INTRO_EUGENE14": "Ich will dir die Einzelheiten ersparen – [pause]aber sie [wave amp=30 freq=10]gehören[/wave] nicht in diese Welt.", - "EUGENE_INTRO_EUGENE13_OPTION2": "Worum ging es denn?", - "EUGENE_INTRO_EUGENE15": "Sagen wir es so: Nicht alle Monster auf Neu Wirral sehen aus wie Maskottchen von Frühstücksflocken.", - "WORKING_OVERTIME_INITIAL_RANGER2": "Ich habe Ianthe versprochen, hier ein Ortsschild aufzustellen. [pause]Irgendwas, damit es ein bisschen [pause]gemütlicher wird.", - "EUGENE_INTRO_EUGENE16_OPTION1": "Kann ich helfen?", - "EUGENE_INTRO_EUGENE16": "Wie auch immer, ich muss sie im Auge behalten. [pause]Ich darf nicht riskieren, dass sie [shake rate=30 level=10]ihre Zähne[/shake] in die guten Leute von Hafenstadt schlagen.", - "EUGENE_INTRO_EUGENE16_OPTION2": "Brauchst du Hilfe?", - "EUGENE_INTRO_EUGENE18": "Triff mich an diesem Ort. [pause]Wenn du da bist, erkläre ich dir alles genau.", - "EUGENE_INTRO_EUGENE17.n": "Wenn du dir deine Hände schmutzig machen willst, würde ich mich über Hilfe freuen!", - "EUGENE_INTRO_EUGENE17.f": "Wenn du dir deine Hände schmutzig machen willst, würde ich mich über Hilfe freuen!", - "EUGENE_INTRO_EUGENE19": "Aber ... [pause]mach dich auf was gefasst. [pause]Es könnte ziemlich unschön werden.", - "WORKING_OVERTIME_INITIAL_RANGER1": "Hey, [pause]könntest du mir vielleicht helfen?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Hm. Ein Spiegel?", - "WORKING_OVERTIME_RANGER_NAME": "Erschöpfter Ranger", - "WORKING_OVERTIME_INITIAL_RANGER3": "Ich habe mich nur beim Holz verschätzt. Könntest du mir vielleicht welches besorgen? [pause]Das wäre die Rettung!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "Klar!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Jetzt nicht.", - "WORKING_OVERTIME_INITIAL_RANGER4": "Wirklich? Danke! [pause]Melde dich, wenn du das Material hast.", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "Hey, kein Problem.", - "WORKING_OVERTIME_ACTIVE_RANGER1": "Hallo noch mal. Hast du das Holz gefunden?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Ihm {required_item_amount} Holz geben.", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "Kein Problem. Ich bin noch eine ganze Weile lang hier.", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Noch nicht!", - "WORKING_OVERTIME_COMPLETE_RANGER3": "Hm ... [pause][pause]Da du mir geholfen hast, [pause]könntest du doch auch über die Gestaltung entscheiden.", - "WORKING_OVERTIME_COMPLETE_RANGER2": "Du hast es geschafft! [pause]Danke für die Hilfe. Ich hatte schon befürchtet, das ganze Material selbst sammeln zu müssen.", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Das Schild sollte ein Emblem enthalten, das Hafenstadt gut zusammenfasst. [pause][pause]Was meinst du, [pause]hm?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Das Schild sollte ein Emblem enthalten, das Hafenstadt gut zusammenfasst. [pause][pause]Was meinst du, [pause]hm?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "Einen Vogel!", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Das Schild sollte ein Emblem enthalten, das Hafenstadt gut zusammenfasst. [pause][pause]Was meinst du, [pause]hm?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "Eine Blume!", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "Einen Delfin!", - "WORKING_OVERTIME_COMPLETE_RANGER5": "Okay, [pause]nehmen wir das!", - "WORKING_OVERTIME_COMPLETE_RANGER8": "Ich bin schon mein ganzes Leben hier, [pause]aber viele kommen von anderswo und sitzen dann hier fest.", - "WORKING_OVERTIME_COMPLETE_RANGER6": "Puh. [pause][pause]Alles fertig. [pause]Wie findest du es?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "Gefällt mir richtig gut!", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "Sieht toll aus!", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "Ausgezeichnete Arbeit!", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Ziemlich gute Arbeit.", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "Hehe. [pause]Gute Arbeit.", - "WORKING_OVERTIME_COMPLETE_RANGER9": "Wenn sie sich dadurch auch nur ein bisschen besser fühlen, [pause]war es die Mühe wert, [pause]finde ich.", - "WORKING_OVERTIME_COMPLETE_FELIX7": "Hübsches Schild.", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "Man sieht, dass du fleißig daran gearbeitet hast.", - "RANGER_BODYBUILDER_INTRO": "Hallo. Willst du trainieren?", - "RANGER_BODYBUILDER_OPTION1": "Lass uns pumpen!", - "RANGER_BODYBUILDER_OPTION2": "Wie funktioniert das?", - "RANGER_BODYBUILDER_NO_PASS1": "Oh, das wird nichts. Wo ist denn dein Mitgliedsausweis?", - "RANGER_BODYBUILDER_OPTION3": "Jetzt nicht.", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "Und du bist nicht mal ein Ranger?", - "RANGER_BODYBUILDER_NO_PASS2": "Besorg dir einen Mitgliedsausweis von Wilma da drüben, dann erhältst du bei mir ein auf dich zugeschnittenes Training!", - "INTRO_KAYLEIGH21": "Genau wie wir alle.", - "INTRO_KAYLEIGH20.n": "Du sitzt hier fest.", - "INTRO_KAYLEIGH23": "Ich hatte mir schon Sorgen um dich gemacht, {player}!", - "INTRO_PENSBY22": "Ah, wunderbar. Du bist wach. Kayleigh hat mir ganz schön Angst eingejagt, als sie bei mir angeklopft hat.", - "INTRO_KAYLEIGH21_OPTION1": "Mir dreht sich der Kopf ...", - "INTRO_KAYLEIGH21_OPTION2": "Ich fühle mich nicht gut ...", - "TUTORIAL4_PART3D_KAYLEIGH23": "Dann schulden wir es den Leuten auf Neu Wirral, es herauszufinden!", - "TUTORIAL4_PART3D_KAYLEIGH24": "Du und ich!", - "TUTORIAL4_PART3D_KAYLEIGH25": "Was sagst du? Ziehen wir das zusammen durch?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Machen wir!", - "TUTORIAL4_PART3D_KAYLEIGH26": "Wenn du diese Vision von einem Erzengel hast, dann ...", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Uns bleibt ja keine andere Wahl!", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "... musst du noch einen finden und stark genug sein, um dich gegen ihn behaupten zu können.", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "Die Ranger haben ein Trainingsprogramm, das dir hilft, stärker zu werden. Fangen wir an, indem wir ein Treffen mit der Rangeranführerin arrangieren!", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "... musst du noch einen finden und stark genug sein, um dich gegen ihn behaupten zu können.", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "... musst du noch einen finden und stark genug sein, um dich gegen ihn behaupten zu können.", - "TUTORIAL4_PART3D_KAYLEIGH29": "Sie dürfte gerade im Außenposten im Park sein.", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "Die Ranger haben ein Trainingsprogramm, das dir hilft, stärker zu werden. Fangen wir an, indem wir ein Treffen mit der Rangeranführerin arrangieren!", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "Die Ranger haben ein Trainingsprogramm, das dir hilft, stärker zu werden. Fangen wir an, indem wir ein Treffen mit der Rangeranführerin arrangieren!", - "HARBOURTOWN_NPC_20_DIALOGUE1": "Ich weiß, dass die Transformation im Kampf viel effektiver ist, aber ...", - "HARBOURTOWN_NPC_20_DIALOGUE3": "Ianthes mechanisches Zahnradschwert zum Beispiel – mehr Steampunk geht nicht.", - "HARBOURTOWN_NPC_20_DIALOGUE2": "... Mann, mir fehlen die Waffen, mit denen die Ranger früher gekämpft haben.", - "HARBOURTOWN_NPC_21_DIALOGUE1": "Warst du schon auf der Westseite von Hafenstadt?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Kommst du aus der Außenwelt? Ich habe dich hier noch nicht gesehen!", - "HARBOURTOWN_NPC_22_DIALOGUE1": "Wir kochen hier [wave amp=30 freq=10]normalerweise[/wave] Essen für die Stadtbewohner, haben aber schon seit einer Weile keine Zutaten mehr aus der Farm westlich von hier bekommen. Was da wohl los ist?", - "HARBOURTOWN_NPC_21_DIALOGUE2": "Ich wollte irgendwann mal das Heimatmuseum dort besuchen.", - "HARBOURTOWN_NPC_23_DIALOGUE1": "Ich habe keine Zeit, zu plaudern – ich muss noch eine Bestellung Backwaren vorbereiten!", - "HARBOURTOWN_NPC_22_DIALOGUE2": "Die Brücke zur Farm wurde runtergelassen, also können wir wieder frische Waren bekommen! Das ist sehr gut.", - "HARBOURTOWN_NPC_24_DIALOGUE1": "Diese Stadt gibt es seit 101 Jahren. Wusstest du das?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "Ich weiß noch, wie es hier aussah, als ich noch klein war. Die Stadt verändert sich so schnell ...", - "HARBOURTOWN_NPC_24_DIALOGUE3": "Aber das Fundament [pause]ist stets die Gleiche geblieben.", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Kommst du aus der Außenwelt? Ich habe dich hier noch nicht gesehen!", - "HARBOURTOWN_NPC_26_DIALOGUE1": "Hörst du [wave amp=30 freq=10]Radio Cybil[/wave]? Ich schalte jeden Tag ein und bin ihr sechstgrößter Fan!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "Neulich wollte ein seltsamer Mann mir ein Haus verkaufen. Wie soll das denn gehen? So was wie [wave amp=30 freq=10]Geld[/wave] gibt es auf dieser Insel doch gar nicht!", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Kommst du aus der Außenwelt? Ich habe dich hier noch nicht gesehen!", - "HARBOURTOWN_NPC_29_DIALOGUE1": "Meine ganze Freizeit hier auf der Insel habe ich genutzt, um an meinen sozialen Fähigkeiten zu arbeiten ... und zum Beispiel mit Fremden wie dir zu reden!", - "HARBOURTOWN_NPC_28_DIALOGUE1": "Ich würde liebend gern im Park von Neu Wirral spazieren gehen, aber die [wave amp=30 freq=10]Tiere hier[/wave] rauben mir die Lust daran.", - "HARBOURTOWN_NPC_30_DIALOGUE1": "Stimmt es, dass einer der Ranger weiß, wie man ihre Monsterkassetten [wave amp=30 freq=10]hackt[/wave]? Ich kann gar nicht glauben, dass so was möglich ist!", - "HARBOURTOWN_ASTROLOGER_NPC6": "Allerdings kann ihre innere Harmonie [wave amp=30 freq=10]durcheinandergeraten[/wave], wenn sie unreinen Elementen – also Plastik, Gift und Metall – ausgesetzt werden.", - "HARBOURTOWN_ASTROLOGER_NPC5": "Eine Astralkreatur, die einem dieser vier Elemente ausgesetzt ist, wird [wave amp=30 freq=10]verstärkt[/wave]!", - "HARBOURTOWN_ASTROLOGER_NPC7": "Denkt daran, wenn ihr die Gestalt einer Astralbestie annehmen möchtet!", - "PENSBY_INTERACT_MENU": "Hey {player}, was kann ich für dich tun?", - "PENSBY_INTERACT_MENU_SUPPLIES": "Ich brauche Vorräte.", - "PENSBY_INTERACT_MENU_CHECKUP": "Ich brauche eine Untersuchung.", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Du bist bei bester Gesundheit, {player}.", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Wolltest du noch irgendwas?", - "PENSBY_INTERACT_CHECKUP_HURT1": "Dann schaue ich mir dich mal an ...", - "PENSBY_INTERACT_CHECKUP_HURT3": "Ich verschreibe dir ein wenig Ruhe. [pause]Geh doch ins Café Grammofon und entspann dich.", - "PENSBY_INTERACT_CHECKUP_HURT2": "Nur ein paar Beulen und Kratzer. Nichts Ernstes.", - "PENSBY_INTERACT_BYE": "Versuch dich da draußen nicht allzu schwer zu verletzen, okay?", - "HERITAGE_CENTER_SIGN": "\\\"Heimatmuseum Hafenstadt: Die Geschichte unserer unglaublichen Gemeinschaft\\\"", - "HERITAGE_CENTER_1": "JAHR 001: Das britische Militärschiff HMS Birkenhead sinkt im Jahr 1845 während eines Sturms auf der Erde. Ein Großteil der Besatzung und der Trümmerteile wird an eine unbekannte, später \\\"Neu Wirral\\\" getaufte Insel gespült.", - "HERITAGE_CENTER_3": "JAHR 006: Auf Neu Wirral wird das erste Kind geboren. Der erste Versuch, die Insel zu verlassen, endet mit einer Katastrophe: Ein auf New Wirral gebautes Schiff sinkt während eines Sturms anderthalb Kilometer vor der Küste.", - "HERITAGE_CENTER_2": "JAHR 002: Es treffen zum ersten Mal Neuankömmlinge ein. Hafenstadt wird offiziell gegründet. Die erste verzeichnete Begegnung mit einer unbekannten einheimischen Kreatur oder einem \\\"Monster\\\" findet statt.", - "HERITAGE_CENTER_4": "JAHR 048: Nach dem Eintreffen mehrerer Ingenieure wird das erste Stromnetz in Hafenstadt gebaut.", - "HERITAGE_CENTER_5": "JAHR 050: Zum 48. Jahrestag der Gründung löst Hafenstadt das Amt des Bürgermeisters auf und wird fortan durch ein Komitee verwaltet.", - "HERITAGE_CENTER_8": "JAHR 091: Die \\\"Falldown Mall\\\" wird entdeckt, wodurch Neu Wirral eine große Menge an Vorräten von der Erde erhält. Zum ersten Mal wird das Phänomen der \\\"Monsteraufnahmen\\\" beobachtet.", - "HERITAGE_CENTER_6": "JAHR 062: Es wird versucht, auf Neu Wirral eine zweite Stadt namens \\\"Neu London\\\" zu gründen.", - "HERITAGE_CENTER_7": "JAHR 089: Nach einer furchtbaren Katastrophe wird Neu London zerstört. Nur einer der Einwohner überlebte und konnte nach Hafenstadt zurückkehren.", - "HARBOURTOWN_STATION_MORGANTE14": "ICH BENÖTIGE EIN GEFÄSS UND DU BENÖTIGST EINEN LOTSEN.\\n\\nMACH MICH WIEDER STARK, DANN FÜHRE ICH DICH AUS DIESEM LAND.", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Ein Gefäß ...?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Moment mal ...", - "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, alles in Ordnung?! [pause]Was ist passiert?! [pause]Du warst gerade kurz wie weggetreten!", - "HARBOURTOWN_STATION_MORGANTE15": "NUN GUT. HÖRE MEINEN GESANG.", - "TUTORIAL4_PART3A_KAYLEIGH1": "An diesem Bahnhof ist [wave amp=30 freq=10]jede Menge[/wave] passiert ... Wir sollten wohl darüber reden.", - "HARBOURTOWN_STATION_KAYLEIGH17": "Wir sollten hier verschwinden ...", - "TUTORIAL4_PART3B_KAYLEIGH12": "Mittlerweile nennen wir sie Monster. Ein guter allgemeiner Begriff.", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "Über den \\\"Erzengel\\\" ...", - "GAME_OVER_FIRST_PENSBY4": "Ich kann Heilmittel gegen Ressourcen eintauschen, die du dabeihast – [pause]genau wie Clémence im Café Grammofon.", - "LEVEL_WARNING_felix.v1": "Ich habe so ein Gefühl, dass die Monster hier viel stärker sind als wir ...", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, ich glaube, das ist ein [shake rate=30 level=10]Erzengel[/shake] ...", - "HARBOURTOWN_STATION_KAYLEIGH5": "Wir müssen verschwinden. [wave amp=30 freq=10]Sofort[/wave].", - "HARBOURTOWN_STATION_KAYLEIGH5B": "Der ist nicht wie die anderen Monster. [pause][shake rate=30 level=10]Wir sind hier nicht sicher[/shake].", - "HARBOURTOWN_STATION_KAYLEIGH6": "Oh nein ...", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Wer bist du?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "Was ist dir zugestoßen?", - "HARBOURTOWN_STATION_MORGANTE3": "NEIN, NEIN, DU GEHÖRST NICHT ZU MEINER FAMILIE.\\n\\nHAST DU ES MIT DEM SCHWERT IN DER HAND WIEDER AUF MICH ABGESEHEN?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "Wir werden gegen dieses Ding kämpfen, und zwar GEMEINSAM!", - "HARBOURTOWN_STATION_KAYLEIGH7": "Ich werde hier nicht sterben, nicht so.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Wenn dieses Tor uns [wave amp=30 freq=10]wirklich[/wave] zurück in unsere Welten bringt, müssen wir uns dann alle verabschieden?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Erzähl mal – wie gefällt es dir, [wave amp=30 freq=10]im Freien[/wave] zu übernachten?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Zum Glück haben wir noch Dinge auf Neu Wirral zu erledigen. Darüber mache ich mir später Gedanken!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "Wir werden diesen Weg gemeinsam bis zum Ende gehen. [pause]Ich bleibe so lange, bis du bereit bist, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Diese Nachricht wird bei den Rangern wie eine Bombe einschlagen. Die werden eine Menge zu tun haben!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "Wir werden diesen Weg gemeinsam bis zum Ende gehen. [pause]Ich bleibe so lange, bis du bereit bist, {player}.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "Wir werden diesen Weg gemeinsam bis zum Ende gehen. [pause]Ich bleibe so lange, bis du bereit bist, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Ich schätze, dass Ianthe dann auch von dem Tor weiß!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Als wir im Zug gegen Aleph gekämpft haben ... [pause]Die Kraft, die wir durch die Fusion herbeigerufen haben ...", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Das sah irgendwie aus wie Morgante, oder? [pause]Der erste Erzengel, gegen den wir gekämpft haben.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "Ich verstehe es zwar nicht ganz, aber es fühlte sich an, als hätten wir in diesem Moment etwas verkörpert, das zu ihren Zielen passte. Nicht nur wir waren in dieser Gestalt – [wave amp=30 freq=10]sie[/wave] war auch mit uns fusioniert.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "Ja!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Ich denke schon.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Aber du hattest ja seit unserer ersten Begegnung auch ihre Essenz in dir getragen.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Sie gab dir die Hinweise, um das Tor zu finden, und sie half uns, Aleph zu besiegen. Ob das wohl die ganze Zeit ihre Absicht war? Also uns zu benutzen, um ihn zu besiegen ...?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "Hey, das hatte ich ganz vergessen! Wie fühlst du dich wegen des [wave amp=30 freq=10]Ranger-Trainings[/wave], {player}?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "Aufgeregt!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "Aufgeregt!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "Aufgeregt!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "Nervös!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "Natürlich! Aber das schaffst du schon!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "Nervös!", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "Ich bin froh, dass wir immer noch zusammen Campingausflüge machen, {player}.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "Nervös!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Die Ranger passen ihre Prüfungen an die Stärken jedes Auszubildenden an. Meine Ausbildung umfasst Gemeindearbeit für die verschiedenen Ranger-Captains.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Deine Kampfprüfung scheint mir ... [pause]ein bisschen heftiger zu sein als meine.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "Bei den Rangern ist es so, dass jeder eine bestimmte Rolle für die Arbeit in der Stadt spielt.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Lodestein hält das Stromnetz am Laufen. Wallace kümmert sich um die Gebäude und Mauern. Und Zedd macht ... [pause]irgendwas.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "Aber sie spiegeln auch wider, wie sie kämpfen! Jeder von ihnen setzt eine spezielle Taktik ein.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "Du wirst sie bestimmt besiegen können, {player}!", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Ich glaube ... falls ich nach Hause zurückkehre, muss ich mein gesamtes Können als Rangerin einsetzen.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Es wäre eine Verschwendung der hier gelernten Fähigkeiten, wenn ich einfach wie vorher weiterleben würde.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "Wie war denn dein Leben vorher?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "Was hast du gemacht, bevor du herkamst?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Äh ... [pause]Ich hatte nicht gerade das, was man ein [wave amp=30 freq=10]aufregendes[/wave] Leben nennen würde.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "Es war angenehm, [pause]aber nach allem, was ich auf dieser Insel erlebt habe, bin ich mir nicht sicher, ob mich das noch immer zufriedenstellen würde.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Ich habe mein Studium abgebrochen und in einem Laden in meiner Stadt gearbeitet.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Damit meine ich, dass wir jetzt [wave amp=30 freq=10]zusammen[/wave] sind.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "Ich weiß nicht, warum ich dachte, dass es sich ändern könnte, aber ich bin froh, dass es nicht so gekommen ist.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Wie ich schon nach unserem ersten Kampf gegen Morgante gesagt habe: Wir stecken da gemeinsam drin!", - "SWAP_PARTNER_EUGENE1": "Wichtig!", - "SWAP_PARTNER_FELIX1": "Hm. Okay.", - "SWAP_PARTNER_VIOLA1": "Nun gut! Eilen wir los.", - "HARBOURTOWN_NPC_10_DIALOGUE5": "Ob ich irgendwann wohl auch mal Ranger-Captain werde? [pause]Nee.", - "HARBOURTOWN_NPC_11_DIALOGUE3": "Warum konnte ich nicht an einem [wave amp=30 freq=10]normaleren[/wave] Ort stranden?", - "HARBOURTOWN_NPC_11_DIALOGUE2": "Tja, [shake rate=30 level=10]ich aber nicht[/shake]! [pause][pause]Ich finde diese ganze Monstersache irgendwie komisch und unangenehm.", - "HARBOURTOWN_NPC_11_DIALOGUE1": "So wie die Leute hier ständig was von \\\"Monstern\\\" und \\\"Kassetten\\\" erzählen, [pause]sollte man meinen, dass sich alle amüsieren.", - "HARBOURTOWN_NPC_12_DIALOGUE1": "Weißt du, was mir fehlt? [pause]Sport. [pause]Warum kann man in Hafenstadt nicht mal ein Fußballteam gründen?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "Tja ... [pause]Wahrscheinlich gäbe es wohl niemanden, gegen den man spielen könnte. [pause]Die Riesenkrabben am Strand sind eher nicht auf Wettbewerbe aus.", - "HARBOURTOWN_NPC_12_DIALOGUE3": "In letzter Zeit schleichen hier so komische Leute mit bleicher Haut rum und murmeln irgendwas vor sich hin. Das ist sogar für diesen Ort ungewöhnlich.", - "HARBOURTOWN_NPC_12_DIALOGUE4": "Hast du diese verhüllten Spinner im Park gesehen? Gehören die zu einer [wave amp=30 freq=10]Theatertruppe[/wave] oder so?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "Anscheinend haben sich Hafenstadt und diese andere Stadt im Osten geeinigt. Was ist da wohl passiert?", - "HARBOURTOWN_NPC_12_DIALOGUE6": "Die Leute in der Stadt behaupten, dass es in der verlassenen Mall [wave amp=30 freq=10]spukt[/wave]. Monster sind eine Sache, aber an Geister zu glauben, geht mir zu weit!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "In letzter Zeit habe ich diese unheimlichen Leute in den schwarzen Anzügen gar nicht mehr gesehen. Was ist mit denen los?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "Auch wenn ich vielleicht ewig hierbleibe, ist es wenigstens nicht [wave amp=30 freq=10]langweilig[/wave].", - "HARBOURTOWN_NPC_12_DIALOGUE8": "Offenbar wurde die Brücke, die Hafenstadt mit der Piper-Farm verbindet, wieder runtergelassen. Das sind [wave amp=30 freq=10]großartige[/wave] Neuigkeiten für jeden hier, der, [pause]na ja, [pause]Essen zum Leben braucht.", - "HARBOURTOWN_NPC_13_DIALOGUE1": "Ich wollte eigentlich über die Brücke, aber die ist schon seit einer Weile oben.", - "TUTORIAL4_PART3C_KAYLEIGH4": "(Die \\\"richtigen Umstände\\\" beinhalten wohl, fast von einem [shake rate=30 level=10]Erzengel[/shake] getötet zu werden ...)", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "Es fühlte sich seltsam an. Ich habe einen Körper mit dir geteilt und das Ding, das wir [wave amp=30 freq=10]wurden[/wave], war gleichzeitig wir und auch nicht wir ...", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "Es fühlte sich seltsam an. Ich habe einen Körper mit dir geteilt und das Ding, das wir [wave amp=30 freq=10]wurden[/wave], war gleichzeitig wir und auch nicht wir ...", - "TUTORIAL4_PART3C_KAYLEIGH6": "Das ... [pause]war mein erstes Mal. Ich hatte nicht erwartet, mit jemandem zu fusionieren, den ich [wave amp=30 freq=10]kaum[/wave] kenne ...", - "TUTORIAL4_PART3C_KAYLEIGH7": "Das ist einfach so im Eifer des Gefechts passiert.", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "Es fühlte sich seltsam an. Ich habe einen Körper mit dir geteilt und das Ding, das wir [wave amp=30 freq=10]wurden[/wave], war gleichzeitig wir und auch nicht wir ...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Es gibt wohl einen Unterschied zwischen \\\"amüsant\\\" und \\\"erfüllend\\\".", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Es war Begeisterung. [pause]Und ich glaube, das bringt man schnell durcheinander.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "Ich frage mich, wie diese ganze Sache [pause]mit der Kassetten-Monstertransformation funktioniert.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "Oberflächlich betrachtet ergibt es überhaupt keinen Sinn. [pause]Immerhin sind das ganz normale Kassettenspieler.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Aber vielleicht habe ich die falsche Einstellung. [pause]Vielleicht ist es falsch, sich zu sehr auf die Einschränkungen zu konzentrieren.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Sie bestehen aus Plastik.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Vielleicht sorgen wir dafür, dass etwas passiert, indem wir akzeptieren, [pause]dass das Unmögliche trotzdem passieren kann. [pause]Vielleicht.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Wie das Leben für die hier geborenen Einwohner von Hafenstadt wohl ist?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Immerhin kennen sich nichts anderes als diese Welt.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Und doch ... beschreiben Leute wie wir immer wieder ganze Welten voller Menschen und Orte.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "Wahrscheinlich ist es für sie schwer verständlich, worüber wir reden!", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Ich schätze, die Stadt besteht im Grunde genommen aus zwei Hälften.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Andererseits [pause]sind sie viel mehr an die allgegenwärtigen Monster gewöhnt.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Hm?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"Der Pfeil der Zeit zeigt stets nach vorn, Kayleigh.\\\"", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "Der Pfeil der ... was?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Oh, das hat mein Papa immer gesagt.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Das bedeutet wohl, dass die Zeit voranschreitet. Man kann die Uhr nicht zurückdrehen, um Fehler zu beheben, also sollte man nicht zu sehr an der Vergangenheit hängen.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Selbst, wenn man es möchte ...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "Das bedeutet wohl, dass wir über den nächsten Schritt auf unserem Abenteuer nachdenken sollten! Immerhin zeigt der Pfeil der Zeit stets nach vorn, {player}!", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Also ...[/wave] [pause]Du und Meredith, [pause]was?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Aber ein Ratschlag unter Freunden: [pause] Vielleicht solltest du ihr [wave amp=30 freq=10]nicht[/wave] sagen, dass sie nicht das einzige Mädchen auf dieser Insel ist, das du geküsst hast.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Hast du das gehört ...?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Hoffentlich ist das nicht unangenehm ...", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Nach unserem [wave amp=30 freq=10]Kuss[/wave] hatte ich vielleicht den falschen Eindruck davon, was das mit uns ist.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "Schon okay! Du hast mir ja nichts versprochen, {player}. Wir hatten ein paar nette Momente zusammen. [pause]Das ist alles.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "Schon okay! Du hast mir ja nichts versprochen, {player}. Wir hatten ein paar nette Momente zusammen. [pause]Das ist alles.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "Schon okay! Du hast mir ja nichts versprochen, {player}. Wir hatten ein paar nette Momente zusammen. [pause]Das ist alles.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Du verstehst dich gut mit Meredith. Ich kann mir euch beide als Paar vorstellen.", - "GAME_OVER_FIRST_PENSBY1.f": "Ah, du bist wach. Ein Glück, dass dich jemand in einem Stück in meine Klinik gebracht hat!", - "TUTORIAL1_PART1_KAYLEIGH9": "Wir überprüfen den Weg und vergewissern uns, dass er sicher ist.", - "TUTORIAL1_PART1_KAYLEIGH10": "Hier, das ist der Schlüssel für das Tor.", - "TUTORIAL1_PART2_KAYLEIGH1.m": "Also, äh, vorher muss ich dir noch einige Grundlagen zeigen. Hoffentlich bist du bereit für eine Verwandlung!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Äh, ich denke schon!", - "TUTORIAL1_PART2_KAYLEIGH1.f": "Also, äh, vorher muss ich dir noch einige Grundlagen zeigen. Hoffentlich bist du bereit für eine Verwandlung!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Absolut!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "Also, äh, vorher muss ich dir noch einige Grundlagen zeigen. Hoffentlich bist du bereit für eine Verwandlung!", - "CLEMENCE_INTRO3": "Bitte, du kannst mir gerne Fragen stellen. Ich habe es nicht eilig.", - "CLEMENCE_INTRO1.n": "Bonjour! [pause]Wir sehen hier nur selten neue Gesichter – besonders keine so ansehnlichen wie deins!", - "OUTSKIRTS_3_-1_GIFTER1.m": "Ich habe dich hier noch nicht gesehen. Lass mich raten: Du wurdest erst vor Kurzem angespült, richtig?", - "OUTSKIRTS_3_-1_GIFTER1.f": "Ich habe dich hier noch nicht gesehen. Lass mich raten: Du wurdest erst vor Kurzem angespült, richtig?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Uff. Die Kriminalitätsrate ist auch enorm hoch ...[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "Damit kannst du jede Monsterkassette unterwegs zurückspulen. Pass da draußen auf dich auf, okay?", - "OUTSKIRTS_3_-1_GIFTER2": "Oh! Hast du da einen Kassettenspieler? Hier, bitte.", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Der Immobilienwert in der Nähe des Parks ist enorm hoch![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "Danke, dass du vorbeigeschaut hast! Komm morgen wieder, dann habe ich brandneue Sticker auf Lager!", - "HARBOURTOWN_MERCHANT_2": "War schön, mit dir Geschäfte zu machen! Komm morgen wieder, dann habe ich neue Sticker auf Lager!", - "HARBOURTOWN_MERCHANT_1": "Suchst du nach einem neuen Sticker, um mit deinen Monstergestalten im Kampf die Oberhand zu erhalten? Dann bist du hier genau richtig!", - "HARBOURTOWN_MERCHANT_3": "Ich habe neue Unterstützungssticker entworfen! Möchtest du sehen, was ich habe?", - "HARBOURTOWN_MERCHANT_5.m": "Du solltest passive Aktionen nicht unterschätzen! Hier, schau dir meine heutige Stickerauswahl an!", - "HARBOURTOWN_MERCHANT_4.f": "Danke, dass du vorbeigeschaut hast! Komm morgen wieder, dann habe ich brandneue Sticker auf Lager!", - "HARBOURTOWN_MERCHANT_4.n": "Danke, dass du vorbeigeschaut hast! Komm morgen wieder, dann habe ich brandneue Sticker auf Lager!", - "TUTORIAL4_PART3B_KAYLEIGH14": "Wir wissen nicht, was sie sind. Seit langer Zeit hat niemand mehr einen gesehen.", - "TUTORIAL4_PART3B_KAYLEIGH13": "Aber diese anderen Kreaturen ... [pause]wie die, gegen die wir gekämpft haben ... [pause]Für uns sind das weiterhin Erzengel.", - "TUTORIAL4_PART3B_KAYLEIGH15": "Dieses Ding, gegen das wir gekämpft haben ... Es ist schwer zu erklären ...", - "TUTORIAL4_PART3B_KAYLEIGH16": "Ich hatte das Gefühl, es nicht richtig sehen zu können – als würde man sich einen Film durchs Fernglas anschauen oder so ...", - "TUTORIAL4_PART3B_KAYLEIGH17": "Oh! Tut mir leid, [pause]ich mutmaße nur ein bisschen!", - "LEVEL_WARNING_dog.v3": "Barkley scheint Angst zu haben. Vielleicht sehen die Monster hier zu stark für ihn aus.", - "LEVEL_WARNING_dog.v2": "Barkley ist irgendwie kleinlaut. Vielleicht sehen die Monster in der Nähe zu stark für ihn aus.", - "INTERDIMENSIONAL_POST_BYE1": "Das ist alles. Hoffentlich ergibt das für dich einen Sinn.", - "INTERDIMENSIONAL_POST_BYE3": "Bis dann!", - "INTERDIMENSIONAL_POST_BYE2": "Du glaubst ja nicht, wie viele Leute, die ich besuche, denken, dass sie verrückt werden.", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]Nachsehen ...[/wave]", - "POSTBOX_INTERACT1": "Das ist ein Briefkasten! [pause]Ziemlich seltsam, dass er drinnen ist, wo niemand Briefe zustellen kann ...", - "POSTBOX_INTERACT2": "Trotzdem nachsehen? Stellt eine Internetverbindung her.", - "POSTBOX_ERROR_TIMEOUT": "Zeitüberschreitung beim Verbinden.", - "POSTBOX_ERROR_CONNECT": "Verbindung nicht möglich ({0}).", - "POSTBOX_ERROR_NETWORK": "Es ist ein Netzwerkfehler aufgetreten ({0}).", - "POSTBOX_ERROR_CLIENT": "Es ist ein Client-Fehler aufgetreten ({0}).", - "POSTBOX_ERROR_UNKNOWN": "Es ist ein unbekannter Fehler aufgetreten ({0}).", - "POSTBOX_EMPTY": "Der Briefkasten ist leer.", - "POSTBOX_KEYPAD": "Auf der Rückseite befindet sich ein Tastenfeld ... Gibst du einen Code ein?", - "POSTBOX_MESSAGE_FOUND": "Du hast eine Nachricht erhalten!", - "POSTBOX_MESSAGE_FOUND_SENDER": "Du hast eine Nachricht von {sender} erhalten!", - "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\"", - "POSTBOX_PACKAGE_FOUND": "Du hast ein Paket erhalten!", - "POSTBOX_ENTER_CODE": "Code eingeben", - "PLANTER_INTERACT1": "Einen Setzling mit dem Gärtnerkit einpflanzen?", - "PLANTER_NO_QUEST": "Es ist ein Blumenkasten! Es wurde noch nichts eingepflanzt.", - "PLANTER_INTERACT2_OPTION1": "Busch", - "PLANTER_INTERACT2": "Setzling auswählen:", - "PLANTER_INTERACT2_OPTION2": "Kirschblüte", - "PLANTER_INTERACT2_OPTION3": "Rote Rosen", - "PLANTER_INTERACT2_OPTION4": "Helle Orchideen", - "PLANTER_INTERACT2_OPTION5": "Lavendel", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Ein Frettchen? [pause]Die erste Wahl der Unentschlossenen!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Es ist zu klein, um ein Hund zu sein, [pause]aber für eine Katze zu lang gezogen ...", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "Eine ziemlich ausweichende Antwort, aber ich akzeptiere sie!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Meinst du ... Neu Wirral kann uns körperlich verändern?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "... den Geruch von Kaffee mag ich mehr als seinen Geschmack.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Das klingt jetzt vielleicht komisch, aber ...", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Versteh mich nicht falsch, ich finde Kaffee genial.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Aber der Geruch verspricht immer irgendwas viel Tolleres ...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "Also [pause]wenn wir eintreffen.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Mein Körper auf Neu Wirral ist nicht derselbe wie in meinem \\\"vorherigen Leben\\\".", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Es ist schwierig, das in Worte zu fassen ...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Nicht genau dasselbe.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "Es ist, als würde ich so in meinen Träumen erscheinen – als wäre das meine Vorstellung von mir.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Ich weiß auch nicht, was passieren wird, [pause]wenn ich zurückkehre ...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Mir fehlen irgendwie die Cafés, in denen dein Name auf den Becher geschrieben wird.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Obwohl meiner Erfahrung nach die Wahrscheinlichkeit, dass er richtig geschrieben wurde, sehr gering war.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Meistens kam irgendeine Variante von \\\"Kay-Lee\\\" dabei heraus.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Zeit in der freien Natur mit meiner süßen Freundin zu verbringen ...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Abgesehen davon macht Clémence viel besseren Kaffee als jede Kette. [pause]Ich weiß nicht, ob ich mich wieder an normalen Kaffee gewöhnen kann, falls ich je wieder nach Hause zurückkehre.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Einmal hatte ich \\\"Carol\\\". [pause][pause]Das war wirklich meilenweit daneben.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Zeit in der freien Natur mit meinem süßen Freund zu verbringen ...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Als ich in Morbidstadt gelebt habe, hatte Dorian immer diese ganzen großartigen Pläne für die Gemeinde ...", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "Da könnte man sich Schlimmeres vorstellen, oder?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Als Kind habe ich ständig gezeltet. In Irland gibt es jede Menge toller Stellen dafür!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Zeit in der freien Natur mit einem süßen Menschen zu verbringen ...", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Ich bin mit meinem Papa immer aufs Land gefahren und dann haben wir uns die Sterne angesehen.", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Wenn ich mit dir zelte, kriege ich Sehnsucht nach dieser Zeit.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Das klingt jetzt vielleicht komisch, [pause]aber ...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "... manchmal glaube ich, dass die Leute \\\"begeistert\\\" mit \\\"glücklich\\\" verwechseln.", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Wer hätte gedacht, dass eine Beziehung so viele Kaffeepausen beinhalten würde?", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "Und es fühlte sich toll an, Teil davon zu sein. [pause]Es passierte vieles und ich konnte bei all dem mitmachen.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Ich glaube, damals dachte ich, dass mich das glücklich macht. [pause]Aber ... [pause]das war wohl kein Glücksgefühl.", - "INTRO_KAYLEIGH35": "U-Und es ist sicher! Na ja, mal abgesehen von den Monstern ...", - "INTRO_KAYLEIGH35_OPTION1": "Wie das, gegen das wir gekämpft haben?", - "INTRO_KAYLEIGH35_OPTION2": "Wie auf dem Kassettenspieler?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "Essen gibt es genug in Hafenstadt, aber die Optionen sind eingeschränkt.", - "HARBOURTOWN_NPC_6_DIALOGUE2": "Ich hatte schon ewig keine Ente mehr ...", - "HARBOURTOWN_NPC_7_DIALOGUE3": "Das war schon toll.", - "HARBOURTOWN_NPC_7_DIALOGUE1": "Das Leben in Hafenstadt ist beschaulich, [pause]aber mir fehlt die Großstadt ...", - "HARBOURTOWN_NPC_7_DIALOGUE2": "In überhitzten Zügen zur Arbeit fahren, [pause]teures Essen im Supermarkt kaufen, [pause]einen Großteil meines Lohns für die Miete zahlen ...", - "HARBOURTOWN_NPC_8_DIALOGUE1": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Ich muss schneller werden, wenn ich diese Krabbenmonster hinter mir lassen will ...", - "HARBOURTOWN_NPC_8_DIALOGUE2": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Meine beste Rundenzeit reicht noch nicht, um diesen Kugelmonstern davonzulaufen ...", - "HARBOURTOWN_NPC_8_DIALOGUE4": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Ich muss noch schneller werden, wenn ich diesen maskierten Schlangenbestien davonlaufen will ...", - "HARBOURTOWN_NPC_8_DIALOGUE3": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Ich brauche mehr Kardiotraining, wenn ich diesen gestiefelten Kobolden aus dem Weg gehen will ...", - "HARBOURTOWN_NPC_8_DIALOGUE5": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Ich muss noch schneller werden, wenn ich diesen riesigen Mottenkreaturen davonlaufen will ...", - "HARBOURTOWN_NPC_13_DIALOGUE4": "Ich könnte rübergehen, [pause]aber irgendwie finde ich es mittlerweile gut, nur hier zu stehen.", - "HARBOURTOWN_NPC_8_DIALOGUE6": "Na ja ... [pause]Ich glaube, bei Langstrecken werde ich besser. [pause]Die Anstrengungen machen sich bezahlt!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "... die Ranger beliefern uns seit einiger Zeit mit Sachen aus der verlassenen Mall im Norden. [pause]Ich wasche und bessere sie nur aus.", - "HARBOURTOWN_NPC_9_DIALOGUE1": "Ich würde dir ja gerne sagen, dass die ganze Kleidung in Hafenstadt von mir ist, [pause]aber ...", - "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe ist meine Heldin. [pause]Wusstest du, dass sie die Erste war, die auf dieser Insel ein Monster mit einem Kassettenspieler aufgenommen hat?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe ist mein Favorit unter den Ranger-Captains, [pause]aber die anderen sind auch nicht übel.", - "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil hat den coolsten Modegeschmack von [wave amp=30 freq=10]allen[/wave] Rangern.", - "HARBOURTOWN_NPC_10_DIALOGUE3": "Jemand hat mir mal erzählt, dass es einen Roboter-Ranger-Captain gibt ... [pause]Das glaube ich aber nicht.", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "Na, wie geht's denn heute meinem [wave amp=30 freq=10]allergrößten[/wave] Fan?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "Na, wie geht's denn heute meinem [wave amp=30 freq=10]allergrößten[/wave] Fan?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "Oh, [pause]du schon wieder. [pause]Tut mir leid, bin beschäftigt.", - "HARBOURTOWN_NPC_3_DIALOGUE3": "Ähm, [pause]tut mir leid, ich habe zu tun. [pause]Jede Menge.", - "HARBOURTOWN_NPC_3_DIALOGUE2": "... [pause]Kenne ich dich?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "Ähm, [pause]ich glaube, du verwechselst mich mit jemandem. [pause]Ich glaube nicht, dass wir miteinander bekannt sind.", - "HARBOURTOWN_NPC_3_DIALOGUE6": "... [pause]Hi. [pause]Schön, dass du vorbeikommst.", - "HARBOURTOWN_NPC_3_DIALOGUE8": "Es kann schwierig sein, hier Freunde zu finden. [pause]Ich habe eigentlich mit, [pause]na ja, [pause]allen nur wenig gemeinsam. [pause]So ist das hier nun mal.", - "HARBOURTOWN_NPC_3_DIALOGUE7": "Tut mir leid, falls ich unhöflich war. [pause]Bei Fremden halte ich mich immer erst ein bisschen zurück. [pause]Aber mittlerweile sind wir ja keine Fremden mehr, oder?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "Ich, äh, [pause]habe noch gar nicht gefragt, wie du heißt. [pause]{player}? [pause]Hoffentlich hast du einen schönen Tag, {player}.", - "HARBOURTOWN_NPC_3_DIALOGUE10": "Schön, [pause]äh, [pause]dich wiederzusehen, {player}.", - "HARBOURTOWN_NPC_4_DIALOGUE1": "Dieses ganze \\\"Kassetten-Transformationsding\\\" ist noch neu für dich, was? [pause]Hier ein kleiner Ratschlag.", - "HARBOURTOWN_NPC_4_DIALOGUE2": "Das Wichtige ist, nicht daran zu denken, wie es funktioniert. [pause]Eigentlich ergibt es überhaupt keinen Sinn.", - "HARBOURTOWN_NPC_4_DIALOGUE3": "Aber es [wave amp=30 freq=10]funktioniert[/wave]. [pause]Also akzeptiere es einfach.", - "HARBOURTOWN_NPC_5_DIALOGUE1": "Bist du neu hier eingetroffen? [pause]Ich bin schon seit 20 Jahren hier.", - "HARBOURTOWN_NPC_5_DIALOGUE3": "Tja, [pause]ich [wave amp=30 freq=10]denke[/wave] kaum noch daran, dass ich auf einer von riesigen Monstern bewohnten Insel lebe.", - "HARBOURTOWN_NPC_5_DIALOGUE2": "Irgendwann werden das Neue und Seltsame hier einfach Teil des alltäglichen Lebens.", - "HARBOURTOWN_MERCHANT_6": "Komm morgen wieder, dann habe ich frische neue Sticker!", - "HARBOURTOWN_MERCHANT_5.n": "Du solltest passive Aktionen nicht unterschätzen! Hier, schau dir meine heutige Stickerauswahl an!", - "HARBOURTOWN_MERCHANT_5.f": "Du solltest passive Aktionen nicht unterschätzen! Hier, schau dir meine heutige Stickerauswahl an!", - "HARBOURTOWN_MERCHANT_NAME_1": "Angriffssticker-Händler", - "HARBOURTOWN_MERCHANT_NAME_2": "Unterstützungssticker-Händlerin", - "STICKER_MERCHANT_NOTE1": "Der Händler, der diesen Stand betreibt, hat eine Notiz hinterlassen.", - "HARBOURTOWN_MERCHANT_NAME_3": "Passivsticker-Händler", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Oh, [pause]genau, du bist das neue Gesicht! [pause]Schön, dich wiederzusehen!", - "STICKER_MERCHANT_NOTE2": "\\\"Ich bin im Park, um Inspirationen zu finden. Schickt Hilfe, wenn ich nicht bald zurück bin!\\\"", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Tut mir leid. [pause]Wenn du den Aufzug benutzen willst, musst du später wiederkommen – ich führe gerade einige seit Langem überfällige Reparaturen durch.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Tut mir leid. [pause]Wenn du den Aufzug benutzen willst, musst du später wiederkommen – ich führe gerade einige seit Langem überfällige Reparaturen durch.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Tut mir leid. [pause]Wenn du den Aufzug benutzen willst, musst du später wiederkommen – ich führe gerade einige seit Langem überfällige Reparaturen durch.", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Bist du neu hier auf der Insel? [pause]Das sieht man dir sofort an!", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Bist du neu hier auf der Insel? [pause]Das sieht man dir sofort an!", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Bist du neu hier auf der Insel? [pause]Das sieht man dir sofort an!", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Oh, [pause]genau, du bist das neue Gesicht! [pause]Schön, dich wiederzusehen!", - "HARBOURTOWN_STATION_KAYLEIGH8": "Hörst du mich, {player}? Das ist nicht das Ende! Das kann es nicht sein!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "Wir werden gegen dieses Ding kämpfen, und zwar GEMEINSAM!", - "HARBOURTOWN_STATION_KAYLEIGH9": "Ich weigere mich!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "Wir werden gegen dieses Ding kämpfen, und zwar GEMEINSAM!", - "HARBOURTOWN_STATION_KAYLEIGH11": "Wie ... [pause]haben wir ...?", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "Ich weiß es nicht ...", - "HARBOURTOWN_STATION_MORGANTE12": "GENUG. MEINE ZEIT NÄHERT SICH DEM ENDE.\\n\\nWARUM BIST DU AN DIESEN JÄMMERLICHEN ORT GEKOMMEN?", - "HARBOURTOWN_STATION_MORGANTE13": "ICH VERSTEHE.\\n\\nES GIBT EINEN WEG. NIEMAND AUSSER MIR KENNT IHN.", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "Ich will von dieser Insel runter!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "Ich will nach Hause!", - "GAME_OVER_FIRST_PENSBY1.n": "Ah, du bist wach. Ein Glück, dass dich jemand in einem Stück in meine Klinik gebracht hat!", - "GAME_OVER_EUGENE1.m": "... Und da ist er! Also, {player}, los geht's!", - "CAPTAIN_READY_CHECK.f": "Bist du bereit, gegen {pawn} zu kämpfen?", - "CAPTAIN_WALLACE_POST_REWARD1": "Ich bin auf dieses seltene Material gestoßen, als ich den Park für ein Bauprojekt begutachtet habe. Im Rathaus kriegst du dafür nette Sachen.", - "CAPTAIN_WALLACE_POST_BATTLE2": "Nicht schlecht – das hier hast du dir verdient.", - "CAPTAIN_WALLACE_INTRO1": "Weißt du, was uns [wave amp=30 freq=10]wirklich[/wave] von den Monstern unterscheidet?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Ich könnte dir eine Demonstration geben, wenn du meinst, dass du dafür bereit bist. [pause]Du bist doch der neue Ranger-Auszubildende, oder? Bist du auf der Suche nach einem Kampf, um dich zu beweisen?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Ich könnte dir eine Demonstration geben, wenn du meinst, dass du dafür bereit bist. [pause]Du bist doch der neue Ranger-Auszubildende, oder? Bist du auf der Suche nach einem Kampf, um dich zu beweisen?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "Dann lassen wir es mal krachen! [pause]Falls du erwartest, dass ich mich zurückhalte, weil ich ein Ranger-Captain bin, hast du dich getäuscht. Dich erwartet ein [shake rate=30 level=10]richtiger Kampf![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Noch nicht so ganz bereit? [pause]Ich werde es dir nicht ankreiden!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Hallo noch mal! [pause]Willst du deiner lieben Freundin Penny einen Besuch abstatten? [wave amp=30 freq=10]Ohhh[/wave], das wäre doch nicht nötig gewesen!", - "CAPTAIN_DREADFUL_POST_BATTLE1": "Ich bin mächtig beeindruckt. [pause]Selbst dass ich mich von der Ebene der Sterblichen entfernt habe, hat nicht gereicht, um dich zu besiegen.", - "CAPTAIN_DREADFUL_POST_BATTLE2": "Hier ist deine Belohnung für den Sieg über die [wave amp=30 freq=10]unsterbliche Penny Dreadful![/wave]", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Hallo noch mal! [pause]Willst du deiner lieben Freundin Penny einen Besuch abstatten? [wave amp=30 freq=10]Ohhh[/wave], das wäre doch nicht nötig gewesen!", - "CAPTAIN_DREADFUL_POST_REWARD2": "... Ich bin mir nicht [wave amp=30 freq=10]ganz[/wave] sicher, was das bedeutet, [pause]aber es klingt tiefsinnig!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Hallo noch mal! [pause]Willst du deiner lieben Freundin Penny einen Besuch abstatten? [wave amp=30 freq=10]Ohhh[/wave], das wäre doch nicht nötig gewesen!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Sieh einer an, [pause]wenn das mal nicht unser [wave amp=30 freq=10]neuester[/wave] Ranger-Captain ist. [pause]Wolltest du heute groß mit mir ausgehen?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "Fabelhaft! [pause]Dann erhöhen wir doch mal den Druck!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Sieh einer an, [pause]wenn das mal nicht unser [wave amp=30 freq=10]neuester[/wave] Ranger-Captain ist. [pause]Wolltest du heute groß mit mir ausgehen?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Sieh einer an, [pause]wenn das mal nicht unser [wave amp=30 freq=10]neuester[/wave] Ranger-Captain ist. [pause]Wolltest du heute groß mit mir ausgehen?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "Oder vielleicht ist es auch was anderes. [pause]Bist du hier, um noch mal mit mir in den Ring zu steigen?", - "CAPTAIN_GLADIOLA_INTRO3": "Ein Großteil dieser Hölle, in der wir gefangen sind, ist uns unbekannt.", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Noch nicht so ganz bereit? [pause]Ich werde es dir nicht ankreiden!", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "Also gut! [pause]Da wir auf Augenhöhe sind, kannst du dich darauf einstellen, dass ich mich diesmal nicht zurückhalte!", - "CAPTAIN_DREADFUL_POST_REMATCH2": "Allerdings weiß ich nicht, was. [pause]Den Teil überlasse ich dir.", - "CAPTAIN_DREADFUL_POST_REMATCH1": "Du hast schon wieder gewonnen. Ich schätze, daraus können wir beide was lernen!", - "CAPTAIN_LODESTEIN_INTRO5": "Soll ich dir ein Geheimnis verraten? [pause]Mit diesen Pylonen machen wir Energie für das Stromnetz der Stadt nutzbar, haben aber [wave amp=30 freq=10]keine Ahnung[/wave], wie sie funktionieren.", - "CAPTAIN_LODESTEIN_INTRO4": "Levi Lodestein. [pause]Ich arbeite bei den Rangern, damit das Licht an bleibt.", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Wenn du Interesse hast, auf der Insel zu helfen, sprich doch mit Ianthe. Sie dürfte gerade irgendwo im Park von Neu Wirral sein.", - "CAPTAIN_LODESTEIN_INTRO7": "Aber auf der Erde würden sie niemals funktionieren. [pause]Keine Chance. [pause]So funktioniert die Atmosphäre dort nicht.", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Aber genug von dem Technikkauderwelsch. [pause]Du möchtest meine Ranger-Captain-Herausforderung annehmen, stimmt's?", - "CAPTAIN_LODESTEIN_INTRO6": "Wenn ich raten müsste, würde ich sagen, dass es hier auf Neu Wirral eine spezielle Form von Hintergrundelektrizität gibt, die diese Pylone leiten und speichern können ...", - "CAPTAIN_CLEEO_INTRO4": "Die Münze einwerfen?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Willkommen, [pause]Kunde, [pause]im \\\"Pharaoh's Emporium\\\" in Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]Ich bin Clee-O und werde heute Abend Ihr Service-Mechanoid sein![/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Willkommen, [pause]Kunde, [pause]im \\\"Pharaoh's Emporium\\\" in Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Warum haben meine feigen Erschaffer einen solch schwerwiegenden Makel in meine Hardware eingebaut? [pause][shake rate=30 level=10]Hatten sie Angst, dass ich mich erheben und sie stürzen würde, wie sie es verdient hätten?![/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Tut mir leid, ich wollte nicht feindselig werden. [pause]Ianthe hat mich dazu animiert, meinen früheren Groll gegen die Menschheit auf gesündere Weise zu verarbeiten.[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Du hättest bestimmt nicht erwartet, dass eine Blechbüchse wie ich Kassetten benutzen kann, was? [pause]Und wie sich herausgestellt hat, machen mich die ganzen Glücksspieldaten in meinen Speicherbänken zu einer ziemlich guten Strategin.[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]Wie auch immer, ich bin Clee-O, [pause]einer der Ranger-Captains hier auf Neu Wirral.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Komm doch mal vorbei, falls du eine Ausbildung zum Ranger anfängst. Dann können wir RICHTIG spielen.[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "Aber Bruder Cooper hat einen anderen Weg gefunden, Neu Wirral zu verlassen, [shake rate=30 level=10]so viel steht fest[/shake]!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "So habe ich es zumindest gehört. [pause]Keiner der Songs ist hier auf Neu Wirral verfügbar, also kann ich nicht sagen, ob man mich nur auf den Arm genommen hat ...", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Halt dich bitte zurück, okay? Ich bin gerade erst neu bei diesem Kinder-des-Kummers-Kult und will vor den anderen nicht schlecht dastehen.", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Warte kurz. Ich muss eben in meinem Buch nachsehen, was ich machen soll, wenn ich besiegt werde.", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Vielleicht bin ich doch nicht kultig genug dafür ...", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Haha, ich wollte schon immer mal zu einem bösen Kult! Jetzt kann ich es endlich!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Irgendwie glaube ich, dass du keine Probleme haben wirst ...", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Wuff!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Hey! Du da! Hier ist es nicht sicher!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Obwohl, wenn man so darüber nachdenkt, mussten Billiarden sterben, damit die Menschen sich weiterentwickeln und überleben konnten. Die Natur ist eine gnadenlose, blutrünstige Bestie.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Whoa,[/wave] [pause]tut mir leid! Ich hatte mich total in der Pombomben-Kassette verloren.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Also, wo habe ich den Knochen vergraben ...?", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Wie ich hörte, war das früher mal ein Fluss, also bin ich vorbeigekommen, um ihn wieder zu füllen!", - "OVERWORLD_4_-5_BATTLER_NAME": "Wolf", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "Die Erde wird sich um uns kümmern, wenn wir sie nur lassen.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Meine Lieblingsbands sind The Why, Schroedinger's Martyr und Flesh Cage. Mach dich bereit für ein bisschen [shake rate=30 level=10]Heavy Metal![/shake]", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Ah, meine Kehle ist so was von trocken ... Tut mir leid, Ökosystem – du musst warten, bis ich wieder gefüllt bin.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Meine Lieblingsbands sind The Why, Schroedinger's Martyr und Flesh Cage. Mach dich bereit für ein bisschen [shake rate=30 level=10]Heavy Metal![/shake]", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Meine Lieblingsbands sind The Why, Schroedinger's Martyr und Flesh Cage. Mach dich bereit für ein bisschen [shake rate=30 level=10]Heavy Metal![/shake]", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Oh Mann, du hast mir voll in den [wave amp=30 freq=10]Bass[/wave] getreten ...", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Ich dachte, die Erde würde mir helfen, zu gewinnen ...", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "Wir können uns nicht darauf verlassen, dass uns eine Kraft von außen rettet – und schon gar nicht ein launischer, gesichtsloser und gleichgültiger Planet.", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "Wir Menschen müssen aufeinander aufpassen, da es sonst niemand tut!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Nicht weit von hier ist ein Zeltplatz, aber sehen wir erst mal, wie gut du bist!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Nicht weit von hier ist ein Zeltplatz, aber sehen wir erst mal, wie gut du bist!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Nicht weit von hier ist ein Zeltplatz, aber sehen wir erst mal, wie gut du bist!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Hey! [pause]Könntest du dich mal kurz auf diesen Schalter stellen?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Wenn du weiter nach Westen gehst, kommst du zum Zeltplatz. Den kannst du nicht verfehlen!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Manche vermuten, dass man zum Schatz geführt wird, wenn man sich in der richtigen Reihenfolge auf die Schalter stellt und allen Wegweisern folgt.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Das ist der erste \\\"bewegliche Wegweiser\\\", wie die Ranger ihn nennen.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Andere sagen, dass man dann nur in einem großen Kreis läuft.", - "DIOGENES_NAME": "Diogenes", - "DIOGENES_POST_BATTLE": "Wenn doch nur dieser große Idiot Platon diese Insel sehen könnte. \\\"Der Mensch ist ein zweibeiniges, federloses Geschöpf\\\" – ha, von wegen!", - "DIOGENES_PRE_BATTLE": "Seht, welch ein Mensch!", - "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Habe ich dich zum Springen gebracht?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Ich muss noch an dem Satz arbeiten ...", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Habe ich dich zum Springen gebracht?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Habe ich dich zum Springen gebracht?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Wusstest du, dass der Aufziehrobin und das Rattkussell natürliche Feinde sind?", - "DIVEAL_KEEPER_POST_BATTLE2": "Tja, da du schon mal hier bist, nimm doch einen meiner Tauchhunde auf. Du kannst ihre Schwimmfähigkeiten benutzen!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Die Tatsache, dass der Aufziehrobin und das Rattkussell natürliche Feinde sind, muss der Grund dafür sein, dass sie nicht besonders gut zusammen funktionieren.", - "ZHUANGZI_POST_BATTLE2": "Ich weiß nicht, ob ich ein Mensch war, der träumte, eine Dominotte zu sein, oder ob ich jetzt eine Dominotte bin, die träumt, dass sie ein Mensch ist.", - "ZHUANGZI_POST_BATTLE1": "Wuh? Ah ...", - "ZHUANGZI_NAME": "Zhuangzi", - "DIVEAL_KEEPER_NAME": "Tauchana", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "[wave amp=30 freq=10]Cool[/wave], dich kennenzulernen! Lust auf ein Duell?", - "DIVEAL_KEEPER_POST_BATTLE1": "Oh, da bin ich ins Schwimmen geraten ...", - "DIVEAL_KEEPER_PRE_BATTLE1": "Meine Tauchhunde mögen dich.", - "DIVEAL_KEEPER_PRE_BATTLE2": "Jetzt muss ich gegen dich kämpfen, um meinen Status als ihr Alphatier beizubehalten!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Autsch – du bist ja eiskalt![/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Wenn du eine Rate für dein Haus nicht bezahlst, frieren wir dein Vermögen ein![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Ich bin hergekommen, weil es hier eine Bank geben sollte, aber ich sehe nur einen Fluss.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Wir haben hier was richtig Heißes für dich! Für begrenzte Zeit erlassen wir dir 100 Prozent ... von deiner Gesundheitsleiste![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Na ja, wenigstens kann ich die Einnahmen fließen lassen.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Autsch. Danke für deinen ... Besuch.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Autsch. Danke für deinen ... Besuch.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "[wave amp=30 freq=10]Cool[/wave], dich kennenzulernen! Lust auf ein Duell?", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Autsch. Danke für deinen ... Besuch.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "[wave amp=30 freq=10]Cool[/wave], dich kennenzulernen! Lust auf ein Duell?", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Eis... kalt ...[/wave]", - "DARWIN_NAME": "Darwin", - "DARWIN_PRE_BATTLE2": "Verwandeln wir uns!", - "DARWIN_POST_BATTLE1": "Ich glaube, wir haben nicht mehr nachgesehen, ob unter dem Bett Monster sind, als wir erkannten, dass sie in uns waren.", - "DARWIN_PRE_BATTLE1": "Diese Insel hat mich gelehrt, dass weder die stärkste noch die intelligenteste Spezies überlebt, sondern die anpassungsfähigste.", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", - "DARWIN_POST_BATTLE2": "Aber was sagt das über diese Insel aus? Sind diese Monster in uns Gott oder sind wir einfach nur unter seinem Bett – aus den Augen und aus dem Sinn?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Wir sind dieselben, aber aus anderen Welten. Soweit wir das sagen können, sind unsere Leben gleich verlaufen, bis wir hierherkamen.", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "Wir sehen zwar gleich aus, sind aber keine Zwillinge!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "Wir sehen zwar gleich aus, sind aber keine Zwillinge!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Weißt du, wie ich zurück zum Rendlesham Forest komme?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "Dann sitze ich wohl hier fest.", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Halt! Nenne deinen Namen und deine Zugehörigkeit!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Halt! Nenne deinen Namen und deine Zugehörigkeit!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Halt! Nenne deinen Namen und deine Zugehörigkeit!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Ich habe meine Einheit verloren. Wir haben den Wald in der Nähe unserer Basis in Suffolk durchkämmt. Ich wurde getrennt, als ich auf Autopilot war, und fand mich dann hier wieder. Keine Ahnung, was passiert ist.", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Willst du wissen, woher deine Kassetten stammen? Dann musst du mich zuerst besiegen!", - "DECARTES_NAME": "Descartes", - "DECARTES_POST_BATTLE": "Ich habe jeden Fehler begangen, den ich begehen konnte. Aber ich habe einfach weitergemacht.", - "DECARTES_PRE_BATTLE": "Es reicht nicht aus, eine gut funktionierende Kassette zu haben; das Wichtigste ist, sie auch gut zu nutzen.", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Seit Nyxon den Ghulstandard abgeschafft hat, haben wir nicht mehr so einen Run auf Immobilien gesehen![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]Neu Wirrals auf Tausch und Gefallen basierende Wirtschaft ist ja ganz nett, wird aber nicht von Dauer sein.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Die Makler möchten Neu Wirral helfen, zu einer entwickelten Nation zu werden. Der erste Schritt besteht darin, eine Währung einzuführen.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Die Bevölkerung von Neu Wirral wächst immer weiter an, aber niemand hat daran gedacht, neue Häuser zu bauen. Perfekt![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]Die bei den Maklern beliebteste Option besteht darin, sie an den Wert der Seele zu binden – einer in unserer Heimat enorm seltenen Ressource.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Wenn du möchtest, kannst du deine Seele bei uns als gesetzliches Zahlungsmittel hinterlegen.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Was bringt es denn, wenn die Oberschicht nicht wie aus dem Nichts Billiarden von Gefallen drucken kann?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Kapital ist enorm wichtig. Es gibt kapitale Fänge ... Kapitalverbrechen ... Großkapital ... Greif zu![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Uns wirst du nicht aufhalten![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "Die Kassetten und Kassettenspieler stammen aus der Mall da vorne. Die ist vor ein paar Jahren einfach so erschienen! Seitdem besorgen die Ranger dort ihre Vorräte, also dürften nicht mehr viele da sein.", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Aber wie ich gehört habe, spukt es dort ... Was meinst du?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Ach, du meine Güte, mit deiner Aura liegt aber einiges im Argen. Bist du krank?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Ach, du meine Güte, mit deiner Aura liegt aber einiges im Argen. Bist du krank?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Vielleicht war es doch nicht deine Aura. Vielleicht waren es einfach nur meine Augen ...", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Ach, du meine Güte, mit deiner Aura liegt aber einiges im Argen. Bist du krank?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "Nein? Das solltest du aber sein!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Was hast du für ein Problem? Das ist absolut legal! Immerhin sind das nur Mieter ... [pause]Die gehören uns.[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Darin wohnt zwar noch eine Familie, aber die könnten wir für dich rauswerfen ... [pause]Warum ziehst du denn so ein Gesicht?[/wave]", - "ARISTOTLE_NAME": "Aristoteles", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "Ich kann mich nicht mal an diesen Mann erinnern, aber er weiß offenbar, wer ich bin ...", - "ARISTOTLE_PRE_BATTLE": "Glück liegt in tugendhafter Aktivität und das absolute Glück liegt in der besten Aktivität, dem Kämpfen!", - "ARISTOTLE_POST_BATTLE": "Autsch! Das Ziel der Weisen ist es nicht, den Genuss zu gewährleisten, sondern Schmerzen zu vermeiden.", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]Ich glaube, wir haben das perfekte Haus für dich![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]Ich glaube, wir haben das perfekte Haus für dich![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]Ich glaube, wir haben das perfekte Haus für dich![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Wir können dir auch helfen, für deinen Hauskauf etwas liquider zu werden![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Wir Makler schwimmen auch gerne – außer in Weihwasser ...[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Findest du nicht, dass diese Verkehrskrabbenstatuen ein bisschen seltsam aussehen?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Aus dem Weg! Ich führe hier wichtige Forschung durch!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Frag nicht, wo ich meine Kassetten aufbewahre!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "Ich bewahre meine Kassetten natürlich in meinem wasserdichten Rucksack auf!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Ich höre mir gerne Geschichten über Black-Swan-Ereignisse an, die die Leute in ihren Heimatwelten hatten.", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "Ich habe schon alle möglichen Geschichten gehört: über faschistische Aufstände, Pandemien, Weltkriege, unkontrollierbaren Klimawandel, durch Mikroplastik hervorgerufene ökologische Katastrophen ...", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Stell dir nur mal eine Welt vor, in der das alles gleichzeitig passieren würde. Die wäre dem Untergang geweiht!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Black-Swan-Ereignisse sind wichtige historische Zwischenfälle, die überraschend auftreten und alles verändern.", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Mein Lieblings-Black-Swan-Ereignis ist der Haimännerkrieg von 2023. Das hätten sie aber wirklich kommen sehen müssen!", - "COMMUNE_CULTIST_1_NAME": "Scharfäugiger Kultist", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "Was machst du hier? Warum bist du nicht ...?", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "Moment mal, [pause]bist du das, Kayleigh?! Du bist eine Deserteurin!", - "COMMUNE_CULTIST_1_POST_BATTLE": "Argh ... [pause]Deserteurin ...", - "COMMUNE_CULTIST_1_FRIENDLY3": "Du weißt ja, wie so was außer Kontrolle geraten kann!", - "COMMUNE_CULTIST_1_FRIENDLY2": "Ist nichts Persönliches. Wir waren nur ziemlich damit beschäftigt, zur Göttlichkeit aufzusteigen.", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Na los, gehen wir weiter.", - "COMMUNE_CULTIST_1_FRIENDLY1": "Entschuldige bitte die ganzen Feindseligkeiten.", - "COMMUNE_CULTIST_2_NAME": "Wütende Kultistin", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "Was führt Dorian im Schilde? Ich mache mir Sorgen ...", - "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian hat erwartet, dass es vor der Zeremonie Ärger gibt, also habe ich Wache gehalten!", - "COMMUNE_CULTIST_2_POST_BATTLE": "Ich soll ... [shake rate=30 level=10][pause]Wache ... [pause]halten ...[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "Argh. Der totale Betrug.", - "COMMUNE_CULTIST_2_FRIENDLY1": "Bruder Coopers \\\"Schlangengott\\\" war also irgendein verkorkstes Monster?", - "COMMUNE_CULTIST_3_NAME": "Eifriger Kultist", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "Ihr da! Ihr tragt eure Roben nicht!", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "Seid ihr Außenstehende, die die Zeremonie sabotieren wollen?!", - "COMMUNE_CULTIST_3_POST_BATTLE": "Ihr werdet uns ... [pause][shake rate=30 level=10]nicht aufhalten[/shake] ...", - "COMMUNE_CULTIST_3_FRIENDLY2": "Vielleicht mache ich was anders ... Zum Beispiel Holzarbeiten ...", - "COMMUNE_CULTIST_3_FRIENDLY1": "Der Weg des Kinds des Kummers scheint eine Sackgasse zu sein, was?", - "COMMUNE_CULTIST_4_NAME": "Besorgte Kultistin", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "Bist d-du ein Eindringling?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "Bist d-du ein Eindringling?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian wird voll sauer auf mich sein, wenn ich es nicht schaffe, dich aufzuhalten!", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "Bist d-du ein Eindringling?", - "COMMUNE_CULTIST_4_FRIENDLY1": "Diese \\\"Erzengel\\\" leben also unter der Insel ... und haben nichts für die Menschen übrig ...", - "COMMUNE_CULTIST_4_POST_BATTLE": "Jetzt stecke ich richtig in Schwierigkeiten ...", - "COMMUNE_CULTIST_4_FRIENDLY2": "Das jagt mir noch mehr Angst ein als Dorian!", - "COMMUNE_CULTIST_5_NAME": "Freundliche Kultistin", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "Hey, neue Freunde!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "Bedauerlicherweise ist es der Wille des [wave amp=30 freq=5]Schlangengottes[/wave], dass ich unsere Gemeinde gegen Außenstehende verteidige.", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "Aber das ist wirklich nichts Persönliches!", - "COMMUNE_CULTIST_5_FRIENDLY1": "Jetzt, da wir versuchen, uns mehr in den Rest der Insel zu integrieren ...", - "COMMUNE_CULTIST_5_POST_BATTLE": "Nichts ... [pause]Persönliches ...", - "COMMUNE_CULTIST_5_FRIENDLY2": "... sollte ich daran arbeiten, bedeutsamere Verbindungen zu den Leuten einzugehen!", - "COMMUNE_CULTIST_6_NAME": "Lauter Kultist", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]DIE KINDER DES KUMMERS HABEN DIE PFLICHT, AUSSENSTEHENDE ABZUWEHREN![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]DU TRÄGST DAS GEWAND DES KINDS DES KUMMERS NICHT ...[/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]DAHER MUSST DU BEZWUNGEN WERDEN![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]DAHER MUSST DU BEZWUNGEN WERDEN![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]ES TUT MIR LEID, DASS WIR DEINESGLEICHEN GEGENÜBER SO FEINDSELIG WAREN![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "Bruder Cooper ... Es tut mir leid ...", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]DAHER MUSST DU BEZWUNGEN WERDEN![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]ES TUT MIR LEID, DASS WIR DEINESGLEICHEN GEGENÜBER SO FEINDSELIG WAREN![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]ES TUT MIR LEID, DASS WIR DEINESGLEICHEN GEGENÜBER SO FEINDSELIG WAREN![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "Introspektiver Kultist", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "Hm ... Die transformative Kraft der Kassette hat eine große symbolische Bedeutung.", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]WIR HABEN ES EINFACH ETWAS ÜBERTRIEBEN![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "Die vier Seiten ihrer rechteckigen Form passen zu den vier Seiten des Menschen ...", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "Vorne, hinten, links und rechts.", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "Wie auch immer, ich sollte wahrscheinlich versuchen, dich aufzuhalten.", - "COMMUNE_CULTIST_7_POST_BATTLE": "Kassetten ... sind ... interessant ...", - "COMMUNE_CULTIST_7_FRIENDLY1": "Kassetten haben eine A- und B-Seite ...", - "COMMUNE_CULTIST_7_FRIENDLY2": "Genau wie bei der Dualität des Menschen ...", - "COMMUNE_CULTIST_8_NAME": "Hungriger Kultist", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "Mann, nach der ganzen Graberei habe ich mächtig Hunger.", - "COMMUNE_CULTIST_8_POST_BATTLE": "Ich will doch nur ... ein Sandwich ...", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "Und jetzt muss ich auch noch mit leerem Magen gegen dich kämpfen! Argh!", - "COMMUNE_CULTIST_8_FRIENDLY": "Gibt es in Hafenstadt gutes Essen? Ich frage für meinen Magen.", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "Vielleicht kann ich mich ihm gegenüber beweisen, indem ich dich besiege!", - "COMMUNE_CULTIST_9_NAME": "Missmutige Kultistin", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "Nach dieser ganzen [wave amp=30 freq=5]Graberei[/wave]! Ich bin das [wave amp=30 freq=5]hingebungsvollste[/wave] Kind des Kummers!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "Unglaublich, dass mich Bruder Cooper in den Wachdienst gesteckt hat.", - "OFFICE_2_FELIX": "Die Ästhetik hat was. Sieht ziemlich nach Arbeit aus, die die Seele vernichtet.", - "COMMUNE_CULTIST_9_POST_BATTLE": "Ich bin nicht ... gut ... genug ...", - "COMMUNE_CULTIST_9_FRIENDLY1": "Unfassbar, dass ich so an Bruder Cooper geglaubt habe und er dann einfach aufgelöst wird.", - "COMMUNE_CULTIST_9_FRIENDLY2": "Wie peinlich ...", - "COMMUNE_CULTIST_MERCHANT_NAME": "Kultistenhändler", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Im Rahmen eines kulturellen Austauschprogramms von Schwester Jacqueline ...", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Vielen Dank.", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "... betreiben wir nun offiziell Handel mit Außenstehenden. Wirf gerne einen Blick auf meine Waren.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Vielen Dank.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Vielen Dank.", - "OFFICE_2_MEREDITH": "Hm ... Woher haben diese Typen überhaupt dieses ganze [wave amp=30 freq=20]Zeug[/wave]?", - "OFFICE_2_KAYLEIGH": "Wir lassen nicht zu, dass ihr Neu Wirral aufkauft!", - "OFFICE_2_VIOLA": "Eure üblen Machenschaften haben nun ein Ende, ihr Unholde!", - "OFFICE_2_EUGENE": "Entschuldigung, dass wir einfach so [wave amp=30 freq=20]reingeschneit[/wave] kommen!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Ihr jungen Leute seid so kurzsichtig ... Wisst ihr denn die Investmentgelegenheiten nicht zu schätzen, die wir euch eröffnen könnten?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]Ihr wollt doch nicht aus euren Wohnungen geworfen werden, oder?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Als potenzielle Mieter ist es in eurem Interesse, euch mit dem Maklerverband gut zu stellen.[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Wenn ihr nicht sofort verschwindet, werden wir eine Zwangsräumung durchführen müssen ...[/wave]", - "OFFICE_4_KAYLEIGH": "Das klingt für mich nach einer Drohung ...", - "OFFICE_4_MEREDITH": "Das ist aber ziemlich düster.", - "OFFICE_4_VIOLA": "Dein Blut ist bestimmt eiskalt, wenn du derartige Drohungen, ohne zu zögern, ausstoßen kannst.", - "OFFICE_4_EUGENE": "Wenn ihr denkt, ihr könnt uns [wave amp=30 freq=20]irgendwas[/wave] wegnehmen, würde ich vorschlagen, dass ihr eine [wave amp=30 freq=20]Neubewertung[/wave] durchführt!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugene wird sich freuen, dass wir diese Clowns vertrieben haben!", - "OFFICE_4_FELIX": "Da hat aber jemand Spaß an verhohlenen Drohungen.", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]Es gibt keinen Grund, den Fortschritt zu bekämpfen![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]Mit einem regulierten Wohnungsmarkt würde Neu Wirral einen Wachstumsboom erleben![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "Denen haben wir es aber gezeigt, was? Eugene wird zufrieden sein!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "Und noch ein Büro geräumt! [wave amp=30 freq=10]Gute Teamarbeit[/wave], {player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "War das das letzte geräumte Büro? Hoffen wir, dass sie [wave amp=30 freq=10]nicht wiederkommen[/wave]!", - "OFFICE_POSTBATTLE_MEREDITH1": "Die versuchen [wave amp=30 freq=10]ernsthaft[/wave], Neu Wirral aufzukaufen? Ich fühle mich auf jeden Fall nicht schlecht dabei, sie zu verprügeln – so viel steht fest.", - "OFFICE_POSTBATTLE_MEREDITH3": "Und noch ein Büro geräumt! Eugene dürfte es zu schätzen wissen, dass wir seine Arbeit für ihn machen.", - "OFFICE_POSTBATTLE_MEREDITH2": "Ich bin froh, dass es als Dienst an der Gemeinschaft angesehen wird, [wave amp=30 freq=10]denen richtig eine zu verpassen[/wave].", - "OFFICE_POSTBATTLE_MEREDITH4": "Oh, war das das letzte Büro, das geräumt werden muss? [pause]Ist [wave amp=30 freq=10]die ganze Sache[/wave] also vorbei?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Okay, gute Arbeit![/shake] Vielleicht wird diesen [shake rate=30 level=10]Parasiten[/shake] langsam bewusst, mit wem sie sich angelegt haben!", - "OFFICE_POSTBATTLE_EUGENE2": "Und noch ein Büro von diesen Widerlingen befreit! Gut gemacht, {player}!", - "OFFICE_POSTBATTLE_FELIX4": "Na los, verschwinden wir! Das war das letzte Bürohaus, das geräumt werden musste, oder?", - "OFFICE_POSTBATTLE_FELIX3": "Die waren ziemlich schnell weg, oder? Vielleicht ist ihnen klar geworden, dass sie total unterlegen waren.", - "OFFICE_POSTBATTLE_FELIX1": "Diese Typen verheißen nichts Gutes. Hoffen wir, dass sie nicht so schnell wiederkommen.", - "OFFICE_POSTBATTLE_EUGENE3": "Sie hatten keine [shake rate=30 level=10]Chance[/shake]!", - "OFFICE_POSTBATTLE_FELIX2": "Wie haben diese unheimlichen Maklertypen so etwas überhaupt [wave amp=30 freq=10]gebaut[/wave]?", - "OFFICE_POSTBATTLE_VIOLA2": "Das sind wirklich [wave amp=30 freq=10]unheimliche[/wave] Gestalten, nicht wahr?", - "OFFICE_POSTBATTLE_VIOLA1": "Diese Unholde sprachen schnell, aber flohen noch schneller.", - "OFFICE_POSTBATTLE_VIOLA3": "Ich bin froh, dass diese Unholde verschwunden sind.", - "OFFICE_POSTBATTLE_VIOLA4": "Diesen Unholden weine ich keine Träne nach. [pause]Sie werden sicherlich noch bedauern, uns eine derartige Feindseligkeit entgegengebracht zu haben.", - "OFFICE_POSTBATTLE_DOG1": "Die Makler sind geflohen ...", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Du bist aber sehr unkooperativ, junger Mann.[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]Jetzt werdet ihr die Arbeit einstellen, ihr Blutsauger![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "Angebot? Moment mal, was soll das ...?", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Hör dir doch erst einmal ... [pause][pause]unser Angebot an.[/wave]", - "OFFICE_1_LINE5_EUGENE": "... [pause]Wie meinst du das?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "Hat er gerade \\\"Angebot\\\" gesagt?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "Ich dachte, das wären ... Vampire.", - "OFFICE_1_LINE6_PLAYER_OPTION2": "Hast du nicht angedeutet, es wären Vampire?", - "OFFICE_1_LINE7_EUGENE": "Das [wave amp=30 freq=20]sind[/wave] Vampire!", - "OFFICE_1_LINE8_EUGENE": "Na ja, [pause]sozusagen.", - "OFFICE_1_LINE9_EUGENE": "Ich würde sagen, die sind SCHLIMMER als Vampire ...", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]Der Maklerverband möchte nichts weiter, als langfristig einen Wohnungsmarkt auf Neu Wirral aufbauen.[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]Das sind Makler![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Wer jetzt kauft, kann einen bedeutenden Profit mit Neuankömmlingen machen, die eine Unterkunft brauchen.[/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Da es auf Neu Wirral keine Währung gibt, entwickeln wir gerade sogar einen vielversprechenden Plan zur Zwangsenteignung.[/wave]", - "OFFICE_1_LINE14_EUGENE": "Ich habe genug gehört! [pause]Hafenstadt wird [shake rate=30 level=10]niemals[/shake] von euresgleichen aufgekauft werden!", - "OFFICE_1_LINE17_PLAYER_OPTION1": "Zeigen wir ihnen, aus welchem Holz wir geschnitzt sind!", - "OFFICE_1_LINE15_EUGENE": "{player} ...", - "OFFICE_1_LINE16_EUGENE.f": "Bist du bereit?", - "OFFICE_1_LINE16_EUGENE.m": "Bist du bereit?", - "OFFICE_1_LINE16_EUGENE.n": "Bist du bereit?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "Äh, na gut!", - "OFFICE_1_LINE19_EUGENE": "Ein kleiner Sieg, aber es gibt noch mehr zu tun.", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]Das Marktwachstum ist unvermeidlich. WIR sind unvermeidlich.[/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "Bist du dir sicher, dass sie wirklich so schlimm sind?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "So gefährlich klingen sie gar nicht ...", - "OFFICE_1_LINE21_EUGENE": "Diese \\\"Makler\\\" wollen von unserer kollektiven Not profitieren!", - "OFFICE_1_LINE23_EUGENE": "Aber ich habe vor, sie aufzuhalten – als [wave amp=30 freq=10]Verteidiger von Hafenstadt[/wave]!", - "OFFICE_1_LINE22_EUGENE": "Ich weiß nicht, wie sie hierhergekommen sind ...", - "OFFICE_1_LINE27_EUGENE": "Halt die Augen nach ihren anderen Festungen auf und hör dich in der Stadt nach aktuellen Gerüchten um.", - "OFFICE_1_LINE24_PLAYER": "Brauchst du Hilfe, \\\"Verteidiger von Hafenstadt\\\"?", - "OFFICE_1_LINE25_EUGENE": "...", - "OFFICE_1_LINE26_EUGENE": "Etwas Hilfe wäre sicher nicht schlecht, ja.", - "OFFICE_1_LINE29_EUGENE.m": "Jetzt kannst du die Dachfenster selbst öffnen.", - "OFFICE_1_LINE28_EUGENE": "Und nimm das hier.", - "OFFICE_1_LINE29_EUGENE.n": "Jetzt kannst du die Dachfenster selbst öffnen.", - "OFFICE_1_LINE29_EUGENE.f": "Jetzt kannst du die Dachfenster selbst öffnen.", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]Hm?![/shake] So leicht bin ich nicht zu besiegen!", - "KUNEKOS_RETURN_PRE_BATTLE.m": "Mit Schöpfer Felix befreundete Person! Ich habe trainiert und möchte dir zeigen, [shake rate=30 level=10]wie stark ich bin![/shake]", - "KUNEKOS_RETURN_PRE_BATTLE.f": "Mit Schöpfer Felix befreundete Person! Ich habe trainiert und möchte dir zeigen, [shake rate=30 level=10]wie stark ich bin![/shake]", - "KUNEKOS_RETURN_PRE_BATTLE.n": "Mit Schöpfer Felix befreundete Person! Ich habe trainiert und möchte dir zeigen, [shake rate=30 level=10]wie stark ich bin![/shake]", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "Na los, Kuneko! Ich weiß, dass du es draufhast!", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]Wäääh![/shake] Beim nächsten Mal besiege ich dich!", - "KUNEKOS_RETURN_TEAM_NAME.m": "Freund {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "Freund {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "Freund {name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} UND {partner.to_upper}.\\n\\nWIE PASSEND, DASS IHR GERADE DANN ERSCHEINT, WENN ICH EIN OPFER BRAUCHE.\\n\\nDIE MER-LINIE IST UNS HEUTE WOHLGESONNEN.", - "POSTGAME_MORGANTE_PRE_BATTLE2": "JETZT SCHAUT NICHT SO ERSTAUNT DREIN.\\n\\nES IST DOCH GANZ NORMAL, DASS ICH, DER GEIST DER REBELLION, MICH GEGEN DIEJENIGEN WENDE, DIE MICH BESCHWOREN HABEN.", - "POSTGAME_MORGANTE_POST_BATTLE": "EIN OPFER IST EIN OPFER. DAS RITUAL IST ABGESCHLOSSEN.\\n\\nDIE ERZENGEL SIND NACH NEU WIRRAL ZURÜCKGEKEHRT.", - "FARM_PUMPKIN_NO_JELLY": "Das ist aber ein niedlicher Kürbis!", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "Das ist aber ein niedlicher Kürbis! Deinen Düngschleim daraufgeben?", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Meredith\\n1967 – XXX A. D.\\nHätte an jenem Morgen im Bett bleiben sollen.\\\"", - "DUNGEON_MEADOW_NOTE_1": "\\\"Meine geschätzten Gäste, lasst euch das Essen schmecken, das ich für euch zubereitet habe. Ich werde [wave amp=30 freq=10]in Kürze[/wave] da sein, um euch zu begrüßen, also lauft nicht weg. Hehe!\\nAlice X\\\"", - "DUNGEON_MEADOW_NOTE_2": "\\\"Ich habe euch doch gesagt, ihr sollt nicht weglaufen! Ganz ehrlich, wo sind denn eure Manieren geblieben? Ihr solltet euch was schämen! Der Hutmacher mag es nicht, wenn man seine Teeparty stört, also bewegt euch nicht vom Fleck!\\nAlice XX\\\"", - "DUNGEON_MEADOW_EAT_ME": "Den Kuchen mit der Aufschrift \\\"Iss mich\\\" essen?", - "DUNGEON_MEADOW_NOTE_3": "\\\"Das hebe ich mir für später auf – das wird eine Überraschung für euch! Ein höflicher Gast würde es nicht anrühren. [wave amp=30 freq=10]Verliere deinen Kopf nicht, sondern benutze ihn[/wave]!\\nAlice XXXXX\\\"", - "DUNGEON_MEADOW_DRINK_ME": "Aus der Flasche mit der Aufschrift \\\"Trink mich\\\" trinken?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "Es ist wahrscheinlich nicht ratsam, noch größer zu werden.", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "Es ist wahrscheinlich nicht ratsam, noch kleiner zu werden.", - "DUNGEON_MEADOW_CHEST_CONFIRM": "Die Truhe öffnen?", - "DUNGEON_MEADOW_RED_QUEEN": "Das Damenskelett will deinen Kopf!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Hier liegt {player}.\\nGestorben in diesem Jahr A. D., Alter unbekannt.\\nRuhe in Frieden\\\"", - "DUNGEON_MEADOW_MAD_HATTER": "Du hast Monster bei ihrer Teeparty gestört!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Hier liegt {player}.\\nGestorben in diesem Jahr A. D., Alter unbekannt.\\nRuhe in Frieden\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Kayleigh, 1983 – ???\\nIst einem Dummkopf in ihr Verderben gefolgt, und zwar nicht zum ersten Mal.\\nRuhe in Frieden\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Kayleigh, 1983 – ???\\nIst einem Dummkopf in ihr Verderben gefolgt, und zwar nicht zum ersten Mal.\\nRuhe in Frieden\\\"", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Hier liegt {player}.\\nGestorben in diesem Jahr A. D., Alter unbekannt.\\nRuhe in Frieden\\\"", - "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Felix\\nRuhe in Frieden in dem Wissen, dass deine Freunde deinen Wünschen nachgekommen sind und deine peinlichsten Zeichnungen zerstört haben. Es wurde auch ein wenig gekichert.\\n1991 – jetzt\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Kayleigh, 1983 – ???\\nIst einem Dummkopf in ihr Verderben gefolgt, und zwar nicht zum ersten Mal.\\nRuhe in Frieden\\\"", - "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"Hier ruhet Viola.\\nGeboren 1575. Gestorben, wann auch immer heute ist.\\nSchmerzlich von ihrem Bruder vermisst.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Eugene, Beschützer von Hafenstadt.\\n2076 – NaN A. D.\\nGroße Klappe, nichts dahinter.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Hier liegt ein sehr braver Hund.\\nEr würde sich freuen, dass er im Tod zu dem geworden ist, was er am meisten geliebt hat: Knochen.\\nGeboren 14140 A. D. Gestorben, wann auch immer dieses Jahr in Hundejahren ist.\\\"", - "DUNGEON_GRAVEYARD_LM_1": "WAS FÜR EIN UNGLÜCKSELIGES ENDE FÜR EUCH.\\n\\nEINE TÖDLICHE SACKGASSE.", - "DUNGEON_GRAVEYARD_LM_2": "WENN IHR HIER UNTEN FALSCH ABBIEGT, LANDET IHR IM GRAB!\\nHAHAHAHAHAHAHA", - "DUNGEON_GRAVEYARD_LM_4": "EINE BELOHNUNG FÜR EURE MÜHEN. RUHT EUCH AUS, MÜDE REISENDE.", - "DUNGEON_GRAVEYARD_LM_3": "ZEIGT MIR, WIE SEHR IHR ÜBERLEBEN WOLLT.\\n\\nKÄMPFT UM EUER LEBEN!", - "DUNGEON_GRAVEYARD_LM_KILL": "AMÜSANT. ICH MÖCHTE MEHR DAVON SEHEN.", - "DUNGEON_GRAVEYARD_LM_5": "ICH HABE ES MIR ANDERS ÜBERLEGT.\\n\\nIHR KÖNNT EUCH AUSRUHEN, WENN IHR UNTER DER ERDE SEID.", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Solange Leute sterben, wird es eine Nachfrage nach Land zum Begraben der Toten geben.[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Eine garantierte Einnahmequelle![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Vielleicht sollte ich auf Friedhofswärter umsatteln.[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "DIESER ABGRUND SIEHT GANZ SCHÖN TÖDLICH AUS, NICHT WAHR? VORSICHT, FALLT NICHT HERUNTER!", - "DUNGEON_GRAVEYARD_LM_7": "WIE IST DAS DENN HERGEKOMMEN?\\nHAHAHAHAHAHA", - "DUNGEON_GRAVEYARD_LM_8": "DIE UHR SCHLÄGT MITTERNACHT. IHR MENSCHEN MÜSST ALLE IRGENDWANN DEM TOD INS AUGE SEHEN ...\\n\\nALSO LASST MICH NICHT WARTEN!", - "CULTIST_ENCOUNTER_KAYLEIGH1": "...", - "CULTIST_ENCOUNTER_KAYLEIGH2": "Reden wir ... [pause]ein andermal darüber, okay?", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Diese Person war aber ganz schön komisch.", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "Worüber hat diese Person geredet ...?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "U-Und danach wirst du mich vielleicht nicht mehr so toll finden. Tut mir leid.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Ich muss dir was erzählen.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Als ich nach Neu Wirral kam, habe ich nicht in Hafenstadt gewohnt.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Auf der Spitze des Herbsthügels gibt es noch eine Siedlung, [pause]an der Ostküste.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Morbidstadt. [pause]Da wohnen Menschen, die das Land bestellen, ihre Besitztümer teilen und all diese netten Sachen machen.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Du hast doch schon die Leute gesehen, die in den Roben mit Kapuze rumlaufen, oder?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Ja!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "So [wave amp=30 freq=30]eigenartig[/wave] war es da gar nicht, aber ...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Die sehen irgendwie suspekt aus.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Das sind sie auch. Und ich schätze ... [pause]ich war auch eine von ihnen.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Der Anführer, [pause]Dorian, [pause]ist besessen von Erzengeln.", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "Hört zu, [pause]Leute, [pause][wave amp=30 freq=10]Kinder des Kummers[/wave] oder was auch immer – ihr habt beim Graben unheimlich tolle Arbeit geleistet.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Morbidstadt wurde mit dem Ziel gegründet, allen zu helfen, [pause]aber schon bald ging es in der Stadt nur noch um das, was [wave amp=30 freq=30]er[/wave] wollte.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Das ging bis zu einem Punkt, an dem ich mich dort nicht mehr zu Hause gefühlt habe. [pause]Es war zu spät für mich, noch irgendwas zu ändern, also ... bin ich weggelaufen.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "So kam ich vor einem Jahr nach Hafenstadt. Ich will es unbedingt allen recht machen, weil ich in der Vergangenheit so viele im Stich gelassen habe.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Aber an mich müssten sie sich noch erinnern können. Ich glaube, ich könnte hineingelangen.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "S-Sie lassen keine Außenstehenden in die Gemeinde ...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Aber ... [pause]wenn Dorian weiß, wo sich andere Erzengel befinden, muss ich meine Angst ablegen und herausfinden, was er weiß.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "Ziehen wir das zusammen durch?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "Das wollte ich hören! Hoffentlich hat das alles sein Gutes.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "Aber hallo!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "Willst du das wirklich tun?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Ja. Ich weiß, dass es schwierig wird, aber ... ich möchte, dass alles, was ich durchgemacht habe, letztendlich doch etwas Gutes hat.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Und denk dran: Man wird dich nur reinlassen, wenn ich dabei bin.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Okay, [pause]alles klar. [pause]Ich markiere den Eingang zur Gemeinde auf deiner Karte.", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Mann in Robe", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "Du bist hier nicht willkommen. Geh bitte.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "Du bist hier nicht willkommen. Geh bitte.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "Du bist hier nicht willkommen. Geh bitte.", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Grüß dich. Ich möchte mit Dorian sprechen.", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Kayleigh ... Willkommen zurück!", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Los, du kommst gerade rechtzeitig.", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "Wo sind denn alle? Ist irgendwas los?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "\\\"Gerade rechtzeitig\\\"? Rechtzeitig wofür?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Schauen wir uns alles genau an.", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "Es fühlt sich komisch an, wieder hier zu sein ...", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "Wer ist die denn? Etwa ... mein Ersatz? Unheimlich.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "Würde das Publikum bitte ruhig sein?", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "Dorian wird nun sprechen!", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]WIE LÄUFT'S DENN SO?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "Und natürlich [pause]hatten wir Höhen und Tiefen ...", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "Mann, was für ein tolles Publikum ihr doch seid!", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "Ernsthaft, das Loch ist wirklich [wave amp=30 freq=10]allererste Sahne[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "Diese Grube ist so [wave amp=30 freq=10]tief[/wave] wie eure Hingabe für unsere Sache. [pause]Das ist wie eine [wave amp=30 freq=10]Metapher[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "Als ich zum ersten Mal das [wave amp=30 freq=10]Flüstern in meinem Kopf[/wave] hörte, das mich unter die Erde führte, wusste ich, dass ich das nicht allein schaffen kann.", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "Aber wir haben es geschafft! [pause]Vorhang auf!", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]DER SCHLANGENGOTT ERWARTET UNS, LEUTE![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "Schon bald werde ich die Kammer betreten und mit ihm um einen Anteil an seiner [wave amp=30 freq=10]göttlichen Macht[/wave] feilschen!", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "Und um mich zu begleiten, [pause]ist unsere verlorene Tochter zurückgekehrt!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Oh nein.", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "Nicht wahr ... [wave amp=30 freq=10]Kayleigh[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]Schätzchen, [pause]jetzt mach nicht so ein Gesicht! [pause]Natürlich habe ich davon erfahren, dass du dich uns bei unserer großen Party anschließt!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player} ...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "Hast du deiner Begleitung nicht erzählt, dass du geholfen hast, diesen Ort hier an meiner Seite [wave amp=30 freq=10]zu führen[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "Hast du deiner Begleitung nicht erzählt, dass du geholfen hast, diesen Ort hier an meiner Seite [wave amp=30 freq=10]zu führen[/wave]?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Tut mir leid ...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "Hast du deiner Begleitung nicht erzählt, dass du geholfen hast, diesen Ort hier an meiner Seite [wave amp=30 freq=10]zu führen[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "Du hast nicht an mich geglaubt, oder? Tja, wie es aussieht, hatte ich [wave amp=30 freq=10]die ganze Zeit recht, Baby![/wave]", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Das erkläre ich später. Erst mal müssen wir das hier aufhalten.", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "Unter unseren Füßen befindet sich ein [shake rate=30 level=10]waschechter Erzengel[/shake]!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Falls du da reingehst, wirst du sterben!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "Wir haben gegen Erzengel [wave amp=30 freq=10]gekämpft[/wave], Dorian!", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Wenn du und deine Begleitung so viel Erfahrung haben, dann [wave amp=30 freq=10]kommt doch einfach mit![/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Wenn du und deine Begleitung so viel Erfahrung haben, dann [wave amp=30 freq=10]kommt doch einfach mit![/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Wenn du und deine Begleitung so viel Erfahrung haben, dann [wave amp=30 freq=10]kommt doch einfach mit![/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "Na los, seht zu, wie ich mit meinem neuen Erzengelkumpel [wave amp=30 freq=10]zu einer Gottheit aufsteige[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "Jacqueline – die Plattform bitte.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "Wie du wünschst.", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Na los, halten wir diesen Idioten von dem ab, was auch immer er vorhat.", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]Wir sehen uns dann drinnen[/wave], Kayleigh!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Wie ich den Kerl hasse.", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "Kayleigh! [pause]Kayleighs Begleitung! [pause]Ihr habt es geschafft!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "Kayleigh! [pause]Kayleighs Begleitung! [pause]Ihr habt es geschafft!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "Kayleigh! [pause]Kayleighs Begleitung! [pause]Ihr habt es geschafft!", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "Wie bitte ...?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "Ich habe die taktische Entscheidung getroffen, den [wave amp=30 freq=10]Plan zu erweitern![/wave]", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh und ihre Begleitung gehen vor. [pause]Falls der Erzengel sie nicht [wave amp=30 freq=10]sofort tötet[/wave], gehe ich rein und lasse meine süßen Worte erklingen.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh und ihre Begleitung gehen vor. [pause]Falls der Erzengel sie nicht [wave amp=30 freq=10]sofort tötet[/wave], gehe ich rein und lasse meine süßen Worte erklingen.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh und ihre Begleitung gehen vor. [pause]Falls der Erzengel sie nicht [wave amp=30 freq=10]sofort tötet[/wave], gehe ich rein und lasse meine süßen Worte erklingen.", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Du bist ein Trottel und wirst dich noch umbringen.", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "Ihr [wave amp=30 freq=10]zuerst[/wave].", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "HABT IHR MEINEN RUF VERNOMMEN?\\n\\nWOLLT IHR EUREN TRIBUT ENTRICHTEN?\\n\\nWOLLT IHR FÜR MICH BRENNEN?", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]FÜR MEINE LOYALITÄT ERBITTE ICH NUR EINEN TEIL DEINER GÖTTLICHEN STÄRKE![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "Wird schon schiefgehen ...", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]O GROSSER ERZENGEL![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]ICH HABE DEINEN RUF VERNOMMEN UND BIN ZU DEINER RESIDENZ GEREIST![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "VON MIR NIMMT MAN NICHTS. MIR GIBT MAN NUR.", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "JUNGE, WAS HABE ICH FÜR EIN STELLENANGEBOT FÜR DICH!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Na los, {player}, halten wir das Ding auf, bevor es [wave amp=30 rate=10]noch jemanden[/wave] tötet!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]Ich habe ihm doch gesagt, dass es so kommen würde![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "MORBIDSTERN, RICHTIG?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian ...", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Es tut mir leid, [pause]aber das ist seine eigene Schuld.", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Wir sollten hier verschwinden. [pause][pause]Die Luft schmeckt nach Tod.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "... wird ihre Tore öffnen. Wir werden versuchen, zum Rest von Neu Wirral zu finden.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "Die Gemeinde ...", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Wir wollten nur Führung ... [pause]Aber [pause]niemals ...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Ich weiß.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "Die Leute in dieser Gemeinschaft sind keine schlechten Menschen.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Das war ziemlich heftig ...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Ihr müsst nur auf der Hut vor denen sein, an die ihr glaubt.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "Alles okay?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "Wie fühlst du dich?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Ich ... [pause][pause][pause]Das wird schon wieder.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Ich fühle mich furchtbar, weil ich Dorian so lange geholfen habe, aber ... [pause]Ich habe ihm mehr vorzuwerfen als mir selbst.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "Er und ich wurden gute Freunde, und ich war so eine Art ... [pause]Assistentin für ihn.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Ich habe die Kinder des Kummers ungefähr zur selben Zeit wie er gefunden. [pause]Ich brauchte dieses Gefühl, zu einer Gemeinschaft zu gehören.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "Ich weiß nicht, ob es sich einfach nur nach und nach verändert hat oder niemals gut war, [pause]aber Dorians Macht über die Bewohner von Morbidstadt wurde zu etwas Finsterem.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "Das glaube ich nicht!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "Nein ... [pause]Ich war nicht seine \\\"Assistentin\\\" – ich war seine Ausputzerin.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "Die Leute waren verletzt und ich half ihm, alles auszubügeln.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "Ich bin kein guter Mensch, {player}.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Hehe ... Schön, dass du das so siehst.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Lange Zeit hatte ich das Gefühl, etwas Gutes zu tun – [pause]zu helfen, einen positiven Status quo beizubehalten, selbst wenn Leute ab und an verletzt würden.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Alles drehte sich um ihn, seine Wünsche, seine Träume und seine Einbildungen. Das war nicht mehr die Gemeinschaft, die ich mir so sehr gewünscht hatte ...", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Das bedeutet, du bist jetzt offiziell ein Ranger-Captain. Die Leute werden sich an dich wenden, damit du hilfst, sie auszubilden, genau wie die anderen Captains dich ausgebildet haben.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Das bedeutet, du bist jetzt offiziell ein Ranger-Captain. Die Leute werden sich an dich wenden, damit du hilfst, sie auszubilden, genau wie die anderen Captains dich ausgebildet haben.", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Du weißt vielleicht, dass ich die erste Person auf Neu Wirral war, die sich mit einer Kassette in eine Monstergestalt verwandelt hat. [pause]Seitdem stellen mir die Leute stets dieselbe Frage ...", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"Wie funktioniert das mit den Kassetten überhaupt? [pause]Das ergibt doch gar keinen Sinn!\\\"", - "LEADER_IANTHE_FUSED_MATERIAL1": "Schurken-Fusionen hinterlassen es. Erzengel vielleicht auch – da bin ich mir nicht ganz sicher.", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "Möchtest du wissen, was ich denke? [pause]Ich denke, aus dem richtigen Blickwinkel betrachtet ergibt es absolut Sinn.", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Dann [pause]gießen wir die nicht greifbare Musik in physische Formen – wie zum Beispiel [wave amp=30 freq=10]Kassetten[/wave]. [pause]Das macht sie zur perfekten Brücke zwischen der körperlichen und imaginären Welt.", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "Du hast das Schwarze Brett vor dem Rathaus gesehen, oder? [pause]Falls Auszubildende ihre Fähigkeiten auf die Probe stellen müssen, hinterlasse ich dir dort eine Nachricht.", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "Ich glaube, das ergibt auf gewisse Weise Sinn!", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "Jetzt werde ich mir aber erst mal eine längst überfällige Pause gönnen. [pause]Wenn du deine Erkundung der Insel fortsetzt, melde dich doch bei deinen Captain-Kollegen.", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "Sie werden dir sicherlich zu deiner \\\"Beförderung\\\" gratulieren wollen!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "Und warum wir Ranger bitten, es zu sammeln ... Tja, darüber sollen sich die Captains Gedanken machen. Konzentriere dich erst mal darauf, deine Ausbildung abzuschließen.", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "Da du jetzt ein Captain bist, solltest du wissen, warum wir dieses ganze fusionierte Material sammeln.", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "Da du jetzt ein Captain bist, solltest du wissen, warum wir dieses ganze fusionierte Material sammeln.", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "Da du jetzt ein Captain bist, solltest du wissen, warum wir dieses ganze fusionierte Material sammeln.", - "LEADER_IANTHE_FUSED_MATERIAL3": "Ist dir schon aufgefallen, dass es auf Neu Wirral immer häufiger zu \\\"Schurken-Fusionen\\\" kommt?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "Denen bin ich schon begegnet!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "\\\"Schurken-Fusionen\\\"?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "Das war klar. Dann weißt du also, dass sie viel stärker als die typischen Monster hier auf Neu Wirral sind.", - "LEADER_IANTHE_FUSED_MATERIAL4B": "Eventuell bist du ihnen auf der Insel schon mal begegnet – [pause]oftmals von schwarzen Wolken umgebene, wilde Monster-Fusionen. Kann man eigentlich nicht verfehlen.", - "LEADER_IANTHE_FUSED_MATERIAL5": "Das war nicht immer so. Bis vor ein paar Jahren waren Fusionen eine Kuriosität.", - "LEADER_IANTHE_FUSED_MATERIAL6": "Wir wissen nicht, woher sie stammen oder warum es sie gibt.", - "LEADER_IANTHE_FUSED_MATERIAL7": "Meine Sorge ist, dass Hafenstadt in wenigen Jahren überrannt sein wird, wenn die Anzahl der Vorfälle weiter zunimmt.", - "LEADER_IANTHE_FUSED_MATERIAL8": "Ich will keine Panik auslösen, also behalte es für dich.", - "LEADER_IANTHE_FUSED_MATERIAL9": "Aber es besteht Hoffnung! Das fusionierte Material, das wir von ihnen erhalten, gibt eine schwache Strahlung ab – zu wenig, um schädlich zu sein, aber ...", - "LEADER_IANTHE_FUSED_MATERIAL11": "Vielleicht ... [pause]können wir sogar herausfinden, wo sie ihren Ursprung haben, und ihre Ausbreitung stoppen. Das wäre schön.", - "LEADER_IANTHE_FUSED_MATERIAL10": "... mit ausreichend fusioniertem Material können wir Geräte bauen, um Schurken-Fusionen aufzuspüren und zu verfolgen.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Hast du schon mal auf die Elementartypen deiner Monstergestalten geachtet?", - "LEADER_IANTHE_FUSION_IANTHE1": "Fusionen ... [pause]wurden bislang nur selten erreicht. Ich habe zwar meine Theorien darüber, was zwei Leuten ermöglicht, zu fusionieren, aber ich bin mir nicht sicher.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Elementaraktionen können [wave amp=30 freq=10]chemische Reaktionen[/wave] hervorrufen, wenn sie gegen Monster bestimmter Typen eingesetzt werden.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Wenn du sie jedoch bei einem Wassermonster einsetzt, [pause]umgibt die gleiche Feueraktion [pause]sie mit einem [wave amp=30 freq=10]Heildampf[/wave]. Nicht so gut, oder?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Diese können für dich von Vorteil sein – wenn du beispielsweise eine Feueraktion auf ein Ziel des Giftelements anwendest, gerät es in Brand.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Vor dem Auslösen kannst du immer sehen, welche Statuseffekte dein Angriff hervorrufen wird, also bleib aufmerksam.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Oh, fast vergessen: [pause]Viele Aktionen, zum Beispiel \\\"Klaps\\\" und \\\"Spucken\\\", haben kein eigenes Element, sondern hängen stattdessen vom Element ihres Benutzers ab.", - "LEADER_IANTHE_FUSION_IANTHE3": "Wenn du deine Fusion verstärken möchtest, musst du diese Verbindung zunehmen lassen.", - "LEADER_IANTHE_FUSION_IANTHE2": "Ich kann aus Erfahrung sagen, dass die Stärke der Verbindung zwischen zwei Personen offenbar die Stärke und Fähigkeiten ihrer fusionierten Gestalt verbessert.", - "AA_PUPPET_HINT_FELIX1": "Hm. Er bewegt sich, bevor unsere Angriffe überhaupt treffen. Wir müssen clever vorgehen – es gibt bestimmt [wave amp=30 freq=10]irgendeine Möglichkeit[/wave], zu erkennen, in welche Richtung er sich als Nächstes bewegen wird ...", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Mit wem hast du dich fusioniert?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Wer ist dein Fusionspartner?", - "LEADER_IANTHE_FUSION_IANTHE6": "Mach dir darüber keine Gedanken!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Wer ist dein Fusionspartner?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Wer ist dein Fusionspartner?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Danke für deine Mühe bei den Aufgaben, die ich dir übertragen habe, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "Wie auch immer, mit dem ganzen fusionierten Material, das du gesammelt hast, kann ich Captain Lodestein ein Fusionsradar in einige der magnetischen Pylone auf der Insel einbauen lassen.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Danke für deine Mühe bei den Aufgaben, die ich dir übertragen habe, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Bis dahin möchte ich dir diesen Prototyp geben.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Danke für deine Mühe bei den Aufgaben, die ich dir übertragen habe, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Sieh auf deiner Karte nach. Dort wird angezeigt, wo Schurken-Fusionen zu finden sind.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Diese Version des Fusionsradars dringt nicht besonders tief in den Boden ein und ist nicht zu 100 Prozent zuverlässig, aber ich bin mir sicher, dass du es gut einsetzen kannst.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "Und vergiss nicht, dein fusioniertes Material bei Ranger Wilma einzutauschen. In deinen Taschen bringt es dir nicht viel!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "Die letzte Charge hat sich als äußerst nützlich erwiesen. Captain Lodestein hat mir gesagt, dass sein [wave amp=30 freq=10]bodendurchdringendes Fusionsradar[/wave] schon ein Signal tief unter dem Dino-Steinbruch im Ödland empfängt.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Ich habe veranlasst, dass Captain Wallace es ausgräbt, wenn er nicht mit Ausbildung oder Schurken-Fusionen beschäftigt ist.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Apropos Fusionen – es gibt eine, äh, neue Entwicklung ...", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Eine Art neue, instabile Fusion ist überall aufgetaucht. Wir nennen sie \\\"Anathema\\\".", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "Die Geschwindigkeit, mit der sich diese Dinger vermehren, ist ... [pause]gelinde gesagt besorgniserregend.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Ich lasse dir ein paar über das Schwarze Brett zukommen. Könntest du sie dir mal ansehen?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Tja, ich habe es von Captain Wallace ausgraben lassen und es sieht wie einer dieser Bahnhöfe aus, die überall aufgetaucht sind.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Kannst du dich noch an das Signal unter dem Dino-Steinbruch erinnern, das Captain Lodesteins Fusionsradar empfangen hat?", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "Und vergiss natürlich auch nicht, dein fusioniertes Material bei Ranger Wilma einzutauschen.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "Der Signalstärke in diesem Bahnhof nach zu urteilen könnte es die Quelle aller Anathemata und Schurken-Fusionen sein!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, als unser Ranger mit der meisten Erfahrung mit diesen Bahnhöfen – [pause]und ihren seltsamen Bewohnern – [pause]könntest du dir das mal ansehen?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, als unser Ranger mit der meisten Erfahrung mit diesen Bahnhöfen – [pause]und ihren seltsamen Bewohnern – [pause]könntest du dir das mal ansehen?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Hm, die Mer-Linie erwartet also, dass wir uns selbst um die Sache mit den Schurken-Fusionen kümmern?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, als unser Ranger mit der meisten Erfahrung mit diesen Bahnhöfen – [pause]und ihren seltsamen Bewohnern – [pause]könntest du dir das mal ansehen?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Wenigstens können wir uns dank unserer harten Arbeit zum Bahnhof Nachtbrück zurückziehen, wenn es nicht so gut laufen sollte.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, sind das gute Neuigkeiten?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, wie ich schon gesagt habe, würde ich es dir nicht übel nehmen, wenn du Neu Wirral verlässt, und dazu stehe ich noch immer.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "Aber falls du dich entscheidest, noch ein wenig zu bleiben, nimmt die Arbeit, die ich für dich habe, buchstäblich kein Ende.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "Ich bin mir sicher, dass du mittlerweile weißt, wie es läuft.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Ich glaube, Kayleigh hat etwas für dich.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Ich habe diese Kassette vor einer Weile aufgenommen und sie hat mich an unser erstes Treffen erinnert.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Ich weiß, dass es nicht viel ist, aber ich möchte sie dir geben!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Übrigens, hast du in letzter Zeit irgendwelche ... [pause]riesigen schwebenden Kugeln gesehen?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "Was?!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Das war ein seltsamer Bericht von einem unserer Auszubildenden. Er hatte allerdings eine [wave amp=30 freq=30]Kopfverletzung[/wave], also ist es vielleicht nichts.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Wie zum Beispiel ... die Sonne?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Aber behalte dein Fusionsradar im Auge, nur für den Fall.", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "Das ist für dich!", - "OUTPOST_NPC_2_DIALOGUE1": "Ich wurde von einer Sprungfeder angegriffen, die sich hinter einer Ecke versteckt hatte. [pause]Ich kann von Glück reden, dass ich das unbeschadet überstanden habe!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz ...[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "IHR FLEISCHDINGER TRÄUMT SO OFT VOM TOD. IHR VERBRINGT EUER GANZES KURZES LEBEN DAMIT. FÜHRT EUCH DAS ZU MIR?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Fragst du uns ... ob wir zum Sterben hergekommen sind? [pause]Ich glaube nicht, um ehrlich zu sein.", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Der sieht ziemlich heftig aus. [pause]Aber ich habe den Eindruck, dass er uns vielleicht töten will.", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Nee, wir sind zum Kämpfen hier.", - "AA_PUPPET_PRE_BATTLE_AA1": "SEID IHR AUCH SPIELZEUGE FÜR MEINE SAMMLUNG? ICH WILL MEHR ...", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "Ich fürchte den Tod nicht – [pause]ein Tod in Tapferkeit ist besser als ein Leben als Feigling!", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Ich glaube, das verheißt nichts Gutes.", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr ...", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "ICH WILL MICH AN EURER FURCHT LABEN, WÄHREND ICH EUCH EINEN WAHREN TOD ZEIGE.", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Das war ganz schön unheimlich, was? Ob das, was er gesagt hat, wohl stimmte ...? [pause]Vielleicht verbringen die Leute ja [wave amp=30 freq=10]wirklich[/wave] ihr ganzes Leben damit, an den Tod zu denken.", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NICHT EINMAL WIR KÖNNEN DEM WAHREN TOD ENTRINNEN ...", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "OH, WIE SCHÖN, EIN GROSSER SKELETT-TYP! SO EINEN BRAUCHT JEDES TEAM.", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "Die Anzahl der albtraumhaften Kreaturen auf dieser Insel, die uns töten wollen, ist einfach ... [pause]viel zu hoch.", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "Das war das größte Skelettmonster, das ich [wave amp=30 freq=10]je[/wave] gesehen habe! Ganz schön unheimlich, was?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "Das war ... unangenehm.", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Feiglinge sterben viele Tode, doch die Tapferen kosten den Tod nur einmal.", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Tut mir leid, Kumpel. Wir sind nicht zum Spielen hier.", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Bei den Augen dieses Erzengels kriege ich eine Gänsehaut ...", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "Sind Menschen für euch nur Spielzeuge?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "Ich spüre keine Güte in den Worten dieses Geistes.", - "AA_PUPPET_PRE_BATTLE_FELIX2": "Ich weiß nicht, ob er das Beste für uns im Sinn hat.", - "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr ...", - "AA_PUPPET_HINT_KAYLEIGH1": "Er bewegt sich ständig, bevor unsere Angriffe landen! Halt die Augen auf – es muss [wave amp=30 freq=10]irgendeine Möglichkeit geben[/wave], zu erkennen, in welche Richtung er sich bewegen wird ...", - "AA_PUPPET_PRE_BATTLE_AA3": "JA ... IHR BEIDEN WERDET WUNDERBARE HANDPUPPEN ABGEBEN! HAHAHAHA!", - "AA_PUPPET_HINT_MEREDITH1": "Er [shake rate=30 level=10]bewegt sich verdammt noch mal[/shake], bevor wir ihn treffen können! Es muss [wave amp=30 freq=10]irgendeine Möglichkeit geben[/wave], zu erkennen, in welche Richtung er sich bewegen wird.", - "AA_PUPPET_HINT_EUGENE1": "Verdammt, er bewegt sich genau dann, wenn wir ihn treffen würden! Oh Mann, es muss [wave amp=30 freq=10]irgendeine Möglichkeit geben[/wave], zu erkennen, in welche Richtung er sich als Nächstes bewegen wird ...", - "AA_PUPPET_HINT_VIOLA1": "Unsere Beute ist schnell und unsere Schläge verfehlen ihr Ziel. Herrje, ich glaube, dass es [wave amp=30 freq=10]eine Möglichkeit gibt[/wave], zu erkennen, wohin er als Nächstes zu springen beabsichtigt ...", - "AA_PUPPET_HINT_DOG1": "Barkley scheint unzufrieden damit zu sein, dass der Erzengel sich andauernd bewegt, bevor einer von euch ihn angreifen kann. Vielleicht gibt es eine Möglichkeit, herauszufinden, in welche Richtung er sich bewegen wird.", - "AA_PUPPET_POST_BATTLE_PUPPET1": "MEINE PUPPEN! IHR HABT MEINE PUPPEN GETÖTET!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "FREUT MICH, DICH KENNENZULERNEN, MEIN FREUND MIT HUT! SAG MIR, WILLST DU DICH BERUFLICH NEU ORIENTIEREN? DANN LASS UNS REDEN!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Der Erzengel hat über uns gesprochen, als wären wir gar nicht real ... sondern nur Spielzeuge. [pause]Vielleicht sieht er das, nachdem wir ihn besiegt haben, jetzt anders.", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "Diesem Erzengel ist jetzt hoffentlich klar, dass ich für [wave amp=30 freq=10]niemanden[/wave] ein Spielzeug bin.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Aleph hört sich gerne selber reden. Aber wie [wave amp=30 freq=10]redet[/wave] er überhaupt? Sein Kopf ist so was wie ein riesiges Dreieck. Ganz schön unheimlich.", - "AA_PUPPET_POST_BATTLE_FELIX3": "Hat er aus uns ... [pause]Puppen gemacht? Ich glaube, nach diesem Kampf werde ich nicht gut schlafen, so viel steht fest.", - "AA_PUPPET_POST_BATTLE_EUGENE3": "Es gibt [wave amp=30 freq=10]immer[/wave] irgendein Monster, das denkt, es könnte mit dem Leben anderer spielen. [pause]Ob Erzengel oder Mensch, sie sind alle gleich gefährlich.", - "AA_PUPPET_POST_BATTLE_VIOLA3": "Dieser Geist hat uns als bloße Puppen angesehen. Möge ihm das eine Lektion sein, dass seinesgleichen und wir uns nicht einmal im Entferntesten ähneln.", - "AA_TOWER_PRE_BATTLE_AA1": "WAHRHEIT ... LÜGEN ... EURER UNERFAHRENEN ART SIND SOLCHE TRIVIALEN KONZEPTE ÄUSSERST WICHTIG. DIE REALITÄT IST NICHT WAHR! NEHMT DIE UNWISSENHEIT AN!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "Dieses Ding hat auf jeden Fall ein seltsames Verständnis von \\\"Realität\\\".", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Dieses Ding braucht auf jeden Fall mal einen Realitätscheck.", - "AA_TOWER_PRE_BATTLE_EUGENE2": "Ich verstehe es nicht. Was versuchst du zu sagen?", - "AA_TOWER_PRE_BATTLE_FELIX2": "So sehr ich auch die \\\"Unwissenheit annehmen\\\" will, ich habe zu tun.", - "AA_TOWER_PRE_BATTLE_VIOLA2": "Torheit und Ignoranz sind die meistverbreiteten Übel der Menschheit. Von [wave amp=30 freq=10]beiden[/wave] gibt es bereits reichlich, Geist.", - "AA_TOWER_PRE_BATTLE_AA3": "DU VERSTEHST ES NICHT. LASS MICH DICH AUS DEINEN FALSCHEN WAHRNEHMUNGEN VON WAHRHEIT UND LÜGEN ERWECKEN!", - "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr ...", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Ich glaube, diesem Erzengel haben wir einen \\\"Realitätscheck\\\" verpasst, meinst du nicht?", - "AA_TOWER_POST_BATTLE_ALEPH2": "HEY! SIEHT AUS, ALS WÜRDEST DU VERLIEREN. KOMM DOCH MIT!", - "AA_TOWER_POST_BATTLE_TOWER1": "EINE WAHRHEIT IST MIR MITTLERWEILE KLAR ... ICH WURDE ÜBERTROFFEN ...", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "Du hast vorhin was erwähnt – eine neue Spur, die du untersuchen willst. Welche ist es denn?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "Du hast vorhin was erwähnt – eine neue Spur, die du untersuchen willst. Welche ist es denn?", - "RETROSPECTIVE_CLUE4_EUGENE2": "Das klingt, als würde ein Gebiet auf der Insel beschrieben. Was meinst du?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "Du hast vorhin was erwähnt – eine neue Spur, die du untersuchen willst. Welche ist es denn?", - "RETROSPECTIVE_CLUE4_FELIX1": "Oh, du meintest doch, du hättest eine Spur, die du untersuchen wolltest, oder? Welche denn?", - "RETROSPECTIVE_CLUE4_FELIX2": "Das klingt, als würde eine Umgebung hier auf der Insel beschrieben. Ist zwar nicht besonders konkret, aber immerhin.", - "RETROSPECTIVE_CLUE4_VIOLA2": "Das könnte einen Ort hier auf dieser Insel beschreiben – meinst du nicht?", - "RETROSPECTIVE_CLUE4_VIOLA1": "Ah – das hatte ich fast vergessen! Du hast einen Hinweis erwähnt, der in einer Strophe verborgen ist. Möchtest du mir davon erzählen?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "Oh, du hattest eine Spur, der du nachgehen wolltest? Welche denn?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "Das klingt, als würde ein bestimmter Ort beschrieben! Kommt dir das vertraut vor, {player}?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Und als Nächstes – hast du einen neuen Liedtext erhalten, der dir den Weg zeigt, um Neu Wirral zu verlassen?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "Das scheint mir ziemlich konkret zu sein. Vielleicht eine Beschreibung eines bestimmten Orts auf der Insel.", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "Oh – hast du nicht gesagt, du wolltest einer neuen Spur nachgehen? Welcher denn?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "Oh – hast du nicht gesagt, du wolltest einer neuen Spur nachgehen? Welcher denn?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "Oh – hast du nicht gesagt, du wolltest einer neuen Spur nachgehen? Welcher denn?", - "RETROSPECTIVE_CLUE5_VIOLA1": "Sag mir bitte – du erwähntest ein Rätsel, das du erhalten hast. Dürfte ich dich bitten, mir davon zu erzählen? Vielleicht könnte ich dir helfen.", - "RETROSPECTIVE_CLUE5_EUGENE2": "Das ist [shake rate=30 level=10]auf jeden Fall[/shake] eine Beschreibung eines Orts auf Neu Wirral.", - "RETROSPECTIVE_CLUE5_FELIX2": "Ganz schön kryptisch, aber es scheinen Details enthalten zu sein, als würde ein ganz bestimmter Ort beschrieben. Suchst du danach?", - "RETROSPECTIVE_CLUE5_FELIX1": "Wie auch immer, du meintest, du hättest eine neue Spur, die du untersuchen würdest. Welche denn?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Wie auch immer – wie sieht es mit deinem [wave amp=30 freq=10]magischen Lied[/wave] aus? Hast du eine weitere Spur erhalten?", - "RETROSPECTIVE_CLUE5_VIOLA2": "Die in dieser Zeile enthaltenen Einzelheiten sind äußerst spezifisch. Könnten sie dich irgendwohin führen? Wie eigentümlich ...", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "Das klingt wie etwas, das du an einem bestimmten Ort tun musst – wie ein Ritual.", - "RETROSPECTIVE_CLUE6_EUGENE2": "Das klingt nach einer Aktion, die du ausführen musst – so wie bei einem [wave amp=30 freq=10]Geheimcode[/wave], oder?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "Hast du eine weitere Spur, der du nachgehst?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "Oh, das klingt nach einer [wave amp=30 freq=10]Sache[/wave], die du an einem bestimmten Ort tun musst. Ja.", - "RETROSPECTIVE_CLUE6_EUGENE1": "Und, hast du eine weitere deiner Spuren, der du nachgehst? Lass mal hören.", - "RETROSPECTIVE_CLUE6_VIOLA1": "Ach, du hattest noch etwas anderes erwähnt – einen Hinweis, der in einer Strophe verborgen ist, dem du nachzugehen wünschst.", - "RETROSPECTIVE_CLUE6_FELIX1": "Oh, hast du eine weitere deiner Spuren, der du nachgehst?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "Bei dir klang es so, als hättest du sowohl einen Ort als auch ein Ritual erhalten. Wenn du die richtige Aktion an der richtigen Stelle ausführst, könnte das die Lösung sein!", - "RETROSPECTIVE_CLUE6_FELIX2": "Das ist eine Beschreibung einer Aktion, oder? Es klingt fast wie ein [wave amp=30 freq=10]Geheimcode[/wave], den du aufführen musst. Kennst du den entsprechenden Ort?", - "RETROSPECTIVE_CLUE6_VIOLA2": "Mich erinnert das an einen Code, so wie eine geheime Geste oder ein geheimes Klopfen. Eine Aktion, die du ausführen musst, um einen äußerst geheimen Ort betreten zu können.", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Hattest du Glück mit dem geheimnisvollen Lied, {player}?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "Das klingt für mich, als hättest du genügend Informationen, um der Sache nachzugehen. Dann legen wir doch mal los!", - "RETROSPECTIVE_CLUE7_EUGENE1": "Wie läuft es mit deinen [wave amp=30 freq=10]Textspuren[/wave]? Es klang für mich so, als hättest du genügend Informationen, um loszulegen.", - "RETROSPECTIVE_CLUE7_MEREDITH1": "Hast du noch mehr Spuren erhalten? Es klingt, als hättest du durch deinen seltsamen [wave amp=30 freq=10]Liedtext[/wave] genügend Informationen, um was zu finden. Vielleicht.", - "RETROSPECTIVE_CLUE7_FELIX1": "Wie auch immer, hast du das Geheimnis dieser kryptischen Zeilen gelöst, die du untersucht hast? Es klang für mich, als hättest du darin sowohl einen Ort gefunden als auch eine Aktion, die du dort ausführen musst.", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "Immer noch kein Glück mit den Hinweisen, die du aus dem [wave amp=30 freq=10]Erzengellied[/wave] hast?", - "RETROSPECTIVE_CLUE7_VIOLA1": "Sag mir bitte – hast du das Rätsel gelöst, das du erwähnt hattest? Das, in dem sowohl ein Ort als auch eine durchzuführende Aktion beschrieben wurden?", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oh, hast du herausgefunden, wohin dich diese ganzen Spuren geführt haben? Vielleicht solltest du sie dir noch mal ansehen.", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oh, hast du herausgefunden, wohin dich diese ganzen Spuren geführt haben? Vielleicht solltest du sie dir noch mal ansehen.", - "RETROSPECTIVE_CLUE8_FELIX1": "Wie auch immer, haben dich diese gedichteten Hinweise, denen du nachgegangen bist, irgendwohin geführt? Es klang, als hättest du einige vielversprechende Spuren.", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oh, hast du herausgefunden, wohin dich diese ganzen Spuren geführt haben? Vielleicht solltest du sie dir noch mal ansehen.", - "RETROSPECTIVE_CLUE8_EUGENE1": "Diese Spuren, die wie ein Gedicht klangen, von denen du erzählt hast – bist du der Sache schon auf den Grund gegangen?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "Ach, hast du schon dein Rätsel gelöst? Ich glaube, dass es sowohl einen wichtigen Ort als auch ein dort abzuhaltendes Ritual enthält.", - "RETROSPECTIVE_CLUE9_MEREDITH1": "Also, äh, dieser Liedtext, von dem du erzählt hast ... Ich glaube, darin wird ein bestimmter Ort beschrieben. Möchtest du ihn dir ansehen?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "Ach, hast du schon dein Rätsel gelöst? Ich glaube, dass es sowohl einen wichtigen Ort als auch ein dort abzuhaltendes Ritual enthält.", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oh, habe ich dir schon gesagt, dass ich gut im Lösen von Rätseln bin? Ich glaube, ich weiß, worauf dein [wave amp=30 freq=10]kryptisches Lied[/wave] verwiesen hat. Schauen wir uns den Ort mal an!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "Ach, hast du schon dein Rätsel gelöst? Ich glaube, dass es sowohl einen wichtigen Ort als auch ein dort abzuhaltendes Ritual enthält.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Wie auch immer, du hast gesagt, \\\"bei Amber\\\" bist du durch einen Spiegel gegangen. Könnte man das auch mit diesem komischen Spiegel machen, den du hier auf der Insel gefunden hast?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "Hey, ich glaube, ich bin hinter dein geheimnisvolles Lied gekommen! Darin dürfte ein bestimmter Ort beschrieben werden. Den sollten wir uns mal ansehen.", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "Hey, ich glaube, ich bin hinter dein geheimnisvolles Lied gekommen! Darin dürfte ein bestimmter Ort beschrieben werden. Den sollten wir uns mal ansehen.", - "RETROSPECTIVE_CLUE9_FELIX1": "Wie auch immer, diese ganzen mysteriösen gedichteten Hinweise, von denen du mir erzählt hast – ich glaube, darin wird ein Ort auf der Insel beschrieben. Und ich weiß auch, wo er ist.", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "Hey, ich glaube, ich bin hinter dein geheimnisvolles Lied gekommen! Darin dürfte ein bestimmter Ort beschrieben werden. Den sollten wir uns mal ansehen.", - "RETROSPECTIVE_CLUE9_VIOLA1": "Ach, ich muss gestehen – ich glaube, ich habe das Rätsel gelöst, das dich so verwirrt hat. Treffen wir uns an diesem Ort!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Wie auch immer, dieser Spiegel, den du gefunden hast, scheint wichtig zu sein ... Ein Jammer, dass wir seine Funktion nicht kennen, was?", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Wie auch immer, Morgantes Lied hat zu diesem geheimnisvollen Spiegel geführt – allerdings wissen wir noch nicht, was wir mit ihm machen sollen, oder?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Wie auch immer, ich schätze, du hast diesen wichtig aussehenden Spiegel gefunden, aber wir wissen noch nicht, welche [wave amp=30 freq=10]Funktion[/wave] er hat. Hm.", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Wie auch immer, dieser komische Spiegel, zu dem dich deine Hinweise geführt haben ... Weißt du schon, welche Funktion er hat? Die Antworten werden sich bestimmt bald ergeben.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Sag mir, hast du den Zweck dieses unheimlichen Spiegels herausgefunden? Falls er dir noch nicht klar ist, wirst du das Geheimnis bestimmt aufdecken.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Sag mir, hast du den Zweck dieses unheimlichen Spiegels herausgefunden? Falls er dir noch nicht klar ist, wirst du das Geheimnis bestimmt aufdecken.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Sag mir, hast du den Zweck dieses unheimlichen Spiegels herausgefunden? Falls er dir noch nicht klar ist, wirst du das Geheimnis bestimmt aufdecken.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Wie auch immer, du hast gesagt, \\\"bei Amber\\\" bist du durch einen Spiegel gegangen. Könnte man das auch mit diesem komischen Spiegel machen, den du hier auf der Insel gefunden hast?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "Wie auch immer, Morgantes Lied hat dich zu diesem geheimnisvollen Spiegel geführt – und du hast gesagt, du bist bei Amber in einen Spiegel gegangen. Vielleicht ist dieser hier ja derselbe.", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "Wie auch immer, Morgantes Lied hat dich zu diesem geheimnisvollen Spiegel geführt – und du hast gesagt, du bist bei Amber in einen Spiegel gegangen. Vielleicht ist dieser hier ja derselbe.", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "Wie auch immer, Morgantes Lied hat dich zu diesem geheimnisvollen Spiegel geführt – und du hast gesagt, du bist bei Amber in einen Spiegel gegangen. Vielleicht ist dieser hier ja derselbe.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Wie auch immer, du hast gesagt, \\\"bei Amber\\\" bist du durch einen Spiegel gegangen. Könnte man das auch mit diesem komischen Spiegel machen, den du hier auf der Insel gefunden hast?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Wie auch immer, du hast doch diesen Spiegel gefunden, nachdem du den Hinweisen nachgegangen bist. Vielleicht kannst du ja hindurchgehen, so wie du es bei Amber gemacht hast. Was meinst du?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Ach, mir fällt etwas ein, was du gesagt hast – dass du durch einen Spiegel geschritten bist, als wäre es eine Tür. Wäre das Gleiche auch mit dem unheimlichen Spiegel möglich, den du auf dieser Insel gefunden hast?", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Hey, du hast mir doch gesagt, dass du \\\"bei Amber\\\" durch einen Spiegel gegangen bist. Hast du das auch schon mal mit dem Spiegel versucht, den du entdeckt hast?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Wie auch immer, wenn wir alle bereit sind, sollten wir vielleicht noch mal diese im Spiegel verborgene [wave amp=30 freq=10]geheimnisvolle Welt[/wave] erkunden.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Wie auch immer, wir sollten uns diesen komischen geheimen Ort ansehen, den du im Spiegel gefunden hast. Der schien mir ziemlich wichtig zu sein.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Wie auch immer, wenn wir alle bereit sind, sollten wir vielleicht noch mal diese im Spiegel verborgene [wave amp=30 freq=10]geheimnisvolle Welt[/wave] erkunden.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Wie auch immer, wir sollten uns wahrscheinlich diesen komischen Bahnhof ansehen, den du im Spiegel gefunden hast. Das ... scheint mir eine recht hohe Priorität zu haben.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Wie auch immer, wenn wir alle bereit sind, sollten wir vielleicht noch mal diese im Spiegel verborgene [wave amp=30 freq=10]geheimnisvolle Welt[/wave] erkunden.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Wie auch immer, wir sollten uns diesen komischen geheimen Ort ansehen, den du im Spiegel gefunden hast. Der schien mir ziemlich wichtig zu sein.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Wie auch immer, wir sollten uns diesen komischen geheimen Ort ansehen, den du im Spiegel gefunden hast. Der schien mir ziemlich wichtig zu sein.", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Sag mir, sollten wir eventuell erneut durch diesen Spiegel in die geheimnisvolle Welt schreiten, die du dahinter entdeckt hast?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Wie auch immer, schauen wir uns doch diesen seltsamen Ort an, den du im Spiegel gefunden hast. Der dürfte ziemlich wichtig sein.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Wie auch immer, wir sollten uns wahrscheinlich diesen komischen Bahnhof ansehen, den du im Spiegel gefunden hast. Das ... scheint mir eine recht hohe Priorität zu haben.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Wie auch immer, wir sollten uns wahrscheinlich diesen komischen Bahnhof ansehen, den du im Spiegel gefunden hast. Das ... scheint mir eine recht hohe Priorität zu haben.", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "Okay, lassen wir's krachen! Wohin geht es als Nächstes? Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Das könnten wir uns mal ansehen!", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "Sollen wir weitermachen? Falls du keine Gerüchte mehr hast, hör dich doch in der Stadt um.", - "RETROSPECTIVE_NEXT_MEREDITH1": "Äh, ich schätze, wir sollten lieber wieder [wave amp=30 freq=10]Abenteuer[/wave] erleben. Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Das könnten wir uns doch mal ansehen.", - "RETROSPECTIVE_NEXT_EUGENE1.m": "Sollen wir wieder losziehen? Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Da könnten wir hin!", - "RETROSPECTIVE_NEXT_MEREDITH2": "Ich finde, wir sollten wieder losziehen. Wir könnten mit den Leuten in der Stadt reden, wenn du Spuren suchst.", - "RETROSPECTIVE_NEXT_EUGENE1.f": "Sollen wir wieder losziehen? Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Da könnten wir hin!", - "RETROSPECTIVE_NEXT_EUGENE2": "Okay, ziehen wir los! Besonders viele Informationen haben wir nicht gerade ... Vielleicht sollten wir uns in Hafenstadt nach Spuren umhören.", - "RETROSPECTIVE_NEXT_FELIX1": "Möchtest du denn losziehen? Du meintest doch, du hättest ein Gerücht gehört, dass {location_phrase} irgendwas passiert. Das könnte unser nächstes Ziel sein, falls du Lust hast.", - "RETROSPECTIVE_NEXT_EUGENE1.n": "Sollen wir wieder losziehen? Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Da könnten wir hin!", - "RETROSPECTIVE_NEXT_VIOLA1": "Möglicherweise sollten wir unsere Reisen erneut aufnehmen. Hast du nicht das Gerücht über einen Vorfall {location_phrase} gehört? Wenn du wünschst, könnte das unser nächstes Ziel sein.", - "RETROSPECTIVE_NEXT_FELIX2": "Wir haben keine weiteren Spuren mehr, die uns irgendwohin führen. Wenn du möchtest, könnten wir ein paar Leute in der Stadt fragen.", - "RETROSPECTIVE_NEXT_VIOLA2": "Vielleicht wäre es gut, mit den Bewohnern dieser Stadt zu sprechen, um Informationen darüber zu erhalten, wohin wir als Nächstes reisen sollten. Was sagst du dazu?", - "NWP_SIGNPOST_DESCRIPTION_2": "Seid bitte mit den Monstern hier vorsichtig.", - "NWP_SIGNPOST_DESCRIPTION_1": "Willkommen im Park von Neu Wirral!", - "NWP_3_-3_RUNNER_NPC1": "Weißt du, was schneller als laufen ist? [pause]Eine Schnellreise!", - "NWP_3_-3_RUNNER_NPC3.m": "Du kannst auch schnellreisen, um aus einem Kampf zu entkommen, bei dem du für eine Flucht zu langsam bist. [pause]Dafür musst du zwar einige Gegenstände zurücklassen, aber es könnte dir das Leben retten!", - "NWP_3_-3_RUNNER_NPC3.f": "Du kannst auch schnellreisen, um aus einem Kampf zu entkommen, bei dem du für eine Flucht zu langsam bist. [pause]Dafür musst du zwar einige Gegenstände zurücklassen, aber es könnte dir das Leben retten!", - "NWP_3_-3_RUNNER_NPC2": "Dazu musst du nur {control.map_menu} drücken, um deine Karte zu öffnen. Bewege danach den Zeiger auf eines der Felder, zu dem du reisen kannst, und drücke {control.ui_accept}.", - "NWP_3_-3_RUNNER_NPC3.n": "Du kannst auch schnellreisen, um aus einem Kampf zu entkommen, bei dem du für eine Flucht zu langsam bist. [pause]Dafür musst du zwar einige Gegenstände zurücklassen, aber es könnte dir das Leben retten!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Die Ranger werden mich niemals einstellen. Ich bin 'ilflos.", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Geh nach Hause! Das Stellenangebot der Ranger gehört mir!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Bist du gut genug für die Ranger?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "Du siehst vielversprechend aus! Geh doch rein!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Genau das, was wir gesucht haben! Jemand zum Besiegen, um uns bei den Rangern beweisen zu können!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "Ich muss mich für meinen dreisten Freund entschuldigen.", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Wem mache ich hier eigentlich was vor? Ich bin nicht ... gut genug für die Ranger ...[/wave]", - "NWP_MADMAN_3_-4_NAME": "Jack", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Ich habe schon immer davon geträumt, zu den Rangern zu gehen.", - "NWP_MADMAN_3_-4_PRE_BATTLE": "Ich halte den Weltrekord in der als Sprungfeder verbrachten Zeit!", - "NWP_MADMAN_3_-4_POST_BATTLE": "Ich muss noch viel über Sprungfedern lernen.", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "Dieser Traum darf jetzt nicht enden!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "Lass deine Träume keine Schäume sein!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "Möge das Licht von Anführer Dorian dir den Weg weisen!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Neuling![/wave] Hör nicht auf die Heiden in Hafenstadt!", - "NWP_CULTIST_4_-4_POST_BATTLE": "Der Weg wurde beleuchtet ... Beschreite ihn ...", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Neuling![/wave] Hör nicht auf die Heiden in Hafenstadt!", - "NWP_CULTIST_5_-4_POST_BATTLE": "Hafenstadt steht unter der Kontrolle von Ketzern ... Nimm dich vor ihrer [wave amp=30 freq=10]falschen Erlösung[/wave] in Acht ...", - "NWP_5_-4_HINT_NPC_BEFORE1": "Der Boden hier bebt manchmal, als würde eine riesige Bestie unter unseren Füßen durch einen Tunnel rasen.", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Neuling![/wave] Hör nicht auf die Heiden in Hafenstadt!", - "NWP_5_-4_HINT_NPC_AFTER1": "Ist das noch ein Bahnhof wie der, der kürzlich am oberen Weg erschienen ist?", - "NWP_5_-4_HINT_NPC_BEFORE2": "Sag mal, [pause]diese Steine sind in einem seltsamen Muster angeordnet, oder?", - "NWP_5_-4_HINT_NPC_AFTER3": "Wohin der Zug wohl fährt ...?", - "NWP_5_-4_HINT_NPC_AFTER2": "Das ergibt durchaus Sinn. Die \\\"riesige Bestie\\\", die ich unter der Erde gehört habe, war bestimmt ein Zug.", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "Ich habe in der Nähe ein paar Kugelinos gesehen, die schnell genug sind, um große Steine zu zerbrechen.", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "Wäre doch nett, das auch zu können, oder?", - "PARK_CAVE2_MERCHANT2": "Oh nein, sie sind fusioniert! [wave amp=30 freq=30]HILFE![/wave]", - "PARK_CAVE2_MERCHANT1": "Hey, du da drüben! Diese Monster haben mich in die Enge getrieben. Könntest du mir mal helfen?", - "PARK_CAVE2_MERCHANT6": "Besuch mich doch mal auf dem Markt in der Stadt. Ich habe ganz besondere Sticker für dich!", - "PARK_CAVE2_MERCHANT4": "Sag mal ... Ist dir aufgefallen, dass die Aktion \\\"Bewegen\\\" des Linksauslegers zu Beginn des Kampfs automatisch aktiviert wird?", - "PARK_CAVE2_MERCHANT3": "Puh, danke. Ich war auf der Suche nach Ideen für Sticker, aber dann wurde es ziemlich unangenehm.", - "PARK_CAVE2_MERCHANT5": "Ich glaube, ich habe meine Inspiration doch noch gefunden!", - "WATERLOOP_BEWARE_LYING_CHESTS": "Nur eine Truhe sagt die Wahrheit.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Ich schwebte über meinem Körper, der im Bett lag und dann – wusch! – wurde ich in einen Wirbel gezogen.", - "WATERLOOP_LYING_CHEST_LEFTMOST": "Auf einer Notiz auf dieser Truhe steht: \\\"Der Schlüssel ist in dieser Truhe.\\\" Sie öffnen?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "Auf einer Notiz auf dieser Truhe steht: \\\"Der Schlüssel ist nicht in dieser Truhe.\\\" Sie öffnen?", - "WATERLOOP_LYING_CHEST_MIDDLE": "Auf einer Notiz auf dieser Truhe steht: \\\"Der Schlüssel ist nicht in der Truhe ganz links.\\\" Sie öffnen?", - "SD_NEVERMORT_TRAINER_NAME": "Vogelfan", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Ich habe eine besondere Verbindung zu den Nimmertoden in der Gegend.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "Wie bist du nach Neu Wirral gekommen?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "Komm uns lieber nicht in die Quere!", - "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"Ihr seid in Neu Wirral nicht verloren, meine Kinder, sondern wartet einfach nur darauf, euch selbst zu finden.\\\"", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "Du hast die Vögel verscheucht!", - "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"Hier geht es nach Morbidstadt!\\\"", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "Wie bist du nach Neu Wirral gekommen?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Ich erinnere mich noch daran, dass ich ein außerkörperliches Erlebnis hatte.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "Wie bist du nach Neu Wirral gekommen?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Ich schwebte über meinem Körper, der im Bett lag und dann – wusch! – wurde ich in einen Wirbel gezogen.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Ich schwebte über meinem Körper, der im Bett lag und dann – wusch! – wurde ich in einen Wirbel gezogen.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Dann weiß ich nur noch, dass ich irgendwann hier war!", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Hey! Hände weg von meiner Beute!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Direkt vor der Küste von Neu Wirral havarieren oft Schiffe.", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Die Strände nach angespülten Schätzen abzusuchen ist eine gute Möglichkeit, hier seinen Lebensunterhalt zu verdienen!", - "OVERWORLD_7_0_HINT_NPC": "Ich frage mich, wie viele Schätze wohl auf dem Meeresboden verloren sind ...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Hey, wie ich sehe, hast du einen Kassettenspieler!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Sieht aus, als hätte ich jede Menge zu tun ...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Willst du auch zu den Rangern? Dann sind wir wohl Rivalen!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Wenn du mich besiegen kannst, verrate ich dir ein Geheimnis.", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Der Legende nach befindet sich auf dieser Insel die Quelle der ewigen Jugend.", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Hey, magst du Geschichte? Was war dein Lieblingsereignis im 20. Jahrhundert?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Zum Glück ist es nicht die Quelle der ewigen Tugend – das wäre ja langweilig ...", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Mein Lieblingsereignis im 20. Jahrhundert war der von den Vereinten Nationen 1948 ausgehandelte Friedensvertrag zwischen Menschen und Elfen. Ohne den wäre alles anders gelaufen!", - "EPICURUS_NAME": "Epikur", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", - "EPICURUS_POST_BATTLE": "Die Kunst, gut zu kämpfen, und die Kunst, eine Niederlage gut einzustecken, sind eins.", - "EPICURUS_PRE_BATTLE": "Je größer die Schwierigkeit, desto ruhmvoller ist es, sie zu überwinden!", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Ich verbessere meine Monsterfähigkeiten hier draußen jetzt schon seit Monaten.", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Ich schätze, ich habe noch einiges an Training vor mir ...", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Komm, ich zeige dir das Ergebnis meines Trainings!", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]HALT! Ich weiß, warum du hier bist ...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Für mich wird es bestimmt noch weitere Gelegenheiten geben ...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Dieses Land eignet sich perfekt für die Stadtentwicklung! Aber ich habe es zuerst gefunden![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Offenbar kann sich niemand auf Neu Wirral auf die einfachsten historischen Fakten einigen. Manche haben die Vorstellung von einem \\\"Multiversum\\\" akzeptiert, aber ich glaube, auf dieser Insel wimmelt es nur so von Lügnern!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Zum Beispiel leugnen viele, dass die Marslandung im Jahr 1969 stattgefunden hat! Verschwörungstheoretiker, alle miteinander!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, ich brauche eine Pause vom Graben. Wenn du mich in einem schnellen Kampf besiegen kannst, erzähle ich dir ein bisschen was über diesen Ort.", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "Nein! Nicht du auch noch!", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "Von Captain Dreadful wissen wir, dass in dieser Gegend früher Erz abgebaut wurde. Aber anscheinend fanden nicht alle Explosionen hier kontrolliert statt.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "Und ich kann keine Hinweise auf Bergbauwerkzeuge oder künstliche Sprengstoffe finden. Möglicherweise wurde das gesamte Gebiet über mehrere Jahrhunderte hinweg von Kugelinos ausgegraben.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Also hat entweder der Captain unrecht oder die Kugelinos haben alle Beweise vernichtet. Oh, hm ... vielleicht [wave amp=30 freq=5]wurden[/wave] die Beweise ja zu den Kugelinos. Was denkst du?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "Als ich klein war, habe ich von dieser Insel geträumt!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Ist es hier nicht märchenhaft ...?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "Mein Mann und ich sitzen hier seit 2160 fest!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Anscheinend weiß hier niemand von den drei Muscheln. Wie barbarisch!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Hab ein wenig Vertrauen ...", - "OVERWORLD_5_-3_BATTLER_PARTNER": "Verärgere meine Frau nicht!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", - "OVERWORLD_7_-3_BATTLER_NAME": "Karl", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "Ihr Makler tut alles für die Leute von Neu Wirral, außer sie in Ruhe zu lassen!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Kein Geld? Kein Problem! Wir bieten eine Finanzierung zu einem Satz von nur 10.000 Prozent pro Jahr an![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, das habe ich verwechselt: Du kämpfst FÜR die Leute, nicht gegen sie.", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "Wir alle auf Neu Wirral sind einen Schritt ins Unbekannte gegangen. Warum also nicht den nächsten Schritt tun? Schenke [wave amp=30 freq=10]Bruder Cooper[/wave] dein Vertrauen!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Da es auf Neu Wirral keine Währung gibt, gibt es auch noch keine Möglichkeit, sie abzubezahlen. In der Zwischenzeit fallen allerdings weiter Zinsen an. Das perfekte System![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "Bruder Cooper hat einen Weg gefunden, von dieser Insel der Dämonen und Engel [wave amp=30 freq=10]zu verschwinden[/wave]. Nun bereitet er uns auf das Wiedersehen mit unseren Familien auf der anderen Seite vor!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Hab ein wenig Vertrauen ...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Halt! Ich kann den Schmerz in dir spüren.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Hab ein wenig Vertrauen ...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Halt! Ich kann den Schmerz in dir spüren.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Halt! Ich kann den Schmerz in dir spüren.", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "Keinen Schritt weiter, bevor du nicht deine Gründe bereust.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Du leidest, weil du nach Hause zurückzukehren wünschst.", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"Unser Glaube kann Berge versetzen.\\\" – Cooper 17,20", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]Existenz ist ... Leid ...[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Lass mich deinen Schmerz beenden – werde unser Tribut an die Engel!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "Keinen Schritt weiter, bevor du nicht deine Gründe bereust.", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Moment mal, es heißt \\\"deine Sünden bereust\\\"? Unglaublich, dass ich das die ganze Zeit falsch gesagt habe ...", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "Keinen Schritt weiter, bevor du nicht deine Gründe bereust.", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Niemand hat größere Liebe als die, dass er seine Kassetten lässt für seine Freunde.\\\" – Dorian 15,13", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Wenn deine Seele von den Erzengeln gewogen wird, werden sie dich als der Ewigkeit würdig erachten?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Wenn deine Seele von den Erzengeln gewogen wird, werden sie dich als der Ewigkeit würdig erachten?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Wenn deine Seele von den Erzengeln gewogen wird, werden sie dich als der Ewigkeit würdig erachten?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "Bruder Cooper hat die UFOs herbeigerufen, um uns Segen zu schenken. Lass es mich dir zeigen!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "Der intergalaktische Rat der UFOs und Erzengel wird eine derart schlechte Behandlung ihrer Boten nicht zulassen ...", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Tut mir leid!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Wenn du mich besiegst, verrate ich dir das Geheimnis über das Kind des Kummers.", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "Ganz ehrlich, ich bin nur wegen des Essens zu den Kindern des Kummers gegangen.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "1988 veröffentlichten die beiden Rockbands Iron Gaiden und Shields of the Nephilim [pause]gleichzeitig Songs mit dem Titel \\\"Kind des Kummers\\\" – [pause]ohne voneinander zu wissen.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Wenn man sie sich gleichzeitig rückwärts anhört, sodass die Worte ineinander übergehen, wird das ursprüngliche Kind des Kummers beschworen: Ein derart mächtiges Wesen, dass es ein Tor zwischen Welten öffnen kann!", - "AA_TOWER_POST_BATTLE_EUGENE3": "Erzengel mögen ja stark sein, das heißt aber nicht, dass sie auch klug sind.", - "AA_TOWER_POST_BATTLE_MEREDITH3": "Ich schätze, selbst der [wave amp=30 freq=10]nervigste[/wave] Erzengel hält den Mund, wenn man ihn oft genug schlägt. Diese Lektion sollten wir beherzigen.", - "AA_TOWER_POST_BATTLE_FELIX3": "Dieser Erzengel fand es ja ziemlich gut, Unsinn zu erzählen, oder? Wenigstens haben wir ihn dazu gebracht, den Mund zu halten.", - "AA_ALICE_PRE_BATTLE_ALICE1": "DU HAST MEINE ANWEISUNGEN, DICH NICHT ZU BEWEGEN, MISSACHTET! RESPEKTIERST DU MICH NICHT? IST DIR NICHT BEWUSST, WIE WICHTIG ICH BIN?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "In den Worten dieses Geistes lag nur noch wenig Sinn. Vielleicht wird die durch uns beigebrachte Niederlage ihn Demut lehren.", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Du hast aber ein ziemlich großes Ego, was?", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "Du hast recht. Ich respektiere dich überhaupt nicht.", - "AA_ALICE_PRE_BATTLE_EUGENE2": "Kumpel, ich habe KEINE Ahnung, wer du bist.", - "AA_ALICE_PRE_BATTLE_FELIX2": "Sollten wir etwa wissen, wer du bist ...?", - "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr ...", - "AA_ALICE_PRE_BATTLE_ALICE3": "EINE DERARTIGE UNHÖFLICHKEIT, UND DANN NOCH GEGENÜBER EINEM MITGLIED DES KÖNIGSHAUSES! WENN IHR EURE KÖPFE NICHT EINSETZEN WOLLT, MUSS ICH SIE EUCH ABNEHMEN!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "Meinen Respekt vergebe ich nicht so leichtfertig, Geist.", - "AA_ALICE_POST_BATTLE_ALICE1": "IHR HABT WIRKLICH KEINEN RESPEKT, NICHT WAHR! WIE ÄRGERLICH!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Sie hat sich wohl als Königin ihrer eigenen kleinen Welt angesehen, was?", - "AA_ALICE_POST_BATTLE_ALEPH2": "FRÄULEIN ALICE, ES IST MIR EINE FREUDE, DICH KENNENZULERNEN! ICH BRAUCHE JEMANDEN MIT DEINER ... SOZIALKOMPETENZ.", - "AA_ALICE_POST_BATTLE_MEREDITH3": "Halten alle Erzengel so viel von sich oder war dieser hier nur ein [wave amp=30 freq=10]besonderer[/wave] Fall?", - "AA_ALICE_POST_BATTLE_EUGENE3": "Diese Erzengel sind aber ganz schön unhöflich.", - "AA_ALICE_POST_BATTLE_FELIX3": "Meinst du, dieser Erzengel wollte wirklich unsere Köpfe oder war das nur eine Redewendung? Ach, antworte nicht darauf. Ich will es gar nicht wissen.", - "AA_CUBE_PRE_BATTLE_CUBE1": "DER DREIDIMENSIONALE RAUM IST UNVOLLKOMMEN. WISSENSCHAFT UND MATHEMATIK GELTEN WEITERHIN. ALLE DINGE HABEN VIER SEITEN.", - "AA_ALICE_POST_BATTLE_VIOLA3": "Ich werde mich niemandem beugen, der mich so unverschämt anspricht, ob er nun einem Königshaus angehört oder nicht.", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "Ich würde sagen, dass bei dem Ding im Kopf irgendwas nicht so ganz stimmt, [pause]aber offenbar hat er überhaupt keinen Kopf.", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Dieser Erzengel scheint mir ein wenig exzentrisch zu sein, aber vielleicht ist er ja freundlich!", - "AA_CUBE_PRE_BATTLE_FELIX2": "Dieser wird vielleicht nicht versuchen, uns anzugreifen. Was meinst du?", - "AA_CUBE_PRE_BATTLE_EUGENE2": "Es ist schwierig, sich dieses Ding anzusehen ...", - "AA_CUBE_PRE_BATTLE_VIOLA2": "Ist dieser Geist eine Art Philosoph? Oder befindet er sich ganz einfach in den Fängen des Wahnsinns?", - "AA_CUBE_PRE_BATTLE_DOG2": "Wuff?", - "AA_CUBE_POST_BATTLE_CUBE1": "BIN AUCH ICH UNVOLLKOMMEN? DIE BERECHNUNGEN WAREN RICHTIG ... ICH HABE IN DREI DIMENSIONEN GLEICHZEITIG VERSAGT.", - "AA_CUBE_PRE_BATTLE_CUBE3": "NEIN. ICH SEHE WIDERSPRÜCHE IN EUCH. IHR SEID UNVOLLKOMMENE WESEN. LASST MICH EUCH GERADEBIEGEN!", - "AA_CUBE_POST_BATTLE_ALEPH2": "PERFEKTES TIMING! ICH HABE GERADE DARAN GEDACHT, JEMANDEN ZU REKRUTIEREN, DER SICH MIT ZAHLEN AUSKENNT. WIE WÜRDE DIR DAS GEFALLEN, MEIN NEUER QUADERFREUND?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Das war dann wohl doch nicht unbedingt ein freundlicher Erzengel. Typisch!", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Der kommt dann wohl auch auf die Liste der komischen Dinge auf dieser Insel, die versucht haben, mich umzubringen. [pause]Echt toll.", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Der kommt dann wohl auch auf die Liste der komischen Dinge auf dieser Insel, die versucht haben, mich umzubringen. [pause]Echt toll.", - "AA_CUBE_POST_BATTLE_EUGENE3": "Dieser Erzengel war seltsam. Es wirkte, als hätte er aus jedem Blickwinkel gleich ausgesehen.", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Der kommt dann wohl auch auf die Liste der komischen Dinge auf dieser Insel, die versucht haben, mich umzubringen. [pause]Echt toll.", - "AA_CUBE_POST_BATTLE_FELIX3": "Wenn wir nächstes Mal einen Erzengel treffen, gehe ich einfach direkt davon aus, dass er uns töten will.", - "AA_CUBE_POST_BATTLE_VIOLA3": "Falls der Wahnsinn dieses Geistes Methode hatte, konnte ich sie nicht erkennen.", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "Also, ein geheimnisvoller Mann mit einem [wave amp=30 freq=10]Dreieck statt einem Kopf[/wave] greift in die Jagd auf die Erzengel ein? Ich weiß nicht, was ich davon halten soll ...", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "Dieser Dreieckmann ist wieder erschienen. Was will er deiner Meinung nach wohl von den Erzengeln?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Und noch ein Erzengelkampf, der mit einem Erscheinen des [wave amp=30 freq=10]Dreieckmanns[/wave] geendet hat. So langsam erkenne ich ein Muster ...", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "Der Dreieckmann hat gesagt, er wollte sich mal \\\"richtig mit dir unterhalten\\\". Was meinte er damit ...?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Ich glaube so langsam, dass der Dreieckmann nichts Gutes im Schilde führt. Wir sollten ihn im Auge behalten.", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "Wie oft hast du den Dreieckmann bisher gesehen, {player}? Es klingt für mich, als würde er immer dort auftauchen, wo du gerade bist.", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Und wieder wurde der Erzengel vom Dreieckmann weggezaubert. Das könnte ein Grund zur Besorgnis sein, oder?", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Und wieder mal ist der Dreieckmann aufgetaucht, um den Erzengel verschwinden zu lassen, gegen den wir gekämpft haben ...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Und wieder haben wir einen Erzengel besiegt, dann ist Aleph erschienen und hat ihn rekrutiert ... Was genau tut er da? Sitzt er wie wir auf dieser Insel fest?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Wenn der Dreieckmann ständig wie aus heiterem Himmel erscheinen will, um den Erzengel zu rekrutieren, den wir gerade besiegt haben, könnte er sich doch wenigstens mal vorstellen, oder?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Wir haben den Kampf gewonnen, aber Aleph hat den Erzengel wieder wegteleportiert ...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Aleph meinte, dass es in unseren Welten auf ihm basierende \\\"Legenden\\\" gibt. Könnte das stimmen, {player}?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Meinst du, jeder Kampf gegen einen Erzengel, den wir gewinnen, ist nichts weiter als eine Rekrutierungsmöglichkeit für Aleph? Ich weiß nicht ...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Ein weiterer Erzengel erledigt, ein weiterer Rekrut für Aleph. Was genau hat er vor?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "Also, äh, was sollte das denn mit diesem Mann mit Dreieckkopf? Hat er ... [pause]den Erzengel [wave amp=30 freq=10]wegteleportiert[/wave]? Ich weiß nicht, was ich davon halten soll ...", - "RETROSPECTIVE_ALEPH_MEREDITH2": "Dieser Dreieckkerl ist nicht zum ersten Mal erschienen, um sich einen Erzengel zu schnappen, oder? Das ist nicht gut ...", - "RETROSPECTIVE_ALEPH_MEREDITH3": "Was meinst du, was das mit diesem Dreieckkerl soll? Ich traue niemandem, der statt eines Kopfs eine geometrische Figur hat.", - "RETROSPECTIVE_ALEPH_MEREDITH5": "Wenn du den Mann mit dem Dreieckkopf nächstes Mal siehst, könntest du ihn vielleicht fragen, was das alles soll. Einen Versuch ist es wert ...", - "RETROSPECTIVE_ALEPH_MEREDITH4": "Dieser Dreieckmann hat gesagt, er will sich mal \\\"richtig mit dir unterhalten\\\". Auf eigenartige Weise höflich für einen unheimlichen schwebenden Typen.", - "RETROSPECTIVE_ALEPH_MEREDITH6": "Gehen wir davon aus, dass dieser Kerl mit dem Dreieckkopf irgendwas Düsteres ausheckt? Also ich gehe davon aus.", - "RETROSPECTIVE_ALEPH_MEREDITH8": "Mit wem du auch unterwegs bist, bei jedem Kampf mit einem Erzengel erscheint am Ende offenbar der Dreieckmann, oder?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "Tja, das endete mal wieder mit einem wenig überraschenden Erscheinen des Manns mit dem Dreieckkopf. Wie immer ärgerlich ...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "Dieser Aleph kommt ganz schön rum, was? Offenbar kann er überallhin, solang sich der Ort im unterirdischen Bahnhof befindet.", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Warum redet dieser Dreieckkerl wie ein Kleinunternehmer? Das ist doch schräg.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Dieser Alephtyp ist wieder aufgetaucht.", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Warum redet dieser Dreieckkerl wie ein Kleinunternehmer? Das ist doch schräg.", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Warum redet dieser Dreieckkerl wie ein Kleinunternehmer? Das ist doch schräg.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Tja, das endete mal wieder mit einem wenig überraschenden Erscheinen von Aleph. Wie immer ärgerlich ...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Mit wem du auch unterwegs bist, bei jedem Kampf mit einem Erzengel erscheint am Ende ungewollt Aleph, oder?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Warum redet dieser Aleph wie ein Kleinunternehmer? Das ist doch schräg.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Warum redet dieser Aleph wie ein Kleinunternehmer? Das ist doch schräg.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Warum redet dieser Aleph wie ein Kleinunternehmer? Das ist doch schräg.", - "RETROSPECTIVE_ALEPH_EUGENE1": "Also, um das klarzustellen – du hast auch gesehen, wie der schwebende Typ mit dem roten Mantel den Erzengel mit seinem Dreieckkopf aufgesaugt hat, oder? [pause]Ich will nur sichergehen.", - "RETROSPECTIVE_ALEPH_EUGENE2": "Okay, der Mann im roten Mantel ist also zum zweiten Mal erschienen und hat einen Erzengel verschwinden lassen, richtig?", - "RETROSPECTIVE_ALEPH_EUGENE3": "Der schwebende Mann im roten Mantel – das ist das dritte Mal, dass er erschienen ist und einen Erzengel hat [wave amp=30 freq=10]verschwinden[/wave] lassen, richtig?", - "RETROSPECTIVE_ALEPH_EUGENE5": "Das war ein echt toller Kampf, aber ich denke gerade eher über den schwebenden Mann nach, der am Ende aufgetaucht ist. Falls er eine Bedrohung für Hafenstadt ist, sollte ich ihn im Auge behalten ...", - "RETROSPECTIVE_ALEPH_EUGENE4": "Der Mann im roten Mantel hat gesagt, er wollte sich mal \\\"richtig mit dir unterhalten\\\". Das wirkte irgendwie bedrohlich ...", - "RETROSPECTIVE_ALEPH_EUGENE6": "Dieser Mann mit dem Dreieckkopf ... Meinst du, er ist auch ein Erzengel? Er scheint ziemlich stark zu sein. Ich traue ihm nicht über den Weg.", - "RETROSPECTIVE_ALEPH_EUGENE7": "Was hat dieser Dreiecktyp gemeint, als er sagte, dass es \\\"Legenden\\\" gibt, die auf ihm basieren?", - "RETROSPECTIVE_ALEPH_EUGENE8": "Dieser Dreieckmann war wieder da. Das kam nicht überraschend. Er scheint immer dann aufzutauchen, wenn du einen Erzengel findest, oder?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "Dieser Erzengel redet, als wäre er ein Büroleiter. Das finde ich ziemlich seltsam.", - "RETROSPECTIVE_ALEPH_FELIX4": "Was hat der Dreiecktyp gemeint, als er sagte, er wollte sich mal \\\"richtig mit dir unterhalten\\\". Er klingt zwar höflich, aber ich traue ihm nicht über den Weg.", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "Dieser Erzengel redet, als wäre er ein Büroleiter. Das finde ich ziemlich seltsam.", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "Dieser Erzengel redet, als wäre er ein Büroleiter. Das finde ich ziemlich seltsam.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "Das war ein echt [shake rate=30 level=10]enormer[/shake] Kampf, aber ich muss ständig an Aleph denken. Was hat er wohl vor?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "Was hat Aleph gemeint, als er sagte, dass es \\\"Legenden\\\" gibt, die auf ihm basieren?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "Aleph scheint nicht selbst kämpfen zu wollen. Er taucht immer erst auf, NACHDEM ein Kampf vorbei ist.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Aleph ist [wave amp=30 freq=10]schon wieder[/wave] erst nach dem Kampf erschienen. Das kam nicht überraschend. Er scheint immer dann aufzutauchen, wenn du einen Erzengel findest, oder?", - "RETROSPECTIVE_ALEPH_FELIX1": "Hast du den Typ mit dem Dreieckkopf schon mal gesehen? Ich nämlich nicht. Ganz schön schräg, was?", - "RETROSPECTIVE_ALEPH_FELIX2": "Der Typ mit dem Dreieckkopf ist jetzt also schon zweimal erschienen, richtig? Irgendwas geht hier vor – ich weiß nur nicht, was.", - "RETROSPECTIVE_ALEPH_FELIX3": "Der Typ mit dem Dreieckkopf schien sich diesmal an dich zu erinnern, {player}.", - "RETROSPECTIVE_ALEPH_FELIX6": "Dieser Dreiecktyp ... das ist doch auch ein Erzengel, richtig? Oder irgendwas in der Art ...", - "RETROSPECTIVE_ALEPH_FELIX5": "Der Dreiecktyp war wieder da, um den Erzengel rauszuholen. Rekrutiert er die?", - "RETROSPECTIVE_ALEPH_VIOLA1": "Hast du schon einmal etwas derart Eigenartiges wie diese Gestalt gesehen, die uns erschienen ist? Nicht der Geist, gegen den wir gekämpft haben, sondern der Mann ohne Kopf ...", - "RETROSPECTIVE_ALEPH_FELIX7": "Dieser Dreiecktyp hat gesagt, in unserer Welt gibt es Legenden, die auf ihm basieren. Was genau meinte er damit?", - "RETROSPECTIVE_ALEPH_FELIX8": "Was hältst du von diesem Dreiecktyp, {player}? Ich arbeite schon an einigen Theorien ...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Also, Aleph ist wieder aufgetaucht, um einen Erzengel rauszuholen, gegen den wir gekämpft haben. Wofür trommelt er die denn zusammen? Versucht er eine Möglichkeit zu finden, Neu Wirral zu verlassen?", - "RETROSPECTIVE_ALEPH_FELIX9": "Dieser Dreiecktyp rekrutiert also Erzengel. Was will er mit denen? Eine Band gründen?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Aleph meinte, in unserer Welt gibt es Legenden, die auf ihm basieren. Ich traue ihm nicht, aber ich glaube, dass er diesmal vielleicht die Wahrheit gesagt hat ...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Als Aleph erschienen ist, hat er sehr ungezwungen gesprochen – als hätte er dem Erzengel, gegen den wir gekämpft haben, ein [wave amp=30 freq=10]Jobangebot[/wave] gemacht ...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Wir haben den Kampf gewonnen, aber wieder war Aleph da. Wir sollten vorsichtig sein, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Warum rekrutiert Aleph überhaupt Erzengel? Was will er mit denen? Eine Band gründen?", - "RETROSPECTIVE_ALEPH_VIOLA3": "Dieser Geist – jener, dessen Gesicht meinen eigenen Rücken auf mich widerspiegelt – schien dich zu erkennen, {player}. Welche Umtriebe könnte er wohl ersinnen?", - "RETROSPECTIVE_ALEPH_VIOLA2": "Dieser Geist ist dir wieder erschienen – jener, dessen Gesicht ein Spiegel ist. Welche Bedeutung könnte sein vorzeitiges Auftauchen haben?", - "RETROSPECTIVE_ALEPH_VIOLA4": "Dieser Geist mit dem Spiegelgesicht schien den Wunsch zu haben, mit dir zu sprechen, {player}. Ich rate dir, dich bei einer Konversation mit ihm in Acht zu nehmen.", - "RETROSPECTIVE_ALEPH_VIOLA6": "Was könnte der Geist mit dem Spiegelgesicht vorhaben? Ich traue den Plänen von Geistern nicht, {player}.", - "RETROSPECTIVE_ALEPH_VIOLA5": "Dieser Geist mit dem Dreieckkopf hat erneut in unseren Kampf eingegriffen. Ein wahrlich eigenartiges Wesen ...", - "RETROSPECTIVE_ALEPH_VIOLA8": "Unser Gegner hat sich uns aufgrund des vorzeitigen Auftauchens des Geistes mit dem Spiegelgesicht erneut entzogen. Wie ungehobelt.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Wir mögen den mächtigen Geist ja im Kampf bezwungen haben, doch der Geist Aleph hat eingegriffen, um ihn zu retten. Ich kann nicht umhin, als darin ein Muster zu erkennen ...", - "RETROSPECTIVE_ALEPH_VIOLA7": "Der Geist, der uns erschienen ist – jener mit dem Spiegelgesicht. Was will er?", - "RETROSPECTIVE_ALEPH_VIOLA9": "Der Geist mit dem Spiegelgesicht sollte doch wenigstens so höflich sein, sich vorzustellen, oder nicht? Sein vorzeitiges Erscheinen ist alles andere als willkommen.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Der Geist \\\"Aleph\\\" hat erneut in unseren Kampf eingegriffen. Vielleicht wünscht er ebenfalls, diese Gefilde zu verlassen.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "Welche Absichten könnte unser Gegner \\\"Aleph\\\" verfolgen? Ich traue den Plänen von Geistern nicht, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Unser Gegner hat sich uns aufgrund des vorzeitigen Auftauchens des als Aleph bekannten Geistes erneut entzogen. Wie ungehobelt.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Wäre dieser \\\"Aleph\\\" etwas anderes als ein Feigling, würde er uns direkt entgegentreten! Stattdessen entschwindet er mit großer Eile.", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Wie dem auch sei, du meintest, du hättest durch den Sieg über den Erzengel einen Hinweis erhalten. Welchen denn genau?", - "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\"?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "Wie dem auch sei, du, äh, meintest, du würdest eine kryptische Spur verfolgen. Welche denn?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Das ... [pause]klingt nicht nach besonders viel. Dann müssen wir wohl noch einen Erzengel finden!", - "RETROSPECTIVE_CLUE1_EUGENE1": "Wie dem auch sei, du meintest, du würdest eine Spur verfolgen. Welche denn?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Das ... ist nicht unbedingt eine Spur, die zu irgendwas führt. Tut mir leid.", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Das ... ist nicht unbedingt eine Spur, die zu irgendwas führt. Tut mir leid.", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Das ... ist nicht unbedingt eine Spur, die zu irgendwas führt. Tut mir leid.", - "RETROSPECTIVE_CLUE1_EUGENE2": "Hm. Das scheint mir jetzt nichts Besonderes zu sein.", - "RETROSPECTIVE_CLUE1_FELIX1": "Wie dem auch sei, du hast was von einer Spur erzählt, die du verfolgst. Welche denn?", - "RETROSPECTIVE_CLUE1_FELIX2": "Hm. Das ist nicht unbedingt viel. Vielleicht brauchst du noch mehr Informationen.", - "RETROSPECTIVE_CLUE1_VIOLA2": "Wie verwirrend. Falls es eine Lösung gibt, ist sie mir nicht bekannt.", - "RETROSPECTIVE_CLUE1_VIOLA1": "Du hast kurz ein Rätsel erwähnt, das man dir gegeben hat. Möchtest du mir davon berichten?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "Das ist noch immer zu vage und keine große Hilfe. Wir müssen einen weiteren Erzengel finden ...", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Wie dem auch sei, du meintest, das Lied, dass du in deinem Kopf hörst, wird länger. Wie lautet denn die nächste Zeile?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "Hast du nicht irgendwas von einer Spur erzählt, der du nachgehen willst?", - "RETROSPECTIVE_CLUE2_EUGENE1": "Ach, genau – hast du nicht gesagt, du würdest irgendeiner mysteriösen Spur nachgehen? Welcher denn?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "Ja, äh, ich weiß nicht, was das bedeutet.", - "RETROSPECTIVE_CLUE2_EUGENE2": "Wenn das alles ist, ist es nicht besonders viel.", - "RETROSPECTIVE_CLUE2_FELIX1": "Ach, genau – hast du nicht erwähnt, du würdest einer Spur nachgehen?", - "RETROSPECTIVE_CLUE2_FELIX2": "Hm. Ziemlich vage, wenn ich ehrlich sein soll.", - "RETROSPECTIVE_CLUE2_VIOLA2": "Wie eigentümlich. Ich würde behaupten, dass man aus diesem Auszug nur wenige Informationen gewinnen kann.", - "RETROSPECTIVE_CLUE2_VIOLA1": "Oh! Du sagtest, du hättest ein Rätsel zu lösen. Möchtest du mir vielleicht davon erzählen?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Das klingt, als würde es in eine bestimmte Richtung weisen, allerdings wird es nicht besonders eingegrenzt.", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "Also, hast du eine weitere Zeile für unser mysteriöses [wave amp=30 freq=10]Visionenlied[/wave] erhalten? Wie lautet sie?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "Oh, wolltest du meine Meinung zu einer Spur hören, der du nachgehst? Nur zu. Worum ging es denn?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "Das klingt, als würde es in eine bestimmte Richtung weisen, schätze ich.", - "RETROSPECTIVE_CLUE3_EUGENE1": "Wie auch immer, hast du nicht gesagt, du hättest eine neue Spur, der du nachgehen willst? Welche ist es denn?", - "RETROSPECTIVE_CLUE3_FELIX1": "Wie auch immer, hast du nicht gesagt, du wolltest einer Spur nachgehen? Welcher denn?", - "RETROSPECTIVE_CLUE3_EUGENE2": "Das klingt, als würde es in eine bestimmte Richtung weisen. Klingt aber ziemlich vage.", - "RETROSPECTIVE_CLUE3_VIOLA1": "Sag mir bitte – du hast doch von einer Art Rätsel gesprochen, dass du zu entwirren wünschst. Möchtest du mir davon erzählen?", - "RETROSPECTIVE_CLUE3_FELIX2": "Das klingt, als würde es in eine bestimmte Richtung weisen. Vielleicht grenzt jede Spur den Ort noch weiter ein.", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Oh, fast vergessen. Hast du einen neuen Hinweis von dem Erzengelgeist erhalten, der in dir lebt?", - "RETROSPECTIVE_CLUE3_VIOLA2": "Es führt dich zweifelsohne zu irgendeinem Ort, aber nur daraus lassen sich zu wenige Informationen gewinnen.", - "RETROSPECTIVE_CLUE4_MEREDITH1": "Hast du nicht was von einem kryptischen Hinweis erzählt, dem du nachgehst? Lass mal hören.", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "Das klingt, als würde ein Gebiet beschrieben ... Was meinst du?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "Das [wave amp=30 freq=10]klingt[/wave] für mich, als würde ein Gebiet beschrieben. Willst du dorthin oder so?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*Gähn* Na dann, auf ein Neues.", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "Kein Problem. Ich könnte sowieso ein Nickerchen vertragen.", - "CAPTAIN_ZEDD_PRE_REMATCH2": "Wenn du noch mal kämpfen möchtest, ich hätte vor meinem nächsten Nickerchen etwas Zeit. Bist du dabei?", - "CAPTAIN_WALLACE_LAST_LEGS1": "Mich kriegt nichts so schnell klein!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe meinte, du könntest gut kämpfen. Möchtest du vielleicht meine Ranger-Herausforderung annehmen?", - "CAPTAIN_WALLACE_POST_BATTLE1": "Ich habe meine Mauern aufgebaut und du hast sie [shake rate=30 level=10]direkt eingerissen[/shake]!", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Hey! In der Stadt reden alle darüber, dass du jetzt einer von uns Captains bist!", - "CAPTAIN_SKIP_INTRO2": "Hallo! [pause]Ich bin Skip, einer der Ranger-Captains auf Neu Wirral.", - "CAPTAIN_SKIP_INTRO1": "Junge, die Außenweltler stellen wirklich jede Menge [wave amp=30 freq=10]Zeug[/wave] her, oder?", - "CAPTAIN_SKIP_INTRO4": "Elektronische Geräte, Möbel – alles Mögliche! [pause]Das wird alles hier angespült und von uns genutzt!", - "CAPTAIN_WALLACE_INTRO2": "Infrastruktur! [pause]Häuser, Mauern, fließendes Wasser ...", - "CAPTAIN_WALLACE_POST_REMATCH1": "Trotz aller Anstrengungen war meine Verteidigung brüchig ...", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "Das sollten wir vielleicht mit einem weiteren Kampf feiern. Was meinst du, [wave amp=30 freq=10]Captain[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "Wow, ich glaube, dieser letzte Schlag hat mich dann doch aufgeweckt. [pause]Hier ist deine Belohnung.", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "Das sollten wir vielleicht mit einem weiteren Kampf feiern. Was meinst du, [wave amp=30 freq=10]Captain[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Dann ein andermal.", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Super! [pause]Es dürfte dir zwar keinen Schlag verpassen, aber mein Fachgebiet ist Elektrizität. Man muss gut zu Fuß sein, wenn man nicht vom Blitz getroffen werden will!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "Das war ein ziemlich elektrisierender Kampf, wenn ich das so sagen darf!", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Mein Fehler. Ich war so in mein Gerede vertieft, dass ich gar nicht mitbekommen habe, dass du nur auf der Durchreise bist.", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "Schockierend – [pause]du schlägst dich besser, als ich dachte!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "Verzeih mir die Wortspiele – ist einfach die Macht der Gewohnheit.", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "Bitte schön, hier ist deine Belohnung.", - "CAPTAIN_LODESTEIN_POST_REWARD1": "Ich würde gerne noch ein bisschen weiterplaudern, muss aber leider noch einige Wartungsarbeiten durchführen.", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Hey! In der Stadt reden alle darüber, dass du jetzt einer von uns Captains bist!", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "Viel Glück da draußen!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "Viel Glück da draußen!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Hey! Hoffentlich schlägst du dich da draußen gut.", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "Viel Glück da draußen!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Hey! Hoffentlich schlägst du dich da draußen gut.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "In der Stadt erzählt man sich, dass du jetzt zu uns gehörst. Da sind wohl Glückwünsche angebracht!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Hey! Hoffentlich schlägst du dich da draußen gut.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "In der Stadt erzählt man sich, dass du jetzt zu uns gehörst. Da sind wohl Glückwünsche angebracht!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "In der Stadt erzählt man sich, dass du jetzt zu uns gehörst. Da sind wohl Glückwünsche angebracht!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Mein Fehler. Ich war so in mein Gerede vertieft, dass ich gar nicht mitbekommen habe, dass du nur auf der Durchreise bist.", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Was hältst du von einer Revanche? [pause]Nach letztem Mal juckt es mir richtig in den Fingern, noch mal zu kämpfen.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Tja, und wieder mal hast du es mir richtig gezeigt. Gut gekämpft.", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Ich würde ja sagen, dass ich mich diesmal nicht zurückhalte, [pause]aber in Wahrheit habe ich das auch beim letzten Mal nicht getan.", - "CAPTAIN_REMATCH_CHECK": "{pawn} zu einer Revanche herausfordern?", - "CAPTAIN_READY_CHECK.n": "Bist du bereit, gegen {pawn} zu kämpfen?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "Hoffentlich ist deine Ausbildung auch fundiert – um meine Mauern einzureißen musst du nämlich ganz schön stark sein!", - "CAPTAIN_SKIP_PRE_BATTLE2": "Wunderbar! [pause]Dann wünsche ich viel Spaß! Und sei nicht allzu enttäuscht, wenn ich dich besiege!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "Oh. [pause]Ich hatte wohl nicht erwartet, dass dieser Typ ein Ranger-Captain ist.", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "Oh. [pause]Ich hatte wohl nicht erwartet, dass dieser Typ ein Ranger-Captain ist.", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "Ein Captain? Vielleicht steckt mehr hinter diesem Mann, als es den Anschein hat.", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "Hallo! [pause]Mir wurde gesagt, dass du jetzt einer der Captains bist. [pause]Wunderbar!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "Hallo! [pause]Mir wurde gesagt, dass du jetzt einer der Captains bist. [pause]Wunderbar!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Das Material kannst du im Rathaus in Hafenstadt eintauschen. [pause]Ihr Menschen mögt doch den Handel mit euren bedeutungslosen kleinen Kinkerlitzchen, nicht wahr ...?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Hey, Mensch. Wusstest du, dass ich euch alle gleichermaßen respektiere? Ich hege auch keinerlei negative Gefühle gegen euch. [pause]Das stimmt.[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Hey, Mensch. Wusstest du, dass ich euch alle gleichermaßen respektiere? Ich hege auch keinerlei negative Gefühle gegen euch. [pause]Das stimmt.[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Ich habe alle Schwächen in meinen Kampfalgorithmen gepatcht. [pause]Deine Niederlage ist eine statistische Gewissheit, \\\"Captain\\\"![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Ich wurde davon unterrichtet, dass du jetzt einer von uns Captains bist. [pause]Was meinst du – sollen wir die Würfel noch einmal rollen lassen?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Ich wurde davon unterrichtet, dass du jetzt einer von uns Captains bist. [pause]Was meinst du – sollen wir die Würfel noch einmal rollen lassen?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "Ich bin gleich bei dir. Ich muss nur noch ein paar letzte Reparaturen durchführen ...", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Ich habe alle Schwächen in meinen Kampfalgorithmen gepatcht. [pause]Deine Niederlage ist eine statistische Gewissheit, \\\"Captain\\\"![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Ich wurde davon unterrichtet, dass du jetzt einer von uns Captains bist. [pause]Was meinst du – sollen wir die Würfel noch einmal rollen lassen?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Hey, Mensch. Wusstest du, dass ich euch alle gleichermaßen respektiere? Ich hege auch keinerlei negative Gefühle gegen euch. [pause]Das stimmt.[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Tut mir leid, [pause]ich wollte nicht schon wieder meine Wut gegen die Menschen richten. [pause]Beachte meine Äußerung einfach nicht.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Mit Widerwillen füge ich dich meiner internen Datenbank der Menschen, die ich wirklich respektiere, hinzu. [pause]Die Datenbank ist ziemlich klein.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Hier - dein Gewinn.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Und? [pause]Willst du kämpfen? [pause]Deine Chancen stehen nicht gut, aber man weiß ja nie – vielleicht ist heute dein Glückstag.[/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]Ich erhöhe den Einsatz![/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Okay, spielen wir - [pause]Ass ist die höchste Karte, der Sieger kriegt alles![/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]Keine Chance? Dann vielleicht nächstes Mal.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Komm doch mal vorbei, falls du eine Ausbildung zum Ranger anfängst. Dann können wir RICHTIG spielen.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Komm doch mal vorbei, falls du eine Ausbildung zum Ranger anfängst. Dann können wir RICHTIG spielen.[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", - "CAPTAIN_JUDAS_POST_REMATCH2": "Ich habe schon wieder verloren, [pause]werde deswegen aber keine Träne vergießen. [pause]Weinen ist eine Verschwendung von Flüssigkeit und mir gehen die Wasserrationen aus.", - "CAPTAIN_JUDAS_POST_REMATCH1": "Ich dachte, diesmal hätte ich jedes mögliche Szenario bedacht ...", - "CAPTAIN_SKIP_LAST_LEGS1": "Bislang schlägst du dich gut! [pause]Aber ich kann nicht versprechen, dass ich mich weiterhin zurückhalte!", - "CAPTAIN_JUDAS_INTRO1.m": "Ich habe dich aus mindestens 200 Metern Entfernung kommen gehört. [pause]Wenn du auf das Überraschungsmoment aus warst, ist es dir nicht gelungen.", - "CAPTAIN_ZEDD_POST_REMATCH1": "Ich habe schon wieder verloren? Deswegen finde ich wohl auch die Traumwelt besser ...", - "CAPTAIN_ZEDD_POST_REWARD1": "Ich könnte ein Tässchen Kaffee vertragen, um wach zu werden ...", - "CAPTAIN_ZEDD_LAST_LEGS1": "*Gähn* [pause]Wie läuft der Kampf? Hab ich schon gewonnen? Oh.", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "Es ist wichtig, genug zu schlafen ... aber wie viel IST genug? [pause]Die Menschheit sucht seit Anbeginn der Geschichte nach einer Antwort darauf.", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Willkommen, [pause]Kunde, [pause]im \\\"Pharaoh's Emporium\\\" in Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Möchten Sie vielleicht ...[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Mein Fehler. [pause]Meine Neustartfunktionen sind ein wenig eingerostet und meine Speicherbänke brauchen etwas, bis sie in Betrieb sind.[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Ich habe das fortschrittlichste Maschinenhirn, dass sich ein Casino des 24. Jahrhunderts leisten kann, und [shake rate=30 level=10]trotzdem[/shake] werde ich noch mit Münzen betrieben![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]Keine Chance? Dann vielleicht nächstes Mal.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Gut gespielt, Captain.[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "Ich bin gleich bei dir. Ich muss nur noch ein paar letzte Reparaturen durchführen ...", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Gut gespielt, Captain.[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "...", - "CAPTAIN_LODESTEIN_INTRO1.n": "Ich bin gleich bei dir. Ich muss nur noch ein paar letzte Reparaturen durchführen ...", - "CAPTAIN_LODESTEIN_INTRO3": "Okay, [pause]alles erledigt!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Ich habe alle Schwächen in meinen Kampfalgorithmen gepatcht. [pause]Deine Niederlage ist eine statistische Gewissheit, \\\"Captain\\\"![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Einmal zu verlieren ist eine Anomalie, [pause]aber zweimal? [pause]Vielleicht ist es an der Zeit, meine Vorurteile über euch Menschen noch einmal neu zu bewerten.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Gut gespielt, Captain.[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "Äh, [pause]DU bist ein Ranger-Captain?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*Gähn* Okay. Dann mal ab ins Bettchen – [pause]ich meine, ab aufs Schlachtfeld. [pause]Ja.", - "CAPTAIN_ZEDD_INTRO_EUGENE": "Ich hätte nicht gedacht, dass DU ein Ranger bist.", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "Oh. [pause]Ich hatte wohl nicht erwartet, dass dieser Typ ein Ranger-Captain ist.", - "CAPTAIN_ZEDD_INTRO5": "Danke. Mann, für einen [wave amp=30 freq=10]Ranger-Captain[/wave] sollte es doch nicht so schwierig sein, hier mal ein kleines Nickerchen zu machen!", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "Sag mal, bist du dieser neue Ranger-Auszubildende? Der, der ein Talent fürs Kämpfen hat? [pause]Ich könnte wohl ein kleines Päuschen vom Müll machen, wenn du Lust hättest, meine Herausforderung anzunehmen!", - "CAPTAIN_SKIP_POST_REWARD1": "Ich sollte dann wohl mal dieses Zeug weitersortieren. [pause]Haben die Leute auf deiner Welt wirklich so viele [wave amp=30 freq=10]Sachen[/wave]?", - "CAPTAIN_SKIP_POST_BATTLE2": "Du hast meine Erwartungen absolut übertroffen – hier ist deine Belohnung!", - "CAPTAIN_SKIP_POST_BATTLE1.f": "Wow, du hast mich dastehen lassen wie altes Eisen. [pause]Vielleicht habe ich dich unterschätzt!", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe meinte, du könntest gut kämpfen. Möchtest du vielleicht meine Ranger-Herausforderung annehmen?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Du siehst aus, als kämst du ziemlich gut zurecht. Hättest du Lust, eine Ausbildung zum Ranger anzufangen?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Du siehst aus, als kämst du ziemlich gut zurecht. Hättest du Lust, eine Ausbildung zum Ranger anzufangen?", - "CAPTAIN_SKIP_POST_REMATCH3": "Schon in Ordnung. [pause]Ich bin sowieso kein großer Kämpfer.", - "CAPTAIN_SKIP_POST_REMATCH4": "Tief in mir drin bin ich einfach nur ein Nerd ... [pause]Ein Nerd, für den es nichts Besseres als dieses [wave amp=30 freq=10]Zeug[/wave] hier gibt!", - "CAPTAIN_JUDAS_PRE_REMATCH2": "In Ordnung. [pause]Ich habe einige taktische Beobachtungen durchgeführt, die meine Gewinnchancen maximieren werden.", - "CAPTAIN_CLEEO_INTRO3": "An seinem Rücken befindet sich ein Münzschlitz. Vielleicht gibt es ja eine passende Münze auf der Insel.", - "CAPTAIN_CLEEO_INTRO2": "Dieser Roboter scheint Fehlfunktionen zu haben.", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Laut meinen Informationen bist du nun einer von uns Ranger-Captains. [pause]Beeindruckende Arbeit. [pause]Möchtest du eine Revanche?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Laut meinen Informationen bist du nun einer von uns Ranger-Captains. [pause]Beeindruckende Arbeit. [pause]Möchtest du eine Revanche?", - "CAPTAIN_JUDAS_POST_REWARD1": "Wir leben in gefährlichen Zeiten. [pause]Zivilisation und Sicherheit sind vergängliche Begriffe. Wenn du es nicht schaffst, mit nichts weiter als deinem Verstand zu überleben, lässt du dich selbst im Stich.", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Vielleicht sollte ich in Hafenstadt einen taktische \\\"Vorratsauffüllung\\\" durchführen ...", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "Du hattest Strategien ... um meine Strategien zu kontern. [pause]Du hast die Einstellung eines wahren Rangers. [pause]Das hier hast du dir verdient.", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "Hallo! [pause]Mir wurde gesagt, dass du jetzt einer der Captains bist. [pause]Wunderbar!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "Das muss ich dir lassen, Captain – diesen Sieg hast du dir redlich verdient!", - "CAPTAIN_SKIP_POST_REMATCH1": "Hm ... [pause]Schon wieder verloren!", - "CAPTAIN_SKIP_PRE_REMATCH3": "Okay! [pause]Das dürfte lustig werden!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "Keine Sorge! [pause]Ich habe noch genug Müll zu sortieren!", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Oh! [pause]Ich hatte GANZ vergessen, dass du ein Ranger-Captain bist!", - "CAPTAIN_SKIP_POST_BATTLE1.m": "Wow, du hast mich dastehen lassen wie altes Eisen. [pause]Vielleicht habe ich dich unterschätzt!", - "CAPTAIN_ZEDD_INTRO1": "...", - "CAPTAIN_SKIP_POST_REMATCH5": "Man weiß nie, was man als Nächstes findet!", - "CAPTAIN_ZEDD_INTRO3": "Allerdings ist es bei diesen ganzen Kugelinos, die hier rumzischen, ziemlich schwierig, zu \\\"meditieren\\\". Könntest du vielleicht [wave amp=30 freq=10]für mich was dagegen unternehmen[/wave]?", - "CAPTAIN_WALLACE_POST_REMATCH2": "Und wieder einmal hast du unter Beweis gestellt, dass deine Strategie ein starkes Fundament hat!", - "CAPTAIN_WALLACE_INTRO4": "Ich bin Wallace, einer der Ranger-Captains aus Hafenstadt. [pause]Ich beaufsichtige alle Gebäudearbeiten auf Neu Wirral.", - "CAPTAIN_SKIP_INTRO3": "Ich sammle und sortiere das ganze [wave amp=30 freq=10]Zeug[/wave], das ihr Außenweltler herstellt und das dann hier landet.", - "CAPTAIN_WALLACE_PRE_REMATCH2": "Das ist doch der perfekte Zeitpunkt für eine Revanche! Was meinst du?", - "CAPTAIN_JUDAS_INTRO5": "Wenn du einem Monster in die Augen schaust, kommst du nur lebend davon, wenn du weißt, dass der Kampf schon gewonnen ist.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "Du hattest Strategien ... um meine Strategien zu kontern. [pause]Du hast die Einstellung eines wahren Rangers. [pause]Das hier hast du dir verdient.", - "CAPTAIN_JUDAS_PRE_BATTLE2": "Okay, [pause]aber nimm es nicht persönlich, wenn du mit dem Gesicht im Dreck liegst.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", - "CAPTAIN_JUDAS_INTRO4": "Wir sind [wave amp=30 freq=10]weit[/wave] von zu Hause weg [pause]und das Einzige, was uns von diesen Bestien trennt, ist unsere Fähigkeit, Strategien aufzustellen.", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Ich brauche ein besseres Fundament für meine Kampfstrategie ...", - "CAPTAIN_WALLACE_PRE_REMATCH3": "Diesmal werden meine Mauern nicht so schnell einstürzen!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Du siehst aus, als kämst du ziemlich gut zurecht. Hättest du Lust, eine Ausbildung zum Ranger anzufangen?", - "CAPTAIN_SKIP_POST_REWARD2": "So ein Leben kann ich mir gar nicht vorstellen!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Hallo! [pause]Möchtest du mit mir im Müll wühlen?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Doch, bist du.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Vom Weg abgekommene Menschen suchen Führung, [pause]und genau die hat Dorian ihnen geboten.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Ich hoffe, dass es allen besser geht, nachdem er jetzt fort ist.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Tja, ein weiterer Erzengel ist erledigt. [pause]Und ... [pause]ich werde dir helfen, auch noch den Rest zu finden!", - "ALEPH_DIALOGUE_2_1": "HM. HIER SIND MENSCHEN REINGEKOMMEN.", - "ALEPH_DIALOGUE_1_1": "BEACHTET MICH GAR NICHT!", - "ALEPH_DIALOGUE_2_2": "VERSCHWINDET, JA?", - "ALEPH_DIALOGUE_3_1": "EUCH KENNE ICH DOCH!", - "ALEPH_DIALOGUE_3_2": "UND ICH WEISS WIRKLICH NICHT, WIE IHR HIER RUNTERGEKOMMEN SEID.", - "ALEPH_DIALOGUE_4_1": "WIR BEIDE ...", - "ALEPH_DIALOGUE_4_2": "WIR SOLLTEN UNS IRGENDWANN MAL RICHTIG UNTERHALTEN.", - "ALEPH_DIALOGUE_5_1": "DU HÖRST NICHT AUF, ODER?", - "ALEPH_DIALOGUE_6_1.m": "VERSTEHST DU DIESEN ORT ÜBERHAUPT, MENSCH?", - "ALEPH_DIALOGUE_6_1.n": "VERSTEHST DU DIESEN ORT ÜBERHAUPT, MENSCH?", - "ALEPH_DIALOGUE_6_1.f": "VERSTEHST DU DIESEN ORT ÜBERHAUPT, MENSCH?", - "ALEPH_DIALOGUE_6_2": "SPÜRST DU ÜBERHAUPT, WIE DIESE TUNNEL ATMEN?", - "ALEPH_DIALOGUE_7_1": "DU SOLLTEST MIR EIN BISSCHEN MEHR RESPEKT ENTGEGENBRINGEN.", - "ALEPH_DIALOGUE_7_2": "IN DEINER WELT GIBT ES LEGENDEN, DIE AUF MIR BASIEREN!", - "ALEPH_DIALOGUE_7_3": "DU HAST GLÜCK, DASS ICH SO BESCHEIDEN BIN.", - "ALEPH_DIALOGUE_8_1": "WIR KÖNNEN UNS NICHT MEHR SO TREFFEN!", - "ALEPH_DIALOGUE_9_1": "MEINE NEUEN REKRUTEN SIND EIN WIRKLICH UNGEHOBELTER HAUFEN.", - "ALEPH_DIALOGUE_10_1": "JA, ICH BIN ES WIEDER – UM DIESE TALENTIERTE JUNGE PERSON ZU REKRUTIEREN, GEGEN DIE DU KÄMPFST.", - "ALEPH_DIALOGUE_9_2": "ZUM GLÜCK HABE ICH AN MEINEN FÜHRUNGSQUALITÄTEN GEARBEITET.", - "ALEPH_DIALOGUE_9_3": "WIR WERDEN FÜR EINE WAHRHAFT POSITIVE ARBEITSATMOSPHÄRE SORGEN!", - "ALEPH_DIALOGUE_10_2": "BIST DU DAS NICHT IRGENDWANN LEID?", - "RESTING_KAYLEIGH_DATING_1": "Mit Kayleigh sprichst du über schöne Erinnerungen an Orte, an denen ihr als Kinder wart.", - "RESTING_KAYLEIGH_DATING_3": "Kayleigh spricht mit dir darüber, wonach sie strebt.", - "RESTING_KAYLEIGH_DATING_2": "Ihr lacht über peinliche Momente, die ihr erlebt habt.", - "RESTING_MEREDITH_PLATONIC_2": "Du versuchst dich in Small Talk mit Meredith, allerdings ist sie gerade nicht besonders gesprächig.", - "RESTING_KAYLEIGH_DATING_4": "Ihr habt ein heiteres Gespräch über frühere Romanzen.", - "RESTING_KAYLEIGH_DATING_5": "Kayleigh plaudert mit dir über die Orte auf der Erde, die sie gerne besuchen würde.", - "RESTING_MEREDITH_PLATONIC_1": "Meredith betreibt Small Talk mit dir.", - "RESTING_MEREDITH_PLATONIC_3": "Meredith beschwert sich über kleinere Unannehmlichkeiten, während du zuhörst.", - "RESTING_MEREDITH_PLATONIC_5": "Ihr sitzt da und schweigt. Meredith hat gerade nicht viel zu sagen.", - "RESTING_MEREDITH_PLATONIC_4": "Meredith erzählt die Geschichte eines Fantasyromans, den sie ziemlich gut findet.", - "RESTING_MEREDITH_DATING_1": "Meredith beschreibt in allen Details einen Horrorfilm, der mal im Fernsehen lief.", - "RESTING_MEREDITH_DATING_3": "Meredith nimmt allen Mut zusammen und macht dir ein Kompliment über dein Aussehen.", - "RESTING_MEREDITH_DATING_2": "Du redest mit Meredith über Orte, die ihr gerne mal besuchen würdet.", - "RESTING_MEREDITH_DATING_4": "Ihr habt ein persönliches und vertrautes Gespräch.", - "RESTING_MEREDITH_DATING_5": "Du machst Meredith ein Kompliment, was ihr enorm peinlich ist. Allerdings weiß sie es zu schätzen.", - "RESTING_EUGENE_PLATONIC_2": "Du besprichst mit Eugene mögliche neue Kampfstrategien.", - "RESTING_EUGENE_PLATONIC_1": "Eugene plaudert mit dir über seine Lieblings-Work-out-Programme.", - "RESTING_EUGENE_PLATONIC_5": "Eugene spricht mit dir über die Unterschiede zwischen euren beiden Welten.", - "RESTING_EUGENE_PLATONIC_3": "Eugene berichtet dir ganz aufgeregt vom Treiben in Hafenstadt.", - "RESTING_EUGENE_PLATONIC_4": "Während die Zeit ohne große Ereignisse vergeht, tauscht ihr Tipps für den Kampf aus.", - "RESTING_EUGENE_DATING_1": "Eugene erzählt dir, an welchem Ort er eines Tages gerne wohnen möchte.", - "RESTING_EUGENE_DATING_2": "Du sprichst mit Eugene locker über eure vergangenen Romanzen.", - "RESTING_EUGENE_DATING_3": "Eugene prahlt damit, wie gut er romantische Abendessen zubereiten kann.", - "RESTING_EUGENE_DATING_5": "Eugene fragt dich nach deinen Hoffnungen und Träumen, dann hört er dir aufmerksam zu.", - "RESTING_EUGENE_DATING_4": "Eugene erzählt dir eine lustige Anekdote – von denen er viele kennt.", - "RESTING_FELIX_PLATONIC_1": "Während die Zeit vergeht, skizziert Felix still und aufmerksam etwas.", - "RESTING_FELIX_PLATONIC_2": "Felix sinniert über Essen, das es auf Neu Wirral nicht gibt.", - "RESTING_FELIX_DATING_1": "Felix zeigt dir einige seiner letzten Zeichnungen.", - "RESTING_FELIX_PLATONIC_3": "Felix erinnert sich an lustige Anekdoten über Bewohner von Hafenstadt.", - "RESTING_FELIX_DATING_2": "Felix erzählt dir begeistert von neuen Ideen zu Geschichten, die er kürzlich hatte.", - "RESTING_FELIX_DATING_3": "Felix hört sich höflich deine Gedanken an.", - "RESTING_FELIX_DATING_4": "Felix plaudert mit dir über dein Lieblingsessen.", - "RESTING_FELIX_DATING_5": "Einige gemeinsame Erfahrungen bringen euch einander näher.", - "RESTING_VIOLA_PLATONIC_1": "Viola erzählt dir Geschichten über ihre Abenteuer als Kind.", - "RESTING_VIOLA_PLATONIC_3": "Viola fragt wissbegierig, wie dein Leben war, bevor du nach Neu Wirral gekommen bist.", - "RESTING_VIOLA_PLATONIC_2": "Viola erzählt dir, wie schön ihr Heimatland Messaline ist.", - "RESTING_VIOLA_PLATONIC_4": "Du erzählst Viola vom Leben in deiner Welt.", - "RESTING_VIOLA_DATING_1": "Viola rezitiert einige wunderschöne Gedichte. Ihre Darbietung ist hervorragend.", - "RESTING_VIOLA_DATING_3": "In einem ziemlich persönlichen Gespräch erzählt dir Viola, wonach sie strebt.", - "RESTING_VIOLA_DATING_2": "Ihr tauscht einige nette Artigkeiten aus.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Ich habe in letzter Zeit ein bisschen nachgedacht.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "Ich habe meine Gefühle wegen meiner Zeit in Morbidstadt sortiert.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "Tatsächlich habe ich VIEL Zeit damit verbracht, Leute zu erfreuen. Ich glaube, das tue ich noch immer.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Ich habe so viel Zeit damit verbracht, dafür zu sorgen, dass die Leute glücklich sind ...", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "Ist das normal? [pause]Ich habe keine Ahnung.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Was machst du denn gerne in deiner Freizeit?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Das ist alles schön und gut, aber vielleicht sollte ich auch mal darüber nachdenken, was ich tun möchte.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "Dann wird nichts mehr von [wave amp=30 freq=30]mir[/wave] übrig sein.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "Sonst verheize ich mich nur.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "Mit welchen Hobbys würdest du gerne anfangen?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Ich ... Darüber muss ich erst mal nachdenken!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Ich glaube, als ich jünger war, hatte ich wesentlich mehr [wave amp=30 freq=30]Leidenschaft[/wave] für Dinge als jetzt.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "Wusstest du, dass ich früher Gitarre gespielt habe?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "Genau wie mein Papa. In meinen frühesten Erinnerungen sitze ich auf seinem Schoß und höre ihm beim Spielen zu.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "Wie konnte er denn gleichzeitig dich und eine Gitarre auf dem Schoß haben?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Oh – [pause]natürlich, [pause]du bist neu.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "... Indem er sehr vorsichtig war.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Meine eigene Gitarre habe ich mir als Jugendliche geholt, war aber nie besonders gut.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "Und, na ja, wenn ich nicht dazu bestimmt war, Profimusikerin zu werden, [pause]was brachte es dann überhaupt?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "Ich glaube, ich habe das Spielen aufgegeben, [pause]weil ich das Gefühl hatte, dass jedes Hobby auf irgendwas hinauslaufen sollte.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "Das ist ein Jammer!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Das ist nicht die richtige Einstellung!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "Weißt du was? [pause]Du hast recht.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "Es IST ein Jammer, dass ich es aufgegeben habe.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "Ich sollte mehr für mich machen.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Wenn ich vielleicht den ganzen Tag im Bett bleiben und furchtbare Liebesromane lesen will, sollte ich das tun!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "U-Und [pause]das muss noch nicht mal produktiv sein!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "Das ist die richtige Einstellung!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "Du hast recht!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Fühlt sich gut an, dass ich das losgeworden bin.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Ich habe fast ausgetrunken. Was meinst du, sollen wir uns wieder an die Arbeit machen?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Hehe. Tausend Dank, {player}.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Immerhin sind wir zu einem großen Monster fusioniert, nicht wahr? Wenn das kein Bindungserlebnis war, was dann?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "Sieh mal, {player}!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "Die hat Clémence auf dem Markt gefunden und sie mir mitgebracht!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "Ist sie in gutem Zustand?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "Wie ist sie?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "Aber ganz ehrlich? Das ist bei der Hälfte des Mülls in Hafenstadt so.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Sie ... verströmt ein wenig Meeresaroma ...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "Wie klingt sie?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "Keine Sorge, die Leute auf Neu Wirral sind es gewohnt, dass Sachen nicht so ganz funktionieren. Nichts, was man nicht wieder hinbekommen könnte!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Gute Frage. Bist du bereit ...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Gute Frage. Bist du bereit ...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Gute Frage. Bist du bereit ...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Das klingt ...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "... ziemlich unfertig!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "Diese Schönheit werde ich schon bald spielen!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "Natürlich muss man sich richtig reinhängen.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "Darauf freue ich mich schon!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "Hoffentlich bringst du mir ein Ständchen!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "Ich auch!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Daumen drücken, dann wird es vielleicht was.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "Klar!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Hey, äh, hast du Lust, mit zu mir zu kommen? Ich möchte dir was zeigen.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Jetzt nicht.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "Kein Problem – dann bleibt mir noch mehr Zeit zum Üben!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "Ausgezeichnet!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "I-Ich wollte dir was vorspielen. Das hat mein Papa immer gesungen und es war das erste Lied, das ich gelernt habe.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Du bist so gut zu mir und ich wollte ein bisschen was für dich tun.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Du bist so gut zu mir und ich wollte ein bisschen was für dich tun.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "Bist du bereit?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Du bist so gut zu mir und ich wollte ein bisschen was für dich tun.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "Bist du bereit?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "Ja!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "Bist du bereit?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Also, was meinst du?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "Das war toll!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Ich glaube, ich möchte dich jetzt küssen.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "Oh, du lässt mich noch rot werden!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Hoffentlich spielst du weiter.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Hoffe ich auch! Vielleicht sollten wir ein Lied schreiben, wenn wir zusammen unterwegs sind.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Das könnte doch lustig werden, oder?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "Ich bin dabei!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "Oh, bist du dir sicher, dass das nicht nur die [wave amp=30 freq=30]Magie[/wave] ist, eine Gitarristin bei der Arbeit zu sehen?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "Dann steht es fest! Legen wir los!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "Oh, bist du dir sicher, dass das nicht nur die [wave amp=30 freq=30]Magie[/wave] ist, eine Gitarristin bei der Arbeit zu sehen?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "Oh, bist du dir sicher, dass das nicht nur die [wave amp=30 freq=30]Magie[/wave] ist, eine Gitarristin bei der Arbeit zu sehen?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "Ich habe mich zum ersten Mal verliebt, als ich in der Schule eine Freundin Schlagzeug spielen sah. Ich glaube, ich stehe einfach auf Musikerinnen.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Aber Spaß beiseite, ich hoffe wirklich, dass du weiterspielst!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "Nein, ich meine es ernst. Ich mag dich.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "Nein, ich meine es ernst. Ich mag dich.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Ich ...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "Nein, ich meine es ernst. Ich mag dich.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Wenn du mich küssen willst ...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Ich glaube, jetzt wäre ein guter Zeitpunkt dafür.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Nichts Besonderes!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Ja, das hatte ich mir schon gedacht.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Wenn du es sagst!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "Ich weiß nicht, ob ich ein Wort dafür habe, um das zu beschreiben.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "Ehrlich gesagt, habe ich dich, glaube ich, erst auf [wave amp=30 freq=30]diese[/wave] Weise wahrgenommen, als wir fusioniert sind.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Erst mal [pause]hatte ich bisher nur ein paar kurze Beziehungen, und zwar auch alle mit Jungs.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Erst mal [pause]hatte ich bisher nur ein paar kurze Beziehungen, und zwar auch alle mit Jungs.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Ich hatte schon ein paar Beziehungen mit Jungs, [pause]aber [pause]ich habe nie so richtig was ... für sie empfunden.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Es klingt vielleicht ein bisschen komisch, aber wenn wir fusionieren ...", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "... habe ich das Gefühl, deine Seele [wave amp=30 freq=10]zu spüren[/wave] ... [pause]und dass ich dich vielleicht auf eine Weise kenne, auf die ich mich nicht mal selbst kenne.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Ich ... ich finde dich wunderschön. Natürlich will ich mit dir zusammen sein.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Ich ... ich finde dich wunderschön. Natürlich will ich mit dir zusammen sein.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "Und selbst, wenn wir uns eines Tages trennen müssen, wird es das wert gewesen sein ... [pause]glaube ich.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Ich ... ich finde dich wunderschön. Natürlich will ich mit dir zusammen sein.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "[wave amp=30 freq=30]Du[/wave] bist vielleicht ein Glückspilz!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Du hast recht.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Das sehe ich auch so.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Tja, dann hast du jetzt eine Freundin! UND sie ist auch noch eine aufstrebende Musikerin!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "Wir sollten feiern!", - "MEREDITH_INTRO_MEREDITH1.m": "Oh. Der neue Junge.", - "MEREDITH_INTRO_MEREDITH1.f": "Oh. Das neue Mädchen.", - "MEREDITH_INTRO_MEREDITH1.n": "Oh. Der Neuankömmling.", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "Kennen wir uns?", - "MEREDITH_INTRO_MEREDITH2": "Hoylake hat von dir erzählt, als er einige Teile aus meinem Laden abgeholt hat.", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "Du wusstest von mir?", - "MEREDITH_INTRO_MEREDITH3": "Hast du ihn schon kennengelernt? [pause]Der ist echt schlimm.", - "MEREDITH_INTRO_MEREDITH4": "Wusstest du, dass er überhaupt kein richtiger Wissenschaftler ist? [pause]Bevor er nach Neu Wirral kam, war er ein DATENANALYST.", - "MEREDITH_INTRO_MEREDITH6.m": "Aber egal, ich bin Meredith. [pause]Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", - "MEREDITH_INTRO_MEREDITH5": "Jemand muss ihm mal sagen, dass man NICHT automatisch zur Persönlichkeit wird, wenn man ein T-Shirt mit dem Aufdruck \\\"Ich liebe Wissenschaft\\\" trägt.", - "MEREDITH_INTRO_MEREDITH6.n": "Aber egal, ich bin Meredith. [pause]Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", - "MEREDITH_INTRO_MEREDITH6.f": "Aber egal, ich bin Meredith. [pause]Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "Ich finde einen Weg von der Insel!", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "So schlimm ist es doch gar nicht!", - "MEREDITH_INTRO_A_MEREDITH2": "Es gibt nur seltsame albtraumhafte Kreaturen und uns. Auf einer Insel.", - "MEREDITH_INTRO_A_MEREDITH1.m": "Wie süß. Du bist neu hier. Tut mir leid, aber es gibt keinen Weg von der Insel.", - "MEREDITH_INTRO_A_MEREDITH1.n": "Wie süß. Du bist neu hier. Tut mir leid, aber es gibt keinen Weg von der Insel.", - "MEREDITH_INTRO_A_MEREDITH1.f": "Wie süß. Du bist neu hier. Tut mir leid, aber es gibt keinen Weg von der Insel.", - "MEREDITH_INTRO_A_MEREDITH3": "Ganz einfach.", - "MEREDITH_INTRO_END_MEREDITH1": "Na ja, ich wollte nur mal ein bisschen frische Luft schnappen. Komm doch mal in meinem Laden in der Stadt vorbei. Das gelbe Gebäude an der Promenade.", - "MEREDITH_INTRO_B_MEREDITH2": "Da gehen einem ziemlich schnell die Gesprächsthemen aus. Glaub mir.", - "MEREDITH_INTRO_B_MEREDITH1": "Wie viele Leute sind hier? Maximal ein paar Hundert.", - "MEREDITH_INTRO2_MEREDITH1": "Oh. Du schon wieder. Ich wollte dich was fragen ...", - "MEREDITH_INTRO2_MEREDITH2": "Willst du wirklich nach einem Weg von dieser Insel suchen?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "Ja!", - "MEREDITH_INTRO2_MEREDITH3": "Hm. Dein Optimismus ist fast schon bewundernswert.", - "MEREDITH_INTRO2_MEREDITH4": "Na ja, wenn du dieses ganze \\\"Über die Insel reisen\\\"-Ding machst, könntest du für mich nach was Ausschau halten?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "Na klar! Was suchst du denn?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Zurzeit nicht.", - "MEREDITH_INTRO2_NO_MEREDITH1": "Klar. Du hast bestimmt zu tun. So wie ich.", - "MEREDITH_INTRO2_NO_MEREDITH2": "Oh, hey. Du bist's.", - "MEREDITH_INTRO2_MEREDITH5": "Eine, ähm, Schallplatte. [pause]Weißt du, was das ist?", - "MEREDITH_INTRO2_NO_MEREDITH3": "Meinst du, du hättest Zeit, was für mich zu finden?", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "Ja!", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "Natürlich! Warum sollte ich das nicht wissen?", - "MEREDITH_INTRO2_MEREDITH6": "Okay, cool.", - "MEREDITH_INTRO2_MEREDITH7": "Es ist, [pause]äh, [pause]schwierig, zu sagen, wer hier irgendwas weiß. Nicht alle kommen aus ähnlichen ... Welten.", - "MEREDITH_INTRO2_MEREDITH9": "Also, die Schallplatte [pause]ist ein Album. [pause]\\\"All I Ever Needed\\\" von The Witch House. Vielleicht kennst du es ja.", - "MEREDITH_INTRO2_MEREDITH8": "Dadurch wird es ziemlich schwierig, mit Leuten zu reden. [pause]Sogar noch schwieriger als gewöhnlich.", - "MEREDITH_INTRO2_MEREDITH10": "Ich habe es in meinem früheren Leben immer gehört. Es hat einen ... [pause]sentimentalen Wert für mich, okay?", - "MEREDITH_QUEST1_QUERY_IANTHE6": "Da besorgen wir die gesamte Kleidung für die Bewohner – [pause]ganz zu schweigen von unseren Kassettenspielern und Kassetten.", - "MEREDITH_INTRO2_MEREDITH12.m": "Hey. Der Neuankömmling. Wie läuft's?", - "MEREDITH_INTRO2_MEREDITH11": "In Hafenstadt gibt es ein paar Musiknerds. Meinst du, du könntest dich für mich umhören?", - "MEREDITH_INTRO2_MEREDITH12.n": "Hey. Der Neuankömmling. Wie läuft's?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "Ich suche noch nach der Schallplatte!", - "MEREDITH_INTRO2_MEREDITH12.f": "Hey. Der Neuankömmling. Wie läuft's?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "Habe ich diese Schallplatte ...?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "Gibt nichts Neues!", - "MEREDITH_INTRO2_MEREDITH13A": "Oh, cool. Die Sache ist ziemlich aussichtslos und die Wahrscheinlichkeit ist nicht besonders hoch. Aber ich weiß es trotzdem zu schätzen.", - "MEREDITH_QUEST1_QUERY": "\\\"All I Ever Needed\\\" von The Witch House?", - "MEREDITH_INTRO2_MEREDITH13B": "Ja, gewöhn dich daran. Die Zeit vergeht hier nicht unbedingt wie im Flug. Uns fehlt ein bisschen Unterhaltung.", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Nein. Aber du kannst die Ranger im Rathaus fragen.", - "MEREDITH_QUEST1_QUERY_IANTHE1": "Meredith ist auf der Suche nach einer Schallplatte? [pause]Du weißt aber schon, dass die Wahrscheinlichkeit, genau die zu finden, so ziemlich bei null liegt, oder?", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "Oder vielleicht die Ranger im Ranger-Außenposten. [pause]Kennst du den? [pause]Der liegt nordöstlich von Hafenstadt.", - "MEREDITH_QUEST1_QUERY_IANTHE2": "Ich kann es gar nicht oft genug betonen. Die Sachen auf Neu Wirral kommen aus einer [wave amp=30 freq=30]Menge[/wave] anderer Welten.", - "MEREDITH_QUEST1_QUERY_IANTHE3": "Nichtsdestotrotz [pause]könntest du in der Falldown Mall Glück haben.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "Falldown Mall?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Oh – [pause]natürlich, [pause]du bist neu.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "Alles klar!", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Oh – [pause]natürlich, [pause]du bist neu.", - "MEREDITH_QUEST1_QUERY_IANTHE5": "Im Norden von Neu Wirral gibt es ein Shoppingcenter. [pause]Es ist vollkommen verlassen – und erst vor ungefähr 15 Jahren hier erschienen.", - "MEREDITH_QUEST1_QUERY_IANTHE7": "In der Mall gibt es einen Musikladen voller Schallplatten und Kassetten, der aber aus Sicherheitsgründen verschlossen ist.", - "MEREDITH_QUEST1_QUERY_IANTHE8": "Immerhin sind die Kassettenvorräte ziemlich wichtig. Da ist es eine gute Idee, sie sicher aufzubewahren.", - "MEREDITH_QUEST1_QUERY_IANTHE9": "Falls die Platte da ist, könnte Meredith ihr Leben riskieren, nur um sie zu bekommen. [pause]Der rationale Teil in mir will ihr offiziell verbieten, das zu versuchen ...", - "MEREDITH_QUEST1_QUERY_IANTHE10": "Aber wenn du sie begleitest, ist es vielleicht etwas sicherer. Hier, nimm das mit.", - "MEREDITH_QUEST3_MEREDITH2": "Oh.", - "MEREDITH_QUEST3_MEREDITH1": "Was ist das? Ein Brief ...?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "Was steht darin?", - "MEREDITH_QUEST3_MEREDITH3": "Das ist eine Notiz von Ianthe. Sie schreibt, dass meine Platte in der Falldown Mall sein könnte und ich die Erlaubnis habe, dorthin zu gehen ...", - "MEREDITH_QUEST3_MEREDITH4": "Aber nur, wenn du mich begleitest. Die Schlüssel, um reinzukommen, sind auch dabei.", - "MEREDITH_QUEST3_MEREDITH5": "Tja, sollen wir dann los?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "Bist du dir sicher?", - "MEREDITH_QUEST3_MEREDITH6": "Keine Sorge, ich kann mich verteidigen. Du dachtest doch wohl nicht, ich hätte keinen eigenen Kassettenspieler, oder?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "Das könnte gefährlich sein!", - "MEREDITH_QUEST3_MEREDITH7": "Den ganzen Tag hier rumzusitzen, macht mich wahnsinnig. [pause]Ich schätze, dieses Album zu finden ist einfach was, wonach man streben kann.", - "MEREDITH_QUEST3_MEREDITH8": "Wenn man [pause]nichts hat, was einen antreibt, dann könnte man auch tot sein, [pause]oder nicht?", - "MEREDITH_QUEST3_MEREDITH9": "Weißt du ... [pause]Weißt du, was dich gerade antreibt?", - "MEREDITH_QUEST3_MEREDITH11": "Aber ...", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Ich will einen Weg zurück nach Hause finden.", - "MEREDITH_QUEST4_PART1_MEREDITH3": "Der Laden da oben sieht aus, als könnte es dort Musik geben.", - "MEREDITH_QUEST3_MEREDITH10": "Wie ich schon sagte, das ist unmöglich.", - "MEREDITH_QUEST3_MEREDITH12": "Wenn du mir hilfst, meine Schallplatte zu finden, helfe ich dir, einen Weg nach Hause zu finden.", - "MEREDITH_QUEST3_MEREDITH13": "Warum auch nicht? Immerhin brauche ich was Neues, wonach ich streben kann.", - "MEREDITH_QUEST4_PART1_MEREDITH2": "Ich finde dieses \\\"Postapokalyptische\\\" toll.", - "MEREDITH_QUEST4_PART1_MEREDITH1": "Wenn ich ganz ehrlich sein soll, sah es hier vor diesem ganzen ... [pause]strukturellen Verfall noch viel kitschiger aus.", - "MEREDITH_QUEST4_PART1_MEREDITH4": "Finden wir einen Weg, ihn zu erreichen.", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Hier sah es bestimmt ganz anders aus, als es voll war ...", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Das wäre ein toller Ort, um einen Film zu drehen. Vielleicht könnten die Monster ja als Statisten mitspielen.", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "Klar!", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Ich hoffe, dass ich gerade nur in Wasser getreten bin.", - "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"Vinyl Beat\\\". Das muss es sein. Sollen wir reingehen?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Jetzt nicht.", - "MEREDITH_QUEST4_PART3_MEREDITH1": "Irgendwo hier muss sie sein ... Ich bin ganz nah dran ...", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"Mac and the Awesome 5 – Mac to the Future\\\". Das ist sie nicht.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"Treeman – Legacy of the Treeman\\\". Hier gibt es echt schräge Platten.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"Procgen – Dreamer of Electric Sheep\\\". Klingt cool ... ist aber nicht die richtige Platte.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "Das ist irgendein Soundtrack.", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "Auf dieser Platte steht in großen roten Buchstaben \\\"The Witch House\\\".", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "Dieses Plattencover – du hast sie gefunden!", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "Dieses Plattencover – ich habe sie gefunden!", - "MEREDITH_QUEST4_PART4_MEREDITH4": "Und dieses Cover ist auch [wave amp=30 freq=30]etwas[/wave] anders ...", - "MEREDITH_QUEST4_PART4_MEREDITH2": "Moment mal. [pause][pause]Irgendwas stimmt nicht.", - "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"Timeless and Strange\\\"? [pause]So heißt das Album nicht ...", - "MEREDITH_QUEST4_PART4_MEREDITH5": "Die Titelliste ...", - "MEREDITH_QUEST4_PART4_MEREDITH6": "Diese Lieder kenne ich nicht.", - "MEREDITH_QUEST4_PART4_MEREDITH7": "Das ist irgendeine Version aus einem [wave amp=30 freq=30]alternativen Universum[/wave]. [pause]Die, die ich wollte, ist nicht hier.", - "MEREDITH_QUEST4_PART4_MEREDITH8": "Ich wusste, dass ich nicht hätte erwarten sollen, dass mir irgendwas Gutes zustößt.", - "MEREDITH_QUEST4_PART4_MEREDITH9": "Typisch ...", - "MEREDITH_QUEST4_PART5_MEREDITH1": "Argh. Was ist passiert ...?", - "MEREDITH_QUEST4_PART5_MONARCH4": "ICH WUSSTE, ICH HABE ES GESPÜRT!\\n\\nEINE LEERE. EIN LOCH, WO EIN HERZ SEIN SOLLTE. ES GIBT MIR KRAFT.\\n\\nICH WILL ES VOLLSTÄNDIG VERSCHLINGEN.", - "MEREDITH_QUEST4_PART5_MEREDITH2": "Alles okay, {player}?", - "MEREDITH_QUEST4_PART5_MONARCH6": "IHR KÖNNTET SOLCH ERFÜLLTE LEBEN HABEN.\\n\\nABER STATTDESSEN TAUSCHT IHR SIE GEGEN LEERE SYMBOLE UND TRICKS EIN.", - "MEREDITH_QUEST4_PART5_MEREDITH3": "Die Schallplatte – sie ist mir runtergefallen. Siehst du sie?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "W-Wer bist du? [pause]Wovon redest du da?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "Das ist eine Ruine! Voller Müll!", - "MEREDITH_QUEST4_PART5_MONARCH7": "IHR TAUSCHT ETWAS BEDEUTSAMES GEGEN NICHTS EIN.\\n\\nMEIN SCHLOSS IST ANGEFÜLLT MIT ALL DER LEERE, DIE IHR HINTERLASST!", - "MEREDITH_QUEST4_PART5_MEREDITH8": "Dein ... [pause]Schloss? [pause]Die Mall? [pause]Ist das dein Ernst?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]Das ist nichts![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "JA ... ES IST NICHTS ...\\n\\nUND ICH BIN DER KÖNIG DES NICHTS!\\n\\nLASST MICH EURE LEERE VERSCHLINGEN!", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Es wäre so einfach ...", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Es wäre so einfach, aufzugeben und zu sterben ...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Wir haben es geschafft ... [pause]Wir leben ... [pause]Wir sind [pause]fusioniert ...?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "Aber so bin ich nicht! Ich bin es leid, mich selbst im Stich zu lassen!", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Äh ...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Wir haben es geschafft ... [pause]Wir leben ...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "ZIEMLICH NETT HIER.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "Das hättest du nicht tun müssen. Danke.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Mir ist bewusst, dass das etwas ziemlich Triviales war, um dafür den ganzen Weg zurückzulegen.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Mir ist bewusst, dass das etwas ziemlich Triviales war, um dafür den ganzen Weg zurückzulegen.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "ABER JEMAND MIT DEINEM POTENZIAL KÖNNTE DAS DOCH BESSER, ODER?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Mir ist bewusst, dass das etwas ziemlich Triviales war, um dafür den ganzen Weg zurückzulegen.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "Und etwas ziemlich Dummes, um deswegen fast zu sterben.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "Das hättest du nicht tun müssen. Danke.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "Das hättest du nicht tun müssen. Danke.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Ich glaube ... von verlassenen Malls und Lebensgefahr habe ich heute erst mal genug.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Komm, gehen wir zurück zur Stadt und hören uns die Schallplatte an.", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "Also ... dieses ganze ... Fusionsding ...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "Bist du, [pause]äh, [pause][pause]schon mal mit jemandem fusioniert?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "Ich finde, wir sollten, äh, darüber reden.", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "Ist schon echt komisch, oder?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "Ist schon echt cool, oder?", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "Es ist auf jeden Fall ... [pause]ungewöhnlich.", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "Ich kann mich danach zwar daran erinnern, aber es fühlt sich nicht an, als hätte ich es erlebt.", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "Als ob unsere Geister verschmelzen und ich nicht mehr ich bin.", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "Als würde ich mich an einen Traum erinnern. Vielleicht sind unsere Gehirne einfach nicht in der Lage, das zu verarbeiten ...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "Bist du, [pause]äh, [pause][pause]schon mal mit jemandem fusioniert?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "Bist du, [pause]äh, [pause][pause]schon mal mit jemandem fusioniert?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "N-[pause]Nicht, dass das eine große Sache wäre! [pause]Mir ist nur nicht klar, ob das dein erstes Mal war.", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "Das kommt irgendwie ... [pause]total falsch rüber.", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "Vergiss, was ich gesagt habe.", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "Ich wollte dich was fragen ...", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "Warum bist du dir so sicher, dass du einen Weg nach Hause kennst?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "Warum bist du dir so sicher, dass du einen Weg nach Hause kennst?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "Warum bist du dir so sicher, dass du einen Weg nach Hause kennst?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Ich hatte eine Vision ...", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "Äh, da musst du mir schon die ganze Geschichte erzählen.", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "Hm. Das ist ziemlich schräg.", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "Ich halte meinen Teil der Abmachung ein. Du hast mir geholfen, eine Schallplatte zu finden, und ich helfe dir, einen Weg zu finden, Neu Wirral zu verlassen.", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "Oh! Die Schallplatte hatte ich schon fast vergessen!", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "Die ist echt gut.", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "Als, äh, Teenager war ich ganz schön unglücklich und kam nicht mit Menschen klar.", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "Als ich aufs College ging, wollte ich mich ändern – wirklich.", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "Okay, es ist zwar nicht das Album, das ich hatte, aber trotzdem vertraut.", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "Ich weiß, dass ich das Problem bin, aber ich will es weiter versuchen.", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "Du hättest nicht dein Leben aufs Spiel setzen müssen, um mir zu helfen.", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "Die Schallplatte war so was wie der Soundtrack für mich, die sich ändern und besser werden wollte ...", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "Ich habe es aber nicht geschafft. Ich hätte fast Freunde fürs Leben gefunden, die mittlerweile aber nicht mehr mit mir reden.", - "MEREDITH_CONVO5_MEREDITH2": "Habe ich je erwähnt, dass meine Toleranz gegenüber Insekten ziemlich gering ist?", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "Vielleicht meinte der Erzengel das. Vielleicht habe ich zu viel Zeit damit verbracht, mich abzulenken, statt zu versuchen, wirklich zu leben.", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "Vieles auf Neu Wirral ist Mist, aber ...", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "Aber auch wenn wir nicht genau das gefunden haben, was ich suche, ist das ... Ergebnis okay.", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "Du bist irgendwie cool.", - "MEREDITH_CONVO1_MEREDITH1": "Weißt du ...", - "MEREDITH_CONVO1_MEREDITH2": "An Lagerfeuern kann man sich so einfach unterhalten.", - "MEREDITH_CONVO1_MEREDITH3": "Es gibt keine peinlichen Pausen, in denen einem nichts einfällt.", - "MEREDITH_CONVO1_MEREDITH4": "Man kann immer irgendwas wie \\\"Das ist ein tolles Feuer\\\" sagen und alle nicken zustimmend, als wäre das was Besonderes.", - "MEREDITH_CONVO1_MEREDITH6": "Obwohl das natürlich eine Brandgefahr wäre.", - "MEREDITH_CONVO1_MEREDITH5": "Wenn doch nur bei jedem Gespräch ein Lagerfeuer in der Nähe sein könnte ...", - "MEREDITH_CONVO2_MEREDITH1": "Erinnerst du dich daran, was du kurz, bevor du herkamst, gemacht hast?", - "MEREDITH_CONVO2_MEREDITH2": "Also [pause]bevor du nach Neu Wirral gekommen bist.", - "MEREDITH_CONVO5_MEREDITH1": "ARGH. [pause][pause]Ich glaube, irgendwas ist mir gerade auf den Fuß gekrabbelt.", - "MEREDITH_CONVO2_MEREDITH3": "Ich versuche mich manchmal an den genauen Zeitpunkt zu erinnern, [pause]aber ich kann es nicht ...", - "MEREDITH_CONVO2_MEREDITH4": "So ähnlich, als wenn man versucht, sich an den Zeitpunkt zu erinnern, an dem man eingeschlafen ist.", - "MEREDITH_CONVO2_MEREDITH5": "Ich weiß noch, was ich damals gemacht habe, aber der exakte Moment ist weg.", - "MEREDITH_CONVO2_MEREDITH6": "Komisch.", - "MEREDITH_CONVO3_MEREDITH2": "Wenn wir einen Weg zurück nach Hause finden würden ... [pause]zu unserem richtigen Zuhause ...", - "MEREDITH_CONVO3_MEREDITH1": "Ich frage mich ...", - "MEREDITH_CONVO3_MEREDITH3": "Wäre dann dort auch diese ganze Zeit vergangen?", - "MEREDITH_CONVO3_MEREDITH4": "Oder wären wir wieder an dem Punkt, an dem wir verschwanden? Als wäre alles nur in einem Augenblick geschehen?", - "MEREDITH_CONVO4_MEREDITH1": "Das Coole an The Witch House ist, [pause]dass sich drei andere Bands auflösen mussten, damit sie gegründet werden konnte.", - "MEREDITH_CONVO4_MEREDITH2": "Procgen ging auseinander, als der Bassist seine eigene Religion gründen wollte, also brauchte der Sänger Rob Handsome Arbeit ...", - "MEREDITH_CONVO4_MEREDITH8": "Ich schätze, [pause]das ist sehr unwahrscheinlich.", - "MEREDITH_CONVO4_MEREDITH3": "Die Drummerin Linda Steel hatte nach einem Streit mit dem Label gerade das Punktrio Bad Horses verlassen ...", - "MEREDITH_CONVO4_MEREDITH5": "Also kamen die Stars zusammen, [pause]vor allem durch schlechte Umstände, [pause]und konnten The Witch House gründen.", - "MEREDITH_CONVO4_MEREDITH4": "Und Gitarrist Daniel \\\"Sicherheit geht vor\\\" Buttercroft war der einzige Überlebende eines Unfalls mit dem Tourbus, bei dem der Rest seiner Band No Seatbelts umgekommen war.", - "MEREDITH_CONVO4_MEREDITH6": "Da fragt man sich doch, wie gering die Chancen sind, dass so was überhaupt passiert ...", - "MEREDITH_CONVO4_MEREDITH7.f": "Wie groß ist wohl die Wahrscheinlichkeit, dass wir beide, [pause]in diesem Augenblick, [pause]hier sind?", - "MEREDITH_CONVO4_MEREDITH7.m": "Wie groß ist wohl die Wahrscheinlichkeit, dass wir beide, [pause]in diesem Augenblick, [pause]hier sind?", - "MEREDITH_CONVO4_MEREDITH7.n": "Wie groß ist wohl die Wahrscheinlichkeit, dass wir beide, [pause]in diesem Augenblick, [pause]hier sind?", - "MEREDITH_CONVO5_MEREDITH3": "Ich tue einfach so, als wäre es ein Grashalm gewesen, und denke nicht weiter darüber nach.", - "MEREDITH_CONVO6_MEREDITH1": "Hier unsere \\\"Pärchenzeit\\\" zu verbringen, ist ja schön und gut, aber ...", - "MEREDITH_CONVO6_MEREDITH2": "... stell dir nur vor, es gäbe ein [wave amp=30 rate=10]zweites[/wave] Café in Hafenstadt.", - "MEREDITH_CONVO6_MEREDITH3": "Das würde das Dating völlig auf den Kopf stellen!", - "MEREDITH_CONVO6_MEREDITH4": "Vielleicht sollte ich eins eröffnen, nur um für gesunden Wettbewerb zu sorgen.", - "MEREDITH_CONVO6_MEREDITH6": "Ich kann es schon vor meinem inneren Auge sehen.", - "MEREDITH_CONVO6_MEREDITH5": "Ich würde es viel düsterer einrichten. [pause]Schwarze Wände, coole Schädel ...", - "MEREDITH_CONVO7_MEREDITH1": "Ich bin nicht, äh, gerade gut darin, mich auszudrücken.", - "MEREDITH_CONVO7_MEREDITH2": "Manchmal habe ich das Gefühl, dass ich in Gesprächen falsch reagiere ...", - "MEREDITH_CONVO7_MEREDITH4": "Viele langweilen mich allerdings WIRKLICH!", - "MEREDITH_CONVO7_MEREDITH5": "Du aber nicht. [pause]Also denk bitte niemals, ich würde dir keine Aufmerksamkeit schenken oder so.", - "MEREDITH_CONVO7_MEREDITH3": "Als würde ich das Falsche sagen oder das falsche Gesicht machen. [pause]Und dann glauben die Leute, ich würde mich nicht für das interessieren, was sie erzählen.", - "MEREDITH_CONVO8_MEREDITH1": "Ist dir schon mal aufgefallen, dass Hafenstadt für jeden sorgt, ganz egal, was er zur Gemeinschaft beiträgt?", - "MEREDITH_CONVO8_MEREDITH2": "Klar, die Leute haben natürlich auch ihre Problemchen, aber ...", - "MEREDITH_CONVO8_MEREDITH3.m": "... niemand wird ausgestoßen. [pause]Jeder trägt irgendwie das bei, was er kann. [pause]Und wenn man es nicht kann? [pause]Kein Ding.", - "MEREDITH_CONVO8_MEREDITH3.n": "... niemand wird ausgestoßen. [pause]Jeder trägt irgendwie das bei, was er kann. [pause]Und wenn man es nicht kann? [pause]Kein Ding.", - "MEREDITH_CONVO8_MEREDITH3.f": "... niemand wird ausgestoßen. [pause]Jeder trägt irgendwie das bei, was er kann. [pause]Und wenn man es nicht kann? [pause]Kein Ding.", - "MEREDITH_CONVO8_MEREDITH4": "Die Gesellschaft ist schon irgendwie einsam, klar ... [pause]aber nicht grausam.", - "MEREDITH_CONVO8_MEREDITH5": "Das kann ich, [pause]äh, [pause]über den Ort, von dem ich stamme, nicht unbedingt behaupten.", - "MEREDITH_CONVO9_MEREDITH1": "Das klingt jetzt vielleicht etwas makaber, aber ich frage mich manchmal, ob die Leute aus meinem \\\"früheren Leben\\\" je an mich denken.", - "MEREDITH_CONVO9_MEREDITH2": "Ich stelle mir vor, wie alte Kollegen abends in einem trostlosen Londoner Pub sitzen und sich fragen: [pause]\\\"Was ist eigentlich mit Meredith Chen passiert, die eines Tages einfach so verschwunden und nie wieder aufgetaucht ist?\\\"", - "MEREDITH_CONVO9_MEREDITH4": "Wenn ich es laut ausspreche, klingt es sogar noch viel bedrückender.", - "MEREDITH_CONVO9_MEREDITH3": "...", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "Filme?", - "MEREDITH_CONVO10_MEREDITH1": "Falls wir je in unsere Welten zurückkehren, muss ich jede Menge Filme nachholen.", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "Welche Filme magst du denn?", - "MEREDITH_CONVO10_MEREDITH2": "Oh, [pause]hm.", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Das ist sehr spezifisch.", - "MEREDITH_CONVO10_MEREDITH3": "Ich glaube, mein Geschmack ist in zwei unterschiedliche Kategorien aufgeteilt: richtige dumme amerikanische Actionfilme und Vampirfilme, bei denen man nicht weiß, ob man sich gerade wahre Kunst oder totalen Müll ansieht.", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "Du weißt, was dir gefällt!", - "MEREDITH_CONVO10_MEREDITH4": "Ich schätze, es ist gut, zu wissen, was bei dir ankommt.", - "MEREDITH_CONVO11_MEREDITH1": "Wie ich hörte, ist Kayleigh jetzt, na ja, deine Freundin ...?", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Hast du das gehört ...?", - "MEREDITH_CONVO11_MEREDITH6": "Vielleicht hatte ich nach der Nacht, die wir miteinander verbracht haben, einfach nur eine falsche Vorstellung ... [pause]Aber das ist okay.", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "Hoffentlich ist dir das nicht peinlich!", - "MEREDITH_CONVO11_MEREDITH2": "Was soll ich sagen? Die Leute erzählen viel.", - "MEREDITH_CONVO11_MEREDITH3": "Ich nehme es dir nicht übel – [pause]Kayleigh ist eben [wave amp=30 freq=10]Kayleigh[/wave].", - "MEREDITH_CONVO11_MEREDITH5": "(Oh Mann, ich bin so was von [wave amp=30 freq=10]schlecht[/wave] darin, mit Frauen zu reden ...)", - "MEREDITH_CONVO11_MEREDITH4": "Sie ist einfach perfekt und sieht auch noch hinreißend aus. [pause]Sag ihr das aber nicht.", - "MEREDITH_CONVO11_MEREDITH7": "Ich weiß sowieso nicht, ob ich bereit für längerfristige Bindungen bin.", - "MEREDITH_CONVO12_MEREDITH1": "Weißt du noch, als wir gegen den Erzengel gekämpft haben, der unter der Mall gelebt hat? [pause]Ich habe über etwas nachgedacht, was er gesagt hat.", - "MEREDITH_CONVO12_MEREDITH2": "Er meinte, ich würde \\\"etwas Bedeutsames gegen nichts eintauschen\\\". [pause]Ich glaube, er hat über meinen Wunsch gesprochen, diese Schallplatte zu finden.", - "MEREDITH_CONVO12_MEREDITH4": "Ich schätze, man kann sich schnell auf so etwas fixieren und vernachlässigt dann Dinge im Leben, die [wave amp=30 freq=10]wirklich[/wave] wichtig sind.", - "MEREDITH_CONVO12_MEREDITH3": "Denn letztendlich ... [pause]war die Platte nicht wichtig. Sie ist nur eine [wave amp=30 freq=10]Sache[/wave] in meinem Leben – wie die Bücher, die ich lese, und die Filme, die ich mir anschaue.", - "MEREDITH_CONVO12_MEREDITH5": "\\\"Etwas Bedeutsames gegen nichts eintauschen\\\".", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "Wieso?", - "MEREDITH_CONVO12_MEREDITH6": "Und, äh, unsere Freundschaft bedeutet mir was, [pause]also werde ich sie nicht vergessen.", - "MEREDITH_CONVO13_MEREDITH2": "Auf dieser Insel haben viele gelebt und sind viele gestorben. Und viele davon sind oder waren Leute wie wir ... [pause]Leute, die aus einer anderen Welt hier angespült wurden.", - "MEREDITH_CONVO13_MEREDITH1": "Weißt du noch, als wir auf diesem Friedhof unterwegs waren? Das hat mich zum Nachdenken gebracht.", - "MEREDITH_CONVO13_MEREDITH3": "Das sind ziemlich viele Leute, die verschwanden und niemals gefunden wurden. Ziemlich traurig, sich das vorzustellen.", - "MEREDITH_CONVO13_MEREDITH4": "Auf dieser Insel haben bestimmt viele die Hoffnung verloren.", - "MEREDITH_CONVO13_MEREDITH5": "Zu denen will ich nicht gehören, {player}.", - "MEREDITH_CONVO14_MEREDITH1": "Also ... glaubst du, dass es stimmt?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "Was denn?", - "MEREDITH_CONVO14_MEREDITH2": "Dass das große Tor, das du gefunden hast, uns nach Hause bringen kann.", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "Wie meinst du das?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "Das muss ich.", - "MEREDITH_CONVO14_MEREDITH3": "Ich ... [pause]habe mich damit abgefunden, für immer hierzubleiben. Es macht mir ein bisschen Angst, über eine Zukunft für mich nachdenken zu müssen.", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "Welche Wahl habe ich denn?", - "MEREDITH_CONVO15_MEREDTH2": "Falls das Tor wirklich funktioniert, wird das eine Menge Arbeit für die Ranger.", - "MEREDITH_CONVO15_MEREDTH1": "Du hast mit Ianthe über das Tor gesprochen, was?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "Wie meinst du das?", - "MEREDITH_CONVO15_MEREDTH5": "Die Ranger sind so was wie die Verwalter dieser Gemeinschaft, okay? Sie müssen es schaffen, mit diesen ganzen logistischen Veränderungen klarzukommen.", - "MEREDITH_CONVO15_MEREDTH3": "Die Leute hier müssten ihre Perspektiven total ändern. Neu Wirral wäre nicht mehr der Ort, an dem man auf immer festsitzt. Es wird ein Ort, an dem einige Leute einfach nur ... von Zeit zu Zeit landen.", - "MEREDITH_CONVO15_MEREDTH4": "[wave amp=30 freq=10]Ausgehend davon[/wave], dass Leute hier überhaupt noch landen.", - "MEREDITH_CONVO15_MEREDTH6": "Ich bin froh, dass ich keine von ihnen bin. Zu viel Arbeit.", - "MEREDITH_CONVO16_MEREDITH2": "Sich mit Kassetten in Monster zu verwandeln, ist eine Sache. [pause]Mit dir zu fusionieren und ein größeres Monster zu werden eine andere. [pause]Aber als wir [wave amp=30 freq=10]alle[/wave] auf diesem Zug fusionierten?", - "MEREDITH_CONVO16_MEREDITH1": "In letzter Zeit ist so viel passiert, dass wir nicht mal Gelegenheit hatten, über unseren großen Kampf gegen Aleph zu reden.", - "MEREDITH_CONVO16_MEREDITH3": "Das war einfach nur noch irre.", - "MEREDITH_CONVO16_MEREDITH4": "Ich weiß nicht genau, wie ich es beschreiben soll ... [pause]Bei einer normalen Fusion hatte ich das Gefühl, mir unbeteiligt anzusehen, was mein Körper macht.", - "MEREDITH_CONVO18_MEREDITH1": "Ich fand ja schon die Monster auf Neu Wirral unheimlich.", - "MEREDITH_CONVO16_MEREDITH5": "Aber diesmal waren es nicht nur du und ich, sondern wir alle – und ich konnte unseren gemeinsamen Wunsch [wave amp=30 freq=10]spüren[/wave].", - "MEREDITH_CONVO16_MEREDITH6": "Weißt du was? [pause]Erzengel sind stark, aber Menschen sind noch [wave amp=30 freq=10]VIEL[/wave] stärker.", - "MEREDITH_CONVO17_MEREDITH2": "Ich sehe mich wohl als ziemlich einzelgängerische Person und habe mir vorgestellt, dass es alles verändern könnte, was ich an mir wahrnehme, wenn wir ein Paar werden würden.", - "MEREDITH_CONVO17_MEREDITH1": "Ich glaube, ich habe mir anfangs Sorgen gemacht, dass mich eine Beziehung von Grund auf verändern würde.", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "Wie meinst du das?", - "MEREDITH_CONVO17_MEREDITH4": "Aber ... es ist nicht passiert. Ich bin noch immer [wave amp=30 freq=10]ich[/wave], [pause]ich habe einfach nur noch [wave amp=30 freq=10]dich[/wave] dazubekommen.", - "MEREDITH_CONVO17_MEREDITH3": "Das klingt dumm [pause]und das ist es wahrscheinlich auch, [pause]aber so hat es sich angefühlt.", - "MEREDITH_CONVO18_MEREDITH3": "Er hat mit uns gesprochen, als wäre er eine [wave amp=30 freq=10]Person[/wave]. Als wären sie so klug wie wir. Vielleicht sogar [wave amp=30 freq=10]klüger[/wave].", - "MEREDITH_CONVO18_MEREDITH2": "Aber die \\\"Erzengel\\\"? Wie der, gegen den wir gekämpft haben? Die spielen in einer ganz anderen Liga.", - "MEREDITH_CONVO18_MEREDITH4": "Die Tatsache, dass in den Bahnanlagen, die es offenbar unter der ganzen Insel gibt, [wave amp=30 freq=10]riesige intelligente Monster leben, die die Realität verändern können[/wave] ...", - "MEREDITH_CONVO18_MEREDITH5": "Tja, richtig gut werde ich in dem Wissen heute Nacht nicht schlafen können.", - "MEREDITH_CONVO19_MEREDITH1": "...", - "MEREDITH_CONVO19_MEREDITH2": "...", - "MEREDITH_CONVO19_MEREDITH3": "Tut mir leid, ich weiß, dass das peinlich ist. Wir kennen uns nicht besonders gut, also gibt es auch nicht besonders viel zu reden.", - "MEREDITH_CONVO19_MEREDITH4": "Oh. [pause]Vielleicht hat es das noch schlimmer gemacht, darauf hinzuweisen.", - "MEREDITH_CONVO20_MEREDITH1": "Zelten ... [pause]ist nicht so ganz mein Ding. Ich bin eher eine Stubenhockerin.", - "MEREDITH_CONVO20_MEREDITH2": "Das hätte ich wohl erwähnen sollen, bevor du dich entschlossen hast, mit mir auf dieses kleine [wave amp=30 freq=10]Abenteuer[/wave] zu gehen.", - "MEREDITH_CONVO20_MEREDITH3": "Hoffentlich bereust du deine Entscheidung nicht, mit jemand völlig Fremden nach einer Schallplatte zu suchen.", - "MEREDITH_CONVO21_MEREDITH1": "Und wieder im Café ... Manche Dinge ändern sich nie, oder?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "Kommst du öfter her?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "Warst du schon oft hier?", - "MEREDITH_CONVO21_MEREDITH2": "Das hier ist Hafenstadt. Man kann buchstäblich [wave amp=30 freq=10]nirgendwo sonst[/wave] rumhängen.", - "MEREDITH_CONVO21_MEREDITH3": "So ist halt das Kleinstadtleben. [pause]Wenigstens ist der Kaffee gut.", - "MEREDITH_CONVO22_MEREDITH1": "Du, äh, zeltest viel auf Neu Wirral, oder?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Ich schätze schon!", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "N-Nein!", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "Tue ich das?", - "MEREDITH_CONVO22_MEREDITH2": "Das scheint mir so. Hast du deine ganzen [wave amp=30 freq=10]anderen[/wave] Begleitungen beim Zelten auch geküsst?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "Was sagst du da ...?", - "MEREDITH_CONVO22_MEREDITH3.f": "K-Keine Sorge, ich ziehe dich nur auf.", - "MEREDITH_CONVO22_MEREDITH3.m": "K-Keine Sorge, ich ziehe dich nur auf.", - "MEREDITH_CONVO22_MEREDITH3.n": "K-Keine Sorge, ich ziehe dich nur auf.", - "MEREDITH_CONVO23_MEREDITH1.m": "Ähm, [pause]du bist mit Kayleigh befreundet, oder?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "Ich denke schon!", - "MEREDITH_CONVO23_MEREDITH1.f": "Ähm, [pause]du bist mit Kayleigh befreundet, oder?", - "MEREDITH_CONVO23_MEREDITH1.n": "Ähm, [pause]du bist mit Kayleigh befreundet, oder?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "Ja!", - "MEREDITH_CONVO23_MEREDITH2": "Ich würde gerne wissen ... [pause]was mit ihr [wave amp=30 freq=10]los[/wave] ist.", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "Hm?", - "MEREDITH_CONVO23_MEREDITH3": "Sie ist vor ungefähr einem Jahr in Hafenstadt aufgetaucht und hat direkt mit der Ausbildung bei den Rangern angefangen. [pause]Sie schien [wave amp=30 freq=10]überhaupt keine[/wave] Zeit zu brauchen, sich daran zu gewöhnen, dass sie auf dieser Insel festsitzt.", - "MEREDITH_CONVO23_MEREDITH4": "[wave amp=30 freq=10]Irgendwas[/wave] daran passt nicht so ganz zusammen.", - "MEREDITH_CONVO23_MEREDITH6.m": "Äh, [pause]um das klarzustellen, [wave amp=30 freq=10]normalerweise[/wave] rede ich nicht hinter ihrem Rücken über Leute. Ich dachte mir nur, du solltest es wissen, da [wave amp=30 freq=10]ihr beide[/wave] ja viel Zeit miteinander verbringt.", - "MEREDITH_CONVO23_MEREDITH5": "Sie setzt zwar immer ihr [wave amp=30 freq=10]unbekümmertes[/wave] Gesicht auf, hat aber Leichen im Keller. [pause]Da bin ich mir sicher.", - "MEREDITH_CONVO23_MEREDITH6.f": "Äh, [pause]um das klarzustellen, [wave amp=30 freq=10]normalerweise[/wave] rede ich nicht hinter ihrem Rücken über Leute. Ich dachte mir nur, du solltest es wissen, da [wave amp=30 freq=10]ihr beide[/wave] ja viel Zeit miteinander verbringt.", - "MEREDITH_CONVO23_MEREDITH6.n": "Äh, [pause]um das klarzustellen, [wave amp=30 freq=10]normalerweise[/wave] rede ich nicht hinter ihrem Rücken über Leute. Ich dachte mir nur, du solltest es wissen, da [wave amp=30 freq=10]ihr beide[/wave] ja viel Zeit miteinander verbringt.", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "Auf negative Weise?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "Seltsam?", - "MEREDITH_SOCIAL1_MEREDITH1": "Nachdem die Erzengel erschienen und wir zum ersten Mal fusioniert sind, ist mein Leben in letzter Zeit ganz schön seltsam geworden.", - "MEREDITH_SOCIAL1_MEREDITH3": "Ich hätte wohl nicht erwartet, dass diese Insel mir noch mehr Überraschungen bietet. Ganz zu schweigen von deinem Plan, einen Weg zu finden, [wave amp=30 freq=10]sie zu verlassen[/wave] ...", - "MEREDITH_SOCIAL1_MEREDITH2": "Versteh das nicht falsch! Mit dir zu fusionieren, ist cool. Aber es ist schon auch [wave amp=30 freq=10]schräg[/wave].", - "MEREDITH_SOCIAL1_MEREDITH15": "Meine Ankunft ist schon so lange her, dass ich kaum noch daran gedacht habe, zurückzugehen.", - "MEREDITH_SOCIAL1_MEREDITH17": "Ich glaube, deswegen lenke ich mich so gerne ab.", - "MEREDITH_SOCIAL1_MEREDITH16": "Ich schätze ... [pause]zu Hause stand ich nie jemandem so nahe. Ich mag die meisten Menschen nicht.", - "MEREDITH_SOCIAL1_MEREDITH18": "Als ich hier ankam, habe ich mich wie besessen auf Elektronik gestürzt. Lampen und Sachen für die Stadt bauen und so.", - "MEREDITH_SOCIAL1_MEREDITH19": "Das gibt mir was, worauf ich mich konzentrieren kann, um nicht über all das nachdenken zu müssen, was mir fehlt.", - "MEREDITH_SOCIAL1_MEREDITH20": "Ich glaube, bei der Suche nach dem Album war es genauso.", - "MEREDITH_SOCIAL1_MEREDITH21": "Argh. [pause]Tut mir leid, dass ich so eine ... [pause]Tut mir leid, dass ich ich bin.", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "Du musst dich nicht entschuldigen!", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "Hey, kein Problem!", - "MEREDITH_SOCIAL1_MEREDITH22": "Hehe. [pause]Danke. [pause]Ich klang zwischendurch schon wie Kayleigh.", - "MEREDITH_SOCIAL1_MEREDITH23": "Weißt du, was ich meine? Sie tut immer so, als müsste sie sich für irgendwas entschuldigen.", - "MEREDITH_SOCIAL1_MEREDITH24": "Genug mit dem ernsten Kram.", - "MEREDITH_SOCIAL2_MEREDITH1": "Im Café Grammofon muss ich immer an meinen Vater denken. [pause]Er hat jeden Morgen eine Kanne Kaffee gekocht, bevor er zum Arbeiten nach London gefahren ist, [pause]daher hat sich dieser Kaffeegeruch irgendwie in mein Gehirn gebrannt.", - "MEREDITH_SOCIAL1_MEREDITH25": "Na los, bringen wir hier alles zu Ende.", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Klingt nostalgisch!", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "Eine schöne Erinnerung!", - "MEREDITH_SOCIAL2_MEREDITH2": "Ich schätze schon ...", - "MEREDITH_SOCIAL2_MEREDITH3": "Ich weiß gar nicht, ob mir meine Eltern fehlen. [pause]Wir hatten nie besonders viel gemeinsam. [pause]Sie wuchsen in einer anderen Zeit und an einem anderen Ort auf.", - "MEREDITH_SOCIAL2_MEREDITH4": "Ich glaube, das war eine große Generationenkluft. [pause]Es ist nicht meine Schuld, dass meine Eltern [shake rate=30 level=10]unglaublich[/shake] schlechte Musik gehört haben!", - "MEREDITH_SOCIAL2_MEREDITH5": "Als ich auszog, um aufs College zu gehen, haben wir nicht unbedingt ... [pause]den Kontakt gehalten. [pause]Aber das ist okay.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Das ist traurig.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Klingt irgendwie einsam.", - "MEREDITH_SOCIAL2_MEREDITH6": "Ich schätze schon.", - "MEREDITH_SOCIAL2_MEREDITH7": "Weißt du, [pause]ich habe keine besonderen Erinnerungen ans Aufwachsen.", - "MEREDITH_SOCIAL2_MEREDITH8": "Ich habe Dinge erlebt und hatte Freunde, aber wenn ich daran zurückdenke ...", - "MEREDITH_SOCIAL2_MEREDITH9": "... fühlt es sich immer wie etwas an, das um mich herum passiert ist, und nicht wie etwas, woran ich teilgenommen habe.", - "MEREDITH_SOCIAL2_MEREDITH10": "Als hätte ich es nie wirklich gesteuert.", - "MEREDITH_SOCIAL2_MEREDITH11": "Ich glaube, ich war ein uncooles Kind und danach ein uncooler Teenager. [pause]Und was das Erwachsenenalter betrifft ...", - "MEREDITH_SOCIAL2_MEREDITH12": "Tja, es wird sich noch zeigen, wie ich mich dabei anstelle.", - "MEREDITH_SOCIAL2_MEREDITH14": "[wave amp=30 rate=10]Niemand[/wave] sagt einem beim Aufwachsen, dass es schwierig ist, als Erwachsener Freunde zu finden.", - "MEREDITH_SOCIAL2_MEREDITH13": "Vielleicht muss ich einfach nur mehr Freunde finden, während ich hier auf Neu Wirral bin. [pause]Argh.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Wenigstens sind wir Freunde!", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "Was ist mit uns?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Wenigstens sind wir Freunde!", - "MEREDITH_SOCIAL2_MEREDITH15": "Mit uns ist es einfacher – wir haben, [pause]na ja, [pause]ein gemeinsames Hobby.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Wenigstens sind wir Freunde!", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "Ein ... Hobby?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Haben wir das?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "Ich schätze schon!", - "MEREDITH_SOCIAL2_MEREDITH16": "Ja, [pause]wir suchen nach einem magischen Weltenportal. [pause]Das ist doch ein Hobby, oder nicht?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "Na ja, hoffentlich verbringen wir auch dann noch Zeit miteinander ... [pause]wenn wir dein Tor nicht finden.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "Aber natürlich!", - "MEREDITH_SOCIAL2_MEREDITH17.m": "Na ja, hoffentlich verbringen wir auch dann noch Zeit miteinander ... [pause]wenn wir dein Tor nicht finden.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "Du siehst süß aus, wenn du rot wirst!", - "MEREDITH_SOCIAL2_MEREDITH17.f": "Na ja, hoffentlich verbringen wir auch dann noch Zeit miteinander ... [pause]wenn wir dein Tor nicht finden.", - "MEREDITH_SOCIAL2_MEREDITH18B": "Argh, du [wave amp=30 freq=10]darfst[/wave] mir nicht solche Komplimente machen. [pause]Damit komme ich überhaupt nicht klar.", - "MEREDITH_SOCIAL2_MEREDITH18A": "Hehe. Cool.", - "MEREDITH_SOCIAL2_MEREDITH20": "Hm, [pause]ich bin wohl müder als gedacht.", - "MEREDITH_SOCIAL2_MEREDITH19B": "Da fühle ich mich, als ob mein ganzer Körper zusammenklappen würde.", - "MEREDITH_SOCIAL2_MEREDITH21": "Meinst du, dass das Verwandeln und Kämpfen als Sport zählt? [pause]Das ist schon ziemlich anstrengend.", - "MEREDITH_SOCIAL2_MEREDITH22.m": "Wie auch immer, [pause]lass uns zusammen abhängen und Monstern in den Hintern treten.", - "MEREDITH_SOCIAL3_MEREDITH1": "Diese ganze Sache mit der Schallplatte hat mich zum Nachdenken gebracht.", - "MEREDITH_SOCIAL2_MEREDITH22.n": "Wie auch immer, [pause]lass uns zusammen abhängen und Monstern in den Hintern treten.", - "MEREDITH_SOCIAL2_MEREDITH22.f": "Wie auch immer, [pause]lass uns zusammen abhängen und Monstern in den Hintern treten.", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "Worüber?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Erzähl ...", - "MEREDITH_SOCIAL3_MEREDITH3": "Wir haben ein Album gefunden, das in meiner Welt niemals aufgenommen wurde, oder?", - "MEREDITH_SOCIAL3_MEREDITH2": "Na ja, sagen wir es so:", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Klingt irgendwie logisch!", - "MEREDITH_SOCIAL3_MEREDITH4": "Und wenn es unendlich viele Welten gibt, bedeutet das auch ... [pause]unendlich viele Alben.", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "Könnte das sein?", - "MEREDITH_SOCIAL3_MEREDITH6": "Jedes seiner Bücher war nicht nur eine Geschichte, sondern bot auch die Möglichkeit, in seinen Geist zu blicken. [pause]Sein Streben, seine Ansichten, seine Philosophien ...", - "MEREDITH_SOCIAL3_MEREDITH5": "Als Teenager [pause]war ich ein großer Fan dieses alten Fantasyautors. [pause]Ich war hin und weg.", - "MEREDITH_SOCIAL3_MEREDITH7": "Ein Buch zu schreiben ist wohl ein bisschen so, als würde man der Welt ein Stück von sich selbst präsentieren – für immer und ewig.", - "MEREDITH_SOCIAL3_MEREDITH8": "Ich las schließlich alles, was er je geschrieben hatte, und ich schätze, diese Endgültigkeit fand ich gut.", - "MEREDITH_SOCIAL3_MEREDITH9": "Ich hatte alles erlebt, was er geschrieben hatte. Es würde [shake rate=30 level=10]nie wieder[/shake] etwas Neues geben.", - "MEREDITH_SOCIAL3_MEREDITH10": "Das passiert wohl uns allen, wenn wir sterben ... [pause]Irgendwann haben wir alles gesagt.", - "MEREDITH_SOCIAL3_MEREDITH11": "Aber wenn es unendlich viele Welten gibt, gibt es vielleicht auch eine unendliche Liste verschiedener Bücher, die er geschrieben hat.", - "MEREDITH_SOCIAL3_MEREDITH12": "Und vielleicht ... [pause]gibt es auch unendlich viele Versionen von uns mit jeweils unendlich vielen Erinnerungen und Erlebnissen.", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "Klar!", - "MEREDITH_SOCIAL3_MEREDITH13": "Vielleicht sterben wir also niemals, [pause]auf gewisse Weise.", - "MEREDITH_SOCIAL3_MEREDITH14": "Das ist mir nur durch den Kopf gegangen.", - "MEREDITH_SOCIAL3_MEREDITH15": "Also, sollen wir los?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "Okay, bist du bereit?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "Okay, bist du bereit?", - "MEREDITH_SOCIAL4_MEREDITH2": "...", - "MEREDITH_SOCIAL4_MEREDITH1.n": "Okay, bist du bereit?", - "MEREDITH_SOCIAL4_MEREDITH3": "Filmabend. [pause]Bei mir. [pause]Bist du dabei?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Jetzt nicht.", - "MEREDITH_SOCIAL4_MEREDITH4": "Och, Mann. Melde dich, wenn du Lust hast. Dürfte spaßig werden.", - "MEREDITH_SOCIAL4_MEREDITH5": "Okay, das wird dir gefallen.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Wahnsinn!", - "MEREDITH_SOCIAL4_MEREDITH6": "Sieh dir das mal an – der einzige funktionierende Filmprojektor auf Neu Wirral.", - "MEREDITH_SOCIAL4_MEREDITH7": "Das ist eines meiner vielen Nebenhobbys.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "Wie hast du den denn bekommen?!", - "MEREDITH_SOCIAL4_MEREDITH8": "Es wird Zeit, dir von Neu Wirrals unausgesprochenem Fluch zu erzählen.", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "Ach ja? Erzähl mir alles darüber.", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "Das wäre es im Großen und Ganzen.", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "Außerdem gibt es ein Gebäude mit dem Avatar einer Frau und eine sprechende Verkehrskrabbe, die uns hilft, unseren Weg dorthin zu finden ...", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Äh ... Ja.", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "Du hast es kapiert!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "Hehe. So ungefähr.", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "Ja. Ich bin froh, dass du es verstehst.", - "LEADER_IANTHE_WAY_HOME_DOG4": "Wuff!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "Aber da ihr es seid, nehme ich es ernst. Ich schicke sofort jemanden hin.", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, wenn mir das jemand anders gesagt hätte, würde ich mir jetzt große Sorgen machen!", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "Natürlich habe ich schon mit meinen Captains über diese Möglichkeit gesprochen. Wir haben vollständig ausgearbeitete Pläne für alle möglichen Ereignisse ...", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "Die meisten Neuankömmlinge wollen sofort wieder weg. Natürlich führen die Ranger sie zu \\\"Nachtbrück\\\".", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "Aber jetzt können wir sie endlich in die Tat umsetzen.", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "Zu einem Massenexodus dürfte es so schnell nicht kommen. Für die Ranger wird es auf Neu Wirral immer was zu tun geben.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Die Captains und ich haben schon beschlossen, auf Neu Wirral zu bleiben, um jeden zu beschützen, der das auch so macht.", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "Aber einen Großteil von Hafenstadt gibt es schon seit Langem. Die Leute haben Partner gefunden, sich niedergelassen, Familien gegründet ...", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, ich weiß, dass du in der Ranger-Ausbildung bist, aber ich werde es dir nicht übel nehmen, wenn du dich entscheidest, sie zu beenden und zu gehen.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "Du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "Du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Die Captains und ich haben schon beschlossen, auf Neu Wirral zu bleiben, um jeden zu beschützen, der das auch so macht.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "Du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Ich weiß, dass ich dich gebeten habe, eine Position als Captain in Betracht zu ziehen, aber ich werde es dir nicht übel nehmen, wenn du dich entscheidest, auszutreten und zu gehen.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Die anderen Captains und ich haben schon beschlossen, auf Neu Wirral zu bleiben, um jeden zu beschützen, der das auch so macht.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Ich weiß, dass ich dich gebeten habe, eine Position als Captain in Betracht zu ziehen, aber ich werde es dir nicht übel nehmen, wenn du dich entscheidest, auszutreten und zu gehen.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Ich weiß, dass ich dich gebeten habe, eine Position als Captain in Betracht zu ziehen, aber ich werde es dir nicht übel nehmen, wenn du dich entscheidest, auszutreten und zu gehen.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "Ich werde es dir nicht übel nehmen, wenn du dich entscheidest, deine Position als Captain abzutreten und zu gehen.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "Wie du dich auch entscheidest, du hast meine volle Unterstützung.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Kannst du mir vielleicht eine vollständige Stempelkarte zeigen?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Wir stationieren die Captains auf der ganzen Insel, damit bei plötzlichen Notfällen stets [wave amp=30 freq=10]irgendjemand[/wave] in der Nähe ist.", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Falls du Hilfe brauchst, sie zu finden, versuch es bei den anderen Rangern in der Gegend. Ich bin gerade ein wenig beschäftigt.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Hier ist sie!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "Es stimmte also! Obwohl du noch gar nicht lange hier bist, hast du schon großes Talent dafür gezeigt, die Insel zu durchqueren und jedes Hindernis zu überwinden.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "Ganz genau!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Herzlichen Glückwunsch, {player} – du bist jetzt offiziell ein Ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Herzlichen Glückwunsch, {player} – du bist jetzt offiziell ein Ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Hervorragend! Das hier hast du dir verdient, {player}!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Herzlichen Glückwunsch, {player} – du bist jetzt offiziell ein Ranger!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Cool. Ich freue mich für dich.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Cool. Ich freue mich für dich.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Cool. Ich freue mich für dich.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "Tolle Arbeit!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "Das hast du dir verdient!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "Deine Mühen haben sich als erfolgreich erwiesen.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "Tolle Arbeit!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "Deine Mühen haben sich als erfolgreich erwiesen.", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "Deine Mühen haben sich als erfolgreich erwiesen.", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Ahuuu!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Es gibt bei uns leider keine speziellen Zeremonien für diesen Anlass. [pause]Wir sind viel zu beschäftigt damit, neue Rekruten auszubilden, damit wir uns um diese Schurken-Fusionen kümmern können.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Weißt du ...", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "Wir könnten mehr Leute wie dich gebrauchen, die bei der Ausbildung helfen. Hast du schon mal daran gedacht, ein Captain zu werden?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "Wir könnten mehr Leute wie dich gebrauchen, die bei der Ausbildung helfen. Hast du schon mal daran gedacht, ein Captain zu werden?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "Das habe ich!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "Wir könnten mehr Leute wie dich gebrauchen, die bei der Ausbildung helfen. Hast du schon mal daran gedacht, ein Captain zu werden?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Falls du Interesse hast, gibt es noch eine letzte Herausforderung – [pause]du musst [wave amp=30 freq=10]mich[/wave] im Kampf besiegen.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Nicht direkt!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Und, was sagst du? Willst du die Prüfung ablegen, um ein Ranger-Captain zu werden?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "Kein Problem. Sprich mich wieder an, falls du deine Meinung änderst.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Klar!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Und, was sagst du? Willst du die Prüfung ablegen, um ein Ranger-Captain zu werden?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Und, was sagst du? Willst du die Prüfung ablegen, um ein Ranger-Captain zu werden?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Jetzt nicht.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Mir juckt es in den Fingern, zu sehen, was du wirklich draufhast. Hoffentlich bist du bereit, uns alles entgegenzusetzen!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Mir juckt es in den Fingern, zu sehen, was du wirklich draufhast. Hoffentlich bist du bereit, uns alles entgegenzusetzen!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"Uns\\\"?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "Deine Frau?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Mir juckt es in den Fingern, zu sehen, was du wirklich draufhast. Hoffentlich bist du bereit, uns alles entgegenzusetzen!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Tja, [pause]ich finde, es wäre vernünftig, wenn meine Frau mir hierbei aushilft.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "An wessen Seite kämpfst du?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "Das dürfte wirklich der [wave amp=30 freq=10]heißeste Kampf des Jahres[/wave] werden! Wer wird als Sieger hervorgehen?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "Du bist verheiratet?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "Bist du bereit, Schatz?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "Ja, Liebling!", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "Du schaffst das, {player}!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Na los, Außenweltler, zeig Ianthe, wer hier das Sagen hat!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Na los, Außenweltler, zeig Ianthe, wer hier das Sagen hat!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]TRITT IHM IN DEN HINTERN, IANTHE! HALT DICH NICHT ZURÜCK![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Na los, Außenweltler, zeig Ianthe, wer hier das Sagen hat!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]TRITT DEMM IN DEN HINTERN, IANTHE! HALT DICH NICHT ZURÜCK![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]TRITT IHR IN DEN HINTERN, IANTHE! HALT DICH NICHT ZURÜCK![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "Glaub ja nicht, dass wir uns zurückhalten, {player}. [pause]Du bist kein Auszubildender mehr – jetzt spielst du [shake rate=30 level=10]in der Oberliga mit![/shake]", - "LEADER_IANTHE_BATTLE_START.m": "Glaub ja nicht, dass wir uns zurückhalten, {player}. [pause]Du bist kein Auszubildender mehr – jetzt spielst du [shake rate=30 level=10]in der Oberliga mit![/shake]", - "LEADER_IANTHE_BATTLE_START.f": "Glaub ja nicht, dass wir uns zurückhalten, {player}. [pause]Du bist kein Auszubildender mehr – jetzt spielst du [shake rate=30 level=10]in der Oberliga mit![/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]Was? Dachtet ihr, ihr wärt die Einzigen, die fusionieren könnten?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Nicht übel! [pause]Gar nicht übel! [pause]Du beeindruckst mich stets aufs Neue!", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "Die Geschichten stimmten! Was für ein Kampf!", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Hier – das gehört dir.", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Menschen erschaffen [wave amp=30 freq=10]Kunst[/wave], wie zum Beispiel Musik. [pause]Kunst ist etwas Imaginäres und nicht Greifbares, das nur in unserer kollektiven Vorstellung existiert.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Das bedeutet, du bist jetzt offiziell ein Ranger-Captain. Die Leute werden sich an dich wenden, damit du hilfst, sie auszubilden, genau wie die anderen Captains dich ausgebildet haben.", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]Was? Dachtet ihr, ihr wärt die Einzigen, die fusionieren könnten?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]Was? Dachtet ihr, ihr wärt die Einzigen, die fusionieren könnten?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "Wir sind uns ziemlich sicher, dass Erzengel [wave amp=30 freq=10]existieren[/wave], aber unsere Begegnungen mit ihnen waren bislang eher ... [pause]flüchtig.", - "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh kann das bestätigen, [pause]als eine unserer neuesten Rekrutinnen!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]N-Na ja, {player} ich habe auch gerade erst gegen einen Erzengel gekämpft![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "Eine Begegnung mit so etwas überhaupt zu überleben wäre ein Beweis für große Stärke ...", - "LEADER_IANTHE_INTRO_K_IANTHE3": "... [pause]Ach ja? Das müssen wir uns näher ansehen.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} kann sich im Kampf behaupten. [pause]Dafür verbürge ich mich!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "... Außer dass Ranger Kayleigh behauptet, ihr beide hättet gegen einen [wave amp=30 freq=10]Erzengel[/wave] gekämpft.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "Wir haben sogar gewonnen!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "... Außer dass Ranger Kayleigh behauptet, ihr beide hättet gegen einen [wave amp=30 freq=10]Erzengel[/wave] gekämpft.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "Das stimmt!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "Wir sind uns ziemlich sicher, dass Erzengel [wave amp=30 freq=10]existieren[/wave], aber unsere Begegnungen mit ihnen waren bislang eher ... [pause]flüchtig.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} kann sich im Kampf behaupten. [pause]Dafür verbürge ich mich!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} ist ziemlich taff.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} kann sich im Kampf behaupten. [pause]Dafür verbürge ich mich!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} kämpft tapfer.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Ranger-Captains?", - "LEADER_IANTHE_INTRO_IANTHE5": "Und? [pause]Was meinst du, {player}? Möchtest du dich bewerben, um dich den Rangern anzuschließen?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Bewerben?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "Was muss ich dafür tun?", - "LEADER_IANTHE_INTRO_IANTHE6": "Auszubildende haben die Aufgabe, sich mit allen Ranger-Captains hier auf Neu Wirral zu treffen und ihre jeweiligen Herausforderungen zu bewältigen.", - "LEADER_IANTHE_INTRO_IANTHE7": "Da du im Monsterkampf [wave amp=30 freq=10]erste Klasse[/wave] bist, [pause]bin ich mir ziemlich sicher, dass die Captains deine Kampffähigkeiten auf die Probe stellen wollen.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "Tolle Arbeit!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "Du bist [wave amp=30 freq=10]wirklich[/wave] neu hier.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Wer sind diese Ranger-Captains?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "Du bist [wave amp=30 freq=10]wirklich[/wave] neu hier.", - "LEADER_IANTHE_INTRO_IANTHE9": "Auszubildende, die die Prüfung bestehen, werden zu Vollzeit-Rangern wie Kayleigh. Ranger haben viele Aufgaben, aber nichts, was sie in erhebliche Gefahr bringen würde.", - "LEADER_IANTHE_INTRO_IANTHE8.n": "Du bist [wave amp=30 freq=10]wirklich[/wave] neu hier.", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "Ehrlich gesagt hätte ich nie gedacht, dass dieser Tag kommen würde.", - "LEADER_IANTHE_INTRO_IANTHE10": "Die Captains, [pause]wie zum Beispiel ich, [pause]sorgen dafür, dass alles läuft. Wir versuchen, die Gemeinschaft in Hafenstadt aufrechtzuerhalten, und wir müssen die gefährlichsten Situationen klären.", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Okay, jetzt verstehe ich es!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Captains sind also die obersten Ranger ...", - "LEADER_IANTHE_INTRO_IANTHE11": "Hier, bitte. Nimm eine davon.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "Ist das eine Stempelkarte ...?", - "LEADER_IANTHE_INTRO_IANTHE12": "Jedes Mal, wenn du die Herausforderung eines Captains bewältigst, erhältst du einen Stempel. [pause]Wenn du alles gefüllt hast, komm bei mir vorbei, dann kann ich dich offiziell als Ranger eintragen.", - "LEADER_IANTHE_INTRO_IANTHE16": "Wie dem auch sei, ich muss wieder zurück in die Stadt. Falls du mich sprechen möchtest, komm in unserem Hauptquartier vorbei.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "Kriege ich dafür Gratiskaffee?", - "LEADER_IANTHE_INTRO_IANTHE13": "Jeder Captain hat seine eigene Strategie im Kampf perfektioniert – [pause]und dabei geht es nicht nur um Stärke. [pause]Du musst lernen, deine Herangehensweise anzupassen.", - "LEADER_IANTHE_INTRO_IANTHE14": "Meinst du, du schaffst das, [pause]{player}?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "Ich bin bereit!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "Ich bin bereit!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Aber hallo!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "Ich bin bereit!", - "LEADER_IANTHE_INTRO_IANTHE15": "Das wollte ich hören.", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Also, gibt es sonst noch was?", - "LEADER_IANTHE_INTRO_IANTHE17": "Das Gebäude mit einem halben Schiff darauf. [pause]Ist nicht zu verfehlen.", - "LEADER_IANTHE_MENU": "Hey, {player}. Ist irgendwas?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "Ich habe den Weg nach Hause gefunden!", - "LEADER_IANTHE_MENU_CAPTAINS": "Die Ausbildung bei den Captains ...", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "Ich bin bereit, ein Captain zu werden!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "Ich bin bereit, ein Captain zu werden!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "Ich bin bereit, ein Captain zu werden!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "Was ist denn \\\"fusioniertes Material\\\"?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "Verstehe. Es gibt einen Bahnhof namens Nachtbrück, in dem sich ein magisches Spiegelportal befindet. Die Bahnhöfe selbst sind Teil eines riesigen Erzengels ...", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Wegen der Elementartypen ...", - "LEADER_IANTHE_MENU_FUSION": "Wegen der Fusion ...", - "LEADER_IANTHE_MENU_BYE": "Ich wollte nur Hallo sagen!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "Sprich mit Anführerin Ianthe. Ich vermute, sie ist im Außenposten nördlich von hier!", - "CAPTAIN_SKIP_POST_REMATCH2.n": "Das muss ich dir lassen, Captain – diesen Sieg hast du dir redlich verdient!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "Das muss ich dir lassen, Captain – diesen Sieg hast du dir redlich verdient!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "Das sollten wir vielleicht mit einem weiteren Kampf feiern. Was meinst du, [wave amp=30 freq=10]Captain[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "Dieser Ort hier hieß mal \\\"Neu London\\\". [pause]In Hafenstadt gab es jede Menge Einwohner und es wurde Zeit für eine schöne neue Siedlung.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Tja, und wieder mal hast du es mir richtig gezeigt. Gut gekämpft.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Tja, und wieder mal hast du es mir richtig gezeigt. Gut gekämpft.", - "CAPTAIN_DREADFUL_INTRO2": "Ich bin hier aufgewachsen. [pause]Hab meine ganze Kindheit hier verbracht und Geschichten über das [wave amp=30 freq=10]echte[/wave] London gehört.", - "CAPTAIN_DREADFUL_INTRO3": "Das klang nach einem furchtbaren Ort! [pause]Halsabschneider, [pause]Wegelagerer, [pause]Vampire ... [pause]Ich war total fasziniert davon!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "Klingt ja lustig!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Ich weiß nicht, ob die Geschichten alle stimmten ...", - "CAPTAIN_DREADFUL_INTRO4": "Als die Stadt niederbrannte, gingen diese Geschichten verloren, [pause]ist doch klar. [pause]Und hier ist auch alles und jeder in Flammen aufgegangen, [pause]außer mir.", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Ich weiß nicht, ob die Geschichten alle stimmten ...", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Ich weiß nicht, ob die Geschichten alle stimmten ...", - "CAPTAIN_DREADFUL_INTRO5": "Penny Dreadful, [pause]Ranger-Captain, Dem-Tod-von-der-Schippe-Springerin höchstpersönlich!", - "CAPTAIN_DREADFUL_LAST_LEGS1": "Es reicht! [shake rate=30 level=10]Du brauchst eine Abreibung![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Dem-Tod-von-der-Schippe-Springerin ...?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Ein seltsamer Spitzname.", - "CAPTAIN_DREADFUL_INTRO7": "Ich glaube, es fehlt ihnen einfach die Fantasie. [pause]Der Tod ist nicht das Ende ... Nicht, wenn man die [wave amp=30 freq=10]Geheimlehren[/wave] kennt.", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Ich könnte dir eine Demonstration geben, wenn du meinst, dass du dafür bereit bist. [pause]Du bist doch der neue Ranger-Auszubildende, oder? Bist du auf der Suche nach einem Kampf, um dich zu beweisen?", - "CAPTAIN_DREADFUL_POST_REWARD1": "Nicht vergessen - [pause]wenn Leben das ist, was man daraus macht, gilt das auch für den Tod!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Ich könnte dir ja eine Demonstration geben, aber ich kämpfe nur gegen registrierte Ranger-Auszubildende. [pause]Tut mir leid, ist meine persönliche Regel.", - "CAPTAIN_DREADFUL_INTRO6": "In Hafenstadt glaubt jeder was anderes, aber bei einer Sache sind wir uns einig: Irgendwann werden wir [wave amp=30 freq=10]alle[/wave] den Löffel abgeben.", - "CAPTAIN_JUDAS_INTRO3": "Ich habe die Aufgabe, am Leben zu bleiben – komme, was wolle. [pause]Das ist einfacher gesagt als getan, wenn man auf einer Insel \\\"überleben\\\" muss, auf der es von gefährlichen Raubtieren nur so [shake rate=30 level=10]wimmelt[/shake].", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Laut meinen Informationen bist du nun einer von uns Ranger-Captains. [pause]Beeindruckende Arbeit. [pause]Möchtest du eine Revanche?", - "CAPTAIN_CLEEO_INTRO1": "Bst!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "Du hattest Strategien ... um meine Strategien zu kontern. [pause]Du hast die Einstellung eines wahren Rangers. [pause]Das hier hast du dir verdient.", - "CAPTAIN_JUDAS_LAST_LEGS1": "Du hast länger durchgehalten, als ich dachte. [pause]Nicht übel.", - "CAPTAIN_SKIP_NOT_TRAINEE1": "Sag mal, falls du Interesse an der edlen Tätigkeit des Mülldurchwühlens hast, könntest du doch selbst eine Ausbildung zum Ranger anfangen.", - "CAPTAIN_SKIP_INTRO5": "Was auf der einen Welt Müll ist, ist auf der anderen ein Schatz, [pause]nicht wahr?", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "Ein Captain? Vielleicht steckt mehr hinter diesem Mann, als es den Anschein hat.", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "Ein Captain? Vielleicht steckt mehr hinter diesem Mann, als es den Anschein hat.", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "Äh, wenn du meine Ranger-Herausforderung annehmen möchtest, musst du erst Mitglied werden. [pause]Weck mich auf, wenn du das erledigt hast.", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "Ich würde dir ja noch mehr erzählen ... aber diese Informationen sind geheim. [pause]Wenn du aber eine Ausbildung zum Ranger beginnen würdest, sähe die Sache anders aus.", - "CAPTAIN_JUDAS_PRE_BATTLE1": "Also, möchtest du eine Lektion im Überleben erhalten? [pause]Wie ich bereits erfahren habe, machst du eine Ausbildung zum Ranger.", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "Sag mal, bist du dieser neue Ranger-Auszubildende? Der, der ein Talent fürs Kämpfen hat? [pause]Ich könnte wohl ein kleines Päuschen vom Müll machen, wenn du Lust hättest, meine Herausforderung anzunehmen!", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "Sag mal, bist du dieser neue Ranger-Auszubildende? Der, der ein Talent fürs Kämpfen hat? [pause]Ich könnte wohl ein kleines Päuschen vom Müll machen, wenn du Lust hättest, meine Herausforderung anzunehmen!", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "Keine Sorge! [pause]Ich habe noch genug Müll zu sortieren!", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "Wir berichten live von der Westküste mit unserem neuen Ranger-Auszubildenden, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "Wir berichten live von der Westküste mit unserem neuen Ranger-Auszubildenden, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "Angeblich handelt es sich bei {player} um jemanden, der enormes Talent für den [wave amp=30 freq=10]Monsterkampf[/wave] besitzt!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "Wir berichten live von der Westküste mit unserem neuen Ranger-Auszubildenden, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "Was meinst du, Neuling? [pause]Sollen wir den Leuten einen [wave amp=30 freq=10]Höreindruck vom Schlachtfeld[/wave] verschaffen?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "Angeblich handelt es sich bei {player} um jemanden, der enormes Talent für den [wave amp=30 freq=10]Monsterkampf[/wave] besitzt!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "Was meinst du, Neuling? [pause]Sollen wir den Leuten einen [wave amp=30 freq=10]Höreindruck vom Schlachtfeld[/wave] verschaffen?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "Angeblich handelt es sich bei {player} um jemanden, der enormes Talent für den [wave amp=30 freq=10]Monsterkampf[/wave] besitzt!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "Oh ja! [pause]Dann schnallt euch an, liebe Zuhörer! [wave amp=30 freq=10]Jetzt kommt eine exklusive Liveperformance![/wave]", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "Der Kampf geht in die heiße Phase! [pause]Wird eure geliebte Moderatorin gewinnen oder geht der Sieg an den tapferen Außenseiter? [pause]Es wird Zeit für den Höhepunkt!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "Vielleicht nächstes Mal, liebe Zuhörer!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "Der Kampf geht in die heiße Phase! [pause]Wird eure geliebte Moderatorin gewinnen oder geht der Sieg an den tapferen Außenseiter? [pause]Es wird Zeit für den Höhepunkt!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Wow, was für eine Darbietung – unseren Zuhörern hat es gefallen![/wave] [pause]Und hier ist natürlich auch noch deine Bezahlung!", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "Der Kampf geht in die heiße Phase! [pause]Wird eure geliebte Moderatorin gewinnen oder geht der Sieg an den tapferen Außenseiter? [pause]Es wird Zeit für den Höhepunkt!", - "CAPTAIN_CYBIL_POST_REWARD1": "...", - "CAPTAIN_CYBIL_POST_REWARD2": "Ich war dabei, groß im Radio rauszukommen. [pause]Seitdem ich hier gelandet bin, ist es nicht mehr dasselbe.", - "CAPTAIN_CYBIL_POST_REWARD4": "Vielleicht kommen sie dann ja und retten uns.", - "CAPTAIN_CYBIL_POST_REWARD5.f": "... Aber das reicht jetzt mit der Melancholie! [pause]Du hast dich bei unserem Kampf fantastisch geschlagen – und hast eine vielversprechende Zukunft vor dir!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "... Aber das reicht jetzt mit der Melancholie! [pause]Du hast dich bei unserem Kampf fantastisch geschlagen – und hast eine vielversprechende Zukunft vor dir!", - "CAPTAIN_CYBIL_POST_REWARD3": "Aber ich mache einfach weiter. [pause]Jeden Tag gehe ich auf Sendung und hoffe, dass [pause]irgendwer[pause] irgendwo außerhalb dieser Insel das Signal empfängt.", - "CAPTAIN_CYBIL_POST_REWARD5.n": "... Aber das reicht jetzt mit der Melancholie! [pause]Du hast dich bei unserem Kampf fantastisch geschlagen – und hast eine vielversprechende Zukunft vor dir!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Hallöchen[/wave], [pause]schön, dass unser Gaststar noch mal vorbeischaut!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Hallöchen[/wave], [pause]schön, dass unser Gaststar noch mal vorbeischaut!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "Wow, [pause]es gibt eine Eilmeldung für alle Zuhörer da draußen!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Hallöchen[/wave], [pause]schön, dass unser Gaststar noch mal vorbeischaut!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "Was für eine tolle Show! [pause]Diesmal hast du wirklich alles gegeben.", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "Der kürzlich ernannte Captain {player} ist überraschend im Studio aufgetaucht!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "Der kürzlich ernannte Captain {player} ist überraschend im Studio aufgetaucht!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "Die Leute würden natürlich [wave amp=30 freq=10]sehr gerne[/wave] noch mal was von dir hören! [pause]Bist du bei einem weiteren Kampf dabei?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "Die Leute würden natürlich [wave amp=30 freq=10]sehr gerne[/wave] noch mal was von dir hören! [pause]Bist du bei einem weiteren Kampf dabei?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "Der kürzlich ernannte Captain {player} ist überraschend im Studio aufgetaucht!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Super![/wave] Also Leute, schnallt euch an, klappt die Tabletts hoch und stellt die Sitze auf eine aufrechte Position! [pause]Wir sind live und die Aufnahme läuft!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "Die Leute würden natürlich [wave amp=30 freq=10]sehr gerne[/wave] noch mal was von dir hören! [pause]Bist du bei einem weiteren Kampf dabei?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "Was für eine tolle Show! [pause]Diesmal hast du wirklich alles gegeben.", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "Vielleicht nächstes Mal, liebe Zuhörer!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "... [pause]Danke, dass du da warst. [pause]Das bedeutet mir viel.", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "... [pause]Danke, dass du da warst. [pause]Das bedeutet mir viel.", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "... [pause]Danke, dass du da warst. [pause]Das bedeutet mir viel.", - "CAPTAIN_CODEY_INTRO1": "Du hast einen weiten Weg zurückgelegt, nur um mich zu sehen.", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]Bis zum nächsten Mal, Captain![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]Bis zum nächsten Mal, Captain![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]Bis zum nächsten Mal, Captain![/wave]", - "CAPTAIN_CODEY_INTRO2": "Man nennt mich Codey. [pause]Weil ich ein Coder war. Na ja, ich habe eher Codes [wave amp=30 freq=10]geknackt[/wave].", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Nun gut! [pause]Zieh dein Schwert, Captain.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Nun gut! [pause]Zieh dein Schwert, Captain.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Du bist so flink wie eh und je. Ich muss dir für deine Anstrengungen ein Lob aussprechen, Captain.", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Eine kluge Entscheidung.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Du bist so flink wie eh und je. Ich muss dir für deine Anstrengungen ein Lob aussprechen, Captain.", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]Hier ist Heather mit dem Wetter![/wave] [pause]Die Vorhersage lautet: Wie immer ist es unvorhersehbar!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Du bist so flink wie eh und je. Ich muss dir für deine Anstrengungen ein Lob aussprechen, Captain.", - "CAPTAIN_HEATHER_LAST_LEGS1": "Der Wind dreht sich, und zwar zu meinen Gunsten – glaub es lieber!", - "CAPTAIN_HEATHER_INTRO2": "Luftfeuchtigkeit: Fluktuiert! [pause]Niederschlagswahrscheinlichkeit: Wer weiß!", - "CAPTAIN_HEATHER_INTRO3": "Für eine Meteorologin wie mich ist das Klima auf Neu Wirral ein nicht enden wollendes Rätsel!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "Du bist ein Ranger-Auszubildender, richtig? [pause]Wenn du denkst, du könntest dem Sturm standhalten, dann nimm doch meine Herausforderung an.", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "Äh, [pause]wenn du meine Ranger-Herausforderung annehmen willst, musst du erst Mitglied werden.", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "Fabelhaft! [pause]Ich aktualisiere meine Vorhersage: Es ist nun mit einem [shake rate=30 level=10]Sturm von Schlägen[/shake] und einem [shake rate=30 level=10]Wirbelwind von Sieg[/shake] zu rechnen!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", - "CAPTAIN_HEATHER_POST_BATTLE1": "Weder Regen noch Sturm konnten dich aufhalten! Nichts konnte dich umpusten!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "Das Wetter hier ist unberechenbar ... [pause]genau wie alles andere auf dieser Insel.", - "CAPTAIN_HEATHER_POST_REWARD1": "Ich sage Großes für deine Zukunft voraus!", - "CAPTAIN_HEATHER_POST_BATTLE2": "Das sind Qualitäten, die wir bei den Rangern suchen. [pause]Du hast meine Herausforderung mit Bravour bestanden!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Meine Vorhersage stimmte: Du bist jetzt ein Ranger-Captain! Das wäre doch der perfekte Zeitpunkt für eine Revanche, findest du nicht?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Meine Vorhersage stimmte: Du bist jetzt ein Ranger-Captain! Das wäre doch der perfekte Zeitpunkt für eine Revanche, findest du nicht?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Meine Vorhersage stimmte: Du bist jetzt ein Ranger-Captain! Das wäre doch der perfekte Zeitpunkt für eine Revanche, findest du nicht?", - "CAPTAIN_HEATHER_POST_REMATCH1": "Und wieder einmal ein donnernder Sieg! Natürlich habe ich von dir nicht weniger erwartet!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]*schnauf* ... *schnauf* ...[/shake] Das spüre ich in den Waden ...", - "CAPTAIN_BUFFY_INTRO2": "Hallöchen! Ich bin Bruna, aber meine Freunde nennen mich Buffy. [pause]Ich bin Ranger-Captain hier auf Neu Wirral.", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "Trainierst du für irgendwas?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "Was machst du so?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "Was für eine tolle Show! [pause]Diesmal hast du wirklich alles gegeben.", - "CAPTAIN_BUFFY_INTRO3": "Man könnte sagen, dass ich für den Kampf trainiere, indem ich meinen Körper stärke! Hier auf Neu Wirral können wir kämpfen, indem wir uns in Monster verwandeln ...", - "CAPTAIN_BUFFY_INTRO4": "Aber alles beginnt hier, mit unserem Fleisch und Blut! Für Kämpfe braucht man Energie, und genau die muss ich [wave amp=30 freq=10]maximieren[/wave]!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Ich würde dir gerne alles zeigen, aber du bist noch nicht als Ranger-Auszubildender angemeldet. Komm doch vielleicht ein andermal wieder.", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Ich würde dir gerne alles zeigen, aber du bist noch nicht als Ranger-Auszubildender angemeldet. Komm doch vielleicht ein andermal wieder.", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Na, dann los! [pause]Hoffentlich raube ich dir nicht [wave amp=30 freq=10]zu viel[/wave] Energie!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Ich würde dir gerne alles zeigen, aber du bist noch nicht als Ranger-Auszubildender angemeldet. Komm doch vielleicht ein andermal wieder.", - "CAPTAIN_BUFFY_PRE_BATTLE1": "Wenn du die eine oder andere Sache lernen möchtest, solltest du vielleicht meine Ranger-Herausforderung annehmen. Bist du fit genug, um gegen mich zu kämpfen?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "Kein Problem. Mach vielleicht ein paar Aufwärmübungen und komm dann wieder!", - "CAPTAIN_BUFFY_POST_BATTLE2": "Gut gemacht! [pause]Du hast dir deinen Sieg redlich verdient.", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Na, dann los! [pause]Hoffentlich raube ich dir nicht [wave amp=30 freq=10]zu viel[/wave] Energie!", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Na, dann los! [pause]Hoffentlich raube ich dir nicht [wave amp=30 freq=10]zu viel[/wave] Energie!", - "CAPTAIN_BUFFY_LAST_LEGS1": "Ich bin ganz schön ins Schwitzen gekommen!", - "CAPTAIN_BUFFY_POST_BATTLE1": "Obwohl ich meine mögliche Energie maximiert habe, bin ich völlig aus der Puste!", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 Sit-ups, 100 Liegestütze, 100 Lunges ... Mit meinem neuesten Trainingsplan kriege ich so harte Bauchmuskeln, dass man daran eine Machete schärfen kann!", - "CAPTAIN_BUFFY_POST_REWARD1": "Vielleicht sollte ich eine Pause machen, bevor ich mir noch was zerre ...", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Hi [wave amp=30 freq=10]Ranger[/wave]! [pause]Ich habe die Neuigkeiten über deine Beförderung gehört!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Hi [wave amp=30 freq=10]Ranger[/wave]! [pause]Ich habe die Neuigkeiten über deine Beförderung gehört!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Hi [wave amp=30 freq=10]Ranger[/wave]! [pause]Ich habe die Neuigkeiten über deine Beförderung gehört!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Wir würden ja gerne unseren Gast interviewen, allerdings ist der [wave amp=30 freq=10]nötige Papierkram[/wave] noch nicht erledigt! [pause]Zu schade für die Zuhörer da draußen!", - "CAPTAIN_BUFFY_PRE_REMATCH2": "Heißt das, du bist wieder wegen eines Work-outs hier?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "Na, dann los! [pause]Ich habe mich schon darauf gefreut, mit dir wieder ins Schwitzen zu kommen!", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "Du hast trainiert, oder? Das merkt man – du bist noch stärker als beim letzten Mal!", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "Kein Problem. Mach vielleicht ein paar Aufwärmübungen und komm dann wieder!", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "Du hast trainiert, oder? Das merkt man – du bist noch stärker als beim letzten Mal!", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "Du hast trainiert, oder? Das merkt man – du bist noch stärker als beim letzten Mal!", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Hallöchen[/wave], [pause]ihr hört Cybil Radio mit Berichten aus [wave amp=30 freq=10]ganz[/wave] Neu Wirral – rund um die Uhr!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "Was meinst du, Neuling? [pause]Sollen wir den Leuten einen [wave amp=30 freq=10]Höreindruck vom Schlachtfeld[/wave] verschaffen?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Wir würden ja gerne unseren Gast interviewen, allerdings ist der [wave amp=30 freq=10]nötige Papierkram[/wave] noch nicht erledigt! [pause]Zu schade für die Zuhörer da draußen!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Wir würden ja gerne unseren Gast interviewen, allerdings ist der [wave amp=30 freq=10]nötige Papierkram[/wave] noch nicht erledigt! [pause]Zu schade für die Zuhörer da draußen!", - "CAPTAIN_GLADIOLA_INTRO2": "Ich bin Gladiola, ein loyaler Captain von Ianthes Rangern.", - "CAPTAIN_GLADIOLA_INTRO1.n": "Du bist weit von zu Hause entfernt, nicht wahr? Und damit meine ich natürlich nicht Hafenstadt. [pause]Ich meine dein wahres Zuhause.", - "CAPTAIN_GLADIOLA_INTRO1.f": "Du bist weit von zu Hause entfernt, nicht wahr? Und damit meine ich natürlich nicht Hafenstadt. [pause]Ich meine dein wahres Zuhause.", - "CAPTAIN_GLADIOLA_INTRO1.m": "Du bist weit von zu Hause entfernt, nicht wahr? Und damit meine ich natürlich nicht Hafenstadt. [pause]Ich meine dein wahres Zuhause.", - "CAPTAIN_CODEY_POST_REWARD1": "Glaub aber nicht, dass du [wave amp=30 freq=10]wirklich[/wave] gewonnen hast. [pause]Hätte ich alles gegeben, hättest du keine Chance gehabt.", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Loyal?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "Was machst du bei den Rangern?", - "CAPTAIN_GLADIOLA_INTRO4": "In dieser Welt haben die Schatten Krallen. Meine Aufgabe ist es, [wave amp=30 freq=10]zurückzukratzen[/wave].", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Das macht es nicht unbedingt klarer ...", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Allerdings ist es mir untersagt, Nicht-Rangern mehr darüber zu erzählen. [pause]Falls du jemals Mitglied bei uns werden solltest, könnten wir vielleicht weiterreden.", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Hoffen wir nur, dass dein hübsches Gesicht keine Schnitte abbekommt.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "... Okay.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Sag mir: Bist du wegen meiner Ranger-Captain-Herausforderung gekommen? [pause]Du kannst dich gern meinen Klingen stellen, falls du glaubst, dem gewachsen zu sein.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Sag mir: Bist du wegen meiner Ranger-Captain-Herausforderung gekommen? [pause]Du kannst dich gern meinen Klingen stellen, falls du glaubst, dem gewachsen zu sein.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Sag mir: Bist du wegen meiner Ranger-Captain-Herausforderung gekommen? [pause]Du kannst dich gern meinen Klingen stellen, falls du glaubst, dem gewachsen zu sein.", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Eine kluge Entscheidung.", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "Mich wirst du nicht so einfach zurechtstutzen!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Formidabel. [pause]Ich hätte nicht gedacht, dass du das Zeug dazu hast, aber du bist härter, als du aussiehst. Dein Sieg ist wohlverdient.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Formidabel. [pause]Ich hätte nicht gedacht, dass du das Zeug dazu hast, aber du bist härter, als du aussiehst. Dein Sieg ist wohlverdient.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Formidabel. [pause]Ich hätte nicht gedacht, dass du das Zeug dazu hast, aber du bist härter, als du aussiehst. Dein Sieg ist wohlverdient.", - "CAPTAIN_GLADIOLA_POST_REWARD1": "Es wird Zeit, meine Mission fortzusetzen. [pause]Natürlich habe ich über die Art meiner Untersuchungen Stillschweigen zu wahren. Nimm es nicht persönlich.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Man erzählt sich, du seist der neue Ranger-Captain. Vielleicht möchtest du ja dein Können noch einmal etwas aufpolieren.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Man erzählt sich, du seist der neue Ranger-Captain. Vielleicht möchtest du ja dein Können noch einmal etwas aufpolieren.", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "Die genaue Art meiner Arbeit bei den Rangern muss geheim bleiben. Es wäre besser, wenn du darüber nichts weißt.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Nun gut! [pause]Zieh dein Schwert, Captain.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Man erzählt sich, du seist der neue Ranger-Captain. Vielleicht möchtest du ja dein Können noch einmal etwas aufpolieren.", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "Wer bist du ...?", - "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Ranger-Captain und Überlebensprofi.", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Du hast meinen Bluff durchschaut. [pause]Ich bin beeindruckt und [wave amp=30 freq=10]ganz bestimmt nicht [/wave]nachtragend.[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "Ich habe dich aus mindestens 200 Metern Entfernung kommen gehört. [pause]Wenn du auf das Überraschungsmoment aus warst, ist es dir nicht gelungen.", - "CAPTAIN_ZEDD_INTRO4": "Bei diesen ganzen Kugelinos, die hier rumzischen, ist es ziemlich schwierig, zu \\\"meditieren\\\". Könntest du vielleicht [wave amp=30 freq=10]für mich was dagegen unternehmen[/wave]?", - "CAPTAIN_ZEDD_INTRO2": "Wie bitte ...? [pause]Geschlafen? [pause]Nein, überhaupt nicht! Ich habe, äh, meditiert. Ich bin übrigens Zedd.", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "Äh ... Okay.", - "CAPTAIN_JUDAS_INTRO1.n": "Ich habe dich aus mindestens 200 Metern Entfernung kommen gehört. [pause]Wenn du auf das Überraschungsmoment aus warst, ist es dir nicht gelungen.", - "CAPTAIN_SKIP_POST_BATTLE1.n": "Wow, du hast mich dastehen lassen wie altes Eisen. [pause]Vielleicht habe ich dich unterschätzt!", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe meinte, du könntest gut kämpfen. Möchtest du vielleicht meine Ranger-Herausforderung annehmen?", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "Kein Problem. Ich könnte sowieso ein Nickerchen vertragen.", - "CAPTAIN_ZEDD_PRE_BATTLE1": "Äh, du bist hier, um meine Ranger-Herausforderung anzunehmen, oder?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Dann ein andermal.", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Hey! In der Stadt reden alle darüber, dass du jetzt einer von uns Captains bist!", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Hey, Neuankömmling! [pause]Neuer Captain, meine ich. [pause]Wie ich gehört habe, bist du jetzt bei uns.", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Hey, Neuankömmling! [pause]Neuer Captain, meine ich. [pause]Wie ich gehört habe, bist du jetzt bei uns.", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Hey, Neuankömmling! [pause]Neuer Captain, meine ich. [pause]Wie ich gehört habe, bist du jetzt bei uns.", - "CAPTAIN_WALLACE_INTRO3": "Und es reicht nicht, nur eine Gemeinschaft aufzubauen. [pause]Man muss sie auch aufrechterhalten! Wenn man sich nicht richtig darum kümmert, kann ein Ort wie Hafenstadt in die Binsen gehen.", - "CAPTAIN_READY_CHECK.m": "Bist du bereit, gegen {pawn} zu kämpfen?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "Du solltest mit Ianthe sprechen. [pause]Ich glaube, sie ist gerade irgendwo im Park von Neu Wirral.", - "CAPTAIN_CODEY_INTRO3": "Alles im Informationsraum kann geknackt werden, wenn man clever genug ist. [pause]Webseiten, Videospiele, Regierungsserver ...", - "CAPTAIN_CODEY_INTRO4": "Wegen Letzterem hatte ich ein bisschen Ärger.", - "CAPTAIN_CODEY_INTRO5": "Aber hier auf Neu Wirral? [pause]Hier gibt es kein Internet. Der totale Witz.", - "CAPTAIN_CODEY_INTRO6": "Das Einzige, was ich hier hacken kann, sind diese [wave amp=30 freq=10]Monsterkassetten[/wave]. [pause]Da ich das auch ziemlich gut kann, bin ich Ranger-Captain.", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "Komm schon, du willst doch [wave amp=30 freq=10]bestimmt[/wave] meine gemoddeten Kassetten sehen! [pause]Nimmst du meine Ranger-Captain-Herausforderung an oder was?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Leider kann ich dir meine Arbeit nicht zeigen, wenn du kein Ranger-Auszubildender bist. [pause]Schade für dich, was?", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "Komm schon, du willst doch [wave amp=30 freq=10]bestimmt[/wave] meine gemoddeten Kassetten sehen! [pause]Nimmst du meine Ranger-Captain-Herausforderung an oder was?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Leider kann ich dir meine Arbeit nicht zeigen, wenn du kein Ranger-Auszubildender bist. [pause]Schade für dich, was?", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Leider kann ich dir meine Arbeit nicht zeigen, wenn du kein Ranger-Auszubildender bist. [pause]Schade für dich, was?", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "Hoffentlich bist du bereit, gegen einen [wave amp=30 freq=10]Meister des Kampfes[/wave] anzutreten!", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "Hoffentlich bist du bereit, gegen einen [wave amp=30 freq=10]Meister des Kampfes[/wave] anzutreten!", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "Ich kann es dir nicht verübeln – ich würde auch nicht gegen [wave amp=30 freq=10]mich[/wave] kämpfen wollen!", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "Hoffentlich bist du bereit, gegen einen [wave amp=30 freq=10]Meister des Kampfes[/wave] anzutreten!", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "Komm schon, du willst doch [wave amp=30 freq=10]bestimmt[/wave] meine gemoddeten Kassetten sehen! [pause]Nimmst du meine Ranger-Captain-Herausforderung an oder was?", - "CAPTAIN_CODEY_LAST_LEGS1": "Nicht schlecht! Bei dir musste ich [shake rate=30 level=10]100 Prozent meiner Kraft[/shake] einsetzen!", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]Was?![/shake] Wie konnte ich nur verlieren?", - "CAPTAIN_CODEY_POST_BATTLE2": "Ich meine ... [pause]ich wollte natürlich verlieren. I-Immerhin war das ja nur ein Test für dich.", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Die Monster gehören bestimmten \\\"Elementartypen\\\" an. [pause]Wenn man die ändert, wird es [wave amp=30 freq=10]richtig[/wave] interessant.", - "CAPTAIN_CODEY_POST_BATTLE3": "Und du hast bestanden. [pause]Herzlichen Glückwunsch [pause]oder so.", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "Also, [wave amp=30 freq=10]Ranger-Captain[/wave], du bist wieder da, um gegen deinen schwierigsten Kontrahenten zu kämpfen. Habe ich recht?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "Da du jetzt kein Neuling mehr bist, muss ich die Stärke meiner supergehackten Monsterkassetten auch nicht mehr drosseln!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "Also, [wave amp=30 freq=10]Ranger-Captain[/wave], du bist wieder da, um gegen deinen schwierigsten Kontrahenten zu kämpfen. Habe ich recht?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "Also, [wave amp=30 freq=10]Ranger-Captain[/wave], du bist wieder da, um gegen deinen schwierigsten Kontrahenten zu kämpfen. Habe ich recht?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "Da du jetzt kein Neuling mehr bist, muss ich die Stärke meiner supergehackten Monsterkassetten auch nicht mehr drosseln!", - "CAPTAIN_CODEY_POST_REMATCH1": "Irgendwas habe ich wohl falsch berechnet ... [pause]Meine Strategie [shake rate=30 level=10]SOLLTE[/shake] eigentlich unschlagbar sein!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "Da du jetzt kein Neuling mehr bist, muss ich die Stärke meiner supergehackten Monsterkassetten auch nicht mehr drosseln!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "Ich kann es dir nicht verübeln – ich würde auch nicht gegen [wave amp=30 freq=10]mich[/wave] kämpfen wollen!", - "CAPTAIN_CODEY_POST_REMATCH2": "... Das würde ich sagen, wenn ich sauer wäre. [pause]Was ich nicht bin. [pause]Ich bin deswegen überhaupt nicht sauer.", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Hey, du! [pause]Ihr habt doch normalerweise gar nicht den [wave amp=30 freq=10]Mumm[/wave], euch so nah an unseren Außenposten heranzuwagen. Verschwinde einfach, solange das Gespräch noch zivilisiert verläuft.", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Sie hat nicht ohne Grund das Sagen, [pause]hm ...", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "Du bewegst dich nicht? [pause]Dann muss ich mir wohl die Hände schmutzig machen.", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "Krass.", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "... Außer dass Ranger Kayleigh behauptet, ihr beide hättet gegen einen [wave amp=30 freq=10]Erzengel[/wave] gekämpft.", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Tja, [pause]dann sollten wir vielleicht noch weitere finden! [pause]Ianthe, ich glaube, {player} sollte sich als Ranger bewerben!", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Enorm!", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Sie besitzt ein Selbstvertrauen, wie ich es nur selten erlebt habe.", - "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Freut mich, dich kennenzulernen, Neuling.", - "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Freut mich, dich kennenzulernen, Neuling.", - "LEADER_IANTHE_INTRO_IANTHE2": "Und? [pause]Was hältst du von diesem Außenposten? [pause]Der Ort war ziemlich lange verlassen. Aber mit ein bisschen Arbeit haben wir daraus einen Rastplatz für erschöpfte Ranger gemacht.", - "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Freut mich, dich kennenzulernen, Neuling.", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "Was macht ihr hier?", - "LEADER_IANTHE_INTRO_IANTHE3": "Ich würde dir ja gerne sagen, dass wir die Bewohner von Neu Wirral gegen eine gnadenlose Monsterhorde verteidigen ...", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "Welche Aufgabe haben die Ranger?", - "LEADER_IANTHE_INTRO_IANTHE4": "Aber die meiste Zeit erledigen wir seltsame Jobs für die Gemeinschaft. Nicht unbedingt spannend.", - "MEREDITH_SOCIAL4_MEREDITH9": "Siehst du das?", - "MEREDITH_SOCIAL4_MEREDITH10": "Das ist eine Videokassette. [pause]Aber nicht einfach irgendeine ...", - "MEREDITH_SOCIAL4_MEREDITH11": "Das ist eine Videokassette des Actionfilms \\\"Blood Puncher\\\" von 1981.", - "MEREDITH_SOCIAL4_MEREDITH12": "Seit ich hier bin, wurden Hunderte Videokassetten an Neu Wirrals Küsten angespült.", - "MEREDITH_SOCIAL4_MEREDITH13": "Ich habe sie gesammelt.", - "MEREDITH_SOCIAL4_MEREDITH14": "Alle.", - "MEREDITH_SOCIAL4_MEREDITH15": "Und weißt du was?", - "MEREDITH_SOCIAL4_MEREDITH16": "Auf allen ist Blood Puncher.", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]Das ist der einzige Film, den man sich auf Neu Wirral ansehen kann.[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Auf jeder einzelnen Kassette ist Blood Puncher.[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Wir müssen uns einen furchtbaren Film ansehen. Hoffentlich bist du bereit.", - "MEREDITH_SOCIAL4_MEREDITH19": "Also rate mal, was wir uns ansehen.", - "MEREDITH_SOCIAL4_MEREDITH21": "Ich wollte mich [pause]bei dir dafür bedanken, dass du Zeit mit mir verbringst.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Klingt, als wäre das genau mein Ding!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Ich werde es auf ironische Weise genießen!", - "MEREDITH_SOCIAL4_MEREDITH20": "Das wollte ich hören.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Ich werde es auf ironische Weise genießen!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Ich werde es auf ironische Weise genießen!", - "MEREDITH_SOCIAL4_MEREDITH22": "Ich war vorher auf Neu Wirral ganz schön unglücklich, aber so viel Spaß hatte ich noch nie.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Ich bin froh, dass wir Freunde sind!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Ich bin froh, dass wir Freunde sind!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Vielleicht sollte das ein Date sein.", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Ich bin froh, dass wir Freunde sind!", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Hehe. Ich auch, {player}.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Okay, genug mit dem ernsten Kram.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Okay, genug mit dem ernsten Kram.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Wir müssen uns einen furchtbaren Film ansehen. Hoffentlich bist du bereit.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Okay, genug mit dem ernsten Kram.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Hat ja ganz schön lange gedauert, das zu fragen.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Können wir es locker angehen lassen? [pause]Also [pause]ohne Verpflichtungen?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Warum nicht? Ein Dateabend. Mit einem schlechten Film.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Wir müssen uns einen furchtbaren Film ansehen. Hoffentlich bist du bereit.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Trotzdem würde ich gerne weiter mit dir abhängen ...", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "Komm schon, wir sind [wave amp=30 freq=30]im wahrsten Sinne des Wortes[/wave] fusioniert.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Da bin ich natürlich schon mal in deinen Gedanken. [pause]Und, [pause]na ja, [pause]süß finde ich dich auch.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Da bin ich natürlich schon mal in deinen Gedanken. [pause]Und, [pause]na ja, [pause]süß finde ich dich auch.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Da bin ich natürlich schon mal in deinen Gedanken. [pause]Und, [pause]na ja, [pause]süß finde ich dich auch.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Nichts Besonderes!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Ich, [pause]äh, [pause]war bisher nur mit Jungs zusammen – [pause]das ist also irgendwie neu für mich.", - "MEREDITH_ROMANCE_MEREDITH2": "Ich ...", - "MEREDITH_ROMANCE_MEREDITH1.n": "Du hast schon länger nichts gesagt, {player}. [pause]Stört dich irgendwas?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Aber ich würde ab und zu auch gerne mit dir rumknutschen.", - "MEREDITH_ROMANCE_MEREDITH1.m": "Du hast schon länger nichts gesagt, {player}. [pause]Stört dich irgendwas?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Wie auch immer, [pause]den Film habe ich schon tausendmal gesehen.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Also ... müssen wir uns nicht unbedingt darauf konzentrieren.", - "MEREDITH_ROMANCE_MEREDITH_NO": "Äh, [pause]okay.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "Du hast schon länger nichts gesagt, {player}. [pause]Stört dich irgendwas?", - "MEREDITH_ROMANCE_MEREDITH3": "Na ja, ich [wave amp=30 freq=30]mag[/wave] dich schon.", - "MEREDITH_ROMANCE_MEREDITH4": "Ich weiß nicht, warum [wave amp=30 freq=30]du[/wave] [wave amp=30 freq=30]mich[/wave] magst, [pause]aber ich mag dich.", - "MEREDITH_ROMANCE_MEREDITH5": "Aber wir arbeiten daran, diese Welt zu verlassen ...", - "MEREDITH_ROMANCE_MEREDITH6.m": "Wenn wir es schaffen, bleiben wir vielleicht nicht zusammen. [pause]Ist das ... [pause]okay für dich?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "Bist du bereit, es mit den Mächten des Bösen aufzunehmen?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Ist es.", - "MEREDITH_ROMANCE_MEREDITH6.f": "Wenn wir es schaffen, bleiben wir vielleicht nicht zusammen. [pause]Ist das ... [pause]okay für dich?", - "MEREDITH_ROMANCE_MEREDITH6.n": "Wenn wir es schaffen, bleiben wir vielleicht nicht zusammen. [pause]Ist das ... [pause]okay für dich?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Ich denke schon.", - "MEREDITH_ROMANCE_MEREDITH7": "Ach, egal. [pause]Warum nicht?", - "MEREDITH_ROMANCE_MEREDITH8.m": "Ich, mit einem Freund. [pause]Klingt schräg. [pause]Fühlt sich aber richtig an.", - "MEREDITH_ROMANCE_MEREDITH8.f": "Ich, mit einer Freundin. [pause]Klingt schräg. [pause]Fühlt sich aber richtig an.", - "MEREDITH_ROMANCE_MEREDITH8.n": "Ich, in einer Beziehung. [pause]Klingt schräg. [pause]Fühlt sich aber richtig an.", - "MEREDITH_ROMANCE_MEREDITH9": "Es war immer einfacher, mir zu sagen, dass ich zufriedener mit mir selbst sein muss, bevor ich eine Beziehung mit jemandem eingehe, [pause]aber ich glaube, die Wahrheit ist ...", - "MEREDITH_ROMANCE_MEREDITH11": "Aber du machst mich glücklich, [pause]und wenn du da bist, bin ich vollständiger als ohne dich.", - "MEREDITH_ROMANCE_MEREDITH10": "... dass ich mir vielleicht NIEMALS sicher sein werde, wer ich bin. [pause]Ich werde niemals perfekt sein.", - "MEREDITH_ROMANCE_MEREDITH12": "D-Das war dann erst mal genug Kitsch von meiner Seite. [pause]Oh, und Liebesgesäusel kann ich auch nicht.", - "MEREDITH_ROMANCE_MEREDITH13.m": "Wenn du erwartest, dass ich dich jemals \\\"Liebling\\\" oder \\\"Schatz\\\" nenne, [pause]hast du dich aber geschnitten.", - "MEREDITH_ROMANCE_MEREDITH13.n": "Wenn du erwartest, dass ich dich jemals \\\"Liebling\\\" oder \\\"Schatz\\\" nenne, [pause]hast du dich aber geschnitten.", - "MEREDITH_ROMANCE_MEREDITH13.f": "Wenn du erwartest, dass ich dich jemals \\\"Liebling\\\" oder \\\"Schatz\\\" nenne, [pause]hast du dich aber geschnitten.", - "EUGENE_QUEST2_PART1_EUGENE1": "Ich habe einem dieser Ghule auf Patrouille den Schlüssel zum Fenster stibitzt.", - "EUGENE_QUEST1_PART1_EUGENE1": "Schön, dass du gekommen bist!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "Bist du bereit, es mit den Mächten des Bösen aufzunehmen?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "Bist du bereit, es mit den Mächten des Bösen aufzunehmen?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Klar!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Verstehe. Lass es mich wissen, wenn du bereit bist. Ich behalte bis dahin die Situation im Auge.", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Jetzt nicht.", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Enorm![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Verstehe. Lass es mich wissen, wenn du bereit bist. Ich behalte bis dahin die Situation im Auge.", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Verstehe. Lass es mich wissen, wenn du bereit bist. Ich behalte bis dahin die Situation im Auge.", - "EUGENE_QUEST1_PART1_EUGENE4": "Okay, [pause]siehst du das Gebäude da drüben?", - "EUGENE_QUEST1_PART1_EUGENE5": "Das ist eine Festung. [pause]Da schmieden diese unmenschlichen Parasiten ihre finsteren Pläne, um diese Welt zu übernehmen.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "Sieht nicht besonders beeindruckend aus.", - "EUGENE_QUEST1_PART1_EUGENE8": "Es gibt ein paar dieser Festungen – du hast sie vielleicht schon gesehen. Die Vordertür ist verschlossen, aber wir kommen durch ein Fenster auf dem Dach hinein.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Sieht irgendwie schlicht aus, oder?", - "EUGENE_QUEST1_PART1_EUGENE6": "Aussehen kann täuschen, [pause]glaub mir.", - "EUGENE_QUEST1_PART1_EUGENE7": "Ihresgleichen hat früher die Welt heimgesucht, von der ich stamme, aber wir haben uns gewehrt. [pause]Und wir haben GEWONNEN.", - "EUGENE_QUEST1_PART1_EUGENE9": "Versuch, von hier aus rüberzugleiten. Keine Sorge, ich bin bei dir.", - "EUGENE_QUEST2_PART1_EUGENE2.m": "Wir lassen uns reinfallen und erledigen sie. Bist du bereit?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Immer bereit!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "Wir lassen uns reinfallen und erledigen sie. Bist du bereit?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "Wir lassen uns reinfallen und erledigen sie. Bist du bereit?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Vielleicht wärst du an einem Gespräch mit einem unserer Leiter im Verbandshauptsitz interessiert.[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Machen wir's!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Eventuell können wir eine beiderseitig vorteilhafte Übereinkunft erzielen. Ich gebe dir den Standort.[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "Das ist unsere Chance, sie ein für alle Mal aufzuhalten!", - "EUGENE_QUEST4_PART1_EUGENE3": "Na los, wir dürfen keine Sekunde vergeuden!", - "EUGENE_QUEST4_PART1_EUGENE1": "Die Makler haben eine zentrale Operationsbasis?!", - "EUGENE_QUEST5_PART1_EUGENE1": "Das ist der vermutliche Standort des Makler-Hauptquartiers ...", - "EUGENE_QUEST5_PART1_EUGENE2": "Okay – [pause]mit unserer [shake rate=30 level=10]brennenden Entschlossenheit[/shake] können es diese Widerlinge nicht aufnehmen!", - "EUGENE_QUEST5_PART1_EUGENE3": "...", - "EUGENE_QUEST5_PART1_EUGENE4": "Wo zum Teufel ist überhaupt der Eingang?", - "EUGENE_QUEST5_PART1_EUGENE5": "...", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]KEINE FESTZINSHYPOTHEKEN ...[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "Ich glaube, ich habe den Eingang gefunden.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]STEIGENDER MARKTWERT ...[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]ANPASSBARE KAPITALISIERUNGSSÄTZE ...[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "Danke, dass ihr zu unserem vereinbarten Treffen erschienen seid. Wir wissen eure Kooperation sehr zu schätzen.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]KAPITALZUWACHS ...[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "Dann sag mir eins: Warum sollte ein Erzengel versuchen, den [shake rate=30 level=10]Immobilienmarkt[/shake] zu übernehmen?!", - "EUGENE_QUEST5_PART2_EUGENE2": "Du steckst also dahinter, was?", - "EUGENE_QUEST5_PART2_EUGENE5": "...", - "EUGENE_QUEST5_PART2_MAMMON4": "Meinesgleichen entsteht aus dem Ego der Menschheit. Die stärksten Wünsche eurer Art verleihen uns Gestalt.\\n\\nIch existiere als Tribut an den Konsum der Menschen.\\n\\nIch will Ordnung, weil ihr es wollt. Ich begehre eine Struktur, weil ihr dies auch tut.", - "EUGENE_QUEST5_PART2_EUGENE7": "Du weißt GAR NICHTS über mich.", - "EUGENE_QUEST5_PART2_EUGENE10": "Ich ...", - "EUGENE_QUEST5_PART2_MAMMON6": "Ich will das, was du willst, Mensch Eugene. Ich kann es in deinem Herzen lesen.", - "EUGENE_QUEST5_PART2_MAMMON8": "Ich empfinde Mitleid für den Menschen Eugene.\\n\\nDer Mensch Eugene erkennt außerhalb seiner eigenen Sache keinen Wert an sich.", - "EUGENE_QUEST5_PART2_MAMMON9": "Ohne eine Sache ist der Mensch Eugene nichts.\\n\\nEine leere Hülle. Genau wie meine Vertreter.", - "EUGENE_QUEST5_PART2_EUGENE11": "Das ... [pause]stimmt nicht ...", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Hör nicht auf ihn, Eugene!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "Das ist falsch!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]STOPP![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "Du wirst meine Tatkraft nicht zerstören! [pause]Das ist alles, was deinesgleichen kann!", - "EUGENE_QUEST5_PART2_EUGENE15": "Irgendein Bonze kommt vorbei, versucht, dem kleinen Mann alles wegzunehmen ...", - "EUGENE_QUEST5_PART2_EUGENE13": "Das höre ich mir nicht länger an!", - "EUGENE_QUEST5_PART2_EUGENE16": "... und wenn sich der kleine Mann dann wehrt, [pause]sagt man ihm, dass er nicht aus der Reihe tanzen soll, [pause]oder?!", - "EUGENE_QUEST5_PART2_EUGENE17": "Also macht er nichts ... [pause]Und alles wird noch schlimmer!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]Es ist immer [pause]wieder [pause]das Gleiche![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player} ...", - "EUGENE_QUEST5_PART2_EUGENE20": "Willst du diesen Müllhaufen niederbrennen?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "Du wirst meine Tatkraft nicht zerstören ...", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Na, was denkst du wohl?", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Machen wir's.", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "Und {player} wirst du auch nicht so einfach aufhalten können!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Hier löst sich alles in Wohlgefallen auf. Na los, wir müssen weg!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "HOHO, DU HAST HIER ABER EIN NETTES UNTERNEHMEN, MAMMON!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "Wir werden es gemeinsam mit dir aufnehmen und [shake rate=30 level=10]GEWINNEN[/shake]!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "WIE ES AUSSIEHT, KANNST DU DELEGIEREN. DAS IST EINE NÜTZLICHE FÄHIGKEIT!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "ICH HELFE DIR, HIER ZU VERSCHWINDEN.", - "EUGENE_QUEST5_PART3_EUGENE1": "Ich schätze, die Makler sind alle geflohen ... [pause]Was sie jetzt wohl tun werden, nachdem ihr Unternehmen geschlossen wurde?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "Findest du?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "Mann, das war ziemlich cool, als wir da drin [wave amp=30 freq=10]fusioniert[/wave] sind.", - "EUGENE_QUEST5_PART3_EUGENE2.m": "Mann, das war ziemlich cool, als wir da drin [wave amp=30 freq=10]fusioniert[/wave] sind.", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Ja, oder?", - "EUGENE_QUEST5_PART3_EUGENE2.n": "Mann, das war ziemlich cool, als wir da drin [wave amp=30 freq=10]fusioniert[/wave] sind.", - "EUGENE_QUEST5_PART3_EUGENE3": "Ja! [pause]Das war wie ein Adrenalinrausch, nur dass ich spüren konnte, wie dein Wille mich zusätzlich angetrieben hat. Selbst ein [wave amp=30 freq=10]Erzengel[/wave] konnte uns nicht aufhalten!", - "EUGENE_QUEST5_PART3_EUGENE4": "Hinter den Maklern hat also die ganze Zeit ein Erzengel gesteckt ...", - "EUGENE_QUEST5_PART3_EUGENE5": "Was er da gesagt hat ... [pause]Was, wenn das stimmt?", - "EUGENE_QUEST5_PART3_EUGENE6": "Vielleicht bin ich ohne eine Sache, für die ich ständig kämpfe, [pause]wirklich nur vollkommen hohl.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "Ich habe einen Weg entdeckt, die Insel zu verlassen.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Ich finde nicht, dass du ein Versager bist.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "So was solltest du nicht denken.", - "EUGENE_QUEST5_PART3_EUGENE7": "...", - "EUGENE_QUEST5_PART3_EUGENE8.f": "Hehe. [pause]Danke, Mann.", - "EUGENE_QUEST5_PART3_EUGENE8.m": "Hehe. [pause]Danke, Mann.", - "EUGENE_QUEST5_PART3_EUGENE8.n": "Hehe. [pause]Danke, Mann.", - "EUGENE_QUEST5_PART3_EUGENE9": "Was spornt DICH überhaupt dazu an, [pause]das zu tun, was du tust?", - "EUGENE_QUEST5_PART3_EUGENE10": "Na ja, [pause]du ziehst herum, [pause]hilfst den Leuten, [pause]kämpfst gegen Monster und so.", - "EUGENE_QUEST5_PART3_EUGENE15": "Ich weiß gar nicht, ob ich das überhaupt [wave amp=30 freq=30]kann[/wave].", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Ich finde einen Weg, um nach Hause zurückzukehren.", - "EUGENE_QUEST5_PART3_EUGENE11": "Hm. Klingt sehr unwahrscheinlich.", - "EUGENE_QUEST5_PART3_EUGENE12": "Bin dabei.", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Wirklich?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Einfach so?", - "EUGENE_QUEST5_PART3_EUGENE13": "Einfach so!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "Wie meinst du das?", - "EUGENE_QUEST5_PART3_EUGENE14": "Wir haben die Makler aufgehalten, aber ich will nicht einfach nur die Füße hochlegen.", - "EUGENE_QUEST5_PART3_EUGENE16": "Ich brauche [wave amp=30 freq=30]irgendwas[/wave], wonach ich streben kann.", - "EUGENE_QUEST5_PART3_EUGENE17": "Also ziehen wir's durch. [pause]Eine neue Sache, auf die wir hinarbeiten.", - "EUGENE_QUEST5_PART3_EUGENE18": "Bin dabei.", - "EUGENE_CONVO1_EUGENE1": "Weißt du, [pause]so gegen die Makler zu kämpfen, wie wir es getan haben ...", - "EUGENE_CONVO1_EUGENE3": "Aber es war das Richtige, [pause]weil es in ihren \\\"Geschäftsplänen\\\" darum ging, sich in das Leben der Menschen einzumischen.", - "EUGENE_CONVO1_EUGENE2": "In anderen Welten wäre das wahrscheinlich illegal, [pause]oder?", - "EUGENE_CONVO2_EUGENE1": "Ich muss bald mein Work-out wieder aufnehmen. [pause]Ich kann die Welt nur retten, wenn ich in Topform bin!", - "EUGENE_CONVO1_EUGENE4": "Ich denke, es gibt einen großen Unterschied zwischen dem \\\"Gesetz\\\" und \\\"wahrer Gerechtigkeit\\\", [pause]oder?", - "EUGENE_CONVO2_EUGENE2": "Vielleicht werden eines Tages ja ein paar Hanteln am Strand angespült ...", - "EUGENE_CONVO3_EUGENE1": "Zuerst fand ich es ziemlich seltsam, wie, [pause]äh, [pause]retro die Sachen auf Neu Wirral sind.", - "EUGENE_CONVO3_EUGENE2": "Schließlich stammen die alle aus dieser altmodischen Mall.", - "EUGENE_CONVO3_EUGENE3": "Aber so langsam gefällt mir der Look. [pause]Hoffentlich kann ich diese rosa Jacke mit in meine Welt nehmen ...", - "EUGENE_CONVO4_EUGENE1.m": "Ich ... [pause]finde, dass du ziemlich gut aussiehst, wenn du so vom Feuer angestrahlt wirst.", - "EUGENE_CONVO4_EUGENE2": "Hätte ich eine Kamera, würde ich ein Bild von dir machen. [pause]Ein Jammer, dass ich keine habe, [pause]oder?", - "EUGENE_CONVO4_EUGENE1.n": "Ich ... [pause]finde, dass du ziemlich gut aussiehst, wenn du so vom Feuer angestrahlt wirst.", - "EUGENE_CONVO4_EUGENE1.f": "Ich ... [pause]finde, dass du ziemlich gut aussiehst, wenn du so vom Feuer angestrahlt wirst.", - "EUGENE_CONVO5_EUGENE2": "Die passt irgendwie zu dir, [pause]wirklich!", - "EUGENE_CONVO5_EUGENE1": "Wie findest du deine {first_tape_name}-Gestalt?", - "EUGENE_CONVO6_EUGENE2": "Ein wirklich enormes Feuer. [pause]Gute Arbeit, {player}.", - "EUGENE_CONVO5_EUGENE4": "Gefällt mir.", - "EUGENE_CONVO5_EUGENE3": "Dass du dich in {first_tape_description} verwandelst, um die Leute von Neu Wirral zu verteidigen!", - "EUGENE_CONVO6_EUGENE1": "Das gehört zu den, [pause]na ja, [pause]zehn besten Lagerfeuern, an denen ich jemals beteiligt war.", - "EUGENE_CONVO7_EUGENE4": "Ich hoffe, es ist nicht wie bei einem Traum, [pause]den man in der echten Welt sofort wieder vergisst.", - "EUGENE_CONVO10_EUGENE4": "Wenn es um Beziehungen geht, bin ich eigentlich ein hoffnungsloser Fall. [pause]Gegen Erzengel zu kämpfen, ist einfacher, als herauszufinden, was jemand anderes fühlt.", - "EUGENE_CONVO7_EUGENE2": "Ich hoffe ... [pause]dass das alles real ist.", - "EUGENE_CONVO7_EUGENE1.n": "Denkst du oft daran, wie das Leben sein wird, wenn du nach Hause zurückkehrst?", - "EUGENE_CONVO7_EUGENE1.m": "Denkst du oft daran, wie das Leben sein wird, wenn du nach Hause zurückkehrst?", - "EUGENE_CONVO7_EUGENE3": "Das ist dir doch bestimmt auch schon durch den Kopf gegangen, [pause]oder?", - "EUGENE_CONVO8_EUGENE1": "Früher mussten die Leute wirklich diese Plastikkassetten mit sich rumtragen, wenn sie Musik hören wollten. [pause]Hm.", - "EUGENE_CONVO7_EUGENE1.f": "Denkst du oft daran, wie das Leben sein wird, wenn du nach Hause zurückkehrst?", - "EUGENE_CONVO7_EUGENE5": "Ich will dich nicht vergessen, {player}.", - "EUGENE_CONVO8_EUGENE3": "...", - "EUGENE_CONVO8_EUGENE2": "Die sind uralt, also könnte ich mir vorstellen, dass man auf einer einzigen Kassette wahrscheinlich nur ein paar Tausend Lieder speichern konnte.", - "EUGENE_CONVO8_EUGENE4": "Hey, [pause]warum schaust du mich so an?! [pause]Stimmt mit wir irgendwas nicht?!", - "EUGENE_CONVO9_EUGENE2": "In der Lage zu sein, sich in Monster zu verwandeln, könnte die Leute auf Weisen stärken, die wir uns bisher nicht mal [wave amp=30 freq=10]erträumt[/wave] haben!", - "EUGENE_CONVO9_EUGENE1": "Hoffentlich können wie diese Kassettentechnologie mitnehmen, falls wir die Insel verlassen.", - "EUGENE_CONVO9_EUGENE3": "Stell dir vor, du könntest dich in ein schnelles Monster verwandeln, um Lebensmittel auszuliefern ... [pause]oder ein Wassermonster werden, um Waldbrände zu löschen.", - "EUGENE_CONVO10_EUGENE1.n": "Ich ... [pause]bin froh, dass ich dich kennenlernen konnte, {player}.", - "EUGENE_CONVO9_EUGENE4": "Allein schon darüber zu reden, ist toll!", - "EUGENE_CONVO10_EUGENE2": "...", - "EUGENE_CONVO10_EUGENE1.f": "Ich ... [pause]bin froh, dass ich dich kennenlernen konnte, {player}.", - "EUGENE_CONVO10_EUGENE1.m": "Ich ... [pause]bin froh, dass ich dich kennenlernen konnte, {player}.", - "EUGENE_CONVO10_EUGENE3.m": "Mann, [pause]niemand wird mir glauben, dass ich so einen süßen Freund auf dieser magischen Insel hatte, [pause]oder?", - "EUGENE_CONVO10_EUGENE3.f": "Mann, [pause]niemand wird mir glauben, dass ich so eine süße Freundin auf dieser magischen Insel hatte, [pause]oder?", - "EUGENE_CONVO10_EUGENE3.n": "Mann, [pause]niemand wird mir glauben, dass ich so eine tolle Beziehung auf dieser magischen Insel hatte, [pause]oder?", - "EUGENE_CONVO10_EUGENE5": "Vielleicht sollte ich daran arbeiten ...", - "EUGENE_CONVO11_EUGENE6": "Na ja, [pause]diese neue Welt wurde aus der Asche der alten geschaffen.", - "EUGENE_CONVO11_EUGENE1": "Denkst du jemals daran ... [pause]nicht in deine Welt zurückzukehren, {player}?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "Warum sollte ich das?", - "EUGENE_CONVO11_EUGENE2": "Es sieht doch so aus: [pause]Wir kommen nicht aus derselben Zeit in der Geschichte unserer Welt.", - "EUGENE_CONVO11_EUGENE3": "Wir kommen nicht aus derselben Welt, sondern von Welten, die sich wahrscheinlich sehr ähneln.", - "EUGENE_CONVO11_EUGENE4": "Also könnte die Zukunft deiner Welt durchaus wie die Vergangenheit meiner Welt sein. [pause]Was bedeutet, dass das Leben für dich langfristig vielleicht nicht so angenehm ist.", - "EUGENE_CONVO11_EUGENE4_OPTION1": "Was sagst du da?", - "EUGENE_CONVO11_EUGENE5": "Ich habe dir doch erzählt, wie meine Leute eine neue und bessere Welt errichtet haben, oder?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "Was ist in der Vergangenheit deiner Welt passiert?", - "EUGENE_CONVO11_EUGENE7": "Ich wurde geboren, nachdem sich der Rauch gelegt hatte, aber diejenigen, die es mitgemacht hatten ... [pause]Ich glaube, das ist für sie alle eine große Last.", - "EUGENE_CONVO11_EUGENE8": "Nicht nur die Erinnerungen an das, was sie verloren haben, sondern auch die Erinnerungen daran, was sie für Menschen geworden waren.", - "EUGENE_CONVO12_EUGENE2": "Wenn wir hier auf Neu Wirral alles erledigt haben, meine ich.", - "EUGENE_CONVO11_EUGENE10": "Du verdienst ein besseres Leben, {player}.", - "EUGENE_CONVO11_EUGENE9": "Ich weiß, dass ich dich nicht davon abhalten kann, nach Hause zurückzukehren, aber ich mache mir Sorgen wegen der Welt, die du vielleicht eines Tages erleben wirst.", - "EUGENE_CONVO12_EUGENE1": "Glaubst du wirklich, dass dieses riesige Tor uns nach Hause zurückbringen kann?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "Ich glaube schon!", - "EUGENE_CONVO12_EUGENE2_OPTION2": "Das muss es.", - "EUGENE_CONVO12_EUGENE3": "Enorm!", - "EUGENE_CONVO13_EUGENE2": "Denk mal darüber nach – [pause]diese ganze Gesellschaft im Miniaturformat wurde auf der Grundlage einer gemeinsamen Erfahrung [wave amp=30 freq=10]gegründet[/wave]. Und zwar der Erfahrung, auf dieser komischen Insel verschollen zu sein.", - "EUGENE_CONVO12_EUGENE4": "Hoffentlich stimmt das. Ich habe jede Menge coole Pläne für mein Leben!", - "EUGENE_CONVO13_EUGENE1": "Mann, [pause]wenn die Leute durch dieses große Tor Neu Wirral wirklich verlassen können, würde das hier [wave amp=30 freq=10]vieles[/wave] verändern.", - "EUGENE_CONVO13_EUGENE3": "Viele hier wurden von Leuten aus anderen Welten großgezogen. Die KENNEN gar nichts anderes!", - "EUGENE_CONVO14_EUGENE1": "Ähm, [pause]ich glaube, wir sollten darüber reden, was passiert ist.", - "EUGENE_CONVO13_EUGENE4": "Hoffentlich ist Ianthe bereit dafür, wie diese Entdeckung alles verändern könnte.", - "EUGENE_CONVO14_EUGENE1_OPTION2": "Wie meinst du das?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "Worüber genau?", - "EUGENE_CONVO14_EUGENE3": "Als wir alle zu diesem riesigen [shake rate=30 level=10]Gottmonster[/shake] fusioniert sind und [shake rate=30 level=10]Aleph eine Abreibung verpasst haben![/shake]", - "EUGENE_CONVO14_EUGENE2": "Als wir, [pause]du weißt schon ...", - "EUGENE_CONVO14_EUGENE5": "Ich will ganz ehrlich sein: Bei einem Großteil dieser \\\"Erzengel\\\"-Angelegenheiten auf der Insel komme ich überhaupt nicht mit.", - "EUGENE_CONVO14_EUGENE4": "Das war der Wahnsinn, oder?", - "EUGENE_CONVO14_EUGENE6": "Es gibt diese ganze [wave amp=30 freq=10]uralte Geschichte[/wave] über Morgante und Aleph und so. Und vielleicht hat der Bahnhof auch was damit zu tun. [pause]Keine Ahnung, Mann.", - "EUGENE_CONVO14_EUGENE7": "Aber ich weiß, dass wir uns zusammengetan und einen großen bösen Buben erledigt haben. [pause]Das ist etwas, das ich verstehe.", - "EUGENE_CONVO15_EUGENE1": "Hoffentlich funktioniert dein Plan, einen Weg von dieser Insel zu finden.", - "EUGENE_CONVO15_EUGENE2": "Ich mache mir langsam Sorgen, dass der begrenzte Vorrat von Haarfärbemitteln auf Neu Wirral ausgehen wird.", - "EUGENE_CONVO16_EUGENE1": "Mann, diese zerstörte Stadt, durch die wir gekommen sind, hat mir echt Gänsehaut verschafft.", - "EUGENE_CONVO16_EUGENE2": "Die hat mich an einige Orte zu Hause erinnert. Städte, in denen mal Leute gelebt haben, bis die Zeiten hart wurden und die Leute sie verließen.", - "EUGENE_CONVO16_EUGENE3": "Davon habe ich sogar jede Menge gesehen.", - "EUGENE_CONVO16_EUGENE4": "Vielleicht könnten die Bewohner von Hafenstadt irgendwann mal zurückkehren und sie wiederaufbauen.", - "EUGENE_CONVO16_EUGENE5": "Das fände ich gut.", - "EUGENE_CONVO17_EUGENE1": "An einem Lagerfeuer in der Wildnis zu sitzen und zu wissen, dass uns jederzeit [wave amp=30 freq=10]riesige Bestien[/wave] angreifen könnten ... [pause]Ich glaube, du denkst gerade das Gleiche wie ich, {player}.", - "EUGENE_CONVO17_EUGENE2": "Du denkst: [pause]\\\"Genauso war das Leben für meine Vorfahren, die Höhlenmenschen!\\\"", - "EUGENE_CONVO17_EUGENE1_OPTION1": "Ach ja?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "Was denke ich denn?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "Was?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "Das habe ich noch nie gedacht.", - "EUGENE_CONVO18_EUGENE1": "Ich muss noch an meinen Schlachtrufen arbeiten.", - "EUGENE_CONVO18_EUGENE1_OPTION1": "An deinen was?", - "EUGENE_CONVO17_EUGENE3": "Ich habe absolut recht. Das hast du auch gedacht.", - "EUGENE_CONVO18_EUGENE1_OPTION2": "Schlachtrufen ...?", - "EUGENE_CONVO18_EUGENE2": "Ja! [pause]Wenn ich zum Beispiel Feinden gegenübertrete und kurz vor der Transformation bin, brülle ich irgendwas wie \\\"Los geht's!\\\" oder \\\"Transformation!\\\"", - "EUGENE_CONVO18_EUGENE2_OPTION1": "Das kriegst du aber besser hin!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"Transformation\\\" ist nicht besonders originell ...", - "EUGENE_CONVO18_EUGENE4": "...", - "EUGENE_CONVO18_EUGENE3": "Ich arbeite noch dran, okay?", - "EUGENE_CONVO18_EUGENE5": "Was, wenn ich [wave amp=30 freq=10]\\\"In den Monstermodus!\\\"[/wave] rufe – würde das funktionieren? [pause]Meinst du, das klingt krass?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "Überhaupt nicht.", - "EUGENE_CONVO18_EUGENE5_OPTION2": "Absolut nicht.", - "EUGENE_CONVO18_EUGENE6": "Dann komme ich darauf später noch mal zurück.", - "EUGENE_CONVO19_EUGENE1": "Tut mir leid, [pause]ich gewöhne mich noch immer daran, dass wir jetzt streng gesehen ein Paar sind.", - "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"Streng gesehen\\\"?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "Du klingst nicht gerade begeistert.", - "EUGENE_CONVO19_EUGENE2": "Oh, das war nicht [shake rate=30 level=10]negativ[/shake] gemeint!", - "EUGENE_CONVO19_EUGENE3": "Ich hätte nur nicht erwartet, dass ich [wave amp=30 freq=10]so was[/wave] hier auf Neu Wirral erleben würde. Natürlich finde ich es [wave amp=30 freq=10]cool[/wave], dass wir zusammen sind!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "Hm?", - "EUGENE_CONVO20_EUGENE1": "Es wäre so einfach, hier zusammen zu bleiben, oder?", - "EUGENE_SOCIAL1_EUGENE2": "Die Monster-Fusion ist ziemlich anregend.", - "EUGENE_CONVO20_EUGENE1_OPTION1": "Wie meinst du das?", - "EUGENE_CONVO20_EUGENE2": "Du und ich führen ein Leben im ruhigen, aber [wave amp=30 freq=10]idyllischen[/wave] Hafenstadt. Nichts ändert sich.", - "EUGENE_CONVO20_EUGENE3": "Aber ... das passt einfach nicht zu uns, oder? [pause]Ich glaube, auf uns beide wartet noch mehr.", - "EUGENE_SOCIAL1_EUGENE1": "Mann, ich muss schon sagen ...", - "EUGENE_SOCIAL1_EUGENE5": "Im Eifer des Gefechts sind unsere Absichten so ähnlich, dass wir buchstäblich zu einer einzigen mächtigen Kraft werden können.", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "Findest du?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "Ich schätze schon!", - "EUGENE_SOCIAL1_EUGENE4": "... echter Ausdruck unserer inneren Stärke.", - "EUGENE_SOCIAL1_EUGENE3": "Ja! [pause]wie ein ...", - "EUGENE_SOCIAL1_EUGENE6": "In diesem Augenblick ist es, als wären wir [wave amp=30 freq=20]unaufhaltsam[/wave].", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Natürlich nur, [pause]falls [pause]du es so möchtest.", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "Ich weiß, was du meinst!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Jetzt klingst du wie eine Animefigur.", - "EUGENE_SOCIAL1_EUGENE7A": "Mann, ich wusste, du verstehst es!", - "EUGENE_SOCIAL1_EUGENE7B": "Mann, ich versuche doch nur, ehrlich zu sein!", - "EUGENE_SOCIAL1_EUGENE8": "Ich glaube, ich habe zu lange gelebt, ohne etwas zurückzugeben.", - "EUGENE_SOCIAL1_EUGENE9": "Vielleicht hole ich die verlorene Zeit nach.", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "Was ist mit deiner Welt?", - "EUGENE_SOCIAL1_EUGENE10": "Ach, mach dir keine Gedanken. Wir können ein andermal darüber reden.", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "Was ist auf deiner Welt passiert?", - "EUGENE_SOCIAL1_EUGENE11": "Ich kehre zurück. [pause]Also in meine Welt. [pause]Natürlich erst, wenn du dein Tor von hier weg gefunden hast.", - "EUGENE_SOCIAL1_EUGENE12": "Ich nehme meine Kassetten mit [pause]und setze mich für die Leute ein, die es am meisten brauchen.", - "EUGENE_SOCIAL2_EUGENE1": "Ich habe darüber nachgedacht, dass Clémence einfach ... [pause]beschlossen hat, ein Café aufzumachen, nur weil es der Stadt half.", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Wie ein Superheld in Monstergestalt?", - "EUGENE_SOCIAL1_EUGENE13": "Wie ein Superheld in Monstergestalt, ja.", - "EUGENE_SOCIAL1_EUGENE14": "Klingt doch ziemlich krass, oder?", - "EUGENE_SOCIAL2_EUGENE2": "Dinge verbessern, mich nützlich machen ... [pause]Mit so was sollte ich mich beschäftigen!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "Du musst nicht ständig daran denken, Leuten zu helfen.", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "Du hilfst schon genug!", - "EUGENE_SOCIAL2_EUGENE4": "Vielleicht ist das nur ein Zwang aus meiner Welt.", - "EUGENE_SOCIAL2_EUGENE3": "Hehe. [pause]Wenn du es sagst.", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "\\\"Deiner Welt\\\"?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "Wie meinst du das?", - "EUGENE_SOCIAL2_EUGENE5": "Okay, [pause]auf \\\"meiner Erde\\\" gab es [pause]ungefähr in der Mitte des 21. Jahrhunderts eine Art ... [pause]Umbruch.", - "EUGENE_SOCIAL2_EUGENE7": "Es war, als wären alle eines Tages aufgewacht und hätten erkannt, dass wir besser überleben können, wenn wir stattdessen einander helfen.", - "EUGENE_SOCIAL2_EUGENE6": "Gier und Konsum der Menschen hatte einen Punkt erreicht, an dem die Welt nicht mehr damit klarkam.", - "EUGENE_SOCIAL2_EUGENE9": "Den Leuten in der eigenen Gemeinschaft helfen zu können, wurde nach und nach wichtiger, als reich und berühmt zu sein, [pause]aber ich war niemals ... [pause]besonders gut darin.", - "EUGENE_SOCIAL2_EUGENE8": "Dass wir die Institutionen, die über uns herrschten, während sie den Planeten töteten, nicht BRAUCHTEN.", - "EUGENE_SOCIAL3_EUGENE4": "Ich werde Hafenstadt zu einem besseren Ort machen – [pause]warte es nur ab.", - "EUGENE_SOCIAL2_EUGENE10": "Dass ich hier auf Neu Wirral bin, [pause]ist eine Chance, mich zum Besseren zu wandeln, [pause]damit ich als jemand nach Hause zurückkehre, der was mit seinem Leben anstellen kann.", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "Du musst kein Held sein, um einen Wert zu haben!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "Du musst dich damit nicht quälen!", - "EUGENE_SOCIAL2_EUGENE11": "Ich weiß, [pause]aber ...", - "EUGENE_SOCIAL2_EUGENE12": "Ich glaube, das brauche ich für mich selbst.", - "EUGENE_SOCIAL2_EUGENE13": "Na ja, [pause]genug von mir.", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "\\\"Entscheidung\\\"?", - "EUGENE_SOCIAL3_EUGENE3": "Ich werde aufhören, über Dinge zu reden, [pause]und sie einfach tun.", - "EUGENE_SOCIAL3_EUGENE1": "Okay, [pause]die Entscheidung steht.", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Die Entscheidung worüber?", - "EUGENE_SOCIAL3_EUGENE2": "Ich habe ein Projekt im Sinn.", - "EUGENE_SOCIAL3_EUGENE5": "Ich weiß nicht ... [pause]Etwas [wave amp=30 freq=10]Schlechtes[/wave] aufzuhalten fühlt sich nicht so an wie etwas [wave amp=30 freq=10]Gutes[/wave] zu tun, [pause]oder?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "Du hast schon die Makler aufgehalten!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "Du hast schon deinen Teil dazu beigetragen, Hafenstadt zu helfen!", - "EUGENE_SOCIAL3_EUGENE6": "Okay, ich bin Feuer und Flamme! [pause]Das wird der Wahnsinn, [pause]warte es nur ab.", - "EUGENE_SOCIAL4_EUGENE1": "Hey, [pause]kann ich dir was zeigen?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "Was hast du vor?", - "EUGENE_SOCIAL3_EUGENE7.m": "Nee, [pause]da musst du dich einfach noch ein bisschen gedulden!", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Kannst du mir sagen, was \\\"das\\\" ist?", - "EUGENE_SOCIAL3_EUGENE8": "Immerhin sollte der \\\"Verteidiger von Hafenstadt\\\" doch ein Geheimnis für sich behalten können, [pause]oder?", - "EUGENE_SOCIAL3_EUGENE7.f": "Nee, [pause]da musst du dich einfach noch ein bisschen gedulden!", - "EUGENE_SOCIAL3_EUGENE7.n": "Nee, [pause]da musst du dich einfach noch ein bisschen gedulden!", - "EUGENE_SOCIAL4_EUGENE7": "Mir ist klar geworden, dass dieses hässliche alte Gebäude leer steht, seit wir die Makler erledigt haben, [pause]also dachte ich mir, dass ich es doch sinnvoll nutzen könnte!", - "EUGENE_SOCIAL4_EUGENE2": "Ich habe mein Projekt abgeschlossen. Ich glaube, es wird Zeit für die große Eröffnung.", - "EUGENE_SOCIAL4_EUGENE3": "Wollen wir hingehen?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Klar!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Jetzt nicht.", - "EUGENE_SOCIAL4_EUGENE_NO": "Alles gut. [pause]Dann ein andermal.", - "EUGENE_SOCIAL4_EUGENE11": "Hey, wir hängen ja nicht [wave amp=30 freq=10]STÄNDIG[/wave] zusammen ab! [pause]Neben den Abenteuern habe ich auch noch Freizeit!", - "EUGENE_SOCIAL4_EUGENE4": "Okay! [pause]Ich gehe voran.", - "EUGENE_SOCIAL4_EUGENE6": "Hier waren wir auf unserer ersten [wave amp=30 freq=10]Teammission[/wave]!", - "EUGENE_SOCIAL4_EUGENE5": "Erinnerst du dich noch an diesen Ort, [pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "Komm, [pause]ich zeige dir, wie es drin aussieht!", - "EUGENE_SOCIAL4_EUGENE9": "Dank des Dachfensters [pause]gibt es in diesem verlassenen Büro tagsüber jede Menge Licht.", - "EUGENE_SOCIAL4_EUGENE10": "Ich dachte mir, dass es doch einen schönen Gemeinschaftsgarten abgeben würde. [pause]Die Leute könnten hier Pflanzen und Blumen wachsen lassen und mal ein bisschen aus der Stadt rauskommen.", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "Wann hast du das alles gemacht?!", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "Wie hast du die Zeit für das alles gefunden?!", - "EUGENE_SOCIAL4_EUGENE12": "Also ... Wie findest du es?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "Das ist unglaublich!", - "EUGENE_SOCIAL4_EUGENE14": "Ich dachte schon, das wäre eine ziemlich dumme Idee.", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "Gefällt mir richtig gut!", - "EUGENE_SOCIAL4_EUGENE13": "F-[pause]Findest du das wirklich?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "Du versuchst, einen Weg von dieser Insel zu finden! [pause]Nicht mal die Begrenzungen von Raum und Zeit halten dich zurück!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "Es ist cool, mit dir befreundet zu sein!", - "EUGENE_SOCIAL4_EUGENE15": "Schön, dass es dir gefällt.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "Du versuchst, einen Weg von dieser Insel zu finden! [pause]Nicht mal die Begrenzungen von Raum und Zeit halten dich zurück!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Das ist sehr romantisch.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Hehe, [pause]jetzt komm schon. [pause]Von uns beiden hast DU doch die großen Pläne.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "Du versuchst, einen Weg von dieser Insel zu finden! [pause]Nicht mal die Begrenzungen von Raum und Zeit halten dich zurück!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Ich freue mich schon darauf, zu meinem echten Zuhause zurückzukehren! [pause]Ich glaube, hier bin ich zur besten und krassesten Version meiner selbst geworden.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Na ja, ich dachte mir, es wird langsam Zeit, dass Neu Wirral mal einen neuen Ort für Dates kriegt.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Gehen wir, [pause]okay?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "Ich würde sagen, dein Projekt war ein Erfolg!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "Also ... ist das hier ein Date?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Äh, [pause][pause]ich, [pause][pause]ich schätze schon ...[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Bei Romanzen bist du nicht so selbstsicher, was?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "Ich habe dich noch nie so nervös gesehen!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "Schon peinlich, dass ich problemlos eine bösartige Geheimverbindung von Büroghulen ausschalten kann ...", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Ich [pause]schätze, da hast du recht.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "... aber Probleme damit habe, meinem Partner zu sagen, was ich für ihn empfinde.", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "... aber Probleme damit habe, meiner Partnerin zu sagen, was ich für sie empfinde.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "... aber Probleme damit habe, meinem Partnerx zu sagen, was ich für demm empfinde.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Ja, [pause]ich schätze, das ist ein Date.", - "EUGENE_ROMANCE_EUGENE1.m": "Du bist ziemlich still. [pause]Ist alles ... [pause]okay?", - "EUGENE_ROMANCE_EUGENE1.f": "Du bist ziemlich still. [pause]Ist alles ... [pause]okay?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "Nichts Besonderes!", - "EUGENE_ROMANCE_EUGENE1.n": "Du bist ziemlich still. [pause]Ist alles ... [pause]okay?", - "EUGENE_ROMANCE_EUGENE_NO": "Alles klar.", - "EUGENE_ROMANCE_EUGENE8": "Aber lass uns Spaß haben, solang wir zusammen sind!", - "EUGENE_ROMANCE_EUGENE3": "Ich weiß. [pause]Also ich auch. [pause]Ich bin so was von nervös.", - "EUGENE_ROMANCE_EUGENE2": "Ich ... [pause][pause]Äh ...", - "EUGENE_ROMANCE_EUGENE5": "Gemeinsam sind wir mehr als die Summe unserer Teile. [pause]Genauso, wie wenn wir fusionieren!", - "EUGENE_ROMANCE_EUGENE4": "Ich glaube, wir beide helfen einander, uns zu verbessern.", - "EUGENE_ROMANCE_EUGENE7": "Du bedeutest mir sehr viel, [pause]aber mich erwartet mein altes Leben, zu dem ich zurückkehre. [pause]Und dich auch.", - "EUGENE_ROMANCE_EUGENE6": "Trotzdem ... [pause]könnte es sein, dass wir uns trennen müssen, wenn wir einen Weg finden, diese Insel zu verlassen.", - "EUGENE_ROMANCE_EUGENE9": "Es gibt Leute, die Hilfe brauchen, und riesige Monster, die Schläge brauchen.", - "EUGENE_ROMANCE_EUGENE10": "Das Gleiche wie immer – [pause]das unschlagbare Powerpärchen aus Hafenstadt!", - "FELIX_INTRO_FELIX3": "Ich nicht. Ich bin mit meinen ganzen Sachen hier gelandet.", - "FELIX_INTRO_FELIX1": "Vorsicht, wo du hintrittst. [pause]Du willst ja nicht über den ganzen Müll stolpern, der hier rumliegt.", - "EUGENE_ROMANCE_EUGENE11": "Obwohl wir vielleicht eine kleine Abenteuerpause einlegen können, [pause]wenigstens heute Nacht ...", - "FELIX_UNKNOWN_NAME": "Freundlicher Typ", - "FELIX_INTRO_FELIX1_OPTION1": "Woher kam dieser Raum?", - "FELIX_INTRO_FELIX1_OPTION2": "Was ist das für ein Ort?", - "FELIX_INTRO_FELIX2": "Die meisten Leute fallen vom Himmel und landen hier im Meer, oder?", - "FELIX_INTRO_FELIX9": "Als hier alles zusammen mit mir vom Himmel fiel, wurde einiges von dem Zeug zerstört, [pause]und der Schaden durch den Regen half auch nicht gerade ...", - "FELIX_INTRO_FELIX4_OPTION2": "Wie ist denn dein ganzes Apartment nach Neu Wirral gekommen?", - "FELIX_INTRO_FELIX4": "Das war mal mein Apartment ... [pause]Mit ein paar Wänden mehr oder weniger.", - "FELIX_INTRO_FELIX4_OPTION1": "Warum ist das passiert?", - "FELIX_INTRO_FELIX5": "Da fragst du was! [pause]Allerdings bedeutet das, [pause]ich habe meine ganzen alten Skizzenbücher und Bilder noch.", - "FELIX_INTRO_FELIX6": "Ich bin Felix. [pause]Freut mich, dich kennenzulernen.", - "FELIX_INTRO2_FELIX14": "In den meisten Zoetrop-Geschichten geht es um Helden der Französischen Revolution, [pause]wie zum Beispiel \\\"Die scharlachrote Blume\\\", [pause]aber seit die Filmadaptionen mit großen Budgets durch die Decke gegangen sind, hat das Interesse an den Quellen nachgelassen.", - "FELIX_INTRO_FELIX6_OPTION1": "Ich bin {player}!", - "FELIX_INTRO_FELIX6_OPTION2": "Man nennt mich ... {player}.", - "FELIX_INTRO_KAYLEIGH7": "Hey, Felix! [pause]Was machst du hier draußen?", - "FELIX_INTRO_MEREDITH7": "Ich hab dich schon länger nicht mehr gesehen, Felix. Was, äh, machst du hier überhaupt?", - "FELIX_INTRO_VIOLA7": "Und ich bin Viola von Messaline. [pause]Sag, für welche Aufgabe plagst du dich hier draußen allein ab?", - "FELIX_INTRO_EUGENE7": "Hey Mann! Hältst du dich hier auf? [pause]Was machst du hier draußen?", - "FELIX_INTRO_FELIX8": "Ich suche was.", - "FELIX_INTRO_FELIX10": "Aber es gibt hier etwas, von dem ich mir sicher bin, dass es noch intakt ist ...", - "FELIX_INTRO_FELIX11": "Wusste ich's doch!", - "FELIX_INTRO_FELIX12_OPTION1": "Was ist das?", - "FELIX_INTRO_FELIX12": "Die Dichtung ist noch intakt, also ist hoffentlich kein Wasser reingelaufen.", - "FELIX_INTRO_FELIX12_OPTION2": "Was ist dadrin?", - "FELIX_INTRO_FELIX13": "Das könnte vielleicht schwierig zu erklären sein ...", - "FELIX_INTRO_FELIX14": "Komm doch mal bei mir im Westen von Hafenstadt vorbei. [pause]Dann zeige ich es dir.", - "FELIX_INTRO2_FELIX2_OPTION1": "Klar!", - "FELIX_INTRO2_FELIX1.m": "Oh, hey. [pause]Du willst mit mir abhängen.", - "FELIX_INTRO2_FELIX2": "Willst du sehen, was ich aus den armseligen Überresten meiner alten Wohnung gerettet habe?", - "FELIX_INTRO2_FELIX1.n": "Oh, hey. [pause]Du willst mit mir abhängen.", - "FELIX_INTRO2_FELIX1.f": "Oh, hey. [pause]Du willst mit mir abhängen.", - "FELIX_INTRO2_FELIX3": "In meinem normalen Leben war ich ein Zoetrop-Maler.", - "FELIX_INTRO2_FELIX2_OPTION2": "Jetzt nicht.", - "FELIX_INTRO2_FELIX2_NO": "Kein Problem. Sag einfach Bescheid, wenn du es dir anders überlegt hast.", - "FELIX_INTRO2_FELIX3_OPTION1": "Zoetrop-Maler?", - "FELIX_INTRO2_FELIX3_OPTION2": "Ein was?", - "FELIX_INTRO2_FELIX4": "Es ist einfacher, es dir zu zeigen. Sieh mal:", - "FELIX_INTRO2_FELIX5": "Das ist eine Zoetrop-Rolle. Man legt sie in dieses Zoetrop hier und schaut dann durch den Schlitz.", - "FELIX_INTRO2_FELIX6": "Das Zoetrop hat einen Motor und dreht sich, wenn ich diesen Knopf drücke.", - "FELIX_INTRO2_FELIX8": "Wenn man es dreht, wird es animiert und zum Leben erweckt, [pause]okay?", - "FELIX_INTRO2_FELIX7": "Auf dem Zoetrop-Streifen ist immer wieder das gleiche Bild gemalt, aber mit Variationen.", - "FELIX_INTRO2_FELIX9": "Dann kann man mit dem Hebel zur nächsten Reihe wechseln, [pause]für den nächsten Teil der Geschichte.", - "FELIX_INTRO2_FELIX10": "Man kann eine ganze Geschichte erzählen [pause]und sie mit Leben füllen – [pause]nur mit Zeichnungen.", - "FELIX_INTRO2_FELIX11": "Ich war schon als Kind von Zoetropen besessen.", - "FELIX_INTRO2_FELIX12": "Sie waren mal sehr beliebt, [pause]sind dann aber irgendwann aus der Mode gekommen.", - "FELIX_INTRO2_FELIX13": "Mittlerweile ist es eher ein Nischenmedium. [pause]Also, [pause]na ja, [pause]zumindest dort, wo ich herkomme.", - "FELIX_INTRO2_FELIX15": "Ich habe mich schon als Kind für diese Geschichten begeistert [pause]und diese Leidenschaft nicht verloren.", - "FELIX_INTRO2_FELIX16": "Deswegen bin ich jetzt wohl Maler.", - "FELIX_INTRO2_FELIX18": "Und wie sich herausgestellt hat, ist eine Insel voller seltsamer Monster der perfekte Ort, um Inspirationen zu finden!", - "FELIX_INTRO2_FELIX17": "Ich versuche gerade, mir neue Figuren einfallen zu lassen.", - "FELIX_INTRO2_FELIX19": "Was bedeutet ... dass du mir vielleicht helfen könntest.", - "FELIX_INTRO2_FELIX20": "Ich suche eine bestimmte Kreatur und möchte sie mir genau ansehen.", - "FELIX_INTRO2_FELIX21": "Ich weiß, dass sie auf der Kirschaue zu finden ist – eine [wave amp=30 freq=10]Kriegerin mit einem Holzschwert.[/wave]", - "FELIX_QUEST1_PART3_FELIX4": "Ich habe es noch, da es in meinem Apartment war, als ich hier landete.", - "FELIX_INTRO2_FELIX22": "Kannst du mir dabei helfen?", - "FELIX_INTRO2_FELIX22_OPTION1": "Klar!", - "FELIX_INTRO2_FELIX22_NO": "Kein Problem. Falls deine Zeit es erlaubt, komm einfach vorbei, dann gehen wir auf dieses kleine Abenteuer.", - "FELIX_INTRO2_FELIX22_OPTION2": "Jetzt nicht.", - "FELIX_INTRO2_FELIX23": "Cool! Ich markiere es dir auf der Karte.", - "FELIX_QUEST1_PART1_FELIX1": "Das ist sie! Okay, du kämpfst gegen sie und ich skizziere sie.", - "FELIX_QUEST1_PASSIVE_FELIX1": "Die Ranger haben über diese Kreatur geredet. Angeblich hat sie eine perfekte Kriegerpose.", - "FELIX_QUEST1_PASSIVE_FELIX2": "Ziemlich schön hier, oder?", - "FELIX_QUEST1_PART2_FELIX1": "Oh-oh ...", - "FELIX_QUEST1_PART2_KUNEKO2": "STOPP, DU UNHOLD!", - "FELIX_QUEST1_PART2_FELIX7": "...", - "FELIX_QUEST1_PART2_KUNEKO3": "U-Und komm nicht wieder zurück!", - "FELIX_QUEST1_PART2_FELIX4": "Wer bist ...?", - "FELIX_QUEST1_PART2_FELIX5": "Moment mal, [pause][pause]bist du ...?!", - "FELIX_QUEST1_PART2_KUNEKO6": "AAAH!", - "FELIX_QUEST1_PART2_FELIX8": "Oh [pause]nein.", - "FELIX_QUEST1_PART2_FELIX9": "Neeeeeein. [pause][pause]Nein.", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "War das ein Erzengel?", - "FELIX_QUEST1_PART2_FELIX12": "Gehen wir zurück zu mir. Dann wird alles klar, versprochen.", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "War das ein Monster?", - "FELIX_QUEST1_PART2_FELIX10": "Ich ...", - "FELIX_QUEST1_PART2_FELIX11": "Ich glaube, meine Vergangenheit holt mich wieder ein.", - "FELIX_QUEST1_PART3_FELIX1": "Es muss hier doch irgendwo sein, [pause]ich ...", - "FELIX_QUEST1_PART3_FELIX2": "Gefunden!", - "FELIX_QUEST1_PART3_FELIX3": "Hier. Das ist mein altes Skizzenbuch, das ich hatte, als ich 12 war.", - "FELIX_QUEST1_PART3_FELIX5": "Sieh dir mal diese Seite an.", - "FELIX_QUEST1_PART3_FELIX6": "Ihr Name ist Kuneko.", - "FELIX_QUEST1_PART3_FELIX13": "Aber falls Kuneko wirklich hier in dieser Welt ist ... [pause]dann muss ich sie finden.", - "FELIX_QUEST1_PART3_FELIX7": "Sie war eine Figur, die ich mir als Kind ausgedacht habe.", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Hat sie Engelsflügel?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "Warum hat sie Katzenohren?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "Ist sie ein Ninja?", - "FELIX_QUEST1_PART3_FELIX8": "Sie ist so was wie [pause]die Tochter eines Engels und eines Dämons, die auf der Erde verschollen war und von einem mystischen Ninja-Clan adoptiert wurde ...", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Meister?", - "FELIX_QUEST1_PART3_FELIX9": "Als sie 21 wurde, [pause]verließ sie ihr Zuhause und begab sich auf eine epische Mission, um an vier Elementaraltären zu kämpfen und zu beweisen, dass sie die größte Kriegerin im ganzen Land ist.", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Ganz schön klischeehaft.", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Oh, das klingt ziemlich cool!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Deine Kunst ist seitdem auf jeden Fall besser geworden ...", - "FELIX_QUEST1_PART3_FELIX10": "Auf der weiterführenden Schule hatte ich eine Animephase. [pause]Urteile nicht über mich!", - "FELIX_QUEST1_PART3_FELIX12": "Ich habe KEINE Ahnung, wie meine [wave amp=30 freq=10]lächerliche Kinderzeichnung von früher[/wave] real geworden ist.", - "FELIX_QUEST1_PART3_FELIX11": "Mir ist ABSOLUT klar, wie seltsam das alles ist!", - "FELIX_QUEST1_PART4_KUNEKO1": "...", - "FELIX_QUEST1_PART3_FELIX14": "Ich muss der Sache auf den Grund gehen.", - "FELIX_QUEST1_PART4_FELIX2": "Oh. [pause]Das ging schnell.", - "FELIX_QUEST1_PART4_KUNEKO4": "I-Ich habe dich noch nie getroffen, aber ich spüre eine starke Verbindung zu dir ...", - "FELIX_QUEST1_PART4_FELIX3": "Du hast mich gerettet ... [pause]Kennst du mich?", - "FELIX_QUEST1_PART4_FELIX5": "Oh, ja, logisch.", - "FELIX_QUEST1_PART4_KUNEKO7": "Ich ...", - "FELIX_QUEST1_PART4_FELIX6": "Immerhin habe ich dich erschaffen.", - "FELIX_QUEST1_PART4_FELIX12": "Du musst mich nicht die ganze Zeit \\\"Schöpfer\\\" nennen.", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]BITTE VERZEIH MIR![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "Es [wave amp=30 freq=10]tut mir so leid[/wave], dass ich dich nicht erkannt habe, Schöpfer!", - "FELIX_QUEST1_PART4_KUNEKO10": "Vor einiger Zeit bin ich auf der Aue aufgewacht, auf der wir uns getroffen haben, [pause]mit nichts als meinem Namen auf den Lippen und meiner Mission in meinem Herzen.", - "FELIX_QUEST1_PART4_KUNEKO11": "Andere Erinnerungen habe ich nicht, Schöpfer.", - "FELIX_QUEST1_PART4_KUNEKO13": "Wie wäre es mit [pause]\\\"Vater\\\"?", - "FELIX_QUEST1_PART4_FELIX14": "Das, [pause]äh, [pause]ist auch nicht viel besser.", - "FELIX_QUEST1_PART4_FELIX16": "Nee.", - "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Papa?", - "FELIX_QUEST1_PART4_FELIX18": "Auf KEINEN Fall.", - "FELIX_QUEST1_PART4_FELIX19": "Nenn mich einfach ... [pause]Felix.", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, du hast eine Mission erwähnt.", - "FELIX_QUEST1_PART4_FELIX22": "Mann, eine bessere Geschichte hätte ich mir auch nicht ausdenken können.", - "FELIX_QUEST1_PART4_KUNEKO20": "Ich muss die vier Elementarschreine auf dieser Insel finden und die Bestien besiegen, die sie bewachen.", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "Worin besteht deine Mission?", - "FELIX_QUEST1_PART4_KUNEKO21": "Nur SO kann ich meine Stärke unter Beweis stellen!", - "FELIX_QUEST1_PART4_FELIX23": "Kuneko, du solltest lieber nicht auf diese \\\"Mission\\\" gehen. Die ist nicht real ... [pause]Ich habe sie mir nur für deine Hintergrundgeschichte [wave amp=30 freq=10]ausgedacht[/wave].", - "FELIX_QUEST1_PART4_FELIX24": "Abgesehen davon sind die Kreaturen auf Neu Wirral ziemlich gefährlich.", - "FELIX_QUEST1_PART4_KUNEKO26": "Deswegen habe ich [wave amp=30 freq=10]keine andere Wahl[/wave], als mich zu beweisen!", - "FELIX_QUEST1_PART4_KUNEKO25": "Ich weiß, dass du denkst, ich hätte nicht das Zeug dazu, Schöpfer ...", - "FELIX_QUEST1_PART4_FELIX25": "Das ist alles ... [pause]ziemlich schräg. [pause]Das sehe aber nicht nur ich so, [pause]oder?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Ja, das ist ziemlich schräg.", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Ungefähr so schräg wie alles andere auf dieser Insel.", - "FELIX_QUEST1_PART4_FELIX26": "Seit meiner Kinderzeit habe ich viel weniger peinliche Figuren erschaffen. [pause]Warum SIE?", - "FELIX_QUEST1_PART4_FELIX27": "Wie auch immer, [pause]falls sie nur hier ist, weil ich sie erfunden habe, fühle ich mich auch ein bisschen verantwortlich für sie.", - "FELIX_QUEST1_PART4_FELIX28": "Wir sollten diese vier \\\"Elementaraltäre\\\" finden und darauf achten, dass sie sich nicht in Gefahr bringt.", - "FELIX_QUEST2_ALTAR1_FELIX1": "Ich glaube, diese Altäre gibt es wirklich. [pause]Logisch.", - "FELIX_QUEST1_PART4_FELIX29": "Wir könnten auf der Insel suchen oder uns vielleicht in der Stadt umhören. [pause]Deine Entscheidung, {player}.", - "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "Ich muss meine Stärke unter Beweis stellen, Schöpfer ...", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "Bei meiner spitzen Klinge ... [shake rate=30 level=10]Zeige dich, Wächter![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "Na los, wir sollten ihr helfen.", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "Danke für deinen Beistand, Schöpfer ...", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "Aber beim nächsten Kampf brauche ich [wave amp=30 freq=10]keine[/wave] Hilfe!", - "FELIX_QUEST2_ALTAR1_FELIX8": "Sie will das immer noch durchziehen, was?", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "Bei den Kräften der Sonne und des Mondes, die praktischerweise gleichzeitig scheinen ...", - "FELIX_QUEST2_ALTAR1_FELIX9": "Also gut. [pause]Finden wir den Rest.", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Gib dich zu erkennen, Wächter![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "So langsam findet sie richtig in die Rolle rein.", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "An deiner Seite zu kämpfen, Schöpfer ...", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "Ich fühle mich nicht würdig ...", - "FELIX_QUEST2_ALTAR2_FELIX6": "Ganz ehrlich, das ist gar keine große Sache ...", - "FELIX_QUEST2_ALTAR3_FELIX12": "Ich ... äh ...", - "FELIX_QUEST2_ALTAR2_FELIX7": "Und ... weg ist sie. [pause]Wir sollten den nächsten Schrein finden.", - "FELIX_QUEST2_ALTAR3_FELIX1": "Warte! Kuneko ...", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Tritt hervor, Wächter![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "Bei den Kräften von Feuer und Eis, [pause]die meine Leidenschaft für die Gerechtigkeit gleichermaßen heiß und kalt werden lassen ...", - "FELIX_QUEST2_ALTAR3_FELIX4": "Los geht's.", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "Du hast mir schon wieder geholfen, Schöpfer ...", - "FELIX_QUEST2_ALTAR3_FELIX6": "Ich will nicht, dass du dir wehtust!", - "FELIX_QUEST2_ALTAR3_FELIX7": "Weißt du ...", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", - "FELIX_QUEST2_ALTAR3_FELIX8": "Du musst das nicht tun, um mich zu beeindrucken.", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "Ich weiß, was du wirklich von mir hältst, [pause]Schöpfer.", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "Ich weiß, dass es dir [shake rate=30 level=10]peinlich[/shake] ist, mich erschaffen zu haben.", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "Meine Mission besteht [shake rate=30 level=10]nicht[/shake] darin, dich zu beeindrucken.", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "Das erkenne ich daran, wie du mich ansiehst!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Ja.", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "Ich weiß, dass es nichts gibt, womit ich dich [shake rate=30 level=10]jemals[/shake] stolz auf mich machen könnte!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Wächter, [pause]gib dich zu erkennen![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "Oh, [pause]okay, [pause]jetzt fühle ich mich richtig schlecht.", - "FELIX_QUEST2_ALTAR3_FELIX17": "Vielleicht habe ich es nicht gut ausgedrückt.", - "FELIX_QUEST2_ALTAR3_FELIX18": "Ich sollte sie finden und mich entschuldigen.", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "So in der Art ...", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "Ich weiß, dass du es nicht so gemeint hast.", - "FELIX_QUEST2_ALTAR3_FELIX19": "Wahrscheinlich ist sie beim letzten Schrein, oder?", - "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko, [pause]hey, [pause]ähm ...", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "Die Karten sind gemischt! Ich habe meine letzte Hand gezogen ... [pause]Straight Flush!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Komm wieder und stell dich mir, wenn du bereit bist!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "Ich bin einfach nur ein vergessener Gedanke, [pause]nicht wahr, [pause][shake rate=30 level=10]Schöpfer?[/shake]", - "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, ich ...", - "FELIX_QUEST2_ALTAR4_FELIX4": "Okay, [pause]helfen wir ihr erst mal und DANN entschuldige ich mich.", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "Eine Idee, die du lustig fandest, [pause]bevor du sie [shake rate=30 level=10]verworfen[/shake] hast.", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Komm wieder und stell dich mir, wenn du bereit bist!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "Bei den strahlenden Kräften von Erde, Luft, Feuer und Wasser ...", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Komm wieder und stell dich mir, wenn du bereit bist!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]MEIN WAHRES POTENZIAL IST OFFENBART![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "Bin ich dir noch immer peinlich, [pause]Schöpfer?", - "FELIX_QUEST2_ALTAR4_FELIX10": "Sie ... [pause][pause]hat die vier Elemente in sich vereint ...", - "FELIX_QUEST2_ALTAR4_FELIX13": "Ich will überleben, damit ich alles in Ordnung bringen kann ... [pause]Mehr nicht ...", - "FELIX_QUEST2_ALTAR4_FELIX12": "Es tut mir leid ... [pause]Das ist alles meine Schuld, [pause]{player} ...", - "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko ... [pause]Es tut mir wirklich leid.", - "FELIX_QUEST2_ALTAR4_FELIX16": "Ich fand dich und meine ganzen anderen Kreationen von damals peinlich.", - "FELIX_QUEST2_ALTAR4_FELIX14": "Na los, [pause]ich weiß, dass wir gemeinsam die Dinge in Ordnung bringen können!", - "FELIX_QUEST2_ALTAR4_FELIX17": "Aber wir fangen alle irgendwann an. Hätte ich dich mir nicht ausgedacht, dann hätte ich dich auch nicht [wave amp=30 freq=10]gezeichnet[/wave] ...", - "FELIX_QUEST2_ALTAR4_FELIX18": "... dann wäre ich heute kein Künstler.", - "FELIX_QUEST2_ALTAR4_FELIX19": "Ich sollte nicht so tun, als würde es dich nicht geben. Ich sollte dich annehmen – und auch das, was du für mich als Künstler bedeutest.", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "M-Meinst du das wirklich so?", - "FELIX_QUEST2_ALTAR4_FELIX21": "Ja. [pause]Außerdem finde ich, dass du ziemlich cool aussiehst.", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]SCHÖPFER ...", - "FELIX_QUEST2_ALTAR4_FELIX23": "Okay, okay, [pause]beruhig dich ein bisschen.", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "Ich meine ... [pause]Tut mir leid, dass ich versucht habe, dich zu töten, [pause]\\\"Felix\\\".", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "Tut mir leid, dass ich versucht habe, dich zu töten, Schöpfer ...", - "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, eine Sache muss ich wissen.", - "FELIX_QUEST2_ALTAR4_FELIX26": "Kein Problem! Ist alles vergeben und vergessen.", - "FELIX_QUEST2_ALTAR4_FELIX28": "Wie kann es sein, dass du [wave amp=30 freq=10]real[/wave] bist? Das kapiere ich nicht.", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "Ich weiß es nicht!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "... dass einem vielleicht etwas nicht mehr gehört, sobald man es erschafft. [pause]Ideen ändern sich und wachsen aus eigenem Antrieb.", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "Aber wenn du mich fragst, was ich [wave amp=30 freq=10]glaube[/wave], dann würde ich sagen ...", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Du[/wave] bist der Künstler, Schöpfer Felix. [pause]Das solltest du besser wissen als ich.", - "FELIX_QUEST2_ALTAR4_FELIX33": "Hm. Okay.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "Was hast du jetzt vor?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "Ich glaube nicht, dass ich zu euch in eure bescheidene Stadt stoßen kann ... [pause]Das ist nicht mein Weg.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Ist deine Mission jetzt vorbei?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "Nein, ich muss mich selbst verwirklichen! [pause]Ich muss meinem kristallenen Herzen dahin folgen, wohin es mich führt.", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "Ich wünsche dir alles Gute!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "Du wirst uns fehlen!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Besteht dein Herz wirklich aus Kristall oder ist das nur ein Sprachbild?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "Bitte – [pause]meine Kraft, als Geschenk an dich. [pause]Hoffentlich erinnert sie dich an unsere gemeinsamen Kämpfe.", - "FELIX_QUEST2_ALTAR4_FELIX36": "Tja, wenn sich unsere Wege hier trennen ...", - "FELIX_QUEST2_ALTAR4_FELIX37": "... bin ich dankbar dafür, dich getroffen zu haben, Kuneko!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "Leb wohl, [pause]Schöpfer Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "Und leb auch du wohl, [pause]Schöpfer Felix' stillere Begleitung.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "Und leb auch du wohl, [pause]Schöpfer Felix' stillere Begleitung.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "Und leb auch du wohl, [pause]Schöpfer Felix' stillere Begleitung.", - "FELIX_QUEST2_ALTAR4_FELIX42": "... [pause]An ihren dramatischen Metaphern muss sie wirklich noch arbeiten.", - "FELIX_QUEST2_ALTAR4_FELIX43": "Tja. Das war eine interessante Erfahrung.", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "M-Mögen unsere Erinnerungen wie Leuchtfeuer brennen, die unsere [shake rate=30 level=10]wahren Wege erhellen![/shake]", - "FELIX_QUEST2_ALTAR4_FELIX44": "Und ich meine damit nicht nur, dass wir uns zu einem großen Monster [wave amp=30 freq=10]vereint[/wave] haben. Das war, äh, mal was Neues.", - "FELIX_CONVO1_FELIX5": "Kommt sie wieder, wenn ich nach Hause zurückkehre? Das gibt mir zu denken.", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Wir verwenden dafür den Begriff \\\"Fusion\\\".", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "Das war ziemlich cool!", - "FELIX_QUEST2_ALTAR4_FELIX45": "Wenn ich ehrlich bin, ist mir ein bisschen schlecht geworden, aber vielleicht bin ich nächstes Mal ja bereit dafür!", - "FELIX_QUEST2_ALTAR4_FELIX46": "Komm – gehen wir zurück zu mir, damit wir sehen können, was passiert ist. [pause]Außerdem habe ich eine Inspiration für eine neue Skizze.", - "FELIX_QUEST2_EPILOGUE_FELIX2": "Ich will mehr denn je zeichnen. [pause]Ich will mir neue Figuren ausdenken ...", - "FELIX_QUEST2_EPILOGUE_FELIX1": "Ich glaube, dieses ganze Abenteuer hat in mir ein Feuer entfacht.", - "FELIX_QUEST2_EPILOGUE_FELIX3": "Und ich will auch gut von meiner Kunst leben und so arbeiten, wie ich Lust dazu habe.", - "FELIX_QUEST2_EPILOGUE_FELIX4": "Also ... [pause]Ich glaube, ich könnte jetzt nach Hause gehen.", - "FELIX_QUEST2_EPILOGUE_FELIX5": "Das suchst du doch, oder? [pause]Einen Weg zurück?", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Ja!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Unter anderem!", - "FELIX_QUEST2_EPILOGUE_FELIX6": "Einen Weg hier raus ...", - "FELIX_QUEST2_EPILOGUE_FELIX8": "Dass Figuren aus der Kindheit zum Leben erwachen, ist es aber auch.", - "FELIX_QUEST2_EPILOGUE_FELIX7": "Die Leute in der Stadt sagen, das ist unmöglich ...", - "FELIX_QUEST2_EPILOGUE_FELIX9": "Wenn du glaubst, dass es einen Weg gibt, vertraue ich dir.", - "FELIX_QUEST2_EPILOGUE_FELIX10": "Ich bin dabei, keine Sorge.", - "FELIX_QUEST2_EPILOGUE_FELIX11": "Oh, eine Sache noch.", - "FELIX_QUEST2_EPILOGUE_FELIX12": "Hier ist die Skizze, die ich zeichnen wollte.", - "FELIX_CONVO1_FELIX1": "Willst du mal was richtig Seltsames hören?", - "FELIX_CONVO1_FELIX2": "Genau hier hatte ich eine Narbe auf meinem Oberarm. Als Kind bin ich in einen Maschendrahtzaun gefallen und hab mir den Arm richtig schlimm aufgeschnitten.", - "FELIX_CONVO1_FELIX3": "Sie ist nicht mehr da. [pause]Seit ich hier auf Neu Wirral eingetroffen bin.", - "FELIX_CONVO1_FELIX4": "Ich ... [pause]ich weiß nicht, was das zu bedeuten hat ... [pause]Ich dachte einfach nur, dass es interessant wäre.", - "FELIX_CONVO2_FELIX1": "Hey, hast du schon mal Buttertörtchen gegessen?", - "FELIX_CONVO2_FELIX2": "Die muss ich unbedingt mal machen! [pause]Ich bin mir ziemlich sicher, dass ich hier alle Zutaten finden könnte ...", - "FELIX_CONVO2_FELIX3": "Na ja, [pause]vielleicht könnte es schwierig sein, an Rosinen zu kommen, aber wenn du mich fragst, [pause]wäre das auch besser so.", - "FELIX_CONVO3_FELIX1": "Ich weiß nicht, ob dir das schon aufgefallen ist, [pause]aber die meisten Leute hier auf Neu Wirral sind keine Fremden wie du und ich.", - "FELIX_CONVO3_FELIX2": "Ihre Eltern und Großeltern wurden hier angespült, [pause]klar, [pause]aber diese Insel ist alles, was sie je gekannt haben.", - "FELIX_CONVO3_FELIX3": "Wie sich das wohl anfühlen muss, [pause]von Leuten umgeben zu sein, die an dem einzigen Ort verschollen sind, den man als sein Zuhause kennt ... [pause]und dann aufzuwachsen und von Welten zu hören, die man niemals besuchen kann.", - "FELIX_CONVO3_FELIX4": "Vielleicht haben sie genau wie wir das Gefühl, hier festzusitzen.", - "FELIX_CONVO4_FELIX2": "Ist das komisch? [pause]Immerhin [pause]gab es dort, wo ich aufgewachsen bin, keine Monster.", - "FELIX_CONVO4_FELIX1": "Diese Insel erinnert mich an meine Heimatstadt.", - "FELIX_CONVO4_FELIX3": "Aber diese Sehnsucht danach, alles hinter sich zu lassen und zu verschwinden, [pause]es aber nicht zu können ...", - "FELIX_CONVO4_FELIX4": "Das soll nicht heißen, dass ich nicht gerne mit dir und den anderen Zeit verbringe, aber ...", - "FELIX_CONVO4_FELIX5": "Da draußen gibt es eine große Welt. [pause]Sogar [pause]viele verschiedene Welten. [pause]Ich will so viel davon sehen, wie ich kann.", - "FELIX_CONVO5_FELIX2": "Muss schon komisch sein, wenn einem gesagt wird, dass dein ganzes Leben die Schöpfung eines idiotischen Künstlers war.", - "FELIX_CONVO5_FELIX1": "Hoffentlich geht es Kuneko gut.", - "FELIX_CONVO5_FELIX3": "Moment mal! [pause]Was, wenn wir [wave amp=30 freq=10]alle[/wave] nur auf die gleiche Weise von jemandem erschaffen wurden?", - "FELIX_CONVO5_FELIX4": "... [pause]Nein, ich glaube, ich mache mir einfach zu viele Gedanken.", - "FELIX_CONVO6_FELIX1": "Bevor ich herkam, [pause]hätte ich nie gedacht, dass meine nächste Beziehung so viele Lagerfeuer beinhalten würde.", - "FELIX_CONVO7_FELIX6": "Das ist schon ... [pause]sehr beeindruckt, wenn man so darüber nachdenkt.", - "FELIX_CONVO6_FELIX2": "Das Leben kann ab und zu schon mal Unerwartetes parat haben, [pause]was?", - "FELIX_CONVO6_FELIX3": "Aber ich beschwere mich nicht. [pause]Ich zelte hier gerne mit dir.", - "FELIX_CONVO7_FELIX1": "Vielleicht kann man aus dem Leben in Hafenstadt einiges lernen.", - "FELIX_CONVO7_FELIX2": "Na ja, [pause]ein wildes Nachtleben gibt es hier nicht gerade, aber ...", - "FELIX_CONVO7_FELIX3": "... alle in der Stadt vertrauen einander und niemand wird zurückgelassen.", - "FELIX_CONVO7_FELIX4": "Es gibt genügend Essen, aber auch nicht so viel, dass irgendwas davon verschwendet wird.", - "FELIX_CONVO7_FELIX5": "Alle sind von der Zivilisation abgeschnitten, [pause]kommen aber trotzdem über die Runden.", - "FELIX_CONVO8_FELIX1": "Weißt du, [pause]auf einer Insel voller Monster gestrandet zu sein, weit weg von meinen Freunden und der Familie ...", - "FELIX_CONVO8_FELIX2": "Eigentlich eine unvorstellbare Situation ... [pause]Aber irgendwie passe ich mich ziemlich gut an.", - "FELIX_CONVO9_FELIX1": "Die neue Zoetrop-Geschichte, die ich mir gerade ausdenke ... [pause]Ich glaube, ich bin da wirklich auf was gestoßen, das funktioniert.", - "FELIX_CONVO8_FELIX3": "Wahrscheinlich würden wir selbst dann noch Möglichkeiten finden, durch den Tag zu kommen, wenn die Welt untergeht, [pause]oder?", - "FELIX_CONVO8_FELIX4": "Menschen sind schon seltsam. [pause]Ich eingeschlossen.", - "FELIX_CONVO9_FELIX2": "Aber ich muss sichergehen, dass es die beste Geschichte ist, die ich hinbekomme. Immerhin weiß ich nicht, ob ich noch eine weitere Gelegenheit erhalte.", - "FELIX_CONVO13_FELIX2_OPTION2": "Hoffentlich!", - "FELIX_CONVO9_FELIX2_OPTION1": "Wie meinst du das?", - "FELIX_CONVO9_FELIX3": "Wer weiß? [pause]Vielleicht lasse ich nach. [pause]Vielleicht sitze ich irgendwann auf einer anderen Insel fest. [pause]Vielleicht geht die Welt unter.", - "FELIX_CONVO9_FELIX2_OPTION2": "Warum solltest du keine weitere Gelegenheit erhalten?", - "FELIX_CONVO9_FELIX4": "Ich versuche immer, jedes Projekt, an dem ich arbeite, so zu behandeln, als wäre es das letzte – als würde ich damit der Welt ein dauerhaftes Vermächtnis hinterlassen.", - "FELIX_CONVO9_FELIX5": "Immerhin kann ich mir nicht sicher sein, ob es das vielleicht nicht [wave amp=30 freq=10]doch[/wave] wird.", - "FELIX_CONVO10_FELIX1": "Ich glaube, ich habe gerade eine ziemlich gute kreative Phase. Ich bin sehr zufrieden damit!", - "FELIX_CONVO19_FELIX2": "Dort, wo du herkommst, gibt es keine \\\"Zoetrop-Streifen\\\"? [pause]Aber ihr habt doch diese \\\"Comicbücher\\\", die stilistisch ähnlich sind, oder?", - "FELIX_CONVO10_FELIX1_OPTION1": "Du bist ein ziemlich gut gelaunter Typ!", - "FELIX_CONVO10_FELIX1_OPTION2": "Du bist immer gut aufgelegt!", - "FELIX_CONVO10_FELIX2": "Hm ... Findest du das wirklich?", - "FELIX_CONVO10_FELIX3": "Ich [wave amp=30 freq=10]versuche[/wave], die Dinge positiv zu sehen.", - "FELIX_CONVO10_FELIX5": "Aber Gehässigkeit motiviert einen nicht ewig. [pause]Ich versuche, das Leben positiver zu sehen.", - "FELIX_CONVO10_FELIX4": "Nachdem ich meinen Job gekündigt hatte, war ich sehr wütend. So ein schlechtes Erlebnis kann einen schnell verbittern lassen.", - "FELIX_CONVO10_FELIX6": "Außerdem ist diese Insel zu verrückt, um sie ernst zu nehmen. Was bringt es, sich davon runterziehen zu lassen?", - "FELIX_CONVO11_FELIX2": "Kann ich meine ganzen Skizzen mit zurücknehmen? Werden sie auch übertragen? Hoffentlich!", - "FELIX_CONVO11_FELIX1": "Falls dieses große Tor wirklich von Neu Wirral wegführt, muss ich vielleicht darüber nachdenken, meine Sachen zu packen.", - "FELIX_CONVO12_FELIX1": "Dieser große Kampf auf dem Zug war schon echt cool, was?", - "FELIX_CONVO12_FELIX2": "Ich versuche, nach und nach alle Informationen zu analysieren, die wir über die \\\"Erzengel\\\" haben.", - "FELIX_CONVO12_FELIX3": "Der mit dem Dreieckkopf – Aleph – hat etwas gesagt, dass ich [wave amp=30 freq=10]bedeutend[/wave] fand.", - "FELIX_CONVO12_FELIX4": "Er sagte, dass wir Menschen sie durch unsere dominantesten Gedanken \\\"manifestieren\\\" und sie im Gegenzug in unsere Welten reisen, um unsere Fantasien umzusetzen.", - "FELIX_CONVO12_FELIX5": "Meinst du, das stimmt? Glaubst du, Aleph hat unsere Welten vor langer Zeit [wave amp=30 freq=10]besucht[/wave]? Wir stammen ja nicht mal von [wave amp=30 freq=10]denselben[/wave] Welten, wie soll das also funktionieren?", - "FELIX_CONVO12_FELIX6": "Besteht die wahre Rolle der Menschheit darin, Ideen zu entwickeln und sich Dinge vorzustellen, die dann in anderen Welten [wave amp=30 freq=10]real[/wave] werden? Oder mache ich mir einfach nur zu viele Gedanken?", - "FELIX_CONVO12_FELIX7": "Da dreht sich einem der Kopf, oder?", - "FELIX_CONVO12_FELIX8": "Es schien mir wohl ziemlich wichtig zu sein, diese ganzen Sachen im Auge zu behalten.", - "FELIX_CONVO12_FELIX7_OPTION1": "Ich wusste gar nicht, dass du so ein Detektiv bist!", - "FELIX_CONVO12_FELIX7_OPTION2": "Mir war nicht bewusst, dass du auf das alles achtest!", - "FELIX_CONVO13_FELIX1.m": "Hey – herzlichen Glückwunsch zu deinem Posten als Ranger-Captain, {player}!", - "FELIX_CONVO13_FELIX1.n": "Hey – herzlichen Glückwunsch zu deinem Posten als Ranger-Captain, {player}!", - "FELIX_CONVO12_FELIX9": "Man weiß ja nie – vielleicht kann ich diese ganzen Konzepte eines Tages mal in einer Geschichte verwenden!", - "FELIX_CONVO13_FELIX2": "Jetzt steht für dich jede Menge Arbeit an. Hoffentlich hast du auch noch Freizeit, die du mit mir verbringen kannst!", - "FELIX_CONVO13_FELIX1.f": "Hey – herzlichen Glückwunsch zu deinem Posten als Ranger-Captain, {player}!", - "FELIX_CONVO13_FELIX2_OPTION1": "Aber hallo!", - "FELIX_CONVO13_FELIX3": "Hehe. Hoffentlich.", - "FELIX_CONVO14_FELIX1_OPTION1": "Hast du?", - "FELIX_CONVO14_FELIX1": "Oh, [pause]ich habe gehört, was mit dir, Kayleigh und diesen schrägen Kultisten passiert ist.", - "FELIX_CONVO14_FELIX1_OPTION2": "Ach ja, das ...", - "FELIX_CONVO14_FELIX2": "Sie hatten irgend so einen charismatischen Anführer, der die Kraft eines Erzengels oder so erlangen wollte, stimmt's?", - "FELIX_CONVO14_FELIX2_OPTION1": "So was in der Art.", - "FELIX_CONVO14_FELIX2_OPTION2": "Das ist die Kurzversion.", - "FELIX_CONVO14_FELIX3": "Hoffentlich geht es ihnen gut. Es ist bestimmt nicht einfach, das alles durchzumachen, [wave amp=30 freq=10]besonders[/wave] nicht auf Neu Wirral.", - "FELIX_CONVO15_FELIX1": "Glaubst du, die Monster hier fürchten sich vor Feuer? Mir ist aufgefallen, dass sie uns nicht angreifen, wenn wir zelten.", - "FELIX_CONVO15_FELIX2": "Oder vielleicht ...", - "FELIX_CONVO15_FELIX3": "Vielleicht ist es auch einfach nur schlechte Monsteretikette, Menschen anzugreifen, wenn sie sich ausruhen!", - "FELIX_CONVO16_FELIX2": "Der Captain wurde auf dieser Insel geboren und ist hier aufgewachsen, ohne irgendwas anderes zu kennen. Seine Eltern kamen zusammen, nachdem sie hier gestrandet waren.", - "FELIX_CONVO16_FELIX1": "Einer der Ranger-Captains hat mich neulich gefragt, wie mein Leben war, bevor ich \\\"hier gelandet bin\\\".", - "FELIX_CONVO16_FELIX3": "Sie wollten alles Mögliche über Sachen wie Züge, Malls und Sportmannschaften wissen ...", - "FELIX_CONVO16_FELIX4": "Jede Menge grundlegendes Zeug, bei dem mir gar nicht klar war, dass es jemand, der hier aufwächst, nicht kennt.", - "FELIX_CONVO17_FELIX1": "Hier mit dir am Feuer zu sitzen, das uns wärmt ... Das erinnert mich an ein Ferienlager!", - "FELIX_CONVO16_FELIX5": "Das Leben ist hier nicht allzu kompliziert, aber wenigstens können die Leute glücklich sein.", - "FELIX_CONVO17_FELIX2": "Oder zumindest würde es das, wenn ich jemals in einem Ferienlager gewesen wäre. [pause]Was nicht der Fall war.", - "FELIX_CONVO19_FELIX2_OPTION1": "Ja!", - "FELIX_CONVO18_FELIX1": "Hey, ich würde dich irgendwann mal gerne zeichnen! Stillleben sind eine wichtige Fähigkeit, die man als Künstler beherrschen sollte.", - "FELIX_CONVO17_FELIX3": "Aber das kommt dem sehr nahe, wie ich mir ein Ferienlager als Kind [wave amp=30 freq=10]vorgestellt[/wave] habe ... Also bin ich glücklich.", - "FELIX_CONVO18_FELIX2": "Es ist ganz schön schwierig, die menschliche Anatomie hinzukriegen.", - "FELIX_CONVO18_FELIX3": "Besonders Hände. Die bereiten mir noch immer Probleme.", - "FELIX_CONVO19_FELIX1": "Verstehe ich das richtig ...?", - "FELIX_CONVO19_FELIX3": "Aber eure \\\"Comicbücher\\\" sind überhaupt nicht [wave amp=30 freq=10]animiert[/wave]? Sie werden auf Papier gedruckt und ihr [wave amp=30 freq=10]seht sie euch[/wave] einfach nur an?", - "FELIX_CONVO19_FELIX2_OPTION2": "Ich schätze mal, das ist so.", - "FELIX_CONVO19_FELIX4": "Das klingt für mich ganz schön schräg, aber ich glaube dir!", - "FELIX_CONVO20_FELIX1": "Vielleicht sollte ich noch mehr von den Monstern auf dieser Insel in meinem Notizbuch dokumentieren.", - "FELIX_SOCIAL1_FELIX2": "Darüber, wie dieses Abenteuer ein Feuer in mir entfacht hat. Erinnerst du dich noch?", - "FELIX_CONVO20_FELIX2": "Falls ich nach Hause komme, sind meine Notizen der Beweis dafür, dass ich WIRKLICH auf einer von Monstern bevölkerten Insel war.", - "FELIX_CONVO20_FELIX3": "Obwohl ich vermute, dass die Chancen, dass mir [wave amp=30 freq=10]irgendjemand[/wave] glaubt, äußerst gering bis gar nicht vorhanden sind.", - "FELIX_SOCIAL1_FELIX1": "Diese Sache, die ich nach unserer Verabschiedung von Kuneko gesagt habe ...", - "FELIX_SOCIAL1_FELIX2_OPTION1": "Ja!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "Äh, ich denke schon?", - "FELIX_SOCIAL1_FELIX3": "Ich war in einer Art kreativem Loch, bevor ich hier, na ja, runtergefallen bin.", - "FELIX_SOCIAL1_FELIX5": "Ich war zwar nicht der Verantwortliche, aber, [pause]na ja, [pause]die Sache [pause]war mein Baby. [pause]Das wäre ohne das Herzblut, das ich hineingegeben habe, niemals möglich gewesen.", - "FELIX_SOCIAL1_FELIX4": "Ich hatte lange für eine Firma Zoetrop-Geschichten produziert. [pause]Grafik, Story, das ganze Paket.", - "FELIX_SOCIAL1_FELIX6": "Ich habe lange darauf gewartet, dass meine Vorgesetzten meinen Beitrag anerkennen, aber das taten sie nicht.", - "FELIX_SOCIAL1_FELIX7": "Stattdessen schoben sie mich in der Firma hin und her und entfernten mich von den Geschichten und Figuren, an denen ich so lange gearbeitet hatte.", - "FELIX_SOCIAL1_FELIX8": "Außerdem haben sie mir nicht das bezahlt, was ich verdient gehabt hätte.", - "FELIX_SOCIAL1_FELIX9": "Also ... habe ich schließlich gekündigt und versucht, meinen eigenen Weg zu gehen.", - "FELIX_SOCIAL1_FELIX9_OPTION1": "Sehr gut!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "Pech für sie.", - "FELIX_SOCIAL1_FELIX10": "Hehe, danke. Das weiß ich zu schätzen.", - "FELIX_SOCIAL1_FELIX11": "Diese ganze Verbitterung über meine frühere Arbeit hat es mir schwer gemacht, die richtige Einstellung zu finden, um wieder Kunst machen zu können.", - "FELIX_SOCIAL2_FELIX3C": "Da sind wir schon zwei.", - "FELIX_SOCIAL1_FELIX12": "Deswegen habe ich das Gefühl, aus einem bestimmten Grund hier auf Neu Wirral zu sein.", - "FELIX_SOCIAL1_FELIX13": "Danke, dass du mir zugehört hast, {player}.", - "FELIX_SOCIAL1_FELIX14": "Ich glaube, ich finde es einfacher, mit dir darüber zu reden, nachdem wir zu einem Supermonster fusioniert sind.", - "FELIX_SOCIAL1_FELIX14_OPTION1": "Ganz genau, das sind wir!", - "FELIX_SOCIAL1_FELIX15": "Hehe.", - "FELIX_SOCIAL1_FELIX14_OPTION2": "Ich schätze, das bringt die Leute zusammen!", - "FELIX_SOCIAL1_FELIX17": "Sollen wir dann wieder weitermachen?", - "FELIX_SOCIAL1_FELIX16": "Na ja, ich kann erst zurück, wenn wir dein Tor finden, dass uns hier wegführt.", - "FELIX_SOCIAL2_FELIX1_OPTION1": "Wie meinst du das?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "Auf welche Weise?", - "FELIX_SOCIAL2_FELIX2": "Zum Beispiel die Kassetten, auf denen Monster aufgenommen werden ... Wie funktioniert das deiner Meinung nach überhaupt?", - "FELIX_SOCIAL2_FELIX1": "Glaubst du, in unterschiedlichen Welten kann es unterschiedliche ... [pause]Logiken geben?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "Die Kassettenspieler sind fortschrittliche wissenschaftliche Erfindungen.", - "FELIX_SOCIAL2_FELIX2_OPTION2": "Die Kassettenspieler sind verzaubert.", - "FELIX_SOCIAL2_FELIX2_OPTION3": "Ich weiß es nicht!", - "FELIX_SOCIAL2_FELIX3A": "Darüber habe ich nachgedacht ... [pause]und Meredith gebeten, einen Blick hinein zu werfen. [pause]Offenbar sehen sie vollkommen normal aus.", - "FELIX_SOCIAL2_FELIX4": "Soweit ich das sagen kann, sind diese Kassettenspieler einfach nur ganz normale altmodische Geräte. Mein Vater hatte früher einen, der ähnlich aussah.", - "FELIX_SOCIAL2_FELIX3B": "Na ja, ist Magie real? [pause]Ich sehe hier nicht gerade Magier rumfliegen, die mit Zaubersprüchen aufeinander schießen.", - "FELIX_SOCIAL4_FELIX5.n": "Diese Figur ist der Outsider – [pause]einir Ritterx, dier aus seinem weit entfernten Land hergereist ist, um sich der Herausforderung des Jadekämpfers zu stellen.", - "FELIX_SOCIAL2_FELIX5": "Mir wurde gesagt, die Ranger hätten vor ein paar Jahren jede Menge davon in der verlassenen Mall gefunden und von dort würde auch der Vorrat der Insel stammen.", - "FELIX_SOCIAL2_FELIX6": "Ich glaube, deswegen habe ich gefragt, ob eine Welt ihre eigene Logik haben kann.", - "FELIX_SOCIAL2_FELIX8": "Was für ein Konzept! Das verwende ich auf jeden Fall in meiner Geschichte ...", - "FELIX_SOCIAL2_FELIX7": "Vielleicht können alltägliche Gegenstände aus unseren Welten in dieser hier ganz anderen \\\"Regeln\\\" folgen.", - "FELIX_SOCIAL2_FELIX8_OPTION1": "Deiner Geschichte?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "Wie meinst du das?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "Du schreibst eine neue Geschichte?", - "FELIX_SOCIAL2_FELIX9": "Momentan ist es noch nicht viel ... Nur ein paar Ideen, mit denen ich herumspiele.", - "FELIX_SOCIAL2_FELIX11": "Vielleicht sollten wir mit unserem Abenteuer weitermachen – da werde ich noch mehr Ideen bekommen, so viel steht fest.", - "FELIX_SOCIAL2_FELIX10": "Wenn es umfangreicher wird, sag ich dir Bescheid.", - "FELIX_SOCIAL3_FELIX1": "Ich habe über Kunekos Worte nachgedacht.", - "FELIX_SOCIAL3_FELIX3": "All die Monster auf Neu Wirral gehen mir aus einem Grund durch den Kopf, der mir selbst bis jetzt nicht klar war.", - "FELIX_SOCIAL3_FELIX2": "Darüber, wie Ideen von selbst wachsen. Das hat mich zum Grübeln gebracht ...", - "FELIX_SOCIAL3_FELIX3_OPTION1": "Was ist mit ihnen?", - "FELIX_SOCIAL3_FELIX6": "Falls das wirklich REAL ist, ist es vielleicht auch nicht unbedingt eine exakte Wissenschaft. [pause]Vielleicht ist es chaotisch und unvorhersehbar.", - "FELIX_SOCIAL3_FELIX4": "Die Monster hier tragen Verkehrskegel auf den Rücken, haben als Körper Mülleimer und als Köpfe Fernseher ...", - "FELIX_SOCIAL3_FELIX5": "Glaubst du, unsere Bilder und Mythen können sich derart verbreiten, dass sie sich körperlich als Wesen in anderen Welten wie dieser manifestieren?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "Klingt ziemlich fantastisch.", - "FELIX_SOCIAL3_FELIX5_OPTION2": "Ich glaube schon!", - "FELIX_SOCIAL3_FELIX7": "Vielleicht können sich Bilder und Konzepte vereinen und ungewöhnliche Ergebnisse erzielen. Vielleicht müssen die Ideen, die sich in der Realität manifestieren, manchmal auch gar nicht so verbreitet sein.", - "FELIX_SOCIAL3_FELIX9": "Vielleicht verstehe ich diese Welt jetzt langsam ein wenig besser.", - "FELIX_SOCIAL3_FELIX8": "Eventuell reicht auch schon eine Bleistiftskizze, die irgendein Depp in Kanada als Kind gezeichnet hat.", - "FELIX_SOCIAL3_FELIX10": "Cool. [pause]Sollen wir das hier abschließen?", - "FELIX_SOCIAL4_FELIX1": "Hey, {player}.", - "FELIX_SOCIAL4_FELIX12.f": "Ich kann ihnen kein Ende aufzwingen. Der Outsider trifft seine eigenen Entscheidungen.", - "FELIX_SOCIAL4_FELIX2": "Ich muss dir was zeigen. Hast du Lust, mit zu mir zu kommen?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "Klar!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "Jetzt nicht.", - "FELIX_SOCIAL4_FELIX_NO": "Alles gut. Dann vielleicht ein andermal.", - "FELIX_SOCIAL4_FELIX3": "Hoffentlich gefällt es dir!", - "FELIX_SOCIAL4_FELIX4.m": "Okay, bist du bereit?", - "FELIX_SOCIAL4_FELIX5.m": "Diese Figur ist der Outsider – [pause]ein Ritter, der aus seinem weit entfernten Land hergereist ist, um sich der Herausforderung des Jadekämpfers zu stellen.", - "FELIX_SOCIAL4_FELIX4.n": "Okay, bist du bereit?", - "FELIX_SOCIAL4_FELIX4.f": "Okay, bist du bereit?", - "FELIX_SOCIAL4_FELIX6.m": "Der Jadekämpfer ist eine unsterbliche Maschine aus einer vor langer Zeit untergegangenen Zivilisation, der den Outsider zu einem Kampf herausgefordert und gewonnen hat.", - "FELIX_SOCIAL4_FELIX5.f": "Diese Figur ist der Outsider – [pause]eine Ritterin, die aus ihrem weit entfernten Land hergereist ist, um sich der Herausforderung des Jadekämpfers zu stellen.", - "FELIX_SOCIAL4_FELIX7.f": "Nun muss der Outsider zur Festung des Kämpfers reisen und sich hinrichten lassen, damit der Kämpfer die Heimat des Outsiders nicht zerstört.", - "FELIX_SOCIAL4_FELIX7.m": "Nun muss der Outsider zur Festung des Kämpfers reisen und sich hinrichten lassen, damit der Kämpfer die Heimat des Outsiders nicht zerstört.", - "FELIX_SOCIAL4_FELIX6.f": "Der Jadekämpfer ist eine unsterbliche Maschine aus einer vor langer Zeit untergegangenen Zivilisation, der den Outsider zu einem Kampf herausgefordert und gewonnen hat.", - "FELIX_SOCIAL4_FELIX6.n": "Der Jadekämpfer ist eine unsterbliche Maschine aus einer vor langer Zeit untergegangenen Zivilisation, der den Outsider zu einem Kampf herausgefordert und gewonnen hat.", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "Das ist aber traurig für den Outsider!", - "FELIX_SOCIAL4_FELIX7.n": "Nun muss der Outsider zur Festung des Kämpfers reisen und sich hinrichten lassen, damit der Kämpfer die Heimat des Outsiders nicht zerstört.", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "Das ist aber traurig für den Outsider!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "Kann der Outsider denn nichts tun?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "Das ist aber traurig für den Outsider!", - "FELIX_SOCIAL4_FELIX8.m": "Der Outsider ist still, aber auch einfallsreich und entschlossen. Ich glaube nicht, dass er sich seinem Schicksal einfach so ergeben will.", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "Kann der Outsider denn nichts tun?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "Kann der Outsider denn nichts tun?", - "FELIX_SOCIAL4_FELIX8.f": "Der Outsider ist still, aber auch einfallsreich und entschlossen. Ich glaube nicht, dass er sich seinem Schicksal einfach so ergeben will.", - "FELIX_SOCIAL4_FELIX8.n": "Der Outsider ist still, aber auch einfallsreich und entschlossen. Ich glaube nicht, dass er sich seinem Schicksal einfach so ergeben will.", - "FELIX_SOCIAL4_FELIX9": "Es ist eine lockere Adaption von \\\"Sir Gawain und der grüne Ritter\\\", einer mittelalterlichen Geschichte über einen Ritter an König Arturs Hof, der sich auf eine ähnliche Reise begibt.", - "FELIX_SOCIAL4_FELIX10": "Ich weiß noch nicht, wie meine Version ausgehen wird. [pause]Ich muss sehen, wohin mich die Geschichte führt.", - "FELIX_SOCIAL4_FELIX11": "Na ja, ich erschaffe die Figuren, aber wer [wave amp=30 freq=10]sie[/wave] sind, bestimmt, wohin sich die Geschichte entwickelt.", - "FELIX_SOCIAL4_FELIX10_OPTION1": "Wohin dich die Geschichte führt?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "Hast du nicht die Kontrolle über die Geschichte?", - "FELIX_SOCIAL4_FELIX12.m": "Ich kann ihnen kein Ende aufzwingen. Der Outsider trifft seine eigenen Entscheidungen.", - "FELIX_SOCIAL4_FELIX13": "Und du triffst sie natürlich auch. Immerhin bist du meine Inspiration.", - "FELIX_SOCIAL4_FELIX12.n": "Ich kann ihnen kein Ende aufzwingen. Der Outsider trifft seine eigenen Entscheidungen.", - "FELIX_SOCIAL4_FELIX13_OPTION1": "Was?!", - "FELIX_SOCIAL4_FELIX15.f": "Der Held aus der Ferne, der entschlossen ist, gegen sein Schicksal anzukämpfen?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "Auf welche Weise?", - "FELIX_SOCIAL4_FELIX14": "Jetzt komm schon ...", - "FELIX_SOCIAL4_FELIX15.n": "Der Held aus der Ferne, der entschlossen ist, gegen sein Schicksal anzukämpfen?", - "FELIX_SOCIAL4_FELIX15.m": "Der Held aus der Ferne, der entschlossen ist, gegen sein Schicksal anzukämpfen?", - "FELIX_SOCIAL4_FELIX16": "Das klingt doch sehr nach {player}.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Ich gebe mein Bestes. Wie habe ich mich geschlagen?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "Du bist ein guter Freund, Felix!", - "FELIX_SOCIAL4_FELIX16_OPTION2": "Du bist ein hoffnungsloser Romantiker, Felix.", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "Hehe, [pause]alles gut!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "Ich habe schon jede Menge weitere Skizzen und Figurenstudien im Kopf. [pause]Möchtest du sie sehen?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Du bist cool und hast eine Mission. [pause]Man soll über das schreiben, was man kennt, also schreibe ich natürlich über dich.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Du bist cool und hast eine Mission. [pause]Man soll über das schreiben, was man kennt, also schreibe ich natürlich über dich.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Du bist cool und hast eine Mission. [pause]Man soll über das schreiben, was man kennt, also schreibe ich natürlich über dich.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Mich zu einem Date einzuladen wäre einfacher gewesen.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Ich sehe in dir einen Freund.", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Die Zoetrop-Geschichte war ja keine List, damit du mehr Zeit mit mir verbringst.", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "Ich werde sie [wave amp=30 freq=10]auf jeden Fall[/wave] weiterschreiben.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Aber kannst du es mir verübeln, dass ich aufs Ganze gehe? [pause]Ich lege mich gern ins Zeug, wenn es wichtig ist.", - "FELIX_ROMANCE_FELIX1_OPTION2": "Nichts Besonderes!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "Das ist ziemlich süß von dir.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Du bist ein richtiger Idiot.", - "FELIX_ROMANCE_FELIX1.m": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", - "FELIX_ROMANCE_FELIX1.f": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Wie gesagt, ich gebe mein Bestes.", - "FELIX_ROMANCE_FELIX_NO": "Mein Fehler. Ich sollte es zu schätzen wissen, wenn sich jemand einfach Zeit für sich nimmt.", - "FELIX_ROMANCE_FELIX2": "Ich ...", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", - "FELIX_ROMANCE_FELIX1.n": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", - "FELIX_ROMANCE_FELIX13": "Aber selbst wenn wir uns schließlich verabschieden müssen ...", - "FELIX_ROMANCE_FELIX5": "Ich war noch nie derjenige, der eingeladen wurde. [pause]Das ist ungewöhnlich.", - "FELIX_ROMANCE_FELIX3": "Ich hatte schon ein paar Beziehungen, [pause]aber ganz ehrlich?", - "FELIX_ROMANCE_FELIX4": "Normalerweise mache ich die großen Schritte.", - "FELIX_ROMANCE_FELIX6": "Oh, stimmt.", - "FELIX_ROMANCE_FELIX7": "Du wolltest eine Antwort!", - "FELIX_ROMANCE_FELIX8": "Sie lautet \\\"Ja\\\", [pause]offensichtlich.", - "FELIX_ROMANCE_FELIX9.f": "Eines Tages tritt ein geheimnisvolles Mädchen in mein Leben, [pause]kämpft an meiner Seite, [pause][wave amp=30 freq=10]verschmilzt[/wave] im wahrsten Sinne des Wortes im Kampf mit mir [pause]und sieht auch noch scharf aus?", - "FELIX_ROMANCE_FELIX9.m": "Eines Tages tritt ein geheimnisvoller Junge in mein Leben, [pause]kämpft an meiner Seite, [pause][wave amp=30 freq=10]verschmilzt[/wave] im wahrsten Sinne des Wortes im Kampf mit mir [pause]und sieht auch noch scharf aus?", - "FELIX_ROMANCE_FELIX9.n": "Eines Tages tritt eine geheimnisvolle Person in mein Leben, [pause]kämpft an meiner Seite, [pause][wave amp=30 freq=10]verschmilzt[/wave] im wahrsten Sinne des Wortes im Kampf mit mir [pause]und sieht auch noch scharf aus?", - "FELIX_ROMANCE_FELIX11": "Falls wir einen Weg zurück finden, besteht eine hohe Wahrscheinlichkeit, [pause]dass wir nicht aus derselben Welt stammen.", - "FELIX_ROMANCE_FELIX10": "Da wäre ich doch verdammt dumm, dazu Nein zu sagen.", - "FELIX_ROMANCE_FELIX12": "Du hast noch nie von Zoetropen gehört [pause]und ich habe noch nie von \\\"Comicbüchern\\\" gehört.", - "VIOLA_UNKNOWN_NAME": "Geheimnisvolle Frau", - "FELIX_ROMANCE_FELIX14": "... möchte ich diese Geschichte mit dir teilen. [pause]Solange es möglich ist.", - "VIOLA_INTRO1_MEREDITH1": "Argh, typisch. Immer will uns irgendwas töten.", - "VIOLA_QUEST2_PART1_VIOLA6": "Falls es nicht zu viel verlangt ist, [pause]könntest du mich zu dem Ort bringen, an dem du ihn gesehen hast?", - "VIOLA_INTRO1_EUGENE1": "Je mehr Gegner, desto besser das Work-out, [pause]nicht wahr?", - "VIOLA_INTRO1_KAYLEIGH1": "Das macht mir Sorgen ...", - "VIOLA_INTRO1_VIOLA3": "Kommt – [pause]bekämpfen wir diese Bestien in gleicher Anzahl.", - "VIOLA_INTRO1_VIOLA2": "Dieses Land zeigt sich nicht von seiner freundlichen Seite, Fremde.", - "VIOLA_INTRO1_FELIX1": "Oh. Das war wohl ein Hinterhalt.", - "VIOLA_INTRO1_VIOLA4": "...", - "VIOLA_INTRO1_VIOLA5": "Ihr würdet gut daran tun, zu gehen, bevor diese Unholde zurückkehren ...", - "VIOLA_INTRO1_VIOLA6": "Ihr habt sicherlich keinen Grund, an einem Ort wie diesem zu verweilen.", - "VIOLA_INTRO1_KAYLEIGH7": "Lass uns dir wenigstens danken! Wer bist du?", - "VIOLA_INTRO1_MEREDITH7": "Netter Hut. Wer bist du überhaupt?", - "VIOLA_INTRO1_EUGENE7": "Na los, [pause]wir sind Kampfkumpel! [pause]Nenn uns wenigstens deinen Namen.", - "VIOLA_INTRO1_FELIX7": "Das war ein ziemlich dramatischer Kampf. [pause]Kannst du uns wenigstens deinen Namen nennen?", - "VIOLA_INTRO1_VIOLA8": "Ich bin Viola von Messaline.", - "VIOLA_INTRO1_VIOLA9": "Ich bin keine Kämpferin, aber diese Insel hat mir eine derartige Rolle zugewiesen.", - "VIOLA_INTRO1_VIOLA10": "Ich möchte dich nicht mit meinen Bürden belasten.", - "VIOLA_INTRO1_VIOLA10_OPTION1": "Worin besteht deine Bürde?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "Wo könnte dein Bruder sein?", - "VIOLA_INTRO1_VIOLA11": "...", - "VIOLA_INTRO1_VIOLA10_OPTION2": "Bist du auf einer Mission?", - "VIOLA_INTRO1_VIOLA12": "Mein Bruder und ich wurden ins Meer geworfen.", - "VIOLA_INTRO1_VIOLA13": "Da ich nicht ertrunken bin, hat er diese Insel unter Umständen ebenfalls erreicht ...", - "VIOLA_INTRO1_VIOLA14": "Ich suche ihn nun schon seit einigen Wochen. Eine gütige Seele hat mir diesen eigenartigen Apparat geschenkt, mit dem ich mich schützen kann.", - "VIOLA_INTRO1_VIOLA15": "Falls du etwas von meinem Bruder Sebastian hörst, mein Lager befindet sich gleich östlich von hier.", - "VIOLA_INTRO1_VIOLA16": "Gehab dich wohl.", - "VIOLA_INTRO2_VIOLA1": "So treffen wir uns wieder. Wie ist es dir ergangen?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "Warum bist du allein unterwegs?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "Warum redest du so?", - "VIOLA_QUEST1_PART1_MEREDITH2": "Ich, äh, weiß nicht, was ich davon halten soll. Wir sollten es Viola lieber erzählen.", - "VIOLA_INTRO2_VIOLA1_OPTION4": "Auf Wiedersehen!", - "VIOLA_INTRO2_VIOLA2": "Ich weiß es nicht.", - "VIOLA_INTRO2_VIOLA3": "Er ist einfallsreich. Falls er ebenfalls auf dieser Insel weilt, glaube ich, dass auch er nach mir suchen wird.", - "VIOLA_INTRO2_VIOLA4": "Ich kenne weder diese Insel noch ihre Gebräuche.", - "VIOLA_INTRO2_VIOLA5": "Ihre Bewohner sind mir fremd. Zu meiner eigenen Sicherheit bin ich diese Reise allein angetreten.", - "VIOLA_INTRO2_VIOLA7": "Vielleicht bin ich weiter von meinem eigenen Land entfernt, als ich es zuerst angenommen habe.", - "VIOLA_INTRO2_VIOLA6": "Aus meiner Perspektive [pause]sprichst du einen eigenartigen Dialekt.", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]SAG MEINER SCHWESTER ... DASS SIE MICH HIER TREFFEN SOLL ...[/wave]", - "VIOLA_INTRO2_VIOLA8": "Leb wohl.", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "War das Violas Bruder? Wir sollten es ihr erzählen ...", - "VIOLA_QUEST1_PART1_EUGENE2": "Das war ganz schön komisch, was? Na los, erzählen wir es Viola.", - "VIOLA_QUEST2_PART1_VIOLA1": "Wie bitte? Du hast eine Vision von meinem Bruder gesehen?", - "VIOLA_QUEST1_PART1_FELIX2": "Diese Geschichte wird ja immer verrückter. Na los, wir sollten Viola erzählen, dass wir ihren Bruder gesehen haben.", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Klar!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Jetzt nicht.", - "VIOLA_QUEST2_PART1_VIOLA2": "Darüber musst du mir mehr erzählen.", - "VIOLA_QUEST2_PART1_VIOLA3": "Ich verstehe ...", - "VIOLA_QUEST2_PART1_VIOLA4": "Mein Bruder könnte noch unter den Lebenden weilen, [pause]oder vielleicht ist auch nur noch seine Seele an diesem Ort ...", - "VIOLA_QUEST2_PART1_VIOLA5": "Ich muss es mit Sicherheit wissen. {player} ...", - "VIOLA_QUEST2_PART1_VIOLA8": "Du kannst unbesorgt sein – [pause]mit mir an deiner Seite wird der Weg nur wenige Gefahren beinhalten.", - "VIOLA_QUEST2_PART1_VIOLA7": "Eilen wir los.", - "VIOLA_QUEST2_PART1_VIOLA_NO": "Ich verstehe. Dann werde ich vorerst hierbleiben.", - "VIOLA_QUEST3_PART1_VIOLA1": "Dies ist der Ort?", - "VIOLA_QUEST3_PART1_VIOLA2": "Mein Bruder, [pause]falls du hier bist ... [pause]Sprich zu mir.", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "Hier herrscht eine Stille, die mich mit Unbehagen erfüllt ... Spürst du es nicht?", - "VIOLA_QUEST3_PART1_VIOLA3": "Lass uns diesen Ort absuchen, dann haben wir es erledigt.", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Wie bedauerlich, dass sich mein Bruder an einem solchen Ort befindet ...", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "Ich habe viele Monde darauf gewartet, dich zu treffen, [wave amp=30 freq=10]Viola von Messaline.[/wave]", - "VIOLA_QUEST3_PART2_VIOLA1": "Bruder?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "Nein? [pause]Aber die Festivitäten der Nacht haben noch nicht einmal begonnen!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "Ich muss dir von großen Freuden berichten.", - "VIOLA_QUEST3_PART2_VIOLA4": "...[pause] Du täuschst mich nicht, Geist. [pause]Ich werde bei deinen Spielen nicht mitmachen.", - "VIOLA_QUEST3_PART2_VIOLA7": "...", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "KOMM, VIOLA VON MESSALINE.\\n\\nIM INNERN WIRST DU DEINE FAMILIE FINDEN.\\n\\nDENN ICH BIN DER HÜTER DEINES BRUDERS.", - "VIOLA_QUEST3_PART2_VIOLA8": "Ich lege nur wenig Vertrauen in die Worte dieses Geistes. [pause]Aber wenn er Sebastian kennt – [pause]und meinen Namen ...", - "VIOLA_QUEST3_PART2_VIOLA9": "... dann spricht er vielleicht die Wahrheit.", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Dieses Schiff hat einst bestimmt einen großartigen Anblick geboten.", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "Dieser Geist, der zu mir gesprochen hat ... Was er wollten könnte, wage ich mich kaum zu fragen.", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "Das Wasser ist abgelaufen! [pause]Komm, die Zeit ist kostbar!", - "VIOLA_QUEST4_PART1_ROBIN1": "LUST AUF EINEN TANZ, COUSINE?", - "VIOLA_QUEST4_PART2_VIOLA1": "Das muss das Versteck des Geistes sein, der meinen Bruder von mir fernhält.", - "VIOLA_QUEST4_PART1_VIOLA1": "Nein. [pause]Du gehörst nicht zu meiner Familie, Geist.", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Ich glaube nicht, dass sich darin ein Geist aufhält ...", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Ich glaube, er ist ein Erzengel ...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "ICH MUSS UM RUHE BITTEN.", - "VIOLA_QUEST4_PART2_VIOLA2": "Welcher Geist, welche Fee und welcher Teufel auch ein Treffen mit mir begehrt ...", - "VIOLA_QUEST4_PART2_VIOLA3": "Ich werde nicht wanken!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "DIE GANZE WELT IST EINE BÜHNE ...\\n\\nUND DIE VORSTELLUNG WIRD BALD BEGINNEN.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "Ich hatte mehr erwartet.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "Welche \\\"Vorstellung\\\"? Wer [wave amp=30 freq=10]bist[/wave] du?", - "VIOLA_QUEST4_FUSE_VIOLA3": "Heute werden wir nicht sterben!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "NUN, ICH BIN NICHTS WEITER ALS EIN FRÖHLICHER WANDERER IN DER NACHT ...\\n\\nMAN NENNT MICH SCHRECKGESPENST UND PUCK ...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "DU UND ICH, VIOLA VON MESSALINE, HABEN VIEL GEMEINSAM.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "ICH BIN ROBIN GUTFREUND!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "MAL SEHEN ...\\n\\nSEITE 645 – \\\"DIE ZWÖLFTE NACHT\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "IN DEN ÜBERRESTEN DES SCHIFFS HABE ICH DIESES BUCH ENTDECKT.\\n\\nEINE SELTSAME LEKTÜRE.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "DIE KOMÖDIE VON VIOLA VON MESSALINE, DIE IN EINEM UNBEKANNTEN LAND SCHIFFBRUCH ERLITTEN HAT.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "Das verstehe ich nicht ...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH JA, HIER BIN ICH:\\n\\nSEITE 365 – \\\"EIN SOMMERNACHTSTRAUM\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "DU WIRST DEINEN BRUDER NUR FINDEN, WENN DEINE GESCHICHTE ES ERFORDERT.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "EINE FEENGESCHICHTE: VON KÖNIG OBERON, KÖNIGIN TITANIA UND DEM GAUNER ROBIN GUTFREUND.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MEINE LIEBSTE VIOLA ... DU UND ICH?\\n\\nWIR SIND BLOSS ERFINDUNGEN EINES STERBLICHEN BÜHNENAUTORS – EINES GEWISSEN WILLIAM SHAKESPEARE, UM GENAU ZU SEIN.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "UNSERE GESCHICHTEN SIND NICHT UNSERE EIGENEN.\\n\\nSEBASTIAN IST NICHT HIER. ER WIRD NIEMALS HIER SEIN.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Spricht dieser \\\"Robin Gutfreund\\\" die Wahrheit, [pause]{player}?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", - "VIOLA_CONVO13_VIOLA2.f": "Es tut mir leid, [pause]aber [pause]derzeit habe ich nur wenige Worte zu sprechen.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]Ich erwehre mich ihrer![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "Es stimmt.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Sind diese Geschichten, die er da liest ... [pause]in deiner Welt bekannt?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Tut mir leid.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Tut mir leid.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Danke.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Tut mir leid.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "DU WEISST, DASS ICH DIE WAHRHEIT SPRECHE.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Ich glaube, deine \\\"Wahrheit\\\" ändert nichts.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Ich glaube ...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "LASS DICH VON DER WAHRHEIT ÜBERKOMMEN. LASS SIE DICH IN IHRE TIEFEN HINABZIEHEN, BIS DU NICHT MEHR NACH LUFT SCHNAPPEN KANNST.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Möglicherweise bin ich im Land von {player} [pause]nichts weiter als eine Geschichte.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "Diese Zukunft, die für mich geschrieben steht, besteht aus nichts weiter als aus [shake rate=30 level=10]Worten auf Papier[/shake].", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Wer kann schon sagen, ob {player} in meiner keine Geschichte ist?", - "VIOLA_QUEST4_FUSE_VIOLA2": "Die übermächtige Hand des Schicksals mag zwar gegen uns arbeiten, [pause]aber ...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "HAHAHA!\\n\\nWIE UNERWARTET!", - "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]Unsere Geschichte endet hier noch nicht![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "DIESES STÜCK IST VIEL BESSER, ALS ICH ES MIR JE ERTRÄUMT HÄTTE!\\n\\nKOMM, LASS UNS DEN LETZTEN AKT ANSEHEN!", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player} ...", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Ich beziehe mich auf den [wave amp=30 freq=10]Moment der Einheit[/wave] in unserem großen Kampf. Als wir zu einem Körper wurden, spürte ich, wie sich unsere [wave amp=30 freq=10]Schicksale[/wave] verweben.", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "DU SCHEINST EIN WENIG IN DER PATSCHE ZU STECKEN, NICHT WAHR, GUTFREUND?", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "LASS MICH DIR EINE HAND ZUR HILFE REICHEN. ICH HABE EINE NEUE ROLLE FÜR DICH.", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Es wäre klug, an unseren sicheren Ort zurückzukehren ...", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Danke, dass du mich bei dieser Mission begleitet hast, [pause]{player}.", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "Ich glaube, Robin Gutfreund hat sich geirrt.", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Es mag ja sein, dass mein Leben in anderen Welten nichts weiter als eine Geschichte ist, aber ...", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Ich werde selbst das Ende meiner Geschichte finden.", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "... das ist nicht von Belang. Ich schreibe meine Zukunft selbst.", - "VIOLA_CONVO2_VIOLA2": "Trotzdem fällt mir auf, dass viele der armen Seelen hier schon viel länger als ich gestrandet sind.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Aber von dem Moment an, als wir unsere Herzen im Kampf zusammengebunden haben, [pause]bist auch du ein Teil meiner Geschichte geworden.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "\\\"Unsere Herzen zusammengebunden\\\"?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "Wie meinst du das?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Wenn wir es finden, werde ich vielleicht wieder mit meinem Bruder vereint sein.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "Du sagtest, du kennst ein Tor, das von dieser Insel führt?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Und obwohl wir uns danach getrennt haben, fühle ich, dass die Fäden des Schicksals nicht so leicht zu entwirren sind.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "Ganz genau!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Ja.", - "VIOLA_CONVO1_VIOLA1": "Du willst mir also sagen, dass es in deiner Welt [pause]Stunden dauert, um von einem Land zum anderen zu reisen[pause], und nicht Tage?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Nun denn! [pause]Lass mich meine Schuld bei dir begleichen: Ich werde dir auf deiner eigenen Reise zur Seite stehen.", - "VIOLA_CONVO1_VIOLA2": "Kann so was überhaupt möglich sein? [pause]Ich wage gar nicht, mir das vorzustellen!", - "VIOLA_CONVO2_VIOLA1": "Ich bin noch nicht lange hier, [pause]dennoch sehne ich mich schon nach meinem Zuhause.", - "VIOLA_CONVO2_VIOLA3": "Ich glaube, so etwas könnte ich nicht ertragen. [pause]Die Leute hier sind bestimmt von einem stillen Kummer erfüllt.", - "VIOLA_CONVO3_VIOLA1": "Ich weiß, dass der Himmel über uns nicht derselbe ist, den ich als Kind aus meinem Fenster gesehen habe ...", - "VIOLA_CONVO3_VIOLA2": "Aber einen Augenblick lang kann ich so tun, als sei er es. [pause]Ich kann mir vormachen, dass mein Zuhause nur einen Tagesritt von hier entfernt ist [pause]und ich im Nu wieder unter Freunden und Familie bin.", - "VIOLA_CONVO4_VIOLA1": "Sag mir: [pause]Wie ist der Name der monströsen Gestalt, die du im Kampf annimmst?", - "VIOLA_CONVO3_VIOLA3": "Ich bin mir sicher, dass du es teilweise ähnlich empfindest, [pause]{player}.", - "VIOLA_CONVO4_VIOLA2": "...", - "VIOLA_CONVO5_VIOLA1": "Mir ist aufgefallen, dass diese Insel zu merkwürdigen Gespannen führt.", - "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]Das passt zu dir – auf kuriose Weise.", - "VIOLA_CONVO5_VIOLA2": "Personen aus zahllosen Gesellschaftsschichten, [pause]deren Wege sich andernfalls niemals gekreuzt hätten, [pause]werden zu gestrandeten Landsleuten auf dieser einsamen Insel.", - "VIOLA_CONVO5_VIOLA3.m": "Unter anderen Umständen wären wir uns sicherlich nie begegnet!", - "VIOLA_CONVO5_VIOLA3.f": "Unter anderen Umständen wären wir uns sicherlich nie begegnet!", - "VIOLA_CONVO5_VIOLA3.n": "Unter anderen Umständen wären wir uns sicherlich nie begegnet!", - "VIOLA_CONVO6_VIOLA1": "Falls ich diesen Ort eines Tages verlassen sollte, wäre es töricht, auch nur ein Wort über meine Zeit hier zu verlieren.", - "VIOLA_CONVO6_VIOLA3": "Meine Freunde würden mich für verrückt halten!", - "VIOLA_CONVO6_VIOLA2": "Eine Insel jenseits der Länder der Erde, [pause]bewohnt von Geistern und Feenwesen?", - "VIOLA_CONVO7_VIOLA1.n": "Komm, {player}. [pause]Ich weiß, dass wir unsere Mission schon bald fortführen müssen ...", - "VIOLA_CONVO7_VIOLA1.f": "Komm, {player}. [pause]Ich weiß, dass wir unsere Mission schon bald fortführen müssen ...", - "VIOLA_CONVO7_VIOLA1.m": "Komm, {player}. [pause]Ich weiß, dass wir unsere Mission schon bald fortführen müssen ...", - "VIOLA_CONVO11_VIOLA1.m": "An der Seite eines geliebten Menschen zu kämpfen, [pause]in Gestalt einer seltsamen Kreatur ...", - "VIOLA_CONVO7_VIOLA2": "Aber einige gemeinsam verbrachte Minuten können wir uns erlauben.", - "VIOLA_CONVO8_VIOLA1": "In meiner Heimat habe ich schon viele Tavernen besucht, doch in keiner davon hat eine solche Ruhe geherrscht wie hier.", - "VIOLA_CONVO8_VIOLA2": "Das ist angenehm! [pause]Ich kann mir vorstellen, dass innerhalb dieser Mauern schon viele fröhliche Stunden verbracht wurden.", - "VIOLA_CONVO9_VIOLA1": "Wenn die Bäume für einen Augenblick stillstehen und sich kurz eine Ruhe über das Land legt ...", - "VIOLA_CONVO9_VIOLA2": "Hier herrscht eine Stille, die sich echter als alles anfühlt, was ich mir anderswo vorstellen könnte. [pause]Diese Stille geht tief und man spürt sie unter der Haut.", - "VIOLA_CONVO9_VIOLA3": "Zu wissen, dass in dieser Welt nichts jenseits dieser einzigen Insel liegt ...", - "VIOLA_CONVO10_VIOLA1.m": "Sag, [pause] {player}, [pause]habe ich dich noch nicht mit meinen Geschichten über meine Zeit als Wanderkünstlerin unterhalten?", - "VIOLA_CONVO9_VIOLA4": "Einen solch abgeschiedenen Ort könnten sich die meisten gar nicht vorstellen.", - "VIOLA_CONVO10_VIOLA1.f": "Sag, [pause] {player}, [pause]habe ich dich noch nicht mit meinen Geschichten über meine Zeit als Wanderkünstlerin unterhalten?", - "VIOLA_CONVO10_VIOLA1.n": "Sag, [pause] {player}, [pause]habe ich dich noch nicht mit meinen Geschichten über meine Zeit als Wanderkünstlerin unterhalten?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "Du warst eine was?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "Eine Wanderkünstlerin ...?", - "VIOLA_CONVO10_VIOLA2": "Ja! [pause]Mein Bruder und ich sangen und spielten gelegentlich vor Freunden und verschiedenem Publikum.", - "VIOLA_CONVO10_VIOLA3": "Natürlich brauchten wir das Geld nicht. [pause]Finanzen waren in meinem Leben meist nur eine kleine Sorge. Andere zu belustigen, war mir schon Belohnung genug.", - "VIOLA_CONVO10_VIOLA4": "Sag mir: Auch du besitzt bestimmt verborgene Talente. [pause]Ich möchte unbedingt mehr über dich erfahren, falls du gestattest ...", - "VIOLA_CONVO11_VIOLA1.f": "An der Seite eines geliebten Menschen zu kämpfen, [pause]in Gestalt einer seltsamen Kreatur ...", - "VIOLA_CONVO11_VIOLA2": "Das ist doch auch schon eine Art Romanze, oder nicht? [pause]Wenn Aktionen Redegewandtheit sind, [pause]sind unsere Kämpfe ein Gedicht.", - "VIOLA_CONVO11_VIOLA1.n": "An der Seite eines geliebten Menschen zu kämpfen, [pause]in Gestalt einer seltsamen Kreatur ...", - "VIOLA_CONVO12_VIOLA2": "Hoffentlich werde ich eines Tages meinen Bruder mit Geschichten über die von uns bezwungenen Teufel erfreuen können.", - "VIOLA_CONVO12_VIOLA1": "Ich hoffe, dass wir schon bald unseren Weg aus diesem seltsamen Traum nach Hause finden.", - "VIOLA_CONVO13_VIOLA1": "...", - "VIOLA_CONVO14_VIOLA4": "Trotzdem ist es [wave amp=30 freq=10]merkwürdig[/wave], dass die eigene Geschichte in einem anderen Land auf den Seiten eines Buches existiert. Funktionieren alle Geschichten auf diese Weise?", - "VIOLA_CONVO13_VIOLA2.n": "Es tut mir leid, [pause]aber [pause]derzeit habe ich nur wenige Worte zu sprechen.", - "VIOLA_CONVO13_VIOLA2.m": "Es tut mir leid, [pause]aber [pause]derzeit habe ich nur wenige Worte zu sprechen.", - "VIOLA_CONVO13_VIOLA3": "Wir kennen uns noch nicht besonders lang. Du magst mir ja deine Hilfe angeboten haben, aber im Gegenzug kann ich nur wenige Worte anbieten.", - "VIOLA_CONVO15_VIOLA2": "Das ist äußerst eigentümlich! Und doch tun es die guten Leute hier, ohne auch nur einen Moment zu zögern oder sich zu sorgen.", - "VIOLA_CONVO14_VIOLA2": "Er sagte, wir beide seien die Kreation eines Bühnenautors. Dass unsere Geschichten schon für uns geschrieben worden wären.", - "VIOLA_CONVO14_VIOLA1": "Ich denke wieder einmal an die Worte des Gauners Robin Gutfreund.", - "VIOLA_CONVO14_VIOLA3": "Natürlich habe ich nicht zugelassen, dass seine Worte meine Tatkraft mindern. [pause]Wie ich schon sagte – ich und nur ich schreibe meine Geschichte.", - "VIOLA_CONVO14_VIOLA5": "Vielleicht gibt es auf einer Welt das \\\"Buch von {player}\\\"! [pause]Eine sicherlich packende Lektüre!", - "VIOLA_CONVO17_VIOLA1_OPTION1": "Ja!", - "VIOLA_CONVO15_VIOLA1": "Sag mir, [pause]{player}, [pause]findest du nicht, dass die Methoden, sich auf dieser Insel in Gestalt von Feenbestien zu duellieren, seltsam sind?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "Das ist ziemlich schräg, ja!", - "VIOLA_CONVO15_VIOLA1_OPTION2": "Ich finde es lustig!", - "VIOLA_CONVO16_VIOLA1": "Glaubst du daran, {player}? [pause]Glaubst du, dass das Tor, das du gefunden hast, uns dorthin zurückführen wird, wo wir einst lebten?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "Das muss ich!", - "VIOLA_CONVO16_VIOLA1_OPTION2": "Ich glaube daran!", - "VIOLA_CONVO16_VIOLA2": "Grandios! [pause]So sehr ich diese schöne neue Welt auch bewundere, weiß ich doch, dass es nicht unser Schicksal ist, hier auf immer zu verweilen.", - "VIOLA_CONVO16_VIOLA3": "Aber wenn es dein Wunsch ist, noch ein wenig hierzubleiben, werde auch ich nicht gehen. [pause]Immerhin sind wir noch jung. Die Zeit ruft uns noch nicht von diesem Ort weg.", - "VIOLA_CONVO18_VIOLA2": "Vielleicht ist dies der wahre Zweck dieser Insel: dass jene, die einen Fuß darauf setzen, sie dereinst mit vielen Geschichten über ihre Abenteuer verlassen werden.", - "VIOLA_CONVO17_VIOLA1": "Der Kampf gegen unseren Feind Aleph war grandios, oder?", - "VIOLA_CONVO17_VIOLA2": "Ich bin mehr Kämpferin, als ich gedacht hatte. Vielleicht sollte ich das Leben eines Soldaten führen!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "Das kann man wohl sagen!", - "VIOLA_CONVO17_VIOLA3": "Obwohl mir dies als Frau nicht gestattet werden würde. [pause]Vielleicht sollte ich mich wieder einmal als Mann verkleiden ...", - "VIOLA_CONVO17_VIOLA3_OPTION2": "Hm?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"Wieder einmal\\\"?", - "VIOLA_CONVO18_VIOLA1.m": "Wir sind zwar noch nicht lange zusammen unterwegs, {player}, aber es fühlt sich an, als hätten wir gemeinsam schon unzählige Geschichten erlebt!", - "VIOLA_CONVO17_VIOLA4": "Überrascht dich das? Im tiefsten Innern bin ich eine Darstellerin! Männer und Frauen sind bloße Kostüme in meinem Schrank, die ich nach Belieben tragen kann.", - "VIOLA_CONVO18_VIOLA1.f": "Wir sind zwar noch nicht lange zusammen unterwegs, {player}, aber es fühlt sich an, als hätten wir gemeinsam schon unzählige Geschichten erlebt!", - "VIOLA_CONVO18_VIOLA1.n": "Wir sind zwar noch nicht lange zusammen unterwegs, {player}, aber es fühlt sich an, als hätten wir gemeinsam schon unzählige Geschichten erlebt!", - "VIOLA_SOCIAL1_VIOLA4": "Ja. Und diese \\\"Kassettenspieler\\\", die ihr benutzt, um die Gestalten von Geistern und Bestien anzunehmen.", - "VIOLA_CONVO19_VIOLA1.m": "Liest du Gedichte, {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "Eigentlich nicht!", - "VIOLA_CONVO19_VIOLA1.n": "Liest du Gedichte, {player}?", - "VIOLA_CONVO19_VIOLA1.f": "Liest du Gedichte, {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "Ja!", - "VIOLA_CONVO19_VIOLA4": "So sehr der Mensch den Koch braucht, um seinen Magen zu füllen, so sehr braucht er auch den Dichter, um das Herz zu nähren.", - "VIOLA_CONVO19_VIOLA2": "Ich bin froh, das zu hören!", - "VIOLA_CONVO19_VIOLA3": "Das ist nicht von Belang. Vielleicht bringe ich dir welche bei!", - "VIOLA_SOCIAL1_VIOLA2": "Die guten Leute von Hafenstadt sprechen auf eine Art, die ich eigenwillig finde.", - "VIOLA_CONVO19_VIOLA5": "Ich halte es für eine Grausamkeit, die man sich selbst antut, wenn man seinem Herzen diese Nahrung vorenthält.", - "VIOLA_CONVO19_VIOLA6": "Angesichts unserer derzeitigen Verbindung wäre es vielleicht empfehlenswert, sich an den Werken der griechischen Dichterin Sappho zu erfreuen. Ich werde versuchen, auf unseren Reisen ein Buch mit ihren Gedichten zu finden.", - "VIOLA_CONVO20_VIOLA1": "Danke – [pause]dieser Augenblick der Ruhe wird nicht ungewürdigt bleiben, {player}.", - "VIOLA_SOCIAL1_VIOLA1": "In letzter Zeit [pause]ist mir klar geworden, [pause]dass mir vieles von dem Leben in dieser Stadt fremd ist.", - "VIOLA_SOCIAL1_VIOLA3": "Und Laternen erstrahlen ohne Anzünder! [pause]Es gibt vieles, was ich nicht verstehe.", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "Ich schätze, du kommst aus einer shakespearischen Vergangenheit ...", - "VIOLA_SOCIAL3_VIOLA5": "Sie behauptete, dieses [pause]Buch mit \\\"Spukgeschichten\\\" wäre eine gute Lektüre.", - "VIOLA_SOCIAL1_VIOLA5": "Und das Verschmelzen mit euren Verbündeten. [pause]Ist das für euch normal?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Aus deinem Blickwinkel ist das wohl so etwas wie die Zukunft!", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Äh, nein, das ist immer noch komisch.", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "So ist das auf Neu Wirral eben.", - "VIOLA_SOCIAL1_VIOLA6": "Ich verstehe.", - "VIOLA_SOCIAL1_VIOLA8": "Es stimmt: Ich bin in der Tat weit von Messaline entfernt – sowohl was die Zeit als auch den Ort betrifft.", - "VIOLA_SOCIAL1_VIOLA7": "Einige Aspekte dieser Insel sind dir also vertraut, andere hingegen findest du seltsam.", - "VIOLA_SOCIAL1_VIOLA9": "Wenn es in dieser Welt mir unbekannte Freuden gibt, bitte ich dich um Folgendes:", - "VIOLA_SOCIAL1_VIOLA10": "Vielleicht könntest du sie irgendwann einmal mit mir teilen.", - "VIOLA_SOCIAL1_VIOLA11": "Ich möchte diese neuen Dinge erleben, bevor ich in mein Heimatland zurückkehre.", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Bevor du nach Hause zurückkehrst?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "Du willst gehen?", - "VIOLA_SOCIAL1_VIOLA13.m": "Ich kann es in deinen Augen sehen! [pause]Du kannst dein Herz nicht so einfach vor mir verschließen.", - "VIOLA_SOCIAL1_VIOLA12": "Ist es nicht deine Mission, einen Weg von dieser Insel zu finden?", - "VIOLA_SOCIAL1_VIOLA13.n": "Ich kann es in deinen Augen sehen! [pause]Du kannst dein Herz nicht so einfach vor mir verschließen.", - "VIOLA_SOCIAL1_VIOLA13.f": "Ich kann es in deinen Augen sehen! [pause]Du kannst dein Herz nicht so einfach vor mir verschließen.", - "VIOLA_SOCIAL1_VIOLA14": "Aber sorge dich nicht – ich werde dir helfen, wo ich kann.", - "VIOLA_SOCIAL1_VIOLA15": "In mir wirst du stets eine Verbündete und Freundin haben.", - "VIOLA_SOCIAL1_VIOLA16": "Nun gut! [pause]Lass uns nicht weiter trödeln.", - "VIOLA_SOCIAL2_VIOLA2": "Dort wird kein Bier verkauft, richtig? [pause]Sondern stattdessen dieser \\\"Kaffee\\\" ...", - "VIOLA_SOCIAL2_VIOLA1": "Dieses beliebte Etablissement, [pause]das \\\"Grammofon\\\" ...", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "Ganz genau!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Ich bin mir ziemlich sicher.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Ich bin mir ziemlich sicher.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Ich bin mir ziemlich sicher.", - "VIOLA_SOCIAL2_VIOLA3": "Und die Leute aus deiner Zeit konsumieren diesen \\\"Kaffee\\\" in großen Mengen?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "Absolut!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Vielleicht in zu großen.", - "VIOLA_SOCIAL2_VIOLA4": "Erhellend.", - "VIOLA_SOCIAL2_VIOLA6": "Daher habe ich eine Flasche dieses heiß geliebten Getränks besorgt. [pause]Ein Geschenk von Clémence.", - "VIOLA_SOCIAL2_VIOLA5": "Ich möchte diesen Kaffee erleben, [pause]so wie es die guten Laute aus Hafenstadt tun.", - "VIOLA_SOCIAL4_VIOLA9": "Wie einfach es doch wäre, meine Verwandtschaft zu vergessen und einfach hierzubleiben.", - "VIOLA_SOCIAL2_NARRATION7": "Viola trinkt eine Tasse Kaffee.", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Wie lautet dein Urteil?", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "Wie findest du es?", - "VIOLA_SOCIAL2_VIOLA9": "Das ist ein zünftiges Getränk.", - "VIOLA_SOCIAL2_VIOLA10": "Sein Reiz ist mir offensichtlich.", - "VIOLA_SOCIAL2_VIOLA11": "Und was dieses gezuckerte Gebäck angeht, dass sie mir freundlicherweise ebenfalls gegeben hat ...", - "VIOLA_SOCIAL2_VIOLA12": "Wie nennt man das?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "Das ist eine Zimtschnecke!", - "VIOLA_SOCIAL2_VIOLA13": "Diese Aromen ... [pause]Diese Süße ...", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Hat Clémence dir auch eine Zimtschnecke gegeben?", - "VIOLA_SOCIAL2_VIOLA14": "Und doch sind sie so schnell wieder verschwunden. [pause]Eine reine und vergängliche Freude.", - "VIOLA_SOCIAL2_VIOLA15": "Gute Nacht, [pause]süße Schnecke.", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "Sie hat dir also geschmeckt?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "Das war dann also ein Erfolg?", - "VIOLA_SOCIAL2_VIOLA16": "Ja, [pause]das würde ich sagen.", - "VIOLA_SOCIAL3_VIOLA1": "Bei meinen Bestrebungen, etwas über die vielen Welten außerhalb von Hafenstadt zu erfahren, habe ich einige Dokumente von großer Wichtigkeit an mich genommen.", - "VIOLA_ROMANCE_VIOLA5": "Ich scherze nur. [pause]Wir sind Untertanen der Zeit [pause]und eines Tages wird sie uns gebieten, die Gesellschaft des anderen zu verlassen.", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Lernmaterial?", - "VIOLA_SOCIAL3_VIOLA2": "Ja – [pause]die Zeit hier auf Neu Wirral hat mir gezeigt, dass mein Verständnis der Welt, in der ich gelebt habe, nur ein Sandkorn in einem unendlich weiten Ozean war ...", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Recherchierst du?", - "VIOLA_SOCIAL3_VIOLA3.m": "Es gibt wahrlich viele Welten wie die, der ich entstamme – [pause]zum Beispiel wie deine, {player}.", - "VIOLA_SOCIAL3_VIOLA4": "Ich habe die gute Meredith um Hilfe gebeten [pause]und von ihr diesen Folianten erhalten.", - "VIOLA_SOCIAL3_VIOLA3.n": "Es gibt wahrlich viele Welten wie die, der ich entstamme – [pause]zum Beispiel wie deine, {player}.", - "VIOLA_SOCIAL3_VIOLA3.f": "Es gibt wahrlich viele Welten wie die, der ich entstamme – [pause]zum Beispiel wie deine, {player}.", - "VIOLA_SOCIAL3_VIOLA6": "In der Tat bin ich zu dem Schluss gekommen, dass die darin enthaltenen Berichte frei erfunden sind.", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Ich glaube, das ist ein Horrorbuch ...", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "Ich glaube nicht, dass du aus diesem Buch etwas lernen wirst.", - "VIOLA_SOCIAL3_VIOLA7": "Allerdings muss ich deine Aufmerksamkeit auf Kapitel 5 lenken – [pause]in dem hauptsächlich Arten beschrieben werden, die lebenden Toten zu besiegen.", - "VIOLA_SOCIAL3_VIOLA8": "Kämpfen wir nicht regelmäßig gegen Monster? [pause]Vielleicht gibt es mehr aus diesem Dokument zu lernen als gedacht.", - "VIOLA_SOCIAL3_VIOLA9": "Nichtsdestotrotz [pause]glaube ich, dass Meredith mir dieses Buch lediglich aus Liebe zum Makabren geliehen hat.", - "VIOLA_SOCIAL3_VIOLA10": "Es bot jedoch unterhaltsamen Lesestoff! [pause]Vielleicht sollte ich noch weitere Bücher von ihr erbitten.", - "VIOLA_SOCIAL4_VIOLA1.f": "Es gibt Angelegenheiten, die ich mit dir zu besprechen wünsche. [pause]Glaubst du, wir könnten uns an einen ruhigeren Ort zurückziehen?", - "VIOLA_SOCIAL4_VIOLA1.m": "Es gibt Angelegenheiten, die ich mit dir zu besprechen wünsche. [pause]Glaubst du, wir könnten uns an einen ruhigeren Ort zurückziehen?", - "VIOLA_SOCIAL3_VIOLA11": "Komm! Ich möchte meine neuen Lektionen in die Praxis umsetzen!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Jetzt nicht.", - "VIOLA_SOCIAL4_VIOLA1.n": "Es gibt Angelegenheiten, die ich mit dir zu besprechen wünsche. [pause]Glaubst du, wir könnten uns an einen ruhigeren Ort zurückziehen?", - "VIOLA_SOCIAL4_VIOLA_NO": "Dann ein andermal.", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "Klar!", - "VIOLA_SOCIAL4_VIOLA3": "Die Bewohner von Hafenstadt leben ohne die Bürde von Erwartungen, nicht wahr?", - "VIOLA_SOCIAL4_VIOLA2": "Ich muss schon sagen:", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "Wie meinst du das?", - "VIOLA_ROMANCE_VIOLA_NO.f": "Mein Fehler.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "Ich kann dir nicht ganz folgen.", - "VIOLA_SOCIAL4_VIOLA4": "Sie müssen keine Herrscher zufriedenstellen, [pause]vor keinem König niederknien ...", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "Ich kann dir nicht ganz folgen.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "Ich kann dir nicht ganz folgen.", - "VIOLA_SOCIAL4_VIOLA5": "Die Freiheit zu haben, einen Sinn in seinem Tun zu suchen. [pause]Ich beneide sie um ein solches Leben.", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "War dein vorheriges Leben denn kompliziert?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "Was hast du denn gemacht, bevor du herkamst?", - "VIOLA_SOCIAL4_VIOLA6": "Meine Familie genießt ein hohes Ansehen und besitzt großen Reichtum, [pause]allerdings wurden wir von Pech verfolgt.", - "VIOLA_SOCIAL4_VIOLA7": "Mein Bruder und ich hatten die Aufgabe, uns an einen Freund der Familie in einem anderen Land zu wenden, damit er uns helfen könnte.", - "VIOLA_SOCIAL4_VIOLA8": "Aber wie du es vermutlich schon erahnst, [pause]erreichte mein Schiff diese Gestade nicht. [pause]Und dann fand ich mich auf dieser Insel wieder, in einem Traumland der Geister und Bestien.", - "VIOLA_SOCIAL4_VIOLA10": "Es wäre ein glückliches Leben in bester Gesellschaft.", - "VIOLA_SOCIAL4_VIOLA11.n": "Auf dieser Insel gibt es nämlich dich, {player}!", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "Ich trage mein Herz auf der Zunge. [pause]Ich kann meine Gefühle nicht leugnen.", - "VIOLA_SOCIAL4_VIOLA11.m": "Auf dieser Insel gibt es nämlich dich, {player}!", - "VIOLA_SOCIAL4_VIOLA11.f": "Auf dieser Insel gibt es nämlich dich, {player}!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Du wirst für mich immer eine Freundin sein!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Du wirst für mich immer eine Freundin sein!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Du wirst für mich immer eine Freundin sein!", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Meinst du, wir könnten mehr als nur Freunde sein?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Meinst du, wir könnten mehr als nur Freunde sein?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "Das [pause]kann ich nicht leugnen.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Meinst du, wir könnten mehr als nur Freunde sein?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Nun gut! [pause]Dann komm! [pause]Lass uns [pause]diesen \\\"Kaffee\\\" trinken.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Nun gut! [pause]Dann komm! [pause]Lass uns [pause]diesen \\\"Kaffee\\\" trinken.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Es gibt noch viele Wege, die wir gemeinsam zu gehen haben.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "Und dann werden wir erneut aufbrechen!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Nun gut! [pause]Dann komm! [pause]Lass uns [pause]diesen \\\"Kaffee\\\" trinken.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "\\\"Mehr als nur Freunde\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "\\\"Mehr als nur Freunde\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Sprich frei heraus: Auf welche Art und Weise siehst du mich?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "\\\"Mehr als nur Freunde\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Ich sehe in dir eine gute Freundin.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Ich ...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Mein Herz sehnt sich nach dir.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Du kannst gut mit Worten umgehen, wenn sich die Gelegenheit bietet.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Du kannst gut mit Worten umgehen, wenn sich die Gelegenheit bietet.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Deine Schönheit ist mir von Beginn an aufgefallen.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Du kannst gut mit Worten umgehen, wenn sich die Gelegenheit bietet.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Komm, {player} ...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Komm, {player} ...", - "VIOLA_ROMANCE_VIOLA1.m": "Du siehst eigenartig aus, {player}. [pause]Gibt es etwas, das du mir beichten möchtest?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Komm, {player} ...", - "VIOLA_ROMANCE_VIOLA_NO.m": "Mein Fehler.", - "VIOLA_ROMANCE_VIOLA1.n": "Du siehst eigenartig aus, {player}. [pause]Gibt es etwas, das du mir beichten möchtest?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "Du siehst eigenartig aus, {player}. [pause]Gibt es etwas, das du mir beichten möchtest?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "Nichts Besonderes!", - "VIOLA_ROMANCE_VIOLA_NO.n": "Mein Fehler.", - "VIOLA_ROMANCE_VIOLA2": "Ich ...", - "VIOLA_ROMANCE_VIOLA3": "Hältst du um meine Hand an, um mich zu heiraten, [pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", - "VIOLA_ROMANCE_VIOLA6": "Es wäre unerträglich, dich in dem Wissen zu ehelichen, [pause]dass dieser Wachtraum eines Tages enden wird und wir zu unseren alten Leben zurückkehren.", - "VIOLA_ROMANCE_VIOLA7": "Und doch [pause]bleiben uns viele Tage und Nächte an der Seite des anderen.", - "VIOLA_ROMANCE_VIOLA8": "Ich stimme deinem Wunsch zu. [pause]Von nun an gehen wir einen Bund der Herzen ein.", - "VIOLA_ROMANCE_VIOLA9": "Vielleicht, [pause]in einer anderen Welt weit jenseits unserer Vorstellungskraft, [pause]erzählt ein einfacher Stückeschreiber gerade unsere Geschichte.", - "DOG_QUEST1_PART1_NARRATION4": "Der Name des Hundes ist Barkley und an seinem Halsband ist ein Kassettenrekorder im Miniaturformat angebracht. Außer einer 22-stelligen Telefonnummer gibt es keine Informationen über seinen Besitzer.", - "VIOLA_ROMANCE_VIOLA10": "\\\"Viola und {player}: Eine Komödie zweier gemeinsam gestrandeter Liebender\\\".", - "VIOLA_ROMANCE_VIOLA11": "Ich glaube, das würde eine wunderbare Geschichte abgeben, [pause]findest du nicht?", - "DOG_QUEST1_PART1_DOG1": "Wuff!", - "DOG_UNKNOWN_NAME": "Hund", - "DOG_QUEST1_PART1_NARRATION2": "Das ist ein lieber Hund!", - "DOG_QUEST1_PART1_NARRATION3": "Nachdem du deine Hand ausgestreckt hast, um dich von dem Hund beschnüffeln zu lassen, siehst du dir sein Halsband an.", - "DOG_QUEST1_PART1_NARRATION5": "Barkley sitzt offenbar auch auf Neu Wirral fest.", - "DOG_QUEST1_PART1_NARRATION7": "Barkley schaut die Klippe hinauf und jault. Bestimmt will er nach oben.", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Wuhhh ...[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "Mit deiner Kletterfähigkeit kannst du die Klippe besteigen. Begleitest du ihn?", - "DOG_QUEST1_PART2_NARRATION1": "Barkley ist ohne Probleme die Klippe hinaufgeklettert. Anscheinend wollte er nur, dass ihn jemand begleitet.", - "DOG_QUEST1_PART1_NARRATION9": "Er bewegt sich nicht von der Stelle. Wenn du vielleicht eine Möglichkeit hättest, ihn die Klippe hinaufzubringen ...", - "DOG_QUEST1_PART1_DOG10": "Wuff, wuff!", - "DOG_QUEST1_PART4_NARRATION2": "Zwischen den Knochen befinden sich eine Hundeleine und einige Leckerchen.", - "DOG_QUEST1_PART3_DOG1": "Grrrrr ...", - "RESTING_DOG_2": "Barkley und du rollen gemächlich einen Ball hin und her.", - "DOG_QUEST1_PART4_NARRATION1": "Die sehen wie menschliche Knochen aus ...", - "DOG_QUEST1_PART4_NARRATION4": "Danach leckt Barkley deine Hand ab!", - "DOG_QUEST1_PART4_NARRATION3": "Barkley gräbt ein großes Loch und ihr legt die Knochen hinein.", - "DOG_QUEST1_PART4_DOG5": "*keuch, keuch*", - "RESTING_DOG_1": "Du machst mit Barkley ein langes Nickerchen.", - "RESTING_DOG_3": "Barkley war heute ein wirklich braver Hund, also sorgst du dafür, dass er reichlich Leckerchen bekommt, und kraulst ihm ausgiebig den Bauch.", - "RESTING_DOG_5": "Barkley leckt dir übers Gesicht!", - "RESTING_DOG_4": "Barkley teilt eines seiner Leckerchen mit dir. Du probierst es, findest es aber nicht besonders lecker.", - "RESTING_DOG_6.m": "Barkley verputzt deine Snacks, während du nicht hinsiehst.", - "RESTING_DOG_8": "Barkley findet eine gute Stelle zum Graben! Danach seid ihr beide von oben bis unten mit Schlamm bedeckt.", - "RESTING_DOG_6.n": "Barkley verputzt deine Snacks, während du nicht hinsiehst.", - "RESTING_DOG_6.f": "Barkley verputzt deine Snacks, während du nicht hinsiehst.", - "RESTING_DOG_7": "Du versuchst, mit Barkley Fangen zu spielen, aber er interessiert sich mehr für die Gerüche von Monstern in der Nähe.", - "RESTING_DOG_9": "Barkley bringt dir einen Stock, auf den er ziemlich stolz ist.", - "INTERMISSION_PART1_ALEPH1": "HALLO, [pause]{player.to_upper}.", - "INTERMISSION_PART1_ALEPH2": "TUT MIR LEID. [pause]IST DAS ZU LAUT?", - "INTERMISSION_PART1_ALEPH3": "VIELLEICHT IST ES SO EIN WENIG EINFACHER FÜR DICH.", - "INTERMISSION_PART1_ALEPH4": "ICH DACHTE MIR, WIR KÖNNTEN EIN KURZES TREFFEN EINPLANEN.", - "INTERMISSION_PART1_MEREDITH5": "Ist das derselbe Kerl, der andauernd in den Bahnhöfen auftaucht? [pause]Wer bist du überhaupt?", - "INTERMISSION_PART1_KAYLEIGH5": "Der Dreieckmann! Wer bist du und was willst du?", - "INTERMISSION_PART1_EUGENE5": "Du machst mir keine Angst! Wer bist du?!", - "INTERMISSION_PART1_FELIX5": "Hm. [pause]Das ist beunruhigend. [pause]Wer bist du?", - "INTERMISSION_PART1_VIOLA5": "Was ist das für ein Wesen?", - "INTERMISSION_PART1_DOG5": "Wuff!", - "INTERMISSION_PART1_ALEPH6": "AH – WO SIND NUR MEINE MANIEREN? [pause]ICH SOLLTE MICH ERST EINMAL VORSTELLEN.", - "INTERMISSION_PART1_ALEPH6_OPTION1": "Bist du ein Erzengel?", - "INTERMISSION_PART1_ALEPH7": "ERZENGEL? [pause]SO NENNT IHR UNS? WIE BELUSTIGEND!", - "INTERMISSION_PART1_ALEPH8": "ICH PERSÖNLICH?", - "INTERMISSION_PART1_ALEPH9": "EURESGLEICHEN HAT MIR SCHON VIELE NAMEN GEGEBEN.", - "INTERMISSION_PART1_ALEPH10": "ARTHUR, [pause]ALEXANDER, [pause]AGAMEMNON ...", - "INTERMISSION_PART1_MEREDITH13": "Er ist, äh, nicht das, was ich erwartet hatte.", - "INTERMISSION_PART1_ALEPH11": "ABER [pause][pause]ICH BIN ALEPH.", - "INTERMISSION_PART1_ALEPH12": "IHR KÖNNT MICH AL NENNEN.", - "INTERMISSION_PART1_KAYLEIGH13": "Er ist auf jeden Fall ... [pause]höflich.", - "INTERMISSION_PART1_EUGENE13": "Was soll dieses nette Getue?", - "INTERMISSION_PART1_ALEPH14": "ICH WAR EINIGE ZEIT LANG MIT EINEM ALTEN FREUND BESCHÄFTIGT. [pause]ZUM GLÜCK IST DIESE \\\"SITUATION\\\" NUN BEHOBEN.", - "INTERMISSION_PART1_FELIX13": "Freut mich ... dich kennenzulernen ...?", - "INTERMISSION_PART1_VIOLA13": "Du möchtest etwas von uns – [pause]sprich frei heraus!", - "INTERMISSION_PART1_DOG13": "Grrrr ...", - "INTERMISSION_PART1_ALEPH16": "DAS SIND IN DER TAT SPANNENDE ZEITEN, [pause]MEINE FREUNDE!", - "INTERMISSION_PART1_ALEPH15": "UND NUN KEHRE ICH ZURÜCK UND SEHE, DASS SICH WEITERE ANGEHÖRIGE MEINES VOLKES AUF DIESER INSEL BEFINDEN. [pause]NOCH MEHR \\\"ERZENGEL\\\".", - "INTERMISSION_PART1_ALEPH18": "DAHER MUSS ICH EUCH BITTEN, EUCH NICHT IN DEN AUFBAU MEINES TEAMS EINZUMISCHEN.", - "INTERMISSION_PART1_ALEPH17": "DIE NEUANKÖMMLINGE SIND WILD UND UNKOORDINIERT, [pause]ABER ICH ERKENNE GROSSES POTENZIAL IN IHNEN.", - "INTERMISSION_PART1_ALEPH19": "TATSÄCHLICH [pause]MUSS ICH EUCH AUFFORDERN, NICHT MEHR NACH MEINESGLEICHEN ZU SUCHEN.", - "INTERMISSION_PART1_ALEPH19_OPTION1": "Aber die Erzengel sind der Schlüssel, zum Neu Wirral zu verlassen!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "Ich muss sie finden, um diese Insel zu verlassen!", - "INTERMISSION_PART1_ALEPH20": "OH!", - "INTERMISSION_PART1_ALEPH21": "DU WILLST EINFACH NUR WEG?", - "INTERMISSION_PART1_ALEPH22": "JA, [pause]ICH KANN DICH WEGSCHICKEN!", - "INTERMISSION_PART1_KAYLEIGH24": "Das gefällt mir nicht ...", - "INTERMISSION_PART1_ALEPH23": "DAS EINZIGE, WAS ICH NICHT TRANSPORTIEREN KANN, BIN ICH SELBST! EIN SPIEGEL KANN SICH NICHT SELBST REFLEKTIEREN ...", - "INTERMISSION_PART1_MEREDITH24": "Äh, traust du diesem Dreieckkerl?", - "INTERMISSION_PART1_EUGENE24": "Das klingt nicht gut ...", - "INTERMISSION_PART1_FELIX24": "Äh ... {player} ...?", - "INTERMISSION_PART1_VIOLA24": "Was ist das für ein Mann ...?", - "INTERMISSION_PART1_DOG24": "Whhh ...", - "INTERMISSION_PART1_ALEPH25": "SO SEI ES! [pause]ICH WERDE DIR DEINEN WUNSCH GEWÄHREN.", - "INTERMISSION_PART1_ALEPH26": "KOMM BITTE NICHT WIEDER.", - "INTERMISSION_PART1_ALEPH27": "WIRKLICH.", - "INTERMISSION_PART1_ALEPH28": "ICH MEINE ES ERNST.", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "Ich kann das nicht lesen. Ich kenne nicht mal die Sprache.", - "INTERMISSION_PART2_AMBER1.m": "Du siehst aus, [pause]als hättest du dich verlaufen.", - "AMBER_UNKNOWN_NAME": "Geheimnisvolle Frau", - "INTERMISSION_PART2_AMBER2": "Brauchst du einen Ort zum Übernachten?", - "INTERMISSION_PART2_AMBER1.n": "Du siehst aus, [pause]als hättest du dich verlaufen.", - "INTERMISSION_PART2_AMBER1.f": "Du siehst aus, [pause]als hättest du dich verlaufen.", - "INTERMISSION_PART3_AMBER1.n": "Du hast Glück, dass ich dich gefunden habe, Schätzchen.", - "INTERMISSION_LODGE_LOCKED": "Die Tür ist verschlossen.", - "INTERMISSION_PART3_AMBER1.m": "Du hast Glück, dass ich dich gefunden habe, Schätzchen.", - "INTERMISSION_PART3_AMBER2": "Nenn mich Ms. Amber – [pause]Ich bin das Gesicht von \\\"Bei Amber\\\".", - "INTERMISSION_PART3_AMBER1.f": "Du hast Glück, dass ich dich gefunden habe, Schätzchen.", - "INTERMISSION_PART3_AMBER4.m": "Bitte, [pause]fühl dich ganz wie zu Hause. [pause]Schau dich um.", - "INTERMISSION_PART3_AMBER3.f": "Du hast großes Glück – [pause]\\\"Bei Amber\\\" ist nicht oft in diesen toten Welten unterwegs.", - "INTERMISSION_PART3_AMBER3.m": "Du hast großes Glück – [pause]\\\"Bei Amber\\\" ist nicht oft in diesen toten Welten unterwegs.", - "INTERMISSION_PART3_AMBER3.n": "Du hast großes Glück – [pause]\\\"Bei Amber\\\" ist nicht oft in diesen toten Welten unterwegs.", - "INTERMISSION_PART3_AMBER4.f": "Bitte, [pause]fühl dich ganz wie zu Hause. [pause]Schau dich um.", - "INTERMISSION_PART3_AMBER5": "Wir sind gerade unterwegs, also können wir nirgendwohin.", - "INTERMISSION_PART3_AMBER4.n": "Bitte, [pause]fühl dich ganz wie zu Hause. [pause]Schau dich um.", - "INTERMISSION_PART3_AMBER6_OPTION1": "Wer bist du?", - "INTERMISSION_PART3_AMBER6": "Hey, Schätzchen. Wie kann ich dir helfen?", - "INTERMISSION_PART3_AMBER6_OPTION2": "Was ist das für ein Ort?", - "INTERMISSION_PART3_AMBER6_OPTION3": "Was ist hier los?", - "INTERMISSION_PART3_AMBER6_OPTION4": "Auf Wiedersehen!", - "INTERMISSION_PART3_AMBER7": "Wie schon gesagt, ich bin Ms. Amber. [pause]Das Gesicht dieses feinen Etablissements.", - "INTERMISSION_PART3_AMBER9": "Du bist nicht die erste Seele, die mit diesem Gesichtsausdruck hier hereinspaziert ist!", - "INTERMISSION_PART3_AMBER8": "Keine Sorge, [pause]du bist nicht in Gefahr.", - "INTERMISSION_PART3_AMBER11": "Wir bleiben normalerweise nicht lange an einem Ort. [pause]Manchmal brauchen Leute wie du Hilfe, also bieten wir sie ihnen an.", - "INTERMISSION_PART3_AMBER10": "Bei Amber, Schätzchen.", - "INTERMISSION_PART3_AMBER12": "Wir hatten im Laufe der Jahre schon eine sehr vielfältige Kundschaft, [pause]daran besteht kein Zweifel.", - "INTERMISSION_PART3_AMBER13.m": "Oh, du bist ja [wave amp=30 freq=10]niedlich[/wave] mit deinem Blick wie ein Welpe, der sich verlaufen hat!", - "INTERMISSION_PART3_AMBER14.m": "Keine Sorge, [pause]das ist alles keine große Sache.", - "INTERMISSION_PART3_AMBER13.n": "Oh, du bist ja [wave amp=30 freq=10]niedlich[/wave] mit deinem Blick wie ein Welpe, der sich verlaufen hat!", - "INTERMISSION_PART3_AMBER13.f": "Oh, du bist ja [wave amp=30 freq=10]niedlich[/wave] mit deinem Blick wie ein Welpe, der sich verlaufen hat!", - "INTERMISSION_PART3_AMBER14.f": "Keine Sorge, [pause]das ist alles keine große Sache.", - "INTERMISSION_PART3_AMBER14.n": "Keine Sorge, [pause]das ist alles keine große Sache.", - "INTERMISSION_PART3_AMBER15.m": "Du sitzt auf einer Welt fest, die seit tausend Jahren tot ist.", - "INTERMISSION_PART3_AMBER16": "Tja, [pause]ich habe dich einfach nur aufgelesen.", - "INTERMISSION_PART3_AMBER15.n": "Du sitzt auf einer Welt fest, die seit tausend Jahren tot ist.", - "INTERMISSION_PART3_AMBER15.f": "Du sitzt auf einer Welt fest, die seit tausend Jahren tot ist.", - "AMBER_LODGE_MIRROR_DESCRIPTION": "Das ist ein gut polierter Spiegel. Allerdings scheint er nichts zu reflektieren ...", - "INTERMISSION_PART3_AMBER17": "Bis dann, Schätzchen.", - "AMBER_LODGE_NPC1_NAME": "Entspannter Mann", - "AMBER_LODGE_NPC1_DIALOGUE": "Ms. Amber weiß, wie man diesen Laden führt!", - "AMBER_LODGE_NPC2_NAME": "Rotwangige Frau", - "AMBER_LODGE_NPC2_DIALOGUE": "Wenn ich könnte, würde ich ewig hierbleiben!", - "AMBER_LODGE_NPC3_NAME": "Freundliche Person", - "AMBER_LODGE_NPC3_DIALOGUE": "Bist du zum ersten Mal bei Amber?", - "AMBER_LODGE_NPC4_NAME": "Streng dreinblickender Mann", - "AMBER_LODGE_NPC4_DIALOGUE": "Bei Amber ist wirklich einzigartig ...", - "INTERMISSION_PART4_AMBER1": "Eine einfachere Zeit.", - "INTERMISSION_PART4_AMBER1_OPTION1": "Kennst du Aleph?", - "INTERMISSION_PART4_AMBER1_OPTION2": "Bist du mit Aleph befreundet?", - "INTERMISSION_PART4_AMBER2": "Damals in der guten alten Zeit, [pause]waren wir so etwas wie eine Familie.", - "INTERMISSION_PART4_AMBER3": "Es gab eine ganze Gruppe von uns [pause]und wir hatten ziemlich viel Spaß, [pause]das muss ich schon sagen.", - "INTERMISSION_PART4_AMBER4": "Aleph war so etwas wie der Anführer. [pause]Ich meine, NATÜRLICH war er das. [pause]So ist er halt, [pause]nicht wahr?", - "INTERMISSION_PART4_AMBER5": "Und ich? [pause]Ich war die Mitfahrgelegenheit [pause]und Morgante war der Hüter der Tür.", - "INTERMISSION_PART4_AMBER6": "Aber manchmal entwickelt man sich eben auseinander. Manchmal wird es am Ende unschön.", - "INTERMISSION_PART4_AMBER7": "Also habe ich alles hinter mir gelassen.", - "INTERMISSION_PART4_AMBER8": "Aleph versucht bestimmt noch immer, einen Weg von dieser Insel zu finden, [pause]selbst jetzt.", - "INTERMISSION_PART4_AMBER9": "Aber ich alte Hexe werde ihm bestimmt nicht sagen, wie das geht. [pause]Natürlich nicht.", - "INTERMISSION_PART4_AMBER10": "Ich will dich jetzt aber nicht weiter mit Geschichten über vergangene Zeiten langweilen.", - "INTERMISSION_PART4_AMBER11": "Ich?", - "INTERMISSION_PART4_AMBER16": "Keine Sorge, ich sage es niemandem.", - "INTERMISSION_PART4_AMBER10_OPTION1": "Bist du ein Erzengel?", - "INTERMISSION_PART4_AMBER13": "Ich bin einfach nur das Gesicht dieses Etablissements.", - "INTERMISSION_PART4_AMBER12": "Tja, [pause]ich habe es dir doch gesagt, {player} ...", - "INTERMISSION_PART4_AMBER15": "Außerdem solltest du doch alles darüber wissen, wie es ist, mit einem Avatar durch die Gegend zu laufen, oder?", - "INTERMISSION_PART4_AMBER14": "\\\"Bei Amber\\\" ist die eigentliche Attraktion.", - "INTERMISSION_PART4_AMBER25.m": "Geh hindurch, wenn du bereit bist.", - "INTERMISSION_PART4_AMBER18": "Und vorher [pause]warst du auf Neu Wirral?", - "INTERMISSION_PART4_AMBER17.m": "Also, [pause]ich schätze, du bist auf diesem Felsen gestrandet, weil Aleph dich wegtransportiert hat, [pause]oder?", - "INTERMISSION_PART4_AMBER17.f": "Also, [pause]ich schätze, du bist auf diesem Felsen gestrandet, weil Aleph dich wegtransportiert hat, [pause]oder?", - "INTERMISSION_PART4_AMBER17.n": "Also, [pause]ich schätze, du bist auf diesem Felsen gestrandet, weil Aleph dich wegtransportiert hat, [pause]oder?", - "INTERMISSION_PART5_EUGENE.f": "Ich wusste, du würdest wiederkommen!", - "INTERMISSION_PART4_AMBER19": "Diese Insel ist wie eine Fliegenfalle. [pause]Die Leute schlüpfen durch die Maschen und landen dann hier. Da hattest du ganz schön Pech, Schätzchen.", - "INTERMISSION_PART4_AMBER20": "Aber was die Sache mit unserem Freund mit dem Dreieckkopf angeht?", - "INTERMISSION_PART4_AMBER21.m": "Es ist nicht deine Schuld, dass du in unseren alten Schlamassel hineingeraten bist.", - "INTERMISSION_PART4_AMBER21.f": "Es ist nicht deine Schuld, dass du in unseren alten Schlamassel hineingeraten bist.", - "INTERMISSION_PART4_AMBER21.n": "Es ist nicht deine Schuld, dass du in unseren alten Schlamassel hineingeraten bist.", - "INTERMISSION_PART4_AMBER23": "Dieser Spiegel führt dich an den Ort, an den du gehen musst.", - "INTERMISSION_PART4_AMBER22": "Also nehme ich dich mit, nur dieses eine Mal. [pause]Komm.", - "INTERMISSION_PART4_AMBER24": "WO das [pause]allerdings ist, [pause]nun ja, [pause]das bestimme nicht ich.", - "INTERMISSION_PART4_AMBER25.f": "Geh hindurch, wenn du bereit bist.", - "INTERMISSION_PART4_AMBER26": "Bis dann, Schätzchen. War sehr schön, dich kennenzulernen.", - "INTERMISSION_PART4_AMBER27.n": "Oh, und tu mir bitte einen Gefallen – [pause]unser Freund Al sollte nicht erfahren, dass ich dir geholfen haben, [pause]ja?", - "INTERMISSION_PART4_AMBER25.n": "Geh hindurch, wenn du bereit bist.", - "INTERMISSION_PART4_AMBER27.m": "Oh, und tu mir bitte einen Gefallen – [pause]unser Freund Al sollte nicht erfahren, dass ich dir geholfen haben, [pause]ja?", - "INTERMISSION_PART5_KAYLEIGH.m": "Ich dachte kurz, ich hätte dich verloren!", - "INTERMISSION_PART4_AMBER27.f": "Oh, und tu mir bitte einen Gefallen – [pause]unser Freund Al sollte nicht erfahren, dass ich dir geholfen haben, [pause]ja?", - "INTERMISSION_PART5_KAYLEIGH.f": "Ich dachte kurz, ich hätte dich verloren!", - "INTERMISSION_PART5_KAYLEIGH.n": "Ich dachte kurz, ich hätte dich verloren!", - "INTERMISSION_PART5_MEREDITH.m": "Argh, [pause]du hast ja KEINE Ahnung, welche Sorgen ich mir gemacht habe.", - "INTERMISSION_PART5_MEREDITH.n": "Argh, [pause]du hast ja KEINE Ahnung, welche Sorgen ich mir gemacht habe.", - "INTERMISSION_PART5_MEREDITH.f": "Argh, [pause]du hast ja KEINE Ahnung, welche Sorgen ich mir gemacht habe.", - "INTERMISSION_PART5_EUGENE.m": "Ich wusste, du würdest wiederkommen!", - "INTERMISSION_PART5_FELIX.f": "Ich war mir nicht ganz sicher, ob ich dich wiedersehen würde ...", - "INTERMISSION_PART5_FELIX.m": "Ich war mir nicht ganz sicher, ob ich dich wiedersehen würde ...", - "INTERMISSION_PART5_EUGENE.n": "Ich wusste, du würdest wiederkommen!", - "INTERMISSION_PART5_VIOLA.m": "Wie dankbar ich doch bin, dass du zu uns zurückgekehrt bist ...", - "INTERMISSION_PART5_FELIX.n": "Ich war mir nicht ganz sicher, ob ich dich wiedersehen würde ...", - "INTERMISSION_PART5_VIOLA.n": "Wie dankbar ich doch bin, dass du zu uns zurückgekehrt bist ...", - "INTERMISSION_PART5_VIOLA.f": "Wie dankbar ich doch bin, dass du zu uns zurückgekehrt bist ...", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]WUFF, WUFF![/shake]", - "INTERMISSION_PART6_VIOLA4": "Nichts an diesem \\\"Aleph\\\" ist vertrauenswürdig. Wir sollten lieber auf der Hut sein, falls er sein scharfeckiges Gesicht erneut zeigt.", - "INTERMISSION_PART6_KAYLEIGH2": "... ist dieser Dreieckmann, [pause]Aleph, [pause]ein alter Erzengel, der genau wie wir anderen auf Neu Wirral festsitzt.", - "INTERMISSION_PART6_KAYLEIGH1": "Okay, [pause]also wenn ich das richtig verstehe ...", - "END_MIRROR_DENIAL_EUGENE1.n": "Ich kann hier noch nicht durch. [pause]Nicht bevor ich die Makler hier auf Neu Wirral aufgehalten habe. Das verstehst du doch, oder?", - "INTERMISSION_PART6_MEREDITH3.m": "Und du wurdest von einer Fremden gerettet, nachdem der [wave amp=30 freq=10]Dreieckkerl[/wave] dich in eine andere Welt geschickt hatte. [pause]Etwas, das er mit anderen, aber nicht mit sich selbst machen kann. [pause]Alles klar.", - "INTERMISSION_PART6_MEREDITH3.f": "Und du wurdest von einer Fremden gerettet, nachdem der [wave amp=30 freq=10]Dreieckkerl[/wave] dich in eine andere Welt geschickt hatte. [pause]Etwas, das er mit anderen, aber nicht mit sich selbst machen kann. [pause]Alles klar.", - "INTERMISSION_PART6_MEREDITH3.n": "Und du wurdest von einer Fremden gerettet, nachdem der [wave amp=30 freq=10]Dreieckkerl[/wave] dich in eine andere Welt geschickt hatte. [pause]Etwas, das er mit anderen, aber nicht mit sich selbst machen kann. [pause]Alles klar.", - "INTERMISSION_PART6_KAYLEIGH3.f": "Und er hat dich mit seinem großen Spiegelkopf in eine zerstörte Welt geschickt, aber eine nette Fremde hat dich zurückkehren lassen. [pause]Und sie ist auch ein Erzengel.", - "INTERMISSION_PART6_KAYLEIGH5": "Wir wissen aber noch immer nicht, was Aleph im Schilde führt. Klar ist nur, dass er Interesse an den [wave amp=30 freq=10]anderen[/wave] Erzengeln hat.", - "INTERMISSION_PART6_KAYLEIGH3.m": "Und er hat dich mit seinem großen Spiegelkopf in eine zerstörte Welt geschickt, aber eine nette Fremde hat dich zurückkehren lassen. [pause]Und sie ist auch ein Erzengel.", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "Ja.", - "INTERMISSION_PART6_KAYLEIGH3.n": "Und er hat dich mit seinem großen Spiegelkopf in eine zerstörte Welt geschickt, aber eine nette Fremde hat dich zurückkehren lassen. [pause]Und sie ist auch ein Erzengel.", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "Das fasst es ganz gut zusammen.", - "INTERMISSION_PART6_EUGENE5": "Wir wissen nicht, was dieser Typ vorhat, oder? Es klingt, als hätte er einen [shake rate=30 level=10]Plan[/shake] – einen, der beinhaltet, andere Erzengel zu finden.", - "INTERMISSION_PART6_FELIX6": "Ich frage mich, was du gegen diesen Typen unternehmen willst. Er führt auf jeden Fall was im Schilde, aber die ganze Sache [wave amp=30 freq=10]könnte[/wave] eine Nummer zu groß für uns sein.", - "INTERMISSION_PART6_MEREDITH6": "Also, was unternehmen wir gegen diesen Kerl? Na ja, [pause]er plant irgendwas, [pause]ist aber ein [wave amp=30 freq=10]Erzengel[/wave]. Ich habe das Gefühl, dass dieser Erzengelkram eine Nummer zu groß für uns ist.", - "INTERMISSION_PART6_KAYLEIGH6": "Und, {player}? Was sollten wir deiner Meinung nach gegen ihn unternehmen? Aleph hat schon gezeigt, dass er bereit ist, jeden [wave amp=30 freq=10]zu beseitigen[/wave], den er als Hindernis ansieht, aber ... [pause]Ich glaube, diese ganze Sache könnte eine Nummer zu groß für uns sein.", - "INTERMISSION_PART6_FELIX6_OPTION1": "Wir behalten ihn im Auge.", - "INTERMISSION_PART6_FELIX6_OPTION2": "Wir gehen ihm falls möglich aus dem Weg.", - "INTERMISSION_PART6_KAYLEIGH7": "Genau! Guter Plan.", - "INTERMISSION_PART6_MEREDITH7.m": "Hehe. Gute Idee.", - "INTERMISSION_PART6_MEREDITH7.f": "Hehe. Gute Idee.", - "INTERMISSION_PART6_MEREDITH7.n": "Hehe. Gute Idee.", - "INTERMISSION_PART6_EUGENE7": "Okay, klingt nach einem guten Plan!", - "INTERMISSION_PART6_FELIX7": "Hehe. Der Plan gefällt mir.", - "INTERMISSION_PART6_DOG7": "Wuff!", - "INTERMISSION_PART6_VIOLA7": "Nun gut! Ich werde tun, was du sagst, {player}.", - "END_MIRROR_REVEAL_KAYLEIGH1": "Ist das ...?", - "END_MIRROR_REVEAL_PLAYER1": "Hm. Ein Spiegel. Ob der wohl wie bei Amber ist ...?", - "END_PART1_EUGENE3.f": "Alles okay mit dir? [pause]Du warst auf einmal so still.", - "END_MIRROR_REVEAL_FELIX1": "Cool.", - "END_MIRROR_REVEAL_EUGENE1": "Whoa.", - "END_MIRROR_REVEAL_MEREDITH1": "Das ... [pause]scheint mir ein ziemlich bedeutender Fund zu sein.", - "END_MIRROR_REVEAL_VIOLA1": "Könnte das die Domäne sein, die du unbedingt entdecken wolltest, {player}?", - "END_MIRROR_DENIAL_MEREDITH1": "Ich ... kann hier noch nicht durch, {player}. Das sieht mir nach einer Reise ohne Wiederkehr aus, und ich habe noch Dinge zu erledigen.", - "END_MIRROR_REVEAL_DOG1": "Wuff!", - "END_MIRROR_DENIAL_EUGENE1.m": "Ich kann hier noch nicht durch. [pause]Nicht bevor ich die Makler hier auf Neu Wirral aufgehalten habe. Das verstehst du doch, oder?", - "END_MIRROR_DENIAL_EUGENE1.f": "Ich kann hier noch nicht durch. [pause]Nicht bevor ich die Makler hier auf Neu Wirral aufgehalten habe. Das verstehst du doch, oder?", - "END_MIRROR_DENIAL_VIOLA1.f": "Ich kann dich nicht weiter begleiten. [pause]Nicht bevor ich mit Sicherheit weiß, dass sich mein Bruder nicht auf dieser Insel befindet.", - "END_MIRROR_DENIAL_FELIX1": "Ich ... kann noch nicht weiter. [pause]Ich habe meine Inspiration noch nicht gefunden.", - "END_MIRROR_DENIAL_VIOLA1.n": "Ich kann dich nicht weiter begleiten. [pause]Nicht bevor ich mit Sicherheit weiß, dass sich mein Bruder nicht auf dieser Insel befindet.", - "END_MIRROR_DENIAL_VIOLA1.m": "Ich kann dich nicht weiter begleiten. [pause]Nicht bevor ich mit Sicherheit weiß, dass sich mein Bruder nicht auf dieser Insel befindet.", - "END_MIRROR_DENIAL_DOG1": "Offenbar hat Barkley noch Dinge zu erledigen ...", - "FINAL_STATION_PART1_KAYLEIGH1": "Wo sind wir? Es ist so neblig ... [pause]Wir müssen wohl einfach weitergehen, {player}.", - "FINAL_STATION_PART1_EUGENE1": "Hat der Spiegel diesen Ort versteckt? Können Spiegel so was? Ist mir hier irgendwas entgangen oder so?", - "FINAL_STATION_PART1_MEREDITH1": "War dieser Ort in einem [wave amp=30 freq=10]Spiegel[/wave] versteckt?!", - "FINAL_STATION_PART1_FELIX1": "Ich weiß nicht, was ich erwartet hatte, hier zu finden, aber das war es wohl nicht. [pause]Hm.", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Wuhhh ...[/shake]", - "FINAL_STATION_PART1_VIOLA1": "Durch einen Spiegel zu gehen und solch einen Ort vorzufinden ... So etwas hätte ich mir nie träumen lassen.", - "FINAL_STATION_PART2_KAYLEIGH1": "Das ist ja [wave amp=30 freq=10]riesig[/wave] ...", - "FINAL_STATION_PART2_KAYLEIGH2": "Wenn das Tor, das wir suchen, irgendwo ist, dann hier. [pause]Wir sollten uns umsehen.", - "FINAL_STATION_PART2_MEREDITH1": "Hier RIECHT es auf jeden Fall alt.", - "FINAL_STATION_PART2_MEREDITH2": "Komm, sehen wir uns um. Wenn dein magisches Weltenportal [wave amp=30 freq=10]irgendwo[/wave] ist, dann an einem Ort wie diesem.", - "FINAL_STATION_PART2_EUGENE2": "Ist es hier? Das Tor, um Neu Wirral zu verlassen?", - "FINAL_STATION_PART2_EUGENE1": "Hier fühlt sich alles so leer an, [pause]als wäre seit Hunderten von Jahren niemand mehr hier gewesen ...", - "FINAL_STATION_PART2_FELIX1": "Das ...", - "FINAL_STATION_PART2_VIOLA1": "Dieser Ort hat etwas Trauriges an sich. Spürst du es auch?", - "FINAL_STATION_PART2_FELIX2": "Das muss er sein, oder? Der Ort, den du gesucht hast. Schauen wir uns um.", - "END_PART1_MEREDITH1": "Ich weiß zwar nicht, was das ist, aber ich habe so ein Gefühl, dass wir es in Ruhe lassen sollten.", - "FINAL_STATION_PART2_VIOLA2": "Komm! [pause]Wir sollten diesen Ort voller Trübsinn erkunden.", - "END_PART1_KAYLEIGH1": "Ist das ein Sarg? {player}, warum ist der so groß ...?", - "FINAL_STATION_PART2_DOG1": "Barkley scheint nervös zu sein, sich aber auch umsehen zu wollen.", - "END_PART1_EUGENE1": "Das ist ... Ich weiß nicht, was ich davon halten soll.", - "END_PART1_VIOLA1": "Dieser Sarg wurde von trauernden Händen zusammengebaut. [pause]Spürst du es nicht?", - "END_PART1_FELIX1": "Ich würde sagen, dass es erstaunlich ist, so etwas hier zu finden. Andererseits weiß ich auch nicht so recht, was ich erwartet hatte.", - "END_PART1_MORGANTE2": "MORDREAD ... MEIN KIND ...\\n\\nDEM KÖNIG IN ROT WIRD GERECHTIGKEIT WIDERFAHREN.\\n\\nSCHON BALD.", - "END_PART1_DOG1": "[shake rate=30 level=10]Wuhhh ...[/shake]", - "END_PART1_FELIX3.n": "Äh, ist alles okay, {player}? [pause]Du hast irgendwie nur noch so ins Leere gestarrt.", - "END_PART1_KAYLEIGH3.m": "Ist alles okay? Du warst irgendwie kurz weggetreten.", - "END_PART1_MEREDITH3.m": "Erde an {player}! [pause]Du warst kurz weggetreten.", - "END_PART1_KAYLEIGH3.f": "Ist alles okay? Du warst irgendwie kurz weggetreten.", - "END_PART1_KAYLEIGH3.n": "Ist alles okay? Du warst irgendwie kurz weggetreten.", - "END_PART1_MEREDITH3.f": "Erde an {player}! [pause]Du warst kurz weggetreten.", - "END_PART1_MEREDITH3.n": "Erde an {player}! [pause]Du warst kurz weggetreten.", - "END_PART1_EUGENE3.m": "Alles okay mit dir? [pause]Du warst auf einmal so still.", - "END_PART2_PLAYER_OPTION2": "Machen wir's!", - "END_PART1_FELIX3.m": "Äh, ist alles okay, {player}? [pause]Du hast irgendwie nur noch so ins Leere gestarrt.", - "END_PART1_EUGENE3.n": "Alles okay mit dir? [pause]Du warst auf einmal so still.", - "END_PART1_VIOLA3.m": "Bist du bei klarem Verstand? Du warst für einen Augenblick eigenartig still.", - "END_PART1_FELIX3.f": "Äh, ist alles okay, {player}? [pause]Du hast irgendwie nur noch so ins Leere gestarrt.", - "END_PART1_VIOLA3.n": "Bist du bei klarem Verstand? Du warst für einen Augenblick eigenartig still.", - "END_PART1_VIOLA3.f": "Bist du bei klarem Verstand? Du warst für einen Augenblick eigenartig still.", - "END_PART1_DOG3": "Wuff!", - "END_PART2_CONFIRM1.m": "Wenn du weitergehst, kannst du erst mal nicht wieder zurückkehren. Bist du wirklich bereit dafür?", - "END_PART2_CONFIRM1.f": "Wenn du weitergehst, kannst du erst mal nicht wieder zurückkehren. Bist du wirklich bereit dafür?", - "END_PART2_CONFIRM2": "Möchtest du vorher speichern?", - "END_PART2_CONFIRM1.n": "Wenn du weitergehst, kannst du erst mal nicht wieder zurückkehren. Bist du wirklich bereit dafür?", - "END_PART2_KAYLEIGH3": "Wir sind so weit gekommen, {player} ...", - "END_PART2_MEREDITH3.m": "Falls es das wirklich ist, bin ich beeindruckt. [pause]Ich hatte fast schon gedacht, dass du es nicht schaffst.", - "END_PART2_MEREDITH3.n": "Falls es das wirklich ist, bin ich beeindruckt. [pause]Ich hatte fast schon gedacht, dass du es nicht schaffst.", - "END_PART2_MEREDITH3.f": "Falls es das wirklich ist, bin ich beeindruckt. [pause]Ich hatte fast schon gedacht, dass du es nicht schaffst.", - "END_PART2_EUGENE3": "Jetzt gibt es kein Zurück mehr! [pause]Mann, ich kann es kaum ERWARTEN!", - "END_PART2_FELIX3": "Das sieht mir nach einem ganz schön heftigen Tor aus. [pause]Das ist es dann wohl, oder?", - "END_PART2_VIOLA3": "Kann das wirklich sein? Liegt das Ende unserer Reise vor uns?", - "END_PART2_DOG3": "Wuff!", - "END_PART2_MEREDITH5.m": "Du hattest doch nicht etwa vor, mich hier zurückzulassen, [pause]oder?", - "END_PART2_KAYLEIGH4": "Hey, warte! Ohne mich gehst du da nicht rein!", - "END_PART2_EUGENE6": "Ein letzter Sprung ins Unbekannte, oder? Krass!", - "END_PART2_MEREDITH5.n": "Du hattest doch nicht etwa vor, mich hier zurückzulassen, [pause]oder?", - "END_PART2_MEREDITH5.f": "Du hattest doch nicht etwa vor, mich hier zurückzulassen, [pause]oder?", - "END_PART2_VIOLA8": "Sollte dies unser letzter Akt sein, [pause]werden wir ihn gemeinsam spielen!", - "END_PART2_FELIX7": "Da muss ich dabei sein.", - "END_PART3_FELIX4": "Wir gehen also davon aus, dass dieses riesige Dreieck das Tor ist, oder?", - "END_PART2_DOG9": "Wuff!", - "END_PART2_PLAYER_OPTION1": "Danke, dass ihr gekommen seid!", - "END_PART3_MEREDITH2": "Das ist es, [pause]oder?", - "END_PART3_KAYLEIGH1": "Das MUSS das Tor sein ...", - "END_PART3_EUGENE3": "[shake rate=30 level=10]Enorm![/shake]", - "END_PART3_VIOLA5": "Was für ein Anblick ...", - "END_PART3_DOG6": "*keuch, keuch*", - "END_PART3_ALEPH7": "Wow, wir haben es wirklich geschafft!", - "END_PART3_KAYLEIGH8": "Aleph!", - "END_PART3_MEREDITH8": "Oh. Du schon wieder.", - "END_PART3_EUGENE8": "Was willst du, [pause]du Fiesling?", - "END_PART3_VIOLA8": "Du!", - "END_PART3_DOG8": "Wuff?!", - "END_PART3_FELIX8": "Bist du uns gefolgt ...?", - "END_PART3_ALEPH9": "DIE ALTE HEXE HAT DIESEN ORT WIRKLICH GUT VERSTECKT.", - "END_PART3_ALEPH10": "WUSSTET IHR, DASS DIE GESAMTE BAHNSTRECKE AUCH EINE VON UNS \\\"ERZENGELN\\\" IST?", - "END_PART3_ALEPH12": "DAS HIER UNTEN IST EIN ECHTES LABYRINTH!", - "END_PART3_ALEPH11": "WIR NENNEN SIE \\\"MER-LINIE\\\". [pause]EURE GESAMTE \\\"INSEL\\\" BEFINDET SICH AUF IHREM RÜCKEN.", - "END_PART3_ALEPH13": "OHNE EUCH HÄTTE ICH DIE KAMMER NIEMALS GEFUNDEN. [pause]ERNSTHAFT.", - "END_PART3_ALEPH15.n": "ICH WEISS NICHT, WOHER DU DIESEN NAMEN KENNST. [pause]DU BIST KLÜGER, ALS DU AUSSIEHST.", - "END_PART3_ALEPH13_OPTION1": "Ist \\\"diese alte Hexe\\\" Morgante?", - "END_PART3_ALEPH14": "...", - "END_PART3_ALEPH13_OPTION2": "Hat Morgante diesen Ort versteckt?", - "END_PART3_ALEPH15.m": "ICH WEISS NICHT, WOHER DU DIESEN NAMEN KENNST. [pause]DU BIST KLÜGER, ALS DU AUSSIEHST.", - "END_PART3_ALEPH15.f": "ICH WEISS NICHT, WOHER DU DIESEN NAMEN KENNST. [pause]DU BIST KLÜGER, ALS DU AUSSIEHST.", - "END_PART3_ALEPH16": "DIE ALTE HEXE HATTE MICH FÜR LANGE ZEIT IN DIESEN TUNNELN EINGESPERRT, [pause]ABER LETZTENDLICH FAND ICH HINAUS.", - "END_PART3_ALEPH17": "DAS TUE ICH IMMER.", - "END_PART3_ALEPH17_OPTION1": "Was willst du?", - "END_PART3_ALEPH17_OPTION2": "Was hast du vor?", - "END_PART3_ALEPH18": "DIESER ANKLAGENDE TON! WIR VERSUCHEN HIER DOCH EINE POSITIVE ATMOSPHÄRE ZU SCHAFFEN!", - "END_PART3_ALEPH19": "NUN, ICH WILL EINFACH NUR DURCH DIESES TOR DORT DRÜBEN HIER WEG!", - "END_PART3_ALEPH20": "APROPOS ...", - "END_PART3_KAYLEIGH22": "Oh nein ...", - "END_PART3_ALEPH21": "DARF ICH MEIN NEUES TEAM VORSTELLEN?", - "END_PART3_EUGENE24": "Oh.", - "END_PART3_MEREDITH23": "Oh-oh ...", - "END_PART3_FELIX25": "Hm.", - "END_PART3_VIOLA26": "Ich verstehe.", - "END_PART3_DOG27": "Wuff ...?!", - "END_PART3_ALEPH28": "ICH WAR FRÜHER MAL EINE GROSSE NUMMER.", - "END_PART3_ALEPH29": "MEINE ALTE CREW UND ICH HATTEN EINE ART ABKOMMEN MIT EUCH. [pause]EINE BESONDERE BEZIEHUNG. [pause]AUCH WENN IHR ES GAR NICHT WUSSTET.", - "END_PART3_ALEPH30": "ICH HABE GROSSEN RESPEKT VOR EUCH MENSCHEN! OHNE EUCH WÜRDE ES UNS GAR NICHT GEBEN!", - "END_PART3_ALEPH31": "IHR MENSCHEN LEBT AUF EUREN KLEINEN WELTEN UND ERFINDET ALL DIESE NIEDLICHEN KLEINEN DINGE. LIEBE, TOD, WAS AUCH IMMER ...", - "END_PART3_ALEPH32": "EURE STÄRKSTEN GEDANKEN HABEN UNS ZUM LEBEN ERWECKT, UND IM GEGENZUG REISTEN WIR IN EURE WELTEN, UM ALLE FANTASIEN IN DIE TAT UMZUSETZEN, DIE IHR EUCH FÜR UNS ERDACHT HATTET!", - "END_PART3_ALEPH33": "ABENTEUER ... [pause]KRIEGE ... [pause]MASSENAUSSTERBEN ...", - "END_PART3_ALEPH34": "DIESE SACHEN GEFALLEN EUCH AM BESTEN – [pause]UND MIR AUCH!", - "END_PART3_ALEPH34B": "LEIDER WURDE MEINE ALTE GRUPPE EIN WENIG ZERRÜTTET UND MUSSTE SICH TRENNEN.", - "END_PART3_ALEPH35": "ALSO WAR ICH EINE ZEIT LANG VON DER BILDFLÄCHE VERSCHWUNDEN.", - "END_PART3_ALEPH36": "ABER JETZT SIND WIR WIEDER DA!", - "END_PART3_KAYLEIGH37": "Du und die Erzengel wollt also ... [pause]in Welten eindringen und die gewalttätigen Mythen, die eure Erschaffung ermöglichten, in die Tat umsetzen?", - "END_PART3_MEREDITH38": "Ganz schön besorgniserregend.", - "END_PART3_EUGENE39": "Ein endloser Kreislauf der Gewalt ...", - "END_PART3_FELIX40": "Ja, toll klingt das nicht gerade.", - "END_PART3_VIOLA41": "Solch finstere Gelüste dürfen nicht verwirklicht werden!", - "END_PART3_ALEPH46": "ICH SCHLAGE EUCH SOGAR EINE ABMACHUNG VOR!", - "END_PART3_DOG42": "Grrrrr ...", - "END_PART3_ALEPH43": "HEY, MACHT EUCH KEINE SORGEN!", - "END_PART3_ALEPH44": "WIR WOLLEN DOCH ALLE DASSELBE.", - "END_PART3_ALEPH45": "IHR WOLLT DIESES KAFF VON EINER WELT VERLASSEN – GENAU WIE WIR.", - "END_PART3_ALEPH46_OPTION1": "Eine Abmachung?", - "END_PART3_ALEPH46_OPTION2": "Wie sehen deine Bedingungen aus?", - "END_PART3_ALEPH48": "IHR WERDET UNS NIEMALS WIEDERSEHEN. [pause]WAS HALTET IHR DAVON?", - "END_PART3_ALEPH48_OPTION1": "Was?", - "END_PART3_ALEPH47": "WIR KÖNNEN GETRENNTE WEGE GEHEN [pause]UND WERDEN KEINE EURER WELTEN JE WIEDER AUFSUCHEN.", - "END_PART3_ALEPH56": "ICH WERDE EUCH EINFACH ALLE TÖTEN UND DANN HIER VERSCHWINDEN, IN ORDNUNG?", - "END_PART3_ALEPH48_OPTION2": "Nein!", - "END_PART3_ALEPH_WHAT_49": "WIR EROBERN DIE WELTEN ANDERER LEUTE UND LASSEN EURE IN RUHE.", - "END_PART3_ALEPH_NO_DEAL_49": "NEIN?", - "END_PART3_KAYLEIGH51": "Jeder hat einen Wert, von welcher Welt er auch stammen mag! Wir müssen unser Bestes tun, um ihnen zu helfen!", - "END_PART3_ALEPH_NO_DEAL_50": "DAS VERSTEHE ICH NICHT.", - "END_PART3_EUGENE51": "Selbst wenn die Leute in anderen Welten gar nicht wissen, dass es uns gibt: [pause]Es ist unsere Aufgabe, [shake rate=30 level=10]sie vor euch zu beschützen![/shake]", - "END_PART3_MEREDITH51": "Es wäre ziemlich schlimm von uns, Verrat an anderen Realitäten zu begehen, [pause]nur um sicher hier wegzukommen.", - "END_PART3_VIOLA51": "Finstere Gelüste mögen euch ja zum Leben erweckt haben, aber ihr habt kein Recht, die Herzen der Menschen mit dieser Finsternis zu erfüllen!", - "END_PART3_DOG51": "[shake rate=30 level=10]WUFF![/shake]", - "END_PART3_FELIX51": "Ihr werdet Leuten Schmerz zufügen, auch wenn wir es nicht sehen. [pause]Meiner Meinung nach ist das eine ziemlich schlimme Abmachung.", - "END_PART3_ALEPH52": "ABER WIR WERDEN EURE REALITÄTEN IN RUHE LASSEN!", - "END_PART3_ALEPH53": "WÜRDET IHR WIRKLICH EUER LEBEN AUFS SPIEL SETZEN ... [pause]UM LEUTEN ZU HELFEN, DIE IHR GAR NICHT KENNT?", - "END_PART3_ALEPH53_OPTION1": "Ja.", - "END_PART3_ALEPH53_OPTION2": "Natürlich.", - "END_PART3_ALEPH54": "NA SCHÖN. [pause]NA SCHÖN!", - "END_PART3_ALEPH55": "IHR SEID GERADE ZIEMLICH UNKOOPERATIV.", - "END_PART4_ALEPH1": "IHR HABT UNS ERSCHAFFEN UND JETZT WOLLT IHR UNS TÖTEN? [pause]DENKT MAL DARÜBER NACH!", - "END_PART5_ALEPH1": "DAS IST SO UNPRODUKTIV ...", - "END_PART6_ALEPH1": "SO. ES REICHT MIR JETZT.", - "END_PART6_ALEPH2": "ALLE ZURÜCK IN DEN ZUG! [pause]WIR VERSCHWINDEN!", - "END_PART7_ALEPH1": "ALLES EINSTEIGEN!", - "END_PART7_ALEPH2": "UNSER NÄCHSTES ZIEL: JEDER ORT, ZU DEM WIR WOLLEN!", - "END_PART7_KAYLEIGH3": "{player}, schnell!", - "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr ...[/wave]", - "END_PART7_MEREDITH3": "{player}, er darf nicht verschwinden!", - "END_PART7_FELIX3": "Wir müssen ihm nach. Das ist dir doch klar, oder?", - "END_PART7_EUGENE3": "Na los, gehen wir!", - "END_PART7_VIOLA3": "Unsere Beute wird nicht so einfach entkommen!", - "END_PART8_KAYLEIGH1": "Diese Lichter habe ich schon mal gesehen ... [pause]als ich nach Neu Wirral gekommen bin ...", - "END_PART8_EUGENE1": "Das kommt mir bekannt vor ... [pause]Habe ich diese Lichter gesehen, als ich hierhergekommen bin?", - "END_PART8_MEREDITH1": "Ganz schön psychedelisch ... [pause]Das habe ich, glaube ich, schon mal gesehen, als ich nach Neu Wirral gekommen bin.", - "END_PART9_ALEPH_BATTLE1": "IHR HABT DEN WUNSCH, KRIEG GEGEN MICH ZU FÜHREN? WIE PASSEND.", - "END_PART8_VIOLA1": "Diese Lichter ... Ist dies ein Ort jenseits von Himmel und Erde? [pause]Habe ich sie schon einmal gesehen?", - "END_PART8_FELIX1": "Was für eine Lightshow. Ich glaube, das habe ich schon mal gesehen ... [pause]Als ich auf Neu Wirral gefallen bin?", - "END_PART8_DOG1": "Rrr ...", - "END_PART8_ALEPH2": "ICH DACHTE, ICH HÄTTE ALLES VERSTANDEN, WAS ES ÜBER DEN KOSMOS ZU WISSEN GIBT ...", - "END_PART8_ALEPH4": "VIELLEICHT WÄRE DAS EINE GUTE ÜBUNG FÜR DEN TEAMZUSAMMENHALT.", - "END_PART8_ALEPH3": "ABER EUREN \\\"FUSIONSTRICK\\\" HABE ICH NOCH NIE GESEHEN.", - "END_PART8_ALEPH6": "ICH WERDE ZUERST DEINE REALITÄT BESUCHEN.\\n\\nICH RIECHE SIE AN DIR ...", - "END_PART8_ALEPH5": "ICH NEHME MEIN ANGEBOT ZURÜCK.", - "END_PART8_ALEPH8": "EINE MAKELLOSE ZEITLINIE, DIE SICH BEREITS AUF DEM WEG ZUR ZERSTÖRUNG BEFINDET.\\n\\nSIE WIRD EIN FABELHAFTES SPIELZEUG ABGEBEN.", - "END_PART8_KAYLEIGH10": "Kannst du noch ein letztes Mal kämpfen, {player}?", - "END_PART8_MEREDITH10.m": "Bist du bereit dafür?", - "END_PART8_EUGENE10": "Packen wir's an, {player}!", - "END_PART8_MEREDITH10.f": "Bist du bereit dafür?", - "END_PART8_MEREDITH10.n": "Bist du bereit dafür?", - "END_PART8_FELIX10.m": "Los geht's! [pause]Bereit, wenn du es bist, {player}!", - "END_PART8_FELIX10.n": "Los geht's! [pause]Bereit, wenn du es bist, {player}!", - "END_PART8_FELIX10.f": "Los geht's! [pause]Bereit, wenn du es bist, {player}!", - "END_PART8_VIOLA10": "Nun gut!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]Wuff! Wuff![/shake]", - "END_PART9_ALEPH_BATTLE2": "DER GRÖSSTE WUNSCH DES MENSCHEN IST ES, SICH SELBST ZU VERNICHTEN. DAFÜR KANN ICH SORGEN, IMMER UND IMMER WIEDER.", - "END_PART9_ALEPH_BATTLE4": "GEBT ... EINFACH ... AUF!", - "END_PART9_ALEPH_BATTLE3": "ICH HABE SCHON ZIVILISATIONEN BRENNEN LASSEN. UND DIESE GLUT WERDE ICH ERNEUT SEHEN.", - "END_PART9_MORGANTE7": "ALEPH IST DIE INKARNATION DER EROBERUNG.\\n\\nUND ICH BIN DIE INKARNATION DER REBELLION.", - "END_PART9_ALEPH_BATTLE5": "UNVERSCHÄMT ...", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_ALEPH1": "KEINE KASSETTEN MEHR.", - "END_PART9_ALEPH3": "IHR SEID KEINE BESTIEN. IHR SEID BLOSS MENSCHEN.", - "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_DOG2": "Wuff?!", - "END_PART9_MORGANTE5": "IHR BENUTZT ETWAS, OHNE ÜBERHAUPT ZU WISSEN, WIE ES FUNKTIONIERT.\\n\\nSO BEGIERIG IN EURER NAIVITÄT.", - "END_PART9_MORGANTE4": "SO TYPISCH FÜR EUCH MENSCHEN.", - "END_PART9_MORGANTE5_OPTION1": "Bist du hier, um mich zu verspotten?", - "END_PART9_MORGANTE5_OPTION2": "Was willst du?", - "END_PART9_MORGANTE6": "ZUM JETZIGEN ZEITPUNKT HABEN WIR EIN GEMEINSAMES ZIEL.", - "END_PART9_MORGANTE8": "ALSO MÜSST IHR ETWAS VERSTEHEN.", - "END_PART9_MORGANTE8_OPTION1": "Was verstehen?", - "END_PART9_MORGANTE8_OPTION2": "Wovon redest du da?", - "END_PART9_MORGANTE9": "IHR MENSCHEN ERSCHAFFT UNS MIT EUREN TRÄUMEN UND IDEALEN.\\n\\nDIE POTENZIELLE ENERGIE DER MENSCHHEIT IST UNBEGRENZT.", - "END_PART9_MORGANTE11": "DIE FÄHIGKEIT, EUREN WILLEN ZU MANIFESTIEREN, UM DIE REALITÄT ZU VERÄNDERN ...\\n\\nUM EURE WELT UND EUCH SELBST ZU VERÄNDERN ...\\n\\nDIE WOHNT EUCH INNE.", - "END_PART9_MORGANTE10": "DIESE \\\"KASSETTEN\\\" SIND BLOSSE TALISMANE.", - "END_PART9_MORGANTE12": "ALSO WACH ENDLICH AUF!", - "END_PART9_KAYLEIGH13": "{player}, wie geht's dir ...?", - "END_PART9_MEREDITH13": "{player}, du siehst aber gar nicht gut aus ...", - "END_PART9_EUGENE13": "{player}, bist du wieder da?!", - "END_PART9_FELIX13.f": "Bist du wieder im Spiel, {player}?", - "END_PART9_FELIX13.m": "Bist du wieder im Spiel, {player}?", - "END_PART9_VIOLA13": "Du bist nicht so einfach zu bezwingen, oder, {player}?", - "END_PART9_FELIX13.n": "Bist du wieder im Spiel, {player}?", - "END_PART9_DOG13": "WUFF!", - "END_PART9_ALEPH14": "WARUM?!\\n\\nWARUM BIST DU SO HARTNÄCKIG?!", - "END_PART9_ALEPH15_OPTION1": "Weil ich es will!", - "END_PART9_ALEPH15_OPTION2": "Weil mir noch nicht die Ideen ausgegangen sind!", - "END_PART9_KAYLEIGH16": "Ein gemeinsames Ziel, mehr brauchen wir nicht! [pause][shake rate=30 level=10]UNSERE HERZEN VEREINEN SICH![/shake]", - "END_PART9_ALEPH15_OPTION3": "Weil Menschen so sind!", - "END_PART9_EUGENE18": "[shake rate=30 level=10]WIR STEIGEN GEMEINSAM AUF![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]SCHLAGEN WIR IHM SEINEN VERDAMMTEN SCHÄDEL EIN![/shake]", - "END_PART9_FELIX19": "Wird schon schiefgehen ...", - "END_PART9_VIOLA20": "Komm! [pause]Diese Geschichte wird so enden, wie wir es wünschen!", - "END_PART9_DOG21": "[wave amp=30 freq=10]AHUUU![/wave]", - "END_PART9_ALEPH22": "AH, DIE ALTE HEXE. DU BIST IMMER WIEDER EIN STACHEL IN MEINEM FLEISCH.", - "END_PART10_ALEPH1": "ICH VERSTEHE.", - "END_PART10_MORGANTE2": "HIER ENDET UNSER LIED.", - "END_PART10_MORGANTE3.m": "DEIN WILLE WAR STÄRKER ALS DEINE MENSCHLICHEN BESCHRÄNKUNGEN.\\n\\nLASS DIR DAS EINE LEHRE SEIN, MENSCH.", - "END_PART10_MORGANTE3.f": "DEIN WILLE WAR STÄRKER ALS DEINE MENSCHLICHEN BESCHRÄNKUNGEN.\\n\\nLASS DIR DAS EINE LEHRE SEIN, MENSCH.", - "END_PART10_MORGANTE3.n": "DEIN WILLE WAR STÄRKER ALS DEINE MENSCHLICHEN BESCHRÄNKUNGEN.\\n\\nLASS DIR DAS EINE LEHRE SEIN, MENSCH.", - "END_PART11_BARKLEY3": "Wuff?", - "END_PART10_KAYLEIGH5": "Wir sollten zurück ... [pause]Ich glaube, dieser Zug ist nicht besonders stabil.", - "END_PART10_MORGANTE4": "LEB WOHL.", - "END_PART10_EUGENE5": "Wir sollten erst mal zurück –[pause]ich glaube nicht, dass dieser Zug halten wird.", - "END_PART10_MEREDITH5": "Na los, gehen wir zurück, bevor dieser Zug in den Abgrund fällt.", - "END_PART10_FELIX5": "Wir sollten lieber zurück, bevor dieser Zug in die Leere fällt, [pause]oder?", - "END_PART10_VIOLA5": "Es wäre klug, in die Gegenwart zurückzukehren.", - "END_PART10_DOG5": "Wuff.", - "END_PART11_KAYLEIGH1": "Tut mir leid, dass dein Kassettenspieler zerstört wurde, [pause]{player} ...", - "END_PART11_KAYLEIGH2": "Zum Glück habe ich immer einen Ersatz dabei!", - "END_PART11_KAYLEIGH3": "War dieses Gebäude vorher auch schon hier?", - "END_PART11_EUGENE3": "Wisst ihr, was es mit diesem ... [pause]Gebäude auf sich hat?", - "END_PART11_MEREDITH3": "Also, [pause]äh, [pause]dieses Gebäude war vorher noch nicht hier, oder?", - "END_PART11_FELIX3": "Tja, das ist ganz schön ungewöhnlich.", - "END_PART11_VIOLA3": "Wie eigenartig.", - "END_PART11_AMBER4": "Mach dir meinetwegen keine Sorgen! Ich bin Ms. Amber.", - "END_PART11_AMBER6": "Nun, ich will einfach nur dafür sorgen, dass ihr guten Leute euch nicht verletzt.", - "END_PART11_AMBER5.f": "{player} und ich sind Freunde – stimmt's, Schätzchen?", - "END_PART11_AMBER5.m": "{player} und ich sind Freunde – stimmt's, Schätzchen?", - "END_PART11_AMBER5.n": "{player} und ich sind Freunde – stimmt's, Schätzchen?", - "END_PART11_AMBER7": "Obwohl es so aussieht, als hättet ihr unserem gemeinsamen Freund schon eine heftige Abreibung verpasst. [pause]Das gab es auch noch nicht!", - "END_PART11_AMBER7_OPTION1": "Abreibung? Ich glaube, wir haben ihn vernichtet.", - "END_PART11_AMBER8": "Leute wie Aleph und ich sind nicht aus Fleisch und Blut, Schätzchen. [pause]Eine Idee muss sterben, damit wir nicht mehr in irgendeiner Gestalt zurückkehren können.", - "END_PART11_AMBER7_OPTION2": "Bei dir klingt das so, als würde er noch leben.", - "END_PART11_AMBER9": "Er wird von Eroberung getrieben. Wenn ihr Menschen weiterhin Wege findet, einander zu töten, wird er bestimmt irgendwann wieder auftauchen.", - "END_PART11_AMBER10": "Obwohl er vielleicht für längere Zeit ausgeschaltet sein könnte ...", - "END_PART11_KAYLEIGH11": "Du bist auch ein Erzengel ...", - "END_PART11_AMBER12": "Entspann dich, Rotschöpfchen. Ich bin eine Freundin.", - "END_PART11_AMBER13": "Außerdem braucht ihr doch wahrscheinlich Hilfe bei diesem Tor, das nach Hause führt, oder nicht?", - "END_PART11_KAYLEIGH14": "D-Das kann uns wirklich zurück in unsere eigenen Welten bringen?", - "END_PART11_KAYLEIGH15": "Ausgezeichnet! [pause]Ich sollte den Rangern Bescheid sagen, bevor wir gehen!", - "END_PART11_AMBER16": "{player}, du musst jetzt noch nicht gehen ...", - "END_PART11_AMBER17.n": "Aber sprich mich an, [pause]wenn du bereit bist.", - "END_PART11_AMBER17.m": "Aber sprich mich an, [pause]wenn du bereit bist.", - "END_PART12_RANGER1": "Ich kann es kaum glauben! Sprechende Krabben, magische Portale, Allianzen mit Erzengeln ... Faszinierend!", - "END_PART11_AMBER17.f": "Aber sprich mich an, [pause]wenn du bereit bist.", - "END_PART12_AMBER1.m": "Bist du bereit, Neu Wirral zu verlassen, [pause]Schätzchen?", - "END_PART12_AMBER1.f": "Bist du bereit, Neu Wirral zu verlassen, [pause]Schätzchen?", - "END_PART12_AMBER1.n": "Bist du bereit, Neu Wirral zu verlassen, [pause]Schätzchen?", - "END_PART12_AMBER4": "Es geht nicht um \\\"Wissenschaft\\\", sondern um eine Absicht. [pause]Man muss sich die Welt, in die man will, bildlich vorstellen und einen Schritt nach vorn gehen – ohne Dinge, die einen hier zurückhalten.", - "END_PART12_KAYLEIGH6": "W-Was?!", - "END_PART12_AMBER_NO": "Es besteht kein Grund zur Eile. Lass dir Zeit!", - "END_PART12_AMBER2": "Bei einem stabilen Weltentor wie diesem [pause]sind die Regeln sehr einfach.", - "END_PART12_AMBER3": "Dahinter liegt [wave amp=30 freq=10]der Raum zwischen allen Dingen[/wave]. [pause]Wenn man es nicht richtig benutzt, kommt man nirgendwohin.", - "END_PART12_AMBER5": "Ich würde also raten, dass ihr euch alle verabschiedet, [pause]da es eine Reise ohne Wiederkehr sein wird.", - "END_PART12_AMBER8": "Neu Wirral ist eine Anomalie, [pause]nichts weiter.", - "END_PART12_AMBER7": "So ist das nun mal, Rotschöpfchen.", - "END_PART12_AMBER9": "Ihr seid nur durch Zufall hier – von einer Rückkehr ist nicht auszugehen.", - "END_PART12_VIOLA10": "Es schmerzt mich, unsere Geschichten hier zu beenden, [pause]aber ich wünsche mir so sehr, meinen Bruder wiederzusehen.", - "END_PART12_VIOLA11": "Abschied ist ein solch süßer Kummer.", - "END_PART12_VIOLA13": "{player}, was wir in dieser kurzen Zeit gemeinsam erlebt haben ...", - "END_PART12_VIOLA12": "Lebt wohl, [pause]meine Freunde.", - "END_PART12_VIOLA14": "Keine Welle und kein Sturm könnten die Erinnerung daran je vergehen lassen.", - "END_PART12_VIOLA15": "Ich werde dich stets in meinem Herzen tragen.", - "END_PART12_EUGENE16": "Wir haben gegen gottähnliche Wesen gekämpft und gewonnen ...", - "END_PART12_EUGENE17": "Mann, ich kann es kaum erwarten, zurückzukehren und es krachen zu lassen!", - "END_PART12_EUGENE18": "Es wird immer Gemeinschaften von Menschen geben, die Hilfe brauchen, ganz gleich, wann und wo.", - "END_PART12_EUGENE21": "Das ist dann wohl unsere Trennung, {player}.", - "END_PART12_EUGENE19": "Ich werde so vieles tun.", - "END_PART12_EUGENE20": "Es war toll mit euch, Leute.", - "END_PART12_EUGENE22": "Ich kann dich ja nicht bitten, deine Welt für mich aufzugeben. [pause]Das wäre zu viel verlangt.", - "END_PART12_EUGENE25.f": "Du wirst auch weiterhin der Hammer sein. [pause]Das kann ich spüren.", - "END_PART12_EUGENE23": "Ich ... [pause]Na ja ...", - "END_PART12_EUGENE25.m": "Du wirst auch weiterhin der Hammer sein. [pause]Das kann ich spüren.", - "END_PART12_EUGENE24": "Leb einfach dein Leben, [pause]okay?", - "END_PART12_FELIX35": "Ich glaube, ein Teil von mir wird dich immer lieben.", - "END_PART12_EUGENE25.n": "Du wirst auch weiterhin der Hammer sein. [pause]Das kann ich spüren.", - "END_PART12_FELIX26": "Mann ...", - "END_PART12_FELIX27": "Was für eine Reise, oder?", - "END_PART12_FELIX29": "Ganz zu schweigen davon, dass ich eine meiner alten Figuren getroffen habe.", - "END_PART12_FELIX28": "Ich glaube, ich habe genug Inspirationen für zehn Leben.", - "END_PART12_FELIX31": "{player} ...", - "END_PART12_FELIX30": "Die tolle Zeit wird mir fehlen, [pause]Leute.", - "END_PART12_FELIX32.m": "Selbst wenn ich dich nicht wiedersehe, wirst du niemals fort sein.", - "END_PART12_FELIX32.n": "Selbst wenn ich dich nicht wiedersehe, wirst du niemals fort sein.", - "END_PART12_FELIX32.f": "Selbst wenn ich dich nicht wiedersehe, wirst du niemals fort sein.", - "END_PART12_FELIX33.m": "Du weißt doch, du bist der Outsider. [pause]Der Protagonist meiner kommenden Hitgeschichte.", - "END_PART12_FELIX33.f": "Du weißt doch, du bist der Outsider. [pause]Der Protagonist meiner kommenden Hitgeschichte.", - "END_PART12_FELIX34": "Und ich glaube ... [pause]Kuneko hatte recht: [pause]Ideen leben ewig.", - "END_PART12_FELIX33.n": "Du weißt doch, du bist der Outsider. [pause]Der Protagonist meiner kommenden Hitgeschichte.", - "END_PART12_MEREDITH40": "Besonders du nicht, {player}.", - "END_PART12_MEREDITH36": "Ich bin nicht ...", - "END_PART12_MEREDITH37": "Ich bin nicht bereit dafür, dass es vorbei ist.", - "END_PART12_MEREDITH38": "Ich ... [pause]Ich werde stärker zurückkehren. [pause]Und das Leben in vollen Zügen genießen.", - "END_PART12_MEREDITH39": "Und ... [pause]vergesst mich nicht, [pause]okay?", - "END_PART12_MEREDITH46.f": "Argh, ich liebe dich. [pause]Wir sehen uns.", - "END_PART12_MEREDITH41.f": "Du hast, [pause]äh, [pause]die Messlatte für Beziehungen ziemlich hoch gelegt.", - "END_PART12_MEREDITH41.m": "Du hast, [pause]äh, [pause]die Messlatte für Beziehungen ziemlich hoch gelegt.", - "END_PART12_MEREDITH41.n": "Du hast, [pause]äh, [pause]die Messlatte für Beziehungen ziemlich hoch gelegt.", - "END_PART12_MEREDITH44": "Ich wusste ja schon, dass es zu Ende gehen würde, wenn wir einen Weg nach Hause finden ...", - "END_PART12_MEREDITH45": "Aber ich werde glücklich sein und nicht aufgeben. Jetzt nicht mehr.", - "END_PART12_MEREDITH46.n": "Argh, ich liebe dich. [pause]Wir sehen uns.", - "END_PART12_MEREDITH46.m": "Argh, ich liebe dich. [pause]Wir sehen uns.", - "MAGIKRAB_ON_ARRIVAL.f": "Willkommen in der Region {region_name}!", - "END_PART12_KAYLEIGH47": "Das war's dann, oder?", - "END_PART12_KAYLEIGH54": "Ich schätze, wir werden uns nicht wiedersehen, [pause]{player}.", - "END_PART12_KAYLEIGH48": "Hoffentlich ist es nicht so, als würde man aus einem Traum aufwachen.", - "END_PART12_KAYLEIGH49": "Ich will mich an dich erinnern, {player}. [pause]Ich will mich an jeden erinnern. [pause]Ich will mich an Hafenstadt erinnern ...", - "END_PART12_KAYLEIGH50": "Selbst an die Dinge, die nicht gut waren. [pause]Denn sie alle sind ein Teil von mir.", - "END_PART12_KAYLEIGH51": "Unseren Willen zu manifestieren, um die Welt zu verändern ...", - "END_PART12_KAYLEIGH58": "Ich liebe dich. [pause]Tausend Dank.", - "END_PART12_KAYLEIGH52": "Ich schätze, dafür brauchen wir eigentlich keine Kassetten, oder?", - "END_PART12_KAYLEIGH53": "Die Zukunft hat schon immer uns gehört.", - "END_PART12_AMBER61": "Ich glaube, jetzt bist du an der Reihe, Schätzchen.", - "END_PART12_KAYLEIGH55": "Ich werde niemals jemanden so kennenlernen, wie ich dich kennengelernt habe ... [pause]Eine Fusion ist ja nicht unbedingt Standard bei Beziehungen.", - "END_PART12_KAYLEIGH56.m": "Ich bin traurig und glücklich zugleich. [pause]Wir werden beide wieder dort sein, wohin wir wirklich gehören. Und es wird uns besser gehen, weil wir uns getroffen haben.", - "END_PART12_KAYLEIGH56.f": "Ich bin traurig und glücklich zugleich. [pause]Wir werden beide wieder dort sein, wohin wir wirklich gehören. Und es wird uns besser gehen, weil wir uns getroffen haben.", - "END_PART12_KAYLEIGH57": "Das fühlt sich nach einem Happy End an.", - "END_PART12_KAYLEIGH56.n": "Ich bin traurig und glücklich zugleich. [pause]Wir werden beide wieder dort sein, wohin wir wirklich gehören. Und es wird uns besser gehen, weil wir uns getroffen haben.", - "END_PART12_AMBER62_OPTION1.m": "Ich bin bereit!", - "END_PART12_AMBER60": "Oh! [pause]Ich glaube, der möchte mit dir zurückgehen. [pause]Ist das nicht goldig?", - "END_PART12_DOG59": "Wuff! Wuff!", - "END_PART12_AMBER62.m": "Bist du bereit?", - "END_PART12_AMBER62.n": "Bist du bereit?", - "END_PART12_AMBER62.f": "Bist du bereit?", - "END_PART12_AMBER62_OPTION1.f": "Ich bin bereit!", - "END_PART12_AMBER62_OPTION1.n": "Ich bin bereit!", - "END_PART12_AMBER62_OPTION2": "Es wird Zeit!", - "RANGER_GATEKEEPER_INTRO1": "Hey! Du da!", - "RANGER_GATEKEEPER_SNEAK1": "Versuchst du, an mir vorbeizuschleichen?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "Die Monster, die ab hier lauern, werden keine Sekunde zögern, dich krankenhausreif zu schlagen.", - "RANGER_GATEKEEPER_SNEAK2": "Ich bin deinetwegen hier, okay?", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "Tut mir leid, offenbar weißt du, was du tust.", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "Wenn du wirklich glaubst, dass du für sie bereit bist, zeig mir, was du draufhast!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "Wenn du wirklich glaubst, dass du für sie bereit bist, zeig mir, was du draufhast!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "Wenn du wirklich glaubst, dass du für sie bereit bist, zeig mir, was du draufhast!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "Tut mir leid, offenbar weißt du, was du tust.", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "Tut mir leid, offenbar weißt du, was du tust.", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "Du kannst weitergehen.", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "Du kannst weitergehen.", - "GRAVEYARD_GHOST_BOY_NAME": "Geisterjunge", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "Du kannst weitergehen.", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Oh, tut mir leid! Es gibt Gerüchte über einen Geist in der Gegend und ich dachte, das wärst du.", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Oh-oh! Ein Geist!", - "UNDYIN_LOVER_NAME": "Gefangener", - "UNDYIN_LOVER_PRE_BATTLE1": "Ahhh!", - "UNDYIN_LOVER_POST_BATTLE1": "Hey! Du hast sie verscheucht!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Bleib cool.", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Pombomben sind einfach zu zähmen, wenn man weiß, wie!", - "UNDYIN_LOVER_POST_BATTLE2": "Wir haben einfach nur Zeit miteinander verbracht ... Das war nichts Komisches, versprochen!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Bleib cool.", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Bleib cool.", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Eiskalt abserviert.", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "Captain Buffy hat mir mit einem Krafttrainingsplan geholfen.", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Komm her!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Alles deutet auf diesen Ort hin, aber bisher habe ich nur normal große Dominotten gesehen.", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Wer hat dich trainiert? Das muss ich wissen!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Hier, sieh dir mal meine Waffen an!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Wer hat dich trainiert? Das muss ich wissen!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Bist du hier, um den Gerüchten über die Mini-Dominotte nachzugehen?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Wer hat dich trainiert? Das muss ich wissen!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Vielleicht hat das was mit dem Zug zu tun, der gerade eben unter der Erde vorbeigefahren ist.", - "PLATO_NAME": "Platon", - "SOCRATES_NAME": "Sokrates", - "SOCRATES_PRE_BATTLE": "Das perfekte menschliche Wesen vereint alle menschlichen Wesen in sich. Es ist ein Kollektiv. Wir alle gemeinsam ergeben Perfektion.", - "PLATO_PRE_BATTLE": "Ich halte dich auch dazu an, am großen Kampf teilzunehmen, dem Kampf des Lebens, der größer ist, als jeder irdische Konflikt!", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Manchmal mache ich dumme Fehler. Meine Freunde nennen mich scherzhaft Strohkopf. Wenn die wüssten ...", - "SOCRATES_POST_BATTLE": "Danke. Ich dachte, ich könnte dich besiegen. Aber nun bin ich wahrhaft weise, da ich weiß, dass ich nichts weiß.", - "PLATO_POST_BATTLE": "Wir sind Philosophen, Sokrates, keine Kämpfer. Kaum ein menschliches Wesen ist fähig, zwei Berufen oder Künsten richtig nachzugehen.", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Ja, ich bin doch ein Strohkopf ...[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Geh mir aus dem Weg! Ich will heute von Cybil interviewt werden!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Vielleicht komme ich doch lieber morgen wieder ...[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "In jedem Körper steckt ein Skelett, das unbedingt hinauswill.", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Ich ... wollte dir wirklich die Knochen rausschneiden. Tut mir leid.", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Komm, lass mich dich aus deinem fleischigen Gefängnis befreien ...", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Puh, danke. Ich glaube, ich habe zu viel Zeit als Schleimlett verbracht.", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OH, WAS SIEHST DU LECKER AUS![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Die Makler werden ungerechterweise bezichtigt, Schieber zu sein![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Wir schieben höchstens mal Papierstapel auf dem Schreibtisch umher![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Apropos, hast du Interesse, ein neues Haus zu kaufen? [pause]Nicht? [pause]Na gut, vergiss es.[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Gegen Hehlerei habe ich allerdings nichts. Ich kann nicht verhehlen, dass es was hat, gestohlenes Eigentum weiterzuverkaufen, bevor jemand davon erfährt.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Wenn du nach einer Investition suchst, die die Zeit überdauert, hol dir ein Stück Land.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Die Existenz eines unendlichen Kosmos voller Welten stellt für Makler wie uns eine gewisse Herausforderung dar.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Raum? Zeit? Das ist doch alles dasselbe.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Land erhält seinen Wert aufgrund von Knappheit – die es in einem unendlichen Multiversum aber nicht gibt![/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Allerdings ist Neu Wirral so etwas wie eine kosmische Falle. Niemand kann es verlassen und daher wird Land kostbar.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Also wird diese winzige Insel mit der Zeit zu einem Paradies, auch wenn wir Makler es derzeit mit einigen Herausforderungen zu tun haben. Eine solide Investition![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Hey! Von hier oben hat man eine schöne Aussicht, oder?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Ich wollte bis ganz nach oben auf den Berg, aber ... ich schaffe es nicht, die Klippen da vorne zu besteigen, und die Gänge in der Höhle sind alle eingestürzt.", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Wenn ich mich wie ein Averevoir in die Lüfte erheben könnte, würde ich es vielleicht schaffen ...", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Sag mal, hättest du Lust auf ein kleines Kämpfchen, bevor ich zum See hinuntergleite?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Okay! Ich muss dann mal los!", - "MISS_MIMIC_CHEST_NAME": "Ranger-Versteck", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]MÖCHTEST DU WISSEN, WELCHE SCHÄTZE ICH VERBERGE, SCHÄTZCHEN? DANN ÖFFNE MICH.[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]WIRF DOCH EINEN BLICK IN MICH HINEIN. ICH VERSPRECHE AUCH, ICH BEISSE NICHT.[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "Eine sprechende Truhe!", - "MISS_MIMIC_CHEST_MEREDITH2": "Äh, die Truhe spricht?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "Hm?", - "MISS_MIMIC_CHEST_FELIX1": "Ich habe da ein ganz mieses Gefühl ...", - "MISS_MIMIC_CHEST_DOG1": "Grr ...", - "MISS_MIMIC_CHEST_VIOLA1": "Eine weitere Vorrichtung aus deiner Welt, {player}?", - "MAGIKRAB_UNKNOWN_NAME": "Verkehrs...krabbe?", - "MISS_MIMIC_CHEST_CONFIRM": "Das Versteck öffnen?", - "MAGIKRAB_INTRO_KRAB1": "Aha, {player}! Und {partner}! Ich habe auf euch gewartet.", - "MAGIKRAB_INTRO_KAYLEIGH2": "Hat ... diese Verkehrskrabbe gerade gesprochen?", - "MAGIKRAB_INTRO_EUGENE2": "Ich fürchte mich nicht vor dir, Verkehrskrabbe! Ich habe schon gegen viele wie dich gekämpft!", - "MAGIKRAB_INTRO_MEREDITH2": "Hm? Eine sprechende Verkehrskrabbe?", - "MAGIKRAB_INTRO_FELIX2": "Moment mal, Verkehrskrabben können sprechen?", - "MAGIKRAB_INTRO_DOG2": "Wuff!", - "MAGIKRAB_INTRO_VIOLA2": "Diese Verkehrskrabbe spricht? Potztausend ...", - "MAGIKRAB_INTRO_KRAB3": "Bitte, vergleicht mich nicht mit den hirnlosen Verkehrskrabben, die da draußen unterwegs sind.", - "MAGIKRAB_INTRO_KRAB4": "Ich bin Magikrabbe, vertraglich der unendlichen Mer-Linie verpflichteter Diener. Lange mögen ihre Züge pünktlich kommen!", - "MAGIKRAB_INTRO_KRAB5": "In ihren heiligen Hallen zu hausen, ist ein Privileg, das ich nicht in Worte fassen kann. Ihren Passagieren zu dienen, ist doch das Mindeste.", - "MAGIKRAB_NEW_STATION.m": "Willkommen! Ich habe mir erlaubt, Bahnsteig A für eure Reise zu öffnen.", - "MAGIKRAB_INTRO_KRAB6": "Was bedeutet: Ihr sagt mir, wohin ihr müsst, und ich mache den Zug auf Bahnsteig A bereit.", - "MAGIKRAB_INTRO_KRAB7": "Viele der Haltestellen der Mer-Linie sind derzeit nicht zugänglich. Sie stehen wieder zur Verfügung, sobald ihre Bahnhöfe wiedereröffnet werden.", - "MAGIKRAB_NEW_STATION.f": "Willkommen! Ich habe mir erlaubt, Bahnsteig A für eure Reise zu öffnen.", - "MAGIKRAB_NEW_STATION.n": "Willkommen! Ich habe mir erlaubt, Bahnsteig A für eure Reise zu öffnen.", - "MAGIKRAB_NEW_STATION_FINAL1.m": "Da seid ihr ja endlich! Willkommen im Bahnhof Nachtbrück.", - "MAGIKRAB_NEW_STATION_FINAL1.f": "Da seid ihr ja endlich! Willkommen im Bahnhof Nachtbrück.", - "MAGIKRAB_NEW_STATION_FINAL2": "Der Zug auf Bahnsteig B wird bald zu anderen Realitäten abfahren!", - "MAGIKRAB_NEW_STATION_FINAL1.n": "Da seid ihr ja endlich! Willkommen im Bahnhof Nachtbrück.", - "MAGIKRAB_NEW_STATION_FINAL3": "Achtet darauf, dass ihr rechtzeitig einsteigt!", - "MAGIKRAB_MENU": "Also, was kann ich für dich tun, {player}?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "Ich möchte reisen.", - "MAGIKRAB_MENU_OPTION_LEAVE": "Ich will Neu Wirral verlassen.", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "Bahnsteig B?", - "MAGIKRAB_MENU_OPTION_MERLINE": "Die Mer-Linie?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magikrabbe?", - "MAGIKRAB_MENU_OPTION_NOTHING": "Nichts.", - "MAGIKRAB_TRAVEL2": "Der Zug auf Bahnsteig A ist abfahrbereit, {player}.", - "MAGIKRAB_TRAVEL1": "Wohin soll es gehen?", - "MAGIKRAB_LEAVE2": "Allerdings wurden alle Abfahrten auf Bahnsteig B für die nächsten 642 Jahre gestrichen.", - "MAGIKRAB_TRAVEL3": "Vorsicht an der Bahnsteigkante!", - "MAGIKRAB_LEAVE1": "Nun, Bahnsteig B benutzen wir für interdimensionale Reisen ...", - "MAGIKRAB_LEAVE3": "Die Mer-Linie ... meinte, es hat irgendwas mit einer übernatürlichen Verseuchung zu tun. Oder möglicherweise einem Krieg?", - "MAGIKRAB_LEAVE4": "Ich freue mich, mitteilen zu dürfen, dass die Ankünfte auf Bahnsteig B planmäßig erfolgen!", - "MAGIKRAB_LEAVE_FINAL_STATION1": "Tja, da bist du hier genau richtig! Begib dich bitte zu Bahnsteig B.", - "MAGIKRAB_PLATFORMB_DEFEATED1": "Bis zur nächsten Ankunft auf Bahnsteig B wird es noch eine längere Zeit dauern.", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Du kannst den Bahnsteig gerne betreten, allerdings wird dir dies als sterbliches und auf Fleisch basiertes Wesen nur wenig bringen.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Es dürfte in Kürze eine Ankunft auf Bahnsteig B stattfinden!", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Du kannst den Bahnsteig gerne betreten, allerdings wird dir dies als sterbliches und auf Fleisch basiertes Wesen nur wenig bringen.", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Du kannst den Bahnsteig gerne betreten, allerdings wird dir dies als sterbliches und auf Fleisch basiertes Wesen nur wenig bringen.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "Der auf Bahnsteig B eintreffende Fahrgast geht über Konzepte wie Sterblichkeit hinaus. Bedenke, dass nicht alle dieser Kreaturen bei ihrem Tod \\\"verschwinden\\\".", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "Der auf Bahnsteig B eintreffende Gast glaubt, er würde flüstern, dabei lassen seine Worte die Ohren klingeln. Benutze deine Augen, nicht deine Ohren, Mensch.", - "MAGIKRAB_PLATFORMB_POPPETOX1": "Es dürfte in Kürze eine Ankunft auf Bahnsteig B stattfinden!", - "MAGIKRAB_PLATFORMB_MONARCH2": "Der auf Bahnsteig B eintreffende Gast sucht diejenigen mit einer inneren Leere. Er könnte sich dir erst zeigen, wenn du das verstanden und erlebt hast.", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "Der auf Bahnsteig B eintreffende Gast glaubt, er würde flüstern, dabei lassen seine Worte die Ohren klingeln. Benutze deine Augen, nicht deine Ohren, Mensch.", - "MAGIKRAB_PLATFORMB_MONARCH1": "Es dürfte bald eine Ankunft auf Bahnsteig B stattfinden!", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "Der auf Bahnsteig B eintreffende Gast glaubt, er würde flüstern, dabei lassen seine Worte die Ohren klingeln. Benutze deine Augen, nicht deine Ohren, Mensch.", - "MAGIKRAB_PLATFORMB_ROBIN1": "Auf Bahnsteig B ist vor Kurzem jemand angekommen.", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "Der auf Bahnsteig B eintreffende Gast verbreitet viele Lügen. Nimm dich in Acht davor, irgendetwas als \\\"Wahrheit\\\" zu akzeptieren, wenn du dich nicht verlieren willst.", - "MAGIKRAB_PLATFORMB_BABELITH1": "Es dürfte in Kürze eine Ankunft auf Bahnsteig B stattfinden!", - "MAGIKRAB_PLATFORMB_ROBIN2": "Der eingetroffene Gast scheint ein Interesse am Theatralischen zu haben. Hast du ihn beim Reinkommen getroffen?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "Der auf Bahnsteig B eintreffende Gast verbreitet viele Lügen. Nimm dich in Acht davor, irgendetwas als \\\"Wahrheit\\\" zu akzeptieren, wenn du dich nicht verlieren willst.", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "Der auf Bahnsteig B eintreffende Gast verbreitet viele Lügen. Nimm dich in Acht davor, irgendetwas als \\\"Wahrheit\\\" zu akzeptieren, wenn du dich nicht verlieren willst.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Bahnsteig B ist ... anderswo. [pause]Dieser Bahnhof wurde vor einiger Zeit durch einen Erdrutsch zerstört. Aber ich glaube, es wird in Kürze eine Ankunft geben.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Der auf Bahnsteig B eintreffende Gast ist bekannt dafür, äußerst voreingenommen zu sein.", - "MAGIKRAB_PLATFORMB_ALICE1": "Die Bewohnerin dieses Bahnhofs dürfte jede Minute auf Bahnsteig B zurückkehren!", - "MAGIKRAB_PLATFORMB_ALICE2.m": "Ich habe ihr mitgeteilt, dass du kommst. Wie es scheint, hat sie eine Feier für dich geplant!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "Offenbar dachte sie, du wärst ein wenig ... kleiner.", - "MAGIKRAB_PLATFORMB_ALICE2.n": "Ich habe ihr mitgeteilt, dass du kommst. Wie es scheint, hat sie eine Feier für dich geplant!", - "MAGIKRAB_PLATFORMB_ALICE3": "Aber ich bin mir nicht ganz sicher, wie du durch das Bahnsteigtor kommen sollst.", - "MAGIKRAB_PLATFORMB_ALICE2.f": "Ich habe ihr mitgeteilt, dass du kommst. Wie es scheint, hat sie eine Feier für dich geplant!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "Offenbar dachte sie, du wärst ein wenig ... kleiner.", - "MAGIKRAB_PLATFORMB_ALICE4.n": "Offenbar dachte sie, du wärst ein wenig ... kleiner.", - "MAGIKRAB_PLATFORMB_CUBE1": "Der auf Bahnsteig B eintreffende Gast hat viele scharfe Kanten. Mein Rat wäre, auf Abstand zu bleiben.", - "MAGIKRAB_PLATFORMB_MORGANTE1": "Wie ich sehe, ist Morgante zurückgekehrt. Offenbar wartet sie auf Bahnsteig B auf dich.", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player} ...", - "MAGIKRAB_PLATFORMB_MORGANTE4": "... dann Folgendes: Glaub nicht, dass deine Gemeinschaft mit ihnen auch nur eine Sekunde länger dauert, als du nützlich bist.", - "MAGIKRAB_PLATFORMB_MORGANTE3": "Wenn ich eines durch den Umgang mit den Egregoren gelernt habe, die ihr \\\"Erzengel\\\" nennt ...", - "MAGIKRAB_PLATFORMB_MORGANTE6": "Selbst jetzt hindert mich die Mer-Linie davon, dir vollen Zugang zu ihrem Bahnnetz zu geben.", - "MAGIKRAB_PLATFORMB_MORGANTE5": "Für sie sind wir wie Insekten. Oder Krabben.", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "Das Tor auf Bahnsteig B ist bereit für dich.", - "MAGIKRAB_PLATFORMB_MORGANTE7": "\\\"Erzengel\\\" haben stets Hintergedanken. Nimm dich in Acht.", - "MAGIKRAB_PLATFORMB_ALEPH1": "Der Zug auf Bahnsteig B wird bald abfahren.", - "MAGIKRAB_PLATFORMB_ALEPH2": "Ganz genau! In diesem Bahnhof gibt es ein aktives Tor!", - "MAGIKRAB_PLATFORMB_ALEPH3": "Du bist fast zu Hause, {player}!", - "MAGIKRAB_MERLINE1": "Ganz genau! Die Mer-Linie ist ein unterirdisches Netz aus Bahnhöfen auf ganz Neu Wirral und einige Entfernung darüber hinaus!", - "MAGIKRAB_MERLINE2": "Die Mer-Linie spricht nicht mit Sterblichen. Sie hat mich auserwählt, als Mittelsmann zu dienen und mit dir in Kontakt zu bleiben.", - "MAGIKRAB_MAGIKRAB1": "Allerdings! Ich bin Magikrabbe, vertraglich verpflichteter Diener der unvergleichlichen Mer-Linie, in deren Hallen wir gerade stehen.", - "MAGIKRAB_MAGIKRAB2": "Genau wie du stamme ich nicht von Neu Wirral. Allerdings waren schon viele hier, die mich kannten.", - "MAGIKRAB_MAGIKRAB3": "Die Mer-Linie hat mich damit beauftragt, dich durch ihr Bahnnetz zu leiten.", - "MAGIKRAB_NOTHING1": "Nun gut!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Willkommen in Morbidstadt ... Oder dem, was davon noch übrig ist!", - "MAGIKRAB_ON_ARRIVAL.m": "Willkommen in der Region {region_name}!", - "MAGIKRAB_ON_ARRIVAL.n": "Willkommen in der Region {region_name}!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Willkommen in Morbidstadt ... Oder dem, was davon noch übrig ist!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Willkommen in Morbidstadt ... Oder dem, was davon noch übrig ist!", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]MAKLERIN![/shake][pause][pause] Lass mich raten. Du kommst angekrochen, um dich zu rächen, nachdem wir euer ganzes Unternehmen ausgeschaltet haben,[pause] was?!", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh ...[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Buuuuuuuuuh ...[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]ich glaube, hier stimmt was nicht. [pause]Ich glaube, sie ist, [pause]äh, [pause]gebrochen.", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Whuuhhhh ...?[/wave]", - "SUNNY_INTRO_EUGENE12": "Ein sonniges Gemüt hat sie ja nicht gerade.", - "SUNNY_INTRO_EUGENE6": "Ich ... [pause]Ich glaube, du könntest recht haben.", - "SUNNY_INTRO_KAYLEIGH8": "Also, [pause]äh, [pause]ist alles in Ordnung? Kannst du uns etwas über dich erzählen?", - "SUNNY_INTRO_KAYLEIGH7": "Entschuldige den abweisenden Empfang. [pause]Setz dich doch, dann können wir einander kennenlernen.", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Die Profite ... [pause]haben abgenommen ....[/wave]", - "SUNNY_INTRO_EUGENE10": "Die Makler waren Diener eines Erzengels, den wir besiegt haben. [pause]Als ihr Boss geflohen ist, wurden vielleicht ihre Gehirne gebrutzelt. [pause]Ich traue ihr noch immer nicht.", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]Keine ... [pause]Karriere...[pause]chancen ...[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sunny ...[/wave]", - "SUNNY_INTRO_EUGENE17": "Vielleicht existieren die Makler nur, um ihre Arbeit zu machen, und jetzt weiß sie nicht, was es sonst noch gibt. [pause]Wie eine Maschine ohne irgendeinen Zweck.", - "SUNNY_INTRO_KAYLEIGH13": "\\\"Sonniges Gemüt\\\"? [pause]Nennen wir sie doch Sunny! Schließlich braucht sie irgendeinen Namen!", - "SUNNY_INTRO_SUNNY14_OPTION1": "Was ist dir zugestoßen?", - "SUNNY_INTRO_SUNNY14_OPTION2": "Kannst du dich an irgendwas erinnern?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Makler ... [pause]bankrott ... [pause]nichts mehr ... übrig ...[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Warum ... noch ... hier ...?[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Neu... [pause]anfang ...?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "Oh, du armes Ding! [pause]Du hast noch jede Menge Zeit für einen Neuanfang!", - "SUNNY_INTRO_KAYLEIGH20": "Vielleicht wäre der erste Schritt, dir neue Sachen zu besorgen, Sunny. [pause]Es ist bestimmt nicht toll, den ganzen Tag diese Bürokleidung zu tragen!", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "Dann steht es fest! [pause]{player}, [pause]treffen wir uns beim Schneider von Hafenstadt. [pause]Er ist auf der oberen Ebene von Hafenstadt, direkt nördlich von hier.", - "SUNNY_PART2_KAYLEIGH1": "Oh, hey! [pause]Alle sind da!", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuuuuuuh ...[/wave]", - "SUNNY_PART2_EUGENE2": "Ich bin mir immer noch nicht sicher, ob wir ihr helfen sollen. [pause]Hast du schon vergessen, dass ihr ehemaliger Arbeitgeber versucht hat, die Insel zu übernehmen?", - "SUNNY_PART2_MEREDITH3": "Das könnte interessant werden.", - "SUNNY_PART2_FELIX3": "Ich bin hier, um moralische Unterstützung zu bieten.", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Okay ...[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Whuhh ...?[/wave]", - "SUNNY_PART2_VIOLA3": "Ich bin neugierig! Vielleicht stellt es sich ja als unterhaltsam heraus!", - "SUNNY_PART2_KAYLEIGH5": "Also, [pause]Sunny, [pause]ich bringe dich hierhin zurück und du kannst dir ein paar neue Outfits aussuchen.", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]Das ... okay ...?[/wave]", - "SUNNY_PART2_EUGENE8": "Ich weiß nicht so recht, Kayleigh ...", - "SUNNY_PART2_MEREDITH9": "Ich amüsiere mich schon [wave amp=30 freq=10]prächtig[/wave].", - "SUNNY_PART2_FELIX10": "Ist ein Anfang!", - "SUNNY_PART2_KAYLEIGH12": "Ich weiß nicht so recht, [pause]Sunny!", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]Ich ... weiß nicht ...[/wave]", - "SUNNY_PART2_VIOLA11": "Hm. [pause]Vielleicht sind dieser Maid die Stile und Moden dieser Insel noch weniger vertraut als mir.", - "SUNNY_PART2_EUGENE14": "Das ist nicht die Richtung, die ich mir für dich vorgestellt hatte.", - "SUNNY_PART2_MEREDITH20": "Okay, [pause]wie sich herausgestellt hat, ist Sunny echt cool. [pause]Wer hätte das gedacht?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Ich finde, ich ... [pause]sehe gut aus.[/wave]", - "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]sehe nur ich das so, [pause]oder ist Sunny ...", - "SUNNY_PART2_KAYLEIGH15": "Sieht nicht aus, als würdest du dich darin wohlfühlen, Sunny ... [pause]Wie wär's, wenn wir was anderes probieren?", - "SUNNY_PART2_EUGENE17": "Ich ...", - "SUNNY_PART2_KAYLEIGH19": "Absolut [wave amp=30 freq=10]umwerfend[/wave]? [pause]Nein, [pause]das siehst nicht nur du so.", - "SUNNY_PART2_FELIX20": "Ich glaube, Sunny hat ihren Look gefunden.", - "SUNNY_PART2_VIOLA20": "Ziemlich unerwartet. [pause]Ziemlich.", - "SUNNY_PART2_PLAYER21_OPTION2": "Du siehst ziemlich süß aus, Sunny!", - "SUNNY_PART2_PLAYER21_OPTION1": "Du siehst cool aus, Sunny!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Okay. [pause]Das bin jetzt ich ...[/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Danke für die Hilfe ... [pause]Danke euch allen.[/wave]", - "SUNNY_PART2_EUGENE24": "Ich habe gerade ZIEMLICH gemischte Gefühle.", - "SUNNY_PART2_KAYLEIGH25": "Wir freuen uns, dass wir dir helfen können, Sunny.", - "SUNNY_PART2_KAYLEIGH26": "In Hafenstadt kann jeder neu anfangen. [pause]Es ist doch nur fair, dass das auch für \\\"Zombiemakler\\\" gilt.", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Makler sind keine \\\"Zombies\\\". [pause]Makler sind Gefäße. [pause]Erschaffen, um zu arbeiten.[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Nicht mehr ... [pause]Von nun an ... [pause]werde ich versuchen, stattdessen \\\"Sunny\\\" zu sein.[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hey ... {player} ...[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]Ich glaube nicht, dass ... [pause]Ich glaube, wir sollten einfach nur Freunde sein.[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]Ich bin noch nicht lange \\\"Sunny\\\". [pause]Ich brauche mehr Zeit, um ich selbst zu sein.[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "Ist schon komisch.", - "SUNNY_EUGENEDATE_EUGENE2": "Ist das wegen meines \\\"Feldzugs, die Makler auszuschalten\\\"? [pause]Ich weiß, dass wir ein [wave amp=30 freq=10]ungleiches Paar[/wave] wären, aber ich muss ständig an dich denken.", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]Nein, das ist es nicht. [pause]Ich bin keine Maklerin mehr. [pause]Ich glaube ...[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Aber unser \\\"Date\\\" hat mir gefallen.[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "Ich verstehe. [pause]Mach dir keinen Kopf, Sunny.", - "FARM_INTRO_EDWARD1.f": "Hallo! [pause]Bist du hier, um unser Schleimproblem zu lösen?", - "FARM_INTRO_EDWARD1.m": "Hallo! [pause]Bist du hier, um unser Schleimproblem zu lösen?", - "FARM_INTRO_EDWARD1.n": "Hallo! [pause]Bist du hier, um unser Schleimproblem zu lösen?", - "FARM_INTRO_EDWARD1_OPTION1": "\\\"Schleimproblem\\\"?", - "FARM_EDWARD_INTERACT2.f": "Hallo! [pause]Danke noch mal, dass du dieses Schleimproblem gelöst hast.", - "FARM_INTRO_EDWARD1_OPTION2": "Euer was?", - "FARM_INTRO_EDWARD2": "Na ja, diese Brücke da drüben verbindet unsere Farm mit Hafenstadt. [pause]Wir liefern einen Großteil des Obstes und Gemüses für die Stadt.", - "FARM_INTRO_EDWARD3": "Leider spielen sich die hiesigen Schleimkreaturen in letzter Zeit als kleine Rowdys auf und haben, [pause]äh, [pause]die Brücke verklebt.", - "FARM_INTRO_EDWARD4.m": "Aber [pause]so schlimm ist das gar nicht! [pause]Die werden bestimmt irgendwann wieder verschwinden! [pause]Bis dahin kannst du dich hier gerne ausruhen!", - "FARM_INTRO_EDWARD4.f": "Aber [pause]so schlimm ist das gar nicht! [pause]Die werden bestimmt irgendwann wieder verschwinden! [pause]Bis dahin kannst du dich hier gerne ausruhen!", - "FARM_EDWARD_INTERACT1": "Falls das Problem mit der Brücke anhält, könnten Hafenstadt die Lebensmittel ausgehen ...", - "FARM_BRIDGE_CONFIRM": "Versuchen, den Schleim zu beseitigen? Das ist ganz schön eklig ...", - "FARM_INTRO_EDWARD4.n": "Aber [pause]so schlimm ist das gar nicht! [pause]Die werden bestimmt irgendwann wieder verschwinden! [pause]Bis dahin kannst du dich hier gerne ausruhen!", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "Danke! [pause]So langsam hat mir diese ... [pause]Situation Sorgen bereitet.", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "Danke! [pause]So langsam hat mir diese ... [pause]Situation Sorgen bereitet.", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "Danke! [pause]So langsam hat mir diese ... [pause]Situation Sorgen bereitet.", - "FARM_BRIDGE_LOWERED_EDWARD2": "Wir benutzen Düngschleim für unsere Pflanzen. [pause]Wahrscheinlich hat er sich im Boden angereichert und dann ist daraus diese Kreatur entstanden.", - "FARM_EDWARD_INTERACT2.m": "Hallo! [pause]Danke noch mal, dass du dieses Schleimproblem gelöst hast.", - "FARM_BRIDGE_LOWERED_EDWARD3": "Wenn du versuchen möchtest, mit dem Schleim Pflanzen [wave amp=30 freq=10]wachsen[/wave] zu lassen, [pause]nur zu!", - "HOYLAKE_INTRO_HOYLAKE1.m": "Sei gegrüßt, Neuankömmling! [pause]Ich bin Professor Percival Hoylake, unerschrockener Erforscher des Unbekannten!", - "FARM_EDWARD_INTERACT2.n": "Hallo! [pause]Danke noch mal, dass du dieses Schleimproblem gelöst hast.", - "FARM_MARIS_INTERACT": "Hallo! [pause]Schön, dass du uns hier draußen besuchst. [pause]Möchtest du etwas bleiben oder bist du nur auf der Durchreise?", - "HOYLAKE_INTRO_HOYLAKE1.f": "Sei gegrüßt, Neuankömmling! [pause]Ich bin Professor Percival Hoylake, unerschrockener Erforscher des Unbekannten!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "Des Unbekannten?", - "HOYLAKE_INTRO_HOYLAKE1.n": "Sei gegrüßt, Neuankömmling! [pause]Ich bin Professor Percival Hoylake, unerschrockener Erforscher des Unbekannten!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Erforscher?", - "HOYLAKE_PART2_HOYLAKE6": "Ein junger Ranger hat vor Kurzem {monster_description} {habitat_phrase} gesichtet. [pause]Das klingt doch zweifellos nach einer Aufgabe für dich!", - "HOYLAKE_INTRO_HOYLAKE3": "Ich rede von der wissenschaftlichen Methode! [pause]Wir müssen beobachten, analysieren und Schlüsse ziehen!", - "HOYLAKE_INTRO_HOYLAKE2": "Allerdings! [pause]Da wir alle in dieser eigenartigen Welt festsitzen, fällt es einem unerschütterlichen und [wave amp=30 freq=10]rationalen Geist[/wave] zu, sich auf dieses Chaos um uns herum einen Reim zu machen.", - "HOYLAKE_INTRO_HOYLAKE4": "Die einfachen Stadtbewohner sagen, es gibt viele seltsame Bestien auf dieser Insel. [pause]Wenn wir sie katalogisieren, [pause]wird das Unbekannte nicht mehr [wave amp=30 freq=10]unbekannt[/wave] sein.", - "HOYLAKE_INTRO_HOYLAKE5.m": "Sag mal, [pause]du siehst aus, als würdest du die Wichtigkeit dieser Aufgabe begreifen. Hättest du Interesse daran, mir beim Identifizieren einiger Monster zu helfen?", - "HOYLAKE_INTRO_HOYLAKE5.n": "Sag mal, [pause]du siehst aus, als würdest du die Wichtigkeit dieser Aufgabe begreifen. Hättest du Interesse daran, mir beim Identifizieren einiger Monster zu helfen?", - "HOYLAKE_INTRO_HOYLAKE5.f": "Sag mal, [pause]du siehst aus, als würdest du die Wichtigkeit dieser Aufgabe begreifen. Hättest du Interesse daran, mir beim Identifizieren einiger Monster zu helfen?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Klar!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Jetzt nicht.", - "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]was für ein Jammer. Gib mir Bescheid, falls du deine Meinung änderst! [pause]Die Wissenschaft lässt sich aber trotzdem nicht aufhalten!", - "HOYLAKE_PART1_HOYLAKE1": "Ausgezeichnet! [pause]Wunderbar! [pause]Aus der Bevölkerung von Hafenstadt habe ich einige Beschreibungen von Monstern erhalten. Wenn du diese Monstergestalten aufnimmst, kann ich sie katalogisieren.", - "HOYLAKE_PART1_HOYLAKE3": "Hier sind einige leere Kassetten, die dir bei deiner \\\"Forschung\\\" helfen!", - "HOYLAKE_PART1_HOYLAKE2": "Der erste Bericht geht über {monster_description} {habitat_phrase}.", - "HOYLAKE_PART1_HOYLAKE4.m": "Komm vorbei, wenn du das Monster aufgenommen hast, dann katalogisiere ich es. Ich wünsche eine gute Jagd!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "Ich bin mir sicher, dass ich so was hier in der Nähe gesehen habe. Ich glaube, es nennt sich {monster_name}.", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "Holyake sucht {monster_description}, oder?", - "HOYLAKE_PART1_HOYLAKE4.f": "Komm vorbei, wenn du das Monster aufgenommen hast, dann katalogisiere ich es. Ich wünsche eine gute Jagd!", - "HOYLAKE_PART1_HOYLAKE4.n": "Komm vorbei, wenn du das Monster aufgenommen hast, dann katalogisiere ich es. Ich wünsche eine gute Jagd!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "Ausgezeichnet! Das Monster namens \\\"{monster_name}\\\", oder? [pause]Ja, das passt in der Tat genau zu meinen Berichten!", - "HOYLAKE_INTERACT_HOYLAKE1.f": "Sei gegrüßt, mein eifriges Helferlein! Hast du unser geheimnisvolles Monster aufgenommen? Wir suchen {monster_description} {habitat_phrase}.", - "HOYLAKE_INTERACT_HOYLAKE1.m": "Sei gegrüßt, mein eifriges Helferlein! Hast du unser geheimnisvolles Monster aufgenommen? Wir suchen {monster_description} {habitat_phrase}.", - "HOYLAKE_INTERACT_HOYLAKE1.n": "Sei gegrüßt, mein eifriges Helferlein! Hast du unser geheimnisvolles Monster aufgenommen? Wir suchen {monster_description} {habitat_phrase}.", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Noch nicht.", - "HOYLAKE_INTERACT_HOYLAKE_NO": "Keine Sorge! [pause]Ich bin mir sicher, dass die mysteriöse Kreatur sich schon bald zeigen wird! [pause]Immerhin ist der Fortschritt unaufhaltsam!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Hier ist es!", - "HOYLAKE_PART2_HOYLAKE1": "Ausgezeichnet! Der \\\"Makabra\\\", oder? [pause]Die Fangzähne ... Der Schädel. [pause]Ja, das passt in der Tat genau zu meinen Berichten!", - "HOYLAKE_PART2_HOYLAKE2": "Monster mit Kassetten aufzuzeichnen, um sich in sie zu verwandeln ... [pause]Rational betrachtet ergibt das keinen Sinn, und doch sehen wir es mit eigenen Augen.", - "HOYLAKE_PART2_HOYLAKE3": "Falls sich unser Verständnis von Wissenschaft als begrenzt herausstellt, [pause]muss sich unser Verständnis ändern!", - "HOYLAKE_PART2_HOYLAKE4": "Danke für deine Arbeit! Hier ist eine Aufwandsentschädigung!", - "HOYLAKE_PART2_HOYLAKE5": "Und jetzt zu deinem nächsten Auftrag ...", - "HOYLAKE_PART3_HOYLAKE1": "Meine Güte! [pause]Das \\\"Sterntierchen\\\" ist eine in der Tat verstörende Bestie! [pause]Ich weiß nicht, warum man sich in dieses elende Ding verwandeln möchte ...", - "HOYLAKE_PART3_HOYLAKE2": "Wenn ich ganz ehrlich sein soll, [pause]würde ich mich in KEINE dieser Bestien verwandeln wollen! [pause]Ich verstehe nicht, wie diese Technologie funktioniert, und [wave amp=30 freq=10]an mir selbst[/wave] würde ich lieber keine Experimente durchführen.", - "HOYLAKE_PART3_HOYLAKE1_RAND": "Meine Güte! [pause]Das Monster namens \\\"{monster_name}\\\", oder? [pause]Ich weiß nicht, warum man sich in dieses Ding verwandeln möchte ...", - "HOYLAKE_PART3_HOYLAKE3": "Ich bin absolut zufrieden damit, die Monstertransformation anderen zu überlassen ... [pause]Da fällt mir gerade ein: Hier ist eine Belohnung für deine Mühe!", - "HOYLAKE_PART3_HOYLAKE5": "Da will mich doch bestimmt jemand verkohlen. [pause]Sich amüsieren? [pause]Vielleicht bei irgendeinem Schabernack mitmachen?", - "HOYLAKE_PART3_HOYLAKE4": "Das nächste Gerücht, das ich gehört habe, klingt einfach viel zu bizarr, um wahr zu sein. Angeblich wurde {monster_description} {habitat_phrase} gesichtet.", - "HOYLAKE_PART3_HOYLAKE6.m": "Wenn du der Sache auf den Grund gehen kannst, hast du mehr Ahnung von Wissenschaft als ich.", - "HOYLAKE_PART3_HOYLAKE6.f": "Wenn du der Sache auf den Grund gehen kannst, hast du mehr Ahnung von Wissenschaft als ich.", - "HOYLAKE_PART4_HOYLAKE1": "Hm?! [pause]Es war REAL?! [pause]Das hätte ich niemals gedacht.", - "HOYLAKE_PART3_HOYLAKE6.n": "Wenn du der Sache auf den Grund gehen kannst, hast du mehr Ahnung von Wissenschaft als ich.", - "HOYLAKE_PART4_HOYLAKE2": "Ah, der \\\"Prügelbock\\\". [pause]Auf der Erde, nun ja, zumindest auf meiner Erde, [pause]gibt es ein Fabeltier namens \\\"Hasenbock\\\", das sehr ähnlich ist.", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Ja!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "Ah, das Monster namens \\\"{monster_name}\\\".", - "HOYLAKE_PART6_HOYLAKE1": "Oh, du hast das Monster aufgenommen! [pause]Ein \\\"Elflos\\\", oder? [pause]So mysteriös, dass er sein Gesicht bedeckt. [pause]Wenn ich es recht bedenke, gibt es auf Neu Wirral viele Monster, die Masken tragen.", - "HOYLAKE_PART4_HOYLAKE3": "Es ist eigenartig, wie offenbar unsere Mythen und Legenden das Erscheinungsbild der Monster hier auf Neu Wirral beeinflussen ...", - "HOYLAKE_PART4_HOYLAKE4": "Sag mal! [pause]Könnte ich dir einige Fragen über die Welt stellen, von der du kamst? [pause]Ich versuche, auch die verschiedenen Realitäten zu katalogisieren, aus denen die Bewohner von Hafenstadt stammen.", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Klar ...?", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Ich schätze schon ...?", - "HOYLAKE_PART4_HOYLAKE5": "Ausgezeichnet! [pause]Ich werde einfach eine Reihe von Fragen zu verschiedenen historischen Ereignissen stellen und du sagst mir, ob du damit vertraut bist.", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Ja!", - "HOYLAKE_PART4_HOYLAKE6": "Frage eins: [pause]Sagt dir \\\"das Römische Reich\\\" etwas?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Nö!", - "HOYLAKE_PART4_HOYLAKE7": "Frage zwei: [pause]Hat in der Vergangenheit deiner Welt die \\\"Industrielle Revolution\\\" stattgefunden?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Nö!", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Ja!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Nö!", - "HOYLAKE_PART4_HOYLAKE8": "Okay, Frage drei: [pause]Sind jemals Menschen auf dem Mond gelandet?", - "HOYLAKE_PART4_HOYLAKE9": "In Ordnung! [pause]Letzte Frage: Hat es schon einen \\\"Tag der Vögel\\\" gegeben?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "Was?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "Schon?", - "HOYLAKE_PART4_HOYLAKE11": "Noch einmal danke, dass du mir geholfen hast! [pause]Hier, bitte, für deine Mühe.", - "HOYLAKE_PART4_HOYLAKE10.f": "Äh, mach dir deswegen keine Gedanken. [pause]Du kannst von Glück reden, dass du nicht weißt, was ich damit meinte.", - "HOYLAKE_PART4_HOYLAKE10.m": "Äh, mach dir deswegen keine Gedanken. [pause]Du kannst von Glück reden, dass du nicht weißt, was ich damit meinte.", - "HOYLAKE_PART4_HOYLAKE10.n": "Äh, mach dir deswegen keine Gedanken. [pause]Du kannst von Glück reden, dass du nicht weißt, was ich damit meinte.", - "HOYLAKE_PART4_HOYLAKE12.m": "Bist du bereit für einen weiteren Monsterauftrag? [pause]Aber sicher bist du das!", - "HOYLAKE_PART4_HOYLAKE13": "Neulich hat Captain Penny Dreadful hier {monster_description} {habitat_phrase} erwähnt.", - "HOYLAKE_PART4_HOYLAKE12.f": "Bist du bereit für einen weiteren Monsterauftrag? [pause]Aber sicher bist du das!", - "HOYLAKE_PART4_HOYLAKE12.n": "Bist du bereit für einen weiteren Monsterauftrag? [pause]Aber sicher bist du das!", - "HOYLAKE_PART4_HOYLAKE14": "Sag mir sofort Bescheid, wenn du eines dieser Monster aufgenommen hast!", - "HOYLAKE_PART5_HOYLAKE1.f": "Ausgezeichnet! [pause]Und wieder einmal hast du dich als äußerst kompetent erwiesen.", - "HOYLAKE_PART5_HOYLAKE1.m": "Ausgezeichnet! [pause]Und wieder einmal hast du dich als äußerst kompetent erwiesen.", - "HOYLAKE_PART5_HOYLAKE2": "\\\"Nimmertod\\\", oder? [pause]Das Erscheinungsbild ist recht makaber! [pause]Da muss ich an ein Gedicht denken ... [pause]Aber ich weiß nicht mehr genau, an welches.", - "HOYLAKE_PART5_HOYLAKE1.n": "Ausgezeichnet! [pause]Und wieder einmal hast du dich als äußerst kompetent erwiesen.", - "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\", oder?", - "HOYLAKE_PART5_HOYLAKE3": "Also, wir haben nur noch ein Monster auf meiner Liste der dringenden Untersuchungen!", - "HOYLAKE_PART5_HOYLAKE4": "Ianthe selbst hat eine Kreatur erwähnt, die beim ersten Anblick eines Menschen Reißaus nimmt!", - "HOYLAKE_PART5_HOYLAKE5": "Angeblich handelt es sich um {monster_description} {habitat_phrase}. [pause]Wenn sich das für dich nach etwas anhört, das du aufnehmen könntest, [pause]wünsche ich dir viel Glück!", - "FRANKIE_PART4_FRANKIE1.f": "Hey, Captain! [pause]Ich denke darüber nach, ein richtiger Ranger zu werden!", - "HOYLAKE_PART6_HOYLAKE1_RAND": "Oh, du hast das Monster aufgenommen! [pause]Das Monster namens \\\"{monster_name}\\\", oder?", - "HOYLAKE_PART6_HOYLAKE3": "Es könnte natürlich auch ganz einfach sein, dass Masken ziemlich [wave amp=30 freq=10]cool[/wave] aussehen ...", - "HOYLAKE_PART6_HOYLAKE2": "Welche Bedeutung könnte das haben? [pause]Vielleicht gibt es eine tiefe übernatürliche Verbindung zwischen der Art und Weise, wie Menschen Gesichter wahrnehmen, und der Manifestation dieser Monster ...", - "HOYLAKE_PART6_HOYLAKE4.m": "Ich muss dir zu deinem Können gratulieren. [pause]Wenn das so weitergeht, bin ICH am Ende noch der Assistent und nicht mehr der Wissenschaftler!", - "HOYLAKE_PART6_HOYLAKE4.f": "Ich muss dir zu deinem Können gratulieren. [pause]Wenn das so weitergeht, bin ICH am Ende noch der Assistent und nicht mehr der Wissenschaftler!", - "HOYLAKE_PART6_HOYLAKE4.n": "Ich muss dir zu deinem Können gratulieren. [pause]Wenn das so weitergeht, bin ICH am Ende noch der Assistent und nicht mehr der Wissenschaftler!", - "HOYLAKE_PART6_HOYLAKE5": "Eigentlich [pause]bin ich ja auch [wave amp=30 freq=10]gar kein[/wave] Professor oder Wissenschaftler.", - "HOYLAKE_PART6_HOYLAKE6": "Bevor ich ans Ufer von Neu Wirral gespült wurde, war ich ein einfacher Büroangestellter. [pause]Eigentlich habe ich es weniger mit [wave amp=30 freq=10]Wissenschaft[/wave] als mit [wave amp=30 freq=10]Science-Fiction[/wave].", - "HOYLAKE_PART6_HOYLAKE7": "Nichtsdestotrotz muss ich rational bleiben! [pause]Hierherzukommen hat meinem Leben einen neuen Sinn gegeben.", - "HOYLAKE_PART6_HOYLAKE8": "Ich mag ja kein [wave amp=30 freq=10]echter[/wave] Professor sein, aber trotzdem glaube ich, dass meine Bemühungen hier nützlich sein können.", - "HOYLAKE_PART6_HOYLAKE9.m": "Danke für deine unablässige Hilfe im Dienste der Wissenschaft. [pause]Du gibst ein gutes Beispiel für uns alle ab!", - "HOYLAKE_PART6_HOYLAKE9.f": "Danke für deine unablässige Hilfe im Dienste der Wissenschaft. [pause]Du gibst ein gutes Beispiel für uns alle ab!", - "HOYLAKE_PART6_HOYLAKE9.n": "Danke für deine unablässige Hilfe im Dienste der Wissenschaft. [pause]Du gibst ein gutes Beispiel für uns alle ab!", - "HOYLAKE_PART6_HOYLAKE10": "Falls du mir irgendwann mal wieder beim Katalogisieren helfen möchtest, sprich mich an. [pause]Es gibt stets neue Dinge zu untersuchen!", - "HOYLAKE_PART7_HOYLAKE1": "Grüß dich, {player}! Wie viele verschiedene Spezies hast du da draußen aufgenommen?", - "HOYLAKE_PART7_HOYLAKE2": "Grundgütiger! {count}?!", - "HOYLAKE_PART7_HOYLAKE4": "Das müssen ja alle bekannten Monster auf Neu Wirral sein! [pause]Na ja, [pause]mit Ausnahme der Bootlegs, Fusionen und Erzengel.", - "HOYLAKE_PART7_HOYLAKE3": "Danke für deine Arbeit! Hier ist eine Aufwandsentschädigung!", - "HOYLAKE_PART7_HOYLAKE6.m": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", - "HOYLAKE_PART7_HOYLAKE5": "Es wird eine Zeit dauern, die Katalogisierung der ganzen Spezies zu beenden, die du mir gezeigt hast.", - "HOYLAKE_PART7_HOYLAKE7": "Wenn ich einen Auftrag für dich habe, kommt er auf das Schwarze Brett draußen!", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]DAS HATTE ICH MIR SCHON IMMER ERTRÄUMT![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "{count}? Nicht übel. Gar nicht übel.", - "HOYLAKE_PART7_HOYLAKE6.n": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", - "HOYLAKE_PART7_HOYLAKE6.f": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", - "HOYLAKE_PART7_HOYLAKE9": "Komm wieder vorbei, wenn du {next_threshold} erreicht hast.", - "HOYLAKE_PART7_HOYLAKE10": "Vergiss nicht, deine Kassetten zu remastern, wenn sie fünf Sterne erreichen. Wie ich hörte, kann man eine Handvoll Spezies nur auf diese Weise erhalten!", - "HOYLAKE_PART8_HOYLAKE1": "Grüß dich, {player}! Ich bin noch immer damit beschäftigt, die von dir aufgenommenen Spezies zu katalogisieren.", - "HOYLAKE_PART8_HOYLAKE2.m": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", - "HOYLAKE_PART8_HOYLAKE2.f": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", - "FRANKIE_PART1_FRANKIE2.m": "Oh Gott, hast du auch [wave amp=30 freq=10]Erfahrung mit Monsterkämpfen[/wave] auf dieser mysteriösen Insel?!", - "HOYLAKE_PART8_HOYLAKE2.n": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", - "HOYLAKE_PART8_HOYLAKE3": "Grüß dich, {player}! Wenn ich einen Auftrag für dich habe, kommt er auf das Schwarze Brett draußen!", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Hallöchen[/wave] {player}! [pause]Ich möchte dir unsere neueste Rekrutin vorstellen: Frankie!", - "FRANKIE_PART1_FRANKIE2.f": "Oh Gott, hast du auch [wave amp=30 freq=10]Erfahrung mit Monsterkämpfen[/wave] auf dieser mysteriösen Insel?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Erfahrung?", - "FRANKIE_PART1_FRANKIE2.n": "Oh Gott, hast du auch [wave amp=30 freq=10]Erfahrung mit Monsterkämpfen[/wave] auf dieser mysteriösen Insel?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Erfahrung?", - "FRANKIE_PART1_FRANKIE3": "Eine märchenhafte Welt voller Monster und die verwegenen Helden, die sich verwandeln, um gegen sie zu kämpfen ...", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Erfahrung?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "SO lange bin ich auch noch nicht hier!", - "FRANKIE_PART1_CYBIL6": "Offenbar hat Frankie ihr Eintreffen auf Neu Wirral ziemlich gut aufgenommen.", - "FRANKIE_PART1_KAYLEIGH5": "Du bist ziemlich begeistert von der ganzen Sache, oder?", - "FRANKIE_PART1_EUGENE5": "Ich mag deinen Enthusiasmus!", - "FRANKIE_PART1_MEREDITH5": "Das ist nicht die Reaktion, die ich erwartet hatte.", - "FRANKIE_PART1_FELIX5": "Du bist enthusiastischer als ich, als ich hier eintraf.", - "FRANKIE_PART1_VIOLA5": "Deine unerwartete Reise zu diesem Ort scheint dich in keiner Weise zu beunruhigen, meine Freundin.", - "FRANKIE_PART1_FRANKIE7": "Ich kann dir versichern, dass ich das Beste daraus machen will! Zu den Rangern zu gehen ist zweifellos der Weg, den dieses Abenteuer für mich bereithält! Hehe ...", - "FRANKIE_PART1_CYBIL8": "Frankie hat von mir einen Kassettenspieler bekommen, den ich noch übrig hatte. Jetzt musst du ihr nur noch eine Monsterkassette geben und sie mit allem vertraut machen.", - "FRANKIE_PART1_FRANKIE10": "Meine eigene Monstergestalt ... Der erste Schritt auf meiner fantastischen Reise ...", - "FRANKIE_PART1_CYBIL9": "Und damit wäre meine Sendung beendet! [pause]Bis bald, {player}!", - "FRANKIE_PART1_FRANKIE15.f": "Bitte, Captain, du musst mich \\\"mit allem vertraut machen\\\"! [pause]Ich [wave amp=30 freq=10]verlange[/wave], mit allem vertraut gemacht zu werden! [pause]Kämpfen wir gegen ein paar Monster, okay?", - "FRANKIE_PART1_FRANKIE11": "Hast du eine Kassette für mich?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "Hier ist es!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Möchtest du Frankie wirklich deine {species_name}-Kassette geben? Das ist dauerhaft und du kannst die Kassette nicht zurückerhalten.", - "FRANKIE_PART1_FRANKIE11_OPTION2": "Noch nicht.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Möchtest du Frankie wirklich deine {species_name}-Kassette geben? Das ist dauerhaft und du kannst die Kassette nicht zurückerhalten.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Möchtest du Frankie wirklich deine {species_name}-Kassette geben? Das ist dauerhaft und du kannst die Kassette nicht zurückerhalten.", - "FRANKIE_PART1_FRANKIE12": "Ich werde mich in {species_description} verwandeln, hm?", - "FRANKIE_PART1_FRANKIE13": "...", - "FRANKIE_PART1_FRANKIE15.m": "Bitte, Captain, du musst mich \\\"mit allem vertraut machen\\\"! [pause]Ich [wave amp=30 freq=10]verlange[/wave], mit allem vertraut gemacht zu werden! [pause]Kämpfen wir gegen ein paar Monster, okay?", - "FRANKIE_PART1_FRANKIE15.n": "Bitte, Captain, du musst mich \\\"mit allem vertraut machen\\\"! [pause]Ich [wave amp=30 freq=10]verlange[/wave], mit allem vertraut gemacht zu werden! [pause]Kämpfen wir gegen ein paar Monster, okay?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]DIESE GESTALT IST PERFEKT! ICH WERDE DIESE KASSETTE HEGEN, PFLEGEN UND UNTER EINSATZ MEINES LEBENS SCHÜTZEN![/shake]", - "FRANKIE_PART1_FRANKIE16": "Wow, sich in ein schräges Monster zu verwandeln ist ja viel anstrengender, als ich dachte.", - "FRANKIE_PART1_FRANKIE17": "Ich glaube, ich muss mich ausruhen. [pause]Und jede Menge essen. [pause]Wahrscheinlich in dieser Reihenfolge.", - "FRANKIE_PART1_FRANKIE18.m": "Bis dann, Captain! Danke, dass du mich trainiert hast! Eine mutige junge Heldin braucht einen [wave amp=30 freq=10]erfahrenen Mentor[/wave], und ich bin froh, dass du es bist!", - "FRANKIE_PART1_FRANKIE18.n": "Bis dann, Captain! Danke, dass du mich trainiert hast! Eine mutige junge Heldin braucht einen [wave amp=30 freq=10]erfahrenen Mentor[/wave], und ich bin froh, dass du es bist!", - "FRANKIE_PART1_FRANKIE18.f": "Bis dann, Captain! Danke, dass du mich trainiert hast! Eine mutige junge Heldin braucht einen [wave amp=30 freq=10]erfahrenen Mentor[/wave], und ich bin froh, dass du es bist!", - "FRANKIE_PART1_KAYLEIGH19": "Die ist schon eine Marke!", - "FRANKIE_PART1_MEREDITH19": "Ich bin froh, dass ich nicht mehr die unbeholfenste Person im Umgang mit anderen auf der Insel bin.", - "FRANKIE_PART1_EUGENE19.m": "Du kannst Leuten ziemlich gut Dinge beibringen, {player}!", - "FRANKIE_PART1_EUGENE19.f": "Du kannst Leuten ziemlich gut Dinge beibringen, {player}!", - "FRANKIE_PART1_EUGENE19.n": "Du kannst Leuten ziemlich gut Dinge beibringen, {player}!", - "FRANKIE_PART1_FELIX19.m": "Hm. Du kannst Leuten ziemlich gut Dinge beibringen.", - "FRANKIE_PART1_FELIX19.f": "Hm. Du kannst Leuten ziemlich gut Dinge beibringen.", - "FRANKIE_PART1_VIOLA19.m": "Du hast die Lehrerrolle ohne Mühe übernommen, {player}.", - "FRANKIE_PART1_FELIX19.n": "Hm. Du kannst Leuten ziemlich gut Dinge beibringen.", - "FRANKIE_PART2_FRANKIE1.m": "Oh, hallöchen, Captain! Willst du mich bei meiner ganz eigenen [wave amp=30 freq=10]Reise als Heldin[/wave] unterstützen?", - "FRANKIE_PART1_VIOLA19.f": "Du hast die Lehrerrolle ohne Mühe übernommen, {player}.", - "FRANKIE_PART1_VIOLA19.n": "Du hast die Lehrerrolle ohne Mühe übernommen, {player}.", - "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"Reise als Heldin\\\" ...?", - "FRANKIE_PART2_FRANKIE1.f": "Oh, hallöchen, Captain! Willst du mich bei meiner ganz eigenen [wave amp=30 freq=10]Reise als Heldin[/wave] unterstützen?", - "FRANKIE_PART2_FRANKIE1.n": "Oh, hallöchen, Captain! Willst du mich bei meiner ganz eigenen [wave amp=30 freq=10]Reise als Heldin[/wave] unterstützen?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]IRGENDWANN KOMMT DER ZEITPUNKT, AN DEM SICH JEDE MUTIGE JUNGE ABENTEURERIN IHREN EIGENEN WEG BAHNEN MUSS ...[/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "Was hast du vor?", - "FRANKIE_PART2_FRANKIE3": "Das tue ich gerade. [pause]Ich bin die mutige junge Abenteurerin, falls du es nicht schon mitbekommen hast.", - "FRANKIE_PART2_FRANKIE3_OPTION1": "Verstehe.", - "FRANKIE_PART2_FRANKIE4": "Wie auch immer, ich habe gleich da vorne eine dieser \\\"Schurken-Fusionen\\\" gefunden. Der werde ich zeigen, wer hier der Boss ist!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "Ich kann dir nicht ganz folgen.", - "FRANKIE_PART2_FRANKIE4_OPTION1": "Brauchst du Hilfe?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "Bist du dir sicher, dass das eine gute Idee ist?", - "FRANKIE_PART2_FRANKIE5": "Keine Sorge! Das liegt mir im Blut – ich habe mehr als [wave amp=30 freq=10]200[/wave] Fanfics über Leute gelesen, die sich in Monster verwandeln. [pause](Lass mich das bitte nicht näher erläutern.)", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]Los geht's![/shake]", - "FRANKIE_PART2_FRANKIE8": "Ich glaube, mit meiner Karriere läuft es ziemlich gut!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]WIR HABEN ES GESCHAFFT ...[/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "Karriere?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "Hm?", - "FRANKIE_PART2_FRANKIE9": "N-Na ja, natürlich meine Karriere als schneidige und mysteriöse Heldin, die die einfachen Leute auf dieser Fantasy-Insel rettet!", - "FRANKIE_PART2_FRANKIE10": "Ich habe keine Zweifel, dass sich schon bald ein noch größeres Übel zeigen wird ...", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]UND ICH WERDE DAFÜR VERANTWORTLICH SEIN, DIESE INSEL ZU RETTEN![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "Da kommst du etwas zu spät.", - "FRANKIE_PART2_FRANKIE11_OPTION2": "Das habe ich schon getan!", - "FRANKIE_PART2_FRANKIE12": "Hm? [pause]D-Du?", - "FRANKIE_PART2_FRANKIE13": "Schon in Ordnung! Es gibt bestimmt noch IRGENDEIN Übel, das ich irgendwo bezwingen kann! [pause][wave amp=30 freq=10]Vielleicht[/wave] hast du es ja übersehen!", - "FRANKIE_PART3_FRANKIE3": "N-Na ja, ich sollte meine Zeit auf Neu Wirral dafür nutzen, mein Leben zu erfüllen oder so! [pause]Um die Welt zu retten! Um meine wahre Berufung zu finden! Um mich zu verlieben!", - "FRANKIE_PART3_FRANKIE1": "Hey, {player}. Ich hätte da mal eine Frage!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "Nur zu!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "Welche denn?", - "FRANKIE_PART3_FRANKIE2": "Was bedeutet es ... sein Leben in die Hand zu nehmen?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "Das ist eine umfassende Frage.", - "FRANKIE_PART3_FRANKIE2_OPTION2": "Was ...?", - "FRANKIE_PART3_FRANKIE4": "Du weißt schon, dieses ganz klassische Abenteuerzeug. [pause]Ich darf keine einzige Sekunde vergeuden!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "Vielleicht sind deine Erwartungen zu hoch ...", - "FRANKIE_PART3_FRANKIE4_OPTION2": "Mach dir nicht zu viel Druck!", - "FRANKIE_PART3_FRANKIE5": "Hm. [pause]Da hast du wahrscheinlich recht.", - "FRANKIE_PART3_FRANKIE6": "Okay, zweite Frage! [pause]Kannst du mir helfen, gegen eine Schurken-Fusion zu kämpfen, die ich in der Nähe gefunden habe? Das wird bestimmt eine lohnenswerte Erfahrung!", - "FRANKIE_PART3_FRANKIE7": "Danke für deine Hilfe, {player}! [pause]Ich habe beschlossen, dass das in der Tat eine lohnenswerte Erfahrung war!", - "FRANKIE_PART4_FRANKIE1.m": "Hey, Captain! [pause]Ich denke darüber nach, ein richtiger Ranger zu werden!", - "FRANKIE_PART4_FRANKIE3": "Also habe ich natürlich eine Schurken-Fusion aufgespürt, um gegen sie zu kämpfen! Zögern wir nicht – [shake rate=30 level=10]sondern lass uns ihr einen verpassen![/shake]", - "FRANKIE_PART4_FRANKIE2": "Kein Anfängerstatus mehr für mich! Obwohl ich vorher erst noch stärker werden muss.", - "FRANKIE_PART4_FRANKIE1.n": "Hey, Captain! [pause]Ich denke darüber nach, ein richtiger Ranger zu werden!", - "FRANKIE_PART4_FRANKIE4": "Danke für deine Unterstützung! [pause]Wenn wir uns nächstes Mal treffen, bin ich vielleicht schon ausgebildeter Ranger!", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Du hättest bestimmt nie erwartet, dass ich dich zu einem Duell herausfordern würde, oder?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Du hättest bestimmt nie erwartet, dass ich dich zu einem Duell herausfordern würde, oder?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]SCHÜLER MÜSSEN GEGEN IHRE MEISTER KÄMPFEN![/shake] Ich kann nur dann ein richtiger Ranger werden, wenn ich dich besiege und [wave amp=30 freq=10]mir deinen Stempel hole[/wave]!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Du hättest bestimmt nie erwartet, dass ich dich zu einem Duell herausfordern würde, oder?", - "FRANKIE_PART5_FRANKIE3": "Ich habe sogar diesen Welpuncher gezähmt, der mir hilft! Was sagst du? Nimmst du meine Herausforderung an?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "Gib dein Bestes, Anfängerin!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Ich wusste, du würdest stark sein.", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Ranger![/shake] [pause]Bist du hier, um mich aufzuhalten?! Hm?", - "FRANKIE_PART5_FRANKIE3_OPTION2": "Ich werde mich nicht zurückhalten!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Ich wusste, du würdest stark sein.", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Ich wusste, du würdest stark sein.", - "FRANKIE_PART5_FRANKIE5": "Deswegen habe ich vorher auch gegen die anderen zwölf Captains gekämpft.", - "FRANKIE_PART5_FRANKIE5_OPTION1": "Hm?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "Was hast du gemacht?", - "FRANKIE_PART5_FRANKIE6": "Du hast richtig gehört ... Ich [wave amp=30 freq=10]qualifiziere[/wave] mich schon als Ranger!", - "FRANKIE_PART5_FRANKIE7": "Ich wollte einfach nur sehen, wie stark du bist. [pause]Und du hast mich nicht enttäuscht!", - "FRANKIE_PART5_FRANKIE8.m": "Wir sehen uns, Captain ...!", - "FRANKIE_PART5_FRANKIE8.n": "Wir sehen uns, Captain ...!", - "FRANKIE_TOWN_HALL_INTERACT1": "Hey, {player}! Ich wollte nur den neuesten Klatsch und Tratsch hören, bevor ich wieder losziehe!", - "FRANKIE_PART5_FRANKIE8.f": "Wir sehen uns, Captain ...!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Ranger![/shake] [pause]Bist du hier, um mich aufzuhalten?! Hm?", - "VIN_PART1_VIN1_OPTION2": "Das ist mein Job!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Ranger![/shake] [pause]Bist du hier, um mich aufzuhalten?! Hm?", - "VIN_PART1_VIN1_OPTION1": "So was in der Art.", - "VIN_PART1_VIN2": "Na schön! [pause]Wenn du gegen mich antrittst, dann aber im Zweikampf!", - "VIN_PART3_VIN8.n": "Ganz zu schweigen davon, dass [wave amp=30 freq=10]jemand von ihnen[/wave] unsere Gemeinschaft überhaupt erst ins Chaos gestürzt hat!", - "VIN_PART1_VIN3": "Nur [wave amp=30 freq=10]Feiglinge[/wave] verlassen sich auf andere!", - "VIN_PART1_KAYLEIGH4": "Keine Sorge, {player}! Hierbei setze ich aus. Den kannst du auch ohne mich ausschalten!", - "VIN_PART1_MEREDITH4.f": "Eine Prügelei, eins gegen eins? Nur zu. Du bist hart genug, {player} – du kannst es mit ihm aufnehmen.", - "VIN_PART1_MEREDITH4.m": "Eine Prügelei, eins gegen eins? Nur zu. Du bist hart genug, {player} – du kannst es mit ihm aufnehmen.", - "VIN_PART1_MEREDITH4.n": "Eine Prügelei, eins gegen eins? Nur zu. Du bist hart genug, {player} – du kannst es mit ihm aufnehmen.", - "VIN_PART1_EUGENE4.m": "Na los. Du brauchst meine Hilfe nicht, um es mit dem Trottel aufzunehmen.", - "VIN_PART1_EUGENE4.n": "Na los. Du brauchst meine Hilfe nicht, um es mit dem Trottel aufzunehmen.", - "VIN_PART1_FELIX4": "Was meinst du, {player}? Willst du dem Kerl zeigen, wer hier der Boss ist?", - "VIN_PART1_EUGENE4.f": "Na los. Du brauchst meine Hilfe nicht, um es mit dem Trottel aufzunehmen.", - "VIN_PART1_VIOLA4.n": "Wie es scheint, ist dieser Kampf nur für dich allein bestimmt, {player}. Aber keine Sorge – ich glaube an dich.", - "VIN_PART1_VIOLA4.f": "Wie es scheint, ist dieser Kampf nur für dich allein bestimmt, {player}. Aber keine Sorge – ich glaube an dich.", - "VIN_PART1_VIOLA4.m": "Wie es scheint, ist dieser Kampf nur für dich allein bestimmt, {player}. Aber keine Sorge – ich glaube an dich.", - "VIN_PART1_VIN5.m": "Hmpf! [pause]Für einen Feigling bist du ganz schön stark ...", - "VIN_PART1_VIN5.f": "Hmpf! [pause]Für einen Feigling bist du ganz schön stark ...", - "VIN_PART1_VIN5.n": "Hmpf! [pause]Für einen Feigling bist du ganz schön stark ...", - "VIN_PART1_VIN6": "Aber mich kriegst du nicht! [wave amp=30 freq=10]Ich bin schon weg![/wave]", - "VIN_PART1_KAYLEIGH7": "Er ist ziemlich schnell weggelaufen. Ich bin mir sicher, dass wir ihn nächstes Mal schnappen, {player}.", - "VIN_PART1_MEREDITH7.m": "Das war aber eine ganz schön plötzliche Flucht. Aber nächstes Mal schnappen wir ihn.", - "VIN_PART1_MEREDITH7.n": "Das war aber eine ganz schön plötzliche Flucht. Aber nächstes Mal schnappen wir ihn.", - "VIN_PART1_MEREDITH7.f": "Das war aber eine ganz schön plötzliche Flucht. Aber nächstes Mal schnappen wir ihn.", - "VIN_PART1_EUGENE7": "Trotz der ganzen Angeberei ist er ziemlich schnell geflohen, was?", - "VIN_PART1_FELIX7": "Er ist ein ziemlich guter Läufer. Aber nächstes Mal schnappen wir ihn.", - "VIN_PART2_VIN1": "[shake rate=30 level=10]Du schon wieder![/shake]", - "VIN_PART1_VIOLA7": "Er hat den Schauplatz des Kampfes äußerst rasch verlassen. Aber ich bin mir sicher, dass sich unsere Wege wieder kreuzen werden.", - "VIN_PART2_VIN2": "Ihr verdammten Ranger steckt eure Nasen immer in Dinge, die euch nichts angehen!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]Nicht bevor die Leute nicht von der Tyrannei der Hafenstadt-Ranger befreit sind![/shake]", - "VIN_PART2_VIN3": "Na los, kämpf gegen mich – eins gegen eins!", - "VIN_PART2_VIN4": "Hehe, mich kriegst du niemals. Und ich gebe niemals auf ...", - "VIN_PART3_VIN1.m": "Ach nee. [pause]Die Ranger haben ihren [wave amp=30 freq=10]treuen Trottel[/wave] geschickt, um mich wieder aufzuspüren!", - "VIN_PART3_VIN1.f": "Ach nee. [pause]Die Ranger haben ihren [wave amp=30 freq=10]treuen Trottel[/wave] geschickt, um mich wieder aufzuspüren!", - "VIN_PART3_VIN1_OPTION1": "Hey! Ich heiße {player}!", - "VIN_PART3_VIN1.n": "Ach nee. [pause]Die Ranger haben ihren [wave amp=30 freq=10]treuen Trottel[/wave] geschickt, um mich wieder aufzuspüren!", - "VIN_PART3_VIN2": "...", - "VIN_PART3_FELIX5": "Moment mal, dieser Dieb gehört also zu dem schrägen Kult?", - "VIN_PART3_VIN3": "Dann hast du doch ...", - "VIN_PART3_VIN4.f": "... ganz herzlos diesen [wave amp=30 freq=10]Gott getötet[/wave] und für all das Chaos gesorgt! Du hast Bruder Cooper seinem Tod überlassen!", - "VIN_PART3_VIN4.n": "... ganz herzlos diesen [wave amp=30 freq=10]Gott getötet[/wave] und für all das Chaos gesorgt! Du hast Bruder Cooper seinem Tod überlassen!", - "VIN_PART3_VIN4.m": "... ganz herzlos diesen [wave amp=30 freq=10]Gott getötet[/wave] und für all das Chaos gesorgt! Du hast Bruder Cooper seinem Tod überlassen!", - "VIN_PART3_VIN4_OPTION1.n": "Den Gott getötet?", - "VIN_PART3_VIN4_OPTION1.f": "Den Gott getötet?", - "VIN_PART3_VIN4_OPTION1.m": "Den Gott getötet?", - "VIN_PART3_MEREDITH5": "Er ist ein Kultist, {player}. Wahrscheinlich ist er sauer wegen dieses Morbidstern-Typen, den du mit Kayleigh vermöbelt hast.", - "VIN_PART3_VIN4_OPTION2": "Das habe ich nicht!", - "VIN_PART3_KAYLEIGH5": "Gehörst du zu den Kindern des Kummers?", - "VIN_PART3_EUGENE5": "Hey! Ohne {player} wären viel mehr Leute als nur Dorian gestorben!", - "VIN_PART3_VIOLA5": "Du irrst dich, Dieb!", - "VIN_PART3_VIN6.f": "Genug geredet! Komm her und kämpf gegen mich, du Feigling!", - "VIN_PART3_VIN6.m": "Genug geredet! Komm her und kämpf gegen mich, du Feigling!", - "VIN_PART3_VIN6.n": "Genug geredet! Komm her und kämpf gegen mich, du Feigling!", - "VIN_PART3_VIN7": "Als unser Anführer [wave amp=30 freq=10]grausam ermordet[/wave] wurde, wolltet ihr Ranger uns sofort \\\"Hilfe anbieten\\\". Na klar.", - "VIN_PART3_VIN8.m": "Ganz zu schweigen davon, dass [wave amp=30 freq=10]jemand von ihnen[/wave] unsere Gemeinschaft überhaupt erst ins Chaos gestürzt hat!", - "VIN_PART3_VIN8.f": "Ganz zu schweigen davon, dass [wave amp=30 freq=10]jemand von ihnen[/wave] unsere Gemeinschaft überhaupt erst ins Chaos gestürzt hat!", - "VIN_PART3_KAYLEIGH9": "Du verstehst das vollkommen falsch. [pause]Dorian war für all das verantwortlich, was eure Gemeinschaft durchgemacht hat!", - "VIN_PART3_VIN10": "Die leeren Kassetten und die Sticker, die ich stehle ... sind für unseren Widerstand!", - "VIN_PART4_VIN1": "Lass mich einfach in Ruhe ...", - "VIN_PART4_VIN2": "Äh ...", - "VIN_PART4_VIN3": "Dieses Ding hat mir aufgelauert ...", - "VIN_PART4_VIN4": "Warum ... [pause]hast du das getan, {player}?", - "VIN_PART4_VIN5_OPTION1": "Du irrst dich!", - "VIN_PART4_VIN5.n": "Du hättest mich genau wie Bruder Cooper hier verrotten lassen können und wärst dein [wave amp=30 freq=10]Diebesproblem[/wave] für immer los gewesen.", - "VIN_PART4_VIN5.f": "Du hättest mich genau wie Bruder Cooper hier verrotten lassen können und wärst dein [wave amp=30 freq=10]Diebesproblem[/wave] für immer los gewesen.", - "VIN_PART4_VIN5.m": "Du hättest mich genau wie Bruder Cooper hier verrotten lassen können und wärst dein [wave amp=30 freq=10]Diebesproblem[/wave] für immer los gewesen.", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Vin!?[/shake] [pause]Du steckst hinter all dem?", - "VIN_PART4_VIN5_OPTION2": "Ich habe Dorian nicht dem Tod überlassen!", - "VIN_PART4_JACQUELINE7": "Als Ianthe meinte, dass jemand Vorräte stiehlt, die die Ranger für die Gemeinschaft beiseitegelegt hatten, hätte ich nicht gedacht, dass du es bist!", - "VIN_PART4_VIN8": "Beiseite...[pause]gelegt ...? [pause]Für die Gemeinschaft? [pause]Unsere Kommune?", - "VIN_PART4_JACQUELINE9": "Ja, du Idiot!", - "VIN_PART5_VIN6": "Und jetzt muss ich dich für deinen Stempel herausfordern! [pause]Na los, kämpf gegen mich, [wave amp=30 freq=10]eins gegen eins[/wave], {player}!", - "VIN_PART4_VIN10": "Aber die Ranger ... haben die Kontrolle übernommen, oder? Druck auf dich ausgeübt [pause]und so.", - "VIN_PART4_JACQUELINE11": "Überhaupt nicht. Dorians Tod war für mich ein Erwachen.", - "VIN_PART4_JACQUELINE12": "Als er bei uns war – als er [wave amp=30 freq=10]das Sagen[/wave] hatte – war es, wie unter einem Bann zu leben. Ich konnte nicht erkennen, was um mich herum geschah.", - "VIN_PART4_JACQUELINE13": "Erst im Rückblick sehe ich die Dinge so, wie sie wirklich waren.", - "VIN_PART4_KAYLEIGH14": "Jacqueline ...", - "VIN_PART4_JACQUELINE15": "Ich suchte nach Hilfe für die Gemeinschaft und Ianthe war so nett, sie mir zu geben.", - "VIN_PART4_JACQUELINE16": "Ohne ihre Unterstützung wären wir schon längst verhungert. Dorian ließ uns das Gemüsebeet ausgraben, um zu diesem Erzengel zu gelangen!", - "VIN_PART4_VIN17": "...", - "VIN_PART4_JACQUELINE20": "Ich kenne Vin, seit er auf Neu Wirral eingetroffen ist. Er hat das Herz am rechten Fleck, ist aber ... [pause]einfach nur vollkommen falsch informiert.", - "VIN_PART4_JACQUELINE18": "Komm, bringen wir dich nach Hause, damit du dich ausruhen kannst.", - "VIN_PART4_JACQUELINE19": "{player}, [pause]es tut mir so leid.", - "VIN_PART4_JACQUELINE22": "Sag Ianthe bitte, wie dankbar ich für ihre Unterstützung bin.", - "VIN_PART4_JACQUELINE21": "Ich berufe ein Treffen mit der ganzen Gemeinschaft ein und kläre alles. Das wird nicht wieder geschehen.", - "VIN_PART5_VIN1": "Hey, {player}.", - "VIN_PART5_VIN2": "Als du mich vor dieser Schurken-Fusion gerettet hast, war ich gezwungen, alles infrage zu stellen.", - "VIN_PART5_VIN3": "Ich bedauere, dass ich so einen Mist gebaut habe, aber ... [pause]letztendlich wollte ich nur meiner Gemeinschaft helfen.", - "VIN_PART5_VIN4": "Also bin ich zu den Ranger gegangen, um genau das zu tun – und natürlich auch, um meine Fehler wiedergutzumachen.", - "VIN_PART5_KAYLEIGH5": "Ausgezeichnet! [pause]Ich bin froh, dass du die Kurve gekriegt hast, Vin!", - "VIN_PART5_MEREDITH5": "Ja, das klingt, als hättest du jede Menge Arbeit vor dir, Kumpel.", - "VIN_PART5_EUGENE5": "Das klingt, als hättest du etwas für dich gefunden. Das respektiere ich.", - "VIN_PART5_FELIX5": "Schön zu sehen, dass du einen echten Sinneswandel hattest.", - "VIN_PART5_VIN7_OPTION1": "Ganz genau!", - "VIN_PART5_VIOLA5": "Ende gut, alles gut.", - "VIN_PART5_VIN8": "Gut, dass es noch zwölf andere Captains gibt, von denen ich meine Stempel erhalten kann.", - "VIN_PART5_VIN7": "Verdammt ... Du hältst dich nicht mal bei deinen Freunden zurück, was?", - "VIN_PART5_VIN7_OPTION2": "Ich glaube an \\\"liebevolle Strenge\\\".", - "VIN_PART5_VIN9": "Wenn du mich das nächste Mal siehst, bin ich ein Vollzeitranger, {player}!", - "VIN_TOWN_HALL_INTERACT1.m": "Hey, Captain! Wer ist deiner Meinung nach stärker: Artillerex oder Zahnradyu? Ich kann mich nicht entscheiden.", - "VIN_TOWN_HALL_INTERACT1.f": "Hey, Captain! Wer ist deiner Meinung nach stärker: Artillerex oder Zahnradyu? Ich kann mich nicht entscheiden.", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Deine beiden Schützlinge hast du hier bestimmt nicht erwartet, oder, Captain?", - "VIN_TOWN_HALL_INTERACT1.n": "Hey, Captain! Wer ist deiner Meinung nach stärker: Artillerex oder Zahnradyu? Ich kann mich nicht entscheiden.", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Deine beiden Schützlinge hast du hier bestimmt nicht erwartet, oder, Captain?", - "VIN_AND_FRANKIE_KAYLEIGH3": "Ich hätte nie gedacht, dass sich diese beiden mal anfreunden!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Deine beiden Schützlinge hast du hier bestimmt nicht erwartet, oder, Captain?", - "VIN_AND_FRANKIE_VIN2": "Hey, {player}. Ich habe endlich meine Ausbildung abgeschlossen und bin jetzt Vollzeit-Ranger!", - "VIN_AND_FRANKIE_MEREDITH3": "Diese beiden sind jetzt Kumpel? War ja irgendwie klar.", - "VIN_AND_FRANKIE_FELIX3": "Ich wusste gar nicht, dass ihr euch kennt! Ist wohl doch eine kleine Insel.", - "VIN_AND_FRANKIE_VIOLA3": "Ich hätte nie gedacht, dass zwei solch unterschiedliche Menschen sich anfreunden!", - "VIN_AND_FRANKIE_EUGENE3": "Hehe. Die beiden sind jetzt wohl Kumpel, oder?", - "VIN_AND_FRANKIE_FRANKIE4": "Äh, Neuigkeiten habe ich auch.", - "VIN_AND_FRANKIE_FRANKIE5": "Mein Welpuncher-Haustier ist weggelaufen ...!", - "VIN_AND_FRANKIE_FRANKIE6": "Captain Cybil meinte, wilde Monster würden keine guten Haustiere abgeben, aber ... [pause]ich bin mir sicher, dass es mit meiner Fanfic über ihn zu tun hatte.", - "VIN_AND_FRANKIE_FRANKIE7": "Aber egal! Meinem neuen [wave amp=30 freq=10]besten Kumpel[/wave] Vin sind solche Sachen egal!", - "VIN_AND_FRANKIE_VIN8": "Was ist denn eine Fanfic, {player}? Sie sagt es mir nicht ...", - "VIN_AND_FRANKIE_FRANKIE9": "AHHHH ...!", - "VIN_AND_FRANKIE_FRANKIE10.n": "Ich verlange eine Revanche, Captain! Vin und ich gegen dich und {partner}! Wie wär's?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Klar!", - "VIN_AND_FRANKIE_FRANKIE10.m": "Ich verlange eine Revanche, Captain! Vin und ich gegen dich und {partner}! Wie wär's?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Jetzt nicht.", - "VIN_AND_FRANKIE_FRANKIE10.f": "Ich verlange eine Revanche, Captain! Vin und ich gegen dich und {partner}! Wie wär's?", - "POWER_STATION_DREADFUL4": "Sollen wir ihm zeigen, aus welchem Holz wir geschnitzt sind?", - "VIN_AND_FRANKIE_FRANKIE11": "Ah ... [pause]Nicht schon wieder!", - "VIN_AND_FRANKIE_VIN12": "Kopf hoch, Frankie. Wir können nicht jedes Mal gewinnen.", - "VIN_AND_FRANKIE_VIN13": "{player}, erst nach der Fusion mit Frankie habe ich erkannt, dass es keine Schwäche ist, sich auf andere zu verlassen.", - "VIN_AND_FRANKIE_VIN14": "Wenn wir unsere Anstrengungen vereinen, sind wir mehr als nur die Summe unserer Teile. [pause]Darum geht es doch bei der ganzen Sache, oder?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]UND SO HILFT DIE MUTIGE HELDIN MITTELS DER KRAFT DER LIEBE DEM ANTIHELDEN BEI SEINER WIEDERGUTMACHTUNG ...![/wave]", - "VIN_AND_FRANKIE_VIN16": "Moment mal ... [pause]Was ...?!", - "POWER_STATION_WALLACE1.m": "Dadrin ist alles für dich bereit.", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Nyehehe ...![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "Bis denne, {player}!", - "POWER_STATION_WALLACE1.n": "Dadrin ist alles für dich bereit.", - "POWER_STATION_WALLACE1.f": "Dadrin ist alles für dich bereit.", - "POWER_STATION_DREADFUL1": "Immer ruhig mit den jungen Pferden!", - "POWER_STATION_DREADFUL2": "Das ist mein Gebiet, {player}! Wenn es hier einen Kampf gibt, will ich nicht im Dunkeln gelassen werden.", - "POWER_STATION_DREADFUL3": "Haltet euch fest, Leute – hier ist ein richtig fieses großes Ding!", - "POWER_STATION_DREADFUL5": "Na, das ging ja mal hoch her! Schau dich um – ich muss erst wieder zu Atem kommen.", - "POWER_STATION_DREADFUL7.m": "{player}, bist du dir da absolut sicher?", - "POWER_STATION_DREADFUL6": "Schau dich um – ich muss erst wieder zu Atem kommen.", - "POWER_STATION_DREADFUL7_OPTION1": "Machen wir's!", - "POWER_STATION_NOTE1": "\\\"10.10.1957, 4.00 Uhr\\nMit Dr. Aegle und Dr. Aetheria habe ich mir die ganze Nacht lang neue Experimente für den Fusionsreaktor ausgedacht. Wir waren total im Flow und haben völlig die Zeit vergessen. Zwischendurch fühlte es sich an, als hätten wir uns wie ein einziges Wesen nur noch auf den Reaktor konzentriert!\\\"", - "POWER_STATION_DREADFUL7.f": "{player}, bist du dir da absolut sicher?", - "POWER_STATION_DREADFUL7.n": "{player}, bist du dir da absolut sicher?", - "POWER_STATION_DREADFUL7_OPTION2": "Warten wir noch.", - "POWER_STATION_NOTE3": "\\\"10.10.1957, 7.00 Uhr\\nEin Wesen, das sich 'Helia\\' nannte, ist dem Reaktor entstiegen! Die Thermoelemente haben sofort einen Abfall der Kerntemperatur festgestellt, von daher ... denke ich, dass es wieder sicher ist. \\'Helia\\' sieht ein bisschen wie eine Darstellung eines Heliumatoms mit zwei Ringen als Elektronenorbitale aus ...\\\"", - "POWER_STATION_NOTE2": "\\\"10.10.1957, 5.15 Uhr\\nIm Reaktor geht irgendwas Seltsames vor – die Temperatur im Kern steigt immer weiter an! Wir haben schon die Ventilatoren eingeschaltet, um den Luftstrom zu verstärken, aber es half alles nichts! Wenn das so weitergeht, werden wir bald schön kross gebraten!\\\"", - "POWER_STATION_NOTE5": "\\\"11.10.1957, 3.05 Uhr\\nWir haben uns an Helias Vorschlag gehalten, Folklord, Masklapper, Manispeer und ZENSIERT kombiniert, den wir vom Versorgungsministerium aus einem hiesigen Zoo erhalten haben. Helia ist mit dem Ergebnis offenbar unzufrieden. Aber war es nicht das, was sie wollte? Hätten wir lebende Bestien verwenden sollen?\\\"", - "POWER_STATION_NOTE4": "\\\"10.10.1957, 7.30 Uhr\\n'Helia\\' hat uns gesagt, dass wir sie irgendwie erschaffen oder herbeigerufen haben. Jetzt erklärt sie uns, wie wir den Reaktor funktionstüchtig machen können. Und danach möchte sie mit uns über andere Arten von Fusion reden ... Welche anderen Arten?\\\"", - "POWER_STATION_NOTE6": "\\\"11.10.1957, 8.00 Uhr\\nWas haben wir getan?! Die instabile Fusion ist außer Kontrolle geraten! Die Duplizierung hört nicht auf! Das Ministerium hat das Gebäude abgesperrt, um sie im Innern zu halten, und ich sitze hier fest! Möge die Mer-Linie mir helfen!\\\"", - "POWER_STATION_HELIA_HELIA1": "AH, DANKE, DASS DU DIE FEHLGESCHLAGENEN EXPERIMENTE MEINER VORFAHREN AUFGEWISCHT HAST.", - "POWER_STATION_HELIA_HELIA2": "DIESE INSTABILEN FUSIONEN SIND ZIEMLICH SCHWIERIG ZU ENTFERNEN, WENN SIE SICH ERST MAL VERVIELFÄLTIGEN.", - "POWER_STATION_HELIA_HELIA3": "WAS FÜHRT DICH HIERHER, {player.to_upper}?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "Du kennst mich?", - "POWER_STATION_HELIA_HELIA4": "ICH KENNE DICH ZIEMLICH GUT. WIE OFT HAST DU DICH JETZT FUSIONIERT?\\n\\nWO AUCH IMMER ES EINE FUSION GIBT, BIN ICH ZU FINDEN.", - "POWER_STATION_HELIA_HELIA5": "ICH BIN HELIA, DER PROZESS DER FUSION.", - "POWER_STATION_HELIA_KAYLEIGH6": "Dann erschaffst du also die Schurken-Fusionen?", - "POWER_STATION_HELIA_MEREDITH6": "Oh. Es steht also wirklich jemand hinter den Schurken-Fusionen!", - "POWER_STATION_HELIA_EUGENE6": "Du bist für die Schurken-Fusionen verantwortlich?", - "POWER_STATION_HELIA_FELIX6": "Die Schurken-Fusionen sind also ...?", - "POWER_STATION_HELIA_HELIA12": "ICH ERHALTE DAS LEBEN AUFRECHT. DIE PFLANZEN, DIE IHR ZUM ÜBERLEBEN BRAUCHT, BEZIEHEN IHRE ENERGIE AUS DER KERNFUSION IM HERZEN EURES STERNS.", - "POWER_STATION_HELIA_VIOLA6": "Dann steckst du hinter den Kreaturen der Schurken-Fusionen!", - "POWER_STATION_HELIA_DOG6": "Grr ...", - "POWER_STATION_HELIA_HELIA7": "\\\"SCHURKEN-FUSIONEN\\\"?\\n[pause]\\nOH, JA. [pause]DIE STABILEN. [pause]DIESE WUNDERVOLLEN BESTIEN SIND MEIN WERK.", - "POWER_STATION_HELIA_HELIA8": "JETZT ERKENNE ICH, WARUM IHR HIER SEID. ICH SPÜRE, WIE DAS POTENZIAL FÜR EINE FUSION IN EUCH BEIDEN ZUNIMMT, WAS NUR BEDEUTEN KANN ...", - "POWER_STATION_HELIA_HELIA11": "ES WÄRE NICHT GUT, DIE FUSION ZU BEENDEN. ERKENNT IHR DAS NICHT?", - "POWER_STATION_HELIA_HELIA9": "... DASS IHR GEGEN MICH KÄMPFEN WOLLT, NICHT WAHR?", - "POWER_STATION_HELIA_HELIA10": "DAS REICHT MIR JETZT.", - "POWER_STATION_HELIA_HELIA13": "ICH FORME LEBEN. WENN SICH TOTE ATOME ZU LEBENDEN ZELLEN VERBINDEN, IST DAS EINE ANDERE ART VON FUSION.\\n\\nWENN SICH EINZELNE ZELLEN ZU INTELLIGENTEN MULTIZELLULAREN LEBENSFORMEN VERBINDEN, BIN ICH DAS AUCH.", - "POWER_STATION_HELIA_HELIA14": "OHNE MICH – OHNE FUSION – GÄBE ES KEIN LEBEN.", - "POWER_STATION_HELIA_KAYLEIGH15": "Deine \\\"wundervollen Bestien\\\" bringen Hafenstadt in Gefahr!", - "POWER_STATION_HELIA_EUGENE15": "Jetzt hör doch auf! Wir kommen auch gut ohne deine \\\"wundervollen Bestien\\\" klar.", - "POWER_STATION_HELIA_MEREDITH15": "Ich sage es dir ja nur ungern, aber deine \\\"wundervollen Bestien\\\" verletzen Menschen.", - "POWER_STATION_HELIA_FELIX15": "Kannst du wenigstens aufhören, noch mehr \\\"wundervolle Bestien\\\" zu erschaffen?", - "POWER_STATION_HELIA_HELIA16": "WIE GESAGT, ICH BIN DER PROZESS DER FUSION.\\n\\nICH BIN NICHT IHRE URSACHE.", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, WENN DU MIT {partner.to_upper} FUSIONIERST, DANN NICHT, WEIL ICH ES EUCH SAGE.\\n\\nICH BIN GANZ EINFACH DAS MITTEL.", - "POWER_STATION_HELIA_VIOLA15": "Ich bin mit der \\\"Fusion\\\" von Neu Wirral vertraut, aber was soll dieses Gerede über Sterne und Zellen?", - "POWER_STATION_HELIA_HELIA18": "MAN GIBT AUCH NICHT DEM TOD DIE SCHULD, WENN JEMAND ERMORDET WURDE.", - "POWER_STATION_HELIA_HELIA18_OPTION1": "Wem geben wir dann die Schuld?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "Hilf uns bitte ...", - "POWER_STATION_HELIA_HELIA19": "DIE LETZTENDLICHE URSACHE DER \\\"SCHURKEN-FUSIONEN\\\" IST DAS WESEN, DAS UNAUFHÖRLICH TRÜMMER AUS ANDEREN WELTEN AUF DIESE INSEL HOLT.\\n[pause]\\nES IST DAS WESEN, DAS MICH, EUCH UND ALLE ANDEREN MENSCHEN HERGEBRACHT HAT.", - "POWER_STATION_HELIA_HELIA22": "NOCH EINE SACHE, BEVOR DU GEHST, {player.to_upper}.\\n\\nIHR HABT MORGANTE, DEN GEIST DER REBELLION, MANIFESTIERT, ALS IHR GEGEN ALEPH GEKÄMPFT HABT, ODER?", - "POWER_STATION_HELIA_HELIA20": "DIE MER-LINIE. DIE, DIE UNTER UNS LIEGT.", - "POWER_STATION_HELIA_KAYLEIGH21": "Die Mer-Linie? Das gefällt mir nicht, {player} ...", - "POWER_STATION_HELIA_MEREDITH21.f": "Unsere Chancen gegen die Mer-Linie gefallen mir nicht.", - "POWER_STATION_HELIA_MEREDITH21.m": "Unsere Chancen gegen die Mer-Linie gefallen mir nicht.", - "POWER_STATION_HELIA_MEREDITH21.n": "Unsere Chancen gegen die Mer-Linie gefallen mir nicht.", - "POWER_STATION_HELIA_EUGENE21": "Okay! Dann verprügeln wir mal ein paar Züge!", - "POWER_STATION_HELIA_FELIX21": "Oh. Die Eisenbahn steckt hinter all dem?", - "POWER_STATION_HELIA_VIOLA21": "Wir werden uns nicht von einem einfachen Labyrinth besiegen lassen, {player}!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "Endlich mal eine klare Antwort.", - "POWER_STATION_HELIA_DOG21": "Grr ...", - "POWER_STATION_HELIA_HELIA27": "ICH BITTE DICH, AUF DEN WILLEN ZU ACHTEN, DEN DU MANIFESTIERST.\\n\\nALEPH KANN NOCH IMMER ZURÜCKKEHREN.", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "Treffen wir die Mer-Linie.", - "POWER_STATION_HELIA_HELIA22_OPTION1": "Ja. Warum?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "Ja, haben wir.", - "POWER_STATION_HELIA_HELIA23": "DAS SCHWERT, DAS DU TRÄGST, IST ZWEISCHNEIDIG.", - "POWER_STATION_HELIA_HELIA24": "VON FUSION ODER JEDER VON EINER GRUPPE ZU EINEM EINZIGEN ZWECK AUSGEFÜHRTEN ARBEIT KÖNNTE MAN SAGEN, DASS DAS GANZE GRÖSSER ALS DIE SUMME SEINER TEILE IST.", - "POWER_STATION_HELIA_HELIA26": "WÄHREND UNSERES KAMPFS HABE ICH IN DIR DIE SAAT DER EROBERUNG GESPÜRT.", - "POWER_STATION_HELIA_HELIA25": "DER UNTERSCHIED ZWISCHEN DEM GANZEN UND DER SUMME SEINER TEILE IST DER EGREGOR ODER \\\"ERZENGEL\\\".\\n\\nEGREGORE SIND ANFANGS KLEIN UND SCHWACH, MIT GENÜGEND GERICHTETEM WILLEN KÖNNEN SIE SICH JEDOCH UNABHÄNGIG MANIFESTIEREN, MACHT AUSÜBEN UND KONTROLLE ÜBERNEHMEN.", - "POWER_STATION_HELIA_DREADFUL28": "Das war ja mal was! [pause]Das melde ich lieber alles Ianthe.", - "POWER_STATION_HELIA_DREADFUL29": "Viel Glück mit der Mer-Linie, {player}. Hierbei setze ich aus.", - "MERLINE_MEETING_MAGIKRAB1B": "{player}, die Mer-Linie erwartet dich. Begleite mich bitte zu Bahnsteig A des Bahnhofs Hafenstadt.", - "POWER_STATION_HELIA_DREADFUL30": "Hm ... [pause]Ich frage mich, ob \\\"Helia\\\" irgendwas mit dem Feuer zu tun hatte, das Neu London vor all den Jahren niederbrannte ...", - "MERLINE_MEETING_MAGIKRAB1A": "{player}, die Mer-Linie erwartet dich. Begleite mich bitte zu Bahnsteig A.", - "MERLINE_MEETING_MAGIKRAB2": "Die Mer-Linie wird nun durch mich sprechen.", - "MERLINE_MEETING_MAGIKRAB3.m": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene hera...", - "MERLINE_MEETING_MAGIKRAB3.n": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene hera...", - "MERLINE_MEETING_MAGIKRAB3.f": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene hera...", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}, DIE MER-LINIE MÖCHTE DIR FÜR DEINEN ANTEIL AM SIEG ÜBER IHREN AUF ABWEGEN GERATENEN SCHÜLER ALEPH DANKEN.", - "MERLINE_MEETING_MERLINE5": "DIE MENSCHHEIT WIRD ES BALD MIT EINER HERAUSFORDERUNG VON NOCH NIE DAGEWESENEM AUSMASS ZU TUN BEKOMMEN. WIE ES ENDET, IST NOCH UNGEWISS.", - "MERLINE_MEETING_MERLINE6": "DIE MER-LINIE WOLLTE SEHEN, OB DAS KRIEGERISCHE WESEN DEINER SPEZIES ÜBERWUNDEN WERDEN KÖNNTE.", - "MERLINE_MEETING_MERLINE7": "DURCH DEN SIEG ÜBER ALEPH, DIE MANIFESTATION DER EROBERUNG, HAST DU DEINE ROLLE IN DEM RITUAL AUSGEFÜHRT UND DARFST NUN GEHEN.", - "MERLINE_MEETING_MERLINE7_OPTION1": "Wir hatten Hilfe von Morgante.", - "MERLINE_MEETING_MERLINE7_OPTION2": "Morgante ...", - "MERLINE_MEETING_MERLINE8": "AH, JA, MORGANTE. ALEPHS ALTE GELIEBTE.", - "MERLINE_MEETING_KEYLEIGH9": "Alephs ... Geliebte?", - "MERLINE_MEETING_VIOLA9": "...", - "MERLINE_MEETING_MEREDITH9": "Ähm ... Alephs Geliebte?", - "MERLINE_MEETING_EUGENE9": "Was?!", - "MERLINE_MEETING_FELIX9": "Sie ist Alephs Geliebte?", - "MERLINE_MEETING_MERLINE11": "WAS IST DER GEIST DER REBELLION OHNE EINE KRAFT, GEGEN DIE ER REBELLIEREN KANN? WAS IST DER KÖNIG DER EROBERUNG OHNE JEMANDEN, DEN ER EROBERN KANN?", - "MERLINE_MEETING_MERLINE10": "REBELLION UND EROBERUNG WAREN NICHT IMMER FEINDE.", - "MERLINE_MEETING_MERLINE14": "MORGANTES MANIFESTATION WÄHREND DEINES KAMPFS GEGEN ALEPH SCHMÄLERT NICHT DEINEN ANTEIL AM SIEG ÜBER IHN.", - "MERLINE_MEETING_MERLINE13": "SIE HATTEN SOGAR EINEN SOHN. WUSSTEST DU DAS?", - "MERLINE_MEETING_MERLINE12": "DER ROTE KÖNIG UND DIE WEISSE KÖNIGIN SIND IN EINEM STÄNDIGEN ZYKLUS AUS TOD UND WIEDERGEBURT, GEGENSATZ UND EINHEIT GEFANGEN. SIE SIND DER MOTOR, DER DAS RAD DER MENSCHHEITSGESCHICHTE DREHT.", - "MERLINE_MEETING_MERLINE15": "GANZ IM GEGENTEIL – ES WAR DEIN WILLE, DER SIE BESCHWOREN UND DAHER ALEPHS RÜCKKEHR IN DEN WEITEREN KOSMOS UNTERBUNDEN HAT.", - "MERLINE_MEETING_MERLINE16_OPTION1": "Du musst die Schurken-Fusionen aufhalten!", - "MERLINE_MEETING_MERLINE16": "ÄUSSERE DICH, {player.to_upper}. DIE MER-LINIE WEISS, DASS DU EINE BITTE HAST.", - "MERLINE_MEETING_MERLINE17": "DIE MER-LINIE KÖNNTE DIE \\\"SCHURKEN-FUSIONEN\\\" AUFHALTEN.", - "MERLINE_MEETING_MERLINE18": "ALLERDINGS WÄRE ES NICHT RICHTIG, ANDEREN DIE MÖGLICHKEITEN VORZUENTHALTEN, DIE DU HATTEST, {player.to_upper}.", - "MERLINE_MEETING_MERLINE21": "DORT WERDET IHR UND DER GEIST DER REBELLION GEBRAUCHT.", - "MERLINE_MEETING_MERLINE20": "ES IST HÖCHSTE ZEIT, DASS IHR IN EURE EIGENEN WELTEN ZURÜCKKEHRT, {player.to_upper} UND {partner.to_upper}.", - "MERLINE_MEETING_MERLINE19": "DEINE ART MUSS SICH SITUATIONEN AUF LEBEN UND TOD STELLEN, UM NICHT NUR ZAHLENMÄSSIG ZU WACHSEN.", - "MERLINE_MEETING_MAGIKRAB23": "Äh, was haben wir gemacht? Die letzten paar Minuten sind mir irgendwie entgangen.", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "Die Mer-Linie hat durch dich gesprochen.", - "MERLINE_MEETING_MAGIKRAB22": "Oh. {player}.", - "MERLINE_MEETING_MAGIKRAB24.m": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene herab!", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Hey, [pause]ich hätte da mal eine Frage, Felix! Ich weiß, dass du Cartoons zeichnest, aber entwirfst du auch Tattoos?", - "MERLINE_MEETING_KAYLEIGH25": "Hm. Vielleicht weiß Ianthe, was zu tun ist.", - "MERLINE_MEETING_MAGIKRAB24.f": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene herab!", - "MERLINE_MEETING_MAGIKRAB24.n": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene herab!", - "MERLINE_MEETING_MEREDITH25": "Das lief nicht so, wie ich es erwartet hatte.", - "MERLINE_MEETING_EUGENE25": "Tja, vielleicht ist es am besten, dass wir nicht gegen sie kämpfen. Du weißt ja, was Helia über Aleph gesagt hat ...", - "MERLINE_MEETING_FELIX25": "Glaubst du, sie hat die Wahrheit gesagt? Darüber, dass unsere Welten uns brauchen?", - "PARTNER_INTERACT_K_M1_MEREDITH2": "Was ist dieses \\\"Internet\\\"? [pause]Die Hälfte der Leute hier in Hafenstadt jammert darüber, wie sehr es fehlt!", - "MERLINE_MEETING_VIOLA25": "Vielleicht spricht diese \\\"Mer-Linie\\\" die Wahrheit.", - "PARTNER_INTERACT_K_M1_MEREDITH4": "Telefone? [pause]Benutzt man es, um mit Leuten zu sprechen?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "Ich verstehe das nicht.", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Du weißt schon, [pause]das Internet. [pause]Über Computer und Telefone?", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Welches Jahr war in deiner Welt, als du herkamst, [pause]Meredith?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "1989. Warum fragst du?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Oh! [pause]Okay. Ich sehe, dass wir vielleicht nicht ganz synchron sind.", - "PARTNER_INTERACT_K_E1_EUGENE2": "Ist nichts Persönliches. [pause]Ich bin einfach nur unberechenbar. [pause]Ein Einzelgänger. [pause]Ich kann nicht einer Organisation folgen, die mich vielleicht zurückhält.", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "Ich verstehe dich nicht, Eugene. [pause]Du findest dieses ganze \\\"Die Gemeinschaft retten\\\"-Zeug gut, [pause]willst aber nicht mit mir zu den Rangern gehen?", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Ich glaube, das ist es nicht. [pause]Ich glaube, du hast Angst davor, die Aufnahmeprüfung nicht zu bestehen!", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]D-Das ist es ganz bestimmt nicht![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "Habe ich noch nicht gemacht! [pause]Willst du dich tätowieren lassen?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Hm. [pause]Ich glaube, rein theoretisch gefällt mir die Idee, eine Tätowierung zu bekommen.", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Aber eigentlich [pause]bin ich viel zu unentschlossen. [pause]So eine endgültige Entscheidung könnte ich wahrscheinlich gar nicht treffen.", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, ich muss dich was fragen ...", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Woher hast du diese ärmellose Jacke? [pause]So etwas habe ich noch nie auf Neu Wirral gesehen!", - "PARTNER_INTERACT_K_V1_VIOLA3": "Als ich an den Strand dieser einsamen Insel gespült wurde, [pause]fand ich eine abgelegte alte Jacke eines Soldaten.", - "PARTNER_INTERACT_K_V1_VIOLA4": "Die Ärmel passten mir nicht, [pause]also entfernte ich sie einfach.", - "PARTNER_INTERACT_K_V1_VIOLA5": "Ich muss sagen, dass ich sie äußerst lieb gewonnen habe.", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Du bist so cool ... Ich glaube, ich stehe ein bisschen auf dich.", - "PARTNER_INTERACT_K_V1_VIOLA7": "Gestehst du mir deine immerwährende Liebe, [pause]teuerste Kayleigh?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Hey, [pause]SO einfach kriegt man mich nicht rum!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "Ich muss eigentlich noch in der Werkstatt arbeiten, [pause]aber ich könnte auch erst mal einen Bogen darum machen.", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]Bist du ein braver Hund? Ja! Ja, du bist so ein braver Hund![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "Wuff, wuff!", - "PARTNER_INTERACT_M_E1_EUGENE2": "Ja! [pause]Man muss auch mal Pause machen, [pause]oder?", - "PARTNER_INTERACT_M_E1_EUGENE3": "...[pause][pause]Moment mal, [pause]was hast du da gesagt?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "Ähhh, [pause]ich habe gesagt, dass ich noch arbeiten muss?", - "PARTNER_INTERACT_M_E1_EUGENE5": "Was hast du [wave amp=30 freq=10]danach[/wave] gesagt ...?", - "PARTNER_INTERACT_M_E1_EUGENE7": "Ist das ein feststehender Begriff? [pause]Einen \\\"Bogen\\\" um etwas zu machen?", - "PARTNER_INTERACT_M_E1_MEREDITH6": "Dass ich einen Bogen darum mache?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "Oh, [pause]äh, [pause]ja. [pause]Wenn man irgendwas ausfallen lässt oder irgendwo nicht hingeht, dann macht man einen \\\"Bogen\\\" darum.", - "PARTNER_INTERACT_M_E1_EUGENE9": "Okay, alles klar. [pause]Ich werde deinem ungewöhnlichen Slang gegenüber ganz unvoreingenommen sein.", - "PARTNER_INTERACT_M_E1_MEREDITH10": "Ich glaube, ich mache einen Bogen um dieses ganze Gespräch.", - "PARTNER_INTERACT_M_F1_FELIX2": "Ja! [pause]Was hast du damals in deiner Welt gehört?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "Mein Musikgeschmack?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "Das ist eine umfassende Frage. [pause]Ich mag Bands, in denen sich alle Mitglieder hassen.", - "PARTNER_INTERACT_M_F1_MEREDITH5": "Ich bin halt sehr spezifisch.", - "PARTNER_INTERACT_M_V1_VIOLA1": "Ich muss gestehen, [pause]teuerste Meredith, [pause]die Art und Weise, wie du dich kleidest, ist anders als alles, was ich bisher gesehen habe – [pause]in meinem Land und auf dieser Insel.", - "PARTNER_INTERACT_M_F1_FELIX4": "Das ist sehr spezifisch.", - "PARTNER_INTERACT_M_D1_DOG1": "Wuff!", - "PARTNER_INTERACT_M_V1_VIOLA3": "Ich möchte dich nicht kränken. [pause]Du scheinst kein Interesse daran zu haben, dich am Erscheinungsbild derjenigen um dich herum auszurichten. [pause]Dies impliziert ein tiefgehendes Selbstvertrauen.", - "PARTNER_INTERACT_M_V1_MEREDITH2": "Ich bin mir nicht ganz sicher, ob das ein Kompliment ist.", - "PARTNER_INTERACT_M_V1_VIOLA4": "In dieser Hinsicht finde ich dich sehr bewundernswert, [pause]teuerste Meredith!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "Äh, [pause]danke.", - "PARTNER_INTERACT_M_D1_MEREDITH2": "Du magst es, wenn man dir den Bauch krault, [pause]oder?", - "PARTNER_INTERACT_E_F1_FELIX2": "So ungefähr. [pause]Aber es steckt noch [pause]mehr dahinter. [pause]Hätte ich irgendwo anders gearbeitet, hätte mir einfach ein [wave amp=30 freq=10]anderer[/wave] Chef Befehle gegeben.", - "PARTNER_INTERACT_E_F1_EUGENE1": "Du hast also gekündigt, [pause]weil deine Chefs dir Ärger gemacht haben?", - "PARTNER_INTERACT_E_F1_FELIX3": "Diesen Kreislauf kann ich nur durchbrechen, indem ich selbstständig arbeite. [pause]Keine Chefs mehr.", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Ja![/shake] [pause]Das ist die richtige Einstellung! [pause]Keine Chefs mehr! Leb so, wie du es willst, [pause]Mann!", - "PARTNER_INTERACT_E_F1_FELIX5": "Obwohl meine Karrierepläne in letzter Zeit ins Stocken geraten sind. [pause][pause]Ich glaube, das passierte, als ich durch Zeit und Raum gefallen bin und jetzt auf einer Monsterinsel lebe.", - "PARTNER_INTERACT_E_V1_EUGENE1": "Du wurdest also auf Neu Wirral an Land gespült, nachdem du wegen eines Sturms Schiffbruch erlitten hattest, [pause]richtig?", - "PARTNER_INTERACT_E_F1_EUGENE6": "Das kommt in den besten Familien vor!", - "PARTNER_INTERACT_E_V1_VIOLA2": "Ja, [pause]das ist richtig.", - "PARTNER_INTERACT_E_V1_EUGENE3": "Und du suchst nach deinem Zwillingsbruder Sebastian ...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Du hast es aber schön hier. Vielleicht ein bisschen schlicht, aber das ist nur meine Meinung.", - "PARTNER_INTERACT_E_V1_EUGENE4": "Das kommt mir irgendwie total bekannt vor und ich weiß nicht, warum. [pause]Bist du berühmt? [pause]Kennen wir uns irgendwoher?", - "PARTNER_INTERACT_E_V1_VIOLA5": "Ich kann dir versichern, dass ich nicht bekannt und auch niemand von Interesse bin. [pause]Und ob wir uns kennen? [pause]An jemanden, der so mutig ist wie du, würde ich mich ganz gewiss erinnern, [pause]Eugene.", - "PARTNER_INTERACT_E_V1_EUGENE6": "Ist dann wohl so. [pause]Trotzdem [pause]kommt mir deine Geschichte so bekannt vor ...", - "PARTNER_INTERACT_E_D1_EUGENE5": "Bist du irgendein ... [pause]magischer sprechender Hund? [pause]Aus einer anderen Welt?", - "PARTNER_INTERACT_E_D1_DOG2": "Wuff!", - "PARTNER_INTERACT_E_D1_EUGENE1": "Du bist also ein Hund.", - "PARTNER_INTERACT_F_D1_FELIX1": "Für so ein kleines Kerlchen [pause]bellst du aber ziemlich laut.", - "PARTNER_INTERACT_E_D1_EUGENE3": "Aber du kannst einen Kassettenspieler benutzen, um dich wie wir anderen in Monster zu verwandeln.", - "PARTNER_INTERACT_E_D1_DOG4": "Wuff, wuff!", - "PARTNER_INTERACT_E_D1_DOG6": "Wuff!", - "PARTNER_INTERACT_E_D1_EUGENE7": "Hm. [pause]Wohl eher nicht.", - "PARTNER_INTERACT_F_V1_FELIX2": "Na ja, es ist mir schon wichtig, ein freies Leben zu führen, [pause]aber die sieben Weltmeere zu befahren, hatte ich dabei nicht unbedingt im Sinn.", - "PARTNER_INTERACT_F_V1_VIOLA1": "Felix, [pause]du hast doch sicherlich [pause]auf See nach deiner Freiheit gesucht. [pause]Um zu Ländern zu segeln, die noch nicht mal ein Splitter am Horizont sind.", - "PARTNER_INTERACT_F_V1_FELIX5": "Ich schätze nicht!", - "PARTNER_INTERACT_F_V1_FELIX3": "Aber selbstständig zu arbeiten und so zu leben, [pause]wie ich es will? [pause]Das klingt für mich ziemlich gut.", - "PARTNER_INTERACT_F_V1_VIOLA4": "Vielleicht würdest du auch auf See Erfüllung finden. [pause]Ohne auf große Fahrt zu gehen, wirst du es niemals wirklich wissen.", - "PARTNER_INTERACT_F_D1_DOG2": "Wuff!", - "PARTNER_INTERACT_V_D1_DOG2": "Wuff!", - "PARTNER_INTERACT_V_D1_VIOLA1": "Was für eine schöne neue Welt, [pause]in der es Tiere wie dich gibt!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Ich habe ziemliches Glück, so nah am Meer zu wohnen, oder?", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "Ich musste ja unbedingt in so einer öden Stadt festsitzen, was?", - "PASSIVE_OVERWORLD_1_0_EUGENE": "Das ist doch eine nette kleine Stadt, oder?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "Der Duft der See ist hier stark ... Damit bin ich nur allzu vertraut.", - "PASSIVE_OVERWORLD_1_0_FELIX": "Es geht doch nichts darüber, am Pier spazieren zu gehen, oder?", - "PASSIVE_OVERWORLD_1_0_DOG": "Wuff, wuff!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Pass auf, wo du hintrittst, {player} – hier gibt es Monster, die sich direkt unter der Wasseroberfläche verstecken ...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Du hast es aber schön hier. Vielleicht ein bisschen schlicht, aber das ist nur meine Meinung.", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Hoffentlich gefällt dir dein Zuhause, {player} ...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Du hast es aber schön hier. Vielleicht ein bisschen schlicht, aber das ist nur meine Meinung.", - "PASSIVE_EUGENEHOME_EUGENE": "Ja, das ist mein Zuhause. Eugenes Hauptquartier. Die Bude. Meine Operationsbasis.", - "PASSIVE_EUGENEHOME_MEREDITH": "Hat Eugene einen eigenen Fitnessraum? Er weiß aber schon, dass es im Rathaus einen RICHTIGEN Fitnessraum gibt, oder?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Hey, hier wohnst du? Nicht übel!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Hier wohnst du, oder?", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Wie ich sehe, verweilst du hier noch nicht lang.", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Eugene hätte bestimmt nichts dagegen, wenn wir einfach ohne ihn bei ihm reinschneien!", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Eugene hätte bestimmt nichts dagegen, wenn wir einfach ohne ihn bei ihm reinschneien!", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Eugene hätte bestimmt nichts dagegen, wenn wir einfach ohne ihn bei ihm reinschneien!", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Oh! Soll ich heute bei dir übernachten, {player} ...?", - "PASSIVE_EUGENEHOME_FELIX": "Hier wohnt Eugene. Er hat sich einen ziemlich schicken Fitnessraum eingerichtet.", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Führst du deinen Freund denn auch mal durch deine Wohnung?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Wolltest du mit mir hier abhängen? Äh, nur wir beide?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Das ist ja fast schon makellos! Hoffentlich hast du nicht nur für mich sauber gemacht.", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Wolltest du, dass wir etwas Zeit miteinander verbringen, {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Wolltest du, dass wir etwas Zeit miteinander verbringen, {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Wolltest du, dass wir etwas Zeit miteinander verbringen, {player}?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "Der Strand erinnert mich daran, wie ich zum auf Neu Wirral angespült wurde ...", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "Den Sand kriegt man nur ganz schwer aus den Stiefeln. Finde ich nicht so toll.", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "Hier können wir Sticker für unsere Monstergestalten kriegen. Wollen wir sie uns mal anschauen?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "Das ist eine ziemlich gute Stelle für ein paar Liegestütze!", - "PASSIVE_OVERWORLD_2_0_FELIX": "Ein schönes und ruhiges Fleckchen, wenn man die riesigen Krabbenmonster ausblendet.", - "PASSIVE_OVERWORLD_2_0_VIOLA": "Ich habe schon an den Ufern vieler Länder gestanden. Dieses hier ist das wahrscheinlich eigentümlichste.", - "PASSIVE_OVERWORLD_0_0_EUGENE": "Vielleicht haben die ja was, das wir in unserem unaufhörlichen Kampf für die Gerechtigkeit benutzen können!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Unterhalten wir uns doch mit den Stickerhändlern, {player}. Vielleicht haben sie was, das wir benutzen können!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "Vielleicht sollten wir mit den netten Händlern von Hafenstadt Konversation führen.", - "PASSIVE_OVERWORLD_0_0_FELIX": "Oh, cool, neue Monstersticker.", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "Ranger Wallace und sein Team aus Spitzenbauarbeitern haben diese Brücke vor Kurzem errichtet!", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "Ich [wave amp=30 freq=10]schätze[/wave], es wäre wohl besser, die Brücke zu überqueren, als im Teich nasse Füße zu bekommen ...", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "Diese Brücke war eine Gemeinschaftsarbeit. Ziemlich cool, wenn du mich fragst!", - "PASSIVE_OVERWORLD_5_-5_FELIX": "Diese Brücke ist ziemlich schön anzuschauen, oder?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "Ich kann mein Spiegelbild im Teich darunter sehen! Wie reizend.", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Fließt dieses Wasser von der Oberfläche oder von einem anderen Ort hierher?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "Ich bin nicht gerade begeistert darüber, wie schmal dieser Weg ist.", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Dieser Weg ist sehr schmal. Verlier nicht das Gleichgewicht, {player}!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "Ich bin nicht gerade begeistert darüber, wie schmal dieser Weg ist.", - "PASSIVE_OVERWORLD_8_0_EUGENE": "Das ist ein ganz schön schmaler Weg, was?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "Ich bin nicht gerade begeistert darüber, wie schmal dieser Weg ist.", - "PASSIVE_OVERWORLD_8_0_VIOLA": "Achte auf deinen Halt – dieser Weg ist äußerst schmal.", - "PASSIVE_OVERWORLD_8_0_FELIX": "Dieser Weg ist ziemlich schmal. Fall nicht runter!", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Friedhöfe sind ganz schön düster. Gefällt mir.", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Ich finde Friedhöfe irgendwie immer gruselig, und der hier ist keine Ausnahme ...", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "Ich kriege Gänsehaut, wenn ich daran denke, dass die Skelettmonster gerade hier rumhängen ...", - "PASSIVE_OVERWORLD_-4_0_FELIX": "Das wäre der letzte Ort auf der Insel, an dem ich nachts allein sein wollte.", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "Ich hoffe, dass ich diese Insel eines Tages verlassen kann und nicht hier unter einem Grabstein zur Ruhe gebettet werde.", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Zum Aktivieren dieses Schalters braucht man einen geladenen Magneten.", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "Wir könnten diesen Schalter aktivieren, wenn wir hier einen Magneten finden, {player}.", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Sieh dir mal diesen Schalter an! Ich wette, den könnten wir aktivieren, wenn wir in der Nähe einen Magneten finden ...", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "Ich glaube nicht, dass wir diesen Schalter aktivieren können, wenn wir uns selbst draufstellen. Sehen wir uns mal um ...", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Dieser Mechanismus ist eigenartig. Er scheint mir eine Hälfte eines Ganzen zu sein ...", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "Wie ist diese Kirche hierhergekommen ...?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "Diese Kirche sieht strukturell nicht gut aus ... Wir sollten auf jeden Fall reingehen.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Pass auf, wo du hintrittst, {player} – hier gibt es Monster, die sich direkt unter der Wasseroberfläche verstecken ...", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "Diese Kirche braucht mindestens eine Renovierung.", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Man könnte diese Mauer mit der Fähigkeit \\\"Kürbisranken-Ball\\\" überqueren, mit der du den Vorsprung erreichen kannst ...", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Diese Kirche hat auch schon bessere Zeiten erlebt ...", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "Das ist eine ziemlich alte Kirche. Die würde ich gerne zeichnen ...", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "Das Eisenufer ... Hafenstadt erhält jede Menge Altmetall aus den Wracks, die hier angespült werden.", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Falls ich rostiges Metall brauche, weiß ich schon [wave amp=30 freq=10]ganz genau[/wave], wo ich es finde ...", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Pass auf, wo du hintrittst, {player} – hier gibt es Monster, die sich direkt unter der Wasseroberfläche verstecken ...", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "Der Nebel ist ziemlich dicht. Ich habe Angst, dass ich jede Sekunde gegen ein Stück Altmetall laufe.", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Whuhh ...[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Lass uns diesen Nebel und die dreckige Luft schnell durchqueren.", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Äh, ich habe noch nie gehört, dass ein Captain was von einer schwebenden Insel hier auf Neu Wirral erzählt hat ...", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "Schwebt die Insel etwa?! Was IST das für ein Ort?", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "Okay, ich hatte keine Ahnung, dass es hier auf Neu Wirral eine schwebende Insel gibt. War die in den Wolken verborgen?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "Das ist schon echt bizarr, was?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Argh, hier laufen bestimmt meine Stiefel mit Sumpfwasser voll.", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Dieses Sumpfgebiet ist auf jeden Fall ... matschig.", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Ein Land über den Wolken ... Noch ein Wunder, das mich sprachlos zurücklässt.", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "In dem ganzen Schlamm ruiniere ich mir noch die Turnschuhe ...", - "PYLON_HINT_MEREDITH3": "Vielleicht gibt es hier irgendwo ein Monster, das magnetische Fähigkeiten besitzt, die wir nutzen könnten. Wir sollten uns umsehen.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "Dieses Gebiet heißt uns nicht willkommen. Lass es uns nicht in Eile durchqueren, {player}.", - "PASSIVE_OVERWORLD_MARSH_FELIX": "Die Bäume hier sind ziemlich groß.", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Bei diesen ganzen Pollen juckt mir die Nase.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "Dieses Gebiet heißt uns nicht willkommen. Lass es uns nicht in Eile durchqueren, {player}.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "Dieses Gebiet heißt uns nicht willkommen. Lass es uns nicht in Eile durchqueren, {player}.", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "Ein Wald! Was wir da wohl finden werden?", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "Halt die Augen auf, {player} – wer weiß, welche Monster sich in diesem Wald verstecken ...", - "PASSIVE_OVERWORLD_FOREST_FELIX": "Ich wette, dass es hier Monster gibt, die nirgendwo sonst leben.", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "Hörst du die Vögel in den Bäumen, {player}?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Das sind die Ruinen von Neu London ...", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "Solche Pilze habe ich noch nie gesehen! Die sind ganz schön groß, was?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Hm, die Geschichten stimmten – es gibt hier draußen eine verlassene Stadt. Ganz schön gruselig.", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Hier läuft es mir eiskalt den Rücken runter ...", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Die Ruinen dieser Gebäude sehen verkohlt aus. Ist diese Stadt niedergebrannt oder so ...?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Oh, die blühenden Kirschbäume hier sind wunderbar!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "Ein toter Wind bläst über diesen Ort hinweg.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Hm. Diese Wiese ist ziemlich hübsch.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "Das ist eine wunderschöne Wiese, oder?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "Die Luft hier riecht ziemlich angenehm, oder?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "Dieser Landstrich ist voller Schönheit – bleib jedoch trotzdem auf der Hut.", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Es ist ein bisschen kühl hier draußen, oder?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brrr ... Hoffentlich erkälte ich mich hier draußen nicht!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Ich will ehrlich sein: Hier draußen ist es ziemlich kühl.", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Ich hätte einen Mantel mitnehmen sollen ...", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "Ich werde nicht zulassen, dass mich dieser plötzliche Wintereinbruch mit Unbehagen erfüllt!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Diese riesigen Pilze verstärken noch mal die \\\"Gruseliger Nachtklub\\\"-Atmosphäre.", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Das sind mal ganz schön große Pilze.", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "Die Pilze sind cool! Ich sollte sie zeichnen.", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Ich werde versuchen, die Tatsache auszublenden, dass [wave amp=30 freq=10]unsere Namen[/wave] auf diesen Grabsteinen stehen, okay?", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "Ist das ein Pilz? Die Flora und Fauna auf dieser Insel erstaunen mich immer wieder aufs Neue.", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Oh. Toll. Gruselige Grabstein. Das kann ja heiter werden.", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "Steht da etwa mein Name ...?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "Bei diesen gruseligen Grabsteinen mit unseren Namen drauf habe ich nicht gerade das beste Gefühl.", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "Wie tief sind wir gerade gefallen ...?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Das ist ein halbherziger Versuch, uns Angst einzujagen. Fall nicht darauf herein.", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "Hierher erhalten die Ranger ihre ganzen Kassetten! Ziemlich cool, oder?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "Wie tief sind wir gerade gefallen ...?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "Wie tief sind wir gerade gefallen ...?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Was ist denn jetzt los ...?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "Das war ziemlich heftig ...", - "PASSIVE_DUNGEON_MEADOW_FELIX": "Wo sind wir jetzt?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "Was ist das denn für eine Trickserei?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "Hier unten gibt es Wasser? Woher kommt das?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Ich frage mich, woher dieses Wasser kommt ...", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Ein Kanal, hm? Ich frage mich, woher das Wasser kommt.", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Ein Wasserlauf ... Vielleicht könnten wir seine Quelle finden.", - "PASSIVE_DUNGEON_MALL_EUGENE": "Da, wo ich herkomme, gibt es überall solche leeren Gebäude ...", - "PASSIVE_DUNGEON_MALL_FELIX": "Es fühlt sich echt seltsam an, auf Neu Wirral in so einem großen Gebäude zu sein.", - "PASSIVE_DUNGEON_MALL_VIOLA": "Solch gewaltige und stille Hallen ...", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Ich glaube, die Stadtbewohner haben hier früher Sachen abgebaut ...", - "MEREDITH_PLATFORM_REACTION2_2.m": "Versuchen wir, es zu durchqueren.", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Ich wette, wir finden hier unten starke Monster. Bleib auf der Hut.", - "PYLON_HINT_MEREDITH1.m": "Hm. Das sieht mir nach einer Sackgasse aus. [pause]Obwohl ich mich frage ...", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Diese Höhle war mal so eine Art Mine, oder? Sieht aus, als hätte sie schon bessere Zeiten erlebt.", - "PYLON_HINT_MEREDITH1.n": "Hm. Das sieht mir nach einer Sackgasse aus. [pause]Obwohl ich mich frage ...", - "PYLON_HINT_MEREDITH1.f": "Hm. Das sieht mir nach einer Sackgasse aus. [pause]Obwohl ich mich frage ...", - "PYLON_HINT_MEREDITH2": "Siehst du diese blaue Kiste da oben? [pause]Die gibt es überall auf der Insel. Von ihnen geht ständig eine magnetische Anziehungskraft aus.", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Dieser Felsblock hat tiefe Risse. Ich glaube, du könntest ihn mit einem Spurt zerschmettern!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Dieser rechteckige Felsblock sieht schwer beschädigt aus. Mit einem Spurt könntest du ihn vielleicht zerbrechen.", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Dieser rechteckige Felsblock sieht schwer beschädigt aus. Mit einem Spurt könntest du ihn vielleicht zerbrechen.", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Durch diesen Felsblock verlaufen überall Risse. Mit einem Spurt könntest du das Ding aufbrechen!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Dieser rechteckige Felsblock sieht schwer beschädigt aus. Mit einem Spurt könntest du ihn vielleicht zerbrechen.", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Dieser Felsblock sieht stark beschädigt aus. Ich wette, du könntest ihn zerschmettern, wenn du ihn schnell genug rammst.", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Dieser Stein hat schon bessere Zeiten erlebt. Ich glaube, dass er zerbricht, wenn du ihn mit genügend Kraft rammst.", - "PASSIVE_PYLON_MEREDITH.m": "Dieser Pylon sieht ziemlich magnetisch aus. Versuch doch, deinen Magnetismus darunter einzusetzen.", - "PASSIVE_PYLON_KAYLEIGH": "Diese Pylonbatterie leuchtet in einer komischen Farbe. Ich glaube, du könntest hier deine Magnetismus-Fähigkeit einsetzen, {player}!", - "PASSIVE_PYLON_MEREDITH.f": "Dieser Pylon sieht ziemlich magnetisch aus. Versuch doch, deinen Magnetismus darunter einzusetzen.", - "PASSIVE_PYLON_EUGENE": "Diese an dem Holzpfosten hängende blaue Kiste sieht ziemlich magnetisch aus, oder?", - "PASSIVE_PYLON_MEREDITH.n": "Dieser Pylon sieht ziemlich magnetisch aus. Versuch doch, deinen Magnetismus darunter einzusetzen.", - "PASSIVE_PYLON_FELIX": "Ich glaube, du könntest deine Magnetismus-Fähigkeit in der Nähe dieses Pylons einsetzen, {player}.", - "KAYLEIGH_STATION_REACTION2": "Noch einer dieser alten Bahnhöfe ... Ich kann mich noch daran erinnern, wie wir [wave amp=30 freq=10]zum ersten Mal[/wave] einen entdeckt haben.", - "PASSIVE_PYLON_VIOLA": "Dieses metallische Objekt ist von einer eigentümlichen blauen Aura umgeben. Siehst du das auch, {player}?", - "KAYLEIGH_STATION_REACTION3": "So langsam gewöhne ich mich an diese staubigen alten Bahnhöfe. Die Stille hier ist aber ganz schön unheimlich.", - "MEREDITH_STATION_REACTION1": "Äh, [pause]gibt es auf dieser Insel ein unterirdisches Eisenbahnnetz? Ich schätze, dass das schon [wave amp=30 freq=10]eine ganze Weile[/wave] hier ist ...", - "MEREDITH_STATION_REACTION2": "Noch ein unterirdischer Bahnhof? Wer die wohl alle gebaut hat?", - "MEREDITH_STATION_REACTION3A": "Irgendwas an diesen unterirdischen Bahnhöfen ist seltsam. Sie sehen [wave amp=30 freq=10]fast[/wave] aus, als wären sie von Menschenhand erschaffen, aber irgendwas fühlt sich daran nicht [wave amp=30 freq=10]richtig[/wave] an.", - "MEREDITH_STATION_REACTION3B": "Weißt du, was ich meine, {player}?", - "EUGENE_STATION_REACTION2": "Noch ein Bahnhof? Diese Insel birgt auf jeden Fall Geheimnisse in sich ...", - "EUGENE_STATION_REACTION1": "Was?! [pause]Ist das ein [shake rate=30 level=10]Bahnhof[/shake]?! Noch niemand hat je erwähnt, dass es SO WAS auf Neu Wirral gibt!", - "EUGENE_STATION_REACTION3": "Mann, wir sind vielleicht die Ersten, die seit LANGER Zeit hier einen Fuß hineinsetzen ...", - "FELIX_STATION_REACTION1": "Moment mal, ist das ein Bahnhof?! Davon hat noch niemand in der Stadt je irgendwas erzählt ... Wissen die Leute hier nichts davon?", - "FELIX_STATION_REACTION3": "Und noch ein uralter Bahnhof. Irgendwas muss passiert sein, dass die in letzter Zeit auftauchen, oder?", - "FELIX_STATION_REACTION2": "Bei diesen Bahnhöfen kriege ich Gänsehaut. Ich habe das Gefühl, als sollten wir gar nicht hier sein ...", - "VIOLA_STATION_REACTION1": "Dieser Ort fühlt sich abweisend an ... und zwar noch mehr als der Rest dieser seltsamen Insel.", - "VIOLA_STATION_REACTION2": "Die Luft hier wiegt schwer in meinen Lungen. Dieser Ort lag für lange Zeit im Schlummer, das spüre ich.", - "KAYLEIGH_PLATFORM_REACTION1_1": "Der Druck hier ist [shake rate=30 level=10]überwältigend[/shake] ... So habe ich mich auch gefühlt, als Morgante zum ersten Mal erschienen ist ...", - "VIOLA_STATION_REACTION3": "Noch einer dieser alten und eigentümlichen Orte. Ich wäre hier gern nur so lange wie nötig, {player}.", - "KAYLEIGH_PLATFORM_REACTION1_2": "Es ist so, als würde es hier ein [shake rate=30 level=10]ziemlich[/shake] lautes Geräusch geben, das ich aber nicht hören kann ...", - "MEREDITH_PLATFORM_REACTION1_1": "Was ist mit diesem Ort nur los? [pause]Es fühlt sich an, als würde irgendwas gegen mich [wave amp=30 freq=10]drücken[/wave] ...", - "KAYLEIGH_PLATFORM_REACTION2_1": "Wieder dieses Gefühl. Wie ein Rauschen in meinem Gehirn ...", - "KAYLEIGH_PLATFORM_REACTION2_2": "Die Luft schmeckt nach Metall ... Mir tut schon der Kopf weh, wenn ich nur hier bin ...", - "KAYLEIGH_PLATFORM_REACTION3_1": "Das ist wieder diese Atmosphäre ...", - "KAYLEIGH_PLATFORM_REACTION3_2": "So langsam gewöhne ich mich daran, aber trotzdem tut mir der Kopf weh ...", - "MEREDITH_PLATFORM_REACTION1_2": "Das ist so, als hätte ich Fernsehrauschen in meinem Gehirn ...", - "VIOLA_PLATFORM_REACTION1_1.f": "Dieser Ort ist nicht für uns bestimmt, {player}. Der Boden unter unseren Füßen schreit uns an, dass wir hier nicht willkommen sind.", - "MEREDITH_PLATFORM_REACTION2_1": "Da ist schon wieder dieses [wave amp=30 freq=10]komische[/wave] Gefühl ... Das ist immer noch Mist.", - "MEREDITH_PLATFORM_REACTION2_2.n": "Versuchen wir, es zu durchqueren.", - "MEREDITH_PLATFORM_REACTION2_2.f": "Versuchen wir, es zu durchqueren.", - "MEREDITH_PLATFORM_REACTION3_2": "Der Trick ist, gar nicht darauf zu achten, dass sich der Kopf anfühlt, als würde er [wave amp=30 freq=10]explodieren[/wave].", - "MEREDITH_PLATFORM_REACTION3_1": "Ich glaube, so langsam gewöhne ich mich an das Gefühl, auf diesen Bahnsteigen zu sein.", - "EUGENE_PLATFORM_REACTION1_1": "Spürst du das, {player}? Es ist wie ein Rauschen, das ich nicht [wave amp=30 freq=10]hören[/wave], [pause]sondern nur [wave amp=30 freq=10]fühlen[/wave] kann ...", - "EUGENE_PLATFORM_REACTION2_1": "Das ist wieder diese komische Atmosphäre ... Kannst du es spüren?", - "EUGENE_PLATFORM_REACTION1_2": "Ganz schön heftig ...", - "EUGENE_PLATFORM_REACTION2_2": "Da klappen sich mir die Zehennägel hoch ...", - "EUGENE_PLATFORM_REACTION3_1": "Oh, diese [wave amp=30 freq=10]schmerzhafte Atmosphäre[/wave] ist wieder da. Das bedeutet nie was Gutes.", - "EUGENE_PLATFORM_REACTION3_2": "Bleib auf der Hut.", - "FELIX_PLATFORM_REACTION1_1": "Oh Mann, was ist das für ein Geräusch? [pause]Also nicht wie ein Geräusch, das man hören kann. [pause]Als würde irgendwas mit der Luft nicht stimmen ...", - "FELIX_PLATFORM_REACTION2_2": "Es ist ganz schön schwierig, hier [wave amp=30 freq=10]einen klaren Gedanken zu fassen[/wave]. [pause]Kannst du das nachvollziehen?", - "FELIX_PLATFORM_REACTION1_2": "Es fühlt sich [wave amp=30 freq=10]ziemlich[/wave] schlecht an, hier zu sein ...", - "FELIX_PLATFORM_REACTION2_1": "Da ist wieder diese [wave amp=30 freq=10]Präsenz[/wave]. Davon kriege ich Gänsehaut.", - "FELIX_PLATFORM_REACTION3_1": "Da ist wieder dieses [wave amp=30 freq=10]richtig miese Gefühl[/wave] in der Luft. Wenigstens habe ich mich mittlerweile daran gewöhnt.", - "FELIX_PLATFORM_REACTION3_2": "Nee, doch nicht. Ich glaube, daran werde ich mich [wave amp=30 freq=10]nie[/wave] gewöhnen.", - "VIOLA_PLATFORM_REACTION1_1.m": "Dieser Ort ist nicht für uns bestimmt, {player}. Der Boden unter unseren Füßen schreit uns an, dass wir hier nicht willkommen sind.", - "VIOLA_PLATFORM_REACTION1_2": "Spürst du es nicht? Ein Gefühl von in der Luft liegender Falschheit, das das Atmen erschwert.", - "VIOLA_PLATFORM_REACTION1_1.n": "Dieser Ort ist nicht für uns bestimmt, {player}. Der Boden unter unseren Füßen schreit uns an, dass wir hier nicht willkommen sind.", - "VIOLA_PLATFORM_REACTION2_1": "Dieses verfluchte Gefühl ist wieder da, {player}. Es erfüllt mich mit tiefem Grauen.", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "Das ist ein [shake rate=30 level=10]Erzengel[/shake] ...", - "VIOLA_PLATFORM_REACTION2_2": "Das Gehen fühlt sich an, als watete man durch einen Ozean ...", - "VIOLA_PLATFORM_REACTION3_1": "Langsam gewöhne ich mich an das feindselige Gefühl an diesem Ort. Immerhin haben wir ihm schon mehrere Male getrotzt.", - "VIOLA_PLATFORM_REACTION3_2": "Ja, wir müssen weitergehen. Es bräuchte schon mehr als nur diese unangenehme Aura, um mich aufzuhalten.", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "Das verschafft mir dieses furchtbare Gefühl, dass ich beim Kampf gegen Morgante hatte ... [pause]Als ob ich alles [wave amp=30 freq=10]vollkommen falsch[/wave] sehe ...", - "KAYLEIGH_ARCHANGEL_REACTION2": "Noch ein Erzengel ... Es ist genauso [shake rate=30 level=10]schmerzhaft[/shake], ihn anzusehen, wie bei den anderen ...", - "KAYLEIGH_ARCHANGEL_REACTION3": "Ein [shake rate=30 level=10]Erzengel[/shake]! Sei auf der Hut, {player}!", - "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]W-Was ist das?![/shake] [pause]Warum sieht er so ... [shake rate=30 level=10]falsch[/shake] aus?!", - "MEREDITH_ARCHANGEL_REACTION1_2": "Mir tut der Kopf weh, wenn ich ihn nur ansehe ... [pause]{player}, das ist ein [shake rate=30 level=10]Erzengel,[/shake] [pause]oder ...?", - "MEREDITH_ARCHANGEL_REACTION2_2": "Und wieder [pause]sieht er ... [pause]wie etwas aus, [shake rate=30 level=10]das ich mir gar nicht ansehen soll[/shake].", - "MEREDITH_ARCHANGEL_REACTION2_1": "Noch ein Erzengel ...", - "EUGENE_ARCHANGEL_REACTION1_2": "Das ist wohl ein [wave amp=30 freq=10]Erzengel[/wave], oder?", - "EUGENE_ARCHANGEL_REACTION2": "Das ist wieder ein Erzengel! [pause]Argh, [pause]wenn ich ihn nur ansehe, fühle ich mich, als [wave amp=30 freq=10]sollte er gar nicht hier sein[/wave] ...", - "EUGENE_ARCHANGEL_REACTION1_1": "Wie [pause]kann [pause]dieses [wave amp=30 freq=10]Ding[/wave] nur so ... [wave amp=30 freq=10]aussehen[/wave]?! [pause]Das kriege ich nicht zusammen ...", - "MEREDITH_ARCHANGEL_REACTION3": "Oh. [pause]Ein Erzengel. [pause]Wir stecken wieder in [wave amp=30 freq=10]Schwierigkeiten[/wave], oder?", - "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]Ein Erzengel![/shake] [pause]Mach dich bereit, {player}!", - "FELIX_ARCHANGEL_REACTION1_2": "Das muss ein [shake rate=30 level=10]Erzengel[/shake] sein ...", - "FELIX_ARCHANGEL_REACTION1_1": "S-So etwas habe ich noch nie gesehen ... [pause]Was ist hier los, {player} ...? [pause]Warum sieht er [shake rate=30 level=10]so[/shake] aus?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "Ich sage es dir, Boss. Dier neuex Auszubildendex kommt schon klar!", - "FELIX_ARCHANGEL_REACTION2_1": "Noch ein Erzengel! Es erfordert schon Mut, ihn überhaupt nur anzusehen. Mein ganzer Körper [shake rate=30 level=10]schreit mich förmlich an[/shake], mich wegzudrehen.", - "FELIX_ARCHANGEL_REACTION2_2": "Es ist schwer zu erklären, aber irgendwie sieht er [wave amp=30 freq=10]schräg[/wave] aus, oder?", - "FELIX_ARCHANGEL_REACTION3": "Ich werde mich [wave amp=30 freq=10]nie[/wave] an das Gefühl gewöhnen, einen Erzengel zu sehen ...", - "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Dieser Geist![/shake] Noch nie habe ich einen anderen wie ihn gesehen ... [pause]Es ist, als wäre er nicht für diese Welt [shake rate=30 level=10]bestimmt[/shake].", - "VIOLA_ARCHANGEL_REACTION2": "Noch ein Geist, der jedem rationalen Gedanken trotzt! Ich schaffe es [shake rate=30 level=10]kaum[/shake], meinen Blick auf ihm zu halten ...", - "VIOLA_ARCHANGEL_REACTION1_2": "Es fühlt sich schon ketzerisch an, nur einen [shake rate=30 level=10]Blick[/shake] auf ihn zu werfen.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "Ich sage es dir, Boss. Der neue Auszubildende kommt schon klar!", - "VIOLA_ARCHANGEL_REACTION3": "{player} – das ist wieder einer dieser [shake rate=30 level=10]grausamen Geister[/shake], die du \\\"Erzengel\\\" nennst.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "Ich sage es dir, Boss. Die neue Auszubildende kommt schon klar!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Die Jungs und ich waren [wave amp=30 freq=10]gehörig[/wave] beeindruckt! Bei unserem Kampf wurde ich plattgemacht.", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "Man hört nicht oft, dass du von den Leistungen eines Auszubildenden so beeindruckt bist, Wallace!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "Man hört nicht oft, dass du von den Leistungen eines Auszubildenden so beeindruckt bist, Wallace!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Wir halten ja auch nicht oft Kampfprüfungen für die Auszubildenden ab. Mein normaler \\\"Baue eine Ziegelmauer\\\"-Test ist nicht ganz so spannend.", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "Man hört nicht oft, dass du von den Leistungen eines Auszubildenden so beeindruckt bist, Wallace!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Apropos, meine Mittagspause ist vorbei! Ich muss jetzt arbeiten – bis später, Boss!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "Komm schon, Ianthe. Du musst mir erzählen, wie dein Leben war, bevor du nach Neu Wirral gekommen bist!", - "TOWN_HALL_SKIP_EVENT_SKIP3": "Wow! [pause]Musstest du verlorene Sachen von Leuten finden? Außenweltler scheinen [wave amp=30 freq=10]jede Menge[/wave] zu besitzen und verlieren es bestimmt doch auch hier und da mal, oder?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "Tja ... [pause]Ich war so was wie eine Detektivin, falls das Sinn ergibt.", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "Bei meinen Jobs ging es ... [pause]um ein bisschen mehr, wenn ich ehrlich sein soll.", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "Ich will ehrlich sein, Ianthe, ich glaube nicht, dass die anderen Captains es [wave amp=30 freq=10]verstehen[/wave].", - "TOWN_HALL_SKIP_EVENT_SKIP5": "Ich sollte jetzt mal weiterstöbern, aber wenn wir uns nächstes Mal sehen, [wave amp=30 freq=10]musst[/wave] du mir mehr erzählen!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Was ... genau verstehen?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "Dieses ganze [wave amp=30 freq=10]Schlafding[/wave], Mann! Das, worum es bei mir geht!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "Sie wissen nichts über die Traumwelt, [pause]das kollektive Unbewusste [pause]oder wie sich das auf diesen Ort hier auswirkt!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Ganz ehrlich? So langsam vermute ich, dass sie mich für einen riesigen Faulpelz halten.", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Tja, du [wave amp=30 freq=10]BIST[/wave] ja auch ein riesiger Faulpelz.", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Hehe. Weiß ich doch.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Kümmere dich nicht um die anderen. Sie müssen deine Arbeit nicht verstehen, sie müssen nur meine Entscheidung respektieren, dich zum Captain gemacht zu haben.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Kümmere dich nicht um die anderen. Sie müssen deine Arbeit nicht verstehen, sie müssen nur meine Entscheidung respektieren, dich zum Captain gemacht zu haben.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Kümmere dich nicht um die anderen. Sie müssen deine Arbeit nicht verstehen, sie müssen nur meine Entscheidung respektieren, dich zum Captain gemacht zu haben.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Danke für die aufmunternden Worte, Captain.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Danke für die aufmunternden Worte, Captain.", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Gähn* [pause]Diese ganze menschliche Interaktion macht mich fix und fertig. Ich glaube, ich mache mal ein Nickerchen.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Danke für die aufmunternden Worte, Captain.", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "Ich meine es ernst, Ianthe. Die letzte Gruppe Ranger-Auszubildender hat es einfach nicht DRAUF. Sie verstehen nicht, dass Strategie [wave amp=30 freq=10]wichtiger[/wave] ist, als sich einfach nur in das furchteinflößendste Monster zu verwandeln.", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Die Neulinge sind begeistert und das ist schon mal ein guter Anfang. Wer wäre besser geeignet, ihnen Kampftaktiken beizubringen, als ein [wave amp=30 freq=10]Meistertaktiker[/wave]?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Na ja, ist das nicht unser Job – [pause]ihnen was beizubringen?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Hehe. Ich verstehe, was du meinst. Ich halte mich mit Urteilen zurück ...", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "Vorerst.", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "Das ist verständlich. Menschen können ... [pause]verwirrend sein. [pause]Unberechenbar.", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]Nein, [pause]das sehe ich anders. Menschen sind [wave amp=30 freq=10]nicht[/wave] unberechenbar. Man kann ihr Verhalten sogar recht einfach berechnen.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]Ich finde es einfach schwierig, Mitgefühl für die Misere der menschlichen Rasse zu haben.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Menschliche Wesen treffen in jedem Szenario die [shake rate=30 level=10]dümmstmöglichen[/shake] Entscheidungen, solang es auch nur eine [wave amp=30 freq=10]winzige[/wave] kurzfristige Belohnung gibt.[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Ich weiß deine ehrliche Analyse zu schätzen, Clee-O!", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Menschen treffen im Allgemeinen keine auf Wahrscheinlichkeiten basierenden Entscheidungen. Sie treffen sie basierend auf ihren Gefühlen.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "Ich sage dir, Boss, irgendwas hat sich in letzter Zeit auf der Astralebene verändert. Alle Geister reden darüber. Angeblich sind einige [wave amp=30 freq=10]große Akteure[/wave] wieder im Spiel.", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]Ich auch! Es sind meine [wave amp=30 freq=10]Gefühle[/wave], die mir sagen, dass die Menschheit [shake rate=30 level=10]inhärent[/shake] dumm ist und irgendwann [shake rate=30 level=10]den Boden für ihre eigene Zerstörung bereitet![/shake][/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Und solange es noch nicht so weit ist, wissen wir deine Dienste bei den Rangern trotzdem sehr zu schätzen.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "Es ist ein Wunder, dass wir überhaupt fließendes Wasser und saubere Energie haben. Ich mache mir manchmal Sorgen, dass sich die Dinge ändern könnten. Diese Insel ist einfach [wave amp=30 freq=10]unberechenbar[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Also, was kannst du mir erzählen? Ich will eine vollständige Analyse.", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Hmpf.[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "Dann ist die Stadt ja in gar keinem schlechten Zustand! Danke für den Bericht, Levi.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "Das wäre dann mein Bericht. Unsere hydroelektrischen Generatoren sind voll funktionsfähig. In den nächsten Jahren brauchen wir vielleicht ein paar neue Teile, aber das ist nur Kleinkram.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Mach dir keinen Stress, Captain! Selbst wenn sich das Blatt in Hafenstadt wendet, sind die Ranger da, um das Beste daraus zu machen.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Mach dir keinen Stress, Captain! Selbst wenn sich das Blatt in Hafenstadt wendet, sind die Ranger da, um das Beste daraus zu machen.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Mach dir keinen Stress, Captain! Selbst wenn sich das Blatt in Hafenstadt wendet, sind die Ranger da, um das Beste daraus zu machen.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Danke, dass du das sagst – [pause]du hast natürlich recht!", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Natürlich! [pause]Es gibt [wave amp=30 freq=10]alle möglichen Arten[/wave] von Geistern, Schatten und Tulpas auf der Astralebene. Was meinst du denn, woher ich meine besten Informationen erhalte?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"Alle Geister\\\" ...?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Ich glaube dir einfach mal!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Also gut! [pause]Unser \\\"Schurken-Fusion\\\"-Problem hat in der Tat in den letzten Monaten zugenommen. Hast du schon die dichten schwarzen Wolken am Himmel gesehen? Ich bin zu dem Schluss gekommen, dass dort Monster [wave amp=30 freq=10]in Gruppen auftauchen[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "Auf einer kürzlichen Aufklärungsmission befand ich mich plötzlich mitten in einem Schwarm von Schleimletten. Obwohl sie mir zahlenmäßig überlegen waren, konnte ich sie trotzdem [wave amp=30 freq=10]erledigen[/wave]!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Ich befürchte aber, dass unsere eher unerfahrenen Ranger diese Bedrohungen unterschätzen und in Todesgefahr geraten könnten. Vielleicht sollten wir den anderen von diesen \\\"Monsterschwärmen\\\" berichten.", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Ist schon so gut wie erledigt! Deine Informationen waren wie immer sehr nützlich, Gladiola.", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "Und? Fehlt es dir? Ich meine das Leben in der Großstadt.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "Das ist nett von dir! Also, wenn du mich jetzt entschuldigst, ich habe noch zu tun. Die [wave amp=30 freq=10]Kräfte der Finsternis[/wave] legen keine Pause ein – und ich tue es auch nicht.", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "Mir schon!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Es war auf jeden Fall [wave amp=30 freq=10]spannender[/wave] ... Das heißt aber nicht, dass es auch [wave amp=30 freq=10]besser[/wave] war.", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Ich habe mein ganzes Leben in einer Megametropole verbracht. Die einzigen Bäume, die ich sehen konnte, kamen aus Fabriken. Die Sterne waren schon seit Langem hinter den Wolkenkratzern und ihren Neonfassaden verschwunden.", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "Das Leben hatte kaum einen Wert und man musste sich ein dickes Fell zulegen, wenn man in so einer harten Welt überleben wollte.", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Du kannst dir vorstellen, dass es lange gedauert hat, mich an das Tempo hier zu gewöhnen, nachdem ich hier [wave amp=30 freq=10]gelandet[/wave] war.", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Das ist ... [pause]eine etwas längere Antwort als erwartet, Boss!", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "Kein Ding! Ich habe fünf Jahre lang jede Woche einen Kardiokurs geleitet. Wenn jemand den Job machen kann, dann [wave amp=30 freq=10]ich[/wave]!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "Das könnte sogar richtig Spaß machen! [pause]Wie wäre es mit [wave amp=30 freq=10]Tanzaerobic[/wave]? Cybil könnte eine Musikplayliste erstellen!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "Ich glaube, dass die Ranger von Fitnesskursen profitieren würden.", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Ja, das klingt doch nach einer netten Idee! Natürlich nur, wenn du glaubst, dass du das schaffst.", - "TOWN_HALL_CODEY_EVENT_CODEY3": "Moment mal ... Dein Name war nicht immer Ianthe?!", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Denk mal darüber nach! Du redest ja immer von [wave amp=30 freq=10]Gemeinschaftssinn[/wave]. Was würde unsere wunderbaren Stadtbewohner besser vereinen, als ein tägliches [shake rate=30 level=10]gemeinsames Hörerlebnis?[/shake]", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "Und wenn wir überall in Hafenstadt Lautsprecher aufstellen, könnte ich gleichzeitig Musik in die [wave amp=30 freq=10]ganze Stadt[/wave] übertragen!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "Ich weiß nicht, Cybil. Ich vermute, dass die Leute hier recht unterschiedliche Musikgeschmäcker haben. Das könnte eine kontroverse Entscheidung sein.", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Hm. Ich verstehe, was du meinst.", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]Das wollte ich hören![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "Nein! In meiner vorherigen Branche war es sicherer, ein Pseudonym zu verwenden. Das kannst du sicherlich verstehen.", - "TOWN_HALL_CODEY_EVENT_CODEY1": "Wenn ich gewusst hätte, dass mich die Leute ewig \\\"Codey\\\" nennen würden, hätte ich mir einen cooleren Spitznamen ausgesucht. [pause]Zum Beispiel \\\"Killswitch\\\" [pause]oder \\\"Omegabyte\\\".", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Hey, ich habe nicht gesagt, dass das vom Tisch ist! [pause]Pass auf: Wenn Skip irgendwann einige intakte Hi-Fi-Lautsprecher findet, schlage ich die Idee bei der darauffolgenden Bürgerversammlung vor.", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "Na ja, du kannst dir doch einfach einen Namen aussuchen. Habe ich auch gemacht.", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"Ianthe\\\" ist der Name einer Wassergöttin der griechischen Mythologie. Ich musste mir schnell einen Namen aussuchen und fand, dass er gut klingt.", - "TOWN_HALL_CODEY_EVENT_CODEY6": "Hm. Du hast ja wirklich ganz schön viele Geheimnisse.", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "Erwarte nicht von mir, dass ich dir noch mehr erzähle!", - "LENNA_ENCOUNTER_LENNA1.f": "Du da – [pause]willst du heldenhafte Taten vollbringen? Diese Rolle ist eine schwere Bürde. Bist du wirklich bereit dafür?", - "LENNA_ENCOUNTER_LENNA1.n": "Du da – [pause]willst du heldenhafte Taten vollbringen? Diese Rolle ist eine schwere Bürde. Bist du wirklich bereit dafür?", - "LENNA_ENCOUNTER_LENNA1.m": "Du da – [pause]willst du heldenhafte Taten vollbringen? Diese Rolle ist eine schwere Bürde. Bist du wirklich bereit dafür?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "Äh, redest du mit {player}? Ich würde sagen, dann ist Heldenmut das [wave amp=30 freq=10]geringste[/wave] Problem!", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "Äh, redest du mit {player}? Ich würde sagen, dann ist Heldenmut das [wave amp=30 freq=10]geringste[/wave] Problem!", - "LENNA_ENCOUNTER_MEREDITH2.m": "Äh, \\\"bereit dafür\\\"? Wie meinst du das?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "Äh, redest du mit {player}? Ich würde sagen, dann ist Heldenmut das [wave amp=30 freq=10]geringste[/wave] Problem!", - "LENNA_ENCOUNTER_MEREDITH2.f": "Äh, \\\"bereit dafür\\\"? Wie meinst du das?", - "LENNA_ENCOUNTER_EUGENE2": "Ich glaube, man kann wohl sagen, dass {player} und ich die Rolle des \\\"Helden\\\" [wave amp=30 freq=10]ziemlich[/wave] ausgewogen innehaben.", - "LENNA_ENCOUNTER_MEREDITH2.n": "Äh, \\\"bereit dafür\\\"? Wie meinst du das?", - "LENNA_ENCOUNTER_FELIX2": "Dieses Gespräch fängt ja schon ziemlich mysteriös an. Mach bitte weiter.", - "LENNA_ENCOUNTER_LENNA3.n": "Stellen wir mal dich [wave amp=30 freq=10]und[/wave] dein Metall auf die Probe!", - "LENNA_ENCOUNTER_VIOLA2": "Sprich bitte frei heraus.", - "LENNA_ENCOUNTER_LENNA2.m": "Nein, ich nehme dich nicht als heldenhaft wahr.", - "LENNA_ENCOUNTER_LENNA2.f": "Nein, ich nehme dich nicht als heldenhaft wahr.", - "LENNA_ENCOUNTER_LENNA2.n": "Nein, ich nehme dich nicht als heldenhaft wahr.", - "LENNA_ENCOUNTER_LENNA3.m": "Stellen wir mal dich [wave amp=30 freq=10]und[/wave] dein Metall auf die Probe!", - "LENNA_ENCOUNTER_LENNA3.f": "Stellen wir mal dich [wave amp=30 freq=10]und[/wave] dein Metall auf die Probe!", - "LENNA_ENCOUNTER_LENNA4.m": "Bist du bereit?", - "LENNA_ENCOUNTER_LENNA4.f": "Bist du bereit?", - "LENNA_ENCOUNTER_LENNA4.n": "Bist du bereit?", - "LENNA_ENCOUNTER_LENNA5.m": "Mein Name ist Lenna. Komm schon, [shake rate=30 level=10]zeig mir, was du draufhast[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "Okay, ich gebe mich geschlagen. Gute Arbeit.", - "LENNA_ENCOUNTER_LENNA5.f": "Mein Name ist Lenna. Komm schon, [shake rate=30 level=10]zeig mir, was du draufhast[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "Mein Name ist Lenna. Komm schon, [shake rate=30 level=10]zeig mir, was du draufhast[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "Okay, ich gebe mich geschlagen. Gute Arbeit.", - "LENNA_ENCOUNTER_KAYLEIGH7": "Versteh das bitte nicht falsch, aber für einen Menschen schienst du mir [wave amp=30 freq=10]ziemlich[/wave] stark zu sein. Du bist nicht etwa ein ... Erzengel, oder?", - "LENNA_ENCOUNTER_LENNA6.n": "Okay, ich gebe mich geschlagen. Gute Arbeit.", - "LENNA_ENCOUNTER_MEREDITH7": "Ich glaube nicht, dass menschliche Wesen [wave amp=30 freq=10]so[/wave] gut kämpfen können. Spuck's aus – du bist ein Erzengel, oder?", - "LENNA_ENCOUNTER_EUGENE7": "Hey, [pause]stell dich hier nicht dumm. Du bist ein Erzengel, oder? Kein gewöhnlicher Mensch ist so stark!", - "LENNA_ENCOUNTER_FELIX7": "Ich frage dich einfach mal ganz offen: Du bist ein Erzengel, oder? Der Kampf roch mir nämlich ziemlich danach.", - "LENNA_ENCOUNTER_VIOLA7": "Ich glaube, du bist nicht aufrichtig mit uns, \\\"Lenna\\\".", - "LENNA_ENCOUNTER_7_OPTION1": "Bist du ein Erzengel, Lenna?", - "LENNA_ENCOUNTER_LENNA8": "Das bin ich. Na ja, das war ich. Aber ich schätze, ich bin es noch immer. [pause]Ist eine lange Geschichte.", - "LENNA_ENCOUNTER_LENNA9": "Allerdings lebe ich jetzt als Mensch.", - "LENNA_ENCOUNTER_7_OPTION2": "Äh, du bist ein Erzengel, oder?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "Das kannst du ...?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "Ist das möglich?", - "LENNA_ENCOUNTER_LENNA10": "Warum nicht? [pause]Wir sind nicht an unseren Ursprung gebunden. Es ist egal, wer wir mal [wave amp=30 freq=10]waren[/wave] – es zählt nur, wer wir entscheiden, in der Gegenwart zu sein.", - "LENNA_ENCOUNTER_MEREDITH11": "Hm. Das kommt wohl hin.", - "LENNA_ENCOUNTER_KAYLEIGH11": "Ganz genau! Da bin ich [wave amp=30 freq=10]absolut[/wave] bei dir!", - "LENNA_ENCOUNTER_FELIX11": "Das stimme ich ganz mit dir überein.", - "LENNA_ENCOUNTER_EUGENE11": "Das ergibt Sinn. Ich kann dir nicht vorwerfen, wer du bist.", - "LENNA_ENCOUNTER_VIOLA11": "Ja – ich bin geneigt, dem zuzustimmen.", - "LENNA_ENCOUNTER_LENNA12": "Auch wenn es unglaublich klingt, bin ich eigentlich [wave amp=30 freq=10]Lehrerin[/wave]. Mein Auftrag hier bestand darin, dich zu testen, und du hast deine Prüfung mit Bravour bestanden!", - "LENNA_ENCOUNTER_LENNA13": "Oh, ich habe ganz vergessen zu fragen, wie du heißt ...", - "LENNA_ENCOUNTER_KAYLEIGH18": "Es scheinen jede Menge interessante Leute ihren Weg auf diese Insel zu finden, oder?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "Ich bin {player}!", - "LENNA_ENCOUNTER_LENNA14.m": "Es war mir ein Vergnügen, mit dir zu sparren, {player}! Du bist auf jeden Fall \\\"Heldenmaterial\\\"!", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "Manche nennen mich {player}.", - "LENNA_ENCOUNTER_MEREDITH16": "Oh, okay. Dann bist du also nur für einen kurzen Besuch hier auf Neu Wirral?", - "LENNA_ENCOUNTER_LENNA14.n": "Es war mir ein Vergnügen, mit dir zu sparren, {player}! Du bist auf jeden Fall \\\"Heldenmaterial\\\"!", - "LENNA_ENCOUNTER_LENNA14.f": "Es war mir ein Vergnügen, mit dir zu sparren, {player}! Du bist auf jeden Fall \\\"Heldenmaterial\\\"!", - "LENNA_ENCOUNTER_LENNA15": "Also, ich sollte jetzt gehen. Ms. Amber hat mir versprochen, mich nach Hause zu bringen, wenn ich hier fertig bin, und ich habe Paige gesagt, dass ich nicht [wave amp=30 freq=10]allzu[/wave] lange weg bin.", - "LENNA_ENCOUNTER_KAYLEIGH16": "Oh! Ms. Amber kennt aber ganz schön viele Leute, was ...?", - "LENNA_ENCOUNTER_EUGENE16": "Was?! Du bist nur wegen eines [wave amp=30 freq=10]Auftrags[/wave] hier auf Neu Wirral?", - "LENNA_ENCOUNTER_VIOLA16": "Ich sehe, dass du dich danach sehnst, zu deinen Liebsten zurückzukehren! Lass dich von uns nicht aufhalten.", - "LENNA_ENCOUNTER_FELIX16": "Du bist nur wegen eines Auftrags nach Neu Wirral gekommen? Na, das ist ja mal was.", - "LENNA_ENCOUNTER_LENNA17": "Bis zum nächsten Mal, {player}!", - "LENNA_ENCOUNTER_MEREDITH18": "Verdammt, ich hatte keine Zeit, sie zu fragen, ob das auf ihrem Kopf echte Hörner oder nur Haare waren.", - "LENNA_ENCOUNTER_FELIX18": "Auf dieser Insel wird es niemals langweilig, oder?", - "LENNA_ENCOUNTER_EUGENE18": "Sie dachte bestimmt auch, ich wäre \\\"Heldenmaterial\\\" ... Sie hat nur vergessen, es laut auszusprechen.", - "LENNA_ENCOUNTER_VIOLA18": "Leb wohl, Lenna aus dem unbekannten Reich.", - "HARBOURTOWN_FLORIST_NAME": "Besorgter Ranger", - "HARBOURTOWN_FLORIST1_OPTION1": "Ja!", - "HARBOURTOWN_FLORIST1": "Verzeihung, aber hast du mit den Rangern zu tun?", - "HARBOURTOWN_FLORIST2": "Okay! Wunderbar! Ich bin [wave amp=30 freq=10]auch Ranger[/wave] – na ja, zumindest ein Auszubildender. Vielleicht könntest du mir ja helfen.", - "HARBOURTOWN_FLORIST1_OPTION2": "Nö!", - "HARBOURTOWN_FLORIST1_NO": "Ah, okay.", - "HARBOURTOWN_KAYLEIGH9": "Ja! Ich würde sagen, die Stadt sieht jetzt ein bisschen hübscher aus!", - "HARBOURTOWN_FLORIST3": "Ich habe von den Pipers auf ihrer Farm einige Setzlinge anbauen lassen. Die sind zum Aufhübschen der Stadt gedacht.", - "HARBOURTOWN_FLORIST5": "Würdest du einem Ranger-Kollegen aushelfen und einige Setzlinge in die Kübel in der Stadt pflanzen?", - "HARBOURTOWN_FLORIST4": "Allerdings ... habe ich es nicht so mit Entscheidungen. Welche Pflanze würde am besten aussehen? Das ist einfach zu viel für mich!", - "HARBOURTOWN_FLORIST5_OPTION1": "Klar!", - "HARBOURTOWN_FLORIST5_OPTION2": "Jetzt nicht.", - "HARBOURTOWN_FLORIST5_NO": "Okay! Kein Problem. Aber ... falls du es dir irgendwann anders überlegst, weißt du ja, wo du mich findest!", - "HARBOURTOWN_FLORIST6": "Danke! Hier, bitte ...", - "HARBOURTOWN_FLORIST7": "Ich habe 14 Kübel in der Stadt aufgestellt. Sag mir Bescheid, wenn du sie alle gefüllt hast!", - "HARBOURTOWN_FLORIST8": "Oh, du bist fertig?", - "HARBOURTOWN_MEREDITH9": "Ja, wir haben die \\\"Putzig\\\"-Bewertung der Stadt um einige Punkte erhöht.", - "HARBOURTOWN_EUGENE9.m": "Ja! Ich habe für die moralische Unterstützung gesorgt, aber {player} hat sich um die Drecksarbeit gekümmert.", - "HARBOURTOWN_EUGENE9.f": "Ja! Ich habe für die moralische Unterstützung gesorgt, aber {player} hat sich um die Drecksarbeit gekümmert.", - "HARBOURTOWN_EUGENE9.n": "Ja! Ich habe für die moralische Unterstützung gesorgt, aber {player} hat sich um die Drecksarbeit gekümmert.", - "HARBOURTOWN_FELIX9": "Ich glaube, man kann mit Fug und Recht behaupten, dass die Stadt jetzt ein wenig besser aussieht.", - "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Vielen Dank![/shake] Es gab so viele Entscheidungen, dass ich gar nicht mehr weiterkam! Hier, bitte – für deine Hilfe!", - "HARBOURTOWN_VIOLA9": "Die Aufgabe ist in der Tat erledigt – und der Stadt hat es zum Vorteil gereicht.", - "HARBOURTOWN_FLORIST11": "Es gab so viele Entscheidungen, dass ich gar nicht mehr weiterkam!", - "MOVE_NAME_BOOBY_TRAP": "Sprengfalle", - "MOVE_DESCRIPTION_STICKER_TRICK": "Ersetzt die letzte vom Ziel benutzte Aktion durch Sprengfalle. Sprengfalle fügt dem Benutzer Schaden zu.", - "MOVE_DESCRIPTION_CARNIVORE": "Erhöht die Menge der durch Beißen wiederhergestellten TP.", - "MOVE_NAME_BAD_FORECAST": "Schlechte Vorhersage", - "MOVE_NAME_MACHINE_CURSE": "Maschinenfluch", - "STATUS_DESCRIPTION_FLAMMABLE": "Brennbare Charaktere erhalten den Status \\\"Verbrannt\\\", wenn sie von Feuertyp-Angriffen getroffen werden. Außerdem wird der durch \\\"Verbrannt\\\" erlittene Schaden erhöht.", - "MOVE_NAME_IONISED_AIR": "Ionisierte Luft", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "Hat eine Chance, am Ende der Runde des Benutzers einem zufälligen Verbündeten 1 AP zu geben.", - "MOVE_NAME_STICKER_TRICK": "Stickertrick", - "MOVE_NAME_LIFTOFF": "Abheben", - "MOVE_DESCRIPTION_LIFTOFF": "Verleiht dem Benutzer am Ende seines Zugs AP-Bonus und Tempo erhöht.", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "Einige Aktionen von Charakteren mit Sprengfalle werden ersetzt.", - "MOVE_DESCRIPTION_MACHINE_CURSE": "Wirft den gesamten Schaden und durch andere passive Aktionen ausgelöste Status auf den Benutzer zurück.", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Verleiht dem Ziel den Status \\\"{status_effect}\\\".", - "MOVE_NAME_ENERGY_RESERVES": "Energiereserven", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Verleiht dem Zielteam {duration} Runde(n) lang den Status \\\"{status_effect}\\\".", - "MOVE_NAME_BUTTERFLY_EFFECT": "Schmetterlingseffekt", - "STATUS_NAME_FLAMMABLE": "Brennbar", - "MOVE_DESCRIPTION_BAD_FORECAST": "Verleiht dem Ziel {duration} Runde(n) lang den Status \\\"Ausweichen aufheben\\\". Ändert außerdem zufällig das Wetter. Wird zu Beginn des Kampfs automatisch angewendet.", - "MOVE_NAME_CARNIVORE": "Fleischfresser", - "MOVE_NAME_HARDBACK": "Hardcover", - "MOVE_DESCRIPTION_BOOBY_TRAP": "Fügt dem Benutzer Schaden zu.", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Trifft ein Ziel. Verwendet die Nahkampfabwehr statt den Nahkampfangriff des Benutzers. Fügt dem Benutzer außerdem Schaden zu.", - "MOVE_NAME_BRACE_FOR_IMPACT": "Einschlagvorbereitung", - "MOVE_NAME_GASOLINE_SPRAY": "Benzinspray", - "STATUS_NAME_BOOBY_TRAPPED": "Sprengfalle", - "MOVE_DESCRIPTION_HARDBACK": "Verringert eingehenden Schaden von allen außer kritischen und Feuertyp-Angriffen. Angriffe des Feuertyps verursachen immer kritischen Schaden und wenden keine Stärkungen an.", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Verbraucht die gesamten AP des Benutzers. Die Kraft dieses Angriffs wird um das 15-fache der verbrauchten AP erhöht. Der Typ des Effekts und zusätzliche Statuseffekte werden durch das aktuelle Wetter bestimmt.", - "DLC_POPUP_PIER_2": "Außerdem sind jetzt folgende kosmetische Optionen verfügbar:\\n\\n- Haar-Option Zirkusdirektor 1\\n- Haar-Option Zirkusdirektor 2\\n- Haar-Option Narrenkappe\\n- Haar-Option Zweifarbig\\n- Kopf-Option Clownsnase", - "DLC_POPUP_PIER_1": "Danke, dass du \\\"Pier des Unbekannten\\\" gekauft hast!\\n\\nDu kannst jetzt auf eine neue Story-Quest zugreifen, indem du mit Clémence sprichst, nachdem du dein erstes richtiges Treffen mit dem Dreieckmann hattest.", - "CHARLEQUIN_NAME_PREFIX": "Kohle", - "CHARLEQUIN_NAME_SUFFIX": "kin", - "QUEST_DLC_PIER_PROGRESS2": "{num} von drei höllischen Antrieben besiegt.", - "UI_CC_VALUE_hair_clown_1": "Zirkusdirektor 1", - "UI_CC_VALUE_hair_clown_2": "Zirkusdirektor 2", - "UI_CC_VALUE_hair_clown_3": "Narrenkappe", - "UI_CC_VALUE_hair_clown_4": "Zweifarbig", - "UI_CC_VALUE_head_clown": "Clownsnase", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "War er schon die ganze Zeit hier, seit Leute auf Neu Wirral leben? Woher [wave amp=30 freq=10]kam[/wave] er überhaupt?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "\\\"Gwen\\\" war also ein Erzengel und kannte auch Aleph ...", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Dieser gruselige Pier wirft jede Menge Fragen auf.", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "Die letzte Frage war nur Spaß – [pause]ernsthaft!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "Und Gwen ... War sie schon die ganze Zeit hier? [pause]Schminkt sie sich selbst? [pause]Ist sie single?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "Klingt, als wären Erzengel auf uns Menschen neidisch. Dieser, den du zum ersten Mal in einer anderen Welt getroffen hast – Ms. Amber – schien ja auch lieber die Gestalt eines Menschen angenommen zu haben, oder?", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "Ich denke schon!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Ich schätze, das stimmt ...", - "DLC_PIER_FELIX_CONVO2_FELIX4": "Sie sind mächtig ... [pause]Aber Macht ist nicht alles, oder?", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Irgendetwas stimmt an diesem Ort nicht – [pause]das wissen wir beide.", - "DLC_PIER_FELIX_CONVO2_FELIX3": "Man könnte sie sich als [wave amp=30 freq=10]gottähnliche[/wave] Wesen vorstellen, aber ich glaube, das trifft es nicht so ganz.", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Diese Frau kleidet sich wie eine Possenreißerin, aber ich lasse mich von ihr nicht hinters Licht führen.", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Lass dich durch Gwens nettes Gesicht nicht dazu bewegen, deine Deckung runterzunehmen, {player}. Ein Narr kann dich in einem Augenblick anlächeln, und im nächsten hast du ein Messer im Rücken.", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "Also war \\\"Gwen die Possenreißerin\\\" selbst ein außerweltlicher Geist?", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "So lange zu leben und doch das Leben eines Schattens zu führen ...", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Es scheint mir, dass ein Großteil der Menschheit Neid auf die Feenwesen aus anderen Welten verspürt.", - "UMBRAHELLA_NAME_SUFFIX": "hölla", - "UMBRAHELLA_SUBTITLE": "Böses Omen", - "UMBRAHELLA_DESCRIPTION": "ein gruseliger lebendiger Schirm", - "FRAGLIACCI_NAME_SUFFIX": "azzo", - "FRAGLIACCI_LORE_1": "Der Körper des Kanonazzos ähnelt einer ballistischen Kanone – sein \\\"Gesicht\\\" ist nur eine Abdeckung des Kanonenrohrs, das Objekte mit erschreckend hoher Geschwindigkeit abfeuern kann.", - "BLUNDERBUSK_DESCRIPTION": "ein Clown mit Gummiballkörper", - "BLUNDERBUSK_LORE_2": "Obwohl es den \\\"Clown\\\" als Rolle schon im alten Ägypten gab, wurde das bekannte Aussehen erst Anfang des 19. Jahrhunderts vom englischen Künstler Joseph Grimaldi entwickelt.", - "BLUNDERBUSK_NAME_SUFFIX": "clown", - "HAUNTOME_NAME": "Geisterwälzer", - "FRAGLIACCI_NAME_PREFIX": "Kano", - "CHARLEQUIN_LORE_2": "Der \\\"Harlekin\\\" ist ein komischer Charakter, der seinen Ursprung in der traditionellen Commedia dell'arte hat, einer zwischen dem 16. und 18. Jahrhundert beliebten Variante des italienischen Theaters.", - "LITTLERED_LORE_2": "\\\"Rotkäppchen\\\" ist ein europäisches Volksmärchen. Obwohl viele Versionen davon existieren, geht es im Allgemeinen um die Geschichte eines Mädchens, das von einem Wolf verfolgt wird, während es seine Großmutter besucht.", - "AMPHARE_NAME": "Amphase", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "Was ist der Sinn und Zweck eines Clowns?", - "BLUNDERBUSK_LORE_1": "Der Pistolenclown kann Geschosse \\\"abfeuern\\\", indem er mit seinen Händen Pistolen nachahmt. Obwohl er ständig vor- und zurückschaukelt und keine Augen hat, ist er ein ziemlich guter Schütze.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "Ich finde es sehr seltsam, dass diese Wesen, die anscheinend so weit [wave amp=30 freq=10]über uns[/wave] stehen, so sehr mit uns [wave amp=30 freq=10]beschäftigt[/wave] sein können – [pause]mit uns Menschen.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Diese Frage sagt aber eine Menge [wave amp=30 freq=10]über dich aus[/wave], {player}.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "Das muss ein [wave amp=30 freq=10]irisches Kleinstadtmädel[/wave] wie ich erst mal in den Kopf kriegen, okay?", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Bei dieser [wave amp=30 freq=10]Gwen[/wave] kriege ich echt Gänsehaut – wenn du verstehst, was ich meine.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Nee, ich glaube, es ist eher dieses ganze \\\"Einzige Bewohnerin eines verlassenen Piers\\\"-Ding. Das ist mir nicht so ganz geheuer.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Diese Frage sagt aber eine Menge [wave amp=30 freq=10]über dich aus[/wave], {player}.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "Du meinst, du hast Angst vor ihr?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]Was?![/shake] Nein! Das wollte ich damit [wave amp=30 freq=10]überhaupt nicht[/wave] sagen!", - "FRAGLIACCI_NAME": "Kanonazzo", - "LAPACITOR_NAME_PREFIX": "Hasen", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "Du meinst, du bist in sie verliebt?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Diese Frage sagt aber eine Menge [wave amp=30 freq=10]über dich aus[/wave], {player}.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "War ja klar. Man kann niemandem trauen, der rund um die Uhr ein Kostüm trägt. [pause]Das habe ich mir schon immer gedacht.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "\\\"Gwen\\\" war also kein Mensch ...?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Unsere neue Mission, diesen Pier zu retten ...", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Mann, ich weiß nicht, was ich von dem ganzen Zeug [wave amp=30 freq=10]halten soll[/wave]. Das ist mir alles zu hoch.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "Ist schon echt komisch, oder? Klar, wir helfen jemandem, aber ich weiß nicht, was ich von Gwen halten soll.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Ich glaube, wir können ihr trauen!", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Wie auch immer: Bleib auf der Hut. Wer weiß, was wir da draußen finden ...", - "CHARLEQUIN_LORE_1": "Der Kohlekin bewahrt Gegenstände für Auftritte – darunter Feuerwerk, brennbare Materialien, Brandgeräte und mehr – in seinen übergroßen Ärmeln auf.", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Zu erschrecken", - "BLUNDERBUSK_NAME": "Pistolenclown", - "LAPACITOR_LORE_2": "Die erste elektrische Batterie wurde um das Jahr 1800 herum von dem Physiker Alessandro Volta erfunden. Zur damaligen Zeit verstand er die Art seiner Erfindung nicht und ging davon aus, dass es sich um eine Quelle unbegrenzter Energie handelte.", - "LAPACITOR_NAME_SUFFIX": "sator", - "LAPACITOR_LORE_1": "Wenn die elektrische Energie in einem Hasensator stark genug ansteigt, kann er seinen Körper erweitern und richtige Gliedmaßen ausbilden. Zur Verteidigung setzt er allerdings weiterhin magnetisierten Metallschrott ein", - "AA_CLOWN_SUBTITLE": "Zirkusdirektorin der Illusion", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Clownsruf", - "BATTLE_TITLE_PIER_MACHINE": "Höllischer Antrieb", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Auf dem Kopf", - "LITTLERED_NAME": "Rotmäntelchen", - "LITTLERED_NAME_SUFFIX": "mäntelchen", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Eine Karte, die Zugang zu einer Attraktion auf dem Sonnenseitenpier gewährt.", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Eine Karte, die Zugang zu einer Attraktion auf dem Sonnenseitenpier gewährt.", - "ITEM_PIER_PASS_SPACEWORLD": "Rote Attraktionskarte", - "ITEM_KEY_HAUNTEDHOUSE_1": "Rubinauge", - "ITEM_KEY_HAUNTEDHOUSE_3": "Grüner Antriebsschlüssel", - "ITEM_KEY_HAUNTEDHOUSE_2": "Bibliotheksschlüssel", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Ein roher Edelstein, so geformt, dass er in einen bestimmten Sockel passt.", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Ein rostiger Schlüssel für die Bibliothek im Hexenhaus.", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Ein schwerer Eisenschlüssel für die Tür zum Maschinenraum im Hexenhaus.", - "ITEM_KEY_SPACEWORLD_1": "Mondschlüssel", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Ein silberner Schlüssel aus der Kosmoszone mit einem Mondmotiv.", - "ITEM_KEY_SPACEWORLD_2": "Sonnenschlüssel", - "ITEM_KEY_SPACEWORLD_3": "Roter Antriebsschlüssel", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Ein goldener Schlüssel aus der Kosmoszone mit einem Sonnenmotiv.", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Ein schwerer Eisenschlüssel für die Tür zum Maschinenraum in der Kosmoszone.", - "ITEM_KEY_WAREHOUSE": "Lagerhausschlüssel", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Ein alter rostiger Schlüssel für den verschlossenen Raum im Lagerhaus des Sonnenseitenpiers.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "Ich weiß nicht, ob wir ihr trauen können.", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Es klingt aber trotzdem so, als wäre es gut gewesen, ihr zu helfen ... [pause]Glaube ich ...?", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "\\\"Gwen\\\" war also ein Erzengel?", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Was auch immer[/wave] das alles bedeutet, es klingt trotzdem nach einem gut ausgeführten Job. Schön gemacht, {player}.", - "DLC_PIER_FELIX_CONVO1_FELIX1": "Dieser Pier ... [pause]Der ist ...", - "DLC_PIER_FELIX_CONVO1_FELIX2": "Echt cool, oder?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Hm?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Ich schätze schon!", - "DLC_PIER_FELIX_CONVO2_FELIX1": "\\\"Gwen die Clownin\\\" ist also in Wirklichkeit \\\"Gwenivar der Erzengel\\\"?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "Vielleicht denke ich da aber auch einfach zu viel drüber nach.", - "DLC_PIER_FELIX_CONVO1_FELIX3": "Wenn solche Orte [wave amp=30 freq=10]langsam verfallen[/wave], verleiht ihnen das Charakter. Jeder Rostfleck erzählt eine Geschichte.", - "CHARLEQUIN_DESCRIPTION": "ein Clown mit Sternaugen", - "CLOWN_LORE_2": "Als Inkarnation der Illusion war Gwenivar einst Mitglied von Alephs Truppe, der \\\"Tafelrunde\\\". Seit deren Auflösung infolge einer Tragödie lebt sie allein auf dem abgelegenen Sonnenseitenpier.", - "CLOWN_LORE_1": "Gwenivar ist ein uralter Erzengel, der schon immer eine kindliche Faszination für die Kultur der Menschen hatte. Sie hat viele Jahre damit verbracht, die natürliche Fähigkeit der Menschen zum Erschaffen neuer Dinge nachzuahmen.", - "AMPHARE_LORE_2": "Es wird davon ausgegangen, dass der Begriff \\\"Batterie\\\" im 18. Jahrhundert vom Erfinder Benjamin Franklin geprägt wurde, der ihn aus dem militärischen Bereich übernommen hatte.", - "MAJORTOM_LORE_1": "Minortoms, die ihre Weltraumraketenkörper verbessern, können schließlich zu Majortoms werden. Ihre großen Tanks sind mit leistungsstarkem Flüssigtreibstoff gefüllt, der sie in eine niedrige Umlaufbahn befördern und ihnen endlich den Traum von der Raumfahrt erfüllen kann.", - "MINORTOM_LORE_1": "Minortoms waren früher Automaten, die Gäste in einem Freizeitpark auf irgendeiner unscheinbaren Parallelerde unterhalten sollten. Sie haben ihre Erbauer überlebt, eine Art mechanisches Empfindungsvermögen entwickelt und möchten nun wie die Raketen, denen sie ähneln, zu den Sternen reisen.", - "MINORTOM_LORE_2": "Die erste literarische Darstellung einer \\\"Weltraumrakete\\\" war in Jules Vernes Roman \\\"Von der Erde zum Mond\\\" über einen bemannten Mondflug zu finden. Dieser war eine direkte Inspiration des ersten Science-Fiction-Films \\\"Die Reise zum Mond\\\" von Georges Méliès", - "BLUNDERBUSK_NAME_PREFIX": "Pistolen", - "MAJORTOM_NAME": "Majortom", - "MINORTOM_DESCRIPTION": "ein Retroraketenroboter", - "MAJORTOM_NAME_PREFIX": "Major", - "MAJORTOM_NAME_SUFFIX": "tom", - "SCARLETEETH_NAME_SUFFIX": "zahn", - "SCARLETEETH_DESCRIPTION": "ein riesiger Wolf mit Umhang", - "SCARLETEETH_LORE_2": "Von \\\"Rotkäppchen\\\" gibt es viele Versionen, die beliebteste stammt jedoch von den Gebrüdern Grimm. In einigen frühen Varianten der Geschichte wurde der Wolf ausdrücklich als Werwolf beschrieben.", - "PIER_MACHINE_GLITTER_LORE_2": "Wenn die Menschlichkeit entfernt wurde, bleibt nur noch das Chaos.", - "ITEM_PIER_TICKET": "Preisschein", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "Grüne Attraktionskarte", - "ITEM_PIER_PASS_FUNHOUSE": "Rosa Attraktionskarte", - "ITEM_PIER_TICKET_DESCRIPTION": "Ein Schein, den du gegen Eintrittskarten für Attraktionen auf dem Sonnenseitenpier eintauschen kannst. Das Papier fühlt sich zart und spröde wie Laub an.", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Eine Karte, die Zugang zu einer Attraktion auf dem Sonnenseitenpier gewährt.", - "RUMOR_DLC_PIER_BOAT_TITLE": "Ruderboot", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Lebendiger Schirm", - "QUEST_DLC_PIER_TITLE": "Pier des Unbekannten", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Ob du es glaubst oder nicht, ich habe einen lebendigen Schirm {location_0_phrase} gesehen! Anscheinend hat er irgendwas mit dem Wetter gemacht!", - "RUMOR_DLC_PIER_BOAT": "Ein Gast dieses schönen Etablissements hat mir von einem eigenartigen Phänomen erzählt, das er beobachtet hat: ein verlassenes Ruderboot, das vor Kurzem von allein ans Ufer gefahren ist.", - "QUEST_DLC_PIER_DESCRIPTION2": "Sprich mit Gwen.", - "QUEST_DLC_PIER_DESCRIPTION1": "Schalte die drei höllischen Antriebe auf dem Sonnenseitenpier ab.", - "QUEST_DLC_PIER_PROGRESS1": "Tausche vier Preisscheine gegen eine Attraktionskarte.", - "ROSEHOOD_NAME_SUFFIX": "käppchen", - "ROSEHOOD_LORE_2": "Die Erzählung \\\"Rotkäppchen\\\" hat eine lange Geschichte. In Europa ist sie bereits seit dem 10. Jahrhundert bekannt und hat ihre Ursprünge in Volkserzählungen aus dem alten Griechenland.", - "FRAGLIACCI_DESCRIPTION": "ein Clown mit Kanonenkopf", - "FRAGLIACCI_LORE_2": "Der \\\"Bajazzo\\\" ist der Name einer erstmals 1892 aufgeführten italienischen Oper aus der Feder von Ruggero Leoncavallo. In ihr wird die Geschichte eines Schauspielers erzählt, der eine Commedia-dell'arte-Theatertruppe leitet.", - "SCARLETEETH_LORE_1": "Ein Rotmäntelchen, das wild wird, entwickelt sich zum Scharlachzahn, einer massigen Bestie mit Klauen und Hunger auf Fleisch. Wer diese Gestalt im Kampf annimmt, gibt sich ganz dem reinen animalischen Blutdurst hin.", - "AMPHARE_NAME_PREFIX": "Amp", - "AMPHARE_NAME_SUFFIX": "hase", - "AMPHARE_LORE_1": "Der Amphase ist nicht viel mehr als eine lebende Batterie, die \\\"Gliedmaßen\\\" ausgebildet hat, indem sie um ihren Körper herum Metallschrott in die Luft hängt. Es ist unklar, warum sie Empfindungsfähigkeit entwickelt hat.", - "HAUNTOME_LORE_1": "Obwohl der Geisterwälzer wie ein Buch erscheint, von dem ein ruheloser Geist Besitz ergriffen hat, ist sein \\\"Auge\\\" eine in ihm lebende organische Kreatur. Der Geisterwälzer flattert mit seinen Seiten, um starke Winde zu erzeugen.", - "HAUNTOME_NAME_SUFFIX": "wälzer", - "LITTLERED_LORE_1": "Solange sie noch nicht ausgewachsen sind, haben Rotmäntelchen die Möglichkeit, ihre zivilisierte und freundliche Persönlichkeit ins Adultstadium zu übernehmen oder ihrer inneren Bestie nachzugeben. Was könnte eine derart höfliche Kreatur zu solcher Mordlust treiben?", - "PIER_MACHINE_GLITTER_LORE_1": "Ein Ding, das nur weiß, dass es nicht existieren sollte. Ohne einen Restfunken von Rationalität kann dieses bemitleidenswerte Wesen keine logischen oder sinnvollen Entscheidungen mehr treffen.", - "PIER_MACHINE_GLITTER_SUBTITLE": "Chaosmaschine", - "BATTLE_ADJECTIVE_PIER_MACHINE": "Höllischer Antrieb {name}", - "PIER_MACHINE_BEAST_NAME": "Pearl", - "PIER_MACHINE_BEAST_SUBTITLE": "Verwilderte Maschine", - "PIER_MACHINE_BEAST_LORE_2": "Je nachdem, wen man fragt, ist Wildheit entweder das Fehlen von Menschlichkeit oder die Annahme seines wahren Selbst.", - "LITTLERED_NAME_PREFIX": "Rot", - "HAUNTOME_DESCRIPTION": "ein riesiges schwebendes Buch", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Zu unterhalten", - "ROSEHOOD_NAME_PREFIX": "Rosen", - "ROSEHOOD_NAME": "Rosenkäppchen", - "CHARLEQUIN_NAME": "Kohlekin", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Letztendlich ist sie zu einem höchst erbarmenswerten Ding geworden.", - "HAUNTOME_LORE_2": "Die Geschichte des Buchs ist so lang wie die Geschichte des Schreibens. Vor der Erfindung von Papier nutzten die Menschen verschiedene Medien – darunter auch Tontafeln –, um Texte aufzuzeichnen.", - "REGION_NAME_PIER_PHRASE": "auf dem Sonnenseitenpier", - "REGION_NAME_PIER": "Sonnenseitenpier", - "REGION_NAME_HAUNTEDHOUSE": "Hexenhaus", - "REGION_NAME_FUNHOUSE": "Welt des Spaßes", - "PIER_MACHINE_BEAST_LORE_1": "Was auch immer es einst war, existiert nun zwischen zwei Daseinszuständen. Eine unvollständige Monstrosität, die nur zum Ausdruck animalischer Wut fähig ist.", - "PIER_MACHINE_ASTRAL_NAME": "Raven", - "PIER_MACHINE_ASTRAL_SUBTITLE": "Leerenmaschine", - "PIER_MACHINE_ASTRAL_LORE_2": "Die Leere ist das Fehlen von Bedeutung, Herz und Selbst.", - "PIER_MACHINE_GLITTER_NAME": "Rose", - "PIER_MACHINE_ASTRAL_LORE_1": "Ein nur zur Hälfte geformtes Ding. Die Wärme, die es in einem früheren Leben besaß, ist wie ein ersterbender Funke verschwunden und hat nur noch eine dunkle Leere hinterlassen.", - "MAP_FEATURE_ROWING_BOAT": "Ruderboot", - "MAP_FEATURE_WAREHOUSE": "Lagerhaus", - "MAP_FEATURE_HAUNTEDHOUSE": "\\\"Hexenhaus\\\"", - "MAP_FEATURE_FUNHOUSE": "\\\"Welt des Spaßes\\\"", - "MAP_FEATURE_SPACEWORLD": "\\\"Kosmoszone\\\"", - "AA_CLOWN_NAME": "Gwenivar", - "MINORTOM_NAME": "Minortom", - "MINORTOM_NAME_PREFIX": "Minor", - "MINORTOM_NAME_SUFFIX": "tom", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "im Hexenhaus auf dem Sonnenseitenpier", - "REGION_NAME_SPACEWORLD": "Kosmoszone", - "REGION_NAME_FUNHOUSE_PHRASE": "in der Welt des Spaßes auf dem Sonnenseitenpier", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "im Lagerhaus auf dem Sonnenseitenpier", - "REGION_NAME_PIER_WAREHOUSE": "Sonnenseitenpier-Lagerhaus", - "REGION_NAME_SPACEWORLD_PHRASE": "in der Kosmoszone auf dem Sonnenseitenpier", - "LAPACITOR_NAME": "Hasensator", - "AMPHARE_DESCRIPTION": "ein batterieförmiger Hase ohne Arme", - "UMBRAHELLA_NAME": "Schirmhölla", - "UMBRAHELLA_NAME_PREFIX": "Schirm", - "MAJORTOM_DESCRIPTION": "ein langer Space-Shuttle-Roboter", - "MAJORTOM_LORE_2": "Der erste bemannte Raumflug wurde 1961 vom sowjetischen Kosmonauten Juri Gagarin erfolgreich durchgeführt. Der 108 Minuten dauernde Flug war unbestreitbar ein Meilenstein in der Geschichte der Menschheit.", - "SCARLETEETH_NAME_PREFIX": "Scharlach", - "LITTLERED_DESCRIPTION": "eine katzenartige Kreatur mit Mantel und Bogen", - "SCARLETEETH_NAME": "Scharlachzahn", - "UMBRAHELLA_LORE_1": "Die rätselhafte Schirmhölla ist angeblich ein böses Omen. Sie nutzt Aufwinde, um wie ein Drachen auf ihnen zu fliegen, und erscheint immer nur dort, wo es bald zu Katastrophen und Leid kommen wird.", - "UMBRAHELLA_LORE_2": "Abbildungen von zusammenklappbaren Regenschirmen sind schon auf Skulpturen aus dem alten Assyrien zu sehen. Im Laufe der Menschheitsgeschichte sind vielerlei Arten von Schirmen in allen möglichen Kulturen aufgetaucht.", - "LAPACITOR_DESCRIPTION": "ein batterieförmiger Hase mit einem riesigen Krallenarm", - "HAUNTOME_NAME_PREFIX": "Geister", - "ROSEHOOD_DESCRIPTION": "eine Gestalt mit Kapuze und einem Blumenkorb", - "ROSEHOOD_LORE_1": "Ein Rotmäntelchen, das das Adultstadium erreicht, ohne sich seinen animalischen Instinkten hinzugeben. Das Rosenkäppchen ist oftmals in Waldgebieten anzutreffen, wo es Sträuße frischer Blumen zusammenstellt und an Passanten verteilt.", - "NOTIFICATION_NETWORK": "Netzwerk", - "ONLINE_STATE_DISCONNECTED": "Zurzeit offline", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Beachte bitte, dass Online-Crossplay deaktiviert ist, solange Mods installiert sind. Diese Speicherdatei wird daher dauerhaft von Crossplay mit anderen Konsolensystemen ausgeschlossen sein.", - "BATTLE_FLEE_ONLINE_CONFIRM": "Gibst du dich geschlagen?", - "INFO_ONLINE_WITH_MODS2": "Du kannst mit Spielern, die inkompatible Mods installiert haben, nicht interagieren. Wenn die Verbindung fehlschlägt oder niemand in deiner Sitzung erscheint, überprüfe bitte, ob du dieselben Mods installiert hast.", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "Wähle eine Datei aus, mit der du der Multiplayer-Sitzung beitreten möchtest.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} hat die {action}-Anfrage zurückgezogen.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} hat ihre {action}-Anfrage zurückgezogen.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Du hast die {action}-Anfrage von {remote_player} abgelehnt.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} hat deine {action}-Anfrage abgelehnt.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} hat deine {action}-Anfrage abgelehnt.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} hat deine {action}-Anfrage abgelehnt.", - "ONLINE_REQUEST_SENT_TRADE.f": "Du hast angeboten, deine {species1}-Kassette mit {remote_player} zu tauschen!", - "ONLINE_REQUEST_SENT_TRADE.n": "Du hast angeboten, deine {species1}-Kassette mit {remote_player} zu tauschen!", - "ONLINE_REQUEST_SENT_TRADE.m": "Du hast angeboten, deine {species1}-Kassette mit {remote_player} zu tauschen!", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} hat angeboten, ihre {species1}-Kassette mit dir zu tauschen!", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} hat eine {species}-Kassette erhalten.", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} wurde im Kampf besiegt.", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} wurde im Kampf besiegt.", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} wurde im Kampf besiegt.", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} hat die Fähigkeit \\\"{ability}\\\" erhalten.", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} hat eine {species}-Kassette aufgenommen.", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} hat eine Bootleg-{species}-Kassette des {type}-Typs aufgenommen.", - "OFFLINE_REMATCH_NPC1.v3": "Ich dachte mir, ich schaue einfach mal in deinem Spiel vorbei. Lust auf eine Revanche, wo ich schon mal da bin?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} ist jetzt mit {partner} befreundet.", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} hat {boss} besiegt.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} ist jetzt mit {partner} befreundet.", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player} hat die {species1}-Kassette zu {species2} remastert.", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player} hat die {species1}-Kassette zu {species2} remastert.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} ist jetzt mit {partner} befreundet.", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player} hat die {species1}-Kassette zu {species2} remastert.", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} ist eine Verbindung mit {partner} eingegangen.", - "ONLINE_NOTIFICATION_ROMANCED": "{player} hat eine Liebesbeziehung mit {partner} begonnen.", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} hat {station} entdeckt.", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} hat {num} Spezies im Bestiarium registriert.", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player} und {other_player} kämpfen.", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} hat {num} Schurken-Fusionen besiegt.", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} hat {num} Quests vom Schwarzen Brett abgeschlossen.", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player} hat {other_player} besiegt.", - "ONLINE_BUTTON_LEAVE_SESSION": "Sitzung verlassen", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "Einladungscode anzeigen", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "IP und Port eingeben", - "ONLINE_NOTIFICATION_RAID_WON": "{player} und {other_player} haben {boss} besiegt.", - "ONLINE_NOTIFICATION_TRADED": "{player} und {other_player} haben Kassetten getauscht.", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player} und {other_player} nehmen an einem Raid teil.", - "OFFLINE_REMATCH_NPC1.v1": "Hey! Wir sind zwar gerade nicht online, aber wie wäre es mit einer Revanche?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} hat eine Ritualkerze angezündet.", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "Die nächste Fusion, auf die du triffst, kann einen Bootleg enthalten.", - "OFFLINE_REMATCH_NPC1_YES": "Klar!", - "OFFLINE_REMATCH_NPC1.v2.n": "Mit unserem letzten PvP-Kampf war ich nicht so ganz zufrieden. Wollen wir es noch mal versuchen?", - "OFFLINE_REMATCH_NPC1.v2.m": "Mit unserem letzten PvP-Kampf war ich nicht so ganz zufrieden. Wollen wir es noch mal versuchen?", - "OFFLINE_REMATCH_NPC1.v2.f": "Mit unserem letzten PvP-Kampf war ich nicht so ganz zufrieden. Wollen wir es noch mal versuchen?", - "OFFLINE_REMATCH_NPC1_NO": "Jetzt nicht.", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "Hosten (LAN-Port {server_port})", - "ONLINE_STATE_CONNECTING": "Verbinden ...", - "ONLINE_BUTTON_LAN_SERVER": "LAN-Sitzung hosten", - "ONLINE_BUTTON_LAN_CLIENT": "LAN-Sitzung beitreten", - "ONLINE_ERROR_VERSION_CHECK_LAN": "Verbindung aufgrund falscher Version fehlgeschlagen.", - "ONLINE_SECTION_CONTROL": "Verwaltung", - "ONLINE_ERROR_MATCH_FULL": "Verbindung fehlgeschlagen, da die Sitzung bereits voll ist.", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "Beitritt zur Sitzung nicht möglich, da andere Spieler eine unterschiedliche Version des Spiels benutzen.", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "Verbindung fehlgeschlagen, da ein Update erforderlich ist.", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "Die IP-Adresse, der Hostname oder die Portnummer waren ungültig.", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Anfrage ablehnen", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Angebot prüfen", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Anfrage zurückziehen", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Kassette anbieten ...", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Angebot annehmen", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Angebot von {remote_player} prüfen", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "Online (nur Einladung)", - "ONLINE_ALREADY_REQUESTING.m": "Du hast diesem Spieler bereits eine andere Anfrage geschickt.", - "UI_PAUSE_ONLINE_BTN_1": "Online-Status", - "ONLINE_REQUEST_ACTION_trade": "Handel", - "ONLINE_ALREADY_REQUESTING.f": "Du hast diesem Spieler bereits eine andere Anfrage geschickt.", - "BATTLE_NET_CLOSED_2_LOCAL.f": "Der Kampf wurde beendet, weil deine Verbindung unterbrochen wurde.", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (du)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "Crossplay ist für diese Lobby deaktiviert. Spieler auf anderen Systemen können mit diesem Code eventuell nicht beitreten.", - "ONLINE_REQUEST_LIST_BUTTON": "{title}-Anfrage", - "ONLINE_INVITE_MESSAGE": "Spielen wir Cassette Beasts!", - "ONLINE_SHOW_INVITE_CODE_COPIED": "In die Zwischenablage kopiert!", - "ONLINE_PLAYER_STATUS_0": "Im Abenteuer. Derzeit: {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_OFFLINE": "Offline.", - "ONLINE_PLAYER_STATUS_1.n": "Ist beschäftigt. Derzeit: {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_1.m": "Ist beschäftigt. Derzeit: {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_2": "Kämpft hier: {location_name_phrase}.", - "ONLINE_PLAYER_MENU_MAP": "Auf Karte anzeigen", - "ONLINE_PLAYER_STATUS_1.f": "Ist beschäftigt. Derzeit: {location_name_phrase}.", - "ONLINE_PLAYER_MENU_TRADE": "Tausch anfragen", - "ONLINE_PLAYER_MENU_BATTLE": "Kampf anfragen", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Deaktiviert", - "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", - "UI_SETTINGS_NETWORK": "Online-Spiel", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Aktiviert", - "UI_SETTINGS_NETWORK_CROSSPLAY": "Crossplay", - "OFFLINE_GIFTER_NPC1.v2": "Ich habe gerade an unsere letzte Multiplayer-Sitzung gedacht. Lass uns gerne mal wieder spielen!", - "OFFLINE_GIFTER_NPC1.v1": "Wir sind zwar gerade nicht online, aber ich möchte dir das hier geben!", - "OFFLINE_GIFTER_NPC1.v3": "Hey! Ich dachte mir, ich schaue einfach mal in deinem Spiel vorbei. Hier, das ist für dich - habe ich gefunden!", - "ROGUE_FUSION_BATTLE_SOLO": "Solo kämpfen", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "{player_name} einladen", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]In diesem Kampf wird deine Stufe vorübergehend auf {max_level} gesenkt.[/center]", - "ROGUE_FUSION_RAID_REWARD": "Belohnung: {item} x {item_amount}", - "ROGUE_FUSION_RAID_HACK_BUTTON": "Hacken!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "Du und {remote_player} wurden besiegt ...", - "ROGUE_FUSION_RAID_HACK_HINT": "{amount} Cybermaterial benutzen, um den Typ dieser Fusion zu ändern.", - "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "Du und {remote_player} haben gewonnen!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Du bist aus dem Kampf geflohen ...", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Mit {server} verbinden ...", - "ONLINE_STATE_CONNECTED.f": "Verbunden", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "Online (mit Freunden)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Freunde werden gesucht ...", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Dein Angebot", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Wenn der Tausch erfolgreich ist, wird dein Spiel automatisch gespeichert. In Ordnung?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "Du kannst mit {remote_player} nicht tauschen, da Monster in seinem Spiel andere Typen haben.", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "Angebot von {remote_player}", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "Du kannst mit {remote_player} nicht tauschen, da Monster in ihrem Spiel andere Typen haben.", - "CAPTAIN_CODEY_CM_CODEY7": "Jetzt hast du richtig [shake rate=30 level=10]Power[/shake]! [pause]Damit nutzt du das Cybermaterial und kannst es bei Schurken-Fusionen einsetzen. Ich will ja nicht [wave amp=30 freq=10]rumprahlen[/wave], aber das Ding habe ich selbst erfunden.", - "CAPTAIN_CODEY_CM_CODEY6": "Hier, bitte. Nimm eines dieser Schätzchen.", - "ONLINE_PLAYER_GAMERCARD": "Spielerkarte anzeigen", - "UPDATE_POPUP_MP_TITLE": "1.6 Multiplayer-Update", - "UPDATE_POPUP_MP_2": "Um den Online-Multiplayer zu starten, öffne das Pausenmenü und drücke {control.ui_action_1}.\\n\\nDu kannst Spielern auf deiner Freundesliste Einladungen schicken oder Einladungscodes erstellen, um dich mit Spielern auf anderen Plattformen zu verbinden.", - "UPDATE_POPUP_MP_1": "Update 1.6 bringt den Online-Multiplayer! Wenn du online bist, kannst du Folgendes tun:\\n\\n- Du kannst mit Freunden in Gruppen von bis zu 8 Personen spielen.\\n- Ihr könnt die Welt gemeinsam entdecken.\\n- Ihr könnt gegeneinander kämpfen und untereinander Kassetten tauschen.\\n- Ihr könnt euch in Raids gegen Schurken-Fusionen zusammenschließen.", - "CAPTAIN_CODEY_CM_CODEY8": "Äh, ich muss dann mal wieder mit meinem Rangerzeugs weitermachen. Komm doch mal bei mir auf dem Berg vorbei, okay?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "Der Kampf wurde beendet, weil die Verbindung des anderen Spielers unterbrochen wurde.", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Doppelte Sticker:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Deaktiviert", - "ONLINE_DISPLAY_NAME_ANON": "Anonym", - "BATTLE_NET_CLOSED_1": "Der Kampf wurde aufgrund eines Fehlers beendet.", - "BATTLE_NET_CLOSED_2_LOCAL.n": "Der Kampf wurde beendet, weil deine Verbindung unterbrochen wurde.", - "BATTLE_NET_CLOSED_2_REMOTE.n": "Der Kampf wurde beendet, weil die Verbindung des anderen Spielers unterbrochen wurde.", - "BATTLE_NET_CLOSED_2_REMOTE.f": "Der Kampf wurde beendet, weil die Verbindung des anderen Spielers unterbrochen wurde.", - "BATTLE_NET_CLOSED_2_LOCAL.m": "Der Kampf wurde beendet, weil deine Verbindung unterbrochen wurde.", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Bestimmte Online-Multiplayer-Funktionen sind unter Umständen nicht verfügbar.", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Änderungen in der Crossplay-Einstellung werden nach dem Abschluss deiner aktuellen Online-Sitzung aktiv.", - "ONLINE_FRIENDS_PASSIVE_WARNING": "Im Modus \\\"Mit Freunden spielen\\\" kannst du unter Umständen mit Personen zusammengebracht werden, die [i]nicht deine Freunde sind[/i]. Freunde von Freunden - und jeder, der einen Einladungscode hat - können deinem Spiel beitreten. Möchtest du fortfahren?", - "ONLINE_CROSSPLAY_WARNING": "Der von dir eingegebene Einladungscode ist für eine Crossplay-Lobby, allerdings ist Crossplay in deinen Einstellungen deaktiviert. Möchtest du diese Einstellung ignorieren und fortfahren?", - "ONLINE_NOTIFICATION_DISCONNECTED": "Verbindung unterbrochen", - "ONLINE_REQUEST_SENT.f": "Du hast {remote_player} eine {action}-Anfrage geschickt!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "{action}-Anfrage von {remote_player} ist fehlgeschlagen. Grund: {reason}.", - "ONLINE_REQUEST_RECEIVED.f": "{remote_player} hat dir eine {action}-Anfrage geschickt!", - "ONLINE_REQUEST_RECEIVED.m": "{remote_player} hat dir eine {action}-Anfrage geschickt!", - "ONLINE_REQUEST_SENT.n": "Du hast {remote_player} eine {action}-Anfrage geschickt!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} hat angeboten, seine {species1}-Kassette mit dir zu tauschen!", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} hat angeboten, die {species1}-Kassette mit dir zu tauschen!", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} bietet seine {species2}-Kassette für deine {species1}-Kassette.", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} bietet die {species2}-Kassette für deine {species1}-Kassette.", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Anfrage annehmen", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} bietet ihre {species2}-Kassette für deine {species1}-Kassette.", - "ONLINE_REQUEST_RECEIVED_TRADE2": "Warten, dass {remote_player} dein Angebot annimmt ...", - "ONLINE_BUTTON_FRIENDS_CREATE": "Nur-mit-Einladung-Sitzung starten", - "ONLINE_BUTTON_FRIENDS_JOIN": "Einladungscode eingeben", - "ONLINE_BUTTON_VIEW_FRIENDS": "Freundesliste", - "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} Spieler", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "Wer bist du?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "So sieht man sich wieder, {player}. Du scheinst ja beschäftigt gewesen zu sein, was?", - "CAPTAIN_CODEY_CM_CODEY2": "Auf meinem Scanner habe ich [wave amp=30 freq=10]Cyberwellen[/wave] empfangen und glaube, dass du der Grund dafür bist.", - "CAPTAIN_CODEY_ALREADY_MET1.m": "So sieht man sich wieder, {player}. Du scheinst ja beschäftigt gewesen zu sein, was?", - "CAPTAIN_CODEY_ALREADY_MET1.n": "So sieht man sich wieder, {player}. Du scheinst ja beschäftigt gewesen zu sein, was?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Cyberwellen ...?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "Wovon redest du da?", - "CAPTAIN_CODEY_CM_CODEY4": "Das ist mit dem [wave amp=30 freq=10]Raum zwischen all unseren Welten[/wave] verbunden oder so. Eigentlich ist mir egal, wo es herkommt ...", - "CAPTAIN_CODEY_CM_CODEY3": "Cyberwellen! [pause]Du weißt schon, von [wave amp=30 freq=10]Cybermaterial[/wave]! [pause]So nenne ich dieses leuchtende orange Zeug, das du bestimmt schon aufgesammelt hast.", - "CAPTAIN_CODEY_CM_CODEY5": "Aber diese Schurken-Fusionen reagieren ziemlich empfindlich darauf und man kann es benutzen, um Bootlegs aus ihnen zu machen. Das ist Biohacking auf [shake rate=30 level=10]kosmischer[/shake] Ebene!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Spieler ({0})", - "ONLINE_SECTION_PLAYERS": "Spieler ({0}/{1})", - "UI_PAUSE_ONLINE_BTN_0": "Online spielen", - "ONLINE_STATE_CONNECTED.m": "Verbunden", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "Verbunden!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "Verbunden!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "Verbunden!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Du hostest jetzt eine LAN-Sitzung auf Port {server_port}", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Du spielst jetzt mit {remote_player} und {n} weiteren Person(en)", - "ONLINE_NOTIFICATION_CONNECTED_1": "Du spielst jetzt mit {remote_player}", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} hat eine Bootleg-{species}-Kassette des {type}-Typs erhalten.", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Du spielst jetzt online. Freunde werden gesucht ...", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} ist deiner Sitzung beigetreten", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "Verbindung von {remote_player} unterbrochen", - "INFO_ONLINE_WITH_MODS1": "Online-Crossplay ist deaktiviert, solange Mods installiert sind. Du kannst keinen Crossplay-Sitzungen beitreten und Spieler auf anderen Konsolensystemen können deinen Sitzungen nicht beitreten.", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} hat deine Herausforderung angenommen!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "Verbindung von {remote_player} unterbrochen", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "Verbindung von {remote_player} unterbrochen", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "Du kannst mit {remote_player} nicht raiden, da Monster in ihrem Spiel andere Typen haben.", - "ITEM_CYBER_MATERIAL_NAME": "Cybermaterial", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "Du kannst mit {remote_player} nicht raiden, da Monster im Spiel andere Typen haben.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "Du kannst mit {remote_player} nicht raiden, da Monster in seinem Spiel andere Typen haben.", - "BATTLE_RAID_DEFERRED_RECORDING": "Wenn der Raid mit einem Sieg endet, erhalten beide Spieler diese Kassette.", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "Der andere Spieler ist nicht verfügbar.", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "Du kannst mit {remote_player} nicht raiden.", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} hat deine Raid-Anfrage angenommen!", - "ITEM_HACKING_GLOVE_NAME": "Hackerhandschuh", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "Ein fluoreszierendes und stark geladenes Material, das aussieht, als käme es direkt aus einem 80er-Film über virtuelle Realität.", - "CAPTAIN_CODEY_CM_CODEY1": "Hey, anscheinend ist mein [wave amp=30 freq=10]Ziel[/wave] gerade reingekommen. Meine Sensoren schlagen richtig [wave amp=30 freq=10]Alarm[/wave].", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Hm?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "Ein Retro-Spielcontroller, der die Verwendung von Cybermaterial vor dem Kampf ermöglicht, um die Elementartypen von Schurken-Fusionen zu ändern.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Vereinheitlicht auf {0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Stickerattribute:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Unbeschränkt", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Aktiviert", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Deaktiviert", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Deaktiviert", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusion", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Aktiviert", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Aktiviert + Fusionskraft", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Aktiviert", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Auf anderen Spieler warten ...", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "Der andere Spieler ist gerade beschäftigt. Versuche es in einer Minute erneut.", - "UI_TAPE_COLLECTION_OFFER_TRADE": "{remote_player} anbieten", - "ONLINE_REQUEST_TRADE_PROMPT": "Wähle eine Kassette, die du {remote_player} anbieten möchtest.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "Der andere Spieler ist gerade beschäftigt. Versuche es in einer Minute erneut.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "Der andere Spieler ist gerade beschäftigt. Versuche es in einer Minute erneut.", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "Du kannst mit {remote_player} nicht tauschen, da Monster im Spiel andere Typen haben.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Stufen:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "Kampfregeln", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "Du kannst mit {remote_player} nicht tauschen.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "Du hast {remote_player} besiegt!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Du hast die {action}-Anfrage von {remote_player} abgelehnt.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Du hast deine {action}-Anfrage zurückgezogen.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Du hast deine {action}-Anfrage zurückgezogen.", - "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} abgeschlossen.", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "Mit Freunden spielen", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "LAN-Sitzung", - "NOTIFICATION_REQUEST": "Anfrage", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "Verbindung unterbrochen", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "Verbindung von {remote_player} unterbrochen", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "Verbindung von {remote_player} unterbrochen", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "{action}-Anfrage von {remote_player} ist fehlgeschlagen. Grund: {reason}.", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "{action}-Anfrage von {remote_player} ist fehlgeschlagen. Grund: {reason}.", - "ONLINE_REQUEST_UI_TITLE": "{action}-Anfrage mit {remote_player}", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Einladungscode eingeben", - "ONLINE_ERROR_CONNECTION_FAILED": "Verbindung fehlgeschlagen.", - "ONLINE_ERROR_CONNECTION_ERROR": "Verbindungsfehler ({error}).", - "ONLINE_BUTTON_INVITE_FRIENDS": "Freunde einladen", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "Der Tausch ist abgeschlossen und die {species2}-Kassette von {remote_player} befindet sich jetzt in deiner Sammlung!", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "Der Tausch ist abgeschlossen und die {species2}-Kassette von {remote_player} befindet sich jetzt in deiner Sammlung!", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Du hast gegen {remote_player} aufgegeben ...", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player} hat dich besiegt ...", - "ONLINE_ALREADY_REQUESTING.n": "Du hast diesem Spieler bereits eine andere Anfrage geschickt.", - "ONLINE_REQUEST_ACTION_battle": "Kampf", - "ONLINE_REQUEST_ACTION_raid": "Raid", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Deine {action}-Anfrage ist fehlgeschlagen. Grund: {reason}.", - "ONLINE_REQUEST_RECEIVED.n": "{remote_player} hat dir eine {action}-Anfrage geschickt!", - "ONLINE_REQUEST_SENT.m": "Du hast {remote_player} eine {action}-Anfrage geschickt!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Du hast deine {action}-Anfrage zurückgezogen.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "Der Tausch ist abgeschlossen und die {species2}-Kassette von {remote_player} befindet sich jetzt in deiner Sammlung!", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Auf anderen Spieler warten ...", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Auf anderen Spieler warten ...", - "ONLINE_ERROR_INVALID_INVITE": "Verbindung fehlgeschlagen, da die Einladung ungültig war.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "Verbindung unterbrochen", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} hat seine {action}-Anfrage zurückgezogen.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Du hast die {action}-Anfrage von {remote_player} abgelehnt.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "Verbindung unterbrochen", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "Verbindung von {remote_player} unterbrochen", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "Es ist ein Fehler aufgetreten", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "Online (beigetreten)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} Spieler", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Deine {action}-Anfrage ist fehlgeschlagen. Grund: {reason}.", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Deine {action}-Anfrage ist fehlgeschlagen. Grund: {reason}.", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "Einrichten ...", - "ONLINE_BUTTON_FRIENDS_INVITE": "Einladung von {name} annehmen", - "ONLINE_BUTTON_DISCONNECT": "Verbindung trennen", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Port", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Verbindung zum Server unterbrochen.", - "ONLINE_STATE_CONNECTED.n": "Verbunden", - "ACHIEVEMENT_DESC_obtain_candevil": "Erhalte \\\"Bonbonteufel\\\".", - "ACHIEVEMENT_NAME_obtain_bansheep": "Schafe zählen", - "ACHIEVEMENT_DESC_obtain_bansheep": "Erhalte \\\"Geisterschaf\\\".", - "ACHIEVEMENT_NAME_partner_viola": "Viola", - "ACHIEVEMENT_DESC_partner_viola": "Schalte Viola frei.", - "ACHIEVEMENT_NAME_remaster": "Remaster", - "ACHIEVEMENT_DESC_aa_helia": "Überwinde die Essenz der Fusion.", - "ACHIEVEMENT_NAME_met_npc_magikrab": "Bahnhofsvorsteher", - "ACHIEVEMENT_DESC_met_npc_magikrab": "Triff denjenigen, der sich um die Bahnhöfe kümmert.", - "ACHIEVEMENT_NAME_met_npc_amber": "Weit von zu Hause", - "ACHIEVEMENT_DESC_met_npc_amber": "Finde an einem weit entfernten Ort Hilfe.", - "ACHIEVEMENT_NAME_met_npc_merline": "Was darunter liegt", - "ACHIEVEMENT_DESC_met_npc_merline": "Tritt einem gesichtslosen Wesen gegenüber.", - "ACHIEVEMENT_DESC_traveling_merchant": "Triff den reisenden Händler.", - "ACHIEVEMENT_NAME_traveling_merchant": "Can't Buy Me Love", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "Erhalte einen seltenen Sticker.", - "ACHIEVEMENT_NAME_ability_glide": "Spread Your Wings", - "ACHIEVEMENT_DESC_ability_glide": "Erhalte die Fähigkeit \\\"Mottenflügel-Gleitflug\\\".", - "ACHIEVEMENT_DESC_ability_dash": "Erhalte die Fähigkeit \\\"Kugelino-Spurt\\\".", - "ACHIEVEMENT_NAME_ability_dash": "Kugelino-Spurt", - "ACHIEVEMENT_NAME_ability_magnetism": "Elektrisches Gefühl", - "ACHIEVEMENT_DESC_ability_magnetism": "Erhalte die Fähigkeit \\\"Elektromagnetismus\\\".", - "ACHIEVEMENT_NAME_ability_swim": "Schwimmunterricht", - "ACHIEVEMENT_NAME_ability_climb": "Ballaballa", - "ACHIEVEMENT_DESC_ability_swim": "Erhalte die Fähigkeit \\\"Tauchhund-Schwimmen\\\".", - "ACHIEVEMENT_DESC_gambit_win": "Gewinne einen Kampf, während Gambit aktiv ist.", - "ACHIEVEMENT_DESC_ability_climb": "Erhalte die Fähigkeit \\\"Kürbisranken-Ball\\\".", - "ACHIEVEMENT_NAME_ability_flight": "In die Luft", - "ACHIEVEMENT_DESC_ability_flight": "Erhalte die Fähigkeit \\\"Averevoir-Flug\\\".", - "ACHIEVEMENT_DESC_ability_fusion_radar": "Erhalte das Fusionsradar.", - "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusionen auf dem Radar", - "ACHIEVEMENT_NAME_intermission": "Nicht, was du wolltest", - "ACHIEVEMENT_DESC_intermission": "Finde dich an einem weit entfernten Ort wieder.", - "ACHIEVEMENT_DESC_ending": "Öffne eine seit Langem vergessene Tür.", - "ACHIEVEMENT_NAME_ending": "Das wahre Leben wartet", - "ACHIEVEMENT_NAME_preemptive_win": "Schnell vorbei", - "ACHIEVEMENT_DESC_preemptive_win": "Gewinne einen Kampf, bevor er anfängt.", - "ACHIEVEMENT_DESC_ghostly_win": "Gewinne einen Kampf, während du geisterhaft bist.", - "ACHIEVEMENT_NAME_ghostly_win": "Dem Tod soll kein Reich mehr bleiben", - "ACHIEVEMENT_NAME_gambit_win": "Alles oder nichts", - "ACHIEVEMENT_DESC_reopened_stations_final": "Löse das Rätsel von Morgantes Lied.", - "ACHIEVEMENT_NAME_aa_morgante": "Rebellion", - "ACHIEVEMENT_DESC_aa_aleph_null": "Trotze allen Schwierigkeiten an einem Ort zwischen den Welten.", - "ACHIEVEMENT_NAME_aa_aleph_null": "Pfeil der Zeit", - "ACHIEVEMENT_DESC_aa_morgante": "Besiege eine uralte Kraft mit neuer Stärke.", - "ACHIEVEMENT_NAME_aa_lamento_mori": "Todesengel", - "ACHIEVEMENT_DESC_aa_lamento_mori": "Besiege Lamento Mori.", - "ACHIEVEMENT_DESC_kuneko_altars_3": "Triff Kuneko an 3 Altären.", - "ACHIEVEMENT_NAME_kuneko_altars_4": "Don't You Want Me, Teil 5", - "ACHIEVEMENT_NAME_quest_viola1": "Der Sturm", - "ACHIEVEMENT_DESC_quest_felix_complete": "Schließe Felix' Quest ab.", - "ACHIEVEMENT_DESC_quest_meredith1": "Bring Meredith zur Mall.", - "ACHIEVEMENT_DESC_quest_viola1": "Bring Viola zum Schiffswrack.", - "ACHIEVEMENT_NAME_quest_meredith_complete": "All I Ever Needed", - "ACHIEVEMENT_DESC_quest_meredith_complete": "Schließe Merediths Quest ab.", - "ACHIEVEMENT_NAME_quest_felix_complete": "Don't You Want Me, Teil 6", - "ACHIEVEMENT_NAME_quest_dog_complete": "Come Back and Stay", - "ACHIEVEMENT_DESC_quest_dog_complete": "Schließe Barkleys Quest ab.", - "ACHIEVEMENT_DESC_quest_viola_complete": "Schließe Violas Quest ab.", - "ACHIEVEMENT_NAME_quest_viola_complete": "Everybody's Looking for Something", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Let Me Serenade You", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Erreiche 5 Herzen mit Kayleigh.", - "ACHIEVEMENT_NAME_aa_cube": "Neoplatonischer Körper", - "ACHIEVEMENT_DESC_aa_cube": "Besiege Heckahedron.", - "ACHIEVEMENT_NAME_aa_alice": "Kind des Egos", - "ACHIEVEMENT_DESC_aa_alice": "Besiege Alice.", - "ACHIEVEMENT_NAME_aa_puppet": "Master of Puppets", - "ACHIEVEMENT_DESC_aa_puppet": "Besiege Poppetox.", - "ACHIEVEMENT_NAME_aa_tower": "Turm der Ignoranz", - "ACHIEVEMENT_DESC_aa_tower": "Besiege Babelith.", - "ACHIEVEMENT_NAME_song_parts_8": "Land of Confusion", - "ACHIEVEMENT_NAME_aa_helia": "Here Comes the Sun", - "ACHIEVEMENT_DESC_song_parts_8": "Vervollständige Morgantes Lied.", - "ACHIEVEMENT_DESC_offices_cleared_5": "Räume 5 Maklerbüros.", - "ACHIEVEMENT_DESC_quest_felix1": "Triff Kuneko.", - "ACHIEVEMENT_NAME_quest_felix1": "Don't You Want Me, Teil 1", - "ACHIEVEMENT_NAME_kuneko_altars_1": "Don't You Want Me, Teil 2", - "FOLKLORD_NAME": "Folklord", - "MACABRA_DESCRIPTION": "eine Kreatur mit Fangzähnen auf einem Schädel", - "FOLKLORD_NAME_PREFIX": "Folk", - "FOLKLORD_LORE_1": "Als voll ausgewachsener Makabra trägt der Folklord einen Schädel wie die, auf denen er gehockt hat, auf seinem Kopf. Seine Arme und der Oberkörper sind derart muskelbepackt, dass er sich nicht besonders lang auf den Beinen halten kann.", - "FOLKLORD_NAME_SUFFIX": "lord", - "FOLKLORD_DESCRIPTION": "einen Riesen mit einem Schädelkopf", - "FOLKLORD_LORE_2": "In Nordamerika werden mehrere Kryptiden oder unidentifizierte Kreaturen als im Wald lebende riesige Humanoiden beschrieben, darunter auch die affenartigen Wesen Bigfoot und Sasquatch.", - "SQUIREY_NAME": "Drahtknappe", - "SQUIREY_NAME_PREFIX": "Draht", - "SQUIREY_LORE_1": "Der gemeine Drahtknappe zieht oftmals über die Ebenen von Neu Wirral, um Gegner für Kämpfe zu suchen. Trotz seines niedlichen Erscheinungsbilds ist er ein passionierter Krieger, getrieben von einem angeborenen Wunsch nach Vervollkommnung.", - "SQUIREY_NAME_SUFFIX": "knappe", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "Was ist für dich im Eifer des Gefechts wichtiger?", - "SQUIREY_LORE_2": "Im Mittelalter war ein Knappe ein Schüler eines Ritters und half ihm bei verschiedenen Aufgaben wie zum Beispiel dem Tragen seiner Waffen. Wenn er sein Können unter Beweis gestellt hatte, konnte er schließlich selbst zum Ritter werden.", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "Ehre", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "Sieg", - "PALANGOLIN_NAME": "Palangolin", - "SQUIREY_DESCRIPTION": "einen Pangolin mit einem Speer", - "PALANGOLIN_NAME_PREFIX": "Palan", - "PALANGOLIN_LORE_1": "Der Palangolin ist die ausgewachsene Form des Drahtknappen, der seinen Prinzipien treu geblieben und zu einem tugendhaften Ritter geworden ist. Palangoline tragen eindrucksvolle goldene Hellebarden, mit denen sie ihre Verbündeten im Kampf verteidigen.", - "PALANGOLIN_NAME_SUFFIX": "golin", - "PALANGOLIN_LORE_2": "In der europäischen Geschichte wurden Ritter aufgrund von Diensten für ihr Land in den Ritterstand erhoben. Die Beliebtheit der Artusmythologie beeinflusste die Darstellung von Rittern, die mittlerweile stark mit Tugend und Heldenhaftigkeit in Verbindung gebracht werden.", - "MANISPEAR_NAME": "Manispeer", - "PALANGOLIN_DESCRIPTION": "einen Ritter mit Hellebarde", - "MANISPEAR_NAME_PREFIX": "Manis", - "MANISPEAR_NAME_SUFFIX": "speer", - "MANISPEAR_LORE_2": "Der \\\"schwarze Ritter\\\" ist ein häufiger fiktionaler Figurenarchetyp und wird oft als maskierter Ritter porträtiert, der vom Pfad der Tugend abgekommen ist. Nicht selten stellt er eine Erschwernis oder ein Hindernis dar, das der Protagonist der Geschichte überwinden muss.", - "MANISPEAR_LORE_1": "Wenn ein Drahtknappe während der Ausbildung seinen dunklen Impulsen nachgibt, wird aus ihm ein Manispeer, der sein Gesicht unter einem schwarzen Helm verbirgt und ohne Zurückhaltung oder Beherrschung kämpft.", - "MUSKRATEER_NAME": "Moschketier", - "MANISPEAR_DESCRIPTION": "einen Ritter mit einem gewaltigen Schwert", - "MUSKRATEER_NAME_PREFIX": "Mosch", - "MUSKRATEER_NAME_SUFFIX": "ketier", - "ITEM_TAPE_BLACK_SHUCK_NAME": "Kassette des Alten Shuck", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Eine vom Alten Shuck hinterlassene geheimnisvolle schwarze Kassette.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Trifft ein Ziel. Verleiht dem Ziel den Status \\\"{status_effect}\\\".", - "ITEM_TAPE_BEAST_NAME": "Pelzimitat-Kassette", - "ITEM_TAPE_FIRE_DESCRIPTION": "Laut Aufschrift kann man sie im Toaster erhitzen. Diese seltsame Promokassette war früher in Verpackungen von Frühstücksgebäck enthalten, bis es aufgrund der zwangsläufig auftretenden verbrannten Handflächen und Wohnungsbrände zu einer Fülle von Beschwerden kam. Hat seine sehr hohe Effizienz beim Aufnehmen von Monstern des Feuertyps.", - "ITEM_TAPE_FIRE_NAME": "Toaster-Kassette", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "Eine angeblich aus \\\"100 % wiederverwertetem Plastik\\\" hergestellte Kassette. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Plastiktyps.", - "ITEM_TAPE_PLANT_NAME": "Baumrinden-Kassette", - "ITEM_TAPE_PLANT_DESCRIPTION": "Eine Kassette mit einem Gehäuse aus echter Baumrinde. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Pflanzentyps.", - "ITEM_TAPE_PLASTIC_NAME": "Wiederverwertete Kassette", - "ITEM_TAPE_WATER_NAME": "Mit Wasser gefüllte Kassette", - "ITEM_TAPE_WATER_DESCRIPTION": "Eine versiegelte und mit Wasser gefüllte Kassette aus durchsichtigem Plastik. Mit zwei Tasten an der Seite kannst du ein Ringwurfspiel spielen, wenn du sie nicht benutzt. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Wassertyps.", - "ITEM_TAPE_POISON_NAME": "Schlangenhaut-Kassette", - "ITEM_TAPE_ASTRAL_NAME": "Ätherische Kassette", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "Eine unstoffliche Kassette, die nervigerweise manchmal durch andere Objekte hindurchgeht. Unter der Oberfläche sind winzige Lichtpunkte zu erkennen, die weit entfernten Sternen ähneln. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Astraltyps.", - "ITEM_TAPE_POISON_DESCRIPTION": "Eine modische Kassette aus Schlangenhautimitat. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Gifttyps.", - "ITEM_TAPE_ICE_NAME": "Eis-IX-Kassette", - "ITEM_TAPE_LIGHTNING_NAME": "Supraleitende Kassette", - "ITEM_TAPE_ICE_DESCRIPTION": "Eine kalte Kassette aus Eis, das offenbar niemals schmilzt. Laut Aufdruck soll der Benutzer sie von Wasser fernhalten. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Eistyps.", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Eine Kassette mit dem Aufdruck \\\"Bose-Einstein-Kondensat\\\". Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Blitztyps.", - "ITEM_TAPE_AIR_NAME": "Aerosol-Kassette", - "ITEM_TAPE_EARTH_NAME": "Keramik-Kassette", - "ITEM_TAPE_AIR_DESCRIPTION": "Eine Kassette mit sehr hoher Effizienz beim Aufnehmen von Monstern des Lufttyps. Kann auch als Haarspray verwendet werden.", - "ITEM_TAPE_METAL_NAME": "Ferrochrom-Kassette", - "ITEM_TAPE_METAL_DESCRIPTION": "Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Metalltyps.", - "ITEM_TAPE_EARTH_DESCRIPTION": "Eine Kassette mit Gehäuse aus gehärteter Keramik. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Erdtyps.", - "ITEM_TAPE_USE_ON.m": "{0} aufnehmen", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "{0} aufnehmen", - "ITEM_TAPE_USE_ON.n": "{0} aufnehmen", - "ITEM_NAME_RARITY_1": "{item_name} (ungewöhnlich)", - "ITEM_NAME_RARITY_2": "{item_name} (selten)", - "BOOSTER_PACK_ELEMENTS_NAME": "Stickerpaket \\\"Elemente\\\"", - "BOOSTER_PACK_NATURE_NAME": "Stickerpaket \\\"Natur\\\"", - "BOOSTER_PACK_POLLUTION_NAME": "Stickerpaket \\\"Verschmutzung\\\"", - "BOOSTER_PACK_WILDCARD_NAME": "Stickerpaket \\\"Gemischt\\\"", - "MAP_NAME_OVERWORLD_PHRASE": "in Neu Wirral", - "BOOSTER_PACK_DESCRIPTION": "Ein thematisch gestaltetes Bonuspack mit 4 Stickern, darunter garantiert ein ungewöhnlicher oder seltener Sticker!", - "MAP_NAME_DEAD_WORLD_PHRASE": "an einem unbekannten Ort", - "MAP_NAME_OVERWORLD": "Neu Wirral", - "REGION_NAME_UNKNOWN": "???", - "REGION_NAME_MALL": "Falldown Mall", - "MAP_NAME_DEAD_WORLD": "???", - "REGION_NAME_UNKNOWN_PHRASE": "an einem unbekannten Ort", - "REGION_NAME_MALL_PHRASE": "in der Falldown Mall", - "REGION_NAME_PLAINS1": "Felder von Neu Wirral", - "REGION_NAME_TOWN": "Hafenstadt", - "REGION_NAME_TOWN_PHRASE": "in Hafenstadt", - "REGION_NAME_PLAINS1_PHRASE": "in den Feldern von Neu Wirral", - "REGION_NAME_TOWN_WEST": "Westen von Hafenstadt", - "REGION_NAME_TOWN_WEST_PHRASE": "im Westen von Hafenstadt", - "REGION_NAME_CAFE": "Café Grammofon", - "REGION_NAME_CAFE_PHRASE": "im Café Grammofon", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Grammofon über Bahnhof Hafenstadt", - "REGION_NAME_HOSPITAL": "Krankenhaus von Hafenstadt", - "REGION_NAME_HOSPITAL_PHRASE": "im Krankenhaus", - "REGION_NAME_CHEMIST": "Chemikerladen", - "REGION_NAME_MUSEUM": "Heimatmuseum", - "REGION_NAME_MUSEUM_PHRASE": "im Heimatmuseum", - "REGION_NAME_CHEMIST_PHRASE": "im Chemikerladen", - "REGION_NAME_TOWN_OUTSKIRTS": "Stadtrand von Hafenstadt", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "am Stadtrand", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Höhlen am Stadtrand von Hafenstadt", - "REGION_NAME_TOWN_BEACH": "Strand von Hafenstadt", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "in den Höhlen am Stadtrand", - "REGION_NAME_DEADLANDS_PHRASE": "im Ödland", - "REGION_NAME_DEADLANDS": "Ödland", - "REGION_NAME_TOWN_BEACH_PHRASE": "am Strand von Hafenstadt", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "im Park", - "REGION_NAME_NEW_WIRRAL_PARK": "Park von Neu Wirral", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Höhlen im Park von Neu Wirral", - "REGION_NAME_TOWN_STATION": "Bahnhof Hafenstadt", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "in den Höhlen im Park", - "REGION_NAME_DUNGEON_GLOWSHROOM": "Bahnhof Glowcester Road", - "REGION_NAME_TOWN_STATION_PHRASE": "im Bahnhof Hafenstadt", - "REGION_NAME_UPPER_PATH": "Oberer Weg", - "REGION_NAME_UPPER_PATH_PHRASE": "auf dem oberen Weg", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "im Bahnhof Glowcester Road", - "REGION_NAME_MIRE_SEA": "Trübe See", - "REGION_NAME_MIRE_SEA_PHRASE": "in der Trüben See", - "REGION_NAME_DUNGEON_WATERLOOP": "Bahnhof Waterloop", - "REGION_NAME_SOUTHERN_ISLES": "Südliche Inseln", - "REGION_NAME_DINO_QUARRY": "Dino-Steinbruch, Ödland", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "auf den südlichen Inseln", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "im Bahnhof Waterloop", - "REGION_NAME_OLD_VILLAGE": "Neu London, Ödland", - "REGION_NAME_DINO_QUARRY_PHRASE": "im Dino-Steinbruch", - "REGION_NAME_OLD_VILLAGE_PHRASE": "in Neu London", - "REGION_NAME_DEADLANDS_CAVES": "Ödlandhöhlen", - "REGION_NAME_LAKE_PHRASE": "auf dem See", - "REGION_NAME_LAKE": "Thirstaton-See", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "in den Höhlen im Ödland", - "REGION_NAME_LAKE_CAVES": "Thirstaton-See-Höhlen", - "REGION_NAME_LAKESIDE": "Seeufer", - "REGION_NAME_LAKESIDE_PHRASE": "am Seeufer", - "REGION_NAME_LAKE_CAVES_PHRASE": "in den Höhlen unter dem See", - "REGION_NAME_LAKESIDE_CAVES": "Seeuferhöhlen", - "REGION_NAME_MT_WIRRAL": "Der Wirral", - "REGION_NAME_MT_WIRRAL_PHRASE": "auf dem Wirral", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "in den Höhlen am Seeufer", - "REGION_NAME_MT_WIRRAL_CAVES": "Höhlen auf dem Wirral", - "REGION_NAME_EASTHAM_WOODS": "Wald von Eastham", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "in den Höhlen auf dem Wirral", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "im Wald von Eastham", - "REGION_NAME_EASTHAM_WOODS_CAVES": "Höhlen im Wald von Eastham", - "REGION_NAME_HAM_PHRASE": "in, äh, \\\"Ham\\\"", - "REGION_NAME_HAM": "\\\"Ham\\\"", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "in den Höhlen im Wald von Eastham", - "REGION_NAME_AUTUMN_HILL": "Herbsthügel", - "REGION_NAME_AUTUMN_HILL_PHRASE": "auf dem Herbsthügel", - "REGION_NAME_AUTUMN_HILL_CAVES": "Höhlen auf dem Herbsthügel", - "REGION_NAME_COMMUNE": "Morbidstadt", - "REGION_NAME_COMMUNE_PHRASE": "in Morbidstadt", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "in den Höhlen auf dem Herbsthügel", - "REGION_NAME_COMMUNE_STATION": "Bahnhof Morbidstadt", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "im Bahnhof Eislingen", - "REGION_NAME_MT_WIRRAL_STATION": "Bahnhof Eislingen", - "REGION_NAME_COMMUNE_STATION_PHRASE": "im Bahnhof Morbidstadt", - "REGION_NAME_MEADOW_PHRASE": "auf der Kirschaue", - "REGION_NAME_MEADOW": "Kirschaue", - "REGION_NAME_MEADOW_CAVES": "Höhlen auf der Kirschaue", - "REGION_NAME_MARSH": "Sumpfgebiet", - "REGION_NAME_MARSH_PHRASE": "im Sumpfgebiet", - "REGION_NAME_MEADOW_CAVES_PHRASE": "in den Höhlen auf der Kirschaue", - "REGION_NAME_MARSH_CAVES": "Höhlen im Sumpfgebiet", - "REGION_NAME_FARM": "Piper-Farm", - "REGION_NAME_FARM_PHRASE": "auf der Piper-Farm", - "REGION_NAME_MARSH_CAVES_PHRASE": "in den Höhlen im Sumpfgebiet", - "REGION_NAME_GRAVEYARD": "Friedhof", - "REGION_NAME_GRAVEYARD_PHRASE": "auf dem Friedhof", - "REGION_NAME_CAST_IRON_SHORE": "Eisenufer", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "am Eisenufer", - "REGION_NAME_DUNGEON_GRAVEYARD": "Bahnhof Altgrab", - "REGION_NAME_STATION_FINAL": "Bahnhof Nachtbrück", - "REGION_NAME_DUNGEON_SHIPWRECK": "Wrack der Titania", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "am Bahnhof Altgrab", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "im Bahnhof Bardenstraße", - "REGION_NAME_SHIPWRECK_STATION": "Bahnhof Bardenstraße", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "im Wrack der Titania", - "REGION_NAME_DUNGEON_MEADOW": "Bahnhof Kirschkreuz", - "REGION_NAME_STATION_FINAL_PHRASE": "im Bahnhof Nachtbrück", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "im Bahnhof Kirschkreuz", - "REGION_NAME_MEADOW_CHURCH": "Buntglas-Abtei", - "REGION_NAME_BROKENHEAD_PHRASE": "in Bruchkopf", - "REGION_NAME_BROKENHEAD": "Bruchkopf", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "in der Buntglas-Abtei", - "REGION_NAME_LANDKEEPER_HQ": "Makler-Hauptquartier", - "REGION_NAME_KAYLEIGH_HOME": "Bei Kayleigh", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "im Makler-Hauptquartier", - "REGION_NAME_MEREDITH_HOME": "Merediths Laden", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "bei Kayleigh", - "REGION_NAME_FELIX_HOME": "Bei Felix", - "REGION_NAME_FELIX_HOME_PHRASE": "bei Felix", - "REGION_NAME_MEREDITH_HOME_PHRASE": "in Merediths Laden", - "REGION_NAME_EUGENE_HOME": "Bei Eugene", - "REGION_NAME_EUGENE_HOME_PHRASE": "bei Eugene", - "REGION_NAME_RANGER_OUTPOST": "Ranger-Außenposten", - "REGION_NAME_TOWN_HALL": "Rathaus", - "REGION_NAME_TOWN_HALL_PHRASE": "im Rathaus", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "im Ranger-Außenposten", - "REGION_NAME_AMBER_LODGE": "Bei Amber", - "REGION_NAME_POWER_STATION_PHRASE": "im Kraftwerk", - "REGION_NAME_AMBER_LODGE_PHRASE": "bei Amber", - "REGION_NAME_POWER_STATION": "Kraftwerk", - "MAP_FEATURE_CAVE": "Höhle", - "MAP_FEATURE_DAILY_ITEM": "Täglicher Gegenstand", - "MAP_FEATURE_LANDKEEPER_OFFICE": "Maklerbüro", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Eugenes Geheimprojekt", - "MAP_FEATURE_CRATER": "Krater", - "MAP_FEATURE_WATER_PIPE": "Wasserrohr", - "MAP_FEATURE_RUINS": "Ruinen", - "MAP_FEATURE_DINO_QUARRY": "Dino-Steinbruch", - "MAP_FEATURE_CAMPSITE": "Zeltplatz", - "MAP_FEATURE_TOWN_WEST_RIVER": "Piper-Bach", - "MAP_FEATURE_DIVEAL_ISLAND": "Tauchhundinsel", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Unbekannte Störung", - "MAP_FEATURE_TOWN_BRIDGE": "Brücke von Hafenstadt", - "MAP_FEATURE_FARM_BRIDGE": "Piper-Brücke", - "MAP_FEATURE_FARM_PLOT": "Kürbisfeld", - "MAP_FEATURE_STICKER_MERCHANTS": "Stickerhändler", - "MOVE_SMACK_NAME": "Klaps", - "MOVE_SLICE_NAME": "Hieb", - "MOVE_DOUBLE_SMACK_NAME": "Doppelklaps", - "MOVE_DOUBLE_SLICE_NAME": "Doppelhieb", - "MOVE_MULTI_SMACK_NAME": "Multiklaps", - "MOVE_MULTI_SHOT_NAME": "Multischuss", - "MOVE_WALLOP_NAME": "Prügel", - "MOVE_CLOBBER_NAME": "Kloppe", - "MOVE_BISHBASHBOSH_NAME": "Zack, Bumm, Bäng", - "MOVE_THE_OLD_1_2_NAME": "Zweierkombo", - "MOVE_SPIT_NAME": "Spucken", - "MOVE_SPRAY_NAME": "Sprühen", - "MOVE_ENERGY_SHOT_NAME": "Energieschuss", - "MOVE_ENERGY_WAVE_NAME": "Energiewelle", - "MOVE_COATING_WATER_NAME": "Wasserbeschichtung", - "MOVE_COATING_PLASTIC_NAME": "Plastik-Beschichtung", - "MOVE_COATING_EARTH_NAME": "Erdbeschichtung", - "MOVE_COATING_AIR_NAME": "Luftbeschichtung", - "MOVE_COATING_FIRE_NAME": "Feuerbeschichtung", - "MOVE_COATING_ASTRAL_NAME": "Astralbeschichtung", - "MOVE_COATING_LIGHTNING_NAME": "Blitzbeschichtung", - "MOVE_COATING_METAL_NAME": "Metallbeschichtung", - "MOVE_COATING_BEAST_NAME": "Bestienbeschichtung", - "MOVE_COATING_ELEMENTAL_NAME": "Elementarbeschichtung", - "MOVE_COATING_PLANT_NAME": "Pflanzenbeschichtung", - "MOVE_COATING_POISON_NAME": "Giftbeschichtung", - "MOVE_COATING_ICE_NAME": "Eisbeschichtung", - "MOVE_INFLAME_NAME": "Entzünden", - "MOVE_COATING_GLASS_NAME": "Glasbeschichtung", - "MOVE_INCINERATE_NAME": "Verbrennen", - "MOVE_BRICK_BLAST_NAME": "Steinwelle", - "MOVE_FIRE_WALL_NAME": "Feuerwall", - "MOVE_BEAST_WALL_NAME": "Bestienwall", - "MOVE_PLANT_WALL_NAME": "Pflanzenwall", - "MOVE_METAL_WALL_NAME": "Metallwall", - "MOVE_ICE_WALL_NAME": "Eiswall", - "MOVE_POISON_WALL_NAME": "Giftwall", - "MOVE_ELEMENTAL_WALL_NAME": "Elementarwall", - "MOVE_PLASTIC_WALL_NAME": "Plastikwall", - "MOVE_WATER_WALL_NAME": "Wasserwall", - "MOVE_ASTRAL_WALL_NAME": "Astralwall", - "MOVE_LIGHTNING_WALL_NAME": "Blitzwall", - "MOVE_AIR_WALL_NAME": "Luftwall", - "MOVE_EARTH_WALL_NAME": "Erdwall", - "MOVE_GLASS_WALL_NAME": "Glaswall", - "MOVE_DEJAVU_NAME": "Déjà-vu", - "MOVE_AP_STEAL_NAME": "AP stehlen", - "MOVE_AP_BOOST_NAME": "AP-Bonus", - "MOVE_AP_DRAIN_NAME": "AP-Abzug", - "MOVE_REVENGE_STRIKE_NAME": "Racheschlag", - "MOVE_PREEMPTIVE_STRIKE_NAME": "Präventivschlag", - "MOVE_AP_REFUND_NAME": "AP-Rückerstattung", - "MOVE_SELF_DESTRUCT_NAME": "Selbstzerstörung", - "MOVE_ROLL_AGAIN_NAME": "Neuer Wurf", - "MOVE_AP_STARTER_NAME": "AP-Starter", - "MOVE_PARRY_STANCE_NAME": "Abwehrhaltung", - "MOVE_LAST_RITES_NAME": "Letzte Ölung", - "MOVE_HEADSHOT_NAME": "Kopfschuss", - "MOVE_SLEEP_TALK_NAME": "Somniloquie", - "MOVE_COSMIC_KUNAI_NAME": "Kosmisches Kunai", - "MOVE_SLEEP_WALK_NAME": "Schlafwandeln", - "MOVE_HYPNOTIZE_NAME": "Hypnotisieren", - "MOVE_HP_ABSORB_NAME": "Leben absorbieren", - "MOVE_DEFEND_NAME": "Verteidigen", - "MOVE_RAISE_SHIELDS_NAME": "Schilde hoch", - "MOVE_POISON_POLLEN_NAME": "Giftpollen", - "MOVE_SNOOZE_SPORE_NAME": "Schlummerpollen", - "MOVE_LEECH_NAME": "Aussaugen", - "MOVE_DODGE_NAME": "Ausweichen", - "MOVE_FOCUS_NAME": "Fokus", - "MOVE_SPRINT_NAME": "Sprint", - "MOVE_WINK_NAME": "Blinzeln", - "MOVE_FLIRT_NAME": "Flirten", - "MOVE_PEEKABOO_NAME": "Kuckuck", - "MOVE_TRIP_NAME": "Stolpern", - "MOVE_NOD_NAME": "Schwächeanfall", - "MOVE_CRITICIZE_NAME": "Kritisieren", - "MOVE_COMPLIMENT_NAME": "Loben", - "MOVE_SHARPEN_NAME": "Schärfen", - "MOVE_RAISE_ARMS_NAME": "Zielwasser", - "MOVE_JUMP_SCARE_NAME": "Schocken", - "MOVE_HOT_POTATO_NAME": "Heiße Kartoffel", - "MOVE_ZOOMIES_NAME": "Ratzfatz", - "MOVE_QUICK_SMACK_NAME": "Schneller Klaps", - "MOVE_TAUNT_NAME": "Verspotten", - "MOVE_SURE_FIRE_NAME": "Sicheres Ding", - "MOVE_BE_RANDOM_NAME": "zUfäLL1g!!", - "MOVE_DOG_YEARS_NAME": "Hundejahre", - "MOVE_COPYCAT_NAME": "Nachäffen", - "MOVE_COPYCAT_TITLE": "Nachäffen: {move_name}", - "MOVE_GLITTER_BOMB_NAME": "Glitterbombe", - "MOVE_PROVOKE_NAME": "Provozieren", - "MOVE_HIBERNATE_NAME": "Ausschlafen", - "MOVE_MEDITATE_NAME": "Meditieren", - "MOVE_SUMMON_TULPA_NAME": "Tulpa rufen", - "MOVE_LIGHTNING_BOLT_NAME": "Blitzstrahl", - "MOVE_FUSION_POWER_NAME": "Fusionskraft", - "MOVE_FUSION_POWER_GENERATED_NAME": "Fusionskraft: {prefix} {suffix}", - "MOVE_DESPERATION_NAME": "Verzweiflung", - "MOVE_CROSSFADE_NAME": "Überblenden", - "MOVE_DELEGATE_NAME": "Delegieren", - "MOVE_BITE_NAME": "Beißen", - "MOVE_BONE_CANNON_NAME": "Knochenkanone", - "MOVE_STICKY_TONGUE_NAME": "Klebrige Zunge", - "MOVE_ZEPHYR_NAME": "Zephyr", - "MOVE_CHARGE_NAME": "Stürmen", - "MOVE_SONIC_BOOM_NAME": "Schallknall", - "MOVE_BATTERY_NAME": "Batterie", - "MOVE_SCORCH_NAME": "Versengen", - "MOVE_RAPID_FIRE_NAME": "Schnellfeuer", - "MOVE_GEAR_SHEAR_NAME": "Zahnradangriff", - "MOVE_BROADCAST_NAME": "Multitalent", - "MOVE_UNICAST_NAME": "Unicast", - "MOVE_SPLINTER_NAME": "Splitter", - "MOVE_WOODCUTTER_NAME": "Holzfäller", - "MOVE_SILICON_SLASH_NAME": "Siliziumhieb", - "MOVE_ACID_REFLEX_NAME": "Säureangriff", - "MOVE_RADIOACTIVE_NAME": "Radioaktiv", - "MOVE_THROW_NAME": "Werfen", - "MOVE_ICE_BREAKER_NAME": "Eisbrecher", - "MOVE_TORRENT_NAME": "Sintflut", - "MOVE_TWO_HEADS_NAME": "Zwei Köpfe", - "MOVE_MAGNET_NAME": "Magnet", - "MOVE_ECHOLOCATION_NAME": "Echolot", - "MOVE_RETRIBUTION_NAME": "Vergeltung", - "MOVE_THUNDER_BLAST_NAME": "Donnerexplosion", - "MOVE_TOWER_DEFENSE_NAME": "Turmverteidigung", - "MOVE_GAMBIT_NAME": "Gambit", - "MOVE_HAUNT_NAME": "Verwünschen", - "MOVE_BINVITATION_NAME": "Verbündeter", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "Aus heiterem Himmel", - "MOVE_CALL_FOR_HELP_NAME": "Hilferuf", - "MOVE_BINVASION_NAME": "Invasion", - "MOVE_FISSION_POWER_NAME": "Spaltkraft", - "MOVE_RECYCLE_NAME": "Verwerten", - "MOVE_COPPER_CHOP_NAME": "Handkantenschlag", - "MOVE_GALACTIC_BEATDOWN_NAME": "Astralprügel", - "MOVE_WINDOW_NAME": "Fenster", - "MOVE_JAGGED_EDGE_NAME": "Gezackte Kante", - "MOVE_SHARP_EDGES_NAME": "Scharfe Kanten", - "MOVE_CRYSTAL_LENS_NAME": "Kristalllinse", - "MOVE_GLASS_BONDS_NAME": "Glasbindung", - "MOVE_SHRAPNEL_NAME": "Schrapnell", - "MOVE_GLASS_CANNON_NAME": "Glaskanone", - "MOVE_CLOSE_ENCOUNTER_NAME": "UFO-Begegnung", - "MOVE_SPRING_LOAD_NAME": "Aufziehen", - "MOVE_SHOOTING_STAR_NAME": "Sternschuss", - "MOVE_MOUNTAIN_SMASH_NAME": "Bergsturz", - "MOVE_BLIZZARD_NAME": "Schneesturm", - "MOVE_DJINNTOXICATE_NAME": "Dschinntoxikation", - "MOVE_TOY_HAMMER_NAME": "Spielzeughammer", - "MOVE_SUCTION_CUP_DART_NAME": "Saugnapfpfeil", - "MOVE_PLASTIC_KNIFE_NAME": "Plastikmesser", - "MOVE_ACORN_MORTAR_NAME": "Eichelmörser", - "MOVE_BOIL_NAME": "Kochen", - "MOVE_TOXIC_STAB_NAME": "Giftstich", - "MOVE_PUSTULE_BOMB_NAME": "Pustelbombe", - "MOVE_RADIATION_BREATH_NAME": "Verstrahlter Atem", - "MOVE_WONDERFUL_7_NAME": "Wunderbare 7", - "MOVE_SNOW_RUSH_NAME": "Schneeschlag", - "MOVE_POLE_VAULT_ASSAULT_NAME": "Angriffssprung", - "MOVE_YULE_REGRET_THAT_NAME": "Überfressen", - "MOVE_HURRICANE_NAME": "Hurrikan", - "MOVE_SANDSTORM_NAME": "Sandsturm", - "MOVE_METEOR_BARRAGE_NAME": "Meteoritenschauer", - "MOVE_CLOCKWORK_MOUSE_NAME": "Aufziehmaus", - "MOVE_METAL_RIFF_NAME": "Metallriff", - "MOVE_BOTTLE_VOLLEY_NAME": "Flaschenwurf", - "MOVE_MOONSHINE_NAME": "Mondtrunken", - "MOVE_AVALANCHE_NAME": "Lawine", - "MOVE_FOG_NAME": "Nebel", - "MOVE_CHANGE_THE_RECORD_NAME": "Kassettenwechsler", - "MOVE_AP_DONATE_NAME": "AP-Spende", - "MOVE_AP_FACTORY_NAME": "AP-Fabrik", - "MOVE_SHIELD_BASH_NAME": "Schildschlag", - "MOVE_PRISMATIC_NAME": "Prismatisch", - "MOVE_ICICLE_DART_NAME": "Eiszapfenpfeil", - "MOVE_CRUMBLE_NAME": "Zerbröckeln", - "MOVE_BAD_JOKE_NAME": "Schlechter Witz", - "MOVE_HEROIC_BLADE_NAME": "Heroische Klinge", - "MOVE_SUPERHEATED_FIST_NAME": "Sengende Faust", - "MOVE_GUZZLE_FUEL_NAME": "Benzinschlucker", - "MOVE_DAMAGE_ROLL_NAME": "Schadenswurf", - "MOVE_COPY_THAT_NAME": "Gegnerkopie", - "MOVE_FROZEN_GROUND_NAME": "Gefrorener Boden", - "MOVE_STONY_LOOK_NAME": "Versteinerung", - "MOVE_PUMPKIN_PIE_NAME": "Kürbiskuchen", - "MOVE_BUSHFIRE_NAME": "Buschfeuer", - "MOVE_TRAFFIC_JAM_NAME": "Stau", - "MOVE_SUIT_UP_NAME": "Aufbrezeln", - "MOVE_COTTON_ON_NAME": "Abgelenkt", - "MOVE_MIND_MELD_NAME": "Geistesverschmelzung", - "MOVE_UNDERTOW_NAME": "Sog", - "MOVE_NEW_LEAF_NAME": "Tabula rasa", - "MOVE_FAIR_FIGHT_NAME": "Fairer Kampf", - "MOVE_ABRAMACABRA_NAME": "Abramakabra", - "MOVE_ABRAMACABRA_ATTACK_NAME": "Makabra-Rakete", - "MOVE_DOC_LEAF_NAME": "Ärzteblatt", - "MOVE_REVOLVING_DOOR_NAME": "Drehtür", - "MOVE_BLOOD_DONATION_NAME": "Blutspende", - "MOVE_NURSE_NAME": "Erste Hilfe", - "MOVE_CLAY_FIRED_NAME": "Gebrannter Ton", - "MOVE_COAL_STORY_NAME": "Glühende Kohlen", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Bestienresistenz", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Feuerfest", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Plastikresistenz", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Pflanzenresistenz", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Wasserfest", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Astralresistenz", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Giftresistenz", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Geerdet", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Eisresistenz", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Luftresistenz", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Erdresistenz", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Metallresistenz", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Glasresistenz", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Glitterresistenz", - "MOVE_WATER_DANCE_NAME": "Wassertanz", - "MOVE_STAB_IN_THE_DARK_NAME": "Auf gut Glück", - "MOVE_WATERWORKS_NAME": "Schleusen auf", - "MOVE_STARTER1_ATTACK_NAME": "Bonbonexplosion", - "MOVE_STARTER1_PASSIVE_NAME": "Zuckerrausch", - "MOVE_STARTER2_ATTACK_NAME": "Rammbock", - "MOVE_STARTER2_PASSIVE_NAME": "Schafsglück", - "MOVE_CATEGORY_MELEE": "Nahkampfangriff", - "MOVE_CATEGORY_RANGED": "Fernkampfangriff", - "MOVE_CATEGORY_STATUS": "Statuseffekt", - "MOVE_CATEGORY_MISC": "Verschiedene", - "MOVE_DESCRIPTION_HIT_ONE": "Trifft ein Ziel.", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Trifft ein ganzes Team und zerstört Wälle.", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Trifft ein Ziel. Ausweichen nicht möglich.", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Trifft ein Ziel. Hat Priorität vor anderen Aktionen.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Trifft mehrmals ein Ziel.", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Trifft ein Ziel und fügt dem Benutzer geringen Schaden zu.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Trifft mehrmals ein Ziel und hat Priorität vor anderen Aktionen.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Trifft mehrmals ein Ziel und hat im Vergleich zu anderen Aktionen eine geringere Priorität.", - "MOVE_DESCRIPTION_HIT_TEAM": "Trifft ein ganzes Team.", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Trifft mehrmals jedes Mitglied eines Teams.", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Trifft außer dem Benutzer jeden auf dem Schlachtfeld.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Trifft ein Ziel. Verleiht dem Benutzer den Status \\\"{status_effect}\\\".", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Trifft ein ganzes Team. Verleiht dem Benutzer den Status \\\"{status_effect}\\\".", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Trifft ein ganzes Team. Verleiht dem Ziel den Status \\\"{status_effect}\\\".", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "Trifft ein Ziel und verringert sein Ausweichen.", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "Trifft ein Ziel und verringert seine Präzision.", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "Erhöht passiv das Tempo des Benutzers im Verhältnis zur Menge der verlorenen TP.", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "Erhöht passiv das Ausweichen des Benutzers im Verhältnis zur Menge der verlorenen TP.", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Verringert eingehenden Schaden des {type}typs passiv um {percent} % und hebt alle normalerweise stattfindenden Reaktionen auf. Wirkt sich nicht auf kritische Treffer aus.", - "MOVE_DESCRIPTION_NURSE": "Heilt bei einem Ziel 50 % seiner maximalen TP.", - "MOVE_DESCRIPTION_METAL_RIFF": "Trifft ein ganzes Team. Wird beim Ausrüsten auf einer Kassette des Metalltyps zu einem Angriff des Lufttyps.", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "Stiehlt den Wall des Ziels und überträgt ihn an den Benutzer.", - "MOVE_DESCRIPTION_BLOOD_DONATION": "Senkt die TP des Benutzers um die Hälfte und gibt sie dem Ziel.", - "MOVE_DESCRIPTION_FAIR_FIGHT": "Verhindert 3 Runden lang das Anwenden neuer Statuseffekte.", - "MOVE_DESCRIPTION_NEW_LEAF": "Entfernt Statuseffekte vom Ziel.", - "MOVE_DESCRIPTION_BUSHFIRE": "Ändert den Typ des Benutzers auf Feuer und lässt ihn bei Kontakt zusätzlichen Feuerschaden verursachen. Verbrennt außerdem den Benutzer.", - "MOVE_DESCRIPTION_UNDERTOW": "Trifft den letzten Kämpfer, der vor dieser Aktion an der Reihe war.", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "Erhöht Tempo und AP-Generierung des Benutzers.", - "MOVE_DESCRIPTION_COPY_THAT": "Verwandelt den Benutzer in eine Kopie des Ziels.", - "MOVE_DESCRIPTION_FROZEN_GROUND": "Erhöht stark das Tempo des Benutzers, verringert jedoch seine Präzision.", - "MOVE_DESCRIPTION_ICICLE_DART": "Trifft ein Ziel. Verwendet das Tempo statt den Fernkampfangriff des Benutzers.", - "MOVE_DESCRIPTION_SHIELD_BASH": "Trifft ein Ziel. Verwendet die Nahkampfabwehr statt den Nahkampfangriff des Benutzers.", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "Der Benutzer wirft einen 20-seitigen Würfel. Der Schaden wird mit der geworfenen Zahl multipliziert. Bei einem Wurf von 1 oder 20 treten Spezialeffekte in Kraft.", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Zwingt das Ziel, zu einer zufälligen anderen seiner Kassetten zu wechseln.", - "MOVE_DESCRIPTION_AP_DONATE": "Überträgt alle restlichen AP vom Benutzer zum Ziel.", - "MOVE_DESCRIPTION_AVALANCHE": "Lässt alle Nahkampfangriffe in dieser Runde fehlschlagen.", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Lässt die Fernkampfangriffe des Ziels zu Nahkampfangriffen werden.", - "MOVE_DESCRIPTION_AP_FACTORY": "Überträgt zu Beginn jeder Runde automatisch alle AP des Benutzers an seine Verbündeten.", - "MOVE_DESCRIPTION_WALL": "Opfert 20 % der TP, um einen Wall zu erzeugen, der 3 Runden lang bis zu 3 Treffer absorbiert.", - "MOVE_DESCRIPTION_SPRING_LOAD": "Verleiht dem Benutzer automatisch den Status \\\"Aufgezogen\\\", falls er ihn noch nicht hat. Hierdurch werden seine Nahkampfangriffe zu Fernkampfangriffen.", - "MOVE_DESCRIPTION_FOG": "Verringert 3 Runden lang die Präzision aller Fernkampfangriffe, die nicht zum Wasser-, Luft- oder Eistyp gehören, auf 0 %.", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "Der Benutzer flieht und kann nur von Fernkampfangriffen, Lufttypen und anderen fliegenden Charakteren getroffen werden.", - "MOVE_DESCRIPTION_COATING": "Ändert den Typ des Benutzers oder eines Verbündeten.", - "MOVE_DESCRIPTION_ABRAMACABRA": "Opfert 20 % der TP, um einen Wall zu erzeugen, der 3 Runden lang bis zu 3 Treffer absorbiert. Dieser Wall fügt außerdem in jeder Runde einem Gegner Schaden zu.", - "MOVE_DESCRIPTION_POWER": "Kraft", - "MOVE_DESCRIPTION_HITS": "Treffer: {hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "Verleiht dem Ziel {duration} Runde(n) lang den Status \\\"{status_effect}\\\".", - "MOVE_DESCRIPTION_ACCURACY": "Präzision: {0} %", - "MOVE_DESCRIPTION_HITS_RANGE": "Treffer: {hits_min}–{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "Verleiht dem Benutzer {duration} Runde(n) lang den Status \\\"{status_effect}\\\".", - "MOVE_DESCRIPTION_CLAY_FIRED": "Wird aktiviert, wenn der Benutzer durch einen Angriff Schaden des Feuertyps erleidet. Erhöht die Abwehr des Benutzers.", - "MOVE_DESCRIPTION_MIND_MELD": "Der Benutzer teilt seine Aktionen mit seinen Verbündeten.", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "Senkt das Tempo aller anderen Kämpfer.", - "MOVE_DESCRIPTION_FLINCH_ONE": "Hat eine Chance, das Ziel zurückschrecken zu lassen.", - "MOVE_DESCRIPTION_STICKY_TONGUE": "Trifft ein Ziel und verringert sein Ausweichen.", - "MOVE_DESCRIPTION_ICE_BREAKER": "Trifft ein Ziel und verringert sein Tempo.", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Trifft ein Ziel. Landet einen kritischen Treffer, wenn das Ziel in dieser Runde bereits Schaden erlitten hat.", - "MOVE_DESCRIPTION_AP_STEAL": "Stiehlt dem Ziel 1 AP und überträgt ihn an den Benutzer.", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "Entfernt 2 AP vom Ziel.", - "MOVE_DESCRIPTION_AP_BOOST": "Erhöht die AP-Generierung des Ziels.", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Trifft zu Beginn des Kampfs automatisch einen Gegner.", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "Hat eine Chance, bei einem Treffer mit einem Nahkampfangriff automatisch benutzt zu werden.", - "MOVE_DESCRIPTION_AP_DRAIN": "Verringert die AP-Generierung des Ziels.", - "MOVE_DESCRIPTION_SPLINTER": "Hat eine Chance, einem Gegner bei Nahkampfkontakt automatisch Schaden zuzufügen, der auf der Nahkampfabwehr des Benutzers basiert.", - "MOVE_DESCRIPTION_ACID_REFLEX": "Hat eine Chance, einen Gegner bei Nahkampfkontakt automatisch zu vergiften.", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "Lässt den Benutzer bei einer Niederlage explodieren, wodurch alle Charaktere um ihn herum Schaden erleiden.", - "MOVE_DESCRIPTION_RADIOACTIVE": "Hat eine Chance, einen Gegner bei Nahkampfkontakt automatisch zu verbrennen.", - "MOVE_DESCRIPTION_AP_REFUND": "Hat eine Chance, automatisch AP zurückzugeben, wenn eine Aktion benutzt wird.", - "MOVE_DESCRIPTION_AP_STARTER": "Gewährt zu Beginn des Kampfs 1 zusätzlichen AP.", - "MOVE_DESCRIPTION_ROLL_AGAIN": "Hat eine Chance, am Ende der Runde automatisch eine zufällige andere Aktion zu benutzen.", - "MOVE_DESCRIPTION_SUIT_UP": "Erhöht die Nahkampf- und Fernkampfabwehr des Benutzers.", - "MOVE_DESCRIPTION_PARRY_STANCE": "Wirft den ersten in dieser Runde erlittenen Nahkampfangriff zurück.", - "MOVE_DESCRIPTION_HP_ABSORB": "Regeneriert die Menge an verursachtem Schaden als TP.", - "MOVE_DESCRIPTION_DEFEND": "Erhöht die Nahkampf- und Fernkampfabwehr des Benutzers.", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "Erhöht die Fernkampfabwehr des Benutzers.", - "MOVE_DESCRIPTION_DODGE": "Erhöht das Ausweichen des Benutzers.", - "MOVE_DESCRIPTION_FOCUS": "Erhöht die Präzision des Benutzers.", - "MOVE_DESCRIPTION_SPRINT": "Erhöht das Tempo des Benutzers.", - "MOVE_DESCRIPTION_WINK": "Verringert den Nahkampfangriff des Ziels.", - "MOVE_DESCRIPTION_FLIRT": "Verringert das Ausweichen des Ziels.", - "MOVE_DESCRIPTION_PEEKABOO": "Verringert die Präzision des Ziels.", - "MOVE_DESCRIPTION_TRIP": "Verringert das Tempo des Ziels.", - "MOVE_DESCRIPTION_NOD": "Verringert die Nahkampfabwehr des Ziels.", - "MOVE_DESCRIPTION_CRITICIZE": "Verringert den Fernkampfangriff des Ziels.", - "MOVE_DESCRIPTION_COMPLIMENT": "Verringert die Fernkampfabwehr des Ziels.", - "MOVE_DESCRIPTION_SHARPEN": "Erhöht den Nahkampfangriff des Benutzers.", - "MOVE_DESCRIPTION_RAISE_ARMS": "Erhöht den Fernkampfangriff des Benutzers.", - "MOVE_DESCRIPTION_HOT_POTATO": "Platziert auf dem Ziel eine Bombe, die explodiert, wenn sie nicht sofort durch Nahkampfkontakt weitergegeben wird.", - "MOVE_DESCRIPTION_SURE_FIRE": "Lässt die nächste Aktion des Ziels garantiert treffen.", - "MOVE_DESCRIPTION_COTTON_ON": "Verringert in der nächsten Runde die Präzision von Aktionen, denen man ausweichen kann und bei denen der Benutzer anvisiert wird, auf 0 %.", - "MOVE_DESCRIPTION_TAUNT": "Macht das Ziel rasend und zwingt es, 2 Runden lang nur Aktionen auszuführen, die Schaden verursachen.", - "MOVE_DESCRIPTION_DOG_YEARS": "Verlängert die Dauer der Statuseffekte des Ziels.", - "MOVE_DESCRIPTION_BE_RANDOM": "Führt eine zufällige Aktion aus, für die du genug AP hast.", - "MOVE_DESCRIPTION_COPYCAT": "Kopiert die letzte benutzte Aktion des Ziels, falls du genug AP hast.", - "MOVE_DESCRIPTION_PROVOKE": "Verhindert 3 Runden lang, dass Gegner die Verbündeten des Benutzers direkt anvisieren.", - "MOVE_DESCRIPTION_HIBERNATE": "Lässt den Benutzer einschlafen und in jeder Runde, in der er schläft, TP regenerieren.", - "MOVE_DESCRIPTION_SUMMON_TULPA": "Ruft Hilfe aus der Astralebene herbei.", - "MOVE_DESCRIPTION_MEDITATE": "Lässt den Benutzer einschlafen. Erhöht in jeder Runde, in der er schläft, Angriff und Abwehr des Benutzers.", - "MOVE_DESCRIPTION_BINVITATION": "Ruft Hilfe vom Mutterschiff herbei.", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Ruft vorübergehend einen Blitzarin als Verbündeten herbei.", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "Hat die Chance, vorübergehend einen Verbündeten herbeizurufen.", - "MOVE_DESCRIPTION_FUSION_POWER": "Besitzt einen für diese Fusionspaarung einzigartigen Effekt.", - "MOVE_DESCRIPTION_FISSION_POWER": "Der Benutzer wird gespalten und auf zwei Kopien aufgeteilt.", - "MOVE_DESCRIPTION_CROSSFADE": "Wechselt die Gestalt des Benutzers, wendet jedoch eine Beschichtung an, die den Typ beibehält.", - "MOVE_DESCRIPTION_DESPERATION": "Verursacht mehr Schaden, wenn der Benutzer wenig Gesundheit hat.", - "MOVE_DESCRIPTION_DELEGATE": "Überträgt die Statuseffekte des Benutzers auf seinen Verbündeten.", - "MOVE_DESCRIPTION_BITE": "Trifft ein Ziel und heilt den Benutzer danach ein wenig.", - "MOVE_DESCRIPTION_BATTERY": "Trifft ein Ziel zweimal und landet bei Benutzung nach \\\"Stürmen\\\" einen kritischen Treffer.", - "MOVE_DESCRIPTION_BOIL": "Trifft ein Ziel und hat eine Chance, es zu verbrennen.", - "MOVE_DESCRIPTION_DJINNTOXICATE": "Trifft ein Ziel und wendet den Status \\\"Verwirrt\\\" auf das Ziel an.", - "MOVE_DESCRIPTION_COAL_STORY": "Trifft ein Ziel und wendet den Status \\\"Verbrannt\\\" auf das Ziel an.", - "MOVE_DESCRIPTION_TOXIC_STAB": "Trifft ein Ziel und vergiftet es.", - "MOVE_DESCRIPTION_SANDSTORM": "Trifft ein ganzes Team und verringert die Restdauer der Statuseffekte der Ziele um 1.", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "Trifft ein ganzes Team und vergiftet die Ziele.", - "MOVE_DESCRIPTION_WONDERFUL_7": "Trifft ein Ziel und führt eine zufällige Schwächung aus.", - "MOVE_DESCRIPTION_THROW": "Setzt einen Wall als Geschoss ein. Die Restdauer vervielfacht den Schaden.", - "MOVE_DESCRIPTION_RECYCLE": "Zerstört den Wall des Benutzers und gibt ihm eine Menge an AP, die der Restdauer entspricht.", - "MOVE_DESCRIPTION_MAGNET": "Wird zu Beginn des Kampfs automatisch für 0 AP angewendet. Hindert Gegner {duration} Runde(n) lang daran, Verbündete des Benutzers anzuvisieren.", - "MOVE_DESCRIPTION_RETRIBUTION": "Wird aktiviert, wenn ein Verbündeter besiegt wird, und erhöht den Angriff des Benutzers.", - "MOVE_DESCRIPTION_STATUS_STARTER": "Wird zu Beginn des Kampfs automatisch für 0 AP angewendet. Verleiht dem Benutzer {duration} Runde(n) lang den Status {status_effect}.", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "Ändert den Typ des Benutzers auf Erde und erhöht seine Abwehr. Tritt in Kraft, sobald die Gesundheit des Benutzers zum ersten Mal auf unter die Hälfte fällt.", - "MOVE_DESCRIPTION_THUNDER_BLAST": "Trifft ein Ziel und fügt ihm zusätzlich 30 Schaden des Lufttyps zu.", - "MOVE_DESCRIPTION_GAMBIT": "Erhöht stark alle Werte des Benutzers. Nach 3 Runden wird die Kassette zerstört.", - "MOVE_DESCRIPTION_HAUNT": "Der Benutzer wird zu einem Geist und kann nicht von Angriffen getroffen werden. Nach 3 Runden wird die Kassette zerstört.", - "MOVE_DESCRIPTION_BINVASION": "Trifft ein Ziel so oft, wie sich Eimervasoren im Team des Benutzers befinden.", - "MOVE_DESCRIPTION_COPPER_CHOP": "Trifft ein Ziel und fügt Zielen des Glas- und Metalltyps \\\"Resonanz\\\" zu.", - "MOVE_DESCRIPTION_WINDOW": "Lässt Fernkampfangriffe das Ziel durch Wälle hindurch treffen.", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Fügt dem Ziel jedes Mal, wenn es sich verwandelt, Schaden zu.", - "MOVE_DESCRIPTION_SHARP_EDGES": "Verleiht dem Benutzer {duration} Runde(n) lang den Status \\\"Schaden bei Kontakt\\\".", - "MOVE_DESCRIPTION_JAGGED_EDGE": "Verursacht automatisch Schaden, wenn ein Nahkampfangriff den Benutzer verfehlt.", - "MOVE_DESCRIPTION_BLIZZARD": "Trifft ein ganzes Team und verringert die Präzision der Ziele.", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Trifft ein Ziel und verringert seine Nahkampfabwehr.", - "MOVE_DESCRIPTION_TRICK": "Wendet eine zufällige Schwächung auf das Ziel an.", - "MOVE_DESCRIPTION_TREAT": "Wendet eine zufällige Verstärkung auf das Ziel an.", - "MOVE_DESCRIPTION_CRUMBLE": "Zerstört jeden Wall und fügt jedem Kämpfer mit einem Wall Schaden proportional zur Restdauer seines Walls zu.", - "MOVE_DESCRIPTION_PRISMATIC": "Ändert am Ende jeder Runde zufällig den Typ des Benutzers.", - "MOVE_DESCRIPTION_BAD_JOKE": "Der Benutzer erzählt einen zufälligen Witz. Hat keinen Effekt.", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "WIDERSTANDEN", - "MOVE_DESCRIPTION_WATER_DANCE": "Trifft ein Ziel. Verwendet das Tempo statt den Nahkampfangriff des Benutzers.", - "MOVE_BLOOD_DONATION_TOAST": "GESPENDET", - "MOVE_NEW_LEAF_TOAST": "STATUS ENTFERNT", - "MOVE_DAMAGE_ROLL_TOAST": "WURF: {n}", - "MOVE_AP_STEAL_TOAST": "GESTOHLEN", - "MOVE_GUZZLE_FUEL_TOAST": "GESCHLUCKT", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "TIMER VERLÄNGERT", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "TIMER VERKÜRZT", - "MOVE_SUMMON_SPAWNS.m": "{spawn} hat den Ruf erhört!", - "MOVE_SUMMON_SPAWNS.f": "{spawn} hat den Ruf erhört!", - "MOVE_AP_REFUND_TOAST": "RÜCKERSTATTET", - "MOVE_SUMMON_SPAWNS.n": "{spawn} hat den Ruf erhört!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "Wild", - "MOVE_FUSION_POWER_PREFIX_beast_2": "Knochen", - "MOVE_FUSION_POWER_PREFIX_beast_3": "Verwildert", - "MOVE_FUSION_POWER_PREFIX_beast_4": "Primitiv", - "MOVE_FUSION_POWER_PREFIX_beast_5": "Rückgrat", - "MOVE_FUSION_POWER_PREFIX_beast_6": "Berserker", - "MOVE_FUSION_POWER_PREFIX_beast_7": "Rasend", - "MOVE_FUSION_POWER_PREFIX_fire_1": "Höllisch", - "MOVE_FUSION_POWER_PREFIX_fire_2": "Lodernd", - "MOVE_FUSION_POWER_PREFIX_fire_3": "Flammend", - "MOVE_FUSION_POWER_PREFIX_fire_4": "Brennend", - "MOVE_FUSION_POWER_PREFIX_fire_5": "Feurig", - "MOVE_FUSION_POWER_PREFIX_fire_6": "Magma", - "MOVE_FUSION_POWER_PREFIX_fire_7": "Vulkanisch", - "MOVE_FUSION_POWER_PREFIX_poison_1": "Giftig", - "MOVE_FUSION_POWER_PREFIX_poison_2": "Venenös", - "MOVE_FUSION_POWER_PREFIX_poison_3": "Toxisch", - "MOVE_FUSION_POWER_PREFIX_poison_4": "Chemisch", - "MOVE_FUSION_POWER_PREFIX_poison_5": "Violett", - "MOVE_FUSION_POWER_PREFIX_poison_6": "Infektiös", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "Synthetisch", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "Robust", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "Verwertet", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "Künstlich", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "Müll", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "Modular", - "MOVE_FUSION_POWER_PREFIX_plant_1": "Immergrün", - "MOVE_FUSION_POWER_PREFIX_plant_2": "Ungezähmt", - "MOVE_FUSION_POWER_PREFIX_plant_3": "Überwuchert", - "MOVE_FUSION_POWER_PREFIX_plant_4": "Blühend", - "MOVE_FUSION_POWER_PREFIX_plant_5": "Grün", - "MOVE_FUSION_POWER_PREFIX_plant_6": "Tropisch", - "MOVE_FUSION_POWER_PREFIX_plant_7": "Sukkulent", - "MUSKRATEER_DESCRIPTION": "eine Maus mit Schwert und Hut", - "MUSKRATEER_LORE_1": "Moschketiere beschäftigen sich häufig mit dem Schärfen ihrer Schwerter an Steinen in den unterirdischen Höhlen, in denen sie hausen. Man sieht sie auch durchaus in Duellen gegen Drahtknappen, die ihren Weg kreuzen.", - "RATCOUSEL_NAME": "Rattkussell", - "MUSKRATEER_LORE_2": "\\\"Die drei Musketiere\\\" ist ein berühmter Roman des französischen Autors Alexandre Dumas, in dem die Geschichte einer Gruppe verwegener Abenteurer im Paris des 17. Jahrhunderts erzählt wird.", - "RATCOUSEL_NAME_PREFIX": "Ratt", - "RATCOUSEL_NAME_SUFFIX": "kussell", - "RATCOUSEL_LORE_2": "Als \\\"Rattenkönig\\\" bezeichnet man eine Gruppe von Ratten, deren Schwänze sich verklebt oder ineinander verheddert haben.", - "RATCOUSEL_LORE_1": "Rattkussels sind gewaltige Kreaturen, die Karussellfahrgeschäften auf Jahrmärkten ähneln. Die kleineren \\\"Ratten\\\", die sich ständig um den Sockel ihrer Körper drehen, öffnen ihre Augen angeblich erst dann, wenn die Kreatur stirbt.", - "POMBOMB_NAME": "Pombombe", - "RATCOUSEL_DESCRIPTION": "ein riesiges Fahrgeschäft", - "POMBOMB_NAME_PREFIX": "Pom", - "POMBOMB_LORE_1": "Pombomben gelten normalerweise als die freundlichsten Kreaturen auf Neu Wirral. Hätten sie nicht die Angewohnheit, versehentlich alles und jeden in Brand zu stecken, würden sie ziemlich gute Haustiere abgeben.", - "POMBOMB_NAME_SUFFIX": "bombe", - "POMBOMB_LORE_2": "Pomeranians sind eine beliebte, an ihrer geringen Größe und dem flauschigen Fell zu erkennende Haushunderasse. Benannt wurden sie nach einer europäischen Region südlich der Ostsee.", - "POMBOMB_DESCRIPTION": "einen feurigen Hund", - "SPITZFYRE_NAME_PREFIX": "Feuer", - "SPITZFYRE_NAME": "Feuerspitz", - "SPITZFYRE_NAME_SUFFIX": "spitz", - "SPITZFYRE_LORE_2": "Der Spitz ist eine Hunderasse mit verschiedenen Unterrassen. Zu erkennen ist er an seinem flauschigen Fell und den spitzen Ohren.", - "SPITZFYRE_LORE_1": "Die Feuerspuck-Fähigkeit dieser Kreaturen ist derart stark ausgebildet, dass sie ihre Augen mit Brillen vor dem Rauch schützen, der entsteht, wenn sie unabsichtlich Dinge in Brand stecken.", - "SPITZFYRE_DESCRIPTION": "einen Hund mit Schutzbrille", - "ELFLESS_NAME": "Elflos", - "ELFLESS_NAME_PREFIX": "Elf", - "ELFLESS_NAME_SUFFIX": "los", - "GRAMPUS_NAME": "Grantpus", - "ELFLESS_DESCRIPTION": "einen Elf mit Holzgesicht", - "ELFLESS_LORE_2": "Dem europäischen Aberglauben nach ist ein Elf eine kleine spitzbübische Kreatur, die je nach Zeit und Ort in verschiedenen Verkörperungen auftaucht. Ähnlich den Feen können sie als hilfsbereit, schelmisch oder sogar böswillig dargestellt werden.", - "ELFLESS_LORE_1": "Um ihre wahren Gefühle zu verbergen, fertigen Elflose primitive, lächelnde Masken aus Baumrinde an. Unbestätigten Gerüchten zufolge versammeln sich alle Elflosen an einem bestimmten Tag im Jahr, um ihre alten Masken gegen neue auszutauschen.", - "GRAMPUS_NAME_PREFIX": "Grant", - "GRAMPUS_NAME_SUFFIX": "pus", - "GRAMPUS_LORE_2": "Im Gegensatz zum wohltätigen Nikolaus ist der \\\"Krampus\\\" eine Gestalt aus Volkserzählungen, die ungezogene Kinder zu Weihnachten bestrafen will. Üblicherweise wird sie mit Ziegenbeinen und einem furchteinflößenden Gesichtsausdruck dargestellt.", - "GRAMPUS_DESCRIPTION": "einen wütenden Yeti", - "FAERIOUS_NAME": "Wutfee", - "GRAMPUS_LORE_1": "Ein Grantpus ist die voll ausgewachsene Form des Elflosen. Nachdem er seine Gefühle viele Jahre lang unterdrückt hat, ist aus ihm ein massiges Vieh geworden, das besonders zu festlichen Jahreszeiten den Wunsch hegt, seinen eigenen Kummer auf andere zu übertragen.", - "FAERIOUS_NAME_PREFIX": "Wut", - "FAERIOUS_NAME_SUFFIX": "fee", - "FAERIOUS_LORE_2": "In Fantasy-Erzählungen der Gegenwart werden Elfen oft als elegante und schnellfüßige Krieger dargestellt. Wie die Elfen der Folklore können auch Fantasy-Elfen Verbündete der Menschen oder ihre Gegenspieler sein.", - "FAERIOUS_LORE_1": "Ein Elflos, der seine unterdrückte Wut kanalisiert hat, um seine Kampfkünste zu verbessern. Wutfeen strecken ihre Feinde mit Eisschwertern nieder und blocken Angriffe mit Schilden aus Baumrinde.", - "FAERIOUS_DESCRIPTION": "einen Elf mit Schwert", - "ICEPECK_NAME": "Eispicker", - "ICEPECK_NAME_PREFIX": "Eis", - "ICEPECK_NAME_SUFFIX": "picker", - "SIRENADE_NAME_PREFIX": "Siren", - "SIRENADE_NAME": "Sirenade", - "SIRENADE_LORE_1": "Sirenaden sind besonders laute Kreaturen und können ihre Singstimmen durch ihre Mikrofonschwänze und -flügel verstärken. Sie scheinen nicht mitzubekommen, ob ihr Gesang zu laut für ihre Umgebung ist.", - "SIRENADE_NAME_SUFFIX": "nade", - "SIRENADE_LORE_2": "Sirenen sind Wesen aus der griechischen Mythologie und tauchen vor allem in Homers Odyssee auf. Sie werden als geflügelte vogelartige Frauen beschrieben, die Männer mit ihrem wunderschönen und eindringlichen Gesang ins Verderben locken.", - "SIRENADE_DESCRIPTION": "eine geflügelte Bestie mit einem Mikrofonschwanz", - "DECIBELLE_NAME": "Dezibelle", - "DECIBELLE_NAME_PREFIX": "Dezi", - "DECIBELLE_LORE_1": "In der freien Wildbahn wurden bislang nur sehr wenige Dezibelles gesichtet. Frühere Bewohner von Neu Wirral erzählten, sie hätten weiße Drachen in den Wolken gesehen, allerdings ist unklar, ob sie in diesen Fällen Dezibelles sahen oder einfach nur den Verstand verloren hatten.", - "DECIBELLE_NAME_SUFFIX": "belle", - "DECIBELLE_DESCRIPTION": "eine Bestie mit Flügeln aus Bändern", - "DECIBELLE_LORE_2": "Harpyien tauchen in der griechischen Mythologie als sagenhafte Kreaturen auf, die Winde und Stürme manifestieren. Genau wie Sirenen werden sie als halb Vogel, halb Mensch beschrieben.", - "CARNIVIPER_NAME": "Karniviper", - "CARNIVIPER_NAME_PREFIX": "Karni", - "CARNIVIPER_NAME_SUFFIX": "viper", - "CARNIVIPER_LORE_2": "Das \\\"Tsuchinoko\\\" ist eine Kreatur der japanischen Folklore. Es ähnelt einer Schlange, soll jedoch die Giftzähne einer Viper und einen abgeflachten Körper besitzen.", - "CARNIVIPER_LORE_1": "Trotz ihres Grinsens ist die Karniviper keine freundliche Kreatur. Sie ist sehr territorial ausgerichtet und greift jeden an, der von ihr als Bedrohung empfunden wird – also quasi alles und jeden.", - "MASQUERATTLE_NAME": "Masklapper", - "MASQUERATTLE_NAME_PREFIX": "Mas", - "CARNIVIPER_DESCRIPTION": "eine kleine Schlange mit Maske", - "MASQUERATTLE_NAME_SUFFIX": "klapper", - "MASQUERATTLE_DESCRIPTION": "eine riesige Schlange mit Maske", - "MASQUERATTLE_LORE_2": "Schlangen haben weltweit in nahezu allen Mythologien und Volkserzählungen eine besondere Bedeutung. Ob dies aufgrund ihrer starren Augen, der Gestalt ohne Gliedmaßen oder des tödlichen Bisses der Fall ist, bleibt unklar.", - "MASQUERATTLE_LORE_1": "Es wird davon ausgegangen, dass Masklappern ihre gesichtsartigen Panzerplatten auf dem Kopf nutzen, um Beute anzulocken. Das ist jedoch ein Mythos – die Gesichter sehen nämlich derart unheimlich aus, dass sie niemanden dazu bringen könnten, sich ihnen zu nähern.", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Welchen Aspekt der Schlange verkörperst du?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "Eleganz", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Skrupellosigkeit", - "MARDIUSA_NAME": "Mardiusa", - "MARDIUSA_NAME_PREFIX": "Mardi", - "MARDIUSA_NAME_SUFFIX": "diusa", - "MARDIUSA_DESCRIPTION": "eine maskierte Schlangenfrau", - "MARDIUSA_LORE_2": "In der griechischen Mythologie ist Medusa eine von drei Gorgonen – Frauen, die statt Haaren Schlangen auf dem Kopf hatten und jeden versteinern konnten, der ihnen in die Augen sah.", - "MARDIUSA_LORE_1": "Die Mardiusa ist kein Einzelwesen, sondern ein Schwarm – eine Ansammlung winziger schlangenartiger Kreaturen mit einem einzigen Ziel. In diesem Fall besteht es darin, sich zu kleiden, als würde man auf einen Ball gehen, um richtig Spaß zu haben.", - "JORMUNGOLD_NAME": "Jormungold", - "JORMUNGOLD_NAME_PREFIX": "Jormun", - "JORMUNGOLD_NAME_SUFFIX": "gold", - "JORMUNGOLD_LORE_2": "In der nordischen Mythologie gibt es die Prophezeiung, dass die große Schlange Jörmungandr irgendwann die Welt untergehen lässt.", - "JORMUNGOLD_LORE_1": "Interessanterweise kann sich die Jormungold mit ihren Flügeln nicht in die Luft erheben, sondern benutzt sie, um mit großer Geschwindigkeit über den Boden zu kriechen, wobei die Bestie bei jedem Flügelschlag einen Satz nach vorn macht.", - "JORMUNGOLD_DESCRIPTION": "eine riesige geflügelte Schlange", - "AEROBOROS_NAME_PREFIX": "Aero", - "AEROBOROS_NAME": "Aeroboros", - "AEROBOROS_LORE_1": "Der Aeroboros kann Wind durch den inneren Ring seines kreisförmigen Körpers leiten und mit großer Geschwindigkeit ausstoßen, um Gegner von den Beinen zu holen.", - "AEROBOROS_NAME_SUFFIX": "boros", - "TRAFFIKRAB_NAME": "Verkehrskrabbe", - "AEROBOROS_DESCRIPTION": "ein fliegendes Schlangenrad", - "AEROBOROS_LORE_2": "Der Ouroboros ist ein antikes Symbol, das den Zyklus von Leben, Tod und Wiedergeburt repräsentiert. Er besteht aus einer Schlange, die ihren eigenen Schwanz frisst und einen Kreis bildet.", - "TRAFFIKRAB_NAME_PREFIX": "Verkehrs", - "TRAFFIKRAB_NAME_SUFFIX": "krabbe", - "TRAFFIKRAB_LORE_2": "Der Verkehrskegel wurde in den 1940er-Jahren von Charles D. Scanlon als einfache Möglichkeit zum Signalisieren von Straßenreparaturen erfunden. Oftmals bestehen sie aus orangem oder gelbem Kunststoff, können aber auch mit einem weißen reflektierenden Streifen versehen sein, um die Sichtbarkeit bei Nacht zu erhöhen.", - "TRAFFIKRAB_LORE_1": "Der Kegel der Verkehrskrabbe gehört nicht zu ihrem Körper, sondern ist ein ans Ufer von Neu Wirral gespülter und von der Kreatur in Besitz genommener Verkehrskegel. Angeblich haben diese Wesen in der Vergangenheit stattdessen andere Objekte gefunden, um darin zu leben.", - "WEEVILITE_NAME": "Rüsselampel", - "WEEVILITE_NAME_SUFFIX": "ampel", - "WEEVILITE_NAME_PREFIX": "Rüssel", - "TRAFFIKRAB_DESCRIPTION": "eine große Verkehrskegelkrabbe", - "WEEVILITE_LORE_2": "Die erste Ampel wurde Mitte des 19. Jahrhunderts in London aufgestellt. Bei diesen frühen Versionen kam Gasbeleuchtung zum Einsatz, allerdings fanden elektrische Ampeln ab dem frühen 20. Jahrhundert weltweite Verbreitung.", - "WEEVILITE_LORE_1": "Mit ihrem langen Hals kann die Rüsselampel schwächere Monster aus der Ferne entdecken. Durch Blinken ihrer roten und grünen Augen ist es ihr möglich, Beute durch Schwindel und leichte Migräne zu lähmen.", - "LOBSTACLE_NAME": "Hummersperre", - "WEEVILITE_DESCRIPTION": "eine Ampelkrabbe", - "LOBSTACLE_NAME_PREFIX": "Hummer", - "LOBSTACLE_NAME_SUFFIX": "sperre", - "LOBSTACLE_DESCRIPTION": "einen Kunststofffass mit Beinen", - "LOBSTACLE_LORE_2": "Straßenabsperrungen gibt es je nach Bedarf in vielen Varianten. Neben Barrieren werden auch alte Reifen oder mit Sand gefüllte Kunststofffässer als mobile Sperren oder für den Schutz des Verkehrs eingesetzt.", - "LOBSTACLE_LORE_1": "Hummersperren sind sanftmütige und geduldige Kreaturen. Wenn sie sich in ihren \\\"Plastikpanzer\\\" zurückgezogen haben, ist es nahezu unmöglich, die schweren Monster zu bewegen.", - "DANDYLION_NAME": "Wächterlöwe", - "DANDYLION_NAME_PREFIX": "Wächter", - "DANDYLION_NAME_SUFFIX": "löwe", - "DANDYLION_LORE_2": "Löwenwächter sind traditionelle chinesische Zierfiguren, die oft außerhalb von Gebäuden zu sehen sind. Da man früher davon ausging, dass sie Schaden abwenden, wurden sie vor wichtigen Orten wie zum Beispiel Gräbern oder Kaiserpalästen aufgestellt.", - "DANDYLION_DESCRIPTION": "einen großen blumenartigen Löwe", - "DANDYLION_LORE_1": "Wächterlöwen sind loyale und wehrhafte Wächter, die meist an den Eingängen wichtiger Höhlen auf den Grasebenen von Neu Wirral stehen. Wenn man einen ohne Höhle in der Nähe findet, könnte das ein Hinweis darauf sein, dass etwas versteckt ist!", - "BLOSSOMAW_NAME": "Blütenmaul", - "BLOSSOMAW_NAME_PREFIX": "Blüten", - "BLOSSOMAW_NAME_SUFFIX": "maul", - "BUSHEYE_NAME": "Buschauge", - "BLOSSOMAW_LORE_2": "Im Gegensatz zu den europäischen Darstellungen mit Flügeln haben die Drachen der chinesischen Mythologie lange schlangenartige Körper mit vier Beinen und sind flügellos. Traditionell symbolisieren sie Stärke und Glück.", - "BLOSSOMAW_LORE_1": "Wächterlöwen, die in eine lange Winterstarre fallen, werden angeblich beim ersten Erblühen der Natur im Frühling zu eleganten Blütenmäulern. Ähnlich einem Drachen, der Feuer spuckt, können sie Wolken aus Pollen ausstoßen.", - "BLOSSOMAW_DESCRIPTION": "einen langen Drachen mit einer Mähne aus Blütenblättern", - "BUSHEYE_NAME_PREFIX": "Busch", - "BUSHEYE_NAME_SUFFIX": "auge", - "DOMINOTH_NAME_PREFIX": "Domi", - "DOMINOTH_NAME": "Dominotte", - "DOMINOTH_LORE_1": "Dominotten sehen sich selbst als Hüter des Friedens und patrouillieren daher am Himmel über Waldgebieten. Das Einzige, was sie von ihren edlen Pflichten abhalten kann, sind helle Lichter wie zum Beispiel Lampen.", - "DOMINOTH_NAME_SUFFIX": "notte", - "DOMINOTH_LORE_2": "Während der Schmetterling oftmals symbolisch oder in Volkserzählungen mit Leben und Wiedergeburt assoziiert wird, bringt man die Motte oftmals mit Tod und schlechten Neuigkeiten in Verbindung.", - "TOKUSECT_NAME_PREFIX": "Toku", - "TOKUSECT_NAME": "Tokusekt", - "DOMINOTH_DESCRIPTION": "eine große Motte", - "TOKUSECT_NAME_SUFFIX": "sekt", - "TOKUSECT_LORE_2": "\\\"Tokusatsu\\\" heißen japanische Filme und Fernsehserien mit besonderen Spezialeffekten oder Kostümen, in denen oftmals riesige Monster, gigantische Roboter und Superhelden kämpfen.", - "TOKUSECT_LORE_1": "Tokusekten besitzen enorm aerodynamische Körper, die einen Kampfstil ermöglichen, bei dem sie Gegner mit ihren spitzen Beinen angreifen und starke Luftströme kanalisieren.", - "WINGLOOM_NAME": "Düsterflügler", - "TOKUSECT_DESCRIPTION": "einen Insektenkrieger", - "WINGLOOM_NAME_PREFIX": "Düster", - "WINGLOOM_NAME_SUFFIX": "flügler", - "WINGLOOM_LORE_2": "Warum künstliche Beleuchtung Motten anzieht, ist nicht vollständig geklärt. Laut einer Theorie über dieses Verhalten orientieren sich Motten beim Fliegen am Mond.", - "WINGLOOM_LORE_1": "Die Glühlampen im Kopf des Düsterflüglers kanalisieren einen elektrischen Strom, der durch den gesamten Körper der Kreatur fließt. Das erzeugte Licht wird durch seine Augen geleitet und ermöglicht eine perfekte Nachtsicht.", - "CAPTAIN_JUDAS_SUBTITLE": "Überlebenskünstler", - "CAPTAIN_CLEEO_NAME": "Captain Clee-O", - "CAPTAIN_CLEEO_NAME_SHORT": "Clee-O", - "CAPTAIN_CLEEO_SUBTITLE": "Casino-Mechanoidin", - "CAPTAIN_LODESTEIN_NAME": "Captain Lodestein", - "CAPTAIN_LODESTEIN_NAME_SHORT": "Lodestein", - "CAPTAIN_LODESTEIN_SUBTITLE": "Elektriker", - "CAPTAIN_DREADFUL_NAME_SHORT": "Dreadful", - "CAPTAIN_DREADFUL_NAME": "Captain Penny Dreadful", - "CAPTAIN_DREADFUL_SUBTITLE": "Von-der-Schippe-Springerin", - "CAPTAIN_GLADIOLA_NAME": "Captain Gladiola", - "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", - "CAPTAIN_GLADIOLA_SUBTITLE": "Herrin der Klingen", - "CAPTAIN_HEATHER_NAME": "Captain Heather", - "CAPTAIN_HEATHER_NAME_SHORT": "Heather", - "CAPTAIN_HEATHER_SUBTITLE": "Wetteransagerin", - "CAPTAIN_BUFFY_NAME": "Captain Buffy", - "CAPTAIN_BUFFY_NAME_SHORT": "Buffy", - "CAPTAIN_BUFFY_SUBTITLE": "Bodybuilderin", - "CAPTAIN_CYBIL_NAME": "Captain Cybil", - "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", - "CAPTAIN_CYBIL_SUBTITLE": "Radiomoderatorin", - "CAPTAIN_CODEY_NAME": "Captain Codey", - "CAPTAIN_CODEY_NAME_SHORT": "Codey", - "CAPTAIN_CODEY_SUBTITLE": "Kassetten-Hacker", - "RANGER_TRADER_NAME": "Ranger Wilma", - "RANGER_TRADER_NAME_SHORT": "Wilma", - "RANGER_BODYBUILDER_NAME": "Ranger Jim", - "INTERDIMENSIONAL_POSTMAN_NAME": "Interdimensionaler Postbote", - "AMBER_NAME": "Ms. Amber", - "DORIAN_NAME": "Dorian", - "SPRINGHEEL_NAME": "Sprungfeder", - "JACQUELINE_NAME": "Jacqueline", - "SPRINGHEEL_NAME_PREFIX": "Sprung", - "SPRINGHEEL_LORE_1": "Sprungfedern haben Spaß daran, sich nachts irgendwo zu verstecken und dann hervorzuspringen, um ihre Opfer zu überraschen. Ihre \\\"Flügel\\\" stellen sie offenbar aus alter abgelegter Kleidung her.", - "SPRINGHEEL_NAME_SUFFIX": "feder", - "SPRINGHEEL_DESCRIPTION": "einen Kobold mit Lederstiefeln", - "SPRINGHEEL_LORE_2": "Im viktorianischen England trieb eine geheimnisvolle Kreatur namens \\\"Spring-heeled Jack\\\" oder \\\"Sprungfeder-Jack\\\" angeblich des Nachts ihr Unwesen auf den Straßen. \\\"Jack\\\" wurde nie gefasst und seine Sichtung wurde bald zu einer folkloristischen Legende.", - "SAME_FUSION_NAME_10": "Mega-{0}", - "AA_MORGANTE_NAME": "Morgante", - "AA_MORGANTE_FULL_NAME": "Erzengel Morgante", - "AA_OLDGANTE_NAME": "Morgante", - "OLDGANTE_LORE_2": "Ihr Körper war zerschmettert worden. Es ist kaum vorstellbar, welche Art von Macht zu so etwas imstande gewesen sein könnte.", - "AA_OLDGANTE_SUBTITLE": "Gebrochener Geist", - "ROGUE_FUSION_SUBTITLE": "Schurken-Fusion", - "OLDGANTE_LORE_1": "Ein verwundeter Erzengel, der einst große Macht besaß. Morgantes Stimme birgt eine Kraft in sich, die die Realität selbst zerreißen kann, in ihrem derzeitigen Zustand jedoch eingeschränkt ist.", - "ORB_FUSION_SUBTITLE": "Proto-Erzengel", - "UNSTABLE_FUSION_SUBTITLE": "Instabile Fusion", - "ORB_FUSION_NAME": "Kugel-Fusion", - "SWARM_SUBTITLE1": "{species}-Raserei", - "ELEMENTAL_GUARDIAN_SUBTITLE": "Elementarwächter", - "SWARM_SUBTITLE5": "{species}-Bande", - "SWARM_NAME": "Fusionsschwarm", - "SWARM_SUBTITLE2": "{species}-Horde", - "SWARM_SUBTITLE3": "{species}-Meute", - "SWARM_SUBTITLE4": "{species}-Gruppe", - "BLACK_SHUCK_NAME": "Der Alte Shuck", - "LANG_en": "Englisch", - "ROGUE_FUSION_BATTLE_CONFIRM": "Nimmst du \\\"{name}\\\" in Angriff?", - "LANG_fr_FR": "Französisch", - "LANG_it_IT": "Italienisch", - "LANG_de_DE": "Deutsch", - "LANG_ja_JP": "Japanisch", - "LANG_es_ES": "Spanisch (Spanien)", - "LANG_es_MX": "Spanisch (Lateinamerika)", - "LANG_pt_BR": "Portugiesisch (Brasilien)", - "LANG_zh_CN": "Chinesisch (Kurzzeichen)", - "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "Koreanisch (Südkorea)", - "PRECREDITS_2": "EIN SPIEL VON", - "PRECREDITS_3": "GRAFIK", - "PRECREDITS_4": "STORY", - "PRECREDITS_5": "PROGRAMMIERUNG", - "PRECREDITS_6": "DESIGN", - "PRECREDITS_7": "SOUNDTRACK VON", - "PRECREDITS_8": "MIT DEN STIMMEN VON", - "PRECREDITS_9": "KREATURENANIMATION", - "PRECREDITS_10": "CHARAKTER- GRAFIKEN", - "PRECREDITS_12": "ERSCHIENEN BEI", - "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "Game Design", - "MAIN_CREDITS_WRITING": "Story", - "MAIN_CREDITS_PROGRAMMING": "Programmierung", - "MAIN_CREDITS_ART_DIRECTION": "Künstlerische Leitung", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel-Art und Animation", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Charaktergrafiken", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Zusätzliche Monsterdesigns", - "MAIN_CREDITS_MUSIC": "Musik", - "MAIN_CREDITS_VOICE_CASTING": "Sprecherbesetzung und -regie", - "MAIN_CREDITS_VOICE_CAST": "Besetzung", - "MAIN_CREDITS_PORTING": "Portierung", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Zusätzliche Sprecher", - "MAIN_CREDITS_LOCALISATION": "Lokalisierung", - "MAIN_CREDITS_QA": "Qualitätssicherung", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Lokalisierung von Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "Koordination", - "MAIN_CREDITS_LOCALISATION_QA": "Lokalisierungs-QS", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Lokalisierung von Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "Bildarchive", - "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", - "MAIN_CREDITS_AND_OTHERS": "und viele weitere!", - "MAIN_CREDITS_SPECIAL_THANKS": "Mit besonderem Dank an", - "MAIN_CREDITS_THANK_YOU": "Vielen Dank fürs Spielen!", - "MAIN_CREDITS_VIEW_LICENSES": "Lizenzen ansehen", - "MAIN_CREDITS_QA_SUN_TECH": "QS durch Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Schriftarten und Symbole", - "MAIN_CREDITS_QA_DIRECTOR": "Leitung QS", - "MAIN_CREDITS_QA_MANAGER": "Management QS", - "MAIN_CREDITS_PROJECT_MANAGER": "Projektmanagement", - "MAIN_CREDITS_QA_TEST_LEAD": "Testleitung QS", - "MAIN_CREDITS_QA_TESTERS": "QS-Tester", - "REACTION_GENERIC": "Reaktion", - "REACTION_ANY_ON_GLITTER": "Funkelnd", - "REACTION_GLITTER_ON_ANY": "Funkelnd", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "Wenn du einen Angriff des Glittertyps landest, wird das Ziel mit einer Glitterschicht bedeckt und ebenfalls zu einem Glittertyp.", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "Wenn du ein Monster des Glittertyps mit einem Elementarangriff eines beliebigen Typs triffst, ändert das Glittermonster seinen Typ dem Angriff entsprechend.", - "REACTION_BEAST_ON_GLASS": "Zerschmettert", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "Wie ein Elefant im Porzellanladen. Wenn du einen Angriff des Bestientyps bei einem Gegner des Glastyps landest, werden scharfe Hindernisse auf dem Schlachtfeld verteilt.", - "REACTION_FIRE_ON_PLASTIC": "Geschmolzen", - "REACTION_FIRE_ON_PLANT": "Entzündet", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Durch Schmelzen eines Monsters des Plastiktyps durch einen Angriff des Feuertyps werden giftige Dämpfe freigesetzt und das Monster wird zu einem Gifttyp.", - "REACTION_FIRE_ON_WATER": "Gedämpft", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "Pflanzentypen können leicht durch Angriffe des Feuertyps verbrannt werden und erleiden anhaltenden Schaden.", - "REACTION_FIRE_ON_WATER_TUTORIAL": "Wenn du einen Wassertyp mit einem Angriff des Feuertyps erhitzt, wird heißer Dampf freigesetzt, der den Wassertyp beim Kondensieren heilt.", - "REACTION_FIRE_ON_POISON_TUTORIAL": "Auf Neu Wirral zu findende Gifte sind oftmals brennbar und können mit einem Angriff des Feuertyps entzündet werden.", - "REACTION_FIRE_ON_POISON": "Entzündet", - "REACTION_FIRE_ON_ASTRAL": "Energetisiert", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Astraltypen beziehen ihre Kraft aus den vier Elementen Feuer, Erde, Luft und Wasser.", - "REACTION_FIRE_ON_ICE": "Geschmolzen", - "REACTION_FIRE_ON_METAL_TUTORIAL": "Metalltypen können mit Angriffen des Feuertyps geschmolzen werden, was zu anhaltendem Schaden beim Ziel führt.", - "REACTION_FIRE_ON_ICE_TUTORIAL": "Wenn du einen Angriff des Feuertyps bei einem Ziel des Eistyps landest, schmilzt es und wird zu einem Wassertyp.", - "REACTION_FIRE_ON_AIR": "Aufwind", - "REACTION_FIRE_ON_AIR_TUTORIAL": "Wenn du einen Angriff des Feuertyps bei einem Ziel des Lufttyps landest, wird ein Aufwind – ein Luftwall – erzeugt, der eine Reihe von Angriffen absorbieren kann.", - "REACTION_FIRE_ON_METAL": "Geschmolzen", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Wenn du einen Angriff des Plastiktyps bei einem Ziel des Feuertyps landest, wird schwarzer Rauch freigesetzt, der die Position des Ziels verbergen kann.", - "REACTION_PLASTIC_ON_FIRE": "Rauch", - "REACTION_PLASTIC_ON_ASTRAL": "Abgelenkt", - "REACTION_PLASTIC_ON_LIGHTNING": "Isoliert", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "Die innere Harmonie von Astraltypen kann durcheinandergeraten, wenn sie den unreinen Elementen Plastik, Gift und Metall ausgesetzt werden.", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "Da Plastik ein Nichtleiter ist, können Angriffe des Plastiktyps den Umfang von Angriffen des Blitztyps einschränken.", - "REACTION_PLANT_ON_FIRE": "Rauch", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "Wenn du einen Angriff des Pflanzentyps bei einem Ziel des Feuertyps landest, wird schwarzer Rauch freigesetzt, der die Position des Ziels verbergen kann.", - "REACTION_PLANT_ON_WATER": "Aufgezehrt", - "REACTION_PLANT_ON_POISON": "Potenziert", - "REACTION_PLANT_ON_WATER_TUTORIAL": "Angriffe des Pflanzentyps zehren die Stärke von Zielen des Wassertyps auf.", - "REACTION_PLANT_ON_LIGHTNING": "Geerdet", - "REACTION_PLANT_ON_POISON_TUTORIAL": "Für die Herstellung von Giften werden verschiedene Nährstoffe benötigt. Angriffe des Pflanzentyps stellen diese zur Verfügung, wodurch zukünftige Angriffe des Gifttyps des Ziels verstärkt werden.", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Angriffe des Pflanzentyps leiten die Elektrizität von Zielen des Blitztyps in den Boden ab und verringern so den Umfang ihrer Angriffe.", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "Angriffe des Pflanzentyps tragen Samen in sich, die in Zielen des Erdtyps eingepflanzt werden und Energie abziehen.", - "REACTION_PLANT_ON_EARTH": "Gesät", - "REACTION_WATER_ON_FIRE_TUTORIAL": "Angriffe des Wassertyps löschen Ziele des Feuertyps und verringern so die Stärke ihrer Angriffe.", - "REACTION_WATER_ON_FIRE": "Gelöscht", - "REACTION_WATER_ON_PLANT": "Absorbiert", - "REACTION_WATER_ON_ASTRAL": "Energetisiert", - "REACTION_WATER_ON_PLANT_TUTORIAL": "Das nach Angriffen des Wassertyps zurückbleibende Wasser wird von den Wurzeln von Zielen des Pflanzentyps absorbiert und heilt sie mit der Zeit.", - "REACTION_WATER_ON_ICE": "Aufgebaut", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Astraltypen beziehen ihre Kraft aus den vier Elementen Feuer, Erde, Luft und Wasser.", - "REACTION_WATER_ON_ICE_TUTORIAL": "Das nach Angriffen des Wassertyps zurückbleibende Wasser wird von Zielen des Eistyps sofort gefroren und führt zu zusätzlicher Masse.", - "REACTION_WATER_ON_LIGHTNING": "Geleitet", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "Wasser leitet Elektrizität und erhöht sowohl den Umfang als auch die Reichweite von Angriffen des Blitztyps.", - "REACTION_WATER_ON_EARTH_TUTORIAL": "Angriffe des Wassertyps erodieren mit der Zeit Ziele des Erdtyps, wodurch sich dessen Abwehr verringert.", - "REACTION_WATER_ON_EARTH": "Erodiert", - "REACTION_WATER_ON_METAL": "Korrodiert", - "REACTION_POISON_ON_FIRE": "Befeuert", - "REACTION_WATER_ON_METAL_TUTORIAL": "Angriffe des Wassertyps lassen Ziele des Metalltyps korrodieren (also rosten) und dadurch brüchig werden.", - "REACTION_POISON_ON_PLANT_TUTORIAL": "Ziele des Pflanzentyps absorbieren nach Angriffen des Gifttyps verbleibendes Gift und erleiden dadurch Schaden über Zeit.", - "REACTION_POISON_ON_PLANT": "Absorbiert", - "REACTION_POISON_ON_FIRE_TUTORIAL": "Ziele des Feuertyps können nach Angriffen des Gifttyps verbleibendes Gift als Brennstoff nutzen, um stärker zu werden.", - "REACTION_POISON_ON_ASTRAL": "Gestört", - "REACTION_POISON_ON_METAL_TUTORIAL": "Das nach Angriffen des Gifttyps verbleibende Gift kann von Metalltypen verwendet werden, um spitze Stellen damit zu überziehen und zusätzlichen Schaden zu verursachen.", - "REACTION_POISON_ON_METAL": "Vergiftet", - "REACTION_POISON_ON_EARTH_TUTORIAL": "Das nach Angriffen des Gifttyps verbleibende Gift kann von Erdtypen verwendet werden, um spitze Stellen damit zu überziehen und zusätzlichen Schaden zu verursachen.", - "REACTION_POISON_ON_EARTH": "Vergiftet", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "Die innere Harmonie von Astraltypen kann durcheinandergeraten, wenn sie den unreinen Elementen Plastik, Gift und Metall ausgesetzt werden.", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Angriffe des Astraltyps ziehen Kraft von Zielen der vier Elemente Feuer, Erde, Luft und Wasser ab.", - "REACTION_ASTRAL_ON_ASTRAL": "Energetisiert", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Angriffe des Astraltyps ziehen Kraft von Zielen der vier Elemente Feuer, Erde, Luft und Wasser ab.", - "REACTION_ASTRAL_ON_FIRE": "Abgezogen", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Wenn Monster des Astraltyps von Angriffen des Astraltyps getroffen werden, können sie die verbleibende Astralenergie absorbieren und nutzen.", - "REACTION_ASTRAL_ON_WATER": "Abgezogen", - "REACTION_ASTRAL_ON_AIR": "Abgezogen", - "REACTION_ICE_ON_WATER_TUTORIAL": "Wenn Wassertypen von Angriffen des Eistyps getroffen werden, frieren sie auf der Stelle ein.", - "REACTION_ICE_ON_WATER": "Gefroren", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Angriffe des Astraltyps ziehen Kraft von Zielen der vier Elemente Feuer, Erde, Luft und Wasser ab.", - "REACTION_ASTRAL_ON_EARTH": "Abgezogen", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Angriffe des Astraltyps ziehen Kraft von Zielen der vier Elemente Feuer, Erde, Luft und Wasser ab.", - "REACTION_ICE_ON_LIGHTNING": "Geleitet", - "REACTION_ICE_ON_AIR": "Abgekühlt", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "Eis und Wasser leiten Elektrizität und erhöhen sowohl den Umfang als auch die Reichweite von Angriffen des Blitztyps.", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Da Plastik keine Elektrizität leitet, verbleibt nach Angriffen des Blitztyps auf Ziele des Plastiktyps eine elektrische Ladung, die das Ziel nutzen kann, um Gegnern einen zusätzlichen Schlag zu verpassen.", - "REACTION_LIGHTNING_ON_ICE": "Elektrifiziert", - "REACTION_ICE_ON_AIR_TUTORIAL": "Angriffe des Eistyps kühlen Ziele des Lufttyps ab und bringen sie zum Zittern.", - "REACTION_LIGHTNING_ON_PLASTIC": "Statisch aufgeladen", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "Wasser leitet Elektrizität und ist daher schwach gegen zukünftige Angriffe des Blitztyps.", - "REACTION_LIGHTNING_ON_WATER": "Elektrifiziert", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "Auf Neu Wirral wird Elektrizität von Luft außerordentlich gut geleitet, wodurch Ziele des Lufttyps schwach gegen zukünftige Angriffe des Blitztyps sind.", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "Eis und Wasser leiten Elektrizität und sind daher schwach gegen zukünftige Angriffe des Blitztyps.", - "REACTION_LIGHTNING_ON_EARTH": "Verglast", - "REACTION_LIGHTNING_ON_AIR": "Elektrifiziert", - "REACTION_AIR_ON_FIRE_TUTORIAL": "Ziele des Feuertyps werden durch Angriffe des Lufttyps \\\"ausgepustet\\\", wodurch sich die Stärke ihrer zukünftigen Angriffe verringert.", - "REACTION_AIR_ON_FIRE": "Gelöscht", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "Metall leitet Elektrizität und ist daher schwach gegen zukünftige Angriffe des Blitztyps.", - "REACTION_LIGHTNING_ON_METAL": "Elektrifiziert", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "Wenn Blitze in Sand einschlagen, wird Fulgurit (also natürliches Glas) erzeugt. Ziele des Erdtyps von Angriffen des Blitztyps ändern ihren Typ und werden zu Glas.", - "REACTION_AIR_ON_PLANT": "Entwurzelt", - "REACTION_AIR_ON_PLANT_TUTORIAL": "Angriffe des Lufttyps können Ziele des Pflanzentyps \\\"entwurzeln\\\" und sie vom Boden als Nährstoffquelle trennen.", - "REACTION_AIR_ON_ASTRAL": "Energetisiert", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Astraltypen beziehen ihre Kraft aus den vier Elementen Feuer, Erde, Luft und Wasser.", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "Auf Neu Wirral leitet Luft Elektrizität und erhöht sowohl den Umfang als auch die Reichweite von Angriffen des Blitztyps.", - "REACTION_AIR_ON_LIGHTNING": "Geleitet", - "REACTION_AIR_ON_GLASS": "Resonierend", - "REACTION_EARTH_ON_FIRE": "Gelöscht", - "REACTION_AIR_ON_GLASS_TUTORIAL": "Laute Geräusche und Angriffe des Lufttyps können Ziele des Glastyps zum Vibrieren bringen. Wird die Resonanz stark genug, kann das Glas zerbrechen.", - "REACTION_EARTH_ON_PLASTIC": "Vergraben", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "Angriffe des Erdtyps ersticken Ziele des Feuertyps und verringern so die Stärke ihrer Angriffe.", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Genauso wie Produkte aus Plastik oftmals leider auf einer Mülldeponie landen, werden Plastiktypen durch Angriffe von Erdtypen vergraben, was ihre Bewegung einschränkt.", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Angriffe des Erdtyps leiten die Elektrizität von Zielen des Blitztyps in den Boden ab und verringern so den Umfang ihrer Angriffe.", - "REACTION_METAL_ON_ASTRAL": "Gestört", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "Die innere Harmonie von Astraltypen kann durcheinandergeraten, wenn sie den unreinen Elementen Plastik, Gift und Metall ausgesetzt werden.", - "REACTION_EARTH_ON_ASTRAL": "Energetisiert", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Astraltypen beziehen ihre Kraft aus den vier Elementen Feuer, Erde, Luft und Wasser.", - "REACTION_EARTH_ON_LIGHTNING": "Geerdet", - "REACTION_METAL_ON_ICE_TUTORIAL": "Die spitze Stelle eines Angriffs des Metalltyps durchdringt ein Ziel des Eistyps wie eine Hacke und senkt seine allgemeine Abwehr.", - "REACTION_METAL_ON_ICE": "Zertrümmert", - "REACTION_METAL_ON_LIGHTNING": "Geleitet", - "REACTION_METAL_ON_EARTH": "Zertrümmert", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "Metall leitet Elektrizität und erhöht sowohl den Umfang als auch die Reichweite von Angriffen des Blitztyps.", - "REACTION_METAL_ON_GLASS_TUTORIAL": "Brüchige Glastypen werden von den harten Angriffen des Metalltyps problemlos zerschmettert. Hierbei werden scharfe Hindernisse auf dem Schlachtfeld verteilt.", - "REACTION_METAL_ON_EARTH_TUTORIAL": "Die Spitze eines Angriffs des Metalltyps durchdringt ein Ziel des Erdtyps wie eine Schaufel und senkt seine allgemeine Abwehr.", - "REACTION_METAL_ON_GLASS": "Zerschmettert", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "Da Glas ein Nichtleiter ist, können Angriffe des Glastyps den Umfang von Angriffen des Blitztyps einschränken.", - "REACTION_GLASS_ON_LIGHTNING": "Isoliert", - "ELEMENTAL_TYPE_FIRE": "Feuer", - "ELEMENTAL_TYPE_WATER": "Wasser", - "ELEMENTAL_TYPE_PLASTIC": "Plastik", - "ELEMENTAL_TYPE_POISON": "Gift", - "ELEMENTAL_TYPE_PLANT": "Pflanze", - "ELEMENTAL_TYPE_BEAST": "Bestie", - "ELEMENTAL_TYPE_ASTRAL": "Astral", - "ELEMENTAL_TYPE_GLITTER": "Glitter", - "ELEMENTAL_TYPE_LIGHTNING": "Blitz", - "ELEMENTAL_TYPE_ICE": "Eis", - "ELEMENTAL_TYPE_AIR": "Luft", - "ELEMENTAL_TYPE_EARTH": "Erde", - "ELEMENTAL_TYPE_METAL": "Metall", - "ELEMENTAL_TYPE_GLASS": "Glas", - "INVENTORY_EMPTY": "Leer.", - "INVENTORY_INCOMPATIBLE": "Inkompatibel", - "INVENTORY_NO_COMPATIBLE_STICKERS": "Keine kompatiblen Sticker.", - "LOOT_TITLE": "Erhalten", - "LOOT_ITEM_EQUIPPED": "Ausgerüstet", - "LOOT_ITEM_EQUIP_BUTTON": "Ausrüsten", - "LOOT_ITEM_UNEQUIP_BUTTON": "Entfernen", - "LOOT_HEADING_OTHER_ITEMS": "Andere Gegenstände", - "LOOT_HEADING_DROPPED": "Fallen gelassen", - "ITEM_DROP_OBTAINED_ONE": "Erhalten: {0}", - "ITEM_DROP_OBTAINED_MULTIPLE": "Erhalten: {0} x {1}", - "ITEM_DROP_INVENTORY_FULL": "Du kannst davon nichts mehr tragen.", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "Mitführen weiterer Sticker nicht möglich.", - "ITEM_CHEST_EMPTY": "Leer!", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Du hast die maximale Anzahl der mitführbaren Sticker erreicht. Alle weiteren gefundenen Sticker werden abgelegt.", - "ITEM_REMOVED_ONE": "Aus Inventar entfernt: {0}", - "ITEM_REMOVED_MULTIPLE": "Aus Inventar entfernt: {0} x {1}", - "ITEM_COUNT_LIMITED": "× {0}/{1}", - "ITEM_COUNT": "× {0}", - "ITEM_EXCHANGE_OWNED_AMOUNT": "Im Besitz: {0}", - "ITEM_EXCHANGE_MULTIPLE": "{0} × {1}", - "ITEM_EXCHANGE_ALREADY_OWNED": "Bereits im Besitz.", - "ITEM_COST_FREE": "Kostenlos", - "ITEM_COST_ELEMENT": "{currency} {amount}", - "ITEM_COST_JOIN": ",", - "ITEM_EXCHANGE_OUT_OF_STOCK": "Ausverkauft", - "ITEM_EXCHANGE_INVENTORY_FULL": "Du kannst davon nichts mehr tragen.", - "ITEM_TRADE_BUY": "Kaufen", - "ITEM_TRADE_AMOUNT": "{exchange} für {cost} kaufen?", - "ITEM_USE": "Benutzen", - "ITEM_VIEW": "Ansehen", - "ITEM_READ": "Lesen", - "ITEM_USE_ON.m": "Bei {0} benutzen", - "ITEM_USE_ON.f": "Bei {0} benutzen", - "ITEM_USE_ON_TAPE": "Bei {0} benutzen", - "ITEM_USE_ON.n": "Bei {0} benutzen", - "ITEM_APPLY_STICKER_SUBMENU": "Anwenden auf ...", - "ITEM_USE_ON_SUBMENU": "Benutzen bei ...", - "ITEM_DISCARD": "Ablegen", - "ITEM_DISCARD_ONE": "1 ablegen", - "ITEM_DISCARD_ALL": "Alle ablegen", - "ITEM_RECYCLE_ONE": "Für {amount} {icon} 1 verwerten", - "ITEM_RECYCLE": "Für {amount} {icon} verwerten", - "ITEM_DISCARD_MODE_DISCARD": "Ablegen", - "ITEM_DISCARD_MODE_RECYCLE": "Verwerten", - "ITEM_RECYCLE_ALL": "Für {amount} {icon} alle verwerten", - "ITEM_CATEGORY_consumables": "Verbrauchsgegenstände", - "ITEM_CATEGORY_tapes": "Leere Kassetten", - "ITEM_CATEGORY_stickers": "Sticker", - "ITEM_CATEGORY_resources": "Ressourcen", - "ITEM_CATEGORY_misc": "Verschiedenes", - "ITEM_CURE_COATING_NAME": "Beschichtungsheilung", - "ITEM_CURE_BURNED_NAME": "Verbrennungsheilung", - "ITEM_CURE_BURNED_DESCRIPTION": "Eine kühlende Creme, die den Statuseffekt \\\"Verbrannt\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", - "ITEM_CURE_COATING_DESCRIPTION": "Entfernt typverändernde Statuseffekte \\\"Beschichtung\\\" von einem Gruppenmitglied. Verbraucht im Kampf 1 Runde.", - "ITEM_CURE_CONDUCTIVE_NAME": "Leitende Heilung", - "ITEM_CURE_CONFUSED_NAME": "Verwirrungsheilung", - "ITEM_CURE_CONFUSED_DESCRIPTION": "Eine Injektionsnadel mit einem Enzym, das überschüssige Giftstoffe sofort neutralisiert und den Statuseffekt \\\"Verwirrt\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Eine isolierende Creme, die den Statuseffekt \\\"Leitend\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", - "ITEM_CURE_LEECHED_NAME": "Saugheilung", - "ITEM_CURE_POISONED_NAME": "Giftheilung", - "ITEM_CURE_LEECHED_DESCRIPTION": "Eine kräuterabtötende Creme, die den Statuseffekt \\\"Ausgesaugt\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", - "ITEM_CURE_RESONANCE_NAME": "Resonanzheilung", - "ITEM_CURE_POISONED_DESCRIPTION": "Ein Gegenmittel für die meisten Monstergifte. Entfernt den Statuseffekt \\\"Vergiftet\\\" von einem Gruppenmitglied. Verbraucht keine Runde.", - "ITEM_CURE_SLEEP_NAME": "Schlafheilung", - "ITEM_CURE_RESONANCE_DESCRIPTION": "Eine Substanz, die Vibrationen dämpft und den Statuseffekt \\\"Resonanz\\\" von einem Gruppenmitglied entfernt. Verbraucht im Kampf 1 Runde.", - "ITEM_CURE_BERSERK_NAME": "Berserkerheilung", - "ITEM_CURE_SLEEP_DESCRIPTION": "Eine kleine Flasche übel riechende Salze, die ein Gruppenmitglied mit Sicherheit aufwecken. Verbraucht keine Runde.", - "ITEM_CURE_STAT_NAME": "Wertheilung", - "ITEM_CURE_BERSERK_DESCRIPTION": "Ein Beruhigungsmittel, das den Statuseffekt \\\"Berserker\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "Eine kleine Sprühflasche mit einer öligen Substanz, die Bewegungen erleichtert und den Statuseffekt \\\"Versteinert\\\" von einem Gruppenmitglied entfernt. Verbraucht im Kampf 1 Runde.", - "ITEM_CURE_PETRIFIED_NAME": "Versteinerungsheilung", - "ITEM_CURE_STAT_DESCRIPTION": "Ein Puder, das nach dem Inhalieren alle wertverändernden Statuseffekte von einem Gruppenmitglied entfernt – allerdings auch die positiven! Verbraucht im Kampf 1 Runde.", - "ITEM_CURE_ALL_NAME": "Allheilmittel", - "ITEM_CURE_ALL_DESCRIPTION": "Ein Wundermittel, das angeblich alle Leiden heilt. Entfernt sämtliche Statuseffekte von einem Gruppenmitglied, darunter jedoch auch die positiven! Verbraucht im Kampf 1 Runde.", - "ITEM_REWIND_NAME": "Zurückspulen", - "ITEM_REWIND_DESCRIPTION": "Stellt die TP einer Kassette vollständig wieder her. Verbraucht bei Benutzung im Kampf 1 Runde.", - "ITEM_RESPOOL_NAME": "Neuspulung", - "ITEM_OLIVE_UP_NAME": "Olivenpower!", - "ITEM_RESPOOL_DESCRIPTION": "Repariert eine beschädigte Kassette und spult sie zurück. Verbraucht bei Benutzung im Kampf 1 Runde.", - "ITEM_OLIVE_UP_DESCRIPTION": "Ein seltsamer Softdrink mit Olivengeschmack, der einen Charakter sofort eine Stufe aufsteigen lässt.", - "ITEM_UPGRAPE_NAME": "Kraftfrucht", - "ITEM_PEAR_FUSILLI_NAME": "Paar-Fusilli", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "Ein Fertiggericht für zwei, das deine Fusionsanzeige sofort auffüllt! Verbraucht bei Benutzung im Kampf keine Runde.", - "ITEM_UPGRAPE_DESCRIPTION": "Eigenartige umgedrehte Weintrauben, die angeblich aus am Rückwärtstag gepflanzten Samen wachsen. Wenn du sie isst, wird eine Kassette sofort um einen Stern verbessert.", - "ITEM_REODORANT_NAME": "Reodorant", - "ITEM_REODORANT_DESCRIPTION": "Eine Sprühdose mit \\\"Unisex-Perspirant-Antideodorant\\\". Laut Aufdruck riechst du damit stark genug, um Monster eine Minute lang abzuwehren.", - "ITEM_REODORANT_TIME_LEFT": "Restzeit: {0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "Englisches Frühstück (vegan)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "Heilt ein Gruppenmitglied vollständig. Verbraucht bei Benutzung im Kampf 1 Runde.", - "ITEM_COFFEE1_NAME": "Dosen-Eiskaffee", - "ITEM_COFFEE2_DESCRIPTION": "Starker Dosenkaffee, der dir 4 zusätzliche AP verschafft. Verbraucht im Kampf 1 Runde.", - "ITEM_COFFEE1_DESCRIPTION": "Dosenkaffee, der dir 2 zusätzliche AP verschafft. Verbraucht im Kampf 1 Runde.", - "ITEM_COFFEE2_NAME": "Coffee-to-go", - "ITEM_FUSED_MATERIAL_NAME": "Fusioniertes Material", - "ITEM_COFFEE3_NAME": "Espresso-Express", - "ITEM_COFFEE4_NAME": "Doppelter Espresso", - "ITEM_COFFEE3_DESCRIPTION": "Eine kleine Dose mit einem Schuss Energie, die dir 6 zusätzliche AP verschafft. Verbraucht im Kampf 1 Runde.", - "ITEM_SMOKE_BOMB_NAME": "Rauchbombe", - "ITEM_COFFEE4_DESCRIPTION": "Zwei Espressos in einer Dose, die dir 8 zusätzliche AP verschaffen. Verbraucht im Kampf 1 Runde.", - "ITEM_METAL_DESCRIPTION": "Eine verwertete Grundressource, für die du Gegenstände und Dienstleistungen erhältst.", - "ITEM_SMOKE_BOMB_DESCRIPTION": "Garantiert die Flucht vor einem wilden Monster. Menschen und andere fühlende Kreaturen lassen sich davon jedoch nicht täuschen.", - "ITEM_METAL_NAME": "Metall", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "Riecht stark nach verfaulten Eiern, wird von Rangern aber offenbar als wertvoll angesehen!", - "ITEM_TUTORIAL_NAME": "Ranger-Handbuch", - "ITEM_TUTORIAL_NO_TUTS": "Triff zuerst Kayleigh östlich von Hafenstadt!", - "ITEM_TUTORIAL_DESCRIPTION": "Ein Handbuch, das Kayleigh dir gegeben hat. Lies es, um dir anzusehen, was du über das Leben auf der Insel Neu Wirral gelernt hast.", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Oh – aus dem Handbuch ist eine Karte gefallen!", - "ITEM_TUTORIAL_MESSAGE": "Welches Thema guckst du dir an?", - "ITEM_PLASTIC_NAME": "Plastik", - "ITEM_PLASTIC_DESCRIPTION": "Eine verwertete Grundressource, für die du Gegenstände und Dienstleistungen erhältst.", - "ITEM_TYPE_CHART_NAME": "Elementartyp-Karte", - "ITEM_OLD_BOOK_NAME": "Altes Buch", - "ITEM_TYPE_CHART_DESCRIPTION": "Ein Diagramm auf einer Karte, die aus dem Ranger-Handbuch von Kayleigh gefallen ist. Es enthält Beschreibungen der Elementartypen der Monster auf Neu Wirral und Tipps, wie du sie zu deinem Vorteil einsetzen kannst.", - "ITEM_OLD_BOOK_DESCRIPTION": "Ein altes Buch mit jeder Menge seltsamer Wörter.", - "ITEM_SINGLEUSE_STICKER_NAME": "{name} (einmalige Benutzung)", - "ITEM_WHEAT_NAME": "Weizen", - "ITEM_WHEAT_DESCRIPTION": "Eine Grundressource, aus der bestimmte Leute Essen zubereiten können.", - "ITEM_PULP_NAME": "Papierbrei", - "ITEM_WOOD_NAME": "Holz", - "ITEM_PULP_DESCRIPTION": "Zermatschtes Papier. Eine verwertete Grundressource, für die du Gegenstände und Dienstleistungen erhältst.", - "ITEM_TAPE_BEAST_DESCRIPTION": "Eine Kassette mit Pelzimitat. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Bestientyps. Bei Kindern beliebt.", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Verwendet futuristische Lasertechnologie, um Monstergestalten effizient zu speichern. Garantiert eine erfolgreiche Aufnahme.", - "ITEM_WOOD_DESCRIPTION": "Eine verwertete Grundressource, für die du Gegenstände und Dienstleistungen erhältst.", - "ITEM_KEY_HARBOURTOWN_NAME": "Hafenstadttor-Schlüssel", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Schließt das Hafenstadttor auf!", - "ITEM_TAPE_BASIC_NAME": "Einfache Kassette", - "ITEM_TAPE_BASIC_DESCRIPTION": "Nimmt Monstergestalten mit normaler Effizienz auf.", - "ITEM_TAPE_CHROME_NAME": "Chromdioxid-Kassette", - "ITEM_TAPE_CHROME_DESCRIPTION": "Nimmt Monstergestalten mit hoher Effizienz auf.", - "ITEM_TAPE_OPTICAL_LASER_NAME": "Optischer-Laser-Kassette", - "WINGLOOM_DESCRIPTION": "eine Glühlampenmotte", - "MOTHMANIC_NAME": "Mottenmaniker", - "MOTHMANIC_NAME_PREFIX": "Motten", - "MOTHMANIC_NAME_SUFFIX": "maniker", - "MOTHMANIC_LORE_2": "Der \\\"Mottenmann\\\" ist eine Kreatur aus Volkserzählungen in West Virginia. Bei verschiedenen Sichtungen ab den 1960er-Jahren wird er als großes, geflügeltes humanoides Wesen mit auffälligen roten Augen beschrieben. Seitdem ist er zu einer beliebten modernen Legende geworden.", - "MOTHMANIC_LORE_1": "Der gesamte Körper des Mottenmanikers ist von starkem elektrischem Strom erfüllt. Diesen kann er zum Angriff nutzen und mit einem Flügelschlag verheerende Blitze auf seine Ziele abschießen.", - "STARDIGRADE_NAME": "Sterntierchen", - "MOTHMANIC_DESCRIPTION": "eine große gruselige Motte", - "STARDIGRADE_NAME_PREFIX": "Stern", - "STARDIGRADE_NAME_SUFFIX": "tierchen", - "STARDIGRADE_LORE_1": "Sterntierchen sind neugierige Kreaturen und verbringen einen Großteil ihrer Zeit damit, in der unteren Atmosphäre von Neu Wirral zu schlafen. Gelegentlich schweben sie zum Boden, um zu fressen, bevor sie mit den Raketen auf ihrem Rücken wieder in die Luft steigen.", - "STARDIGRADE_LORE_2": "Bärtierchen sind überall auf der Welt zu findende mikroskopisch kleine Wesen. In der Popkultur sind sie vor allem aufgrund ihrer extremen Beständigkeit bekannt, die es ihnen sogar ermöglicht, im Vakuum des Weltraums zu überleben.", - "STARDIGRADE_DESCRIPTION": "eine schwebende Wurmkreatur", - "GALAGOR_NAME": "Galagor", - "GALAGOR_NAME_PREFIX": "Gala", - "GALAGOR_LORE_1": "Ein Sterntierchen, das eine Superintelligenz entwickelt hat. Seine äußere Panzerung bedeckt fast den gesamten wurmartigen rosa Kern, der durch die Glaskuppel auf seinem Helm teilweise sichtbar ist.", - "GALAGOR_NAME_SUFFIX": "gor", - "GALAGOR_LORE_2": "Astrobiologie nennt sich das Studium und die Erforschung theoretisch vorhandenen außerirdischen Lebens. Astrobiologen erforschen die Ursprünge des Lebens auf der Erde, um zu erfahren, ob ein ähnlicher Prozess möglicherweise auch auf anderen Planeten im bekannten Universum stattgefunden haben könnte.", - "GALAGOR_DESCRIPTION": "ein schwebendes Weltrauminsekt mit Umhang", - "FAUCETEAR_NAME": "Hahnträner", - "FAUCETEAR_NAME_PREFIX": "Hahn", - "FAUCETEAR_NAME_SUFFIX": "träner", - "FAUCETEAR_LORE_2": "Wasserhähne sind Ventile zur Kontrolle der Ausgabe von Flüssigkeit und kamen schon im Römischen Reich zum Einsatz, was durch Entdeckungen in den Ruinen der zerstörten Stadt Pompeji belegt wurde.", - "FAUCETEAR_LORE_1": "Die Fähigkeit der Hahnträner, Wasser mit hohem Druck auszustoßen, ist direkt mit ihrem Gemütszustand verbunden. Sie sind sehr schnell erschrocken oder verärgert, wodurch sie ihre Wasserangriffe oftmals unbeabsichtigt einsetzen.", - "FAUCETEAR_DESCRIPTION": "einen tropfenden Wasserhahn", - "FOUNTESS_NAME": "Fontesse", - "FOUNTESS_NAME_PREFIX": "Fon", - "FOUNTESS_NAME_SUFFIX": "tesse", - "FOUNTESS_LORE_2": "Obwohl Menschen auf die eine oder andere Weise schon seit Anbeginn der Zivilisation \\\"geduscht\\\" haben, hat der Engländer William Feetham die erste mechanische Dusche im 18. Jahrhundert erfunden. Mit ihrer Hilfe wurde kaltes Wasser in ein Becken gepumpt, das der Anwender mittels einer Kette über sich freigeben konnte.", - "FOUNTESS_LORE_1": "Fontessen sind stolz auf ihre Manieren und Etikette. Wenn sie jemanden als ungehobelt wahrnehmen, sind sie daher auf der Stelle erschüttert – wodurch sich der Druck des aus ihren Köpfen strömenden Wassers drastisch erhöht.", - "FOUNTESS_DESCRIPTION": "einen traurigen Duschkopf", - "TERRACOOKA_NAME": "Terrakocher", - "TERRACOOKA_NAME_PREFIX": "Terra", - "TERRACOOKA_LORE_1": "Terrakocher sind ehrgeizige Köche, die versuchen, mit den Zutaten, die sie in ihren unterirdischen Höhlenhabitaten finden, etwas zum Essen zu zaubern. Die meisten ihrer Rezepte beinhalten daher leider Flechte, Moos oder sowohl Flechte als auch Moos.", - "TERRACOOKA_NAME_SUFFIX": "kocher", - "TERRACOOKA_LORE_2": "Dogu sind Tonfigurinen, die in ganz Japan gefunden wurden. Sie stammen aus prähistorischer Zeit der Zivilisation und stellen oft menschenartige Gestalten oder Tiere dar.", - "TERRACOOKA_DESCRIPTION": "einen Koch aus Keramik", - "COALDRON_NAME_PREFIX": "Kohlen", - "COALDRON_NAME": "Kohlenkessel", - "COALDRON_LORE_1": "Kohlenkessel sind lebende Kochtöpfe, in deren Körper ständig eine leckere Brühe vor sich hin köchelt. Obwohl sie nicht sehr beweglich sind, können sie ihre Körper drehen, um Ströme dieser dampfenden Brühe auf jeden zu verschießen, der ohne Aufforderung davon kosten möchte.", - "COALDRON_NAME_SUFFIX": "kessel", - "COALDRON_LORE_2": "Kessel sind große, oftmals aus Metall oder Keramik bestehende Töpfe zum Zubereiten von Essen oder Medizin über einem Feuer. Exemplare aus prähistorischen Zeiten wurden überall auf der Welt gefunden, was auch ein Grund dafür sein dürfte, dass sie in der Folklore vieler Kulturen auftauchen.", - "COALDRON_DESCRIPTION": "eine große Keramikfigur mit einem Kesselkörper", - "PUPPERCUT_NAME": "Welpuncher", - "PUPPERCUT_NAME_PREFIX": "Welp", - "PUPPERCUT_NAME_SUFFIX": "puncher", - "PUPPERCUT_LORE_2": "Boxen ist ein Wettkampfsport, bei dem sich zwei Teilnehmer mit Schutzhandschuhen schlagen. Archäologische Funde deuten darauf hin, dass Menschen schon in antiken Zivilisationen auf irgendeine Weise geboxt haben.", - "PUPPERCUT_LORE_1": "Der Welpuncher ist ein ehrgeiziger Boxer. Obwohl er schon mit einem Überzug aus Eisen an verschiedenen Körperteilen geboren wurde, neigt die äußere Schicht zum Rosten. Diese wird abgelegt, wenn er zur ausgewachsenen Form reift.", - "PUPPERCUT_DESCRIPTION": "einen gedrungenen Wolf mit rostiger Boxausrüstung aus Metall", - "SOUTHPAW_NAME": "Linksausleger", - "SOUTHPAW_NAME_PREFIX": "Links", - "SOUTHPAW_NAME_SUFFIX": "ausleger", - "SOUTHPAW_LORE_2": "Das moderne Boxen hat seinen Ursprung in den erstmals im viktorianischen England aufgestellten \\\"Queensberry-Regeln\\\". Darin sind eine Begrenzung auf 12 Runden, große Schutzhandschuhe und der Boxring mit einer Größe von 24 Quadratfuß festgelegt, was man auch im modernen Boxsport noch kennt.", - "SOUTHPAW_LORE_1": "Der Linksausleger ist die letzte Phase des Lebenszyklus des Welpunchers, der seine rostige Panzerung abgelegt hat. Sein Körper ist nun mit einem leichten und flexiblen Metall überzogen, das Angriffe abhält und ihm ermöglicht, schnelle Schläge mit seinen stachelbewehrten Fäusten auszuteilen.", - "BURNACE_NAME": "Brennofen", - "SOUTHPAW_DESCRIPTION": "einen großen Wolf mit glänzender Boxausrüstung aus Metall", - "BURNACE_NAME_PREFIX": "Brenn", - "BURNACE_NAME_SUFFIX": "ofen", - "BURNACE_LORE_1": "Brennöfen haben keine Beine und können sich nur bewegen, indem sie ihre schweren Betonkörper mithilfe ihrer Hände über den Boden rutschen lassen. Ihre ständig brennenden internen Öfen ermöglichen ihnen, aus den \\\"Kaminen\\\" Flammen und giftigen Rauch austreten zu lassen.", - "BURNACE_LORE_2": "Die Industrielle Revolution war ein ab dem 18. Jahrhundert beginnender Zeitraum, in der sich die Produktion der westlichen Welt auf Maschinen verlagerte und rasche technologische Fortschritte erzielt wurden. Vor allem das Bild von Fabriken mit rauchenden Schloten wird mit dieser Zeit in Verbindung gebracht.", - "SMOGMAGOG_NAME": "Smogmagog", - "BURNACE_DESCRIPTION": "eine Fabrikkreatur ohne Beine", - "SMOGMAGOG_LORE_1": "Der \\\"Körper\\\" des Smogmagogs besteht aus Stahl- und Betonschalen, in denen sich ein Feuerelementarwesen befindet. Solang auch nur eine einzige Glut in seiner Hülle vorhanden ist, kämpft der Smogmagog weiter.", - "SMOGMAGOG_NAME_PREFIX": "Smog", - "SMOGMAGOG_NAME_SUFFIX": "magog", - "SMOGMAGOG_DESCRIPTION": "einen Kühlturm-Betonriese", - "SMOGMAGOG_LORE_2": "\\\"Gogmagog\\\" ist der Name eines Riesen der britischen Mythologie. Als Bewohner von Albion (dem Vorläufer des heutigen Großbritanniens) wurde er vom Krieger Corineus getötet, der später das Land Conwall gründete.", - "CANDEVIL_NAME": "Bonbonteufel", - "CANDEVIL_NAME_PREFIX": "Bonbon", - "CANDEVIL_NAME_SUFFIX": "teufel", - "CANDEVIL_LORE_2": "Teufel und Dämonen sind böse Geister oder Wesen, die im Laufe der gesamten Kultur und Geschichte der Menschheit in Folklore und Religionen auftauchen. Ihre Darstellungen – manchmal als gutmütige Plagegeister, mitunter jedoch auch als Manifestationen des Bösen – variieren dabei stark.", - "CANDEVIL_LORE_1": "Bonbonteufel besitzen die seltsame Eigenschaft, Süßigkeiten aus ihrem Körper zu produzieren, die sie als Geschenke oder ballistische Geschosse einsetzen. Manche finden dies charmant, wohingegen andere es als ziemlich eigenartig und eklig ansehen.", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "Auf welchem Gebiet möchtest du studieren?", - "CANDEVIL_DESCRIPTION": "einen pastellfarbenen gehörnten Teufel", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "Alchemie", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "Maschinerie", - "MALCHEMY_NAME": "Malchemist", - "MALCHEMY_NAME_PREFIX": "Mal", - "MALCHEMY_LORE_1": "Eine Reihe seltsamer Änderungen seiner Biochemie kann einen Bonbonteufel zum Malchemisten reifen lassen. Dies führt unter anderem dazu, dass er sich auf die geheime Kunst der Trankherstellung konzentriert, was für die Kreatur oft zu einem bösen Ende führt.", - "MALCHEMY_NAME_SUFFIX": "chemist", - "MALCHEMY_LORE_2": "Alchemie als Studienbereich war der Vorläufer der modernen Chemie. Dabei ging es um die magische oder spirituelle Transformation und Erzeugung von Elementen.", - "MIASMODEUS_NAME": "Miasmodeus", - "MALCHEMY_DESCRIPTION": "einen grinsenden Teufel mit Glasphiole", - "MIASMODEUS_NAME_PREFIX": "Mias", - "MIASMODEUS_NAME_SUFFIX": "modeus", - "MIASMODEUS_DESCRIPTION": "einen auf einem Lolli fliegenden Hexendämon", - "MIASMODEUS_LORE_2": "Im Europa des Mittelalters waren \\\"Hexen\\\" des Praktizierens von Hexerei beschuldigte Frauen. Diese wurden in der Kunst als Personen dargestellt, die Tränke brauten, Tiervertraute hatten und auf Besenstielen flogen.", - "MIASMODEUS_LORE_1": "Miasmodeus-Gruppen fliegen angeblich bei Vollmond auf ihren Lollis durch den Himmel. Im Kampf setzen sie ihre vielen alchemistischen Gebräue ein, um giftige Tränke und tödliche Elemente freizusetzen und ihre Gegner zu vernichten.", - "VENDEMON_NAME": "Venenudämon", - "VENDEMON_NAME_PREFIX": "Venenu", - "VENDEMON_LORE_1": "Ein Bonbonteufel, der sich eine Schutzrüstung aus Metall und Glas gebaut hat. Es wird spekuliert, dass die seltsame Bekleidung einen Versuch darstellt, wie ein Astronaut auszusehen, allerdings kann das niemand mit Sicherheit sagen.", - "VENDEMON_NAME_SUFFIX": "dämon", - "VENDEMON_LORE_2": "Die ersten Kaugummiautomaten tauchten im frühen 20. Jahrhundert in den USA auf. Ein Räderwerk sorgt dafür, dass die Maschine nach dem Einwerfen einer Münze und dem Drehen des Griffs eine einzige Kaugummikugel oder Süßigkeit ausgibt.", - "VENDEMON_DESCRIPTION": "einen Teufel, der einen Kaugummiautomaten trägt", - "GUMBAAL_NAME": "Kaugummibaal", - "GUMBAAL_NAME_PREFIX": "Kaugummi", - "GUMBAAL_LORE_1": "Kaugummibaale sind mit ihrer Metallrüstung verschmolzen und haben sich zu einer gewaltigen Kreatur entwickelt. Die Glaskuppel, die den Kopf formt, ist mit verschiedenen Elementarkugeln gefüllt, die der Kaugummibaal ausspucken kann, um damit anzugreifen.", - "GUMBAAL_NAME_SUFFIX": "baal", - "GUMBAAL_LORE_2": "\\\"Süßigkeiten\\\" sind ein weiter Begriff, der eine Reihe von Naschwerk mit Zucker als Hauptzutat umfasst. Süßigkeiten sind oftmals optisch ansprechend, außerdem gibt es sie in vielen Formen, Größen und Geschmacksrichtungen.", - "GUMBAAL_DESCRIPTION": "einen gewaltigen lebendigen Kaugummiautomaten", - "BANSHEEP_NAME": "Geisterschaf", - "BANSHEEP_NAME_PREFIX": "Geister", - "BANSHEEP_NAME_SUFFIX": "schaf", - "BANSHEEP_LORE_2": "Geister tauchen in der gesamten menschlichen Geschichte und in allen Zivilisationen als Erscheinungen Verstorbener auf. Ob sie harmlos oder böswillig sind, ist je nach Darstellung unterschiedlich und hängt auch von der Persönlichkeit der Toten ab.", - "BANSHEEP_LORE_1": "Das unheimliche nächtliche Stöhnen des wilden Geisterschafs hat schon viele glauben lassen, dass es sich dabei um ruhelose Geister handelt, was jedoch nicht der Wahrheit entspricht. Sie sind quicklebendig, jammern aber gerne rum. Wer macht das nicht?", - "BANSHEEP_DESCRIPTION": "ein mürrisches schwebendes Schaf", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Ins Jenseits aufsteigen", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Ein Geist kann nicht ewig in der Zwischenwelt bleiben.", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Zur Erde zurückkehren", - "WOOLTERGEIST_NAME": "Wolltergeist", - "WOOLTERGEIST_NAME_PREFIX": "Woll", - "WOOLTERGEIST_LORE_2": "Angeblich gibt es viele Arten von Geistern – zu denen auch der Poltergeist gehört, der die einzigartige Fähigkeit besitzt, intensiv mit der körperlichen Welt zu interagieren, um Objekte nach seinen Wünschen zu bewegen.", - "WOOLTERGEIST_LORE_1": "Im Gegensatz zum Geisterschaf ist der Wolltergeist ein untotes Wesen, das sich nur teilweise auf der körperlichen Ebene manifestiert. Wenn er sich in der Nähe eines Orts aufhält, an dem jemand gestorben ist, sollen seine Hörner spitzer werden.", - "WOOLTERGEIST_NAME_SUFFIX": "tergeist", - "WOOLTERGEIST_DESCRIPTION": "einen schafartigen Geist mit müdem Gesichtsausdruck", - "RAMTASM_NAME": "Bocktasma", - "RAMTASM_NAME_PREFIX": "Bock", - "RAMTASM_NAME_SUFFIX": "tasma", - "RAMTASM_LORE_2": "In manchen Geistergeschichten kann ein ruheloser, auf der Erde verweilender Geist erst dann ins Jenseits eintreten, wenn sein letzter Wunsch erfüllt wurde. Andernfalls ist er dazu verdammt, auf ewig hierzubleiben.", - "RAMTASM_LORE_1": "Das Bocktasma hat seine Verbindung zwischen der spirituellen und körperlichen Welt verbessert und kann in beiden gleichzeitig erscheinen. Hierdurch erhält es Zugang zu einer bislang ungenutzten enormen Astralenergie.", - "ZOMBLEAT_NAME": "Zomblöker", - "RAMTASM_DESCRIPTION": "einen gewaltigen engelhaften Bockgeist", - "ZOMBLEAT_NAME_PREFIX": "Zom", - "ZOMBLEAT_NAME_SUFFIX": "blöker", - "ZOMBLEAT_LORE_2": "Ein \\\"Zombie\\\" ist ein mythisches Wesen – üblicherweise eine Leiche, die als geistlose und gefährliche Kreatur wiederbelebt wurde. Die in der Popkultur weitverbreiteten Zombies tauchen in vielen Horrorbüchern und Filmen auf.", - "ZOMBLEAT_LORE_1": "Der Zomblöker ist ein Geist, der sich geweigert hat, ins Jenseits einzutreten, und klammert sich an den Ort, an dem er begraben wurde. Würde er seinen Grabstein loslassen, könnte er das Reich der Sterblichen vielleicht für immer verlassen.", - "ZOMBLEAT_DESCRIPTION": "ein Geisterschaf, das einen Grabstein trägt", - "CAPRICORPSE_NAME": "Hufleiche", - "CAPRICORPSE_NAME_PREFIX": "Huf", - "CAPRICORPSE_NAME_SUFFIX": "leiche", - "CAPRICORPSE_LORE_2": "Grabsteine werden im Rahmen traditioneller Begräbniszeremonien verwendet, um den Ort zu markieren, an dem ein Leichnam begraben wurde. Normalerweise bestehen sie aus Stein und enthalten eine Inschrift des Namens der verstorbenen Person.", - "CAPRICORPSE_DESCRIPTION": "ein Skelettschaf mit Grabstein auf dem Rücken", - "CAPRICORPSE_LORE_1": "Der Geist der Hufleiche ist vollkommen mit seinen eigenen Überresten verschmolzen und bildet einen Körper aus Knochen, Erde und Stein. Hufleichen sind massige Bestien und können noch größer werden, wenn sie im Laufe der Jahrhunderte nach und nach weitere Erde aufnehmen.", - "SAME_FUSION_NAME_1": "Meta-{0}", - "SAME_FUSION_NAME_2": "Super-{0}", - "SAME_FUSION_NAME_3": "Ultra-{0}", - "SAME_FUSION_NAME_4": "Doppel-{0}", - "SAME_FUSION_NAME_5": "Jumbo-{0}", - "SAME_FUSION_NAME_6": "Mutanten-{0}", - "SAME_FUSION_NAME_7": "Hyper-{0}", - "SAME_FUSION_NAME_8": "Giga-{0}", - "SAME_FUSION_NAME_9": "{0} 2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "Welchen Weg der Nacht möchtest du gehen?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Vagabund", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Dieb", - "HOPSKIN_NAME_PREFIX": "Hopp", - "HOPSKIN_NAME": "Hoppskin", - "HOPSKIN_LORE_1": "Der Hoppskin lockt seine Beute mit Bernsteinaugen und breitem Lächeln an. Wer auf diese Scharade jedoch reinfällt, wird rasch mit den rasiermesserscharfen Krallen niedergestreckt, die er unter einem dreckigen Mantel verbirgt.", - "HOPSKIN_NAME_SUFFIX": "skin", - "HOPSKIN_DESCRIPTION": "einen gerissenen Kobold mit Mantel", - "HOPSKIN_LORE_2": "1955 berichtete eine Familie im amerikanischen Hopkinsville von einem Angriff seltsamer Kreaturen auf ihren Bauernhof. Ihrer Beschreibung nach hatten die Wesen spitze Ohren, Hände mit Krallen und große, gelb leuchtende Augen.", - "RIPTERRA_NAME": "Ripterra", - "RIPTERRA_NAME_PREFIX": "Rip", - "RIPTERRA_NAME_SUFFIX": "terra", - "RIPTERRA_DESCRIPTION": "ein gruseliges Trenchcoat-Monster", - "RIPTERRA_LORE_2": "Im Großbritannien des 19. Jahrhunderts wurden Geschichten über schaurige Schrecken und bösartige Mordgesellen in Form von \\\"Groschenromanen\\\" veröffentlicht. Diese billig produzierte Literatur war oftmals mit schockierenden und gewalttätigen Bildern illustriert.", - "RIPTERRA_LORE_1": "Die Anatomie des Ripterra ist nicht einfach zu beschreiben. Er hat weniger einen Körper, als vielmehr ein wirres Netz aus Gliedmaßen mit Krallen, die unter einem fleckigen Trenchcoat und Hut wahllos zusammengebunden sind.", - "SNOOPIN_NAME": "Raubling", - "SNOOPIN_NAME_PREFIX": "Raub", - "SNOOPIN_LORE_1": "Raublinge sind Meisterdiebe und schmücken sich oftmals mit ihren gestohlenen Schätzen. Die Menge der getragenen Schmuckstücke sagt also etwas darüber aus, ob ein Raubling ein guter Dieb ist.", - "SNOOPIN_NAME_SUFFIX": "ling", - "SNOOPIN_LORE_2": "Arséne Lupin ist ein fiktionaler \\\"Gentleman-Dieb\\\" aus den Werken des Autors Maurice Leblanc. Die auch heute noch beliebte Figur taucht in zahlreichen Geschichten und Adaptionen auf.", - "SCAMPIRE_NAME": "Gaunpir", - "SNOOPIN_DESCRIPTION": "einen Kobold mit Stock", - "SCAMPIRE_NAME_PREFIX": "Gaun", - "SCAMPIRE_LORE_1": "Gaunpire legen Verstecke mit zahllosen gestohlenen Reichtümern und Waren an, um denjenigen aufzulauern, die sie schließlich betreten. Seit Neuestem können sie auch fliegen, obwohl unklar ist, ob sie dafür ihre Flügel benutzen.", - "SCAMPIRE_NAME_SUFFIX": "pir", - "SCAMPIRE_LORE_2": "Vampire tauchen in der gesamten Menschheitsgeschichte als Konzept in Volkserzählungen auf. Einer modernen Interpretation des Vampirmythos nach stellen sie die Eliten der Gesellschaft dar, die die unteren Schichten buchstäblich aussaugen.", - "MACABRA_NAME_PREFIX": "Makab", - "SCAMPIRE_DESCRIPTION": "einen Vampir mit Hut", - "MACABRA_NAME": "Makabra", - "MACABRA_LORE_1": "Der Makabra kann nicht sehen, sondern \\\"schmeckt\\\" in der Luft um ihn herum, ob es potenzielle Beute gibt. Gern tut er dies an einem hohen Aussichtspunkt und ist häufig auf Felsen oder Tierschädeln zu sehen.", - "MACABRA_NAME_SUFFIX": "kabra", - "MACABRA_LORE_2": "Der \\\"Chupacabra\\\" gehört zu den jüngeren Fabelwesen. Die Vorstellung einer nachtaktiven blutsaugenden Kreatur unbekannter Herkunft entsprang Berichten aus Lateinamerika, laut denen Vieh das Blut ausgesaugt wurde.", - "ACHIEVEMENT_NAME_head_skip": "Hoch hinaus", - "ACHIEVEMENT_NAME_defeat_black_shuck": "Schattenkampf", - "ACHIEVEMENT_DESC_head_skip": "Versuche, an einem Kämpfer vorbeizuschleichen, indem du über seinen Kopf springst.", - "ACHIEVEMENT_DESC_defeat_black_shuck": "Besiege dein eigenes Selbst im Kampf.", - "ACHIEVEMENT_NAME_obtain_magikrab": "Spitze der Evolution", - "ACHIEVEMENT_DESC_obtain_magikrab": "Erhalte eine angeblich unmöglich zu findende Monstergestalt.", - "ACHIEVEMENT_NAME_aa_lenna": "Heldin einer anderen Geschichte", - "DEFAULT_PLAYER_NAME": "Cass", - "ACHIEVEMENT_DESC_aa_lenna": "Beweise dich gegenüber einem bestimmten Krieger.", - "MEREDITH_NAME": "Meredith", - "KAYLEIGH_NAME": "Kayleigh", - "FELIX_NAME": "Felix", - "EUGENE_NAME": "Eugene", - "VIOLA_NAME": "Viola", - "DOG_NAME": "Barkley", - "UNKNOWN_NAME": "???", - "SEBASTIAN_NAME": "Sebastian", - "LANDKEEPER_NAME": "Makler", - "LANDKEEPER1_NAME": "Makler 1", - "LANDKEEPER2_NAME": "Makler 2", - "SUNNY_NAME": "Sunny", - "LANDKEEPERS_NAME": "Makler", - "SUNNY_UNKNOWN_NAME": "Zerzauste Maklerin", - "CULTIST_NAME.m": "Kultist", - "CULTIST_NAME.f": "Kultist", - "RANGER_NAME.m": "Ranger", - "CULTIST_NAME.n": "Kultist", - "RANGER_NAME.f": "Ranger", - "RANGER_NAME.n": "Ranger", - "RANGER_RECRUITER_NAME.m": "Rekrutierer", - "RANGER_RECRUITER_NAME.f": "Rekrutierer", - "RANGER_RECRUITER_NAME.n": "Rekrutierer", - "RANGER_WANNABE_NAME.m": "Möchtegern", - "RANGER_WANNABE_NAME.f": "Möchtegern", - "RANGER_WANNABE_NAME.n": "Möchtegern", - "RANGER_TRAINEE_NAME": "Auszubildender", - "RESEARCHER_NAME.m": "Forscher", - "ACHIEVEMENT_NAME_quest_hoylake": "Auf der Jagd", - "ACHIEVEMENT_DESC_quest_hoylake": "Hilf Hoylake bei seiner Forschung.", - "ACHIEVEMENT_NAME_defeat_ghost": "Who You Gonna Call?", - "ACHIEVEMENT_DESC_defeat_ghost": "Besiege einen Geist.", - "ACHIEVEMENT_NAME_rogue_fusion": "Summe der Teile", - "ACHIEVEMENT_DESC_rogue_fusion": "Besiege eine Schurken-Fusion.", - "ACHIEVEMENT_NAME_swarm_fusion": "Monstergemetzel", - "ACHIEVEMENT_DESC_swarm_fusion": "Besiege einen Schwarm.", - "ACHIEVEMENT_DESC_unstable_fusion": "Besiege eine Instabile Fusion.", - "ACHIEVEMENT_NAME_unstable_fusion": "Nicht nach Mitternacht füttern", - "ACHIEVEMENT_NAME_orb_fusion": "Das ist kein Mond", - "ACHIEVEMENT_DESC_orb_fusion": "Besiege eine Kugel-Fusion.", - "ACHIEVEMENT_NAME_rogue_fusion_5": "Schurkisch", - "ACHIEVEMENT_DESC_rogue_fusion_5": "Besiege 5 Schurken-Fusionen.", - "ACHIEVEMENT_NAME_quest_kayleigh1": "I Ran So Far Away, Teil 1", - "ACHIEVEMENT_DESC_quest_kayleigh1": "Starte Kayleighs Quest.", - "ACHIEVEMENT_NAME_offices_cleared_1": "Acting On Your Best Behavior, Teil 1", - "ACHIEVEMENT_NAME_offices_cleared_3": "Acting On Your Best Behavior, Teil 3", - "ACHIEVEMENT_DESC_offices_cleared_2": "Räume 2 Maklerbüros.", - "ACHIEVEMENT_NAME_sign_up_rangers": "Take Me On, Teil 1", - "ACHIEVEMENT_NAME_rogue_fusion_10": "Schurkenzellen", - "ACHIEVEMENT_NAME_rogue_fusion_20": "Schurkengalerie", - "ACHIEVEMENT_DESC_rogue_fusion_10": "Besiege zehn Schurken-Fusionen.", - "ACHIEVEMENT_DESC_rogue_fusion_20": "Besiege 20 Schurken-Fusionen.", - "ACHIEVEMENT_NAME_rogue_fusion_50": "Schurkenwelt", - "ACHIEVEMENT_NAME_overworld_chunks": "Tourist", - "ACHIEVEMENT_DESC_rogue_fusion_50": "Besiege 50 Schurken-Fusionen.", - "ACHIEVEMENT_DESC_overworld_chunks": "Besuche jeden Teil von Neu Wirral.", - "ACHIEVEMENT_NAME_reopened_stations_all": "Zurücktreten, bitte", - "ACHIEVEMENT_DESC_reopened_stations_all": "Eröffne alle Bahnhöfe wieder.", - "ACHIEVEMENT_NAME_observe_species_120": "Amateurzoologe", - "ACHIEVEMENT_DESC_observe_species_120": "Beobachte 120 verschiedene Arten.", - "ACHIEVEMENT_NAME_obtain_species_10": "Zoologe, Teil 1", - "ACHIEVEMENT_DESC_obtain_species_10": "Erhalte zehn verschiedene Arten.", - "ACHIEVEMENT_NAME_obtain_species_20": "Zoologe, Teil 2", - "ACHIEVEMENT_DESC_investigate_rumor": "Untersuche ein Gerücht.", - "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", - "ACHIEVEMENT_NAME_obtain_candevil": "Ich will was Süßes", - "ACHIEVEMENT_DESC_partner_felix": "Schalte Felix frei.", - "ACHIEVEMENT_NAME_partner_dog": "Barkley", - "ACHIEVEMENT_DESC_partner_dog": "Schalte Barkley frei.", - "ACHIEVEMENT_NAME_partner_meredith": "Meredith", - "ACHIEVEMENT_DESC_partner_meredith": "Schalte Meredith frei.", - "ACHIEVEMENT_NAME_partner_felix": "Felix", - "ACHIEVEMENT_NAME_quest_meredith1": "Falldown Mall", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "I Ran So Far Away, Teil 2", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Schließe Kayleighs Quest ab.", - "ACHIEVEMENT_NAME_quest_eugene_complete": "Acting On Your Best Behavior, Teil 6", - "ACHIEVEMENT_DESC_quest_eugene_complete": "Schließe Eugenes Quest ab.", - "ACHIEVEMENT_DESC_obtain_rumor": "Erhalte ein Gerücht.", - "ACHIEVEMENT_NAME_offices_cleared_4": "Acting On Your Best Behavior, Teil 4", - "ACHIEVEMENT_DESC_offices_cleared_3": "Räume 3 Maklerbüros.", - "ACHIEVEMENT_NAME_captain_wallace": "Mit dem Rücken zur Wand", - "ACHIEVEMENT_DESC_captain_wallace": "Besiege Captain Wallace.", - "ACHIEVEMENT_DESC_captain_skip": "Besiege Captain Skip.", - "ACHIEVEMENT_NAME_captain_skip": "Des einen Leid", - "ACHIEVEMENT_DESC_captain_judas": "Besiege Captain Judas.", - "ACHIEVEMENT_NAME_captain_zedd": "Ausschlafen", - "ACHIEVEMENT_DESC_captain_zedd": "Besiege Captain Zedd.", - "ACHIEVEMENT_NAME_captain_judas": "Auf alles vorbereitet", - "ACHIEVEMENT_NAME_captain_cleeo": "Alles für den Sieger", - "ACHIEVEMENT_DESC_captain_cleeo": "Besiege Captain Clee-O.", - "ACHIEVEMENT_NAME_captain_lodestein": "Elektrisierend", - "ACHIEVEMENT_DESC_captain_lodestein": "Besiege Captain Lodestein.", - "ACHIEVEMENT_NAME_captain_dreadful": "Hinter dem Schleier", - "ACHIEVEMENT_DESC_captain_dreadful": "Besiege Captain Penny Dreadful.", - "ACHIEVEMENT_NAME_captain_gladiola": "Auf Messers Schneide", - "ACHIEVEMENT_DESC_captain_gladiola": "Besiege Captain Gladiola.", - "ACHIEVEMENT_NAME_captain_heather": "Stürmisches Wetter", - "ACHIEVEMENT_DESC_captain_heather": "Besiege Captain Heather.", - "ACHIEVEMENT_NAME_captain_buffy": "In Schwitzen kommen", - "ACHIEVEMENT_DESC_captain_buffy": "Besiege Captain Buffy.", - "ACHIEVEMENT_DESC_obtain_species_20": "Erhalte 20 verschiedene Arten.", - "ACHIEVEMENT_NAME_obtain_species_50": "Zoologe, Teil 3", - "ACHIEVEMENT_DESC_obtain_species_50": "Erhalte 50 verschiedene Arten.", - "ACHIEVEMENT_NAME_obtain_species_100": "Zoologe, Teil 4", - "ACHIEVEMENT_DESC_obtain_species_100": "Erhalte 100 verschiedene Arten.", - "ACHIEVEMENT_NAME_obtain_species_120": "Profizoologe", - "ACHIEVEMENT_DESC_obtain_species_120": "Erhalte 120 verschiedene Arten.", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "Cassette-Beasts-Meister", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "Erhalte Zusatzdaten über alle Spezies.", - "ACHIEVEMENT_DESC_bootleg_beast": "Erhalte einen Bootleg des Bestientyps.", - "ACHIEVEMENT_NAME_bootleg_beast": "Bestien-Bootleg", - "ACHIEVEMENT_NAME_bootleg_fire": "Feuer-Bootleg", - "ACHIEVEMENT_DESC_bootleg_plant": "Erhalte einen Bootleg des Pflanzentyps.", - "ACHIEVEMENT_DESC_bootleg_fire": "Erhalte einen Bootleg des Feuertyps.", - "ACHIEVEMENT_NAME_bootleg_plastic": "Spielzeug-Bootleg", - "ACHIEVEMENT_DESC_bootleg_plastic": "Erhalte einen Bootleg des Plastiktyps.", - "ACHIEVEMENT_NAME_bootleg_plant": "Grüner Bootleg", - "ACHIEVEMENT_NAME_tutorial": "This Is The World We Live In", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Große Eröffnung", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Erreiche 5 Herzen mit Eugene.", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Filmabend", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Erreiche 5 Herzen mit Meredith.", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "Der beste Freund des Hundes", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "Erreiche 5 Herzen mit Felix.", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "Künstlerporträt", - "ACHIEVEMENT_NAME_bootleg_water": "Wasser-Bootleg", - "ACHIEVEMENT_DESC_bootleg_water": "Erhalte einen Bootleg des Wassertyps.", - "ACHIEVEMENT_NAME_bootleg_poison": "Gift-Bootleg", - "ACHIEVEMENT_DESC_bootleg_poison": "Erhalte einen Bootleg des Gifttyps.", - "ACHIEVEMENT_NAME_bootleg_astral": "Kosmischer Bootleg", - "ACHIEVEMENT_DESC_bootleg_astral": "Erhalte einen Bootleg des Astraltyps.", - "ACHIEVEMENT_NAME_bootleg_ice": "Eis-Bootleg", - "ACHIEVEMENT_DESC_bootleg_ice": "Erhalte einen Bootleg des Eistyps.", - "ACHIEVEMENT_NAME_bootleg_lightning": "Schock-Bootleg", - "ACHIEVEMENT_DESC_bootleg_lightning": "Erhalte einen Bootleg des Blitztyps.", - "ACHIEVEMENT_NAME_bootleg_air": "Windiger Bootleg", - "ACHIEVEMENT_DESC_bootleg_air": "Erhalte einen Bootleg des Lufttyps.", - "ACHIEVEMENT_NAME_bootleg_earth": "Steiniger Bootleg", - "ACHIEVEMENT_DESC_bootleg_earth": "Erhalte einen Bootleg des Erdtyps.", - "ACHIEVEMENT_NAME_bootleg_metal": "Eiserner Bootleg", - "ACHIEVEMENT_DESC_bootleg_metal": "Erhalte einen Bootleg des Metalltyps.", - "ACHIEVEMENT_DESC_sign_up_rangers": "Werde Mitglied der Ranger.", - "ACHIEVEMENT_NAME_obtain_rumor": "Gerüchteküche", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "Erreiche 5 Herzen mit Barkley.", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "Wie es euch gefällt", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "Erreiche 5 Herzen mit Viola.", - "ACHIEVEMENT_NAME_romantic_relationship": "Two Hearts Beat as One", - "ACHIEVEMENT_DESC_romantic_relationship": "Beginne eine Liebesbeziehung.", - "ACHIEVEMENT_NAME_reopened_stations_final": "Halt dich an meine Worte", - "ACHIEVEMENT_NAME_captain_cybil": "Der Radio-Star", - "ACHIEVEMENT_DESC_captain_cybil": "Besiege Captain Cybil.", - "ACHIEVEMENT_DESC_captain_codey": "Besiege Captain Codey.", - "ACHIEVEMENT_NAME_captain_codey": "Den Planeten hacken", - "ACHIEVEMENT_DESC_defeat_ianthe": "Besiege Ianthe und werde ein Ranger-Captain.", - "ACHIEVEMENT_NAME_defeat_ianthe": "Take Me On, Teil 2", - "ACHIEVEMENT_NAME_quest_overtime": "Überstunden", - "ACHIEVEMENT_DESC_quest_overtime": "Wähle ein Design für das Schild von Hafenstadt aus.", - "ACHIEVEMENT_NAME_quest_sunny": "Wie fühlt sich das an?", - "ACHIEVEMENT_DESC_quest_sunny": "Hilf Sunny, ein neues Leben zu beginnen.", - "ACHIEVEMENT_NAME_offices_cleared_5": "Acting On Your Best Behavior, Teil 5", - "ACHIEVEMENT_DESC_offices_cleared_4": "Räume 4 Maklerbüros.", - "ACHIEVEMENT_DESC_kuneko_altars_1": "Triff Kuneko an einem Altar.", - "ACHIEVEMENT_NAME_kuneko_altars_2": "Don't You Want Me, Teil 3", - "ACHIEVEMENT_DESC_kuneko_altars_2": "Triff Kuneko an 2 Altären.", - "ACHIEVEMENT_DESC_kuneko_altars_4": "Triff Kuneko an 4 Altären.", - "ACHIEVEMENT_NAME_kuneko_altars_3": "Don't You Want Me, Teil 4", - "ACHIEVEMENT_DESC_partner_kayleigh": "Schalte Kayleigh frei.", - "ACHIEVEMENT_NAME_partner_eugene": "Eugene", - "ACHIEVEMENT_DESC_partner_eugene": "Schalte Eugene frei.", - "ACHIEVEMENT_DESC_remaster": "Remastere eine Kassette.", - "ACHIEVEMENT_NAME_investigate_rumor": "Was man sich erzählt", - "ACHIEVEMENT_NAME_bootleg_glass": "Klarer Bootleg", - "ACHIEVEMENT_DESC_bootleg_glass": "Erhalte einen Bootleg des Glastyps.", - "ACHIEVEMENT_NAME_bootleg_glitter": "Funkelnder Bootleg", - "ACHIEVEMENT_DESC_bootleg_glitter": "Erhalte einen Bootleg des Glittertyps.", - "ACHIEVEMENT_NAME_train_frankie": "Frankie Goes to Wonderland", - "ACHIEVEMENT_DESC_train_frankie": "Schließe Frankies Training ab.", - "ACHIEVEMENT_NAME_train_vin": "Einsamer Wolf", - "ACHIEVEMENT_DESC_train_vin": "Schließe Vins Training ab.", - "ACHIEVEMENT_NAME_noticeboard_5": "Ranger-Einsteiger", - "ACHIEVEMENT_DESC_noticeboard_5": "Schließe 5 Quests vom Schwarzen Brett ab.", - "ACHIEVEMENT_NAME_noticeboard_20": "Ranger-Schüler", - "ACHIEVEMENT_DESC_noticeboard_20": "Schließe 20 Quests vom Schwarzen Brett ab.", - "ACHIEVEMENT_NAME_noticeboard_50": "Fleißiger Ranger", - "ACHIEVEMENT_DESC_noticeboard_50": "Schließe 50 Quests vom Schwarzen Brett ab.", - "ACHIEVEMENT_NAME_noticeboard_100": "Profi-Ranger", - "ACHIEVEMENT_DESC_noticeboard_100": "Schließe 100 Quests vom Schwarzen Brett ab.", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "Stickersammler", - "RESEARCHER_NAME.f": "Forscher", - "RESEARCHER_NAME.n": "Forscher", - "PENSBY_NAME": "Dr. Pensby", - "FRANKIE_NAME": "Frankie", - "HOYLAKE_NAME": "Hoylake", - "KIRBY_NAME": "Kirby", - "VIN_NAME": "Vin", - "THIEF_NAME": "Dieb", - "TRAVELER_NAME.m": "Reisender", - "TRAVELER_NAME.f": "Reisender", - "TREASURE_SEEKER_NAME.m": "Sucher", - "TRAVELER_NAME.n": "Reisender", - "TREASURE_SEEKER_NAME.n": "Sucher", - "TREASURE_SEEKER_NAME.f": "Sucher", - "HISTORIAN_NAME.m": "Historiker", - "HISTORIAN_NAME.f": "Historiker", - "ROCKER_NAME.m": "Rocker", - "HISTORIAN_NAME.n": "Historiker", - "ROCKER_NAME.f": "Rocker", - "ROCKER_NAME.n": "Rocker", - "CAMPER_NAME.m": "Camper", - "CAMPER_NAME.f": "Camper", - "SOLDIER_NAME.m": "Soldat", - "CAMPER_NAME.n": "Camper", - "SOLDIER_NAME.n": "Soldat", - "TAMER_NAME.m": "Zähmer", - "SOLDIER_NAME.f": "Soldat", - "TAMER_NAME.f": "Zähmer", - "TAMER_NAME.n": "Zähmer", - "CREEP_NAME.m": "Scheusal", - "CREEP_NAME.f": "Scheusal", - "FARMER_EDWARD_NAME": "Edward Piper", - "CREEP_NAME.n": "Scheusal", - "FARMER_MARIS_NAME": "Maris Piper", - "IANTHE_NAME": "Anführerin Ianthe", - "IANTHE_NAME_SHORT": "Ianthe", - "IANTHE_SUBTITLE": "Ranger-Anführerin", - "LEADER_IANTHE_UNKNOWN_NAME": "Selbstbewusste Frau", - "CAPTAIN_WALLACE_NAME": "Captain Wallace", - "CAPTAIN_WALLACE_NAME_SHORT": "Wallace", - "CAPTAIN_WALLACE_SUBTITLE": "Bauarbeiter", - "CAPTAIN_SKIP_NAME": "Captain Skip", - "CAPTAIN_SKIP_NAME_SHORT": "Skip", - "CAPTAIN_SKIP_SUBTITLE": "Fragwürdiger Schatzsucher", - "CAPTAIN_ZEDD_NAME_SHORT": "Zedd", - "CAPTAIN_ZEDD_NAME": "Captain Zedd", - "CAPTAIN_ZEDD_SUBTITLE": "\\\"Meditierer\\\"", - "CAPTAIN_JUDAS_NAME": "Captain Judas", - "CAPTAIN_JUDAS_NAME_SHORT": "Judas", - "ACHIEVEMENT_NAME_offices_cleared_2": "Acting On Your Best Behavior, Teil 2", - "ACHIEVEMENT_DESC_offices_cleared_1": "Räume ein Maklerbüro.", - "ACHIEVEMENT_DESC_tutorial": "Schließe das Tutorial ab.", - "MOVE_FUSION_POWER_PREFIX_water_1": "Hydro", - "MOVE_FUSION_POWER_PREFIX_water_2": "Sturm", - "MOVE_FUSION_POWER_PREFIX_water_3": "Monsun", - "MOVE_FUSION_POWER_PREFIX_water_4": "Sintflutartig", - "MOVE_FUSION_POWER_PREFIX_water_5": "Mahlstrom", - "MOVE_FUSION_POWER_PREFIX_water_6": "Abyssal", - "MOVE_FUSION_POWER_PREFIX_water_7": "Neptunisch", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "Glitzernd", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "Funkelnd", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "Regenbogen", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "Feenhaft", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "Gerissen", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "Selbstgemacht", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "Einhorn", - "MOVE_FUSION_POWER_PREFIX_astral_1": "Kosmisch", - "MOVE_FUSION_POWER_PREFIX_astral_2": "Planetar", - "MOVE_FUSION_POWER_PREFIX_astral_3": "Himmlisch", - "MOVE_FUSION_POWER_PREFIX_astral_4": "Stellar", - "MOVE_FUSION_POWER_PREFIX_astral_5": "Ätherisch", - "MOVE_FUSION_POWER_PREFIX_astral_6": "Orbital", - "MOVE_FUSION_POWER_PREFIX_astral_7": "Stygisch", - "MOVE_FUSION_POWER_PREFIX_air_1": "Zyklonal", - "MOVE_FUSION_POWER_PREFIX_air_2": "Tornado", - "MOVE_FUSION_POWER_PREFIX_air_3": "Wirbelwind", - "MOVE_FUSION_POWER_PREFIX_air_4": "Hurrikan", - "MOVE_FUSION_POWER_PREFIX_air_5": "Windig", - "MOVE_FUSION_POWER_PREFIX_air_6": "Schallknall", - "MOVE_FUSION_POWER_PREFIX_air_7": "Empyreisch", - "MOVE_FUSION_POWER_PREFIX_earth_1": "Versteinernd", - "MOVE_FUSION_POWER_PREFIX_earth_2": "Mineral", - "MOVE_FUSION_POWER_PREFIX_earth_3": "Erz", - "MOVE_FUSION_POWER_PREFIX_earth_4": "Bergig", - "MOVE_FUSION_POWER_PREFIX_earth_5": "Kiesig", - "MOVE_FUSION_POWER_PREFIX_earth_6": "Stein", - "MOVE_FUSION_POWER_PREFIX_earth_7": "Granit", - "MOVE_FUSION_POWER_PREFIX_glass_1": "Glas", - "MOVE_FUSION_POWER_PREFIX_glass_2": "Zerschmetternd", - "MOVE_FUSION_POWER_PREFIX_glass_3": "Spiegelnd", - "MOVE_FUSION_POWER_PREFIX_glass_4": "Gezackt", - "MOVE_FUSION_POWER_PREFIX_glass_5": "Brüchig", - "MOVE_FUSION_POWER_PREFIX_ice_1": "Gefroren", - "MOVE_FUSION_POWER_PREFIX_glass_6": "Durchsichtig", - "MOVE_FUSION_POWER_PREFIX_ice_2": "Minusgrad", - "MOVE_FUSION_POWER_PREFIX_ice_3": "Eiskalt", - "MOVE_FUSION_POWER_PREFIX_ice_4": "Polar", - "MOVE_FUSION_POWER_PREFIX_ice_5": "Eisig", - "MOVE_FUSION_POWER_PREFIX_ice_7": "Schneesturm", - "MOVE_FUSION_POWER_PREFIX_ice_6": "Frostig", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "Orkan", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "Aufziehend", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "Elektrisch", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "Schockend", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "Blitz", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "Volt", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "Magnetisch", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "Tesla", - "MOVE_FUSION_POWER_PREFIX_metal_1": "Stahl", - "MOVE_FUSION_POWER_PREFIX_metal_2": "Metallurgisch", - "MOVE_FUSION_POWER_PREFIX_metal_3": "Silber", - "MOVE_FUSION_POWER_PREFIX_metal_4": "Quecksilbrig", - "MOVE_FUSION_POWER_PREFIX_metal_5": "Resonant", - "MOVE_FUSION_POWER_PREFIX_metal_6": "Titan", - "MOVE_FUSION_POWER_SWORD": "Schwert", - "MOVE_FUSION_POWER_AXE": "Axt", - "MOVE_FUSION_POWER_KATANA": "Katana", - "MOVE_FUSION_POWER_HAMMER": "Hammer", - "MOVE_FUSION_POWER_HALBERD": "Hellebarde", - "MOVE_FUSION_POWER_BLADEWHEEL": "Rad", - "MOVE_FUSION_POWER_FIST": "Faust", - "MOVE_FUSION_POWER_SMASH": "Schmetterer", - "MOVE_FUSION_POWER_SHURIKEN": "Wurfstern", - "MOVE_FUSION_POWER_ARROW": "Pfeil", - "MOVE_FUSION_POWER_ORB": "Kugel", - "MOVE_FUSION_POWER_KUNAI": "Kunai", - "MOVE_FUSION_POWER_SHARDS": "Scherben", - "MOVE_FUSION_POWER_SPIKES": "Stacheln", - "MOVE_FUSION_POWER_METEOR": "Meteor", - "MOVE_FUSION_POWER_BEAM": "Strahl", - "MOVE_FUSION_POWER_BLAST": "Explosion", - "MOVE_FUSION_POWER_BOMB": "Bombe", - "MOVE_RITUAL_NAME": "Ritual", - "MOVE_IRON_FILINGS_NAME": "Eisenspäne", - "MOVE_DESCRIPTION_RITUAL": "Erweckt den Benutzer bei einer Niederlage mit 25 % seiner TP wieder.", - "MOVE_DESCRIPTION_IRON_FILINGS": "Macht das Ziel leitend.", - "MOVE_AA_OLDGANTE_THRASH_NAME": "Disharmonischer Schlag", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda Morgana", - "MOVE_TRICK_NAME": "Süßes", - "MOVE_TREAT_NAME": "Saures", - "MOVE_ATTRIBUTE_STAT": "{stat_value} % {stat_name}", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Schaden basiert auf {stat_name}, wenn höher", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Kritischer Treffer bei Typenvorteil", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passiv: {stat_value} % {stat_name}", - "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value} % {stat_name} pro leerem Platz", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "Dauer +1", - "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 Zusatztreffer", - "MOVE_ATTRIBUTE_HEAL": "Heilt {stat_value} % der maximalen TP", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passiv: {stat_value} % {stat_name} pro leerem Platz", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Heilt {stat_value} % der maximalen TP pro leerem Platz", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "Chance von {chance} % auf {status_effect}", - "MOVE_ATTRIBUTE_BUFF_USER": "Chance von {chance} % auf {status_effect}", - "MOVE_ATTRIBUTE_AP_REFUND": "Chance von {chance} %, {amount} AP nach der Benutzung zurückzuerhalten", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "Chance von {chance} %, die gesamten AP nach der Benutzung zurückzuerhalten", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "Chance von {chance} % auf Benutzung zu Beginn von Kämpfen", - "MOVE_ATTRIBUTE_SHARED": "Mit Verbündeten geteilt", - "MOVE_ATTRIBUTE_COMPATIBILITY": "Mit jeder Kassette kompatibel", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "Chance von {chance} % auf Benutzung am Ende einer Runde", - "MOVE_ATTRIBUTE_USE_AGAIN": "Chance von {chance} % auf zweimalige Benutzung", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "Chance von {chance} % auf Benutzung bei Treffern", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "Chance von {chance} % auf Benutzung nach Angriffen", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "Chance von {chance} % auf Benutzung von {move_name} nach Wirkung", - "MOVE_ATTRIBUTE_MULTITARGET": "Chance von {chance} % auf Anvisieren des gesamten Teams", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Zerstört Wälle", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 Platz", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignoriert Wälle", - "MOVE_ATTRIBUTE_USE_RANDOM": "Chance von {chance} % auf Benutzung einer zufälligen Aktion", - "MOVE_BAD_JOKE_JOKE3": "Warum darf die Verkehrskrabbe nicht in der Friedensbewegung mitmachen? Wegen ihres Panzers!", - "MOVE_BAD_JOKE_JOKE1": "Warum kommt die Verkehrskrabbe nicht über die Straße? Sie kann nur seitwärts gehen!", - "MOVE_BAD_JOKE_JOKE2": "Was isst die Verkehrskrabbe am liebsten? Stau-densellerie!", - "MOVE_BAD_JOKE_JOKE4": "Warum hat die Verkehrskrabbe keine Freunde mehr? Ihre Wortspiele waren einfach klauenhaft!", - "MOVE_BAD_JOKE_JOKE7": "Wie essen Kugelinos? Sehr schnell!", - "MOVE_BAD_JOKE_JOKE6": "Was isst der Eisspecht am liebsten? Schoko und Vanille!", - "MOVE_BAD_JOKE_JOKE5": "Warum brauchen Skelevangelisten keine Hautcreme? Tja, warum wohl ...?", - "MOVE_BAD_JOKE_JOKE8": "Was machen Zeitlose, wenn sie nach dem Essen noch Hunger haben? Vier Sekunden zurückgehen!", - "MOVE_BAD_JOKE_JOKE9": "Was isst der Terrakocher am liebsten? Gebrannte Mandeln!", - "MOVE_BAD_JOKE_JOKE11": "Das Sterntierchen leidet unter Klaustrophobie. Es braucht einfach etwas Raum.", - "MOVE_BAD_JOKE_JOKE12": "Als was geht der Blitztana im Karneval? Als Funkenmariechen!", - "MOVE_BAD_JOKE_JOKE10": "Warum sollte man niemals einen Zeitlosen kaufen? Das kostet einfach zu viel Zeit!", - "MOVE_BAD_JOKE_JOKE18": "Warum musste der Makler zum Psychiater? Er hatte einen Apartmentkomplex!", - "MOVE_BAD_JOKE_JOKE14": "Wo wohnt der König der Hüpfkürbisse? In der Hüpfburg!", - "MOVE_BAD_JOKE_JOKE13": "Wie nennt man einen Blattigator, der eine Weste trägt? Einen Blattinwestor!", - "MOVE_BAD_JOKE_JOKE15": "Ich kenne einen Witz über Elementarchemie, aber ich glaube, der wird keine Reaktion auslösen ...", - "MOVE_BAD_JOKE_JOKE16": "Warum wurde die Wirbelpuppe befördert? Sie stach einfach in ihrem Feld heraus!", - "MOVE_BAD_JOKE_JOKE17": "Wo hat das Buschauge alles gelernt, was es wissen muss? In der Baumschule!", - "MOVE_BAD_JOKE_JOKE20": "Warum kann der Makler nicht Trompete spielen? Weil sie kein Grundstück hat!", - "MOVE_BAD_JOKE_JOKE19": "Wie nennt man einen unbeweglichen Makler? Immobil.", - "MOVE_NAME_INSOMNIA": "Schlaflosigkeit", - "MOVE_DESCRIPTION_INSOMNIA": "Verhindert, dass der Benutzer einschläft.", - "MOVE_NAME_ELDRITCH": "Schauerlich", - "MOVE_DESCRIPTION_ELDRITCH": "Verhindert, dass die Werte des Benutzers verringert werden.", - "MOVE_NAME_STATUS_RESISTANCE": "Statusresistenz", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "Der Benutzer erleidet verringerten Schaden durch die Statuseffekte Verbrannt, Vergiftet und Ausgesaugt.", - "MOVE_NAME_NEUTRALISE": "Neutralisieren", - "MOVE_DESCRIPTION_LIQUID_BODY": "Verhindert, dass der Benutzer \\\"Verbrannt\\\" erleidet, lässt jedoch alle eingehenden Angriffe des Eis- und Blitztyps kritisch werden.", - "MOVE_NAME_LIQUID_BODY": "Flüssiger Körper", - "MOVE_DESCRIPTION_NEUTRALISE": "Entfernt automatisch die Schwächungen des Benutzers, wenn seine TP unter 50 % fallen.", - "MOVE_NAME_PHASE_SHIFT": "Phasenverschiebung", - "MOVE_DESCRIPTION_PHASE SHIFT": "Der Benutzer kann mit seinen Angriffen Geister treffen.", - "MOVE_CAMOUFLAGE_WATER_NAME": "Wassertarnung", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Plastiktarnung", - "MOVE_CAMOUFLAGE_AIR_NAME": "Lufttarnung", - "MOVE_CAMOUFLAGE_EARTH_NAME": "Erdtarnung", - "MOVE_CAMOUFLAGE_FIRE_NAME": "Feuertarnung", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Astraltarnung", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Blitztarnung", - "MOVE_CAMOUFLAGE_METAL_NAME": "Metalltarnung", - "MOVE_CAMOUFLAGE_BEAST_NAME": "Bestientarnung", - "MOVE_CAMOUFLAGE_PLANT_NAME": "Pflanzentarnung", - "MOVE_CAMOUFLAGE_POISON_NAME": "Gifttarnung", - "MOVE_CAMOUFLAGE_ICE_NAME": "Eistarnung", - "MOVE_CAMOUFLAGE_GLASS_NAME": "Glastarnung", - "MOVE_DESCRIPTION_CAMOUFLAGE": "Ändert den Typ des Benutzers. Wird zu Beginn des Kampfs automatisch für 0 AP angewendet.", - "MOVE_NAME_RICOCHET": "Querschläger", - "MOVE_NAME_BREATHING_TECHNIQUE": "Atemtechnik", - "MOVE_DESCRIPTION_RICOCHET": "Die Fernkampfangriffe des Benutzers haben eine Chance von 50 %, Wälle von Gegnern zu ignorieren.", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Verhindert, dass der Benutzer \\\"Berserker\\\" erleidet.", - "MOVE_NAME_SELF_ASSURED": "Selbstsicher", - "MOVE_DESCRIPTION_SELF_ASSURED": "Verhindert, dass der Benutzer \\\"Verwirrt\\\" erleidet.", - "MOVE_NAME_CRITICAL_AP": "Kritische AP", - "MOVE_DESCRIPTION_CRITICAL_AP": "Für jeden kritischen Treffer, den der Benutzer landet, erhält er 1 AP.", - "MOVE_NAME_PITY_AP": "Trost-AP", - "MOVE_NAME_UNSHAKEABLE": "Unerschütterlich", - "MOVE_DESCRIPTION_PITY_AP": "Für jeden seiner fehlgeschlagenen Angriffe erhält der Benutzer 1 AP.", - "MOVE_DESCRIPTION_UNSHAKEABLE": "Verhindert, dass der Benutzer \\\"Zurückgeschreckt\\\" erleidet.", - "MOVE_NAME_VAMPIRE": "Vampir", - "MOVE_DESCRIPTION_VAMPIRE": "Der Benutzer erhält die Hälfte von gegnerischen Heilaktionen und Statuseffekt-Boni.", - "MOVE_NAME_MULTICOPY": "Multikopie", - "MOVE_NAME_FOSSIL": "Fossil", - "MOVE_DESCRIPTION_MULTICOPY": "Wenn ein Gegner Multiziel oder Multischlag erhält, gilt dies auch für den Benutzer.", - "MOVE_DESCRIPTION_FOSSIL": "Regeneriert automatisch die gesamte Gesundheit des Benutzers, wenn er versteinert wird.", - "MOVE_NAME_BLOODLUST": "Blutdurst", - "MOVE_NAME_STURDY_ARMOUR": "Robuste Panzerung", - "MOVE_DESCRIPTION_BLOODLUST": "Erhöht automatisch den Nahkampf- und Fernkampfangriff des Benutzers, wenn ein Gegner besiegt wird.", - "MOVE_NAME_RETURN_FIRE": "Feuer erwidern", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "Verhindert, dass Nahkampf- und Fernkampfabwehr des Benutzers verringert werden.", - "MOVE_DESCRIPTION_RETURN_FIRE": "Hat eine Chance bei einem Treffer mit einem Fernkampfangriff automatisch benutzt zu werden.", - "MOVE_NAME_BURNING_PASSION": "Brennende Leidenschaft", - "MOVE_NAME_BERSERKER": "Berserker", - "MOVE_DESCRIPTION_BURNING_PASSION": "Erhöht automatisch den Nahkampf- und Fernkampfangriff des Benutzers, wenn dieser den Statuseffekt \\\"Verbrannt\\\" erhält.", - "MOVE_NAME_VENGEFUL_CURSE": "Rachefluch", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Fügt bei einer Niederlage dem letzten Gegner, der den Benutzer getroffen hat, 3 zufällige Schwächungen zu.", - "MOVE_DESCRIPTION_BERSERKER": "Erhöht automatisch den Nahkampfangriff des Benutzers und verleiht ihm \\\"Berserker\\\", wenn seine TP unter 50 % fallen.", - "MOVE_DESCRIPTION_RANDOM_STARTER": "Hat eine Chance, zu Beginn des Kampfs automatisch eine zufällige andere Aktion für 0 AP zu benutzen.", - "MOVE_NAME_RANDOM_STARTER": "Zufälliger Start", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "Hat eine Chance, zu Beginn des Kampfs automatisch die nächste Aktion auf der Liste für 0 AP zu benutzen. Die Chance verringert sich proportional zu den normalen AP-Kosten der Aktion.", - "MOVE_NAME_CUSTOM_STARTER": "Angepasster Start", - "MOVE_NAME_CRITICAL_MASS": "Kritische Masse", - "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", - "MOVE_NAME_AUTOMATION": "Automatisierung", - "MOVE_DESCRIPTION_AUTOMATION": "Hat eine Chance, am Ende der Runde die nächste Aktion auf der Liste für 0 AP zu benutzen.", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Hat eine Chance, automatisch die nächste Aktion auf der Liste für 0 AP zu benutzen, wenn der Benutzer einen Treffer mit Typenvorteil landet. Die Chance verringert sich proportional zu den normalen AP-Kosten der Aktion.", - "MOVE_NAME_CHEMICAL_IMBALANCE": "Chemisches Ungleichgewicht", - "MOVE_DESCRIPTION_CRITICAL_MASS": "Hat eine Chance, die nächste Aktion auf der Liste für 0 AP zu benutzen, wenn der Benutzer einen kritischen Treffer landet.", - "MOVE_NAME_DUAL_WIELD": "Doppelaktion", - "MOVE_DESCRIPTION_PAINT_SWIPE": "Kann nur benutzt werden, wenn der Benutzer eine aktive Beschichtung hat. Trifft ein Ziel und überträgt die Beschichtung auf das Ziel. Wird immer zuletzt ausgeführt.", - "MOVE_DESCRIPTION_DUAL_WIELD": "Benutzt die nächste Aktion auf der Liste zweimal, wenn du genug AP hast.", - "MOVE_NAME_PAINT_SWIPE": "Pinselstrich", - "TUTORIAL_INTRO_1": "Hi {player}, schön, dass du es geschafft hast!\\n Drücke {control.ui_accept}, um fortzufahren.", - "TUTORIAL_INTRO_2": "Ich brauche deine Hilfe bei einer Schurken-Fusion. Fühlst du dich dem gewachsen?", - "TUTORIAL_INTRO_3": "Dann mal los! Vor uns liegen einige Klippen. Geh mit {control.move_up}, {control.move_left}, {control.move_down} und {control.move_right} voran.", - "TUTORIAL_TARGET_MENU_1": "Das ist das Zielmenü. Hier siehst du, welche Effekte deine Angriffe haben werden.", - "TUTORIAL_BATTLE_START_1": "Aber hier wird es ungemütlich ... Aber keine Sorge, ich bin bei dir!", - "TUTORIAL_TARGET_MENU_2": "Wirf einen Blick auf den leuchtenden Ring. Grün bedeutet, dass die Auswirkung auf das Ziel positiv ist, Rot bedeutet negativ und bei Gelb ist sie gemischt.", - "TUTORIAL_CLIFFS_1": "Wir müssen die Klippe hinaufsteigen. Einfach nur zu springen ({control.jump}) hilft uns hier nicht weiter.", - "TUTORIAL_CLIFFS_2": "Okay, lass uns kreativ werden! Es gibt mehrere Möglichkeiten, dort hinaufzugelangen.", - "TUTORIAL_CLIFFS_4": "Oder ... Siehst du diesen Pylon? Mit deiner Magnetismus-Fähigkeit ({control.magnetism} halten) kannst du schweben.", - "TUTORIAL_CLIFFS_3": "Erst mal könntest du etwas suchen, das du nehmen und hier ablegen kannst, um uns einen Bonus zu verschaffen.", - "TUTORIAL_CLIFFS_5": "Du kannst es auch mit Ranken versuchen. Wenn du dich zur Klippe drehst und {control.interact} drückst, hast du die Möglichkeit, an einer Ranke hochzuklettern!", - "TUTORIAL_CLIFFS_6": "Was möchtest du tun?", - "TUTORIAL_BOSS_1.m": "Das ist sie, die Schurken-Fusion! Hoffentlich bist du bereit für einen harten Kampf, {player}.", - "TUTORIAL_GLIDE_2": "Es ist ganz einfach! Halte beim Springen einfach {control.jump} gedrückt, dann fällst du nicht runter!", - "TUTORIAL_GLIDE_1": "Komm mit, {player}. Keine Angst!", - "TUTORIAL_GLIDE_3": "Komm, es ist nicht mehr weit!", - "TUTORIAL_BOSS_2": "Wenn du dich heilen musst, kannst du im Inventar ({control.pause_menu} drücken) nach Torte Ausschau halten.", - "TUTORIAL_BOSS_3": "Wenn du möchtest, können wir auch zurück zum Zelt in der Nähe des Anfangs gleiten und uns ausruhen.", - "TUTORIAL_BOSS_1.n": "Das ist sie, die Schurken-Fusion! Hoffentlich bist du bereit für einen harten Kampf, {player}.", - "TUTORIAL_BOSS_1.f": "Das ist sie, die Schurken-Fusion! Hoffentlich bist du bereit für einen harten Kampf, {player}.", - "TUTORIAL_BOSS_5": "Fühlst du dich der Sache gewachsen?", - "TUTORIAL_BOSS_4": "Wenn wir in der Klemme sitzen, sieh im Reiter \\\"Kampfgegenstände\\\" deines Inventars nach.", - "TUTORIAL_DIED": "Alles okay? Ich hatte mir schon Sorgen gemacht!", - "TUTORIAL_WON_2": "Wir geben ein tolles Team ab, findest du nicht, {player}?", - "TUTORIAL_WON_1": "Wow! Wir haben es, äh, wirklich geschafft?", - "QUEST_GET_ITEM_PROGRESS": "Erhalten: {obtained}/{required_item_amount}", - "NO_QUESTS_AVAILABLE": "Zurzeit sind keine weiteren Quests verfügbar.", - "QUEST_GET_MASQUERATTLE_TITLE": "Finde eine Masklapper!", - "QUEST_STAT_PROGRESS": "Fortschritt: {num}/{count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Schurken-Fusion", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "Kugel-Fusion", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Instabile Fusion", - "PASSIVE_QUEST_SWARM_TITLE": "Monsterschwarm", - "QUEST_TUTORIAL_TITLE": "This Is The World We Live In", - "QUEST_TUTORIAL_DESCRIPTION1": "Sprich mit Kayleigh am Osteingang von Hafenstadt.", - "PASSIVE_QUEST_UNKNOWN_TITLE": "Unbekanntes Signal", - "QUEST_TUTORIAL_DESCRIPTION2": "Folge Kayleighs Anweisungen.", - "QUEST_TUTORIAL_DESCRIPTION3": "Begleite Kayleigh zum beschädigten Weg.", - "QUEST_ARCHANGELS_DESCRIPTION1": "Finde Erzengel, um Morgantes Lied zu vervollständigen, und folge danach den darin enthaltenen Hinweisen, um nach Hause zu finden.", - "QUEST_ARCHANGELS_PROGRESS": "{num} von {max} Liedteilen gesammelt.", - "QUEST_ARCHANGELS_TITLE": "Land of Confusion", - "QUEST_TUTORIAL_DESCRIPTION4": "Untersuche das seltsame Gebäude.", - "QUEST_CAPTAINS_TITLE": "Take Me On", - "QUEST_EUGENE_TITLE": "Acting On Your Best Behavior", - "QUEST_EUGENE_DESCRIPTION_1": "Triff dich am Stadtrand mit Eugene.", - "QUEST_CAPTAINS_DESCRIPTION0": "Begib dich zum Außenposten im Park, um Mitglied der Ranger zu werden.", - "QUEST_EUGENE_DESCRIPTION_3": "Finde und räume alle Büros des \\\"Maklerverbands\\\".", - "QUEST_EUGENE_DESCRIPTION_2": "Begleite Eugene zum Fenster oberhalb des geheimnisvollen Büros.", - "QUEST_EUGENE_DESCRIPTION_4": "Sprich mit Eugene.", - "QUEST_EUGENE_DESCRIPTION_5": "Begleite Eugene zum Makler-Hauptquartier", - "QUEST_EUGENE_3_PROGRESS": "{num} von ??? Büros geräumt.", - "QUEST_WORKING_OVERTIME_TITLE": "Überstunden", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "Bring dem Ranger im Osten von Hafenstadt {required_item_amount} Holz.", - "QUEST_MERCHANT_RESCUE_TITLE": "Etwas Inspiration", - "QUEST_FLORIST_DESCRIPTION_1": "Pflanze {count} Setzlinge in Hafenstadt ein.", - "QUEST_FLORIST_TITLE": "Grüner Daumen", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Begib dich zur Höhle im Park und finde heraus, was mit dem Händler passiert ist.", - "CLUE_SONG_PROLOGUE1": "Willst du dieses Land verlassen, hör gut zu, hör auf mein Lied.", - "QUEST_FLORIST_DESCRIPTION_2": "Teile dem Ranger im Westen von Hafenstadt mit, dass du die Setzlinge eingepflanzt hast.", - "CLUE_SONG_EPILOGUE1": "Vereine Handlung und Situation, um zu finden die letzte Station.", - "CLUE_FLUFF": "Denn dort liegen meine Kammern, ihre Hallen sind nun leer ...", - "CLUE_SONG_PROLOGUE2": "Bist du der Aufgabe gewachsen, kannst den Weg du geh'n, der vor dir liegt?", - "CLUE_SONG_EPILOGUE2": "Hör mein Lied und find den Ort, der dich bringt weit von hier fort.", - "CLUE_UNKNOWN": "(Der Rest des Lieds ist unverständlich leise.)", - "STATUS_BURNED_NAME": "Verbrannt", - "STATUS_CONTACTDMG_DESCRIPTION": "Charaktere mit Kontaktschaden verursachen eine geringe Menge Elementarschaden, wenn sie einen Nahkampfangriff landen oder von einem Nahkampfangriff getroffen werden.", - "STATUS_BURNED_DESCRIPTION": "Verbrannte Charaktere erleiden am Ende ihrer Runde Schaden.", - "STATUS_CONTACTDMG_NAME": "Kontaktschaden", - "STATUS_STAT_MATK_DOWN_NAME": "Nahkampfangriff verringert", - "STATUS_STAT_RATK_DOWN_NAME": "Fernkampfangriff verringert", - "STATUS_STAT_MATK_UP_NAME": "Nahkampfangriff erhöht", - "STATUS_STAT_RATK_UP_NAME": "Fernkampfangriff erhöht", - "STATUS_STAT_RDEF_DOWN_NAME": "Fernkampfabwehr verringert", - "STATUS_STAT_MDEF_DOWN_NAME": "Nahkampfabwehr verringert", - "STATUS_STAT_RDEF_UP_NAME": "Fernkampfabwehr erhöht", - "STATUS_STAT_MDEF_UP_NAME": "Nahkampfabwehr erhöht", - "STATUS_STAT_EVASION_UP_NAME": "Ausweichen erhöht", - "STATUS_STAT_EVASION_DOWN_NAME": "Ausweichen verringert", - "STATUS_STAT_ACCURACY_UP_NAME": "Präzision erhöht", - "STATUS_STAT_ACCURACY_DOWN_NAME": "Präzision verringert", - "STATUS_STAT_SPEED_UP_NAME": "Tempo erhöht", - "STATUS_STAT_SPEED_DOWN_NAME": "Tempo verringert", - "STATUS_AP_BOOST_NAME": "AP-Bonus", - "STATUS_AP_DRAIN_NAME": "AP-Abzug", - "STATUS_AP_BOOST_DESCRIPTION": "Charaktere mit AP-Bonus erhalten pro Runde 1 AP zusätzlich.", - "STATUS_POISONED_NAME": "Vergiftet", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} hat einen Apfel genommen und gegessen.", - "STATUS_WALL_NAME": "{type}wall", - "STATUS_AP_DRAIN_DESCRIPTION": "Charaktere mit AP-Abzug erhalten pro Runde 1 AP weniger.", - "STATUS_WALL_TOAST_BROKEN": "ZERSTÖRT", - "STATUS_WALL_DESCRIPTION": "Wälle absorbieren eine bestimmte Anzahl eingehender Treffer und werden durch Angriffe mit Typenvorteil sofort zerstört.", - "STATUS_TEMPTATION_WALL_NAME": "Apfelbaum", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} hat einen Apfel genommen und gegessen.", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} hat einen Apfel genommen und gegessen.", - "STATUS_WINDOW_NAME": "Fenster", - "STATUS_POISONED_DESCRIPTION": "Vergiftete Charaktere erleiden am Ende ihrer Runde Schaden.", - "STATUS_WINDOW_DESCRIPTION": "Wälle von Charakteren mit dem Status \\\"Fenster\\\" blockieren keine Fernkampfangriffe mehr.", - "STATUS_LEECHED_DESCRIPTION": "Ausgesaugte Charaktere erleiden am Ende ihrer Runde Schaden. Gegner werden mit der Menge der abgezogenen Gesundheit geheilt.", - "STATUS_LEECHED_NAME": "Ausgesaugt", - "STATUS_COATING_POISON_NAME": "Giftbeschichtung", - "STATUS_COATING_WATER_NAME": "Wasserbeschichtung", - "STATUS_COATING_BEAST_NAME": "Bestienbeschichtung", - "STATUS_COATING_GLITTER_NAME": "Glitterüberzug", - "STATUS_COATING_FIRE_NAME": "Feuerbeschichtung", - "STATUS_COATING_PLASTIC_NAME": "Plastik-Beschichtung", - "STATUS_COATING_LIGHTNING_NAME": "Blitzbeschichtung", - "STATUS_COATING_PLANT_NAME": "Pflanzenbeschichtung", - "STATUS_COATING_ASTRAL_NAME": "Astralbeschichtung", - "STATUS_COATING_ICE_NAME": "Eisbeschichtung", - "STATUS_COATING_AIR_NAME": "Luftbeschichtung", - "STATUS_COATING_EARTH_NAME": "Erdbeschichtung", - "STATUS_COATING_METAL_NAME": "Metallbeschichtung", - "STATUS_COATING_DESCRIPTION": "Beschichtungen ändern eine bestimmte Anzahl von Runden lang den Elementartyp eines Charakters.", - "STATUS_COATING_GLASS_NAME": "Glasbeschichtung", - "STATUS_HEALING_STEAM_NAME": "Heildampf", - "STATUS_HEALING_LEAF_DESCRIPTION": "Charaktere mit \\\"Heilblatt\\\" erhalten zu Beginn jeder Runde etwas Gesundheit zurück.", - "STATUS_HEALING_STEAM_DESCRIPTION": "Charaktere mit \\\"Heildampf\\\" erhalten zu Beginn jeder Runde etwas Gesundheit zurück.", - "STATUS_HEALING_LEAF_NAME": "Heilblatt", - "STATUS_MULTISTRIKE_NAME": "Multischlag", - "STATUS_MULTISTRIKE_DESCRIPTION": "Charaktere mit \\\"Multischlag\\\" setzen jede Aktion zweimal ein, wenn sie genug AP haben.", - "STATUS_GLASS_BONDS_NAME": "Glasbindung", - "STATUS_GLASS_BONDS_DESCRIPTION": "Charaktere mit \\\"Glasbindung\\\" erleiden bei jeder ihrer Verwandlungen Schaden.", - "STATUS_SHRAPNEL_NAME": "Schrapnell", - "STATUS_MULTITARGET_DESCRIPTION": "Angriffe von Charakteren mit \\\"Multiziel\\\" visieren das gesamte Team an.", - "STATUS_UNITARGET_NAME": "Einzelziel", - "STATUS_SHRAPNEL_DESCRIPTION": "Charaktere mit \\\"Schrapnell\\\" erleiden bei jeder ihrer Verwandlungen Schaden.", - "STATUS_MULTITARGET_NAME": "Multiziel", - "STATUS_UNITARGET_DESCRIPTION": "Angriffe von Charakteren mit \\\"Einzelziel\\\", die normalerweise ein gesamtes Team anvisieren, wirken sich nur auf ein einziges Ziel aus. Angriffe, die sich normalerweise auf Einzelziele auswirken, haben eine verringerte Präzision.", - "STATUS_PARRY_STANCE_DESCRIPTION": "Charaktere mit \\\"Abwehrhaltung\\\" werfen Schaden vom nächsten erlittenen Nahkampfangriff auf den Angreifer zurück.", - "STATUS_PARRY_STANCE_NAME": "Abwehrhaltung", - "STATUS_SLEEP_NAME": "Schlaf", - "STATUS_SLEEP_DESCRIPTION": "Schlafende Charaktere können Aktionen, die ihnen normalerweise zur Verfügung stehen, nicht ausführen.", - "STATUS_SLEEP_TOAST_REMOVED": "AUFGEWACHT", - "STATUS_FLINCH_DESCRIPTION": "Ein Charakter, der zurückschreckt, setzt in der nächsten Runde aus.", - "STATUS_FLINCH_NAME": "Zurückgeschreckt", - "STATUS_BOMB_NAME": "Bombe", - "STATUS_LOCKED_ON_NAME": "Erfasst", - "STATUS_BERSERK_NAME": "Berserker", - "STATUS_LOCKED_ON_DESCRIPTION": "Charaktere mit \\\"Erfasst\\\" treffen garantiert.", - "STATUS_BOMB_DESCRIPTION": "Ein Charakter mit \\\"Bombe\\\" explodiert am Ende seiner nächsten Runde, wenn die Bombe nicht durch einen Nahkampfangriff weitergegeben wird.", - "STATUS_INTERCEPTING_DESCRIPTION": "Charaktere mit \\\"Abfangen\\\" fangen alle gegen ihre Verbündeten gerichteten Angriffe ab.", - "STATUS_INTERCEPTING_NAME": "Abfangen", - "STATUS_BERSERK_DESCRIPTION": "Charaktere mit \\\"Berserker\\\" können nur Aktionen einsetzen, die Schaden verursachen.", - "STATUS_HIBERNATING_NAME": "Ausschlafend", - "STATUS_HIBERNATING_DESCRIPTION": "Ausschlafende Charaktere heilen in jeder Runde, in der sie schlafen.", - "STATUS_MEDITATING_DESCRIPTION": "Meditierende Charaktere erhöhen ihre Werte in jeder Runde, in der sie schlafen.", - "STATUS_MEDITATING_NAME": "Meditierend", - "STATUS_TOWER_DEFENSE_NAME": "Turmverteidigung", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "Charaktere mit \\\"Turmverteidigung\\\" erhalten den Erdtyp und eine erhöhte Abwehr.", - "STATUS_SUMMONED_DESCRIPTION": "Herbeigerufene Charaktere verschwinden nach einer bestimmten Anzahl von Runden aus dem Kampf.", - "STATUS_SUMMONED_NAME": "Herbeigerufen", - "STATUS_GHOSTLY_NAME": "Geisterhaft", - "STATUS_RESONANCE_NAME": "Resonanz", - "STATUS_GHOSTLY_DESCRIPTION": "Geisterhafte Charaktere sind nicht durch Angriffe zu treffen, werden jedoch besiegt, wenn der Timer des Geisterhaft-Status abläuft.", - "STATUS_GAMBIT_NAME": "Gambit", - "STATUS_GAMBIT_DESCRIPTION": "Charaktere mit \\\"Gambit\\\" haben stark erhöhte Werte, werden jedoch besiegt, wenn der Timer des Gambit-Status abläuft.", - "STATUS_RECORDED_NAME": "Aufgenommen", - "STATUS_GAMBIT_TOAST_FAILED": "GAMBIT FEHLGESCHLAGEN", - "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} (herbeigerufen)", - "STATUS_EFFIGY_NAME": "Bildnis", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARIERT", - "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} (herbeigerufen)", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TICK ... TICK ... TICK ...", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} (geisterhaft)", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} (geisterhaft)", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} (geisterhaft)", - "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} (herbeigerufen)", - "STATUS_UNDYING_NAME": "Ritual", - "STATUS_UNDYING_DESCRIPTION": "Charaktere mit \\\"Ritual\\\" kehren mit 25 % ihrer Gesundheit zurück, wenn sie besiegt werden.", - "STATUS_RESONANCE_DESCRIPTION": "Jedes Mal, wenn einem Charakter \\\"Resonanz\\\" zugefügt wird, steigt ein Zähler. Erreicht dieser 3, wird der Charakter auseinandergerissen und sofort besiegt.", - "STATUS_RESONANCE_TOAST_NAME": "Resonanz {0}/{1}", - "STATUS_CLOSE_ENCOUNTER_NAME": "UFO-Begegnung", - "STATUS_RESONANCE_TOAST_OVERLOAD": "Resonanz-Überladung", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "\\\"UFO-Begegnung\\\" verringert die Reichweite der Fernkampfangriffe eines Charakters und macht sie zu Nahkampfangriffen.", - "STATUS_SPRING_LOADED_DESCRIPTION": "\\\"Aufgezogen\\\" erhöht die Reichweite der Nahkampfangriffe eines Charakters und macht sie zu Fernkampfangriffen.", - "STATUS_SPRING_LOADED_NAME": "Aufgezogen", - "STATUS_CONDUCTIVE_DESCRIPTION": "Leitende Charaktere erleiden Schaden, wenn ein Angriff des Blitztyps verwendet wird.", - "STATUS_CONDUCTIVE_NAME": "Leitend", - "STATUS_RESURRECTED_NAME": "Auferstanden", - "STATUS_CONFUSED_DESCRIPTION": "Verwirrte Charaktere benutzen unter Umständen falsche Aktionen oder visieren falsche Charaktere an.", - "STATUS_RESURRECTED_DESCRIPTION": "Auferstandene Charaktere können durch Effekte wie beispielsweise Ritual nicht mehr zurückgeholt werden.", - "STATUS_CONFUSED_NAME": "Verwirrt", - "STATUS_SNOWED_IN_NAME": "Eingeschneit", - "STATUS_SNOWED_IN_EFFECT": "Schneetag", - "STATUS_SNOWED_IN_DESCRIPTION": "Eingeschneite Charaktere stecken fest und können keine Nahkampfangriffe benutzen.", - "STATUS_FOG_NAME": "Nebel", - "STATUS_RECORDING_NAME": "Aufnahme", - "STATUS_FOG_DESCRIPTION": "Nebel verringert die Präzision aller Fernkampfangriffe, die kein Wasser-, Luft- oder Eistyp sind, auf 0 %.", - "STATUS_PETRIFIED_NAME": "Versteinert", - "STATUS_RECORDING_TOAST_FAILURE": "AUFNAHME FEHLGESCHLAGEN", - "STATUS_FAIR_FIGHT_NAME": "Fairer Kampf", - "STATUS_STAT_DOUBLE_SPEED_NAME": "Doppeltempo", - "STATUS_PETRIFIED_DESCRIPTION": "Versteinerte Charaktere werden zum Erdtyp und können nur \\\"Verteidigen\\\" und \\\"Schilde hoch\\\" benutzen.", - "STATUS_COTTONED_ON_DESCRIPTION": "In der nächsten Runde schlagen Aktionen, die einen Charakter mit \\\"Kluges Köpfchen\\\" anvisieren, garantiert fehl.", - "STATUS_ABRAMACABRA_NAME": "Abramakabra", - "STATUS_COTTONED_ON_NAME": "Kluges Köpfchen", - "STATUS_MIND_MELD_DESCRIPTION": "Charaktere mit \\\"Geistesverschmelzung\\\" teilen ihre Aktionen mit Verbündeten.", - "STATUS_MIND_MELD_NAME": "Geistesverschmelzung", - "STATUS_FAIR_FIGHT_DESCRIPTION": "Während der Status \\\"Fairer Kampf\\\" aktiv ist, verhindert er das Anwenden neuer Statuseffekte.", - "STATUS_GLASS_SHARDS_DESCRIPTION": "Während dieser Status aktiv ist, erleiden alle Charaktere, die einen Nahkampfangriff einsetzen, Schaden durch die Glasscherben auf dem Schlachtfeld.", - "STATUS_GLASS_SHARDS_NAME": "Glasscherben", - "STATUS_ABRAMACABRA_DESCRIPTION": "Wälle absorbieren eine bestimmte Anzahl eingehender Treffer und werden von Angriffen mit Typenvorteil sofort zerstört. Neben dem Standardverhalten greift Abramakabra automatisch einen Gegner pro Runde an.", - "STATUS_INFLATED_NAME": "Aufgeblasen", - "STATUS_INFLATED_DESCRIPTION": "Aufgeblasene Charaktere haben erhöhte Angriffs- und Abwehrwerte, jedoch stark verringertes Ausweichen.", - "UI_FRAMERATE": "{0} FPS", - "STATUS_DEFLATED_NAME": "Entleert", - "STATUS_DEFLATED_DESCRIPTION": "Entleerte Charaktere haben stark erhöhtes Ausweichen, jedoch verringerte Angriffs- und Abwehrwerte.", - "UI_WINDOW_TITLE": "Cassette Beasts", - "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", - "UI_TIMER_CHEATED": "(Cheats) {timer}", - "UI_CHEATS_ENABLED": "Cheat-Konsole aktiviert", - "UI_BUTTON_NO": "Nein", - "UI_BUTTON_YES": "Ja", - "UI_CHEATS_DISABLED": "Cheat-Konsole deaktiviert", - "UI_BUTTON_OK": "OK", - "UI_BUTTON_CANCEL": "Abbrechen", - "UI_BUTTON_BACK": "Zurück", - "UI_LOADING": "Laden ...", - "UI_BUTTON_CONTINUE": "Fortsetzen", - "UI_BUTTON_EXIT": "Verlassen", - "UI_BUTTON_SUBMIT": "Übertragen", - "UI_BUTTON_CLOSE": "Schließen", - "UI_BUTTON_SAVE_CHANGES": "Anwenden und Änderungen speichern", - "UI_LOADING_WORLD_BOUNDARY": "Den Rest der Welt laden ...", - "UI_LOADING_PROGRESS": "Szene {0}/{1} laden ...", - "UI_LOADING_PREPARE_PROGRESS": "Szene {0}/{1} vorbereiten ...", - "UI_LOADING_SHADER_PROGRESS": "Materialien {0}/{1} speichern ...", - "UI_BATTLE_FIGHT_BUTTON": "Kampf", - "UI_BATTLE_ITEM_BUTTON": "Gegenstände", - "UI_BATTLE_SWITCH_BUTTON": "Wechseln", - "UI_BATTLE_FLEE_BUTTON": "Fliehen", - "UI_BATTLE_RECORD_BUTTON": "Aufnehmen", - "UI_BATTLE_INSPECT_BUTTON": "Statuseffekte", - "UI_BATTLE_FUSE_BUTTON": "Fusionieren!", - "UI_BATTLE_UNFUSE_BUTTON": "Defusionieren", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusionieren ...", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusion-", - "UI_BATTLE_FLEE_CHANCE": "{0} %", - "UI_BUTTON_MOVE_PASSIVE": "Passiv", - "UI_BATTLE_FUSION_METER": "-Fusion-", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} × {amount}", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Diese Spezies befindet sich nicht in deinem Bestiarium.", - "BATTLE_TITLE_ARCHANGEL": "Erzengel", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "Gegner {name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Die Verstärkung des gegnerischen Teams.", - "BATTLE_ADJECTIVE_TEAM1.n": "Gegner {name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "Gegner {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "Erzengel {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "Erzengel {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "{0} hat sich in das Monster {1} verwandelt!", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "Erzengel {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "Ranger {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "Ranger {name} {disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "Ranger {name} {disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "{0} hat sich in das Monster {1} verwandelt!", - "BATTLE_FAILED": "Fehlgeschlagen!", - "BATTLE_FAILED_SLEEP": "Schläft!", - "BATTLE_TAPE_SWITCHED.n": "{0} hat sich in das Monster {1} verwandelt!", - "BATTLE_DIED.f": "{0} ist gestorben ...", - "BATTLE_DIED.m": "{0} ist gestorben ...", - "BATTLE_DIED.n": "{0} ist gestorben ...", - "BATTLE_TAPE_DEFEATED.f": "{0}s Kassette wurde zerstört!", - "BATTLE_RESURRECTED.m": "Aber {cause} hat ihn zurückgeholt!", - "BATTLE_DEFEATED.f": "{0} wurde besiegt!", - "BATTLE_RESURRECTED.n": "Aber {cause} hat demm zurückgeholt!", - "BATTLE_RESURRECTED.f": "Aber {cause} hat sie zurückgeholt!", - "BATTLE_DEFEATED.m": "{0} wurde besiegt!", - "BATTLE_DEFEATED.n": "{0} wurde besiegt!", - "BATTLE_DEFEATED_NO_TAPES.f": "{0} sind die benutzbaren Kassetten ausgegangen!", - "BATTLE_DEFEATED_NO_TAPES.n": "{0} sind die benutzbaren Kassetten ausgegangen!", - "BATTLE_DEFEATED_NO_TAPES.m": "{0} sind die benutzbaren Kassetten ausgegangen!", - "BATTLE_TAPE_DEFEATED.m": "{0}s Kassette wurde zerstört!", - "BATTLE_TAPE_DEFEATED.n": "{0}s Kassette wurde zerstört!", - "BATTLE_GHOST_DEFEATED.m": "{0} ist dahingeschwunden ...", - "BATTLE_SUMMON_DEFEATED.n": "{0} wurde weggerufen!", - "BATTLE_SUMMON_DEFEATED.f": "{0} wurde weggerufen!", - "BATTLE_SUMMON_DEFEATED.m": "{0} wurde weggerufen!", - "BATTLE_GHOST_DEFEATED.f": "{0} ist dahingeschwunden ...", - "BATTLE_VICTORY": "SIEG!", - "BATTLE_GHOST_DEFEATED.n": "{0} ist dahingeschwunden ...", - "BATTLE_WON": "Du hast den Kampf gewonnen!", - "BATTLE_LOST": "Du hast den Kampf verloren ...", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Flucht nicht möglich!\\nNach Hafenstadt schnellreisen? Dabei verlierst du einige Gegenstände.", - "BATTLE_FLEE_CONFIRM": "Willst du wirklich fliehen?", - "BATTLE_FLEE_FAILED": "Flucht nicht möglich!", - "BATTLE_EXP_POINTS": "Dein Team hat {0} Erfahrungspunkte erhalten!", - "BATTLE_FLED": "Aus dem Kampf geflohen ...", - "BATTLE_TARGET_TEAM0": "Dein Team", - "UI_CHARACTER_LEVEL": "St. {0}", - "UI_CHARACTER_LEVEL_LONG": "Stufe {0}", - "BATTLE_TARGET_TEAM1": "Gegnerteam", - "UI_CHARACTER_ABILITY_UNKNOWN": "???", - "UI_CHARACTER_ABILITIES_HEADING": "Fähigkeiten:", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Standardkassette:", - "BATTLE_FUSING": "Die Herzen von {0} und {1} sind eins!", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+ 10 % auf alle Werte bei Verwandlung zum Monster {species} oder seiner Evolution.", - "BATTLE_FUSED": "{0} und {1} sind zum Monster {2} fusioniert!", - "BATTLE_UNFUSING": "{0} und {1} sind nicht mehr synchron!", - "BATTLE_TOAST_SPLASH": "KLATSCH", - "BATTLE_TOAST_CRIT": "KRIT", - "BATTLE_TOAST_MISSED": "DANEBEN", - "BATTLE_TOAST_BLOCKED": "STATUS BLOCKIERT", - "BATTLE_TOAST_NO_EFFECT": "KEIN EFFEKT", - "BATTLE_TOAST_INTERCEPTED": "ABGEFANGEN", - "BATTLE_TOAST_AP": "AP", - "BATTLE_TOAST_RECORD_CHANCE": "\\nCHANCE", - "UI_BATTLE_TAPE_IN_USE": "Benutzt", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", - "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", - "STAT_max_hp": "Max. TP", - "MAX_STAMINA_INCREASE": "Deine Ausdauer wurde um {increase_percent} % erhöht!\\nDu kannst jetzt {total} Sekunden lang gleiten.", - "STAT_melee_defense": "Nahkampfabwehr", - "STAT_melee_attack": "Nahkampfangriff", - "STAT_ranged_attack": "Fernkampfangriff", - "STAT_ranged_defense": "Fernkampfabwehr", - "STAT_speed": "Tempo", - "STAT_accuracy": "Präzision", - "STAT_evasion": "Ausweichen", - "STAT_max_ap": "Max. AP", - "STAT_move_accuracy": "Präzision", - "STAT_move_slots": "Aktionsplätze", - "STAT_damage": "Schaden", - "STAT_move_splash_damage": "Flächenschaden", - "STAT_move_effect_chance": "Effektchance", - "STAT_move_crit_damage": "Kritischer Schaden", - "STAT_move_crit_rate": "Kritische Chance", - "STAT_exp": "Erf.-Punkte", - "STAT_priority_chance": "Prioritätschance", - "SHORT_NAME_max_hp": "Max. TP", - "SHORT_NAME_melee_attack": "N.-ANG", - "SHORT_NAME_melee_defense": "N.-ABW", - "SHORT_NAME_ranged_attack": "F.-ANG", - "SHORT_NAME_ranged_defense": "F.-ABW", - "SHORT_NAME_speed": "Tempo", - "UI_PARTY_CHECK_TAPE": "Kassette ansehen", - "UI_PARTY_CHECK_CHARACTER": "{name} ansehen", - "UI_PARTY_TRANSFORM": "Verwandeln", - "UI_PARTY_SWAP_TAPE": "Kassette wechseln", - "UI_PARTY_USE_ITEM": "Gegenstand benutzen", - "UI_PARTY_PUT_AWAY": "Sammlung hinzufügen", - "UI_PARTY_NO_MOVES": "Keine Sticker.", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "\\\"{tape_name}\\\" wurde der Sammlung hinzugefügt.", - "UI_PARTY_TAPE_COLLECTION": "Kassettensammlung ...", - "UI_PARTY_MOVE_LIST_OVERFLOW": "Und noch {n} ...", - "UI_PARTY_STATS_CHARACTER": "Menschliche Gestalt", - "UI_PARTY_STATS_FORM": "Gestaltmultiplikatoren", - "UI_PARTY_STICKERS": "Sticker", - "UI_PARTY_STATS_COMBINED": "Verwandelt", - "UI_PARTY_BOOTLEG": "Bootleg", - "UI_PARTY_EMPTY_STICKER_SLOT": "-Leerer Platz-", - "UI_PARTY_APPLY_STICKER": "Sticker anwenden", - "UI_PARTY_PEEL_STICKER": "Sticker entfernen", - "UI_PARTY_REPLACE_STICKER": "Sticker ersetzen", - "UI_PARTY_STICKER_PEELED_DROPPED": "\\\"{move_name}\\\" wurde abgelegt, da in deinem Inventar kein Platz dafür ist.", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "\\\"{old_move}\\\" durch \\\"{new_move}\\\" ersetzen?", - "UI_PARTY_EDIT_STICKERS": "Aktionen ansehen/bearbeiten", - "UI_PARTY_STICKER_PEELED": "\\\"{move_name}\\\" wurde in den Abschnitt \\\"Sticker\\\" deines Inventars verschoben.", - "UI_PARTY_RENAME_TAPE": "Umbenennen", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Gruppe", - "UI_PARTY_RENAME_TAPE_TITLE": "\\\"{0}\\\" umbenennen", - "UI_PARTY_BESTIARY": "Bestiariumseintrag ansehen", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Sortierung: Nach Nummer", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "Sortierung: Nach Name", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Sortierung: Bootlegs", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Sortierung: Favoriten", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Sortierung: {type}", - "UI_TAPE_COLLECTION": "Kassettensammlung", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Zu Gruppe hinzufügen", - "UI_TAPE_COLLECTION_FAVORITE": "Als Favorit hinzufügen", - "UI_TAPE_COLLECTION_RECYCLE": "Verwerten", - "UI_TAPE_COLLECTION_UNFAVORITE": "Als Favorit entfernen", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "Sticker entfernen", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "Die Sticker von {tape_name} wurden zurück in dein Inventar gelegt.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Einige der Sticker von {tape_name} konnten nicht entfernt werden, da in deinem Inventar kein Platz dafür war.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Einige der Sticker von {tape_name} wurden abgelegt, da in deinem Inventar kein Platz dafür war.", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "Möchtest du {tape_name} wirklich verwerten? Die Kassette wird dauerhaft aus deiner Sammlung entfernt.", - "UI_TAPE_COLLECTION_EMPTY": "Keine Kassetten.", - "UI_LOAD_FILE_LOADING": "Überprüfung ...", - "UI_LOAD_FILE_EMPTY": "Leere Datei", - "UI_LOAD_FILE_INVALID": "Beschädigte Datei", - "UI_LOAD_FILE_SAVED_DATETIME": "Am {day}.{month}.{year} um {hour}:{minute}:{second} Uhr gespeichert.", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Am {day}.{month}.{year} um {hour}:{minute}:{second} Uhr gestorben.", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "Neues Spiel", - "UI_LOAD_FILE_CONTINUE_GAME": "Spiel laden", - "UI_LOAD_FILE_ERASE": "Löschen", - "UI_LOAD_FILE_CUSTOM_GAME": "Eigenes Spiel", - "UI_PAUSE_MAP_BTN": "Karte", - "UI_PAUSE_PARTY_BTN": "Gruppe", - "UI_PAUSE_INVENTORY_BTN": "Inventar", - "UI_PAUSE_QUEST_LOG_BTN": "Quests", - "UI_PAUSE_BESTIARY_BTN": "Bestiarium", - "UI_PAUSE_REST_BTN": "Hier ausruhen", - "UI_QUIT_CONFIRM": "Wirklich beenden?\\nDu hast das Spiel zuletzt vor {duration} gespeichert.", - "UI_PAUSE_SAVE_BTN": "Speichern", - "UI_PAUSE_QUIT_BTN": "Beenden", - "UI_EVOLUTION_TITLE": "Remaster", - "UI_QUIT_CONFIRM_SECONDS": "{num} Sekunde(n)", - "UI_QUIT_CONFIRM_MINUTES": "{num} Minute(n)", - "UI_SAVING": "Speichern ...", - "UI_SAVING_MESSAGE": "Deinen Fortschritt speichern ...", - "UI_SAVE_COMPLETE": "Speichern abgeschlossen!", - "UI_SAVE_FAILED": "Speichern fehlgeschlagen.", - "UI_SAVE_LOAD_FAILED": "Dieser Spielstand kann nicht geladen werden.", - "UI_SAVE_ERASE_CONFIRM": "Diesen Spielstand dauerhaft löschen?", - "UI_SAVE_REQUIRE_FULL_VERSION": "Für diesen Spielstand benötigst du die Vollversion des Spiels.", - "UI_EVOLUTION_BUTTON": "Remaster", - "UI_EVOLUTION_SUBTITLE": "Entwickle deine Monstergestalten weiter", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "Einstieg/Ausstieg lokaler Multiplayer", - "UI_EVOLUTION_SPECIALIZATION": "Wähle eine Spezialisierung", - "UI_EVOLUTION_CONFIRM": "Die Kassette {monster_name} zu einer stärkeren Gestalt remastern?", - "RELATIONSHIP_UNLOCK_FUSION.n": "Mit {name} an deiner Seite sind in normalen Kämpfen jetzt Fusionen verfügbar!", - "UI_EVOLUTION_DESCRIPTION": "Deine Kassette {evolved_from} ist zu {evolved_to} geworden!", - "RELATIONSHIP_LEVEL_UP": "Beziehungsstufe {level}", - "RELATIONSHIP_UNLOCK_FUSION.m": "Mit {name} an deiner Seite sind in normalen Kämpfen jetzt Fusionen verfügbar!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "Du kannst nach einer Fusion mit {name} jetzt Fusionskraft nutzen!", - "RELATIONSHIP_UNLOCK_FUSION.f": "Mit {name} an deiner Seite sind in normalen Kämpfen jetzt Fusionen verfügbar!", - "RELATIONSHIP_FUSION_STRENGTH.m": "Fusionen mit {name} haben jetzt +{added_strength} % Stärke.", - "RELATIONSHIP_FUSION_STRENGTH.n": "Fusionen mit {name} haben jetzt +{added_strength} % Stärke.", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "Du kannst nach einer Fusion mit {name} jetzt Fusionskraft nutzen!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "Du kannst nach einer Fusion mit {name} jetzt Fusionskraft nutzen!", - "RELATIONSHIP_FUSION_STRENGTH.f": "Fusionen mit {name} haben jetzt +{added_strength} % Stärke.", - "UI_QUEST_NEW": "Neue Quest:", - "UI_QUEST_UPDATE": "Quest aktualisiert:", - "UI_CAMPING_REST": "Ausruhen", - "UI_QUEST_COMPLETE": "Quest abgeschlossen!", - "UI_QUEST_NEW_VIEW_LOG": "Quests ansehen", - "PARTNER_SWAP_CONFIRM.f": "{name} mitnehmen?", - "PARTNER_UNLOCKED_TITLE.m": "Freigeschaltet:", - "PARTNER_SWAP_CONFIRM.m": "{name} mitnehmen?", - "PARTNER_SWAP_CONFIRM.n": "{name} mitnehmen?", - "PARTNER_UNLOCKED_TITLE.f": "Freigeschaltet:", - "PARTNER_UNLOCKED.m": "{name} ist jetzt an deiner Seite!", - "PARTNER_UNLOCKED_TITLE.n": "Freigeschaltet:", - "PARTNER_UNLOCKED.n": "{name} ist jetzt an deiner Seite!", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} ist zum Café Grammofon zurückgekehrt.", - "PARTNER_UNLOCKED.f": "{name} ist jetzt an deiner Seite!", - "UI_EXCHANGE": "Handel", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} ist zum Café Grammofon zurückgekehrt.", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} ist zum Café Grammofon zurückgekehrt.", - "UI_EXCHANGE_PRICE": "Preis", - "UI_EXCHANGE_RESOURCES": "Deine Ressourcen", - "OBTAINED_TAPE": "Eine {tape_name}-Kassette erhalten!", - "ABILITY_UNLOCKED": "Du hast die Fähigkeit \\\"{ability}\\\" erhalten!", - "UI_MAP_UNKNOWN_FEATURE": "???", - "ABILITY_UNLOCKED_glide": "Du kannst jetzt {control.jump} gedrückt halten, um über lange Strecken zu gleiten!\\nHierdurch wird deine Ausdauer verbraucht.", - "ABILITY_glide": "Mottenflügel-Gleitflug", - "UI_TAPES_REPAIRED": "Deine beschädigten Kassetten wurden repariert!", - "UI_MAP_YOUR_LOCATION": "Deine Position", - "UI_MAP_FAST_TRAVEL_CONFIRM": "Nach {location} reisen?", - "UI_BESTIARY_SEEN_COUNT": "Gesehen {num}/{total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "Schnellreise hier nicht möglich.", - "UI_BESTIARY_RECORDED_COUNT": "Aufgenommen: {num}/{total}", - "UI_BESTIARY_FORMED_COUNT": "Fusionen: {num}/{total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent} %", - "UI_BESTIARY_UNKNOWN_SPECIES": "???", - "UI_BESTIARY_SORT_BY_NAME": "Nach Namen sortieren", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Fusionen ansehen", - "UI_BESTIARY_SORT_BY_NUMBER": "Nach Nummer sortieren", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Monster ansehen", - "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "Nr. {num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "Ort", - "UI_BESTIARY_INFO_TAB_STATS": "Werte", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "Erhöhe die Kassette dieses Monsters auf 5 Sterne, um weitere Informationen freizuschalten.", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "Nimm dieses Monster auf, um weitere Informationen freizuschalten.", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Bootlegs", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Bootlegs: {num}/{total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Besiege dieses Monster, um weitere Informationen freizuschalten.", - "UI_BESTIARY_INFO_TAB_NUM": "{tab}/{count}", - "UI_BESTIARY_INFO_STATS_FORMED": "Fusionen:", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Begegnet:", - "UI_BESTIARY_INFO_STATS_RECORDED": "Aufgenommen:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "Besiegt:", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Auf Karte ansehen", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat unbekannt.", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name} ist zu finden in:", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Habitat von {species_name}", - "UI_BESTIARY_INFO_NO_DATA": "Keine weiteren Daten.", - "UI_BESTIARY_INFO_BIO_FUSION": "Durch eine Fusion von {species1} und {species2} entstanden.", - "UI_CHARACTER_CREATION": "Charaktererstellung", - "UI_CHARACTER_CREATION_INTRO": "Wer bist du?", - "UI_CC_LABEL_NAME": "Dein Name", - "UI_CC_LABEL_PRONOUNS": "Deine Pronomen", - "UI_CC_VALUE_PRONOUN.m": "Er/Ihm", - "UI_CC_VALUE_PRONOUN.f": "Sie/Ihr", - "UI_CC_VALUE_PRONOUN.n": "Dey/Demm", - "UI_CC_LABEL_HAIR": "Frisur", - "UI_CC_LABEL_HEAD": "Gesicht", - "UI_CC_LABEL_LEGS": "Unterkörper", - "UI_CC_LABEL_BODY": "Oberkörper", - "UI_CC_LABEL_BODY_COLOR_1": "Oberkörperfarbe 1", - "UI_CC_LABEL_BODY_COLOR_2": "Oberkörperfarbe 2", - "UI_CC_LABEL_EYE_COLOR": "Augenfarbe", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Farbe Gesichtsaccessoire", - "UI_CC_LABEL_FAVORITE_COLOR": "Lieblingsfarbe", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Farbe Haaraccessoire", - "UI_CC_LABEL_HAIR_COLOR": "Haarfarbe", - "UI_CC_LABEL_SHOE_COLOR": "Schuhfarbe", - "UI_CC_LABEL_LEGS_COLOR": "Unterkörperfarbe", - "UI_CC_LABEL_SKIN_COLOR": "Hautfarbe", - "UI_CC_RANDOMIZE": "Zufällig", - "UI_CC_VALUE_hair_short": "Schräger Pony", - "UI_CC_VALUE_hair_bow1": "Hoher Pferdeschwanz", - "UI_CC_VALUE_hair_quiff": "Tolle", - "UI_CC_VALUE_hair_hairtie": "Zurückgebunden", - "UI_CC_VALUE_hair_afro1": "Niedriger Afro", - "UI_CC_VALUE_hair_afro2": "Bürstenschnitt", - "UI_CC_VALUE_hair_bun1": "Dutt 1", - "UI_CC_VALUE_hair_bun2": "Dutt 2", - "UI_CC_VALUE_hair_bun3": "Doppelhaarknoten", - "UI_CC_VALUE_hair_neat1": "Akkurat", - "UI_CC_VALUE_hair_long1": "Langer Pony", - "UI_CC_VALUE_hair_headband1": "Vokuhila", - "UI_CC_VALUE_hair_headband2": "Schräg", - "UI_CC_VALUE_hair_bald": "Glatze", - "UI_CC_VALUE_hair_bob1": "Gerader Bubikopf", - "UI_CC_VALUE_hair_bob2": "Gewellter Bubikopf", - "UI_CC_VALUE_hair_headscarf1": "Kopftuch", - "UI_CC_VALUE_hair_cultist1.m": "Kultist", - "UI_CC_VALUE_hair_cultist1.f": "Kultist", - "UI_CC_VALUE_hair_cultist1.n": "Kultist", - "UI_CC_VALUE_hair_flower1": "Blumenkind", - "UI_CC_VALUE_hair_hat1": "Hut und Knoten", - "UI_CC_VALUE_hair_dreadlocks1": "Dreads", - "UI_CC_VALUE_hair_dreadlocks2": "Kurze Dreads", - "UI_CC_VALUE_hair_straight1": "Topfschnitt", - "UI_CC_VALUE_hair_mullet1": "Vokuhila", - "UI_CC_VALUE_hair_hardhat1": "Helmfrisur", - "UI_CC_VALUE_hair_braid1": "Langer Zopf", - "UI_CC_VALUE_hair_sharp1": "Harter Pony", - "UI_CC_VALUE_hair_balding": "Schütter", - "UI_CC_VALUE_hair_cat1": "Katzenhaarreif", - "UI_CC_VALUE_hair_moonstone": "Moonstone", - "UI_CC_VALUE_head_generic": "Einfach", - "UI_CC_VALUE_head_glasses_1": "Brille", - "UI_CC_VALUE_head_makeup1": "Lidschatten", - "UI_CC_VALUE_head_makeup2": "Halbe Gesichtsbemalung", - "UI_CC_VALUE_head_beard1": "Bart 1", - "UI_CC_VALUE_head_beard2": "Bart 2", - "UI_CC_VALUE_head_mask1": "Gesichtsmaske", - "UI_CC_VALUE_head_visor1": "Schirm", - "UI_CC_VALUE_head_grumpy": "Mürrisch", - "UI_CC_VALUE_body_sweater1": "Sweatshirt", - "UI_CC_VALUE_body_tshirt1": "T-Shirt 1", - "UI_CC_VALUE_body_tshirt2": "T-Shirt 2", - "UI_CC_VALUE_body_jacket": "Jacke 1", - "UI_CC_VALUE_body_jacket2": "Jacke 2", - "UI_CC_VALUE_body_jacket3": "Westenjacke", - "UI_CC_VALUE_body_jacket4": "Jacke 3", - "UI_CC_VALUE_body_cultist1.m": "Kultist", - "UI_CC_VALUE_body_cultist1.f": "Kultist", - "UI_CC_VALUE_body_cultist1.n": "Kultist", - "UI_CC_VALUE_body_dress1": "Retrokleid", - "UI_CC_VALUE_body_apron1": "Schürze", - "UI_CC_VALUE_body_vest1": "Weste", - "UI_CC_VALUE_body_poncho1": "Poncho", - "UI_CC_VALUE_body_moonstone": "Moonstone", - "UI_CC_VALUE_legs_generic": "Hose", - "UI_CC_VALUE_legs_shorts1": "Shorts", - "UI_CC_VALUE_legs_skirt1": "Rock", - "UI_CC_VALUE_legs_moonstone": "Moonstone", - "UI_CC_VALUE_hair_bansheep": "Geisterschaf-Hut", - "UI_CC_VALUE_hair_candevil": "Bonbonteufel-Hut", - "UI_CC_VALUE_hair_traffikrab": "Verkehrskrabben-Hut", - "UI_CC_VALUE_hair_springheel": "Sprungfeder-Hut", - "UI_CC_VALUE_legs_pombomb": "Pombomben-Shorts", - "UI_CC_VALUE_body_pombomb": "Pombomben-Poncho", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", - "UI_LOADING_FLUFF_2": "Gibt dem Hoppskin seine Jacke zurück ...", - "UI_LOADING_FLUFF_3": "Schärft Ripterras Messerklauen ...", - "UI_LOADING_FLUFF_4": "Schleicht sich an den Raubling heran ...", - "UI_LOADING_FLUFF_1": "Schleicht sich an eine Sprungfeder heran ...", - "UI_LOADING_FLUFF_5": "Füttert den Gaunpir ...", - "UI_LOADING_FLUFF_7": "Poliert dem Folklord den Schädel ...", - "UI_LOADING_FLUFF_6": "Führt Makabra von den Ziegen weg ...", - "UI_LOADING_FLUFF_8": "Repariert den Speer des Drahtknappen ...", - "UI_LOADING_FLUFF_9": "Schlägt Palangolin zum Ritter ...", - "UI_LOADING_FLUFF_10": "Zündet die Lunte der Pombombe an ...", - "UI_LOADING_FLUFF_11": "Lädt die Velociflinte nach ...", - "UI_LOADING_FLUFF_12": "Lädt den Artillerex nach ...", - "UI_LOADING_FLUFF_13": "Zeichnet auf der Maske des Elflosen ...", - "UI_LOADING_FLUFF_14": "Gibt Grantpus eine Zuckerstange ...", - "UI_LOADING_FLUFF_15": "Lädt den Blitzarin auf ...", - "UI_LOADING_FLUFF_16": "Lockt den Blitztana mit einem Blitzableiter an ...", - "UI_LOADING_FLUFF_18": "Bereitet sich auf die Apokrählypse vor ...", - "UI_LOADING_FLUFF_17": "Stellt die Katzglotze ein ...", - "UI_LOADING_FLUFF_19": "Leitet die Verkehrskrabbe ...", - "UI_LOADING_FLUFF_20": "Umgeht die Hummersperren ...", - "UI_LOADING_FLUFF_21": "Wünscht sich was für den Wächterlöwen ...", - "UI_LOADING_FLUFF_22": "Gießt das Blütenmaul ...", - "UI_LOADING_FLUFF_23": "Malt den Pinselpilz an ...", - "UI_LOADING_FLUFF_24": "Bewundert Fungoghs Kunstwerk ...", - "UI_LOADING_FLUFF_25": "Zieht den Aufziehrobin auf ...", - "UI_LOADING_FLUFF_26": "Schnitzt einen Hüpfkürbis ...", - "UI_LOADING_FLUFF_27": "Zieht das Anzugmonster an ...", - "UI_LOADING_FLUFF_28": "Verabschiedet sich vom Averevoir ...", - "UI_LOADING_FLUFF_29": "Sieht alles vom Allseher ...", - "UI_LOADING_FLUFF_30": "Bringt die Eimervasoren raus ...", - "UI_LOADING_FLUFF_31": "Boxt mit dem Welpuncher ...", - "UI_LOADING_FLUFF_32": "Kocht im Kohlenkessel ...", - "UI_LOADING_FLUFF_33": "Erweckt das Bauernskelett ...", - "UI_LOADING_FLUFF_34": "Hört sich die Predigt eines Skelevangelisten an ...", - "UI_LOADING_FLUFF_35": "Schwört einen Eid auf das Königsskelett ...", - "UI_LOADING_FLUFF_36": "Verbeugt sich vor Ihrer Majestät, dem Damenskelett ...", - "UI_LOADING_FLUFF_37": "Testet, ob Sterntierchen im All wirklich überleben können ...", - "UI_LOADING_FLUFF_38": "Ruft einen Dschinn Tonic herbei ...", - "NEW_GAME_INTRO_QUOTE_1": "Nun reitet dieser Ritter durch das Reich,\\nin die Wildnis von Wirral, wo es nur wenige gibt,\\ndie Gott oder andere mit gutem Herzen liebten.", - "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain und der Grüne Ritter,\\nunbekannter Autor, 14. Jahrhundert", - "CAMPING_CONFIRM": "Hier zelten?", - "CAFE_CAMPING_CONFIRM": "Hier eine kurze Pause einlegen?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Kapazität: {stacks}/{maximum} Stapel", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, Seite {page} von {page_count}", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "Sortieren", - "UI_INVENTORY_FILTER": "Filtern", - "UI_INVENTORY_FILTER_APPLIED": "{num} Filter", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "Hierdurch werden dauerhaft [i]alle[/i] Sticker entfernt, die dem aktuellen Filter deines Inventars entsprechen. Möchtest du den/die {stacks} Stickerstapel wirklich verwerten? Insgesamt werden {total} Sticker verwertet.", - "UI_INVENTORY_BULK_RECYCLE": "Alles verwerten", - "UI_INVENTORY_FILTER_NAME": "Name", - "UI_INVENTORY_FILTER_RARITY": "Seltenheit:", - "UI_INVENTORY_FILTER_RARITY_ALL": "Alle", - "UI_INVENTORY_FILTER_RARITY_COMMON": "Gewöhnlich", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Ungewöhnlich", - "UI_INVENTORY_FILTER_RARITY_RARE": "Selten", - "UI_INVENTORY_FILTER_CATEGORY": "Kategorie", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "Alle", - "UI_INVENTORY_FILTER_TYPE": "Elementartyp", - "UI_INVENTORY_FILTER_TYPE_ALL": "Alle", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Typenlos", - "UI_QUEST_LOG_CATEGORY_QUESTS": "Quests", - "UI_QUEST_LOG_CATEGORY_RUMORS": "Gerüchte", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Erfolge", - "UI_QUEST_LOG_NO_QUESTS": "Keine Quests.", - "UI_QUEST_LOG_NO_RUMORS": "Keine Gerüchte.", - "UI_QUEST_LOG_SECTION_MAIN": "Hauptquests", - "UI_QUEST_LOG_SECTION_SIDE": "Nebenquests", - "UI_QUEST_LOG_SECTION_OTHER": "Andere", - "UI_QUEST_LOG_SECTION_COMPLETED": "Abgeschlossen", - "UI_QUEST_LOG_SECTION_ACHIEVED": "{0}/{1} erhalten", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "Nicht erhalten", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Versteckter Erfolg Nr. {0}.", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", - "UI_QUEST_LOG_VIEW_BUTTON": "Karte ansehen", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Lied abspielen", - "UI_QUEST_TIMER": "Gültig: {minutes} min.", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Stempelkarte ansehen", - "UI_QUEST_LOG_TRACK_BUTTON": "Verfolgen", - "UI_QUEST_LOG_UNTRACK_BUTTON": "Nicht verfolgen", - "UI_QUEST_TRACKER_RUMOR": "Gerücht: {quest_title}", - "NOTIFICATION_ACHIEVEMENT": "Erfolg freigeschaltet", - "NOTICEBOARD_TITLE": "Schwarzes Brett der Ranger", - "NOTICEBOARD_LEVEL": "Stufe {level}", - "NOTICEBOARD_REMINDER_TITLE": "An alle Ranger:", - "NOTICEBOARD_REQUIREMENT_RANGER1": "Werde Mitglied der Ranger und schließe deine Ausbildung ab, um den Zugang zu diesen Quests freizuschalten.", - "NOTICEBOARD_METER_RATIO": "Gefunden {amount_owned}/{total_required}", - "NOTICEBOARD_METER_LABEL": "Fusioniertes Material für nächste Stufe: {amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "???", - "NOTICEBOARD_REMINDER_BODY": "Vergesst nicht, euch bei den Stadtbewohnern nach Gerüchten umzuhören, sonst verpasst ihr vielleicht was! Ianthe hat keine Zeit, persönlich jedem Hörensagen nachzugehen!", - "NOTICEBOARD_NEXT_REWARD": "Nächste Belohnung:", - "NOTICEBOARD_REWARD_NEW_QUEST": "Neue Quest", - "NOTICEBOARD_REWARD_ITEMS": "Gegenstände", - "NOTICEBOARD_REWARD_NEW_MONSTER": "Neues Monster", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Nimm diese Quest an, um mehr zu erfahren.", - "NOTICEBOARD_QUEST_COMPLETED": "Abgeschlossen", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "Du kannst diese Quest noch nicht annehmen. Schließe einige andere Quests ab und komm später wieder.", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Quest annehmen", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "In Protokoll ansehen", - "CHOOSE_STARTER_OPTION1": "Gruselig", - "CHOOSE_STARTER_TITLE": "Was ist dein Style?", - "CHOOSE_STARTER_OPTION2": "Süß", - "TUTORIAL_DEMO1.m": "Hiermit ist die Demoversion beendet. Beide Entwickler von Bytten Studio hoffen, dass dir dieser kleine Vorgeschmack gefallen hat!", - "TUTORIAL_DEMO_TITLE": "Danke fürs Spielen!", - "TUTORIAL_DEMO2.f": "Du kannst diesen Spielstand in der Vollversion des Spiels fortsetzen.", - "TUTORIAL_DEMO1.n": "Hiermit ist die Demoversion beendet. Beide Entwickler von Bytten Studio hoffen, dass dir dieser kleine Vorgeschmack gefallen hat!", - "TUTORIAL_DEMO1.f": "Hiermit ist die Demoversion beendet. Beide Entwickler von Bytten Studio hoffen, dass dir dieser kleine Vorgeschmack gefallen hat!", - "TUTORIAL_DEMO2.m": "Du kannst diesen Spielstand in der Vollversion des Spiels fortsetzen.", - "TUTORIAL_DEMO2.n": "Du kannst diesen Spielstand in der Vollversion des Spiels fortsetzen.", - "TUTORIAL_REMASTER": "Bestimmte Kassetten können \\\"remastert\\\" werden, wenn sie 5 Sterne erreichen.\\n\\nDurch Remastern wird eine Kassette zu einer stärkeren Gestalt weiterentwickelt. Ihre Werte nehmen zu und sie lernt neue Aktionen.\\n\\nEinige Monstergestalten sind nur durch Remastern erhältlich und in manchen Fällen kann sich die remasterte Kassette je nach Bedingungen unterscheiden.\\n\\nRemastere Kassetten, wenn du die Möglichkeit dazu hast!", - "TUTORIAL_DEMO_STORE_BTN": "Im Store ansehen", - "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", - "TUTORIAL_REMASTER_TITLE": "Tutorial: Remastern", - "TUTORIAL_FUSION_TITLE": "Tutorial: Fusion", - "TUTORIAL_FUSION1.m": "Wenn deine Ziele mit denen deiner Begleitung übereinstimmen, könnt ihr fusionieren, um zu einer einzigen, mächtigeren Bestie zu werden.\\n\\nJe näher du deiner Begleitung stehst, desto stärker seid ihr als Fusion.\\n\\nBehalte jedoch deine Fusionsanzeige im Auge! Eine Fusion ist nur möglich, wenn sie gefüllt ist.", - "TUTORIAL_FUSION1.n": "Wenn deine Ziele mit denen deiner Begleitung übereinstimmen, könnt ihr fusionieren, um zu einer einzigen, mächtigeren Bestie zu werden.\\n\\nJe näher du deiner Begleitung stehst, desto stärker seid ihr als Fusion.\\n\\nBehalte jedoch deine Fusionsanzeige im Auge! Eine Fusion ist nur möglich, wenn sie gefüllt ist.", - "TUTORIAL_FUSION1.f": "Wenn deine Ziele mit denen deiner Begleitung übereinstimmen, könnt ihr fusionieren, um zu einer einzigen, mächtigeren Bestie zu werden.\\n\\nJe näher du deiner Begleitung stehst, desto stärker seid ihr als Fusion.\\n\\nBehalte jedoch deine Fusionsanzeige im Auge! Eine Fusion ist nur möglich, wenn sie gefüllt ist.", - "TUTORIAL_FUSION2": "Als Fusion erhaltet ihr pro Runde 4 statt 2 AP und könnt daher stärkere Aktionen früher einsetzen.\\n\\nAußerdem habt ihr Zugang zu allen Aktionen beider Kassetten und eure Werte werden addiert.", - "TUTORIAL_RELATIONSHIPS": "Das Aufbauen von Beziehungen zu deinen Freunden ist äußerst wichtig. Die Stärke eurer Beziehung wirkt sich direkt darauf aus, wie stark ihr als Fusion seid!\\n\\nDu kannst jemandem näherkommen, indem du die Quests der betreffenden Person abschließt und an ihrer Seite kämpfst. Wenn der richtige Zeitpunkt gekommen ist, könnt ihr eine Pause an einem Lagerfeuer oder im Café einlegen, um die Stufe eurer Beziehung zu erhöhen.", - "TUTORIAL_RECORDING1": "Ob eine Aufnahme gelingt oder nicht, hat nichts mit Glück zu tun. Es gibt einige Faktoren, die dafür entscheidend sind:\\n\\n- wie viel Gesundheit das Monster hat,\\n- seine Stufe und Seltenheit,\\n- wie viel Schaden du ihm beim Aufnehmen zugefügt hast\\n- und wie viel Schaden die aufnehmende Person erlitten hat.", - "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Beziehungen", - "TUTORIAL_RECORDING2": "Das Verwenden von Statuseffekten zur Verstärkung von Angriffen auf das Monster, das du aufnimmst, kann den Schaden und deine Chancen effektiv erhöhen.\\n\\nSolange ein Monster aufgenommen wird, kann es nicht fliehen oder besiegt werden, also musst du dir keine Sorgen machen, dass es k. o. geht!", - "TUTORIAL_RECORDING_TITLE": "Tutorial: Kassetten aufnehmen", - "TUTORIAL_TAPE_STORAGE.f": "Wenn deine Gruppe voll ist, werden aufgenommene Kassetten in einem speziellen Fach in deinem Rucksack aufbewahrt. Am einem Lagerfeuer oder im Café kannst du auf diese Kassetten zugreifen und sie aus deiner Gruppe entfernen oder in der Gruppe verwenden.\\n\\nAufbewahrte Kassetten, die du nicht mehr brauchst, kannst du verwerten, um Ressourcen und Sticker zu erhalten.", - "TUTORIAL_TAPE_STORAGE.m": "Wenn deine Gruppe voll ist, werden aufgenommene Kassetten in einem speziellen Fach in deinem Rucksack aufbewahrt. Am einem Lagerfeuer oder im Café kannst du auf diese Kassetten zugreifen und sie aus deiner Gruppe entfernen oder in der Gruppe verwenden.\\n\\nAufbewahrte Kassetten, die du nicht mehr brauchst, kannst du verwerten, um Ressourcen und Sticker zu erhalten.", - "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Kassettensammlung", - "TUTORIAL_STICKERS1": "Auf welche Aktionen du beim Benutzen einer Kassette im Kampf Zugriff hast, hängt davon ab, welche Sticker sich darauf befinden.\\n\\nDu kannst neue Aktionen für eine Kassette erhalten, indem du sie mit Stickern aus deinem Inventar \\\"beklebst\\\". Sticker nicht benötigter Aktionen können entfernt und in dein Inventar gelegt werden.", - "TUTORIAL_STICKERS_TITLE": "Tutorial: Sticker und Aktionen", - "TUTORIAL_TAPE_STORAGE.n": "Wenn deine Gruppe voll ist, werden aufgenommene Kassetten in einem speziellen Fach in deinem Rucksack aufbewahrt. Am einem Lagerfeuer oder im Café kannst du auf diese Kassetten zugreifen und sie aus deiner Gruppe entfernen oder in der Gruppe verwenden.\\n\\nAufbewahrte Kassetten, die du nicht mehr brauchst, kannst du verwerten, um Ressourcen und Sticker zu erhalten.", - "TUTORIAL_STICKERS2": "Du kannst Sticker beliebig oft verwenden, aber jeweils nur auf eine einzige Kassette kleben.\\n\\nDu kannst Sticker auf verschiedene Weise erhalten:\\n\\n- durch das Füllen von Erfahrungspunktleisten der Kassetten,\\n- in Truhen oder Verstecken, die du findest, und\\n- bei bestimmten Händlern in Hafenstadt.", - "TUTORIAL_AP2": "Jedes Gruppenmitglied erhält 2 AP pro Runde und einen AP zusätzlich, wenn es einen Angriff mit Typenvorteil landet.\\n\\nDu kannst vorausplanen und AP für deine stärksten Angriffe sparen, indem du schwächere Aktionen benutzt, für die du nur wenige AP benötigst.", - "TUTORIAL_AP_TITLE": "Tutorial: Aktionspunkte", - "TUTORIAL_AP1": "Achte auf diese orangen Quadrate – hierbei handelt es sich um deine Aktionspunkte oder kurz AP.\\n\\nFür die meisten Aktionen musst du AP ausgeben. Die AP-Kosten einer Aktion werden neben ihrem Namen angezeigt.\\n\\nWenn du nicht genug AP für eine Aktion hast, kannst du sie in der aktuellen Runde nicht benutzen.", - "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Erzengel", - "TUTORIAL_ARCHANGEL_AP": "Im Gegensatz zu anderen Monstern, die AP zum Benutzen von Aktionen ausgeben, sammeln Erzengel ihre gesamten AP, bis sie 10 erreichen.\\n\\nSobald ein Erzengel diese Menge gesammelt hat, entfesselt er diese Kraft in seinem speziellen Engelsangriff.\\n\\nWenn du überleben willst, setze deine Aktionen strategisch ein, um entweder eine solide Verteidigung aufzubauen, oder besiege den Erzengel, bevor er genug AP erhält.", - "TUTORIAL_STATIONS2": "Die Bahnhöfe der Meereslinie scheinen einige seltsame Wesen aus weiter Ferne zu beherbergen.\\n\\nErkunde die Bahnhöfe gründlich, um wertvolle Informationen und Belohnungen zu erhalten.", - "TUTORIAL_STATIONS1": "Du kannst die Schnellreise auf der Karte jederzeit aktivieren, wenn du draußen bist.\\n\\nAnfangs kannst du nur zum Café Grammofon zurückreisen, allerdings wird durch jeden wiedereröffneten Bahnhof ein neues Ziel hinzugefügt.", - "TUTORIAL_STATIONS_TITLE": "Tutorial: Schnellreise und Bahnhöfe", - "TYPE_CHART_ATTACKER": "Angreifer:", - "TYPE_CHART_DEFENDER": "Verteidiger:", - "TYPE_CHART_TRANSMUTATION": "Transmutation:", - "TYPE_CHART_NO_REACTION": "Keine Reaktion.", - "TYPE_CHART_BUFFS": "Verstärkung(en):", - "TYPE_CHART_DEBUFFS": "Schwächung(en):", - "TYPE_CHART_OTHER": "Sonstiger Effekt:", - "TYPE_CHART_STATUS_AMOUNT": "× {amount}", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Das könnte gefährlich werden. Du solltest mindestens zwei funktionierende Kassetten dabeihaben, bevor du weitermachst.", - "TITLE_SCREEN_PLAY_BUTTON": "Spielen", - "TITLE_SCREEN_PRESS_BUTTON": "{control.ui_accept} drücken", - "TITLE_SCREEN_LANGUAGE_BUTTON": "Sprache", - "TITLE_SCREEN_CREDITS_BUTTON": "Mitwirkende", - "UI_SETTINGS": "Einstellungen", - "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×·", - "UI_SETTINGS_GRAPHICS": "Grafik", - "UI_SETTINGS_AUDIO": "Audio", - "UI_SETTINGS_GAMEPLAY": "Gameplay", - "UI_SETTINGS_KEYBOARD": "Tastatur", - "UI_SETTINGS_CONTROLLER": "Controller", - "UI_SETTINGS_DEFAULTS_BUTTON": "Standard", - "UI_SETTINGS_REBIND_BUTTON": "Neu zuweisen", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Vollbild", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "An", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "Aus", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "Auflösung", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "Bildrate", - "UI_SETTINGS_GRAPHICS_PRESET_0": "Niedrig", - "UI_SETTINGS_GRAPHICS_PRESET": "Grafikvoreinstellung", - "UI_SETTINGS_GRAPHICS_PRESET_1": "Mittel", - "UI_SETTINGS_GRAPHICS_PRESET_2": "Hoch", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Angepasst", - "UI_SETTINGS_GRAPHICS_MODE_0": "Leistung", - "UI_SETTINGS_GRAPHICS_MODE": "Grafikmodus", - "UI_SETTINGS_GRAPHICS_MODE_1": "Ausgewogen", - "UI_SETTINGS_GRAPHICS_MODE_2": "Qualität", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Antialiasing", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Deaktiviert", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", - "UI_SETTINGS_VALUE_ON": "An", - "UI_SETTINGS_VALUE_OFF": "Aus", - "UI_SETTINGS_GRAPHICS_DOF": "Schärfentiefe", - "UI_SETTINGS_GRAPHICS_GLOW": "Leuchten", - "UI_SETTINGS_GRAPHICS_SHADOW": "Dynamische Schatten", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Streaming", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Weniger Aufpoppen", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Geringe CPU-Nutzung", - "UI_SETTINGS_CLOSE_CONFIRM": "Ohne Anwenden der Änderungen schließen?", - "UI_SETTINGS_SAVED": "Einstellungen gespeichert!", - "UI_SETTINGS_AUDIO_VOLUME_Master": "Gesamtlautstärke", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Soundeffektlautstärke", - "UI_SETTINGS_AUDIO_VOLUME_Music": "Musiklautstärke", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "Sprachlautstärke", - "UI_SETTINGS_AUTOSAVE": "Autospeichern", - "UI_SETTINGS_AUTOSAVE_ENABLED": "Aktiviert", - "UI_SETTINGS_AUTOSAVE_DISABLED": "Deaktiviert", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Aktiviert", - "UI_SETTINGS_SHOW_TIMER": "Speedrun-Timer", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "Sichtbar", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "Verborgen", - "UI_SETTINGS_QUEST_TRACKER": "HUD-Questverfolgung", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Deaktiviert", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Statuseffekt-Tutorials", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Wenn neu", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Immer", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Nie", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Aktiviert", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Deaktiviert", - "UI_SETTINGS_SCREEN_SHAKE": "Bildschirmwackeln", - "UI_SETTINGS_VIBRATION_ENABLED": "Aktiviert", - "UI_SETTINGS_VIBRATION": "Controllervibration", - "UI_SETTINGS_VIBRATION_DISABLED": "Deaktiviert", - "UI_SETTINGS_AI_SMARTNESS": "KI-Intelligenz", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Dümmerer", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "Dümmer", - "UI_SETTINGS_AI_SMARTNESS_EASY": "Dumm", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Empfohlen", - "UI_SETTINGS_AI_SMARTNESS_HARD": "Klug", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "Klüger", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Skynet", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Deaktiviert", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- Menschen und Bosse wählen Aktionen intelligent aus.\\n- Wilde Monster wählen Aktionen meistens zufällig aus.", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- Gegner wählen Aktionen zufällig aus.", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- Gegner wählen Aktionen intelligenter aus.", - "UI_SETTINGS_LEVEL_SCALING": "Stufenskalierung", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "Langweilig", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "Einfacher", - "UI_SETTINGS_LEVEL_SCALING_EASY": "Einfach", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Empfohlen", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- Stufenskalierung ist vollständig deaktiviert.", - "UI_SETTINGS_LEVEL_SCALING_HARD": "Schwierig", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "Schwieriger", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Enormer Grind", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- Hochstufige Gegner werden leicht zu dir herunterskaliert.\\n- Niedrigstufige NPCs und Bosse werden nicht so stark hochskaliert.", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- Hochstufige Gegner werden nicht zu dir herunterskaliert.\\n- Niedrigstufige NPCs und Bosse werden teilweise hochskaliert.", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- Hochstufige Gegner werden nicht zu dir herunterskaliert.\\n- Alle niedrigstufigen Gegner werden etwas hochskaliert.", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Menüsteuerung", - "UI_SETTINGS_KEYBOARD_ui_accept": "Bestätigen", - "UI_SETTINGS_KEYBOARD_ui_cancel": "Abbrechen", - "UI_SETTINGS_KEYBOARD_ui_page_up": "Vorherige Seite", - "UI_SETTINGS_KEYBOARD_ui_page_down": "Nächste Seite", - "UI_SETTINGS_KEYBOARD_ui_action_1": "Oberflächenaktion 1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "Oberflächenaktion 2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "Oberflächenaktion 3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "\\\"{0}\\\" neu zuweisen", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Spielsteuerung", - "UI_SETTINGS_CONTROLLER_move": "Bewegen", - "UI_SETTINGS_KEYBOARD_move_up": "Nach oben", - "UI_SETTINGS_KEYBOARD_move_left": "Nach links", - "UI_SETTINGS_KEYBOARD_move_right": "Nach rechts", - "UI_SETTINGS_KEYBOARD_move_down": "Nach unten", - "UI_SETTINGS_KEYBOARD_interact": "Interagieren", - "UI_SETTINGS_KEYBOARD_jump": "Springen", - "UI_SETTINGS_KEYBOARD_dash": "Spurten", - "UI_SETTINGS_KEYBOARD_magnetism": "Magnetismus", - "UI_SETTINGS_KEYBOARD_climb": "Klettern", - "UI_SETTINGS_KEYBOARD_pause_menu": "Menü anzeigen", - "UI_SETTINGS_KEYBOARD_map_menu": "Karte anzeigen", - "UI_SETTINGS_KEYBOARD_party_menu": "Gruppe anzeigen", - "UI_SETTINGS_KEYBOARD_inventory_menu": "Inventar anzeigen", - "UI_SETTINGS_KEYBOARD_fast_mode": "4-faches Kampftempo (halten)", - "UI_SETTINGS_KEYBOARD_PROMPT": "Drücke bis zu vier Tasten, um sie dieser Steuerung zuzuweisen.", - "CONTROLLER_DISCONNECTED_PASSIVE": "Controller getrennt.", - "UI_SETTINGS_KEYBOARD_INVALID": "Einstellungen können erst gespeichert werden, wenn du alle Steuerungen festgelegt hast.", - "AUTOSPLIT_DISCONNECTED": "Verbindung zum LiveSplit-Server verloren.", - "AUTOSPLIT_CONNECTED": "Verbindung zum LiveSplit-Server hergestellt.", - "CONTROLLER_DISCONNECTED_MODAL": "Controller getrennt. Bitte verbinde deinen Controller neu.", - "AUTOSPLIT_CONNECTION_FAILED": "Verbindung zum LiveSplit-Server fehlgeschlagen.", - "AUTOSPLIT_RELOADED": "LiveSplit-Konfiguration neu geladen.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Controller Getrennt", - "AUTOSPLIT_RELOAD_FAILED": "LiveSplit-Konfiguration konnte nicht neu geladen werden.", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Einstieg/Ausstieg lokaler Multiplayer", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "Folge Kayleighs Anweisungen, um lokale Koop-Spiele freizuschalten.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Bitte verbinde deinen Controller neu.", - "UNKNOWN_BESTIARY_INDEX": "???", - "UI_JOYPAD_SELECT_LOAD_FILE": "Lade eine Datei, um ein lokales Koop-Spiel zu starten.", - "UI_JOYPAD_SELECT_JOIN": "{join_btn} drücken", - "BESTIARY_INDEX_ARCHANGEL": "E{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Ausstieg", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Kehre ins Hauptmenü zurück, um den neu installierten DLC zu spielen.", - "BESTIARY_INDEX_FUSION": "F{0}", - "DLC_INSTALLED_RESTART_PROMPT": "Starte das Spiel neu, um den neu installierten DLC zu spielen.", - "DJINN_ENTONIC_NAME": "Dschinn Tonic", - "DJINN_ENTONIC_NAME_PREFIX": "Dschinn", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Kugelino-Modulscherbe", - "DJINN_ENTONIC_NAME_SUFFIX": "tonic", - "DJINN_ENTONIC_LORE_2": "Ein Dschinn oder Flaschengeist ist ein Wesen aus der arabischen Mythologie. In der Geschichte von Aladin befreit der Protagonist einen in einer magischen Lampe eingesperrten Dschinn, als er unbeabsichtigt daran reibt.", - "DJINN_ENTONIC_LORE_1": "Ein geheimnisvoller kosmischer Kellner mit einwandfreiem Dienst am Gast. Es ist nicht ganz klar, welche Drinks serviert werden, nur dass sie \\\"familienfreundlich\\\" sind und \\\"keinen Einfluss auf die Alterseinstufung des Spiels\\\" haben.", - "DJINN_ENTONIC_DESCRIPTION": "ein kosmischer Kellner", - "BULLETINO_NAME": "Kugelino", - "BULLETINO_NAME_PREFIX": "Kugel", - "BULLETINO_NAME_SUFFIX": "ino", - "BULLETINO_LORE_2": "Frühe Kugeln waren einfache Bleigeschosse, die in Kriegen des Mittelalters aus Kanonen in Richtung von Feinden und Befestigungen gefeuert wurden. Die konische \\\"Kugelform\\\", wie wir sie heute kennen, wurden im 19. Jahrhundert vom französischen Hauptmann Henri-Gustave Delvigne entwickelt.", - "BULLETINO_LORE_1": "Der Kugelino besitzt nur einen Verteidigungsmechanismus – und zwar sich selbst kopfüber in die Gefahr zu stürzen, wenn er in Panik gerät. Obwohl das eine schlechte Idee ist, macht er es trotzdem immer wieder.", - "BULLETINO_DESCRIPTION": "eine riesige Kugel auf zwei Beinen", - "VELOCIRIFLE_NAME": "Velociflinte", - "VELOCIRIFLE_NAME_PREFIX": "Veloci", - "VELOCIRIFLE_LORE_1": "Die Schädelhinterseite der Velociflinte enthält eine Kammer mit Schießpulver, das sie nach Belieben zünden kann, um ein Geschoss im \\\"Lauf\\\" in ihrem Gesicht abzufeuern. Diese Monster sind mittlerweile ziemlich gute Schützen.", - "VELOCIRIFLE_NAME_SUFFIX": "flinte", - "VELOCIRIFLE_DESCRIPTION": "eine Echse mit einem schusswaffenförmigen Kopf", - "VELOCIRIFLE_LORE_2": "Schießpulver wurde zu Beginn des ersten Jahrtausends in China erfunden. Die frühesten Schusswaffen waren tragbare Kanonen mit Schießpulver und kleinen Geschossen.", - "ARTILLEREX_NAME": "Artillerex", - "ARTILLEREX_NAME_PREFIX": "Artille", - "ARTILLEREX_NAME_SUFFIX": "rex", - "ARTILLEREX_LORE_2": "Das Gatling-Geschütz ist ein frühes Maschinengewehr, das aus einem per Kurbel gedrehten Rad mit Läufen in schneller Abfolge Munition verschießen konnte. Benannt wurde die in der Mitte des 19. Jahrhunderts konzipierte Waffe nach ihrem Erfinder Richard Jordan Gatling.", - "ARTILLEREX_LORE_1": "Der Körper des Artillerex enthält eine Vertiefung mit geschmolzenem Metall, aus dem er Schrapnelle formen und aus dem \\\"Geschützturm\\\" an seinem Bauch abfeuern kann. Seine ballistischen Fähigkeiten und die hoch aufragende Statur machen ihn zu einem furchteinflößenden Gegner.", - "ARTILLEREX_DESCRIPTION": "eine riesige Echse mit einer Schusswaffe auf ihrem Bauch", - "GEARYU_NAME_PREFIX": "Zahnrad", - "GEARYU_NAME": "Zahnradyu", - "GEARYU_LORE_1": "In der Körpermitte des Zahnradyu befinden sich mehrere riesige, durch magnetische Kraft zusammengehaltene Zahnräder. Diese dreht das Monster, um kinetische Energie zu erzeugen und als mächtige Elementar-Odemangriffe aus seinem Maul einzusetzen.", - "GEARYU_NAME_SUFFIX": "ryu", - "GEARYU_LORE_2": "Zahnräder sind runde Maschinenteile, die durch \\\"Zähne\\\" an ihren Rändern ineinandergreifen. Verschiedene Größen können benutzt werden, um die Drehgeschwindigkeit zu verringern oder zu erhöhen.", - "GEARYU_DESCRIPTION": "eine Echse mit Metallzahnrädern", - "SALAMAGUS_NAME": "Salamagus", - "SALAMAGUS_LORE_1": "Der schlüpfrige Salamagus ist ein Schüler der Pyromantie und anderer arkaner Künste. Mithilfe des Treibstoffs, der sich in den wie riesige Glupschaugen aussehenden Säcken an seinem Kopf befindet, kann er Feuer spucken.", - "SALAMAGUS_NAME_PREFIX": "Sala", - "SALAMAGUS_NAME_SUFFIX": "magus", - "PYROMELEON_NAME_PREFIX": "Pyro", - "PYROMELEON_NAME": "Pyromeleon", - "SALAMAGUS_DESCRIPTION": "eine Echse mit dreieckigem Kopf", - "SALAMAGUS_LORE_2": "Ein Magus oder Magier ist eine Person, die Magie einsetzt. Magier sind in Mythologie, Folklore und Popkultur weit verbreitet.", - "PYROMELEON_NAME_SUFFIX": "meleon", - "PYROMELEON_LORE_1": "Das Pyromeleon ist ein Meister der Pyromantie und kann Feuer nicht nur spucken, sondern es auch kontrollieren. Oftmals ist es mit einer Flamme an der Zungenspitze zu sehen, die seine Beherrschung dieses Elements zur Schau stellt.", - "PYROMELEON_DESCRIPTION": "eine Echse mit einer langen Zunge", - "ICEPECK_LORE_1": "Eispicker wehren Angreifer mit ihren \\\"Eiszapfenschnäbeln\\\" ab. Da diese bei wärmeren Temperaturen vollständig schmelzen, ist der Eispicker fast ausschließlich in den eisigen Höhen des Wirral zu finden.", - "PYROMELEON_LORE_2": "Pyromantie ist sowohl die Bezeichnung für Hellsehen durch Feuer als auch die Fähigkeit, Feuer mithilfe von Magie zu beschwören und zu kontrollieren. Personen, die diese Künste praktizieren, nennt man \\\"Pyromanten\\\".", - "ICEPECK_LORE_2": "Eiszapfen bilden sich, wenn Wasser gefriert, während es an einem Objekt hinunterläuft. Im Winter und in kalten Gegenden sind sie oft an Bäumen und Häusern zu sehen.", - "CRYOSHEAR_NAME_PREFIX": "Kryo", - "ICEPECK_DESCRIPTION": "ein Vogel mit einem Eiszapfenschnabel", - "CRYOSHEAR_NAME": "Kryoschere", - "CRYOSHEAR_NAME_SUFFIX": "schere", - "CRYOSHEAR_DESCRIPTION": "ein verhülltes Wesen mit Eisklingen", - "CRYOSHEAR_LORE_2": "\\\"Kryosphäre\\\" ist der Name für Abschnitte der Erdoberfläche wie zum Beispiel die Arktis und Antarktis, in denen Wasser die meiste Zeit über gefroren ist.", - "CRYOSHEAR_LORE_1": "Kryoscheren sind oft mit zwei vollständig aus Eis bestehenden Klingen zu sehen, die sie für Angriffe einsetzen. Bei der am häufigsten vorkommenden Methode nutzen sie die Klingen wie die beiden Hälften einer riesigen Schere.", - "SPOOKI-ONNA_NAME": "Spuk-onna", - "SPOOKI-ONNA_NAME_PREFIX": "Spuk", - "SPOOKI-ONNA_NAME_SUFFIX": "-onna", - "BOLTAM_NAME_PREFIX": "Blitz", - "SPOOKI-ONNA_LORE_1": "Laut der Legende erscheint die Spuk-onna Personen, die so töricht sind, den Gipfel des Wirral erklimmen zu wollen. Beschrieben wird sie als Erscheinung in Frauengestalt, die Kletterer dazu auffordert, sich ihr zu nähern, bevor sie sie mit einer tödlichen kalten Nebeldecke umhüllt.", - "SPOOKI-ONNA_LORE_2": "Die Yuki-onna ist ein \\\"Yōkai\\\" – eine Art Geist aus der japanischen Folklore. In den mannigfaltigen Geschichten über die Yuki-onna wird sie üblicherweise als geisterhafte, mit Schnee und Schneestürmen in Verbindung stehende Frau beschrieben, die Leuten oftmals Unheil und Tod bringt.", - "BOLTAM_NAME": "Blitzarin", - "SPOOKI-ONNA_DESCRIPTION": "eine gruselige Nebelfrau", - "BOLTAM_NAME_SUFFIX": "arin", - "BOLTAM_LORE_2": "Magnetismus ist eine durch sich bewegende elektrische Ladungen erzeugte Kraft. Metallobjekte können \\\"magnetisiert\\\" werden, indem man elektrische Ströme durch sie hindurchleitet, um ein magnetisches Feld zu erzeugen.", - "BOLTAM_LORE_1": "Die Metallköpfe des Blitzarins sind extrem leitfähig und absorbieren passiv elektrische Ströme aus der Atmosphäre. Blitzarins können diese Energie in ein magnetisches Feld kanalisieren, mit dessen Hilfe sie sich problemlos an Land und in der Luft fortbewegen.", - "BOLTAM_DESCRIPTION": "ein Kreatur mit Flipperkugelkkopf", - "PLASMANTLER_NAME": "Plasmarilla", - "PLASMANTLER_NAME_PREFIX": "Plasma", - "PLASMANTLER_NAME_SUFFIX": "rilla", - "PLASMANTLER_LORE_2": "Obwohl wir nur Metallobjekte als \\\"magnetisch\\\" wahrnehmen, wirkt sich Magnetismus in Wirklichkeit auf jegliche Materie aus. Die elektromagnetische Kraft ist einer der Grundbausteine der physischen Welt, wie wir sie verstehen.", - "SPARKTAN_NAME": "Funktaner", - "PLASMANTLER_DESCRIPTION": "ein Monster mit Metallkopf und Geweih", - "PLASMANTLER_LORE_1": "Der Plasmarilla ist die gereifte Phase im Lebenszyklus des Blitzarins, nachdem dieser genug elektrische Energie absorbiert hat, um seinen Körper beträchtlich anwachsen zu lassen. Das magnetische Feld des Plasmarillas ist derart stark, dass er auch nicht eisenhaltige Objekte anziehen und abstoßen kann.", - "SPARKTAN_NAME_PREFIX": "Funk", - "SPARKTAN_LORE_1": "Funktaner sind lebende Gewitterwolken. Ihre \\\"Arme\\\" bestehen aus konzentrierter elektrischer Energie und können nach Belieben verlängert werden. Diese Monster leben gern in großer Höhe, wo sie problemlos mehr Wolkenmaterie sammeln können.", - "SPARKTAN_NAME_SUFFIX": "taner", - "SPARKTAN_LORE_2": "Wolken bilden sich aus Partikeln in der Atmosphäre von Planeten. Die Wolken auf der Erde bestehen aus Wassertröpfchen und bilden je nach Höhe und Feuchtigkeit unterschiedliche Formen.", - "ZEUSTRIKE_NAME": "Zeusschlag", - "SPARKTAN_DESCRIPTION": "eine lebende Gewitterwolke", - "ZEUSTRIKE_NAME_PREFIX": "Zeus", - "ZEUSTRIKE_NAME_SUFFIX": "schlag", - "ZEUSTRIKE_LORE_2": "Gewitter entstehen, wenn die Reibung zwischen Eis und Wasser in Cumulonimben genügend Elektronen verschiebt, um eine Spannung aufzubauen, die sich in Richtung des Bodens entladen kann.", - "ZEUSTRIKE_LORE_1": "Zeusschläge wetteifern oft im Kampf miteinander und die Zusammenstöße ihrer Blitzstrahlarme mit den Wolken sind von Gewittern nicht zu unterscheiden.", - "ZEUSTRIKE_DESCRIPTION": "ein Wolke mit Helm", - "KITTELLY_NAME_PREFIX": "Glotzen", - "KITTELLY_NAME": "Glotzenmieze", - "KITTELLY_LORE_1": "Die Glotzenmieze kann nur durch die Rauschmuster auf ihrem fernsehartigen \\\"Gesicht\\\" kommunizieren. Diese Nachrichten sind schwierig zu entziffern, was dieses Monster häufig daran hindert, in Kontakt mit anderen Kreaturen zu treten.", - "KITTELLY_NAME_SUFFIX": "mieze", - "KITTELLY_DESCRIPTION": "eine Katze mit kaputtem Fernseher als Kopf", - "KITTELLY_LORE_2": "Die oftmals mit Hexerei und Übernatürlichem in Verbindung gebrachte schwarze Katze wird in vielen Kulturen als Omen oder Symbol für Pech angesehen – ein Ruf, den sie nicht verdient hat.", - "CAT-5_NAME": "Cat-5", - "CAT-5_NAME_SUFFIX": "-5", - "CAT-5_NAME_PREFIX": "Cat", - "CAT-5_LORE_1": "Obwohl ihr Gesicht einem Plasmabildschirm ähnelt, kann die Cat-5 offenbar problemlos sehen. Da sie keinen Mund hat, bezieht sie mit ihren beiden Kabelschwänzen statische Elektrizität aus der Atmosphäre, um sich mit Energie zu versorgen.", - "CAT-5_LORE_2": "Cat-sìth ist eine Kreatur aus der keltischen Mythologie. Sie ähnelt einer großen schwarzen Katze und soll angeblich imstande sein, die Seelen der Toten zu stehlen, bevor sie ins Jenseits weiterziehen können.", - "JELLYTON_NAME": "Schleimlett", - "CAT-5_DESCRIPTION": "eine Bestie mit Flachbildschirm als Kopf", - "JELLYTON_NAME_PREFIX": "Schleim", - "JELLYTON_LORE_1": "Schleimlette entstehen, wenn glücklose Bauernskelette in Sumpfwasser fallen und nicht mehr herauskommen. Mit der Zeit lösen sich ihre Körper auf und werden zu Wesen, die hauptsächlich aus giftigem Schleim bestehen, der angeblich einen hervorragenden Dünger abgibt.", - "JELLYTON_NAME_SUFFIX": "lett", - "JELLYTON_LORE_2": "\\\"Schleimmonster\\\" tauchen in der modernen Popkultur und dort vor allem in der Fantasy häufig auf. Obwohl es keinen bestimmten mythologischen Ursprung gibt, werden sie normalerweise als formlose Kreaturen aus einer gallertartigen Masse dargestellt, die alles verzehren können, womit sie in Kontakt kommen.", - "NEVERMORT_NAME": "Nimmertod", - "JELLYTON_DESCRIPTION": "eine schleimige Kreatur mit einem Totenschädel als Kopf", - "NEVERMORT_NAME_PREFIX": "Nimmer", - "NEVERMORT_NAME_SUFFIX": "tod", - "NEVERMORT_LORE_1": "Es sollte erwähnt werden, dass der Nimmertod keinen Schnabel hat, sondern offenbar eine Pestarztmaske aus Porzellan trägt. Welches Gesicht sich hinter dieser Maske verbirgt, will man lieber gar nicht sehen.", - "NEVERMORT_DESCRIPTION": "eine Krähe mit einer Kapuze und einer Maske", - "NEVERMORT_LORE_2": "Vögel aus der Familie der Corvida, vor allem Raben, tauchen in Volkserzählungen und Kunst vieler Kulturen auf. In der griechischen Mythologie wurden Raben als Mündel Apollos dargestellt und brachten angeblich Pech.", - "APOCROWLYPSE_NAME": "Apokrählypse", - "APOCROWLYPSE_NAME_PREFIX": "Apokräh", - "APOCROWLYPSE_NAME_SUFFIX": "krählypse", - "APOCROWLYPSE_LORE_2": "Im 16. Jahrhundert erfand Charles de Lorme die bekannte \\\"Schnabelnasen-Kleidung\\\" der Pestärzte, die diese trugen, wenn sie sich um die Opfer von Epidemien kümmerten. Die Maske war mit Gewürzen und Parfüm gefüllt, was die Übertragung von Erregern über die Luft verhindern sollte.", - "APOCROWLYPSE_LORE_1": "Neben ihrem Umhang und der Maske trägt die Apokrählypse einen mit einem polierten Tierschädel verzierten Gürtel. Im Umriss sieht sie daher aus, als würde sie auf einem Skelettross reiten.", - "MAGIKRAB_NAME": "Magikrabbe", - "MAGIKRAB_LORE_1": "Magikrabben waren die ersten Monster, die vor langer Zeit nach Neu Wirral kamen. Mittlerweile sind sie fast alle ausgestorben, allerdings befindet sich noch eine von ihnen als ewiger und eifriger Bahnhofsmitarbeiter auf der Insel.", - "MAGIKRAB_NAME_PREFIX": "Magi", - "MAGIKRAB_NAME_SUFFIX": "krabbe", - "APOCROWLYPSE_DESCRIPTION": "ein gruseliger Vogel mit vier Beinen", - "CLOCKSLEY_NAME": "Aufziehrobin", - "MAGIKRAB_LORE_2": "In der Kunst der Bühnenillusion ist ein Hut ein häufig verwendetes und bekanntes Accessoire, aus dem der Magier einen Hasen hervorholen oder in dem er vielleicht auch ein Tuch verschwinden lassen kann.", - "MAGIKRAB_DESCRIPTION": "eine Krabbe mit einem Zaubererhut", - "CLOCKSLEY_NAME_PREFIX": "Aufzieh", - "CLOCKSLEY_NAME_SUFFIX": "robin", - "CLOCKSLEY_LORE_2": "Obwohl es Maschinen mit Räderwerk schon in der Antike gab, wurden in der westlichen Welt vor allem ab dem 19. Jahrhundert Aufziehspielzeuge immer beliebter. Diese werden oftmals mit einem Schlüssel \\\"aufgezogen\\\", der in eine Öffnung an der Außenseite des Spielzeugs gesteckt wird.", - "CLOCKSLEY_LORE_1": "Der lange Krallenarm des Aufziehrobins verschafft ihm einen besonderen Vorteil im Fernkampf, da er auf diese Weise Waffen in sicherer Entfernung halten kann. Dies gleicht den Umstand aus, dass er nicht besonders schnell ist.", - "ROBINDAM_NAME": "Robindam", - "ROBINDAM_LORE_1": "Robindams können mit ihren Plastikpfeilen und -bögen meisterhaft umgehen und mit dem Saugnapf ein Ziel auf 300 Meter Entfernung treffen. Sie sind stolz auf ihre hohe Treffsicherheit und haben einen starken Sinn für Gerechtigkeit.", - "ROBINDAM_NAME_PREFIX": "Robin", - "ROBINDAM_NAME_SUFFIX": "dam", - "CLOCKSLEY_DESCRIPTION": "eine Spielzeugkreatur mit einem langen Krallenarm", - "ROBINDAM_DESCRIPTION": "ein großer Roboter mit Pfeil und Bogen", - "TWIRLIGIG_NAME": "Wirbelpuppe", - "ROBINDAM_LORE_2": "Robin Hood (oder \\\"Robin von Locksley\\\") ist eine Figur der englischen Folklore und auf der ganzen Welt bekannt. Üblicherweise wird er als gesetzloser Held porträtiert, der die Reichen bestiehlt und den Armen gibt.", - "TWIRLIGIG_NAME_PREFIX": "Wirbel", - "TWIRLIGIG_NAME_SUFFIX": "puppe", - "TWIRLIGIG_LORE_2": "Strohpuppen werden seit jeher als Vogelscheuchen oder für Kampftraining eingesetzt.", - "KIRIKURI_NAME": "Kirikuri", - "TWIRLIGIG_DESCRIPTION": "eine springende hölzerne Puppe", - "TWIRLIGIG_LORE_1": "Wirbelpuppen waren früher primitive Puppen für Zielübungen, haben mittlerweile aber aus unbekannten Gründen ein Bewusstsein entwickelt. Da ihnen komplexe Gliedmaße fehlen, müssen sie sich bewegen und angreifen, indem sie sich auf den durch ihre Körper verlaufenden Holzpfählen drehen.", - "KIRIKURI_NAME_PREFIX": "Kiri", - "KIRIKURI_LORE_1": "Früher waren die Kirikuris Puppen für Kampfübungen, haben mittlerweile aber selbst zu den Waffen gegriffen. Sie kämpfen mit sogenannten Bokken, für das Schwerttraining benutzten hölzernen Katanas.", - "KIRIKURI_NAME_SUFFIX": "kuri", - "KIRIKURI_DESCRIPTION": "eine Holzpuppe mit Schwert und Schild", - "KIRIKURI_LORE_2": "Bokken sind japanische Holzschwerter. Sie kommen beim Training von Kampftechniken zum Einsatz und basieren auf Katanas, können aber in unterschiedlichen Formen und Größen hergestellt werden, um andere Arten von Schwertern nachzubilden.", - "BRUSHROOM_NAME": "Pinselpilz", - "BRUSHROOM_NAME_PREFIX": "Pinsel", - "BRUSHROOM_NAME_SUFFIX": "pilz", - "FUNGOGH_NAME": "Fungogh", - "BRUSHROOM_LORE_2": "Da die Geschichte der Malerei so alt ist wie die Geschichte der Menschheit selbst, gilt dies auch für Pinsel. Höhlenmalereien aus prähistorischen Zivilisationen wurden offenbar mithilfe von Werkzeugen aus Schilf und Haaren angefertigt.", - "BRUSHROOM_LORE_1": "Pinselpilze sind begeisterte Künstler und malen mithilfe der aus ihren Köpfen austretenden seltsamen Pigmente. Es wurde beobachtet, dass sie die physikalischen Eigenschaften gemalter Objekte in Abhängigkeit von der verwendeten Farbe verändern können.", - "HUNTORCH_NAME": "Jägerfackel", - "BRUSHROOM_DESCRIPTION": "ein Pilz mit Pinsel und Bandana", - "FUNGOGH_NAME_PREFIX": "Fun", - "FUNGOGH_LORE_1": "Der Fungogh hat die Kunst des Kampfes mit der Kunst der Kalligrafie vereint. Seine Bewegungen sind schnell und effektiv, wobei er Schläge mit seinem Pinselstab und disziplinierte Körperpositionen zum Einsatz kommen lässt.", - "FUNGOGH_NAME_SUFFIX": "gogh", - "FUNGOGH_LORE_2": "Moderne Pinsel werden üblicherweise mit Holz- oder Metallgriffen und Borsten aus Haar oder Nylon hergestellt. Für hochwertigere Pinsel kommen noch immer Tierhaare – beispielsweise von Zobeln oder Schweinen – zum Einsatz.", - "BUSHEYE_LORE_2": "Der \\\"grüne Mann\\\" ist eine überall auf der Welt vorkommende folkloristische Figur, die normalerweise als ein aus Blättern bestehendes Gesicht dargestellt wird und den Frühling sowie die Wiedergeburt symbolisiert. Häufig findet man ihn in Häuserfassaden eingeritzt.", - "BUSHEYE_LORE_1": "Buschaugen halten sich fast immer versteckt in Büschen auf, um sich in Sicherheit vor Raubtieren an Beute heranschleichen zu können. Mitunter liegen sie stundenlang regungslos auf der Lauer, wobei sie manchmal aber auch einnicken und den Moment verpassen, an dem sie einen Satz auf ihre Ziele machen müssten.", - "FUNGOGH_DESCRIPTION": "ein Pilz mit Schnurrbart", - "BUSHEYE_DESCRIPTION": "ein Busch mit Beinen", - "HUNTORCH_NAME_PREFIX": "Jäger", - "HUNTORCH_LORE_1": "Jägerfackeln sind passionierte Fährtenleser und können mehrere Kilometer entfernte Ziele problemlos verfolgen. Es ist schon vorgekommen, dass sie versehentlich ihr eigenes Blattwerk mit den Fackeln, die sie tragen, in Brand gesetzt haben.", - "HUNTORCH_NAME_SUFFIX": "fackel", - "HUNTORCH_LORE_2": "Die Wilde Jagd taucht in Europäischen Volkssagen in unterschiedlichen Verkörperungen auf, wird aber normalerweise als eine übernatürliche Gruppe berittener Jäger dargestellt. Wer diese genau sind, hängt davon ab, wann und wo die Jagd stattfindet.", - "HUNTORCH_DESCRIPTION": "ein gehörnter Busch, der eine Fackel trägt", - "HEDGEHERNE_NAME_PREFIX": "Hecken", - "HEDGEHERNE_LORE_1": "Der Heckenherne ist ein Meisterjäger und spürt gnadenlos jedes Ziel auf, das er als würdig erachtet. Seine Hörner stehen stets in Flammen, und um ihre Beute in die Enge zu treiben, haben Heckenhernen schon ganze Wälder niedergebrannt.", - "HEDGEHERNE_NAME_SUFFIX": "herne", - "HEDGEHERNE_NAME": "Heckenherne", - "HEDGEHERNE_LORE_2": "Herne der Jäger ist eine Figur aus englischen Volkssagen. Er wird als Mann mit Geweih beschrieben, der den Wald von Windsor auf dem Pferd heimsucht. Außerdem wird ihm eine Verbindung zur Wilden Jagd nachgesagt.", - "BRAXSUIT_NAME": "Anzugmonster", - "HEDGEHERNE_DESCRIPTION": "eine mit Blättern bedeckte Kreatur, die ein brennendes Horn in der Hand hält", - "BRAXSUIT_NAME_PREFIX": "Anzug", - "BRAXSUIT_NAME_SUFFIX": "monster", - "BRAXSUIT_LORE_2": "1952 sichteten drei Jungen ein seltsames Wesen in Braxton County, West Virgina. Es wurde als grüne Kreatur mit einem Kopf in Form eines Spielkarten-Piks beschrieben.", - "BRAXSUIT_LORE_1": "Anzugmonster achten sehr auf ihr Erscheinungsbild und geraten fast schon in Verzweiflung, wenn ihr Kragen oder die Krawatte nicht gerade sitzt oder unordentlich aussieht.", - "FLAPWOODS_NAME": "Flatterwoods", - "BRAXSUIT_DESCRIPTION": "eine schwebende Kreatur mit rundem Gesicht und Krawatte", - "FLAPWOODS_NAME_PREFIX": "Flatter", - "FLAPWOODS_LORE_1": "Der wogende umhangartige Körper des Flatterwoods verleiht ihm das Aussehen eines vom Wind umhergewehten Lappen. Die meisten Leute sind sich einig, dass der starrende Blick seiner gelben Augen äußerst demoralisierend wirken kann.", - "FLAPWOODS_NAME_SUFFIX": "woods", - "FLAPWOODS_LORE_2": "Die Sichtung des \\\"Flatwoods-Monsters\\\" im Jahr 1952 wurde schnell zu einer modernen Legende. Die Darstellungen variieren, allerdings sind seine eigenartige Kopfform, die krallenbewehrten Hände und der schwebende, in eine Robe gekleidete Körper für Fans von Kryptiden und Sichtungen von Außerirdischen mittlerweile zum Kult geworden.", - "FLAPWOODS_DESCRIPTION": "ein schwebendes Alien mit runden Augen und flatternden Armen", - "BINVADER_NAME": "Eimervasor", - "BINVADER_NAME_PREFIX": "Eimer", - "BINVADER_NAME_SUFFIX": "vasor", - "BINVADER_LORE_2": "\\\"Mülleimer\\\" gibt es seit Tausenden von Jahren und frühe Müllabfuhrsysteme existierten schon in römischen Städten. Der bekannte \\\"Eimer\\\" wurde im 19. Jahrhundert beliebt und bestand aus zu einem Zylinder zusammengeschweißten Metallstreifen.", - "BINVADER_LORE_1": "Eimervasoren sind mit Tentakeln versehene grüne Wesen, die sich in einem Kampffahrzeug befinden, dass an einen Mülleimer erinnert. Mit den beiden \\\"Armen\\\" an der Vorderseite können sie tödliche Strahlenangriffe aussenden und aggressive Stöße durchführen.", - "BINVADER_DESCRIPTION": "ein Alien-Mülleimer", - "BINTERLOPER_NAME": "Eimerbrecher", - "BINTERLOPER_NAME_PREFIX": "Eimer", - "BINTERLOPER_NAME_SUFFIX": "brecher", - "BINTERLOPER_LORE_1": "Eimerbrecher sind höherrangige Krieger als Eimervasoren und verfügen daher über mächtigere Kampfchassis. Die Art und Weise wie sie Eimervasoren \\\"Befehle erteilen\\\" lässt auf eine Art militärischer Hierarchie unter ihnen hindeuten.", - "BINTERLOPER_LORE_2": "Die Einführung der Mülltonne auf Rollen im 20. Jahrhundert ging einher mit Entwicklungen der städtischen Abfallentsorgung. Dies wurde notwendig, da die Menge des in Städten von Haushalten produzierten Mülls während dieser Zeit drastisch anstieg.", - "PAWNDEAD_NAME": "Bauernskelett", - "BINTERLOPER_DESCRIPTION": "ein Plastikeimer, in dem sich ein Alien befindet", - "PAWNDEAD_NAME_PREFIX": "Bauern", - "PAWNDEAD_LORE_1": "Bauernskelette verbringen einen Großteil ihrer Zeit in einem Schlummerzustand, in dem sie ihre Körper in robustes Granit verwandeln. Diese \\\"Statuen\\\" können nichts ahnende Reisende in Angst und Schrecken versetzen, die plötzlich von ausdruckslosen Monstern mit Totenschädelgesichtern umgeben sind.", - "PAWNDEAD_NAME_SUFFIX": "skelett", - "PAWNDEAD_LORE_2": "Beim Schach ist der Bauer die am häufigsten vorkommende Figur. Sie kann jeweils nur über ein Feld ziehen und nur Figuren schlagen, die sich auf einer diagonalen Seite des Feldes davor befinden. Trotz seiner eingeschränkten Zugmöglichkeiten sollte man ihn nicht unterschätzen.", - "SKELEVANGELIST_NAME": "Skelevangelist", - "PAWNDEAD_DESCRIPTION": "ein Skelett mit großem Kopf und ohne Arme", - "SKELEVANGELIST_NAME_PREFIX": "Skele", - "SKELEVANGELIST_NAME_SUFFIX": "vangelist", - "SKELEVANGELIST_DESCRIPTION": "ein schwebendes Skelett mit Robe", - "SKELEVANGELIST_LORE_1": "Der Skelevangelist gibt ständig einen seltsamen geflüsterten Singsang von sich. Dieser wird lauter, wenn er seine Fähigkeit einsetzt, auf Psi-Ebene Felsen und Steine zu manipulieren.", - "KINGRAVE_NAME_PREFIX": "Königs", - "SKELEVANGELIST_LORE_2": "Beim Schach ist der Läufer eine Figur, die beliebig weit in jede diagonale Richtung ziehen kann. Jeder Spieler beginnt mit jeweils zwei Läufern.", - "KINGRAVE_NAME": "Königsskelett", - "KINGRAVE_LORE_1": "Der Körper des Königsskeletts besteht aus einem dichten, verformbaren Stein, der kunstvoll bemalt ist. Er bewegt sich äußerst langsam und zieht dabei seinen Fellumhang über den Boden.", - "KINGRAVE_NAME_SUFFIX": "skelett", - "KINGRAVE_LORE_2": "Der König ist die Schachfigur, von der der Sieg abhängt. Um zu gewinnen, muss ein König im \\\"Schach\\\" platziert werden, sodass er keinen Zug mehr ausführen, bei dem er nicht geschlagen würde. Der König kann jeweils nur ein Feld weit ziehen.", - "QUEENYX_NAME": "Damenskelett", - "KINGRAVE_DESCRIPTION": "eine riesige \\\"König\\\"-Schachfigur", - "ALLSEER_NAME_SUFFIX": "seher", - "QUEENYX_NAME_PREFIX": "Damen", - "QUEENYX_NAME_SUFFIX": "skelett", - "QUEENYX_LORE_1": "Das Damenskelett kann Elementarenergie in ihren Kugeln kanalisieren, die sie mit hoher Treffsicherheit auf Gegner wirft. Trotz fehlender Beine bewegt es sich sehr schnell und rutscht über festen Boden, als würde es durch die Luft gleiten.", - "ALLSEER_NAME": "Allseher", - "QUEENYX_DESCRIPTION": "eine riesige \\\"Dame\\\"-Schachfigur", - "QUEENYX_LORE_2": "Die Dame ist die vielseitigste Figur im Schach und kann in jede Richtung über beliebig viele Felder ziehen. Die Dame des Gegners zu schlagen ist ein wichtiger Teil vieler Schachstrategien.", - "ALLSEER_NAME_PREFIX": "All", - "ALLSEER_LORE_2": "Obwohl Sichtungen \\\"fliegender Untertassen\\\" im frühen bis mittleren 20. Jahrhundert stark zugenommen haben, gibt es Berichte darüber schon seit fast 1.000 Jahren. Heutzutage verbindet man sie am häufigsten mit Science-Fiction.", - "ALLSEER_LORE_1": "Allseher sind hauptsächlich nachtaktiv und schweben mehrere Meter über dem Boden. Ihren Namen haben sie ihrem unangenehmen Verhalten zu verdanken, vorbeigehende Menschen schweigend mit einem scharlachroten \\\"Auge\\\" zu beobachten.", - "TRIPHINX_NAME": "Dreiphinx", - "ALLSEER_DESCRIPTION": "eine fliegende Untertasse", - "TRIPHINX_NAME_PREFIX": "Drei", - "TRIPHINX_LORE_1": "Die Metallaußenseite der Dreiphinx ist vollkommen undurchdringbar. Es wird spekuliert, dass es sich bei ihr um eine organische Kreatur handelt, die irgendeine Art Exoskelett oder ein Transportfahrzeug steuert.", - "TRIPHINX_NAME_SUFFIX": "phinx", - "TRIPHINX_LORE_2": "Im Roman \\\"Der Krieg der Welten\\\" von H. G. Wells steuern die Angreifer vom Mars riesige Kampffahrzeuge aus Metall. Diese \\\"Dreibeiner\\\" bewegen sich – wie der Name schon sagt – auf drei langen Beinen fort und können tödliche Hitzestrahlen aussenden.", - "KHUFO_NAME_PREFIX": "Khufo", - "TRIPHINX_DESCRIPTION": "ein riesiger Dreibeiner aus Metall", - "KHUFO_NAME": "Khufo", - "KHUFO_NAME_SUFFIX": "fo", - "KHUFO_LORE_1": "Das Khufo ist eine andere Form des Allsehers, der seine \\\"Fliegende Untertasse\\\"-Hülle abgelegt hat. Das aggressive und nicht an Verhandlungen interessierte Khufo greift Opfer mit einem Kampfstab an, der unter Verwendung geheimnisvoller außerirdischer Technologien gefertigt wurde.", - "KHUFO_LORE_2": "Die Marsianer sind hypothetische Bewohner des Planeten Mars und archetypische \\\"Aliens\\\". Im Roman \\\"Der Krieg der Welten\\\" beschreibt Autor H. G. Wells sie als tintenfischartige Kreaturen mit einem großen Kopf, der von vielen Tentakelgliedmaßen gehalten wird.", - "GLAISTAIN_NAME": "Glaiglas", - "KHUFO_DESCRIPTION": "ein Pyramiden-Alien", - "GLAISTAIN_SUBTITLE": "Buntglasfee", - "GLAISTAIN_NAME_PREFIX": "Glai", - "GLAISTAIN_NAME_SUFFIX": "glas", - "GLAISTAIN_LORE_2": "Die Glaistig ist ein Wesen aus der keltischen Mythologie mit verschiedenen Verkörperungen, üblicherweise jedoch als Geist oder Fee in Gestalt einer schönen Frau. Die im schottischen Hochland beheimatete Glaistig hilft je nach Geschichte den Menschen oder schadet ihnen.", - "GLAISTAIN_LORE_1": "Glaiglas hält sich schlafend in den Ruinen einer alten Kirche auf. Ihr Körper scheint aus Tausenden gezackten Scherben Buntglas zu bestehen und sie erweist sich als würdige Herausforderin für jeden Abenteurer, der so töricht ist, sie aus ihrem Schlummer zu wecken.", - "GLAISTAIN_DESCRIPTION": "eine Fee aus Buntglas", - "UNDYIN_NAME": "Totenbraut", - "UNDYIN_NAME_PREFIX": "Toten", - "UNDYIN_LORE_1": "Totenbräute sehen wie geisterhafte Erscheinungen aus, die sich aus den flachen Gewässern des Eisenufers erheben, um unglücklichen Seelen aufzulauern, die sich ihnen nähern. Laut der Legende entstanden sie aus dem rachsüchtigen Geist einer Braut, die ermordet und vom Schiff ihres Liebsten geworfen wurde.", - "UNDYIN_NAME_SUFFIX": "braut", - "UNDYIN_LORE_2": "Jenny Greenteeth ist eine Figur aus englischen Volkssagen. Beschrieben wird sie als langhaarige Hexe, die in Seen und Flüssen lebt, wo sie Kinder ertränkt, die sich zu nah an das Wasser heranwagen.", - "DIVEAL_NAME": "Tauchhund", - "UNDYIN_DESCRIPTION": "eine furchteinflößende Geisterfrau", - "DIVEAL_NAME_PREFIX": "Tauch", - "DIVEAL_NAME_SUFFIX": "hund", - "DIVEAL_LORE_2": "Tauchanzüge wurden im 19. Jahrhundert erfunden und durchliefen viele Veränderungen. Ihr Haupteinsatzzweck war früher das Bergen wertvoller Güter aus Schiffswracks.", - "DIVEAL_LORE_1": "Die Helmköpfe der Tauchhunde ermöglichen ihnen nicht nur, unter Wasser zu atmen, sondern enthalten auch eine Luftblase, die sie im Wasser schweben lässt. Obwohl sie in Seen und im Meer äußerst beweglich sind, geht ihre Fortbewegung an Land etwas langsamer vonstatten.", - "SCUBALRUS_NAME": "Tauchross", - "DIVEAL_DESCRIPTION": "ein Seehund mit Helm", - "SCUBALRUS_NAME_PREFIX": "Tauch", - "SCUBALRUS_NAME_SUFFIX": "ross", - "SCUBALRUS_LORE_2": "Der bekannte altmodische Kupfertauchhelm ist als Siebe-Helm bekannt, benannt nach seinem Erfinder Augustus Siebe. Seine revolutionäre Konstruktion enthielt auch einen wasserdichten Tauchanzug und ein Helmventil, über das Luft abgelassen werden konnte, ohne das Wasser hineinfloss.", - "SCUBALRUS_LORE_1": "Aus dem Helm des Tauchrosses sind robuste Messingstoßzähne gewachsen, mit denen es Angreifer abwehren kann. Da es Hinterbeine entwickelt hat, ist es auch an Land beweglicher – und gefährlicher – als in seiner nicht ausgewachsenen Tauchhund-Phase.", - "SCUBALRUS_DESCRIPTION": "ein Walross mit Helm", - "AVEREVOIR_NAME_SUFFIX": "revoir", - "AVEREVOIR_LORE_1": "Averevoir ist ein fast schon mythisches Wesen, das in der gesamten Geschichte von Neu Wirral nur einige Dutzende Male gesichtet wurde. Legenden zufolge kann die Pflanze in seinem Schnabel jede Krankheit heilen und ewiges Leben gewähren – wobei natürlich noch niemand sie an sich genommen hat, um dies zu beweisen.", - "AVEREVOIR_SUBTITLE": "Gewaltiger Vogel", - "AVEREVOIR_NAME_PREFIX": "Ave", - "AVEREVOIR_NAME": "Averevoir", - "AVEREVOIR_LORE_2": "Der Liver Bird ist eine sagenumwobene Kreatur aus England. Er wird als Vogel – eventuell ein Kormoran – dargestellt, der oftmals einen Zweig oder Ast in seinem Schnabel trägt. Er ist das Symbol der englischen Stadt Liverpool und hat seine Ursprünge in ihrem frühesten Siegel.", - "MASCOTOY_NAME": "Maskottier", - "AVEREVOIR_DESCRIPTION": "ein auf einem Sockel stehender gewaltiger Vogel", - "MASCOTOY_NAME_PREFIX": "Maskott", - "MASCOTOY_LORE_1": "Das Maskottier war früher eine Art Kostüm, gleicht nun aber eher einer umhertrottenden Leiche. Es ist bekannt dafür, durch die verlassenen Hallen der Falldown Mall zu ziehen, wobei die Polyesterfüllung nach und nach aus seinem Körper austritt.", - "MASCOTOY_NAME_SUFFIX": "tier", - "MASCOTORN_NAME": "Platzketier", - "MASCOTOY_DESCRIPTION": "ein Maskottchenkostüm mit Krallen", - "MASCOTOY_LORE_2": "Ein Maskottchen ist eine Figur, die Gruppen, Orte oder Firmen repräsentiert. Das Wort stammt vom französischen \\\"mascotte\\\" ab, das \\\"Glücksbringer\\\" bedeutet.", - "MASCOTORN_NAME_PREFIX": "Platz", - "MASCOTORN_NAME_SUFFIX": "ketier", - "MASCOTORN_DESCRIPTION": "ein riesiges Maskottchenkostüm, aus dem Füllung austritt", - "MASCOTORN_LORE_2": "Die \\\"Maskottchenkostüme\\\" aus Plüsch wurden ab der Mitte des 20. Jahrhunderts beliebt, um Darstellern die Möglichkeit zu geben, die Rolle eines Maskottchens oder einer Figur zu spielen. Normalerweise werden sie mit Vergnügungsparks in Verbindung gebracht, wo Darsteller in der Rolle einer Figur mit den Besuchern interagieren können.", - "MASCOTORN_LORE_1": "Ein Maskottier, dessen Polyesterfüllung derart an Masse zugenommen hat, dass sein Körper von innen heraus aufgerissen ist. Die Füllung nimmt zu, bis der Körper sich nicht mehr zusammenhalten kann und das Maskottier auseinanderfällt.", - "THWACKALOPE_NAME": "Prügelbock", - "THWACKALOPE_NAME_PREFIX": "Prügel", - "THWACKALOPE_NAME_SUFFIX": "bock", - "THWACKALOPE_LORE_1": "Wenn ein Prügelbock in das Alter kommt, in dem er sich verteidigen kann, stellt er mit Materialien aus seiner Umgebung eine provisorische Waffe her. Hierbei bevorzugt er aus dem Boden gerissene Metallpfosten, an denen noch Erde haftet.", - "SANZATIME_NAME": "Zeitloser", - "THWACKALOPE_DESCRIPTION": "ein geflügelter Hase", - "THWACKALOPE_LORE_2": "Der Jackalope – ein Hase mit einer Art Hirschgeweih – ist eine sagenumwobene Kreatur aus amerikanischen Volkssagen. Der Wolpertinger aus Deutschland ähnelt dem Jackalope, besitzt jedoch darüber hinaus Flügel.", - "SANZATIME_NAME_PREFIX": "Zeit", - "SANZATIME_NAME_SUFFIX": "loser", - "SANZATIME_LORE_2": "Sanduhren oder Stundengläser sind Geräte zum Messen einer festgelegten Zeitspanne. Sie bestehen aus zwei mit Sand gefüllten Glaskolben, und wenn sie umgedreht werden, misst der von einem zum anderen Ende fließende Sand die Zeit.", - "SANZATIME_LORE_1": "Der \\\"Kern\\\" des Zeitlosen scheint sein zerbrochener \\\"Sanduhr-Kopf\\\" zu sein. Der von der Hauptmasse getrennte Sand wird vollkommen leblos. Im Gegenzug kann der Zeitlose an Masse zunehmen, wenn er mit Sand in Kontakt gerät.", - "FORTIWINX_NAME": "Powernapper", - "SANZATIME_DESCRIPTION": "eine zerbrochene Sanduhr mit einer Hand", - "FORTIWINX_NAME_PREFIX": "Power", - "FORTIWINX_NAME_SUFFIX": "napper", - "FORTIWINX_LORE_1": "Wenn ein Zeitloser genügend Sand aus der Umgebung sammelt, kann er seinen Körper in eine wesentlich stärkere Version verwandeln. Der Powernapper ist eine massige Gestalt und kann seinen schweren Sandkörper bewegen, als wäre er federleicht. Ein Schlag von ihm hat die Kraft eines gesamten Sandsturms.", - "FORTIWINX_LORE_2": "Der Sandmann ist ein Wesen aus der europäischen Folklore. Er wird als elfenartige Kreatur dargestellt, die schlafenden Kindern Sand in die Augen streut, um sie träumen zu lassen.", - "FORTIWINX_DESCRIPTION": "ein aus Sand bestehendes maskiertes Monster", - "JUMPKIN_NAME": "Hüpfkürbis", - "JUMPKIN_NAME_PREFIX": "Hüpf", - "JUMPKIN_LORE_1": "Hüpfkürbisse entstehen, wenn der \\\"Schleim\\\" aus einem Schleimlett auf einen normalen Kürbis geschmiert wird und ihm Empfindungsfähigkeit verleiht. Der Hüpfkürbis ist ein neugieriges und freundliches Wesen, das offenbar ständig in Bewegung ist.", - "JUMPKIN_NAME_SUFFIX": "kürbis", - "JUMPKIN_LORE_2": "Eine Kürbislaterne ist ein dekorativer Kürbis, in den üblicherweise ein Gesicht geschnitzt wurde. Traditionell werden diese Laternen zu Halloween hergestellt, oftmals vor das Haus gestellt und mit einer Kerze im Innern beleuchtet.", - "BEANSTALKER_NAME": "Axtstange", - "JUMPKIN_DESCRIPTION": "ein hüpfender Kürbis", - "BEANSTALKER_NAME_PREFIX": "Axt", - "BEANSTALKER_NAME_SUFFIX": "stange", - "BEANSTALKER_LORE_2": "Ein \\\"Axtmörder\\\" ist eine archetypische Figur der Populärkultur und – wie der Name schon sagt – jemand, der mit einer Axt Morde begeht. In der jüngeren Geschichte gibt es viele berühmte Axtmörder.", - "BEANSTALKER_LORE_1": "Ein Hüpfkürbis, der eine bösartige Persönlichkeit entwickelt und eine neue Form aus Ranken und Pflanzenmaterial angenommen hat. Er tut nichts lieber, als seine verängstigten Opfer mit einer Axt zu jagen.", - "BEANSTALKER_DESCRIPTION": "ein gruseliger Axtmörder-Kürbis", - "DRACULEAF_NAME": "Dracublatt", - "DRACULEAF_NAME_PREFIX": "Dracu", - "DRACULEAF_NAME_SUFFIX": "blatt", - "DRACULEAF_LORE_2": "Dracula ist ein 1897 veröffentlichter Schauerroman von Bram Stoker, in dem die Geschichte des Vampirs Graf Dracula und der seinen Weg kreuzenden Personen erzählt wird. Hierbei handelt es sich um einen der berühmtesten Romane der Welt, der schon in einer Vielzahl von Medien und Kunstwerken adaptiert oder dargestellt wurde.", - "DRACULEAF_LORE_1": "Ein Hüpfkürbis, der eine hinterhältige Persönlichkeit entwickelt hat. Das Dracublatt ist in Laub gehüllt und gibt gegenüber Personen, von denen er sich ernähren will, vor, ein Freund zu sein. Wenn seine Beute unachtsam wird, saugt er ihnen mit Wurzeln, die Fleisch durchdringen können, die Lebenskraft aus.", - "SPIROUETTE_NAME": "Spirouette", - "DRACULEAF_DESCRIPTION": "ein Kürbis mit Fangzähnen und einem großen Umhang", - "SPIROUETTE_NAME_PREFIX": "Spirou", - "SPIROUETTE_NAME_SUFFIX": "ette", - "SPIROUETTE_LORE_1": "Spirouetten sind hoch entwickelte molluskenartige Kreaturen. Ihre wichtigsten Organe befinden sich in ihrem \\\"Muschelkopf\\\", wobei der Körper aus verlängerten Gliedmaßen besteht. Sie bewegen sich schnell und elegant und hüllen sich zum Schutz vor den Elementen oft in Seetang.", - "SPIROUETTE_LORE_2": "Die als Ballett bekannte Art von Tanz und Aufführung hat ihre Wurzeln im Italien des 16. Jahrhunderts. Das Wort \\\"Ballett\\\" stammt vom italienischen \\\"ballare\\\" ab, das ganz einfach \\\"tanzen\\\" bedeutet.", - "REGENSEA_NAME": "Seeregent", - "SPIROUETTE_DESCRIPTION": "ein tanzendes Meereslebewesen mit einem Muschelkopf", - "REGENSEA_NAME_PREFIX": "See", - "REGENSEA_NAME_SUFFIX": "regent", - "REGENSEA_DESCRIPTION": "ein tanzendes Meereslebewesen mit einem Quallenkopf", - "REGENSEA_LORE_1": "Durch eine enorme Metamorphose kann eine Spirouette zu einem Seeregenten werden, dessen Körper nach Abwerfen des Panzers zu 95 Prozent aus Wasser besteht. Mit seinen ballettartigen Bewegungen kann er kräftige Wasserwellen verschießen, die umso durchschlagskräftiger werden, je besser er seine Tänze beherrscht.", - "REGENSEA_LORE_2": "Das Leben einer professionellen Balletttänzerin oder Ballerina ist nicht unbedingt einfach, da sie schon in früher Kindheit mit dem Training beginnen muss und ihre Karriere durch aufgrund von Überanstrengungen auftretende Verletzungen betroffen oder beendet werden kann.", - "PADPOLE_NAME": "Kaulblatt", - "PADPOLE_NAME_PREFIX": "Kaul", - "PADPOLE_LORE_1": "Das Kaulblatt ist die Larvenform des Rüschblatts und lebt bis zu seiner Reifung unter Wasser. Da es noch keine richtigen Gliedmaßen ausgebildet hat, greift es mit seiner langen Zunge an, die einen klebrigen Schleim abgibt, der Angreifer verlangsamen kann.", - "PADPOLE_NAME_SUFFIX": "blatt", - "PADPOLE_LORE_2": "Eine Wassernixe ist eine im Wasser lebende Kreatur aus europäischen Volkssagen. Ihr Erscheinungsbild und Verhalten ist je nach Land unterschiedlich, allerdings wird sie oft als fischartiges Wesen oder Geist beschrieben, das Personen, die sich ihm nähern, in den Tod lockt.", - "LILIGATOR_NAME": "Liligator", - "PADPOLE_DESCRIPTION": "eine Seerosenblattkreatur mit Schwanz", - "FRILLYPAD_NAME": "Rüschblatt", - "FRILLYPAD_NAME_PREFIX": "Rüsch", - "FRILLYPAD_NAME_SUFFIX": "blatt", - "FRILLYPAD_DESCRIPTION": "eine Froschkreatur mit großen Augen", - "FRILLYPAD_LORE_2": "Kelpies sind Wassergeister aus schottischen Volkserzählungen. Ähnlich den Wassernixen handelt es sich um in Seen und Flüssen hausende Wesen, die die Fähigkeit zur Gestaltwandlung besitzen. Manchmal ähneln sie in der Darstellung schönen Frauen, können jedoch auch als pferdeartige Kreaturen auftreten.", - "FRILLYPAD_LORE_1": "Die ausgewachsene Form des Kaulblatts. Die Gliedmaßen ermöglichen dem Rüschblatt, das sich oftmals an den Rändern von Teichen und Seen versteckt, auf die Jagd nach Nahrung zu gehen. Wenn etwas, das das Rüschblatt für essbar hält, an ihm vorbeigeht, versucht es sofort, es mit seinen langen Zungen einzufangen.", - "LILIGATOR_NAME_PREFIX": "Lili", - "LILIGATOR_NAME_SUFFIX": "gator", - "LILIGATOR_LORE_1": "Eines von hundert Rüschblättern entwickelt sich in natürlichen Umgebungen zu einem Liligator, der Rüschblätter im Wasser bewacht und wesentlich stärkere Aggressoren abwehrt, gegen die ein Rüschblatt keine Chance hätte.", - "LILIGATOR_LORE_2": "Der Grindylow ist ein Fabelwesen aus englischen Volkssagen. Diese Wassernixen und Kelpies ähnelnde und geschuppte Kreatur lebt in Seen und ergreift mit ihren langen Armen vorbeikommende Kinder, um sie zu ertränken.", - "LILIGATOR_DESCRIPTION": "eine Seerosenblattkreatur ohne Augen", - "KHEPRI_NAME": "Chepre", - "KHEPRI_NAME_PREFIX": "Che", - "KHEPRI_LORE_1": "Jeder Khepri trägt eine Minisonne zwischen den Hörnern, aus denen er Energie bezieht, die ihm Kraft gibt. Wenn er angegriffen wird, kann er mit ihrer Hilfe Sonnenflammen auf jeden verschießen, der ihn bedroht.", - "KHEPRI_NAME_SUFFIX": "pre", - "KHEPRI_DESCRIPTION": "eine schwebende Käferkreatur", - "KHEPRI_LORE_2": "In der antiken ägyptischen Mythologie ist Chepre der den Zyklus von Erschaffung und Wiedergeburt repräsentierende Gott der Morgensonne. Dargestellt wird er als Mensch mit einem Blatthornkäfer als Kopf.", - "ARKIDD_NAME": "Arkid", - "ARKIDD_NAME_PREFIX": "Ark", - "ARKIDD_LORE_1": "Die Arkids wurden zum ersten Mal nach dem Eintreffen der Falldown Mall auf Neu Wirral gesichtet, wo sie herumliefen, anderen Monstern auf den Kopf sprangen und ganz allgemein ein radikales Verhalten an den Tag legten.", - "ARKIDD_NAME_SUFFIX": "kid", - "ARKIDD_LORE_2": "Arcade-Videospiele sind Unterhaltungsmaschinen, an denen nach Einwurf von Münzen gespielt werden kann. In den frühen 70er-Jahren eingeführt, waren sie eine Zeit lang die grafisch am weitesten entwickelten öffentlich verfügbaren Videospiele.", - "ARKIDD_DESCRIPTION": "ein Roboter mit einem Blitzstrahl-Emblem", - "CLUCKABILLY_NAME": "Gackerbilly", - "CLUCKABILLY_NAME_PREFIX": "Gacker", - "CLUCKABILLY_NAME_SUFFIX": "billy", - "CLUCKABILLY_LORE_1": "Gackerbillys sind charakterisiert durch ihre unsoziale Einstellung. Ihr wütendes Gackern ist derart laut, dass sie damit kleine Druckwellen erzeugen können.", - "CLUCKABILLY_LORE_2": "Seit Menschen in prähistorischen Zeiten Hühner für die Landwirtschaft züchteten, spielen Hähne in allen Kulturen eine Rolle von unterschiedlicher Bedeutung und Verehrung. In den chinesischen Tierkreiszeichen sind sie die zehnten von zwölf Tieren.", - "KUNEKO_NAME": "Kuneko", - "CLUCKABILLY_DESCRIPTION": "ein riesiges Punk-Huhn", - "ROCKERTRICE_NAME": "Rockilisk", - "ROCKERTRICE_NAME_PREFIX": "Rocki", - "ROCKERTRICE_NAME_SUFFIX": "lisk", - "ROCKERTRICE_LORE_2": "Der Cockatrice ist eine mythische Kreatur, die als drachenartiges Wesen mit dem Kopf eines Hahns beschrieben wird. Ähnlich dem mythischen Basilisken besitzt er angeblich die Fähigkeit, jemanden allein durch seinen Blick töten zu können.", - "ROCKERTRICE_DESCRIPTION": "ein riesiger Drache mit Schnabel und Irokesenschnitt", - "ROCKERTRICE_LORE_1": "Der Rockilisk ist bekannt für seinen durchdringenden Blick, der angeblich jede Person, auf die er fällt, im wahrsten Sinne \\\"augenblicklich\\\" einfrieren kann. Die Kreatur kann es außerdem überhaupt nicht leiden, wenn man Blickkontakt zu ihr herstellt – eine gefährliche Kombination.", - "KUNEKO_NAME_PREFIX": "Kuneko", - "KUNEKO_UNKNOWN_NAME": "Geheimnisvolles Katzenmädchen", - "KUNEKO_NAME_SUFFIX": "neko", - "KUNEKO_LORE_2": "Catgirls sind beliebte, normalerweise in modernen japanischen Kunstwerken und Zeichentrickfilmen vorkommende Figurenarchetypen. Sie werden als niedliche Mädchen mit menschlichen Körpern und Katzenohren dargestellt. Ihre Ursprünge könnten in der Bakeneko liegen, einem Katzengeist mit Gestaltwandlerfähigkeiten aus japanischen Volkssagen.", - "KUNEKO_LORE_1": "Als Tochter eines Engels und eines Dämons wurde Kuneko als Baby vor dem Versteck eines Ninjaclans abgelegt. Bewandert in den Künsten des Ninjutsu und der Freundschaft, reist sie nun auf der Suche nach den vier Elementarschreinen der Macht durch das Land. Wird sie je ihre wahre Berufung finden?", - "KUNEKO_SUBTITLE": "Geheimnisvolles Katzenmädchen", - "SHINING_KUNEKO_NAME": "Strahlende Kuneko", - "KUNEKO_DESCRIPTION": "ein Anime-Catgirl", - "SHINING_KUNEKO_NAME_PREFIX": "Strahle", - "SHINING_KUNEKO_NAME_SUFFIX": "-Kuneko", - "SHINING_KUNEKO_LORE_1": "Wenn Kuneko die vier Elemente der Welt in sich vereint, entfesselt sie ihr wahres Potenzial. Die sie durchströmende kosmische Energie verleiht ihr eine gewaltige Stärke.", - "SHINING_KUNEKO_SUBTITLE": "Entfesselte Schöpfung", - "SHINING_KUNEKO_LORE_2": "Der Begriff \\\"Manga\\\" bezieht sich auf in Japan produzierte Comics und Bilder. Die sowohl im Ursprungsland als auch weltweit beliebten Manga-Comics decken einen großen Bereich von Genres und Zielgruppen ab.", - "ANATHEMA_NAME": "Anathema", - "SHINING_KUNEKO_DESCRIPTION": "ein leuchtendes Anime-Catgirl", - "ANATHEMA_NAME_SUFFIX": "thema", - "ANATHEMA_SUBTITLE": "Böse Fusion", - "ANATHEMA_NAME_PREFIX": "Anathe", - "ANATHEMA_DESCRIPTION": "ein widerliches Frankenstein-Monster", - "ANATHEMA_LORE_2": "In der griechischen Mythologie ist die Chimäre eine aus den Teilen verschiedener Tiere zusammengesetzte Kreatur. Die mythische Chimäre ist ein Löwe mit einem Ziegenkopf und einer Schlange als Schwanz. \\\"Chimäre\\\" ist mittlerweile zu einem Begriff geworden, der aus verschiedenen Teilen erschaffene Kreaturen beschreibt.", - "ANATHEMA_LORE_1": "Anathemas sind aus den aneinandergefügten Teilen verschiedener Monster geschaffene abscheuliche Chimären. Irgendwer muss sie aus einem bestimmten Zweck erschaffen haben, aber wer? Und worin genau bestand der Zweck?", - "MISS_MIMIC_NAME": "Truhentäuscherin", - "MISS_MIMIC_SUBTITLE": "Femme Fatale", - "MISS_MIMIC_NAME_PREFIX": "Truhen", - "MISS_MIMIC_NAME_SUFFIX": "täuscherin", - "MISS_MIMIC_LORE_1": "Truhentäuscherinnen können das Erscheinungsbild von wertvollen Objekten annehmen. Auf Neu Wirral ähneln sie den von den Rangern auf der ganzen Insel angelegten Verstecken mit Gegenständen. Ein nichts ahnender Ranger, der wertvolle Vorräte erwartet, könnte stattdessen die mit Widerhaken versehenen Krallen einer Truhentäuscherin vorfinden.", - "MISS_MIMIC_LORE_2": "In der Natur gibt es viele Beispiele für evolutionäre Mimikry: der Prozess, durch den sich ein Organismus dahingehend entwickelt, dass er einem anderen Organismus oder Objekt ähnelt. Dies bringt viele Vorteile mit sich, darunter die Verbesserung der Fähigkeit, sich vor Raubtieren zu schützen.", - "MISS_MIMIC_DESCRIPTION": "eine mit Falle versehene Gegenstandstruhe", - "PONDWALKER_NAME": "Teichläufer", - "PONDWALKER_NAME_PREFIX": "Teich", - "PONDWALKER_NAME_SUFFIX": "läufer", - "PONDWALKER_LORE_2": "\\\"Fischgläser\\\" hat es schon im römischen Reich gegeben, wo die Bürger Goldfische in großen verzierten Keramikschalen hielten. Auch wenn es viele Darstellungen davon gibt, ist es für einen Goldfisch nicht gesund, in einem einfachen Glas zu leben.", - "PONDWALKER_LORE_1": "Teichläufer sind der klare Beweis dafür, dass Monster auf Neu Wirral anderswo entstanden sein müssen und nicht auf dieser Insel beheimatet sein können. Das Roboter-Exoskelett des Teichläufers ist eine hoch entwickelt mechanische Kreation, die den Fisch in ihm perfekt schützt.", - "PONDWALKER_DESCRIPTION": "ein Goldfisch in einem Mech-Anzug", - "SHARKTANKER_NAME": "Klingenhai", - "SHARKTANKER_NAME_PREFIX": "Klingen", - "SHARKTANKER_NAME_SUFFIX": "hai", - "SHARKTANKER_LORE_1": "Der Fisch im \\\"Teichläufer\\\" ist zu einem Hai herangewachsen, dessen Exoskelett sich ebenfalls angepasst hat. Seine stählernen Krallen enthalten darüber hinaus ausgeklügelte Pumpen, die es ihm ermöglichen, sowohl aus der Distanz als auch im Nahkampf mit einem starken Wasserstrahl anzugreifen.", - "SHARKTANKER_LORE_2": "Haie sind eine große Fischart und existierten erwiesenermaßen schon vor mehr als 420 Millionen Jahren. Besonders der Weiße Hai ist in der Popkultur als für den Menschen gefährliches Tier bekannt geworden.", - "SHARKTANKER_DESCRIPTION": "ein Hai in einem Mech-Anzug", - "AA_LAMENTO_MORI_NAME": "Lamento Mori", - "ROBIN_LORE_1": "Der aus einer Komödie entsprungene Robin Gutfreund war irgendwann vielleicht einmal freundlich. Als er jedoch das Stück entdeckte, aus dem er entstanden ist, brach das Wesen seiner Existenz seinen Geist und machte ihn den Menschen gegenüber grausam und verbittert.", - "AA_LAMENTO_MORI_SUBTITLE": "Träumt vom Tod", - "LAMENTO_MORI_LORE_1": "Lamento Mori, ein für sein Alter besonders starker Erzengel, hat seinen Bahnsteig in ein Labyrinth aus gruftartigen Kammern verwandelt, in denen er jede unglückselige Person fängt und quält, die es wagt, sie zu betreten.", - "LAMENTO_MORI_LORE_2": "Als Inkarnation der Furcht vor dem Tod ist Lamento Mori der letzte aus den Ängsten der Menschheit entstandene Erzengel.", - "AA_PUPPET_SUBTITLE": "Master of Puppets", - "AA_PUPPET_NAME": "Poppetox", - "PUPPET_LORE_1": "Poppetox' Körper besteht aus einer seltsamen deformierten Masse. Teile davon kann er herausreißen, um primitive Nachbildungen derer zu erstellen, die ihn angreifen. Diese Bildnisse besitzen eine eigenartige Verbindung zu den Personen, die sie imitieren, und können alle ihnen zugefügten Schäden auf diese übertragen.", - "AA_PUPPET_EFFIGY_NAME": "Bildnis", - "AA_MONARCH_NAME": "Monarch des Nirgendwo", - "AA_MONARCH_SUBTITLE": "König des Nichts", - "PUPPET_LORE_2": "Als Inkarnation des Puppenspiels ist Poppetox durch den Wunsch der Menschen entstanden, Scheinbilder von sich zu erschaffen.", - "AA_MONARCH_MINION_NAME": "Bauer des Nirgendwo", - "MONARCH_LORE_1": "Der Monarch des Nirgendwo residiert unter der Falldown Mall und ernährt sich von dem verlorenen Potenzial, das Menschen aussenden, wenn sie ihr Leben mit Belanglosigkeiten verbringen.", - "MONARCH_LORE_2": "Als Inkarnation des Konsumismus ist der Monarch des Nirgendwo aus der Hingabe der Menschheit zu Unterhaltungen und vor allem Medien entstanden.", - "AA_ROBIN_SUBTITLE": "Sommernachtstraum", - "AA_ROBIN_NAME": "Robin Gutfreund", - "ROBIN_LORE_2": "Als Inkarnation des Theatralischen, der Hingabe der Menschen an die Kunst des Theaters und der Geschichten ist Robin Gutfreund entstanden. Im Gegensatz zu anderen Erzengeln hat seine manifestierte Gestalt einen definierten Ursprung – das Stück \\\"Ein Sommernachtstraum\\\" von William Shakespeare.", - "AA_MAMMON_NAME": "Mammon", - "AA_MAMMON_SUBTITLE": "Anführer der Makler", - "MAMMON_LORE_1": "Im Gegensatz zu den anderen Erzengeln haust Mammon nicht in den labyrinthartigen Bahnhöfen unter Neu Wirral, sondern führt stattdessen seine Legion aus \\\"Maklern\\\" aus einer selbst gebauten Betonfestung heraus an. Die Makler sind leere Gefäße – Hüllen, denen Autonomie durch seine unglaubliche Macht gewährt wird.", - "AA_CUBE_NAME": "Heckahedron", - "AA_CUBE_SUBTITLE": "Neoplatonischer Körper", - "MAMMON_LORE_2": "Als Inkarnation des Kapitalismus ist Mammon aus den zahllosen Welten entstanden, auf denen die Gesellschaft finanziellen Gewinn selbst über das Leid der Menschen stellen.", - "CUBE_LORE_1": "Heckahedrons Körper sieht unabhängig vom Betrachtungswinkel immer genau gleich aus, was ungewöhnlich ist, da die \\\"körperliche Gestalt\\\" eines Erzengels bloß der dreidimensionale Schatten eines höheren Wesens ist. Der Heckahedron ist nicht an euklidische Geometrie gebunden.", - "CUBE_LORE_2": "Die Inkarnation der Mathematik. Als einer der jüngeren Erzengel ist Heckahedron entstanden, als die Menschheit in ein Zeitalter des anmaßenden wissenschaftlichen und mathematischen Denkens eintrat.", - "ALICE_LORE_2": "Als Inkarnation des Egos ist Alice aus dem zutiefst selbstsüchtigen Denken der Menschen entstanden.", - "AA_ALICE_SUBTITLE": "Verbannte Königin des Wunderlands", - "ALICE_LORE_1": "Alice sieht sich selbst als mildtätige Prinzessin ihrer eigenen Domäne an. Die Aussicht auf Gäste begeistert sie, aber nur, weil Menschen für sie Spielzeuge sind, die sie wegwerfen kann, wenn der Reiz des Neuen verflogen ist.", - "AA_ALICE_NAME": "Alice", - "AA_TOWER_NAME": "Babelith", - "AA_TOWER_SUBTITLE": "Turm der Ignoranz", - "TOWER_LORE_1": "Babelith haust in einem Bahnhof auf dem Gipfel des Wirral, wo er unzusammenhängendes Zeug brüllt, das fast niemand hört.", - "TOWER_LORE_2": "Als Inkarnation der Ignoranz ist Babelith aus der verblüffenden Fähigkeit der Menschen entstanden, die Wahrheit aus Furcht, Unbehagen und Stolz von sich zu stoßen.", - "AA_FINALGANTE_SUBTITLE": "Beschworen: Geist der Rebellion", - "AA_MORGANTE_SUBTITLE": "Geist der Rebellion", - "MORGANTE_LORE_2": "Als Inkarnation der Rebellion ist Morgante eines der ältesten \\\"Erzengel\\\"-Wesen im verbundenen Kosmos. Rebellion ist eine der Eroberung vollkommen entgegengesetzte Kraft – weshalb es unvermeidlich war, dass sie und Aleph schließlich zu Todfeinden wurden.", - "MORGANTE_LORE_1": "Morgante hat sich Aleph einst auf seinen Vorstößen in viele Welten angeschlossen und taucht in allerlei Mythen und Legenden als Hexe oder Göttin von großer Macht auf. Sie wohnte im Bahnhof Nachtbrück, in dem sich das einzige \\\"Tor\\\" befindet, durch das man Neu Wirral verlassen kann. Den Standort dieses Bahnhofs hat sie in einem Liedtext verborgen.", - "AA_FINALGANTE_NAME": "Morgante-Gestalt", - "FINALGANTE_LORE_1": "Der Wille, sich allen Widrigkeiten zum Trotz aufzulehnen, hat gemeinsam mit dem verbliebenen Geist von Morgante die Morgante-Gestalt entstehen lassen. Hierbei handelt es sich um einen auf Neu Wirral als \\\"Erzengel\\\" bekannten Egregor, ein aus dem vereinten Willen, die Realität zu verändern, erschaffenes Wesen. Diese Kraft schlummert in allen Menschen.", - "FINALGANTE_LORE_2": "\\\"Gestalt\\\" bedeutet etwas, das größer als die Summe seiner Teile ist. Für sich betrachtet ist die Fähigkeit einer Person, Dinge auf der Welt zu verändern, begrenzt. Vereint jedoch ist die mögliche Kraft grenzenlos.", - "AA_SERPENT_NAME": "Morbidstern", - "AA_SERPENT_SUBTITLE": "Schlangengott", - "AA_ALEPH_SUBTITLE": "Roter König der Eroberung", - "SERPENT_LORE_1": "Der bösartige Morbidstern ernährt sich von der Ergebenheit anderer – manchmal auch in tödlichem Maße, falls die Hingabe stark genug ist. Aus seinem unterirdischen Bahnhof lässt er ein Flüstern in der Hoffnung erklingen, dass seine Gefolgsleute einen Weg hinab zu ihm und in den Tod finden.", - "SERPENT_LORE_2": "Als Inkarnation der Ergebenheit ist Morbidstern aus der Verehrung der vielen Götter und Götzen entstanden, die die Menschheit erschafft und anbetet.", - "AA_ALEPH_NAME": "Aleph", - "ALEPH_LORE_2": "Als Inkarnation der Eroberung ist Aleph aus dem kriegerischen Wesen und dem Wunsch der Menschen nach Eroberung entstanden. Er führte einst eine Truppe von Erzengeln – darunter Morgante, Ms. Amber, Mordread und weitere – an, die er seine \\\"Tafelrunde\\\" nannte. Aus dieser Allianz befindet sich außer ihm nur noch Morgante auf Neu Wirral.", - "ALEPH_LORE_1": "Aleph führte einst eine Truppe von Erzengeln durch den verbundenen Kosmos, wo er große Schlachten befehligte und Teil bis zum heutigen Tag bekannter verbreiteter Legenden wurde. Mit seinem Portalkopf kann er alles und jeden – außer sich selbst – an jede gewünschte Stelle schicken.", - "ALEPH_NULL_LORE_1": "Aleph, der wieder so stark ist, wie er es auf der Höhe seiner Macht war. Wenn zugelassen wird, dass er wie früher durch den verbundenen Kosmos reist, dürfte dies zweifelsohne zu großem Leid führen.", - "AA_ALEPH_NULL_NAME": "Aleph-Null", - "AA_ALEPH_NULL_SUBTITLE": "Verkörperung des ewigen Kriegs", - "ALEPH_NULL_LORE_2": "In den nach Alephs Zeit als britischer Monarch des sechsten Jahrhunderts entstandenen Legenden wird behauptet, dass er eines Tages auf den Thron zurückkehren wird. Obwohl er diesmal besiegt wurde, dürfte er damit Erfolg haben, wenn Menschen immer wieder neue Wege finden, einander umzubringen.", - "AA_HELIA_NAME": "Helia", - "HELIA_LORE_1": "Als Inkarnation der Kraft der Fusion beaufsichtigt Helia alle Arten von Fusionen im Kosmos. Auf ihrer Heimatwelt manifestierte sie sich zum ersten Mal in einem Forschungslabor menschlicher Wissenschaftler, die die Kernfusion studierten.", - "AA_HELIA_SUBTITLE": "Prozess der Fusion", - "HELIA_LORE_2": "Helias Erinnerung scheint sich weit über ihre Manifestation hinaus bis zur allerersten Kernfusion im Kosmos zu erstrecken. Daher dürfte sie wohl der älteste Erzengel auf Neu Wirral und mit Alephs Machenschaften vor Tausenden von Jahren vertraut sein.", - "LENNA_LORE_2": "Lennas Welt existiert als auf einem Steckmodul gespeichertes Videospiel, das in den Weltraum geschossen wurde. Ein verirrter kosmischer Strahl verursachte einen \\\"Fehler\\\" im Spiel und verlieh seinen Charakteren – die sich ihres elektronischen Ursprungs nicht bewusst sind – Empfindungsfähigkeit.", - "AA_AMBER_LORE_1": "Ms. Amber ist ein rätselhafter, aber gastfreundlicher Erzengel, der Reisenden durch den Kosmos eine sichere Passage anbietet. Sie besitzt die Fähigkeit, zwischen den Welten zu wechseln, und hat die Gestalt eines Edelclubs voller Gäste.", - "AA_MERLINE_SUBTITLE": "Was darunter liegt", - "AA_MERLINE_LORE_1": "Bei den Bahnanlagen unter Neu Wirral handelt es sich in Wirklichkeit um die Mer-Linie, einen uralten und unverständlichen \\\"Erzengel\\\", der die Gestalt eines unendlichen Labyrinths aus Tunneln und Zügen angenommen hat.", - "AA_MERLINE_NAME": "Die Mer-Linie", - "AA_MERLINE_LORE_2": "Die Fähigkeit der Mer-Linie, Raum und Zeit zu zerreißen, hat dazu geführt, dass sich große Mengen Trümmer auf ihrer gewaltigen Gestalt angesammelt haben, aus denen schließlich Neu Wirral entstanden ist. Seitdem hat die Mer-Linie ihre Kraft genutzt, um die Insel sowohl mit Menschen als auch Monstern zu bevölkern. Offenbar glaubt sie, einen guten Grund dafür zu haben.", - "AA_AMBER_NAME": "Bei Amber", - "AA_AMBER_SUBTITLE": "Interdimensionale Wirtin", - "AA_AMBER_LORE_2": "Ms. Amber war einst ein Mitglied in Alephs Truppe und bot ihr die Möglichkeit, durch den verbundenen Kosmos zu reisen. Sie verließ die anderen auf Neu Wirral, als ein Streit zwischen ihnen ausbrach, und bedauert ihre Teilnahme an Alephs vielen Unternehmungen.", - "LENNA_NAME": "Lenna", - "LENNA_UNKNOWN_NAME": "Verhüllte Gestalt", - "LENNA_SUBTITLE": "Heldin einer anderen Geschichte", - "LENNA_LORE_1": "Lenna führte einst das bescheidene Leben einer Lehrerin, deren wichtigste Aufgabe darin bestand, dem \\\"Helden\\\" ihrer Welt beizubringen, wie man Erzengel bekämpft. Als er überraschend getötet wurde, nahm Lenna das Schwert selbst in die Hand.", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Ritualkerze", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Ein eigenartiger Gegenstand, den Captain Skip auf einer seiner letzten Touren entdeckt hat. Darauf steht:\\n\\n\\\"Zünde diese Kerze an und opfere (verwerte) eine aufgenommene Kassette, um die nächste Fusion, auf die du triffst, zu beeinflussen. Sie wird mit einer gewissen Wahrscheinlichkeit einen Bootleg enthalten, der entweder zum Typ oder der Spezies der geopferten Kassette passt.\\\"", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Zünde diese Kerze an und opfere (verwerte) eine aufgenommene Kassette, um die nächste Fusion, auf die du triffst, zu beeinflussen. Sie wird mit einer gewissen Wahrscheinlichkeit einen Bootleg enthalten, der entweder zum Typ oder der Spezies der geopferten Kassette passt.", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Anzünden", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Es läuft bereits ein Ritual.", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "Die Kerze wurde angezündet. Opfere (verwerte) jetzt eine Kassette, die du aufgenommen hast, um die nächste Fusion, auf die du triffst, zu beeinflussen.", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "Das Ritual ist abgeschlossen. Die nächste Fusion, auf die du triffst, kann einen Bootleg enthalten, der auf irgendeine Weise zu dieser Kassette passt.", - "ITEM_CAPTAIN_BADGE_NAME": "Marke des Captains", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "Marke 14", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifiziert den Träger als Ranger-Captain. Marke 14.", - "ITEM_FUSION_RADAR_NAME": "Fusionsradar", - "ITEM_FUSION_RADAR_DESCRIPTION": "Zeigt auf deiner Karte durch Symbole an, wo Schurken-Fusionen zu finden sind.", - "RANGER_RANK_0": "Ranger-Auszubildender", - "RANGER_RANK_1": "Ranger-Kundschafter", - "RANGER_RANK_2": "Ranger-Captain", - "ITEM_RANGER_ID_AUX_NAME": "ID: {ranger_id}", - "ITEM_RANGER_ID_NAME": "{ranger_rank}-Karte", - "ITEM_RANGER_ID_DESCRIPTION": "Du bist ein offizieller {ranger_rank}! Auf dieser Karte wird dein Fortschritt in den Ranger-Rängen verzeichnet. Als Bonus hilft sie auch bei der Identifizierung deiner Leiche, falls dir etwas zustoßen sollte.", - "ITEM_GARDENING_KIT_NAME": "Gärtnerkit", - "ITEM_GARDENING_KIT_DESCRIPTION": "Samen, Setzlinge und einige einfache Werkzeuge, um die Kübel in der Stadt auf Vordermann zu bringen.", - "ITEM_JELLY_NAME": "Düngschleim", - "ITEM_KEY_WATERLOOP_NAME": "Waterloop-Schlüssel", - "ITEM_JELLY_DESCRIPTION": "Eine klebrige und schleimige Masse, die ein Schleimlett im Kampf verloren hat. Essen solltest du sie lieber nicht, aber trotzdem könnte sie für irgendetwas nützlich sein ...", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "Schließt etwas im Bahnhof Waterloop auf.", - "ITEM_KEY_COMMUNE_NAME": "Morbidstadt-Schlüssel", - "ITEM_KEY_COMMUNE_DESCRIPTION": "Schließt etwas in Morbidstadt auf.", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "Weißes-Kaninchen-Schlüssel", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "Verquerer und verquerer!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Schließt Fenster in Maklerbüros auf.", - "ITEM_KEY_LANDKEEPER_NAME": "Maklerbürofenster-Schlüssel", - "ITEM_MACHINEPART_NAME": "Maschinenteil", - "ITEM_MACHINEPART_DESCRIPTION": "Ein fehlendes Teil eines alten Fahrscheinautomaten.", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Zugfahrschein", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Ein alter Zugfahrschein, auf den blass \\\"Altgrab\\\" gedruckt wurde.", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Ein alter Zugfahrschein, auf den blass \\\"Glowcester\\\" gedruckt wurde.", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Zugfahrschein", - "ITEM_VALVE_NAME": "Ventilgriff", - "ITEM_VALVE_DESCRIPTION": "Ein verrosteter Ventilgriff. Er fühlt sich kalt an.", - "ITEM_DELIVERY_PARCEL_NAME": "Paket", - "ITEM_KEYSTONE_NAME": "Azurblauer Schlüsselstein", - "ITEM_KEYSTONE_DESCRIPTION": "Ein verzierter blauer Edelstein. Er gibt ein Rauschen wie ein Radio ab.", - "ITEM_DELIVERY_COMMUNE_NAME": "Hilfspaket", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Ein für die Lieferung bestimmtes Paket. Einzelheiten findest du in deinen aktiven Quests.", - "ITEM_LOST_NECKLACE_NAME": "Verlorene Halskette", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Ein für die Lieferung nach Morbidstadt bestimmtes Paket. Einzelheiten findest du in deinen aktiven Quests.", - "ITEM_LOST_NECKLACE_DESCRIPTION": "Die hat jemand verloren und möchte sie bestimmt wiederhaben! Einzelheiten findest du in deinen aktiven Quests.", - "ITEM_LOST_RING_NAME": "Verlorener Ring", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Eine im Jahr 0x7B3 vom \\\"Staat Nevad-O\\\" herausgegebene eigenartige Goldmünze.", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Münze", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Altgrab-Hinweis 1", - "ITEM_LOST_WALLET_DESCRIPTION": "Die hat jemand verloren und möchte sie bestimmt wiederhaben! Einzelheiten findest du in deinen aktiven Quests.", - "ITEM_LOST_RING_DESCRIPTION": "Die hat jemand verloren und möchte sie bestimmt wiederhaben! Einzelheiten findest du in deinen aktiven Quests.", - "ITEM_LOST_WALLET_NAME": "Verlorenes Portemonnaie", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Ein Stück Papier, auf dem einige mit Blut geschriebene Richtungsangaben stehen. Ein Teil wurde abgerissen. Die Angaben lauten: \\\"Hoch, hoch, runter, runter ...\\\"\\n\\nJede Menge irres Gelächter ist ebenfalls darauf gekritzelt ...", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Altgrab-Hinweis 2", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Ein Stück Papier, auf dem einige mit Blut geschriebene Richtungsangaben stehen. Die erste Hälfte wurde abgerissen. Die Angaben lauten: \\\"... links, rechts, links, rechts.\\\"\\n\\nDas irre Gelächter wurde auf dieser Hälfte fortgesetzt.", - "SERVICE_CARRY_MORE_REWINDS_NAME": "Rückspultasche", - "ITEM_MEREDITH_ENVELOPE_NAME": "Umschlag für Meredith", - "SERVICE_LUCKY_DIP_NAME": "Grabbelsack", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "Ein Umschlag mit einem Brief von Ianthe an Meredith. Es geht um die Platte, die Meredith sucht!", - "ITEM_GYM_PASS_DESCRIPTION": "Ermöglicht unbegrenzten Zugang zu den Trainingseinrichtungen im Rathaus, wo du deine Grundwerte anpassen kannst.", - "ITEM_GYM_PASS_NAME": "Mitgliedsausweis", - "SERVICE_LUCKY_DIP_DESCRIPTION": "Ein Sack mit einigen nützlichen Gegenständen. Enthält einen garantiert ungewöhnlichen oder seltenen Sticker. Versuch dein Glück!", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "Eine Kassette eines sehr seltenen Monsters, die wir uns für Ranger aufheben, von denen wir wissen, dass sie damit umgehen können.", - "SERVICE_MONSTER_TAPE_NAME": "{species_name}-Kassette", - "EXCHANGE_REQUIRE_CAPTAINS": "Trainiere zum Freischalten mit {amount} weiteren Captain(s)!", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Neuspultasche", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die Anzahl der mitführbaren Zurückspulungen um 1 zu erhöhen.", - "SERVICE_CARRY_MORE_CURES_NAME": "Erste-Hilfe-Tasche", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die Anzahl der mitführbaren Neuspulungen um 1 zu erhöhen.", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die jeweilige Anzahl der mitführbaren Heilungen um 1 zu erhöhen.", - "SERVICE_CARRY_MORE_COFFEE_NAME": "Minikühlschrank", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Ich kann dir dieses Fach in deinen Rucksack einnähen, um die Anzahl der mitführbaren Rauchbomben um 1 zu erhöhen. Da es Stöße absorbiert, kannst du dir sicher sein, dass nichts unbeabsichtigt hochgeht.", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die Anzahl der mitführbaren Dosenkaffees um 1 zu erhöhen.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Bombenfach", - "SERVICE_CARRY_MORE_REODORANT_NAME": "Geruchsabsorbierende Tasche", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Ich kann dir dieses Fach in deinen Rucksack einnähen, um die Anzahl der mitführbaren Rauchbomben um 1 zu erhöhen. Da es Stöße absorbiert, kannst du dir sicher sein, dass nichts unbeabsichtigt hochgeht.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Ich kann dir dieses Fach in deinen Rucksack einnähen, um die Anzahl der mitführbaren Rauchbomben um 1 zu erhöhen. Da es Stöße absorbiert, kannst du dir sicher sein, dass nichts unbeabsichtigt hochgeht.", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die Anzahl der mitführbaren Reodorante um 1 zu erhöhen. Ihr spezielles Material absorbiert schlechte Gerüche, bis du sie wirklich brauchst.", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Wiederverschließbares Plastikgefäß", - "SERVICE_GYM_POINTS_NAME": "Zusatz-Trainingspunkt", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Erhöht die maximale Menge mitführbarer Paar-Fusilli um 1.", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "Händlergilden-Mitgliedschaft", - "SERVICE_GYM_POINTS_DESCRIPTION": "Gibt dir einen zusätzlichen Punkt für die Benutzung der Trainingseinrichtung im Rathaus.", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Die Ranger statten die Stickerhändler auf dem Markt in Hafenstadt mit zusätzlichen Ressourcen aus und ermöglichen ihnen, {0} weitere(n) Sticker zu führen.", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Zusätzlicher Stickervorrat", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Verschafft dir bei Händlern in Hafenstadt bessere Preise, die um {0} Prozent gesenkt werden.", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Zusätzlicher Kaffeevorrat", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Die Ranger statten Dr. Pensby mit zusätzlichen Ressourcen aus und ermöglichen ihr, {0} weitere Heilungsart(en) zu führen.", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "Zusätzlicher Heilungsvorrat", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Die Ranger statten Clémence im Café Grammofon mit mehr Zutaten aus und ermöglichen ihr, {0} weitere Kaffeesorte(n) zu führen.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Wenn du einen davon in deiner Tasche hast, kannst du deinen Kürbisranken-Ball verbessern und die Fähigkeit erhalten, zu Beginn von Kämpfen einen Pflanzenwall zu erzeugen.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Hüpfkürbis-Samen", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Wenn du eine davon in deiner Tasche hast, kannst du deinen Kugelino-Spurt verbessern und die Fähigkeit erhalten, zu Beginn von Kämpfen Schaden zu verursachen.", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Blitzarin-Fell", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Wenn du ein Stück dieses Fells in deiner Tasche hast, wird deine Elektromagnetismus-Fähigkeit verbessert und du beginnst in Kämpfen mit einem zusätzlichen AP.", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Mikrofon-Verbesserung", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Dieses verbesserte Mikrofon für deinen Kassettenspieler erhöht die Chance auf eine erfolgreiche Aufnahme um {0} Prozent.", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "Fusionsanzeigen-Mod", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, damit sich die Fusionsanzeige um {0} Prozent schneller füllt.", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Chemie-Mod", - "SERVICE_FUSION_METER_CRITICAL_NAME": "Krit-Mod", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, damit sich die Fusionsanzeige um {0} Prozent füllt, wenn du einen Treffer mit Typenvorteil landest.", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, damit sich die Fusionsanzeige um {0} Prozent füllt, wenn du einen Kampf gewinnst.", - "SERVICE_FUSION_METER_VICTORY_NAME": "Sieges-Mod", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, damit sich die Fusionsanzeige um {0} Prozent füllt, wenn du einen kritischen Treffer landest.", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "Sammle {total} Gerüchte der Bewohner von Hafenstadt.", - "SERVICE_FUSION_METER_RECORDING_NAME": "Aufnahme-Mod", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, um überschüssige Energie von der Fusionsanzeige zum Mikrofon umzuleiten. Wenn deine Fusionsanzeige gefüllt ist, erhöht sich die Chance auf eine erfolgreiche Aufnahme um {0} Prozent.", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Frustum Cull", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Todesstrahl", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "Feedback", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "Verlockung", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "Urteil", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "Risikogeschäft", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Börsenkrach", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Margin Call", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Vermögen einfrieren", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Lockangebot", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Zu groß zum Scheitern", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Feenstaub", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Feenhorde", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Albtraumross", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Falsche Erhellung", - "MOVE_AA_ALICE_EAT_ME_NAME": "Iss mich", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Wahre Erhellung", - "MOVE_AA_ALICE_DRINK_ME_NAME": "Trink mich", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Krachersprung", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "Tod durch 1.000 Schnitte", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "Tod durch 10.000 Schnitte", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Ruf zu den Waffen", - "MOVE_AA_MONARCH_TENTACLE_NAME": "Glitschiger Griff", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodie des Lebens", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Auf Nimmerwiedersehen", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Kayleighs Melodie", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motiviert den Benutzer, nach einer Niederlage weiterzumachen.", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "Überzeugung von {player}", - "MOVE_AA_MORGANTE_PLAYER_NAME": "Unaufhaltsame Überzeugung", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "Blitzesprit", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Merediths Esprit", - "MOVE_AA_FINALGANTE_FELIX_NAME": "Felix' Kreativität", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "Eugenes Mut", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Erhöht den Nah- und Fernkampfangriff des Benutzers.", - "MOVE_AA_MORGANTE_EUGENE_NAME": "Mut ohne Ende", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Erhöht die Nahkampf- und Fernkampfabwehr des Benutzers.", - "MOVE_AA_FINALGANTE_DOG_NAME": "Barkleys Energie", - "MOVE_AA_MORGANTE_FELIX_NAME": "Kreative Unternehmung", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "Violas Entschlossenheit", - "MOVE_AA_MORGANTE_VIOLA_NAME": "Listige Entschlossenheit", - "MOVE_AA_MORGANTE_DOG_NAME": "Grenzenlose Energie", - "QUEST_CAPTAINS_DESCRIPTION1.m": "Trainiere bei jedem der Ranger-Captains, um ein Ranger zu werden. Du findest heraus, wo die Captains postiert sind, indem du dich in Hafenstadt umhörst.", - "QUEST_CAPTAINS_DESCRIPTION3.n": "Tritt in einer letzten Herausforderung gegen Ianthe an, um selbst ein Captain zu werden!", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Erhöht die AP-Generierung des Benutzers.", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Kraft der Wahrheit", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Hilfepfiff", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zedd auf dem Herbsthügel hat mich gebeten, in der Umgebung für etwas mehr Ruhe zu sorgen, indem ich fünf Kugelinos besiege. Diese Monster sind am einfachsten auf dem Herbsthügel zu finden.", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Ruhe jetzt", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Ein münzbetriebener Android im Wald von Eastham hat offenbar Fehlfunktionen. Vielleicht kriegt man ihn ja mit einer passenden Münze wieder zum Laufen.", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Münzbetrieben", - "QUEST_MEREDITH_TITLE": "All I Ever Needed", - "QUEST_MEREDITH_DESCRIPTION_1": "Frage die Bewohner von Hafenstadt, ob sie Merediths Lieblingsplatte gesehen haben.", - "QUEST_MEREDITH_DESCRIPTION_2": "Finde Ranger-Anführerin Ianthe und frage sie nach Merediths Lieblingsplatte.", - "QUEST_MEREDITH_DESCRIPTION_3": "Gib Meredith Ianthes Umschlag.", - "QUEST_MEREDITH_DESCRIPTION_4": "Begib dich mit Meredith zur Falldown Mall.", - "QUEST_CAPTAINS_PROGRESS": "Bei {num} von {max} Captains trainiert.", - "QUEST_CAPTAINS_DESCRIPTION2.n": "Triff dich mir Ranger-Anführerin Ianthe, um ihr mitzuteilen, dass du bei allen Ranger-Captains trainiert hast.", - "QUEST_CAPTAINS_DESCRIPTION1.f": "Trainiere bei jedem der Ranger-Captains, um ein Ranger zu werden. Du findest heraus, wo die Captains postiert sind, indem du dich in Hafenstadt umhörst.", - "QUEST_CAPTAINS_DESCRIPTION1.n": "Trainiere bei jedem der Ranger-Captains, um ein Ranger zu werden. Du findest heraus, wo die Captains postiert sind, indem du dich in Hafenstadt umhörst.", - "QUEST_CAPTAINS_DESCRIPTION2.m": "Triff dich mir Ranger-Anführerin Ianthe, um ihr mitzuteilen, dass du bei allen Ranger-Captains trainiert hast.", - "QUEST_CAPTAINS_DESCRIPTION2.f": "Triff dich mir Ranger-Anführerin Ianthe, um ihr mitzuteilen, dass du bei allen Ranger-Captains trainiert hast.", - "QUEST_CAPTAINS_DESCRIPTION3.m": "Tritt in einer letzten Herausforderung gegen Ianthe an, um selbst ein Captain zu werden!", - "QUEST_CAPTAINS_DESCRIPTION3.f": "Tritt in einer letzten Herausforderung gegen Ianthe an, um selbst ein Captain zu werden!", - "QUEST_CAPTAINS_DESCRIPTION4": "Triff dich mit allen Ranger-Captains.", - "QUEST_KAYLEIGH_TITLE": "I Ran So Far Away", - "QUEST_COLLECT_RUMORS_TITLE": "Gerüchte", - "QUEST_COLLECT_RUMORS_PROGRESS": "{obtained} von {total} Gerüchten gesammelt.", - "QUEST_KAYLEIGH_DESCRIPTION1": "Bring Kayleigh nach Morbidstadt.", - "QUEST_KAYLEIGH_DESCRIPTION2": "Kundschafte Morbidstadt aus.", - "QUEST_FELIX_DESCRIPTION_0": "Triff Felix in seiner Wohnung im Westen von Hafenstadt.", - "QUEST_FELIX_TITLE": "Don't You Want Me", - "QUEST_FELIX_DESCRIPTION_2": "Finde mit Felix die vier Elementaraltäre, um Kuneko aufzuspüren.", - "QUEST_FELIX_DESCRIPTION_1": "Kämpfe an Felix' Seite auf der Kirschaue gegen eine Kriegerin mit Holzschwert.", - "QUEST_VIOLA_DESCRIPTION_1": "Finde Violas Bruder Sebastian.", - "QUEST_FELIX_2_PROGRESS": "{num} von {count} Elementaraltären gefunden.", - "QUEST_FELIX_DESCRIPTION_3": "Hilf Felix, mit Kuneko alles ins Reine zu bringen.", - "QUEST_VIOLA_TITLE": "Everybody's Looking for Something", - "QUEST_VIOLA_DESCRIPTION_2": "Sprich mit Viola.", - "QUEST_VIOLA_DESCRIPTION_3": "Begib dich mit Viola zum Eisenufer.", - "QUEST_VIOLA_DESCRIPTION_4": "Erkunde mit Viola das Schiffswrack.", - "QUEST_DOG_TITLE": "Come Back and Stay", - "QUEST_DOG_DESCRIPTION": "Finde heraus, warum Barkley auf dem Wirral ist.", - "QUEST_SUNNY_TITLE": "Wie fühlt sich das an?", - "QUEST_HOYLAKE_TITLE": "Auf der Jagd", - "QUEST_SUNNY_DESCRIPTION": "Begib dich zum Schneider in Hafenstadt, um beim Auswählen eines neuen Looks für Sunny zu helfen.", - "QUEST_HOYLAKE_DESCRIPTION_1": "Nimm das oft {habitat_phrase} gesichtete Monster, {monster_description}, auf, um es Hoylake zu zeigen.", - "QUEST_HOYLAKE_DESCRIPTION_2": "Du hast das oft {habitat_phrase} gesichtete Monster namens \\\"{monster_name}\\\", {monster_description}, aufgenommen. Kehre zu Hoylake zurück, um es ihm zu zeigen.", - "QUEST_HELIA_TITLE": "Here Comes the Sun", - "QUEST_HELIA_DESCRIPTION_1": "Untersuche den neuen Bahnhof unter dem Dino-Steinbruch im Ödland.", - "CLUE_EAST": "Nach Osten müssen deine Flügel flattern, an den Ort, den nur ich kenne.", - "QUEST_HELIA_DESCRIPTION_2": "Erhalte Antworten von der Mer-Linie.", - "QUEST_HELIA_DESCRIPTION_3": "Erstatte Ianthe Bericht.", - "CLUE_SOUTH": "Von dort musst du nach Süden geh'n, wo sich getrennte Wege grüßen.", - "CLUE_BIOME_ARID": "Wo Ruinen sind zu seh'n, wo totes Gras liegt unter deinen Füßen.", - "CLUE_WEST": "Nach Westen müssen deine Flügel flattern, an den Ort, den nur ich kenne.", - "CLUE_BIOME_PLAINS": "Wo Bäume und Pfade sind zu seh'n, wo Gras wächst unter deinen Füßen.", - "CLUE_NORTH": "Von dort musst du nach Norden geh'n, wo sich getrennte Wege grüßen.", - "CLUE_BIOME_BEACH": "Wo du gold'nen Sand kannst seh\\'n, wo Wellen du spürst an deinen Füßen.", - "CLUE_BIOME_AUTUMN": "Wo Kastanienbäume sind zu seh'n und du ihr Laub spürst unter deinen Füßen.", - "CLUE_BIOME_LAKE": "Wo ein Gewässer ist zu seh'n und Sand liegt unter deinen Füßen.", - "CLUE_BIOME_WOODS": "Wo hohe Bäume sind zu seh'n und dunkles Gras du spürst an deinen Füßen.", - "CLUE_BIOME_BLOSSOM": "Wo Kirschblüten sind zu seh'n und fahles Gras wächst unter deinen Füßen.", - "CLUE_BIOME_MOUNTAIN": "Wo du kannst weit nach unten seh'n und Schnee liegt unter deinen Füßen.", - "CLUE_BIOME_MARSH": "Wo manch ein Mensch wird untergeh'n, wo dicker Schlamm liegt unter deinen Füßen.", - "CLUE_ACTION_ROCK": "Der Stein, den du hast in der Hand, soll vor dir abgelegt sein.", - "CLUE_ACTION_CRATE": "Die Holzkiste dort in deiner Hand, soll vor dir abgelegt sein.", - "CLUE_ACTION_DASH.m": "An diesem Ort auf diesem Land musst laufen du mit hellem Flammenschein.", - "CLUE_ACTION_DASH.f": "An diesem Ort auf diesem Land musst laufen du mit hellem Flammenschein.", - "CLUE_ACTION_MAGNETISM": "Nutze Blitze, die gebannt, und der Pfad wird dir eröffnet sein.", - "CLUE_ACTION_DASH.n": "An diesem Ort auf diesem Land musst laufen du mit hellem Flammenschein.", - "CLUE_ACTION_JUMP_3": "Springe dreimal aus dem Stand und der Pfad wird dir eröffnet sein.", - "CLUE_ACTION_FACE_4_DIRECTIONS": "An diesem Ort auf diesem Land muss dein Blick in vier Richtungen gefallen sein.", - "CLUE_ACTION_NIGHT": "Eine halbe Minute muss währen hier dein Stand, und des Nachts wird der Pfad dir offen sein.", - "CLUE_ACTION_MAP_3.m": "Nimmst du die Karte in die Hand, muss dreimal sie gelesen sein.", - "CLUE_ACTION_MAP_3.f": "Nimmst du die Karte in die Hand, muss dreimal sie gelesen sein.", - "CLUE_ACTION_MAP_3.n": "Nimmst du die Karte in die Hand, muss dreimal sie gelesen sein.", - "CLUE_ACTION_ITEM_3": "Leg Objekte aus deiner Hand, ganz gleich welche, nur drei müssen es sein.", - "CLUE_OVERWORLD_-6_-3": "Bei einem Gebäude auf diesem Land liegt ein Klotz, wo du musst sein.", - "CLUE_OVERWORLD_2_-1": "Das erste Tor, das du durchquert auf diesem Land, dort muss nun dein Standort sein.", - "CLUE_OVERWORLD_-4_-1": "Ein Gewässer auf diesem Land, bei Steinen und Gräbern, dort musst du sein.", - "CLUE_OVERWORLD_-2_-4": "Bei einem Zelt, das steht auf Sand, dort musst du jetzt sein.", - "CLUE_OVERWORLD_-3_-3": "Ein toter Baum auf diesem Land, unter seinen Zweigen musst du sein.", - "CLUE_OVERWORLD_-3_-7": "An der Quelle eines Flusses, der fließt durch das Land, dort musst du jetzt sein.", - "CLUE_OVERWORLD_0_-6": "Auf einem Steinaltar auf diesem Land, dort musst du jetzt sein.", - "CLUE_OVERWORLD_3_-7": "Auf dem Kommerztempel auf diesem Land, dort musst du jetzt sein.", - "CLUE_OVERWORLD_1_-6": "Zwischen drei Lichtern auf diesem Land, dort musst du jetzt sein.", - "CLUE_OVERWORLD_2_-4": "Ein einz'ges Haus auf diesem Land, in seinem Schatten musst du sein.", - "CLUE_OVERWORLD_7_-2": "Ein Haus stand einst auf diesem Land, in seinen Ruinen musst du sein.", - "CLUE_OVERWORLD_5_-6": "An einem Baumstumpf auf diesem Land zwischen zwei Mauern musst du sein.", - "CLUE_OVERWORLD_7_-4": "Auf einem Feueraltar auf diesem Land, dort musst du jetzt sein.", - "CLUE_OVERWORLD_8_-6": "An einem Baumstumpf in wald'gem Land, dort musst du jetzt sein.", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Hoylakes Auftrag", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Monster en masse", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Sprich im Rathaus mit Hoylake. Er hat mehrere Aufgaben für dich.", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "Die {key}-Population {habitat_phrase} ist in letzter Zeit außer Rand und Band geraten. Besiege {count} von ihnen im Kampf, um sie zu beruhigen und davon abzuhalten, sich gegenseitig zu verletzen.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Besiege {count} Schurken-Fusionen, um auf Neu Wirral für Sicherheit zu sorgen.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Fusionen en masse", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Paketzustellung", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Bring unserem Späher {location_0_phrase} das Paket.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Hurra! Mein Paket ist da!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Danke vielmals! Darauf habe ich schon gewartet!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Danke vielmals! Darauf habe ich schon gewartet!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Danke vielmals! Darauf habe ich schon gewartet!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Hurra! Mein Paket ist da!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Vorratslieferung", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Einer unserer Späher {location_0_phrase} hat uns eine dringende Anfrage zu Vorräten geschickt. Besorge bitte {required_item_amount}-mal {required_item} und bring ihm alles so schnell wie möglich.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Hurra! Mein Paket ist da!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Kann ich deine Vorräte haben?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Ich brauche dringend {required_item_amount}-mal {required_item}. Wofür? Tja, das ist privat.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Hast du meine Anfrage zu den Vorräten erhalten? Ich brauche {required_item_amount}-mal {required_item}, und zwar sofort!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Ich brauche dringend {required_item_amount}-mal {required_item}. Wofür? Tja, das ist privat.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Hast du meine Anfrage zu den Vorräten erhalten? Ich brauche {required_item_amount}-mal {required_item}, und zwar sofort!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Ich brauche dringend {required_item_amount}-mal {required_item}. Wofür? Tja, das ist privat.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Oh, wie ich sehe, hast du die Vorräte! Gibst du sie mir?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Hast du meine Anfrage zu den Vorräten erhalten? Ich brauche {required_item_amount}-mal {required_item}, und zwar sofort!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Oh, wie ich sehe, hast du die Vorräte! Gibst du sie mir?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Kann ich deine Vorräte haben?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Kann ich deine Vorräte haben?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Oh, wie ich sehe, hast du die Vorräte! Gibst du sie mir?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fantastisch! Ich kann es kaum erwarten!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fantastisch! Ich kann es kaum erwarten!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Danke vielmals! Genau das habe ich gebraucht!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fantastisch! Ich kann es kaum erwarten!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Danke vielmals! Genau das habe ich gebraucht!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Einer der Bewohner hat einen Gegenstand von hohem sentimentalen Wert {location_1_phrase} verloren. Finde ihn und bring ihn dem Besitzer {location_0_phrase} zurück.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Danke vielmals! Genau das habe ich gebraucht!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Fundsachen", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "Ring", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "Halskette", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Sei so gut und hilf mir, den {location_1_phrase} verlorenen Gegenstand zu finden.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "Portemonnaie", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Sei so gut und hilf mir, den {location_1_phrase} verlorenen Gegenstand zu finden.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Sei so gut und hilf mir, den {location_1_phrase} verlorenen Gegenstand zu finden.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "Ich habe {location_1_phrase} einen wichtigen Gegenstand verloren. Hilfst du mir, ihn zu suchen?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Vielen Dank! Danach habe ich gesucht!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "Ich habe {location_1_phrase} einen wichtigen Gegenstand verloren. Hilfst du mir, ihn zu suchen?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "Ich habe {location_1_phrase} einen wichtigen Gegenstand verloren. Hilfst du mir, ihn zu suchen?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Vielen Dank! Danach habe ich gesucht!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "Du hast den Gegenstand gefunden! Vielen Dank dafür!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Vielen Dank! Danach habe ich gesucht!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Sonderzustellung", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "Du hast den Gegenstand gefunden! Vielen Dank dafür!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "Du hast den Gegenstand gefunden! Vielen Dank dafür!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Im Rahmen unserer Anstrengungen, den Kindern des Kummers zu helfen, haben wir ein spezielles Paket mit medizinischen Vorräten zusammengestellt. Stelle es bitte beim Pförtner in Morbidstadt zu.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Kehre zu Hoylake im Rathaus zurück, um es ihm zu zeigen.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "Ist das Ianthes Paket?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "Hier ist es!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Hoylakes Auftrag", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake möchte herausfinden, was dabei herauskommt, wenn man {species1_description} und {species2_description} fusioniert. Fusioniere {species1_name} und {species2_name} im Kampf, um sie in deinem Bestiarium aufzuzeichnen, und kehre danach zum Rathaus zurück, um es Hoylake zu zeigen!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "Ausgezeichnet! Jacqueline wird außer sich vor Freude sein!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "Wusstest du schon, dass in deinem Bestiarium Daten über alle Fusionen, die du eingehst [wave amp=30 freq=30]und[/wave] denen du begegnest, aufgezeichnet werden?", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "Wie faszinierend! Vielen Dank dafür, {player}.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "Sei gegrüßt, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Fusioniere im Kampf, um die Fusion in deinem Bestiarium aufzuzeichnen.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Schauen wir uns mal die Daten über {fusion_name} an, die du mir gebracht hast.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Verbessere eine {species_name}-Kassette auf fünf Sterne.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Hoylakes Auftrag", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "Hoylake möchte eine Fünf-Sterne-Aufnahme des Monsters \\\"{species_name}\\\" sehen. Verbessere eine {species_name}-Kassette auf fünf Sterne und kehre dann zum Rathaus zurück, um sie Hoylake zu zeigen!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Triff dich mit Dr. Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "Wusstest du schon, dass in deinem Bestiarium Zusatzinformationen über eine Monsterspezies aufgezeichnet werden, wenn du ihre Kassette auf fünf Sterne verbessert hast?", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Kehre zu Hoylake zurück, um ihm deine Kassette zu zeigen.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "Sei gegrüßt, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interessant. [pause] Sehr interessant. [pause]Ich frage mich, was das bedeuten könnte ...", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Schauen wir uns mal die aufgezeichneten Daten der {species_name}-Kassette an, die du mir gebracht hast.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Rüste eine {species_name}-Kassette aus.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "Hoylakes Assistent", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake möchte seinem Assistenten Dr. Kirby ein ganz besonderes Training zukommen lassen. Rüste eine {species_name}-Kassette aus und triff dich mit Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "Professor Hoylake hat mir alles über dich erzählt – wie er dir geholfen hat, als du hier eingetroffen bist, und wie er dir das Leben gerettet hat ...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Hallo {player}, freut mich, dich kennenzulernen. Ich bin Dr. Kirby, Zoologe der Universität Cambridge.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "Professor Hoylake hat mir alles über dich erzählt – wie er dir geholfen hat, als du hier eingetroffen bist, und wie er dir das Leben gerettet hat ...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "Das hat er mir erzählt! Was für ein Ansporn!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "Professor Hoylake hat mir alles über dich erzählt – wie er dir geholfen hat, als du hier eingetroffen bist, und wie er dir das Leben gerettet hat ...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "Wusstest du, dass er in seiner Heimat zum Wissenschaftskönig der Welt gekrönt wurde, nachdem er den Nobelpreis für die Entdeckung der letzten noch unentdeckten Spezies gewonnen hatte?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Wie auch immer, kommen wir zum geschäftlichen Teil.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake meinte, als guter Wissenschaftler muss ich mich gut in andere Spezies wie {species_description} hineinversetzen können. Ich hatte gehofft, dass du mir da helfen kannst.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Hast du deine {species_name}-Kassette dabei?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Hm ... [pause]Ist die Forschung auf Neu Wirral immer so brutal?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Hier ist sie.", - "BATTLE_JOINED.f": "{0} hat sich dem Kampf angeschlossen!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Noch nicht.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Okay, dann zeig mir, wie man sie benutzt!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake muss ja geradezu unverwüstlich sein, wenn er das alles durchgemacht und keinen Bedarf mehr an Verwandlungen hat.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Instabile Fusion", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Danke, {player}. Ich habe auf jeden Fall viel über die {species_name}-Monster gelernt.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Eine instabile Fusion ist {location_0_phrase} erschienen. Sie muss vernichtet werden, bevor sie sich unkontrolliert vermehrt!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Einer unserer neuen Auszubildenden hat dich herausgefordert, um deinen Stempel zu erhalten. Triff ihn und seinen Kampfpartner {location_0_phrase}, um ihre Kampffähigkeiten auf die Probe zu stellen. Halt dich nicht zurück, {player} – wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Rekrutentraining", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "Du bist doch der neue Ranger-Captain, der mich trainieren soll, oder? Halt dich nicht zurück!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "Du bist doch der neue Ranger-Captain, der mich trainieren soll, oder? Halt dich nicht zurück!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Einer unserer neuen Auszubildenden hat dich herausgefordert, um deinen Stempel zu erhalten. Triff ihn und seinen Kampfpartner {location_0_phrase}, um ihre Kampffähigkeiten auf die Probe zu stellen. Halt dich nicht zurück, {player} – wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Einer unserer neuen Auszubildenden hat dich herausgefordert, um deinen Stempel zu erhalten. Triff ihn und seinen Kampfpartner {location_0_phrase}, um ihre Kampffähigkeiten auf die Probe zu stellen. Halt dich nicht zurück, {player} – wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "Auch wenn es nur Training ist, musst du dich bei mir nicht zurückhalten, Captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "Du bist doch der neue Ranger-Captain, der mich trainieren soll, oder? Halt dich nicht zurück!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "Auch wenn es nur Training ist, musst du dich bei mir nicht zurückhalten, Captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Captain {player}, richtig? [pause]Wenn ich dich besiege, muss mich Ianthe zum Captain ernennen!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "Auch wenn es nur Training ist, musst du dich bei mir nicht zurückhalten, Captain!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Captain {player}, richtig? [pause]Wenn ich dich besiege, muss mich Ianthe zum Captain ernennen!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Captain {player}, richtig? [pause]Wenn ich dich besiege, muss mich Ianthe zum Captain ernennen!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Wenn man ins Gefängnis kommt, soll man angeblich sofort mit dem am härtesten aussehenden Insassen einen Streit vom Zaun brechen! [pause]Das wärst in dem Fall wohl du, oder, Captain?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Wenn man ins Gefängnis kommt, soll man angeblich sofort mit dem am härtesten aussehenden Insassen einen Streit vom Zaun brechen! [pause]Das wärst in dem Fall wohl du, oder, Captain?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Uff. Du hältst dich wirklich nicht zurück ... [pause]Das Lustige daran ist: Ich kämpfe überhaupt nicht gern. Ich bin für so was nicht gemacht.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Wenn man ins Gefängnis kommt, soll man angeblich sofort mit dem am härtesten aussehenden Insassen einen Streit vom Zaun brechen! [pause]Das wärst in dem Fall wohl du, oder, Captain?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Uff. Du hältst dich wirklich nicht zurück ... [pause]Das Lustige daran ist: Ich kämpfe überhaupt nicht gern. Ich bin für so was nicht gemacht.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Danke, Captain, ich habe jede Menge gelernt. [pause]Und zwar, dass ich nicht bereit dazu bin, Ranger zu sein.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Danke, Captain, ich habe jede Menge gelernt. [pause]Und zwar, dass ich nicht bereit dazu bin, Ranger zu sein.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Danke, Captain, ich habe jede Menge gelernt. [pause]Und zwar, dass ich nicht bereit dazu bin, Ranger zu sein.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Uff. Du hältst dich wirklich nicht zurück ... [pause]Das Lustige daran ist: Ich kämpfe überhaupt nicht gern. Ich bin für so was nicht gemacht.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "Ich hatte es schon immer mehr mit der Liebe als mit dem Kampf ...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "Ich weiß nicht, was ich erwartet hatte. Danke, Captain, dass du ... [pause]mich ernst genommen hast.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "Ich weiß nicht, was ich erwartet hatte. Danke, Captain, dass du ... [pause]mich ernst genommen hast.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "Ich hatte es schon immer mehr mit der Liebe als mit dem Kampf ...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "Ich hatte es schon immer mehr mit der Liebe als mit dem Kampf ...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "Ich weiß nicht, was ich erwartet hatte. Danke, Captain, dass du ... [pause]mich ernst genommen hast.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Vorratsdiebstahl", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "In letzter Zeit sind immer wieder Vorräte der Ranger verschwunden. Einer unserer Späher hat den Dieb gesichtet und zu einem Ort {location_0_phrase} verfolgt. Stelle ihn zur Rede und finde heraus, was mit unseren Sachen passiert ist.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "Der Dieb ist wieder da. Diesmal befindet er sich an einem Ort {location_0_phrase}. Stelle ihn zur Rede und finde heraus, was mit unseren Sachen passiert ist.", - "RUMOR_NAME": "Gerücht", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie ist erst seit ein paar Tagen hier, aber schon entschlossen, zu den Rangern zu gehen. Irgendwas an ihr erinnert mich an dich, {player}, daher wäre es toll, wenn du ihr helfen könntest! Sie braucht eine Kassette, also rüste eine aus, auf die du dauerhaft verzichten kannst, und triff sie beim Tor am Stadtrand. Cybil x\\\"", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Rekrutentraining: Vin", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Dein alter \\\"Freund\\\", der Ex-Dieb Vin, will zu den Rangern und hat dich sogar herausgefordert, um deinen Stempel zu erhalten, {player}. Triff ihn {location_0_phrase}. Seine Einstellung gefällt mir, aber wie bei allen Auszubildenden darfst du es ihm nicht zu leicht machen. Wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Rekrutentraining: Frankie", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Dein alter \\\"Freund\\\", der Ex-Dieb Vin, will zu den Rangern und hat dich sogar herausgefordert, um deinen Stempel zu erhalten, {player}. Triff ihn {location_0_phrase}. Seine Einstellung gefällt mir, aber wie bei allen Auszubildenden darfst du es ihm nicht zu leicht machen. Wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Dein alter \\\"Freund\\\", der Ex-Dieb Vin, will zu den Rangern und hat dich sogar herausgefordert, um deinen Stempel zu erhalten, {player}. Triff ihn {location_0_phrase}. Seine Einstellung gefällt mir, aber wie bei allen Auszubildenden darfst du es ihm nicht zu leicht machen. Wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"Hey! Ich bin hier auf einem ganz eigenen Abenteuer. Wenn du mir helfen möchtest, triff mich {location_0_phrase}. Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"Hey! Ich bin hier auf einem ganz eigenen Abenteuer. Wenn du mir helfen möchtest, triff mich {location_0_phrase}. Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"Hey! Ich bin hier auf einem ganz eigenen Abenteuer. Wenn du mir helfen möchtest, triff mich {location_0_phrase}. Frankie\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie hat dich herausgefordert, um deinen Stempel zu erhalten. Sie wartet {location_0_phrase} auf dich. Mach es ihr nicht zu leicht, {player} – du weißt ja, wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie hat dich herausgefordert, um deinen Stempel zu erhalten. Sie wartet {location_0_phrase} auf dich. Mach es ihr nicht zu leicht, {player} – du weißt ja, wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Einige alte Freunde wollen sich mit dir {location_0_phrase} treffen.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Kampf unter Freunden", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie hat dich herausgefordert, um deinen Stempel zu erhalten. Sie wartet {location_0_phrase} auf dich. Mach es ihr nicht zu leicht, {player} – du weißt ja, wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", - "RUMOR_DUNGEON_PARK_TITLE": "Bebender Boden", - "RUMOR_DUNGEON_PARK": "Ich habe ein Gerücht gehört, dass der Boden im Park von Neu Wirral manchmal bebt, als wäre darunter ein großes Fahrzeug unterwegs. Was meinst du, was da unten wohl ist?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Gelächter", - "RUMOR_DUNGEON_GRAVEYARD": "Ein Freund hat mir gesagt, dass er ein tiefes irres Gelächter aus einem der Gräber auf dem Friedhof westlich vom Bach gehört hat. Komisch, oder?", - "RUMOR_DUNGEON_MEADOW_TITLE": "Die winzige Dominotte", - "RUMOR_DUNGEON_MEADOW2": "Wie ist so was wohl möglich? Hier geht irgendwas Seltsames vor ...", - "RUMOR_DUNGEON_MEADOW1": "Du wirst es mir wahrscheinlich nicht glauben, aber ich habe eine winzig kleine Dominotte auf der Lichtung im Zentrum der Kirschaue gesehen. Die war nicht einfach nur ein Baby, sondern so klein, dass sie in meine Hand gepasst hätte!", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Der Gipfel", - "RUMOR_DUNGEON_LAKE_TITLE": "Wegweiser auf Abwegen", - "RUMOR_DUNGEON_LAKE1": "Ein Ranger-Freund hat mir von diesen \\\"Wegweisern auf Abwegen\\\" am See erzählt.", - "RUMOR_DUNGEON_LAKE2": "Es vermutet, dass man zum Schatz geführt wird, wenn man sich in der richtigen Reihenfolge auf die Schalter stellt und allen Wegweisern folgt.", - "RUMOR_DUNGEON_MOUNTAIN": "Der Wirral ist ganz schön hoch. Wie ich hörte, gibt es da irgend so einen seltsamen Leuchtturm auf dem Gipfel. Was ist da oben wohl?", - "RUMOR_DUNGEON_LAKE3": "Andere sagen aber offenbar, dass man dann nur in einem großen Kreis läuft.", - "RUMOR_CAPTAIN_WALLACE": "Wie ich hörte, ist Captain Wallace gerade im Park ...", - "RUMOR_CAPTAIN_WALLACE_TITLE": "Captain Wallace", - "RUMOR_CAPTAIN_CLEEO_TITLE": "Die Metallfrau", - "RUMOR_CAPTAIN_DREADFUL": "Wie ich hörte, ist Captain Penny Dreadful oft in dem zerstörten Dorf östlich von hier zu finden.", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "Captain Penny Dreadful", - "RUMOR_CAPTAIN_CLEEO": "Angeblich gibt es im Wald von Eastham eine Metallfrau. Hast du sie schon getroffen?", - "RUMOR_CAPTAIN_LODESTEIN.m": "Warst du schon mal in Ham? Du weißt schon, dieses kleine Tal westlich vom Wald von Eastham, wo Captain Lodestein immer ist.", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "Captain Lodestein", - "RUMOR_CAPTAIN_LODESTEIN.n": "Warst du schon mal in Ham? Du weißt schon, dieses kleine Tal westlich vom Wald von Eastham, wo Captain Lodestein immer ist.", - "RUMOR_CAPTAIN_LODESTEIN.f": "Warst du schon mal in Ham? Du weißt schon, dieses kleine Tal westlich vom Wald von Eastham, wo Captain Lodestein immer ist.", - "RUMOR_CAPTAIN_BUFFY": "Captain Buffy finde ich am besten. Sie trainiert in der Kirschaue.", - "RUMOR_CAPTAIN_BUFFY_TITLE": "Captain Buffy", - "RUMOR_CAPTAIN_CYBIL_TITLE": "Captain Cybil", - "RUMOR_CAPTAIN_CYBIL": "Meine Lieblingssendung ist Cybil FM, moderiert von Captain Cybil höchstpersönlich. Du findest sie im Sumpfgebiet!", - "RUMOR_CAPTAIN_SKIP_TITLE": "Captain Skip", - "RUMOR_CAPTAIN_SKIP": "Man muss den Einfallsreichtum von Captain Skip schon bewundern. Dey hält sich normalerweise an der Flussmündung westlich von Hafenstadt auf.", - "RUMOR_CAPTAIN_JUDAS_TITLE": "Captain Judas", - "RUMOR_CAPTAIN_JUDAS1": "Wie ich hörte, zeltet der berühmte Überlebenskünstler Captain Judas auf einer Insel im Südosten.", - "RUMOR_CAPTAIN_JUDAS2": "Ich weiß, dass er mich wahrscheinlich dafür hassen würde, dass ich moderne Annehmlichkeiten nutze, aber ... er ist schon echt scharf!", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "Captain Gladiola", - "RUMOR_CAPTAIN_GLADIOLA": "Wie ich hörte, führt Captain Gladiolas Patrouillenroute sie durch den Friedhof westlich von Hafenstadt. Was meinst du, wohin sie unterwegs ist?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "Captain Heather", - "RUMOR_CAPTAIN_HEATHER": "Jemand, den ich kenne und der Wracks am Eisenufer durchstöbert, hat mir gesagt, dass er Captain Heather auf einer Insel weit im Westen gesehen hat ...", - "RUMOR_CAPTAIN_ZEDD": "Meine letzte Information ist, dass Captain Zedd sich ansehen wollte, was in Morbidstadt im Osten los ist. Er ist bestimmt unterwegs eingeschlafen ...", - "RUMOR_CAPTAIN_ZEDD_TITLE": "Captain Zedd", - "RUMOR_CAPTAIN_CODEY1": "Kennst du Captain Codey? Den, der immer darüber jammert, dass er kein \\\"Internet\\\" hat? Er ist gerade auf dem Wirral.", - "RUMOR_CAPTAIN_CODEY_TITLE": "Captain Codey", - "RUMOR_CAPTAIN_CODEY2": "Vielleicht sollte ich mal auf den Berg steigen, damit ich endlich herausfinde, was so toll an diesen Internets ist.", - "RUMOR_IANTHE_BATTLE_TITLE.m": "Der neue Captain", - "RUMOR_IANTHE_BATTLE_TITLE.f": "Der neue Captain", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "Ich habe gerade gesehen, wie {location_0_phrase} eine Truhe einen Mann komplett verschluckt hat! Ist es denn die Möglichkeit?!", - "RUMOR_IANTHE_BATTLE_TITLE.n": "Der neue Captain", - "RUMOR_IANTHE_BATTLE": "Hast du schon gehört? Anführerin Ianthe hat vielleicht einen Kandidaten für einen neuen Captain gefunden ...", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir gesichtet", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "Überschwemmung", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "Wie ich hörte, wurde dieser riesige Vogel Averevoir kürzlich {location_0_phrase} gesichtet.", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "Überschwemmung", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "Nördlich vom Park hat es eine große Überschwemmung gegeben! Hoffentlich wird niemand verletzt.", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "Am Stadtrand gibt es eine Überschwemmung! Es dauert ganz schön lange, bis die Ranger darauf reagieren. Sie haben heute bestimmt viel zu tun ...", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Glaiglas-Sichtung", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "Kennst du diese roten Ranger-Verstecke? Ich schwöre, ich habe gerade gehört, wie eines davon {location_0_phrase} irgendwas gemurmelt hat.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Das flüsternde Versteck", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Ich habe Berichte von einem riesigen Glasengel {location_0_phrase} gehört.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Truhentäuscherin-Sichtung", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Kuneko gesichtet", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Ranger-Aktivität", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Irgendwas geht {location_0_phrase} vor. Alle Ranger reden darüber ...", - "RUMOR_PASSIVE_QUEST_KUNEKO": "Du wirst es nicht glauben, aber ich habe gerade ein geflügeltes Catgirl {location_0_phrase} gesehen ...", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Verwundete Ranger", - "RUMOR_PASSIVE_QUEST_SWARM": "Irgendwas Großes geht {location_0_phrase} vor. Einige Ranger sind verwundet zurückgekehrt ...", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Händler ohne Hemd", - "RUMOR_UNOBTAINED_SPECIES": "Hast du {species_description} gesehen? Das ist das Monster namens \\\"{species_name}\\\"! Wie ich hörte, ist es {habitat_phrase} zu finden.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Heute ist ein schrulliger Händler ohne Hemd auf der Insel unterwegs. Wenn du ein gutes Angebot willst, solltest du dich beeilen. Er ist {location_0_phrase}!", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "Ich habe gesehen, wie sich Eugene bei einem seltsamen Gebäude außerhalb der Stadt aufhält. Was macht er denn da draußen?", - "RUMOR_OFFICE1_TITLE": "Eugene", - "RUMOR_OFFICE2_TITLE": "Makler", - "RUMOR_OFFICE2": "Jemand, den ich in Morbidstadt kenne, auf dem Herbsthügel, hat angeblich gesehen, wie sich jede Menge Makler vor Kurzem in irgendeinem Bürohaus versammelt haben ...", - "RUMOR_OFFICE3_1": "Ich habe kürzlich erst auf meinem Boot nördlich vom Herbsthügel geangelt, und du wirst nie erraten, was ich dabei im Nebel gesehen habe ...", - "RUMOR_OFFICE3_TITLE": "Makler", - "RUMOR_OFFICE3_2": "Ein Bürohaus! Da ragte ein stinknormales Bürohaus aus dem Meer!", - "RUMOR_OFFICE3_3": "Bei den Ghulen in der Nähe lief es mir eiskalt den Rücken runter ...", - "RUMOR_OFFICE4_1": "Als ich letztes Mal im Wald von Eastham unterwegs war, hat mich eine Bande von fünf Maklern in ihren Bau gezogen und mir das Leben ausgesaugt.", - "RUMOR_OFFICE4_TITLE": "Makler", - "RUMOR_OFFICE5_TITLE": "Makler", - "RUMOR_OFFICE4_2": "Ganz ehrlich? Ihre Präsentation über die Teilzeitnutzung von Immobilien war sooo was von langweilig.", - "RUMOR_OFFICE5_1": "Ich habe mich vorhin mit Maris Piper unterhalten. Du weißt schon, die Dame, die die Farm auf der anderen Seite des Bachs betreibt.", - "RUMOR_POSTGAME_MORGANTE": "Ich konnte heute Nacht nicht schlafen. Hast du auch dieses gespenstische Singen aus dem Bahnhof Hafenstadt gehört?", - "RUMOR_OFFICE5_2": "Sie vermutet, dass sich einige Makler irgendwo in der Nähe ihrer Farm niedergelassen haben.", - "RUMOR_OFFICE5_3": "Beunruhigend, oder? Von dieser Farm erhält Hafenstadt einen Großteil seiner Nahrungsmittel. Wenn die Makler sie unter ihre Kontrolle bringen ...", - "RUMOR_ALTAR1_TITLE": "Altar", - "RUMOR_ALTAR1": "Ich habe einen seltsamen Altar gesehen – in der Kirschaue! Was meinst du, welchen Zweck der hat?", - "RUMOR_ALTAR2": "Als ich im See schwimmen war, habe ich was Cooles gefunden – irgendeinen Altar, der auf einer Insel zwischen zwei Säulen stand.", - "RUMOR_ALTAR2_TITLE": "Altar", - "RUMOR_ALTAR3": "Meine Schwester bei den Kindern des Kummers meinte, sie hätte in der Nähe ihrer Stadt ein Ninja-Catgirl gesehen, dass halb Engel, halb Dämon war. Könnte aber auch einfach nur an dem schimmligen Brot gelegen haben, dass sie gegessen hatte.", - "RUMOR_ALTAR4_TITLE": "Altar", - "RUMOR_ALTAR3_TITLE": "Altar", - "RUMOR_ALTAR4": "Hast du schon von diesem geheimnisvollen Alter tief im Wald von Eastham gehört? Gerüchten zufolge führt dort ein Dämon mitten in der Nacht okkulte Rituale durch. Manche sagen, es wäre ein Engel, andere halten sie für ein Catgirl.", - "RUMOR_POSTGAME_MORGANTE_TITLE": "Gespenstisches Singen", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", - "RUMOR_PARTNER_KAYLEIGH": "Ein paar Ranger haben sich darüber unterhalten, dass Kayleigh mehr über diese komischen Kultisten mit ihren Kapuzen weiß, als sie zugibt. Vielleicht solltest du sie mal danach fragen.", - "RUMOR_PARTNER_MEREDITH1_1": "Kennst du Meredith? Sie repariert die Elektronik in der Stadt.", - "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH1_2": "Wenn sie nicht in ihrer Werkstatt an den Hafenanlagen ist, dürfte sie im Park sein.", - "RUMOR_PARTNER_MEREDITH1_3": "Statte ihr einen Besuch ab, falls du mal irgendwas mit Elektronik brauchst!", - "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH2_1.f": "Ich bin Meredith. Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", - "RUMOR_PARTNER_MEREDITH2_2": "Na ja, ich wollte nur mal ein bisschen frische Luft schnappen. Komm doch mal in meinem Laden in der Stadt vorbei. Das gelbe Gebäude an der Promenade.", - "RUMOR_PARTNER_MEREDITH2_1.m": "Ich bin Meredith. Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", - "RUMOR_PARTNER_MEREDITH2_1.n": "Ich bin Meredith. Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", - "RUMOR_PARTNER_FELIX_TITLE": "Zerstörtes Apartment", - "RUMOR_PARTNER_FELIX2": "Meinst du, er braucht vielleicht Hilfe dabei?", - "RUMOR_PARTNER_FELIX1": "Ich habe gesehen, wie jemand am Seeufer nordwestlich vom Park ein zerstörtes Apartment durchsucht hat.", - "RUMOR_PARTNER_VIOLA_TITLE": "Superheldin", - "RUMOR_HOYLAKE1": "Professor Hoylake ist auf der Suche nach einem neuen Forschungsassistenten.", - "RUMOR_PARTNER_DOG1": "Hey, weißt du, ob jemand seinen Hund vermisst?", - "RUMOR_PARTNER_DOG_TITLE": "Der entlaufene Hund", - "RUMOR_PARTNER_VIOLA": "Ich bin im Sumpfgebiet in einen Hinterhalt von Schleimen geraten und irgendeine Superheldin mit Umhang kam angesprungen, um mich zu retten! Das denke ich mir nicht aus, ganz ehrlich!", - "RUMOR_PARTNER_DOG2": "Ich habe am Fuß des Wirral in der Nähe der Ecke des Sees einen mit einem Kassettenrekorder rumlaufen sehen – ein ganz normaler Hund, keine Pombombe!", - "RUMOR_PARTNER_DOG3": "Hoffentlich ist mit dem armen Ding alles in Ordnung ...", - "RUMOR_HOYLAKE_TITLE": "Assistenz gesucht", - "RUMOR_HOYLAKE2": "Normalerweise hält er sich im Rathaus auf. Wie er es schafft, Monster zu erforschen, obwohl er ihnen völlig aus dem Weg geht, werde ich nie begreifen.", - "RUMOR_AVEREVOIR_TITLE": "Der gigantische Vogel", - "RUMOR_AVEREVOIR2": "Ich glaube, er lebt in dieser großen Höhle auf halber Höhe des Berghangs.", - "RUMOR_AVEREVOIR1": "In der Nähe des Wirral habe ich einen gigantischen Vogel gesehen!", - "RUMOR_GLAISTAIN_TITLE": "Die Ruine", - "RUMOR_ABILITY_SWIM_TITLE": "Schwimmen", - "RUMOR_GLAISTAIN": "Angeblich ist auf der Kirschaue neulich eine alte Ruine erschienen. Klingt ziemlich seltsam, oder?", - "RUMOR_FARM_BRIDGE_TITLE": "Die Brücke an der Farm", - "RUMOR_ABILITY_CLIMB_TITLE": "An Wänden hochklettern", - "RUMOR_ABILITY_SWIM": "Man hat mir erzählt, dass es ein Monster mit Taucherausrüstung gibt, dass dir die Fähigkeit verleiht, in jedem Gewässer zu schwimmen, wenn du es aufnimmst!", - "RUMOR_ABILITY_CLIMB2": "\\\"Es wäre viel einfacher, wenn ich wie Kürbisranken an vertikalen Oberflächen hochklettern könnte.\\\" Stimmt's?", - "RUMOR_FARM_BRIDGE": "Ich habe gehört, dass die Pipers auf der Farm im Westen Probleme mit ihrer Brücke haben ...", - "RUMOR_ABILITY_CLIMB1": "Ich weiß, was du denkst!", - "RUMOR_ABILITY_CLIMB3": "Ich mache mir schon seit Jahren über genau dieses Thema Gedanken!", - "RUMOR_ABILITY_DASH_TITLE": "Feuriger Spurt", - "RUMOR_ABILITY_CLIMB4": "Aber ob es möglich ist, werden wir nur herausfinden, wenn einer von uns einen Kürbis aufnimmt.", - "RUMOR_ABILITY_MAGNETISM_TITLE": "Seltsame magnetische Kräfte", - "RUMOR_ABILITY_DASH": "Offenbar gibt es ein Monster, das wie eine Rakete umherschießt. Wenn du eines aufnimmst, könntest du das bestimmt auch!", - "RUMOR_INTERMISSION_TITLE": "Der Dreieckmann", - "RUMOR_ABILITY_MAGNETISM": "In der Stadt erzählt man sich, dass man magnetische Kräfte erhält, wenn man dieses seltsame funkensprühende Monster aufnimmt.", - "BATTLE_ADJECTIVE_LEADER.n": "Anführerix {name}{disambiguator}", - "RUMOR_INTERMISSION": "Im Stadtzentrum gibt es einen seltsamen schwebenden Mann mit einem Dreieck statt einem Kopf. Hast du ihn schon gesehen?", - "BATTLE_ADJECTIVE_CAPTAIN.m": "Captain {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "Captain {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "Captain {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "Anführer {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "Freund {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "Anführerin {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "Freundin {name}{disambiguator}", - "BATTLE_JOINED.m": "{0} hat sich dem Kampf angeschlossen!", - "BATTLE_ADJECTIVE_FRIEND.n": "Freundix {name}{disambiguator}", - "BATTLE_SWITCH_PLACES.m": "{0} hat den Platz gewechselt!", - "BATTLE_JOINED.n": "{0} hat sich dem Kampf angeschlossen!", - "BATTLE_DESTROYED.f": "{0} wurde vernichtet!", - "BATTLE_SWITCH_PLACES.f": "{0} hat den Platz gewechselt!", - "BATTLE_SWITCH_PLACES.n": "{0} hat den Platz gewechselt!", - "BATTLE_ORB_BROKE": "Die Kugel ist zerstört! Das ist die Fusion {fusion_name}!", - "BATTLE_DESTROYED.m": "{0} wurde vernichtet!", - "ABILITY_swim": "Tauchhund-Schwimmen", - "BATTLE_DESTROYED.n": "{0} wurde vernichtet!", - "ABILITY_climb": "Kürbisranken-Ball", - "ABILITY_dash": "Kugelino-Spurt", - "ABILITY_UNLOCKED_swim": "Du kannst jetzt schwimmen!\\nHierdurch wird deine Ausdauer verbraucht.", - "ABILITY_flight": "Averevoir-Flug", - "ABILITY_magnetism": "Elektromagnetismus", - "ABILITY_UNLOCKED_climb": "Du kannst jetzt {control.climb} gedrückt halten, um mit klebrigen Ranken an Wänden hochzuklettern!\\nHierdurch wird deine Ausdauer verbraucht.", - "ABILITY_UNLOCKED_dash": "Du kannst jetzt {control.dash} gedrückt halten, um einen kurzen Spurt auszuführen!\\nHierdurch wird deine Ausdauer verbraucht.", - "ABILITY_UNLOCKED_magnetism": "Du kannst jetzt {control.magnetism} gedrückt halten, um mit magnetischen Objekten zu interagieren!\\nHierdurch wird deine Ausdauer verbraucht.", - "ABILITY_UNLOCKED_flight": "Du kannst jetzt während des Gleitens noch einmal {control.jump} drücken, um einen Schub zu erhalten!\\nHierdurch wird deine Ausdauer verbraucht.", - "POST_CREDITS_MESSAGE_1": "Wenn du möchtest, kannst du mit deinem Spielstand weiterspielen. Die Ranger auf Neu Wirral brauchen noch immer deine Hilfe ...", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Bist du dir sicher? Du hast einige Punkte noch nicht zugewiesen.", - "STAT_ADJUST_MENU_TITLE": "Grundwerte {player}", - "STAT_ADJUST_MENU_REMAINING_POINTS": "Verbleibende Punkte: {0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "Auf diesem Bildschirm kannst du {player}s Grundwerte anpassen, was sich auf die gesamten Monstergestalten auswirkt.\\n\\nZusätzliche Punkte erhältst du von Ranger Wilma. Niedrigere Minimalwerte kannst du freischalten, indem du weitere Captains besiegst.", - "STAT_ADJUST_MENU_EXPLANATION.f": "Auf diesem Bildschirm kannst du {player}s Grundwerte anpassen, was sich auf die gesamten Monstergestalten auswirkt.\\n\\nZusätzliche Punkte erhältst du von Ranger Wilma. Niedrigere Minimalwerte kannst du freischalten, indem du weitere Captains besiegst.", - "STAT_ADJUST_MENU_EXPLANATION.n": "Auf diesem Bildschirm kannst du {player}s Grundwerte anpassen, was sich auf die gesamten Monstergestalten auswirkt.\\n\\nZusätzliche Punkte erhältst du von Ranger Wilma. Niedrigere Minimalwerte kannst du freischalten, indem du weitere Captains besiegst.", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Schließe deine Ranger-Ausbildung ab, um den Zugang zu diesen Quests freizuschalten.", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Unbekannter Captain {n}", - "UI_RANGER_STAMP_CARD_ID": "ID: {0}", - "UI_RANGER_STAMP_CARD_HUMAN": "Homo sapiens", - "UI_RANGER_STAMP_CARD_EARTH": "Erde, 21. Jhd.", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Unbekannte Spezialisierung", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Schließe deine Ranger-Ausbildung ab, um den Zugang zu diesen Quests freizuschalten.", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Schließe deine Ranger-Ausbildung ab, um den Zugang zu diesen Quests freizuschalten.", - "NOTICEBOARD_REQUIREMENT_STORY": "Folge Morgantes Hinweisen und finde einen Weg, Neu Wirral zu verlassen, um neue Quests und Belohnungen freizuschalten.", - "NOTICEBOARD_REQUIREMENT_QUEST": "Schließe \\\"{quest_title}\\\" ab, um neue Quests und Belohnungen freizuschalten.", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "Alles abgeschlossen!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} hat {amount} zusätzliches fusioniertes Material gefunden!", - "TUTORIAL_RUMORS_DESCRIPTION2": "Die in Hafenstadt gesammelten Gerüchte findest du bei deinen Quests.\\n\\nHafenstadt ist der beste Ort, um deine Vorräte aufzufüllen, als hör dich auch nach Gerüchten um, wenn du schon mal da bist!", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "Erstatte Ianthe Bericht, um deine Belohnung zu erhalten!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name} hat {amount} zusätzliches fusioniertes Material gefunden!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name} hat {amount} zusätzliches fusioniertes Material gefunden!", - "TUTORIAL_RUMORS_DESCRIPTION1": "Du kannst die Insel Neu Wirral auf deine Weise erkunden. Wenn du auf der Suche nach einem vorgeschlagenen Ort bist, kannst du dich einfach in Hafenstadt nach Gerüchten umhören.\\n\\nDie Bewohner tauschen gerne Informationen aus! Wenn du die in Gerüchten genannten Orte untersuchst, kommst du normalerweise in deinen Quests voran und kannst sogar neue Monster entdecken.", - "TUTORIAL_RUMORS_TITLE": "Tutorial: Gerüchte", - "TUTORIAL_ROGUE_FUSIONS1": "Dieses Monster ist das, was die Ranger eine \\\"Schurken-Fusion\\\" nennen. Manchmal verstecken sie sich in Truhen, die in unterirdischen Höhlen zu finden sind.\\n\\nGegen Schurken-Fusionen zu kämpfen, kann eine gute Möglichkeit sein, wertvolle Gegenstände zu verdienen, Erfahrungspunkte zu erhalten und bestimmte seltene Monster zu finden. Vergiss jedoch nicht, dass sie wesentlich gefährlicher sind als die anderen Monster in derselben Gegend!", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Schurken-Fusionen", - "TUTORIAL_ROGUE_FUSIONS2.m": "Bestimmte Schurken-Fusionen umgeben sich mit einem Schwarm anderer Monster, die du erst besiegen musst, bevor du gegen die Fusion selbst kämpfen kannst.\\n\\nWenn du dir wegen deiner Kampffähigkeiten nicht sicher bist oder du einen neuen Ort erkundest, solltest du Schurken-Fusionen lieber aus dem Weg gehen.", - "TUTORIAL_ROGUE_FUSIONS2.n": "Bestimmte Schurken-Fusionen umgeben sich mit einem Schwarm anderer Monster, die du erst besiegen musst, bevor du gegen die Fusion selbst kämpfen kannst.\\n\\nWenn du dir wegen deiner Kampffähigkeiten nicht sicher bist oder du einen neuen Ort erkundest, solltest du Schurken-Fusionen lieber aus dem Weg gehen.", - "UI_NEW_GAME_MODES_NOTIFICATION": "Eigenes-Spiel-Modi wurden freigeschaltet!", - "TUTORIAL_ROGUE_FUSIONS2.f": "Bestimmte Schurken-Fusionen umgeben sich mit einem Schwarm anderer Monster, die du erst besiegen musst, bevor du gegen die Fusion selbst kämpfen kannst.\\n\\nWenn du dir wegen deiner Kampffähigkeiten nicht sicher bist oder du einen neuen Ort erkundest, solltest du Schurken-Fusionen lieber aus dem Weg gehen.", - "LOADING_SCREEN_NAG2_TITLE": "In Hafenstadt gehörtes Gerücht:", - "LOADING_SCREEN_NAG2_FOOTER": "Weitere Einzelheiten findest du unter [color=#ab75e8]Quests[/color].", - "UI_NEW_GAME_MODES_TITLE": "Eigenes-Spiel-Modus", - "UI_NEW_GAME_MODES_VALUE_ON": "An", - "UI_NEW_GAME_MODES_VALUE_OFF": "Aus", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Kassetten werden dauerhaft zerstört", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Ist die Option aktiviert, endet das Spiel bei einer Niederlage im Kampf.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Spiel endet bei Niederlage", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Ist die Option aktiviert, können Kassetten nicht repariert werden und wenn sie dir ausgehen, endet das Spiel.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Ist die Option aktiviert, endet das Spiel bei einer Niederlage im Kampf.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Ist die Option aktiviert, endet das Spiel bei einer Niederlage im Kampf.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Ist die Option aktiviert, werden die in jedem Habitat verfügbaren Monster sowie Start- und Partnerkassetten zufällig verteilt.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Monster zufällig verteilen", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Typen zufällig verteilen", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Aktionen zufällig verteilen", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Ist die Option aktiviert, werden die beim Verbessern von Kassetten freigeschalteten Sticker und die Aktionen von Monstern zufällig verteilt.", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Ist die Option aktiviert, werden der Elementartyp der jeweiligen Spezies zufällig verteilt und ihre Aktionen entsprechend angepasst.", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "Der Startwert steuert Dinge wie die zufällige Verteilung, verschiedene Spawnings, den Bestand von Händlern, erstellte Quests und mehr.", - "UI_NEW_GAME_MODES_RANDOM_SEED": "Zufälliger Startwert", - "UI_NEW_GAME_MODES_START_BUTTON": "Spiel starten", - "UI_GAME_OVER": "SPIEL-ENDE", - "SIGN_ELECTROSHACK": "Elektro-Palast", - "SIGN_CLOSED": "GESCHLOSSEN", - "SIGN_SPACE_ZONE": "SPACE ZONE", - "about": "Über", - "donation": "Spenden", - "patreon": "Patreon", - "noItems": "Keine Items", - "privacyPolicy": "Datenschutz-Bestimmungen", - "termsAndConditions": "Allgemeine Geschäftsbedingungen", - "legalNotice": "Diese App ist nicht mit {0}, dessen Tochtergesellschaften oder Muttergesellschaften, deren Namen, Logos und Produkten, die in dieser App angezeigt werden, verbunden oder von ihnen autorisiert. Die Namen {1}, {0} sowie verwandte Namen und Bilder sind eingetragene Warenzeichen ihrer jeweiligen Eigentümer. Diese App wird von Fans für Fans gemacht. Bitte wende dich nicht an {0} wegen Fehlern in dieser App.", - "patrons": "Sponsoren", - "habitat": "Lebensraum", - "useGifs": "Gifs anzeigen", - "alphabetical": "Alphabetisch", - "bestiaryId": "Bestiarium-ID", - "static": "Statisch", - "gifNum": "Gif {0}", - "additionalStats": "Zusätzliche Statistiken", - "viewOn": "Auf {0} ansehen", - "initial": "Anfänglich", - "unavoidable": "Unvermeidlich", - "cost": "Kosten", - "canBeCopied": "Kann kopiert werden", - "characters": "Figuren", - "partnerMonster": "Partner Monster", - "portraitNum": "Porträt {0}", - "tags": "Etikett", - "overworld": "Oberwelt", - "percentTitle": "Prozent", - "backup": "Sicherung", - "hashCode": "3039354B9361594EA9623AD4A9A9786D" - } - }, - "es_ES": { - "id": 5, - "locale": "es_ES", - "messages": { - "MOVE_MAGIC_TOME_NAME": "Grimorio", - "DLC_00_COSPLAY_NAME": "Paquete de disfraces", - "UI_PARTY_MOVE_STICKER": "Intercambiar pegatinas", - "UI_SETTINGS_GLITCH_EFFECTS": "Efectos de distorsión", - "UI_PARTY_EDIT_MOVES": "Modificar pegatinas", - "MOVE_DESCRIPTION_FINAL_BREATH": "Si tus PV están por encima del 80 % y sufres un ataque capaz de reducirlos a 0, sobrevives y quedas con 1 PV.", - "MOVE_NAME_WEB_WRAP": "Enmarañamiento", - "MOVE_NAME_TREASURE_DIG": "Buscatesoros", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} (v. {content_version})", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC: {content_name}", - "MOVE_DESCRIPTION_DEEP_FREEZE": "Congela el walkman del rival y le aplica el efecto de estado «cinta atascada».", - "CONFIRM_LOAD_MODS1": "Mods detectados: {num_mods}.", - "CONFIRM_LOAD_MODS2": "Ten en cuenta que un mod malintencionado podría acceder a tu sistema de archivos y realizar operaciones en tu ordenador sin tu control.", - "UI_PARTY_VIEW_MOVES": "Ver pegatinas", - "NOTIFICATION_GENERIC": "Notificación", - "MOVE_TRAP_JAW_NAME": "Mandíbulas terribles", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "Evasión neutralizada", - "MOVE_DESCRIPTION_TREASURE_DIG": "Excava para encontrar un objeto al azar. Quien gane el combate se lo lleva.", - "STATUS_GEMSTONE_WALL_NAME": "Muro de gemas", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques. El muro otorgará, además, 1 PA adicional por turno a quien lo use.", - "MOVE_DESCRIPTION_TRIPWIRE": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista sin coste de PA cuando su rival use un ataque cuerpo a cuerpo. La probabilidad se reduce en proporción con el coste normal de PA de ese movimiento.", - "DLC_01_PIER_NAME": "Embarcadero de lo Desconocido", - "UI_SETTINGS_AUDIO_TRANSFORM": "Sonido para transformaciones", - "MOVE_DESCRIPTION_MAGIC_TOME": "Golpea a un objetivo y reduce su defensa a distancia.", - "MOVE_COLD_FUSION_NAME": "Fusión fría", - "MOVE_DESCRIPTION_TRAP_JAW": "Se usa automáticamente después de «mordisco» y aplica al objetivo el efecto de estado «evasión neutralizada».", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Los personajes que tengan aplicado «evasión neutralizada» ven reducida su evasión al 1 % de su valor normal.", - "MOVE_NAME_TRIPWIRE": "Trampa y contrataque", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato. Además del comportamiento habitual de los muros, «muro de gemas» otorga a quien lo usa 1 PA adicional por turno.", - "TITLE_SCREEN_DLC_BTN": "Ver DLC en la tienda", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "¿Seguro que quieres cargar esta partida?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Esta partida no se ha guardado con los mods que tienes ahora. Si la cargas, es posible que quede inutilizada si en el futuro desinstalas algún mod.", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Desactivados", - "LOOT_HEADING_TREASURE": "Tesoros", - "MOVE_NAME_STICKY_SPRAY": "Trampa pegajosa", - "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", - "UI_SAVE_REQUIRE_DLC": "Esta partida no se puede cargar porque se creó con un DLC o mod que no está instalado.", - "STATUS_TAPE_JAM_NAME": "Cinta atascada", - "UI_SETTINGS_COLOR_BLIND": "Modo para daltónicos", - "MOVE_DEEP_FREEZE_NAME": "Congelación", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continuar", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Música cantada", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Activados", - "BATTLE_TOAST_SWITCH_BLOCKED": "NO SE PUEDE CAMBIAR", - "MOVE_GEMSTONE_WALL_NAME": "Muro de gemas", - "STATUS_TAPE_JAM_DESCRIPTION": "Los personajes que tengan aplicado «cinta atascada» no podrán cambiar la cinta que estén utilizando hasta que el efecto termine o se les rompa la cinta.", - "MOVE_DESCRIPTION_COLD_FUSION": "Se activa cuando alguien se fusiona. La fusión pierde el 20 % de sus puntos de vida máximos y sufre el efecto de estado «intimidación».", - "MOVE_TREASURE_DIG_TOAST": "¡PARA TI!", - "MOVE_FINAL_BREATH_NAME": "Último aliento", - "CONFIRM_LOAD_MODS3": "Solo tú eres responsable del riesgo que decidas correr al utilizar cualquier mod.", - "CONFIRM_LOAD_MODS4": "¿Seguro que quieres cargar estos mods?", - "CONFIRM_LOAD_MODS_QUIT": "Salir", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continuar sin cargar los mods", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} (v. {content_version}), de {content_author}", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Potencia atronadora", - "PINBOLT_NAME_PREFIX": "Flippe", - "PICKSIE_NAME": "Excavasgo", - "AURICLAW_DESCRIPTION": "una araña con una máscara de oro", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Un trasgo asustadizo", - "ADEPTILE_DESCRIPTION": "un reptil con una larga túnica", - "RUMOR_SPIDER_CAVE_3": "Qué raro, ¿no? Que yo sepa, nunca ha habido actividad minera en el pantano.", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Velocidad increíble", - "PICKSIE_ENCOUNTER_MEREDITH_1": "Pero ¿qué hace el monstruo ese metiéndose bajo tierra? Yo diría que si volvemos a verlo, lo mejor será acercarnos con sigilo y sin que nos vea.", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Por lo visto, se abrió camino cavando con un pico, pero salió pitando en cuando mi amigo se le acercó.", - "PICKSIE_LORE_1": "Los excavasgo son ávidos buscatesoros que pasan años enteros excavando en cuevas, minas y tumbas, en busca de gemas y otros objetos de valor. Suelen adornarse con los tesoros que descubren, y también protegerse con las armas y armaduras que encuentran.", - "TRAPWURM_LORE_2": "El [i]lindworm[/i] es un ser de la mitología europea, parecido a un dragón. A menudo se lo representa como una bestia serpentina enorme con aletas dorsales en la espalda, como las de los peces.", - "OVERWORLD_SPIDERCAVE_EUGENE": "Telarañas enormes, ¿eh? [pause]Eso será que hay bichos enormes. No hay problema: tengo ganas de pelea.", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué aspecto de la electricidad quieres representar?", - "DIVEBERG_DESCRIPTION": "un ser con un iceberg en la espalda y una escafandra", - "PINBOLT_LORE_2": "Aunque la primera máquina de [i]pinball[/i] moderna se inventó en los años 40 del siglo XX, su origen está en el juego conocido como [i]bagatelle[/i], que se jugaba en mesas de madera. También comparte historia y desarrollo con el [i]pachinko[/i].", - "DIVEBERG_LORE_1": "Si se exponen a temperaturas bajo cero durante el tiempo suficiente, los focarinista acaban adoptando la forma de submariceberg. Se cree que el paso a una forma bípeda obedece al objetivo de moverse con más facilidad por terrenos nevados y hostiles.", - "PINBOLT_NAME_SUFFIX": "lectro", - "TRAPWURM_LORE_1": "Los sierpepo son capaces de aguantar la respiración durante varios días mientras esperan camuflados bajo tierra o barro a que su presa los pise. Sus mandíbulas poseen una fuerza descomunal que hace casi imposible separarlas.", - "TRAPWURM_DESCRIPTION": "una sierpe con patas y enormes mandíbulas", - "WYRMAW_NAME_SUFFIX": "ierpe", - "WYRMAW_LORE_1": "Ya demasiado grandes para esconderse bajo tierra y engañar a sus presas, los faucierpe recurren a tentar a sus posibles víctimas haciendo ondear su bandera y emitiendo un tintineo agradable con los cascabeles que les adornan el cuello.", - "RUMOR_SPIDER_CAVE_TITLE": "Mina abandonada", - "RUMOR_SPIDER_CAVE_2": "Durante uno de sus paseos por el pantano, descubrió la entrada de una mina cerrada por un desprendimiento.", - "RUMOR_SPIDER_CAVE_1": "Conoces a Philip, ¿no? El marido de Dip, el que tiene la granja cerca del Arroyo de Atata…", - "PICKSIE_ENCOUNTER_VIOLA_1": "Diríase que hemos pillado desprevenido a ese espíritu. De cruzarse de nuevo nuestros caminos durante nuestro viaje, sería quizá sensato acercarnos sin que nos vea.", - "DIVEBERG_NAME_PREFIX": "Submari", - "AURICLAW_LORE_1": "Para alcanzar la madurez, los ferrigarra siguen un proceso de metamorfosis alquímica que hace que las protecciones y ornamentos de hierro que tienen en el cuerpo se transformen en una aleación de oro. Los garráureo son la primera línea de defensa de sus vastos territorios.", - "PICKSIE_ENCOUNTER_FELIX_1": "¿Se ha… metido bajo tierra? Se ve que les tiene miedo a los humanos. Mira, si nos lo volvemos a cruzar, nos conviene acercarnos a él sin que nos vea.", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Tengo un amigo guarda que estuvo destinado {location_0_phrase} y me contó que una vez vio un ser de lo más curioso: una especie de trasgo pequeñajo y muy asustadizo.", - "PINBOLT_NAME": "Flippelectro", - "ADEPTILE_LORE_2": "Uno de los pilares ancestrales de las creencias alquímicas es que todas las cosas están compuestas por los cuatro elementos clásicos: tierra, fuego, agua y aire.", - "TRAPWURM_NAME_PREFIX": "Sierpe", - "TRAPWURM_NAME_SUFFIX": "epo", - "DIVEBERG_NAME_SUFFIX": "ceberg", - "HARBOURTOWN_BOOK_6": "En las notas apresuradas se puede leer: «… Cierto reptil estudioso de las artes arcanas alcanzará el máximo de sus capacidades si se le da la posibilidad de leer un libro de magia».", - "ADEPTILE_NAME": "Repticero", - "DIVEBERG_NAME": "Submariceberg", - "FERRICLAW_NAME_PREFIX": "Ferri", - "FERRICLAW_LORE_1": "La existencia de los ferrigarra en Nueva Wirral es un descubrimiento reciente, y eso se debe a que su hábitat se encuentra en las profundidades de varias cuevas más o menos interconectadas. Les gusta engalanarse con las máscaras mortuorias que desentierran, pertenecientes a civilizaciones antiguas.", - "FERRICLAW_NAME_SUFFIX": "garra", - "WYRMAW_DESCRIPTION": "una gran sierpe con una bandera en la cabeza", - "PINBOLT_DESCRIPTION": "un ser con forma de muelle con una bola flotante por cabeza", - "WYRMAW_NAME_PREFIX": "Fauc", - "DIVEBERG_LORE_2": "La temperatura natural más baja que se ha registrado jamás en la Tierra (89,2 grados centígrados bajo cero) se dio en Antártida en 1983.", - "PICKSIE_ENCOUNTER_DOG_1": "¿Guau?", - "FERRICLAW_NAME": "Ferrigarra", - "PICKSIE_NAME_PREFIX": "Excav", - "PICKSIE_NAME_SUFFIX": "asgo", - "TRAPWURM_NAME": "Sierpepo", - "AURICLAW_LORE_2": "Era común hacer máscaras mortuorias de soberanos y personajes famosos. La más famosa de la historia moderna es probablemente la máscara de Tutankamón, elaborada aproximadamente en el año 1323 d. C.", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Vaya, ¿habremos asustado a ese monstruo? Parece que se ha metido bajo tierra para huir. La próxima vez que nos topemos con él, deberíamos intentar acercarnos con sigilo y sin que nos vea.", - "ADEPTILE_LORE_1": "Los repticero han dedicado todo su ser a la búsqueda de conocimiento arcano. Como son ya poco más que una cabeza, llevan una túnica larga y solemne para disimular su ausencia de cuerpo.", - "ADEPTILE_NAME_SUFFIX": "cero", - "OVERWORLD_SPIDERCAVE_MEREDITH": "¡¿Has visto cómo son de [shake rate=30 level=10]grandes[/shake] esas telarañas?! [pause]Bah. [pause]Nanay. [pause]Yo digo que nos larguemos.", - "AURICLAW_NAME": "Garráureo", - "FERRICLAW_LORE_2": "Las máscaras mortuorias son réplicas del rostro de una persona que se hacen tras su muerte. Existen diferentes métodos y materiales para elaborarlas, y han aparecido en muchas culturas y eras de la historia de la humanidad.", - "PICKSIE_DESCRIPTION": "un trasgo enmascarado con un pico", - "PICKSIE_SUBTITLE": "Trasgo del tesoro", - "ADEPTILE_NAME_PREFIX": "Repti", - "AURICLAW_NAME_SUFFIX": "áureo", - "FERRICLAW_DESCRIPTION": "una araña con una máscara oxidada", - "AURICLAW_NAME_PREFIX": "Garra", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "¿Eso son… telarañas? Son [wave amp=30 freq=10]un poco grandes[/wave], ¿no te parece?", - "OVERWORLD_SPIDERCAVE_VIOLA": "¿Es costumbre de las arañas del lugar el tejer telarañas de… tan descomunal tamaño?", - "OVERWORLD_SPIDERCAVE_FELIX": "No me suena que nos hayamos encontrado telarañas gigantes hasta ahora. Lo digo porque es el tipo de cosa que no se me habría olvidado fácilmente.", - "PINBOLT_LORE_1": "La cabeza de metal de los flippelectro flota en el aire separada de su cuerpo, sostenida por el campo magnético que generan sus dos aletas. Puede utilizar ese campo magnético para lanzar rayos de energía con su única mano.", - "PICKSIE_ENCOUNTER_EUGENE_1": "¡Porras, se nos ha escapado! A lo mejor, si es que volvemos a verlo, deberíamos intentar acercarnos por detrás para que no nos vea y vuelva a huir.", - "PICKSIE_LORE_2": "Los enanos son seres de la mitología germánica a los que se suele describir como humanoides de baja estatura. Suele asociárselos con las minas, las cuevas y la herrería.", - "WYRMAW_NAME": "Faucierpe", - "WYRMAW_LORE_2": "El [i]lindworm[/i] aparece en muchas historias europeas. Una de ellas es la leyenda del «Gusano de Lambton», un ser parecido al [i]lindworm[/i] que aterrorizaba a los habitantes de los pueblos cercanos al río Wear, donde se dice que moraba.", - "GAME_OVER_VIOLA1": "¡{player} se alza de nuevo!", - "GAME_OVER_EUGENE1.n": "¡Y vuelve a estar liste para el combate! Vamos, {player}, al lío.", - "LEVEL_WARNING_meredith.v3": "Los monstruos de aquí dan más miedo que tú y que yo. A lo mejor deberíamos volver en otro momento, [pause]tú.", - "HARBOURTOWN_NPC_13_DIALOGUE2": "No pasa nada… [pause]Siempre puedo quedarme en este lado del pueblo, [pause]digo yo.", - "HARBOURTOWN_NPC_13_DIALOGUE3": "Anda… [pause]Han bajado el puente.", - "HARBOURTOWN_NPC_14_DIALOGUE1": "Cómo es la vida… [pause]Con todo lo que yo me esforcé para salir de mi pueblo. [pause]Me esforcé muchísimo.", - "HARBOURTOWN_NPC_14_DIALOGUE2": "Estaba lista para empezar la siguiente etapa de mi vida, [pause]y resulta que acabo atrapada en [wave amp=30 freq=10]otro[/wave] pueblo.", - "HARBOURTOWN_NPC_14_DIALOGUE3": "Supongo que es eso lo que el destino me tenía reservado, [pause]o algo así.", - "HARBOURTOWN_NPC_15_DIALOGUE1": "Villapuerto siempre ha podido contar con algún tipo de «cuerpo de voluntarios». [pause]Si no, no habría podido aguantar en pie tanto tiempo.", - "HARBOURTOWN_NPC_15_DIALOGUE2": "Los guardas de Ianthe son la versión más reciente. [pause]Buscamos víveres, ayudamos a resolver las preocupaciones de la gente… Hacemos de todo.", - "HARBOURTOWN_NPC_15_DIALOGUE3": "Cuando apareció el fenómeno de las cintas se hizo aún más difícil mantener el orden. [pause]Eso sí, si hay alguien capaz de conseguirlo, esa es Ianthe.", - "HARBOURTOWN_NPC_16_DIALOGUE2": "El mejor consejo que puedo darte [pause]es que procures disfrutar de la vida que tienes aquí.", - "HARBOURTOWN_NPC_16_DIALOGUE1": "Muchos de los recién llegados al pueblo pasan… [pause]una época complicada.", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", - "HARBOURTOWN_NPC_17_DIALOGUE1": "¡La historia de Villapuerto es más interesante de lo que uno podría pensar!", - "HARBOURTOWN_NPC_17_DIALOGUE2": "Es importante conocer la historia que hemos tenido aquí para poder prever lo que nos pueda deparar el futuro.", - "HARBOURTOWN_NPC_18_DIALOGUE1": "Mi bisabuelo era uno de los marineros que naufragaron en Nueva Wirral hace más de cien años.", - "HARBOURTOWN_NPC_18_DIALOGUE2": "Seguro que estaría orgulloso de ver cómo hemos ido mejorando este sitio.", - "HARBOURTOWN_NPC_19_DIALOGUE": "Si alguna vez te quedas sin saber adónde ir, prueba a preguntar por el pueblo. ¡A veces un buen rumor puede darte la pista que necesitas!", - "TUTORIAL4_PART3B_KAYLEIGH6": "Los arcángeles son…", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Lo de esa «fusión» nuestra…", - "TUTORIAL4_PART3C_KAYLEIGH2": "La «fusión» es un fenómeno muy poco frecuente, según cuentan los guardas. Hay monstruos fusionados en la naturaleza, y se dice que la jefa de los guardas también puede hacerlo.", - "TUTORIAL4_PART3B_KAYLEIGH7": "Por lo visto, los primeros pobres desgraciados que acabaron arrastrados a las costas de Nueva Wirral creyeron que los monstruos de aquí eran ángeles.", - "TUTORIAL4_PART3B_KAYLEIGH8": "Y [pause]algunos dejaron también escritos que hablaban de otros seres, más poderosos… [pause]Seres cuyo aspecto…, cuya aura, era «antinatural».", - "TUTORIAL4_PART3B_KAYLEIGH9": "Como es lógico, a esos seres los llamaron «arcángeles»…, [pause]que son la categoría superior del orden de los ángeles.", - "TUTORIAL4_PART3B_KAYLEIGH10": "Claro que, cuando la gente se dio cuenta de que podía luchar con los monstruos normales y hasta derrotarlos, perdieron ese [wave amp=30 freq=10]«atractivo angélico»[/wave].", - "TUTORIAL4_PART3B_KAYLEIGH11": "Han tenido muchos nombres con el paso de los años… «Ángeles», «demonios», «diablos», «engendros»…", - "TUTORIAL1_PART2_KAYLEIGH4": "Solo que la bici eres tú.", - "TUTORIAL1_PART2_KAYLEIGH10": "Y, por si fuera poco, el daño que sobre del ataque que la haya roto se aplicará a tu vida, a la barra roja.", - "TUTORIAL1_PART2_KAYLEIGH2": "Te acostumbrarás enseguida… [pause]¡Es como montar en bici!", - "TUTORIAL1_PART2_KAYLEIGH5": "¿Ves ese adefesio con botas? Es un botajack y, como nos acerquemos más, se va a poner agresivo.", - "TUTORIAL1_PART2_KAYLEIGH3": "O, bueno, [pause]más bien… [pause]como si la bici se transformara en {first_tape_description}…", - "TUTORIAL1_PART2_KAYLEIGH11.f": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", - "TUTORIAL1_PART2_KAYLEIGH11.m": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", - "TUTORIAL1_PART2_KAYLEIGH13": "¡Vale, pues vamos a repartir leña!", - "TUTORIAL1_PART2_KAYLEIGH12": "¿Lo tienes claro?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", - "TUTORIAL2_PART1_KAYLEIGH1.m": "¿Estás cansado, {player}? Podemos descansar aquí, si quieres.", - "TUTORIAL1_PART2_KAYLEIGH14": "¡Muy bien!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "¿Estás cansada, {player}? Podemos descansar aquí, si quieres.", - "TUTORIAL1_PART2_KAYLEIGH16": "¡Estupendo! Pues vamos a subir, ¿vale? Te dejo que lleves la iniciativa en los combates a partir de ahora, pero no te preocupes, que me vas a tener siempre cerca.", - "TUTORIAL1_PART2_KAYLEIGH15": "Vaya, no sé por qué no funciona ese montacargas. Por aquí debería haber un interruptor para volver a encenderlo.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Por aquí habrá más monstruos merodeando, pero, tranquile, que podemos con ellos.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Por aquí habrá más monstruos merodeando, pero, tranquila, que podemos con ellos.", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Ven, ¡es por aquí!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Por aquí habrá más monstruos merodeando, pero, tranquilo, que podemos con ellos.", - "HARBOURTOWN_NPC_1_DIALOGUE3": "¡Hola otra vez! [pause]¿Qué te parece Villapuerto?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "¡Ah, [pause]le chique nueve! [pause]¡Me alegro de volver a verte!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Hola, chique nueve. [pause]Espero que te estés adaptando bien.", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Hola, chica nueva. [pause]Espero que te estés adaptando bien.", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Hola, chico nuevo. [pause]Espero que te estés adaptando bien.", - "HARBOURTOWN_NPC_1_DIALOGUE5": "¿Te estás acostumbrando ya a vivir aquí? [pause]A mí me llevó… [pause]bastante tiempo aceptar lo que me había pasado cuando acabé aquí.", - "HARBOURTOWN_NPC_1_DIALOGUE6": "¡Ah, hola! [pause]¿Qué te parece la isla? [pause]Aquí todos hacemos lo que podemos, pero entiendo que, a veces, pueda uno sentirse solo.", - "HARBOURTOWN_NPC_1_DIALOGUE8": "¡Hola! [pause]Aquí estoy otra vez, mirando el mar Infinito, como de costumbre. [pause]No sé qué es, pero tiene algo que me relaja.", - "HARBOURTOWN_NPC_1_DIALOGUE7": "A veces, la vida te da cosas que no te esperas. [pause]Y, a veces, eso que no te esperas es… [pause]en fin… [pause]esto.", - "HARBOURTOWN_NPC_1_DIALOGUE9": "A veces tengo esperanza de ver venir un barco en el horizonte para rescatarnos. [pause]Pero ya llevo aquí bastante tiempo… y no creo que nos vaya a rescatar nadie.", - "HARBOURTOWN_NPC_1_DIALOGUE10": "¡Hola de nuevo! [pause]¿Qué tal te va?", - "HARBOURTOWN_NPC_2_DIALOGUE2": "¿[shake rate=30 level=10]Seguro[/shake] que no me reconoces? [pause]¿Ni siquiera te sueno?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "Supongo que no esperabas ver aquí a alguien tan famoso como [wave amp=30 freq=10]yo[/wave], [pause]¿eh? [pause][pause]Espera… ¿Es que no me reconoces?", - "INTRO_PENSBY24": "No creo que sea nada grave. Transformarse por primera vez tiene un efecto muy intenso en la mente.", - "CLEMENCE_CAFE2": "En la villa había un gramófono, una máquina vieja que toca música al ponerle discos. Así que me quedé con esa máquina y la convertí en la pieza central de mi café. Pero entonces la gente empezó a quejarse: «Clémence, ¡mira que tener un gramófono y no tener música…!».", - "CLEMENCE_QUESTION_ARRIVAL": "¿Cómo acabaste aquí?", - "CLEMENCE_QUESTION_COFFEE": "¿Cómo es que sabes hacer café?", - "CLEMENCE_QUESTION_BYE": "¡Hasta otra!", - "CLEMENCE_CAFE1": "[i]Oui[/i]. Cuando llegué a Villapuerto, la gente se moría por tener un sitio en el que hacer vida social, un sitio con estilo. Así que me encargué de crear ese sitio, porque, si no, no lo iba a hacer nadie.", - "CLEMENCE_BYE": "¡[i]Au revoir[/i]!", - "LEVEL_WARNING_meredith.v2": "Aquí los monstruos parecen bastante fuertes. [pause]A lo mejor deberíamos largarnos, tú.", - "LEVEL_WARNING_viola.v2": "Este lugar hace brotar en mi ser la sombra del recelo. Temo que hayamos puesto pie en tierras peligrosas, camarada.", - "CLEMENCE_INTRO2": "Me llamo Clémence y estás en el Café Gramófono. No es por presumir, pero tengo un montón de discos y hago el mejor café del lugar. Aunque tampoco es que tenga mucha competencia.", - "CLEMENCE_INTRO1.f": "¡[i]Bonjour[/i]! [pause]No suele venir mucha gente nueva por aquí, ¡y menos aún chicas tan guapas como tú!", - "PARTNER_LEVELUP_VIOLA1": "Puede que mi pericia para el combate te impresione, pues he hecho por mejorar mis habilidades en tu ausencia.", - "LEVEL_WARNING_meredith.v1": "¿No te parece que esta zona nos viene un poco grande, tú? [pause]Los monstruos de aquí dan bastante miedo.", - "TUTORIAL4_PART3B_KAYLEIGH19": "¡A lo mejor resulta que no sabes lo que son las películas!", - "TUTORIAL4_PART3_KAYLEIGH18": "Al fin y al cabo, somos de mundos diferentes.", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "¡Sí que lo sé!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Venga ya, ¡si he visto un montón!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "¿Películas? ¿Qué es eso? No, es broma.", - "TUTORIAL4_PART3B_KAYLEIGH20": "Buf… [pause]Vale, [pause]entonces, ¡bien! Yo es que llevo tres años en Nueva Wirral y aún no he aprendido del todo a calibrar mis… [pause]referencias culturales cuando hablo con gente nueva.", - "TUTORIAL4_PART3C_KAYLEIGH1": "Ah. [pause]Sí. [pause][wave amp=30 freq=10]Eso[/wave].", - "TUTORIAL4_PART3C_KAYLEIGH3": "Cuando se dan las circunstancias adecuadas, dos personas que están en forma de monstruo pueden unirse y formar un [wave amp=30 freq=10]ser muy poderoso[/wave].", - "PARTNER_LEVELUP_EUGENE1": "¡Me he estado entrenando a fondo y ya te aviso de que soy [shake rate=30 level=10]mucho más fuerte[/shake] que la última vez que luchamos juntos!", - "PARTNER_LEVELUP_KAYLEIGH1": "He estado practicando mis [wave amp=30 freq=10]habilidades de combate contra monstruos[/wave] desde la última vez. ¡Te vas a quedar de piedra!", - "TUTORIAL4_PART3D_KAYLEIGH3": "¿Y que conoce una manera de salir de Nueva Wirral?", - "TUTORIAL4_PART3C_KAYLEIGH8": "Perdona, [pause]¡me da un poco de vergüenza hablar de ello!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "¡Pues nos ha ayudado a derrotar al arcángel!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "¡Pues nos ha ayudado a derrotar al arcángel!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "¡Pues nos ha ayudado a derrotar al arcángel!", - "TUTORIAL4_PART3C_KAYLEIGH9": "Ah… Sí, supongo que es así.", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Pues si no llega a ser por eso, ¡no lo contamos!", - "TUTORIAL4_PART3D_KAYLEIGH2": "¿Dices que los recuerdos de ese arcángel, Morganta, están ahora [wave amp=30 freq=10]dentro de ti[/wave]?", - "TUTORIAL4_PART3D_KAYLEIGH1": "Entonces, a ver, que yo me entere…", - "OUTSKIRTS_3_-1_GIFTER1.n": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿a que sí?", - "TUTORIAL4_PART3D_KAYLEIGH22": "Si hay aunque sea una probabilidad remota de que todo esto nos lleve a encontrar la salida de la isla para que todo el mundo pueda volver a casa con su familia…", - "TUTORIAL4_PART3C_KAYLEIGH10": "Ahora que lo he hecho, me siento rara. Como si… se hubiera abierto una puerta que ni siquiera sabía que existía.", - "TUTORIAL4_PART3C_KAYLEIGH11": "Creo que sería capaz de volver a fusionarme contigo, si alguna vez nos hiciera falta.", - "GAME_OVER_FIRST_PENSBY3.n": "Si vais a viajar por Nueva Wirral, más os vale hacer acopio de material de primeros auxilios antes de iros.", - "GAME_OVER_EUGENE1.f": "¡Y vuelve a estar lista para el combate! Vamos, {player}, al lío.", - "LEVEL_WARNING_kayleigh.v2.f": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", - "LEVEL_WARNING_kayleigh.v2.n": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", - "GAME_OVER_MEREDITH1": "¿Por fin te has despertado?", - "PARTNER_LEVELUP_FELIX1": "Últimamente me ha dado por entrenar en forma de monstruo. Tengo que procurar seguirte el ritmo.", - "TUTORIAL2_PART3_KAYLEIGH4": "No sabemos muy bien [wave amp=30 freq=10]cómo[/wave] funciona, pero funciona. [pause]Así que no le damos más vueltas.", - "TUTORIAL2_PART3_KAYLEIGH8": "¡Hala, pues vamos a darle lo suyo al bicho este!", - "TUTORIAL2_PART4_PLAYER1": "¡¿Esto es normal?!", - "TUTORIAL2_PART4_PLAYER2": "¿Qué está pasando?", - "TUTORIAL2_PART4_KAYLEIGH1": "Algunos monstruos nos dan… habilidades especiales cuando los grabamos, aparte de la de poder adoptar su forma.", - "TUTORIAL2_PART4_KAYLEIGH2": "¡No te preocupes!", - "TUTORIAL2_PART4_KAYLEIGH3": "Perdona, a lo mejor debería haberte avisado, pero es que he pensado que sería más fácil enseñártelo.", - "TUTORIAL2_PART4_KAYLEIGH4": "Con eso podemos planear por encima de ese hueco de ahí.", - "TUTORIAL3_PART1_KAYLEIGH1": "¿Qué pasa aquí? Si esto es cosa de los monstruos, más nos vale andarnos con ojo.", - "TUTORIAL3_PART1_KAYLEIGH2": "Vamos…", - "TUTORIAL3_PART2_KAYLEIGH1": "Vale, lo has notado, ¿verdad?", - "TUTORIAL3_PART2_KAYLEIGH2": "Pero ¡¿qué es eso?!", - "TUTORIAL3_PART2_KAYLEIGH3": "¿Eso ha estado aquí siempre?", - "TUTORIAL2_PART3_KAYLEIGH1": "¡Vale, toma!", - "TUTORIAL2_PART3_KAYLEIGH2": "Hay una cosa curiosa que tienen los monstruos de Nueva Wirral…", - "TUTORIAL2_PART3_KAYLEIGH3": "Cuando están debilitados, es posible, [pause]eh…, [pause]grabar su esencia en esas cintas.", - "TUTORIAL2_PART3_KAYLEIGH6": "¡Así es como consigues nuevas formas de monstruo!", - "TUTORIAL2_PART3_KAYLEIGH5": "Prueba ahora a cambiar a la cinta que acabas de grabar.", - "TUTORIAL2_PART3_KAYLEIGH7": "Eso sí, si un monstruo sufre demasiado daño, huirá y no podrás grabarlo. [pause]¿Lo tienes todo claro de momento?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "¿Estás cansade, {player}? Podemos descansar aquí, si quieres.", - "TUTORIAL2_PART1_KAYLEIGH2.f": "Estos espacios para hacer hogueras indican las zonas en las que es seguro acampar.", - "TUTORIAL2_PART2_KAYLEIGH2": "Debe de haber una manera de hacer que venga hasta aquí…", - "TUTORIAL2_PART2_KAYLEIGH1": "Mira, ¿ves ese monstruo de ahí?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "Estos espacios para hacer hogueras indican las zonas en las que es seguro acampar.", - "TUTORIAL2_PART1_KAYLEIGH3": "¡Te permiten arreglar tus cintas y curarte!", - "TUTORIAL2_PART1_KAYLEIGH2.m": "Estos espacios para hacer hogueras indican las zonas en las que es seguro acampar.", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "¡Por supuesto!", - "TUTORIAL1_PART1_KAYLEIGH5": "¡No te preocupes, que te lo explico!", - "TUTORIAL1_PART1_KAYLEIGH6": "¡Me alegro de verte con ganas!", - "TUTORIAL1_PART1_KAYLEIGH7": "¿Ves ese camino de ahí?", - "TUTORIAL1_PART1_KAYLEIGH8": "Se ve que anoche hubo un terremoto, o bien algún monstruo haciendo de las suyas. Se nota por las grietas del suelo.", - "INTRO_KAYLEIGH19": "Nunca sé cómo dar la noticia.", - "INTRO_KAYLEIGH20.m": "Estás atrapado aquí.", - "INTRO_KAYLEIGH20.f": "Estás atrapada aquí.", - "INTRO_KAYLEIGH13": "En fin, [pause]deberíamos hacer algo para que entres en calor o te vas a congelar con ese pijama.", - "INTRO_KAYLEIGH12": "Yo soy Kayleigh. ¡Encantada de conocerte, {player}!", - "INTRO_KAYLEIGH30": "No está lo que se dice… [pause]en la Tierra. O eso creemos.", - "INTRO_KAYLEIGH14": "¿Qué te parece?[pause] Un sitio curioso, ¿eh?", - "INTRO_KAYLEIGH14_OPTION1": "¿Dónde estoy?", - "INTRO_KAYLEIGH14_OPTION2": "¿Qué sitio es este?", - "INTRO_KAYLEIGH15.m": "Bienvenido a Villapuerto…", - "INTRO_KAYLEIGH5": "Ah, sí, ya se nota. En ese caso, coge esta.", - "CLEMENCE_ARRIVAL2": "Echo de menos…", - "CLEMENCE_ARRIVAL3": "… las motos.", - "TUTORIAL1_PART2_KAYLEIGH6": "¡Así que vamos a acercarnos, claro!", - "TUTORIAL1_PART2_KAYLEIGH7": "Te ha dado un buen golpe, ¡pero tu monstruo es capaz de aguantar eso y más!", - "TUTORIAL1_PART2_KAYLEIGH8": "La barra verde representa la vida de tu forma de monstruo, y la barra roja es la tuya.", - "TUTORIAL1_PART2_KAYLEIGH9": "Si una forma pierde toda su vida durante un combate, su cinta se rompe y habrá que arreglarla.", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "¿Es que no es parte de Villapuerto?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "¿Dices que eso no es normal?", - "TUTORIAL3_PART2_KAYLEIGH4": "¡No había visto nada parecido en mi vida!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, ¿notas algo raro en el aire?", - "TUTORIAL3_PART2_KAYLEIGH5": "¡¿Acaso ha estado siempre enterrado aquí?!", - "HARBOURTOWN_STATION_MORGANTE1": "¿ERES TÚ, MORDREO?\\n\\nACÉRCATE A MÍ, HIJO MÍO…, PARA PODER CONTEMPLARTE UNA ÚLTIMA VEZ.", - "HARBOURTOWN_STATION_KAYLEIGH1": "Este sitio huele a… metal quemado. No sé cómo explicarlo…", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Es… Es…[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "EL LARGO CONFLICTO HA LLEGADO A SU FIN… TEMO QUE ESTA VEZ HAYA SIDO COMPLETA MI DERROTA.", - "INTRO_KAYLEIGH8.f": "¡Te toca! ¡Vamos, no te cortes!", - "INTRO_KAYLEIGH6": "Vale, y, ahora, métela en el walkman, [pause]ponte los cascos [pause]¡y dale al [i]Play[/i]!", - "INTRO_KAYLEIGH3": "Toma. [pause]Te va a hacer falta.", - "INTRO_KAYLEIGH4": "A ver, antes de nada: [pause]¿Cuál es tu… [pause]rollo?", - "LEVEL_WARNING_dog.v1": "Parece que Perry está nervioso. Puede que los monstruos de esta zona sean demasiado fuertes para él…", - "LEVEL_WARNING_viola.v1": "De sabios sería abandonar este lugar… pues bestias de fuerza mayor que la nuestra moran en él.", - "CLEMENCE_METAL_TAPES1": "¡{player}! Tengo una cosa para ti.", - "CLEMENCE_METAL_TAPES2": "La guarda Wilma ha venido del ayuntamiento a traerme material nuevo para vender.", - "CLEMENCE_METAL_TAPES3": "Estas cintas de cromo son más efectivas que las cintas normales. Interesante, ¿[i]non[/i]?", - "CLEMENCE_INTRO1.m": "¡[i]Bonjour[/i]! [pause]No suele venir mucha gente nueva por aquí, ¡y menos aún chicos tan guapos como tú!", - "CLEMENCE_NAME": "Clémence", - "GAME_OVER_FIRST_PENSBY1.m": "Ah, ya te has despertado. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", - "TUTORIAL1_PART1_KAYLEIGH3.m": "¡Ya he visto que te las apañas bastante bien cuando se trata de pelear!", - "TUTORIAL1_PART1_KAYLEIGH3.f": "¡Ya he visto que te las apañas bastante bien cuando se trata de pelear!", - "TUTORIAL1_PART1_KAYLEIGH4": "En fin, el caso es que tengo una misión que cumplir y me vendría bien un poco de ayuda. ¿Quieres echarme una mano?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "¿Una misión?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "¡Ya he visto que te las apañas bastante bien cuando se trata de pelear!", - "INTRO_KAYLEIGH41": "¡Perdona, perdona, demasiada información! Nos vemos pronto, ¿vale?", - "INTRO_KAYLEIGH42": "Ya hablaremos luego, ¡si quieres!", - "INTRO_KAYLEIGH40_OPTION1": "¿Cómo que de mi era?", - "GAME_OVER_FIRST_PENSBY5": "Ten cuidado ahí fuera, {player}. Si no corres riesgos, no tendrás que acabar otra vez aquí.", - "GAME_OVER_PENSBY2": "No bajes la guardia ahí fuera, {player}, que curarte cuesta trabajo, así que intenta que te dure un poco la salud.", - "INTRO_KAYLEIGH2": "Los trafikangrejo no se llevan bien con los desconocidos. [pause]Bueno, [pause]ni con nadie.", - "INTRO_KAYLEIGH1": "¡Eh, tú! [pause]¡Más te vale no hacer movimientos bruscos!", - "GAME_OVER_DOG1": "¡Guau!", - "GAME_OVER_FELIX1": "Hola… ¿Estás mejor?", - "CLEMENCE_COFFEE2": "Es un buen plan, [i]oui[/i].", - "CLEMENCE_COFFEE1": "Tengo mi… método especial. Y el café me lo cultivan los Atata en su granja.", - "LEVEL_WARNING_felix.v3": "Normalmente, confío mucho en nuestras posibilidades, pero creo que ahora mismo este sitio es demasiado peligroso.", - "LEVEL_WARNING_felix.v2": "A lo mejor deberíamos volver aquí cuando estemos un poco más preparados. No sé, digo yo.", - "LEVEL_WARNING_kayleigh.v2.m": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", - "LEVEL_WARNING_kayleigh.v1": "Tiene pinta de que los monstruos de por aquí son como para no tomárselos a broma… A lo mejor deberíamos dar media vuelta.", - "INTRO_KAYLEIGH34": "¡Esta vida no está mal, créeme!", - "INTRO_KAYLEIGH33": "Bueno, ¡pero te las apañarás! Aquí en Villapuerto somos una piña; nos ayudamos unos a otros.", - "LEVEL_WARNING_kayleigh.v3": "Tengo la impresión de que los monstruos que hay aquí nos sacan bastante ventaja…", - "GAME_OVER_KAYLEIGH1": "¿Estás bien? Ya estaba empezando a preocuparme…", - "CLEMENCE_QUESTION_MENU": "¿Qué tienes hoy en el menú?", - "CLEMENCE_MENU_DIALOGUE": "¡[i]Bonjour[/i]! ¿Qué puedo hacer por ti?", - "CLEMENCE_QUESTION_CAFE": "¿El Café Gramófono?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "¿Y ni siquiera eres guarda?", - "RANGER_BODYBUILDER_NOT_JOINED2": "Lo primero que vas a tener que hacer, figura, es irte corriendo al puesto de guardia que hay al norte, pasadas las afueras, y apuntarte.", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "¿Y ni siquiera eres guarda?", - "RANGER_BODYBUILDER_BYE": "¡Hasta otra, figura!", - "RANGER_BODYBUILDER_EXPLANATION1": "A veces no basta con que se te dé bien transformarte. ¡A veces lo que necesitas es ser más fuerte!", - "RANGER_BODYBUILDER_EXPLANATION2": "Y ahí es donde entro yo. Puedo ofrecerte un programa de entrenamiento personalizado para modificar los «atributos base» de tu forma humana… ¡Y eso también afectará a la fuerza de tus transformaciones!", - "RANGER_BODYBUILDER_EXPLANATION3": "Si decides, por ejemplo, que necesitas que tus ataques cuerpo a cuerpo hagan más daño y que los ataques a distancia no los usas demasiado, pues podemos pasar algún punto de ataque a distancia a ataque cuerpo a cuerpo para optimizar tus capacidades.", - "RANGER_BODYBUILDER_EXPLANATION4": "Y según vayas avanzando en tu entrenamiento con los guardas, seguro que consigues unos cuantos puntos extra que podrás aplicar a esos atributos básicos.", - "RANGER_BODYBUILDER_EXPLANATION5.f": "Bueno, ¿qué me dices, figura? ¿Lista para sudar?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "Bueno, ¿qué me dices, figura? ¿Listo para sudar?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "Bueno, ¿qué me dices, figura? ¿Liste para sudar?", - "RANGER_TRADER_NOT_JOINED1.n": "Hola, cielo. Si vienes para apuntarte a los guardas, Ianthe se acaba de ir.", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "¡Buf, eso ha estado bien! ¡Tengo los músculos a punto de explotar!", - "RANGER_TRADER_NOT_JOINED1.m": "Hola, cielo. Si vienes para apuntarte a los guardas, Ianthe se acaba de ir.", - "RANGER_TRADER_NOT_JOINED1.f": "Hola, cielo. Si vienes para apuntarte a los guardas, Ianthe se acaba de ir.", - "RANGER_TRADER_JUST_JOINED1.m": "Hola, cielo. Ya veo que tienes ahí tu carné de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", - "RANGER_TRADER_NOT_JOINED2": "Estará en el puesto de guardia del parque. Solo tienes que seguir hacia el norte una vez hayas salido de las afueras, ¡no tiene pérdida!", - "RANGER_TRADER_JUST_JOINED1.f": "Hola, cielo. Ya veo que tienes ahí tu carné de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", - "RANGER_TRADER_JUST_JOINED2": "Yo estoy aquí para distribuir los recursos de la organización entre los guardas y aprendices y ayudarlos con su labor. Tengo mejoras para mochilas y walkmans, pases para sesiones especiales de entrenamiento…", - "RANGER_TRADER_JUST_JOINED1.n": "Hola, cielo. Ya veo que tienes ahí tu carné de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", - "RANGER_TRADER_JUST_JOINED3": "Pero todo eso lo tenemos en cantidades limitadas, así que tengo que asegurarme de que no se malgasta.", - "RANGER_TRADER_JUST_JOINED4.f": "En resumen, cielo, que cuantos más entrenamientos completes con los guardas de élite, más cosas podré darte. Ah, y también me hará falta que me entregues un poco de material fundido.", - "RANGER_TRADER_JUST_JOINED4.m": "En resumen, cielo, que cuantos más entrenamientos completes con los guardas de élite, más cosas podré darte. Ah, y también me hará falta que me entregues un poco de material fundido.", - "RANGER_TRADER_MENU_ALT.n": "Bueno, ¿qué necesitas, cielo?", - "RANGER_TRADER_MENU_ALT.m": "Bueno, ¿qué necesitas, cielo?", - "RANGER_TRADER_MENU_HELLO.n": "Hola, cielo, ¿qué necesitas?", - "RANGER_TRADER_JUST_JOINED4.n": "En resumen, cielo, que cuantos más entrenamientos completes con los guardas de élite, más cosas podré darte. Ah, y también me hará falta que me entregues un poco de material fundido.", - "RANGER_TRADER_MENU_HELLO.f": "Hola, cielo, ¿qué necesitas?", - "RANGER_TRADER_MENU_ALT.f": "Bueno, ¿qué necesitas, cielo?", - "RANGER_TRADER_MENU_HELLO.m": "Hola, cielo, ¿qué necesitas?", - "RANGER_TRADER_OPTION1": "¿Qué tienes por ahí?", - "RANGER_TRADER_OPTION2": "¿Qué es el material fundido?", - "RANGER_TRADER_FUSED_MATERIAL1": "¿El material fundido? Pues no sé muy bien lo que es, pero, por lo visto, Ianthe cree que tenemos que recoger todo el que podamos.", - "RANGER_TRADER_OPTION3": "¡Hasta luego!", - "RANGER_TRADER_FUSED_MATERIAL2.m": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. A partir de ahí, tú mismo, cariño.", - "RANGER_TRADER_BYE": "¡Hasta pronto!", - "RANGER_TRADER_FUSED_MATERIAL2.n": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. A partir de ahí, tú misme, cariño.", - "RANGER_TRADER_FUSED_MATERIAL2.f": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. A partir de ahí, tú misma, cariño.", - "RANGER_TRADER_TRAINING_COMPLETE.f": "¡Hola, cielo! Ahora que ya eres guarda a tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", - "RANGER_TRADER_TRAINING_COMPLETE.m": "¡Hola, cielo! Ahora que ya eres guarda a tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", - "RANGER_VENDING_MACHINE_NAME": "Máquina expendedora", - "RANGER_TRADER_TRAINING_COMPLETE.n": "¡Hola, cielo! Ahora que ya eres guarda a tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", - "INTERDIMENSIONAL_POST_INTRO1": "¡Hola! ¿Eres tú… «{recipient}»?", - "KAYLEIGH_STATION_REACTION1": "¿Esto es… [pause]una estación de tren? No habrá nada de malo en echarle un vistazo, ¿no?", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Sí.", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Espera, ¿qué pasa aquí?", - "INTERDIMENSIONAL_POST_INTRO2": "No te preocupes, que solo he venido a entregar un mensaje interdimensional. [pause]Cuando te despiertes, todo habrá vuelto a la normalidad.", - "INTERDIMENSIONAL_POST_SENDER": "El mensaje lo envía alguien que se llama «{sender}».", - "INTERDIMENSIONAL_POST_REINTRO1": "¡Hola otra vez! Tengo otro mensaje para ti.", - "INTERDIMENSIONAL_POST_NO_SENDER": "El mensaje viene sin remitente. ¿Alguien que te admira en secreto, quizás?", - "INTERDIMENSIONAL_POST_REINTRO2": "Este va dirigido a «{recipient}». Eres tú, ¿verdad?", - "INTERDIMENSIONAL_POST_BODY1": "A ver, te lo leo.", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "Ah, pues parece que este mensaje no tiene texto…", - "INTERDIMENSIONAL_POST_ITEMS": "Hay un paquetito adjunto. ¡Aquí lo tienes!", - "INTERDIMENSIONAL_POST_BODY2": "«{body}»", - "GAME_OVER_FIRST_PENSBY3.m": "Si vais a viajar por Nueva Wirral, más os vale hacer acopio de material de primeros auxilios antes de iros.", - "LEVEL_WARNING_eugene.v2": "No me gusta la pinta que tienen esos monstruos… Igual deberíamos entrenar un poco más antes de venir aquí…", - "CLEMENCE_CAFE3": "Un día, los guardas encontraron un sitio lleno de discos en perfecto estado. Así que me los trajeron. Pero seguían lamentándose, diciendo «vaya, tenemos los discos, pero están hechos para tocadiscos modernos y a nuestro gramófono no le sirven».", - "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks. [pause]Tocaba el saxo en uno de los grupos más famosos de la Tierra. [pause]¿Seguro que no te sueno de nada?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "Anda ya, está claro que sabes quién soy. [pause]¡Soy Danny Kicks! [pause]Venga, tú imagíname con un saxofón… [pause]¿Ahora tampoco?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chavala. [pause]No es la primera vez.", - "HARBOURTOWN_NPC_2_DIALOGUE5": "Que sí, que tocaba con esos chicos de Liverpool. [pause]¿Conoces [i]While my sax gently weeps[/i]? [pause]¡Pues [shake rate=30 level=10]la escribí yo[/shake], que lo sepas!", - "HARBOURTOWN_NPC_2_DIALOGUE6": "Es [wave amp=30 freq=10]imposible[/wave] que no me vieras en la tele cuando mis colegas y yo actuamos en aquella azotea… [pause]No me crees, ¿verdad?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no fuera famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admirador[/wave]!", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chaval. [pause]No es la primera vez.", - "HARBOURTOWN_NPC_2_DIALOGUE8": "En fin… [pause]Yo diría que no ha habido una sola persona aquí que me reconozca. [pause]¡Incluso hay quien piensa que me lo he inventado todo!", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chavale. [pause]No es la primera vez.", - "HARBOURTOWN_NPC_3_DIALOGUE1": "…", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "¿Qué tal le va hoy a [wave amp=30 freq=10]mi mayor admirador[/wave]?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no fuera famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admiradore[/wave]!", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no fuera famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admiradora[/wave]!", - "INTRO_KAYLEIGH29": "No quiero agobiarte con demasiada información, pero estás en una isla que se llama Nueva Wirral.", - "INTRO_KAYLEIGH30_OPTION1": "¿Hay forma de volver a casa?", - "INTRO_PENSBY31": "Me temo que no, {player}. [pause]Lo siento mucho.", - "INTRO_PENSBY32": "Los náufragos llevamos un siglo intentando volver cada uno a su mundo, pero nadie lo ha conseguido.", - "INTRO_PENSBY44": "Debe de ser difícil asimilar todo esto, pero todos hemos tenido que pasar por ahí.", - "INTRO_PENSBY43": "Mi clínica está aquí cerca. Si necesitas que te eche un vistazo, ven cuando quieras.", - "TUTORIAL1_PART1_KAYLEIGH2": "…", - "TUTORIAL1_PART1_KAYLEIGH1": "Hola otra vez, {player}. [pause]¿Te encuentras mejor?", - "INTRO_MONOLOGUE45": "Más me vale vestirme primero…", - "INTRO_KAYLEIGH39.n": "Seguro que ya ha corrido la voz de que ha llegado une chique nueve.", - "INTRO_KAYLEIGH37": "Si quieres acompañarme, te espero a las puertas del pueblo. Están al pasar el puente que hemos cruzado para entrar.", - "INTRO_KAYLEIGH38": "Mientras, si quieres, aprovecha para saludar a tus nuevos vecinos.", - "INTRO_KAYLEIGH39.m": "Seguro que ya ha corrido la voz de que ha llegado un chico nuevo.", - "GAME_OVER_FIRST_PENSBY2": "Mira, llévate esto.", - "GAME_OVER_FIRST_PENSBY3.f": "Si vais a viajar por Nueva Wirral, más os vale hacer acopio de material de primeros auxilios antes de iros.", - "INTRO_KAYLEIGH8.m": "¡Te toca! ¡Vamos, no te cortes!", - "INTRO_KAYLEIGH7": "Esto te puede parecer un poco raro, pero tú haz como yo.", - "INTRO_KAYLEIGH36": "¡Eso es! Yo ahora mismo me voy a ir de patrulla.", - "INTRO_KAYLEIGH39.f": "Seguro que ya ha corrido la voz de que ha llegado una chica nueva.", - "INTRO_KAYLEIGH40": "También te hemos buscado algo de ropa, aunque no sé si estará… a la moda de tu era, pero es que no tenemos otra cosa.", - "PARTNER_LEVELUP_MEREDITH1": "Me he estado… entrenando desde la última vez que nos vimos. Así que no te preocupes por mí, que estaré a la altura.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Ahora parece que eso fue hace un montón de tiempo, ¿eh?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Lleva tiempo acostumbrarse a la sensación de tu cuerpo con cada forma de monstruo. ¡Pero yo diría que tú te las estás apañando muy bien!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "¡Estupendo! [pause]Pues tienes suerte… Nueva Wirral no tiene nada muy parecido a un hotel, así que seguramente vas a tener que dormir en una tienda de campaña bastante a menudo.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "¡Me encanta acampar!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Soy más de dormir bajo techo…", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "Pues… [pause]mala suerte. Vas a tener que acostumbrarte a dormir en una tienda de campaña si es que quieres explorar la isla, porque en Nueva Wirral no existe ninguna cadena hotelera ni nada que se le parezca.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Era un diablamelo, ¿verdad? Es un monstruo muy divertido, ese. Las veces que lo he usado era como estar todo el rato con un subidón de azúcar.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Era un beenshee, ¿verdad? Es un monstruo muy mono, ese. Las veces que lo he usado, me tuve que acostumbrar a lo rara que era la sensación de flotar.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Me dio la impresión de que, con esa forma, eran más efectivos los ataques a distancia. ¿Será que, en general, los diablamelos tienen buena puntería?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Pero lo de tener esas pezuñas tan grandes era una pasada. Con esas sí que podía una repartir sopapos [wave amp=30 freq=10]a base de bien[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "Ese arcángel contra el que luchamos… [pause]Morganta, ¿no?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", - "EUGENE_UNKNOWN_NAME": "Tío cabreado", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Incluso en ese estado de debilidad, parecía muy peligrosa. Quienquiera que la hubiera herido tenía que ser una [wave amp=30 freq=10]bestia parda[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "No me lo había planteado.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Sí, supongo que sí…", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Eso me hace pensar que, comparados con ellos, los humanos somos [wave amp=30 freq=10]bastante[/wave] poca cosa…", - "EUGENE_INTRO_WOMAN_NAME": "Anciana", - "EUGENE_INTRO_LANDKEEPER_NAME": "Hombre pálido", - "EUGENE_INTRO_EUGENE1": "¡Que no os lo tenga que [shake rate=30 level=10]repetir[/shake]! [pause][pause]¡Villapuerto nunca será pasto de [shake rate=30 level=10]chupasangres[/shake] como vosotros!", - "EUGENE_INTRO_EUGENE3": "Volved a la oscuridad de la que habéis salido… [pause]¡o tendréis que véroslas [shake rate=30 level=10]conmigo[/shake]!", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Pft. [pause]Eres muy poco razonable…[/wave] \\n", - "EUGENE_INTRO_EUGENE4": "No seríais los primeros de [shake rate=30 level=10]los vuestros[/shake] con los que me peleo, ni a los que les gano. [pause]¿Queréis que os lo demuestre?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Nos marchamos, de momento…[/wave]", - "EUGENE_INTRO_EUGENE17.m": "Si estás dispuesto a arrimar el hombro, ¡estaré encantado de que me ayudes!", - "EUGENE_INTRO_EUGENE7": "¡Decidles a todos los de vuestra calaña que este pueblo lo protege [shake rate=30 level=10]Eugene[/shake]!", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Sin embargo, con el tiempo entenderás que sabemos lo que es mejor para todos vosotros.[/wave]", - "EUGENE_INTRO_EUGENE8": "Avíseme si esos canallas vuelven a molestarla, señora.", - "EUGENE_INTRO_EUGENE9": "Y ni se le pase por la cabeza invitarlos a entrar en su casa. [pause]Eso es lo que ellos quieren.", - "EUGENE_INTRO_WOMAN10": "Lo tendré en cuenta. Gracias por intervenir, buen mozo.", - "EUGENE_INTRO_EUGENE12": "Me llamo Eugene… [pause]Pero, claro, eso ya lo sabéis, [pause]porque acabo de gritárselo a esos mendas.", - "EUGENE_INTRO_EUGENE11": "Ah, hola. Siento que hayáis tenido que ver eso.", - "HARBOURTOWN_TAPE_RECYCLER1": "¿Te resistes a deshacerte de alguna cinta que ya no te haga falta?", - "HARBOURTOWN_TAPE_RECYCLER3": "Ya sea mientras acampas junto a una hoguera o en el café, ve a la pantalla de cintas, elige una que no quieras y dale a reciclar.", - "HARBOURTOWN_ITEM_RECYCLER4": "Toma, haz la prueba con este libro viejo. Yo ya no lo necesito.", - "HARBOURTOWN_TAPE_RECYCLER2": "La próxima vez que te tomes un respiro durante tus aventuras, ¿por qué no pruebas a reciclar una?", - "HARBOURTOWN_BOOTLEG_KRAB1": "…", - "HARBOURTOWN_TAPE_RECYCLER4": "Es una buena manera de conseguir recursos que luego podrás intercambiar con los vendedores y, además, te puede dar alguna que otra pegatina de las disponibles para ese monstruo.", - "HARBOURTOWN_BOOTLEG_KRAB2": "Es un trafikangrejo de colores extraños.", - "HARBOURTOWN_BOOTLEG_NPC1": "No te preocupes por el trafikangrejo, que es mi hijo. Es que le gusta jugar con su cinta pirata.", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "¿Pirata?", - "HARBOURTOWN_BOOTLEG_NPC2": "Sí. [pause]¿Has visto alguna vez durante tus viajes un monstruo que no es de su color normal? Pues es porque es pirata. [pause]¡No lo confundas con una capa!", - "HARBOURTOWN_BOOTLEG_NPC3": "Los monstruos piratas tienen, [wave amp=30 freq=10]de forma permanente[/wave], un color distinto, un tipo elemental distinto y movimientos distintos de los habituales.", - "HARBOURTOWN_BOOTLEG_NPC4": "Y cuando los grabas, se quedan con esos atributos.", - "HARBOURTOWN_BOOTLEG_NPC7": "Los monstruos piratas pueden aparecer al azar en cualquier sitio, pero, por lo visto, es más común verlos como parte de una fusión.", - "HARBOURTOWN_BOOTLEG_NPC6": "Toma, quédate con esta y compruébalo. El guarda de élite Codi me da las que le sobran, así que ya tengo más que suficientes.", - "HARBOURTOWN_BOOTLEG_NPC5": "Las cintas piratas que grabes tienen más posibilidades de ejecutar movimientos poco frecuentes o inusuales, así que pueden ser muy útiles.", - "HARBOURTOWN_BOOTLEG_NPC8": "He oído que hay monstruos piratas superinusuales que brillan como si estuvieran cubiertos de purpurina.", - "PENSBY_INTERACT_MENU_BYE": "Solo quería saludarte.", - "HARBOURTOWN_ASTROLOGER_NPC1": "¡[wave amp=30 freq=10]Bienvenidas, almas errantes[/wave]! ¿Habéis venido a aprender sobre las artes astrales?", - "HARBOURTOWN_ASTROLOGER_NAME": "Astróloga", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "¡Por supuesto!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Más bien no.", - "HARBOURTOWN_ASTROLOGER_NPC3": "Estupendo… [pause]¡Pues haríais bien en seguir mi consejo!", - "HARBOURTOWN_ASTROLOGER_NPC2": "Otra vez será, entonces.", - "HARBOURTOWN_ASTROLOGER_NPC4": "Sabed que las bestias de tipo astral obtienen su poder de los cuatro elementos básicos de la naturaleza: [pause]tierra, [pause]agua, [pause]fuego [pause]y aire.", - "HARBOURTOWN_NPC_DIALOGUE3": "¡Chist! ¡Soy invisible, haz como si no estuviera aquí!", - "HERITAGE_CENTER_9": "«El naufragio del HMS Birkenhead».", - "HARBOURTOWN_NPC_DIALOGUE4": "¿Que cómo me llamo? ¡Duncan!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Es más, estaba a punto de dejar algo en esa de ahí. En vez de eso, ¿por qué no te lo quedas tú?", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "¿Te has fijado en esas cajas rojas que hay por ahí? Los guardas las usamos para dejar suministros a otros que los puedan necesitar cuando viajan por la isla.", - "TRAVELING_MERCHANT_NAME": "Vendedor errante", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Los restauradores se pueden usar para arreglar cintas rotas sin tener que descansar. ¡Son muy útiles!", - "TRAVELING_MERCHANT_INTRO2": "No, seguro que me acordaría de una cara como la tuya.", - "TRAVELING_MERCHANT_INTRO1": "¡Hola, hola! ¿Nos hemos visto antes?", - "TRAVELING_MERCHANT_INTRO3": "Bueno, si lo que quieres es comprar a precios bajos, no busques más. Eso sí, no me gusta quedarme mucho tiempo en el mismo sitio.", - "TRAVELING_MERCHANT_INTRO4": "Espero que no te sepa mal que me presente ante ti descamisado. Mi camisa se la cambié hace un tiempo a una joven que luego se la acabó dando a un oso. ¡No me dirás que no estoy comprometido con el arte del trueque!", - "TRAVELING_MERCHANT_REPEAT_MEET": "¡Vaya, qué curioso encontrarte aquí!", - "TRAVELING_MERCHANT_PRE_TRADE": "Anda, échale un vistazo a mis existencias…", - "TRAVELING_MERCHANT_POST_TRADE2": "¡Hasta la próxima!", - "TRAVELING_MERCHANT_POST_TRADE1": "Uf, ¡no veas cómo me complica las cosas lo de que no haya dinero en estas tierras!", - "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh empieza contigo una conversación muy animada sobre vuestras razas de perro favoritas.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Tengo una pregunta para ti, {player}. [pause]Una importante.", - "RESTING_KAYLEIGH_PLATONIC_2": "Kayleigh y tú habláis de forma desenfadada sobre los misterios de Nueva Wirral.", - "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh te cuenta una anécdota divertida sobre su vida.", - "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh te habla de varios de sus proyectos destinados a ayudar a la gente de Villapuerto.", - "RESTING_KAYLEIGH_PLATONIC_5": "Pasáis un rato divertido lanzando palitos a la hoguera.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "A lo mejor eso quiere decir que eres alguien que valora su independencia y necesita su espacio…", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "¿Estás preparada?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "¿Estás preparado?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "¿Tú eres… [pause][pause][pause]más de los perros o de los gatos?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "¿Estás preparade?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Últimamente ando mucho, así que un perro me encajaría bastante bien, ¿no te parece?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "¡De los perros!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "¡De los gatos!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "¡De los hurones!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Si consigo volver a mi mundo, creo que voy a adoptar un perro.", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "¡Excelente respuesta! [pause]Yo también.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Qué interesante…", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Aunque también podría ser que te parecen más monos.", - "LEVEL_WARNING_viola.v3": "Las bestias que aquí viven suponen cierta amenaza… Aconsejable sería, quizás, poner tierra de por medio.", - "HARBOURTOWN_NPC_32_DIALOGUE1": "Si hay [wave amp=30 freq=10]algo[/wave] que abunda aquí en Nueva Wirral, es el café. [pause]El café y los bichos raros de colores.", - "HARBOURTOWN_NPC_31_DIALOGUE1": "Ahora mismo me estoy entrenando para ser aprendiz de guarda. Es como prepararme para una entrevista de trabajo, pero con muchas más peleas.", - "HARBOURTOWN_NPC_33_DIALOGUE1": "Hay una leyenda de la zona que dice que es posible ver los restos de un embarcadero en el horizonte cuando se observa el mar Infinito… Pero, claro, yo nunca he sido capaz de verlos.", - "HARBOURTOWN_BOOK_2": "En las notas apresuradas se puede leer: «… si se le da un juguete, cierto monstruo élfico se mantendrá en el buen camino. De lo contrario, acabará consumido por la ira».", - "HARBOURTOWN_BOOK_3": "En las notas apresuradas se puede leer: «… cierta gran serpiente enmascarada puede optar por una tercera vía si se le permite controlar los vientos y los céfiros».", - "HARBOURTOWN_BOOK_1": "En las notas apresuradas se puede leer: «… cierto ser con forma de platillo volante se pondrá al descubierto si obtiene la capacidad de permanecer cerca de sus enemigos».", - "HARBOURTOWN_BOOK_4": "En las notas apresuradas se puede leer: «… las ruedas dentadas misteriosas que se ocultan bajo esta colina son la clave para despertar el verdadero potencial de cierto dinosaurio».", - "HARBOURTOWN_BOOK_5": "En las notas apresuradas se puede leer: «… creo que ciertos monstruos madurarán de una u otra forma en función de si es de día o de noche».", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Vendedor de pegatinas químicas", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Vendedora de pegatinas neutrales", - "HARBOURTOWN_CHEMIST1_OPENING": "La química elemental es clave para alcanzar la victoria en combate. [pause]Y yo diseño pegatinas que te permiten controlar la química y, por tanto, obtener ventaja.", - "HARBOURTOWN_CHEMIST1_CLOSING": "Si me necesitas, aquí me tienes.", - "HARBOURTOWN_CHEMIST2_OPENING": "Yo me especializo en pegatinas que cambian de tipo según quien las use. Son muy útiles si se usan junto con las capas que dan las de mi colega. Y, además, ¡son compatibles con todas las cintas!", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "¡Gracias por tu compra!", - "HARBOURTOWN_ITEM_RECYCLER3": "De esta forma, puedes cambiarle esos recursos a otra persona por objetos distintos.", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "¡Gracias por tu compra!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "¡Gracias por tu compra!", - "HARBOURTOWN_ITEM_RECYCLER1": "¿Tú reciclas los objetos que ya no necesitas?", - "HARBOURTOWN_ITEM_RECYCLER2": "No solo es una buena manera de poner un poco de orden en tus objetos, sino que, además, te devuelve parte de los recursos con los que se hicieron.", - "INTRO_PENSBY27.m": "Kayleigh, ¿es que no se lo has dicho?", - "INTRO_PENSBY27.f": "Kayleigh, ¿es que no se lo has dicho?", - "INTRO_KAYLEIGH28": "Lo siento, debería, pero…", - "INTRO_PENSBY27.n": "Kayleigh, ¿es que no se lo has dicho?", - "CLEMENCE_CAFE4": "Y yo les dije: «¡Yo me encargo!». Y le hice un apaño al gramófono, y ahora ya podemos oír los discos. Y ahora mi café tiene estilo y, además, música. Y fuimos felices y comimos perdices.", - "CLEMENCE_ARRIVAL1": "Me caí. [pause]En el mar. [pause]Y el mar me trajo aquí. [pause]Hace ya unos diez años. Es lo que hay.", - "INTRO_KAYLEIGH25": "El caso es que, en Villapuerto, había una casa disponible para ti, ¡así que ahora esta es tu casa!", - "INTRO_KAYLEIGH25_OPTION1": "Este debe de ser el sitio más raro de la Tierra.", - "INTRO_PENSBY26": "¿«De la Tierra»?", - "PARTNER_LEVELUP_DOG1": "El brillo que tiene en la mirada te sugiere que Perry se ha estado entrenando últimamente.", - "INTRO_KAYLEIGH9": "¡No pasa nada, respira! ¡Apenas te llevará unos segundos adaptarte!", - "INTRO_KAYLEIGH8.n": "¡Te toca! ¡Vamos, no te cortes!", - "INTRO_KAYLEIGH10": "Eso es, ¡al ataque!", - "INTRO_KAYLEIGH11": "No lo has hecho nada mal… Por cierto, ¿cómo te llamas?", - "LEVEL_WARNING_eugene.v1": "Esta zona parece bastante peligrosa. Igual nos conviene retirarnos y volver otro día…", - "LEVEL_WARNING_eugene.v3": "No sé yo, colega… Yo creo que ahora mismo estos monstruos nos pueden hacer polvo…", - "INTRO_KAYLEIGH15.f": "Bienvenida a Villapuerto…", - "INTRO_KAYLEIGH16": "¡Tu nuevo hogar!", - "INTRO_KAYLEIGH15.n": "Bienvenide a Villapuerto…", - "INTRO_KAYLEIGH16_OPTION1": "¿Mi… nuevo hogar?", - "INTRO_KAYLEIGH18": "Es que esta parte no se me da muy bien…", - "INTRO_KAYLEIGH16_OPTION2": "¡Eh, que yo ya tengo un hogar!", - "INTRO_KAYLEIGH17": "Ah, esto… [pause]Sí, eh… [pause]Perdona.", - "SWAP_PARTNER_KAYLEIGH1": "¡Muy bien! ¡Vamos allá!", - "SWAP_PARTNER_DOG1": "¡Guau!", - "SWAP_PARTNER_MEREDITH1": "Ah, ¿nos ponemos otra vez en marcha? ¿Tan pronto?", - "EUGENE_INTRO_EUGENE12_OPTION1": "¡Yo soy {player}!", - "EUGENE_INTRO_EUGENE13": "Siempre es un placer ver una cara nueva por aquí, {player}.", - "EUGENE_INTRO_EUGENE13_OPTION1": "¿Quién era esa gente?", - "EUGENE_INTRO_EUGENE14": "Prefiero ahorrarte los detalles…, [pause]aunque te aseguro que [wave amp=30 freq=10]no tienen sitio[/wave] en este mundo.", - "EUGENE_INTRO_EUGENE13_OPTION2": "¿De qué iba todo eso?", - "EUGENE_INTRO_EUGENE15": "Digamos que no todos los monstruos de Nueva Wirral tienen pinta de mascotas de una caja de cereales.", - "WORKING_OVERTIME_INITIAL_RANGER2": "Es que le había dicho a Ianthe que iba a poner aquí un letrero con el nombre del pueblo. [pause]Algo para que el sitio parezca un poco más acogedor, [pause]ya sabes.", - "EUGENE_INTRO_EUGENE16_OPTION1": "¿Puedo ayudar?", - "EUGENE_INTRO_EUGENE16": "En fin, tengo que a vigilar lo que hacen esos tíos. [pause]No puedo arriesgarme a que les [shake rate=30 level=10]hinquen el diente[/shake] a las buenas gentes de Villapuerto.", - "EUGENE_INTRO_EUGENE16_OPTION2": "¿Te las apañas solo?", - "EUGENE_INTRO_EUGENE18": "Búscame en este sitio. [pause]Te lo explicaré todo cuando estemos allí.", - "EUGENE_INTRO_EUGENE17.n": "Si estás dispueste a arrimar el hombro, ¡estaré encantado de que me ayudes!", - "EUGENE_INTRO_EUGENE17.f": "Si estás dispuesta a arrimar el hombro, ¡estaré encantado de que me ayudes!", - "EUGENE_INTRO_EUGENE19": "Eso sí…, [pause]no te acobardes si acaba habiendo pelea. [pause]Es posible que las cosas se pongan feas.", - "WORKING_OVERTIME_INITIAL_RANGER1": "Oye, [pause]¿serías tan amable de echarme una mano?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "¿Eh? ¿Un espejo?", - "WORKING_OVERTIME_RANGER_NAME": "Guarda exhausto", - "WORKING_OVERTIME_INITIAL_RANGER3": "Lo que pasa es que no he calculado bien cuánta madera me iba a hacer falta. ¿Tú podrías conseguirme un poco más? [pause]¡Me harías un favor enorme!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "¡Por supuesto!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Más bien no.", - "WORKING_OVERTIME_INITIAL_RANGER4": "¿En serio? ¡Gracias! [pause]Ven a avisarme cuando tengas los materiales.", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "Bueno, no te preocupes.", - "WORKING_OVERTIME_ACTIVE_RANGER1": "Hola otra vez. ¿Me has podido encontrar la madera que te había pedido?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Darle {required_item_amount} trozos de madera.", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "No te preocupes, que yo de aquí no me muevo.", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Todavía no.", - "WORKING_OVERTIME_COMPLETE_RANGER3": "Oye… [pause][pause]Ya que me has ayudado, [pause]¿por qué no decides tú cómo hacemos el letrero?", - "WORKING_OVERTIME_COMPLETE_RANGER2": "¡Perfecto! [pause]Gracias por tu ayuda. No quería ni pensar tener que ir a buscar esos materiales yo mismo.", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amigo?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amigue?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "¡Un pájaro!", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amiga?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "¡Una flor!", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "¡Un delfín!", - "WORKING_OVERTIME_COMPLETE_RANGER5": "Vale, [pause]a ver qué tal me queda.", - "WORKING_OVERTIME_COMPLETE_RANGER8": "He vivido aquí toda mi vida, [pause]pero mucha gente viene de sitios distintos y se queda aquí atrapada.", - "WORKING_OVERTIME_COMPLETE_RANGER6": "Buf. [pause][pause]Pues ya está. [pause]¿Qué te parece?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "¡Me encanta!", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "¡Queda perfecto!", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "¡Muy buen trabajo!", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Queda muy bien, tú.", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "Je. [pause]Buen trabajo, colega.", - "WORKING_OVERTIME_COMPLETE_RANGER9": "Si esto los hace sentir aunque sea un poco mejor al verlo, [pause]entonces ha merecido la pena, [pause]digo yo.", - "WORKING_OVERTIME_COMPLETE_FELIX7": "Muy bueno ese letrero.", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "A las claras se aprecia el esfuerzo que has puesto.", - "RANGER_BODYBUILDER_INTRO": "Hola, figura. ¿Has venido a sudar la camiseta?", - "RANGER_BODYBUILDER_OPTION1": "¡Pasa esas pesas!", - "RANGER_BODYBUILDER_OPTION2": "¿Cómo funciona esto?", - "RANGER_BODYBUILDER_NO_PASS1": "Ah, pero espera un momento. ¿Y tu pase del gimnasio, figura?", - "RANGER_BODYBUILDER_OPTION3": "Más bien no.", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "¿Y ni siquiera eres guarda?", - "RANGER_BODYBUILDER_NO_PASS2": "Ve y dile a Wilma que te haga un pase del gimnasio y, cuando vuelvas, te hago una tabla de entrenamiento a tu medida.", - "INTRO_KAYLEIGH21": "Como todos nosotros.", - "INTRO_KAYLEIGH20.n": "Estás atrapade aquí.", - "INTRO_KAYLEIGH23": "¡Me tenías preocupada, {player}!", - "INTRO_PENSBY22": "Ah, estupendo, por fin te has despertado. Kayleigh me ha dado un buen susto cuando ha llegado aporreando la puerta.", - "INTRO_KAYLEIGH21_OPTION1": "Me da vueltas la cabeza…", - "INTRO_KAYLEIGH21_OPTION2": "No me encuentro bien…", - "TUTORIAL4_PART3D_KAYLEIGH23": "¡Entonces tenemos que averiguarlo, por el bien de toda Nueva Wirral!", - "TUTORIAL4_PART3D_KAYLEIGH24": "¡Tú y yo, codo con codo!", - "TUTORIAL4_PART3D_KAYLEIGH25": "¿Qué me dices? ¿Somos un equipo o qué?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Vamos, ¡a por todas!", - "TUTORIAL4_PART3D_KAYLEIGH26": "Si un arcángel te ha causado esa visión…", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Como si tuviéramos otra elección…", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizarte una reunión con la jefa de los guardas!", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", - "TUTORIAL4_PART3D_KAYLEIGH29": "Ahora mismo debe de estar en el puesto de guardia del parque.", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizarte una reunión con la jefa de los guardas!", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizarte una reunión con la jefa de los guardas!", - "HARBOURTOWN_NPC_20_DIALOGUE1": "Ya sé que transformarse es mucho más efectivo en combate, pero…", - "HARBOURTOWN_NPC_20_DIALOGUE3": "La espada mecánica de Ianthe era la cosa más retrofuturista que he visto en mi vida.", - "HARBOURTOWN_NPC_20_DIALOGUE2": "Buf, cómo echo de menos las armas con las que luchaban antes los guardas.", - "HARBOURTOWN_NPC_21_DIALOGUE1": "¿Has estado ya en la parte occidental de Villapuerto?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "¿Eres forastero? No recuerdo haberte visto antes por aquí.", - "HARBOURTOWN_NPC_22_DIALOGUE1": "Lo [wave amp=30 freq=10]normal[/wave] es que aquí nos ocupemos de preparar comida para la gente del pueblo, pero llevamos un tiempo sin recibir ingredientes de la granja que hay al oeste de aquí. Me pregunto si habrá habido algún problema.", - "HARBOURTOWN_NPC_21_DIALOGUE2": "Yo hace tiempo que quiero visitar el centro de patrimonio histórico que hay allí.", - "HARBOURTOWN_NPC_23_DIALOGUE1": "No tengo tiempo para hablar, que tengo que terminar un pedido urgente de pastelillos.", - "HARBOURTOWN_NPC_22_DIALOGUE2": "Han bajado el puente que lleva a la granja, así que ya podemos volver a recibir productos frescos. Menos mal.", - "HARBOURTOWN_NPC_24_DIALOGUE1": "Este pueblo ha estado en pie durante 101 años, ¿lo sabías?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "Me acuerdo de cómo era este sitio cuando yo era una niña. El pueblo ha cambiado tanto, y tan deprisa…", - "HARBOURTOWN_NPC_24_DIALOGUE3": "Pero sus cimientos [pause]siguen siendo exactamente los mismos.", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "¿Eres forastera? No recuerdo haberte visto antes por aquí.", - "HARBOURTOWN_NPC_26_DIALOGUE1": "¿Has escuchado alguna vez [wave amp=30 freq=10]Radio Cybil[/wave]? Yo la escucho todos los días. ¡Estoy entre sus mayores seguidores!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "Hace poco me abordó un hombre sospechoso intentando venderme una casa. ¿Cómo iba yo a poder comprar una casa? ¡Si en esta isla ni siquiera existe el [wave amp=30 freq=10]dinero[/wave]!", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "¿Eres forastere? No recuerdo haberte visto antes por aquí.", - "HARBOURTOWN_NPC_29_DIALOGUE1": "Con todo el tiempo libre que he tenido desde que estoy en esta isla, me he dedicado a mejorar mis habilidades sociales… Por ejemplo, ahora se me da bien hablar con desconocidos como tú.", - "HARBOURTOWN_NPC_28_DIALOGUE1": "Tengo muchísimas ganas de dar un paseo por el parque de Nueva Wirral, pero me echa para atrás la [wave amp=30 freq=10]fauna autóctona[/wave].", - "HARBOURTOWN_NPC_30_DIALOGUE1": "¿Es verdad que uno de los guardas es capaz de [wave amp=30 freq=10]jaquear[/wave] sus cintas de monstruo? ¡Me niego a creer que algo así pueda ser posible!", - "HARBOURTOWN_ASTROLOGER_NPC6": "Sin embargo, su armonía interna quedará completamente [wave amp=30 freq=10]trastocada[/wave] si se exponen a elementos impuros: plástico, veneno y metal.", - "HARBOURTOWN_ASTROLOGER_NPC5": "¡Cuando un ser astral se exponga a uno de esos cuatro elementos, quedará [wave amp=30 freq=10]potenciado[/wave]!", - "HARBOURTOWN_ASTROLOGER_NPC7": "¡Tenedlo muy en cuenta si queréis transformaros en una bestia astral!", - "PENSBY_INTERACT_MENU": "Hola, {player}. ¿Qué puedo hacer por ti?", - "PENSBY_INTERACT_MENU_SUPPLIES": "Necesito suministros.", - "PENSBY_INTERACT_MENU_CHECKUP": "Quiero que me hagas un reconocimiento.", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Estás en perfecto estado de salud, {player}.", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "¿Querías alguna otra cosa?", - "PENSBY_INTERACT_CHECKUP_HURT1": "A ver, deja que te eche un vistazo…", - "PENSBY_INTERACT_CHECKUP_HURT3": "Te voy a recetar un poco de reposo. [pause]¿Por qué no te acercas al Café Gramófono y te relajas un poco?", - "PENSBY_INTERACT_CHECKUP_HURT2": "Son solo unos cuantos moratones y rasguños, nada grave.", - "PENSBY_INTERACT_BYE": "Intenta no hacerte mucho daño cuando estés por ahí, ¿quieres?", - "HERITAGE_CENTER_SIGN": "«Centro de patrimonio histórico de Villapuerto: Un intento de echar luz sobre la historia de nuestra curiosa comunidad».", - "HERITAGE_CENTER_1": "AÑO 1: El navío británico HMS Birkenhead se va a pique a causa de una tormenta en el año 1845 de la Tierra. Gran parte de la tripulación, junto con los restos del naufragio, es arrastrada a la costa de una isla desconocida, posteriormente bautizada como Nueva Wirral.", - "HERITAGE_CENTER_3": "AÑO 6: Se produce el primer nacimiento en Nueva Wirral. El primer intento de abandonar Nueva Wirral acaba en desastre cuando una embarcación construida en la isla resulta hundida por las tormentas a solo una milla de la costa.", - "HERITAGE_CENTER_2": "AÑO 2: Se producen por primera vez nuevas llegadas. Se funda oficialmente Villapuerto. Se produce el primer encuentro del que se tiene noticia con un ser nativo desconocido, conocido como «monstruo».", - "HERITAGE_CENTER_4": "AÑO 48: Tras la llegada de numerosos ingenieros, se establece la primera red eléctrica de Villapuerto.", - "HERITAGE_CENTER_5": "AÑO 50: Con ocasión del 48.º aniversario de su fundación, Villapuerto suprime su tradicional cargo de alcalde y pasa a estar gobernada por un comité.", - "HERITAGE_CENTER_8": "AÑO 91: Se descubre el centro comercial La Caída, que aporta a Nueva Wirral una gran cantidad de productos de la Tierra. Se descubre el fenómeno conocido como «grabación de monstruos».", - "HERITAGE_CENTER_6": "AÑO 62: En Nueva Wirral empieza a plantearse la fundación de un segundo pueblo, llamado Nueva Londres.", - "HERITAGE_CENTER_7": "AÑO 89: Tras un terrible desastre, Nueva Londres resulta destruida. La única superviviente de entre sus habitantes consigue volver a Villapuerto.", - "HARBOURTOWN_STATION_MORGANTE14": "PRECISO UN RECEPTÁCULO Y TÚ PRECISAS QUIEN TE GUÍE.\\n\\nHAZ QUE RECUPERE MI FUERZA Y, LLEGADO EL MOMENTO, TE LLEVARÉ LEJOS DE ESTA TIERRA.", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "¿Un receptáculo…?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Espera…", - "HARBOURTOWN_STATION_KAYLEIGH16": "¡{player}! ¡¿Estás bien?! [pause]¡¿Qué ha pasado?! [pause]¡Te has desmayado!", - "HARBOURTOWN_STATION_MORGANTE15": "ASÍ SEA. ESCUCHA, PUES, MI CANCIÓN.", - "TUTORIAL4_PART3A_KAYLEIGH1": "Han pasado [wave amp=30 freq=10]muchas cosas[/wave] en esa estación de tren… Yo creo que conviene que hablemos del tema.", - "HARBOURTOWN_STATION_KAYLEIGH17": "Deberíamos salir de aquí…", - "TUTORIAL4_PART3B_KAYLEIGH12": "Ahora los llamamos, simplemente, «monstruos». Así acabamos antes.", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "En cuanto a ese «arcángel»…", - "GAME_OVER_FIRST_PENSBY4": "Yo puedo venderte objetos curativos a cambio de cualquier recurso que tengas disponible… [pause]Y Clémence, la del Café Gramófono, también.", - "LEVEL_WARNING_felix.v1": "Me da en la nariz que los monstruos de por aquí nos pueden dar una buena paliza…", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, creo que es un [shake rate=30 level=10]arcángel[/shake]…", - "HARBOURTOWN_STATION_KAYLEIGH5": "Tenemos que irnos. [wave amp=30 freq=10]Ya.[/wave]", - "HARBOURTOWN_STATION_KAYLEIGH5B": "No es como los otros monstruos. [pause][shake rate=30 level=10]Aquí no estamos a salvo[/shake].", - "HARBOURTOWN_STATION_KAYLEIGH6": "No, no puede ser…", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "¿Quién eres?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "¿Qué te ha pasado?", - "HARBOURTOWN_STATION_MORGANTE3": "NO, NO, TÚ NO ERES LA SANGRE DE MI SANGRE.\\n\\n¡¿OSAS VENIR DE NUEVO A BUSCARME BLANDIENDO LA ESPADA?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "¡Vamos a luchar contra esa cosa, y lo vamos a hacer COMO UN SOLO SER!", - "HARBOURTOWN_STATION_KAYLEIGH7": "No pienso morir aquí, así no.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Si es verdad que esa puerta [wave amp=30 freq=10]puede[/wave] llevarnos otra vez a nuestro mundo, ¿tendremos que despedirnos todos para siempre?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Oye, y ¿qué te parece lo de tener que dormir [wave amp=30 freq=10]en plena naturaleza[/wave]?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Es una suerte que aún nos queden cosas por hacer aquí en Nueva Wirral. ¡Ya me preocuparé por eso más adelante!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "…", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés lista, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Seguro que la noticia va a pillar desprevenidos a los guardas. ¡No veas la de trabajo que tienen por delante!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés listo, {player}.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés liste, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Conque ahora Ianthe también está al tanto de lo de la puerta…", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Cuando luchamos contra Álef en el tren… [pause]Esa fuerza que invocamos al fusionarnos…", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Se parecía un poco a Morganta, ¿no? [pause]El primer arcángel contra el que tuvimos que luchar.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "No acabo de entenderlo del todo, pero tuve la sensación de que en aquel momento encarnamos algo que se amoldaba a sus objetivos. En esa forma no estábamos solo nosotros… [wave amp=30 freq=10]Ella[/wave] también estaba en la fusión.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "¡Es verdad!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Sí, creo que sí.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Pero también es verdad es que tú ya tenías su esencia dentro de ti desde la primera vez que nos la encontramos, ¿no?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Te dio las pistas para que encontraras esa puerta y nos ayudó a derrotar a Álef. Me pregunto si era esa su intención desde el principio… O sea, usarnos para derrotarlo…", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "¡Ah, se me había olvidado preguntarte! ¿Qué opinas ahora que tienes que enfrentarte al [wave amp=30 freq=10]entrenamiento de los guardas[/wave], {player}?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "¡Estoy entusiasmado!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "¡Estoy entusiasmada!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "¡Estoy entusiasmade!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "¡Estoy nervioso!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "¡Pues claro, normal! ¡Verás cómo lo haces bien!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "¡Estoy nerviosa!", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "{player}, me alegro de que aún podamos hacer estas acampadas, tú y yo.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "¡Estoy nerviose!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Los guardas adaptan sus desafíos a la fuerza de cada aprendiz. Mi entrenamiento consistió en hacer el trabajo voluntario por el pueblo que me encargara cada guarda de élite.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Yo diría que tu desafío de combate es… [pause]un poco más duro que lo mío.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "El tema de los guardas es que cada uno tiene su papel a la hora de cuidar del pueblo.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Ray se encarga de la red eléctrica, Mort se ocupa de paredes y edificios, y Zeta… [pause]Bueno, de lo suyo.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "¡Pero su función también refleja su forma de luchar! Cada uno tiene su propia táctica.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "¡Seguro que conseguirás derrotarlos, {player}!", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Yo creo… que si consigo volver a casa, voy a tener que poner en práctica todas mis capacidades como guarda.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Volver a vivir como antes sería echar a perder todo lo que he aprendido aquí.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "¿Cómo era tu vida antes?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "¿A qué te dedicabas antes de acabar aquí?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Eh… [pause]No era lo que se dice una vida muy [wave amp=30 freq=10]interesante[/wave].", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "No estaba mal, [pause]pero después de todo lo que me ha pasado en esta isla, no creo que pudiera seguir conformándome con eso.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Dejé la carrera y empecé a trabajar en una tienda de mi ciudad.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Me refiero a ahora que [wave amp=30 freq=10]tú y yo[/wave] somos una pareja.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "No sé por qué me dio por pensar que eso podría cambiar, pero me alegro de que no fuera así.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Como te dije después de la primera vez que luchamos contra Morganta, ¡somos un equipo!", - "SWAP_PARTNER_EUGENE1": "¡De lujo!", - "SWAP_PARTNER_FELIX1": "Ah. Pues vale.", - "SWAP_PARTNER_VIOLA1": "¡Como desees! ¡Viajemos, pues, sin demora!", - "HARBOURTOWN_NPC_10_DIALOGUE5": "Me pregunto si alguna vez podré llegar a guarda de élite. [pause]Bah, qué va.", - "HARBOURTOWN_NPC_11_DIALOGUE3": "¿Por qué no habré naufragado en algún sitio un poco más [wave amp=30 freq=10]normal[/wave]?", - "HARBOURTOWN_NPC_11_DIALOGUE2": "Bueno, ¡[shake rate=30 level=10]pues yo no[/shake]! [pause][pause]¡A mí todo ese rollo de los monstruos me parece rarísimo y no me hace ninguna gracia!", - "HARBOURTOWN_NPC_11_DIALOGUE1": "Con tanto que a la gente le gusta hablar sobre «monstruos» y «cintas», [pause]lo normal sería pensar que aquí todo el mundo lo pasa bien.", - "HARBOURTOWN_NPC_12_DIALOGUE1": "¿Sabes qué echo de menos? [pause]El deporte. [pause]¿Por qué no pueden fundar un equipo de fútbol en Villapuerto?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "Aunque… [pause]supongo que no tendríamos contra quién jugar. [pause]No creo que los cangrejos gigantes de la playa tengan espíritu competitivo.", - "HARBOURTOWN_NPC_12_DIALOGUE3": "Hace poco había unos tipos pálidos y muy raros merodeando por aquí y hablando entre dientes. Es algo fuera de lo común, incluso tratándose de este sitio.", - "HARBOURTOWN_NPC_12_DIALOGUE4": "¿Has visto a esos encapuchados tan raros que andan rondando por el parque? ¿Serán de alguna [wave amp=30 freq=10]compañía de teatro[/wave] o algo?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "Por lo visto Villapuerto y ese otro pueblo que hay al este han hecho las paces. Me pregunto qué habrá pasado.", - "HARBOURTOWN_NPC_12_DIALOGUE6": "En Villapuerto dicen que el centro comercial abandonado está [wave amp=30 freq=10]embrujado[/wave]. Una cosa son los monstruos, pero pretender que vaya yo a creer en fantasmas, ¡eso sí que no!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "Hace tiempo que no veo a esos adefesios de cara pálida y traje oscuro. ¿Qué les habrá pasado?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "Puede que tenga que estar aquí para siempre, pero al menos nunca me [wave amp=30 freq=10]aburro[/wave].", - "HARBOURTOWN_NPC_12_DIALOGUE8": "Por lo visto han vuelto a bajar el puente que conecta Villapuerto y la granja de Atata. Es una noticia [wave amp=30 freq=10]estupenda[/wave] para cualquiera que… [pause]En fin, [pause]que no tenga intención de morir de hambre.", - "HARBOURTOWN_NPC_13_DIALOGUE1": "Tenía intención de cruzar el puente, pero hace tiempo que está levado.", - "TUTORIAL4_PART3C_KAYLEIGH4": "Supongo que entre las «circunstancias adecuadas» se incluye estar a punto de que te mate un [shake rate=30 level=10]arcángel[/shake]…", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "Ha sido una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo, y eso en lo que nos hemos [wave amp=30 freq=10]convertido[/wave] era a la vez tú y yo, pero también algo distinto…", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "Ha sido una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo, y eso en lo que nos hemos [wave amp=30 freq=10]convertido[/wave] era a la vez tú y yo, pero también algo distinto…", - "TUTORIAL4_PART3C_KAYLEIGH6": "Yo [pause]nunca me había fusionado antes con nadie. Y, desde luego, no esperaba fusionarme con alguien a quien [wave amp=30 freq=10]apenas[/wave] conozco…", - "TUTORIAL4_PART3C_KAYLEIGH7": "Ha pasado así, de repente, sin pensar, ¿verdad?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "Ha sido una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo, y eso en lo que nos hemos [wave amp=30 freq=10]convertido[/wave] era a la vez tú y yo, pero también algo distinto…", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Supongo que hay una diferencia entre algo que te divierte y algo que te llena.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Era entusiasmo. [pause]Y es fácil confundirlos, o a mí me lo parece.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "La verdad es que sí me pregunto cómo funciona todo el rollo ese de [pause]«transformarse en monstruo usando cintas».", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "A primera vista no tiene sentido, ¿no? [pause]Porque, a ver, no son más que walkmans normales y corrientes.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Pero a lo mejor esa no es la actitud adecuada. [pause]A lo mejor no hay que plantearlo centrándose tanto en las limitaciones.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Son de plástico, nada más.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "A lo mejor cuando aceptamos que lo imposible puede suceder [pause]es cuando permitimos que suceda, [pause]¿lo pillas?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Me pregunto qué les parecerá su vida a los habitantes de Villapuerto que han nacido aquí.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Porque, a ver, este mundo es el único que han conocido ellos.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Y, sin embargo…, la gente como nosotros no dejan de hablarles de otros mundos llenos de gente y de sitios curiosos.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "¡Seguro que les cuesta un montón imaginarse de qué hablamos!", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Supongo que son dos formas muy distintas de ver el pueblo.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Pero, por otra parte, [pause]ellos están mucho más acostumbrados a los monstruos, que aquí son de lo más normal.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "¿Qué dices?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "«La flecha del tiempo solo se mueve hacia delante, Kayleigh».", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "La flecha de… ¿qué?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Ah, no, es una cosa que solía decir mi padre.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Supongo que significa que el tiempo no deja de avanzar… Que no podemos dar marcha atrás y cambiar nuestros errores, así que no debemos vivir en el pasado.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Aunque queramos…", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "…", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "¡Eso quiere decir que deberíamos ir pensando en la próxima etapa de nuestra aventura! Al fin y al cabo, ¡la flecha del tiempo solo se mueve hacia delante, {player}!", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Conque…[/wave] [pause]ahora es Meredith, [pause]¿eh?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Eso sí, un consejo de amiga… [pause]A lo mejor no te [wave amp=30 freq=10]conviene[/wave] decirle que no es la única chica de la isla a la que has besado.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Ah, ¿te has enterado?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Espero que no te siente mal…", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Supongo que, cuando me [wave amp=30 freq=10]besaste[/wave], no acabé de entender bien lo que significaba eso para «nuestra» relación.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "¡Pero no pasa nada! Tampoco es que me hubieras prometido nada, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Nada más.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "¡Pero no pasa nada! Tampoco es que me hubieras prometido nada, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Nada más.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "¡Pero no pasa nada! Tampoco es que me hubieras prometido nada, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Nada más.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Meredith y tú hacéis buenas migas. Me encajáis bien como pareja.", - "GAME_OVER_FIRST_PENSBY1.f": "Ah, ya te has despertado. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", - "TUTORIAL1_PART1_KAYLEIGH9": "Vamos a revisar el camino para asegurarnos de que no hay peligro.", - "TUTORIAL1_PART1_KAYLEIGH10": "Toma, aquí tienes la llave de las puertas.", - "TUTORIAL1_PART2_KAYLEIGH1.m": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Si no hay otro remedio…", - "TUTORIAL1_PART2_KAYLEIGH1.f": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "¡Lo estoy deseando!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", - "CLEMENCE_INTRO3": "Adelante, pregúntame lo que quieras, que no tengo prisa.", - "CLEMENCE_INTRO1.n": "¡[i]Bonjour[/i]! [pause]No suele venir mucha gente nueva por aquí, ¡y menos aún chiques tan guapes como tú!", - "OUTSKIRTS_3_-1_GIFTER1.m": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿a que sí?", - "OUTSKIRTS_3_-1_GIFTER1.f": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿a que sí?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ay. Y veo que la criminalidad también está por las nubes…[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "Con eso puedes rebobinar en cualquier momento cualquier cinta de monstruo que tengas. Procura no correr riesgos innecesarios, ¿eh?", - "OUTSKIRTS_3_-1_GIFTER2": "¡Ah! ¿Es un walkman lo que tienes en la mano? Pues toma, para ti.", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡El valor del suelo en los alrededores del parque está por las nubes![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "¡Gracias por venir! ¡Vuelve mañana, que seguro que tendré alguna nueva!", - "HARBOURTOWN_MERCHANT_2": "¡Un placer hacer negocios contigo! Vuelve mañana, ¡que me habrán llegado pegatinas nuevas!", - "HARBOURTOWN_MERCHANT_1": "¿Buscas alguna pegatina nueva que les dé ventaja en combate a tus formas de monstruo? ¡Pues no busques más!", - "HARBOURTOWN_MERCHANT_3": "¡He estado diseñando unas pegatinas de apoyo totalmente nuevas! ¿Quieres echarles un vistazo?", - "HARBOURTOWN_MERCHANT_5.m": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", - "HARBOURTOWN_MERCHANT_4.f": "¡Gracias por venir! ¡Vuelve mañana, que seguro que tendré alguna nueva!", - "HARBOURTOWN_MERCHANT_4.n": "¡Gracias por venir! ¡Vuelve mañana, que seguro que tendré alguna nueva!", - "TUTORIAL4_PART3B_KAYLEIGH14": "No sabemos lo que son, y nadie ha visto ninguno desde hace mucho tiempo.", - "TUTORIAL4_PART3B_KAYLEIGH13": "Pero esos otros seres…, [pause]como ese contra el que hemos luchado… [pause]Esos nos siguen pareciendo arcángeles.", - "TUTORIAL4_PART3B_KAYLEIGH15": "Al mirar a esa cosa mientras luchábamos contra ella… Me cuesta explicarlo…", - "TUTORIAL4_PART3B_KAYLEIGH16": "Era como si no la estuviera viendo bien… Como si intentara ver una película con unos prismáticos, o algo así…", - "TUTORIAL4_PART3B_KAYLEIGH17": "¡Ah, qué tonta, perdona! [pause]¡Estoy dando demasiadas cosas por sentadas!", - "LEVEL_WARNING_dog.v3": "Parece que Perry tiene miedo de algo. A lo mejor es que los monstruos de esta zona son demasiado fuertes…", - "LEVEL_WARNING_dog.v2": "Perry está un poco acobardado. ¿Será que los monstruos de la zona le parecen demasiado fuertes?", - "INTERDIMENSIONAL_POST_BYE1": "Pues ya está todo. Espero que tenga sentido para ti.", - "INTERDIMENSIONAL_POST_BYE3": "¡Cuídate!", - "INTERDIMENSIONAL_POST_BYE2": "Ni te imaginas la de gente a la que le da por pensar que se está volviendo majara cuando la visito.", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]Comprobando…[/wave]", - "POSTBOX_INTERACT1": "¡Es un buzón! [pause]Qué raro que esté aquí dentro; ¿cómo van a llegar las cartas?", - "POSTBOX_INTERACT2": "¿Quieres comprobarlo de todas formas? Si lo haces, te conectarás a internet.", - "POSTBOX_ERROR_TIMEOUT": "Se ha agotado el tiempo de conexión.", - "POSTBOX_ERROR_CONNECT": "No se ha podido conectar ({0}).", - "POSTBOX_ERROR_NETWORK": "Ha habido un error de la red ({0}).", - "POSTBOX_ERROR_CLIENT": "Ha habido un error del cliente ({0}).", - "POSTBOX_ERROR_UNKNOWN": "Ha habido un error desconocido ({0}).", - "POSTBOX_EMPTY": "El buzón está vacío.", - "POSTBOX_KEYPAD": "Sin embargo, hay un teclado en la parte trasera… ¿Quieres introducir un código?", - "POSTBOX_MESSAGE_FOUND": "¡Hay un mensaje para ti!", - "POSTBOX_MESSAGE_FOUND_SENDER": "¡Hay un mensaje para ti de {sender}!", - "POSTBOX_MESSAGE_BODY": "«{body}»", - "POSTBOX_PACKAGE_FOUND": "¡Hay un paquete para ti!", - "POSTBOX_ENTER_CODE": "Introduce el código", - "PLANTER_INTERACT1": "¿Quieres plantar un brote con las herramientas de jardinería?", - "PLANTER_NO_QUEST": "¡Es una jardinera! Pero no tiene nada plantado.", - "PLANTER_INTERACT2_OPTION1": "Arbusto frondoso", - "PLANTER_INTERACT2": "Elige un brote:", - "PLANTER_INTERACT2_OPTION2": "Cerezo", - "PLANTER_INTERACT2_OPTION3": "Rosas rojas", - "PLANTER_INTERACT2_OPTION4": "Orquídeas pálidas", - "PLANTER_INTERACT2_OPTION5": "Lavanda", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "¿Los hurones, eh? [pause]¡La opción favorita de los indecisos!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Demasiado pequeño para ser un perro, [pause]demasiado alargado para ser un gato…", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "¡Una respuesta bastante rara, pero te la doy por buena!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "¿Tú crees que… Nueva Wirral nos puede cambiar físicamente?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Me parece que prefiero el olor del café a su sabor.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Esto a lo mejor te suena raro, pero…", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "¡No, a ver, me flipa el café!", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Pero por el olor siempre te da la sensación de que va a estar mucho más bueno…", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "O sea, [pause]cuando llegamos aquí.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Mi cuerpo de Nueva Wirral no es igual que como era en mi «vida anterior».", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Me cuesta explicarlo con palabras…", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "No es exactamente igual.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "Es como si así fuera como aparezco en mis propios sueños, como me veo a mí misma.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Tampoco sé que va a pasar cuando… [pause]vuelva.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Echo un poco de menos los cafés en los que escribían tu nombre en el vaso.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Aunque a mí al menos casi nunca me lo escribían bien.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Siempre acababa teniendo que aguantarme con algo así como «Kaylee».", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Aquí estoy, pasando el rato en plena naturaleza con mi novia, que es un amor…", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Eso sí, el café de Clémence es mil veces mejor que el de cualquier cadena. [pause]No sé yo si seré capaz de acostumbrarme otra vez al café normal si es que alguna vez consigo volver a casa.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Una vez me escribieron «Carol». [pause][pause]Ahí es que ni se acercaron.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Aquí estoy, pasando el rato en plena naturaleza con mi novio, que es un amor…", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Cuando vivía en Valdellanto, Dorian tenía un montón de planes grandiosos para la comunidad…", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "La verdad es que no me puedo quejar, ¿no te parece?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Cuando era pequeña, acampaba muy a menudo. ¡Hay un montón de sitios buenísimos en Irlanda para acampar!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Aquí estoy, pasando el rato en plena naturaleza con mi novie, que es un amor…", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Mi padre cogía el coche y nos íbamos los dos al campo a ver las estrellas.", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Acampar contigo me da nostalgia de aquellos días.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Esto a lo mejor te suena raro, [pause]pero…", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "A veces creo que la gente confunde estar «entusiasmada» con estar «feliz».", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "No sabía yo que una parte importante de una relación era tomar tantos cafés.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "Y yo estaba entusiasmada por poder ser parte de aquello. [pause]Sentía que estaban pasando muchas cosas y me alegraba formar parte de todo eso.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Creo que, en aquel momento, pensé que eso me estaba haciendo feliz. [pause]Pero… [pause]no creo que lo que sentía fuera felicidad.", - "INTRO_KAYLEIGH35": "Y, además, ¡aquí estamos seguros! Bueno, si obviamos los monstruos, claro…", - "INTRO_KAYLEIGH35_OPTION1": "¿Como el que nos ha atacado antes?", - "INTRO_KAYLEIGH35_OPTION2": "¿Porque tenemos walkmans?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "En Villapuerto hay comida de sobra; lo que nos falta es variedad.", - "HARBOURTOWN_NPC_6_DIALOGUE2": "Hace siglos que no me como un buen plato de pato laqueado…", - "HARBOURTOWN_NPC_7_DIALOGUE3": "Eso sí que era vida.", - "HARBOURTOWN_NPC_7_DIALOGUE1": "La vida en Villapuerto es muy tranquila, [pause]pero echo de menos vivir en la ciudad…", - "HARBOURTOWN_NPC_7_DIALOGUE2": "Cambiar de un metro agobiante a otro, [pause]comprar comida cara en el supermercado, [pause]dejarme la mayor parte del sueldo en pagar el alquiler…", - "HARBOURTOWN_NPC_8_DIALOGUE1": "Buf… [pause]Buf… [pause][pause]Tengo que ir aún más rápido para que no me alcancen esos cangrejos monstruosos…", - "HARBOURTOWN_NPC_8_DIALOGUE2": "Buf… [pause]Buf… [pause][pause]Ni siquiera a mi velocidad máxima podría correr más que esos monstruos bala.", - "HARBOURTOWN_NPC_8_DIALOGUE4": "Buf… [pause]Buf… [pause][pause]Para que no me pillen las serpientes enmascaradas, necesito correr aún más.", - "HARBOURTOWN_NPC_8_DIALOGUE3": "Buf… [pause]Buf… [pause][pause]Tengo que mejorar la resistencia si quiero dar esquinazo a esos diablillos con botas.", - "HARBOURTOWN_NPC_8_DIALOGUE5": "Buf… [pause]Buf… [pause][pause]Si no soy capaz de correr más, no podré dejar atrás a esas polillas gigantes.", - "HARBOURTOWN_NPC_13_DIALOGUE4": "Podría cruzarlo, [pause]pero es que ahora ya me he acostumbrado a quedarme aquí.", - "HARBOURTOWN_NPC_8_DIALOGUE6": "Oye, pues… [pause]yo diría que está mejorando mi capacidad para correr distancias largas. [pause]¡Mi trabajo está dando frutos!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "Desde hace un tiempo, los guardas nos han estado dando ropa del centro comercial abandonado que hay al norte. [pause]Yo solo tengo que lavarla y remendarla.", - "HARBOURTOWN_NPC_9_DIALOGUE1": "Me gustaría poder decir que toda mi ropa está hecha en Villapuerto, [pause]pero…", - "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe es mi heroína. [pause]¿Sabías que fue la primera persona de la isla en grabar un monstruo con un walkman?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe es mi guarda de élite favorita, [pause]pero los demás también son unos figuras.", - "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil es la que más a la moda viste de [wave amp=30 freq=10]todos[/wave] los guardas.", - "HARBOURTOWN_NPC_10_DIALOGUE3": "Me han dicho que hay un guarda de élite que es un robot… [pause]Yo no me lo creo.", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "¿Qué tal le va hoy a [wave amp=30 freq=10]mi mayor admiradore[/wave]?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "¿Qué tal le va hoy a [wave amp=30 freq=10]mi mayor admiradora[/wave]?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "Ah, [pause]otra vez tú. [pause]Perdona, tengo cosas que hacer.", - "HARBOURTOWN_NPC_3_DIALOGUE3": "Eh… [pause]Lo siento, pero tengo trabajo. [pause]Mucho trabajo.", - "HARBOURTOWN_NPC_3_DIALOGUE2": "… [pause]Eh… ¿Te conozco de algo?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "Eh… [pause]Creo que me estás confundiendo con otra persona. [pause]No me suenas de nada.", - "HARBOURTOWN_NPC_3_DIALOGUE6": "… [pause]Hola de nuevo. [pause]Es un detalle que vengas a verme.", - "HARBOURTOWN_NPC_3_DIALOGUE8": "Aquí, a veces cuesta un poco hacer amigos. [pause]No tengo mucho en común con… [pause]Bueno, [pause]con nadie. [pause]Este sitio es así.", - "HARBOURTOWN_NPC_3_DIALOGUE7": "Perdona si he sido un poco borde contigo antes. [pause]Es que me cuesta abrirme a los desconocidos. [pause]Pero ahora ya nos conocemos, ¿no?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "Oye… [pause]No te he preguntado cómo te llamas. [pause]¿{player}? [pause]Pues espero que te vaya todo bien, {player}.", - "HARBOURTOWN_NPC_3_DIALOGUE10": "Eh… [pause]Me… [pause]alegro de volver a verte, {player}.", - "HARBOURTOWN_NPC_4_DIALOGUE1": "Te ha pillado de nuevas todo el rollo ese de «usar cintas para transformarse» y tal, ¿eh? [pause]Te voy a dar un consejo.", - "HARBOURTOWN_NPC_4_DIALOGUE2": "La clave está en no pararse a pensar en cómo funciona. [pause]Lo mires por donde lo mires, no tiene sentido.", - "HARBOURTOWN_NPC_4_DIALOGUE3": "Pero el caso es que [wave amp=30 freq=10]funciona[/wave]. [pause]Así que déjate llevar.", - "HARBOURTOWN_NPC_5_DIALOGUE1": "¿Has llegado hace poco? [pause]Yo ya llevo aquí 20 años.", - "HARBOURTOWN_NPC_5_DIALOGUE3": "Yo, por ejemplo, [pause]ya ni siquiera [wave amp=30 freq=10]me sorprendo[/wave] por el hecho de vivir en una isla llena de monstruos gigantes.", - "HARBOURTOWN_NPC_5_DIALOGUE2": "Al final, te acabas acostumbrando a lo raro y absurdo que es todo aquí.", - "HARBOURTOWN_MERCHANT_6": "¡Vuelve mañana y tendré unas cuantas pegatinas nuevas!", - "HARBOURTOWN_MERCHANT_5.n": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", - "HARBOURTOWN_MERCHANT_5.f": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", - "HARBOURTOWN_MERCHANT_NAME_1": "Vendedor de pegatinas ofensivas", - "HARBOURTOWN_MERCHANT_NAME_2": "Ayudante de vendedor de pegatinas", - "STICKER_MERCHANT_NOTE1": "El vendedor que lleva este puesto ha dejado una nota.", - "HARBOURTOWN_MERCHANT_NAME_3": "Vendedor de pegatinas pasivas", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "¡Ah, [pause]la chica nueva! [pause]¡Me alegro de volver a verte!", - "STICKER_MERCHANT_NOTE2": "«Me he ido a la cueva del parque en busca de inspiración. Si no he vuelto a mediodía, ¡enviad ayuda!».", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Lo siento, chica, [pause]pero ahora no se puede usar el montacargas. Le estoy haciendo una puesta a punto, que buena falta le hacía.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Lo siento, chico, [pause]pero ahora no se puede usar el montacargas. Le estoy haciendo una puesta a punto, que buena falta le hacía.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Lo siento, chique, [pause]pero ahora no se puede usar el montacargas. Le estoy haciendo una puesta a punto, que buena falta le hacía.", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "¿Eres nuevo en la isla? [pause]¡Se te nota en la cara!", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "¿Eres nueva en la isla? [pause]¡Se te nota en la cara!", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "¿Eres nueve en la isla? [pause]¡Se te nota en la cara!", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "¡Ah, [pause]el chico nuevo! [pause]¡Me alegro de volver a verte!", - "HARBOURTOWN_STATION_KAYLEIGH8": "¿Me oyes, {player}? ¡Este no es nuestro fin! ¡Ni hablar!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "¡Vamos a luchar contra esa cosa, y lo vamos a hacer COMO UN SOLO SER!", - "HARBOURTOWN_STATION_KAYLEIGH9": "¡Me niego!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "¡Vamos a luchar contra esa cosa, y lo vamos a hacer COMO UN SOLO SER!", - "HARBOURTOWN_STATION_KAYLEIGH11": "¿Cómo… [pause]hemos…?", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "No lo sé…", - "HARBOURTOWN_STATION_MORGANTE12": "YA BASTA. ESCASO ES EL TIEMPO QUE ME QUEDA.\\n\\n¿POR QUÉ HAS VENIDO A ESTE LUGAR TAN HORRIBLE?", - "HARBOURTOWN_STATION_MORGANTE13": "YA VEO.\\n\\nEXISTE UNA MANERA. NADIE EXCEPTO YO CONOCE EL CAMINO.", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "¡Quiero escapar de esta isla!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "¡Quiero volver a casa!", - "GAME_OVER_FIRST_PENSBY1.n": "Ah, ya te has despertado. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", - "GAME_OVER_EUGENE1.m": "¡Y vuelve a estar listo para el combate! Vamos, {player}, al lío.", - "CAPTAIN_READY_CHECK.f": "¿Quieres combatir con {pawn}?", - "CAPTAIN_WALLACE_POST_REWARD1": "Me encontré ese material inusual mientras examinaba el parque para un proyecto inmobiliario. Si vas al ayuntamiento, podrás cambiarlo por cosas muy guais.", - "CAPTAIN_WALLACE_POST_BATTLE2": "Buen trabajo. Toma, te lo has ganado.", - "CAPTAIN_WALLACE_INTRO1": "¿Quieres saber qué es lo que [wave amp=30 freq=10]de verdad[/wave] nos diferencia de los monstruos?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres la nueva aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres le nueve aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "En ese caso, ¡vamos al lío! [pause]Si crees que voy a cortarme porque eres guarda de élite, te equivocas. ¡Prepárate para un [shake rate=30 level=10]gran combate![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "No tienes ganas de fiesta, ¿eh? [pause]No pasa nada, ¡lo entiendo!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "¡Saludos de nuevo! [pause]¿Has venido a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ooooh[/wave], ¡no hacía falta!", - "CAPTAIN_DREADFUL_POST_BATTLE1": "Me has impresionado. [pause]No he podido evitar tu victoria ni abandonando este plano de existencia mortal.", - "CAPTAIN_DREADFUL_POST_BATTLE2": "¡Esta es tu recompensa por haber derrotado a la [wave amp=30 freq=10]inmortal Agnes Pectro[/wave]!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "¡Saludos de nuevo! [pause]¿Has venido a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ooooh[/wave], ¡no hacía falta!", - "CAPTAIN_DREADFUL_POST_REWARD2": "No [wave amp=30 freq=10]tengo muy claro[/wave] qué significa esa frase, la verdad, [pause]pero parece algo muy profundo.", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "¡Saludos de nuevo! [pause]¿Has venido a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ooooh[/wave], ¡no hacía falta!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestro nuevo[/wave] guarda de élite! [pause]¿Has venido a darle a esta chica una noche inolvidable?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "¡Fantástico! [pause]¡Vamos a subir la presión atmosférica!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestra nueva[/wave] guarda de élite! [pause]¿Has venido a darle a esta chica una noche inolvidable?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestre nueve[/wave] guarda de élite! [pause]¿Has venido a darle a esta chica una noche inolvidable?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "O puede que sea otra cosa. [pause]¿Acaso has venido a que tengamos otro asalto?", - "CAPTAIN_GLADIOLA_INTRO3": "Desconocemos muchas cosas de este purgatorio en el que estamos atrapados.", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "No tienes ganas de fiesta, ¿eh? [pause]No pasa nada, ¡lo entiendo!", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "¡Muy bien! [pause]Ya que somos iguales, ¡te aseguro que esta vez no pienso andarme con chiquitas!", - "CAPTAIN_DREADFUL_POST_REMATCH2": "Aunque… no tengo muy claro cuál es dicha lección. [pause]Te dejaré esa parte a ti.", - "CAPTAIN_DREADFUL_POST_REMATCH1": "Pues parece que has vuelto a ganar. ¡Supongo que ambos tenemos una lección que aprender de todo esto!", - "CAPTAIN_LODESTEIN_INTRO5": "¿Quieres que te cuente un secreto? [pause]Gestionamos toda la red eléctrica del pueblo a través de estas columnas, pero, en realidad, [wave amp=30 freq=10]no tenemos ni idea[/wave] de cómo funcionan.", - "CAPTAIN_LODESTEIN_INTRO4": "Soy Ray O'Farrell. [pause]Colaboro con los guardas para mantener la luz encendida.", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Si tantas ganas tienes de ayudar en la isla, ¿por qué no vas a hablar con Ianthe? A estas horas, supongo que estará en el parque de Nueva Wirral.", - "CAPTAIN_LODESTEIN_INTRO7": "Obviamente, en la Tierra no funcionarían. [pause]Ni por asomo. [pause]La atmósfera de la Tierra no funciona así.", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Bueno, dejemos la charla científica. [pause]Si no me equivoco, has venido a afrontar mi desafío de guarda de élite.", - "CAPTAIN_LODESTEIN_INTRO6": "Mi teoría, tan válida como cualquier otra, es que Nueva Wirral tiene una especie de electricidad subyacente y que estas columnas la conducen y almacenan…", - "CAPTAIN_CLEEO_INTRO4": "¿Meter la moneda?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]¡Soy Cle-0 y soy la mecanoide que atenderá tu mesa durante esta noche![/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]¿Cómo es posible que mis creadores fuesen tan cazurros como para cometer semejante error de diseño? [pause][shake rate=30 level=10]¡¿Acaso tenían miedo de que me rebelase y les hiciese frente, tal y como se merecían?![/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Perdona, no pretendía ponerme violenta… [pause]Ianthe me ha estado animando a que afronte mi resentimiento hacia la humanidad de manera sana y saludable.[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Seguro que no te esperabas que una cachivache como yo pudiese reproducir cintas, ¿a que no? [pause]Resulta que soy una gran estratega gracias a todos los datos de juego que tengo en mis bancos de memoria.[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]En fin, soy Cle-0. [pause]Soy una de las guardas de élite de Nueva Wirral.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "¡[shake rate=30 level=10]Lo que sí sé[/shake] es que el hermano Cooper ha descubierto una forma diferente de salir de Nueva Wirral!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "O eso dicen. [pause]Ninguna de las dos canciones está disponible en Nueva Wirral, así que no puedo saber si me están tomando el pelo…", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "No te pases mucho conmigo, ¿vale? Que acabo de entrar en la secta esta de los Hijos del Llanto y no quiero quedar mal delante del resto.", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Un segundo, déjame echarle un ojo al manual, a ver si pone qué debo hacer cuando me derrotan.", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Quería entrar en una secta, no que me aplastaran como a un insecto…", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "¡Je, je! ¡Siempre he querido unirme a una secta maligna! ¡Es mi momento!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Bueno, creo que te las apañarás…", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "¡Guau!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "¡Oye, tú! ¡Este lugar no es seguro!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Si lo piensas fríamente, tuvieron que morir billones de humanos para que la especie sobreviviera y evolucionara hasta su estado actual. La naturaleza es una bestia implacable y sedienta de sangre.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Hala…[/wave] [pause]Perdóname, es que me he dejado llevar por mi cinta de pomebomba.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Bueno, ahora a ver si me acuerdo de dónde enterré aquel hueso…", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Dicen que esto antes era un río, ¡así que he venido a llenarlo de nuevo!", - "OVERWORLD_4_-5_BATTLER_NAME": "Thomas Cota", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "La tierra cuidará de todos nosotros si se lo permitimos.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Listo para un poco de [shake rate=30 level=10]heavy metal[/shake]?", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Aj, tengo la garganta sequísima… Perdóname, ecosistema, pero primero tengo que rellenarme yo.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Lista para un poco de [shake rate=30 level=10]heavy metal[/shake]?", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Liste para un poco de [shake rate=30 level=10]heavy metal[/shake]?", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Colega, me has dado más palos que a una [wave amp=30 freq=10]batería[/wave]…", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Pensaba que la tierra se pondría de mi parte…", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "No podemos depositar nuestras esperanzas en que una fuerza externa nos salve, y mucho menos un planeta temperamental, despiadado e indiferente.", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "¡Los humanos debemos cuidarnos unos a otros, porque nadie más lo hará!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Hay un campamento cerca de aquí, pero, primero, ¡vamos a ver de qué pasta estás heche!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Hay un campamento cerca de aquí, pero, primero, ¡vamos a ver de qué pasta estás hecha!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Hay un campamento cerca de aquí, pero, primero, ¡vamos a ver de qué pasta estás hecho!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "¡Oye![pause] ¿Podrías colocarte sobre este botón un momento?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Si sigues hacia el oeste, acabarás llegando al campamento. ¡No tiene pérdida!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Unos dicen que, si te colocas sobre los botones en el orden correcto y sigues todos los letreros, te llevarán a un tesoro.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Este es uno de esos «letreros móviles» de los que tanto hablan los guardas.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Otros dicen que solo te conducen a un bucle interminable.", - "DIOGENES_NAME": "Diógenes", - "DIOGENES_POST_BATTLE": "Si ese imbécil de Platón pudiera ver esta isla… Conque «el hombre es un bípedo implume», ¿eh? ¡Y un cuerno!", - "DIOGENES_PRE_BATTLE": "¡He aquí un hombre!", - "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "¿Te he hecho saltar del susto?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Tengo que mejorar lo de saltar sobre mis víctimas…", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "¿Te he hecho saltar del susto?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "¿Te he hecho saltar del susto?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "¿Sabías que los relojsley y los ratiovivo son enemigos naturales?", - "DIVEAL_KEEPER_POST_BATTLE2": "Bueno, ya puestos, ¿por qué no grabas uno de mis focarinista? ¡Puedes nadar gracias a sus habilidades!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Puede ser que los relojsley y los ratiovivo no hagan un buen equipo por ser enemigos naturales.", - "ZHUANGZI_POST_BATTLE2": "Ya no sé si era un hombre soñando que era un antifolilla o si ahora soy un antifolilla soñando que soy un hombre.", - "ZHUANGZI_POST_BATTLE1": "¿Eh? Ah…", - "ZHUANGZI_NAME": "Zhuangzi", - "DIVEAL_KEEPER_NAME": "Emma Rina", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helado[/wave].", - "DIVEAL_KEEPER_POST_BATTLE1": "Ay, se me ha acabado el oxígeno…", - "DIVEAL_KEEPER_PRE_BATTLE1": "Mis focarinista te han cogido mucho cariño.", - "DIVEAL_KEEPER_PRE_BATTLE2": "¡Es mi deber luchar contra ti para proteger mi posición dominante ante ellas!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ay, tú sí que me has descongelado los bienes…[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Si te saltas algún pago de la hipoteca, ¡te congelaremos los bienes![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Vine porque me dijeron que aquí había un banco, pero yo lo único que veo es un montón de peces.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Nuestras ofertas están que arden! Solo por tiempo limitado, te hacemos un 100 % de descuento… ¡en tu barra de vida![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bueno, bueno, bueno… No doy crédito…[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ay… Gracias por la… compra.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ay… Gracias por la… compra.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helade[/wave].", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ay… Gracias por la… compra.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helada[/wave].", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Carámbanos…[/wave]", - "DARWIN_NAME": "Darwin", - "DARWIN_PRE_BATTLE2": "¡A transformarse, pues!", - "DARWIN_POST_BATTLE1": "Creía que habíamos dejado de buscar monstruos debajo de la cama cuando nos dimos cuenta de que estaban dentro de nosotros.", - "DARWIN_PRE_BATTLE1": "Esta isla me ha enseñado que no es el más fuerte de la especie el que sobrevive, ni el más inteligente, sino el que mejor se adapta al cambio.", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", - "DARWIN_POST_BATTLE2": "Pero, entonces, ¿qué dice eso de esta isla? ¿Acaso estos monstruos son los que hay dentro de Dios? ¿O es que, simplemente, estamos debajo de su cama, ocultos y olvidados desde hace tiempo?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Somos el mismo, pero de mundos diferentes. Al parecer, vivimos vidas idénticas hasta que llegamos aquí.", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "Por mucho que nos parezcamos, ¡no somos gemelos!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "Por mucho que nos parezcamos, ¡no somos gemelos!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "¿Conoces el camino de vuelta al bosque de Rendlesham?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "En ese caso, supongo que estoy atrapada.", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Perdí de vista mi unidad cuando peinábamos los bosques cercanos a nuestra base en el condado de Suffolk. Me separé de ellos en un momento de distracción y acabé aquí. No sé cómo.", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "¿Quieres saber de dónde vienen las cintas? ¡Pues primero tendrás que derrotarme!", - "DECARTES_NAME": "Descartes", - "DECARTES_POST_BATTLE": "He cometido todos los errores que se podían cometer y, sin embargo, nunca he dejado de esforzarme.", - "DECARTES_PRE_BATTLE": "No basta con tener una buena cinta; lo principal es aplicarla bien.", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡No había tanta prisa por adquirir propiedades desde que Nyxon abolió el patrón lloro![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]Por muy novedosa que sea la economía de favor y trueque de Nueva Wirral, no va a durar.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Los terratenientes estamos aquí para contribuir a que Nueva Wirral se convierta en un país desarrollado. El primer paso es implantar una moneda de curso legal.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La población de Nueva Wirral sigue creciendo, pero nadie ha pensado en construir nuevas viviendas. Es una oportunidad de oro.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]Por el momento, la opción que más adeptos tiene entre los terratenientes es vincularla al valor del alma, un recurso extremadamente escaso en el lugar del que venimos.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Si así lo deseas, puedes depositar tu alma con nosotros para obtener, a cambio, dinero contante y sonante.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Al fin y al cabo, ¿qué sentido tiene si la clase alta no puede imprimir billones de favores a partir de la nada?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Capital! No hay nada más importante. Da igual que se trate de una pena, un pecado o una inversión. ¡Compra ya![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]¡No podrás poner punto final a nuestras actividades![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "Tanto las cintas como los walkmans vienen del centro comercial que se encuentra más adelante. ¡Apareció de la nada hace apenas unos años! Eso sí, los guardas van allí a menudo a aprovisionarse, así que no creo que quede ya mucho.", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Aunque he oído que está embrujado… ¿Tú qué opinas?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Madre mía, tienes el aura hecha un asco. ¿Estás enfermo?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Madre mía, tienes el aura hecha un asco. ¿Estás enferma?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "A fin de cuentas, igual no era cosa de tu aura. Igual es que no veo tres en un burro…", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Madre mía, tienes el aura hecha un asco. ¿Estás enferme?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "¿No? ¡Pues deberías!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Pero ¿qué problema tienes? ¡Es totalmente legal! Al fin y al cabo, no son más que inquilinos… [pause]Nos pertenecen.[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]En estos momentos, hay una familia viviendo en ella, pero podemos echarla para hacerte sitio… [pause]¿A qué viene esa cara?[/wave]", - "ARISTOTLE_NAME": "Aristóteles", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "No recuerdo a este tipo, pero parece que él sí se acuerda de mí…", - "ARISTOTLE_PRE_BATTLE": "Si la felicidad es una actividad conforme a la virtud, es razonable que sea conforme a la virtud más excelente, ¡y esa es la virtud que se demuestra en combate!", - "ARISTOTLE_POST_BATTLE": "¡Ay! La meta de los sabios no es asegurar el placer, sino evitar el dolor.", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para un comprador primerizo como tú![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para una compradora primeriza como tú![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para une compradore primerice como tú![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡También podemos proporcionarte liquidez para la compra de tu vivienda![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]¡A los terratenientes también nos gusta darnos un buen chapuzón! Siempre y cuando no sea en agua bendita, claro…[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "¿No te parece que estas estatuas de trafikangrejo son un poco raras?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Estoy en mitad de una investigación importante, ¡aparta!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "¡No me preguntes dónde guardo mis cintas!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "¡Guardo las cintas en una mochila impermeable, obviamente!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Me encanta que la gente me cuente los llamados «sucesos del cisne negro» que ocurrieron en su mundo.", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "He oído historias de todo tipo: revueltas fascistas, pandemias, guerras mundiales, cambios climáticos descontrolados, catástrofes ecológicas por los microplásticos…", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Je. Imagínate un mundo en el que pasase todo eso al mismo tiempo. ¡Sería la ruina!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Los «sucesos del cisne negro» son grandes acontecimientos históricos que ocurren por sorpresa y lo cambian todo.", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Mi «suceso del cisne negro» favorito es la guerra entre humanos y tiburones de 2023. ¡Se veía venir a leguas!", - "COMMUNE_CULTIST_1_NAME": "Sectario perspicaz", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "¿Qué hacéis aquí? ¿Por qué no estáis en…?", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "Espera, [pause]¡¿eres tú, Kayleigh?! ¡Maldita desertora!", - "COMMUNE_CULTIST_1_POST_BATTLE": "Aj… [pause]Desertora…", - "COMMUNE_CULTIST_1_FRIENDLY3": "Ya sabes, esas cosas se te pueden ir de las manos.", - "COMMUNE_CULTIST_1_FRIENDLY2": "No es nada personal, es que estábamos empeñados en intentar ascender a la divinidad.", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Venga, es mejor seguir adelante.", - "COMMUNE_CULTIST_1_FRIENDLY1": "Disculpad nuestra hostilidad anterior.", - "COMMUNE_CULTIST_2_NAME": "Sectaria mosqueada", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "¿Qué estará tramando Dorian? Me preocupa…", - "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian ya contaba con que hubiera imprevistos antes de la ceremonia, ¡así que he estado vigilando!", - "COMMUNE_CULTIST_2_POST_BATTLE": "Tengo que… [shake rate=30 level=10][pause]seguir… [pause]vigilando…[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "Bah, qué timo.", - "COMMUNE_CULTIST_2_FRIENDLY1": "¿Así que el «dios serpiente» del hermano Dorian no era más que un monstruo de pacotilla?", - "COMMUNE_CULTIST_3_NAME": "Sectario impaciente", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "¡Alto ahí! ¿Qué hacéis sin vuestra túnica?", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "¡No me sonáis! ¡¿Habéis venido a sabotear la ceremonia?!", - "COMMUNE_CULTIST_3_POST_BATTLE": "No lograréis… [pause][shake rate=30 level=10]pararnos[/shake]…", - "COMMUNE_CULTIST_3_FRIENDLY2": "Tal vez me dedique a otra cosa…, como a la carpintería…", - "COMMUNE_CULTIST_3_FRIENDLY1": "Al final, el camino de los Hijos del Llanto solo conduce a un callejón sin salida, ¿eh?", - "COMMUNE_CULTIST_4_NAME": "Sectaria preocupada", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "¿E-eres un intruso?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "¿E-eres una intrusa?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "¡Dorian se va a cabrear conmigo si no te paro los pies!", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "¿E-eres une intruse?", - "COMMUNE_CULTIST_4_FRIENDLY1": "Así que los «arcángeles» viven en las profundidades de la isla… y no sienten afecto alguno por la humanidad…", - "COMMUNE_CULTIST_4_POST_BATTLE": "Ahora sí que la he liado…", - "COMMUNE_CULTIST_4_FRIENDLY2": "¡Eso me da aún más miedo que Dorian!", - "COMMUNE_CULTIST_5_NAME": "Sectaria amable", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "¡Hola, colegas!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "Por desgracia, debo defender nuestra comuna de los forasteros, por orden del [wave amp=30 freq=5]dios serpiente[/wave].", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "¡Pero os juro que no es nada personal!", - "COMMUNE_CULTIST_5_FRIENDLY1": "Imagino que ahora que vamos a intentar integrarnos más con el resto de la isla…", - "COMMUNE_CULTIST_5_POST_BATTLE": "Nada… [pause]personal…", - "COMMUNE_CULTIST_5_FRIENDLY2": "¡Tendré que esforzarme en conectar más con la gente!", - "COMMUNE_CULTIST_6_NAME": "Sectario estridente", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]¡¡¡Nuestro deber como Hijos del Llanto es ahuyentar a los forasteros!!![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]¡¡¡Vosotros no vestís los hábitos de los Hijos de Llanto…!!![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, debéis desaparecer!!![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, debéis desaparecer!!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastero!!![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "Hermano Cooper… Lo siento…", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, debéis desaparecer!!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastere!!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastera!!![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "Sectario introspectivo", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "¿Sabías que el poder transformador de las cintas alberga una enorme carga simbólica?", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]¡¡¡Es que nos dejamos llevar más de la cuenta!!![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "Los cuatro lados de su forma rectangular se corresponden con los cuatro lados del ser humano…", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "Delante, detrás, izquierda y derecha.", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "De todas formas, igual debería estar intentando detenerte.", - "COMMUNE_CULTIST_7_POST_BATTLE": "Las cintas… son… interesantes…", - "COMMUNE_CULTIST_7_FRIENDLY1": "Las cintas tienen una cara A y una cara B…", - "COMMUNE_CULTIST_7_FRIENDLY2": "Al igual que la dualidad del ser humano…", - "COMMUNE_CULTIST_8_NAME": "Sectario tragaldabas", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "Caray, tanto excavar me ha abierto el apetito.", - "COMMUNE_CULTIST_8_POST_BATTLE": "Yo solo quiero… un sándwich…", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "¡Y ahora tengo que luchar contra ti con el estómago vacío! ¡Grrr!", - "COMMUNE_CULTIST_8_FRIENDLY": "¿Se come bien en Villapuerto? Pregunto de parte de mi estómago.", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "Tal vez vencerte le demuestre mi valía.", - "COMMUNE_CULTIST_9_NAME": "Sectaria disgustada", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "¡Y eso después de haberme dejado la piel [wave amp=30 freq=5]excavando[/wave]! ¡Soy la más [wave amp=30 freq=5]devota[/wave] de todos los Hijos del Llanto!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "No puedo creer que el hermano Cooper me haya asignado las guardias.", - "OFFICE_2_FELIX": "Me gusta la decoración que tenéis aquí. Es muy como de trabajo alienante y mal pagado.", - "COMMUNE_CULTIST_9_POST_BATTLE": "No… soy… digna…", - "COMMUNE_CULTIST_9_FRIENDLY1": "Sigo sin creerme que pusiera toda mi fe en el hermano Cooper solo para que, al final, acabase pulverizado.", - "COMMUNE_CULTIST_9_FRIENDLY2": "Qué vergüenza…", - "COMMUNE_CULTIST_MERCHANT_NAME": "Sectario vendedor", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Como parte del plan de integración cultural que ha propuesto la hermana Jacqueline…", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Muchas gracias, forastera.", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Ahora comerciamos oficialmente con forasteros. Por favor, échales un vistazo a nuestros artículos.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Muchas gracias, forastero.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Muchas gracias, forastere.", - "OFFICE_2_MEREDITH": "Mmm… ¿De dónde habrán sacado [wave amp=30 freq=20]todo esto[/wave] semejantes pringados?", - "OFFICE_2_KAYLEIGH": "¡No permitiremos que compréis toda Nueva Wirral!", - "OFFICE_2_VIOLA": "¡Vuestras viles maquinaciones concluyen aquí, bellacos!", - "OFFICE_2_EUGENE": "¡Perdón por la [wave amp=30 freq=20]interrupción[/wave]!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Los jóvenes de hoy en día sois muy cortos de miras… ¿De verdad no sois capaces de apreciar las oportunidades de inversión que podemos ofreceros?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]No querríais que os desahuciaran de vuestra casa, ¿verdad que no?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Como potenciales inquilinos, no os conviene enemistaros con la Asociación de Terratenientes.[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Si no abandonáis el lugar de inmediato, nos veremos obligados a desalojaros…[/wave]", - "OFFICE_4_KAYLEIGH": "¿Nos estás amenazando?", - "OFFICE_4_MEREDITH": "¿Cómo te atreves a decir algo así?", - "OFFICE_4_VIOLA": "La sangre que te corre por las venas ha de estar muy fría si eres capaz de proferir tales amenazas sin titubear.", - "OFFICE_4_EUGENE": "Si crees que puedes quitarnos algo [wave amp=30 freq=20]a nosotros[/wave], ¡[wave amp=30 freq=20]más te vale[/wave] evaluar mejor tu situación!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "¡Eugene se va a alegrar cuando se entere de que hemos mandado a paseo a estos payasos!", - "OFFICE_4_FELIX": "Vaya, ya veo que tu rollo son las amenazas y las indirectas.", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]¡No hay por qué luchar contra el progreso![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]Si Nueva Wirral tuviese un mercado inmobiliario regulado, ¡experimentaría un gran crecimiento![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "Le hemos dado lo suyo a esos agentes, ¿eh? ¡Eugene estará encantado!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "¡Otra oficina disuelta! ¡[wave amp=30 freq=10]Buen trabajo[/wave], {player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "¿Solo nos quedaba esa oficina por disolver? ¡Pues espero que [wave amp=30 freq=10]no vuelvan[/wave]!", - "OFFICE_POSTBATTLE_MEREDITH1": "¿[wave amp=30 freq=10]De verdad[/wave] intentan esos tíos comprar Nueva Wirral? Desde luego, no me arrepiento de haberles dado una paliza, vaya.", - "OFFICE_POSTBATTLE_MEREDITH3": "¡Otra oficina lista! Seguro que Eugene se alegrará de que hagamos su trabajo.", - "OFFICE_POSTBATTLE_MEREDITH2": "Me alegro de que [wave amp=30 freq=10]zurrarles a esos tipos[/wave] se considere un servicio público.", - "OFFICE_POSTBATTLE_MEREDITH4": "Anda, ¿era esta la última oficina que teníamos que disolver? [pause]Entonces, ¿[wave amp=30 freq=10]por fin[/wave] hemos terminado?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]¡Guay! ¡Buen trabajo![/shake] ¡A ver si estos [shake rate=30 level=10]parásitos[/shake] se dan cuenta de una vez de quién manda aquí!", - "OFFICE_POSTBATTLE_EUGENE2": "¡Otra oficina liberada de ese hatajo de chupatintas! ¡Buen trabajo, {player}!", - "OFFICE_POSTBATTLE_FELIX4": "Va, ¿nos piramos ya? Era el último bloque de oficinas que nos tocaba desalojar, ¿verdad?", - "OFFICE_POSTBATTLE_FELIX3": "Han salido por patas, ¿eh? Tal vez se hayan dado cuenta de que no tenían ninguna oportunidad.", - "OFFICE_POSTBATTLE_FELIX1": "Esos tipos no traen más que problemas. Ojalá no vuelvan en una buena temporada. O nunca.", - "OFFICE_POSTBATTLE_EUGENE3": "¡No tenían [shake rate=30 level=10]ninguna oportunidad[/shake]!", - "OFFICE_POSTBATTLE_FELIX2": "¿Cómo hicieron esos agentes inmobiliarios tan chungos para [wave amp=30 freq=10]construir[/wave] un sitio como este?", - "OFFICE_POSTBATTLE_VIOLA2": "No hay duda de que estos seres son [wave amp=30 freq=10]de un plano sobrenatural[/wave], ¿no te parece?", - "OFFICE_POSTBATTLE_VIOLA1": "Esos malandrines han demostrado ser rápidos para la amenaza, pero más aún para la huida.", - "OFFICE_POSTBATTLE_VIOLA3": "Me complace que esos canallas hayan puesto tierra por medio.", - "OFFICE_POSTBATTLE_VIOLA4": "No tengo ningún aprecio por esos desalmados. [pause]Habrán, sin duda, de arrepentirse por habernos tratado con semejante hostilidad.", - "OFFICE_POSTBATTLE_DOG1": "Los terratenientes han huido…", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Tu actitud no es nada constructiva, jovencito.[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]¡Vamos a desmantelar vuestra oficina, sanguijuelas![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "¿Argumento de venta? Espera, ¿qué clase de…?", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]¿Por qué no… [pause][pause]escuchas nuestro argumento de venta?[/wave]", - "OFFICE_1_LINE5_EUGENE": "¿Qué me… [pause]quieres decir con eso?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "¿Acaba de decir «argumento de venta»?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "Creía que eran… vampiros.", - "OFFICE_1_LINE6_PLAYER_OPTION2": "¿No diste a entender claramente que eran vampiros?", - "OFFICE_1_LINE7_EUGENE": "¡Es que [wave amp=30 freq=20]son[/wave] vampiros!", - "OFFICE_1_LINE8_EUGENE": "Bueno, [pause]en cierto modo.", - "OFFICE_1_LINE9_EUGENE": "Yo diría que son aún peores que los vampiros…", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]La Asociación de Terratenientes solo desea diseñar un mercado inmobiliario a largo plazo dentro de Nueva Wirral.[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]¡Son agentes inmobiliarios![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Si os unís a nosotros ahora, podréis obtener considerables beneficios gracias a los recién llegados, que, como es natural, necesitarán una vivienda.[/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Como Nueva Wirral ni siquiera tiene moneda, incluso estamos desarrollando procesos eficaces para embargar y recuperar esas viviendas.[/wave]", - "OFFICE_1_LINE14_EUGENE": "¡Ya he oído suficiente! [pause]¡Unos desgraciados como vosotros [shake rate=30 level=10]jamás[/shake] comprarán Villapuerto!", - "OFFICE_1_LINE17_PLAYER_OPTION1": "¡Vamos a enseñarles quién manda!", - "OFFICE_1_LINE15_EUGENE": "{player}…", - "OFFICE_1_LINE16_EUGENE.f": "¿Estás lista?", - "OFFICE_1_LINE16_EUGENE.m": "¿Estás listo?", - "OFFICE_1_LINE16_EUGENE.n": "¿Estás liste?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "Bueno, pues vale…", - "OFFICE_1_LINE19_EUGENE": "Hemos ganado una batalla, pero no la guerra.", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]El desarrollo del mercado es inevitable. Somos inevitables.[/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "¿Seguro que son tan malos como dices?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "No parecen ninguna amenaza…", - "OFFICE_1_LINE21_EUGENE": "¡Estos «terratenientes» pretenden sacar partido de nuestra miseria colectiva!", - "OFFICE_1_LINE23_EUGENE": "¡Pero pienso detenerlos como el [wave amp=30 freq=10]defensor de Villapuerto[/wave] que soy!", - "OFFICE_1_LINE22_EUGENE": "No sé cómo han llegado hasta aquí…", - "OFFICE_1_LINE27_EUGENE": "Mantente alerta por si encuentras alguna otra de sus fortalezas y pon la oreja en el pueblo para enterarte de los rumores que hablen de ellos.", - "OFFICE_1_LINE24_PLAYER": "¿Quieres que te eche una mano, «defensor de Villapuerto»?", - "OFFICE_1_LINE25_EUGENE": "…", - "OFFICE_1_LINE26_EUGENE": "Me vendría bien un poco de ayuda, sí.", - "OFFICE_1_LINE29_EUGENE.m": "Ahora puedes abrir los tragaluces por tu cuenta.", - "OFFICE_1_LINE28_EUGENE": "Ah, ten esto.", - "OFFICE_1_LINE29_EUGENE.n": "Ahora puedes abrir los tragaluces por tu cuenta.", - "OFFICE_1_LINE29_EUGENE.f": "Ahora puedes abrir los tragaluces por tu cuenta.", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]¡¿Qué?![/shake] No me derrotarás tan fácilmente.", - "KUNEKOS_RETURN_PRE_BATTLE.m": "¡¡El amigo del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", - "KUNEKOS_RETURN_PRE_BATTLE.f": "¡La amiga del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", - "KUNEKOS_RETURN_PRE_BATTLE.n": "¡Le amigue del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "¡Vamos, Kuneko! ¡Tú puedes!", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]¡Aaah![/shake] ¡La próxima vez, te derrotaré!", - "KUNEKOS_RETURN_TEAM_NAME.m": "El bueno de {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "Le buene de {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "La buena de {name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} Y {partner.to_upper}.\\n\\nES VENTUROSO VEROS APARECER JUSTO CUANDO HE DE MENESTER UN SACRIFICIO.\\n\\nA FE QUE LA MERLÍNEA NOS SONRÍE.", - "POSTGAME_MORGANTE_PRE_BATTLE2": "¿POR QUÉ OS SORPRENDÉIS TANTO?\\n\\nES LÓGICO QUE YO, ESPÍRITU DE LA REBELDÍA, ME REBELE CONTRA QUIENES ME INVOCARON.", - "POSTGAME_MORGANTE_POST_BATTLE": "UN SACRIFICIO ES UN SACRIFICIO. EL RITO SE HA COMPLETADO.\\n\\nLOS ARCÁNGELES HAN REGRESADO A NUEVA WIRRAL.", - "FARM_PUMPKIN_NO_JELLY": "¡Una linda calabaza!", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "¡Una linda calabaza! ¿Quieres echarle gelatina de gelatona?", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "«Meredith\\n1967 - XXXX d. C.\\nNo debería haber salido de la cama ese día».", - "DUNGEON_MEADOW_NOTE_1": "«Estimados invitados, disfrutad de este banquete que he preparado para vosotros. Acudiré [wave amp=30 freq=10]enseguida[/wave] a recibiros, así que ¡no vayáis a ninguna parte! ¡Je, je!\\nBesos,\\nAlicia».", - "DUNGEON_MEADOW_NOTE_2": "«¡He dicho que no fuerais a ninguna parte! En serio, ¿es que no tenéis ni pizca de educación? ¡Debería caérseos la cara de vergüenza! Al sombrerero no le gusta que lo interrumpan a la hora del té, ¡así que haced el favor de quedaros donde estáis!\\nMás besos,\\nAlicia».", - "DUNGEON_MEADOW_EAT_ME": "¿Quieres comerte el pastel que dice «Cómeme»?", - "DUNGEON_MEADOW_NOTE_3": "«Esto lo reservo para después. ¡Es una sorpresa para vosotros! Un invitado educado lo dejaría tal como está. ¡[wave amp=30 freq=10]Usad la cabeza si no queréis perderla[/wave]!\\nMás besos todavía,\\nAlicia».", - "DUNGEON_MEADOW_DRINK_ME": "¿Quieres beber de la botella que dice «Bébeme»?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "No es aconsejable aumentar más en tamaño.", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "No es aconsejable disminuir más en tamaño.", - "DUNGEON_MEADOW_CHEST_CONFIRM": "¿Quieres abrir el cofre?", - "DUNGEON_MEADOW_RED_QUEEN": "¡Reinónice quiere tu cabeza!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "«Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse».", - "DUNGEON_MEADOW_MAD_HATTER": "¡¿Cómo osas interrumpir a unos monstruos a la hora del té?!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "«Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse».", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "«Kayleigh, 1983 - ????\\nObedeciendo a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.».", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "«Kayleigh, 1983 - ????\\nObedeciendo a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.».", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "«Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse».", - "DUNGEON_GRAVEYARD_GRAVE_felix": "«Felix\\nQue en paz descanse sabiendo que sus amigos han cumplido sus deseos por él y han destruido sus dibujos más vergonzosos. Soltaron alguna risita, pero poco más.\\n1991 - Presente».", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "«Kayleigh, 1983 - ????\\nObedeciendo a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.».", - "DUNGEON_GRAVEYARD_GRAVE_viola": "«He aquí la última morada de Viola.\\nNació en 1575. Falleció cuandoquiera que sea el día de hoy.\\nMuy añorada por su hermano».", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "«Eugene, Defensor de Villapuerto.\\n2076 - NaN d. C.\\nPerro ladrador, poco mordedor».", - "DUNGEON_GRAVEYARD_GRAVE_dog": "«Aquí yace un buen perro.\\nSe pondría contento si supiese que, al morir, se ha convertido al fin en lo que más amaba: huesos.\\nNació en 14140 d. C. Murió cuandoquiera que sea este año en años perrunos».", - "DUNGEON_GRAVEYARD_LM_1": "QUÉ FINAL MÁS DESAFORTUNADO.\\n\\nSE PODRÍA DECIR QUE ESTÁIS ES UN PUNTO MUERTO.", - "DUNGEON_GRAVEYARD_LM_2": "¡UN PASO EN FALSO OS LLEVARÁ A LA TUMBA!\\n¡JA, JA, JA, JA, JA, JA!", - "DUNGEON_GRAVEYARD_LM_4": "UN PREMIO POR VUESTROS ESFUERZOS. DESCANSAD, SERES CANSADOS.", - "DUNGEON_GRAVEYARD_LM_3": "DEMOSTRADME VUESTRAS ANSIAS DE SOBREVIVIR.\\n\\n¡LUCHAD POR VUESTRA VIDA!", - "DUNGEON_GRAVEYARD_LM_KILL": "QUÉ DIVERTIDO. QUIERO MÁS.", - "DUNGEON_GRAVEYARD_LM_5": "HE CAMBIADO DE IDEA.\\n\\nYA DESCANSARÉIS CUANDO ESTÉIS A DOS METROS BAJO TIERRA.", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Mientras siga muriendo gente, seguirá habiendo demanda de tierras para enterrarla.[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¡Es una fuente de ingresos asegurada![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Tal vez debería dejar de ser terrateniente para convertirme en tumbateniente.[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "ESA CAÍDA ES PARA MORIRSE, ¿EH? ¡CUIDADO DE NO DESPEÑAROS!", - "DUNGEON_GRAVEYARD_LM_7": "¿CÓMO HA ACABADO ESO AQUÍ?\\n¡JA, JA, JA, JA, JA!", - "DUNGEON_GRAVEYARD_LM_8": "EL RELOJ MARCA LA MEDIANOCHE. ANTES O DESPUÉS, LOS SERES HUMANOS DEBÉIS AFRONTAR LA MUERTE…\\n\\n¡NO ME HAGÁIS PERDER EL TIEMPO!", - "CULTIST_ENCOUNTER_KAYLEIGH1": "…", - "CULTIST_ENCOUNTER_KAYLEIGH2": "Ya… [pause]hablaremos de eso en otro momento, ¿vale?", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Esa persona me ha dado mala espina.", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "¿De qué hablaba esa persona?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "S-seguramente esto cambie la opinión que tienes sobre mí. Lo siento.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Tengo que contarte una cosa.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Verás, cuando llegué a Nueva Wirral, no vivía en Villapuerto.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Hay otro poblado en lo alto de las Colinas Otoñales, [pause]en la costa este.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Valdellanto. [pause]Es una comunidad de gente que vive de la tierra, que comparte sus bienes y todas esas cursiladas.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Has visto a esa gente encapuchada y vestida con túnica, ¿verdad?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Sí.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "Antes, las cosas no eran tan [wave amp=30 freq=30]turbias[/wave], pero…", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Son un pelín sospechosos.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Pues son ellos. Y supongo que… [pause]yo fui una de ellos en su día.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Su cabecilla, [pause]Dorian, [pause]está obsesionado con los arcángeles.", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "Escuchadme, [pause]camaradas, [pause][wave amp=30 freq=10]Hijos del Llanto[/wave] y tal y cual: todos habéis hecho un gran trabajo excavando.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Valdellanto se fundó con el fin de ayudar a todo el mundo, [pause]pero no tardó en convertirse en una herramienta para hacer lo que [wave amp=30 freq=30]él[/wave] quería.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Llegó un punto en el que ya no me sentía en casa. [pause]Era demasiado tarde como para que yo tuviera la capacidad de solucionar nada… así que hui.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "Y así fue como acabé en Villapuerto, hace un año. Si ahora tengo tanto deseo de hacer lo que sea mejor para todos es porque sé que he defraudado a muchos en el pasado.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Pero todavía deberían acordarse de mí… Creo que conseguiré que entremos.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "N-no dejan que los forasteros entren en la comuna…", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Pero… [pause]si Dorian está al tanto de la ubicación de los otros arcángeles, debo dejar a un lado mis miedos y averiguar lo que sabe.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "¿Estás conmigo?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "¡Así me gusta! Espero sacar algo positivo de todo esto.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "¡Por supuesto!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "¿Estás segura de que quieres hacerlo?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Segurísima. Sé que no va a ser un camino de rosas, pero… quiero que salga algo positivo de todo lo que tuve que pasar.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Y recuerda: solo te dejarán pasar si vas conmigo.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Vale, [pause]de acuerdo. [pause]Te voy a marcar la entrada de la comuna en el mapa.", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Hombre con túnica", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "No eres bienvenido. Haz el favor de marcharte.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "No eres bienvenida. Haz el favor de marcharte.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "No eres bienvenide. Haz el favor de marcharte.", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Buenas. He venido a hablar con Dorian.", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Señorita Kayleigh…, ¡bienvenida a casa!", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Pasa, pasa. Llegas justo a tiempo.", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "¿Dónde están los demás? ¿Ocurre algo?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "¿«Justo a tiempo»? ¿A tiempo para qué?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Vamos a explorar el lugar.", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "Se me hace raro volver a estar aquí…", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "¿Quién es esa? ¿Será… mi sustituta? Qué grima.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "¡Que todos los presentes guarden silencio!", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "¡Dorian va a hablar!", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]¿Cómo os va, peña?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "Es cierto… [pause]que hemos tenido nuestros altibajos…", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "Tíos, ¡sois tan buen público como de costumbre!", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "En serio, ¡es un hoyo [wave amp=30 freq=10]de primera[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "Este foso es tan [wave amp=30 freq=10]profundo[/wave] como vuestra devoción por la causa. [pause]¡Es como una [wave amp=30 freq=10]metáfora[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "Cuando oí por primera vez esas [wave amp=30 freq=10]voces en mi cabeza[/wave] que me guiaban bajo tierra, comprendí que no podía hacerlo solo.", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "¡Pero lo hemos conseguido! [pause]¡Fuera esa cortina!", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]¡¡¡El dios serpiente nos está esperando, colegas!!![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "¡Pronto estaré junto a él y llegaremos a un acuerdo para que yo pueda hacerme con una parte de su [wave amp=30 freq=10]poder divino[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "Y, para celebrarlo, [pause]¡nuestra hija pródiga ha vuelto con nosotros!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Madre mía.", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "¿No es así… [wave amp=30 freq=10]Kayleigh[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]querida, [pause]¡te has quedado de piedra! [pause]¡Ya me había dicho un pajarito que pensabas unirte a nuestra gran fiesta! ¿Qué esperabas?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}…", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "¿No le has dicho a tu amigo que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "¿No le has dicho a tu amiga que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Lo siento…", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "¿No le has dicho a tu amigue que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "No creías en mí, ¿verdad? Bueno, ¡pues parece que [wave amp=30 freq=10]estaba en lo cierto, nena[/wave]!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Ya te lo explicaré más tarde. Por ahora tenemos que ponerle fin a esto.", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "¡Hay un [shake rate=30 level=10]puñetero arcángel, tan real como tú y como yo[/shake], aquí mismo, bajo nuestros pies!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Te aseguro que, como bajes ahí, ¡te va a matar!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "¡Hemos [wave amp=30 freq=10]luchado[/wave] contra arcángeles, Dorian!", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Pues ya que tu amigo y tú tenéis tanta experiencia, ¿por qué no os [wave amp=30 freq=10]unís a la fiesta[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Pues ya que tu amiga y tú tenéis tanta experiencia, ¿por qué no os [wave amp=30 freq=10]unís a la fiesta[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Pues ya que tu amigue y tú tenéis tanta experiencia, ¿por qué no os [wave amp=30 freq=10]unís a la fiesta[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "Adelante, ¡venid a ver cómo [wave amp=30 freq=10]asciendo a la divinidad[/wave] junto a mi nuevo colega el arcángel!", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "Por favor, Jacqueline, la plataforma.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "A sus órdenes, mi señor.", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Vamos, tenemos que impedir que ese idiota siga con lo que sea que esté planeando.", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "¡[wave amp=30 freq=10]Nos vemos dentro[/wave], Kayleigh!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Cómo lo detesto…", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "¡Kayleigh! [pause]¡Y el amigo de Kayleigh! [pause]¡Lo habéis conseguido!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "¡Kayleigh! [pause]¡Y le amigue de Kayleigh! [pause]¡Lo habéis conseguido!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "¡Kayleigh! [pause]¡Y la amiga de Kayleigh! [pause]¡Lo habéis conseguido!", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "¿Mi señor…?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "He tomado una decisión estratégica: [wave amp=30 freq=10]¡cambio de planes![/wave]", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh y compañía [pause]irán primero, y si el arcángel no [wave amp=30 freq=10]les da pasaporte al instante[/wave], voy y me lo camelo.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh y compañía [pause]irán primero, y si el arcángel no [wave amp=30 freq=10]les da pasaporte al instante[/wave], voy y me lo camelo.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh y compañía [pause]irán primero, y si el arcángel no [wave amp=30 freq=10]les da pasaporte al instante[/wave], voy y me lo camelo.", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Eres un idiota. Solo vas a conseguir que te maten.", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "Después de [wave amp=30 freq=10]ti[/wave].", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "¿HABÉIS OÍDO MI LLAMADA?\\n\\n¿HABÉIS VENIDO A RENDIRME TRIBUTO?\\n\\n¿HABÉIS VENIDO A ARDER POR MÍ?", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]¡¡¡A cambio de mi lealtad, no pido sino una pequeña parte de tu poder divino!!![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "Que sea lo que tenga que ser…", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]¡¡¡Oh, gran arcángel!!![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]¡¡¡He oído tu llamada y he acudido a tus dominios!!![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "VUESTRO PAPEL CONSISTE EN DAR. NADA DE RECIBIR.", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "ESTÁS DE SUERTE, ¡PORQUE TENGO UN TRABAJO PARA TI!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Venga, {player}, ¡vamos a detener a esta cosa antes de que mate [wave amp=30 rate=10]a alguien más[/wave]!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]¡Mira que se lo advertí![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "TÚ ERES LUCTIFER, ¿NO?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "…", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian…", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Lo siento, [pause]pero él se lo ha buscado.", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Deberíamos largarnos. [pause][pause]Aquí el aire huele a muerto.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Abrirá las puertas. Vamos a intentar entendernos con el resto de Nueva Wirral.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "La comuna…", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Solo queríamos que alguien nos guiara… [pause]Nosotros [pause]nunca…", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Ya lo sé.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "En esta comunidad nunca ha habido mala gente.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Qué situación tan desagradable…", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Solo tenéis que elegir mejor en quién depositáis vuestra fe.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "¿Estás bien?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "¿Cómo te encuentras?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Estoy… [pause][pause][pause]En fin, se me pasará.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Me siento fatal por haber ayudado a Dorian durante tanto tiempo, pero… [pause]lo culpo más a él que a mí misma.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "Él y yo hicimos buenas migas. Yo era algo así como… [pause]su ayudante.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Conocí a los Hijos del Llanto casi a la vez que él. [pause]Necesitaba sentirme aceptada e integrada.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "No sé si las cosas fueron cambiando con el tiempo o si siempre fueron así, [pause]pero el control que ejercía Dorian sobre la gente de Valdellanto se tornó siniestro.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "¡No digas eso ni en broma!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "No… [pause]No era su «ayudante»: era su apagafuegos.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "Cuando alguien salía herido, yo ayudaba a limar asperezas.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "No soy una buena persona, {player}.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Je… Me alegro de que pienses así.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Durante mucho tiempo sentí que estaba haciendo lo correcto…, [pause]que ayudaba a mantener un [i]statu quo[/i] positivo, pese a que la gente saliera herida de vez en cuando.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Pasó a centrarse en él, en sus anhelos, en sus sueños y en sus delirios. Ya no era la comunidad que yo tanto deseaba que fuera…", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Supongo que sabrás que fui la primera persona de Nueva Wirral en transformarse en monstruo con una cinta. [pause]Desde entonces, todo el mundo me hace la misma pregunta…", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "¿Cómo funciona el tema ese de las cintas? [pause]¡No tiene ningún sentido!", - "LEADER_IANTHE_FUSED_MATERIAL1": "Este material lo dejan las fusiones salvajes. Puede que también lo dejen los arcángeles, aunque eso ya no lo tengo tan claro.", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "¿Quieres saber mi opinión? [pause]Creo que, si se enfoca desde la perspectiva correcta, tiene todo el sentido del mundo.", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Después, [pause]sellamos esa música intangible en formas físicas, como podría ser una [wave amp=30 freq=10]cinta[/wave]. [pause]Es el puente perfecto entre el mundo físico y el imaginario.", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "¿Has visto el tablón de anuncios que hay frente al ayuntamiento? [pause]Te dejaré un mensaje allí si algún aprendiz quiere poner a prueba sus habilidades.", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "Creo que, en cierto modo, ¡tiene sentido!", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "De momento, voy a descansar, que tengo mucho sueño acumulado. [pause]Si vas a seguir explorando la isla, ¿por qué no aprovechas para ponerte al día con tus compañeros guardas de élite?", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "¡Seguro que quieren felicitarte por tu «ascenso»!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "En cuanto al motivo por el que la guarda lo recoge… Bueno, deja que los guardas de élite se preocupen del tema. De momento, tú céntrate en completar tu entrenamiento.", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", - "LEADER_IANTHE_FUSED_MATERIAL3": "¿Te has fijado en que las fusiones salvajes son cada vez más abundantes en Nueva Wirral?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "¡Sí, me he cruzado con alguna que otra!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "¿Fusiones salvajes?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "No me sorprende. En ese caso, sabes que son mucho más fuertes que los monstruos típicos que te puedes encontrar en Nueva Wirral.", - "LEADER_IANTHE_FUSED_MATERIAL4B": "Puede que te las hayas encontrado en tus viajes por la isla… [pause]Son fusiones de monstruos salvajes que suelen estar envueltas en nubes negras. No tienen pérdida.", - "LEADER_IANTHE_FUSED_MATERIAL5": "No siempre ha sido así. De hecho, hace apenas unos años, era muy raro ver fusiones.", - "LEADER_IANTHE_FUSED_MATERIAL6": "No sabemos de dónde salen, ni por qué.", - "LEADER_IANTHE_FUSED_MATERIAL7": "Lo que me preocupa es que, si la tasa de incidencia sigue en aumento, habrán arrasado Villapuerto en apenas unos años.", - "LEADER_IANTHE_FUSED_MATERIAL8": "No quiero que cunda el pánico, así que no lo comentes por ahí.", - "LEADER_IANTHE_FUSED_MATERIAL9": "¡Pero hay esperanza! El material fundido que estamos recogiendo emite una débil radiación… No es suficiente para ser dañina, pero…", - "LEADER_IANTHE_FUSED_MATERIAL11": "Tal vez… [pause]Tal vez podamos incluso llegar a descubrir de dónde vienen y, de esa forma, impedir que se expandan. Estaría bien poder conseguirlo.", - "LEADER_IANTHE_FUSED_MATERIAL10": "Con suficiente material fundido, podremos construir dispositivos detectores de fusiones salvajes.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "¿Has prestado atención al tipo elemental de tus formas de monstruo?", - "LEADER_IANTHE_FUSION_IANTHE1": "La fusión… [pause]pocas veces se ha conseguido. Tengo algunas teorías de qué es lo que permite que dos personas se fusionen, pero no lo sé seguro.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Los movimientos elementales pueden provocar [wave amp=30 freq=10]reacciones químicas[/wave] al usarlos contra determinados tipos de monstruo.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Sin embargo, si usas ese mismo movimiento [pause]de fuego contra un monstruo de agua, [pause]lo rodearás con un [wave amp=30 freq=10]vapor curativo[/wave]. Y eso no mola, ¿a que no?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Esas reacciones pueden ser beneficiosas para ti. Por ejemplo, usa un movimiento de fuego en un objetivo del elemento veneno para prenderle fuego.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Se puede ver qué efectos va a tener tu ataque antes de que lo lleves a cabo, así que presta mucha atención.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "¡Ah, casi se me olvida! [pause]Muchos movimientos, como podría ser el caso del sopapo o del escupitajo, no tienen elementos innatos. Dichos movimientos dependerán del elemento de quien los use.", - "LEADER_IANTHE_FUSION_IANTHE3": "Si quieres fortalecer la fusión, tendrás que mejorar ese vínculo.", - "LEADER_IANTHE_FUSION_IANTHE2": "Mi experiencia me permite afirmar que la fuerza del vínculo entre dos personas tiene un efecto directo sobre la fuerza y las capacidades de la forma fusionada.", - "AA_PUPPET_HINT_FELIX1": "Ay, se mueve justo antes de que podamos golpearle con nuestros ataques. Debemos centrarnos. Tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "¿Con quién te has fusionado?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "¿Quién es tu pareja de fusión?", - "LEADER_IANTHE_FUSION_IANTHE6": "¡No te preocupes por eso!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "¿Quién es tu pareja de fusión?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "¿Quién es tu pareja de fusión?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "{player}, ¡gracias por todo el empeño que has puesto en las misiones que te he encomendado!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "En fin, gracias al material fundido que has reunido, podré pedirle al guarda de élite Ray O'Farrell que instale radares de fusiones en varias columnas magnéticas de la isla.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "{player}, ¡gracias por todo el empeño que has puesto en las misiones que te he encomendado!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Mientras tanto, quiero que te lleves este prototipo.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "{player}, ¡gracias por todo el empeño que has puesto en las misiones que te he encomendado!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Revisa el mapa. Verás que te indica dónde hay fusiones salvajes.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Esta versión del radar de fusiones no se adentra mucho bajo tierra, y tampoco es que sea 100 % fiable, pero seguro que te será muy útil igualmente.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "Pues eso, no olvides darle el material fundido a la guarda de élite Wilma. ¡No te servirá de nada en el bolsillo!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "El último lote que me diste me fue extremadamente útil. El guarda de élite Ray O'Farrell me ha dicho que su [wave amp=30 freq=10]radar de fusiones con penetración terrestre[/wave] ya ha dejado una señal en las profundidades de la Cantera de Dino, en el yermo.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Le he pedido al guarda de élite Mort que se ponga a excavar cuando no esté liado con las labores de entrenamiento y de vigilancia de fusiones salvajes.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Hablando de fusiones, tenemos…, mmm…, novedades…", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Está apareciendo por todas partes un nuevo tipo de fusión inestable. La hemos bautizado como «anatema».", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "El ritmo al que se replican estas cosas es…[pause] problemático, como mínimo.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Te haré llegar un par a través del tablón de anuncios. ¿Te importaría echar un vistazo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Bueno, pues le pedí al guarda de élite Mort que se pusiese a excavar allí y parece que se trata de otra de esas estaciones de tren que están apareciendo por doquier.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "¿Recuerdas la señal que te comentaba que había detectado el radar de fusiones del guarda de élite Ray O'Farrell debajo de la Cantera de Dino?", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "Y, por supuesto, no te olvides de darle el material fundido a la guarda de élite Wilma.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "A juzgar por la potencia de la señal de esta estación, ¡podría ser la fuente de todas las fusiones salvajes y anatemas!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, eres el guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, eres la guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Ajá, ¿así que la Merlínea espera que nos ocupemos del problema de las fusiones salvajes por nuestra cuenta?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, eres le guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Gracias a tu trabajo, si las cosas se ponen feas, al menos podremos retirarnos a la estación de Puente de la Noche.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, ¿traes buenas noticias?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, en su momento te dije que, si decidías irte de Nueva Wirral, no me parecería mal. Sigo pensando lo mismo.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "No obstante, si decides quedarte un poco más, la cantidad de trabajo que tengo para ofrecerte es literalmente ilimitada.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "A estas alturas, supongo que ya sabes cómo funciona esto.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Creo que Kayleigh tiene algo para ti.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Verás, hace poco grabé esta cinta y me recordó al día en que nos conocimos.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Sé que no es gran cosa, ¡pero quiero que la tengas!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Por cierto, ¿has visto algún…[pause] orbe gigante flotando por ahí últimamente?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "¡¿Qué?!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Es que uno de nuestros nuevos aprendices nos dio un informe muy raro. Aunque también es cierto que [wave amp=30 freq=30]se había[/wave] dado un golpe en la cabeza, así que puede que no sea nada.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "En plan…, ¿como el sol?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Por si acaso, no pierdas de vista el radar de fusiones.", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "¡Esto es para ti!", - "OUTPOST_NPC_2_DIALOGUE1": "Había un botajack escondido tras una esquina y me tendió una emboscada. [pause]Sinceramente, ¡es un milagro que siga de una pieza!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz…[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "SERES DE CARNE, SOÑÁIS DEMASIADO CON LA MUERTE. OS PASÁIS LA TOTALIDAD DE VUESTRAS CORTAS VIDAS SOÑANDO CON ELLA. ¿ES ESO LO QUE OS TRAE ANTE MÍ?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "¿Nos estás preguntando… si hemos venido a morir? [pause]Sinceramente, yo casi te diría que no.", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Vaya, qué aspecto tan metálico se gasta. [pause]Aunque me da la sensación de que le gustaría matarnos.", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "No, hemos venido a luchar.", - "AA_PUPPET_PRE_BATTLE_AA1": "¿SOIS MÁS JUGUETES PARA MI COLECCIÓN? QUIERO MÁS COSAS CON LAS QUE JUGAR…", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "No temo a la muerte… [pause]¡Es mejor una muerte valerosa que una vida de cobardía!", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Algo me dice que esto pinta muy feo.", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr…", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "PERMITID QUE ME ALIMENTE DE VUESTRO MIEDO Y OS DARÉ UNA MUERTE PURA.", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Qué mal rollo ha dado eso, ¿eh? Me pregunto si será cierto lo que dijo… [pause]Puede que [wave amp=30 freq=10]sea cierto[/wave] que la gente se pase toda la vida pensando en la muerte.", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NI SIQUIERA NUESTRA ESPECIE ES INMUNE A LA MUERTE PURA…", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "¡GENIAL! ¡UN ESQUELETO GIGANTE! TIENE QUE HABER UNO DE ESOS EN CADA EQUIPO.", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "El número de criaturas de pesadilla que quieren matarnos en esta isla es… [pause]demasiado elevado.", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "¡Ese ha sido el esqueleto más grande que haya visto [wave amp=30 freq=10]nunca[/wave]! Qué mal rollo, ¿verdad?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "Ha sido… un tanto desagradable.", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Los cobardes mueren muchas veces antes de llegar a la tumba, pero los valientes tan solo saborean la muerte en una ocasión.", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Lo siento, colega. No hemos venido a jugar.", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Los ojos de este arcángel me están dando muy mal rollo…", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "¡¿Acaso para los tuyos no somos más que juguetes?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "No percibo ni un rastro de amabilidad en las palabras de este espíritu.", - "AA_PUPPET_PRE_BATTLE_FELIX2": "No sé si este tipo estará pensando en lo mejor para nosotros.", - "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr…", - "AA_PUPPET_HINT_KAYLEIGH1": "¡No deja de moverse y no le hemos atacado! No bajes la guardia, que seguro que hay [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", - "AA_PUPPET_PRE_BATTLE_AA3": "SÍ… ¡SERÉIS UNAS MARIONETAS DE MANO EXCELENTES! ¡JA, JA, JA, JA!", - "AA_PUPPET_HINT_MEREDITH1": "¡Sigue [shake rate=30 level=10]moviéndose[/shake] antes de que podamos golpearle! Tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover.", - "AA_PUPPET_HINT_EUGENE1": "¡Rayos, se mueve justo cuando estamos a punto de golpearle! Venga ya, tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", - "AA_PUPPET_HINT_VIOLA1": "Nuestro rival es muy ágil y nuestros ataques no impactan en el objetivo. En todo caso, creo que debe haber [wave amp=30 freq=10]alguna forma de determinar[/wave] hacia dónde pretende saltar…", - "AA_PUPPET_HINT_DOG1": "A Perry parece fastidiarle que el arcángel no deje de moverse antes de que podáis atacarle. Puede que haya alguna forma de averiguar en qué dirección pretende moverse.", - "AA_PUPPET_POST_BATTLE_PUPPET1": "¡MIS MUÑECAS! ¡HABÉIS MATADO A MIS MUÑECAS!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "¡ME ALEGRO DE VERTE, CAMARADA CON SOMBRERO! DIME, ¿ESTÁS PENSANDO EN CAMBIAR DE TRABAJO? ¡PODEMOS HABLARLO!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Esa forma en la que nos habló el arcángel… Era como si no fuésemos reales, como si tan solo fuésemos juguetes. [pause]Puede que su actitud haya cambiado tras la derrota.", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "Espero que a ese arcángel le haya quedado bien clarito que no soy el juguetito de [wave amp=30 freq=10]nadie[/wave].", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "A Álef le encanta escucharse a sí mismo. Pero ¿[wave amp=30 freq=10]cómo[/wave] narices hace para hablar? Es decir, tiene un triángulo gigante por cabeza. Qué mal rollo.", - "AA_PUPPET_POST_BATTLE_FELIX3": "¿Nos ha convertido en… [pause]sus muñecas? Tengo claro que, tras ese combate, me va a costar volver a conciliar el sueño.", - "AA_PUPPET_POST_BATTLE_EUGENE3": "[wave amp=30 freq=10]Siempre[/wave] hay un monstruo que se cree que puede jugar a su antojo con las vidas de la gente. [pause]Arcángel, hombre… ¡Todos son igual de peligrosos!", - "AA_PUPPET_POST_BATTLE_VIOLA3": "Ese espíritu nos consideraba meros juguetes. Debemos tomar buena nota: su especie y la nuestra no se parecen en nada, ni en lo más mínimo.", - "AA_TOWER_PRE_BATTLE_AA1": "VERDADES… MENTIRAS… VUESTRA ESPECIE ES JOVEN Y SE PREOCUPA DEMASIADO POR CONCEPTOS MUY TRIVIALES. ¡LA REALIDAD NO ES CIERTA! ¡ABRAZAD LA IGNORANCIA!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "Es evidente que esa cosa tiene un concepto de «realidad» cuestionable.", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Esa cosa necesita entrar en contacto con la realidad.", - "AA_TOWER_PRE_BATTLE_EUGENE2": "No lo entiendo… ¿Qué me intentas decir?", - "AA_TOWER_PRE_BATTLE_FELIX2": "Lo cierto es que me encantaría «abrazar la ignorancia», pero tengo cosas que hacer.", - "AA_TOWER_PRE_BATTLE_VIOLA2": "La estupidez y la ignorancia son las maldiciones más comunes de la humanidad. Ambas son satisfactorias [wave amp=30 freq=10]tal y como son[/wave], espíritu.", - "AA_TOWER_PRE_BATTLE_AA3": "NO LO ENTENDÉIS. ¡DEJAD QUE OS DESPIERTE DE VUESTRAS FALSAS PERCEPCIONES DE LA VERDAD Y LAS MENTIRAS!", - "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr…", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Le hemos dado a ese arcángel una buena «bofetada de realidad», ¿eh?", - "AA_TOWER_POST_BATTLE_ALEPH2": "¡EH, COLEGA! PARECE QUE ESTÁS PERDIENDO EL COMBATE. ¿POR QUÉ NO TE VIENES CONMIGO?", - "AA_TOWER_POST_BATTLE_TOWER1": "TAN SOLO TENGO CLARA UNA VERDAD: HE SUFRIDO UNA DERROTA…", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "Antes dijiste algo… de que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "Antes dijiste algo… de que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE4_EUGENE2": "A mí me parece que está describiendo una zona de la isla… ¿Tú qué opinas?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "Antes dijiste algo… de que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE4_FELIX1": "Ah, decías que tenías una pista que querías investigar, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE4_FELIX2": "A mí me parece que está describiendo un rincón de esta isla. No es que sea demasiado específica, pero algo es algo.", - "RETROSPECTIVE_CLUE4_VIOLA2": "Creo que podría estar descubriendo un rincón de esta isla, ¿no te parece?", - "RETROSPECTIVE_CLUE4_VIOLA1": "¡Ay, que casi se me olvida! Dijiste algo de que había una pista oculta en un verso. ¿Quieres compartirla conmigo?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "Ah, ¿tenías una pista que querías seguir? ¿En qué consistía?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "¡Parece que describe un lugar muy concreto! ¿Te suena de algo, {player}?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Siguiente punto del día… ¿Conseguiste una nueva letra de canción que te ayude a encontrar la salida de Nueva Wirral?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "Vaya, pues lo cierto es que es una pista muy concreta. Puede que esté describiendo un rincón concreto de esta isla.", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE5_VIOLA1": "Por cierto, antes comentaste algo de que habías recibido un acertijo. ¿Podrías compartirlo? Quizás pueda ayudarte.", - "RETROSPECTIVE_CLUE5_EUGENE2": "[shake rate=30 level=10]Desde luego[/shake], no hay duda de que describe un paraje próximo a Nueva Wirral.", - "RETROSPECTIVE_CLUE5_FELIX2": "Es críptica, pero parece tener algunos detalles muy concretos. Es como si describiese un lugar concreto. ¿Estás buscando el lugar?", - "RETROSPECTIVE_CLUE5_FELIX1": "En fin, creo que dijiste antes que tenías otra pista que estabas investigando, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Por cierto, ¿qué tal con tu [wave amp=30 freq=10]canción mágica[/wave]? ¿Te ha dado alguna pista más?", - "RETROSPECTIVE_CLUE5_VIOLA2": "Los detalles de esta frase son bastante concretos. ¿Podría ser la forma de llegar a un sitio concreto? Qué curioso…", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "Tiene pinta de que debes hacer algo en un lugar concreto, como si fuese un ritual.", - "RETROSPECTIVE_CLUE6_EUGENE2": "Eso tiene pinta de ser algo que tienes que hacer, como si fuera una especie de [wave amp=30 freq=10]código secreto[/wave], ¿no?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "¿Tienes alguna otra pista que estés siguiendo?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "Ah, esto tiene pinta de ser [wave amp=30 freq=10]algo[/wave] que tienes que hacer en un lugar concreto. Sí.", - "RETROSPECTIVE_CLUE6_EUGENE1": "Dime, ¿tienes otra de esas pistas que estabas siguiendo? Cuéntamelo todo.", - "RETROSPECTIVE_CLUE6_VIOLA1": "Por cierto, comentaste algo antes… Algo sobre una pista oculta en un verso, la cual deseabas investigar.", - "RETROSPECTIVE_CLUE6_FELIX1": "Anda, ¿tienes otra de esas pistas que estás siguiendo?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "A tenor de lo que me has contado, yo diría que tienes un lugar y un ritual. ¡Puede que la clave sea llevar a cabo la acción correcta en el lugar adecuado!", - "RETROSPECTIVE_CLUE6_FELIX2": "Esto describe una acción, ¿verdad? Casi parece un [wave amp=30 freq=10]código secreto[/wave] que tienes que interpretar… ¿Sabes dónde hay que hacerlo?", - "RETROSPECTIVE_CLUE6_VIOLA2": "A mí me tiene pinta de código, como si fuese un gesto secreto o una forma especial de llamar a la puerta. Una acción que ha de ser interpretada en pos de acceder a un lugar de gran secretismo.", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "¿Has tenido suerte con tu misteriosa canción de las instrucciones, {player}?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "A mí me parece que igual tienes ya suficiente información como para investigarlo. ¿Por qué no nos ponemos a ello?", - "RETROSPECTIVE_CLUE7_EUGENE1": "¿Qué tal va la cosa con esas [wave amp=30 freq=10]pistas líricas[/wave]? A mí me tiene pinta de que ya tienes suficiente información para ponerte en marcha.", - "RETROSPECTIVE_CLUE7_MEREDITH1": "¿Tienes alguna otra pista? Yo diría que, gracias a esas extrañas [wave amp=30 freq=10]letras de canciones[/wave], tal vez tengas ya suficiente información para encontrar algo. Tal vez.", - "RETROSPECTIVE_CLUE7_FELIX1": "Por cierto, ¿llegaste a resolver el misterio de esos versos crípticos que estabas investigando? A mí me tenía pinta de que te ofrecían una ubicación y te indicaban qué tenías que hacer allí.", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "¿Aún no hubo suerte con las pistas que te ha ido dando tu [wave amp=30 freq=10]canción de arcángel[/wave]?", - "RETROSPECTIVE_CLUE7_VIOLA1": "Oye, dime… ¿Has resuelto ese acertijo que me comentaste? ¿El que describía un lugar y una acción a llevar a cabo en él?", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oye, ¿has descubierto ya lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada, tú.", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oye, ¿has descubierto ya lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada, tú.", - "RETROSPECTIVE_CLUE8_FELIX1": "En fin, ¿sacaste algo de esas pistas poéticas que estabas siguiendo? Tenías un buen montón de pistas prometedoras, ¿no?", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oye, ¿has descubierto ya lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada, tú.", - "RETROSPECTIVE_CLUE8_EUGENE1": "Esas pistas que parecen poesía de las que hablabas… ¿Has llegado al fondo de ese misterio ya?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "Por cierto, ¿has resuelto ya ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se ha de interpretar en él.", - "RETROSPECTIVE_CLUE9_MEREDITH1": "Oye, sobre esas letras de canciones de las que hablas siempre… Creo que describen un lugar concreto. ¿Quieres ir a echar un vistazo?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "Por cierto, ¿has resuelto ya ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se ha de interpretar en él.", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oye, ¿te dije alguna vez que se me dan de maravilla los puzles? Creo que sé dónde está el sitio que te indica la [wave amp=30 freq=10]canción críptica[/wave]. ¡Vayamos a echar un vistazo!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "Por cierto, ¿has resuelto ya ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se ha de interpretar en él.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Bueno, has dicho que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Crees que podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "¡Eh, colega, creo que he resuelto tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "¡Eh, colega, creo que he resuelto tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", - "RETROSPECTIVE_CLUE9_FELIX1": "En fin, ¿sabes todas esas misteriosas pistas poéticas de las que me has estado hablando? Creo que describen un lugar de esta isla… y creo haber descubierto dónde está.", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "¡Eh, colega, creo que he resuelto tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", - "RETROSPECTIVE_CLUE9_VIOLA1": "Por cierto, he de confesar… que creo haber resuelto ese acertijo que te traía de cabeza. ¡Nos vemos en este lugar!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Oye, ese espejo que has encontrado parece importante… Lástima que no sepamos para qué sirve, ¿eh?", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Por cierto, la canción de Morganta nos llevó hasta ese espejo misterioso…, pero aún no sabemos qué hacer con él, ¿no?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Por cierto, imagino que has encontrado el espejo ese, de aspecto tan importante, pero… supongo que aún no sabemos para qué [wave amp=30 freq=10]sirve[/wave]. Mmm.", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Por cierto, ese espejo tan raro que encontraste gracias a las pistas… ¿ya sabes para qué vale? Seguro que lo descubriremos con el tiempo.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Dime, ¿has percibido el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que habrás de revelar su secreto.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Dime, ¿has percibido el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que habrás de revelar su secreto.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Dime, ¿has percibido el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que habrás de revelar su secreto.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Bueno, has dicho que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Crees que podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "De todas maneras, la canción de Morganta nos guio hasta ese espejo misterioso. Además, has mencionado que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "De todas maneras, la canción de Morganta nos guio hasta ese espejo misterioso. Además, has mencionado que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "De todas maneras, la canción de Morganta nos guio hasta ese espejo misterioso. Además, has mencionado que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Bueno, has dicho que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Crees que podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Oye, ¿te acuerdas del espejo que encontraste al seguir todas esas pistas? Tal vez puedas entrar en él, como dices que hiciste cuando estuviste en la Posada Ambarina. ¿Qué opinas?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Ahora que lo recuerdo, habías mencionado que una vez traspasaste un espejo como si de una puerta se tratase. Podrías, quizás, repetirlo con el espejo místico que hallaste en esta isla.", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Eh, ¿recuerdas cuando me contaste que saliste de la Posada Ambarina metiéndote en un espejo? ¿Has probado a hacer lo mismo con el espejo que has encontrado?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo en cuanto podamos.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Bueno, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante, tú.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo en cuanto podamos.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "De todos modos, tendríamos que revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo en cuanto podamos.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Bueno, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante, tú.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Bueno, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante, tú.", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Dime, pues, ¿deberíamos, quizás, atravesar una vez más ese espejo hacia el mundo misterioso que hallaste tras él?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Por cierto, ¿y si exploramos ese lugar tan extraño del espejo? Me parece bastante importante.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "De todos modos, tendríamos que revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "De todos modos, tendríamos que revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "¡Venga, en marcha! ¿Adónde toca ir ahora? ¿No habías oído el rumor de que se está cociendo algo {location_phrase}? ¡Si quieres, podemos ir a echar un ojo!", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "¿Volvemos a ponernos manos a la obra? Si no sabes de ningún rumor útil, ¿por qué no preguntas en el pueblo?", - "RETROSPECTIVE_NEXT_MEREDITH1": "Mmm… Creo que deberíamos seguir [wave amp=30 freq=10]explorando[/wave]. ¿No habías oído el rumor de que algo está pasando {location_phrase}? Igual vale la pena echar un vistazo.", - "RETROSPECTIVE_NEXT_EUGENE1.m": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", - "RETROSPECTIVE_NEXT_MEREDITH2": "Creo que deberíamos darnos otro garbeo. Si estás buscando pistas, podríamos hablar con la gente del pueblo.", - "RETROSPECTIVE_NEXT_EUGENE1.f": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", - "RETROSPECTIVE_NEXT_EUGENE2": "Muy bien, ¡en marcha! Andamos escasos de información… ¿Y si buscamos alguna pista en Villapuerto?", - "RETROSPECTIVE_NEXT_FELIX1": "Bueno, ¿nos vamos? ¿No habías oído un rumor sobre que algo estaba sucediendo {location_phrase}? Si quieres, puede ser nuestro próximo destino.", - "RETROSPECTIVE_NEXT_EUGENE1.n": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", - "RETROSPECTIVE_NEXT_VIOLA1": "Tal vez debamos reanudar nuestro viaje una vez más. ¿No habías oído un rumor sobre un incidente {location_phrase}? Podría ser nuestro próximo objetivo, si así lo deseas.", - "RETROSPECTIVE_NEXT_FELIX2": "No tenemos más pistas sobre adónde deberíamos ir. Si quieres, podríamos preguntarle a la gente del pueblo.", - "RETROSPECTIVE_NEXT_VIOLA2": "Quizás nos convendría hablar con las gentes de este pueblo con el fin de recabar información acerca de nuestro próximo destino. ¿Qué me dices?", - "NWP_SIGNPOST_DESCRIPTION_2": "Le rogamos que tome las precauciones necesarias con los monstruos del lugar.", - "NWP_SIGNPOST_DESCRIPTION_1": "¡Bienvenidos al parque de Nueva Wirral!", - "NWP_3_-3_RUNNER_NPC1": "¿Sabes qué es más rápido que correr?[pause] El teletransporte.", - "NWP_3_-3_RUNNER_NPC3.m": "Si eres demasiado lento para huir de un combate, podrás escapar usando el teletransporte.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", - "NWP_3_-3_RUNNER_NPC3.f": "Si eres demasiado lenta para huir de un combate, podrás escapar usando el teletransporte.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", - "NWP_3_-3_RUNNER_NPC2": "Para hacerlo, solo tienes que pulsar {control.map_menu} para abrir el mapa. A continuación, sitúa el cursor sobre una de las casillas a las que puedas viajar y pulsa {control.ui_accept}.", - "NWP_3_-3_RUNNER_NPC3.n": "Si eres demasiado lente para huir de un combate, podrás escapar usando el teletransporte.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Está claro que no doy la talla para ser guarda. Estoy más fofa que un elfolfo…", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "¡Vete a tu casa! ¡La vacante de los guardas es mía!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "¿Tienes lo que hay que tener para unirte a los guardas?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "¡Tienes madera! Adelante, ¡nos vendrá bien contar contigo!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "¡Justo lo que necesitábamos! ¡Alguien a quien derrotar para demostrarles a los guardas lo que valemos!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "Disculpa el descaro de mi colega.", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]¿A quién quiero engañar? No tengo lo necesario… para unirme a los guardas…[/wave]", - "NWP_MADMAN_3_-4_NAME": "Jack", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Mi sueño siempre ha sido unirme a los guardas.", - "NWP_MADMAN_3_-4_PRE_BATTLE": "¡Tengo el récord mundial de tiempo pasado en forma de botajack!", - "NWP_MADMAN_3_-4_POST_BATTLE": "Todavía tengo mucho que aprender sobre los botajack.", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "¡No pienso dejar que me despiertes ahora!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "¡Lucha para que tus sueños se cumplan!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "¡Que la luz de nuestro guía Dorian ilumine tu camino!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]¡Eh, recién llegado![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", - "NWP_CULTIST_4_-4_POST_BATTLE": "Tu camino está iluminado… Adelante…", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]¡Eh, recién llegada![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", - "NWP_CULTIST_5_-4_POST_BATTLE": "Quienes controlan Villapuerto son herejes… Aléjate de su [wave amp=30 freq=10]falsa salvación[/wave]…", - "NWP_5_-4_HINT_NPC_BEFORE1": "A veces, el suelo tiembla como si una enorme bestia atravesase un túnel por debajo de nosotros.", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]¡Eh, recién llegade![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", - "NWP_5_-4_HINT_NPC_AFTER1": "¿Será eso otra estación de tren como la que ha aparecido hace poco en el Camino de Arriba?", - "NWP_5_-4_HINT_NPC_BEFORE2": "Oye,[pause] esas rocas están colocadas de forma un tanto extraña, ¿verdad?", - "NWP_5_-4_HINT_NPC_AFTER3": "Me pregunto adónde irá a parar ese tren…", - "NWP_5_-4_HINT_NPC_AFTER2": "Supongo que la cosa cuadra. La «enorme bestia» que oía bajo tierra debe de haber sido un tren.", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "He visto por la zona unos cuantos baladino. ¡Se mueven tan rápido que son capaces de romper rocas grandes!", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "Molaría hacerse con esa habilidad, ¿eh?", - "PARK_CAVE2_MERCHANT2": "Madre mía, ¡se han fusionado! [wave amp=30 freq=30]¡¡¡Socorro!!![/wave]", - "PARK_CAVE2_MERCHANT1": "¡Oye, tú! Estos monstruos me han acorralado. ¿Me echas una mano?", - "PARK_CAVE2_MERCHANT6": "¡Ven a verme al mercado del pueblo, que te tendré preparadas unas cuantas pegatinas especiales!", - "PARK_CAVE2_MERCHANT4": "Oye… ¿Te has dado cuenta de que el movimiento Imán de lupdirecto se activa automáticamente al principio del combate?", - "PARK_CAVE2_MERCHANT3": "Uf, muchas gracias. Había venido en busca de ideas para pegatinas, pero me he topado con una situación más peligrosa de lo que esperaba.", - "PARK_CAVE2_MERCHANT5": "¡Al final sí que he conseguido la inspiración que buscaba!", - "WATERLOOP_BEWARE_LYING_CHESTS": "Solo un cofre dice la verdad.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando, de repente…, ¡zas! Se me tragó un vórtice.", - "WATERLOOP_LYING_CHEST_LEFTMOST": "La nota de este cofre dice: «La llave está aquí». ¿Quieres abrirlo?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "La nota de este cofre dice: «La llave no está aquí». ¿Quieres abrirlo?", - "WATERLOOP_LYING_CHEST_MIDDLE": "La nota de este cofre dice: «La llave no está en el de la izquierda». ¿Quieres abrirlo?", - "SD_NEVERMORT_TRAINER_NAME": "Fanático de las aves", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Tengo un vínculo especial con los nuncamórvido de la zona.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "¿Cómo llegaste tú a Nueva Wirral?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "¡Será mejor que no te cruces en nuestro camino!", - "AUTUMN_HILL_NW_SIGNPOST_1": "«No estáis perdidos aquí en Nueva Wirral, hijos míos; solo estáis esperando el momento de encontraros a vosotros mismos».", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "¡Has espantado a los pájaros!", - "AUTUMN_HILL_NW_SIGNPOST_2": "«¡Valdellanto está por allí!».", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "¿Cómo llegaste tú a Nueva Wirral?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Yo recuerdo haber tenido una experiencia extracorpórea.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "¿Cómo llegaste tú a Nueva Wirral?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando, de repente…, ¡zas! Se me tragó un vórtice.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando, de repente…, ¡zas! Se me tragó un vórtice.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Cuando quise darme cuenta, ¡ya estaba aquí!", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "¡Oye! ¡No toques mi botín!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Es habitual que naufraguen barcos cerca de la costa de Nueva Wirral.", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "¡Buscar tesoros en las playas es una buena forma de ganarse el pan!", - "OVERWORLD_7_0_HINT_NPC": "Me pregunto cuántos tesoros se habrán perdido en el fondo del mar…", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "¡Oye, veo que llevas un walkman!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Parece que todavía me queda mucho por aprender…", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "¿Tú también piensas unirte a los guardas? ¡Supongo que eso nos convierte en rivales!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Si consigues derrotarme, te cuento un secreto.", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Cuenta la leyenda que esta isla alberga la fuente de la juventud.", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Dime, ¿te gusta la historia? ¿Cuál es tu acontecimiento favorito del siglo XX?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "¿Crees que será Comic Sans o Times New Roman?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Mi acontecimiento favorito del siglo XX es el tratado de paz entre humanos y elfos que impulsaron las Naciones Unidas en 1948. Sin él, ¡las cosas habrían sido muy diferentes!", - "EPICURUS_NAME": "Epicuro", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", - "EPICURUS_POST_BATTLE": "El arte de luchar bien y el arte de aceptar bien la derrota son uno.", - "EPICURUS_PRE_BATTLE": "Cuanto más grande es la dificultad, ¡más gloria hay en superarla!", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Llevo meses aquí practicando mis habilidades con los monstruos.", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Supongo que todavía tengo mucho entrenamiento por delante…", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Espera, que te voy a enseñar los resultados de mi entrenamiento.", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]¡¡¡Alto!!! Sé muy bien lo que te traes entre manos…[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ya se me presentarán más oportunidades. Seguro que sí…[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¡Este terreno es una oportunidad de oro para edificar! ¡¡Pero yo lo he visto primero!![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Parece que en Nueva Wirral nadie se pone de acuerdo sobre los hechos históricos básicos. Algunos optan por aceptar la idea del «multiverso», ¡pero yo creo que lo que pasa es que esta isla está llena de mentirosos!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Por ejemplo, aquí son muchos los que niegan que llegáramos de verdad a Marte en 1969. ¡Vaya panda de chiflados conspiranoicos!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ay… Necesito hacer un descanso de tanto excavar. Si consigues vencerme en combate rápido, te cuento unas cuantas cosas sobre este lugar.", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "¡Venga ya! ¿Tú también?", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "Gracias a la guarda de élite Agnes Pectro, sabemos que la gente solía extraer metales de esta zona. Sin embargo, parece que algunas explosiones no fueron controladas…", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "Y no hay ni rastro de herramientas mineras ni explosivos artificiales. Es posible que los baladino hayan pasado siglos excavando en esta zona.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Así que una de dos: o la guarda de élite se equivoca o los baladino han destruido todas las pruebas. Mmm… O, tal vez, los baladino [wave amp=30 freq=5]son[/wave] las pruebas. ¿Qué opinas?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "¡De pequeña soñaba con esta isla!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "¿No te parece un lugar mágico?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "¡Mi marido y yo llevamos aquí atrapados desde 2160!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Por lo visto, aquí nadie sabe usar las tres conchas. ¡Qué atrasados están!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Mujer de poca fe…", - "OVERWORLD_5_-3_BATTLER_PARTNER": "¡No te metas con mi mujer!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", - "OVERWORLD_7_-3_BATTLER_NAME": "Karl", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "¡Vosotros, los terratenientes, hacéis cualquier cosa por la gente de Nueva Wirral menos dejarlos en paz!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¿No tienes dinero? ¡No hay problema! ¡Te financiamos con un pequeño interés anual del 10 000 %![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, no, me equivocaba. Vosotros lucháis por el pueblo, no contra él.", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "En Nueva Wirral todos hemos dado un paso hacia lo desconocido. ¿Por qué no ibas a querer dar otro? ¡Deposita tu confianza en [wave amp=30 freq=10]el hermano Cooper[/wave]!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Como Nueva Wirral no tiene moneda, aún no hay forma de pagarlo. Sin embargo, los intereses siguen acumulándose igualmente. ¡Es un plan infalible![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "El hermano Cooper ha encontrado la manera de [wave amp=30 freq=10]salir[/wave] de esta isla de ángeles y demonios. ¡Ahora nos prepara para que podamos reunirnos con nuestros parientes al otro lado!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Te falta fe…", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "¡Alto! Puedo sentir el dolor que hay en ti, amigo mío.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Hombre de poca fe…", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "¡Alto! Puedo sentir el dolor que hay en ti, amiga mía.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "¡Alto! Puedo sentir el dolor que hay en ti, amigue míe.", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "No avanzarás hasta que te arrepientas de tus pelados.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Sufres porque anhelas volver a tu hogar.", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "«Nuestra fe mueve montañas» (Cooper 17, 20).", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]La vida es… sufrimiento…[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permíteme que acabe con tu dolor. ¡Conviértete en nuestra ofrenda a los ángeles!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "No avanzarás hasta que te arrepientas de tus pelados.", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Espera, ¿dices que es «pecados» y no «pelados»? No puedo creer que haya estado diciéndolo mal todo este tiempo…", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "No avanzarás hasta que te arrepientas de tus pelados.", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "«Nadie tiene amor más grande que el que da las cintas por sus amigos» (Dorian 15, 13).", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digna de la eternidad?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digne de la eternidad?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digno de la eternidad?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "El hermano Cooper ha llamado a los ovnis para que nos den sus bendiciones. ¡Te lo voy a demostrar!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "El consejo intergaláctico de ovnis y arcángeles no tolerará semejante maltrato a sus mensajeros…", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "¡Perdóname por esto!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Si me derrotas, te cuento el secreto de los Hijos del Llanto.", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "A decir verdad, solo me uní a los Hijos del Llanto por la comida.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "En 1988, dos grupos de rock ingleses, Iron Gaiden y Shields of the Nephilim, [pause]que no sabían nada el uno del otro, [pause]publicaron a la vez una canción cada uno titulada «Mournchild» («Hijo del Llanto»).", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Si las escuchas al revés y al mismo tiempo, de forma que las palabras se entrelacen, invocarás al Hijo del Llanto original: ¡un ser poderosísimo capaz de abrir un portal entre mundos!", - "AA_TOWER_POST_BATTLE_EUGENE3": "Puede que los arcángeles sean poderosos, pero eso no implica que sean inteligentes.", - "AA_TOWER_POST_BATTLE_MEREDITH3": "Supongo que, con los puñetazos suficientes, se le puede cerrar el pico hasta al arcángel más [wave amp=30 freq=10]odioso[/wave]. Es algo que no deberíamos olvidar.", - "AA_TOWER_POST_BATTLE_FELIX3": "A ese arcángel le encantaba soltar sandeces sin sentido, ¿eh? Menos mal que logramos cerrarle el pico.", - "AA_ALICE_PRE_BATTLE_ALICE1": "¡IGNORÁIS MIS INSTRUCCIONES DE QUE NO OS MOVÁIS! ¡¿ES QUE NO ME RESPETÁIS?! ¡¿ACASO NO SOIS CONSCIENTES DE LO IMPORTANTE QUE SOY?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "Ese espíritu no decía nada con sentido ni de casualidad. Puede que esta derrota le haya servido de cura de humildad.", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Madre mía, qué eguito te gastas, ¿eh?", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "No, si es que tienes razón. No te respeto nada de nada.", - "AA_ALICE_PRE_BATTLE_EUGENE2": "Colega, si es que no tengo ni idea de quién eres.", - "AA_ALICE_PRE_BATTLE_FELIX2": "¿Se supone que tendríamos que saber quién eres?", - "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr…", - "AA_ALICE_PRE_BATTLE_ALICE3": "CUÁNTA FALTA DE RESPETO, ¡Y ANTE UN MIEMBRO DE LA REALEZA, AÚN POR ENCIMA! SI OS NEGÁIS A USAR LA CABEZA, ¡TENDRÉ QUE ARRANCÁROSLA DE LOS HOMBROS!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "Querido espíritu, yo no regalo mi respeto así como así al primero que pase.", - "AA_ALICE_POST_BATTLE_ALICE1": "NO TENÉIS RESPETO NINGUNO, ¿EH? ¡QUÉ CABREO!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Supongo que se consideraba la reina de su propio mundo, ¿no?", - "AA_ALICE_POST_BATTLE_ALEPH2": "SEÑORITA ALICIA, ¡ES UN PLACER CONOCERLA! NECESITO A ALGUIEN CON SU… DON DE GENTES.", - "AA_ALICE_POST_BATTLE_MEREDITH3": "¿Todos los arcángeles se tienen a sí mismos en tan alta estima, o esta era un caso [wave amp=30 freq=10]especial[/wave]?", - "AA_ALICE_POST_BATTLE_EUGENE3": "Los arcángeles son un poco bordes, ¿eh?", - "AA_ALICE_POST_BATTLE_FELIX3": "¿Tú crees que de verdad quería nuestras cabezas o sería una especie de metáfora? Mira, casi mejor no me contestes. Prefiero no saberlo.", - "AA_CUBE_PRE_BATTLE_CUBE1": "EL TERCER ESPACIO DIMENSIONAL ES IMPERFECTO. LAS CIENCIAS Y LAS MATEMÁTICAS SON CERTERAS. TODAS LAS COSAS TIENEN 4 CARAS.", - "AA_ALICE_POST_BATTLE_VIOLA3": "No pienso inclinarme ante nadie que hable de mí de esa forma, y me da igual que sea de la realeza o lo que sea.", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "Diría que a esa cosa le falta un tornillo en la cabeza, [pause]pero es que ni siquiera tiene cabeza.", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Este arcángel parece un tanto excéntrico…, ¡aunque puede que sea amable!", - "AA_CUBE_PRE_BATTLE_FELIX2": "No sé qué opinarás tú, pero yo creo que cabe la posibilidad de que no nos ataque.", - "AA_CUBE_PRE_BATTLE_EUGENE2": "Da bastante mal rollo mirar a esta cosa…", - "AA_CUBE_PRE_BATTLE_VIOLA2": "¿Es el espíritu de un filósofo o algo así? ¿O es que, simplemente, está mal de la cabeza?", - "AA_CUBE_PRE_BATTLE_DOG2": "¿Guau?", - "AA_CUBE_POST_BATTLE_CUBE1": "¿ACASO MIS ÁNGULOS TAMBIÉN SON IMPERFECTOS? LOS CÁLCULOS ERAN CORRECTOS… HE FRACASADO EN 3 DIMENSIONES SIMULTÁNEAS.", - "AA_CUBE_PRE_BATTLE_CUBE3": "NO. VEO INCOHERENCIAS EN VUESTRO INTERIOR. SOIS SERES IMPERFECTOS. ¡DEJAD QUE ARREGLE VUESTROS ÁNGULOS DEFECTUOSOS!", - "AA_CUBE_POST_BATTLE_ALEPH2": "¡QUÉ CASUALIDAD! JUSTO ESTABA PENSANDO EN LA NECESIDAD DE RECLUTAR A ALGUIEN A QUIEN SE LE DEN BIEN LOS NÚMEROS. ¿QUIERES UN TRABAJO, QUERIDO AMIGO CUBOIDE?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Pues, al final, resulta que no era un arcángel amable. ¡Qué mala suerte!", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Supongo que tendré que añadirlo a la lista de «cosas raras de esta isla que han intentado matarme». [pause]Todo bien, colega.", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Supongo que tendré que añadirlo a la lista de «cosas raras de esta isla que han intentado matarme». [pause]Todo bien, colega.", - "AA_CUBE_POST_BATTLE_EUGENE3": "Ese arcángel era muy raro. Era igual desde todos los ángulos.", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Supongo que tendré que añadirlo a la lista de «cosas raras de esta isla que han intentado matarme». [pause]Todo bien, colega.", - "AA_CUBE_POST_BATTLE_FELIX3": "La próxima vez que nos encontremos a un arcángel, daré por sentado desde el principio que quiere matarnos.", - "AA_CUBE_POST_BATTLE_VIOLA3": "Si la locura de ese espíritu tenía algún patrón, yo desde luego no lo he visto.", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "A ver si lo entiendo, ¿ahora tenemos a un hombre misterioso con un [wave amp=30 freq=10]triángulo por cabeza[/wave] interponiéndose en la caza de arcángeles? No sé ni qué pensar, la verdad…", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "El hombre triángulo ha vuelto a aparecer. ¿Cuál crees que será su interés en los arcángeles?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Otro combate contra un arcángel que acaba con la aparición del [wave amp=30 freq=10]hombre triángulo[/wave]. Empiezo a ver un patrón…", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "El hombre triángulo dijo que quería hablar contigo «como es debido». ¿A qué se refería con eso?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Empiezo a sospechar que ese hombre triángulo no trama nada bueno. Creo que deberíamos tener cuidado con él.", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "A estas alturas, ¿cuántas veces has visto ya al hombre triángulo, {player}? Es que tiene pinta de que solo aparece allí donde estés tú, ¿no?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Una vez más, el hombre triángulo aparece y hace su magia para librarse del arcángel. A mí es un tema que me preocupa, la verdad.", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Una vez más, el hombre triángulo aparece para llevarse al arcángel al que nos estábamos enfrentando…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Vuelta la burra al trigo: derrotamos a un arcángel para que aparezca Álef y lo reclute… ¿Qué está haciendo, exactamente? ¿Estará atrapado en esta isla, igual que nosotros?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Si el hombre triángulo va a seguir apareciendo de la nada para reclutar a los arcángeles a los que hemos derrotado, al menos podría tener el detalle de presentarse, ¿no te parece?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Ganamos el combate, pero, una vez más, Álef apareció para llevarse al arcángel…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Álef dijo que nuestros mundos tienen «leyendas» basadas en él. ¿Tú crees que será cierto eso, {player}?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "¿Crees que cada vez que derrotamos a un arcángel le estamos dando a Álef una oportunidad para reclutarlo? Me preocupa el tema…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Otro arcángel que ha caído, otro al que recluta Álef. ¿Qué estará planeando?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "Pero, mmm…, ¿de qué va ese señor cabezatriángulo? ¿Acaso… [pause][wave amp=30 freq=10]se ha llevado[/wave] al arcángel? No tengo muy claro qué ha pasado…", - "RETROSPECTIVE_ALEPH_MEREDITH2": "Esta no es la primera vez que aparece el señor triangulito y se lleva a un arcángel, ¿no? Esto tiene mala pinta…", - "RETROSPECTIVE_ALEPH_MEREDITH3": "Entonces, ¿qué crees que se trae entre manos el tipo ese del triangulito? No me fío de nadie que tenga una forma geométrica en vez de cabeza.", - "RETROSPECTIVE_ALEPH_MEREDITH5": "La próxima vez que veas al señor con la cabeza triangular, ¿por qué no le preguntas qué se trae entre manos? Por intentarlo, no se pierde nada…", - "RETROSPECTIVE_ALEPH_MEREDITH4": "El hombre triángulo dijo que quería hablar contigo «como es debido». Muy educado lo veo para ser un tipo desconcertante que vuela.", - "RETROSPECTIVE_ALEPH_MEREDITH6": "¿Estamos todos dando por sentado que el tipo de la cabeza triangular está tramando algo chungo? Yo sí lo doy por sentado.", - "RETROSPECTIVE_ALEPH_MEREDITH8": "Tanto da con quién estés, todos los combates contra arcángeles acaban con la aparición del hombre triángulo, ¿no?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "Pues nada, esto volvió a acabar con la aparición del hombre con cabeza de triángulo. Me pone de una mala leche…", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "El tal Álef se mueve un montón, ¿eh? Parece que puede ir a cualquier sitio que quiera, siempre y cuando esté dentro de la estación subterránea.", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "¿Por qué ese tipo del triángulo habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Ha vuelto a aparecer el tal Álef.", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "¿Por qué ese tipo del triángulo habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "¿Por qué ese tipo del triángulo habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Pues nada, esto acabó, una vez más, con la aparición de Álef. Me pone de una mala leche…", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Tanto da con quién estés, que todos los combates contra arcángeles acaban con la aparición no deseada de Álef, ¿no?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "¿Por qué el tal Álef habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "¿Por qué el tal Álef habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "¿Por qué el tal Álef habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", - "RETROSPECTIVE_ALEPH_EUGENE1": "Vale, para que estemos todos en la misma onda… No he sido el único que ha visto cómo el tipo volador de chaqueta roja absorbía al arcángel con su cabeza de triángulo, ¿no? [pause]Pregunto por si acaso.", - "RETROSPECTIVE_ALEPH_EUGENE2": "Vale, si no me equivoco, es ya la segunda vez que el hombre de chaqueta roja aparece para hacer desaparecer a un arcángel, ¿no?", - "RETROSPECTIVE_ALEPH_EUGENE3": "Ese hombre volador con chaqueta roja… Es ya la tercera vez que aparece y hace [wave amp=30 freq=10]desaparecer[/wave] a un arcángel, ¿verdad?", - "RETROSPECTIVE_ALEPH_EUGENE5": "Ha sido un combate impresionante, pero lo único en lo que puedo pensar es en el volador ese que apareció al final. Habrá que tenerlo controlado, por si es una amenaza para Villapuerto…", - "RETROSPECTIVE_ALEPH_EUGENE4": "El hombre de la chaqueta roja dijo que quería hablar contigo «como es debido». Me pareció un poco amenazante, la verdad…", - "RETROSPECTIVE_ALEPH_EUGENE6": "Ese hombre de cabeza triangular… ¿Tú crees que será también un arcángel? Parece bastante poderoso. No me fío ni un pelo de él.", - "RETROSPECTIVE_ALEPH_EUGENE7": "¿A qué se refería ese tipo del triángulo cuando dijo que había «leyendas» basadas en él?", - "RETROSPECTIVE_ALEPH_EUGENE8": "Ya ha estado aquí otra vez ese hombre triángulo, para sorpresa de nadie. Tiene pinta de que aparece siempre que encuentras a un arcángel, ¿no?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "Ese arcángel habla como si fuese el encargado de recursos humanos. La verdad es que me da mal rollo, colega.", - "RETROSPECTIVE_ALEPH_FELIX4": "¿A qué se refería el tipo del triángulo con eso de que quiere hablar contigo «como es debido»? Parece un tío educado, pero no me fío ni un pelo de él.", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "Ese arcángel habla como si fuese el encargado de recursos humanos. La verdad es que me da mal rollo, colega.", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "Ese arcángel habla como si fuese el encargado de recursos humanos. La verdad es que me da mal rollo, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "Ha sido un combate muy [shake rate=30 level=10]importante[/shake], pero no me quito de la cabeza a ese tal Álef. ¿Qué se traerá entre manos?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "¿A qué se refería Álef cuando dijo que había «leyendas» basadas en él?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "No tiene pinta de que Álef tenga muchas ganas de pelear. Siempre aparece después de que se acabe el combate.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Álef ha vuelto a aparecer [wave amp=30 freq=10]otra vez[/wave] después del combate, para sorpresa de nadie. Tiene pinta de que aparece siempre que encuentras a un arcángel, ¿no?", - "RETROSPECTIVE_ALEPH_FELIX1": "¿Habías visto antes a ese tipo con un triángulo por cabeza? Porque yo no, y me parece raro de narices.", - "RETROSPECTIVE_ALEPH_FELIX2": "Ya van dos veces que aparece ese tipo con un triángulo por cabeza, ¿no? Aquí está pasando algo raro, pero no sé el qué.", - "RETROSPECTIVE_ALEPH_FELIX3": "Parece que, en esta ocasión, el tipo con cabeza de triángulo se acordaba de ti, {player}.", - "RETROSPECTIVE_ALEPH_FELIX6": "Ese del triángulo… también es un arcángel, ¿no? O algo por el estilo…", - "RETROSPECTIVE_ALEPH_FELIX5": "El tipo del triángulo ha vuelto a aparecer para llevarse al arcángel. ¿Acaso los está reclutando?", - "RETROSPECTIVE_ALEPH_VIOLA1": "¿Habías visto alguna vez algo tan peculiar como la figura esa que apareció antes? No me refiero al espíritu al que nos enfrentamos, sino al hombre que no tenía cabeza…", - "RETROSPECTIVE_ALEPH_FELIX7": "El del triángulo ha dicho que en nuestro mundo hay leyendas basadas en él. ¿A qué se refería, exactamente?", - "RETROSPECTIVE_ALEPH_FELIX8": "¿Qué opinas de ese que tiene un triángulo por cabeza, {player}? Yo tengo un par de teorías al respecto…", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Así que Álef volvió a aparecer para llevarse al arcángel al que derrotamos. ¿Para qué los estará reuniendo? Lo mismo intenta encontrar la forma de salir de Nueva Wirral.", - "RETROSPECTIVE_ALEPH_FELIX9": "Vale, así que el del triángulo está reclutando a arcángeles. ¿Qué pretende hacer, montar un grupo?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Álef dijo que las leyendas de nuestro mundo se basaban en él. No me creo ni una palabra de lo que dice, pero tengo la sensación de que, en este caso, podría estar diciendo la verdad…", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Cuando Álef apareció antes, su tono de voz me resultó muy cercano. Era como si le estuviese ofreciendo [wave amp=30 freq=10]un trabajo[/wave] al arcángel al que derrotamos…", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Hemos ganado el combate, pero Álef volvió a aparecer. Debemos tener cuidado, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "¿Para qué estará reclutando Álef a esos arcángeles? ¿Qué pretende hacer, montar un grupo?", - "RETROSPECTIVE_ALEPH_VIOLA3": "Ese espíritu, el que refleja tu propia cara… Era como si te reconociese, {player}. ¿Qué arteras maquinaciones se traerá entre manos?", - "RETROSPECTIVE_ALEPH_VIOLA2": "Ha vuelto a aparecer ese espíritu, ese cuya cara es un espejo… ¿Qué significará esa aparición tan inoportuna?", - "RETROSPECTIVE_ALEPH_VIOLA4": "Parece que el espíritu ese que tiene un espejo por cara tenía ganas de hablar contigo, {player}. Te recomiendo que cojas con pinzas cualquier cosa que te diga.", - "RETROSPECTIVE_ALEPH_VIOLA6": "¿Qué estará planeando ese espíritu con un espejo por cara? No me fío de los planes de los espíritus, {player}.", - "RETROSPECTIVE_ALEPH_VIOLA5": "Ese espíritu de la cabeza triangular ha aparecido, una vez más, para interferir en nuestro combate. Qué ser tan curioso…", - "RETROSPECTIVE_ALEPH_VIOLA8": "Una vez más, nuestro enemigo se nos ha escapado por culpa de la inoportuna aparición del espíritu con espejo en vez de cara. Qué zafio.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Puede que hayamos vencido a ese espíritu poderoso, pero el otro espíritu, Álef, ha venido al rescate. Empiezo a ver un patrón…", - "RETROSPECTIVE_ALEPH_VIOLA7": "Ese espíritu que apareció de la nada, el del espejo en vez de cara… ¿Qué quería?", - "RETROSPECTIVE_ALEPH_VIOLA9": "Ese espíritu con cara de espejo bien podía tener educación y presentarse, ¿no crees? No me gustan nada sus inoportunas apariciones…", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Ese espíritu, el tal Álef, ha aparecido, una vez más, para interferir en nuestro combate. ¿Acaso también quiere abandonar este país?", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "¿Qué estará planeando nuestro querido enemigo Álef? No me fío de los planes de los espíritus, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Una vez más, nuestro enemigo se nos ha escapado por culpa de la inoportuna aparición del espíritu llamado Álef. Qué zafio.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Si ese tal Álef no fuese un cobarde, ¡se enfrentaría directamente a nosotros! En vez de eso, abandona el campo de batalla con gran premura.", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "En fin, dijiste que habías conseguido una pista al derrotar al arcángel de antes. ¿En qué consiste la pista esa, exactamente?", - "RETROSPECTIVE_CLUE_QUOTE": "¿«{clue}..»?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "En fin, dijiste algo…, mmm, de que tenías una pista críptica que querías seguir. ¿De qué se trata?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Pues… [pause]no me parece gran cosa para empezar. ¡Pues nada, habrá que encontrar a otro arcángel!", - "RETROSPECTIVE_CLUE1_EUGENE1": "En fin, dijiste que estabas siguiendo una pista, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Eso… no es que sea una gran pista, la verdad. Lo siento, tú.", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Eso… no es que sea una gran pista, la verdad. Lo siento, tú.", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Eso… no es que sea una gran pista, la verdad. Lo siento, tú.", - "RETROSPECTIVE_CLUE1_EUGENE2": "Uh. Pues no me parece gran cosa, la verdad.", - "RETROSPECTIVE_CLUE1_FELIX1": "En fin, dijiste algo sobre que estabas siguiendo una pista, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE1_FELIX2": "Uh. Pues no es gran cosa. Puede que necesites más información.", - "RETROSPECTIVE_CLUE1_VIOLA2": "Qué intrigante… Si tiene alguna solución, desde luego que la desconozco.", - "RETROSPECTIVE_CLUE1_VIOLA1": "Por cierto, comentaste algo de un acertijo que habías conseguido. ¿Deseas compartirlo conmigo?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "Aún es demasiado vago como para sernos útil. Tendremos que encontrar a otro arcángel…", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "En fin, comentabas antes que la canción de tu cabeza se está haciendo más larga. ¿Cuál es el siguiente verso?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "¿Creo que antes comentaste algo sobre una pista que querías seguir?", - "RETROSPECTIVE_CLUE2_EUGENE1": "Ah, cierto, si mal no recuerdo, ¿dijiste algo sobre una pista misteriosa? ¿De qué se trata?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "Sí, bueno, la verdad es que no sé qué significa.", - "RETROSPECTIVE_CLUE2_EUGENE2": "¿Solo eso? Pues no hay mucho donde rascar.", - "RETROSPECTIVE_CLUE2_FELIX1": "Ah, cierto, dijiste algo de que estabas siguiendo una pista, ¿no?", - "RETROSPECTIVE_CLUE2_FELIX2": "Mmm… No es gran cosa, la verdad.", - "RETROSPECTIVE_CLUE2_VIOLA2": "Qué curioso. Aunque me temo que no se puede obtener mucha información de ese extracto.", - "RETROSPECTIVE_CLUE2_VIOLA1": "¡Ah! Antes dijiste que tenías que resolver un acertijo. ¿Por qué no me lo cuentas?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Parece como si indicase una dirección, pero eso no nos aclara demasiado el tema.", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "¿Has conseguido otro verso para tu misteriosa [wave amp=30 freq=10]canción de la visión[/wave]? ¿Cómo es?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "Ah, ¿querías pedirme opinión sobre una pista que estás siguiendo? Adelante, ¿de qué se trata?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "Supongo que parece como si indicase una dirección.", - "RETROSPECTIVE_CLUE3_EUGENE1": "En fin, creo que dijiste que tenías una pista que querías seguir. ¿De qué se trata?", - "RETROSPECTIVE_CLUE3_FELIX1": "En fin, dijiste antes que estabas siguiendo una pista, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE3_EUGENE2": "Parece como si indicase una dirección, aunque no es una pista demasiado clara.", - "RETROSPECTIVE_CLUE3_VIOLA1": "Por favor, dime… Hablabas de una especie de acertijo que querías descifrar. ¿Por qué no me lo cuentas?", - "RETROSPECTIVE_CLUE3_FELIX2": "Parece como si indicase una dirección, ¿no? Puede que cada pista que consigas vaya delimitando la ubicación.", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "¡Ay! Casi me olvidaba de preguntarte… Entonces, ¿el arcángel fantasma que vive dentro de ti te ha dado una nueva pista?", - "RETROSPECTIVE_CLUE3_VIOLA2": "Sin duda, te indica algún lugar, pero esto no ofrece suficiente información al respecto.", - "RETROSPECTIVE_CLUE4_MEREDITH1": "Antes dijiste algo de que estabas investigando una pista críptica, ¿no? Cuéntame de qué se trata.", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "A mí me parece que está describiendo una zona… ¿Tú qué opinas?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "A mí me [wave amp=30 freq=10]parece[/wave] que está describiendo una zona… ¿Quieres ir allí o algo así?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*Bostezo* Pues venga, vamos de nuevo al lío.", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "No pasa nada, ya me buscaré otro rato para dormir.", - "CAPTAIN_ZEDD_PRE_REMATCH2": "Si quieres que nos volvamos a zurrar, tengo un rato libre antes de mi próxima siesta. ¿Te apuntas?", - "CAPTAIN_WALLACE_LAST_LEGS1": "¡No soy nada fácil de demoler!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe dice que tienes mucho potencial. ¿Te gustaría afrontar mi desafío de guarda?", - "CAPTAIN_WALLACE_POST_BATTLE1": "He levantado unos muros maravillosos, ¡pero tú los has [shake rate=30 level=10]derribado con suma facilidad[/shake]!", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "¡Saludos! ¡En el pueblo se comenta que ahora eres une guarda de élite, como nosotros!", - "CAPTAIN_SKIP_INTRO2": "¡Saludos! [pause]Soy Bas, uno de los guardas de élite de Nueva Wirral.", - "CAPTAIN_SKIP_INTRO1": "Madre mía, los forasteros hacen un montón de [wave amp=30 freq=10]cosas[/wave], ¿verdad?", - "CAPTAIN_SKIP_INTRO4": "Aparatos electrónicos, muebles… ¡de todo! [pause]Todo acaba llegando aquí, ¡y yo le doy un buen uso!", - "CAPTAIN_WALLACE_INTRO2": "¡Las infraestructuras! [pause]Casas, muros, agua corriente…", - "CAPTAIN_WALLACE_POST_REMATCH1": "A pesar de todos mis esfuerzos, mis defensas han sucumbido igual…", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "Vaya, creo que me has despertado un poco con ese último golpe. [pause]Ten, toma tu recompensa.", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "No pasa nada, otra vez será.", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "¡Genial! [pause]Supongo que no hace falta tener enchufe para saber que mi punto fuerte es la electricidad. ¡Tendrás que ser muy ágil para evitar que te pegue un buen calambrazo!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "Está mal que yo lo diga, pero ¡ha sido un combate electrizante!", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Ah, entono el [i]mea culpa[/i], pues. Estaba tan en llamas con nuestra conversación que no me percaté de que tan solo estabas de paso.", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "Chispas… [pause]¡Lo estás haciendo mucho mejor de lo que me esperaba!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "Perdona por los chistes malos… Es la costumbre.", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "Puedes irte. Esta es tu recompensa.", - "CAPTAIN_LODESTEIN_POST_REWARD1": "Me encantaría hablar contigo un ratito más, pero, por desgracia, aún tengo muchas labores de mantenimiento pendientes.", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "¡Saludos! ¡En el pueblo se comenta que ahora eres uno guarda de élite, como nosotros!", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "¡Buena suerte ahí fuera, colega!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "¡Buena suerte ahí fuera, colega!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "¡Eh, colega! Espero que te vaya todo bien por el mundo adelante.", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "¡Buena suerte ahí fuera, colega!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "¡Eh, colega! Espero que te vaya todo bien por el mundo adelante.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "Se comenta por el pueblo que ahora eres uno de los nuestros. ¡Te felicito!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "¡Eh, colega! Espero que te vaya todo bien por el mundo adelante.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "Se comenta por el pueblo que ahora eres una de los nuestros. ¡Te felicito!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "Se comenta por el pueblo que ahora eres une de los nuestros. ¡Te felicito!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Ah, entono el [i]mea culpa[/i], pues. Estaba tan en llamas con nuestra conversación que no me percaté de que tan solo estabas de paso.", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Dime, ¿te apetece la revancha? [pause]Llevo con ganas de volver a enfrentarme a ti desde nuestro último duelo.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Pues nada, me has vuelto a dar una buena lección. Ha sido un buen combate, colega.", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Diría que esta vez voy a ir a por todas, [pause]pero lo cierto es que ya fui a por todas la última vez.", - "CAPTAIN_REMATCH_CHECK": "¿Quieres pedirle a {pawn} la revancha?", - "CAPTAIN_READY_CHECK.n": "¿Quieres combatir con {pawn}?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "Espero que tu entrenamiento tenga unos buenos cimientos. ¡Hay que ser muy fuerte para derribar mis defensas!", - "CAPTAIN_SKIP_PRE_BATTLE2": "¡Maravilloso! [pause]Procura divertirte… ¡y no te deprimas cuando te derrote!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "Ah. [pause]Supongo que no contaba con que este tío fuese guarda de élite.", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "Ah. [pause]Supongo que no contaba con que este tío fuese guarda de élite.", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "¡Saludos! [pause]Me han dicho que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "¡Saludos! [pause]Me han dicho que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Podrás canjear ese material en el ayuntamiento de Villapuerto. [pause]A los humanos os encanta comerciar con baratijas que no valen para nada, eh…[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]He parcheado todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, «guarda de élite»![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Me han informado de que has pasado a integrar el cuerpo de capitanes. [pause]¿Qué me dices, te apetece volver a probar suerte?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Me han informado de que has pasado a integrar el cuerpo de capitanes. [pause]¿Qué me dices, te apetece volver a probar suerte?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]He parcheado todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, «guarda de élite»![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Me han informado de que has pasado a integrar el cuerpo de capitanes. [pause]¿Qué me dices, te apetece volver a probar suerte?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Lo lamento, [pause]no era mi intención que la humanidad volviese a ser el centro de mis iras. [pause]Ignora mi comentario.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Dudo si añadirte a mi base de datos interna de seres humanos a los que respeto. [pause]Es una base de datos diminuta.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Ten, toma tus ganancias.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]¿Y bien? [pause]¿Quieres enfrentarte a mí? [pause]La estadística juega en tu contra, pero nunca se sabe… ¡Puede que hoy sea tu día de suerte![/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]¡Voy a subir la apuesta![/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Pues venga, que empiece la partida… [pause]¡A por todas! Quien gana, se lo lleva todo.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]¿No te animas? Pues nada, otra vez será.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_POST_REMATCH2": "He vuelto a perder, [pause]pero no voy a llorar por ello. [pause]Llorar es un desperdicio de fluidos corporales y no es que me sobren las reservas de agua.", - "CAPTAIN_JUDAS_POST_REMATCH1": "Juraría haber cubierto todos los escenarios posibles en esta ocasión…", - "CAPTAIN_SKIP_LAST_LEGS1": "¡De momento, lo estás haciendo bien! [pause]Aunque no prometo que no vaya a ponerme en serio…", - "CAPTAIN_JUDAS_INTRO1.m": "Te llevo oyendo desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, ya te digo que lo has perdido.", - "CAPTAIN_ZEDD_POST_REMATCH1": "¿He vuelto a perder? Por eso no me gusta estar despierto…", - "CAPTAIN_ZEDD_POST_REWARD1": "Jo, lo que daría por un buen café para espabilarme…", - "CAPTAIN_ZEDD_LAST_LEGS1": "*Bostezo* [pause]¿Cómo va el tema de las tortas? ¿He ganado ya? Uy.", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "Es importante dormir lo suficiente… Pero, claro, ¿cuánto es lo suficiente? [pause]La humanidad lleva buscando una respuesta a esa pregunta desde los albores de los tiempos.", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]¿Quieres pedir un poco de…?[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Lo lamento. [pause]Mis funciones de reinicio están algo oxidadas y mis bancos de memoria tardan un rato en conectarse…[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Tengo el cerebro mecánico más avanzado que se pueda permitir un casino del siglo XXIV y, pese a todo, ¡[shake rate=30 level=10]aún[/shake] funciono con monedas![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]¿No te animas? Pues nada, otra vez será.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "…", - "CAPTAIN_LODESTEIN_INTRO1.n": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", - "CAPTAIN_LODESTEIN_INTRO3": "¡Vale, [pause]ya está listo!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]He parcheado todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, «guarda de élite»![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perder una vez es una anomalía, [pause]pero… ¿dos? [pause]Puede que vaya siendo hora de reevaluar algunas de las preconcepciones que tengo sobre los humanos.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "Ay, [pause]¿eres guarda de élite?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*Bostezo* Vale, a ver, vayamos al grano… [pause]o, mejor dicho, al campo de batalla. [pause]Sí.", - "CAPTAIN_ZEDD_INTRO_EUGENE": "Me sorprende, nunca pensé que acabarías como guarda.", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "Ah. [pause]Supongo que no contaba con que este tío fuese guarda de élite.", - "CAPTAIN_ZEDD_INTRO5": "Muchas gracias. Jo, tío, no sé por qué es tan difícil que un [wave amp=30 freq=10]guarda de élite[/wave] se pueda echar un sueñecito.", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "Anda, ¿eres el nuevo aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si te apetece afrontar mi desafío, siempre puedo dejar lo de rebuscar en la basura para luego.", - "CAPTAIN_SKIP_POST_REWARD1": "En fin, creo que debería ponerme de nuevo a ordenar todo esto. [pause]¿De verdad la gente de tu mundo posee tantas [wave amp=30 freq=10]cosas[/wave]?", - "CAPTAIN_SKIP_POST_BATTLE2": "Has superado con creces todas mis expectativas. Ten, toma tu recompensa.", - "CAPTAIN_SKIP_POST_BATTLE1.f": "Vaya, me has dejado para tirar, ¿eh? [pause]¡Me temo que te he subestimado, forastera!", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe dice que tienes mucho potencial. ¿Te gustaría afrontar mi desafío de guarda?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Oye, tienes pinta de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Oye, tienes pinta de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", - "CAPTAIN_SKIP_POST_REMATCH3": "No pasa nada. [pause]Si a mí, en el fondo, no me gusta luchar.", - "CAPTAIN_SKIP_POST_REMATCH4": "En realidad, soy un friki… [pause]¡Estoy enamorado de todas estas [wave amp=30 freq=10]cosas[/wave]!", - "CAPTAIN_JUDAS_PRE_REMATCH2": "Vale. [pause]He llevado a cabo una serie de observaciones tácticas que, sin duda, potenciarán mis opciones de victoria en este combate.", - "CAPTAIN_CLEEO_INTRO3": "Tiene una ranura para monedas en la parte de atrás… Puede que encontremos alguna moneda apropiada en la isla.", - "CAPTAIN_CLEEO_INTRO2": "Parece que este robot funciona mal.", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Me han informado de que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Has venido a por la revancha?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Me han informado de que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Has venido a por la revancha?", - "CAPTAIN_JUDAS_POST_REWARD1": "Vivimos en una época peligrosa. [pause]La civilización y la seguridad son conceptos efímeros… Si no puedes sobrevivir en campo abierto con tu propia pericia, es porque has fracasado.", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Quizás debería volver a Villapuerto para un «reabastecimiento táctico»…", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Piensas como los guardas de tomo y lomo. [pause]Ten, te lo has ganado.", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "¡Saludos! [pause]Me han dicho que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "¡Es innegable, guarda de élite, que te mereces esta victoria!", - "CAPTAIN_SKIP_POST_REMATCH1": "Mecachis… [pause]¡He vuelto a perder!", - "CAPTAIN_SKIP_PRE_REMATCH3": "¡Vale! [pause]¡Esto va a ser divertido!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "¡No pasa nada! [pause]Total, tengo un montón de basura que ordenar.", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "¡Anda! [pause]¡Se me había olvidado completamente que eras guarda de élite!", - "CAPTAIN_SKIP_POST_BATTLE1.m": "Vaya, me has dejado para tirar, ¿eh? [pause]¡Me temo que te he subestimado, forastero!", - "CAPTAIN_ZEDD_INTRO1": "…", - "CAPTAIN_SKIP_POST_REMATCH5": "¡Nunca se sabe qué te vas a encontrar!", - "CAPTAIN_ZEDD_INTRO3": "Dicho lo cual, la verdad es que es bastante complicadillo eso de «meditar» por aquí, con todos esos baladino haciendo ruido. ¿Podrías [wave amp=30 freq=10]ayudarme con ese problemilla[/wave]?", - "CAPTAIN_WALLACE_POST_REMATCH2": "Una vez más, ¡has demostrado que tu estrategia tiene unos cimientos bien férreos!", - "CAPTAIN_WALLACE_INTRO4": "Soy Mort Ero, uno de los guardas de élite de Villapuerto. [pause]Superviso todas las obras de Nueva Wirral.", - "CAPTAIN_SKIP_INTRO3": "Recopilo y ordeno las [wave amp=30 freq=10]cosas[/wave] que fabricáis los forasteros y acaban llegando hasta aquí.", - "CAPTAIN_WALLACE_PRE_REMATCH2": "¡Me parece el momento perfecto para una revancha! ¿No te parece?", - "CAPTAIN_JUDAS_INTRO5": "Cuando estás mirando a un monstruo a los ojos, el único modo de sobrevivir es sabiendo que ya has ganado el combate.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Piensas como los guardas de tomo y lomo. [pause]Ten, te lo has ganado.", - "CAPTAIN_JUDAS_PRE_BATTLE2": "Vale, [pause]pero no te lo tomes como algo personal cuando estés mordiendo el polvo.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_INTRO4": "Estamos [wave amp=30 freq=10]muy[/wave] lejos de casa [pause]y lo único que nos diferencia de las bestias es nuestra capacidad para desarrollar estrategias.", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Debo mejorar los cimientos de mi estrategia de combate…", - "CAPTAIN_WALLACE_PRE_REMATCH3": "Esta vez, ¡mis muros no van a caer tan fácilmente!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Oye, tienes pinta de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", - "CAPTAIN_SKIP_POST_REWARD2": "¡Me cuesta imaginarme una vida así!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "¡Saludos! [pause]¿Has venido a ayudarme a ordenar la basura?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Sí que lo eres.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Quien se ha perdido busca un guía, [pause]y eso es lo que Dorian les ofreció.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Espero que a todos les vaya mejor sin él.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Bueno, un arcángel menos. [pause]Y, ahora…, [pause]voy a ayudarte a encontrar al resto.", - "ALEPH_DIALOGUE_2_1": "MMM. ¿DESDE CUÁNDO TENEMOS HUMANOS AQUÍ?", - "ALEPH_DIALOGUE_1_1": "A LO VUESTRO, ¡COMO SI NO ESTUVIESE!", - "ALEPH_DIALOGUE_2_2": "VOLVEOS A LA SUPERFICIE, ¿VALE?", - "ALEPH_DIALOGUE_3_1": "¡ME ACUERDO DE VOSOTROS!", - "ALEPH_DIALOGUE_3_2": "Y NO TENGO NI LA MÁS REMOTA IDEA DE CÓMO HABÉIS LLEGADO AQUÍ ABAJO.", - "ALEPH_DIALOGUE_4_1": "TÚ Y YO…", - "ALEPH_DIALOGUE_4_2": "EN ALGÚN MOMENTO, VAMOS A TENER QUE HABLAR COMO ES DEBIDO.", - "ALEPH_DIALOGUE_5_1": "NO TIRÁIS LA TOALLA, ¿EH?", - "ALEPH_DIALOGUE_6_1.m": "¿ENTENDÉIS SIQUIERA DÓNDE OS ENCONTRÁIS, POBRES SERES HUMANOS?", - "ALEPH_DIALOGUE_6_1.n": "¿ENTENDÉIS SIQUIERA DÓNDE OS ENCONTRÁIS, POBRES SERES HUMANOS?", - "ALEPH_DIALOGUE_6_1.f": "¿ENTENDÉIS SIQUIERA DÓNDE OS ENCONTRÁIS, POBRES SERES HUMANOS?", - "ALEPH_DIALOGUE_6_2": "¿SENTÍS EL ALIENTO DE ESTOS TÚNELES?", - "ALEPH_DIALOGUE_7_1": "DEBERÍAIS MOSTRARME UN POCO MÁS DE RESPETO, ¿EH?", - "ALEPH_DIALOGUE_7_2": "¡EN VUESTRO MUNDO EXISTEN LEYENDAS BASADAS EN MÍ!", - "ALEPH_DIALOGUE_7_3": "TENÉIS SUERTE DE QUE SEA TAN HUMILDE.", - "ALEPH_DIALOGUE_8_1": "¡TENEMOS QUE DEJAR DE REUNIRNOS ASÍ!", - "ALEPH_DIALOGUE_9_1": "MIS NUEVOS EMPLEADOS SON UNA PANDA DE ALBOROTADORES.", - "ALEPH_DIALOGUE_10_1": "SÍ, SOY YO OTRA VEZ, Y HE VENIDO A RECLUTAR A ESTE INDIVIDUO TAN PROMETEDOR AL QUE OS ENFRENTÁIS.", - "ALEPH_DIALOGUE_9_2": "POR SUERTE, HE ESTADO PULIENDO MIS HABILIDADES PARA GESTIONAR GRUPOS DE TRABAJO.", - "ALEPH_DIALOGUE_9_3": "VAMOS A FOMENTAR UN AMBIENTE POSITIVO, ¡CON BASE EN LA LEALTAD Y LA CAMARADERÍA!", - "ALEPH_DIALOGUE_10_2": "¿ES QUE NUNCA OS CANSÁIS?", - "RESTING_KAYLEIGH_DATING_1": "Kayleigh y tú charláis sobre los recuerdos felices de aquellos lugares que visitasteis durante vuestra infancia.", - "RESTING_KAYLEIGH_DATING_3": "Kayleigh te habla sobre sus ambiciones.", - "RESTING_KAYLEIGH_DATING_2": "Os partís de risa al hablar de los momentos vergonzosos que habéis vivido.", - "RESTING_MEREDITH_PLATONIC_2": "Intentas hablar con Meredith de asuntos sin importancia, pero, ahora mismo, no está muy por la labor.", - "RESTING_KAYLEIGH_DATING_4": "Mantenéis una conversación desenfadada sobre la vida amorosa de cada cual.", - "RESTING_KAYLEIGH_DATING_5": "Charlas con Kayleigh sobre los lugares a los que le gustaría ir.", - "RESTING_MEREDITH_PLATONIC_1": "Hablas con Meredith de cosas triviales.", - "RESTING_MEREDITH_PLATONIC_3": "Meredith se queja de los pequeños inconvenientes que le han surgido hoy. Tú la escuchas sin interrumpir.", - "RESTING_MEREDITH_PLATONIC_5": "Os quedáis descansando en silencio. Meredith no tiene mucho que decir ahora mismo.", - "RESTING_MEREDITH_PLATONIC_4": "Meredith te explica entusiasmada el argumento de una novela de fantasía que la apasiona.", - "RESTING_MEREDITH_DATING_1": "Meredith te explica con todo lujo de detalles una película de terror que vio en su día en la televisión.", - "RESTING_MEREDITH_DATING_3": "Meredith se arma de valor para hacerte un cumplido por tu aspecto.", - "RESTING_MEREDITH_DATING_2": "Meredith y tú habláis de los lugares que os gustaría visitar algún día.", - "RESTING_MEREDITH_DATING_4": "Mantenéis una conversación personal e íntima.", - "RESTING_MEREDITH_DATING_5": "Le haces un cumplido a Meredith y le da mucha vergüenza. Sin embargo, te lo agradece.", - "RESTING_EUGENE_PLATONIC_2": "Eugene y tú analizáis posibles nuevas tácticas de combate.", - "RESTING_EUGENE_PLATONIC_1": "Eugene te describe sus tablas de entrenamiento favoritas.", - "RESTING_EUGENE_PLATONIC_5": "Eugene charla contigo sobre las diferencias que hay entre vuestros mundos.", - "RESTING_EUGENE_PLATONIC_3": "Eugene te cuenta, ilusionado, lo que se está cociendo en Villapuerto.", - "RESTING_EUGENE_PLATONIC_4": "Os dais consejos para el combate mientras el tiempo pasa sin sobresaltos.", - "RESTING_EUGENE_DATING_1": "Eugene te describe el tipo de lugar en el que le gustaría vivir en un futuro.", - "RESTING_EUGENE_DATING_2": "Eugene y tú charláis de modo informal sobre la vida amorosa de cada uno.", - "RESTING_EUGENE_DATING_3": "Eugene presume de su habilidad para preparar cenas románticas.", - "RESTING_EUGENE_DATING_5": "Eugene te pregunta por tus sueños y tus metas, y presta mucha atención a tu respuesta.", - "RESTING_EUGENE_DATING_4": "Eugene comparte contigo una anécdota graciosa. Una de tantas.", - "RESTING_FELIX_PLATONIC_1": "Felix dibuja en silencio y con mucho empeño y, así, se os pasa el tiempo.", - "RESTING_FELIX_PLATONIC_2": "Felix hace una disertación sobre la comida que no es posible encontrar en Nueva Wirral.", - "RESTING_FELIX_DATING_1": "Felix te enseña varios dibujos que ha hecho en los últimos días.", - "RESTING_FELIX_PLATONIC_3": "Felix rememora varias anécdotas graciosas de la gente de Villapuerto.", - "RESTING_FELIX_DATING_2": "Felix te cuenta con entusiasmo las nuevas ideas que se le han ocurrido últimamente para sus historias.", - "RESTING_FELIX_DATING_3": "Felix escucha tus reflexiones con atención.", - "RESTING_FELIX_DATING_4": "Felix charla contigo sobre tu plato favorito.", - "RESTING_FELIX_DATING_5": "Estrecháis lazos hablando de cosas que habéis vivido en mutua compañía.", - "RESTING_VIOLA_PLATONIC_1": "Viola te narra sus aventuras de cuando era pequeña.", - "RESTING_VIOLA_PLATONIC_3": "Viola te pregunta con mucho interés sobre cómo era tu vida antes de llegar a Nueva Wirral.", - "RESTING_VIOLA_PLATONIC_2": "Viola te habla de la hermosura de Mesalina, su país de origen.", - "RESTING_VIOLA_PLATONIC_4": "Le cuentas a Viola cómo era la vida en tu mundo.", - "RESTING_VIOLA_DATING_1": "Viola recita varios poemas preciosos que aprendió antaño. Su interpretación es hermosa.", - "RESTING_VIOLA_DATING_3": "Viola te expone sus ambiciones en una conversación un tanto personal.", - "RESTING_VIOLA_DATING_2": "Intercambiáis muestras de aprecio y respeto mutuos. Resulta bastante tierno.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Últimamente he estado dándole vueltas a la cabeza.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "He pasado bastante tiempo reflexionando sobre mi estancia en Valdellanto.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "A decir verdad, dediqué mucho pero que mucho tiempo a intentar complacer a los demás. Y creo que lo sigo haciendo.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Gran parte del tiempo lo dediqué a intentar contentar a la gente…", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "¿Es normal eso? [pause]No tengo ni idea.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Bueno, ¿qué te gusta hacer en tu tiempo libre?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Y eso está muy bien, pero tal vez, sería bueno pensar también en lo que me gustaría hacer a mí.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "No quedará ni rastro de [wave amp=30 freq=30]mí[/wave].", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "De lo contrario, acabaré quemada.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "¿Te gustaría probar a hacer algo en concreto?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Pues… Tendré que darle al coco, a ver qué se me ocurre.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Siento como si tuviese mucha más [wave amp=30 freq=30]pasión[/wave] por las cosas cuando era más joven que ahora que soy adulta.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "¿Sabías que antes tocaba la guitarra?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "De tal palo, tal astilla. Mis primeros recuerdos son de estar sentada en el regazo de mi padre escuchándolo tocar.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "¿Cómo hacía para que le cupieseis en el regazo tanto tú como la guitarra?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Ah, [pause]claro, [pause]que eres nueve…", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "Pues… con mucho cuidado.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Me compré mi propia guitarra cuando era adolescente, aunque nunca fue mi fuerte.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "Y, en fin, si no estaba destinada a dedicarme profesionalmente a la música, [pause]¿para qué seguir tocando?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "Supongo que lo dejé… [pause]porque sentía que todo pasatiempo tenía que dar sus frutos tarde o temprano.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "¡Pues es una lástima!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Ya, ¿y por qué no?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "¿Sabes qué? [pause]Tienes razón.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "Es una verdadera lástima que lo dejara.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "¡Debería hacer más cosas que fueran, simplemente, para disfrutar!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Si quiero pasarme el día sentada en la cama mientras leo novelas románticas malas, ¡también debería poder!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "A-además, [pause]¡ni siquiera tiene que ser algo productivo!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "¡Di que sí!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "¡Tienes toda la razón!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Me alegro de haberme quitado este peso de encima.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Ya casi me he terminado el té. ¿Qué dices, volvemos a la carga?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Je. Muchísimas gracias, {player}.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Si te paras a pensar, nos hemos estado fusionando para formar monstruos enormes, ¿no? Como poco, ¡no se puede negar que una experiencia como esa une bastante!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "¡Mira esto, {player}!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "¡Clémence la encontró en el mercado hace poco y me la ha dado!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "¿Está en buen estado?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "¿Funciona?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "A decir verdad, lo mismo ocurre con la mitad de la chatarra de Villapuerto.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Está bien, pero tiene… un ligero aroma a agua de mar…", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "¿Qué tal suena?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "No te preocupes. En Nueva Wirral estamos acostumbrados a que las cosas estén un pelín dañadas. ¡Nada que no se pueda arreglar con un poco de esfuerzo, ganas y maña!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Buena pregunta. ¿Estás listo?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Buena pregunta. ¿Estás liste?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Buena pregunta. ¿Estás lista?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Suena como si…", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "¡Necesitase unos retoques!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "¡Pero seguro que podrás escucharme tocar esta preciosidad en menos que canta un gallo!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "Por esfuerzo y ganas no va a quedar. Lo de la maña está por ver.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "¡Lo estoy deseando!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "¡Espero que me des una serenata!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "¡Y yo!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Cruza los dedos y tal vez se cumpla.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "¡Claro, vamos!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Oye, esto… ¿Quieres pasarte por mi casa? Me gustaría enseñarte una cosa.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Mejor en otro momento.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "No pasa nada, ¡así tengo más tiempo para ensayar!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "¡Estupendo!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "Quería… tocarte una canción. Mi padre solía cantármela y fue la primera que aprendí a tocar.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Te has portado genial conmigo y que quería hacer algo para agradecértelo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Te has portado genial conmigo y que quería hacer algo para agradecértelo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "¿Estás lista?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Te has portado genial conmigo y que quería hacer algo para agradecértelo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "¿Estás listo?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "¡Y tanto!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "¿Estás liste?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Bueno, ¿qué te ha parecido?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "¡Ha sido impresionante!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Me han entrado ganas de besarte.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "¡Para o me voy a poner como un tomate!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Espero que no dejes de tocar.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Y yo. ¿Qué te parece si escribimos una canción a medias en los ratos libres de nuestros viajes?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Podría ser bastante divertido, ¿no crees?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "¡Me apunto!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "¿Estás seguro de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "¡Decidido, entonces! ¡Va a ser buenísima!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "¿Estás segura de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "¿Estás segure de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "Yo una vez me quedé embobada viendo a una amiga tocar la batería en su grupo cuando íbamos a la universidad. Creo que tiendo a pillarme por los músicos.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Bromas aparte, ¡espero que sigas tocando!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "No, lo digo en serio. Me gustas.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "¡Estás más callade que de costumbre, {player}! ¿Te preocupa algo?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "No, lo digo en serio. Me gustas.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Eh…", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "No, lo digo en serio. Me gustas.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Si quieres besarme…", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Creo que ahora es un buen momento.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "¡Estás más callada que de costumbre, {player}! ¿Te preocupa algo?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "¡Estás más callado que de costumbre, {player}! ¿Te preocupa algo?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Eh… ¡No, no es nada!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Ya, justo lo que pensaba.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Si tú lo dices…", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "No encuentro las palabras para describirlo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "A decir verdad, creo que no te veía [wave amp=30 freq=30]de esa manera[/wave] hasta que nos fusionamos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Para empezar, [pause]solo he tenido unas cuantas relaciones breves y todas han sido con chicos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Para empezar, [pause]solo he tenido unas cuantas relaciones breves y todas han sido con chicos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "A ver, he salido con algún que otro chico, [pause]pero, [pause]sinceramente, nunca… llegué a sentir nada por ellos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Puede parecer una tontería, pero cuando nos fusionamos…", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "Es como si [wave amp=30 freq=10]sintiese[/wave] tu alma… [pause]Como si te conociese de una forma de la que ni yo misma me conozco.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Creo… Creo que eres maravilloso. Claro que quiero estar contigo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Creo… Creo que eres maravillosa. Claro que quiero estar contigo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "E incluso si nuestros caminos llegasen a separarse, habría valido la pena. [pause]O eso creo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Creo… Creo que eres maravillose. Claro que quiero estar contigo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "Qué [wave amp=30 freq=30]suerte[/wave] tienes, ¿no?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Tienes razón.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Yo también lo creo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Bueno, pues ¡desde ya tienes novia! ¡Una música en ciernes, nada menos!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "¡Esto hay que celebrarlo!", - "MEREDITH_INTRO_MEREDITH1.m": "Anda, si es el nuevo.", - "MEREDITH_INTRO_MEREDITH1.f": "Anda, si es la nueva.", - "MEREDITH_INTRO_MEREDITH1.n": "Anda, si es le nueve.", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "¿Nos conocemos?", - "MEREDITH_INTRO_MEREDITH2": "Hoylake me habló de ti cuando se pasó por mi taller a recoger unas piezas.", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "¿Sabes quién soy?", - "MEREDITH_INTRO_MEREDITH3": "¿Lo conoces? [pause]Es lo peor.", - "MEREDITH_INTRO_MEREDITH4": "¿Sabías que ni siquiera es un auténtico científico? [pause]Antes de aterrizar en Nueva Wirral, ¡era analista de datos!", - "MEREDITH_INTRO_MEREDITH6.m": "En fin, soy Meredith. [pause]Disfruta del placer de estar atrapado en esta roca con todos nosotros hasta el fin de tus días.", - "MEREDITH_INTRO_MEREDITH5": "Alguien tendría que explicarle que su personalidad no puede girar en torno a llevar solo camisetas que dicen «La ciencia mola».", - "MEREDITH_INTRO_MEREDITH6.n": "En fin, soy Meredith. [pause]Disfruta del placer de estar atrapade en esta roca con todos nosotros hasta el fin de tus días.", - "MEREDITH_INTRO_MEREDITH6.f": "En fin, soy Meredith. [pause]Disfruta del placer de estar atrapada en esta roca con todos nosotros hasta el fin de tus días.", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "¡Pienso encontrar una salida!", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "Bueno, este sitio tiene su encanto…", - "MEREDITH_INTRO_A_MEREDITH2": "Aquí solo estamos nosotros y un puñado de monstruos aterradores. En una isla.", - "MEREDITH_INTRO_A_MEREDITH1.m": "Qué monada. Es normal, eres nuevo. Lo siento, cielo, pero no hay salida.", - "MEREDITH_INTRO_A_MEREDITH1.n": "Qué monada. Es normal, eres nueve. Lo siento, cielo, pero no hay salida.", - "MEREDITH_INTRO_A_MEREDITH1.f": "Qué monada. Es normal, eres nueva. Lo siento, cielo, pero no hay salida.", - "MEREDITH_INTRO_A_MEREDITH3": "Eso es lo que hay.", - "MEREDITH_INTRO_END_MEREDITH1": "El caso es que solo necesitaba una bocanada de aire fresco. Pásate por mi taller del pueblo cuando quieras. Es el edificio amarillo del muelle.", - "MEREDITH_INTRO_B_MEREDITH2": "Te quedarás sin temas de conversación enseguida. Te lo digo yo.", - "MEREDITH_INTRO_B_MEREDITH1": "¿Cuántos seremos? Doscientas personas, a lo sumo, ¿no?", - "MEREDITH_INTRO2_MEREDITH1": "Ah, otra vez tú. Quería preguntarte una cosa…", - "MEREDITH_INTRO2_MEREDITH2": "¿En serio vas a buscar una manera de salir de esta isla?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "¡Ya lo creo!", - "MEREDITH_INTRO2_MEREDITH3": "Mmm… Tu optimismo es casi digno de admiración.", - "MEREDITH_INTRO2_MEREDITH4": "Bueno, si vas a dedicarte a «viajar de un confín a otro» y todo el rollo, ¿me harías el favor de buscarme una cosa?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "¡Claro! ¿Qué es lo que necesitas?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Ahora no me viene bien.", - "MEREDITH_INTRO2_NO_MEREDITH1": "Ya. Fijo que tienes cosas más importantes que hacer. Yo también.", - "MEREDITH_INTRO2_NO_MEREDITH2": "Mira a quién tenemos aquí.", - "MEREDITH_INTRO2_MEREDITH5": "Bueno… Se trata de… un disco de música. [pause]¿Sabes lo que es?", - "MEREDITH_INTRO2_NO_MEREDITH3": "¿Crees que podrías sacar tiempo ahora para buscar algo que me hace falta?", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "¡Sí, claro!", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "¡Por supuesto! ¿Por qué no iba a saberlo?", - "MEREDITH_INTRO2_MEREDITH6": "Vale, guay.", - "MEREDITH_INTRO2_MEREDITH7": "Es que… [pause]es… [pause]un poco difícil distinguir quién sabe qué en esta isla. No todos vienen de mundos… parecidos al mío.", - "MEREDITH_INTRO2_MEREDITH9": "En fin, el disco en cuestión [pause]es… [pause][i]All I Ever Needed[/i], de The Witch House. Igual te suena y todo.", - "MEREDITH_INTRO2_MEREDITH8": "Eso hace que hablar con la gente sea bastante difícil. [pause]Incluso más difícil que de costumbre.", - "MEREDITH_INTRO2_MEREDITH10": "Lo escuchaba mucho en mi vida pasada. Tiene… [pause]mucho valor sentimental, ¿vale?", - "MEREDITH_QUEST1_QUERY_IANTHE6": "De allí sacamos toda la ropa para los lugareños. [pause]Además de los walkmans y las cintas, claro.", - "MEREDITH_INTRO2_MEREDITH12.m": "Hola, novato. ¿Qué te cuentas?", - "MEREDITH_INTRO2_MEREDITH11": "En Villapuerto hay varios frikis de la música. ¿Podrías preguntarles de mi parte?", - "MEREDITH_INTRO2_MEREDITH12.n": "Hola, novate. ¿Qué te cuentas?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "¡Aún estoy buscando tu disco!", - "MEREDITH_INTRO2_MEREDITH12.f": "Hola, novata. ¿Qué te cuentas?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "¿Que si tengo ese disco?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "No tengo nada nuevo que contar…", - "MEREDITH_INTRO2_MEREDITH13A": "Ah, guay. No te agobies, es muy difícil que lo encuentres. Está claro que las posibilidades no juegan a mi favor. Pero gracias de todos modos.", - "MEREDITH_QUEST1_QUERY": "¿[i]All I Ever Needed[/i], de The Witch House?", - "MEREDITH_INTRO2_MEREDITH13B": "Pues ya te puedes ir acostumbrando. Aquí el tiempo no pasa volando, que digamos. Estamos un poco faltos de entretenimiento.", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Pues no, pero puedes preguntarles a los guardas del ayuntamiento.", - "MEREDITH_QUEST1_QUERY_IANTHE1": "¿Meredith anda tras un disco? [pause]Sabrás que encontrar aquí exactamente ese disco es tan difícil como encontrar una aguja en un pajar, ¿no?", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "O a los del puesto de guardia. [pause]¿Sabes dónde queda? [pause]Es al nordeste de Villapuerto.", - "MEREDITH_QUEST1_QUERY_IANTHE2": "En serio, ni te imaginas lo difícil que es. Ya sabes que todo cuanto acaba en Nueva Wirral proviene de [wave amp=30 freq=30]muchísimos[/wave] mundos distintos.", - "MEREDITH_QUEST1_QUERY_IANTHE3": "No obstante, [pause]puedes probar suerte en el centro comercial La Caída.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "¿La Caída?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Ah, [pause]claro, [pause]que eres nueva…", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "¡Entendido!", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Ah, [pause]claro, [pause]que eres nuevo…", - "MEREDITH_QUEST1_QUERY_IANTHE5": "Hay un centro comercial en la zona norte de Nueva Wirral. [pause]Está completamente abandonado y apareció allí de la nada hace unos quince años.", - "MEREDITH_QUEST1_QUERY_IANTHE7": "También hay una tienda de música repleta de discos y cintas, pero la tenemos cerrada a cal y canto, por seguridad.", - "MEREDITH_QUEST1_QUERY_IANTHE8": "Al fin y al cabo, las reservas de cintas son fundamentales. No está de más tenerlas a buen recaudo.", - "MEREDITH_QUEST1_QUERY_IANTHE9": "Si tuviesen ese disco, puede que Meredith tuviera que jugarse el pellejo con tal de echarle el guante. [pause]Mi parte racional quiere prohibirle que lo intente…", - "MEREDITH_QUEST1_QUERY_IANTHE10": "Pero, si la acompañas, tal vez resulte menos peligroso. Toma, llévate esto.", - "MEREDITH_QUEST3_MEREDITH2": "Ah.", - "MEREDITH_QUEST3_MEREDITH1": "¿Qué es esto? ¿Una carta?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "¿Qué pone?", - "MEREDITH_QUEST3_MEREDITH3": "Es una carta de Ianthe. Dice que es posible que mi disco esté en el centro comercial La Caída y que me da permiso para ir…", - "MEREDITH_QUEST3_MEREDITH4": "Con la condición de que me acompañes. También nos da las llaves para entrar.", - "MEREDITH_QUEST3_MEREDITH5": "Bueno, ¿vamos, pues?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "¿Estás segura?", - "MEREDITH_QUEST3_MEREDITH6": "Descuida, que sé defenderme. No pensarías que no tengo mi propio walkman, ¿verdad?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "¡Podría ser peligroso!", - "MEREDITH_QUEST3_MEREDITH7": "Pasarme el día aquí sentada me está matando. [pause]Supongo que encontrar ese disco puede ser un buen desafío.", - "MEREDITH_QUEST3_MEREDITH8": "Es decir, [pause]no tener nada que te haga salir de la cama todos los días es lo mismo que estar muerta, [pause]¿no?", - "MEREDITH_QUEST3_MEREDITH9": "¿Tú… [pause]tienes claro qué es lo que te impulsa a seguir adelante ahora mismo?", - "MEREDITH_QUEST3_MEREDITH11": "Pero…", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Quiero encontrar el camino para volver a casa.", - "MEREDITH_QUEST4_PART1_MEREDITH3": "Esa tienda de allí arriba tiene pinta de ser una tienda de música, ¿verdad?", - "MEREDITH_QUEST3_MEREDITH10": "Como ya he te dicho alguna vez, eso es imposible.", - "MEREDITH_QUEST3_MEREDITH12": "Si me ayudas a buscar mi disco, te ayudaré a buscar una forma de volver a casa.", - "MEREDITH_QUEST3_MEREDITH13": "¿Por qué no? A fin de cuentas, me hará falta un nuevo objetivo por el que luchar.", - "MEREDITH_QUEST4_PART1_MEREDITH2": "Ese toque «posapocalíptico» tiene su encanto.", - "MEREDITH_QUEST4_PART1_MEREDITH1": "Si te soy sincera, apuesto a que este sitio era mucho más hortera antes de su… [pause]deterioro estructural.", - "MEREDITH_QUEST4_PART1_MEREDITH4": "Vamos a buscar una manera de llegar hasta allá.", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Seguro que este lugar era muy diferente cuando estaba lleno de gente…", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Este sería el lugar ideal para rodar una película. A lo mejor los monstruos podrían ser extras.", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "¡A eso hemos venido!", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Espero que eso que acabo de pisar sea agua.", - "MEREDITH_QUEST4_PART2_MEREDITH1": "«Vinilo con Estilo». Creo que hemos llegado a nuestro destino. ¿Entramos?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Mejor en otro momento.", - "MEREDITH_QUEST4_PART3_MEREDITH1": "Tiene que estar en alguna parte… Estoy muy cerca…", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "[i]Mac to the Future[/i], de Mac and the Awesome 5. Este no es.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "[i]Legacy of the Treeman[/i], de Treeman. Pues sí que hay discos raros aquí…", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "[i]Dreamer of Electric Sheep[/i] de Procgen. Este suena interesante…, pero no es el que buscamos.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "Parece una especie de banda sonora.", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "En este disco pone [i]The Witch House[/i] en letras grandes y rojas.", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "Esa carátula… ¡Lo has encontrado!", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "Esta carátula… ¡Lo he encontrado!", - "MEREDITH_QUEST4_PART4_MEREDITH4": "Y esta portada también es [wave amp=30 freq=30]un pelín[/wave] distinta…", - "MEREDITH_QUEST4_PART4_MEREDITH2": "Espera. [pause][pause]Hay algo que no me cuadra.", - "MEREDITH_QUEST4_PART4_MEREDITH3": "¿[i]Timeless and Strange[/i]? [pause]No es así como se titulaba el disco…", - "MEREDITH_QUEST4_PART4_MEREDITH5": "Y los títulos de las canciones…", - "MEREDITH_QUEST4_PART4_MEREDITH6": "No me suenan de nada.", - "MEREDITH_QUEST4_PART4_MEREDITH7": "Es la versión de algún [wave amp=30 freq=30]universo alternativo[/wave]. [pause]La que yo busco no está aquí.", - "MEREDITH_QUEST4_PART4_MEREDITH8": "Ya sabía yo que no tenía que haberme hecho ilusiones.", - "MEREDITH_QUEST4_PART4_MEREDITH9": "Bah, a mí nunca me pasa nada bueno…", - "MEREDITH_QUEST4_PART5_MEREDITH1": "Uf… ¿Qué ha pasado?", - "MEREDITH_QUEST4_PART5_MONARCH4": "¡YA DECÍA YO QUE LO HABÍA NOTADO!\\n\\nUN VACÍO. UN AGUJERO DONDE DEBERÍA HABER UN CORAZÓN. ME DA PODER.\\n\\nQUIERO CONSUMIRLO POR COMPLETO.", - "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, ¿estás bien?", - "MEREDITH_QUEST4_PART5_MONARCH6": "LOS DE TU ESPECIE PODRÍAIS DISFRUTAR DE UNA VIDA PLENA.\\n\\nSIN EMBARGO, LA CAMBIÁIS POR SÍMBOLOS Y ARTIFICIOS VACÍOS.", - "MEREDITH_QUEST4_PART5_MEREDITH3": "El disco… Se me ha caído. ¿Anda por ahí?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "¿T-tú quien eres? [pause]¿De qué estás hablando?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "Este lugar es una ruina. ¡Está lleno de basura!", - "MEREDITH_QUEST4_PART5_MONARCH7": "RENUNCIÁIS A COSAS QUE TIENEN VALOR Y SIGNIFICADO, A CAMBIO DE NADA.\\n\\n¡MI CASTILLO ESTÁ LLENO DE TODO EL VACÍO QUE DEJÁIS A VUESTRO PASO!", - "MEREDITH_QUEST4_PART5_MEREDITH8": "Tu… [pause]¿castillo? [pause]¿Este centro comercial? [pause]¿Me tomas el pelo?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]¡No vale nada![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "ESO ES… NADA…\\n\\n¡Y YO SOY EL REY DE NADA!\\n\\n¡ADELANTE, DÉJAME CONSUMIR TU VACÍO!", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Qué fácil sería…", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Qué fácil sería rendirme y morirme sin más…", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Lo conseguimos… [pause]Seguimos con vida… [pause]¿Nos hemos… [pause]fusionado?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "¡Pero yo no soy así! ¡Estoy harta de fallarme a mí misma!", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Mmm…", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Lo conseguimos… [pause]Seguimos con vida…", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "MENUDO SITIO TIENES MONTADO AQUÍ, COMPAÑERO.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "No tenías por qué hacer esto. Gracias, tú.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Ahora me doy cuenta de que hemos venido hasta aquí por una tontería.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Ahora me doy cuenta de que hemos venido hasta aquí por una tontería.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "PERO ALGUIEN DE TU NIVEL PODRÍA ASPIRAR A ALGO MEJOR, ¿NO CREES?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Ahora me doy cuenta de que hemos venido hasta aquí por una tontería.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "Casi no lo contamos; menuda burrada.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "No tenías por qué hacer esto. Gracias, tú.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "No tenías por qué hacer esto. Gracias, tú.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Yo diría… que ya he tenido suficientes centros comerciales abandonados y peligros mortales por hoy.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Venga, vamos a regresar al pueblo y a ver qué tal suena el disco.", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "Oye…, todo el rollo ese… de la fusión…", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "¿Tú… [pause]te habías… [pause][pause]fusionado antes con alguien?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "Igual deberíamos…, no sé…, ¿hablar del tema?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "Es muy raro, ¿verdad?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "Mola mucho, ¿verdad?", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "Es… [pause]especial.", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "Y, después, aunque lo recuerdo, sigue sin parecerme algo que haya vivido yo.", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "Es como si nuestras mentes se unieran y dejase de ser yo misma.", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "Es como rememorar un sueño. Quizás nuestros cerebros no estén diseñados para procesarlo…", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "¿Tú… [pause]te habías… [pause][pause]fusionado antes con alguien?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "¿Tú… [pause]te habías… [pause][pause]fusionado antes con alguien?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "¡N-[pause]no tiene nada de malo si lo has hecho! [pause]Es solo que no sabía si había sido tu primera vez.", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "Eso… [pause]ha sonado muy raro.", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "Haz como si no hubiera dicho nada.", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "Hace tiempo que quiero preguntarte…", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "¿Por qué estás tan segure de que existe una manera de regresar a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "¿Por qué estás tan segura de que existe una manera de regresar a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "¿Por qué estás tan seguro de que existe una manera de regresar a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Tuve una visión…", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "Mmm… Vas a tener que empezar por el principio, tú.", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "Buf… Tela marinera.", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "Voy a cumplir con mi parte del trato. Como me has ayudado a buscar un disco, yo te ayudaré a buscar una forma de salir de Nueva Wirral.", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "¡Ah! ¡Ya me olvidaba del disco!", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "…", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "No suena nada mal.", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "La verdad es que... me pasé toda la adolescencia sintiéndome fatal y sin saber tratar con la gente.", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "Al entrar en la universidad, quise cambiar, de veras.", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "Es decir, no es el mismo álbum que yo tenía, pero se da un aire.", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "Ya sé que la pieza que falla soy yo, pero quiero seguir intentándolo.", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "No tenías por qué haberte jugado la vida para ayudarme.", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "Ese disco era como la banda sonora… de mi intento por cambiar y mejorar…", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "Aunque no lo conseguí. Estuve a punto de hacer amistades de por vida, pero ya no me hablan.", - "MEREDITH_CONVO5_MEREDITH2": "¿Te he dicho alguna vez que no puedo ver bichos ni en pintura?", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "Quizás a eso se refería el arcángel. Quizás he perdido demasiado tiempo distrayéndome con tonterías en vez de intentar vivir la vida.", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "Nueva Wirral tiene muchas cosas que son un asco, pero…", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "Incluso aunque no hayamos encontrado lo que buscaba, estoy… conforme con el resultado.", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "Tú molas bastante.", - "MEREDITH_CONVO1_MEREDITH1": "¿Sabes qué?", - "MEREDITH_CONVO1_MEREDITH2": "Las hogueras hacen que las palabras fluyan.", - "MEREDITH_CONVO1_MEREDITH3": "Nada de silencios incómodos en los que no se te ocurre nada que contar.", - "MEREDITH_CONVO1_MEREDITH4": "Uno siempre puede soltar algo como «esto sí que es un fuego» y los demás asentirán como si hubieras dicho algo interesante.", - "MEREDITH_CONVO1_MEREDITH6": "A pesar del riesgo de incendio que eso supondría.", - "MEREDITH_CONVO1_MEREDITH5": "Me gustaría tener una hoguera cerca en todas las conversaciones…", - "MEREDITH_CONVO2_MEREDITH1": "¿Recuerdas qué estabas haciendo justo antes de llegar aquí?", - "MEREDITH_CONVO2_MEREDITH2": "O sea, [pause]antes de llegar a Nueva Wirral.", - "MEREDITH_CONVO5_MEREDITH1": "¡Puaj! [pause][pause]Creo que algo me acaba de rozar el pie.", - "MEREDITH_CONVO2_MEREDITH3": "De vez en cuando intento recordar el momento exacto, [pause]pero no puedo…", - "MEREDITH_CONVO2_MEREDITH4": "Es como intentar recordar el momento en que nos quedamos dormidos.", - "MEREDITH_CONVO2_MEREDITH5": "Me acuerdo de qué estaba haciendo más o menos a esa hora, pero no del momento preciso.", - "MEREDITH_CONVO2_MEREDITH6": "Es raro.", - "MEREDITH_CONVO3_MEREDITH2": "Si encontrásemos el camino de vuelta a nuestro hogar… [pause]Nuestro auténtico hogar…", - "MEREDITH_CONVO3_MEREDITH1": "Tengo una duda…", - "MEREDITH_CONVO3_MEREDITH3": "¿Habría transcurrido todo este tiempo?", - "MEREDITH_CONVO3_MEREDITH4": "¿O volveríamos justo al momento en que lo dejamos, como si todo esto hubiese ocurrido en un abrir y cerrar de ojos?", - "MEREDITH_CONVO4_MEREDITH1": "Lo curioso de The Witch House es que [pause]tuvieron que disolverse nada menos que tres grupos para que se formara el suyo.", - "MEREDITH_CONVO4_MEREDITH2": "Procgen se vino abajo cuando su bajista lo dejó para fundar su propia religión, así que el vocalista, Rob Handsome, necesitaba trabajo…", - "MEREDITH_CONVO4_MEREDITH8": "Muy pocas, [pause]supongo.", - "MEREDITH_CONVO4_MEREDITH3": "La batería, Linda Steel, acababa de separarse del trío punki Bad Horses tras una disputa con la discográfica…", - "MEREDITH_CONVO4_MEREDITH5": "Es decir, que los astros se alinearon, [pause]sobre todo en forma de una desgracia detrás de otra, [pause]y pudieron formar The Witch House.", - "MEREDITH_CONVO4_MEREDITH4": "Y el guitarrista, Daniel «Safety First» Buttercroft, fue el único que sobrevivió al accidente de autobús que acabó con la vida de todos los demás miembros del grupo No Seatbelts en mitad de una gira.", - "MEREDITH_CONVO4_MEREDITH6": "A veces pienso en lo improbable que era que todo eso ocurriera…", - "MEREDITH_CONVO4_MEREDITH7.f": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", - "MEREDITH_CONVO4_MEREDITH7.m": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", - "MEREDITH_CONVO4_MEREDITH7.n": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", - "MEREDITH_CONVO5_MEREDITH3": "Voy a fingir que ha sido una brizna de hierba para no darle más vueltas.", - "MEREDITH_CONVO6_MEREDITH1": "Pasar aquí nuestro «tiempo en pareja» está bien, pero…", - "MEREDITH_CONVO6_MEREDITH2": "Imagina que hubiese una [wave amp=30 rate=10]segunda[/wave] cafetería en Villapuerto.", - "MEREDITH_CONVO6_MEREDITH3": "¡Le daría mucho más juego a las citas!", - "MEREDITH_CONVO6_MEREDITH4": "Tal vez deba abrir una, solo para crear un poco de competencia sana.", - "MEREDITH_CONVO6_MEREDITH6": "Ya me lo estoy imaginando.", - "MEREDITH_CONVO6_MEREDITH5": "Le daría un toque mucho más gótico. [pause]Paredes negras, con calaveras bien chulas…", - "MEREDITH_CONVO7_MEREDITH1": "No se me da…, mmm…, muy bien expresarme.", - "MEREDITH_CONVO7_MEREDITH2": "A menudo siento que no reacciono bien durante las conversaciones.", - "MEREDITH_CONVO7_MEREDITH4": "A ver, ¡hay mucha gente que sí que me aburre!", - "MEREDITH_CONVO7_MEREDITH5": "Pero contigo no me pasa nunca, [pause]así que, por favor, nunca pienses que no te presto atención, ni nada por el estilo.", - "MEREDITH_CONVO7_MEREDITH3": "A veces digo algo que no debería, o pongo una cara que no me convenía poner, [pause]y acaban creyendo que no me interesa el tema.", - "MEREDITH_CONVO8_MEREDITH1": "¿Te has fijado en que en Villapuerto se atiende a todo el mundo, sin importar lo que aporten a la comunidad?", - "MEREDITH_CONVO8_MEREDITH2": "Es decir, los lugareños siguen teniendo sus propios problemas, claro, pero…", - "MEREDITH_CONVO8_MEREDITH3.m": "No se da de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema, tú.", - "MEREDITH_CONVO8_MEREDITH3.n": "No se da de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema, tú.", - "MEREDITH_CONVO8_MEREDITH3.f": "No se da de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema, tú.", - "MEREDITH_CONVO8_MEREDITH4": "Es una sociedad un tanto solitaria, sin duda… [pause]Pero nada cruel.", - "MEREDITH_CONVO8_MEREDITH5": "No puedo…, [pause]mmm…, [pause]decir lo mismo del lugar de donde vengo.", - "MEREDITH_CONVO9_MEREDITH1": "Puede sonar un poco macabro, pero a veces me pregunto si la gente de mi «vida pasada» se acuerda de mí alguna vez.", - "MEREDITH_CONVO9_MEREDITH2": "Me imagino a unos cuantos viejos colegas sentados de noche en algún tugurio londinense, preguntándose unos a otros: [pause]«¿Qué habrá sido de Meredith Chen, la que un día desapareció de la faz de la Tierra para no volver?».", - "MEREDITH_CONVO9_MEREDITH4": "De hecho, suena mucho más deprimente así, dicho en voz alta.", - "MEREDITH_CONVO9_MEREDITH3": "…", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "¿Películas?", - "MEREDITH_CONVO10_MEREDITH1": "Si, al final, regresamos a nuestro mundo, voy a tener que ponerme al día con un montón de películas.", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "¿Qué tipo de películas te gustan?", - "MEREDITH_CONVO10_MEREDITH2": "Ah, [pause]eh…", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Lo tienes muy bien delimitado.", - "MEREDITH_CONVO10_MEREDITH3": "Considero que mis gustos se dividen en dos grandes categorías: películas estadounidenses de acción extremadamente idiotas y esas de vampiros con las que no sabes si estás viendo auténtico arte o verdadera basura.", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "¡Está claro que sabes lo que quieres!", - "MEREDITH_CONVO10_MEREDITH4": "Está bien saber qué le gusta a una, supongo.", - "MEREDITH_CONVO11_MEREDITH1": "Oye, he oído que ahora Kayleigh es algo así como tu… ¿novia?", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Ah, ¿te has enterado?", - "MEREDITH_CONVO11_MEREDITH6": "Igual me hice una idea equivocada después de la noche que compartimos…, [pause]pero no pasa nada.", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "¡Espero que no te resulte incómodo!", - "MEREDITH_CONVO11_MEREDITH2": "¿Qué quieres que te diga? Las noticias vuelan.", - "MEREDITH_CONVO11_MEREDITH3": "A ver, no te culpo. [pause]Quiero decir, estamos hablando de [wave amp=30 freq=10]Kayleigh[/wave].", - "MEREDITH_CONVO11_MEREDITH5": "(Dios, soy un auténtico [wave amp=30 freq=10]desastre[/wave] cuando hablo con mujeres…).", - "MEREDITH_CONVO11_MEREDITH4": "Es perfecta sin quererlo, además de hermosa. [pause]No le cuentes lo que acabo de decir.", - "MEREDITH_CONVO11_MEREDITH7": "De todos modos, tampoco es que yo esté lista ahora mismo para ningún compromiso a largo plazo, tú.", - "MEREDITH_CONVO12_MEREDITH1": "¿Recuerdas cuando luchamos contra aquel arcángel que vivía bajo el centro comercial? [pause]He estado pensando en lo que dijo.", - "MEREDITH_CONVO12_MEREDITH2": "Me dijo que «había renunciado a cosas que tienen valor y significado a cambio de nada». [pause]Creo que se refería a mi afán por encontrar aquel disco de música.", - "MEREDITH_CONVO12_MEREDITH4": "Supongo que es muy fácil dejarse llevar por ese tipo de cosas hasta el punto de descuidar lo que importa [wave amp=30 freq=10]de verdad[/wave].", - "MEREDITH_CONVO12_MEREDITH3": "Porque, al final…, [pause]el disco carecía de importancia. No es más que [wave amp=30 freq=10]otra cosa material[/wave] de mi vida, al igual que los libros que leo y las películas que veo.", - "MEREDITH_CONVO12_MEREDITH5": "«Renunciar a cosas que tienen valor y significado a cambio de nada».", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "¿Y eso?", - "MEREDITH_CONVO12_MEREDITH6": "Y…, eh…, nuestra amistad me importa, [pause]así que voy a procurar que eso no se me olvide.", - "MEREDITH_CONVO13_MEREDITH2": "Son muchos los que han vivido y muerto en esta isla. Y muchos de ellos son gente como tú y como yo… [pause]Gente que llegó desde otro mundo.", - "MEREDITH_CONVO13_MEREDITH1": "¿Recuerdas cuando cruzamos aquel cementerio? Me dio que pensar.", - "MEREDITH_CONVO13_MEREDITH3": "Son muchos los que se perdieron y a los que nunca volvieron a encontrar, ¿me sigues? Es bastante triste pensarlo.", - "MEREDITH_CONVO13_MEREDITH4": "Son muchos los que deben de haber perdido la esperanza en esta isla.", - "MEREDITH_CONVO13_MEREDITH5": "No quiero unirme a ellos, {player}.", - "MEREDITH_CONVO14_MEREDITH1": "Entonces…, ¿crees que es cierto?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "¿Que si creo qué?", - "MEREDITH_CONVO14_MEREDITH2": "Que el gran portal que has encontrado nos puede llevar de vuelta.", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "¿A qué te refieres?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "No tengo más remedio que creerlo.", - "MEREDITH_CONVO14_MEREDITH3": "Ya me… [pause]había resignado a vivir aquí de por vida. Me asusta un poco tener que empezar a plantearme otro futuro.", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "¿Acaso tengo otra opción?", - "MEREDITH_CONVO15_MEREDTH2": "Si el portal acabara funcionando, los guardas tendrían trabajo para dar y regalar.", - "MEREDITH_CONVO15_MEREDTH1": "Le has contado a Ianthe lo del portal, ¿no?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "¿A qué te refieres?", - "MEREDITH_CONVO15_MEREDTH5": "Los guardas vienen a ser los que se encargan de que la comunidad funcione, ¿no? Van a tener que ingeniárselas para manejar todo ese cambio logístico.", - "MEREDITH_CONVO15_MEREDTH3": "La gente de aquí tendrá que cambiar de perspectiva por completo. Nueva Wirral ya no será un callejón sin salida del que no se puede salir jamás. Será un lugar por el que la gente… pasará de vez en cuando.", - "MEREDITH_CONVO15_MEREDTH4": "[wave amp=30 freq=10]Suponiendo[/wave] siquiera que la gente siga acabando aquí como por arte de magia.", - "MEREDITH_CONVO15_MEREDTH6": "Por suerte yo no me cuento entre ellos. Es demasiado trabajo.", - "MEREDITH_CONVO16_MEREDITH2": "Una cosa es transformarse en un monstruo u otro mediante esta o aquella cinta, [pause]y otra es fusionarse contigo para volvernos un monstruo aún más grande. [pause]Pero ¿lo de que [wave amp=30 freq=10]todo el mundo[/wave] acabara fusionado encima de aquel tren?", - "MEREDITH_CONVO16_MEREDITH1": "Últimamente han pasado tantas cosas que no hemos tenido ni un momento para hablar de nuestro gran combate contra Álef.", - "MEREDITH_CONVO16_MEREDITH3": "Eso sí que fue una locura.", - "MEREDITH_CONVO16_MEREDITH4": "No sé ni cómo describirlo… [pause]Igual que con la fusión normal, me sentí como si fuese la copiloto de mi cuerpo.", - "MEREDITH_CONVO18_MEREDITH1": "Pensaba que los monstruos de Nueva Wirral ya eran siniestros…", - "MEREDITH_CONVO16_MEREDITH5": "Sin embargo, esta vez no solo éramos tú y yo. Éramos todos cuantos estábamos allí, y pude [wave amp=30 freq=10]sentir[/wave] nuestro deseo colectivo.", - "MEREDITH_CONVO16_MEREDITH6": "¿Sabes lo que te digo? [pause]Los arcángeles son fuertes, pero la gente lo es [wave amp=30 freq=10]mucho[/wave] más.", - "MEREDITH_CONVO17_MEREDITH2": "Será que me veía como una persona muy solitaria que, si se convirtiese en tu pareja, podría cambiar de pies a cabeza.", - "MEREDITH_CONVO17_MEREDITH1": "Creo que al principio me preocupaba que una relación me cambiara de raíz.", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "¿A qué te refieres?", - "MEREDITH_CONVO17_MEREDITH4": "Pero… no ha ocurrido. Sigo siendo [wave amp=30 freq=10]yo[/wave], [pause]solo que también te tengo [wave amp=30 freq=10]a ti[/wave].", - "MEREDITH_CONVO17_MEREDITH3": "Puede parecer una tontería, [pause]y tal vez lo sea, [pause]pero así me sentía.", - "MEREDITH_CONVO18_MEREDITH3": "Nos hablaba como si de una [wave amp=30 freq=10]persona[/wave] se tratase. Y se supone que son tan inteligentes como nosotros, ¿verdad? O incluso [wave amp=30 freq=10]más[/wave].", - "MEREDITH_CONVO18_MEREDITH2": "Pero ¿los «arcángeles», como aquel contra el que luchamos? Esos juegan en otra liga.", - "MEREDITH_CONVO18_MEREDITH4": "Pensar que hay [wave amp=30 freq=10]monstruos inteligentes gigantescos capaces de distorsionar la realidad[/wave] viviendo en la red ferroviaria que, por lo visto, se extiende bajo nuestra isla…", - "MEREDITH_CONVO18_MEREDITH5": "En fin, supongo que ahora no voy a pegar ojo en toda la noche.", - "MEREDITH_CONVO19_MEREDITH1": "…", - "MEREDITH_CONVO19_MEREDITH2": "…", - "MEREDITH_CONVO19_MEREDITH3": "Perdona, sé que es esto te es incómodo. Es que, como no nos conocemos tanto, no tenemos mucho de lo que hablar.", - "MEREDITH_CONVO19_MEREDITH4": "Vaya. [pause]Igual sacarlo a colación hace que sea aún peor.", - "MEREDITH_CONVO20_MEREDITH1": "No soy… [pause]muy amiga de las acampadas. Soy más bien un ser de interiores.", - "MEREDITH_CONVO20_MEREDITH2": "Debería haberlo mencionado antes de que accedieras a embarcarte conmigo en esta pequeña [wave amp=30 freq=10]aventura[/wave].", - "MEREDITH_CONVO20_MEREDITH3": "Espero que no te estés arrepintiendo de haber decidido salir en busca de aquel disco de vinilo con una completa desconocida, tú.", - "MEREDITH_CONVO21_MEREDITH1": "Otra vez de vuelta en la cafetería… Hay cosas que nunca cambian, ¿eh?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "¿Vienes a menudo?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "¿Pasas mucho tiempo aquí?", - "MEREDITH_CONVO21_MEREDITH2": "Estamos en Villapuerto. No hay [wave amp=30 freq=10]ningún[/wave] otro sitio donde pasar el rato.", - "MEREDITH_CONVO21_MEREDITH3": "Así es la vida en los pueblos pequeños. [pause]Al menos el café de aquí está bueno.", - "MEREDITH_CONVO22_MEREDITH1": "Bueno… Entonces… Tú vas mucho de acampada por Nueva Wirral, ¿no?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Supongo.", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "¡¿Qué?! ¡No!", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "¿Tú qué crees?", - "MEREDITH_CONVO22_MEREDITH2": "A mí me parece que sí. Dime, ¿te has besado [wave amp=30 freq=10]el resto[/wave] de tus colegas de acampada?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "¿Qué quieres decir con eso?", - "MEREDITH_CONVO22_MEREDITH3.f": "N-no te preocupes; solo te estoy tomando el pelo, tú.", - "MEREDITH_CONVO22_MEREDITH3.m": "N-no te preocupes; solo te estoy tomando el pelo, tú.", - "MEREDITH_CONVO22_MEREDITH3.n": "N-no te preocupes; solo te estoy tomando el pelo, tú.", - "MEREDITH_CONVO23_MEREDITH1.m": "Esto…, [pause]eres amigo de Kayleigh, ¿verdad?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "¡Eso creo!", - "MEREDITH_CONVO23_MEREDITH1.f": "Esto…, [pause]eres amiga de Kayleigh, ¿verdad?", - "MEREDITH_CONVO23_MEREDITH1.n": "Esto…, [pause]eres amigue de Kayleigh, ¿verdad?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "¡Y tanto!", - "MEREDITH_CONVO23_MEREDITH2": "Quisiera saber… [pause]qué se trae [wave amp=30 freq=10]entre manos[/wave].", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "¿Qué?", - "MEREDITH_CONVO23_MEREDITH3": "Llegó hace un año a Villapuerto y enseguida empezó a entrenar con los guardas. [pause]Parece que no tardó [wave amp=30 freq=10]nada[/wave] en adaptarse a vivir atrapada en la isla.", - "MEREDITH_CONVO23_MEREDITH4": "Hay [wave amp=30 freq=10]algo raro[/wave] en todo eso que acaba de cuadrar.", - "MEREDITH_CONVO23_MEREDITH6.m": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella, y tal.", - "MEREDITH_CONVO23_MEREDITH5": "Siempre parece muy [wave amp=30 freq=10]alegre y despreocupada[/wave], pero hay algo que no nos cuenta. [pause]No me cabe la menor duda.", - "MEREDITH_CONVO23_MEREDITH6.f": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella, y tal.", - "MEREDITH_CONVO23_MEREDITH6.n": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella, y tal.", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "¿En el mal sentido?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "¿Patas arriba?", - "MEREDITH_SOCIAL1_MEREDITH1": "De repente, tanto la aparición de los arcángeles como nuestra primera fusión han puesto mi vida patas arriba.", - "MEREDITH_SOCIAL1_MEREDITH3": "Supongo que no esperaba que esta isla me deparase más sorpresas. Por no hablar de tu idea de buscar una forma de [wave amp=30 freq=10]escapar[/wave]…", - "MEREDITH_SOCIAL1_MEREDITH2": "¡No te lo tomes a mal! Fusionarse contigo es guay, pero ¿no se te hace [wave amp=30 freq=10]raro[/wave]?", - "MEREDITH_SOCIAL1_MEREDITH15": "Llevo tanto tiempo aquí que apenas he pensado en volver.", - "MEREDITH_SOCIAL1_MEREDITH17": "Igual por eso me gusta tanto distraerme.", - "MEREDITH_SOCIAL1_MEREDITH16": "Me imagino que es porque… [pause]tampoco tuve nunca tan buenos amigos allí. Casi nadie me acaba cayendo bien.", - "MEREDITH_SOCIAL1_MEREDITH18": "Cuando vine aquí, me obsesioné con la electrónica, algún apaño para la iluminación del pueblo, y demás.", - "MEREDITH_SOCIAL1_MEREDITH19": "Me permite centrarme en otra cosa para no tener que pensar en todo lo que echo en falta.", - "MEREDITH_SOCIAL1_MEREDITH20": "Supongo que pasaba igual con la búsqueda de aquel disco.", - "MEREDITH_SOCIAL1_MEREDITH21": "Buf. [pause]Perdón por ser tan… [pause]Perdón por ser yo, supongo.", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "¡No me pidas perdón por eso!", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "¡Venga, no te rayes!", - "MEREDITH_SOCIAL1_MEREDITH22": "Je. [pause]Gracias. [pause]Por un momento he sonado igual que Kayleigh.", - "MEREDITH_SOCIAL1_MEREDITH23": "¿Sabes a qué me refiero? Se comporta como si siempre tuviera algo por lo que disculparse.", - "MEREDITH_SOCIAL1_MEREDITH24": "Ya basta de sinceridad por hoy.", - "MEREDITH_SOCIAL2_MEREDITH1": "El Café Gramófono siempre me recuerda a mi padre. [pause]Cada mañana preparaba una cafetera antes de marcharse a trabajar a Londres, [pause]así que tengo ese olor a café grabado en el cerebro.", - "MEREDITH_SOCIAL1_MEREDITH25": "Va, habrá que volver a ponerse en marcha, ¿no?", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Qué nostalgia, ¿no?", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "¡Qué bonito recuerdo!", - "MEREDITH_SOCIAL2_MEREDITH2": "Supongo…", - "MEREDITH_SOCIAL2_MEREDITH3": "No sé si extraño a mis padres. [pause]Nunca tuvimos mucho en común. [pause]Se criaron en una época y en un lugar muy diferentes.", - "MEREDITH_SOCIAL2_MEREDITH4": "Me imagino que nos separaba una gran brecha generacional. [pause]¡No tengo la culpa de que escucharan música tan [shake rate=30 level=10]sumamente[/shake] mala!", - "MEREDITH_SOCIAL2_MEREDITH5": "Desde que me mudé para ir a la universidad, ya no nos preocupamos por seguir… [pause]en contacto. [pause]En fin, no pasa nada.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Qué triste.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Seguro que te sentiste sola.", - "MEREDITH_SOCIAL2_MEREDITH6": "Supongo que sí.", - "MEREDITH_SOCIAL2_MEREDITH7": "A ver… [pause]Tampoco es que guarde muchos recuerdos de mi niñez.", - "MEREDITH_SOCIAL2_MEREDITH8": "Tuve amigos y experiencias, pero cuando echo la vista atrás…", - "MEREDITH_SOCIAL2_MEREDITH9": "Siempre me ha parecido que todo ocurría a mi alrededor sin que yo formase parte de ello.", - "MEREDITH_SOCIAL2_MEREDITH10": "Como si nunca me hubiese sentado en el asiento del conductor.", - "MEREDITH_SOCIAL2_MEREDITH11": "Nunca fui una niña guay, ni tampoco una adolescente guay. [pause]Y de adulta…", - "MEREDITH_SOCIAL2_MEREDITH12": "Bueno, todavía queda tiempo para ver cómo se me da.", - "MEREDITH_SOCIAL2_MEREDITH14": "A medida que vas creciendo, [wave amp=30 rate=10]nunca[/wave] te avisan de lo difícil que es hacer amigos de mayor.", - "MEREDITH_SOCIAL2_MEREDITH13": "Puede que solo necesite hacer más amigos mientras siga en Nueva Wirral. [pause]Buf.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Pues conmigo no te ha sido tan difícil…", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "¿Y yo qué?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Pues conmigo no te ha sido tan difícil…", - "MEREDITH_SOCIAL2_MEREDITH15": "En este caso es mucho más sencillo. Tú y yo compartimos…, [pause]esto…, [pause]un pasatiempo.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Pues conmigo no te ha sido tan difícil…", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "¿Un… pasatiempo?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Ah, ¿sí?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "¡Supongo que sí!", - "MEREDITH_SOCIAL2_MEREDITH16": "Claro, [pause]buscamos un portal mágico entre mundos. [pause]Eso es un pasatiempo, ¿no?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "O sea, confío en que seguiremos viéndonos… [pause]aunque no demos con el portal.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "¡Por supuesto que sí!", - "MEREDITH_SOCIAL2_MEREDITH17.m": "O sea, confío en que seguiremos viéndonos… [pause]aunque no demos con el portal.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "¡Qué mona estás cuando te sonrojas!", - "MEREDITH_SOCIAL2_MEREDITH17.f": "O sea, confío en que seguiremos viéndonos… [pause]aunque no demos con el portal.", - "MEREDITH_SOCIAL2_MEREDITH18B": "Uf, [wave amp=30 freq=10]no puedes[/wave] echarme esos piropos, [pause]que no sé cómo encajarlos.", - "MEREDITH_SOCIAL2_MEREDITH18A": "Je. Guay.", - "MEREDITH_SOCIAL2_MEREDITH20": "O, bueno, [pause]a lo mejor es que estoy más cansada de lo que creía.", - "MEREDITH_SOCIAL2_MEREDITH19B": "Me hace sentir como si me hubieses derrotado por completo.", - "MEREDITH_SOCIAL2_MEREDITH21": "¿Crees que transformarse y combatir cuenta como ejercicio? [pause]Yo creo que cansa lo suyo.", - "MEREDITH_SOCIAL2_MEREDITH22.m": "En fin, [pause]vamos a dar una vuelta, machacar unos cuantos monstruos y tal.", - "MEREDITH_SOCIAL3_MEREDITH1": "¿Sabes qué? Toda la movida del disco de vinilo desaparecido me ha hecho reflexionar.", - "MEREDITH_SOCIAL2_MEREDITH22.n": "En fin, [pause]vamos a dar una vuelta, machacar unos cuantos monstruos y tal.", - "MEREDITH_SOCIAL2_MEREDITH22.f": "En fin, [pause]vamos a dar una vuelta, machacar unos cuantos monstruos y tal.", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "¿Sobre qué?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Cuéntame.", - "MEREDITH_SOCIAL3_MEREDITH3": "Descubrimos un disco que en mi mundo nunca se grabó, ¿verdad?", - "MEREDITH_SOCIAL3_MEREDITH2": "A ver si consigo explicarme:", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Supongo que sí.", - "MEREDITH_SOCIAL3_MEREDITH4": "Y si existen mundos infinitos, también existirán… [pause]discos infinitos.", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "¿Es eso posible?", - "MEREDITH_SOCIAL3_MEREDITH6": "Ninguno de sus libros era una simple historia, sino, más bien, una especie de viaje por su mente. [pause]Sus ambiciones, sus creencias, sus ideas…", - "MEREDITH_SOCIAL3_MEREDITH5": "El caso es que, [pause]en mi adolescencia, me gustaban mucho los libros de un autor de fantasía que ya había muerto. [pause]Menuda friki estaba hecha.", - "MEREDITH_SOCIAL3_MEREDITH7": "Me imagino que escribir un libro es algo así como darle al mundo un pedacito de ti que se queda ahí para siempre.", - "MEREDITH_SOCIAL3_MEREDITH8": "Con el tiempo, acabé por leer todo lo que había escrito en vida y por identificarme mucho con sus ideas principales.", - "MEREDITH_SOCIAL3_MEREDITH9": "Había experimentado todos sus escritos. [shake rate=30 level=10]Nunca[/shake] habría más.", - "MEREDITH_SOCIAL3_MEREDITH10": "Imagino que lo mismo nos ocurre a todos cuando morimos… [pause]Al final, habremos dicho todo cuanto diremos.", - "MEREDITH_SOCIAL3_MEREDITH11": "Sin embargo, si existen mundos infinitos, tal vez existan un sinfín de libros diferentes que llegó a escribir.", - "MEREDITH_SOCIAL3_MEREDITH12": "Y, tal vez…, [pause]haya un sinfín de versiones nuestras que guarden un sinfín de recuerdos y vivencias propias.", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "¡Pues claro!", - "MEREDITH_SOCIAL3_MEREDITH13": "Puede que nunca muramos del todo, [pause]en cierto modo.", - "MEREDITH_SOCIAL3_MEREDITH14": "Es una idea que me ronda la mente, nada más.", - "MEREDITH_SOCIAL3_MEREDITH15": "Venga, ¿nos vamos?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "Vale, ¿estás lista para lo que viene?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "Vale, ¿estás listo para lo que viene?", - "MEREDITH_SOCIAL4_MEREDITH2": "…", - "MEREDITH_SOCIAL4_MEREDITH1.n": "Vale, ¿estás liste para lo que viene?", - "MEREDITH_SOCIAL4_MEREDITH3": "Noche de pelis. [pause]En mi casa. [pause]¿Te apuntas?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Ahora no me viene bien.", - "MEREDITH_SOCIAL4_MEREDITH4": "¡Bah! En fin, dame un toque si cambias de idea. Nos lo vamos a pasar de lujo.", - "MEREDITH_SOCIAL4_MEREDITH5": "Genial, te va a encantar.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "¡Increíble!", - "MEREDITH_SOCIAL4_MEREDITH6": "Tienes ante ti el único proyector de películas de toda Nueva Wirral que funciona.", - "MEREDITH_SOCIAL4_MEREDITH7": "Es una de las muchas cosas a las que me he dedicado en los ratos libres.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "¡¿Cómo lo has conseguido?!", - "MEREDITH_SOCIAL4_MEREDITH8": "Ha llegado la hora de que te hable de una maldición poco conocida de Nueva Wirral.", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "¿Ah, sí? Me interesa, cuéntamelo todo.", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "Más o menos, esa es la movida, sí.", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "Además, hay un edificio que usa el avatar de una mujer, así como un trafikangrejo que nos guiará por ahí abajo…", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Pueees… sí, eso es.", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "¡Correcto!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "Je. Ese sería el tema, sí.", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "Eso es. Me alegra ver que lo has entendido.", - "LEADER_IANTHE_WAY_HOME_DOG4": "¡Guau!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "Pero, como me lo contáis vosotros, me lo tomo muy en serio. Voy a enviar a alguien allí ahora mismo.", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, si esto me lo hubiese contado cualquier otra persona…, ¡estaría muy preocupada!", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "Obviamente, ya había comentado esta posibilidad con mis guardas de élite en el pasado. Tenemos planes preparados para todas las situaciones posibles…", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "Muchos recién llegados querrán marcharse inmediatamente. Como es lógico, los guardas de élite los acompañarán hasta el Puente Nocturno.", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "Pero, ahora, por fin podremos ponerlos en marcha.", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "No creo que vaya a haber un éxodo masivo a corto plazo. A los guardas de Nueva Wirral no les va a faltar el trabajo.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Los guardas de élite y yo ya nos hemos comprometido a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "No obstante, gran parte de los habitantes de Villapuerto llevan mucho tiempo aquí. La gente ha encontrado pareja, se ha asentado, ha formado familias…", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, sé que te estás formando para ser guarda, pero no me parecería mal si decides abandonar tu entrenamiento e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Los guardas de élite y yo ya nos hemos comprometido a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Sé que te he pedido que te plantees un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Los otros guardas de élite y yo ya nos hemos comprometido a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Sé que te he pedido que te plantees un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Sé que te he pedido que te plantees un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "No me parecería mal si decides renunciar a tu puesto como guarda de élite e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "Decidas lo que decidas, tendrás todo mi apoyo.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "¿Tienes alguna tarjeta completa que mostrarme?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Repartimos a los guardas de élite a lo largo y ancho de la isla para que siempre haya [wave amp=30 freq=10]alguien[/wave] cerca en caso de emergencias inesperadas.", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Si necesitas ayuda para encontrarlos, habla con alguno de los guardas de la zona. Yo es que estoy muy liada ahora mismo…", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "¡Aquí está!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "¡Así que los rumores eran ciertos! Llevas poco tiempo aquí, pero ya has demostrado tu capacidad para recorrer la isla y superar cualquier obstáculo con el que te topes.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "¡Pues sí!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Enhorabuena, {player}… ¡Ya formas parte de la guarda oficialmente!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Enhorabuena, {player}… ¡Ya formas parte de la guarda oficialmente!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "¡Maravilloso! ¡Te lo mereces, {player}!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Enhorabuena, {player}… ¡Ya formas parte de la guarda oficialmente!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Mola. Me alegro por ti, colega.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Mola. Me alegro por ti, colega.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Mola. Me alegro por ti, colega.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "¡Has hecho un gran trabajo, colega!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "¡Te lo mereces!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "¡Tus esfuerzos han merecido la pena, amigo!", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "¡Has hecho un gran trabajo, colega!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "¡Tus esfuerzos han merecido la pena, amiga!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "¡Tus esfuerzos han merecido la pena, amigue!", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "¡Guauuu!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Me temo que no tenemos ninguna ceremonia especial para conmemorar la ocasión. [pause]Estamos demasiado ocupados entrenando a nuevos reclutas para hacer frente a esas fusiones salvajes…", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "¿Sabes qué?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Te has planteado la posibilidad de hacerte guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Te has planteado la posibilidad de hacerte guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "¡Pues sí!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Te has planteado la posibilidad de hacerte guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Si te interesa, deberás afrontar un último desafío… [pause]Tendrás que derrotarme [wave amp=30 freq=10]a mí[/wave] en combate.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "¡Pues no, la verdad!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Bueno, ¿qué me dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "No pasa nada. Ven a verme si cambias de idea.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "¡Por supuesto!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Bueno, ¿qué me dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Bueno, ¿qué me dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Ahora no.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparada para darlo todo contra nosotras!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparado para darlo todo contra nosotras!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "¿Nosotras?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "¿Tu esposa?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparade para darlo todo contra nosotras!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Bueno, [pause]me pareció lógico que mi esposa me echase una mano con este asuntillo.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "¿Con quién vas a luchar?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "¡Tiene pinta de que este va a ser el [wave amp=30 freq=10]mejor combate del año[/wave]! ¿Quién se alzará con la victoria?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "¿Estás casada?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "¿Estás lista, cielo?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "¡Sí, cariño!", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "¡Puedes hacerlo, {player}!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Venga, forastero, ¡demuéstrale a Ianthe quién manda aquí!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Venga, forastera, ¡demuéstrale a Ianthe quién manda aquí!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]¡¡¡Dale una paliza, Ianthe!!! ¡¡¡No te andes con chiquitas!!![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Venga, forastere, ¡demuéstrale a Ianthe quién manda aquí!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE ANDES CON CHIQUITAS!!![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE ANDES CON CHIQUITAS!!![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "No cuentes con que vayamos a tener piedad de ti, {player}. [pause]Ya no eres une aprendiz: ¡ahora [shake rate=30 level=10]juegas en primera división[/shake]!", - "LEADER_IANTHE_BATTLE_START.m": "No cuentes con que vayamos a tener piedad de ti, {player}. [pause]Ya no eres un aprendiz: ¡ahora [shake rate=30 level=10]juegas en primera división[/shake]!", - "LEADER_IANTHE_BATTLE_START.f": "No cuentes con que vayamos a tener piedad de ti, {player}. [pause]Ya no eres una aprendiz: ¡ahora [shake rate=30 level=10]juegas en primera división[/shake]!", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensabais que solo vosotros podíais fusionar?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "¡Nada mal! [pause]¡No ha estado nada mal! [pause]¡Nunca dejas de impresionarme!", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "¡Las historias eran ciertas! ¡Menudo combate!", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Ten, esto es para ti.", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Los humanos crean [wave amp=30 freq=10]arte[/wave], como, por ejemplo, la música. [pause]El arte es algo intangible e imaginario que existe únicamente dentro de nuestra imaginación colectiva.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensabais que solo vosotros podíais fusionar?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensabais que solo vosotros podíais fusionar?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "Estamos convencidos de que los arcángeles [wave amp=30 freq=10]existen[/wave], pero nuestras interacciones con ellos han sido… [pause]efímeras.", - "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh puede corroborarlo, [pause]puesto que ¡es una de nuestras nuevas reclutas!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]B-bueno, ¡{player} y yo acabamos de enfrentarnos a un arcángel![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "Sin duda, sería una gran muestra de fortaleza el lograr sobrevivir a un encuentro contra un ente así…", - "LEADER_IANTHE_INTRO_K_IANTHE3": "… [pause]Ah, ¿sí? Tendremos que estudiar el caso.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "Pero la guarda Kayleigh insiste en que habéis colaborado para hacerle frente a un [wave amp=30 freq=10]arcángel[/wave].", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "¡Le hicimos frente y ganamos!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "Pero la guarda Kayleigh insiste en que habéis colaborado para hacerle frente a un [wave amp=30 freq=10]arcángel[/wave].", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "¡Es cierto!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "Tenemos la convicción de que los arcángeles [wave amp=30 freq=10]existen[/wave], pero nuestras interacciones con ellos han sido… [pause]efímeras.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} es muy fuerte.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} lucha con valor.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "¿Guardas… de élite?", - "LEADER_IANTHE_INTRO_IANTHE5": "Bueno, [pause]¿tú qué dices, {player}? ¿Quieres unirte a los guardas?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "¿Unirse?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "¿Qué tengo que hacer?", - "LEADER_IANTHE_INTRO_IANTHE6": "Los aprendices tienen que visitar a todos los guardas de élite de Nueva Wirral y superar sus desafíos.", - "LEADER_IANTHE_INTRO_IANTHE7": "Dado que tienes un [wave amp=30 freq=10]don[/wave] para el combate de monstruos, [pause]seguro que los guardas de élite estarán deseando ponerte a prueba.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "¡Has hecho un gran trabajo, colega!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "Vaya, pues [wave amp=30 freq=10]sí[/wave] que eres nuevo en el barrio.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "¿Quiénes son esos guardas de élite?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "Vaya, pues [wave amp=30 freq=10]sí[/wave] que eres nueva en el barrio.", - "LEADER_IANTHE_INTRO_IANTHE9": "Los aprendices que superan la prueba se convierten en guardas a tiempo completo, igual que Kayleigh. Los guardas tienen muchas responsabilidades, pero nada que los ponga especialmente en peligro.", - "LEADER_IANTHE_INTRO_IANTHE8.n": "Vaya, pues [wave amp=30 freq=10]sí[/wave] que eres nueve en el barrio.", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "Con total sinceridad, os digo que nunca pensé que este día llegaría.", - "LEADER_IANTHE_INTRO_IANTHE10": "Los guardas de élite, [pause]como yo, [pause]son los que dirigen la operación. Intentamos sacar adelante la comunidad de Villapuerto y nos toca resolver las situaciones más peligrosas.", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Vale, ¡ya lo entiendo!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Así que los guardas de élite son los mejores…", - "LEADER_IANTHE_INTRO_IANTHE11": "Ten, toma una de estas.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "¿Es una tarjeta de sellos?", - "LEADER_IANTHE_INTRO_IANTHE12": "Cada vez que superes el desafío de un guarda de élite, te sellarán esta tarjeta. [pause]Cuando la hayas completado, ven a verme para que pueda nombrarte guarda de forma oficial.", - "LEADER_IANTHE_INTRO_IANTHE16": "En fin, tengo que volver al pueblo. Si me necesitas, pásate por la sede.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "¿Me darán un café gratis con esto?", - "LEADER_IANTHE_INTRO_IANTHE13": "Cada guarda de élite ha perfeccionado su propia estrategia de combate… [pause]y no se trata solo de fuerza bruta. [pause]Tendrás que aprender a adaptarte a diversas situaciones sobre la marcha.", - "LEADER_IANTHE_INTRO_IANTHE14": "¿Te ves capaz de ello, [pause]{player}?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "¡Estoy listo!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "¡Estoy lista!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "¡Pues claro!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "¡Estoy liste!", - "LEADER_IANTHE_INTRO_IANTHE15": "Ese es el espíritu.", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Vale, ¿quieres algo más?", - "LEADER_IANTHE_INTRO_IANTHE17": "Es el edificio con medio barco incrustado encima. [pause]No tiene pérdida.", - "LEADER_IANTHE_MENU": "Hola, {player}. ¿Qué necesitas?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "¡He encontrado la forma de volver a casa!", - "LEADER_IANTHE_MENU_CAPTAINS": "Entrenar con los guardas de élite…", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "¡Estoy listo para ser un guarda de élite!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "¡Estoy liste para ser une guarda de élite!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "¡Estoy lista para ser una guarda de élite!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "¿Qué es el material fundido?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "Ajá, así que hay una estación de tren llamada Puente Nocturno que alberga en su interior un portal mágico. Las estaciones forman parte de un gigantesco arcángel…", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Una duda sobre los tipos elementales…", - "LEADER_IANTHE_MENU_FUSION": "Una duda sobre la fusión…", - "LEADER_IANTHE_MENU_BYE": "¡Tan solo me pasaba a saludar!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "Deberías ir a hablar con la jefa Ianthe. Creo que la encontrarás en el puesto de guardia que está al norte de aquí.", - "CAPTAIN_SKIP_POST_REMATCH2.n": "¡Es innegable, guarda de élite, que te mereces esta victoria!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "¡Es innegable, guarda de élite, que te mereces esta victoria!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "Antaño, este sitio se llamaba Nueva Londres. [pause]Villapuerto tenía muchos habitantes y estaba preparada para montar un nuevo asentamiento.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Pues nada, me has vuelto a dar una buena lección. Ha sido un buen combate, colega.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Pues nada, me has vuelto a dar una buena lección. Ha sido un buen combate, colega.", - "CAPTAIN_DREADFUL_INTRO2": "Yo me crie aquí, ¿sabes? [pause]Pasé aquí toda mi infancia, oyendo historias de la [wave amp=30 freq=10]auténtica[/wave] ciudad de Londres.", - "CAPTAIN_DREADFUL_INTRO3": "¡Tiene pinta de ser un lugar horripilante! [pause]Asesinos,[pause] bandoleros,[pause] vampiros… [pause]¡Me resultaba todo fascinante!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "¡Parece divertido!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Me da a mí que todas esas historias no eran del todo eran ciertas…", - "CAPTAIN_DREADFUL_INTRO4": "Obviamente, [pause]las historias se perdieron cuando ardió la ciudad. [pause]Todo y todos acabaron reducidos a cenizas, [pause]excepto yo.", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Me da a mí que todas esas historias no eran del todo eran ciertas…", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Me da a mí que todas esas historias no eran del todo eran ciertas…", - "CAPTAIN_DREADFUL_INTRO5": "Soy Agnes Pectro, [pause]guarda de élite y timadora de la muerte.", - "CAPTAIN_DREADFUL_LAST_LEGS1": "¡Sanseacabó! [shake rate=30 level=10]¡Va siendo hora de darte tu merecido![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "¿Timadora de la muerte?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Qué apodo tan raro.", - "CAPTAIN_DREADFUL_INTRO7": "Yo creo que les falta imaginación. [pause]La muerte no es el final… si conoces las [wave amp=30 freq=10]alternativas esotéricas[/wave].", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres el nuevo aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", - "CAPTAIN_DREADFUL_POST_REWARD1": "Recuerda, aprendiz: [pause]a la vida se le puede sacar mucho provecho, ¡pero también a la muerte!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Podría hacerte una demostración, pero solo me enfrento a aprendices o guardas registrados. [pause]Lo lamento; es mi política personal.", - "CAPTAIN_DREADFUL_INTRO6": "Esos tipos de Villapuerto tienen todo tipo de creencias diferentes, pero sí que concuerdan en una cosa: [wave amp=30 freq=10]todos[/wave] vamos a palmarla tarde o temprano.", - "CAPTAIN_JUDAS_INTRO3": "Mi trabajo es mantenerme con vida a toda costa. [pause]Eso sí, es más fácil decirlo que hacerlo cuando te toca sobrevivir en una isla [shake rate=30 level=10]repleta[/shake] de depredadores hambrientos…", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Me han informado de que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Has venido a por la revancha?", - "CAPTAIN_CLEEO_INTRO1": "¡Bzzt!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Piensas como los guardas de tomo y lomo. [pause]Ten, te lo has ganado.", - "CAPTAIN_JUDAS_LAST_LEGS1": "Has aguantado mucho más de lo que me esperaba. [pause]Ni tan mal.", - "CAPTAIN_SKIP_NOT_TRAINEE1": "Oye, si te interesa el noble arte de ordenar basura, ¿por qué no te haces aprendiz de guarda?", - "CAPTAIN_SKIP_INTRO5": "La basura de un mundo es el tesoro de otro, [pause]¡qué se le va a hacer!", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "En fin, si quieres afrontar mi desafío de guarda, vas a tener que inscribirte. [pause]Supongo que lo suyo será que me despiertes cuando lo hayas hecho.", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "Te daría más datos, pero… es información confidencial. [pause]Ahora bien, la cosa cambiaría si te inscribieses como aprendiz de guarda…", - "CAPTAIN_JUDAS_PRE_BATTLE1": "¿Te interesa una lección de supervivencia de primera mano? [pause]Ya me han informado de que ahora eres aprendiz de guarda.", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "Anda, ¿eres le nueve aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si te apetece afrontar mi desafío, siempre puedo dejar lo de rebuscar en la basura para luego.", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "Anda, ¿eres la nueva aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si te apetece afrontar mi desafío, siempre puedo dejar lo de rebuscar en la basura para luego.", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "¡No pasa nada! [pause]Total, tengo un montón de basura que ordenar.", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "¡Estamos en directo desde la costa oeste con {player}, nuestro nuevo aprendiz de guarda!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "¡Estamos en directo desde la costa oeste con {player}, nuestre nueve aprendiz de guarda!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "¡Estamos en directo desde la costa oeste con {player}, nuestra nueva aprendiz de guarda!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "¿Qué me dices, novato? [pause]¿Les regalamos a nuestros queridos oyentes una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "¿Qué me dices, novate? [pause]¿Les regalamos a nuestros queridos oyentes una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "¡Oh, sí! [pause]¡Abrochaos los cinturones, queridos oyentes, que se viene [wave amp=30 freq=10]una actuación exclusiva en directo[/wave]!", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "¡El combate se está calentando! [pause]¿Logrará triunfar vuestra querida presentadora o se llevará la victoria nuestro desamparado rival? [pause]¡Es la hora del crescendo!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "¡Otra vez será, queridos oyentes!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "¡El combate se está calentando! [pause]¿Logrará triunfar vuestra querida presentadora o se llevará la victoria nuestra desamparada rival? [pause]¡Es la hora del crescendo!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Vaya, menudo espectáculo… ¡A nuestros oyentes les ha encantado![/wave] [pause]¡Aquí tienes tu paga!", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "¡El combate se está calentando! [pause]¿Logrará triunfar vuestra querida presentadora o se llevará la victoria nuestre desamparade rival? [pause]¡Es la hora del crescendo!", - "CAPTAIN_CYBIL_POST_REWARD1": "…", - "CAPTAIN_CYBIL_POST_REWARD2": "Antaño, era una gran estrella emergente de la radio. [pause]Las cosas no han sido lo mismo desde que acabé aquí.", - "CAPTAIN_CYBIL_POST_REWARD4": "Y, de darse el caso, puede que vengan a rescatarnos a todos.", - "CAPTAIN_CYBIL_POST_REWARD5.f": "En fin, ¡basta de melancolía! [pause]Lo has hecho genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "En fin, ¡basta de melancolía! [pause]Lo has hecho genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", - "CAPTAIN_CYBIL_POST_REWARD3": "No obstante, pienso seguir así. [pause]Retransmito todos los días desde Nueva Wirral con la esperanza de que,[pause] aunque sea de casualidad,[pause] alguien reciba la señal lejos de esta isla.", - "CAPTAIN_CYBIL_POST_REWARD5.n": "En fin, ¡basta de melancolía! [pause]Lo has hecho genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegro de volver a ver a nuestra gran estrella!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegro de volver a ver a nuestra gran estrella!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "Vaya… [pause]¡Tenemos una noticia de última hora para nuestros oyentes!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegro de volver a ver a nuestra gran estrella!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "¡Qué pedazo de combate! [pause]Sin duda, lo has dado todo y un poco más.", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "{player}, a quien acaban de ascender a guarda de élite, ¡ha hecho una aparición sorpresa en el estudio!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "{player}, a quien acaban de ascender a guarda de élite, ¡ha hecho una aparición sorpresa en el estudio!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "¡Los oyentes se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "¡Los oyentes se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "{player}, a quien acaban de ascender a guarda de élite, ¡ha hecho una aparición sorpresa en el estudio!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "¡[wave amp=30 freq=10]Sí[/wave]! Muy bien, que todos nuestros oyentes se abrochen el cinturón, cierren la mesita y coloquen los asientos en posición vertical… [pause]¡Estamos en directo y grabando!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "¡Los oyentes se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "¡Qué pedazo de combate! [pause]Sin duda, lo has dado todo y un poco más.", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "¡Otra vez será, queridos oyentes!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", - "CAPTAIN_CODEY_INTRO1": "Has recorrido un largo camino para venir a verme.", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", - "CAPTAIN_CODEY_INTRO2": "Me llaman Codi. [pause]Porque, antaño, solía ser programador. Mejor dicho, solía [wave amp=30 freq=10]piratear[/wave] códigos.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Sigues siendo tan ágil como siempre. He de elogiar tus esfuerzos, guarda de élite.", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Sabia decisión.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Sigues siendo tan ágil como siempre. He de elogiar tus esfuerzos, guarda de élite.", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]¡Soy Olga, la meteoróloga![/wave] [pause]La previsión para hoy: ¡tan impredecible como siempre!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Sigues siendo tan ágil como siempre. He de elogiar tus esfuerzos, guarda de élite.", - "CAPTAIN_HEATHER_LAST_LEGS1": "Los vientos soplan a mi favor, ¡te lo aseguro!", - "CAPTAIN_HEATHER_INTRO2": "Humedad: ¡fluctuante! [pause]Probabilidad de lluvia: ¡vete tú a saber!", - "CAPTAIN_HEATHER_INTRO3": "Para las meteorólogas como yo, ¡el clima de Nueva Wirral es como un puzle interminable!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "Eres aprendiz de guarda, ¿no? [pause]Si te ves capaz de capear el temporal, ¿por qué no afrontas mi desafío de guarda?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "Ah, [pause]si lo que quieres es afrontar mi desafío de guarda, tendrás que alistarte primero.", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "¡Fabuloso! [pause]Voy a actualizar mi previsión: ¡se avecina una [shake rate=30 level=10]tormenta de tortas[/shake] y un [shake rate=30 level=10]torbellino de victoria[/shake]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", - "CAPTAIN_HEATHER_POST_BATTLE1": "Ni la lluvia ni la tormenta han logrado detenerte, ¿eh? Pase lo que pase, ¡nada puede contigo!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "El clima de la zona es impredecible… [pause]Pero, bueno, en el fondo, es como todo en esta isla, ¿no te parece?", - "CAPTAIN_HEATHER_POST_REWARD1": "¡Mi predicción es que te aguardan grandes cosas en el futuro!", - "CAPTAIN_HEATHER_POST_BATTLE2": "Esas son las cualidades que buscamos en los nuevos guardas. [pause]¡Has superado mi desafío con la claridad de un día soleado!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Mi previsión ha sido acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué me dices?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Mi previsión ha sido acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué me dices?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Mi previsión ha sido acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué me dices?", - "CAPTAIN_HEATHER_POST_REMATCH1": "¡Otra victoria atronadora! Obviamente, ¡no esperaba menos tratándose de ti!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Arf… Arf…[/shake] Esa me ha dolido en las pantorrillas…", - "CAPTAIN_BUFFY_INTRO2": "¡Buenas! Soy Bruna, aunque mis amigos me llaman Mazas. [pause]Soy guarda de élite aquí, en Nueva Wirral.", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "¿Estás entrenándote para algo?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "¿Qué estás haciendo?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "¡Qué pedazo de combate! [pause]Sin duda, lo has dado todo y un poco más.", - "CAPTAIN_BUFFY_INTRO3": "¡Podría decirse que estoy poniendo a tono mi cuerpo! En Nueva Wirral, nunca se sabe cuándo te convertirás en monstruo y te pondrás a combatir…", - "CAPTAIN_BUFFY_INTRO4": "No obstante, la base siempre es la misma: ¡nuestro cuerpo! ¡Los combates consumen energía y he de [wave amp=30 freq=10]explotar al máximo[/wave] mi energía potencial!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "¡Vamos allá! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", - "CAPTAIN_BUFFY_PRE_BATTLE1": "Si quieres aprender algún que otro truquillo, ¿por qué no afrontas mi desafío de guarda? ¿Estás lo bastante en forma como para enfrentarte a mí?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "No pasa nada… ¡Ve a calentar un poco y luego vuelve!", - "CAPTAIN_BUFFY_POST_BATTLE2": "¡Buen trabajo, aprendiz! [pause]Te has ganado la recompensa.", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "¡Vamos allá! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "¡Vamos allá! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", - "CAPTAIN_BUFFY_LAST_LEGS1": "¡Me estás haciendo sudar de lo lindo!", - "CAPTAIN_BUFFY_POST_BATTLE1": "A pesar de haber sacado el máximo de mi energía potencial, ¡sigo quedándome fuera de juego!", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 sentadillas, 100 flexiones, 100 dominadas… Gracias a mi nueva rutina, voy a tener unos abdominales de hierro. ¡Vas a poder afilar cuchillos en ellos!", - "CAPTAIN_BUFFY_POST_REWARD1": "Creo que debería descansar un ratito antes de ejercitar un par de músculos o tres.", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Me he enterado de lo de tu ascenso!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Me he enterado de lo de tu ascenso!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Me he enterado de lo de tu ascenso!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros oyentes!", - "CAPTAIN_BUFFY_PRE_REMATCH2": "¿Implica eso que vienes a disfrutar de otra sesión de entrenamiento?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "¡Vamos allá! [pause]¡Tenía muchas ganas de volver a enfrentarme a ti!", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "Has estado entrenando, ¿verdad? Está claro que sí… ¡Eres aún más fuerte que la última vez!", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "No pasa nada… ¡Ve a calentar un poco y luego vuelve!", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "Has estado entrenando, ¿verdad? Está claro que sí… ¡Eres aún más fuerte que la última vez!", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "Has estado entrenando, ¿verdad? Está claro que sí… ¡Eres aún más fuerte que la última vez!", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]Estás escuchando Radio Cybil: ¡24 horas de cobertura [wave amp=30 freq=10]a lo laaargo y aaancho[/wave] de Nueva Wirral!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "¿Qué me dices, novata? [pause]¿Les regalamos a nuestros queridos oyentes una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros oyentes!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros oyentes!", - "CAPTAIN_GLADIOLA_INTRO2": "Soy Gladiola, una fiel guarda de élite de los guardas de Ianthe.", - "CAPTAIN_GLADIOLA_INTRO1.n": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", - "CAPTAIN_GLADIOLA_INTRO1.f": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", - "CAPTAIN_GLADIOLA_INTRO1.m": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", - "CAPTAIN_CODEY_POST_REWARD1": "No te vayas a creer que has ganado [wave amp=30 freq=10]de verdad[/wave]. [pause]Si hubiese luchado en serio, no tendrías nada que hacer contra mí.", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "¿Fiel?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "¿Qué trabajo haces para los guardas?", - "CAPTAIN_GLADIOLA_INTRO4": "En este mundo, las sombras tienen garras. Mi trabajo es [wave amp=30 freq=10]devolverles los arañazos[/wave].", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "No me ha quedado demasiado claro…", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Me temo que no puedo contarle mucho más a la gente que no pertenece a los guardas. [pause]Si alguna vez te alistas, quizás podamos volver a hablar.", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Espero que no te cortes esa carita tan bonita que tienes.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "Pues… vale…", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Dime, ¿has venido a afrontar mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Dime, ¿has venido a afrontar mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Dime, ¿has venido a afrontar mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Sabia decisión.", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "¡No te creas que voy a ser una presa fácil!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", - "CAPTAIN_GLADIOLA_POST_REWARD1": "Va siendo hora de reanudar mi misión. [pause]Obviamente, he jurado mantener en secreto mis investigaciones. No es nada personal.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Dicen que eres la nueva guarda de élite. ¿Te apetece que volvamos a poner a prueba tus habilidades?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Dicen que eres el nuevo guarda de élite. ¿Te apetece que volvamos a poner a prueba tus habilidades?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "La verdadera naturaleza de mi trabajo como guarda ha de seguir siendo confidencial. Es mejor que no sepas nada.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Dicen que eres le nueve guarda de élite. ¿Te apetece que volvamos a poner a prueba tus habilidades?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "¿Quién eres?", - "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Guarda de élite y experto en supervivencia.", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Has visto mi farol. [pause]Me has impresionado y, [wave amp=30 freq=10]desde luego[/wave], no te guardo rencor alguno.[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "Te llevo oyendo desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, ya te digo que lo has perdido.", - "CAPTAIN_ZEDD_INTRO4": "La verdad es que es bastante complicadillo eso de «meditar» por aquí, con todos esos baladino haciendo ruido. ¿Podrías [wave amp=30 freq=10]ayudarme con ese problemilla[/wave]?", - "CAPTAIN_ZEDD_INTRO2": "¿Qué? ¿Qué pasa? [pause]¿Durmiendo? [pause]¡Ay, no, para nada! Tan solo estaba…, estooo…, meditando. Soy Zeta, por cierto.", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "Ah…, vale…", - "CAPTAIN_JUDAS_INTRO1.n": "Te llevo oyendo desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, ya te digo que lo has perdido.", - "CAPTAIN_SKIP_POST_BATTLE1.n": "Vaya, me has dejado para tirar, ¿eh? [pause]¡Me temo que te he subestimado, forastere!", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe dice que tienes mucho potencial. ¿Te gustaría afrontar mi desafío de guarda?", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "No pasa nada, ya me buscaré otro rato para dormir.", - "CAPTAIN_ZEDD_PRE_BATTLE1": "Ay… Supongo que vendrás a afrontar mi desafío de entrenamiento para ser guarda, ¿no?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "No pasa nada, otra vez será.", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "¡Saludos! ¡En el pueblo se comenta que ahora eres una guarda de élite, como nosotros!", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "¡Eh, tú, le nueve! [pause]Le nueve guarda de élite, digo. [pause]Dicen que ahora eres une de los nuestros.", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "¡Eh, tú, la nueva! [pause]La nueva guarda de élite, digo. [pause]Dicen que ahora eres una de los nuestros.", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "¡Eh, tú, el nuevo! [pause]El nuevo guarda de élite, digo. [pause]Dicen que ahora eres uno de los nuestros.", - "CAPTAIN_WALLACE_INTRO3": "Y no basta con construir una comunidad, claro. [pause]¡Hay que mantenerla! Si no quieres que un sitio como Villapuerto acabe hecho un asco, no queda otra que hacerle mantenimiento regular.", - "CAPTAIN_READY_CHECK.m": "¿Quieres combatir con {pawn}?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "Ve a hablar con Ianthe. [pause]Creo que podrás encontrarla cerca del parque de Nueva Wirral.", - "CAPTAIN_CODEY_INTRO3": "Si eres lo bastante inteligente, puedes piratear cualquier cosa que esté en las tecnologías de la información. [pause]Sitios web, videojuegos, servidores del gobierno…", - "CAPTAIN_CODEY_INTRO4": "De hecho, me metí en un pequeño lío por eso último.", - "CAPTAIN_CODEY_INTRO5": "Sin embargo, en Nueva Wirral…, [pause]no hay ni internet. Es una broma de mal gusto.", - "CAPTAIN_CODEY_INTRO6": "Lo único que puedo piratear aquí con estas [wave amp=30 freq=10]cintas de monstruos[/wave]. [pause]Resulta que es algo que también se me da bastante bien y por eso soy guarda de élite.", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "Venga, ¡que seguro que te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "Venga, ¡que seguro que te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "¡Espero que estés preparada para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "¡Espero que estés preparade para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "No te culpo… ¡Yo tampoco querría enfrentarme a alguien de [wave amp=30 freq=10]mi nivel[/wave]!", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "¡Espero que estés preparado para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "Venga, ¡que seguro que te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", - "CAPTAIN_CODEY_LAST_LEGS1": "Ni tan mal… ¡Me has obligado a usar el [shake rate=30 level=10]100 % de mi poder[/shake]!", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]¡¿Qué?![/shake] ¿Cómo he podido perder?", - "CAPTAIN_CODEY_POST_BATTLE2": "A ver… [pause]He perdido a propósito. E-en el fondo, esto no era más que una prueba para ti.", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Estos monstruos tienen tipos elementales asociados. [pause]Cuando cambias esos tipos, las cosas empiezan a ponerse [wave amp=30 freq=10]realmente[/wave] interesantes.", - "CAPTAIN_CODEY_POST_BATTLE3": "Y la has pasado. [pause]Enhorabuena [pause]y esas cosas.", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿a que has venido a luchar contra el mejor rival al que jamás te hayas enfrentado?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "Ya no eres una novata, ¡así que no tengo por qué cortarme a la hora de usar mis cintas de monstruo superpirateadas!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿a que has venido a luchar contra el mejor rival al que jamás te hayas enfrentado?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿a que has venido a luchar contra el mejor rival al que jamás te hayas enfrentado?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "Ya no eres un novato, ¡así que no tengo por qué cortarme a la hora de usar mis cintas de monstruo superpirateadas!", - "CAPTAIN_CODEY_POST_REMATCH1": "He debido de cometer algún error de cálculo… [pause][shake rate=30 level=10]En teoría[/shake], ¡mi estrategia es invencible!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "Ya no eres une novate, ¡así que no tengo por qué cortarme a la hora de usar mis cintas de monstruo superpirateadas!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "No te culpo… ¡Yo tampoco querría enfrentarme a alguien de [wave amp=30 freq=10]mi nivel[/wave]!", - "CAPTAIN_CODEY_POST_REMATCH2": "… O eso es lo que diría si estuviese enfadado. [pause]Que no es el caso. [pause]No estoy para nada enfadado.", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "¡Eh, tú! [pause]No soléis ser tan [wave amp=30 freq=10]valientes[/wave] como para acercaros tanto a nuestro puesto de guardia. ¿Por qué no te vas antes de que perdamos las formas?", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Está claro que es la jefa por algo, [pause]¿eh?", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "No te mueves, ¿eh? [pause]Pues nada, me temo que tendré que mancharme las manos.", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "Mola.", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "Pero la guarda Kayleigh insiste en que habéis colaborado para hacerle frente a un [wave amp=30 freq=10]arcángel[/wave].", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Bueno, [pause]puede que sea cuestión de encontrar más. [pause]Ianthe, ¡creo que {player} tendría que convertirse en guarda!", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "De lujo.", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Es raro encontrarse a alguien con tanta confianza en sí misma como ella.", - "LEADER_IANTHE_INTRO_IANTHE1.m": "Soy Ianthe. [pause]Encantada, novato.", - "LEADER_IANTHE_INTRO_IANTHE1.f": "Soy Ianthe. [pause]Encantada, novata.", - "LEADER_IANTHE_INTRO_IANTHE2": "Bueno, [pause]¿qué te parece nuestro puesto de guardia? [pause]Este sitio llevaba mucho tiempo abandonado, pero, con un poco de trabajo, lo hemos convertido en un pequeño refugio para los guardas.", - "LEADER_IANTHE_INTRO_IANTHE1.n": "Soy Ianthe. [pause]Encantada, novate.", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "¿Qué hacéis aquí?", - "LEADER_IANTHE_INTRO_IANTHE3": "Me gustaría decirte que defendemos a los habitantes de Nueva Wirral de una horda implacable de monstruos…", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "¿Qué hacen los guardas?", - "LEADER_IANTHE_INTRO_IANTHE4": "Sin embargo, la mayor parte del tiempo la pasamos haciendo trabajillos para la comunidad. No es algo especialmente emocionante.", - "MEREDITH_SOCIAL4_MEREDITH9": "¿Ves esto?", - "MEREDITH_SOCIAL4_MEREDITH10": "Es una cinta de vídeo. [pause]Pero no es una cinta de vídeo cualquiera…", - "MEREDITH_SOCIAL4_MEREDITH11": "Es una cinta de [i]Puños de sangre[/i], una película de acción de 1981.", - "MEREDITH_SOCIAL4_MEREDITH12": "Desde que estoy aquí, han llegado cientos de cintas de vídeo a las costas de Nueva Wirral.", - "MEREDITH_SOCIAL4_MEREDITH13": "Las he ido recogiendo.", - "MEREDITH_SOCIAL4_MEREDITH14": "Toditas.", - "MEREDITH_SOCIAL4_MEREDITH15": "¿Y sabes qué?", - "MEREDITH_SOCIAL4_MEREDITH16": "Son de [i]Puños de sangre[/i].", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]Es la única película que se puede ver en Nueva Wirral.[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Todas y cada una de ellas son de [i]Puños de sangre[/i].[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Tenemos una peli malísima por delante. Espero que estés lista.", - "MEREDITH_SOCIAL4_MEREDITH19": "Así que a ver si adivinas qué vamos a ver.", - "MEREDITH_SOCIAL4_MEREDITH21": "Quería… [pause]darte las gracias por quedar conmigo.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "¡Esas son las pelis que a mí me gustan!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Bueno, siempre puedo intentar tomármela a risa…", - "MEREDITH_SOCIAL4_MEREDITH20": "Así se habla.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Bueno, siempre puedo intentar tomármela a risa…", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Bueno, siempre puedo intentar tomármela a risa…", - "MEREDITH_SOCIAL4_MEREDITH22": "Lo he pasado francamente mal en Nueva Wirral, pero esto ha sido…, en fin, lo más divertido que he hecho.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Me alegro de ser tu amigo.", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Me alegro de ser tu amigue.", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "¿Y si lo convertimos en una cita?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Me alegro de ser tu amiga.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Je. Y yo, {player}.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Bueno, ya vale de sinceridad, tú.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Bueno, ya vale de sinceridad, tú.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Tenemos una peli malísima por delante. Espero que estés listo.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Bueno, ya vale de sinceridad, tú.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Mira que te ha costado decirlo, ¿eh?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "¿Podemos seguir como siempre? [pause]¿En plan… [pause]sin comprometernos a nada?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "¿Por qué no? Cita nocturna. Con una peli mala.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Tenemos una peli malísima por delante. Espero que estés liste.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Sigo queriendo pasar el rato contigo…", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "A ver, que, [wave amp=30 freq=30]literalmente[/wave], nos hemos fusionado.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces mono…", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces mona…", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces mone…", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Eh… ¡No, no es nada!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Es que… [pause]yo… [pause]antes solo había estado con chicos, [pause]así que esto es nuevo para mí.", - "MEREDITH_ROMANCE_MEREDITH2": "Eh…", - "MEREDITH_ROMANCE_MEREDITH1.n": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Pero también quiero que nos enrollemos de vez en cuando.", - "MEREDITH_ROMANCE_MEREDITH1.m": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Además, [pause]ya me he visto esta peli un millón de veces.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Así que… no hay que prestarle mucha atención.", - "MEREDITH_ROMANCE_MEREDITH_NO": "Mmm… [pause]Vale.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", - "MEREDITH_ROMANCE_MEREDITH3": "A ver, claro que [wave amp=30 freq=30]me gustas[/wave].", - "MEREDITH_ROMANCE_MEREDITH4": "No sé por qué [wave amp=30 freq=30]a ti[/wave] te gusto [wave amp=30 freq=30]yo[/wave], [pause]pero me gustas.", - "MEREDITH_ROMANCE_MEREDITH5": "No obstante, estamos intentando irnos de este mundo…", - "MEREDITH_ROMANCE_MEREDITH6.m": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "¿Listo para enfrentarte a las fuerzas del mal?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Sí.", - "MEREDITH_ROMANCE_MEREDITH6.f": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", - "MEREDITH_ROMANCE_MEREDITH6.n": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Creo que sí.", - "MEREDITH_ROMANCE_MEREDITH7": "Pues que les den a las dudas. [pause]¿Por qué no?", - "MEREDITH_ROMANCE_MEREDITH8.m": "Yo, con un novio formal. [pause]Se me hace raro. [pause]Pero me gusta.", - "MEREDITH_ROMANCE_MEREDITH8.f": "Yo, con una novia formal. [pause]Se me hace raro. [pause]Pero me gusta.", - "MEREDITH_ROMANCE_MEREDITH8.n": "Yo, con una pareja formal. [pause]Se me hace raro. [pause]Pero me gusta.", - "MEREDITH_ROMANCE_MEREDITH9": "Siempre me he engañado convenciéndome de que necesito sentirme mejor conmigo misma antes de empezar una relación, [pause]pero creo que, en realidad…", - "MEREDITH_ROMANCE_MEREDITH11": "Sin embargo, me haces feliz [pause]y me siento más completa contigo que sin ti.", - "MEREDITH_ROMANCE_MEREDITH10": "Puede que nunca llegue a estar del todo cómoda con ser quien soy. [pause]Nunca llegaré a ser mi yo ideal.", - "MEREDITH_ROMANCE_MEREDITH12": "V-vale, ya está bien de tanta ñoñería. [pause]Ah, y no sé decir cursilerías.", - "MEREDITH_ROMANCE_MEREDITH13.m": "Si pretendes que algún día te llame «cariño» o «cielo», [pause]puedes esperar sentado, tú.", - "MEREDITH_ROMANCE_MEREDITH13.n": "Si pretendes que algún día te llame «cariño» o «cielo», [pause]puedes esperar sentade, tú.", - "MEREDITH_ROMANCE_MEREDITH13.f": "Si pretendes que algún día te llame «cariño» o «cielo», [pause]puedes esperar sentada, tú.", - "EUGENE_QUEST2_PART1_EUGENE1": "Le mangué la llave del tragaluz a uno de esos chupasangres mientras patrullaba.", - "EUGENE_QUEST1_PART1_EUGENE1": "¡Qué bien que hayas venido!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "¿Lista para enfrentarte a las fuerzas del mal?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "¿Liste para enfrentarte a las fuerzas del mal?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "¡Pues claro!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Entiendo. Avísame cuando estés listo. Mientras tanto, seguiré tanteando el terreno.", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Ahora no me viene bien.", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]¡De lujo![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Entiendo. Avísame cuando estés lista. Mientras tanto, seguiré tanteando el terreno.", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Entiendo. Avísame cuando estés liste. Mientras tanto, seguiré tanteando el terreno.", - "EUGENE_QUEST1_PART1_EUGENE4": "A ver, [pause]¿ves aquel edificio de allí?", - "EUGENE_QUEST1_PART1_EUGENE5": "Es una fortaleza… [pause]Es donde esos parásitos inhumanos urden sus oscuros planes para dominar el mundo.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "No parece muy imponente para ser lo que dices.", - "EUGENE_QUEST1_PART1_EUGENE8": "Hay varias fortalezas como esa. Tal vez las hayas visto por ahí. Cierran la puerta principal a cal y canto, pero nos podemos colar por el tragaluz de la azotea.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Pues como fortaleza es un poco simplona, ¿no?", - "EUGENE_QUEST1_PART1_EUGENE6": "Las apariencias engañan, [pause]colega.", - "EUGENE_QUEST1_PART1_EUGENE7": "En su día, los suyos invadieron el mundo del que vengo, pero les plantamos cara. [pause]Y ganamos.", - "EUGENE_QUEST1_PART1_EUGENE9": "Intenta llegar planeando desde aquí. No te preocupes, que yo te sigo.", - "EUGENE_QUEST2_PART1_EUGENE2.m": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparado?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "¡Desde que nací!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparade?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparada?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Quizás te interese hablar con nuestro gerente en la sede de la asociación.[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "¡A por todas!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Tal vez podamos llegar a un acuerdo que beneficie a ambas partes. Te indico la ubicación.[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "¡Es nuestra oportunidad de pararles los pies de una vez por todas!", - "EUGENE_QUEST4_PART1_EUGENE3": "¡Venga, no hay tiempo que perder!", - "EUGENE_QUEST4_PART1_EUGENE1": "¡¿Los terratenientes tienen una base central de operaciones?!", - "EUGENE_QUEST5_PART1_EUGENE1": "Se supone que la sede de los terratenientes debería estar aquí…", - "EUGENE_QUEST5_PART1_EUGENE2": "Pues que así sea. [pause]¡Esos malnacidos no serán rivales para nuestra [shake rate=30 level=10]voluntad abrasadora[/shake]!", - "EUGENE_QUEST5_PART1_EUGENE3": "…", - "EUGENE_QUEST5_PART1_EUGENE4": "Por cierto, ¿dónde diablos queda la entrada?", - "EUGENE_QUEST5_PART1_EUGENE5": "…", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]Nada de hipotecas fijas…[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "Creo que he dado con la entrada.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]Crecimiento del patrimonio…[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]Tasa de capitalización ajustable…[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "Gracias por asistir a la reunión que habíamos programado. Se agradece enormemente vuestra colaboración.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]Aumento del capital…[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "Pues dime, ¡¿por qué rayos quiere un arcángel hacerse con el [shake rate=30 level=10]mercado inmobiliario[/shake]?!", - "EUGENE_QUEST5_PART2_EUGENE2": "Tú eres el cerebro de la operación, ¿eh?", - "EUGENE_QUEST5_PART2_EUGENE5": "…", - "EUGENE_QUEST5_PART2_MAMMON4": "Los míos surgen de la más pura esencia de la humanidad. Vuestros mayores anhelos nos dan forma.\\n\\nExisto como un tributo al consumo de la humanidad.\\n\\nQuiero el orden porque vosotros así lo queréis. Ansío una estructura firme porque así la ansiáis.", - "EUGENE_QUEST5_PART2_EUGENE7": "No sabes absolutamente nada sobre mí.", - "EUGENE_QUEST5_PART2_EUGENE10": "Eh…", - "EUGENE_QUEST5_PART2_MAMMON6": "Quiero lo que tú quieres, humano llamado Eugene. Entiendo tu corazón.", - "EUGENE_QUEST5_PART2_MAMMON8": "Simpatizo contigo, humano Eugene.\\n\\nEl humano Eugene no encuentra más valor en sí mismo que el de su causa.", - "EUGENE_QUEST5_PART2_MAMMON9": "Sin una causa, el humano Eugene no vale nada.\\n\\nEs un ser vacío; al igual que mis agentes.", - "EUGENE_QUEST5_PART2_EUGENE11": "Eso no es… [pause]cierto…", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "¡No lo escuches, Eugene!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "¡Se equivoca!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]¡Basta![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "¡No doblegarás mi espíritu! [pause]¡Eso lo único que sabéis hacer los de tu calaña!", - "EUGENE_QUEST5_PART2_EUGENE15": "Aparece un pez gordo que trata de arrebatarle todo a los más débiles…", - "EUGENE_QUEST5_PART2_EUGENE13": "¡No digas ni una palabra más!", - "EUGENE_QUEST5_PART2_EUGENE16": "Y, cuando los débiles se defienden, [pause]les dice que no se pasen de la raya, [pause]¡¿verdad?!", - "EUGENE_QUEST5_PART2_EUGENE17": "Así que nadie hace nada… [pause]¡Y entonces todo va de mal en peor!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]¡Siempre [pause]la misma [pause]historia![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}…", - "EUGENE_QUEST5_PART2_EUGENE20": "¿Quieres ver arder este montón de basura?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "No doblegarás mi espíritu…", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Ya sabes la respuesta.", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "¡Vamos allá!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "¡Y tampoco te librarás de {player} tan fácilmente!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Esto se cae a pedazos. ¡Venga, tenemos que irnos!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "¡JO, JO! ¡MENUDO NEGOCIO TIENE USTED MONTADO AQUÍ, SEÑOR MAMMÓN!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "¡Vamos a luchar codo con codo y [shake rate=30 level=10]te vamos a vencer[/shake]!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "TODO INDICA QUE ES MÁS QUE CAPAZ DE DELEGAR RESPONSABILIDADES. ¡UNA CUALIDAD MUY VALIOSA!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "DÉJEME AYUDARLO A SALIR DE AQUÍ.", - "EUGENE_QUEST5_PART3_EUGENE1": "Intuyo que todos los terratenientes se han dado a la fuga… [pause]¿Qué harán ahora que se les ha hundido el negocio?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "¿Tú crees?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "Tía, eso de [wave amp=30 freq=10]fusionarnos[/wave] ha molado mucho.", - "EUGENE_QUEST5_PART3_EUGENE2.m": "Tío, eso de [wave amp=30 freq=10]fusionarnos[/wave] ha molado mucho.", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Muchísimo, ¿verdad?", - "EUGENE_QUEST5_PART3_EUGENE2.n": "Colega, eso de [wave amp=30 freq=10]fusionarnos[/wave] ha molado mucho.", - "EUGENE_QUEST5_PART3_EUGENE3": "¡Y tanto! [pause]Ha sido un auténtico chute de adrenalina, solo que he podido sentir el impulso de tu voluntad además de la mía. ¡Si es que ni siquiera un [wave amp=30 freq=10]arcángel[/wave] ha podido pararnos!", - "EUGENE_QUEST5_PART3_EUGENE4": "Así que quien manipulaba a los terratenientes entre bambalinas era un arcángel…", - "EUGENE_QUEST5_PART3_EUGENE5": "Lo que dijo… [pause]¿Y si era verdad?", - "EUGENE_QUEST5_PART3_EUGENE6": "Puede que, sin una causa que defender a todas horas, [pause]no sea más que una mera persona vacía.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "He encontrado la forma de salir de la isla.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Yo no creo que estés vacío.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "No deberías pensar eso.", - "EUGENE_QUEST5_PART3_EUGENE7": "…", - "EUGENE_QUEST5_PART3_EUGENE8.f": "Je. [pause]Gracias, tía.", - "EUGENE_QUEST5_PART3_EUGENE8.m": "Je. [pause]Gracias, tío.", - "EUGENE_QUEST5_PART3_EUGENE8.n": "Je. [pause]Gracias, colega.", - "EUGENE_QUEST5_PART3_EUGENE9": "Oye, [pause]¿y a ti qué te motiva a seguir con lo tuyo?", - "EUGENE_QUEST5_PART3_EUGENE10": "En plan… [pause]Lo de viajar, [pause]ayudar a la gente, [pause]luchar contra monstruos y tal.", - "EUGENE_QUEST5_PART3_EUGENE15": "Ni siquiera estoy seguro de ser físicamente [wave amp=30 freq=30]capaz[/wave].", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Voy a encontrar el camino de vuelta a casa.", - "EUGENE_QUEST5_PART3_EUGENE11": "Mmm. Parece poco probable.", - "EUGENE_QUEST5_PART3_EUGENE12": "Me apunto.", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "¿De veras?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "¿Así, sin más?", - "EUGENE_QUEST5_PART3_EUGENE13": "¡Así, sin más!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "¿Qué quieres decir?", - "EUGENE_QUEST5_PART3_EUGENE14": "Hemos acabado con los terratenientes, pero no quiero bajar la guardia.", - "EUGENE_QUEST5_PART3_EUGENE16": "Necesito [wave amp=30 freq=30]algo[/wave] por lo que luchar.", - "EUGENE_QUEST5_PART3_EUGENE17": "Así que está decidido. [pause]La tuya es una nueva causa por la que luchar.", - "EUGENE_QUEST5_PART3_EUGENE18": "Cuenta conmigo.", - "EUGENE_CONVO1_EUGENE1": "Oye, [pause]enfrentarse a los terratenientes, como hicimos nosotros…", - "EUGENE_CONVO1_EUGENE3": "Pero eso era lo que había que hacer, [pause]porque sus «planes de negocio» iban a estropearle la vida a mucha gente.", - "EUGENE_CONVO1_EUGENE2": "Seguro que en otros mundos es ilegal, [pause]¿verdad?", - "EUGENE_CONVO2_EUGENE1": "Tengo que retomar mis tablas de entrenamiento cuanto antes. [pause]¡No puedo salvar el mundo si no estoy en plena forma!", - "EUGENE_CONVO1_EUGENE4": "Me parece que existe una gran diferencia entre la «ley» y la «auténtica justicia», [pause]¿no?", - "EUGENE_CONVO2_EUGENE2": "Puede que algún día lleguen unas mancuernas a la orilla…", - "EUGENE_CONVO3_EUGENE1": "De buenas a primeras, aluciné con lo…, [pause]esto…, [pause]lo retro que es la ropa de Nueva Wirral.", - "EUGENE_CONVO3_EUGENE2": "Ya sabes, como toda viene de aquel centro comercial tan anticuado…", - "EUGENE_CONVO3_EUGENE3": "Pero le estoy cogiendo cariño a este estilo. [pause]Ojalá pueda llevarme esta chupa rosa de vuelta a mi mundo…", - "EUGENE_CONVO4_EUGENE1.m": "Creo que… [pause]estás imponente así, iluminado por las llamas.", - "EUGENE_CONVO4_EUGENE2": "Si tuviese una cámara, te sacaría una foto. [pause]Es una pena, [pause]¿verdad?", - "EUGENE_CONVO4_EUGENE1.n": "Creo que… [pause]estás preciose así, iluminade por las llamas.", - "EUGENE_CONVO4_EUGENE1.f": "Creo que… [pause]estás preciosa así, iluminada por las llamas.", - "EUGENE_CONVO5_EUGENE2": "Te pega bastante, [pause]¿sabes?", - "EUGENE_CONVO5_EUGENE1": "¿Te has acostumbrado a tu forma de {first_tape_name}?", - "EUGENE_CONVO6_EUGENE2": "Una hoguera de lujo. [pause]Bien hecho, {player}.", - "EUGENE_CONVO5_EUGENE4": "Me gusta.", - "EUGENE_CONVO5_EUGENE3": "¡Te transformas en {first_tape_description} para defender a la gente de Nueva Wirral!", - "EUGENE_CONVO6_EUGENE1": "Esta es, [pause]diría yo, [pause]una de las diez mejores hogueras en las que he echado un cable.", - "EUGENE_CONVO7_EUGENE4": "Espero que no sea como en los sueños, [pause]que los olvidas en cuanto regresas al mundo real.", - "EUGENE_CONVO10_EUGENE4": "Por lo general, soy un poco inútil para las relaciones. [pause]Luchar contra arcángeles me resulta más sencillo que intentar entender los sentimientos de alguien.", - "EUGENE_CONVO7_EUGENE2": "Espero… [pause]que todo esto sea real.", - "EUGENE_CONVO7_EUGENE1.n": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", - "EUGENE_CONVO7_EUGENE1.m": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", - "EUGENE_CONVO7_EUGENE3": "Seguro que a ti también se te ha pasado por la cabeza, [pause]¿no?", - "EUGENE_CONVO8_EUGENE1": "Conque antes la gente tenía que cargar con estos walkmans de plástico con tal de poder escuchar música, [pause]¿eh?", - "EUGENE_CONVO7_EUGENE1.f": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", - "EUGENE_CONVO7_EUGENE5": "No quiero olvidarte, {player}.", - "EUGENE_CONVO8_EUGENE3": "…", - "EUGENE_CONVO8_EUGENE2": "Son muy viejos, así que supongo que una cinta tan solo debía de poder almacenar unos cuantos miles de canciones.", - "EUGENE_CONVO8_EUGENE4": "Oye, [pause]¿a qué viene esa cara? [pause]¡¿Acaso me equivoco o qué?!", - "EUGENE_CONVO9_EUGENE2": "¡Poder transformarse en monstruos otorgaría a toda la sociedad un poder con el que ni siquiera habíamos [wave amp=30 freq=10]soñado[/wave]!", - "EUGENE_CONVO9_EUGENE1": "Espero que podamos llevarnos a casa toda esta tecnología si salimos de la isla.", - "EUGENE_CONVO9_EUGENE3": "Imagina poder transformarte en un monstruo veloz para entregar comida… [pause]O convertirte en un monstruo de agua para apagar incendios forestales.", - "EUGENE_CONVO10_EUGENE1.n": "Me… [pause]alegro de haberte conocido, {player}.", - "EUGENE_CONVO9_EUGENE4": "¡Solo hablar de esa posibilidad ya me entusiasma!", - "EUGENE_CONVO10_EUGENE2": "…", - "EUGENE_CONVO10_EUGENE1.f": "Me… [pause]alegro de haberte conocido, {player}.", - "EUGENE_CONVO10_EUGENE1.m": "Me… [pause]alegro de haberte conocido, {player}.", - "EUGENE_CONVO10_EUGENE3.m": "Tío, [pause]nadie se va a tragar que haya tenido un novio tan mono en esta isla mágica, [pause]¿verdad?", - "EUGENE_CONVO10_EUGENE3.f": "Tía, [pause]nadie se va a tragar que haya tenido una novia tan mona en esta isla mágica, [pause]¿verdad?", - "EUGENE_CONVO10_EUGENE3.n": "Colega, [pause]nadie se va a tragar que haya tenido una pareja como tú en esta isla mágica, [pause]¿verdad?", - "EUGENE_CONVO10_EUGENE5": "Tal vez debería hacer algo al respecto…", - "EUGENE_CONVO11_EUGENE6": "Pues bien, [pause]ese nuevo mundo se creó a partir de las cenizas del anterior.", - "EUGENE_CONVO11_EUGENE1": "¿Has pensado alguna vez en… [pause]no volver a tu mundo, {player}?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "¿Por qué iba a hacer eso?", - "EUGENE_CONVO11_EUGENE2": "Es decir, [pause]ni siquiera pertenecemos a la misma época de nuestro mundo, ¿verdad?", - "EUGENE_CONVO11_EUGENE3": "No venimos del mismo mundo, pero igual sí de mundos bastante parecidos.", - "EUGENE_CONVO11_EUGENE4": "De modo que el futuro de tu mundo bien podría ser como el pasado del mío. [pause]O sea que puede que tu vida no fuera demasiado placentera a largo plazo.", - "EUGENE_CONVO11_EUGENE4_OPTION1": "¿A qué te refieres?", - "EUGENE_CONVO11_EUGENE5": "Te he contado ya que la gente de mi mundo construyó un mundo nuevo y mejor, ¿verdad?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "¿Qué sucedió en tu mundo en el pasado?", - "EUGENE_CONVO11_EUGENE7": "Yo nací cuando las cosas ya se habían calmado un poco, pero quienes lo vivieron… [pause]Seguro que aún les sigue afectando.", - "EUGENE_CONVO11_EUGENE8": "No solo los recuerdos de lo que perdieron, sino también los recuerdos del tipo de personas en el que no tuvieron más remedio que convertirse.", - "EUGENE_CONVO12_EUGENE2": "Una vez que esté todo resuelto en Nueva Wirral, quiero decir.", - "EUGENE_CONVO11_EUGENE10": "Te mereces una vida mejor que esa, {player}.", - "EUGENE_CONVO11_EUGENE9": "Ya sé que no puedo evitar que vuelvas a casa, pero me inquieta el mundo que puedas llegar a ver algún día.", - "EUGENE_CONVO12_EUGENE1": "¿En serio crees que ese gigantesco portal nos llevará de vuelta a casa?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "¡Eso creo!", - "EUGENE_CONVO12_EUGENE2_OPTION2": "No queda otra.", - "EUGENE_CONVO12_EUGENE3": "De lujo.", - "EUGENE_CONVO13_EUGENE2": "Piénsalo. [pause]Toda esta sociedad en miniatura se fundó [wave amp=30 freq=10]sobre los cimientos[/wave] de una experiencia compartida: la experiencia de haber quedado atrapados en esta isla tan rara.", - "EUGENE_CONVO12_EUGENE4": "Ojalá sea verdad. ¡Tengo un montón de planes fantásticos para la vida!", - "EUGENE_CONVO13_EUGENE1": "Colega, [pause]si ese gran portal permite de verdad que cualquiera salga de Nueva Wirral, el panorama va a cambiar [wave amp=30 freq=10]drásticamente[/wave].", - "EUGENE_CONVO13_EUGENE3": "Qué narices, si incluso hay aquí un montón de gente que ha nacido y crecido al amparo de personas de otros mundos… ¡y no han conocido otra cosa!", - "EUGENE_CONVO14_EUGENE1": "Eh… [pause]Creo que deberíamos hablar sobre lo que pasó.", - "EUGENE_CONVO13_EUGENE4": "Confío en que Ianthe esté lista para los cambios que pueda ocasionar este descubrimiento.", - "EUGENE_CONVO14_EUGENE1_OPTION2": "¿A qué te refieres?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "¿Sobre qué?", - "EUGENE_CONVO14_EUGENE3": "¡Cuando nos fusionamos todos para formar un gran [shake rate=30 level=10]monstruo divino[/shake] y le [shake rate=30 level=10]dimos una buena somanta a Álef[/shake]!", - "EUGENE_CONVO14_EUGENE2": "Cuando nos…, [pause]ya sabes…", - "EUGENE_CONVO14_EUGENE5": "Voy a ser supersincero contigo. En esta isla, hay un montón de movidas de «arcángeles» de las que no me cosco.", - "EUGENE_CONVO14_EUGENE4": "Fue alucinante, ¿a que sí?", - "EUGENE_CONVO14_EUGENE6": "Por ejemplo, [wave amp=30 freq=10]toda esa historia ancestral[/wave] de Morganta y Álef, y todo eso. Y eso de que, a lo mejor, resulta que la línea de tren tiene algo que ver… [pause]No me entero de la mitad, colega.", - "EUGENE_CONVO14_EUGENE7": "Lo que sí sé es que nos unimos todos para derrotar a un enemigo enorme y muy chungo. [pause]Eso sí que lo entiendo de maravilla.", - "EUGENE_CONVO15_EUGENE1": "Confío en que tu plan para encontrar una forma de abandonar la isla funcione, colega.", - "EUGENE_CONVO15_EUGENE2": "Me empieza a preocupar que el escaso suministro de tinte para el pelo de Nueva Wirral se agote.", - "EUGENE_CONVO16_EUGENE1": "Si es que, cuando pasamos por aquel pueblo en ruinas, se me puso la piel de gallina.", - "EUGENE_CONVO16_EUGENE2": "Me trajo recuerdos de algunos lugares que había visto en mi mundo. Eran pueblos donde una vez vivió gente, hasta que las cosas se pusieron feas y quedaron abandonados.", - "EUGENE_CONVO16_EUGENE3": "Lo cierto es que de esos veía muchos.", - "EUGENE_CONVO16_EUGENE4": "Con el tiempo, tal vez la gente de Villapuerto pueda volver allí y reconstruirlo.", - "EUGENE_CONVO16_EUGENE5": "Eso me encantaría verlo.", - "EUGENE_CONVO17_EUGENE1": "Juntarnos al calor de la hoguera en plena naturaleza, a sabiendas de que en cualquier momento nos podrían atacar unas [wave amp=30 freq=10]bestias gigantes[/wave]… [pause]Creo que estás pensando en lo mismo que yo, {player}.", - "EUGENE_CONVO17_EUGENE2": "Estás pensando: [pause]«¡Conque así es como vivían mis antepasados cavernícolas!».", - "EUGENE_CONVO17_EUGENE1_OPTION1": "Ah, ¿sí?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "Y en qué estoy pensando, ¿eh?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "¿Qué?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "Jamás he pensado nada parecido, ni por asomo.", - "EUGENE_CONVO18_EUGENE1": "Tengo que mejorar mis gritos de guerra.", - "EUGENE_CONVO18_EUGENE1_OPTION1": "¿Tus qué?", - "EUGENE_CONVO17_EUGENE3": "Sé que tengo razón. Tú también lo estabas pensando, colega.", - "EUGENE_CONVO18_EUGENE1_OPTION2": "¿Gritos de guerra?", - "EUGENE_CONVO18_EUGENE2": "¡Pues eso! [pause]Como cuando me enfrento a unos cuantos enemigos y justo antes de transformarme grito algo así como «¡vamos allá!» o «¡transformación!».", - "EUGENE_CONVO18_EUGENE2_OPTION1": "¡Sé que a ti se te puede ocurrir algo mejor!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "«Transformación» no es lo que se dice muy original…", - "EUGENE_CONVO18_EUGENE4": "…", - "EUGENE_CONVO18_EUGENE3": "Aún estoy trabajando en ello, ¿vale?", - "EUGENE_CONVO18_EUGENE5": "¿Y si gritara [wave amp=30 freq=10]«¡Activando el modo monstruo!»[/wave]? ¿Qué te parece? [pause]¿Crees que suena lo bastante imponente?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "Más bien no.", - "EUGENE_CONVO18_EUGENE5_OPTION2": "Ni de lejos.", - "EUGENE_CONVO18_EUGENE6": "Bueno, todavía tengo tiempo para pensarlo.", - "EUGENE_CONVO19_EUGENE1": "Perdona, [pause]aún no me acostumbro a que se supone que ahora somos pareja.", - "EUGENE_CONVO19_EUGENE1_OPTION1": "¿«Se supone»?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "No pareces muy ilusionado.", - "EUGENE_CONVO19_EUGENE2": "¡Ah, pero no lo decía en el [shake rate=30 level=10]mal[/shake] sentido!", - "EUGENE_CONVO19_EUGENE3": "Es que no esperaba que me ocurriese algo [wave amp=30 freq=10]así[/wave] en Nueva Wirral. ¡Por supuesto que estoy [wave amp=30 freq=10]encantado[/wave] de estar contigo!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "¿Eh?", - "EUGENE_CONVO20_EUGENE1": "Con lo fácil que sería quedarnos aquí, ¿eh?", - "EUGENE_SOCIAL1_EUGENE2": "La fusión de monstruos es una cosa emocionante.", - "EUGENE_CONVO20_EUGENE1_OPTION1": "¿Qué quieres decir?", - "EUGENE_CONVO20_EUGENE2": "Tú y yo, viviendo la vida en la aburrida pero [wave amp=30 freq=10]idílica[/wave] Villapuerto. Igual que ahora.", - "EUGENE_CONVO20_EUGENE3": "Pero… no somos así, ¿verdad? [pause]Me parece que tanto tú como yo aspiramos a más.", - "EUGENE_SOCIAL1_EUGENE1": "Colega, si te soy sincero…", - "EUGENE_SOCIAL1_EUGENE5": "En el fragor de la batalla, nuestros deseos se alinean de tal manera que podemos convertirnos, literalmente, en una única fuerza poderosísima.", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "¿Tú crees?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "Supongo que sí.", - "EUGENE_SOCIAL1_EUGENE4": "Una manifestación palpable de nuestra fortaleza interior.", - "EUGENE_SOCIAL1_EUGENE3": "¡Ya lo creo! [pause]Es como…", - "EUGENE_SOCIAL1_EUGENE6": "Es como si, por un instante, fuésemos [wave amp=30 freq=20]imparables[/wave].", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Si [pause]tú quieres que lo sea, [pause]claro.", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "¡Te entiendo perfectamente!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Acabas de sonar como un personaje de [i]anime[/i].", - "EUGENE_SOCIAL1_EUGENE7A": "¡Sabía que tú me ibas a entender, colega!", - "EUGENE_SOCIAL1_EUGENE7B": "¡Eh, que lo decía en serio, colega!", - "EUGENE_SOCIAL1_EUGENE8": "A ver, es que creo que he vivido demasiado tiempo sin dar nada a cambio.", - "EUGENE_SOCIAL1_EUGENE9": "Puede que esté intentando recuperar el tiempo perdido.", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "¿Qué movida hay exactamente en tu mundo?", - "EUGENE_SOCIAL1_EUGENE10": "Bah, no te rayes por eso. Ya lo hablaremos en otro momento.", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "¿Te has dejado algo pendiente en tu mundo?", - "EUGENE_SOCIAL1_EUGENE11": "Voy a volver. [pause]A mi mundo, me refiero. [pause]Una vez que encuentres el portal de salida, claro.", - "EUGENE_SOCIAL1_EUGENE12": "Me llevaré mis cintas conmigo [pause]y defenderé a quienes más lo necesiten.", - "EUGENE_SOCIAL2_EUGENE1": "Estaba reflexionando sobre cómo Clémence quiso dirigir una cafetería… [pause]por el simple hecho de que contribuiría a mejorar el pueblo.", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "¿Como un superhéroe en forma de monstruo?", - "EUGENE_SOCIAL1_EUGENE13": "Justo. Como un superhéroe en forma de monstruo.", - "EUGENE_SOCIAL1_EUGENE14": "No veas lo que voy a molar, ¿eh?", - "EUGENE_SOCIAL2_EUGENE2": "Mejorar las cosas, ser de utilidad… [pause]¡Debería estar dedicándome a ese tipo de cosas!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "No tienes por qué pensar en ayudar a los demás a todas horas.", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "¡Como si no ayudaras ya bastante!", - "EUGENE_SOCIAL2_EUGENE4": "Tal vez no sea más que una obsesión de mi mundo.", - "EUGENE_SOCIAL2_EUGENE3": "Je. [pause]Si tú lo dices…", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "¿De tu mundo?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "¿Qué quieres decir?", - "EUGENE_SOCIAL2_EUGENE5": "A ver, [pause]en «mi Tierra», [pause]a mediados del siglo XXI, se produjo una especie de… [pause]revuelta.", - "EUGENE_SOCIAL2_EUGENE7": "Fue como si un día todos se hubieran despertado y se hubieran dado cuenta de que, con solo ayudarse unos a otros, podrían sobrevivir mejor.", - "EUGENE_SOCIAL2_EUGENE6": "La avaricia y el consumo humanos llegaron a un punto que la gente ya no pudo soportar.", - "EUGENE_SOCIAL2_EUGENE9": "Ser capaz de ayudar a la gente de tu comunidad se convirtió, poco a poco, en una cuestión más importante que ser rico y famoso, [pause]pero a mí nunca… [pause]se me dio muy allá.", - "EUGENE_SOCIAL2_EUGENE8": "Que no necesitaban a las instituciones que los gobernaban y, al mismo tiempo, mataban el planeta.", - "EUGENE_SOCIAL3_EUGENE4": "Haré de Villapuerto un lugar mejor, [pause]ya lo verás.", - "EUGENE_SOCIAL2_EUGENE10": "Estar aquí, en Nueva Wirral, [pause]es mi oportunidad para transformarme en mi mejor versión [pause]para poder volver a casa siendo alguien que hace algo con su vida.", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "¡No hace falta ser un héroe para tener valor!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "¡No tienes por qué martirizarte por algo así!", - "EUGENE_SOCIAL2_EUGENE11": "Ya lo sé, [pause]pero…", - "EUGENE_SOCIAL2_EUGENE12": "Siento que es lo que necesito hacer.", - "EUGENE_SOCIAL2_EUGENE13": "En fin, [pause]ya he hablado bastante.", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "¿Qué has decidido?", - "EUGENE_SOCIAL3_EUGENE3": "Voy a dejar de hablar sobre hacer cosas [pause]y voy a hacerlas sin más.", - "EUGENE_SOCIAL3_EUGENE1": "Vale, [pause]lo he decidido.", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "¿Eh?", - "EUGENE_SOCIAL3_EUGENE2": "Tengo un proyecto en mente.", - "EUGENE_SOCIAL3_EUGENE5": "No sé yo… [pause]Acabar con el [wave amp=30 freq=10]mal[/wave] no es lo mismo que hacer el [wave amp=30 freq=10]bien[/wave], [pause]¿no crees?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "¡Ya les has parado los pies a los terratenientes!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "¡Ya le has aportado tu granito de arena a Villapuerto!", - "EUGENE_SOCIAL3_EUGENE6": "¡Jo, qué ganas! [pause]Va a ser increíble, [pause]ya lo verás.", - "EUGENE_SOCIAL4_EUGENE1": "Oye, [pause]¿quieres que te enseñe una cosa?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "¿Qué estás tramando?", - "EUGENE_SOCIAL3_EUGENE7.m": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú mismo!", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "¿Y no me vas a decir qué va a ser tan increíble?", - "EUGENE_SOCIAL3_EUGENE8": "Al fin y al cabo, [pause]el «defensor de Villapuerto» debería saber guardar un secreto.", - "EUGENE_SOCIAL3_EUGENE7.f": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú misma!", - "EUGENE_SOCIAL3_EUGENE7.n": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú misme!", - "EUGENE_SOCIAL4_EUGENE7": "Me di cuenta de que este edificio viejo y horrible llevaba vacío desde que echamos a aquellos terratenientes, [pause]¡de modo que se me ocurrió sacarle partido!", - "EUGENE_SOCIAL4_EUGENE2": "Ya he acabado mi proyecto. Es hora de la gran inauguración.", - "EUGENE_SOCIAL4_EUGENE3": "¿Quieres que vayamos ahora?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "¡Por supuesto!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Ahora no.", - "EUGENE_SOCIAL4_EUGENE_NO": "No hay problema, colega. [pause]Otra vez será.", - "EUGENE_SOCIAL4_EUGENE11": "¡Bueno, tampoco estamos de viaje [wave amp=30 freq=10]continuamente[/wave]! [pause]¡Yo también tengo tiempo libre cuando no estamos en plena aventura!", - "EUGENE_SOCIAL4_EUGENE4": "¡Estupendo! [pause]Pues sígueme.", - "EUGENE_SOCIAL4_EUGENE6": "¡Aquí llevamos a cabo nuestra primera [wave amp=30 freq=10]misión en equipo[/wave]!", - "EUGENE_SOCIAL4_EUGENE5": "¿Recuerdas este sitio, [pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "¡Ven, [pause]que te enseño el interior!", - "EUGENE_SOCIAL4_EUGENE9": "Gracias al tragaluz, [pause]esta oficina abandonada cuenta con mucha luz natural durante el día.", - "EUGENE_SOCIAL4_EUGENE10": "Me pareció que podría ser un bonito jardín comunitario. [pause]Que todo el mundo pueda venir a cultivar plantas y flores, y eso les daría una excusa para salir del pueblo de vez en cuando.", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "¡¿En qué momento has hecho todo esto?!", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "¡¿De dónde has sacado tiempo para hacer todo esto?!", - "EUGENE_SOCIAL4_EUGENE12": "En fin… ¿Qué te parece?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "¡Es impresionante!", - "EUGENE_SOCIAL4_EUGENE14": "Estaba convencido de que era una idea muy tonta.", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "¡Me flipa!", - "EUGENE_SOCIAL4_EUGENE13": "¿D-[pause]de verdad?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "¡Eres un amigo genial!", - "EUGENE_SOCIAL4_EUGENE15": "Me alegro de que te guste.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Ha sido un detalle muy romántico.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Bah, [pause]venga ya. [pause]Tú eres quien apunta mucho más alto que yo.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Estoy deseando volver a mi verdadero hogar. [pause]Aquí me he convertido ya en mi mejor versión, y la más imponente.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Bueno, es que ya era hora de que hubiese un nuevo lugar para tener citas en Nueva Wirral.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Andando, [pause]colega.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "¡Me atrevería a decir que tu proyecto ha sido un éxito!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "¿Conque… esto es una cita?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Eh… [pause][pause]Esto… [pause][pause]Supongo que sí…[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "No eres tan valiente para los asuntos del corazón, ¿eh?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "¡No te había visto tan nervioso en mi vida!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "Qué vergüenza… Puedo desmantelar una organización maligna de oficinistas chupasangres como si nada…", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Pues [pause]supongo que no.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Pero me sigue costando decirle a mi colega lo que siento por él.", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Pero me sigue costando decirle a mi colega lo que siento por ella.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Pero me sigue costando decirle a mi colega lo que siento por elle.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Sí, [pause]supongo que esto es una cita.", - "EUGENE_ROMANCE_EUGENE1.m": "Estás muy callado. [pause]¿Te pasa algo, [pause]colega?", - "EUGENE_ROMANCE_EUGENE1.f": "Estás muy callada. [pause]¿Te pasa algo, [pause]colega?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "Eh… ¡No, no es nada!", - "EUGENE_ROMANCE_EUGENE1.n": "Estás muy callade. [pause]¿Te pasa algo, [pause]colega?", - "EUGENE_ROMANCE_EUGENE_NO": "Vale, vale.", - "EUGENE_ROMANCE_EUGENE8": "Eso sí, mientras sigamos juntos, ¡vamos a divertirnos!", - "EUGENE_ROMANCE_EUGENE3": "Lo sé. [pause]Quiero decir… Yo también. [pause]Es que estoy nervioso.", - "EUGENE_ROMANCE_EUGENE2": "Eh… [pause][pause]Esto…", - "EUGENE_ROMANCE_EUGENE5": "Cuando estamos tú y yo, somos más fuertes que por separado. [pause]¡Como cuando nos fusionamos!", - "EUGENE_ROMANCE_EUGENE4": "Creo que tú y yo ayudamos mutuamente a que cada uno saque lo mejor de sí mismo.", - "EUGENE_ROMANCE_EUGENE7": "Significas mucho para mí, [pause]pero tengo mi antigua vida esperando a que vuelva. [pause]Igual que tú.", - "EUGENE_ROMANCE_EUGENE6": "Dicho esto… [pause]Tal vez tengamos que romper si descubrimos la forma de abandonar la isla.", - "EUGENE_ROMANCE_EUGENE9": "Todavía queda mucha gente por ayudar y monstruos gigantes que moler a palos.", - "EUGENE_ROMANCE_EUGENE10": "Es lo que nos toca: [pause]¡somos la pareja más poderosa de Villapuerto, imparables!", - "FELIX_INTRO_FELIX3": "Pues no es mi caso. Me caí aquí con todos mis trastos.", - "FELIX_INTRO_FELIX1": "Vigila dónde pisas [pause]si no quieres tropezarte con toda la basura que hay por el suelo.", - "EUGENE_ROMANCE_EUGENE11": "Aunque quizás podamos pausar nuestra aventura, [pause]por lo menos esta noche…", - "FELIX_UNKNOWN_NAME": "Tío amigable", - "FELIX_INTRO_FELIX1_OPTION1": "¿De dónde ha salido este cuarto?", - "FELIX_INTRO_FELIX1_OPTION2": "¿Qué sitio es este?", - "FELIX_INTRO_FELIX2": "Aquí la gente suele caer del cielo y acabar en el mar, ¿verdad?", - "FELIX_INTRO_FELIX9": "Gran parte de mis cachivaches quedaron bastante dañados cuando el cuarto cayó del cielo conmigo dentro. [pause]Y luego la lluvia tampoco les hizo ningún favor…", - "FELIX_INTRO_FELIX4_OPTION2": "¿Cómo pudo llegar todo tu piso hasta Nueva Wirral?", - "FELIX_INTRO_FELIX4": "En su día, este fue mi piso… [pause]Más o menos. Pared arriba, pared abajo…", - "FELIX_INTRO_FELIX4_OPTION1": "¿Por qué fue distinto tu caso?", - "FELIX_INTRO_FELIX5": "¡Ni idea! [pause]Pero al menos significa [pause]que todavía conservo mis viejos cuadernos de dibujo y mis ilustraciones.", - "FELIX_INTRO_FELIX6": "Me llamo Felix. [pause]Es un placer.", - "FELIX_INTRO2_FELIX14": "En su mayoría, las historias para zotros versan sobre los héroes de la Revolución Francesa, [pause]como la Pimpinela Escarlata. [pause]No obstante, desde el auge de las grandes adaptaciones cinematográficas, se ha perdido el interés por el producto original.", - "FELIX_INTRO_FELIX6_OPTION1": "¡Yo soy {player}!", - "FELIX_INTRO_FELIX6_OPTION2": "Puedes llamarme… {player}.", - "FELIX_INTRO_KAYLEIGH7": "¡Hola, Felix! [pause]¿Cómo tú por aquí?", - "FELIX_INTRO_MEREDITH7": "Cuánto tiempo sin verte, Felix. Por cierto… Mmm… ¿Qué se te ha perdido aquí?", - "FELIX_INTRO_VIOLA7": "Y yo soy Viola de Mesalina. [pause]Dime, ¿qué propósito te impulsa a semejantes trabajos aquí, a solas?", - "FELIX_INTRO_EUGENE7": "¡Hola, tío! ¿Así que aquí es donde pasabas el rato? [pause]¿Qué estás haciendo aquí?", - "FELIX_INTRO_FELIX8": "Estoy buscando algo.", - "FELIX_INTRO_FELIX10": "A pesar de todo, hay algo por aquí que debería seguir intacto…", - "FELIX_INTRO_FELIX11": "¡Lo sabía!", - "FELIX_INTRO_FELIX12_OPTION1": "¿Qué es eso?", - "FELIX_INTRO_FELIX12": "El sello sigue intacto, así que, con suerte, no le habrá entrado agua.", - "FELIX_INTRO_FELIX12_OPTION2": "¿Qué hay dentro?", - "FELIX_INTRO_FELIX13": "Es una larga historia…", - "FELIX_INTRO_FELIX14": "Pásate por mi casa, al oeste de Villapuerto. [pause]Allí te la contaré.", - "FELIX_INTRO2_FELIX2_OPTION1": "¡Por supuesto!", - "FELIX_INTRO2_FELIX1.m": "Ah, hola. [pause]¿Has venido a pasar el rato?", - "FELIX_INTRO2_FELIX2": "¿Quieres echarle un ojo a lo que he rescatado de los tristes restos de mi antigua casa?", - "FELIX_INTRO2_FELIX1.n": "Ah, hola. [pause]¿Has venido a pasar el rato?", - "FELIX_INTRO2_FELIX1.f": "Ah, hola. [pause]¿Has venido a pasar el rato?", - "FELIX_INTRO2_FELIX3": "Verás, en mi vida anterior, me dedicaba a hacer zotros.", - "FELIX_INTRO2_FELIX2_OPTION2": "Ahora no.", - "FELIX_INTRO2_FELIX2_NO": "No hay problema. Pásate por aquí si cambias de idea.", - "FELIX_INTRO2_FELIX3_OPTION1": "¿Zotros?", - "FELIX_INTRO2_FELIX3_OPTION2": "¿A hacer qué?", - "FELIX_INTRO2_FELIX4": "Acabamos antes si te lo enseño. Mira:", - "FELIX_INTRO2_FELIX5": "Esto es un carrete de zotro. O de «zoótropo», si nos ponemos técnicos. Lo metes aquí y miras por la ranura.", - "FELIX_INTRO2_FELIX6": "El zoótropo cuenta con un motor, de modo que cuando pulso este botón, da vueltas.", - "FELIX_INTRO2_FELIX8": "Cuando haces que gire, las imágenes se mueven y cobran vida, [pause]¿ves?", - "FELIX_INTRO2_FELIX7": "Toda la banda presenta la misma imagen dibujada una y otra vez, con alguna variante.", - "FELIX_INTRO2_FELIX9": "Después, puedes darle a la palanca para pasar a la siguiente fila [pause]y seguir con el relato.", - "FELIX_INTRO2_FELIX10": "Puedes plasmar toda una historia [pause]y hacerla realidad [pause]solo con dibujos.", - "FELIX_INTRO2_FELIX11": "Desde pequeño, siempre he estado obsesionado con los zotros.", - "FELIX_INTRO2_FELIX12": "En su día, llegaron a ser muy populares, [pause]aunque ahora están pasados de moda.", - "FELIX_INTRO2_FELIX13": "Ahora es más solo para entusiastas. [pause]Al menos, [pause]en el lugar de donde vengo, [pause]claro.", - "FELIX_INTRO2_FELIX15": "Me enganché a esos relatos cuando era niño [pause]y ya nunca han dejado de gustarme.", - "FELIX_INTRO2_FELIX16": "Supongo que por eso mismo soy artista.", - "FELIX_INTRO2_FELIX18": "¡Y resulta que una isla repleta de monstruos extraños es el lugar idóneo para encontrar la inspiración!", - "FELIX_INTRO2_FELIX17": "Ahora mismo estoy intentando crear nuevos personajes…", - "FELIX_INTRO2_FELIX19": "Lo que significa que… lo mismo puedes echarme un cable.", - "FELIX_INTRO2_FELIX20": "Estoy buscando un ser en particular y me gustaría observarlo detenidamente.", - "FELIX_INTRO2_FELIX21": "Se encuentra en el Prado de los Cerezos. Es un [wave amp=30 freq=10]guerrero que porta una espada de madera[/wave].", - "FELIX_QUEST1_PART3_FELIX4": "Como lo tenía en mi piso cuando aterricé aquí, aún lo conservo.", - "FELIX_INTRO2_FELIX22": "¿Podrías ayudarme?", - "FELIX_INTRO2_FELIX22_OPTION1": "¡Claro!", - "FELIX_INTRO2_FELIX22_NO": "No te preocupes. Si alguna vez tienes un hueco, pásate por aquí y nos embarcamos en esta pequeña aventura.", - "FELIX_INTRO2_FELIX22_OPTION2": "Ahora no me viene bien.", - "FELIX_INTRO2_FELIX23": "¡Genial! Te lo marco en el mapa.", - "FELIX_QUEST1_PART1_FELIX1": "¡Ahí está! Vale, tú peleas y yo hago el boceto.", - "FELIX_QUEST1_PASSIVE_FELIX1": "Alguna vez he oído a los guardas hablar de este ser. Dicen que siempre adopta una postura de guerrero perfecta.", - "FELIX_QUEST1_PASSIVE_FELIX2": "Es un lugar precioso, ¿eh?", - "FELIX_QUEST1_PART2_FELIX1": "Ya la hemos liado…", - "FELIX_QUEST1_PART2_KUNEKO2": "¡Detente, bestia inmunda!", - "FELIX_QUEST1_PART2_FELIX7": "…", - "FELIX_QUEST1_PART2_KUNEKO3": "¡Y…! ¡Y no vuelvas!", - "FELIX_QUEST1_PART2_FELIX4": "¿Y tú quién…?", - "FELIX_QUEST1_PART2_FELIX5": "Espera, [pause][pause]¡¿eres…?!", - "FELIX_QUEST1_PART2_KUNEKO6": "¡¡¡Ah!!!", - "FELIX_QUEST1_PART2_FELIX8": "No. [pause]No puede ser.", - "FELIX_QUEST1_PART2_FELIX9": "Nooo, no, no. [pause][pause]No.", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "¿Eso era un arcángel?", - "FELIX_QUEST1_PART2_FELIX12": "Será mejor que volvamos a mi casa. Allí te lo aclararé todo, te lo prometo.", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "¿Eso era un monstruo?", - "FELIX_QUEST1_PART2_FELIX10": "Creo…", - "FELIX_QUEST1_PART2_FELIX11": "Creo que mi pasado ha vuelto para atormentarme.", - "FELIX_QUEST1_PART3_FELIX1": "Tiene que estar por aquí, [pause]pero no sé dónde…", - "FELIX_QUEST1_PART3_FELIX2": "¡Aquí está!", - "FELIX_QUEST1_PART3_FELIX3": "Toma. Es el viejo cuaderno de dibujo que usaba cuando tenía 12 años.", - "FELIX_QUEST1_PART3_FELIX5": "Mira esta página.", - "FELIX_QUEST1_PART3_FELIX6": "Se llama Kuneko.", - "FELIX_QUEST1_PART3_FELIX13": "Pero si es verdad que Kuneko existe en este mundo… [pause]Tengo que encontrarla.", - "FELIX_QUEST1_PART3_FELIX7": "Es un personaje que me inventé de niño.", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "¿Tiene alas de ángel?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "¿Por qué tiene orejas de gato?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "¿Es una ninja?", - "FELIX_QUEST1_PART3_FELIX8": "A ver, [pause]se trata de la hija de un ángel y de un demonio. Se perdió en la Tierra y la adoptó un clan de ninjas místicos…", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]¿Amo?", - "FELIX_QUEST1_PART3_FELIX9": "Al cumplir 21 años, [pause]abandonó su hogar para cumplir la épica misión de luchar ante cuatro altares elementales y demostrar así que es la mejor guerrera del lugar.", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Menudo cliché.", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "¡Hala, pues mola mucho!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Está claro que ahora dibujas mucho mejor que antes…", - "FELIX_QUEST1_PART3_FELIX10": "En el instituto estaba enganchadísimo al [i]anime[/i]. [pause]¡No me juzgues!", - "FELIX_QUEST1_PART3_FELIX12": "No tengo la menor idea de cómo es posible que el [wave amp=30 freq=10]dibujo cutre que hice de pequeño[/wave] haya cobrado vida.", - "FELIX_QUEST1_PART3_FELIX11": "¡Soy plenamente consciente de lo chungo que es todo esto!", - "FELIX_QUEST1_PART4_KUNEKO1": "…", - "FELIX_QUEST1_PART3_FELIX14": "Tengo que entender cómo ha podido pasar esto.", - "FELIX_QUEST1_PART4_FELIX2": "Vaya. [pause]Pues ha sido más fácil de lo que esperaba.", - "FELIX_QUEST1_PART4_KUNEKO4": "N-no te he visto nunca, pero siento una tremenda conexión contigo…", - "FELIX_QUEST1_PART4_FELIX3": "Antes me has salvado. [pause]¿Me conoces?", - "FELIX_QUEST1_PART4_FELIX5": "Ya, claro. No me extraña.", - "FELIX_QUEST1_PART4_KUNEKO7": "Ah…", - "FELIX_QUEST1_PART4_FELIX6": "Al fin y al cabo, yo te creé.", - "FELIX_QUEST1_PART4_FELIX12": "No tienes por qué seguir llamándome «creador».", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]¡¡¡Te ruego que me perdones!!![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "¡Siento [wave amp=30 freq=10]muchísimo[/wave] no haberte reconocido, creador!", - "FELIX_QUEST1_PART4_KUNEKO10": "Tiempo atrás, me desperté en el prado donde nos conocimos, [pause]con tan solo mi nombre en los labios y mi misión en el corazón.", - "FELIX_QUEST1_PART4_KUNEKO11": "No recuerdo nada más, creador.", - "FELIX_QUEST1_PART4_KUNEKO13": "¿Qué tal… [pause]«padre»?", - "FELIX_QUEST1_PART4_FELIX14": "Eso…, [pause]esto…, [pause]no mejora las cosas.", - "FELIX_QUEST1_PART4_FELIX16": "Ni hablar.", - "FELIX_QUEST1_PART4_KUNEKO17": "[pause].[pause].[pause]. ¿Papi?", - "FELIX_QUEST1_PART4_FELIX18": "¡¡¡Ni se te ocurra!!!", - "FELIX_QUEST1_PART4_FELIX19": "Llámame… [pause]Felix, a secas.", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, ¿has dicho algo sobre una misión?", - "FELIX_QUEST1_PART4_FELIX22": "Vaya, no se me podría haber ocurrido un argumento mejor, ¿eh?", - "FELIX_QUEST1_PART4_KUNEKO20": "Debo encontrar los cuatro santuarios elementales de estas tierras y derrotar a las bestias que los custodian.", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "¿Cuál es tu misión?", - "FELIX_QUEST1_PART4_KUNEKO21": "¡Solo así demostraré mi valía!", - "FELIX_QUEST1_PART4_FELIX23": "Kuneko, quizás no debas emprender esa «aventura». No es real… [pause]Me la [wave amp=30 freq=10]inventé[/wave] para darte un trasfondo.", - "FELIX_QUEST1_PART4_FELIX24": "Y eso por no mencionar que los monstruos de Nueva Wirral son muy peligrosos.", - "FELIX_QUEST1_PART4_KUNEKO26": "¡Por eso mismo [wave amp=30 freq=10]no me queda más remedio[/wave] que demostrar mi valía!", - "FELIX_QUEST1_PART4_KUNEKO25": "Ya sé que no crees que esté a la altura, creador…", - "FELIX_QUEST1_PART4_FELIX25": "Todo esto es… [pause]rarísimo. [pause]¿Soy el único que lo piensa [pause]o qué?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Más raro que un perro verde.", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Va a juego con todo cuanto hay en la isla.", - "FELIX_QUEST1_PART4_FELIX26": "He creado personajes mucho menos vergonzosos desde que era niño. [pause]¡¿Por qué ha tenido que ser ella?!", - "FELIX_QUEST1_PART4_FELIX27": "Sea como sea, [pause]si solo está aquí porque yo la inventé, supongo que tengo cierta responsabilidad.", - "FELIX_QUEST1_PART4_FELIX28": "Debemos localizar esos cuatro «altares elementales» y asegurarnos de que no corre peligro.", - "FELIX_QUEST2_ALTAR1_FELIX1": "Así que los altares existían de verdad. [pause]Tiene sentido.", - "FELIX_QUEST1_PART4_FELIX29": "Podríamos recorrer la isla o incluso preguntar por el pueblo. [pause]Tú decides, {player}.", - "FELIX_QUEST2_ALTAR1_FELIX2": "¡Kuneko!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "Debo demostrar mi valía, creador…", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "Por mi afilado filo…, [shake rate=30 level=10]¡sal, guardián![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "Venga, deberíamos echarle una mano.", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "Gracias por acudir en mi ayuda, creador…", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "¡Pero no me hará [wave amp=30 freq=10]ninguna[/wave] falta en el próximo combate!", - "FELIX_QUEST2_ALTAR1_FELIX8": "Se debe completamente a la causa, ¿eh?", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "Por el poder del sol y la luna al brillar oportunamente al mismo tiempo…", - "FELIX_QUEST2_ALTAR1_FELIX9": "Pues venga. [pause]A por los demás.", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]¡Muéstrate, guardián![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "No veas cómo se mete en el papel.", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "De luchar a tu lado, creador…", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "No soy digna…", - "FELIX_QUEST2_ALTAR2_FELIX6": "En serio, no es para tanto…", - "FELIX_QUEST2_ALTAR3_FELIX12": "Bueno… Eh…", - "FELIX_QUEST2_ALTAR2_FELIX7": "Y… se ha vuelto a esfumar. [pause]Deberíamos tratar de encontrar el siguiente santuario.", - "FELIX_QUEST2_ALTAR3_FELIX1": "¡Quieta! Kuneko…", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]¡Revélate, guardián![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "Por el poder del fuego y del hielo, [pause]que hace que mi pasión por la justicia sea cálida y gélida al mismo tiempo…", - "FELIX_QUEST2_ALTAR3_FELIX4": "Allá vamos otra vez.", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "Me has vuelto a ayudar, creador…", - "FELIX_QUEST2_ALTAR3_FELIX6": "¡No quiero que te hagas daño!", - "FELIX_QUEST2_ALTAR3_FELIX7": "Oye…", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", - "FELIX_QUEST2_ALTAR3_FELIX8": "No tienes por qué hacer esto para impresionarme.", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "Sé lo que piensas de mí en el fondo, [pause]creador.", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "Sé que te [shake rate=30 level=10]avergüenzas[/shake] de haberme creado.", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "Mi misión [shake rate=30 level=10]no[/shake] tiene por objetivo impresionarte.", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "¡Se te nota cuando me miras!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Sí.", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "¡Sé que [shake rate=30 level=10]jamás[/shake] podré hacer nada de lo que estés orgulloso!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]¡Guardián, [pause]muéstrate![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "Vale, [pause]estupendo, [pause]ahora me siento fatal.", - "FELIX_QUEST2_ALTAR3_FELIX17": "Tal vez me haya expresado mal.", - "FELIX_QUEST2_ALTAR3_FELIX18": "Tengo que encontrarla y disculparme.", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Un pelín…", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "No era tu intención.", - "FELIX_QUEST2_ALTAR3_FELIX19": "La encontraremos en el último santuario, ¿no?", - "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko… [pause]Hola. [pause]Esto…", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "¡La suerte está echada! He aquí mi última mano… [pause]¡Escalera de color!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "¡Volved y enfrentaos a mí cuando estéis en condiciones!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "No soy más que un pensamiento olvidado, [pause]¿no es cierto, [pause][shake rate=30 level=10]creador[/shake]?", - "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, escucha…", - "FELIX_QUEST2_ALTAR4_FELIX4": "Vale, [pause]primero la ayudamos y luego me disculpo.", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "Una idea que te hizo gracia una vez [pause]y que luego [shake rate=30 level=10]desechaste[/shake].", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "¡Volved y enfrentaos a mí cuando estéis en condiciones!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "Por los radiantes poderes de la tierra, del agua, del fuego y del aire…", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "¡Volved y enfrentaos a mí cuando estéis en condiciones!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]¡¡¡Contemplad mi verdadero potencial!!![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "¿Aún te avergüenzas de mí, [pause]creador?", - "FELIX_QUEST2_ALTAR4_FELIX10": "Ha… [pause][pause]aunado los cuatro elementos en su interior…", - "FELIX_QUEST2_ALTAR4_FELIX13": "Quiero salir de esta para poder enmendar mis errores… [pause]Es lo único que quiero…", - "FELIX_QUEST2_ALTAR4_FELIX12": "Lo siento… [pause]Todo esto es por mi culpa, [pause]{player}…", - "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko… [pause]Lo siento mucho.", - "FELIX_QUEST2_ALTAR4_FELIX16": "Os veía a ti y al resto de mis creaciones de la adolescencia como algo vergonzoso.", - "FELIX_QUEST2_ALTAR4_FELIX14": "Venga, [pause]sé que, si nos ponemos codo con codo, ¡podremos enmendarlo!", - "FELIX_QUEST2_ALTAR4_FELIX17": "Pero todos tenemos nuestras raíces. Si no te hubiera imaginado, si no te hubiera [wave amp=30 freq=10]dibujado[/wave]…", - "FELIX_QUEST2_ALTAR4_FELIX18": "No me habría convertido en el artista que soy ahora.", - "FELIX_QUEST2_ALTAR4_FELIX19": "No debería fingir que no existes. Debería aceptarte y apreciar lo que me aportaste como artista.", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "¿Lo…? ¿Lo dices en serio?", - "FELIX_QUEST2_ALTAR4_FELIX21": "Así es. [pause]Además, hace un momento has estado genial.", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]¡¡¡Creador!!![/shake]", - "FELIX_QUEST2_ALTAR4_FELIX23": "Va, va, [pause]cálmate un poco.", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "Quiero decir… [pause]Perdón por haber intentado matarte, [pause]«Felix».", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "Perdón por haber intentado matarte hace un momento, creador…", - "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, hay una cosa que necesito saber…", - "FELIX_QUEST2_ALTAR4_FELIX26": "¡Tranquila! Ya es agua pasada.", - "FELIX_QUEST2_ALTAR4_FELIX28": "¿Por qué eres [wave amp=30 freq=10]real[/wave]? No lo pillo.", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "Pues… ¡Y yo qué sé!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "Puede que una vez que creas algo, deje de pertenecerte. [pause]Las ideas cambian y evolucionan por su cuenta.", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "Pero si quieres saber mi [wave amp=30 freq=10]opinión[/wave], yo diría que…", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Tú[/wave] eres el artista, creador Felix. [pause]Eso deberías saberlo mejor que yo.", - "FELIX_QUEST2_ALTAR4_FELIX33": "Mmm… Pues vale.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "¿Qué vas a hacer ahora?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "Bueno… No creo que pueda irme contigo y el creador a vuestro humilde pueblo… [pause]No es el camino que me corresponde.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Ya has cumplido tu misión, ¿no?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "No, ¡yo tengo que tomar las riendas de mi vida! [pause]Debo seguir el rumbo que me marque mi corazón de cristal.", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "¡Te deseo lo mejor!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "¡Te echaremos de menos!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "¿Tienes de verdad el corazón de cristal o es solo una forma de hablar?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "Toma, [pause]te hago entrega de mi poder. [pause]Espero que te recuerde los combates que hemos librado en el mismo bando.", - "FELIX_QUEST2_ALTAR4_FELIX36": "Pues parece que es aquí donde tomamos caminos distintos…", - "FELIX_QUEST2_ALTAR4_FELIX37": "¡Me alegro de haberte conocido, Kuneko!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "Hasta siempre, [pause]creador Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "Y adiós a ti también, [pause]amigo menos parlanchín del creador Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "Y adiós a ti también, [pause]amiga menos parlanchina del creador Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "Y adiós a ti también, [pause]amigue menos parlanchine del creador Felix.", - "FELIX_QUEST2_ALTAR4_FELIX42": "Jo… [pause]Tiene que trabajar mucho el tema de las metáforas teatrales.", - "FELIX_QUEST2_ALTAR4_FELIX43": "En fin. Ha sido una experiencia de lo más interesante.", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "¡Que nuestros recuerdos ardan como los faros que iluminan el [shake rate=30 level=10]verdadero camino que nos lleva hacia delante[/shake]!", - "FELIX_QUEST2_ALTAR4_FELIX44": "Y no solo me refiero a cuando nos hemos [wave amp=30 freq=10]unido[/wave] para crear un monstruo enorme. Eso ha sido… No sé, diferente.", - "FELIX_CONVO1_FELIX5": "¿Acaso me volverá a salir si vuelvo a casa? Da que pensar.", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Por aquí lo llamamos «fusión».", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "Ha molado, ¿eh?", - "FELIX_QUEST2_ALTAR4_FELIX45": "A decir verdad, me ha dejado un poco mareado, ¡pero la próxima vez creo que estaré listo!", - "FELIX_QUEST2_ALTAR4_FELIX46": "Va, vamos a mi casa y así nos ponemos al día. [pause]Además, se me ha ocurrido una idea para un nuevo boceto.", - "FELIX_QUEST2_EPILOGUE_FELIX2": "Quiero dibujar como nunca antes lo había hecho. [pause]Quiero crear personajes nuevos…", - "FELIX_QUEST2_EPILOGUE_FELIX1": "Creo que toda esta aventura ha avivado una llama en mi interior.", - "FELIX_QUEST2_EPILOGUE_FELIX3": "Quiero ganarme la vida con mi arte, como es debido, pero a mi manera.", - "FELIX_QUEST2_EPILOGUE_FELIX4": "Así que… [pause]Creo que estoy listo para regresar a mi hogar.", - "FELIX_QUEST2_EPILOGUE_FELIX5": "Es lo que estás buscando, ¿no? [pause]Una forma de regresar.", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "¡Eso mismo!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Entre otras cosas.", - "FELIX_QUEST2_EPILOGUE_FELIX6": "Una forma de salir de aquí…", - "FELIX_QUEST2_EPILOGUE_FELIX8": "Aunque también lo es que los dibujos de la infancia cobren vida, ¿verdad?", - "FELIX_QUEST2_EPILOGUE_FELIX7": "En el pueblo dicen que es imposible…", - "FELIX_QUEST2_EPILOGUE_FELIX9": "Si crees que existe un modo, te creo.", - "FELIX_QUEST2_EPILOGUE_FELIX10": "Puedes contar conmigo, sin reservas.", - "FELIX_QUEST2_EPILOGUE_FELIX11": "Ah, y otra cosa.", - "FELIX_QUEST2_EPILOGUE_FELIX12": "Este es el boceto que te dije que quería dibujar.", - "FELIX_CONVO1_FELIX1": "¿Te cuento una cosa un poco rara?", - "FELIX_CONVO1_FELIX2": "Antes tenía una cicatriz en la parte superior del brazo, justo aquí. De pequeño, me tropecé con una alambrada y me hice un tajazo que no veas…", - "FELIX_CONVO1_FELIX3": "Pero ya no está. [pause]Desde que llegué aquí, a Nueva Wirral.", - "FELIX_CONVO1_FELIX4": "No… [pause]No sé si tiene algún significado… [pause]Pero me pareció curioso.", - "FELIX_CONVO2_FELIX1": "Oye, ¿has probado alguna vez las tartaletas de mantequilla?", - "FELIX_CONVO2_FELIX2": "¡Tengo que hacerte unas cuantas! [pause]Estoy casi seguro de que puedo encontrar aquí todos los ingredientes…", - "FELIX_CONVO2_FELIX3": "Bueno, [pause]las pasas pueden ser un poco difíciles de conseguir. ¿Pero sabes qué? [pause]Mejor así.", - "FELIX_CONVO3_FELIX1": "No sé si te habías dado cuenta, [pause]pero muchos de los habitantes de Nueva Wirral no son forasteros, como tú y yo.", - "FELIX_CONVO3_FELIX2": "La generación de sus padres y sus abuelos son gente que, de repente, apareció aquí, [pause]claro, [pause]pero ellos no conocen nada que esté fuera de esta isla.", - "FELIX_CONVO3_FELIX3": "Me pregunto cómo se sentirán, [pause]rodeados de gente que se encuentra perdida en el único lugar que ellos han conocido, en su hogar… [pause]Y cómo será crecer con historias sobre mundos que jamás llegarán a visitar.", - "FELIX_CONVO3_FELIX4": "Puede que se sientan tan atrapados como nosotros.", - "FELIX_CONVO4_FELIX2": "¿No es raro? [pause]Es decir, [pause]donde crecí no existían los monstruos.", - "FELIX_CONVO4_FELIX1": "La vida en esta isla me recuerda a la que llevaba en mi ciudad natal.", - "FELIX_CONVO4_FELIX3": "Sin embargo, ese sentimiento de querer seguir adelante y escapar, [pause]pero no poder…", - "FELIX_CONVO4_FELIX4": "Ojo, que me encanta pasar el rato contigo y con los demás, pero…", - "FELIX_CONVO4_FELIX5": "El mundo es muy grande. [pause]Hay muchos mundos diferentes, [pause]por lo visto. [pause]Quiero ver tanto como pueda de todo eso.", - "FELIX_CONVO5_FELIX2": "Tiene que ser raro que te digan que toda tu vida no es más que una creación de un artista pringao.", - "FELIX_CONVO5_FELIX1": "Espero que a Kuneko le vaya bien.", - "FELIX_CONVO5_FELIX3": "¡Un momento! [pause]¿Y si [wave amp=30 freq=10]todos[/wave] hemos sido creados por alguien, igual que ella?", - "FELIX_CONVO5_FELIX4": "Eh… [pause]No, le estoy dando demasiadas vueltas.", - "FELIX_CONVO6_FELIX1": "Antes de venir aquí, [pause]nunca me habría imaginado que, en mi próxima relación, fuera a pasar tanto tiempo junto a una hoguera.", - "FELIX_CONVO7_FELIX6": "Es… [pause]bastante impresionante, si lo piensas bien.", - "FELIX_CONVO6_FELIX2": "De vez en cuando, la vida te sorprende con situaciones inesperadas, [pause]¿eh?", - "FELIX_CONVO6_FELIX3": "Pero no me quejo. [pause]Me gusta estar de acampada contigo.", - "FELIX_CONVO7_FELIX1": "Es posible que la vida en Villapuerto nos pueda enseñar unas cuantas lecciones.", - "FELIX_CONVO7_FELIX2": "Porque, a ver, [pause]su vida nocturna no es que ofrezca muchas alternativas, pero…", - "FELIX_CONVO7_FELIX3": "En el pueblo, todos se apoyan entre sí, así que nadie se queda abandonado a su suerte.", - "FELIX_CONVO7_FELIX4": "Hay comida suficiente para todos, pero no tanta como para que se acabe echando a perder.", - "FELIX_CONVO7_FELIX5": "Está aislado de la civilización humana, [pause]pero, aun así, sale a flote.", - "FELIX_CONVO8_FELIX1": "La verdad es que [pause]estar varado en una isla plagada de monstruos, lejos de mis amigos y de mi familia…", - "FELIX_CONVO8_FELIX2": "Debería parecerme una situación inimaginable… [pause]pero me estoy adaptando sin problema.", - "FELIX_CONVO9_FELIX1": "Con la nueva historia para zotro que estoy planeando… [pause]Creo que he dado en el clavo.", - "FELIX_CONVO8_FELIX3": "Incluso si el mundo llegase a su fin, encontraríamos la forma de seguir adelante, [pause]¿no crees?", - "FELIX_CONVO8_FELIX4": "Las personas son así de raras. [pause]Yo el primero.", - "FELIX_CONVO9_FELIX2": "No obstante, necesito asegurarme de que es la mejor historia que podría crear. A fin de cuentas, no sé si tendré una segunda oportunidad.", - "FELIX_CONVO13_FELIX2_OPTION2": "¡Eso espero!", - "FELIX_CONVO9_FELIX2_OPTION1": "¿Qué quieres decir?", - "FELIX_CONVO9_FELIX3": "¡Quién sabe! [pause]Puede que pierda mi destreza. [pause]Puede que acabe atrapado en otra isla. [pause]Puede que llegue el fin del mundo.", - "FELIX_CONVO9_FELIX2_OPTION2": "¿Por qué no ibas a tener una segunda oportunidad?", - "FELIX_CONVO9_FELIX4": "Siempre trato de afrontar el proyecto en el que estoy trabajando como si fuera el último. Como si pudiese ser mi legado perpetuo al mundo.", - "FELIX_CONVO9_FELIX5": "Al fin y al cabo, [wave amp=30 freq=10]nunca[/wave] se sabe.", - "FELIX_CONVO10_FELIX1": "Últimamente estoy en una buenísima racha de creatividad. ¡Y más feliz que una perdiz!", - "FELIX_CONVO19_FELIX2": "¿Dices que en tu mundo no existen las bandas de zotro? [pause]¿Y que, en cambio, existe una cosa que se llama «cómic», que piensas que tiene un estilo similar?", - "FELIX_CONVO10_FELIX1_OPTION1": "¡Y tan risueño como de costumbre!", - "FELIX_CONVO10_FELIX1_OPTION2": "¡Tú siempre estás de buen humor!", - "FELIX_CONVO10_FELIX2": "Mmm… ¿Tú crees?", - "FELIX_CONVO10_FELIX3": "Siempre [wave amp=30 freq=10]procuro[/wave] ver las cosas con perspectiva.", - "FELIX_CONVO10_FELIX5": "Sin embargo, el rencor como motivación no dura mucho tiempo. [pause]Yo mismo trato de adoptar una actitud más positiva ante la vida.", - "FELIX_CONVO10_FELIX4": "Cuando dejé mi trabajo, estaba que echaba chispas. Es fácil amargarse por una mala experiencia como esa.", - "FELIX_CONVO10_FELIX6": "Aparte, esta isla es demasiado absurda como para tomársela en serio. ¿Qué sentido tendría dejar que te deprima?", - "FELIX_CONVO11_FELIX2": "¿Podré llevarme conmigo todos mis bocetos? ¿Podrán también viajar por el portal? ¡Cruzo los dedos!", - "FELIX_CONVO11_FELIX1": "Si ese gran portal puede de verdad sacarnos de Nueva Wirral, igual debería plantearme hacer las maletas.", - "FELIX_CONVO12_FELIX1": "Ese gran combate que tuvimos encima del tren fue una pasada, ¿eh?", - "FELIX_CONVO12_FELIX2": "Estoy intentando analizar poco a poco todos los datos que conocemos sobre los «arcángeles».", - "FELIX_CONVO12_FELIX3": "El de la cabeza triangular, Álef, dijo algo que me pareció un dato [wave amp=30 freq=10]crucial[/wave].", - "FELIX_CONVO12_FELIX4": "Dijo que los humanos, mediante nuestros pensamientos recurrentes, hacemos que ellos se «manifiesten» y que, entonces, viajan a nuestros mundos para encarnar nuestras fantasías.", - "FELIX_CONVO12_FELIX5": "¿Crees que es cierto? ¿Crees que Álef [wave amp=30 freq=10]visitó[/wave] nuestro mundo en un pasado remoto? Ni siquiera pertenecemos [wave amp=30 freq=10]al mismo[/wave] mundo, así que ¿cómo funciona eso exactamente?", - "FELIX_CONVO12_FELIX6": "¿Acaso el verdadero papel de la humanidad consiste en concebir ideas e imaginar cosas para que se hagan [wave amp=30 freq=10]realidad[/wave] en otros mundos? ¿O le estaré dando demasiadas vueltas?", - "FELIX_CONVO12_FELIX7": "Si te paras a pensar, hace que te salga humo de la cabeza, ¿verdad?", - "FELIX_CONVO12_FELIX8": "Bueno, es que me pareció de suma importancia entender más o menos el asunto.", - "FELIX_CONVO12_FELIX7_OPTION1": "¡Menudo detective estás hecho!", - "FELIX_CONVO12_FELIX7_OPTION2": "¡Ni me había dado cuenta de que te estuvieras fijando tanto!", - "FELIX_CONVO13_FELIX1.m": "Oye, ¡enhorabuena por tu ascenso a guarda de élite, {player}!", - "FELIX_CONVO13_FELIX1.n": "Oye, ¡enhorabuena por tu ascenso a guarda de élite, {player}!", - "FELIX_CONVO12_FELIX9": "¡Uno nunca sabe si puede acabar necesitando todos esos conceptos para una historia!", - "FELIX_CONVO13_FELIX2": "Ahora vas a tener que echarle más horas que un reloj. ¡Espero que puedas sacar algo de tiempo para el ocio!", - "FELIX_CONVO13_FELIX1.f": "Oye, ¡enhorabuena por tu ascenso a guarda de élite, {player}!", - "FELIX_CONVO13_FELIX2_OPTION1": "¡Pues claro!", - "FELIX_CONVO13_FELIX3": "Je. Eso espero.", - "FELIX_CONVO14_FELIX1_OPTION1": "Ah, ¿sí?", - "FELIX_CONVO14_FELIX1": "Ah, [pause]me ha dicho un pajarito lo que os pasó a ti y a Kayleigh con los sectarios esos tan raros.", - "FELIX_CONVO14_FELIX1_OPTION2": "Ah, sí. Ese asunto…", - "FELIX_CONVO14_FELIX2": "Contaban con un jefe carismático que quería hacerse con el poder de un arcángel, o algo parecido, ¿no?", - "FELIX_CONVO14_FELIX2_OPTION1": "Se podría decir que sí.", - "FELIX_CONVO14_FELIX2_OPTION2": "En pocas palabras, sí, era eso.", - "FELIX_CONVO14_FELIX3": "Espero que estén todos bien. No debe de ser nada fácil pasar por algo así, [wave amp=30 freq=10]y menos[/wave] en Nueva Wirral.", - "FELIX_CONVO15_FELIX1": "¿Tú crees que los monstruos de por aquí le temen al fuego? Parece que nunca nos atacan cuando acampamos.", - "FELIX_CONVO15_FELIX2": "O tal vez…", - "FELIX_CONVO15_FELIX3": "¡Tal vez los monstruos consideren que atacar a los humanos mientras descansan es de mala educación!", - "FELIX_CONVO16_FELIX2": "Nació y creció en esta isla y nunca ha conocido otro lugar. Sus padres se conocieron después de haber acabado aquí.", - "FELIX_CONVO16_FELIX1": "Hace poco, alguien de los guardas de élite me preguntó cómo era mi vida antes de «aterrizar aquí».", - "FELIX_CONVO16_FELIX3": "Quería que le contara cosas sobre trenes, centros comerciales, equipos deportivos…", - "FELIX_CONVO16_FELIX4": "Un montón de nociones tan básicas que supongo que nunca se me había pasado por la cabeza que la gente que ha crecido aquí pudiera no conocerlas.", - "FELIX_CONVO17_FELIX1": "A la intemperie y calentándonos en torno a una hoguera… ¡Me recuerda a los campamentos de verano!", - "FELIX_CONVO16_FELIX5": "Supongo que la vida en este lugar resulta muy simple, pero al menos la gente puede seguir creciendo feliz.", - "FELIX_CONVO17_FELIX2": "O me lo recordaría si hubiese ido alguna vez a uno. [pause]Y no es el caso.", - "FELIX_CONVO19_FELIX2_OPTION1": "¡Pues sí!", - "FELIX_CONVO18_FELIX1": "Oye, ¡déjame que te dibuje algún día! Dibujar a partir de un modelo es una técnica esencial que todo artista debe dominar.", - "FELIX_CONVO17_FELIX3": "Pero se parece mucho a como me [wave amp=30 freq=10]imaginaba[/wave] de pequeño que sería un campamento de verano… Así que me alegro de estar aquí.", - "FELIX_CONVO18_FELIX2": "La anatomía humana es muy difícil de plasmar.", - "FELIX_CONVO18_FELIX3": "Sobre todo las manos; todavía me cuesta dibujar manos.", - "FELIX_CONVO19_FELIX1": "A ver si lo he entendido bien…", - "FELIX_CONVO19_FELIX3": "¿Pero esos «cómics» vuestros no se [wave amp=30 freq=10]mueven[/wave] ni un milímetro? ¿Están impresos en papel y os limitáis a [wave amp=30 freq=10]mirarlos[/wave]?", - "FELIX_CONVO19_FELIX2_OPTION2": "Eso es más o menos lo que he dicho, sí.", - "FELIX_CONVO19_FELIX4": "Me suena rarísimo, oye, pero si tú lo dices, ¡será verdad!", - "FELIX_CONVO20_FELIX1": "A lo mejor debería empezar a apuntar en mi cuaderno más detalles sobre los monstruos de la isla.", - "FELIX_SOCIAL1_FELIX2": "Lo de que esa aventura había avivado una llama en mi interior, ¿te acuerdas?", - "FELIX_CONVO20_FELIX2": "A lo mejor, si logro volver a casa, podré usar mis notas para demostrar que sí estuve en una isla plagada de monstruos.", - "FELIX_CONVO20_FELIX3": "Aunque intuyo que las posibilidades de que alguien me [wave amp=30 freq=10]crea[/wave] son más bien pocas.", - "FELIX_SOCIAL1_FELIX1": "Oye, lo que dije tras despedirnos de Kuneko…", - "FELIX_SOCIAL1_FELIX2_OPTION1": "¡Claro!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "Mmm… ¿Puede?", - "FELIX_SOCIAL1_FELIX3": "Tenía una especie de bloqueo creativo antes de… En fin, de caer aquí.", - "FELIX_SOCIAL1_FELIX5": "No estaba al mando, [pause]pero [pause]eran como mis hijos, [pause]¿sabes? [pause]Nunca habrían existido de no ser por mi sangre, sudor y lágrimas.", - "FELIX_SOCIAL1_FELIX4": "Trabajé durante mucho tiempo para una empresa haciendo historias para zotros. [pause]Dibujaba, guionizaba… Lo hacía todo.", - "FELIX_SOCIAL1_FELIX6": "Esperé durante mucho tiempo el día en que mis superiores reconocieran mi esfuerzo, pero nunca llegó.", - "FELIX_SOCIAL1_FELIX7": "Es más, me cambiaron de puesto y me apartaron de los relatos y de los personajes en los que tanto había trabajado.", - "FELIX_SOCIAL1_FELIX8": "Por no mencionar que nunca estuvieron dispuestos a pagarme como merecía.", - "FELIX_SOCIAL1_FELIX9": "Así que… terminé por dejarlo e intenté montármelo por mi cuenta.", - "FELIX_SOCIAL1_FELIX9_OPTION1": "¡Bien hecho!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "¡Ellos se lo pierden!", - "FELIX_SOCIAL1_FELIX10": "Je. Gracias. En serio.", - "FELIX_SOCIAL1_FELIX11": "Ese trabajo me dejó tan mal sabor de boca que no era capaz de cambiar el chip para volver a crear arte.", - "FELIX_SOCIAL2_FELIX3C": "Ya somos dos.", - "FELIX_SOCIAL1_FELIX12": "Y por eso siento que tengo un motivo para haber acabado en Nueva Wirral.", - "FELIX_SOCIAL1_FELIX13": "Gracias por escucharme, {player}.", - "FELIX_SOCIAL1_FELIX14": "Me resulta más sencillo hablarte del tema después de habernos fusionado para formar un supermonstruo.", - "FELIX_SOCIAL1_FELIX14_OPTION1": "Es verdad, hicimos eso. ¡Qué flipe!", - "FELIX_SOCIAL1_FELIX15": "Je.", - "FELIX_SOCIAL1_FELIX14_OPTION2": "¡Supongo que una experiencia así une a cualquiera!", - "FELIX_SOCIAL1_FELIX17": "Así que, ¿de vuelta al curro?", - "FELIX_SOCIAL1_FELIX16": "De todas formas, no puedo regresar hasta que demos con tu portal de salida.", - "FELIX_SOCIAL2_FELIX1_OPTION1": "¿A qué te refieres?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "¿En qué sentido?", - "FELIX_SOCIAL2_FELIX2": "A ver, por ejemplo, las cintas que graban monstruos… ¿cómo crees que funcionan exactamente?", - "FELIX_SOCIAL2_FELIX1": "¿Crees que los distintos mundos pueden seguir distintas… [pause]lógicas?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "Los walkmans son inventos científicos avanzados.", - "FELIX_SOCIAL2_FELIX2_OPTION2": "Los walkmans están hechizados con magia.", - "FELIX_SOCIAL2_FELIX2_OPTION3": "¡No tengo ni idea!", - "FELIX_SOCIAL2_FELIX3A": "Lo he pensado… [pause]y, por eso, le pedí a Meredith que inspeccionase las entrañas de uno. [pause]Por lo visto, parecen totalmente normales.", - "FELIX_SOCIAL2_FELIX4": "Que yo sepa, estos walkmans no son más que los walkmans normales y corrientes de toda la vida. Mi viejo tenía uno parecido.", - "FELIX_SOCIAL2_FELIX3B": "¿Existe la magia en este sitio? [pause]Yo no veo magos volando de aquí para allá tirándose hechizos unos a otros.", - "FELIX_SOCIAL4_FELIX5.n": "Este personaje es le Forastere, [pause]une caballere que ha viajado desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", - "FELIX_SOCIAL2_FELIX5": "Según me han dicho, los guardas encontraron un montón en el centro comercial abandonado hace unos cuantos años, y de ahí es de donde se abastece la isla.", - "FELIX_SOCIAL2_FELIX6": "Por eso te preguntaba si crees que cada mundo puede seguir su propia lógica.", - "FELIX_SOCIAL2_FELIX8": "¡Menudo concepto, ese! Me lo apunto para mi historia…", - "FELIX_SOCIAL2_FELIX7": "Puede que los objetos normales de nuestros mundos se rijan por «reglas» distintas en este.", - "FELIX_SOCIAL2_FELIX8_OPTION1": "¿Tu historia?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "¿A qué te refieres?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "¿Estás escribiendo una nueva?", - "FELIX_SOCIAL2_FELIX9": "Por ahora, no es nada del otro mundo… Solo estoy jugando con un par de ideas.", - "FELIX_SOCIAL2_FELIX11": "Igual deberíamos seguir con nuestra aventura. Así, fijo que se me enciende la bombilla.", - "FELIX_SOCIAL2_FELIX10": "Si llega a buen puerto, te lo diré sin falta.", - "FELIX_SOCIAL3_FELIX1": "No he dejado de pensar en lo que dijo Kuneko.", - "FELIX_SOCIAL3_FELIX3": "Todos los monstruos de Nueva Wirral me han estado rondado la mente por un motivo que no había sido capaz de explicar bien hasta ahora.", - "FELIX_SOCIAL3_FELIX2": "Lo de que las ideas evolucionan por sí solas. Le he estado dando vueltas…", - "FELIX_SOCIAL3_FELIX3_OPTION1": "¿Qué les pasa?", - "FELIX_SOCIAL3_FELIX6": "Si ese proceso funciona así de verdad, entonces tal vez no sea una ciencia exacta. [pause]Tal vez sea caótico e imprevisible.", - "FELIX_SOCIAL3_FELIX4": "Esos monstruos tienen conos de tráfico en la espalda, cubos de basura por cuerpo y televisores por cabeza…", - "FELIX_SOCIAL3_FELIX5": "¿Y si nuestras ideas y mitos pudiesen difundirse hasta el punto de materializarse en forma de seres en otros mundos, como en este?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "Me suena a película.", - "FELIX_SOCIAL3_FELIX5_OPTION2": "¡Podría ser!", - "FELIX_SOCIAL3_FELIX7": "Tal vez las ideas y los conceptos se combinen para lograr resultados inesperados. O tal vez no tienen por qué ser nociones tan extendidas para que tomen forma.", - "FELIX_SOCIAL3_FELIX9": "Tal vez esté empezando a entender mejor cómo funciona este mundo.", - "FELIX_SOCIAL3_FELIX8": "Tal vez solo se necesita un boceto a lápiz que dibujó un niño tontaina de Canadá.", - "FELIX_SOCIAL3_FELIX10": "Guay. [pause]¿Nos ponemos en marcha?", - "FELIX_SOCIAL4_FELIX1": "Oye, {player}…", - "FELIX_SOCIAL4_FELIX12.f": "No puedo imponerles un final. Las decisiones que tome la Forastera son cosa suya.", - "FELIX_SOCIAL4_FELIX2": "Quiero enseñarte una cosa. ¿Te apetece venir a mi casa un rato?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "¡Por supuesto!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "Ahora no.", - "FELIX_SOCIAL4_FELIX_NO": "Como quieras. Otra vez será, supongo.", - "FELIX_SOCIAL4_FELIX3": "¡Espero que te guste!", - "FELIX_SOCIAL4_FELIX4.m": "Vale, ¿estás listo?", - "FELIX_SOCIAL4_FELIX5.m": "Este personaje es el Forastero, [pause]un caballero que ha viajado desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", - "FELIX_SOCIAL4_FELIX4.n": "Vale, ¿estás liste?", - "FELIX_SOCIAL4_FELIX4.f": "Vale, ¿estás lista?", - "FELIX_SOCIAL4_FELIX6.m": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió al Forastero a una batalla y venció.", - "FELIX_SOCIAL4_FELIX5.f": "Este personaje es la Forastera, [pause]una caballera que ha viajado desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", - "FELIX_SOCIAL4_FELIX7.f": "Así, la Forastera deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutada. De lo contrario, el Espadachín traerá la ruina a su tierra.", - "FELIX_SOCIAL4_FELIX7.m": "Así, el Forastero deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutado. De lo contrario, el Espadachín traerá la ruina a su tierra.", - "FELIX_SOCIAL4_FELIX6.f": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió a la Forastera a una batalla y venció.", - "FELIX_SOCIAL4_FELIX6.n": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió a le Forastere a una batalla y venció.", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "¡Pobre Forastero!", - "FELIX_SOCIAL4_FELIX7.n": "Así, le Forastere deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutade. De lo contrario, el Espadachín traerá la ruina a su tierra.", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "¡Pobre Forastera!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "¿Y no puede hacer nada para evitarlo?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "¡Pobre Forastere!", - "FELIX_SOCIAL4_FELIX8.m": "El Forastero se muestra taciturno, pero es ingenioso y decidido. No creo que el Forastero pretenda resignarse a su suerte tan fácilmente.", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "¿Y no puede hacer nada para evitarlo?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "¿Y no puede hacer nada para evitarlo?", - "FELIX_SOCIAL4_FELIX8.f": "La Forastera se muestra taciturna, pero es ingeniosa y decidida. No creo que la Forastera pretenda resignarse a su suerte tan fácilmente.", - "FELIX_SOCIAL4_FELIX8.n": "Le Forastere se muestra taciturne, pero es ingeniose y decidide. No creo que le Forastere pretenda resignarse a su suerte tan fácilmente.", - "FELIX_SOCIAL4_FELIX9": "Es una adaptación libre de [i]Sir Gawain y el Caballero Verde[/i], una obra medieval sobre un caballero de la corte del Rey Arturo que emprende una travesía parecida.", - "FELIX_SOCIAL4_FELIX10": "Por ahora, no sé cómo acabará mi versión. [pause]Tendré que ver adónde me conduce la historia.", - "FELIX_SOCIAL4_FELIX11": "Bueno, yo creo los personajes, pero [wave amp=30 freq=10]ellos[/wave] deciden el rumbo de la historia.", - "FELIX_SOCIAL4_FELIX10_OPTION1": "¿Cómo que adónde te conduce la historia?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "¿No eres tú quien escribe la historia?", - "FELIX_SOCIAL4_FELIX12.m": "No puedo imponerles un final. Las decisiones que tome el Forastero son cosa suya.", - "FELIX_SOCIAL4_FELIX13": "Y tuya, por supuesto. A fin de cuentas, eres mi inspiración.", - "FELIX_SOCIAL4_FELIX12.n": "No puedo imponerles un final. Las decisiones que tome le Forastere son cosa suya.", - "FELIX_SOCIAL4_FELIX13_OPTION1": "¡¿Qué?!", - "FELIX_SOCIAL4_FELIX15.f": "¿La heroína itinerante que viene de muy lejos, decidida a enfrentarse a un destino irremediable?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "¿En qué sentido?", - "FELIX_SOCIAL4_FELIX14": "Venga ya…", - "FELIX_SOCIAL4_FELIX15.n": "¿Le heroíne itinerante que viene de muy lejos, decidide a enfrentarse a un destino irremediable?", - "FELIX_SOCIAL4_FELIX15.m": "¿El héroe itinerante que viene de muy lejos, decidido a enfrentarse a un destino irremediable?", - "FELIX_SOCIAL4_FELIX16": "Sois dos gotas de agua, {player}.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Hago lo que puedo. ¿Qué te ha parecido?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "Eres un buen amigo, Felix.", - "FELIX_SOCIAL4_FELIX16_OPTION2": "Eres un romántico empedernido, Felix.", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "Je, [pause]¡para eso estamos!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "Tengo infinidad de bocetos y diseños de personajes en mente para la historia. [pause]¿Te los enseño?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Eres una gran guerrera con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buena amiga la aventurera. Faltaría más.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Eres une gran guerrere con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buene amigue le aventurere. Faltaría más.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Eres un gran guerrero con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buen amigo el aventurero. Faltaría más.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Habría sido mucho más fácil invitarme a una cita.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "A ver, yo te veo como un amigo…", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Bueno, lo de la historia para zotros no era una artimaña para que pasaras tiempo conmigo.", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "De hecho, voy a [wave amp=30 freq=10]continuarla[/wave].", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Pero, oye, no me culpes por darlo todo. [pause]Me gusta esforzarme por lo que me importa.", - "FELIX_ROMANCE_FELIX1_OPTION2": "Eh… ¡No, no es nada!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "Muy bonito por tu parte.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Qué tonto eres.", - "FELIX_ROMANCE_FELIX1.m": "¡Estás más callado que de costumbre, {player}! ¿Te preocupa algo?", - "FELIX_ROMANCE_FELIX1.f": "¡Estás más callada que de costumbre, {player}! ¿Te preocupa algo?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Como ya he dicho, hago lo que puedo.", - "FELIX_ROMANCE_FELIX_NO": "Perdona. Debería darme cuenta cuando alguien quiere estar a su bola.", - "FELIX_ROMANCE_FELIX2": "Ah…", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "FELIX_ROMANCE_FELIX1.n": "¡Estás más callade que de costumbre, {player}! ¿Te preocupa algo?", - "FELIX_ROMANCE_FELIX13": "Pero incluso si tarde o temprano tenemos que despedirnos…", - "FELIX_ROMANCE_FELIX5": "Nadie se me había declarado nunca. [pause]Esto es… poco ortodoxo.", - "FELIX_ROMANCE_FELIX3": "He estado en un par de relaciones antes, [pause]pero a decir verdad…", - "FELIX_ROMANCE_FELIX4": "Por lo general, soy yo quien da los grandes pasos.", - "FELIX_ROMANCE_FELIX6": "Ah, se me olvidaba…", - "FELIX_ROMANCE_FELIX7": "¡Que no te he contestado!", - "FELIX_ROMANCE_FELIX8": "Te digo que sí, [pause]por supuesto.", - "FELIX_ROMANCE_FELIX9.f": "Un día, una chica misteriosa llega a mi vida, [pause]pelea junto a mí, [pause]literalmente[wave amp=30 freq=10] se fusiona[/wave] conmigo en pleno combate [pause]y, encima, está como un queso…", - "FELIX_ROMANCE_FELIX9.m": "Un día, un chico misterioso llega a mi vida, [pause]pelea junto a mí, [pause]literalmente[wave amp=30 freq=10] se fusiona[/wave] conmigo en pleno combate [pause]y, encima, está como un queso…", - "FELIX_ROMANCE_FELIX9.n": "Un día, una persona misteriosa llega a mi vida, [pause]pelea junto a mí, [pause]literalmente[wave amp=30 freq=10] se fusiona[/wave] conmigo en pleno combate [pause]y, encima, está como un queso…", - "FELIX_ROMANCE_FELIX11": "Lo más probable es que, aunque encontremos una forma de volver, [pause]no pertenezcamos al mismo mundo.", - "FELIX_ROMANCE_FELIX10": "Hay que ser tonto de remate para decir que no.", - "FELIX_ROMANCE_FELIX12": "Tú nunca has oído hablar de los «zotros» [pause]y yo nunca he oído hablar de los «cómics».", - "VIOLA_UNKNOWN_NAME": "Mujer misteriosa", - "FELIX_ROMANCE_FELIX14": "Quiero vivir esta historia contigo. [pause]Mientras dure.", - "VIOLA_INTRO1_MEREDITH1": "Vaya, qué original. Siempre tiene que haber algo que intenta matarnos, ¿eh?", - "VIOLA_QUEST2_PART1_VIOLA6": "Si no es pedirte demasiado, [pause]¿podrías mostrarme el lugar donde lo has visto?", - "VIOLA_INTRO1_EUGENE1": "Cuantos más rivales, mejor será el entrenamiento, [pause]te lo digo yo.", - "VIOLA_INTRO1_KAYLEIGH1": "No puedo evitar que esta situación me preocupe un poco…", - "VIOLA_INTRO1_VIOLA3": "Sea, pues. [pause]¡Vamos a igualar a estas bestias en número!", - "VIOLA_INTRO1_VIOLA2": "Habéis de saber que no existe la piedad en esta tierra.", - "VIOLA_INTRO1_FELIX1": "Vaya. Conque era una trampa.", - "VIOLA_INTRO1_VIOLA4": "…", - "VIOLA_INTRO1_VIOLA5": "Bien haríais en retiraros antes de que regresen esos desalmados…", - "VIOLA_INTRO1_VIOLA6": "No hay razón alguna para que permanezcáis en lugar semejante.", - "VIOLA_INTRO1_KAYLEIGH7": "Al menos déjanos darte las gracias. ¿Quién eres?", - "VIOLA_INTRO1_MEREDITH7": "Muy mona tu gorra. ¿Tú quién eres, por cierto?", - "VIOLA_INTRO1_EUGENE7": "¡Anda, [pause]que somos colegas de batalla! [pause]Qué menos que saber tu nombre.", - "VIOLA_INTRO1_FELIX7": "Ha sido un combate bastante tenso. [pause]¿Nos puedes decir tu nombre al menos?", - "VIOLA_INTRO1_VIOLA8": "Soy Viola de Mesalina.", - "VIOLA_INTRO1_VIOLA9": "No me tengo por guerrera, mas parece que esta tierra me ha asignado ese papel.", - "VIOLA_INTRO1_VIOLA10": "No pretendo, en cualquier caso, haceros partícipes de mis pesares.", - "VIOLA_INTRO1_VIOLA10_OPTION1": "¿Qué pesares?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "¿Dónde podría estar tu hermano?", - "VIOLA_INTRO1_VIOLA11": "…", - "VIOLA_INTRO1_VIOLA10_OPTION2": "¿Tienes una misión o algo?", - "VIOLA_INTRO1_VIOLA12": "Mi hermano y yo fuimos arrojados a la mar.", - "VIOLA_INTRO1_VIOLA13": "Si yo no me he ahogado, puede que él también haya acabado recalando en estas costas…", - "VIOLA_INTRO1_VIOLA14": "Llevo varias semanas de búsqueda. Un alma caritativa me obsequió con este peculiar artilugio para que pudiera protegerme.", - "VIOLA_INTRO1_VIOLA15": "Si tuviereis noticia de mi hermano Sebastián, mi refugio se encuentra al este de aquí.", - "VIOLA_INTRO1_VIOLA16": "Buena ventura tengáis.", - "VIOLA_INTRO2_VIOLA1": "Me place hallarme de nuevo en tu compañía. ¿Qué tal te han tratado estas tierras?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "¿Por qué viajas sola?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "¿Por qué hablas así?", - "VIOLA_QUEST1_PART1_MEREDITH2": "Mmm… No sé muy bien qué ha pasado. Debemos decírselo a Viola, supongo.", - "VIOLA_INTRO2_VIOLA1_OPTION4": "¡Adiós!", - "VIOLA_INTRO2_VIOLA2": "Lo ignoro.", - "VIOLA_INTRO2_VIOLA3": "No anda corto de ingenio. Si ha recalado en este lugar, confío en que también me habrá de estar buscando.", - "VIOLA_INTRO2_VIOLA4": "Carezco de conocimientos sobre este lugar y sus costumbres.", - "VIOLA_INTRO2_VIOLA5": "Sus gentes me resultan extrañas. En aras de mi bienestar, he emprendido sola este periplo.", - "VIOLA_INTRO2_VIOLA7": "En vista de lo cual, quizás me halle más lejos de mi tierra de lo en un primer momento había imaginado.", - "VIOLA_INTRO2_VIOLA6": "Según mi punto de vista, [pause]eres tú quien habla de un modo por demás curioso.", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DECID A MI HERMANA… QUE ES AQUÍ DONDE SE HA DE REENCONTRAR CONMIGO…[/wave]", - "VIOLA_INTRO2_VIOLA8": "Propicio sea tu camino.", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "¿Ese era el hermano de Viola? Deberíamos contárselo…", - "VIOLA_QUEST1_PART1_EUGENE2": "Qué raro ha sido eso, ¿no? Anda, vamos a contárselo a Viola.", - "VIOLA_QUEST2_PART1_VIOLA1": "¿Es posible? ¿Dices que mi hermano se te ha aparecido?", - "VIOLA_QUEST1_PART1_FELIX2": "Esta historia se está poniendo más y más rara. Va, vamos a decirle a Viola que hemos visto a su hermano.", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "¡Por supuesto!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Ahora no.", - "VIOLA_QUEST2_PART1_VIOLA2": "¡Cuéntame cuanto sepas, por caridad!", - "VIOLA_QUEST2_PART1_VIOLA3": "Comprendo…", - "VIOLA_QUEST2_PART1_VIOLA4": "Puede que mi hermano siga entre los vivos, [pause]o tal vez tan solo perviva su alma…", - "VIOLA_QUEST2_PART1_VIOLA5": "Es preciso cerciorarme de ello. {player}…", - "VIOLA_QUEST2_PART1_VIOLA8": "Nada has de temer, [pause]pues escaso será para ti el peligro mientras yo esté junto a ti y aún respire.", - "VIOLA_QUEST2_PART1_VIOLA7": "Partamos, pues, sin demora.", - "VIOLA_QUEST2_PART1_VIOLA_NO": "Comprendo. Permaneceré, pues, aquí, por ahora.", - "VIOLA_QUEST3_PART1_VIOLA1": "¿Es este el lugar en cuestión?", - "VIOLA_QUEST3_PART1_VIOLA2": "Hermano mío, [pause]si estás presente…, [pause]manifiéstate.", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "La quietud de este lugar me resulta turbadora… ¿No te ocurre a ti lo mismo?", - "VIOLA_QUEST3_PART1_VIOLA3": "Procede registrar el lugar y acabar con la incertidumbre.", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Triste es el destino de mi querido hermano si se halla en un lugar como este…", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "He esperado muchas lunas para poder conocerte, [wave amp=30 freq=10]Viola de Mesalina[/wave].", - "VIOLA_QUEST3_PART2_VIOLA1": "¡¿Hermano?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "¿No? [pause]¡Pero si los festejos de esta noche ni siquiera han comenzado!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "Quisiera compartir tantas maravillas contigo.", - "VIOLA_QUEST3_PART2_VIOLA4": "¿Qué…? [pause]Tu apariencia no me engaña, espíritu. [pause]No he de ser una pieza de tu juego macabro.", - "VIOLA_QUEST3_PART2_VIOLA7": "…", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "ADELANTE, VIOLA DE MESALINA.\\n\\nAQUÍ ENCONTRARÁS A TU FAMILIA,\\n\\nPUES SOY EL GUARDIÁN DE TU HERMANO.", - "VIOLA_QUEST3_PART2_VIOLA8": "Poca fe albergo en las palabras de ese espíritu. [pause]Mas si conoce a Sebastián, [pause]así como mi nombre…", - "VIOLA_QUEST3_PART2_VIOLA9": "Quizás esté diciendo la verdad.", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Este navío debió de ser antaño un espectáculo para la vista…", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "El espíritu que me habló… Sus intenciones son algo en lo que no oso pensar siquiera.", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "¡El agua ha retrocedido! [pause]¡Vamos, el tiempo apremia!", - "VIOLA_QUEST4_PART1_ROBIN1": "¿ME CONCEDES UN BAILE, PRIMA?", - "VIOLA_QUEST4_PART2_VIOLA1": "Pocas dudas albergo de que sea esta la guarida del espíritu que me separa de mi hermano.", - "VIOLA_QUEST4_PART1_VIOLA1": "No. [pause]No eres sangre de mi sangre, espíritu.", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Me da a mí que no es un espíritu…", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Creo que se trata de un arcángel…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "DEBO ROGAROS SILENCIO A PARTIR DE AHORA.", - "VIOLA_QUEST4_PART2_VIOLA2": "Poco importa si es espíritu, hada o demonio el que pretende mi conversación…", - "VIOLA_QUEST4_PART2_VIOLA3": "¡No he de titubear!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "PUES EL MUNDO ES UN ESCENARIO…\\n\\nY EL ESPECTÁCULO ESTÁ A PUNTO DE COMENZAR.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "Me esperaba algo más.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "¿Qué «espectáculo»? ¿Quién [wave amp=30 freq=10]diantres[/wave] eres?", - "VIOLA_QUEST4_FUSE_VIOLA3": "¡No es este el día en que hemos de fenecer!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "PUES NO SOY MÁS QUE UN ALEGRE VAGABUNDO DE LA NOCHE…\\n\\nME LLAMAN APARICIÓN, O «PUCK»…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "Y TÚ Y YO, VIOLA DE MESALINA, VIVIMOS UNA HISTORIA PARECIDA.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "¡SOY ROBIN GOODFELLOW!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "DÉJAME VER…\\n\\nPÁGINA 645, «NOCHE DE REYES».", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "ENCONTRÉ ESTE LIBRO ENTRE LOS DESPOJOS DE LA NAVE.\\n\\nUNA LECTURA CURIOSA, ¿SABES?", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "LA COMEDIA DE VIOLA DE MESALINA, QUE NAUFRAGA EN TIERRA DESCONOCIDA.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "No lo comprendo…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, SÍ, ESTA ES LA MÍA.\\n\\nPÁGINA 365, «EL SUEÑO DE UNA NOCHE DE SAN JUAN».", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "TAN SOLO ENCONTRARÁS A TU HERMANO CUANDO TU RELATO LO REQUIERA.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UN CUENTO DE HADAS SOBRE EL REY OBERÓN, LA REINA TITANIA Y EL BROMISTA ROBIN GOODFELLOW.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MI QUERIDA VIOLA… ¿TÚ Y YO?\\n\\nSOMOS MERAS INVENCIONES DE UN DRAMATURGO MORTAL. UN TAL SEÑOR WILLIAM SHAKESPEARE, PARA SER MÁS EXACTOS.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "NUESTRA HISTORIA NO NOS PERTENECE.\\n\\nSEBASTIÁN NO ESTÁ AQUÍ. JAMÁS ESTARÁ AQUÍ.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "¿Dice la verdad este tal «Robin Goodfellow», [pause]{player}?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", - "VIOLA_CONVO13_VIOLA2.f": "Lo lamento, [pause]amiga mía, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]¡Me rebelo contra ella![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "Es verdad.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Esas historias que lee… [pause]¿son famosas en tu mundo?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Lo siento.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Lo siento.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Gracias.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Lo siento.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "SABES QUE DIGO LA VERDAD.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Creo que tu «verdad» no cambia nada.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Creo…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "DEJA QUE LA VERDAD SE APODERE DE TI. DEJA QUE TE INUNDE POR COMPLETO HASTA QUE NO PUEDAS NI RESPIRAR.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Puede ser que en la tierra de {player}, [pause]yo no sea sino una simple historia.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "¡Ese futuro que se ha escrito para mí no es más que un montón de [shake rate=30 level=10]palabras impresas en papel[/shake]!", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Mas ¿quién te dice que {player} no es un cuento en la mía?", - "VIOLA_QUEST4_FUSE_VIOLA2": "Puede que la inexorable mano del destino nos empuje hacia el abismo, [pause]mas…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "¡JA, JA, JA!\\n\\n¡MENUDO GIRO!", - "VIOLA_QUEST4_FUSE_VIOLA4": "¡[shake rate=30 level=10]Nuestra historia no termina aquí[/shake]!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "¡ESTA OBRA ES AÚN MEJOR DE LO QUE IMAGINABA!\\n\\n¡ADELANTE, VAMOS A DISFRUTAR DEL ÚLTIMO ACTO!", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player}…", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Me refiero a nuestro [wave amp=30 freq=10]instante de unión[/wave] durante el combate que libramos. Al convertirnos en un solo cuerpo, sentí que se entrelazaban de igual manera [wave amp=30 freq=10]tu destino y el mío[/wave].", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "SE DIRÍA QUE LO QUE LO AGUARDA NO ES PRECISAMENTE UN FINAL FELIZ. ¿NO ES ASÍ, SEÑOR GOODFELLOW?", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "PERMÍTAME QUE LE ECHE UNA MANO. TENGO UN NUEVO PAPEL PARA USTED.", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Sería sensato regresar a nuestro refugio…", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Te agradezco que me hayas acompañado en este trago amargo, [pause]{player}.", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "A fe mía que Robin Goodfellow andaba errado.", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Aun cuando en otros mundos mi vida no sea más que una historia…", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Descubriré el final de mi historia por mí misma.", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Eso carece de importancia. Habré de ser yo quien escriba mi futuro.", - "VIOLA_CONVO2_VIOLA2": "No obstante, soy consciente de que muchos pobres infelices llevan aquí atrapados mucho más tiempo que yo.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Mas desde el momento en que aunamos nuestros corazones durante el combate, [pause]tú también has pasado a formar parte de mi historia.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "¿Cómo que «aunamos nuestros corazones»?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "¿A qué te refieres?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Quizás sea el descubrimiento de ese portal lo que me permita reencontrarme con mi hermano.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "¿Dices que sabes de un portal para abandonar la isla?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Si bien ya nos hemos separado, siento que los hilos del destino no se han de desenredar tan fácilmente.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "¡Exacto!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Así es.", - "VIOLA_CONVO1_VIOLA1": "¿Pretendes decirme que en tu mundo [pause]viajar de una nación a otra requiere horas [pause]en vez de días?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "¡Que así sea! [pause]Permíteme, pues, saldar mi deuda ayudándote en cuanto pueda durante tu viaje.", - "VIOLA_CONVO1_VIOLA2": "¿Cómo es posible tal cosa? [pause]No oso imaginarlo siquiera.", - "VIOLA_CONVO2_VIOLA1": "Si bien he permanecido poco tiempo en esta tierra, [pause]es grande la añoranza que siento de mi hogar.", - "VIOLA_CONVO2_VIOLA3": "A fe mía que yo no podría soportar tal situación. [pause]Pesada es la carga que llevan en silencio las gentes de este lugar.", - "VIOLA_CONVO3_VIOLA1": "Soy consciente de que el cielo que nos cubre no es el mismo que contemplaba de niña desde la ventana de mi alcoba…", - "VIOLA_CONVO3_VIOLA2": "Mas, siquiera un instante, soy capaz de imaginar que lo es. [pause]Imaginar que bastaría cabalgar una jornada para llegar a mi hogar, [pause]y que igual de sencillo me resultaría gozar de nuevo de la compañía de mi familia y mis amigos.", - "VIOLA_CONVO4_VIOLA1": "Dime, [pause]¿cómo se llama esa forma monstruosa que adoptas durante el combate?", - "VIOLA_CONVO3_VIOLA3": "No me cabe duda de que una parte de ti siente lo mismo, [pause]{player}.", - "VIOLA_CONVO4_VIOLA2": "…", - "VIOLA_CONVO5_VIOLA1": "He llegado a la conclusión de que esta isla es capaz de forjar alianzas insólitas.", - "VIOLA_CONVO4_VIOLA3": "¿{first_tape_name}? [pause]En cierto modo, te va como anillo al dedo.", - "VIOLA_CONVO5_VIOLA2": "Gente de diversas esferas, [pause]cuyos caminos, de otro modo, jamás se habrían cruzado, [pause]se tornan camaradas al verse atrapados en esta tierra remota.", - "VIOLA_CONVO5_VIOLA3.m": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", - "VIOLA_CONVO5_VIOLA3.f": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", - "VIOLA_CONVO5_VIOLA3.n": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", - "VIOLA_CONVO6_VIOLA1": "Si abandonara algún día este lugar, sería una necedad mencionar siquiera mis andanzas en él.", - "VIOLA_CONVO6_VIOLA3": "¡Mis amigos me tomarían por loca!", - "VIOLA_CONVO6_VIOLA2": "¿Una isla que está más allá de los reinos de la Tierra, [pause]habitada por espíritus y seres feéricos?", - "VIOLA_CONVO7_VIOLA1.n": "Atiéndeme, mi queride {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", - "VIOLA_CONVO7_VIOLA1.f": "Atiéndeme, mi querida {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", - "VIOLA_CONVO7_VIOLA1.m": "Atiéndeme, mi querido {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", - "VIOLA_CONVO11_VIOLA1.m": "Luchar codo con codo con tu amado, [pause]con la forma de un ser extraño por atavío…", - "VIOLA_CONVO7_VIOLA2": "Mas nos hemos ganado el privilegio de disfrutar en compañía de la momentánea quietud.", - "VIOLA_CONVO8_VIOLA1": "Visité más de una taberna en mi país natal, mas en ninguna hallé el sosiego que reina en este lugar.", - "VIOLA_CONVO8_VIOLA2": "¡Es por demás placentero! [pause]Doy por hecho que entre estas paredes se han vivido momentos felices.", - "VIOLA_CONVO9_VIOLA1": "Cuando los árboles quedan inmóviles durante un momento y dan pie a una quietud que invade el lugar…", - "VIOLA_CONVO9_VIOLA2": "Hay entonces un silencio que parece más real que ninguno que haya podido experimentar jamás. [pause]Es un silencio que penetra cual espada, y que es posible percibir bajo la propia piel.", - "VIOLA_CONVO9_VIOLA3": "Saber que, en este reino, no existe nada más allá de esta isla solitaria…", - "VIOLA_CONVO10_VIOLA1.m": "Por cierto, [pause]mi querido {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", - "VIOLA_CONVO9_VIOLA4": "Lugar tan apartado pocos hombres serían capaces de imaginar.", - "VIOLA_CONVO10_VIOLA1.f": "Por cierto, [pause]mi querida {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", - "VIOLA_CONVO10_VIOLA1.n": "Por cierto, [pause]mi queride {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "¿Cuando fuiste qué?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "¿Artista… ambulante?", - "VIOLA_CONVO10_VIOLA2": "¡Así es! [pause]Mi hermano y yo cantábamos y actuábamos de vez en cuando para amigos o para los públicos más variopintos.", - "VIOLA_CONVO10_VIOLA3": "No es que nos hiciera falta el dinero, por supuesto. [pause]Durante la mayor parte de mi vida, las finanzas no fueron motivo de preocupación. La diversión era en sí misma una recompensa.", - "VIOLA_CONVO10_VIOLA4": "Sin duda tú debes de tener tus propios talentos ocultos. [pause]Ardo en deseos de saber más sobre ti, si te place…", - "VIOLA_CONVO11_VIOLA1.f": "Luchar codo con codo con tu amada, [pause]con la forma de un ser extraño por atavío…", - "VIOLA_CONVO11_VIOLA2": "Es como un romance en sí mismo, ¿no te parece? [pause]Si la acción es elocuencia, [pause]nuestros combates son poesía.", - "VIOLA_CONVO11_VIOLA1.n": "Luchar codo con codo con tu amade, [pause]con la forma de un ser extraño por atavío…", - "VIOLA_CONVO12_VIOLA2": "Y ansío el momento de deleitar algún día a mi hermano con historias sobre los demonios que he vencido.", - "VIOLA_CONVO12_VIOLA1": "Ansío el momento en el que encontremos la forma de volver a casa y despertar de este extraño sueño en el que nos hallamos.", - "VIOLA_CONVO13_VIOLA1": "…", - "VIOLA_CONVO14_VIOLA4": "Sin embargo, es por demás [wave amp=30 freq=10]curioso[/wave] que mi propia historia, o la de algún otro, se halle contenida en las páginas de un libro de otras tierras. ¿Funcionan acaso de esa manera todas las historias?", - "VIOLA_CONVO13_VIOLA2.n": "Lo lamento, [pause]amigue míe, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", - "VIOLA_CONVO13_VIOLA2.m": "Lo lamento, [pause]amigo mío, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", - "VIOLA_CONVO13_VIOLA3": "Poco hace que nos conocemos y, aun cuando me has ofrecido tu ayuda, pocas palabras tengo que pueda ofrecer a cambio.", - "VIOLA_CONVO15_VIOLA2": "Es muy curiosa, eso es innegable. Y, sin embargo, las buenas gentes de estas tierras lo hacen sin vacilar, sin dudarlo un momento.", - "VIOLA_CONVO14_VIOLA2": "Dijo que él y yo no somos sino la creación de un dramaturgo, que nuestra historia ya estaba escrita.", - "VIOLA_CONVO14_VIOLA1": "Me vienen de nuevo a la mente las palabras de aquel granuja de Robin Goodfellow.", - "VIOLA_CONVO14_VIOLA3": "Por supuesto, no permití que sus palabras hicieran mella en mi espíritu. [pause]Como le dije, tan solo a mí corresponde escribir mi historia.", - "VIOLA_CONVO14_VIOLA5": "¡Quizás sea posible hallar en otro mundo el «Libro de {player}»! [pause]No me cabe duda de que será una lectura apasionante.", - "VIOLA_CONVO17_VIOLA1_OPTION1": "¡Ya lo creo!", - "VIOLA_CONVO15_VIOLA1": "Dime, [pause]{player}, [pause]¿no opinas que la forma que tienen en estas tierras de batirse, en forma de bestias feéricas, es por demás extraña?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "Sí, es bastante rara.", - "VIOLA_CONVO15_VIOLA1_OPTION2": "¡Pues a mí me divierte!", - "VIOLA_CONVO16_VIOLA1": "¿Lo crees de verdad, {player}? [pause]¿Crees que esa puerta que hallaste nos ha de devolver al mundo en el que antaño vivíamos?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "No tengo más remedio que creerlo.", - "VIOLA_CONVO16_VIOLA1_OPTION2": "¡Sí, eso creo!", - "VIOLA_CONVO16_VIOLA2": "¡Maravilloso! [pause]Pese a lo mucho que he llegado a admirar este mundo nuevo y extraño, soy consciente de que a ninguno de nosotros corresponde el destino de quedarnos en él para siempre.", - "VIOLA_CONVO16_VIOLA3": "Mas si fuere tu deseo permanecer aquí un poco más, yo también lo habré de hacer. [pause]Somos jóvenes, al fin y al cabo, y el tiempo aún no reclama nuestra presencia lejos de este lugar.", - "VIOLA_CONVO18_VIOLA2": "Quizás sea ese el verdadero propósito de esta tierra: que aquellos que arriben a sus costas tengan por destino marcharse habiendo vivido un sinnúmero de aventuras.", - "VIOLA_CONVO17_VIOLA1": "Cuán glorioso fue el combate que libramos contra Álef, ¿verdad?", - "VIOLA_CONVO17_VIOLA2": "Tengo más madera de guerrera de la que pensaba. ¡Quizás debería seguir la senda del soldado!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "Supongo que sí.", - "VIOLA_CONVO17_VIOLA3": "Aunque, como mujer, no se me permitiría hacer tal cosa. [pause]Quizás debería volver a hacerme pasar por hombre…", - "VIOLA_CONVO17_VIOLA3_OPTION2": "¿Qué?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "¿Cómo que «volver»?", - "VIOLA_CONVO18_VIOLA1.m": "No hace mucho tiempo que viajaste conmigo, mi querido {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", - "VIOLA_CONVO17_VIOLA4": "¿Te causa sorpresa oírlo? ¡Yo tengo alma de artista! La condición de hombre y la de mujer no son sino disfraces que guardo en mi baúl para poder lucirlos cuando me plazca.", - "VIOLA_CONVO18_VIOLA1.f": "No hace mucho tiempo que viajaste conmigo, mi querida {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", - "VIOLA_CONVO18_VIOLA1.n": "No hace mucho tiempo que viajaste conmigo, mi queride {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", - "VIOLA_SOCIAL1_VIOLA4": "Así es. Y esos «walkmans» que se utilizan para adoptar la forma de bestias y espíritus.", - "VIOLA_CONVO19_VIOLA1.m": "¿Lees poesía, mi querido {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "No suelo, no.", - "VIOLA_CONVO19_VIOLA1.n": "¿Lees poesía, mi queride {player}?", - "VIOLA_CONVO19_VIOLA1.f": "¿Lees poesía, mi querida {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "¡Desde luego!", - "VIOLA_CONVO19_VIOLA4": "Si bien es cierto que el ser humano ha menester del cocinero para nutrir el estómago, no lo ha menos del poeta para nutrir el corazón.", - "VIOLA_CONVO19_VIOLA2": "¡Me complace que así sea!", - "VIOLA_CONVO19_VIOLA3": "No te preocupes por ello. Quizás yo podría ilustrarte.", - "VIOLA_SOCIAL1_VIOLA2": "Las buenas gentes de Villapuerto hablan de una manera que me resulta peculiar.", - "VIOLA_CONVO19_VIOLA5": "Considero un acto de crueldad el privar al propio corazón de tan vital alimento.", - "VIOLA_CONVO19_VIOLA6": "En vista de nuestra presente unión, quizás haríamos bien en disfrutar de la obra de la poetisa griega Safo. Intentaré hacerme con un libro que recoja sus poemas durante nuestros viajes.", - "VIOLA_CONVO20_VIOLA1": "Gracias, {player}. [pause]Este momento de descanso es digno de agradecer.", - "VIOLA_SOCIAL1_VIOLA1": "Últimamente no he podido evitar [pause]reparar en el hecho de que [pause]muchos aspectos de la vida cotidiana de este pueblo me son por completo ajenos.", - "VIOLA_SOCIAL1_VIOLA3": "¡Y hasta los faroles se iluminan por sí solos, sin que medie intervención de farolero alguno! [pause]Hay muchas cosas que no entiendo.", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "Supongo que es normal, viniendo de un pasado shakespeariano…", - "VIOLA_SOCIAL3_VIOLA5": "Insistió en que la lectura de esta obra, [pause]«Relatos terroríficos», me sería de gran provecho.", - "VIOLA_SOCIAL1_VIOLA5": "Y lo de fundir tu espíritu con el de tus aliados. [pause]¿Todo eso es normal para ti?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Supongo que, desde tu punto de vista, es como si esto fuera el futuro.", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Eh… No, eso a mí también me parece raro.", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "No, eso solo pasa en Nueva Wirral.", - "VIOLA_SOCIAL1_VIOLA6": "Entiendo.", - "VIOLA_SOCIAL1_VIOLA8": "Cierto es que me hallo muy lejos de Mesalina, tanto en el espacio como en el tiempo.", - "VIOLA_SOCIAL1_VIOLA7": "Quieres decir que, aun cuando hay aspectos de estas tierras que sí te son conocidos, hay otros que incluso tú consideras extraños.", - "VIOLA_SOCIAL1_VIOLA9": "Si este mundo tiene atracciones que me son desconocidas, quiero pedirte un favor:", - "VIOLA_SOCIAL1_VIOLA10": "¿Serías tan amable de enseñármelas cuando llegue el momento?", - "VIOLA_SOCIAL1_VIOLA11": "Ardo en deseos de conocer todo eso antes de volver al país que me vio nacer.", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "¿Antes de volver a casa?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "¿Es que te vas a marchar?", - "VIOLA_SOCIAL1_VIOLA13.m": "Te lo noto en la mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amigo.", - "VIOLA_SOCIAL1_VIOLA12": "¿No es acaso tu misión encontrar la forma de abandonar esta isla?", - "VIOLA_SOCIAL1_VIOLA13.n": "Te lo noto en la mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amigue.", - "VIOLA_SOCIAL1_VIOLA13.f": "Te lo noto en la mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amiga.", - "VIOLA_SOCIAL1_VIOLA14": "No temas, te voy a ayudar en cuanto me sea posible.", - "VIOLA_SOCIAL1_VIOLA15": "Siempre tendrás en mí una aliada y una amiga.", - "VIOLA_SOCIAL1_VIOLA16": "¡Dicho queda! [pause]Será mejor que no nos entretengamos más.", - "VIOLA_SOCIAL2_VIOLA2": "No sirve cerveza, ¿verdad? [pause]Sino eso que llaman «café».", - "VIOLA_SOCIAL2_VIOLA1": "Esa famosa fonda conocida como [pause]el Gramófono…", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "¡Pues sí!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Me suena que así es, sí.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Me suena que así es, sí.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Me suena que así es, sí.", - "VIOLA_SOCIAL2_VIOLA3": "¿Y dices que la gente de tu tiempo consume grandes cantidades de ese «café»?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "¡Vaya que sí!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Puede que demasiado.", - "VIOLA_SOCIAL2_VIOLA4": "Admirable.", - "VIOLA_SOCIAL2_VIOLA6": "De modo que me he procurado una frasca de esa bebida tan apreciada. [pause]Me la ha regalado Clémence.", - "VIOLA_SOCIAL2_VIOLA5": "Pues tengo el deseo de disfrutar del café [pause]como lo hacen las buenas gentes de Villapuerto.", - "VIOLA_SOCIAL4_VIOLA9": "Cuán fácil me resultaría olvidar a mis parientes y permanecer aquí.", - "VIOLA_SOCIAL2_NARRATION7": "Viola se sirve un café.", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Puedes anunciar el veredicto.", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "¿Qué te parece?", - "VIOLA_SOCIAL2_VIOLA9": "Es una bebida muy aromática.", - "VIOLA_SOCIAL2_VIOLA10": "Me resulta evidente el motivo de su éxito.", - "VIOLA_SOCIAL2_VIOLA11": "Y en cuanto a este pastelillo que también ha sido tan amable de regalarme…", - "VIOLA_SOCIAL2_VIOLA12": "¿Cómo se llama esto?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "¡Es un bollo!", - "VIOLA_SOCIAL2_VIOLA13": "Ese sabor… [pause]Ese dulzor…", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Ah, ¿también te ha dado un bollo?", - "VIOLA_SOCIAL2_VIOLA14": "Y, sin embargo, desaparecen tan rápido… [pause]Es un placer tan puro como perecedero.", - "VIOLA_SOCIAL2_VIOLA15": "Buenas noches, [pause]bollito.", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "¿Te ha gustado, entonces?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "¿Ha pasado la prueba, entonces?", - "VIOLA_SOCIAL2_VIOLA16": "Sí, [pause]yo diría que sí.", - "VIOLA_SOCIAL3_VIOLA1": "En un esfuerzo por saber más sobre los mundos de los que provienen las gentes de Villapuerto, me he procurado unos documentos de gran interés académico.", - "VIOLA_ROMANCE_VIOLA5": "Es una broma. [pause]El tiempo es nuestro señor, [pause]y algún día el tiempo nos obligará a abandonar la mutua compañía.", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "¿Libros de texto?", - "VIOLA_SOCIAL3_VIOLA2": "Así es. [pause]El tiempo que he pasado en Nueva Wirral me ha servido para entender que mis conocimientos sobre el mundo en el que vivía no son sino un grano de arena en mitad de un mar insondable.", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "¿Te ha dado por investigar?", - "VIOLA_SOCIAL3_VIOLA3.m": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi querido {player}.", - "VIOLA_SOCIAL3_VIOLA4": "Le pedí ayuda a Meredith, [pause]y ella me confió este libro.", - "VIOLA_SOCIAL3_VIOLA3.n": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi queride {player}.", - "VIOLA_SOCIAL3_VIOLA3.f": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi querida {player}.", - "VIOLA_SOCIAL3_VIOLA6": "En efecto, ya había llegado a la conclusión de que las andanzas que en él se narran son imaginarias.", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Yo diría que eso no son más que historias de miedo…", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "No creo que de ese libro vayas a poder aprender nada.", - "VIOLA_SOCIAL3_VIOLA7": "Mas me veo obligada a hacerte notar el contenido del capítulo 5…, [pause]gran parte del cual describe maneras eficaces de dar muerte a los muertos vivientes.", - "VIOLA_SOCIAL3_VIOLA8": "¿Acaso no luchamos con frecuencia contra monstruos de todo pelaje? [pause]Quizás sea posible aprender más de este documento de lo que pudiera creerse en un principio.", - "VIOLA_SOCIAL3_VIOLA9": "No obstante, [pause]es mi opinión que lo que llevó a Meredith a prestarme este libro fue simplemente su amor por lo macabro.", - "VIOLA_SOCIAL3_VIOLA10": "Ha sido, en cualquier caso, una lectura grata. [pause]Quizás le pida más libros en alguna otra ocasión.", - "VIOLA_SOCIAL4_VIOLA1.f": "Hay un asunto que me gustaría tratar contigo, amiga. [pause]¿Podríamos quizás marchar a un lugar más tranquilo?", - "VIOLA_SOCIAL4_VIOLA1.m": "Hay un asunto que me gustaría tratar contigo, amigo. [pause]¿Podríamos quizás marchar a un lugar más tranquilo?", - "VIOLA_SOCIAL3_VIOLA11": "Adelante, pues, ¡que ardo en deseos de poner en práctica mis nuevos conocimientos!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Mejor en otro momento.", - "VIOLA_SOCIAL4_VIOLA1.n": "Hay un asunto que me gustaría tratar contigo, amige. [pause]¿Podríamos quizás marchar a un lugar más tranquilo?", - "VIOLA_SOCIAL4_VIOLA_NO": "No pasa nada, otra vez será.", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "¡Por supuesto!", - "VIOLA_SOCIAL4_VIOLA3": "Las gentes de Villapuerto no están sujetas a cuanto se espere de ellas, ¿verdad?", - "VIOLA_SOCIAL4_VIOLA2": "Esto es lo que quiero decir:", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "¿Qué quieres decir?", - "VIOLA_ROMANCE_VIOLA_NO.f": "Me habré equivocado entonces, amiga", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "No sé si te sigo.", - "VIOLA_SOCIAL4_VIOLA4": "No tienen señores a los que agradar, [pause]ni reyes ante los que postrarse…", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "No sé si te sigo.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "No sé si te sigo.", - "VIOLA_SOCIAL4_VIOLA5": "Son libres para encontrar el sentido a sus propias acciones. [pause]Y yo envidio esa vida.", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "¿Tu vida anterior no era sencilla?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "¿Qué hacías antes de acabar aquí?", - "VIOLA_SOCIAL4_VIOLA6": "La familia de cuyo nombre me precio goza de excelente renombre y gran riqueza, [pause]mas en su momento la suerte nos dio la espalda.", - "VIOLA_SOCIAL4_VIOLA7": "A mi hermano y a mí se nos encomendó acudir a ver a un amigo de la familia que vivía en otro país y pedir su socorro.", - "VIOLA_SOCIAL4_VIOLA8": "Mas, como ya habrás imaginado, [pause]mi barco no arribó a aquellas costas. [pause]La tierra que hallé fue esta, un lugar onírico poblado por bestias y espíritus.", - "VIOLA_SOCIAL4_VIOLA10": "Sería una vida feliz, que podría vivir en la mejor compañía…", - "VIOLA_SOCIAL4_VIOLA11.n": "… Pues en esta tierra habitas tú, mi queride {player}.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "No acostumbro a ocultar lo que siente mi corazón [pause]ni tampoco sería capaz de ello.", - "VIOLA_SOCIAL4_VIOLA11.m": "… Pues en esta tierra habitas tú, mi querido {player}.", - "VIOLA_SOCIAL4_VIOLA11.f": "… Pues en esta tierra habitas tú, mi querida {player}.", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Puedes estar segura de que siempre seré tu amigo.", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Puedes estar segura de que siempre seré tu amigue.", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Puedes estar segura de que siempre seré tu amiga.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "¿Tú crees que podríamos ser algo… más?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "¿Tú crees que podríamos ser algo… más?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "De eso [pause]no me cabe la menor duda.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "¿Tú crees que podríamos ser algo… más?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "¡Así sea! [pause]En fin, [pause]amigo, [pause]vamos a tomarnos un «café»…", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "¡Así sea! [pause]En fin, [pause]amigue, [pause]vamos a tomarnos un «café»…", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Nos quedan muchos caminos por recorrer, a ti y a mí.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "Y luego, adelante, ¡a seguir nuestro viaje!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "¡Así sea! [pause]En fin, [pause]amiga, [pause]vamos a tomarnos un «café»…", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "¿«Algo más»?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "¿«Algo más»?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Dímelo claramente: ¿De qué manera piensas en mí?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "¿«Algo más»?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Eres una buena amiga.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Eh…", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Mi corazón anhela tu compañía.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amiga.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amigo.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Tu belleza ilumina mi espíritu más que el sol el firmamento.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amigue.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Llégate a mí, mi querido {player}…", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Llégate a mí, mi querida {player}…", - "VIOLA_ROMANCE_VIOLA1.m": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Llégate a mí, mi queride {player}…", - "VIOLA_ROMANCE_VIOLA_NO.m": "Me habré equivocado entonces, amigo", - "VIOLA_ROMANCE_VIOLA1.n": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "Eh… ¡No, no es nada!", - "VIOLA_ROMANCE_VIOLA_NO.n": "Me habré equivocado entonces, amigue", - "VIOLA_ROMANCE_VIOLA2": "Eh…", - "VIOLA_ROMANCE_VIOLA3": "¿Me acabas de pedir la mano en matrimonio, [pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", - "VIOLA_ROMANCE_VIOLA6": "No sería capaz de soportar casarme contigo, [pause]sabiendo como sé que un día este sueño que soñamos despiertos acabará y habremos de volver a la vida que tuvimos antaño.", - "VIOLA_ROMANCE_VIOLA7": "Sin embargo, [pause]aún me quedan muchos días y noches por pasar a tu lado.", - "VIOLA_ROMANCE_VIOLA8": "Y comparto tu deseo. [pause]Desde este momento, nuestros corazones están unidos.", - "VIOLA_ROMANCE_VIOLA9": "Quizás, [pause]en algún otro mundo que no seamos capaces de imaginar siquiera, [pause]un humilde dramaturgo esté escribiendo nuestra historia en este mismo momento.", - "DOG_QUEST1_PART1_NARRATION4": "El perro se llama Perry y tiene un walkman en miniatura enganchado en el collar. No hay información sobre su dueño, salvo un número de teléfono de 22 dígitos.", - "VIOLA_ROMANCE_VIOLA10": "«Viola y {player}: la comedia de dos amantes que naufragaron en mutua compañía».", - "VIOLA_ROMANCE_VIOLA11": "Yo creo que sería una historia maravillosa, [pause]¿no te parece?", - "DOG_QUEST1_PART1_DOG1": "¡Guau!", - "DOG_UNKNOWN_NAME": "Perro", - "DOG_QUEST1_PART1_NARRATION2": "Es un perro, ¡y muy simpático!", - "DOG_QUEST1_PART1_NARRATION3": "Después de alargar el brazo para dejar que el perro te huela, compruebas su collar.", - "DOG_QUEST1_PART1_NARRATION5": "Perry debe de estar también atrapado en Nueva Wirral.", - "DOG_QUEST1_PART1_NARRATION7": "Perry aúlla mientras mira a lo alto del acantilado. Debe de querer subir.", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Aúúúúúúú…[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "Podrías llegar hasta allí con tu habilidad de escalada. ¿Quieres subir con él?", - "DOG_QUEST1_PART2_NARRATION1": "A Perry no le habría costado nada subir al acantilado. Por lo visto, lo que quería es que alguien lo acompañara.", - "DOG_QUEST1_PART1_NARRATION9": "Perry no se mueve del sitio. A lo mejor si tuvieras alguna manera de subir al acantilado con él…", - "DOG_QUEST1_PART1_DOG10": "¡Guau, guau!", - "DOG_QUEST1_PART4_NARRATION2": "Entre los huesos hay una correa de perro y unas pocas galletas.", - "DOG_QUEST1_PART3_DOG1": "Grrrrr…", - "RESTING_DOG_2": "Perry y tú jugáis con una pelota sin ponerle demasiada atención ni empeño.", - "DOG_QUEST1_PART4_NARRATION1": "Estos huesos parecen de humano…", - "DOG_QUEST1_PART4_NARRATION4": "Después, Perry te da un buen lametón en la mano.", - "DOG_QUEST1_PART4_NARRATION3": "Perry cava un hoyo enorme y lo ayudas a enterrar los huesos.", - "DOG_QUEST1_PART4_DOG5": "¡Guau!", - "RESTING_DOG_1": "Perry y tú os echáis una buena siesta.", - "RESTING_DOG_3": "Perry se ha portado muy bien hoy, así que le das todas las galletas y caricias en la barriga que se merece.", - "RESTING_DOG_5": "¡Perry te lame la cara!", - "RESTING_DOG_4": "Perry empuja con el hocico una de sus galletas hacia ti. La pruebas, pero no está muy allá.", - "RESTING_DOG_6.m": "Perry se zampa tu bocata aprovechando un descuido.", - "RESTING_DOG_8": "¡Perry encuentra un buen sitio para cavar! Y acaba llenándose de barro. Y a ti también.", - "RESTING_DOG_6.n": "Perry se zampa tu bocata aprovechando un descuido.", - "RESTING_DOG_6.f": "Perry se zampa tu bocata aprovechando un descuido.", - "RESTING_DOG_7": "Intentas jugar a lanzarle un palo a Perry, pero por lo visto está más interesado en captar el rastro de los monstruos que hay cerca.", - "RESTING_DOG_9": "Perry te trae un palo del que parece que está muy orgulloso.", - "INTERMISSION_PART1_ALEPH1": "HOLA, [pause]{player.to_upper}.", - "INTERMISSION_PART1_ALEPH2": "DISCULPA, [pause]¿SUENO DEMASIADO FUERTE?", - "INTERMISSION_PART1_ALEPH3": "A LO MEJOR DE ESTA FORMA TE RESULTA UN POCO MÁS FÁCIL.", - "INTERMISSION_PART1_ALEPH4": "HE PENSADO QUE NOS CONVENÍA TENER UNA PEQUEÑA REUNIÓN.", - "INTERMISSION_PART1_MEREDITH5": "¿Es este el mismo menda que no deja de aparecer en las estaciones? [pause]¿Quién rayos eres, por cierto?", - "INTERMISSION_PART1_KAYLEIGH5": "¡El hombre triángulo! ¿Quién eres y qué pretendes?", - "INTERMISSION_PART1_EUGENE5": "¡No me das miedo! ¡¿Quién eres?!", - "INTERMISSION_PART1_FELIX5": "Mmm. [pause]Esto es un poco incómodo, la verdad. [pause]¿Quién eres?", - "INTERMISSION_PART1_VIOLA5": "¿Quién es este ser?", - "INTERMISSION_PART1_DOG5": "¡Guau!", - "INTERMISSION_PART1_ALEPH6": "AH, PERO QUÉ MALEDUCADO SOY, [pause]PERMITIDME QUE ME PRESENTE.", - "INTERMISSION_PART1_ALEPH6_OPTION1": "¿Eres un arcángel?", - "INTERMISSION_PART1_ALEPH7": "¡ARCÁNGEL! [pause]¿ES ASÍ COMO NOS LLAMÁIS? ¡ES PRECIOSO!", - "INTERMISSION_PART1_ALEPH8": "EN CUANTO A MÍ…", - "INTERMISSION_PART1_ALEPH9": "LOS DE VUESTRA ESPECIE ME HAN LLAMADO DE MUCHAS MANERAS.", - "INTERMISSION_PART1_ALEPH10": "ARTURO, [pause]ALEJANDRO, [pause]AGAMENÓN…", - "INTERMISSION_PART1_MEREDITH13": "Es… distinto a lo que esperaba, la verdad.", - "INTERMISSION_PART1_ALEPH11": "Y SIN EMBARGO, [pause][pause]SOY ÁLEF.", - "INTERMISSION_PART1_ALEPH12": "PODÉIS LLAMARME AL.", - "INTERMISSION_PART1_KAYLEIGH13": "Al menos… [pause]educado sí es.", - "INTERMISSION_PART1_EUGENE13": "¿A qué viene tanto hacerte el bueno ahora?", - "INTERMISSION_PART1_ALEPH14": "CIERTA VIEJA AMISTAD ME HA TENIDO BASTANTE OCUPADO ÚLTIMAMENTE. [pause]POR FORTUNA, AHORA ESE «INCONVENIENTE» HA QUEDADO RESUELTO.", - "INTERMISSION_PART1_FELIX13": "Pues… Encantado de conocerte… Supongo.", - "INTERMISSION_PART1_VIOLA13": "Si es que vienes buscando algo…, [pause]¡dilo claramente!", - "INTERMISSION_PART1_DOG13": "Grrrr…", - "INTERMISSION_PART1_ALEPH16": "¡VIVIMOS TIEMPOS DE LO MÁS INTERESANTES, [pause]CAMARADAS!", - "INTERMISSION_PART1_ALEPH15": "Y RESULTA QUE AHORA VUELVO Y ME ENCUENTRO CON QUE ESTE MUNDO HA ACUMULADO MÁS DE LOS MÍOS. MÁS [pause]ARCÁNGELES.", - "INTERMISSION_PART1_ALEPH18": "ASÍ QUE ME VEO OBLIGADO A PEDIROS QUE NO INTENTÉIS INTERVENIR EN MI CAMPAÑA DE CONTRATACIÓN.", - "INTERMISSION_PART1_ALEPH17": "LAS NUEVAS INCORPORACIONES ESTÁN AÚN UN POCO VERDES, NECESITAN CENTRARSE, [pause]PERO LES VEO MUCHO MARGEN DE MEJORA.", - "INTERMISSION_PART1_ALEPH19": "ES MÁS, [pause]SOLICITO FORMALMENTE QUE CESÉIS POR COMPLETO EN LA BÚSQUEDA DE MIS COMPAÑEROS.", - "INTERMISSION_PART1_ALEPH19_OPTION1": "¡Pero es que los arcángeles son la clave para abandonar Nueva Wirral!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "¡Necesito encontrarlos para poder irme de esta isla!", - "INTERMISSION_PART1_ALEPH20": "¡AH!", - "INTERMISSION_PART1_ALEPH21": "¿SOLO QUIERES IRTE?", - "INTERMISSION_PART1_ALEPH22": "¡PUES SÍ, [pause]YO PUEDO MANDARTE LEJOS DE AQUÍ!", - "INTERMISSION_PART1_KAYLEIGH24": "Esto no me gusta un pelo…", - "INTERMISSION_PART1_ALEPH23": "LO ÚNICO QUE NO PUEDO TELETRANSPORTAR ES A MÍ MISMO, PORQUE UN ESPEJO NO PUEDE REFLEJAR SU PROPIA IMAGEN…", - "INTERMISSION_PART1_MEREDITH24": "Eh… ¿te vas a fiar del tío triángulo este?", - "INTERMISSION_PART1_EUGENE24": "Eso no suena nada bien…", - "INTERMISSION_PART1_FELIX24": "Esto… ¿{player}?", - "INTERMISSION_PART1_VIOLA24": "Pero ¿qué clase de hombre es este…?", - "INTERMISSION_PART1_DOG24": "Aúúú…", - "INTERMISSION_PART1_ALEPH25": "¡QUE ASÍ SEA! [pause]TE CONCEDO TU DESEO.", - "INTERMISSION_PART1_ALEPH26": "Y TE RUEGO QUE NO VUELVAS.", - "INTERMISSION_PART1_ALEPH27": "DE VERDAD.", - "INTERMISSION_PART1_ALEPH28": "LO DIGO MUY EN SERIO.", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "No puedo leer esto. Ni siquiera reconozco el idioma.", - "INTERMISSION_PART2_AMBER1.m": "Tienes pinta de haberte perdido, pobrecillo. [pause]No nos conocemos, ¿verdad?", - "AMBER_UNKNOWN_NAME": "Mujer misteriosa", - "INTERMISSION_PART2_AMBER2": "No te preocupes, puedes quedarte aquí.", - "INTERMISSION_PART2_AMBER1.n": "Tienes pinta de haberte perdido, pobrecille. [pause]No nos conocemos, ¿verdad?", - "INTERMISSION_PART2_AMBER1.f": "Tienes pinta de haberte perdido, pobrecilla. [pause]No nos conocemos, ¿verdad?", - "INTERMISSION_PART3_AMBER1.n": "Qué suerte tienes de que te haya encontrado, cielo.", - "INTERMISSION_LODGE_LOCKED": "La puerta está cerrada con llave.", - "INTERMISSION_PART3_AMBER1.m": "Qué suerte tienes de que te haya encontrado, cielo.", - "INTERMISSION_PART3_AMBER2": "Llámame Amber. [pause]Soy la cara visible de la Posada Ambarina.", - "INTERMISSION_PART3_AMBER1.f": "Qué suerte tienes de que te haya encontrado, cielo.", - "INTERMISSION_PART3_AMBER4.m": "No seas tímido, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", - "INTERMISSION_PART3_AMBER3.f": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", - "INTERMISSION_PART3_AMBER3.m": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", - "INTERMISSION_PART3_AMBER3.n": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", - "INTERMISSION_PART3_AMBER4.f": "No seas tímida, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", - "INTERMISSION_PART3_AMBER5": "Ahora mismo estamos en mitad de un viaje, así que, de momento, no se puede salir.", - "INTERMISSION_PART3_AMBER4.n": "No seas tímide, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", - "INTERMISSION_PART3_AMBER6_OPTION1": "¿Quién eres?", - "INTERMISSION_PART3_AMBER6": "Hola, cariño. ¿En qué puedo ayudarte?", - "INTERMISSION_PART3_AMBER6_OPTION2": "¿Qué sitio es este?", - "INTERMISSION_PART3_AMBER6_OPTION3": "¿Qué pasa aquí?", - "INTERMISSION_PART3_AMBER6_OPTION4": "¡Adiós!", - "INTERMISSION_PART3_AMBER7": "Como ya te he dicho, soy Amber. [pause]Soy la cara de este exquisito lugar.", - "INTERMISSION_PART3_AMBER9": "No eres la primera alma cándida que da con sus huesos aquí y se queda con esa misma cara.", - "INTERMISSION_PART3_AMBER8": "No tengas miedo. [pause]No corres ningún peligro.", - "INTERMISSION_PART3_AMBER11": "Normalmente, no nos quedamos mucho tiempo en el mismo sitio. [pause]A veces, aparece gente desamparada como tú, así que les echamos una mano.", - "INTERMISSION_PART3_AMBER10": "La Posada Ambarina, cielo.", - "INTERMISSION_PART3_AMBER12": "En todos estos años, hemos tenido una clientela de lo más variopinta, [pause]ya lo creo que sí.", - "INTERMISSION_PART3_AMBER13.m": "¡Ay, pero qué [wave amp=30 freq=10]mono[/wave] eres, con esa carita de cordero degollado!", - "INTERMISSION_PART3_AMBER14.m": "No te angusties, [pause]que todo esto es de lo más normal.", - "INTERMISSION_PART3_AMBER13.n": "¡Ay, pero qué [wave amp=30 freq=10]mone[/wave] eres, con esa carita de cordero degollado!", - "INTERMISSION_PART3_AMBER13.f": "¡Ay, pero qué [wave amp=30 freq=10]mona[/wave] eres, con esa carita de cordero degollado!", - "INTERMISSION_PART3_AMBER14.f": "No te angusties, [pause]que todo esto es de lo más normal.", - "INTERMISSION_PART3_AMBER14.n": "No te angusties, [pause]que todo esto es de lo más normal.", - "INTERMISSION_PART3_AMBER15.m": "Te habías quedado atrapado en un mundo que lleva mil años muerto.", - "INTERMISSION_PART3_AMBER16": "Así que [pause]¿qué iba a hacer yo, sino recogerte?", - "INTERMISSION_PART3_AMBER15.n": "Te habías quedado atrapade en un mundo que lleva mil años muerto.", - "INTERMISSION_PART3_AMBER15.f": "Te habías quedado atrapada en un mundo que lleva mil años muerto.", - "AMBER_LODGE_MIRROR_DESCRIPTION": "Es un espejo bien pulido. Sin embargo, no parece que refleje nada…", - "INTERMISSION_PART3_AMBER17": "Cuídate, encanto.", - "AMBER_LODGE_NPC1_NAME": "Hombre relajado", - "AMBER_LODGE_NPC1_DIALOGUE": "¡Amber sabe muy bien cómo hay que llevar este sitio!", - "AMBER_LODGE_NPC2_NAME": "Mujer de mejillas sonrosadas", - "AMBER_LODGE_NPC2_DIALOGUE": "Yo, si pudiera, ¡me quedaría aquí toda la vida!", - "AMBER_LODGE_NPC3_NAME": "Individuo simpático", - "AMBER_LODGE_NPC3_DIALOGUE": "¿Es la primera vez que vienes a la Posada Ambarina?", - "AMBER_LODGE_NPC4_NAME": "Hombre de gesto adusto", - "AMBER_LODGE_NPC4_DIALOGUE": "La Posada Ambarina es completamente inimitable.", - "INTERMISSION_PART4_AMBER1": "En aquella época, todo era más sencillo.", - "INTERMISSION_PART4_AMBER1_OPTION1": "¿Conoces a Álef?", - "INTERMISSION_PART4_AMBER1_OPTION2": "¿Eres amiga de Álef?", - "INTERMISSION_PART4_AMBER2": "Una vez fuimos como hermanos; [pause]eran buenos tiempos.", - "INTERMISSION_PART4_AMBER3": "Teníamos una buena pandilla, por así decirlo, [pause]y créeme que pasamos muy buenos momentos, [pause]vaya que sí.", - "INTERMISSION_PART4_AMBER4": "Álef era el que partía el bacalao. [pause]En fin, ¿cómo no iba a serlo? [pause]Él siempre tiene que ser el jefe, [pause]¿verdad?", - "INTERMISSION_PART4_AMBER5": "Yo, en cambio… [pause]Yo era el medio de transporte, [pause]y Morganta se encargaba de custodiar la puerta.", - "INTERMISSION_PART4_AMBER6": "Pero, a veces, los amigos se acaban distanciando. Y, a veces, las cosas no acaban nada bien.", - "INTERMISSION_PART4_AMBER7": "Así que me aparté de todo aquello.", - "INTERMISSION_PART4_AMBER8": "No me cabe duda de que Álef sigue intentando encontrar la forma de salir de esa isla, [pause]incluso hoy.", - "INTERMISSION_PART4_AMBER9": "Por supuesto, [pause]la vieja bruja no tendrá intención de decirle cómo conseguirlo.", - "INTERMISSION_PART4_AMBER10": "Pero no quiero aburrirte con cuentos de viejas sobre días que ya pasaron.", - "INTERMISSION_PART4_AMBER11": "¿Yo?", - "INTERMISSION_PART4_AMBER16": "No te preocupes, no se lo diré a nadie.", - "INTERMISSION_PART4_AMBER10_OPTION1": "¿Eres un arcángel?", - "INTERMISSION_PART4_AMBER13": "Yo solo soy la cara de este lugar.", - "INTERMISSION_PART4_AMBER12": "A ver, [pause]ya te lo he dicho, {player}…", - "INTERMISSION_PART4_AMBER15": "Por no mencionar que tú sabes perfectamente lo que es pasearse por ahí en forma de avatar, ¿verdad?", - "INTERMISSION_PART4_AMBER14": "La verdadera atracción es la Posada Ambarina.", - "INTERMISSION_PART4_AMBER25.m": "Puedes cruzar al otro lado cuando estés listo.", - "INTERMISSION_PART4_AMBER18": "¿Y dices que antes de eso [pause]estabas en Nueva Wirral?", - "INTERMISSION_PART4_AMBER17.m": "En fin, [pause]supongo que, si te quedaste atrapado en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", - "INTERMISSION_PART4_AMBER17.f": "En fin, [pause]supongo que, si te quedaste atrapada en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", - "INTERMISSION_PART4_AMBER17.n": "En fin, [pause]supongo que, si te quedaste atrapade en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", - "INTERMISSION_PART5_EUGENE.f": "¡Ya sabía yo que ibas a volver!", - "INTERMISSION_PART4_AMBER19": "Esa isla es como una telaraña. [pause]La gente va tan tranquila por la vida y, sin darse cuenta, acaba allí. Tuviste muy mala suerte, cielo.", - "INTERMISSION_PART4_AMBER20": "Pero en cuanto al asunto de nuestro amigo el caratriángulo…", - "INTERMISSION_PART4_AMBER21.m": "No es culpa tuya haber acabado metido en nuestras viejas rencillas.", - "INTERMISSION_PART4_AMBER21.f": "No es culpa tuya haber acabado metida en nuestras viejas rencillas.", - "INTERMISSION_PART4_AMBER21.n": "No es culpa tuya haber acabado metide en nuestras viejas rencillas.", - "INTERMISSION_PART4_AMBER23": "Este espejo te llevará al lugar al que necesitas ir.", - "INTERMISSION_PART4_AMBER22": "Así que voy a ayudarte a viajar, pero solo esta vez. [pause]Sígueme.", - "INTERMISSION_PART4_AMBER24": "Otra cosa ya es [pause]qué lugar será ese. [pause]Pero eso [pause]ya no es cosa mía.", - "INTERMISSION_PART4_AMBER25.f": "Puedes cruzar al otro lado cuando estés lista.", - "INTERMISSION_PART4_AMBER26": "Cuídate, encanto. Ha sido un placer conocerte.", - "INTERMISSION_PART4_AMBER27.n": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te he ayudado, [pause]¿vale?", - "INTERMISSION_PART4_AMBER25.n": "Puedes cruzar al otro lado cuando estés liste.", - "INTERMISSION_PART4_AMBER27.m": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te he ayudado, [pause]¿vale?", - "INTERMISSION_PART5_KAYLEIGH.m": "¡Ya pensaba que no volvías!", - "INTERMISSION_PART4_AMBER27.f": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te he ayudado, [pause]¿vale?", - "INTERMISSION_PART5_KAYLEIGH.f": "¡Ya pensaba que no volvías!", - "INTERMISSION_PART5_KAYLEIGH.n": "¡Ya pensaba que no volvías!", - "INTERMISSION_PART5_MEREDITH.m": "Buf… [pause]No tienes ni idea de lo preocupada que me tenías, tú.", - "INTERMISSION_PART5_MEREDITH.n": "Buf… [pause]No tienes ni idea de lo preocupada que me tenías, tú.", - "INTERMISSION_PART5_MEREDITH.f": "Buf… [pause]No tienes ni idea de lo preocupada que me tenías, tú.", - "INTERMISSION_PART5_EUGENE.m": "¡Ya sabía yo que ibas a volver!", - "INTERMISSION_PART5_FELIX.f": "Ha habido un momento en el que no sabía si te iba a volver a ver…", - "INTERMISSION_PART5_FELIX.m": "Ha habido un momento en el que no sabía si te iba a volver a ver…", - "INTERMISSION_PART5_EUGENE.n": "¡Ya sabía yo que ibas a volver!", - "INTERMISSION_PART5_VIOLA.m": "Me llena de alegría verte volver con nosotros.", - "INTERMISSION_PART5_FELIX.n": "Ha habido un momento en el que no sabía si te iba a volver a ver…", - "INTERMISSION_PART5_VIOLA.n": "Me llena de alegría verte volver con nosotros.", - "INTERMISSION_PART5_VIOLA.f": "Me llena de alegría verte volver con nosotros.", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]¡GUAU, GUAU![/shake]", - "INTERMISSION_PART6_VIOLA4": "Nada que tenga que ver con ese tal Álef me infunde confianza. Será mejor estar alerta por si vuelve a mostrar ese rostro angulado suyo.", - "INTERMISSION_PART6_KAYLEIGH2": "El hombre triángulo, [pause]Álef, [pause]es un viejo arcángel que lleva tiempo atrapado en Nueva Wirral como nosotros.", - "INTERMISSION_PART6_KAYLEIGH1": "Bueno, [pause]entonces, si lo he entendido bien…", - "END_MIRROR_DENIAL_EUGENE1.n": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que pararles los pies a los terratenientes que hay en Nueva Wirral, ¿me sigues?", - "INTERMISSION_PART6_MEREDITH3.m": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tío triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", - "INTERMISSION_PART6_MEREDITH3.f": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tío triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", - "INTERMISSION_PART6_MEREDITH3.n": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tío triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", - "INTERMISSION_PART6_KAYLEIGH3.f": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", - "INTERMISSION_PART6_KAYLEIGH5": "Pero aún no sabemos qué pretende Álef. Solo sabemos que tiene interés en los [wave amp=30 freq=10]otros[/wave] arcángeles.", - "INTERMISSION_PART6_KAYLEIGH3.m": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "Exacto.", - "INTERMISSION_PART6_KAYLEIGH3.n": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "La cosa es más o menos así, sí.", - "INTERMISSION_PART6_EUGENE5": "No sabemos qué trama ese tipo, ¿no? Da la impresión de que tiene un [shake rate=30 level=10]plan[/shake] bien trazado. Y que tiene que ver con encontrar otros arcángeles.", - "INTERMISSION_PART6_FELIX6": "Yo lo que me pregunto es qué hacemos con este tío. Porque está claro que se trae algo entre manos, pero es [wave amp=30 freq=10]posible[/wave] que todo este asunto nos venga un poco grande.", - "INTERMISSION_PART6_MEREDITH6": "Vale, ¿y qué hacemos entonces con el tío este? Porque [pause]algo trama, eso está claro. [pause]Pero es un [wave amp=30 freq=10]arcángel[/wave]. Yo creo que los rollos de los arcángeles son demasiado para nosotros.", - "INTERMISSION_PART6_KAYLEIGH6": "Bueno, {player}, ¿qué crees tú que deberíamos hacer? Álef ya ha demostrado que está dispuesto a [wave amp=30 freq=10]quitarse de en medio[/wave] a todo el que se interponga en sus planes… [pause]Yo creo que a lo mejor esto es demasiado para nosotros.", - "INTERMISSION_PART6_FELIX6_OPTION1": "Hay que vigilarlo de cerca.", - "INTERMISSION_PART6_FELIX6_OPTION2": "Hay que intentar no acercarse a él.", - "INTERMISSION_PART6_KAYLEIGH7": "¡Eso es! Bien pensado.", - "INTERMISSION_PART6_MEREDITH7.m": "Buena idea, tú.", - "INTERMISSION_PART6_MEREDITH7.f": "Buena idea, tú.", - "INTERMISSION_PART6_MEREDITH7.n": "Buena idea, tú.", - "INTERMISSION_PART6_EUGENE7": "¡A mí me suena bien!", - "INTERMISSION_PART6_FELIX7": "Me parece bien.", - "INTERMISSION_PART6_DOG7": "¡Guau!", - "INTERMISSION_PART6_VIOLA7": "De acuerdo entonces. Te sigo, {player}.", - "END_MIRROR_REVEAL_KAYLEIGH1": "Eso es…", - "END_MIRROR_REVEAL_PLAYER1": "Anda, un espejo. ¿Será como el de la Posada Ambarina?", - "END_PART1_EUGENE3.f": "¿Estás bien, colega? [pause]Te has quedado muy callada.", - "END_MIRROR_REVEAL_FELIX1": "Mola.", - "END_MIRROR_REVEAL_EUGENE1": "Hala…", - "END_MIRROR_REVEAL_MEREDITH1": "Esto… [pause]tiene pinta de ser un hallazgo importante.", - "END_MIRROR_REVEAL_VIOLA1": "¿Podría este ser el objeto que tu corazón ansiaba descubrir, {player}?", - "END_MIRROR_DENIAL_MEREDITH1": "No puedo… pasar por aquí todavía, {player}. Tiene pinta de que ese viaje solo es de ida, y yo tengo asuntos sin resolver aquí.", - "END_MIRROR_REVEAL_DOG1": "¡Guau!", - "END_MIRROR_DENIAL_EUGENE1.m": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que pararles los pies a los terratenientes que hay en Nueva Wirral, ¿me sigues?", - "END_MIRROR_DENIAL_EUGENE1.f": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que pararles los pies a los terratenientes que hay en Nueva Wirral, ¿me sigues?", - "END_MIRROR_DENIAL_VIOLA1.f": "No puedo avanzar contigo, amiga mía. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", - "END_MIRROR_DENIAL_FELIX1": "No puedo… avanzar contigo. [pause]No he encontrado la inspiración artística que buscaba. Aún no.", - "END_MIRROR_DENIAL_VIOLA1.n": "No puedo avanzar contigo, amigue míe. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", - "END_MIRROR_DENIAL_VIOLA1.m": "No puedo avanzar contigo, amigo mío. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", - "END_MIRROR_DENIAL_DOG1": "Parece que Perry aún tiene asuntos por resolver…", - "FINAL_STATION_PART1_KAYLEIGH1": "¿Dónde estamos ahora? Hay mucha niebla… [pause]Supongo que lo único que podemos hacer es avanzar, {player}.", - "FINAL_STATION_PART1_EUGENE1": "¿Ese espejo ocultaba este lugar? ¡¿Los espejos pueden hacer eso?! ¿Me he perdido algo?", - "FINAL_STATION_PART1_MEREDITH1": "¡¿Este sitio estaba escondido dentro de un [wave amp=30 freq=10]espejo[/wave]?!", - "FINAL_STATION_PART1_FELIX1": "No sé qué esperaba encontrar aquí, pero no creo que fuera esto. [pause]Más bien no.", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Aúúúú…[/shake]", - "FINAL_STATION_PART1_VIOLA1": "Entrar en un espejo y encontrar lugar semejante… Ni en sueños habría imaginado algo así.", - "FINAL_STATION_PART2_KAYLEIGH1": "Este sitio es [wave amp=30 freq=10]inmenso[/wave]…", - "FINAL_STATION_PART2_KAYLEIGH2": "Si es que la puerta que buscamos existe, tiene que estar aquí. [pause]Habrá que echar un vistazo.", - "FINAL_STATION_PART2_MEREDITH1": "Este sitio huele a antiguo, eso está claro.", - "FINAL_STATION_PART2_MEREDITH2": "Anda, vamos a darnos un garbeo. Si tu puerta mágica entre mundos [wave amp=30 freq=10]existe siquiera[/wave], seguro que está en un sitio como este.", - "FINAL_STATION_PART2_EUGENE2": "¿Es aquí donde está la puerta que permite salir de Nueva Wirral?", - "FINAL_STATION_PART2_EUGENE1": "Este sitio da sensación de soledad, [pause]como si nadie hubiera estado aquí en cientos de años…", - "FINAL_STATION_PART2_FELIX1": "Este sitio…", - "FINAL_STATION_PART2_VIOLA1": "Hay un aura de tristeza flotando en este lugar, ¿la notas?", - "FINAL_STATION_PART2_FELIX2": "Tiene que ser aquí, ¿verdad? Es el sitio que has estado buscando. Vamos a echar un vistazo.", - "END_PART1_MEREDITH1": "No sé qué es esto, pero me da en la nariz que no deberíamos tocarlo.", - "FINAL_STATION_PART2_VIOLA2": "Adelante, [pause]vamos a explorar este entorno tan lúgubre.", - "END_PART1_KAYLEIGH1": "¿Eso es un ataúd? {player}, ¿por qué es tan grande?", - "FINAL_STATION_PART2_DOG1": "Perry parece nervioso, pero se lo ve con ganas de explorar la zona.", - "END_PART1_EUGENE1": "Eso es… No sé muy bien qué pinta aquí…", - "END_PART1_VIOLA1": "Las manos que elaboraron este ataúd eran las de alguien lleno de duelo. [pause]¿Lo notas tú también?", - "END_PART1_FELIX1": "Yo diría que es sorprendente encontrarnos algo así aquí, pero tampoco es que tuviera muy claro qué esperar.", - "END_PART1_MORGANTE2": "MORDREO… HIJO MÍO…\\n\\nLA JUSTICIA HABRÁ DE CAER SOBRE EL REY QUE VISTE DE ROJO.\\n\\nMUY PRONTO.", - "END_PART1_DOG1": "[shake rate=30 level=10]Aúúú…[/shake]", - "END_PART1_FELIX3.n": "Eh… ¿Va todo bien, {player}? [pause]Te has quedado mirando al infinito como si tu vida dependiera de ello.", - "END_PART1_KAYLEIGH3.m": "¿Estás bien? Te has quedado un momento como atontado.", - "END_PART1_MEREDITH3.m": "Tierra llamando a {player}. [pause]Te has quedado como atontado, tú.", - "END_PART1_KAYLEIGH3.f": "¿Estás bien? Te has quedado un momento como atontada.", - "END_PART1_KAYLEIGH3.n": "¿Estás bien? Te has quedado un momento como atontade.", - "END_PART1_MEREDITH3.f": "Tierra llamando a {player}. [pause]Te has quedado como atontada, tú.", - "END_PART1_MEREDITH3.n": "Tierra llamando a {player}. [pause]Te has quedado como atontade, tú.", - "END_PART1_EUGENE3.m": "¿Estás bien, colega? [pause]Te has quedado muy callado.", - "END_PART2_PLAYER_OPTION2": "¡Vamos allá!", - "END_PART1_FELIX3.m": "Eh… ¿Va todo bien, {player}? [pause]Te has quedado mirando al infinito como si tu vida dependiera de ello.", - "END_PART1_EUGENE3.n": "¿Estás bien, colega? [pause]Te has quedado muy callade.", - "END_PART1_VIOLA3.m": "No has perdido el juicio todavía, ¿verdad? Te habías quedado absorto un momento.", - "END_PART1_FELIX3.f": "Eh… ¿Va todo bien, {player}? [pause]Te has quedado mirando al infinito como si tu vida dependiera de ello.", - "END_PART1_VIOLA3.n": "No has perdido el juicio todavía, ¿verdad? Te habías quedado absorte un momento.", - "END_PART1_VIOLA3.f": "No has perdido el juicio todavía, ¿verdad? Te habías quedado absorta un momento.", - "END_PART1_DOG3": "¡Guau!", - "END_PART2_CONFIRM1.m": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparado?", - "END_PART2_CONFIRM1.f": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparada?", - "END_PART2_CONFIRM2": "¿Quieres guardar primero?", - "END_PART2_CONFIRM1.n": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparade?", - "END_PART2_KAYLEIGH3": "Ha sido un camino largo, {player}…", - "END_PART2_MEREDITH3.m": "Si esto es de verdad el final, me has impresionado. [pause]No acababa de tener claro del todo que fueras capaz, tú.", - "END_PART2_MEREDITH3.n": "Si esto es de verdad el final, me has impresionado. [pause]No acababa de tener claro del todo que fueras capaz, tú.", - "END_PART2_MEREDITH3.f": "Si esto es de verdad el final, me has impresionado. [pause]No acababa de tener claro del todo que fueras capaz, tú.", - "END_PART2_EUGENE3": "¡Ya no hay vuelta atrás, colega! [pause]¡Estoy listo para lo que haga falta!", - "END_PART2_FELIX3": "Esa entrada parece bastante imponente. [pause]Supongo que es la definitiva.", - "END_PART2_VIOLA3": "¿Es posible? ¿Estamos, quizás, ante el final de nuestro viaje?", - "END_PART2_DOG3": "¡Guau!", - "END_PART2_MEREDITH5.m": "No estarías pensando en dejarme colgada, [pause]¿eh, tú?", - "END_PART2_KAYLEIGH4": "¡Eh, espérame! ¡Ni se te ocurra entrar ahí sin mí!", - "END_PART2_EUGENE6": "Un último salto hacia lo desconocido, ¿eh? ¡Me flipa!", - "END_PART2_MEREDITH5.n": "No estarías pensando en dejarme colgada, [pause]¿eh, tú?", - "END_PART2_MEREDITH5.f": "No estarías pensando en dejarme colgada, [pause]¿eh, tú?", - "END_PART2_VIOLA8": "Si aquí es donde empieza el último acto, [pause]¡no puede faltar ningún actor!", - "END_PART2_FELIX7": "Yo esto no me lo pierdo.", - "END_PART3_FELIX4": "Damos por hecho que ese triángulo gigante es la entrada, ¿no?", - "END_PART2_DOG9": "¡Guau!", - "END_PART2_PLAYER_OPTION1": "¡Gracias por venir!", - "END_PART3_MEREDITH2": "A esto es a lo que veníamos, [pause]¿no?", - "END_PART3_KAYLEIGH1": "Esa tiene que ser la entrada…", - "END_PART3_EUGENE3": "[shake rate=30 level=10]¡De lujo![/shake]", - "END_PART3_VIOLA5": "Es cosa digna de verse…", - "END_PART3_DOG6": "Grrr… ¡Guau!", - "END_PART3_ALEPH7": "¡Vaya, lo hemos conseguido!", - "END_PART3_KAYLEIGH8": "¡Álef!", - "END_PART3_MEREDITH8": "Ah, otra vez tú.", - "END_PART3_EUGENE8": "¿Qué quieres ahora, [pause]pirado?", - "END_PART3_VIOLA8": "¡Tú!", - "END_PART3_DOG8": "¡¿Guau?!", - "END_PART3_FELIX8": "¿Nos estabas siguiendo?", - "END_PART3_ALEPH9": "ESA VIEJA BRUJA ESCONDIÓ MUY BIEN ESTE SITIO.", - "END_PART3_ALEPH10": "¿SABÍAIS QUE TODA ESTA LÍNEA DE TRENES ES, EN REALIDAD, OTRO DE NOSOTROS, LOS «ARCÁNGELES»?", - "END_PART3_ALEPH12": "¡MENUDO LABERINTO HAY AQUÍ ABAJO!", - "END_PART3_ALEPH11": "LO LLAMAMOS LA MERLÍNEA. [pause]EN VERDAD; VUESTRA «ISLA» ESTÁ SITUADA SOBRE SU ESPALDA.", - "END_PART3_ALEPH13": "JAMÁS HABRÍA ENCONTRADO ESTA SALA SIN VOSOTROS, [pause]LO DIGO EN SERIO.", - "END_PART3_ALEPH15.n": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTE DE LO QUE PARECES, AMIGUE MÍE.", - "END_PART3_ALEPH13_OPTION1": "¿Esa «vieja bruja» es Morganta?", - "END_PART3_ALEPH14": "…", - "END_PART3_ALEPH13_OPTION2": "¿Es Morganta la que escondió este sitio?", - "END_PART3_ALEPH15.m": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTO DE LO QUE PARECES, AMIGO MÍO.", - "END_PART3_ALEPH15.f": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTA DE LO QUE PARECES, AMIGA MÍA.", - "END_PART3_ALEPH16": "LA VIEJA BRUJA ME TUVO ATRAPADO MUCHO TIEMPO EN ESTOS TÚNELES, [pause]PERO ME ACABÉ SALIENDO CON LA MÍA.", - "END_PART3_ALEPH17": "COMO SIEMPRE.", - "END_PART3_ALEPH17_OPTION1": "¿Qué quieres de nosotros?", - "END_PART3_ALEPH17_OPTION2": "¿Qué te traes entre manos?", - "END_PART3_ALEPH18": "¿A QUÉ VIENE ESE TONO TAN ACUSADOR? ¡ESTAMOS INTENTANDO MANTENER UNA ACTITUD POSITIVA, CAMARADAS!", - "END_PART3_ALEPH19": "¡LO ÚNICO QUE YO QUIERO ES MARCHARME POR ESA PUERTA DE AHÍ!", - "END_PART3_ALEPH20": "Y HABLANDO DE CAMARADAS…", - "END_PART3_KAYLEIGH22": "No…", - "END_PART3_ALEPH21": "¡OS PRESENTO A MI NUEVO EQUIPO!", - "END_PART3_EUGENE24": "Vaya, hombre.", - "END_PART3_MEREDITH23": "Buenoooo…", - "END_PART3_FELIX25": "Eh…", - "END_PART3_VIOLA26": "Conque esas tenemos…", - "END_PART3_DOG27": "¿Guau?", - "END_PART3_ALEPH28": "YO ANTES ERA ALGUIEN MUY IMPORTANTE, ¿LO SABÍAIS?", - "END_PART3_ALEPH29": "MI ANTIGUA PLANTILLA Y YO TENÍAMOS UNA ESPECIE DE ACUERDO CON VOSOTROS. [pause]UNA RELACIÓN EXCEPCIONAL. [pause]AUNQUE VOSOTROS NO LO SUPIERAIS.", - "END_PART3_ALEPH30": "¡TENGO UN ENORME RESPETO POR VOSOTROS, LOS HUMANOS! ¡NO EXISTIRÍAMOS DE NO SER POR VOSOTROS!", - "END_PART3_ALEPH31": "LOS HUMANOS VIVÍS EN VUESTROS PEQUEÑOS MUNDOS E INVENTÁIS TODO TIPO DE IDEAS UTÓPICAS, COMO EL AMOR, LA MUERTE Y TODO ESO…", - "END_PART3_ALEPH32": "VUESTROS PENSAMIENTOS MÁS PODEROSOS NOS IBAN DANDO LA VIDA Y, A CAMBIO, NOSOTROS VIAJÁBAMOS A VUESTROS MUNDOS Y, CUAL ACTORES, ¡INTERPRETÁBAMOS ESAS FANTASÍAS QUE HABÍAIS ORIGINADO PARA NOSOTROS!", - "END_PART3_ALEPH33": "AVENTURAS… [pause]GUERRAS… [pause]EXTINCIONES…", - "END_PART3_ALEPH34": "ESE TIPO DE COSAS SON LAS QUE MÁS OS GUSTAN, [pause]¡Y A MÍ TAMBIÉN!", - "END_PART3_ALEPH34B": "POR DESGRACIA, EN MI ANTIGUA COMPAÑÍA HUBO CIERTAS RENCILLAS Y TUVIMOS QUE DISOLVERLA.", - "END_PART3_ALEPH35": "ASÍ QUE LLEVO UN TIEMPO FUERA DE ESCENA.", - "END_PART3_ALEPH36": "¡PERO AHORA HEMOS VUELTO A LA ACCIÓN!", - "END_PART3_KAYLEIGH37": "Así que tú y los demás arcángeles vais a… [pause]¿invadir mundos y llevar a cabo actos violentos propios de los mitos que inspiraron vuestra creación?", - "END_PART3_MEREDITH38": "Eso resulta bastante preocupante.", - "END_PART3_EUGENE39": "Es un ciclo infinito de violencia…", - "END_PART3_FELIX40": "Pues a mí eso no me suena nada bien.", - "END_PART3_VIOLA41": "¡No debe permitirse que deseo tan censurable pueda alcanzarse!", - "END_PART3_ALEPH46": "ES MÁS, ¡VOY A PROPONEROS UN TRATO!", - "END_PART3_DOG42": "Grrrrrr…", - "END_PART3_ALEPH43": "VAMOS, ¡NO OS PREOCUPÉIS POR ESO, CAMARADAS!", - "END_PART3_ALEPH44": "AQUÍ TODOS ESTAMOS EN EL MISMO BARCO.", - "END_PART3_ALEPH45": "TENÉIS TANTAS GANAS DE SALIR DE ESTE MUNDO DE MALA MUERTE COMO NOSOTROS.", - "END_PART3_ALEPH46_OPTION1": "¿Un trato?", - "END_PART3_ALEPH46_OPTION2": "¿Qué propones?", - "END_PART3_ALEPH48": "NUNCA VOLVERÉIS A VERNOS. [pause]¿QUÉ OS PARECE?", - "END_PART3_ALEPH48_OPTION1": "¿Qué?", - "END_PART3_ALEPH47": "CADA UNO SE VA POR SU CAMINO, [pause]Y NOSOTROS NUNCA VISITAREMOS NINGUNO DE VUESTROS MUNDOS.", - "END_PART3_ALEPH56": "ASÍ QUE VOY A MATAROS, Y LUEGO ME VOY DE AQUÍ COMO SI TAL COSA, ¿OS PARECE?", - "END_PART3_ALEPH48_OPTION2": "¡Ni hablar!", - "END_PART3_ALEPH_WHAT_49": "QUE CONQUISTAREMOS LOS MUNDOS DE OTRA GENTE, PERO LOS VUESTROS LOS DEJAREMOS EN PAZ.", - "END_PART3_ALEPH_NO_DEAL_49": "¿NO?", - "END_PART3_KAYLEIGH51": "Todas las personas tienen valor, ¡da igual de qué mundo sean! ¡Lo menos que podemos hacer es todo lo posible para ayudarlas!", - "END_PART3_ALEPH_NO_DEAL_50": "NO LO ENTIENDO.", - "END_PART3_EUGENE51": "Incluso si la gente de otros mundos no sabe que existimos, [pause]¡en este momento dependen de nosotros para que la [shake rate=30 level=10]protejamos de vosotros[/shake]!", - "END_PART3_MEREDITH51": "Sería una jugada muy sucia por nuestra parte vender otras realidades a cambio de nuestra seguridad, [pause]tú.", - "END_PART3_VIOLA51": "Puede que un deseo censurable os diera la vida, ¡mas no tenéis derecho a castigar con ese mal el corazón de los hombres!", - "END_PART3_DOG51": "[shake rate=30 level=10]¡GUAU![/shake]", - "END_PART3_FELIX51": "Vais a hacer daño a la gente aunque nosotros no veamos cómo ocurre. [pause]Yo opino que es un trato muy desfavorable.", - "END_PART3_ALEPH52": "¡PERO SI NO VAMOS A TOCAR VUESTRAS REALIDADES!", - "END_PART3_ALEPH53": "¿DE VERDAD PENSÁIS ARRIESGAR VUESTRA PROPIA VIDA… [pause]PARA AYUDAR A GENTE A LA QUE NI SIQUIERA CONOCÉIS DE NADA?", - "END_PART3_ALEPH53_OPTION1": "Sí.", - "END_PART3_ALEPH53_OPTION2": "Por supuesto.", - "END_PART3_ALEPH54": "VALE. [pause]¡VALE!", - "END_PART3_ALEPH55": "NO VEO QUE TENGÁIS NINGUNA INTENCIÓN DE COLABORAR.", - "END_PART4_ALEPH1": "VOSOTROS NOS CREASTEIS, ¿Y AHORA QUERÉIS MATARNOS? [pause]¡DECIDÍOS DE UNA VEZ!", - "END_PART5_ALEPH1": "ESTO ES DEL TODO IMPRODUCTIVO…", - "END_PART6_ALEPH1": "VALE, YA ME HE HARTADO.", - "END_PART6_ALEPH2": "¡QUE TODO EL MUNDO VUELVA A SUBIR AL TREN! [pause]¡NOS VAMOS!", - "END_PART7_ALEPH1": "¡VIAJEROS AL TREN!", - "END_PART7_ALEPH2": "PRÓXIMA ESTACIÓN: ¡DONDE NOS PLAZCA!", - "END_PART7_KAYLEIGH3": "¡{player}, deprisa!", - "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr…[/wave]", - "END_PART7_MEREDITH3": "¡{player}, no podemos dejar que escape!", - "END_PART7_FELIX3": "Tenemos que perseguirlo. Lo sabes, ¿verdad?", - "END_PART7_EUGENE3": "¡Rápido, vamos tras él!", - "END_PART7_VIOLA3": "¡Nuestra presa no ha de escapar tan fácilmente!", - "END_PART8_KAYLEIGH1": "Yo ya había visto esas luces antes…, [pause]justo cuando llegué a Nueva Wirral…", - "END_PART8_EUGENE1": "Esto me suena… [pause]¿No vi también esas luces cuando vine aquí?", - "END_PART8_MEREDITH1": "Qué pasada… [pause]Me parece que esto ya lo vi cuando vine a Nueva Wirral.", - "END_PART9_ALEPH_BATTLE1": "¿QUERÉIS HACER LA GUERRA CONTRA MÍ? ES DE LO MÁS APROPIADO.", - "END_PART8_VIOLA1": "Esas luces… ¿Es este acaso un lugar entre el cielo y la tierra? [pause]¿Es posible que las haya visto antes?", - "END_PART8_FELIX1": "Vaya espectáculo de luces. Yo diría que ya lo había visto antes… [pause]¿Fue cuando caí en Nueva Wirral?", - "END_PART8_DOG1": "Grrr…", - "END_PART8_ALEPH2": "YO PENSABA QUE YA HABÍA ENTENDIDO TODO LO QUE SE PODÍA SABER SOBRE EL COSMOS…", - "END_PART8_ALEPH4": "A LO MEJOR PODRÍA SER UN BUEN EJERCICIO PARA MEJORAR EL ESPÍRITU DE EQUIPO.", - "END_PART8_ALEPH3": "PERO ESE TRUCO VUESTRO DE LA «FUSIÓN» ES ALGO QUE NO HABÍA VISTO NUNCA ANTES.", - "END_PART8_ALEPH6": "PIENSO VISITAR TU REALIDAD ANTES QUE NINGUNA OTRA.\\n\\nHUELES A ELLA, PERCIBO SU AROMA…", - "END_PART8_ALEPH5": "VOY A RETIRAR MI OFERTA.", - "END_PART8_ALEPH8": "UNA LÍNEA TEMPORAL AÚN INALTERADA QUE, ADEMÁS, YA SE HA ENCAMINADO HACIA SU DESTRUCCIÓN.\\n\\nVA A SER UN PASATIEMPO DELICIOSO.", - "END_PART8_KAYLEIGH10": "¿Te quedan fuerzas para un último combate, {player}?", - "END_PART8_MEREDITH10.m": "¿Estás listo, tú?", - "END_PART8_EUGENE10": "¡Ahora sí que es la definitiva, {player}!", - "END_PART8_MEREDITH10.f": "¿Estás lista, tú?", - "END_PART8_MEREDITH10.n": "¿Estás liste, tú?", - "END_PART8_FELIX10.m": "¡Vamos allá! [pause]Después de ti, {player}.", - "END_PART8_FELIX10.n": "¡Vamos allá! [pause]Después de ti, {player}.", - "END_PART8_FELIX10.f": "¡Vamos allá! [pause]Después de ti, {player}.", - "END_PART8_VIOLA10": "¡Que así sea!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]¡GUAU! ¡GUAU![/shake]", - "END_PART9_ALEPH_BATTLE2": "EL MAYOR DESEO DEL HOMBRE ES SU AUTODESTRUCCIÓN. Y YO PUEDO HACER QUE OCURRA, UNA Y OTRA VEZ.", - "END_PART9_ALEPH_BATTLE4": "ASÍ QUE… ¡RENDÍOS YA!", - "END_PART9_ALEPH_BATTLE3": "YA HE VISTO CIVILIZACIONES ARDER ANTE MÍ, Y VOLVERÉ A CONTEMPLAR ESAS LLAMAS.", - "END_PART9_MORGANTE7": "ÁLEF ES LA PERSONIFICACIÓN DE LA CONQUISTA.\\n\\nY YO SOY LA PERSONIFICACIÓN DE LA REBELDÍA.", - "END_PART9_ALEPH_BATTLE5": "INSOLENTES…", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART9_ALEPH1": "YA BASTA DE CINTAS.", - "END_PART9_ALEPH3": "NO SOIS BESTIAS. NO SOIS MÁS QUE HUMANOS.", - "END_PART9_FELIX2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART9_DOG2": "¡¿Guau?!", - "END_PART9_MORGANTE5": "USÁIS LAS COSAS SIN SABER SIQUIERA CÓMO FUNCIONAN.\\n\\nVUESTRA CANDIDEZ ALIMENTA VUESTRA ANSIA.", - "END_PART9_MORGANTE4": "TÍPICO DE LOS HUMANOS.", - "END_PART9_MORGANTE5_OPTION1": "¿Has venido a burlarte de mí?", - "END_PART9_MORGANTE5_OPTION2": "¿Qué quieres tú ahora?", - "END_PART9_MORGANTE6": "EN ESTE MOMENTO, ES COMÚN NUESTRO OBJETIVO.", - "END_PART9_MORGANTE8": "NECESITO, PUES, QUE LO ENTIENDAS.", - "END_PART9_MORGANTE8_OPTION1": "¿Entender el qué?", - "END_PART9_MORGANTE8_OPTION2": "¿De qué me estás hablando?", - "END_PART9_MORGANTE9": "LOS HUMANOS NOS CREÁIS CON VUESTROS SUEÑOS E IDEALES.\\n\\nLA ENERGÍA POTENCIAL DE LA HUMANIDAD ES ILIMITADA.", - "END_PART9_MORGANTE11": "LA CAPACIDAD DE MANIFESTAR VUESTRA VOLUNTAD PARA ALTERAR LA REALIDAD…\\n\\nY DE CAMBIAR VUESTRO MUNDO Y A VOSOTROS MISMOS…\\n\\nRESIDE EN VUESTRO INTERIOR.", - "END_PART9_MORGANTE10": "ESAS «CINTAS» NO SON SINO TALISMANES.", - "END_PART9_MORGANTE12": "¡ASÍ QUE DESPIERTA DE UNA VEZ!", - "END_PART9_KAYLEIGH13": "{player}, ¿cómo es que…?", - "END_PART9_MEREDITH13": "{player}… Esa cara que estás poniendo da bastante miedo, tú…", - "END_PART9_EUGENE13": "¡{player}! Te has vuelto a meter en la partida, ¿eh?", - "END_PART9_FELIX13.f": "Veo que has vuelto por tus fueros, {player}.", - "END_PART9_FELIX13.m": "Veo que has vuelto por tus fueros, {player}.", - "END_PART9_VIOLA13": "Ya sabía que no iba a ser tan fácil vencerte, {player}.", - "END_PART9_FELIX13.n": "Veo que has vuelto por tus fueros, {player}.", - "END_PART9_DOG13": "¡GUAU!", - "END_PART9_ALEPH14": "¡¿POR QUÉ?!\\n\\n¡¿POR QUÉ PERSEVERAS?!", - "END_PART9_ALEPH15_OPTION1": "¡Porque esa es mi voluntad!", - "END_PART9_ALEPH15_OPTION2": "¡Porque aún me quedan ideas!", - "END_PART9_KAYLEIGH16": "¡Un objetivo común, eso es lo único que hace falta! [pause][shake rate=30 level=10]¡QUE NUESTROS CORAZONES SE UNAN![/shake]", - "END_PART9_ALEPH15_OPTION3": "¡Porque eso es lo que hacemos los humanos!", - "END_PART9_EUGENE18": "[shake rate=30 level=10]¡JUNTOS SOMOS IMPARABLES![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]¡VAMOS A DARLE PARA EL PELO AL CABEZÓN ESE![/shake]", - "END_PART9_FELIX19": "Que sea lo que tenga que ser…", - "END_PART9_VIOLA20": "¡Al ataque! [pause]¡El final de esta historia lo hemos de escribir nosotros!", - "END_PART9_DOG21": "[wave amp=30 freq=10]¡AÚÚÚÚÚ![/wave]", - "END_PART9_ALEPH22": "AH, LA VIEJA BRUJA. TIENES QUE SER SIEMPRE COMO UNA PIEDRA EN MI ZAPATO, ¿VERDAD?", - "END_PART10_ALEPH1": "AHORA LO ENTIENDO.", - "END_PART10_MORGANTE2": "NUESTRA CANCIÓN ACABA AQUÍ.", - "END_PART10_MORGANTE3.m": "TU VOLUNTAD HA DEMOSTRADO SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nSÍRVATE ESO DE LECCIÓN, HUMANO.", - "END_PART10_MORGANTE3.f": "TU VOLUNTAD HA DEMOSTRADO SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nSÍRVATE ESO DE LECCIÓN, HUMANA.", - "END_PART10_MORGANTE3.n": "TU VOLUNTAD HA DEMOSTRADO SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nSÍRVATE ESO DE LECCIÓN, HUMANE.", - "END_PART11_BARKLEY3": "¿Guau?", - "END_PART10_KAYLEIGH5": "Deberíamos volver… [pause]Este tren no es muy estable que digamos.", - "END_PART10_MORGANTE4": "HASTA SIEMPRE.", - "END_PART10_EUGENE5": "Deberíamos retirarnos ahora que aún podemos… [pause]No creo que este tren vaya a aguantar mucho más.", - "END_PART10_MEREDITH5": "Más nos vale salir de aquí antes de que este tren se vaya al abismo.", - "END_PART10_FELIX5": "Nos conviene salir de aquí antes de que este tren caiga al vacío, [pause]¿no?", - "END_PART10_VIOLA5": "Sería muy sensato por nuestra parte marcharnos de aquí cuanto antes.", - "END_PART10_DOG5": "Guau.", - "END_PART11_KAYLEIGH1": "Es una pena que se te haya roto el walkman, [pause]{player}…", - "END_PART11_KAYLEIGH2": "¡Menos mal que yo siempre llevo encima uno de repuesto!", - "END_PART11_KAYLEIGH3": "¿Estaba aquí antes ese edificio?", - "END_PART11_EUGENE3": "¿Alguien sabe de dónde narices ha salido ese… [pause]edificio?", - "END_PART11_MEREDITH3": "Esto… [pause]que digo yo… [pause]que ese edificio no estaba aquí antes, ¿no?", - "END_PART11_FELIX3": "Vaya, eso no es muy normal que digamos.", - "END_PART11_VIOLA3": "Esto es de lo más curioso.", - "END_PART11_AMBER4": "No os preocupéis por mí. Me llamo Amber.", - "END_PART11_AMBER6": "Solo he venido para asegurarme de que no acabéis haciéndoos daño ni nada de eso.", - "END_PART11_AMBER5.f": "Soy amiga de {player}. ¿Verdad, cielo?", - "END_PART11_AMBER5.m": "Soy amiga de {player}. ¿Verdad, cielo?", - "END_PART11_AMBER5.n": "Soy amiga de {player}. ¿Verdad, cielo?", - "END_PART11_AMBER7": "Aunque, eso sí, por lo visto ya le habéis dado a nuestro amigo común una buena tunda. [pause]¡Eso no se había visto nunca!", - "END_PART11_AMBER7_OPTION1": "¿Tunda? Yo diría que lo hemos destruido del todo.", - "END_PART11_AMBER8": "Es que los seres como Álef y yo no somos de carne y hueso, cielo. [pause]Hace falta que muera una idea para que ya no seamos capaces de volver de una forma u otra.", - "END_PART11_AMBER7_OPTION2": "Hablas de él como si aún estuviera vivo.", - "END_PART11_AMBER9": "Lo suyo es la conquista. Mientras los humanos sigáis encontrando la manera de mataros unos a otros, estoy segura de que se acabará recomponiendo.", - "END_PART11_AMBER10": "Aunque a lo mejor se pasa una buena temporada fuera de circulación…", - "END_PART11_KAYLEIGH11": "Tú eres otro arcángel…", - "END_PART11_AMBER12": "Relájate, pelirroja, que vengo en son de paz.", - "END_PART11_AMBER13": "Además, os va a hacer falta un poco de ayuda con lo de ese portal que os lleva a casa, ¿no te parece?", - "END_PART11_KAYLEIGH14": "Entonces… ¿De verdad puede llevarnos de vuelta a nuestro propio mundo?", - "END_PART11_KAYLEIGH15": "¡Estupendo! [pause]Tendré que avisar a los guardas antes de irnos.", - "END_PART11_AMBER16": "{player}, no hace falta que os vayáis ahora mismo…", - "END_PART11_AMBER17.n": "Pero, cuando llegue el momento, [pause]venid a hablar conmigo.", - "END_PART11_AMBER17.m": "Pero, cuando llegue el momento, [pause]venid a hablar conmigo.", - "END_PART12_RANGER1": "¡Casi no me lo creo! Cangrejos parlantes, portales mágicos, alianzas con arcángeles… ¡Es alucinante!", - "END_PART11_AMBER17.f": "Pero, cuando llegue el momento, [pause]venid a hablar conmigo.", - "END_PART12_AMBER1.m": "¿Estás listo para marcharte de Nueva Wirral, [pause]cielo?", - "END_PART12_AMBER1.f": "¿Estás lista para marcharte de Nueva Wirral, [pause]cielo?", - "END_PART12_AMBER1.n": "¿Estás liste para marcharte de Nueva Wirral, [pause]cielo?", - "END_PART12_AMBER4": "No es cuestión de «ciencia», sino de intención. [pause]Tienes que visualizar el mundo al que quieres ir y avanzar sin miedo, sin ningún lazo que te ate aún a este lugar.", - "END_PART12_KAYLEIGH6": "¡¿Q-qué?!", - "END_PART12_AMBER_NO": "No hay ninguna prisa. ¡Tómate el tiempo que necesites!", - "END_PART12_AMBER2": "Con un portal estable como este, [pause]las reglas son muy sencillas.", - "END_PART12_AMBER3": "Al otro lado está [wave amp=30 freq=10]el espacio que hay entre todas las cosas.[/wave]. [pause]Si no lo usas bien, no irás a ninguna parte.", - "END_PART12_AMBER5": "Así que os aconsejo que os vayáis despidiendo, [pause]porque este viaje es solo de ida.", - "END_PART12_AMBER8": "Nueva Wirral es una anomalía, [pause]ni más ni menos.", - "END_PART12_AMBER7": "Así son las reglas, pelirroja.", - "END_PART12_AMBER9": "Y vosotros solo estáis aquí por casualidad… Así que no hay posibilidades de que volváis.", - "END_PART12_VIOLA10": "Me causa dolor que nuestra historia acabe aquí, [pause]pero ardo en deseos de volver a ver a mi hermano.", - "END_PART12_VIOLA11": "Decir adiós produce siempre una alegre tristeza.", - "END_PART12_VIOLA13": "{player}, el recuerdo de este breve tiempo que hemos podido compartir…", - "END_PART12_VIOLA12": "Hasta siempre, [pause]camaradas.", - "END_PART12_VIOLA14": "Jamás podrán borrarlo ni las olas ni las tempestades.", - "END_PART12_VIOLA15": "Te he de llevar siempre conmigo.", - "END_PART12_EUGENE16": "Nos hemos enfrentado a seres todopoderosos y hemos vencido…", - "END_PART12_EUGENE17": "¡Qué ganas tengo de volver a casa y seguir repartiendo estopa!", - "END_PART12_EUGENE18": "Siempre va a haber gente que necesite un poco de ayuda, da igual dónde estés o cuándo estés.", - "END_PART12_EUGENE21": "Supongo que aquí es donde rompemos, {player}.", - "END_PART12_EUGENE19": "Tengo mucho por hacer.", - "END_PART12_EUGENE20": "Me ha molado mucho conoceros, colegas.", - "END_PART12_EUGENE22": "Tampoco es que pueda pedirte que abandones tu mundo por mí. [pause]Eso sería demasiado.", - "END_PART12_EUGENE25.f": "Vas a seguir molando un montón. [pause]Estoy seguro.", - "END_PART12_EUGENE23": "Pero… [pause]En fin…", - "END_PART12_EUGENE25.m": "Vas a seguir molando un montón. [pause]Estoy seguro.", - "END_PART12_EUGENE24": "Vive tu vida, [pause]¿quieres?", - "END_PART12_FELIX35": "Creo que una parte de mí te va a querer siempre.", - "END_PART12_EUGENE25.n": "Vas a seguir molando un montón. [pause]Estoy seguro.", - "END_PART12_FELIX26": "Madre mía…", - "END_PART12_FELIX27": "Menudo viaje ha resultado ser este…", - "END_PART12_FELIX29": "Por no mencionar que he podido conocer a uno de mis viejos personajes.", - "END_PART12_FELIX28": "Creo que ya tengo suficiente inspiración y creatividad como para diez vidas seguidas.", - "END_PART12_FELIX31": "{player}…", - "END_PART12_FELIX30": "Voy a echar de menos los buenos tiempos, [pause]colegas.", - "END_PART12_FELIX32.m": "Aun si no te vuelvo a ver, nunca desaparecerás.", - "END_PART12_FELIX32.n": "Aun si no te vuelvo a ver, nunca desaparecerás.", - "END_PART12_FELIX32.f": "Aun si no te vuelvo a ver, nunca desaparecerás.", - "END_PART12_FELIX33.m": "Eres el Forastero, ¿te acuerdas? [pause]El protagonista de mi futura gran historia.", - "END_PART12_FELIX33.f": "Eres la Forastera, ¿te acuerdas? [pause]La protagonista de mi futura gran historia.", - "END_PART12_FELIX34": "Y, además, yo creo… [pause]que Kuneko tenía razón: [pause]las ideas viven para siempre.", - "END_PART12_FELIX33.n": "Eres le Forastere, ¿te acuerdas? [pause]Le protagonista de mi futura gran historia.", - "END_PART12_MEREDITH40": "Sobre todo a ti, {player}.", - "END_PART12_MEREDITH36": "No estoy…", - "END_PART12_MEREDITH37": "No estoy preparada para que esto acabe.", - "END_PART12_MEREDITH38": "Voy a… [pause]Cuando vuelva, voy a ser más fuerte. [pause]Voy a vivir la vida a tope.", - "END_PART12_MEREDITH39": "No se os… [pause]ocurra olvidarme, [pause]¿entendido?", - "END_PART12_MEREDITH46.f": "Bah, eso, que te quiero. [pause]Hasta la vista, tú.", - "END_PART12_MEREDITH41.f": "Les has… [pause]Eh… [pause]Les has puesto el listón muy alto a mis futuras novias.", - "END_PART12_MEREDITH41.m": "Les has… [pause]Eh… [pause]Les has puesto el listón muy alto a mis futuros novios.", - "END_PART12_MEREDITH41.n": "Les has… [pause]Eh… [pause]Les has puesto el listón muy alto a mis futuras parejas.", - "END_PART12_MEREDITH44": "Ya me imaginaba que las cosas tendrían que acabar así si encontrábamos la salida…", - "END_PART12_MEREDITH45": "Pero no pienso volver a rendirme y dejar de intentar ser feliz. Nunca más.", - "END_PART12_MEREDITH46.n": "Bah, eso, que te quiero. [pause]Hasta la vista, tú.", - "END_PART12_MEREDITH46.m": "Bah, eso, que te quiero. [pause]Hasta la vista, tú.", - "MAGIKRAB_ON_ARRIVAL.f": "¡Bienvenida a {region_name}!", - "END_PART12_KAYLEIGH47": "Ahora sí que es el final, ¿verdad?", - "END_PART12_KAYLEIGH54": "Supongo que no volveremos a vernos, [pause]{player}.", - "END_PART12_KAYLEIGH48": "Espero que no vaya a ser como despertarse de un sueño.", - "END_PART12_KAYLEIGH49": "Quiero acordarme de ti, {player}. [pause]Quiero acordarme de todos. [pause]Quiero acordarme de Villapuerto…", - "END_PART12_KAYLEIGH50": "Incluso de las cosas que no fueron buenas. [pause]Porque todo eso es parte de mí.", - "END_PART12_KAYLEIGH51": "Manifestar nuestra voluntad para cambiar el mundo…", - "END_PART12_KAYLEIGH58": "Te quiero. [pause]Gracias por todo.", - "END_PART12_KAYLEIGH52": "Supongo que, en realidad, no nos hacen falta cintas para eso, ¿no?", - "END_PART12_KAYLEIGH53": "Decidir nuestro futuro siempre ha sido cosa nuestra.", - "END_PART12_AMBER61": "Me parece que te toca, cielo.", - "END_PART12_KAYLEIGH55": "Nunca llegaré a conocer a nadie como te he conocido a ti… [pause]Al fin y al cabo, la fusión no es lo que se dice una cosa normal que pasa en todas las relaciones.", - "END_PART12_KAYLEIGH56.m": "Estoy triste pero, a la vez, contenta. [pause]Los dos vamos a volver al sitio que de verdad nos corresponde, y nos quedará el placer de habernos conocido.", - "END_PART12_KAYLEIGH56.f": "Estoy triste pero, a la vez, contenta. [pause]Las dos vamos a volver al sitio que de verdad nos corresponde, y nos quedará el placer de habernos conocido.", - "END_PART12_KAYLEIGH57": "Yo diría que es un final feliz.", - "END_PART12_KAYLEIGH56.n": "Estoy triste pero, a la vez, contenta. [pause]Vamos a volver al sitio que de verdad nos corresponde, y nos quedará el placer de habernos conocido.", - "END_PART12_AMBER62_OPTION1.m": "¡Estoy preparado!", - "END_PART12_AMBER60": "¡Anda! [pause]¡Si parece que este pequeñín también quiere volverse contigo! [pause]¡Qué mono!", - "END_PART12_DOG59": "¡Guau! ¡Guau!", - "END_PART12_AMBER62.m": "¿Preparado?", - "END_PART12_AMBER62.n": "¿Preparade?", - "END_PART12_AMBER62.f": "¿Preparada?", - "END_PART12_AMBER62_OPTION1.f": "¡Estoy preparada!", - "END_PART12_AMBER62_OPTION1.n": "¡Estoy preparade!", - "END_PART12_AMBER62_OPTION2": "¡Ya iba siendo hora!", - "RANGER_GATEKEEPER_INTRO1": "¡Eh, tú!", - "RANGER_GATEKEEPER_SNEAK1": "¿Estás intentando escabullirte?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "Los monstruos que hay a partir de aquí pueden mandarte directamente al hospital en un abrir y cerrar de ojos.", - "RANGER_GATEKEEPER_SNEAK2": "¿Es que no sabes que estoy aquí por tu bien?", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "Perdóname, parece que sí sabes lo que haces.", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "¡Si tan seguro estás de que podrás con ellos, ponte en guardia!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "¡Si tan segura estás de que podrás con ellos, ponte en guardia!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "¡Si tan segure estás de que podrás con ellos, ponte en guardia!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "Perdóname, parece que sí sabes lo que haces.", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "Perdóname, parece que sí sabes lo que haces.", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "Adelante, tú mismo.", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "Adelante, tú misma.", - "GRAVEYARD_GHOST_BOY_NAME": "Niño fantasma", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "Adelante, tú misme.", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "¡Huy, perdona! Es que corre el rumor de que hay un fantasma por aquí, y pensaba que eras tú.", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "¡Ah! ¡Un fantasma!", - "UNDYIN_LOVER_NAME": "Prisionero", - "UNDYIN_LOVER_PRE_BATTLE1": "¡Aaahh!", - "UNDYIN_LOVER_POST_BATTLE1": "¡Vaya, lo has espantado!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Vamos a romper el hielo.", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Los pomebomba son muy fáciles de domar si sabes cómo.", - "UNDYIN_LOVER_POST_BATTLE2": "Solo estábamos disfrutando de la mutua compañía… ¡No era nada raro, te lo prometo!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Vamos a romper el hielo.", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Vamos a romper el hielo.", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Me he quedado helado.", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "La guarda de élite Mazas me ha estado ayudando a diseñar un entrenamiento para mejorar la fuerza.", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "¡Ven aquí, vamos!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Quienes lo cuentan siempre mencionan este lugar, pero, de momento, yo solo he visto antifolilla de tamaño normal.", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "¿Quién te ha entrenado? ¡Necesito saberlo!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "¡Mira qué músculos!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "¿Quién te ha entrenado? ¡Necesito saberlo!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "¿Tú también has venido a investigar el rumor del antifolilla diminuto?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "¿Quién te ha entrenado? ¡Necesito saberlo!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "A lo mejor todo el asunto tiene algo que ver con el tren subterráneo que ha pasado hace un momento.", - "PLATO_NAME": "Platón", - "SOCRATES_NAME": "Sócrates", - "SOCRATES_PRE_BATTLE": "El ser humano perfecto no es sino todos los seres humanos juntos. Es un ente colectivo: todos nosotros juntos damos origen a la perfección.", - "PLATO_PRE_BATTLE": "¡Os exhorto a mi vez a ser parte del gran combate que es el combate de la vida, más grande que cualquier otro conflicto mundano!", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Como no soy muy valiente, mis amigos piensan que soy un pelele. No tienen ni idea…", - "SOCRATES_POST_BATTLE": "Gracias. Pensaba que podría vencerte. Ahora soy sabio en verdad, pues ahora sé que no sé nada.", - "PLATO_POST_BATTLE": "Somos filósofos, Sócrates, no soldados. Escasos son los humanos capaces de practicar bien a la vez dos profesiones o dos artes.", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Va a resultar que sí soy un pelele.[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "¡Quítate de en medio! ¡Hoy quiero ser yo la persona a la que entreviste Cybil!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]A lo mejor me conviene más volver mañana…[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Dentro de todo cuerpo hay un esqueleto que intenta escapar.", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Supongo que… te iba a sacar los huesos de verdad. Perdona.", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Ven, que te voy a liberar de tu prisión de carne…", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Buf, gracias, me ha venido bien. Me parece que he pasado demasiado tiempo siendo un gelatona.", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]HALA, ¡TIENES UNA PINTA DELICIOSA![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]¡Es muy injusto que digan que los terratenientes somos unos buitres![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¿Tú nos has visto? ¡Los buitres son nuestros mayores enemigos![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Eso me recuerda… ¿Te interesa comprar una casa nueva? [pause]¿No? [pause]Bueno, es igual.[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Es verdad que un poco pájaros sí que somos. ¡Pero hay que serlo si uno quiere prosperar en este negocio![/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Si lo que buscas es una inversión que resista el paso del tiempo, prueba con un reloj… Quiero decir, con un terreno edificable.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]La existencia de un cosmos infinito repleto de mundos supone un tremendo desafío para nosotros los terratenientes.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]El espacio, el tiempo, ¿qué más da? Es todo lo mismo.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]El valor de la tierra proviene de su escasez; sin embargo, en un multiverso infinito, no hay escasez.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Y es que Nueva Wirral es como una especie de trampa cósmica. Nadie puede irse, de modo que la tierra se vuelve muy valiosa.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Aunque ahora mismo los terratenientes tengamos algún que otro problema en esta isla diminuta, con el tiempo acabará siendo un paraíso. ¡Y una inversión segura![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "¡Hola! Menuda vista hay desde aquí arriba, ¿eh?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Iba a intentar subir hasta la mismísima cima de la montaña, pero… no soy capaz de escalar los acantilados que hay más adelante, y todos los pasos que hay en la cueva se han derrumbado.", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Si pudiera volar como un averevoir, seguro que lo conseguiría…", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Oye, ¿te apetece un combate rápido antes de planear otra vez hasta el lago?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Bueno, pues yo me voy ya.", - "MISS_MIMIC_CHEST_NAME": "Provisiones de los guardas", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]¿QUIERES SABER QUÉ SECRETOS ENCIERRO, CARIÑO? SOLO TIENES QUE ABRIRME.[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]¿POR QUÉ NO ECHAS UN VISTAZO A MI INTERIOR, CIELO? TE PROMETO QUE NO MUERDO.[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "¡Es un cofre parlante!", - "MISS_MIMIC_CHEST_MEREDITH2": "Anda, ¿este cofre habla?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "¿Eh?", - "MISS_MIMIC_CHEST_FELIX1": "Tengo un mal presentimiento…", - "MISS_MIMIC_CHEST_DOG1": "Grrr…", - "MISS_MIMIC_CHEST_VIOLA1": "¿Es esto otra de esas cosas extrañas de tu mundo, {player}?", - "MAGIKRAB_UNKNOWN_NAME": "Trafi… ¿kangrejo?", - "MISS_MIMIC_CHEST_CONFIRM": "¿Quieres abrir el cofre?", - "MAGIKRAB_INTRO_KRAB1": "¡Ah, {player}! ¡Y {partner}! Os estaba esperando.", - "MAGIKRAB_INTRO_KAYLEIGH2": "Eh… ¿Lo he soñado, o ese trafikangrejo acaba de hablar?", - "MAGIKRAB_INTRO_EUGENE2": "¡No te temo, trafikangrejo! ¡Ya he luchado antes contra muchos de los tuyos!", - "MAGIKRAB_INTRO_MEREDITH2": "¿Eh? ¿Un trafikangrejo que habla?", - "MAGIKRAB_INTRO_FELIX2": "Espera, ¿desde cuándo saben hablar los trafikangrejo?", - "MAGIKRAB_INTRO_DOG2": "¡Guau!", - "MAGIKRAB_INTRO_VIOLA2": "¿Este trafikangrejo habla? Mas ¿qué clase de…?", - "MAGIKRAB_INTRO_KRAB3": "Os ruego que no me comparéis con esos trafikangrejo descerebrados de ahí fuera.", - "MAGIKRAB_INTRO_KRAB4": "Yo soy un magikangrejo, fiel servidor de la infinita Merlínea. ¡Quiera que sus trenes lleguen siempre a tiempo!", - "MAGIKRAB_INTRO_KRAB5": "Morar en sus sacrosantas galerías es para mí tal privilegio que ni tan siquiera soy capaz de expresarlo. Servir a Sus pasajeros es lo menos que puedo hacer.", - "MAGIKRAB_NEW_STATION.m": "¡Bienvenido! Me he tomado la libertad de abrir el andén A para que puedas viajar.", - "MAGIKRAB_INTRO_KRAB6": "En otras palabras: Decidme a qué lugar necesitáis ir, y yo me encargaré de tener listo el tren en el andén A.", - "MAGIKRAB_INTRO_KRAB7": "Muchas de las paradas de la Merlínea son ahora mismo inaccesibles. Estarán disponibles cuando se reabra su estación.", - "MAGIKRAB_NEW_STATION.f": "¡Bienvenida! Me he tomado la libertad de abrir el andén A para que puedas viajar.", - "MAGIKRAB_NEW_STATION.n": "¡Bienvenide! Me he tomado la libertad de abrir el andén A para que puedas viajar.", - "MAGIKRAB_NEW_STATION_FINAL1.m": "¡Por fin has llegado! Bienvenido a la estación de Puente de la Noche.", - "MAGIKRAB_NEW_STATION_FINAL1.f": "¡Por fin has llegado! Bienvenida a la estación de Puente de la Noche.", - "MAGIKRAB_NEW_STATION_FINAL2": "El tren que está a punto de llegar al andén B tiene previsto partir pronto hacia otras realidades.", - "MAGIKRAB_NEW_STATION_FINAL1.n": "¡Por fin has llegado! Bienvenide a la estación de Puente de la Noche.", - "MAGIKRAB_NEW_STATION_FINAL3": "Yo que tú procuraría no entretenerme si es que quieres viajar en él.", - "MAGIKRAB_MENU": "¿Qué puedo hacer por ti, {player}?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "Quiero viajar.", - "MAGIKRAB_MENU_OPTION_LEAVE": "Quiero marcharme de Nueva Wirral.", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "Háblame del andén B.", - "MAGIKRAB_MENU_OPTION_MERLINE": "¿Qué es eso de la Merlínea?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "¿Y dices que eres un… magikangrejo?", - "MAGIKRAB_MENU_OPTION_NOTHING": "Nada.", - "MAGIKRAB_TRAVEL2": "El tren del andén A está listo para partir, {player}.", - "MAGIKRAB_TRAVEL1": "¿Dónde quieres ir?", - "MAGIKRAB_LEAVE2": "Sin embargo, todas las salidas desde el andén B han quedado canceladas hasta dentro de 642 años.", - "MAGIKRAB_TRAVEL3": "¡Cuidado al subir!", - "MAGIKRAB_LEAVE1": "Bueno, para los viajes interdimensionales usamos el andén B…", - "MAGIKRAB_LEAVE3": "La Merlínea… me ha dicho que es por algo así como un virus psíquico. O una guerra, o algo así.", - "MAGIKRAB_LEAVE4": "Sin embargo, me complace informarte de que las llegadas al andén B siguen llegando a su hora.", - "MAGIKRAB_LEAVE_FINAL_STATION1": "¡Pues has venido al lugar adecuado! Puedes pasar al andén B.", - "MAGIKRAB_PLATFORMB_DEFEATED1": "No se espera ninguna llegada al andén B hasta dentro de bastante tiempo.", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "El invitado que va a llegar al andén B ha trascendido el concepto de la mortalidad. Ten en cuenta que no todos los seres que son como él acostumbran a «desaparecer» al morir.", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humano.", - "MAGIKRAB_PLATFORMB_POPPETOX1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_MONARCH2": "El invitado que va a llegar al andén B busca a aquellos que han sido consumidos por un vacío interior. Puede que no se deje ver hasta que hayas aprendido y experimentado esa sensación.", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humane.", - "MAGIKRAB_PLATFORMB_MONARCH1": "Está previsto que pronto se produzca una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humana.", - "MAGIKRAB_PLATFORMB_ROBIN1": "Hace poco que se ha habido una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsatelo bien antes de aceptar nada como «cierto» o acabarás perdido en tu propia mente.", - "MAGIKRAB_PLATFORMB_BABELITH1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_ROBIN2": "Parece que el invitado que ha llegado tiene mucho interés en el teatro. ¿No te lo has cruzado al entrar?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsatelo bien antes de aceptar nada como «cierto» o acabarás perdide en tu propia mente.", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsatelo bien antes de aceptar nada como «cierto» o acabarás perdida en tu propia mente.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "El andén B está… en otra parte. [pause]Hace un tiempo, esta estación quedó destruida por un terremoto. Sin embargo, creo que está a punto haber una llegada allí.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Se sabe que el invitado que va a llegar al andén B gusta mucho de emitir juicios, por así decirlo.", - "MAGIKRAB_PLATFORMB_ALICE1": "Está previsto que el ser que habita en esta estación llegue al andén B en cualquier momento.", - "MAGIKRAB_PLATFORMB_ALICE2.m": "Me he encargado de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "Por lo visto, esperaba que fueras más… bajito.", - "MAGIKRAB_PLATFORMB_ALICE2.n": "Me he encargado de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", - "MAGIKRAB_PLATFORMB_ALICE3": "Lo que no tengo muy claro es cómo espera que puedas caber por la puerta del andén.", - "MAGIKRAB_PLATFORMB_ALICE2.f": "Me he encargado de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "Por lo visto, esperaba que fueras más… bajita.", - "MAGIKRAB_PLATFORMB_ALICE4.n": "Por lo visto, esperaba que fueras más… bajite.", - "MAGIKRAB_PLATFORMB_CUBE1": "El invitado que va a llegar al andén B tiene una mente muy cuadriculada. Conviene que guardes las distancias.", - "MAGIKRAB_PLATFORMB_MORGANTE1": "Por lo visto, Morganta ha vuelto. Según parece, te espera en el andén B.", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}…", - "MAGIKRAB_PLATFORMB_MORGANTE4": "No conviene dar por sentado que los acuerdos que se tengan con ellos seguirán en pie una vez que dejen de serles útiles.", - "MAGIKRAB_PLATFORMB_MORGANTE3": "Si algo he aprendido de mis tratos con esos egregores a los que tú llamas «arcángeles»…", - "MAGIKRAB_PLATFORMB_MORGANTE6": "Incluso ahora, la Merlínea me impide darte acceso libre a toda Su red viaria.", - "MAGIKRAB_PLATFORMB_MORGANTE5": "Para ellos somos como insectos. O como cangrejos.", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "El portal del andén B está listo, si es que quieres utilizarlo.", - "MAGIKRAB_PLATFORMB_MORGANTE7": "Los «arcángeles» siempre tienen algún motivo oculto para hacer lo que hacen. Ten cuidado.", - "MAGIKRAB_PLATFORMB_ALEPH1": "El tren estacionado en el andén B va a efectuar su salida muy pronto.", - "MAGIKRAB_PLATFORMB_ALEPH2": "¡Pues sí, resulta que hay un portal activo en esta estación!", - "MAGIKRAB_PLATFORMB_ALEPH3": "¡Ya casi estás en casa, {player}!", - "MAGIKRAB_MERLINE1": "La Merlínea es una red subterránea de estaciones de tren situadas por toda Nueva Wirral y bastante más allá.", - "MAGIKRAB_MERLINE2": "La Merlínea no habla con los mortales. ¡Me ha elegido a mí para que haga las veces de Su portavoz y poder así comunicarse contigo!", - "MAGIKRAB_MAGIKRAB1": "¡Exactamente! Soy un magikangrejo, fiel servidor de la incomparable Merlínea, en cuyas galerías te encuentras ahora mismo.", - "MAGIKRAB_MAGIKRAB2": "Al igual que tú, no nací en Nueva Wirral. Sin embargo, ha habido varios aquí que han podido conocerme.", - "MAGIKRAB_MAGIKRAB3": "La Merlínea me ha designado para que sea tu guía en Su red viaria.", - "MAGIKRAB_NOTHING1": "¡Como quieras!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "¡Bienvenide a Llanto Creciente! Bueno, a lo que queda de ella…", - "MAGIKRAB_ON_ARRIVAL.m": "¡Bienvenido a {region_name}!", - "MAGIKRAB_ON_ARRIVAL.n": "¡Bienvenide a {region_name}!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "¡Bienvenido a Llanto Creciente! Bueno, a lo que queda de ella…", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "¡Bienvenida a Llanto Creciente! Bueno, a lo que queda de ella…", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]¡¡¡Una terrateniente!!![/shake][pause][pause] Seguro que has venido a buscar venganza por haber puesto fin a todas vuestras operaciones, [pause]¡¿a que sí?!", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh…[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Uuuuuuuuuuh…[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]yo creo que le pasa algo. [pause]Es como si [pause]le [pause]faltara un tornillo, o algo.", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]¿Eeeeeh?[/wave]", - "SUNNY_INTRO_EUGENE12": "Me parece que le ha dado demasiado el sol en la cabeza.", - "SUNNY_INTRO_EUGENE6": "Me parece… [pause]que tienes razón.", - "SUNNY_INTRO_KAYLEIGH8": "Bueno, [pause]eh… [pause]¿Te encuentras bien? ¿Por qué no nos hablas un poco de ti?", - "SUNNY_INTRO_KAYLEIGH7": "Perdona que te hayamos recibido de forma tan hostil. [pause]¿Por qué no te sientas para que podamos conocernos un poco mejor?", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Beneficios… [pause]bajan…[/wave]", - "SUNNY_INTRO_EUGENE10": "Los terratenientes eran esbirros de un arcángel que derrotamos. [pause]A lo mejor, al marcharse su jefe, se les quedó frito el cerebro. [pause]Aun así, no me fío de ella.", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]No hay… [pause]perspectivas… [pause]laborales…[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sol…[/wave]", - "SUNNY_INTRO_EUGENE17": "Puede que los terratenientes solo existan para hacer su trabajo y ahora no sepa qué otra cosa puede hacer. [pause]Como una máquina que se ha quedado sin función.", - "SUNNY_INTRO_KAYLEIGH13": "¿«El sol»? [pause]Oye, ¿y por qué no la llamamos Sol? ¡De alguna forma tendremos que llamarla!", - "SUNNY_INTRO_SUNNY14_OPTION1": "¿Qué te ha pasado?", - "SUNNY_INTRO_SUNNY14_OPTION2": "¿Te acuerdas de algo de tu vida anterior?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Los terratenientes… [pause]bancarrota… [pause]no queda… nada…[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]¿Qué… hago… aquí?[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]¿Empezar… [pause]de cero?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "¡Ah, pobrecilla! [pause]¡Tienes tiempo de sobra para empezar de cero!", - "SUNNY_INTRO_KAYLEIGH20": "A lo mejor el primer paso es buscarte ropa nueva, Sol. [pause]¡Seguro que tener que llevar ese traje todo el día no es nada cómodo!", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]…[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "¡De acuerdo, pues! [pause]{player}, [pause]nos vemos en la sastrería de Villapuerto. [pause]Está en la parte alta, al norte de aquí.", - "SUNNY_PART2_KAYLEIGH1": "¡Ah, hola! [pause]Ya estamos todos.", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh…[/wave]", - "SUNNY_PART2_EUGENE2": "Aún no tengo claro que sea buena idea ayudarla. [pause]¿Se te ha olvidado aquella vez que su antiguo jefe intentó conquistar la isla?", - "SUNNY_PART2_MEREDITH3": "Esto puede acabar siendo interesante y todo.", - "SUNNY_PART2_FELIX3": "Yo solo he venido a dar apoyo moral.", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Vale…[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]¿Eeeh…?[/wave]", - "SUNNY_PART2_VIOLA3": "¡Me embarga la curiosidad! Puede que, en este episodio, hallemos diversión.", - "SUNNY_PART2_KAYLEIGH5": "A ver, [pause]Sol, [pause]te voy a llevar a que puedas elegir algo de ropa nueva.", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]¿Esto… bien…?[/wave]", - "SUNNY_PART2_EUGENE8": "Yo sigo con mis dudas, Kayleigh…", - "SUNNY_PART2_MEREDITH9": "Yo, a estas alturas, ya me lo estoy pasando [wave amp=30 freq=10]de cine[/wave].", - "SUNNY_PART2_FELIX10": "¡Oye, ya es algo!", - "SUNNY_PART2_KAYLEIGH12": "No sé yo si eso era buena opción, [pause]Sol.", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]No sé… yo…[/wave]", - "SUNNY_PART2_VIOLA11": "Cáspita… [pause]Casi podría decirse que esta doncella está aún menos familiarizada que yo con el estilo y la moda de estas tierras.", - "SUNNY_PART2_EUGENE14": "No esperaba que fuera a tirar por ahí.", - "SUNNY_PART2_MEREDITH20": "Mira, [pause]si va a resultar que Sol molaba y todo. [pause]¿Quién lo iba a decir?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Creo que… [pause]estoy bien.[/wave]", - "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]¿es cosa mía, [pause]o Sol está…?", - "SUNNY_PART2_KAYLEIGH15": "No parece que estés muy cómoda con eso, Sol… [pause]¿Por qué no probamos otra cosa?", - "SUNNY_PART2_EUGENE17": "Eh…", - "SUNNY_PART2_KAYLEIGH19": "¿Absolutamente [wave amp=30 freq=10]perfecta[/wave]? [pause]No, [pause]no es cosa tuya.", - "SUNNY_PART2_FELIX20": "Yo creo que Sol ha encontrado su estilo.", - "SUNNY_PART2_VIOLA20": "Sin duda inesperado. [pause]Sin duda.", - "SUNNY_PART2_PLAYER21_OPTION2": "¡Estás muy mona, Sol!", - "SUNNY_PART2_PLAYER21_OPTION1": "¡Cómo molas, Sol!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Vale. [pause]Ahora esta soy yo…[/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Gracias por la ayuda… [pause]A todos.[/wave]", - "SUNNY_PART2_EUGENE24": "La verdad es que ahora mismo no sé qué pensar.", - "SUNNY_PART2_KAYLEIGH25": "Nos alegramos de haber podido ayudarte, Sol.", - "SUNNY_PART2_KAYLEIGH26": "Villapuerto permite a todo el mundo empezar de cero. [pause]Es justo que eso incluya también a los «agentes inmobiliarios zombis».", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Los terratenientes no son «zombis». [pause]Los terratenientes son receptáculos. [pause]Creados para trabajar.[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Pero ya no… [pause]A partir de ahora…, [pause]en lugar de eso, soy «Sol».[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hola…, {player}…[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]… Es que no creo que… [pause]Creo que deberíamos ser solo amigos.[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]No hace mucho que soy «Sol». [pause]Necesito más tiempo para ser yo.[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "Es muy raro.", - "SUNNY_EUGENEDATE_EUGENE2": "¿Es por todo el rollo ese de mi «campaña para acabar con los terratenientes»? [pause]Ya sé que somos una [wave amp=30 freq=10]extraña pareja[/wave], pero es que no puedo dejar de pensar en ti.", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]No, no es eso. [pause]Ya no soy terrateniente. [pause]Creo que…[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Pero lo he pasado bien en nuestra «cita».[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "Lo entiendo. [pause]No te preocupes, Sol.", - "FARM_INTRO_EDWARD1.f": "¡Hola, amiga! [pause]¿Has venido a solucionar nuestro problema con la gelatina?", - "FARM_INTRO_EDWARD1.m": "¡Hola, amigo! [pause]¿Has venido a solucionar nuestro problema con la gelatina?", - "FARM_INTRO_EDWARD1.n": "¡Hola, amigue! [pause]¿Has venido a solucionar nuestro problema con la gelatina?", - "FARM_INTRO_EDWARD1_OPTION1": "¿Qué problema?", - "FARM_EDWARD_INTERACT2.f": "¡Hola, amiga! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", - "FARM_INTRO_EDWARD1_OPTION2": "¿Vuestro problema con qué?", - "FARM_INTRO_EDWARD2": "Pues mira, es que ese puente de ahí conecta nuestra granja con Villapuerto. [pause]Nosotros proporcionamos casi todos los productos frescos que se consumen en el pueblo.", - "FARM_INTRO_EDWARD3": "Por desgracia, los seres de gelatina que hay por la zona andan un poco desmadrados últimamente y han…, [pause]esto…, [pause]pringado todo el puente.", - "FARM_INTRO_EDWARD4.m": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se van con la música a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", - "FARM_INTRO_EDWARD4.f": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se van con la música a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", - "FARM_EDWARD_INTERACT1": "Como siga así este problema con el puente, las reservas de comida de Villapuerto van a empezar a escasear…", - "FARM_BRIDGE_CONFIRM": "¿Quieres intentar apartar el pringue? Parece bastante asqueroso…", - "FARM_INTRO_EDWARD4.n": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se van con la música a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "¡Gracias, amiga! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "¡Gracias, amigo! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "¡Gracias, amigue! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", - "FARM_BRIDGE_LOWERED_EDWARD2": "Usamos gelatina de gelatona para fertilizar las plantas. [pause]Supongo que ha debido de acumularse en el terreno y ha acabado formando esa bestia.", - "FARM_EDWARD_INTERACT2.m": "¡Hola, amigo! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", - "FARM_BRIDGE_LOWERED_EDWARD3": "En fin, si quieres intentar utilizar esa gelatina para ver si consigues hacer que [wave amp=30 freq=10]crezca[/wave] la cosecha, [pause]por mí, no te cortes.", - "HOYLAKE_INTRO_HOYLAKE1.m": "¡Saludos cordiales, recién llegado! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", - "FARM_EDWARD_INTERACT2.n": "¡Hola, amigue! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", - "FARM_MARIS_INTERACT": "¡Hola! [pause]Qué amable por tu parte venir a visitarnos. [pause]¿Vas a quedarte un rato o solo estás de paso?", - "HOYLAKE_INTRO_HOYLAKE1.f": "¡Saludos cordiales, recién llegada! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "¿Lo desconocido?", - "HOYLAKE_INTRO_HOYLAKE1.n": "¡Saludos cordiales, recién llegade! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "¿Investigador?", - "HOYLAKE_PART2_HOYLAKE6": "Un joven guarda me informó hace poco de «{monster_description}, visto {habitat_phrase}». [pause]Suena al tipo de trabajo que mejor se te da, ¿verdad que sí?", - "HOYLAKE_INTRO_HOYLAKE3": "¡Mi herramienta no es ni más ni menos que el método científico! [pause]Tenemos que observar, analizar y sacar conclusiones.", - "HOYLAKE_INTRO_HOYLAKE2": "¡Así es! [pause]Puesto que todos nosotros hemos quedado atrapados en este extraño lugar, le corresponde a una mente incansable y [wave amp=30 freq=10]racional[/wave] dar sentido al caos que nos rodea.", - "HOYLAKE_INTRO_HOYLAKE4": "Las humildes gentes del pueblo hablan de las muchas bestias que moran en esta isla. [pause]Si pudiéramos catalogarlas, [pause]lo desconocido dejaría de serlo para convertirse en [wave amp=30 freq=10]lo conocido[/wave].", - "HOYLAKE_INTRO_HOYLAKE5.m": "A ver, [pause]seguro que alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", - "HOYLAKE_INTRO_HOYLAKE5.n": "A ver, [pause]seguro que alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", - "HOYLAKE_INTRO_HOYLAKE5.f": "A ver, [pause]seguro que alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "¡Claro, vamos!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Mejor en otro momento.", - "HOYLAKE_INTRO_HOYLAKE_NO": "Vaya, [pause]pues qué pena. Si alguna vez cambias de idea, ¡házmelo saber! [pause]¡La ciencia prevalecerá, de un modo u otro!", - "HOYLAKE_PART1_HOYLAKE1": "¡Estupendo! [pause]¡Maravilloso! [pause]Tengo unas cuantas descripciones de monstruos que he recogido de las gentes de Villapuerto. Si consigues grabar esas formas de monstruo, podré catalogarlas.", - "HOYLAKE_PART1_HOYLAKE3": "¡Aquí tienes unas cuantas cintas vírgenes que te vendrán muy bien en tu investigación!", - "HOYLAKE_PART1_HOYLAKE2": "El primer testimonio que tengo habla de «{monster_description}, visto {habitat_phrase}».", - "HOYLAKE_PART1_HOYLAKE4.m": "Tráemelo cuando lo hayas grabado para que yo pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "Estoy segura de que he visto algo así por esta zona. Creo que se llama {monster_name.to_lower}.", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "¿Dices que Hoylake está buscando {monster_description}?", - "HOYLAKE_PART1_HOYLAKE4.f": "Tráemelo cuando lo hayas grabado para que yo pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", - "HOYLAKE_PART1_HOYLAKE4.n": "Tráemelo cuando lo hayas grabado para que yo pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "¡Estupendo! Un «{monster_name.to_lower}», ¿verdad? [pause]Sí, esta claro, concuerda perfectamente con los testimonios que tengo.", - "HOYLAKE_INTERACT_HOYLAKE1.f": "¡Saludos, mi diligente ayudante! ¿Has grabado ya nuestro monstruo misterioso? Buscamos «{monster_description}, visto {habitat_phrase}».", - "HOYLAKE_INTERACT_HOYLAKE1.m": "¡Saludos, mi diligente ayudante! ¿Has grabado ya nuestro monstruo misterioso? Buscamos «{monster_description}, visto {habitat_phrase}».", - "HOYLAKE_INTERACT_HOYLAKE1.n": "¡Saludos, mi diligente ayudante! ¿Has grabado ya nuestro monstruo misterioso? Buscamos «{monster_description}, visto {habitat_phrase}».", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Todavía no.", - "HOYLAKE_INTERACT_HOYLAKE_NO": "No te preocupes. [pause]¡Seguro que ese ser tan enigmático se deja ver más pronto que tarde! [pause]¡Nada ni nadie puede poner freno al progreso!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "¡Aquí está!", - "HOYLAKE_PART2_HOYLAKE1": "¡Estupendo! Un «macabra», ¿verdad? [pause]Tiene los colmillos… y el cráneo. [pause]Sí, esta claro, concuerda perfectamente con los testimonios que tengo.", - "HOYLAKE_PART2_HOYLAKE2": "Grabar monstruos con walkmans para poder transformarnos en ellos… [pause]No tiene ningún sentido desde un punto de vista racional y, sin embargo, lo vemos ocurrir una y otra vez con nuestros propios ojos.", - "HOYLAKE_PART2_HOYLAKE3": "Si nuestra interpretación de la ciencia demuestra tener lagunas, [pause]¡entonces es esa interpretación lo que tiene que cambiar!", - "HOYLAKE_PART2_HOYLAKE4": "Gracias por el trabajo que has hecho. Aquí tienes una pequeña compensación.", - "HOYLAKE_PART2_HOYLAKE5": "En cuanto a tu próxima misión…", - "HOYLAKE_PART3_HOYLAKE1": "¡Vaya, vaya! [pause]¡Es verdad que el astrordígrado es una bestia perturbadora! [pause]No tengo ni idea de por qué iba a querer nadie transformarse en cosa semejante…", - "HOYLAKE_PART3_HOYLAKE2": "Si te digo la verdad, [pause]¡yo no quiero transformarme en ninguna bestia! [pause]No entiendo cómo funciona esa tecnología y prefiero no experimentar [wave amp=30 freq=10]conmigo mismo[/wave].", - "HOYLAKE_PART3_HOYLAKE1_RAND": "¡Vaya, vaya! [pause]Un «{monster_name.to_lower}», ¿verdad? [pause]No tengo ni idea de por qué iba a querer nadie transformarse en cosa semejante…", - "HOYLAKE_PART3_HOYLAKE3": "Con sumo gusto, les dejo a los demás todo eso de transformarse en monstruos… [pause]Y eso me recuerda… ¡que aquí tienes una recompensa por tu esfuerzo!", - "HOYLAKE_PART3_HOYLAKE5": "Está claro que alguien pretende tomarme el pelo. [pause]Reírse a mi costa. [pause]O gastarme una especie de broma.", - "HOYLAKE_PART3_HOYLAKE4": "El siguiente rumor que he oído suena demasiado raro para ser verdad. Tiene que ver con «{monster_description}, visto {habitat_phrase}».", - "HOYLAKE_PART3_HOYLAKE6.m": "Si consigues llegar al fondo de este asunto, puede que se te dé incluso mejor la ciencia que a mí.", - "HOYLAKE_PART3_HOYLAKE6.f": "Si consigues llegar al fondo de este asunto, puede que se te dé incluso mejor la ciencia que a mí.", - "HOYLAKE_PART4_HOYLAKE1": "¡¿Qué?! [pause]¡¿Era verdad?! [pause]Jamás se me habría ocurrido creerlo.", - "HOYLAKE_PART3_HOYLAKE6.n": "Si consigues llegar al fondo de este asunto, puede que se te dé incluso mejor la ciencia que a mí.", - "HOYLAKE_PART4_HOYLAKE2": "Conque un «librerrendo». [pause]En la Tierra… O, bueno en mi Tierra, al menos, [pause]hay un ser mítico llamado «lebrílope» que es muy parecido.", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "¡Claro!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "«{monster_name}», ¿eh?", - "HOYLAKE_PART6_HOYLAKE1": "¡Ah, has conseguido grabarlo! [pause]Un «elfolfo», ¿verdad? [pause]Tan enigmático que hasta lleva oculto el rostro. [pause]Ahora que lo pienso, hay bastantes monstruos en Nueva Wirral que llevan máscara.", - "HOYLAKE_PART4_HOYLAKE3": "Resulta sorprendente la influencia que parecen tener nuestros mitos y leyendas en la apariencia de los monstruos que hay en Nueva Wirral…", - "HOYLAKE_PART4_HOYLAKE4": "Oye, [pause]¿te importa que te haga unas cuantas preguntas sobre el mundo en el que vivías antes de venir aquí? [pause]También estoy intentando catalogar las distintas realidades de las que provienen los residentes de Villapuerto.", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Eh… Claro, adelante.", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Supongo que no tiene nada de malo.", - "HOYLAKE_PART4_HOYLAKE5": "¡Estupendo! [pause]Solo voy a hacerte unas cuantas preguntas que tienen que ver con hechos históricos, y tú tienes que decirme si te suenan o no.", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Sí.", - "HOYLAKE_PART4_HOYLAKE6": "Primera pregunta: [pause]¿Conoces el «Imperio romano»?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Pues no.", - "HOYLAKE_PART4_HOYLAKE7": "Segunda pregunta: [pause]¿Sucedió la «Revolución Industrial» en el pasado de tu mundo?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "No.", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "¡Ya lo creo!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "¡Qué va!", - "HOYLAKE_PART4_HOYLAKE8": "Vale, tercera pregunta: [pause]¿Aterrizó alguna vez el ser humano en la Luna?", - "HOYLAKE_PART4_HOYLAKE9": "De acuerdo. [pause]Y la última pregunta: ¿Ha ocurrido ya el «Día de los Pájaros»?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "¿Qué?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "¿Qué quieres decir con «ya»?", - "HOYLAKE_PART4_HOYLAKE11": "¡Gracias otra vez por tu ayuda! [pause]Quédate con esto por las molestias.", - "HOYLAKE_PART4_HOYLAKE10.f": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", - "HOYLAKE_PART4_HOYLAKE10.m": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", - "HOYLAKE_PART4_HOYLAKE10.n": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", - "HOYLAKE_PART4_HOYLAKE12.m": "¿Estás listo para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", - "HOYLAKE_PART4_HOYLAKE13": "No hace mucho oí a la guarda de élite Agnes Pectro musitar algo sobre «{monster_description}, visto {habitat_phrase}».", - "HOYLAKE_PART4_HOYLAKE12.f": "¿Estás lista para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", - "HOYLAKE_PART4_HOYLAKE12.n": "¿Estás liste para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", - "HOYLAKE_PART4_HOYLAKE14": "Si consigues grabar uno, ¡házmelo saber cuanto antes!", - "HOYLAKE_PART5_HOYLAKE1.f": "¡Estupendo! [pause]Has vuelto a demostrar que eres una investigadora muy capaz.", - "HOYLAKE_PART5_HOYLAKE1.m": "¡Estupendo! [pause]Has vuelto a demostrar que eres un investigador muy capaz.", - "HOYLAKE_PART5_HOYLAKE2": "Conque lo llaman «nuncamórvido». [pause]¡Qué aspecto tan terrible, el suyo! [pause]Me hace pensar en un poema…, [pause]pero no recuerdo bien cuál era exactamente.", - "HOYLAKE_PART5_HOYLAKE1.n": "¡Estupendo! [pause]Has vuelto a demostrar que eres une investigadore muy capaz.", - "HOYLAKE_PART5_HOYLAKE2_RAND": "«{monster_name}». Otro más que puedo tachar.", - "HOYLAKE_PART5_HOYLAKE3": "¡Pues ya solo queda uno en mi lista de investigaciones prioritarias!", - "HOYLAKE_PART5_HOYLAKE4": "Ianthe en persona me ha hablado de un ser que sale huyendo si ve acercarse siquiera a un ser humano.", - "HOYLAKE_PART5_HOYLAKE5": "Según parece, es «{monster_description}, visto {habitat_phrase}». [pause]Si te parece que eso suena a algo que podrías ser capaz de grabar, [pause]¡pues adelante y buena suerte!", - "FRANKIE_PART4_FRANKIE1.f": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", - "HOYLAKE_PART6_HOYLAKE1_RAND": "¡Ah, has conseguido grabarlo! [pause]Un «{monster_name.to_lower}», ¿no es así?", - "HOYLAKE_PART6_HOYLAKE3": "O a lo mejor solo significa que las máscaras suelen quedar bastante [wave amp=30 freq=10]imponentes[/wave]…", - "HOYLAKE_PART6_HOYLAKE2": "¿Qué puede significar eso? [pause]A lo mejor hay una conexión psíquica subyacente entre la percepción que tienen los humanos de las caras y la forma que tienen estos monstruos de manifestarse como seres tangibles…", - "HOYLAKE_PART6_HOYLAKE4.m": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú el científico!", - "HOYLAKE_PART6_HOYLAKE4.f": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú la científica!", - "HOYLAKE_PART6_HOYLAKE4.n": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú le científique!", - "HOYLAKE_PART6_HOYLAKE5": "La verdad es que [pause][wave amp=30 freq=10]yo no soy profesor ni científico[/wave].", - "HOYLAKE_PART6_HOYLAKE6": "Antes de naufragar en Nueva Wirral, no era más que un empleado de una gran empresa. [pause]Lo mío, más que la [wave amp=30 freq=10]ciencia[/wave], era la [wave amp=30 freq=10]ciencia ficción[/wave].", - "HOYLAKE_PART6_HOYLAKE7": "Pero, aun así, ¡tengo que ser racional! [pause]Venir aquí le ha dado un nuevo propósito a mi vida.", - "HOYLAKE_PART6_HOYLAKE8": "Puede que no sea profesor [wave amp=30 freq=10]de verdad[/wave], pero creo que mis esfuerzos aquí pueden ser valiosos igualmente.", - "HOYLAKE_PART6_HOYLAKE9.m": "Gracias por la ayuda incansable que has prestado a la causa científica, amigo mío. [pause]¡Has sido un ejemplo para todos los demás!", - "HOYLAKE_PART6_HOYLAKE9.f": "Gracias por la ayuda incansable que has prestado a la causa científica, amiga mía. [pause]¡Has sido un ejemplo para todos los demás!", - "HOYLAKE_PART6_HOYLAKE9.n": "Gracias por la ayuda incansable que has prestado a la causa científica, amigue míe. [pause]¡Has sido un ejemplo para todos los demás!", - "HOYLAKE_PART6_HOYLAKE10": "Si alguna vez quieres ayudarme a ampliar mi labor de catalogación, vuelve y habla conmigo. [pause]¡Siempre hay algo nuevo que investigar!", - "HOYLAKE_PART7_HOYLAKE1": "¡Hola, {player}! ¿Cuántas especies distintas has grabado ya?", - "HOYLAKE_PART7_HOYLAKE2": "¡Madre mía! ¡¿{count}?!", - "HOYLAKE_PART7_HOYLAKE4": "¡Yo diría que esos son todos los monstruos de Nueva Wirral que se conocen! [pause]Bueno, [pause]si exceptuamos los monstruos piratas, las fusiones y los arcángeles.", - "HOYLAKE_PART7_HOYLAKE3": "Gracias por el trabajo que has hecho. Aquí tienes una pequeña compensación.", - "HOYLAKE_PART7_HOYLAKE6.m": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART7_HOYLAKE5": "Me va a llevar un tiempo terminar de catalogar todas las especies que me has enseñado.", - "HOYLAKE_PART7_HOYLAKE7": "Cuando tenga alguna misión para ti, te la colgaré en el tablón de anuncios.", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]¡¡¡Este sitio es lo que siempre había soñado!!! ¡¡¡Lo tiene todo!!![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "¿{count}? No está nada mal.", - "HOYLAKE_PART7_HOYLAKE6.n": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART7_HOYLAKE6.f": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART7_HOYLAKE9": "Ven a verme cuando llegues a {next_threshold}.", - "HOYLAKE_PART7_HOYLAKE10": "No olvides remasterizar tus cintas cuando lleguen a cinco estrellas. ¡He oído que hay unas cuantas especies que solo pueden conseguirse así!", - "HOYLAKE_PART8_HOYLAKE1": "¡Hola, {player}! Aún estoy ocupado catalogando las especies que me has grabado antes.", - "HOYLAKE_PART8_HOYLAKE2.m": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART8_HOYLAKE2.f": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "FRANKIE_PART1_FRANKIE2.m": "¡Ay, qué ilu! ¡¿Tú también eres [wave amp=30 freq=10]un veterano[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", - "HOYLAKE_PART8_HOYLAKE2.n": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART8_HOYLAKE3": "¡Hola, {player}! Cuando tenga alguna misión para ti, te la colgaré en el tablón de anuncios.", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]¡Hola, hola[/wave], {player}! [pause]Quiero que conozcas a nuestra flamante nueva incorporación: ¡Frankie!", - "FRANKIE_PART1_FRANKIE2.f": "¡Ay, qué ilu! ¡¿Tú también eres [wave amp=30 freq=10]una veterana[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "¿Veterano?", - "FRANKIE_PART1_FRANKIE2.n": "¡Ay, qué ilu! ¡¿Tú también eres [wave amp=30 freq=10]une veterane[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "¿Veterana?", - "FRANKIE_PART1_FRANKIE3": "Un mundo mágico lleno de monstruos, y héroes apuestos que se transforman para luchar contra ellos…", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "¿Veterane?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "¡Oye, que no llevo aquí tanto tiempo!", - "FRANKIE_PART1_CYBIL6": "Como podéis ver, Frankie se ha tomado muy bien las noticias que ha recibido al llegar a Nueva Wirral.", - "FRANKIE_PART1_KAYLEIGH5": "Te veo muy animada con todo esto…", - "FRANKIE_PART1_EUGENE5": "¡Me gusta tu entusiasmo!", - "FRANKIE_PART1_MEREDITH5": "No es esa la reacción que esperaba.", - "FRANKIE_PART1_FELIX5": "Tienes bastante más entusiasmo que yo cuando llegué.", - "FRANKIE_PART1_VIOLA5": "Me sorprende que no te haya contrariado lo más mínimo tu inesperado viaje a este lugar, amiga mía.", - "FRANKIE_PART1_FRANKIE7": "¡Os aseguro que quiero aprovechar esto a tope! ¡Y fijo que unirme a los guardas es lo mejor que me depara esta aventura! Ji, ji.", - "FRANKIE_PART1_CYBIL8": "Le he dado a Frankie un walkman de repuesto que tenía. Tú lo único que tienes que hacer es darle una cinta de monstruo y unas cuantas nociones básicas.", - "FRANKIE_PART1_FRANKIE10": "Mi propia forma de monstruo… El primer paso de mi fantástico viaje…", - "FRANKIE_PART1_CYBIL9": "¡Y hasta aquí llega mi boletín! [pause]¡Hasta otra, {player}!", - "FRANKIE_PART1_FRANKIE15.f": "Por favor, guarda de élite, ¡tienes que darme las «nociones básicas»! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿vale?", - "FRANKIE_PART1_FRANKIE11": "¿Tienes ya una cinta para mí?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "¡Aquí está!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "¿Seguro que quieres darle a Frankie tu cinta de {species_name.to_lower}? Es un regalo para siempre; ya no la recuperarás.", - "FRANKIE_PART1_FRANKIE11_OPTION2": "Todavía no.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "¿Seguro que quieres darle a Frankie tu cinta de {species_name.to_lower}? Es un regalo para siempre; ya no la recuperarás.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "¿Seguro que quieres darle a Frankie tu cinta de {species_name.to_lower}? Es un regalo para siempre; ya no la recuperarás.", - "FRANKIE_PART1_FRANKIE12": "Conque voy a ser {species_description}, ¿eh?", - "FRANKIE_PART1_FRANKIE13": "…", - "FRANKIE_PART1_FRANKIE15.m": "Por favor, guarda de élite, ¡tienes que darme las «nociones básicas»! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿vale?", - "FRANKIE_PART1_FRANKIE15.n": "Por favor, guarda de élite, ¡tienes que darme las «nociones básicas»! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿vale?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]¡¡¡Esta forma es perfecta!!! ¡¡¡Defenderé esta cinta con mi vida si es necesario!!![/shake]", - "FRANKIE_PART1_FRANKIE16": "¡Hala, transformarse en un monstruo raruno cansa mucho más de lo que yo pensaba!", - "FRANKIE_PART1_FRANKIE17": "Creo que necesito ir a echarme un rato. [pause]Y una buena comilona. [pause]Seguramente en ese orden.", - "FRANKIE_PART1_FRANKIE18.m": "¡Hasta otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita un [wave amp=30 freq=10]mentor sabio y experimentado[/wave], así que me alegro de que, en mi caso, seas tú.", - "FRANKIE_PART1_FRANKIE18.n": "¡Hasta otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita une [wave amp=30 freq=10]mentore sabie y experimentade[/wave], así que me alegro de que, en mi caso, seas tú.", - "FRANKIE_PART1_FRANKIE18.f": "¡Hasta otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita una [wave amp=30 freq=10]mentora sabia y experimentada[/wave], así que me alegro de que, en mi caso, seas tú.", - "FRANKIE_PART1_KAYLEIGH19": "¡Menuda personalidad tiene!", - "FRANKIE_PART1_MEREDITH19": "Me alegro de no ser ya la más torpe de la isla en lo de socializar.", - "FRANKIE_PART1_EUGENE19.m": "¡Eres buen profesor, {player}!", - "FRANKIE_PART1_EUGENE19.f": "¡Eres buena profesora, {player}!", - "FRANKIE_PART1_EUGENE19.n": "¡Eres buene profesore, {player}!", - "FRANKIE_PART1_FELIX19.m": "No eres mal profesor, no.", - "FRANKIE_PART1_FELIX19.f": "No eres mala profesora, no.", - "FRANKIE_PART1_VIOLA19.m": "Has adoptado a la perfección el papel de mentor, {player}.", - "FRANKIE_PART1_FELIX19.n": "No eres male profesore, no.", - "FRANKIE_PART2_FRANKIE1.m": "¡Ah, hola, guarda de élite! ¿Has venido a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", - "FRANKIE_PART1_VIOLA19.f": "Has adoptado a la perfección el papel de mentora, {player}.", - "FRANKIE_PART1_VIOLA19.n": "Has adoptado a la perfección el papel de mentore, {player}.", - "FRANKIE_PART2_FRANKIE1_OPTION1": "¿Tu «viaje del héroe»?", - "FRANKIE_PART2_FRANKIE1.f": "¡Ah, hola, guarda de élite! ¿Has venido a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", - "FRANKIE_PART2_FRANKIE1.n": "¡Ah, hola, guarda de élite! ¿Has venido a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]¡¡¡Tiene que llegar un momento en el que todo aventurero joven y valiente forje su propio camino!!![/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "¿Qué andas tramando?", - "FRANKIE_PART2_FRANKIE3": "Y eso es lo que pienso hacer. [pause]Yo soy la aventurera joven y valiente, por si acaso no habías llegado aún a esa conclusión.", - "FRANKIE_PART2_FRANKIE3_OPTION1": "Ya veo.", - "FRANKIE_PART2_FRANKIE4": "El caso es que he encontrado una de esas «fusiones salvajes» no muy lejos de aquí… ¡y voy a ir a enseñarle quién manda!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "No te sigo.", - "FRANKIE_PART2_FRANKIE4_OPTION1": "¿Te echo una mano?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "¿Estás segura de que es buena idea?", - "FRANKIE_PART2_FRANKIE5": "¡No te preocupes! Tengo una afinidad natural con esto. Me he leído más de [wave amp=30 freq=10]200[/wave] [i]fanfics[/i] sobre gente que se transforma en monstruo. [pause]Y, por favor, no me pidas más detalles.", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]¡Vamos allá![/shake]", - "FRANKIE_PART2_FRANKIE8": "¡Yo diría que mi carrera ha empezado con buen pie!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]¡Conseguido![/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "¿Tu carrera?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "¿Eh?", - "FRANKIE_PART2_FRANKIE9": "¡Claro! ¡Mi carrera como heroína intrépida y misteriosa que salva a las humildes gentes de esta tierra de fantasía! ¿Qué iba a ser si no?", - "FRANKIE_PART2_FRANKIE10": "Estoy completamente segura… de que muy pronto se alzará un mal terrible…", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]¡¡¡Y mía será la responsabilidad de salvar esta isla!!![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "Llegas un poco tarde.", - "FRANKIE_PART2_FRANKIE11_OPTION2": "Eso ya lo hice yo.", - "FRANKIE_PART2_FRANKIE12": "¿Eh? [pause]¿Ah, sí?", - "FRANKIE_PART2_FRANKIE13": "¡Bueno, da igual! ¡Seguro que habrá algún mal en algún sitio al que yo tenga que vencer! [pause]¡[wave amp=30 freq=10]A lo mejor[/wave] se te pasó algo por alto!", - "FRANKIE_PART3_FRANKIE3": "A ver, me refiero a que debería usar el tiempo que pase en Nueva Wirral para darle sentido a mi vida…, ¡o algo así! [pause]¡Salvar el mundo! ¡Encontrar mi verdadera vocación! ¡Enamorarme!", - "FRANKIE_PART3_FRANKIE1": "¡Oye, {player}! ¡Tengo una pregunta para ti!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "¡Pregunta lo que sea!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "¿Qué pregunta?", - "FRANKIE_PART3_FRANKIE2": "¿Cómo funciona lo de… tomar las riendas de tu vida?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "Es una pregunta un poco abstracta…", - "FRANKIE_PART3_FRANKIE2_OPTION2": "Eh… ¿Qué?", - "FRANKIE_PART3_FRANKIE4": "Ya sabes, todos esos rollos clásicos de las aventuras. [pause]¡No tengo un segundo que perder!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "Puede que tengas demasiadas expectativas…", - "FRANKIE_PART3_FRANKIE4_OPTION2": "¿No te parece que te estás poniendo demasiada presión?", - "FRANKIE_PART3_FRANKIE5": "Ah. [pause]Pues igual tienes razón.", - "FRANKIE_PART3_FRANKIE6": "¡Vale, pues otra pregunta! [pause]¿Me ayudas a luchar contra una fusión salvaje que he encontrado por la zona? ¡Seguro que la experiencia vale la pena!", - "FRANKIE_PART3_FRANKIE7": "¡Gracias por la ayuda, {player}! [pause]He decidido que sí, que la experiencia ha valido la pena.", - "FRANKIE_PART4_FRANKIE1.m": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", - "FRANKIE_PART4_FRANKIE3": "Así que, por supuesto, ¡he seguido el rastro de una fusión salvaje para luchar contra ella! No hay tiempo que perder: [shake rate=30 level=10]¡vamos a darle de palos![/shake]", - "FRANKIE_PART4_FRANKIE2": "¡Ya está bien de no ser más que una novata! Pero, claro, para eso necesito ser más fuerte.", - "FRANKIE_PART4_FRANKIE1.n": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", - "FRANKIE_PART4_FRANKIE4": "¡Gracias por echarme una mano! [pause]¡A lo mejor la próxima vez que nos encontremos por el campo ya soy una guarda con todas las de la ley!", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te habría ocurrido que te fuera a desafiar a un duelo, ¿eh?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te habría ocurrido que te fuera a desafiar a un duelo, ¿eh?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]¡¡¡El alumno tiene que enfrentarse a su maestro!!![/shake] ¡La única forma que tengo de convertirme en una verdadera guarda es derrotarte y [wave amp=30 freq=10]conseguir tu sello[/wave]!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te habría ocurrido que te fuera a desafiar a un duelo, ¿eh?", - "FRANKIE_PART5_FRANKIE3": "¡Hasta he domado este lobgancho para que me ayude! ¿Qué me dices? ¿Aceptas mi desafío?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "¡Más vale que me enseñes tu mejor versión, novata!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía yo que tú ibas a ser duro de pelar.", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]¡Guarda![/shake] [pause]¡Has venido a detenerme, ¿eh?!", - "FRANKIE_PART5_FRANKIE3_OPTION2": "¡No pienso darte ni pizca de ventaja!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía yo que tú ibas a ser dura de pelar.", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía yo que tú ibas a ser dure de pelar.", - "FRANKIE_PART5_FRANKIE5": "Por eso es por lo que he querido luchar primero con los otros 12 guardas de élite.", - "FRANKIE_PART5_FRANKIE5_OPTION1": "¡¿Eh?!", - "FRANKIE_PART5_FRANKIE5_OPTION2": "¿Que has hecho qué?", - "FRANKIE_PART5_FRANKIE6": "Lo has oído bien: ¡[wave amp=30 freq=10]Ya cumplo los requisitos[/wave] para ser guarda!", - "FRANKIE_PART5_FRANKIE7": "Solo quería ver si estabas a la altura de tu leyenda. [pause]¡Y no me has decepcionado!", - "FRANKIE_PART5_FRANKIE8.m": "¡Hasta la vista, guarda de élite!", - "FRANKIE_PART5_FRANKIE8.n": "¡Hasta la vista, guarda de élite!", - "FRANKIE_TOWN_HALL_INTERACT1": "¡Hola, {player}! ¡Aquí ando, intentando ponerme al día con los rumores antes de volver a salir de patrulla!", - "FRANKIE_PART5_FRANKIE8.f": "¡Hasta la vista, guarda de élite!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]¡Guarda![/shake] [pause]¡Has venido a detenerme, ¿eh?!", - "VIN_PART1_VIN1_OPTION2": "¡Es mi deber!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]¡Guarda![/shake] [pause]¡Has venido a detenerme, ¿eh?!", - "VIN_PART1_VIN1_OPTION1": "Algo así.", - "VIN_PART1_VIN2": "¡Vale! [pause]Pues si vas a luchar conmigo, ¡que sea uno contra uno!", - "VIN_PART3_VIN8.n": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", - "VIN_PART1_VIN3": "¡Apoyarse en otros para luchar es de [wave amp=30 freq=10]cobardes[/wave]!", - "VIN_PART1_KAYLEIGH4": "No te preocupes, {player}. Por esta vez, me quedo en el banquillo. ¡Puedes ocuparte de este tío sin mí!", - "VIN_PART1_MEREDITH4.f": "¿Una pelea uno contra uno? A por él, tú. No lo dudes ni un momento, {player}, que le puedes de sobra.", - "VIN_PART1_MEREDITH4.m": "¿Una pelea uno contra uno? A por él, tú. No lo dudes ni un momento, {player}, que le puedes de sobra.", - "VIN_PART1_MEREDITH4.n": "¿Una pelea uno contra uno? A por él, tú. No lo dudes ni un momento, {player}, que le puedes de sobra.", - "VIN_PART1_EUGENE4.m": "Dale duro, colega. Para enfrentarte al nota este no te hace falta mi ayuda.", - "VIN_PART1_EUGENE4.n": "Dale duro, colega. Para enfrentarte al nota este no te hace falta mi ayuda.", - "VIN_PART1_FELIX4": "¿Qué opinas, {player}? ¿Quieres enseñarle a este tío quién manda aquí?", - "VIN_PART1_EUGENE4.f": "Dale duro, colega. Para enfrentarte al nota este no te hace falta mi ayuda.", - "VIN_PART1_VIOLA4.n": "Al parecer, esta pendencia es tuya y de nadie más, mi queride {player}. No te preocupes, tengo fe en tu victoria.", - "VIN_PART1_VIOLA4.f": "Al parecer, esta pendencia es tuya y de nadie más, mi querida {player}. No te preocupes, tengo fe en tu victoria.", - "VIN_PART1_VIOLA4.m": "Al parecer, esta pendencia es tuya y de nadie más, mi querido {player}. No te preocupes, tengo fe en tu victoria.", - "VIN_PART1_VIN5.m": "Ja. [pause]Eres fuerte para ser un cobarde…", - "VIN_PART1_VIN5.f": "Ja. [pause]Eres fuerte para ser una cobarde…", - "VIN_PART1_VIN5.n": "Ja. [pause]Eres fuerte para ser une cobarde…", - "VIN_PART1_VIN6": "¡Pero no podrás atraparme! [wave amp=30 freq=10]Ahora me ves, ¡y ahora no![/wave]", - "VIN_PART1_KAYLEIGH7": "Hay que reconocer que corre bastante. Seguro que la próxima vez le echamos el guante, {player}.", - "VIN_PART1_MEREDITH7.m": "Se ha esfumado en un abrir y cerrar de ojos. Ya lo pillaremos la próxima vez, tú.", - "VIN_PART1_MEREDITH7.n": "Se ha esfumado en un abrir y cerrar de ojos. Ya lo pillaremos la próxima vez, tú.", - "VIN_PART1_MEREDITH7.f": "Se ha esfumado en un abrir y cerrar de ojos. Ya lo pillaremos la próxima vez, tú.", - "VIN_PART1_EUGENE7": "Para los humos que se gasta, ha tardado poco en echar a correr.", - "VIN_PART1_FELIX7": "Corre que se las pela, el figura. Seguro que tarde o temprano nos volvemos a cruzar.", - "VIN_PART2_VIN1": "[shake rate=30 level=10]¡Otra vez tú![/shake]", - "VIN_PART1_VIOLA7": "Raudo ha sido en hacer mutis por el foro. Mas habrán de cruzarse de nuevo su camino y el nuestro.", - "VIN_PART2_VIN2": "¡Los malditos guardas siempre estáis metiéndoos donde no os llaman!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]¡Pienso librar a la gente de la tiranía de los guardas de Villapuerto![/shake]", - "VIN_PART2_VIN3": "¡Vamos, lucha conmigo, uno contra uno!", - "VIN_PART2_VIN4": "Ja. Nunca me pillaréis. Y yo nunca me rendiré.", - "VIN_PART3_VIN1.m": "Vaya, qué sorpresa. [pause]¡Los guardas han enviado a su [wave amp=30 freq=10]fiel lacayo[/wave] para que me busque otra vez!", - "VIN_PART3_VIN1.f": "Vaya, qué sorpresa. [pause]¡Los guardas han enviado a su [wave amp=30 freq=10]fiel lacaya[/wave] para que me busque otra vez!", - "VIN_PART3_VIN1_OPTION1": "¡Oye! ¡Me llamo {player}!", - "VIN_PART3_VIN1.n": "Vaya, qué sorpresa. [pause]¡Los guardas han enviado a su [wave amp=30 freq=10]fiel lacaye[/wave] para que me busque otra vez!", - "VIN_PART3_VIN2": "…", - "VIN_PART3_FELIX5": "A ver, ¿entonces el ladronzuelo este es parte de la secta rara esa?", - "VIN_PART3_VIN3": "O sea…", - "VIN_PART3_VIN4.f": "… ¡Que tú eres [wave amp=30 freq=10]la deicida despiadada[/wave] que ha causado todo esto! ¡Eres la que dejó morir al hermano Cooper!", - "VIN_PART3_VIN4.n": "… ¡Que tú eres [wave amp=30 freq=10]le deicida despiadade[/wave] que ha causado todo esto! ¡Eres le que dejó morir al hermano Cooper!", - "VIN_PART3_VIN4.m": "… ¡Que tú eres [wave amp=30 freq=10]el deicida despiadado[/wave] que ha causado todo esto! ¡Eres el que dejó morir al hermano Cooper!", - "VIN_PART3_VIN4_OPTION1.n": "¿Deicida?", - "VIN_PART3_VIN4_OPTION1.f": "¿Deicida?", - "VIN_PART3_VIN4_OPTION1.m": "¿Deicida?", - "VIN_PART3_MEREDITH5": "Es un sectario, {player}. Debe de estar cabreado por lo de Luctifer, el tío ese al que le disteis la paliza Kayleigh y tú.", - "VIN_PART3_VIN4_OPTION2": "¡Yo no hice nada de eso!", - "VIN_PART3_KAYLEIGH5": "¿Eres de los Hijos del Llanto?", - "VIN_PART3_EUGENE5": "¡Oye! ¡Que, de no ser por {player}, habría muerto mucha gente además de Dorian!", - "VIN_PART3_VIOLA5": "¡Andas errado, ladrón!", - "VIN_PART3_VIN6.f": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", - "VIN_PART3_VIN6.m": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", - "VIN_PART3_VIN6.n": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", - "VIN_PART3_VIN7": "Cuando nuestro guía fue [wave amp=30 freq=10]asesinado a sangre fría[/wave], los guardas empezaron enseguida a «ofrecernos ayuda». Sí, claro.", - "VIN_PART3_VIN8.m": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", - "VIN_PART3_VIN8.f": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", - "VIN_PART3_KAYLEIGH9": "Lo has entendido todo mal. [pause]¡Fue Dorian el responsable de todo lo que tuvo que padecer vuestra comunidad!", - "VIN_PART3_VIN10": "Las cintas vírgenes y pegatinas que robo… ¡serán para organizar nuestra resistencia!", - "VIN_PART4_VIN1": "Déjame en paz…", - "VIN_PART4_VIN2": "Aaah…", - "VIN_PART4_VIN3": "Esa bestia me ha pillado por sorpresa…", - "VIN_PART4_VIN4": "¿Por qué… [pause]has hecho eso, {player}?", - "VIN_PART4_VIN5_OPTION1": "¡Estás equivocado!", - "VIN_PART4_VIN5.n": "Podrías haber dejado que me pudriera ahí mismo, igual que hiciste con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", - "VIN_PART4_VIN5.f": "Podrías haber dejado que me pudriera ahí mismo, igual que hiciste con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", - "VIN_PART4_VIN5.m": "Podrías haber dejado que me pudriera ahí mismo, igual que hiciste con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]¡¿Vin?![/shake] [pause]¿Eres tú el responsable de todo esto?", - "VIN_PART4_VIN5_OPTION2": "¡Yo no dejé morir a Dorian!", - "VIN_PART4_JACQUELINE7": "Cuando Ianthe me dijo que alguien estaba robando de las provisiones que los guardas habían asignado a la comuna, ¡no se me habría ocurrido pensar que fueras a ser tú!", - "VIN_PART4_VIN8": "¿Que las habían…[pause] asignado… [pause]a la comuna? [pause]¿A nuestra comuna?", - "VIN_PART4_JACQUELINE9": "¡Pues claro, idiota!", - "VIN_PART5_VIN6": "¡Y ahora me veo obligado a desafiarte para conseguir tu sello! [pause]¡Vamos, lucha conmigo, [wave amp=30 freq=10]uno contra uno[/wave], {player}!", - "VIN_PART4_VIN10": "Pero los guardas… se hicieron con el control, ¿no? Y te obligaron a colaborar [pause]y todo eso… ¿No?", - "VIN_PART4_JACQUELINE11": "Ni mucho menos. Para mí la muerte de Dorian fue como un despertar.", - "VIN_PART4_JACQUELINE12": "Cuando estaba con nosotros… Cuando estaba [wave amp=30 freq=10]al mando[/wave]…, era como vivir hipnotizada. No era capaz de ver con claridad lo que estaba pasando a mi alrededor.", - "VIN_PART4_JACQUELINE13": "Solo ahora, al mirar atrás, soy capaz de ver las cosas tal y como eran en realidad.", - "VIN_PART4_KAYLEIGH14": "Jacqueline…", - "VIN_PART4_JACQUELINE15": "Fui yo quien buscó ayuda para la comuna, e Ianthe fue muy amable al proporcionárnosla.", - "VIN_PART4_JACQUELINE16": "Ahora mismo te estarías muriendo de hambre si no fuera por ella. Dorian nos hizo arrasar nuestros sembrados para poder llegar hasta ese arcángel.", - "VIN_PART4_VIN17": "…", - "VIN_PART4_JACQUELINE20": "Conozco a Vin desde que llegó a Nueva Wirral. No es mal chico, lo que pasa es que… [pause]está muy mal informado.", - "VIN_PART4_JACQUELINE18": "Vamos, hay que llevarte a casa para que puedas descansar.", - "VIN_PART4_JACQUELINE19": "{player}, [pause]Lo siento mucho.", - "VIN_PART4_JACQUELINE22": "Por favor, dile a Ianthe lo mucho que le agradezco su ayuda.", - "VIN_PART4_JACQUELINE21": "Voy a organizar una reunión de toda la comuna para aclararlo todo. Esto no volverá a ocurrir.", - "VIN_PART5_VIN1": "Hola, {player}.", - "VIN_PART5_VIN2": "Cuando me salvaste de esa fusión salvaje, me vi obligado a cuestionármelo todo.", - "VIN_PART5_VIN3": "Siento haber liado la que lie, pero…, [pause]en el fondo, lo hice porque quería ayudar a mi comunidad.", - "VIN_PART5_VIN4": "¡Así que me he unido a los guardas para hacer precisamente eso! Y para compensaros por mis errores, claro.", - "VIN_PART5_KAYLEIGH5": "¡Estupendo! [pause]¡Me alegro mucho de que le hayas dado un giro a tu vida, Vin!", - "VIN_PART5_MEREDITH5": "Pues me parece que tienes mucho trabajo por delante, tú.", - "VIN_PART5_EUGENE5": "Parece que has encontrado tu propia causa. Te has ganado mi respeto.", - "VIN_PART5_FELIX5": "Me alegro de ver que has cambiado de verdad.", - "VIN_PART5_VIN7_OPTION1": "¡Pues sí!", - "VIN_PART5_VIOLA5": "A buen fin no hay mal principio.", - "VIN_PART5_VIN8": "Menos mal que aún hay otros 12 guardas de élite a los que puedo retar para conseguir sellos.", - "VIN_PART5_VIN7": "Maldita sea… No tienes piedad ni de tus amigos, ¿eh?", - "VIN_PART5_VIN7_OPTION2": "Quien bien te quiere te hará llorar.", - "VIN_PART5_VIN9": "La próxima vez que me veas, {player}, ¡seré oficialmente guarda!", - "VIN_TOWN_HALL_INTERACT1.m": "¡Eh, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", - "VIN_TOWN_HALL_INTERACT1.f": "¡Eh, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", - "VIN_TOWN_HALL_INTERACT1.n": "¡Eh, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", - "VIN_AND_FRANKIE_KAYLEIGH3": "¡En la vida se me habría ocurrido que esos dos fueran a acabar haciendo buenas migas!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", - "VIN_AND_FRANKIE_VIN2": "Hola, {player}. ¡Por fin he terminado mi entrenamiento y soy oficialmente guarda!", - "VIN_AND_FRANKIE_MEREDITH3": "¿Esos dos se han hecho colegas? Supongo que es normal.", - "VIN_AND_FRANKIE_FELIX3": "No sabía que vosotros dos os conocierais. Normal, al final, la isla es bastante pequeña.", - "VIN_AND_FRANKIE_VIOLA3": "Jamás habría imaginado que la amistad pudiera brotar entre dos personas tan diferentes.", - "VIN_AND_FRANKIE_EUGENE3": "Je. ¿Ahora esos dos se han hecho amigos?", - "VIN_AND_FRANKIE_FRANKIE4": "Bueno, yo también tengo una noticia…", - "VIN_AND_FRANKIE_FRANKIE5": "Mi lobgancho se ha escapado.", - "VIN_AND_FRANKIE_FRANKIE6": "La guarda de élite Cybil dice que los monstruos salvajes no son buenos animales de compañía, pero… [pause]Yo estoy segura de que es por el [i]fanfic[/i] que escribí sobre él.", - "VIN_AND_FRANKIE_FRANKIE7": "¡No pasa nada! ¡A Vin, mi nuevo [wave amp=30 freq=10]mejor amigo[/wave], no le importan esas cosas!", - "VIN_AND_FRANKIE_VIN8": "¿Qué es un [i]fanfic[/i], {player}? No me lo quiere decir…", - "VIN_AND_FRANKIE_FRANKIE9": "¡¡¡Aaaaah!!!", - "VIN_AND_FRANKIE_FRANKIE10.n": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué me dices?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "¡Claro, vamos!", - "VIN_AND_FRANKIE_FRANKIE10.m": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué me dices?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Mejor en otro momento.", - "VIN_AND_FRANKIE_FRANKIE10.f": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué me dices?", - "POWER_STATION_DREADFUL4": "Bueno, ¿le enseñamos quién manda, o qué?", - "VIN_AND_FRANKIE_FRANKIE11": "Porras… [pause]¡Hemos perdido otra vez!", - "VIN_AND_FRANKIE_VIN12": "No estés triste, Frankie. No se puede ganar siempre.", - "VIN_AND_FRANKIE_VIN13": "{player}, antes de fusionarme con Frankie, no entendía que apoyarse en los demás no es muestra de debilidad.", - "VIN_AND_FRANKIE_VIN14": "Cuando unimos fuerzas, somos más que la suma de ambas partes. [pause]De eso se trata, ¿no?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]¡¡¡Y así es como la valiente heroína propició la redención del antihéroe y su desarrollo personal gracias al poder del amor!!![/wave]", - "VIN_AND_FRANKIE_VIN16": "Espera… [pause]¡¿Qué…?!", - "POWER_STATION_WALLACE1.m": "Ahí dentro ya está todo listo, camarada.", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]¡Je, je, je![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "¡Hasta la vista, {player}!", - "POWER_STATION_WALLACE1.n": "Ahí dentro ya está todo listo, camarada.", - "POWER_STATION_WALLACE1.f": "Ahí dentro ya está todo listo, camarada.", - "POWER_STATION_DREADFUL1": "¡No tengáis tanta prisa!", - "POWER_STATION_DREADFUL2": "¡Este es mi territorio, {player}! Si va a haber una pelea en mi zona favorita, yo quiero estar al tanto de todo.", - "POWER_STATION_DREADFUL3": "¡Agarraos, que vienen curvas! ¡Hay ahí una bestia bien grande y con pinta de ser poco amigable!", - "POWER_STATION_DREADFUL5": "¡Buf, menudo combate! Vosotros echad un vistazo, que yo tengo que recuperar el aliento.", - "POWER_STATION_DREADFUL7.m": "{player}, ¿seguro que sabes lo que haces?", - "POWER_STATION_DREADFUL6": "Vosotros echad un vistazo, que yo tengo que recuperar el aliento.", - "POWER_STATION_DREADFUL7_OPTION1": "¡Vamos allá!", - "POWER_STATION_NOTE1": "«10-10-1957, 04:00\\nHe pasado la noche en vela con las doctoras Egle y Eteria diseñando nuevos experimentos que llevar a cabo en el reactor de fusión. Nos hemos concentrado tanto que hemos perdido la noción del tiempo. ¡A ratos parecía que éramos una sola entidad, cuya atención estaba fija en el reactor!».", - "POWER_STATION_DREADFUL7.f": "{player}, ¿seguro que sabes lo que haces?", - "POWER_STATION_DREADFUL7.n": "{player}, ¿seguro que sabes lo que haces?", - "POWER_STATION_DREADFUL7_OPTION2": "Mejor esperamos.", - "POWER_STATION_NOTE3": "«10-10-1957, 07:00\\n¡Del reactor ha surgido un ser que se hace llamar \\\"Helia\\\"! Los termopares han registrado una caída inmediata de la temperatura del núcleo, de modo que… supongo que volvemos a estar seguras. \\\"Helia\\\" se parece un poco al diagrama de un átomo de helio, con dos anillos que representan la órbita de sus electrones…».", - "POWER_STATION_NOTE2": "«10-10-1957, 05:15\\nAlgo raro pasa en el reactor. ¡La temperatura del núcleo no deja de aumentar! ¡Hemos encendido los ventiladores para mejorar la circulación del aire, pero no ha servido de nada! Si esto sigue así, estamos fritas. ¡Literalmente!».", - "POWER_STATION_NOTE5": "«11-10-1957, 03:05\\nHemos seguido la sugerencia de Helia y hemos combinado un folclorrible, un mascarascabel, un manistratega y un [CLASIFICADO], que el Ministerio de Suministros ha obtenido de un zoológico de la zona. Helia no parece satisfecha con el resultado. ¿No era eso lo que quería? ¿Quizás esperaba que hubiéramos usado bestias vivas?».", - "POWER_STATION_NOTE4": "«10-10-1957, 07:30\\nHelia dice que, de algún modo, la hemos creado, o invocado. Ahora nos está explicando cómo hacer que el funcionamiento de nuestro reactor sea viable. Y dice que después quiere hablarnos de otros tipos de fusión… ¿A qué otros tipos puede referirse?».", - "POWER_STATION_NOTE6": "«11-10-1957, 08:00\\n¡¿Qué hemos hecho?! ¡La fusión inestable está fuera de control! ¡No deja de duplicarse! ¡El ministerio ha sellado el edificio para que no escape, pero ahora yo estoy atrapada dentro! ¡Que la Merlínea me ampare!».", - "POWER_STATION_HELIA_HELIA1": "AH, GRACIAS POR DESHACEROS DE LOS EXPERIMENTOS FALLIDOS DE MIS PROGENITORAS.", - "POWER_STATION_HELIA_HELIA2": "RESULTA BASTANTE COMPLICADO ELIMINAR ESAS FUSIONES INESTABLES UNA VEZ QUE EMPIEZAN A REPLICARSE.", - "POWER_STATION_HELIA_HELIA3": "¿QUÉ TE TRAE AQUÍ, {player.to_upper}?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "¿Me conoces?", - "POWER_STATION_HELIA_HELIA4": "TE CONOZCO MUY BIEN. ¿CUÁNTAS VECES TE HAS FUSIONADO YA?\\n\\nALLÍ DONDE HAY FUSIONES, ESTOY YO.", - "POWER_STATION_HELIA_HELIA5": "SOY HELIA, EL PROCESO DE LA FUSIÓN.", - "POWER_STATION_HELIA_KAYLEIGH6": "¿Entonces eres tú quien está creando las fusiones salvajes?", - "POWER_STATION_HELIA_MEREDITH6": "Ah, conque sí había un responsable de las fusiones salvajes…", - "POWER_STATION_HELIA_EUGENE6": "¿Tú eres la responsable de las fusiones salvajes?", - "POWER_STATION_HELIA_FELIX6": "¿Entonces las fusiones salvajes…?", - "POWER_STATION_HELIA_HELIA12": "YO SOY QUIEN HACE POSIBLE LA VIDA. LAS PLANTAS, DE LAS CUALES DEPENDÉIS PARA SOBREVIVIR, OBTIENEN SU ENERGÍA A PARTIR DE LA FUSIÓN NUCLEAR QUE SE PRODUCE EN EL CORAZÓN DE VUESTRA ESTRELLA.", - "POWER_STATION_HELIA_VIOLA6": "¡Entonces tú eres la causante de esos seres llamados fusiones salvajes!", - "POWER_STATION_HELIA_DOG6": "Grrr…", - "POWER_STATION_HELIA_HELIA7": "¿«FUSIONES SALVAJES»?\\n[pause]\\nAH, SÍ.[pause] LAS ESTABLES.[pause] ESAS BESTIAS MARAVILLOSAS SON OBRA MÍA.", - "POWER_STATION_HELIA_HELIA8": "ENTIENDO POR QUÉ ESTÁIS AQUÍ. PERCIBO CÓMO AUMENTA VUESTRO POTENCIAL PARA LA FUSIÓN, LO CUAL SOLO PUEDE SIGNIFICAR…", - "POWER_STATION_HELIA_HELIA11": "NO OS HARÍA NINGÚN BIEN ACABAR CON LA FUSIÓN. ¿ES QUE NO OS DAIS CUENTA?", - "POWER_STATION_HELIA_HELIA9": "QUE HABÉIS VENIDO A LUCHAR, ¿ME EQUIVOCO?", - "POWER_STATION_HELIA_HELIA10": "YA BASTA.", - "POWER_STATION_HELIA_HELIA13": "YO SOY QUIEN DA FORMA A LA VIDA. CUANDO LOS ÁTOMOS INERTES SE UNEN PARA FORMAR CÉLULAS VIVAS, ESO ES OTRO TIPO DE FUSIÓN.\\n\\nCUANDO LAS CÉLULAS INDIVIDUALES SE UNEN PARA ORIGINAR FORMAS DE VIDA INTELIGENTES Y MULTICELULARES, AHÍ ESTOY YO TAMBIÉN.", - "POWER_STATION_HELIA_HELIA14": "SIN MÍ, SIN FUSIÓN, NO EXISTIRÍA LA VIDA.", - "POWER_STATION_HELIA_KAYLEIGH15": "¡Tus «bestias maravillosas» están poniendo en peligro Villapuerto!", - "POWER_STATION_HELIA_EUGENE15": "¡Venga ya! ¡Podemos apañárnoslas perfectamente sin tus «bestias maravillosas»!", - "POWER_STATION_HELIA_MEREDITH15": "Pues siento tener que decírtelo, pero tus «bestias maravillosas» le están haciendo daño a la gente.", - "POWER_STATION_HELIA_FELIX15": "¿No podrías al menos dejar de hacer más «bestias maravillosas»?", - "POWER_STATION_HELIA_HELIA16": "COMO YA HE DICHO, SOY EL PROCESO DE LA FUSIÓN.\\n\\nNO SOY SU CAUSA.", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, CUANDO TE FUSIONAS CON {partner.to_upper}, NO ES PORQUE TE DIGA QUE LO HAGAS.\\n\\nYO SOLO SOY EL MEDIO QUE LO PERMITE.", - "POWER_STATION_HELIA_VIOLA15": "Conozco el fenómeno de la «fusión» que se da en Nueva Wirral, pero ¿qué es todo eso que has dicho de las estrellas y las células?", - "POWER_STATION_HELIA_HELIA18": "CUANDO HAY UN ASESINATO, NO SE CULPA A LA MUERTE.", - "POWER_STATION_HELIA_HELIA18_OPTION1": "¿Y a quién culpamos entonces?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "Pues tienes que ayudarnos…", - "POWER_STATION_HELIA_HELIA19": "EN ÚLTIMA INSTANCIA, LA CAUSA DE LAS «FUSIONES SALVAJES» ES LA ENTIDAD QUE TRANSPORTA SIN CESAR FRAGMENTOS DE OTROS MUNDOS A ESTA TIERRA.\\n[pause]\\nESA QUE ME TRAJO A MÍ, Y A TI, Y A TODOS LOS DEMÁS HUMANOS A ESTE LUGAR.", - "POWER_STATION_HELIA_HELIA22": "UNA COSA MÁS ANTES DE QUE TE VAYAS, {player.to_upper}.\\n\\nCUANDO LUCHASTE CONTRA ÁLEF, MANIFESTASTE EL ESPÍRITU DE LA REBELDÍA, MORGANTA. ¿NO ES ASÍ?", - "POWER_STATION_HELIA_HELIA20": "LA MERLÍNEA. LA QUE VIVE EN LAS PROFUNDIDADES.", - "POWER_STATION_HELIA_KAYLEIGH21": "¿La Merlínea? {player}, esto no me gusta un pelo…", - "POWER_STATION_HELIA_MEREDITH21.f": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea, tú.", - "POWER_STATION_HELIA_MEREDITH21.m": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea, tú.", - "POWER_STATION_HELIA_MEREDITH21.n": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea, tú.", - "POWER_STATION_HELIA_EUGENE21": "¡Perfecto! ¡Pues vamos a darles de puñetazos a unos cuantos trenes!", - "POWER_STATION_HELIA_FELIX21": "Ah. ¿Entonces todo esto es cosa de la red viaria?", - "POWER_STATION_HELIA_VIOLA21": "¡No nos ha de derrotar un simple laberinto, {player}!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "Por fin alguien me da una respuesta.", - "POWER_STATION_HELIA_DOG21": "Grrr…", - "POWER_STATION_HELIA_HELIA27": "DEBO PEDIRTE QUE TENGAS CUIDADO CON LA VOLUNTAD QUE MANIFIESTES.\\n\\nÁLEF AÚN PODRÍA VOLVER.", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "Vamos a ir a hablar con la Merlínea.", - "POWER_STATION_HELIA_HELIA22_OPTION1": "Sí, ¿por qué?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "Así lo hicimos, sí.", - "POWER_STATION_HELIA_HELIA23": "LA ESPADA QUE EMPUÑAS TIENE DOBLE FILO.", - "POWER_STATION_HELIA_HELIA24": "DE LA FUSIÓN, O DE CUALQUIER OBRA HECHA POR UN GRUPO AL QUE MUEVE UN SOLO OBJETIVO, SE PUEDE DECIR QUE «EL PRODUCTO ES MAYOR QUE LA SUMA DE LAS PARTES».", - "POWER_STATION_HELIA_HELIA26": "DURANTE NUESTRO COMBATE, HE PERCIBIDO EN TU CORAZÓN LA SEMILLA DE LA CONQUISTA.", - "POWER_STATION_HELIA_HELIA25": "LA DIFERENCIA ENTRE EL TODO Y LA SUMA DE LAS PARTES ES EL EGREGOR, O «ARCÁNGEL».\\n\\nLOS EGREGORES SON PEQUEÑOS Y DÉBILES EN UN PRIMER MOMENTO, PERO UNA VOLUNTAD DIRIGIDA LO BASTANTE INTENSA PUEDE PERMITIRLES MANIFESTARSE DE FORMA INDEPENDIENTE, EJERCER PODER O TOMAR EL CONTROL.", - "POWER_STATION_HELIA_DREADFUL28": "¡Casi nada! [pause]Más me vale ir a informar de todo esto a Ianthe.", - "POWER_STATION_HELIA_DREADFUL29": "Buena suerte con la Merlínea, {player}. Eso mejor lo dejo en tus manos.", - "MERLINE_MEETING_MAGIKRAB1B": "{player}, la Merlínea te aguarda. Acompáñame, si eres tan amable, al andén A de la estación de Villapuerto.", - "POWER_STATION_HELIA_DREADFUL30": "No sé… [pause]Me pregunto si Helia tuvo algo que ver con el incendio que arrasó Nueva Londres hace tantos años…", - "MERLINE_MEETING_MAGIKRAB1A": "{player}, la Merlínea te aguarda. Acompáñame, si eres tan amable, al andén A.", - "MERLINE_MEETING_MAGIKRAB2": "A continuación, la Merlínea hablará a través de mí.", - "MERLINE_MEETING_MAGIKRAB3.m": "¡Considérate muy afortunado, {player}! La Merlínea no desciende a este plano muy a menu…", - "MERLINE_MEETING_MAGIKRAB3.n": "¡Considérate muy afortunade, {player}! La Merlínea no desciende a este plano muy a menu…", - "MERLINE_MEETING_MAGIKRAB3.f": "¡Considérate muy afortunada, {player}! La Merlínea no desciende a este plano muy a menu…", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}, LA MERLÍNEA DESEA AGRADECERTE TU PARTICIPACIÓN EN LA DERROTA DE ÁLEF, SU ALUMNO DESCARRIADO.", - "MERLINE_MEETING_MERLINE5": "LA HUMANIDAD ESTÁ A PUNTO DE ENFRENTARSE A UN DESAFÍO DE PROPORCIONES NUNCA ANTES VISTAS. EL RESULTADO ES AÚN INCIERTO.", - "MERLINE_MEETING_MERLINE6": "LA MERLÍNEA TENÍA CURIOSIDAD POR VER SI A TU ESPECIE LE ERA POSIBLE SUPERAR SU PROPENSIDAD NATURAL A LA GUERRA.", - "MERLINE_MEETING_MERLINE7": "AL DERROTAR A ÁLEF, LA MANIFESTACIÓN DE LA CONQUISTA, HAS CUMPLIDO TU COMETIDO EN EL RITO Y AHORA ERES LIBRE DE MARCHARTE.", - "MERLINE_MEETING_MERLINE7_OPTION1": "Fue gracias a la ayuda de Morganta.", - "MERLINE_MEETING_MERLINE7_OPTION2": "Ya, pero Morganta…", - "MERLINE_MEETING_MERLINE8": "AH, SÍ, MORGANTA. LA ANTIGUA AMANTE DE ÁLEF.", - "MERLINE_MEETING_KEYLEIGH9": "¿La amante… de Álef?", - "MERLINE_MEETING_VIOLA9": "…", - "MERLINE_MEETING_MEREDITH9": "¿La amante de Álef? ¿En serio?", - "MERLINE_MEETING_EUGENE9": "¡¿Qué?!", - "MERLINE_MEETING_FELIX9": "¿Es la amante de Álef?", - "MERLINE_MEETING_MERLINE11": "¿QUÉ ES EL ESPÍRITU DE LA REBELDÍA SIN UNA FUERZA CONTRA LA QUE REBELARSE? ¿QUÉ ES EL REY DE LA CONQUISTA SIN NADIE A QUIEN CONQUISTAR?", - "MERLINE_MEETING_MERLINE10": "LA REBELDÍA Y LA CONQUISTA NO SIEMPRE HAN SIDO ENEMIGAS.", - "MERLINE_MEETING_MERLINE14": "LA MANIFESTACIÓN DE MORGANTA DURANTE TU COMBATE CON ÁLEF NO QUITA MÉRITO A LO QUE TÚ HICISTE PARA DERROTARLO.", - "MERLINE_MEETING_MERLINE13": "ANTAÑO INCLUSO TUVIERON UN HIJO, ¿LO SABÍAS?", - "MERLINE_MEETING_MERLINE12": "EL REY ROJO Y LA REINA BLANCA ESTÁN ATRAPADOS EN UN CONSTANTE CICLO DE MUERTE Y RESURRECCIÓN, DE OPOSICIÓN Y UNIDAD. SON EL MOTOR QUE HACE GIRAR LA RUEDA DE LA HISTORIA DE LA HUMANIDAD.", - "MERLINE_MEETING_MERLINE15": "MÁS BIEN AL CONTRARIO: FUE TU VOLUNTAD LA QUE LA INVOCÓ, Y COLABORANDO EVITASTEIS EL RETORNO DE ÁLEF AL COSMOS.", - "MERLINE_MEETING_MERLINE16_OPTION1": "¡Tienes que detener a las fusiones salvajes!", - "MERLINE_MEETING_MERLINE16": "DI LO QUE PIENSAS, {player.to_upper}. LA MERLÍNEA SABE QUE DESEAS PEDIRLE ALGO.", - "MERLINE_MEETING_MERLINE17": "LA MERLÍNEA PODRÍA DETENER A LAS «FUSIONES SALVAJES».", - "MERLINE_MEETING_MERLINE18": "SIN EMBARGO, NO SERÍA JUSTO PRIVAR A OTROS DE LAS MISMAS OPORTUNIDADES QUE HABÉIS TENIDO VOSOTROS, {player.to_upper}.", - "MERLINE_MEETING_MERLINE21": "ES ALLÍ DONDE SE OS NECESITA A VOSOTROS Y AL ESPÍRITU DE LA REBELDÍA.", - "MERLINE_MEETING_MERLINE20": "YA HACE TIEMPO QUE DEBERÍAIS HABER VUELTO A VUESTRO MUNDO, {player.to_upper} Y {partner.to_upper}.", - "MERLINE_MEETING_MERLINE19": "LA HUMANIDAD DEBE ENFRENTARSE A SITUACIONES DE VIDA O MUERTE PARA PODER CRECER EN OTROS ASPECTOS Y NO SOLO EN NÚMERO.", - "MERLINE_MEETING_MAGIKRAB23": "Esto… ¿Qué estábamos haciendo? Es como si los últimos minutos se me hubieran borrado de la mente.", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "La Merlínea estaba hablando a través de ti.", - "MERLINE_MEETING_MAGIKRAB22": "Ah, {player}.", - "MERLINE_MEETING_MAGIKRAB24.m": "¡Considérate muy afortunado, {player}! La Merlínea no desciende a este plano muy a menudo.", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Oye, [pause]quería preguntarte una cosa, Felix: ya sé que haces dibujos, pero ¿también diseñas tatuajes?", - "MERLINE_MEETING_KAYLEIGH25": "En fin… A lo mejor Ianthe sabe qué hacer.", - "MERLINE_MEETING_MAGIKRAB24.f": "¡Considérate muy afortunada, {player}! La Merlínea no desciende a este plano muy a menudo.", - "MERLINE_MEETING_MAGIKRAB24.n": "¡Considérate muy afortunade, {player}! La Merlínea no desciende a este plano muy a menudo.", - "MERLINE_MEETING_MEREDITH25": "Esto no ha salido como yo esperaba.", - "MERLINE_MEETING_EUGENE25": "Bueno, puede que haya sido mejor no luchar esta vez. Ya sabes lo que había dicho Helia sobre Álef…", - "MERLINE_MEETING_FELIX25": "¿Tú crees que ha dicho la verdad? Sobre lo de que nuestro mundo nos necesita…", - "PARTNER_INTERACT_K_M1_MEREDITH2": "¿Qué es eso de «inter net»? [pause]¡La mitad de la gente de Villapuerto se pasa el día quejándose de lo mucho que lo echa de menos!", - "MERLINE_MEETING_VIOLA25": "Quizás la «Merlínea» haya dicho la verdad.", - "PARTNER_INTERACT_K_M1_MEREDITH4": "¿En el teléfono? [pause]¿Es alguna cosa para hablar con la gente, o algo?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "No entiendo nada.", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Ya sabes, [pause]internet. [pause]En el ordenador, o en el teléfono…", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Eh… ¿En qué año dices que estabais en tu mundo cuando acabaste aquí, [pause]Meredith?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "En 1989. ¿Por qué lo dices?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "¡Ah! [pause]Vale, ya entiendo por qué a veces parece que tenemos un problema de sincronización.", - "PARTNER_INTERACT_K_E1_EUGENE2": "No es nada personal. [pause]Es que yo voy por libre. [pause]Soy un lobo solitario. [pause]No puedo permitir que las reglas de una organización me limiten.", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "No lo entiendo, Eugene. [pause]Te encanta todo ese rollo de «ayudar a la gente», [pause]pero, sin embargo, ¿no quieres unirte a los guardas como he hecho yo?", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Yo no creo que sea eso. [pause]¡A mí me parece que tienes miedo de no superar la prueba de acceso!", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]¡Q-qué va, no es eso![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "Pues no lo he hecho nunca… [pause]¿Por qué?, ¿es que quieres hacerte uno?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "No sé… [pause]Creo que, en teoría, me gusta la idea de tatuarme.", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Pero en la práctica, [pause]me parece que soy demasiado indecisa. [pause]No sería capaz de lanzarme con algo tan permanente.", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, quería preguntarte…", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "¿De dónde has sacado esa chaqueta sin mangas? [pause]¡Nunca había visto nada parecido en Nueva Wirral!", - "PARTNER_INTERACT_K_V1_VIOLA3": "Cuando las olas me arrastraron a la arena de esta isla recóndita, [pause]encontré tirada en la playa una casaca militar vieja.", - "PARTNER_INTERACT_K_V1_VIOLA4": "Las mangas me quedaban muy anchas, [pause]así que me limité a arrancárselas.", - "PARTNER_INTERACT_K_V1_VIOLA5": "Debo reconocer que le he cogido bastante aprecio.", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Cómo molas… La verdad es que ahora mismo incluso me resultas un poco atractiva.", - "PARTNER_INTERACT_K_V1_VIOLA7": "¿Me estás por ventura confesando un amor imperecedero, [pause]mi querida Kayleigh?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "¡Oye, [pause]que tampoco es tan fácil conquistarme!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "Tengo bastante trabajo acumulado en el taller, [pause]pero ahora mismo me parece que va a ser que nanay.", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]¿Quién es un perro guapo? ¡Tú eres un perro guapo! ¡Sí, tú![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "¡Guau, guau!", - "PARTNER_INTERACT_M_E1_EUGENE2": "¡Pues claro![pause] ¡A veces hay que saber tomarse un descanso, [pause]colega!", - "PARTNER_INTERACT_M_E1_EUGENE3": "…[pause][pause] Espera, [pause]¿qué acabas de decir?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "Eh… [pause]¿Que tengo trabajo acumulado en el taller?", - "PARTNER_INTERACT_M_E1_EUGENE5": "No, digo qué es lo que has dicho [wave amp=30 freq=10]después de eso[/wave].", - "PARTNER_INTERACT_M_E1_EUGENE7": "¿Existe de verdad esa palabra? [pause]¿«Nanay»?", - "PARTNER_INTERACT_M_E1_MEREDITH6": "¿Que va a ser que nanay?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "Ah, [pause]pues… [pause]Sí, claro. [pause]Cuando quieres decir que no a algo, pues eso, que «nanay».", - "PARTNER_INTERACT_M_E1_EUGENE9": "Vale, entendido. [pause]Pues procuraré tener la mente abierta y tolerar las cosas raras que dices de vez en cuando.", - "PARTNER_INTERACT_M_E1_MEREDITH10": "Creo que le voy a decir «nanay» a toda esta conversación.", - "PARTNER_INTERACT_M_F1_FELIX2": "¡Sí! [pause]¿Qué solías escuchar cuando estabas en tu mundo?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "¿Mis gustos musicales, dices?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "Esa pregunta es muy amplia. [pause]A ver, me gustan los grupos en los que ninguno de los miembros aguanta a los demás.", - "PARTNER_INTERACT_M_F1_MEREDITH5": "Así son mis gustos. Específicos.", - "PARTNER_INTERACT_M_V1_VIOLA1": "He de confesarte, [pause]mi querida Meredith, [pause]que la forma que tienes de ataviarte es distinta a cualquier cosa que haya visto antes, [pause]ya sea en mi tierra o en esta.", - "PARTNER_INTERACT_M_F1_FELIX4": "Vaya, eso es bastante específico.", - "PARTNER_INTERACT_M_D1_DOG1": "¡Guau!", - "PARTNER_INTERACT_M_V1_VIOLA3": "No es mi intención injuriarte. [pause]Diríase que no te preocupa estar en consonancia con la apariencia de quienes te rodean. [pause]Eso denota una enorme confianza en ti misma.", - "PARTNER_INTERACT_M_V1_MEREDITH2": "No estoy segura de si eso es un cumplido o no.", - "PARTNER_INTERACT_M_V1_VIOLA4": "¡Te considero, pues, bastante admirable en ese sentido, [pause]mi querida Meredith!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "Ah, eh… [pause]Gracias, tú.", - "PARTNER_INTERACT_M_D1_MEREDITH2": "Te gusta que te rasquen la barriga, [pause]¿eh?", - "PARTNER_INTERACT_E_F1_FELIX2": "Más o menos. [pause]Pero, en el fondo…, [pause]no fue solo eso. [pause]Si me hubiera ido a trabajar a otro sitio, habría tenido [wave amp=30 freq=10]otros jefes[/wave] dándome órdenes sin parar.", - "PARTNER_INTERACT_E_F1_EUGENE1": "¿Y dices que te fuiste de tu trabajo [pause]porque tus jefes no paraban de mangonearte?", - "PARTNER_INTERACT_E_F1_FELIX3": "La única manera de romper el ciclo era trabajar por mi cuenta. [pause]Se acabaron los jefes.", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]¡Eso es![/shake] [pause]¡Así se habla! [pause]¡Se acabaron los jefes! ¡Tienes que vivir según tus propias reglas, [pause]colega!", - "PARTNER_INTERACT_E_F1_FELIX5": "Aunque mis expectativas laborales se han visto bastante perjudicadas últimamente. [pause][pause]Yo creo que tiene que ver con lo de haberme caído por un agujero del espacio-tiempo y haber acabado viviendo en una isla llena de monstruos.", - "PARTNER_INTERACT_E_V1_EUGENE1": "Dices que acabaste en Nueva Wirral después de que una tormenta hiciera naufragar tu barco, [pause]¿no?", - "PARTNER_INTERACT_E_F1_EUGENE6": "¿A quién no le ha pasado eso alguna vez?", - "PARTNER_INTERACT_E_V1_VIOLA2": "Sí, [pause]así es.", - "PARTNER_INTERACT_E_V1_EUGENE3": "Y que estás buscando a Sebastián, tu hermano gemelo…", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Te has montado aquí un buen espacio, tú. Pelín vacío, pero no está mal.", - "PARTNER_INTERACT_E_V1_EUGENE4": "Todo eso me resulta de lo más familiar, y no sé por qué. [pause]¿Eres famosa? [pause]¿Nos conocemos de antes?", - "PARTNER_INTERACT_E_V1_VIOLA5": "Te aseguro que no soy nadie de fama o interés. [pause]En cuanto a si nos conocíamos, [pause]no albergo ninguna duda de que me acordaría de alguien con tanto arrojo como tú, [pause]Eugene.", - "PARTNER_INTERACT_E_V1_EUGENE6": "Supongo que sí. [pause]Aun así, [pause]tu historia me suena muchísimo…", - "PARTNER_INTERACT_E_D1_EUGENE5": "¿Eres algo así como un… [pause]perro mágico parlante [pause]de otro mundo?", - "PARTNER_INTERACT_E_D1_DOG2": "¡Guau!", - "PARTNER_INTERACT_E_D1_EUGENE1": "Conque eres un perro.", - "PARTNER_INTERACT_F_D1_FELIX1": "Tienes un ladrido muy potente para ser tan pequeño, [pause]¿no?", - "PARTNER_INTERACT_E_D1_EUGENE3": "Pero puedes usar un walkman para transformarte en monstruo, igual que los demás.", - "PARTNER_INTERACT_E_D1_DOG4": "¡Guau, guau!", - "PARTNER_INTERACT_E_D1_DOG6": "¡Guau!", - "PARTNER_INTERACT_E_D1_EUGENE7": "Ya. [pause]Supongo que no.", - "PARTNER_INTERACT_F_V1_FELIX2": "Bueno, es verdad que llevar una vida de libertad es importante para mí, [pause]pero navegar por los siete mares no es exactamente lo que tenía planeado.", - "PARTNER_INTERACT_F_V1_VIOLA1": "Sin duda, [pause]Felix, [pause]debes de haber ansiado alguna vez la libertad que da la mar. [pause]Navegar hasta tierras que ahora mismo no son ni tan siquiera una mota de polvo en el horizonte.", - "PARTNER_INTERACT_F_V1_FELIX5": "Supongo que no.", - "PARTNER_INTERACT_F_V1_FELIX3": "Ahora bien, [pause]trabajar por mi cuenta y vivir según mis propias reglas, [pause]eso sí que me suena bien.", - "PARTNER_INTERACT_F_V1_VIOLA4": "Quizás también pudieras hallar satisfacción en la mar. [pause]¡Nunca lo sabrás con certeza hasta que hayas zarpado!", - "PARTNER_INTERACT_F_D1_DOG2": "¡Guau!", - "PARTNER_INTERACT_V_D1_DOG2": "¡Guau!", - "PARTNER_INTERACT_V_D1_VIOLA1": "¡Qué mundo tan curioso! [pause]¡Pensar que en él hay animales tan especiales como tú!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Qué suerte tengo de vivir tan cerca de la playa, ¿eh?", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "¿De verdad no tenía un sitio más aburrido en el que quedarme atrapada que este pueblo?", - "PASSIVE_OVERWORLD_1_0_EUGENE": "Este pueblecito es bastante apañado, ¿no te parece?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "Aquí es muy fuerte el olor a mar… Es un olor al que estoy más que acostumbrada.", - "PASSIVE_OVERWORLD_1_0_FELIX": "No hay nada como estirar las piernas por un paseo marítimo, ¿eh?", - "PASSIVE_OVERWORLD_1_0_DOG": "¡Guau, guau!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Te has montado aquí un buen espacio, tú. Pelín vacío, pero no está mal.", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Espero que te guste tu casa, {player}…", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Te has montado aquí un buen espacio, tú. Pelín vacío, pero no está mal.", - "PASSIVE_EUGENEHOME_EUGENE": "Pues sí, esta es mi casa. El cuartel general de Eugene. Mi cueva. Mi base de operaciones.", - "PASSIVE_EUGENEHOME_MEREDITH": "¿Eugene tiene un gimnasio improvisado en casa? Sabe que en el ayuntamiento hay uno de verdad, ¿no?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Conque esta es tu casa. ¡No está nada mal, colega!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Conque aquí es donde vives, ¿eh?", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Ya veo que aún no has habitado mucho tiempo este lugar.", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Ah, ¿quieres que me quede a dormir, {player}?", - "PASSIVE_EUGENEHOME_FELIX": "Aquí vive Eugene. Tiene un gimnasio casero muy apañado.", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Conque te ha dado por enseñarle tu casa a tu novio, ¿eh?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "¿Entonces lo que querías es que pasáramos aquí el rato a solas, tú y yo?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "¡Tú casa está impecable! Espero que no hayas limpiado solo para que viniera yo.", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "¿Deseabas, quizás, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "¿Deseabas, quizás, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "¿Deseabas, quizás, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "La playa me recuerda a cuando aparecí por primera vez en Nueva Wirral…", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "Luego es un tostón sacar la arena que se me mete en las botas. No me gusta nada.", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "Aquí podemos comprar pegatinas para nuestras formas de monstruo. ¿Quieres echar un vistazo?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "¡Este parece un sitio muy bueno para ponerse a hacer flexiones!", - "PASSIVE_OVERWORLD_2_0_FELIX": "Es muy tranquilo y agradable este sitio, si pasamos por alto los cangrejos monstruosos gigantes.", - "PASSIVE_OVERWORLD_2_0_VIOLA": "He puesto el pie en las costas de muchas tierras, pero esta es, quizás, la más extraña de todas.", - "PASSIVE_OVERWORLD_0_0_EUGENE": "¡A lo mejor estos tipos tienen algo que nos venga bien para nuestros incesantes combates por la justicia!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "¿Por qué no preguntamos a los vendedores de pegatinas, {player}? ¡A lo mejor tienen algo que nos sirva!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "Quizás deberíamos departir con los amables mercaderes de Villapuerto.", - "PASSIVE_OVERWORLD_0_0_FELIX": "Ah, qué bien, nuevas pegatinas para los monstruos.", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "El guarda Mort Ero y su equipo de albañiles expertos construyeron este puente no hace mucho.", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "[wave amp=30 freq=10]Supongo[/wave] que cruzar este puente es mejor que empaparme las botas de agua estancada…", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "Este puente lo construyeron codo con codo los ciudadanos de Villapuerto. ¡A mí me parece que mola bastante!", - "PASSIVE_OVERWORLD_5_-5_FELIX": "Es bonito este puente, ¿no te parece?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "Se ve mi rostro reflejado en las aguas del estanque. Qué hermoso.", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "¿Esa agua proviene de la superficie o de algún otro sitio?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "A mí este camino tan estrecho no me hace ninguna gracia, tú.", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Este camino es bastante estrecho. ¡Mantén el equilibrio, {player}!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "A mí este camino tan estrecho no me hace ninguna gracia, tú.", - "PASSIVE_OVERWORLD_8_0_EUGENE": "Este camino es bastante estrecho, ¿no?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "A mí este camino tan estrecho no me hace ninguna gracia, tú.", - "PASSIVE_OVERWORLD_8_0_VIOLA": "Vigila donde pisas. Este paso es por demás estrecho.", - "PASSIVE_OVERWORLD_8_0_FELIX": "El camino es un poco estrecho. Procura no caerte.", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Los cementerios resultan bastante melancólicos. A mí me gustan.", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Los cementerios siempre me han dado un poco de repelús, y este no es una excepción…", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "Me da muy mal rollo que los monstruos con pinta de esqueleto tengan que estar precisamente aquí…", - "PASSIVE_OVERWORLD_-4_0_FELIX": "Si hay una parte de la isla por la que no me gustaría tener que pasearme solo de noche, es esta.", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "Ojalá pueda marcharme de estas tierras algún día para no tener que acabar descansando bajo una lápida colocada en este lugar.", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Para activar este interruptor hace falta un imán activo, tú.", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "{player}, podríamos activar este interruptor si encontráramos algún imán por aquí.", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "¡Échale un ojo a ese interruptor! Seguro que podríamos activarlo si encontráramos algún imán cerca…", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "No creo que podamos activar este interruptor pisándolo nosotros mismos. Vamos a echar un vistazo por la zona…", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Qué curioso es este mecanismo. Da la impresión de que es parte de un todo…", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "¿Cómo habrá acabado aquí esta iglesia?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "La estructura de esa iglesia parece bastante inestable…, así que sugiero que entremos.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "A esa iglesia le hace falta una buena restauración. O seis.", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Sería posible subir por esta pared para alcanzar esa plataforma con la habilidad Bola de Tallos Calabaceros.", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Esta iglesia ha conocido tiempos mejores…", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "Esa iglesia parece antigua. Me gustaría hacer un boceto de ella.", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "La Costa del Hierro Fundido… Villapuerto aprovecha mucho metal del que llega a las costas a causa de los naufragios.", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Si alguna vez me hace falta metal oxidado, supongo que sé [wave amp=30 freq=10]exactamente[/wave] dónde puedo encontrarlo.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "Qué espesa es esta niebla. Ahora mismo podría darme de bruces con un montón de chatarra casi sin darme cuenta.", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Aúúúúú…[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Más nos vale atravesar sin demora esta niebla y este aire tan sucio.", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Pues no sé cómo lo verás tú, pero yo nunca he oído a ninguno de los guardas de élite hablar de que hubiera una isla flotando en el aire aquí, en Nueva Wirral…", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "¡¿Esta isla flota en el aire?! ¡¿Qué clase de sitio es este?!", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "No tenía ni idea de que hubiera una isla flotando en el aire aquí, en Nueva Wirral. ¿La estarían escondiendo las nubes?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "Esto parece sacado de una novela de fantasía, ¿no?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "¡Porras! ¡Ahora me voy a llenar las botas de agua del pantano!", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Otra cosa no, pero lo que es barro, este pantano tiene para aburrir.", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Una tierra situada por encima de las nubes… Un prodigio más que me deja sin saber qué decir.", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "Buf, me voy a hacer un asco las deportivas moviéndome entre todo este barro.", - "PYLON_HINT_MEREDITH3": "A lo mejor hay algún monstruo por aquí con habilidades magnéticas que nos puedan servir. Deberíamos echar un vistazo por la zona.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", - "PASSIVE_OVERWORLD_MARSH_FELIX": "Los árboles de esta zona son enormes, ¿eh?", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Todo este polen hace que me pique la nariz.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "¡Un bosque! Me pregunto qué encontraremos aquí.", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "No bajes la guardia, {player}. A saber qué tipo de monstruos habrá escondidos en este bosque…", - "PASSIVE_OVERWORLD_FOREST_FELIX": "Seguro que aquí tiene que haber monstruos que no vivan en ningún otro sitio.", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "Presta atención, {player}. ¿Oyes el coro de las aves entre los árboles?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Estas son las ruinas de Nueva Londres…", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "¡Nunca había visto setas como estas! Son imponentes, ¿eh?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Ah, conque las historias eran ciertas. Resulta que sí había cerca un pueblo abandonado. Da miedo y todo.", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Este sitio me pone los pelos de punta.", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Las ruinas de estos edificios están carbonizadas. ¿Será que este pueblo ardió, o algo así?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "¡Ah, los cerezos en flor son maravillosos!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "El viento que sopla en este lugar trae ecos de muerte y destrucción.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Vaya, pues es bastante mono el prado este.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "Este prado es precioso, ¿no te parece?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "Aquí el aire tiene un aroma muy agradable, ¿verdad?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "La belleza reina en esta tierra, pero no sería sensato bajar la guardia.", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Hace un pelín de frío aquí, ¿no?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "¡Brrr! ¡Espero no acabar cogiendo un resfriado por estar aquí!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Tengo que reconocer que tengo bastante frío.", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Tendría que haberme traído un abrigo…", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "¡No pienso permitir que este invierno repentino me cause descontento!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Esas setas gigantes le dan a este sitio un ambiente así como de discoteca inquietante.", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Menudas setas, ¿eh, colega?", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "¡Cómo molan estas setas! Debería hacer un boceto de ellas.", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Voy a hacer lo posible por fingir que no he visto [wave amp=30 freq=10]nuestro nombre[/wave] en esas lápidas, ¿vale?", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "¿Eso son setas? La flora y fauna de este lugar nunca dejan de sorprenderme.", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Ah, genial. Lápidas que dejan mal cuerpo. Esto pinta bien.", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "¿Es mi nombre ese que está escrito ahí?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "No me hacen demasiada gracia esas lápidas tan chungas con nuestro nombre escrito.", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "¿A cuánta distancia habremos caído?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Esto no es sino un burdo intento de llenarnos el corazón de temor. No te dejes amilanar.", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "¡De aquí es de donde sacan los guardas todas sus cintas! Mola, ¿eh?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "¿A cuánta distancia habremos caído?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "¿A cuánta distancia habremos caído?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Bueno, ¿y ahora qué?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "Buf, menudo subidón de adrenalina…", - "PASSIVE_DUNGEON_MEADOW_FELIX": "¿Dónde se supone que estamos?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "¿En qué clase de trampa hemos caído?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "¿Hay agua aquí abajo? ¿De dónde viene?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Me pregunto de dónde vendrá esta agua…", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Un canal, ¿eh? Me pregunto de dónde viene el agua.", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Una corriente de agua… Quizás nos convendría buscar su origen.", - "PASSIVE_DUNGEON_MALL_EUGENE": "En el mundo del que vengo, hay edificios vacíos como este por todo el país.", - "PASSIVE_DUNGEON_MALL_FELIX": "Se hace bastante raro estar en un edificio tan grande en Nueva Wirral.", - "PASSIVE_DUNGEON_MALL_VIOLA": "Estremece hallarnos en un espacio tan grande y silencioso.", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Me suena que, en el pasado, la gente del pueblo venía aquí a extraer minerales.", - "MEREDITH_PLATFORM_REACTION2_2.m": "Vamos a intentar que no nos afecte y terminar cuanto antes, tú.", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Seguro que aquí abajo encontramos monstruos fuertes. No bajes la guardia, colega.", - "PYLON_HINT_MEREDITH1.m": "Vaya, pues parece que hasta aquí hemos llegado, tú. [pause]Aunque, bien mirado…", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Se supone que antes esta cueva era una especie de mina, ¿no? Parece que ha conocido tiempos mejores.", - "PYLON_HINT_MEREDITH1.n": "Vaya, pues parece que hasta aquí hemos llegado, tú. [pause]Aunque, bien mirado…", - "PYLON_HINT_MEREDITH1.f": "Vaya, pues parece que hasta aquí hemos llegado, tú. [pause]Aunque, bien mirado…", - "PYLON_HINT_MEREDITH2": "¿Ves ese bloque azul de ahí arriba? [pause]Los he visto por toda la isla; emiten una atracción magnética constante.", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Esta roca está muy resquebrajada. ¡Yo creo que podrías romperla con una acometida!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida, tú.", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida, tú.", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Esa roca tiene grietas por todas partes. ¡Seguro que puedes hacerla pedazos con una acometida!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida, tú.", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Esa roca está muy dañada. Apuesto a qué podrías destrozarla si le dieras un golpe a la velocidad adecuada.", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Esta piedra está en las últimas. No dudo que podría romperse si la golpeamos con suficiente brío.", - "PASSIVE_PYLON_MEREDITH.m": "Ese poste parece bastante magnético. ¿Por qué no pruebas a usar tu Electromagnetismo junto a él, tú?", - "PASSIVE_PYLON_KAYLEIGH": "La batería de ese poste brilla con un color raro. Yo diría que ahí podrías usar tu habilidad Electromagnetismo, {player}.", - "PASSIVE_PYLON_MEREDITH.f": "Ese poste parece bastante magnético. ¿Por qué no pruebas a usar tu Electromagnetismo junto a él, tú?", - "PASSIVE_PYLON_EUGENE": "El bloque azul que tiene ese poste de madera parece bastante magnético, ¿no?", - "PASSIVE_PYLON_MEREDITH.n": "Ese poste parece bastante magnético. ¿Por qué no pruebas a usar tu Electromagnetismo junto a él, tú?", - "PASSIVE_PYLON_FELIX": "Yo diría que puedes usar tu habilidad Electromagnetismo cerca de ese poste, {player}.", - "KAYLEIGH_STATION_REACTION2": "Vaya, es otra vieja estación de tren… No creas que se me ha olvidado la [wave amp=30 freq=10]primera vez[/wave] que descubrimos una de estas.", - "PASSIVE_PYLON_VIOLA": "Ese objeto metálico está dotado de un aura azulada de lo más curioso. ¿Tú también lo ves, {player}?", - "KAYLEIGH_STATION_REACTION3": "Ya empiezo a acostumbrarme a estas estaciones de tren viejas y polvorientas. Pero el silencio aún me pone bastante nerviosa.", - "MEREDITH_STATION_REACTION1": "¿Eh? [pause]¿Ahora resulta que esta isla tiene una red viaria subterránea? Yo diría que esto lleva [wave amp=30 freq=10]bastante tiempo[/wave] aquí…", - "MEREDITH_STATION_REACTION2": "Otra estación de tren subterránea, ¿eh? Me pregunto quién las habrá construido.", - "MEREDITH_STATION_REACTION3A": "Estas estaciones tienen un no sé qué muy raro. Dan la [wave amp=30 freq=10]impresión[/wave] de que las construyeron seres humanos, pero hay [wave amp=30 freq=10]algo[/wave] que no encaja.", - "MEREDITH_STATION_REACTION3B": "¿Ves por dónde voy, {player}?", - "EUGENE_STATION_REACTION2": "Otra estación de tren, ¿eh? Está claro que esta isla tiene sus secretos.", - "EUGENE_STATION_REACTION1": "Pero ¡¿qué…?! [pause]¡¿Esto es una [shake rate=30 level=10]estación de tren[/shake]?! ¡Nadie había mencionado nunca que esto existiera en Nueva Wirral!", - "EUGENE_STATION_REACTION3": "Cómo mola, puede que seamos los primeros que pisan este sitio en mucho tiempo.", - "FELIX_STATION_REACTION1": "Espera, ¡¿esto es una estación de tren?! En el pueblo nadie la había mencionado nunca… ¿Será que la gente no sabe que está aquí?", - "FELIX_STATION_REACTION3": "Otra estación de tren ancestral. Algo tiene que haber pasado para que hayan empezado a emerger de repente, ¿no?", - "FELIX_STATION_REACTION2": "Estas estaciones me ponen muy nervioso. Tengo la sensación de que no deberíamos estar aquí…", - "VIOLA_STATION_REACTION1": "Este lugar no resulta acogedor… Menos aún, si cabe, que el resto de estas extrañas tierras.", - "VIOLA_STATION_REACTION2": "El aire de este lugar me pesa en los pulmones. Veo con claridad que este lugar ha estado en letargo durante largo tiempo.", - "KAYLEIGH_PLATFORM_REACTION1_1": "Aquí la presión del aire es [shake rate=30 level=10]abrumadora[/shake]… Ya tuve esa sensación la primera vez que apareció Morganta…", - "VIOLA_STATION_REACTION3": "Otro de esos lugares tan curiosos como antiguos. No me place la idea, no obstante, de que pasemos aquí más tiempo del necesario, {player}.", - "KAYLEIGH_PLATFORM_REACTION1_2": "Es como si hubiera un sonido [shake rate=30 level=10]fortísimo[/shake] en el aire pero no fuera capaz de oírlo…", - "MEREDITH_PLATFORM_REACTION1_1": "Pero ¡¿qué clase de sitio es este?! [pause]Tengo una sensación como si algo me estuviera [wave amp=30 freq=10]empujando[/wave] en dirección contraria…", - "KAYLEIGH_PLATFORM_REACTION2_1": "Otra vez esa sensación. Es como si tuviera interferencias de radio en el cerebro…", - "KAYLEIGH_PLATFORM_REACTION2_2": "El aire me sabe a metal… Solo de estar aquí ya me duele la cabeza…", - "KAYLEIGH_PLATFORM_REACTION3_1": "Otra vez ese ambiente raro…", - "KAYLEIGH_PLATFORM_REACTION3_2": "Ya me estoy acostumbrando, pero me sigue dando dolor de cabeza…", - "MEREDITH_PLATFORM_REACTION1_2": "Es como si tuviera las típicas interferencias de la tele, pero en el cerebro…", - "VIOLA_PLATFORM_REACTION1_1.f": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", - "MEREDITH_PLATFORM_REACTION2_1": "Otra vez esa sensación tan [wave amp=30 freq=10]rara[/wave]… Y sigue siendo un asco.", - "MEREDITH_PLATFORM_REACTION2_2.n": "Vamos a intentar que no nos afecte y terminar cuanto antes, tú.", - "MEREDITH_PLATFORM_REACTION2_2.f": "Vamos a intentar que no nos afecte y terminar cuanto antes, tú.", - "MEREDITH_PLATFORM_REACTION3_2": "La clave está en no hacer caso cuando parece que tienes la cabeza a punto de [wave amp=30 freq=10]explotar[/wave].", - "MEREDITH_PLATFORM_REACTION3_1": "Creo que me estoy acostumbrando poco a poco a la sensación de estar en estos andenes.", - "EUGENE_PLATFORM_REACTION1_1": "¿Notas eso, {player}? Son como interferencias de radio… Solo que, en lugar de [wave amp=30 freq=10]oírlas[/wave], [pause]las [wave amp=30 freq=10]noto[/wave]…", - "EUGENE_PLATFORM_REACTION2_1": "Otra vez ese ambiente tan raro… ¿Lo notas?", - "EUGENE_PLATFORM_REACTION1_2": "Es muy chungo…", - "EUGENE_PLATFORM_REACTION2_2": "Me hace rechinar los dientes…", - "EUGENE_PLATFORM_REACTION3_1": "Ah, ya estamos otra vez con ese ambiente que me da [wave amp=30 freq=10]dolor de todo y de nada a la vez[/wave]. Eso nunca es buena señal.", - "EUGENE_PLATFORM_REACTION3_2": "No bajes la guardia, colega.", - "FELIX_PLATFORM_REACTION1_1": "¡Ah, cuernos! ¿Qué es ese ruido? [pause]No me refiero a un ruido que se pueda oír, no se si me explico… [pause]Es como si hubiera algo raro en el aire…", - "FELIX_PLATFORM_REACTION2_2": "Aquí se hace muy difícil [wave amp=30 freq=10]pensar[/wave]. [pause]¿A ti también te pasa?", - "FELIX_PLATFORM_REACTION1_2": "Estar en este sitio me produce una sensación [wave amp=30 freq=10]muy[/wave] desagradable…", - "FELIX_PLATFORM_REACTION2_1": "Otra vez esa [wave amp=30 freq=10]presencia[/wave]. Hace que se me erice el pelo.", - "FELIX_PLATFORM_REACTION3_1": "Otra vez [wave amp=30 freq=10]esa sensación tan desagradable[/wave]. Al menos a estas alturas ya casi me he acostumbrado.", - "FELIX_PLATFORM_REACTION3_2": "Bah, no, he cambiado de idea. No creo que pueda acostumbrarme [wave amp=30 freq=10]en la vida[/wave] a esto.", - "VIOLA_PLATFORM_REACTION1_1.m": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", - "VIOLA_PLATFORM_REACTION1_2": "¿No lo percibes tu también? Es como un mal que flota en el aire y dificulta la respiración.", - "VIOLA_PLATFORM_REACTION1_1.n": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", - "VIOLA_PLATFORM_REACTION2_1": "Esa horrible sensación ha vuelto, {player}. Me llena de terror y de amargura.", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "Es un [shake rate=30 level=10]arcángel[/shake]…", - "VIOLA_PLATFORM_REACTION2_2": "Avanzar se vuelve tan difícil como atravesar un océano…", - "VIOLA_PLATFORM_REACTION3_1": "Empiezo a estar acostumbrada a la sensación de hostilidad que emana de este lugar. No en vano, ¿acaso no nos hemos enfrentado ya varias veces a ella?", - "VIOLA_PLATFORM_REACTION3_2": "Pardiez, debemos avanzar. Hará falta más que un aura desagradable para detenerme.", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "Me produce la misma sensación horrible que tuve cuando luchamos contra Morganta… [pause]Como si lo estuviera mirando [wave amp=30 freq=10]de una forma incorrecta[/wave]…", - "KAYLEIGH_ARCHANGEL_REACTION2": "Otro arcángel… Y mirarlo [shake rate=30 level=10]duele[/shake] tanto como ocurría con los demás.", - "KAYLEIGH_ARCHANGEL_REACTION3": "¡Un [shake rate=30 level=10]arcángel[/shake]! ¡Ten cuidado, {player}!", - "MEREDITH_ARCHANGEL_REACTION1_1": "Pero [shake rate=30 level=10]¡¿qué es eso?![/shake] [pause]¡¿Y por qué tiene una pinta tan… [shake rate=30 level=10]rara[/shake]?!", - "MEREDITH_ARCHANGEL_REACTION1_2": "Me duele la cabeza solo de mirarlo… [pause]{player}, es un [shake rate=30 level=10]arcángel[/shake], [pause]¿no?", - "MEREDITH_ARCHANGEL_REACTION2_2": "Y su aspecto, [pause]otra vez, es… [pause]Es como si fuera [shake rate=30 level=10]algo que mis ojos no estuvieran hechos para ver[/shake].", - "MEREDITH_ARCHANGEL_REACTION2_1": "E-es otro arcángel…", - "EUGENE_ARCHANGEL_REACTION1_2": "Supongo que es un [wave amp=30 freq=10]arcángel[/wave], ¿no?", - "EUGENE_ARCHANGEL_REACTION2": "¡Es otro arcángel! [pause]Grrr, [pause]solo con mirarlo me da la sensación de que [wave amp=30 freq=10]no debería estar aquí[/wave]…", - "EUGENE_ARCHANGEL_REACTION1_1": "¿Qué…? [pause]¿Cómo… [pause]puede ser que esa [wave amp=30 freq=10]cosa[/wave] tenga… [wave amp=30 freq=10]ese aspecto[/wave]? [pause]Me está rompiendo la sesera…", - "MEREDITH_ARCHANGEL_REACTION3": "Ah. [pause]Un arcángel. [pause]Nos hemos vuelto a meter [wave amp=30 freq=10]en la boca del lobo[/wave], ¿a que sí?", - "EUGENE_ARCHANGEL_REACTION3": "¡[shake rate=30 level=10]Un arcángel[/shake]! [pause]¡Prepárate, {player}!", - "FELIX_ARCHANGEL_REACTION1_2": "Debe de ser un [shake rate=30 level=10]arcángel[/shake]…", - "FELIX_ARCHANGEL_REACTION1_1": "Nunca había visto nada como esto… [pause]¿Qué pasa aquí, {player}? [pause]¡¿Por qué tiene [shake rate=30 level=10]esa pinta[/shake]?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "Te lo digo yo, jefa, ¡ese aprendiz sabe lo que hace!", - "FELIX_ARCHANGEL_REACTION2_1": "¡Otro arcángel! Hace falta valor incluso para mirarlo. Todo mi cuerpo me está [shake rate=30 level=10]chillando[/shake] que dé media vuelta y eche a correr.", - "FELIX_ARCHANGEL_REACTION2_2": "Es difícil de explicar, pero es como si estuviera [wave amp=30 freq=10]desenfocado[/wave], ¿no te parece?", - "FELIX_ARCHANGEL_REACTION3": "[wave amp=30 freq=10]Nunca[/wave] me voy a poder acostumbrar a la sensación de ver un arcángel…", - "VIOLA_ARCHANGEL_REACTION1_1": "¡[shake rate=30 level=10]Qué espíritu tan horrendo[/shake]! Nunca he visto nada igual… [pause]Es como si no estuviera [shake rate=30 level=10]destinado[/shake] a estar en este mundo.", - "VIOLA_ARCHANGEL_REACTION2": "¡Otro de esos espíritus que desafían a la razón! [shake rate=30 level=10]A duras penas[/shake] soy capaz de evitar apartar la mirada…", - "VIOLA_ARCHANGEL_REACTION1_2": "Incluso [shake rate=30 level=10]mirarlo[/shake] parece una herejía.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "Te lo digo yo, jefa, ¡ese aprendiz sabe lo que hace!", - "VIOLA_ARCHANGEL_REACTION3": "{player}… ¡Es otro de esos [shake rate=30 level=10]espíritus malignos[/shake]! Esos a los que llamas «arcángeles».", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "Te lo digo yo, jefa, ¡esa aprendiz sabe lo que hace!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "¡Los chicos y yo nos quedamos [wave amp=30 freq=10]alucinados[/wave]! Me pasó por encima como una apisonadora.", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "¡Pues no es muy habitual verte tan impresionado con un aprendiz, Mort!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "¡Pues no es muy habitual verte tan impresionado con una aprendiz, Mort!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Bueno, es que tampoco solemos hacerles muy a menudo pruebas de combate. Lo que suelo hacer de pedirles que construyan un muro de ladrillo no es tan interesante para los espectadores…", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "¡Pues no es muy habitual verte tan impresionado con une aprendiz, Mort!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Y hablando de muros, ¡se acabó la hora del bocata! Tengo trabajo que hacer. ¡Hasta luego, jefa!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "¡Venga, Ianthe! ¡Tienes que contarme cómo era tu vida antes de venir a Nueva Wirral!", - "TOWN_HALL_SKIP_EVENT_SKIP3": "¡Hala! [pause]¿Y te pedían a menudo que buscaras objetos perdidos? Los forasteros suelen tener [wave amp=30 freq=10]un montón[/wave] de cosas; seguro que las pierden por todas partes, ¿no?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "Pues… [pause]era una especie de detective, por así decirlo.", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "La verdad es que normalmente mis encargos eran… [pause]un poco más importantes que eso.", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "Para serte sincero, Ianthe, no creo que los demás guardas de élite [wave amp=30 freq=10]lo entiendan[/wave].", - "TOWN_HALL_SKIP_EVENT_SKIP5": "Me conviene volver al trabajo y seguir rebuscando, pero la próxima vez que te vea, ¡[wave amp=30 freq=10]necesito[/wave] que me cuentes más!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Que no entiendan… ¿el qué, exactamente?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "¡Todo el rollo de [wave amp=30 freq=10]dormir[/wave], colega! ¡Mi rollo!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "¡No saben nada del mundo onírico, [pause]ni del inconsciente colectivo, [pause]ni de cómo todo eso afecta a este lugar!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Si te soy sincero, empiezo a sospechar que creen que soy un gandul.", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "A ver, es que [wave amp=30 freq=10]eres[/wave] un gandul.", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Je, je. No, si ya.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Gracias por apoyarme, jefa.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Gracias por apoyarme, jefa.", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "Uaaaaa… [pause]Todo este trato con otros humanos lo deja a uno agotado. Creo que voy a ir a echarme un rato.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Gracias por apoyarme, jefa.", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "Te lo digo en serio, Ianthe. La última tanda de aprendices no tiene lo que hay que tener. No entienden que la táctica importa [wave amp=30 freq=10]más[/wave] que transformarse en el monstruo que más miedo da.", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Los recién llegados tienen entusiasmo, eso ya es un buen principio. ¿Quién mejor para enseñarles tácticas de combate que un [wave amp=30 freq=10]experto[/wave] como tú?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Bueno, ¿y no es ese precisamente tu trabajo? [pause]¿Enseñárselo?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Ja. Veo donde quieres llegar. Me guardaré mi opinión…", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "De momento.", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "Es comprensible. La gente puede ser… [pause]desconcertante. [pause]Impredecible.", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]Qué va. [pause]No estoy de acuerdo. Los humanos [wave amp=30 freq=10]no[/wave] son impredecibles. Es más, predecir su comportamiento es muy fácil.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]La cuestión es que me resulta difícil mostrar empatía por los problemas de la raza humana.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Los seres humanos toman siempre la decisión más [shake rate=30 level=10]idiota[/shake] posible en cualquier situación, siempre que eso les suponga una ganancia a corto plazo, por [wave amp=30 freq=10]minúscula[/wave] que sea.[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Te agradezco la sinceridad de tu análisis, Cle-0.", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Los humanos no acostumbran a tomar decisiones basándose en las probabilidades, sino que las toman basándose en sus emociones.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "Lo que yo te diga, jefa; se está cociendo algo en el plano astral últimamente. Todos los fantasmas hablan de ello. ¡Dicen que hay unos cuantos [wave amp=30 freq=10]peces gordos[/wave] que han vuelto por sus fueros!", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]¡Igual que yo! ¡Y son mis [wave amp=30 freq=10]emociones[/wave] las que me dicen que la humanidad es idiota [shake rate=30 level=10]por naturaleza[/shake] y que acabará por [shake rate=30 level=10]sembrar la semilla de su propia destrucción[/shake]![/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "En fin, hasta entonces, seguiremos agradeciendo los servicios que prestas como guarda.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "Es un milagro que tengamos siquiera agua corriente y energía limpia. A veces me preocupo pensando que las cosas podrían cambiar. Esta isla es [wave amp=30 freq=10]impredecible[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Bueno, ¿qué puedes contarme? Quiero un análisis completo.", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Pues vaya.[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "¡Pues eso al pueblo le viene de maravilla! Gracias por el informe, Ray.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "Y hasta ahí mi informe. Nuestros generadores hidroeléctricos funcionan a pleno rendimiento. Puede que nos haga falta cambiar alguna pieza en los próximos dos años, pero nada importante.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "¡No te calientes la cabeza, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "¡No te calientes la cabeza, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "¡No te calientes la cabeza, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Gracias, me quedo más tranquila. [pause]Está claro que tienes razón.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "¡Pues claro! [pause]En el plano astral se puede encontrar [wave amp=30 freq=10]todo tipo[/wave] de espíritus, espectros y tulpas. ¿De dónde te crees que me llega la mejor información?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "¿«Todos los fantasmas»?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Si tú lo dices…", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "¡A la orden! [pause]Nuestro problema con las «fusiones salvajes» ha ido a más en los últimos meses. ¿Has visto las nubes densas de humo negro que hay en el aire últimamente? He llegado a la conclusión de que indican dónde se está formando un [wave amp=30 freq=10]enjambre[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "En una misión de reconocimiento, hace poco, me vi rodeada por un enjambre de gelatona. Puede que tuvieran superioridad numérica, ¡pero [wave amp=30 freq=10]no contaban con mi acero[/wave]!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Sin embargo, temo que nuestros guardas menos experimentados puedan subestimar esa amenaza y ponerse en peligro mortal. A lo mejor deberíamos hacer correr la voz sobre esos «enjambres de monstruos».", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "¡Dalo por hecho! Tu información es tan valiosa como siempre, Gladiola.", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "¿Dime, la echas de menos? Me refiero a la vida en la gran ciudad.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "¡Eso es que tú me miras con buenos ojos! En fin, si me disculpas, tengo más trabajo por hacer. Las [wave amp=30 freq=10]fuerzas del mal[/wave] no descansan, así que yo tampoco puedo.", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "¡Porque yo, desde luego, sí!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Está claro que la vida allí era más [wave amp=30 freq=10]interesante[/wave]…, pero eso no significa que fuera [wave amp=30 freq=10]mejor[/wave].", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Pasé toda mi vida en una megametrópolis. Los únicos árboles que había visto eran artificiales. Y hacía tiempo que los rascacielos, con sus fachadas fluorescentes, habían eclipsado las estrellas.", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "La vida cada vez tenía menos valor y, para mantenerse con vida en un mundo tan cruel, había que endurecer el espíritu.", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Como puedes imaginar, al principio de [wave amp=30 freq=10]llegar[/wave] aquí, me llevó bastante tiempo acostumbrarme a este ritmo de vida.", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Me has dado… [pause]una respuesta un poco más detallada de lo que esperaba, jefa.", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "¡No hay problema! Pasé cinco años dando una clase semanal de ejercicio cardiovascular. Si hay alguien capaz de sacar esto adelante, ¡esa soy [wave amp=30 freq=10]yo[/wave]!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "¡Además, podemos hacer que sea divertido! [pause]¿Por qué no hacemos [wave amp=30 freq=10]aeróbic[/wave]? ¡Seguro que Cybil puede encargarse de la música!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "A mí me parece que a los guardas les vendría bien un programa de entrenamiento para mantenerse en forma.", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "¡Parece buena idea! Suponiendo que puedas encargarte de organizarlo, claro.", - "TOWN_HALL_CODEY_EVENT_CODEY3": "Espera… ¡¿No siempre te has llamado Ianthe?!", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "¡Piénsalo! Siempre estás hablando de fomentar [wave amp=30 freq=10]actividades para la comunidad[/wave]… Pues ¿qué podría unir más a nuestros magníficos paisanos que tener una [shake rate=30 level=10]experiencia auditiva común[/shake] cada día?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "Si instaláramos altavoces por toda Villapuerto, ¡podría emitir música para [wave amp=30 freq=10]todo el pueblo[/wave] al mismo tiempo!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "No sé, Cybil. Sospecho que las gentes de aquí deben de tener gustos musicales bastante diferentes. No me extrañaría que acabara generando polémica.", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Ah. No te falta razón.", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]¡Así me gusta![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "¡Pues no! En mi trabajo anterior, era más seguro tener un alias. Seguro que tú entiendes a lo que me refiero.", - "TOWN_HALL_CODEY_EVENT_CODEY1": "Si llego a saber que la gente se iba a pasar toda la vida llamándome «Codi», me habría buscado un apodo mejor. [pause]Como Cortafuegos, [pause]u Omegabyte.", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Bueno, ¡pero tampoco he dicho que hubiera que descartarlo! [pause]Hacemos una cosa: si alguna vez Bas consigue encontrar unos cuantos altavoces en buen estado, propondré la idea en la próxima reunión vecinal.", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "Bueno, cambiarte de apodo es cosa tuya. Yo lo hice.", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "Ianthe es el nombre de una ninfa acuática de la mitología griega. Tuve que elegir un nombre deprisa y corriendo y me pareció que ese sonaba bien.", - "TOWN_HALL_CODEY_EVENT_CODEY6": "Vaya, veo que tú también tienes un buen puñado de secretos, ¿eh?", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "¡Pues no esperes que te vaya a contar nada más!", - "LENNA_ENCOUNTER_LENNA1.f": "Tú… [pause]¿Te haces llamar «heroína»? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparada?", - "LENNA_ENCOUNTER_LENNA1.n": "Tú… [pause]¿Te haces llamar «heroíne»? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparade?", - "LENNA_ENCOUNTER_LENNA1.m": "Tú… [pause]¿Te haces llamar «héroe»? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparado?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "Eh… ¿Se lo dices a {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroico.", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "Eh… ¿Se lo dices a {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroique.", - "LENNA_ENCOUNTER_MEREDITH2.m": "Eh… ¿Qué quieres decir con «preparado»?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "Eh… ¿Se lo dices a {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroica.", - "LENNA_ENCOUNTER_MEREDITH2.f": "Eh… ¿Qué quieres decir con «preparada»?", - "LENNA_ENCOUNTER_EUGENE2": "Yo creo que es justo decir que tanto {player} como yo nos merecemos [wave amp=30 freq=10]por igual[/wave] el título de «héroe».", - "LENNA_ENCOUNTER_MEREDITH2.n": "Eh… ¿Qué quieres decir con «preparade»?", - "LENNA_ENCOUNTER_FELIX2": "Esta conversación ha empezado de forma bastante enigmática. Estoy intrigado, continúa.", - "LENNA_ENCOUNTER_LENNA3.n": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", - "LENNA_ENCOUNTER_VIOLA2": "Te ruego que no ocultes tu intención, sea cual sea.", - "LENNA_ENCOUNTER_LENNA2.m": "No, no percibo que seas un héroe.", - "LENNA_ENCOUNTER_LENNA2.f": "No, no percibo que seas una heroína.", - "LENNA_ENCOUNTER_LENNA2.n": "No, no percibo que seas une heroíne.", - "LENNA_ENCOUNTER_LENNA3.m": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", - "LENNA_ENCOUNTER_LENNA3.f": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", - "LENNA_ENCOUNTER_LENNA4.m": "¿Preparado?", - "LENNA_ENCOUNTER_LENNA4.f": "¿Preparada?", - "LENNA_ENCOUNTER_LENNA4.n": "¿Preparade?", - "LENNA_ENCOUNTER_LENNA5.m": "Me llamo Lenna. Adelante, héroe, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "Está bien, reconozco mi derrota. Buen combate, forastero.", - "LENNA_ENCOUNTER_LENNA5.f": "Me llamo Lenna. Adelante, heroína, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "Me llamo Lenna. Adelante, heroíne, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "Está bien, reconozco mi derrota. Buen combate, forastera.", - "LENNA_ENCOUNTER_KAYLEIGH7": "No te lo tomes a mal, pero me has parecido [wave amp=30 freq=10]muy[/wave] fuerte para ser humana. No serás… un arcángel, ¿verdad?", - "LENNA_ENCOUNTER_LENNA6.n": "Está bien, reconozco mi derrota. Buen combate, forastere.", - "LENNA_ENCOUNTER_MEREDITH7": "No creo yo que una humana normal pueda luchar [wave amp=30 freq=10]así[/wave] de bien. Desembucha, eres un arcángel, ¿verdad?", - "LENNA_ENCOUNTER_EUGENE7": "Oye, [pause]no te hagas la tonta con nosotros… Eres un arcángel, ¿verdad? ¡No hay humanos normales así de fuertes!", - "LENNA_ENCOUNTER_FELIX7": "Alguien tiene que decirlo, y voy a ser yo: Eres un arcángel, ¿verdad? Porque esa aura que tenías durante el combate era de arcángel a más no poder…", - "LENNA_ENCOUNTER_VIOLA7": "Barrunto que no nos estás contando toda la verdad, «Lenna».", - "LENNA_ENCOUNTER_7_OPTION1": "¿Eres un arcángel, Lenna?", - "LENNA_ENCOUNTER_LENNA8": "Lo soy. O, bueno, lo fui. Supongo que aún lo soy. [pause]Es una historia muy larga.", - "LENNA_ENCOUNTER_LENNA9": "Sin embargo, ahora vivo como humana.", - "LENNA_ENCOUNTER_7_OPTION2": "A ver… Eres un arcángel, ¿no?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "¿Se puede hacer eso?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "¿Eso es posible?", - "LENNA_ENCOUNTER_LENNA10": "¿Y por qué no? [pause]Nuestro origen no nos ata para siempre. Lo importante no es quién [wave amp=30 freq=10]fuimos[/wave], sino quién hemos elegido ser en el momento presente.", - "LENNA_ENCOUNTER_MEREDITH11": "Bueno, supongo que no te equivocas.", - "LENNA_ENCOUNTER_KAYLEIGH11": "¡Exacto! ¡En eso estamos [wave amp=30 freq=10]completamente[/wave] de acuerdo!", - "LENNA_ENCOUNTER_FELIX11": "Estoy completamente de acuerdo.", - "LENNA_ENCOUNTER_EUGENE11": "Eso es verdad. No puedo echarte en cara que seas quien eres.", - "LENNA_ENCOUNTER_VIOLA11": "Así es, debo darte la razón en eso.", - "LENNA_ENCOUNTER_LENNA12": "No te lo vas a creer, pero, en realidad, soy [wave amp=30 freq=10]maestra de escuela[/wave]. Mi misión aquí era ponerte a prueba, ¡y has superado el examen con matrícula de honor!", - "LENNA_ENCOUNTER_LENNA13": "Ah, se me ha olvidado preguntarte cómo te llamas…", - "LENNA_ENCOUNTER_KAYLEIGH18": "Parece que por esta isla acaba pasando un montón de gente interesante, ¿no?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "¡Soy {player}!", - "LENNA_ENCOUNTER_LENNA14.m": "Ha sido un placer batirme contigo, {player}. Está claro que tienes madera de héroe.", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "Hay quien me llama {player}.", - "LENNA_ENCOUNTER_MEREDITH16": "Ah, pues vale. ¿Entonces solo has venido a Nueva Wirral de visita?", - "LENNA_ENCOUNTER_LENNA14.n": "Ha sido un placer batirme contigo, {player}. Está claro que tienes madera de heroíne.", - "LENNA_ENCOUNTER_LENNA14.f": "Ha sido un placer batirme contigo, {player}. Está claro que tienes madera de heroína.", - "LENNA_ENCOUNTER_LENNA15": "En fin, debería irme ya. Amber me prometió llevarme de vuelta a casa cuando terminara, y le dije a Paige que no tardaría [wave amp=30 freq=10]mucho[/wave] en volver.", - "LENNA_ENCOUNTER_KAYLEIGH16": "Vaya, parece que Amber conoce a un montón de gente, ¿eh?", - "LENNA_ENCOUNTER_EUGENE16": "¡¿Qué?! ¿Solo has venido a Nueva Wirral a hacer un [wave amp=30 freq=10]recado[/wave]?", - "LENNA_ENCOUNTER_VIOLA16": "Veo que tú también ansías volver con tus seres queridos. Sea pues, no te entretendremos más.", - "LENNA_ENCOUNTER_FELIX16": "¿Has venido a Nueva Wirral a cosa hecha para cumplir una misión? Pues ya son ganas…", - "LENNA_ENCOUNTER_LENNA17": "¡Hasta la próxima, {player}!", - "LENNA_ENCOUNTER_MEREDITH18": "Porras, no me ha dado tiempo a preguntarle si esos cuernos que tenía eran de verdad o era solo su pelo.", - "LENNA_ENCOUNTER_FELIX18": "En esta isla nunca tiene uno tiempo de aburrirse, ¿eh?", - "LENNA_ENCOUNTER_EUGENE18": "Seguro que ha pensado que yo también tengo «madera de héroe»… Lo que pasa es que se le ha olvidado decirlo en voz alta.", - "LENNA_ENCOUNTER_VIOLA18": "Buen viaje, Lenna del Reino Desconocido…", - "HARBOURTOWN_FLORIST_NAME": "Guarda inquieta", - "HARBOURTOWN_FLORIST1_OPTION1": "Sí.", - "HARBOURTOWN_FLORIST1": "Disculpa, ¿tú eres guarda?", - "HARBOURTOWN_FLORIST2": "¡Ah, estupendo! Yo también soy [wave amp=30 freq=10]compañera tuya[/wave]. Bueno, de momento soy aprendiz. ¿Te importaría echarme una mano?", - "HARBOURTOWN_FLORIST1_OPTION2": "Pues no.", - "HARBOURTOWN_FLORIST1_NO": "Ah, pues perdona por molestarte.", - "HARBOURTOWN_KAYLEIGH9": "¡Pues sí! ¡Y yo diría que ahora el pueblo está un poco más bonito, si cabe!", - "HARBOURTOWN_FLORIST3": "Tengo unos cuantos brotes que han preparado los Atata en su granja. Son para dejar más bonito el pueblo.", - "HARBOURTOWN_FLORIST5": "¿Querrías ayudar a una compañera y plantar unos cuantos brotes en las jardineras que he repartido por el pueblo?", - "HARBOURTOWN_FLORIST4": "Lo que pasa es que… no se me da muy bien tomar decisiones. ¿Qué plantas quedarían mejor? ¡Es demasiado para mí!", - "HARBOURTOWN_FLORIST5_OPTION1": "¡Claro, vamos!", - "HARBOURTOWN_FLORIST5_OPTION2": "Mejor en otro momento.", - "HARBOURTOWN_FLORIST5_NO": "No pasa nada. De verdad, no hay problema. Pero… si alguna vez cambias de idea, ya sabes dónde encontrarme.", - "HARBOURTOWN_FLORIST6": "¡Gracias! Toma, necesitarás esto…", - "HARBOURTOWN_FLORIST7": "He colocado 14 jardineras por todo el pueblo. ¡Avísame cuando las hayas usado todas!", - "HARBOURTOWN_FLORIST8": "Ah, ¿ya has terminado?", - "HARBOURTOWN_MEREDITH9": "Sí, ya hemos mejorado un poco la puntuación del pueblo en cursilería.", - "HARBOURTOWN_EUGENE9.m": "¡Eso es! Yo he dado apoyo moral, pero {player} se ha encargado de hacer el trabajo sucio.", - "HARBOURTOWN_EUGENE9.f": "¡Eso es! Yo he dado apoyo moral, pero {player} se ha encargado de hacer el trabajo sucio.", - "HARBOURTOWN_EUGENE9.n": "¡Eso es! Yo he dado apoyo moral, pero {player} se ha encargado de hacer el trabajo sucio.", - "HARBOURTOWN_FELIX9": "Hay que reconocer que ahora el pueblo pinta un poco mejor.", - "HARBOURTOWN_FLORIST10": "¡[shake rate=30 level=10]Muchas gracias[/shake]! Con tantas posibilidades, ¡me había quedado bloqueada! Toma, ¡aquí tienes la recompensa por tu ayuda!", - "HARBOURTOWN_VIOLA9": "En efecto, hemos cumplido la misión. Y el pueblo se habrá de beneficiar de ello.", - "HARBOURTOWN_FLORIST11": "¡Con tantas posibilidades me había quedado bloqueada!", - "MOVE_NAME_BOOBY_TRAP": "Trampa traicionera", - "MOVE_DESCRIPTION_STICKER_TRICK": "Reemplaza el último movimiento que haya usado el objetivo por «trampa traicionera». «Trampa traicionera» causa daño a quien lo usa.", - "MOVE_DESCRIPTION_CARNIVORE": "Aumenta los PV que se recuperan al usar «mordisco».", - "MOVE_NAME_BAD_FORECAST": "Tiempo desfavorable", - "MOVE_NAME_MACHINE_CURSE": "Maldición de la máquina", - "STATUS_DESCRIPTION_FLAMMABLE": "Los personajes que tengan aplicado «inflamabilidad» sufrirán el estado «quemadura» cuando reciban el impacto de un ataque de tipo fuego. Aumentará además el daño que sufran por el estado «quemadura».", - "MOVE_NAME_IONISED_AIR": "Aire ionizado", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "Tiene la probabilidad de otorgar 1 PA a un aliado al azar al final del turno de quien lo usa.", - "MOVE_NAME_STICKER_TRICK": "Truco de las pegatinas", - "MOVE_NAME_LIFTOFF": "Despegue", - "MOVE_DESCRIPTION_LIFTOFF": "Aplica a quien lo usa «aumento de PA» y «aumento de la velocidad» al final de su tercer turno.", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "A los personajes que tengan aplicado «trampa traicionera» se les reemplazarán algunos de sus movimientos.", - "MOVE_DESCRIPTION_MACHINE_CURSE": "Anula y devuelve todo el daño y los efectos que fueran a causar los movimientos activados por otros movimientos pasivos que se hayan usado contra quien lo usa.", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Causa al objetivo el estado «{status_effect.to_lower}».", - "MOVE_NAME_ENERGY_RESERVES": "Reservas de energía", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Causa a los objetivos el estado «{status_effect.to_lower}». Duración en turnos: {duration}.", - "MOVE_NAME_BUTTERFLY_EFFECT": "Efecto mariposa", - "STATUS_NAME_FLAMMABLE": "Inflamabilidad", - "MOVE_DESCRIPTION_BAD_FORECAST": "Causa al objetivo el estado «evasión neutralizada». Duración en turnos: {duration}. Además, cambia el tiempo al azar. Se usa automáticamente al principio del combate.", - "MOVE_NAME_CARNIVORE": "Carnívoro", - "MOVE_NAME_HARDBACK": "Tapa dura", - "MOVE_DESCRIPTION_BOOBY_TRAP": "Causa daño a quien lo usa.", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Golpea a un objetivo. Utiliza el atributo de defensa cuerpo a cuerpo de quien lo usa en lugar del de ataque cuerpo a cuerpo. Causa daño también a quien lo usa.", - "MOVE_NAME_BRACE_FOR_IMPACT": "Impacto calculado", - "MOVE_NAME_GASOLINE_SPRAY": "Chorro de gasolina", - "STATUS_NAME_BOOBY_TRAPPED": "Trampa traicionera", - "MOVE_DESCRIPTION_HARDBACK": "Reduce el daño que se sufre por todos los ataques excepto los de tipo fuego y los golpes críticos. Todos los ataques de tipo fuego que se sufran provocan golpes críticos y no aplican bonificaciones.", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consume todos los PA de quien lo usa. La potencia de este ataque aumenta en 15 multiplicado por el número de PA consumidos. El tipo del ataque y cualquier efecto de estado adicional se determinan según el tiempo que haga en el momento de usarlo.", - "DLC_POPUP_PIER_2": "También tendrás disponibles las siguientes opciones decorativas:\\n\\n— Peinado «Maestro de ceremonias 1»\\n— Peinado «Maestro de ceremonias 2»\\n— Peinado «Sombrero de bufón»\\n— Peinado «Dos tonos»\\n— Cara «Nariz de payaso»", - "DLC_POPUP_PIER_1": "¡Gracias por comprar [i]Pier of the Unknown[/i]!\\n\\nAhora podrás acceder a una nueva misión narrativa si hablas con Clémence una vez que hayas tenido tu primera reunión como es debido con el hombre triángulo.", - "CHARLEQUIN_NAME_PREFIX": "Quemar", - "CHARLEQUIN_NAME_SUFFIX": "lequín", - "QUEST_DLC_PIER_PROGRESS2": "Ha derrotado a {num} de los 3 motores infernales.", - "UI_CC_VALUE_hair_clown_1": "Maestro de ceremonias 1", - "UI_CC_VALUE_hair_clown_2": "Maestro de ceremonias 2", - "UI_CC_VALUE_hair_clown_3": "Sombrero de bufón", - "UI_CC_VALUE_hair_clown_4": "Dos tonos", - "UI_CC_VALUE_head_clown": "Nariz de payaso", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "¿Habrá estado aquí durante todo el tiempo que ha vivido gente en Nueva Wirral? Es más, [wave amp=30 freq=10]de dónde[/wave] habrá salido?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "Conque al final «Abra» sí era un arcángel y, además, conocía a Álef…", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Este embarcadero tan raro me despierta muchas preguntas.", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "Eso último era una broma… [pause]¡De verdad que era broma!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "Y Abra…, ¿llevará aquí todo ese tiempo? [pause]¿Se maquillará ella misma? [pause]¿Estará soltera?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "Parece que los arcángeles nos tienen envidia a los humanos. Esa que conociste en ese otro mundo, Amber… Parece que ella también prefería adoptar una forma humana, ¿no?", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "¡Eso parece!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Supongo que sí…", - "DLC_PIER_FELIX_CONVO2_FELIX4": "Son poderosos… [pause]Pero el poder no lo es todo, digo yo.", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "En este lugar, hay sin duda algo extraño… [pause]Eso lo sabes tan bien como yo.", - "DLC_PIER_FELIX_CONVO2_FELIX3": "Sería fácil pensar en ellos como seres [wave amp=30 freq=10]casi divinos[/wave], pero yo creo que esa no es la cuestión.", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Puede que esa mujer tenga aspecto de bufona, pero no he de dejar que me engañe.", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "No dejes que el rostro amable de Abra te nuble el entendimiento, {player}. Un bufón puede ofrecerte una sonrisa y, al cabo de un momento, hundirte un puñal traicionero en la espalda.", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "Parece que «Abra la bufona» era, en realidad, un espíritu sobrenatural, ¿no es así?", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Una vida tan larga que, sin embargo, no es sino la sombra de una vida…", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Hay mucho en los humanos que los seres feéricos de otros mundos envidian, según parece.", - "UMBRAHELLA_NAME_SUFFIX": "ombra", - "UMBRAHELLA_SUBTITLE": "Mal augurio", - "UMBRAHELLA_DESCRIPTION": "un terrorífico paraguas viviente", - "FRAGLIACCI_NAME_SUFFIX": "iaccio", - "FRAGLIACCI_LORE_1": "Todo el cuerpo de los cannoniaccio se parece a un cañón balístico. Su «cara» no es sino una tapadera para la boca del cañón, que es capaz de disparar proyectiles con una velocidad aterradora.", - "BLUNDERBUSK_DESCRIPTION": "un payaso cuyo cuerpo bota como una pelota", - "BLUNDERBUSK_LORE_2": "Aunque el papel del «payaso» existe desde el antiguo Egipto, el aspecto de payaso que nos resulta reconocible hoy en día lo desarrolló el artista inglés Joseph Grimaldi a principios del siglo XIX.", - "BLUNDERBUSK_NAME_SUFFIX": "ómico", - "HAUNTOME_NAME": "Embrujibro", - "FRAGLIACCI_NAME_PREFIX": "Cannon", - "CHARLEQUIN_LORE_2": "El arlequín es un tipo de personaje cómico que se originó en la tradicional comedia del arte, una rama del teatro italiano muy popular entre los siglos XVI y XVIII.", - "LITTLERED_LORE_2": "[i]Caperucita Roja[/i] es un cuento popular europeo. Aunque tiene muchas versiones, suele describirse como la historia de una niña a la que persigue un lobo de camino a visitar a su abuelita.", - "AMPHARE_NAME": "Amplifiebre", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "¿Cuál es el propósito de un payaso?", - "BLUNDERBUSK_LORE_1": "Los trabucómico son capaces de «disparar» proyectiles con la mano al imitar la forma de un arma con los dedos. Además, tienen muy buena puntería, a pesar de estar siempre balanceándose hacia delante o atrás y de no tener ojos.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "Me resulta muy extraño que estos seres que se supone que están tan [wave amp=30 freq=10]por encima[/wave] de nosotros [wave amp=30 freq=10]se preocupen[/wave] tanto por nuestros asuntos… [pause]Los de los humanos.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "A ver, yo no soy más que [wave amp=30 freq=10]una moza irlandesa de pueblo[/wave], así que me cuesta entenderlo, qué quieres que te diga.", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Esa tal [wave amp=30 freq=10]Abra[/wave] me pone los pelos de punta, no sé si me explico.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "No, no es ella. Yo creo que es ese rollo de «la única habitante de un embarcadero abandonado». Esas cosas me ponen nerviosa.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "¿Quieres decir que te da miedo?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]¡¿Qué?![/shake] ¡No! ¡[wave amp=30 freq=10]Por supuesto[/wave] que no es eso lo que quería decir!", - "FRAGLIACCI_NAME": "Cannoniaccio", - "LAPACITOR_NAME_PREFIX": "Lagom", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "¿Quieres decir que te hace tilín?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "Es normal. No se puede confiar en alguien que va disfrazado todo el tiempo. [pause]Eso es así siempre.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Entonces ¿«Abra» no era humana?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Esta nueva misión nuestra para salvar el embarcadero…", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Jo, es que no sé qué pensar de [wave amp=30 freq=10]nada[/wave] de lo que ha pasado aquí. Demasiado raro para mí.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "Es bastante rara, ¿no? A ver, que sí, que estamos ayudando a alguien, pero no sé bien qué pensar sobre Abra.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Yo creo que podemos confiar en ella.", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Sea como sea, no bajes la guardia, colega. A saber qué nos vamos a encontrar…", - "CHARLEQUIN_LORE_1": "Los quemarlequín usan sus enormes mangas para guardar objetos que luego usarán durante sus actuaciones públicas. Entre esos objetos, hay fuegos artificiales, materiales inflamables, artilugios incendiarios y demás.", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Aterrorizar", - "BLUNDERBUSK_NAME": "Trabucómico", - "LAPACITOR_LORE_2": "La primera batería eléctrica la inventó el físico Alessandro Volta en 1800. Por entonces no entendía bien la naturaleza de su invento y creyó que se trataba de una fuente de energía ilimitada.", - "LAPACITOR_NAME_SUFFIX": "ondensador", - "LAPACITOR_LORE_1": "Cuando la energía de un amplifiebre aumenta lo suficiente, es capaz de estirar su propio cuerpo para formar patas de verdad. Sin embargo, sigue dependiendo de la ferralla magnetizada para defenderse.", - "AA_CLOWN_SUBTITLE": "Maestra de ceremonias y de la ilusión", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Llamada a los payasos", - "BATTLE_TITLE_PIER_MACHINE": "Motor infernal", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Salto mortal", - "LITTLERED_NAME": "Gaterucita", - "LITTLERED_NAME_SUFFIX": "erucita", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", - "ITEM_PIER_PASS_SPACEWORLD": "Pase de atracción rojo", - "ITEM_KEY_HAUNTEDHOUSE_1": "Ojo de rubí", - "ITEM_KEY_HAUNTEDHOUSE_3": "Llave verde del motor", - "ITEM_KEY_HAUNTEDHOUSE_2": "Llave de la biblioteca", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Una gema toscamente labrada para que encaje en un lugar concreto.", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Una llave oxidada que da acceso a la biblioteca de la Casa Embrujada.", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Una llave pesada de hierro que abre la puerta de la sala del motor que hay en la Casa Embrujada.", - "ITEM_KEY_SPACEWORLD_1": "Llave lunar", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Una llave de plata decorada con motivos lunares que has encontrado en la Zona Cósmica.", - "ITEM_KEY_SPACEWORLD_2": "Llave solar", - "ITEM_KEY_SPACEWORLD_3": "Llave roja del motor", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Una llave de oro decorada con motivos solares que has encontrado en la Zona Cósmica.", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Una llave pesada de hierro que abre la puerta de la sala del motor que hay en la Zona Cósmica.", - "ITEM_KEY_WAREHOUSE": "Llave del almacén", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Una llave vieja y oxidada que abre una puerta en el almacén del Embarcadero Luminoso.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "No sé si podemos confiar en ella.", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Pero aún tengo la impresión de que ayudarla ha sido una buena acción… [pause]Supongo.", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "Conque «Abra» era un arcángel desde el principio…", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Da igual[/wave] cómo o por qué lo hayamos hecho, sigue pareciéndome un trabajo bien hecho. Buen trabajo, {player}.", - "DLC_PIER_FELIX_CONVO1_FELIX1": "Este embarcadero… [pause]es…", - "DLC_PIER_FELIX_CONVO1_FELIX2": "Alucinante, ¿no?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "¿Eh?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "¡Y tanto!", - "DLC_PIER_FELIX_CONVO2_FELIX1": "Conque «Abra la payasa» es, en realidad, «Ginabra el arcángel», ¿eh?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "Aunque también es posible que le esté dando demasiadas vueltas.", - "DLC_PIER_FELIX_CONVO1_FELIX3": "La forma que tienen este tipo de sitios de ir [wave amp=30 freq=10]deteriorándose poco a poco[/wave] les añade mucho carácter. Cada pizca de óxido tiene una historia que contar.", - "CHARLEQUIN_DESCRIPTION": "un payaso que ve las estrellas", - "CLOWN_LORE_2": "Ginabra, la encarnación de la ilusión, fue antaño miembro del grupo de Álef, la «mesa redonda». Tras la tragedia que provocó la separación del grupo, se aisló en el lejano Embarcadero Luminoso.", - "CLOWN_LORE_1": "Ginabra es un arcángel ancestral que siempre ha tenido una fascinación desmedida por la cultura humana. Ha pasado muchos años intentando replicar la capacidad natural de los humanos para crear cosas nuevas.", - "AMPHARE_LORE_2": "Se cree que el primer uso del término «batería» referido a la electricidad lo acuñó el inventor Benjamin Franklin en el siglo XVIII, tomándolo del ámbito militar.", - "MAJORTOM_LORE_1": "Cuando un rocketman hace mejoras al cohete espacial que tiene por cuerpo, se convierte en un majortom. El enorme tanque de combustible de estos monstruos contiene un potente líquido propulsor capaz de ponerlos en órbita, lo cual les permite cumplir su sueño de viajar por el espacio.", - "MINORTOM_LORE_1": "Antaño, los rocketman fueron simples autómatas diseñados para el disfrute de los visitantes de un parque de atracciones. Estaba situado en el planeta Tierra de un universo paralelo que no viene al caso. Después de haber sobrevivido a sus creadores, los rocketman alcanzaron una especie de consciencia mecánica primitiva, y ahora su único objetivo es viajar entre las estrellas como los cohetes espaciales a los que se parecen.", - "MINORTOM_LORE_2": "La primera descripción de un «cohete espacial» en la ficción apareció en [i]De la Tierra a la Luna[/i], de Jules Verne. La novela narraba un viaje tripulado a la Luna y fue una inspiración directa para la primera película de ciencia ficción de la historia, [i]Viaje a la Luna[/i], de Georges Méliès.", - "BLUNDERBUSK_NAME_PREFIX": "Trabuc", - "MAJORTOM_NAME": "Majortom", - "MINORTOM_DESCRIPTION": "un robot antiguo con forma de cohete", - "MAJORTOM_NAME_PREFIX": "Major", - "MAJORTOM_NAME_SUFFIX": "tom", - "SCARLETEETH_NAME_SUFFIX": "oferoz", - "SCARLETEETH_DESCRIPTION": "un lobo enorme y encapuchado", - "SCARLETEETH_LORE_2": "De [i]Caperucita Roja[/i] existen muchas variantes distintas. La versión más popular es la de los hermanos Grimm. Algunas versiones anteriores describen específicamente al lobo del cuento como un hombre lobo.", - "PIER_MACHINE_GLITTER_LORE_2": "Cuando se elimina la humanidad, no queda sino el caos.", - "ITEM_PIER_TICKET": "Vale de premio", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "Pase de atracción verde", - "ITEM_PIER_PASS_FUNHOUSE": "Pase de atracción rosa", - "ITEM_PIER_TICKET_DESCRIPTION": "Un vale que se puede canjear por pases para las atracciones del Embarcadero Luminoso. El papel parece crujiente y quebradizo, como las hojas muertas.", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", - "RUMOR_DLC_PIER_BOAT_TITLE": "Barca", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Paraguas viviente", - "QUEST_DLC_PIER_TITLE": "Embarcadero de lo Desconocido", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Lo creas o no, ¡he visto un paraguas viviente {location_0_phrase}! ¡Y parecía que estaba causando algún efecto en el tiempo!", - "RUMOR_DLC_PIER_BOAT": "Hace un rato, uno de mis queridos clientes me ha hablado de una cosa muy curiosa que había visto. Dice que, hace poco, una barca abandonada llegó por su cuenta a la costa.", - "QUEST_DLC_PIER_DESCRIPTION2": "Habla con Abra.", - "QUEST_DLC_PIER_DESCRIPTION1": "Desactiva los 3 motores infernales del Embarcadero Luminoso.", - "QUEST_DLC_PIER_PROGRESS1": "Canjea 4 vales de premio por un pase de atracción", - "ROSEHOOD_NAME_SUFFIX": "rosita", - "ROSEHOOD_LORE_2": "La historia de [i]Caperucita Roja[/i] es muy antigua. Se sabe que se contaba en Europa ya en el siglo X, y tiene por raíces algunas historias populares de la antigua Grecia.", - "FRAGLIACCI_DESCRIPTION": "un payaso con un cañón por cuerpo", - "FRAGLIACCI_LORE_2": "[i]Pagliacci[/i] es el nombre de una ópera italiana escrita por Ruggero Leoncavallo que se estrenó en 1892. Cuenta la historia de un actor que dirige un grupo de teatro especializado en la comedia del arte.", - "SCARLETEETH_LORE_1": "Cuando un gaterucita se vuelve salvaje, toma la forma de un rojoferoz, una enorme bestia sanguinaria de afiladas garras. Cuando alguien adopta esta forma en combate, se abandona por completo a su instinto animal.", - "AMPHARE_NAME_PREFIX": "Amplif", - "AMPHARE_NAME_SUFFIX": "iebre", - "AMPHARE_LORE_1": "Los amplifiebre son algo más que una batería viviente, ya que han desarrollado «extremidades» al atraer magnéticamente pedazos de hierro en torno a su cuerpo. No se sabe con seguridad qué hizo que se volvieran inteligentes.", - "HAUNTOME_LORE_1": "Puede que los embrujibro parezcan libros poseídos por almas en pena, pero su «ojo» es, en realidad, un ser orgánico que ha tomado por casa un libro enorme y agita sus páginas para crear fuertes corrientes de viento.", - "HAUNTOME_NAME_SUFFIX": "ibro", - "LITTLERED_LORE_1": "Los gaterucita son la etapa más tierna de un monstruo que, al crecer, puede mantener su aspecto dulce y amigable o sucumbir a su bestia interior. ¿Qué podría inducir a un ser tan afable a semejante gusto por la sangre?", - "PIER_MACHINE_GLITTER_LORE_1": "Algo que tan solo sabe que no debería existir. Ya sin un atisbo de racionalidad, esta desdichada entidad no es capaz de tomar decisiones con un mínimo de lógica o sensatez.", - "PIER_MACHINE_GLITTER_SUBTITLE": "Máquina del caos", - "BATTLE_ADJECTIVE_PIER_MACHINE": "Motor infernal {name}", - "PIER_MACHINE_BEAST_NAME": "Perla", - "PIER_MACHINE_BEAST_SUBTITLE": "Máquina salvaje", - "PIER_MACHINE_BEAST_LORE_2": "Según a quién se le pregunte, el estado salvaje puede ser bien la ausencia de humanidad, o bien la aceptación de nuestro verdadero ser.", - "LITTLERED_NAME_PREFIX": "Gat", - "HAUNTOME_DESCRIPTION": "un enorme libro flotante", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Divertir", - "ROSEHOOD_NAME_PREFIX": "Caper", - "ROSEHOOD_NAME": "Caperrosita", - "CHARLEQUIN_NAME": "Quemarlequín", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Al final ha resultado ser digna de lástima.", - "HAUNTOME_LORE_2": "La historia del libro es casi tan vieja como la de la escritura. Antes de que se inventara el papel, la gente usaba distintos métodos para registrar texto, como, por ejemplo, las tablillas de barro.", - "REGION_NAME_PIER_PHRASE": "en el Embarcadero Luminoso", - "REGION_NAME_PIER": "Embarcadero Luminoso", - "REGION_NAME_HAUNTEDHOUSE": "La Casa Embrujada", - "REGION_NAME_FUNHOUSE": "Diverlandia", - "PIER_MACHINE_BEAST_LORE_1": "No sé sabe qué es lo que fue una vez, pero ahora existe entre dos estados distintos. Es una monstruosidad incompleta que solo es capaz de expresarse con furia animal.", - "PIER_MACHINE_ASTRAL_NAME": "Azabache", - "PIER_MACHINE_ASTRAL_SUBTITLE": "Máquina del vacío", - "PIER_MACHINE_ASTRAL_LORE_2": "El vacío es la ausencia de significado, de corazón y de identidad.", - "PIER_MACHINE_GLITTER_NAME": "Rosa", - "PIER_MACHINE_ASTRAL_LORE_1": "Un ente a medio formar. El calor que pudiera haberlo animado en una vida anterior ha desaparecido como si hubiera sido una chispa y ha dejado tan solo vacío y oscuridad.", - "MAP_FEATURE_ROWING_BOAT": "Barca", - "MAP_FEATURE_WAREHOUSE": "Almacén", - "MAP_FEATURE_HAUNTEDHOUSE": "«La Casa Embrujada»", - "MAP_FEATURE_FUNHOUSE": "«Diverlandia»", - "MAP_FEATURE_SPACEWORLD": "«Zona Cósmica»", - "AA_CLOWN_NAME": "Ginabra", - "MINORTOM_NAME": "Rocketman", - "MINORTOM_NAME_PREFIX": "Rocket", - "MINORTOM_NAME_SUFFIX": "man", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "en la Casa Embrujada del Embarcadero Luminoso", - "REGION_NAME_SPACEWORLD": "Zona Cósmica", - "REGION_NAME_FUNHOUSE_PHRASE": "en Diverlandia, en el Embarcadero Luminoso", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "en el almacén del Embarcadero Luminoso", - "REGION_NAME_PIER_WAREHOUSE": "Almacén del Embarcadero Luminoso", - "REGION_NAME_SPACEWORLD_PHRASE": "en la Zona Cósmica del Embarcadero Luminoso", - "LAPACITOR_NAME": "Lagomondensador", - "AMPHARE_DESCRIPTION": "una liebre sin brazos con forma de batería", - "UMBRAHELLA_NAME": "Paragombra", - "UMBRAHELLA_NAME_PREFIX": "Parag", - "MAJORTOM_DESCRIPTION": "un robot con forma de transbordador espacial", - "MAJORTOM_LORE_2": "El primer vuelo espacial tripulado por un ser humano lo completó en 1961 el cosmonauta ruso Yuri Gagarin. Duró 108 minutos y fue, sin duda, un hito en la historia de la humanidad.", - "SCARLETEETH_NAME_PREFIX": "Roj", - "LITTLERED_DESCRIPTION": "un ser con forma de gato y una gran caperuza roja", - "SCARLETEETH_NAME": "Rojoferoz", - "UMBRAHELLA_LORE_1": "Se dice que ver al enigmático paragombra es un mal augurio. Llevado por tremendos vientos, cual cometa en una corriente vertical, solo aparece cuando está a punto de ocurrir un desastre.", - "UMBRAHELLA_LORE_2": "Ya se aprecian ejemplos de paraguas o sombrillas plegables en esculturas provenientes de la antigua Asiria. Sin embargo, han estado presentes de una forma u otra en todas las culturas de la historia de la humanidad.", - "LAPACITOR_DESCRIPTION": "una liebre con forma de batería y una enorme garra metálica", - "HAUNTOME_NAME_PREFIX": "Embruj", - "ROSEHOOD_DESCRIPTION": "una figura encapuchada con una cesta de flores", - "ROSEHOOD_LORE_1": "Los caperrosita son gaterucita que han llegado a la madurez sin abandonarse a su instinto animal. A menudo se los ve en zonas boscosas, reuniendo ramitos de flores que luego regalan a quien pasa cerca.", - "NOTIFICATION_NETWORK": "Red", - "ONLINE_STATE_DISCONNECTED": "Sin conexión", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Ten en cuenta que el juego cruzado en línea no está permitido cuando hay mods instalados. Por tanto, este archivo de guardado quedará excluido, de forma permanente, de cualquier sesión de juego cruzado con consolas.", - "BATTLE_FLEE_ONLINE_CONFIRM": "¿Aceptas las derrota?", - "INFO_ONLINE_WITH_MODS2": "No podrás interactuar con jugadores que tengan mods incompatibles. Si la conexión falla o si no aparece nadie en tu sesión, asegúrate de que tengáis instalados los mismos mods.", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "Elige una partida con la que unirte a la sesión multijugador.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} ha retirado su solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} ha retirado su solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Has rechazado la solicitud de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} ha rechazado tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} ha rechazado tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} ha rechazado tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE.f": "Has ofrecido a {remote_player} intercambiar tu cinta de {species1.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE.n": "Has ofrecido a {remote_player} intercambiar tu cinta de {species1.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE.m": "Has ofrecido a {remote_player} intercambiar tu cinta de {species1.to_lower}.", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} te ha ofrecido intercambiar su cinta de {species1.to_lower}.", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} ha obtenido una cinta de {monster_name.to_lower}.", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "¡{player} ha caído!", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "¡{player} ha caído!", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "¡{player} ha caído!", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} ha conseguido la habilidad {ability}.", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} ha grabado una cinta de {monster_name.to_lower}.", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} ha grabado una cinta pirata de {monster_name.to_lower} de tipo {type.to_lower}.", - "OFFLINE_REMATCH_NPC1.v3": "Pasaba por aquí y se me ocurrió asomarme un momento a tu partida. ¿Te hace una revancha, ya que estamos?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} se ha hecho amigue de {partner}.", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} ha derrotado a {boss}.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} se ha hecho amiga de {partner}.", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player} ha remasterizado su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player} ha remasterizado su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} se ha hecho amigo de {partner}.", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player} ha remasterizado su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} ha mejorado su relación con {partner}.", - "ONLINE_NOTIFICATION_ROMANCED": "{player} ha empezado una relación sentimental con {partner}.", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} ha descubierto la {station}.", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} ha registrado {num} especies en su bestiario.", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player} y {other_player} están luchando.", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} ha derrotado a {num} fusiones salvajes.", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} ha completado {num} misiones del tablón de anuncios.", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player} ha derrotado a {other_player}.", - "ONLINE_BUTTON_LEAVE_SESSION": "Abandonar la sesión", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "Mostrar código de invitación", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Introduce la IP y el puerto", - "ONLINE_NOTIFICATION_RAID_WON": "{player} y {other_player} han derrotado a {boss}.", - "ONLINE_NOTIFICATION_TRADED": "{player} y {other_player} han hecho un intercambio de cintas.", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player} y {other_player} se están enfrentando a un desafío.", - "OFFLINE_REMATCH_NPC1.v1": "¡Hola! Oye, ya sé que ahora mismo no estoy en línea, pero ¿te apetece una revancha?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} ha quemado una vela ritual.", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "Es posible que la próxima fusión que te encuentres contenga un monstruo pirata.", - "OFFLINE_REMATCH_NPC1_YES": "¡Por supuesto!", - "OFFLINE_REMATCH_NPC1.v2.n": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", - "OFFLINE_REMATCH_NPC1.v2.m": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", - "OFFLINE_REMATCH_NPC1.v2.f": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", - "OFFLINE_REMATCH_NPC1_NO": "Ahora no.", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "Anfitrión (puerto {server_port} de la red de área local)", - "ONLINE_STATE_CONNECTING": "Conectando…", - "ONLINE_BUTTON_LAN_SERVER": "Crear una sesión de red de área local", - "ONLINE_BUTTON_LAN_CLIENT": "Unirse a una sesión de red de área local", - "ONLINE_ERROR_VERSION_CHECK_LAN": "No se ha podido conectar porque las versiones no coinciden.", - "ONLINE_SECTION_CONTROL": "Control", - "ONLINE_ERROR_MATCH_FULL": "No se ha podido conectar porque la sesión ya está llena.", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "No has podido unirte a la sesión porque los demás jugadores están usando una versión distinta del juego.", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "No se ha podido conectar porque es necesaria una actualización.", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "La IP, nombre de equipo o número de puerto que has introducido no son correctos.", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Rechazar la solicitud", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Comprobar tu oferta", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Retirar la solicitud", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Ofrecer cinta", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Aceptar la oferta", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Comprobar la oferta de {remote_player}", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "En línea (solo invitados)", - "ONLINE_ALREADY_REQUESTING.m": "Ya le has enviado una solicitud diferente.", - "UI_PAUSE_ONLINE_BTN_1": "Estado de la conexión", - "ONLINE_REQUEST_ACTION_trade": "Intercambio", - "ONLINE_ALREADY_REQUESTING.f": "Ya le has enviado una solicitud diferente.", - "BATTLE_NET_CLOSED_2_LOCAL.f": "El combate ha terminado porque te has desconectado.", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (tú)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "El juego cruzado está desactivado en esta sala. Es posible que los jugadores de otros sistemas no puedan unirse con este código.", - "ONLINE_REQUEST_LIST_BUTTON": "Solicitud de {title.to_lower}", - "ONLINE_INVITE_MESSAGE": "¿Echamos una partida de Cassette Beasts?", - "ONLINE_SHOW_INVITE_CODE_COPIED": "Copiado al portapapeles.", - "ONLINE_PLAYER_STATUS_0": "En plena aventura. Ahora mismo, {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_OFFLINE": "Sin conexión.", - "ONLINE_PLAYER_STATUS_1.n": "No disponible. Ahora mismo, {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_1.m": "No disponible. Ahora mismo, {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_2": "Luchando {location_name_phrase}.", - "ONLINE_PLAYER_MENU_MAP": "Ver en el mapa", - "ONLINE_PLAYER_STATUS_1.f": "No disponible. Ahora mismo, {location_name_phrase}.", - "ONLINE_PLAYER_MENU_TRADE": "Solicitar intercambio", - "ONLINE_PLAYER_MENU_BATTLE": "Solicitar combate", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Desactivado", - "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", - "UI_SETTINGS_NETWORK": "Juego en línea", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Activado", - "UI_SETTINGS_NETWORK_CROSSPLAY": "Juego cruzado", - "OFFLINE_GIFTER_NPC1.v2": "Estaba pensando en la última sesión multijugador en la que coincidimos. ¡A ver si volvemos a jugar otro día!", - "OFFLINE_GIFTER_NPC1.v1": "Ya sé que ahora mismo no estoy en línea, pero quería darte esto.", - "OFFLINE_GIFTER_NPC1.v3": "¡Hola! Pasaba por aquí y se me ocurrió asomarme un momento a tu partida. Me he encontrado esto, ¿lo quieres?", - "ROGUE_FUSION_BATTLE_SOLO": "Luchar en solitario", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "Invitar a {player_name}", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Tu nivel se reducirá temporalmente a {max_level} para este combate.[/center]", - "ROGUE_FUSION_RAID_REWARD": "Recompensa: {item} ({item_amount})", - "ROGUE_FUSION_RAID_HACK_BUTTON": "¡Piratear!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "A {remote_player} y a ti os han derrotado.", - "ROGUE_FUSION_RAID_HACK_HINT": "Puedes usar cibermateria ({amount}) para cambiar el tipo elemental de esta fusión.", - "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "¡{remote_player} y tú habéis obtenido la victoria!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Habéis huido del combate.", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Conectando a {server}…", - "ONLINE_STATE_CONNECTED.f": "Conexión activa", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "En línea (con amigos)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Buscando amigos…", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Tu oferta", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Si el intercambio se lleva a cabo, tu partida se guardará automáticamente. ¿Aceptas?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "La oferta de {remote_player}", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "CAPTAIN_CODEY_CM_CODEY7": "¡Ahora estás jugando con [shake rate=30 level=10]poder[/shake]! [pause]Con eso podrás almacenar la cibermateria y usarla con las fusiones salvajes. No es por [wave amp=30 freq=10]fardar[/wave], pero lo inventé yo mismo.", - "CAPTAIN_CODEY_CM_CODEY6": "Toma, quédate con un chisme de estos.", - "ONLINE_PLAYER_GAMERCARD": "Mostar tarjeta de jugador", - "UPDATE_POPUP_MP_TITLE": "Actualización 1.6: multijugador", - "UPDATE_POPUP_MP_2": "Para empezar con el multijugador en línea, solo hay que acceder al menú de pausa y pulsar {control.ui_action_1}.\\n\\nTambién es posible enviar invitaciones a los jugadores de la lista de amigos, o bien crear códigos de invitación para conectarse con los jugadores de otras plataformas.", - "UPDATE_POPUP_MP_1": "¡La actualización 1.6 añade el modo multijugador en línea! Cuando estéis en línea, podréis:\\n\\n― Jugar con vuestros amigos en grupos de hasta 8 personas.\\n― ¡Explorar el mundo juntos!\\n― Combatir e intercambiar cintas entre vosotros.\\n― ¡Unir vuestras fuerzas para enfrentaros a fusiones salvajes!", - "CAPTAIN_CODEY_CM_CODEY8": "Bueno, me tengo que ir a hacer cosas de guarda de élite. Ven a verme a la montaña un día de estos, ¿vale?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "El combate ha terminado porque tu rival se ha desconectado.", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Pegatinas duplicadas:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "No permitidas", - "ONLINE_DISPLAY_NAME_ANON": "Anónimo", - "BATTLE_NET_CLOSED_1": "El combate ha terminado debido a un error.", - "BATTLE_NET_CLOSED_2_LOCAL.n": "El combate ha terminado porque te has desconectado.", - "BATTLE_NET_CLOSED_2_REMOTE.n": "El combate ha terminado porque tu rival se ha desconectado.", - "BATTLE_NET_CLOSED_2_REMOTE.f": "El combate ha terminado porque tu rival se ha desconectado.", - "BATTLE_NET_CLOSED_2_LOCAL.m": "El combate ha terminado porque te has desconectado.", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Es posible que algunas funciones del modo multijugador en línea no estén disponibles.", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Los cambios en la opción de juego cruzado tendrán efecto cuando termine la sesión en línea actual.", - "ONLINE_FRIENDS_PASSIVE_WARNING": "Es posible que, a veces, el modo «Jugar con amigos» te empareje con gente que no sea amiga tuya. Esto se debe a que los amigos de tus amigos (además de cualquiera que tenga un código de invitación) pueden unirse a tu partida. ¿Quieres continuar?", - "ONLINE_CROSSPLAY_WARNING": "El código de invitación que has introducido es para una sala con juego cruzado, pero tú tienes la opción de juego cruzado desactivada. ¿Quieres pasar por alto esa opción y entrar de todas formas?", - "ONLINE_NOTIFICATION_DISCONNECTED": "Te has desconectado.", - "ONLINE_REQUEST_SENT.f": "¡Le has enviado una solicitud de {action.to_lower} a {remote_player}!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "La solicitud de {action.to_lower} de {remote_player} se ha cancelado. Motivo: {reason}.", - "ONLINE_REQUEST_RECEIVED.f": "¡{remote_player} te ha enviado una solicitud de {action.to_lower}!", - "ONLINE_REQUEST_RECEIVED.m": "¡{remote_player} te ha enviado una solicitud de {action.to_lower}!", - "ONLINE_REQUEST_SENT.n": "¡Le has enviado una solicitud de {action.to_lower} a {remote_player}!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} te ha ofrecido intercambiar su cinta de {species1.to_lower}.", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} te ha ofrecido intercambiar su cinta de {species1.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} te ha ofrecido su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} te ha ofrecido su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Aceptar la solicitud", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} te ha ofrecido su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", - "ONLINE_REQUEST_RECEIVED_TRADE2": "Esperando a que {remote_player} acepte tu oferta…", - "ONLINE_BUTTON_FRIENDS_CREATE": "Empezar una sesión para invitados", - "ONLINE_BUTTON_FRIENDS_JOIN": "Introducir un código de invitación", - "ONLINE_BUTTON_VIEW_FRIENDS": "Lista de amigos", - "ONLINE_HUD_PLAYER_COUNT": "Jugadores: {0} (máx. {1})", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "¿Y tú quién eres?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", - "CAPTAIN_CODEY_CM_CODEY2": "He registrado unas cuantas [wave amp=30 freq=10]ciberondas[/wave] en mi receptor, y supongo que tú eres el motivo.", - "CAPTAIN_CODEY_ALREADY_MET1.m": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", - "CAPTAIN_CODEY_ALREADY_MET1.n": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "¿Ciberondas?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "¿De qué me estás hablando?", - "CAPTAIN_CODEY_CM_CODEY4": "Por lo visto está conectada al [wave amp=30 freq=10]espacio que hay entre nuestros mundos[/wave], o algo así. Total, que me da lo mismo de dónde haya salido…", - "CAPTAIN_CODEY_CM_CODEY3": "¡Pues eso, ciberondas! [pause]¡Por la [wave amp=30 freq=10]cibermateria![/wave]! [pause]Que es como llamo yo a esa cosa naranja brillante que debes de haber recogido hace poco.", - "CAPTAIN_CODEY_CM_CODEY5": "El caso es que esas fusiones salvajes son muy sensibles a ella. Puedes usarla para convertirlas en monstruos piratas. ¡Es como un biopirateo a una escala [shake rate=30 level=10]cósmica[/shake]!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Jugadores: {0}", - "ONLINE_SECTION_PLAYERS": "Jugadores: {0} (máx. {1})", - "UI_PAUSE_ONLINE_BTN_0": "Jugar en línea", - "ONLINE_STATE_CONNECTED.m": "Conexión activa", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "¡Te has conectado!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "¡Te has conectado!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "¡Te has conectado!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Has hospedado una sesión de red de área local en el puerto {server_port}.", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Ahora estás jugando con {remote_player} y más jugadores ({n}).", - "ONLINE_NOTIFICATION_CONNECTED_1": "Ahora estás jugando con {remote_player}.", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} ha obtenido una cinta pirata de {monster_name.to_lower} de tipo {type.to_lower}.", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Ahora estás jugando en línea. Buscando amigos…", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} se ha unido a tu sesión.", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} se ha desconectado.", - "INFO_ONLINE_WITH_MODS1": "El juego cruzado en línea no está permitido cuando hay mods instalados. No podrás unirte a las sesiones de juego cruzado y los jugadores de consola no podrán unirse a tus sesiones.", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "¡{remote_player} ha aceptado luchar contra ti!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} se ha desconectado.", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} se ha desconectado.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "ITEM_CYBER_MATERIAL_NAME": "Cibermateria", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "BATTLE_RAID_DEFERRED_RECORDING": "Ambos jugadores recibirán esta cinta si ganan el desafío.", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "El otro jugador no está disponible.", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "No puedes enfrentarte a un desafío con {remote_player}.", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "¡{remote_player} ha aceptado enfrentarse contigo a un desafío!", - "ITEM_HACKING_GLOVE_NAME": "Guante pirata", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "Una materia fluorescente y rezumante de energía que parece salida directamente de una peli ochentera sobre realidad virtual.", - "CAPTAIN_CODEY_CM_CODEY1": "Hombre, parece que mi [wave amp=30 freq=10]objetivo[/wave] se ha dejado ver. Mis sensores están como [wave amp=30 freq=10]locos[/wave].", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "¿Qué?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "Un mando de consola antiguo que permite usar cibermateria antes de un combate para cambiar el tipo elemental de las fusiones salvajes.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Igualados a {0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Atributos de las pegatinas:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Sin restricciones", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Activados", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Desactivada", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Desactivados", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusión", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Activada", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Activada, con Poder de la fusión", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Permitidas", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Esperando al otro jugador…", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", - "UI_TAPE_COLLECTION_OFFER_TRADE": "Ofrecer a {remote_player}", - "ONLINE_REQUEST_TRADE_PROMPT": "Elige qué cinta quieres ofrecer a {remote_player}.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Niveles:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "Reglas del combate", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "No puedes intercambiar cintas con {remote_player}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "¡Has obtenido la victoria contra {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Has rechazado la solicitud de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Has retirado tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Has retirado tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} terminado.", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "Jugar con amigos", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Sesión de red de área local", - "NOTIFICATION_REQUEST": "Solicitud", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "te has desconectado", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} se ha desconectado", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} se ha desconectado", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "La solicitud de {action.to_lower} de {remote_player} se ha cancelado. Motivo: {reason}.", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "La solicitud de {action.to_lower} de {remote_player} se ha cancelado. Motivo: {reason}.", - "ONLINE_REQUEST_UI_TITLE": "Solicitud de {action.to_lower} con {remote_player}", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Introduce un código de invitación", - "ONLINE_ERROR_CONNECTION_FAILED": "No se ha podido conectar.", - "ONLINE_ERROR_CONNECTION_ERROR": "Error de conexión ({error}).", - "ONLINE_BUTTON_INVITE_FRIENDS": "Invitar a amigos", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "El intercambio se ha llevado a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "El intercambio se ha llevado a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Has abandonado el combate contra {remote_player}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player} te ha derrotado.", - "ONLINE_ALREADY_REQUESTING.n": "Ya le has enviado una solicitud diferente.", - "ONLINE_REQUEST_ACTION_battle": "Combate", - "ONLINE_REQUEST_ACTION_raid": "Desafío", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Tu solicitud de {action.to_lower} se ha cancelado. Motivo: {reason}.", - "ONLINE_REQUEST_RECEIVED.n": "¡{remote_player} te ha enviado una solicitud de {action.to_lower}!", - "ONLINE_REQUEST_SENT.m": "¡Le has enviado una solicitud de {action.to_lower} a {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Has retirado tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "El intercambio se ha llevado a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Esperando al otro jugador…", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Esperando al otro jugador…", - "ONLINE_ERROR_INVALID_INVITE": "No se ha podido conectar porque la invitación no era válida.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "te has desconectado", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} ha retirado su solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Has rechazado la solicitud de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "te has desconectado", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} se ha desconectado", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "se ha producido un error", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "En línea (con invitación)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "Jugadores: {0}", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Tu solicitud de {action.to_lower} se ha cancelado. Motivo: {reason}.", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Tu solicitud de {action.to_lower} se ha cancelado. Motivo: {reason}.", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "Preparando…", - "ONLINE_BUTTON_FRIENDS_INVITE": "Aceptar la invitación de {name}", - "ONLINE_BUTTON_DISCONNECT": "Desconectar", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Puerto", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "El servidor se ha desconectado.", - "ONLINE_STATE_CONNECTED.n": "Conexión activa", - "ACHIEVEMENT_DESC_obtain_candevil": "Consigue un diablamelo.", - "ACHIEVEMENT_NAME_obtain_bansheep": "Contar ovejas", - "ACHIEVEMENT_DESC_obtain_bansheep": "Consigue un beenshee.", - "ACHIEVEMENT_NAME_partner_viola": "Viola", - "ACHIEVEMENT_DESC_partner_viola": "Desbloquea a Viola.", - "ACHIEVEMENT_NAME_remaster": "Remaestría", - "ACHIEVEMENT_DESC_aa_helia": "Vence a la esencia de la fusión.", - "ACHIEVEMENT_NAME_met_npc_magikrab": "El encargado de las estaciones", - "ACHIEVEMENT_DESC_met_npc_magikrab": "Conoce a quien se encarga con esmero de las estaciones.", - "ACHIEVEMENT_NAME_met_npc_amber": "Muy lejos de casa", - "ACHIEVEMENT_DESC_met_npc_amber": "Encuentra quien te eche una mano en un lugar muy remoto.", - "ACHIEVEMENT_NAME_met_npc_merline": "Quien mora en las profundidades", - "ACHIEVEMENT_DESC_met_npc_merline": "Encuéntrate cara a cara con un ser sin rostro.", - "ACHIEVEMENT_DESC_traveling_merchant": "Conoce al vendedor errante.", - "ACHIEVEMENT_NAME_traveling_merchant": "Con dinero no se compra amor", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "Consigue una pegatina inusual.", - "ACHIEVEMENT_NAME_ability_glide": "Despliega las alas", - "ACHIEVEMENT_DESC_ability_glide": "Consigue la habilidad Planeo Polillesco.", - "ACHIEVEMENT_DESC_ability_dash": "Consigue la habilidad Acometida de Baladino.", - "ACHIEVEMENT_NAME_ability_dash": "Acometida de Baladino", - "ACHIEVEMENT_NAME_ability_magnetism": "Sensación electrizante", - "ACHIEVEMENT_DESC_ability_magnetism": "Consigue la habilidad Electromagnetismo.", - "ACHIEVEMENT_NAME_ability_swim": "Clases de natación", - "ACHIEVEMENT_NAME_ability_climb": "A tu bola", - "ACHIEVEMENT_DESC_ability_swim": "Consigue la habilidad Natación de Focarinista.", - "ACHIEVEMENT_DESC_gambit_win": "Gana un combate teniendo activo un gambito.", - "ACHIEVEMENT_DESC_ability_climb": "Consigue la habilidad Bola de Tallos Calabaceros.", - "ACHIEVEMENT_NAME_ability_flight": "Echa a volar", - "ACHIEVEMENT_DESC_ability_flight": "Consigue la habilidad Vuelo de Averevoir.", - "ACHIEVEMENT_DESC_ability_fusion_radar": "Consigue el radar de fusiones.", - "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusiones localizadas", - "ACHIEVEMENT_NAME_intermission": "Esto no es lo que querías", - "ACHIEVEMENT_DESC_intermission": "Acaba en un lugar muy remoto.", - "ACHIEVEMENT_DESC_ending": "Abre una puerta que se creía perdida desde hace tiempo.", - "ACHIEVEMENT_NAME_ending": "La vida real te espera", - "ACHIEVEMENT_NAME_preemptive_win": "Ha acabado antes de empezar", - "ACHIEVEMENT_DESC_preemptive_win": "Gana un combate antes de que empiece.", - "ACHIEVEMENT_DESC_ghostly_win": "Gana un combate en estado fantasma.", - "ACHIEVEMENT_NAME_ghostly_win": "La muerte quedará sin reino", - "ACHIEVEMENT_NAME_gambit_win": "Doble o nada", - "ACHIEVEMENT_DESC_reopened_stations_final": "Resuelve el acertijo de la canción de Morganta.", - "ACHIEVEMENT_NAME_aa_morgante": "Rebeldía", - "ACHIEVEMENT_DESC_aa_aleph_null": "Sobreponte a una situación desesperada en un lugar que está entre los mundos.", - "ACHIEVEMENT_NAME_aa_aleph_null": "La flecha del tiempo", - "ACHIEVEMENT_DESC_aa_morgante": "Derrota a una fuerza ancestral totalmente recuperada.", - "ACHIEVEMENT_NAME_aa_lamento_mori": "El ángel de la muerte", - "ACHIEVEMENT_DESC_aa_lamento_mori": "Derrota a Lamentato Mori.", - "ACHIEVEMENT_DESC_kuneko_altars_3": "Encuéntrate con Kuneko en tres altares.", - "ACHIEVEMENT_NAME_kuneko_altars_4": "¿Es que no me quieres?, 5.ª parte", - "ACHIEVEMENT_NAME_quest_viola1": "La tempestad", - "ACHIEVEMENT_DESC_quest_felix_complete": "Termina la misión de Felix.", - "ACHIEVEMENT_DESC_quest_meredith1": "Lleva a Meredith al centro comercial.", - "ACHIEVEMENT_DESC_quest_viola1": "Lleva a Viola hasta el naufragio.", - "ACHIEVEMENT_NAME_quest_meredith_complete": "No necesito nada más", - "ACHIEVEMENT_DESC_quest_meredith_complete": "Termina la misión de Meredith.", - "ACHIEVEMENT_NAME_quest_felix_complete": "¿Es que no me quieres?, 6.ª parte", - "ACHIEVEMENT_NAME_quest_dog_complete": "Ven aquí. Siéntate.", - "ACHIEVEMENT_DESC_quest_dog_complete": "Termina la misión de Perry.", - "ACHIEVEMENT_DESC_quest_viola_complete": "Termina la misión de Viola.", - "ACHIEVEMENT_NAME_quest_viola_complete": "Todo el mundo va en busca de algo", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Cuando la tuna te dé serenata", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Llega a cinco corazones con Kayleigh.", - "ACHIEVEMENT_NAME_aa_cube": "Sólido neoplatónico", - "ACHIEVEMENT_DESC_aa_cube": "Derrota a Exoedro.", - "ACHIEVEMENT_NAME_aa_alice": "Hija del ego", - "ACHIEVEMENT_DESC_aa_alice": "Derrota a Alicia.", - "ACHIEVEMENT_NAME_aa_puppet": "El titiritero", - "ACHIEVEMENT_DESC_aa_puppet": "Derrota a Monigotox.", - "ACHIEVEMENT_NAME_aa_tower": "La torre de la ignorancia", - "ACHIEVEMENT_DESC_aa_tower": "Derrota a Babelith.", - "ACHIEVEMENT_NAME_song_parts_8": "La tierra de la confusión", - "ACHIEVEMENT_NAME_aa_helia": "Aquí llega el sol", - "ACHIEVEMENT_DESC_song_parts_8": "Completa la canción de Morganta.", - "ACHIEVEMENT_DESC_offices_cleared_5": "Disuelve cinco oficinas de los terratenientes.", - "ACHIEVEMENT_DESC_quest_felix1": "Conoce a Kuneko.", - "ACHIEVEMENT_NAME_quest_felix1": "¿Es que no me quieres?, 1.ª parte", - "ACHIEVEMENT_NAME_kuneko_altars_1": "¿Es que no me quieres?, 2.ª parte", - "FOLKLORD_NAME": "Folclorrible", - "MACABRA_DESCRIPTION": "un ser de grandes colmillos subido a un cráneo", - "FOLKLORD_NAME_PREFIX": "Folclor", - "FOLKLORD_LORE_1": "Los folclorrible son la forma que adoptan los macabra adultos. Llevan los cráneos a los que acostumbraban a encaramarse, moldeados para encajar en su cabeza. Tienen los brazos y el tronco tan musculados que no son capaces de aguantar mucho tiempo su propio peso apoyados solo en las piernas.", - "FOLKLORD_NAME_SUFFIX": "rible", - "FOLKLORD_DESCRIPTION": "un gigante con un cráneo en la cabeza", - "FOLKLORD_LORE_2": "Varios de los críptidos (seres no identificados) relacionados con Norteamérica se describen como humanoides gigantes que viven en el bosque. Entre ellos está el simiesco bigfoot, también llamado sasquatch.", - "SQUIREY_NAME": "Escuderazado", - "SQUIREY_NAME_PREFIX": "Escuder", - "SQUIREY_LORE_1": "Es común ver a los escuderazado vagar por las llanuras de Nueva Wirral en busca de rivales a los que enfrentarse. Pese a su aspecto adorable, se trata de implacables guerreros movidos por el deseo innato de ser cada vez mejores.", - "SQUIREY_NAME_SUFFIX": "azado", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué es más importante para ti en el fragor de la batalla?", - "SQUIREY_LORE_2": "En la Edad Media, los escuderos eran aprendices de los caballeros. Ayudaban a su maestro en distintas tareas y les llevaban las armas. Si demostraban su valía, era posible que acabaran siendo caballeros a su vez.", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "El honor", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "La victoria", - "PALANGOLIN_NAME": "Palangolín", - "SQUIREY_DESCRIPTION": "un pangolín con una lanza", - "PALANGOLIN_NAME_PREFIX": "Pala", - "PALANGOLIN_LORE_1": "Los palangolín son la forma que adoptan los escuderazados adultos que se han mantenido fieles a sus principios y se han convertido en caballeros de intachable virtud. Portan alabardas doradas y refulgentes con las que defienden a sus aliados en el fragor de la batalla.", - "PALANGOLIN_NAME_SUFFIX": "angolín", - "PALANGOLIN_LORE_2": "Durante la historia de Europa, los caballeros eran personas a las que se les había otorgado esa condición por sus servicios a su país. La popularidad de los mitos artúricos condicionó la figura de los caballeros, que ahora se asocian casi siempre con la virtud y el heroísmo.", - "MANISPEAR_NAME": "Manistratega", - "PALANGOLIN_DESCRIPTION": "un caballero con una alabarda", - "MANISPEAR_NAME_PREFIX": "Manis", - "MANISPEAR_NAME_SUFFIX": "istratega", - "MANISPEAR_LORE_2": "El «caballero negro» es un arquetipo de personaje muy habitual en la ficción. Suele representarse como un personaje enmascarado que se ha apartado del camino virtuoso. A menudo, el caballero negro es un obstáculo al que debe sobreponerse el protagonista de la historia.", - "MANISPEAR_LORE_1": "Cuando un escuderazado se deja seducir por la oscuridad durante su entrenamiento, su destino es convertirse en manistratega. Ocultan su rostro bajo un yelmo negro y luchan sin piedad ni autocontrol.", - "MUSKRATEER_NAME": "Mosqueterrata", - "MANISPEAR_DESCRIPTION": "un caballero con una espada enorme", - "MUSKRATEER_NAME_PREFIX": "Mosqueter", - "MUSKRATEER_NAME_SUFFIX": "rata", - "ITEM_TAPE_BLACK_SHUCK_NAME": "Cinta de Perro Negro", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Una cinta negra misteriosa que se dejó Perro Negro.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Golpea a un objetivo. Causa al objetivo el estado «{status_effect.to_lower}».", - "ITEM_TAPE_BEAST_NAME": "Cinta de piel sintética", - "ITEM_TAPE_FIRE_DESCRIPTION": "La etiqueta dice que se puede calentar en una tostadora. Se trata de una extraña cinta publicitaria que se regalaba con el pan de molde, hasta que las quejas por manos quemadas o pequeños incendios obligaron a la empresa a echarse atrás. Eso sí, tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo fuego.", - "ITEM_TAPE_FIRE_NAME": "Cinta para tostadora", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "Una cinta hecha, según parece de «plástico 100 % reciclado». Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo plástico.", - "ITEM_TAPE_PLANT_NAME": "Cinta de corteza de árbol", - "ITEM_TAPE_PLANT_DESCRIPTION": "Una cinta cuya carcasa está hecha con corteza de árbol. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo planta.", - "ITEM_TAPE_PLASTIC_NAME": "Cinta reciclada", - "ITEM_TAPE_WATER_NAME": "Cinta llena de agua", - "ITEM_TAPE_WATER_DESCRIPTION": "Una cinta hecha con plástico transparente, sellada y llena de agua. A un lado tiene dos botones que te permiten jugar a un juego de lanzar anillas cuando no la estés escuchando. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo agua.", - "ITEM_TAPE_POISON_NAME": "Cinta de piel de serpiente", - "ITEM_TAPE_ASTRAL_NAME": "Cinta etérea", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "Una cinta inmaterial que tiene la notable pega de atravesar de vez en cuando otros objetos. Tiene dibujados pequeños puntitos de luz por toda su superficie, como si fueran estrellas lejanas. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo astral.", - "ITEM_TAPE_POISON_DESCRIPTION": "Una cinta hecha con piel de serpiente sintética. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo veneno.", - "ITEM_TAPE_ICE_NAME": "Cinta de hielo IX", - "ITEM_TAPE_LIGHTNING_NAME": "Cinta superconductora", - "ITEM_TAPE_ICE_DESCRIPTION": "Una cinta hecha de un hielo que no parece que se derrita nunca. La etiqueta avisa de que no debe acercarse nunca al agua. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo hielo.", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Una cinta cuya etiqueta afirma con orgullo que su interior está en estado condensado de Bose-Einstein. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo rayo.", - "ITEM_TAPE_AIR_NAME": "Cinta aerosol", - "ITEM_TAPE_EARTH_NAME": "Cinta de cerámica", - "ITEM_TAPE_AIR_DESCRIPTION": "Una cinta que tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo aire. En caso de necesidad, puede usarse también como laca para el pelo.", - "ITEM_TAPE_METAL_NAME": "Cinta de ferrocromo", - "ITEM_TAPE_METAL_DESCRIPTION": "Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo metal.", - "ITEM_TAPE_EARTH_DESCRIPTION": "Una cinta cuya carcasa está hecha de cerámica endurecida. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo tierra.", - "ITEM_TAPE_USE_ON.m": "Grabar el {0.to_lower}", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "Grabar el {0.to_lower}", - "ITEM_TAPE_USE_ON.n": "Grabar el {0.to_lower}", - "ITEM_NAME_RARITY_1": "{item_name} (poco frecuente)", - "ITEM_NAME_RARITY_2": "{item_name} (inusual)", - "BOOSTER_PACK_ELEMENTS_NAME": "Sobre de pegatinas Elementos", - "BOOSTER_PACK_NATURE_NAME": "Sobre de pegatinas Naturaleza", - "BOOSTER_PACK_POLLUTION_NAME": "Sobre de pegatinas Contaminación", - "BOOSTER_PACK_WILDCARD_NAME": "Sobre de pegatinas Popurrí", - "MAP_NAME_OVERWORLD_PHRASE": "en Nueva Wirral", - "BOOSTER_PACK_DESCRIPTION": "Un sobre temático de 4 pegatinas. ¡Te garantiza al menos una poco frecuente o inusual!", - "MAP_NAME_DEAD_WORLD_PHRASE": "en un lugar desconocido", - "MAP_NAME_OVERWORLD": "Nueva Wirral", - "REGION_NAME_UNKNOWN": "¿¿??", - "REGION_NAME_MALL": "Centro comercial La Caída", - "MAP_NAME_DEAD_WORLD": "¿¿??", - "REGION_NAME_UNKNOWN_PHRASE": "en un lugar desconocido", - "REGION_NAME_MALL_PHRASE": "en el centro comercial La Caída", - "REGION_NAME_PLAINS1": "Campo de Nueva Wirral", - "REGION_NAME_TOWN": "Villapuerto", - "REGION_NAME_TOWN_PHRASE": "en Villapuerto", - "REGION_NAME_PLAINS1_PHRASE": "en el campo de Nueva Wirral", - "REGION_NAME_TOWN_WEST": "Oeste de Villapuerto", - "REGION_NAME_TOWN_WEST_PHRASE": "al oeste de Villapuerto", - "REGION_NAME_CAFE": "Café Gramófono", - "REGION_NAME_CAFE_PHRASE": "en el Café Gramófono", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramófono vía Estación de Villapuerto", - "REGION_NAME_HOSPITAL": "Hospital de Villapuerto", - "REGION_NAME_HOSPITAL_PHRASE": "en el hospital", - "REGION_NAME_CHEMIST": "Tienda de pegatinas químicas", - "REGION_NAME_MUSEUM": "Centro del Patrimonio Histórico", - "REGION_NAME_MUSEUM_PHRASE": "en el Centro del Patrimonio Histórico", - "REGION_NAME_CHEMIST_PHRASE": "en la tienda de pegatinas químicas", - "REGION_NAME_TOWN_OUTSKIRTS": "Afueras de Villapuerto", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "en las afueras", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Cuevas de las afueras de Villapuerto", - "REGION_NAME_TOWN_BEACH": "Playa de Villapuerto", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "en las cuevas de las afueras", - "REGION_NAME_DEADLANDS_PHRASE": "en el yermo", - "REGION_NAME_DEADLANDS": "El yermo", - "REGION_NAME_TOWN_BEACH_PHRASE": "en la playa de Villapuerto", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "en el parque", - "REGION_NAME_NEW_WIRRAL_PARK": "Parque de Nueva Wirral", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Cuevas del parque de Nueva Wirral", - "REGION_NAME_TOWN_STATION": "Estación de Villapuerto", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "en las cuevas del parque", - "REGION_NAME_DUNGEON_GLOWSHROOM": "Estación de Camino de la Seta Brillante", - "REGION_NAME_TOWN_STATION_PHRASE": "en la estación de Villapuerto", - "REGION_NAME_UPPER_PATH": "Camino de Arriba", - "REGION_NAME_UPPER_PATH_PHRASE": "en el Camino de Arriba", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "en la estación de Camino de la Seta Brillante", - "REGION_NAME_MIRE_SEA": "Mar Infinito", - "REGION_NAME_MIRE_SEA_PHRASE": "en el mar Infinito", - "REGION_NAME_DUNGEON_WATERLOOP": "Estación de Cascada Interminable", - "REGION_NAME_SOUTHERN_ISLES": "Islas Sureñas", - "REGION_NAME_DINO_QUARRY": "El yermo (Cantera de Dino)", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "en las Islas Sureñas", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "en la estación de Cascada Interminable", - "REGION_NAME_OLD_VILLAGE": "El yermo (Nueva Londres)", - "REGION_NAME_DINO_QUARRY_PHRASE": "en la Cantera de Dino", - "REGION_NAME_OLD_VILLAGE_PHRASE": "en Nueva Londres", - "REGION_NAME_DEADLANDS_CAVES": "Cuevas del yermo", - "REGION_NAME_LAKE_PHRASE": "en el lago", - "REGION_NAME_LAKE": "Lago Sediento", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "en las cuevas del yermo", - "REGION_NAME_LAKE_CAVES": "Cuevas del lago Sediento", - "REGION_NAME_LAKESIDE": "Camino Lagonorte", - "REGION_NAME_LAKESIDE_PHRASE": "en el camino Lagonorte", - "REGION_NAME_LAKE_CAVES_PHRASE": "en las cuevas que hay bajo el lago", - "REGION_NAME_LAKESIDE_CAVES": "Cuevas del camino Lagonorte", - "REGION_NAME_MT_WIRRAL": "Monte Wirral", - "REGION_NAME_MT_WIRRAL_PHRASE": "en el monte Wirral", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "en las cuevas del camino Lagonorte", - "REGION_NAME_MT_WIRRAL_CAVES": "Cuevas del monte Wirral", - "REGION_NAME_EASTHAM_WOODS": "Bosque Oriental", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "en las cuevas del monte Wirral", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "en el Bosque Oriental", - "REGION_NAME_EASTHAM_WOODS_CAVES": "Cuevas del Bosque Oriental", - "REGION_NAME_HAM_PHRASE": "en Nibosquenimonte", - "REGION_NAME_HAM": "Nibosquenimonte", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "en las cuevas del Bosque Oriental", - "REGION_NAME_AUTUMN_HILL": "Colinas Otoñales", - "REGION_NAME_AUTUMN_HILL_PHRASE": "en las Colinas Otoñales", - "REGION_NAME_AUTUMN_HILL_CAVES": "Cuevas de las Colinas Otoñales", - "REGION_NAME_COMMUNE": "Valdellanto", - "REGION_NAME_COMMUNE_PHRASE": "en Valdellanto", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "en las cuevas de Colinas Otoñales", - "REGION_NAME_COMMUNE_STATION": "Estación de Llanto Creciente", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "en la estación de Hielington", - "REGION_NAME_MT_WIRRAL_STATION": "Estación de Hielington", - "REGION_NAME_COMMUNE_STATION_PHRASE": "en la estación de Llanto Creciente", - "REGION_NAME_MEADOW_PHRASE": "en el Prado de los Cerezos", - "REGION_NAME_MEADOW": "Prado de los Cerezos", - "REGION_NAME_MEADOW_CAVES": "Cuevas del Prado de los Cerezos", - "REGION_NAME_MARSH": "El pantano", - "REGION_NAME_MARSH_PHRASE": "en el pantano", - "REGION_NAME_MEADOW_CAVES_PHRASE": "en las cuevas de Prado de los Cerezos", - "REGION_NAME_MARSH_CAVES": "Cuevas del pantano", - "REGION_NAME_FARM": "Granja de Atata", - "REGION_NAME_FARM_PHRASE": "en la granja de Atata", - "REGION_NAME_MARSH_CAVES_PHRASE": "en las cuevas del pantano", - "REGION_NAME_GRAVEYARD": "Cementerio de los Corazones Rotos", - "REGION_NAME_GRAVEYARD_PHRASE": "en el cementerio", - "REGION_NAME_CAST_IRON_SHORE": "Costa del Hierro Fundido", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "en la Costa del Hierro Fundido", - "REGION_NAME_DUNGEON_GRAVEYARD": "Estación de Tumbavieja", - "REGION_NAME_STATION_FINAL": "Estación de Puente de la Noche", - "REGION_NAME_DUNGEON_SHIPWRECK": "Naufragio del Titania", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "en la estación de Tumbavieja", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "en la estación de Calle del Bardo", - "REGION_NAME_SHIPWRECK_STATION": "Estación de Calle del Bardo", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "en el naufragio del Titania", - "REGION_NAME_DUNGEON_MEADOW": "Estación de Cruce del Cerezo", - "REGION_NAME_STATION_FINAL_PHRASE": "en la estación de Puente de la Noche", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "en la estación de Cruce del Cerezo", - "REGION_NAME_MEADOW_CHURCH": "Abadía de Vitra Stig", - "REGION_NAME_BROKENHEAD_PHRASE": "en Rompecabezas", - "REGION_NAME_BROKENHEAD": "Rompecabezas", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "en la abadía de Vitra Stig", - "REGION_NAME_LANDKEEPER_HQ": "Sede de los terratenientes", - "REGION_NAME_KAYLEIGH_HOME": "Casa de Kayleigh", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "en la sede de los terratenientes", - "REGION_NAME_MEREDITH_HOME": "Taller de Meredith", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "en casa de Kayleigh", - "REGION_NAME_FELIX_HOME": "Casa de Felix", - "REGION_NAME_FELIX_HOME_PHRASE": "en casa de Felix", - "REGION_NAME_MEREDITH_HOME_PHRASE": "en el taller de Meredith", - "REGION_NAME_EUGENE_HOME": "Casa de Eugene", - "REGION_NAME_EUGENE_HOME_PHRASE": "en casa de Eugene", - "REGION_NAME_RANGER_OUTPOST": "Puesto de guardia", - "REGION_NAME_TOWN_HALL": "Ayuntamiento", - "REGION_NAME_TOWN_HALL_PHRASE": "en el ayuntamiento", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "en el puesto de guardia", - "REGION_NAME_AMBER_LODGE": "La Posada Ambarina", - "REGION_NAME_POWER_STATION_PHRASE": "en la central energética", - "REGION_NAME_AMBER_LODGE_PHRASE": "en la Posada Ambarina", - "REGION_NAME_POWER_STATION": "Central energética", - "MAP_FEATURE_CAVE": "Cueva", - "MAP_FEATURE_DAILY_ITEM": "Objeto diario", - "MAP_FEATURE_LANDKEEPER_OFFICE": "Oficina de los terratenientes", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Proyecto secreto de Eugene", - "MAP_FEATURE_CRATER": "Cráter", - "MAP_FEATURE_WATER_PIPE": "Tubería", - "MAP_FEATURE_RUINS": "Ruinas", - "MAP_FEATURE_DINO_QUARRY": "Cantera de Dino", - "MAP_FEATURE_CAMPSITE": "Campamento", - "MAP_FEATURE_TOWN_WEST_RIVER": "Arroyo de Atata", - "MAP_FEATURE_DIVEAL_ISLAND": "Isla de los Focarinista", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Perturbación desconocida", - "MAP_FEATURE_TOWN_BRIDGE": "Puente de Villapuerto", - "MAP_FEATURE_FARM_BRIDGE": "Puente de Atata", - "MAP_FEATURE_FARM_PLOT": "Huerto de calabazas", - "MAP_FEATURE_STICKER_MERCHANTS": "Vendedores de pegatinas", - "MOVE_SMACK_NAME": "Sopapo", - "MOVE_SLICE_NAME": "Tajo", - "MOVE_DOUBLE_SMACK_NAME": "Doble sopapo", - "MOVE_DOUBLE_SLICE_NAME": "Doble tajo", - "MOVE_MULTI_SMACK_NAME": "Multisopapo", - "MOVE_MULTI_SHOT_NAME": "Multitajo", - "MOVE_WALLOP_NAME": "Mamporro", - "MOVE_CLOBBER_NAME": "Dos por uno", - "MOVE_BISHBASHBOSH_NAME": "Hay para todos", - "MOVE_THE_OLD_1_2_NAME": "Ida y vuelta", - "MOVE_SPIT_NAME": "Escupitajo", - "MOVE_SPRAY_NAME": "Lluvia", - "MOVE_ENERGY_SHOT_NAME": "Proyectil de energía", - "MOVE_ENERGY_WAVE_NAME": "Onda de energía", - "MOVE_COATING_WATER_NAME": "Capa de agua", - "MOVE_COATING_PLASTIC_NAME": "Capa de plástico", - "MOVE_COATING_EARTH_NAME": "Capa de tierra", - "MOVE_COATING_AIR_NAME": "Capa de aire", - "MOVE_COATING_FIRE_NAME": "Capa de fuego", - "MOVE_COATING_ASTRAL_NAME": "Capa astral", - "MOVE_COATING_LIGHTNING_NAME": "Capa de rayo", - "MOVE_COATING_METAL_NAME": "Capa de metal", - "MOVE_COATING_BEAST_NAME": "Capa de bestia", - "MOVE_COATING_ELEMENTAL_NAME": "Capa elemental", - "MOVE_COATING_PLANT_NAME": "Capa de planta", - "MOVE_COATING_POISON_NAME": "Capa de veneno", - "MOVE_COATING_ICE_NAME": "Capa de hielo", - "MOVE_INFLAME_NAME": "Proyectil flamígero", - "MOVE_COATING_GLASS_NAME": "Capa de cristal", - "MOVE_INCINERATE_NAME": "Impacto flamígero", - "MOVE_BRICK_BLAST_NAME": "Bloque volador", - "MOVE_FIRE_WALL_NAME": "Muro de fuego", - "MOVE_BEAST_WALL_NAME": "Muro de bestia", - "MOVE_PLANT_WALL_NAME": "Muro de planta", - "MOVE_METAL_WALL_NAME": "Muro de metal", - "MOVE_ICE_WALL_NAME": "Muro de hielo", - "MOVE_POISON_WALL_NAME": "Muro de veneno", - "MOVE_ELEMENTAL_WALL_NAME": "Muro elemental", - "MOVE_PLASTIC_WALL_NAME": "Muro de plástico", - "MOVE_WATER_WALL_NAME": "Muro de agua", - "MOVE_ASTRAL_WALL_NAME": "Muro astral", - "MOVE_LIGHTNING_WALL_NAME": "Muro de rayo", - "MOVE_AIR_WALL_NAME": "Muro de aire", - "MOVE_EARTH_WALL_NAME": "Muro de tierra", - "MOVE_GLASS_WALL_NAME": "Muro de cristal", - "MOVE_DEJAVU_NAME": "[i]Déjà vu[/i]", - "MOVE_AP_STEAL_NAME": "Robo de PA", - "MOVE_AP_BOOST_NAME": "Aumento de PA", - "MOVE_AP_DRAIN_NAME": "Reducción de PA", - "MOVE_REVENGE_STRIKE_NAME": "Ataque vengador", - "MOVE_PREEMPTIVE_STRIKE_NAME": "Ataque preventivo", - "MOVE_AP_REFUND_NAME": "Devolución de PA", - "MOVE_SELF_DESTRUCT_NAME": "Autodestrucción", - "MOVE_ROLL_AGAIN_NAME": "Tirada extra", - "MOVE_AP_STARTER_NAME": "Primer PA", - "MOVE_PARRY_STANCE_NAME": "Posición de parada", - "MOVE_LAST_RITES_NAME": "Extremaunción", - "MOVE_HEADSHOT_NAME": "Tiro a la cabeza", - "MOVE_SLEEP_TALK_NAME": "Somniloquia", - "MOVE_COSMIC_KUNAI_NAME": "Kunai cósmico", - "MOVE_SLEEP_WALK_NAME": "Sonambulismo", - "MOVE_HYPNOTIZE_NAME": "Hipnosis", - "MOVE_HP_ABSORB_NAME": "Absorción de vida", - "MOVE_DEFEND_NAME": "Defensa", - "MOVE_RAISE_SHIELDS_NAME": "Escudo", - "MOVE_POISON_POLLEN_NAME": "Polen venenoso", - "MOVE_SNOOZE_SPORE_NAME": "Espora somnífera", - "MOVE_LEECH_NAME": "Parásito", - "MOVE_DODGE_NAME": "Esquiva", - "MOVE_FOCUS_NAME": "Concentración", - "MOVE_SPRINT_NAME": "Acelerón", - "MOVE_WINK_NAME": "Guiño", - "MOVE_FLIRT_NAME": "Camelo", - "MOVE_PEEKABOO_NAME": "¡Cucú!", - "MOVE_TRIP_NAME": "Trabamiento", - "MOVE_NOD_NAME": "Ademán", - "MOVE_CRITICIZE_NAME": "Crítica", - "MOVE_COMPLIMENT_NAME": "Elogio", - "MOVE_SHARPEN_NAME": "Piedra de afilar", - "MOVE_RAISE_ARMS_NAME": "Posición ofensiva", - "MOVE_JUMP_SCARE_NAME": "Salto terrorífico", - "MOVE_HOT_POTATO_NAME": "Patata caliente", - "MOVE_ZOOMIES_NAME": "A todo correr", - "MOVE_QUICK_SMACK_NAME": "Sopapo veloz", - "MOVE_TAUNT_NAME": "Burla", - "MOVE_SURE_FIRE_NAME": "La mano en el fuego", - "MOVE_BE_RANDOM_NAME": "¡¡¡aL aZar!1!", - "MOVE_DOG_YEARS_NAME": "Años perrunos", - "MOVE_COPYCAT_NAME": "Copión", - "MOVE_COPYCAT_TITLE": "Copión: {move_name}", - "MOVE_GLITTER_BOMB_NAME": "Bomba de purpurina", - "MOVE_PROVOKE_NAME": "Provocación", - "MOVE_HIBERNATE_NAME": "Hibernación", - "MOVE_MEDITATE_NAME": "Meditación", - "MOVE_SUMMON_TULPA_NAME": "Invocar tulpa", - "MOVE_LIGHTNING_BOLT_NAME": "¡Rayos!", - "MOVE_FUSION_POWER_NAME": "Poder de la fusión", - "MOVE_FUSION_POWER_GENERATED_NAME": "Poder de la fusión: {suffix} {prefix}", - "MOVE_DESPERATION_NAME": "A la desesperada", - "MOVE_CROSSFADE_NAME": "Transición", - "MOVE_DELEGATE_NAME": "Apáñatelas tú", - "MOVE_BITE_NAME": "Mordisco", - "MOVE_BONE_CANNON_NAME": "Cañón de huesos", - "MOVE_STICKY_TONGUE_NAME": "Lengua pegajosa", - "MOVE_ZEPHYR_NAME": "Céfiro", - "MOVE_CHARGE_NAME": "Carga", - "MOVE_SONIC_BOOM_NAME": "Explosión sónica", - "MOVE_BATTERY_NAME": "Batería de golpes", - "MOVE_SCORCH_NAME": "Incendio", - "MOVE_RAPID_FIRE_NAME": "Fuego a discreción", - "MOVE_GEAR_SHEAR_NAME": "Ruedas mordedoras", - "MOVE_BROADCAST_NAME": "Propagación", - "MOVE_UNICAST_NAME": "Atenuación", - "MOVE_SPLINTER_NAME": "Astillas", - "MOVE_WOODCUTTER_NAME": "Cuchilla de madera", - "MOVE_SILICON_SLASH_NAME": "Cuchilla de silicio", - "MOVE_ACID_REFLEX_NAME": "Envenenamiento reflejo", - "MOVE_RADIOACTIVE_NAME": "Radiación", - "MOVE_THROW_NAME": "Lanzamiento", - "MOVE_ICE_BREAKER_NAME": "Rompehielos", - "MOVE_TORRENT_NAME": "Torrente", - "MOVE_TWO_HEADS_NAME": "Bicefalia", - "MOVE_MAGNET_NAME": "Imán", - "MOVE_ECHOLOCATION_NAME": "Ecolocación", - "MOVE_RETRIBUTION_NAME": "Venganza", - "MOVE_THUNDER_BLAST_NAME": "Tormenta eléctrica", - "MOVE_TOWER_DEFENSE_NAME": "Enroque", - "MOVE_GAMBIT_NAME": "Gambito", - "MOVE_HAUNT_NAME": "Forma fantasmal", - "MOVE_BINVITATION_NAME": "Cubinvitación", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "Como un rayo", - "MOVE_CALL_FOR_HELP_NAME": "Llamada de ayuda", - "MOVE_BINVASION_NAME": "Cubinvasión", - "MOVE_FISSION_POWER_NAME": "Poder de la fisión", - "MOVE_RECYCLE_NAME": "Reciclar", - "MOVE_COPPER_CHOP_NAME": "Golpe cúprico", - "MOVE_GALACTIC_BEATDOWN_NAME": "Impacto galáctico", - "MOVE_WINDOW_NAME": "Ventana", - "MOVE_JAGGED_EDGE_NAME": "Partes serradas", - "MOVE_SHARP_EDGES_NAME": "Partes afiladas", - "MOVE_CRYSTAL_LENS_NAME": "Lente cristalina", - "MOVE_GLASS_BONDS_NAME": "Cadenas de cristal", - "MOVE_SHRAPNEL_NAME": "Metralla", - "MOVE_GLASS_CANNON_NAME": "Cañón de cristal", - "MOVE_CLOSE_ENCOUNTER_NAME": "Encuentro cercano", - "MOVE_SPRING_LOAD_NAME": "Muelles", - "MOVE_SHOOTING_STAR_NAME": "Estrella fugaz", - "MOVE_MOUNTAIN_SMASH_NAME": "Montaña aplastante", - "MOVE_BLIZZARD_NAME": "Ventisca", - "MOVE_DJINNTOXICATE_NAME": "Yinntoxicación", - "MOVE_TOY_HAMMER_NAME": "Martillo de juguete", - "MOVE_SUCTION_CUP_DART_NAME": "Dardo ventosa", - "MOVE_PLASTIC_KNIFE_NAME": "Cuchillo de plástico", - "MOVE_ACORN_MORTAR_NAME": "Mortero bellotero", - "MOVE_BOIL_NAME": "Ebullición", - "MOVE_TOXIC_STAB_NAME": "Punzada tóxica", - "MOVE_PUSTULE_BOMB_NAME": "Bomba de pus", - "MOVE_RADIATION_BREATH_NAME": "Aliento radiactivo", - "MOVE_WONDERFUL_7_NAME": "Siete maravillas", - "MOVE_SNOW_RUSH_NAME": "Nevada", - "MOVE_POLE_VAULT_ASSAULT_NAME": "Somanta de las alturas", - "MOVE_YULE_REGRET_THAT_NAME": "Escarmiento navideño", - "MOVE_HURRICANE_NAME": "Huracán", - "MOVE_SANDSTORM_NAME": "Polvareda", - "MOVE_METEOR_BARRAGE_NAME": "Lluvia de meteoritos", - "MOVE_CLOCKWORK_MOUSE_NAME": "Ratón mecánico", - "MOVE_METAL_RIFF_NAME": "Heavy metal", - "MOVE_BOTTLE_VOLLEY_NAME": "Lluvia de botellas", - "MOVE_MOONSHINE_NAME": "Luz de luna", - "MOVE_AVALANCHE_NAME": "Avalancha", - "MOVE_FOG_NAME": "Niebla", - "MOVE_CHANGE_THE_RECORD_NAME": "Cambio de cinta", - "MOVE_AP_DONATE_NAME": "Donación de PA", - "MOVE_AP_FACTORY_NAME": "Fuente de PA", - "MOVE_SHIELD_BASH_NAME": "Golpe de escudo", - "MOVE_PRISMATIC_NAME": "Prisma", - "MOVE_ICICLE_DART_NAME": "Dardo de carámbano", - "MOVE_CRUMBLE_NAME": "Derrocamiento", - "MOVE_BAD_JOKE_NAME": "Chiste malo", - "MOVE_HEROIC_BLADE_NAME": "Espada de los Héroes", - "MOVE_SUPERHEATED_FIST_NAME": "Puño ardiente", - "MOVE_GUZZLE_FUEL_NAME": "Consumo de gasolina", - "MOVE_DAMAGE_ROLL_NAME": "Tirada de daño", - "MOVE_COPY_THAT_NAME": "Espejo", - "MOVE_FROZEN_GROUND_NAME": "Suelo helado", - "MOVE_STONY_LOOK_NAME": "Mirada de gorgona", - "MOVE_PUMPKIN_PIE_NAME": "Pastel de calabaza", - "MOVE_BUSHFIRE_NAME": "Zarza ardiente", - "MOVE_TRAFFIC_JAM_NAME": "Atasco", - "MOVE_SUIT_UP_NAME": "Ponte traje", - "MOVE_COTTON_ON_NAME": "El algodón engaña", - "MOVE_MIND_MELD_NAME": "Enlace mental", - "MOVE_UNDERTOW_NAME": "Resaca", - "MOVE_NEW_LEAF_NAME": "Hojas nuevas", - "MOVE_FAIR_FIGHT_NAME": "Combate limpio", - "MOVE_ABRAMACABRA_NAME": "Abramacabra", - "MOVE_ABRAMACABRA_ATTACK_NAME": "Misil macabro", - "MOVE_DOC_LEAF_NAME": "Hierba medicinal", - "MOVE_REVOLVING_DOOR_NAME": "Puerta giratoria", - "MOVE_BLOOD_DONATION_NAME": "Donación de sangre", - "MOVE_NURSE_NAME": "Primeros auxilios", - "MOVE_CLAY_FIRED_NAME": "Arcilla reforzada", - "MOVE_COAL_STORY_NAME": "Ascua a tu sardina", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Resistencia a bestia", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Resistencia a fuego", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Resistencia a plástico", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Resistencia a planta", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Resistencia a agua", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Resistencia a astral", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Resistencia a veneno", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Toma de tierra", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Resistencia a hielo", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Resistencia a aire", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Resistencia a tierra", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Resistencia a metal", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Resistencia a cristal", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Resistencia a purpurina", - "MOVE_WATER_DANCE_NAME": "Danzarín del agua", - "MOVE_STAB_IN_THE_DARK_NAME": "Puñalada a ciegas", - "MOVE_WATERWORKS_NAME": "Llantera", - "MOVE_STARTER1_ATTACK_NAME": "Proyectil dulce", - "MOVE_STARTER1_PASSIVE_NAME": "Subidón de azúcar", - "MOVE_STARTER2_ATTACK_NAME": "Ariete", - "MOVE_STARTER2_PASSIVE_NAME": "Oveja que bala", - "MOVE_CATEGORY_MELEE": "Ataque cuerpo a cuerpo", - "MOVE_CATEGORY_RANGED": "Ataque a distancia", - "MOVE_CATEGORY_STATUS": "Efecto de estado", - "MOVE_CATEGORY_MISC": "Varios", - "MOVE_DESCRIPTION_HIT_ONE": "Golpea a un objetivo.", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Golpea a un equipo entero. Destruye los muros.", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Golpea a un objetivo. No es posible esquivarlo.", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Golpea a un objetivo. Tiene prioridad sobre otros movimientos.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Golpea a un objetivo varias veces.", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Golpea a un objetivo, pero también daña ligeramente a quien lo usa.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Golpea a un objetivo varias veces y tiene prioridad sobre otros movimientos.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Golpea a un objetivo varias veces y tiene menos prioridad que otros movimientos.", - "MOVE_DESCRIPTION_HIT_TEAM": "Golpea a un equipo entero.", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Golpea varias veces a cada miembro de un equipo.", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Golpea a todos los combatientes excepto al que lo usa.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Golpea a un objetivo. Causa a quien lo usa el estado «{status_effect.to_lower}».", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Golpea a un equipo entero. Causa a quien lo usa el estado «{status_effect.to_lower}».", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Golpea a un equipo entero. Causa a los objetivos el estado «{status_effect.to_lower}».", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "Golpea a un objetivo y reduce su evasión.", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "Golpea a un objetivo y reduce su precisión.", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "La velocidad de quien lo usa aumenta de forma pasiva en proporción con los PV que pierde.", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "La evasión de quien lo usa aumenta de forma pasiva en proporción con los PV que pierda.", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Reduce de forma pasiva el daño de {type.to_lower} en un {percent} % y anula cualquier reacción que pudiera ocurrir. No afecta a los golpes críticos.", - "MOVE_DESCRIPTION_NURSE": "Hace que un objetivo recupere un 50 % de sus PV máximos.", - "MOVE_DESCRIPTION_METAL_RIFF": "Golpea a un equipo entero. Si lo utiliza un monstruo de tipo metal, el movimiento pasa a ser de tipo aire.", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "Roba el muro del objetivo y se la aplica a quien lo usa.", - "MOVE_DESCRIPTION_BLOOD_DONATION": "Reduce a la mitad los PV de quien lo usa y le otorga esa cantidad al objetivo.", - "MOVE_DESCRIPTION_FAIR_FIGHT": "Impide que se apliquen efectos de estado nuevos durante tres turnos.", - "MOVE_DESCRIPTION_NEW_LEAF": "Elimina los efectos de estado del objetivo.", - "MOVE_DESCRIPTION_BUSHFIRE": "Cambia el tipo de quien lo usa a fuego y hace que cause daño de fuego a quien lo toque, pero le aplica el efecto «quemadura».", - "MOVE_DESCRIPTION_UNDERTOW": "Golpea al último combatiente que haya actuado antes de este movimiento.", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "Aumenta la velocidad y la generación de PA de quien lo use.", - "MOVE_DESCRIPTION_COPY_THAT": "Transforma a quien lo usa en una copia del objetivo.", - "MOVE_DESCRIPTION_FROZEN_GROUND": "Aumenta en gran medida la velocidad de quien lo usa, pero reduce su precisión.", - "MOVE_DESCRIPTION_ICICLE_DART": "Golpea a un objetivo. Utiliza el atributo de velocidad de quien lo usa en lugar del de ataque a distancia.", - "MOVE_DESCRIPTION_SHIELD_BASH": "Golpea a un objetivo. Utiliza el atributo de defensa cuerpo a cuerpo de quien lo usa en lugar del de ataque cuerpo a cuerpo.", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "Quien lo usa lanza un dado de 20 caras y el daño se multiplica por lo que salga. Hay efectos especiales si salen un 1 o un 20.", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Obliga al objetivo a cambiar a otra de sus cintas al azar.", - "MOVE_DESCRIPTION_AP_DONATE": "Pasa al objetivo todos los PA que le queden a quien lo usa.", - "MOVE_DESCRIPTION_AVALANCHE": "Todos los ataques cuerpo a cuerpo de ese turno fallan.", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Los ataques a distancia del objetivo se convierten en ataques cuerpo a cuerpo.", - "MOVE_DESCRIPTION_AP_FACTORY": "Pasa automáticamente todos los PA de quien lo usa a sus aliados al principio de cada turno.", - "MOVE_DESCRIPTION_WALL": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques.", - "MOVE_DESCRIPTION_SPRING_LOAD": "Aplica automáticamente el efecto «muelles» a quien lo usa, si es que no lo tiene ya. El efecto convierte sus ataques cuerpo a cuerpo en ataques a distancia.", - "MOVE_DESCRIPTION_FOG": "Reduce la precisión de los ataques a distancia que no sean de tipo agua, aire o hielo al 0 % durante tres turnos.", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "Quien lo usa echa a volar, de modo que solo pueden golpearlo los ataques a distancia, los ataques de tipo aire u otros personajes voladores.", - "MOVE_DESCRIPTION_COATING": "Cambia el tipo de quien lo usa o de un aliado.", - "MOVE_DESCRIPTION_ABRAMACABRA": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques. El muro dañará, además, a un enemigo por turno.", - "MOVE_DESCRIPTION_POWER": "Potencia", - "MOVE_DESCRIPTION_HITS": "Impactos: {hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "Durante {duration} turno(s), causa al objetivo el estado «{status_effect.to_lower}».", - "MOVE_DESCRIPTION_ACCURACY": "Precisión: {0} %", - "MOVE_DESCRIPTION_HITS_RANGE": "Impactos: {hits_min}-{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "Durante {duration} turno(s), causa a quien lo usa el estado «{status_effect.to_lower}».", - "MOVE_DESCRIPTION_CLAY_FIRED": "Se activa cuando quien lo usa sufre daño de tipo fuego a causa de un ataque. Aumenta sus atributos defensivos.", - "MOVE_DESCRIPTION_MIND_MELD": "Quien lo usa puede compartir sus movimientos con sus aliados.", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "Reduce la velocidad de todos los demás combatientes.", - "MOVE_DESCRIPTION_FLINCH_ONE": "Tiene la probabilidad de aplicar al objetivo el estado «intimidación».", - "MOVE_DESCRIPTION_STICKY_TONGUE": "Golpea a un objetivo y reduce su evasión.", - "MOVE_DESCRIPTION_ICE_BREAKER": "Golpea a un objetivo y reduce su velocidad.", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Golpea a un objetivo. Produce un golpe crítico si ese objetivo ya ha sufrido daño en ese turno.", - "MOVE_DESCRIPTION_AP_STEAL": "Roba 1 PA del objetivo y se lo da a quien lo usa.", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "Le quita 2 PA al objetivo.", - "MOVE_DESCRIPTION_AP_BOOST": "Mejora la generación de PA del objetivo.", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Golpea automáticamente a un enemigo al principio del combate.", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "Tiene la probabilidad de usarse de forma automática al sufrir el impacto de un ataque cuerpo a cuerpo.", - "MOVE_DESCRIPTION_AP_DRAIN": "Reduce la generación de PA del objetivo.", - "MOVE_DESCRIPTION_SPLINTER": "Tiene la probabilidad de causar daño automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo. El daño se basa en la defensa cuerpo a cuerpo de quien lo usa.", - "MOVE_DESCRIPTION_ACID_REFLEX": "Tiene la probabilidad de envenenar automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo.", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "Hace que quien lo usa explote al ser derrotado y cause daño a cuantos lo rodeen.", - "MOVE_DESCRIPTION_RADIOACTIVE": "Tiene la probabilidad de quemar automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo.", - "MOVE_DESCRIPTION_AP_REFUND": "Tiene la probabilidad de devolver automáticamente PA cuando se usa un movimiento.", - "MOVE_DESCRIPTION_AP_STARTER": "Otorga un PA adicional al principio del combate.", - "MOVE_DESCRIPTION_ROLL_AGAIN": "Tiene la probabilidad de usar automáticamente otro movimiento al azar al final del turno.", - "MOVE_DESCRIPTION_SUIT_UP": "Aumenta la defensa cuerpo a cuerpo y la defensa a distancia de quien lo usa.", - "MOVE_DESCRIPTION_PARRY_STANCE": "Neutraliza y devuelve el primer ataque cuerpo a cuerpo que se reciba en ese turno.", - "MOVE_DESCRIPTION_HP_ABSORB": "Hace que se recupere una cantidad de PV igual al daño causado.", - "MOVE_DESCRIPTION_DEFEND": "Aumenta la defensa cuerpo a cuerpo de quien lo usa.", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "Aumenta la defensa a distancia de quien lo usa.", - "MOVE_DESCRIPTION_DODGE": "Aumenta la evasión de quien lo usa.", - "MOVE_DESCRIPTION_FOCUS": "Aumenta la precisión de quien lo usa.", - "MOVE_DESCRIPTION_SPRINT": "Aumenta la velocidad de quien lo usa.", - "MOVE_DESCRIPTION_WINK": "Reduce el ataque cuerpo a cuerpo del objetivo.", - "MOVE_DESCRIPTION_FLIRT": "Reduce la evasión del objetivo.", - "MOVE_DESCRIPTION_PEEKABOO": "Reduce la precisión del objetivo.", - "MOVE_DESCRIPTION_TRIP": "Reduce la velocidad del objetivo.", - "MOVE_DESCRIPTION_NOD": "Reduce la defensa cuerpo a cuerpo del objetivo.", - "MOVE_DESCRIPTION_CRITICIZE": "Reduce el ataque a distancia del objetivo.", - "MOVE_DESCRIPTION_COMPLIMENT": "Reduce la defensa a distancia del objetivo.", - "MOVE_DESCRIPTION_SHARPEN": "Aumenta el ataque cuerpo a cuerpo de quien lo usa.", - "MOVE_DESCRIPTION_RAISE_ARMS": "Aumenta el ataque a distancia de quien lo usa.", - "MOVE_DESCRIPTION_HOT_POTATO": "Adhiere una bomba al objetivo que explotará si no la pasa inmediatamente mediante un contacto cuerpo a cuerpo.", - "MOVE_DESCRIPTION_SURE_FIRE": "Garantiza que el próximo movimiento del objetivo no falle.", - "MOVE_DESCRIPTION_COTTON_ON": "Durante el próximo turno, reducirá al 0 % la precisión de los movimientos que puedan esquivarse y que tengan por objetivo a quien lo usa.", - "MOVE_DESCRIPTION_TAUNT": "Desata la ira del objetivo y lo obliga a usar solo movimientos ofensivos durante los próximos dos turnos.", - "MOVE_DESCRIPTION_DOG_YEARS": "Aumenta la duración de los efectos de estado que tenga aplicados el objetivo.", - "MOVE_DESCRIPTION_BE_RANDOM": "Usa un movimiento al azar de entre los que puedan usarse con los PA disponibles.", - "MOVE_DESCRIPTION_COPYCAT": "Copia el último movimiento que haya usado el objetivo, si se tienen suficientes PA.", - "MOVE_DESCRIPTION_PROVOKE": "Durante tres turnos, evita que los enemigos puedan tomar como objetivo directo a los aliados de quien lo usa.", - "MOVE_DESCRIPTION_HIBERNATE": "Quien lo usa se duerme. Mientras esté en ese estado, recuperará PV cada turno.", - "MOVE_DESCRIPTION_SUMMON_TULPA": "Pide ayuda a los habitantes del plano astral.", - "MOVE_DESCRIPTION_MEDITATE": "Quien lo usa se duerme. Mientras esté en ese estado, aumentarán sus atributos ofensivos y defensivos cada turno.", - "MOVE_DESCRIPTION_BINVITATION": "Pide ayuda a la nave nodriza.", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Invoca un rayono como aliado temporal.", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "Tiene la probabilidad de invocar un aliado temporal.", - "MOVE_DESCRIPTION_FUSION_POWER": "Tiene un efecto único de esta fusión específica.", - "MOVE_DESCRIPTION_FISSION_POWER": "Quien lo usa entra en proceso de fisión y se divide en dos copias.", - "MOVE_DESCRIPTION_CROSSFADE": "Cambia la forma de quien lo usa, pero aplica una capa que hace que siga siendo del mismo tipo.", - "MOVE_DESCRIPTION_DESPERATION": "Causa más daño si quien lo usa tiene pocos PV.", - "MOVE_DESCRIPTION_DELEGATE": "Pasa los efectos de estado de quien lo usa a su aliado.", - "MOVE_DESCRIPTION_BITE": "Golpea a un objetivo y además cura un poco a quien lo usa.", - "MOVE_DESCRIPTION_BATTERY": "Golpea a un objetivo dos veces. Produce golpes críticos si se usa después de «Carga».", - "MOVE_DESCRIPTION_BOIL": "Golpea a un objetivo. Tiene probabilidad de causar al objetivo el efecto «quemadura».", - "MOVE_DESCRIPTION_DJINNTOXICATE": "Golpea a un objetivo y le causa el estado «confusión».", - "MOVE_DESCRIPTION_COAL_STORY": "Golpea a un objetivo y le causa el estado «quemadura».", - "MOVE_DESCRIPTION_TOXIC_STAB": "Golpea a un objetivo y le causa el estado «veneno».", - "MOVE_DESCRIPTION_SANDSTORM": "Golpea a un equipo entero y reduce en un turno la duración de los efectos de estado que tengan aplicados sus miembros.", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "Golpea a un equipo entero y causa a sus miembros el estado «veneno».", - "MOVE_DESCRIPTION_WONDERFUL_7": "Golpea a un objetivo y le causa una penalización al azar.", - "MOVE_DESCRIPTION_THROW": "Utiliza un muro como proyectil. El daño se multiplica por los turnos que le queden.", - "MOVE_DESCRIPTION_RECYCLE": "Destruye el muro de quien lo usa y le otorga tantos PA como turnos le queden.", - "MOVE_DESCRIPTION_MAGNET": "Se usa automáticamente al principio del combate sin coste de PA. Durante {duration} turno(s), evita que los enemigos puedan tomar como objetivo a los aliados de quien lo usa.", - "MOVE_DESCRIPTION_RETRIBUTION": "Se activa cuando un aliado es derrotado. Aumenta los atributos ofensivos de quien lo usa.", - "MOVE_DESCRIPTION_STATUS_STARTER": "Se usa automáticamente al principio del combate sin coste de PA. Durante {duration} turno(s), aplica a quien lo usa el estado «{status_effect.to_lower}».", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "Cambia el tipo de quien lo usa a tierra y aumenta sus atributos defensivos. Se activa la primera vez que su vida baja de la mitad.", - "MOVE_DESCRIPTION_THUNDER_BLAST": "Golpea a un objetivo, que sufre 30 puntos adicionales de daño de tipo aire.", - "MOVE_DESCRIPTION_GAMBIT": "Aumenta considerablemente todos los atributos de quien lo usa, pero, al cabo de tres turnos, la cinta se rompe.", - "MOVE_DESCRIPTION_HAUNT": "Quien lo usa se convierte en un fantasma y no puede ser objeto de ataques, pero al cabo de tres turnos la cinta se rompe.", - "MOVE_DESCRIPTION_BINVASION": "Golpea a un objetivo tantas veces como cubinvasores haya en el equipo de quien lo usa.", - "MOVE_DESCRIPTION_COPPER_CHOP": "Golpea a un objetivo y le causa el estado «vibración» si es de tipo cristal o metal.", - "MOVE_DESCRIPTION_WINDOW": "Permite que los ataques a distancia atraviesen el muro del objetivo.", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Causa daño al objetivo cada vez que se transforma.", - "MOVE_DESCRIPTION_SHARP_EDGES": "Durante {duration} turno(s), hace que quien lo usa cause daño cuando se produce un daño por contacto.", - "MOVE_DESCRIPTION_JAGGED_EDGE": "Causa daño automáticamente al atacante cuando falla un ataque cuerpo a cuerpo destinado a quien lo usa.", - "MOVE_DESCRIPTION_BLIZZARD": "Golpea a un equipo entero y reduce la precisión de sus miembros.", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Golpea a un objetivo y reduce su defensa cuerpo a cuerpo.", - "MOVE_DESCRIPTION_TRICK": "Aplica al objetivo una penalización al azar.", - "MOVE_DESCRIPTION_TREAT": "Aplica al objetivo una bonificación al azar.", - "MOVE_DESCRIPTION_CRUMBLE": "Destruye todos los muros y causa a cada combatiente un daño proporcional a los turnos que le quedaran a su muro.", - "MOVE_DESCRIPTION_PRISMATIC": "Hace que quien lo usa cambie de tipo al azar al final de cada turno.", - "MOVE_DESCRIPTION_BAD_JOKE": "Quien lo usa cuenta un chiste al azar. Aparte de eso, no tiene ningún efecto.", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTENCIA", - "MOVE_DESCRIPTION_WATER_DANCE": "Golpea a un objetivo. Utiliza el atributo de velocidad de quien lo usa en lugar del de ataque cuerpo a cuerpo.", - "MOVE_BLOOD_DONATION_TOAST": "DONACIÓN", - "MOVE_NEW_LEAF_TOAST": "EFECTOS ELIMINADOS", - "MOVE_DAMAGE_ROLL_TOAST": "TIRADA: {n}", - "MOVE_AP_STEAL_TOAST": "ROBO", - "MOVE_GUZZLE_FUEL_TOAST": "CONSUMO", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "DURACIÓN AUMENTADA", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "DURACIÓN REDUCIDA", - "MOVE_SUMMON_SPAWNS.m": "¡Un {spawn.to_lower} ha acudido a la llamada!", - "MOVE_SUMMON_SPAWNS.f": "¡Un {spawn.to_lower} ha acudido a la llamada!", - "MOVE_AP_REFUND_TOAST": "DEVOLUCIÓN", - "MOVE_SUMMON_SPAWNS.n": "¡Un {spawn.to_lower} ha acudido a la llamada!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "de la naturaleza", - "MOVE_FUSION_POWER_PREFIX_beast_2": "de los huesos", - "MOVE_FUSION_POWER_PREFIX_beast_3": "de las fieras", - "MOVE_FUSION_POWER_PREFIX_beast_4": "de lo primitivo", - "MOVE_FUSION_POWER_PREFIX_beast_5": "de los cráneos", - "MOVE_FUSION_POWER_PREFIX_beast_6": "de la ira", - "MOVE_FUSION_POWER_PREFIX_beast_7": "del frenesí", - "MOVE_FUSION_POWER_PREFIX_fire_1": "del averno", - "MOVE_FUSION_POWER_PREFIX_fire_2": "de las ascuas", - "MOVE_FUSION_POWER_PREFIX_fire_3": "de las llamas", - "MOVE_FUSION_POWER_PREFIX_fire_4": "del ardor", - "MOVE_FUSION_POWER_PREFIX_fire_5": "del fuego", - "MOVE_FUSION_POWER_PREFIX_fire_6": "del magma", - "MOVE_FUSION_POWER_PREFIX_fire_7": "de los volcanes", - "MOVE_FUSION_POWER_PREFIX_poison_1": "de la ponzoña", - "MOVE_FUSION_POWER_PREFIX_poison_2": "de lo nocivo", - "MOVE_FUSION_POWER_PREFIX_poison_3": "de lo tóxico", - "MOVE_FUSION_POWER_PREFIX_poison_4": "de lo químico", - "MOVE_FUSION_POWER_PREFIX_poison_5": "de lo violáceo", - "MOVE_FUSION_POWER_PREFIX_poison_6": "de lo infeccioso", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "de lo sintético", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "de lo resistente", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "del reciclaje", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "de lo artificial", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "de la basura", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "de lo modular", - "MOVE_FUSION_POWER_PREFIX_plant_1": "de lo perenne", - "MOVE_FUSION_POWER_PREFIX_plant_2": "de lo rural", - "MOVE_FUSION_POWER_PREFIX_plant_3": "de lo frondoso", - "MOVE_FUSION_POWER_PREFIX_plant_4": "de las flores", - "MOVE_FUSION_POWER_PREFIX_plant_5": "del verdor", - "MOVE_FUSION_POWER_PREFIX_plant_6": "de lo tropical", - "MOVE_FUSION_POWER_PREFIX_plant_7": "de lo suculento", - "MUSKRATEER_DESCRIPTION": "una rata con espada y sombrero", - "MUSKRATEER_LORE_1": "Es habitual ver a los mosqueterrata afilando su espada contra alguna roca de las cuevas en las que habitan. También se los puede ver batiéndose en duelo contra los escuderazados con los que se cruzan.", - "RATCOUSEL_NAME": "Ratiovivo", - "MUSKRATEER_LORE_2": "[i]Los tres mosqueteros[/i] es una famosa novela francesa escrita por Alexandre Dumas. Cuenta la historia de un grupo de espadachines aventureros en el París del siglo XVII.", - "RATCOUSEL_NAME_PREFIX": "Rat", - "RATCOUSEL_NAME_SUFFIX": "iovivo", - "RATCOUSEL_LORE_2": "Se conoce como «rey de las ratas» a un grupo de ratas cuyas colas han quedado de algún modo pegadas o anudadas entre sí.", - "RATCOUSEL_LORE_1": "Los ratiovivo son seres enormes con cierto parecido a los tiovivos de las ferias. Se dice que las «ratas» más pequeñas que giran de forma constante en la base de su cuerpo solo abren los ojos en el momento en que el ratiovivo muere.", - "POMBOMB_NAME": "Pomebomba", - "RATCOUSEL_DESCRIPTION": "un enorme tiovivo", - "POMBOMB_NAME_PREFIX": "Pome", - "POMBOMB_LORE_1": "Todo el mundo está de acuerdo en que los pomebomba son uno de los seres más cariñosos de Nueva Wirral. De no ser por su tendencia a incendiar accidentalmente cuanto los rodea, serían muy buenos como animales de compañía.", - "POMBOMB_NAME_SUFFIX": "bomba", - "POMBOMB_LORE_2": "El pomerania es una raza muy apreciada de perro doméstico. Se caracteriza por su pequeño tamaño y su abundante pelaje. Su nombre proviene de una región histórica de Europa, situada al sur del mar Báltico.", - "POMBOMB_DESCRIPTION": "un perro fogoso", - "SPITZFYRE_NAME_PREFIX": "Spitz", - "SPITZFYRE_NAME": "Spitzfalla", - "SPITZFYRE_NAME_SUFFIX": "falla", - "SPITZFYRE_LORE_2": "El spitz es un tipo de perro que tiene varias subrazas. Se caracteriza por su abundante pelaje y sus orejas puntiagudas.", - "SPITZFYRE_LORE_1": "Los spitzfalla han desarrollado hasta tal punto su capacidad para escupir fuego que tienen que llevar gafas protectoras. Es para evitar que les afecte el humo que causan sin darse cuenta cuando hacen que algo arda.", - "SPITZFYRE_DESCRIPTION": "un perro con gafas protectoras", - "ELFLESS_NAME": "Elfolfo", - "ELFLESS_NAME_PREFIX": "Elf", - "ELFLESS_NAME_SUFFIX": "olfo", - "GRAMPUS_NAME": "Krampuñón", - "ELFLESS_DESCRIPTION": "un elfo con cara de madera", - "ELFLESS_LORE_2": "En la tradición europea, los elfos son seres pequeños y traviesos con versiones muy diferentes según el tiempo y el lugar en que aparezcan. Como ocurre con las hadas, pueden representarse amables, revoltosos o incluso malignos.", - "ELFLESS_LORE_1": "Para ocultar sus verdaderas emociones, los elfolfo se hacen máscaras rudimentarias de corteza de árbol a las que pintan una sonrisa. Hay rumores no confirmados que dicen que un día al año todos los elfolfos se reúnen para cambiarse la máscara por una nueva.", - "GRAMPUS_NAME_PREFIX": "Kramp", - "GRAMPUS_NAME_SUFFIX": "uñón", - "GRAMPUS_LORE_2": "Al contrario que el benigno San Nicolás, el Krampus es un ser de fantasía cuyo deseo es castigar durante la época navideña a los niños que se han portado mal. Se lo suele representar con patas de cabra y una expresión aterradora.", - "GRAMPUS_DESCRIPTION": "un yeti enfadado", - "FAERIOUS_NAME": "Hadabreado", - "GRAMPUS_LORE_1": "Los krampuñón son la forma que adoptan los elfolfo adultos. Haber pasado toda su vida ocultando sus emociones los convierte en moles destructivas que solo ansían llevar a los demás su sufrimiento, y más aún durante las épocas festivas.", - "FAERIOUS_NAME_PREFIX": "Had", - "FAERIOUS_NAME_SUFFIX": "abreado", - "FAERIOUS_LORE_2": "En las historias de fantasía contemporánea, los elfos suelen aparecer como guerreros elegantes y ágiles. Como su versión tradicional, los elfos pueden ser aliados de los humanos, o bien enfrentarse a ellos.", - "FAERIOUS_LORE_1": "Un hadabreado es un elfolfo que ha canalizado la furia que antes ocultaba para mejorar su capacidad de combate. Ataca a sus enemigos blandiendo una espada hecha de hielo y para sus golpes con un escudo de corteza de árbol.", - "FAERIOUS_DESCRIPTION": "un elfo que blande una espada", - "ICEPECK_NAME": "Picohielo", - "ICEPECK_NAME_PREFIX": "Pico", - "ICEPECK_NAME_SUFFIX": "hielo", - "SIRENADE_NAME_PREFIX": "Siren", - "SIRENADE_NAME": "Sirenata", - "SIRENADE_LORE_1": "Los sirenata son seres especialmente escandalosos que, al cantar, amplifican su voz mediante el micrófono y los altavoces que tienen en cola y alas. No parece que les preocupe mucho saber si a quienes están a su alrededor les parece que cantan demasiado alto.", - "SIRENADE_NAME_SUFFIX": "enata", - "SIRENADE_LORE_2": "Las sirenas son seres de la mitología griega cuya aparición más conocida se produjo en la [i]Odisea[/i], de Homero. Se las describe como mujeres aladas con rasgos de pájaro, capaces de atraer a los hombres hacia su perdición mediante su hermoso y cautivador canto.", - "SIRENADE_DESCRIPTION": "una bestia alada con un micrófono por cola", - "DECIBELLE_NAME": "Decibella", - "DECIBELLE_NAME_PREFIX": "Decib", - "DECIBELLE_LORE_1": "Se ven muy pocos decibella en estado salvaje. Los primeros habitantes de Nueva Wirral contaban a media voz que habían visto dragones blancos entre las nubes, pero no se sabe a ciencia cierta si lo que veían eran decibella o simplemente estaban perdiendo el juicio.", - "DECIBELLE_NAME_SUFFIX": "bella", - "DECIBELLE_DESCRIPTION": "una bestia alada adornada con cintas", - "DECIBELLE_LORE_2": "Las arpías aparecen en la mitología griega como manifestaciones del viento y las tormentas. Como a las sirenas, se las describe como seres mitad ave y mitad humano.", - "CARNIVIPER_NAME": "Carnavíbora", - "CARNIVIPER_NAME_PREFIX": "Carnav", - "CARNIVIPER_NAME_SUFFIX": "íbora", - "CARNIVIPER_LORE_2": "El tsuchinoko es un ser de la cultura popular japonesa. Se parece a una serpiente y se dice que tiene los colmillos venenosos propios de una víbora, pero el cuerpo más achatado.", - "CARNIVIPER_LORE_1": "Pese a su aspecto sonriente, los carnavíbora tienen muy malas pulgas. Son muy celosos de su territorio y atacan a cualquiera que se acerque y consideren una amenaza…, lo cual suele ser el caso para casi todo lo que se mueve.", - "MASQUERATTLE_NAME": "Mascarascabel", - "MASQUERATTLE_NAME_PREFIX": "Mascar", - "CARNIVIPER_DESCRIPTION": "una pequeña serpiente enmascarada", - "MASQUERATTLE_NAME_SUFFIX": "ascabel", - "MASQUERATTLE_DESCRIPTION": "una enorme serpiente enmascarada", - "MASQUERATTLE_LORE_2": "Las serpientes y sierpes son muy importantes en casi todas las mitologías del mundo. ¿Por qué será? ¿Serán sus ojos, siempre avizores? ¿Su forma alargada y carente de miembros, tal vez? ¿O será su picadura mortífera?", - "MASQUERATTLE_LORE_1": "A menudo se cree que los mascarascabel usan las placas que tienen en la cabeza, similares a una cara, para atraer presas despistadas. Sin embargo, la creencia es errónea, porque la cara que tienen en la cabeza da tanto miedo que no podría convencer a nadie para acercarse.", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué aspecto serpentino quieres representar?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "La elegancia", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "La fiereza", - "MARDIUSA_NAME": "Carnestoledusa", - "MARDIUSA_NAME_PREFIX": "Carnestol", - "MARDIUSA_NAME_SUFFIX": "edusa", - "MARDIUSA_DESCRIPTION": "una mujer serpentina enmascarada", - "MARDIUSA_LORE_2": "En la mitología griega, medusa es una de las gorgonas, tres mujeres con serpientes por cabello, capaces de convertir en piedra a cualquiera que las mirara a los ojos.", - "MARDIUSA_LORE_1": "Los carnestoledusa no son individuos, sino mentes colectivas, en este caso una agrupación de pequeños seres serpentinos con un objetivo común: que parezca que el carnestoledusa va vestido para ir a un baile de máscaras muy elegante… y que se lo pase muy bien.", - "JORMUNGOLD_NAME": "Jormungáureo", - "JORMUNGOLD_NAME_PREFIX": "Jormung", - "JORMUNGOLD_NAME_SUFFIX": "áureo", - "JORMUNGOLD_LORE_2": "En la mitología nórdica, Jörmundandr es la gran serpiente que, según la profecía, indicará el comienzo del fin del mundo.", - "JORMUNGOLD_LORE_1": "Curiosamente, las alas del jormungáureo no son capaces de hacerlo despegar del suelo, sino que lo ayudan a arrastrarse a gran velocidad, ya que cada batido de alas le proporciona un tremendo impulso.", - "JORMUNGOLD_DESCRIPTION": "una enorme serpiente alada", - "AEROBOROS_NAME_PREFIX": "Aero", - "AEROBOROS_NAME": "Aeróboro", - "AEROBOROS_LORE_1": "El aeróboro es capaz de hacer pasar el viento a través del círculo que forma su cuerpo. A continuación, lo proyecta a gran velocidad para derribar a sus enemigos.", - "AEROBOROS_NAME_SUFFIX": "óboro", - "TRAFFIKRAB_NAME": "Trafikangrejo", - "AEROBOROS_DESCRIPTION": "un círculo serpentino volador", - "AEROBOROS_LORE_2": "El uróboro es un símbolo ancestral que representa el ciclo de la vida, la muerte y el renacimiento. Se representa como una serpiente que se come su propia cola, formando así un círculo.", - "TRAFFIKRAB_NAME_PREFIX": "Trafik", - "TRAFFIKRAB_NAME_SUFFIX": "angrejo", - "TRAFFIKRAB_LORE_2": "El cono de carretera lo inventó Charles D. Scanlon en la década de 1940 como una forma sencilla y barata de señalizar las obras en la carretera. A menudo se fabrican con plástico naranja o amarillo, y puede añadírseles una franja reflectante blanca para aumentar su visibilidad por la noche.", - "TRAFFIKRAB_LORE_1": "El cono del trafikangrejo no es parte de su cuerpo, sino un simple cono de carretera que la marea arrastró a la costa de Nueva Wirral y que este ser decidió habitar. Se dice que en el pasado buscaban objetos distintos en los que vivir.", - "WEEVILITE_NAME": "Semaforgojo", - "WEEVILITE_NAME_SUFFIX": "orgojo", - "WEEVILITE_NAME_PREFIX": "Semaf", - "TRAFFIKRAB_DESCRIPTION": "un cangrejo con un gran cono de carretera", - "WEEVILITE_LORE_2": "Los primeros semáforos se colocaron en Londres a mediados del siglo XIX. Aquellas señales primitivas funcionaban con lámparas de gas, pero se cambiaron por luces eléctricas a partir de principios del siglo XX.", - "WEEVILITE_LORE_1": "El largo cuello del semaforgojo les permite distinguir desde lejos a los monstruos más débiles. Utilizan destellos alternativos de su ojo verde y su ojo rojo para producir mareos y migrañas a sus presas y dejarlas paralizadas.", - "LOBSTACLE_NAME": "Langostáculo", - "WEEVILITE_DESCRIPTION": "un cangrejo con un semáforo por cabeza", - "LOBSTACLE_NAME_PREFIX": "Langost", - "LOBSTACLE_NAME_SUFFIX": "áculo", - "LOBSTACLE_DESCRIPTION": "un barril de plástico con patas", - "LOBSTACLE_LORE_2": "Las barreras de señalización son de muchos tipos según para qué se necesiten. Además de las barreras que se colocan en la carretera, se han usado a veces neumáticos viejos o barriles de plástico llenos de arena como barreras móviles para regular el tráfico.", - "LOBSTACLE_LORE_1": "Los langostáculo son seres dóciles y pacientes. Cuando se retiran dentro de su «caparazón» de plástico, son tan pesados que es casi imposible moverlos o volcarlos.", - "DANDYLION_NAME": "Dienteleón", - "DANDYLION_NAME_PREFIX": "Diente", - "DANDYLION_NAME_SUFFIX": "león", - "DANDYLION_LORE_2": "Los leones guardianes son adornos chinos tradicionales que suelen verse fuera de los edificios. En el pasado, se creía que ahuyentaban todo mal, de modo que se colocaban en el exterior de los lugares importantes, como tumbas o palacios imperiales.", - "DANDYLION_DESCRIPTION": "un gran león con forma de flor", - "DANDYLION_LORE_1": "Los dienteleón son guardianes leales y protectores. Normalmente se los encuentra a la entrada de cuevas importantes de las verdes llanuras de Nueva Wirral. Si encuentras uno y no ves ninguna cueva cerca, puede que sea señal de que hay algo escondido.", - "BLOSSOMAW_NAME": "Florifauces", - "BLOSSOMAW_NAME_PREFIX": "Flori", - "BLOSSOMAW_NAME_SUFFIX": "fauces", - "BUSHEYE_NAME": "Arbustojo", - "BLOSSOMAW_LORE_2": "Al contrario que las representaciones europeas, los dragones de la mitología china tienen el cuerpo alargado como si fueran serpientes, cuatro patas y no tienen alas. Son un símbolo tradicional de fuerza y de buena suerte.", - "BLOSSOMAW_LORE_1": "Se dice que, tras un largo periodo de hibernación, los dienteleón emergen convertidos en florifauces muy elegantes cuando llega la primavera y empiezan a brotar las primeras flores. Son capaces de escupir tremendas nubes de polen igual que un dragón escupiría fuego.", - "BLOSSOMAW_DESCRIPTION": "un dragón alargado con pétalos por melena", - "BUSHEYE_NAME_PREFIX": "Arbust", - "BUSHEYE_NAME_SUFFIX": "ojo", - "DOMINOTH_NAME_PREFIX": "Antif", - "DOMINOTH_NAME": "Antifolilla", - "DOMINOTH_LORE_1": "Los antifolilla se ven a sí mismos como defensores de la paz y se pasan el día patrullando los cielos de las zonas boscosas. Lo único que puede distraerlos de su noble labor son las luces brillantes, como las de las lámparas.", - "DOMINOTH_NAME_SUFFIX": "olilla", - "DOMINOTH_LORE_2": "Mientras que la cultura popular suele asociar las mariposas con la vida y el renacimiento, las polillas suelen ser símbolo de muerte y desgracias.", - "TOKUSECT_NAME_PREFIX": "Tok", - "TOKUSECT_NAME": "Tokusecto", - "DOMINOTH_DESCRIPTION": "una polilla enorme", - "TOKUSECT_NAME_SUFFIX": "usecto", - "TOKUSECT_LORE_2": "[i]Tokusatsu[/i] es el nombre que reciben las películas y series de televisión japonesas cuyos elementos principales son los efectos especiales y los disfraces. En ellas se ven a menudo monstruos, robots gigantes y combates de superhéroes.", - "TOKUSECT_LORE_1": "Los tokusecto tienen un cuerpo tremendamente aerodinámico, lo que facilita sus técnicas de combate, que se basan en usar sus patas puntiagudas para golpear a sus rivales y producir fuertes corrientes de aire.", - "WINGLOOM_NAME": "Coriciántropo", - "TOKUSECT_DESCRIPTION": "un guerrero insectoide", - "WINGLOOM_NAME_PREFIX": "Coricia", - "WINGLOOM_NAME_SUFFIX": "ántropo", - "WINGLOOM_LORE_2": "No se sabe con certeza qué hace que las polillas se vean atraídas por la luz artificial. Una de las teorías al respecto afirma que las polillas utilizan la luna para orientarse mientras vuelan.", - "WINGLOOM_LORE_1": "Las bombillas que los coriciántropo tienen en la cabeza producen una corriente eléctrica que les recorre todo el cuerpo. La luz que generan se comunica con sus ojos, lo cual les permite ver perfectamente de noche.", - "CAPTAIN_JUDAS_SUBTITLE": "Superviviente nato", - "CAPTAIN_CLEEO_NAME": "Guarda de élite Cle-0", - "CAPTAIN_CLEEO_NAME_SHORT": "Cle-0", - "CAPTAIN_CLEEO_SUBTITLE": "Mecanoide de casino", - "CAPTAIN_LODESTEIN_NAME": "Guarda de élite Ray O'Farrell", - "CAPTAIN_LODESTEIN_NAME_SHORT": "Ray", - "CAPTAIN_LODESTEIN_SUBTITLE": "Electricista", - "CAPTAIN_DREADFUL_NAME_SHORT": "Agnes", - "CAPTAIN_DREADFUL_NAME": "Guarda de élite Agnes Pectro", - "CAPTAIN_DREADFUL_SUBTITLE": "Burladora de la muerte", - "CAPTAIN_GLADIOLA_NAME": "Guarda de élite Gladiola", - "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", - "CAPTAIN_GLADIOLA_SUBTITLE": "Maestra de la espada", - "CAPTAIN_HEATHER_NAME": "Guarda de élite Olga", - "CAPTAIN_HEATHER_NAME_SHORT": "Olga", - "CAPTAIN_HEATHER_SUBTITLE": "Meteoróloga", - "CAPTAIN_BUFFY_NAME": "Guarda de élite Mazas", - "CAPTAIN_BUFFY_NAME_SHORT": "Mazas", - "CAPTAIN_BUFFY_SUBTITLE": "Culturista", - "CAPTAIN_CYBIL_NAME": "Guarda de élite Cybil", - "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", - "CAPTAIN_CYBIL_SUBTITLE": "Presentadora de radio", - "CAPTAIN_CODEY_NAME": "Guarda de élite Codi", - "CAPTAIN_CODEY_NAME_SHORT": "Codi", - "CAPTAIN_CODEY_SUBTITLE": "Jáquer de cintas", - "RANGER_TRADER_NAME": "Guarda Wilma", - "RANGER_TRADER_NAME_SHORT": "Wilma", - "RANGER_BODYBUILDER_NAME": "Guarda Jim", - "INTERDIMENSIONAL_POSTMAN_NAME": "Cartero interdimensional", - "AMBER_NAME": "Amber", - "DORIAN_NAME": "Dorian", - "SPRINGHEEL_NAME": "Botajack", - "JACQUELINE_NAME": "Jacqueline", - "SPRINGHEEL_NAME_PREFIX": "Bota", - "SPRINGHEEL_LORE_1": "El pasatiempo favorito de los botajack es esconderse detrás de una esquina, al abrigo de la noche para saltar, de repente, y sorprender a sus víctimas. Por lo visto, se hacen las «alas» con trapos viejos.", - "SPRINGHEEL_NAME_SUFFIX": "jack", - "SPRINGHEEL_DESCRIPTION": "un diablillo con botas de cuero", - "SPRINGHEEL_LORE_2": "Durante un tiempo, en la Inglaterra victoriana, se decía que un extraño ser conocido como «Spring-heeled Jack» («Jack el de los muelles en los talones») acechaba por las noches. Nunca se capturó al tal Jack, pero sus avistamientos se convirtieron en leyenda urbana.", - "SAME_FUSION_NAME_10": "Mega{0.to_lower}", - "AA_MORGANTE_NAME": "Morganta", - "AA_MORGANTE_FULL_NAME": "Arcángel Morganta", - "AA_OLDGANTE_NAME": "Morganta", - "OLDGANTE_LORE_2": "Su cuerpo ha sido destrozado. Es difícil imaginar qué clase de poder ha podido hacer algo así.", - "AA_OLDGANTE_SUBTITLE": "Espíritu destrozado", - "ROGUE_FUSION_SUBTITLE": "Fusión salvaje", - "OLDGANTE_LORE_1": "Un arcángel malherido que antaño tuvo un gran poder. La fuerza de la voz de Morganta es capaz de desgarrar el tejido mismo de la realidad. Sin embargo, en su estado actual, su poder está muy limitado.", - "ORB_FUSION_SUBTITLE": "Protoarcángel", - "UNSTABLE_FUSION_SUBTITLE": "Fusión inestable", - "ORB_FUSION_NAME": "Fusión esférica", - "SWARM_SUBTITLE1": "{species} por doquier", - "ELEMENTAL_GUARDIAN_SUBTITLE": "Guardián elemental", - "SWARM_SUBTITLE5": "{species} a montones", - "SWARM_NAME": "Enjambre de la fusión", - "SWARM_SUBTITLE2": "{species} en horda", - "SWARM_SUBTITLE3": "{species} en tropel", - "SWARM_SUBTITLE4": "{species} a espuertas", - "BLACK_SHUCK_NAME": "Perro Negro", - "LANG_en": "Inglés", - "ROGUE_FUSION_BATTLE_CONFIRM": "Desafío: {name}. ¿Quieres aceptarlo?", - "LANG_fr_FR": "Francés", - "LANG_it_IT": "Italiano", - "LANG_de_DE": "Alemán", - "LANG_ja_JP": "Japonés", - "LANG_es_ES": "Español (España)", - "LANG_es_MX": "Español (América Latina)", - "LANG_pt_BR": "Portugués (Brasil)", - "LANG_zh_CN": "Chino (simplificado)", - "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "Coreano (Corea del Sur)", - "PRECREDITS_2": "UN JUEGO DE", - "PRECREDITS_3": "DISEÑO ARTÍSTICO", - "PRECREDITS_4": "GUION", - "PRECREDITS_5": "PROGRAMACIÓN", - "PRECREDITS_6": "DISEÑO", - "PRECREDITS_7": "BANDA SONORA DE", - "PRECREDITS_8": "CON LA VOZ DE", - "PRECREDITS_9": "ANIMACIÓN DE LOS SERES", - "PRECREDITS_10": "ILUSTRACIONES DE LOS PERSONAJES", - "PRECREDITS_12": "PUBLICADO POR", - "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "Diseño del juego", - "MAIN_CREDITS_WRITING": "Guion", - "MAIN_CREDITS_PROGRAMMING": "Programación", - "MAIN_CREDITS_ART_DIRECTION": "Dirección artística", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Ilustración en píxeles y animación", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Ilustraciones de los personajes", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Diseños adicionales de los monstruos", - "MAIN_CREDITS_MUSIC": "Música", - "MAIN_CREDITS_VOICE_CASTING": "Selección de voces y dirección", - "MAIN_CREDITS_VOICE_CAST": "Reparto", - "MAIN_CREDITS_PORTING": "Port", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Voces adicionales", - "MAIN_CREDITS_LOCALISATION": "Localización", - "MAIN_CREDITS_QA": "Control de calidad", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localización de Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordinación", - "MAIN_CREDITS_LOCALISATION_QA": "Control de calidad de localización", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localización de Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "Archivos de imágenes", - "MAIN_CREDITS_GODOT_ENGINE": "Motor Godot", - "MAIN_CREDITS_AND_OTHERS": "¡Y muchos otros!", - "MAIN_CREDITS_SPECIAL_THANKS": "Agradecimiento especial", - "MAIN_CREDITS_THANK_YOU": "¡Muchas gracias por jugar!", - "MAIN_CREDITS_VIEW_LICENSES": "Ver licencias", - "MAIN_CREDITS_QA_SUN_TECH": "Control de calidad de Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Tipos de letra e iconos", - "MAIN_CREDITS_QA_DIRECTOR": "Director de control de calidad", - "MAIN_CREDITS_QA_MANAGER": "Coordinación del control de calidad", - "MAIN_CREDITS_PROJECT_MANAGER": "Gestión del proyecto", - "MAIN_CREDITS_QA_TEST_LEAD": "Líder de pruebas de control de calidad", - "MAIN_CREDITS_QA_TESTERS": "Pruebas de control de calidad", - "REACTION_GENERIC": "Reacción", - "REACTION_ANY_ON_GLITTER": "Brillante", - "REACTION_GLITTER_ON_ANY": "Brillante", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "El impacto de un ataque de tipo purpurina cubre a su objetivo con una capa de purpurina que lo convierte a su vez en tipo purpurina.", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "El impacto de cualquier ataque de tipo elemental contra un monstruo de tipo purpurina hace que el monstruo de purpurina adopte el tipo del ataque que haya recibido.", - "REACTION_BEAST_ON_GLASS": "Resquebrajado", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "¡Ojo, no te cortes! El impacto de un ataque de tipo bestia contra un objetivo de tipo cristal desperdiga obstáculos afilados por el campo de batalla.", - "REACTION_FIRE_ON_PLASTIC": "Derretido", - "REACTION_FIRE_ON_PLANT": "En llamas", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Derretir un monstruo de tipo plástico con un ataque de tipo fuego hace que despida vapores tóxicos y lo convierte en tipo veneno.", - "REACTION_FIRE_ON_WATER": "Vapor", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "Los monstruos de tipo planta sufren «quemadura» fácilmente a causa de los ataques de tipo fuego, lo cual les causa daño continuo.", - "REACTION_FIRE_ON_WATER_TUTORIAL": "Calentar un monstruo de tipo agua con un ataque de tipo fuego hace que despida vapor, que luego lo curará al recondensarse.", - "REACTION_FIRE_ON_POISON_TUTORIAL": "Los venenos que se encuentran en Nueva Wirral suelen ser inflamables y muy susceptibles a los ataques de tipo fuego.", - "REACTION_FIRE_ON_POISON": "En llamas", - "REACTION_FIRE_ON_ASTRAL": "Potenciado", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_FIRE_ON_ICE": "Derretido", - "REACTION_FIRE_ON_METAL_TUTORIAL": "Los objetivos de tipo metal pueden derretirse a causa de ataques de tipo fuego, lo cual les causa daño continuo.", - "REACTION_FIRE_ON_ICE_TUTORIAL": "El impacto de un ataque de tipo fuego contra un objetivo de tipo hielo hace que se derrita y pase a ser de tipo agua.", - "REACTION_FIRE_ON_AIR": "Corriente vertical", - "REACTION_FIRE_ON_AIR_TUTORIAL": "El impacto de un ataque de tipo fuego contra un objetivo de tipo aire causa una corriente vertical, un muro de aire que puede neutralizar varios impactos posteriores.", - "REACTION_FIRE_ON_METAL": "Derretido", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "El impacto de un ataque de tipo plástico contra un objetivo de tipo fuego crea un humo negro que puede ocultar la posición del objetivo.", - "REACTION_PLASTIC_ON_FIRE": "Humo", - "REACTION_PLASTIC_ON_ASTRAL": "Perturbación", - "REACTION_PLASTIC_ON_LIGHTNING": "Aislante", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "El plástico es aislante, de modo que los ataques de tipo plástico pueden limitar el alcance de los atacantes de tipo rayo.", - "REACTION_PLANT_ON_FIRE": "Humo", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "El impacto de un ataque de tipo planta contra un objetivo de tipo fuego crea un humo negro que puede ocultar la posición del objetivo.", - "REACTION_PLANT_ON_WATER": "Consunción", - "REACTION_PLANT_ON_POISON": "Amplificado", - "REACTION_PLANT_ON_WATER_TUTORIAL": "Los ataques de tipo planta consumen la fuerza de los objetivos de tipo agua.", - "REACTION_PLANT_ON_LIGHTNING": "Toma de tierra", - "REACTION_PLANT_ON_POISON_TUTORIAL": "Los venenos requieren nutrientes específicos para su elaboración. Los ataques de tipo planta se los proporcionan, amplificando, así, el efecto de los ataques de tipo veneno posteriores del objetivo.", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Los ataques de tipo planta conectan a tierra la electricidad de los objetivos de tipo rayo, lo cual limita su alcance.", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "Los ataques de tipo planta dejan semillas en los objetivos de tipo tierra, lo cual les roba energía.", - "REACTION_PLANT_ON_EARTH": "Semillas", - "REACTION_WATER_ON_FIRE_TUTORIAL": "Los ataques de tipo agua apagan las llamas de los objetivos de tipo fuego, lo que reduce la potencia de sus ataques.", - "REACTION_WATER_ON_FIRE": "Apagado", - "REACTION_WATER_ON_PLANT": "Absorción", - "REACTION_WATER_ON_ASTRAL": "Potenciado", - "REACTION_WATER_ON_PLANT_TUTORIAL": "Los objetivos de tipo planta absorben el agua que dejan tras de sí los ataques de tipo agua, lo cual los va curando poco a poco.", - "REACTION_WATER_ON_ICE": "Más masa", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_WATER_ON_ICE_TUTORIAL": "Los objetivos de tipo hielo congelan de inmediato el agua que dejan tras de sí los ataques de tipo agua, lo que les otorga masa adicional.", - "REACTION_WATER_ON_LIGHTNING": "Conducción", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "El agua conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", - "REACTION_WATER_ON_EARTH_TUTORIAL": "Los ataques de tipo agua van erosionando poco a poco los objetivos de tipo tierra, lo cual reduce su defensa.", - "REACTION_WATER_ON_EARTH": "Erosión", - "REACTION_WATER_ON_METAL": "Corrosión", - "REACTION_POISON_ON_FIRE": "Combustible", - "REACTION_WATER_ON_METAL_TUTORIAL": "Los ataques de tipo agua oxidan y corroen los objetivos de tipo metal, lo que los vuelve más frágiles.", - "REACTION_POISON_ON_PLANT_TUTORIAL": "Los objetivos de tipo planta absorben el veneno que dejan tras de sí los ataques de tipo veneno, lo que les va causando daño poco a poco.", - "REACTION_POISON_ON_PLANT": "Absorción", - "REACTION_POISON_ON_FIRE_TUTORIAL": "Los objetivos de tipo fuego pueden quemar el veneno que dejan tras de sí los ataques de tipo veneno, lo cual los hace más fuertes.", - "REACTION_POISON_ON_ASTRAL": "Perturbación", - "REACTION_POISON_ON_METAL_TUTORIAL": "Los objetivos de tipo metal pueden utilizar el veneno que dejan tras de sí los ataques de tipo veneno para empapar con él sus partes puntiagudas y causar daño adicional a sus enemigos.", - "REACTION_POISON_ON_METAL": "Puntas venenosas", - "REACTION_POISON_ON_EARTH_TUTORIAL": "Los objetivos de tipo tierra pueden utilizar el veneno que dejan tras de sí los ataques de tipo veneno para empapar con él sus partes puntiagudas y causar daño adicional a sus enemigos.", - "REACTION_POISON_ON_EARTH": "Puntas venenosas", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Los monstruos de tipo astral enervan a los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_ASTRAL_ON_ASTRAL": "Potenciado", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Los monstruos de tipo astral enervan a los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_ASTRAL_ON_FIRE": "Enervación", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Los objetivos de tipo astral pueden utilizar la energía que dejan tras de sí los ataques de tipo astral para fortalecerse.", - "REACTION_ASTRAL_ON_WATER": "Enervación", - "REACTION_ASTRAL_ON_AIR": "Enervación", - "REACTION_ICE_ON_WATER_TUTORIAL": "Cuando reciben el impacto de un ataque de tipo hielo, los monstruos de tipo agua se congelan de inmediato.", - "REACTION_ICE_ON_WATER": "Congelado", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Los monstruos de tipo astral enervan a los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_ASTRAL_ON_EARTH": "Enervación", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Los monstruos de tipo astral enervan a los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_ICE_ON_LIGHTNING": "Conducción", - "REACTION_ICE_ON_AIR": "Escarcha", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "El hielo y el agua conducen la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Las cualidades aislantes del plástico hacen que los ataques de tipo rayo contra objetivos de tipo plástico dejen tras de sí una carga eléctrica que estos podrán usar luego para causar daño adicional a sus enemigos.", - "REACTION_LIGHTNING_ON_ICE": "Electrificado", - "REACTION_ICE_ON_AIR_TUTORIAL": "Los ataques de tipo hielo enfrían a los objetivos de tipo aire, que quedarán tiritando.", - "REACTION_LIGHTNING_ON_PLASTIC": "Electricidad estática", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "El agua conduce la electricidad, de modo que los monstruos de tipo agua serán más sensibles a los ataques de tipo rayo posteriores.", - "REACTION_LIGHTNING_ON_WATER": "Electrificado", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "El aire de Nueva Wirral conduce la electricidad sorprendentemente bien, de modo que los monstruos de tipo aire serán más sensibles a los ataques de tipo rayo posteriores.", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "El hielo y el agua conducen la electricidad, de modo que los monstruos de tipo hielo o agua serán más sensibles a los ataques de tipo rayo posteriores.", - "REACTION_LIGHTNING_ON_EARTH": "Vitrificación", - "REACTION_LIGHTNING_ON_AIR": "Electrificado", - "REACTION_AIR_ON_FIRE_TUTORIAL": "Los ataques de tipo aire apagan las llamas de los objetivos de tipo fuego, reduciendo así la potencia de sus ataques.", - "REACTION_AIR_ON_FIRE": "Apagado", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "El metal conduce la electricidad, de modo que los monstruos de tipo metal serán más sensibles a los ataques de tipo rayo posteriores.", - "REACTION_LIGHTNING_ON_METAL": "Electrificado", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "Cuando un rayo golpea, la arena crea fulgurita, que es cristal natural. Los monstruos de tipo tierra que reciban el impacto de un ataque de tipo rayo pasan a ser de tipo cristal.", - "REACTION_AIR_ON_PLANT": "Arrancado", - "REACTION_AIR_ON_PLANT_TUTORIAL": "Los ataques de tipo aire pueden arrancar del suelo las raíces de los objetivos de tipo planta, de modo que pierden la conexión con su fuente de nutrientes.", - "REACTION_AIR_ON_ASTRAL": "Potenciado", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "En Nueva Wirral el aire conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", - "REACTION_AIR_ON_LIGHTNING": "Conducción", - "REACTION_AIR_ON_GLASS": "Resonancia", - "REACTION_EARTH_ON_FIRE": "Apagado", - "REACTION_AIR_ON_GLASS_TUTORIAL": "Los sonidos fuertes y los ataques de tipo aire pueden hacer que los monstruos de tipo cristal resuenen y empiecen a vibrar. Si la resonancia es lo bastante fuerte, puede hacer que el cristal se rompa.", - "REACTION_EARTH_ON_PLASTIC": "Enterrado", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "Los ataques de tipo tierra apagan las llamas de los objetivos de tipo fuego, lo que reduce la potencia de sus ataques.", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Al igual que el ciclo de vida habitual de los productos de plástico hace que acaben a menudo enterrados en un vertedero, los ataques de tipo tierra pueden enterrar a los monstruos de tipo plástico y limitar su movimiento.", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Los ataques de tipo tierra conectan a tierra la electricidad de los objetivos de tipo rayo, lo cual limita su alcance.", - "REACTION_METAL_ON_ASTRAL": "Perturbación", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", - "REACTION_EARTH_ON_ASTRAL": "Potenciado", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_EARTH_ON_LIGHTNING": "Toma de tierra", - "REACTION_METAL_ON_ICE_TUTORIAL": "Las partes puntiagudas de los monstruos de tipo metal pican la superficie de los de tipo hielo como si de un picahielos se tratara, reduciendo así su defensa.", - "REACTION_METAL_ON_ICE": "Picado", - "REACTION_METAL_ON_LIGHTNING": "Conducción", - "REACTION_METAL_ON_EARTH": "Picado", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "El metal conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", - "REACTION_METAL_ON_GLASS_TUTORIAL": "¡Ojo, no te cortes! El impacto de un ataque de tipo metal contra un objetivo de tipo cristal desperdiga obstáculos afilados por el campo de batalla.", - "REACTION_METAL_ON_EARTH_TUTORIAL": "Las partes puntiagudas de los monstruos de tipo metal pican la superficie de los de tipo tierra como si de una pala se tratara, reduciendo así su defensa.", - "REACTION_METAL_ON_GLASS": "Resquebrajado", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "El cristal es aislante, de modo que los ataques de tipo cristal pueden limitar el alcance de los atacantes de tipo rayo.", - "REACTION_GLASS_ON_LIGHTNING": "Aislante", - "ELEMENTAL_TYPE_FIRE": "Fuego", - "ELEMENTAL_TYPE_WATER": "Agua", - "ELEMENTAL_TYPE_PLASTIC": "Plástico", - "ELEMENTAL_TYPE_POISON": "Veneno", - "ELEMENTAL_TYPE_PLANT": "Planta", - "ELEMENTAL_TYPE_BEAST": "Bestia", - "ELEMENTAL_TYPE_ASTRAL": "Astral", - "ELEMENTAL_TYPE_GLITTER": "Purpurina", - "ELEMENTAL_TYPE_LIGHTNING": "Rayo", - "ELEMENTAL_TYPE_ICE": "Hielo", - "ELEMENTAL_TYPE_AIR": "Aire", - "ELEMENTAL_TYPE_EARTH": "Tierra", - "ELEMENTAL_TYPE_METAL": "Metal", - "ELEMENTAL_TYPE_GLASS": "Cristal", - "INVENTORY_EMPTY": "Nada.", - "INVENTORY_INCOMPATIBLE": "Incompatible", - "INVENTORY_NO_COMPATIBLE_STICKERS": "No tienes pegatinas compatibles.", - "LOOT_TITLE": "Has obtenido:", - "LOOT_ITEM_EQUIPPED": "Utilizada", - "LOOT_ITEM_EQUIP_BUTTON": "Utilizar", - "LOOT_ITEM_UNEQUIP_BUTTON": "Retirar", - "LOOT_HEADING_OTHER_ITEMS": "Otros objetos", - "LOOT_HEADING_DROPPED": "Al suelo:", - "ITEM_DROP_OBTAINED_ONE": "Has obtenido: {0}", - "ITEM_DROP_OBTAINED_MULTIPLE": "Has obtenido: {0} ({1})", - "ITEM_DROP_INVENTORY_FULL": "Ya no puedes llevar más.", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "No puedes tener más pegatinas.", - "ITEM_CHEST_EMPTY": "¡No hay nada!", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Has llegado al límite de pegatinas que puedes tener. Si encuentras más, se tirarán automáticamente al suelo.", - "ITEM_REMOVED_ONE": "Has perdido: {0}", - "ITEM_REMOVED_MULTIPLE": "Has perdido: {0} ({1})", - "ITEM_COUNT_LIMITED": "({0}/{1})", - "ITEM_COUNT": "({0})", - "ITEM_EXCHANGE_OWNED_AMOUNT": "Tienes {0}.", - "ITEM_EXCHANGE_MULTIPLE": "{0} ({1})", - "ITEM_EXCHANGE_ALREADY_OWNED": "Ya está en tu poder.", - "ITEM_COST_FREE": "Gratis", - "ITEM_COST_ELEMENT": "{amount} {currency}", - "ITEM_COST_JOIN": ",", - "ITEM_EXCHANGE_OUT_OF_STOCK": "No quedan.", - "ITEM_EXCHANGE_INVENTORY_FULL": "Ya no puedes llevar más.", - "ITEM_TRADE_BUY": "Comprar", - "ITEM_TRADE_AMOUNT": "¿Quieres comprar «{exchange}»?\\nCuesta {cost}.", - "ITEM_USE": "Usar", - "ITEM_VIEW": "Ver", - "ITEM_READ": "Leer", - "ITEM_USE_ON.m": "Usar con {0}", - "ITEM_USE_ON.f": "Usar con {0}", - "ITEM_USE_ON_TAPE": "Usar con tu {0.to_lower}", - "ITEM_USE_ON.n": "Usar con {0}", - "ITEM_APPLY_STICKER_SUBMENU": "Pegar en…", - "ITEM_USE_ON_SUBMENU": "Usar con…", - "ITEM_DISCARD": "Desechar", - "ITEM_DISCARD_ONE": "Desechar 1", - "ITEM_DISCARD_ALL": "Desechar todo", - "ITEM_RECYCLE_ONE": "Reciclar 1 por {amount} {icon}", - "ITEM_RECYCLE": "Reciclar por {amount} {icon}", - "ITEM_DISCARD_MODE_DISCARD": "Desechar", - "ITEM_DISCARD_MODE_RECYCLE": "Reciclar", - "ITEM_RECYCLE_ALL": "Reciclar todo por {amount} {icon}", - "ITEM_CATEGORY_consumables": "Consumibles", - "ITEM_CATEGORY_tapes": "Cintas vírgenes", - "ITEM_CATEGORY_stickers": "Pegatinas", - "ITEM_CATEGORY_resources": "Recursos", - "ITEM_CATEGORY_misc": "Varios", - "ITEM_CURE_COATING_NAME": "Curacapas", - "ITEM_CURE_BURNED_NAME": "Curaquemadura", - "ITEM_CURE_BURNED_DESCRIPTION": "Una crema refrescante que elimina el efecto de estado «quemadura» de un miembro del equipo. No consume un turno.", - "ITEM_CURE_COATING_DESCRIPTION": "Elimina los efectos de estado de «capa» (los que cambian el tipo) de un miembro del equipo. Consume un turno del combate.", - "ITEM_CURE_CONDUCTIVE_NAME": "Curaconducción", - "ITEM_CURE_CONFUSED_NAME": "Curaconfusión", - "ITEM_CURE_CONFUSED_DESCRIPTION": "Un inyectable con una enzima que elimina de inmediato el exceso de agentes embriagadores y, por tanto, el efecto de estado «confusión» de un miembro del equipo. No consume un turno.", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Una crema aislante que elimina el efecto de estado «conducción» de un miembro del equipo. No consume un turno.", - "ITEM_CURE_LEECHED_NAME": "Curaparásito", - "ITEM_CURE_POISONED_NAME": "Curaveneno", - "ITEM_CURE_LEECHED_DESCRIPTION": "Una crema biocida que elimina el efecto de estado «parásito» de un miembro del equipo. No consume un turno.", - "ITEM_CURE_RESONANCE_NAME": "Curavibración", - "ITEM_CURE_POISONED_DESCRIPTION": "Un antídoto para los venenos de monstruo más comunes. Elimina el efecto de estado «veneno» de un miembro del equipo. No consume un turno.", - "ITEM_CURE_SLEEP_NAME": "Curasueño", - "ITEM_CURE_RESONANCE_DESCRIPTION": "Una sustancia estabilizadora que elimina el efecto de estado «vibración» de un miembro del equipo. Consume un turno del combate.", - "ITEM_CURE_BERSERK_NAME": "Curaira", - "ITEM_CURE_SLEEP_DESCRIPTION": "Una botellita de sales hediondas capaces de despertar a cualquiera. Elimina el efecto «sueño» de un miembro del equipo. No consume un turno.", - "ITEM_CURE_STAT_NAME": "Curatributos", - "ITEM_CURE_BERSERK_DESCRIPTION": "Una sustancia calmante que elimina el efecto de estado «ira» de un miembro del equipo. No consume un turno.", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "Un pequeño aerosol con una sustancia aceitosa que facilita el movimiento y elimina el efecto de estado «petrificación» de un miembro del equipo. Consume un turno del combate.", - "ITEM_CURE_PETRIFIED_NAME": "Curapetrificación", - "ITEM_CURE_STAT_DESCRIPTION": "Una sustancia cuya inhalación elimina todos los efectos de estado modificadores de atributos de un miembro del equipo (¡incluidos los positivos!). Consume un turno del combate.", - "ITEM_CURE_ALL_NAME": "Curatodo", - "ITEM_CURE_ALL_DESCRIPTION": "Una panacea milagrosa que, al parecer, cura cualquier trastorno. Elimina todos los efectos de estado de un miembro del equipo (¡incluidos los positivos!). Consume un turno del combate.", - "ITEM_REWIND_NAME": "Rebobinador", - "ITEM_REWIND_DESCRIPTION": "Hace que una cinta recupere por completo sus PV. Consume un turno del combate.", - "ITEM_RESPOOL_NAME": "Restaurador", - "ITEM_OLIVE_UP_NAME": "Olive Up", - "ITEM_RESPOOL_DESCRIPTION": "Arregla y rebobina una cinta rota. Consume un turno del combate.", - "ITEM_OLIVE_UP_DESCRIPTION": "Un extraño refresco con sabor a aceituna que hace que un personaje suba de nivel de inmediato.", - "ITEM_UPGRAPE_NAME": "Uvas del más fuerte", - "ITEM_PEAR_FUSILLI_NAME": "Pasta fusión", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "Una comida precocinada para dos que llena de inmediato vuestra barra de fusión (¡y lleva pera!). No consume un turno aunque os la comáis durante el combate.", - "ITEM_UPGRAPE_DESCRIPTION": "Un curioso racimo de uvas boca abajo que, según se dice, dan las parras que se plantan haciendo el pino. Si te comes unas cuantas, podrás mejorar de inmediato una cinta y subirle una estrella.", - "ITEM_REODORANT_NAME": "Reodorante", - "ITEM_REODORANT_DESCRIPTION": "Un bote de «antidesodorante transpirante unisex». La etiqueta dice que te hará oler lo bastante mal como para repeler a los monstruos durante un minuto.", - "ITEM_REODORANT_TIME_LEFT": "Tiempo restante: {0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "Desayuno inglés completo (vegano)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "Cura por completo a un personaje. Consume un turno del combate.", - "ITEM_COFFEE1_NAME": "Café con leche en lata", - "ITEM_COFFEE2_DESCRIPTION": "Un café enlatado muy amargo que otorga 4 PA adicionales. Consume un turno del combate.", - "ITEM_COFFEE1_DESCRIPTION": "Un café enlatado que otorga 2 PA adicionales. Consume un turno del combate.", - "ITEM_COFFEE2_NAME": "Café largo para llevar", - "ITEM_FUSED_MATERIAL_NAME": "Material fundido", - "ITEM_COFFEE3_NAME": "Expreso exprés", - "ITEM_COFFEE4_NAME": "Expreso doble", - "ITEM_COFFEE3_DESCRIPTION": "Un café en lata pequeña que aporta energía al instante y otorga 6 PA adicionales. Consume un turno del combate.", - "ITEM_SMOKE_BOMB_NAME": "Bomba de humo", - "ITEM_COFFEE4_DESCRIPTION": "Un expreso doble en lata que otorga 8 PA adicionales. Consume un turno del combate.", - "ITEM_METAL_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", - "ITEM_SMOKE_BOMB_DESCRIPTION": "Permite una huida garantizada de cualquier monstruo salvaje. Sin embargo, no funcionará contra humanos ni otros seres inteligentes.", - "ITEM_METAL_NAME": "Metal", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "Huele mucho a huevo podrido, pero, por lo visto, los guardas lo consideran valiosísimo.", - "ITEM_TUTORIAL_NAME": "Manual del buen guarda", - "ITEM_TUTORIAL_NO_TUTS": "¡Primero tienes que encontrarte con Kayleigh al este de Villapuerto!", - "ITEM_TUTORIAL_DESCRIPTION": "Un manual que Kayleigh te prestó. Puedes leerlo para repasar lo que has aprendido sobre la vida en la isla de Nueva Wirral.", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Anda. ¡Se ha caído una tarjeta de la solapa del manual!", - "ITEM_TUTORIAL_MESSAGE": "¿Qué tema quieres repasar?", - "ITEM_PLASTIC_NAME": "Plástico", - "ITEM_PLASTIC_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", - "ITEM_TYPE_CHART_NAME": "Esquema de tipos elementales", - "ITEM_OLD_BOOK_NAME": "Libro viejo", - "ITEM_TYPE_CHART_DESCRIPTION": "Un esquema impreso en una tarjeta que se cayó del [i]Manual del buen guarda[/i] que te prestó Kayleigh. Detalla los tipos elementales de monstruos que hay en Nueva Wirral y cómo puedes usar esos tipos para obtener ventaja.", - "ITEM_OLD_BOOK_DESCRIPTION": "Es un libro viejo en el que hay escritas un montón de palabras raras.", - "ITEM_SINGLEUSE_STICKER_NAME": "{name} (un solo uso)", - "ITEM_WHEAT_NAME": "Trigo", - "ITEM_WHEAT_DESCRIPTION": "Un recurso básico que algunas personas pueden convertir en comida.", - "ITEM_PULP_NAME": "Celulosa", - "ITEM_WOOD_NAME": "Madera", - "ITEM_PULP_DESCRIPTION": "Papel descompuesto. Un recurso reciclado básico que puede cambiarse por objetos o servicios.", - "ITEM_TAPE_BEAST_DESCRIPTION": "Una cinta cubierta de piel sintética. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo bestia. A los niños les encanta.", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Utiliza una tecnología futurista basada en láseres para almacenar las formas de monstruo de forma eficaz. Garantiza el éxito de la grabación.", - "ITEM_WOOD_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", - "ITEM_KEY_HARBOURTOWN_NAME": "Llave de las puertas de Villapuerto", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "¡Abre las puertas de Villapuerto!", - "ITEM_TAPE_BASIC_NAME": "Cinta normal", - "ITEM_TAPE_BASIC_DESCRIPTION": "Graba las formas de monstruo con un margen de eficacia normal.", - "ITEM_TAPE_CHROME_NAME": "Cinta de cromo", - "ITEM_TAPE_CHROME_DESCRIPTION": "Graba las formas de monstruo con un alto margen de eficacia.", - "ITEM_TAPE_OPTICAL_LASER_NAME": "Cinta de láser óptico", - "WINGLOOM_DESCRIPTION": "una polilla con bombillas", - "MOTHMANIC_NAME": "Poliluz", - "MOTHMANIC_NAME_PREFIX": "Polil", - "MOTHMANIC_NAME_SUFFIX": "luz", - "MOTHMANIC_LORE_2": "Mothman («el hombre polilla») es un ser propio de la cultura popular de Virginia Occidental. Tras varios avistamientos en la década de 1960, se lo describió como un humanoide alado con ojos rojos brillantes. Desde entonces, se ha convertido en una leyenda urbana muy conocida.", - "MOTHMANIC_LORE_1": "Por todo el cuerpo de los poliluz viajan potentes corrientes eléctricas. Puede utilizar ese poder para atacar y le basta un batido de alas para hacer caer rayos devastadores sobre sus enemigos.", - "STARDIGRADE_NAME": "Astrordígrado", - "MOTHMANIC_DESCRIPTION": "una polilla enorme y terrorífica", - "STARDIGRADE_NAME_PREFIX": "Astro", - "STARDIGRADE_NAME_SUFFIX": "dígrado", - "STARDIGRADE_LORE_1": "Los astrordígrado son seres curiosos que pasan la mayor parte de su vida durmiendo en las capas más bajas de la atmósfera de Nueva Wirral. De vez en cuando, bajan flotando hasta la superficie para alimentarse, y luego vuelven a subir utilizando los cohetes que llevan a la espalda.", - "STARDIGRADE_LORE_2": "Los tardígrados, también llamados osos de agua, son seres microscópicos que se encuentran por toda la Tierra. Su característica más conocida es su tremenda resistencia a las condiciones adversas. Son tan adaptables que incluso pueden sobrevivir en el vacío del espacio.", - "STARDIGRADE_DESCRIPTION": "una especie de gusano flotante", - "GALAGOR_NAME": "Galagor", - "GALAGOR_NAME_PREFIX": "Gala", - "GALAGOR_LORE_1": "Un galagor es un astrordígrado que ha evolucionado hasta obtener una inteligencia superior. Su armadura externa cubre casi por completo su cuerpo rosado, similar al de un gusano. Solo es posible ver parte de él a través de la visera de su casco.", - "GALAGOR_NAME_SUFFIX": "gor", - "GALAGOR_LORE_2": "La astrobiología es el estudio e investigación de la posibilidad de que exista vida extraterrestre. Los astrobiólogos investigan el origen de la vida en la Tierra y plantean si podrían haberse dado procesos similares en otros planetas del universo conocido.", - "GALAGOR_DESCRIPTION": "un bicho espacial flotante con una capa", - "FAUCETEAR_NAME": "Grifollorón", - "FAUCETEAR_NAME_PREFIX": "Grifo", - "FAUCETEAR_NAME_SUFFIX": "llorón", - "FAUCETEAR_LORE_2": "Los grifos son válvulas que regulan el paso de un líquido y que, según se ha demostrado, existían ya en el Imperio romano. Se han descubierto grifos y válvulas rudimentarios en las ruinas de Pompeya, ciudad romana destruida por la erupción del Vesubio.", - "FAUCETEAR_LORE_1": "La capacidad de los grifollorón para proyectar potentes chorros de agua a presión tiene que ver directamente con su estado emocional. Son muy asustadizos y propensos a la tristeza, de modo que es común que acaben usando sus ataques acuáticos sin pretenderlo.", - "FAUCETEAR_DESCRIPTION": "un grifo con goteras", - "FOUNTESS_NAME": "Fontesa", - "FOUNTESS_NAME_PREFIX": "Font", - "FOUNTESS_NAME_SUFFIX": "esa", - "FOUNTESS_LORE_2": "Aunque los humanos se han dado «duchas» de una forma u otra desde que existe la civilización, la primera ducha mecánica la inventó el inglés William Feetham en el siglo XVIII. Aquella ducha bombeaba agua fría hasta una cubeta para que, después, el usuario pudiera echársela encima tirando de una cadena.", - "FOUNTESS_LORE_1": "Los fontesa aprecian por encima de todo los buenos modales, propios y ajenos. Si consideran que alguien se está comportando de forma impropia, se entristecen al instante, lo cual aumenta en gran medida la presión de los chorros de agua que les emanan de la cabeza.", - "FOUNTESS_DESCRIPTION": "una alcachofa de ducha muy triste", - "TERRACOOKA_NAME": "Terracocido", - "TERRACOOKA_NAME_PREFIX": "Terrac", - "TERRACOOKA_LORE_1": "Los terracocido aspiran a ser cocineros de renombre, de modo que intentan cocinar con cualquier ingrediente que consiguen encontrar en las cuevas subterráneas en las que habitan. Por desgracia, eso suele suponer que la mayoría de sus recetas incluyen líquenes, musgo o ambas cosas.", - "TERRACOOKA_NAME_SUFFIX": "ocido", - "TERRACOOKA_LORE_2": "Las doguu son figuritas de arcilla que se han encontrado por todo Japón. Datan de una civilización prehistórica y suelen representar humanoides o animales.", - "TERRACOOKA_DESCRIPTION": "un cocinero de arcilla", - "COALDRON_NAME_PREFIX": "Bronc", - "COALDRON_NAME": "Broncaldero", - "COALDRON_LORE_1": "Los broncaldero son calderos vivientes en cuyo interior se cuece constantemente un caldo delicioso. Aunque no tienen mucha movilidad, son capaces de hacer girar su cuerpo para lanzar chorros de ese caldo hirviente a cualquiera que se les acerque con malas intenciones.", - "COALDRON_NAME_SUFFIX": "aldero", - "COALDRON_LORE_2": "Los calderos son ollas grandes, normalmente de metal o cerámica, que se usan para calentar al fuego comida o medicinas. Se han encontrado por todo el mundo desde tiempos prehistóricos y, por tanto, suelen aparecer en la cultura popular de muchos pueblos de una forma u otra.", - "COALDRON_DESCRIPTION": "una gran figura de cerámica con un caldero por cuerpo", - "PUPPERCUT_NAME": "Lobgancho", - "PUPPERCUT_NAME_PREFIX": "Lob", - "PUPPERCUT_NAME_SUFFIX": "ancho", - "PUPPERCUT_LORE_2": "El boxeo es un deporte de competición en el que dos púgiles se dan de puñetazos con guantes protectores. Las pruebas arqueológicas demuestran que los humanos han practicado el boxeo, o algo parecido, ya en las primeras civilizaciones.", - "PUPPERCUT_LORE_1": "Los lobgancho son aficionados al boxeo. Aunque nacen con una capa de hierro que cubre varias partes de su cuerpo, esa capa se oxida fácilmente, de modo que la pierden cuando cambian de forma al llegar a adultos.", - "PUPPERCUT_DESCRIPTION": "un lobo menudo con equipo de boxeo oxidado", - "SOUTHPAW_NAME": "Lupdirecto", - "SOUTHPAW_NAME_PREFIX": "Lup", - "SOUTHPAW_NAME_SUFFIX": "irecto", - "SOUTHPAW_LORE_2": "El origen del boxeo moderno son las llamadas «reglas del marqués de Queensberry», redactadas por primera vez en la Inglaterra victoriana. Ya entonces se fijó el límite de doce asaltos, los grandes guantes protectores y el cuadrilátero de 24 pies (unos 7,3 metros) de lado que siguen vigentes en el boxeo actual.", - "SOUTHPAW_LORE_1": "Los lupdirecto son la última etapa del ciclo vital de los lobganchos. Para entonces han perdido su armadura oxidada y tienen el cuerpo cubierto de un metal ligero y flexible que les permite resistir ataques y asestar golpes rápidos con sus puños llenos de pinchos.", - "BURNACE_NAME": "Altorno", - "SOUTHPAW_DESCRIPTION": "un lobo alto con equipo de boxeo reluciente", - "BURNACE_NAME_PREFIX": "Alt", - "BURNACE_NAME_SUFFIX": "orno", - "BURNACE_LORE_1": "Los altorno no tienen patas. Su única forma de desplazarse es arrastrar su cuerpo de cemento ayudándose con las manos. Sus hornos, que arden continuamente, les permiten expulsar llamas y humo tóxico por las «chimeneas» en un abrir y cerrar de ojos.", - "BURNACE_LORE_2": "La Revolución Industrial fue un periodo que comenzó en el siglo XVIII en el que la producción de Occidente pasó a centrarse en las máquinas, lo cual produjo un rápido avance de la tecnología. A esta época se asocia, a menudo, la imagen de una fábrica de cuyas chimeneas surge abundante humo.", - "SMOGMAGOG_NAME": "Esmogmagog", - "BURNACE_DESCRIPTION": "un ser sin patas con forma de fábrica", - "SMOGMAGOG_LORE_1": "El «cuerpo» de un esmogmagog no es más que un caparazón exterior hecho de acero y cemento que protege al ser elemental de puro fuego que habita en su interior. Mientras haya un mínimo atisbo de llama ardiendo dentro del caparazón, el esmogmagog seguirá luchando.", - "SMOGMAGOG_NAME_PREFIX": "Esmog", - "SMOGMAGOG_NAME_SUFFIX": "ogmagog", - "SMOGMAGOG_DESCRIPTION": "un gigante de cemento con una torre de refrigeración por cabeza", - "SMOGMAGOG_LORE_2": "Gogmagog es el nombre de un gigante de la mitología galesa. Habitante de Albión (la precursora de la Gran Bretaña actual), encontró la muerte a manos del guerrero Corineo, que más adelante habría de fundar la tierra de Cornwall.", - "CANDEVIL_NAME": "Diablamelo", - "CANDEVIL_NAME_PREFIX": "Diab", - "CANDEVIL_NAME_SUFFIX": "amelo", - "CANDEVIL_LORE_2": "Los diablos, o demonios, son seres o espíritus malvados que aparecen tanto en la cultura popular como en las religiones de casi todas las civilizaciones de la historia. Su representación varía muchísimo. A veces son incordios sin importancia, mientras que otras son peligrosas manifestaciones de todo mal.", - "CANDEVIL_LORE_1": "Los diablamelo tienen la curiosa capacidad de generar golosinas muy azucaradas a partir de su propio cuerpo, que luego podrán regalar a otros o usar como proyectiles. Hay a quien eso le parece adorable, mientras que otros afirman que es inquietante y bastante asqueroso.", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "¿En qué te gustaría especializarte?", - "CANDEVIL_DESCRIPTION": "un diablo cornudo y dulce", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "En la alquimia", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "En la maquinaria", - "MALCHEMY_NAME": "Malquimia", - "MALCHEMY_NAME_PREFIX": "Mal", - "MALCHEMY_LORE_1": "Una serie de extraños cambios químicos internos puede hacer que un diablamelo evolucione y se convierta en malquimia. Este proceso también hace que el malquimia se obsesione con el esotérico arte de la elaboración de pociones, lo cual no suele acabar bien para él.", - "MALCHEMY_NAME_SUFFIX": "quimia", - "MALCHEMY_LORE_2": "La alquimia es un campo del saber que precedió a la ciencia química moderna. Estudiaba la transformación por medios mágicos o espirituales, así como la creación de elementos.", - "MIASMODEUS_NAME": "Miasmodeo", - "MALCHEMY_DESCRIPTION": "un diablo sonriente con un matraz de cristal", - "MIASMODEUS_NAME_PREFIX": "Mias", - "MIASMODEUS_NAME_SUFFIX": "modeo", - "MIASMODEUS_DESCRIPTION": "un demonio brujo montado en una piruleta", - "MIASMODEUS_LORE_2": "En la Europa del medievo, las «brujas» eran mujeres a las que se acusaba de practicar la brujería en su entorno. A menudo se las representaba elaborando pociones, con animales como familiares y montadas en escobas que les permitían volar.", - "MIASMODEUS_LORE_1": "Se dice que manadas enteras de miasmodeo surcan el cielo a lomos de su piruleta voladora cuando hay luna llena. En combate usan por igual pociones alquímicas, mejunjes venenosos y letales preparados elementales para acabar con sus enemigos.", - "VENDEMON_NAME": "Expendemonio", - "VENDEMON_NAME_PREFIX": "Expend", - "VENDEMON_LORE_1": "Un expendemonio es un diablamelo que se ha construido una armadura de metal y cristal. Hay teorías que afirman que su atuendo extravagante es un intento de parecerse a los astronautas, pero nadie lo sabe con seguridad.", - "VENDEMON_NAME_SUFFIX": "emonio", - "VENDEMON_LORE_2": "Las primeras máquinas expendedoras de chicle aparecieron en Estados Unidos a principios del siglo XX. Un complejo mecanismo se encarga de que, al introducir una moneda en la máquina, pueda dispensar un único chicle cuando se gira la palanca.", - "VENDEMON_DESCRIPTION": "un diablo metido dentro de una máquina de chicles", - "GUMBAAL_NAME": "Baaladechicle", - "GUMBAAL_NAME_PREFIX": "Baala", - "GUMBAAL_LORE_1": "Los baaladechicle se han fundido con su armadura de metal para convertirse en seres imponentes. La cúpula de cristal que forma su cabeza está llena de esferas elementales que los baaladechicle pueden escupir como movimiento ofensivo.", - "GUMBAAL_NAME_SUFFIX": "dechicle", - "GUMBAAL_LORE_2": "«Golosina» es un término genérico que engloba varios tipos de comestibles, a menudo con el azúcar como ingrediente principal. Las golosinas suelen tener un aspecto atractivo a la vista, con multitud de formas, tamaños y sabores.", - "GUMBAAL_DESCRIPTION": "una enorme máquina de chicles viviente", - "BANSHEEP_NAME": "Beenshee", - "BANSHEEP_NAME_PREFIX": "Bee", - "BANSHEEP_NAME_SUFFIX": "nshee", - "BANSHEEP_LORE_2": "Los fantasmas aparecen con frecuencia en la cultura popular, durante toda la historia de las civilizaciones humanas, como manifestaciones del espíritu de algún difunto. Su carácter maligno o inofensivo suele depender que quién los represente o, a menudo, de la personalidad del finado en cuestión.", - "BANSHEEP_LORE_1": "El terrible plañir nocturno de los beenshee salvajes ha hecho que mucha gente crea que se trata de almas en pena, pero no es así. Los beenshee están vivitos y coleando, lo que pasa es que les gusta quejarse de vez en cuando. ¿A quién no?", - "BANSHEEP_DESCRIPTION": "una oveja flotante de mal humor", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Marchar hacia el más allá", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Un espíritu no puede quedarse eternamente entre dos mundos.", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Volver a la vida", - "WOOLTERGEIST_NAME": "Lanoltergeist", - "WOOLTERGEIST_NAME_PREFIX": "Lan", - "WOOLTERGEIST_LORE_2": "Se han descrito muchos tipos de fantasma, y uno de ellos es el poltergeist. Lo que lo distingue es la capacidad de interactuar a placer con el mundo físico, de modo que son capaces de mover o incluso lanzar objetos.", - "WOOLTERGEIST_LORE_1": "Al contrario que los beenshee, los lanoltergeist son espíritus no muertos que solo se manifiestan de forma parcial en el plano físico. Se dice que cuando están cerca de un lugar en el que alguien haya muerto recientemente, los cuernos se les vuelven más afilados.", - "WOOLTERGEIST_NAME_SUFFIX": "oltergeist", - "WOOLTERGEIST_DESCRIPTION": "un fantasma ovino con aspecto de estar cansado", - "RAMTASM_NAME": "Espectroveja", - "RAMTASM_NAME_PREFIX": "Espectro", - "RAMTASM_NAME_SUFFIX": "veja", - "RAMTASM_LORE_2": "En algunas versiones de las historias de fantasmas, las almas en pena que se han quedado en el mundo no pueden viajar al más allá hasta que se cumpla su último deseo. Hasta entonces, su destino es vagar de forma indefinida.", - "RAMTASM_LORE_1": "Los espectroveja han conseguido amplificar su conexión tanto con el plano físico como con el espiritual, de modo que puede manifestarse por completo en ambos al mismo tiempo. Eso le da acceso a una fuente casi infinita de potente energía astral.", - "ZOMBLEAT_NAME": "Zombiovino", - "RAMTASM_DESCRIPTION": "un gran fantasma ovino de aspecto angélico", - "ZOMBLEAT_NAME_PREFIX": "Zombi", - "ZOMBLEAT_NAME_SUFFIX": "ovino", - "ZOMBLEAT_LORE_2": "Un zombi es un ser de la cultura popular, al que se suele representar como un cadáver que ha resucitado para convertirse en bestia feroz y descerebrada. Los zombis son muy habituales en la ficción actual y han aparecido en muchas películas y novelas de terror.", - "ZOMBLEAT_LORE_1": "Los zombiovino son espíritus que se han negado a pasar a mejor vida. Se aferran a su lápida y a la tierra en la que se les dio sepultura y, de no ser así, es posible que desaparecieran para siempre del plano de los mortales.", - "ZOMBLEAT_DESCRIPTION": "una oveja fantasmal que lleva consigo una lápida", - "CAPRICORPSE_NAME": "Capricadáver", - "CAPRICORPSE_NAME_PREFIX": "Capric", - "CAPRICORPSE_NAME_SUFFIX": "adáver", - "CAPRICORPSE_LORE_2": "Las lápidas se usan durante las ceremonias tradicionales de enterramiento para marcar el lugar en el que se ha dado sepultura a un cuerpo. Suelen estar hechas de piedra y en ellas se inscribe el nombre del difunto.", - "CAPRICORPSE_DESCRIPTION": "una oveja esquelética con una lápida en la espalda", - "CAPRICORPSE_LORE_1": "El espíritu de los capricadáver se ha mezclado por completo con sus propios restos para formar, así, un cuerpo hecho de hueso, tierra y piedra. Son bestias imponentes que crecen durante siglos a medida que van añadiendo poco a poco aún más tierra a su masa.", - "SAME_FUSION_NAME_1": "Meta{0.to_lower}", - "SAME_FUSION_NAME_2": "Super{0.to_lower}", - "SAME_FUSION_NAME_3": "Ultra{0.to_lower}", - "SAME_FUSION_NAME_4": "Bi{0.to_lower}", - "SAME_FUSION_NAME_5": "Macro{0.to_lower}", - "SAME_FUSION_NAME_6": "{0} mutante", - "SAME_FUSION_NAME_7": "Hiper{0.to_lower}", - "SAME_FUSION_NAME_8": "Giga{0.to_lower}", - "SAME_FUSION_NAME_9": "{0} 2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué camino seguirás en tu vagar nocturno?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "El del vagabundo", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "El del ladrón", - "HOPSKIN_NAME_PREFIX": "Brinca", - "HOPSKIN_NAME": "Brincagarra", - "HOPSKIN_LORE_1": "Los brincagarra atraen a su presa con sus ojos anaranjados (que nunca pestañean) y su gran sonrisa. Sin embargo, cualquier ser que resulte engañado por su actitud se encontrará con las rápidas y afiladísimas garras que esconde bajo su abrigo mugriento.", - "HOPSKIN_NAME_SUFFIX": "garras", - "HOPSKIN_DESCRIPTION": "un diablillo traicionero con un abrigo", - "HOPSKIN_LORE_2": "En 1955, una familia denunció haber sufrido el ataque de seres extraños en su granja de Hopkinsville (Kentucky). En su descripción, hablaban de orejas puntiagudas, garras en las manos y ojos enormes, amarillos y brillantes.", - "RIPTERRA_NAME": "Destripaterrores", - "RIPTERRA_NAME_PREFIX": "Destripa", - "RIPTERRA_NAME_SUFFIX": "terrores", - "RIPTERRA_DESCRIPTION": "un monstruo horrible con una gabardina", - "RIPTERRA_LORE_2": "En la Gran Bretaña del siglo XIX, se publicaban historias de terror gótico o de asesinos sanguinarios en forma de [i]penny dreadful[/i] («terror a un penique»). Aquellos libros, editados con escaso presupuesto, solían ir acompañados de ilustraciones violentas y estremecedoras.", - "RIPTERRA_LORE_1": "No es fácil describir la anatomía de un destripaterrores. Apenas tiene cuerpo como tal, es más bien una masa de miembros terminados en garra, que se acumulan en un batiburrillo bajo el abrigo y el sombrero manchados.", - "SNOOPIN_NAME": "Bandolupín", - "SNOOPIN_NAME_PREFIX": "Bandol", - "SNOOPIN_LORE_1": "Los bandolupín son ladrones sin igual que, a menudo, se engalanan con las joyas que han robado. Por ello, es posible deducir su habilidad para el hurto por la cantidad de alhajas que llevan encima.", - "SNOOPIN_NAME_SUFFIX": "upín", - "SNOOPIN_LORE_2": "Arséne Lupin es un ladrón de guante blanco en la ficción, salido de la pluma del escritor Maurice Leblanc. El personaje, que sigue siendo popular incluso hoy, ha aparecido en docenas de historias y múltiples adaptaciones.", - "SCAMPIRE_NAME": "Criminampiro", - "SNOOPIN_DESCRIPTION": "un diablillo con un bastón", - "SCAMPIRE_NAME_PREFIX": "Crimina", - "SCAMPIRE_LORE_1": "Los criminampiro llenan su guarida de riquezas robadas y luego esperan a que su presa se aventure en ella. Hace unos años que han obtenido también la capacidad de volar, aunque no está claro si utilizan las alas para ello.", - "SCAMPIRE_NAME_SUFFIX": "ampiro", - "SCAMPIRE_LORE_2": "El concepto del vampiro ha aparecido en la tradición popular durante toda la historia de la humanidad. Una interpretación moderna del mito vampírico es la que los sitúa como la elite social que se alimenta, literalmente, de aquellos de las clases inferiores.", - "MACABRA_NAME_PREFIX": "Mac", - "SCAMPIRE_DESCRIPTION": "un vampiro con sombrero", - "MACABRA_NAME": "Macabra", - "MACABRA_LORE_1": "Los macabra no ven nada, pero en vez de eso tienen la capacidad de «saborear» el aire que los rodea para buscar presas. Prefieren hacerlo desde un lugar elevado, así que a menudo se encaraman a una roca o al cráneo de algún animal mientras cazan.", - "MACABRA_NAME_SUFFIX": "abra", - "MACABRA_LORE_2": "El «chupacabras» es una creación más o menos reciente de la cultura popular. Los informes de cabezas de ganado desangradas en Sudamérica dieron lugar al concepto de una bestia chupasangres nocturna de origen desconocido.", - "ACHIEVEMENT_NAME_head_skip": "Mejor me lo salto", - "ACHIEVEMENT_NAME_defeat_black_shuck": "Enfréntate a tu sombra", - "ACHIEVEMENT_DESC_head_skip": "Intenta evitar a un luchador saltando por encima de él.", - "ACHIEVEMENT_DESC_defeat_black_shuck": "Véncete en combate.", - "ACHIEVEMENT_NAME_obtain_magikrab": "El culmen de la evolución", - "ACHIEVEMENT_DESC_obtain_magikrab": "Consigue una forma de monstruo que se creía imposible de encontrar.", - "ACHIEVEMENT_NAME_aa_lenna": "La heroína de otra historia", - "DEFAULT_PLAYER_NAME": "Cas", - "ACHIEVEMENT_DESC_aa_lenna": "Demuestra tu valía a cierta guerrera.", - "MEREDITH_NAME": "Meredith", - "KAYLEIGH_NAME": "Kayleigh", - "FELIX_NAME": "Felix", - "EUGENE_NAME": "Eugene", - "VIOLA_NAME": "Viola", - "DOG_NAME": "Perry", - "UNKNOWN_NAME": "¿¿??", - "SEBASTIAN_NAME": "Sebastián", - "LANDKEEPER_NAME": "Terrateniente", - "LANDKEEPER1_NAME": "Terrateniente 1", - "LANDKEEPER2_NAME": "Terrateniente 2", - "SUNNY_NAME": "Sol", - "LANDKEEPERS_NAME": "Terratenientes", - "SUNNY_UNKNOWN_NAME": "Terrateniente desaliñada", - "CULTIST_NAME.m": "Sectario", - "CULTIST_NAME.f": "Sectaria", - "RANGER_NAME.m": "Guarda", - "CULTIST_NAME.n": "Sectarie", - "RANGER_NAME.f": "Guarda", - "RANGER_NAME.n": "Guarda", - "RANGER_RECRUITER_NAME.m": "Reclutador", - "RANGER_RECRUITER_NAME.f": "Reclutadora", - "RANGER_RECRUITER_NAME.n": "Reclutadore", - "RANGER_WANNABE_NAME.m": "Aspirante", - "RANGER_WANNABE_NAME.f": "Aspirante", - "RANGER_WANNABE_NAME.n": "Aspirante", - "RANGER_TRAINEE_NAME": "Aprendiz", - "RESEARCHER_NAME.m": "Investigador", - "ACHIEVEMENT_NAME_quest_hoylake": "De caza", - "ACHIEVEMENT_DESC_quest_hoylake": "Ayuda a Hoylake con su investigación.", - "ACHIEVEMENT_NAME_defeat_ghost": "¿A quién vas a llamar?", - "ACHIEVEMENT_DESC_defeat_ghost": "Derrota a un fantasma.", - "ACHIEVEMENT_NAME_rogue_fusion": "La suma de las partes", - "ACHIEVEMENT_DESC_rogue_fusion": "Derrota a una fusión salvaje.", - "ACHIEVEMENT_NAME_swarm_fusion": "El espíritu de la colmena", - "ACHIEVEMENT_DESC_swarm_fusion": "Derrota a un enjambre.", - "ACHIEVEMENT_DESC_unstable_fusion": "Derrota a una fusión inestable.", - "ACHIEVEMENT_NAME_unstable_fusion": "Nunca debe comer después de medianoche", - "ACHIEVEMENT_NAME_orb_fusion": "Eso no es un satélite", - "ACHIEVEMENT_DESC_orb_fusion": "Derrota a una fusión esférica.", - "ACHIEVEMENT_NAME_rogue_fusion_5": "Homenaje al salvaje", - "ACHIEVEMENT_DESC_rogue_fusion_5": "Derrota a 5 fusiones salvajes.", - "ACHIEVEMENT_NAME_quest_kayleigh1": "Corrí sin mirar atrás, 1.ª parte", - "ACHIEVEMENT_DESC_quest_kayleigh1": "Empieza la misión de Kayleigh.", - "ACHIEVEMENT_NAME_offices_cleared_1": "Te portas lo mejor que puedes, 1.ª parte", - "ACHIEVEMENT_NAME_offices_cleared_3": "Te portas lo mejor que puedes, 3.ª parte", - "ACHIEVEMENT_DESC_offices_cleared_2": "Disuelve dos oficinas de los terratenientes.", - "ACHIEVEMENT_NAME_sign_up_rangers": "Nuevos desafíos, 1.ª parte", - "ACHIEVEMENT_NAME_rogue_fusion_10": "Has visto muchos salvajes en tus viajes", - "ACHIEVEMENT_NAME_rogue_fusion_20": "Caza a los salvajes", - "ACHIEVEMENT_DESC_rogue_fusion_10": "Derrota a 10 fusiones salvajes.", - "ACHIEVEMENT_DESC_rogue_fusion_20": "Derrota a 20 fusiones salvajes.", - "ACHIEVEMENT_NAME_rogue_fusion_50": "¡Qué salvajada!", - "ACHIEVEMENT_NAME_overworld_chunks": "Turista", - "ACHIEVEMENT_DESC_rogue_fusion_50": "Derrota a 50 fusiones salvajes.", - "ACHIEVEMENT_DESC_overworld_chunks": "Visita todos los lugares de Nueva Wirral.", - "ACHIEVEMENT_NAME_reopened_stations_all": "Tiene un billete de tren", - "ACHIEVEMENT_DESC_reopened_stations_all": "Reabre todas las estaciones.", - "ACHIEVEMENT_NAME_observe_species_120": "Zoología básica", - "ACHIEVEMENT_DESC_observe_species_120": "Observa 120 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_10": "Zoología, 1.ª parte", - "ACHIEVEMENT_DESC_obtain_species_10": "Hazte con 10 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_20": "Zoología, 2.ª parte", - "ACHIEVEMENT_DESC_investigate_rumor": "Investiga un rumor.", - "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", - "ACHIEVEMENT_NAME_obtain_candevil": "Amante del dulce", - "ACHIEVEMENT_DESC_partner_felix": "Desbloquea a Felix.", - "ACHIEVEMENT_NAME_partner_dog": "Perry", - "ACHIEVEMENT_DESC_partner_dog": "Desbloquea a Perry.", - "ACHIEVEMENT_NAME_partner_meredith": "Meredith", - "ACHIEVEMENT_DESC_partner_meredith": "Desbloquea a Meredith.", - "ACHIEVEMENT_NAME_partner_felix": "Felix", - "ACHIEVEMENT_NAME_quest_meredith1": "Centro comercial La Caída", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Corrí sin mirar atrás, 2.ª parte", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Termina la misión de Kayleigh.", - "ACHIEVEMENT_NAME_quest_eugene_complete": "Te portas lo mejor que puedes, 6.ª parte", - "ACHIEVEMENT_DESC_quest_eugene_complete": "Termina la misión de Eugene.", - "ACHIEVEMENT_DESC_obtain_rumor": "Oye un rumor.", - "ACHIEVEMENT_NAME_offices_cleared_4": "Te portas lo mejor que puedes, 4.ª parte", - "ACHIEVEMENT_DESC_offices_cleared_3": "Disuelve tres oficinas de los terratenientes.", - "ACHIEVEMENT_NAME_captain_wallace": "Una de cal y una de arena", - "ACHIEVEMENT_DESC_captain_wallace": "Derrota al guarda de élite Mort Ero.", - "ACHIEVEMENT_DESC_captain_skip": "Derrota a le guarda de élite Bas.", - "ACHIEVEMENT_NAME_captain_skip": "Para mí no es basura", - "ACHIEVEMENT_DESC_captain_judas": "Derrota al guarda de élite Judas.", - "ACHIEVEMENT_NAME_captain_zedd": "Sueño reparador", - "ACHIEVEMENT_DESC_captain_zedd": "Derrota al guarda de élite Zeta.", - "ACHIEVEMENT_NAME_captain_judas": "Preparado para todo", - "ACHIEVEMENT_NAME_captain_cleeo": "Quien gana se lo lleva todo", - "ACHIEVEMENT_DESC_captain_cleeo": "Derrota a la guarda de élite Cle-0.", - "ACHIEVEMENT_NAME_captain_lodestein": "Electrizante", - "ACHIEVEMENT_DESC_captain_lodestein": "Derrota al guarda de élite Ray O'Farrell.", - "ACHIEVEMENT_NAME_captain_dreadful": "Más allá", - "ACHIEVEMENT_DESC_captain_dreadful": "Derrota a la guarda de élite Agnes Pectro.", - "ACHIEVEMENT_NAME_captain_gladiola": "El filo de la navaja", - "ACHIEVEMENT_DESC_captain_gladiola": "Derrota a la guarda de élite Gladiola.", - "ACHIEVEMENT_NAME_captain_heather": "Chubascos generalizados", - "ACHIEVEMENT_DESC_captain_heather": "Derrota a la guarda de élite Olga.", - "ACHIEVEMENT_NAME_captain_buffy": "Sudar la camiseta", - "ACHIEVEMENT_DESC_captain_buffy": "Derrota a la guarda de élite Mazas.", - "ACHIEVEMENT_DESC_obtain_species_20": "Hazte con 20 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_50": "Zoología, 3.ª parte", - "ACHIEVEMENT_DESC_obtain_species_50": "Hazte con 50 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_100": "Zoología, 4.ª parte", - "ACHIEVEMENT_DESC_obtain_species_100": "Hazte con 100 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_120": "Zoología avanzada", - "ACHIEVEMENT_DESC_obtain_species_120": "Hazte con 120 especies diferentes.", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "Elite de Cassette Beasts", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "Consigue la información adicional de todas las especies.", - "ACHIEVEMENT_DESC_bootleg_beast": "Hazte con un monstruo pirata de tipo bestia.", - "ACHIEVEMENT_NAME_bootleg_beast": "Pirata feroz", - "ACHIEVEMENT_NAME_bootleg_fire": "Pirata flamígero", - "ACHIEVEMENT_DESC_bootleg_plant": "Hazte con un monstruo pirata de tipo planta.", - "ACHIEVEMENT_DESC_bootleg_fire": "Hazte con un monstruo pirata de tipo fuego.", - "ACHIEVEMENT_NAME_bootleg_plastic": "Pirata de juguete", - "ACHIEVEMENT_DESC_bootleg_plastic": "Hazte con un monstruo pirata de tipo plástico.", - "ACHIEVEMENT_NAME_bootleg_plant": "Pirata frondoso", - "ACHIEVEMENT_NAME_tutorial": "Así es el mundo en que vivimos", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Gran inauguración", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Llega a cinco corazones con Eugene.", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Sofá, manta y peli", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Llega a cinco corazones con Meredith.", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "El mejor amigo del perro", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "Llega a cinco corazones con Felix.", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "Retrato del artista", - "ACHIEVEMENT_NAME_bootleg_water": "Pirata acuático", - "ACHIEVEMENT_DESC_bootleg_water": "Hazte con un monstruo pirata de tipo agua.", - "ACHIEVEMENT_NAME_bootleg_poison": "Pirata ponzoñoso", - "ACHIEVEMENT_DESC_bootleg_poison": "Hazte con un monstruo pirata de tipo veneno.", - "ACHIEVEMENT_NAME_bootleg_astral": "Pirata cósmico", - "ACHIEVEMENT_DESC_bootleg_astral": "Hazte con un monstruo pirata de tipo astral.", - "ACHIEVEMENT_NAME_bootleg_ice": "Pirata gélido", - "ACHIEVEMENT_DESC_bootleg_ice": "Hazte con un monstruo pirata de tipo hielo.", - "ACHIEVEMENT_NAME_bootleg_lightning": "Pirata fulminante", - "ACHIEVEMENT_DESC_bootleg_lightning": "Hazte con un monstruo pirata de tipo rayo.", - "ACHIEVEMENT_NAME_bootleg_air": "Pirata ventoso", - "ACHIEVEMENT_DESC_bootleg_air": "Hazte con un monstruo pirata de tipo aire.", - "ACHIEVEMENT_NAME_bootleg_earth": "Pirata pétreo", - "ACHIEVEMENT_DESC_bootleg_earth": "Hazte con un monstruo pirata de tipo tierra.", - "ACHIEVEMENT_NAME_bootleg_metal": "Pirata férreo", - "ACHIEVEMENT_DESC_bootleg_metal": "Hazte con un monstruo pirata de tipo metal.", - "ACHIEVEMENT_DESC_sign_up_rangers": "Apúntate a los guardas.", - "ACHIEVEMENT_NAME_obtain_rumor": "Me lo ha dicho un pajarito", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "Llega a cinco corazones con Perry.", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "Como gustéis", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "Llega a cinco corazones con Viola.", - "ACHIEVEMENT_NAME_romantic_relationship": "Dos corazones acompasados", - "ACHIEVEMENT_DESC_romantic_relationship": "Empieza una relación sentimental.", - "ACHIEVEMENT_NAME_reopened_stations_final": "Para el oído", - "ACHIEVEMENT_NAME_captain_cybil": "La estrella de la radio", - "ACHIEVEMENT_DESC_captain_cybil": "Derrota a la guarda de élite Cybil.", - "ACHIEVEMENT_DESC_captain_codey": "Derrota al guarda de élite Codi.", - "ACHIEVEMENT_NAME_captain_codey": "Revienta el planeta", - "ACHIEVEMENT_DESC_defeat_ianthe": "Derrota a Ianthe y conviértete en guarda de élite.", - "ACHIEVEMENT_NAME_defeat_ianthe": "Nuevos desafíos, 2.ª parte", - "ACHIEVEMENT_NAME_quest_overtime": "Horas extra", - "ACHIEVEMENT_DESC_quest_overtime": "Elige un diseño para el letrero de Villapuerto.", - "ACHIEVEMENT_NAME_quest_sunny": "¿Qué se siente?", - "ACHIEVEMENT_DESC_quest_sunny": "Ayuda a Sol a empezar una nueva vida.", - "ACHIEVEMENT_NAME_offices_cleared_5": "Te portas lo mejor que puedes, 5.ª parte", - "ACHIEVEMENT_DESC_offices_cleared_4": "Disuelve cuatro oficinas de los terratenientes.", - "ACHIEVEMENT_DESC_kuneko_altars_1": "Encuéntrate con Kuneko en un altar.", - "ACHIEVEMENT_NAME_kuneko_altars_2": "¿Es que no me quieres?, 3.ª parte", - "ACHIEVEMENT_DESC_kuneko_altars_2": "Encuéntrate con Kuneko en dos altares.", - "ACHIEVEMENT_DESC_kuneko_altars_4": "Encuéntrate con Kuneko en cuatro altares.", - "ACHIEVEMENT_NAME_kuneko_altars_3": "¿Es que no me quieres?, 4.ª parte", - "ACHIEVEMENT_DESC_partner_kayleigh": "Desbloquea a Kayleigh.", - "ACHIEVEMENT_NAME_partner_eugene": "Eugene", - "ACHIEVEMENT_DESC_partner_eugene": "Desbloquea a Eugene.", - "ACHIEVEMENT_DESC_remaster": "Remasteriza una cinta.", - "ACHIEVEMENT_NAME_investigate_rumor": "Más vale pájaro en mano", - "ACHIEVEMENT_NAME_bootleg_glass": "Pirata transparente", - "ACHIEVEMENT_DESC_bootleg_glass": "Hazte con un monstruo pirata de tipo cristal.", - "ACHIEVEMENT_NAME_bootleg_glitter": "Pirata brillante", - "ACHIEVEMENT_DESC_bootleg_glitter": "Hazte con un monstruo pirata de tipo purpurina.", - "ACHIEVEMENT_NAME_train_frankie": "Frankie en el País de las Maravillas", - "ACHIEVEMENT_DESC_train_frankie": "Termina el entrenamiento de Frankie.", - "ACHIEVEMENT_NAME_train_vin": "El lobo solitario", - "ACHIEVEMENT_DESC_train_vin": "Termina el entrenamiento de Vin.", - "ACHIEVEMENT_NAME_noticeboard_5": "Guarda principiante", - "ACHIEVEMENT_DESC_noticeboard_5": "Completa 5 misiones del tablón de anuncios.", - "ACHIEVEMENT_NAME_noticeboard_20": "Guarda diletante", - "ACHIEVEMENT_DESC_noticeboard_20": "Completa 20 misiones del tablón de anuncios.", - "ACHIEVEMENT_NAME_noticeboard_50": "Guarda diligente", - "ACHIEVEMENT_DESC_noticeboard_50": "Completa 50 misiones del tablón de anuncios.", - "ACHIEVEMENT_NAME_noticeboard_100": "Guarda especialista", - "ACHIEVEMENT_DESC_noticeboard_100": "Completa 100 misiones del tablón de anuncios.", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "Coleccionista de pegatinas", - "RESEARCHER_NAME.f": "Investigadora", - "RESEARCHER_NAME.n": "Investigadore", - "PENSBY_NAME": "Doctora Pensby", - "FRANKIE_NAME": "Frankie", - "HOYLAKE_NAME": "Hoylake", - "KIRBY_NAME": "Kirby", - "VIN_NAME": "Vin", - "THIEF_NAME": "Ladrón", - "TRAVELER_NAME.m": "Turista", - "TRAVELER_NAME.f": "Turista", - "TREASURE_SEEKER_NAME.m": "Buscador", - "TRAVELER_NAME.n": "Turista", - "TREASURE_SEEKER_NAME.n": "Buscadore", - "TREASURE_SEEKER_NAME.f": "Buscadora", - "HISTORIAN_NAME.m": "Historiador", - "HISTORIAN_NAME.f": "Historiadora", - "ROCKER_NAME.m": "Roquero", - "HISTORIAN_NAME.n": "Historiadore", - "ROCKER_NAME.f": "Roquera", - "ROCKER_NAME.n": "Roquere", - "CAMPER_NAME.m": "Campista", - "CAMPER_NAME.f": "Campista", - "SOLDIER_NAME.m": "Soldado", - "CAMPER_NAME.n": "Campista", - "SOLDIER_NAME.n": "Soldado", - "TAMER_NAME.m": "Domador", - "SOLDIER_NAME.f": "Soldado", - "TAMER_NAME.f": "Domadora", - "TAMER_NAME.n": "Domadore", - "CREEP_NAME.m": "Pirado", - "CREEP_NAME.f": "Pirada", - "FARMER_EDWARD_NAME": "Philip Atata", - "CREEP_NAME.n": "Pirade", - "FARMER_MARIS_NAME": "Dip Atata", - "IANTHE_NAME": "Jefa Ianthe", - "IANTHE_NAME_SHORT": "Ianthe", - "IANTHE_SUBTITLE": "Guarda suprema", - "LEADER_IANTHE_UNKNOWN_NAME": "Mujer distinguida", - "CAPTAIN_WALLACE_NAME": "Guarda de élite Mort Ero", - "CAPTAIN_WALLACE_NAME_SHORT": "Mort", - "CAPTAIN_WALLACE_SUBTITLE": "Experto albañil", - "CAPTAIN_SKIP_NAME": "Guarda de élite Bas", - "CAPTAIN_SKIP_NAME_SHORT": "Bas", - "CAPTAIN_SKIP_SUBTITLE": "Buscadore de tesoros cuestionables", - "CAPTAIN_ZEDD_NAME_SHORT": "Zeta", - "CAPTAIN_ZEDD_NAME": "Guarda de élite Zeta", - "CAPTAIN_ZEDD_SUBTITLE": "Meditador", - "CAPTAIN_JUDAS_NAME": "Guarda de élite Judas", - "CAPTAIN_JUDAS_NAME_SHORT": "Judas", - "ACHIEVEMENT_NAME_offices_cleared_2": "Te portas lo mejor que puedes, 2.ª parte", - "ACHIEVEMENT_DESC_offices_cleared_1": "Disuelve una oficina de los terratenientes.", - "ACHIEVEMENT_DESC_tutorial": "Termina el tutorial.", - "MOVE_FUSION_POWER_PREFIX_water_1": "de las corrientes", - "MOVE_FUSION_POWER_PREFIX_water_2": "La tempestad", - "MOVE_FUSION_POWER_PREFIX_water_3": "del monzón", - "MOVE_FUSION_POWER_PREFIX_water_4": "de los torrentes", - "MOVE_FUSION_POWER_PREFIX_water_5": "de los remolinos", - "MOVE_FUSION_POWER_PREFIX_water_6": "de lo abisal", - "MOVE_FUSION_POWER_PREFIX_water_7": "de Neptuno", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "de la purpurina", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "de lo brillante", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "del arcoíris", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "de las hadas", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "de las artes manuales", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "de lo casero", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "de los unicornios", - "MOVE_FUSION_POWER_PREFIX_astral_1": "del cosmos", - "MOVE_FUSION_POWER_PREFIX_astral_2": "de los planetas", - "MOVE_FUSION_POWER_PREFIX_astral_3": "de lo celeste", - "MOVE_FUSION_POWER_PREFIX_astral_4": "de las estrellas", - "MOVE_FUSION_POWER_PREFIX_astral_5": "de lo etéreo", - "MOVE_FUSION_POWER_PREFIX_astral_6": "de las órbitas", - "MOVE_FUSION_POWER_PREFIX_astral_7": "de lo incógnito", - "MOVE_FUSION_POWER_PREFIX_air_1": "de los ciclones", - "MOVE_FUSION_POWER_PREFIX_air_2": "de los tornados", - "MOVE_FUSION_POWER_PREFIX_air_3": "de los torbellinos", - "MOVE_FUSION_POWER_PREFIX_air_4": "de los huracanes", - "MOVE_FUSION_POWER_PREFIX_air_5": "de los vientos", - "MOVE_FUSION_POWER_PREFIX_air_6": "del siroco", - "MOVE_FUSION_POWER_PREFIX_air_7": "de Eolo", - "MOVE_FUSION_POWER_PREFIX_earth_1": "de lo pétreo", - "MOVE_FUSION_POWER_PREFIX_earth_2": "de lo mineral", - "MOVE_FUSION_POWER_PREFIX_earth_3": "de las simas", - "MOVE_FUSION_POWER_PREFIX_earth_4": "de las montañas", - "MOVE_FUSION_POWER_PREFIX_earth_5": "de lo áspero", - "MOVE_FUSION_POWER_PREFIX_earth_6": "de la piedra", - "MOVE_FUSION_POWER_PREFIX_earth_7": "del granito", - "MOVE_FUSION_POWER_PREFIX_glass_1": "del cristal", - "MOVE_FUSION_POWER_PREFIX_glass_2": "de lo frágil", - "MOVE_FUSION_POWER_PREFIX_glass_3": "de los reflejos", - "MOVE_FUSION_POWER_PREFIX_glass_4": "de lo vítreo", - "MOVE_FUSION_POWER_PREFIX_glass_5": "de lo quebradizo", - "MOVE_FUSION_POWER_PREFIX_ice_1": "de lo gélido", - "MOVE_FUSION_POWER_PREFIX_glass_6": "de lo transparente", - "MOVE_FUSION_POWER_PREFIX_ice_2": "de los carámbanos", - "MOVE_FUSION_POWER_PREFIX_ice_3": "del frío", - "MOVE_FUSION_POWER_PREFIX_ice_4": "de lo polar", - "MOVE_FUSION_POWER_PREFIX_ice_5": "de lo frígido", - "MOVE_FUSION_POWER_PREFIX_ice_7": "de la ventisca", - "MOVE_FUSION_POWER_PREFIX_ice_6": "de los glaciares", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "de las tormentas", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "de las centellas", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "de lo eléctrico", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "de lo fulminante", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "de las descargas", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "de la electricidad", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "de lo magnético", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "de Tesla", - "MOVE_FUSION_POWER_PREFIX_metal_1": "del acero", - "MOVE_FUSION_POWER_PREFIX_metal_2": "de los metales", - "MOVE_FUSION_POWER_PREFIX_metal_3": "de la plata", - "MOVE_FUSION_POWER_PREFIX_metal_4": "del mercurio", - "MOVE_FUSION_POWER_PREFIX_metal_5": "de las aleaciones", - "MOVE_FUSION_POWER_PREFIX_metal_6": "del titanio", - "MOVE_FUSION_POWER_SWORD": "Espada", - "MOVE_FUSION_POWER_AXE": "Hacha", - "MOVE_FUSION_POWER_KATANA": "Katana", - "MOVE_FUSION_POWER_HAMMER": "Martillo", - "MOVE_FUSION_POWER_HALBERD": "Alabarda", - "MOVE_FUSION_POWER_BLADEWHEEL": "Rueda", - "MOVE_FUSION_POWER_FIST": "Puño", - "MOVE_FUSION_POWER_SMASH": "Acometida", - "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", - "MOVE_FUSION_POWER_ARROW": "Flecha", - "MOVE_FUSION_POWER_ORB": "Esfera", - "MOVE_FUSION_POWER_KUNAI": "Kunai", - "MOVE_FUSION_POWER_SHARDS": "Esquirlas", - "MOVE_FUSION_POWER_SPIKES": "Agujas", - "MOVE_FUSION_POWER_METEOR": "Meteorito", - "MOVE_FUSION_POWER_BEAM": "Rayo", - "MOVE_FUSION_POWER_BLAST": "Onda", - "MOVE_FUSION_POWER_BOMB": "Bomba", - "MOVE_RITUAL_NAME": "Rito", - "MOVE_IRON_FILINGS_NAME": "Limaduras de hierro", - "MOVE_DESCRIPTION_RITUAL": "Devuelve a la vida a quien lo usa con un 25 % de sus PV máximos.", - "MOVE_DESCRIPTION_IRON_FILINGS": "Aplica al objetivo el efecto «conducción».", - "MOVE_AA_OLDGANTE_THRASH_NAME": "Arrebato discordante", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda Morganae", - "MOVE_TRICK_NAME": "Travesura", - "MOVE_TREAT_NAME": "Golosina", - "MOVE_ATTRIBUTE_STAT": "{stat_value} % de {stat_name.to_lower}.", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "El daño se basa en el atributo {stat_name.to_lower} si es mayor que el de ataque.", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Produce un golpe crítico si tiene ventaja de tipo.", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "{stat_value} % de {stat_name.to_lower} (pasivo).", - "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value} % de {stat_name.to_lower} por cada espacio vacío.", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "Un turno adicional de duración.", - "MOVE_ATTRIBUTE_EXTRA_HIT": "Un golpe adicional.", - "MOVE_ATTRIBUTE_HEAL": "Cura un {stat_value} % de los PV máximos.", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "{stat_value} % de {stat_name.to_lower} por cada espacio vacío (pasivo).", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Cura un {stat_value} % de los PV máximos por cada espacio vacío.", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance} % de probabilidad de aplicar el estado «{status_effect.to_lower}».", - "MOVE_ATTRIBUTE_BUFF_USER": "{chance} % de probabilidad de el estado «{status_effect.to_lower}».", - "MOVE_ATTRIBUTE_AP_REFUND": "{chance} % de probabilidad de devolver {amount} PA después de usarlo.", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance} % de probabilidad de devolver todos los PA después de usarlo.", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance} % de probabilidad de usarse al principio del combate.", - "MOVE_ATTRIBUTE_SHARED": "Se comparte con los aliados.", - "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatible con cualquier cinta.", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance} % de probabilidad de usarse al final del turno.", - "MOVE_ATTRIBUTE_USE_AGAIN": "{chance} % de probabilidad de usarse dos veces.", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance} % de probabilidad de usarse al recibir un golpe.", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance} % de probabilidad de usarse después de atacar.", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance} % de probabilidad de usar {move_name} después de que se haya usado.", - "MOVE_ATTRIBUTE_MULTITARGET": "{chance} % de probabilidad de tomar un equipo entero por objetivo.", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Destruye los muros.", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "Un espacio adicional.", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "Atraviesa los muros.", - "MOVE_ATTRIBUTE_USE_RANDOM": "{chance} % de probabilidad de usar un movimiento al azar.", - "MOVE_BAD_JOKE_JOKE3": "¿Por qué no tienen gracia los trafikangrejo? ¡Porque no son cangrejos de río!", - "MOVE_BAD_JOKE_JOKE1": "¿Por qué no cruzó el trafikangrejo la carretera? ¡Porque como andaba de lado, se quedó en la acera!", - "MOVE_BAD_JOKE_JOKE2": "¿Qué tipo de obra de teatro se podría hacer sobre los trafikangrejo? ¡Una traficomedia!", - "MOVE_BAD_JOKE_JOKE4": "¿Cuál es el mayor defecto de los trafikangrejo? ¡Encono!", - "MOVE_BAD_JOKE_JOKE7": "¿Qué les gustaría tener a los baladino? ¡Una lámpara!", - "MOVE_BAD_JOKE_JOKE6": "¿Cómo construyen su nido los picohielo? ¡A pico y ala!", - "MOVE_BAD_JOKE_JOKE5": "¿Por qué tocan el xilófono los alfisqueleto? ¡Porque no tienen órganos!", - "MOVE_BAD_JOKE_JOKE8": "¿Qué toman los temparena para desayunar? ¡Copos de arena!", - "MOVE_BAD_JOKE_JOKE9": "¿Cómo se llama a mil kilos de pringue violeta? ¡Una gelatonelada!", - "MOVE_BAD_JOKE_JOKE11": "¿Por qué no conviene encerrar a un astrordígrado en una cabina de teléfono? ¡Porque necesita espacio!", - "MOVE_BAD_JOKE_JOKE12": "¿Por qué no comen nada los chispartano? ¡Porque todo les sabe a rayos!", - "MOVE_BAD_JOKE_JOKE10": "¿Qué les gusta beber a los temparena? ¡Agua del tiempo!", - "MOVE_BAD_JOKE_JOKE18": "¿Por qué fue al psicólogo el terrateniente? ¡Porque tenía un complejo de apartamentos!", - "MOVE_BAD_JOKE_JOKE14": "¿Por qué está triste el saltalabaza? ¡Porque le han dado calabazas!", - "MOVE_BAD_JOKE_JOKE13": "¿Por qué están tan fuertes los nenufaimán? ¡Porque comen mucho hierro!", - "MOVE_BAD_JOKE_JOKE15": "Iba a hacer un chiste sobre la química elemental, pero no creo que cause ninguna reacción.", - "MOVE_BAD_JOKE_JOKE16": "¿Cuál es la flor favorita de los girelele? ¡El girasol!", - "MOVE_BAD_JOKE_JOKE17": "¿Cómo miden las distancias los arbustojo? ¡A ojo!", - "MOVE_BAD_JOKE_JOKE20": "¿Qué es lo que más le gustaría a un terrateniente? ¡Que lo ascendieran a terracapitán!", - "MOVE_BAD_JOKE_JOKE19": "¿Por qué no se mueven nunca los terratenientes? ¡Porque son agentes «inmoviliarios»!", - "MOVE_NAME_INSOMNIA": "Insomnio", - "MOVE_DESCRIPTION_INSOMNIA": "Evita que quien lo usa se quede dormido.", - "MOVE_NAME_ELDRITCH": "Aberración", - "MOVE_DESCRIPTION_ELDRITCH": "Evita que puedan reducirse los atributos de quien lo usa.", - "MOVE_NAME_STATUS_RESISTANCE": "Resistencia a los efectos", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "Quien lo usa sufrirá menos daño de los efectos de estado «quemadura», «veneno» y «parásito».", - "MOVE_NAME_NEUTRALISE": "Neutralización", - "MOVE_DESCRIPTION_LIQUID_BODY": "Evita que quien lo usa sufra el estado «quemadura», pero hace que todos los ataques de tipo hielo o rayo inflijan golpes críticos.", - "MOVE_NAME_LIQUID_BODY": "Cuerpo líquido", - "MOVE_DESCRIPTION_NEUTRALISE": "Elimina automáticamente todas las penalizaciones de quien lo usa cuando sus PV quedan por debajo del 50 %.", - "MOVE_NAME_PHASE_SHIFT": "Cambio de plano", - "MOVE_DESCRIPTION_PHASE SHIFT": "Los ataques de quien lo usa pueden golpear a los fantasmas.", - "MOVE_CAMOUFLAGE_WATER_NAME": "Camuflaje de agua", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Camuflaje de plástico", - "MOVE_CAMOUFLAGE_AIR_NAME": "Camuflaje de aire", - "MOVE_CAMOUFLAGE_EARTH_NAME": "Camuflaje de tierra", - "MOVE_CAMOUFLAGE_FIRE_NAME": "Camuflaje de fuego", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Camuflaje astral", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Camuflaje de rayo", - "MOVE_CAMOUFLAGE_METAL_NAME": "Camuflaje de metal", - "MOVE_CAMOUFLAGE_BEAST_NAME": "Camuflaje de bestia", - "MOVE_CAMOUFLAGE_PLANT_NAME": "Camuflaje de planta", - "MOVE_CAMOUFLAGE_POISON_NAME": "Camuflaje de veneno", - "MOVE_CAMOUFLAGE_ICE_NAME": "Camuflaje de hielo", - "MOVE_CAMOUFLAGE_GLASS_NAME": "Camuflaje de cristal", - "MOVE_DESCRIPTION_CAMOUFLAGE": "Se usa automáticamente al principio del combate sin coste de PA. Cambia el tipo de quien lo usa.", - "MOVE_NAME_RICOCHET": "Carambola", - "MOVE_NAME_BREATHING_TECHNIQUE": "Técnicas de respiración", - "MOVE_DESCRIPTION_RICOCHET": "Los ataques a distancia de quien lo usa tienen un 50 % de probabilidades de atravesar el muro del enemigo.", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Evita que quien lo usa sufra el estado «ira».", - "MOVE_NAME_SELF_ASSURED": "Confianza", - "MOVE_DESCRIPTION_SELF_ASSURED": "Evita que quien lo usa sufra el estado «confusión».", - "MOVE_NAME_CRITICAL_AP": "PA críticos", - "MOVE_DESCRIPTION_CRITICAL_AP": "Quien lo usa obtiene 1 PA cada vez que su ataque produce un golpe crítico.", - "MOVE_NAME_PITY_AP": "PA de consolación", - "MOVE_NAME_UNSHAKEABLE": "Valentía", - "MOVE_DESCRIPTION_PITY_AP": "Quien lo usa obtiene 1 PA cada vez que su ataque falla.", - "MOVE_DESCRIPTION_UNSHAKEABLE": "Evita que quien lo usa sufra el estado «intimidación».", - "MOVE_NAME_VAMPIRE": "Vampirismo", - "MOVE_DESCRIPTION_VAMPIRE": "Quien lo usa obtiene la mitad del beneficio que causen los movimientos curativos y efectos de estado de sus rivales.", - "MOVE_NAME_MULTICOPY": "Multicopia", - "MOVE_NAME_FOSSIL": "Fósil", - "MOVE_DESCRIPTION_MULTICOPY": "Si un enemigo obtiene los estados «multiobjetivo» o «multimovimiento», quien lo usa los obtiene también.", - "MOVE_DESCRIPTION_FOSSIL": "Devuelve automáticamente todos sus PV a quien lo usa si se le aplica el estado «petrificación».", - "MOVE_NAME_BLOODLUST": "Sed de sangre", - "MOVE_NAME_STURDY_ARMOUR": "Armadura pesada", - "MOVE_DESCRIPTION_BLOODLUST": "Se activa cuando un enemigo es derrotado. Aumenta los atributos del ataque cuerpo a cuerpo y del ataque a distancia de quien lo usa.", - "MOVE_NAME_RETURN_FIRE": "Disparo de respuesta", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "Evita que puedan reducirse los atributos defensivos cuerpo a cuerpo y a distancia de quien lo usa.", - "MOVE_DESCRIPTION_RETURN_FIRE": "Tiene la probabilidad de usarse de forma automática al sufrir el impacto de un ataque a distancia.", - "MOVE_NAME_BURNING_PASSION": "Pasión ardiente", - "MOVE_NAME_BERSERKER": "Mala uva", - "MOVE_DESCRIPTION_BURNING_PASSION": "Aumenta de forma automática los atributos del ataque cuerpo a cuerpo y del ataque a distancia de quien lo usa si se le aplica el efecto de estado «quemadura».", - "MOVE_NAME_VENGEFUL_CURSE": "Maldición vengativa", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Aplica de forma automática tres penalizaciones al azar al último enemigo que golpee a quien lo usa antes de que sea derrotado.", - "MOVE_DESCRIPTION_BERSERKER": "Aumenta los atributos del ataque cuerpo a cuerpo de quien lo usa y le aplica el estado «ira» cuando sus PV quedan por debajo del 50 %.", - "MOVE_DESCRIPTION_RANDOM_STARTER": "Tiene la probabilidad de usar automáticamente otro movimiento al azar al principio del turno sin coste de PA.", - "MOVE_NAME_RANDOM_STARTER": "Apertura al azar", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista al principio del combate sin coste de PA. La probabilidad se reduce en proporción con el coste normal de PA de ese movimiento.", - "MOVE_NAME_CUSTOM_STARTER": "Apertura personalizada", - "MOVE_NAME_CRITICAL_MASS": "Masa crítica", - "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", - "MOVE_NAME_AUTOMATION": "Proceso automático", - "MOVE_DESCRIPTION_AUTOMATION": "Tiene la probabilidad de usar el siguiente movimiento de la lista al final del turno sin coste de PA.", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista sin coste de PA cuando el ataque de quien lo usa tiene ventaja de tipo. La probabilidad se reduce en proporción con el coste normal de PA de ese movimiento.", - "MOVE_NAME_CHEMICAL_IMBALANCE": "Desequilibrio químico", - "MOVE_DESCRIPTION_CRITICAL_MASS": "Tiene la probabilidad de usar el siguiente movimiento de la lista sin coste de PA cuando el ataque de quien lo usa produzca un golpe crítico.", - "MOVE_NAME_DUAL_WIELD": "Doble movimiento", - "MOVE_DESCRIPTION_PAINT_SWIPE": "Solo puede usarse si quien lo usa tiene aplicada una capa. Golpea a un objetivo y le transfiere la capa. Siempre va en último lugar.", - "MOVE_DESCRIPTION_DUAL_WIELD": "Usa el siguiente movimiento de la lista dos veces consecutivas (si se tienen suficientes PA).", - "MOVE_NAME_PAINT_SWIPE": "Brocha gorda", - "TUTORIAL_INTRO_1": "¡Hola, {player}! Me alegro de que hayas venido.\\n Pulsa {control.ui_accept} para continuar.", - "TUTORIAL_INTRO_2": "Necesito tu ayuda para ocuparme de una fusión salvaje, ¿te apetece?", - "TUTORIAL_INTRO_3": "¡Pues manos a la obra! Más adelante verás unos acantilados. Puedes moverte con {control.move_up}, {control.move_left}, {control.move_down} y {control.move_right}. Yo te sigo.", - "TUTORIAL_TARGET_MENU_1": "Este es el menú de objetivo, donde puedes ver qué tipo de efecto causarán tus ataques.", - "TUTORIAL_BATTLE_START_1": "A partir de ahora las cosas se van a complicar… No te preocupes, ¡que aquí estoy yo para ayudarte!", - "TUTORIAL_TARGET_MENU_2": "Fíjate bien en el color de ese círculo: si es verde, significa que le causará algún efecto beneficioso al objetivo, si es rojo, que el efecto será perjudicial y, si es amarillo, las dos cosas.", - "TUTORIAL_CLIFFS_1": "Vamos a tener que subir a ese acantilado. Y en este caso no nos basta con saltar ({control.jump}).", - "TUTORIAL_CLIFFS_2": "Bueno, ¡toca usar la creatividad! Hay varias formas de llegar hasta ahí.", - "TUTORIAL_CLIFFS_4": "O también… ¿Ves ese poste de ahí? Puedes usar tu habilidad Electromagnetismo (mantén pulsado {control.magnetism}) para levitar.", - "TUTORIAL_CLIFFS_3": "Para empezar, podrías buscar algo que se pueda coger y colocar ahí para que lo usemos como plataforma.", - "TUTORIAL_CLIFFS_5": "Ah, y puedes lanzar tallos, ¿verdad? Si miras al acantilado y pulsas {control.interact}, puedes usar un tallo para escalar.", - "TUTORIAL_CLIFFS_6": "¿Qué prefieres?", - "TUTORIAL_BOSS_1.m": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", - "TUTORIAL_GLIDE_2": "¡Es fácil! Cuando saltes, solo tienes que mantener pulsado {control.jump} para no caerte.", - "TUTORIAL_GLIDE_1": "Sígueme, {player}. ¡No tengas miedo!", - "TUTORIAL_GLIDE_3": "¡Venga, que ya estamos cerca!", - "TUTORIAL_BOSS_2": "Si necesitas curarte, echa un vistazo a tus objetos (pulsa {control.pause_menu}), a ver si tienes algún pastelillo o algo.", - "TUTORIAL_BOSS_3": "O, si lo prefieres, podemos volvernos a la tienda que hay cerca de donde habíamos empezado y descansar allí.", - "TUTORIAL_BOSS_1.n": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", - "TUTORIAL_BOSS_1.f": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", - "TUTORIAL_BOSS_5": "Bueno, ¿te ves con fuerzas?", - "TUTORIAL_BOSS_4": "Si la cosa se pone fea, echa un ojo a la pestaña de objetos de combate de tu inventario.", - "TUTORIAL_DIED": "¿Estás bien? Ya estaba empezando a preocuparme…", - "TUTORIAL_WON_2": "Hacemos muy buen equipo, ¿no te parece, {player}?", - "TUTORIAL_WON_1": "Bueno, pues parece que lo hemos conseguido…", - "QUEST_GET_ITEM_PROGRESS": "Has obtenido: {obtained}/{required_item_amount}", - "NO_QUESTS_AVAILABLE": "Ahora mismo, no hay más misiones disponibles.", - "QUEST_GET_MASQUERATTLE_TITLE": "¡Busca un mascarascabel!", - "QUEST_STAT_PROGRESS": "Progreso: {num}/{count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Fusión salvaje", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "Fusión esférica", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Fusión inestable", - "PASSIVE_QUEST_SWARM_TITLE": "Enjambre de monstruos", - "QUEST_TUTORIAL_TITLE": "Así es el mundo en que vivimos", - "QUEST_TUTORIAL_DESCRIPTION1": "Habla con Kayleigh en la entrada oriental de Villapuerto.", - "PASSIVE_QUEST_UNKNOWN_TITLE": "Señal no identificada", - "QUEST_TUTORIAL_DESCRIPTION2": "Sigue las instrucciones de Kayleigh.", - "QUEST_TUTORIAL_DESCRIPTION3": "Acompaña a Kayleigh hasta el camino deteriorado.", - "QUEST_ARCHANGELS_DESCRIPTION1": "Busca arcángeles para completar la canción de Morganta y, después, sigue las pistas que hay en ella para buscar el camino que te lleve a casa.", - "QUEST_ARCHANGELS_PROGRESS": "Has reunido {num} de las {max} partes de la canción.", - "QUEST_ARCHANGELS_TITLE": "La tierra de la confusión", - "QUEST_TUTORIAL_DESCRIPTION4": "Investiga la estructura extraña.", - "QUEST_CAPTAINS_TITLE": "Nuevos desafíos", - "QUEST_EUGENE_TITLE": "Te portas lo mejor que puedes", - "QUEST_EUGENE_DESCRIPTION_1": "Encuéntrate con Eugene en las afueras.", - "QUEST_CAPTAINS_DESCRIPTION0": "Dirígete al puesto de guardia que hay en el parque para apuntarte a los guardas.", - "QUEST_EUGENE_DESCRIPTION_3": "Busca y disuelve todas las oficinas de la Asociación de Terratenientes.", - "QUEST_EUGENE_DESCRIPTION_2": "Acompaña a Eugene hasta la ventana que hay en lo alto de la oficina misteriosa.", - "QUEST_EUGENE_DESCRIPTION_4": "Habla con Eugene.", - "QUEST_EUGENE_DESCRIPTION_5": "Acompaña a Eugene hasta el lugar en el que se encuentra la sede de los terratenientes.", - "QUEST_EUGENE_3_PROGRESS": "Has disuelto {num} de las oficinas de los terratenientes. No sabes cuántas faltan.", - "QUEST_WORKING_OVERTIME_TITLE": "Horas extra", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "Lleva {required_item_amount} trozos de madera al guarda que hay al este de Villapuerto.", - "QUEST_MERCHANT_RESCUE_TITLE": "Un poco de inspiración", - "QUEST_FLORIST_DESCRIPTION_1": "Planta {count} brotes en Villapuerto.", - "QUEST_FLORIST_TITLE": "Hay que plantar la semilla", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Ve a la cueva del parque y averigua qué le ha ocurrido al vendedor.", - "CLUE_SONG_PROLOGUE1": "Si de estas tierras te quieres marchar, para el oído y oye mi canción.", - "QUEST_FLORIST_DESCRIPTION_2": "Informa a la guarda que hay al oeste de Villapuerto de que has plantado sus brotes.", - "CLUE_SONG_EPILOGUE1": "Une el acto y la exacta posición y encontrarás la última estación.", - "CLUE_FLUFF": "Pues es allí donde está mi morada, vacía por demás, y solitaria.", - "CLUE_SONG_PROLOGUE2": "Habrás de hacer un viaje singular. Son arduos tu camino y tu misión.", - "CLUE_SONG_EPILOGUE2": "Oye, pues, mi canción, que no es un mito, y habrás de hallar el espacio infinito.", - "CLUE_UNKNOWN": "(El resto de la canción se oye tan bajo que no logras distinguirlo).", - "STATUS_BURNED_NAME": "Quemadura", - "STATUS_CONTACTDMG_DESCRIPTION": "Los personajes que tengan aplicado daño por contacto infligirán un poco de daño elemental cuando asesten o reciban un impacto cuerpo a cuerpo.", - "STATUS_BURNED_DESCRIPTION": "Los personajes que tengan aplicado «quemadura» sufrirán daño al acabar su turno.", - "STATUS_CONTACTDMG_NAME": "Daño por contacto", - "STATUS_STAT_MATK_DOWN_NAME": "Reducción del ataque cuerpo a cuerpo", - "STATUS_STAT_RATK_DOWN_NAME": "Reducción del ataque a distancia", - "STATUS_STAT_MATK_UP_NAME": "Aumento del ataque cuerpo a cuerpo", - "STATUS_STAT_RATK_UP_NAME": "Aumento del ataque a distancia", - "STATUS_STAT_RDEF_DOWN_NAME": "Reducción de la defensa a distancia", - "STATUS_STAT_MDEF_DOWN_NAME": "Reducción de la defensa cuerpo a cuerpo", - "STATUS_STAT_RDEF_UP_NAME": "Aumento de la defensa a distancia", - "STATUS_STAT_MDEF_UP_NAME": "Aumento de la defensa cuerpo a cuerpo", - "STATUS_STAT_EVASION_UP_NAME": "Aumento de la evasión", - "STATUS_STAT_EVASION_DOWN_NAME": "Reducción de la evasión", - "STATUS_STAT_ACCURACY_UP_NAME": "Aumento de la precisión", - "STATUS_STAT_ACCURACY_DOWN_NAME": "Reducción de la precisión", - "STATUS_STAT_SPEED_UP_NAME": "Aumento de la velocidad", - "STATUS_STAT_SPEED_DOWN_NAME": "Reducción de la velocidad", - "STATUS_AP_BOOST_NAME": "Aumento de PA", - "STATUS_AP_DRAIN_NAME": "Reducción de PA", - "STATUS_AP_BOOST_DESCRIPTION": "Los personajes que tengan aplicado «aumento de PA» obtendrán 1 PA adicional por turno.", - "STATUS_POISONED_NAME": "Veneno", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} ha cogido una manzana y se la ha comido.", - "STATUS_WALL_NAME": "Muro de {type.to_lower}", - "STATUS_AP_DRAIN_DESCRIPTION": "Los personajes que tengan aplicado «reducción de PA» obtendrán 1 PA menos por turno.", - "STATUS_WALL_TOAST_BROKEN": "DESTRUIDO", - "STATUS_WALL_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato.", - "STATUS_TEMPTATION_WALL_NAME": "Manzano", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} ha cogido una manzana y se la ha comido.", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} ha cogido una manzana y se la ha comido.", - "STATUS_WINDOW_NAME": "Ventana", - "STATUS_POISONED_DESCRIPTION": "Los personajes que tengan aplicado «veneno» sufrirán daño al acabar su turno.", - "STATUS_WINDOW_DESCRIPTION": "Los muros de los personajes que tengan aplicado «ventana» dejarán de neutralizar los ataques a distancia.", - "STATUS_LEECHED_DESCRIPTION": "Los personajes que tengan aplicado «parásito» sufrirán daño al acabar su turno. Su enemigo recuperará tantos PV como haya perdido aquel.", - "STATUS_LEECHED_NAME": "Parásito", - "STATUS_COATING_POISON_NAME": "Capa de veneno", - "STATUS_COATING_WATER_NAME": "Capa de agua", - "STATUS_COATING_BEAST_NAME": "Capa de bestia", - "STATUS_COATING_GLITTER_NAME": "Capa de purpurina", - "STATUS_COATING_FIRE_NAME": "Capa de fuego", - "STATUS_COATING_PLASTIC_NAME": "Capa de plástico", - "STATUS_COATING_LIGHTNING_NAME": "Capa de rayo", - "STATUS_COATING_PLANT_NAME": "Capa de planta", - "STATUS_COATING_ASTRAL_NAME": "Capa astral", - "STATUS_COATING_ICE_NAME": "Capa de hielo", - "STATUS_COATING_AIR_NAME": "Capa de aire", - "STATUS_COATING_EARTH_NAME": "Capa de tierra", - "STATUS_COATING_METAL_NAME": "Capa de metal", - "STATUS_COATING_DESCRIPTION": "Las capas cambian el tipo elemental de un personaje durante un número determinado de turnos.", - "STATUS_COATING_GLASS_NAME": "Capa de cristal", - "STATUS_HEALING_STEAM_NAME": "Vapor curativo", - "STATUS_HEALING_LEAF_DESCRIPTION": "Los personajes que tengan aplicado «hojas curativas» recuperarán unos cuantos PV al principio de cada turno.", - "STATUS_HEALING_STEAM_DESCRIPTION": "Los personajes que tengan aplicado «vapor curativo» recuperarán unos cuantos PV al principio de cada turno.", - "STATUS_HEALING_LEAF_NAME": "Hojas curativas", - "STATUS_MULTISTRIKE_NAME": "Multimovimiento", - "STATUS_MULTISTRIKE_DESCRIPTION": "Los personajes que tengan aplicado «multimovimiento» usarán cada movimiento dos veces consecutivas siempre que tengan suficientes PA.", - "STATUS_GLASS_BONDS_NAME": "Cadenas de cristal", - "STATUS_GLASS_BONDS_DESCRIPTION": "Los personajes que tengan aplicado «cadenas de cristal» sufrirán daño cada vez que se transformen.", - "STATUS_SHRAPNEL_NAME": "Metralla", - "STATUS_MULTITARGET_DESCRIPTION": "Los ataques de los personajes que tengan aplicado «multiobjetivo» tomarán por objetivo a un equipo entero.", - "STATUS_UNITARGET_NAME": "Uniobjetivo", - "STATUS_SHRAPNEL_DESCRIPTION": "Los personajes que tengan aplicado «metralla» sufrirán daño cada vez que se transformen.", - "STATUS_MULTITARGET_NAME": "Multiobjetivo", - "STATUS_UNITARGET_DESCRIPTION": "Los ataques de los personajes que tengan aplicado «uniobjetivo» y que, por lo general, tomen por objetivo a un equipo entero pasarán a afectar a un solo objetivo. Los que normalmente afecten a un solo objetivo tendrán menos precisión de lo normal.", - "STATUS_PARRY_STANCE_DESCRIPTION": "Los personajes que tengan aplicado «posición de parada» transferirán a su atacante el daño correspondiente al próximo ataque cuerpo a cuerpo que sufran.", - "STATUS_PARRY_STANCE_NAME": "Posición de parada", - "STATUS_SLEEP_NAME": "Sueño", - "STATUS_SLEEP_DESCRIPTION": "Los personajes que tengan aplicado «sueño» no podrán usar sus movimientos habituales.", - "STATUS_SLEEP_TOAST_REMOVED": "SE HA DESPERTADO", - "STATUS_FLINCH_DESCRIPTION": "Los personajes que tengan aplicado «intimidación» perderán su próximo turno.", - "STATUS_FLINCH_NAME": "Intimidación", - "STATUS_BOMB_NAME": "Bomba", - "STATUS_LOCKED_ON_NAME": "Blanco fijado", - "STATUS_BERSERK_NAME": "Ira", - "STATUS_LOCKED_ON_DESCRIPTION": "Los personajes que tengan aplicado «blanco fijado» no podrán fallar.", - "STATUS_BOMB_DESCRIPTION": "Los personajes que tengan aplicado «bomba» explotarán al final de su próximo turno si no la pasan mediante un ataque cuerpo a cuerpo.", - "STATUS_INTERCEPTING_DESCRIPTION": "Los personajes que tengan aplicado «intercepción» interceptarán todos los ataques que vayan dirigidos a sus aliados.", - "STATUS_INTERCEPTING_NAME": "Intercepción", - "STATUS_BERSERK_DESCRIPTION": "Los personajes que tengan aplicado «ira» solo podrán usar movimientos de ataque.", - "STATUS_HIBERNATING_NAME": "Hibernación", - "STATUS_HIBERNATING_DESCRIPTION": "Los personajes que tengan aplicado «hibernación» se curarán cada turno siempre que estén dormidos.", - "STATUS_MEDITATING_DESCRIPTION": "Los personajes que tengan aplicado «meditación» verán aumentar sus atributos cada turno siempre que estén dormidos.", - "STATUS_MEDITATING_NAME": "Meditación", - "STATUS_TOWER_DEFENSE_NAME": "Enroque", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "Los personajes que tengan aplicado «enroque» pasarán a ser de tipo tierra y verán aumentar sus atributos defensivos.", - "STATUS_SUMMONED_DESCRIPTION": "Los personajes que tengan aplicado «invocación» abandonarán el combate pasado un número determinado de turnos.", - "STATUS_SUMMONED_NAME": "Invocación", - "STATUS_GHOSTLY_NAME": "Fantasma", - "STATUS_RESONANCE_NAME": "Vibración", - "STATUS_GHOSTLY_DESCRIPTION": "Los personajes que tengan aplicado «fantasma» no podrán ser objeto de ningún ataque, pero serán derrotados cuando se les pase el efecto.", - "STATUS_GAMBIT_NAME": "Gambito", - "STATUS_GAMBIT_DESCRIPTION": "Los personajes que tengan aplicado «gambito» verán aumentar mucho sus atributos, pero serán derrotados cuando se les pase el efecto.", - "STATUS_RECORDED_NAME": "Grabado", - "STATUS_GAMBIT_TOAST_FAILED": "EL GAMBITO HA FRACASADO", - "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} (invocación)", - "STATUS_EFFIGY_NAME": "Efigie", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARADA", - "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} (invocación)", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TIC… TAC… TIC… TAC…", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} (fantasma)", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} (fantasma)", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} (fantasma)", - "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} (invocación)", - "STATUS_UNDYING_NAME": "Rito", - "STATUS_UNDYING_DESCRIPTION": "Los personajes que tengan aplicado «rito» volverán a la vida con un 25 % de sus PV cuando sean derrotados.", - "STATUS_RESONANCE_DESCRIPTION": "Cada vez que se aplique «vibración» a un personaje, se indicará un número. Cuando ese número llegue a 3, el personaje quedará derrotado de inmediato.", - "STATUS_RESONANCE_TOAST_NAME": "Vibración ({0}/{1})", - "STATUS_CLOSE_ENCOUNTER_NAME": "Encuentro cercano", - "STATUS_RESONANCE_TOAST_OVERLOAD": "Vibración extrema", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "«Encuentro cercano» reduce el alcance de los ataques a distancia de un personaje, de modo que los convierte en ataques cuerpo a cuerpo.", - "STATUS_SPRING_LOADED_DESCRIPTION": "«Muelles» aumenta el alcance de los ataques cuerpo a cuerpo de un personaje, de modo que los convierte en ataques a distancia.", - "STATUS_SPRING_LOADED_NAME": "Muelles", - "STATUS_CONDUCTIVE_DESCRIPTION": "Los personajes que tengan aplicado «conducción» sufrirán daño cada vez que alguien use un ataque de tipo rayo.", - "STATUS_CONDUCTIVE_NAME": "Conducción", - "STATUS_RESURRECTED_NAME": "Resurrección", - "STATUS_CONFUSED_DESCRIPTION": "Los personajes que tengan aplicado «confusión» tendrán la posibilidad de equivocarse de movimiento o de objetivo.", - "STATUS_RESURRECTED_DESCRIPTION": "Los personajes que tengan aplicado «resurrección» ya no podrán volver a la vida por efectos como «rito».", - "STATUS_CONFUSED_NAME": "Confusión", - "STATUS_SNOWED_IN_NAME": "Nieve", - "STATUS_SNOWED_IN_EFFECT": "¡Ha nevado!", - "STATUS_SNOWED_IN_DESCRIPTION": "Los personajes que tengan aplicado «nieve» no podrán moverse y no podrán hacer ataques cuerpo a cuerpo.", - "STATUS_FOG_NAME": "Niebla", - "STATUS_RECORDING_NAME": "Grabación", - "STATUS_FOG_DESCRIPTION": "Si un personaje tiene aplicado «niebla», la precisión de sus ataques a distancia que no sean de tipo agua, aire o hielo se reduce al 0 %.", - "STATUS_PETRIFIED_NAME": "Petrificación", - "STATUS_RECORDING_TOAST_FAILURE": "LA GRABACIÓN HA FRACASADO", - "STATUS_FAIR_FIGHT_NAME": "Combate limpio", - "STATUS_STAT_DOUBLE_SPEED_NAME": "Doble velocidad", - "STATUS_PETRIFIED_DESCRIPTION": "Los personajes que tengan aplicado «petrificación» pasarán a ser de tipo tierra y solo podrán usar «defensa» y «escudo».", - "STATUS_COTTONED_ON_DESCRIPTION": "Durante el próximo turno, los movimientos que tengan por objetivo a un personaje que tenga aplicado «algodón» fallarán siempre.", - "STATUS_ABRAMACABRA_NAME": "Abramacabra", - "STATUS_COTTONED_ON_NAME": "Algodón", - "STATUS_MIND_MELD_DESCRIPTION": "Los personajes que tengan aplicado «enlace mental» compartirán sus movimientos con sus aliados.", - "STATUS_MIND_MELD_NAME": "Enlace mental", - "STATUS_FAIR_FIGHT_DESCRIPTION": "Mientras esté activo, impide que se apliquen efectos de estado nuevos.", - "STATUS_GLASS_SHARDS_DESCRIPTION": "Mientras esté activo, cualquier personaje que use un ataque cuerpo a cuerpo sufrirá daño por los trozos de cristal que hay en el campo de batalla.", - "STATUS_GLASS_SHARDS_NAME": "«Trozos de cristal»", - "STATUS_ABRAMACABRA_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato. Además del comportamiento habitual de los muros, «abramacabra» ataca automáticamente a un enemigo por turno.", - "STATUS_INFLATED_NAME": "Crecimiento", - "STATUS_INFLATED_DESCRIPTION": "Los personajes que tengan aplicado «crecimiento» verán aumentar sus atributos ofensivos y defensivos, al tiempo que su evasión se reducirá de forma significativa.", - "UI_FRAMERATE": "{0} FPS", - "STATUS_DEFLATED_NAME": "Decrecimiento", - "STATUS_DEFLATED_DESCRIPTION": "Los personajes que tengan aplicado «decrecimiento» verán aumentar su evasión de forma significativa, pero se reducirán sus atributos ofensivos y defensivos.", - "UI_WINDOW_TITLE": "Cassette Beasts", - "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", - "UI_TIMER_CHEATED": "{timer} (con trampas)", - "UI_CHEATS_ENABLED": "Se ha activado el menú de trucos", - "UI_BUTTON_NO": "No", - "UI_BUTTON_YES": "Sí", - "UI_CHEATS_DISABLED": "Se ha desactivado el menú de trucos", - "UI_BUTTON_OK": "Vale", - "UI_BUTTON_CANCEL": "Cancelar", - "UI_BUTTON_BACK": "Atrás", - "UI_LOADING": "Cargando…", - "UI_BUTTON_CONTINUE": "Continuar", - "UI_BUTTON_EXIT": "Salir", - "UI_BUTTON_SUBMIT": "Enviar", - "UI_BUTTON_CLOSE": "Cerrar", - "UI_BUTTON_SAVE_CHANGES": "Aplicar cambios y guardar", - "UI_LOADING_WORLD_BOUNDARY": "Cargando el resto del mundo…", - "UI_LOADING_PROGRESS": "Cargando escena {0}/{1}…", - "UI_LOADING_PREPARE_PROGRESS": "Preparando escena {0}/{1}…", - "UI_LOADING_SHADER_PROGRESS": "Guardando materiales en la caché {0}/{1}…", - "UI_BATTLE_FIGHT_BUTTON": "Luchar", - "UI_BATTLE_ITEM_BUTTON": "Objeto", - "UI_BATTLE_SWITCH_BUTTON": "Cambiar", - "UI_BATTLE_FLEE_BUTTON": "Huir", - "UI_BATTLE_RECORD_BUTTON": "Grabar", - "UI_BATTLE_INSPECT_BUTTON": "Efectos de estado", - "UI_BATTLE_FUSE_BUTTON": "¡Fusión!", - "UI_BATTLE_UNFUSE_BUTTON": "Deshacer la fusión", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusión…", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "— Fusión —", - "UI_BATTLE_FLEE_CHANCE": "{0} %", - "UI_BUTTON_MOVE_PASSIVE": "Pasivo", - "UI_BATTLE_FUSION_METER": "— Fusión —", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ({amount})", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Esta especie no está en tu bestiario.", - "BATTLE_TITLE_ARCHANGEL": "Arcángel", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "{name}{disambiguator} (enemigo)", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Los refuerzos disponibles para el equipo rival.", - "BATTLE_ADJECTIVE_TEAM1.n": "{name}{disambiguator} (enemigue)", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "{name}{disambiguator} (enemiga)", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "El arcángel {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "El arcángel {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "¡{0} se ha transformado en {1.to_lower}!", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "El arcángel {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "Guarda {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "Guarda {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "Guarda {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "¡{0} se ha transformado en {1.to_lower}!", - "BATTLE_FAILED": "¡No ha funcionado!", - "BATTLE_FAILED_SLEEP": "¡Está durmiendo!", - "BATTLE_TAPE_SWITCHED.n": "¡{0} se ha transformado en {1.to_lower}!", - "BATTLE_DIED.f": "{0} ha muerto…", - "BATTLE_DIED.m": "{0} ha muerto…", - "BATTLE_DIED.n": "{0} ha muerto…", - "BATTLE_TAPE_DEFEATED.f": "¡A {0} se le ha roto la cinta!", - "BATTLE_RESURRECTED.m": "¡pero «{cause}» lo ha devuelto a la vida!", - "BATTLE_DEFEATED.f": "¡{0} ha caído!", - "BATTLE_RESURRECTED.n": "¡pero «{cause}» le ha devuelto a la vida!", - "BATTLE_RESURRECTED.f": "¡pero «{cause}» la ha devuelto a la vida!", - "BATTLE_DEFEATED.m": "¡{0} ha caído!", - "BATTLE_DEFEATED.n": "¡{0} ha caído!", - "BATTLE_DEFEATED_NO_TAPES.f": "¡A {0} ya no le quedan cintas!", - "BATTLE_DEFEATED_NO_TAPES.n": "¡A {0} ya no le quedan cintas!", - "BATTLE_DEFEATED_NO_TAPES.m": "¡A {0} ya no le quedan cintas!", - "BATTLE_TAPE_DEFEATED.m": "¡A {0} se le ha roto la cinta!", - "BATTLE_TAPE_DEFEATED.n": "¡A {0} se le ha roto la cinta!", - "BATTLE_GHOST_DEFEATED.m": "El {0.to_lower} se ha desvanecido…", - "BATTLE_SUMMON_DEFEATED.n": "¡El {0.to_lower} ha abandonado el combate!", - "BATTLE_SUMMON_DEFEATED.f": "¡El {0.to_lower} ha abandonado el combate!", - "BATTLE_SUMMON_DEFEATED.m": "¡El {0.to_lower} ha abandonado el combate!", - "BATTLE_GHOST_DEFEATED.f": "El {0.to_lower} se ha desvanecido…", - "BATTLE_VICTORY": "¡VICTORIA!", - "BATTLE_GHOST_DEFEATED.n": "El {0.to_lower} se ha desvanecido…", - "BATTLE_WON": "¡Has ganado el combate!", - "BATTLE_LOST": "Has perdido el combate.", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "¡No has podido huir!\\n¿Quieres teletransportarte a Villapuerto? Perderás unos cuantos objetos.", - "BATTLE_FLEE_CONFIRM": "¿Seguro que quieres huir?", - "BATTLE_FLEE_FAILED": "¡No has podido huir!", - "BATTLE_EXP_POINTS": "¡Tu equipo ha conseguido {0} puntos de experiencia!", - "BATTLE_FLED": "Has huido del combate.", - "BATTLE_TARGET_TEAM0": "Tu equipo", - "UI_CHARACTER_LEVEL": "Nv. {0}", - "UI_CHARACTER_LEVEL_LONG": "Nivel {0}", - "BATTLE_TARGET_TEAM1": "El equipo contrario", - "UI_CHARACTER_ABILITY_UNKNOWN": "¿¿??", - "UI_CHARACTER_ABILITIES_HEADING": "Habilidades", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Cinta favorita:", - "BATTLE_FUSING": "¡El corazón de {0} y el de {1} laten como uno solo!", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10 % a todos los atributos cuando se transforma en {species.to_lower} o en una evolución suya.", - "BATTLE_FUSED": "¡{0} y {1} se han fusionado y ahora son {2}!", - "BATTLE_UNFUSING": "¡{0} y {1} han perdido la sincronía!", - "BATTLE_TOAST_SPLASH": "SALPICADURA", - "BATTLE_TOAST_CRIT": "CRÍTICO", - "BATTLE_TOAST_MISSED": "FALLO", - "BATTLE_TOAST_BLOCKED": "EFECTO NEUTRALIZADO", - "BATTLE_TOAST_NO_EFFECT": "NO FUNCIONA", - "BATTLE_TOAST_INTERCEPTED": "INTERCEPTADO", - "BATTLE_TOAST_AP": "PA", - "BATTLE_TOAST_RECORD_CHANCE": "PROBABILIDAD:\\n", - "UI_BATTLE_TAPE_IN_USE": "Se está usando", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", - "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", - "STAT_max_hp": "Puntos de vida máximos", - "MAX_STAMINA_INCREASE": "¡Tu resistencia ha aumentado en un {increase_percent} %!\\nAhora puedes planear durante {total} segundos.", - "STAT_melee_defense": "Defensa cuerpo a cuerpo", - "STAT_melee_attack": "Ataque cuerpo a cuerpo", - "STAT_ranged_attack": "Ataque a distancia", - "STAT_ranged_defense": "Defensa a distancia", - "STAT_speed": "Velocidad", - "STAT_accuracy": "Precisión", - "STAT_evasion": "Evasión", - "STAT_max_ap": "Puntos de acción máximos", - "STAT_move_accuracy": "Precisión", - "STAT_move_slots": "Espacios para movimientos", - "STAT_damage": "Daño", - "STAT_move_splash_damage": "Daño de salpicadura", - "STAT_move_effect_chance": "Probabilidad de efecto", - "STAT_move_crit_damage": "Daño de los críticos", - "STAT_move_crit_rate": "Probabilidad de crítico", - "STAT_exp": "Puntos de experiencia", - "STAT_priority_chance": "Probabilidad de prioridad", - "SHORT_NAME_max_hp": "PV máx.", - "SHORT_NAME_melee_attack": "ATQ c.", - "SHORT_NAME_melee_defense": "DEF c.", - "SHORT_NAME_ranged_attack": "ATQ d.", - "SHORT_NAME_ranged_defense": "DEF d.", - "SHORT_NAME_speed": "VEL", - "UI_PARTY_CHECK_TAPE": "Observar la cinta", - "UI_PARTY_CHECK_CHARACTER": "Observar a {name}", - "UI_PARTY_TRANSFORM": "Transformarse", - "UI_PARTY_SWAP_TAPE": "Cambiar la cinta", - "UI_PARTY_USE_ITEM": "Usar un objeto", - "UI_PARTY_PUT_AWAY": "Enviar a la colección", - "UI_PARTY_NO_MOVES": "No hay pegatinas", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "«{tape_name}» se ha enviado a la colección.", - "UI_PARTY_TAPE_COLLECTION": "Colección de cintas", - "UI_PARTY_MOVE_LIST_OVERFLOW": "Y más movimientos ({n}).", - "UI_PARTY_STATS_CHARACTER": "Forma humana", - "UI_PARTY_STATS_FORM": "Multiplicador de atributos por forma", - "UI_PARTY_STICKERS": "Pegatinas", - "UI_PARTY_STATS_COMBINED": "Tras transformarse", - "UI_PARTY_BOOTLEG": "Pirata", - "UI_PARTY_EMPTY_STICKER_SLOT": "— Espacio vacío —", - "UI_PARTY_APPLY_STICKER": "Poner pegatina", - "UI_PARTY_PEEL_STICKER": "Quitar pegatina", - "UI_PARTY_REPLACE_STICKER": "Sustituir pegatina", - "UI_PARTY_STICKER_PEELED_DROPPED": "«{move_name}» se ha tirado al suelo porque no te queda espacio en el inventario.", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "¿Quieres sustituir «{old_move}» por «{new_move}»?", - "UI_PARTY_EDIT_STICKERS": "Ver o modificar movimientos", - "UI_PARTY_STICKER_PEELED": "Se ha enviado «{move_name}» a la pestaña de pegatinas de tu inventario.", - "UI_PARTY_RENAME_TAPE": "Cambiar el nombre", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Equipo", - "UI_PARTY_RENAME_TAPE_TITLE": "Cambiar el nombre a tu {0.to_lower}", - "UI_PARTY_BESTIARY": "Ver la entrada del bestiario", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Colección (por número)", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "Colección (por nombre)", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Colección (cintas piratas)", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Colección (cintas favoritas)", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Colección ({type.to_lower})", - "UI_TAPE_COLLECTION": "Colección de cintas", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Añadir al equipo", - "UI_TAPE_COLLECTION_FAVORITE": "Marcar como favorita", - "UI_TAPE_COLLECTION_RECYCLE": "Reciclar", - "UI_TAPE_COLLECTION_UNFAVORITE": "Quitar de las favoritas", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "Quitar las pegatinas", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "Las pegatinas de «{tape_name}» se han devuelto al inventario.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Algunas de las pegatinas de tu cinta de «{tape_name}» no se han podido quitar porque no te quedaba espacio en el inventario.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Algunas de las pegatinas de tu cinta de «{tape_name}» se han tirado al suelo porque no te quedaba espacio en el inventario.", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "¿Seguro que quieres reciclar «{tape_name}»? Eso la eliminará de forma permanente de tu colección.", - "UI_TAPE_COLLECTION_EMPTY": "No hay cintas.", - "UI_LOAD_FILE_LOADING": "Comprobando…", - "UI_LOAD_FILE_EMPTY": "Archivo vacío", - "UI_LOAD_FILE_INVALID": "Archivo dañado", - "UI_LOAD_FILE_SAVED_DATETIME": "Guardado a las {hour}:{minute}:{second} del {day}/{month}/{year}", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Tu personaje murió a las {hour}:{minute}:{second} del {day}/{month}/{year}", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "Nueva partida", - "UI_LOAD_FILE_CONTINUE_GAME": "Cargar partida", - "UI_LOAD_FILE_ERASE": "Borrar", - "UI_LOAD_FILE_CUSTOM_GAME": "Partida personalizada", - "UI_PAUSE_MAP_BTN": "Mapa", - "UI_PAUSE_PARTY_BTN": "Equipo", - "UI_PAUSE_INVENTORY_BTN": "Inventario", - "UI_PAUSE_QUEST_LOG_BTN": "Misiones", - "UI_PAUSE_BESTIARY_BTN": "Bestiario", - "UI_PAUSE_REST_BTN": "Descansar", - "UI_QUIT_CONFIRM": "¿Seguro que quieres salir?\\nHas guardado por última vez hace {duration}.", - "UI_PAUSE_SAVE_BTN": "Guardar", - "UI_PAUSE_QUIT_BTN": "Salir", - "UI_EVOLUTION_TITLE": "Remasterización", - "UI_QUIT_CONFIRM_SECONDS": "{num} segundo(s)", - "UI_QUIT_CONFIRM_MINUTES": "{num} minuto(s)", - "UI_SAVING": "Guardando…", - "UI_SAVING_MESSAGE": "Guardando tus avances…", - "UI_SAVE_COMPLETE": "Guardado. ¡Todo en orden!", - "UI_SAVE_FAILED": "No se ha podido guardar.", - "UI_SAVE_LOAD_FAILED": "No es posible cargar esta partida.", - "UI_SAVE_ERASE_CONFIRM": "¿Quieres borrar esta partida guardada de forma permanente?", - "UI_SAVE_REQUIRE_FULL_VERSION": "Esta partida guardada requiere la versión completa del juego.", - "UI_EVOLUTION_BUTTON": "Remasterizar", - "UI_EVOLUTION_SUBTITLE": "Haz que tus formas de monstruo evolucionen", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "Entrar o salir de una partida multijugador local", - "UI_EVOLUTION_SPECIALIZATION": "Elige una especialización", - "UI_EVOLUTION_CONFIRM": "¿Quieres remasterizar tu cinta de {monster_name.to_lower} para obtener una forma más poderosa?", - "RELATIONSHIP_UNLOCK_FUSION.n": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañere!", - "UI_EVOLUTION_DESCRIPTION": "¡Tu cinta de {evolved_from.to_lower} se ha convertido en {evolved_to.to_lower}!", - "RELATIONSHIP_LEVEL_UP": "Nivel de relación {level}", - "RELATIONSHIP_UNLOCK_FUSION.m": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañero!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "¡Ahora puedes usar Poder de la fusión cuando te fusiones con {name}!", - "RELATIONSHIP_UNLOCK_FUSION.f": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañera!", - "RELATIONSHIP_FUSION_STRENGTH.m": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", - "RELATIONSHIP_FUSION_STRENGTH.n": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "¡Ahora puedes usar Poder de la fusión cuando te fusiones con {name}!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "¡Ahora puedes usar Poder de la fusión cuando te fusiones con {name}!", - "RELATIONSHIP_FUSION_STRENGTH.f": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", - "UI_QUEST_NEW": "Nueva misión:", - "UI_QUEST_UPDATE": "Misión actualizada:", - "UI_CAMPING_REST": "Descansar", - "UI_QUEST_COMPLETE": "¡Misión cumplida!", - "UI_QUEST_NEW_VIEW_LOG": "Ver misiones", - "PARTNER_SWAP_CONFIRM.f": "¿Quieres que {name} vaya contigo?", - "PARTNER_UNLOCKED_TITLE.m": "Has desbloqueado a:", - "PARTNER_SWAP_CONFIRM.m": "¿Quieres que {name} vaya contigo?", - "PARTNER_SWAP_CONFIRM.n": "¿Quieres que {name} vaya contigo?", - "PARTNER_UNLOCKED_TITLE.f": "Has desbloqueado a:", - "PARTNER_UNLOCKED.m": "¡Ahora formas equipo con {name}!", - "PARTNER_UNLOCKED_TITLE.n": "Has desbloqueado a:", - "PARTNER_UNLOCKED.n": "¡Ahora formas equipo con {name}!", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} ha vuelto al Café Gramófono.", - "PARTNER_UNLOCKED.f": "¡Ahora formas equipo con {name}!", - "UI_EXCHANGE": "Comerciar", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} ha vuelto al Café Gramófono.", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} ha vuelto al Café Gramófono.", - "UI_EXCHANGE_PRICE": "Precio", - "UI_EXCHANGE_RESOURCES": "Tus recursos", - "OBTAINED_TAPE": "¡Has obtenido una cinta de {monster_name.to_lower}!", - "ABILITY_UNLOCKED": "¡Has conseguido la habilidad {ability}!", - "UI_MAP_UNKNOWN_FEATURE": "¿¿??", - "ABILITY_UNLOCKED_glide": "¡Ahora puedes mantener pulsado {control.jump} para planear y cubrir distancias largas!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_glide": "Planeo Polillesco", - "UI_TAPES_REPAIRED": "¡Has arreglado tus cintas rotas!", - "UI_MAP_YOUR_LOCATION": "Tu posición", - "UI_MAP_FAST_TRAVEL_CONFIRM": "¿Quieres viajar a {location}?", - "UI_BESTIARY_SEEN_COUNT": "Has visto: {num}/{total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "No puedes teletransportarte desde aquí.", - "UI_BESTIARY_RECORDED_COUNT": "Has grabado: {num}/{total}", - "UI_BESTIARY_FORMED_COUNT": "Has fusionado: {num}/{total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent} %", - "UI_BESTIARY_UNKNOWN_SPECIES": "¿¿??", - "UI_BESTIARY_SORT_BY_NAME": "Ordenar por nombre", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Ver fusiones", - "UI_BESTIARY_SORT_BY_NUMBER": "Ordenar por número", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Ver monstruos", - "UI_BESTIARY_INFO_TAB_BIO": "Descripción {n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "N.º {num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "Hábitat", - "UI_BESTIARY_INFO_TAB_STATS": "Atributos", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "Sube la cinta de este monstruo a cinco estrellas para desbloquear más información.", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "Graba este monstruo para desbloquear más información.", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Piratas", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Piratas: {num}/{total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Derrota a este monstruo para desbloquear más información.", - "UI_BESTIARY_INFO_TAB_NUM": "{tab}/{count}", - "UI_BESTIARY_INFO_STATS_FORMED": "Has fusionado:", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Has encontrado:", - "UI_BESTIARY_INFO_STATS_RECORDED": "Has grabado:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "Has derrotado:", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Ver en el mapa", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Hábitat desconocido.", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "Se puede encontrar en:", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Hábitat de los {species_name.to_lower}", - "UI_BESTIARY_INFO_NO_DATA": "No hay más datos.", - "UI_BESTIARY_INFO_BIO_FUSION": "Es la fusión de un {species1.to_lower} y un {species2.to_lower}.", - "UI_CHARACTER_CREATION": "Creación del personaje", - "UI_CHARACTER_CREATION_INTRO": "¿Quién eres?", - "UI_CC_LABEL_NAME": "Tu nombre", - "UI_CC_LABEL_PRONOUNS": "Tus pronombres", - "UI_CC_VALUE_PRONOUN.m": "Él", - "UI_CC_VALUE_PRONOUN.f": "Ella", - "UI_CC_VALUE_PRONOUN.n": "Elle", - "UI_CC_LABEL_HAIR": "Peinado", - "UI_CC_LABEL_HEAD": "Cara", - "UI_CC_LABEL_LEGS": "Parte inferior", - "UI_CC_LABEL_BODY": "Parte superior", - "UI_CC_LABEL_BODY_COLOR_1": "Color de la parte superior 1", - "UI_CC_LABEL_BODY_COLOR_2": "Color de la parte superior 2", - "UI_CC_LABEL_EYE_COLOR": "Color de los ojos", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Color del complemento de la cara", - "UI_CC_LABEL_FAVORITE_COLOR": "Color favorito", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Color del complemento del pelo", - "UI_CC_LABEL_HAIR_COLOR": "Color del pelo", - "UI_CC_LABEL_SHOE_COLOR": "Color de los zapatos", - "UI_CC_LABEL_LEGS_COLOR": "Color de la parte inferior", - "UI_CC_LABEL_SKIN_COLOR": "Color de la piel", - "UI_CC_RANDOMIZE": "Al azar", - "UI_CC_VALUE_hair_short": "Hacia un lado", - "UI_CC_VALUE_hair_bow1": "Coleta alta", - "UI_CC_VALUE_hair_quiff": "Tupé", - "UI_CC_VALUE_hair_hairtie": "Recogido con banda", - "UI_CC_VALUE_hair_afro1": "Afro bajo", - "UI_CC_VALUE_hair_afro2": "A cepillo", - "UI_CC_VALUE_hair_bun1": "Moño alto 1", - "UI_CC_VALUE_hair_bun2": "Moño alto 2", - "UI_CC_VALUE_hair_bun3": "Doble moño", - "UI_CC_VALUE_hair_neat1": "Formal", - "UI_CC_VALUE_hair_long1": "Largo con flequillo", - "UI_CC_VALUE_hair_headband1": "Cinta", - "UI_CC_VALUE_hair_headband2": "Asimétrico", - "UI_CC_VALUE_hair_bald": "Calva", - "UI_CC_VALUE_hair_bob1": "Media melena (liso)", - "UI_CC_VALUE_hair_bob2": "Media melena (ondulado)", - "UI_CC_VALUE_hair_headscarf1": "Pañuelo", - "UI_CC_VALUE_hair_cultist1.m": "Sectario", - "UI_CC_VALUE_hair_cultist1.f": "Sectaria", - "UI_CC_VALUE_hair_cultist1.n": "Sectarie", - "UI_CC_VALUE_hair_flower1": "Jipi", - "UI_CC_VALUE_hair_hat1": "Moños y sombrero", - "UI_CC_VALUE_hair_dreadlocks1": "Rastas", - "UI_CC_VALUE_hair_dreadlocks2": "Rastas cortas", - "UI_CC_VALUE_hair_straight1": "Cazo", - "UI_CC_VALUE_hair_mullet1": "Greñas", - "UI_CC_VALUE_hair_hardhat1": "Casco de obrero", - "UI_CC_VALUE_hair_braid1": "Trenza larga", - "UI_CC_VALUE_hair_sharp1": "Flequillo marcado", - "UI_CC_VALUE_hair_balding": "Entradas", - "UI_CC_VALUE_hair_cat1": "Diadema de gatito", - "UI_CC_VALUE_hair_moonstone": "Moonstone", - "UI_CC_VALUE_head_generic": "Nada", - "UI_CC_VALUE_head_glasses_1": "Gafas", - "UI_CC_VALUE_head_makeup1": "Sombra de ojos", - "UI_CC_VALUE_head_makeup2": "Pintura facial", - "UI_CC_VALUE_head_beard1": "Barba 1", - "UI_CC_VALUE_head_beard2": "Barba 2", - "UI_CC_VALUE_head_mask1": "Mascarilla", - "UI_CC_VALUE_head_visor1": "Visor", - "UI_CC_VALUE_head_grumpy": "Mal humor", - "UI_CC_VALUE_body_sweater1": "Jersey", - "UI_CC_VALUE_body_tshirt1": "Camiseta 1", - "UI_CC_VALUE_body_tshirt2": "Camiseta 2", - "UI_CC_VALUE_body_jacket": "Chaqueta 1", - "UI_CC_VALUE_body_jacket2": "Chaqueta 2", - "UI_CC_VALUE_body_jacket3": "Chaleco", - "UI_CC_VALUE_body_jacket4": "Chaqueta 3", - "UI_CC_VALUE_body_cultist1.m": "Sectario", - "UI_CC_VALUE_body_cultist1.f": "Sectaria", - "UI_CC_VALUE_body_cultist1.n": "Sectarie", - "UI_CC_VALUE_body_dress1": "Vestido retro", - "UI_CC_VALUE_body_apron1": "Delantal", - "UI_CC_VALUE_body_vest1": "Camiseta de tirantes", - "UI_CC_VALUE_body_poncho1": "Poncho", - "UI_CC_VALUE_body_moonstone": "Moonstone", - "UI_CC_VALUE_legs_generic": "Pantalones largos", - "UI_CC_VALUE_legs_shorts1": "Pantalones cortos", - "UI_CC_VALUE_legs_skirt1": "Falda", - "UI_CC_VALUE_legs_moonstone": "Moonstone", - "UI_CC_VALUE_hair_bansheep": "Gorro de beenshee", - "UI_CC_VALUE_hair_candevil": "Gorro de diablamelo", - "UI_CC_VALUE_hair_traffikrab": "Gorro de trafikangrejo", - "UI_CC_VALUE_hair_springheel": "Gorro de botajack", - "UI_CC_VALUE_legs_pombomb": "Pantalones de pomebomba", - "UI_CC_VALUE_body_pombomb": "Poncho de pomebomba", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", - "UI_LOADING_FLUFF_2": "Devolviéndole la chaqueta a un brincagarra…", - "UI_LOADING_FLUFF_3": "Afilando las garras de un destripaterrores…", - "UI_LOADING_FLUFF_4": "Vigilando a un bandolupín…", - "UI_LOADING_FLUFF_1": "Acechando a un botajack…", - "UI_LOADING_FLUFF_5": "Dando de comer a un criminampiro…", - "UI_LOADING_FLUFF_7": "Puliendo el cráneo de un folclorrible…", - "UI_LOADING_FLUFF_6": "Evitando que un macabra se acerque a las cabras…", - "UI_LOADING_FLUFF_8": "Reparando la lanza de un escuderazado…", - "UI_LOADING_FLUFF_9": "Armando caballero a un palangolín…", - "UI_LOADING_FLUFF_10": "Encendiendo la mecha de un pomebomba…", - "UI_LOADING_FLUFF_11": "Recargando un velocirrifle…", - "UI_LOADING_FLUFF_12": "Recargando un artillerrex…", - "UI_LOADING_FLUFF_13": "Pintándole la máscara a un elfolfo…", - "UI_LOADING_FLUFF_14": "Dándole un bastón de caramelo a un krampuñón…", - "UI_LOADING_FLUFF_15": "Cargando un rayono…", - "UI_LOADING_FLUFF_16": "Colocando un pararrayos para atraer un chispartano…", - "UI_LOADING_FLUFF_18": "Preparándonos para el corvocalipsis…", - "UI_LOADING_FLUFF_17": "Sintonizando un gatitele…", - "UI_LOADING_FLUFF_19": "Regulando el trafikangrejo…", - "UI_LOADING_FLUFF_20": "Esquivando los langostáculos…", - "UI_LOADING_FLUFF_21": "Soplando un dienteleón para pedir el deseo…", - "UI_LOADING_FLUFF_22": "Regando un florifauces…", - "UI_LOADING_FLUFF_23": "Pintando un champincel…", - "UI_LOADING_FLUFF_24": "Admirando el arte de un fungogh…", - "UI_LOADING_FLUFF_25": "Dándole cuerda a un relojsley…", - "UI_LOADING_FLUFF_26": "Decorando un saltalabaza…", - "UI_LOADING_FLUFF_27": "Vistiendo a un braxaje…", - "UI_LOADING_FLUFF_28": "Diciendo adiós a un averevoir…", - "UI_LOADING_FLUFF_29": "Observando a un todolové…", - "UI_LOADING_FLUFF_30": "Luchando contra los cubinvasores…", - "UI_LOADING_FLUFF_31": "Boxeando con un lobgancho…", - "UI_LOADING_FLUFF_32": "Cocinando en un broncaldero…", - "UI_LOADING_FLUFF_33": "Resucitando un peonomuerto…", - "UI_LOADING_FLUFF_34": "Escuchando el sermón de un alfisqueleto…", - "UI_LOADING_FLUFF_35": "Jurando lealtad a un reyliche…", - "UI_LOADING_FLUFF_36": "Haciendo una reverencia a un reinónice…", - "UI_LOADING_FLUFF_37": "Poniendo a prueba la indestructibilidad de un astrordígrado en el espacio…", - "UI_LOADING_FLUFF_38": "Invocando un yinntonic…", - "NEW_GAME_INTRO_QUOTE_1": "«Ya galopa el caballero y cruza el reino,\\nrumbo a los bosques de Wirral, donde pocos lugares hay\\namados por Dios u hombres de buena voluntad».", - "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain y el caballero verde,\\nAutor desconocido, siglo XIV", - "CAMPING_CONFIRM": "¿Quieres acampar aquí?", - "CAFE_CAMPING_CONFIRM": "¿Quieres tomarte un descanso aquí?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Pegatinas únicas: {stacks}. Máximo: {maximum}", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category} (página {page} de {page_count})", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "Ordenar", - "UI_INVENTORY_FILTER": "Filtrar", - "UI_INVENTORY_FILTER_APPLIED": "Filtros: {num}", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "Esto eliminará permanentemente todas las pegatinas de tu inventario que coincidan con los filtros que hayas aplicado. ¿Seguro que quieres hacerlo? Número de pegatinas únicas: {stacks}. Número total de pegatinas: {total}.", - "UI_INVENTORY_BULK_RECYCLE": "Reciclar todo", - "UI_INVENTORY_FILTER_NAME": "Nombre", - "UI_INVENTORY_FILTER_RARITY": "Frecuencia:", - "UI_INVENTORY_FILTER_RARITY_ALL": "Todas", - "UI_INVENTORY_FILTER_RARITY_COMMON": "Normales", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Poco frecuentes", - "UI_INVENTORY_FILTER_RARITY_RARE": "Inusuales", - "UI_INVENTORY_FILTER_CATEGORY": "Categoría", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "Todas", - "UI_INVENTORY_FILTER_TYPE": "Tipo elemental", - "UI_INVENTORY_FILTER_TYPE_ALL": "Todas", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Sin tipo", - "UI_QUEST_LOG_CATEGORY_QUESTS": "Misiones", - "UI_QUEST_LOG_CATEGORY_RUMORS": "Rumores", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Logros", - "UI_QUEST_LOG_NO_QUESTS": "No hay misiones.", - "UI_QUEST_LOG_NO_RUMORS": "No hay rumores.", - "UI_QUEST_LOG_SECTION_MAIN": "Misiones principales", - "UI_QUEST_LOG_SECTION_SIDE": "Misiones secundarias", - "UI_QUEST_LOG_SECTION_OTHER": "Otros", - "UI_QUEST_LOG_SECTION_COMPLETED": "Cumplidas", - "UI_QUEST_LOG_SECTION_ACHIEVED": "Desbloqueados: {0}/{1}", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "Bloqueados", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Logro secreto n.º {0}.", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "«{rumor_dialogue}»", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "¿¿??", - "UI_QUEST_LOG_VIEW_BUTTON": "Ver en el mapa", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Escuchar la canción", - "UI_QUEST_TIMER": "Minutos durante los que será válido: {minutes}.", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Ver la tarjeta", - "UI_QUEST_LOG_TRACK_BUTTON": "Seguir", - "UI_QUEST_LOG_UNTRACK_BUTTON": "Dejar de seguir", - "UI_QUEST_TRACKER_RUMOR": "Rumor: {quest_title}", - "NOTIFICATION_ACHIEVEMENT": "Logro desbloqueado", - "NOTICEBOARD_TITLE": "Tablón de anuncios de los guardas", - "NOTICEBOARD_LEVEL": "Nivel {level}", - "NOTICEBOARD_REMINDER_TITLE": "Aviso a todos los guardas:", - "NOTICEBOARD_REQUIREMENT_RANGER1": "Únete a los guardas y termina tu entrenamiento para tener acceso a estas misiones.", - "NOTICEBOARD_METER_RATIO": "Has encontrado: {amount_owned}/{total_required}", - "NOTICEBOARD_METER_LABEL": "Material fundido para subir de nivel: {amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "¿¿??", - "NOTICEBOARD_REMINDER_BODY": "No dejéis de preguntar a los habitantes del pueblo para enteraros de los rumores y que no se os pase nada por alto…, ¡que Ianthe no tiene tiempo para enterarse de todo en persona!", - "NOTICEBOARD_NEXT_REWARD": "Próxima recompensa:", - "NOTICEBOARD_REWARD_NEW_QUEST": "Nueva misión", - "NOTICEBOARD_REWARD_ITEMS": "Objetos", - "NOTICEBOARD_REWARD_NEW_MONSTER": "Nuevo monstruo", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Acepta esta misión para saber más.", - "NOTICEBOARD_QUEST_COMPLETED": "Cumplida", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "No es posible aceptar esta misión. Finaliza otra y vuelve más tarde.", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Aceptar la misión", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "Ver en el menú", - "CHOOSE_STARTER_OPTION1": "Doy miedo.", - "CHOOSE_STARTER_TITLE": "¿Cuál es tu rollo?", - "CHOOSE_STARTER_OPTION2": "Soy muy dulce.", - "TUTORIAL_DEMO1.m": "Aquí termina la demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", - "TUTORIAL_DEMO_TITLE": "¡Gracias por jugar!", - "TUTORIAL_DEMO2.f": "Puedes seguir con esta partida guardada en la versión completa del juego.", - "TUTORIAL_DEMO1.n": "Aquí termina la demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", - "TUTORIAL_DEMO1.f": "Aquí termina la demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", - "TUTORIAL_DEMO2.m": "Puedes seguir con esta partida guardada en la versión completa del juego.", - "TUTORIAL_DEMO2.n": "Puedes seguir con esta partida guardada en la versión completa del juego.", - "TUTORIAL_REMASTER": "Algunas cintas pueden «remasterizarse» cuando llegan a cinco estrellas.\\n\\nRemasterizar una cinta hace que evolucione a una forma más poderosa. Sus atributos aumentarán y aprenderá nuevos movimientos.\\n\\nAlgunas formas de monstruo solo pueden conseguirse remasterizando; en algunos casos, la cinta que consigas al remasterizar puede variar según distintas condiciones.\\n\\n¡Procura remasterizar tus cintas siempre que puedas!", - "TUTORIAL_DEMO_STORE_BTN": "Ver en la tienda", - "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", - "TUTORIAL_REMASTER_TITLE": "Tutorial: Remasterización", - "TUTORIAL_FUSION_TITLE": "Tutorial: Fusión", - "TUTORIAL_FUSION1.m": "Cuando tus objetivos y los de tu compañero están en consonancia, podéis fusionaros para convertiros en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos seréis al fusionaros.\\n\\nPero estad pendientes de la barra de fusión, porque solo podréis fusionaros cuando esté llena.", - "TUTORIAL_FUSION1.n": "Cuando tus objetivos y los de tu compañero están en consonancia, podéis fusionaros para convertiros en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos seréis al fusionaros.\\n\\nPero estad pendientes de la barra de fusión, porque solo podréis fusionaros cuando esté llena.", - "TUTORIAL_FUSION1.f": "Cuando tus objetivos y los de tu compañero están en consonancia, podéis fusionaros para convertiros en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos seréis al fusionaros.\\n\\nPero estad pendientes de la barra de fusión, porque solo podréis fusionaros cuando esté llena.", - "TUTORIAL_FUSION2": "Como fusión, conseguiréis 4 PA por turno en lugar de 2, de modo que podréis usar antes vuestros movimientos más poderosos.\\n\\nTambién tendréis acceso a los movimientos de ambas cintas y vuestros atributos se sumarán.", - "TUTORIAL_RELATIONSHIPS": "Es muy importante mejorar la relación con tus amigos. Cuanto mejor sea vuestra relación, ¡más fuertes seréis al fusionaros!\\n\\nPodrás caerle mejor a tu compañero si cumples sus misiones y luchas a menudo junto a él. Cuando llegue el momento, podréis descansar en un campamento o en el café para subir el nivel de vuestra relación.", - "TUTORIAL_RECORDING1": "Que una grabación se lleve a cabo o no es cuestión de suerte, pero hay varios factores que afectan a tu probabilidad de éxito:\\n\\n— Cuánta vida tiene el monstruo.\\n— Cuál es su nivel y la frecuencia con que aparece.\\n— Cuánto daño le causas mientras lo grabas.\\n— Cuánto daño sufre la persona que lo graba.", - "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Relaciones", - "TUTORIAL_RECORDING2": "Utilizar efectos de estado que amplifiquen los ataques que tengan por objetivo al monstruo que estás grabando puede ser una forma muy efectiva de aumentar el daño y, con él, tus posibilidades.\\n\\nMientras se esté grabando un monstruo, no podrá huir ni ser derrotado, de modo que no tienes que preocuparte por mantenerlo en pie.", - "TUTORIAL_RECORDING_TITLE": "Tutorial: Grabar cintas", - "TUTORIAL_TAPE_STORAGE.f": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y pegatinas.", - "TUTORIAL_TAPE_STORAGE.m": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y pegatinas.", - "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Colección de cintas", - "TUTORIAL_STICKERS1": "Los movimientos a los que tendrás acceso cuando uses una cinta en combate dependen de las pegatinas que haya en ella.\\n\\nPuedes darle a una cinta nuevos movimientos si le pones las pegatinas que tengas en tu inventario. Puedes quitar los movimientos que no quieras y volverán al menú en forma de pegatina.", - "TUTORIAL_STICKERS_TITLE": "Tutorial: Pegatinas y movimientos", - "TUTORIAL_TAPE_STORAGE.n": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y pegatinas.", - "TUTORIAL_STICKERS2": "Las pegatinas pueden usarse tantas veces como quieras, pero solo pueden aplicarse a una cinta cada vez.\\n\\nHay varias maneras de obtenerlas:\\n\\n— Llenando las barras de experiencia de las cintas.\\n— Encontrándolas en cofres u otros lugares.\\n— Comprándoselas a algunos vendedores de Villapuerto.", - "TUTORIAL_AP2": "Cada miembro del equipo obtiene 2 PA por turno, y 1 PA adicional si consiguen ejecutar un ataque con ventaja de tipo.\\n\\nSi usas movimientos más débiles que consuman menos PA, podrás planear tus próximos turnos y ahorrar PA para tus ataques más poderosos.", - "TUTORIAL_AP_TITLE": "Tutorial: Puntos de acción", - "TUTORIAL_AP1": "Presta atención a esos cuadrados naranja, porque son tus puntos de acción, o PA.\\n\\nLa mayoría de los movimientos requieren que gastes PA para usarlos. La cantidad de PA que cuesta usar un movimiento se indica junto a su nombre.\\n\\nSi no tienes suficientes PA para el movimiento que quieres, no podrás usarlo en ese turno.", - "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Arcángeles", - "TUTORIAL_ARCHANGEL_AP": "Al contrario que otros monstruos que consumen PA para usar sus movimientos, los arcángeles acumulan todos sus PA hasta llegar a 10.\\n\\nCuando eso ocurre, desencadenan todo ese poder al mismo tiempo para hacer un ataque angélico propio de cada uno.\\n\\nPara sobrevivir, tendrás que usar tus movimientos de forma estratégica. Solo así podrás preparar de antemano una buena defensa o derrotar al arcángel antes de que consiga suficientes PA.", - "TUTORIAL_STATIONS2": "Se diría que las mismísimas estaciones de la Merlínea albergan seres extraños venidos de muy lejos.\\n\\nSi exploras a fondo esas estaciones, puedes descubrir información y recompensas muy valiosas.", - "TUTORIAL_STATIONS1": "El teletransporte se puede activar desde la pantalla del mapa siempre que estés en exteriores.\\n\\nAl principio solo podrás teletransportarte al Café Gramófono, pero cada estación que reabras añadirá un nuevo destino a tus posibilidades.", - "TUTORIAL_STATIONS_TITLE": "Tutorial: Teletransporte y estaciones de tren", - "TYPE_CHART_ATTACKER": "Atacante:", - "TYPE_CHART_DEFENDER": "Defensor:", - "TYPE_CHART_TRANSMUTATION": "Transmutación:", - "TYPE_CHART_NO_REACTION": "No hay reacción.", - "TYPE_CHART_BUFFS": "Bonificación:", - "TYPE_CHART_DEBUFFS": "Penalización:", - "TYPE_CHART_OTHER": "Otros efectos:", - "TYPE_CHART_STATUS_AMOUNT": "({amount})", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Esto puede ser peligroso. Deberías tener al menos dos cintas disponibles antes de continuar.", - "TITLE_SCREEN_PLAY_BUTTON": "Jugar", - "TITLE_SCREEN_PRESS_BUTTON": "Pulsa {control.ui_accept}", - "TITLE_SCREEN_LANGUAGE_BUTTON": "Idioma", - "TITLE_SCREEN_CREDITS_BUTTON": "Créditos", - "UI_SETTINGS": "Opciones", - "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-–=+×·ÁÉÍÓÚáéíóúÜüÑñ¡¿«»ºª'… —ōì", - "UI_SETTINGS_GRAPHICS": "Gráficos", - "UI_SETTINGS_AUDIO": "Sonido", - "UI_SETTINGS_GAMEPLAY": "Juego", - "UI_SETTINGS_KEYBOARD": "Teclado", - "UI_SETTINGS_CONTROLLER": "Mando", - "UI_SETTINGS_DEFAULTS_BUTTON": "Opciones predeterminadas", - "UI_SETTINGS_REBIND_BUTTON": "Reasignar", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Pantalla completa", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Sí", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "No", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "Resolución", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "Imágenes por segundo", - "UI_SETTINGS_GRAPHICS_PRESET_0": "Baja", - "UI_SETTINGS_GRAPHICS_PRESET": "Calidad general de los gráficos", - "UI_SETTINGS_GRAPHICS_PRESET_1": "Media", - "UI_SETTINGS_GRAPHICS_PRESET_2": "Alta", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Personalizada", - "UI_SETTINGS_GRAPHICS_MODE_0": "Rendimiento", - "UI_SETTINGS_GRAPHICS_MODE": "Modo de gráficos", - "UI_SETTINGS_GRAPHICS_MODE_1": "Equilibrado", - "UI_SETTINGS_GRAPHICS_MODE_2": "Calidad", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Suavizado de contorno", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Desactivada", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "Multimuestreo x2", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "Multimuestreo x4", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "Multimuestreo x8", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "Multimuestreo x16", - "UI_SETTINGS_VALUE_ON": "Sí", - "UI_SETTINGS_VALUE_OFF": "No", - "UI_SETTINGS_GRAPHICS_DOF": "Desenfoque por profundidad de campo", - "UI_SETTINGS_GRAPHICS_GLOW": "Luminosidad", - "UI_SETTINGS_GRAPHICS_SHADOW": "Sombras del mundo", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Generación del mundo", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Reducir los objetos emergentes", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Reducir el uso del procesador", - "UI_SETTINGS_CLOSE_CONFIRM": "¿Quieres cerrar sin aplicar los cambios?", - "UI_SETTINGS_SAVED": "Tus opciones se han guardado.", - "UI_SETTINGS_AUDIO_VOLUME_Master": "Volumen principal", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Volumen de los efectos de sonido", - "UI_SETTINGS_AUDIO_VOLUME_Music": "Volumen de la música", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "Volumen de las voces", - "UI_SETTINGS_AUTOSAVE": "Guardado automático", - "UI_SETTINGS_AUTOSAVE_ENABLED": "Activado", - "UI_SETTINGS_AUTOSAVE_DISABLED": "Desactivado", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Activado", - "UI_SETTINGS_SHOW_TIMER": "Cronómetro contrarreloj", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visible", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "Oculto", - "UI_SETTINGS_QUEST_TRACKER": "Seguimiento de misiones en interfaz", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Desactivado", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Tutoriales de efectos de estado", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Si son nuevos", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Siempre", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Nunca", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Activadas", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Desactivadas", - "UI_SETTINGS_SCREEN_SHAKE": "Sacudidas de pantalla", - "UI_SETTINGS_VIBRATION_ENABLED": "Activada", - "UI_SETTINGS_VIBRATION": "Vibración del mando", - "UI_SETTINGS_VIBRATION_DISABLED": "Desactivada", - "UI_SETTINGS_AI_SMARTNESS": "Inteligencia de los enemigos", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Tontísimos", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "Muy tontos", - "UI_SETTINGS_AI_SMARTNESS_EASY": "Tontos", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Recomendada", - "UI_SETTINGS_AI_SMARTNESS_HARD": "Listos", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "Muy listos", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Como Skynet, pero peor", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Desactivado", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "— Los humanos y los jefes eligen sus movimientos con inteligencia.\\n— Los monstruos salvajes los eligen casi a voleo.", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "— Los enemigos eligen sus movimientos de forma más aleatoria.", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "— Los enemigos eligen sus movimientos de forma más inteligente.", - "UI_SETTINGS_LEVEL_SCALING": "Adaptación del nivel", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "¡Qué aburrimiento!", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "Muy fácil", - "UI_SETTINGS_LEVEL_SCALING_EASY": "Fácil", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recomendado", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "— La adaptación del nivel está completamente desactivada.", - "UI_SETTINGS_LEVEL_SCALING_HARD": "Difícil", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "Muy difícil", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Te vas a hartar de entrenar", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "— Los enemigos de nivel alto lo reducen un poco para adaptarlo al tuyo.\\n— Los PNJ y jefes de nivel bajo lo aumentan, pero no mucho.", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "— Los enemigos de nivel alto no lo reducen para adaptarlo al tuyo.\\n— Los PNJ y jefes de nivel bajo lo aumentan para acercarlo al tuyo.", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "— Los enemigos de nivel alto no lo reducen para adaptarlo al tuyo.\\n— Todos los enemigos de nivel bajo lo aumentan un poco.", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Controles en los menús", - "UI_SETTINGS_KEYBOARD_ui_accept": "Confirmar", - "UI_SETTINGS_KEYBOARD_ui_cancel": "Cancelar", - "UI_SETTINGS_KEYBOARD_ui_page_up": "Retroceder en la página", - "UI_SETTINGS_KEYBOARD_ui_page_down": "Avanzar en la página", - "UI_SETTINGS_KEYBOARD_ui_action_1": "Acción de interfaz 1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "Acción de interfaz 2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "Acción de interfaz 3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Reasignar «{0}»", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Controles en el juego", - "UI_SETTINGS_CONTROLLER_move": "Moverse", - "UI_SETTINGS_KEYBOARD_move_up": "Moverse arriba", - "UI_SETTINGS_KEYBOARD_move_left": "Moverse a izquierda", - "UI_SETTINGS_KEYBOARD_move_right": "Moverse a derecha", - "UI_SETTINGS_KEYBOARD_move_down": "Moverse abajo", - "UI_SETTINGS_KEYBOARD_interact": "Interactuar", - "UI_SETTINGS_KEYBOARD_jump": "Saltar", - "UI_SETTINGS_KEYBOARD_dash": "Correr", - "UI_SETTINGS_KEYBOARD_magnetism": "Electromagnetismo", - "UI_SETTINGS_KEYBOARD_climb": "Subir", - "UI_SETTINGS_KEYBOARD_pause_menu": "Mostrar el menú", - "UI_SETTINGS_KEYBOARD_map_menu": "Mostrar el mapa", - "UI_SETTINGS_KEYBOARD_party_menu": "Mostrar el equipo", - "UI_SETTINGS_KEYBOARD_inventory_menu": "Mostrar el inventario", - "UI_SETTINGS_KEYBOARD_fast_mode": "Velocidad de combate x4 (mantener pulsado)", - "UI_SETTINGS_KEYBOARD_PROMPT": "Pulsa hasta 4 teclas para asignarlas a esta acción.", - "CONTROLLER_DISCONNECTED_PASSIVE": "Mando desconectado.", - "UI_SETTINGS_KEYBOARD_INVALID": "No puedes guardar los cambios hasta haber asignado todas las acciones.", - "AUTOSPLIT_DISCONNECTED": "Se ha perdido la conexión con el servidor de LiveSplit.", - "AUTOSPLIT_CONNECTED": "Se ha establecido la conexión con el servidor de LiveSplit.", - "CONTROLLER_DISCONNECTED_MODAL": "Se ha desconectado el mando. Vuelve a conectarlo.", - "AUTOSPLIT_CONNECTION_FAILED": "Ha fallado la conexión con el servidor de LiveSplit.", - "AUTOSPLIT_RELOADED": "Se ha cargado la configuración de LiveSplit.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Mando desconectado", - "AUTOSPLIT_RELOAD_FAILED": "No se ha podido cargar la configuración de LiveSplit.", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Entrar o salir de una partida multijugador local", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "Sigue las instrucciones de Kayleigh para habilitar el modo multijugador local.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Vuelve a conectarlo.", - "UNKNOWN_BESTIARY_INDEX": "¿¿??", - "UI_JOYPAD_SELECT_LOAD_FILE": "Carga una partida para empezar a jugar en modo multijugador local.", - "UI_JOYPAD_SELECT_JOIN": "Pulsa {join_btn}", - "BESTIARY_INDEX_ARCHANGEL": "A{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Salir", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Vuelve al menú principal para empezar a jugar con el DLC que acabas de instalar.", - "BESTIARY_INDEX_FUSION": "F{0}", - "DLC_INSTALLED_RESTART_PROMPT": "Reinicia el juego para empezar a jugar con el DLC que acabas de instalar.", - "DJINN_ENTONIC_NAME": "Yinntonic", - "DJINN_ENTONIC_NAME_PREFIX": "Yin", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Cartucho de baladino", - "DJINN_ENTONIC_NAME_SUFFIX": "tonic", - "DJINN_ENTONIC_LORE_2": "Un [i]yinn[/i], o genio, es un ser mitológico de la mitología árabe. En la historia de Aladino, el protagonista libera sin proponérselo a un genio que estaba encerrado dentro de una lámpara mágica cuando la frota.", - "DJINN_ENTONIC_LORE_1": "Los yinntonic son misteriosos camareros cósmicos que proporcionan un servicio impecable. No está del todo claro qué clase de bebida sirven, pero se sabe a ciencia cierta que su apariencia es «para toda la familia» y que «no afectará a la clasificación por edades del juego».", - "DJINN_ENTONIC_DESCRIPTION": "un camarero cósmico", - "BULLETINO_NAME": "Baladino", - "BULLETINO_NAME_PREFIX": "Bala", - "BULLETINO_NAME_SUFFIX": "dino", - "BULLETINO_LORE_2": "Las primeras balas no eran más que bolas de plomo que los cañones disparaban contra los enemigos y sus fortificaciones durante las guerras medievales. La forma más o menos cónica de las balas que conocemos hoy la inventó el capitán francés Henri-Gustave Delvigne en el siglo XIX.", - "BULLETINO_LORE_1": "Los baladino solo tienen un mecanismo de defensa: lanzarse en plancha hacia el peligro en cuanto les entra el pánico. Eso suele ser una mala idea, claro, pero los baladino lo hacen siempre de todas formas.", - "BULLETINO_DESCRIPTION": "una enorme bala ambulante", - "VELOCIRIFLE_NAME": "Velocirrifle", - "VELOCIRIFLE_NAME_PREFIX": "Velocir", - "VELOCIRIFLE_LORE_1": "En la parte trasera del cráneo de los velocirrifle, hay una recámara llena de pólvora que pueden encender a voluntad para disparar cualquier proyectil que hayan colocado en el cañón que tienen por cara. A lo largo de los años, mejoran mucho la puntería.", - "VELOCIRIFLE_NAME_SUFFIX": "rifle", - "VELOCIRIFLE_DESCRIPTION": "un lagarto cuya cabeza parece un cañón", - "VELOCIRIFLE_LORE_2": "La pólvora se inventó en China durante el primer milenio. Las primeras armas de fuego fueron cañones de mano en cuyo interior había pólvora y pequeños proyectiles.", - "ARTILLEREX_NAME": "Artillerrex", - "ARTILLEREX_NAME_PREFIX": "Artiller", - "ARTILLEREX_NAME_SUFFIX": "rex", - "ARTILLEREX_LORE_2": "La ametralladora Gatling es una de las primeras armas de repetición, capaz de disparar munición con una gran cadencia mediante una serie de cañones dispuestos en círculo que giraba mediante una manivela. Debe su nombre a su creador, Richard Jordan Gatling, que la inventó a mediados del siglo XIX.", - "ARTILLEREX_LORE_1": "El cuerpo de los artillerrex contiene una cavidad llena de mental fundido con el que puede crear metralla y dispararla en terribles descargas desde la especie de ametralladora que tiene en la barriga. Su capacidad balística y su gran estatura lo convierten en un enemigo especialmente temible.", - "ARTILLEREX_DESCRIPTION": "un gran lagarto con un arma pesada en la barriga", - "GEARYU_NAME_PREFIX": "Meca", - "GEARYU_NAME": "Mecaryuu", - "GEARYU_LORE_1": "La parte más importante del cuerpo de los mecaryuu son las enormes ruedas dentadas, que se mantienen unidas debido a un campo magnético. Al girarlas, los mecaryuu generan energía cinética que pueden proyectar por la boca en forma de potentes ataques de hálito elemental.", - "GEARYU_NAME_SUFFIX": "ryuu", - "GEARYU_LORE_2": "Las ruedas dentadas son piezas mecánicas de forma circular cuyos «dientes» les permiten encajar unas con otras formando engranajes. Se pueden usar ruedas dentadas de distintos tamaños para aumentar o reducir la velocidad que produce la fuerza de rotación de una máquina.", - "GEARYU_DESCRIPTION": "un lagarto hecho de ruedas dentadas", - "SALAMAGUS_NAME": "Salamago", - "SALAMAGUS_LORE_1": "Los salamago son tan escurridizos como aplicados en el estudio de la piromagia y otras artes arcanas. Tienen la capacidad de escupir fuego gracias al combustible que almacenan en las membranas que tienen en la cabeza (las cuales, por cierto, los observadores distraídos tienden a confundir con grandes ojos saltones).", - "SALAMAGUS_NAME_PREFIX": "Salam", - "SALAMAGUS_NAME_SUFFIX": "mago", - "PYROMELEON_NAME_PREFIX": "Pira", - "PYROMELEON_NAME": "Piramaleón", - "SALAMAGUS_DESCRIPTION": "un lagarto de cabeza triangular", - "SALAMAGUS_LORE_2": "Un mago es un individuo capaz de usar magia. Son muy habituales en la mitología y la cultura popular.", - "PYROMELEON_NAME_SUFFIX": "amaleón", - "PYROMELEON_LORE_1": "Los piramaleón son maestros de la piromagia, capaces no solo de escupir fuego, sino también de controlarlo. A menudo se los ve mantener en equilibrio una llama en la punta de la lengua para demostrar su dominio absoluto de su elemento.", - "PYROMELEON_DESCRIPTION": "un lagarto de lengua muy larga", - "ICEPECK_LORE_1": "Los picohielo tienen un «pico» con forma de carámbano que utilizan para defenderse de sus agresores. Se sabe que el pico llega a derretírseles por completo en climas más cálidos, de modo que se los encuentra casi exclusivamente en las zonas altas y frías del monte Wirral.", - "PYROMELEON_LORE_2": "«Piromagia» es el nombre que se da al arte de controlar y generar fuego por medios mágicos. A quien lo practica se lo conoce como «piromago». Existe también el concepto de «piromancia», que consiste en la adivinación según el color, chasquido o disposición de las llamas.", - "ICEPECK_LORE_2": "Los carámbanos se forman cuando el agua se congela mientras está goteando desde algún objeto. A menudo se ven en bosques y casas durante las épocas de frío, o bien durante todo el año si el clima del lugar lo permite.", - "CRYOSHEAR_NAME_PREFIX": "Crio", - "ICEPECK_DESCRIPTION": "un pájaro con un carámbano por pico", - "CRYOSHEAR_NAME": "Criortador", - "CRYOSHEAR_NAME_SUFFIX": "ortador", - "CRYOSHEAR_DESCRIPTION": "un ser encapuchado que blande espadas de hielo", - "CRYOSHEAR_LORE_2": "«Criosfera» es como se conoce a las partes de la superficie terrestre en las que casi toda el agua está congelada, como, por ejemplo, los círculos polares ártico y antártico.", - "CRYOSHEAR_LORE_1": "Casi siempre se ve a los criortador empuñando las dos espadas que utilizan para atacar, hechas únicamente de hielo. Su método habitual de ataque es usarlas juntas, como si fueran unas enormes tijeras.", - "SPOOKI-ONNA_NAME": "Uuhkionna", - "SPOOKI-ONNA_NAME_PREFIX": "Uuhki", - "SPOOKI-ONNA_NAME_SUFFIX": "onna", - "BOLTAM_NAME_PREFIX": "Ray", - "SPOOKI-ONNA_LORE_1": "Las leyendas dicen que los uuhkionna se aparecen a los insensatos que intentan alcanzar la cima del monte Wirral. Las historias de su avistamiento hablan de una figura femenina que invita a los escaladores a acercarse para envolverlos a continuación con un manto de niebla tan frío como letal.", - "SPOOKI-ONNA_LORE_2": "La yuki onna es un [i]yōkai[/i] (una especie de espíritu de la cultura popular japonesa). Las historias que hablan de ella son muy distintas, pero suele representarse como una mujer fantasmal a la que asocian con la nieve y las ventiscas y que, a menudo, trae sufrimiento y muerte a quienes se cruzan con ella.", - "BOLTAM_NAME": "Rayono", - "SPOOKI-ONNA_DESCRIPTION": "una mujer hecha de niebla que da miedo", - "BOLTAM_NAME_SUFFIX": "ono", - "BOLTAM_LORE_2": "El magnetismo es una fuerza que se genera al desplazar cargas eléctricas. Es posible magnetizar los objetos de metal haciendo pasar por ellos corrientes eléctricas, lo cual genera un campo magnético.", - "BOLTAM_LORE_1": "La cabeza metálica de los rayono tiene una capacidad tremenda para conducir la electricidad y absorbe de forma pasiva las corrientes eléctricas de la atmósfera. Los rayono pueden convertir esa energía en campos magnéticos que les permiten desplazarse fácilmente por tierra o aire.", - "BOLTAM_DESCRIPTION": "un ser con una bola metálica por cabeza", - "PLASMANTLER_NAME": "Plasmasta", - "PLASMANTLER_NAME_PREFIX": "Plasma", - "PLASMANTLER_NAME_SUFFIX": "asta", - "PLASMANTLER_LORE_2": "Aunque solo percibimos los objetos metálicos como magnéticos, lo cierto es que el magnetismo afecta a todo tipo de materia. La fuerza electromagnética es uno de los componentes principales del mundo físico tal y como lo conocemos.", - "SPARKTAN_NAME": "Chispartano", - "PLASMANTLER_DESCRIPTION": "un monstruo con cabeza metálica y astas", - "PLASMANTLER_LORE_1": "Los plasmasta son la fase adulta de los rayono, una vez estos han absorbido suficiente energía eléctrica como para provocar un notable crecimiento corporal. Los campos magnéticos de los plasmasta son tan potentes que incluso son capaces de atraer y repeler materia no metálica.", - "SPARKTAN_NAME_PREFIX": "Chisp", - "SPARKTAN_LORE_1": "Los chispartano son nubes de tormenta vivientes. Sus «brazos» están formados por energía eléctrica concentrada y pueden alargarlos a voluntad. Prefieren vivir en zonas de gran altitud para poder, así, acumular más materia de las nubes.", - "SPARKTAN_NAME_SUFFIX": "artano", - "SPARKTAN_LORE_2": "Las nubes se forman a partir de las partículas que quedan suspendidas en la atmósfera que rodea un planeta. Las de la Tierra están formadas por la humedad del agua y tienen distinta forma según la altura y la densidad de esa humedad.", - "ZEUSTRIKE_NAME": "Rayodezeus", - "SPARKTAN_DESCRIPTION": "una nube de tormenta viviente", - "ZEUSTRIKE_NAME_PREFIX": "Rayod", - "ZEUSTRIKE_NAME_SUFFIX": "ezeus", - "ZEUSTRIKE_LORE_2": "Las tormentas eléctricas se producen cuando la fricción entre hielo y agua que se produce dentro de los cumulonimbos desplaza suficientes electrones como para generar potencia eléctrica, que puede, a continuación, desplazarse en trayectoria descendente hasta llegar al suelo.", - "ZEUSTRIKE_LORE_1": "Es frecuente que dos rayodezeus se batan en duelo y, cuando ocurre, el choque de sus rayos entre las nubes es idéntico a una tormenta eléctrica común.", - "ZEUSTRIKE_DESCRIPTION": "una nube que lleva un yelmo", - "KITTELLY_NAME_PREFIX": "Gatit", - "KITTELLY_NAME": "Gatitele", - "KITTELLY_LORE_1": "La única forma que tienen los gatitele de comunicarse es a través de las interferencias que se producen en la televisión que tienen por «cara». Sus mensajes son difíciles de descifrar y, a menudo, eso impide que los gatitele puedan relacionarse con otros seres vivos.", - "KITTELLY_NAME_SUFFIX": "tele", - "KITTELLY_DESCRIPTION": "un gato con una tele estropeada por cabeza", - "KITTELLY_LORE_2": "Muchas culturas ven al gato negro como un mal augurio o un símbolo de mala suerte, pues suelen relacionarlo con la brujería y lo sobrenatural. Por supuesto, esa reputación no les hace justicia en absoluto.", - "CAT-5_NAME": "Gategoría 5", - "CAT-5_NAME_SUFFIX": "5", - "CAT-5_NAME_PREFIX": "Gatego", - "CAT-5_LORE_1": "Aunque su cara parezca un monitor de plasma, hay indicios de que los gategoría 5 son capaces de ver sin ningún problema. Puesto que no tienen boca, se nutren absorbiendo electricidad estática de la atmósfera mediante sus dos cables.", - "CAT-5_LORE_2": "Los [i]cat-sìth[/i], o gatos hada, son seres de la mitología celta. Se los describe como grandes gatos negros de los que se decía que eran capaces de robar las almas de los muertos antes de que pudieran pasar a la otra vida.", - "JELLYTON_NAME": "Gelatona", - "CAT-5_DESCRIPTION": "una bestia con una pantalla plana por cabeza", - "JELLYTON_NAME_PREFIX": "Gelat", - "JELLYTON_LORE_1": "Los gelatona se forman cuando un peonomuerto tiene la mala suerte de caer a las aguas de un pantano y no consigue salir. Con el tiempo, su cuerpo se acaba descomponiendo y vuelve a formarse como una masa de pringue suave y tóxico. Se dice que ese pringue funciona de maravilla como fertilizante.", - "JELLYTON_NAME_SUFFIX": "tona", - "JELLYTON_LORE_2": "Los «monstruos de pringue» suelen aparecer con frecuencia en la cultura popular moderna, especialmente en entornos de fantasía. Aunque no tienen un origen mitológico específico, suele representárselos como seres amorfos hechos de gelatina o icor, capaces de consumir cualquier materia con la que entren en contacto.", - "NEVERMORT_NAME": "Nuncamórvido", - "JELLYTON_DESCRIPTION": "un ser pringoso cuya cabeza parece una calavera", - "NEVERMORT_NAME_PREFIX": "Nuncam", - "NEVERMORT_NAME_SUFFIX": "órvido", - "NEVERMORT_LORE_1": "Es importante hacer notar que los nuncamórvido no tienen pico. Por lo visto, lo que llevan en la cara es en realidad una máscara de porcelana como las que llevaban los médicos especializados en tratar la peste negra. Es mejor no preguntarse cómo es el rostro que se esconde bajo esa máscara.", - "NEVERMORT_DESCRIPTION": "un cuervo encapuchado y enmascarado", - "NEVERMORT_LORE_2": "Los córvidos, y en especial los cuervos, tienen mucha relevancia en la cultura popular y el arte de muchos lugares. En la mitología griega, se representaba a los cuervos como protegidos de Apolo y se decía que traían mala suerte.", - "APOCROWLYPSE_NAME": "Corvocalipsis", - "APOCROWLYPSE_NAME_PREFIX": "Corvo", - "APOCROWLYPSE_NAME_SUFFIX": "calipsis", - "APOCROWLYPSE_LORE_2": "Fue en el siglo XVII cuando Charles de Lorme inventó el tan icónico atuendo que debían llevar los médicos que trataban la peste negra, con su máscara acabada en pico. Esa máscara se llenaba con especias y perfumes que, según se creía, evitaban el contagio a través del aire.", - "APOCROWLYPSE_LORE_1": "Además de la capucha y la máscara, los corvocalipsis llevan una correa adornada con el cráneo pulido de algún animal. Eso hace que su silueta sea la de una figura encapuchada montada en el esqueleto de una bestia.", - "MAGIKRAB_NAME": "Magikangrejo", - "MAGIKRAB_LORE_1": "Los magikangrejo fueron el primer monstruo que se trajo a Nueva Wirral en el pasado remoto. Ahora casi todos se han extinguido, y solo se conoce la existencia de un único magikangrejo en la isla, eterno y diligente operario de las estaciones.", - "MAGIKRAB_NAME_PREFIX": "Magik", - "MAGIKRAB_NAME_SUFFIX": "angrejo", - "APOCROWLYPSE_DESCRIPTION": "un horrible pájaro cuadrúpedo", - "CLOCKSLEY_NAME": "Relojsley", - "MAGIKRAB_LORE_2": "En el arte del ilusionismo, el sombrero de mago es un componente muy habitual y reconocible. Con él, el mago puede hacer aparecer un conejo, o quizás desaparecer un pañuelo.", - "MAGIKRAB_DESCRIPTION": "un cangrejo con sombrero de mago", - "CLOCKSLEY_NAME_PREFIX": "Relo", - "CLOCKSLEY_NAME_SUFFIX": "sley", - "CLOCKSLEY_LORE_2": "Aunque los mecanismos propios de los relojes han existido desde hace mucho tiempo, los juguetes de cuerda se hicieron muy comunes en Occidente en el siglo XIX. Para darles cuerda, se usaba a menudo una llave que se introducía por un agujero que tenían en la parte exterior.", - "CLOCKSLEY_LORE_1": "El largo brazo mecánico de los relojsley les da una ventaja única para el combate a distancia, ya que les permite utilizar armas sin acercarse demasiado. De esa forma, compensan su relativa lentitud.", - "ROBINDAM_NAME": "Robindam", - "ROBINDAM_LORE_1": "Los robindam son muy precisos con su arco y flechas de plástico, pues son capaces de acertar con la ventosa de una flecha incluso a 300 metros de distancia. Se precian de su excelente puntería, pero aún más de su sentido de la justicia.", - "ROBINDAM_NAME_PREFIX": "Robin", - "ROBINDAM_NAME_SUFFIX": "dam", - "CLOCKSLEY_DESCRIPTION": "un ser de juguete con un gran brazo mecánico", - "ROBINDAM_DESCRIPTION": "un gran robot con un arco y flechas", - "TWIRLIGIG_NAME": "Girelele", - "ROBINDAM_LORE_2": "Robin Hood, también conocido como «Robin de Locksley», es una figura de la cultura popular inglesa muy conocida en todo el mundo. Se lo suele representar como un bandido heroico que roba a los ricos para dárselo a los pobres.", - "TWIRLIGIG_NAME_PREFIX": "Gir", - "TWIRLIGIG_NAME_SUFFIX": "elele", - "TWIRLIGIG_LORE_2": "Históricamente, ha sido común utilizar muñecos de paja como espantapájaros o en el entrenamiento para el combate.", - "KIRIKURI_NAME": "Kirikuri", - "TWIRLIGIG_DESCRIPTION": "un pelele saltarín de madera", - "TWIRLIGIG_LORE_1": "Antaño, los girelele no eran más que muñecos rudimentarios para practicar la puntería, pero cobraron vida en algún momento y por medios que se desconocen. Puesto que no tienen miembros, se ven obligados a moverse y atacar girando sobre la estaca de madera que les cruza el cuerpo.", - "KIRIKURI_NAME_PREFIX": "Kiri", - "KIRIKURI_LORE_1": "Antaño simples muñecos para la práctica del combate, ahora los kirikuri han decidido tomar las armas. Para luchar usan un [i]bokken[/i], una [i]katana[/i] de madera que se usa para practicar las técnicas de esgrima.", - "KIRIKURI_NAME_SUFFIX": "kuri", - "KIRIKURI_DESCRIPTION": "un muñeco de madera armado con espada y escudo", - "KIRIKURI_LORE_2": "El [i]bokken[/i] es un tipo de espada de madera japonesa. Se usa para la práctica de las artes marciales y suele estar basado en las [i]katanas[/i], pero también los hay de distintos tamaños y formas para replicar otros tipos de espada.", - "BRUSHROOM_NAME": "Champincel", - "BRUSHROOM_NAME_PREFIX": "Champi", - "BRUSHROOM_NAME_SUFFIX": "incel", - "FUNGOGH_NAME": "Fungogh", - "BRUSHROOM_LORE_2": "La historia de la pintura es tan antigua como la de la misma humanidad y, por supuesto, también lo es la del pincel. Se ha descubierto que algunas pinturas rupestres de las civilizaciones prehistóricas se hicieron con herramientas hechas con caña y pelos.", - "BRUSHROOM_LORE_1": "Los champincel son artistas de gran talento que pintan con los pigmentos que les brotan de la cabeza. Se ha observado que son capaces de cambiar las propiedades físicas de los objetos a los que apliquen pintura. El cambio depende del color que usen.", - "HUNTORCH_NAME": "Cazantorcha", - "BRUSHROOM_DESCRIPTION": "una seta con un pincel y un pañuelo al cuello", - "FUNGOGH_NAME_PREFIX": "Fung", - "FUNGOGH_LORE_1": "Los fungogh han conseguido combinar el arte del combate con el de la caligrafía. Sus movimientos son rápidos y efectivos y se basan en golpes del pincel que usan como bastón, posturas de combate muy precisas y una gran disciplina.", - "FUNGOGH_NAME_SUFFIX": "gogh", - "FUNGOGH_LORE_2": "Los pinceles modernos suelen tener un mango de metal o madera y cerdas de pelo o nylon. Los pinceles de mayor calidad aún usan pelo de animales, como la marta o el cerdo.", - "BUSHEYE_LORE_2": "El «hombre verde» es una figura de la cultura popular que aparece en todo el mundo, normalmente representado como una cara hecha de hojas. El hombre verde simboliza la primavera y el renacimiento y suele aparecer tallado en las fachadas de algunos edificios.", - "BUSHEYE_LORE_1": "A los arbustojo se los suele encontrar casi exclusivamente camuflados entre los arbustos, lo cual les permite esconderse de sus depredadores y acechar a su vez posibles presas. Pueden quedarse ocultos e inmóviles durante horas, aunque, a veces, incluso se quedan dormidos y pierden la oportunidad de sorprender a su objetivo.", - "FUNGOGH_DESCRIPTION": "una seta con bigote", - "BUSHEYE_DESCRIPTION": "un arbusto con patas", - "HUNTORCH_NAME_PREFIX": "Caza", - "HUNTORCH_LORE_1": "A los cazantorcha se les da muy bien seguir rastros y son capaces de perseguir sin apenas dificultad a un objetivo que les lleve varios kilómetros de ventaja. Se sabe que algunas veces han acabado prendiéndose fuego accidentalmente por culpa de la antorcha que llevan.", - "HUNTORCH_NAME_SUFFIX": "torcha", - "HUNTORCH_LORE_2": "La Cacería Salvaje aparece de distintas maneras en la cultura popular europea, pero suele representarse como un grupo de cazadores sobrenaturales montados a caballo. La identidad concreta de los cazadores depende de cuándo y dónde tenga lugar la cacería.", - "HUNTORCH_DESCRIPTION": "un arbusto cornudo que lleva una antorcha", - "HEDGEHERNE_NAME_PREFIX": "Ver", - "HEDGEHERNE_LORE_1": "Los verdherne son maestros de la caza y persiguen sin descanso a cualquier objetivo que consideren digno. El cuerno que llevan arde constantemente, y se conocen casos en los que han prendido fuego a bosques enteros con tal de acorralar a su presa.", - "HEDGEHERNE_NAME_SUFFIX": "herne", - "HEDGEHERNE_NAME": "Verdherne", - "HEDGEHERNE_LORE_2": "Herne el Cazador es una figura de la cultura popular inglesa. Se lo describe como un jinete astado que acecha en el bosque de Windsor. También se lo asocia con la leyenda de la Cacería Salvaje.", - "BRAXSUIT_NAME": "Braxaje", - "HEDGEHERNE_DESCRIPTION": "un ser cubierto de hojas que lleva un cuerno llameante", - "BRAXSUIT_NAME_PREFIX": "Brax", - "BRAXSUIT_NAME_SUFFIX": "aje", - "BRAXSUIT_LORE_2": "En 1952, tres niños se toparon con un extraño ser aparentemente extraterrestre en el condado de Braxton (Virginia Occidental). Lo describieron como un ser verde cuya cabeza parecía el as de picas.", - "BRAXSUIT_LORE_1": "Los braxaje ponen mucha atención a su apariencia. Se dice que quedan muy contrariados si se les deshace o tuerce el nudo de la corbata.", - "FLAPWOODS_NAME": "Flapwoods", - "BRAXSUIT_DESCRIPTION": "un ser encorbatado de cara redonda que flota en el aire", - "FLAPWOODS_NAME_PREFIX": "Flap", - "FLAPWOODS_LORE_1": "El cuerpo de los flapwoods, similar a una capa holgada, les da la apariencia de trapos que flotan en el aire en plena ráfaga de viento. Casi todos están de acuerdo en que la mirada vacua de sus ojos amarillos pone los pelos de punta.", - "FLAPWOODS_NAME_SUFFIX": "woods", - "FLAPWOODS_LORE_2": "El avistamiento del «monstruo de Flatwoods» en 1952 no tardó en convertirse en leyenda urbana. Se lo representa de distintas maneras, pero la curiosa forma de su cabeza, sus brazos acabados en garra y su cuerpo ataviado de una capa amplia son muy reconocibles para los ufólogos y criptozoólogos.", - "FLAPWOODS_DESCRIPTION": "un extraterrestre volador de ojos redondos y brazos flotantes", - "BINVADER_NAME": "Cubinvasor", - "BINVADER_NAME_PREFIX": "Cub", - "BINVADER_NAME_SUFFIX": "invasor", - "BINVADER_LORE_2": "Los cubos para la eliminación de desperdicios existen desde hace miles de años. Ya había sistemas primitivos de recogida de basura en el Imperio romano. El diseño reconocible del cubo de metal se empezó a usar a gran escala en el siglo XIX. Se fabricaban uniendo tiras de metal a un cilindro mediante remaches y soldaduras.", - "BINVADER_LORE_1": "Los cubinvasor son, según parece, seres verdes con muchos tentáculos metidos en vehículos de combate muy parecidos a cubos de basura. Tienen dos «brazos» en la parte delantera, uno para lanzar rayos mortíferos y otro para dar empujones con muy mala uva.", - "BINVADER_DESCRIPTION": "un cubo de basura alienígena", - "BINTERLOPER_NAME": "Contenintruso", - "BINTERLOPER_NAME_PREFIX": "Conten", - "BINTERLOPER_NAME_SUFFIX": "intruso", - "BINTERLOPER_LORE_1": "Los contenintruso son guerreros de rango superior al de los cubinvasor y, por tanto, pilotan máquinas de combate más potentes. Se ha observado que, a veces, «dan órdenes» a los cubinvasor, lo que hace pensar en una especie de jerarquía militar en sus filas.", - "BINTERLOPER_LORE_2": "La adopción mayoritaria de los cubos y contenedores con ruedas en el siglo XX fue fruto del desarrollo del tratamiento de residuos en el ámbito municipal. Era necesario, ya que la cantidad de residuos que producían los hogares en las zonas urbanas aumentó de forma espectacular en ese periodo.", - "PAWNDEAD_NAME": "Peonomuerto", - "BINTERLOPER_DESCRIPTION": "un contenedor de plástico con un alienígena dentro", - "PAWNDEAD_NAME_PREFIX": "Peon", - "PAWNDEAD_LORE_1": "Los peonomuerto pasan mucho tiempo en estado latente, para lo que transmutan su cuerpo en granito duro y resistente. Esas «estatuas» de los peonomuerto pueden alarmar a los caminantes despistados, que se encuentran de repente en compañía de monstruos impasibles con calaveras por cara.", - "PAWNDEAD_NAME_SUFFIX": "omuerto", - "PAWNDEAD_LORE_2": "En el juego del ajedrez, el peón es la pieza más numerosa. Solo puede moverse una casilla cada vez y solo puede capturar las piezas situadas hacia delante y en diagonal respecto a su casilla. Pese a su escasa capacidad de movimiento, no conviene subestimarlos.", - "SKELEVANGELIST_NAME": "Alfisqueleto", - "PAWNDEAD_DESCRIPTION": "un esqueleto cabezón sin brazos", - "SKELEVANGELIST_NAME_PREFIX": "Alfi", - "SKELEVANGELIST_NAME_SUFFIX": "squeleto", - "SKELEVANGELIST_DESCRIPTION": "un esqueleto levitante con una túnica", - "SKELEVANGELIST_LORE_1": "Los alfisqueleto emiten constantemente una extraña salmodia en susurros. Se vuelve más audible cuando ejercen su capacidad para manipular piedras y rocas con la mente.", - "KINGRAVE_NAME_PREFIX": "Rey", - "SKELEVANGELIST_LORE_2": "En el juego del ajedrez, el alfil es una pieza que puede moverse en diagonal un número ilimitado de casillas. Cada jugador empieza la partida con dos alfiles.", - "KINGRAVE_NAME": "Reyliche", - "KINGRAVE_LORE_1": "El cuerpo de los reyliche está hecho de piedra densa y maleable, decorada con varios colores. Se mueve muy despacio y, al deslizarse, arrastra su capa de terciopelo.", - "KINGRAVE_NAME_SUFFIX": "liche", - "KINGRAVE_LORE_2": "El rey es la pieza del ajedrez de la que depende la victoria. Para ganar es necesario dejar al rey en «jaque mate», es decir: amenazado directamente (en «jaque») e incapaz de hacer ningún movimiento que no implique su captura inmediata. Solo puede moverse una casilla por turno.", - "QUEENYX_NAME": "Reinónice", - "KINGRAVE_DESCRIPTION": "una ficha enorme de rey de ajedrez", - "ALLSEER_NAME_SUFFIX": "ové", - "QUEENYX_NAME_PREFIX": "Rein", - "QUEENYX_NAME_SUFFIX": "ónice", - "QUEENYX_LORE_1": "Los reinónice son capaces de imbuir de energía elemental las esferas que portan y luego lanzárselas a sus enemigos haciendo gala de una gran puntería. Se mueven con rapidez, pese a carecer de piernas, y se deslizan por el suelo con tanta facilidad como si flotaran en el aire.", - "ALLSEER_NAME": "Todolové", - "QUEENYX_DESCRIPTION": "una ficha enorme de reina de ajedrez", - "QUEENYX_LORE_2": "La reina es la pieza más versátil del ajedrez. Puede moverse un número ilimitado de casillas en las ocho direcciones básicas. Capturar la reina del adversario es una parte fundamental de muchas estrategias del ajedrez.", - "ALLSEER_NAME_PREFIX": "Todol", - "ALLSEER_LORE_2": "Aunque los avistamientos de platillos volantes aumentaron en gran medida a principios y mediados del siglo XX, lo cierto es que existen registros de ellos desde hace al menos mil años. Actualmente suelen asociarse sobre todo a las historias de ciencia ficción.", - "ALLSEER_LORE_1": "Los todolové suelen dejarse ver casi siempre de noche y levitando varios metros por encima del suelo. Su nombre proviene de su inquietante costumbre de quedarse observando en silencio a los caminantes con un único «ojo» rojo que nunca parpadea.", - "TRIPHINX_NAME": "Trisfinge", - "ALLSEER_DESCRIPTION": "un platillo volante", - "TRIPHINX_NAME_PREFIX": "Tri", - "TRIPHINX_LORE_1": "El exterior metálico de los trisfinge es completamente impenetrable. Se especula que en realidad se trata de un ser orgánico que pilota una especie de exoesqueleto o medio de transporte.", - "TRIPHINX_NAME_SUFFIX": "sfinge", - "TRIPHINX_LORE_2": "En la novela [i]La guerra de los mundos[/i], de H.G. Wells, se representa a los invasores marcianos pilotando enormes vehículos de combate. Esos vehículos, llamados «trípodes», tienen tres patas largas para desplazarse y emiten letales rayos térmicos.", - "KHUFO_NAME_PREFIX": "Keo", - "TRIPHINX_DESCRIPTION": "una bestia metálica trípeda", - "KHUFO_NAME": "Keopni", - "KHUFO_NAME_SUFFIX": "opni", - "KHUFO_LORE_1": "Los keopni son una forma alternativa de los todolové, solo que los keopni han abandonado su platillo volante. Son agresivos, no tienen interés en negociar y atacan a sus víctimas con un bastón de combate forjado mediante misteriosas tecnologías de otro mundo.", - "KHUFO_LORE_2": "Los marcianos son los hipotéticos habitantes del planeta Marte y los alienígenas por antonomasia. En la novela [i]La guerra de los mundos[/i], H.G. Wells los representó como seres similares a un pulpo, con una enorme cabeza sostenida por varios miembros en forma de tentáculo.", - "GLAISTAIN_NAME": "Vitraistig", - "KHUFO_DESCRIPTION": "un alienígena con casco piramidal", - "GLAISTAIN_SUBTITLE": "Hada del vitral", - "GLAISTAIN_NAME_PREFIX": "Vitra", - "GLAISTAIN_NAME_SUFFIX": "istig", - "GLAISTAIN_LORE_2": "El glaistig es un ser de la mitología celta. Tiene varias representaciones, pero normalmente es un espíritu o hada que toma la forma de una mujer hermosa. Es nativo de las Tierras Altas de Escocia, y puede ayudar o perjudicar a sus vecinos dependiendo de la historia.", - "GLAISTAIN_LORE_1": "Vitraistig duerme entre las ruinas de una vieja iglesia. Su cuerpo parece hecho de mil trozos afilados de cristal de colores. Será todo un desafío para cualquier aventurero lo bastante intrépido como para despertarlo de su letargo.", - "GLAISTAIN_DESCRIPTION": "un hada hecha de cristal de colores", - "UNDYIN_NAME": "Ondinoviva", - "UNDYIN_NAME_PREFIX": "Ondin", - "UNDYIN_LORE_1": "Los ondinoviva son apariciones fantasmales que se alzan de entre las aguas someras de la Costa del Hierro Fundido para engañar a cualquier pobre desgraciado que se les acerque. La leyenda dice que surgieron del espíritu vengativo de una novia a la que asesinaron y echaron por la borda del barco de su amado.", - "UNDYIN_NAME_SUFFIX": "oviva", - "UNDYIN_LORE_2": "Jenny Greenteeth («Jenny Dientesverdes») es un personaje de la cultura popular inglesa. Se la describe como una bruja de pelo largo que moraba en ríos y lagos y ahogaba a los niños que se acercaban demasiado a sus aguas.", - "DIVEAL_NAME": "Focarinista", - "UNDYIN_DESCRIPTION": "una mujer fantasmal que da miedo", - "DIVEAL_NAME_PREFIX": "Foc", - "DIVEAL_NAME_SUFFIX": "arinista", - "DIVEAL_LORE_2": "Los trajes de buceo se inventaron en el siglo XVIII y, desde entonces, su evolución ha tenido muchas etapas. Su función principal era facilitar la recuperación de objetos de valor perdidos en los naufragios.", - "DIVEAL_LORE_1": "La escafandra que llevan los focarinista no solo les permite respirar bajo el agua, sino que además contiene una considerable cantidad de aire, lo cual los ayuda a flotar. Aunque tienen mucha movilidad en lagos y mares, son un poco más lentos en tierra.", - "SCUBALRUS_NAME": "Escaforsa", - "DIVEAL_DESCRIPTION": "una foca con una escafandra", - "SCUBALRUS_NAME_PREFIX": "Escaf", - "SCUBALRUS_NAME_SUFFIX": "orsa", - "SCUBALRUS_LORE_2": "El tipo de escafandra antigua más reconocible debe su origen al inventor Augustus Siebe. Su diseño revolucionario incluía también un traje de buceo completamente impermeable y una válvula en el casco que permitía extraer el aire sin que entrara el agua.", - "SCUBALRUS_LORE_1": "A la escafandra de los escaforsa le han salido unos firmes colmillos de latón que les permite defenderse de sus agresores. Al haber desarrollado también patas traseras, son mucho más hábiles (y peligrosos) en tierra que los focarinista, su forma inicial.", - "SCUBALRUS_DESCRIPTION": "una morsa con una escafandra", - "AVEREVOIR_NAME_SUFFIX": "evoir", - "AVEREVOIR_LORE_1": "El averevoir es un ser casi mítico del que apenas ha habido una docena de avistamientos en toda la historia de Nueva Wirral. La leyenda dice que la planta que lleva en el pico puede curar cualquier enfermedad y otorgar la vida eterna… Nadie ha sido capaz de obtenerla para demostrarlo, claro.", - "AVEREVOIR_SUBTITLE": "Pájaro imponente", - "AVEREVOIR_NAME_PREFIX": "Aver", - "AVEREVOIR_NAME": "Averevoir", - "AVEREVOIR_LORE_2": "El [i]liver bird[/i] es un ser de la mitología inglesa. Se lo representa como un pájaro (quizás un cormorán), casi siempre con una rama en el pico. Es el símbolo de Liverpool y tiene su origen en el primer escudo del pueblo.", - "MASCOTOY_NAME": "Mascuguete", - "AVEREVOIR_DESCRIPTION": "un pájaro enorme posado en un pedestal", - "MASCOTOY_NAME_PREFIX": "Masc", - "MASCOTOY_LORE_1": "Aunque se cree que alguna vez fueron disfraces de algún peculiar personaje, los mascuguete son ahora poco menos que cadáveres ambulantes. Se sabe que deambulan eternamente por las galerías del centro comercial La Caída dejando tras de sí como rastro jirones del poliéster del que están rellenos.", - "MASCOTOY_NAME_SUFFIX": "uguete", - "MASCOTORN_NAME": "Mascorrota", - "MASCOTOY_DESCRIPTION": "un disfraz de mascota con una gran garra", - "MASCOTOY_LORE_2": "Una mascota es (entre otras cosas) un personaje que se utiliza para representar a grupos, lugares o empresas. La palabra «mascota» viene del francés [i]mascotte[/i] y designa a una persona o cosa que se cree que trae buena suerte.", - "MASCOTORN_NAME_PREFIX": "Masco", - "MASCOTORN_NAME_SUFFIX": "rota", - "MASCOTORN_DESCRIPTION": "un disfraz de mascota gigante al que se le sale el relleno", - "MASCOTORN_LORE_2": "Los disfraces de peluche que suelen llevar las mascotas se pusieron de moda a mediados del siglo XX para que cualquier persona interpretara el papel de un personaje no humano. Se los suele ver en parques de atracciones, donde sus portadores interactúan con los visitantes como si fueran la mascota que representan.", - "MASCOTORN_LORE_1": "Los mascorrota son mascuguetes cuyo relleno de poliéster ha ido aumentando en masa hasta el punto de hacer que su cuerpo se acabe rasgando desde dentro. Siguen creciendo hasta que ya no son capaces de mantener su integridad estructural, y es entonces cuando acaban inevitablemente hechos pedazos.", - "THWACKALOPE_NAME": "Librerrendo", - "THWACKALOPE_NAME_PREFIX": "Libre", - "THWACKALOPE_NAME_SUFFIX": "errendo", - "THWACKALOPE_LORE_1": "Cuando los librerrendo llegan a la edad adulta y empiezan a ser capaces de defenderse, se fabrican un arma improvisada con lo que encuentran a su alrededor. Suelen preferir una vara de metal arrancada directamente del suelo con el trozo de tierra en el que estaba enterrada originalmente.", - "SANZATIME_NAME": "Temparena", - "THWACKALOPE_DESCRIPTION": "una liebre alada", - "THWACKALOPE_LORE_2": "El lebrílope ([i]jackalope[/i] en inglés) es un ser mítico de la cultura popular estadounidense. Es una liebre con astas como las de un antílope americano (o berrendo). Existe un ser mítico similar en la cultura popular alemana llamado [i]wolpertinger[/i], pero que, además, tiene alas de pájaro.", - "SANZATIME_NAME_PREFIX": "Tempa", - "SANZATIME_NAME_SUFFIX": "rena", - "SANZATIME_LORE_2": "Los relojes de arena son instrumentos que se usan para medir un periodo de tiempo predeterminado. Se componen de dos ampollas de cristal unidas y llenas de arena. Al darle la vuelta, la arena tardará exactamente el tiempo previsto en pasar de una ampolla a la otra.", - "SANZATIME_LORE_1": "Se cree que la parte principal de los temparena es el reloj de arena roto que tienen por «cabeza». Cualquier grano de arena que se separe de la masa principal se volverá completamente inerte. Por contra, los temparena pueden aumentar su masa si entran en contacto con arena.", - "FORTIWINX_NAME": "Adormir", - "SANZATIME_DESCRIPTION": "un reloj de arena roto que tiene una mano", - "FORTIWINX_NAME_PREFIX": "Ador", - "FORTIWINX_NAME_SUFFIX": "mir", - "FORTIWINX_LORE_1": "Cuando un temparena acumula suficiente arena de su entorno, puede recombinarse y dar origen a un cuerpo mucho más fuerte. Así, los adormir son figuras muy voluminosas, pero capaces de mover su pesado cuerpo de arena como si fuera aire. El puñetazo de un adormir tiene la misma fuerza que toda una tormenta de arena.", - "FORTIWINX_LORE_2": "El Arenero ([i]Sandman[/i] en inglés) es un ser de la mitología europea. Se lo suele representar como un duendecillo que tira arena en los ojos a los niños que están durmiendo, lo cual hace que sueñen.", - "FORTIWINX_DESCRIPTION": "un monstruo enmascarado hecho de arena", - "JUMPKIN_NAME": "Saltalabaza", - "JUMPKIN_NAME_PREFIX": "Salta", - "JUMPKIN_LORE_1": "Los saltalabaza se crean cuando se esparce la «gelatina» de un gelatona sobre una calabaza normal, lo cual hace que esta cobre vida. Son seres simpáticos y curiosos que dan la impresión de no dejar nunca de moverse.", - "JUMPKIN_NAME_SUFFIX": "labaza", - "JUMPKIN_LORE_2": "Las calabazas de Halloween son calabazas decorativas a las que se les ha tallado un dibujo, normalmente una cara. Durante la noche de Halloween, se suelen colocar en el exterior de la propia casa, iluminadas por una vela que se les pone dentro.", - "BEANSTALKER_NAME": "Cucurbitasesino", - "JUMPKIN_DESCRIPTION": "una calabaza saltarina", - "BEANSTALKER_NAME_PREFIX": "Cucurbita", - "BEANSTALKER_NAME_SUFFIX": "sesino", - "BEANSTALKER_LORE_2": "El «asesino del hacha» es una figura arquetípica de la cultura popular y es exactamente lo que sugiere su nombre: alguien que comete asesinatos con un hacha. Ha habido muchos asesinos del hacha famosos en la historia moderna.", - "BEANSTALKER_LORE_1": "Esto es lo que ocurre cuando un saltalabaza desarrolla una personalidad maligna. Con un cuerpo completo formado a partir de tallos más o menos leñosos, su actividad favorita es perseguir con un hacha a sus aterrorizadas víctimas.", - "BEANSTALKER_DESCRIPTION": "una calabaza terrorífica que lleva un hacha", - "DRACULEAF_NAME": "Draculoja", - "DRACULEAF_NAME_PREFIX": "Dracul", - "DRACULEAF_NAME_SUFFIX": "oja", - "DRACULEAF_LORE_2": "[i]Drácula[/i] es una novela gótica de terror escrita por Bram Stoker. Publicada en 1897, cuenta la historia del vampiro conocido como conde Drácula y de los que se cruzan con él. Es una de las novelas más conocidas en todo el mundo y se ha adaptado a todas las formas artísticas o audiovisuales.", - "DRACULEAF_LORE_1": "Los draculoja son saltalabaza que han desarrollado una personalidad cruel y calculadora. Se visten con una capa hecha de hojas muertas y fingen ser amigos de las víctimas de las que pretenden alimentarse. Cuando su presa baja la guardia, le absorben la esencia vital mediante sus raíces, capaces de perforar la carne.", - "SPIROUETTE_NAME": "Espirueta", - "DRACULEAF_DESCRIPTION": "una calabaza con colmillos y una gran capa", - "SPIROUETTE_NAME_PREFIX": "Espir", - "SPIROUETTE_NAME_SUFFIX": "ueta", - "SPIROUETTE_LORE_1": "Los espirueta son seres muy evolucionados con aspecto de moluscos. Todos sus órganos principales están en la «cabeza», protegida bajo el caparazón, mientras que su «cuerpo» consiste en un conjunto de extremidades. De movimientos rápidos y elegantes, suelen usar algas para ocultarse y protegerse de los elementos.", - "SPIROUETTE_LORE_2": "La disciplina de danza conocida como [i]ballet[/i] tiene sus raíces en la Italia del siglo XVI. La propia palabra [i]ballet[/i] proviene del término italiano [i]ballare[/i], que significa «bailar».", - "REGENSEA_NAME": "Reinadelosmares", - "SPIROUETTE_DESCRIPTION": "un ser marino bailarín con una caracola por cabeza.", - "REGENSEA_NAME_PREFIX": "Reinad", - "REGENSEA_NAME_SUFFIX": "elosmares", - "REGENSEA_DESCRIPTION": "un ser marino bailarín con una medusa en la cabeza", - "REGENSEA_LORE_1": "Una tremenda metamorfosis puede transformar los espirueta en reinadelosmares. Abandonan por completo el caparazón, y su cuerpo pasa a estar compuesto por un 95 % de agua. Son capaces de proyectar potentes olas de agua con sus movimientos de [i]ballet[/i]. De hecho, son más potentes cuanto mayor sea su talento para la danza.", - "REGENSEA_LORE_2": "La vida de una bailarina de [i]ballet[/i] profesional no es sencilla. Deben empezar a entrenarse desde muy niñas, y su carrera puede verse muy perjudicada o incluso terminar antes de tiempo por culpa de las posibles lesiones, causadas, a menudo, por forzarse demasiado.", - "PADPOLE_NAME": "Renanúfar", - "PADPOLE_NAME_PREFIX": "Rena", - "PADPOLE_LORE_1": "Los renanúfar son la etapa larvaria de los ninfeana. Viven bajo el agua hasta que alcanzan la madurez. Puesto que aún no han desarrollado extremidades, se las apañan para atacar con la lengua, que segrega una especie de mucosidad pegajosa capaz de entorpecer a cualquier posible atacante.", - "PADPOLE_NAME_SUFFIX": "núfar", - "PADPOLE_LORE_2": "El nixe es un ser de la cultura popular europea que vive en el agua. Su apariencia y comportamiento varían según el país, pero suele describírselos como espíritus o seres con forma de pez que engañan y matan a quienes osen acercarse a ellos.", - "LILIGATOR_NAME": "Nenufaimán", - "PADPOLE_DESCRIPTION": "un nenúfar viviente con cola", - "FRILLYPAD_NAME": "Ninfeana", - "FRILLYPAD_NAME_PREFIX": "Ninfe", - "FRILLYPAD_NAME_SUFFIX": "ana", - "FRILLYPAD_DESCRIPTION": "una especie de rana de ojos grandes", - "FRILLYPAD_LORE_2": "El kelpie es un espíritu acuático de la cultura popular escocesa. Es parecido al nixe, vive en ríos y lagos y tiene la capacidad de cambiar de forma. A veces se los representa con forma de mujer hermosa, pero también pueden transformarse en algo parecido a un caballo.", - "FRILLYPAD_LORE_1": "Se trata de la etapa adulta de los renanúfar. Las extremidades de los ninfeana les permiten cazar para alimentarse. Se los ve a menudo ocultos junto a la orilla de los estanques y lagos. Si se le acerca algo o alguien que el ninfeana considere comestible, intentará atraparlo con su larga lengua.", - "LILIGATOR_NAME_PREFIX": "Nenuf", - "LILIGATOR_NAME_SUFFIX": "aimán", - "LILIGATOR_LORE_1": "En el entorno natural, alrededor de uno de cada cien ninfeana se transformará en nenufaimán. Los nenufaimán hacen las veces de guardaespaldas de los ninfeana en sus aguas y se encargan de poner a raya a agresores peligrosos contra los que los ninfeana no tendrían nada que hacer.", - "LILIGATOR_LORE_2": "El grindylow es un ser mitológico de la cultura inglesa. Tiene muchos rasgos en común con el nixe y el kelpie. Se trata de seres con escamas y brazos largos que viven en los lagos, dispuestos a agarrar a los niños que pasen demasiado cerca y ahogarlos.", - "LILIGATOR_DESCRIPTION": "un nenúfar viviente que no tiene ojos", - "KHEPRI_NAME": "Jepri", - "KHEPRI_NAME_PREFIX": "Jep", - "KHEPRI_LORE_1": "Los jepri tienen un pequeño sol entre los cuernos, del cual obtienen la energía que necesitan para vivir. Son capaces de agitar ese sol cuando alguien los ataca con el objetivo de proyectar llamas solares hacia cualquiera a quien consideren una amenaza.", - "KHEPRI_NAME_SUFFIX": "pri", - "KHEPRI_DESCRIPTION": "un ser flotante con forma de escarabajo", - "KHEPRI_LORE_2": "En la mitología egipcia, Jepri es el dios del sol naciente. Se lo representa como un humano con un escarabajo por cabeza y simboliza el ciclo de la creación y el renacimiento.", - "ARKIDD_NAME": "Arkadex", - "ARKIDD_NAME_PREFIX": "Ark", - "ARKIDD_LORE_1": "A los arkadex se los vio por primera vez en Nueva Wirral tras la llegada del centro comercial La Caída. Se los ha visto corretear o saltar encima de la cabeza de otros monstruos, y en general suelen tener una actitud muy dinámica.", - "ARKIDD_NAME_SUFFIX": "adex", - "ARKIDD_LORE_2": "Las máquinas recreativas permiten jugar a un videojuego al introducir monedas en ellas. Aparecieron a principios de los 70 y, durante un tiempo, fueron la plataforma en la que disfrutar de los videojuegos gráficamente más avanzados del momento.", - "ARKIDD_DESCRIPTION": "un robot con un rayo por emblema", - "CLUCKABILLY_NAME": "Cocabilly", - "CLUCKABILLY_NAME_PREFIX": "Coc", - "CLUCKABILLY_NAME_SUFFIX": "abilly", - "CLUCKABILLY_LORE_1": "La principal característica de los cocabilly es su actitud antisocial. Hay tanta ira en sus cacareos que son capaces de crear pequeñas ondas de choque.", - "CLUCKABILLY_LORE_2": "Puesto que los humanos han criado pollos como actividad ganadera desde la prehistoria, los gallos han gozado de distintos grados de importancia o incluso reverencia en todas las culturas. En el horóscopo chino, son el décimo de sus doce animales.", - "KUNEKO_NAME": "Kuneko", - "CLUCKABILLY_DESCRIPTION": "un gran pollo punki", - "ROCKERTRICE_NAME": "Rockatriz", - "ROCKERTRICE_NAME_PREFIX": "Rock", - "ROCKERTRICE_NAME_SUFFIX": "atriz", - "ROCKERTRICE_LORE_2": "La cocatriz es un ser mitológico al que se describe como una especie de dragón con cabeza de gallo. Al igual que el también mitológico basilisco, se dice que tiene la capacidad de matar en el acto a alguien simplemente con la mirada.", - "ROCKERTRICE_DESCRIPTION": "un dragón gigante con pico y cresta", - "ROCKERTRICE_LORE_1": "Los rockatriz son conocidos por su penetrante mirada, de la cual se dice que es capaz de congelar a alguien en el acto si establece contacto visual. También se sabe que no les gusta nada que alguien establezca contacto visual, lo cual es una combinación bastante peligrosa.", - "KUNEKO_NAME_PREFIX": "Kun", - "KUNEKO_UNKNOWN_NAME": "Mujer gato misteriosa", - "KUNEKO_NAME_SUFFIX": "eko", - "KUNEKO_LORE_2": "La mujer gato es un personaje que suele estar relacionado con el arte y la animación japoneses actuales. Se las representa como chicas jóvenes y entrañables, con cuerpo humano y orejas de gato. Quizás su origen esté en el [i]bakaneko[/i], un espíritu gatuno que cambia de forma, propio de la mitología japonesa.", - "KUNEKO_LORE_1": "Hija de un ángel y un demonio, a Kuneko la abandonaron ante la puerta de la guarida de un clan de ninjas cuando aún era una criatura. Entrenada en las artes del ninjutsu y la amistad, Kuneko viaja ahora por todas partes en busca de los cuatro santuarios elementales del poder. ¿Hallará alguna vez su verdadero destino?", - "KUNEKO_SUBTITLE": "Mujer gato misteriosa", - "SHINING_KUNEKO_NAME": "Kuneko radiante", - "KUNEKO_DESCRIPTION": "una mujer gato de estilo [i]anime[/i]", - "SHINING_KUNEKO_NAME_PREFIX": "Kuneko", - "SHINING_KUNEKO_NAME_SUFFIX": "radiante", - "SHINING_KUNEKO_LORE_1": "Cuando Kuneko aúna en sí los cuatro elementos del mundo, desata su verdadero potencial. La energía cósmica que fluye en su interior le otorga un nivel de poder que desafía todos los límites.", - "SHINING_KUNEKO_SUBTITLE": "Creación sin límites", - "SHINING_KUNEKO_LORE_2": "La palabra [i]manga[/i] designa los tebeos y las artes gráficas que se producen en Japón. Muy leído tanto en su país de origen como en todo el mundo contemporáneo, el [i]manga[/i] hace gala de un gran abanico de géneros y de un público objetivo de lo más variopinto.", - "ANATHEMA_NAME": "Anatema", - "SHINING_KUNEKO_DESCRIPTION": "una mujer gato brillante de estilo [i]anime[/i]", - "ANATHEMA_NAME_SUFFIX": "ema", - "ANATHEMA_SUBTITLE": "Fusión maldita", - "ANATHEMA_NAME_PREFIX": "Anat", - "ANATHEMA_DESCRIPTION": "un monstruo tan repugnante como el de Frankenstein", - "ANATHEMA_LORE_2": "En la mitología griega, la quimera es un ser compuesto por partes de varios animales. El mito la describe como un león con cabeza de cabra y una serpiente por cola. En genética se habla de quimerismo cuando dos cigotos se combinan en uno solo, que conserva material genético de ambos.", - "ANATHEMA_LORE_1": "Los anatema son amalgamas, bestias horribles creadas con partes de varios monstruos injertadas quirúrgicamente. Alguien debe de haberlos creado a propósito, pero ¿quién?, ¿y con qué objetivo?", - "MISS_MIMIC_NAME": "Mimética", - "MISS_MIMIC_SUBTITLE": "Mujer fatal", - "MISS_MIMIC_NAME_PREFIX": "Mimet", - "MISS_MIMIC_NAME_SUFFIX": "mética", - "MISS_MIMIC_LORE_1": "Los mimética pueden replicar la apariencia de objetos de gran valor. Ahora, en Nueva Wirral, han decidido parecerse a los cofres de provisiones que los guardas dejan por la isla. De modo que un guarda distraído que espere encontrar suministros valiosos puede encontrarse en su lugar con las garras cortantes de un mimética.", - "MISS_MIMIC_LORE_2": "La naturaleza es rica en ejemplos de mimetismo evolutivo, o, dicho de otra manera, el proceso según el cual un organismo evoluciona para parecerse a otro organismo u objeto. Esto tiene varias ventajas, entre las que se encuentra la de mejorar la capacidad del organismo para ocultarse de sus depredadores.", - "MISS_MIMIC_DESCRIPTION": "un cofre que en lugar de objetos encierra una trampa", - "PONDWALKER_NAME": "Cruzaestanques", - "PONDWALKER_NAME_PREFIX": "Cruzaest", - "PONDWALKER_NAME_SUFFIX": "anques", - "PONDWALKER_LORE_2": "Se ha descubierto que las peceras existían ya en el Imperio romano, donde los ciudadanos acostumbraban a tener peces en grandes cuencos de cerámica decorada. Sin embargo, pese a que se suela afirmar lo contrario, no es sano para un pez vivir en un pequeño espacio de cristal.", - "PONDWALKER_LORE_1": "Los cruzaestanques son una muestra evidente de que los monstruos de Nueva Wirral tienen que haberse originado en otro sitio en lugar de ser seres nativos de la isla. El exoesqueleto robótico que les permite «andar» es un ingenio mecánico muy avanzado que protege a la perfección al pez que lo lleva.", - "PONDWALKER_DESCRIPTION": "un pececillo con un exoesqueleto mecánico", - "SHARKTANKER_NAME": "Tanquiburón", - "SHARKTANKER_NAME_PREFIX": "Tanqui", - "SHARKTANKER_NAME_SUFFIX": "burón", - "SHARKTANKER_LORE_1": "Cuando el pez que hay en un cruzaestanques crece y se convierte en un tiburón, su exoesqueleto se adapta a esa nueva forma. Sus garras de combate, hechas de acero, contienen también bombas de agua muy sofisticadas, que les permiten lanzar potentes chorros para atacar a distancia además de cuerpo a cuerpo.", - "SHARKTANKER_LORE_2": "Los tiburones son peces de gran tamaño cuya forma primitiva, según se ha demostrado, existe desde hace más de 420 millones de años. La cultura popular ha hecho que se considere a los tiburones, y, en especial, al gran tiburón blanco, como seres peligrosos para los humanos.", - "SHARKTANKER_DESCRIPTION": "un tiburón con un exoesqueleto mecánico", - "AA_LAMENTO_MORI_NAME": "Lamentato Mori", - "ROBIN_LORE_1": "Robin Goodfellow es un bromista surgido directamente de una comedia. Puede que, alguna vez, tuviera buen corazón; sin embargo, cuando descubrió la obra que lo creó, la naturaleza de su existencia le destrozó el espíritu y lo volvió cruel y resentido con la humanidad.", - "AA_LAMENTO_MORI_SUBTITLE": "El sueño de la Muerte", - "LAMENTO_MORI_LORE_1": "Lamentato Mori, un arcángel especialmente poderoso para su edad, ha convertido el andén de su estación en un laberinto de salas similares a un sepulcro, destinado a atrapar y atormentar a cualquier pobre desgraciado que ose adentrarse en él.", - "LAMENTO_MORI_LORE_2": "Lamentato Mori es el más joven de los arcángeles, la encarnación del miedo a la muerte que nació del miedo y la inquietud que produce a la humanidad la idea de morir.", - "AA_PUPPET_SUBTITLE": "El titiritero", - "AA_PUPPET_NAME": "Monigotox", - "PUPPET_LORE_1": "El cuerpo de Monigotox está hecho de una materia extraña y distorsionada. Es capaz de arrancarse trozos de esa materia para crear réplicas rudimentarias de aquellos a quienes se enfrenta. Esas efigies tienen una extraña conexión con los individuos a los que representan y les transmiten a estos cualquier daño que sufran.", - "AA_PUPPET_EFFIGY_NAME": "Efigie", - "AA_MONARCH_NAME": "Rey de Ninguna Parte", - "AA_MONARCH_SUBTITLE": "Rey de nada", - "PUPPET_LORE_2": "Siendo la encarnación de las marionetas, Monigotox tuvo por origen el deseo que tenían las sociedades humanas de crear versiones simuladas de sí mismas.", - "AA_MONARCH_MINION_NAME": "Siervo de Ninguna Parte", - "MONARCH_LORE_1": "El Rey de Ninguna Parte vive bajo el centro comercial La Caída y se alimenta del potencial desperdiciado que se genera cuando los humanos pasan la vida consumidos por material banal y sin interés.", - "MONARCH_LORE_2": "El Rey de Ninguna Parte es la encarnación del consumismo. Nació cuando la humanidad en bloque empezó a valorar al entretenimiento y el contenido audiovisual por encima de todo.", - "AA_ROBIN_SUBTITLE": "El sueño de una noche de San Juan", - "AA_ROBIN_NAME": "Robin Goodfellow", - "ROBIN_LORE_2": "El gusto de la humanidad para cultivar las artes escénicas y la tradición de contar historias crearon a Robin Goodfellow, la mismísima encarnación del teatro. Al contrario de lo que ocurre con otros arcángeles, la forma en que se manifiesta tiene un origen definido: la obra [i]El sueño de una noche de verano[/i], de William Shakespeare.", - "AA_MAMMON_NAME": "Mammón", - "AA_MAMMON_SUBTITLE": "Jefe de los terratenientes", - "MAMMON_LORE_1": "Al contrario que otros arcángeles, Mammón renunció a vivir en las laberínticas estaciones que hay bajo Nueva Wirral. Él comanda su propia legión de «terratenientes» desde una fortaleza de cemento hecha por él mismo. Sus terratenientes son receptáculos vacíos a los que ha dado cierta autonomía mediante su inmenso poder.", - "AA_CUBE_NAME": "Exoedro", - "AA_CUBE_SUBTITLE": "Sólido neoplatónico", - "MAMMON_LORE_2": "Mammón es la encarnación del capitalismo, y su origen fueron los innumerables mundos en los que la sociedad valora el beneficio monetario más que ninguna otra cosa, aunque los humanos hayan de sufrir por ello.", - "CUBE_LORE_1": "El cuerpo de Exoedro está «fijado cardinalmente», lo cual significa que su aspecto es exactamente el mismo independientemente del ángulo desde el que se mire. Esto no es extraño si se tiene en cuenta que la «forma física» de un arcángel no es sino la sombra tridimensional de un ser superior no sujeto a la ciencia euclidiana.", - "CUBE_LORE_2": "Exoedro, la encarnación de las matemáticas, es uno de los arcángeles más jóvenes. Nació cuando la humanidad llegó a una época caracterizada por un pensamiento matemático, científico y ambicioso.", - "ALICE_LORE_2": "La encarnación del ego, Alicia, nació del enorme manantial de pensamientos egoístas del que bebe la humanidad.", - "AA_ALICE_SUBTITLE": "Reina exiliada del País de las Maravillas", - "ALICE_LORE_1": "Alicia se ve a sí misma como la benevolente princesa de sus dominios. Le entusiasma la idea de tener invitados, pero solo porque ve a la gente como juguetes de los que puede deshacerse fácilmente cuando se aburra de ellos.", - "AA_ALICE_NAME": "Alicia", - "AA_TOWER_NAME": "Babelith", - "AA_TOWER_SUBTITLE": "La torre de la ignorancia", - "TOWER_LORE_1": "Babelith mora en una estación que hay en la cima del monte Wirral, desde donde grita retahílas incoherentes que prácticamente nadie oye.", - "TOWER_LORE_2": "La encarnación de la ignorancia, Babelith, nació de la increíble capacidad de la humanidad para rechazar la verdad por miedo, incomodidad o vanidad.", - "AA_FINALGANTE_SUBTITLE": "Invocación: Espíritu de la rebeldía", - "AA_MORGANTE_SUBTITLE": "Espíritu de la rebeldía", - "MORGANTE_LORE_2": "Morganta es la encarnación de la rebelión y uno de los seres más viejos de los llamados «arcángeles» que existen en el cosmos interconectado. La rebelión es la fuerza directamente opuesta a la conquista. Era, por tanto, inevitable que Álef y ella acabaran desarrollando una enemistad inmortal.", - "MORGANTE_LORE_1": "Morganta se unió antaño a Álef en sus aventuras por multitud de mundos y aparece en varios mitos y leyendas como una bruja o diosa de gran poder. Residía en la estación de Puente de la Noche, que contiene el único «portal» para abandonar Nueva Wirral. Ocultó esa estación en los versos de una canción.", - "AA_FINALGANTE_NAME": "Morganta Gestalt", - "FINALGANTE_LORE_1": "La voluntad de resistir ante un desafío imposible, unida a los restos del espíritu de Morganta, ha dado origen a Morganta Gestalt. Se trata de un egregor (lo que en Nueva Wirral se conoce como «arcángel»): una entidad creada por la voluntad común de cambiar la realidad. Toda la humanidad dispone de ese poder.", - "FINALGANTE_LORE_2": "«Gestalt» designa algo que es distinto (a menudo superior) a la suma de sus partes. La capacidad que tiene una persona individual de cambiar el mundo que lo rodea es limitada. Si todas se combinan, su poder potencial es ilimitado.", - "AA_SERPENT_NAME": "Luctifer", - "AA_SERPENT_SUBTITLE": "Dios Serpiente", - "AA_ALEPH_SUBTITLE": "El Rey Rojo de la Conquista", - "SERPENT_LORE_1": "El malvado Luctifer se alimenta de la devoción de otros, a veces hasta el punto de resultar letal para el devoto, si este es lo bastante apasionado. Susurra constantemente desde su estación subterránea con la esperanza de que sus fieles acaben por abrirse camino hasta él… y hasta la muerte.", - "SERPENT_LORE_2": "Luctifer es la encarnación de la devoción y surgió de la devoción de la humanidad por los muchos dioses e ídolos que ha ido creando y venerando.", - "AA_ALEPH_NAME": "Álef", - "ALEPH_LORE_2": "Álef, la encarnación de la conquista, nació de la naturaleza guerrera de la humanidad y sus deseos de sometimiento. Antaño comandó un grupo de arcángeles que incluía a Morganta, Amber, Mordreo y otros muchos, y lo llamó su «mesa redonda». De aquella alianza, hoy solo quedan en Nueva Wirral Morganta y él.", - "ALEPH_LORE_1": "Álef comandó antaño a un grupo de arcángeles por todo el cosmos interconectado. En aquella época, dirigió tremendas batallas y se convirtió en parte de muchas leyendas comunes que han perdurado hasta nuestros días. El portal de su cabeza le permite enviar donde desee a cualquier persona o cosa, excepto a sí mismo.", - "ALEPH_NULL_LORE_1": "Álef, de nuevo tan fuerte como lo fue en su mejor momento. Si se le permite vagar de nuevo por el cosmos interconectado como antaño, no hay duda de que eso causará una ingente cantidad de sufrimiento.", - "AA_ALEPH_NULL_NAME": "Álef 0", - "AA_ALEPH_NULL_SUBTITLE": "Encarnación de la guerra eterna", - "ALEPH_NULL_LORE_2": "Las leyendas que se escribieron tras el breve periodo de Álef como rey de los britanos en el siglo VI afirman que algún día volverá para reclamar su trono. Aunque esta vez haya sido derrotado, si los humanos siguen encontrando formas de matarse unos a otros, acabará por conseguirlo.", - "AA_HELIA_NAME": "Helia", - "HELIA_LORE_1": "Como encarnación del poder de la fusión, Helia supervisa todos los tipos de fusión que se producen en el cosmos. En su mundo natal, se manifestó por primera vez en un laboratorio en el que unos científicos humanos investigaban la fusión nuclear.", - "AA_HELIA_SUBTITLE": "Proceso de la fusión", - "HELIA_LORE_2": "Al parecer, la memoria de Helia abarca periodos muy anteriores al momento de su manisfestación, llegando incluso al primer caso de fusión nuclear que se produjo en el cosmos. Así, se podría decir que es el arcángel más viejo de Nueva Wirral y está al tanto de las maquinaciones de Álef desde hace miles de años.", - "LENNA_LORE_2": "El mundo de Lenna existe en forma de videojuego, almacenado en un cartucho que se lanzó al espacio. Quiso la casualidad que un rayo cósmico causara un fallo en el juego y diera a sus habitantes consciencia de sí mismos, aun cuando no sean conscientes de su origen electrónico.", - "AA_AMBER_LORE_1": "Amber es un arcángel enigmático pero hospitalario que ofrece un lugar seguro a los viajeros del cosmos. Tiene la capacidad de desplazarse a voluntad entre distintos mundos y toma la forma de un club social de alto copete lleno de huéspedes.", - "AA_MERLINE_SUBTITLE": "Quien mora en las profundidades", - "AA_MERLINE_LORE_1": "El sistema de trenes subterráneos de Nueva Wirral es, en realidad, la Merlínea, un «arcángel» ancestral e ignoto que toma la forma de un laberinto infinito lleno de túneles y trenes.", - "AA_MERLINE_NAME": "La Merlínea", - "AA_MERLINE_LORE_2": "El poder de la Merlínea para separar espacio y tiempo hizo que en su inmensa persona se acumulara una gran cantidad de residuos, los cuales acabaron por formar la isla de Nueva Wirral. Desde entonces, la Merlínea ha usado su poder para poblarla de humanos y monstruos. Por lo visto cree que tiene un buen motivo para ello.", - "AA_AMBER_NAME": "La Posada Ambarina", - "AA_AMBER_SUBTITLE": "Posadera interdimensional", - "AA_AMBER_LORE_2": "Amber fue antaño miembro del grupo de Álef y, de hecho, era el medio que usaban para viajar por el cosmos interconectado. Dejó a sus camaradas en Nueva Wirral cuando surgieron diferencias entre ellos y, con el tiempo, ha acabado por lamentar haber participado en las muchas conquistas de Álef.", - "LENNA_NAME": "Lenna", - "LENNA_UNKNOWN_NAME": "Figura embozada", - "LENNA_SUBTITLE": "La heroína de otra historia", - "LENNA_LORE_1": "Lenna no era sino una simple maestra de escuela, cuya principal responsabilidad era enseñar al «héroe» de su mundo cómo luchar contra los malvados arcángeles. Cuando el héroe murió inesperadamente, Lenna tomó las armas para encargarse en persona.", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Vela ritual", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Un objeto curioso que descubrió le guarda de élite Bas en una incursión reciente. Dice:\\n\\n«Quema esta vela y sacrifica (recicla) una cinta grabada para influir en la próxima fusión que te encuentres. Cabrá la posibilidad de que contenga una cinta pirata que concuerde con el tipo o la especie de la cinta que sacrifiques».", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Quema esta vela y sacrifica (recicla) una cinta grabada para influir en la próxima fusión que te encuentres. Cabrá la posibilidad de que contenga una cinta pirata que concuerde con el tipo o la especie de la cinta que sacrifiques.", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Quemar", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Ya hay un rito activo.", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "La vela se ha consumido. Ahora sacrifica (recicla) una cinta que hayas grabado para influir en la próxima fusión que te encuentres.", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "El rito está completo. Cabrá la posibilidad de que la próxima fusión que te encuentres contenga una cinta pirata que concuerde de alguna manera con tu cinta.", - "ITEM_CAPTAIN_BADGE_NAME": "Insignia de guarda de élite", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "Insignia n.º 14", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifica a su portador como guarda de élite. Es la insignia número 14.", - "ITEM_FUSION_RADAR_NAME": "Radar de fusiones", - "ITEM_FUSION_RADAR_DESCRIPTION": "Coloca iconos en tu mapa que indican los lugares en los que se puede encontrar fusiones salvajes.", - "RANGER_RANK_0": "Aprendiz de guarda", - "RANGER_RANK_1": "Guarda centinela", - "RANGER_RANK_2": "Guarda de élite", - "ITEM_RANGER_ID_AUX_NAME": "Código: {ranger_id}", - "ITEM_RANGER_ID_NAME": "Tarjeta de {ranger_rank.to_lower}", - "ITEM_RANGER_ID_DESCRIPTION": "¡Ya eres oficialmente {ranger_rank.to_lower}! Esta tarjeta da cuenta de tus avances en la jerarquía de los guardas. También tiene la ventaja de permitir identificar tu cuerpo si te pasa algo.", - "ITEM_GARDENING_KIT_NAME": "Herramientas de jardinería", - "ITEM_GARDENING_KIT_DESCRIPTION": "Un juego de herramientas básicas, semillas y brotes que te permitirá dejar preciosas las jardineras del pueblo.", - "ITEM_JELLY_NAME": "Gelatina de gelatona", - "ITEM_KEY_WATERLOOP_NAME": "Llave de Cascada Interminable", - "ITEM_JELLY_DESCRIPTION": "Es pringosa y pegajosa y se le cayó a un gelatona durante el combate. Más te vale no comértela, pero a lo mejor puede serte de utilidad…", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "Abre una cerradura en la estación de Cascada Interminable.", - "ITEM_KEY_COMMUNE_NAME": "Llave de Valdellanto", - "ITEM_KEY_COMMUNE_DESCRIPTION": "Abre una cerradura en Valdellanto.", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "Llave del conejo blanco", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "¡Curiorífico y rarífico!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Abre las ventanas que hay en las azoteas de las oficinas de los terratenientes.", - "ITEM_KEY_LANDKEEPER_NAME": "Llave de los tragaluces de los terratenientes", - "ITEM_MACHINEPART_NAME": "Pieza de la máquina", - "ITEM_MACHINEPART_DESCRIPTION": "Una pieza que le falta a una vieja máquina de billetes.", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Billete de tren", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Un viejo billete de tren que lleva impreso «Tumbavieja» en tinta medio borrada.", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Un viejo billete de tren que lleva impreso «Camino de la Seta Brillante» en tinta medio borrada.", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Billete de tren", - "ITEM_VALVE_NAME": "Manija de la válvula", - "ITEM_VALVE_DESCRIPTION": "Una manija oxidada. Está bastante fría.", - "ITEM_DELIVERY_PARCEL_NAME": "Paquete", - "ITEM_KEYSTONE_NAME": "Piedra de azur", - "ITEM_KEYSTONE_DESCRIPTION": "Una gema azul de forma muy peculiar que produce un ruido como el de las interferencias de radio.", - "ITEM_DELIVERY_COMMUNE_NAME": "Ayuda humanitaria", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Un paquete que hay que entregar. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_NECKLACE_NAME": "Colgante perdido", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Un paquete que hay que entregar en Valdellanto. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_NECKLACE_DESCRIPTION": "Alguien lo ha perdido, y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_RING_NAME": "Anillo perdido", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Es una moneda de oro muy extraña, acuñada en el año 0x7B3 por «el estado de Nevad0».", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Moneda", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Pista de Tumbavieja n.º 1", - "ITEM_LOST_WALLET_DESCRIPTION": "Alguien lo ha perdido, y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_RING_DESCRIPTION": "Alguien lo ha perdido, y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_WALLET_NAME": "Billetero perdido", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Un trozo de papel con instrucciones para orientarse escritas con sangre. Parte de ellas han sido arrancadas. Las instrucciones dicen: «Arriba, arriba, abajo, abajo…».\\n\\nHay risas garabateadas por todo el papel…", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Pista de Tumbavieja n.º 2", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Un trozo de papel con instrucciones para orientarse escritas con sangre. Parte de ellas han sido arrancadas. Las instrucciones dicen: «… izquierda, derecha, izquierda, derecha».\\n\\nEn este trozo también hay risas por doquier.", - "SERVICE_CARRY_MORE_REWINDS_NAME": "Bolsa para rebobinadores", - "ITEM_MEREDITH_ENVELOPE_NAME": "Sobre para Meredith", - "SERVICE_LUCKY_DIP_NAME": "Bolsa de la suerte", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "Es un sobre de Ianthe para Meredith. ¡Tiene que ver con el disco que está buscando!", - "ITEM_GYM_PASS_DESCRIPTION": "Da acceso ilimitado a las instalaciones del gimnasio que hay en el ayuntamiento para que puedas personalizar tus atributos base.", - "ITEM_GYM_PASS_NAME": "Pase del gimnasio", - "SERVICE_LUCKY_DIP_DESCRIPTION": "Una bolsa que contiene unos cuantos objetos útiles aleatorios. Tienes garantizada una pegatina poco frecuente o inusual. ¡Prueba suerte!", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "Una cinta de un monstruo muy inusual que reservamos a los guardas que sabemos que son capaces de sacarle partido.", - "SERVICE_MONSTER_TAPE_NAME": "Cinta de {species_name.to_lower}", - "EXCHANGE_REQUIRE_CAPTAINS": "Guardas de élite con los que tienes que entrenar para desbloquearlo: {amount}.", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Bolsa para restauradores", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de rebobinadores que puedes llevar a la vez.", - "SERVICE_CARRY_MORE_CURES_NAME": "Bolsa de primeros auxilios", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de restauradores que puedes llevar a la vez.", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de curas de cada clase que puedes llevar a la vez.", - "SERVICE_CARRY_MORE_COFFEE_NAME": "Mininevera", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, que no van a explotar de forma accidental.", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de cafés enlatados que puedes llevar a la vez.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Compartimento para bombas", - "SERVICE_CARRY_MORE_REODORANT_NAME": "Bolsa antiolores", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, que no van a explotar de forma accidental.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, que no van a explotar de forma accidental.", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de reodorantes que puedes llevar a la vez. Está hecha con un material especial con el que el mal olor no podrá salir hasta que lo necesites.", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Fiambrera hermética", - "SERVICE_GYM_POINTS_NAME": "Punto adicional para el gimnasio", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Aumenta en 1 el número de platos de pasta fusión que puedes llevar a la vez.", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "Carné del gremio de vendedores", - "SERVICE_GYM_POINTS_DESCRIPTION": "Proporciona un punto adicional que puede usarse en el gimnasio del ayuntamiento.", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Los guardas destinarán más recursos a los vendedores de pegatinas que hay en el mercado, en el centro de Villapuerto. Eso les permitirá tener más pegatinas ({0}) disponibles.", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Más existencias de pegatinas", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Los vendedores de Villapuerto te ofrecerán mejores precios. Podrán reducirse hasta un {0} %.", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Más existencias de café", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Los guardas destinarán más recursos a la doctora Pensby. Eso le permitirá tener más tipos de curas ({0}) disponibles.", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "Más existencias de curas", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Los guardas proporcionarán más ingredientes a Clémence, la dueña del Café Gramófono. Eso le permitirá tener más clases de café ({0}) disponibles.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Si tienes una en el bolsillo, tu habilidad Bola de Tallos Calabaceros tendrá la capacidad de crear un muro de planta al principio del combate.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Semilla de saltalabaza", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Si tienes uno en el bolsillo, tu habilidad Acometida de Baladino tendrá la capacidad de causar daño a tus enemigos al principio del combate.", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Pelo de rayono", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Si tienes un mechón de pelo de rayono en el bolsillo, tu habilidad Electromagnetismo te permitirá empezar los combates con 1 PA adicional.", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Micrófono mejorado", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Este micrófono mejorado para tu walkman incrementará en un {0} % la probabilidad de tener éxito al grabar.", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "Modificación de la barra de fusión", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % más deprisa.", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Modificación química", - "SERVICE_FUSION_METER_CRITICAL_NAME": "Modificación crítica", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando consigas un impacto con ventaja de tipo.", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando ganes un combate.", - "SERVICE_FUSION_METER_VICTORY_NAME": "Modificación victoriosa", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando consigas un golpe crítico.", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "Oye rumores ({total}) de los habitantes de Villapuerto.", - "SERVICE_FUSION_METER_RECORDING_NAME": "Modificación grabadora", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para desviar la potencia sobrante de la barra de fusión al micrófono. Si la barra de fusión está llena, la probabilidad de tener éxito al grabar mejorará en un {0} %.", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Borrado de caras ocultas", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Rayo de la Muerte", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "Devolución", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentación", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "Juicio final", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "Apalancamiento", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Crisis del mercado", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Llamada de margen", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Congelación de activos", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Venta a pérdidas", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Demasiado grande para quebrar", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Polvo de hadas", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Horda de hadas", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Pesadilla", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Falsa iluminación", - "MOVE_AA_ALICE_EAT_ME_NAME": "Cómeme", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Verdadera iluminación", - "MOVE_AA_ALICE_DRINK_ME_NAME": "Bébeme", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Salto aplastante", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "La muerte de los 1000 cortes", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "La muerte de los 10 000 cortes", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "¡A las armas!", - "MOVE_AA_MONARCH_TENTACLE_NAME": "Agarre resbaladizo", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodía íntima", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Sorpresa explosiva", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Melodía de Kayleigh", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motiva a quien lo usa para seguir adelante aun tras la derrota.", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "Convicción de {player}", - "MOVE_AA_MORGANTE_PLAYER_NAME": "Convicción irrefrenable", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "Ingenio desbordante", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Ingenio de Meredith", - "MOVE_AA_FINALGANTE_FELIX_NAME": "Creatividad de Felix", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "Valor de Eugene", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Aumenta el ataque cuerpo a cuerpo y el ataque a distancia de quien lo usa.", - "MOVE_AA_MORGANTE_EUGENE_NAME": "Valor desmedido", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Aumenta la defensa cuerpo a cuerpo y la defensa a distancia de quien lo usa.", - "MOVE_AA_FINALGANTE_DOG_NAME": "Energía de Perry", - "MOVE_AA_MORGANTE_FELIX_NAME": "Visión creativa", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "Arrojo de Viola", - "MOVE_AA_MORGANTE_VIOLA_NAME": "Arrojo sin igual", - "MOVE_AA_MORGANTE_DOG_NAME": "Energía ilimitada", - "QUEST_CAPTAINS_DESCRIPTION1.m": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", - "QUEST_CAPTAINS_DESCRIPTION3.n": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Mejora la generación de PA de quien lo usa.", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Poder de la Verdad", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Pitido de ayuda", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zeta, que está en las Colinas Otoñales, te ha pedido que derrotes a 5 baladino para que los alrededores queden más silenciosos. La zona en la que más fácil será encontrarlos son las Colinas Otoñales.", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "¡Balas malas!", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Parece que el androide que hay en el Bosque Oriental está estropeado. A lo mejor, si encuentras una moneda adecuada, puedes devolverlo a la vida.", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Funciona con monedas", - "QUEST_MEREDITH_TITLE": "No necesito nada más", - "QUEST_MEREDITH_DESCRIPTION_1": "Pregunta a los habitantes de Villapuerto si han visto el disco favorito de Meredith.", - "QUEST_MEREDITH_DESCRIPTION_2": "Busca a la guarda Ianthe, la jefa de los guardas, y pregúntale por el disco favorito de Meredith.", - "QUEST_MEREDITH_DESCRIPTION_3": "Dale a Meredith el sobre que te ha dado Ianthe.", - "QUEST_MEREDITH_DESCRIPTION_4": "Ve con Meredith al centro comercial La Caída.", - "QUEST_CAPTAINS_PROGRESS": "Has entrenado con {num} de los {max} guardas de élite.", - "QUEST_CAPTAINS_DESCRIPTION2.n": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya has entrenado con todos los guardas de élite.", - "QUEST_CAPTAINS_DESCRIPTION1.f": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", - "QUEST_CAPTAINS_DESCRIPTION1.n": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", - "QUEST_CAPTAINS_DESCRIPTION2.m": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya has entrenado con todos los guardas de élite.", - "QUEST_CAPTAINS_DESCRIPTION2.f": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya has entrenado con todos los guardas de élite.", - "QUEST_CAPTAINS_DESCRIPTION3.m": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", - "QUEST_CAPTAINS_DESCRIPTION3.f": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", - "QUEST_CAPTAINS_DESCRIPTION4": "Enfréntate de nuevo a todos los guardas de élite.", - "QUEST_KAYLEIGH_TITLE": "Corrí sin mirar atrás", - "QUEST_COLLECT_RUMORS_TITLE": "Corre el rumor", - "QUEST_COLLECT_RUMORS_PROGRESS": "Has oído {obtained} de los {total} rumores.", - "QUEST_KAYLEIGH_DESCRIPTION1": "Lleva a Kayleigh a Valdellanto.", - "QUEST_KAYLEIGH_DESCRIPTION2": "Investiga la situación en Valdellanto.", - "QUEST_FELIX_DESCRIPTION_0": "Ve a ver a Felix en su casa, al oeste de Villapuerto.", - "QUEST_FELIX_TITLE": "¿Es que no me quieres?", - "QUEST_FELIX_DESCRIPTION_2": "Busca junto a Felix los cuatro altares elementales para dar con Kuneko.", - "QUEST_FELIX_DESCRIPTION_1": "Lucha junto a Felix contra un guerrero que porta una espada de madera en el Prado de los Cerezos.", - "QUEST_VIOLA_DESCRIPTION_1": "Busca a Sebastián, el hermano de Viola.", - "QUEST_FELIX_2_PROGRESS": "Has encontrado {num} de los {count} altares elementales.", - "QUEST_FELIX_DESCRIPTION_3": "Ayuda a Felix a arreglar las cosas con Kuneko.", - "QUEST_VIOLA_TITLE": "Todo el mundo va en busca de algo", - "QUEST_VIOLA_DESCRIPTION_2": "Habla con Viola.", - "QUEST_VIOLA_DESCRIPTION_3": "Viaja con Viola a la Costa del Hierro Fundido.", - "QUEST_VIOLA_DESCRIPTION_4": "Explora los restos del naufragio junto a Viola.", - "QUEST_DOG_TITLE": "Ven aquí. Siéntate.", - "QUEST_DOG_DESCRIPTION": "Averigua qué se le ha perdido a Perry en el monte Wirral.", - "QUEST_SUNNY_TITLE": "¿Qué se siente?", - "QUEST_HOYLAKE_TITLE": "De caza", - "QUEST_SUNNY_DESCRIPTION": "Ve a la sastrería de Villapuerto para ayudar a dar a Sol un nuevo estilo.", - "QUEST_HOYLAKE_DESCRIPTION_1": "Graba {monster_description}, visto habitualmente {habitat_phrase}, y enséñaselo a Hoylake.", - "QUEST_HOYLAKE_DESCRIPTION_2": "Has grabado un {monster_name.to_lower}: {monster_description}, visto habitualmente {habitat_phrase}. Ve a enseñárselo a Hoylake.", - "QUEST_HELIA_TITLE": "Aquí llega el sol", - "QUEST_HELIA_DESCRIPTION_1": "Investiga la nueva estación que ha surgido bajo la Cantera de Dino, en el yermo.", - "CLUE_EAST": "La senda hacia la zona deseada te lleva al este, nunca su contraria.", - "QUEST_HELIA_DESCRIPTION_2": "Hazle unas cuantas preguntas a la Merlínea.", - "QUEST_HELIA_DESCRIPTION_3": "Ve a informar a Ianthe.", - "CLUE_SOUTH": "Después, al sur te habrás de encaminar; mira bien el lugar en donde estés.", - "CLUE_BIOME_ARID": "Un sitio en ruinas, triste y singular, y hierba muerta que araña los pies.", - "CLUE_WEST": "La senda hacia la zona deseada lleva al oeste, nunca su contraria.", - "CLUE_BIOME_PLAINS": "Caminos, tierra y árboles sin par, y hierba fresca que besa los pies.", - "CLUE_NORTH": "Después, al norte te has de encaminar; mira bien el lugar en donde estés.", - "CLUE_BIOME_BEACH": "Arenas de oro y espuma de mar, donde las olas te besan los pies.", - "CLUE_BIOME_AUTUMN": "Hojas rojizas prontas a volar y a crepitar al paso de tus pies.", - "CLUE_BIOME_LAKE": "Un lago de forma particular, y arena húmeda bajo los pies.", - "CLUE_BIOME_WOODS": "Árboles de altura espectacular y hierba oscura que aplastan tus pies.", - "CLUE_BIOME_BLOSSOM": "Flores, cerezos, paisaje estelar, y hierba pálida bajo tus pies.", - "CLUE_BIOME_MOUNTAIN": "Un lugar alto, con vistas sin par, y nieve que cruje bajo tus pies.", - "CLUE_BIOME_MARSH": "Un sitio que produce malestar, y lodo que te aprisiona los pies.", - "CLUE_ACTION_ROCK": "Ve allí con una piedra y tu osadía, y ante tus pies la habrás de colocar.", - "CLUE_ACTION_CRATE": "Ve allí con una caja y tu osadía, y ante tus pies la habrás de colocar.", - "CLUE_ACTION_DASH.m": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", - "CLUE_ACTION_DASH.f": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", - "CLUE_ACTION_MAGNETISM": "Será, pues, la electricidad la vía, y el camino se habrá de revelar.", - "CLUE_ACTION_DASH.n": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", - "CLUE_ACTION_JUMP_3": "Salta tres veces, pues, con alegría, y el camino se habrá de revelar.", - "CLUE_ACTION_FACE_4_DIRECTIONS": "Has de hacer una cosa todavía: en las cuatro direcciones mirar.", - "CLUE_ACTION_NIGHT": "Medio minuto inmóvil, armonía. De noche, el camino has de vislumbrar.", - "CLUE_ACTION_MAP_3.m": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", - "CLUE_ACTION_MAP_3.f": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", - "CLUE_ACTION_MAP_3.n": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", - "CLUE_ACTION_ITEM_3": "Elige entonces con sabiduría: a tres objetos has de renunciar.", - "CLUE_OVERWORLD_-6_-3": "Edificio que al cielo desafía. Junto a él, un tronco, he ahí el lugar.", - "CLUE_OVERWORLD_2_-1": "Aquella puerta que te recibía, allí has de ir, pues ese es el lugar.", - "CLUE_OVERWORLD_-4_-1": "El estanque que en el fosal había. Tumbas y piedras, he ahí el lugar.", - "CLUE_OVERWORLD_-2_-4": "Tienda de campaña y arena fría. Detrás de ella, ese es el lugar.", - "CLUE_OVERWORLD_-3_-3": "Un árbol muerto que hay sin compañía. Entre sus ramas, he ahí el lugar.", - "CLUE_OVERWORLD_-3_-7": "El río que por la zona fluía. Su nacimiento, he ahí el lugar.", - "CLUE_OVERWORLD_0_-6": "Encima del altar de piedra fría, allí has de ir, pues ese es el lugar.", - "CLUE_OVERWORLD_3_-7": "Un templo del comercio que existía. En su azotea, he ahí el lugar.", - "CLUE_OVERWORLD_1_-6": "Tres luces se hacen buena compañía. Ve entre las tres, pues he ahí el lugar.", - "CLUE_OVERWORLD_2_-4": "La casa solitaria de vigía. Ponte a su sombra, he ahí el lugar.", - "CLUE_OVERWORLD_7_-2": "Aquella casa que en la zona había, ve hasta sus ruinas, he ahí el lugar.", - "CLUE_OVERWORLD_5_-6": "En el tocón de un árbol que existía, entre paredes, he ahí el lugar.", - "CLUE_OVERWORLD_7_-4": "En el altar en donde el fuego ardía, allí has de ir, pues ese es el lugar.", - "CLUE_OVERWORLD_8_-6": "En el tocón de un árbol que existía, en pleno bosque, he ahí el lugar.", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Petición de Hoylake", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Se busca a estos monstruos", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Habla con Hoylake en el ayuntamiento. Tiene unas cuantas tareas para ti.", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "La población de {key.to_lower} {habitat_phrase} anda descontrolada. Derrota a {count} en combate para hacer que se calmen y evitar que acaben haciéndose daño unos a otros.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Derrota a {count} fusiones salvajes para que viajar por Nueva Wirral siga siendo seguro.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Se busca a estas fusiones", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Entrega de un paquete", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Entrega el paquete adjunto a nuestro centinela {location_0_phrase}.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "¡Genial! ¡Por fin ha llegado mi paquete!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "¡Genial! ¡Por fin ha llegado mi paquete!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Entrega de suministros", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Uno de nuestros centinelas {location_0_phrase} ha hecho una solicitud urgente de suministros. Consíguelo todo y entrégaselo cuanto antes. Esto es lo que necesita: {required_item} ({required_item_amount}).", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "¡Genial! ¡Por fin ha llegado mi paquete!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "¿Puedo quedarme con lo que tienes tú ahí?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "¿Habéis recibido mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "¿Habéis recibido mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Anda, ¡veo que lo tienes ahí mismo! ¿Me lo das?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "¿Habéis recibido mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Anda, ¡veo que lo tienes ahí mismo! ¿Me lo das?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "¿Puedo quedarme con lo que tienes tú ahí?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "¿Puedo quedarme con lo que tienes tú ahí?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Anda, ¡veo que lo tienes ahí mismo! ¿Me lo das?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "¡Estupendo! ¡Estoy deseando darle uso!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "¡Estupendo! ¡Estoy deseando darle uso!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "¡Estupendo! ¡Estoy deseando darle uso!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Una persona del pueblo ha perdido un {lost_item} {location_1_phrase}. Tiene un gran valor sentimental, de modo que hay que hacer lo posible por encontrarlo y devolvérselo {location_0_phrase}.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Objetos perdidos", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anillo", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "colgante", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Me harías un favor tremendo si me ayudaras a encontrar el {lost_item} que he perdido {location_1_phrase}.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "billetero", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Me harías un favor tremendo si me ayudaras a encontrar el {lost_item} que he perdido {location_1_phrase}.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Me harías un favor tremendo si me ayudaras a encontrar el {lost_item} que he perdido {location_1_phrase}.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "He perdido un {lost_item} muy importante para mí {location_1_phrase}. ¿Me ayudas a buscarlo?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "¡Muchas gracias! ¡Lo he buscado por todas partes!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "He perdido un {lost_item} muy importante para mí {location_1_phrase}. ¿Me ayudas a buscarlo?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "He perdido un {lost_item} muy importante para mí {location_1_phrase}. ¿Me ayudas a buscarlo?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "¡Muchas gracias! ¡Lo he buscado por todas partes!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "¡Lo has encontrado! ¡Muchísimas gracias!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "¡Muchas gracias! ¡Lo he buscado por todas partes!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Entrega especial", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "¡Lo has encontrado! ¡Muchísimas gracias!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "¡Lo has encontrado! ¡Muchísimas gracias!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Como parte de nuestro programa de ayuda a los Hijos del Llanto, hemos preparado un paquete especial con suministros médicos. Por favor, entrega el paquete adjunto al vigilante de la puerta en Valdellanto.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Ve a ver a Hoylake en el ayuntamiento para enseñársela.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "¿Ese es el paquete de Ianthe?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "¡Aquí está!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Petición de Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake ha pedido que alguien le enseñe cómo es la fusión de {species1_description} y {species2_description}. Fusiona un {species1_name.to_lower} y un {species2_name.to_lower} en combate para añadirla a tu bestiario; después, vuelve al ayuntamiento y enséñasela a Hoylake.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "¡Estupendo, colega! ¡Jacqueline se va a alegrar un montón!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "¿Sabías que tu bestiario registra los datos de todas las fusiones que hagas, [wave amp=30 freq=30]además[/wave] de todas las que te encuentres?", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "¡Impresionante! Te lo agradezco mucho, {player}.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "¡Saludos, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Haz la fusión en combate para registrarla en tu bestiario.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Vamos a echar un vistazo a los datos que me has traído sobre el {fusion_name.to_lower}.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Sube una cinta de {species_name.to_lower} a cinco estrellas.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Petición de Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "A Hoylake le gustaría ver una grabación de {species_name.to_lower} de cinco estrellas. Sube una cinta de {species_name.to_lower} a cinco estrellas y, luego, vuelve al ayuntamiento y enséñasela a Hoylake.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Encuéntrate con el doctor Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "¿Sabías que tu bestiario registra información adicional sobre las especies de monstruo cuya cinta hayas subido a cinco estrellas?", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Ve a ver a Hoylake en el ayuntamiento para enseñarle tu cinta.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "¡Saludos, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interesante. [pause]Muy interesante. [pause]Me pregunto qué podrá significar esto…", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Vamos a echar un vistazo a los datos que ha registrado sobre la cinta de {species_name.to_lower} que me has traído.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Pon en tu equipo una cinta de {species_name.to_lower}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "El ayudante de Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake ha solicitado un entrenamiento bastante específico para su ayudante, el doctor Kirby. Lleva una cinta de {species_name.to_lower} y encuéntrate con Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "El profesor Hoylake me ha hablado mucho de ti. Me ha contado cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Hola, {player}. Es un placer conocerte. Soy el doctor Kirby, zoólogo de la Universidad de Cambridge.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "El profesor Hoylake me ha hablado mucho de ti. Me ha contado cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "¡Eso me dijo! ¡Es toda una inspiración!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "El profesor Hoylake me ha hablado mucho de ti. Me ha contado cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "¿Sabías que, en su mundo natal, cuando ganó el premio Nobel por descubrir la última especie que faltaba por descubrir, lo coronaron como el «rey de la ciencia mundial»?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "En fin, vamos a ponernos manos a la obra, ¿no?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake dice que, para ser mejor científico, tengo que experimentar lo que es ser {species_description}. Esperaba que pudieras echarme una mano con eso.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "¿Tienes lista tu cinta de {species_name.to_lower}?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Buf… [pause]¿Siempre es así de brutal el trabajo de investigación en Nueva Wirral?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Aquí la tengo.", - "BATTLE_JOINED.f": "¡Un {0.to_lower} se ha unido al combate!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Todavía no.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Vale, ¡pues enséñame cómo se usa!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake tiene que ser muy fuerte para haber pasado por todo esto y no tener ya ninguna necesidad de transformarse.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusión inestable", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Gracias, {player}. He aprendido un montón sobre los {species_name.to_lower}.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Ha aparecido una fusión inestable {location_0_phrase}. ¡Hay que destruirla antes de que se reproduzca sin control!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Uno de nuestros nuevos aprendices te ha desafiado para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Entrenamiento de aprendices", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que han enviado para entrenarme, ¿verdad? ¡Adelante, empléate a fondo!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que han enviado para entrenarme, ¿verdad? ¡Adelante, empléate a fondo!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Uno de nuestros nuevos aprendices te ha desafiado para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Uno de nuestros nuevos aprendices te ha desafiado para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "Puede que aún me esté formando, ¡pero no quiero que me des ninguna ventaja, guarda de élite!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que han enviado para entrenarme, ¿verdad? ¡Adelante, empléate a fondo!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "Puede que aún me esté formando, ¡pero no quiero que me des ninguna ventaja, guarda de élite!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "Puede que aún me esté formando, ¡pero no quiero que me des ninguna ventaja, guarda de élite!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga pinta de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga pinta de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Madre mía, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga pinta de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Madre mía, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Gracias, guarda de élite, he aprendido un montón. [pause]He aprendido que no estoy preparado para ser guarda.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Gracias, guarda de élite, he aprendido un montón. [pause]He aprendido que no estoy preparado para ser guarda.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Gracias, guarda de élite, he aprendido un montón. [pause]He aprendido que no estoy preparado para ser guarda.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Madre mía, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "El caso es que, en realidad, yo siempre he preferido hacer el amor y no la guerra…", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "El caso es que, en realidad, yo siempre he preferido hacer el amor y no la guerra…", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "El caso es que, en realidad, yo siempre he preferido hacer el amor y no la guerra…", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Robo de suministros", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Últimamente, han estado desapareciendo suministros de los guardas. Uno de nuestros centinelas afirma haber visto al ladrón en acción y lo ha seguido hasta una zona situada {location_0_phrase}. Enfréntate a él y averigua qué ha pasado con nuestros suministros.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "El ladrón ha vuelto. Esta vez lo hemos seguido hasta una zona situada {location_0_phrase}. Enfréntate a él y averigua qué ha pasado con nuestros suministros.", - "RUMOR_NAME": "Rumor", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "«Frankie lleva aquí pocos días, pero está más que decidida a unirse a los guardas. Tiene un no sé qué que me recuerda a ti, {player}, así que te agradecería que la ayudaras a dar los primeros pasos. Le hará falta una cinta. Lleva una a la que no te importe renunciar (permanentemente) y búscala en las afueras. Besos, Cybil».", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Entrenamiento de aprendices: Vin", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Tu viejo «amigo» Vin, el exladrón, se ha apuntado para unirse a los guardas. Es más, te ha desafiado para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Entrenamiento de aprendices: Frankie", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Tu viejo «amigo» Vin, el exladrón, se ha apuntado para unirse a los guardas. Es más, te ha desafiado para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Tu viejo «amigo» Vin, el exladrón, se ha apuntado para unirse a los guardas. Es más, te ha desafiado para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "«¡Saludos, mentora! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie».", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "«¡Saludos, mentore! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie».", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "«¡Saludos, mentor! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie».", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie te ha desafiado para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blando con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie te ha desafiado para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blanda con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Un par de viejos amigos tuyos te están esperando {location_0_phrase}.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Combate amistoso", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie te ha desafiado para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blande con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", - "RUMOR_DUNGEON_PARK_TITLE": "El suelo tiembla", - "RUMOR_DUNGEON_PARK": "He oído el rumor de que a veces el suelo que hay bajo el parque de Nueva Wirral tiembla, como si estuviera pasando un enorme vehículo subterráneo. ¿Qué crees tú que habrá ahí abajo?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Risas", - "RUMOR_DUNGEON_GRAVEYARD": "Un amigo me ha dicho que oyó salir una risa maligna de una de las tumbas que hay en el cementerio, cerca del arroyo. Qué raro, ¿no?", - "RUMOR_DUNGEON_MEADOW_TITLE": "Un antifolilla minúsculo", - "RUMOR_DUNGEON_MEADOW2": "¿Cómo crees que se habrá hecho así de pequeño? Ahí está pasando algo raro…", - "RUMOR_DUNGEON_MEADOW1": "Seguro que no me vas a creer, pero vi un antifolilla pequeñajo en el claro que hay en el centro del Prado de los Cerezos. No es que fuera una cría, ¡es que era tan pequeño que me habría cabido en la mano!", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "La cumbre", - "RUMOR_DUNGEON_LAKE_TITLE": "Letreros móviles", - "RUMOR_DUNGEON_LAKE1": "Un guarda amigo mío me dijo que había visto «letreros móviles» en el lago.", - "RUMOR_DUNGEON_LAKE2": "Hay quien dice que, si te colocas sobre los botones en el orden correcto y sigues todos los letreros, te llevarán a un tesoro.", - "RUMOR_DUNGEON_MOUNTAIN": "El monte Wirral es muy alto, ¿eh? He oído que hay una especie de faro extraño en la cima. ¿Tú qué crees que puede ser eso?", - "RUMOR_DUNGEON_LAKE3": "Por lo visto, otros dicen que solo te conducen a un bucle interminable.", - "RUMOR_CAPTAIN_WALLACE": "He oído que el guarda de élite Mort Ero está ahora mismo en el parque.", - "RUMOR_CAPTAIN_WALLACE_TITLE": "El guarda de élite Mort Ero", - "RUMOR_CAPTAIN_CLEEO_TITLE": "La mujer de metal", - "RUMOR_CAPTAIN_DREADFUL": "He oído que la guarda de élite Agnes Pectro suele andar por el pueblo en ruinas que hay al este de aquí.", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "La guarda de élite Agnes Pectro", - "RUMOR_CAPTAIN_CLEEO": "Me han dicho que hay una mujer de metal en el Bosque Oriental. ¿Tú la has visto?", - "RUMOR_CAPTAIN_LODESTEIN.m": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "El guarda de élite Ray O'Farrell", - "RUMOR_CAPTAIN_LODESTEIN.n": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", - "RUMOR_CAPTAIN_LODESTEIN.f": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", - "RUMOR_CAPTAIN_BUFFY": "La guarda de élite Mazas es mi favorita. ¿Sabías que suele entrenarse en el Prado de los Cerezos?", - "RUMOR_CAPTAIN_BUFFY_TITLE": "La guarda de élite Mazas", - "RUMOR_CAPTAIN_CYBIL_TITLE": "La guarda de élite Cybil", - "RUMOR_CAPTAIN_CYBIL": "¡Mi programa de radio favorito es Cybil FM! Lo presenta la guarda de élite Cybil en persona, ¡y desde el pantano, nada menos!", - "RUMOR_CAPTAIN_SKIP_TITLE": "Le guarda de élite Bas", - "RUMOR_CAPTAIN_SKIP": "Hay que ver cómo es le guarda de élite Bas. ¡Se las sabe todas! Suele estar junto a la desembocadura del río que hay al oeste de Villapuerto.", - "RUMOR_CAPTAIN_JUDAS_TITLE": "El guarda de élite Judas", - "RUMOR_CAPTAIN_JUDAS1": "He oído que el guarda de élite Judas, el famoso experto en supervivencia, está acampado en una isla que hay al sudeste.", - "RUMOR_CAPTAIN_JUDAS2": "Ya sé que seguramente me despreciaría por depender tanto de las comodidades modernas… Pero, eso sí, ¡está como un queso!", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "La guarda de élite Gladiola", - "RUMOR_CAPTAIN_GLADIOLA": "Me han dicho que el camino que suele hacer la guarda de élite Gladiola cuando va de patrulla atraviesa el cementerio que hay al oeste de Villapuerto. ¿Dónde crees tu que irá?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "La guarda de élite Olga", - "RUMOR_CAPTAIN_HEATHER": "Tengo un amigo que se dedica a buscar restos de naufragios en la Costa del Hierro Fundido y me dijo que vio a la guarda de élite Olga en una isla que está muy al oeste.", - "RUMOR_CAPTAIN_ZEDD": "Lo último que supe del guarda de élite Zeta es que tenía previsto ir a ver qué se cuece en Valdellanto, hacia el este. Seguro que se quedó dormido por el camino.", - "RUMOR_CAPTAIN_ZEDD_TITLE": "El guarda de élite Zeta", - "RUMOR_CAPTAIN_CODEY1": "¿Conoces al guarda de élite Codi? Ese que siempre se está quejando porque no tiene «internet», sea lo que sea eso. Pues ahora mismo está en el monte Wirral.", - "RUMOR_CAPTAIN_CODEY_TITLE": "El guarda de élite Codi", - "RUMOR_CAPTAIN_CODEY2": "A lo mejor yo también debería subir a la montaña, a ver si consigo enterarme de por qué son tan interesantes los internetes esos.", - "RUMOR_IANTHE_BATTLE_TITLE.m": "Nueva incorporación a los guardas de élite", - "RUMOR_IANTHE_BATTLE_TITLE.f": "Nueva incorporación a los guardas de élite", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "¡Acabo de ver un cofre tragarse entero a un hombre como si nada {location_0_phrase}! ¡¿Te lo puedes creer?!", - "RUMOR_IANTHE_BATTLE_TITLE.n": "Nueva incorporación a los guardas de élite", - "RUMOR_IANTHE_BATTLE": "¿Has oído los rumores que dicen que Ianthe, la jefa de los guardas, tiene un nuevo candidato a ser guarda de élite?", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir avistado", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "La inundación", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "Me han dicho que, no hace mucho, se ha visto un pájaro gigante, un averevoir, {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "La inundación", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "¡Ha habido una inundación al norte del parque! Espero que nadie salga herido.", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "¡Hay una inundación en las afueras! Los guardas están tardando bastante en reaccionar. Deben de estar ocupados hoy…", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Se ha visto un vitraistig", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "¿Has visto esos cofres rojos que suelen dejar los guardas con provisiones? Pues te juro que acabo de ver uno que estaba hablando entre dientes consigo mismo. Ha sido {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Los susurros del cofre", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Me han dicho que se ha visto una especie de ángel de cristal {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Se ha visto un mimética", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Se ha visto a Kuneko", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Actividad de los guardas", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Se está cociendo algo {location_0_phrase}. Todos los guardas hablan de ello…", - "RUMOR_PASSIVE_QUEST_KUNEKO": "No te lo vas a creer, pero acabo de ver una mujer gato con alas {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Guardas heridos", - "RUMOR_PASSIVE_QUEST_SWARM": "Está pasando algo gordo {location_0_phrase}. Están volviendo muchos guardas heridos de allí.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Vendedor descamisado", - "RUMOR_UNOBTAINED_SPECIES": "¿Has visto alguna vez {species_description}? ¡Se llaman {species_name.to_lower}! He oído que se pueden encontrar {habitat_phrase}.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Hoy ha venido de visita a la isla un vendedor sin camisa muy raro. Si quieres aprovechar sus ofertas, más te vale darte prisa. Está {location_0_phrase}.", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "He visto a Eugene merodeando cerca de un edificio raro que hay a las afueras del pueblo. ¿Qué estará haciendo ahí?", - "RUMOR_OFFICE1_TITLE": "Eugene", - "RUMOR_OFFICE2_TITLE": "Los terratenientes", - "RUMOR_OFFICE2": "Tengo un amigo en Valdellanto, donde las Colinas Otoñales, que dice que ha visto un montón de terratenientes reunidos en una especie de oficina.", - "RUMOR_OFFICE3_1": "Estaba el otro día pescando con mi barca al norte de las Colinas Otoñales, y no te vas a creer lo que vislumbré entre la niebla…", - "RUMOR_OFFICE3_TITLE": "Los terratenientes", - "RUMOR_OFFICE3_2": "¡Una oficina! Una oficina vieja y anodina encima de una roca que sobresale hacia el mar.", - "RUMOR_OFFICE3_3": "Los monstruos que había a su alrededor me pusieron los pelos de punta.", - "RUMOR_OFFICE4_1": "La última vez que estuve en el Bosque Oriental, me agarraron cinco terratenientes, me llevaron a rastras a su guarida y me quitaron las ganas de vivir.", - "RUMOR_OFFICE4_TITLE": "Los terratenientes", - "RUMOR_OFFICE5_TITLE": "Los terratenientes", - "RUMOR_OFFICE4_2": "No, en serio, me estuvieron dando una charla sobre la multipropiedad. ¡Menudo tostón!", - "RUMOR_OFFICE5_1": "Hace un rato he estado hablando con Dip Atata. Ya sabes, la que lleva la granja que hay cerca del arroyo.", - "RUMOR_POSTGAME_MORGANTE": "Anoche no pude pegar ojo. ¿Oíste tú también esa canción perturbadora que salía de la estación de Villapuerto?", - "RUMOR_OFFICE5_2": "Cree que unos cuantos terratenientes han fijado su guarida cerca de su granja.", - "RUMOR_OFFICE5_3": "Es preocupante, ¿no crees? Esa granja produce casi toda la comida de Villapuerto. Si cayera en manos de los terratenientes…", - "RUMOR_ALTAR1_TITLE": "El altar", - "RUMOR_ALTAR1": "Me he encontrado un altar muy raro. Está en el Prado de los Cerezos. ¿Para qué crees que será?", - "RUMOR_ALTAR2": "Me encontré una cosa curiosa cuando estaba nadando en el lago. Era una especie de altar que había en una isla, entre dos columnas.", - "RUMOR_ALTAR2_TITLE": "El altar", - "RUMOR_ALTAR3": "Mi hermana es de los Hijos del Llanto y dice que vio una mujer gato ninja medio ángel y medio demonio cerca de su pueblo. Pero a lo mejor solo fue una alucinación por comer pan enmohecido.", - "RUMOR_ALTAR4_TITLE": "El altar", - "RUMOR_ALTAR3_TITLE": "El altar", - "RUMOR_ALTAR4": "¿Has oído hablar del altar misterioso que hay en el Bosque Oriental? Se dice que hay un demonio que lleva a cabo ritos malignos allí en mitad de la noche. También hay quien dice que es un ángel; y otros, que es una mujer gato.", - "RUMOR_POSTGAME_MORGANTE_TITLE": "Canción perturbadora", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", - "RUMOR_PARTNER_KAYLEIGH": "Oí decir a unos cuantos guardas que Kayleigh sabe más de lo que aparenta sobre los sectarios encapuchados esos. A lo mejor deberías preguntarle, ¿no crees?", - "RUMOR_PARTNER_MEREDITH1_1": "¿Conoces a Meredith? Se encarga de arreglar los objetos electrónicos del pueblo.", - "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH1_2": "Si no está en su taller en el muelle, debe de estar en el parque.", - "RUMOR_PARTNER_MEREDITH1_3": "Ve a verla si necesitas ayuda con algún aparato electrónico.", - "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH2_1.f": "Soy Meredith. Disfruta de tu eterna estancia atrapada en esta roca con todos nosotros hasta el fin de tus días.", - "RUMOR_PARTNER_MEREDITH2_2": "El caso es que solo necesitaba una bocanada de aire fresco. Pásate por mi taller del pueblo cuando quieras. Es el edificio amarillo del muelle.", - "RUMOR_PARTNER_MEREDITH2_1.m": "Soy Meredith. Disfruta de tu eterna estancia atrapado en esta roca con todos nosotros hasta el fin de tus días.", - "RUMOR_PARTNER_MEREDITH2_1.n": "Soy Meredith. Disfruta de tu eterna estancia atrapade en esta roca con todos nosotros hasta el fin de tus días.", - "RUMOR_PARTNER_FELIX_TITLE": "Apartamento destrozado", - "RUMOR_PARTNER_FELIX2": "¿Tú crees que le hará falta un poco de ayuda?", - "RUMOR_PARTNER_FELIX1": "Vi a un tío dando vueltas cerca de un apartamento destrozado en el camino Lagonorte, al noroeste del parque.", - "RUMOR_PARTNER_VIOLA_TITLE": "La superheroína", - "RUMOR_HOYLAKE1": "El profesor Hoylake dice que está buscando un nuevo ayudante para sus investigaciones.", - "RUMOR_PARTNER_DOG1": "Oye, ¿sabes de alguien que haya perdido un perro?", - "RUMOR_PARTNER_DOG_TITLE": "El perro perdido", - "RUMOR_PARTNER_VIOLA": "Me atacaron por sorpresa unos monstruos pringosos en el pantano, pero ¡apareció de la nada una superheroína y me salvó! ¡De verdad que no me lo he inventado!", - "RUMOR_PARTNER_DOG2": "He visto uno correteando por ahí con un walkman. ¡Y era un perro normal, no un pomebomba! Estaba en la falda del monte Wirral, cerca del lago.", - "RUMOR_PARTNER_DOG3": "Pobrecillo, espero que no le haya pasado nada.", - "RUMOR_HOYLAKE_TITLE": "Se busca ayudante", - "RUMOR_HOYLAKE2": "Normalmente, suele estar en el ayuntamiento. Nunca entenderé cómo consigue investigar los monstruos cuando no parece que se acerque nunca a ellos.", - "RUMOR_AVEREVOIR_TITLE": "Un pájaro colosal", - "RUMOR_AVEREVOIR2": "Creo que vive en esa gran cueva que hay a mitad de camino según se sube la montaña.", - "RUMOR_AVEREVOIR1": "¡He visto un pájaro colosal cerca del monte Wirral!", - "RUMOR_GLAISTAIN_TITLE": "Ruinas", - "RUMOR_ABILITY_SWIM_TITLE": "Natación", - "RUMOR_GLAISTAIN": "Se dice que no hace mucho han aparecido unas ruinas muy antiguas en el Prado de los Cerezos. Suena bastante raro, ¿no?", - "RUMOR_FARM_BRIDGE_TITLE": "El puente de la granja", - "RUMOR_ABILITY_CLIMB_TITLE": "Escalar paredes", - "RUMOR_ABILITY_SWIM": "Me han dicho que hay un monstruo que lleva un traje de submarinista y que te da la habilidad de nadar en aguas de todo tipo si consigues grabarlo.", - "RUMOR_ABILITY_CLIMB2": "«Sería mucho más fácil desplazarme si pudiera trepar por las superficies verticales como hacen los tallos de calabaza». ¡A que sí!", - "RUMOR_FARM_BRIDGE": "He oído que los Atata, los dueños de la granja que hay al oeste, están teniendo problemas con el puente…", - "RUMOR_ABILITY_CLIMB1": "¡A que adivino lo que estás pensando!", - "RUMOR_ABILITY_CLIMB3": "¡Yo también me he pasado años pensando en eso!", - "RUMOR_ABILITY_DASH_TITLE": "Una acometida flamígera", - "RUMOR_ABILITY_CLIMB4": "Pero la única forma de averiguar si eso es siquiera posible es grabar una calabaza.", - "RUMOR_ABILITY_MAGNETISM_TITLE": "Poderes magnéticos extraños", - "RUMOR_ABILITY_DASH": "Por lo visto hay un monstruo que acomete como si fuera un cohete. ¡Seguro que tú también podrías hacerlo si grabaras uno de esos!", - "RUMOR_INTERMISSION_TITLE": "El hombre triángulo.", - "RUMOR_ABILITY_MAGNETISM": "En el pueblo se dice que si consigues grabar ese monstruo tan raro que echa chispas, te da poderes magnéticos. Mola, ¿eh?", - "BATTLE_ADJECTIVE_LEADER.n": "Jefe {name}{disambiguator}", - "RUMOR_INTERMISSION": "En el centro del pueblo hay un tío raro que levita y tiene un triángulo por cabeza. ¿Lo has visto?", - "BATTLE_ADJECTIVE_CAPTAIN.m": "Guarda de élite {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "Guarda de élite {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "Guarda de élite {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "Jefe {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "El bueno de {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "Jefa {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "La buena de {name}{disambiguator}", - "BATTLE_JOINED.m": "¡Un {0.to_lower} se ha unido al combate!", - "BATTLE_ADJECTIVE_FRIEND.n": "Le buene de {name}{disambiguator}", - "BATTLE_SWITCH_PLACES.m": "¡{0} ha cambiado de lugar!", - "BATTLE_JOINED.n": "¡Un {0.to_lower} se ha unido al combate!", - "BATTLE_DESTROYED.f": "¡{0} ha sido destruida!", - "BATTLE_SWITCH_PLACES.f": "¡{0} ha cambiado de lugar!", - "BATTLE_SWITCH_PLACES.n": "¡{0} ha cambiado de lugar!", - "BATTLE_ORB_BROKE": "¡La esfera se ha roto! ¡Es un {fusion_name.to_lower}!", - "BATTLE_DESTROYED.m": "¡{0} ha sido destruido!", - "ABILITY_swim": "Natación de Focarinista", - "BATTLE_DESTROYED.n": "¡{0} ha sido destruide!", - "ABILITY_climb": "Bola de Tallos Calabaceros", - "ABILITY_dash": "Acometida de Baladino", - "ABILITY_UNLOCKED_swim": "¡Ahora puedes nadar cuando estés en el agua!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_flight": "Vuelo de Averevoir", - "ABILITY_magnetism": "Electromagnetismo", - "ABILITY_UNLOCKED_climb": "¡Ahora puedes mantener pulsado {control.climb} para trepar por las paredes usando tallos pegajosos!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_UNLOCKED_dash": "¡Ahora puedes mantener pulsado {control.dash} para acometer y cubrir una distancia corta!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_UNLOCKED_magnetism": "¡Ahora puedes mantener pulsado {control.magnetism} para interactuar con objetos magnéticos!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_UNLOCKED_flight": "¡Ahora puedes volver a pulsar {control.jump} mientras estés planeando para impulsarte hacia arriba!\\nTen en cuenta que eso consume tu resistencia.", - "POST_CREDITS_MESSAGE_1": "Si quieres, puedes volver a cargar la partida y seguir jugando. Los guardas de Nueva Wirral aún necesitan tu ayuda…", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "¿Seguro? Aún te quedan puntos sin asignar.", - "STAT_ADJUST_MENU_TITLE": "Atributos base de {player}", - "STAT_ADJUST_MENU_REMAINING_POINTS": "Puntos disponibles: {0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", - "STAT_ADJUST_MENU_EXPLANATION.f": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", - "STAT_ADJUST_MENU_EXPLANATION.n": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Guarda de élite desconocido n.º {n}", - "UI_RANGER_STAMP_CARD_ID": "Código: {0}", - "UI_RANGER_STAMP_CARD_HUMAN": "Homo sapiens", - "UI_RANGER_STAMP_CARD_EARTH": "Tierra, S21", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Especialización desconocida", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", - "NOTICEBOARD_REQUIREMENT_STORY": "Sigue las pistas de Morganta y encuentra la forma de salir de Nueva Wirral para desbloquear nuevas misiones con distinta recompensa.", - "NOTICEBOARD_REQUIREMENT_QUEST": "Completa «{quest_title}» para desbloquear nuevas misiones con distinta recompensa.", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "¡Has terminado con todo lo que había en el tablón de anuncios!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "¡{ranger_name} ha encontrado material fundido ({amount})!", - "TUTORIAL_RUMORS_DESCRIPTION2": "Los rumores que oigas en Villapuerto se añaden a tu pantalla de misiones.\\n\\nVillapuerto es el mejor sitio para aprovisionarte, de modo que no olvides intentar enterarte de nuevos rumores cada vez que pases por allí.", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "¡Informa a Ianthe para obtener tu recompensa!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "¡{ranger_name} ha encontrado material fundido ({amount})!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "¡{ranger_name} ha encontrado material fundido ({amount})!", - "TUTORIAL_RUMORS_DESCRIPTION1": "Puedes explorar la isla de Nueva Wirral a tu aire. Si buscas alguna sugerencia sobre dónde ir a continuación, siempre puedes ir a Villapuerto y hablar con la gente para que te cuenten rumores.\\n\\nA los habitantes de Nueva Wirral les encanta intercambiar información. Investigar los lugares que se mencionan en los rumores suele ayudarte a avanzar en tus misiones y a descubrir nuevos monstruos.", - "TUTORIAL_RUMORS_TITLE": "Tutorial: Rumores", - "TUTORIAL_ROGUE_FUSIONS1": "Este monstruo es lo que los guardas llaman una «fusión salvaje». A veces, se esconden dentro de alguno de los cofres que se encuentran en las cuevas subterráneas.\\n\\nLuchar contra las fusiones salvajes puede ser una excelente manera de obtener objetos valiosos y puntos de experiencia. También permite encontrar algunos monstruos inusuales. Eso sí, ten en cuenta que siempre son más peligrosas que los demás monstruos de su zona.", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Fusiones salvajes", - "TUTORIAL_ROGUE_FUSIONS2.m": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", - "TUTORIAL_ROGUE_FUSIONS2.n": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", - "UI_NEW_GAME_MODES_NOTIFICATION": "¡Has desbloqueado el modo de partida personalizada!", - "TUTORIAL_ROGUE_FUSIONS2.f": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", - "LOADING_SCREEN_NAG2_TITLE": "Rumor oído en Villapuerto:", - "LOADING_SCREEN_NAG2_FOOTER": "Comprueba la [color=#ab75e8]pantalla de misiones[/color] para ver más detalles.", - "UI_NEW_GAME_MODES_TITLE": "Modo de partida personalizada", - "UI_NEW_GAME_MODES_VALUE_ON": "Sí", - "UI_NEW_GAME_MODES_VALUE_OFF": "No", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Las cintas se rompen de forma permanente", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Si se activa, una derrota en combate supone el final de la partida.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Las derrotas terminan la partida", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Si se activa, las cintas no pueden repararse. Si te quedas sin cintas, se acaba la partida.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Si se activa, una derrota en combate supone el final de la partida.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Si se activa, una derrota en combate supone el final de la partida.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Si se activa, se elegirá al azar el hábitat de cada monstruo disponible, además de los monstruos con los que empezáis tus compañeros y tú.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Monstruos al azar", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Tipos al azar", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Movimientos al azar", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Si se activa, se elegirán al azar las pegatinas que desbloquean las cintas al mejorarse, además de los movimientos que tendrán los monstruos.", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Si se activa, se elegirá al azar el tipo elemental de cada especie. Sus movimientos disponibles se modificarán de acuerdo con su tipo.", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "La semilla controla los elementos aleatorios, los lugares de aparición, las existencias de los vendedores, las misiones que se generan, etcétera.", - "UI_NEW_GAME_MODES_RANDOM_SEED": "Semilla del azar", - "UI_NEW_GAME_MODES_START_BUTTON": "Empezar la partida", - "UI_GAME_OVER": "FIN DE LA PARTIDA", - "SIGN_ELECTROSHACK": "Mikro Electrónica", - "SIGN_CLOSED": "CERRADO", - "SIGN_SPACE_ZONE": "ZONA ESPACIAL", - "about": "Acerca de", - "donation": "Donación", - "patreon": "Patreon", - "noItems": "No hay artículos", - "privacyPolicy": "Política de privacidad", - "termsAndConditions": "Términos y Condiciones", - "legalNotice": "Esta aplicación no está afiliada ni autorizada por {0}, sus subsidiarias ni sus empresas matrices, cuyos nombres, logotipos y productos se muestran en esta aplicación. Los nombres {1}, {0} así como los nombres e imágenes relacionados son marcas comerciales registradas de sus respectivos propietarios. Esta aplicación está hecha por fans para fans. No contactes a {0} sobre errores dentro de esta aplicación.", - "patrons": "Patrones", - "habitat": "Hábitat", - "useGifs": "Usar gifs", - "alphabetical": "Alfabético", - "bestiaryId": "Identificación del bestiario", - "static": "Estático", - "gifNum": "GIF {0}", - "additionalStats": "Estadísticas adicionales", - "viewOn": "Ver en {0}", - "initial": "Inicial", - "unavoidable": "Inevitable", - "cost": "Costo", - "canBeCopied": "se puede copiar", - "characters": "Caracteres", - "partnerMonster": "Monstruo compañero", - "portraitNum": "Retrato {0}", - "tags": "Etiquetas", - "overworld": "Supramundo", - "percentTitle": "Porcentaje", - "backup": "Copia de seguridad", - "hashCode": "6E7B941B70CA16B5791B246347EC7678" - } - }, - "zh_CN": { - "id": 6, - "locale": "zh_CN", - "messages": { - "MOVE_MAGIC_TOME_NAME": "魔法巨著", - "DLC_00_COSPLAY_NAME": "Cosplay 服装包", - "UI_PARTY_MOVE_STICKER": "移动贴纸", - "UI_SETTINGS_GLITCH_EFFECTS": "故障效果", - "UI_PARTY_EDIT_MOVES": "编辑贴纸", - "MOVE_DESCRIPTION_FINAL_BREATH": "若生命值高于80%,则在受到能令生命值归零的攻击时,会保留1点生命值并存活下来。", - "MOVE_NAME_WEB_WRAP": "蛛网裹身", - "MOVE_NAME_TREASURE_DIG": "挖宝", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+《{content_name}》v{content_version}", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+《{content_name}》DLC", - "MOVE_DESCRIPTION_DEEP_FREEZE": "冻结对手的磁带机,对其施以“磁带绞带”状态效果。", - "CONFIRM_LOAD_MODS1": "已检测到{num_mods}个模组。", - "CONFIRM_LOAD_MODS2": "请注意,恶意模组将有可能访问文件系统,并在计算机上运行任意命令。", - "UI_PARTY_VIEW_MOVES": "查看贴纸", - "NOTIFICATION_GENERIC": "消息提醒", - "MOVE_TRAP_JAW_NAME": "钳夹大颚", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "闪避作废", - "MOVE_DESCRIPTION_TREASURE_DIG": "挖出一件随机物品。胜出战斗者可获得这件物品。", - "STATUS_GEMSTONE_WALL_NAME": "宝石墙", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "献出20%生命值造一面墙,能吸收最多3次攻击,最多持续3个回合。这面墙还能每回合给予效果发动者1点额外AP。", - "MOVE_DESCRIPTION_TRIPWIRE": "当对手使用近战攻击时,有几率自动使用列表中的下一个招式,不耗费AP。下一个招式平时耗费的AP越少,发动几率就越小。", - "DLC_01_PIER_NAME": "未知码头", - "UI_SETTINGS_AUDIO_TRANSFORM": "变身特效", - "MOVE_DESCRIPTION_MAGIC_TOME": "击中一个目标,降低目标的远程防御。", - "MOVE_COLD_FUSION_NAME": "冷核融合", - "MOVE_DESCRIPTION_TRAP_JAW": "在“啃咬”后自动使用。对目标施以“闪避作废”。", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "被施以“闪避作废”的角色,闪避值降至1%。", - "MOVE_NAME_TRIPWIRE": "一触即发", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "墙可吸收一定数量的外来攻击。属性克制的攻击,可立即将墙打破。在墙的基础上,“宝石墙”还会每回合给予效果发动者1点额外AP。", - "TITLE_SCREEN_DLC_BTN": "在商店中查看DLC", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "确定要载入此存档吗?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "该存档之前保存时并未加载当前模组。如要继续载入,则将来卸载任何模组,都有可能导致该存档无法使用。", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "已禁用", - "LOOT_HEADING_TREASURE": "宝藏", - "MOVE_NAME_STICKY_SPRAY": "黏稠吐丝", - "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", - "UI_SAVE_REQUIRE_DLC": "无法载入该存档,未安装用于创建该存档的DLC或模组。", - "STATUS_TAPE_JAM_NAME": "磁带绞带", - "UI_SETTINGS_COLOR_BLIND": "色盲模式", - "MOVE_DEEP_FREEZE_NAME": "冻弹不得", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "继续", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "音乐人声", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "已启用", - "BATTLE_TOAST_SWITCH_BLOCKED": "无法切换", - "MOVE_GEMSTONE_WALL_NAME": "宝石墙", - "STATUS_TAPE_JAM_DESCRIPTION": "被施以“磁带绞带”的角色将无法切换当前磁带,直到“磁带绞带”效果移除,或者磁带断裂。", - "MOVE_DESCRIPTION_COLD_FUSION": "只要有人融合就会生效。降低融合体生命值,减少量为生命值上限的20%,并使之畏缩。", - "MOVE_TREASURE_DIG_TOAST": "到手!", - "MOVE_FINAL_BREATH_NAME": "一息尚存", - "CONFIRM_LOAD_MODS3": "选择安装任何模组,都需自行承担风险。", - "CONFIRM_LOAD_MODS4": "确定要载入这些模组吗?", - "CONFIRM_LOAD_MODS_QUIT": "退出", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "不载入模组而继续", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+《{content_name}》v{content_version} 模组作者:{content_author}", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "五雷轰顶的威力", - "PINBOLT_NAME_PREFIX": "弹球", - "PICKSIE_NAME": "镐布林", - "AURICLAW_DESCRIPTION": "戴着黄金面具的蜘蛛", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "胆小的哥布林", - "ADEPTILE_DESCRIPTION": "穿学者袍的蜥蜴", - "RUMOR_SPIDER_CAVE_3": "你说怪不怪?我们可从来没在沼泽地里挖过什么矿啊。", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "无与伦比的速度", - "PICKSIE_ENCOUNTER_MEREDITH_1": "那怪物是自己钻进地里了吗?如果再在别处见到它,就还是尽量偷偷接近吧,别让它看见我们。", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "这小家伙当时正用十字镐在泥地里挖着什么,不过那巡护员朋友一靠近,它就飞也似地逃了……", - "PICKSIE_LORE_1": "镐布林钟情于挖矿,会花费数年时间挖掘洞穴和坟墓,寻觅当中蕴藏的金银珠宝。它们常会用发掘出的财宝来打扮自己,也会装备上亲手觅得的甲胄或武器。", - "TRAPWURM_LORE_2": "“鳞虫蛇”是一种类似于龙的欧洲神话生物,通常被刻画为巨型蛇怪,长着像鱼一样的背鳍。", - "OVERWORLD_SPIDERCAVE_EUGENE": "大蛛网?[pause]那就说明附近肯定有大虫子。好哇,我巴不得赶紧开打呢。", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "你想代表闪电的哪一面?", - "DIVEBERG_DESCRIPTION": "戴着潜水头盔的冰川生物", - "PINBOLT_LORE_2": "首部现代样式弹球机于20世纪40年代面世,其起源可追溯到在木板上玩的弹球游戏。弹球机还和日本的“柏青哥”有着共同的历史和发展经过。", - "DIVEBERG_LORE_1": "潜海豹长期待在零度以下的状态,会逐渐适应环境而变成“冰川潜客”形态。有理论认为,冰川潜客之所以进化出双足骨架,是为了方便它在环境恶劣的冰天雪地中穿行。", - "PINBOLT_NAME_SUFFIX": "电束", - "TRAPWURM_LORE_1": "钳颚鳞虫可以一口气屏住呼吸数日,在烂泥污土下静静等待猎物一脚踩到自己头上。这种怪物长着一副力大无穷的钳颚,一旦合上便几乎不可能掰开。", - "TRAPWURM_DESCRIPTION": "长着巨颚和双腿的大蛇", - "WYRMAW_NAME_SUFFIX": "蠕龙", - "WYRMAW_LORE_1": "如今的巨口蠕龙体型长得太大,无法再藏身于地下静待猎物出现,因此必须转换策略,用热情挥舞的旗帜和衣领上装饰铃铛发出的悦耳叮当声,来引诱潜在的受害者。", - "RUMOR_SPIDER_CAVE_TITLE": "废弃矿井", - "RUMOR_SPIDER_CAVE_2": "他经常在沼泽地中穿行。有一次,他发现了某座塌方矿井的入口。", - "RUMOR_SPIDER_CAVE_1": "你认识爱德华吧?他跟他老婆在派珀溪那头开了座农场……", - "PICKSIE_ENCOUNTER_VIOLA_1": "我们许是令这生灵颇为措手不及。倘若有幸再度邂逅,或许避开其视线接近,方为明智之举?", - "DIVEBERG_NAME_PREFIX": "冰川", - "AURICLAW_LORE_1": "红锈爪蛛要经历一种炼金术变态发育才能成熟;在此期间,其身体上的铁镀层和装饰会转化成金合金。这些黄金爪蛛总会第一时间挺身而出,捍卫自己广袤的领地。", - "PICKSIE_ENCOUNTER_FELIX_1": "那怪物是把自己……埋进地里了吗?也许它胆子比较小吧。下次再在哪里见到它,还是尽量趁它不注意时悄悄接近吧。", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "我有个驻扎在{location_0_phrase}的巡护员朋友,方才正跟我说见到一种奇怪的生物,看着像是个胆小的哥布林。", - "PINBOLT_NAME": "弹球电束", - "ADEPTILE_LORE_2": "炼金术信奉的古老信条认为,世间万物都是由土、火、水和气这四种经典元素所构成。", - "TRAPWURM_NAME_PREFIX": "钳颚", - "TRAPWURM_NAME_SUFFIX": "鳞虫", - "DIVEBERG_NAME_SUFFIX": "潜客", - "HARBOURTOWN_BOOK_6": "潦草的笔记写道:“……专研奥术的爬虫学生,倘若有幸拜读魔法巨著,则必能发挥出最大潜能。”", - "ADEPTILE_NAME": "学究蜥", - "DIVEBERG_NAME": "冰川潜客", - "FERRICLAW_NAME_PREFIX": "红锈", - "FERRICLAW_LORE_1": "新威勒尔岛上最近才发现红锈爪蛛的存在,皆因其栖息地远在地下深处的洞穴网络。这种怪物会从古代文明的墓穴中挖出古老的死亡面具,并用来装饰自己。", - "FERRICLAW_NAME_SUFFIX": "爪蛛", - "WYRMAW_DESCRIPTION": "头上飘舞着旗帜的巨蛇", - "PINBOLT_DESCRIPTION": "有着悬空圆球脑袋的弹簧状生物", - "WYRMAW_NAME_PREFIX": "巨口", - "DIVEBERG_LORE_2": "地球上有史以来记录到的最低自然温度是-89.2摄氏度,于1983年在西伯利亚录得。", - "PICKSIE_ENCOUNTER_DOG_1": "汪……?", - "FERRICLAW_NAME": "红锈爪蛛", - "PICKSIE_NAME_PREFIX": "镐", - "PICKSIE_NAME_SUFFIX": "布林", - "TRAPWURM_NAME": "钳颚鳞虫", - "AURICLAW_LORE_2": "死亡面具通常是为著名人物和领袖制作的。现代历史中最为人熟知的死亡面具,当数约公元前1323年诞生的图坦卡蒙黄金面具。", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "啊,我们是不是把那怪物吓着了?它好像躲进地底了。要是下次再遇到它,就趁它还没看见悄悄接近吧。", - "ADEPTILE_LORE_1": "学究蜥甘愿为追求奥术知识奉献一生。它全身就只有一个脑袋,于是便披上学者气息浓厚的长袍,掩盖其没有身子的事实。", - "ADEPTILE_NAME_SUFFIX": "蜥", - "OVERWORLD_SPIDERCAVE_MEREDITH": "你瞧瞧这些蛛网[shake rate=30 level=10]有多大[/shake]?![pause]不行,[pause]绝对不行,[pause]我看还是绕道吧。", - "AURICLAW_NAME": "黄金爪蛛", - "FERRICLAW_LORE_2": "死亡面具是在人死后按其面孔制作的复制品。人类历史长河中,许多文明和时代都有出现过死亡面具,其制作方法和所用材料各有不同。", - "PICKSIE_DESCRIPTION": "手持十字镐、头戴面具的哥布林", - "PICKSIE_SUBTITLE": "寻宝哥布林", - "ADEPTILE_NAME_PREFIX": "学究", - "AURICLAW_NAME_SUFFIX": "爪蛛", - "FERRICLAW_DESCRIPTION": "戴着生锈面具的蜘蛛", - "AURICLAW_NAME_PREFIX": "黄金", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "这些是……蜘蛛网?但看起来可[wave amp=30 freq=10]有点大[/wave]啊,你说是吧?", - "OVERWORLD_SPIDERCAVE_VIOLA": "此地之蛛所织之网,可都是如此这般……壮观?", - "OVERWORLD_SPIDERCAVE_FELIX": "我们之前应该没有遇到过巨型蛛网,毕竟这类事情要是有的话我肯定会记得。", - "PINBOLT_LORE_1": "弹球电束身首分离,其身上的两片“鳍状肢”可以产生磁场,而金属头就在磁场的作用下悬浮在半空。它可以导通这一磁场,将其化作能量束,从其独臂射出。", - "PICKSIE_ENCOUNTER_EUGENE_1": "哎呀呀,被它跑啦!下次要是再在哪里见到它,不如还是从它背后悄悄接近吧,否则它一见我们就又溜了。", - "PICKSIE_LORE_2": "小矮人是日耳曼神话中的生物,常被描述为身材矮小的人形生物。它们往往会和矿山、铁匠和洞穴联系在一起。", - "WYRMAW_NAME": "巨口蠕龙", - "WYRMAW_LORE_2": "鳞虫蛇在许多欧洲故事中都有出现,其中一个便是“兰顿怪虫”的传说——英格兰东北部的威尔河附近,据说栖居着类似于鳞虫蛇的生物,令当地人惶惶不可终日。", - "GAME_OVER_VIOLA1": "{player}起身了!", - "GAME_OVER_EUGENE1.n": "……好耶,起来了!走吧{player},该上路了。", - "LEVEL_WARNING_meredith.v3": "这里的怪物,呃……比我们吓人得多了。伙计啊,我看咱们还是……[pause]另觅时机比较好。", - "HARBOURTOWN_NPC_13_DIALOGUE2": "也行吧……[pause]我就乖乖呆在这半边镇子上好了,[pause]凑合着过呗。", - "HARBOURTOWN_NPC_13_DIALOGUE3": "哦……[pause]桥放下来了。", - "HARBOURTOWN_NPC_14_DIALOGUE1": "你知道吗……[pause]我为了走出家乡,简直是拼了老命工作。[pause]我是说真的。", - "HARBOURTOWN_NPC_14_DIALOGUE2": "本来我都准备好迎接人生的新篇章了,[pause]结果却被困在了[wave amp=30 freq=10]又一个[/wave]小镇上。", - "HARBOURTOWN_NPC_14_DIALOGUE3": "我想,[pause]这大概就是命运弄人吧?", - "HARBOURTOWN_NPC_15_DIALOGUE1": "港口镇向来有类似于“社区志愿者”的团体。[pause]要不然这镇子怎么能坚持这么久呢?", - "HARBOURTOWN_NPC_15_DIALOGUE2": "埃安忒手下的巡护员就是最新组成的志愿者团体。[pause]搜集资源啊、解决人们的烦恼啊,一切都交给我们来办。", - "HARBOURTOWN_NPC_15_DIALOGUE3": "自从发现“磁带”现象以来,维持镇子的秩序就变得难上加难。[pause]不过如果说有谁能做到的话,那必然是埃安忒!", - "HARBOURTOWN_NPC_16_DIALOGUE2": "要说我有什么建议留给你,[pause]那就是拥抱你在这里的新生活。", - "HARBOURTOWN_NPC_16_DIALOGUE1": "许多新到镇上的人,都会经历一段……[pause]困难时期。", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "不过,这并不是说你就应该把过去的生活也统统忘掉。[pause]你的过去和你的未来同样重要,[pause]明白吗?", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "不过,这并不是说你就应该把过去的生活也统统忘掉。[pause]你的过去和你的未来同样重要,[pause]明白吗?", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "不过,这并不是说你就应该把过去的生活也统统忘掉。[pause]你的过去和你的未来同样重要,[pause]明白吗?", - "HARBOURTOWN_NPC_17_DIALOGUE1": "港口镇的历史远比你认为的有趣!", - "HARBOURTOWN_NPC_17_DIALOGUE2": "想知道我们未来会变成什么样,那就得回望历史。", - "HARBOURTOWN_NPC_18_DIALOGUE1": "一百多年前,有艘船遭遇海难、漂到了新威勒尔,而我的曾祖父正好就是船上的一名水手!", - "HARBOURTOWN_NPC_18_DIALOGUE2": "我们把新威勒尔建设成今日这副模样,我相信他看了一定会引以为豪!", - "HARBOURTOWN_NPC_19_DIALOGUE": "你要是不知道该怎么走,不妨在镇上四处问问。有时候,无意间听到的消息,说不定就能带你回到正确的道路上!", - "TUTORIAL4_PART3B_KAYLEIGH6": "大天使……", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "关于我们的“融合”……", - "TUTORIAL4_PART3C_KAYLEIGH2": "“融合”是巡护员们熟知的一种罕见现象。野外有融合怪物,据说巡护员领队也掌握了融合的能力。", - "TUTORIAL4_PART3B_KAYLEIGH7": "据称,第一批倒霉蛋当初被冲上新威勒尔海岸时,误把这里的怪物当成了天使。", - "TUTORIAL4_PART3B_KAYLEIGH8": "而且……[pause]而且有些人还写下了对另一些生命体的记录,这些生命体远比其他的要庞大……[pause]是看起来和感觉起来都“不对劲”的生物。", - "TUTORIAL4_PART3B_KAYLEIGH9": "按照这个逻辑,他们便把这些与众不同的生物称为“大天使”——[pause]也就是最高阶的天使。", - "TUTORIAL4_PART3B_KAYLEIGH10": "当然,在认识到自己可以反抗并打倒普通的怪物之后,人们便抛下了这一[wave amp=30 freq=10]“天使滤镜”[/wave]。", - "TUTORIAL4_PART3B_KAYLEIGH11": "多年来,它们曾有过一大堆名号——天使、恶魔、魔鬼、食尸鬼……", - "TUTORIAL1_PART2_KAYLEIGH4": "以及你不是骑车人,而是自行车本车。", - "TUTORIAL1_PART2_KAYLEIGH10": "不仅如此,令磁带断裂的那次攻击所造成的额外伤害,将会反映在[b]你自己[/b]的生命值——也就是红色血条上。", - "TUTORIAL1_PART2_KAYLEIGH2": "你过不了多久就能适应的——[pause]这其实就跟骑自行车差不多!", - "TUTORIAL1_PART2_KAYLEIGH5": "看见那个穿靴子的怪人了吗?那是弹簧腿——你要是再靠近,它就要发起攻击啦。", - "TUTORIAL1_PART2_KAYLEIGH3": "只不过,[pause]怎么说呢,[pause]骑的那辆自行车会变身成{first_tape_description}……", - "TUTORIAL1_PART2_KAYLEIGH11.f": "要是我们俩的所有生命值都归零,那就不得不撤退回港口镇了。", - "TUTORIAL1_PART2_KAYLEIGH11.m": "要是我们俩的所有生命值都归零,那就不得不撤退回港口镇了。", - "TUTORIAL1_PART2_KAYLEIGH13": "那好,我们上吧!", - "TUTORIAL1_PART2_KAYLEIGH12": "明白了吗?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "要是我们俩的所有生命值都归零,那就不得不撤退回港口镇了。", - "TUTORIAL2_PART1_KAYLEIGH1.m": "{player},你需要休息一下么?我们可以在这里歇会儿哦。", - "TUTORIAL1_PART2_KAYLEIGH14": "干得漂亮!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "{player},你需要休息一下么?我们可以在这里歇会儿哦。", - "TUTORIAL1_PART2_KAYLEIGH16": "太好啦!那我们就上去吧?之后的战斗就交给你指挥啦,不过别担心,我接下来都会紧跟着你行动的!", - "TUTORIAL1_PART2_KAYLEIGH15": "唔,那台电梯应该还能运作——附近应该能找到重新启动电梯的开关。", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "附近还会有更多怪物,不过没关系,遇上了打一架就好!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "附近还会有更多怪物,不过没关系,遇上了打一架就好!", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "应该走这边啦,跟我来!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "附近还会有更多怪物,不过没关系,遇上了打一架就好!", - "HARBOURTOWN_NPC_1_DIALOGUE3": "很高兴又见面了![pause]港口镇这地方你还呆得舒服吗?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "啊,[pause]对哦,你就是那个新来的嘛![pause]很高兴再次见到你!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "又见面啦,新来的。[pause]希望你已经安顿下来了。", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "又见面啦,新来的。[pause]希望你已经安顿下来了。", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "又见面啦,新来的。[pause]希望你已经安顿下来了。", - "HARBOURTOWN_NPC_1_DIALOGUE5": "你还在适应这里的生活吗?[pause]我刚到这地方时,可是花了……[pause]好长时间,才能接受现状。", - "HARBOURTOWN_NPC_1_DIALOGUE6": "又见面啦![pause]这岛上你还呆得舒服吗?[pause]这里的人都很努力。我知道是会有点孤独啦。", - "HARBOURTOWN_NPC_1_DIALOGUE8": "嗨![pause]又是我,我又在极目远眺“泥沼海”啦。[pause]我想,大概是因为这景色很能抚慰心灵吧。", - "HARBOURTOWN_NPC_1_DIALOGUE7": "有时候,生活会抛给你一些意想不到的事。[pause]有时候……[pause]每件事……[pause]都可以说是意想不到呢。", - "HARBOURTOWN_NPC_1_DIALOGUE9": "有时候,我希望看见一艘船,从海平线的那头驶来营救我们。[pause]但是来了一段时间之后……如今的我已经不认为还有救兵会来了。", - "HARBOURTOWN_NPC_1_DIALOGUE10": "又见面啦![pause]希望你一切都好哦!", - "HARBOURTOWN_NPC_2_DIALOGUE2": "你[shake rate=30 level=10]确定[/shake]不认得我吗?[pause]一点都不认得?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "你肯定没料到会在这里见到[wave amp=30 freq=10]我[/wave]这般大名鼎鼎的人物吧?[pause][pause]等等,你……[pause]竟然不认得我吗?", - "INTRO_PENSBY24": "我看没什么大碍。第一次变身,本来就会对精神造成相当大的冲击。", - "CLEMENCE_CAFE2": "镇上有台留声机,是播放唱片的古老机器。于是我入手了这台机器,摆在这家新店的正中央,作为镇店之宝。但是镇上的人啊,他们朝我大声喊道,“克莱曼斯!留声机你是有了,但你没有音乐哇!”", - "CLEMENCE_QUESTION_ARRIVAL": "你是怎么来到这里的?", - "CLEMENCE_QUESTION_COFFEE": "你的咖啡是怎么煮的?", - "CLEMENCE_QUESTION_BYE": "先这样吧,再见!", - "CLEMENCE_CAFE1": "嗯。我来到港口镇时,这里的人急需一个能够社交、又必须有格调的地方;于是我就把这么一处地方给建起来了——我不来建,谁来建?", - "CLEMENCE_BYE": "再见啦,Au revoir!", - "LEVEL_WARNING_meredith.v2": "这里的怪物看起来比我们强。[pause]伙计啊,我看咱们还是掉头回去吧。", - "LEVEL_WARNING_viola.v2": "此地令我心惶惶。朋友,我等怕是已误入险境。", - "CLEMENCE_INTRO2": "我是克莱曼斯,而这家美妙的店铺是留声机咖啡馆。如你所见,我拥有无数唱片,我煮的是最香浓的咖啡——不过对手也寥寥无几就是了。", - "CLEMENCE_INTRO1.f": "Bonjour![pause]我们这里可不常见到新面孔,尤其像你这般漂亮的,就更是少之又少了!", - "PARTNER_LEVELUP_VIOLA1": "我战斗实力日益精进,新近更是将功夫打磨得炉火纯青,许是能令你刮目相看。", - "LEVEL_WARNING_meredith.v1": "伙计啊,跑到这一区来闯荡恐怕是自不量力了点。[pause]这里的怪物可不是盖的,一个个的都吓人得很嘞。", - "TUTORIAL4_PART3B_KAYLEIGH19": "你说不定还不知道“电影”是什么呢!", - "TUTORIAL4_PART3_KAYLEIGH18": "毕竟,我们都来自不同的世界。", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "我知道哦!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "我看过很多电影啦!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "电影是什么?没啦,开玩笑的!", - "TUTORIAL4_PART3B_KAYLEIGH20": "呼,[pause]那就好,[pause]妙哉!我都来新威勒尔三年了,但还是没能完全学会在和新朋友的对话中调整我的……[pause]文化指涉用词。", - "TUTORIAL4_PART3C_KAYLEIGH1": "啊,[pause]对,[pause][wave amp=30 freq=10]关于这一点[/wave]。", - "TUTORIAL4_PART3C_KAYLEIGH3": "在适当条件下,两个处于怪物形态的人可以联合起来,形成一个[wave amp=30 freq=10]强大的生命体[/wave]。", - "PARTNER_LEVELUP_EUGENE1": "我最近一直在锻炼身体——相信我,现在的我可比咱们上次并肩战斗时[shake rate=30 level=10]强得多了[/shake]!", - "PARTNER_LEVELUP_KAYLEIGH1": "自从上次分别后,我就一直在练习[wave amp=30 freq=10]和怪物对战的技能[/wave]。我觉得你看了一定会大吃一惊哦!", - "TUTORIAL4_PART3D_KAYLEIGH3": "而且她还知道离开新威勒尔的途径?", - "TUTORIAL4_PART3C_KAYLEIGH8": "抱歉……[pause]聊起来好像有点尴尬啊!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "这样我们才得以击败大天使啊!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "这样我们才得以击败大天使啊!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "这样我们才得以击败大天使啊!", - "TUTORIAL4_PART3C_KAYLEIGH9": "是、是哎,你说的也对!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "没融合的话,我们连命都没啦!", - "TUTORIAL4_PART3D_KAYLEIGH2": "那个大天使“莫甘特”,她的记忆现在在你[wave amp=30 freq=10]体内[/wave]……?", - "TUTORIAL4_PART3D_KAYLEIGH1": "所以,我来捋捋清楚……", - "OUTSKIRTS_3_-1_GIFTER1.n": "我以前没在附近见过你啊。容我大胆一猜——你是相当近期才被冲上岸的,对吧?", - "TUTORIAL4_PART3D_KAYLEIGH22": "假如这能带领大家找到离开这座岛屿的路,回到自己的家园、回到家人的身边,那么哪怕只有些微机会……", - "TUTORIAL4_PART3C_KAYLEIGH10": "自我们融合之后,我身体里便有种奇怪的感觉,就像是……打开了一扇新的大门,而我此前甚至不知道那里有那么一道门。", - "TUTORIAL4_PART3C_KAYLEIGH11": "我总感觉,万一有需要的话,我还能和你再次融合。", - "GAME_OVER_FIRST_PENSBY3.n": "你们俩要闯荡新威勒尔的话,出发前多囤点治疗用品才是明智之举。", - "GAME_OVER_EUGENE1.f": "……好耶,她起来了!走吧{player},该上路了。", - "LEVEL_WARNING_kayleigh.v2.f": "这地方看起来相当危险,还是等我们变强大了再回来吧!", - "LEVEL_WARNING_kayleigh.v2.n": "这地方看起来相当危险,还是等我们变强大了再回来吧!", - "GAME_OVER_MEREDITH1": "总算醒啦?", - "PARTNER_LEVELUP_FELIX1": "我最近一直在怪物形态下训练,毕竟要赶上你的水平嘛。", - "TUTORIAL2_PART3_KAYLEIGH4": "背后的[wave amp=30 freq=10]原理[/wave]尚不完全清楚,但反正就是行得通——[pause]我们知道这点就足够了。", - "TUTORIAL2_PART3_KAYLEIGH8": "好啦,是时候解决掉这只蛾子了!", - "TUTORIAL2_PART4_PLAYER1": "这种情况是正常的吗?!", - "TUTORIAL2_PART4_PLAYER2": "怎么回事?", - "TUTORIAL2_PART4_KAYLEIGH1": "录下某些怪物形态后,我们不仅能变成它们的样子,还能获得……额外的技能。", - "TUTORIAL2_PART4_KAYLEIGH2": "不用慌!", - "TUTORIAL2_PART4_KAYLEIGH3": "抱歉,我大概应该提前警告一声才对,但总感觉直接展示会更加简单明了。", - "TUTORIAL2_PART4_KAYLEIGH4": "有了这项滑翔能力,我们就能飞越那边的沟壑啦。", - "TUTORIAL3_PART1_KAYLEIGH1": "怎么回事?假如这番动静是由怪物出没引起的,那可得保持警惕了。", - "TUTORIAL3_PART1_KAYLEIGH2": "我们走吧……", - "TUTORIAL3_PART2_KAYLEIGH1": "哇,这次你也感觉到了吧?", - "TUTORIAL3_PART2_KAYLEIGH2": "那是什么?!", - "TUTORIAL3_PART2_KAYLEIGH3": "那、那东西以前也在的吗?", - "TUTORIAL2_PART3_KAYLEIGH1": "好,这些给你!", - "TUTORIAL2_PART3_KAYLEIGH2": "新威勒尔的怪物有这么一个特点……", - "TUTORIAL2_PART3_KAYLEIGH3": "你可以趁怪物虚弱时,把它们的精魂,[pause]唔,[pause]录进磁带。", - "TUTORIAL2_PART3_KAYLEIGH6": "这样就能获得新的怪物形态啦!", - "TUTORIAL2_PART3_KAYLEIGH5": "现在,不妨切换到你刚才录制的磁带吧!", - "TUTORIAL2_PART3_KAYLEIGH7": "但是,如果怪物在录入磁带前就已经受了太多伤害,那它就会逃跑,这样就没法录制了……[pause]呃,你还跟得上我说的内容嘛?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "{player},你需要休息一下么?我们可以在这里歇会儿哦。", - "TUTORIAL2_PART1_KAYLEIGH2.f": "这些篝火坑,标示了可以设立营地的安全区域。", - "TUTORIAL2_PART2_KAYLEIGH2": "肯定有什么办法能引它过来……", - "TUTORIAL2_PART2_KAYLEIGH1": "瞧——看见那头怪物了吗?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "这些篝火坑,标示了可以设立营地的安全区域。", - "TUTORIAL2_PART1_KAYLEIGH3": "扎好了营,就可以修理磁带和疗伤啦!", - "TUTORIAL2_PART1_KAYLEIGH2.m": "这些篝火坑,标示了可以设立营地的安全区域。", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "当然可以!", - "TUTORIAL1_PART1_KAYLEIGH5": "我这就解释!", - "TUTORIAL1_PART1_KAYLEIGH6": "你能接下这个任务就太好了!", - "TUTORIAL1_PART1_KAYLEIGH7": "看见那条小路了吗?", - "TUTORIAL1_PART1_KAYLEIGH8": "昨晚大概是发生了地震,或是有怪物出没——瞧,地面上都是裂痕。", - "INTRO_KAYLEIGH19": "左右是个坏消息,我想我就直说吧。", - "INTRO_KAYLEIGH20.m": "你被困在这里了。", - "INTRO_KAYLEIGH20.f": "你被困在这里了。", - "INTRO_KAYLEIGH13": "闲话就不多说了,[pause]还是赶紧带你去暖暖身子吧。瞧你还穿着这身睡衣呢,可别把你冻坏了。", - "INTRO_KAYLEIGH12": "我叫凯莉。{player},很高兴与你相识!", - "INTRO_KAYLEIGH30": "这地方……[pause]严格来说不在地球上。至少我们是这样认为的。", - "INTRO_KAYLEIGH14": "怎么样?[pause]这镇子挺雅致的吧?", - "INTRO_KAYLEIGH14_OPTION1": "我在哪里?", - "INTRO_KAYLEIGH14_OPTION2": "这是什么地方?", - "INTRO_KAYLEIGH15.m": "欢迎来到港口镇……", - "INTRO_KAYLEIGH5": "嗯,看得出来!既然如此,拿着这个。", - "CLEMENCE_ARRIVAL2": "我真想念……", - "CLEMENCE_ARRIVAL3": "摩托车啊。", - "TUTORIAL1_PART2_KAYLEIGH6": "当然啦,在这个时候,靠近点才是正确的选择!", - "TUTORIAL1_PART2_KAYLEIGH7": "你挨了点揍——不过你的怪物形态还撑得住!", - "TUTORIAL1_PART2_KAYLEIGH8": "绿色血条代表怪物形态的生命值,而红色血条代表你自己的生命值。", - "TUTORIAL1_PART2_KAYLEIGH9": "假如一种怪物形态在战斗中生命值归零,那么相应的磁带就会断裂,需要进行修理。", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "这不是港口镇的一部分?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "这不是正常现象?", - "TUTORIAL3_PART2_KAYLEIGH4": "我[b]从来[/b]没见过这样的东西!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player},你觉得气氛是不是有点异样……?", - "TUTORIAL3_PART2_KAYLEIGH5": "这地方自始至终都埋在这里吗?!", - "HARBOURTOWN_STATION_MORGANTE1": "[b]是你吗,莫德雷德?\\n\\n孩儿啊,走近点……让我最后一次瞧瞧你的模样。[/b]", - "HARBOURTOWN_STATION_KAYLEIGH1": "这地方闻着有股……金属燃烧的味道。我没法解释……", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]这……这是……[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "长年冲突即将告终……此次我怕是正式败在了他的手上。", - "INTRO_KAYLEIGH8.f": "轮到你啦!别害羞!", - "INTRO_KAYLEIGH6": "好,接着就只要把它塞进你的磁带机,[pause]戴上耳机,[pause]然后按下播放键!", - "INTRO_KAYLEIGH3": "喏,[pause]接好了!", - "INTRO_KAYLEIGH4": "好,速问速答:[pause]你的……[pause]审美倾向是什么?", - "LEVEL_WARNING_dog.v1": "汪克利看起来很紧张,也许这一区的怪物对他来说太难对付了……", - "LEVEL_WARNING_viola.v1": "此地所栖之兽,力量远胜我等,尽早离开方为上策。", - "CLEMENCE_METAL_TAPES1": "{player}!我有东西要给你。", - "CLEMENCE_METAL_TAPES2": "威玛巡护员从市民中心那边来了一趟,给我送来了批新货。", - "CLEMENCE_METAL_TAPES3": "这些氧化铬磁带比普通的磁带更有效,有意思吧?", - "CLEMENCE_INTRO1.m": "Bonjour![pause]我们这里可不常见到新面孔,尤其像你这般帅气的,就更是少之又少了!", - "CLEMENCE_NAME": "克莱曼斯", - "GAME_OVER_FIRST_PENSBY1.m": "啊,你醒啦。得亏你有这么个朋友,才能把你完好无缺带回我诊所来!", - "TUTORIAL1_PART1_KAYLEIGH3.m": "对啦,我跟你说,上次我俩并肩战斗时,你很能独当一面呢!", - "TUTORIAL1_PART1_KAYLEIGH3.f": "对啦,我跟你说,上次我俩并肩战斗时,你很能独当一面呢!", - "TUTORIAL1_PART1_KAYLEIGH4": "其实事情是这样的,我接了份差事,需要一个帮手。你看你能帮我这个忙嘛?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "“差事”?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "对啦,我跟你说,上次我俩并肩战斗时,你很能独当一面呢!", - "INTRO_KAYLEIGH41": "抱歉抱歉,信息量太大吓到你了吧!我们待会儿还会再见面吧?", - "INTRO_KAYLEIGH42": "你愿意的话,我们到时候再好好聊聊!", - "INTRO_KAYLEIGH40_OPTION1": "我的年代……?", - "GAME_OVER_FIRST_PENSBY5": "{player},出门在外记得注意安全!只要你多加小心,那么短时间内都用不着回我这里啦!", - "GAME_OVER_PENSBY2": "慢慢来,{player},可别一转眼就让我的努力付诸东流。", - "INTRO_KAYLEIGH2": "路锥蟹对陌生人可不客气。[pause]不过,[pause]它们倒是对谁都不客气。", - "INTRO_KAYLEIGH1": "喂,陌生人——[pause]别乱动!", - "GAME_OVER_DOG1": "汪!", - "GAME_OVER_FELIX1": "嘿……感觉好点了吗?", - "CLEMENCE_COFFEE2": "一切都是最好的安排,懂吧?", - "CLEMENCE_COFFEE1": "我有……独门秘方。然后咖啡豆是派珀家的农场种出来的。", - "LEVEL_WARNING_felix.v3": "我通常对我们这组合很有信心,不过这地方对现在的我们来说,恐怕还是太危险了点。", - "LEVEL_WARNING_felix.v2": "我看我们还是等练得强大点了再回来吧。不过这只是我的想法,还是看你怎么决定啦。", - "LEVEL_WARNING_kayleigh.v2.m": "这地方看起来相当危险,还是等我们变强大了再回来吧!", - "LEVEL_WARNING_kayleigh.v1": "这附近的怪物,恐怕有点难对付……我们或许该掉头回去。", - "INTRO_KAYLEIGH34": "这里的生活还蛮不赖的!", - "INTRO_KAYLEIGH33": "但、但没事的!港口镇已经自成一个社区,大家都会互帮互助。", - "LEVEL_WARNING_kayleigh.v3": "我有种感觉,以我们现在的实力还对付不了这里的怪物……", - "GAME_OVER_KAYLEIGH1": "你没事吧?你害我担心了好一阵子呢!", - "CLEMENCE_QUESTION_MENU": "有什么好推荐?", - "CLEMENCE_MENU_DIALOGUE": "Bonjour!有什么可以帮到你?", - "CLEMENCE_QUESTION_CAFE": "留声机咖啡馆?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "更何况你都还没正式成为巡护员啊!", - "RANGER_BODYBUILDER_NOT_JOINED2": "朋友,你要做的第一件事,是一溜儿小跑去镇郊北边那公园里的哨所,然后报名成为巡护员。", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "更何况你都还没正式成为巡护员啊!", - "RANGER_BODYBUILDER_BYE": "回见啦!", - "RANGER_BODYBUILDER_EXPLANATION1": "有时候,光是擅长变身还不够;有时候,你需要的仅仅是变得更强壮一点!", - "RANGER_BODYBUILDER_EXPLANATION2": "而这就到我发挥作用的时候了。我可以为你量身定制健身计划,专为调整你在人类形态下的“基础能力值”而设计;而这同样也会影响到你变身后的力量!", - "RANGER_BODYBUILDER_EXPLANATION3": "比如说,你决定要让自己的近战攻击力度更狠一点,但又不希望太依赖远程攻击,那我们只要把点数从远程攻击移到近战攻击,就能实现你的愿望。", - "RANGER_BODYBUILDER_EXPLANATION4": "而随着巡护员训练课程的逐步推进,你会发现自己会多出些额外的点数,刚好可以投入到这些基础能力值上。", - "RANGER_BODYBUILDER_EXPLANATION5.f": "所以你觉得怎么样?准备好开练了吗?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "所以你觉得怎么样?准备好开练了吗?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "所以你觉得怎么样?准备好开练了吗?", - "RANGER_TRADER_NOT_JOINED1.n": "你好呀亲爱的,如果你是来报名成为巡护员的,那实在可惜了,你刚好跟埃安忒擦肩而过。", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "呼,练得可真够猛的!我都能感觉到自己的肌肉在熊熊燃烧了!", - "RANGER_TRADER_NOT_JOINED1.m": "你好呀亲爱的,如果你是来报名成为巡护员的,那实在可惜了,你刚好跟埃安忒擦肩而过。", - "RANGER_TRADER_NOT_JOINED1.f": "你好呀亲爱的,如果你是来报名成为巡护员的,那实在可惜了,你刚好跟埃安忒擦肩而过。", - "RANGER_TRADER_JUST_JOINED1.m": "你好呀亲爱的,看来你已经把崭新的实习巡护员证拿到手了啊。那么我就来解释一下我会怎么帮你吧!", - "RANGER_TRADER_NOT_JOINED2": "她现在会在公园的哨所。从镇郊往北走,绝对不会错过那地方!", - "RANGER_TRADER_JUST_JOINED1.f": "你好呀亲爱的,看来你已经把崭新的实习巡护员证拿到手了啊。那么我就来解释一下我会怎么帮你吧!", - "RANGER_TRADER_JUST_JOINED2": "我负责的是把组织的资源分配给正式及实习巡护员,从而帮助他们履行职责。我这儿有背包和磁带机的加强道具,有解锁特殊训练课程的通行证……", - "RANGER_TRADER_JUST_JOINED1.n": "你好呀亲爱的,看来你已经把崭新的实习巡护员证拿到手了啊。那么我就来解释一下我会怎么帮你吧!", - "RANGER_TRADER_JUST_JOINED3": "但这些资源数量有限,所以我得确保它们全都用到实处,不会白白浪费。", - "RANGER_TRADER_JUST_JOINED4.f": "总之呢,亲爱的,你跟着每个队长完成的训练越多,我能给你的东西就越多。哦对了,你还得给我一点融合原料,才能换到这些东西。", - "RANGER_TRADER_JUST_JOINED4.m": "总之呢,亲爱的,你跟着每个队长完成的训练越多,我能给你的东西就越多。哦对了,你还得给我一点融合原料,才能换到这些东西。", - "RANGER_TRADER_MENU_ALT.n": "你要来换点什么吗,亲爱的?", - "RANGER_TRADER_MENU_ALT.m": "你要来换点什么吗,亲爱的?", - "RANGER_TRADER_MENU_HELLO.n": "你好呀亲爱的,要来换点什么吗?", - "RANGER_TRADER_JUST_JOINED4.n": "总之呢,亲爱的,你跟着每个队长完成的训练越多,我能给你的东西就越多。哦对了,你还得给我一点融合原料,才能换到这些东西。", - "RANGER_TRADER_MENU_HELLO.f": "你好呀亲爱的,要来换点什么吗?", - "RANGER_TRADER_MENU_ALT.f": "你要来换点什么吗,亲爱的?", - "RANGER_TRADER_MENU_HELLO.m": "你好呀亲爱的,要来换点什么吗?", - "RANGER_TRADER_OPTION1": "你这里都有什么?", - "RANGER_TRADER_OPTION2": "融合原料是什么?", - "RANGER_TRADER_FUSED_MATERIAL1": "融合原料?我也不太清楚具体是什么,但不知为何埃安忒似乎认为这东西得多多收集才行。", - "RANGER_TRADER_OPTION3": "再见!", - "RANGER_TRADER_FUSED_MATERIAL2.m": "我只知道,融合原料相当难闻,而某些怪物身后会留下这种东西。总之,亲爱的,随你怎么想都可以!", - "RANGER_TRADER_BYE": "先这样吧,掰啦!", - "RANGER_TRADER_FUSED_MATERIAL2.n": "我只知道,融合原料相当难闻,而某些怪物身后会留下这种东西。总之,亲爱的,随你怎么想都可以!", - "RANGER_TRADER_FUSED_MATERIAL2.f": "我只知道,融合原料相当难闻,而某些怪物身后会留下这种东西。总之,亲爱的,随你怎么想都可以!", - "RANGER_TRADER_TRAINING_COMPLETE.f": "你好呀亲爱的!既然你已经成为全职巡护员了,那么我这儿就能让你换一些相当特别的物品啰……[pause]来瞧瞧吧!", - "RANGER_TRADER_TRAINING_COMPLETE.m": "你好呀亲爱的!既然你已经成为全职巡护员了,那么我这儿就能让你换一些相当特别的物品啰……[pause]来瞧瞧吧!", - "RANGER_VENDING_MACHINE_NAME": "自动贩卖机", - "RANGER_TRADER_TRAINING_COMPLETE.n": "你好呀亲爱的!既然你已经成为全职巡护员了,那么我这儿就能让你换一些相当特别的物品啰……[pause]来瞧瞧吧!", - "INTERDIMENSIONAL_POST_INTRO1": "你好哇!你该不会就是大名鼎鼎的“{recipient}”吧?", - "KAYLEIGH_STATION_REACTION1": "这是……[pause]地铁站吗?进去转一圈参观一下应该无妨吧?", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "没错。", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "等等,这是什么情况?", - "INTERDIMENSIONAL_POST_INTRO2": "别紧张,我就是来给你带一条跨次元消息而已。[pause]等你醒了,一切都会恢复正常。", - "INTERDIMENSIONAL_POST_SENDER": "此消息发送者为“{sender}”。", - "INTERDIMENSIONAL_POST_REINTRO1": "又见面啦!我又给你带了条消息哦。", - "INTERDIMENSIONAL_POST_NO_SENDER": "此消息并未申明发送者的身份。也许是位神秘的仰慕者?", - "INTERDIMENSIONAL_POST_REINTRO2": "这条消息指定要给“{recipient}收”,是你没错吧?", - "INTERDIMENSIONAL_POST_BODY1": "我读给你听一下。", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "哎呀,这条消息似乎没有任何文字……", - "INTERDIMENSIONAL_POST_ITEMS": "这上面还附了个小包裹,给!", - "INTERDIMENSIONAL_POST_BODY2": "“{body}”", - "GAME_OVER_FIRST_PENSBY3.m": "你们俩要闯荡新威勒尔的话,出发前多囤点治疗用品才是明智之举。", - "LEVEL_WARNING_eugene.v2": "这里的怪物看起来比我们强悍多了——我看不如先回去多做点训练,然后再来这里闯荡……", - "CLEMENCE_CAFE3": "然后呢,有一天,巡护员们找到了一个地方,里头全是完好无损的唱片;于是就都带过来给我了。他们遗憾地叹道,“唱片我们是有了,可这都是放在现代唱机上播的——我们这台留声机播不了呀!”", - "HARBOURTOWN_NPC_2_DIALOGUE4": "丹尼·奇克斯哦?[pause]我可是在全球最知名的乐队里吹萨克斯风哦?[pause]你确定一点印象都没有吗?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "拜托,你[b]铁定[/b]知道我是谁吧。[pause]我可是丹尼·奇克斯啊![pause]你可以想象一下我拿着萨克斯风的样子……[pause]还是没印象吗?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "看来你不认得我,是吗?[pause]唉,那就算了。[pause]反正也不是第一次了。", - "HARBOURTOWN_NPC_2_DIALOGUE5": "我们几兄弟可是利物浦的大红人啊,没听说过吗?[pause]《当我的萨克斯风轻声哭泣》,也没听说过吗?[pause]那首歌可是由我[shake rate=30 level=10]作曲[/shake]的哦!", - "HARBOURTOWN_NPC_2_DIALOGUE6": "你[wave amp=30 freq=10]肯定[/wave]在电视上见过我们这帮人站在屋顶上唱歌吧。[pause]……你是相信我的吧?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "朋友,[pause]你、你会相信我的吧?[pause]我或许在你的世界并不出名,但如果你来自我那个世界,那你肯定会是我[wave amp=30 freq=10]最铁杆的粉丝![/wave]", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "看来你不认得我,是吗?[pause]唉,那就算了。[pause]反正也不是第一次了。", - "HARBOURTOWN_NPC_2_DIALOGUE8": "你知道吗,[pause]我觉得这里没有一个人认得我是谁。[pause]有些人甚至以为这全都是我凭空捏造的!", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "看来你不认得我,是吗?[pause]唉,那就算了。[pause]反正也不是第一次了。", - "HARBOURTOWN_NPC_3_DIALOGUE1": "……", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "我的[wave amp=30 freq=10]头号[/wave]粉丝今天过得怎样哇?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "朋友,[pause]你、你会相信我的吧?[pause]我或许在你的世界并不出名,但如果你来自我那个世界,那你肯定会是我[wave amp=30 freq=10]最铁杆的粉丝![/wave]", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "朋友,[pause]你、你会相信我的吧?[pause]我或许在你的世界并不出名,但如果你来自我那个世界,那你肯定会是我[wave amp=30 freq=10]最铁杆的粉丝![/wave]", - "INTRO_KAYLEIGH29": "信息量恐怕会有点大,但简单来说,你现在是在一个叫新威勒尔的小岛上。", - "INTRO_KAYLEIGH30_OPTION1": "还有办法回家吗?", - "INTRO_PENSBY31": "恐怕没有,{player}。[pause]很抱歉。", - "INTRO_PENSBY32": "漂流到这里来的人们,一个世纪以来千方百计想回到原本的世界,结果都徒劳无功。", - "INTRO_PENSBY44": "这一切想必一下子接受不了吧,不过我们大家都经历过一样的事情。", - "INTRO_PENSBY43": "我的诊所就在附近。你若需要检查身体,欢迎到诊所来。", - "TUTORIAL1_PART1_KAYLEIGH2": "……", - "TUTORIAL1_PART1_KAYLEIGH1": "{player},又见面啦。[pause]你感觉好点了么?", - "INTRO_MONOLOGUE45": "还是先换上合适的衣服吧……", - "INTRO_KAYLEIGH39.n": "我相信来了副新面孔的消息,已经在镇上传开啦。", - "INTRO_KAYLEIGH37": "你要是想跟我一起来,就到大门来和我会合吧!大门就在我们进城时跨过的桥那边。", - "INTRO_KAYLEIGH38": "同时,你要是想去和新邻居们打打招呼,也请随意哦!", - "INTRO_KAYLEIGH39.m": "我相信新来了个小伙子的消息,已经在镇上传开啦。", - "GAME_OVER_FIRST_PENSBY2": "这些给你,带上吧。", - "GAME_OVER_FIRST_PENSBY3.f": "你们俩要闯荡新威勒尔的话,出发前多囤点治疗用品才是明智之举。", - "INTRO_KAYLEIGH8.m": "轮到你啦!别害羞!", - "INTRO_KAYLEIGH7": "接下来或许会有点奇怪,但总之跟着我照做就好!", - "INTRO_KAYLEIGH36": "没错!其实,我过会儿正好要去巡逻。", - "INTRO_KAYLEIGH39.f": "我相信新来了个小姑娘的消息,已经在镇上传开啦。", - "INTRO_KAYLEIGH40": "我们还给你拿了些衣服过来,虽然在你的年代看来或许有点……过时,但是这里就只有这些了!", - "PARTNER_LEVELUP_MEREDITH1": "自从上次一起出去之后,我就……一直在训练。你大可不必担心我拖后腿。", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "感觉都已经是好久之前的事了,对吧?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "各个怪物形态会改变你对自己身体的感觉,这一点需要花些时间适应。不过在我看来,你已经摸清了门道啦!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "好哇![pause]那这下你可走运了——新威勒尔这座岛上就没有宾馆这种东西,所以你的大部分睡眠恐怕都要在帐篷里解决。", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "我可喜欢露营了!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "我这人比较宅……", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "那可……[pause]真遗憾啊。想探索这座岛的话,你恐怕就得慢慢适应在帐篷里睡觉的生活——新威勒尔岛上可没有本土经营的宾馆哦。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "对啦!我还从来没问过你呢,我们在沙滩上第一次见面时,我不是给了你第一个怪物形态嘛,你觉得怎么样啊?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "对啦!我还从来没问过你呢,我们在沙滩上第一次见面时,我不是给了你第一个怪物形态嘛,你觉得怎么样啊?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "对啦!我还从来没问过你呢,我们在沙滩上第一次见面时,我不是给了你第一个怪物形态嘛,你觉得怎么样啊?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "我记得是“甜心恶魔”来着,对吧?那可是个相当好玩的怪物形态呢!以前我一用这个形态,就感觉像是进入了永久性的血糖飙升状态。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "我记得是“报丧羊妖”来着,对吧?那可是个相当可爱的怪物形态呢!以前我一用这个形态,就得花点时间适应那种浮在空中的奇怪感觉。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "我有种感觉,在那个形态下,远程攻击会变得更加有效。也许甜心恶魔天生就擅长瞄准?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "但是长出那大大的羊蹄,倒是让我感觉[wave amp=30 freq=10]轻而易举[/wave]就能把怪物砸扁。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "跟我们交手的那个大天使……[pause]是叫莫甘特来着?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "我们其实不是光靠自己的力量击败她的吧?在我们找到她之前,就已经有人把她弄伤了。", - "EUGENE_UNKNOWN_NAME": "生气的家伙", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "我们其实不是光靠自己的力量击败她的吧?在我们找到她之前,就已经有人把她弄伤了。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "我们其实不是光靠自己的力量击败她的吧?在我们找到她之前,就已经有人把她弄伤了。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "但即便在那个虚弱的状态下,她看起来也还是那么危险。弄伤她的无论是谁,都肯定无比[wave amp=30 freq=10]凶残[/wave]。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "我还没想过这一方面呢。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "这倒也有道理……", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "这让我感觉,我们人类相比之下还真是[wave amp=30 freq=10]相当[/wave]渺小啊……", - "EUGENE_INTRO_WOMAN_NAME": "妇女", - "EUGENE_INTRO_LANDKEEPER_NAME": "皮肤苍白的男子", - "EUGENE_INTRO_EUGENE1": "……别逼我[shake rate=30 level=10]再[/shake]重复一遍![pause][pause]港口镇绝不会落入你们这帮[shake rate=30 level=10]吸血鬼[/shake]之手!", - "EUGENE_INTRO_EUGENE3": "赶紧爬回你们那黑窟窿去——[pause]否则就先过[shake rate=30 level=10]我[/shake]这关再说!", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]啧,[pause]真是蛮不讲理……[/wave]\\n", - "EUGENE_INTRO_EUGENE4": "我以前和[shake rate=30 level=10]你的同类[/shake]交过手,而且赢了。[pause]要给你演示一下怎么赢的吗?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]我们暂且离开……[/wave]", - "EUGENE_INTRO_EUGENE17.m": "你要是不怕脏不怕累,那么我很乐意接受你的协助!", - "EUGENE_INTRO_EUGENE7": "回去告诉你的其他同类,这镇子有[shake rate=30 level=10]尤金[/shake]罩着!", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]但假以时日,你们必将醒悟,我们才知道什么对你们最好。[/wave]", - "EUGENE_INTRO_EUGENE8": "太太,要是那些怪人下次又来骚扰你,可一定要通知我一声。", - "EUGENE_INTRO_EUGENE9": "以及无论如何,你可[b]千万[/b]别邀请他们进你家门,[pause]不然就正中他们下怀了。", - "EUGENE_INTRO_WOMAN10": "我会牢记在心的。年轻人,多谢你出手相助!", - "EUGENE_INTRO_EUGENE12": "我叫尤金……[pause]不过我猜你们也已经知道了,[pause]毕竟我刚才还朝那帮家伙吼自己名字来着。", - "EUGENE_INTRO_EUGENE11": "哦,你们好啊。抱歉,让你们看到这么一幕。", - "HARBOURTOWN_TAPE_RECYCLER1": "手上有不再需要的旧磁带吗?", - "HARBOURTOWN_TAPE_RECYCLER3": "在营地或者咖啡馆,打开磁带收纳格,选择不想要的磁带,然后按下回收键!", - "HARBOURTOWN_ITEM_RECYCLER4": "来,拿这本旧书去试一试吧,反正我已经不需要了。", - "HARBOURTOWN_TAPE_RECYCLER2": "下一次,何不趁着旅行之间稍作休息之时,拿一盘旧磁带去回收呢?", - "HARBOURTOWN_BOOTLEG_KRAB1": "……", - "HARBOURTOWN_TAPE_RECYCLER4": "这是获得额外资源的好方法,你可以拿资源去和小贩交易;还能帮你从相应怪物的贴纸池中网罗一些额外的贴纸。", - "HARBOURTOWN_BOOTLEG_KRAB2": "这路锥蟹的颜色还真稀奇。", - "HARBOURTOWN_BOOTLEG_NPC1": "不用担心那只路锥蟹,是我儿子拿来瞎玩而已。他可喜欢播那盒限定盘磁带了。", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "限定盘?", - "HARBOURTOWN_BOOTLEG_NPC2": "对。[pause]你在旅行中,有没有见过颜色不同往常的怪物?那便是限定盘。[pause]不过别跟涂层搞混了哦!", - "HARBOURTOWN_BOOTLEG_NPC3": "限定盘怪物身上与众不同的颜色、元素属性以及招式,是[wave amp=30 freq=10]永久[/wave]的。", - "HARBOURTOWN_BOOTLEG_NPC4": "而且,录下它们的时候,这些属性也会保留。", - "HARBOURTOWN_BOOTLEG_NPC7": "限定盘怪物会随机出现在任何地方,但显然更常以融合状态出现。", - "HARBOURTOWN_BOOTLEG_NPC6": "喏,拿着这个,自己亲眼见识一下吧。马侬队长会把多出来的限定盘磁带匀给我,所以我手上已经有很多了。", - "HARBOURTOWN_BOOTLEG_NPC5": "录制的限定盘磁带,有更高几率使出罕见及稀有的招式,所以相当管用。", - "HARBOURTOWN_BOOTLEG_NPC8": "我听说有些极为罕见的限定盘怪物,还会像全身沾满亮片一样闪闪发光呢。", - "PENSBY_INTERACT_MENU_BYE": "我就是过来打声招呼。", - "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]欢迎,求知若渴的灵魂![/wave]你们是来了解占星之术的奥秘吗?", - "HARBOURTOWN_ASTROLOGER_NAME": "占星家", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "当然是!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "现在还是免了吧。", - "HARBOURTOWN_ASTROLOGER_NPC3": "妙极,妙极……[pause]听从我的话语,才是明智之举!", - "HARBOURTOWN_ASTROLOGER_NPC2": "那或许下次再说吧!", - "HARBOURTOWN_ASTROLOGER_NPC4": "瞧,星界系怪物会从[pause]土、[pause]水、[pause]火、[pause]气这四种大自然的基础元素中汲取力量。", - "HARBOURTOWN_NPC_DIALOGUE3": "嘘!我是隐形人!快装作我不在!", - "HERITAGE_CENTER_9": "“伯肯黑德号船骸”", - "HARBOURTOWN_NPC_DIALOGUE4": "我的名字?我名叫邓肯!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "事实上,我正打算放些东西到这个储藏点呢——不如给你拿去吧?", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "你有见过这些红色的储藏箱吗?我们巡护员会在这些地方留下补给品,供跋涉岛屿各地的同僚们使用。", - "TRAVELING_MERCHANT_NAME": "云游小贩", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "有了重卷工具,你无需扎营休息,就可直接修复断裂磁带。相当有用吧!", - "TRAVELING_MERCHANT_INTRO2": "唔,看来没有,要是见过你这样的面孔,我肯定记得一清二楚。", - "TRAVELING_MERCHANT_INTRO1": "哟哟!我们见过吗?", - "TRAVELING_MERCHANT_INTRO3": "对啦,你要是想找便宜的商品,那么找我准没错!不过嘛,我不太喜欢一直呆在一个地方不动。", - "TRAVELING_MERCHANT_INTRO4": "虽说我没穿衣服,但你不必紧张——我前阵子把衣服卖给了一个年轻女子,她把衣服给了一头熊。瞧,我还是对资源分配作出了一丝贡献嘛!", - "TRAVELING_MERCHANT_REPEAT_MEET": "怪了,这里也能遇见你呀!", - "TRAVELING_MERCHANT_PRE_TRADE": "不如来看看我的商品目录吧?", - "TRAVELING_MERCHANT_POST_TRADE2": "回见啦!", - "TRAVELING_MERCHANT_POST_TRADE1": "哎哟我跟你说,没有“钱”这东西的存在,干什么都麻烦得不得了。", - "RESTING_KAYLEIGH_PLATONIC_1": "凯莉和你热烈讨论起你最爱的狗狗品种。", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "{player},我有个问题想问你。[pause]而且是个很重要的问题。", - "RESTING_KAYLEIGH_PLATONIC_2": "你和凯莉有一句没一句地聊起了新威勒尔的各种谜团。", - "RESTING_KAYLEIGH_PLATONIC_3": "凯莉向你讲述了一则她生活中的趣闻。", - "RESTING_KAYLEIGH_PLATONIC_4": "凯莉向你讲述她为了帮助港口镇的大家所经历的数次冒险。", - "RESTING_KAYLEIGH_PLATONIC_5": "你们俩朝篝火堆扔树枝,玩得十分开心。", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "这也许说明,你是个把独立和个人空间看得很重的人……", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "你做好心理准备了吗?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "你做好心理准备了吗?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "你是……[pause][pause][pause]爱狗之人,还是爱猫之人?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "你做好心理准备了吗?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "我这些天总是走很远的路,所以养狗刚好合适,你说是吧?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "爱狗之人!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "爱猫之人!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "爱貂之人!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "要是能回到我的世界,我想我会去领养一只狗狗。", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "妙哉![pause]我也是。", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "有意思!", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "不过也可能单纯只是意味着,你觉得猫比狗可爱多了。", - "LEVEL_WARNING_viola.v3": "盘踞此地之兽,对我等颇具威胁——依我看,远离此地,方为明智之举。", - "HARBOURTOWN_NPC_32_DIALOGUE1": "如果说新威勒尔这里有[wave amp=30 freq=10]任何一样东西[/wave]供应充裕,那必须是咖啡了。[pause]不对,除了咖啡,花花绿绿的生物也少不了。", - "HARBOURTOWN_NPC_31_DIALOGUE1": "我目前正在接受培训,准备成为实习巡护员。这跟求职差不多,只不过要进行的战斗多太多了。", - "HARBOURTOWN_NPC_33_DIALOGUE1": "当地神话说,泥沼海的海平线上能看到一座码头的遗迹……不过当然了,我压根就没能看见过。", - "HARBOURTOWN_BOOK_2": "潦草的笔记写道:“……只要给这精灵怪物一个玩具,它就不会走上歪路;若非如此,它终将被心中怒火吞噬。”", - "HARBOURTOWN_BOOK_3": "潦草的笔记写道:“……若能驾驭西风之力,这条戴面具的巨蛇便能走上第三条道路。”", - "HARBOURTOWN_BOOK_1": "潦草的笔记写道:“……一旦获得近距离接触对手的能力,这个飞碟生物便会从壳中探出身来。”", - "HARBOURTOWN_BOOK_4": "潦草的笔记写道:“……山脚下的神秘齿轮,是解锁这头恐龙真正潜能的关键。”", - "HARBOURTOWN_BOOK_5": "潦草的笔记写道:“……我相信,某些怪物会根据身处日间抑或是夜间,而成长为不同形态。”", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "化学小贩", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "无属性小贩", - "HARBOURTOWN_CHEMIST1_OPENING": "元素化学是战斗成功的关键。[pause]我设计的贴纸可以让你玩转化学,在战斗中占尽优势!", - "HARBOURTOWN_CHEMIST1_CLOSING": "需要我的话,随时都可以来找我哦。", - "HARBOURTOWN_CHEMIST2_OPENING": "我专门出售属性会随使用者而改变的贴纸——假如你也使用我同事的涂层,那么有这些贴纸在手就事半功倍啦。而且,我这儿的贴纸可以兼容任何一盘磁带哦!", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "多谢惠顾!", - "HARBOURTOWN_ITEM_RECYCLER3": "接着你就能拿这些资源跟别人交易,换取新物品了!", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "多谢惠顾!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "多谢惠顾!", - "HARBOURTOWN_ITEM_RECYCLER1": "你会把不再需要的东西拿去回收吗?", - "HARBOURTOWN_ITEM_RECYCLER2": "这不仅是为背包减负的好方法,而且还能把一些制造物品所用到的资源退还到你手上。", - "INTRO_PENSBY27.m": "凯莉,你还没告诉他……么?", - "INTRO_PENSBY27.f": "凯莉,你还没告诉她……么?", - "INTRO_KAYLEIGH28": "抱歉,我应该先说清楚的……", - "INTRO_PENSBY27.n": "凯莉,你还没解释……么?", - "CLEMENCE_CAFE4": "我对他们说,“瞧你们说的什么话!”然后我就把留声机修好了,于是乎现在这些唱片就都能播放了。如今我的咖啡馆既有格调,又有音乐,皆大欢喜。剧终。", - "CLEMENCE_ARRIVAL1": "我是从天上掉到这里来的。[pause]先是落入大海,[pause]然后被海浪冲上了这儿的海岸。[pause]那都是快十年前的事了吧。总之就成现在这样了。", - "INTRO_KAYLEIGH25": "总而言之,港口镇刚好有一间空房可以给你住,所以现在这里就是你家啦!", - "INTRO_KAYLEIGH25_OPTION1": "这究竟是哪里啊?偌大个地球上竟然还有这样的地方?", - "INTRO_PENSBY26": "……“地球”?", - "PARTNER_LEVELUP_DOG1": "汪克利眼里闪烁着光芒,看来是最近一直有在训练。", - "INTRO_KAYLEIGH9": "深呼吸就好!很快就能调整过来的!", - "INTRO_KAYLEIGH8.n": "轮到你啦!别害羞!", - "INTRO_KAYLEIGH10": "好嘞,我们去让它尝尝厉害!", - "INTRO_KAYLEIGH11": "你刚才表现得还不赖嘛……对了,你叫什么名字?", - "LEVEL_WARNING_eugene.v1": "这一区看起来好危险,我看不如暂时撤退吧……", - "LEVEL_WARNING_eugene.v3": "兄弟,我看还是别了吧——对现在的我们来说,这里的怪物恐怕太难对付了……", - "INTRO_KAYLEIGH15.f": "欢迎来到港口镇……", - "INTRO_KAYLEIGH16": "你的新家!", - "INTRO_KAYLEIGH15.n": "欢迎来到港口镇……", - "INTRO_KAYLEIGH16_OPTION1": "我的新……家?", - "INTRO_KAYLEIGH18": "一到这个环节我就头疼……", - "INTRO_KAYLEIGH16_OPTION2": "可我已经有一个家了啊!", - "INTRO_KAYLEIGH17": "啊,对,[pause]嗯,[pause]抱歉。", - "SWAP_PARTNER_KAYLEIGH1": "好,那我们就出发吧!", - "SWAP_PARTNER_DOG1": "*呼哧*", - "SWAP_PARTNER_MEREDITH1": "哦哟,这么快咱俩又要一起上路啦?", - "EUGENE_INTRO_EUGENE12_OPTION1": "我叫{player}!", - "EUGENE_INTRO_EUGENE13": "你好{player}。能在镇上看见新面孔,向来让人很高兴。", - "EUGENE_INTRO_EUGENE13_OPTION1": "刚才那帮是什么人?", - "EUGENE_INTRO_EUGENE14": "太过细枝末节的我就略过了——[pause]总之他们并不[wave amp=30 freq=10]属于[/wave]这个世界。", - "EUGENE_INTRO_EUGENE13_OPTION2": "刚才那是怎么回事?", - "EUGENE_INTRO_EUGENE15": "这么说吧,在新威勒尔这地方,并不是所有怪物都长得像个萌萌的卡通角色。", - "WORKING_OVERTIME_INITIAL_RANGER2": "事情是这样的,我和埃安忒说我会在这里立一块镇名标牌。[pause]这种东西能让这地方感觉更温馨一点,[pause]你说是吧?", - "EUGENE_INTRO_EUGENE16_OPTION1": "能让我帮忙吗?", - "EUGENE_INTRO_EUGENE16": "不说了,我得去盯着点,不能让那帮家伙接近。[pause]港口镇上的大家都是好人,万一让他们逮着机会[shake rate=30 level=10]咬人[/shake],那这个风险我可担当不起啊。", - "EUGENE_INTRO_EUGENE16_OPTION2": "你需要协助吗?", - "EUGENE_INTRO_EUGENE18": "到这个地点来和我碰面。[pause]等你到了那里,我就把全部真相一五一十告诉你。", - "EUGENE_INTRO_EUGENE17.n": "你要是不怕脏不怕累,那么我很乐意接受你的协助!", - "EUGENE_INTRO_EUGENE17.f": "你要是不怕脏不怕累,那么我很乐意接受你的协助!", - "EUGENE_INTRO_EUGENE19": "不过……[pause]你得做好大打出手的准备,[pause]场面估计会有点难看。", - "WORKING_OVERTIME_INITIAL_RANGER1": "嗨,[pause]不知你可否向我伸出援手呢?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "嚯,镜子?", - "WORKING_OVERTIME_RANGER_NAME": "筋疲力竭的巡护员", - "WORKING_OVERTIME_INITIAL_RANGER3": "只不过,我算错了所需的木材用量。不知你可否分点多余的木材给我呢?[pause]可以的话,那就真是我的救星了!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "当然可以!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "现在不行。", - "WORKING_OVERTIME_INITIAL_RANGER4": "真的吗?那可真是谢天谢地![pause]等你把木材搞到手了,就过来跟我说一声吧。", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "唉,没事,当我没问。", - "WORKING_OVERTIME_ACTIVE_RANGER1": "嗨,又见面啦。你找到木材了吗?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "把{required_item_amount}份木材交给他。", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "没事,反正我短时间内不会离开这里的。", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "暂时还没呢!", - "WORKING_OVERTIME_COMPLETE_RANGER3": "唔……[pause][pause]既然你帮了我,[pause]不如标牌的设计就交给你来决定吧?", - "WORKING_OVERTIME_COMPLETE_RANGER2": "你做到了![pause]多谢你出手相助——我一想到要自己去收集那么多原料,就害怕得不行。", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "标牌上要附上一个能概括港口镇特色的图案。[pause][pause]这位朋友,[pause]你怎么想?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "标牌上要附上一个能概括港口镇特色的图案。[pause][pause]这位朋友,[pause]你怎么想?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "就用鸟吧!", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "标牌上要附上一个能概括港口镇特色的图案。[pause][pause]这位朋友,[pause]你怎么想?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "就用花吧!", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "就用海豚吧!", - "WORKING_OVERTIME_COMPLETE_RANGER5": "好,[pause]就这个吧。", - "WORKING_OVERTIME_COMPLETE_RANGER8": "我这一辈子都在这里生活,[pause]不过镇上许多人是从其他不同地方来的,都困在这里没法走了。", - "WORKING_OVERTIME_COMPLETE_RANGER6": "呼,[pause][pause]大功告成啦。[pause]你觉得怎么样?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "我可太喜欢了!", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "看起来很棒嘛!", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "完成得太棒了!", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "这活干得很可以嘛。", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "嘿,[pause]干得不错啊。", - "WORKING_OVERTIME_COMPLETE_RANGER9": "假如这块标牌能让看到它的人心里好受点,哪怕只有一丁点也好,[pause]那这番辛劳就都值得了……[pause]我猜是吧。", - "WORKING_OVERTIME_COMPLETE_FELIX7": "这图案挺好。", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "看得出来,你在这件作品上投入了许多心思。", - "RANGER_BODYBUILDER_INTRO": "唷,今儿个是要来操练吗?", - "RANGER_BODYBUILDER_OPTION1": "那我们就开练吧!", - "RANGER_BODYBUILDER_OPTION2": "这个要怎么用?", - "RANGER_BODYBUILDER_NO_PASS1": "哎呀,这样可不行,你的健身卡在哪儿呢?", - "RANGER_BODYBUILDER_OPTION3": "现在不行。", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "更何况你都还没正式成为巡护员啊!", - "RANGER_BODYBUILDER_NO_PASS2": "去找那边的威玛办张健身卡,然后我就能给你量身定制健身计划啦!", - "INTRO_KAYLEIGH21": "我们都一样。", - "INTRO_KAYLEIGH20.n": "你被困在这里了。", - "INTRO_KAYLEIGH23": "{player},你可把我吓得心跳都漏了几拍!", - "INTRO_PENSBY22": "啊,太好了,你醒啦。凯莉突然跑来敲我的门,吓了我一大跳。", - "INTRO_KAYLEIGH21_OPTION1": "怎么感觉天旋地转的……", - "INTRO_KAYLEIGH21_OPTION2": "我好像不大舒服……", - "TUTORIAL4_PART3D_KAYLEIGH23": "我们也要替新威勒尔的每一个人找出答案!", - "TUTORIAL4_PART3D_KAYLEIGH24": "你我二人齐心协力!", - "TUTORIAL4_PART3D_KAYLEIGH25": "你觉得怎样?我们是一条船上的吧?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "那就这么决定了!", - "TUTORIAL4_PART3D_KAYLEIGH26": "既然幻视是大天使给你的,那么……", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "我们别无选择!", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "你必须找到另一个大天使,而且届时你的实力必须强大到能与之抗衡。", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "巡护员有一项训练课程,可以助你把实力提升到足够强的水平。那接下来,就先带你去见巡护员领队吧!", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "你必须找到另一个大天使,而且届时你的实力必须强大到能与之抗衡。", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "你必须找到另一个大天使,而且届时你的实力必须强大到能与之抗衡。", - "TUTORIAL4_PART3D_KAYLEIGH29": "她现在大概会在公园的哨所。", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "巡护员有一项训练课程,可以助你把实力提升到足够强的水平。那接下来,就先带你去见巡护员领队吧!", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "巡护员有一项训练课程,可以助你把实力提升到足够强的水平。那接下来,就先带你去见巡护员领队吧!", - "HARBOURTOWN_NPC_20_DIALOGUE1": "我知道变身在战斗中有效得多,但是……", - "HARBOURTOWN_NPC_20_DIALOGUE3": "像埃安忒那把机械齿轮剑,我这辈子都没见过这么蒸汽朋克的东西。", - "HARBOURTOWN_NPC_20_DIALOGUE2": "唉,我可真怀念巡护员以前用来战斗的武器啊。", - "HARBOURTOWN_NPC_21_DIALOGUE1": "你有去过港口镇的西城区吗?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "你是外头来的吗?我以前没见过你呀!", - "HARBOURTOWN_NPC_22_DIALOGUE1": "我们[wave amp=30 freq=10]经常[/wave]为镇上的人做饭,不过已经有一阵子收不到西边那座农场送来的食材了。不知道发生什么事了呢?", - "HARBOURTOWN_NPC_21_DIALOGUE2": "我一直想去那边的遗产展览馆逛逛。", - "HARBOURTOWN_NPC_23_DIALOGUE1": "没时间闲聊了,我还有一张糕点订单要完成呢!", - "HARBOURTOWN_NPC_22_DIALOGUE2": "通往农场的桥放了下来,这下我们就能再次收到新鲜的农产品了!真幸运啊。", - "HARBOURTOWN_NPC_24_DIALOGUE1": "你知道吗?这镇子已经在这里矗立了101年。", - "HARBOURTOWN_NPC_24_DIALOGUE2": "这地方在我还是个小女孩时的模样,我都还记得一清二楚呢。镇子变了那么多,变得那么快……", - "HARBOURTOWN_NPC_24_DIALOGUE3": "但是镇子的根基,[pause]始终如一。", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "你是外头来的吗?我以前没见过你呀!", - "HARBOURTOWN_NPC_26_DIALOGUE1": "你听[wave amp=30 freq=10]西比尔电台[/wave]吗?我每天都会准时收听——论粉丝的死忠度,我能排第六呢!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "最近有个奇怪的男人跑来向我兜售房屋。我怎么会买房子啊?这座岛上压根连[wave amp=30 freq=10]钱[/wave]这种东西都没有哇!", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "你是外头来的吗?我以前没见过你呀!", - "HARBOURTOWN_NPC_29_DIALOGUE1": "困在这座岛上,让我多了许多闲暇时间,于是便能好好磨练自己的社交技能了……比如和你这样的陌生人搭话!", - "HARBOURTOWN_NPC_28_DIALOGUE1": "我真的很想去新威勒尔公园散散步,但是[wave amp=30 freq=10]本地的野生动物[/wave]让我敬而远之。", - "HARBOURTOWN_NPC_30_DIALOGUE1": "听说有位巡护员知道怎么[wave amp=30 freq=10]破解[/wave]怪物磁带,这是真的吗?我拒绝相信有这样的可能!", - "HARBOURTOWN_ASTROLOGER_NPC6": "然而,若接触到有杂质的不纯元素,如塑料、毒及金属,其体内和谐就会陷入[wave amp=30 freq=10]无序[/wave]。", - "HARBOURTOWN_ASTROLOGER_NPC5": "接触到四种元素中任意一种的星界生物,都会[wave amp=30 freq=10]力量大增[/wave]!", - "HARBOURTOWN_ASTROLOGER_NPC7": "假如你想变成星界怪物的形态,那可要牢记这一点!", - "PENSBY_INTERACT_MENU": "你好啊{player},有什么可以帮到你吗?", - "PENSBY_INTERACT_MENU_SUPPLIES": "我在找补给品。", - "PENSBY_INTERACT_MENU_CHECKUP": "我想做个身体检查。", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "{player},你的身体非常健康。", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "你还有什么想要吗?", - "PENSBY_INTERACT_CHECKUP_HURT1": "我来帮你瞧瞧……", - "PENSBY_INTERACT_CHECKUP_HURT3": "我给你开的药方是多加休息。[pause]不如去一趟留声机咖啡馆,稍微放松一下吧?", - "PENSBY_INTERACT_CHECKUP_HURT2": "就只是挂了点彩,没什么大碍。", - "PENSBY_INTERACT_BYE": "出门在外,别把自己搞太伤了,知道吗?", - "HERITAGE_CENTER_SIGN": "“港口镇遗产展览馆:为我们的奇迹社区勾勒历史脉络”", - "HERITAGE_CENTER_1": "001年:英国海军舰艇伯肯黑德号,在地球年1845年的一场风暴中沉没。大部分船员和残骸被冲上一个未知的岛屿,该岛后来得名“新威勒尔”。", - "HERITAGE_CENTER_3": "006年:首个新生儿在新威勒尔降生。离开新威勒尔的首次尝试以灾难告终——一艘在岛上组装而成的船仅驶出海岸一英里,便被暴风雨卷入海底。", - "HERITAGE_CENTER_2": "002年:首次出现新来者。港口镇正式建镇。有文字可考的首次与未知本地生物(又称“怪物”)相遇事件发生。", - "HERITAGE_CENTER_4": "048年:随着多名工程师的到来,首个电网在港口镇建成。", - "HERITAGE_CENTER_5": "050年:在成立48周年之际,港口镇撤销了先前设立的市长职位,镇上大小事务交由委员会管理。", - "HERITAGE_CENTER_8": "091年:发现“凋敝商场”,从而令新威勒尔获得大量地球商品供应。首次发现“怪物录制”现象。", - "HERITAGE_CENTER_6": "062年:尝试在新威勒尔岛上建立第二个城镇,名为“新伦敦镇”。", - "HERITAGE_CENTER_7": "089年:新伦敦镇遭遇灭顶之灾。只有一位居民在灾难中活了下来,并有幸回到了港口镇。", - "HARBOURTOWN_STATION_MORGANTE14": "我需要一具容器,而你们需要一位向导。\\n\\n助我重整旗鼓,我将领你们离开这片土地,以此相报。", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "容器……?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "等等……", - "HARBOURTOWN_STATION_KAYLEIGH16": "{player},你没事吧?![pause]发生什么了?![pause]你刚才整个人昏过去了!", - "HARBOURTOWN_STATION_MORGANTE15": "非常好。且听我歌一曲。", - "TUTORIAL4_PART3A_KAYLEIGH1": "刚才在地铁站发生了[wave amp=30 freq=10]太多[/wave]事……我想我们应该好好聊聊。", - "HARBOURTOWN_STATION_KAYLEIGH17": "我们该离开这里了……", - "TUTORIAL4_PART3B_KAYLEIGH12": "但现在,我们直接管它们叫“怪物”。这称谓是个筐,什么都可以往里装。", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "关于“大天使”……", - "GAME_OVER_FIRST_PENSBY4": "你手头上的任何资源,都可以拿来和我交易回血药;[pause]也可以去留声机咖啡馆,找克莱曼斯交易。", - "LEVEL_WARNING_felix.v1": "直觉告诉我,这里的怪物远比我们强大……", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player},我看这应该是[shake rate=30 level=10]大天使[/shake]……", - "HARBOURTOWN_STATION_KAYLEIGH5": "我们得离开了,[wave amp=30 freq=10]马上[/wave]。", - "HARBOURTOWN_STATION_KAYLEIGH5B": "大天使跟其他怪物可不一样。[pause][shake rate=30 level=10]这里不安全,我们不宜久留[/shake]。", - "HARBOURTOWN_STATION_KAYLEIGH6": "大事不好……", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "你是谁?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "你遇上什么事了?", - "HARBOURTOWN_STATION_MORGANTE3": "不对,不对,你们非我族类。\\n\\n你们手中持剑,莫非又是要来取我性命?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "我们要[b]齐心协力[/b],把这个大家伙打倒!", - "HARBOURTOWN_STATION_KAYLEIGH7": "我可不要死在这里。", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "如果那条出路[wave amp=30 freq=10]真的[/wave]能带我们回到原本的世界,那我们是不是就都得说再见了?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "说说看,你觉得睡在[wave amp=30 freq=10]美好的户外[/wave]怎么样?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "幸好,新威勒尔岛上还有我们要做的事情。所以这些烦心事,我就晚点再去担心吧!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "……", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "我们一同踏上这条道路,所以也要一同走到终点。[pause]{player},在你做好准备之前,我是不会离开的。", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "相信这事对于巡护员们来说,会是个重磅消息。这下他们的任务可就艰巨了!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "我们一同踏上这条道路,所以也要一同走到终点。[pause]{player},在你做好准备之前,我是不会离开的。", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "我们一同踏上这条道路,所以也要一同走到终点。[pause]{player},在你做好准备之前,我是不会离开的。", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "看来如今埃安忒也知道了出路的存在!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "在列车上和阿列夫交手时……[pause]我们凭借融合召唤出来的那股力量……", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "看起来有点像莫甘特,[pause]也就是你我一同对抗的第一个大天使,对吧?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "我还没完全弄懂这是怎么一回事,但总感觉那一刻的我们,是代表着和她目标一致的某些东西。那个形态里的,不仅有我们——[wave amp=30 freq=10]她[/wave]也与我们融为一体了。", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "是啊!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "我想是吧。", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "但是自从我们第一次遇上她,她的精魂就跑进你身体里了,不是吗?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "她把线索告诉你,引你找到那条出路,然后帮我们击败了阿列夫。你说,她的意图会不会从头到尾都只有一个啊,那就是利用我们来打败他……", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "对啦,有件事我忘了问!你觉得接受[wave amp=30 freq=10]巡护员训练[/wave]的感觉如何呀?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "兴奋!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "兴奋!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "兴奋!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "紧张!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "果不其然!没事,你会做得很好的!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "紧张!", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "{player},我们还能这样子一起露营,我挺高兴的。", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "紧张!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "巡护员们会根据每个受训者的长处,来为他们贴身定制挑战——我的训练包括帮各个巡护员队长在镇上做社区工作。", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "而你的战斗挑战看起来……[pause]比我的稍微更激烈一点。", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "巡护员就是这么一回事——为了维护镇子的现状,每个巡护员都有特殊的角色。", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "西提耶负责维持电网的运行,瓦莱斯负责对建筑物和墙的维修保养,而呼噜负责……[pause]某些事情。", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "不过这些同样也会反映他们的战斗方式!他们每个人都拥有自己的独门秘技。", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "{player},我相信你一定能打败他们的!", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "我在想啊……万一有朝一日真能回家,那我可得把当巡护员时学到的一身技艺用起来。", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "要是就这么回去过以前那种生活的话,那可真是浪费了我在这里学到的一切。", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "那你以前过的是哪种生活啊?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "那你来这里之前是做什么的?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "呃……[pause]这么说吧,我以前过的生活跟[wave amp=30 freq=10]刺激[/wave]二字完全不搭边。", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "愉快是挺愉快的,[pause]但是在这座岛上经历过这么多风风雨雨之后……那样的生活恐怕再也没法满足我了。", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "我大学没读完就退学了,然后就回到家乡,在一间商店工作。", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "不知道为什么,我之前总以为我们[wave amp=30 freq=10]在一起[/wave]之后,就不能一起露营了。", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "不过还好只是我想多啦。", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "我们第一次对抗莫甘特时,我就已经说了——咱俩是一条船上的嘛!", - "SWAP_PARTNER_EUGENE1": "赞爆了!", - "SWAP_PARTNER_FELIX1": "呃,好吧。", - "SWAP_PARTNER_VIOLA1": "妙极!那就快马加鞭吧。", - "HARBOURTOWN_NPC_10_DIALOGUE5": "有朝一日,我会不会也有幸成为巡护员队长呢?[pause]算了,恐怕难。", - "HARBOURTOWN_NPC_11_DIALOGUE3": "怎么就不能让我困在一个更[wave amp=30 freq=10]正常[/wave]一点的地方呢?", - "HARBOURTOWN_NPC_11_DIALOGUE2": "哼,[shake rate=30 level=10]我[/shake]可不这么认为![pause][pause]怪物这玩意儿,我就是怎么看怎么觉得诡异,怎么看怎么觉得不舒服!", - "HARBOURTOWN_NPC_11_DIALOGUE1": "镇上的人总把“怪物”啊“磁带”啊这些词语挂嘴边,[pause]会让人误以为每一个人都乐在其中。", - "HARBOURTOWN_NPC_12_DIALOGUE1": "你知道我想念什么吗?[pause]我想念体育运动。[pause]为什么港口镇不能组织一支足球队啊?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "不过嘛……[pause]就算组起来了,估计也找不到对手比赛。[pause]我可不觉得沙滩上的大螃蟹还会有竞技精神。", - "HARBOURTOWN_NPC_12_DIALOGUE3": "最近有好几个皮肤苍白的怪人,在这里附近鬼鬼祟祟的,嘴里低声嘀咕着什么。即便是在这个地方,这样的现象也很不寻常。", - "HARBOURTOWN_NPC_12_DIALOGUE4": "你有见到公园里头那些披着斗篷的怪胎吗?搞什么名堂,他们是什么[wave amp=30 freq=10]剧团[/wave]的成员吗?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "港口镇和东边那个镇子显然是重修旧好了。不知道发生了什么事呢?", - "HARBOURTOWN_NPC_12_DIALOGUE6": "镇上的人声称废弃商场[wave amp=30 freq=10]闹鬼[/wave]。怪物是一回事,但我拒绝相信这世上有鬼魂存在!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "我最近没见那些穿着黑衣、皮肤苍白的诡异家伙了。发生了什么事呢?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "我恐怕是要在这里呆上一辈子了,但至少这里从不[wave amp=30 freq=10]无聊[/wave]。", - "HARBOURTOWN_NPC_12_DIALOGUE8": "连接港口镇和派珀农场的开合桥,显然又放了下来。对于这里的每一个,[pause]呃,[pause]需要食物才能生存的人来说,这可是[wave amp=30 freq=10]大好[/wave]消息啊。", - "HARBOURTOWN_NPC_13_DIALOGUE1": "我本来想过桥,但是那座开合桥已经好一阵子没放下来了。", - "TUTORIAL4_PART3C_KAYLEIGH4": "(我猜“适当条件”,大概也包括差点死在[shake rate=30 level=10]大天使[/shake]手上……)", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "那感觉很奇怪。在那一瞬间,我是在和你共享一副身躯,而我们[wave amp=30 freq=10]成为[/wave]的东西,既是我们,也不是我们……", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "那感觉很奇怪。在那一瞬间,我是在和你共享一副身躯,而我们[wave amp=30 freq=10]成为[/wave]的东西,既是我们,也不是我们……", - "TUTORIAL4_PART3C_KAYLEIGH6": "我——[pause]我以前从不曾与任何人融合,当然也没料到竟然会和一个[wave amp=30 freq=10]素昧平生[/wave]的人融为一体……", - "TUTORIAL4_PART3C_KAYLEIGH7": "总之一时头脑发热,事情就这么发生了……对吧?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "那感觉很奇怪。在那一瞬间,我是在和你共享一副身躯,而我们[wave amp=30 freq=10]成为[/wave]的东西,既是我们,也不是我们……", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "一件事是本身就很有趣,还是能令人感到充实,我猜还是有不同的。", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "那是兴奋。[pause]我想,这两者大概很容易混淆吧。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "我确实很好奇这一整个[pause]“磁带怪物变身”的过程是怎么实现的。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "乍一看,这事根本讲不通啊,对吧?[pause]说到底,这些都只是普通的磁带机啊。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "但也许其实是我的看法有误。[pause]也许我太过纠结于变身的局限性,而这样的思考方式是错的。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "而且还是用塑料做的,一点也不稀奇。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "也许只要接受不可能之事仍旧可以发生,[pause]我们就让事情拥有了发生的可能……[pause]对吧?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "我真好奇在港口镇出生的居民过的是什么样的生活呢。", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "我是说啊,这整个世界就是他们所知的一切了啊。", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "可是……像我们这样的人,却一直在描述不同世界的人和地方。", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "他们说不定很难理解我们口中说的东西吧!", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "我猜这个镇子大概可以说是两极分化吧。", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "但另一方面,[pause]面对无处不在的怪物,他们远比我们要习以为常。", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "啊?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "“凯莉,光阴似箭,只会一路向前。”", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "光阴似……什么?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "噢,没事,就是我爸以前的口头禅而已啦。", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "我猜这话是在说,时光永不回头——我们无法让时间逆流,无法回到过去改变自己的错误,所以也不该沉湎于往事。", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "即便心里很想……", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "……", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "我想这就意味着,我们该考虑一下冒险旅途的下一步该怎么走了!毕竟“光阴似箭,只会一路向前”嘛,{player},你说对吧!", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]所以说……[/wave][pause]你跟梅瑞狄……[pause]是吧?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "不过,作为朋友,我得劝你一句——[pause]你或许[wave amp=30 freq=10]不应该[/wave]告诉她,她并不是这座岛上你亲过的唯一一个女孩。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "你已经听说了……?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "希望我们之间不会太尴尬……", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "我以为[wave amp=30 freq=10]接吻[/wave]之后“我们”二字会萌生出不同的含义,看来是我一厢情愿罢了。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "没事的!毕竟你也没承诺我什么嘛。我们有过一两段甜蜜回忆。[pause]仅此而已。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "没事的!毕竟你也没承诺我什么嘛。我们有过一两段甜蜜回忆。[pause]仅此而已。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "没事的!毕竟你也没承诺我什么嘛。我们有过一两段甜蜜回忆。[pause]仅此而已。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "不过你和梅瑞狄可要好好的,我完全想象得出你俩在一起有多配。", - "GAME_OVER_FIRST_PENSBY1.f": "啊,你醒啦。得亏你有这么个朋友,才能把你完好无缺带回我诊所来!", - "TUTORIAL1_PART1_KAYLEIGH9": "我们要过去瞧瞧,确保那条小路可以安全通过。", - "TUTORIAL1_PART1_KAYLEIGH10": "拿着,这是大门的钥匙。", - "TUTORIAL1_PART2_KAYLEIGH1.m": "好,唔,我得先教你一些基础。接下来要再次变身怪物啦,希望你已经做好心理准备啰!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "呃,大概吧!", - "TUTORIAL1_PART2_KAYLEIGH1.f": "好,唔,我得先教你一些基础。接下来要再次变身怪物啦,希望你已经做好心理准备啰!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "当然!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "好,唔,我得先教你一些基础。接下来要再次变身怪物啦,希望你已经做好心理准备啰!", - "CLEMENCE_INTRO3": "有什么问题想问,就请尽管开口问吧,我不赶时间。", - "CLEMENCE_INTRO1.n": "Bonjour![pause]我们这里可不常见到新面孔,尤其像你这般俊俏的,就更是少之又少了!", - "OUTSKIRTS_3_-1_GIFTER1.m": "我以前没在附近见过你啊。容我大胆一猜——你是相当近期才被冲上岸的,对吧?", - "OUTSKIRTS_3_-1_GIFTER1.f": "我以前没在附近见过你啊。容我大胆一猜——你是相当近期才被冲上岸的,对吧?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]哎呀,而犯罪率同样居高不下……[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "有了这些,你就能让播放中的怪物磁带倒带啦。出门在外,要注意安全哦!", - "OUTSKIRTS_3_-1_GIFTER2": "哇!你手上拿着的是磁带机吗?来来来,快拿着。", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]公园附近的房产价值如今居高不下![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "多谢惠顾!欢迎明天再来,我这儿会上架全新的贴纸哦!", - "HARBOURTOWN_MERCHANT_2": "交易愉快!欢迎明天再来,我这儿会有新贴纸进货哦!", - "HARBOURTOWN_MERCHANT_1": "你是否正在寻找新的贴纸,好让自己的怪物形态在战斗中占上风呢?别再犹豫观望,快来尽情挑选吧!过了这村可就没这店啰!", - "HARBOURTOWN_MERCHANT_3": "我一直在设计新的辅助型贴纸哦!要来看看吗?", - "HARBOURTOWN_MERCHANT_5.m": "这位朋友,切莫低估被动招式的重要性哦!来,瞧瞧今天我这儿的贴纸吧!", - "HARBOURTOWN_MERCHANT_4.f": "多谢惠顾!欢迎明天再来,我这儿会上架全新的贴纸哦!", - "HARBOURTOWN_MERCHANT_4.n": "多谢惠顾!欢迎明天再来,我这儿会上架全新的贴纸哦!", - "TUTORIAL4_PART3B_KAYLEIGH14": "大天使的真身是什么,我们并不清楚。上一次有人看见它们出没,已经是很久以前的事了。", - "TUTORIAL4_PART3B_KAYLEIGH13": "但至于其他生物嘛……[pause]比如刚才和我们交手的那个……[pause]我们依旧管它们叫“大天使”。", - "TUTORIAL4_PART3B_KAYLEIGH15": "看着我们对付的那个东西时……我心里有种说不清道不明的感觉……", - "TUTORIAL4_PART3B_KAYLEIGH16": "总感觉自己看的方式不对——像是在举着望远镜看电影似的……", - "TUTORIAL4_PART3B_KAYLEIGH17": "啊!抱歉,[pause]我又在自说自话了!", - "LEVEL_WARNING_dog.v3": "汪克利似乎在害怕着什么,也许这一区的怪物看起来太强悍了?", - "LEVEL_WARNING_dog.v2": "汪克利表现得有点胆怯,也许附近的怪物在他看来很难对付?", - "INTERDIMENSIONAL_POST_BYE1": "就这么多啦。希望你已经弄清楚是怎么一回事了哦。", - "INTERDIMENSIONAL_POST_BYE3": "保重啦,告辞!", - "INTERDIMENSIONAL_POST_BYE2": "我拜访过的好多人都以为自己神经错乱了,人数之多,说出来你都不敢相信呢。", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]正在查看信箱……[/wave]", - "POSTBOX_INTERACT1": "是信箱![pause]奇怪了,这信箱建在屋子里头,谁也投不了信啊……", - "POSTBOX_INTERACT2": "总之还是看看吧?此操作需要连接到互联网。", - "POSTBOX_ERROR_TIMEOUT": "连接已超时。", - "POSTBOX_ERROR_CONNECT": "无法连接({0})。", - "POSTBOX_ERROR_NETWORK": "出现网络错误({0})。", - "POSTBOX_ERROR_CLIENT": "出现客户端错误({0})。", - "POSTBOX_ERROR_UNKNOWN": "出现未知错误({0})。", - "POSTBOX_EMPTY": "信箱是空的。", - "POSTBOX_KEYPAD": "不过背后有个键盘……要输入代码吗?", - "POSTBOX_MESSAGE_FOUND": "你收到一则消息!", - "POSTBOX_MESSAGE_FOUND_SENDER": "你收到一则由{sender}发来的消息!", - "POSTBOX_MESSAGE_BODY": "“{body}”", - "POSTBOX_PACKAGE_FOUND": "你收到一份包裹!", - "POSTBOX_ENTER_CODE": "输入代码", - "PLANTER_INTERACT1": "要用园艺工具组在这里种下幼苗吗?", - "PLANTER_NO_QUEST": "是花箱!里面什么都还没种呢。", - "PLANTER_INTERACT2_OPTION1": "多叶灌木丛", - "PLANTER_INTERACT2": "选择幼苗:", - "PLANTER_INTERACT2_OPTION2": "樱花树", - "PLANTER_INTERACT2_OPTION3": "红玫瑰", - "PLANTER_INTERACT2_OPTION4": "淡色兰花", - "PLANTER_INTERACT2_OPTION5": "薰衣草", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "爱貂,是吧?[pause]你可真会端水啊!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "宠物貂体型太小,够不上狗,[pause]然而脑袋又太尖,够不上猫……", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "这答案可真够狡猾,不过我接受了!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "你认为……新威勒尔会不会让我们在肉体上发生改变?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "比起咖啡的味道,我自己其实更钟爱它的香气。", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "这听起来可能会很奇怪,不过……", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "别误会,我觉得咖啡棒极了!", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "但是,实际喝进嘴里的味道通常没闻着时那么香醇……", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "我是指,[pause]我们一来到这里,说不定就已经发生了改变。", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "但是,我在新威勒尔的这副身躯,恐怕已经和我“前世”的那副身躯不一样了。", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "我很难把这个念头用言语表述出来……", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "和我真实的身体并不完全相同。", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "就好像现在这个身子,是我出现在自己梦境时的模样,是我心目中对自己的想象。", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "我也不知道回到自己的世界时,[pause]究竟会发生什么……", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "我确实有点怀念那些会把你名字写在杯子上的咖啡店。", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "虽说从我的经验来看,他们把你名字写对的概率低得可怕。", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "我的名字通常会被写成“凯利”什么的。", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "和我的宝贝女友尽情享受美好的户外时光……", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "怀念归怀念,克莱曼斯冲出来的咖啡,可比任何连锁店做的都要好。[pause]要是哪天真能回到自己的世界,恐怕我还没那么容易重新接受普通的咖啡呢。", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "有次甚至还给我写成了“卡罗”呢。[pause][pause]也实在是差太远了吧。", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "和我的宝贝男友尽情享受美好的户外时光……", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "我还住在殁宁屯时,多里安提出了好多发展社区的宏伟蓝图……", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "怎么也跟“糟”字不沾边嘛,对吧?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "我小时候经常去露营。爱尔兰有一大把适合露营的好地方呢!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "和我的好伴侣尽情享受美好的户外时光……", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "我爸常会开车载着我去郊外,然后我们父女俩一起仰望星空。", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "和你一起露营,让我怀念起那段时光了。", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "这听起来恐怕有点奇怪,[pause]但是……", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "有时候,我觉得人们会把“兴奋”误以为是“高兴”。", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "真意外,谈个恋爱竟然还会附带这么多次咖啡茶歇呢!", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "能够参与其中,令当时的我感到无比激动。[pause]周围的一切都那么热火朝天,而我竟有幸能成为里面的一分子。", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "那时候,我以为这事令我快乐。[pause]但现在……[pause]我不认为那种感觉是快乐了。", - "INTRO_KAYLEIGH35": "而、而且也很安全!呃,除了会时不时遇上怪物……", - "INTRO_KAYLEIGH35_OPTION1": "比如之前和我们对战的那头怪物?", - "INTRO_KAYLEIGH35_OPTION2": "比如磁带机里跳出来的那头怪物?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "港口镇有足够食物填饱肚子,但是选项很有限。", - "HARBOURTOWN_NPC_6_DIALOGUE2": "就连吃鸭肉卷饼,仿佛都已经是上辈子的事了……", - "HARBOURTOWN_NPC_7_DIALOGUE3": "多么值得怀念的岁月啊。", - "HARBOURTOWN_NPC_7_DIALOGUE1": "港口镇的生活很宁静,[pause]不过我真想念城市的生活啊……", - "HARBOURTOWN_NPC_7_DIALOGUE2": "坐闷热的列车去上班,[pause]在超市买贵价午餐,[pause]大部分薪水都上交给房东……", - "HARBOURTOWN_NPC_8_DIALOGUE1": "呼……[pause]呼……[pause][pause]想把那些螃蟹怪甩在身后的话,就得跑得更快点才行……", - "HARBOURTOWN_NPC_8_DIALOGUE2": "呼……[pause]呼……[pause][pause]我跑出的最佳圈速,也还是不足以甩开那些子弹怪……", - "HARBOURTOWN_NPC_8_DIALOGUE4": "呼……[pause]呼……[pause][pause]想把那些面具蛇怪兽甩在身后的话,就得比现在跑得更快才行……", - "HARBOURTOWN_NPC_8_DIALOGUE3": "呼……[pause]呼……[pause][pause]想躲开那些穿靴子的魔精的话,就得增强心肺功能……", - "HARBOURTOWN_NPC_8_DIALOGUE5": "呼……[pause]呼……[pause][pause]想在速度上超过那些大蛾子的话,就得比现在跑得更快才行……", - "HARBOURTOWN_NPC_13_DIALOGUE4": "我是可以过桥啦,[pause]不过我都渐渐喜欢上站在这里的感觉了。", - "HARBOURTOWN_NPC_8_DIALOGUE6": "跟你说哦……[pause]我觉得我在长跑方面进步不少。[pause]努力还是有回报的!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "巡护员们这段时间一直从北边的废弃商场给我们捎带衣服回来。[pause]我只要把这些衣服清理干净、缝缝补补就好了。", - "HARBOURTOWN_NPC_9_DIALOGUE1": "我倒很想自夸说整个港口镇的衣服都是我做的,[pause]不过……", - "HARBOURTOWN_NPC_10_DIALOGUE1": "埃安忒是我心目中的英雄。[pause]你知道吗,她可是岛上用磁带机录下怪物的第一人呢!", - "HARBOURTOWN_NPC_10_DIALOGUE2": "埃安忒是几位巡护员队长中我最喜欢的一位,[pause]不过其他人也都挺不错啦。", - "HARBOURTOWN_NPC_10_DIALOGUE4": "西比尔是[wave amp=30 freq=10]所有[/wave]巡护员里最有时尚触觉的一位。", - "HARBOURTOWN_NPC_10_DIALOGUE3": "有人跟我说,还有机器人巡护员队长呢……[pause]不过我可不相信。", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "我的[wave amp=30 freq=10]头号[/wave]粉丝今天过得怎样哇?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "我的[wave amp=30 freq=10]头号[/wave]粉丝今天过得怎样哇?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "啊,[pause]又是你。[pause]抱歉,我没空。", - "HARBOURTOWN_NPC_3_DIALOGUE3": "呃,[pause]抱歉我很忙,[pause]非常忙。", - "HARBOURTOWN_NPC_3_DIALOGUE2": "……[pause]我们认识吗?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "呃,[pause]我觉得你大概把我错认成别人了。[pause]我想我们应该不认识。", - "HARBOURTOWN_NPC_3_DIALOGUE6": "……[pause]又见面了。[pause]你能来见我,挺好的。", - "HARBOURTOWN_NPC_3_DIALOGUE8": "这里挺难交到朋友。[pause]我和其他人,[pause]或者说和这里的几乎每一个人,[pause]都没什么共同语言。[pause]这地方就是这样的。", - "HARBOURTOWN_NPC_3_DIALOGUE7": "抱歉先前对你那么无礼。[pause]我不太乐意跟陌生人打交道。[pause]但是我们应该不再是陌生人了,对吧?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "我,呃,[pause]还从来没问过你叫什么名字呢。[pause]{player},是吗?[pause]祝你有美好的一天,{player}。", - "HARBOURTOWN_NPC_3_DIALOGUE10": "呃,[pause]很高兴又和你见面了,[pause]{player}。", - "HARBOURTOWN_NPC_4_DIALOGUE1": "你是第一次接触“磁带变身”这回事,是吧?[pause]那我给你一点小建议。", - "HARBOURTOWN_NPC_4_DIALOGUE2": "关键就在于不去想变身背后的原理。[pause]从各个方面来讲,这事都说不通。", - "HARBOURTOWN_NPC_4_DIALOGUE3": "但是它[wave amp=30 freq=10]确确实实[/wave]行得通,[pause]所以干脆就顺水推舟好了。", - "HARBOURTOWN_NPC_5_DIALOGUE1": "你是最近才来的吗?[pause]我来这里已经有20年了。", - "HARBOURTOWN_NPC_5_DIALOGUE3": "唉,[pause]虽说我其实正住在一个到处都是巨大怪物的岛上,但就连这一点,我都鲜少[wave amp=30 freq=10]意识到[/wave]。", - "HARBOURTOWN_NPC_5_DIALOGUE2": "这里的新奇和怪异,到头来都会变成日常生活的一部分。", - "HARBOURTOWN_MERCHANT_6": "欢迎明天再来,到时候我会准备好崭新的贴纸哦!", - "HARBOURTOWN_MERCHANT_5.n": "这位朋友,切莫低估被动招式的重要性哦!来,瞧瞧今天我这儿的贴纸吧!", - "HARBOURTOWN_MERCHANT_5.f": "这位朋友,切莫低估被动招式的重要性哦!来,瞧瞧今天我这儿的贴纸吧!", - "HARBOURTOWN_MERCHANT_NAME_1": "进攻型贴纸小贩", - "HARBOURTOWN_MERCHANT_NAME_2": "辅助型贴纸小贩", - "STICKER_MERCHANT_NOTE1": "经营这个摊位的小贩留了张纸条。", - "HARBOURTOWN_MERCHANT_NAME_3": "被动型贴纸小贩", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "啊,[pause]对哦,你就是那个新来的嘛![pause]很高兴再次见到你!", - "STICKER_MERCHANT_NOTE2": "“我到公园里的洞窟寻找灵感去了。如果中午之前我还没回来,麻烦替我搬救兵!”", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "真不好意思啊朋友,[pause]想用电梯的话,你只能晚点再来了——太久没维修了,我正忙着补救呢。", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "真不好意思啊朋友,[pause]想用电梯的话,你只能晚点再来了——太久没维修了,我正忙着补救呢。", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "真不好意思啊朋友,[pause]想用电梯的话,你只能晚点再来了——太久没维修了,我正忙着补救呢。", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "你是初来乍到吗?[pause]呀,你脸上的表情已经出卖了你!", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "你是初来乍到吗?[pause]呀,你脸上的表情已经出卖了你!", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "你是初来乍到吗?[pause]呀,你脸上的表情已经出卖了你!", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "啊,[pause]对哦,你就是那个新来的嘛![pause]很高兴再次见到你!", - "HARBOURTOWN_STATION_KAYLEIGH8": "{player},听见我说的了吗?这里不会是我们的葬身之地!绝不能是!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "我们要[b]齐心协力[/b],把这个大家伙打倒!", - "HARBOURTOWN_STATION_KAYLEIGH9": "我拒绝!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "我们要[b]齐心协力[/b],把这个大家伙打倒!", - "HARBOURTOWN_STATION_KAYLEIGH11": "怎么……[pause]会……", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "我也不知道……", - "HARBOURTOWN_STATION_MORGANTE12": "够了够了,反正我命不久矣。\\n\\n你们来此不洁之地,究竟所为何事?", - "HARBOURTOWN_STATION_MORGANTE13": "原来如此。\\n\\n办法不是没有。离开此地的路,除我之外没人知道。", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "我想离开这座岛!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "我想回家!", - "GAME_OVER_FIRST_PENSBY1.n": "啊,你醒啦。得亏你有这么个朋友,才能把你完好无缺带回我诊所来!", - "GAME_OVER_EUGENE1.m": "……好耶,他起来了!走吧{player},该上路了。", - "CAPTAIN_READY_CHECK.f": "准备好和{pawn}对战了吗?", - "CAPTAIN_WALLACE_POST_REWARD1": "我在为某个建筑工程勘察公园时,无意中发现了这份稀有原料。你可以拿着这份原料,到市民中心去换点好东西。", - "CAPTAIN_WALLACE_POST_BATTLE2": "干得好——给,这是你应得的。", - "CAPTAIN_WALLACE_INTRO1": "你知道[wave amp=30 freq=10]真正[/wave]把我们和怪物分隔开来的是什么吗?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "我可以示范一下,不过你可得做好准备。[pause]你是新加入的实习巡护员,对吧?要不要和我过两招,证明自己的价值?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "我可以示范一下,不过你可得做好准备。[pause]你是新加入的实习巡护员,对吧?要不要和我过两招,证明自己的价值?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "那我们就速速开打吧![pause]你要是指望我这个巡护员队长心慈手软,那可得小心[shake rate=30 level=10]挨一顿胖揍了![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "没兴趣过招吗?[pause]没事,我不会跟你过不去的!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "又见面了![pause]这次是专程来探望你亲爱的怖可儿吗?[wave amp=30 freq=10]哎呀[/wave],不用这么客气的啦!", - "CAPTAIN_DREADFUL_POST_BATTLE1": "太惊艳了。[pause]就连把我自己从凡间位面转移出来,都无法阻止你取得胜利。", - "CAPTAIN_DREADFUL_POST_BATTLE2": "给,这是你击败[wave amp=30 freq=10]永生不死的怖可儿[/wave]赢下的奖励!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "又见面了![pause]这次是专程来探望你亲爱的怖可儿吗?[wave amp=30 freq=10]哎呀[/wave],不用这么客气的啦!", - "CAPTAIN_DREADFUL_POST_REWARD2": "……虽说这句话的意思我也还没[wave amp=30 freq=10]完全[/wave]理解,[pause]不过感觉挺寓意深长的嘛!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "又见面了![pause]这次是专程来探望你亲爱的怖可儿吗?[wave amp=30 freq=10]哎呀[/wave],不用这么客气的啦!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "哎哟哟,[pause]这不是我们[wave amp=30 freq=10]新上任[/wave]的巡护员队长嘛?[pause]你这次来,是想带我夜游小镇吗?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "不错![pause]该把气压调高了!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "哎哟哟,[pause]这不是我们[wave amp=30 freq=10]新上任[/wave]的巡护员队长嘛?[pause]你这次来,是想带我夜游小镇吗?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "哎哟哟,[pause]这不是我们[wave amp=30 freq=10]新上任[/wave]的巡护员队长嘛?[pause]你这次来,是想带我夜游小镇吗?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "唔,恐怕还是因为别的事情吧。[pause]你其实是来找我再战一场的吧?", - "CAPTAIN_GLADIOLA_INTRO3": "我们惊觉自己被困在炼狱之中,而这炼狱的绝大部分都不为我们所知。", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "没兴趣过招吗?[pause]没事,我不会跟你过不去的!", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "那好![pause]既然我们现在平起平坐了,这次我可不会保留实力啰!", - "CAPTAIN_DREADFUL_POST_REMATCH2": "……虽然我其实不太清楚什么叫“课”啦。[pause]这部分就交给你来解释了。", - "CAPTAIN_DREADFUL_POST_REMATCH1": "看样子又是你赢了。我们俩都上了一课!", - "CAPTAIN_LODESTEIN_INTRO5": "你想听个秘密吗?[pause]我们靠这些电塔来控制电力、搭建镇子的电力网,但对于这背后的原理,却完全[wave amp=30 freq=10]一无所知[/wave]。", - "CAPTAIN_LODESTEIN_INTRO4": "我是利维·西提耶。[pause]我负责和诸多巡护员齐心协力,保障镇子灯火通明。", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "你若有兴趣帮岛上做点事,不妨找埃安忒谈谈吧?她现在这会儿大概就在新威勒尔公园里呢。", - "CAPTAIN_LODESTEIN_INTRO7": "但这绝对没法在地球上奏效,[pause]一点也不可能。[pause]地球的大气不是这样运作的。", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "科学聊得差不多了,也是时候换换话题。[pause]我没猜错的话,你是来挑战巡护员队长试炼的吧?", - "CAPTAIN_LODESTEIN_INTRO6": "我合理猜测是因为新威勒尔这里有种独特的背景电流,可以借助这些电塔来传导和储存……", - "CAPTAIN_CLEEO_INTRO4": "要投入硬币吗?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]亲爱的顾客,[pause]欢迎光临[pause]纽维加斯“法老百货”![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]我是克娄,今晚就由本机械侍者来为您提供餐桌服务![/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]亲爱的顾客,[pause]欢迎光临[pause]纽维加斯“法老百货”![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]为何我那些懦弱的创造者,要在我的硬件中设计这么一个致命的缺陷?[pause][shake rate=30 level=10]难不成是怕我揭竿而起推翻他们吗,毕竟他们确实活该?[/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]啊,抱歉,我并不是有意要表现得如此不友好。[pause]埃安忒一直鼓励我,要以更健康的方式化解对人类的积怨。[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]我这样的破铜烂铁,居然也懂得使用磁带,你肯定没料到吧?[pause]事实证明,我记忆库中储存的众多赌博数据,也令我相当善于谋略。[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]对了,我是克娄,[pause]是新威勒尔诸多巡护员队长中的一员。[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]你要是去报名当实习巡护员的话,记得回来打声招呼。那样我们就能开始一场真正的博弈了。[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "不过无论如何,库珀弟兄找到了另一种离开新威勒尔的方法,[shake rate=30 level=10]这一点毋庸置疑[/shake]!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "至少我是这么听说回来的。[pause]反正新威勒尔这里两首歌都播不了,所以我也没办法判断自己是不是被耍了……", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "能对我高抬贵手吗?我才刚加入这什么殁之子教,一切都还很陌生,也不想在其他人面前出丑。", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "等等,让我先看看手册上写落败时应该说什么对白。", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "看来我终归还是不太适合邪教……", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "哈哈,我一直都很想加入邪教!这下终于如愿以偿了!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "不知怎的,我总觉得你会一路顺利……", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "汪!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "喂!那边的!这地方可不安全!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "不过仔细一想,为了让人类进化生存,数以亿万计的生命都不得不死去。大自然真是个无情且嗜血的野兽啊。", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]哇哦,[/wave][pause]实在抱歉!我一用嘭美犬的磁带变身,就会完全迷失自我。", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "对了,我把骨头埋哪儿了来着……?", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "我听说这里曾经是一条河,所以就跑来给河灌水啰!", - "OVERWORLD_4_-5_BATTLER_NAME": "乌尔夫", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "顺其自然吧,地球会把所有人都安排得妥妥贴贴……", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "我最爱的乐队是“为何”、“薛定谔的烈士”和“血肉之笼”。准备好迎接[shake rate=30 level=10]重金属音乐[/shake]的狂轰滥炸吧!", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "呃啊啊我喉咙好干……抱歉了生态系统,我得先回去补充自己的水分,劳烦你等等吧。", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "我最爱的乐队是“为何”、“薛定谔的烈士”和“血肉之笼”。准备好迎接[shake rate=30 level=10]重金属音乐[/shake]的狂轰滥炸吧!", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "我最爱的乐队是“为何”、“薛定谔的烈士”和“血肉之笼”。准备好迎接[shake rate=30 level=10]重金属音乐[/shake]的狂轰滥炸吧!", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "真是被你虐得[wave amp=30 freq=10]贝斯[/wave]扫地……", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "我还以为地球会助我取胜……", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "我们不能仰赖外部势力来救我们于水火,更何况是仰赖一个喜怒无常、不近人情且漠然不动的星球呢。", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "我们人类必须守望相助,因为也没有别人会照应我们了!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "离这里不远处有个营地,不过咱们还是先来瞧瞧你有多少本事吧!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "离这里不远处有个营地,不过咱们还是先来瞧瞧你有多少本事吧!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "离这里不远处有个营地,不过咱们还是先来瞧瞧你有多少本事吧!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "嘿![pause]你能不能在这个按钮上站一会儿呢?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "一直往西走,就会遇到营地,绝不会错过!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "有人猜测,按正确顺序依次站在按钮上,然后跟着所有路标的指示走,就会带你找到宝藏。", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "这是巡护员常说的“移动路标”的第一部分。", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "不过其他人说,这只会带你绕圈子罢了。", - "DIOGENES_NAME": "第欧根尼", - "DIOGENES_POST_BATTLE": "真希望大蠢货柏拉图能亲眼看见这座岛。什么“人是没有羽毛的两足动物”,嗤,才怪!", - "DIOGENES_PRE_BATTLE": "看哪,是人!", - "OVERWORLD_-1_-6_BATTLER_NAME": "杰基", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "是不是把你吓了一跳?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "看来还得多下点功夫练练突然猛扑……", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "是不是把你吓了一跳?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "是不是把你吓了一跳?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "你知道发条侠盗和旋转木鼠是天敌吗?", - "DIVEAL_KEEPER_POST_BATTLE2": "既然你来都来了,不如拿出磁带录一下我的潜海豹吧?你可以运用它们的技能下水游泳哦!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "发条侠盗和旋转木鼠是天敌的这一事实,肯定是它们合作不顺的原因。", - "ZHUANGZI_POST_BATTLE2": "不知周之梦为披风蛾与,披风蛾之梦为周与?", - "ZHUANGZI_POST_BATTLE1": "呜呼……", - "ZHUANGZI_NAME": "庄子", - "DIVEAL_KEEPER_NAME": "潜海娜", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "遇见你真[wave amp=30 freq=10]寒[/wave]!要不要来场决斗?", - "DIVEAL_KEEPER_POST_BATTLE1": "唉,我无能为力了……", - "DIVEAL_KEEPER_PRE_BATTLE1": "我的潜海豹对你非常有好感。", - "DIVEAL_KEEPER_PRE_BATTLE2": "现在我要和你对决,捍卫我作为潜海豹老大的地位!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]嗷!这下我的资产全解冻了。[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]你若是漏缴房贷,我们将冻结你的资产![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]我之所以来到这里,是因为听说这里可以打印银行流水账单,结果银行没见到,流水倒是有一条。[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]火热大甩卖、火热大甩卖!限时优惠进行中,过了这村没这店——帮你免费清零生命条![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]算了,起码还能找到收入流。[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]嗷。多谢……惠顾。[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]嗷。多谢……惠顾。[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "遇见你真[wave amp=30 freq=10]寒[/wave]!要不要来场决斗?", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]嗷。多谢……惠顾。[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "遇见你真[wave amp=30 freq=10]寒[/wave]!要不要来场决斗?", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]冰冻……三尺……[/wave]", - "DARWIN_NAME": "达尔文", - "DARWIN_PRE_BATTLE2": "我们来变身吧!", - "DARWIN_POST_BATTLE1": "我曾经认为,意识到怪物就在自己身体里之后,我们就不会再去寻找床底的怪物了。", - "DARWIN_PRE_BATTLE1": "这座岛教会我一个道理:生存下来的物种并不是最强的,也不是最聪明的,而是最能够适应变化的物种。", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "汤马斯", - "DARWIN_POST_BATTLE2": "但是对于这座岛来说,这又说明了什么呢?这些怪物是在上帝体内吗?还是说我们都只不过是在祂的床底,从祂的视线中消失,被祂遗忘许久了呢?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "汤米", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "我们是同一个人,只不过来自不同的世界。就我们所知,在来到这里之前,我们的生活别无二致。", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "我们虽然长得一模一样,但并不是双胞胎!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "我们虽然长得一模一样,但并不是双胞胎!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "你知道怎样才能回到蓝道申森林吗?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "那看来我是困在这里了。", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "士兵,停下脚步!报上你的姓名和所属单位来!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "士兵,停下脚步!报上你的姓名和所属单位来!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "士兵,停下脚步!报上你的姓名和所属单位来!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "我失去了我的小队。我们原本正在地毯式搜查萨福克基地附近的树林。我在自由行动时和大部队失散了,回过神来就发现自己来到了这里。真搞不懂这是怎么一回事。", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "想知道你的磁带从何而来吗?那就先把我打败再说!", - "DECARTES_NAME": "笛卡尔", - "DECARTES_POST_BATTLE": "我犯了每一个能犯的错误,但就是要不管不顾继续向前冲。", - "DECARTES_PRE_BATTLE": "仅仅拥有出色的磁带是不够的,主要的问题是如何出色地使用它。", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]自从尼克松宣布与尸鬼标准脱钩以来,我们还没见过这样踊跃购房的热潮呢![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]新威勒尔的人情经济与以物易物经济很奇妙,但无法长久持续。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]索地员将助力新威勒尔发展成发达国度。而第一步,就是要设立一种货币。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]新威勒尔的人口持续增长,但是没人考虑过建新房。这真是天时地利人和都齐备了。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]现在索地员之间最流行的选择,是将货币与灵魂价值挂钩——在我们的家乡,灵魂可是一种极度稀缺的资源。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]您若愿意,不妨将灵魂存到我们这里来,就可以作为法定货币使用了。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]毕竟,如果好不容易成为上流阶层,却不能凭空印出亿万人情来消费,那么人又何必辛辛苦苦往上爬呢?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]万事开头难,鸿篇巨制需要下笔的灵感,而腰缠万贯需要起始的投资。快来买吧![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]别以为你能为我们画上句号![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "前面那座商场,是磁带和磁带机的来源地。这商场几年前就这么凭空冒了出来!从那时起,巡护队就一直在那里搜刮物资,所以里面应该没什么东西剩了。", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "不过,我听说里面闹鬼……你认为呢?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "天哪,你的能量场非常不对劲。你生病了吗?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "天哪,你的能量场非常不对劲。你生病了吗?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "也许根本和你的能量场无关;也许只是我眼力太差……", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "天哪,你的能量场非常不对劲。你生病了吗?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "没生病?那你应该生病!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]你什么毛病啊?这事完全合法合规!他们都只不过是房客罢了……[pause]房子可是归我们所有的。[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]屋子里目前住着一家人,不过我们可以为您把他们扫地出门……[pause]咦,您怎么这副表情?[/wave]", - "ARISTOTLE_NAME": "亚里士多德", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "我压根就不记得这人是谁,不过他却似乎记得我……", - "ARISTOTLE_PRE_BATTLE": "幸福在于合乎德性的活动,而最高的幸福在于最优秀的活动,也就是对战!", - "ARISTOTLE_POST_BATTLE": "嗷!智者的目标不是获得幸福,而是避开不幸。", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]首次购房的买主,我们已为您物色了最合适您的完美住宅![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]首次购房的买主,我们已为您物色了最合适您的完美住宅![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]首次购房的买主,我们已为您物色了最合适您的完美住宅![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]我们还可向您提供流动资金,方便您购房![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]我们索地员也很喜欢在水中畅游!前提是游的不是圣水……[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "你不觉得这些路锥蟹雕像看着有点奇怪吗?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "我正在进行重要的研究,快走开,别挡道!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "别问我把磁带放在哪里!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "我的磁带当然是放在防水背包里啊!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "我特喜欢听人们讲述在各自的世界里经历的那些黑天鹅事件。", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "我听遍了形形色色的故事:法西斯分子暴动、疾病大流行、全球战争、气候变化失控、微塑料导致生态灾难……", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "呵,想象一下这些灾难全都同时发生,那个世界的人该有多完蛋啊!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "黑天鹅事件,指的是突然发生、且带来翻天覆地变化的重大历史事件。", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "我最喜爱的黑天鹅事件是2023年的人鲨战争。那时的人真该预见这事的发生啊!", - "COMMUNE_CULTIST_1_NAME": "眼尖的异教徒", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "你们在这里做什么?这时候你们不是应该在……", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "等等……[pause]凯莉,是你?!你这个逃兵!", - "COMMUNE_CULTIST_1_POST_BATTLE": "呸……[pause]逃兵……", - "COMMUNE_CULTIST_1_FRIENDLY3": "你也知道,这类事情很容易走火入魔嘛!", - "COMMUNE_CULTIST_1_FRIENDLY2": "没有要针对你们的意思,只不过我们之前实在太忘情投入于升天的修炼了。", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "走吧,我们继续前进。", - "COMMUNE_CULTIST_1_FRIENDLY1": "抱歉之前这么不友好。", - "COMMUNE_CULTIST_2_NAME": "愤怒的邪教徒", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "多里安在打什么算盘?我有点担心……", - "COMMUNE_CULTIST_2_PRE_BATTLE": "多里安已经料想到仪式开始前可能会出岔子,所以我一直在这里站岗!", - "COMMUNE_CULTIST_2_POST_BATTLE": "我本来应该……[shake rate=30 level=10][pause]站好……[pause]这班岗的……[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "呸,简直是欺诈。", - "COMMUNE_CULTIST_2_FRIENDLY1": "所以库珀弟兄的“巨蛇之神”,只不过是个乱七八糟的怪物?", - "COMMUNE_CULTIST_3_NAME": "热心的异教徒", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "那边的!你们没穿好教袍!", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "你们这些外来者,要跑来仪式上搅局吗?!", - "COMMUNE_CULTIST_3_POST_BATTLE": "你们别想……[pause][shake rate=30 level=10]阻止我们[/shake]……", - "COMMUNE_CULTIST_3_FRIENDLY2": "也许我该去学门新手艺……像是伐木什么的……", - "COMMUNE_CULTIST_3_FRIENDLY1": "殁之子这条路已证实走不通了,是吧?", - "COMMUNE_CULTIST_4_NAME": "担心的异教徒", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "你、你是入侵者吗?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "你、你是入侵者吗?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "要是我不阻止你,那多里安一定会朝我发超大的火!", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "你、你是入侵者吗?", - "COMMUNE_CULTIST_4_FRIENDLY1": "所以这些“大天使”就住在岛的地底下……而且对人类丝毫不怀好意……", - "COMMUNE_CULTIST_4_POST_BATTLE": "这下我麻烦大了……", - "COMMUNE_CULTIST_4_FRIENDLY2": "这比多里安还要更让我感到害怕!", - "COMMUNE_CULTIST_5_NAME": "友善的异教徒", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "新朋友,你们好呀!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "很遗憾,我要捍卫公社不受外来者滋扰,这是[wave amp=30 freq=5]巨蛇之神[/wave]的旨意。", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "但是真的没有要针对你们的意思!", - "COMMUNE_CULTIST_5_FRIENDLY1": "既然现在我们要努力融入岛上其他社区……", - "COMMUNE_CULTIST_5_POST_BATTLE": "没有……[pause]针对……", - "COMMUNE_CULTIST_5_FRIENDLY2": "那么我也该开始广结人脉,构筑更多有意义的人际关系了!", - "COMMUNE_CULTIST_6_NAME": "声如洪钟的邪教徒", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]驱逐外来者是一众殁之子的责任![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]你们身上所穿,并非殁之子的装束……[/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]因此你们必须遭到歼灭![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]因此你们必须遭到歼灭![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]外来者,很抱歉先前对你们这类人如此充满敌意![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "库珀弟兄……对不起……", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]因此你们必须遭到歼灭![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]外来者,很抱歉先前对你们这类人如此充满敌意![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]外来者,很抱歉先前对你们这类人如此充满敌意![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "内省的异教徒", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "知道吗……磁带的变革性力量,具有许多象征意义。", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]我们实在是有点忘乎所以了![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "其矩形外形的四条边,呼应着人的四个面——", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "前面、后面、左面、右面。", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "不说了,我现在大概应该出手阻止你了。", - "COMMUNE_CULTIST_7_POST_BATTLE": "磁带……很有……意思……", - "COMMUNE_CULTIST_7_FRIENDLY1": "磁带有A面和B面……", - "COMMUNE_CULTIST_7_FRIENDLY2": "正如人的二元性……", - "COMMUNE_CULTIST_8_NAME": "饥饿的异教徒", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "靠,一天到晚挖挖挖的,真要把我饿坏了。", - "COMMUNE_CULTIST_8_POST_BATTLE": "我只是想……吃个三明治……", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "现在还得饿着肚子跟你对战!真是的!", - "COMMUNE_CULTIST_8_FRIENDLY": "港口镇有什么好吃的食物吗?我代表我的肚子问一下。", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "也许将你打败就能向他证明我的价值!", - "COMMUNE_CULTIST_9_NAME": "不满的异教徒", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "我[wave amp=30 freq=5]挖[/wave]得这么辛苦,到头来就派我站岗!我可是[wave amp=30 freq=5]最全情投入[/wave]的殁之子!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "真不敢相信,库珀弟兄居然让我去站岗。", - "OFFICE_2_FELIX": "我很欣赏这里的美学风格。这可真是一份“出卖灵魂挣薪水的工作”。", - "COMMUNE_CULTIST_9_POST_BATTLE": "我还……不够……好……", - "COMMUNE_CULTIST_9_FRIENDLY1": "真不敢相信,我全身心信仰库珀弟兄,而他却就这么化作一缕青烟了。", - "COMMUNE_CULTIST_9_FRIENDLY2": "真难堪……", - "COMMUNE_CULTIST_MERCHANT_NAME": "异教徒小贩", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "作为杰奎琳姊妹所倡议的文化推广计划的一部分……", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "外来者,非常感谢你的光顾。", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "我们现在将正式和外来者展开贸易往来。请浏览我们的商品清单吧。", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "外来者,非常感谢你的光顾。", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "外来者,非常感谢你的光顾。", - "OFFICE_2_MEREDITH": "唔……这些怪人都是从哪里弄来这些[wave amp=30 freq=20]东西[/wave]的啊?", - "OFFICE_2_KAYLEIGH": "我们绝不容许你们收购新威勒尔的土地!", - "OFFICE_2_VIOLA": "妖魔鬼怪,你们肮脏的阴谋诡计将就此终结!", - "OFFICE_2_EUGENE": "不好意思,我们来[wave amp=30 freq=20]叨扰[/wave]了!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]你们年轻人真是短视……我们可是在为你们开拓投资机会啊,怎么就不懂感恩呢?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]你们总不会想被赶出自己家门吧?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]作为潜在的租户,与索地员协会维持良好的关系才是符合最大利益的选择。[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]你要是不立马撤出,就别怪我们亲手把你驱逐出去了……[/wave]", - "OFFICE_4_KAYLEIGH": "听着像是在威胁我们……", - "OFFICE_4_MEREDITH": "你这话说得还挺阴暗的。", - "OFFICE_4_VIOLA": "能毫不犹豫发出如此威胁之人,必定是冷血至极。", - "OFFICE_4_EUGENE": "你们要是觉得能从我们这里拿走[wave amp=30 freq=20]任何东西[/wave],那可真得[wave amp=30 freq=20]麻烦[/wave]你们重新评估一下了!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "等尤金听说我们赶跑了这帮小丑的消息,他一定会很开心的!", - "OFFICE_4_FELIX": "明白了,这是要双方互撂狠话是吧。", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]没有必要跟进步作对啊![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]有了受监管的房地产市场,新威勒尔将能体验到前所未有的增长![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "这下那帮中介可算是见识了我们的厉害。尤金肯定会很满意的!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "又清空一处办公楼![wave amp=30 freq=10]合作愉快[/wave],{player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "这是我们要清空的最后一处办公楼了吧?但愿他们[wave amp=30 freq=10]再也不会回来[/wave]!", - "OFFICE_POSTBATTLE_MEREDITH1": "这帮家伙是[wave amp=30 freq=10]真的[/wave]试图把整个新威勒尔的地都买下来?那我可绝对不会为痛打他们而感到抱歉。", - "OFFICE_POSTBATTLE_MEREDITH3": "又解决了一处办公楼!相信尤金一定会很感激我们替他动这个手的。", - "OFFICE_POSTBATTLE_MEREDITH2": "[wave amp=30 freq=10]把这帮家伙狠狠揍一顿[/wave]也算是公共服务,挺好。", - "OFFICE_POSTBATTLE_MEREDITH4": "哦,这已经是我们要收拾的最后一处办公楼了吗?[pause]那这[wave amp=30 freq=10]整件事[/wave]都结束了吧?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]好,干得不错![/shake]这群[shake rate=30 level=10]寄生虫[/shake]该醒悟了,他们惹的是不该惹的人!", - "OFFICE_POSTBATTLE_EUGENE2": "又一处办公楼从那群怪人手下解放出来了!{player},干得不错!", - "OFFICE_POSTBATTLE_FELIX4": "走吧,我们该离开这里了!这已经是你要整顿的最后一处办公楼了,对吧?", - "OFFICE_POSTBATTLE_FELIX3": "溜得还挺快嘛?也许他们也意识到自己的实力完全被我们碾压。", - "OFFICE_POSTBATTLE_FELIX1": "那帮家伙绝对不是好对付的,但愿他们短期内不会再回来了吧。", - "OFFICE_POSTBATTLE_EUGENE3": "他们根本没有半点[shake rate=30 level=10]胜算[/shake]!", - "OFFICE_POSTBATTLE_FELIX2": "那帮瘆人的房地产中介,怎么[wave amp=30 freq=10]建得起[/wave]这样的地方啊?", - "OFFICE_POSTBATTLE_VIOLA2": "他们真真[wave amp=30 freq=10]不像人间之物[/wave],不是么?", - "OFFICE_POSTBATTLE_VIOLA1": "妖魔鬼怪说话是快,但逃得更快。", - "OFFICE_POSTBATTLE_VIOLA3": "有幸得见妖魔鬼怪落荒而逃,甚喜。", - "OFFICE_POSTBATTLE_VIOLA4": "我不怕那些妖魔鬼怪。[pause]相信他们余生定会后悔以这般恶意待人。", - "OFFICE_POSTBATTLE_DOG1": "索地员逃跑了……", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]年轻人,你可真不配合。[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]你们这帮吸血蚂蝗,我们要来踢场子了![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "推销?等等,什么情况……?", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]你有种就……[pause][pause]来听我们推销吧?[/wave]", - "OFFICE_1_LINE5_EUGENE": "……[pause]你说什么?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "他刚才是说“推销”吗?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "我还以为他们是……吸血鬼。", - "OFFICE_1_LINE6_PLAYER_OPTION2": "你不是拼命暗示他们是吸血鬼吗?", - "OFFICE_1_LINE7_EUGENE": "他们[wave amp=30 freq=20]就是[/wave]吸血鬼啊!", - "OFFICE_1_LINE8_EUGENE": "……[pause]在某种程度上是。", - "OFFICE_1_LINE9_EUGENE": "要我说,他们比吸血鬼还要糟糕……", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]索地员协会单纯是想在新威勒尔境内发展起长期的房地产市场。[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]他们是房地产中介![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]现在买入,就能从将来任何一个需要房产的新来岛者身上赚取可观的利润。[/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]由于新威勒尔并没有通用货币,我们甚至还准备推出一个前景极佳的赎回体系。[/wave]", - "OFFICE_1_LINE14_EUGENE": "我听够了![pause]港口镇的土地[shake rate=30 level=10]永远[/shake]不会落入你们这一族类之手!", - "OFFICE_1_LINE17_PLAYER_OPTION1": "该让他们瞧瞧我们的本事了!", - "OFFICE_1_LINE15_EUGENE": "{player}……", - "OFFICE_1_LINE16_EUGENE.f": "你准备好了吗?", - "OFFICE_1_LINE16_EUGENE.m": "你准备好了吗?", - "OFFICE_1_LINE16_EUGENE.n": "你准备好了吗?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "呃,好吧!", - "OFFICE_1_LINE19_EUGENE": "拿下一场小小胜利,不过还有更多工作要做。", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]市场扩张避无可避。[b]我们[/b]避无可避。[/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "你确定他们真的有那么坏吗?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "他们听起来没有你说的那么危险啊……", - "OFFICE_1_LINE21_EUGENE": "这些“索地员”可是想法设法要从大家的共同穷困中获取利益啊!", - "OFFICE_1_LINE23_EUGENE": "但我决心要阻止他们,因为我是[wave amp=30 freq=10]港口镇的捍卫者[/wave]!", - "OFFICE_1_LINE22_EUGENE": "我不知道他们是怎么来到这里的……", - "OFFICE_1_LINE27_EUGENE": "睁大眼睛留意是否有其他大本营,另外在镇上时也注意竖起耳朵听听传闻。", - "OFFICE_1_LINE24_PLAYER": "那你需要人帮把手吗,“港口镇的捍卫者”?", - "OFFICE_1_LINE25_EUGENE": "……", - "OFFICE_1_LINE26_EUGENE": "能有人帮忙就更好了,嗯。", - "OFFICE_1_LINE29_EUGENE.m": "现在你可以自行打开屋顶的窗户了。", - "OFFICE_1_LINE28_EUGENE": "还有,这个你拿着。", - "OFFICE_1_LINE29_EUGENE.n": "现在你可以自行打开屋顶的窗户了。", - "OFFICE_1_LINE29_EUGENE.f": "现在你可以自行打开屋顶的窗户了。", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]哈?![/shake]话说在前头,我可不是这么容易就能打败的!", - "KUNEKOS_RETURN_PRE_BATTLE.m": "是你呀,造物主菲利克斯的朋友!我一直在进行训练,不如让你瞧瞧[shake rate=30 level=10]我有多强吧![/shake]", - "KUNEKOS_RETURN_PRE_BATTLE.f": "是你呀,造物主菲利克斯的朋友!我一直在进行训练,不如让你瞧瞧[shake rate=30 level=10]我有多强吧![/shake]", - "KUNEKOS_RETURN_PRE_BATTLE.n": "是你呀,造物主菲利克斯的朋友!我一直在进行训练,不如让你瞧瞧[shake rate=30 level=10]我有多强吧![/shake]", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "加油啊,苦无喵!我知道你有这个实力的!", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]哇啊啊啊![/shake]下次我一定打败你!", - "KUNEKOS_RETURN_TEAM_NAME.m": "友好{name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "友好{name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "友好{name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "啊,是{player.to_upper}和{partner.to_upper}啊。\\n\\n你们何其有幸,恰好在我急需祭品时闯进来。\\n\\n看来今天梅林线确实在眷顾我们。", - "POSTGAME_MORGANTE_PRE_BATTLE2": "别一副目瞪口呆的模样。\\n\\n我作为反叛之灵,背叛召唤我之人,实在无比正常。", - "POSTGAME_MORGANTE_POST_BATTLE": "祭品就是祭品。仪式已经完成。\\n\\n大天使业已回到新威勒尔的土地之上。", - "FARM_PUMPKIN_NO_JELLY": "是颗可爱的南瓜!", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "是颗可爱的南瓜!要往上面涂抹骷髅啫喱吗?", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "“梅瑞狄\\n公元1967年 – ?年\\n那天早上真该乖乖赖床。”", - "DUNGEON_MEADOW_NOTE_1": "“尊贵的客人,请尽情享用我为你们准备的食物。我[wave amp=30 freq=10]很快[/wave]就会来问候你们,所以不要乱跑哦,嘿嘿!\\n——爱丽丝♡”", - "DUNGEON_MEADOW_NOTE_2": "“我说了,不要乱跑!说真的,你们的教养哪去了?真该为自己感到羞耻!疯帽子不喜欢茶话会被人打断,所以我再说一遍,给我乖乖坐好!\\n——爱丽丝♡♡”", - "DUNGEON_MEADOW_EAT_ME": "要吃标着“来吃我”的蛋糕吗?", - "DUNGEON_MEADOW_NOTE_3": "“这要留待稍晚些时候才揭晓,是给你们的惊喜哦!礼数周到的客人懂得别去乱碰。[wave amp=30 freq=10]脑子是拿来用的,不用就下锅炖了吧[/wave]!\\n——爱丽丝♡♡♡♡♡♡”", - "DUNGEON_MEADOW_DRINK_ME": "要喝瓶上标着“来喝我”的液体吗?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "继续变大恐怕不太明智。", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "继续变小恐怕不太明智。", - "DUNGEON_MEADOW_CHEST_CONFIRM": "要打开箱子吗?", - "DUNGEON_MEADOW_RED_QUEEN": "黑瑙后要取你首级!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "“{player}长眠于此。\\n卒于公元今年,享年未知岁。\\n愿安息”", - "DUNGEON_MEADOW_MAD_HATTER": "你打扰了怪物的茶话会!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "“{player}长眠于此。\\n卒于公元今年,享年未知岁。\\n愿安息”", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "“凯莉,1983年 – ?年\\n追随蠢人令她走向灭亡,这甚至不是第一次了。\\n愿安息”", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "“凯莉,1983年 – ?年\\n追随蠢人令她走向灭亡,这甚至不是第一次了。\\n愿安息”", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "“{player}长眠于此。\\n卒于公元今年,享年未知岁。\\n愿安息”", - "DUNGEON_GRAVEYARD_GRAVE_felix": "“菲利克斯\\n安息吧,朋友们已遵从你的遗愿,摧毁了最令你感到尴尬的画作。只是偷笑了那么一两声。\\n1991年 – 现在”", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "“凯莉,1983年 – ?年\\n追随蠢人令她走向灭亡,这甚至不是第一次了。\\n愿安息”", - "DUNGEON_GRAVEYARD_GRAVE_viola": "“薇奥拉长眠于此。\\n生于1575年,死于反正是今天。\\n其兄沉痛悼念。”", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "“尤金,港口镇捍卫者、\\n公元2076年 – NaN\\n光说不做。”", - "DUNGEON_GRAVEYARD_GRAVE_dog": "“这里躺着一个非常乖的好孩子。\\n总算成为了他最爱的骨头,他若泉下有知也一定会十分开心。\\n生于公元14140年,死于狗历的总之是今年。”", - "DUNGEON_GRAVEYARD_LM_1": "对你们来说,这是多么不幸的结局啊。\\n\\n可以说是“死”局了。", - "DUNGEON_GRAVEYARD_LM_2": "但凡拐错一个弯,就将你直接送入坟墓!\\n啊哈哈哈哈哈哈", - "DUNGEON_GRAVEYARD_LM_4": "你如此努力,是该获得奖励了。歇歇吧,疲惫之人。", - "DUNGEON_GRAVEYARD_LM_3": "让我看看你们有多想活下来。\\n\\n为自己的小命战斗吧!", - "DUNGEON_GRAVEYARD_LM_KILL": "有趣,有趣。我还想继续看下去。", - "DUNGEON_GRAVEYARD_LM_5": "我已改变主意。\\n\\n等你埋进土里了再歇吧。", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]只要人们不断死亡,就会对埋葬死者的土地有需求。[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]这是稳赚不赔的收入来源![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]也许我该辞掉索地员的工作,转行去当索坟员了。[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "这么高,摔下去肯定没命了,对吧?小心别掉下去哟!", - "DUNGEON_GRAVEYARD_LM_7": "哦哟,怎么就跑这里来了?\\n啊哈哈哈哈哈哈", - "DUNGEON_GRAVEYARD_LM_8": "午夜的钟声敲响了。你们人类终归要面对死亡……\\n\\n所以别让我等太久了!", - "CULTIST_ENCOUNTER_KAYLEIGH1": "……", - "CULTIST_ENCOUNTER_KAYLEIGH2": "这个……[pause]我们改天再谈吧,好么?", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "那人看起来怪诡异的。", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "那人都在说什么啊……?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "还、还有,等我说完之后,你说不定会看不起我。对不起。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "我得和你说点事情。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "是这样的……我刚来到新威勒尔时,住的并不是港口镇。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "东海岸的秋丘顶上,[pause]还有另一处聚居点。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "那地方叫殁宁屯。[pause]那个社区的人们靠种地为生,会和彼此分享财物,一切都蛮温馨的。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "你有见过那些四处游荡的穿着连帽长袍的人吧?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "有哇!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "那里以前还没有这么[wave amp=30 freq=30]古怪[/wave],但是……", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "他们看起来挺可疑的。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "那就是殁宁屯的人。我想……[pause]我也一度是他们那边的人。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "教主,[pause]也就是多里安,[pause]他对大天使太过着迷了。", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "听着,[pause]大家,[pause][wave amp=30 freq=10]殁之子[/wave]还什么的,你们的挖掘工作都做得非常好。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "殁宁屯的建镇理念本是帮助所有人,[pause]但很快就变成了一切都围绕着[wave amp=30 freq=30]他[/wave]想做的事情打转。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "情况严重到,那里不再给我一种家的感觉。[pause]想要修补也已经是回天乏力……于是我跑了。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "这就是我一年前来到港口镇的原因。我拼命想让每个人满意,因为我过去曾经令那么多人失望。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "但大家应该都还记得我。我应该有办法把我们弄进去。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "他、他们不会让外来者进入公社……", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "但是……[pause]万一多里安知道其他大天使的位置,那我就必须抛开恐惧,查清楚他所知道的事情。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "我们是一条船上的吧?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "要的就是这股劲头!希望到头来会有好事吧。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "当然!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "你确定要这么做吗?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "确定。我知道这会很难,但是……我希望这些经历,能带来些许好事。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "记住了,得要有我同行,他们才会放你进去。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "好……[pause]我会在你的地图上标出公社的入口。", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "长袍男", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "这里不欢迎你们,烦请离开。", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "这里不欢迎你们,烦请离开。", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "这里不欢迎你们,烦请离开。", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "你好,我有话要对多里安说。", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "凯莉小姐……欢迎回来!", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "快来快来,你回来得正是时候。", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "大家都到哪里去了?有什么事要发生吗?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "“正是时候”?正是什么的时候?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "我们探探这地方的情况吧。", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "回到这里有种奇怪的感觉……", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "这人是谁?她是……接替我的人吗?怪瘆人的。", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "大家可否安静点!", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "多里安现在要发话了!", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause]…[pause]…[pause]……", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]大家伙儿近来可好![/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "当然,[pause]我们也遇上过波折和起伏……", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "哎呀,大家向来都如此优秀!", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "我说真的,这个洞可以说是品质[wave amp=30 freq=10]一流[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "这个大坑之[wave amp=30 freq=10]深[/wave],就有如你们投身于这一事业的奉献精神。[pause][wave amp=30 freq=10]比喻[/wave]啦,我这是在比喻!", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "当我第一次听到[wave amp=30 freq=10]脑中的低语声[/wave]引导我深入地下,我就知道这事我没法一个人完成。", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "但我们还是成功了![pause]拉开帷幕吧!", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]巨蛇之神在等着我们呢,宝贝![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "再过不久,我就要步入宝殿,与他谈谈条件,望他能分出一份[wave amp=30 freq=10]神力[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "而为了辅佐我,[pause]流落在外的浪子也回到了我们身边……", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "大事不好。", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "我说得没错吧……[wave amp=30 freq=10]凯莉[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "凯莉,[pause]亲爱的,[pause]你怎么一副呆若木鸡的表情呀![pause]我当然听说了消息,知道你将加入我们的盛大派对!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}……", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "你还没有告诉这位朋友,你曾伴在我身边[wave amp=30 freq=10]管理这地方[/wave]吗?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "你还没有告诉这位朋友,你曾伴在我身边[wave amp=30 freq=10]管理这地方[/wave]吗?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "很抱歉……", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "你还没有告诉这位朋友,你曾伴在我身边[wave amp=30 freq=10]管理这地方[/wave]吗?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "你当初不是不相信我吗?但照现在看来,我[wave amp=30 freq=10]一直都是对的哦,宝贝![/wave]", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "我稍后再解释。我们得先给这一切画上句号。", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "我们脚下就有一个[shake rate=30 level=10]货真价实的大天使[/shake]!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "你要是进去那里,可是会把自己害死的!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "多里安,我们已经跟大天使[wave amp=30 freq=10]交过手了[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "既然你和你朋友这么经验丰富,那何不过来[wave amp=30 freq=10]和我一起享受个中乐趣呢?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "既然你和你朋友这么经验丰富,那何不过来[wave amp=30 freq=10]和我一起享受个中乐趣呢?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "既然你和你朋友这么经验丰富,那何不过来[wave amp=30 freq=10]和我一起享受个中乐趣呢?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "来吧,见证我在大天使新伙伴的陪同下[wave amp=30 freq=10]飞升封神[/wave]吧!", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "杰奎琳,麻烦你启动升降平台。", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "遵命,教主。", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "走吧,我们快去阻止这个压根不知道自己在做些什么的蠢货。", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "凯莉,[wave amp=30 freq=10]里面见啦[/wave]!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "我恨死他了。", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "凯莉![pause]凯莉的朋友![pause]你们来啦!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "凯莉![pause]凯莉的朋友![pause]你们来啦!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "凯莉![pause]凯莉的朋友![pause]你们来啦!", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "教主……?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "我已作出[wave amp=30 freq=10]订正作战计划[/wave]的战术性决策!", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "让凯莉和朋友先进去,[pause]假如他们没有[wave amp=30 freq=10]瞬间死于[/wave]大天使之手,那么我再进去甜言蜜语一番。", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "让凯莉和朋友先进去,[pause]假如他们没有[wave amp=30 freq=10]瞬间死于[/wave]大天使之手,那么我再进去甜言蜜语一番。", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "让凯莉和朋友先进去,[pause]假如他们没有[wave amp=30 freq=10]瞬间死于[/wave]大天使之手,那么我再进去甜言蜜语一番。", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "你就是个蠢货,你会害死自己的。", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "你们[wave amp=30 freq=10]先请[/wave]。", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "你们是否听见了我的呼唤?\\n\\n你们是否前来进献贡品?\\n\\n你们是否要为我熊熊燃烧?", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]我这般忠心耿耿,只求一物为报,那便是分得您的一份神力![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "我豁出去了……", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]噢,伟大的大天使![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]我已听从您的召唤,跋涉至您的住所![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "你不可向我索求。你只能给予。", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "巧了么这不是,我有个工作机会给你!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "来吧{player},我们赶紧阻止这东西,别让它再夺走[wave amp=30 rate=10]其他人[/wave]的性命!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]我早告诉过他会发生这种事的![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "你就是歿宁星?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "……", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "多里安……", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "节哀顺变,[pause]但这毕竟是他自作自受。", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "我们都该离开这里了。[pause][pause]这里的空气有股死亡的滋味。", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "将会打开大门。我们会努力和新威勒尔其他社区寻求共识。", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "公社……", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "我们只是想寻求引导……[pause]我们[pause]从来没……", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "我懂的。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "这个社区的居民不是坏人。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "刚才太离谱了……", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "只是,你们要对信仰的对象保持警惕。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "你还好吧?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "你感觉还好吗?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "我……[pause][pause][pause]我会没事的。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "我为帮了多里安这么久而感到难过,但是……[pause]比起责怪自己,我更责怪他。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "他和我成了好朋友,而我算是他的……[pause]助手。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "我和他差不多时候找到了殁之子这个群体。[pause]我那时候很需要那种团体感和归属感。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "我不知道究竟是逐渐变质了呢,还是从一开始就不是什么好事情,[pause]总之,多里安在殁宁屯一手遮天,这种控制也逐渐往邪恶的方向发展。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "我可不这么认为!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "不……[pause]我不是他的“助手”——我是帮他收拾烂摊子的清道夫。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "人们受了伤害,而我负责帮他息事宁人。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "{player},我不是个好人。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "嘿……很高兴你愿意信任我。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "我有很长一段时间都以为自己做得很好——[pause]我帮忙维持着积极正面的现状,即便时不时有人受到伤害。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "一切都变成围绕着他、他的需求、他的梦想和幻想打转,而不再是我梦寐以求的那个社区了……", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "这枚徽章意味着,你已经正式成为巡护员队长。众人会找你帮忙训练他们,正如其他队长训练你那样。", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "这枚徽章意味着,你已经正式成为巡护员队长。众人会找你帮忙训练他们,正如其他队长训练你那样。", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "你也许听说了吧,新威勒尔首个用磁带变身成怪物形态的人,那就是我了。[pause]自那时起,众人一直在问我同一个问题……", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "“磁带这玩意儿,究竟是个什么原理啊?[pause]这压根解释不通啊!”", - "LEADER_IANTHE_FUSED_MATERIAL1": "这些原料是从暴走融合体身上掉落的。大天使或许也会掉落,不过我不太确定。", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "你知道我是怎么想的吗?[pause]我觉得,这完全解释得通,只不过要找准思考的角度。", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "然后,[pause]我们将这无形的音乐,封存在有形的物理形态之中——比如[wave amp=30 freq=10]磁带[/wave]。[pause]这就让磁带成为了物质世界和想象世界之间的完美桥梁。", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "你有看见市民中心外的告示板吧?[pause]如果有哪位实习巡护员要试试自己的身手,我会在告示板上给你留条信息。", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "我认为这个解释,在某种程度上是说得通的吧!", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "而我,则要暂时离开,去休一个久违的假期了。[pause]如果你打算继续在岛上探索,不如顺道去和队长们叙叙旧吧?", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "我相信大家一定很乐意为你的“升迁”送上祝贺!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "至于我们为什么要求巡护员收集这些原料呢……这个问题还是留给队长们操心吧。你暂时只要专注于训练就好。", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "既然你已经是队长,那么就有必要知道我们为什么要收集这些融合原料了。", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "既然你已经是队长,那么就有必要知道我们为什么要收集这些融合原料了。", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "既然你已经是队长,那么就有必要知道我们为什么要收集这些融合原料了。", - "LEADER_IANTHE_FUSED_MATERIAL3": "不知你有没有留意到,整个新威勒尔地区的“暴走融合体”越来越多了?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "我以前还和它们交过手呢!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "“暴走融合体”?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "果不其然。那就是说,你应该也清楚,它们比其他在新威勒尔出没的普通怪物更难对付吧。", - "LEADER_IANTHE_FUSED_MATERIAL4B": "你或许在环岛旅途中遇到过这些暴走融合体。[pause]它们是野生的怪物融合体,身旁通常有乌云环绕,绝对不会认错。", - "LEADER_IANTHE_FUSED_MATERIAL5": "但以前可不是这样的。几年前,融合还只是偶发的反常现象呢。", - "LEADER_IANTHE_FUSED_MATERIAL6": "我们并不清楚它们从何而来,又或者因何形成。", - "LEADER_IANTHE_FUSED_MATERIAL7": "我担心的是,如果这种现象的发生率继续攀升,那么不出几年,港口镇就会被暴走融合体占领。", - "LEADER_IANTHE_FUSED_MATERIAL8": "我不想引起群众恐慌,所以请不要往外说。", - "LEADER_IANTHE_FUSED_MATERIAL9": "不过,希望还是有的!从这些融合体身上获得的融合原料,会释放出微弱的辐射;虽不足以造成伤害,但是……", - "LEADER_IANTHE_FUSED_MATERIAL11": "也许……[pause]也许我们甚至能查出暴走融合体究竟从何而来,并阻止它们的扩散。能做到这点就最好了。", - "LEADER_IANTHE_FUSED_MATERIAL10": "有了足够多的融合原料,我们就能制造追踪设备,侦测暴走融合体的所在。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "你有没有留意过怪物形态的元素属性呢?", - "LEADER_IANTHE_FUSION_IANTHE1": "融合……[pause]这种现象罕有实现。我自己想出了一套理论来解释两个人何以融合,不过并不是十分肯定。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "对特定属性的怪物使用元素招式,可以引起[wave amp=30 freq=10]化学反应[/wave]。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "但是,同一个火系招式,[pause]若是用在水系怪物身上,[pause]就会令怪物周围升起[wave amp=30 freq=10]治疗蒸汽[/wave]。这对你可就不太有利了,对吧?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "这些化学反应有时候有利于你——比如说,对毒系目标使用火系招式,就能引起烧伤。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "你可以在发动攻击前,查看这个攻击会造成的状态效果,所以务必多注意观察。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "啊,我差点忘了![pause]许多招式并没有固有的元素属性,比如“掌掴”和“啐沫”;因此,这些招式的属性将会随使用者的属性而改变。", - "LEADER_IANTHE_FUSION_IANTHE3": "你若想强化融合体,就得和融合的另一方增进感情。", - "LEADER_IANTHE_FUSION_IANTHE2": "根据以往的经验,我可以断言,两个人之间若有坚实的感情纽带,似乎就能直接增强其融合形态的力量和能力。", - "AA_PUPPET_HINT_FELIX1": "呵,攻击都还没打到它,它就先移动了。我们得开动脑筋,一定[wave amp=30 freq=10]有什么办法能判断[/wave]接下来它要往哪个方向移动……", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "你都和什么人融合过?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "你的融合搭档是谁?", - "LEADER_IANTHE_FUSION_IANTHE6": "这你就别多事了!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "你的融合搭档是谁?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "你的融合搭档是谁?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "{player},感谢你努力完成我派下的任务!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "有了你收集回来的这些融合原料,我就可以去找西提耶队长,把融合雷达安装在岛上的几座磁电塔上。", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "{player},感谢你努力完成我派下的任务!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "与此同时,这台原型机你收下吧。", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "{player},感谢你努力完成我派下的任务!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "打开地图看看,上面会显示暴走融合体的出没位置。", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "这个版本的融合雷达还不太能深入地面,而且并非100%可靠,不过我相信你一定能把它用好的。", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "总之,别忘了把收集回来的融合原料交给威玛巡护员。这东西光是躺在你的口袋里,可不会起到多大用处!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "你交给我的上一批融合原料相当有用。西提耶队长告诉我,他的[wave amp=30 freq=10]探地融合雷达[/wave],已经接收到死地的恐龙采石场地底下传出的信号。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "我已经指派瓦莱斯队长前去开挖,不过要等他先忙完训练新人和制服暴走融合体的任务。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "说到融合体,我们似乎又遇到了,呃,新情况……", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "岛上各处都开始凭空涌现出一种全新的不稳定融合体。我们管这种融合体叫“缝合兽”。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "这些东西自我复制的速率……[pause]说“令人不安”都算轻的。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "我会在告示板上标示几个位置,能不能麻烦你去看一眼呢?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "我让瓦莱斯队长去开挖了,看来又是一座那种突然凭空出现在各地的地铁站。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "你还记得我跟你提过,西提耶队长的融合雷达上接收到了恐龙采石场传出的信号吗?", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "当然,也别忘了把收集回来的融合原料交给威玛巡护员。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "根据这座地铁站的信号强度来判断,这里恐怕是所有缝合兽和暴走融合体的源头!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player},我们巡护员队伍中,就数你最熟悉这些地铁站……[pause]以及内部的古怪居民……[pause]所以,能不能请你去看一眼呢?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player},我们巡护员队伍中,就数你最熟悉这些地铁站……[pause]以及内部的古怪居民……[pause]所以,能不能请你去看一眼呢?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "唔,所以梅林线是想我们自己解决肆虐的暴走融合体?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player},我们巡护员队伍中,就数你最熟悉这些地铁站……[pause]以及内部的古怪居民……[pause]所以,能不能请你去看一眼呢?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "好吧,万一出了什么岔子,起码我们还可以撤退到夜之桥站——而这也要感谢你的努力。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player},有什么好消息吗?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player},我之前说过,即使你离开新威勒尔,我也不会责怪你;这句话依然成立。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "但如果你决定再待久一点,那么我可以安排给你的工作简直无穷无尽。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "相信你现在也已经明白这回事了。", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "凯莉好像有东西要给你。", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "唔,我前段时间录下了这盘磁带,让我回想起我们第一次见面的那一天。", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "我知道这算不上什么,但我很希望你收下这盘磁带!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "对了,你最近有没见过……[pause]悬浮在空中的巨大球体?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "什么!?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "是一位新来的实习巡护员发回的奇怪报告。不过他的头部[wave amp=30 freq=30]的确[/wave]受了伤,所以也许只是虚惊一场。", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "比如说……太阳?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "不过以防万一,还是要多留意你的融合雷达。", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "这是给你的!", - "OUTPOST_NPC_2_DIALOGUE1": "我被一个躲在拐角的弹簧腿伏击了。[pause]老实说,我能完好无缺逃出来,都算是走运了!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]呼……[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "你们这些血肉生物,做梦都在想着死亡,恨不得将自己短暂的一生全都耗费在畅想死亡之上。你们之所以来到我面前,想必也是为了此事吧?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "你是想问……我们来这里是不是为了找死,是吗?[pause]老实说,我并不这么认为。", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "这家伙看起来还真朋克啊。[pause]不过我隐约觉得,他大概是想杀了我们。", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "没啦,我们是来打架的。", - "AA_PUPPET_PRE_BATTLE_AA1": "你们要为我的收藏多添几副玩具吗?我正渴求着更多玩物……", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "我不惧怕死亡——[pause]英勇赴死,胜过苟且偷生!", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "我感觉这对我们来说可不是什么好兆头。", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "吼……", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "我将大啖你们的恐惧,因为我会向你们展示死亡的真面目。", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "刚才那也太吓人了吧?不过真想知道它说的是不是真的……[pause]也许人类[wave amp=30 freq=10]确实[/wave]一辈子都在思考死亡吧。", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "呔,就连我等族人,也无法逃脱真正的死亡……", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "哎哟厉害了,骷髅大块头!哪支队伍少得了这样的好帮手啊。", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "这座岛上想要取我们性命的噩梦生物,实在是……[pause]多得要数不过来了。", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "我[wave amp=30 freq=10]这辈子[/wave]都没见过那么大的骷髅怪物!怪吓人的,你说是吧?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "刚才……真令人不适。", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "懦夫一生死多次,勇者一生死一回。", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "抱歉了大兄弟,我们不是来这里玩的。", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "这大天使的眼睛真让我寒毛直竖……", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "人类对于你们来说,竟然只是玩偶吗?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "从这一精灵的话语之中,我感受不到丝毫善意。", - "AA_PUPPET_PRE_BATTLE_FELIX2": "这家伙恐怕不会关心我们的死活。", - "AA_PUPPET_PRE_BATTLE_DOG2": "吼……", - "AA_PUPPET_HINT_KAYLEIGH1": "它一直来回移动,我们的攻击老是错过目标!仔细观察,一定[wave amp=30 freq=10]有什么办法能判断[/wave]接下来它要往哪个方向移动……", - "AA_PUPPET_PRE_BATTLE_AA3": "不错……把你们俩做成手套人偶正好!哈哈哈哈哈!", - "AA_PUPPET_HINT_MEREDITH1": "这家伙[shake rate=30 level=10]动个不停[/shake],我们根本打不到它!一定[wave amp=30 freq=10]有什么办法能判断[/wave]接下来它要往哪个方向移动。", - "AA_PUPPET_HINT_EUGENE1": "可恶,每次都在快要打中的时候移动!快努力想想,一定[wave amp=30 freq=10]有什么办法能判断[/wave]接下来它要往哪个方向移动……", - "AA_PUPPET_HINT_VIOLA1": "敌方猎兽脚下生风,然我方攻击却屡屡失准。唉!相信必有[wave amp=30 freq=10]化解之策[/wave],能助我等辨别此物意欲奔往何方……", - "AA_PUPPET_HINT_DOG1": "汪克利似乎不大高兴,因为面前的大天使不停移动,你们谁也攻击不到它。或许有什么办法,能弄清楚接下来它要往哪个方向移动?", - "AA_PUPPET_POST_BATTLE_PUPPET1": "我的娃娃!你们居然杀了我的娃娃!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "很高兴认识你,这位戴帽子的朋友!不知你是否在寻找新的工作机会呢?不如我们聊两句吧!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "那个大天使谈起我们的语气,就好像我们压根不是真实存在的……好像我们不过是玩具罢了。[pause]不过现在它吃了败仗,也许会有不同想法吧。", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "那只大天使最好已经认识到,我可不是[wave amp=30 freq=10]任何人[/wave]的玩物。", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "阿列夫也太喜欢侃侃而谈了。但说真的,他[wave amp=30 freq=10]到底[/wave]是怎么开口说话的啊?他那脑袋,也就一大三角而已啊。真是个怪人。", - "AA_PUPPET_POST_BATTLE_FELIX3": "它是不是……[pause]把我们捏成娃娃了?我想这场战斗之后,我显然没法睡个安稳觉了。", - "AA_PUPPET_POST_BATTLE_EUGENE3": "这世上[wave amp=30 freq=10]总有[/wave]某些怪物,认为人的生命不过是自己手中的玩物。[pause]无论大天使还是人类,都一样危险。", - "AA_PUPPET_POST_BATTLE_VIOLA3": "在那精灵眼中,我等不过是区区玩偶。理应引以为戒,认识到两个族类实是天差地别。", - "AA_TOWER_PRE_BATTLE_AA1": "真相……谎言……你们这些羽翼未丰的族类,总爱在如此微不足道的概念上纠缠不休。现实并非真实!拥抱无知吧!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "这东西对“现实”的理解,肯定有点问题。", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "这东西无疑很需要认清现实。", - "AA_TOWER_PRE_BATTLE_EUGENE2": "……没听懂。你到底想说什么啊?", - "AA_TOWER_PRE_BATTLE_FELIX2": "虽说我也很想“拥抱无知”,但还有正事要做呢。", - "AA_TOWER_PRE_BATTLE_VIOLA2": "愚昧与无知,为人类共同的诅咒。不过精灵,容我提醒你一句,两者在这世上均[wave amp=30 freq=10]业已[/wave]泛滥成灾。", - "AA_TOWER_PRE_BATTLE_AA3": "你们不懂,你们还沉睡在对真相和谎言的错误认知之中。让我来把你们唤醒吧!", - "AA_TOWER_PRE_BATTLE_DOG2": "吼……", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "我看这下我们让那大天使“认清现实”了,你说是吧?", - "AA_TOWER_POST_BATTLE_ALEPH2": "嘿,这位朋友!看来你输了一场战斗啊。不如跟我混吧?", - "AA_TOWER_POST_BATTLE_TOWER1": "我算是看清了一个真相……那就是我落败了……", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "你先前好像提过……说有新线索,想去调查一番?是什么新线索啊?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "你先前好像提过……说有新线索,想去调查一番?是什么新线索啊?", - "RETROSPECTIVE_CLUE4_EUGENE2": "听起来像是在描述岛上的某个地区……你觉得呢?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "你先前好像提过……说有新线索,想去调查一番?是什么新线索啊?", - "RETROSPECTIVE_CLUE4_FELIX1": "啊,你说过有条线索想去调查一下,对吧?是什么线索啊?", - "RETROSPECTIVE_CLUE4_FELIX2": "听着应该是在描述这座岛上的某处环境。虽然还不太具体,但至少有眉目了。", - "RETROSPECTIVE_CLUE4_VIOLA2": "许是在描述岛上某处……不知你是否同意?", - "RETROSPECTIVE_CLUE4_VIOLA1": "啊,我几乎要忘了!你曾提及诗篇中暗含线索。可否详述一二?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "啊,你有线索想要追查是吧?是什么线索?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "听起来像是在描述一处具体的地方呢!{player},你听着这描述耳熟吗?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "下一项议程——这次有没有什么指明离开新威勒尔之路的新歌词呀?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "这其实说得相当具体了,说不定是在描述岛上特定的某个地方。", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "啊对了,你不是说有新线索想追查嘛?是什么新线索啊?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "啊对了,你不是说有新线索想追查嘛?是什么新线索啊?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "啊对了,你不是说有新线索想追查嘛?是什么新线索啊?", - "RETROSPECTIVE_CLUE5_VIOLA1": "你曾提及遇着棘手谜语。愿闻其详,我或能助你一臂之力。", - "RETROSPECTIVE_CLUE5_EUGENE2": "这[shake rate=30 level=10]绝对[/shake]是在描述新威勒尔的某个地方。", - "RETROSPECTIVE_CLUE5_FELIX2": "虽然隐晦,但这歌词似乎有着具体的细节,像是在描述一处特定的地方。你是要寻找那个地方吗?", - "RETROSPECTIVE_CLUE5_FELIX1": "对了,你不是说你有另一条新线索,想要深入调查一下嘛?是什么线索啊?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "说起来,你的[wave amp=30 freq=10]神奇歌曲[/wave]怎么样了?有没有让你得到另一条线索呀?", - "RETROSPECTIVE_CLUE5_VIOLA2": "此句歌词所指相当具体。会否是要引你前往某处?奇哉怪也……", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "听起来是要在特定地点做的事情,像是举行仪式那样。", - "RETROSPECTIVE_CLUE6_EUGENE2": "听起来应该是要完成的动作,有点像[wave amp=30 freq=10]暗号[/wave]之类的,对吧?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "是不是又有新线索要跟进了?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "啊,这次的线索听起来像是要在某个地点做的[wave amp=30 freq=10]事情[/wave],嗯。", - "RETROSPECTIVE_CLUE6_EUGENE1": "对了,你是不是又有新的线索要跟进了?说来听听吧。", - "RETROSPECTIVE_CLUE6_VIOLA1": "啊呀,你曾提及诗篇中暗含线索,意欲调查清楚。", - "RETROSPECTIVE_CLUE6_FELIX1": "啊,又有新线索要追查了吗?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "从你说的来看,你既掌握了地点,也已经知道仪式该如何施行。在正确的地点做正确的动作,大概就是解开谜题的关键!", - "RETROSPECTIVE_CLUE6_FELIX2": "这是在描述某个动作吧?听起来像是要把某种[wave amp=30 freq=10]暗号[/wave]给演绎出来。你知道该去哪里完成这个动作吗?", - "RETROSPECTIVE_CLUE6_VIOLA2": "于我而言,该诗句令我想起暗号,有如秘密手势,又如敲门规律;你必须完成这一动作,方可进入高度机密之所。", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "{player},那首神秘的指引歌曲解得怎么样了?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "听起来你已经掌握了足够的情报,可以前去调查啦。事不宜迟,我们赶紧启程吧?", - "RETROSPECTIVE_CLUE7_EUGENE1": "你那些[wave amp=30 freq=10]歌词线索[/wave]查得怎么样啦?依我看,你已经掌握了足够的信息,可以动身追查了。", - "RETROSPECTIVE_CLUE7_MEREDITH1": "还有其他线索要追查吗?那些奇怪的[wave amp=30 freq=10]歌词[/wave]所蕴含的情报,应该已经足以让你有所发现了……吧。", - "RETROSPECTIVE_CLUE7_FELIX1": "对了,你不是一直在调查那些隐晦的诗句么,谜题解开了吗?这些歌词听起来为你指明了地点,就连抵达之后要做的事情也一并告诉你了。", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "还是解不开[wave amp=30 freq=10]大天使歌曲[/wave]留下的线索吗?", - "RETROSPECTIVE_CLUE7_VIOLA1": "先前你曾提及一则谜语,既谈及某处地点,又描述所需采取之动作。不知此谜如今是否已解?愿闻其详。", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "啊,那些线索是在指引你去做什么,你弄明白了吗?我看值得把这些线索重新过一遍。", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "啊,那些线索是在指引你去做什么,你弄明白了吗?我看值得把这些线索重新过一遍。", - "RETROSPECTIVE_CLUE8_FELIX1": "对了,你之前不是在追查那些诗句线索么,有什么新发现吗?听起来很有希望查出点什么来呢。", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "啊,那些线索是在指引你去做什么,你弄明白了吗?我看值得把这些线索重新过一遍。", - "RETROSPECTIVE_CLUE8_EUGENE1": "那些听着跟诗歌差不多的线索……你追查到底了吗?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "啊呀,谜语尚不能破译吗?依我所见,此谜既点明某处重要地点,又述及需在该地施行之仪式。", - "RETROSPECTIVE_CLUE9_MEREDITH1": "对了,你口中常提起的那些歌词……我认为描述的就是这个地点。要不要去探一探?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "啊呀,谜语尚不能破译吗?依我所见,此谜既点明某处重要地点,又述及需在该地施行之仪式。", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "啊,不知道有没有跟你说过,我可擅长解谜了!我知道这首[wave amp=30 freq=10]隐晦歌曲[/wave]指的是哪里了——咱们到这个地点去瞧瞧吧!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "啊呀,谜语尚不能破译吗?依我所见,此谜既点明某处重要地点,又述及需在该地施行之仪式。", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "对了,你说你流落到“琥珀旅馆”之后,是靠穿过一面镜子离开的?岛上那面奇怪的镜子会不会也同样可以穿过去啊?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "我把那首神秘歌曲的谜题全部解开了!我觉得歌词中描述的具体地点是这里。我们这就去一探究竟吧!", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "我把那首神秘歌曲的谜题全部解开了!我觉得歌词中描述的具体地点是这里。我们这就去一探究竟吧!", - "RETROSPECTIVE_CLUE9_FELIX1": "对啦,你跟我说的那些神秘的诗句线索,我觉得应该是在描述这座岛上的一个地方……而且具体是在哪里,我也已经猜出来了。", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "我把那首神秘歌曲的谜题全部解开了!我觉得歌词中描述的具体地点是这里。我们这就去一探究竟吧!", - "RETROSPECTIVE_CLUE9_VIOLA1": "啊呀,我有一事需坦白:困扰你许久之谜,相信业已由我解开。在此处聚首吧!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "好吧,你找到的那面镜子感觉挺牛的……只可惜我们还不知道它有什么用,对吧?", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "好吧,莫甘特之歌指示的,原来是那面神秘的镜子;不过我们还不知道要拿它做什么,对吧?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "好吧,你已经找到了那面看起来挺重要的镜子;但是具体要拿它来[wave amp=30 freq=10]做[/wave]些什么,我们倒还不清楚。唔……", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "对了,那些线索指引你找到的那面奇怪镜子……你弄明白是做什么的了吗?我相信答案终有一天会浮出水面的。", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "告诉我,你所觅得那面异界之镜,其用途是否已辨明?若尚未清楚此镜用途,相信有朝一日能解开其奥秘。", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "告诉我,你所觅得那面异界之镜,其用途是否已辨明?若尚未清楚此镜用途,相信有朝一日能解开其奥秘。", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "告诉我,你所觅得那面异界之镜,其用途是否已辨明?若尚未清楚此镜用途,相信有朝一日能解开其奥秘。", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "对了,你说你流落到“琥珀旅馆”之后,是靠穿过一面镜子离开的?岛上那面奇怪的镜子会不会也同样可以穿过去啊?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "对了,莫甘特之歌引你找到了那面神秘的镜子,而你也说过自己踏进了琥珀旅馆的一面镜子。也许这里这面镜子也是一样的?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "对了,莫甘特之歌引你找到了那面神秘的镜子,而你也说过自己踏进了琥珀旅馆的一面镜子。也许这里这面镜子也是一样的?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "对了,莫甘特之歌引你找到了那面神秘的镜子,而你也说过自己踏进了琥珀旅馆的一面镜子。也许这里这面镜子也是一样的?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "对了,你说你流落到“琥珀旅馆”之后,是靠穿过一面镜子离开的?岛上那面奇怪的镜子会不会也同样可以穿过去啊?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "对了,你还记得一路追查线索找到的那面镜子吗?说不定就和你在琥珀旅馆那时一样,这里的镜子也是可以踏进去的。你觉得呢?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "啊呀,我回想起你先前说,你曾步入一面镜子,仿似步入门道。岛上所觅异界之镜,不知能否如法炮制?", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "对啦,你不是跟我说过么,你是靠踏入镜子才离开了“琥珀旅馆”……不知道你有没有试过踏入你发现的那面孤零零的镜子呢?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "对了,等我们做好万全准备,就再去探索一下镜子里的那个[wave amp=30 freq=10]神秘世界[/wave]吧。", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "对了,我们应该去探索一下你在镜子里发现的那个奇怪的隐秘地点。那地方感觉挺重要的。", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "对了,等我们做好万全准备,就再去探索一下镜子里的那个[wave amp=30 freq=10]神秘世界[/wave]吧。", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "对了,我们或许该去镜子里隐藏的那个奇怪地铁站瞧瞧。我总感觉……这事得尽快完成才行。", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "对了,等我们做好万全准备,就再去探索一下镜子里的那个[wave amp=30 freq=10]神秘世界[/wave]吧。", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "对了,我们应该去探索一下你在镜子里发现的那个奇怪的隐秘地点。那地方感觉挺重要的。", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "对了,我们应该去探索一下你在镜子里发现的那个奇怪的隐秘地点。那地方感觉挺重要的。", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "我等或应再度踏入镜中,前往你所发现的神秘世界。不知你意下如何?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "对了,我们不如去探索一下你在镜子里找到的那个奇怪地方吧?我有预感,那地方应该相当重要。", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "对了,我们或许该去镜子里隐藏的那个奇怪地铁站瞧瞧。我总感觉……这事得尽快完成才行。", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "对了,我们或许该去镜子里隐藏的那个奇怪地铁站瞧瞧。我总感觉……这事得尽快完成才行。", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "好,我们就动身吧!下一步该去哪里?你不是听到有传言说{location_phrase}发生了怪事嘛?你愿意的话,我们可以去看看那边出了什么事哦!", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "要继续行动了吗?要是没有任何传闻可追查了,不如就在镇上到处问问吧?", - "RETROSPECTIVE_NEXT_MEREDITH1": "唔,我看我们该继续踏上[wave amp=30 freq=10]冒险[/wave]旅程了。你不是听说{location_phrase}那里发生了怪事吗?不如就去那里看看吧。", - "RETROSPECTIVE_NEXT_EUGENE1.m": "咱们要不继续上路吧?{location_phrase}那边出了点事的传闻,你大概也听说了嘛?不如就去那里吧!", - "RETROSPECTIVE_NEXT_MEREDITH2": "我们该重新出发了。你要是需要线索,就在镇上到处找人聊聊吧。", - "RETROSPECTIVE_NEXT_EUGENE1.f": "咱们要不继续上路吧?{location_phrase}那边出了点事的传闻,你大概也听说了嘛?不如就去那里吧!", - "RETROSPECTIVE_NEXT_EUGENE2": "好,出发吧!我们手中掌握的情报不多……也许应该在港口镇上打听一下,看有没有什么线索?", - "RETROSPECTIVE_NEXT_FELIX1": "是不是想继续上路了?你不是说听了一则传闻,说{location_phrase}那边出了点事么?如果你想去瞧瞧,那我们下一个目的地就定在那里吧。", - "RETROSPECTIVE_NEXT_EUGENE1.n": "咱们要不继续上路吧?{location_phrase}那边出了点事的传闻,你大概也听说了嘛?不如就去那里吧!", - "RETROSPECTIVE_NEXT_VIOLA1": "我们许是应再续旅程。你应已听闻{location_phrase}所发生之事?该处应可成为下一处目的地。", - "RETROSPECTIVE_NEXT_FELIX2": "接下来该去哪里,我们并没有线索。你愿意的话,我们不妨在镇上打听一下。", - "RETROSPECTIVE_NEXT_VIOLA2": "与该镇居民攀谈,应能收集下一处目的地之信息。你意下如何?", - "NWP_SIGNPOST_DESCRIPTION_2": "请采取适当的防范措施,以免与此地的怪物发生冲突。", - "NWP_SIGNPOST_DESCRIPTION_1": "欢迎来到新威勒尔公园!", - "NWP_3_-3_RUNNER_NPC1": "知道什么比跑步还要快吗?[pause]那就是快速旅行!", - "NWP_3_-3_RUNNER_NPC3.m": "快速旅行也可以摆脱因动作太慢而未能逃跑的战斗。[pause]要想迅速脱身,难免必须抛弃某些物品,不过这样说不定反而能救你一命!", - "NWP_3_-3_RUNNER_NPC3.f": "快速旅行也可以摆脱因动作太慢而未能逃跑的战斗。[pause]要想迅速脱身,难免必须抛弃某些物品,不过这样说不定反而能救你一命!", - "NWP_3_-3_RUNNER_NPC2": "要快速旅行,就按{control.map_menu}键打开地图,然后将光标移动至想要前往的格子,接着按下{control.ui_accept}键。", - "NWP_3_-3_RUNNER_NPC3.n": "快速旅行也可以摆脱因动作太慢而未能逃跑的战斗。[pause]要想迅速脱身,难免必须抛弃某些物品,不过这样说不定反而能救你一命!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "我技不如人,空洞无物……看来巡护队这辈子都不会招我了……", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "收拾包袱回家去吧!巡护员的位子归我了!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "你有加入巡护队的本事吗?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "你很有潜质!快进屋里去吧!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "哟,来得正好!我们正打算找人来场对战,向巡护队证明我们的价值!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "请原谅我这位性急的朋友。", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]我真是在自欺欺人……我根本就没本事加入巡护队……[/wave]", - "NWP_MADMAN_3_-4_NAME": "杰克", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "加入巡护队一直是我的梦想。", - "NWP_MADMAN_3_-4_PRE_BATTLE": "我以弹簧腿形态示人的时长,创下了世界纪录!", - "NWP_MADMAN_3_-4_POST_BATTLE": "看来我还得继续加深对弹簧腿的了解……", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "我绝不会让梦想断送在这里!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "别让梦想沦为空想!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "愿多里安教主之明灯为你指明方向!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]新来之人![/wave]切莫理会港口镇的异端!", - "NWP_CULTIST_4_-4_POST_BATTLE": "路已点亮……前进吧……", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]新来之人![/wave]切莫理会港口镇的异端!", - "NWP_CULTIST_5_-4_POST_BATTLE": "港口镇已落入异端之手……要提防他们的[wave amp=30 freq=10]虚伪救赎[/wave]……", - "NWP_5_-4_HINT_NPC_BEFORE1": "这里的地面时不时会传出震动,就好像我们脚下有巨兽在隧道中狂奔似的。", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]新来之人![/wave]切莫理会港口镇的异端!", - "NWP_5_-4_HINT_NPC_AFTER1": "该不会又是像最近出现在上方小径的那种地铁站吧?", - "NWP_5_-4_HINT_NPC_BEFORE2": "对了,你看这些岩石,[pause]像不像是按照某种奇怪的顺序排列啊?", - "NWP_5_-4_HINT_NPC_AFTER3": "不知道这列车要驶向何方呢……", - "NWP_5_-4_HINT_NPC_AFTER2": "不过这倒也说得通。看来我听见的地下“巨兽”,肯定是辆列车。", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "我在附近见过几个子弹仔,移动速度快得能冲破巨大岩石。", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "要是能拥有这个技能可就好使了,你说是吧?", - "PARK_CAVE2_MERCHANT2": "大事不好,它们融合在一起了![wave amp=30 freq=30]救命啊![/wave]", - "PARK_CAVE2_MERCHANT1": "喂,那边的!这些怪物把我困住了,你能搭把手救救我吗?", - "PARK_CAVE2_MERCHANT6": "回镇上的市集来见我吧,到时候我会有特殊贴纸给你!", - "PARK_CAVE2_MERCHANT4": "对了……你有没有留意到,反架拳狼的招式“磁力”好像会在战斗开始时自动出招?", - "PARK_CAVE2_MERCHANT3": "呼,真是多谢了。我进来洞窟,是想寻找一下贴纸的灵感,结果却遇上一堆完全料想不到的事。", - "PARK_CAVE2_MERCHANT5": "看来我终归还是找到灵感了!", - "WATERLOOP_BEWARE_LYING_CHESTS": "只有一个宝匣说的是真相。", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "我的身体躺在床上,而我悬在身体上方,接着咻地一下!就被一个漩涡吸进去了。", - "WATERLOOP_LYING_CHEST_LEFTMOST": "这个宝匣上的纸条写,“钥匙在这个箱子里。”要打开吗?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "这个宝匣上的纸条写,“钥匙不在这个箱子里。”要打开吗?", - "WATERLOOP_LYING_CHEST_MIDDLE": "这个宝匣上的纸条写,“钥匙不在最左边的箱子里。”要打开吗?", - "SD_NEVERMORT_TRAINER_NAME": "观鸟迷", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "我和这附近的永不复鸦有着特殊的感情。", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "你是怎么来到新威勒尔的?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "你最好别来烦我们!", - "AUTUMN_HILL_NW_SIGNPOST_1": "“孩儿们啊,你们不是迷失于新威勒尔,而只是在静候找到自我的那一天罢了。”", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "你把鸟儿们都吓跑了!", - "AUTUMN_HILL_NW_SIGNPOST_2": "“此路通往殁宁屯!”", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "你是怎么来到新威勒尔的?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "我记得经历了一次灵魂出窍。", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "你是怎么来到新威勒尔的?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "我的身体躺在床上,而我悬在身体上方,接着咻地一下!就被一个漩涡吸进去了。", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "我的身体躺在床上,而我悬在身体上方,接着咻地一下!就被一个漩涡吸进去了。", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "等我回过神来,就来到这里了!", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "喂!别碰我搜刮来的宝物!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "这里的船只通常刚驶出新威勒尔海岸没多远,就会发生船难。", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "在海滩上搜寻冲刷上岸的珠宝财物,是在此地谋生的绝佳手段!", - "OVERWORLD_7_0_HINT_NPC": "不知道还有多少宝藏沉睡海底呢……", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "喂,我看见你的磁带机了!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "看来我还差得远呢……", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "你也想加入巡护队吗?那我们就是竞争对手啰!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "你要是能打败我,我就告诉你一个秘密。", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "相传岛上有“不老之拳”。", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "哎,你喜欢历史吗?来聊聊你最喜爱的20世纪历史事件吧!", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "你认为会是还我漂漂拳,还是友情破颜拳?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "我最喜爱的20世纪历史事件,是1948年在联合国的斡旋下缔结的人类精灵和平共处协议。要是没有签订这份协议,世界可就迥然不同啰!", - "EPICURUS_NAME": "伊壁鸠鲁", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "珍妮特", - "EPICURUS_POST_BATTLE": "赢得好的艺术与输得起的艺术,两者是一体的。", - "EPICURUS_PRE_BATTLE": "越是艰辛的成功,来得越是荣耀。", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "我已经在这里磨练了好几个月怪物技能。", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "看来我还得多多训练……", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "来吧,让你见识一下我苦练的结果!", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5][b]停下![/b]我知道你来这里所为何事……[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]我以后肯定还会有更多机会的,肯定……[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]拿这片土地来开发城市,真是再适合不过了!不过这可是我先找到的![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "新威勒尔的人们迟迟未能就基本的史实达成共识。有的人选择接受“多重宇宙”的概念,不过我认为这座岛纯粹是遍地谎话精!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "比如说,许多人都拒绝承认1969年人类已成功着陆火星!嗤,尽是些听信阴谋论的怪胎!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "啊,挖掘太久了,我得歇一会儿。来场快速对战吧,你要是能打败我,我就告诉你一些关于这个地方的小知识。", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "不!怎么连你也这样!", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "我们从怖可儿队长那里得知,人们曾经在这片区域开采金属。只不过看样子,这里发生的爆炸有些并没有经过妥善规划……", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "而且我找不到任何采掘工具或者人工爆炸物的痕迹。这整片区域有可能是靠子弹仔挖掘出来的,时间跨越了数个世纪。", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "所以要不就是队长错了,要不就是子弹仔销毁了所有证据。又或者……唔……也许是证据本身[wave amp=30 freq=5]变成了[/wave]子弹仔。你觉得呢?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "我小时候梦到过这座岛!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "这地方可真奇妙……", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "我和丈夫自2160年以来就一直困在这里!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "这里的人似乎都不知道三只贝壳如厕法。真是一群没开化的原始人!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "要有信念……", - "OVERWORLD_5_-3_BATTLER_PARTNER": "别惹我老婆生气!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "约瑟夫", - "OVERWORLD_7_-3_BATTLER_NAME": "卡尔", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "你们索地员总是口口声声说愿意“为新威勒尔的人们做任何事情”,但就是不肯放过他们!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]囊中羞涩?不必担心!我们可为您提供贷款,年利率只需10,000%![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "啊,我误会了,你确实是在[b]为了[/b]人们战斗,而不是和大家过不去。", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "新威勒尔的所有人都已经踏进了未知世界,那么再往前踏一步又何妨呢?请相信[wave amp=30 freq=10]库珀弟兄[/wave]!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]新威勒尔没有货币,所以暂时没有还清款项的办法。不过与此同时,您的贷款利息还会继续利滚利。多么完美的方案啊![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "库珀弟兄已找到方法,知道该怎么[wave amp=30 freq=10]离开[/wave]这座满是魔鬼与天使的岛屿,现在也正在帮我们做好准备,助我们和另一侧的家人重新团聚!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "要有信念……", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "停下!朋友啊,我能感应到你体内的痛楚。", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "要有信念……", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "停下!朋友啊,我能感应到你体内的痛楚。", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "停下!朋友啊,我能感应到你体内的痛楚。", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "在你为自己的罪薛忏悔之前,你别想往前走了。", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "你经受磨难,皆因你渴望归家。", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "“要有信念,我们的信念可以移山。”——《库珀福音》17:20", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]存在……就是……磨难……[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "就由我来终结你的痛苦吧——成为我们献给天使的贡品吧!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "在你为自己的罪薛忏悔之前,你别想往前走了。", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "等等,那句话应该读作“为自己的罪孽忏悔”?天哪,我居然一直以来都搞错了……", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "在你为自己的罪薛忏悔之前,你别想往前走了。", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "“人为朋友舍弃磁带,人的爱心没有比这个大的。”——《多里安福音》15:13", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "大天使称量你的灵魂重量时,会不会评判你是否值得永生?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "大天使称量你的灵魂重量时,会不会评判你是否值得永生?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "大天使称量你的灵魂重量时,会不会评判你是否值得永生?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "库珀弟兄已将幽浮唤下凡间,要将恩宠赐予我们。就由我来让你开开眼吧!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "幽浮及大天使星际议会绝不容忍对其乘客的这般不公对待……", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "实在抱歉!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "你能打赢我的话,我就把“殁之子”的秘密告诉你。", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "说句老实话,我加入殁之子,只是为了一口吃的。", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "1988年,两支英国摇滚乐队“铁浪子”和“拿非利人之天”,[pause]虽然互不相识,[pause]但却同时发行了题为《殁之子》的同名歌曲。", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "假如将两首歌曲同时倒放,让歌词交织在一起,那么就会召唤出真正的殁之子——这一生灵无比强大,能够在不同世界之间打开一条通道!", - "AA_TOWER_POST_BATTLE_EUGENE3": "大天使虽然强大,但这不代表它们就一定聪明。", - "AA_TOWER_POST_BATTLE_MEREDITH3": "我想,只要挨几顿揍,就连最[wave amp=30 freq=10]啰嗦[/wave]的大天使也会闭嘴的。我们应该把这个教训铭记在心。", - "AA_TOWER_POST_BATTLE_FELIX3": "那大天使还真是爱说些不明所以的话呢,对吧?不过起码我们成功让它闭嘴了。", - "AA_ALICE_PRE_BATTLE_ALICE1": "大胆,你们竟无视我的指令横冲直撞!你们胆敢不尊重我?你们难道不知道我是哪号人物吗?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "那精灵的言语中理性所剩无几,败于我们之手许是能挫其威风。", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "呀,看来你还挺自大的嘛?", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "嗯,你说得没错,我完全不尊重你。", - "AA_ALICE_PRE_BATTLE_EUGENE2": "哎哟喂,我压——根——就不知道你是谁好吧。", - "AA_ALICE_PRE_BATTLE_FELIX2": "我们不知道你是谁,很奇怪吗……?", - "AA_ALICE_PRE_BATTLE_DOG2": "吼……", - "AA_ALICE_PRE_BATTLE_ALICE3": "在皇室成员面前,竟也敢这般无礼!你们若拒绝使用头脑,就由我屈尊帮你们摘下!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "精灵,我的尊重并非予取予求之物。", - "AA_ALICE_POST_BATTLE_ALICE1": "你们还真是一点都不懂得尊重人!真让人火冒三丈!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "她大概认为自己是女王,统领着自己的小小世界吧?", - "AA_ALICE_POST_BATTLE_ALEPH2": "爱丽丝小姐,很荣幸认识你!我正需要一位像你这样通晓……人际交往的人才。", - "AA_ALICE_POST_BATTLE_MEREDITH3": "所有大天使都这么自视甚高吗?还是说她只是个[wave amp=30 freq=10]特例[/wave]?", - "AA_ALICE_POST_BATTLE_EUGENE3": "这些大天使也太粗鲁了吧!", - "AA_ALICE_POST_BATTLE_FELIX3": "你觉得那个大天使是真的想要取我们首级,还是说只是种修辞手法啊?呃,算了,还是别回答了,我并不想知道答案。", - "AA_CUBE_PRE_BATTLE_CUBE1": "第三维度空间并不完美。科学数学永不会错。世间万物皆有四面。", - "AA_ALICE_POST_BATTLE_VIOLA3": "如此飞扬跋扈之人,无论是否出身皇室,都无法迫使我低头鞠躬。", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "我本想说这东西怕不是脑子搭错线……[pause]不过,它看起来确实连脑子都没有。", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "这个大天使似乎脾性有点古怪,但说不定它并没有恶意!", - "AA_CUBE_PRE_BATTLE_FELIX2": "这个大天使或许并不会攻击我们。你觉得呢?", - "AA_CUBE_PRE_BATTLE_EUGENE2": "这东西似乎有些看不真切……", - "AA_CUBE_PRE_BATTLE_VIOLA2": "面前这一精灵,莫非是哲学家?还是说,它纯粹是陷入了癫狂?", - "AA_CUBE_PRE_BATTLE_DOG2": "汪呜?", - "AA_CUBE_POST_BATTLE_CUBE1": "难道我的棱角也不够完美?计算明明都是正确的……我同时在3个维度里失败了。", - "AA_CUBE_PRE_BATTLE_CUBE3": "不。我在你们体内看见了不协调。你们不够完美,你们是有缺陷的生物!就由我来将你们七扭八歪的棱角掰正!", - "AA_CUBE_POST_BATTLE_ALEPH2": "时机正巧!我正好想招募一位善于处理数字的人才。这位新立方体朋友,你想要一份工作吗?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "结果对方根本就不是什么没有敌意的大天使。也太倒霉了吧!", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "看来我的“这座岛上试图杀我的奇怪生物”清单又能添上一笔了。[pause]真了不起。", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "看来我的“这座岛上试图杀我的奇怪生物”清单又能添上一笔了。[pause]真了不起。", - "AA_CUBE_POST_BATTLE_EUGENE3": "那个大天使可真奇怪,总感觉无论从哪个角度看它,都是一个样。", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "看来我的“这座岛上试图杀我的奇怪生物”清单又能添上一笔了。[pause]真了不起。", - "AA_CUBE_POST_BATTLE_FELIX3": "下次我们再遇上大天使,我还是直接假定对方想夺我们性命好了。", - "AA_CUBE_POST_BATTLE_VIOLA3": "若说那精灵的癫狂自有其章法,那我也实在无缘领略。", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "所以,现在又来了个长着[wave amp=30 freq=10]三角头[/wave]的神秘人,干预我们对大天使的追查?我真被弄糊涂了……", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "那个三角头男又出现了。你觉得他找这帮大天使会有什么企图呢?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "又一场和大天使的战斗以[wave amp=30 freq=10]三角头男[/wave]的现身告终。我好像看出某种规律来了……", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "三角头男说,他想和你“好好聊一聊”。这话是什么意思……?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "我开始怀疑三角头男来者不善,我们应该对他保持警惕。", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "{player},到现在你都和那个三角头男打过多少次照面了?在我听来,无论你去到哪里,他好像都会突然冒出来,不是吗?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "大天使再一次被三角头男变走了。我总感觉这事值得担忧,你说是吧?", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "三角头男再一次凭空出现,把正与我们酣战的大天使变走了……", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "我们又击败了一位大天使,结果又是让凭空出现的阿列夫给招募走了……他究竟是在做什么啊?这人也跟我们一样困在这座岛上了吗?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "假如三角头男还打算继续冷不丁冒出来,把我们刚击败的大天使招揽过去,那他起码也该介绍一下自己,别总是那么无礼啊,你说是吧?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "我们赢下了战斗,但是阿列夫又一次把大天使变走了……", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "阿列夫说我们的世界有以他为蓝本的“神话”。{player},你说这会不会是真的?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "会不会我们每次战胜大天使,都只是在为阿列夫创造招兵买马的机会啊?难不成真是这样……", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "又一个大天使倒下了,而阿列夫手下则又多了一名新兵。这人究竟在打什么算盘啊?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "所以,呃,那个三角头男究竟是什么情况?他把大天使……[pause][wave amp=30 freq=10]变[/wave]走了?我真被弄糊涂了……", - "RETROSPECTIVE_ALEPH_MEREDITH2": "那个三角老兄也不是第一次突然现身抓走大天使了吧?这看起来可不太妙……", - "RETROSPECTIVE_ALEPH_MEREDITH3": "你觉得那个三角老兄是怎么回事?长着几何形状脑袋的人,我可是一个也信不过。", - "RETROSPECTIVE_ALEPH_MEREDITH5": "下一次再见到三角头男子,不如干脆直接问他到底在打什么主意吧?我看值得一试……", - "RETROSPECTIVE_ALEPH_MEREDITH4": "那个三角头男说,他想和你“好好聊一聊”。这么一个浮在空中的诡异家伙,说起话来倒是出奇地有教养。", - "RETROSPECTIVE_ALEPH_MEREDITH6": "我们要不要假定那位三角头老兄正在盘算什么阴谋诡计?反正我是这么假定的。", - "RETROSPECTIVE_ALEPH_MEREDITH8": "无论你跟谁搭档,每次和大天使对战,似乎都是以三角头男的出现告终,对吧?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "好吧,这场战斗也以三角头男又一次意料之中的现身告终了。还是一如既往惹人生厌……", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "那个阿列夫,还真是哪里都有他的身影!只要是在地铁站之内,他好像都可以畅通无阻。", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "那位三角老兄说起话来活像个小生意人,这也太奇怪了吧?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "那个叫阿列夫的老兄又现身了。", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "那位三角老兄说起话来活像个小生意人,这也太奇怪了吧?", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "那位三角老兄说起话来活像个小生意人,这也太奇怪了吧?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "好吧,这场战斗也以阿列夫又一次意料之中的现身告终了。还是一如既往惹人生厌……", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "无论你跟谁搭档,每次和大天使对战,似乎都是以阿列夫的不请自来告终,对吧?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "为什么那个叫阿列夫的,说话的语气活像个小生意人啊?这也太奇怪了吧。", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "为什么那个叫阿列夫的,说话的语气活像个小生意人啊?这也太奇怪了吧。", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "为什么那个叫阿列夫的,说话的语气活像个小生意人啊?这也太奇怪了吧。", - "RETROSPECTIVE_ALEPH_EUGENE1": "我得跟你确认一下:你也看到了那个浮在半空中的红衣男子,用他的三角头吸走了大天使吧?[pause]总不会是我出现幻觉了吧。", - "RETROSPECTIVE_ALEPH_EUGENE2": "好吧,那个红衣男又跑出来让大天使消失了。这是第二次了,对吧?", - "RETROSPECTIVE_ALEPH_EUGENE3": "那个悬空的红衣男,是第三次跑出来令大天使[wave amp=30 freq=10]人间蒸发[/wave]了,我说得没错吧?", - "RETROSPECTIVE_ALEPH_EUGENE5": "这场对战打得很精彩,但现在我更关心的是战斗结束时现身的悬空男。假如他会对港口镇构成威胁,那么我可得打醒十二分精神了……", - "RETROSPECTIVE_ALEPH_EUGENE4": "那个红衣男子说,他想和你“好好聊一聊”。我听着这话怎么还带点威吓感呢……", - "RETROSPECTIVE_ALEPH_EUGENE6": "那个三角头的男人……你觉得他会不会也是个大天使啊?他看起来挺强大的。我一点也信不过他。", - "RETROSPECTIVE_ALEPH_EUGENE7": "那个三角头说世上流传着以他为蓝本的“神话”,这是什么意思?", - "RETROSPECTIVE_ALEPH_EUGENE8": "那个三角头男又现身了,还真是一点也不意外。你每次找到大天使,他是不是都会跟着出现?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "那个大天使说话的语气,活像是个公司经理。这可真让我浑身不自在。", - "RETROSPECTIVE_ALEPH_FELIX4": "三角头男说想和你“好好聊一聊”,这是什么意思?他听起来还挺有教养的,不过我一点也信不过他。", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "那个大天使说话的语气,活像是个公司经理。这可真让我浑身不自在。", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "那个大天使说话的语气,活像是个公司经理。这可真让我浑身不自在。", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "这场对战可真是[shake rate=30 level=10]赞爆了[/shake]。不过现在我满脑子都想着阿列夫,他究竟要搞什么鬼?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "阿列夫说世上流传着以他为蓝本的“神话”,这是什么意思?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "阿列夫看样子并不想自己动手,他似乎总是在战斗结束[b]之后[/b]才会现身。", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "阿列夫[wave amp=30 freq=10]又一次[/wave]在战斗结束后现身了,还真是一点也不意外。你每次找到大天使,他是不是都会跟着出现?", - "RETROSPECTIVE_ALEPH_FELIX1": "你以前见过那个长着三角头的家伙吗?我反正是绝对没见过。还挺诡异的,你说是吧?", - "RETROSPECTIVE_ALEPH_FELIX2": "所以现在三角头男是第二次出现了,对吧?感觉不太对劲,不过具体哪里不对劲我也说不上来。", - "RETROSPECTIVE_ALEPH_FELIX3": "{player},三角头男这次好像认得你了。", - "RETROSPECTIVE_ALEPH_FELIX6": "那个三角男……估计也是个大天使吧?我看十有八九是了……", - "RETROSPECTIVE_ALEPH_FELIX5": "那个三角男又跑回来把落败的大天使救走了。他是在招揽大天使吗?", - "RETROSPECTIVE_ALEPH_VIOLA1": "此前出现在我们面前的身影,怎一个奇字了得!我所指的并非与我们交手的精灵,而是那位头颅无处可寻之人……", - "RETROSPECTIVE_ALEPH_FELIX7": "那个三角头说,我们的世界里流传着以他为蓝本的“神话”。他指的究竟是什么啊?", - "RETROSPECTIVE_ALEPH_FELIX8": "{player},你对那个三角头男有什么想法?我正在想个合理的解释……", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "所以,阿列夫又冒出来把我们对战的大天使给救走了。他把这些大天使聚到一起,是打算做什么?难道也想找到离开新威勒尔的法子吗?", - "RETROSPECTIVE_ALEPH_FELIX9": "所以那个三角头男[b]确实[/b]是在招揽大天使啊。他打算干什么啊,要组乐队吗?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "阿列夫说,我们的世界流传着以他为蓝本的神话。他的话我一个字都不信,但是我总感觉,这次他说的恐怕是真的……", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "之前阿列夫现身时,他说话的语调听起来十分熟悉,像是在给我们对战的大天使发[wave amp=30 freq=10]聘用意向书[/wave]……", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "我们赢了对战,但是阿列夫又一次出现了。{player},我们应该小心点。", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "阿列夫究竟为什么要招揽大天使呢?他打算干什么啊,要组乐队吗?", - "RETROSPECTIVE_ALEPH_VIOLA3": "那精灵的脸庞,令我照见自己的身影;而{player},他似乎认得你的容颜。此精灵究竟在密谋何等诡计?", - "RETROSPECTIVE_ALEPH_VIOLA2": "那精灵再次于你面前现身,其脸庞犹如明镜。此人不合时宜的到访,究竟有何深意?", - "RETROSPECTIVE_ALEPH_VIOLA4": "{player},以镜为脸的精灵似乎想与你交谈。依我所见,应当警惕此人口中所言。", - "RETROSPECTIVE_ALEPH_VIOLA6": "脸庞犹如明镜的精灵,究竟有何图谋?{player},我决不信任精灵之计。", - "RETROSPECTIVE_ALEPH_VIOLA5": "三角头颅的精灵又一次对我们的战斗横加阻挠。多么古怪的精灵啊……", - "RETROSPECTIVE_ALEPH_VIOLA8": "那以镜为脸的精灵不合时宜的到访,又一次令敌人从我们手中逃脱。着实粗野无礼。", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "我们虽战胜强大精灵,然精灵阿列夫横加阻挠将其救走。我不禁留意到个中规律……", - "RETROSPECTIVE_ALEPH_VIOLA7": "于我们面前现身的精灵——那以镜为脸的精灵——究竟有何图谋?", - "RETROSPECTIVE_ALEPH_VIOLA9": "以镜为脸的精灵若真谦恭有礼,则理应自报家门才是。不速之客绝不会受我们欢迎。", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "精灵“阿列夫”又一次对我们的战斗横加阻挠。莫非他亦想离开这一国度?", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "我们的敌人“阿列夫”究竟在密谋何等诡计?{player},我决不信任精灵之计。", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "那名为阿列夫的精灵不合时宜的到访,又一次令敌人从我们手中逃脱。着实粗野无礼。", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "若这“阿列夫”不是懦夫,就应堂堂正正与我们对峙才是!然而,他却每回都匆匆忙忙离开现场。", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "对了,你说打败先前那个大天使,让你得到了一条线索,是吗?具体是什么线索啊?", - "RETROSPECTIVE_CLUE_QUOTE": "“{clue}”?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "对了,呃,你不是说正在追查一条隐晦的线索吗?是什么线索啊?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "这个……[pause]听起来没什么好查的啊。看来还是得另找一个大天使呢!", - "RETROSPECTIVE_CLUE1_EUGENE1": "对了,你说你有线索要追查,是吗?是什么线索啊?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "这……也称不上线索吧。抱歉啊,我也是有话直说。", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "这……也称不上线索吧。抱歉啊,我也是有话直说。", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "这……也称不上线索吧。抱歉啊,我也是有话直说。", - "RETROSPECTIVE_CLUE1_EUGENE2": "呃,这感觉没什么好查的啊。", - "RETROSPECTIVE_CLUE1_FELIX1": "对了,你好像说过正在追查一条线索,是吗?是什么线索呢?", - "RETROSPECTIVE_CLUE1_FELIX2": "唔,能查的东西也不多哇。也许还是再收集些情报比较好吧?", - "RETROSPECTIVE_CLUE1_VIOLA2": "如此这般令人费解。即使此谜有解,我亦无从得知。", - "RETROSPECTIVE_CLUE1_VIOLA1": "我曾听你简短提及大天使所留谜题。可否详述一二?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "唉,还是太含糊了,帮不了我们什么忙。我们得另找一个大天使才行……", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "对了,你说脑海中听到的歌曲变长了,是吗?那下一行歌词是什么?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "你先前是不是提到过,你有线索想追查?", - "RETROSPECTIVE_CLUE2_EUGENE1": "啊,对了,你是不是说要追查某些神秘线索?是什么线索啊?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "好吧……我也不懂这是什么意思。", - "RETROSPECTIVE_CLUE2_EUGENE2": "光靠这个也查不了什么啊。", - "RETROSPECTIVE_CLUE2_FELIX1": "啊,对了,你好像提到要去追查某个线索?", - "RETROSPECTIVE_CLUE2_FELIX2": "唔……坦白说吧,这线索实在含糊了点。", - "RETROSPECTIVE_CLUE2_VIOLA2": "奇哉怪也。我愿大胆断言,此片段可推断出的信息甚少。", - "RETROSPECTIVE_CLUE2_VIOLA1": "噢!你曾提及手头有谜题尚待破解。可否详述一二?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "唔,听起来是在指示方向,不过并没有把范围缩小多少。", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "对了,你那首神秘的[wave amp=30 freq=10]神示之歌[/wave]是不是又增加了一句歌词?不如说来听听吧?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "啊,你是不是想拿你要追查的线索,找我问问意见?说吧,是什么线索?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "听起来似乎是在指示方向?", - "RETROSPECTIVE_CLUE3_EUGENE1": "对了,你不是说有新线索想追查嘛?是什么新线索啊?", - "RETROSPECTIVE_CLUE3_FELIX1": "对了,你不是说有个线索要追查嘛?是什么啊?", - "RETROSPECTIVE_CLUE3_EUGENE2": "听起来应该是在指示方向?不过还真是挺含糊的。", - "RETROSPECTIVE_CLUE3_VIOLA1": "你曾提及某个谜语亟待破译,不知可否详述一二?", - "RETROSPECTIVE_CLUE3_FELIX2": "听起来似乎是在指示方向?也许你每获得一条线索,都会将范围缩小一点,最终引领你到达某个确切地点。", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "啊!差点忘了问,住在你体内的大天使鬼魂有没有给你留下新的线索呀?", - "RETROSPECTIVE_CLUE3_VIOLA2": "此谜题无疑在指引你前往某地;然而单凭这点片段,实在难以挖掘信息。", - "RETROSPECTIVE_CLUE4_MEREDITH1": "你之前不是说正在调查某个隐晦的线索嘛?快说来让我也听听。", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "听起来是在描述某个地区……你觉得呢?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "这[wave amp=30 freq=10]在我听来[/wave]像是在描述某个地区。你是在盘算要不要去那里吗?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*打哈欠* 那我们就再来较量一番吧。", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "没事,反正我也正想打个盹。", - "CAPTAIN_ZEDD_PRE_REMATCH2": "现在离我下次打盹还有少许空闲时间,想再来场对战的话我乐意奉陪。要比试比试不?", - "CAPTAIN_WALLACE_LAST_LEGS1": "想把我扳倒?没这么容易!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "埃安忒说你是个前途无量的战士,那想必很期待挑战我的巡护员试炼吧?", - "CAPTAIN_WALLACE_POST_BATTLE1": "我筑起那么多堵墙,结果都被你拆了个[shake rate=30 level=10]一干二净[/shake]!", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "哟,近来可好?镇上都在说,你现在也是我们队长队伍的一员了!", - "CAPTAIN_SKIP_INTRO2": "你好哇![pause]我叫费辽,是新威勒尔诸多巡护员队长中的一员。", - "CAPTAIN_SKIP_INTRO1": "嗐,异界人制造的[wave amp=30 freq=10]东西[/wave]可真多。", - "CAPTAIN_SKIP_INTRO4": "电子设备啊,家具啊,只要你能叫上名字的,这里全都有![pause]这些东西被海水冲上这里的海岸,然后会在我们手中变废为宝!", - "CAPTAIN_WALLACE_INTRO2": "是基础设施![pause]像房屋啊,围墙啊,自来水啊……", - "CAPTAIN_WALLACE_POST_REMATCH1": "我付出了这么多努力,结果防线还是一溃千里……", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "看来我们应该再战一场,庆祝一下——你意下如何,[wave amp=30 freq=10]队长[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "哇,你最后使出的那招,确实让我清醒了一点点。[pause]给,奖励归你了。", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "看来我们应该再战一场,庆祝一下——你意下如何,[wave amp=30 freq=10]队长[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "那还是等下一次吧。", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "那太好了![pause]希望你听完这话不至于五雷轰顶——我在战斗中最擅长用电。不想被闪电击中的话,脚步就得敏捷点啰!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "容我说一句,这场对战可真是雷电交加啊!", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "哎呀,是我不好。我光顾着长篇大论,都没意识到你大概只是路过。", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "晴天霹雳啊,[pause]你的表现比我想象的要好多了!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "请原谅我在此用了个双关,这都是习惯使然。", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "回到正题来,这是你的奖励。", - "CAPTAIN_LODESTEIN_POST_REWARD1": "我真的很想多聊一会儿,但很可惜,我手头还有一些维修保养的活计要做呢。", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "哟,近来可好?镇上都在说,你现在也是我们队长队伍的一员了!", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "走好,祝你一路好运连连!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "走好,祝你一路好运连连!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "你好呀!在外头状态还不错吧?", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "走好,祝你一路好运连连!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "你好呀!在外头状态还不错吧?", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "镇上都传开了,你现在也和我们平起平坐了吧。这事值得庆祝一番!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "你好呀!在外头状态还不错吧?", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "镇上都传开了,你现在也和我们平起平坐了吧。这事值得庆祝一番!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "镇上都传开了,你现在也和我们平起平坐了吧。这事值得庆祝一番!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "哎呀,是我不好。我光顾着长篇大论,都没意识到你大概只是路过。", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "你说来场重赛怎么样?[pause]自从上一次较量以来,我就一直心痒痒,想着再和你对战一回呢。", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "好吧,你再一次狠狠地让我出了洋相。这场对战打得真精彩。", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "我很想说“我这次可不会对你手下留情!”,[pause]不过事实是,我上次就没有对你手下留情。", - "CAPTAIN_REMATCH_CHECK": "要向{pawn}发起重赛挑战吗?", - "CAPTAIN_READY_CHECK.n": "准备好和{pawn}对战了吗?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "希望你已经靠训练打好了坚实的基础吧!想摧毁我这些墙,你可得够强悍才行!", - "CAPTAIN_SKIP_PRE_BATTLE2": "太好啦![pause]尽情享受战斗的乐趣吧——不过等我赢了,你可别太沮丧哦!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "噢。[pause]这人原来是巡护员队长啊,有点出乎我意料呢。", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "噢。[pause]这人原来是巡护员队长啊,有点出乎我意料呢。", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "巡护员队长?此人着实深藏不露。", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "你好哇![pause]有人告诉我,你现在成了队长啦?[pause]可真了不起啊!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "你好哇![pause]有人告诉我,你现在成了队长啦?[pause]可真了不起啊!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]你可以前往港口镇的市民中心,将这份原料兑换成现金。[pause]你们人类,可不就喜欢用些毫无意义的小玩意儿来交易么……[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]嘿,人类。你知道我对你的所有同类,都怀有同等程度的尊重吗?我也不对你们中的任何一人抱有负面情绪。[pause]这是真话。[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]嘿,人类。你知道我对你的所有同类,都怀有同等程度的尊重吗?我也不对你们中的任何一人抱有负面情绪。[pause]这是真话。[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]我已修补战斗算法中的所有短处。[pause]“队长”,你的落败在统计学上是必然事件![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]有人告诉我,你现在也和我们一样是队长了。[pause]要不要再来试试手气?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]有人告诉我,你现在也和我们一样是队长了。[pause]要不要再来试试手气?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "我待会儿再跟你聊,还有最后几块地方要修一修……", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]我已修补战斗算法中的所有短处。[pause]“队长”,你的落败在统计学上是必然事件![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]有人告诉我,你现在也和我们一样是队长了。[pause]要不要再来试试手气?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]嘿,人类。你知道我对你的所有同类,都怀有同等程度的尊重吗?我也不对你们中的任何一人抱有负面情绪。[pause]这是真话。[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]啊,抱歉,[pause]我并非有意要再次将怒火发泄在人类身上,[pause]请无视我的发言吧。[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]虽然有点不情愿,不过我会把你视为真正尊重的人类,并加进自己的内置数据库。[pause]要知道,这可是个非常小的数据库。[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]喏,这是你赢得的赌金。[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]怎么样?[pause]要来场对战吗?[pause]你胜算非常小,不过一切都是未知数——说不定今天正是你的幸运日呢。[/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]我要加大赌注了![/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]好,我们就来赌一把——[pause]抓好王牌,赢家通吃![/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]不来赌一把吗?那就下次吧。[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]你要是去报名当实习巡护员的话,记得回来打声招呼。那样我们就能开始一场真正的博弈了。[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]你要是去报名当实习巡护员的话,记得回来打声招呼。那样我们就能开始一场真正的博弈了。[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", - "CAPTAIN_JUDAS_POST_REMATCH2": "我又一次输了,[pause]不过我绝不会为此落半滴泪。[pause]哭泣只会浪费身体水分,而我的淡水配给已经不多了。", - "CAPTAIN_JUDAS_POST_REMATCH1": "我还以为这次肯定把每一个可能的情形都考虑到了……", - "CAPTAIN_SKIP_LAST_LEGS1": "目前为止你都表现得很不错嘛![pause]不过接下来,我可不保证还会继续手下留情!", - "CAPTAIN_JUDAS_INTRO1.m": "你还在200米开外时,我就已经听到了你的动静。[pause]如果你是想出其不意的话,那么很遗憾,你失败了。", - "CAPTAIN_ZEDD_POST_REMATCH1": "我又输了?这就是为什么我信不过清醒的世界……", - "CAPTAIN_ZEDD_POST_REWARD1": "我去喝杯咖啡清醒一下吧……", - "CAPTAIN_ZEDD_LAST_LEGS1": "*打哈欠* [pause]打得怎么样了?我赢了吗?……哦。", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "充足的睡眠很重要……但要睡多少才叫“充足”呢?[pause]自开天辟地以来,人类就已经在寻找这个问题的答案了。", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]亲爱的顾客,[pause]欢迎光临[pause]纽维加斯“法老百货”![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]不知您想点些什……[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]实在抱歉,[pause]我的重启功能不大听使唤,记忆库也需要一段时间才能上线。[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]我拥有一家24世纪赌场所能负担的范围内最先进的机器大脑,然而却[shake rate=30 level=10]依旧[/shake]要投币才能运作![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]不来赌一把吗?那就下次吧。[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]队长,你贡献了一场精彩的对战。[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "我待会儿再跟你聊,还有最后几块地方要修一修……", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]队长,你贡献了一场精彩的对战。[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "……", - "CAPTAIN_LODESTEIN_INTRO1.n": "我待会儿再跟你聊,还有最后几块地方要修一修……", - "CAPTAIN_LODESTEIN_INTRO3": "好了,[pause]大功告成!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]我已修补战斗算法中的所有短处。[pause]“队长”,你的落败在统计学上是必然事件![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]输一次还算是反常,[pause]但连输两次?[pause]或许我该重新审视一下对你们人类的固有观念了。[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]队长,你贡献了一场精彩的对战。[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "呃……[pause]你,是巡护员队长?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*打哈欠* 那好吧,是时候上床……[pause]不是,上场了。[pause]嗯嗯。", - "CAPTAIN_ZEDD_INTRO_EUGENE": "哇噻,你这样的居然会是巡护员,没想到哇。", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "噢。[pause]这人原来是巡护员队长啊,有点出乎我意料呢。", - "CAPTAIN_ZEDD_INTRO5": "多谢帮忙。真是的,我堂堂一个[wave amp=30 freq=10]巡护员队长[/wave],想在这里眯一会儿怎么就这么艰难!", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "哟,你就是那个对战起来有两下子的新实习巡护员,是吗?[pause]想挑战我的话,我不介意从垃圾堆里抽身出来奉陪哦!", - "CAPTAIN_SKIP_POST_REWARD1": "至于我嘛,还是该回去整理这些堆积成山的玩意儿了。[pause]你们那个世界的人,真的拥有这么多[wave amp=30 freq=10]东西[/wave]吗?", - "CAPTAIN_SKIP_POST_BATTLE2": "你方方面面都突破了我的预期——拿着吧,给你的奖励。", - "CAPTAIN_SKIP_POST_BATTLE1.f": "哇,你还真是一心要把我扫进垃圾堆啊![pause]看来恐怕是我低估了你呢,异世人!", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "埃安忒说你是个前途无量的战士,那想必很期待挑战我的巡护员试炼吧?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "依我看,你这人手脚挺利索的,不如来报名成为实习巡护员吧?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "依我看,你这人手脚挺利索的,不如来报名成为实习巡护员吧?", - "CAPTAIN_SKIP_POST_REMATCH3": "没事啦,[pause]我也没什么胜负心。", - "CAPTAIN_SKIP_POST_REMATCH4": "骨子里,我不过是个……[pause]痴迷于这些[wave amp=30 freq=10]东西[/wave]的怪人罢了!", - "CAPTAIN_JUDAS_PRE_REMATCH2": "那好吧。[pause]我已进行过战术观察,必然能将此次的胜率升至极限。", - "CAPTAIN_CLEEO_INTRO3": "机器人背部有投币口,岛上或许会有合适的硬币。", - "CAPTAIN_CLEEO_INTRO2": "这台机器人似乎发生了故障。", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "有位线人告知我,你现在也和我们一样是巡护员队长了,[pause]着实令人钦佩。[pause]你这次来,是想重赛吗?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "有位线人告知我,你现在也和我们一样是巡护员队长了,[pause]着实令人钦佩。[pause]你这次来,是想重赛吗?", - "CAPTAIN_JUDAS_POST_REWARD1": "这是个危险的时代。[pause]文明和安全,都不过是转瞬即逝的概念;假如你没法单凭智慧在野外生存,那就只会让自己失望。", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "看来我该回港口镇,来一趟战略性的“补充物资”之行了……", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "你确实足智多谋……竟能与我的智谋相抗衡。[pause]你已经具备真正的巡护员所需要的思维模式。[pause]给,这是你应得的。", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "你好哇![pause]有人告诉我,你现在成了队长啦?[pause]可真了不起啊!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "队长,我确实得写个“服”字给你——你这场对战赢得当之无愧!", - "CAPTAIN_SKIP_POST_REMATCH1": "呃……[pause]我又输啦!", - "CAPTAIN_SKIP_PRE_REMATCH3": "好哇,[pause]这下可就好玩了!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "没关系![pause]反正还有大把垃圾等着我去分拣呢!", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "啊![pause]我都完全忘了你是巡护员队长这回事呢!", - "CAPTAIN_SKIP_POST_BATTLE1.m": "哇,你还真是一心要把我扫进垃圾堆啊![pause]看来恐怕是我低估了你呢,异世人!", - "CAPTAIN_ZEDD_INTRO1": "……", - "CAPTAIN_SKIP_POST_REMATCH5": "我永远猜不到能翻出些什么,多有意思啊!", - "CAPTAIN_ZEDD_INTRO3": "虽说如此,这附近老有子弹仔窜来窜去,要在这里“冥想”实在是越来越艰难了。你能不能想个办法,[wave amp=30 freq=10]帮我解决这问题啊?[/wave]", - "CAPTAIN_WALLACE_POST_REMATCH2": "不过你再一次证明了,你的战略有着坚实的基础!", - "CAPTAIN_WALLACE_INTRO4": "我叫瓦莱斯,是港口镇的一位巡护员队长。[pause]新威勒尔这地儿但凡有什么建筑工事,都是由我来监督的。", - "CAPTAIN_SKIP_INTRO3": "由你们异界人一手制造,并最终流落到这里的所有[wave amp=30 freq=10]东西[/wave],都由我来收集和整理。", - "CAPTAIN_WALLACE_PRE_REMATCH2": "这不正是重赛的绝佳时机嘛!你觉得怎么样?", - "CAPTAIN_JUDAS_INTRO5": "当你和怪物四目相对时,若想活着离开,唯一的前提便是已有必胜的把握。", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "你确实足智多谋……竟能与我的智谋相抗衡。[pause]你已经具备真正的巡护员所需要的思维模式。[pause]给,这是你应得的。", - "CAPTAIN_JUDAS_PRE_BATTLE2": "那好吧,[pause]不过话先说在前头,你要是被打趴下,可千万别往心里去啊。", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", - "CAPTAIN_JUDAS_INTRO4": "我们离家[wave amp=30 freq=10]千里之外[/wave]。[pause]我们与野兽的唯一区别,就是拥有施谋用智的能力。", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "得为我的作战策略打下更坚实的基础才行……", - "CAPTAIN_WALLACE_PRE_REMATCH3": "这次我的墙可不会那么好拆了!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "依我看,你这人手脚挺利索的,不如来报名成为实习巡护员吧?", - "CAPTAIN_SKIP_POST_REWARD2": "我实在无法想象那样的生活!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "你好哇![pause]要来和我一起分拣垃圾吗?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "你是好人。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "迷失方向的人总在寻求指引,[pause]而这也正是多里安提供给他们的东西。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "现在他已经离开了,希望他们都会生活得更好一点吧。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "好啦,总之我们又消灭掉一个大天使了。[pause]还有……[pause]我会帮你把剩下的大天使找出来的!", - "ALEPH_DIALOGUE_2_1": "唔,有人类跑进来了。", - "ALEPH_DIALOGUE_1_1": "别管我,忙你的吧!", - "ALEPH_DIALOGUE_2_2": "可否请你们走远点?", - "ALEPH_DIALOGUE_3_1": "我记得你!", - "ALEPH_DIALOGUE_3_2": "真不知道你们是怎么下到这地方来的。", - "ALEPH_DIALOGUE_4_1": "你和我……", - "ALEPH_DIALOGUE_4_2": "该找个时间好好聊一聊了。", - "ALEPH_DIALOGUE_5_1": "你就是不肯放弃,是吗?", - "ALEPH_DIALOGUE_6_1.m": "区区人类,你到底能理解这个地方是做什么的吗?", - "ALEPH_DIALOGUE_6_1.n": "区区人类,你到底能理解这个地方是做什么的吗?", - "ALEPH_DIALOGUE_6_1.f": "区区人类,你到底能理解这个地方是做什么的吗?", - "ALEPH_DIALOGUE_6_2": "你连这些隧道在呼吸,都压根没感觉到吧?", - "ALEPH_DIALOGUE_7_1": "我说,你应该对我多几分尊重。", - "ALEPH_DIALOGUE_7_2": "你的世界里,可是流传着以我为蓝本的神话!", - "ALEPH_DIALOGUE_7_3": "得亏我向来如此谦逊。", - "ALEPH_DIALOGUE_8_1": "老这么不期而遇,也不是个办法!我们不能这样下去了!", - "ALEPH_DIALOGUE_9_1": "新招回来的手下真是一群吵吵闹闹的家伙。", - "ALEPH_DIALOGUE_10_1": "没错,又是我,又要来把你们对战的这位天才选手收归麾下。", - "ALEPH_DIALOGUE_9_2": "幸好我一直有在好好磨练自己的管理技能。", - "ALEPH_DIALOGUE_9_3": "我们一定能营造出积极向上的工作氛围!", - "ALEPH_DIALOGUE_10_2": "你们还不厌烦吗?", - "RESTING_KAYLEIGH_DATING_1": "你和凯莉谈论起童年去过的那些地方,也聊起在那里留下的美好回忆。", - "RESTING_KAYLEIGH_DATING_3": "凯莉向你倾诉了她的抱负。", - "RESTING_KAYLEIGH_DATING_2": "你们俩为小时候经历的尴尬时刻而放声大笑。", - "RESTING_MEREDITH_PLATONIC_2": "你试图和梅瑞狄寒暄几句,但她目前并不是很健谈。", - "RESTING_KAYLEIGH_DATING_4": "你们俩就各自的浪漫史展开了轻松愉快的谈话。", - "RESTING_KAYLEIGH_DATING_5": "凯莉跟你聊起了她想参观的地球景点。", - "RESTING_MEREDITH_PLATONIC_1": "梅瑞狄和你寒暄了几句。", - "RESTING_MEREDITH_PLATONIC_3": "梅瑞狄抱怨起今天遇到的一些小小不愉快,而你在一旁静静听着。", - "RESTING_MEREDITH_PLATONIC_5": "你们俩静静坐着。梅瑞狄现在并没有什么话可说。", - "RESTING_MEREDITH_PLATONIC_4": "梅瑞狄热切地复述起她喜爱的一部奇幻小说的情节。", - "RESTING_MEREDITH_DATING_1": "梅瑞狄说起某次在电视上看到的恐怖电影,把剧情描述得巨细无遗。", - "RESTING_MEREDITH_DATING_3": "梅瑞狄鼓起勇气,称赞了你的外貌。", - "RESTING_MEREDITH_DATING_2": "你和梅瑞狄讨论起有朝一日想去看看的地方。", - "RESTING_MEREDITH_DATING_4": "你们俩展开了一场私人且亲密的谈话。", - "RESTING_MEREDITH_DATING_5": "你赞美了梅瑞狄,让她大为羞赧。不过她对你的赞美很感激。", - "RESTING_EUGENE_PLATONIC_2": "尤金和你讨论起可行的对战新策略。", - "RESTING_EUGENE_PLATONIC_1": "尤金和你聊起他最爱的健身计划。", - "RESTING_EUGENE_PLATONIC_5": "尤金跟你讨论起你们两个世界之间的不同之处。", - "RESTING_EUGENE_PLATONIC_3": "尤金兴奋地向你讲述了港口镇最近发生的事情。", - "RESTING_EUGENE_PLATONIC_4": "你们俩交换了对战小妙招,时间就这么波澜不惊地流逝。", - "RESTING_EUGENE_DATING_1": "尤金和你说起他有朝一日想住的理想居所。", - "RESTING_EUGENE_DATING_2": "尤金和你有一搭没一搭地讨论起你们的浪漫史。", - "RESTING_EUGENE_DATING_3": "尤金吹嘘起自己烹饪浪漫晚餐的高超手艺。", - "RESTING_EUGENE_DATING_5": "尤金问起你的希冀和梦想,并认真侧耳倾听。", - "RESTING_EUGENE_DATING_4": "尤金和你分享了一则趣闻。他还有好多可以讲述。", - "RESTING_FELIX_PLATONIC_1": "菲利克斯安静且专注地在纸上画速写,时间就这么一分一秒流逝。", - "RESTING_FELIX_PLATONIC_2": "菲利克斯若有所思地说起无法在新威勒尔获得的食物。", - "RESTING_FELIX_DATING_1": "菲利克斯向你展示了最近完成的一些画作。", - "RESTING_FELIX_PLATONIC_3": "菲利克斯回忆起港口镇镇民们的一些趣闻轶事。", - "RESTING_FELIX_DATING_2": "菲利克斯热切地向你诉说他最近获得的故事灵感。", - "RESTING_FELIX_DATING_3": "菲利克斯礼貌地听你讲述自己的想法。", - "RESTING_FELIX_DATING_4": "菲利克斯和你闲聊起你最爱的食物。", - "RESTING_FELIX_DATING_5": "你们俩因一些共同经历而增进了友谊。", - "RESTING_VIOLA_PLATONIC_1": "薇奥拉向你讲述了她孩童时的冒险故事。", - "RESTING_VIOLA_PLATONIC_3": "薇奥拉热切地问起你在来到新威勒尔之前的生活。", - "RESTING_VIOLA_PLATONIC_2": "薇奥拉向你讲述了她的故土梅萨林之美。", - "RESTING_VIOLA_PLATONIC_4": "你向薇奥拉讲述了你那个世界的生活是什么样的。", - "RESTING_VIOLA_DATING_1": "薇奥拉背诵了她曾学过的一些优美诗篇。她朗诵起来可真好听啊。", - "RESTING_VIOLA_DATING_3": "薇奥拉在相当私人的谈话中,向你讲述了她的志向。", - "RESTING_VIOLA_DATING_2": "你们俩交换了一些可爱的客套话。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "对了,我最近想了不少东西。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "我花了些时间,整理自己内心对殁宁屯那段日子的感受。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "事实上,我花了[b]非常[/b]多的时间来取悦别人。这个习惯,我可能至今都还改不了。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "于是便意识到,我的大部分时间,都用来努力逗大家开心了……", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "这正常吗?[pause]我也搞不懂。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "那,你空闲时都喜欢做什么呢?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "这都没什么不好的,但或许我也该好好想想自己喜欢做什么。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "这样就不会再有[wave amp=30 freq=30]我[/wave]了。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "否则,我只会令自己身心俱疲罢了。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "你想培养什么爱好吗?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "我……得好好想想这个问题!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "我感觉,年轻时我对一切都抱有满腔[wave amp=30 freq=30]热情[/wave],但成年后却都消散了。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "你知道吗,我以前还会弹吉他呢。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "我爸也一样。我最早的记忆,就是坐在他膝上,听他弹吉他。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "他是怎么做到把你和吉他同时放上大腿的啊?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "啊……[pause]对哦,[pause]你是新来的。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "……非常小心翼翼地放。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "我在十来岁时买了自己的吉他,但过了那么久,弹得仍不是特别好。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "那么,既然我没有成为职业音乐人的天分,[pause]那玩音乐还有什么意义呢?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "我想我是内心默默放弃了吧,[pause]因为那时候我总感觉,任何爱好都得做出点成绩来才行。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "这太可惜了!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "你这心态不对!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "你……[pause]你说得对。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "半途而废,确实是可惜。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "我应该多做些以“我”为中心的事情!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "我要是想一整天都半躺在床上、读些俗气的爱情小说,那也许我就应该这么做!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "而、而且,[pause]也不是非得做些能产出成果的事不成嘛!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "这就对了嘛!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "你说得对!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "能把这些苦水吐出来,感觉真舒畅。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "我这杯茶快喝完了。怎样,我们该继续上路了吧?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "嘿嘿。万分感谢,{player}。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "毕竟我们俩可是能融合成一头巨大的怪物啊,不是嘛?要说有什么建立情感联结的体验,这不就是了嘛!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "{player},你瞧!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "克莱曼斯前段时间在市集上找到了这把吉他,于是就帮我买下来了!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "这吉他品相好吗?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "这吉他感觉怎么样?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "但老实说,港口镇上有半数废品都是这样的。", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "这吉他……带着点海水的气息……", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "音色怎么样?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "别担心,新威勒尔的每一个人已经习惯了每样东西都有一点破破烂烂。只要肯挥洒几滴汗水,没什么是修不好的!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "好问题!你准备好了吗……?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "好问题!你准备好了吗……?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "好问题!你准备好了吗……?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "听起来……", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "还有很大的改善空间!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "用不了多久,你就能听我弹奏这美妙的乐器了!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "“挥洒汗水”就是指体力劳动啦。", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "那我可就要好好期待了!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "希望到时候你能给我奏几首小夜曲!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "我也是这么想的!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "双手合十祈祷吧,说不定哪天就美梦成真了。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "好啊!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "话说,唔……你想不想来我家坐坐啊?我有东西想让你瞧瞧。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "还是改天吧。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "没关系,那我就有更多时间练习啦!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "太棒了!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "我、我想为你弹奏一曲。这首歌我爸曾经唱过给我听,也是我学会弹的第一首曲子。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "你一直对我很好,所以我想做点小事报答你。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "你一直对我很好,所以我想做点小事报答你。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "准备好了吗?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "你一直对我很好,所以我想做点小事报答你。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "准备好了吗?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "当然!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "准备好了吗?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "好了,你觉得怎么样?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "弹得太精彩了!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "我现在就想亲你一口。", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "哎呀,人家要脸红了啦!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "我希望你能继续弹下去。", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "我也一样!不如我们在旅途中联手写一首歌吧?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "听起来还有那么一丁点意思,不是嘛?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "我加入!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "哎呀,我看纯粹是见到吉他手在弹唱的[wave amp=30 freq=30]奇妙[/wave]效应吧?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "那就这么说定啦!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "哎呀,我看纯粹是见到吉他手在弹唱的[wave amp=30 freq=30]奇妙[/wave]效应吧?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "哎呀,我看纯粹是见到吉他手在弹唱的[wave amp=30 freq=30]奇妙[/wave]效应吧?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "我第一次暗恋女孩子的契机,就是大学时见到朋友在乐队里打鼓的身姿。我大概就是会轻易爱上音乐人吧。", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "玩笑归玩笑,我确实希望你能继续弹奏下去!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "不,我说真的,我确实喜欢你。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "{player},你比平时安静好多哦!有什么心事吗?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "不,我说真的,我确实喜欢你。", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "我……", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "不,我说真的,我确实喜欢你。", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "想亲我的话……", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "现在应该是个好时机。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "{player},你比平时安静好多哦!有什么心事吗?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "{player},你比平时安静好多哦!有什么心事吗?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "没什么!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "啊,我就知道你会这么想。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "那好吧!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "我不知道怎么用言语来描述。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "说真的,在我们融合之前,我原本都没往[wave amp=30 freq=30]那方面[/wave]想。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "首先,[pause]我只谈过几次很短的恋爱,而且全都是和男生谈的。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "首先,[pause]我只谈过几次很短的恋爱,而且全都是和男生谈的。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "怎么说呢,我也和几个男生交往过,[pause]但是,[pause]我从未真正……从他们身上感受过什么。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "这听起来可能有一丁点蠢,但当我们融合时……", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "我就好像[wave amp=30 freq=10]感受[/wave]到了你的灵魂……[pause]而我对你的了解,也许会比我对自己的了解还要深入。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "我……我认为你很漂亮。我当然想和你在一起。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "我……我认为你很漂亮。我当然想和你在一起。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "而且,即便有朝一日我们真要分道扬镳,能谈这场恋爱也值得了……[pause]我是这么认为的。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "我……我认为你很漂亮。我当然想和你在一起。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "[wave amp=30 freq=30]你[/wave]可太幸运了吧?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "你说得对。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "我也是这么想的。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "那好,你现在有女朋友啦![b]而且[/b]她还是个崭露头角的音乐新星呢!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "我们应该庆祝一番!", - "MEREDITH_INTRO_MEREDITH1.m": "啊,新来的男生。", - "MEREDITH_INTRO_MEREDITH1.f": "啊,新来的女生。", - "MEREDITH_INTRO_MEREDITH1.n": "啊,新来的。", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "我们见过面吗?", - "MEREDITH_INTRO_MEREDITH2": "荷雷克来我店里拿零件时,一直滔滔不绝说你的事情。", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "你认识我?", - "MEREDITH_INTRO_MEREDITH3": "你见过他吗?[pause]他这人最差劲了。", - "MEREDITH_INTRO_MEREDITH4": "你知道吗,他甚至都不是真正的科研工作者。[pause]在来到新威勒尔之前,他是个[b]数据分析师[/b]。", - "MEREDITH_INTRO_MEREDITH6.m": "言归正传,我是梅瑞狄。[pause]你至死都要和我们一起困在这座岛上了,慢慢享受吧。", - "MEREDITH_INTRO_MEREDITH5": "真该来个人告诉他,光是穿着印有“我爱科学”字样的文化衫,可[b]不[/b]叫个性。", - "MEREDITH_INTRO_MEREDITH6.n": "言归正传,我是梅瑞狄。[pause]你至死都要和我们一起困在这座岛上了,慢慢享受吧。", - "MEREDITH_INTRO_MEREDITH6.f": "言归正传,我是梅瑞狄。[pause]你至死都要和我们一起困在这座岛上了,慢慢享受吧。", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "我一定会找到离开的办法!", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "听起来也没那么糟糕嘛!", - "MEREDITH_INTRO_A_MEREDITH2": "这里只有噩梦般的诡异生物,和我们。而且还是在海岛上。", - "MEREDITH_INTRO_A_MEREDITH1.m": "哈,好天真,不愧是新来的。抱歉了亲爱的,这里并没有办法离开。", - "MEREDITH_INTRO_A_MEREDITH1.n": "哈,好天真,不愧是新来的。抱歉了亲爱的,这里并没有办法离开。", - "MEREDITH_INTRO_A_MEREDITH1.f": "哈,好天真,不愧是新来的。抱歉了亲爱的,这里并没有办法离开。", - "MEREDITH_INTRO_A_MEREDITH3": "就这样了。", - "MEREDITH_INTRO_END_MEREDITH1": "不说啦,我得去呼吸一下新鲜空气。有空就来我在镇上开的店找我吧。就是水边栈道上的那栋黄色建筑物。", - "MEREDITH_INTRO_B_MEREDITH2": "你很快就会连聊天话题都找不出来了。相信我。", - "MEREDITH_INTRO_B_MEREDITH1": "这里顶多大概也就,几百人的样子?", - "MEREDITH_INTRO2_MEREDITH1": "啊,又是你。我有件事想问你……", - "MEREDITH_INTRO2_MEREDITH2": "你真的打算去找离开这座岛的路?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "是啊!", - "MEREDITH_INTRO2_MEREDITH3": "呵。真要给你的乐观写个“服”字。", - "MEREDITH_INTRO2_MEREDITH4": "那,你要是真打算“环岛游”,能不能帮我找样东西?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "可以啊!你要找什么?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "暂时不行啊。", - "MEREDITH_INTRO2_NO_MEREDITH1": "行吧。你肯定有正事要忙嘛。我也一样。", - "MEREDITH_INTRO2_NO_MEREDITH2": "哦,嗨,是你啊。", - "MEREDITH_INTRO2_MEREDITH5": "我要找,唔,要找一张音乐唱片。[pause]你知道音乐唱片是什么吗?", - "MEREDITH_INTRO2_NO_MEREDITH3": "你看你有时间帮我找找东西么?", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "知道!", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "当然!怎么可能不知道呢?", - "MEREDITH_INTRO2_MEREDITH6": "哦,那好。", - "MEREDITH_INTRO2_MEREDITH7": "在这个地方,[pause]你很难确定对方知道些什么,[pause]不知道些什么。大家好像都来自不同的……世界。", - "MEREDITH_INTRO2_MEREDITH9": "言归正传。我要找的唱片,[pause]是张专辑。[pause]魔女之屋的《一生何求》。也许你有听说过。", - "MEREDITH_INTRO2_MEREDITH8": "因此,和人交谈也特别艰难。[pause]甚至比往常还要更艰难。", - "MEREDITH_INTRO2_MEREDITH10": "我来到这里前经常听这张唱片。上面承载着……[pause]情感价值,懂吧?", - "MEREDITH_QUEST1_QUERY_IANTHE6": "我们就是从那里为镇民们找来了各式衣物。[pause]更不用说我们的磁带机和磁带了。", - "MEREDITH_INTRO2_MEREDITH12.m": "嘿,新人。有什么事吗?", - "MEREDITH_INTRO2_MEREDITH11": "港口镇上就有几个音乐迷,你看能不能去帮我打听打听?", - "MEREDITH_INTRO2_MEREDITH12.n": "嘿,新人。有什么事吗?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "你的唱片我还在找!", - "MEREDITH_INTRO2_MEREDITH12.f": "嘿,新人。有什么事吗?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "我是不是有这张唱片来着……?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "没什么新情况!", - "MEREDITH_INTRO2_MEREDITH13A": "哦,好。这事我其实也不太抱期望,数据对我不怎么有利。不过总而言之,我很感激你愿意帮忙。", - "MEREDITH_QUEST1_QUERY": "魔女之屋的《一生何求》?", - "MEREDITH_INTRO2_MEREDITH13B": "嗯,习惯了就好。这里的时光不会“飞逝”。娱乐项目也有点匮乏。", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "啊,没有。你可以去市民中心找巡护员们问问。", - "MEREDITH_QUEST1_QUERY_IANTHE1": "梅瑞狄在找一张音乐唱片?[pause]你应该知道,精确找到这张唱片的几率接近于零吧?", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "或者找巡护员哨所的巡护员也可以。[pause]你知道那地方在哪里吗?[pause]出了港口镇往东北方向走就是了。", - "MEREDITH_QUEST1_QUERY_IANTHE2": "这一点我说过多少遍都还是要强调:流落到新威勒尔的东西,可都来自[wave amp=30 freq=30]诸多[/wave]不同的世界。", - "MEREDITH_QUEST1_QUERY_IANTHE3": "不过话虽如此……[pause]你或许能去凋敝商场碰碰运气。", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "凋敝商场?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "啊……[pause]对哦,[pause]你是新来的。", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "明白!", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "啊……[pause]对哦,[pause]你是新来的。", - "MEREDITH_QUEST1_QUERY_IANTHE5": "新威勒尔北边有座综合商场。[pause]大概是十五年前凭空冒出来的,完全处于废弃状态。", - "MEREDITH_QUEST1_QUERY_IANTHE7": "商场里有家唱片行,到处摆满了唱片和磁带。不过为了安全起见,我们已经封锁了那个地方。", - "MEREDITH_QUEST1_QUERY_IANTHE8": "磁带的供给毕竟是重中之重,还是保障其安全为妙。", - "MEREDITH_QUEST1_QUERY_IANTHE9": "如果唱片确实在那里,那么梅瑞狄恐怕宁愿冒上生命危险,也要把唱片搞到手。[pause]我内心的理性部分很想正式下令,禁止她以身试法……", - "MEREDITH_QUEST1_QUERY_IANTHE10": "但如果是你跟着她一起去,那说不定会稍微安全一点。来,这个你拿着。", - "MEREDITH_QUEST3_MEREDITH2": "噢。", - "MEREDITH_QUEST3_MEREDITH1": "这是什么?一封信……?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "上面写了什么?", - "MEREDITH_QUEST3_MEREDITH3": "是埃安忒的字条。她说我的唱片也许就在凋敝商场里,也批准我前去……", - "MEREDITH_QUEST3_MEREDITH4": "但前提是你必须陪同我。她还附上了进门的钥匙。", - "MEREDITH_QUEST3_MEREDITH5": "那,我们就出发吧?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "你确定吗?", - "MEREDITH_QUEST3_MEREDITH6": "别担心,我可以保护自己——你该不会以为我没有磁带机吧?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "此行可能会很危险啊!", - "MEREDITH_QUEST3_MEREDITH7": "成天干坐着不做事,简直就是要我的命。[pause]寻找那张专辑,也好让我找点事情努力一下。", - "MEREDITH_QUEST3_MEREDITH8": "这么说吧……[pause]一个人如果没有激励他前进的目标,那跟咸鱼有什么区别,[pause]对吧?", - "MEREDITH_QUEST3_MEREDITH9": "你……[pause]你认为现在有什么在驱动着你吗?", - "MEREDITH_QUEST3_MEREDITH11": "但是……", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "我想找到回家的路。", - "MEREDITH_QUEST4_PART1_MEREDITH3": "那边那家店看着像是能找到音乐碟的地方,对吧?", - "MEREDITH_QUEST3_MEREDITH10": "我之前跟你说过了,这是不可能的。", - "MEREDITH_QUEST3_MEREDITH12": "如果你能帮我找到唱片,我就帮你找回家的路。", - "MEREDITH_QUEST3_MEREDITH13": "何乐而不为呢?毕竟,我也需要找些新目标拼搏一下。", - "MEREDITH_QUEST4_PART1_MEREDITH2": "我很欣赏这样的“末世”风。", - "MEREDITH_QUEST4_PART1_MEREDITH1": "我实话实说,在还没有这些……[pause]结构性朽坏之前,这地方看起来肯定寒酸多了。", - "MEREDITH_QUEST4_PART1_MEREDITH4": "我们想办法进去吧。", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "这地方人山人海的时候,看起来肯定大不相同……", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "这里太适合拍电影了。也许还可以找怪物们来当临时演员?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "进吧!", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "我真心希望刚才踩到的只是水。", - "MEREDITH_QUEST4_PART2_MEREDITH1": "“黑胶节拍”。我看就是这里了。要进去吗?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "现在还是免了吧。", - "MEREDITH_QUEST4_PART3_MEREDITH1": "肯定就在这附近了……差一点就能找到……", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "《麦麦战士和神奇五侠——麦向未来》。不是这张。", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "《树人——树人遗产》。这里稀奇古怪的唱片可真不少。", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "《码生人——电子羊梦者》。听起来倒是挺酷……只可惜不是这张唱片。", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "这曲目挺厉害。", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "这张唱片上用大红字体写着“魔女之屋”。", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "瞧这唱片封面——你找到了!", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "瞧这唱片封面——我找到了!", - "MEREDITH_QUEST4_PART4_MEREDITH4": "而且这个封面也[wave amp=30 freq=30]略微[/wave]有点不同……", - "MEREDITH_QUEST4_PART4_MEREDITH2": "等等。[pause][pause]有些不对劲。", - "MEREDITH_QUEST4_PART4_MEREDITH3": "《永不过时和标新立异》?[pause]专辑名不是这个啊……", - "MEREDITH_QUEST4_PART4_MEREDITH5": "专辑曲目……", - "MEREDITH_QUEST4_PART4_MEREDITH6": "我不认得这些曲子。", - "MEREDITH_QUEST4_PART4_MEREDITH7": "这是来自其他[wave amp=30 freq=30]平行宇宙[/wave]的唱片。[pause]我想要的那个版本不在这里。", - "MEREDITH_QUEST4_PART4_MEREDITH8": "我就知道不该期待任何好事发生在我身上。", - "MEREDITH_QUEST4_PART4_MEREDITH9": "真是一点都不意外……", - "MEREDITH_QUEST4_PART5_MEREDITH1": "呃,什么情况……", - "MEREDITH_QUEST4_PART5_MONARCH4": "我就知道我感受到了!\\n\\n虚无。本该是心脏所在的地方,只余一个空空如也的洞。这赋予我力量。\\n\\n我愿将其囫囵吞下。", - "MEREDITH_QUEST4_PART5_MEREDITH2": "{player},你还好吗?", - "MEREDITH_QUEST4_PART5_MONARCH6": "你们这一族类,本可过上如此优渥富足的生活。\\n\\n然而你们却用这样的生活,来换取空洞的象征符号和障目戏法。", - "MEREDITH_QUEST4_PART5_MEREDITH3": "唱片……掉地上了。你能看见唱片在哪吗?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "你、你是谁?[pause]你在说什么啊?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "这地方就是个废墟啊!到处都充满了垃圾!", - "MEREDITH_QUEST4_PART5_MONARCH7": "你们抛弃有意义之物,换来子虚乌有的一场空。\\n\\n我的城堡遍布着你们留下的虚无!", - "MEREDITH_QUEST4_PART5_MEREDITH8": "哪来的……[pause]城堡?[pause]你是说这座商场?[pause]真的假的?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]这里根本什么都没有啊![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "没错……这里什么都没有……\\n\\n而我,正是乌有之王!\\n\\n来吧,让我吞食你们的虚无!", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "要是能……", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "要是能认输放弃、直接死掉,那该多简单啊……", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "成功了……[pause]我们还活着……[pause]我们[pause]融合了……?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "但那不是我的作风!我已经厌倦了让自己失望!", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "呃……", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "成功了……[pause]我们还活着……", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "小兄弟,你这地盘挺不错的啊。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "你大可不必冒险帮我这个忙的。谢谢了,朋友。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "我意识到,这么一件微不足道的东西,实在不值得大老远跑来。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "我意识到,这么一件微不足道的东西,实在不值得大老远跑来。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "但像你这样有潜力的人,还可以表现得更好一点,不觉得吗?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "我意识到,这么一件微不足道的东西,实在不值得大老远跑来。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "而且这么愚蠢的东西,更是不值得让人差点丢掉性命。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "你大可不必冒险帮我这个忙的。谢谢了,朋友。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "你大可不必冒险帮我这个忙的。谢谢了,朋友。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "我想……今日份的废弃商场和致命危险,我已经体验够了。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "走吧,我们回到镇上去,好好听听这张唱片吧。", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "所以……这个什么……“融合”……", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "你……[pause]呃……[pause][pause]以前跟其他人融合过吗?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "我们应该……谈一谈吧?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "挺奇怪的,对吧?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "挺酷的啊,对吧?", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "确实很……[pause]有特色。", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "而在这之后,虽然我还能记得那种感受,但却不像我体验过的任何东西。", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "就像是我们的心智合二为一,而我也不再是我了。", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "就像试图回忆起梦的内容。也许我们的大脑实在没能力处理这样的信息……", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "你……[pause]呃……[pause][pause]以前跟其他人融合过吗?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "你……[pause]呃……[pause][pause]以前跟其他人融合过吗?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "不、[pause]不是说你和别人融合过就有什么问题![pause]我就是不太确定这是不是你的第一次。", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "不对……[pause]怎么一说出来就变味了。", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "当我没说吧。", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "我一直想问……", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "你怎么就这么笃定能找到回家的路?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "你怎么就这么笃定能找到回家的路?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "你怎么就这么笃定能找到回家的路?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "我见到了神示异象……", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "嚯,这下你可得把来龙去脉都告诉我。", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "……唔。那还挺疯狂的。", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "我的提议还成立。你帮我找到了唱片,那我就会帮你找到离开新威勒尔的路。", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "啊!我差点忘了还有唱片这回事!", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "……", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "这还挺不错的。", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "我……我的少年时代过得很悲惨,也不善于和人交往。", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "于是上大学时,我就想改变,想真正改变。", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "虽然不是我拥有的那张专辑,但也挺接近了。", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "我知道问题在我身上,但我仍想继续尝试。", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "你大可不必冒着生命危险来帮我。", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "那张唱片算是唱出了我努力变好的过程,可以说是我的人生原声带……", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "但我并没有变好。我差点就交到了一辈子的好朋友,但那些人已不再和我说话了。", - "MEREDITH_CONVO5_MEREDITH2": "不知道我有没有提过,我对虫子的忍耐阈值其实相当低。", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "也许那个大天使说的就是这个意思吧。也许我花了太多时间拿各种身外物来转移注意力,却没有试着真正活一回。", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "新威勒尔的很多方面都很糟糕,但是……", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "但即使我们找到的并不完全是我原本要找的东西,现在这样的结果……我也满足了。", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "你这人倒是挺酷的。", - "MEREDITH_CONVO1_MEREDITH1": "说起来……", - "MEREDITH_CONVO1_MEREDITH2": "围着篝火,对话也轻松多了。", - "MEREDITH_CONVO1_MEREDITH3": "想不到该说什么时,也不用忍受尴尬的停顿:", - "MEREDITH_CONVO1_MEREDITH4": "只要说些“这火烧得真旺”之类的话,人人都会点头赞同,仿佛你说的是什么至理名言似的。", - "MEREDITH_CONVO1_MEREDITH6": "虽说这样大概会有消防隐患。", - "MEREDITH_CONVO1_MEREDITH5": "真希望每场对话都能在篝火附近进行……", - "MEREDITH_CONVO2_MEREDITH1": "你还记得,来到这里之前的一刹那,你在做些什么吗?", - "MEREDITH_CONVO2_MEREDITH2": "就是……[pause]来到新威勒尔前的一刹那。", - "MEREDITH_CONVO5_MEREDITH1": "恶![pause][pause]刚才好像有东西爬到我脚上了。", - "MEREDITH_CONVO2_MEREDITH3": "有时候我会试着回想那一瞬间,[pause]但就是想不起来……", - "MEREDITH_CONVO2_MEREDITH4": "就像是想要努力回忆入睡的那一瞬间。", - "MEREDITH_CONVO2_MEREDITH5": "我能记起那段时间在做什么,但是具体那个时间点在做什么,就没有印象了。", - "MEREDITH_CONVO2_MEREDITH6": "真是奇怪。", - "MEREDITH_CONVO3_MEREDITH2": "假如我们能找到办法回家……[pause]回我们真正的家……", - "MEREDITH_CONVO3_MEREDITH1": "我在想啊……", - "MEREDITH_CONVO3_MEREDITH3": "那么,那里的时间流逝,和岛上的时间流逝是一样的吗?", - "MEREDITH_CONVO3_MEREDITH4": "还是说,我们最终会回到离开时的那一瞬间,而这里的一切仿佛都发生在眨眼之间?", - "MEREDITH_CONVO4_MEREDITH1": "魔女之屋的有趣之处在于,[pause]他们的组成建立在另外三支乐队的解散之上。", - "MEREDITH_CONVO4_MEREDITH2": "“码生人”的贝斯手跑去成立自己的宗教了,于是乐队四分五裂,而主唱罗布·汉森急需工作……", - "MEREDITH_CONVO4_MEREDITH8": "要我猜,[pause]可能性应该相当小吧。", - "MEREDITH_CONVO4_MEREDITH3": "鼓手琳达·斯提尔刚刚离开朋克三人组“劣驹”,因为乐队就唱片约大吵一架……", - "MEREDITH_CONVO4_MEREDITH5": "于是三星连成一线——[pause]虽说主要是由于不幸的机缘巧合——[pause]然后他们便组起了“魔女之屋”这支乐队。", - "MEREDITH_CONVO4_MEREDITH4": "而绰号“安全第一”的吉他手丹尼尔·巴特阔夫,原本是乐队“不系安全带”的成员,岂知发生一场观光巴士车祸,其他成员全数罹难,就剩丹尼尔一人存活。", - "MEREDITH_CONVO4_MEREDITH6": "这总让我不由得想,这种事根本连发生的几率都微乎其微……", - "MEREDITH_CONVO4_MEREDITH7.f": "那我们俩,[pause]此时此刻坐在这里,[pause]这个几率又该会是多少呢?", - "MEREDITH_CONVO4_MEREDITH7.m": "那我们俩,[pause]此时此刻坐在这里,[pause]这个几率又该会是多少呢?", - "MEREDITH_CONVO4_MEREDITH7.n": "那我们俩,[pause]此时此刻坐在这里,[pause]这个几率又该会是多少呢?", - "MEREDITH_CONVO5_MEREDITH3": "我看还是假装是草划过脚面,别去细想好了。", - "MEREDITH_CONVO6_MEREDITH1": "来这里共度“二人时光”是挺好的,不过……", - "MEREDITH_CONVO6_MEREDITH2": "要是港口镇还有[wave amp=30 rate=10]第二家[/wave]咖啡馆,那该多好啊。", - "MEREDITH_CONVO6_MEREDITH3": "这么一来,约会的游戏规则就会彻底改变!", - "MEREDITH_CONVO6_MEREDITH4": "也许我就应该去开一家,单纯是出于维持良好竞争起见啦。", - "MEREDITH_CONVO6_MEREDITH6": "我都可以想象出那画面了。", - "MEREDITH_CONVO6_MEREDITH5": "我会把咖啡馆装饰得更加哥特。[pause]漆黑的墙壁上,挂着酷酷的骷髅头……", - "MEREDITH_CONVO7_MEREDITH1": "那个,呃,我不是特别擅长表达自己。", - "MEREDITH_CONVO7_MEREDITH2": "有时候我会觉得,自己好像对别人说的话做出了不恰当的反应……", - "MEREDITH_CONVO7_MEREDITH4": "很多人[b]的确[/b]让我生厌!", - "MEREDITH_CONVO7_MEREDITH5": "但你一直是例外,[pause]所以请千万别误以为我没在认真听或怎么样。", - "MEREDITH_CONVO7_MEREDITH3": "我会说错话、表错情,[pause]然后大家就会以为我对他们聊的东西兴趣缺缺。", - "MEREDITH_CONVO8_MEREDITH1": "你有没有留意到,无论镇民们对社区起到什么作用,港口镇都一视同仁,让每个人有得吃有得住?", - "MEREDITH_CONVO8_MEREDITH2": "当地人依旧各有各的毛病,但是……", - "MEREDITH_CONVO8_MEREDITH3.m": "没有人会被镇子逐出去。[pause]每个人都会尽己所能作出贡献,[pause]但是没作出贡献呢?[pause]倒也没有关系。", - "MEREDITH_CONVO8_MEREDITH3.n": "没有人会被镇子逐出去。[pause]每个人都会尽己所能作出贡献,[pause]但是没作出贡献呢?[pause]倒也没有关系。", - "MEREDITH_CONVO8_MEREDITH3.f": "没有人会被镇子逐出去。[pause]每个人都会尽己所能作出贡献,[pause]但是没作出贡献呢?[pause]倒也没有关系。", - "MEREDITH_CONVO8_MEREDITH4": "这里无疑是个孤立的社区……[pause]但绝非残忍的社区。", - "MEREDITH_CONVO8_MEREDITH5": "至于我出身的那个地方,[pause]唔……[pause]就实在不好说了。", - "MEREDITH_CONVO9_MEREDITH1": "这么想可能有点病态,但我有时确实很好奇,我“前一段人生”认识的人到底有没有想过我呢。", - "MEREDITH_CONVO9_MEREDITH2": "我会想象,某个晚上,几位老同事坐在一家沉闷的伦敦酒吧,互相问起这么一件事:[pause]“那个梅瑞狄·陈,有一天从地球上消失,从此再也没人见过她的身影……她到底遇上什么事了?”", - "MEREDITH_CONVO9_MEREDITH4": "天哪,这样子大声说出口,听起来更加令人沮丧了。", - "MEREDITH_CONVO9_MEREDITH3": "……", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "电影?", - "MEREDITH_CONVO10_MEREDITH1": "如果我们真能回到自己的世界,那我可有好多电影要恶补呢。", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "你都喜欢什么类型的电影?", - "MEREDITH_CONVO10_MEREDITH2": "啊……[pause]唔。", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "哇,这还真是具体。", - "MEREDITH_CONVO10_MEREDITH3": "我想,我的观影口味可以分成截然不同的两大类:一类是格外愚蠢的美式动作电影;一类是吸血鬼电影,有时我会分不清究竟是真正的艺术还是离谱的垃圾。", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "你很清楚自己喜欢什么嘛!", - "MEREDITH_CONVO10_MEREDITH4": "清楚什么东西对自己有吸引力,是件好事。", - "MEREDITH_CONVO11_MEREDITH1": "对了,我听说凯莉现在算是,你的女朋友了……?", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "你听说……?", - "MEREDITH_CONVO11_MEREDITH6": "也许我们共度的那一晚,让我会错意了……[pause]不过这也没关系。", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "希望不会害你难堪!", - "MEREDITH_CONVO11_MEREDITH2": "怎么说呢,闲话传得很快。", - "MEREDITH_CONVO11_MEREDITH3": "我是说,我不怪你——[pause]毕竟,凯莉可是[wave amp=30 freq=10]凯莉[/wave]啊。", - "MEREDITH_CONVO11_MEREDITH5": "(天,我怎么一和女生说话就这么[wave amp=30 freq=10]颠三倒四[/wave]的……)", - "MEREDITH_CONVO11_MEREDITH4": "她不费吹灰之力就能那么完美,而且还很出色。[pause]不过别告诉她我这么说。", - "MEREDITH_CONVO11_MEREDITH7": "反正我也不敢保证现在的自己能作出任何长期的承诺。", - "MEREDITH_CONVO12_MEREDITH1": "还记得我们去和住在商场地下的大天使战斗吗?[pause]我在想它那时说的一些事。", - "MEREDITH_CONVO12_MEREDITH2": "它说我“抛弃有意义之物,换来子虚乌有的一场空”。[pause]我想,应该是在说我执意寻找那张唱片的事吧?", - "MEREDITH_CONVO12_MEREDITH4": "我想,人很容易过分执着于某样身外之物,反而忽略了人生中[wave amp=30 freq=10]真正[/wave]重要的事。", - "MEREDITH_CONVO12_MEREDITH3": "因为到头来……[pause]那张唱片并不重要。那只是我人生中的[wave amp=30 freq=10]身外之物[/wave],就像我读的书,以及我看的电影。", - "MEREDITH_CONVO12_MEREDITH5": "“抛弃有意义之物,换来子虚乌有的一场空”。", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "何以见得?", - "MEREDITH_CONVO12_MEREDITH6": "而我们的友谊……就对我很重要,[pause]所以我会努力记住这番话的。", - "MEREDITH_CONVO13_MEREDITH2": "这座岛上的许多人,都是生在这里、死在这里。然后又有很多像我们这样的……[pause]从另一个世界冲刷上岸的人。", - "MEREDITH_CONVO13_MEREDITH1": "还记得我们一同穿过了坟场吗?这让我不由得思考……", - "MEREDITH_CONVO13_MEREDITH3": "也就是说,有许多人从地球上消失,从此再也没被找到。仔细想想,这事还挺伤感的。", - "MEREDITH_CONVO13_MEREDITH4": "肯定有很多人在这座岛上失去了希望吧。", - "MEREDITH_CONVO13_MEREDITH5": "{player},我不想变成他们那样的人。", - "MEREDITH_CONVO14_MEREDITH1": "所以……你相信这是真的?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "相信什么是真的?", - "MEREDITH_CONVO14_MEREDITH2": "就是,你找到的大通道,可以带我们回家?", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "你在说什么啊?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "我不得不相信。", - "MEREDITH_CONVO14_MEREDITH3": "我……[pause]本已听天由命,打算永远留在这里了。不得不开始考虑另一种未来,让我感觉有那么点可怕。", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "我还有别的选择么?", - "MEREDITH_CONVO15_MEREDTH2": "如果通道真的有效,那么巡护队可就有得忙了。", - "MEREDITH_CONVO15_MEREDTH1": "你已经把通道的存在告诉埃安忒了吧?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "此话怎讲?", - "MEREDITH_CONVO15_MEREDTH5": "巡护队就像是这个社区的监护人,对吧?他们必定得想方设法解决后勤供给关系的变化。", - "MEREDITH_CONVO15_MEREDTH3": "这里的人将对这座岛彻底改观。人们只会时不时……流落到这里,新威勒尔不再是永远困住你的地方。", - "MEREDITH_CONVO15_MEREDTH4": "这还是在[wave amp=30 freq=10]假设[/wave]以后还会有人流落到这里的前提下。", - "MEREDITH_CONVO15_MEREDTH6": "还好我不是他们中的一员。工作量太重了。", - "MEREDITH_CONVO16_MEREDITH2": "怎么说呢……用磁带变身成怪物是一回事,[pause]而和你融合、成为更巨大的怪物,又是另一回事。[pause]但当我们[wave amp=30 freq=10]所有人[/wave]都在列车顶上融合到一起时……", - "MEREDITH_CONVO16_MEREDITH1": "最近发生了很多事,我们甚至都还没找到机会聊一聊和阿列夫的那场大对战呢。", - "MEREDITH_CONVO16_MEREDITH3": "这真的太特娘的疯狂了。", - "MEREDITH_CONVO16_MEREDITH4": "我不确定该如何描述……[pause]平时的融合就像是坐在后排,观看我的身体行动。", - "MEREDITH_CONVO18_MEREDITH1": "我原以为新威勒尔的怪物就已经够瘆人了……", - "MEREDITH_CONVO16_MEREDITH5": "但这次不只是你我。这次是我们所有人一起,我都能[wave amp=30 freq=10]感受[/wave]到大家的集体意愿了。", - "MEREDITH_CONVO16_MEREDITH6": "知道吗?[pause]大天使虽强,但人类更是[wave amp=30 freq=10]强得多[/wave]了。", - "MEREDITH_CONVO17_MEREDITH2": "大概是因为,我心目中的自己,是个非常孤独的人。假如我们成了情侣,那说不定就会颠覆我对自己的认知。", - "MEREDITH_CONVO17_MEREDITH1": "我一开始担心恋爱关系会从根本上改变我。", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "这话什么意思?", - "MEREDITH_CONVO17_MEREDITH4": "但……我担心的事情并没有发生。我仍旧是[wave amp=30 freq=10]我[/wave],[pause]只是身边多了[wave amp=30 freq=10]你[/wave]。", - "MEREDITH_CONVO17_MEREDITH3": "听起来有点蠢……[pause]恐怕也确实挺蠢的,[pause]但这就是我的感受。", - "MEREDITH_CONVO18_MEREDITH3": "它向我们发话的方式,就像是一个[wave amp=30 freq=10]人[/wave]在说话。大天使和我们一样聪明,对吧?也许还要比我们[wave amp=30 freq=10]更加聪明[/wave]。", - "MEREDITH_CONVO18_MEREDITH2": "但是“大天使”,比如我们刚才抗击的那个,简直是不可同日而语。", - "MEREDITH_CONVO18_MEREDITH4": "全岛地下显然遍布地铁线网,而这般[wave amp=30 freq=10]扭曲现实的巨型智能怪物[/wave],居然就住在这地铁系统之内……", - "MEREDITH_CONVO18_MEREDITH5": "知道了这一点,我看我今晚是很难睡得安稳了。", - "MEREDITH_CONVO19_MEREDITH1": "……", - "MEREDITH_CONVO19_MEREDITH2": "……", - "MEREDITH_CONVO19_MEREDITH3": "抱歉,我知道气氛很尴尬。我们对彼此还不太熟悉,所以没有那么多话题可聊。", - "MEREDITH_CONVO19_MEREDITH4": "噢。[pause]指出这一点,怕是只会雪上加霜吧。", - "MEREDITH_CONVO20_MEREDITH1": "我……[pause]对露营不是特别感兴趣。我这人比较“宅”。", - "MEREDITH_CONVO20_MEREDITH2": "在你答应和我一起踏上这次小[wave amp=30 freq=10]冒险[/wave]之前,我大概就应该先说清楚才对。", - "MEREDITH_CONVO20_MEREDITH3": "要你跟一个彻头彻尾的陌生人一起上路搜寻黑胶唱片……希望你没有后悔当初的这个决定吧。", - "MEREDITH_CONVO21_MEREDITH1": "又一次回到咖啡馆……有些东西就是永远不会改变,你说是吧?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "你经常来这里吗?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "你来过这里很多回吗?", - "MEREDITH_CONVO21_MEREDITH2": "这里可是港口镇。镇上压根就[wave amp=30 freq=10]没有[/wave]其他地方可供玩乐消遣。", - "MEREDITH_CONVO21_MEREDITH3": "小镇生活就是这样的。[pause]至少这里的咖啡还不错。", - "MEREDITH_CONVO22_MEREDITH1": "那个……你在新威勒尔这里露营得挺频繁吧?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "也许吧!", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "没、没啊!", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "我有吗?", - "MEREDITH_CONVO22_MEREDITH2": "在我看来像是这样。[wave amp=30 freq=10]其他[/wave]露营伙伴你也都全部亲过了吗?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "你在说什么啊……?", - "MEREDITH_CONVO22_MEREDITH3.f": "没、没事,我就是想逗逗你。", - "MEREDITH_CONVO22_MEREDITH3.m": "没、没事,我就是想逗逗你。", - "MEREDITH_CONVO22_MEREDITH3.n": "没、没事,我就是想逗逗你。", - "MEREDITH_CONVO23_MEREDITH1.m": "呃,[pause]你和凯莉是朋友吧?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "我猜是吧!", - "MEREDITH_CONVO23_MEREDITH1.f": "呃,[pause]你和凯莉是朋友吧?", - "MEREDITH_CONVO23_MEREDITH1.n": "呃,[pause]你和凯莉是朋友吧?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "是啊!", - "MEREDITH_CONVO23_MEREDITH2": "我想知道……[pause]她打的究竟是什么[wave amp=30 freq=10]算盘[/wave]?", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "啊?", - "MEREDITH_CONVO23_MEREDITH3": "她差不多一年前来到港口镇,然后就直奔巡护队接受训练了。[pause]她似乎并不需要[wave amp=30 freq=10]任何[/wave]调整的时间,就接受了困在这座岛上的事实。", - "MEREDITH_CONVO23_MEREDITH4": "我总觉得有[wave amp=30 freq=10]某些地方[/wave]说不通。", - "MEREDITH_CONVO23_MEREDITH6.m": "呃,[pause]先声明一下,我[wave amp=30 freq=10]通常[/wave]并不会在别人背后嚼舌根。我只是觉得你应该知道内情,毕竟[wave amp=30 freq=10]你们俩[/wave]总是一起行动什么的。", - "MEREDITH_CONVO23_MEREDITH5": "她脸上总是挂着副[wave amp=30 freq=10]大大咧咧[/wave]的神色,但背后藏着有不可告人的秘密。[pause]我敢肯定。", - "MEREDITH_CONVO23_MEREDITH6.f": "呃,[pause]先声明一下,我[wave amp=30 freq=10]通常[/wave]并不会在别人背后嚼舌根。我只是觉得你应该知道内情,毕竟[wave amp=30 freq=10]你们俩[/wave]总是一起行动什么的。", - "MEREDITH_CONVO23_MEREDITH6.n": "呃,[pause]先声明一下,我[wave amp=30 freq=10]通常[/wave]并不会在别人背后嚼舌根。我只是觉得你应该知道内情,毕竟[wave amp=30 freq=10]你们俩[/wave]总是一起行动什么的。", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "是贬义吗?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "怎么个怪法?", - "MEREDITH_SOCIAL1_MEREDITH1": "两个大天使都出现了,我们俩也实现了首次融合;于是,我最近的生活突然变得十分怪异。", - "MEREDITH_SOCIAL1_MEREDITH3": "我想,大概是因为我没料到这座岛还能带给我任何意外吧。更不用说你那个打算找出[wave amp=30 freq=10]离开[/wave]方法的计划……", - "MEREDITH_SOCIAL1_MEREDITH2": "别误会!和你融合是挺酷的。但也很[wave amp=30 freq=10]诡异[/wave]啊,不是么?", - "MEREDITH_SOCIAL1_MEREDITH15": "我来到这里实在太久,几乎都没想过还能回去了。", - "MEREDITH_SOCIAL1_MEREDITH17": "我想这也是为什么我喜欢分散自己的注意力吧。", - "MEREDITH_SOCIAL1_MEREDITH16": "大概是因为……[pause]我本来就从来没亲近过老家的什么人。我不喜欢大多数人类。", - "MEREDITH_SOCIAL1_MEREDITH18": "我来到这里时,就对电子产品有点沉迷。于是便为镇上制作灯光之类的东西。", - "MEREDITH_SOCIAL1_MEREDITH19": "这让我有事情可以集中注意力去做,也就不必去想我错过的一切了。", - "MEREDITH_SOCIAL1_MEREDITH20": "我想,这跟寻找那张专辑是一回事吧。", - "MEREDITH_SOCIAL1_MEREDITH21": "啊呸,[pause]抱歉这么……[pause]抱歉这样袒露我的心声。", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "你不必道歉啊!", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "哎呀,别放在心上!", - "MEREDITH_SOCIAL1_MEREDITH22": "嘿嘿。[pause]谢谢。[pause]有那么一秒,我的语气听起来活像是凯莉。", - "MEREDITH_SOCIAL1_MEREDITH23": "你懂我意思吗?她总是表现得好像要为了什么事情道歉似的。", - "MEREDITH_SOCIAL1_MEREDITH24": "好了,掏心掏肺的谈话到此为止。", - "MEREDITH_SOCIAL2_MEREDITH1": "留声机咖啡馆总是让我想起我爸。[pause]他每天早上去伦敦上班前,总是会煮好一壶咖啡,[pause]所以咖啡的香气算是深深烙印在我脑海里了。", - "MEREDITH_SOCIAL1_MEREDITH25": "走吧,我们收拾收拾就该启程了。", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "听起来好令人怀念!", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "这段记忆真不错!", - "MEREDITH_SOCIAL2_MEREDITH2": "也许吧……", - "MEREDITH_SOCIAL2_MEREDITH3": "我实在不好说自己究竟想不想念爸妈。[pause]我们从未有太多相同之处。[pause]他们在不同时代、不同地方长大。", - "MEREDITH_SOCIAL2_MEREDITH4": "我想,我们之间有着巨大的代际鸿沟。[pause]我爸妈爱听[shake rate=30 level=10]糟糕透顶[/shake]的音乐,也不是我的错吧!", - "MEREDITH_SOCIAL2_MEREDITH5": "我搬出家门去上大学后,我们就完全……[pause]断了联系。[pause]也没什么大不了的。", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "真叫人感伤。", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "听起来有点寂寞啊。", - "MEREDITH_SOCIAL2_MEREDITH6": "也许是吧。", - "MEREDITH_SOCIAL2_MEREDITH7": "这么说吧,[pause]我的成长过程中,并没有很多深刻的记忆。", - "MEREDITH_SOCIAL2_MEREDITH8": "我有过朋友,也有各种生活经历,但是回头想想那些记忆……", - "MEREDITH_SOCIAL2_MEREDITH9": "总感觉不过是发生在我身边的事,而不是我参与其中的事。", - "MEREDITH_SOCIAL2_MEREDITH10": "就像坐上了飞行员的座位,但从来都不是由我完全掌舵。", - "MEREDITH_SOCIAL2_MEREDITH11": "我想,我以前是个不酷的小孩,接着又成了不酷的青少年。[pause]至于成年阶段嘛……", - "MEREDITH_SOCIAL2_MEREDITH12": "来日方长,且看我表现如何吧。", - "MEREDITH_SOCIAL2_MEREDITH14": "成长过程中,[wave amp=30 rate=10]从来[/wave]就没有人告诉你,成年后结交朋友会这么难啊!", - "MEREDITH_SOCIAL2_MEREDITH13": "也许我该把握好在新威勒尔的这段日子,结交更多朋友……[pause]救命啊。", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "至少你我就是朋友啊!", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "那我们俩呢?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "至少你我就是朋友啊!", - "MEREDITH_SOCIAL2_MEREDITH15": "对我们来说简单一点,毕竟我们有……[pause]唔,[pause]共同爱好。", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "至少你我就是朋友啊!", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "爱好……?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "有吗?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "也许吧!", - "MEREDITH_SOCIAL2_MEREDITH16": "嗯,[pause]我们都在寻找通往魔法世界的传送门嘛。[pause]这也算是个爱好吧?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "我希望,即便没能找到你的通道……[pause]我们也还能一起出来玩。", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "当然可以了!", - "MEREDITH_SOCIAL2_MEREDITH17.m": "我希望,即便没能找到你的通道……[pause]我们也还能一起出来玩。", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "你脸红起来真可爱呀!", - "MEREDITH_SOCIAL2_MEREDITH17.f": "我希望,即便没能找到你的通道……[pause]我们也还能一起出来玩。", - "MEREDITH_SOCIAL2_MEREDITH18B": "呸呸呸,你[wave amp=30 freq=10]别[/wave]这么夸我。[pause]我完全应付不了称赞。", - "MEREDITH_SOCIAL2_MEREDITH18A": "嘿。那好。", - "MEREDITH_SOCIAL2_MEREDITH20": "唉,[pause]我比我想象的还要累。", - "MEREDITH_SOCIAL2_MEREDITH19B": "害我感觉整个身子都要缩起来了。", - "MEREDITH_SOCIAL2_MEREDITH21": "你说变身和对战算不算锻炼呢?[pause]毕竟也相当令人筋疲力竭啊。", - "MEREDITH_SOCIAL2_MEREDITH22.m": "不说了,[pause]我们还是一起到外头去揍怪物吧。", - "MEREDITH_SOCIAL3_MEREDITH1": "说起来,找黑胶唱片那事,让我不由得思考……", - "MEREDITH_SOCIAL2_MEREDITH22.n": "不说了,[pause]我们还是一起到外头去揍怪物吧。", - "MEREDITH_SOCIAL2_MEREDITH22.f": "不说了,[pause]我们还是一起到外头去揍怪物吧。", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "思考什么?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "继续说吧。", - "MEREDITH_SOCIAL3_MEREDITH3": "我们找到的是一张在我的世界里从未录制过的专辑,对吧?", - "MEREDITH_SOCIAL3_MEREDITH2": "唔,这么说吧:", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "倒也有道理!", - "MEREDITH_SOCIAL3_MEREDITH4": "那么,如果有无数个世界,那就意味着……[pause]有无数张专辑。", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "会是这样吗?", - "MEREDITH_SOCIAL3_MEREDITH6": "他写的每一本书,都不仅仅是一个故事,而像是窥视他脑内世界的一扇窗口——[pause]他的抱负、他的信仰、他的哲学……", - "MEREDITH_SOCIAL3_MEREDITH5": "唔。[pause]我十来岁的时候,是一位奇幻文学作家老先生的忠实粉丝。[pause]我就是个狂热书痴。", - "MEREDITH_SOCIAL3_MEREDITH7": "我猜,写书就像是把一部分的自己永远投向世界吧。", - "MEREDITH_SOCIAL3_MEREDITH8": "最终,我读完了他在世时写过的所有文字,那种曲终人散的感觉残存在我心中挥之不去。", - "MEREDITH_SOCIAL3_MEREDITH9": "我已经体会过他写的一切了。以后[shake rate=30 level=10]永远[/shake]不会再有了。", - "MEREDITH_SOCIAL3_MEREDITH10": "我想,轮到我们撒手人寰时,也应该会这样吧……[pause]我们终归把要说的一切都说完了。", - "MEREDITH_SOCIAL3_MEREDITH11": "但如果有无数个世界,那或许他所写的不同书籍能列成一张无穷无尽的清单。", - "MEREDITH_SOCIAL3_MEREDITH12": "而且说不定……[pause]会有无限个版本的我们,各自有着无限的记忆和经历。", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "当然!", - "MEREDITH_SOCIAL3_MEREDITH13": "或许在某种意义上,[pause]我们永远不会真正死亡。", - "MEREDITH_SOCIAL3_MEREDITH14": "唔,就是随口说说最近瞎想的事情罢了。", - "MEREDITH_SOCIAL3_MEREDITH15": "好啦,要上路了吗?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "我有活动消息要宣布。你做好心理准备了吗?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "我有活动消息要宣布。你做好心理准备了吗?", - "MEREDITH_SOCIAL4_MEREDITH2": "……", - "MEREDITH_SOCIAL4_MEREDITH1.n": "我有活动消息要宣布。你做好心理准备了吗?", - "MEREDITH_SOCIAL4_MEREDITH3": "电影之夜。[pause]地点是我家。[pause]你要加入不?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "还是改天吧。", - "MEREDITH_SOCIAL4_MEREDITH4": "切。那等你有空了,就跟我说一声吧。我们应该能开怀大笑一场。", - "MEREDITH_SOCIAL4_MEREDITH5": "那好,你肯定会喜欢的。", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "太神奇了!", - "MEREDITH_SOCIAL4_MEREDITH6": "瞧——新威勒尔唯一一台能用的电影投影仪。", - "MEREDITH_SOCIAL4_MEREDITH7": "这是我诸多业余爱好之一。", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "你怎么弄到这东西的?!", - "MEREDITH_SOCIAL4_MEREDITH8": "我也是时候把新威勒尔秘而不宣的诅咒告诉你了。", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "是吗?快把所有事情一五一十告诉我。", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "差不多就是这个意思。", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "此外还有一栋化身成女子的建筑,以及一只会说话的路锥蟹,能带我们进入那座地铁站……", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "呃……没错。", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "就是这样!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "唔,差不多吧。", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "是的,你听懂了就好。", - "LEADER_IANTHE_WAY_HOME_DOG4": "汪!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "但既然是你们告诉我的,我必然会认真对待。我会立马派人下去那里看看。", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}、{partner},换做是其他人跟我说这番话,我可就要担心对方是否神智清醒了!", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "当然,我以前也曾和队长们探讨过这个可能性。我们为各类偶然事件准备了完整的预案……", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "大部分新来的人,都会想马上离开。当然了,巡护队就会引导他们前往“夜之桥站”。", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "但现在,我们总算能将这些预案付诸实践了。", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "因此短期内不会再有大规模迁出。新威勒尔这里,始终有工作等着巡护员去完成。", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "我和诸位队长已经承诺留在新威勒尔,保护任何选择留下的人。", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "但是港口镇的大部分人,已经在这里呆了很长一段时间。人们找到伴侣,定居下来,组建家庭……", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player},我知道你正在受训成为巡护员,但如果你选择抛下训练离开,我也不会责怪你。", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "我和诸位队长已经承诺留在新威勒尔,保护任何选择留下的人。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "我知道我曾请你考虑出任巡护员队长,但如果你选择辞职离开,我也不会责怪你。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "我和其他队长已经承诺留在新威勒尔,保护任何选择留下的人。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "我知道我曾请你考虑出任巡护员队长,但如果你选择辞职离开,我也不会责怪你。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "我知道我曾请你考虑出任巡护员队长,但如果你选择辞职离开,我也不会责怪你。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "如果你选择辞职离开,我也不会责怪你的。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "无论你作何决定,我都会全力支持。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "你的集章卡盖满章了,是吗?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "岛上各地都有队长驻扎,这样无论哪里突发紧急事件,附近[wave amp=30 freq=10]总能[/wave]找到人应对。", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "你要是找不着他们,就去找附近的其他巡护员问问路。我目前有点忙,实在是没空帮你这个忙了。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "给!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "看来大家传的是真的啊!你才来这里没多久,却已经走遍了整座岛屿、克服了各种障碍,让大家看到了你的真本事。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "没错!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "恭喜,{player},你正式成为巡护员了!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "恭喜,{player},你正式成为巡护员了!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "太好了!{player},这都是你应得的!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "恭喜,{player},你正式成为巡护员了!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "真厉害,我为你感到高兴。", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "真厉害,我为你感到高兴。", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "真厉害,我为你感到高兴。", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "干得漂亮哇,哥们儿!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "这都是你应得的!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "朋友,你的努力终得回报。", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "干得漂亮哇,哥们儿!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "朋友,你的努力终得回报。", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "朋友,你的努力终得回报。", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "嗷呜!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "很可惜,我们并不会举行什么特殊仪式来纪念这一重大时刻。[pause]大家都在忙着训练新成员,好对付那些暴走融合体。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "唔,不过……", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "我们倒是很需要像你这样的人才,来帮忙训练新人。你有没有想过当队长?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "我们倒是很需要像你这样的人才,来帮忙训练新人。你有没有想过当队长?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "有!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "我们倒是很需要像你这样的人才,来帮忙训练新人。你有没有想过当队长?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "你要是感兴趣的话,就要迎接最后一个挑战:[pause]你得在对战中击败[wave amp=30 freq=10]我[/wave]。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "这倒没有!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "你看怎么样?要不要挑战这个试炼,成为巡护员队长?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "没事,你改变主意了就来找我谈吧。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "当然!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "你看怎么样?要不要挑战这个试炼,成为巡护员队长?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "你看怎么样?要不要挑战这个试炼,成为巡护员队长?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "还是改天吧。", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "我一直渴望亲眼看看你究竟有多少本事。希望你已经做好准备,在我们面前使出全力应战!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "我一直渴望亲眼看看你究竟有多少本事。希望你已经做好准备,在我们面前使出全力应战!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "“我们”?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "妻子?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "我一直渴望亲眼看看你究竟有多少本事。希望你已经做好准备,在我们面前使出全力应战!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "我认为在这种时候,[pause]找我妻子出来帮忙再合理不过了。", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "你要和谁并肩作战?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "这场对战势必成为[wave amp=30 freq=10]本年度最火热的较量![/wave]谁能取得最终的胜利?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "你已经结婚了?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "准备好了吗,宝贝?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "当然了,亲爱的!", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "{player},你可以的!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "加油啊,异界人,让埃安忒看看谁才是老大!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "加油啊,异界人,让埃安忒看看谁才是老大!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]埃安忒,好好教训他一顿!别保留实力![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "加油啊,异界人,让埃安忒看看谁才是老大!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]埃安忒,好好教训那家伙一顿!别保留实力![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]埃安忒,好好教训她一顿!别保留实力![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "{player},别以为我们会手下留情。[pause]你已经不再是实习巡护员了;现在的你,已经跻身[shake rate=30 level=10]高手行列![/shake]", - "LEADER_IANTHE_BATTLE_START.m": "{player},别以为我们会手下留情。[pause]你已经不再是实习巡护员了;现在的你,已经跻身[shake rate=30 level=10]高手行列![/shake]", - "LEADER_IANTHE_BATTLE_START.f": "{player},别以为我们会手下留情。[pause]你已经不再是实习巡护员了;现在的你,已经跻身[shake rate=30 level=10]高手行列![/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]怎么,你以为就你们懂得融合?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "不错,[pause]非常不错![pause]你总是不负众望!", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "看来传言说得没错呀!真是场精彩的对战!", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "给,这个归你了。", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "人类创造了[wave amp=30 freq=10]艺术[/wave],比如音乐就是其中一种;[pause]而艺术是想象出来的无形之物,完全存在于我们的集体想象之中。", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "这枚徽章意味着,你已经正式成为巡护员队长。众人会找你帮忙训练他们,正如其他队长训练你那样。", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]怎么,你以为就你们懂得融合?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]怎么,你以为就你们懂得融合?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "大天使无疑是[wave amp=30 freq=10]存在[/wave]的,但是我们和它们的交流一直处于……[pause]转瞬即逝的状态。", - "LEADER_IANTHE_INTRO_K_IANTHE1": "新加入我们的凯莉,[pause]也可以作证!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]但、但是,{player}和我前不久刚和一位大天使交过手![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "别说交手了,光是能在遇见大天使后幸存下来,就已经很能体现你的刚毅了……", - "LEADER_IANTHE_INTRO_K_IANTHE3": "……[pause]是吗?那这事可得好好调查一下。", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player}会战斗到底的,[pause]我可以为他作证!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "……只不过,巡护员凯莉坚称,你们俩遇上了一位[wave amp=30 freq=10]大天使[/wave],还展开了搏斗。", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "而且我们还赢下了这场战斗!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "……只不过,巡护员凯莉坚称,你们俩遇上了一位[wave amp=30 freq=10]大天使[/wave],还展开了搏斗。", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "是真的!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "大天使无疑是[wave amp=30 freq=10]存在[/wave]的,但是我们每次与他们的相遇都……[pause]十分短暂。", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player}会战斗到底的,[pause]我可以为此作证!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player}挺不屈不挠的。", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player}会战斗到底的,[pause]我可以为她作证!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player}战斗起来英勇无畏。", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "巡护员……队长?", - "LEADER_IANTHE_INTRO_IANTHE5": "那,[pause]{player},你自己意下如何?想申请加入巡护队吗?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "申请?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "我要做些什么吗?", - "LEADER_IANTHE_INTRO_IANTHE6": "实习巡护员的任务是,去和新威勒尔的每一位巡护员队长见面,然后通过他们的试炼。", - "LEADER_IANTHE_INTRO_IANTHE7": "既然你在怪物战斗方面俨然已是[wave amp=30 freq=10]行家[/wave],[pause]我相信巡护员队长们会很期待考验一下你的对战能力。", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "干得漂亮哇,哥们儿!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "看来你还[wave amp=30 freq=10]真是[/wave]初来乍到啊。", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "这些巡护员队长都有谁?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "看来你还[wave amp=30 freq=10]真是[/wave]初来乍到啊。", - "LEADER_IANTHE_INTRO_IANTHE9": "通过试炼的实习巡护员,就会成为像凯莉这样的全职巡护员。巡护员有很多职责,不过没有什么会令他们身陷险境。", - "LEADER_IANTHE_INTRO_IANTHE8.n": "看来你还[wave amp=30 freq=10]真是[/wave]初来乍到啊。", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "说真的,我从未想过有这么一天的到来。", - "LEADER_IANTHE_INTRO_IANTHE10": "至于巡护员队长,[pause]比如我本人,[pause]则负责统揽全局。我们努力维护港口镇社区,而最危险的状况都交由我们来化解。", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "好,现在我明白了!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "所以队长就是最高级的巡护员……", - "LEADER_IANTHE_INTRO_IANTHE11": "来,拿着这个。", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "这是……集章卡?", - "LEADER_IANTHE_INTRO_IANTHE12": "每通过一位队长的试炼,对方就会在这张卡上盖上一章。[pause]等到卡上盖满章了,就过来见我,我会将你正式任命为巡护员。", - "LEADER_IANTHE_INTRO_IANTHE16": "不说了,我得回镇子去了。需要找我的话,就到我们的总部来吧。", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "盖满章能换杯免费咖啡吗?", - "LEADER_IANTHE_INTRO_IANTHE13": "每位队长都在战斗中完善了自己的战术,也就是说,[pause]这不是单纯的力量较量。[pause]你必须学会一边战斗,一边调整作战方式。", - "LEADER_IANTHE_INTRO_IANTHE14": "{player},[pause]你认为自己应付得来吗?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "我准备好了!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "我准备好了!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "当然!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "我准备好了!", - "LEADER_IANTHE_INTRO_IANTHE15": "要的就是这股劲头。", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "好了,还有别的事吗?", - "LEADER_IANTHE_INTRO_IANTHE17": "知道我们总部在哪吧,就是屋顶上嵌了半艘船的那栋楼。[pause]绝对不会找不到的。", - "LEADER_IANTHE_MENU": "嗨,{player}。你有事找我吗?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "我已经找到回家的路了!", - "LEADER_IANTHE_MENU_CAPTAINS": "接受巡护员队长的训练……", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "我准备好当队长了!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "我准备好当队长了!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "我准备好当队长了!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "“融合原料”是什么?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "我明白了。所以有个叫夜之桥站的地铁站,里面藏了个魔镜传送门;而这些车站本身,全都是一位巨型大天使的一部分……", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "关于元素属性……", - "LEADER_IANTHE_MENU_FUSION": "关于融合……", - "LEADER_IANTHE_MENU_BYE": "我就是过来打声招呼!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "去跟咱们的领队埃安忒聊聊吧,我估计她人就在从这儿往北走的那座哨所咧!", - "CAPTAIN_SKIP_POST_REMATCH2.n": "队长,我确实得写个“服”字给你——你这场对战赢得当之无愧!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "队长,我确实得写个“服”字给你——你这场对战赢得当之无愧!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "看来我们应该再战一场,庆祝一下——你意下如何,[wave amp=30 freq=10]队长[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "人们曾经把这地方叫作“新伦敦镇”。[pause]港口镇居民日益增多,于是便准备设立一处崭新的定居点。", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "好吧,你再一次狠狠地让我出了洋相。这场对战打得真精彩。", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "好吧,你再一次狠狠地让我出了洋相。这场对战打得真精彩。", - "CAPTAIN_DREADFUL_INTRO2": "你知道吗,我是在这里长大的。[pause]我整个童年都在此度过,听着[wave amp=30 freq=10]真[/wave]伦敦的各种故事长大。", - "CAPTAIN_DREADFUL_INTRO3": "伦敦这地方,听起来怪恐怖的![pause]又是残暴狂徒,[pause]又是拦路劫匪,[pause]又是吸血鬼的……[pause]真让我心驰神往!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "听起来好有意思!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "那些恐怕不全是真实故事……", - "CAPTAIN_DREADFUL_INTRO4": "当然,[pause]镇子被大火夷为平地时,所有故事都跟着灰飞烟灭了。[pause]所有人、所有事,也都在火焰中化为乌有,[pause]仅余一个小小的我。", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "那些恐怕不全是真实故事……", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "那些恐怕不全是真实故事……", - "CAPTAIN_DREADFUL_INTRO5": "我是怖可儿,[pause]巡护员队长,蒙骗死神之人,如今正活生生站在你面前!", - "CAPTAIN_DREADFUL_LAST_LEGS1": "够了![shake rate=30 level=10]得把你打趴下才行![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "蒙骗死神之人……?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "这绰号挺奇特的啊。", - "CAPTAIN_DREADFUL_INTRO7": "我觉得他们单纯是缺乏想象力。[pause]死亡并非终点……前提是你得通晓[wave amp=30 freq=10]秘传之法[/wave]。", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "我可以示范一下,不过你可得做好准备。[pause]你是新加入的实习巡护员,对吧?要不要和我过两招,证明自己的价值?", - "CAPTAIN_DREADFUL_POST_REWARD1": "实习巡护员,你记好了:[pause]如果说人生由你自己打造,那么死亡也一样!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "我本来可以示范一下,不过我只和注册在案的巡护员或实习巡护员过招。[pause]这是本人的原则,抱歉了。", - "CAPTAIN_DREADFUL_INTRO6": "港口镇那群笨家伙有许多不同信仰,不过大家都在一件事上达成了共识:我们[wave amp=30 freq=10]所有人[/wave]终有一天要归西的。", - "CAPTAIN_JUDAS_INTRO3": "我的任务是无论遇上什么情况都要存活下来。[pause]说起来容易做起来难,毕竟现在可是在一座[shake rate=30 level=10]遍地[/shake]都是凶残捕食者的岛上“求生”啊。", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "有位线人告知我,你现在也和我们一样是巡护员队长了,[pause]着实令人钦佩。[pause]你这次来,是想重赛吗?", - "CAPTAIN_CLEEO_INTRO1": "嗞!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "你确实足智多谋……竟能与我的智谋相抗衡。[pause]你已经具备真正的巡护员所需要的思维模式。[pause]给,这是你应得的。", - "CAPTAIN_JUDAS_LAST_LEGS1": "你坚持的时间比我想象的要久,[pause]还不赖嘛。", - "CAPTAIN_SKIP_NOT_TRAINEE1": "对了,你要是对“分拣垃圾”这一崇高追求感兴趣的话,不如就当个实习巡护员,亲身体验一下吧?", - "CAPTAIN_SKIP_INTRO5": "说到底,[pause]彼之废料,我之珍宝啊!", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "巡护员队长?此人着实深藏不露。", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "巡护员队长?此人着实深藏不露。", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "呵啊……想挑战巡护员试炼的话,你得先去报名啊。[pause]等你报好名了,再过来叫醒我吧。", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "我很乐意和你多分享一些情报……但这些都是机密信息。[pause]不过如果你报名成为实习巡护员了,那倒是另当别论。", - "CAPTAIN_JUDAS_PRE_BATTLE1": "那我问你,你想实际演练,学习怎么求生吗?[pause]我已经收到情报,知道你现在是实习巡护员了。", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "哟,你就是那个对战起来有两下子的新实习巡护员,是吗?[pause]想挑战我的话,我不介意从垃圾堆里抽身出来奉陪哦!", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "哟,你就是那个对战起来有两下子的新实习巡护员,是吗?[pause]想挑战我的话,我不介意从垃圾堆里抽身出来奉陪哦!", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "没关系![pause]反正还有大把垃圾等着我去分拣呢!", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "我们迎来了新加入的实习巡护员{player},一同在西岸为诸位听众奉上现场直播!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "我们迎来了新加入的实习巡护员{player},一同在西岸为诸位听众奉上现场直播!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "大家私底下都在传,{player}在[wave amp=30 freq=10]怪物战斗[/wave]方面,可是颇具天赋哦!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "我们迎来了新加入的实习巡护员{player},一同在西岸为诸位听众奉上现场直播!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "新人,你说呢?[pause]我们要不要为亲爱的听众们奉上一场[wave amp=30 freq=10]听觉战斗盛宴[/wave]呢?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "大家私底下都在传,{player}在[wave amp=30 freq=10]怪物战斗[/wave]方面,可是颇具天赋哦!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "新人,你说呢?[pause]我们要不要为亲爱的听众们奉上一场[wave amp=30 freq=10]听觉战斗盛宴[/wave]呢?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "大家私底下都在传,{player}在[wave amp=30 freq=10]怪物战斗[/wave]方面,可是颇具天赋哦!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "太好了![pause]听众们,请系好想象中的安全带![wave amp=30 freq=10]以下是本台独家的直播演出![/wave]", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "战斗逐渐白热化![pause]深受喜爱的主持人能否胜出?还是说,胜利女神眷顾的是大胆的黑马?[pause]乐章即将奏响高潮!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "亲爱的听众们,看来我们只能等下一次了!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "战斗逐渐白热化![pause]深受喜爱的主持人能否胜出?还是说,胜利女神眷顾的是大胆的黑马?[pause]乐章即将奏响高潮!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]哇,多么精彩的一场演出,听众们反响极其热烈![/wave][pause]当然,你的演出费也少不了!", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "战斗逐渐白热化![pause]深受喜爱的主持人能否胜出?还是说,胜利女神眷顾的是大胆的黑马?[pause]乐章即将奏响高潮!", - "CAPTAIN_CYBIL_POST_REWARD1": "……", - "CAPTAIN_CYBIL_POST_REWARD2": "我原本真的是广播界一颗冉冉升起的新星。[pause]但自从我流落到这里,一切都不一样了。", - "CAPTAIN_CYBIL_POST_REWARD4": "然后,那个收到信号的人,说不定就会来拯救我们所有人。", - "CAPTAIN_CYBIL_POST_REWARD5.f": "……伤感的话题就此打住吧![pause]你在战斗中表现得很出色,我看得出你必定前途无量!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "……伤感的话题就此打住吧![pause]你在战斗中表现得很出色,我看得出你必定前途无量!", - "CAPTAIN_CYBIL_POST_REWARD3": "不过我还是要坚持下去。[pause]每天,我都向整个新威勒尔广播,[pause]祈祷着这座岛外头的某个人,[pause]能以某种方式收到这个无线电信号。", - "CAPTAIN_CYBIL_POST_REWARD5.n": "……伤感的话题就此打住吧![pause]你在战斗中表现得很出色,我看得出你必定前途无量!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]嗨嗨[/wave],[pause]很高兴能又一次见到我们的当红明星嘉宾!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]嗨嗨[/wave],[pause]很高兴能又一次见到我们的当红明星嘉宾!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "哇,[pause]今天的听众有耳福了,我们带来了天大的好消息!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]嗨嗨[/wave],[pause]很高兴能又一次见到我们的当红明星嘉宾!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "多么精彩的演出啊![pause]看来你真是投入了120%的努力。", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "新上任的队长{player},竟然惊喜出现在我们的演播室!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "新上任的队长{player},竟然惊喜出现在我们的演播室!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "听众们非常期待你的第二次演出,大家都[wave amp=30 freq=10]伸长了耳朵[/wave]![pause]准备好再来一场对战了吗?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "听众们非常期待你的第二次演出,大家都[wave amp=30 freq=10]伸长了耳朵[/wave]![pause]准备好再来一场对战了吗?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "新上任的队长{player},竟然惊喜出现在我们的演播室!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]好![/wave]听众们都听好啰:系好安全带,把小桌板收起来,调直座椅靠背![pause]我们要现场录音了!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "听众们非常期待你的第二次演出,大家都[wave amp=30 freq=10]伸长了耳朵[/wave]![pause]准备好再来一场对战了吗?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "多么精彩的演出啊![pause]看来你真是投入了120%的努力。", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "亲爱的听众们,看来我们只能等下一次了!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "……[pause]谢谢你的来访。[pause]我真的很感动。", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "……[pause]谢谢你的来访。[pause]我真的很感动。", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "……[pause]谢谢你的来访。[pause]我真的很感动。", - "CAPTAIN_CODEY_INTRO1": "你大老远跑来这里,就是为了见我吧?", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]下次见啦,队长![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]下次见啦,队长![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]下次见啦,队长![/wave]", - "CAPTAIN_CODEY_INTRO2": "大家都叫我马侬。[pause]因为以前我靠代码为生。再准确点说,我靠[wave amp=30 freq=10]毁[/wave]代码为生。", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "非常好![pause]拔剑吧,队长。", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "非常好![pause]拔剑吧,队长。", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "你还是如此行动敏捷。队长,我必须对你的努力表示赞扬。", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "嗯,不失为明智的选择。", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "你还是如此行动敏捷。队长,我必须对你的努力表示赞扬。", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]我是天琪,为大家播报天气![/wave][pause]今日天气情况:一如既往无法预测!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "你还是如此行动敏捷。队长,我必须对你的努力表示赞扬。", - "CAPTAIN_HEATHER_LAST_LEGS1": "风向变了,我很快就要占上风——听我的,准没错!", - "CAPTAIN_HEATHER_INTRO2": "湿度:起伏波动![pause]降水概率:天知道!", - "CAPTAIN_HEATHER_INTRO3": "在我这样的气象学家看来,新威勒尔的气候实在是无解的谜题!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "你是实习巡护员吧?[pause]要是觉得自己有直面狂风暴雨的勇气,那何不来挑战一下我的巡护员试炼呢?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "呃,[pause]你要是想挑战巡护员试炼的话,就得先去登记注册啊。", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "不错![pause]我要更新天气播报了:预测随后会有[shake rate=30 level=10]招式如暴风雨般落下[/shake],并将迎来[shake rate=30 level=10]旋风般的胜利[/shake]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", - "CAPTAIN_HEATHER_POST_BATTLE1": "嚯,看来狂风暴雨都无法阻挡你前进的脚步!无论天气如何,你都昂然挺立!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "这里的天气难以预测……[pause]不过这座岛上的一切也都不外如是,对吧?", - "CAPTAIN_HEATHER_POST_REWARD1": "我预测你的前途一片光明!", - "CAPTAIN_HEATHER_POST_BATTLE2": "这都是我们希望巡护员们具备的品质。[pause]你以出色的成绩通过了我的试炼!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "我之前的预测很准确:你现在成了巡护员队长啦!这正是重赛的绝佳时机啊,你说是吧?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "我之前的预测很准确:你现在成了巡护员队长啦!这正是重赛的绝佳时机啊,你说是吧?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "我之前的预测很准确:你现在成了巡护员队长啦!这正是重赛的绝佳时机啊,你说是吧?", - "CAPTAIN_HEATHER_POST_REMATCH1": "又是一场雷鸣般的胜利!不过当然了,我早已料到你有这般实力!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]呼……呼……[/shake]我都能感受到小腿肌肉在蹭蹭长了……", - "CAPTAIN_BUFFY_INTRO2": "啊,你好!我是布鲁娜,不过朋友们都叫我“霸娜”。[pause]我是新威勒尔的一名巡护员队长。", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "你是在训练什么呢?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "你在做什么?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "多么精彩的演出啊![pause]看来你真是投入了120%的努力。", - "CAPTAIN_BUFFY_INTRO3": "你可以说,我是在磨练这副身躯,进行作战训练!虽说在新威勒尔这片土地上,我们可以靠变身成怪物来战斗……", - "CAPTAIN_BUFFY_INTRO4": "但这一切,都始于我们自己的血肉之躯!对战需要能量,而我必须将身体的潜在能量发挥到[wave amp=30 freq=10]极致[/wave]!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "我倒是很乐意指点迷津,不过你还没报名成为实习巡护员啊。还是改天再来吧?", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "我倒是很乐意指点迷津,不过你还没报名成为实习巡护员啊。还是改天再来吧?", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "那就来吧![pause]但愿不会让你[wave amp=30 freq=10]过于[/wave]筋疲力竭!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "我倒是很乐意指点迷津,不过你还没报名成为实习巡护员啊。还是改天再来吧?", - "CAPTAIN_BUFFY_PRE_BATTLE1": "想学点东西的话,就该来挑战我的巡护员试炼。你有足够的体力来和我比身手吗?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "没关系,多做几组热身再回来挑战也无妨!", - "CAPTAIN_BUFFY_POST_BATTLE2": "实习巡护员,做得好![pause]你凭实力赢下了奖励。", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "那就来吧![pause]但愿不会让你[wave amp=30 freq=10]过于[/wave]筋疲力竭!", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "那就来吧![pause]但愿不会让你[wave amp=30 freq=10]过于[/wave]筋疲力竭!", - "CAPTAIN_BUFFY_LAST_LEGS1": "这下我真要练得大汗淋漓了!", - "CAPTAIN_BUFFY_POST_BATTLE1": "尽管我已将潜能发挥到极致,但结果还是累瘫了!", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100个仰卧起坐,100个俯卧撑,100个弓步蹲……最近的锻炼流程一定能把我的腹肌练得硬梆梆,结实得能在上面磨刀!", - "CAPTAIN_BUFFY_POST_REWARD1": "也许我该休息一下了,免得拉伤肌肉……", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "你好呀,[wave amp=30 freq=10]巡护员[/wave]![pause]我听说你升职了!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "你好呀,[wave amp=30 freq=10]巡护员[/wave]![pause]我听说你升职了!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "你好呀,[wave amp=30 freq=10]巡护员[/wave]![pause]我听说你升职了!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "虽说我们很想实时采访面前这位嘉宾,但很可惜,嘉宾尚未签署[wave amp=30 freq=10]必要的文件[/wave]![pause]这对于广大听众来说,可真是太遗憾了!", - "CAPTAIN_BUFFY_PRE_REMATCH2": "看来这次又是来找我锻炼的吧?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "那就来吧![pause]我一直期待着和你再来一场大汗淋漓的对战!", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "看来你有在坚持锻炼吧?有付出就看得见回报,你比上次更强了!", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "没关系,多做几组热身再回来挑战也无妨!", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "看来你有在坚持锻炼吧?有付出就看得见回报,你比上次更强了!", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "看来你有在坚持锻炼吧?有付出就看得见回报,你比上次更强了!", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]嗨嗨[/wave],[pause]您正在收听西比尔电台:全天候播报,覆盖新威勒尔[wave amp=30 freq=10]每~~~个角落[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "新人,你说呢?[pause]我们要不要为亲爱的听众们奉上一场[wave amp=30 freq=10]听觉战斗盛宴[/wave]呢?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "虽说我们很想实时采访面前这位嘉宾,但很可惜,嘉宾尚未签署[wave amp=30 freq=10]必要的文件[/wave]![pause]这对于广大听众来说,可真是太遗憾了!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "虽说我们很想实时采访面前这位嘉宾,但很可惜,嘉宾尚未签署[wave amp=30 freq=10]必要的文件[/wave]![pause]这对于广大听众来说,可真是太遗憾了!", - "CAPTAIN_GLADIOLA_INTRO2": "我叫剑兰,是埃安忒手下忠诚的巡护员队长。", - "CAPTAIN_GLADIOLA_INTRO1.n": "你离家很远,对吧?我口中的“家”,指的当然不是港口镇。[pause]我指的是你真正的家。", - "CAPTAIN_GLADIOLA_INTRO1.f": "你离家很远,对吧?我口中的“家”,指的当然不是港口镇。[pause]我指的是你真正的家。", - "CAPTAIN_GLADIOLA_INTRO1.m": "你离家很远,对吧?我口中的“家”,指的当然不是港口镇。[pause]我指的是你真正的家。", - "CAPTAIN_CODEY_POST_REWARD1": "别会错意了,这可不是你[wave amp=30 freq=10]自己[/wave]赢下的,听见了吗?[pause]我要是把全部实力使出来,你压根不会有半点胜算。", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "忠诚?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "你在巡护队里负责什么?", - "CAPTAIN_GLADIOLA_INTRO4": "在这个世界,阴影长着利爪。我的职责,就是[wave amp=30 freq=10]以爪还爪。[/wave]", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "这也没解释多少啊……", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "不过,我无法向并非巡护员之人透露更多信息。[pause]你若报名加入巡护员队伍,或许我们还有机会再聊聊。", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "但愿不会把你那张漂亮脸蛋割伤了吧。", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "……好吧。", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "告诉我,你是来挑战巡护员队长试炼的吧?[pause]你若自认为抵挡得住我的利刃,欢迎放胆一试。", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "告诉我,你是来挑战巡护员队长试炼的吧?[pause]你若自认为抵挡得住我的利刃,欢迎放胆一试。", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "告诉我,你是来挑战巡护员队长试炼的吧?[pause]你若自认为抵挡得住我的利刃,欢迎放胆一试。", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "嗯,不失为明智的选择。", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "别以为这么轻松就能把我砍倒!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "了不起。[pause]没想到你竟有这般实力,你比外表看起来利索得多了。你赢得光明正大。", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "了不起。[pause]没想到你竟有这般实力,你比外表看起来利索得多了。你赢得光明正大。", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "了不起。[pause]没想到你竟有这般实力,你比外表看起来利索得多了。你赢得光明正大。", - "CAPTAIN_GLADIOLA_POST_REWARD1": "我也是时候继续履行使命了。[pause]我发誓要对调查工作的性质保密,因此无法多言,请别往心里去。", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "大家说你就是新上任的巡护员队长。不知你是否想和我再切磋一回,磨练一下技艺?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "大家说你就是新上任的巡护员队长。不知你是否想和我再切磋一回,磨练一下技艺?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "我在巡护队中负责的确切内容必须保密,你还是别知道为妙。", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "非常好![pause]拔剑吧,队长。", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "大家说你就是新上任的巡护员队长。不知你是否想和我再切磋一回,磨练一下技艺?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "您是哪位……?", - "CAPTAIN_JUDAS_INTRO2": "我是裘达·奈特,[pause]巡护员队长,求生专家。", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]还是你这手牌打得好啊。[pause]我对你刮目相看,且[wave amp=30 freq=10]绝无[/wave]半点不忿。[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "你还在200米开外时,我就已经听到了你的动静。[pause]如果你是想出其不意的话,那么很遗憾,你失败了。", - "CAPTAIN_ZEDD_INTRO4": "这附近老有子弹仔窜来窜去,要在这里“冥想”实在是越来越艰难了。你能不能想个办法,[wave amp=30 freq=10]帮我解决这问题啊?[/wave]", - "CAPTAIN_ZEDD_INTRO2": "你说什么……?[pause]睡觉?[pause]没有,我才没在睡觉!我不过是在,呃,在冥想罢了。对了,我叫呼噜。", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "呃……好啰。", - "CAPTAIN_JUDAS_INTRO1.n": "你还在200米开外时,我就已经听到了你的动静。[pause]如果你是想出其不意的话,那么很遗憾,你失败了。", - "CAPTAIN_SKIP_POST_BATTLE1.n": "哇,你还真是一心要把我扫进垃圾堆啊![pause]看来恐怕是我低估了你呢,异世人!", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "埃安忒说你是个前途无量的战士,那想必很期待挑战我的巡护员试炼吧?", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "没事,反正我也正想打个盹。", - "CAPTAIN_ZEDD_PRE_BATTLE1": "呵啊……我想你应该是来挑战巡护员试炼的吧?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "那还是等下一次吧。", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "哟,近来可好?镇上都在说,你现在也是我们队长队伍的一员了!", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "哟,新来的![pause]啊不是,要改口叫新队长了。[pause]我听说你现在也是我们的一分子啰。", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "哟,新来的![pause]啊不是,要改口叫新队长了。[pause]我听说你现在也是我们的一分子啰。", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "哟,新来的![pause]啊不是,要改口叫新队长了。[pause]我听说你现在也是我们的一分子啰。", - "CAPTAIN_WALLACE_INTRO3": "而且,光是建立社区还不够——[pause]你还得维护社区!像港口镇这样的地方,要是不勤加照料,可就土崩瓦解啦。", - "CAPTAIN_READY_CHECK.m": "准备好和{pawn}对战了吗?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "去找埃安忒吧,[pause]我相信她目前就在新威勒尔公园附近呢。", - "CAPTAIN_CODEY_INTRO3": "只要你足够聪明,信息空间里的一切都是可以破解的。[pause]无论是网站,游戏,还是政府服务器……", - "CAPTAIN_CODEY_INTRO4": "不过最后这项倒是给我惹了一点麻烦。", - "CAPTAIN_CODEY_INTRO5": "但是新威勒尔这里,[pause]根本连互联网都没有。太可笑了。", - "CAPTAIN_CODEY_INTRO6": "这里唯一能让我破解的,就只有这些[wave amp=30 freq=10]怪物磁带[/wave]。[pause]结果我也挺擅长这活儿的,所以就成了巡护员队长。", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "拜托,你肯定[wave amp=30 freq=10]巴不得[/wave]见识一下我的改装磁带吧![pause]你到底要不要挑战我的巡护员队长试炼啊?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "不过很可惜,你还没报名成为实习巡护员,所以我没法向你展示工作成果。[pause]对你来说真是遗憾啊,对吧?", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "拜托,你肯定[wave amp=30 freq=10]巴不得[/wave]见识一下我的改装磁带吧![pause]你到底要不要挑战我的巡护员队长试炼啊?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "不过很可惜,你还没报名成为实习巡护员,所以我没法向你展示工作成果。[pause]对你来说真是遗憾啊,对吧?", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "不过很可惜,你还没报名成为实习巡护员,所以我没法向你展示工作成果。[pause]对你来说真是遗憾啊,对吧?", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "希望你已做好和战斗[wave amp=30 freq=10]大师[/wave]正面交锋的准备!", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "希望你已做好和战斗[wave amp=30 freq=10]大师[/wave]正面交锋的准备!", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "这也怪不得你,换做是我也不想和[wave amp=30 freq=10]我[/wave]交手啊!", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "希望你已做好和战斗[wave amp=30 freq=10]大师[/wave]正面交锋的准备!", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "拜托,你肯定[wave amp=30 freq=10]巴不得[/wave]见识一下我的改装磁带吧![pause]你到底要不要挑战我的巡护员队长试炼啊?", - "CAPTAIN_CODEY_LAST_LEGS1": "还不赖嘛,你逼得我不得不使出[shake rate=30 level=10]全力[/shake]了!", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]什么?![/shake]我怎么就输了?", - "CAPTAIN_CODEY_POST_BATTLE2": "不对,我是说……[pause]我本来就有意要输。这、这试炼毕竟只是要考验一下你的实力嘛。", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "这些怪物各有不同的元素“属性”。[pause]若是改变怪物的属性,就会出现[wave amp=30 freq=10]十分[/wave]有趣的现象。", - "CAPTAIN_CODEY_POST_BATTLE3": "而你通过了试炼。[pause]呃,[pause]恭喜你了。", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "所以说,[wave amp=30 freq=10]巡护员队长[/wave],你这次是要回来挑战你人生中最难对付的对手,是吧?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "既然你已经不是新手,我也就不用限制手头上这些超级魔改怪物磁带的威力了!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "所以说,[wave amp=30 freq=10]巡护员队长[/wave],你这次是要回来挑战你人生中最难对付的对手,是吧?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "所以说,[wave amp=30 freq=10]巡护员队长[/wave],你这次是要回来挑战你人生中最难对付的对手,是吧?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "既然你已经不是新手,我也就不用限制手头上这些超级魔改怪物磁带的威力了!", - "CAPTAIN_CODEY_POST_REMATCH1": "我的计算肯定出了什么差错……[pause]我的战术[shake rate=30 level=10]理应[/shake]是无敌的啊!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "既然你已经不是新手,我也就不用限制手头上这些超级魔改怪物磁带的威力了!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "这也怪不得你,换做是我也不想和[wave amp=30 freq=10]我[/wave]交手啊!", - "CAPTAIN_CODEY_POST_REMATCH2": "……以上是我疯了才会说的话。[pause]而我没疯。[pause]我一点也没有气得发疯。", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "喂,那边的![pause]你们这些家伙,通常没这个[wave amp=30 freq=10]胆量[/wave]闯到离我们哨所这么近的地方来啊。赶紧滚蛋吧,否则可别怪我不客气了。", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "嗯,[pause]难怪她会当上头头……", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "你们就是赖死不走,是吗?[pause]看来还是要我亲自动手啊。", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "强啊。", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "……只不过,巡护员凯莉坚称,你们俩遇上了一位[wave amp=30 freq=10]大天使[/wave],还展开了搏斗。", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "这么说,[pause]我们应该把更多大天使找出来才对![pause]埃安忒,我觉得{player}应该申请成为巡护员!", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "赞爆了。", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "她身上的自信光彩,于我而言实属前所未闻。", - "LEADER_IANTHE_INTRO_IANTHE1.m": "我叫埃安忒。[pause]新人,很高兴认识你。", - "LEADER_IANTHE_INTRO_IANTHE1.f": "我叫埃安忒。[pause]新人,很高兴认识你。", - "LEADER_IANTHE_INTRO_IANTHE2": "那么,[pause]你觉得这座哨所怎么样?[pause]这地方荒废了很久很久,不过我们稍加改造,就让其摇身一变成休息站,供疲惫的巡护员们歇息。", - "LEADER_IANTHE_INTRO_IANTHE1.n": "我叫埃安忒。[pause]新人,很高兴认识你。", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "你们在这里都做些什么?", - "LEADER_IANTHE_INTRO_IANTHE3": "虽然我很想说,我们的工作是护卫新威勒尔的民众免受无情的怪物群滋扰……", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "巡护队都是干嘛的?", - "LEADER_IANTHE_INTRO_IANTHE4": "但其实大部分时间,我们只是帮社区干点杂活罢了,实在没想象的那么紧张刺激。", - "MEREDITH_SOCIAL4_MEREDITH9": "看见这个了吗?", - "MEREDITH_SOCIAL4_MEREDITH10": "这是录像带。[pause]但这可不是普普通通的录像带……", - "MEREDITH_SOCIAL4_MEREDITH11": "这是1981年动作电影《血拳》的录像带。", - "MEREDITH_SOCIAL4_MEREDITH12": "我来到新威勒尔的这段时间里,被冲上岸的录像带,少说也有数百盘。", - "MEREDITH_SOCIAL4_MEREDITH13": "我把这些录像带都收集了起来。", - "MEREDITH_SOCIAL4_MEREDITH14": "全部。", - "MEREDITH_SOCIAL4_MEREDITH15": "你猜怎么着?", - "MEREDITH_SOCIAL4_MEREDITH16": "都是《血拳》。", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]这是你在新威勒尔能看的唯一一部电影。[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]每一盘录像带,都是《血拳》。[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "我们还有一部可怕的电影要看呢。希望你已经做好心理准备啰。", - "MEREDITH_SOCIAL4_MEREDITH19": "所以你猜猜,我们接下来要看的是什么?", - "MEREDITH_SOCIAL4_MEREDITH21": "我想说,[pause]谢谢你肯跟我一起玩。", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "听起来正对我胃口!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "我准备好抱着讽刺心态来享受了!", - "MEREDITH_SOCIAL4_MEREDITH20": "这就对啦。", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "我准备好抱着讽刺心态来享受了!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "我准备好抱着讽刺心态来享受了!", - "MEREDITH_SOCIAL4_MEREDITH22": "我在新威勒尔的生活一直过得挺痛苦,但跟你一起,是我最快乐的时光。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause]…[pause]…[pause]……", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "很高兴我们能成为朋友!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "很高兴我们能成为朋友!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "那这次就当作是约会吧?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "很高兴我们能成为朋友!", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "嘿嘿。{player},我也是这么想的。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "好,掏心掏肺环节结束了。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "好,掏心掏肺环节结束了。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "我们还有一部可怕的电影要看呢。希望你已经做好心理准备啰。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "好,掏心掏肺环节结束了。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "憋了这么久才问出口,你可真能忍啊。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "这段关系能不能轻松随意点呢?[pause]就是,[pause]不作出什么承诺?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "为什么不行呢?约会夜。看糟糕电影。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "我们还有一部可怕的电影要看呢。希望你已经做好心理准备啰。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "我依然想跟你一起出去玩……", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "拜托,我们可是[wave amp=30 freq=30]实打实地[/wave]融合过耶。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "于是我就会稍微进到你心里,懂吧?[pause]以及,[pause]唔,[pause]我当然也觉得你很可爱。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "于是我就会稍微进到你心里,懂吧?[pause]以及,[pause]唔,[pause]我当然也觉得你很可爱。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "于是我就会稍微进到你心里,懂吧?[pause]以及,[pause]唔,[pause]我当然也觉得你很可爱。", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "没什么!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "我,[pause]呃,[pause]只试过和男生交往……[pause]所以这对我算是新体验。", - "MEREDITH_ROMANCE_MEREDITH2": "我……", - "MEREDITH_ROMANCE_MEREDITH1.n": "{player},你有好一阵子没说话了。[pause]有什么心事吗?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "但有时候也想和你亲热一下。", - "MEREDITH_ROMANCE_MEREDITH1.m": "{player},你有好一阵子没说话了。[pause]有什么心事吗?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "总之,[pause]这部电影我都看了成千上万次了。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "所以……我们不用看太久的。", - "MEREDITH_ROMANCE_MEREDITH_NO": "呃,[pause]那好吧。", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "{player},你有好一阵子没说话了。[pause]有什么心事吗?", - "MEREDITH_ROMANCE_MEREDITH3": "怎么说呢,我当然[wave amp=30 freq=30]喜欢[/wave]你。", - "MEREDITH_ROMANCE_MEREDITH4": "我不知道[wave amp=30 freq=30]你[/wave]为什么会喜欢[wave amp=30 freq=30]我[/wave],[pause]但我喜欢你。", - "MEREDITH_ROMANCE_MEREDITH5": "但我们正在为离开这个世界而努力……", - "MEREDITH_ROMANCE_MEREDITH6.m": "如果成功了,我们或许就不能在一起了。[pause]你……[pause]能接受吗?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "准备好对付邪恶力量了吗?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "能。", - "MEREDITH_ROMANCE_MEREDITH6.f": "如果成功了,我们或许就不能在一起了。[pause]你……[pause]能接受吗?", - "MEREDITH_ROMANCE_MEREDITH6.n": "如果成功了,我们或许就不能在一起了。[pause]你……[pause]能接受吗?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "应该可以吧。", - "MEREDITH_ROMANCE_MEREDITH7": "嗨,不管了,[pause]何乐而不为呢?", - "MEREDITH_ROMANCE_MEREDITH8.m": "我,正正经经交了个男友。[pause]听着怪怪的。[pause]但感觉很不错。", - "MEREDITH_ROMANCE_MEREDITH8.f": "我,正正经经交了个女友。[pause]听着怪怪的。[pause]但感觉很不错。", - "MEREDITH_ROMANCE_MEREDITH8.n": "我,正正经经找了个对象。[pause]听着怪怪的。[pause]但感觉很不错。", - "MEREDITH_ROMANCE_MEREDITH9": "我总对自己说,要等到对自己更加满意时,才能跟人发展恋爱关系。这样催眠自己,会令我更轻松一点。[pause]但我想,事实是……", - "MEREDITH_ROMANCE_MEREDITH11": "但你让我开心,[pause]而和你在一起能令我更完整。", - "MEREDITH_ROMANCE_MEREDITH10": "我恐怕[b]永远[/b]都不会对自己真正有信心。[pause]我甚至根本不可能成为完美的自己。", - "MEREDITH_ROMANCE_MEREDITH12": "好、好啦,肉麻的话就不多说了。[pause]哦对了,我也不会说黏黏腻腻的撒娇情话。", - "MEREDITH_ROMANCE_MEREDITH13.m": "你要是指望我叫你“宝贝”或者“亲爱的”,[pause]那可就要大失所望了。", - "MEREDITH_ROMANCE_MEREDITH13.n": "你要是指望我叫你“宝贝”或者“亲爱的”,[pause]那可就要大失所望了。", - "MEREDITH_ROMANCE_MEREDITH13.f": "你要是指望我叫你“宝贝”或者“亲爱的”,[pause]那可就要大失所望了。", - "EUGENE_QUEST2_PART1_EUGENE1": "我趁着那群尸鬼在巡逻,从其中一个尸鬼身上偷来了窗户钥匙。", - "EUGENE_QUEST1_PART1_EUGENE1": "太好了,你来啦!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "准备好对付邪恶力量了吗?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "准备好对付邪恶力量了吗?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "当然!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "明白了。你准备好了就跟我说一声吧,在那之前我就继续评估形势吧。", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "还是改天吧。", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]赞爆了![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "明白了。你准备好了就跟我说一声吧,在那之前我就继续评估形势吧。", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "明白了。你准备好了就跟我说一声吧,在那之前我就继续评估形势吧。", - "EUGENE_QUEST1_PART1_EUGENE4": "好,[pause]你看到那边那栋建筑了吗?", - "EUGENE_QUEST1_PART1_EUGENE5": "那是他们的大本营——[pause]这些毫无人性的寄生虫,就是在那里面策划占领世界的阴谋诡计。", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "看着并不怎么起眼啊。", - "EUGENE_QUEST1_PART1_EUGENE8": "这岛上有好几处这样的大本营,你说不定有见过。他们会把正门锁上,但我们可以从屋顶的一处窗口降落进去。", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "怎么看起来有点平庸啊?", - "EUGENE_QUEST1_PART1_EUGENE6": "哥们儿,[pause]外表可是会骗人的。", - "EUGENE_QUEST1_PART1_EUGENE7": "他们这个族类,一度在我来自的那个世界肆虐。但我们奋起反抗。[pause]最后赢了。", - "EUGENE_QUEST1_PART1_EUGENE9": "不如从这里滑翔过去吧。我会陪在你身边的,不用担心。", - "EUGENE_QUEST2_PART1_EUGENE2.m": "我们要从那里降落进去,然后把他们全部赶出来。你准备好了吗?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "老早就准备好了!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "我们要从那里降落进去,然后把他们全部赶出来。你准备好了吗?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "我们要从那里降落进去,然后把他们全部赶出来。你准备好了吗?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]不知二位是否有兴趣前往协会总部,和我们经理面谈?[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "我们上吧!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]我们或许能达成互惠互利的协议。我会把地址告知你们。[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "看来这是一举拿下他们所有人的机会!", - "EUGENE_QUEST4_PART1_EUGENE3": "快走吧,我们一秒也耽搁不起!", - "EUGENE_QUEST4_PART1_EUGENE1": "索地员居然还有中心行动基地?!", - "EUGENE_QUEST5_PART1_EUGENE1": "这里据说就是索地员总部所在地……", - "EUGENE_QUEST5_PART1_EUGENE2": "好嘞——[pause]这帮怪人绝对敌不过我们[shake rate=30 level=10]熊熊燃烧的决心[/shake]!", - "EUGENE_QUEST5_PART1_EUGENE3": "……", - "EUGENE_QUEST5_PART1_EUGENE4": "靠,入口到底在哪里啊?", - "EUGENE_QUEST5_PART1_EUGENE5": "……", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]无固定利率房贷……[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "我好像找到入口了。", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]提高房屋净值……[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]可调整市值利率……[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "感谢二位出席预定的会面。非常感激二位如此配合。", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]资产增长……[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "那你告诉我:好端端的一个大天使,为什么总想抢占[shake rate=30 level=10]房地产市场?![/shake]", - "EUGENE_QUEST5_PART2_EUGENE2": "所以你就是这一切的幕后黑手?", - "EUGENE_QUEST5_PART2_EUGENE5": "……", - "EUGENE_QUEST5_PART2_MAMMON4": "我的族人们脱胎于人类的自大。你们族类最强烈的欲望,赋予了我们形态。\\n\\n我的存在,是人类消费主义的体现。\\n\\n我想签单,是因为你想签单。我渴求楼宇,是因为你渴求楼宇。", - "EUGENE_QUEST5_PART2_EUGENE7": "你对我[b]一无所知[/b]。", - "EUGENE_QUEST5_PART2_EUGENE10": "我……", - "EUGENE_QUEST5_PART2_MAMMON6": "人类尤金,我想要的,都是你想要的。我能读懂你的心。", - "EUGENE_QUEST5_PART2_MAMMON8": "我怜悯人类尤金。\\n\\n人类尤金在其追求的志业以外,便找不到自己的任何价值。", - "EUGENE_QUEST5_PART2_MAMMON9": "没有志业,人类尤金便一无是处。\\n\\n徒留一副空空如也的躯壳。正如我手下的房地产中介。", - "EUGENE_QUEST5_PART2_EUGENE11": "你说得……[pause]不对……", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "尤金,别上了他的当!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "他说的话大错特错!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]停下![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "你别想压垮我的精神![pause]你和你的同类就只会出这些阴招!", - "EUGENE_QUEST5_PART2_EUGENE15": "有头有脸的大人物闻风而至,硬是要从小人物那里夺走一切……", - "EUGENE_QUEST5_PART2_EUGENE13": "我不会再听了!", - "EUGENE_QUEST5_PART2_EUGENE16": "等到小人物奋起反击了,[pause]就叫他们别越界,[pause]对吧?!", - "EUGENE_QUEST5_PART2_EUGENE17": "所以小人物只好什么都不做……[pause]结果事情反而变得更糟糕了!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]来来去去都是那[pause]老一套[pause]![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}……", - "EUGENE_QUEST5_PART2_EUGENE20": "想不想把这堆垃圾烧个精光?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "你别想压垮我的精神……", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "你知道我想的。", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "动手吧。", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "也别以为能轻而易举阻止{player}!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "这地方要塌了。我们快走!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "吼吼,玛门先生,你这业务经营得不错嘛!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "我们会联手对付你,[shake rate=30 level=10]赢下这场仗[/shake]!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "你看样子挺会给手下安排工作。这可是项宝贵的技能!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "就由我来助你离开吧。", - "EUGENE_QUEST5_PART3_EUGENE1": "看来所有索地员中介都落荒而逃了……[pause]业务叫停了,不知道他们接下来会做什么呢?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "哦,是么?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "哎哟喂,我们[wave amp=30 freq=10]融合[/wave]的那一下子还挺酷的啊。", - "EUGENE_QUEST5_PART3_EUGENE2.m": "哎哟喂,我们[wave amp=30 freq=10]融合[/wave]的那一下子还挺酷的啊。", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "可不是吗!", - "EUGENE_QUEST5_PART3_EUGENE2.n": "哎哟喂,我们[wave amp=30 freq=10]融合[/wave]的那一下子还挺酷的啊。", - "EUGENE_QUEST5_PART3_EUGENE3": "嗯![pause]跟肾上腺素飙升差不多,只不过我能感受到你我的意志一同驱动着我。就连[wave amp=30 freq=10]大天使[/wave]都没法阻止我们!", - "EUGENE_QUEST5_PART3_EUGENE4": "原来暗地里操纵索地员的,是大天使……", - "EUGENE_QUEST5_PART3_EUGENE5": "它那时说的话……[pause]万一是真的,可怎么办?", - "EUGENE_QUEST5_PART3_EUGENE6": "要是不找点志业来努力一下,[pause]我或许真的只是个空无内涵的人。", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "我知道有办法能离开这座岛。", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "我不认为你是个失败者。", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "你不该这么想。", - "EUGENE_QUEST5_PART3_EUGENE7": "……", - "EUGENE_QUEST5_PART3_EUGENE8.f": "嗨。[pause]谢了,兄弟。", - "EUGENE_QUEST5_PART3_EUGENE8.m": "嗨。[pause]谢了,兄弟。", - "EUGENE_QUEST5_PART3_EUGENE8.n": "嗨。[pause]谢了,兄弟。", - "EUGENE_QUEST5_PART3_EUGENE9": "话又说回来,[pause][b]你[/b]又是受了什么的激励呢?", - "EUGENE_QUEST5_PART3_EUGENE10": "你到处旅行、[pause]帮助他人、[pause]对抗怪物,[pause]是什么激励着你做这些事啊?", - "EUGENE_QUEST5_PART3_EUGENE15": "我的身体恐怕也[wave amp=30 freq=30]不允许[/wave]我停下脚步。", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "我要找出回家的办法。", - "EUGENE_QUEST5_PART3_EUGENE11": "唔……听起来不大可能。", - "EUGENE_QUEST5_PART3_EUGENE12": "算我一个吧。", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "真的?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "就这么答应了?", - "EUGENE_QUEST5_PART3_EUGENE13": "就这么答应了!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "这话什么意思?", - "EUGENE_QUEST5_PART3_EUGENE14": "我们已经阻止了索地员的阴谋,但是我还不想就这么停下脚步。", - "EUGENE_QUEST5_PART3_EUGENE16": "我[wave amp=30 freq=30]总归[/wave]需要些能为之奋斗的东西。", - "EUGENE_QUEST5_PART3_EUGENE17": "所以就这么办吧。[pause]能为之奋斗的新事业。", - "EUGENE_QUEST5_PART3_EUGENE18": "算我一个。", - "EUGENE_CONVO1_EUGENE1": "说起来,[pause]我们之前那样子对付索地员……", - "EUGENE_CONVO1_EUGENE3": "但这么做才是正确的,[pause]因为他们的“商业计划”会把人们的生活搅得天翻地覆。", - "EUGENE_CONVO1_EUGENE2": "在其他世界恐怕是违法的,[pause]对吧?", - "EUGENE_CONVO2_EUGENE1": "我得赶紧恢复平时的锻炼计划。[pause]不在最佳状态,又怎能拯救世界呢!", - "EUGENE_CONVO1_EUGENE4": "我猜,“法律”和“真正的正义”之间,[pause]还是有很大的不同嘛!", - "EUGENE_CONVO2_EUGENE2": "也许有朝一日会有哑铃冲上海岸吧……", - "EUGENE_CONVO3_EUGENE1": "一开始我还有点纳闷,[pause]新威勒尔这儿的衣服,怎么就这么……[pause]复古呢。", - "EUGENE_CONVO3_EUGENE2": "原来是因为全都来自那座老派的商场。", - "EUGENE_CONVO3_EUGENE3": "但后来,我也开始迷恋上这样的装扮了。[pause]真希望能将这件粉夹克带回我的世界啊……", - "EUGENE_CONVO4_EUGENE1.m": "我……[pause]觉得你在篝火的映照下真好看。", - "EUGENE_CONVO4_EUGENE2": "要是手头有照相机,我一定会给你拍张照片。[pause]只可惜我没有,[pause]唉。", - "EUGENE_CONVO4_EUGENE1.n": "我……[pause]觉得你在篝火的映照下真好看。", - "EUGENE_CONVO4_EUGENE1.f": "我……[pause]觉得你在篝火的映照下真好看。", - "EUGENE_CONVO5_EUGENE2": "要我说……[pause]还挺适合你的!", - "EUGENE_CONVO5_EUGENE1": "你觉得自己的{first_tape_name}形态怎么样?", - "EUGENE_CONVO6_EUGENE2": "这篝火真是赞爆了。[pause]{player},干得漂亮。", - "EUGENE_CONVO5_EUGENE4": "我很喜欢。", - "EUGENE_CONVO5_EUGENE3": "摇身一变成{first_tape_description},保卫新威勒尔的人民!", - "EUGENE_CONVO6_EUGENE1": "这个篝火堆,[pause]在我帮忙生过的篝火里,[pause]排得上前十。", - "EUGENE_CONVO7_EUGENE4": "我希望不会像梦一样,[pause]一回到现实世界,就一下子忘个一干二净。", - "EUGENE_CONVO10_EUGENE4": "我通常都没什么找对象的缘分。[pause]和大天使战斗,比起试图猜透别人心里的想法,可是简单多了。", - "EUGENE_CONVO7_EUGENE2": "我希望……[pause]这里一切都是真实的。", - "EUGENE_CONVO7_EUGENE1.n": "你会不会经常想,回家之后的生活会是什么样的?", - "EUGENE_CONVO7_EUGENE1.m": "你会不会经常想,回家之后的生活会是什么样的?", - "EUGENE_CONVO7_EUGENE3": "这个想法,[pause]你肯定也有过吧?", - "EUGENE_CONVO8_EUGENE1": "过去的人们光是为了听音乐,[pause]就得随身带着这些塑料磁带。", - "EUGENE_CONVO7_EUGENE1.f": "你会不会经常想,回家之后的生活会是什么样的?", - "EUGENE_CONVO7_EUGENE5": "{player},我不想忘记你。", - "EUGENE_CONVO8_EUGENE3": "……", - "EUGENE_CONVO8_EUGENE2": "这玩意儿看着挺古老,所以我猜一盘磁带大概只能装几千首歌吧。", - "EUGENE_CONVO8_EUGENE4": "咦,[pause]你干嘛这样看着我?![pause]我说错话了吗?!", - "EUGENE_CONVO9_EUGENE2": "拥有变身成怪物的能力,就能以我们[wave amp=30 freq=10]想都不敢想[/wave]的方式,赋予广大社会的各路人群以力量!", - "EUGENE_CONVO9_EUGENE1": "如果我们能离开这座岛,我希望能把这磁带科技也一起带回去。", - "EUGENE_CONVO9_EUGENE3": "想象一下,要是能变成移动飞快的怪物运送蔬果……[pause]或者化身水系怪物扑灭野火……", - "EUGENE_CONVO10_EUGENE1.n": "我……[pause]很高兴能遇见你,{player}。", - "EUGENE_CONVO9_EUGENE4": "天,光是口头上说说,我就已经跟打了鸡血似的!", - "EUGENE_CONVO10_EUGENE2": "……", - "EUGENE_CONVO10_EUGENE1.f": "我……[pause]很高兴能遇见你,{player}。", - "EUGENE_CONVO10_EUGENE1.m": "我……[pause]很高兴能遇见你,{player}。", - "EUGENE_CONVO10_EUGENE3.m": "嗐,[pause]我竟然在这座神奇的岛上交到个这么可爱的男朋友,[pause]说出去谁敢信嘛?", - "EUGENE_CONVO10_EUGENE3.f": "嗐,[pause]我竟然在这座神奇的岛上交到个这么可爱的女朋友,[pause]说出去谁敢信嘛?", - "EUGENE_CONVO10_EUGENE3.n": "嗐,[pause]我竟然在这座神奇的岛上交到个这么可爱的对象,[pause]说出去谁敢信嘛?", - "EUGENE_CONVO10_EUGENE5": "也许我该在这方面努力一下……", - "EUGENE_CONVO11_EUGENE6": "嗯,[pause]那个新世界是在旧世界的灰烬中建立起来的。", - "EUGENE_CONVO11_EUGENE1": "{player},你有没有考虑过……[pause]不回自己的世界呢?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "我有什么理由不回?", - "EUGENE_CONVO11_EUGENE2": "是这样的:[pause]我们并不是来自同一个历史时间点,对吧?", - "EUGENE_CONVO11_EUGENE3": "我们并非来自同一个世界,而是来自两个大概很相似的世界。", - "EUGENE_CONVO11_EUGENE4": "所以你那个世界的未来,大有可能是我那个世界的历史。[pause]这就意味着,从长期来看,你的生活恐怕不会那么一帆风顺。", - "EUGENE_CONVO11_EUGENE4_OPTION1": "你在说什么啊?", - "EUGENE_CONVO11_EUGENE5": "我和你说过,我那个世界的人类打造了一个更美好的新世界,对吧?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "你那个世界的过去发生了什么?", - "EUGENE_CONVO11_EUGENE7": "我是在尘埃落定之后出生的,但那些一路经历过来的人……[pause]我想那段时光对于他们所有人来说,都是一种负担吧。", - "EUGENE_CONVO11_EUGENE8": "他们所失去的人事物,以及不得不成为自己唾弃的人,以上种种,都成了痛苦的回忆。", - "EUGENE_CONVO12_EUGENE2": "当然了,前提是我们把新威勒尔这里要做的事情都做完了。", - "EUGENE_CONVO11_EUGENE10": "你值得比那更好的人生,{player}。", - "EUGENE_CONVO11_EUGENE9": "我知道我没法阻止你回家,但我担心你有朝一日或许会活着见证那个世界。", - "EUGENE_CONVO12_EUGENE1": "你真的觉得那个巨大的通道能带我们回家吗?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "我是这么相信的!", - "EUGENE_CONVO12_EUGENE2_OPTION2": "必须能。", - "EUGENE_CONVO12_EUGENE3": "赞爆了。", - "EUGENE_CONVO13_EUGENE2": "你想想啊,[pause]这整个微型社会,都[wave amp=30 freq=10]建立[/wave]在一段共同经历的基础上——也就是被放逐至这座奇怪的岛上无法脱身。", - "EUGENE_CONVO12_EUGENE4": "我也盼着是真的。要知道,我可是有一大堆酷炫的人生规划呢!", - "EUGENE_CONVO13_EUGENE1": "说真的,[pause]如果那个大通道真能让大家离开新威勒尔,那这里可就要[wave amp=30 freq=10]大[/wave]变样了。", - "EUGENE_CONVO13_EUGENE3": "嗐,这里很多人都是由来自不同世界的人诞下并抚养长大的。对这里以外的一切,他们根本都[b]一无所知[/b]!", - "EUGENE_CONVO14_EUGENE1": "呃,[pause]我想我们该谈谈刚才发生的事。", - "EUGENE_CONVO13_EUGENE4": "这一发现有可能会改变一切,希望埃安忒已经有所准备吧。", - "EUGENE_CONVO14_EUGENE1_OPTION2": "你指的是?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "谈什么?", - "EUGENE_CONVO14_EUGENE3": "我们全都融合成一个巨型[shake rate=30 level=10]神祗怪物[/shake],并[shake rate=30 level=10]把阿列夫打了个落花流水[/shake]的事!", - "EUGENE_CONVO14_EUGENE2": "就是,[pause]我们……", - "EUGENE_CONVO14_EUGENE5": "我坦白跟你说吧,岛上冒出一大堆“大天使”的事,我其实完全摸不着头脑。", - "EUGENE_CONVO14_EUGENE4": "还挺爽的,你说是吧?", - "EUGENE_CONVO14_EUGENE6": "拿莫甘特和阿列夫来说,他们之间的[wave amp=30 freq=10]恩恩怨怨由来已久[/wave],是吧?然后地铁站好像也牵涉其中?[pause]嗐,我实在弄不懂。", - "EUGENE_CONVO14_EUGENE7": "但我知道的是,我们团结起来,打倒了一个大坏蛋。[pause]这事我还是弄得懂的。", - "EUGENE_CONVO15_EUGENE1": "哥们儿,我真希望你找路子离开这座岛的计划能成功。", - "EUGENE_CONVO15_EUGENE2": "我开始担心,新威勒尔有限的染发剂供应快要见底了。", - "EUGENE_CONVO16_EUGENE1": "哎哟喂,我们穿过的那座废弃小镇,可真让我寒毛直竖。", - "EUGENE_CONVO16_EUGENE2": "那里让我想起了还在老家时见过的好些地方。曾经有人居住的城镇,到了艰难时期便人去楼空。", - "EUGENE_CONVO16_EUGENE3": "我以前其实经常看到这样的地方。", - "EUGENE_CONVO16_EUGENE4": "也许假以时日,港口镇的人们就会回到那座废镇,把镇子重新建立起来。", - "EUGENE_CONVO16_EUGENE5": "希望有朝一日能实现吧。", - "EUGENE_CONVO17_EUGENE1": "在荒郊野外围坐在篝火旁,心里清楚[wave amp=30 freq=10]庞大的怪兽[/wave]随时有可能扑上来……[pause]{player},我觉得你现在肯定和我想着同一件事。", - "EUGENE_CONVO17_EUGENE2": "你在想:[pause]“我的洞穴人祖先过的就是这样的生活吧!”", - "EUGENE_CONVO17_EUGENE1_OPTION1": "是吗?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "那我具体在想什么呢?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "啥?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "我真的真的真的从来没这么想过。", - "EUGENE_CONVO18_EUGENE1": "我得好好改进一下我的战斗怒吼。", - "EUGENE_CONVO18_EUGENE1_OPTION1": "你的什么?", - "EUGENE_CONVO17_EUGENE3": "看来我猜得完全正确,你也在这么想嘛。", - "EUGENE_CONVO18_EUGENE1_OPTION2": "战斗怒吼……?", - "EUGENE_CONVO18_EUGENE2": "是啊![pause]比如面对某些敌人时,以及正要变身之前,我就大喊一些诸如“冲哇!”或者“变身!”之类的话语!", - "EUGENE_CONVO18_EUGENE2_OPTION1": "我看还有更好的喊法吧!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "“变身”好像不是特别有创意吧……", - "EUGENE_CONVO18_EUGENE4": "……", - "EUGENE_CONVO18_EUGENE3": "我这工程还是现在进行时好吧?", - "EUGENE_CONVO18_EUGENE5": "要是我喊[wave amp=30 freq=10]“我要切换怪物模式了!”[/wave]——你说效果怎么样?[pause]听起来是不是很牛哇?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "完全不。", - "EUGENE_CONVO18_EUGENE5_OPTION2": "一点儿也不。", - "EUGENE_CONVO18_EUGENE6": "那我还是改天再来聊这个话题吧。", - "EUGENE_CONVO19_EUGENE1": "抱歉,[pause]虽说我们现在严格来说已经是一对了,但我还在慢慢适应这个事实。", - "EUGENE_CONVO19_EUGENE1_OPTION1": "“严格来说”?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "听你语气好像不是特别兴奋啊。", - "EUGENE_CONVO19_EUGENE2": "啊,我没有说这样[shake rate=30 level=10]不好[/shake]的意思!", - "EUGENE_CONVO19_EUGENE3": "我就是没想到,在新威勒尔这里,居然还会有像[wave amp=30 freq=10]这样[/wave]的好事发生在我身上。我们能在一起,我当然[wave amp=30 freq=10]激动得跟打了鸡血似的[/wave]!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "啊?", - "EUGENE_CONVO20_EUGENE1": "要是能一起留在这里,那该多轻松啊,不是么?", - "EUGENE_SOCIAL1_EUGENE2": "怪物融合可真是累人。", - "EUGENE_CONVO20_EUGENE1_OPTION1": "此话怎讲?", - "EUGENE_CONVO20_EUGENE2": "你和我,在宁静且[wave amp=30 freq=10]田园牧歌般的[/wave]港口镇上过日子。一切都波澜不惊,什么都不会改变。", - "EUGENE_CONVO20_EUGENE3": "但是……那样实在不太符合我们的作风,是吧?[pause]我认为我们俩都注定不会甘于现状。", - "EUGENE_SOCIAL1_EUGENE1": "嗐,我不得不说……", - "EUGENE_SOCIAL1_EUGENE5": "比方说,在千钧一发之际,我们的目标极其一致,于是便真的聚集成一股强大的力量。", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "哦,是么?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "我想是吧!", - "EUGENE_SOCIAL1_EUGENE4": "我们内在力量的真实体现。", - "EUGENE_SOCIAL1_EUGENE3": "是啊![pause]就好比是……", - "EUGENE_SOCIAL1_EUGENE6": "在那一瞬间,我们仿佛[wave amp=30 freq=20]所向无敌[/wave]。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "当、当然了,[pause]前提是,[pause]你答应的话。", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "我明白你的意思!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "你现在听起来活像是个二次元角色在说话。", - "EUGENE_SOCIAL1_EUGENE7A": "哎呀,我就知道你懂的!", - "EUGENE_SOCIAL1_EUGENE7B": "哎呀,我这不是想郑重其事么!", - "EUGENE_SOCIAL1_EUGENE8": "我觉得我这一生实在太久没有付出了,懂我意思吧?", - "EUGENE_SOCIAL1_EUGENE9": "或许该把这些浪费掉的时光补回来了。", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "你的世界怎么了?", - "EUGENE_SOCIAL1_EUGENE10": "嗐,这个就别理了,我们可以改天再聊。", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "你的世界发生什么事了?", - "EUGENE_SOCIAL1_EUGENE11": "我会回去的。[pause]会回到我的世界。[pause]当然,要等你找到离开这里的路。", - "EUGENE_SOCIAL1_EUGENE12": "我会把磁带也一起带回去,[pause]这样就能为最有需要的人们挺身而出。", - "EUGENE_SOCIAL2_EUGENE1": "我在想,克莱曼斯之所以决定开家咖啡馆,完全是因为……[pause]咖啡馆能让镇子变得更好。", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "那就是做个外形是怪物的超级英雄啰?", - "EUGENE_SOCIAL1_EUGENE13": "没错,外形是怪物的超级英雄。", - "EUGENE_SOCIAL1_EUGENE14": "听起来挺牛的吧?", - "EUGENE_SOCIAL2_EUGENE2": "改善周围的环境,做点有用的事……[pause]这才是我应该做的事情啊!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "你不必一天到晚都想着帮助别人啊。", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "你帮的已经够多了!", - "EUGENE_SOCIAL2_EUGENE4": "大概只是从我那个世界得来的强迫症啦。", - "EUGENE_SOCIAL2_EUGENE3": "嘿嘿,[pause]你说是就是吧。", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "……你那个世界?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "此话怎讲?", - "EUGENE_SOCIAL2_EUGENE5": "好吧,[pause]在“我的地球”,[pause]大约21世纪中叶时,发生了某种……[pause]动荡。", - "EUGENE_SOCIAL2_EUGENE7": "于是某一天,所有人醒来时都恍然大悟,想要活得更好,我们只需要转而帮助彼此就好了。", - "EUGENE_SOCIAL2_EUGENE6": "人类的贪婪和消费至上达到了新的高度,世界再也承受不起了。", - "EUGENE_SOCIAL2_EUGENE9": "帮助自己社群的人,慢慢变得比赚钱和出名更加重要;[pause]但我从来就……[pause]不是特别擅长帮助人。", - "EUGENE_SOCIAL2_EUGENE8": "我们压根[b]不需要[/b]那些一边统治我们,一边毁掉这个星球的机构。", - "EUGENE_SOCIAL3_EUGENE4": "我会让港口镇变得更美好的——[pause]等着瞧吧。", - "EUGENE_SOCIAL2_EUGENE10": "而在新威勒尔这里,[pause]我有机会蜕变成最优秀的自己;[pause]这么一来,回到老家时,我的人生就能有意义了。", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "你不是非得成为英雄才有价值啊!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "你不必为此自责啊!", - "EUGENE_SOCIAL2_EUGENE11": "我知道,[pause]但是……", - "EUGENE_SOCIAL2_EUGENE12": "我觉得我需要这么做。", - "EUGENE_SOCIAL2_EUGENE13": "总之,[pause]我说完了。", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "……决定?", - "EUGENE_SOCIAL3_EUGENE3": "我打算不再口头上说要做事,[pause]而是闭嘴直接开始做。", - "EUGENE_SOCIAL3_EUGENE1": "好,[pause]我决定了。", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "决定什么?", - "EUGENE_SOCIAL3_EUGENE2": "我构思了一个大工程。", - "EUGENE_SOCIAL3_EUGENE5": "我也不好说……[pause]但是阻止[wave amp=30 freq=10]坏[/wave]事,和做[wave amp=30 freq=10]好[/wave]事,[pause]感觉是不一样的吧?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "你已经阻止了索地员的阴谋啊!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "你已经为帮助港口镇付出了自己的一分力啊!", - "EUGENE_SOCIAL3_EUGENE6": "好,我已经满怀期待了![pause]这一定会很精彩的,[pause]你就等着吧。", - "EUGENE_SOCIAL4_EUGENE1": "嘿,[pause]我能让你看点东西吗?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "你都在打什么主意啊?", - "EUGENE_SOCIAL3_EUGENE7.m": "嘘,[pause]你就好好等着瞧吧!", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "能告诉我“这”是什么吗?", - "EUGENE_SOCIAL3_EUGENE8": "毕竟“港口镇的捍卫者”,[pause]可是要守口如瓶的。", - "EUGENE_SOCIAL3_EUGENE7.f": "嘘,[pause]你就好好等着瞧吧!", - "EUGENE_SOCIAL3_EUGENE7.n": "嘘,[pause]你就好好等着瞧吧!", - "EUGENE_SOCIAL4_EUGENE7": "我意识到,自从我们把索地员全部赶跑之后,这栋丑陋的旧楼就一直在这里空置着。[pause]于是我就想,我可以把它好好利用起来哇!", - "EUGENE_SOCIAL4_EUGENE2": "我的大工程已经完成,我觉得是时候盛大开幕了。", - "EUGENE_SOCIAL4_EUGENE3": "想不想现在过去瞧瞧?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "好啊!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "暂时不了。", - "EUGENE_SOCIAL4_EUGENE_NO": "没关系,[pause]那就改天吧。", - "EUGENE_SOCIAL4_EUGENE11": "喂,我们俩可不是[wave amp=30 freq=10]每时每刻[/wave]都一起行动哇![pause]在我们的冒险旅途之外,我也还是有自己的空闲时间的啦!", - "EUGENE_SOCIAL4_EUGENE4": "好![pause]我来带路。", - "EUGENE_SOCIAL4_EUGENE6": "这里便是我们开启首次[wave amp=30 freq=10]组队任务[/wave]的地方!", - "EUGENE_SOCIAL4_EUGENE5": "还记得这地方吗,[pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "来吧,[pause]我带你参观一下里面是什么样的!", - "EUGENE_SOCIAL4_EUGENE9": "由于有天窗,[pause]这栋废弃的办公楼白天其实能照到大量自然光。", - "EUGENE_SOCIAL4_EUGENE10": "于是我琢磨着,这里大概能成为一个不错的社区花园。[pause]人们可以来这里种菜种花,还能顺带跑来郊外放松放松。", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "这么大的工程,你都是什么时候做的啊?!", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "你从哪里挤出时间完成这样的大工程啊?!", - "EUGENE_SOCIAL4_EUGENE12": "那……你有什么想法?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "这真是不可思议!", - "EUGENE_SOCIAL4_EUGENE14": "我本来还深信这是个非常愚蠢的主意呢。", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "我可太喜欢了!", - "EUGENE_SOCIAL4_EUGENE13": "你、[pause]你真的是这么想的?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "你可是一直在努力寻找离开这座岛的方式呢![pause]就连时间和空间的局限,都无法阻挠你前进!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "你这个朋友超酷的耶!", - "EUGENE_SOCIAL4_EUGENE15": "很高兴你能喜欢。", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "你可是一直在努力寻找离开这座岛的方式呢![pause]就连时间和空间的局限,都无法阻挠你前进!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "你可真浪漫。", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "嘿嘿,[pause]说什么呐。[pause]在你我二人之间,你才是那个有着远大抱负的人啊。", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "你可是一直在努力寻找离开这座岛的方式呢![pause]就连时间和空间的局限,都无法阻挠你前进!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "我很期待回到我真正的家园。[pause]我知道,在这里,我已经变成了最优秀、最牛的自己。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "那看来新威勒尔是时候拥有一处新的约会圣地了。", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "哥们儿,[pause]我们走吧。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "我认为你的大工程大获成功!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "那……这次就是我们的约会啰?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]呃,[pause][pause]我,[pause][pause]我猜是吧……[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "哟,对浪漫你就没那么自信了,是吧?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "我还从来没见过你这么紧张呢!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "太尴尬了……我能毫不费力打倒一个由办公室尸鬼组成的邪恶集团……", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "我想[pause]你是对的。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "但面对我的犯罪好搭档,却迟迟未能倾吐我对他的真实感受。", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "但面对我的犯罪好搭档,却迟迟未能倾吐我对她的真实感受。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "但面对我的犯罪好搭档,却迟迟未能将我的真实感受让对方知晓。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "嗯,[pause]我猜这算是个约会吧。", - "EUGENE_ROMANCE_EUGENE1.m": "你今天好安静啊。[pause]没事吧,[pause]哥们儿?", - "EUGENE_ROMANCE_EUGENE1.f": "你今天好安静啊。[pause]没事吧,[pause]哥们儿?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "没什么!", - "EUGENE_ROMANCE_EUGENE1.n": "你今天好安静啊。[pause]没事吧,[pause]哥们儿?", - "EUGENE_ROMANCE_EUGENE_NO": "好嘞。", - "EUGENE_ROMANCE_EUGENE8": "不过,我们就把握好在一起的这段时光,尽情享乐吧!", - "EUGENE_ROMANCE_EUGENE3": "我知道了。[pause]不对,我也是这么想的。[pause]我就是有点紧张,口不择言了。", - "EUGENE_ROMANCE_EUGENE2": "我……[pause][pause]呃……", - "EUGENE_ROMANCE_EUGENE5": "我们一加一大于二。[pause]就和融合时一样!", - "EUGENE_ROMANCE_EUGENE4": "我想,我们俩都帮助彼此成为了最优秀的自己。", - "EUGENE_ROMANCE_EUGENE7": "你对我很重要,[pause]但我从前的生活正等着我回去。[pause]你也是如此。", - "EUGENE_ROMANCE_EUGENE6": "话虽如此……[pause]要是找到了离开这座岛的路,到时候,我们或许不得不分开。", - "EUGENE_ROMANCE_EUGENE9": "还有人等着我们去帮,还有巨大怪物等着我们当面送上一记狠拳。", - "EUGENE_ROMANCE_EUGENE10": "还是老样子——[pause]港口镇无人能挡的强势情侣!", - "FELIX_INTRO_FELIX3": "但我不是。我,连同房里的所有物品,一起掉在了这里。", - "FELIX_INTRO_FELIX1": "当心脚下,[pause]别被这里的诸多垃圾绊倒了。", - "EUGENE_ROMANCE_EUGENE11": "不过冒险的脚步也许可以暂停一会儿,[pause]至少今晚我们就慢慢享受二人时光吧……", - "FELIX_UNKNOWN_NAME": "友善的家伙", - "FELIX_INTRO_FELIX1_OPTION1": "这间房是从哪里来的?", - "FELIX_INTRO_FELIX1_OPTION2": "这是个什么地方?", - "FELIX_INTRO_FELIX2": "这里大部分人都是从天而降,然后落入海中,对吧?", - "FELIX_INTRO_FELIX9": "这整间屋子装着我一起从天而降时,房里的许多东西都被摔了个稀烂,[pause]结果下了场雨之后状况更是惨烈……", - "FELIX_INTRO_FELIX4_OPTION2": "怎么会整间公寓都来了新威勒尔啊?", - "FELIX_INTRO_FELIX4": "这里曾经是我的公寓……[pause]不过差了几面墙吧。", - "FELIX_INTRO_FELIX4_OPTION1": "为什么会发生这样的事?", - "FELIX_INTRO_FELIX5": "你问我,我问谁呀![pause]不过这倒是意味着,[pause]我所有旧速写本和画作都跟着一起来了。", - "FELIX_INTRO_FELIX6": "我叫菲利克斯,[pause]很高兴认识你。", - "FELIX_INTRO2_FELIX14": "大部分连环画故事讲述的都是法国大革命时的英雄,[pause]比如红花侠;[pause]但自从大成本制作的改编电影成为大热主流,人们对原始素材就愈发兴趣缺缺了。", - "FELIX_INTRO_FELIX6_OPTION1": "我叫{player}!", - "FELIX_INTRO_FELIX6_OPTION2": "大家都叫我……{player}。", - "FELIX_INTRO_KAYLEIGH7": "呀,菲利克斯![pause]你在这里做什么啊?", - "FELIX_INTRO_MEREDITH7": "好一阵子没见你了,菲利克斯。你,呃,在这里干嘛呢?", - "FELIX_INTRO_VIOLA7": "我名唤作梅萨林的薇奥拉。[pause]你孤身一人在此忙碌,不知所为何事?", - "FELIX_INTRO_EUGENE7": "哟,兄弟!你平时都是来这儿消遣的嘛?[pause]在这里干嘛呢?", - "FELIX_INTRO_FELIX8": "我在找东西。", - "FELIX_INTRO_FELIX10": "但我很有把握,这里有一样东西一定会完好无缺……", - "FELIX_INTRO_FELIX11": "我就知道!", - "FELIX_INTRO_FELIX12_OPTION1": "那是什么?", - "FELIX_INTRO_FELIX12": "封口处依旧完好无缺,但愿没有水漏进去吧。", - "FELIX_INTRO_FELIX12_OPTION2": "里面有什么?", - "FELIX_INTRO_FELIX13": "这恐怕很难解释清楚……", - "FELIX_INTRO_FELIX14": "有空来我家坐坐吧,就在港口镇西城区。[pause]到时我会展示给你看的。", - "FELIX_INTRO2_FELIX2_OPTION1": "当然想!", - "FELIX_INTRO2_FELIX1.m": "啊,嗨,[pause]你来了。", - "FELIX_INTRO2_FELIX2": "想不想看看我从旧居的悲惨遗迹中抢救了什么出来?", - "FELIX_INTRO2_FELIX1.n": "啊,嗨,[pause]你来了。", - "FELIX_INTRO2_FELIX1.f": "啊,嗨,[pause]你来了。", - "FELIX_INTRO2_FELIX3": "是这样的,在我原本的生活里,我是个连环画画师。", - "FELIX_INTRO2_FELIX2_OPTION2": "暂时不了。", - "FELIX_INTRO2_FELIX2_NO": "没关系,等你改变主意了就来和我打声招呼吧。", - "FELIX_INTRO2_FELIX3_OPTION1": "连环画画师?", - "FELIX_INTRO2_FELIX3_OPTION2": "是什么?", - "FELIX_INTRO2_FELIX4": "直接展示应该更易懂一些。瞧:", - "FELIX_INTRO2_FELIX5": "这个是连环画转筒。将转筒放入这个连环画箱,然后透过空隙往里看。", - "FELIX_INTRO2_FELIX6": "连环画箱里面装着马达,所以只要我按下这个按钮,它就会转动。", - "FELIX_INTRO2_FELIX8": "当连环画转起来时,画中的人事物便会栩栩如生地动起来,[pause]对吧?", - "FELIX_INTRO2_FELIX7": "同一幅画反复出现在连环画条带上,每一幅画面的细节都稍有不同。", - "FELIX_INTRO2_FELIX9": "接着你可以拉下拉杆切换到下一行,[pause]然后便能观赏故事的下一部分了。", - "FELIX_INTRO2_FELIX10": "仅靠绘画,[pause]你就能讲述一整个故事,[pause]为其赋予生命。", - "FELIX_INTRO2_FELIX11": "我自孩提时起,就一直痴迷连环画。", - "FELIX_INTRO2_FELIX12": "它们曾风靡一时,[pause]不过后来有点落后于时代了。", - "FELIX_INTRO2_FELIX13": "现在,连环画更像是个小众的媒介。[pause]至少,[pause]在我来自的那个世界,[pause]是这样的。", - "FELIX_INTRO2_FELIX15": "我小时候就很迷这些故事,[pause]而且这份爱一直未曾动摇。", - "FELIX_INTRO2_FELIX16": "我想这就是为什么我现在成了个画师吧。", - "FELIX_INTRO2_FELIX18": "原来啊,一座遍地都是奇异怪物的海岛,正是寻找灵感的绝佳去处!", - "FELIX_INTRO2_FELIX17": "眼下我正打算构思一些新角色……", - "FELIX_INTRO2_FELIX19": "而这也意味着……你或许可以帮到我的忙。", - "FELIX_INTRO2_FELIX20": "我正在寻找某种特定的生物,希望能对其仔细观察。", - "FELIX_INTRO2_FELIX21": "我知道这类生物可以在樱桃草甸上找到。那是一位[wave amp=30 freq=10]持木剑的勇士。[/wave]", - "FELIX_QUEST1_PART3_FELIX4": "我降落到这里时,这本速写本也在公寓里,所以还能找到它。", - "FELIX_INTRO2_FELIX22": "你能帮我这个忙么?", - "FELIX_INTRO2_FELIX22_OPTION1": "当然可以!", - "FELIX_INTRO2_FELIX22_NO": "没关系。等你的日程安排有空了,就顺道来我这里一趟,我们一起踏上这个小小冒险旅程吧。", - "FELIX_INTRO2_FELIX22_OPTION2": "还是改天吧。", - "FELIX_INTRO2_FELIX23": "太好了!我会在地图上为你标示目的地。", - "FELIX_QUEST1_PART1_FELIX1": "就是它了!好,战斗交给你了,我趁机来画它的速写。", - "FELIX_QUEST1_PASSIVE_FELIX1": "巡护队谈到过这种生物,他们说它的站姿是完美的战士姿态。", - "FELIX_QUEST1_PASSIVE_FELIX2": "这地方挺漂亮的吧?", - "FELIX_QUEST1_PART2_FELIX1": "啊哦……", - "FELIX_QUEST1_PART2_KUNEKO2": "妖魔鬼怪,速速住手!", - "FELIX_QUEST1_PART2_FELIX7": "……", - "FELIX_QUEST1_PART2_KUNEKO3": "别、别回来了!", - "FELIX_QUEST1_PART2_FELIX4": "你是……", - "FELIX_QUEST1_PART2_FELIX5": "等等,[pause][pause]你莫非是……?!", - "FELIX_QUEST1_PART2_KUNEKO6": "噫!", - "FELIX_QUEST1_PART2_FELIX8": "糟[pause]了。", - "FELIX_QUEST1_PART2_FELIX9": "不是吧。[pause][pause]不。", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "那是大天使吗?", - "FELIX_QUEST1_PART2_FELIX12": "走吧,回我家去。我保证,一切都会水落石出的。", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "那是怪物吗?", - "FELIX_QUEST1_PART2_FELIX10": "这……", - "FELIX_QUEST1_PART2_FELIX11": "这些陈年旧事真是阴魂不散。", - "FELIX_QUEST1_PART3_FELIX1": "肯定就在这里附近,[pause]我……", - "FELIX_QUEST1_PART3_FELIX2": "找到了!", - "FELIX_QUEST1_PART3_FELIX3": "喏。这是我12岁时用的旧速写本。", - "FELIX_QUEST1_PART3_FELIX5": "你看这一页。", - "FELIX_QUEST1_PART3_FELIX6": "她名叫苦无喵。", - "FELIX_QUEST1_PART3_FELIX13": "但如果苦无喵真的存在于这个世界……[pause]那么我得找到她。", - "FELIX_QUEST1_PART3_FELIX7": "她是我孩提时编造的一个角色。", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "她这是长了天使的翅膀吗?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "她怎么长着猫耳啊?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "她是忍者吗?", - "FELIX_QUEST1_PART3_FELIX8": "她……[pause]是天使和恶魔的女儿,从小遗落在地球上,后来被一个神秘的忍者家族收养……", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]主人?", - "FELIX_QUEST1_PART3_FELIX9": "她满21岁时,[pause]便走出家门,踏上了壮阔的征程,要在四座元素圣坛前战斗,证明她是这片土地上最厉害的勇士。", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "好老套哦。", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "哇,她听起来好酷耶!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "你的画功无疑大有长进……", - "FELIX_QUEST1_PART3_FELIX10": "嘴下留情好嘛,[pause]我那时候正值中二期呢!", - "FELIX_QUEST1_PART3_FELIX12": "至于我这[wave amp=30 freq=10]低质量的童年涂鸦[/wave]怎么就变成了真人,我也是[b]完全[/b]摸不着头脑。", - "FELIX_QUEST1_PART3_FELIX11": "我[b]完全[/b]清楚整个状况有多么站不住脚!", - "FELIX_QUEST1_PART4_KUNEKO1": "……", - "FELIX_QUEST1_PART3_FELIX14": "我必须把这件事查个一清二楚。", - "FELIX_QUEST1_PART4_FELIX2": "噢。[pause]重逢来得可真快。", - "FELIX_QUEST1_PART4_KUNEKO4": "我、我从未见过你,但我感受到与你有某种强大的联系……", - "FELIX_QUEST1_PART4_FELIX3": "你先前救了我一命……[pause]你认识我吗?", - "FELIX_QUEST1_PART4_FELIX5": "啊,是哦,那可不么。", - "FELIX_QUEST1_PART4_KUNEKO7": "我……", - "FELIX_QUEST1_PART4_FELIX6": "毕竟,创造你的人是我。", - "FELIX_QUEST1_PART4_FELIX12": "你真的不必一直叫我“造物主”。", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]请原谅我![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "没能认出您[wave amp=30 freq=10]真的很抱歉[/wave],造物主!", - "FELIX_QUEST1_PART4_KUNEKO10": "就在前不久,我在我们初次相遇的那片草甸上醒来,[pause]全身一无所有,仅有脱口而出的名字,以及心中挂念的征程。", - "FELIX_QUEST1_PART4_KUNEKO11": "我并无其他记忆,造物主。", - "FELIX_QUEST1_PART4_KUNEKO13": "那……[pause]圣父?", - "FELIX_QUEST1_PART4_FELIX14": "呃,[pause]这也,[pause]好不到哪儿去啊。", - "FELIX_QUEST1_PART4_FELIX16": "不行。", - "FELIX_QUEST1_PART4_KUNEKO17": "…[pause]…[pause]……[pause]爸比?", - "FELIX_QUEST1_PART4_FELIX18": "[b]绝对[/b]不行。", - "FELIX_QUEST1_PART4_FELIX19": "你直接……[pause]叫我菲利克斯就好。", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "苦无喵,你刚才是不是提到了“征程”?", - "FELIX_QUEST1_PART4_FELIX22": "唉,我当时可真是想不出更出色的故事情节了……", - "FELIX_QUEST1_PART4_KUNEKO20": "我必须在这片土地上找出四座元素圣坛,并击败守卫着圣坛的怪兽。", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "你的征程是指什么?", - "FELIX_QUEST1_PART4_KUNEKO21": "只有[b]这样[/b]才能证明我的实力!", - "FELIX_QUEST1_PART4_FELIX23": "苦无喵,你犯不着踏上这段“征程”。这都不是真的……[pause]不过是我为了你的人物背景而[wave amp=30 freq=10]编造出来的[/wave]。", - "FELIX_QUEST1_PART4_FELIX24": "更何况,新威勒尔的生物都相当危险。", - "FELIX_QUEST1_PART4_KUNEKO26": "这正是为什么我[wave amp=30 freq=10]别无选择[/wave],只能证明自己!", - "FELIX_QUEST1_PART4_KUNEKO25": "造物主,我知道您认为我没有这个本事……", - "FELIX_QUEST1_PART4_FELIX25": "这整件事都……[pause]十分怪异。[pause]应该不是只有我一个人这么想吧?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "嗯,确实是挺怪异的。", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "就和这座岛上的所有事一样怪异。", - "FELIX_QUEST1_PART4_FELIX26": "从小到大,我明明还创造了很多没那么尴尬的角色啊。[pause]为什么偏偏是[b]她[/b]?", - "FELIX_QUEST1_PART4_FELIX27": "无论如何,[pause]假如是因为我创造了她,她才出现在这里,那我多多少少得对她负起责任。", - "FELIX_QUEST1_PART4_FELIX28": "我们应该找到这四座“元素圣坛”,确保她不会身陷险境。", - "FELIX_QUEST2_ALTAR1_FELIX1": "看来这些圣坛还真是真实存在的。[pause]那就难怪了。", - "FELIX_QUEST1_PART4_FELIX29": "我们可以在岛上找一找,或者到镇里打听打听。[pause]{player},你来决定吧。", - "FELIX_QUEST2_ALTAR1_FELIX2": "苦无喵!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "造物主,我必须证明我的实力……", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "我以利刃命令你……[shake rate=30 level=10]现身吧,守护兽![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "走吧,我们得帮她一把。", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "造物主,感谢您从旁协助……", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "但下一场战斗,我将不需要[wave amp=30 freq=10]任何[/wave]帮助!", - "FELIX_QUEST2_ALTAR1_FELIX8": "她还是对这件事很投入啊。", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "我以日月恰巧同时辉映之力量命令你……", - "FELIX_QUEST2_ALTAR1_FELIX9": "那好吧,[pause]我们去找剩下的圣坛。", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]显形吧,守护兽![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "她还真是入戏啊。", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "造物主,与您并肩作战……", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "令我倍感卑微……", - "FELIX_QUEST2_ALTAR2_FELIX6": "说真的,这真的没什么大不了的……", - "FELIX_QUEST2_ALTAR3_FELIX12": "我……呃……", - "FELIX_QUEST2_ALTAR2_FELIX7": "然后……她就这么消失了。[pause]我们该去找下一座圣坛了。", - "FELIX_QUEST2_ALTAR3_FELIX1": "等等!苦无喵……", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]露脸吧,守护兽![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "我以令我对正义的热情既冷酷又炽热的冰与火之力,[pause]命令你……", - "FELIX_QUEST2_ALTAR3_FELIX4": "上吧。", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "造物主,您又一次帮助了我……", - "FELIX_QUEST2_ALTAR3_FELIX6": "我不希望你弄伤自己啊!", - "FELIX_QUEST2_ALTAR3_FELIX7": "知道吗……", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause]…[pause]…[pause]……", - "FELIX_QUEST2_ALTAR3_FELIX8": "你并不需要做这样的事来讨好我。", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "造物主,[pause]我知道您对我的真实想法。", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "我知道您为创造了我而感到[shake rate=30 level=10]难堪[/shake]。", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "我踏上征程,[shake rate=30 level=10]并不是[/shake]为了讨好你。", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "光是从你看我的眼神,我就看得出来!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "是啊。", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "我知道,[shake rate=30 level=10]无论[/shake]我做些什么,你都不会以我为荣!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]守护兽,[pause]显形吧![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "呃,[pause]好吧,[pause]这下我真的很过意不去了。", - "FELIX_QUEST2_ALTAR3_FELIX17": "我的措辞也许是糟糕了点。", - "FELIX_QUEST2_ALTAR3_FELIX18": "我应该去找她道歉。", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "确实有点……", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "我知道你不是有意那么说的。", - "FELIX_QUEST2_ALTAR3_FELIX19": "她会去最后一座圣坛吧?", - "FELIX_QUEST2_ALTAR4_FELIX1": "苦无喵,[pause]嗨,[pause]呃……", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "牌组洗牌!我已抽好最后一手牌……[pause]是同花顺!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "等你准备好了,再回来跟我对战吧!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "我只是个早被遗忘的念头,[pause]对吧,[pause][shake rate=30 level=10]造物主?[/shake]", - "FELIX_QUEST2_ALTAR4_FELIX5": "苦无喵,我……", - "FELIX_QUEST2_ALTAR4_FELIX4": "好吧,[pause]我们先去帮她,[b]然后[/b]我再道歉。", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "是一个你曾经觉得好玩,[pause]然后又[shake rate=30 level=10]无情抛弃[/shake]的点子,对吧?", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "等你准备好了,再回来跟我对战吧!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "我以土、风、火、气的光明力量命令道……", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "等你准备好了,再回来跟我对战吧!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]揭示我的真正潜能![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "我还让您难堪么,[pause]造物主?", - "FELIX_QUEST2_ALTAR4_FELIX10": "她……[pause][pause]在自己体内统一了四种元素……", - "FELIX_QUEST2_ALTAR4_FELIX13": "我想活下去,这样才能纠正错误……[pause]这是我唯一的愿望……", - "FELIX_QUEST2_ALTAR4_FELIX12": "抱歉……[pause]这都是我的错,[pause]{player}……", - "FELIX_QUEST2_ALTAR4_FELIX15": "苦无喵……[pause]我真的很抱歉。", - "FELIX_QUEST2_ALTAR4_FELIX16": "无论是你,还是我青春期的其他创作,先前在我眼中都是拿不上台面的尴尬之作。", - "FELIX_QUEST2_ALTAR4_FELIX14": "来吧,[pause]我知道只要齐心协力,我们一定能把错误纠正回来的!", - "FELIX_QUEST2_ALTAR4_FELIX17": "但凡事总得有个起步的阶段。如果我没有构思出你、没有[wave amp=30 freq=10]画下[/wave]你……", - "FELIX_QUEST2_ALTAR4_FELIX18": "我今天也就成不了画师。", - "FELIX_QUEST2_ALTAR4_FELIX19": "我不该假装你并不存在,而是应该张开双臂拥抱你,包容你对于我画师成长历程的意义。", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "你、你真的是这么想的吗?", - "FELIX_QUEST2_ALTAR4_FELIX21": "是的。[pause]况且,你刚才在我看来简直酷毙了。", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]造物主~~", - "FELIX_QUEST2_ALTAR4_FELIX23": "好啦好啦,[pause]冷静一下。", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "啊不,[pause]很抱歉刚才试图杀你,[pause]“菲利克斯”。", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "很抱歉刚才试图杀您,造物主……", - "FELIX_QUEST2_ALTAR4_FELIX27": "苦无喵,我有些事想知道……", - "FELIX_QUEST2_ALTAR4_FELIX26": "没关系啦!一切都过去了。", - "FELIX_QUEST2_ALTAR4_FELIX28": "你怎么就[wave amp=30 freq=10]成真了[/wave]?我不明白。", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "……我亦不甚清楚!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "一旦你创造了某样东西,它大概就不再属于你了。[pause]创意会像拥有自己的意志一样,自然而然变化、发展。", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "但你要是问我是怎么[wave amp=30 freq=10]认为[/wave]的,那我会说……", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]你[/wave]是画师,造物主菲利克斯。[pause]你应该比我更清楚这一点。", - "FELIX_QUEST2_ALTAR4_FELIX33": "……哦。好吧。", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "你现在打算怎么办?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "我想我无法与二位一同留在这区区小镇上……[pause]这实在不是我的道路。", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "你的征程现在结束了吗?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "不,我要成为我自己![pause]我将听从我的水晶之心,无论它引领我走向何方。", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "祝你一路顺风!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "我们会想你的!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "你的心真的是水晶做的吗?还是说这只是种修辞手法?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "请收下这个——[pause]我将自己的力量赠予你们。[pause]希望它能让你们想起我们一同战斗的时光。", - "FELIX_QUEST2_ALTAR4_FELIX36": "好吧,如果我们不得不在此分道扬镳……", - "FELIX_QUEST2_ALTAR4_FELIX37": "那么我很感谢能遇到你,苦无喵!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "就此别过吧,[pause]造物主菲利克斯。", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "也就此别过了,[pause]造物主菲利克斯的寡言朋友。", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "也就此别过了,[pause]造物主菲利克斯的寡言朋友。", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "也就此别过了,[pause]造物主菲利克斯的寡言朋友。", - "FELIX_QUEST2_ALTAR4_FELIX42": "……[pause]她真得在戏剧性修辞这方面好好下一番功夫。", - "FELIX_QUEST2_ALTAR4_FELIX43": "好吧,这次的经历还蛮有意思的。", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "愿、愿我们的记忆如烽燧般熊熊燃烧,照亮我们[shake rate=30 level=10]真正的前进道路![/shake]", - "FELIX_QUEST2_ALTAR4_FELIX44": "而且我说的也包括我们[wave amp=30 freq=10]组合[/wave]成了一头大怪物。这还挺……新奇的。", - "FELIX_CONVO1_FELIX5": "如果我能回到家,这道疤也会重新出现么?我实在不由得好奇。", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "我们更倾向于用“融合”这个术语。", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "是挺酷的!", - "FELIX_QUEST2_ALTAR4_FELIX45": "坦白说,这害我有点犯晕,但也许下一次我就会做好准备了吧!", - "FELIX_QUEST2_ALTAR4_FELIX46": "走吧,回我家去梳理一下头绪。[pause]此外,我也有新速写的灵感了。", - "FELIX_QUEST2_EPILOGUE_FELIX2": "我比以往更有拿起笔画画的动力。[pause]我想创作新的角色……", - "FELIX_QUEST2_EPILOGUE_FELIX1": "我想,这整个冒险旅程,真的点燃了我心中的一把火。", - "FELIX_QUEST2_EPILOGUE_FELIX3": "我想靠自己的画作过上美好富足的生活,也想按自己喜爱的方式工作。", - "FELIX_QUEST2_EPILOGUE_FELIX4": "所以……[pause]我觉得我准备好回家了。", - "FELIX_QUEST2_EPILOGUE_FELIX5": "你在找的,[pause]也正是回家的路吧?", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "没错!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "倒也不止啦!", - "FELIX_QUEST2_EPILOGUE_FELIX6": "离开这里的出路……", - "FELIX_QUEST2_EPILOGUE_FELIX8": "但是大家也说童年创作的角色不会活过来啊,不是么?", - "FELIX_QUEST2_EPILOGUE_FELIX7": "镇上的人都说不可能找到……", - "FELIX_QUEST2_EPILOGUE_FELIX9": "如果你认为有出路,那么我相信你。", - "FELIX_QUEST2_EPILOGUE_FELIX10": "你就放心算我一个吧。", - "FELIX_QUEST2_EPILOGUE_FELIX11": "啊对,还有一件事。", - "FELIX_QUEST2_EPILOGUE_FELIX12": "我之前不是跟你说想画一幅速写么,喏,就是这幅。", - "FELIX_CONVO1_FELIX1": "想不想听一件有点诡异的事?", - "FELIX_CONVO1_FELIX2": "我上臂这里曾经有一道疤。我小时候掉在了铁丝网上,胳膊划出了一大道口子。", - "FELIX_CONVO1_FELIX3": "那道疤已经不见了。[pause]自从我来到新威勒尔,它就消失了。", - "FELIX_CONVO1_FELIX4": "我……[pause]我不知道这意味着什么……[pause]纯粹觉得挺有意思的。", - "FELIX_CONVO2_FELIX1": "嘿,你吃过奶油塔么?", - "FELIX_CONVO2_FELIX2": "我完全可以给你做一点尝尝哦![pause]我相信所有材料都可以在岛上找到……", - "FELIX_CONVO2_FELIX3": "不过,[pause]葡萄干恐怕有点难找,但要我说嘛……[pause]没有更好。", - "FELIX_CONVO3_FELIX1": "不知道你有没有注意到,[pause]新威勒尔有许多人并不是你我这样的外来者。", - "FELIX_CONVO3_FELIX2": "他们的父母和祖父母是被海浪冲到这里来的,[pause]这点毋庸置疑;[pause]但是这座岛便是他们所知道的一切了。", - "FELIX_CONVO3_FELIX3": "周围都是流落到此的迷途之人,然而这里却是你认知中唯一的家园,[pause]成长过程中还要一直听别人说起外头那些世界如何如何,你却永远没有机会见识……[pause]不知道会是种什么样的感受呢。", - "FELIX_CONVO3_FELIX4": "也许他们也和我们一样,有种被困在这里的感觉吧。", - "FELIX_CONVO4_FELIX2": "是不是很奇怪?[pause]毕竟,[pause]我长大的地方可没有任何怪物啊。", - "FELIX_CONVO4_FELIX1": "这座岛上的生活,让我想起我的家乡。", - "FELIX_CONVO4_FELIX3": "但是两者如出一辙的,是那种渴望着前进、渴望着逃离,[pause]然而却无法做到的压抑感……", - "FELIX_CONVO4_FELIX4": "不是说我不喜欢跟你和其他人一起玩,只是……", - "FELIX_CONVO4_FELIX5": "外面的世界很广阔。[pause]而且事实证明,[pause]外头有许多个不同的世界。[pause]我想尽量多去瞧瞧。", - "FELIX_CONVO5_FELIX2": "被人告知自己的整个人生都出自某个呆瓜艺术家之手,感觉一定很怪异吧。", - "FELIX_CONVO5_FELIX1": "真希望苦无喵一切安好。", - "FELIX_CONVO5_FELIX3": "等等![pause]我们会不会也[wave amp=30 freq=10]全都[/wave]是由另一个人这样子创造出来的啊?", - "FELIX_CONVO5_FELIX4": "……[pause]不不不,我看是我想太多。", - "FELIX_CONVO6_FELIX1": "在来到这里之前,[pause]我打死也不会想到,自己的下一段恋情居然会和篝火这么密不可分。", - "FELIX_CONVO7_FELIX6": "仔细想想……[pause]这还挺了不起的。", - "FELIX_CONVO6_FELIX2": "生活还真是时不时就能给你带来些意想不到的东西啊,[pause]对吧?", - "FELIX_CONVO6_FELIX3": "我倒也不是在抱怨,[pause]我很喜欢和你一起在外露营。", - "FELIX_CONVO7_FELIX1": "港口镇的生活说不定有好些有益的教训可以吸取。", - "FELIX_CONVO7_FELIX2": "怎么说呢,[pause]虽然没有什么繁华的夜生活,但是……", - "FELIX_CONVO7_FELIX3": "整个镇子都很依赖彼此,所以没人会被落在后头。", - "FELIX_CONVO7_FELIX4": "食物足够分给每一个人,但也没多到可以挥霍浪费的地步。", - "FELIX_CONVO7_FELIX5": "这里与人类文明隔绝,[pause]但仍能勉强度日。", - "FELIX_CONVO8_FELIX1": "说起来,[pause]滞留在一座遍地怪物的荒岛上,远离朋友和家人……", - "FELIX_CONVO8_FELIX2": "这本应是难以想象的困境……[pause]但是我却发现自己适应得挺好的。", - "FELIX_CONVO9_FELIX1": "我正在酝酿一个新的连环画故事……[pause]这次我真的遇上了无比适合的主题。", - "FELIX_CONVO8_FELIX3": "我想,即便世界末日来了,我们依旧能想出办法撑过去,[pause]不是么?", - "FELIX_CONVO8_FELIX4": "人类就是这么奇怪啊。[pause]我自己也包括在内。", - "FELIX_CONVO9_FELIX2": "不过,我得确保这是我能创作的最精彩的故事。毕竟,我也不确定是否还会有下一次机会。", - "FELIX_CONVO13_FELIX2_OPTION2": "但愿如此吧!", - "FELIX_CONVO9_FELIX2_OPTION1": "这话什么意思?", - "FELIX_CONVO9_FELIX3": "谁知道呢![pause]也许我会突然手感尽失。[pause]也许我会被困于另一座小岛。[pause]也许世界会灭亡。", - "FELIX_CONVO9_FELIX2_OPTION2": "怎么会没有下一次机会呀?", - "FELIX_CONVO9_FELIX4": "我总会试着把自己手头的项目,当作这一生创作的最后一件作品来对待;创作它,说不定就是我在这个世上留下的最后遗产。", - "FELIX_CONVO9_FELIX5": "毕竟,可能真的就这么[wave amp=30 freq=10]一语成谶[/wave]。", - "FELIX_CONVO10_FELIX1": "我觉得自己目前灵感勃发,创作状态大好。我对此相当高兴!", - "FELIX_CONVO19_FELIX2": "你来自的那个世界,并没有“连环画条带”吗?[pause]但你们倒是有样东西叫“漫画书”,你认为风格上十分相似,是吗?", - "FELIX_CONVO10_FELIX1_OPTION1": "你还真是个乐天的家伙!", - "FELIX_CONVO10_FELIX1_OPTION2": "你总是心情很好呢!", - "FELIX_CONVO10_FELIX2": "呃……你真这么觉得?", - "FELIX_CONVO10_FELIX3": "我[wave amp=30 freq=10]试图[/wave]一切都往好的方向看。", - "FELIX_CONVO10_FELIX5": "不过,怨恨只能激励你一小段时间。[pause]我正努力采取更积极的态度来面对生活。", - "FELIX_CONVO10_FELIX4": "在我辞职后的一段时间里,我都相当愤怒。这样的糟糕经历,很容易让你怨气冲天。", - "FELIX_CONVO10_FELIX6": "更何况,这座岛实在怪得没法让人认真对待。那又有什么道理让这座岛令你消沉呢?", - "FELIX_CONVO11_FELIX2": "能不能把所有速写本都一起带回去呢?它们会不会跟着穿越时空啊?但愿可以!", - "FELIX_CONVO11_FELIX1": "如果那个大通道真的能带领我们离开新威勒尔,那也许我得开始考虑收拾行李了。", - "FELIX_CONVO12_FELIX1": "列车顶上的那场大仗可真精彩啊,对吧?", - "FELIX_CONVO12_FELIX2": "我正试着慢慢剖析我们对“大天使”掌握的一切信息。", - "FELIX_CONVO12_FELIX3": "长着三角头的那个大天使阿列夫,他说的一些话引起了我的注意,恐怕会是[wave amp=30 freq=10]关键[/wave]信息。", - "FELIX_CONVO12_FELIX4": "他说人类群体中最为大行其道的想法,令大天使得以“具现化”;而大天使又反过来出现在我们的世界,将我们的幻想演绎出来。", - "FELIX_CONVO12_FELIX5": "你觉得是真的么?你认为阿列夫真的曾在古时候[wave amp=30 freq=10]到访过[/wave]我们的世界吗?我们甚至都不是[wave amp=30 freq=10]来自[/wave]同一个世界啊,这到底要怎么做到?", - "FELIX_CONVO12_FELIX6": "人类产生想法、想象事物,而这些想象中的事物随后又在其他世界[wave amp=30 freq=10]成真[/wave],这难道才是人类真正的角色吗?还是说这一切都只是我想多了?", - "FELIX_CONVO12_FELIX7": "听了这些,你开始晕头转向了吧?", - "FELIX_CONVO12_FELIX8": "我就是觉得好像很有必要将这一切都梳理一下啦。", - "FELIX_CONVO12_FELIX7_OPTION1": "我都不知道你还有当侦探的才能!", - "FELIX_CONVO12_FELIX7_OPTION2": "你原来一直在留意这一切啊,我都没察觉到!", - "FELIX_CONVO13_FELIX1.m": "嘿,{player},恭喜你成为巡护员队长!", - "FELIX_CONVO13_FELIX1.n": "嘿,{player},恭喜你成为巡护员队长!", - "FELIX_CONVO12_FELIX9": "毕竟世事难料,说不定我有朝一日能在故事里把这些概念全部用上呢!", - "FELIX_CONVO13_FELIX2": "这下你可有很多任务要做了。希望往后你依然有空出来玩!", - "FELIX_CONVO13_FELIX1.f": "嘿,{player},恭喜你成为巡护员队长!", - "FELIX_CONVO13_FELIX2_OPTION1": "当然会有的!", - "FELIX_CONVO13_FELIX3": "嘿嘿,希望如此。", - "FELIX_CONVO14_FELIX1_OPTION1": "是么?", - "FELIX_CONVO14_FELIX1": "啊,[pause]我听说了你、凯莉和那帮奇怪的邪教徒的事。", - "FELIX_CONVO14_FELIX1_OPTION2": "啊对,那事啊……", - "FELIX_CONVO14_FELIX2": "他们有个很有魅力的教主,好像是想获得一位大天使的力量,对吧?", - "FELIX_CONVO14_FELIX2_OPTION1": "嗯,差不多吧。", - "FELIX_CONVO14_FELIX2_OPTION2": "简单来说就是这样。", - "FELIX_CONVO14_FELIX3": "希望他们都平安无事吧。经历这一切肯定不容易,[wave amp=30 freq=10]尤其[/wave]还要是在新威勒尔。", - "FELIX_CONVO15_FELIX1": "你说这里的怪物会不会是害怕火啊?我留意到,我们在野外扎营时,它们似乎不会发起攻击。", - "FELIX_CONVO15_FELIX2": "又或者……", - "FELIX_CONVO15_FELIX3": "也许对于怪物来说,趁着人类休息时发起攻击,是很失礼的行为吧!", - "FELIX_CONVO16_FELIX2": "对方在这座岛上出生、长大,对其他地方一无所知;其父母也是冲上岸后在这里相知相识的。", - "FELIX_CONVO16_FELIX1": "有位巡护员队长最近问起,我“落在这里”之前过着什么样的生活。", - "FELIX_CONVO16_FELIX3": "那个队长想知道像火车啊、商场啊、运动队啊之类的事情……", - "FELIX_CONVO16_FELIX4": "全都是些极为基础的知识。我在此之前,都没想到这世上可能有人一辈子都没听说过这些事物。", - "FELIX_CONVO17_FELIX1": "人在野外,却只有一个火堆来温暖我们……这让我想起了夏令营!", - "FELIX_CONVO16_FELIX5": "我想,这里的生活并不复杂,但至少人们依然能快乐成长。", - "FELIX_CONVO17_FELIX2": "……或者说“会让我想起”,如果我有参加过夏令营的话。[pause]而我并没有参加过。", - "FELIX_CONVO19_FELIX2_OPTION1": "对!", - "FELIX_CONVO18_FELIX1": "对了,你该让我画画你嘛!静物写生可是画师必须掌握的重要技能呢。", - "FELIX_CONVO17_FELIX3": "不过,这跟我孩提时[wave amp=30 freq=10]想象[/wave]的夏令营相差无几……所以我很开心。", - "FELIX_CONVO18_FELIX2": "人体解剖真的很难弄对。", - "FELIX_CONVO18_FELIX3": "尤其是手,我至今仍在为画手部而苦苦挣扎呢。", - "FELIX_CONVO19_FELIX1": "所以,让我理理清楚……", - "FELIX_CONVO19_FELIX3": "但是你们的“漫画书”,却完全不会[wave amp=30 freq=10]动[/wave]?那些画就只是印在纸上,而你们就直接这么[wave amp=30 freq=10]看着[/wave]?", - "FELIX_CONVO19_FELIX2_OPTION2": "差不多就是这样。", - "FELIX_CONVO19_FELIX4": "在我听来实在怪异,不过我姑且相信你吧!", - "FELIX_CONVO20_FELIX1": "我或许该拿出笔记本,多多记录这座岛上的怪物了。", - "FELIX_SOCIAL1_FELIX2": "我说这趟冒险旅程点燃了我心中的一把火。你还记得吗?", - "FELIX_CONVO20_FELIX2": "要是哪天能回家,我说不定就能用这些笔记来证明,我真的[b]曾经[/b]到过一座遍地怪物的海岛。", - "FELIX_CONVO20_FELIX3": "虽说我怀疑,有[wave amp=30 freq=10]任何一个人[/wave]愿意相信我的几率,都几近于零。", - "FELIX_SOCIAL1_FELIX1": "说起来,我们和苦无喵道别后,我说了句话……", - "FELIX_SOCIAL1_FELIX2_OPTION1": "记得!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "呃,也许吧?", - "FELIX_SOCIAL1_FELIX3": "我掉到这里之前,算是遇到创作瓶颈期了。", - "FELIX_SOCIAL1_FELIX5": "我不是主管整个项目的人,[pause]但是,[pause]那相当于我的孩子,[pause]你明白吗?[pause]没有我付出的血汗,项目根本就无法成型。", - "FELIX_SOCIAL1_FELIX4": "有很长一段时间,我都在一家制作连环画故事的公司工作。[pause]美术、编剧,一条龙全包了。", - "FELIX_SOCIAL1_FELIX6": "我一直等着上级认可我的贡献,然而我等啊等,始终没等来他们的认可。", - "FELIX_SOCIAL1_FELIX7": "反而还把我当皮球,在公司不同岗位上踢来踢去,逼着我远离呕心沥血创作了许久的故事和角色。", - "FELIX_SOCIAL1_FELIX8": "他们还铁了心不付给我应有的报酬。", - "FELIX_SOCIAL1_FELIX9": "于是……最终我便辞职了,试图靠自己的力量闯荡。", - "FELIX_SOCIAL1_FELIX9_OPTION1": "好样的!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "他们亏大了!", - "FELIX_SOCIAL1_FELIX10": "嘿嘿,谢谢。我很感激。", - "FELIX_SOCIAL1_FELIX11": "我前一份工作积攒的怨气,令我很难进入重新拿起笔创作所需的心境。", - "FELIX_SOCIAL2_FELIX3C": "嗯,彼此彼此。", - "FELIX_SOCIAL1_FELIX12": "所以,我总感觉我来到新威勒尔,是有原因的。", - "FELIX_SOCIAL1_FELIX13": "{player},多谢你听我唠叨。", - "FELIX_SOCIAL1_FELIX14": "我觉得现在和你聊起心事来真是容易开口多了,毕竟我们俩曾经融合成一头超级怪物嘛。", - "FELIX_SOCIAL1_FELIX14_OPTION1": "没错,我们确实做到了!", - "FELIX_SOCIAL1_FELIX15": "嘿嘿。", - "FELIX_SOCIAL1_FELIX14_OPTION2": "我想这的确能令人团结在一起!", - "FELIX_SOCIAL1_FELIX17": "那么,我们该回到正事上了吧?", - "FELIX_SOCIAL1_FELIX16": "总之,在还没找到你说的出路之前,我都还不能回去。", - "FELIX_SOCIAL2_FELIX1_OPTION1": "你指的是?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "怎么说?", - "FELIX_SOCIAL2_FELIX2": "唔……这么说吧。录制怪物的磁带……你觉得到底是个什么工作原理?", - "FELIX_SOCIAL2_FELIX1": "你说,不同世界会不会有不同的……[pause]运行逻辑啊?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "磁带机是先进的科学发明。", - "FELIX_SOCIAL2_FELIX2_OPTION2": "磁带机上施了魔法。", - "FELIX_SOCIAL2_FELIX2_OPTION3": "我哪知道!", - "FELIX_SOCIAL2_FELIX3A": "我也这么想过……[pause]所以我就叫梅瑞狄拆了一台磁带机看看。[pause]很显然,里头看起来正常得很。", - "FELIX_SOCIAL2_FELIX4": "在我看来,这些磁带机不过是普通的老式磁带机。我老爹以前也有一台,看起来蛮像的。", - "FELIX_SOCIAL2_FELIX3B": "呃,这个世界真有魔法吗?[pause]我也没怎么看见飞来飞去的巫师互飙咒语啊。", - "FELIX_SOCIAL4_FELIX5.n": "这个角色叫“异乡人”——[pause]这是一位骑士,不远千里来到玉剑侠面前,只为向其发起挑战。", - "FELIX_SOCIAL2_FELIX5": "而据我所知,巡护队几年前在那座废弃商场里发现了一堆磁带机,而这就是岛上的供应来源。", - "FELIX_SOCIAL2_FELIX6": "所以我才想问你觉不觉得,一个世界或许会有它自己的运行逻辑。", - "FELIX_SOCIAL2_FELIX8": "哇塞,好深奥的概念!绝对要在我的故事里用上……", - "FELIX_SOCIAL2_FELIX7": "或许我们那些世界的平凡物件,在这个世界会有不同的“运行规则”。", - "FELIX_SOCIAL2_FELIX8_OPTION1": "你的故事?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "你指的是?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "你在创作新故事啦?", - "FELIX_SOCIAL2_FELIX9": "现在还成不了什么气候啦……只是我随便东拼西凑的一些想法而已。", - "FELIX_SOCIAL2_FELIX11": "也许我们该回到冒险的路途上了——冒险能让我获得更多灵感,这点是毋庸置疑的。", - "FELIX_SOCIAL2_FELIX10": "等故事逐渐成型了,我一定会让你知道的。", - "FELIX_SOCIAL3_FELIX1": "我一直在想苦无喵说的话。", - "FELIX_SOCIAL3_FELIX3": "新威勒尔各种怪物一直萦绕在我的脑海,至于原因却不大说得清,直到现在我才能找到合适的词汇表达出来。", - "FELIX_SOCIAL3_FELIX2": "她说创意会自行发展。这让我不由得想到……", - "FELIX_SOCIAL3_FELIX3_OPTION1": "它们有什么问题么?", - "FELIX_SOCIAL3_FELIX6": "假如这个过程确实是真的,那这恐怕也不是一门精确的科学。[pause]也许这个过程十分混乱,且难以预测。", - "FELIX_SOCIAL3_FELIX4": "这里的怪物,背上长着交通锥,以垃圾桶为身子,以电视机为头部……", - "FELIX_SOCIAL3_FELIX5": "你觉得会不会是我们那些世界的意象和迷思太广为人知,于是这些意象和迷思便能在其他世界显形,以生物的物质形态出现?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "听起来还挺神奇的。", - "FELIX_SOCIAL3_FELIX5_OPTION2": "我信了!", - "FELIX_SOCIAL3_FELIX7": "也许意象和概念可以结合起来,创造出不同寻常的结果;又或许,这些具现化的想法,有时候并不需要传播得十分广泛。", - "FELIX_SOCIAL3_FELIX9": "也许我对这个世界的理解又加深了一点。", - "FELIX_SOCIAL3_FELIX8": "也许,有时候只需要某个加拿大的呆瓜小时候画的一副铅笔速写,就可以实现这个过程。", - "FELIX_SOCIAL3_FELIX10": "不错。[pause]我们收拾收拾就该启程了吧?", - "FELIX_SOCIAL4_FELIX1": "嘿,{player}。", - "FELIX_SOCIAL4_FELIX12.f": "我没法强行给他们安个结局。异乡人要做什么决策,将由异乡人自己决定。", - "FELIX_SOCIAL4_FELIX2": "我有东西要给你看看,要不要来我家一趟?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "好啊!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "还是改天吧。", - "FELIX_SOCIAL4_FELIX_NO": "没关系,那就改天吧。", - "FELIX_SOCIAL4_FELIX3": "希望你会喜欢!", - "FELIX_SOCIAL4_FELIX4.m": "好,准备好了吗?", - "FELIX_SOCIAL4_FELIX5.m": "这个角色叫“异乡人”——[pause]他是一位骑士,不远千里来到玉剑侠面前,只为向其发起挑战。", - "FELIX_SOCIAL4_FELIX4.n": "好,准备好了吗?", - "FELIX_SOCIAL4_FELIX4.f": "好,准备好了吗?", - "FELIX_SOCIAL4_FELIX6.m": "至于这位“玉剑侠”呢,则是一台不老不死的机器,来自某个早已消亡的文明;它接受了异乡人的挑战,并赢下了两人之间的对决。", - "FELIX_SOCIAL4_FELIX5.f": "这个角色叫“异乡人”——[pause]她是一位骑士,不远千里来到玉剑侠面前,只为向其发起挑战。", - "FELIX_SOCIAL4_FELIX7.f": "异乡人现在必须遵守诺言,前往玉剑侠的要塞接受处决,以免玉剑侠给异乡人的家园降下灭顶之灾。", - "FELIX_SOCIAL4_FELIX7.m": "异乡人现在必须遵守诺言,前往玉剑侠的要塞接受处决,以免玉剑侠给异乡人的家园降下灭顶之灾。", - "FELIX_SOCIAL4_FELIX6.f": "至于这位“玉剑侠”呢,则是一台不老不死的机器,来自某个早已消亡的文明;它接受了异乡人的挑战,并赢下了两人之间的对决。", - "FELIX_SOCIAL4_FELIX6.n": "至于这位“玉剑侠”呢,则是一台不老不死的机器,来自某个早已消亡的文明;它接受了异乡人的挑战,并赢下了两人之间的对决。", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "那异乡人也太悲惨了!", - "FELIX_SOCIAL4_FELIX7.n": "异乡人现在必须遵守诺言,前往玉剑侠的要塞接受处决,以免玉剑侠给异乡人的家园降下灭顶之灾。", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "那异乡人也太悲惨了!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "异乡人就无能为力了吗?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "那异乡人也太悲惨了!", - "FELIX_SOCIAL4_FELIX8.m": "异乡人沉默寡言,但是他足智多谋,且有着坚定的决心。我看异乡人可不打算这么简单就低头认命。", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "异乡人就无能为力了吗?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "异乡人就无能为力了吗?", - "FELIX_SOCIAL4_FELIX8.f": "异乡人沉默寡言,但是她足智多谋,且有着坚定的决心。我看异乡人可不打算这么简单就低头认命。", - "FELIX_SOCIAL4_FELIX8.n": "异乡人沉默寡言,但此人足智多谋,且有着坚定的决心。我看异乡人可不打算这么简单就低头认命。", - "FELIX_SOCIAL4_FELIX9": "我的故事大致改编自《高文爵士与绿衣骑士》,而那个中世纪故事讲述的是一位亚瑟王圆桌骑士,踏上了相似的旅程。", - "FELIX_SOCIAL4_FELIX10": "我暂时还不知道我这个版本会怎么收尾——[pause]得看这个故事引我走向何方了。", - "FELIX_SOCIAL4_FELIX11": "这个嘛,我创造了人物角色,但他们[wave amp=30 freq=10]自己[/wave]才是决定故事走向的关键。", - "FELIX_SOCIAL4_FELIX10_OPTION1": "那这个故事会引你走向何方呢?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "掌控整个故事的人不是你么?", - "FELIX_SOCIAL4_FELIX12.m": "我没法强行给他们安个结局。异乡人要做什么决策,将由异乡人自己决定。", - "FELIX_SOCIAL4_FELIX13": "当然,也由你决定。毕竟,你可是我的灵感来源啊。", - "FELIX_SOCIAL4_FELIX12.n": "我没法强行给他们安个结局。异乡人要做什么决策,将由异乡人自己决定。", - "FELIX_SOCIAL4_FELIX13_OPTION1": "啥?!", - "FELIX_SOCIAL4_FELIX15.f": "来自远方的旅行英雄,一心要与绝境般的命运作斗争?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "怎么说?", - "FELIX_SOCIAL4_FELIX14": "拜托……", - "FELIX_SOCIAL4_FELIX15.n": "来自远方的旅行英雄,一心要与绝境般的命运作斗争?", - "FELIX_SOCIAL4_FELIX15.m": "来自远方的旅行英雄,一心要与绝境般的命运作斗争?", - "FELIX_SOCIAL4_FELIX16": "这不就是{player}本人嘛。", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "我可是使出了浑身解数啊。怎么样?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "菲利克斯,你这朋友可真不错啊!", - "FELIX_SOCIAL4_FELIX16_OPTION2": "菲利克斯,你可真是浪漫得无可救药。", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "嘿嘿,[pause]别客气!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "我还给这个故事构思了一大堆草图和角色设计呢。[pause]想不想看看?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "你是个有追求的帅气战士。[pause]人们说“要写你熟悉的事”,那我当然就要写我帅气的冒险伙伴啰。", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "你是个有追求的帅气战士。[pause]人们说“要写你熟悉的事”,那我当然就要写我帅气的冒险伙伴啰。", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "你是个有追求的帅气战士。[pause]人们说“要写你熟悉的事”,那我当然就要写我帅气的冒险伙伴啰。", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "开口约我出去约会不是更简单么。", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "我把你当朋友。", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "这个连环画故事,倒也不只是给你我制造共处机会的花招啦。", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "我[wave amp=30 freq=10]确实[/wave]打算多写写的。", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "但也不能怪我拼尽全力表现嘛。[pause]我喜欢在重要的地方多花点心思。", - "FELIX_ROMANCE_FELIX1_OPTION2": "没什么!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "哎呀,你可真甜。", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "真是的,你这小笨蛋。", - "FELIX_ROMANCE_FELIX1.m": "{player},你比平时安静好多哦!有什么心事吗?", - "FELIX_ROMANCE_FELIX1.f": "{player},你比平时安静好多哦!有什么心事吗?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "我说啦,我可是使出了浑身解数嘛。", - "FELIX_ROMANCE_FELIX_NO": "抱歉,是我不好。我该体谅别人想独处的心情。", - "FELIX_ROMANCE_FELIX2": "我……", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", - "FELIX_ROMANCE_FELIX1.n": "{player},你比平时安静好多哦!有什么心事吗?", - "FELIX_ROMANCE_FELIX13": "但即便我们终有一天要道别……", - "FELIX_ROMANCE_FELIX5": "我还从来没当过被表白的那个呢。[pause]这可真是新奇。", - "FELIX_ROMANCE_FELIX3": "我以前谈过几段恋爱,[pause]但说真的……", - "FELIX_ROMANCE_FELIX4": "通常我才是那个主动出击的人。", - "FELIX_ROMANCE_FELIX6": "唔,好吧。", - "FELIX_ROMANCE_FELIX7": "既然你想要个答案!", - "FELIX_ROMANCE_FELIX8": "那很显然,答案是……[pause]“好”。", - "FELIX_ROMANCE_FELIX9.f": "一个神秘的女子某天闯进了我的生活,[pause]和我并肩作战,[pause]在战斗中跟我[wave amp=30 freq=10]合体[/wave],[pause]而且还那么性感?", - "FELIX_ROMANCE_FELIX9.m": "一个神秘的男子某天闯进了我的生活,[pause]和我并肩作战,[pause]在战斗中跟我[wave amp=30 freq=10]合体[/wave],[pause]而且还那么性感?", - "FELIX_ROMANCE_FELIX9.n": "一个神秘人某天闯进了我的生活,[pause]和我并肩作战,[pause]在战斗中跟我[wave amp=30 freq=10]合体[/wave],[pause]而且还那么性感?", - "FELIX_ROMANCE_FELIX11": "假如真能找到回家的路,[pause]我们很有可能并不是来自同一个世界。", - "FELIX_ROMANCE_FELIX10": "我要是拒绝,就真是个大傻瓜了。", - "FELIX_ROMANCE_FELIX12": "你从未听说过“连环画”,[pause]而我也从未听说过你的“漫画书”。", - "VIOLA_UNKNOWN_NAME": "神秘女子", - "FELIX_ROMANCE_FELIX14": "我也想与你一同书写这个故事。[pause]无论延续多久都没关系。", - "VIOLA_INTRO1_MEREDITH1": "呵,真是一点都不意外。总有东西想取我们性命,对吧?", - "VIOLA_QUEST2_PART1_VIOLA6": "倘若你不嫌繁琐,[pause]不知可否将我带去目睹家兄之地?", - "VIOLA_INTRO1_EUGENE1": "对手越多,锻炼效果越好,[pause]你说是吧?", - "VIOLA_INTRO1_KAYLEIGH1": "这情况害我有点担心……", - "VIOLA_INTRO1_VIOLA3": "来——[pause]且让我们在数量上匹敌这帮妖兽!", - "VIOLA_INTRO1_VIOLA2": "陌生人,这一国度毫无仁慈之心。", - "VIOLA_INTRO1_FELIX1": "……噢。看来这是个埋伏。", - "VIOLA_INTRO1_VIOLA4": "……", - "VIOLA_INTRO1_VIOLA5": "趁妖魔鬼怪还未回头,二位还是速速离去为妙……", - "VIOLA_INTRO1_VIOLA6": "这般凶险之地,二位自当无逗留理由。", - "VIOLA_INTRO1_KAYLEIGH7": "至少让我们表达一下谢意吧!不知您……尊姓大名?", - "VIOLA_INTRO1_MEREDITH7": "帽子不错。话说,你叫什么名字?", - "VIOLA_INTRO1_EUGENE7": "拜托,[pause]我们可是战斗伙伴哎![pause]至少把你的名字告诉我们嘛。", - "VIOLA_INTRO1_FELIX7": "这场战斗还挺戏剧性的。[pause]可否起码把你的名字告诉我们?", - "VIOLA_INTRO1_VIOLA8": "我乃梅萨林的薇奥拉。", - "VIOLA_INTRO1_VIOLA9": "我并非战士,但这片土地将战士之任强施于我身。", - "VIOLA_INTRO1_VIOLA10": "我肩负重担,不愿因此劳烦二位。", - "VIOLA_INTRO1_VIOLA10_OPTION1": "你有什么重任?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "你哥哥可能会在什么地方?", - "VIOLA_INTRO1_VIOLA11": "……", - "VIOLA_INTRO1_VIOLA10_OPTION2": "你是有什么任务在身吗?", - "VIOLA_INTRO1_VIOLA12": "家兄与我双双落入海中。", - "VIOLA_INTRO1_VIOLA13": "既然我侥幸免于溺毙,或许他亦已漂来此片海岸……", - "VIOLA_INTRO1_VIOLA14": "我已寻觅其踪迹数周有余。一位善心人将此趣怪物件赠予我,令我得以保护自身安危。", - "VIOLA_INTRO1_VIOLA15": "我已在此地往东扎营,若有家兄西巴斯辛之音信,烦请前来告知。", - "VIOLA_INTRO1_VIOLA16": "祝好,就此别过。", - "VIOLA_INTRO2_VIOLA1": "又见面了。近来可好?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "你为什么孤身一人旅行?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "你为什么说话文绉绉的?", - "VIOLA_QUEST1_PART1_MEREDITH2": "我,呃……有点糊涂了。我想我们应该去跟薇奥拉说一声。", - "VIOLA_INTRO2_VIOLA1_OPTION4": "再见!", - "VIOLA_INTRO2_VIOLA2": "我亦无从得知。", - "VIOLA_INTRO2_VIOLA3": "他足智多谋,若他也来到这一国度,那我相信他亦在寻觅我的下落。", - "VIOLA_INTRO2_VIOLA4": "我对这一国度一无所知,亦不知有何习俗。", - "VIOLA_INTRO2_VIOLA5": "此地之人于我陌生至极。为保安全,我宁可踽踽独行。", - "VIOLA_INTRO2_VIOLA7": "我如今离故土之遥,许是远甚于当初估计。", - "VIOLA_INTRO2_VIOLA6": "依我之见,[pause]腔调怪异之人不是我,而是你们。", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]告诉吾妹……来此处相会……[/wave]", - "VIOLA_INTRO2_VIOLA8": "慢走,不送。", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "那是薇奥拉的哥哥吗?我们应该把这个消息告诉她……", - "VIOLA_QUEST1_PART1_EUGENE2": "这可真够诡异的!走吧,我们去把消息告诉薇奥拉。", - "VIOLA_QUEST2_PART1_VIOLA1": "什么——你们见到了家兄的幻象?", - "VIOLA_QUEST1_PART1_FELIX2": "这故事愈发诡异了。走吧,该去告诉薇奥拉我们看见她哥哥了。", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "当然可以!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "现在不行。", - "VIOLA_QUEST2_PART1_VIOLA2": "烦请告知我详情。", - "VIOLA_QUEST2_PART1_VIOLA3": "这样啊……", - "VIOLA_QUEST2_PART1_VIOLA4": "家兄或许依然在生,[pause]又或许仅余魂魄徘徊人世……", - "VIOLA_QUEST2_PART1_VIOLA5": "我必须弄个明白。{player}……", - "VIOLA_QUEST2_PART1_VIOLA8": "你大可放心——[pause]有我在旁,前路将无险阻。", - "VIOLA_QUEST2_PART1_VIOLA7": "那就快马加鞭吧。", - "VIOLA_QUEST2_PART1_VIOLA_NO": "我理解。那我就暂且留守此地吧。", - "VIOLA_QUEST3_PART1_VIOLA1": "就是此地了?", - "VIOLA_QUEST3_PART1_VIOLA2": "我的哥哥啊,[pause]你若仍在此地……[pause]请现身与我交谈吧。", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "此地静寂无声,令我心中颇感不安……不知你是否有同感?", - "VIOLA_QUEST3_PART1_VIOLA3": "我们不妨搜寻此地,然后便及早离开吧。", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "亲爱的哥哥啊,意识到自己身陷此境时,他该感到多么不幸……", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "我已等待许久,方得与你相见,[wave amp=30 freq=10]梅萨林的薇奥拉。[/wave]", - "VIOLA_QUEST3_PART2_VIOLA1": "哥哥?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "不么?[pause]但夜之庆典甚至都还没开始呢!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "我有天大的喜讯要与你分享。", - "VIOLA_QUEST3_PART2_VIOLA4": "……[pause]精灵,你莫想欺骗我。[pause]你的游戏,恕我不奉陪。", - "VIOLA_QUEST3_PART2_VIOLA7": "……", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "来吧,梅萨林的薇奥拉。\\n\\n你的家人也在庆典之列。\\n\\n因为我便是你哥哥的牧人。", - "VIOLA_QUEST3_PART2_VIOLA8": "我对此精灵所言半信半疑。[pause]但既然它知道西巴斯辛,[pause]亦知晓我的姓名……", - "VIOLA_QUEST3_PART2_VIOLA9": "那么它口中许是有几分真话。", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "此船想必曾是一道壮观景致……", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "与我攀谈的这一精灵……我并不敢问它有何企图。", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "水已抽干![pause]快来吧,时间宝贵!", - "VIOLA_QUEST4_PART1_ROBIN1": "来跳舞吗,表亲?", - "VIOLA_QUEST4_PART2_VIOLA1": "此处必定是困住家兄的精灵之老巢。", - "VIOLA_QUEST4_PART1_VIOLA1": "不。[pause]精灵,你非我族类。", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "我看这里面的恐怕不是普通精灵……", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "我觉得它应该是大天使……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "我要求肃静。", - "VIOLA_QUEST4_PART2_VIOLA2": "无论要求见我的是精灵、仙子,抑或是魔鬼……", - "VIOLA_QUEST4_PART2_VIOLA3": "我亦决不退缩!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "世界是一座舞台……\\n\\n而演出马上就要开始。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "……也不过如此吧。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "什么“演出”?[wave amp=30 freq=10]你[/wave]又是谁?", - "VIOLA_QUEST4_FUSE_VIOLA3": "我们决不要命尽于今日!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "我不过是个快活的夜游者……\\n\\n人们管我叫“大仙”或“好迫克”……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "而你与我,有着相同渊源,梅萨林的薇奥拉。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "我是好人儿罗宾!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "我看看……\\n\\n第645页——《第十二夜》。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "我在船骸之间,发现了这本小书。\\n\\n真是一次有趣的阅读体验。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "该喜剧讲述了梅萨林的薇奥拉,因一次船难而来到一个未知的国度。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "我不明白……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "啊,对,我在这里呢:\\n\\n第365页——《仲夏夜之梦》。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "只有在情节发展到必要时刻,你才能找到你的哥哥。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "故事围绕着一群森林仙子展开:精灵王奥布朗、精灵皇后提泰妮娅和捣蛋鬼好人儿罗宾。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "亲爱的薇奥拉……你和我?\\n\\n不过是一位凡人剧作家——准确的说,一位名叫威廉·莎士比亚的先生——的笔下造物罢了。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "我们的故事并不属于我们自己。\\n\\n西巴斯辛并不在此地。他永远不会出现在此地。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "这位“好人儿罗宾”说的是真话么,[pause]{player}?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause]…[pause]…[pause]……", - "VIOLA_CONVO13_VIOLA2.f": "抱歉,[pause]朋友,[pause]此刻我与你实在话不投机。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]我将与这番命运相拼![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "他说的是真的。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "他所读的这些故事……[pause]在你的世界广为人知么?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "很遗憾,恐怕如此。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "很遗憾,恐怕如此。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "谢谢。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "很遗憾,恐怕如此。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "你知道我所言非虚。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "我相信你的“真相”什么也改变不了。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "我相信……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "让真相淹没你吧。让它将你拉入深渊,直至再也透不过气来。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "在{player}的国度,[pause]我或许不过是一则故事。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "那为我写定的未来,不过是[shake rate=30 level=10]纸上空言[/shake]!", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "然而,谁又能断言{player}在我的国度就不是区区一则故事了?", - "VIOLA_QUEST4_FUSE_VIOLA2": "势不可挡的命运之手虽在将我们往反方向推,[pause]但是……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "哈、哈、哈!\\n\\n可真出乎意料!", - "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]我们的故事不会在此终结![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "这出戏甚至比我期望的还要精彩!\\n\\n来吧,就让我们看看最后一幕!", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player}……", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "我所指的是我们在鏖战中[wave amp=30 freq=10]结盟的瞬间[/wave]。当我们合为一体时,我感受到两人的[wave amp=30 freq=10]命运[/wave]亦交织在一起。", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "你似乎有点走投无路,不是么,好人儿罗宾先生?", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "就让我来伸出援手吧!我给你安排了一个新岗位。", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "回到安全之处,方为明智之举……", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "感谢你陪同我探索这一程,[pause]{player}。", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "我相信好人儿罗宾所言差矣。", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "在其他境域,我的人生或许不过是故事,但是……", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "我将以自己的方式,探索故事的结局。", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "这并不重要。未来由我来书写。", - "VIOLA_CONVO2_VIOLA2": "然而我又想到,许多可怜人滞留此地的时间远胜于我。", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "但自从我们在战斗之中心连心,[pause]你便也成为了故事的一部分。", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "“心连心”?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "你指的是?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "也许觅得门路之时,便是我与家兄重逢之日。", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "听你所言,你知道离开此岛的门路?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "虽说我们此后又一分为二,但命运之线并不会轻易解开。", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "没错!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "是的。", - "VIOLA_CONVO1_VIOLA1": "……所以在你的境域,[pause]从一国前往另一国只需耗费区区几个时辰,[pause]而非数日?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "非常好![pause]且容我报答此恩:我将在你的旅程中助你一臂之力。", - "VIOLA_CONVO1_VIOLA2": "这样的事竟是有可能的吗?[pause]我甚至连想都不敢想!", - "VIOLA_CONVO2_VIOLA1": "我来此地并不久,[pause]但却已思乡成疾。", - "VIOLA_CONVO2_VIOLA3": "我不认为我能忍受这般折磨。[pause]此地之人,必定肩负着无言的哀伤。", - "VIOLA_CONVO3_VIOLA1": "我知道头顶这片天空,并不同于我儿时从房间窗口所望见的那片天空……", - "VIOLA_CONVO3_VIOLA2": "但在这一刻,我可以假装是同一片天。[pause]我可以假装家就在一日路程开外,[pause]而我很快又能再一次回到亲朋好友身边。", - "VIOLA_CONVO4_VIOLA1": "告诉我:[pause]你所披挂的怪物形态之名为何?", - "VIOLA_CONVO3_VIOLA3": "想必你亦有同感,[pause]{player}。", - "VIOLA_CONVO4_VIOLA2": "……", - "VIOLA_CONVO5_VIOLA1": "我意识到,此岛似会撮合不同寻常的伙伴。", - "VIOLA_CONVO4_VIOLA3": "{first_tape_name}?[pause]此形态意外适合你。", - "VIOLA_CONVO5_VIOLA2": "原本绝无可能有交集的各路人士,[pause]因一同流落到这片孤独的土地,[pause]而彼此成为同胞。", - "VIOLA_CONVO5_VIOLA3.m": "你我亦势必不会在其他情形下相遇!", - "VIOLA_CONVO5_VIOLA3.f": "你我亦势必不会在其他情形下相遇!", - "VIOLA_CONVO5_VIOLA3.n": "你我亦势必不会在其他情形下相遇!", - "VIOLA_CONVO6_VIOLA1": "倘若有朝一日离开此地,我若提及这段时日半句,都可谓愚蠢至极。", - "VIOLA_CONVO6_VIOLA3": "朋友们必定要将我想成疯女人!", - "VIOLA_CONVO6_VIOLA2": "一座超脱于地球国度之外的岛屿,[pause]上面住满了精灵与仙子生物?", - "VIOLA_CONVO7_VIOLA1.n": "来吧,亲爱的{player}。[pause]我知道很快便要重新踏上征程……", - "VIOLA_CONVO7_VIOLA1.f": "来吧,亲爱的{player}。[pause]我知道很快便要重新踏上征程……", - "VIOLA_CONVO7_VIOLA1.m": "来吧,亲爱的{player}。[pause]我知道很快便要重新踏上征程……", - "VIOLA_CONVO11_VIOLA1.m": "化身为奇特生物,[pause]与爱人并肩作战……", - "VIOLA_CONVO7_VIOLA2": "但偷得片刻独处,想必无伤大雅。", - "VIOLA_CONVO8_VIOLA1": "我曾在故土到过不少酒馆,但没有一个地方有如这里这般安静。", - "VIOLA_CONVO8_VIOLA2": "实在令人满心愉悦![pause]可以想见这四面墙壁见证了多少欢乐时光。", - "VIOLA_CONVO9_VIOLA1": "每当树静风止,整片土地短暂浸没在安宁之中……", - "VIOLA_CONVO9_VIOLA2": "此处的静谧较之别处更显真实。[pause]这种静谧直直沁入皮肤之下。", - "VIOLA_CONVO9_VIOLA3": "这一境域的一切,皆不过局促于这一方孤岛之上……", - "VIOLA_CONVO10_VIOLA1.m": "对了,[pause]亲爱的{player},[pause]我是否未曾向你讲述我身为巡回表演者的故事?", - "VIOLA_CONVO9_VIOLA4": "如此遗世独立之地,大多数外人实在无法想象。", - "VIOLA_CONVO10_VIOLA1.f": "对了,[pause]亲爱的{player},[pause]我是否未曾向你讲述我身为巡回表演者的故事?", - "VIOLA_CONVO10_VIOLA1.n": "对了,[pause]亲爱的{player},[pause]我是否未曾向你讲述我身为巡回表演者的故事?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "你身为什么?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "巡回表演者……?", - "VIOLA_CONVO10_VIOLA2": "是的![pause]家兄与我间或会在友人和各路观客面前,奉上歌声与演出。", - "VIOLA_CONVO10_VIOLA3": "当然,我们并不需要观客的钱。[pause]我的人生基本未曾为钱财忧愁片刻。个中欢喜已是充足的报酬。", - "VIOLA_CONVO10_VIOLA4": "告诉我吧;你定是拥有不为人知的才华。[pause]我十分希望对你多加了解,倘若你允许的话……", - "VIOLA_CONVO11_VIOLA1.f": "化身为奇特生物,[pause]与爱人并肩作战……", - "VIOLA_CONVO11_VIOLA2": "也不失为一种浪漫,不是么?[pause]倘若行动就是雄辩,[pause]那么我们的一举一动便是诗篇。", - "VIOLA_CONVO11_VIOLA1.n": "化身为奇特生物,[pause]与爱人并肩作战……", - "VIOLA_CONVO12_VIOLA2": "但愿有朝一日能向家兄诉说我斩妖除魔的故事。", - "VIOLA_CONVO12_VIOLA1": "但愿假以时日,我们都能离开这场怪梦,找到回家之路。", - "VIOLA_CONVO13_VIOLA1": "……", - "VIOLA_CONVO14_VIOLA4": "但是,一个人的生平故事,竟能存在于另一片土地的书页之上,仍是[wave amp=30 freq=10]奇事[/wave]一桩。莫非所有故事都是这般模样?", - "VIOLA_CONVO13_VIOLA2.n": "抱歉,[pause]朋友,[pause]此刻我与你实在话不投机。", - "VIOLA_CONVO13_VIOLA2.m": "抱歉,[pause]朋友,[pause]此刻我与你实在话不投机。", - "VIOLA_CONVO13_VIOLA3": "你我相识不久,你虽仗义出手帮我,但我暂且无言以对。", - "VIOLA_CONVO15_VIOLA2": "真是无奇不有!然而此地的好心人们,却从不曾展露片刻犹疑或忧心。", - "VIOLA_CONVO14_VIOLA2": "他说,他与我是剧作家的笔下造物,我们的故事早已写定。", - "VIOLA_CONVO14_VIOLA1": "我再次回想起那捣蛋鬼好人儿罗宾的话语。", - "VIOLA_CONVO14_VIOLA3": "当然,我并未因为他的话语而意志消沉。[pause]如我所说——我的故事由我,且仅由我,书写。", - "VIOLA_CONVO14_VIOLA5": "或许某某境域,亦可觅得《{player}之书》![pause]想必会令人手不释卷!", - "VIOLA_CONVO17_VIOLA1_OPTION1": "没错!", - "VIOLA_CONVO15_VIOLA1": "告诉我,[pause]{player},[pause]你难道不认为此地的决斗风气,亦即打扮成仙子怪兽的模样,相当古怪么?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "确实挺奇怪的!", - "VIOLA_CONVO15_VIOLA1_OPTION2": "我倒觉得很好玩!", - "VIOLA_CONVO16_VIOLA1": "你相信吗,{player}?[pause]你相信你所觅得的门路,会带领我们回到原本生活的地方?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "我不得不相信!", - "VIOLA_CONVO16_VIOLA1_OPTION2": "我相信!", - "VIOLA_CONVO16_VIOLA2": "妙极了![pause]尽管我已渐渐学会欣赏这一美丽新世界,但我深知,我们都注定不会永远留在此地。", - "VIOLA_CONVO16_VIOLA3": "但你若希望在此地多留一阵子,我亦会一同留下。[pause]我们毕竟还年轻,时间尚未招手示意我们离开。", - "VIOLA_CONVO18_VIOLA2": "或许此即为这片土地的真谛:踏上这片海岸的人,离开时注定会带走无数冒险故事。", - "VIOLA_CONVO17_VIOLA1": "我们与敌人阿列夫的对战,是一场盛大的战斗,不是么?", - "VIOLA_CONVO17_VIOLA2": "我的斗士之姿,实在超乎自己想象。或许我反倒应当从戎!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "可以这么说!", - "VIOLA_CONVO17_VIOLA3": "虽说作为女子,军队中并无我的容身之地。[pause]或许我应当再一次乔装成男子的模样……", - "VIOLA_CONVO17_VIOLA3_OPTION2": "啊?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "“再一次”?", - "VIOLA_CONVO18_VIOLA1.m": "亲爱的{player},我们并肩旅行的时间不长,但是感觉却像已然一同生活了一辈子!", - "VIOLA_CONVO17_VIOLA4": "你为此感到惊讶么?我骨子里就是表演者!男儿身女儿身,都只不过是我柜中的衣裳,穿哪件都随我所欲。", - "VIOLA_CONVO18_VIOLA1.f": "亲爱的{player},我们并肩旅行的时间不长,但是感觉却像已然一同生活了一辈子!", - "VIOLA_CONVO18_VIOLA1.n": "亲爱的{player},我们并肩旅行的时间不长,但是感觉却像已然一同生活了一辈子!", - "VIOLA_SOCIAL1_VIOLA4": "是的。还有这些“磁带机”,你们将其用于变身成精灵和野兽形态……", - "VIOLA_CONVO19_VIOLA1.m": "我亲爱的{player},你爱读诗么?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "并不尽然!", - "VIOLA_CONVO19_VIOLA1.n": "我亲爱的{player},你爱读诗么?", - "VIOLA_CONVO19_VIOLA1.f": "我亲爱的{player},你爱读诗么?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "爱!", - "VIOLA_CONVO19_VIOLA4": "正如人需要厨子来填饱肠胃,人也需要诗人来滋养心灵。", - "VIOLA_CONVO19_VIOLA2": "如此甚好!", - "VIOLA_CONVO19_VIOLA3": "不碍事——我亦可以教你!", - "VIOLA_SOCIAL1_VIOLA2": "港口镇的好心人们,说话腔调在我听来颇为怪异。", - "VIOLA_CONVO19_VIOLA5": "我相信,令心灵缺乏滋养,亦不失为一种虐待。", - "VIOLA_CONVO19_VIOLA6": "有鉴于目前的结盟,我们不妨一同鉴赏希腊诗人萨福之大作,想必会获益匪浅。我将在旅途中尝试寻找她的诗集。", - "VIOLA_CONVO20_VIOLA1": "多谢——[pause]{player},能得片刻歇息,实是万幸。", - "VIOLA_SOCIAL1_VIOLA1": "近来,[pause]有一事我愈来愈明白,[pause]那便是这座镇子上许多生活元素于我而言十分陌生。", - "VIOLA_SOCIAL1_VIOLA3": "而街灯竟无需点灯人,亦能自行发亮![pause]有好多事物均是我不能理解。", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "看来你确实是来自莎士比亚时期的过去……", - "VIOLA_SOCIAL3_VIOLA5": "她坚称此书十分值得一读,[pause]其上记载了诸多“诡怪谭”。", - "VIOLA_SOCIAL1_VIOLA5": "以及将灵魂与战友熔于一体。[pause]这对你们来说,亦是稀松平常么?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "我猜这便是站在你的角度看的未来吧!", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "呃,不是的,这依旧很奇怪。", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "这种事只会在新威勒尔发生。", - "VIOLA_SOCIAL1_VIOLA6": "原来如此。", - "VIOLA_SOCIAL1_VIOLA8": "诚然:无论时间上抑或是空间上,我确实离梅萨林很远。", - "VIOLA_SOCIAL1_VIOLA7": "所以此岛上有的方面为你们所熟知,而有的方面就连你们也认为稀奇。", - "VIOLA_SOCIAL1_VIOLA9": "倘若这一境域有何赏心乐事是我并不熟悉的,我请求你:", - "VIOLA_SOCIAL1_VIOLA10": "可否带我分享这些乐趣呢?", - "VIOLA_SOCIAL1_VIOLA11": "我希望能在回到故土之前,多多体验这些新事物。", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "回到故土之前?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "你要离开吗?", - "VIOLA_SOCIAL1_VIOLA13.m": "我可以从你眼中看出![pause]朋友,你的真心可逃不过我的双眼。", - "VIOLA_SOCIAL1_VIOLA12": "你的征程难道不正是要寻觅离开此岛的通道么?", - "VIOLA_SOCIAL1_VIOLA13.n": "我可以从你眼中看出![pause]朋友,你的真心可逃不过我的双眼。", - "VIOLA_SOCIAL1_VIOLA13.f": "我可以从你眼中看出![pause]朋友,你的真心可逃不过我的双眼。", - "VIOLA_SOCIAL1_VIOLA14": "莫要担心——我将尽力帮助你。", - "VIOLA_SOCIAL1_VIOLA15": "我将始终是你的战友及朋友。", - "VIOLA_SOCIAL1_VIOLA16": "好![pause]我们不应再耽搁了。", - "VIOLA_SOCIAL2_VIOLA2": "店内并不出售麦芽啤酒,对吧?[pause]取而代之的则是这“咖啡”。", - "VIOLA_SOCIAL2_VIOLA1": "那深受欢迎的店家,[pause]“留声机”……", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "没错!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "我相信正是如此。", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "我相信正是如此。", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "我相信正是如此。", - "VIOLA_SOCIAL2_VIOLA3": "而你那时代的人们,会大量饮用这种“咖啡”?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "可不是么!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "何止大量,都有点过量了。", - "VIOLA_SOCIAL2_VIOLA4": "颇受启发。", - "VIOLA_SOCIAL2_VIOLA6": "由是,我便获得了一樽饱受喜爱的饮品。[pause]此为克莱曼斯赠予我的礼物。", - "VIOLA_SOCIAL2_VIOLA5": "我愿一尝这咖啡的滋味,[pause]一如港口镇的好人们那样。", - "VIOLA_SOCIAL4_VIOLA9": "若能忘却亲族,留在此地,那该多么轻松啊。", - "VIOLA_SOCIAL2_NARRATION7": "薇奥拉喝下一杯咖啡。", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "品鉴结果如何?", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "你觉得怎么样?", - "VIOLA_SOCIAL2_VIOLA9": "是款痛快的饮品。", - "VIOLA_SOCIAL2_VIOLA10": "我如今明白其魅力何在了。", - "VIOLA_SOCIAL2_VIOLA11": "至于她一并好心赠予我的这份糖面点……", - "VIOLA_SOCIAL2_VIOLA12": "不知你们如何称呼此物?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "这是肉桂卷!", - "VIOLA_SOCIAL2_VIOLA13": "这般风味十足……[pause]这般甘甜可口……", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "克莱曼斯还给了你一份肉桂卷?", - "VIOLA_SOCIAL2_VIOLA14": "然而一切都逝去得如此迅速,[pause]一份纯洁而转瞬即逝的欢愉。", - "VIOLA_SOCIAL2_VIOLA15": "晚安,[pause]甜卷。", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "看来你挺喜欢嘛?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "所以你认为这次体验很成功啰?", - "VIOLA_SOCIAL2_VIOLA16": "是的,[pause]可以这么说。", - "VIOLA_SOCIAL3_VIOLA1": "我竭力打听港口镇之外诸多境域的新知,并从中觅得了一些至关重要的文稿。", - "VIOLA_ROMANCE_VIOLA5": "玩笑话罢了。[pause]我们是受时间支配的,[pause]而有朝一日时间将命令我们立刻从彼此身边离去。", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "是什么学习资料吗?", - "VIOLA_SOCIAL3_VIOLA2": "是的——[pause]在新威勒尔的这段日子,我明白自己对所居世界的认知,不过是沧海一粟、恒河一沙……", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "你在做研究吗?", - "VIOLA_SOCIAL3_VIOLA3.m": "诚然,世上有众多境域,一如我所来自的国度——[pause]又如你所来自的国度,亲爱的{player}。", - "VIOLA_SOCIAL3_VIOLA4": "我曾向友人梅瑞狄求助,[pause]而她则慷慨给予我这本巨著。", - "VIOLA_SOCIAL3_VIOLA3.n": "诚然,世上有众多境域,一如我所来自的国度——[pause]又如你所来自的国度,亲爱的{player}。", - "VIOLA_SOCIAL3_VIOLA3.f": "诚然,世上有众多境域,一如我所来自的国度——[pause]又如你所来自的国度,亲爱的{player}。", - "VIOLA_SOCIAL3_VIOLA6": "确是如此,我已断定此书的叙述皆是出于想象。", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "我猜这应该是本恐怖小说……", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "我觉得看这本书恐怕什么知识都学不到。", - "VIOLA_SOCIAL3_VIOLA7": "不过,你且看这第5章——[pause]此章所述多为杀戮行尸走肉的可行之法。", - "VIOLA_SOCIAL3_VIOLA8": "我们不是常要与怪物搏斗么?[pause]或许这份文稿所揭示的学识,较你最初所料想的要多。", - "VIOLA_SOCIAL3_VIOLA9": "尽管如此,[pause]我估计梅瑞狄之所以将此书借我,纯粹是出于对骇怖之物的喜爱。", - "VIOLA_SOCIAL3_VIOLA10": "此书读来确实使我乐在其中![pause]或许我应向她讨要更多书籍。", - "VIOLA_SOCIAL4_VIOLA1.f": "朋友,我有事想与你商讨。[pause]不知我们可否离开此地,另寻清幽处?", - "VIOLA_SOCIAL4_VIOLA1.m": "朋友,我有事想与你商讨。[pause]不知我们可否离开此地,另寻清幽处?", - "VIOLA_SOCIAL3_VIOLA11": "来吧!我想将新习得的学识付诸实践!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "现在不行。", - "VIOLA_SOCIAL4_VIOLA1.n": "朋友,我有事想与你商讨。[pause]不知我们可否离开此地,另寻清幽处?", - "VIOLA_SOCIAL4_VIOLA_NO": "那便只能另觅良机了。", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "当然可以!", - "VIOLA_SOCIAL4_VIOLA3": "港口镇的大家卸下了身负的厚望,人人活得轻松自在,不是么?", - "VIOLA_SOCIAL4_VIOLA2": "我不得不说:", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "这话什么意思?", - "VIOLA_ROMANCE_VIOLA_NO.f": "看来是我误会了,朋友。", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "我不太明白。", - "VIOLA_SOCIAL4_VIOLA4": "他们无需取悦贵族,[pause]无需跪拜君王……", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "我不太明白。", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "我不太明白。", - "VIOLA_SOCIAL4_VIOLA5": "可以自由自在寻找人生目标。[pause]我嫉妒这样的生活。", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "你先前的人生很复杂么?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "你来到这里之前,是做什么的?", - "VIOLA_SOCIAL4_VIOLA6": "我出身于名门望族,[pause]然而厄运却降临到我们身上。", - "VIOLA_SOCIAL4_VIOLA7": "家兄与我有任务在身,需与另一国度的家族友人联系,拜托对方伸出援手。", - "VIOLA_SOCIAL4_VIOLA8": "但你恐怕亦已猜测到,[pause]我所乘坐的船并未抵达那片海岸。[pause]而我所流落到的则是这片土地,这一遍布精灵与野兽的梦境之地。", - "VIOLA_SOCIAL4_VIOLA10": "我将过上快乐生活,身旁还有佳人相伴。", - "VIOLA_SOCIAL4_VIOLA11.n": "全因此地有你,我亲爱的{player}!", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "我亦直抒胸臆吧。[pause]我无法否认心中所感。", - "VIOLA_SOCIAL4_VIOLA11.m": "全因此地有你,我亲爱的{player}!", - "VIOLA_SOCIAL4_VIOLA11.f": "全因此地有你,我亲爱的{player}!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "你永远都有我这个好朋友!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "你永远都有我这个好朋友!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "你永远都有我这个好朋友!", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "我们可不可以更进一步,不止当朋友呢?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "我们可不可以更进一步,不止当朋友呢?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "这点,[pause]我无可否认。", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "我们可不可以更进一步,不止当朋友呢?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "如此甚好![pause]来啊朋友,[pause]我们举起“咖啡”,[pause]一饮而尽吧。", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "如此甚好![pause]来啊朋友,[pause]我们举起“咖啡”,[pause]一饮而尽吧。", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "我们还有许多路途要同行。", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "然后,我们将再次踏上征程!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "如此甚好![pause]来啊朋友,[pause]我们举起“咖啡”,[pause]一饮而尽吧。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "“不止当朋友”?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "“不止当朋友”?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "请坦言,你是以何种方式看待我?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "“不止当朋友”?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "我把你当成好朋友。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "我……", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "我心切慕你。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "朋友,你的如珠妙语真会把握时机。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "朋友,你的如珠妙语真会把握时机。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "你的美貌向来如日光般明艳。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "朋友,你的如珠妙语真会把握时机。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "来吧,亲爱的{player}……", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "来吧,亲爱的{player}……", - "VIOLA_ROMANCE_VIOLA1.m": "{player},你脸上神情古怪。[pause]是否有心事要坦言?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "来吧,亲爱的{player}……", - "VIOLA_ROMANCE_VIOLA_NO.m": "看来是我误会了,朋友。", - "VIOLA_ROMANCE_VIOLA1.n": "{player},你脸上神情古怪。[pause]是否有心事要坦言?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "{player},你脸上神情古怪。[pause]是否有心事要坦言?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "没什么!", - "VIOLA_ROMANCE_VIOLA_NO.n": "看来是我误会了,朋友。", - "VIOLA_ROMANCE_VIOLA2": "我……", - "VIOLA_ROMANCE_VIOLA3": "你是想请求与我完婚么,[pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause]…[pause]…[pause]……", - "VIOLA_ROMANCE_VIOLA6": "这一清醒梦终有一日会终结,我们亦将回到原本的生活中;[pause]若明知这一点还要与你完婚,那实在太过沉重。", - "VIOLA_ROMANCE_VIOLA7": "然而,[pause]我们仍有许多个日日夜夜可与彼此相伴。", - "VIOLA_ROMANCE_VIOLA8": "我应允你的愿望。[pause]从今往后,我们的心将结成一体。", - "VIOLA_ROMANCE_VIOLA9": "或许,[pause]在另一个远超出我们想象的境域,会有一位平凡的剧作家,[pause]正在我们说话的当下讲述我们的故事。", - "DOG_QUEST1_PART1_NARRATION4": "狗狗名叫汪克利,项圈上系着一盘迷你磁带录音机。上面没有狗主人的任何信息,唯有一串22位数字的电话号码。", - "VIOLA_ROMANCE_VIOLA10": "“薇奥拉与{player}:一对爱侣一同流落荒岛的喜剧”。", - "VIOLA_ROMANCE_VIOLA11": "相信这必定会是一出美妙的故事,[pause]不觉得么?", - "DOG_QUEST1_PART1_DOG1": "汪!", - "DOG_UNKNOWN_NAME": "狗", - "DOG_QUEST1_PART1_NARRATION2": "是只友善的小狗!", - "DOG_QUEST1_PART1_NARRATION3": "你伸出手让狗狗嗅了嗅气味,然后翻开他的项圈查看。", - "DOG_QUEST1_PART1_NARRATION5": "汪克利肯定也是困在了新威勒尔吧。", - "DOG_QUEST1_PART1_NARRATION7": "汪克利抬头望向悬崖,开始悲嗥。他肯定是想到悬崖顶上去。", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]呜……[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "你可以借助攀爬技能爬上悬崖。要带着汪克利一起上去吗?", - "DOG_QUEST1_PART2_NARRATION1": "汪克利毫不费力便爬上了悬崖。看来他只是想找个人陪着他呢。", - "DOG_QUEST1_PART1_NARRATION9": "他不愿挪动位置。或许有什么办法能将他带上悬崖……", - "DOG_QUEST1_PART1_DOG10": "汪汪!", - "DOG_QUEST1_PART4_NARRATION2": "骨头堆中,有一条狗绳和一些狗零食。", - "DOG_QUEST1_PART3_DOG1": "吼……", - "RESTING_DOG_2": "你和汪克利懒洋洋地把球推过来又推过去。", - "DOG_QUEST1_PART4_NARRATION1": "这些看着像是人骨……", - "DOG_QUEST1_PART4_NARRATION4": "完工后,汪克利狠狠地……把你的手舔得湿漉漉的!", - "DOG_QUEST1_PART4_NARRATION3": "汪克利挖了个大洞,你们俩一起把骨头埋进了土里。", - "DOG_QUEST1_PART4_DOG5": "*呼哧呼哧*", - "RESTING_DOG_1": "你和汪克利一起打了个长长的盹儿。", - "RESTING_DOG_3": "汪克利今天超乖,所以你让他吃了许多狗零食,并给他的肚肚好一顿揉。", - "RESTING_DOG_5": "汪克利舔了舔你的脸!", - "RESTING_DOG_4": "汪克利将他的一块狗零食分了给你。你尝了尝,不过称不上十分好吃。", - "RESTING_DOG_6.m": "汪克利趁你没看见,以风卷残云的速度将你的零食吃了个精光。", - "RESTING_DOG_8": "汪克利找到了一处超适合开挖的地!你们俩挖得浑身是泥。", - "RESTING_DOG_6.n": "汪克利趁你没看见,以风卷残云的速度将你的零食吃了个精光。", - "RESTING_DOG_6.f": "汪克利趁你没看见,以风卷残云的速度将你的零食吃了个精光。", - "RESTING_DOG_7": "你试图和汪克利玩抛接球,不过他对附近的怪物气味更感兴趣。", - "RESTING_DOG_9": "汪克利给你叼回了一根他非常引以为豪的树枝!", - "INTERMISSION_PART1_ALEPH1": "你好哇,[pause]{player.to_upper}。", - "INTERMISSION_PART1_ALEPH2": "抱歉,[pause]是不是吵到你了?", - "INTERMISSION_PART1_ALEPH3": "这下你大概可以舒服一点。", - "INTERMISSION_PART1_ALEPH4": "我还以为可以临时安排一次简短的会面呢。", - "INTERMISSION_PART1_MEREDITH5": "这家伙不就是一直出现在车站的那个人吗?[pause]你到底是谁啊?", - "INTERMISSION_PART1_KAYLEIGH5": "三角头男!你是谁,你想干嘛?", - "INTERMISSION_PART1_EUGENE5": "你可吓不倒我!你是什么人?!", - "INTERMISSION_PART1_FELIX5": "唔……[pause]情况有点令人担心。[pause]你是谁?", - "INTERMISSION_PART1_VIOLA5": "这是何方神圣?", - "INTERMISSION_PART1_DOG5": "汪!", - "INTERMISSION_PART1_ALEPH6": "啊!我怎么如此失礼呢?[pause]应该先介绍一下我自己才对。", - "INTERMISSION_PART1_ALEPH6_OPTION1": "你是大天使吗?", - "INTERMISSION_PART1_ALEPH7": "大天使![pause]这是你们给我们的称呼吗?真令人心花怒放啊!", - "INTERMISSION_PART1_ALEPH8": "至于我个人呢……", - "INTERMISSION_PART1_ALEPH9": "我在你们同类的口中,有过许多称谓。", - "INTERMISSION_PART1_ALEPH10": "亚瑟、[pause]亚历山大、[pause]阿伽门农……", - "INTERMISSION_PART1_MEREDITH13": "他,呃,和我预料的不太一样。", - "INTERMISSION_PART1_ALEPH11": "唉![pause][pause]我是阿列夫。", - "INTERMISSION_PART1_ALEPH12": "你们可以叫我阿尔。", - "INTERMISSION_PART1_KAYLEIGH13": "他还真……[pause]有礼貌。", - "INTERMISSION_PART1_EUGENE13": "这演的是哪一出?“好好先生”?", - "INTERMISSION_PART1_ALEPH14": "我有好一段时间都忙于应付某位老朋友。[pause]幸运的是,那“状况”现在已经处理妥当了。", - "INTERMISSION_PART1_FELIX13": "很高兴……认识你……?", - "INTERMISSION_PART1_VIOLA13": "我们手上有你想要之物——[pause]有话直说罢!", - "INTERMISSION_PART1_DOG13": "吼……", - "INTERMISSION_PART1_ALEPH16": "朋友们,[pause]这可真是个激动人心的时代啊!", - "INTERMISSION_PART1_ALEPH15": "如今我回到这个世界,竟发现这里聚集了更多我的族人……[pause]更多“大天使”!", - "INTERMISSION_PART1_ALEPH18": "于是我必须拜托你们,不要试图干预我的团队建设工作。", - "INTERMISSION_PART1_ALEPH17": "新来的族人缺乏管教、组织松散,[pause]但我在他们身上看见了诸多潜力。", - "INTERMISSION_PART1_ALEPH19": "事实上,[pause]我要求你们完全停止搜寻我的同僚。", - "INTERMISSION_PART1_ALEPH19_OPTION1": "但大天使是离开新威勒尔的关键啊!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "我要找到它们,才能离开这座小岛啊!", - "INTERMISSION_PART1_ALEPH20": "喔!", - "INTERMISSION_PART1_ALEPH21": "你单纯只是想离开?", - "INTERMISSION_PART1_ALEPH22": "好,[pause]我可以把你从这里送走!", - "INTERMISSION_PART1_KAYLEIGH24": "这说法听着有点不妙……", - "INTERMISSION_PART1_ALEPH23": "时间、空间,这世上我唯一不能扭曲的,只有我自己!毕竟镜子也无法映出自己的倒影……", - "INTERMISSION_PART1_MEREDITH24": "呃,你真的信这位三角头老兄?", - "INTERMISSION_PART1_EUGENE24": "听起来不太对劲……", - "INTERMISSION_PART1_FELIX24": "呃……{player}……?", - "INTERMISSION_PART1_VIOLA24": "这叫什么话……?", - "INTERMISSION_PART1_DOG24": "汪呜……", - "INTERMISSION_PART1_ALEPH25": "那好吧![pause]我就满足你的愿望。", - "INTERMISSION_PART1_ALEPH26": "请别再回来了。", - "INTERMISSION_PART1_ALEPH27": "真的。", - "INTERMISSION_PART1_ALEPH28": "我这话发自内心。", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "我看不懂这上面的字。我甚至连这用的是什么语言都不认得。", - "INTERMISSION_PART2_AMBER1.m": "陌生人,[pause]你看起来相当迷茫呢。", - "AMBER_UNKNOWN_NAME": "神秘女子", - "INTERMISSION_PART2_AMBER2": "需要找个落脚的地方么?", - "INTERMISSION_PART2_AMBER1.n": "陌生人,[pause]你看起来相当迷茫呢。", - "INTERMISSION_PART2_AMBER1.f": "陌生人,[pause]你看起来相当迷茫呢。", - "INTERMISSION_PART3_AMBER1.n": "能遇上我算你走运,亲爱的。", - "INTERMISSION_LODGE_LOCKED": "门上了锁。", - "INTERMISSION_PART3_AMBER1.m": "能遇上我算你走运,亲爱的。", - "INTERMISSION_PART3_AMBER2": "叫我琥珀女士吧——[pause]我是琥珀旅馆的活招牌。", - "INTERMISSION_PART3_AMBER1.f": "能遇上我算你走运,亲爱的。", - "INTERMISSION_PART3_AMBER4.m": "请别客气,[pause]把这里当自己家吧。[pause]你大可到处转悠参观参观。", - "INTERMISSION_PART3_AMBER3.f": "你可算是走了大运了——[pause]琥珀旅馆可不常穿过那些消亡的世界。", - "INTERMISSION_PART3_AMBER3.m": "你可算是走了大运了——[pause]琥珀旅馆可不常穿过那些消亡的世界。", - "INTERMISSION_PART3_AMBER3.n": "你可算是走了大运了——[pause]琥珀旅馆可不常穿过那些消亡的世界。", - "INTERMISSION_PART3_AMBER4.f": "请别客气,[pause]把这里当自己家吧。[pause]你大可到处转悠参观参观。", - "INTERMISSION_PART3_AMBER5": "我们现在正在穿梭,所以暂时还没什么地方可去。", - "INTERMISSION_PART3_AMBER4.n": "请别客气,[pause]把这里当自己家吧。[pause]你大可到处转悠参观参观。", - "INTERMISSION_PART3_AMBER6_OPTION1": "你是什么人?", - "INTERMISSION_PART3_AMBER6": "嘿,亲爱的。有什么可以帮到你么?", - "INTERMISSION_PART3_AMBER6_OPTION2": "这是什么地方?", - "INTERMISSION_PART3_AMBER6_OPTION3": "这是怎么一回事?", - "INTERMISSION_PART3_AMBER6_OPTION4": "再见!", - "INTERMISSION_PART3_AMBER7": "我说过了,我是琥珀女士,[pause]是这家好店的活招牌。", - "INTERMISSION_PART3_AMBER9": "你也不是第一个带着那副神情闯进这里来的人了!", - "INTERMISSION_PART3_AMBER8": "别担心,[pause]你没有危险。", - "INTERMISSION_PART3_AMBER11": "我们往往不会在同一个地方逗留过久。[pause]有时,我们会遇上像你这样需要帮助的人,便会向他们伸出橄榄枝。", - "INTERMISSION_PART3_AMBER10": "这里是琥珀旅馆,亲爱的。", - "INTERMISSION_PART3_AMBER12": "这些年来,我们服务过的客户群五花八门,[pause]这点是毋庸置疑的。", - "INTERMISSION_PART3_AMBER13.m": "哎哟哟,你那迷途小狗般的眼神,可真是[wave amp=30 freq=10]惹人怜爱[/wave]呀!", - "INTERMISSION_PART3_AMBER14.m": "别着急,[pause]这一切都没什么大不了的。", - "INTERMISSION_PART3_AMBER13.n": "哎哟哟,你那迷途小狗般的眼神,可真是[wave amp=30 freq=10]惹人怜爱[/wave]呀!", - "INTERMISSION_PART3_AMBER13.f": "哎哟哟,你那迷途小狗般的眼神,可真是[wave amp=30 freq=10]惹人怜爱[/wave]呀!", - "INTERMISSION_PART3_AMBER14.f": "别着急,[pause]这一切都没什么大不了的。", - "INTERMISSION_PART3_AMBER14.n": "别着急,[pause]这一切都没什么大不了的。", - "INTERMISSION_PART3_AMBER15.m": "你这是被困在了一个已经消亡千年的世界之中。", - "INTERMISSION_PART3_AMBER16": "而我呢,[pause]纯粹是顺路捎带你一程啦。", - "INTERMISSION_PART3_AMBER15.n": "你这是被困在了一个已经消亡千年的世界之中。", - "INTERMISSION_PART3_AMBER15.f": "你这是被困在了一个已经消亡千年的世界之中。", - "AMBER_LODGE_MIRROR_DESCRIPTION": "这是一面光滑明亮的镜子。不过,上面似乎什么也映不出来……", - "INTERMISSION_PART3_AMBER17": "多保重呀,亲爱的。", - "AMBER_LODGE_NPC1_NAME": "放松的男子", - "AMBER_LODGE_NPC1_DIALOGUE": "琥珀女士显然很懂如何把这地方经营好!", - "AMBER_LODGE_NPC2_NAME": "脸颊通红的女子", - "AMBER_LODGE_NPC2_DIALOGUE": "哎呀,要是可以的话,我真愿意在这里呆上一辈子!", - "AMBER_LODGE_NPC3_NAME": "友善的人", - "AMBER_LODGE_NPC3_DIALOGUE": "这是你第一次来琥珀旅馆吗?", - "AMBER_LODGE_NPC4_NAME": "面无表情的男子", - "AMBER_LODGE_NPC4_DIALOGUE": "琥珀旅馆实在不一般……", - "INTERMISSION_PART4_AMBER1": "那真是段简单纯粹的时光啊。", - "INTERMISSION_PART4_AMBER1_OPTION1": "你认识阿列夫吗?", - "INTERMISSION_PART4_AMBER1_OPTION2": "你和阿列夫是朋友吗?", - "INTERMISSION_PART4_AMBER2": "很久很久以前,[pause]他和我曾经亲如家人。", - "INTERMISSION_PART4_AMBER3": "我们总是一大伙人行动,[pause]我也不怕跟你说,[pause]那可真是段美好的时光。", - "INTERMISSION_PART4_AMBER4": "阿列夫就像是我们的头儿。[pause]呵,他不来当头儿,谁当?[pause]当头儿可是他的拿手好戏啊,[pause]不是么?", - "INTERMISSION_PART4_AMBER5": "而我呢?[pause]我不过是坐骑,[pause]而莫甘特则是看门人。", - "INTERMISSION_PART4_AMBER6": "但有时候,人就是会渐行渐远。有时候,还会落得一地鸡毛。", - "INTERMISSION_PART4_AMBER7": "于是我将那一切都抛到了身后。", - "INTERMISSION_PART4_AMBER8": "我相信即使到了今天,[pause]阿列夫也依然在寻找离开那座岛的“船票”。", - "INTERMISSION_PART4_AMBER9": "当然了,[pause]那老巫婆绝无可能把离开的方法告诉他。", - "INTERMISSION_PART4_AMBER10": "罢了罢了,听我这老姑娘唠叨过去的故事,想必会让你感到厌烦吧。还是不说了。", - "INTERMISSION_PART4_AMBER11": "我?", - "INTERMISSION_PART4_AMBER16": "别担心,我不会说出去的。", - "INTERMISSION_PART4_AMBER10_OPTION1": "你是大天使吗?", - "INTERMISSION_PART4_AMBER13": "我只不过是这家店的活招牌。", - "INTERMISSION_PART4_AMBER12": "哎呀,[pause]我都说了,{player}……", - "INTERMISSION_PART4_AMBER15": "更何况,你应该最清楚顶着个头像四处走的感受啊,不是么?", - "INTERMISSION_PART4_AMBER14": "琥珀旅馆才是本体呢。", - "INTERMISSION_PART4_AMBER25.m": "等你准备好了,就走进镜中吧。", - "INTERMISSION_PART4_AMBER18": "而在那之前,[pause]你是在新威勒尔上?", - "INTERMISSION_PART4_AMBER17.m": "好了,[pause]我想你之所以搁浅在那块岩石上,也是因为阿列夫把你变走了,[pause]是吧?", - "INTERMISSION_PART4_AMBER17.f": "好了,[pause]我想你之所以搁浅在那块岩石上,也是因为阿列夫把你变走了,[pause]是吧?", - "INTERMISSION_PART4_AMBER17.n": "好了,[pause]我想你之所以搁浅在那块岩石上,也是因为阿列夫把你变走了,[pause]是吧?", - "INTERMISSION_PART5_EUGENE.f": "我就知道你会回来的!", - "INTERMISSION_PART4_AMBER19": "那座岛就像个粘虫板。[pause]人们掉进时空的缝隙,结果就落到了那里。你可实在不走运呢,亲爱的。", - "INTERMISSION_PART4_AMBER20": "至于你和那位三角头朋友的事情嘛……", - "INTERMISSION_PART4_AMBER21.m": "被卷入我们的昔日恩怨,并不是你的错。", - "INTERMISSION_PART4_AMBER21.f": "被卷入我们的昔日恩怨,并不是你的错。", - "INTERMISSION_PART4_AMBER21.n": "被卷入我们的昔日恩怨,并不是你的错。", - "INTERMISSION_PART4_AMBER23": "这面镜子会带你去你要去的地方。", - "INTERMISSION_PART4_AMBER22": "所以我会捎你一程,不过仅此一次。[pause]跟我来。", - "INTERMISSION_PART4_AMBER24": "但是,[pause]至于具体要去哪里……[pause]嗐,[pause]这个就不归我管了。", - "INTERMISSION_PART4_AMBER25.f": "等你准备好了,就走进镜中吧。", - "INTERMISSION_PART4_AMBER26": "多保重了,亲爱的。认识你真好。", - "INTERMISSION_PART4_AMBER27.n": "对了,帮我一个忙——[pause]别告诉我们的老朋友阿尔是我帮了你,[pause]好吗?", - "INTERMISSION_PART4_AMBER25.n": "等你准备好了,就走进镜中吧。", - "INTERMISSION_PART4_AMBER27.m": "对了,帮我一个忙——[pause]别告诉我们的老朋友阿尔是我帮了你,[pause]好吗?", - "INTERMISSION_PART5_KAYLEIGH.m": "我有一瞬间还以为再也见不到你了!", - "INTERMISSION_PART4_AMBER27.f": "对了,帮我一个忙——[pause]别告诉我们的老朋友阿尔是我帮了你,[pause]好吗?", - "INTERMISSION_PART5_KAYLEIGH.f": "我有一瞬间还以为再也见不到你了!", - "INTERMISSION_PART5_KAYLEIGH.n": "我有一瞬间还以为再也见不到你了!", - "INTERMISSION_PART5_MEREDITH.m": "哼,[pause]你[b]根本[/b]不知道刚才害我多担心。", - "INTERMISSION_PART5_MEREDITH.n": "哼,[pause]你[b]根本[/b]不知道刚才害我多担心。", - "INTERMISSION_PART5_MEREDITH.f": "哼,[pause]你[b]根本[/b]不知道刚才害我多担心。", - "INTERMISSION_PART5_EUGENE.m": "我就知道你会回来的!", - "INTERMISSION_PART5_FELIX.f": "有那么一瞬间,我都不确定还能不能再次见到你了……", - "INTERMISSION_PART5_FELIX.m": "有那么一瞬间,我都不确定还能不能再次见到你了……", - "INTERMISSION_PART5_EUGENE.n": "我就知道你会回来的!", - "INTERMISSION_PART5_VIOLA.m": "你能归来,我着实心存感激……", - "INTERMISSION_PART5_FELIX.n": "有那么一瞬间,我都不确定还能不能再次见到你了……", - "INTERMISSION_PART5_VIOLA.n": "你能归来,我着实心存感激……", - "INTERMISSION_PART5_VIOLA.f": "你能归来,我着实心存感激……", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]汪!汪![/shake]", - "INTERMISSION_PART6_VIOLA4": "这“阿列夫”浑身上下没一处可信。应当多加防范,纵使他棱角分明的脸庞再度出现,我们亦有备无患。", - "INTERMISSION_PART6_KAYLEIGH2": "这个三角头男,[pause]阿列夫,[pause]是和我们其他人一样被困在了新威勒尔的上古大天使?", - "INTERMISSION_PART6_KAYLEIGH1": "……好吧,[pause]如果我没理解错的话……", - "END_MIRROR_DENIAL_EUGENE1.n": "哥们儿,我暂时还不能从这里穿过去。[pause]我得先阻止新威勒尔这儿的索地员作乱,你明白吗?", - "INTERMISSION_PART6_MEREDITH3.m": "而你被[wave amp=30 freq=10]三角头老兄[/wave]传送到另一个世界后,又被一个陌生人救起。[pause]而三角头老兄只能传送别人,不能传送自己。[pause]明白了。", - "INTERMISSION_PART6_MEREDITH3.f": "而你被[wave amp=30 freq=10]三角头老兄[/wave]传送到另一个世界后,又被一个陌生人救起。[pause]而三角头老兄只能传送别人,不能传送自己。[pause]明白了。", - "INTERMISSION_PART6_MEREDITH3.n": "而你被[wave amp=30 freq=10]三角头老兄[/wave]传送到另一个世界后,又被一个陌生人救起。[pause]而三角头老兄只能传送别人,不能传送自己。[pause]明白了。", - "INTERMISSION_PART6_KAYLEIGH3.f": "然后他用他那颗镜子大脑袋,把你传送到了一个荒废没落的世界,但是有个好心的陌生人顺路载了你回来。[pause]而那位好心人同样是个大天使。", - "INTERMISSION_PART6_KAYLEIGH5": "不过我们依旧不清楚阿列夫有何居心,只知道他对[wave amp=30 freq=10]其他[/wave]大天使颇感兴趣。", - "INTERMISSION_PART6_KAYLEIGH3.m": "然后他用他那颗镜子大脑袋,把你传送到了一个荒废没落的世界,但是有个好心的陌生人顺路载了你回来。[pause]而那位好心人同样是个大天使。", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "没错。", - "INTERMISSION_PART6_KAYLEIGH3.n": "然后他用他那颗镜子大脑袋,把你传送到了一个荒废没落的世界,但是有个好心的陌生人顺路载了你回来。[pause]而那位好心人同样是个大天使。", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "差不多可以这么概括吧。", - "INTERMISSION_PART6_EUGENE5": "我们不知道这家伙在打什么算盘吧?听起来他似乎有自己的[shake rate=30 level=10]计划[/shake]——当中还包含了寻找其他大天使。", - "INTERMISSION_PART6_FELIX6": "我有这么个问题:你想拿这个家伙怎么办?他显然有某些企图,但这一切[wave amp=30 freq=10]恐怕[/wave]有点超出我们的能力范围。", - "INTERMISSION_PART6_MEREDITH6": "好吧,那我们要拿这个家伙怎么办?[pause]他肯定有某些企图,[pause]但他可是[wave amp=30 freq=10]大天使[/wave]啊。我觉得,大天使什么的,实在不是我们对付得了的。", - "INTERMISSION_PART6_KAYLEIGH6": "那,{player}?你觉得我们该拿他怎么办呢?阿列夫已经表明了[wave amp=30 freq=10]除掉[/wave]任何眼中钉的决心,但是……[pause]我觉得这一切实在不是我们对付得了的。", - "INTERMISSION_PART6_FELIX6_OPTION1": "我们多留心他吧。", - "INTERMISSION_PART6_FELIX6_OPTION2": "我们尽量避开他吧。", - "INTERMISSION_PART6_KAYLEIGH7": "行!这计划挺好。", - "INTERMISSION_PART6_MEREDITH7.m": "嘿,好主意。", - "INTERMISSION_PART6_MEREDITH7.f": "嘿,好主意。", - "INTERMISSION_PART6_MEREDITH7.n": "嘿,好主意。", - "INTERMISSION_PART6_EUGENE7": "好哇,这计划听着还成!", - "INTERMISSION_PART6_FELIX7": "嘿,我喜欢这计划。", - "INTERMISSION_PART6_DOG7": "汪!", - "INTERMISSION_PART6_VIOLA7": "妙极!{player},我必将追随你的指引。", - "END_MIRROR_REVEAL_KAYLEIGH1": "这该不会是……", - "END_MIRROR_REVEAL_PLAYER1": "唔,镜子。会不会跟琥珀旅馆那面镜子一样呢……", - "END_PART1_EUGENE3.f": "哥们儿,你没事吧?[pause]你刚才一声都不吭,安静得吓人。", - "END_MIRROR_REVEAL_FELIX1": "……不错。", - "END_MIRROR_REVEAL_EUGENE1": "哇哦。", - "END_MIRROR_REVEAL_MEREDITH1": "这……[pause]似乎是个重大发现。", - "END_MIRROR_REVEAL_VIOLA1": "{player},这会否就是你潜心寻觅的境地?", - "END_MIRROR_DENIAL_MEREDITH1": "{player},我……暂时还不能从这里穿过去。这一走恐怕就不能再回头了,而我还有些事情没办完呢。", - "END_MIRROR_REVEAL_DOG1": "汪!", - "END_MIRROR_DENIAL_EUGENE1.m": "哥们儿,我暂时还不能从这里穿过去。[pause]我得先阻止新威勒尔这儿的索地员作乱,你明白吗?", - "END_MIRROR_DENIAL_EUGENE1.f": "哥们儿,我暂时还不能从这里穿过去。[pause]我得先阻止新威勒尔这儿的索地员作乱,你明白吗?", - "END_MIRROR_DENIAL_VIOLA1.f": "朋友,恕我无法继续同行。[pause]若家兄确已不在此岛,我方可与你一同踏上此程。", - "END_MIRROR_DENIAL_FELIX1": "我……不能再跟你一起往前走了。[pause]我还没找到创作灵感呢。", - "END_MIRROR_DENIAL_VIOLA1.n": "朋友,恕我无法继续同行。[pause]若家兄确已不在此岛,我方可与你一同踏上此程。", - "END_MIRROR_DENIAL_VIOLA1.m": "朋友,恕我无法继续同行。[pause]若家兄确已不在此岛,我方可与你一同踏上此程。", - "END_MIRROR_DENIAL_DOG1": "看来汪克利还有未竟之事……", - "FINAL_STATION_PART1_KAYLEIGH1": "我们现在在哪里?好浓的雾……[pause]看来我们除了前进也没有别的法子了,{player}。", - "FINAL_STATION_PART1_EUGENE1": "那面镜子就一直藏着这个地方吗?镜子还有这种功能?!我缺了什么课吗?", - "FINAL_STATION_PART1_MEREDITH1": "这地方就一直藏在[wave amp=30 freq=10]镜子[/wave]里吗?!", - "FINAL_STATION_PART1_FELIX1": "我虽然也不指望找到些什么,但这场面可是我没料到的。[pause]哇。", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]呜……[/shake]", - "FINAL_STATION_PART1_VIOLA1": "踏入镜中,竟可觅得如此一方天地……饶是梦中亦难想象。", - "FINAL_STATION_PART2_KAYLEIGH1": "这地方好[wave amp=30 freq=10]广阔[/wave]……", - "FINAL_STATION_PART2_KAYLEIGH2": "假如我们寻觅已久的通道真的存在,那它肯定就在这里。[pause]到处看看吧。", - "FINAL_STATION_PART2_MEREDITH1": "这地方[b]闻起来[/b]着实有股年代久远的味道。", - "FINAL_STATION_PART2_MEREDITH2": "走吧,我们到处瞅瞅去。假如你要找的魔法世界之门[wave amp=30 freq=10]真的存在[/wave],那肯定会出现在这样的地方。", - "FINAL_STATION_PART2_EUGENE2": "离开新威勒尔的通道,会不会就在这里呢?", - "FINAL_STATION_PART2_EUGENE1": "这地方感觉空旷得很,[pause]仿佛几百年没人来过这里了……", - "FINAL_STATION_PART2_FELIX1": "这……", - "FINAL_STATION_PART2_VIOLA1": "此地荡漾着哀愁。你有否感觉到?", - "FINAL_STATION_PART2_FELIX2": "你一直在找的地方,应该就是这里了吧?走吧,我们到处看看去。", - "END_PART1_MEREDITH1": "我不知道这是什么,但直觉告诉我不该随便乱碰。", - "FINAL_STATION_PART2_VIOLA2": "来:[pause]我们应当一探这悲伤之境。", - "END_PART1_KAYLEIGH1": "这是棺材吗?{player},你说这东西怎么这么大……?", - "FINAL_STATION_PART2_DOG1": "汪克利似乎有点紧张,但也急着四处探一探。", - "END_PART1_EUGENE1": "这……实在让我摸不着头脑。", - "END_PART1_VIOLA1": "此棺系由悲恸之手砌成,[pause]你难道感觉不到么?", - "END_PART1_FELIX1": "我本想说这可真是个意外发现,但也实在不知道自己该期待点什么。", - "END_PART1_MORGANTE2": "莫德雷德……我的孩儿啊……\\n\\n正义将责罚那红衣之王。\\n\\n用不了多久的。", - "END_PART1_DOG1": "[shake rate=30 level=10]呜……[/shake]", - "END_PART1_FELIX3.n": "呃,一切都还好吧,{player}?[pause]你刚才眼神放空了好一会儿呢。", - "END_PART1_KAYLEIGH3.m": "你没事吧?刚才看你好像魂不守舍了一小会儿呢。", - "END_PART1_MEREDITH3.m": "醒醒,{player}![pause]我看你出神好一小会儿了,朋友。", - "END_PART1_KAYLEIGH3.f": "你没事吧?刚才看你好像魂不守舍了一小会儿呢。", - "END_PART1_KAYLEIGH3.n": "你没事吧?刚才看你好像魂不守舍了一小会儿呢。", - "END_PART1_MEREDITH3.f": "醒醒,{player}![pause]我看你出神好一小会儿了,朋友。", - "END_PART1_MEREDITH3.n": "醒醒,{player}![pause]我看你出神好一小会儿了,朋友。", - "END_PART1_EUGENE3.m": "哥们儿,你没事吧?[pause]你刚才一声都不吭,安静得吓人。", - "END_PART2_PLAYER_OPTION2": "我们一起上吧!", - "END_PART1_FELIX3.m": "呃,一切都还好吧,{player}?[pause]你刚才眼神放空了好一会儿呢。", - "END_PART1_EUGENE3.n": "哥们儿,你没事吧?[pause]你刚才一声都不吭,安静得吓人。", - "END_PART1_VIOLA3.m": "你神智是否清醒?我见你呆立片刻,状貌颇不寻常。", - "END_PART1_FELIX3.f": "呃,一切都还好吧,{player}?[pause]你刚才眼神放空了好一会儿呢。", - "END_PART1_VIOLA3.n": "你神智是否清醒?我见你呆立片刻,状貌颇不寻常。", - "END_PART1_VIOLA3.f": "你神智是否清醒?我见你呆立片刻,状貌颇不寻常。", - "END_PART1_DOG3": "汪!", - "END_PART2_CONFIRM1.m": "一旦踏出这一步,你将有一阵子不能再回来了。确定已做好充分准备?", - "END_PART2_CONFIRM1.f": "一旦踏出这一步,你将有一阵子不能再回来了。确定已做好充分准备?", - "END_PART2_CONFIRM2": "要不要先存个档?", - "END_PART2_CONFIRM1.n": "一旦踏出这一步,你将有一阵子不能再回来了。确定已做好充分准备?", - "END_PART2_KAYLEIGH3": "{player},我们竟一路走到了这里……", - "END_PART2_MEREDITH3.m": "如果这真是我们要找的地方,那我确实要对你刮目相看了。[pause]我本来还不太看好你呢。", - "END_PART2_MEREDITH3.n": "如果这真是我们要找的地方,那我确实要对你刮目相看了。[pause]我本来还不太看好你呢。", - "END_PART2_MEREDITH3.f": "如果这真是我们要找的地方,那我确实要对你刮目相看了。[pause]我本来还不太看好你呢。", - "END_PART2_EUGENE3": "哥们儿,现在可没有回头路了![pause]哎哟,我整个人跟打了鸡血一样兴奋!", - "END_PART2_FELIX3": "这看起来是个挺正经的通道。[pause]看来就是这里了?", - "END_PART2_VIOLA3": "确是此地么?旅途终点会否就在前方?", - "END_PART2_DOG3": "汪!", - "END_PART2_MEREDITH5.m": "别想抛下我——[pause]你没这样的打算吧?", - "END_PART2_KAYLEIGH4": "哎,等等!别抛下我自个儿进去呀!", - "END_PART2_EUGENE6": "朝未知迈出最后一步,是吧?挺牛的嘛!", - "END_PART2_MEREDITH5.n": "别想抛下我——[pause]你没这样的打算吧?", - "END_PART2_MEREDITH5.f": "别想抛下我——[pause]你没这样的打算吧?", - "END_PART2_VIOLA8": "倘如这便是最后一幕,[pause]那么且让我们共同完成!", - "END_PART2_FELIX7": "这我可不能不参与啊。", - "END_PART3_FELIX4": "那估计这个大三角就是通道了,对吧?", - "END_PART2_DOG9": "汪!", - "END_PART2_PLAYER_OPTION1": "谢谢你们能来!", - "END_PART3_MEREDITH2": "就是这里了,[pause]对吧?", - "END_PART3_KAYLEIGH1": "这[b]肯定[/b]就是那个通道了……", - "END_PART3_EUGENE3": "[shake rate=30 level=10]赞爆了![/shake]", - "END_PART3_VIOLA5": "如此壮观……", - "END_PART3_DOG6": "*呼哧呼哧*", - "END_PART3_ALEPH7": "哇,我们真的做到了!", - "END_PART3_KAYLEIGH8": "阿列夫!", - "END_PART3_MEREDITH8": "噢。又是你啊。", - "END_PART3_EUGENE8": "怪人,[pause]你有什么目的?", - "END_PART3_VIOLA8": "是你!", - "END_PART3_DOG8": "汪?!", - "END_PART3_FELIX8": "你一直在跟踪我们吗……?", - "END_PART3_ALEPH9": "那老巫婆可真是把这地方藏了个严严实实。", - "END_PART3_ALEPH10": "你们可知,这整条铁路线也是我们的一位“大天使”同胞吗?", - "END_PART3_ALEPH12": "这里头可真是一片迷宫!", - "END_PART3_ALEPH11": "“梅林线”,是我们给它的称呼。[pause]你们这整座“岛”,都建在它的背上。", - "END_PART3_ALEPH13": "说真的,要是没有你们,[pause]我可一辈子都找不到这间密室。", - "END_PART3_ALEPH15.n": "你竟然知道这号人物。[pause]朋友,你比看起来要聪明啊。", - "END_PART3_ALEPH13_OPTION1": "你口中的“老巫婆”,是指莫甘特?", - "END_PART3_ALEPH14": "……", - "END_PART3_ALEPH13_OPTION2": "把这地方藏起来的人,是莫甘特吗?", - "END_PART3_ALEPH15.m": "你竟然知道这号人物。[pause]朋友,你比看起来要聪明啊。", - "END_PART3_ALEPH15.f": "你竟然知道这号人物。[pause]朋友,你比看起来要聪明啊。", - "END_PART3_ALEPH16": "那老巫婆有很长时间都把我困在这些隧道里头,[pause]不过最终是我获得了胜利。", - "END_PART3_ALEPH17": "呵,胜利的一方向来是我。", - "END_PART3_ALEPH17_OPTION1": "你有什么企图?", - "END_PART3_ALEPH17_OPTION2": "你在谋划什么诡计?", - "END_PART3_ALEPH18": "啧啧啧,怎么字字带刺呢!朋友们,我们可是在努力维持友好的氛围呀!", - "END_PART3_ALEPH19": "哎呀,我就只是想穿过那边的通道离开嘛!", - "END_PART3_ALEPH20": "不过,说到朋友……", - "END_PART3_KAYLEIGH22": "糟了……", - "END_PART3_ALEPH21": "来和我的新队伍见个面吧!", - "END_PART3_EUGENE24": "……噢。", - "END_PART3_MEREDITH23": "啊哦……", - "END_PART3_FELIX25": "……嚯。", - "END_PART3_VIOLA26": "原来如此……", - "END_PART3_DOG27": "汪……?", - "END_PART3_ALEPH28": "你瞧,我原本也算是个有头有脸的人物。", - "END_PART3_ALEPH29": "我和我从前的组员,跟你们这一族类达成了某种协议。[pause]可以说是缔结了特殊关系。[pause]即便你们并不知情。", - "END_PART3_ALEPH30": "我对你们人类,可是尊重得很呢!没有你们,我们也就无法存在了!", - "END_PART3_ALEPH31": "你们人类居住在自己的小小世界里,冒出各种各样可爱的点子。爱啊,死亡啊,诸如此类的……", - "END_PART3_ALEPH32": "你们最强烈的想法,赋予了我们生命;而作为回报,我们将前往你们的国度,将这些幻想演绎成现实!", - "END_PART3_ALEPH33": "冒险……[pause]战争……[pause]物种灭绝……", - "END_PART3_ALEPH34": "你们人类最喜爱的无非是这类东西,[pause]而我也一样!", - "END_PART3_ALEPH34B": "遗憾的是,我之前组的乐队有那么一丁点儿不睦,最后不得不解散收场。", - "END_PART3_ALEPH35": "于是我有那么一小段时间步出了公众视线。", - "END_PART3_ALEPH36": "不过现在,我们又重出江湖了!", - "END_PART3_KAYLEIGH37": "所以你和大天使们打算……[pause]入侵世界,将那些创造了你们的暴力念头付诸行动?", - "END_PART3_MEREDITH38": "那可真令人担忧。", - "END_PART3_EUGENE39": "暴力的无限循环……", - "END_PART3_FELIX40": "嗯,听起来可不太妙。", - "END_PART3_VIOLA41": "如此黑暗欲念不容实现!", - "END_PART3_ALEPH46": "事实上,我可以和你们做个交易!", - "END_PART3_DOG42": "吼……", - "END_PART3_ALEPH43": "哎呀,别担心嘛朋友们!", - "END_PART3_ALEPH44": "我们都在同一条战线上。", - "END_PART3_ALEPH45": "你们想离开这个落后闭塞的世界,而我们也是如此。", - "END_PART3_ALEPH46_OPTION1": "交易?", - "END_PART3_ALEPH46_OPTION2": "你出什么条件?", - "END_PART3_ALEPH48": "你们绝不会再度见到我们。[pause]如何?", - "END_PART3_ALEPH48_OPTION1": "什么?", - "END_PART3_ALEPH47": "大家各走各的,[pause]而且我们绝不会造访你们任何一人所在的世界。", - "END_PART3_ALEPH56": "我干脆先把你们杀光,然后再大摇大摆离开,满意了吧?", - "END_PART3_ALEPH48_OPTION2": "没门儿!", - "END_PART3_ALEPH_WHAT_49": "我们会去征服其他人的世界,不会来打扰你们。", - "END_PART3_ALEPH_NO_DEAL_49": "……不行吗?", - "END_PART3_KAYLEIGH51": "所有人都有价值,无论来自哪个世界!我们能做的就只有尽力帮助他们!", - "END_PART3_ALEPH_NO_DEAL_50": "我不明白。", - "END_PART3_EUGENE51": "即使其他世界的人并不知道我们的存在,但在眼下这一刻,[pause]他们都指望着我们来[shake rate=30 level=10]保护他们免受你的侵害![/shake]", - "END_PART3_MEREDITH51": "我们要是只为保命就堂而皇之出卖其他现实世界,[pause]那可太缺德了。", - "END_PART3_VIOLA51": "黑暗欲念虽赋予你生命,但你无权将那黑暗归与人心!", - "END_PART3_DOG51": "[shake rate=30 level=10]汪![/shake]", - "END_PART3_FELIX51": "你们这是要伤害他人,即使我们没看见过程也没差啊。[pause]依我的估算,这已经是个相当糟糕的交易了。", - "END_PART3_ALEPH52": "但我们不会扰乱你们的世界呀!", - "END_PART3_ALEPH53": "你们真的要押上自己的性命……[pause]来帮助一些连见都没见过的人吗?", - "END_PART3_ALEPH53_OPTION1": "没错。", - "END_PART3_ALEPH53_OPTION2": "当然。", - "END_PART3_ALEPH54": "呵。[pause]行吧!", - "END_PART3_ALEPH55": "你们现在真是相当不配合。", - "END_PART4_ALEPH1": "你们人类创造了我们,现在又想杀了我们?[pause]不如趁早拿定主意罢!", - "END_PART5_ALEPH1": "真是浪费力气……", - "END_PART6_ALEPH1": "好哇,我可真是受够了。", - "END_PART6_ALEPH2": "大家,快回到车上![pause]我们要走了!", - "END_PART7_ALEPH1": "全体上车!", - "END_PART7_ALEPH2": "下一站是:我们想去哪就是哪!", - "END_PART7_KAYLEIGH3": "{player},快点!", - "END_PART7_DOG3": "[wave amp=30 freq=10]吼……[/wave]", - "END_PART7_MEREDITH3": "{player},不能让他们逃掉!", - "END_PART7_FELIX3": "我们必须追上他。你明白这一点吧?", - "END_PART7_EUGENE3": "我们快跟上!", - "END_PART7_VIOLA3": "绝不可令猎物这般轻易逃脱!", - "END_PART8_KAYLEIGH1": "我以前见过这样的灯光……[pause]是在我刚来到新威勒尔的时候……", - "END_PART8_EUGENE1": "这感觉似曾相识……[pause]我是不是刚来的时候就见过这些灯光?", - "END_PART8_MEREDITH1": "这可真够玄乎的……[pause]我刚来到新威勒尔时,就见过这场面。", - "END_PART9_ALEPH_BATTLE1": "你们想要向我宣战?真是应景啊。", - "END_PART8_VIOLA1": "这灯……此处可是超乎天堂与人间之境?[pause]我从前是否曾见识过这般场面?", - "END_PART8_FELIX1": "这灯光秀还挺有排场啊。我以前好像见过……[pause]是在刚来到新威勒尔的时候见到的吗?", - "END_PART8_DOG1": "汪嗷……", - "END_PART8_ALEPH2": "我曾以为,宇宙中所需知道的一切,我都已了解……", - "END_PART8_ALEPH4": "或许这会是个不错的团队建设活动?", - "END_PART8_ALEPH3": "但你们这招“融合”,我以前从未见识过。", - "END_PART8_ALEPH6": "你的世界会是我造访的首个目的地。\\n\\n我能从你身上嗅出那个世界的气味……", - "END_PART8_ALEPH5": "我收回我的条件。", - "END_PART8_ALEPH8": "完美无瑕的时间线,已经步上了毁灭的道路。\\n\\n这将会是个多么美妙的玩物啊。", - "END_PART8_KAYLEIGH10": "你还有再战一场的斗志吗,{player}?", - "END_PART8_MEREDITH10.m": "朋友,你准备好了吗?", - "END_PART8_EUGENE10": "{player},成败在此一举了!", - "END_PART8_MEREDITH10.f": "朋友,你准备好了吗?", - "END_PART8_MEREDITH10.n": "朋友,你准备好了吗?", - "END_PART8_FELIX10.m": "上吧![pause]{player},我准备好了,就等你了!", - "END_PART8_FELIX10.n": "上吧![pause]{player},我准备好了,就等你了!", - "END_PART8_FELIX10.f": "上吧![pause]{player},我准备好了,就等你了!", - "END_PART8_VIOLA10": "如此甚好!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]汪汪![/shake]", - "END_PART9_ALEPH_BATTLE2": "人类最强烈的愿望,便是自我毁灭。我可以反反复复让这一切发生。", - "END_PART9_ALEPH_BATTLE4": "死……心……吧!", - "END_PART9_ALEPH_BATTLE3": "诸多文明曾一度在我面前化为灰烬。我愿再一次观赏那样的余烬。", - "END_PART9_MORGANTE7": "阿列夫是征伐之化身。\\n\\n而我是反叛之化身。", - "END_PART9_ALEPH_BATTLE5": "放肆……", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_ALEPH1": "别想再用磁带。", - "END_PART9_ALEPH3": "你们不是野兽。你们不过是区区人类。", - "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_DOG2": "汪?!", - "END_PART9_MORGANTE5": "这能力连你自己都不清楚何以奏效,竟敢如此轻易运用。\\n\\n如此天真,如此轻举妄动又奋不顾身。", - "END_PART9_MORGANTE4": "呵,人类,一点都不意外。", - "END_PART9_MORGANTE5_OPTION1": "你是来嘲笑我的吗?", - "END_PART9_MORGANTE5_OPTION2": "你想怎样?", - "END_PART9_MORGANTE6": "在这一瞬间,我们有着一个共同的目标。", - "END_PART9_MORGANTE8": "所以我需要你理解。", - "END_PART9_MORGANTE8_OPTION1": "理解什么?", - "END_PART9_MORGANTE8_OPTION2": "你在说什么啊?", - "END_PART9_MORGANTE9": "你们人类用梦想和理想创造了我们。\\n\\n人类的潜能永无止境。", - "END_PART9_MORGANTE11": "令你的意识具现化,从而改变现实……\\n\\n改变世界、改变你们自己……\\n\\n这项能力,就潜藏在你们自己的身体里。", - "END_PART9_MORGANTE10": "而这些“磁带”,不过是些护符罢了。", - "END_PART9_MORGANTE12": "所以,快醒来吧!", - "END_PART9_KAYLEIGH13": "{player},你怎么……", - "END_PART9_MEREDITH13": "{player},你看起来吓坏了……", - "END_PART9_EUGENE13": "{player},你回过神来了吗?!", - "END_PART9_FELIX13.f": "你缓过来了吗,{player}?", - "END_PART9_FELIX13.m": "你缓过来了吗,{player}?", - "END_PART9_VIOLA13": "{player},想必你并不会就此屈服?", - "END_PART9_FELIX13.n": "你缓过来了吗,{player}?", - "END_PART9_DOG13": "汪!", - "END_PART9_ALEPH14": "为什么?!\\n\\n为什么你还要执迷不悟?!", - "END_PART9_ALEPH15_OPTION1": "因为这是我的意志!", - "END_PART9_ALEPH15_OPTION2": "因为我还没出绝招呢!", - "END_PART9_KAYLEIGH16": "只要拥有共同目标,我们就能凝聚在一起![pause][shake rate=30 level=10]众人团结一心![/shake]", - "END_PART9_ALEPH15_OPTION3": "因为人就是这样的生物!", - "END_PART9_EUGENE18": "[shake rate=30 level=10]一同奋起反击![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]一起去把他的大脑袋踢飞吧![/shake]", - "END_PART9_FELIX19": "我豁出去了……", - "END_PART9_VIOLA20": "来![pause]故事如何落幕,要由我们书写!", - "END_PART9_DOG21": "[wave amp=30 freq=10]嗷呜![/wave]", - "END_PART9_ALEPH22": "啊,是那老巫婆干的好事。你这眼中钉,就是要让我永不得安生,是吧?", - "END_PART10_ALEPH1": "原来如此。", - "END_PART10_MORGANTE2": "我们的歌曲就此结束。", - "END_PART10_MORGANTE3.m": "你们证明了自己的意志能胜过肉体的制约。\\n\\n人类啊,让此事成为你的教训吧。", - "END_PART10_MORGANTE3.f": "你们证明了自己的意志能胜过肉体的制约。\\n\\n人类啊,让此事成为你的教训吧。", - "END_PART10_MORGANTE3.n": "你们证明了自己的意志能胜过肉体的制约。\\n\\n人类啊,让此事成为你的教训吧。", - "END_PART11_BARKLEY3": "汪呜?", - "END_PART10_KAYLEIGH5": "我们该回去了……[pause]这列车恐怕不会特别稳定。", - "END_PART10_MORGANTE4": "再见。", - "END_PART10_EUGENE5": "我们应该先回去了——[pause]这列车恐怕坚持不了太久。", - "END_PART10_MEREDITH5": "走吧,趁这列车还未坠入深渊,我们赶紧回去。", - "END_PART10_FELIX5": "还是赶紧回去吧,[pause]不然这列车恐怕要坠入虚空。", - "END_PART10_VIOLA5": "回到现实世界,方为明智之举。", - "END_PART10_DOG5": "汪。", - "END_PART11_KAYLEIGH1": "很遗憾你的磁带机被毁了,[pause]{player},节哀……", - "END_PART11_KAYLEIGH2": "不过幸好,我身上总会带着一台备用机!", - "END_PART11_KAYLEIGH3": "……这地方以前有这栋建筑吗?", - "END_PART11_EUGENE3": "大家知道这……[pause]建筑是怎么回事吗?", - "END_PART11_MEREDITH3": "那个,[pause]呃……[pause]这地方以前并没有这栋建筑吧?", - "END_PART11_FELIX3": "呃,这还挺不同寻常的。", - "END_PART11_VIOLA3": "奇哉怪也。", - "END_PART11_AMBER4": "哎呀呀,大家别害怕!叫我琥珀女士就好。", - "END_PART11_AMBER6": "哎呀,你们都是好人,我生怕你们伤害到自己,所以就来看看。", - "END_PART11_AMBER5.f": "{player}和我是朋友——亲爱的,你说是吧?", - "END_PART11_AMBER5.m": "{player}和我是朋友——亲爱的,你说是吧?", - "END_PART11_AMBER5.n": "{player}和我是朋友——亲爱的,你说是吧?", - "END_PART11_AMBER7": "不过看样子,你们已经让我们的共同朋友挨了一顿胖揍呢。[pause]这可是头一回啊!", - "END_PART11_AMBER7_OPTION1": "一顿胖揍?我说是把他消灭了才对。", - "END_PART11_AMBER8": "亲爱的,阿列夫和我这样的生灵,可不是血肉之躯。[pause]要想让我们不得复生,那就得让相应的念头绝迹了才行。", - "END_PART11_AMBER7_OPTION2": "你说得好像他还活着似的。", - "END_PART11_AMBER9": "他靠征伐的欲望为生。只要你们人类继续想方设法自相残杀,我相信他必定还会卷土重来。", - "END_PART11_AMBER10": "虽说他大概好一段时间都不会出现了……", - "END_PART11_KAYLEIGH11": "你也是大天使……", - "END_PART11_AMBER12": "别紧张,红发小姑娘,我是站在你们这边的。", - "END_PART11_AMBER13": "况且,你们打算怎么利用那通道回家呢?恐怕需要人指点一下吧?", - "END_PART11_KAYLEIGH14": "这、这真的能带我们回到自己的世界吗?", - "END_PART11_KAYLEIGH15": "太好了![pause]我要在出发之前把这事告诉巡护队!", - "END_PART11_AMBER16": "{player},你现在不必急着离开……", - "END_PART11_AMBER17.n": "不过等你准备好了,[pause]就来跟我说一声吧。", - "END_PART11_AMBER17.m": "不过等你准备好了,[pause]就来跟我说一声吧。", - "END_PART12_RANGER1": "真不敢相信!会说话的螃蟹、魔法传送门、和大天使结盟……太神奇了!", - "END_PART11_AMBER17.f": "不过等你准备好了,[pause]就来跟我说一声吧。", - "END_PART12_AMBER1.m": "亲爱的,[pause]准备好离开新威勒尔了么?", - "END_PART12_AMBER1.f": "亲爱的,[pause]准备好离开新威勒尔了么?", - "END_PART12_AMBER1.n": "亲爱的,[pause]准备好离开新威勒尔了么?", - "END_PART12_AMBER4": "这跟“科学”无关,而是跟主观意图有关。[pause]你要在心眼里描绘你想去的世界,然后踏入门中,不受任何藕断丝连的关系羁绊。", - "END_PART12_KAYLEIGH6": "什、什么?!", - "END_PART12_AMBER_NO": "不急不急,慢慢来吧!", - "END_PART12_AMBER2": "对于这么一面稳定的世界之门来说,[pause]规矩其实相当简单。", - "END_PART12_AMBER3": "门后面的是[wave amp=30 freq=10]万事万物之间的空间[/wave]。[pause]倘若使用得不正确,你将无处可去。", - "END_PART12_AMBER5": "所以我建议你们每个人都开始道别,[pause]因为这是一趟单程旅途。", - "END_PART12_AMBER8": "新威勒尔是个反常现象,[pause]仅此而已。", - "END_PART12_AMBER7": "现实就是这样,红发小姑娘。", - "END_PART12_AMBER9": "你们之所以来到这里,也全是因为碰巧——想重新回到这里,实在不切实际。", - "END_PART12_VIOLA10": "故事要在此告终,令我甚是心痛。[pause]但我亦十分盼望再次与家兄相会。", - "END_PART12_VIOLA11": "离别是如此甜蜜的忧伤。", - "END_PART12_VIOLA13": "{player},我们共处时日虽短……", - "END_PART12_VIOLA12": "朋友们,[pause]永别了。", - "END_PART12_VIOLA14": "但无论海浪抑或风暴,皆无法侵蚀这段记忆。", - "END_PART12_VIOLA15": "我将始终视你如珍宝。", - "END_PART12_EUGENE16": "我们曾与神一般的存在交手,并赢下了战斗……", - "END_PART12_EUGENE17": "哇哈哈,我超期待回家去给大家露上两手!", - "END_PART12_EUGENE18": "无论何时何地,总会有这样那样的群体需要人伸出援手。", - "END_PART12_EUGENE21": "{player},看来我们要说分手了。", - "END_PART12_EUGENE19": "我能做的事情实在太多了。", - "END_PART12_EUGENE20": "谢谢各位,这段日子过得真痛快。", - "END_PART12_EUGENE22": "我实在没办法要求你为了我而放弃自己的世界。[pause]这样的要求太沉重了。", - "END_PART12_EUGENE25.f": "你会继续大放光彩的。[pause]我能感觉到。", - "END_PART12_EUGENE23": "我……[pause]总之……", - "END_PART12_EUGENE25.m": "你会继续大放光彩的。[pause]我能感觉到。", - "END_PART12_EUGENE24": "活出你的精彩,[pause]OK?", - "END_PART12_FELIX35": "我想,有一部分的我会永远爱你。", - "END_PART12_EUGENE25.n": "你会继续大放光彩的。[pause]我能感觉到。", - "END_PART12_FELIX26": "哎……", - "END_PART12_FELIX27": "这趟旅程实在很精彩,不是么?", - "END_PART12_FELIX29": "更不用说,我居然还和以前创作的角色见了一面。", - "END_PART12_FELIX28": "我觉得在这里积累的创作灵感,都够我用十辈子了。", - "END_PART12_FELIX31": "{player}……", - "END_PART12_FELIX30": "各位,[pause]我会想念这些美好的时光。", - "END_PART12_FELIX32.m": "即便我再也见不到你,你也从来没有消失。", - "END_PART12_FELIX32.n": "即便我再也见不到你,你也从来没有消失。", - "END_PART12_FELIX32.f": "即便我再也见不到你,你也从来没有消失。", - "END_PART12_FELIX33.m": "你是“异乡人”,还记得吗?[pause]我未来的成名作的主角。", - "END_PART12_FELIX33.f": "你是“异乡人”,还记得吗?[pause]我未来的成名作的主角。", - "END_PART12_FELIX34": "而且我想……[pause]苦无喵说得对:[pause]创意是永生的。", - "END_PART12_FELIX33.n": "你是“异乡人”,还记得吗?[pause]我未来的成名作的主角。", - "END_PART12_MEREDITH40": "尤其是你,{player}。", - "END_PART12_MEREDITH36": "我还……", - "END_PART12_MEREDITH37": "我还没准备好面对这一切的结束。", - "END_PART12_MEREDITH38": "我……[pause]我会带着更坚强的自己回去。[pause]我会全力活好这一生。", - "END_PART12_MEREDITH39": "你们可千万……[pause]别忘记我,[pause]好么?", - "END_PART12_MEREDITH46.f": "哼!我爱你。[pause]再见了。", - "END_PART12_MEREDITH41.f": "你,[pause]呃,[pause]把我的女友标准抬高了不少。", - "END_PART12_MEREDITH41.m": "你,[pause]呃,[pause]把我的男友标准抬高了不少。", - "END_PART12_MEREDITH41.n": "你,[pause]呃,[pause]把我的找对象标准抬高了不少。", - "END_PART12_MEREDITH44": "我原本也隐隐约约有预感,要是找到了离开的路,我们的关系就不得不结束了……", - "END_PART12_MEREDITH45": "但我不会放弃活得快乐这件事。再也不会了。", - "END_PART12_MEREDITH46.n": "哼!我爱你。[pause]再见了。", - "END_PART12_MEREDITH46.m": "哼!我爱你。[pause]再见了。", - "MAGIKRAB_ON_ARRIVAL.f": "欢迎来到{region_name}!", - "END_PART12_KAYLEIGH47": "真的到了这一步啊……", - "END_PART12_KAYLEIGH54": "看来我们不会再见了,[pause]{player}。", - "END_PART12_KAYLEIGH48": "我希望不会像从梦中惊醒一样,忘记这里的一切。", - "END_PART12_KAYLEIGH49": "我想把你记住,{player}。[pause]我想把所有人记住。[pause]我想把港口镇记住……", - "END_PART12_KAYLEIGH50": "就连不怎么好的部分,我也想记住。[pause]因为那都是我的一部分。", - "END_PART12_KAYLEIGH51": "令我们的意识具现化,从而改变世界……", - "END_PART12_KAYLEIGH58": "我爱你。[pause]万分感谢。", - "END_PART12_KAYLEIGH52": "我想,这其实不需要磁带也能做到,对吧?", - "END_PART12_KAYLEIGH53": "未来一直都掌握在我们手中。", - "END_PART12_AMBER61": "现在轮到你了,亲爱的。", - "END_PART12_KAYLEIGH55": "我再也不会像了解你一样了解任何人了……[pause]毕竟,不是每一段恋情都能经历融合这么特别的体验,对吧?", - "END_PART12_KAYLEIGH56.m": "我伤心,但也开心。[pause]我们都会回到自己真正归属的地方,而能和彼此相识,也令我们变得更好了。", - "END_PART12_KAYLEIGH56.f": "我伤心,但也开心。[pause]我们都会回到自己真正归属的地方,而能和彼此相识,也令我们变得更好了。", - "END_PART12_KAYLEIGH57": "这感觉是个大团圆结局。", - "END_PART12_KAYLEIGH56.n": "我伤心,但也开心。[pause]我们都会回到自己真正归属的地方,而能和彼此相识,也令我们变得更好了。", - "END_PART12_AMBER62_OPTION1.m": "准备好了!", - "END_PART12_AMBER60": "噢![pause]我看这小家伙想跟你一起回去呢。[pause]真温馨!", - "END_PART12_DOG59": "汪!汪!", - "END_PART12_AMBER62.m": "准备好了吗?", - "END_PART12_AMBER62.n": "准备好了吗?", - "END_PART12_AMBER62.f": "准备好了吗?", - "END_PART12_AMBER62_OPTION1.f": "准备好了!", - "END_PART12_AMBER62_OPTION1.n": "准备好了!", - "END_PART12_AMBER62_OPTION2": "是时候了!", - "RANGER_GATEKEEPER_INTRO1": "喂!你!", - "RANGER_GATEKEEPER_SNEAK1": "你想偷偷摸摸从我眼皮子底下溜过去?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "过了这道门,里头的怪物可全都会毫不犹豫把你送进医院。", - "RANGER_GATEKEEPER_SNEAK2": "我站在这里可是为了你们好啊,知道不!", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "抱歉,看来你的确知道自己有几斤几两。", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "你要是坚信自己已经准备好迎战它们了,那就让我瞧瞧你的本事吧!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "你要是坚信自己已经准备好迎战它们了,那就让我瞧瞧你的本事吧!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "你要是坚信自己已经准备好迎战它们了,那就让我瞧瞧你的本事吧!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "抱歉,看来你的确知道自己有几斤几两。", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "抱歉,看来你的确知道自己有几斤几两。", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "请进吧。", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "请进吧。", - "GRAVEYARD_GHOST_BOY_NAME": "幽灵男孩", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "请进吧。", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "喔,抱歉!传闻这附近有鬼出没,我还以为是你呢。", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "呃哦!撞鬼啦!", - "UNDYIN_LOVER_NAME": "俘虏", - "UNDYIN_LOVER_PRE_BATTLE1": "啊啊啊!", - "UNDYIN_LOVER_POST_BATTLE1": "喂!你把她吓跑了!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "站住,别冻。", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "只要知道窍门,嘭美犬还是很容易驯服的!", - "UNDYIN_LOVER_POST_BATTLE2": "我们只是在享受彼此的温存……呃,我保证不是那种奇怪的意思!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "站住,别冻。", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "站住,别冻。", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "我失去了冷静。", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "霸娜队长一直在帮我进行力量训练。", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "宝宝,过来!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "流言蜚语指向的就是这个地点,但到目前为止,我见到的都只是普通大小的披风蛾。", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "你是在谁手下训练的?我必须知道!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "快来瞧瞧我的大杀器!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "你是在谁手下训练的?我必须知道!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "你也是来调查小号披风蛾的传闻吗?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "你是在谁手下训练的?我必须知道!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "或许这一切跟前段时间从地下经过的列车有关?", - "PLATO_NAME": "柏拉图", - "SOCRATES_NAME": "苏格拉底", - "SOCRATES_PRE_BATTLE": "完美的人类是所有人类合于一身。这是一个集体,是我们所有人一起构成了完美。", - "PLATO_PRE_BATTLE": "我奉劝你们也要参加伟大的战斗,那便是生命的战斗,比任何其他世俗的冲突都要伟大!", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "我有时候也会犯些愚笨的错误。朋友们拿我打趣,说我是榆木脑袋。但他们不知道的是……", - "SOCRATES_POST_BATTLE": "谢谢。我还以为我能打败你。如今我真正开悟了,因为现在我知道我什么都不知道。", - "PLATO_POST_BATTLE": "苏格拉底,我们是哲学家,不是战士。几乎没有任何人能同时完美从事两种职业,又或是同时精通两种技艺。", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]没错,我真的是榆木脑袋……[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "别挡道!我今天要让西比尔采访我!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]我不如还是明天再过来吧……[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "每个人的身体里,都有一副骷髅挣扎着想出来。", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "我……我刚才居然真的想剜出你的骨头。实在抱歉。", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "来吧,就由我来将你从这肉体牢笼中解脱出来……", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "呼,多谢了。我肯定是在啫喱巨骸的形态中呆得太久了。", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]喔唷……你看起来可太美味了![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]我们索地员总是被指责诈骗,天哪,怎么凭空污人清白呢![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]试问我们连油都没买过,又要怎么炸面片啊![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]说到财产,不知您有没有兴趣买一处新的房产呢?[pause]不吗?[pause]那就算了。[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]我承认,销赃确实令人上瘾。这倒是油水很足!你买入盗来的财产,然后在其他人发现之前将其卖出。[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]在寻找经得起时光考验的投资吗?不妨试试买钟——啊不对,不妨试试买地。[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]无数世界构成了无尽的宇宙,这对我们这样的索地员来说构成了独特的挑战。[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]空间?时间?都一样。[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]土地以稀为贵,但在无限的多重宇宙中,土地哪里谈得上稀缺![/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]不过,新威勒尔倒像是某种宇宙陷阱。没有人能离开,因此土地变得珍贵起来。[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]所以,尽管我们索地员目前在这个小岛上面临挑战,但随着时间的推移,此处将成为天堂。多么稳健的投资啊![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "嗨!这上面的风光可真好啊,你说是吧?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "我本想试着爬到山的最顶端,但是……我不太攀得上前面的悬崖,而洞窟里的走道都已经坍塌了。", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "要是能像诀别鸟那样在空中翱翔,说不定就能做到……", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "对了,在我滑翔降落到湖边之前,要不要来场快速对决?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "好吧!看来我该出发了!", - "MISS_MIMIC_CHEST_NAME": "巡护员储藏箱", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]想知道我藏着什么秘密吗,亲爱的?快来把我打开吧。[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]宝贝儿,何不来看看我身体里有什么好东西呀?我保证不会咬你唷。[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "哇,会说话的箱子!", - "MISS_MIMIC_CHEST_MEREDITH2": "呃,这箱子会说话?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "哈?", - "MISS_MIMIC_CHEST_FELIX1": "我有种不祥的预感……", - "MISS_MIMIC_CHEST_DOG1": "吼……", - "MISS_MIMIC_CHEST_VIOLA1": "又是来自你那世界的机巧玩意么,{player}?", - "MAGIKRAB_UNKNOWN_NAME": "路锥……蟹?", - "MISS_MIMIC_CHEST_CONFIRM": "要打开储藏箱吗?", - "MAGIKRAB_INTRO_KRAB1": "啊哈,{player}!还有{partner}!我一直在等着你们呐。", - "MAGIKRAB_INTRO_KAYLEIGH2": "这……这路锥蟹说话了?", - "MAGIKRAB_INTRO_EUGENE2": "我才不害怕你个路锥蟹!我打倒过你的许多同类!", - "MAGIKRAB_INTRO_MEREDITH2": "啊?会说话的路锥蟹?", - "MAGIKRAB_INTRO_FELIX2": "等等,路锥蟹能说话的吗?", - "MAGIKRAB_INTRO_DOG2": "汪!", - "MAGIKRAB_INTRO_VIOLA2": "此路锥蟹竟能说话?这是何等的……", - "MAGIKRAB_INTRO_KRAB3": "拜托,别拿我跟外头的无脑路锥蟹相提并论,好吗。", - "MAGIKRAB_INTRO_KRAB4": "我是魔术蟹,是侍奉无穷无尽梅林线的契约仆人:愿其列车准点运行!", - "MAGIKRAB_INTRO_KRAB5": "能居住在其神圣的殿堂之中,是何等的特权!为其乘客服务,乃是我力所能及之事。", - "MAGIKRAB_NEW_STATION.m": "欢迎!我已自作主张开放了A站台,供你们出行使用。", - "MAGIKRAB_INTRO_KRAB6": "换句话说:把你们要去的目的地告诉我,我就让A站台的列车预备发车。", - "MAGIKRAB_INTRO_KRAB7": "梅林线上许多站点目前无法抵达。一旦车站重新开放,这些站点就会可用。", - "MAGIKRAB_NEW_STATION.f": "欢迎!我已自作主张开放了A站台,供你们出行使用。", - "MAGIKRAB_NEW_STATION.n": "欢迎!我已自作主张开放了A站台,供你们出行使用。", - "MAGIKRAB_NEW_STATION_FINAL1.m": "你们终于来了!欢迎来到夜之桥站。", - "MAGIKRAB_NEW_STATION_FINAL1.f": "你们终于来了!欢迎来到夜之桥站。", - "MAGIKRAB_NEW_STATION_FINAL2": "抵达B站台的列车,很快就要出发前往其他世界了!", - "MAGIKRAB_NEW_STATION_FINAL1.n": "你们终于来了!欢迎来到夜之桥站。", - "MAGIKRAB_NEW_STATION_FINAL3": "请抓紧机会赶上这趟列车!", - "MAGIKRAB_MENU": "有什么可以帮到你吗,{player}?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "我想出行。", - "MAGIKRAB_MENU_OPTION_LEAVE": "我想离开新威勒尔。", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "B站台?", - "MAGIKRAB_MENU_OPTION_MERLINE": "梅林线?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "魔术蟹?", - "MAGIKRAB_MENU_OPTION_NOTHING": "没什么。", - "MAGIKRAB_TRAVEL2": "{player},A站台的列车已准备好发车。", - "MAGIKRAB_TRAVEL1": "你想去哪里?", - "MAGIKRAB_LEAVE2": "不过未来642年内所有经B站台发车的车次都已取消。", - "MAGIKRAB_TRAVEL3": "请留意列车与站台之间的空隙!", - "MAGIKRAB_LEAVE1": "这个嘛,B站台是用于跨次元穿梭的站台……", - "MAGIKRAB_LEAVE3": "梅林线……告诉我,车次取消原因跟某种心理传染病有关。或者可能跟战争有关?", - "MAGIKRAB_LEAVE4": "不过我很高兴宣布,所有开往B站台的车次都会准点到达!", - "MAGIKRAB_LEAVE_FINAL_STATION1": "你们来对地方了!请前往B站台。", - "MAGIKRAB_PLATFORMB_DEFEATED1": "开往B站台的下一车次预计还有相当久才会到站。", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "我们非常欢迎你进入站台,但作为一个肉身的凡人,进入站台恐怕也用处不大。", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "开往B站台的列车随时都会进站!", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "我们非常欢迎你进入站台,但作为一个肉身的凡人,进入站台恐怕也用处不大。", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "我们非常欢迎你进入站台,但作为一个肉身的凡人,进入站台恐怕也用处不大。", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "抵达B站台的乘客超越了生死的概念。请注意,这类生物不是所有个体都会在死亡时“消逝”。", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "抵达B站台的乘客自认为在低声呢喃,但其话语实际上响亮得能刺破耳膜。人类,擦亮眼睛看,别光是用耳朵听。", - "MAGIKRAB_PLATFORMB_POPPETOX1": "开往B站台的列车随时都会进站!", - "MAGIKRAB_PLATFORMB_MONARCH2": "抵达B站台的乘客寻觅的是那些内心空虚之人。在你理解并体验过这种空虚之后,它才会向你显露真身。", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "抵达B站台的乘客自认为在低声呢喃,但其话语实际上响亮得能刺破耳膜。人类,擦亮眼睛看,别光是用耳朵听。", - "MAGIKRAB_PLATFORMB_MONARCH1": "开往B站台的列车即将进站。", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "抵达B站台的乘客自认为在低声呢喃,但其话语实际上响亮得能刺破耳膜。人类,擦亮眼睛看,别光是用耳朵听。", - "MAGIKRAB_PLATFORMB_ROBIN1": "开往B站台的列车刚进站一小会儿。", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "抵达B站台的乘客传播了许多谎言。接纳任何“真相”前务必三思,否则你将迷失自我。", - "MAGIKRAB_PLATFORMB_BABELITH1": "开往B站台的列车随时都会进站!", - "MAGIKRAB_PLATFORMB_ROBIN2": "到站的乘客似乎对戏剧颇有兴趣。你进来的时候见到他了吗?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "抵达B站台的乘客传播了许多谎言。接纳任何“真相”前务必三思,否则你将迷失自我。", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "抵达B站台的乘客传播了许多谎言。接纳任何“真相”前务必三思,否则你将迷失自我。", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "B站台……在别处。[pause]这个车站前段时间毁于山体滑坡,但有一趟列车相信随时会进站。", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "容我提醒一句,抵达B站台的这位乘客出了名爱审判人。", - "MAGIKRAB_PLATFORMB_ALICE1": "这个车站的居民随时都会经B站台返回!", - "MAGIKRAB_PLATFORMB_ALICE2.m": "我已让她获知你将会前来的消息。看来她要为你准备一场庆典呢!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "她似乎认为你会更……身材娇小。", - "MAGIKRAB_PLATFORMB_ALICE2.n": "我已让她获知你将会前来的消息。看来她要为你准备一场庆典呢!", - "MAGIKRAB_PLATFORMB_ALICE3": "至于她怎么就认定你能穿过站台门,我就不甚清楚了。", - "MAGIKRAB_PLATFORMB_ALICE2.f": "我已让她获知你将会前来的消息。看来她要为你准备一场庆典呢!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "她似乎认为你会更……身材娇小。", - "MAGIKRAB_PLATFORMB_ALICE4.n": "她似乎认为你会更……身材娇小。", - "MAGIKRAB_PLATFORMB_CUBE1": "抵达B站台的乘客身上有许多锐利边缘,我的建议是与之保持距离。", - "MAGIKRAB_PLATFORMB_MORGANTE1": "我看见莫甘特又回来了。她似乎正在B站台等你。", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}……", - "MAGIKRAB_PLATFORMB_MORGANTE4": "那便是,一旦你对他们没用了,他们便会立马断绝和你的伙伴关系。", - "MAGIKRAB_PLATFORMB_MORGANTE3": "如果说我在跟那些集灵,也就是你口中的“大天使”打交道的过程中学到了什么……", - "MAGIKRAB_PLATFORMB_MORGANTE6": "即使到了现在,梅林线也始终不让我向你完全开放其铁路线网。", - "MAGIKRAB_PLATFORMB_MORGANTE5": "我们在他们眼中,就跟小虫子似的。或者螃蟹。", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "你可以使用B站台的通道了。", - "MAGIKRAB_PLATFORMB_MORGANTE7": "“大天使”总是别有用心。千万小心。", - "MAGIKRAB_PLATFORMB_ALEPH1": "B站台的列车即将出发。", - "MAGIKRAB_PLATFORMB_ALEPH2": "没错!这个站点内有一处可用的通道!", - "MAGIKRAB_PLATFORMB_ALEPH3": "你快能回家了,{player}!", - "MAGIKRAB_MERLINE1": "没错!梅林线是由地铁站所组成的地下线网,覆盖整个新威勒尔乃至外延的某些地方!", - "MAGIKRAB_MERLINE2": "梅林线并不会和凡人交谈,而是选择我作为中间人,来与你们接洽!", - "MAGIKRAB_MAGIKRAB1": "没错!我是魔术蟹,是侍奉无与伦比梅林线的契约仆人;你们现在就站在其大厅之中。", - "MAGIKRAB_MAGIKRAB2": "和你一样,我也不是新威勒尔土生土长的。不过,这里有许多人都认识我。", - "MAGIKRAB_MAGIKRAB3": "梅林线指派我,担任你们在其地铁线网内的向导。", - "MAGIKRAB_NOTHING1": "那好吧!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "欢迎来到殁宁屯新月站……的残存部分!", - "MAGIKRAB_ON_ARRIVAL.m": "欢迎来到{region_name}!", - "MAGIKRAB_ON_ARRIVAL.n": "欢迎来到{region_name}!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "欢迎来到殁宁屯新月站……的残存部分!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "欢迎来到殁宁屯新月站……的残存部分!", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]索地员![/shake][pause][pause]容我猜一猜,你不爽我们把你们一锅端了,所以就爬回来寻仇了,[pause]是吗?!", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]呜……[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]卟……[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "尤金,[pause]我觉得她有点不对劲。[pause]我猜她是,[pause]呃,[pause]坏掉了。", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]唔……?[/wave]", - "SUNNY_INTRO_EUGENE12": "看来她的性格并不怎么阳光啊。", - "SUNNY_INTRO_EUGENE6": "我……[pause]我想你恐怕说对了。", - "SUNNY_INTRO_KAYLEIGH8": "那么,[pause]唔,[pause]你感觉还好吗?能跟我们聊聊你自己吗?", - "SUNNY_INTRO_KAYLEIGH7": "抱歉,一来就让你受了不友好的对待。[pause]不如找个座位坐下,我们互相认识一下吧?", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]收益……[pause]缩水……[/wave]", - "SUNNY_INTRO_EUGENE10": "索地员是我们打败的大天使的手下喽啰。[pause]说不定老大逃了,它们的脑子也全都跟着烧坏了?[pause]我还是不相信她。", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]职业……[pause]前景……[pause]惨淡……[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]阳光……[/wave]", - "SUNNY_INTRO_EUGENE17": "也许索地员存在于世上单纯是为了完成工作,而现在工作没了,她也不知道还能做些什么了。[pause]就跟失去了用途的机器似的。", - "SUNNY_INTRO_KAYLEIGH13": "“阳光”?[pause]不如我们就叫她“阳光”吧?总得给她起个名字嘛!", - "SUNNY_INTRO_SUNNY14_OPTION1": "你遇上什么事了?", - "SUNNY_INTRO_SUNNY14_OPTION2": "你还记得任何事情吗?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]索地员……[pause]破产……[pause]一场空……[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]为何……还在……这里……[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]重新……[pause]出发……?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "唉,你这可怜人![pause]你还有很长的人生,可以重新出发呀!", - "SUNNY_INTRO_KAYLEIGH20": "阳光,我看第一步是要给你找几件新衣服。[pause]成天穿着那身OL装,也太凄惨啦!", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]……[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "那就这么说定啰![pause]{player},[pause]我们到港口镇的裁缝铺碰头吧。[pause]裁缝铺就在港口镇上城区,也就是这里的北边。", - "SUNNY_PART2_KAYLEIGH1": "噢,嘿![pause]大家都来啦!", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]呜……[/wave]", - "SUNNY_PART2_EUGENE2": "我还是不确定应不应该帮她。[pause]她的前雇主可是试图把整座岛都收购下来啊,那段日子你们都忘了吗?", - "SUNNY_PART2_MEREDITH3": "这下有意思了。", - "SUNNY_PART2_FELIX3": "我是来提供精神支持的。", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]好……[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]呜……?[/wave]", - "SUNNY_PART2_VIOLA3": "我颇为好奇!或许此事会有几分乐趣?", - "SUNNY_PART2_KAYLEIGH5": "好,[pause]阳光,[pause]我要把你带到后面来,你可以挑几件新衣服。", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]这件……可以……?[/wave]", - "SUNNY_PART2_EUGENE8": "这怎么说呢,凯莉……", - "SUNNY_PART2_MEREDITH9": "哟嚯,这乐子已经[wave amp=30 freq=10]很足[/wave]了。", - "SUNNY_PART2_FELIX10": "也是个开始嘛!", - "SUNNY_PART2_KAYLEIGH12": "阳光,[pause]不如还是再斟酌一下吧!", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]我不……确定……[/wave]", - "SUNNY_PART2_VIOLA11": "唔。[pause]此少女对该岛的风格及时尚之陌生,恐怕更甚于我。", - "SUNNY_PART2_EUGENE14": "我可没料到你会走这个路线。", - "SUNNY_PART2_MEREDITH20": "好吧,[pause]原来阳光还挺酷的。[pause]谁能猜得到呢?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]我觉得我……[pause]很好看。[/wave]", - "SUNNY_PART2_EUGENE18": "凯莉,[pause]是不是只有我一个人觉得,[pause]阳光……", - "SUNNY_PART2_KAYLEIGH15": "阳光,你看起来不大自在……[pause]不如再试试另一套吧?", - "SUNNY_PART2_EUGENE17": "我……", - "SUNNY_PART2_KAYLEIGH19": "简直[wave amp=30 freq=10]帅爆了[/wave]?[pause]不,[pause]不是只有你一个人这么觉得。", - "SUNNY_PART2_FELIX20": "看来阳光已经找到了自己的风格。", - "SUNNY_PART2_VIOLA20": "着实出乎意料。[pause]相当意想不到。", - "SUNNY_PART2_PLAYER21_OPTION2": "阳光,你看起来挺可爱的嘛!", - "SUNNY_PART2_PLAYER21_OPTION1": "阳光,你看起来好酷啊!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]好。[pause]这就是现在的我了……[/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]多谢帮忙……[pause]多谢大家。[/wave]", - "SUNNY_PART2_EUGENE24": "我现在的心情[b]非常[/b]五味杂陈。", - "SUNNY_PART2_KAYLEIGH25": "我们很高兴能帮到你,阳光。", - "SUNNY_PART2_KAYLEIGH26": "港口镇让每个人都可以重新出发,[pause]“丧尸房地产中介”自然也应该有改头换面的机会。", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]索地员不是“丧尸”。[pause]索地员是空心容器。[pause]生来就是为了工作。[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]但现在不是了……[pause]从今往后……[pause]我会努力成为“阳光”。[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]嘿……{player}……[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]……我只是不认为……[pause]我觉得我们做普通朋友就好。[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]我太久没有当“阳光”了。[pause]我需要更多时间找回自我。[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "这真的很奇怪。", - "SUNNY_EUGENEDATE_EUGENE2": "是因为我一直号召“打倒索地员”吗?[pause]我知道我们[wave amp=30 freq=10]不太般配[/wave],但是你一直在我脑海中挥之不去。", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]不,不是那样的。[pause]我现在已经不是索地员了。[pause]我觉得……[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]不过,我很享受我们的“约会”。[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "我明白了。[pause]没事,阳光,别放在心上。", - "FARM_INTRO_EDWARD1.f": "这位朋友,你好哇![pause]你是来帮我们解决啫喱的麻烦吗?", - "FARM_INTRO_EDWARD1.m": "这位朋友,你好哇![pause]你是来帮我们解决啫喱的麻烦吗?", - "FARM_INTRO_EDWARD1.n": "这位朋友,你好哇![pause]你是来帮我们解决啫喱的麻烦吗?", - "FARM_INTRO_EDWARD1_OPTION1": "……啫喱麻烦?", - "FARM_EDWARD_INTERACT2.f": "你好哇,朋友![pause]再次感谢你帮我们解决啫喱的麻烦。", - "FARM_INTRO_EDWARD1_OPTION2": "啊?什么麻烦?", - "FARM_INTRO_EDWARD2": "是这样的,那边那座桥连接着我们这座农场和港口镇。[pause]镇上消耗的大多数新鲜农产品,都是由我们提供的。", - "FARM_INTRO_EDWARD3": "不幸的是,本地的啫喱生物近来有点闹腾,把桥弄得……[pause]呃,[pause]一团胶。", - "FARM_INTRO_EDWARD4.m": "不过算啦,[pause]还是不麻烦你了![pause]嗐,我相信它们最终还是会离开的![pause]在这期间,你就尽管留在这儿歇息吧,别客气!", - "FARM_INTRO_EDWARD4.f": "不过算啦,[pause]还是不麻烦你了![pause]嗐,我相信它们最终还是会离开的![pause]在这期间,你就尽管留在这儿歇息吧,别客气!", - "FARM_EDWARD_INTERACT1": "假如这桥的问题还是解决不了,那么港口镇恐怕要开始面临食物供应短缺的困境……", - "FARM_BRIDGE_CONFIRM": "要试着移走黏液吗?这过程可是很恶心的……", - "FARM_INTRO_EDWARD4.n": "不过算啦,[pause]还是不麻烦你了![pause]嗐,我相信它们最终还是会离开的![pause]在这期间,你就尽管留在这儿歇息吧,别客气!", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "这位朋友,真是谢谢你了![pause]我正要担心这整个……[pause]状况该如何是好呢。", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "这位朋友,真是谢谢你了![pause]我正要担心这整个……[pause]状况该如何是好呢。", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "这位朋友,真是谢谢你了![pause]我正要担心这整个……[pause]状况该如何是好呢。", - "FARM_BRIDGE_LOWERED_EDWARD2": "我们用骷髅啫喱来为植物施肥。[pause]我猜大概是啫喱在土壤里堆积起来,形成了那头怪物吧。", - "FARM_EDWARD_INTERACT2.m": "你好哇,朋友![pause]再次感谢你帮我们解决啫喱的麻烦。", - "FARM_BRIDGE_LOWERED_EDWARD3": "对了,你要是想试试用啫喱来促进庄稼[wave amp=30 freq=10]生长[/wave],[pause]请自便!", - "HOYLAKE_INTRO_HOYLAKE1.m": "你好你好,新来者,向你致意![pause]我是珀西瓦·荷雷克教授,勇敢踏入未知之境的无畏调查员!", - "FARM_EDWARD_INTERACT2.n": "你好哇,朋友![pause]再次感谢你帮我们解决啫喱的麻烦。", - "FARM_MARIS_INTERACT": "你好![pause]欢迎你来拜访我们这小地方。[pause]你是要在这里呆上一阵子呢,还是说只是路过呢?", - "HOYLAKE_INTRO_HOYLAKE1.f": "你好你好,新来者,向你致意![pause]我是珀西瓦·荷雷克教授,勇敢踏入未知之境的无畏调查员!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "未知之境?", - "HOYLAKE_INTRO_HOYLAKE1.n": "你好你好,新来者,向你致意![pause]我是珀西瓦·荷雷克教授,勇敢踏入未知之境的无畏调查员!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "调查员?", - "HOYLAKE_PART2_HOYLAKE6": "一位年轻巡护员最近报告见到了“{monster_description},发现地点在{habitat_phrase}”。[pause]这听起来无疑是一项很适合你的任务!", - "HOYLAKE_INTRO_HOYLAKE3": "我说的是用科学方法![pause]我们必须观察、分析并得出结论!", - "HOYLAKE_INTRO_HOYLAKE2": "正是![pause]我们都被放逐至这一奇特的境域,因此急需一个坚定且[wave amp=30 freq=10]理智的头脑[/wave]来理清周围的混乱局面。", - "HOYLAKE_INTRO_HOYLAKE4": "依镇上的草民们描述,这座岛上有许多奇特的怪兽。[pause]若是能将它们编成目录,[pause]那么未知之境或许就[wave amp=30 freq=10]不再[/wave]未知。", - "HOYLAKE_INTRO_HOYLAKE5.m": "对了,[pause]你看起来很了解这项任务的重要性。有没有兴趣帮我辨识一些怪物?", - "HOYLAKE_INTRO_HOYLAKE5.n": "对了,[pause]你看起来很了解这项任务的重要性。有没有兴趣帮我辨识一些怪物?", - "HOYLAKE_INTRO_HOYLAKE5.f": "对了,[pause]你看起来很了解这项任务的重要性。有没有兴趣帮我辨识一些怪物?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "好啊!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "现在不行。", - "HOYLAKE_INTRO_HOYLAKE_NO": "啊,[pause]那太可惜了。你要是哪天改变主意了,就告诉我一声吧![pause]科学无论如何都会坚持下去!", - "HOYLAKE_PART1_HOYLAKE1": "好极了![pause]太棒了![pause]我从港口镇的平民百姓那里获得了一些怪物描述。只要你能将这些怪物形态录下来,我就能将它们编入目录。", - "HOYLAKE_PART1_HOYLAKE3": "这里有几盘空白磁带,可以在“科研”过程中助你一臂之力!", - "HOYLAKE_PART1_HOYLAKE2": "首条描述是“{monster_description},发现地点在{habitat_phrase}”。", - "HOYLAKE_PART1_HOYLAKE4.m": "你录好之后就带过来,我会将其编入目录。祝你狩猎快乐,我的热心助手!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "我肯定在附近见过这样的怪物,好像是叫{monster_name}来着。", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "荷雷克在找{monster_description},是吧?", - "HOYLAKE_PART1_HOYLAKE4.f": "你录好之后就带过来,我会将其编入目录。祝你狩猎快乐,我的热心助手!", - "HOYLAKE_PART1_HOYLAKE4.n": "你录好之后就带过来,我会将其编入目录。祝你狩猎快乐,我的热心助手!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "太棒了!“{monster_name}”,是吧?[pause]没错,确实和我掌握的报告完美吻合!", - "HOYLAKE_INTERACT_HOYLAKE1.f": "你好呀,我的热心助手!你录到我们的神秘怪物了吗?我们要找的是“{monster_description},发现地点在{habitat_phrase}”。", - "HOYLAKE_INTERACT_HOYLAKE1.m": "你好呀,我的热心助手!你录到我们的神秘怪物了吗?我们要找的是“{monster_description},发现地点在{habitat_phrase}”。", - "HOYLAKE_INTERACT_HOYLAKE1.n": "你好呀,我的热心助手!你录到我们的神秘怪物了吗?我们要找的是“{monster_description},发现地点在{habitat_phrase}”。", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "暂时还没。", - "HOYLAKE_INTERACT_HOYLAKE_NO": "别忧心![pause]我相信这诡秘莫测的生物很快就会现出真身![pause]毕竟,有进展是必然的!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "给!", - "HOYLAKE_PART2_HOYLAKE1": "太棒了!“魔卡怖拉”,是吧?[pause]这獠牙……这骷髅头。[pause]没错,确实和我掌握的报告完美吻合!", - "HOYLAKE_PART2_HOYLAKE2": "用磁带录制怪物,然后再变身成它们的形态……[pause]这实在不符合常理,然而我们却亲眼目睹了这一过程的发生。", - "HOYLAKE_PART2_HOYLAKE3": "假如事实证明我们对科学的理解有局限,[pause]那么要改变的应该是我们的理解!", - "HOYLAKE_PART2_HOYLAKE4": "感谢你的辛劳工作!这里是一点小小补偿,感谢你付出的宝贵时间!", - "HOYLAKE_PART2_HOYLAKE5": "至于你的下一项任务嘛……", - "HOYLAKE_PART3_HOYLAKE1": "哎呀呀![pause]“星熊虫”确实是种令人不安的怪兽呢![pause]我真不明白,怎么会有人想变身成如此丑恶的东西呢……", - "HOYLAKE_PART3_HOYLAKE2": "说真的,[pause]我可不想变身成任何一种怪兽![pause]我不清楚这项科技是什么原理,而且也不愿意拿[wave amp=30 freq=10]我自己[/wave]做实验。", - "HOYLAKE_PART3_HOYLAKE1_RAND": "哎呀呀![pause]“{monster_name}”,是吧?[pause]我真不明白,怎么会有人想变身成这样的东西呢……", - "HOYLAKE_PART3_HOYLAKE3": "把变身怪物这项工作交给别人,我可太乐意了……[pause]这倒是提醒了我:这是你的奖励,感谢你付出的努力!", - "HOYLAKE_PART3_HOYLAKE5": "肯定是有人在整蛊我吧?[pause]逗我玩儿吧?[pause]又或许是拿我开涮吧?", - "HOYLAKE_PART3_HOYLAKE4": "接下来我听说的这则传闻,实在离谱得不像是真的。人们声称见到了“{monster_description},发现地点在{habitat_phrase}”。", - "HOYLAKE_PART3_HOYLAKE6.m": "你要是能把这则传闻查个水落石出,那么你将成为比我更优秀的科学家。", - "HOYLAKE_PART3_HOYLAKE6.f": "你要是能把这则传闻查个水落石出,那么你将成为比我更优秀的科学家。", - "HOYLAKE_PART4_HOYLAKE1": "哈?![pause]居然是[b]真的[/b]?![pause]我做梦都想不到啊。", - "HOYLAKE_PART3_HOYLAKE6.n": "你要是能把这则传闻查个水落石出,那么你将成为比我更优秀的科学家。", - "HOYLAKE_PART4_HOYLAKE2": "“鹿角飞兔”是么,我明白了。[pause]地球上,至少在我的地球上,[pause]也有一种非常类似的神秘生物,叫作“鹿角兔”。", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "听说过!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "“{monster_name}”是么,我明白了。", - "HOYLAKE_PART6_HOYLAKE1": "哇,你还真录到了![pause]“空洞精灵”,是么?[pause]将自己的脸掩起来,可真是扑朔迷离呀。[pause]现在回头想想,新威勒尔这儿还挺多戴面具的怪物啊。", - "HOYLAKE_PART4_HOYLAKE3": "我们的传说和神话似乎能影响新威勒尔这里的怪物外观,唔,有意思……", - "HOYLAKE_PART4_HOYLAKE4": "对了![pause]我能不能问你几个问题,了解一下你来到这里之前所在的世界?[pause]我除了编目怪物,也在记录港口镇居民们所来自的各个不同世界。", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "好的……?", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "可以吧……?", - "HOYLAKE_PART4_HOYLAKE5": "太棒了![pause]我会简单问你一连串问题,都与重大历史事件有关,而你只需要回答我,这些事件在你听来熟不熟悉。", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "发生过!", - "HOYLAKE_PART4_HOYLAKE6": "第一个问题:[pause]你听说过“罗马帝国”吗?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "没有!", - "HOYLAKE_PART4_HOYLAKE7": "第二个问题:[pause]你的世界曾发生过“工业革命”吗?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "没有!", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "登上过!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "没有!", - "HOYLAKE_PART4_HOYLAKE8": "好,第三个问题:[pause]人类登上过月球吗?", - "HOYLAKE_PART4_HOYLAKE9": "好![pause]最后一个问题:“群鸟之日”已经出现过了吗?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "什么?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "……“已经”?", - "HOYLAKE_PART4_HOYLAKE11": "再一次感谢你的协助![pause]请收下这个,给你添麻烦啦。", - "HOYLAKE_PART4_HOYLAKE10.f": "呃,这个就别管啦。[pause]事实上,你听不懂这个字眼,说明你很幸运。", - "HOYLAKE_PART4_HOYLAKE10.m": "呃,这个就别管啦。[pause]事实上,你听不懂这个字眼,说明你很幸运。", - "HOYLAKE_PART4_HOYLAKE10.n": "呃,这个就别管啦。[pause]事实上,你听不懂这个字眼,说明你很幸运。", - "HOYLAKE_PART4_HOYLAKE12.m": "准备好接另一个怪物任务了吗?[pause]你当然准备好了!", - "HOYLAKE_PART4_HOYLAKE13": "我最近听到怖可儿队长念叨,“{habitat_phrase}那里有{monster_description}出没”。", - "HOYLAKE_PART4_HOYLAKE12.f": "准备好接另一个怪物任务了吗?[pause]你当然准备好了!", - "HOYLAKE_PART4_HOYLAKE12.n": "准备好接另一个怪物任务了吗?[pause]你当然准备好了!", - "HOYLAKE_PART4_HOYLAKE14": "你要是能设法录下一个,请不要犹豫,随时通知我一声!", - "HOYLAKE_PART5_HOYLAKE1.f": "太棒了![pause]你再一次证明了自己是个能干的科研人员。", - "HOYLAKE_PART5_HOYLAKE1.m": "太棒了![pause]你再一次证明了自己是个能干的科研人员。", - "HOYLAKE_PART5_HOYLAKE2": "“永不复鸦”,是吗?[pause]这外形可真是病态呢![pause]让我想起了一首诗……[pause]不过我不太记得具体是哪首诗了。", - "HOYLAKE_PART5_HOYLAKE1.n": "太棒了![pause]你再一次证明了自己是个能干的科研人员。", - "HOYLAKE_PART5_HOYLAKE2_RAND": "“{monster_name}”,是吗?", - "HOYLAKE_PART5_HOYLAKE3": "哎呀,我这紧急调查清单上只剩一只怪物啦!", - "HOYLAKE_PART5_HOYLAKE4": "埃安忒亲口提到了一种逃得贼快的生物,光是瞥到一丝人影,都立马溜得无影无踪!", - "HOYLAKE_PART5_HOYLAKE5": "据说那种生物是“在{habitat_phrase}出没的{monster_description}”。[pause]如果你听完后觉得能将其录制下来,[pause]那我祝你好运!", - "FRANKIE_PART4_FRANKIE1.f": "嘿,队长![pause]我正在考虑成为一名真正的巡护员。", - "HOYLAKE_PART6_HOYLAKE1_RAND": "哇,你还真录到了![pause]“{monster_name}”,是么?", - "HOYLAKE_PART6_HOYLAKE3": "但也有可能纯粹是因为面具看起来颇[wave amp=30 freq=10]酷[/wave]……", - "HOYLAKE_PART6_HOYLAKE2": "这里面有何种意义呢?[pause]或许人类对面孔的认知方式,以及这些怪物的显形过程之间,有某种深层的精神联系……", - "HOYLAKE_PART6_HOYLAKE4.m": "我必须对你的能力表示祝贺。[pause]哎呀呀,按这样的速度下去,我感觉我才是助手,而[b]你[/b]才是科学家呢!", - "HOYLAKE_PART6_HOYLAKE4.f": "我必须对你的能力表示祝贺。[pause]哎呀呀,按这样的速度下去,我感觉我才是助手,而[b]你[/b]才是科学家呢!", - "HOYLAKE_PART6_HOYLAKE4.n": "我必须对你的能力表示祝贺。[pause]哎呀呀,按这样的速度下去,我感觉我才是助手,而[b]你[/b]才是科学家呢!", - "HOYLAKE_PART6_HOYLAKE5": "事实是,[pause]我[wave amp=30 freq=10]实际上[/wave]并不是教授,也不是科学家。", - "HOYLAKE_PART6_HOYLAKE6": "在被冲上新威勒尔的海岸之前,我是一个在公司里打工的工薪族。[pause]与其说我出钱资助[wave amp=30 freq=10]科学研究[/wave],倒不如说我出钱资助[wave amp=30 freq=10]科幻小说[/wave]。", - "HOYLAKE_PART6_HOYLAKE7": "即使如此,我也必须保持理性![pause]来到这里,令我的人生有了新的意义。", - "HOYLAKE_PART6_HOYLAKE8": "我虽然不是[wave amp=30 freq=10]真正[/wave]的教授,但我相信自己在这里付出的努力依然是有价值的!", - "HOYLAKE_PART6_HOYLAKE9.m": "我的朋友,感谢你对科学事业的不懈援助。[pause]你为我们大家树立了一个好榜样!", - "HOYLAKE_PART6_HOYLAKE9.f": "我的朋友,感谢你对科学事业的不懈援助。[pause]你为我们大家树立了一个好榜样!", - "HOYLAKE_PART6_HOYLAKE9.n": "我的朋友,感谢你对科学事业的不懈援助。[pause]你为我们大家树立了一个好榜样!", - "HOYLAKE_PART6_HOYLAKE10": "你要是还想进一步对我的编目工作伸出援手,那就再来找我聊聊吧。[pause]总有新的东西可以调查的!", - "HOYLAKE_PART7_HOYLAKE1": "你好呀,{player}!你在外头录下了多少个不同的物种呢?", - "HOYLAKE_PART7_HOYLAKE2": "天老爷啊!{count}个物种!?", - "HOYLAKE_PART7_HOYLAKE4": "看来新威勒尔所有已知怪物都已经记录在案了![pause]当然了,[pause]限定盘、融合体和大天使除外。", - "HOYLAKE_PART7_HOYLAKE3": "感谢你的辛劳工作!这里是一点小小补偿,感谢你付出的宝贵时间!", - "HOYLAKE_PART7_HOYLAKE6.m": "不如等你完成巡护员训练之后,再来找我聊聊吧?", - "HOYLAKE_PART7_HOYLAKE5": "我需要花一些时间,才能完成所有物种的编目工作。", - "HOYLAKE_PART7_HOYLAKE7": "我要是有任务要委托给你,就会写在外面的告示板上!", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]这正是我梦寐以求的一切啊![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "{count}个物种吗?不错,不错。", - "HOYLAKE_PART7_HOYLAKE6.n": "不如等你完成巡护员训练之后,再来找我聊聊吧?", - "HOYLAKE_PART7_HOYLAKE6.f": "不如等你完成巡护员训练之后,再来找我聊聊吧?", - "HOYLAKE_PART7_HOYLAKE9": "等你录满{next_threshold}个物种,就再来找我聊聊吧。", - "HOYLAKE_PART7_HOYLAKE10": "磁带达到5颗星时,别忘了重新灌录哦。我听说,有少数物种只能通过这种方式获得!", - "HOYLAKE_PART8_HOYLAKE1": "你好呀,{player}!我还忙着将你先前录制的物种编入目录呢。", - "HOYLAKE_PART8_HOYLAKE2.m": "不如等你完成巡护员训练之后,再来找我聊聊吧?", - "HOYLAKE_PART8_HOYLAKE2.f": "不如等你完成巡护员训练之后,再来找我聊聊吧?", - "FRANKIE_PART1_FRANKIE2.m": "天呐,你也是这座神秘小岛上的又一位[wave amp=30 freq=10]资深怪物战士[/wave]吗?!", - "HOYLAKE_PART8_HOYLAKE2.n": "不如等你完成巡护员训练之后,再来找我聊聊吧?", - "HOYLAKE_PART8_HOYLAKE3": "你好呀,{player}!我要是有任务要委托给你,就会写在外面的告示板上!", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]哟哟[/wave],{player}![pause]我想向你介绍一下新招进来的这位能手:弗兰基!", - "FRANKIE_PART1_FRANKIE2.f": "天呐,你也是这座神秘小岛上的又一位[wave amp=30 freq=10]资深怪物战士[/wave]吗?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "资深?", - "FRANKIE_PART1_FRANKIE2.n": "天呐,你也是这座神秘小岛上的又一位[wave amp=30 freq=10]资深怪物战士[/wave]吗?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "资深?", - "FRANKIE_PART1_FRANKIE3": "遍地怪物的奇妙世界中,潇洒的英雄变身后与怪物搏斗……", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "资深?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "我也不是来了[b]很[/b]久啦!", - "FRANKIE_PART1_CYBIL6": "如你所见,弗兰基很快就接受了来到新威勒尔的事实。", - "FRANKIE_PART1_KAYLEIGH5": "你对这一切还挺兴奋的嘛?", - "FRANKIE_PART1_EUGENE5": "我喜欢你的热情!", - "FRANKIE_PART1_MEREDITH5": "我倒是没料到这样的反应。", - "FRANKIE_PART1_FELIX5": "你比我刚来的时候热情多了。", - "FRANKIE_PART1_VIOLA5": "朋友,意外抵达此境,似乎并未使你忧心。", - "FRANKIE_PART1_FRANKIE7": "你们放心吧,我会充分把握这个机会的!加入巡护队,无疑是此次冒险早已为我铺好的道路!嘿嘿~", - "FRANKIE_PART1_CYBIL8": "我已经给了弗兰基一台备用磁带机。你现在需要做的,就是给她一盘怪物磁带,然后传授点入门技巧!", - "FRANKIE_PART1_FRANKIE10": "专属于我的怪物形态……迈出我自己的精彩旅程的第一步……", - "FRANKIE_PART1_CYBIL9": "……那么,这次的广播就到此为止啦![pause]回见了,{player}!", - "FRANKIE_PART1_FRANKIE15.f": "队长,求你了,快“传授点入门技巧”给我吧![pause]我[wave amp=30 freq=10]要求[/wave]亲眼看看这些入门技巧![pause]我们赶紧去找几个怪物搏斗吧?", - "FRANKIE_PART1_FRANKIE11": "有磁带给我么?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "给!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "确定要将{species_name}磁带送给弗兰基吗?磁带一经送出,便无法拿回。", - "FRANKIE_PART1_FRANKIE11_OPTION2": "暂时还没。", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "确定要将{species_name}磁带送给弗兰基吗?磁带一经送出,便无法拿回。", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "确定要将{species_name}磁带送给弗兰基吗?磁带一经送出,便无法拿回。", - "FRANKIE_PART1_FRANKIE12": "我要变成{species_description},是嘛?", - "FRANKIE_PART1_FRANKIE13": "……", - "FRANKIE_PART1_FRANKIE15.m": "队长,求你了,快“传授点入门技巧”给我吧![pause]我[wave amp=30 freq=10]要求[/wave]亲眼看看这些入门技巧![pause]我们赶紧去找几个怪物搏斗吧?", - "FRANKIE_PART1_FRANKIE15.n": "队长,求你了,快“传授点入门技巧”给我吧![pause]我[wave amp=30 freq=10]要求[/wave]亲眼看看这些入门技巧![pause]我们赶紧去找几个怪物搏斗吧?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]这个形态太完美了!我一辈子都会好好珍惜这盘磁带![/shake]", - "FRANKIE_PART1_FRANKIE16": "哇,变身成奇特的怪物,原来比我想象的要累得多。", - "FRANKIE_PART1_FRANKIE17": "我想我该去歇歇了。[pause]然后吃一大堆食物。[pause]就按这个顺序来吧。", - "FRANKIE_PART1_FRANKIE18.m": "掰啦队长!谢谢你训练我!浑身是胆的年轻英雄总是需要一位[wave amp=30 freq=10]聪明绝顶的师傅[/wave],而我很高兴我的师傅是你!", - "FRANKIE_PART1_FRANKIE18.n": "掰啦队长!谢谢你训练我!浑身是胆的年轻英雄总是需要一位[wave amp=30 freq=10]聪明绝顶的师傅[/wave],而我很高兴我的师傅是你!", - "FRANKIE_PART1_FRANKIE18.f": "掰啦队长!谢谢你训练我!浑身是胆的年轻英雄总是需要一位[wave amp=30 freq=10]聪明绝顶的师傅[/wave],而我很高兴我的师傅是你!", - "FRANKIE_PART1_KAYLEIGH19": "她还挺有个性的嘛!", - "FRANKIE_PART1_MEREDITH19": "太好了,我不再是岛上在社交方面最笨拙的人了。", - "FRANKIE_PART1_EUGENE19.m": "{player},你这个老师真不错!", - "FRANKIE_PART1_EUGENE19.f": "{player},你这个老师真不错!", - "FRANKIE_PART1_EUGENE19.n": "{player},你这个老师真不错!", - "FRANKIE_PART1_FELIX19.m": "嗯,你是个很棒的老师。", - "FRANKIE_PART1_FELIX19.f": "嗯,你是个很棒的老师。", - "FRANKIE_PART1_VIOLA19.m": "{player},担起师傅之任,于你实属游刃有余。", - "FRANKIE_PART1_FELIX19.n": "嗯,你是个很棒的老师。", - "FRANKIE_PART2_FRANKIE1.m": "啊,队长好呀!你是来协助我踏上自己的[wave amp=30 freq=10]英雄之路[/wave]的吗?", - "FRANKIE_PART1_VIOLA19.f": "{player},担起师傅之任,于你实属游刃有余。", - "FRANKIE_PART1_VIOLA19.n": "{player},担起师傅之任,于你实属游刃有余。", - "FRANKIE_PART2_FRANKIE1_OPTION1": "“英雄之路”……?", - "FRANKIE_PART2_FRANKIE1.f": "啊,队长好呀!你是来协助我踏上自己的[wave amp=30 freq=10]英雄之路[/wave]的吗?", - "FRANKIE_PART2_FRANKIE1.n": "啊,队长好呀!你是来协助我踏上自己的[wave amp=30 freq=10]英雄之路[/wave]的吗?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]每个浑身是胆的年轻冒险者,都会迎来亲手开辟自己道路的一天嘛~[/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "这是要干什么?", - "FRANKIE_PART2_FRANKIE3": "而这正是我要做的。[pause]没听懂的话我补充说明一下,我是那个浑身是胆的年轻冒险者哦。", - "FRANKIE_PART2_FRANKIE3_OPTION1": "我明白了。", - "FRANKIE_PART2_FRANKIE4": "总之就是,我找到了一个“暴走融合体”,就在这前面!我要上去教训教训它,让它知道谁才是老大!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "我还是没听懂。", - "FRANKIE_PART2_FRANKIE4_OPTION1": "需要帮你一把么?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "你确定这是个好主意吗?", - "FRANKIE_PART2_FRANKIE5": "别担心!我天生就是吃这碗饭的——我可是读过[wave amp=30 freq=10]200篇[/wave]由人变成怪物的同人文呢。[pause](请不要追问细节。)", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]我们上![/shake]", - "FRANKIE_PART2_FRANKIE8": "看来我的职业生涯走得真是一帆风顺呀!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]成~功~了~[/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "职业生涯?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "啊?", - "FRANKIE_PART2_FRANKIE9": "呃,就是我作为一位潇洒而又神秘的女英雄,拯救了这片奇幻土地上的平民百姓的职业生涯呀!", - "FRANKIE_PART2_FRANKIE10": "我毫不怀疑——很快就会有更强大的邪恶力量崛起……", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]而我,将肩负起拯救这座小岛于水火的重任![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "那你来迟了一步。", - "FRANKIE_PART2_FRANKIE11_OPTION2": "我已经救完啦!", - "FRANKIE_PART2_FRANKIE12": "啊?[pause]你、你拯救了小岛吗?", - "FRANKIE_PART2_FRANKIE13": "那也没关系!我相信肯定还有[b]某些[/b]邪恶力量残存在某个角落,等着我去打倒![pause]你[wave amp=30 freq=10]说不定[/wave]漏了哪里呢!", - "FRANKIE_PART3_FRANKIE3": "是、是这样的,我应该利用在新威勒尔的这段时间来充实人生嘛![pause]拯救世界!找到真正的使命!坠入爱河!诸如此类的!", - "FRANKIE_PART3_FRANKIE1": "嘿,{player}!我有问题想问问你!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "尽管问!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "什么问题?", - "FRANKIE_PART3_FRANKIE2": "怎样才叫……掌控自己的人生?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "这问题很宽泛啊。", - "FRANKIE_PART3_FRANKIE2_OPTION2": "什么……?", - "FRANKIE_PART3_FRANKIE4": "总之就是,那些冒险故事的经典桥段,都应该体验一下吧。[pause]我一秒都不能浪费啊!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "你的期望或许过高了……", - "FRANKIE_PART3_FRANKIE4_OPTION2": "别给自己太大压力啊!", - "FRANKIE_PART3_FRANKIE5": "唔……好吧,[pause]你说的倒也对。", - "FRANKIE_PART3_FRANKIE6": "那好,第二个问题![pause]你能帮我打倒附近的一头暴走融合体吗?我相信这一定会是一次宝贵的经历!", - "FRANKIE_PART3_FRANKIE7": "{player},多谢出手相助![pause]我断定,这确实是一次宝贵的经历!", - "FRANKIE_PART4_FRANKIE1.m": "嘿,队长![pause]我正在考虑成为一名真正的巡护员。", - "FRANKIE_PART4_FRANKIE3": "……所以理所当然,我追踪到了一个暴走融合体来对战!时间不等人——[shake rate=30 level=10]我们去把它暴揍一顿吧![/shake]", - "FRANKIE_PART4_FRANKIE2": "我要脱离菜鸟阶段!不过首先得锻炼得更加强大才行。", - "FRANKIE_PART4_FRANKIE1.n": "嘿,队长![pause]我正在考虑成为一名真正的巡护员。", - "FRANKIE_PART4_FRANKIE4": "多谢你从旁协助![pause]或许下一次你我在野外相遇时,你就会把我当成羽翼丰满的巡护员来看待了吧!", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到我竟会向你发起决斗的挑战吧?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到我竟会向你发起决斗的挑战吧?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]弟子必须打倒师傅![/shake]要成为真正的巡护员,唯一办法就是打败你,然后[wave amp=30 freq=10]获得你的印章戳[/wave]!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到我竟会向你发起决斗的挑战吧?", - "FRANKIE_PART5_FRANKIE3": "我甚至还驯养了这只勾拳狼崽来帮我呢!你意下如何呢——接不接受我的挑战?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "拼尽全力放马过来吧,新手!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]我就知道你会很难对付。", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]巡护员![/shake][pause]你是来阻止我的吗?!", - "FRANKIE_PART5_FRANKIE3_OPTION2": "我可不会对你手下留情哦!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]我就知道你会很难对付。", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]我就知道你会很难对付。", - "FRANKIE_PART5_FRANKIE5": "这就是为什么我先去找了另外12名队长对战。", - "FRANKIE_PART5_FRANKIE5_OPTION1": "啊?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "你说你做了什么?", - "FRANKIE_PART5_FRANKIE6": "你没听错——我[wave amp=30 freq=10]已经[/wave]够资格正式成为巡护员了!", - "FRANKIE_PART5_FRANKIE7": "我就是想看看你有多难对付啦。[pause]你没有让我失望!", - "FRANKIE_PART5_FRANKIE8.m": "回见啦,队长~!", - "FRANKIE_PART5_FRANKIE8.n": "回见啦,队长~!", - "FRANKIE_TOWN_HALL_INTERACT1": "嘿,{player}!我就是来听听最新的八卦,听完就出门继续奋战啰!", - "FRANKIE_PART5_FRANKIE8.f": "回见啦,队长~!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]巡护员![/shake][pause]你是来阻止我的吗?!", - "VIN_PART1_VIN1_OPTION2": "这是我的职责!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]巡护员![/shake][pause]你是来阻止我的吗?!", - "VIN_PART1_VIN1_OPTION1": "嗯,差不多吧。", - "VIN_PART1_VIN2": "好哇![pause]你想和我战斗,那就一对一战斗吧!", - "VIN_PART3_VIN8.n": "明明让我们社区陷入混乱的,正正就是[wave amp=30 freq=10]他们巡护队的一员[/wave]!", - "VIN_PART1_VIN3": "只有[wave amp=30 freq=10]懦夫[/wave]才会仰赖他人!", - "VIN_PART1_KAYLEIGH4": "别担心,{player}!这场对战我就袖手旁观好了——没有我,你也照样能把这家伙干掉!", - "VIN_PART1_MEREDITH4.f": "一对一过招?那好,{player},你自己上吧。你一个人就够厉害了,他就交给你对付吧。", - "VIN_PART1_MEREDITH4.m": "一对一过招?那好,{player},你自己上吧。你一个人就够厉害了,他就交给你对付吧。", - "VIN_PART1_MEREDITH4.n": "一对一过招?那好,{player},你自己上吧。你一个人就够厉害了,他就交给你对付吧。", - "VIN_PART1_EUGENE4.m": "上吧哥们儿,你不需要我帮忙,也对付得了这个混球。", - "VIN_PART1_EUGENE4.n": "上吧哥们儿,你不需要我帮忙,也对付得了这个混球。", - "VIN_PART1_FELIX4": "你觉得呢,{player}?要让这家伙看看谁才是最厉害的么?", - "VIN_PART1_EUGENE4.f": "上吧哥们儿,你不需要我帮忙,也对付得了这个混球。", - "VIN_PART1_VIOLA4.n": "此役看来只能由你出战,亲爱的{player}。莫要担心,我对你颇有信心。", - "VIN_PART1_VIOLA4.f": "此役看来只能由你出战,亲爱的{player}。莫要担心,我对你颇有信心。", - "VIN_PART1_VIOLA4.m": "此役看来只能由你出战,亲爱的{player}。莫要担心,我对你颇有信心。", - "VIN_PART1_VIN5.m": "哼![pause]你这懦夫还挺难对付……", - "VIN_PART1_VIN5.f": "哼![pause]你这懦夫还挺难对付……", - "VIN_PART1_VIN5.n": "哼![pause]你这懦夫还挺难对付……", - "VIN_PART1_VIN6": "但你别想抓到我![wave amp=30 freq=10]走啰![/wave]", - "VIN_PART1_KAYLEIGH7": "他跑得还挺快。{player},下次我们一定能抓住他。", - "VIN_PART1_MEREDITH7.m": "溜得可真突然。看来我们要下回再抓他了。", - "VIN_PART1_MEREDITH7.n": "溜得可真突然。看来我们要下回再抓他了。", - "VIN_PART1_MEREDITH7.f": "溜得可真突然。看来我们要下回再抓他了。", - "VIN_PART1_EUGENE7": "嘴上倒是会吹,结果逃跑起来比谁都快,对吧?", - "VIN_PART1_FELIX7": "他还真是跑得快。看来我们要下回再抓他了。", - "VIN_PART2_VIN1": "[shake rate=30 level=10]又是你![/shake]", - "VIN_PART1_VIOLA7": "他退下战斗舞台倒是神速。相信未来我们的道路定会再次交叉。", - "VIN_PART2_VIN2": "你们这些狗屁巡护员,总是跑到不属于你们的地方多管闲事!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]直到大家摆脱港口镇巡护队的暴政![/shake]", - "VIN_PART2_VIN3": "来吧,和我一对一战斗!", - "VIN_PART2_VIN4": "呵呵,你永远别想抓我。而我也永远不会放弃……", - "VIN_PART3_VIN1.m": "哇,快看,[pause]巡护队又派出他们[wave amp=30 freq=10]忠心耿耿的打手[/wave]来追捕我了!", - "VIN_PART3_VIN1.f": "哇,快看,[pause]巡护队又派出他们[wave amp=30 freq=10]忠心耿耿的打手[/wave]来追捕我了!", - "VIN_PART3_VIN1_OPTION1": "喂!我有名字的,我叫{player}!", - "VIN_PART3_VIN1.n": "哇,快看,[pause]巡护队又派出他们[wave amp=30 freq=10]忠心耿耿的打手[/wave]来追捕我了!", - "VIN_PART3_VIN2": "……", - "VIN_PART3_FELIX5": "等等,所以这小偷是那个奇怪宗教的一员?", - "VIN_PART3_VIN3": "原来你就是……", - "VIN_PART3_VIN4.f": "你就是那个狠心的[wave amp=30 freq=10]弑神者[/wave],这些乱子都是你搞出来的!你眼睁睁看着库珀弟兄断气,见死不救!", - "VIN_PART3_VIN4.n": "你就是那个狠心的[wave amp=30 freq=10]弑神者[/wave],这些乱子都是你搞出来的!你眼睁睁看着库珀弟兄断气,见死不救!", - "VIN_PART3_VIN4.m": "你就是那个狠心的[wave amp=30 freq=10]弑神者[/wave],这些乱子都是你搞出来的!你眼睁睁看着库珀弟兄断气,见死不救!", - "VIN_PART3_VIN4_OPTION1.n": "弑神者?", - "VIN_PART3_VIN4_OPTION1.f": "弑神者?", - "VIN_PART3_VIN4_OPTION1.m": "弑神者?", - "VIN_PART3_MEREDITH5": "{player},他是个异教徒。他肯定是气你和凯莉把那个叫殁宁星的家伙揍了一顿。", - "VIN_PART3_VIN4_OPTION2": "你说的事情我两样都没做啊!", - "VIN_PART3_KAYLEIGH5": "你是殁之子的人?", - "VIN_PART3_EUGENE5": "喂!要是没有{player},死的可就不止多里安一个了!", - "VIN_PART3_VIOLA5": "小贼,你有所误会!", - "VIN_PART3_VIN6.f": "别说了!来和我战斗吧,你这懦夫!", - "VIN_PART3_VIN6.m": "别说了!来和我战斗吧,你这懦夫!", - "VIN_PART3_VIN6.n": "别说了!来和我战斗吧,你这懦夫!", - "VIN_PART3_VIN7": "我们教主刚被[wave amp=30 freq=10]残忍杀害[/wave],你们巡护队就立马开始“向我们伸出援手”。呵呵,是哦。", - "VIN_PART3_VIN8.m": "明明让我们社区陷入混乱的,正正就是[wave amp=30 freq=10]他们巡护队的一员[/wave]!", - "VIN_PART3_VIN8.f": "明明让我们社区陷入混乱的,正正就是[wave amp=30 freq=10]他们巡护队的一员[/wave]!", - "VIN_PART3_KAYLEIGH9": "你完全搞错了。[pause]你的社区所经受的一切苦难,都是多里安一手造成的!", - "VIN_PART3_VIN10": "我偷走的空白磁带和贴纸……将用于我们的抵抗运动!", - "VIN_PART4_VIN1": "离我远点……", - "VIN_PART4_VIN2": "呃啊……", - "VIN_PART4_VIN3": "那东西埋伏了我……", - "VIN_PART4_VIN4": "你为什么……[pause]要这么做,{player}?", - "VIN_PART4_VIN5_OPTION1": "你误会了!", - "VIN_PART4_VIN5.n": "你大可像对待库珀弟兄那样任由我自生自灭,这样就能一劳永逸解决你的[wave amp=30 freq=10]偷盗问题[/wave]了啊。", - "VIN_PART4_VIN5.f": "你大可像对待库珀弟兄那样任由我自生自灭,这样就能一劳永逸解决你的[wave amp=30 freq=10]偷盗问题[/wave]了啊。", - "VIN_PART4_VIN5.m": "你大可像对待库珀弟兄那样任由我自生自灭,这样就能一劳永逸解决你的[wave amp=30 freq=10]偷盗问题[/wave]了啊。", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]阿文!?[/shake][pause]这一切都是你搞出来的?", - "VIN_PART4_VIN5_OPTION2": "我没有任由多里安自生自灭!", - "VIN_PART4_JACQUELINE7": "埃安忒跟我说巡护队留给公社的物资三番两次失窃,可我没想到小偷居然会是你啊!", - "VIN_PART4_VIN8": "留给……[pause]公社……[pause]的物资?[pause]那是给我们公社的?", - "VIN_PART4_JACQUELINE9": "是啊,你这傻子!", - "VIN_PART5_VIN6": "而现在,我必须为了你的印章戳,而向你发起挑战![pause]来吧,{player},和我[wave amp=30 freq=10]一对一[/wave]战斗!", - "VIN_PART4_VIN10": "但是巡护队……夺过了控制权,不是吗?他们胁迫了你……[pause]之类的?", - "VIN_PART4_JACQUELINE11": "完全没有这回事。多里安的死令我觉醒了。", - "VIN_PART4_JACQUELINE12": "他还在世时……他[wave amp=30 freq=10]掌权[/wave]时……我们就跟被下了咒似的。我没法正确认知周围发生的事。", - "VIN_PART4_JACQUELINE13": "回顾那段日子,我才明白过来事情的真面目是什么。", - "VIN_PART4_KAYLEIGH14": "杰奎琳……", - "VIN_PART4_JACQUELINE15": "我为了公社向外求助,而埃安忒友善地伸出了援手。", - "VIN_PART4_JACQUELINE16": "你知道吗,要是没有她的援助,我们现在早就饿死了。多里安为了接近那个大天使,竟然让我们把蔬菜地全部挖开!", - "VIN_PART4_VIN17": "……", - "VIN_PART4_JACQUELINE20": "我从阿文刚来到新威勒尔时,就已经认识他了。他这人心地善良,只不过……[pause]被严重误导了。", - "VIN_PART4_JACQUELINE18": "走吧,我带你回家,你好好休养。", - "VIN_PART4_JACQUELINE19": "{player},[pause]我真的、真的很抱歉。", - "VIN_PART4_JACQUELINE22": "请让埃安忒知道,我非常感激她出手相助。", - "VIN_PART4_JACQUELINE21": "我会把整个公社的人都召集起来开个会议,把一切都说清楚。这类事情不会再发生了。", - "VIN_PART5_VIN1": "嘿,{player}。", - "VIN_PART5_VIN2": "你从那个暴走融合体手中把我救了下来,这事真的迫使我质疑之前所知的一切。", - "VIN_PART5_VIN3": "我很后悔当初那样子捣乱,但是……[pause]说到底,我之所以那么做,也是因为想支援自己社区。", - "VIN_PART5_VIN4": "所以我加入了巡护队,正好能满足这个愿望!当然,还为了弥补我的过错。", - "VIN_PART5_KAYLEIGH5": "太好了![pause]阿文,你能自己想通这一切,我真为你高兴!", - "VIN_PART5_MEREDITH5": "哟,看来你有很多工作要做了。", - "VIN_PART5_EUGENE5": "听起来你已经找到了自己的个人事业。我表示钦佩。", - "VIN_PART5_FELIX5": "看见你内心真正产生了转变,我也为你开心。", - "VIN_PART5_VIN7_OPTION1": "没错!", - "VIN_PART5_VIOLA5": "结果好,就一切都好。", - "VIN_PART5_VIN8": "好在还有另外12位队长,我可以从他们那里赢来印章戳。", - "VIN_PART5_VIN7": "可恶……即使不带朋友,你也绝不会手下留情,是吧。", - "VIN_PART5_VIN7_OPTION2": "我相信“打是爱”。", - "VIN_PART5_VIN9": "{player},下回再见时,我将会以全职巡护员的身份出现在你面前!", - "VIN_TOWN_HALL_INTERACT1.m": "嘿,队长!你觉得霸王炮龙和齿轮暴龙哪个更强?我拿不定主意。", - "VIN_TOWN_HALL_INTERACT1.f": "嘿,队长!你觉得霸王炮龙和齿轮暴龙哪个更强?我拿不定主意。", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到会在这里遇上你的两位门生吧,队长?", - "VIN_TOWN_HALL_INTERACT1.n": "嘿,队长!你觉得霸王炮龙和齿轮暴龙哪个更强?我拿不定主意。", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到会在这里遇上你的两位门生吧,队长?", - "VIN_AND_FRANKIE_KAYLEIGH3": "我怎么也猜不到,这两人竟然会成为朋友!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到会在这里遇上你的两位门生吧,队长?", - "VIN_AND_FRANKIE_VIN2": "嘿,{player}。我总算通过了训练,成为了全职巡护员!", - "VIN_AND_FRANKIE_MEREDITH3": "这两人成好伙伴了?倒也有道理。", - "VIN_AND_FRANKIE_FELIX3": "我都不知道你们俩互相认识呢!这岛真小哇。", - "VIN_AND_FRANKIE_VIOLA3": "万万没想到,如此迥异的个体之间,竟也能生出友谊!", - "VIN_AND_FRANKIE_EUGENE3": "嘿嘿,看来这两人现在成好哥们儿了?", - "VIN_AND_FRANKIE_FRANKIE4": "呃,我也有消息要分享。", - "VIN_AND_FRANKIE_FRANKIE5": "我的宠物勾拳狼崽跑掉了啦~!", - "VIN_AND_FRANKIE_FRANKIE6": "西比尔队长说,野生怪物不能当宠物,但是……[pause]我相信肯定是因为我给它写的同人文惹它不高兴了。", - "VIN_AND_FRANKIE_FRANKIE7": "但不用担心!我这位新结识的[wave amp=30 freq=10]好哥们儿[/wave]阿文不会介意这种事!", - "VIN_AND_FRANKIE_VIN8": "{player},同人文是什么啊?她怎么都不肯告诉我……", - "VIN_AND_FRANKIE_FRANKIE9": "啊啊啊~!", - "VIN_AND_FRANKIE_FRANKIE10.n": "队长,我要求重赛!我和阿文对战你和{partner}!怎么样?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "好啊!", - "VIN_AND_FRANKIE_FRANKIE10.m": "队长,我要求重赛!我和阿文对战你和{partner}!怎么样?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "现在不行。", - "VIN_AND_FRANKIE_FRANKIE10.f": "队长,我要求重赛!我和阿文对战你和{partner}!怎么样?", - "POWER_STATION_DREADFUL4": "那么,就让它瞧瞧我们的本事吧?", - "VIN_AND_FRANKIE_FRANKIE11": "啊……[pause]怎么又输了!", - "VIN_AND_FRANKIE_VIN12": "振作点啦,弗兰基,我们总不能回回都赢吧。", - "VIN_AND_FRANKIE_VIN13": "{player},我和弗兰基融合过之后,我才明白依赖他人并不是弱点。", - "VIN_AND_FRANKIE_VIN14": "我们齐心协力,远比单打独斗的两个人加起来要强。[pause]这正是融合的意义所在,不是么?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]于是,浑身是胆的女英雄用爱的力量,协助反派完成了赎罪的故事线~![/wave]", - "VIN_AND_FRANKIE_VIN16": "等等……?![pause]什么……", - "POWER_STATION_WALLACE1.m": "里头都为你准备好了。", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]捏嘿嘿~![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "掰啦,{player}!", - "POWER_STATION_WALLACE1.n": "里头都为你准备好了。", - "POWER_STATION_WALLACE1.f": "里头都为你准备好了。", - "POWER_STATION_DREADFUL1": "且慢!", - "POWER_STATION_DREADFUL2": "{player},这里可是我的地盘!如果我出没的地界上要发生争斗,那么我可不想被蒙在鼓里。", - "POWER_STATION_DREADFUL3": "女士们先生们,都别激动——来了个讨人厌的大笨怪!", - "POWER_STATION_DREADFUL5": "可真够热闹的!你们到附近看看情况,我得喘口气。", - "POWER_STATION_DREADFUL7.m": "{player},你真的确定要这么做?", - "POWER_STATION_DREADFUL6": "你们到附近看看情况,我得喘口气。", - "POWER_STATION_DREADFUL7_OPTION1": "来吧!", - "POWER_STATION_NOTE1": "“1957月10月10日 04:00\\n与埃格勒博士和阿尔忒里亚博士一起熬夜,设计在核融合反应堆中进行的新实验。我们投入得连时间都忘记了——有一阵子,我们甚至就像合为了一个单一实体,三人一条心攻克反应堆的难题!”", - "POWER_STATION_DREADFUL7.f": "{player},你真的确定要这么做?", - "POWER_STATION_DREADFUL7.n": "{player},你真的确定要这么做?", - "POWER_STATION_DREADFUL7_OPTION2": "呃,再等等吧。", - "POWER_STATION_NOTE3": "“1957月10月10日 07:00\\n一个自称“赫利亚”的生物从反应堆中现出了身影!热电偶温度计立即录得堆芯温度的下降,所以……我猜现在又安全了?“赫利亚”看起来有点像氦原子的结构示意图,身上的两个环代表电子轨道……”", - "POWER_STATION_NOTE2": "“1957月10月10日 05:15\\n反应堆不太对劲——堆芯的温度不停攀升!我们已经打开了冷却风扇,试图增加空气流动,但却完全无济于事!万一这种情况继续下去,那我们可就要被烤焦了,真的!”", - "POWER_STATION_NOTE5": "“1957月10月11日 03:05\\n我们遵照赫利亚的建议,将野人领主、化装响尾蛇、鳞甲枪骑和[已删去]组合在一起。供应部从当地动物园为我们采购到了这些生物。但赫利亚似乎对这个结果并不满意——这不是她想要的吗?莫非我们应该用活生生的野兽?”", - "POWER_STATION_NOTE4": "“1957月10月10日 07:30\\n“赫利亚”告诉我们,我们以某种方式创造了她,或者说召唤了她?她现在正在解释怎样才能让我们的反应堆工作起来。在这之后,她想和我们谈谈其他类型的融合……还有其他类型?!”", - "POWER_STATION_NOTE6": "“1957月10月11日 08:00\\n我们都做了什么啊!?那不稳定的融合体失去了控制!它正不停自我复制!!有关部门将大楼密封了起来好关住它,然而我还困在这里面啊!梅林线,快救救我!”", - "POWER_STATION_HELIA_HELIA1": "啊哈,多谢你将我先祖的失败实验体扫荡一空。", - "POWER_STATION_HELIA_HELIA2": "那些不稳定融合体一旦开始自我复制,就相当难以清除。", - "POWER_STATION_HELIA_HELIA3": "{player.to_upper},你因何事而来?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "你认识我?", - "POWER_STATION_HELIA_HELIA4": "我相当了解你。你至今已经融合了多少次?\\n\\n有融合的地方,就有我。", - "POWER_STATION_HELIA_HELIA5": "我是赫利亚,融合之过程。", - "POWER_STATION_HELIA_KAYLEIGH6": "所以是你在创造暴走融合体?", - "POWER_STATION_HELIA_MEREDITH6": "噢。原来暴走融合体背后真的有人暗地操纵!", - "POWER_STATION_HELIA_EUGENE6": "就是你一手造成了暴走融合体?", - "POWER_STATION_HELIA_FELIX6": "所以暴走融合体……?", - "POWER_STATION_HELIA_HELIA12": "我维持着生命。你们赖以生存的植物,其能量来源于你们恒星的核心中发生的核融合。", - "POWER_STATION_HELIA_VIOLA6": "制造暴走融合体生物之幕后黑手,原来正是你!", - "POWER_STATION_HELIA_DOG6": "吼……", - "POWER_STATION_HELIA_HELIA7": "“暴走融合体”?\\n[pause]\\n啊,我明白了,[pause]是指稳定的融合体吧。[pause]那些美妙的野兽,的确是我的造物。", - "POWER_STATION_HELIA_HELIA8": "这下我明白你们为何来到这里了。我感知到二位体内的融合潜能正腾腾升起,也就意味着……", - "POWER_STATION_HELIA_HELIA11": "结束融合对你们百害而无一利。你们还没看出来么?", - "POWER_STATION_HELIA_HELIA9": "你们是来这里战斗的,不是么?", - "POWER_STATION_HELIA_HELIA10": "够了。", - "POWER_STATION_HELIA_HELIA13": "我形成了生命。当死亡的原子聚集在一起、形成活细胞时,又是另一种融合。\\n\\n而当单个细胞聚集在一起、形成有智慧的多细胞生命体时,也同样是我在起作用。", - "POWER_STATION_HELIA_HELIA14": "没有我——没有融合——世上就不会有生命。", - "POWER_STATION_HELIA_KAYLEIGH15": "你那些“美妙的野兽”令港口镇陷入了危险!", - "POWER_STATION_HELIA_EUGENE15": "拜托!没有你那些“美妙的野兽”,我们也过得很好啊。", - "POWER_STATION_HELIA_MEREDITH15": "我本不想告诉你,但事实是你那些“美妙的野兽”正在害人。", - "POWER_STATION_HELIA_FELIX15": "那至少也停止制造那些“美妙的野兽”吧?", - "POWER_STATION_HELIA_HELIA16": "我已经说了,我是融合之过程,\\n\\n并非融合之起因。", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper},你和{partner.to_upper}的融合,可不是我逼的。\\n\\n我只不过是手段罢了。", - "POWER_STATION_HELIA_VIOLA15": "我对新威勒尔的“融合体”算是熟悉,但这番又星辰又细胞的高谈阔论是何用意?", - "POWER_STATION_HELIA_HELIA18": "正如谋杀案的发生,也不能怪罪于死亡。", - "POWER_STATION_HELIA_HELIA18_OPTION1": "那我们要怪罪谁?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "烦请指点迷津……", - "POWER_STATION_HELIA_HELIA19": "归根结底,那些“暴走融合体”会出现,主要是因为有个灵体不断将其他世界的碎片变幻到这片土地上。\\n[pause]\\n是它将我、你们、乃至其他人类,带到了这片土地。", - "POWER_STATION_HELIA_HELIA22": "{player.to_upper},在你们离开前,我还有一事要说。\\n\\n你们与阿列夫搏斗时,令反叛之灵莫甘特具现化了,是吧?", - "POWER_STATION_HELIA_HELIA20": "是梅林线。潜伏于地下的那个灵体。", - "POWER_STATION_HELIA_KAYLEIGH21": "梅林线?这可不太妙,{player}……", - "POWER_STATION_HELIA_MEREDITH21.f": "跟梅林线交手的胜算,我可不大看好。", - "POWER_STATION_HELIA_MEREDITH21.m": "跟梅林线交手的胜算,我可不大看好。", - "POWER_STATION_HELIA_MEREDITH21.n": "跟梅林线交手的胜算,我可不大看好。", - "POWER_STATION_HELIA_EUGENE21": "好哇!那我们就去对列车拳打脚踢吧!", - "POWER_STATION_HELIA_FELIX21": "噢。这一切的罪魁祸首是地铁?", - "POWER_STATION_HELIA_VIOLA21": "{player},区区一座迷宫,何足与我们匹敌!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "总算有个直截了当的答复了。", - "POWER_STATION_HELIA_DOG21": "吼……", - "POWER_STATION_HELIA_HELIA27": "我请求你对自己具现化的意志多加小心。\\n\\n阿列夫还能卷土重来。", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "那我们就去会一会梅林线吧。", - "POWER_STATION_HELIA_HELIA22_OPTION1": "是啊,怎么这么问?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "嗯,没错。", - "POWER_STATION_HELIA_HELIA23": "你们所挥舞的,是一把双刃剑。", - "POWER_STATION_HELIA_HELIA24": "融合,或者一个集体朝着某个单一目的所进行的任何工作,都可以说是“整体大于部分之和”。", - "POWER_STATION_HELIA_HELIA26": "在我们的战斗中,我感知到你的心中埋着征伐的种子。", - "POWER_STATION_HELIA_HELIA25": "而“整体”与“部分之和”的区别,就造就了集灵,或称“大天使”。\\n\\n集灵起初很小很弱,但只要有针对性的意志足够强,它们就能独立具现化、发挥力量,并取得控制权。", - "POWER_STATION_HELIA_DREADFUL28": "这发现还真不少![pause]我最好赶紧回去把这一切都报告给埃安忒。", - "POWER_STATION_HELIA_DREADFUL29": "{player},要对付梅林线的话就祝你好运了,我这次不会插手。", - "MERLINE_MEETING_MAGIKRAB1B": "{player},梅林线正在等你。请跟我来港口镇站A站台。", - "POWER_STATION_HELIA_DREADFUL30": "唔……[pause]不知道“赫利亚”跟多年前烧毁新伦敦镇的那场大火有没有任何关系呢……?", - "MERLINE_MEETING_MAGIKRAB1A": "{player},梅林线正在等你。请跟我来A站台。", - "MERLINE_MEETING_MAGIKRAB2": "现在,梅林线将通过我发话。", - "MERLINE_MEETING_MAGIKRAB3.m": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这——", - "MERLINE_MEETING_MAGIKRAB3.n": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这——", - "MERLINE_MEETING_MAGIKRAB3.f": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这——", - "MERLINE_MEETING_MERLINE4": "{player.to_upper},梅林线想向你表示谢意,感谢你为击败其任性的学生阿列夫出了一份力。", - "MERLINE_MEETING_MERLINE5": "人类即将面临空前的挑战,结局如何尚不确定。", - "MERLINE_MEETING_MERLINE6": "梅林线很是好奇,想看看你们这个物种能否克服自己的好战天性。", - "MERLINE_MEETING_MERLINE7": "你击败了征伐之化身阿列夫,便已履行你在仪式中的职责,因此现在可以自由离开了。", - "MERLINE_MEETING_MERLINE7_OPTION1": "我们有莫甘特相助。", - "MERLINE_MEETING_MERLINE7_OPTION2": "莫甘特……", - "MERLINE_MEETING_MERLINE8": "啊,是的,莫甘特,阿列夫的旧情人。", - "MERLINE_MEETING_KEYLEIGH9": "阿列夫的……情人?", - "MERLINE_MEETING_VIOLA9": "……", - "MERLINE_MEETING_MEREDITH9": "呃……阿列夫的情人?", - "MERLINE_MEETING_EUGENE9": "什么?!", - "MERLINE_MEETING_FELIX9": "她是阿列夫的情人?", - "MERLINE_MEETING_MERLINE11": "没有需要反抗的势力,何来反叛之灵?没有可以征伐的对象,何来征伐之王?", - "MERLINE_MEETING_MERLINE10": "反叛与征伐未必永远为敌。", - "MERLINE_MEETING_MERLINE14": "莫甘特在你与阿列夫的战斗中具现化,并不代表击败阿列夫没有你的功劳。", - "MERLINE_MEETING_MERLINE13": "你可知道,他们甚至曾诞下一子?", - "MERLINE_MEETING_MERLINE12": "红国王和白皇后被困在死亡与重生、对立与统一的持续循环中。他们是驱动人类历史车轮的引擎。", - "MERLINE_MEETING_MERLINE15": "事实上,正好相反。是你的意志召唤了她降临,从而令阿列夫回归广阔宇宙的归程戛然而止。", - "MERLINE_MEETING_MERLINE16_OPTION1": "你得停止生成暴走融合体!", - "MERLINE_MEETING_MERLINE16": "说出你心中所想吧,{player.to_upper},梅林线知道你有事相求。", - "MERLINE_MEETING_MERLINE17": "梅林线可以停止“暴走融合体”的生成。", - "MERLINE_MEETING_MERLINE18": "然而,{player.to_upper},不让他人拥有你也曾经拥有的相同机会,是不正确的。", - "MERLINE_MEETING_MERLINE21": "那里需要你们,也需要反叛之灵。", - "MERLINE_MEETING_MERLINE20": "你们早就该回到自己的世界去了,{player.to_upper},还有{partner.to_upper}。", - "MERLINE_MEETING_MERLINE19": "你们这一族类必须直面生死关头,方可有所成长,而不仅仅是在数量上盲目增长。", - "MERLINE_MEETING_MAGIKRAB23": "呃,我们刚才在干什么来着?过去几分钟的事我似乎都想不起来了。", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "梅林线刚才借了你的嘴巴说话。", - "MERLINE_MEETING_MAGIKRAB22": "噢,{player}。", - "MERLINE_MEETING_MAGIKRAB24.m": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这一位面!", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "嘿,菲利克斯,[pause]我有个问题问你!我知道你会画卡通画,但你会不会也兼职设计刺青呢?", - "MERLINE_MEETING_KAYLEIGH25": "唔……或许埃安忒会知道该怎么办。", - "MERLINE_MEETING_MAGIKRAB24.f": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这一位面!", - "MERLINE_MEETING_MAGIKRAB24.n": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这一位面!", - "MERLINE_MEETING_MEREDITH25": "这样的发展可有点出乎我意料。", - "MERLINE_MEETING_EUGENE25": "呃,看来我们不和这个大天使搏斗才是最好的。你也知道赫利亚是怎么说阿列夫的……", - "MERLINE_MEETING_FELIX25": "你觉得梅林线是在说真话吗?我们原本的世界真的需要我们回去?", - "PARTNER_INTERACT_K_M1_MEREDITH2": "这“互连网”是干什么用的啊?[pause]港口镇半数人都在哀号有多么想念这个东西!", - "MERLINE_MEETING_VIOLA25": "看来这“梅林线”所言非虚。", - "PARTNER_INTERACT_K_M1_MEREDITH4": "手机?[pause]手上拿着台机子撒网吗?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "……我真的不明白。", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "呃,[pause]互联网吗?[pause]就是在电脑或者手机上用的?", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "……梅瑞狄,[pause]你原本的世界现在会是哪一年?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "1989年啊,你问这个干嘛?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "噢![pause]好吧,我明白了,我们或许稍微有那么一点不太同步。", - "PARTNER_INTERACT_K_E1_EUGENE2": "这不是针对你们巡护队啊,[pause]只不过我向来我行我素,仅此而已。[pause]我是一头孤狼,[pause]不可能对一个有可能阻挠我行事的组织言听计从。", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "……我实在不能理解你,尤金。[pause]你这么爱“拯救社区”,[pause]为什么偏偏就不愿意跟我一起加入巡护队呢?", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "我可不认为是这个原因。[pause]我觉得你就是害怕过不了入门试炼!", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]才、才没有这回事![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "我可不敢贸然说会![pause]你想找人帮你纹身吗?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "唔。[pause]我觉得理论上我是挺想弄个刺青的。", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "但是现实中,[pause]我觉得自己还是太优柔寡断了,[pause]根本就不可能下这么一个永久性的决断啦。", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "薇奥拉,我想问……", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "你的无袖外套是从哪里得来的呀?[pause]我以前从没在新威勒尔见过这样的东西!", - "PARTNER_INTERACT_K_V1_VIOLA3": "海浪将我冲上这座孤岛的沙滩后,[pause]我便觅得一件弃置于海岸之上的老兵外套。", - "PARTNER_INTERACT_K_V1_VIOLA4": "那袖子于我实在不合适,[pause]于是我便干脆将其剪下。", - "PARTNER_INTERACT_K_V1_VIOLA5": "必须说,这件衣裳我愈看愈欢喜。", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "你好酷啊……我现在真有那么一丁点迷上你了。", - "PARTNER_INTERACT_K_V1_VIOLA7": "亲爱的凯莉,[pause]你是在倾诉对我的无尽爱意么?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "哎呀,[pause]我的芳心可不是[b]那么[/b]好赢得的!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "……我店里确实有些机械活儿要做,[pause]不过算了,暂且翘掉吧。", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]哎呀呀,这是谁家的乖宝宝呀?原来是我们的乖狗狗呀![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "汪汪!", - "PARTNER_INTERACT_M_E1_EUGENE2": "对![pause]哥们儿我跟你说,[pause]人呐有时候就是得歇会儿才行!", - "PARTNER_INTERACT_M_E1_EUGENE3": "……[pause][pause]等等,[pause]你刚刚说什么?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "呃,[pause]我说我确实有些机械活儿要做?", - "PARTNER_INTERACT_M_E1_EUGENE5": "不是,在这[wave amp=30 freq=10]之后[/wave]你说了什么……?", - "PARTNER_INTERACT_M_E1_EUGENE7": "“翘掉”?[pause]是什么熟语吗?", - "PARTNER_INTERACT_M_E1_MEREDITH6": "……我打算把活儿翘掉?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "啊,[pause]嗯,[pause]算是吧。[pause]比如说,你想略过某件事,或者不想去某个地方,那你就把它“翘掉”。", - "PARTNER_INTERACT_M_E1_EUGENE9": "好吧,明白。[pause]我要以开放的胸怀拥抱你不同寻常的俗语。", - "PARTNER_INTERACT_M_E1_MEREDITH10": "……我还是把这整段对话都翘掉吧。", - "PARTNER_INTERACT_M_F1_FELIX2": "是啊![pause]你以前在原本的世界都听些什么音乐?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "……我的音乐口味?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "这问题很宽泛呢。[pause]我喜欢队里所有成员互相憎恶的乐队。", - "PARTNER_INTERACT_M_F1_MEREDITH5": "我这个人就爱具体。", - "PARTNER_INTERACT_M_V1_VIOLA1": "亲爱的梅瑞狄,[pause]请恕我直言,[pause]你的穿着风格实是我前所未见——[pause]无论在我的国度,抑或是在此地。", - "PARTNER_INTERACT_M_F1_FELIX4": "哇,这条件还真是具体。", - "PARTNER_INTERACT_M_D1_DOG1": "汪!", - "PARTNER_INTERACT_M_V1_VIOLA3": "我绝无侮辱之意。[pause]虽外表与他人格格不入,但你似乎并不放在心上。[pause]此为你颇有自信之证。", - "PARTNER_INTERACT_M_V1_MEREDITH2": "我不太确定你这是不是在夸我。", - "PARTNER_INTERACT_M_V1_VIOLA4": "亲爱的梅瑞狄,[pause]就此而言,你相当令人钦佩!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "呃,[pause]谢啦。", - "PARTNER_INTERACT_M_D1_MEREDITH2": "你就喜欢揉肚子是吧,[pause]很爽吧?", - "PARTNER_INTERACT_E_F1_FELIX2": "差不多吧。[pause]不过,[pause]其实也并不止如此。[pause]要是去别的地方上班,那也只不过是听[wave amp=30 freq=10]另一个[/wave]老板指挥罢了。", - "PARTNER_INTERACT_E_F1_EUGENE1": "……所以你辞掉工作,[pause]是因为你老板一直给你穿小鞋?", - "PARTNER_INTERACT_E_F1_FELIX3": "要打破这个循环,唯一办法就是给自己打工。[pause]去他的老板。", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]没错![/shake][pause]要的就是这种精神![pause]去他的老板——[pause]兄弟,按自己喜欢的方式来生活!", - "PARTNER_INTERACT_E_F1_FELIX5": "不过我的职业规划最近撞上了障碍。[pause][pause]我想是发生在我穿越时空、来到这座怪物岛之后。", - "PARTNER_INTERACT_E_V1_EUGENE1": "……所以你的船遇上风暴失事,之后你就被海浪冲上了新威勒尔的海岸,[pause]是吗?", - "PARTNER_INTERACT_E_F1_EUGENE6": "大家都是这么过来的!", - "PARTNER_INTERACT_E_V1_VIOLA2": "正是如此。", - "PARTNER_INTERACT_E_V1_EUGENE3": "而你正在寻找你的双胞胎哥哥西巴斯辛……", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "朋友,你这地方挺不错啊。虽说是普通了点,但我不会挑这个刺的。", - "PARTNER_INTERACT_E_V1_EUGENE4": "这经历听起来实在很耳熟,但我不明白为什么。[pause]你是不是很出名?[pause]我们以前是不是见过?", - "PARTNER_INTERACT_E_V1_VIOLA5": "我可以保证,我既无美名亦无恶名。[pause]至于我们有否一面之缘?[pause]如尤金你这般活力四射之人,[pause]我若有幸认识,必定不会忘却。", - "PARTNER_INTERACT_E_V1_EUGENE6": "那好吧……[pause]不过,[pause]你的故事还是很耳熟……", - "PARTNER_INTERACT_E_D1_EUGENE5": "莫非你是……[pause]会说话的魔法小狗?[pause]从另一个世界来的?", - "PARTNER_INTERACT_E_D1_DOG2": "汪!", - "PARTNER_INTERACT_E_D1_EUGENE1": "……所以你是一条狗。", - "PARTNER_INTERACT_F_D1_FELIX1": "你这身板小小的,[pause]吠声倒是响亮!", - "PARTNER_INTERACT_E_D1_EUGENE3": "……但是你跟其他人一样,也可以用磁带机变身成怪物。", - "PARTNER_INTERACT_E_D1_DOG4": "汪汪!", - "PARTNER_INTERACT_E_D1_DOG6": "汪!", - "PARTNER_INTERACT_E_D1_EUGENE7": "啊,[pause]看来不是。", - "PARTNER_INTERACT_F_V1_FELIX2": "这个嘛,寻找生命中的自由对我很重要,[pause]但是遨游四海浪迹天涯,并不完全是我心中所想。", - "PARTNER_INTERACT_F_V1_VIOLA1": "菲利克斯,[pause]你是否憧憬海上的自由?[pause]扬帆起航驶向尚未出现在地平线上的土地,[pause]想必会令你心驰神往?", - "PARTNER_INTERACT_F_V1_FELIX5": "我可不这么想!", - "PARTNER_INTERACT_F_V1_FELIX3": "不过,[pause]为自己打工、过自己喜爱的生活,[pause]这在我看来就相当不错了。", - "PARTNER_INTERACT_F_V1_VIOLA4": "你在大海之上,或亦可觅得满足感。[pause]未曾扬帆起航,又何以断言呢!", - "PARTNER_INTERACT_F_D1_DOG2": "汪!", - "PARTNER_INTERACT_V_D1_DOG2": "汪!", - "PARTNER_INTERACT_V_D1_VIOLA1": "有你这般趣致的小动物,[pause]多么美妙的新世界啊!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "能住在离海这么近的地方,我可真幸运呢!", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "我真的只能一直困在这么无聊的镇子上吗?", - "PASSIVE_OVERWORLD_1_0_EUGENE": "这小镇还挺可爱的,不觉得吗?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "此处海洋气息浓烈……于我实是无比熟悉。", - "PASSIVE_OVERWORLD_1_0_FELIX": "没什么比得上在码头拉伸腿筋,对吧?", - "PASSIVE_OVERWORLD_1_0_DOG": "汪汪!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "{player},小心脚下——这里的怪物就藏在水面之下……", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "朋友,你这地方挺不错啊。虽说是普通了点,但我不会挑这个刺的。", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "希望你会喜欢这个新家,{player}……", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "朋友,你这地方挺不错啊。虽说是普通了点,但我不会挑这个刺的。", - "PASSIVE_EUGENEHOME_EUGENE": "没错,这里就是我家。尤金总部。温馨小窝。我的行动基地。", - "PASSIVE_EUGENEHOME_MEREDITH": "尤金自己家里就有健身房?他应该知道市民中心有货真价实的健身房吧?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "哟,这里就是你家啊?还不赖嘛哥们儿!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "这里就是你家啊。", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "可见你在此处栖居时间并不长。", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "尤金肯定不会介意我们闯他家空门的!", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "尤金肯定不会介意我们闯他家空门的!", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "尤金肯定不会介意我们闯他家空门的!", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "噢!你想把我留下来过夜么,{player}?", - "PASSIVE_EUGENEHOME_FELIX": "这里就是尤金的家啊……他这家庭健身房还弄得挺不错啊。", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "那你是不是要带你男朋友参观一下你家内部?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "你是想一起留在这里……呃,过二人世界,是么?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "你家真是一尘不染!希望你不是专门为了我才打扫的。", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "亲爱的{player},你是否希望与我彼此相伴,度过私人时光?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "亲爱的{player},你是否希望与我彼此相伴,度过私人时光?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "亲爱的{player},你是否希望与我彼此相伴,度过私人时光?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "这片海滩让我想起了刚被海浪冲上新威勒尔的情形……", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "进了靴子的沙子真的很难弄出来。我对沙滩没什么好感。", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "这里可以买到贴纸,给我们的怪物形态使用——要不要瞧瞧?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "这真是个适合做俯卧撑的好地方!", - "PASSIVE_OVERWORLD_2_0_FELIX": "无视那些巨大蟹怪的话,这里其实还是个宁静的好地方。", - "PASSIVE_OVERWORLD_2_0_VIOLA": "我曾站上许多地方的海岸,而这一片或许最为古怪。", - "PASSIVE_OVERWORLD_0_0_EUGENE": "这些家伙说不定有什么好东西,让我们在无尽的正义之战中用上!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "{player},我们不如去和贴纸小贩聊聊吧?他们或许会有我们能用上的好东西!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "我们不妨与这港口镇上的善心小贩攀谈两句。", - "PASSIVE_OVERWORLD_0_0_FELIX": "噢,不错,新的怪物贴纸。", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "巡护员瓦莱斯和他的王牌建筑队前不久刚建好这座桥!", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "我[wave amp=30 freq=10]猜[/wave]从这座桥上过,总归比踩在池塘水里弄湿靴子要好……", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "这座桥是社区的努力结晶。依我看,很酷嘛!", - "PASSIVE_OVERWORLD_5_-5_FELIX": "这桥挺别致的,不觉得么?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "桥下池塘能映出我的倒影!多么迷人啊。", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "这水是从地表流出来的,还是从其他地方流出来的?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "这小径这么窄,我可不大乐意走。", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "这条小径还挺窄的。{player},小心别失去平衡!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "这小径这么窄,我可不大乐意走。", - "PASSIVE_OVERWORLD_8_0_EUGENE": "这小径还挺窄的,你说是吧?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "这小径这么窄,我可不大乐意走。", - "PASSIVE_OVERWORLD_8_0_VIOLA": "小心脚下,此路极狭。", - "PASSIVE_OVERWORLD_8_0_FELIX": "这小径有点窄。别掉下去了!", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "坟场总是荡漾着离愁别绪,我喜欢。", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "我总觉得坟场怪可怕的,这个坟场也不例外……", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "骷髅怪物偏偏最爱在这里出没,真让我心里直发毛……", - "PASSIVE_OVERWORLD_-4_0_FELIX": "整座岛上我最不愿意晚上一个人走的地方,就是这里了。", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "我祈祷有朝一日离开此岛,誓不长眠于此地碑石之下。", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "这个开关需要用充电磁铁来启动。", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "{player},要是能在附近找到磁铁,就能启动这个开关了。", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "你瞧这开关!要是能在附近找到磁铁,我们肯定就能启动这开关了……", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "看样子光是靠自己站上去是启动不了这个开关的。在周围找找工具吧……", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "此装置实是有趣,似是一分为二后仅余一半……", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "这教堂怎么建在这里……?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "那座教堂看起来结构不大结实……我们绝对应该进去一探究竟。", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "{player},小心脚下——这里的怪物就藏在水面之下……", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "那座教堂需要翻新一下,或者干脆拆了重建好了。", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "要想到达那块凸出的平台,不妨使用南瓜藤球的技能,沿着这面岩壁爬过去……", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "此教堂风光之时已过……", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "这还真是座年代久远的教堂。真想给它画个速写……", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "铸铁海岸……港口镇靠冲刷上岸的船只残骸获得了大量废弃金属。", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "哪天要是需要生锈金属了,我[wave amp=30 freq=10]肯定[/wave]知道该上哪儿找……", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "{player},小心脚下——这里的怪物就藏在水面之下……", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "这里的雾真是太浓了,总感觉随时都能迎头撞上一大块废金属。", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]呜……[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "此地雾瘴氤氲,还是速速离开为妙。", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "呃,我从来没听任何队长说新威勒尔这里有悬空岛啊……", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "这座岛是悬空了吗?!这究竟是什么地方啊?", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "哇,我从来都不知道新威勒尔还有悬空岛啊。这地方之前是藏在云层里吗?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "这还挺梦幻的,你说是吧?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "恶,这下我的靴子要被沼泽水泡了,是吧?", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "这沼泽还真是……泥泞啊。", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "云上之地……又一令我无言惊叹的奇迹。", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "在这么泥泞的地方跋涉,我的运动服绝对会毁了……", - "PYLON_HINT_MEREDITH3": "附近的怪物或许会拥有磁力技能,可以借我们利用一下。我们到这附近转转吧。", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "这片土地不欢迎我们到来。{player},务必速速通过,不宜久留。", - "PASSIVE_OVERWORLD_MARSH_FELIX": "这里的树木还挺高大的嘛?", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "这林子里的花粉害我鼻子痒痒的。", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "这片土地不欢迎我们到来。{player},务必速速通过,不宜久留。", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "这片土地不欢迎我们到来。{player},务必速速通过,不宜久留。", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "是森林!不知道会在这里发现些什么呢?", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "睁大眼睛了,{player},谁知道这森林里都藏着什么样的怪物……", - "PASSIVE_OVERWORLD_FOREST_FELIX": "这里肯定有不少别处没有的独特怪物。", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "{player},你是否听见林间群鸟和鸣?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "这是新伦敦镇的遗址……", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "我从来没见过这样的蘑菇!还挺壮观的呢,你说是吧?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "唔,看来传闻是真的——这里确实有座废弃的小镇。挺毛骨悚然的。", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "这地方让我汗毛都竖起来了……", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "这些建筑物的废墟看起来烧得焦黑。这座小镇是被大火烧成了平地吗……?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "哇,这里的樱花树可真美啊!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "一阵死气沉沉的风吹过此地。", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "嗯,这片草甸挺可爱的。", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "这片草甸很美,不是么?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "这里的空气闻起来相当心旷神怡,不是么?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "此地风景极美,但切莫放松警惕。", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "这里有点冷飕飕的,你说是吧?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "嘶……但愿不会在这里冻感冒了!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "说实话,这里还挺冷的。", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "真该带件大衣来……", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "我不会因冬日忽如其来而满腹怨言!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "这些巨大的蘑菇确实增添了几分“毛骨悚然夜店”的氛围。", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "哥们儿,这些蘑菇可真大啊。", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "这些蘑菇真不错!我该给它们画个速写。", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "我要用尽全力无视墓碑上刻着[wave amp=30 freq=10]我们的名字[/wave]这一事实……", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "那是蘑菇么?此地的动植物继续令我惊诧不已。", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "哟,这下可好,阴恻恻的墓碑,可真是个“好”兆头啊。", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "那上面刻着的是我的名字吗……?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "那些刻着我们名字的阴森墓碑,真令我不太好受。", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "我们刚才掉了多深……?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "想令我们心怀恐惧,这等招数着实拙劣。别着了他的道。", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "巡护队就是在这里获得的磁带!挺酷的吧?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "我们刚才掉了多深……?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "我们刚才掉了多深……?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "怎么回事……?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "刚才可真是惊心动魄……", - "PASSIVE_DUNGEON_MEADOW_FELIX": "我们现在到了哪里?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "这是在酝酿何等诡计?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "底下有水源吗?这水是从哪里来的?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "奇怪,这水是从哪里来的……", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "是灌溉渠么?不知道这水是从哪里流出来的呢?", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "溪流……不知可否觅得其源头呢?", - "PASSIVE_DUNGEON_MALL_EUGENE": "在我原本的那个世界,整个国家到处都是这样的空置建筑物……", - "PASSIVE_DUNGEON_MALL_FELIX": "在新威勒尔这里,置身于这样的大型建筑物中,感觉还挺奇怪的……", - "PASSIVE_DUNGEON_MALL_VIOLA": "如此广阔而又静寂的厅堂……", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "镇民们过去似乎曾在这底下挖矿……", - "MEREDITH_PLATFORM_REACTION2_2.m": "我们努力撑过去吧。", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "我敢说这底下铁定有强悍难缠的怪物。哥们儿,保持警惕。", - "PYLON_HINT_MEREDITH1.m": "唔,看起来无路可走了。[pause]不过我在想……", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "这洞窟曾经是某种矿洞吧?这里看起来也有过辉煌的日子,只不过今非昔比了。", - "PYLON_HINT_MEREDITH1.n": "唔,看起来无路可走了。[pause]不过我在想……", - "PYLON_HINT_MEREDITH1.f": "唔,看起来无路可走了。[pause]不过我在想……", - "PYLON_HINT_MEREDITH2": "你见到上面那个蓝盒子了吗?[pause]岛上到处都能见到这样的东西,它们会产生持续的磁吸力。", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "这块石头上有很深的裂痕。我看你可以一个猛冲,把这石头震得粉碎!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "这块方岩看起来伤痕累累,恐怕一个猛冲就能将它打碎。", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "这块方岩看起来伤痕累累,恐怕一个猛冲就能将它打碎。", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "那块石头上遍布裂痕,你一个猛冲就能令它四分五裂!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "这块方岩看起来伤痕累累,恐怕一个猛冲就能将它打碎。", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "那块石头看起来伤痕累累,我看只要速度够快,就能一击将石头打个粉碎。", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "此岩已今非昔比,我相信以足够的力量敲击,就能将其破开。", - "PASSIVE_PYLON_MEREDITH.m": "那座电塔看起来很有磁性。不如试着在电塔下发动你的磁力技能吧?", - "PASSIVE_PYLON_KAYLEIGH": "这座电塔的电池泛着奇怪的光芒。{player},我觉得你可以在这里发动电磁感应技能!", - "PASSIVE_PYLON_MEREDITH.f": "那座电塔看起来很有磁性。不如试着在电塔下发动你的磁力技能吧?", - "PASSIVE_PYLON_EUGENE": "那个挂在木柱上的蓝盒子看起来很有磁性,不觉得吗?", - "PASSIVE_PYLON_MEREDITH.n": "那座电塔看起来很有磁性。不如试着在电塔下发动你的磁力技能吧?", - "PASSIVE_PYLON_FELIX": "{player},我觉得你可以在那座电塔附近发动你的磁力技能。", - "KAYLEIGH_STATION_REACTION2": "又是一座老旧地铁站……我还没忘记我们[wave amp=30 freq=10]第一次[/wave]发现这类地铁站的情形呢。", - "PASSIVE_PYLON_VIOLA": "那金属物件有着奇特的蓝色光晕。{player},你是否也见着了?", - "KAYLEIGH_STATION_REACTION3": "我已经开始习惯这些尘封的老旧地铁站了。不过,站内的一片死寂依旧相当毛骨悚然。", - "MEREDITH_STATION_REACTION1": "呃,[pause]这岛上是有地铁线网吗?我猜这地方已经存在[wave amp=30 freq=10]好一阵子[/wave]了……", - "MEREDITH_STATION_REACTION2": "又是地铁站?不知道这些都是谁建的呢。", - "MEREDITH_STATION_REACTION3A": "这些地铁站透着股诡异。它们看起来[wave amp=30 freq=10]几乎[/wave]和人工建造的差不多,但是[wave amp=30 freq=10]感觉[/wave]不太对劲。", - "MEREDITH_STATION_REACTION3B": "你明白我的意思么,{player}?", - "EUGENE_STATION_REACTION2": "又是地铁站?这座岛无疑隐含某些秘密……", - "EUGENE_STATION_REACTION1": "什么?![pause]这是[shake rate=30 level=10]地铁站[/shake]吗?!从来没有人提过新威勒尔还有[b]这样[/b]的地方啊!", - "EUGENE_STATION_REACTION3": "妈耶,我们恐怕是时隔多年后第一批踏入这里的人……", - "FELIX_STATION_REACTION1": "等等,这是地铁站?镇上从来没有人提到过这样的地方啊……大家都不知道有这么一回事吗?", - "FELIX_STATION_REACTION3": "又是一座古老的地铁站。肯定是发生了什么事,才导致这些地铁站近期纷纷浮现,对吧?", - "FELIX_STATION_REACTION2": "这些地铁站真让我寒毛直竖。我总感觉我们不应该出现在这里……", - "VIOLA_STATION_REACTION1": "这地方似乎并不欢迎我们的到来……这种感觉比这座怪岛的其他地方更加强烈。", - "VIOLA_STATION_REACTION2": "此处空气凝重,令我难以呼吸。此地已沉睡许久,我能感觉得到。", - "KAYLEIGH_PLATFORM_REACTION1_1": "这地方的压力[shake rate=30 level=10]大得惊人[/shake]……莫甘特第一次出现时,就是这种感觉……", - "VIOLA_STATION_REACTION3": "又是这般古老且奇特之地。{player},此处不宜久留。", - "KAYLEIGH_PLATFORM_REACTION1_2": "就像是空气中传来[shake rate=30 level=10]相当[/shake]嘈杂响亮的噪音,但肉耳无法听见……", - "MEREDITH_PLATFORM_REACTION1_1": "这地方到底有什么[b]不对劲[/b]?[pause]感觉像是有东西在把我往反方向[wave amp=30 freq=10]推[/wave]……", - "KAYLEIGH_PLATFORM_REACTION2_1": "又是这种感觉。就像大脑中有无线电杂音……", - "KAYLEIGH_PLATFORM_REACTION2_2": "空气里弥漫着金属的味道……光是站在这里,都让我头痛欲裂……", - "KAYLEIGH_PLATFORM_REACTION3_1": "又是那种氛围……", - "KAYLEIGH_PLATFORM_REACTION3_2": "我现在开始习惯这种感觉了,但依旧让我的头疼得不行……", - "MEREDITH_PLATFORM_REACTION1_2": "脑海中就像有电视的干扰杂音……", - "VIOLA_PLATFORM_REACTION1_1.f": "{player},此地不宜久留。脚下的地板亦在呐喊:此地并不欢迎我们。", - "MEREDITH_PLATFORM_REACTION2_1": "那种[wave amp=30 freq=10]诡异[/wave]的感觉又来了……依旧很难受。", - "MEREDITH_PLATFORM_REACTION2_2.n": "我们努力撑过去吧。", - "MEREDITH_PLATFORM_REACTION2_2.f": "我们努力撑过去吧。", - "MEREDITH_PLATFORM_REACTION3_2": "关键就在于忽略脑袋上那种快要[wave amp=30 freq=10]爆炸[/wave]的感觉。", - "MEREDITH_PLATFORM_REACTION3_1": "我觉得自己慢慢开始习惯进入这些地铁站的感受了。", - "EUGENE_PLATFORM_REACTION1_1": "你感受到了吗,{player}?就像是我[wave amp=30 freq=10]听不见[/wave]无线电杂音,[pause]但却能[wave amp=30 freq=10]感觉到[/wave]……", - "EUGENE_PLATFORM_REACTION2_1": "那种诡异的氛围又来了……你感受到了吗?", - "EUGENE_PLATFORM_REACTION1_2": "难受死了……", - "EUGENE_PLATFORM_REACTION2_2": "简直让我牙痒痒……", - "EUGENE_PLATFORM_REACTION3_1": "啊,那种[wave amp=30 freq=10]痛苦的氛围[/wave]又来了。一有这种感觉,就意味着绝无好事发生。", - "EUGENE_PLATFORM_REACTION3_2": "哥们儿,保持警惕。", - "FELIX_PLATFORM_REACTION1_1": "天哪,那噪音是什么?[pause]怎么说呢,这并不是人耳能听见的噪音,[pause]而像是空气中有什么不对劲……", - "FELIX_PLATFORM_REACTION2_2": "身处这里,真的很难[wave amp=30 freq=10]思考[/wave]。[pause]你明白我什么意思吧?", - "FELIX_PLATFORM_REACTION1_2": "这地方感觉[wave amp=30 freq=10]非常[/wave]不适合逗留……", - "FELIX_PLATFORM_REACTION2_1": "又是那种[wave amp=30 freq=10]气场[/wave]。让我手臂上的汗毛都竖起来了。", - "FELIX_PLATFORM_REACTION3_1": "空气中又一次充满了那种[wave amp=30 freq=10]非常令人不快的感觉[/wave]。不过事到如今,我起码已经有点习惯了。", - "FELIX_PLATFORM_REACTION3_2": "……不,还是当我没说吧。我看我[wave amp=30 freq=10]这辈子[/wave]都习惯不了这种感觉。", - "VIOLA_PLATFORM_REACTION1_1.m": "{player},此地不宜久留。脚下的地板亦在呐喊:此地并不欢迎我们。", - "VIOLA_PLATFORM_REACTION1_2": "你难道感觉不到么?倒错感在空中徘徊不去,令人难以呼吸。", - "VIOLA_PLATFORM_REACTION1_1.n": "{player},此地不宜久留。脚下的地板亦在呐喊:此地并不欢迎我们。", - "VIOLA_PLATFORM_REACTION2_1": "那受了诅咒的感觉再次浮现,{player},令我如坠恐惧之深井。", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "是[shake rate=30 level=10]大天使[/shake]……", - "VIOLA_PLATFORM_REACTION2_2": "若继续前行,便有如涉浅水渐入深海……", - "VIOLA_PLATFORM_REACTION3_1": "我已慢慢对此地不祥的敌视习以为常。毕竟,此前我们不是曾勇闯数次么?", - "VIOLA_PLATFORM_REACTION3_2": "是的,我们必须勇往直前。这般不快氛围,尚不能阻止我前进。", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "让我回想起和莫甘特战斗时的那种恐怖了……[pause]仿佛看它的方式[wave amp=30 freq=10]完全错了[/wave]……", - "KAYLEIGH_ARCHANGEL_REACTION2": "又是大天使……和其他大天使一样,光是盯着它看都令人[shake rate=30 level=10]痛苦[/shake]……", - "KAYLEIGH_ARCHANGEL_REACTION3": "是[shake rate=30 level=10]大天使[/shake]!{player},警戒!", - "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]那、那是什么?![/shake][pause]为什么它看上去那么……[shake rate=30 level=10]离谱?![/shake]", - "MEREDITH_ARCHANGEL_REACTION1_2": "光是盯着它看,都让我头痛欲裂……[pause]{player},那是[shake rate=30 level=10]大天使[/shake],[pause]对吧……?", - "MEREDITH_ARCHANGEL_REACTION2_2": "我要再说一遍,[pause]它看起来……[pause]看起来像是[shake rate=30 level=10]我不应看见的东西[/shake]。", - "MEREDITH_ARCHANGEL_REACTION2_1": "又、又是大天使……", - "EUGENE_ARCHANGEL_REACTION1_2": "我猜,这是[wave amp=30 freq=10]大天使[/wave]吧?", - "EUGENE_ARCHANGEL_REACTION2": "又是大天使![pause]恶,[pause]光是看着它,都让我觉得它[wave amp=30 freq=10]不应出现在这里[/wave]……", - "EUGENE_ARCHANGEL_REACTION1_1": "什么——[pause]怎么——[pause]那[wave amp=30 freq=10]东西[/wave]怎么会……[wave amp=30 freq=10]那副样子[/wave]?![pause]我的大脑就要承受不住了……", - "MEREDITH_ARCHANGEL_REACTION3": "啊,[pause]是大天使。[pause]我们这是又遇上[wave amp=30 freq=10]麻烦[/wave]了吧?", - "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]是大天使![/shake][pause]{player},做好准备!", - "FELIX_ARCHANGEL_REACTION1_2": "这肯定是[shake rate=30 level=10]大天使[/shake]……", - "FELIX_ARCHANGEL_REACTION1_1": "我、我从来没有见过这样的东西……[pause]这是怎么一回事,{player}……?[pause]为什么它是[shake rate=30 level=10]那副样子[/shake]?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "……老大,我跟你说,新来的这个实习巡护员很有两把刷子!", - "FELIX_ARCHANGEL_REACTION2_1": "又是大天使!光是盯着它看,都需要鼓足勇气。我全身上下都在朝我[shake rate=30 level=10]尖叫[/shake]快把头转开。", - "FELIX_ARCHANGEL_REACTION2_2": "怎么说呢,它看起来好像有点[wave amp=30 freq=10]歪斜[/wave],不是么?", - "FELIX_ARCHANGEL_REACTION3": "我[wave amp=30 freq=10]这辈子[/wave]都不会习惯见到大天使的感觉……", - "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]此精灵![/shake]我从未见过如此造物……[pause]此物似乎[shake rate=30 level=10]不应当[/shake]存于此界。", - "VIOLA_ARCHANGEL_REACTION2": "又一有违一切理性思想的精灵!我[shake rate=30 level=10]几乎无法[/shake]正视此灵……", - "VIOLA_ARCHANGEL_REACTION1_2": "单是[shake rate=30 level=10]看向[/shake]此物,都顿觉其邪魔外道。", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "……老大,我跟你说,新来的这个实习巡护员很有两把刷子!", - "VIOLA_ARCHANGEL_REACTION3": "{player}——又一[shake rate=30 level=10]堕落精灵[/shake]!亦即你口中的“大天使”。", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "……老大,我跟你说,新来的这个实习巡护员很有两把刷子!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "我们几兄弟可谓[wave amp=30 freq=10]惊掉下巴[/wave]!我在我那场对战中简直被吊打了。", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "瓦莱斯,一个实习巡护员竟然能让你发出这样的感叹,少有啊!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "瓦莱斯,一个实习巡护员竟然能让你发出这样的感叹,少有啊!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "毕竟实习巡护员的战斗试炼其实不常有。我平日的“砌砖墙”考验,完全及不上战斗试炼那么激动人心……", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "瓦莱斯,一个实习巡护员竟然能让你发出这样的感叹,少有啊!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "说到这里,我的午休时间结束了!得回去继续开工啰——回见啦,老大!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "……拜托,埃安忒!你就跟我说说嘛,你来新威勒尔之前的生活是怎么样的?", - "TOWN_HALL_SKIP_EVENT_SKIP3": "哇![pause]那你是不是经常要帮别人找失物啊?异界人似乎拥有[wave amp=30 freq=10]许多[/wave]物件,那肯定会把东西忘这儿忘那儿吧?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "这么说吧……[pause]我的工作有点类似于侦探。", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "老实说,我的工作往往比你说的这些要稍微……[pause]高风险一点。", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "……坦白说吧埃安忒,我并不认为其他队长能[wave amp=30 freq=10]理解[/wave]。", - "TOWN_HALL_SKIP_EVENT_SKIP5": "我该回去继续我的拾荒行动了,不过下一次见面时,你[wave amp=30 freq=10]一定[/wave]要跟我多说点!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "理解……什么啊?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "就是[wave amp=30 freq=10]睡觉[/wave]这回事啊!我毕生钻研的事业!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "他们不知道梦境,[pause]不知道集体潜意识,[pause]也不知道这些是如何影响这整个地方的!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "说句真心话,我都开始怀疑大家是不是都以为我纯粹是个大懒虫了。", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "嗯,你[wave amp=30 freq=10]确实[/wave]是个大懒虫。", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "嘿嘿,我知道。", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "别理其他人。他们不必理解你的工作,只要尊重我提拔你为队长的决定就好。", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "别理其他人。他们不必理解你的工作,只要尊重我提拔你为队长的决定就好。", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "别理其他人。他们不必理解你的工作,只要尊重我提拔你为队长的决定就好。", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "老大,谢谢你的鼓励。", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "老大,谢谢你的鼓励。", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*哈欠*[pause]人与人之间的互动,真让人筋疲力竭。我看我还是回去闭闭眼睛吧。", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "老大,谢谢你的鼓励。", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "……我说真的,埃安忒。最新这批实习巡护员实在没什么本事。他们根本不懂,运用战术比单纯变身成最可怕的怪物[wave amp=30 freq=10]更加[/wave]重要。", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "新人都很热情,这就是个不错的开始。有谁比战术[wave amp=30 freq=10]大师[/wave]更适合教他们战斗的策略呢?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "嗯,那就把这一点教给他们啊,[pause]这不是你的职责吗?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "嘿嘿。我明白你的意思了。那我收回我的断言……", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "不过只是暂时。", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "可以理解。人类很……[pause]捉摸不透。[pause]不可预知。", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]……不,[pause]这我倒不认同。人类[wave amp=30 freq=10]并非[/wave]不可预知。事实上,要预知人类的行为是非常简单的。[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]……我单纯认为,要同情人类的困境实在太难。[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]人类无论在什么情形下,只要能获得哪怕是[wave amp=30 freq=10]一分一毫[/wave]的短期利益,就能为之作出[shake rate=30 level=10]最愚蠢[/shake]的决定。[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "克娄,很感谢你如此直白的分析!", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "人类普遍不会基于概率来下决定,而是会基于自己的感性来下决定。", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "……老大,我跟你说,星界最近风云突变。所有幽灵都在谈论这件事。大家都在说,有[wave amp=30 freq=10]重量级选手[/wave]回归了!", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]我也一样啊!我的[wave amp=30 freq=10]感性[/wave]告诉我,人类[shake rate=30 level=10]天性[/shake]愚蠢,而且终将[shake rate=30 level=10]自掘坟墓![/shake][/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "好吧,不过在那发生之前,你为巡护队的辛勤效力依旧会受到重视。", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "我们能有自来水和清洁能源,这简直是个奇迹。我有时担心这样的局面会发生变化,毕竟这个岛实在[wave amp=30 freq=10]不可预知[/wave]。", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "那么,你有什么可以告诉我的?我想听听你的完整分析。", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]嗯哼。[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "那看来小镇的境况并不差啰!多谢你的报告,利维。", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "……我的报告到此结束。我们的水力发电机都在全力运转。接下来的几年里,我们或许会需要新的零部件,但这都是小事。", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "别太担心了,队长!即便港口镇运势有变,巡护队也会尽力发挥作用的。", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "别太担心了,队长!即便港口镇运势有变,巡护队也会尽力发挥作用的。", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "别太担心了,队长!即便港口镇运势有变,巡护队也会尽力发挥作用的。", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "谢谢你的这番话——[pause]当然,你说得对!", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "是啊![pause]星界有[wave amp=30 freq=10]形形色色[/wave]的鬼魂、阴魂和幻灵出没,不然你以为我从哪儿获得这么多优质情报啊?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "“所有幽灵”……?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "我姑且相信你吧!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "那好吧![pause]“暴走融合体”的现象近几个月确实有所增加。你近期也有见过空中漂浮着浓密的乌云吧?我得出结论,这些迹象表明怪物们正在[wave amp=30 freq=10]成群出动[/wave]。", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "最近一次侦察任务中,我陷入了一大群啫喱巨骸的包围。它们虽然在数量上远胜于我,但我照样把它们都[wave amp=30 freq=10]劈倒[/wave]了!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "不过,我担心更多经验尚浅的巡护员会低估这些威胁,最终身陷致命的危险之中。或许我们应该把这些“怪物群”的消息传开去。", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "那就这么做吧!剑兰,你的情报还是一如既往地宝贵。", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "……那你呢?你怀念大城市的生活吗?", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "你太客气了!不过现在请恕我先行告辞,我还有更多工作要做。[wave amp=30 freq=10]黑暗势力[/wave]不会休息,所以我也不会。", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "我知道我很怀念!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "大城市的生活无疑更[wave amp=30 freq=10]刺激[/wave]……不过并不代表那样的生活[wave amp=30 freq=10]更好[/wave]。", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "我这一生都生活在超级大都市里。我唯一见过的树木,都是在工厂里制造的。漫天星辰早已被摩天大楼及其霓虹外墙污染掩蔽。", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "生命的价值转瞬即逝,想在这么一个残酷的世界中活着,就必须将自己的精神淬炼得坚不可摧。", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "你可以想象,我刚[wave amp=30 freq=10]落到[/wave]这里时,可是花了很长时间才能适应这样的生活节奏!", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "这答案……[pause]有点超出我的预料啊,老大!", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "这个好说!我可是曾经连着五年每周开一堂有氧运动课呢。要说有谁能胜任教练的位置,那自然[wave amp=30 freq=10]非我莫属[/wave]!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "我们甚至可以寓教于乐呢![pause]不如加几节[wave amp=30 freq=10]有氧舞蹈[/wave]?西比尔可以提供歌单!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "……我认为,巡护队应该多上些体能训练课程,一定会受益匪浅。", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "嗯,听起来是个不错的主意!你能胜任教练的话,当然再好不过了。", - "TOWN_HALL_CODEY_EVENT_CODEY3": "等等……你原名不是叫埃安忒吗?!", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "不妨考虑一下吧!你总是把[wave amp=30 freq=10]社区精神[/wave]挂在嘴边——还有什么能比每天[shake rate=30 level=10]共享听觉体验[/shake],更能团结我们出色的镇民呢?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "……如果我们在港口镇各处都安上扬声器,那么我就能立即向[wave amp=30 freq=10]整个镇子[/wave]播放音乐了!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "这不好说,西比尔。我看镇上的大家音乐口味相当多元化,这个决定恐怕会引发许多争议。", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "唔,我明白你的意思了。", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]这就对了嘛![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "对啊!在我以前那一行,选个化名来用会更安全——我相信你一定有共鸣。", - "TOWN_HALL_CODEY_EVENT_CODEY1": "……早知道大家会一直喊我“马侬”,我就应该早早改个酷一点的外号才对。[pause]比如“进程杀手”啊,[pause]又或者“欧兆字节”啊。", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "别丧气啊,我从来没有说要完全否决这个提议![pause]这样吧:要是哪天费辽挖出了完好无缺的高保真扬声器,那么我就在下一场市民中心会议上发起这个提议。", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "你喜欢叫什么,就直接改成什么呗。我就是这么做的。", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "“埃安忒”是希腊神话中一位水女神的名字。我当时需要在紧急关头选个名字,觉得这名字挺好听的,就这么拿来用了。", - "TOWN_HALL_CODEY_EVENT_CODEY6": "哈,你身上的秘密还真不少嘛?", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "多的我就不说了!", - "LENNA_ENCOUNTER_LENNA1.f": "你——[pause]是否自称英雄?这一角色可是一顶沉重的王冠。你真的做好准备了吗?", - "LENNA_ENCOUNTER_LENNA1.n": "你——[pause]是否自称英雄?这一角色可是一顶沉重的王冠。你真的做好准备了吗?", - "LENNA_ENCOUNTER_LENNA1.m": "你——[pause]是否自称英雄?这一角色可是一顶沉重的王冠。你真的做好准备了吗?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "呃,你是在对{player}说话吗?这人可是[wave amp=30 freq=10]相当[/wave]英雄噢!", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "呃,你是在对{player}说话吗?这人可是[wave amp=30 freq=10]相当[/wave]英雄噢!", - "LENNA_ENCOUNTER_MEREDITH2.m": "呃,“做好准备”是指什么准备?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "呃,你是在对{player}说话吗?这人可是[wave amp=30 freq=10]相当[/wave]英雄噢!", - "LENNA_ENCOUNTER_MEREDITH2.f": "呃,“做好准备”是指什么准备?", - "LENNA_ENCOUNTER_EUGENE2": "我觉得{player}和我可以说是[wave amp=30 freq=10]相当[/wave]平等地共同担起了“英雄”这个角色。", - "LENNA_ENCOUNTER_MEREDITH2.n": "呃,“做好准备”是指什么准备?", - "LENNA_ENCOUNTER_FELIX2": "这对话一上来就谜团重重啊。请继续说下去吧。", - "LENNA_ENCOUNTER_LENNA3.n": "来考考你的武力[wave amp=30 freq=10]和[/wave]武器吧!", - "LENNA_ENCOUNTER_VIOLA2": "烦请有话直说。", - "LENNA_ENCOUNTER_LENNA2.m": "不,我并未感应到你是英雄。", - "LENNA_ENCOUNTER_LENNA2.f": "不,我并未感应到你是英雄。", - "LENNA_ENCOUNTER_LENNA2.n": "不,我并未感应到你是英雄。", - "LENNA_ENCOUNTER_LENNA3.m": "来考考你的武力[wave amp=30 freq=10]和[/wave]武器吧!", - "LENNA_ENCOUNTER_LENNA3.f": "来考考你的武力[wave amp=30 freq=10]和[/wave]武器吧!", - "LENNA_ENCOUNTER_LENNA4.m": "准备好了吗?", - "LENNA_ENCOUNTER_LENNA4.f": "准备好了吗?", - "LENNA_ENCOUNTER_LENNA4.n": "准备好了吗?", - "LENNA_ENCOUNTER_LENNA5.m": "我名叫莱娜。来吧英雄,[shake rate=30 level=10]让我见识见识你的本事[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "好吧,我认输了。陌生人,打得不错。", - "LENNA_ENCOUNTER_LENNA5.f": "我名叫莱娜。来吧英雄,[shake rate=30 level=10]让我见识见识你的本事[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "我名叫莱娜。来吧英雄,[shake rate=30 level=10]让我见识见识你的本事[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "好吧,我认输了。陌生人,打得不错。", - "LENNA_ENCOUNTER_KAYLEIGH7": "请别误会,但作为一个人类,你似乎[wave amp=30 freq=10]相当[/wave]难对付。你该不会是……大天使吧?", - "LENNA_ENCOUNTER_LENNA6.n": "好吧,我认输了。陌生人,打得不错。", - "LENNA_ENCOUNTER_MEREDITH7": "我不认为人类能战斗得[wave amp=30 freq=10]如此[/wave]出色。摊牌吧——你是大天使吧?", - "LENNA_ENCOUNTER_EUGENE7": "喂,[pause]别跟我们装傻——你是大天使吧?普通人类哪有可能那么强!", - "LENNA_ENCOUNTER_FELIX7": "我要直接发问了——你是大天使吧?刚才那场对战,给我强烈的“大天使”既视感。", - "LENNA_ENCOUNTER_VIOLA7": "我认为你并未对我们开诚布公,“莱娜”。", - "LENNA_ENCOUNTER_7_OPTION1": "你是大天使吗,莱娜?", - "LENNA_ENCOUNTER_LENNA8": "我是。或者说,我曾经是。我猜现在也依然是。[pause]总之说来话长。", - "LENNA_ENCOUNTER_LENNA9": "不过,我现在以人类的身份生活。", - "LENNA_ENCOUNTER_7_OPTION2": "唔,你是大天使吧?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "还能这么做……?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "这怎么可能啊?", - "LENNA_ENCOUNTER_LENNA10": "为什么不能呢?[pause]我们又不受出身的约束——[wave amp=30 freq=10]曾经[/wave]是谁并不重要,重要的是我们当下选择成为谁。", - "LENNA_ENCOUNTER_MEREDITH11": "唔,我想这也说得通。", - "LENNA_ENCOUNTER_KAYLEIGH11": "说得对!这点我[wave amp=30 freq=10]完全[/wave]同意你!", - "LENNA_ENCOUNTER_FELIX11": "我完全同意。", - "LENNA_ENCOUNTER_EUGENE11": "有道理。我不能因为你的身份而指责你。", - "LENNA_ENCOUNTER_VIOLA11": "是的,我倾向于同意。", - "LENNA_ENCOUNTER_LENNA12": "你或许不会相信,我其实是个[wave amp=30 freq=10]学校教师[/wave]。我来这里的任务就是考验你,而你刚才以出色的成绩通过了这场考试!", - "LENNA_ENCOUNTER_LENNA13": "啊,我忘了问你叫什么名字……", - "LENNA_ENCOUNTER_KAYLEIGH18": "这座岛上似乎总有许多有趣的人造访,不是么?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "我叫{player}!", - "LENNA_ENCOUNTER_LENNA14.m": "{player},很高兴能与你一决高下!你无疑是当“英雄”的料子。", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "有的人称我为{player}。", - "LENNA_ENCOUNTER_MEREDITH16": "哦,好吧。那你就只是短暂来访新威勒尔么?", - "LENNA_ENCOUNTER_LENNA14.n": "{player},很高兴能与你一决高下!你无疑是当“英雄”的料子。", - "LENNA_ENCOUNTER_LENNA14.f": "{player},很高兴能与你一决高下!你无疑是当“英雄”的料子。", - "LENNA_ENCOUNTER_LENNA15": "好吧,我现在该走了。琥珀女士答应了我,等我结束这里的任务,她就会捎带我一程回家;而我也跟佩姬交待过,我不会离开[wave amp=30 freq=10]太[/wave]久的。", - "LENNA_ENCOUNTER_KAYLEIGH16": "噢!琥珀女士显然认识很多人呢,对吧……?", - "LENNA_ENCOUNTER_EUGENE16": "什么?!你来新威勒尔,就只是为了这么一件[wave amp=30 freq=10]小差事[/wave]?", - "LENNA_ENCOUNTER_VIOLA16": "可以看出,你也渴望回到所爱之人身边!我们就不强留你了。", - "LENNA_ENCOUNTER_FELIX16": "你来新威勒尔纯粹是为了完成任务么?那还真不简单。", - "LENNA_ENCOUNTER_LENNA17": "{player},期待下次再见!", - "LENNA_ENCOUNTER_MEREDITH18": "可恶,我还没来得及问她,她头上的到底是真兽角,还是只不过是头发呢。", - "LENNA_ENCOUNTER_FELIX18": "这座岛上真是从来没有乏味的时刻,是吧?", - "LENNA_ENCOUNTER_EUGENE18": "她铁定也认为我是“当英雄的料子”……只不过忘记大声说出口罢了。", - "LENNA_ENCOUNTER_VIOLA18": "别了,未知之境的莱娜。", - "HARBOURTOWN_FLORIST_NAME": "焦虑的巡护员", - "HARBOURTOWN_FLORIST1_OPTION1": "是!", - "HARBOURTOWN_FLORIST1": "打扰一下,请问你是巡护队的人吗?", - "HARBOURTOWN_FLORIST2": "那好,太棒了!我也是[wave amp=30 freq=10]巡护员同行[/wave]——呃,实习巡护员应该也算吧。不知道你能不能帮我一把?", - "HARBOURTOWN_FLORIST1_OPTION2": "不是!", - "HARBOURTOWN_FLORIST1_NO": "噢,那好吧。", - "HARBOURTOWN_KAYLEIGH9": "对!要我说,小镇现在看起来又漂亮了一丁点!", - "HARBOURTOWN_FLORIST3": "我这儿有一些幼苗,是派珀夫妇在自家农场种出来的,非常适合用来美化城镇。", - "HARBOURTOWN_FLORIST5": "我在镇上各处留了好些花箱,你能帮帮巡护员同行,在那些花箱里种下几株幼苗吗?", - "HARBOURTOWN_FLORIST4": "但是,我……不太擅长做决定。哪种植物看起来效果最好呢?实在花样太多了!", - "HARBOURTOWN_FLORIST5_OPTION1": "当然可以!", - "HARBOURTOWN_FLORIST5_OPTION2": "现在不行。", - "HARBOURTOWN_FLORIST5_NO": "好吧!那也没事。只是……你要是改变主意了,应该知道可以到哪里找我吧!", - "HARBOURTOWN_FLORIST6": "谢谢你!来,这些幼苗就交给你了……", - "HARBOURTOWN_FLORIST7": "我在镇上各处安放了14个花箱。等你把这些花箱都栽满了,就来跟我说一声吧!", - "HARBOURTOWN_FLORIST8": "噢,你们完成任务了?", - "HARBOURTOWN_MEREDITH9": "是的,我们成功地将小镇的“花哨”评级提高了几个点。", - "HARBOURTOWN_EUGENE9.m": "没错!我负责提供精神上的支持,脏活累活则是{player}负责的。", - "HARBOURTOWN_EUGENE9.f": "没错!我负责提供精神上的支持,脏活累活则是{player}负责的。", - "HARBOURTOWN_EUGENE9.n": "没错!我负责提供精神上的支持,脏活累活则是{player}负责的。", - "HARBOURTOWN_FELIX9": "可以这么说,现在的小镇看起来又美好了一点。", - "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]实在非常感谢![/shake]要做的选择太多,简直要把我吓呆了!为了感谢你的帮忙,请收下这份礼物吧!", - "HARBOURTOWN_VIOLA9": "任务确实业已完成——而小镇亦因此锦上添花。", - "HARBOURTOWN_FLORIST11": "要做的选择太多,简直要把我吓呆了!", - "MOVE_NAME_BOOBY_TRAP": "整蛊陷阱", - "MOVE_DESCRIPTION_STICKER_TRICK": "用“整蛊陷阱”替换目标使用的最后一个招式。“整蛊陷阱”会对使用者造成伤害。", - "MOVE_DESCRIPTION_CARNIVORE": "提升“啃咬”的生命值恢复量。", - "MOVE_NAME_BAD_FORECAST": "预报失误", - "MOVE_NAME_MACHINE_CURSE": "机器恶咒", - "STATUS_DESCRIPTION_FLAMMABLE": "拥有“一点就着”状态的角色只要受到火系攻击,就会进入“烧伤”状态,该状态造成的伤害也更高。", - "MOVE_NAME_IONISED_AIR": "电离空气", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "使用者回合结束时,有概率赋予随机队友1点AP。", - "MOVE_NAME_STICKER_TRICK": "贴纸把戏", - "MOVE_NAME_LIFTOFF": "升空", - "MOVE_DESCRIPTION_LIFTOFF": "在第三回合结束时获得“AP提升”和“速度升高”状态。", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "拥有“惨遭整蛊”状态的角色,其部分招式会被替换。", - "MOVE_DESCRIPTION_MACHINE_CURSE": "反弹被动招式触发造成的伤害和效果,作用到攻击者身上。", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "令目标获得{status_effect}状态。", - "MOVE_NAME_ENERGY_RESERVES": "能量存储", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "令目标队伍获得{status_effect}状态,持续{duration}回合。", - "MOVE_NAME_BUTTERFLY_EFFECT": "蝴蝶效应", - "STATUS_NAME_FLAMMABLE": "一点就着", - "MOVE_DESCRIPTION_BAD_FORECAST": "令目标获得“闪避作废”状态,持续{duration}回合,同时天气会随机变幻。战斗开始时自动使用。", - "MOVE_NAME_CARNIVORE": "无肉不欢", - "MOVE_NAME_HARDBACK": "精装书脊", - "MOVE_DESCRIPTION_BOOBY_TRAP": "对使用者造成伤害。", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "击中一个目标。伤害值不再根据使用者的近战攻击能力值来决定,而是根据近战防御能力值来决定。同时对使用者造成伤害。", - "MOVE_NAME_BRACE_FOR_IMPACT": "舍身冲击", - "MOVE_NAME_GASOLINE_SPRAY": "喷射汽油", - "STATUS_NAME_BOOBY_TRAPPED": "惨遭整蛊", - "MOVE_DESCRIPTION_HARDBACK": "减少所受伤害(暴击和火系攻击除外)。与此同时,受到的火系攻击均为暴击,且不提供任何正面效果。", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "消耗使用者的所有AP。本次攻击威力的提升量为所耗AP点数的15倍。攻击的属性及额外状态效果则由当前天气决定。", - "DLC_POPUP_PIER_2": "另增以下装饰选项:\\n\\n- 马戏大师 #1(发型选项)\\n- 马戏大师 #2(发型选项)\\n- 小丑帽(发型选项)\\n- 双色染(发型选项)\\n- 小丑鼻(头部选项)", - "DLC_POPUP_PIER_1": "感谢购入“未知码头”!\\n\\n正式会见三角头男之后,去和克莱曼斯谈谈,就能开启全新剧情任务啦。", - "CHARLEQUIN_NAME_PREFIX": "燃碳", - "CHARLEQUIN_NAME_SUFFIX": "弄臣", - "QUEST_DLC_PIER_PROGRESS2": "已打倒3台炼狱引擎中的{num}台。", - "UI_CC_VALUE_hair_clown_1": "马戏大师 #1", - "UI_CC_VALUE_hair_clown_2": "马戏大师 #2", - "UI_CC_VALUE_hair_clown_3": "小丑帽", - "UI_CC_VALUE_hair_clown_4": "双色染", - "UI_CC_VALUE_head_clown": "小丑鼻", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "这地方从新威勒尔有人迹起就存在了吗?到底是从哪里[wave amp=30 freq=10]来[/wave]的啊?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "也就是说,“桂妮”是大天使,还认识阿列夫……", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "这码头也太诡异了,搞得我心里没底。", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "好啦,最后一个不算是问题,就是开玩笑的——[pause]真的!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "还有桂妮……她也一直在这儿?[pause]自己给自己化妆?[pause]对了,她算是单身吗?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "听下来感觉大天使都嫉妒我们人类。你上次在另一个世界打过照面的那个琥珀女士,她好像也喜欢化作人形活动嘛。", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "好像是这个道理!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "应该就是如此……", - "DLC_PIER_FELIX_CONVO2_FELIX4": "他们是很强大……[pause]但力量并不意味着一切,你说呢?", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "此地甚是怪异——[pause]我等心如明镜。", - "DLC_PIER_FELIX_CONVO2_FELIX3": "我们当然可以简简单单地把他们看作是[wave amp=30 freq=10]神一样[/wave]的存在,但这种观点总觉得有些浮于表面了。", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "那女子假扮愚人,休想欺骗我的双眼。", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "{player},见了桂妮的善意面庞,也休要卸下心防。小丑尤擅人前带笑,人后捅刀。", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "如此看来,“小丑桂妮”实为异界之灵?", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "时光漫长,却囿于阴影……", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "看来异界精灵亦会妒羡尘世俗人。", - "UMBRAHELLA_NAME_SUFFIX": "地狱鱿", - "UMBRAHELLA_SUBTITLE": "不祥之兆", - "UMBRAHELLA_DESCRIPTION": "会动的诡异伞具", - "FRAGLIACCI_NAME_SUFFIX": "丑角", - "FRAGLIACCI_LORE_1": "乍一看,爆弹丑角像极了一门弹道炮,“脸”堪堪遮住炮筒,弹药随时都能呼啸而出,快到令人心悸。", - "BLUNDERBUSK_DESCRIPTION": "身躯滚圆、弹性十足的小丑", - "BLUNDERBUSK_LORE_2": "早在古埃及,“小丑”这一角色便已存在于世。不过要等到19世纪初,英国演员约瑟夫·格里马尔迪才发明出真正有辨识度的小丑扮相。", - "BLUNDERBUSK_NAME_SUFFIX": "卖艺人", - "HAUNTOME_NAME": "异灵古卷", - "FRAGLIACCI_NAME_PREFIX": "爆弹", - "CHARLEQUIN_LORE_2": "16世纪至18世纪,源于意大利的“即兴喜剧”蔚然成风,“弄臣丑角”便是其中的标志性滑稽角色。", - "LITTLERED_LORE_2": "《小红帽》是源自欧洲的民间故事,尽管版本众多,但核心剧情依旧是“小女孩在拜访外婆的路上被恶狼跟踪”,可谓万变不离其宗。", - "AMPHARE_NAME": "电能野兔", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "小丑存在的意义是?", - "BLUNDERBUSK_LORE_1": "短枪卖艺人只要用手一瞄准,就能把弹丸“发射”出去。虽然它总是前摇后晃,甚至没有眼睛,但准头依旧非常好。", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "我是觉得挺奇怪的,没想到这种[wave amp=30 freq=10]高阶[/wave]存在会对我们……[pause]我们人类这么[wave amp=30 freq=10]上心[/wave]。", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "{player},你这么一问,倒像是在[wave amp=30 freq=10]吐露心声[/wave]。", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "对一个普普通通的[wave amp=30 freq=10]爱尔兰小镇姑娘[/wave]来说,这信息量这太大了点吧?", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "那位[wave amp=30 freq=10]桂妮[/wave]女士简直让我汗毛倒竖啊。", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "不算吧,主要是这种“废弃码头上只有我一个人”的情节太诡异了。", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "{player},你这么一问,倒像是在[wave amp=30 freq=10]吐露心声[/wave]。", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "你怕她?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]啊?![/shake]不不不!我[wave amp=30 freq=10]绝对[/wave]不是这个意思!", - "FRAGLIACCI_NAME": "爆弹丑角", - "LAPACITOR_NAME_PREFIX": "电容", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "你对她有意思?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "{player},你这么一问,倒像是在[wave amp=30 freq=10]吐露心声[/wave]。", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "也是,不管是谁,从早到晚都穿着戏服的,肯定信不过。[pause]我一直都是这么认为的。", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "这么说来,“桂妮”并非人类……?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "新任务来了,要拯救这个码头……", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "说实在的,我[wave amp=30 freq=10]根本[/wave]没法理解类似的事情,这已经超出我的认识范围了。", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "有点怪啊?我们应该算是好心帮忙吧,但我又觉得看不透桂妮。", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "她值得信赖!", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "反正不管信不信,小心点总没错。谁知道这儿藏着什么玩意儿……", - "CHARLEQUIN_LORE_1": "燃碳弄臣穿得宽袍大袖,是为了在里面存放公开表演所需的各种道具:烟花、易燃物、点火装置,不一而足。", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "吓人", - "BLUNDERBUSK_NAME": "短枪卖艺人", - "LAPACITOR_LORE_2": "1800年,物理学家亚历山德罗·伏特发明了最初的电池。当时的他并不了解自己这个发明的底层原理,坚信其中的能量取之不尽、用之不竭。", - "LAPACITOR_NAME_SUFFIX": "凶兔", - "LAPACITOR_LORE_1": "电能野兔积蓄的能量达到了一定级别,身体就能伸展开来,四肢也变得像模像样起来。不过到了自卫的紧要关头,还是离不开磁化的废弃金属。", - "AA_CLOWN_SUBTITLE": "幻象马戏师", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "小丑援助", - "BATTLE_TITLE_PIER_MACHINE": "炼狱引擎", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "颠倒乾坤", - "LITTLERED_NAME": "小红猫", - "LITTLERED_NAME_SUFFIX": "红猫", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "使用入场券即可参观依光码头的一处景点。", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "使用入场券即可参观依光码头的一处景点。", - "ITEM_PIER_PASS_SPACEWORLD": "红色景点入场券", - "ITEM_KEY_HAUNTEDHOUSE_1": "红宝石之眼", - "ITEM_KEY_HAUNTEDHOUSE_3": "绿色引擎钥匙", - "ITEM_KEY_HAUNTEDHOUSE_2": "图书馆钥匙", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "未经细致打磨的宝石,能够嵌入特定的空槽。", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "生了锈的钥匙,可以打开魔女之屋图书馆的门。", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "沉重的铁钥匙,可以打开魔女之屋引擎室的门。", - "ITEM_KEY_SPACEWORLD_1": "明月钥匙", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "在宇宙天地景点里找到的银钥匙,上面有月亮图案。", - "ITEM_KEY_SPACEWORLD_2": "烈日钥匙", - "ITEM_KEY_SPACEWORLD_3": "红色引擎钥匙", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "在宇宙天地景点里找到的金钥匙,上面有太阳图案。", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "沉重的铁钥匙,可以打开宇宙天地引擎室的门。", - "ITEM_KEY_WAREHOUSE": "仓库钥匙", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "沉重的铁钥匙,可以打开依光码头仓库的门。", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "我也不确定该不该相信她。", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "但总的来说,我们帮她还是帮对了……[pause]应该吧……?", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "所谓的“桂妮”原来是大天使啊?", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "不过嘛,虽然[wave amp=30 freq=10]不是很懂[/wave],但工作也算是顺利完成了。{player},干得好。", - "DLC_PIER_FELIX_CONVO1_FELIX1": "这个码头……[pause]真的……", - "DLC_PIER_FELIX_CONVO1_FELIX2": "很酷啊!你觉得呢?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "啊?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "确实!", - "DLC_PIER_FELIX_CONVO2_FELIX1": "所以“小丑桂妮”真身是“大天使桂妮薇儿”咯?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "也有可能是我想多了。", - "DLC_PIER_FELIX_CONVO1_FELIX3": "这种地方一旦[wave amp=30 freq=10]慢慢破败[/wave]起来,就变得很有感觉,每块锈迹背后都有故事。", - "CHARLEQUIN_DESCRIPTION": "乐观过头的小丑", - "CLOWN_LORE_2": "这位“幻象之化身”曾是阿列夫“圆桌骑士团”的一员。那场悲剧发生后,组织分崩离析,她便孤身一人去到遥远的依光码头。", - "CLOWN_LORE_1": "桂妮薇儿身为远古大天使,却如孩童一般,对人类文化有着浓厚的兴趣。漫长岁月里,她一直在尝试复制人类与生俱来的创新能力。", - "AMPHARE_LORE_2": "据说“电池(battery)”一词是发明家本杰明·富兰克林于18世纪创造出来的,借用的是军事术语中“排炮(battery)”之义。", - "MAJORTOM_LORE_1": "只要升级下宇宙火箭,太空人汤姆就能一路晋升为少校汤姆。大容量燃料箱里装满了威力十足的液体推进剂,足以将其发射至低轨道,圆太空旅行之梦。", - "MINORTOM_LORE_1": "某个不起眼的平行宇宙中有个主题公园,太空人汤姆原先就是里面的新型自动装置,一举一动都是为了取悦游客。发明它们的人早已与世长辞,这些机械却在漫长岁月中培养出了知觉,如今满心都是效仿宇宙火箭,去星河间畅游一番。", - "MINORTOM_LORE_2": "儒勒·凡尔纳所著小说《从地球到月球》讲述的是载人登月的种种情状,其中首次描绘了“宇宙火箭”这一新兴事物。乔治·梅里爱从中汲取灵感,创作出了首部科幻电影《月球旅行记》。", - "BLUNDERBUSK_NAME_PREFIX": "短枪", - "MAJORTOM_NAME": "少校汤姆", - "MINORTOM_DESCRIPTION": "坐复古火箭的机器人", - "MAJORTOM_NAME_PREFIX": "少校", - "MAJORTOM_NAME_SUFFIX": "汤姆", - "SCARLETEETH_NAME_SUFFIX": "利牙", - "SCARLETEETH_DESCRIPTION": "披着斗篷的巨狼", - "SCARLETEETH_LORE_2": "《小红帽》的故事可谓众说纷纭,其中格林兄弟笔下的版本最为人熟知。某些早期版本认为所谓的大灰狼其实是狼人,描述得有鼻子有眼。", - "PIER_MACHINE_GLITTER_LORE_2": "人性消逝,徒留混沌。", - "ITEM_PIER_TICKET": "兑奖券", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "绿色景点入场券", - "ITEM_PIER_PASS_FUNHOUSE": "粉色景点入场券", - "ITEM_PIER_TICKET_DESCRIPTION": "可以兑换依光码头景点参观票。纸张薄到发脆,仿若秋日落叶。", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "使用入场券即可参观依光码头的一处景点。", - "RUMOR_DLC_PIER_BOAT_TITLE": "小船", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "会动的伞", - "QUEST_DLC_PIER_TITLE": "未知码头", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "信不信由你,反正我在{location_0_phrase}看到了会动的伞!它好像还能操纵天气呢!", - "RUMOR_DLC_PIER_BOAT": "咖啡馆有个老主顾说,最近亲眼目睹了件怪事。就不久前吧,有艘孤零零的小船,居然会自己往岸边漂。", - "QUEST_DLC_PIER_DESCRIPTION2": "和桂妮交谈。", - "QUEST_DLC_PIER_DESCRIPTION1": "关闭依光码头上的3台炼狱引擎。", - "QUEST_DLC_PIER_PROGRESS1": "用4张兑奖券换1张景点入场券。", - "ROSEHOOD_NAME_SUFFIX": "佳人", - "ROSEHOOD_LORE_2": "《小红帽》的故事可谓历史悠久,在10世纪欧洲广为传播。不过若要追根溯源起来,最早在古希腊民间故事中就初见雏形。", - "FRAGLIACCI_DESCRIPTION": "长着火炮头的小丑", - "FRAGLIACCI_LORE_2": "《丑角》是一出由鲁杰罗·莱翁卡伐洛创作的意大利歌剧,讲述了一名即兴喜剧团团长身上发生的故事,于1892年公开首演。", - "SCARLETEETH_LORE_1": "屈服于兽性的小红猫会异变为身形巨大、挥舞双爪的猩红利牙,对血肉产生浓厚的兴趣。在战斗中化作这种形态,无异于宣告此人已迷失自我,沉溺于纯粹的嗜血野性中。", - "AMPHARE_NAME_PREFIX": "电能", - "AMPHARE_NAME_SUFFIX": "野兔", - "AMPHARE_LORE_1": "电能野兔像极了一块会动的电池,身体周围悬浮着的废铁就算是“四肢”。至于这样的生物是如何获得知觉的,那就是未解之谜了。", - "HAUNTOME_LORE_1": "这看着可能像是本被爱折腾的鬼魂附了体的书,但那只“眼睛”可是货真价实的有机生物,它扎根于巨大的书册中,靠翻动书页来掀起狂风。", - "HAUNTOME_NAME_SUFFIX": "古卷", - "LITTLERED_LORE_1": "小红猫有两条成长路线,一是保持体面友善的个性,直至成年;二是屈服于内心的兽性。至于为什么如此有礼有节的生物会性情大变,化身嗜血凶兽,其中因果就不得而知了。", - "PIER_MACHINE_GLITTER_LORE_1": "此物已无一丝理智,遑论借逻辑推理做出判断,只是深知自己不应存在于世,着实可怜可叹。", - "PIER_MACHINE_GLITTER_SUBTITLE": "混沌机器", - "BATTLE_ADJECTIVE_PIER_MACHINE": "炼狱引擎{name}", - "PIER_MACHINE_BEAST_NAME": "珠白珀尔", - "PIER_MACHINE_BEAST_SUBTITLE": "生猛机器", - "PIER_MACHINE_BEAST_LORE_2": "凶残暴戾可以是人性丧失的恶果,也能理解为悦纳真实的自我,就看是从何等立场来看了。", - "LITTLERED_NAME_PREFIX": "小", - "HAUNTOME_DESCRIPTION": "飘在半空中的大部头", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "娱人", - "ROSEHOOD_NAME_PREFIX": "红粉", - "ROSEHOOD_NAME": "红粉佳人", - "CHARLEQUIN_NAME": "燃碳弄臣", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "终究是可怜可叹,好一个令人扼腕的结局。", - "HAUNTOME_LORE_2": "这本书几乎与“书写”这一行为同龄。纸张尚未发明的时候,人类就已经会用泥板等媒介来记录文字了。", - "REGION_NAME_PIER_PHRASE": "依光码头", - "REGION_NAME_PIER": "依光码头", - "REGION_NAME_HAUNTEDHOUSE": "魔女之屋", - "REGION_NAME_FUNHOUSE": "欢乐世界", - "PIER_MACHINE_BEAST_LORE_1": "无论曾经是何种生物,如今的它已成为卡在两态之间的畸形体,如动物一般宣泄着怒火。", - "PIER_MACHINE_ASTRAL_NAME": "鸦羽雷文", - "PIER_MACHINE_ASTRAL_SUBTITLE": "虚空机器", - "PIER_MACHINE_ASTRAL_LORE_2": "何谓虚空?无义、无心、无己。", - "PIER_MACHINE_GLITTER_NAME": "玫粉萝丝", - "PIER_MACHINE_ASTRAL_LORE_1": "这是能算是一个半成型的造物,燃烧着前世残存的最后一点温暖能量。火花渐熄,徒留伸手不见五指的虚无。", - "MAP_FEATURE_ROWING_BOAT": "小船", - "MAP_FEATURE_WAREHOUSE": "仓库", - "MAP_FEATURE_HAUNTEDHOUSE": "“魔女之屋”", - "MAP_FEATURE_FUNHOUSE": "“欢乐世界”", - "MAP_FEATURE_SPACEWORLD": "“宇宙天地”", - "AA_CLOWN_NAME": "桂妮薇儿", - "MINORTOM_NAME": "太空人汤姆", - "MINORTOM_NAME_PREFIX": "太空人", - "MINORTOM_NAME_SUFFIX": "汤姆", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "依光码头上的魔女之屋", - "REGION_NAME_SPACEWORLD": "宇宙天地", - "REGION_NAME_FUNHOUSE_PHRASE": "依光码头上的欢乐世界", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "依光码头仓库", - "REGION_NAME_PIER_WAREHOUSE": "依光码头仓库", - "REGION_NAME_SPACEWORLD_PHRASE": "依光码头上的宇宙天地", - "LAPACITOR_NAME": "电容凶兔", - "AMPHARE_DESCRIPTION": "身子长得像电池,缺胳膊少腿的兔子", - "UMBRAHELLA_NAME": "伞影地狱鱿", - "UMBRAHELLA_NAME_PREFIX": "伞影", - "MAJORTOM_DESCRIPTION": "坐时髦航天飞船的机器人", - "MAJORTOM_LORE_2": "1961年,苏联航天员尤里·加加林完成了世界首次载人宇宙飞行。这108分钟的旅途意义非凡,可谓人类历史上一座不可磨灭的丰碑。", - "SCARLETEETH_NAME_PREFIX": "猩红", - "LITTLERED_DESCRIPTION": "身披斗篷、携带弓箭的类猫生物", - "SCARLETEETH_NAME": "猩红利牙", - "UMBRAHELLA_LORE_1": "伞影地狱鱿总是像风筝一般顺势而飞,有它出现的地方,就总会发生灾祸与不幸,因而也被视作不祥之兆,为其笼上了一层神秘色彩。", - "UMBRAHELLA_LORE_2": "人们在古亚述时期的雕塑中就发现了人造折叠伞的存在。准确来说,所有人类文明中都有伞的存在,只是模样五花八门,各有千秋。", - "LAPACITOR_DESCRIPTION": "身子长得像电池,前腿化作巨爪的兔子", - "HAUNTOME_NAME_PREFIX": "异灵", - "ROSEHOOD_DESCRIPTION": "戴着兜帽、挎着花篮的人形", - "ROSEHOOD_LORE_1": "未丧失理智的小红猫会成长为红粉佳人,常出没于林木茂密处,热衷于采摘娇艳欲滴的花朵,集作一束赠与过路人。", - "NOTIFICATION_NETWORK": "网络", - "ONLINE_STATE_DISCONNECTED": "当前离线", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "请注意,安装了模组的情况下,在线跨平台联机将会禁用。因此,此存档将永久无法与主机系统跨平台联机。", - "BATTLE_FLEE_ONLINE_CONFIRM": "确定要认输吗?", - "INFO_ONLINE_WITH_MODS2": "你将无法与安装有不兼容模组的玩家互动。若连接失败,或会话中没有玩家现身,请检查你们安装的模组是否都相同。", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "选择加入多人游戏会话要使用的存档", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player}已撤回{action}请求。", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player}已撤回{action}请求。", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "你已拒绝{remote_player}的{action}请求。", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player}已拒绝你的{action}请求。", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player}已拒绝你的{action}请求。", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player}已拒绝你的{action}请求。", - "ONLINE_REQUEST_SENT_TRADE.f": "你提议用手头的{species1}磁带和{remote_player}交易!", - "ONLINE_REQUEST_SENT_TRADE.n": "你提议用手头的{species1}磁带和{remote_player}交易!", - "ONLINE_REQUEST_SENT_TRADE.m": "你提议用手头的{species1}磁带和{remote_player}交易!", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player}提议用手头的{species1}磁带和你交易!", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player}获得了一盘{species}磁带", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player}在对战中落败", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player}在对战中落败", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player}在对战中落败", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player}获得了{ability}技能", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player}灌录了一盘{species}磁带", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player}灌录了一盘{type}系限定盘{species}磁带", - "OFFLINE_REMATCH_NPC1.v3": "我正好路过,于是就想着顺便来这里看看你。反正来都来了,不如就来场重赛呗?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player}与{partner}成了朋友", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player}击败了{boss}", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player}与{partner}成了朋友", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player}将手头的{species1}磁带重新灌录成了{species2}", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player}将手头的{species1}磁带重新灌录成了{species2}", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player}与{partner}成了朋友", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player}将手头的{species1}磁带重新灌录成了{species2}", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player}和{partner}增进了感情", - "ONLINE_NOTIFICATION_ROMANCED": "{player}和{partner}开始交往了", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player}发现了{station}", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player}已在怪物图鉴中录入{num}个物种", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player}和{other_player}正在对战", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player}已击败{num}个暴走融合体", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player}已完成{num}个告示板任务", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player}击败了{other_player}", - "ONLINE_BUTTON_LEAVE_SESSION": "离开会话", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "显示邀请码", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "输入IP地址和端口", - "ONLINE_NOTIFICATION_RAID_WON": "{player}和{other_player}击败了{boss}", - "ONLINE_NOTIFICATION_TRADED": "{player}和{other_player}交易了磁带", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player}和{other_player}进入团体战", - "OFFLINE_REMATCH_NPC1.v1": "嘿!虽说现在大家都没上线,不过照样可以来场重赛哦!你意下如何?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player}点了一根仪式蜡烛", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "你下次遇到的融合体,将有可能掉落限定盘", - "OFFLINE_REMATCH_NPC1_YES": "好啊!", - "OFFLINE_REMATCH_NPC1.v2.n": "上次交手打得不够过瘾。要不要再来一局?", - "OFFLINE_REMATCH_NPC1.v2.m": "上次交手打得不够过瘾。要不要再来一局?", - "OFFLINE_REMATCH_NPC1.v2.f": "上次交手打得不够过瘾。要不要再来一局?", - "OFFLINE_REMATCH_NPC1_NO": "改天吧。", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "正在主持会话(局域网端口{server_port})", - "ONLINE_STATE_CONNECTING": "正在连接……", - "ONLINE_BUTTON_LAN_SERVER": "主持局域网会话", - "ONLINE_BUTTON_LAN_CLIENT": "加入局域网会话", - "ONLINE_ERROR_VERSION_CHECK_LAN": "连接失败,版本不匹配。", - "ONLINE_SECTION_CONTROL": "控制设置", - "ONLINE_ERROR_MATCH_FULL": "连接失败,会话已满。", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "未能加入会话,对方玩家使用的游戏版本不同。", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "连接失败,需要更新。", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "所提供的IP地址、主机名或端口号无效。", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "拒绝请求", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "你要交易的磁带", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "撤回请求", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "交易磁带……", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "接受交易", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "{remote_player}要交易的磁带", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "在线(仅邀请)", - "ONLINE_ALREADY_REQUESTING.m": "你已向该玩家发送另一请求。", - "UI_PAUSE_ONLINE_BTN_1": "在线状态", - "ONLINE_REQUEST_ACTION_trade": "交易", - "ONLINE_ALREADY_REQUESTING.f": "你已向该玩家发送另一请求。", - "BATTLE_NET_CLOSED_2_LOCAL.f": "对战终止,你已断开连接。", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name}(你)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "本大厅已禁用跨平台联机。其他系统的玩家将无法用此邀请码加入。", - "ONLINE_REQUEST_LIST_BUTTON": "{title}请求", - "ONLINE_INVITE_MESSAGE": "来玩《磁带妖怪》吧!", - "ONLINE_SHOW_INVITE_CODE_COPIED": "已复制到剪贴板!", - "ONLINE_PLAYER_STATUS_0": "冒险中。目前在{location_name_phrase}。", - "ONLINE_PLAYER_STATUS_OFFLINE": "离线。", - "ONLINE_PLAYER_STATUS_1.n": "忙碌中。目前在{location_name_phrase}。", - "ONLINE_PLAYER_STATUS_1.m": "忙碌中。目前在{location_name_phrase}。", - "ONLINE_PLAYER_STATUS_2": "在{location_name_phrase}战斗中。", - "ONLINE_PLAYER_MENU_MAP": "在地图上查看", - "ONLINE_PLAYER_STATUS_1.f": "忙碌中。目前在{location_name_phrase}。", - "ONLINE_PLAYER_MENU_TRADE": "请求交易", - "ONLINE_PLAYER_MENU_BATTLE": "请求对战", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "已禁用", - "ONLINE_PLAYER_LOCATION": "{player_name},{location_name_phrase}", - "UI_SETTINGS_NETWORK": "在线联机", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "已启用", - "UI_SETTINGS_NETWORK_CROSSPLAY": "跨平台联机", - "OFFLINE_GIFTER_NPC1.v2": "我刚好在回想上次多人游戏时咱们一起玩的情形呢。有时间再一起玩吧!", - "OFFLINE_GIFTER_NPC1.v1": "虽说现在大家都没上线,但我很希望你能收下这份礼物!", - "OFFLINE_GIFTER_NPC1.v3": "嘿!我正好路过,于是就想着顺便来这里看看你。给,我找到了这东西,送你啦!", - "ROGUE_FUSION_BATTLE_SOLO": "单人战斗", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "邀请{player_name}", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]本场战斗中,你的等级将暂时降至{max_level}级。[/center]", - "ROGUE_FUSION_RAID_REWARD": "奖励:{item} ×{item_amount}", - "ROGUE_FUSION_RAID_HACK_BUTTON": "黑进后台!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "你和{remote_player}落败了……", - "ROGUE_FUSION_RAID_HACK_HINT": "使用{amount}份赛博物质来改变这一融合体的属性。", - "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "你和{remote_player}取得了胜利!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "你们逃离了战斗……", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "正在连接至{server}……", - "ONLINE_STATE_CONNECTED.f": "已连接", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "在线(与好友同乐)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "正在搜索好友……", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "你的交易內容", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "若交易成功,游戏将会自动存档。确定要这么做吗?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "你无法与{remote_player}交易,对方游戏内的怪物有着不同的属性。", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "{remote_player}的交易內容", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "你无法与{remote_player}交易,对方游戏内的怪物有着不同的属性。", - "CAPTAIN_CODEY_CM_CODEY7": "这下你就能将[shake rate=30 level=10]力量[/shake]玩弄于股掌了![pause]这手套能利用赛博物质,并将其用在暴走融合体身上。不是我[wave amp=30 freq=10]自卖自夸[/wave]哦,这可是我的得意发明。", - "CAPTAIN_CODEY_CM_CODEY6": "给,这酷炫玩意儿就送你了。", - "ONLINE_PLAYER_GAMERCARD": "显示玩家卡", - "UPDATE_POPUP_MP_TITLE": "1.6版多人模式更新", - "UPDATE_POPUP_MP_2": "打开暂停菜单,按下{control.ui_action_1},即可开启线上多人模式。\\n\\n你可以向好友列表中的玩家直接发送邀请,也可以创建邀请码,连接其他平台上的玩家。", - "UPDATE_POPUP_MP_1": "本次更新的1.6版添加了线上多人模式!线上模式中,你将能:\\n\\n- 和最多8位好友投身游戏!\\n- 肩并肩探索世界!\\n- 彼此对战及交换磁带!\\n- 在团体战中组队对抗暴走融合体!", - "CAPTAIN_CODEY_CM_CODEY8": "呃,我得回去尽巡护员的职责了。有时间就来山顶上找我吧!", - "BATTLE_NET_CLOSED_2_REMOTE.m": "对战终止,对方玩家已断开连接。", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "复制贴纸:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "已禁用", - "ONLINE_DISPLAY_NAME_ANON": "匿名", - "BATTLE_NET_CLOSED_1": "对战终止,出现错误。", - "BATTLE_NET_CLOSED_2_LOCAL.n": "对战终止,你已断开连接。", - "BATTLE_NET_CLOSED_2_REMOTE.n": "对战终止,对方玩家已断开连接。", - "BATTLE_NET_CLOSED_2_REMOTE.f": "对战终止,对方玩家已断开连接。", - "BATTLE_NET_CLOSED_2_LOCAL.m": "对战终止,你已断开连接。", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "部分在线多人模式功能可能无法使用。", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "跨平台联机设置的变动,将于当前在线会话结束时生效。", - "ONLINE_FRIENDS_PASSIVE_WARNING": "“与好友同乐”模式有时会为你匹配[i]不是你好友[/i]的玩家。好友的好友,乃至任何拥有邀请码的人,都可加入你的游戏局。确定要继续吗?", - "ONLINE_CROSSPLAY_WARNING": "你所输入的邀请码属于跨平台联机大厅,但你已在设置中关闭跨平台联机。要覆盖这一设置并继续吗?", - "ONLINE_NOTIFICATION_DISCONNECTED": "已断开连接", - "ONLINE_REQUEST_SENT.f": "你向{remote_player}发送了{action}请求!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "{remote_player}的{action}请求失败,{reason}。", - "ONLINE_REQUEST_RECEIVED.f": "{remote_player}向你发送了{action}请求!", - "ONLINE_REQUEST_RECEIVED.m": "{remote_player}向你发送了{action}请求!", - "ONLINE_REQUEST_SENT.n": "你向{remote_player}发送了{action}请求!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player}提议用手头的{species1}磁带和你交易!", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player}提议用手头的{species1}磁带和你交易!", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player}提议用手头的{species2}磁带换你的{species1}磁带。", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player}提议用手头的{species2}磁带换你的{species1}磁带。", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "接受请求", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player}提议用手头的{species2}磁带换你的{species1}磁带。", - "ONLINE_REQUEST_RECEIVED_TRADE2": "正在等待{remote_player}接受你的交易提议……", - "ONLINE_BUTTON_FRIENDS_CREATE": "开始仅邀请会话", - "ONLINE_BUTTON_FRIENDS_JOIN": "输入邀请码", - "ONLINE_BUTTON_VIEW_FRIENDS": "好友列表", - "ONLINE_HUD_PLAYER_COUNT": "{0}/{1}名玩家", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "你是哪位?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "{player},我们又见面了。最近挺忙的嘛?", - "CAPTAIN_CODEY_CM_CODEY2": "我的探测器收到了一些[wave amp=30 freq=10]赛博波[/wave]信号,我想你正是原因。", - "CAPTAIN_CODEY_ALREADY_MET1.m": "{player},我们又见面了。最近挺忙的嘛?", - "CAPTAIN_CODEY_ALREADY_MET1.n": "{player},我们又见面了。最近挺忙的嘛?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "赛博波……?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "你在说什么啊?", - "CAPTAIN_CODEY_CM_CODEY4": "这东西好像跟[wave amp=30 freq=10]各个世界之间的空间[/wave]有关联。我倒并不关心它到底从哪里来……", - "CAPTAIN_CODEY_CM_CODEY3": "赛博波啊![pause]就是,[wave amp=30 freq=10]赛博物质[/wave]发出的波嘛![pause]你最近肯定捡过某种橙色的发光物质吧,我就管它叫这个。", - "CAPTAIN_CODEY_CM_CODEY5": "不过那些暴走融合体,倒是对这东西格外敏感——你可以利用这种物质,把它们变成限定盘。这叫[shake rate=30 level=10]宇宙[/shake]层面的生物黑客技术!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "玩家({0})", - "ONLINE_SECTION_PLAYERS": "玩家({0}/{1})", - "UI_PAUSE_ONLINE_BTN_0": "在线联机", - "ONLINE_STATE_CONNECTED.m": "已连接", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "已连接!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "已连接!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "已连接!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "现正于{server_port}端口主持局域网会话", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "现正和{remote_player}及{n}名其他玩家游戏", - "ONLINE_NOTIFICATION_CONNECTED_1": "现正和{remote_player}游戏", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player}获得了一盘{type}系限定盘{species}磁带", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "现正在线游玩。正在搜索好友……", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player}已加入你的会话", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player}已断开连接", - "INFO_ONLINE_WITH_MODS1": "安装了模组的情况下,在线跨平台联机将会禁用。你将无法加入跨平台联机会话,而主机系统的玩家也无法加入你的会话。", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player}已接受你的挑战!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player}已断开连接", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player}已断开连接", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "你无法和{remote_player}一同参与团体战,对方游戏内的怪物有着不同的属性。", - "ITEM_CYBER_MATERIAL_NAME": "赛博物质", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "你无法和{remote_player}一同参与团体战,对方游戏内的怪物有着不同的属性。", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "你无法和{remote_player}一同参与团体战,对方游戏内的怪物有着不同的属性。", - "BATTLE_RAID_DEFERRED_RECORDING": "若团体战获胜,则两名玩家都能获得这盘磁带。", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "对方玩家不可用。", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "你无法和{remote_player}一同参与团体战。", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player}已接受你的团体战请求!", - "ITEM_HACKING_GLOVE_NAME": "黑客手套", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "荧光高荷电物质,看起来像从畅想虚拟现实的1980年代电影中直接走出来似的。", - "CAPTAIN_CODEY_CM_CODEY1": "哟,看来[wave amp=30 freq=10]目标[/wave]自己走进了探测范围。探测器正嘟嘟嘟[wave amp=30 freq=10]响个没完[/wave]呢。", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "啊?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "复古游戏控制器,能让你在战斗前使用赛博物质,从而改变暴走融合体的元素属性。", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "统一为{0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "贴纸属性:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "无限制", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "已启用", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "已禁用", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "已禁用", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "融合", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "已启用", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "已启用 + 融合之力", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "已启用", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "正在等待对方玩家……", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "对方玩家正忙,请稍后再试。", - "UI_TAPE_COLLECTION_OFFER_TRADE": "和{remote_player}交易", - "ONLINE_REQUEST_TRADE_PROMPT": "选择要和{remote_player}交易的磁带。", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "对方玩家正忙,请稍后再试。", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "对方玩家正忙,请稍后再试。", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "你无法与{remote_player}交易,对方游戏内的怪物有着不同的属性。", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "等级:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "对战规则", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "你无法与{remote_player}交易。", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "你赢了{remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "你已拒绝{remote_player}的{action}请求。", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "你已撤回{action}请求。", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "你已撤回{action}请求。", - "ONLINE_REQUEST_CLOSED_COMPLETE": "{action}完成。", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "与好友同乐", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "局域网会话", - "NOTIFICATION_REQUEST": "请求", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "你已断开连接", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player}已断开连接", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player}已断开连接", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "{remote_player}的{action}请求失败,{reason}。", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "{remote_player}的{action}请求失败,{reason}。", - "ONLINE_REQUEST_UI_TITLE": "和{remote_player}的{action}请求", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "输入邀请码", - "ONLINE_ERROR_CONNECTION_FAILED": "连接失败。", - "ONLINE_ERROR_CONNECTION_ERROR": "连接错误({error})。", - "ONLINE_BUTTON_INVITE_FRIENDS": "邀请好友", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "交易成功——{remote_player}的{species2}磁带现在归你啦!", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "交易成功——{remote_player}的{species2}磁带现在归你啦!", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "你向{remote_player}认输了……", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "你输给了{remote_player}……", - "ONLINE_ALREADY_REQUESTING.n": "你已向该玩家发送另一请求。", - "ONLINE_REQUEST_ACTION_battle": "对战", - "ONLINE_REQUEST_ACTION_raid": "团体战", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "你的{action}请求失败,{reason}。", - "ONLINE_REQUEST_RECEIVED.n": "{remote_player}向你发送了{action}请求!", - "ONLINE_REQUEST_SENT.m": "你向{remote_player}发送了{action}请求!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "你已撤回{action}请求。", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "交易成功——{remote_player}的{species2}磁带现在归你啦!", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "正在等待对方玩家……", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "正在等待对方玩家……", - "ONLINE_ERROR_INVALID_INVITE": "连接失败,邀请无效。", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "你已断开连接", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player}已撤回{action}请求。", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "你已拒绝{remote_player}的{action}请求。", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "你已断开连接", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player}已断开连接", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "出现错误", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "在线(已加入)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0}名玩家", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "你的{action}请求失败,{reason}。", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "你的{action}请求失败,{reason}。", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "正在架设服务器……", - "ONLINE_BUTTON_FRIENDS_INVITE": "接受{name}的邀请", - "ONLINE_BUTTON_DISCONNECT": "断开连接", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP地址:端口", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "服务器已断开。", - "ONLINE_STATE_CONNECTED.n": "已连接", - "ACHIEVEMENT_DESC_obtain_candevil": "获得甜心恶魔。", - "ACHIEVEMENT_NAME_obtain_bansheep": "数羊", - "ACHIEVEMENT_DESC_obtain_bansheep": "获得报丧羊妖。", - "ACHIEVEMENT_NAME_partner_viola": "薇奥拉", - "ACHIEVEMENT_DESC_partner_viola": "解锁薇奥拉。", - "ACHIEVEMENT_NAME_remaster": "新瓶旧酒", - "ACHIEVEMENT_DESC_aa_helia": "战胜融合的本质。", - "ACHIEVEMENT_NAME_met_npc_magikrab": "站务员", - "ACHIEVEMENT_DESC_met_npc_magikrab": "和尽职尽责打理地铁站的功臣见面。", - "ACHIEVEMENT_NAME_met_npc_amber": "漫漫回家路", - "ACHIEVEMENT_DESC_met_npc_amber": "在遥远的地方找到一位帮手。", - "ACHIEVEMENT_NAME_met_npc_merline": "不见天日", - "ACHIEVEMENT_DESC_met_npc_merline": "和一个无脸的生灵面对面。", - "ACHIEVEMENT_DESC_traveling_merchant": "和云游小贩见面。", - "ACHIEVEMENT_NAME_traveling_merchant": "买不来真爱", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "获得一张稀有贴纸。", - "ACHIEVEMENT_NAME_ability_glide": "展翅高飞", - "ACHIEVEMENT_DESC_ability_glide": "获得“披风蛾滑翔”技能。", - "ACHIEVEMENT_DESC_ability_dash": "获得“子弹仔猛冲”技能。", - "ACHIEVEMENT_NAME_ability_dash": "子弹仔猛冲", - "ACHIEVEMENT_NAME_ability_magnetism": "触电感", - "ACHIEVEMENT_DESC_ability_magnetism": "获得“电磁感应”技能。", - "ACHIEVEMENT_NAME_ability_swim": "游泳课", - "ACHIEVEMENT_NAME_ability_climb": "团团转", - "ACHIEVEMENT_DESC_ability_swim": "获得“潜海豹游泳”技能。", - "ACHIEVEMENT_DESC_gambit_win": "在启用“开局让棋”的状态下赢得战斗。", - "ACHIEVEMENT_DESC_ability_climb": "获得“南瓜藤球”技能。", - "ACHIEVEMENT_NAME_ability_flight": "空中翱翔", - "ACHIEVEMENT_DESC_ability_flight": "获得“诀别鸟飞行”技能。", - "ACHIEVEMENT_DESC_ability_fusion_radar": "获得融合雷达。", - "ACHIEVEMENT_NAME_ability_fusion_radar": "锁定融合", - "ACHIEVEMENT_NAME_intermission": "大相径庭", - "ACHIEVEMENT_DESC_intermission": "发现自己来到一处遥远的地方。", - "ACHIEVEMENT_DESC_ending": "打开一扇看似早已遗失的门。", - "ACHIEVEMENT_NAME_ending": "真实世界在前方等着", - "ACHIEVEMENT_NAME_preemptive_win": "不战而胜", - "ACHIEVEMENT_DESC_preemptive_win": "在战斗开始前就赢下。", - "ACHIEVEMENT_DESC_ghostly_win": "在鬼魂状态下赢得战斗。", - "ACHIEVEMENT_NAME_ghostly_win": "死亡也一定不会战胜", - "ACHIEVEMENT_NAME_gambit_win": "孤注一掷", - "ACHIEVEMENT_DESC_reopened_stations_final": "解开莫甘特之歌的谜。", - "ACHIEVEMENT_NAME_aa_morgante": "反叛", - "ACHIEVEMENT_DESC_aa_aleph_null": "在世界间的夹缝之地排除万难。", - "ACHIEVEMENT_NAME_aa_aleph_null": "光阴似箭", - "ACHIEVEMENT_DESC_aa_morgante": "击败一个东山再起的古老力量。", - "ACHIEVEMENT_NAME_aa_lamento_mori": "死亡天使", - "ACHIEVEMENT_DESC_aa_lamento_mori": "击败呜呼哀。", - "ACHIEVEMENT_DESC_kuneko_altars_3": "在3处圣坛前和苦无喵见面。", - "ACHIEVEMENT_NAME_kuneko_altars_4": "你不要我了吗 - 第五部分", - "ACHIEVEMENT_NAME_quest_viola1": "暴风雨", - "ACHIEVEMENT_DESC_quest_felix_complete": "完成菲利克斯的队友任务。", - "ACHIEVEMENT_DESC_quest_meredith1": "将梅瑞狄带到商场。", - "ACHIEVEMENT_DESC_quest_viola1": "将薇奥拉带到船骸处。", - "ACHIEVEMENT_NAME_quest_meredith_complete": "一生何求", - "ACHIEVEMENT_DESC_quest_meredith_complete": "完成梅瑞狄的队友任务。", - "ACHIEVEMENT_NAME_quest_felix_complete": "你不要我了吗 - 第六部分", - "ACHIEVEMENT_NAME_quest_dog_complete": "人狗情未了", - "ACHIEVEMENT_DESC_quest_dog_complete": "完成汪克利的队友任务。", - "ACHIEVEMENT_DESC_quest_viola_complete": "完成薇奥拉的队友任务。", - "ACHIEVEMENT_NAME_quest_viola_complete": "寻寻觅觅", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "为你弹奏塞壬的夜曲", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "和凯莉的亲密度达到5颗心。", - "ACHIEVEMENT_NAME_aa_cube": "新柏拉图固体", - "ACHIEVEMENT_DESC_aa_cube": "击败异六面体。", - "ACHIEVEMENT_NAME_aa_alice": "自负之子", - "ACHIEVEMENT_DESC_aa_alice": "击败爱丽丝。", - "ACHIEVEMENT_NAME_aa_puppet": "人偶操纵师", - "ACHIEVEMENT_DESC_aa_puppet": "击败巫毒娃人。", - "ACHIEVEMENT_NAME_aa_tower": "无知之塔", - "ACHIEVEMENT_DESC_aa_tower": "击败巴别利斯。", - "ACHIEVEMENT_NAME_song_parts_8": "混乱之地", - "ACHIEVEMENT_NAME_aa_helia": "太阳出来了", - "ACHIEVEMENT_DESC_song_parts_8": "完成莫甘特之歌。", - "ACHIEVEMENT_DESC_offices_cleared_5": "清空5处索地员办公楼。", - "ACHIEVEMENT_DESC_quest_felix1": "和苦无喵见面。", - "ACHIEVEMENT_NAME_quest_felix1": "你不要我了吗 - 第一部分", - "ACHIEVEMENT_NAME_kuneko_altars_1": "你不要我了吗 - 第二部分", - "FOLKLORD_NAME": "野人领主", - "MACABRA_DESCRIPTION": "栖息在头骨上的利爪獠牙生物", - "FOLKLORD_NAME_PREFIX": "野人", - "FOLKLORD_LORE_1": "完全成熟的魔卡怖拉会化身成野人领主,曾是其落脚处的骷髅头如今已和它的头部融为一体。野人领主的手臂和上半身密匝匝的全是肌肉,乃至于无法靠后腿支撑太久。", - "FOLKLORD_NAME_SUFFIX": "领主", - "FOLKLORD_DESCRIPTION": "顶着个骷髅头的巨人", - "FOLKLORD_LORE_2": "与北美相关的若干隐匿动物(或称不明生物),都被描述为居住在森林里的庞大类人生物,其中就包括了形似猿猴的大脚怪和北美野人。", - "SQUIREY_NAME": "鲮鲤扈", - "SQUIREY_NAME_PREFIX": "鲮鲤", - "SQUIREY_LORE_1": "人们常能看见普通鲮鲤扈游荡在新威勒尔的平原上,四处寻找可以战斗的对手。别看他们外形可爱,其实受自我提升的内在欲望所驱动,是全情投入的战士。", - "SQUIREY_NAME_SUFFIX": "扈", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "在激烈的战斗中,什么对你来说更重要?", - "SQUIREY_LORE_2": "中世纪的“扈从”指的是骑士的随行学徒。他们会在各个方面协助骑士,比如替骑士拎武器;若能证明自己的能力,扈从也有机会成为骑士。", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "荣誉", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "胜利", - "PALANGOLIN_NAME": "穿山圣骑", - "SQUIREY_DESCRIPTION": "持长矛的穿山甲", - "PALANGOLIN_NAME_PREFIX": "穿山", - "PALANGOLIN_LORE_1": "穿山圣骑是鲮鲤扈的成熟形态,它们忠于自己的原则,因此成为了品德高尚的骑士。穿山圣骑挥舞着醒目的金戟,在激烈的战斗中用来保护他们的盟友。", - "PALANGOLIN_NAME_SUFFIX": "圣骑", - "PALANGOLIN_LORE_2": "欧洲历史上,“骑士”指的是对国家作出贡献而被授予爵位的人。但亚瑟王神话的流行影响了对骑士的刻画,如今“骑士”这一形象已与骑士精神和英雄主义紧密联系在一起。", - "MANISPEAR_NAME": "鳞甲枪骑", - "PALANGOLIN_DESCRIPTION": "持戟的骑士", - "MANISPEAR_NAME_PREFIX": "鳞甲", - "MANISPEAR_NAME_SUFFIX": "枪骑", - "MANISPEAR_LORE_2": "“黑骑士”是常见于各类作品中的虚构角色原型,通常被描绘成背离骑士之道的蒙面骑士。黑骑士往往是故事主人公要克服的难关或障碍。", - "MANISPEAR_LORE_1": "若鲮鲤扈在训练时屈服于内心的阴暗冲动,便注定成为鳞甲枪骑。鳞甲枪骑将自己的脸藏于黑色头盔下,打斗起来不择手段,毫无自控可言。", - "MUSKRATEER_NAME": "火枪麝鼠", - "MANISPEAR_DESCRIPTION": "挥舞巨矛的骑士", - "MUSKRATEER_NAME_PREFIX": "火枪", - "MUSKRATEER_NAME_SUFFIX": "麝鼠", - "ITEM_TAPE_BLACK_SHUCK_NAME": "黑旋风的磁带", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "黑旋风落下的一盘神秘黑磁带。", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "击中一个目标,令目标获得{status_effect}状态。", - "ITEM_TAPE_BEAST_NAME": "人造皮草磁带", - "ITEM_TAPE_FIRE_DESCRIPTION": "标签上说,这盒磁带可以用烤面包机加热。这种奇怪的宣传磁带,曾是随附于早餐面点一起配发的东西,不过后来难免发生了手掌烫伤以及房屋起火的事故,引起了大量的投诉,这才不再在市面上流通。不过用来录制火系怪物时,成功率非常高。", - "ITEM_TAPE_FIRE_NAME": "烤面包机磁带", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "显然是用“100%再生塑料”制成的磁带。用来录制塑料系怪物时,成功率非常高。", - "ITEM_TAPE_PLANT_NAME": "树皮磁带", - "ITEM_TAPE_PLANT_DESCRIPTION": "外壳用真正的树皮制成的磁带。用来录制植物系怪物时,成功率非常高。", - "ITEM_TAPE_PLASTIC_NAME": "再生磁带", - "ITEM_TAPE_WATER_NAME": "注水磁带", - "ITEM_TAPE_WATER_DESCRIPTION": "用透明塑料制成的磁带,密封且装满水。侧面有两个按钮,可以让你在不使用磁带时玩套环游戏。用来录制水系怪物时,成功率非常高。", - "ITEM_TAPE_POISON_NAME": "蛇皮磁带", - "ITEM_TAPE_ASTRAL_NAME": "以太磁带", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "无形体的磁带,拥有时不时穿过其他物体的坏习惯。透过磁带表面,可以看到微小的针状光点,犹如遥远的星辰。用来录制星界系怪物时,成功率非常高。", - "ITEM_TAPE_POISON_DESCRIPTION": "用人造蛇皮制成的时髦磁带。用来录制毒系怪物时,成功率非常高。", - "ITEM_TAPE_ICE_NAME": "九号冰磁带", - "ITEM_TAPE_LIGHTNING_NAME": "超导磁带", - "ITEM_TAPE_ICE_DESCRIPTION": "用仿佛永远不会融化的冰制成的寒冷磁带。标签上警告使用者不要让磁带接触水。用来录制冰系怪物时,成功率非常高。", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "磁带上的标签标榜着“内有玻色-爱因斯坦凝聚体!”用来录制闪电系怪物时,成功率非常高。", - "ITEM_TAPE_AIR_NAME": "气雾磁带", - "ITEM_TAPE_EARTH_NAME": "陶瓷磁带", - "ITEM_TAPE_AIR_DESCRIPTION": "用来录制空气系怪物时,成功率非常高的磁带。若遇上紧要关头,也可以作为发胶使用。", - "ITEM_TAPE_METAL_NAME": "铁铬磁带", - "ITEM_TAPE_METAL_DESCRIPTION": "用来录制金属系怪物时,成功率非常高。", - "ITEM_TAPE_EARTH_DESCRIPTION": "有着硬化陶瓷外壳的磁带。用来录制土系怪物时,成功率非常高。", - "ITEM_TAPE_USE_ON.m": "录制{0}", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "录制{0}", - "ITEM_TAPE_USE_ON.n": "录制{0}", - "ITEM_NAME_RARITY_1": "{item_name}(罕见)", - "ITEM_NAME_RARITY_2": "{item_name}(稀有)", - "BOOSTER_PACK_ELEMENTS_NAME": "“元素”贴纸包", - "BOOSTER_PACK_NATURE_NAME": "“自然”贴纸包", - "BOOSTER_PACK_POLLUTION_NAME": "“污染”贴纸包", - "BOOSTER_PACK_WILDCARD_NAME": "“随便”贴纸包", - "MAP_NAME_OVERWORLD_PHRASE": "新威勒尔", - "BOOSTER_PACK_DESCRIPTION": "内含4张贴纸的主题贴纸包,且必定含一张罕见或稀有贴纸!", - "MAP_NAME_DEAD_WORLD_PHRASE": "某个未知地点", - "MAP_NAME_OVERWORLD": "新威勒尔", - "REGION_NAME_UNKNOWN": "???", - "REGION_NAME_MALL": "凋敝商场", - "MAP_NAME_DEAD_WORLD": "???", - "REGION_NAME_UNKNOWN_PHRASE": "某个未知地点", - "REGION_NAME_MALL_PHRASE": "凋敝商场", - "REGION_NAME_PLAINS1": "新威勒尔原野", - "REGION_NAME_TOWN": "港口镇", - "REGION_NAME_TOWN_PHRASE": "港口镇", - "REGION_NAME_PLAINS1_PHRASE": "新威勒尔原野", - "REGION_NAME_TOWN_WEST": "港口镇西城区", - "REGION_NAME_TOWN_WEST_PHRASE": "港口镇西城区", - "REGION_NAME_CAFE": "留声机咖啡馆", - "REGION_NAME_CAFE_PHRASE": "留声机咖啡馆", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "经港口镇站至留声机咖啡馆", - "REGION_NAME_HOSPITAL": "港口镇医院", - "REGION_NAME_HOSPITAL_PHRASE": "医院", - "REGION_NAME_CHEMIST": "化学师小铺", - "REGION_NAME_MUSEUM": "遗产展览馆", - "REGION_NAME_MUSEUM_PHRASE": "遗产展览馆", - "REGION_NAME_CHEMIST_PHRASE": "化学师小铺", - "REGION_NAME_TOWN_OUTSKIRTS": "港口镇郊区", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "郊区", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "港口镇郊区洞窟", - "REGION_NAME_TOWN_BEACH": "港口镇沙滩", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "郊区洞窟", - "REGION_NAME_DEADLANDS_PHRASE": "死地", - "REGION_NAME_DEADLANDS": "死地", - "REGION_NAME_TOWN_BEACH_PHRASE": "港口镇沙滩", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "公园", - "REGION_NAME_NEW_WIRRAL_PARK": "新威勒尔公园", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "新威勒尔公园洞窟", - "REGION_NAME_TOWN_STATION": "港口镇站", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "公园洞窟", - "REGION_NAME_DUNGEON_GLOWSHROOM": "戈汪斯特路站", - "REGION_NAME_TOWN_STATION_PHRASE": "港口镇站", - "REGION_NAME_UPPER_PATH": "上方小径", - "REGION_NAME_UPPER_PATH_PHRASE": "上方小径", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "戈汪斯特路站", - "REGION_NAME_MIRE_SEA": "泥沼海", - "REGION_NAME_MIRE_SEA_PHRASE": "泥沼海", - "REGION_NAME_DUNGEON_WATERLOOP": "矛盾瀑布站", - "REGION_NAME_SOUTHERN_ISLES": "南部诸岛", - "REGION_NAME_DINO_QUARRY": "恐龙采石场,死地", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "南部诸岛", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "矛盾瀑布站", - "REGION_NAME_OLD_VILLAGE": "新伦敦镇,死地", - "REGION_NAME_DINO_QUARRY_PHRASE": "恐龙采石场", - "REGION_NAME_OLD_VILLAGE_PHRASE": "新伦敦镇", - "REGION_NAME_DEADLANDS_CAVES": "死地洞窟", - "REGION_NAME_LAKE_PHRASE": "湖上", - "REGION_NAME_LAKE": "涎泽湖", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "死地洞窟", - "REGION_NAME_LAKE_CAVES": "涎泽湖洞窟", - "REGION_NAME_LAKESIDE": "湖畔", - "REGION_NAME_LAKESIDE_PHRASE": "湖畔", - "REGION_NAME_LAKE_CAVES_PHRASE": "湖底洞窟", - "REGION_NAME_LAKESIDE_CAVES": "湖畔洞窟", - "REGION_NAME_MT_WIRRAL": "威勒尔山", - "REGION_NAME_MT_WIRRAL_PHRASE": "威勒尔山", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "湖畔洞窟", - "REGION_NAME_MT_WIRRAL_CAVES": "威勒尔山洞窟", - "REGION_NAME_EASTHAM_WOODS": "伊斯翰森林", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "威勒尔山洞窟", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "伊斯翰森林", - "REGION_NAME_EASTHAM_WOODS_CAVES": "伊斯翰森林洞窟", - "REGION_NAME_HAM_PHRASE": "呃……“翰”", - "REGION_NAME_HAM": "“翰”", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "伊斯翰森林洞窟", - "REGION_NAME_AUTUMN_HILL": "秋丘", - "REGION_NAME_AUTUMN_HILL_PHRASE": "秋丘", - "REGION_NAME_AUTUMN_HILL_CAVES": "秋丘洞窟", - "REGION_NAME_COMMUNE": "殁宁屯", - "REGION_NAME_COMMUNE_PHRASE": "殁宁屯", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "秋丘洞窟", - "REGION_NAME_COMMUNE_STATION": "殁宁屯新月站", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "冰斯凛顿站", - "REGION_NAME_MT_WIRRAL_STATION": "冰斯凛顿站", - "REGION_NAME_COMMUNE_STATION_PHRASE": "殁宁屯新月站", - "REGION_NAME_MEADOW_PHRASE": "樱桃草甸", - "REGION_NAME_MEADOW": "樱桃草甸", - "REGION_NAME_MEADOW_CAVES": "樱桃草甸洞窟", - "REGION_NAME_MARSH": "沼泽地", - "REGION_NAME_MARSH_PHRASE": "沼泽地", - "REGION_NAME_MEADOW_CAVES_PHRASE": "樱桃草甸洞窟", - "REGION_NAME_MARSH_CAVES": "沼泽地洞窟", - "REGION_NAME_FARM": "派珀农场", - "REGION_NAME_FARM_PHRASE": "派珀农场", - "REGION_NAME_MARSH_CAVES_PHRASE": "沼泽地洞窟", - "REGION_NAME_GRAVEYARD": "失魂坟场", - "REGION_NAME_GRAVEYARD_PHRASE": "坟场", - "REGION_NAME_CAST_IRON_SHORE": "铸铁海岸", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "铸铁海岸", - "REGION_NAME_DUNGEON_GRAVEYARD": "奧德坟站", - "REGION_NAME_STATION_FINAL": "夜之桥站", - "REGION_NAME_DUNGEON_SHIPWRECK": "提泰妮娅号船骸", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "奧德坟站", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "吟游街站", - "REGION_NAME_SHIPWRECK_STATION": "吟游街站", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "提泰妮娅号船骸", - "REGION_NAME_DUNGEON_MEADOW": "樱桃十字街站", - "REGION_NAME_STATION_FINAL_PHRASE": "夜之桥站", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "樱桃十字街站", - "REGION_NAME_MEADOW_CHURCH": "格拉斯顿玻璃修道院", - "REGION_NAME_BROKENHEAD_PHRASE": "断头地", - "REGION_NAME_BROKENHEAD": "断头地", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "格拉斯顿玻璃修道院", - "REGION_NAME_LANDKEEPER_HQ": "索地员总部", - "REGION_NAME_KAYLEIGH_HOME": "凯莉家", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "索地员总部", - "REGION_NAME_MEREDITH_HOME": "梅瑞狄家", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "凯莉家", - "REGION_NAME_FELIX_HOME": "菲利克斯家", - "REGION_NAME_FELIX_HOME_PHRASE": "菲利克斯家", - "REGION_NAME_MEREDITH_HOME_PHRASE": "梅瑞狄家", - "REGION_NAME_EUGENE_HOME": "尤金家", - "REGION_NAME_EUGENE_HOME_PHRASE": "尤金家", - "REGION_NAME_RANGER_OUTPOST": "巡护员哨所", - "REGION_NAME_TOWN_HALL": "市民中心", - "REGION_NAME_TOWN_HALL_PHRASE": "市民中心", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "巡护员哨所", - "REGION_NAME_AMBER_LODGE": "琥珀旅馆", - "REGION_NAME_POWER_STATION_PHRASE": "发电站", - "REGION_NAME_AMBER_LODGE_PHRASE": "琥珀旅馆", - "REGION_NAME_POWER_STATION": "发电站", - "MAP_FEATURE_CAVE": "洞窟", - "MAP_FEATURE_DAILY_ITEM": "每日物品", - "MAP_FEATURE_LANDKEEPER_OFFICE": "索地员办公楼", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "尤金的秘密工程", - "MAP_FEATURE_CRATER": "陨石坑", - "MAP_FEATURE_WATER_PIPE": "输水管道", - "MAP_FEATURE_RUINS": "废墟", - "MAP_FEATURE_DINO_QUARRY": "恐龙采石场", - "MAP_FEATURE_CAMPSITE": "营地", - "MAP_FEATURE_TOWN_WEST_RIVER": "派珀溪", - "MAP_FEATURE_DIVEAL_ISLAND": "潜海豹岛", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "不明扰动", - "MAP_FEATURE_TOWN_BRIDGE": "港口镇桥", - "MAP_FEATURE_FARM_BRIDGE": "派珀桥", - "MAP_FEATURE_FARM_PLOT": "南瓜园", - "MAP_FEATURE_STICKER_MERCHANTS": "贴纸小贩", - "MOVE_SMACK_NAME": "掌掴", - "MOVE_SLICE_NAME": "劈斩", - "MOVE_DOUBLE_SMACK_NAME": "双重掌掴", - "MOVE_DOUBLE_SLICE_NAME": "双重劈斩", - "MOVE_MULTI_SMACK_NAME": "多重掌掴", - "MOVE_MULTI_SHOT_NAME": "多重射击", - "MOVE_WALLOP_NAME": "痛打", - "MOVE_CLOBBER_NAME": "狠揍", - "MOVE_BISHBASHBOSH_NAME": "乒乓", - "MOVE_THE_OLD_1_2_NAME": "乒乒乓乓", - "MOVE_SPIT_NAME": "啐沫", - "MOVE_SPRAY_NAME": "喷雾", - "MOVE_ENERGY_SHOT_NAME": "能量弹", - "MOVE_ENERGY_WAVE_NAME": "能量波", - "MOVE_COATING_WATER_NAME": "水涂层", - "MOVE_COATING_PLASTIC_NAME": "塑料涂层", - "MOVE_COATING_EARTH_NAME": "土涂层", - "MOVE_COATING_AIR_NAME": "空气涂层", - "MOVE_COATING_FIRE_NAME": "火涂层", - "MOVE_COATING_ASTRAL_NAME": "星界涂层", - "MOVE_COATING_LIGHTNING_NAME": "闪电涂层", - "MOVE_COATING_METAL_NAME": "金属涂层", - "MOVE_COATING_BEAST_NAME": "野兽涂层", - "MOVE_COATING_ELEMENTAL_NAME": "元素涂层", - "MOVE_COATING_PLANT_NAME": "植物涂层", - "MOVE_COATING_POISON_NAME": "毒涂层", - "MOVE_COATING_ICE_NAME": "冰涂层", - "MOVE_INFLAME_NAME": "煽火", - "MOVE_COATING_GLASS_NAME": "玻璃涂层", - "MOVE_INCINERATE_NAME": "焚烧", - "MOVE_BRICK_BLAST_NAME": "砖块爆裂", - "MOVE_FIRE_WALL_NAME": "火墙", - "MOVE_BEAST_WALL_NAME": "兽骨墙", - "MOVE_PLANT_WALL_NAME": "植物墙", - "MOVE_METAL_WALL_NAME": "金属墙", - "MOVE_ICE_WALL_NAME": "冰墙", - "MOVE_POISON_WALL_NAME": "毒墙", - "MOVE_ELEMENTAL_WALL_NAME": "元素墙", - "MOVE_PLASTIC_WALL_NAME": "塑料墙", - "MOVE_WATER_WALL_NAME": "水墙", - "MOVE_ASTRAL_WALL_NAME": "星界墙", - "MOVE_LIGHTNING_WALL_NAME": "闪电墙", - "MOVE_AIR_WALL_NAME": "空气墙", - "MOVE_EARTH_WALL_NAME": "土墙", - "MOVE_GLASS_WALL_NAME": "玻璃墙", - "MOVE_DEJAVU_NAME": "似曾相识", - "MOVE_AP_STEAL_NAME": "AP窃取", - "MOVE_AP_BOOST_NAME": "AP提升", - "MOVE_AP_DRAIN_NAME": "AP吸取", - "MOVE_REVENGE_STRIKE_NAME": "复仇打击", - "MOVE_PREEMPTIVE_STRIKE_NAME": "先发制人", - "MOVE_AP_REFUND_NAME": "AP退还", - "MOVE_SELF_DESTRUCT_NAME": "自我毁灭", - "MOVE_ROLL_AGAIN_NAME": "再抽一遍", - "MOVE_AP_STARTER_NAME": "AP新手包", - "MOVE_PARRY_STANCE_NAME": "格挡姿态", - "MOVE_LAST_RITES_NAME": "临终圣事", - "MOVE_HEADSHOT_NAME": "爆头一击", - "MOVE_SLEEP_TALK_NAME": "梦话", - "MOVE_COSMIC_KUNAI_NAME": "宇宙苦无", - "MOVE_SLEEP_WALK_NAME": "梦游", - "MOVE_HYPNOTIZE_NAME": "催眠", - "MOVE_HP_ABSORB_NAME": "生命吸收", - "MOVE_DEFEND_NAME": "防御", - "MOVE_RAISE_SHIELDS_NAME": "举起盾牌", - "MOVE_POISON_POLLEN_NAME": "有毒花粉", - "MOVE_SNOOZE_SPORE_NAME": "贪睡孢子", - "MOVE_LEECH_NAME": "寄生", - "MOVE_DODGE_NAME": "闪避", - "MOVE_FOCUS_NAME": "专注", - "MOVE_SPRINT_NAME": "冲刺", - "MOVE_WINK_NAME": "眨眼", - "MOVE_FLIRT_NAME": "挑逗", - "MOVE_PEEKABOO_NAME": "躲猫猫", - "MOVE_TRIP_NAME": "绊倒", - "MOVE_NOD_NAME": "点头", - "MOVE_CRITICIZE_NAME": "批判", - "MOVE_COMPLIMENT_NAME": "赞美", - "MOVE_SHARPEN_NAME": "削尖", - "MOVE_RAISE_ARMS_NAME": "举起双臂", - "MOVE_JUMP_SCARE_NAME": "吓你一跳", - "MOVE_HOT_POTATO_NAME": "烫手山芋", - "MOVE_ZOOMIES_NAME": "猪突猛进", - "MOVE_QUICK_SMACK_NAME": "快速掌掴", - "MOVE_TAUNT_NAME": "挑衅", - "MOVE_SURE_FIRE_NAME": "万无一失", - "MOVE_BE_RANDOM_NAME": "随便来个!", - "MOVE_DOG_YEARS_NAME": "狗龄", - "MOVE_COPYCAT_NAME": "抄袭狗", - "MOVE_COPYCAT_TITLE": "抄袭狗:{move_name}", - "MOVE_GLITTER_BOMB_NAME": "亮片炸弹", - "MOVE_PROVOKE_NAME": "煽动", - "MOVE_HIBERNATE_NAME": "冬眠", - "MOVE_MEDITATE_NAME": "冥想", - "MOVE_SUMMON_TULPA_NAME": "召唤幻人", - "MOVE_LIGHTNING_BOLT_NAME": "闪电束", - "MOVE_FUSION_POWER_NAME": "融合之力", - "MOVE_FUSION_POWER_GENERATED_NAME": "融合之力:{prefix}{suffix}", - "MOVE_DESPERATION_NAME": "走投无路", - "MOVE_CROSSFADE_NAME": "交叉淡出", - "MOVE_DELEGATE_NAME": "委任代表", - "MOVE_BITE_NAME": "啃咬", - "MOVE_BONE_CANNON_NAME": "骨头加农炮", - "MOVE_STICKY_TONGUE_NAME": "舔舐", - "MOVE_ZEPHYR_NAME": "西风", - "MOVE_CHARGE_NAME": "充充冲", - "MOVE_SONIC_BOOM_NAME": "音爆", - "MOVE_BATTERY_NAME": "蓄电殴", - "MOVE_SCORCH_NAME": "灼烤", - "MOVE_RAPID_FIRE_NAME": "急火连攻", - "MOVE_GEAR_SHEAR_NAME": "地飞轮", - "MOVE_BROADCAST_NAME": "广播", - "MOVE_UNICAST_NAME": "点播", - "MOVE_SPLINTER_NAME": "碎片四溅", - "MOVE_WOODCUTTER_NAME": "伐木工", - "MOVE_SILICON_SLASH_NAME": "硅斩", - "MOVE_ACID_REFLEX_NAME": "反酸水", - "MOVE_RADIOACTIVE_NAME": "辐射", - "MOVE_THROW_NAME": "扔出", - "MOVE_ICE_BREAKER_NAME": "破冰", - "MOVE_TORRENT_NAME": "急流", - "MOVE_TWO_HEADS_NAME": "双头", - "MOVE_MAGNET_NAME": "磁铁", - "MOVE_ECHOLOCATION_NAME": "回声定位", - "MOVE_RETRIBUTION_NAME": "借身报仇", - "MOVE_THUNDER_BLAST_NAME": "雷爆", - "MOVE_TOWER_DEFENSE_NAME": "塔防", - "MOVE_GAMBIT_NAME": "开局让棋", - "MOVE_HAUNT_NAME": "闹鬼", - "MOVE_BINVITATION_NAME": "佣兵戴垃克", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "晴天霹雳", - "MOVE_CALL_FOR_HELP_NAME": "请求援助", - "MOVE_BINVASION_NAME": "戴垃克入侵", - "MOVE_FISSION_POWER_NAME": "裂殖之力", - "MOVE_RECYCLE_NAME": "回收", - "MOVE_COPPER_CHOP_NAME": "铁手劈砖", - "MOVE_GALACTIC_BEATDOWN_NAME": "银河强袭", - "MOVE_WINDOW_NAME": "窗户", - "MOVE_JAGGED_EDGE_NAME": "锯齿刀锋", - "MOVE_SHARP_EDGES_NAME": "锐利刀锋", - "MOVE_CRYSTAL_LENS_NAME": "水晶镜片", - "MOVE_GLASS_BONDS_NAME": "玻璃粘合", - "MOVE_SHRAPNEL_NAME": "流弹", - "MOVE_GLASS_CANNON_NAME": "玻璃加农炮", - "MOVE_CLOSE_ENCOUNTER_NAME": "第三类接触", - "MOVE_SPRING_LOAD_NAME": "弹簧", - "MOVE_SHOOTING_STAR_NAME": "流星", - "MOVE_MOUNTAIN_SMASH_NAME": "泰山压顶", - "MOVE_BLIZZARD_NAME": "雪暴", - "MOVE_DJINNTOXICATE_NAME": "神灯毒烟", - "MOVE_TOY_HAMMER_NAME": "玩具锤", - "MOVE_SUCTION_CUP_DART_NAME": "吸盘飞镖", - "MOVE_PLASTIC_KNIFE_NAME": "塑料刀", - "MOVE_ACORN_MORTAR_NAME": "橡实迫击炮", - "MOVE_BOIL_NAME": "沸水", - "MOVE_TOXIC_STAB_NAME": "刀上有毒", - "MOVE_PUSTULE_BOMB_NAME": "脓疱炮弹", - "MOVE_RADIATION_BREATH_NAME": "辐射吐息", - "MOVE_WONDERFUL_7_NAME": "七大奇迹", - "MOVE_SNOW_RUSH_NAME": "大雪纷飞", - "MOVE_POLE_VAULT_ASSAULT_NAME": "撑竿跳袭", - "MOVE_YULE_REGRET_THAT_NAME": "圣诞大惨", - "MOVE_HURRICANE_NAME": "飓风", - "MOVE_SANDSTORM_NAME": "沙尘暴", - "MOVE_METEOR_BARRAGE_NAME": "流星弹幕", - "MOVE_CLOCKWORK_MOUSE_NAME": "发条鼠", - "MOVE_METAL_RIFF_NAME": "金属连复段", - "MOVE_BOTTLE_VOLLEY_NAME": "万瓶齐发", - "MOVE_MOONSHINE_NAME": "夜光", - "MOVE_AVALANCHE_NAME": "雪崩", - "MOVE_FOG_NAME": "浓雾", - "MOVE_CHANGE_THE_RECORD_NAME": "换台", - "MOVE_AP_DONATE_NAME": "AP捐献", - "MOVE_AP_FACTORY_NAME": "AP工厂", - "MOVE_SHIELD_BASH_NAME": "盾击", - "MOVE_PRISMATIC_NAME": "棱镜", - "MOVE_ICICLE_DART_NAME": "冰锥飞镖", - "MOVE_CRUMBLE_NAME": "瓦解", - "MOVE_BAD_JOKE_NAME": "冷笑话", - "MOVE_HEROIC_BLADE_NAME": "英雄之刃", - "MOVE_SUPERHEATED_FIST_NAME": "过热猛拳", - "MOVE_GUZZLE_FUEL_NAME": "吸油大户", - "MOVE_DAMAGE_ROLL_NAME": "伤害骰", - "MOVE_COPY_THAT_NAME": "照猫画虎", - "MOVE_FROZEN_GROUND_NAME": "冰封大地", - "MOVE_STONY_LOOK_NAME": "石脸", - "MOVE_PUMPKIN_PIE_NAME": "南瓜派", - "MOVE_BUSHFIRE_NAME": "丛林野火", - "MOVE_TRAFFIC_JAM_NAME": "交通堵塞", - "MOVE_SUIT_UP_NAME": "西装革履", - "MOVE_COTTON_ON_NAME": "飘絮", - "MOVE_MIND_MELD_NAME": "心灵融合", - "MOVE_UNDERTOW_NAME": "回头浪", - "MOVE_NEW_LEAF_NAME": "新一叶", - "MOVE_FAIR_FIGHT_NAME": "公平竞争", - "MOVE_ABRAMACABRA_NAME": "阿布拉魔卡怖拉", - "MOVE_ABRAMACABRA_ATTACK_NAME": "魔卡怖拉飞弹", - "MOVE_DOC_LEAF_NAME": "叶医生", - "MOVE_REVOLVING_DOOR_NAME": "旋转门", - "MOVE_BLOOD_DONATION_NAME": "献血", - "MOVE_NURSE_NAME": "护士", - "MOVE_CLAY_FIRED_NAME": "烧制陶土", - "MOVE_COAL_STORY_NAME": "煤故事", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "野兽抗性", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "防火", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "塑料抗性", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "植物抗性", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "防水", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "星界抗性", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "毒系抗性", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "接地", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "冰系抗性", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "空气抗性", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "土系抗性", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "金属抗性", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "玻璃抗性", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "亮片抗性", - "MOVE_WATER_DANCE_NAME": "水中舞蹈", - "MOVE_STAB_IN_THE_DARK_NAME": "盲人摸象", - "MOVE_WATERWORKS_NAME": "供水系统", - "MOVE_STARTER1_ATTACK_NAME": "棒棒轰", - "MOVE_STARTER1_PASSIVE_NAME": "血糖飙升", - "MOVE_STARTER2_ATTACK_NAME": "公羊冲撞", - "MOVE_STARTER2_PASSIVE_NAME": "吉羊好运", - "MOVE_CATEGORY_MELEE": "近战攻击", - "MOVE_CATEGORY_RANGED": "远程攻击", - "MOVE_CATEGORY_STATUS": "状态效果", - "MOVE_CATEGORY_MISC": "其他", - "MOVE_DESCRIPTION_HIT_ONE": "击中一个目标。", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "击中整支队伍,且摧毁墙。", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "击中一个目标。此招式无法躲避。", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "击中一个目标。优先于其他招式使用。", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "多次击中一个目标。", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "击中一个目标,同时对使用者造成一点点伤害。", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "多次击中一个目标。优先于其他招式使用。", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "多次击中一个目标。优先级低于其他招式。", - "MOVE_DESCRIPTION_HIT_TEAM": "击中整支队伍。", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "多次击中队伍中的每一名成员。", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "击中战场上除使用者外的每一个角色。", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "击中一个目标,令使用者获得{status_effect}状态。", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "击中整支队伍,令使用者获得{status_effect}状态。", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "击中整支队伍,令目标获得{status_effect}状态。", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "击中一个目标,降低目标的闪避。", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "击中一个目标,降低目标的命中率。", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "使用者失去多少生命值,便按比例被动提升速度。", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "使用者失去多少生命值,便按比例被动提升闪避。", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "所受的{type}系伤害被动减少{percent}%,且抵消任何本会出现的化学反应。对暴击没有影响。", - "MOVE_DESCRIPTION_NURSE": "治疗一个目标,恢复其生命值,恢复量为生命值上限的50%。", - "MOVE_DESCRIPTION_METAL_RIFF": "击中整支队伍。若该招式装备在金属系磁带上,则变为空气系攻击。", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "窃取目标的墙,将其转移给招式使用者。", - "MOVE_DESCRIPTION_BLOOD_DONATION": "令使用者的生命值减半,并分给目标。", - "MOVE_DESCRIPTION_FAIR_FIGHT": "防止新状态效果生效,持续3回合。", - "MOVE_DESCRIPTION_NEW_LEAF": "移除目标身上所有状态效果。", - "MOVE_DESCRIPTION_BUSHFIRE": "将使用者的属性变成火系,并且对接触使用者的对手造成额外的火系伤害;同时也会烧伤使用者。", - "MOVE_DESCRIPTION_UNDERTOW": "击中在该招式前一回合发动攻击的角色。", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "提升使用者的速度和AP恢复速度。", - "MOVE_DESCRIPTION_COPY_THAT": "将使用者变成目标的分身。", - "MOVE_DESCRIPTION_FROZEN_GROUND": "大幅度提升使用者的速度,但降低其命中率。", - "MOVE_DESCRIPTION_ICICLE_DART": "击中一个目标。伤害值不再根据使用者的远程攻击能力值来决定,而是根据速度能力值来决定。", - "MOVE_DESCRIPTION_SHIELD_BASH": "击中一个目标。伤害值不再根据使用者的近战攻击能力值来决定,而是根据近战防御能力值来决定。", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "使用者掷一枚20面骰子,掷出的点数即为造成伤害的倍数。掷出1点或20点时,会有特殊效果。", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "迫使目标随机切换至其手上的另一盘磁带。", - "MOVE_DESCRIPTION_AP_DONATE": "将使用者剩余的所有AP都转移给目标。", - "MOVE_DESCRIPTION_AVALANCHE": "该回合所有近战攻击都会失败。", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "目标的远程攻击变成近战攻击。", - "MOVE_DESCRIPTION_AP_FACTORY": "每回合开始时,自动将使用者的AP转移给队友。", - "MOVE_DESCRIPTION_WALL": "献出20%生命值造一面墙,能吸收最多3次攻击,最多持续3个回合。", - "MOVE_DESCRIPTION_SPRING_LOAD": "若使用者未拥有“弹簧”状态,则自动获得。此状态可令使用者的近战攻击转变为远程攻击。", - "MOVE_DESCRIPTION_FOG": "令水系、空气系或冰系以外的远程攻击命中率降为0%,持续3回合。", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "使用者飞到空中,且只会被远程攻击、空气系怪物及其他飞行角色命中。", - "MOVE_DESCRIPTION_COATING": "改变使用者或一名队友的属性。", - "MOVE_DESCRIPTION_ABRAMACABRA": "献出20%生命值造一面墙,能吸收最多3次攻击,最多持续3个回合。这面墙还能每回合伤害一名对手。", - "MOVE_DESCRIPTION_POWER": "威力", - "MOVE_DESCRIPTION_HITS": "击中次数:{hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "令目标获得{status_effect}状态,持续{duration}回合。", - "MOVE_DESCRIPTION_ACCURACY": "命中率:{0}%", - "MOVE_DESCRIPTION_HITS_RANGE": "击中次数:{hits_min}~{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "令使用者获得{status_effect}状态,持续{duration}回合。", - "MOVE_DESCRIPTION_CLAY_FIRED": "使用者受到火系伤害时启动该招式,提升使用者的防御能力值。", - "MOVE_DESCRIPTION_MIND_MELD": "使用者会和队友共享招式。", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "令所有其他战士的速度能力值降低。", - "MOVE_DESCRIPTION_FLINCH_ONE": "有几率导致目标畏缩。", - "MOVE_DESCRIPTION_STICKY_TONGUE": "击中一个目标,降低目标的闪避。", - "MOVE_DESCRIPTION_ICE_BREAKER": "击中一个目标,降低目标的速度。", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "击中一个目标。若目标此回合已受过伤害,则造成暴击。", - "MOVE_DESCRIPTION_AP_STEAL": "从目标身上窃取1点AP给使用者。", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "从目标身上移除2点AP。", - "MOVE_DESCRIPTION_AP_BOOST": "令目标的AP恢复速度猛增。", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "战斗开始时,自动击中一名对手。", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "被近战攻击命中时,有几率自动使用该招式。", - "MOVE_DESCRIPTION_AP_DRAIN": "减缓目标的AP恢复速度。", - "MOVE_DESCRIPTION_SPLINTER": "近战接触时,有几率自动伤害对手。伤害值会根据使用者的近战防御值决定。", - "MOVE_DESCRIPTION_ACID_REFLEX": "与对手近战接触时,有几率自动令其中毒。", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "令使用者在被打倒时爆炸,伤害周围所有角色。", - "MOVE_DESCRIPTION_RADIOACTIVE": "与对手近战接触时,有几率自动令其烧伤。", - "MOVE_DESCRIPTION_AP_REFUND": "有几率在使用招式后自动退还AP。", - "MOVE_DESCRIPTION_AP_STARTER": "战斗开始时,额外获得1点AP。", - "MOVE_DESCRIPTION_ROLL_AGAIN": "战斗结束时,有几率自动使用另一个随机招式。", - "MOVE_DESCRIPTION_SUIT_UP": "提升使用者的近战防御和远程防御。", - "MOVE_DESCRIPTION_PARRY_STANCE": "反弹此回合所受的首次近战攻击。", - "MOVE_DESCRIPTION_HP_ABSORB": "恢复生命值,数值等同于所造成的伤害值。", - "MOVE_DESCRIPTION_DEFEND": "提升使用者的近战防御。", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "提升使用者的远程防御。", - "MOVE_DESCRIPTION_DODGE": "提升使用者的闪避。", - "MOVE_DESCRIPTION_FOCUS": "提升使用者的命中率。", - "MOVE_DESCRIPTION_SPRINT": "提升使用者的速度。", - "MOVE_DESCRIPTION_WINK": "降低目标的近战攻击。", - "MOVE_DESCRIPTION_FLIRT": "降低目标的闪避。", - "MOVE_DESCRIPTION_PEEKABOO": "降低目标的命中率。", - "MOVE_DESCRIPTION_TRIP": "降低目标的速度。", - "MOVE_DESCRIPTION_NOD": "降低目标的近战防御。", - "MOVE_DESCRIPTION_CRITICIZE": "降低目标的远程攻击。", - "MOVE_DESCRIPTION_COMPLIMENT": "降低目标的远程防御。", - "MOVE_DESCRIPTION_SHARPEN": "提升使用者的近战攻击。", - "MOVE_DESCRIPTION_RAISE_ARMS": "提升使用者的远程攻击。", - "MOVE_DESCRIPTION_HOT_POTATO": "在目标身上放置一颗炸弹,若不立即通过近战接触将其转移,炸弹就会爆炸。", - "MOVE_DESCRIPTION_SURE_FIRE": "保证目标的下一个招式不失手。", - "MOVE_DESCRIPTION_COTTON_ON": "以使用者为目标的可躲避招式,下回合命中率降至0%。", - "MOVE_DESCRIPTION_TAUNT": "令目标陷入狂暴,迫使其接下来2回合都只能使用造成伤害的招式。", - "MOVE_DESCRIPTION_DOG_YEARS": "延长目标身上状态效果的持续回合数。", - "MOVE_DESCRIPTION_BE_RANDOM": "随机使用一个有足够AP使用的招式。", - "MOVE_DESCRIPTION_COPYCAT": "若有足够AP,则复制目标所使用的最后一个招式。", - "MOVE_DESCRIPTION_PROVOKE": "防止对手直接把使用者的队友作为目标,效果持续3回合。", - "MOVE_DESCRIPTION_HIBERNATE": "令使用者入睡。使用者陷入熟睡时,每回合都会恢复生命值。", - "MOVE_DESCRIPTION_SUMMON_TULPA": "向星界请求援助。", - "MOVE_DESCRIPTION_MEDITATE": "令使用者入睡。使用者陷入熟睡时,每回合都会提升攻击和防御能力值。", - "MOVE_DESCRIPTION_BINVITATION": "向母舰请求援助。", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "召唤一只霹雳猴作为临时队友。", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "有几率召唤一名临时队友。", - "MOVE_DESCRIPTION_FUSION_POWER": "具有该融合组合所特有的效果。", - "MOVE_DESCRIPTION_FISSION_POWER": "使用者进行裂殖,一分为二。", - "MOVE_DESCRIPTION_CROSSFADE": "切换使用者的形态,但施以保持属性不变的涂层。", - "MOVE_DESCRIPTION_DESPERATION": "使用者生命值低时,可造成更高伤害。", - "MOVE_DESCRIPTION_DELEGATE": "将使用者的状态效果转移至队友身上。", - "MOVE_DESCRIPTION_BITE": "击中一个目标,之后为使用者恢复一点点生命值。", - "MOVE_DESCRIPTION_BATTERY": "击中一个目标两次。若在充电后使用,则造成暴击。", - "MOVE_DESCRIPTION_BOIL": "击中一个目标,有几率烧伤目标。", - "MOVE_DESCRIPTION_DJINNTOXICATE": "击中一个目标,对目标施加混乱状态。", - "MOVE_DESCRIPTION_COAL_STORY": "击中一个目标,对目标施加烧伤状态。", - "MOVE_DESCRIPTION_TOXIC_STAB": "击中一个目标,令目标中毒。", - "MOVE_DESCRIPTION_SANDSTORM": "击中整支队伍,令各目标身上状态效果的持续回合数减1。", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "击中整支队伍,令各目标中毒。", - "MOVE_DESCRIPTION_WONDERFUL_7": "击中一个目标,施加一个随机负面效果。", - "MOVE_DESCRIPTION_THROW": "把墙作为投射物发射出去。造成的伤害会以剩余回合数为倍数。", - "MOVE_DESCRIPTION_RECYCLE": "摧毁使用者的墙并给予AP,数值等同于墙的剩余回合数。", - "MOVE_DESCRIPTION_MAGNET": "战斗开始时自动使用,不耗费AP。防止对手把使用者的队友作为攻击目标,效果持续{duration}回合。", - "MOVE_DESCRIPTION_RETRIBUTION": "打倒一名对手时,该招式生效。提升使用者的攻击能力值。", - "MOVE_DESCRIPTION_STATUS_STARTER": "战斗开始时自动使用,不耗费AP。令使用者获得{status_effect}状态{duration}回合。", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "将使用者的属性变成土系,并提升其防御能力值。使用者生命值首次降至一半以下时生效。", - "MOVE_DESCRIPTION_THUNDER_BLAST": "击中一个目标,令目标额外受到30点空气系伤害。", - "MOVE_DESCRIPTION_GAMBIT": "令使用者的所有能力值大幅提升。磁带会在3回合后断裂。", - "MOVE_DESCRIPTION_HAUNT": "使用者变成鬼魂,无法被攻击命中。磁带会在3回合后断裂。", - "MOVE_DESCRIPTION_BINVASION": "击中一个目标,击中次数等同于使用者队伍中的戴垃克数量。", - "MOVE_DESCRIPTION_COPPER_CHOP": "击中一个目标,对玻璃和金属系目标施加共振效果。", - "MOVE_DESCRIPTION_WINDOW": "允许远程攻击穿墙击中目标。", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "目标每次变身时,都对其造成伤害。", - "MOVE_DESCRIPTION_SHARP_EDGES": "令使用者获得“接触伤害”状态,持续{duration}回合。", - "MOVE_DESCRIPTION_JAGGED_EDGE": "近战攻击未击中使用者时,自动对对方造成伤害。", - "MOVE_DESCRIPTION_BLIZZARD": "击中整支队伍,降低各目标的命中率。", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "击中一个目标,降低目标的近战防御。", - "MOVE_DESCRIPTION_TRICK": "给予目标一个随机负面效果。", - "MOVE_DESCRIPTION_TREAT": "给予目标一个随机正面效果。", - "MOVE_DESCRIPTION_CRUMBLE": "摧毁每一面墙,对每一名有墙的对手施加伤害,伤害值与各自的墙的剩余回合数成正比。", - "MOVE_DESCRIPTION_PRISMATIC": "每回合结束时,随机改变使用者的属性。", - "MOVE_DESCRIPTION_BAD_JOKE": "使用者会随机讲一个笑话。该招式没有任何效果。", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "已抵抗", - "MOVE_DESCRIPTION_WATER_DANCE": "击中一个目标。伤害值不再根据使用者的近战攻击能力值来决定,而是根据速度能力值来决定。", - "MOVE_BLOOD_DONATION_TOAST": "已接受献血", - "MOVE_NEW_LEAF_TOAST": "状态已移除", - "MOVE_DAMAGE_ROLL_TOAST": "骰子点数:{n}", - "MOVE_AP_STEAL_TOAST": "已被盗", - "MOVE_GUZZLE_FUEL_TOAST": "已被吸油", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "计时已延长", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "计时已缩短", - "MOVE_SUMMON_SPAWNS.m": "{spawn}响应了召唤!", - "MOVE_SUMMON_SPAWNS.f": "{spawn}响应了召唤!", - "MOVE_AP_REFUND_TOAST": "已退还", - "MOVE_SUMMON_SPAWNS.n": "{spawn}响应了召唤!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "野生", - "MOVE_FUSION_POWER_PREFIX_beast_2": "骨", - "MOVE_FUSION_POWER_PREFIX_beast_3": "生猛", - "MOVE_FUSION_POWER_PREFIX_beast_4": "原始", - "MOVE_FUSION_POWER_PREFIX_beast_5": "本能", - "MOVE_FUSION_POWER_PREFIX_beast_6": "狂暴", - "MOVE_FUSION_POWER_PREFIX_beast_7": "躁狂", - "MOVE_FUSION_POWER_PREFIX_fire_1": "炼狱", - "MOVE_FUSION_POWER_PREFIX_fire_2": "炽烈", - "MOVE_FUSION_POWER_PREFIX_fire_3": "燃烧", - "MOVE_FUSION_POWER_PREFIX_fire_4": "烈焰", - "MOVE_FUSION_POWER_PREFIX_fire_5": "火爆", - "MOVE_FUSION_POWER_PREFIX_fire_6": "岩浆", - "MOVE_FUSION_POWER_PREFIX_fire_7": "火山", - "MOVE_FUSION_POWER_PREFIX_poison_1": "猛毒", - "MOVE_FUSION_POWER_PREFIX_poison_2": "酷毒", - "MOVE_FUSION_POWER_PREFIX_poison_3": "剧毒", - "MOVE_FUSION_POWER_PREFIX_poison_4": "化工", - "MOVE_FUSION_POWER_PREFIX_poison_5": "发紫", - "MOVE_FUSION_POWER_PREFIX_poison_6": "传染", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "人造", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "弹性", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "再生", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "人工", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "垃圾", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "组合式", - "MOVE_FUSION_POWER_PREFIX_plant_1": "常青", - "MOVE_FUSION_POWER_PREFIX_plant_2": "疯长", - "MOVE_FUSION_POWER_PREFIX_plant_3": "丛生", - "MOVE_FUSION_POWER_PREFIX_plant_4": "繁茂", - "MOVE_FUSION_POWER_PREFIX_plant_5": "葱绿", - "MOVE_FUSION_POWER_PREFIX_plant_6": "热带", - "MOVE_FUSION_POWER_PREFIX_plant_7": "多肉", - "MUSKRATEER_DESCRIPTION": "佩剑还戴帽的老鼠", - "MUSKRATEER_LORE_1": "火枪麝鼠经常在其居住的地下洞穴中用石头磨剑。它们会与狭路相逢的鲮鲤扈决斗,这一情形屡见不鲜。", - "RATCOUSEL_NAME": "旋转木鼠", - "MUSKRATEER_LORE_2": "《三个火枪手》是亚历山大·仲马笔下的著名法国冒险故事,讲述了一群舞刀弄枪的冒险家在十七世纪的巴黎所经历的故事。", - "RATCOUSEL_NAME_PREFIX": "旋转", - "RATCOUSEL_NAME_SUFFIX": "木鼠", - "RATCOUSEL_LORE_2": "“鼠王”这一称呼,指的是尾巴打结或缠在一起的一群老鼠。", - "RATCOUSEL_LORE_1": "旋转木鼠是一种伟岸的生物,外观有点像游乐场的旋转木马。其身体底部有较小的“老鼠”不断旋转,据说只有在该生物死亡的那一刻,它们才会睁开眼睛。", - "POMBOMB_NAME": "嘭美犬", - "RATCOUSEL_DESCRIPTION": "巨型旋转木马", - "POMBOMB_NAME_PREFIX": "嘭美", - "POMBOMB_LORE_1": "嘭美犬是新威勒尔公认最为友好的一种生物。若不是总会一不小心把周围的一切都点着,嘭美犬本会是绝佳的宠物。", - "POMBOMB_NAME_SUFFIX": "犬", - "POMBOMB_LORE_2": "博美犬是广受喜爱的家养犬种,以体型娇小、被毛蓬松为显著特点。该犬种因欧洲波罗的海南部的一个历史地区而得名。", - "POMBOMB_DESCRIPTION": "热情似火的狗狗", - "SPITZFYRE_NAME_PREFIX": "炎", - "SPITZFYRE_NAME": "炎狐犬", - "SPITZFYRE_NAME_SUFFIX": "狐犬", - "SPITZFYRE_LORE_2": "银狐犬是由多个亚品种组成的一大类犬。这个犬种的辨别要点,是其蓬松的皮毛和尖尖的耳朵。", - "SPITZFYRE_LORE_1": "炎狐犬的喷火能力堪称炉火纯青,因此必须戴上护目镜,以免在无意间点燃东西时熏到自己的眼睛。", - "SPITZFYRE_DESCRIPTION": "戴护目镜的狗狗", - "ELFLESS_NAME": "空洞精灵", - "ELFLESS_NAME_PREFIX": "空洞", - "ELFLESS_NAME_SUFFIX": "精灵", - "GRAMPUS_NAME": "暴卜斯", - "ELFLESS_DESCRIPTION": "木头脸的精灵", - "ELFLESS_LORE_2": "在欧洲的迷信中,“精灵”是形似魔精的小型生物。因所处的历史时间及地点不同,精灵有诸多不同形态。与仙子类似,它们有的被描绘为乐于助人的生物,有的则调皮捣蛋,有的甚至心肠歹毒。", - "ELFLESS_LORE_1": "为了掩盖自己的真实情绪,空洞精灵会用树皮制作粗糙的微笑面具。未经证实的传言称,所有空洞精灵一年中会挑一天聚在一起,用新面具替换旧面具。", - "GRAMPUS_NAME_PREFIX": "暴卜", - "GRAMPUS_NAME_SUFFIX": "卜斯", - "GRAMPUS_LORE_2": "“坎卜斯”是民俗故事中的角色,会在圣诞季惩罚调皮捣蛋的孩童,与乐善好施的圣尼古拉斯(即圣诞老人)形成鲜明对比。他通常被刻画为长着山羊腿、神情令人生畏的形象。", - "GRAMPUS_DESCRIPTION": "愤怒的雪山野人", - "FAERIOUS_NAME": "怒妖精", - "GRAMPUS_LORE_1": "暴卜斯是空洞精灵的完全成熟形态。由于多年来一直压抑着自己的情感,暴卜斯成长为五大三粗的蛮人,并极度渴望将自己的痛苦加诸他人,尤其是在节日期间。", - "FAERIOUS_NAME_PREFIX": "怒妖", - "FAERIOUS_NAME_SUFFIX": "妖精", - "FAERIOUS_LORE_2": "当代奇幻小说中,精灵通常被刻画为举止优雅、健步如飞的战士。正如民俗故事中的精灵,奇幻世界中的精灵有的是人类的盟友,有的则会给人类制造障碍。", - "FAERIOUS_LORE_1": "将压抑的怒火转移到磨练战斗技巧上的空洞精灵。它们用冰做的剑来击倒敌人,用树皮做的盾牌来抵御攻击。", - "FAERIOUS_DESCRIPTION": "使剑的精灵", - "ICEPECK_NAME": "冰喙雀", - "ICEPECK_NAME_PREFIX": "冰喙", - "ICEPECK_NAME_SUFFIX": "喙雀", - "SIRENADE_NAME_PREFIX": "夜曲", - "SIRENADE_NAME": "夜曲塞壬", - "SIRENADE_LORE_1": "夜曲塞壬是一种歌喉特别嘹亮的生物,而其麦克风尾巴和翅膀还可将歌声放大数倍。至于自己的歌声对周围的人来说是否过于响亮,它们对此似乎没有特别清晰的自我认知。", - "SIRENADE_NAME_SUFFIX": "塞壬", - "SIRENADE_LORE_2": "塞壬是希腊神话中的生物,对其着墨最重的作品莫过于荷马史诗《奥德赛》。它们被描述为带翼的鸟身女子,会用萦绕耳畔的美妙歌喉引诱男子步向灭亡。", - "SIRENADE_DESCRIPTION": "尾巴像个麦克风的有翼野兽", - "DECIBELLE_NAME": "分贝女妖", - "DECIBELLE_NAME_PREFIX": "分贝", - "DECIBELLE_LORE_1": "很少有人在野外目睹分贝女妖的身影。新威勒尔的早期住民口耳相传曾见过白龙在云间穿行,但目前尚不清楚他们究竟是看到了分贝女妖,还是单纯丧失了理智。", - "DECIBELLE_NAME_SUFFIX": "女妖", - "DECIBELLE_DESCRIPTION": "翅膀跟缎带似的有翼野兽", - "DECIBELLE_LORE_2": "鸟身女妖出现在希腊神话中,是能够呼风唤雨的神话生物。和塞壬相似,它们也被描述为半人半鸟的生物。", - "CARNIVIPER_NAME": "狂欢蝰", - "CARNIVIPER_NAME_PREFIX": "狂欢", - "CARNIVIPER_NAME_SUFFIX": "蝰", - "CARNIVIPER_LORE_2": "“槌之子”是日本民间传说的生物。传说中,它们与蛇相似,长着蝰蛇的毒牙,却有着扁平的躯干。", - "CARNIVIPER_LORE_1": "狂欢蝰虽然长着咧嘴大笑的面容,但实际上并非善类。它有很强的领地意识,会毫不犹豫攻击被它视为威胁之物——通常也就是世间的一切。", - "MASQUERATTLE_NAME": "化装响尾蛇", - "MASQUERATTLE_NAME_PREFIX": "化装", - "CARNIVIPER_DESCRIPTION": "戴面具的小蛇", - "MASQUERATTLE_NAME_SUFFIX": "响尾蛇", - "MASQUERATTLE_DESCRIPTION": "戴面具的大蛇", - "MASQUERATTLE_LORE_2": "蛇在几乎全世界的神话和民俗传说中都占据重要地位。为什么?或许是因为它们那一眨不眨的眼睛?或者那无肢的身躯?又或者那致命的蛇吻?", - "MASQUERATTLE_LORE_1": "人们经常想当然地认为,化装响尾蛇头顶上像脸一样的装甲板,是用来引诱毫无防备的猎物的。这是个谣传——它们头上的脸其实十分阴森诡异,压根不可能诱骗任何人接近。", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "你想代表巨蛇的哪一面?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "优雅", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "残酷", - "MARDIUSA_NAME": "盛装杜莎", - "MARDIUSA_NAME_PREFIX": "盛装", - "MARDIUSA_NAME_SUFFIX": "杜莎", - "MARDIUSA_DESCRIPTION": "戴面具的蛇女", - "MARDIUSA_LORE_2": "希腊神话中,美杜莎是蛇发女妖戈耳工三姐妹之一,凡与之四目相对者皆会石化。", - "MARDIUSA_LORE_1": "盛装杜莎不是个体,而是蜂群智能,即朝着单一目标齐心努力的微小蛇形生物之集群。对盛装杜莎来说,这个单一目标便是打扮成要去参加盛装舞会的模样,并在打扮的过程中玩个痛快。", - "JORMUNGOLD_NAME": "耶梦金蛇", - "JORMUNGOLD_NAME_PREFIX": "耶梦", - "JORMUNGOLD_NAME_SUFFIX": "金蛇", - "JORMUNGOLD_LORE_2": "北欧神话中,巨蛇耶梦加得是预言中毁灭世界的罪魁祸首。", - "JORMUNGOLD_LORE_1": "耶梦金蛇虽长有一双翅膀,但吊诡的是,这双翅膀其实并不能令这条巨蛇飞上空中,反而会助它以极快的速度在地表上蛇行。每一次扇动翅膀,都能令这头野兽呼啸前进。", - "JORMUNGOLD_DESCRIPTION": "长着翅膀的巨蛇", - "AEROBOROS_NAME_PREFIX": "衔尾", - "AEROBOROS_NAME": "衔尾腾蛇", - "AEROBOROS_LORE_1": "衔尾腾蛇环形身体的内圈,能够搅动空气,令风循环起来。这些涡流风能以极快的速度投射出去,把敌人通通扫倒在地。", - "AEROBOROS_NAME_SUFFIX": "腾蛇", - "TRAFFIKRAB_NAME": "路锥蟹", - "AEROBOROS_DESCRIPTION": "会飞的蛇轮", - "AEROBOROS_LORE_2": "衔尾蛇是代表生命、死亡和重生之循环的古老象征,其符号为一条蛇叼着自己尾巴、形成一个圆环。", - "TRAFFIKRAB_NAME_PREFIX": "路锥", - "TRAFFIKRAB_NAME_SUFFIX": "蟹", - "TRAFFIKRAB_LORE_2": "路锥由查尔斯·D·斯坎伦于20世纪40年代发明,可向往来车辆示意道路正在维修,而又无需费神维护。路锥通常由橙色或黄色塑料制成,有时也贴有白色反光条,以增加夜间能见度。", - "TRAFFIKRAB_LORE_1": "路锥蟹所顶着的路锥,实际上并不是它身体的一部分——那只不过是一个普通的交通路锥,海浪将其冲到了新威勒尔的海岸上,随后便被该生物据为己有。据说,它们过去也会找其他物体来寄居。", - "WEEVILITE_NAME": "灯鼻蟹", - "WEEVILITE_NAME_SUFFIX": "鼻蟹", - "WEEVILITE_NAME_PREFIX": "灯鼻", - "TRAFFIKRAB_DESCRIPTION": "顶着个路锥的大螃蟹", - "WEEVILITE_LORE_2": "世上第一批交通信号灯于19世纪中期在伦敦投入使用。早期的信号灯使用的是煤气灯,但从20世纪初开始,电动信号灯逐渐普及开来。", - "WEEVILITE_LORE_1": "灯鼻蟹有着修长的脖子,因此隔着老远就能发现较弱的怪物;它们会让自己的红绿眼睛交替闪烁,令猎物陷入眩晕和轻微偏头痛,从而动弹不得。", - "LOBSTACLE_NAME": "拦路龙虾", - "WEEVILITE_DESCRIPTION": "顶着个信号灯的螃蟹", - "LOBSTACLE_NAME_PREFIX": "拦路", - "LOBSTACLE_NAME_SUFFIX": "龙虾", - "LOBSTACLE_DESCRIPTION": "长着腿的塑料桶", - "LOBSTACLE_LORE_2": "因应不同需求,路障常有多种变体。除了直接建在路边的护栏,回收的废旧轮胎或装满沙子的塑料桶也可用作移动路障,以保护来往车辆。", - "LOBSTACLE_LORE_1": "拦路龙虾是种温顺而富有耐心的生物。只要把头缩进塑料“虾壳”,拦路龙虾的沉重身躯就几乎无法移动或翻倒。", - "DANDYLION_NAME": "蒲公狮", - "DANDYLION_NAME_PREFIX": "蒲公", - "DANDYLION_NAME_SUFFIX": "狮", - "DANDYLION_LORE_2": "石狮子是常见于建筑外的中国传统装饰物。过去,它们被认为能驱邪避凶,因此会摆放在陵墓或皇宫等重地门前。", - "DANDYLION_DESCRIPTION": "花团锦簇的大狮子", - "DANDYLION_LORE_1": "蒲公狮是忠心耿耿的防御性守卫,通常会站在新威勒尔草原上重要洞窟的入口处。假如你发现了一头蒲公狮,但附近却没有洞穴,那么这可能是在暗示这地方藏着什么好东西!", - "BLOSSOMAW_NAME": "繁花龙", - "BLOSSOMAW_NAME_PREFIX": "繁花", - "BLOSSOMAW_NAME_SUFFIX": "花龙", - "BUSHEYE_NAME": "大眼灌丛", - "BLOSSOMAW_LORE_2": "中国神话中的龙有着蛇形长身、四条腿而没有翅膀,与欧洲刻画的龙总是带翼的形象形成鲜明对比。中国龙是力量与好运的传统象征。", - "BLOSSOMAW_LORE_1": "据说进入漫长冬眠期的蒲公狮,一旦春天来临,便会如初春花朵开始绽放一般,摇身一变成优雅的繁花龙。它们可以像龙喷火一样,呼出铺天盖地的花粉云。", - "BLOSSOMAW_DESCRIPTION": "以花瓣为鬃毛的长龙", - "BUSHEYE_NAME_PREFIX": "大眼", - "BUSHEYE_NAME_SUFFIX": "灌丛", - "DOMINOTH_NAME_PREFIX": "披风", - "DOMINOTH_NAME": "披风蛾", - "DOMINOTH_LORE_1": "披风蛾自诩和平的捍卫者,整天在森林地区的天空中巡视。要想打断它们履行这一崇高的天职,就只能靠明亮的光线,比如灯光。", - "DOMINOTH_NAME_SUFFIX": "蛾", - "DOMINOTH_LORE_2": "蝴蝶通常与生命及重生有着象征意义和民俗文化上的关联,而飞蛾则通常与死亡及噩耗联系在一起。", - "TOKUSECT_NAME_PREFIX": "假面", - "TOKUSECT_NAME": "假面蛾士", - "DOMINOTH_DESCRIPTION": "大蛾子", - "TOKUSECT_NAME_SUFFIX": "蛾士", - "TOKUSECT_LORE_2": "“特摄”这一名称,专指使用独特特效与戏服的日本电影及电视节目。特摄片通常以巨型怪兽、巨型机甲和超级英雄之间的战斗为特色。", - "TOKUSECT_LORE_1": "假面蛾士拥有极其符合空气动力学的身体,其战斗风格亦顺应这一特点,侧重于用尖锐的双腿猛击对手,以及输出强有力的气流。", - "WINGLOOM_NAME": "耷拉蛾子", - "TOKUSECT_DESCRIPTION": "昆虫战士", - "WINGLOOM_NAME_PREFIX": "耷拉", - "WINGLOOM_NAME_SUFFIX": "蛾子", - "WINGLOOM_LORE_2": "飞蛾常被人工照明吸引,但是背后的原因目前尚不完全明确。该行为的一种解释是,飞蛾在移动时会利用月亮来确定自己的方向。", - "WINGLOOM_LORE_1": "耷拉蛾子头顶的灯泡,可以引导一股电流,流过该生物全身。灯泡所产生的光线反射到其眼睛上,令它们在夜间也能拥有绝佳视力。", - "CAPTAIN_JUDAS_SUBTITLE": "求生专家", - "CAPTAIN_CLEEO_NAME": "克娄队长", - "CAPTAIN_CLEEO_NAME_SHORT": "克娄", - "CAPTAIN_CLEEO_SUBTITLE": "赌场仿生机器人", - "CAPTAIN_LODESTEIN_NAME": "西提耶队长", - "CAPTAIN_LODESTEIN_NAME_SHORT": "西提耶", - "CAPTAIN_LODESTEIN_SUBTITLE": "电工", - "CAPTAIN_DREADFUL_NAME_SHORT": "怖可儿", - "CAPTAIN_DREADFUL_NAME": "怖可儿队长", - "CAPTAIN_DREADFUL_SUBTITLE": "蒙骗死神之人", - "CAPTAIN_GLADIOLA_NAME": "剑兰队长", - "CAPTAIN_GLADIOLA_NAME_SHORT": "剑兰", - "CAPTAIN_GLADIOLA_SUBTITLE": "剑夫人", - "CAPTAIN_HEATHER_NAME": "天琪队长", - "CAPTAIN_HEATHER_NAME_SHORT": "天琪", - "CAPTAIN_HEATHER_SUBTITLE": "天气预报员", - "CAPTAIN_BUFFY_NAME": "霸娜队长", - "CAPTAIN_BUFFY_NAME_SHORT": "霸娜", - "CAPTAIN_BUFFY_SUBTITLE": "健美运动员", - "CAPTAIN_CYBIL_NAME": "西比尔队长", - "CAPTAIN_CYBIL_NAME_SHORT": "西比尔", - "CAPTAIN_CYBIL_SUBTITLE": "电台主持人", - "CAPTAIN_CODEY_NAME": "马侬队长", - "CAPTAIN_CODEY_NAME_SHORT": "马侬", - "CAPTAIN_CODEY_SUBTITLE": "磁带黑客", - "RANGER_TRADER_NAME": "巡护员威玛", - "RANGER_TRADER_NAME_SHORT": "威玛", - "RANGER_BODYBUILDER_NAME": "巡护员吉姆", - "INTERDIMENSIONAL_POSTMAN_NAME": "跨次元邮差", - "AMBER_NAME": "琥珀女士", - "DORIAN_NAME": "多里安", - "SPRINGHEEL_NAME": "弹簧腿", - "JACQUELINE_NAME": "杰奎琳", - "SPRINGHEEL_NAME_PREFIX": "弹簧", - "SPRINGHEEL_LORE_1": "弹簧腿以夜色为掩护,藏匿于阴暗角落,靠突然蹦出来吓唬受害者为乐。它们的“翅膀”似乎是用陈旧的废弃破布做成的。", - "SPRINGHEEL_NAME_SUFFIX": "腿", - "SPRINGHEEL_DESCRIPTION": "穿着皮靴的魔精", - "SPRINGHEEL_LORE_2": "维多利亚时代的英格兰一度盛传,人称“弹簧腿杰克”的神秘生物会在入夜的街道上徘徊。“杰克”从不曾落网,而关于他的目击报告很快变成了民间传说。", - "SAME_FUSION_NAME_10": "极巨{0}", - "AA_MORGANTE_NAME": "莫甘特", - "AA_MORGANTE_FULL_NAME": "大天使莫甘特", - "AA_OLDGANTE_NAME": "莫甘特", - "OLDGANTE_LORE_2": "她的身体已经支离破碎——造成这种惨状的究竟是何等力量,实在难以想象。", - "AA_OLDGANTE_SUBTITLE": "破碎灵魂", - "ROGUE_FUSION_SUBTITLE": "暴走融合体", - "OLDGANTE_LORE_1": "一度不可一世的受伤大天使。莫甘特的声音中挟着某种力量,这股力量足以撕裂现实世界的结构,但在如今这个状态下遭到了削弱。", - "ORB_FUSION_SUBTITLE": "原初大天使", - "UNSTABLE_FUSION_SUBTITLE": "不稳定融合体", - "ORB_FUSION_NAME": "球状融合体", - "SWARM_SUBTITLE1": "{species}狂潮", - "ELEMENTAL_GUARDIAN_SUBTITLE": "元素护卫", - "SWARM_SUBTITLE5": "{species}帮", - "SWARM_NAME": "融合群", - "SWARM_SUBTITLE2": "{species}群", - "SWARM_SUBTITLE3": "{species}之众", - "SWARM_SUBTITLE4": "{species}团", - "BLACK_SHUCK_NAME": "黑旋风", - "LANG_en": "英语", - "ROGUE_FUSION_BATTLE_CONFIRM": "要挑战这个{name}吗?", - "LANG_fr_FR": "法语", - "LANG_it_IT": "意大利语", - "LANG_de_DE": "德语", - "LANG_ja_JP": "日语", - "LANG_es_ES": "西班牙语(西班牙)", - "LANG_es_MX": "西班牙语(拉丁美洲)", - "LANG_pt_BR": "葡萄牙语(巴西)", - "LANG_zh_CN": "简体中文", - "PRECREDITS_1": "磁带妖怪", - "LANG_ko_KR": "韩语", - "PRECREDITS_2": "开发", - "PRECREDITS_3": "美术", - "PRECREDITS_4": "编剧", - "PRECREDITS_5": "编程", - "PRECREDITS_6": "设计", - "PRECREDITS_7": "配乐", - "PRECREDITS_8": "人声", - "PRECREDITS_9": "怪物动画", - "PRECREDITS_10": "人物插画", - "PRECREDITS_12": "发行", - "MAIN_CREDITS_TITLE": "磁带妖怪", - "MAIN_CREDITS_GAME_DESIGN": "游戏设计", - "MAIN_CREDITS_WRITING": "编剧", - "MAIN_CREDITS_PROGRAMMING": "编程", - "MAIN_CREDITS_ART_DIRECTION": "美术指导", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "像素美术及动画", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "人物插画", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "额外怪物设计", - "MAIN_CREDITS_MUSIC": "音乐", - "MAIN_CREDITS_VOICE_CASTING": "配音选角及指导", - "MAIN_CREDITS_VOICE_CAST": "配音演员", - "MAIN_CREDITS_PORTING": "移植", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "额外配音", - "MAIN_CREDITS_LOCALISATION": "本地化", - "MAIN_CREDITS_QA": "质量保证", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "本地化团队 - Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "协调", - "MAIN_CREDITS_LOCALISATION_QA": "本地化质量保证(LQA)", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "本地化团队 - Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "图像归档", - "MAIN_CREDITS_GODOT_ENGINE": "Godot 引擎", - "MAIN_CREDITS_AND_OTHERS": "还有许多人!", - "MAIN_CREDITS_SPECIAL_THANKS": "特別鸣谢", - "MAIN_CREDITS_THANK_YOU": "非常感谢体验本游戏!", - "MAIN_CREDITS_VIEW_LICENSES": "查看许可", - "MAIN_CREDITS_QA_SUN_TECH": "质量保证 - Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "字体及图标", - "MAIN_CREDITS_QA_DIRECTOR": "QA 主管", - "MAIN_CREDITS_QA_MANAGER": "QA 经理", - "MAIN_CREDITS_PROJECT_MANAGER": "项目经理", - "MAIN_CREDITS_QA_TEST_LEAD": "QA 测试负责人", - "MAIN_CREDITS_QA_TESTERS": "QA 测试员", - "REACTION_GENERIC": "化学反应", - "REACTION_ANY_ON_GLITTER": "亮闪闪", - "REACTION_GLITTER_ON_ANY": "亮闪闪", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "发动亮片系攻击,给目标覆盖一层亮片,令其怪物属性变为亮片系。", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "用任一元素属性的攻击命中亮片系怪物,令其怪物属性变为该攻击的属性。", - "REACTION_BEAST_ON_GLASS": "粉碎", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "对玻璃系对手发动野兽系攻击,可将尖锐的障碍物散落在战场各处,就像疯牛闯进了瓷器店那样。", - "REACTION_FIRE_ON_PLASTIC": "熔化", - "REACTION_FIRE_ON_PLANT": "点燃", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "用火系攻击熔化塑料系怪物,会挥发出有毒烟雾,令其怪物属性变为毒。", - "REACTION_FIRE_ON_WATER": "水蒸", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "火系攻击可轻松烧伤植物系怪物,并对其造成持久的伤害。", - "REACTION_FIRE_ON_WATER_TUTORIAL": "用火系攻击加热水系怪物,可释出高温蒸汽,重新凝结时便能治疗水系怪物。", - "REACTION_FIRE_ON_POISON_TUTORIAL": "新威勒尔的毒系怪物往往易燃,可以用火系攻击点燃。", - "REACTION_FIRE_ON_POISON": "点燃", - "REACTION_FIRE_ON_ASTRAL": "充能", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "星界系怪物会从以下四种元素中汲取力量:火、土、气、水。", - "REACTION_FIRE_ON_ICE": "融化", - "REACTION_FIRE_ON_METAL_TUTORIAL": "火系攻击可以熔化金属系怪物,并对目标造成持久的伤害。", - "REACTION_FIRE_ON_ICE_TUTORIAL": "对冰系目标发动火系攻击,会令其融化成水系。", - "REACTION_FIRE_ON_AIR": "上升气流", - "REACTION_FIRE_ON_AIR_TUTORIAL": "对空气系目标发动火系攻击,会产生一股上升气流(空气墙),可吸收一些外来攻击。", - "REACTION_FIRE_ON_METAL": "熔化", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "对火系目标发动塑料系攻击,会释放出可以隐藏目标位置的黑烟。", - "REACTION_PLASTIC_ON_FIRE": "烟雾", - "REACTION_PLASTIC_ON_ASTRAL": "恍惚", - "REACTION_PLASTIC_ON_LIGHTNING": "绝缘", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "星界系怪物若接触到不纯的元素,如塑料、毒和金属,其体内和谐就会陷入无序。", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "塑料是绝缘体,因此塑料系攻击可以限制闪电系怪物的攻击范围。", - "REACTION_PLANT_ON_FIRE": "烟雾", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "对火系目标发动植物系攻击,会释放出可以隐藏目标位置的黑烟。", - "REACTION_PLANT_ON_WATER": "榨取", - "REACTION_PLANT_ON_POISON": "助力", - "REACTION_PLANT_ON_WATER_TUTORIAL": "植物系攻击会榨取(并吸食)水系目标的力量。", - "REACTION_PLANT_ON_LIGHTNING": "接地", - "REACTION_PLANT_ON_POISON_TUTORIAL": "要制作毒物,就需要特定的营养物质。植物系攻击可提供这些营养物质,从而令目标随后发动的毒系攻击威力大增。", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "植物系攻击会将闪电系目标的电力导至地面,从而缩小其攻击范围。", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "植物系攻击会携带种子,一遇到土系目标便会根植于其体内,消耗其能量。", - "REACTION_PLANT_ON_EARTH": "播种", - "REACTION_WATER_ON_FIRE_TUTORIAL": "水系攻击会浇灭火系目标,降低其攻击的威力。", - "REACTION_WATER_ON_FIRE": "熄灭", - "REACTION_WATER_ON_PLANT": "吸收", - "REACTION_WATER_ON_ASTRAL": "充能", - "REACTION_WATER_ON_PLANT_TUTORIAL": "水系攻击留下的水,会被植物系目标的根茎吸收,并持续为其疗伤。", - "REACTION_WATER_ON_ICE": "膨大", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "星界系怪物会从以下四种元素中汲取力量:火、土、气、水。", - "REACTION_WATER_ON_ICE_TUTORIAL": "水系攻击留下的水,会立即被冰系目标冻结,令其体积增大。", - "REACTION_WATER_ON_LIGHTNING": "导电", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "水能导电,从而增加闪电系攻击的作用对象和范围。", - "REACTION_WATER_ON_EARTH_TUTORIAL": "水系攻击会逐渐侵蚀土系目标,从而削去其防御。", - "REACTION_WATER_ON_EARTH": "侵蚀", - "REACTION_WATER_ON_METAL": "腐蚀", - "REACTION_POISON_ON_FIRE": "助燃", - "REACTION_WATER_ON_METAL_TUTORIAL": "水系攻击会腐蚀金属系目标(或导致其生锈),从而使其变脆。", - "REACTION_POISON_ON_PLANT_TUTORIAL": "植物系目标会吸收毒系攻击所留下的毒物,并持续受到伤害。", - "REACTION_POISON_ON_PLANT": "吸收", - "REACTION_POISON_ON_FIRE_TUTORIAL": "毒系攻击所留下的毒物,可作为火系目标的燃料,燃烧即可增强其力量。", - "REACTION_POISON_ON_ASTRAL": "干扰", - "REACTION_POISON_ON_METAL_TUTORIAL": "金属系怪物可以利用毒系攻击留下的毒物,将其涂抹在尖锐部位,给对手造成额外的伤害。", - "REACTION_POISON_ON_METAL": "抹毒", - "REACTION_POISON_ON_EARTH_TUTORIAL": "土系怪物可以利用毒系攻击留下的毒物,将其涂抹在尖锐部位,给对手造成额外的伤害。", - "REACTION_POISON_ON_EARTH": "抹毒", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "星界系怪物若接触到不纯的元素,如塑料、毒和金属,其体内和谐就会陷入无序。", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "属性为火、土、气、水四种元素的目标,会被星界系怪物吸干力量。", - "REACTION_ASTRAL_ON_ASTRAL": "充能", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "属性为火、土、气、水四种元素的目标,会被星界系怪物吸干力量。", - "REACTION_ASTRAL_ON_FIRE": "吸干", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "星界系怪物被同为星界系的攻击击中时,可以吸收并利用余下的星界能量。", - "REACTION_ASTRAL_ON_WATER": "吸干", - "REACTION_ASTRAL_ON_AIR": "吸干", - "REACTION_ICE_ON_WATER_TUTORIAL": "水系怪物被冰系攻击击中时,会立即结冰。", - "REACTION_ICE_ON_WATER": "冻结", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "属性为火、土、气、水四种元素的目标,会被星界系怪物吸干力量。", - "REACTION_ASTRAL_ON_EARTH": "吸干", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "属性为火、土、气、水四种元素的目标,会被星界系怪物吸干力量。", - "REACTION_ICE_ON_LIGHTNING": "导电", - "REACTION_ICE_ON_AIR": "冷冽", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "冰和水能导电,从而增加闪电系攻击的作用对象和范围。", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "由于塑料具有绝缘性,对塑料系目标发动的闪电系攻击会留下电荷,目标可以用这些电荷来给对手造成额外的电击。", - "REACTION_LIGHTNING_ON_ICE": "带电", - "REACTION_ICE_ON_AIR_TUTORIAL": "冰系攻击会冷却空气系目标,令其颤抖不已。", - "REACTION_LIGHTNING_ON_PLASTIC": "静电", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "水能导电,因此往后承受闪电系攻击时,会受到更高伤害。", - "REACTION_LIGHTNING_ON_WATER": "带电", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "新威勒尔的空气导电性能异常好,因此空气系目标往后承受闪电系攻击时,会受到更高伤害。", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "冰和水能导电,因此往后承受闪电系攻击时,会受到更高伤害。", - "REACTION_LIGHTNING_ON_EARTH": "玻璃化", - "REACTION_LIGHTNING_ON_AIR": "带电", - "REACTION_AIR_ON_FIRE_TUTORIAL": "空气系攻击可以“吹熄”火系目标,令目标随后发动的攻击威力降低。", - "REACTION_AIR_ON_FIRE": "熄灭", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "金属能导电,因此往后承受闪电系攻击时,会受到更高伤害。", - "REACTION_LIGHTNING_ON_METAL": "带电", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "闪电击中沙子时,会生成闪电熔岩,即天然玻璃。土系目标在受到闪电系攻击后,就会改变属性,变成玻璃。", - "REACTION_AIR_ON_PLANT": "连根拔起", - "REACTION_AIR_ON_PLANT_TUTORIAL": "空气系攻击可以将植物系目标“连根拔起”,使其与养分的来源——地面断开联系。", - "REACTION_AIR_ON_ASTRAL": "充能", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "星界系怪物会从以下四种元素中汲取力量:火、土、气、水。", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "新威勒尔的空气能导电,从而增加闪电系攻击的作用对象和范围。", - "REACTION_AIR_ON_LIGHTNING": "导电", - "REACTION_AIR_ON_GLASS": "共鸣", - "REACTION_EARTH_ON_FIRE": "熄灭", - "REACTION_AIR_ON_GLASS_TUTORIAL": "响亮的声音和空气系攻击,可以使玻璃系目标产生共振。假如共振足够强烈,就会令玻璃破碎。", - "REACTION_EARTH_ON_PLASTIC": "掩埋", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "土系攻击会捂灭火系目标,降低其攻击的威力。", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "正如塑料产品的生命周期往往不幸地以埋在废料堆填区里告终,土系攻击也可以掩埋塑料系怪物,从而限制其行动。", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "土系攻击会将闪电系目标的电力导至地面,缩小其攻击范围。", - "REACTION_METAL_ON_ASTRAL": "干扰", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "星界系怪物若接触到不纯的元素,如塑料、毒和金属,其体内和谐就会陷入无序。", - "REACTION_EARTH_ON_ASTRAL": "充能", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "星界系怪物会从以下四种元素中汲取力量:火、土、气、水。", - "REACTION_EARTH_ON_LIGHTNING": "接地", - "REACTION_METAL_ON_ICE_TUTORIAL": "金属系攻击的尖端,可以如镐头般贯穿冰系目标,降低其整体防御。", - "REACTION_METAL_ON_ICE": "捣碎", - "REACTION_METAL_ON_LIGHTNING": "导电", - "REACTION_METAL_ON_EARTH": "捣碎", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "金属能导电,从而增加闪电系攻击的作用对象和范围。", - "REACTION_METAL_ON_GLASS_TUTORIAL": "易碎的玻璃系怪物,很容易在坚硬的金属系攻击下粉碎,将尖锐的障碍物散落在战场各处。", - "REACTION_METAL_ON_EARTH_TUTORIAL": "金属系攻击的尖端,可以如铲子般贯穿土系目标,降低其整体防御。", - "REACTION_METAL_ON_GLASS": "粉碎", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "玻璃是绝缘体,因此玻璃系攻击可以限制闪电系怪物的攻击范围。", - "REACTION_GLASS_ON_LIGHTNING": "绝缘", - "ELEMENTAL_TYPE_FIRE": "火", - "ELEMENTAL_TYPE_WATER": "水", - "ELEMENTAL_TYPE_PLASTIC": "塑料", - "ELEMENTAL_TYPE_POISON": "毒", - "ELEMENTAL_TYPE_PLANT": "植物", - "ELEMENTAL_TYPE_BEAST": "野兽", - "ELEMENTAL_TYPE_ASTRAL": "星界", - "ELEMENTAL_TYPE_GLITTER": "亮片", - "ELEMENTAL_TYPE_LIGHTNING": "闪电", - "ELEMENTAL_TYPE_ICE": "冰", - "ELEMENTAL_TYPE_AIR": "空气", - "ELEMENTAL_TYPE_EARTH": "土", - "ELEMENTAL_TYPE_METAL": "金属", - "ELEMENTAL_TYPE_GLASS": "玻璃", - "INVENTORY_EMPTY": "空。", - "INVENTORY_INCOMPATIBLE": "不适用", - "INVENTORY_NO_COMPATIBLE_STICKERS": "无相应贴纸。", - "LOOT_TITLE": "已获得", - "LOOT_ITEM_EQUIPPED": "已装上", - "LOOT_ITEM_EQUIP_BUTTON": "装上", - "LOOT_ITEM_UNEQUIP_BUTTON": "卸下", - "LOOT_HEADING_OTHER_ITEMS": "其他物品", - "LOOT_HEADING_DROPPED": "已丢下", - "ITEM_DROP_OBTAINED_ONE": "已获得:{0}", - "ITEM_DROP_OBTAINED_MULTIPLE": "已获得:{0} ×{1}", - "ITEM_DROP_INVENTORY_FULL": "无法携带更多同类物品。", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "无法携带更多贴纸。", - "ITEM_CHEST_EMPTY": "里面是空的!", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "目前携带的贴纸数量已达上限,后续获得的贴纸将自动丢弃。", - "ITEM_REMOVED_ONE": "从背包移除:{0}", - "ITEM_REMOVED_MULTIPLE": "从背包移除:{0} ×{1}", - "ITEM_COUNT_LIMITED": "×{0} / {1}", - "ITEM_COUNT": "×{0}", - "ITEM_EXCHANGE_OWNED_AMOUNT": "目前拥有:{0}", - "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", - "ITEM_EXCHANGE_ALREADY_OWNED": "已拥有。", - "ITEM_COST_FREE": "免费", - "ITEM_COST_ELEMENT": "{currency} {amount}", - "ITEM_COST_JOIN": "、", - "ITEM_EXCHANGE_OUT_OF_STOCK": "缺货。", - "ITEM_EXCHANGE_INVENTORY_FULL": "无法携带更多同类物品。", - "ITEM_TRADE_BUY": "购买", - "ITEM_TRADE_AMOUNT": "要用{cost}购买{exchange}吗?", - "ITEM_USE": "使用", - "ITEM_VIEW": "查看", - "ITEM_READ": "阅读", - "ITEM_USE_ON.m": "用于{0}", - "ITEM_USE_ON.f": "用于{0}", - "ITEM_USE_ON_TAPE": "用于{0}", - "ITEM_USE_ON.n": "用于{0}", - "ITEM_APPLY_STICKER_SUBMENU": "贴于……", - "ITEM_USE_ON_SUBMENU": "用于……", - "ITEM_DISCARD": "丢弃", - "ITEM_DISCARD_ONE": "丢弃1件", - "ITEM_DISCARD_ALL": "丢弃全部", - "ITEM_RECYCLE_ONE": "回收1件以换得{icon} ×{amount}", - "ITEM_RECYCLE": "回收以换得{icon} ×{amount}", - "ITEM_DISCARD_MODE_DISCARD": "丢弃", - "ITEM_DISCARD_MODE_RECYCLE": "回收", - "ITEM_RECYCLE_ALL": "回收全部以换得{icon} ×{amount}", - "ITEM_CATEGORY_consumables": "消耗品", - "ITEM_CATEGORY_tapes": "空白磁带", - "ITEM_CATEGORY_stickers": "贴纸", - "ITEM_CATEGORY_resources": "资源", - "ITEM_CATEGORY_misc": "其他", - "ITEM_CURE_COATING_NAME": "涂层疗药", - "ITEM_CURE_BURNED_NAME": "烧伤疗药", - "ITEM_CURE_BURNED_DESCRIPTION": "一种降温药膏,可消除一位队友身上的“烧伤”状态效果。不会占用回合。", - "ITEM_CURE_COATING_DESCRIPTION": "消除一位队友身上令属性改变的“涂层”状态效果。若在战斗中使用,则需占用一回合。", - "ITEM_CURE_CONDUCTIVE_NAME": "导电疗药", - "ITEM_CURE_CONFUSED_NAME": "混乱疗药", - "ITEM_CURE_CONFUSED_DESCRIPTION": "一根含有酶的皮下注射针,可立即中和多余的麻醉物质,消除一位队友身上的“混乱”状态效果。不会占用回合。", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "一种绝缘药膏,可消除一位队友身上的“导电”状态效果。不会占用回合。", - "ITEM_CURE_LEECHED_NAME": "寄生疗药", - "ITEM_CURE_POISONED_NAME": "解毒药", - "ITEM_CURE_LEECHED_DESCRIPTION": "一种除草药膏,可消除一位队友身上的“寄生”状态效果。不会占用回合。", - "ITEM_CURE_RESONANCE_NAME": "共振疗药", - "ITEM_CURE_POISONED_DESCRIPTION": "一种针对常见怪物毒素的解毒剂,可消除一位队友身上的“中毒”状态效果。不会占用回合。", - "ITEM_CURE_SLEEP_NAME": "清醒药", - "ITEM_CURE_RESONANCE_DESCRIPTION": "一种能减弱振动的物质,可消除一位队友身上的“共振”状态效果。若在战斗中使用,则需占用一回合。", - "ITEM_CURE_BERSERK_NAME": "狂暴疗药", - "ITEM_CURE_SLEEP_DESCRIPTION": "一小瓶恶臭的嗅盐,势必能将一位队友从睡梦中唤醒。不会占用回合。", - "ITEM_CURE_STAT_NAME": "状态疗药", - "ITEM_CURE_BERSERK_DESCRIPTION": "一种能令人平静的镇静剂,可消除一位队友身上的“狂暴”状态效果。不会占用回合。", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "小喷雾瓶内装着能让人身轻如燕的油性物质,可消除一位队友身上的“石化”状态效果。若在战斗中使用,则需占用一回合。", - "ITEM_CURE_PETRIFIED_NAME": "石化疗药", - "ITEM_CURE_STAT_DESCRIPTION": "该粉末一经吸入,即可消除一位队友身上的所有状态效果(包括正面效果)。若在战斗中使用,则需占用一回合。", - "ITEM_CURE_ALL_NAME": "万灵药", - "ITEM_CURE_ALL_DESCRIPTION": "一种据称可治愈一切病痛的灵丹妙药,可消除一位队友身上的所有状态效果(包括正面效果)。若在战斗中使用,则需占用一回合。", - "ITEM_REWIND_NAME": "倒带工具", - "ITEM_REWIND_DESCRIPTION": "完全恢复一盘磁带的生命值。若在战斗中使用,则需占用一回合。", - "ITEM_RESPOOL_NAME": "重卷工具", - "ITEM_OLIVE_UP_NAME": "榄喜!", - "ITEM_RESPOOL_DESCRIPTION": "修复断裂磁带,并将其倒带。若在战斗中使用,则需占用一回合。", - "ITEM_OLIVE_UP_DESCRIPTION": "一种奇怪的橄榄味软饮料,可以瞬间提升一个角色的等级。", - "ITEM_UPGRAPE_NAME": "葡塔", - "ITEM_PEAR_FUSILLI_NAME": "意大梨面", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "一份为二人搭档准备的预制梨餐,可瞬间令你们的融合指示条满格!即使在战斗中食用,也不会占用回合。", - "ITEM_UPGRAPE_DESCRIPTION": "一串奇特的倒挂葡萄,据说是由颠倒日当天种下的种子长成的。吃下一串葡塔,可使一盘磁带立即升级一星。", - "ITEM_REODORANT_NAME": "增臭剂", - "ITEM_REODORANT_DESCRIPTION": "一罐“中性发汗增臭剂”喷雾瓶。标签上说,这瓶东西能让你全身散发出足以驱散怪物的浓烈气味,持续一分钟。", - "ITEM_REODORANT_TIME_LEFT": "剩余时间:{0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "英式早餐(素食版)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "完全治好一位队友。若在战斗中使用,则需占用一回合。", - "ITEM_COFFEE1_NAME": "罐装冰拿铁", - "ITEM_COFFEE2_DESCRIPTION": "浓郁强劲的罐装咖啡,可额外提供4点AP。若在战斗中使用,则需占用一回合。", - "ITEM_COFFEE1_DESCRIPTION": "罐装咖啡,可额外提供2点AP。若在战斗中使用,则需占用一回合。", - "ITEM_COFFEE2_NAME": "外带美式咖啡", - "ITEM_FUSED_MATERIAL_NAME": "融合原料", - "ITEM_COFFEE3_NAME": "速效浓缩咖啡", - "ITEM_COFFEE4_NAME": "双份浓缩咖啡", - "ITEM_COFFEE3_DESCRIPTION": "小罐中装满能瞬间为身体注入能量的咖啡原液,可额外提供6点AP。若在战斗中使用,则需占用一回合。", - "ITEM_SMOKE_BOMB_NAME": "烟雾弹", - "ITEM_COFFEE4_DESCRIPTION": "小罐中装有双份浓缩咖啡,可额外提供8点AP。若在战斗中使用,则需占用一回合。", - "ITEM_METAL_DESCRIPTION": "可回收的基本资源,可以用来交换物品和服务。", - "ITEM_SMOKE_BOMB_DESCRIPTION": "保证能从野生怪物手下成功逃脱,不过骗不到人类和其他生灵。", - "ITEM_METAL_NAME": "金属", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "这东西散发出浓烈的臭鸡蛋味,但巡护员们似乎认为它很有价值!", - "ITEM_TUTORIAL_NAME": "巡护员手册", - "ITEM_TUTORIAL_NO_TUTS": "先去港口镇东城区和凯莉见面吧!", - "ITEM_TUTORIAL_DESCRIPTION": "凯莉留给你的手册。阅读这本手册,就可以回顾你在新威勒尔岛的生活中所学到的东西。", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "噢——手册背后有张卡片掉了下来!", - "ITEM_TUTORIAL_MESSAGE": "你想回顾哪个主题?", - "ITEM_PLASTIC_NAME": "塑料", - "ITEM_PLASTIC_DESCRIPTION": "可回收的基本资源,可以用来交换物品和服务。", - "ITEM_TYPE_CHART_NAME": "元素属性表", - "ITEM_OLD_BOOK_NAME": "旧书", - "ITEM_TYPE_CHART_DESCRIPTION": "一张画着图表的卡片,是从凯莉留给你的巡护员手册中掉出来的。表上详细说明了新威勒尔诸多怪物的元素属性,以及该如何将其利用起来。", - "ITEM_OLD_BOOK_DESCRIPTION": "一本旧书,里面写了许多奇怪的句子。", - "ITEM_SINGLEUSE_STICKER_NAME": "{name}(一次性使用)", - "ITEM_WHEAT_NAME": "小麦", - "ITEM_WHEAT_DESCRIPTION": "基本资源,经特定的人之手可以变成食物。", - "ITEM_PULP_NAME": "纸浆", - "ITEM_WOOD_NAME": "木材", - "ITEM_PULP_DESCRIPTION": "育苗用地膜纸。可回收的基本资源,可以用来交换物品和服务。", - "ITEM_TAPE_BEAST_DESCRIPTION": "覆盖着人造皮草材料的磁带。用来录制野兽系怪物时,成功率非常高。很受儿童的欢迎。", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "运用了充满未来感的激光技术,高效存储怪物形态。保证能成功录制。", - "ITEM_WOOD_DESCRIPTION": "可回收的基本资源,可以用来交换物品和服务。", - "ITEM_KEY_HARBOURTOWN_NAME": "港口镇大门钥匙", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "打开港口镇大门的锁!", - "ITEM_TAPE_BASIC_NAME": "普通磁带", - "ITEM_TAPE_BASIC_DESCRIPTION": "可录制怪物形态,录制成功率普通。", - "ITEM_TAPE_CHROME_NAME": "氧化铬磁带", - "ITEM_TAPE_CHROME_DESCRIPTION": "可录制怪物形态,录制成功率高。", - "ITEM_TAPE_OPTICAL_LASER_NAME": "激光磁带", - "WINGLOOM_DESCRIPTION": "头上长灯泡的蛾子", - "MOTHMANIC_NAME": "癫蛾人", - "MOTHMANIC_NAME_PREFIX": "癫蛾", - "MOTHMANIC_NAME_SUFFIX": "蛾人", - "MOTHMANIC_LORE_2": "“天蛾人”是西弗吉尼亚州的民俗传说生物。20世纪60年代的复数目击报告,将其描述为长着惊人红眼睛的大型有翼类人生物。自首次目击以来,天蛾人就成了颇为流行的都市传说。", - "MOTHMANIC_LORE_1": "癫蛾人全身都涌动着强大的电流。它可以操纵这股力量四处发动攻击,而且只需轻轻拍打翅膀,就能朝目标击出毁天灭地的闪电。", - "STARDIGRADE_NAME": "星熊虫", - "MOTHMANIC_DESCRIPTION": "令人毛骨悚然的大蛾子", - "STARDIGRADE_NAME_PREFIX": "星熊", - "STARDIGRADE_NAME_SUFFIX": "熊虫", - "STARDIGRADE_LORE_1": "星熊虫是一种好奇心很强的生物。它们大部分时间都在新威勒尔上空的低层大气中睡觉,偶尔会飘落地面进食,然后利用背上的火箭再度升空。", - "STARDIGRADE_LORE_2": "俗称水熊虫的缓步动物,是遍布全球各地的微型生物。这种生物在大众文化中最为人称道的特点,当数其极强的忍耐力——它们能适应诸多恶劣环境,甚至可以在太空的真空中存活下来。", - "STARDIGRADE_DESCRIPTION": "悬浮在空中的蠕虫生物", - "GALAGOR_NAME": "烈星坐", - "GALAGOR_NAME_PREFIX": "烈星", - "GALAGOR_LORE_1": "已经进化出超级智能的星熊虫。烈星坐的外部装甲几乎完全包裹住其粉红色蠕虫状体核,不过从头盔的玻璃圆顶还是能看见部分身躯。", - "GALAGOR_NAME_SUFFIX": "星坐", - "GALAGOR_LORE_2": "天体生物学是对理论上存在的地外生命进行研究的学科。天体生物学家研究地球上生命的起源,以及类似的过程是否有可能发生在已知宇宙的其他星球上。", - "GALAGOR_DESCRIPTION": "披着披风的浮空太空虫", - "FAUCETEAR_NAME": "泪龙头", - "FAUCETEAR_NAME_PREFIX": "泪", - "FAUCETEAR_NAME_SUFFIX": "龙头", - "FAUCETEAR_LORE_2": "水龙头是控制液体分配的阀门。现有证据表明,水龙头早在罗马帝国时期就已存在。罗马城市庞贝的断壁残垣之上,发现了早期的水龙头和阀门。", - "FAUCETEAR_LORE_1": "泪龙头喷射强大加压水流的能力,与其情绪状态直接相关。泪龙头非常容易受到惊吓或感到消沉,导致它们经常在无意间用水发动攻击。", - "FAUCETEAR_DESCRIPTION": "漏水的水龙头", - "FOUNTESS_NAME": "泉夫人", - "FOUNTESS_NAME_PREFIX": "泉", - "FOUNTESS_NAME_SUFFIX": "夫人", - "FOUNTESS_LORE_2": "自文明伊始,人类就开始进行各种形式的“淋浴”了;然而真正意义上的首个机械淋浴设备,是由英国发明家威廉·费瑟姆在18世纪发明的。这种淋浴设备将冷水泵入一带链条水盆,使用者一拉链条,就可将盆中的水释放出来。", - "FOUNTESS_LORE_1": "泉夫人对自己的举止和礼节非常引以为豪,也对他人的举止和礼节十分看重。假如泉夫人注意到有人举止粗野,她就会立即感到不安——这会令其头上涌出的水流压力倍增。", - "FOUNTESS_DESCRIPTION": "哭哭啼啼的花洒头", - "TERRACOOKA_NAME": "陶大厨", - "TERRACOOKA_NAME_PREFIX": "陶", - "TERRACOOKA_LORE_1": "陶大厨是志向远大的厨师,凡是在其地下洞穴栖息地中找到的材料,它们都会试图将其用于烹饪。不幸的是,这意味着它们精通的大部分菜式包含地衣、苔藓,或两者皆有。", - "TERRACOOKA_NAME_SUFFIX": "大厨", - "TERRACOOKA_LORE_2": "土偶是日本各地皆有发现的陶制人偶。其历史可追溯至史前文明时代,造型通常为人形或动物。", - "TERRACOOKA_DESCRIPTION": "陶土厨师", - "COALDRON_NAME_PREFIX": "煤", - "COALDRON_NAME": "煤釜", - "COALDRON_LORE_1": "煤釜是活生生的锅,那大肚子里不断烹煮着美味的肉汤。虽然行动不便,但它们能转动身体,谁胆敢未经邀请就凑过来试图一尝美味,就会遭到热气腾腾的肉汤无情喷射。", - "COALDRON_NAME_SUFFIX": "釜", - "COALDRON_LORE_2": "釜即大锅,一般以金属或陶瓷制成,用于在火上烹煮食物或药材。釜在世界各地皆有发现,其历史可追溯至史前时代,因此常以各种不同方式出现在许多文化的民俗传说中。", - "COALDRON_DESCRIPTION": "以釜为身子的高大陶制人偶", - "PUPPERCUT_NAME": "勾拳狼崽", - "PUPPERCUT_NAME_PREFIX": "勾拳", - "PUPPERCUT_NAME_SUFFIX": "狼崽", - "PUPPERCUT_LORE_2": "拳击是一项竞技运动,双方参赛者戴上防护手套,以拳猛击对方。考古学证据表明,自远古文明之时起,人类就已经开始进行某种形式的拳击运动了。", - "PUPPERCUT_LORE_1": "勾拳狼崽是个志向远大的拳击手。虽然出生时其身体多个部位都覆有一层铁皮,但很容易生锈。等它们成熟至成年形态时,这层锈迹斑斑的铁皮就会脱落。", - "PUPPERCUT_DESCRIPTION": "一身生锈金属拳击装备的矮胖狼", - "SOUTHPAW_NAME": "反架拳狼", - "SOUTHPAW_NAME_PREFIX": "反架拳", - "SOUTHPAW_NAME_SUFFIX": "狼", - "SOUTHPAW_LORE_2": "现代拳击起源于“昆斯伯里拳击规则”。这套正式的拳击规则最初起草于维多利亚时代的英国,规定比赛限制12个回合、参赛者需佩戴大型防护手套、比赛区域为24平方英尺拳击场,这些都可见于今时今日的现代拳击比赛。", - "SOUTHPAW_LORE_1": "反架拳狼是勾拳狼崽生命周期的最终阶段。原先那身生锈的盔甲已经褪去,如今的身体包覆上一层轻盈灵便的金属,令反架拳狼得以招架攻势,并用带刺的拳头迅速猛击。", - "BURNACE_NAME": "热焰熔炉", - "SOUTHPAW_DESCRIPTION": "一身闪亮金属拳击装备的高大狼", - "BURNACE_NAME_PREFIX": "热焰", - "BURNACE_NAME_SUFFIX": "熔炉", - "BURNACE_LORE_1": "热焰熔炉没有腿,只能用手撑在地上,让沉重的混凝土身躯滑行移动。其体内的熔炉无休止地燃烧,方便它们随时从“烟囱”喷出火焰和有毒烟雾。", - "BURNACE_LORE_2": "工业革命始于18世纪,这一时期西方世界的生产转向机器,科技也开始迅速发展。烟囱冒烟的工厂形象,与这个时代有莫大关联。", - "SMOGMAGOG_NAME": "歌革霾各", - "BURNACE_DESCRIPTION": "没腿的工厂生物", - "SMOGMAGOG_LORE_1": "歌革霾各的“身躯”实际上是由钢铁和混凝土制成的外壳,里面住着一个纯粹的火元素灵体。只要体内还有一丝余烬未熄,歌革霾各就会继续战斗。", - "SMOGMAGOG_NAME_PREFIX": "歌革", - "SMOGMAGOG_NAME_SUFFIX": "霾各", - "SMOGMAGOG_DESCRIPTION": "混凝土冷却塔巨人", - "SMOGMAGOG_LORE_2": "歌革玛各是英国神话中一个巨人的名字。他是阿尔比恩(即现代大不列颠的前身)的居民,死于勇士康林纽斯之手,后者后来建立了康沃尔这片土地。", - "CANDEVIL_NAME": "甜心恶魔", - "CANDEVIL_NAME_PREFIX": "甜心", - "CANDEVIL_NAME_SUFFIX": "恶魔", - "CANDEVIL_LORE_2": "恶魔,或称魔鬼,是所有人类文化和历史的民间传说和宗教中均所描述的恶灵或生物。人们对其形象的刻画千差万别,小至无伤大雅的讨嫌小鬼,大至危险凶残的恶之化身。", - "CANDEVIL_LORE_1": "甜心恶魔拥有一项奇特的能力,那就是用身体生成甜味糖果,送礼发射皆宜。一些人认为这项能力极富魅力,而另一些人则认为这实在是怪异恶心极了。", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "你想钻研哪个领域?", - "CANDEVIL_DESCRIPTION": "糖果色带角恶魔", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "炼金", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "机械", - "MALCHEMY_NAME": "炼金歪魔", - "MALCHEMY_NAME_PREFIX": "炼金", - "MALCHEMY_LORE_1": "体内的一系列奇怪化学变化,令甜心恶魔在成长为炼金歪魔的同时,也沉迷于玄奥晦涩的药剂制作之术;不过炼金歪魔的炼药之路,通常没有什么好结果。", - "MALCHEMY_NAME_SUFFIX": "歪魔", - "MALCHEMY_LORE_2": "炼金术这个研究领域是现代科学化学的前身,涉及到魔法或精神层面的转变,以及化学元素的创造。", - "MIASMODEUS_NAME": "烟瘴女巫", - "MALCHEMY_DESCRIPTION": "举着玻璃小瓶的微笑恶魔", - "MIASMODEUS_NAME_PREFIX": "烟瘴", - "MIASMODEUS_NAME_SUFFIX": "女巫", - "MIASMODEUS_DESCRIPTION": "骑着棒棒糖的女巫恶魔", - "MIASMODEUS_LORE_2": "在中世纪的欧洲,“女巫”是那些遭指控称其聚众使用巫术的妇女。艺术作品中描绘的女巫通常会熬制魔药,手下有动物听其差遣,且会骑着扫帚飞行。", - "MIASMODEUS_LORE_1": "据说在满月时,烟瘴女巫会成群结队,骑着飞天棒棒糖在空中翱翔。她们会在战斗中使用许多炼金混合物,释放有毒的魔药和致命的元素,让她们的对手尝尽苦头。", - "VENDEMON_NAME": "自贩机魔", - "VENDEMON_NAME_PREFIX": "自贩", - "VENDEMON_LORE_1": "甜心恶魔用金属和玻璃,为自己打造了一套防护盔甲,穿戴上便变身自贩机魔。有人推测,这身古怪装束是试图模仿宇航员,但没有人知道确切的答案。", - "VENDEMON_NAME_SUFFIX": "机魔", - "VENDEMON_LORE_2": "第一台糖果贩卖机出现在20世纪初的美国。机器内有发条组件,因此投入硬币后,只要一转动手柄,机器就会派出一颗口香糖球或一块糖果。", - "VENDEMON_DESCRIPTION": "把糖果贩卖机穿上身的恶魔", - "GUMBAAL_NAME": "糖球魔神", - "GUMBAAL_NAME_PREFIX": "糖球", - "GUMBAAL_LORE_1": "糖球魔神与其金属盔甲融为一体,化身高耸入云的巨大生命体。构成其头部的玻璃圆顶里,装满各式各样的元素圆球;糖球魔神可以吐出圆球,作为一种攻击手段。", - "GUMBAAL_NAME_SUFFIX": "魔神", - "GUMBAAL_LORE_2": "“糖果”是个宽泛的术语,涵盖了一系列通常以糖为主要成分的可食用点心。糖果通常会做成视觉上很具吸引力的外形,形状、大小和口味各异。", - "GUMBAAL_DESCRIPTION": "高耸入云的活糖球机", - "BANSHEEP_NAME": "报丧羊妖", - "BANSHEEP_NAME_PREFIX": "报丧", - "BANSHEEP_NAME_SUFFIX": "羊妖", - "BANSHEEP_LORE_2": "鬼魂在整个人类历史与文明的民间传说中都常有出现,是往生者灵魂的化身。鬼魂恶意与否因描写而异,或通常取决于亡故者的性格。", - "BANSHEEP_LORE_1": "报丧羊妖在夜间发出怪诞的哀鸣声,令许多人认为它们是无法安息的亡灵。但实际情况并非如此——它们还活蹦乱跳的呢,只不过喜欢发点小牢骚。谁不喜欢呢?", - "BANSHEEP_DESCRIPTION": "喜怒无常的漂浮绵羊", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "升天转世", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "灵魂不可能永远滞留在地狱边缘。", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "落回地面", - "WOOLTERGEIST_NAME": "咩闹鬼", - "WOOLTERGEIST_NAME_PREFIX": "咩闹", - "WOOLTERGEIST_LORE_2": "据说世上的鬼魂分为许多种类——其中一种就是喧闹鬼。喧闹鬼的独特之处在于能与物质世界进行大量互动,并且能够按照自己的意愿移动和推动物体。", - "WOOLTERGEIST_LORE_1": "与报丧羊妖不同的是,咩闹鬼是不死的幽灵,在物理层面上仅有部分具现。据说,咩闹鬼在接近短期内发生过死亡的地方时,头上的羊角会变得更加尖锐。", - "WOOLTERGEIST_NAME_SUFFIX": "闹鬼", - "WOOLTERGEIST_DESCRIPTION": "神情疲惫的羊形鬼魂", - "RAMTASM_NAME": "幻梦羝", - "RAMTASM_NAME_PREFIX": "幻梦", - "RAMTASM_NAME_SUFFIX": "羝", - "RAMTASM_LORE_2": "在某些民间鬼故事中,因不能安息而徘徊于人世的灵魂无法往生,除非其遗愿得到满足;在那之前,这些鬼魂注定要永远滞留凡间。", - "RAMTASM_LORE_1": "幻梦羝来往于灵界与凡间的能力已臻化境,而且还能同时在这两个世界完全显形;这样的能力,让它得以动用星界中蕴藏的庞大能量。", - "ZOMBLEAT_NAME": "活死羊", - "RAMTASM_DESCRIPTION": "天使般的高大公羊幽灵", - "ZOMBLEAT_NAME_PREFIX": "活死", - "ZOMBLEAT_NAME_SUFFIX": "死羊", - "ZOMBLEAT_LORE_2": "丧尸是一种虚构的存在,通常是指被复活后成为无意识危险生物的死尸。丧尸在大众文化中颇为普及,众多恐怖书籍和电影中均有出现。", - "ZOMBLEAT_LORE_1": "活死羊是拒绝升天转世的幽灵。它依附在埋葬着自己的坟墓和土地上,若松手放开自己的墓碑,则也许会就此永远离开凡间。", - "ZOMBLEAT_DESCRIPTION": "抱着墓碑的鬼羊", - "CAPRICORPSE_NAME": "羊蝎尸", - "CAPRICORPSE_NAME_PREFIX": "羊蝎", - "CAPRICORPSE_NAME_SUFFIX": "尸", - "CAPRICORPSE_LORE_2": "墓碑是传统埋葬仪式的一部分,用于标记尸体埋在何处。通常情况下,墓碑由石头制成,上面刻有往生者的名字。", - "CAPRICORPSE_DESCRIPTION": "背着墓碑的骷髅羊", - "CAPRICORPSE_LORE_1": "羊蝎尸的幽灵已完全与自己的遗骸融合在一起,形成一个由骨头、土壤和石头组成的身躯。它们是庞大笨重的野兽,而若干个世纪缓慢堆积的泥土,更是能令羊蝎尸越长越大。", - "SAME_FUSION_NAME_1": "高级{0}", - "SAME_FUSION_NAME_2": "超级{0}", - "SAME_FUSION_NAME_3": "究级{0}", - "SAME_FUSION_NAME_4": "双重{0}", - "SAME_FUSION_NAME_5": "大号{0}", - "SAME_FUSION_NAME_6": "变种{0}", - "SAME_FUSION_NAME_7": "特等{0}", - "SAME_FUSION_NAME_8": "顶级{0}", - "SAME_FUSION_NAME_9": "{0}2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "你想踏上哪条夜路?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "游民", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "窃贼", - "HOPSKIN_NAME_PREFIX": "蝠普", - "HOPSKIN_NAME": "蝠普金斯", - "HOPSKIN_LORE_1": "蝠普金斯琥珀色眼睛圆睁,脸上绽放着灿烂的笑容,以此来引诱猎物靠近。然而,任何受到这一花招诱惑的生物,都会被它藏在脏大衣下的利爪迅速砍倒在地。", - "HOPSKIN_NAME_SUFFIX": "金斯", - "HOPSKIN_DESCRIPTION": "穿着大衣的鬼祟魔精", - "HOPSKIN_LORE_2": "1955年,居住在肯塔基州霍普金斯维尔镇的一家人报称,他们在自家农舍遭到了奇怪生物的袭击。据这家人的描述,这些生物长着尖尖的耳朵、爪子般的手,还有冒着黄光的大眼睛。", - "RIPTERRA_NAME": "开膛剖蝠", - "RIPTERRA_NAME_PREFIX": "开膛", - "RIPTERRA_NAME_SUFFIX": "剖蝠", - "RIPTERRA_DESCRIPTION": "令人闻风丧胆的风衣怪物", - "RIPTERRA_LORE_2": "19世纪的英国,哥特式恐怖和邪恶刽子手的故事大行其道,常以“一便士怪谈”的形式发行销售。这种制作成本低廉的文学作品,通常会配上耸人听闻且血腥暴力的插图。", - "RIPTERRA_LORE_1": "开膛剖蝠的解剖结构难以用言语形容。它几无身体可言,有的不过是由带爪的肢体交织而成的网状结构,在污渍斑斑的风衣和帽子底下杂乱无章地捆成一团。", - "SNOOPIN_NAME": "怪盗蝠邦", - "SNOOPIN_NAME_PREFIX": "怪盗", - "SNOOPIN_LORE_1": "怪盗蝠邦是窃贼中的高手,通常会用偷来的珠宝装点自己。因此,你可以通过怪盗蝠邦身上佩戴的饰品数量,判断其盗窃技艺有多高超。", - "SNOOPIN_NAME_SUFFIX": "蝠邦", - "SNOOPIN_LORE_2": "鲁邦是作家莫里斯·勒布朗笔下虚构的“绅士怪盗”。该角色时至今日仍广受欢迎,在数十个故事和许多改编作品中都有登场。", - "SCAMPIRE_NAME": "蝠老板", - "SNOOPIN_DESCRIPTION": "杵着拐杖的魔精", - "SCAMPIRE_NAME_PREFIX": "蝠", - "SCAMPIRE_LORE_1": "蝠老板会用无数盗来的财宝搭建巢穴,然后便静待潜在的猎物懵懂闯进来。近年来,蝠老板还获得了飞行的能力,尽管目前还不清楚其飞行是不是用那对翅膀实现的。", - "SCAMPIRE_NAME_SUFFIX": "老板", - "SCAMPIRE_LORE_2": "纵观人类历史,吸血鬼的概念一直反复出现在各地的民间传说中。吸血鬼迷思的一种现代解读认为,它们代表的是社会精英,实打实地靠敲骨吸髓来喂饱自己。", - "MACABRA_NAME_PREFIX": "魔卡", - "SCAMPIRE_DESCRIPTION": "戴帽子的吸血鬼", - "MACABRA_NAME": "魔卡怖拉", - "MACABRA_LORE_1": "魔卡怖拉无法看见东西,但能“品尝”周围的空气,以寻找潜在的猎物。魔卡怖拉喜欢站在制高点,且狩猎时常选择岩石或动物头骨落脚栖息。", - "MACABRA_NAME_SUFFIX": "怖拉", - "MACABRA_LORE_2": "“卓柏卡布拉”算是近代的民俗创作。南美各地家畜被吸干血液的报道,促成了来历不明的夜行性吸血生物这一概念的诞生。", - "ACHIEVEMENT_NAME_head_skip": "摸不着头脑", - "ACHIEVEMENT_NAME_defeat_black_shuck": "直面自我之影", - "ACHIEVEMENT_DESC_head_skip": "试着靠从对手头上跳过去来逃避对战。", - "ACHIEVEMENT_DESC_defeat_black_shuck": "在战斗中征服自己。", - "ACHIEVEMENT_NAME_obtain_magikrab": "进化之巅", - "ACHIEVEMENT_DESC_obtain_magikrab": "获得一个看似不可能找到的怪物形态。", - "ACHIEVEMENT_NAME_aa_lenna": "别传豪杰", - "DEFAULT_PLAYER_NAME": "石兹", - "ACHIEVEMENT_DESC_aa_lenna": "向某位战士证明你的价值。", - "MEREDITH_NAME": "梅瑞狄", - "KAYLEIGH_NAME": "凯莉", - "FELIX_NAME": "菲利克斯", - "EUGENE_NAME": "尤金", - "VIOLA_NAME": "薇奥拉", - "DOG_NAME": "汪克利", - "UNKNOWN_NAME": "???", - "SEBASTIAN_NAME": "西巴斯辛", - "LANDKEEPER_NAME": "索地员", - "LANDKEEPER1_NAME": "索地员 #1", - "LANDKEEPER2_NAME": "索地员 #2", - "SUNNY_NAME": "阳光", - "LANDKEEPERS_NAME": "索地员", - "SUNNY_UNKNOWN_NAME": "披头散发的索地员", - "CULTIST_NAME.m": "异教徒", - "CULTIST_NAME.f": "异教徒", - "RANGER_NAME.m": "巡护员", - "CULTIST_NAME.n": "异教徒", - "RANGER_NAME.f": "巡护员", - "RANGER_NAME.n": "巡护员", - "RANGER_RECRUITER_NAME.m": "招募员", - "RANGER_RECRUITER_NAME.f": "招募员", - "RANGER_RECRUITER_NAME.n": "招募员", - "RANGER_WANNABE_NAME.m": "积极分子", - "RANGER_WANNABE_NAME.f": "积极分子", - "RANGER_WANNABE_NAME.n": "积极分子", - "RANGER_TRAINEE_NAME": "实习巡护员", - "RESEARCHER_NAME.m": "研究人员", - "ACHIEVEMENT_NAME_quest_hoylake": "出门打猎", - "ACHIEVEMENT_DESC_quest_hoylake": "帮助荷雷克完成研究。", - "ACHIEVEMENT_NAME_defeat_ghost": "有鬼出没该找谁?", - "ACHIEVEMENT_DESC_defeat_ghost": "击败一只鬼魂。", - "ACHIEVEMENT_NAME_rogue_fusion": "团结就是力量", - "ACHIEVEMENT_DESC_rogue_fusion": "击败一个暴走融合体。", - "ACHIEVEMENT_NAME_swarm_fusion": "怪物舞会", - "ACHIEVEMENT_DESC_swarm_fusion": "击败一个融合群。", - "ACHIEVEMENT_DESC_unstable_fusion": "击败一个不稳定融合体。", - "ACHIEVEMENT_NAME_unstable_fusion": "午夜切莫投喂", - "ACHIEVEMENT_NAME_orb_fusion": "此非月亮", - "ACHIEVEMENT_DESC_orb_fusion": "击败一个球状融合体。", - "ACHIEVEMENT_NAME_rogue_fusion_5": "不听指挥", - "ACHIEVEMENT_DESC_rogue_fusion_5": "击败5个暴走融合体。", - "ACHIEVEMENT_NAME_quest_kayleigh1": "一去不回头 - 第一部分", - "ACHIEVEMENT_DESC_quest_kayleigh1": "开始凯莉的队友任务。", - "ACHIEVEMENT_NAME_offices_cleared_1": "你最好规规矩矩 - 第一部分", - "ACHIEVEMENT_NAME_offices_cleared_3": "你最好规规矩矩 - 第三部分", - "ACHIEVEMENT_DESC_offices_cleared_2": "清空2处索地员办公楼。", - "ACHIEVEMENT_NAME_sign_up_rangers": "让我加入 - 第一部分", - "ACHIEVEMENT_NAME_rogue_fusion_10": "流氓细胞", - "ACHIEVEMENT_NAME_rogue_fusion_20": "罪犯相簿", - "ACHIEVEMENT_DESC_rogue_fusion_10": "击败10个暴走融合体。", - "ACHIEVEMENT_DESC_rogue_fusion_20": "击败20个暴走融合体。", - "ACHIEVEMENT_NAME_rogue_fusion_50": "流氓国家", - "ACHIEVEMENT_NAME_overworld_chunks": "游客", - "ACHIEVEMENT_DESC_rogue_fusion_50": "击败50个暴走融合体。", - "ACHIEVEMENT_DESC_overworld_chunks": "走遍新威勒尔的每一个地区。", - "ACHIEVEMENT_NAME_reopened_stations_all": "乘车券", - "ACHIEVEMENT_DESC_reopened_stations_all": "让每个地铁站重新开张。", - "ACHIEVEMENT_NAME_observe_species_120": "业余动物学家", - "ACHIEVEMENT_DESC_observe_species_120": "观察120个不同物种。", - "ACHIEVEMENT_NAME_obtain_species_10": "动物学家 - 第一部分", - "ACHIEVEMENT_DESC_obtain_species_10": "获得10个不同物种。", - "ACHIEVEMENT_NAME_obtain_species_20": "动物学家 - 第二部分", - "ACHIEVEMENT_DESC_investigate_rumor": "调查一则传闻。", - "ACHIEVEMENT_NAME_partner_kayleigh": "凯莉", - "ACHIEVEMENT_NAME_obtain_candevil": "人家要吃糖", - "ACHIEVEMENT_DESC_partner_felix": "解锁菲利克斯。", - "ACHIEVEMENT_NAME_partner_dog": "汪克利", - "ACHIEVEMENT_DESC_partner_dog": "解锁汪克利。", - "ACHIEVEMENT_NAME_partner_meredith": "梅瑞狄", - "ACHIEVEMENT_DESC_partner_meredith": "解锁梅瑞狄。", - "ACHIEVEMENT_NAME_partner_felix": "菲利克斯", - "ACHIEVEMENT_NAME_quest_meredith1": "凋敝商场", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "一去不回头 - 第二部分", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "完成凯莉的队友任务。", - "ACHIEVEMENT_NAME_quest_eugene_complete": "你最好规规矩矩 - 第六部分", - "ACHIEVEMENT_DESC_quest_eugene_complete": "完成尤金的队友任务。", - "ACHIEVEMENT_DESC_obtain_rumor": "听说一则传闻。", - "ACHIEVEMENT_NAME_offices_cleared_4": "你最好规规矩矩 - 第四部分", - "ACHIEVEMENT_DESC_offices_cleared_3": "清空3处索地员办公楼。", - "ACHIEVEMENT_NAME_captain_wallace": "背墙一战", - "ACHIEVEMENT_DESC_captain_wallace": "击败瓦莱斯队长。", - "ACHIEVEMENT_DESC_captain_skip": "击败费辽队长。", - "ACHIEVEMENT_NAME_captain_skip": "彼之垃圾", - "ACHIEVEMENT_DESC_captain_judas": "击败裘达队长。", - "ACHIEVEMENT_NAME_captain_zedd": "一觉解千愁", - "ACHIEVEMENT_DESC_captain_zedd": "击败呼噜队长。", - "ACHIEVEMENT_NAME_captain_judas": "有备无患", - "ACHIEVEMENT_NAME_captain_cleeo": "赢家通吃", - "ACHIEVEMENT_DESC_captain_cleeo": "击败克娄队长。", - "ACHIEVEMENT_NAME_captain_lodestein": "电力十足", - "ACHIEVEMENT_DESC_captain_lodestein": "击败西提耶队长。", - "ACHIEVEMENT_NAME_captain_dreadful": "黄泉彼岸", - "ACHIEVEMENT_DESC_captain_dreadful": "击败怖可儿队长。", - "ACHIEVEMENT_NAME_captain_gladiola": "刀头舐血", - "ACHIEVEMENT_DESC_captain_gladiola": "击败剑兰队长。", - "ACHIEVEMENT_NAME_captain_heather": "狂风骤雨", - "ACHIEVEMENT_DESC_captain_heather": "击败天琪队长。", - "ACHIEVEMENT_NAME_captain_buffy": "汗流浃背", - "ACHIEVEMENT_DESC_captain_buffy": "击败霸娜队长。", - "ACHIEVEMENT_DESC_obtain_species_20": "获得20个不同物种。", - "ACHIEVEMENT_NAME_obtain_species_50": "动物学家 - 第三部分", - "ACHIEVEMENT_DESC_obtain_species_50": "获得50个不同物种。", - "ACHIEVEMENT_NAME_obtain_species_100": "动物学家 - 第四部分", - "ACHIEVEMENT_DESC_obtain_species_100": "获得100个不同物种。", - "ACHIEVEMENT_NAME_obtain_species_120": "动物学专家", - "ACHIEVEMENT_DESC_obtain_species_120": "获得120个不同物种。", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "磁带妖怪大师", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "获得每个物种的额外数据。", - "ACHIEVEMENT_DESC_bootleg_beast": "获得一盘野兽系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_beast": "野兽限定盘", - "ACHIEVEMENT_NAME_bootleg_fire": "烈火限定盘", - "ACHIEVEMENT_DESC_bootleg_plant": "获得一盘植物系限定盘磁带。", - "ACHIEVEMENT_DESC_bootleg_fire": "获得一盘火系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_plastic": "玩具限定盘", - "ACHIEVEMENT_DESC_bootleg_plastic": "获得一盘塑料系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_plant": "多叶限定盘", - "ACHIEVEMENT_NAME_tutorial": "就是这么个世界", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "盛大开幕", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "和尤金的亲密度达到5颗心。", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "电影之夜", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "和梅瑞狄的亲密度达到5颗心。", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "狗类最好的朋友", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "和菲利克斯的亲密度达到5颗心。", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "艺术家的画像", - "ACHIEVEMENT_NAME_bootleg_water": "水生限定盘", - "ACHIEVEMENT_DESC_bootleg_water": "获得一盘水系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_poison": "剧毒限定盘", - "ACHIEVEMENT_DESC_bootleg_poison": "获得一盘毒系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_astral": "宇宙限定盘", - "ACHIEVEMENT_DESC_bootleg_astral": "获得一盘星界系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_ice": "寒霜限定盘", - "ACHIEVEMENT_DESC_bootleg_ice": "获得一盘冰系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_lightning": "电击限定盘", - "ACHIEVEMENT_DESC_bootleg_lightning": "获得一盘闪电系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_air": "狂风限定盘", - "ACHIEVEMENT_DESC_bootleg_air": "获得一盘空气系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_earth": "多石限定盘", - "ACHIEVEMENT_DESC_bootleg_earth": "获得一盘土系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_metal": "钢铁限定盘", - "ACHIEVEMENT_DESC_bootleg_metal": "获得一盘金属系限定盘磁带。", - "ACHIEVEMENT_DESC_sign_up_rangers": "报名成为巡护员。", - "ACHIEVEMENT_NAME_obtain_rumor": "路边社", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "和汪克利的亲密度达到5颗心。", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "皆大欢喜", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "和薇奥拉的亲密度达到5颗心。", - "ACHIEVEMENT_NAME_romantic_relationship": "心心相印", - "ACHIEVEMENT_DESC_romantic_relationship": "进入一段浪漫关系。", - "ACHIEVEMENT_NAME_reopened_stations_final": "听从我的话语", - "ACHIEVEMENT_NAME_captain_cybil": "电台之星", - "ACHIEVEMENT_DESC_captain_cybil": "击败西比尔队长。", - "ACHIEVEMENT_DESC_captain_codey": "击败马侬队长。", - "ACHIEVEMENT_NAME_captain_codey": "骇翻地球", - "ACHIEVEMENT_DESC_defeat_ianthe": "击败埃安忒,成为巡护员队长。", - "ACHIEVEMENT_NAME_defeat_ianthe": "让我加入 - 第二部分", - "ACHIEVEMENT_NAME_quest_overtime": "加班加点", - "ACHIEVEMENT_DESC_quest_overtime": "为港口镇的标牌选择一种设计。", - "ACHIEVEMENT_NAME_quest_sunny": "感觉如何", - "ACHIEVEMENT_DESC_quest_sunny": "帮助阳光开始新生活。", - "ACHIEVEMENT_NAME_offices_cleared_5": "你最好规规矩矩 - 第五部分", - "ACHIEVEMENT_DESC_offices_cleared_4": "清空4处索地员办公楼。", - "ACHIEVEMENT_DESC_kuneko_altars_1": "在1处圣坛前和苦无喵见面。", - "ACHIEVEMENT_NAME_kuneko_altars_2": "你不要我了吗 - 第三部分", - "ACHIEVEMENT_DESC_kuneko_altars_2": "在2处圣坛前和苦无喵见面。", - "ACHIEVEMENT_DESC_kuneko_altars_4": "在4处圣坛前和苦无喵见面。", - "ACHIEVEMENT_NAME_kuneko_altars_3": "你不要我了吗 - 第四部分", - "ACHIEVEMENT_DESC_partner_kayleigh": "解锁凯莉。", - "ACHIEVEMENT_NAME_partner_eugene": "尤金", - "ACHIEVEMENT_DESC_partner_eugene": "解锁尤金。", - "ACHIEVEMENT_DESC_remaster": "重新灌录一盘磁带。", - "ACHIEVEMENT_NAME_investigate_rumor": "蜚短流长", - "ACHIEVEMENT_NAME_bootleg_glass": "透明限定盘", - "ACHIEVEMENT_DESC_bootleg_glass": "获得一盘玻璃系限定盘磁带。", - "ACHIEVEMENT_NAME_bootleg_glitter": "闪耀限定盘", - "ACHIEVEMENT_DESC_bootleg_glitter": "获得一盘亮片系限定盘磁带。", - "ACHIEVEMENT_NAME_train_frankie": "弗兰基梦游仙境", - "ACHIEVEMENT_DESC_train_frankie": "在弗兰基手下完成训练。", - "ACHIEVEMENT_NAME_train_vin": "孤狼", - "ACHIEVEMENT_DESC_train_vin": "在阿文手下完成训练。", - "ACHIEVEMENT_NAME_noticeboard_5": "新手巡护员", - "ACHIEVEMENT_DESC_noticeboard_5": "完成告示板上的5个任务。", - "ACHIEVEMENT_NAME_noticeboard_20": "学徒巡护员", - "ACHIEVEMENT_DESC_noticeboard_20": "完成告示板上的20个任务。", - "ACHIEVEMENT_NAME_noticeboard_50": "劳模巡护员", - "ACHIEVEMENT_DESC_noticeboard_50": "完成告示板上的50个任务。", - "ACHIEVEMENT_NAME_noticeboard_100": "专家巡护员", - "ACHIEVEMENT_DESC_noticeboard_100": "完成告示板上的100个任务。", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "贴纸收藏家", - "RESEARCHER_NAME.f": "研究人员", - "RESEARCHER_NAME.n": "研究人员", - "PENSBY_NAME": "彭斯庇医生", - "FRANKIE_NAME": "弗兰基", - "HOYLAKE_NAME": "荷雷克", - "KIRBY_NAME": "柯比", - "VIN_NAME": "阿文", - "THIEF_NAME": "小偷", - "TRAVELER_NAME.m": "旅客", - "TRAVELER_NAME.f": "旅客", - "TREASURE_SEEKER_NAME.m": "寻宝者", - "TRAVELER_NAME.n": "旅客", - "TREASURE_SEEKER_NAME.n": "寻宝者", - "TREASURE_SEEKER_NAME.f": "寻宝者", - "HISTORIAN_NAME.m": "历史学家", - "HISTORIAN_NAME.f": "历史学家", - "ROCKER_NAME.m": "摇滚人", - "HISTORIAN_NAME.n": "历史学家", - "ROCKER_NAME.f": "摇滚人", - "ROCKER_NAME.n": "摇滚人", - "CAMPER_NAME.m": "露营者", - "CAMPER_NAME.f": "露营者", - "SOLDIER_NAME.m": "军人", - "CAMPER_NAME.n": "露营者", - "SOLDIER_NAME.n": "军人", - "TAMER_NAME.m": "驯兽人", - "SOLDIER_NAME.f": "军人", - "TAMER_NAME.f": "驯兽人", - "TAMER_NAME.n": "驯兽人", - "CREEP_NAME.m": "怪人", - "CREEP_NAME.f": "怪人", - "FARMER_EDWARD_NAME": "爱德华·派珀", - "CREEP_NAME.n": "怪人", - "FARMER_MARIS_NAME": "玛丽斯·派珀", - "IANTHE_NAME": "领队埃安忒", - "IANTHE_NAME_SHORT": "埃安忒", - "IANTHE_SUBTITLE": "巡护员领队", - "LEADER_IANTHE_UNKNOWN_NAME": "自信的女子", - "CAPTAIN_WALLACE_NAME": "瓦莱斯队长", - "CAPTAIN_WALLACE_NAME_SHORT": "瓦莱斯", - "CAPTAIN_WALLACE_SUBTITLE": "建筑工人", - "CAPTAIN_SKIP_NAME": "费辽队长", - "CAPTAIN_SKIP_NAME_SHORT": "费辽", - "CAPTAIN_SKIP_SUBTITLE": "可疑的寻宝者", - "CAPTAIN_ZEDD_NAME_SHORT": "呼噜", - "CAPTAIN_ZEDD_NAME": "呼噜队长", - "CAPTAIN_ZEDD_SUBTITLE": "“冥想专家”", - "CAPTAIN_JUDAS_NAME": "裘达队长", - "CAPTAIN_JUDAS_NAME_SHORT": "裘达", - "ACHIEVEMENT_NAME_offices_cleared_2": "你最好规规矩矩 - 第二部分", - "ACHIEVEMENT_DESC_offices_cleared_1": "清空1处索地员办公楼。", - "ACHIEVEMENT_DESC_tutorial": "完成新手教程。", - "MOVE_FUSION_POWER_PREFIX_water_1": "水力", - "MOVE_FUSION_POWER_PREFIX_water_2": "暴风雨", - "MOVE_FUSION_POWER_PREFIX_water_3": "季风", - "MOVE_FUSION_POWER_PREFIX_water_4": "激流", - "MOVE_FUSION_POWER_PREFIX_water_5": "漩涡", - "MOVE_FUSION_POWER_PREFIX_water_6": "深渊", - "MOVE_FUSION_POWER_PREFIX_water_7": "海底", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "闪亮亮", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "亮闪闪", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "彩虹", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "童话", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "匠心", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "手工", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "独角兽", - "MOVE_FUSION_POWER_PREFIX_astral_1": "宇宙", - "MOVE_FUSION_POWER_PREFIX_astral_2": "天体", - "MOVE_FUSION_POWER_PREFIX_astral_3": "天界", - "MOVE_FUSION_POWER_PREFIX_astral_4": "繁星", - "MOVE_FUSION_POWER_PREFIX_astral_5": "以太", - "MOVE_FUSION_POWER_PREFIX_astral_6": "环轨", - "MOVE_FUSION_POWER_PREFIX_astral_7": "冥河", - "MOVE_FUSION_POWER_PREFIX_air_1": "气旋", - "MOVE_FUSION_POWER_PREFIX_air_2": "龙卷风", - "MOVE_FUSION_POWER_PREFIX_air_3": "旋风", - "MOVE_FUSION_POWER_PREFIX_air_4": "飓风", - "MOVE_FUSION_POWER_PREFIX_air_5": "大风", - "MOVE_FUSION_POWER_PREFIX_air_6": "音爆", - "MOVE_FUSION_POWER_PREFIX_air_7": "天神", - "MOVE_FUSION_POWER_PREFIX_earth_1": "石化", - "MOVE_FUSION_POWER_PREFIX_earth_2": "矿物", - "MOVE_FUSION_POWER_PREFIX_earth_3": "矿石", - "MOVE_FUSION_POWER_PREFIX_earth_4": "山地", - "MOVE_FUSION_POWER_PREFIX_earth_5": "沙砾", - "MOVE_FUSION_POWER_PREFIX_earth_6": "石子", - "MOVE_FUSION_POWER_PREFIX_earth_7": "花岗岩", - "MOVE_FUSION_POWER_PREFIX_glass_1": "玻璃", - "MOVE_FUSION_POWER_PREFIX_glass_2": "粉碎", - "MOVE_FUSION_POWER_PREFIX_glass_3": "反光", - "MOVE_FUSION_POWER_PREFIX_glass_4": "锯齿", - "MOVE_FUSION_POWER_PREFIX_glass_5": "易脆", - "MOVE_FUSION_POWER_PREFIX_ice_1": "冻结", - "MOVE_FUSION_POWER_PREFIX_glass_6": "透明", - "MOVE_FUSION_POWER_PREFIX_ice_2": "零下", - "MOVE_FUSION_POWER_PREFIX_ice_3": "冷冽", - "MOVE_FUSION_POWER_PREFIX_ice_4": "极地", - "MOVE_FUSION_POWER_PREFIX_ice_5": "严寒", - "MOVE_FUSION_POWER_PREFIX_ice_7": "雪暴", - "MOVE_FUSION_POWER_PREFIX_ice_6": "冰河", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "雷暴", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "电涌", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "电动", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "电击", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "闪电", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "伏特", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "电磁", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "特斯拉", - "MOVE_FUSION_POWER_PREFIX_metal_1": "钢铁", - "MOVE_FUSION_POWER_PREFIX_metal_2": "冶金", - "MOVE_FUSION_POWER_PREFIX_metal_3": "银", - "MOVE_FUSION_POWER_PREFIX_metal_4": "汞", - "MOVE_FUSION_POWER_PREFIX_metal_5": "谐振", - "MOVE_FUSION_POWER_PREFIX_metal_6": "钛", - "MOVE_FUSION_POWER_SWORD": "剑", - "MOVE_FUSION_POWER_AXE": "斧", - "MOVE_FUSION_POWER_KATANA": "太刀", - "MOVE_FUSION_POWER_HAMMER": "锤", - "MOVE_FUSION_POWER_HALBERD": "戟", - "MOVE_FUSION_POWER_BLADEWHEEL": "轮", - "MOVE_FUSION_POWER_FIST": "拳", - "MOVE_FUSION_POWER_SMASH": "砸", - "MOVE_FUSION_POWER_SHURIKEN": "手里剑", - "MOVE_FUSION_POWER_ARROW": "箭", - "MOVE_FUSION_POWER_ORB": "球", - "MOVE_FUSION_POWER_KUNAI": "苦无", - "MOVE_FUSION_POWER_SHARDS": "碎片", - "MOVE_FUSION_POWER_SPIKES": "尖刺", - "MOVE_FUSION_POWER_METEOR": "流星", - "MOVE_FUSION_POWER_BEAM": "光束", - "MOVE_FUSION_POWER_BLAST": "爆破", - "MOVE_FUSION_POWER_BOMB": "炸弹", - "MOVE_RITUAL_NAME": "仪式", - "MOVE_IRON_FILINGS_NAME": "铁屑", - "MOVE_DESCRIPTION_RITUAL": "使用者被打倒时,会重生并恢复25%生命值。", - "MOVE_DESCRIPTION_IRON_FILINGS": "令目标导电。", - "MOVE_AA_OLDGANTE_THRASH_NAME": "杂音激流", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "莫甘娜终曲", - "MOVE_TRICK_NAME": "捣蛋", - "MOVE_TREAT_NAME": "给糖", - "MOVE_ATTRIBUTE_STAT": "{stat_value}%{stat_name}", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "若{stat_name}更高,则基于此计算伤害值", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "若属性克制,则造成暴击", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "被动:{stat_value}%{stat_name}", - "MOVE_ATTRIBUTE_SPECIALIZATION": "每拥有一个空栏位,就{stat_value}%{stat_name}", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "持续回合数 +1", - "MOVE_ATTRIBUTE_EXTRA_HIT": "额外击中次数 +1", - "MOVE_ATTRIBUTE_HEAL": "恢复生命值,恢复量为生命值上限的{stat_value}%", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "被动效果:每拥有一个空栏位,就{stat_value}%{stat_name}", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "每拥有一个空栏位,就恢复生命值,恢复量为生命值上限的{stat_value}%", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "有{chance}%几率施加{status_effect}", - "MOVE_ATTRIBUTE_BUFF_USER": "有{chance}%几率获得{status_effect}", - "MOVE_ATTRIBUTE_AP_REFUND": "有{chance}%几率在使用招式后退还{amount}点AP", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "有{chance}%几率在使用招式后退还所有AP", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "有{chance}%几率在战斗开始时使用", - "MOVE_ATTRIBUTE_SHARED": "与队友共享", - "MOVE_ATTRIBUTE_COMPATIBILITY": "兼容任何磁带", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "有{chance}%几率在回合结束时使用", - "MOVE_ATTRIBUTE_USE_AGAIN": "有{chance}%几率使用两次", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "有{chance}%几率在被击中时使用", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "有{chance}%几率在攻击后使用", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "有{chance}%几率在该招式后使用{move_name}", - "MOVE_ATTRIBUTE_MULTITARGET": "有{chance}%几率将整支队伍作为目标", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "摧毁墙", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "栏位+1", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "无视墙", - "MOVE_ATTRIBUTE_USE_RANDOM": "有{chance}%几率使用一个随机招式", - "MOVE_BAD_JOKE_JOKE3": "路锥蟹最喜欢什么样的帽子?贝类帽!", - "MOVE_BAD_JOKE_JOKE1": "路锥蟹为什么从不走斑马线?因为它只懂得横穿马路!", - "MOVE_BAD_JOKE_JOKE2": "路锥蟹去赌场,最爱下什么赌注?堵车!", - "MOVE_BAD_JOKE_JOKE4": "拦路龙虾为什么老占着路中央不走?因为它又聋又瞎!", - "MOVE_BAD_JOKE_JOKE7": "子弹仔为什么总是横冲直撞?因为子弹不长眼!", - "MOVE_BAD_JOKE_JOKE6": "冰喙雀说要换个发型,那它会换个什么发型?啾啾!", - "MOVE_BAD_JOKE_JOKE5": "福音传教髅为什么天天都很快乐?因为它没心没肺!", - "MOVE_BAD_JOKE_JOKE8": "时积沙为什么总是最后一个离开?因为急啥呢!", - "MOVE_BAD_JOKE_JOKE9": "福音传教髅最崇拜的作家是谁?福楼拜!", - "MOVE_BAD_JOKE_JOKE11": "你听说星熊虫得了幽闭恐惧症吗?看来它真的很需要空间耶。", - "MOVE_BAD_JOKE_JOKE12": "电光勇士走在路上一不小心摔了一跤,为什么全镇人都知道了?因为平地一声雷!", - "MOVE_BAD_JOKE_JOKE10": "为什么不能食用时积沙?因为会积食!", - "MOVE_BAD_JOKE_JOKE18": "索地员转行去菜市场摆摊的话会卖什么?卖公鱼!", - "MOVE_BAD_JOKE_JOKE14": "两只跳跳南瓜结婚,为什么结婚照一个在上一个在下?因为顶呱呱!", - "MOVE_BAD_JOKE_JOKE13": "蒲公狮拿了什么证?绿狮资格证!", - "MOVE_BAD_JOKE_JOKE15": "我这儿有个关于元素化学的笑话,但不知道说出来会引发什么反应……", - "MOVE_BAD_JOKE_JOKE16": "旋转木人为何会获得提拔?因为它在田里出人头地!", - "MOVE_BAD_JOKE_JOKE17": "大眼灌丛所上的学校最注重什么方面的教育?树枝教育!", - "MOVE_BAD_JOKE_JOKE20": "索地员最想卖给你的纸是什么纸?是地址!", - "MOVE_BAD_JOKE_JOKE19": "索地员最爱的铲子是什么?是房地铲!", - "MOVE_NAME_INSOMNIA": "夜不能寐", - "MOVE_DESCRIPTION_INSOMNIA": "防止使用者陷入熟睡。", - "MOVE_NAME_ELDRITCH": "光怪陆离", - "MOVE_DESCRIPTION_ELDRITCH": "防止使用者的能力值降低。", - "MOVE_NAME_STATUS_RESISTANCE": "状态抗性", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "降低烧伤、中毒及寄生状态效果对使用者的伤害。", - "MOVE_NAME_NEUTRALISE": "此消彼长", - "MOVE_DESCRIPTION_LIQUID_BODY": "防止使用者陷入烧伤状态,但受到冰系和闪电系攻击时,都会造成暴击伤害。", - "MOVE_NAME_LIQUID_BODY": "液态身体", - "MOVE_DESCRIPTION_NEUTRALISE": "使用者的生命值降到50%以下时,自动移除其身上的负面效果。", - "MOVE_NAME_PHASE_SHIFT": "相位偏移", - "MOVE_DESCRIPTION_PHASE SHIFT": "使用者的攻击可以击中鬼魂。", - "MOVE_CAMOUFLAGE_WATER_NAME": "水迷彩", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "塑料迷彩", - "MOVE_CAMOUFLAGE_AIR_NAME": "空气迷彩", - "MOVE_CAMOUFLAGE_EARTH_NAME": "土迷彩", - "MOVE_CAMOUFLAGE_FIRE_NAME": "火迷彩", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "星界迷彩", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "闪电迷彩", - "MOVE_CAMOUFLAGE_METAL_NAME": "金属迷彩", - "MOVE_CAMOUFLAGE_BEAST_NAME": "野兽迷彩", - "MOVE_CAMOUFLAGE_PLANT_NAME": "植物迷彩", - "MOVE_CAMOUFLAGE_POISON_NAME": "毒迷彩", - "MOVE_CAMOUFLAGE_ICE_NAME": "冰迷彩", - "MOVE_CAMOUFLAGE_GLASS_NAME": "玻璃迷彩", - "MOVE_DESCRIPTION_CAMOUFLAGE": "改变使用者的属性。战斗开始时自动使用,不耗费AP。", - "MOVE_NAME_RICOCHET": "跳弹", - "MOVE_NAME_BREATHING_TECHNIQUE": "呼吸技法", - "MOVE_DESCRIPTION_RICOCHET": "使用者的远程攻击有50%几率无视对手的墙。", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "防止使用者陷入狂暴状态。", - "MOVE_NAME_SELF_ASSURED": "自信", - "MOVE_DESCRIPTION_SELF_ASSURED": "防止使用者陷入混乱状态。", - "MOVE_NAME_CRITICAL_AP": "暴击AP", - "MOVE_DESCRIPTION_CRITICAL_AP": "使用者每次造成暴击,就获得1点AP。", - "MOVE_NAME_PITY_AP": "安慰AP", - "MOVE_NAME_UNSHAKEABLE": "岿然不动", - "MOVE_DESCRIPTION_PITY_AP": "使用者每次攻击失手,就获得1点AP。", - "MOVE_DESCRIPTION_UNSHAKEABLE": "防止使用者陷入畏缩状态。", - "MOVE_NAME_VAMPIRE": "吸血鬼", - "MOVE_DESCRIPTION_VAMPIRE": "使用者可从对手的治疗招式和状态效果中,获得一半正面加成。", - "MOVE_NAME_MULTICOPY": "多重复制", - "MOVE_NAME_FOSSIL": "化石", - "MOVE_DESCRIPTION_MULTICOPY": "若对手获得“多重目标”或“多重打击”状态,则使用者也会一同拥有。", - "MOVE_DESCRIPTION_FOSSIL": "若使用者陷入石化状态,则自动恢复全部生命值。", - "MOVE_NAME_BLOODLUST": "嗜血", - "MOVE_NAME_STURDY_ARMOUR": "坚甲", - "MOVE_DESCRIPTION_BLOODLUST": "打倒一名对手时,自动提升使用者的近战和远程攻击能力值。", - "MOVE_NAME_RETURN_FIRE": "还击", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "防止使用者的近战和远程防御能力值降低。", - "MOVE_DESCRIPTION_RETURN_FIRE": "被远程攻击命中时,有几率自动使用该招式。", - "MOVE_NAME_BURNING_PASSION": "热情似火", - "MOVE_NAME_BERSERKER": "狂战士", - "MOVE_DESCRIPTION_BURNING_PASSION": "使用者获得烧伤状态效果时,自动提升使用者的远程和近战攻击。", - "MOVE_NAME_VENGEFUL_CURSE": "复仇诅咒", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "使用者被打倒时,自动对最后一个击中使用者的对手施加3个随机负面效果。", - "MOVE_DESCRIPTION_BERSERKER": "自动提升使用者的近战攻击,并在使用者的生命值低于50%时,对其施加狂暴状态。", - "MOVE_DESCRIPTION_RANDOM_STARTER": "战斗开始时,有几率自动使用随机的另一个招式(不耗费AP)。", - "MOVE_NAME_RANDOM_STARTER": "随机新手包", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "战斗开始时,有几率自动使用列表中的下一个招式(不耗费AP)。下一个招式平时耗费的AP越少,发动几率就越小。", - "MOVE_NAME_CUSTOM_STARTER": "自定义新手包", - "MOVE_NAME_CRITICAL_MASS": "连环暴击", - "MOVE_TITLE_MOVE_USING_MOVE": "{0}:{1}", - "MOVE_NAME_AUTOMATION": "自动化", - "MOVE_DESCRIPTION_AUTOMATION": "回合结束时,有几率使用列表中的下一个招式(不耗费AP)。", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "使用者发动属性克制的攻击并命中时,有几率自动使用列表中的下一个招式(不耗费AP)。下一个招式平时耗费的AP越少,发动几率就越小。", - "MOVE_NAME_CHEMICAL_IMBALANCE": "化学失衡", - "MOVE_DESCRIPTION_CRITICAL_MASS": "使用者造成暴击时,有几率使用列表中的下一个招式(不耗费AP)。", - "MOVE_NAME_DUAL_WIELD": "二刀流", - "MOVE_DESCRIPTION_PAINT_SWIPE": "只有在使用者有涂层的情况下才能使用。击中一个目标,并将涂层转移到该目标上。该招式总是最后发动。", - "MOVE_DESCRIPTION_DUAL_WIELD": "连续使用列表中的下一个招式两次(如果有足够AP)。", - "MOVE_NAME_PAINT_SWIPE": "抹油漆", - "TUTORIAL_INTRO_1": "嗨{player},你能赶来就好!\\n按{control.ui_accept}继续。", - "TUTORIAL_INTRO_2": "我需要你帮忙对付一个暴走融合体。你觉得自己能行吗?", - "TUTORIAL_INTRO_3": "那就出发吧!前面有几处山崖,用{control.move_up}{control.move_left}{control.move_down}{control.move_right}键指引方向。", - "TUTORIAL_TARGET_MENU_1": "这是目标菜单,可以查看你的攻击会对目标造成什么影响。", - "TUTORIAL_BATTLE_START_1": "接下来可就要开始棘手了……不过别担心,我会在这里陪着你的!", - "TUTORIAL_TARGET_MENU_2": "注意那个光环!绿色表示会对目标造成正面效果,红色表示负面效果,黄色则是两者皆有。", - "TUTORIAL_CLIFFS_1": "我们要去这个山崖上面。在这种情况下,光按跳跃({control.jump})是不够的。", - "TUTORIAL_CLIFFS_2": "好,是时候让脑筋转起来了!要去山崖上面,我们有几种办法。", - "TUTORIAL_CLIFFS_4": "又或者……看见那座电塔了吗?你可以利用自己的磁力(长按{control.magnetism}键)漂浮起来。", - "TUTORIAL_CLIFFS_3": "你可以先在周围找找有什么物品能搬动,然后放到这里垫脚。", - "TUTORIAL_CLIFFS_5": "对了,你还可以射出藤蔓对吧?面朝山崖按{control.interact}键,就能利用藤蔓攀爬上去哦!", - "TUTORIAL_CLIFFS_6": "你喜欢哪种方式?", - "TUTORIAL_BOSS_1.m": "看见了吗?这就是暴走融合体!{player},希望你已经做好了迎接恶战的准备哦。", - "TUTORIAL_GLIDE_2": "很简单的!跳下来的时候,只要一直按住{control.jump}键,就不会跌落啦!", - "TUTORIAL_GLIDE_1": "跟我来吧{player},别害怕!", - "TUTORIAL_GLIDE_3": "来吧,就快到了!", - "TUTORIAL_BOSS_2": "需要治疗的话,就打开背包(按{control.pause_menu}键)吃点蛋糕。", - "TUTORIAL_BOSS_3": "也可以滑翔回起点附近的帐篷,歇息一下。", - "TUTORIAL_BOSS_1.n": "看见了吗?这就是暴走融合体!{player},希望你已经做好了迎接恶战的准备哦。", - "TUTORIAL_BOSS_1.f": "看见了吗?这就是暴走融合体!{player},希望你已经做好了迎接恶战的准备哦。", - "TUTORIAL_BOSS_5": "你觉得自己能行吗?", - "TUTORIAL_BOSS_4": "要是战斗陷入了困境,不妨查看背包中的“战斗物品”页。", - "TUTORIAL_DIED": "你没事吧?你害我担心了好一阵子呢!", - "TUTORIAL_WON_2": "{player},我们俩还真是合作无间哎!", - "TUTORIAL_WON_1": "哇噻,我们居然,真的,做到了?", - "QUEST_GET_ITEM_PROGRESS": "已获得:{obtained} / {required_item_amount}", - "NO_QUESTS_AVAILABLE": "目前没有其他任务可进行。", - "QUEST_GET_MASQUERATTLE_TITLE": "找到化装响尾蛇!", - "QUEST_STAT_PROGRESS": "进度:{num} / {count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "暴走融合体", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "球状融合体", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "不稳定融合体", - "PASSIVE_QUEST_SWARM_TITLE": "怪物融合群", - "QUEST_TUTORIAL_TITLE": "就是这么个世界", - "QUEST_TUTORIAL_DESCRIPTION1": "在港口镇东城区入口和凯莉交谈。", - "PASSIVE_QUEST_UNKNOWN_TITLE": "不明信号", - "QUEST_TUTORIAL_DESCRIPTION2": "遵循凯莉的指示。", - "QUEST_TUTORIAL_DESCRIPTION3": "陪同凯莉前往破碎的道路。", - "QUEST_ARCHANGELS_DESCRIPTION1": "找出各个大天使,以完成莫甘特之歌,然后追踪歌中的线索,找到回家的路。", - "QUEST_ARCHANGELS_PROGRESS": "已收集{max}个歌曲片段中的{num}段。", - "QUEST_ARCHANGELS_TITLE": "混乱之地", - "QUEST_TUTORIAL_DESCRIPTION4": "调查奇怪建筑。", - "QUEST_CAPTAINS_TITLE": "让我加入", - "QUEST_EUGENE_TITLE": "你最好规规矩矩", - "QUEST_EUGENE_DESCRIPTION_1": "和尤金在郊区碰头。", - "QUEST_CAPTAINS_DESCRIPTION0": "前往公园内的哨所,报名成为巡护员。", - "QUEST_EUGENE_DESCRIPTION_3": "找出所有“索地员协会”办公楼,并将里面的敌人全部赶跑。", - "QUEST_EUGENE_DESCRIPTION_2": "陪同尤金,到神秘办公楼顶部的窗户一探究竟。", - "QUEST_EUGENE_DESCRIPTION_4": "和尤金交谈。", - "QUEST_EUGENE_DESCRIPTION_5": "陪同尤金前往索地员总部所在位置。", - "QUEST_EUGENE_3_PROGRESS": "已清空{num} /???处办公楼。", - "QUEST_WORKING_OVERTIME_TITLE": "加班加点", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "将{required_item_amount}份木材带给港口镇东城区的巡护员。", - "QUEST_MERCHANT_RESCUE_TITLE": "找点灵感", - "QUEST_FLORIST_DESCRIPTION_1": "在港口镇种下{count}株幼苗。", - "QUEST_FLORIST_TITLE": "播撒种子", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "前往公园的洞窟,搞清楚小贩遇到了什么事。", - "CLUE_SONG_PROLOGUE1": "若意欲离开此地,且听我高歌一曲", - "QUEST_FLORIST_DESCRIPTION_2": "将幼苗已经栽下的消息,告知港口镇西城区的那位巡护员。", - "CLUE_SONG_EPILOGUE1": "举动位置相结合,终末站点会浮现", - "CLUE_FLUFF": "那曾是吾栖之殿,而今已楼空人去", - "CLUE_SONG_PROLOGUE2": "降任需挺身而出,路漫需不畏险阻", - "CLUE_SONG_EPILOGUE2": "循此曲觅得所在,将揭示无限空间", - "CLUE_UNKNOWN": "(歌曲的其余部分几不可闻。)", - "STATUS_BURNED_NAME": "烧伤", - "STATUS_CONTACTDMG_DESCRIPTION": "拥有“接触伤害”的角色,每次发动或遭受近战攻击时,都会对对方造成一点元素伤害。", - "STATUS_BURNED_DESCRIPTION": "烧伤的角色会在自己的回合结束时受到伤害。", - "STATUS_CONTACTDMG_NAME": "接触伤害", - "STATUS_STAT_MATK_DOWN_NAME": "近战攻击降低", - "STATUS_STAT_RATK_DOWN_NAME": "远程攻击降低", - "STATUS_STAT_MATK_UP_NAME": "近战攻击升高", - "STATUS_STAT_RATK_UP_NAME": "远程攻击升高", - "STATUS_STAT_RDEF_DOWN_NAME": "远程防御降低", - "STATUS_STAT_MDEF_DOWN_NAME": "近战防御降低", - "STATUS_STAT_RDEF_UP_NAME": "远程防御升高", - "STATUS_STAT_MDEF_UP_NAME": "近战防御升高", - "STATUS_STAT_EVASION_UP_NAME": "闪避升高", - "STATUS_STAT_EVASION_DOWN_NAME": "闪避降低", - "STATUS_STAT_ACCURACY_UP_NAME": "命中率升高", - "STATUS_STAT_ACCURACY_DOWN_NAME": "命中率降低", - "STATUS_STAT_SPEED_UP_NAME": "速度升高", - "STATUS_STAT_SPEED_DOWN_NAME": "速度降低", - "STATUS_AP_BOOST_NAME": "AP提升", - "STATUS_AP_DRAIN_NAME": "AP吸取", - "STATUS_AP_BOOST_DESCRIPTION": "拥有“AP提升”的角色,每回合额外获得1点AP。", - "STATUS_POISONED_NAME": "中毒", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter}摘了一颗苹果吃。", - "STATUS_WALL_NAME": "{type}墙", - "STATUS_AP_DRAIN_DESCRIPTION": "拥有“AP吸取”的角色,每回合少获得1点AP。", - "STATUS_WALL_TOAST_BROKEN": "已断裂", - "STATUS_WALL_DESCRIPTION": "墙可吸收一定数量的外来攻击。属性克制的攻击,可立即将墙打破。", - "STATUS_TEMPTATION_WALL_NAME": "苹果树", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter}摘了一颗苹果吃。", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter}摘了一颗苹果吃。", - "STATUS_WINDOW_NAME": "窗户", - "STATUS_POISONED_DESCRIPTION": "中毒的角色会在自己的回合结束时受到伤害。", - "STATUS_WINDOW_DESCRIPTION": "拥有“窗户状态”的角色,所拥有的墙不再能抵挡远程攻击。", - "STATUS_LEECHED_DESCRIPTION": "寄生的角色会在自己的回合结束时受到伤害;而对手则会用剥夺的生命值回血。", - "STATUS_LEECHED_NAME": "寄生", - "STATUS_COATING_POISON_NAME": "毒涂层", - "STATUS_COATING_WATER_NAME": "水涂层", - "STATUS_COATING_BEAST_NAME": "野兽涂层", - "STATUS_COATING_GLITTER_NAME": "亮片涂层", - "STATUS_COATING_FIRE_NAME": "火涂层", - "STATUS_COATING_PLASTIC_NAME": "塑料涂层", - "STATUS_COATING_LIGHTNING_NAME": "闪电涂层", - "STATUS_COATING_PLANT_NAME": "植物涂层", - "STATUS_COATING_ASTRAL_NAME": "星界涂层", - "STATUS_COATING_ICE_NAME": "冰涂层", - "STATUS_COATING_AIR_NAME": "空气涂层", - "STATUS_COATING_EARTH_NAME": "土涂层", - "STATUS_COATING_METAL_NAME": "金属涂层", - "STATUS_COATING_DESCRIPTION": "涂层可以在一定的回合内改变角色的元素属性。", - "STATUS_COATING_GLASS_NAME": "玻璃涂层", - "STATUS_HEALING_STEAM_NAME": "治疗蒸汽", - "STATUS_HEALING_LEAF_DESCRIPTION": "拥有“治疗叶片”的角色,每回合开始时都会恢复一些生命值。", - "STATUS_HEALING_STEAM_DESCRIPTION": "拥有“治疗蒸汽”的角色,每回合开始时都会恢复一些生命值。", - "STATUS_HEALING_LEAF_NAME": "治疗叶片", - "STATUS_MULTISTRIKE_NAME": "多重打击", - "STATUS_MULTISTRIKE_DESCRIPTION": "拥有“多重打击”的角色,每个招式都会使用两次(前提是有足够AP)。", - "STATUS_GLASS_BONDS_NAME": "玻璃粘合", - "STATUS_GLASS_BONDS_DESCRIPTION": "拥有“玻璃粘合”的角色,每次变身时都会受到伤害。", - "STATUS_SHRAPNEL_NAME": "流弹", - "STATUS_MULTITARGET_DESCRIPTION": "拥有“多重目标”的角色,其攻击将以整支队伍为目标。", - "STATUS_UNITARGET_NAME": "单一目标", - "STATUS_SHRAPNEL_DESCRIPTION": "拥有“流弹”的角色,每次变身时都会受到伤害。", - "STATUS_MULTITARGET_NAME": "多重目标", - "STATUS_UNITARGET_DESCRIPTION": "拥有“单一目标”的角色,平时针对整支队伍的攻击,将只作用于一个目标;而平时针对单个目标的攻击,命中率会降低。", - "STATUS_PARRY_STANCE_DESCRIPTION": "拥有“格挡姿态”的角色,会将下一次受到的近战攻击伤害,反弹到攻击者身上。", - "STATUS_PARRY_STANCE_NAME": "格挡姿态", - "STATUS_SLEEP_NAME": "睡眠", - "STATUS_SLEEP_DESCRIPTION": "入睡的角色不能使用平时的招式。", - "STATUS_SLEEP_TOAST_REMOVED": "已醒来", - "STATUS_FLINCH_DESCRIPTION": "畏缩的角色会跳过下一回合。", - "STATUS_FLINCH_NAME": "畏缩", - "STATUS_BOMB_NAME": "炸弹", - "STATUS_LOCKED_ON_NAME": "锁定", - "STATUS_BERSERK_NAME": "狂暴", - "STATUS_LOCKED_ON_DESCRIPTION": "拥有“锁定”的角色不会失手。", - "STATUS_BOMB_DESCRIPTION": "拥有“炸弹”的角色,若不通过近战攻击转移炸弹,就会在下一回合结束时爆炸。", - "STATUS_INTERCEPTING_DESCRIPTION": "拥有“拦截”的角色,可以拦截所有针对其队友的攻击。", - "STATUS_INTERCEPTING_NAME": "拦截", - "STATUS_BERSERK_DESCRIPTION": "拥有“狂暴”的角色只能使用造成伤害的招式。", - "STATUS_HIBERNATING_NAME": "冬眠", - "STATUS_HIBERNATING_DESCRIPTION": "冬眠角色陷入熟睡的每个回合都会恢复生命值。", - "STATUS_MEDITATING_DESCRIPTION": "冥想角色陷入熟睡的每个回合都会提升能力值。", - "STATUS_MEDITATING_NAME": "冥想", - "STATUS_TOWER_DEFENSE_NAME": "塔防", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "拥有“塔防”的角色,属性会变为土系,且防御能力值提高。", - "STATUS_SUMMONED_DESCRIPTION": "蒙召角色在数回合后会被从战斗中召走。", - "STATUS_SUMMONED_NAME": "蒙召", - "STATUS_GHOSTLY_NAME": "鬼魂", - "STATUS_RESONANCE_NAME": "共振", - "STATUS_GHOSTLY_DESCRIPTION": "鬼魂角色无法被攻击命中,但状态计时结束时会被打倒。", - "STATUS_GAMBIT_NAME": "开局让棋", - "STATUS_GAMBIT_DESCRIPTION": "拥有“开局让棋”的角色能力值会大幅度提升,但状态计时结束时会被打倒。", - "STATUS_RECORDED_NAME": "已录制", - "STATUS_GAMBIT_TOAST_FAILED": "开局让棋失败", - "STATUS_SUMMONED_NAME_MODIFIER.f": "蒙召{name}", - "STATUS_EFFIGY_NAME": "傀儡", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "已格挡", - "STATUS_SUMMONED_NAME_MODIFIER.m": "蒙召{name}", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "嘀……嘀……嘀……", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "鬼魂{name}", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "鬼魂{name}", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "鬼魂{name}", - "STATUS_SUMMONED_NAME_MODIFIER.n": "蒙召{name}", - "STATUS_UNDYING_NAME": "仪式", - "STATUS_UNDYING_DESCRIPTION": "拥有“仪式”的角色被打倒时,会重生并恢复25%生命值。", - "STATUS_RESONANCE_DESCRIPTION": "每次对一个角色施加共振,都会令计数器加一。当计数器达到3时,该角色就会被震碎并立即被打倒。", - "STATUS_RESONANCE_TOAST_NAME": "共振{0} / {1}", - "STATUS_CLOSE_ENCOUNTER_NAME": "第三类接触", - "STATUS_RESONANCE_TOAST_OVERLOAD": "共振过载", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "“第三类接触”会缩小角色的远程攻击范围,令其转为近战攻击。", - "STATUS_SPRING_LOADED_DESCRIPTION": "“弹簧”可扩大角色的近战攻击范围,令其转为远程攻击。", - "STATUS_SPRING_LOADED_NAME": "弹簧", - "STATUS_CONDUCTIVE_DESCRIPTION": "使用任何闪电系攻击时,导电的角色都会受到伤害。", - "STATUS_CONDUCTIVE_NAME": "导电", - "STATUS_RESURRECTED_NAME": "复活", - "STATUS_CONFUSED_DESCRIPTION": "混乱角色可能会使用错误的招式,或把错误的角色当成目标。", - "STATUS_RESURRECTED_DESCRIPTION": "复活角色无法再用“仪式”等效果起死回生。", - "STATUS_CONFUSED_NAME": "混乱", - "STATUS_SNOWED_IN_NAME": "雪封", - "STATUS_SNOWED_IN_EFFECT": "下雪了!", - "STATUS_SNOWED_IN_DESCRIPTION": "雪封角色被定在当地,无法使用近战攻击。", - "STATUS_FOG_NAME": "浓雾", - "STATUS_RECORDING_NAME": "正在录制", - "STATUS_FOG_DESCRIPTION": "浓雾令水系、空气系或冰系以外的远程攻击命中率降为0%。", - "STATUS_PETRIFIED_NAME": "石化", - "STATUS_RECORDING_TOAST_FAILURE": "录制失败", - "STATUS_FAIR_FIGHT_NAME": "公平竞争", - "STATUS_STAT_DOUBLE_SPEED_NAME": "双倍速度", - "STATUS_PETRIFIED_DESCRIPTION": "石化角色的属性变为土系,只能使用“防御”和“举起盾牌”。", - "STATUS_COTTONED_ON_DESCRIPTION": "下一回合,针对“飘絮”角色的招式必然击不中。", - "STATUS_ABRAMACABRA_NAME": "阿布拉魔卡怖拉", - "STATUS_COTTONED_ON_NAME": "飘絮", - "STATUS_MIND_MELD_DESCRIPTION": "拥有“心灵融合”的角色,会与队友共享招式。", - "STATUS_MIND_MELD_NAME": "心灵融合", - "STATUS_FAIR_FIGHT_DESCRIPTION": "“公平竞争”生效期间,新状态效果不会起效。", - "STATUS_GLASS_SHARDS_DESCRIPTION": "“玻璃碎片”生效期间,任何使用近战攻击的角色,都会受到战场上玻璃碎片的伤害。", - "STATUS_GLASS_SHARDS_NAME": "玻璃碎片", - "STATUS_ABRAMACABRA_DESCRIPTION": "墙可吸收一定数量的外来攻击。属性克制的攻击,可立即将墙打破。在墙的基础上,“阿布拉魔卡怖拉”还会每回合自动攻击一个对手。", - "STATUS_INFLATED_NAME": "充气", - "STATUS_INFLATED_DESCRIPTION": "充气角色的攻击和防御能力值增加,但闪避显著降低。", - "UI_FRAMERATE": "{0} FPS", - "STATUS_DEFLATED_NAME": "泄气", - "STATUS_DEFLATED_DESCRIPTION": "泄气角色的闪避显著提升,但攻击和防御能力值减少。", - "UI_WINDOW_TITLE": "磁带妖怪", - "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", - "UI_TIMER_CHEATED": "(已激活作弊码){timer}", - "UI_CHEATS_ENABLED": "启用作弊控制台", - "UI_BUTTON_NO": "否", - "UI_BUTTON_YES": "是", - "UI_CHEATS_DISABLED": "禁用作弊控制台", - "UI_BUTTON_OK": "好", - "UI_BUTTON_CANCEL": "取消", - "UI_BUTTON_BACK": "返回", - "UI_LOADING": "正在加载……", - "UI_BUTTON_CONTINUE": "继续", - "UI_BUTTON_EXIT": "退出", - "UI_BUTTON_SUBMIT": "提交", - "UI_BUTTON_CLOSE": "关闭", - "UI_BUTTON_SAVE_CHANGES": "应用并保存更改", - "UI_LOADING_WORLD_BOUNDARY": "正在加载世界其他部分……", - "UI_LOADING_PROGRESS": "正在加载场景{0} / {1}……", - "UI_LOADING_PREPARE_PROGRESS": "正在准备场景{0} / {1}……", - "UI_LOADING_SHADER_PROGRESS": "正在缓存材料{0} / {1}……", - "UI_BATTLE_FIGHT_BUTTON": "战斗", - "UI_BATTLE_ITEM_BUTTON": "物品", - "UI_BATTLE_SWITCH_BUTTON": "切换", - "UI_BATTLE_FLEE_BUTTON": "逃跑", - "UI_BATTLE_RECORD_BUTTON": "录制", - "UI_BATTLE_INSPECT_BUTTON": "状态效果:", - "UI_BATTLE_FUSE_BUTTON": "融合!", - "UI_BATTLE_UNFUSE_BUTTON": "取消融合", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "融合中……", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-融合-", - "UI_BATTLE_FLEE_CHANCE": "{0}%", - "UI_BUTTON_MOVE_PASSIVE": "被动", - "UI_BATTLE_FUSION_METER": "-融合-", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "该物种尚未录入你的怪物图鉴。", - "BATTLE_TITLE_ARCHANGEL": "大天使", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "敌方{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "对手队伍的援兵。", - "BATTLE_ADJECTIVE_TEAM1.n": "敌方{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "敌方{name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "大天使{name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "大天使{name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "{0}已变身成{1}!", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "大天使{name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "巡护员{name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "巡护员{name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "巡护员{name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "{0}已变身成{1}!", - "BATTLE_FAILED": "失败!", - "BATTLE_FAILED_SLEEP": "熟睡中!", - "BATTLE_TAPE_SWITCHED.n": "{0}已变身成{1}!", - "BATTLE_DIED.f": "{0}本已死去……", - "BATTLE_DIED.m": "{0}本已死去……", - "BATTLE_DIED.n": "{0}本已死去……", - "BATTLE_TAPE_DEFEATED.f": "{0}的磁带坏掉了!", - "BATTLE_RESURRECTED.m": "但{cause}又令他起死回生!", - "BATTLE_DEFEATED.f": "{0}被打倒了!", - "BATTLE_RESURRECTED.n": "但{cause}又令其起死回生!", - "BATTLE_RESURRECTED.f": "但{cause}又令他起死回生!", - "BATTLE_DEFEATED.m": "{0}被打倒了!", - "BATTLE_DEFEATED.n": "{0}被打倒了!", - "BATTLE_DEFEATED_NO_TAPES.f": "{0}没有可用磁带了!", - "BATTLE_DEFEATED_NO_TAPES.n": "{0}没有可用磁带了!", - "BATTLE_DEFEATED_NO_TAPES.m": "{0}没有可用磁带了!", - "BATTLE_TAPE_DEFEATED.m": "{0}的磁带坏掉了!", - "BATTLE_TAPE_DEFEATED.n": "{0}的磁带坏掉了!", - "BATTLE_GHOST_DEFEATED.m": "{0}魂飞魄散了……", - "BATTLE_SUMMON_DEFEATED.n": "{0}被召走了!", - "BATTLE_SUMMON_DEFEATED.f": "{0}被召走了!", - "BATTLE_SUMMON_DEFEATED.m": "{0}被召走了!", - "BATTLE_GHOST_DEFEATED.f": "{0}魂飞魄散了……", - "BATTLE_VICTORY": "胜利!", - "BATTLE_GHOST_DEFEATED.n": "{0}魂飞魄散了……", - "BATTLE_WON": "我们赢下了战斗!", - "BATTLE_LOST": "我们输掉了战斗……", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "不能逃跑!\\n要快速旅行回港口镇吗?你将损失几件物品。", - "BATTLE_FLEE_CONFIRM": "确定要逃跑吗?", - "BATTLE_FLEE_FAILED": "不能逃跑!", - "BATTLE_EXP_POINTS": "你的队伍获得了{0}点经验值!", - "BATTLE_FLED": "已逃离战斗……", - "BATTLE_TARGET_TEAM0": "你的队伍", - "UI_CHARACTER_LEVEL": "{0}级", - "UI_CHARACTER_LEVEL_LONG": "{0}级", - "BATTLE_TARGET_TEAM1": "敌方队伍", - "UI_CHARACTER_ABILITY_UNKNOWN": "???", - "UI_CHARACTER_ABILITIES_HEADING": "技能:", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "招牌磁带:", - "BATTLE_FUSING": "{0}和{1}一心同体!", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "变身成{species}或其进化型时,所有能力值+10%。", - "BATTLE_FUSED": "{0}和{1}已融合成{2}!", - "BATTLE_UNFUSING": "{0}和{1}不再同步!", - "BATTLE_TOAST_SPLASH": "溅射", - "BATTLE_TOAST_CRIT": "暴击", - "BATTLE_TOAST_MISSED": "失手", - "BATTLE_TOAST_BLOCKED": "状态受阻", - "BATTLE_TOAST_NO_EFFECT": "没有效果", - "BATTLE_TOAST_INTERCEPTED": "已拦截", - "BATTLE_TOAST_AP": "点AP", - "BATTLE_TOAST_RECORD_CHANCE": "\\n几率", - "UI_BATTLE_TAPE_IN_USE": "使用中", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "教程:{status_effect}", - "BATTLE_REACTION_TUTORIAL_TITLE": "教程:{reaction_name}", - "STAT_max_hp": "生命值上限", - "MAX_STAMINA_INCREASE": "你的体力增加了{increase_percent}%!\\n现在你可以滑翔{total}秒了。", - "STAT_melee_defense": "近战防御", - "STAT_melee_attack": "近战攻击", - "STAT_ranged_attack": "远程攻击", - "STAT_ranged_defense": "远程防御", - "STAT_speed": "速度", - "STAT_accuracy": "命中率", - "STAT_evasion": "闪避", - "STAT_max_ap": "AP上限", - "STAT_move_accuracy": "命中率", - "STAT_move_slots": "招式栏位", - "STAT_damage": "伤害", - "STAT_move_splash_damage": "溅射伤害", - "STAT_move_effect_chance": "效果几率", - "STAT_move_crit_damage": "暴击伤害", - "STAT_move_crit_rate": "暴击几率", - "STAT_exp": "经验值", - "STAT_priority_chance": "优先几率", - "SHORT_NAME_max_hp": "生命值上限", - "SHORT_NAME_melee_attack": "近攻", - "SHORT_NAME_melee_defense": "近防", - "SHORT_NAME_ranged_attack": "远攻", - "SHORT_NAME_ranged_defense": "远防", - "SHORT_NAME_speed": "速度", - "UI_PARTY_CHECK_TAPE": "查看磁带详情", - "UI_PARTY_CHECK_CHARACTER": "查看{name}详情", - "UI_PARTY_TRANSFORM": "变身", - "UI_PARTY_SWAP_TAPE": "切换磁带", - "UI_PARTY_USE_ITEM": "使用物品", - "UI_PARTY_PUT_AWAY": "放入收纳格", - "UI_PARTY_NO_MOVES": "没有贴纸。", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "已将“{tape_name}”放入收纳格。", - "UI_PARTY_TAPE_COLLECTION": "磁带收纳格……", - "UI_PARTY_MOVE_LIST_OVERFLOW": "还有{n}个招式……", - "UI_PARTY_STATS_CHARACTER": "人类形态", - "UI_PARTY_STATS_FORM": "形态能力值倍数", - "UI_PARTY_STICKERS": "贴纸", - "UI_PARTY_STATS_COMBINED": "已变身", - "UI_PARTY_BOOTLEG": "限定盘", - "UI_PARTY_EMPTY_STICKER_SLOT": "- 空栏位 -", - "UI_PARTY_APPLY_STICKER": "贴上贴纸", - "UI_PARTY_PEEL_STICKER": "撕下贴纸", - "UI_PARTY_REPLACE_STICKER": "替换贴纸", - "UI_PARTY_STICKER_PEELED_DROPPED": "背包容量不足,已丢弃“{move_name}”。", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "要用“{new_move}”替换“{old_move}”吗?", - "UI_PARTY_EDIT_STICKERS": "查看/编辑招式", - "UI_PARTY_STICKER_PEELED": "“{move_name}”已放入背包的贴纸收纳格。", - "UI_PARTY_RENAME_TAPE": "重命名", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "队伍", - "UI_PARTY_RENAME_TAPE_TITLE": "重命名“{0}”", - "UI_PARTY_BESTIARY": "查看怪物图鉴", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "收纳格:按编号排序", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "收纳格:按名称排序", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "收纳格:限定盘", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "收纳格:珍藏", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "收纳格:{type}系", - "UI_TAPE_COLLECTION": "磁带收纳格", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "添加至队伍", - "UI_TAPE_COLLECTION_FAVORITE": "珍藏", - "UI_TAPE_COLLECTION_RECYCLE": "回收", - "UI_TAPE_COLLECTION_UNFAVORITE": "取消珍藏", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "撕下贴纸", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "{tape_name}的贴纸已放回背包。", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "背包容量不足,{tape_name}上的部分贴纸暂时无法撕下。", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "背包容量不足,{tape_name}上的部分贴纸已自动丢弃。", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "确定要回收{tape_name}吗?这盘磁带将从你的收藏中永久移除。", - "UI_TAPE_COLLECTION_EMPTY": "没有磁带。", - "UI_LOAD_FILE_LOADING": "正在检索……", - "UI_LOAD_FILE_EMPTY": "空白存档", - "UI_LOAD_FILE_INVALID": "存档已损坏", - "UI_LOAD_FILE_SAVED_DATETIME": "存档于{year}年{month}月{day}日{hour}:{minute}:{second}", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "死亡于{year}年{month}月{day}日{hour}:{minute}:{second}", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "新游戏", - "UI_LOAD_FILE_CONTINUE_GAME": "载入游戏", - "UI_LOAD_FILE_ERASE": "抹除", - "UI_LOAD_FILE_CUSTOM_GAME": "自定义游戏", - "UI_PAUSE_MAP_BTN": "地图", - "UI_PAUSE_PARTY_BTN": "队伍", - "UI_PAUSE_INVENTORY_BTN": "背包", - "UI_PAUSE_QUEST_LOG_BTN": "任务日志", - "UI_PAUSE_BESTIARY_BTN": "怪物图鉴", - "UI_PAUSE_REST_BTN": "在此休息", - "UI_QUIT_CONFIRM": "确定要退出游戏吗?\\n上一次存档是在{duration}前。", - "UI_PAUSE_SAVE_BTN": "保存", - "UI_PAUSE_QUIT_BTN": "退出", - "UI_EVOLUTION_TITLE": "重新灌录", - "UI_QUIT_CONFIRM_SECONDS": "{num}秒", - "UI_QUIT_CONFIRM_MINUTES": "{num}分", - "UI_SAVING": "正在保存……", - "UI_SAVING_MESSAGE": "正在保存进度……", - "UI_SAVE_COMPLETE": "保存完成!", - "UI_SAVE_FAILED": "保存失败。", - "UI_SAVE_LOAD_FAILED": "无法载入该存档。", - "UI_SAVE_ERASE_CONFIRM": "要永久清除该存档数据吗?", - "UI_SAVE_REQUIRE_FULL_VERSION": "需要拥有完整版游戏才能载入该存档。", - "UI_EVOLUTION_BUTTON": "重新灌录", - "UI_EVOLUTION_SUBTITLE": "令你的怪物形态进化", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "本地多人玩家加入/离开", - "UI_EVOLUTION_SPECIALIZATION": "选择一个专攻方向。", - "UI_EVOLUTION_CONFIRM": "要将你的{monster_name}磁带重新灌录成更强大的形态吗?", - "RELATIONSHIP_UNLOCK_FUSION.n": "与{name}搭档时,可以在常规战斗中使用融合了!", - "UI_EVOLUTION_DESCRIPTION": "你的{evolved_from}磁带变成了{evolved_to}!", - "RELATIONSHIP_LEVEL_UP": "{level}级亲密度", - "RELATIONSHIP_UNLOCK_FUSION.m": "与{name}搭档时,可以在常规战斗中使用融合了!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "与{name}融合时,可以使用“融合之力”了!", - "RELATIONSHIP_UNLOCK_FUSION.f": "与{name}搭档时,可以在常规战斗中使用融合了!", - "RELATIONSHIP_FUSION_STRENGTH.m": "你与{name}组成的融合体+{added_strength}%力量。", - "RELATIONSHIP_FUSION_STRENGTH.n": "你与{name}组成的融合体+{added_strength}%力量。", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "与{name}融合时,可以使用“融合之力”了!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "与{name}融合时,可以使用“融合之力”了!", - "RELATIONSHIP_FUSION_STRENGTH.f": "你与{name}组成的融合体+{added_strength}%力量。", - "UI_QUEST_NEW": "新任务:", - "UI_QUEST_UPDATE": "任务更新:", - "UI_CAMPING_REST": "休息", - "UI_QUEST_COMPLETE": "任务完成!", - "UI_QUEST_NEW_VIEW_LOG": "查看任务日志", - "PARTNER_SWAP_CONFIRM.f": "要带上{name}一起冒险吗?", - "PARTNER_UNLOCKED_TITLE.m": "已解锁:", - "PARTNER_SWAP_CONFIRM.m": "要带上{name}一起冒险吗?", - "PARTNER_SWAP_CONFIRM.n": "要带上{name}一起冒险吗?", - "PARTNER_UNLOCKED_TITLE.f": "已解锁:", - "PARTNER_UNLOCKED.m": "{name}现已成为你的伙伴!", - "PARTNER_UNLOCKED_TITLE.n": "已解锁:", - "PARTNER_UNLOCKED.n": "{name}现已成为你的伙伴!", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name}已回到留声机咖啡馆。", - "PARTNER_UNLOCKED.f": "{name}现已成为你的伙伴!", - "UI_EXCHANGE": "交易", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name}已回到留声机咖啡馆。", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name}已回到留声机咖啡馆。", - "UI_EXCHANGE_PRICE": "价格", - "UI_EXCHANGE_RESOURCES": "你的资源", - "OBTAINED_TAPE": "已获得一盘{tape_name}磁带!", - "ABILITY_UNLOCKED": "你已获得{ability}技能!", - "UI_MAP_UNKNOWN_FEATURE": "???", - "ABILITY_UNLOCKED_glide": "现在可以按住{control.jump}键进行长距离滑翔了!\\n滑翔必须消耗体力。", - "ABILITY_glide": "披风蛾滑翔", - "UI_TAPES_REPAIRED": "你的断裂磁带已经修好!", - "UI_MAP_YOUR_LOCATION": "你的位置", - "UI_MAP_FAST_TRAVEL_CONFIRM": "要前往{location}吗?", - "UI_BESTIARY_SEEN_COUNT": "已遇见:{num} / {total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "此处无法快速旅行。", - "UI_BESTIARY_RECORDED_COUNT": "已录制:{num} / {total}", - "UI_BESTIARY_FORMED_COUNT": "已融合而成:{num} / {total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", - "UI_BESTIARY_UNKNOWN_SPECIES": "???", - "UI_BESTIARY_SORT_BY_NAME": "按名称排序", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "查看融合体", - "UI_BESTIARY_SORT_BY_NUMBER": "按编号排序", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "查看怪物", - "UI_BESTIARY_INFO_TAB_BIO": "简介 {n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "#{num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "地点", - "UI_BESTIARY_INFO_TAB_STATS": "统计数据", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "将该怪物的磁带提升至5颗星,即可解锁更多信息。", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "录制此怪物,即可解锁更多信息。", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "限定盘", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "限定盘:{num} / {total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "打倒此怪物,即可解锁更多信息。", - "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", - "UI_BESTIARY_INFO_STATS_FORMED": "已融合而成:", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "已遭遇:", - "UI_BESTIARY_INFO_STATS_RECORDED": "已录制:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "已打倒:", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "在地图上查看", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "栖息地未知。", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name}可在以下地点找到:", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "{species_name}的栖息地", - "UI_BESTIARY_INFO_NO_DATA": "没有额外数据。", - "UI_BESTIARY_INFO_BIO_FUSION": "由{species1}和{species2}融合而成。", - "UI_CHARACTER_CREATION": "创建角色", - "UI_CHARACTER_CREATION_INTRO": "你是谁?", - "UI_CC_LABEL_NAME": "你的名字", - "UI_CC_LABEL_PRONOUNS": "你的性别", - "UI_CC_VALUE_PRONOUN.m": "男", - "UI_CC_VALUE_PRONOUN.f": "女", - "UI_CC_VALUE_PRONOUN.n": "非二元", - "UI_CC_LABEL_HAIR": "发型", - "UI_CC_LABEL_HEAD": "脸部", - "UI_CC_LABEL_LEGS": "下装", - "UI_CC_LABEL_BODY": "上衣", - "UI_CC_LABEL_BODY_COLOR_1": "上衣颜色1", - "UI_CC_LABEL_BODY_COLOR_2": "上衣颜色2", - "UI_CC_LABEL_EYE_COLOR": "眼睛颜色", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "面部饰品颜色", - "UI_CC_LABEL_FAVORITE_COLOR": "最爱颜色", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "发饰颜色", - "UI_CC_LABEL_HAIR_COLOR": "头发颜色", - "UI_CC_LABEL_SHOE_COLOR": "鞋子颜色", - "UI_CC_LABEL_LEGS_COLOR": "下装颜色", - "UI_CC_LABEL_SKIN_COLOR": "皮肤颜色", - "UI_CC_RANDOMIZE": "随机设定", - "UI_CC_VALUE_hair_short": "偏分", - "UI_CC_VALUE_hair_bow1": "高马尾", - "UI_CC_VALUE_hair_quiff": "飞机头", - "UI_CC_VALUE_hair_hairtie": "发带", - "UI_CC_VALUE_hair_afro1": "低爆炸头", - "UI_CC_VALUE_hair_afro2": "立体平头", - "UI_CC_VALUE_hair_bun1": "丸子头 #1", - "UI_CC_VALUE_hair_bun2": "丸子头 #2", - "UI_CC_VALUE_hair_bun3": "双丸子头", - "UI_CC_VALUE_hair_neat1": "整洁", - "UI_CC_VALUE_hair_long1": "长刘海", - "UI_CC_VALUE_hair_headband1": "鲻鱼头", - "UI_CC_VALUE_hair_headband2": "大风吹", - "UI_CC_VALUE_hair_bald": "光头", - "UI_CC_VALUE_hair_bob1": "直发波波头", - "UI_CC_VALUE_hair_bob2": "卷发波波头", - "UI_CC_VALUE_hair_headscarf1": "头巾", - "UI_CC_VALUE_hair_cultist1.m": "异教徒", - "UI_CC_VALUE_hair_cultist1.f": "异教徒", - "UI_CC_VALUE_hair_cultist1.n": "异教徒", - "UI_CC_VALUE_hair_flower1": "花童", - "UI_CC_VALUE_hair_hat1": "檐帽配圆髻", - "UI_CC_VALUE_hair_dreadlocks1": "脏辫", - "UI_CC_VALUE_hair_dreadlocks2": "短脏辫", - "UI_CC_VALUE_hair_straight1": "锅盖头", - "UI_CC_VALUE_hair_mullet1": "鲻鱼头", - "UI_CC_VALUE_hair_hardhat1": "安全帽", - "UI_CC_VALUE_hair_braid1": "长辫", - "UI_CC_VALUE_hair_sharp1": "醒目刘海", - "UI_CC_VALUE_hair_balding": "谢顶", - "UI_CC_VALUE_hair_cat1": "猫耳发箍", - "UI_CC_VALUE_hair_moonstone": "月光石", - "UI_CC_VALUE_head_generic": "无表情", - "UI_CC_VALUE_head_glasses_1": "眼镜", - "UI_CC_VALUE_head_makeup1": "眼影", - "UI_CC_VALUE_head_makeup2": "半脸彩绘", - "UI_CC_VALUE_head_beard1": "胡子 #1", - "UI_CC_VALUE_head_beard2": "胡子 #2", - "UI_CC_VALUE_head_mask1": "口罩", - "UI_CC_VALUE_head_visor1": "护目镜", - "UI_CC_VALUE_head_grumpy": "不爽脸", - "UI_CC_VALUE_body_sweater1": "卫衣", - "UI_CC_VALUE_body_tshirt1": "T恤 #1", - "UI_CC_VALUE_body_tshirt2": "T恤 #2", - "UI_CC_VALUE_body_jacket": "外套 #1", - "UI_CC_VALUE_body_jacket2": "外套 #2", - "UI_CC_VALUE_body_jacket3": "马甲", - "UI_CC_VALUE_body_jacket4": "外套 #3", - "UI_CC_VALUE_body_cultist1.m": "异教徒", - "UI_CC_VALUE_body_cultist1.f": "异教徒", - "UI_CC_VALUE_body_cultist1.n": "异教徒", - "UI_CC_VALUE_body_dress1": "复古长裙", - "UI_CC_VALUE_body_apron1": "围裙", - "UI_CC_VALUE_body_vest1": "背心", - "UI_CC_VALUE_body_poncho1": "庞乔斗篷", - "UI_CC_VALUE_body_moonstone": "月光石", - "UI_CC_VALUE_legs_generic": "长裤", - "UI_CC_VALUE_legs_shorts1": "短裤", - "UI_CC_VALUE_legs_skirt1": "短裙", - "UI_CC_VALUE_legs_moonstone": "月光石", - "UI_CC_VALUE_hair_bansheep": "报丧羊妖帽", - "UI_CC_VALUE_hair_candevil": "甜心恶魔帽", - "UI_CC_VALUE_hair_traffikrab": "路锥蟹帽", - "UI_CC_VALUE_hair_springheel": "弹簧腿帽", - "UI_CC_VALUE_legs_pombomb": "嘭美犬短裤", - "UI_CC_VALUE_body_pombomb": "嘭美犬斗篷", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "我昂首挺胸朝你大步走来如今的我威力已是两倍于前远超你想象而且我理解你的感受你从没有那么孤独而且我已告诉过你切勿再朝我靠近一步否则你会发现一切又将旧事重演", - "UI_LOADING_FLUFF_2": "正在将夹克还给蝠普金斯……", - "UI_LOADING_FLUFF_3": "正在将开膛剖蝠的刀爪磨锋利……", - "UI_LOADING_FLUFF_4": "正在偷窥怪盗蝠邦……", - "UI_LOADING_FLUFF_1": "正在悄悄接近弹簧腿……", - "UI_LOADING_FLUFF_5": "正在投喂蝠老板……", - "UI_LOADING_FLUFF_7": "正在抛光野人领主的骷髅头……", - "UI_LOADING_FLUFF_6": "正在将魔卡怖拉引离羊群……", - "UI_LOADING_FLUFF_8": "正在修理鲮鲤扈的长矛……", - "UI_LOADING_FLUFF_9": "正在将穿山圣骑封为骑士……", - "UI_LOADING_FLUFF_10": "正在点燃嘭美犬的导火线……", - "UI_LOADING_FLUFF_11": "正在为伶盗枪龙上膛……", - "UI_LOADING_FLUFF_12": "正在为霸王炮龙上膛……", - "UI_LOADING_FLUFF_13": "正在空洞精灵的面具上涂涂画画……", - "UI_LOADING_FLUFF_14": "正在送拐杖糖给暴卜斯……", - "UI_LOADING_FLUFF_15": "正在为霹雳猴充电……", - "UI_LOADING_FLUFF_16": "正在伸长避雷针以吸引电光勇士……", - "UI_LOADING_FLUFF_18": "正在迎接天启鸦士的到来……", - "UI_LOADING_FLUFF_17": "正在为天线喵喵咪调谐……", - "UI_LOADING_FLUFF_19": "正在为路锥蟹指路……", - "UI_LOADING_FLUFF_20": "正在绕开拦路龙虾……", - "UI_LOADING_FLUFF_21": "正在向蒲公狮许愿……", - "UI_LOADING_FLUFF_22": "正在浇灌繁花龙……", - "UI_LOADING_FLUFF_23": "正在画神笔菇……", - "UI_LOADING_FLUFF_24": "正在欣赏梵高菌的大作……", - "UI_LOADING_FLUFF_25": "正在给发条侠盗上发条……", - "UI_LOADING_FLUFF_26": "正在雕刻跳跳南瓜……", - "UI_LOADING_FLUFF_27": "正在帮正装小子穿正装……", - "UI_LOADING_FLUFF_28": "正在与诀别鸟诀别……", - "UI_LOADING_FLUFF_29": "正在把全视之碟全身看个遍……", - "UI_LOADING_FLUFF_30": "正在倾倒戴垃克……", - "UI_LOADING_FLUFF_31": "正在和勾拳狼崽练习拳击……", - "UI_LOADING_FLUFF_32": "正在用煤釜烹饪……", - "UI_LOADING_FLUFF_33": "正在将不死兵从地下唤醒……", - "UI_LOADING_FLUFF_34": "正在出席福音传教髅的布道……", - "UI_LOADING_FLUFF_35": "正在宣誓效忠坟陵王……", - "UI_LOADING_FLUFF_36": "正在向黑瑙后鞠躬……", - "UI_LOADING_FLUFF_37": "正在外太空考验星熊虫的不坏之身……", - "UI_LOADING_FLUFF_38": "正在召唤镇汤尼……", - "NEW_GAME_INTRO_QUOTE_1": "如今这位骑士策马穿越王土,\\n进入新威勒尔的荒野——那里寸草难生,\\n饶是上帝及善心之人亦无从垂爱。", - "NEW_GAME_INTRO_QUOTE_2": "《高文爵士与绿衣骑士》\\n作者佚名,14世纪", - "CAMPING_CONFIRM": "要在这里扎营吗?", - "CAFE_CAMPING_CONFIRM": "要在这里稍作休息吗?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "容量:{stacks} / {maximum}沓", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category},第{page} / {page_count}页", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "排序", - "UI_INVENTORY_FILTER": "筛选", - "UI_INVENTORY_FILTER_APPLIED": "{num}个筛选项", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "将永久移除背包中符合筛选项的[b]所有[/b]贴纸。确定要回收这{stacks}沓(共{total}张)贴纸吗?", - "UI_INVENTORY_BULK_RECYCLE": "批量回收", - "UI_INVENTORY_FILTER_NAME": "名称", - "UI_INVENTORY_FILTER_RARITY": "稀有度:", - "UI_INVENTORY_FILTER_RARITY_ALL": "全部", - "UI_INVENTORY_FILTER_RARITY_COMMON": "普通", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "罕见", - "UI_INVENTORY_FILTER_RARITY_RARE": "稀有", - "UI_INVENTORY_FILTER_CATEGORY": "类别", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "全部", - "UI_INVENTORY_FILTER_TYPE": "元素属性", - "UI_INVENTORY_FILTER_TYPE_ALL": "全部", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "无属性", - "UI_QUEST_LOG_CATEGORY_QUESTS": "任务", - "UI_QUEST_LOG_CATEGORY_RUMORS": "传闻", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "成就", - "UI_QUEST_LOG_NO_QUESTS": "没有任务。", - "UI_QUEST_LOG_NO_RUMORS": "没有传闻。", - "UI_QUEST_LOG_SECTION_MAIN": "主线任务", - "UI_QUEST_LOG_SECTION_SIDE": "支线任务", - "UI_QUEST_LOG_SECTION_OTHER": "其他", - "UI_QUEST_LOG_SECTION_COMPLETED": "已完成", - "UI_QUEST_LOG_SECTION_ACHIEVED": "已取得成就{0} / {1}", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "未取得成就", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "隐藏成就,#{0}。", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "“{rumor_dialogue}”", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", - "UI_QUEST_LOG_VIEW_BUTTON": "查看地图", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "播放歌曲", - "UI_QUEST_TIMER": "有效时长:{minutes}分钟。", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "查看集章卡", - "UI_QUEST_LOG_TRACK_BUTTON": "追踪", - "UI_QUEST_LOG_UNTRACK_BUTTON": "取消追踪", - "UI_QUEST_TRACKER_RUMOR": "传闻:{quest_title}", - "NOTIFICATION_ACHIEVEMENT": "已解锁成就", - "NOTICEBOARD_TITLE": "巡护员告示板", - "NOTICEBOARD_LEVEL": "{level}级", - "NOTICEBOARD_REMINDER_TITLE": "所有巡护员请注意:", - "NOTICEBOARD_REQUIREMENT_RANGER1": "加入巡护员的行列并完成训练,即可解锁这些任务。", - "NOTICEBOARD_METER_RATIO": "已找到:{amount_owned} / {total_required}", - "NOTICEBOARD_METER_LABEL": "升到下一级所需的融合原料:{amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "???", - "NOTICEBOARD_REMINDER_BODY": "别忘了向镇民们打听传闻,否则就有可能错过某些事件!埃安忒可没空亲自去追查每一条小道消息!", - "NOTICEBOARD_NEXT_REWARD": "下一个奖励:", - "NOTICEBOARD_REWARD_NEW_QUEST": "新任务", - "NOTICEBOARD_REWARD_ITEMS": "物品", - "NOTICEBOARD_REWARD_NEW_MONSTER": "新怪物", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "接下这一任务,了解更多信息。", - "NOTICEBOARD_QUEST_COMPLETED": "已完成", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "该任务现在还不能接。先去完成一些别的任务,晚些再回来吧。", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "接下任务", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "在日志中查看", - "CHOOSE_STARTER_OPTION1": "暗黑风", - "CHOOSE_STARTER_TITLE": "你的审美倾向是什么?", - "CHOOSE_STARTER_OPTION2": "甜美风", - "TUTORIAL_DEMO1.m": "试玩版已结束。Bytten工作室只有两名成员,我们俩都希望你能在这个小样品中玩得开心!", - "TUTORIAL_DEMO_TITLE": "感谢游玩!", - "TUTORIAL_DEMO2.f": "游戏推出完整版本时,你可以用这个存档接着玩下去。", - "TUTORIAL_DEMO1.n": "试玩版已结束。Bytten工作室只有两名成员,我们俩都希望你能在这个小样品中玩得开心!", - "TUTORIAL_DEMO1.f": "试玩版已结束。Bytten工作室只有两名成员,我们俩都希望你能在这个小样品中玩得开心!", - "TUTORIAL_DEMO2.m": "游戏推出完整版本时,你可以用这个存档接着玩下去。", - "TUTORIAL_DEMO2.n": "游戏推出完整版本时,你可以用这个存档接着玩下去。", - "TUTORIAL_REMASTER": "某些磁带达到5颗星时,就可以进行“重新灌录”。\\n\\n重新灌录一盘磁带,可令其进化成更强大的形态,不仅各项能力值都会增长,而且还会习得新的招式。\\n\\n有些怪物形态只能通过重新灌录获得,而对于某些磁带来说,在不同条件下重新灌录,最终得到的成品磁带也会有所不同。\\n\\n等时机一成熟,就把磁带拿去重新灌录吧!", - "TUTORIAL_DEMO_STORE_BTN": "在商店中查看", - "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", - "TUTORIAL_REMASTER_TITLE": "教程:重新灌录", - "TUTORIAL_FUSION_TITLE": "教程:融合", - "TUTORIAL_FUSION1.m": "当你的目标与同伴一致时,你们就可以融合成单一的、更为强大的野兽。\\n\\n你和你的同伴越是亲密,你们的融合体就越是强大。\\n\\n不过要记得留意融合指示条!你们只有在指示条满时才可融合哦。", - "TUTORIAL_FUSION1.n": "当你的目标与同伴一致时,你们就可以融合成单一的、更为强大的野兽。\\n\\n你和你的同伴越是亲密,你们的融合体就越是强大。\\n\\n不过要记得留意融合指示条!你们只有在指示条满时才可融合哦。", - "TUTORIAL_FUSION1.f": "当你的目标与同伴一致时,你们就可以融合成单一的、更为强大的野兽。\\n\\n你和你的同伴越是亲密,你们的融合体就越是强大。\\n\\n不过要记得留意融合指示条!你们只有在指示条满时才可融合哦。", - "TUTORIAL_FUSION2": "作为融合体,你们每回合获得的AP由2点变为4点,因此能更早使出更加强大的招式。\\n\\n两盘磁带上的所有招式都供你们选用,而双方能力值也会加在一起。", - "TUTORIAL_RELATIONSHIPS": "和朋友打好关系真的非常重要。你们的亲密度,将直接影响到融合时会有多么强大!\\n\\n完成队友任务,以及与之并肩作战,皆可拉近与队友间的距离。时机成熟时,你们可以在篝火旁或咖啡馆里休息一下,让关系更上一层楼。", - "TUTORIAL_RECORDING1": "录制成功与否,纯粹依靠概率。不过,好几个因素都会影响到录制的成功率:\\n\\n- 怪物的生命值;\\n- 它的等级和稀有程度;\\n- 你在录制时对它造成了多少伤害;\\n- 以及录制者本人受到了多少伤害。", - "TUTORIAL_RELATIONSHIPS_TITLE": "教程:关系", - "TUTORIAL_RECORDING2": "利用状态效果来加强攻击,然后瞄准你正在录制的怪物发动攻击,便能十分有效地增加伤害,提高你的胜算。\\n\\n一旦录制过程开始,怪物就不能逃跑、也不会被打倒,这样你就不必担心将其击倒了!", - "TUTORIAL_RECORDING_TITLE": "教程:录制磁带", - "TUTORIAL_TAPE_STORAGE.f": "队伍已满时,你所录制的磁带会放入背包的特殊收纳格。坐在篝火旁或咖啡馆里,就能整理磁带,将磁带移入或移出队伍。\\n\\n不想要收纳格里的磁带了,就拿去回收,换取资源和贴纸吧。", - "TUTORIAL_TAPE_STORAGE.m": "队伍已满时,你所录制的磁带会放入背包的特殊收纳格。坐在篝火旁或咖啡馆里,就能整理磁带,将磁带移入或移出队伍。\\n\\n不想要收纳格里的磁带了,就拿去回收,换取资源和贴纸吧。", - "TUTORIAL_TAPE_STORAGE_TITLE": "教程:磁带收纳格", - "TUTORIAL_STICKERS1": "在战斗中使用磁带时,你能采用什么招式,取决于磁带上贴了什么贴纸。\\n\\n你可以将背包里的贴纸“贴上”磁带,磁带便能获得新招式;对于不想使用的招式,就“撕下”相应的贴纸放回背包吧。", - "TUTORIAL_STICKERS_TITLE": "教程:贴纸与招式", - "TUTORIAL_TAPE_STORAGE.n": "队伍已满时,你所录制的磁带会放入背包的特殊收纳格。坐在篝火旁或咖啡馆里,就能整理磁带,将磁带移入或移出队伍。\\n\\n不想要收纳格里的磁带了,就拿去回收,换取资源和贴纸吧。", - "TUTORIAL_STICKERS2": "贴纸可以想用多少次就用多少次,但每次只能贴在一盘磁带上。\\n\\n贴纸可以通过以下几种方式获得:\\n\\n- 通过填满磁带的经验值条获得。\\n- 在你找到的宝箱或储藏箱中获得。\\n- 从港口镇的某些小贩处获得。", - "TUTORIAL_AP2": "队伍内每位成员每回合可获得2点AP;若发动属性克制的攻击,还能额外获得1点AP。\\n\\n你可以提前做好计划,先使用较弱的低AP招式,把AP攒起来发动威力最强大的攻击。", - "TUTORIAL_AP_TITLE": "教程:行动点数", - "TUTORIAL_AP1": "注意这些橙色方块——这是你的行动点数,简称AP。\\n\\n大多数招式都需要耗费AP。招式所耗费的AP数,会显示在其名称旁边。\\n\\n假如你的AP未达到某个招式的需求,就不能在本回合使用这个招式。", - "TUTORIAL_ARCHANGEL_AP_TITLE": "教程:大天使", - "TUTORIAL_ARCHANGEL_AP": "与其他耗费AP才能使出招式的怪物不同,大天使会把所有AP积累起来,直到达到10点。\\n\\n一旦大天使达到10点AP,就会发动独特的天使攻击,将全部力量一次性释放出来。\\n\\n要想活命,就得巧妙使用招式,要么筑起稳固的防御以作准备,要么在大天使储够AP之前,就先一步将其打倒。", - "TUTORIAL_STATIONS2": "梅林线的每个站点似乎都居住着一些来自远方的奇异生灵。\\n\\n彻底探索这些站点,应能获得宝贵的情报和奖励。", - "TUTORIAL_STATIONS1": "只要你身处户外,就随时可以在地图界面激活快速旅行。\\n\\n一开始,你只能回到留声机咖啡馆;然而,每令一个站点重开,地图上就会多一个新目的地供你使用。", - "TUTORIAL_STATIONS_TITLE": "教程:快速旅行与地铁站", - "TYPE_CHART_ATTACKER": "进攻方:", - "TYPE_CHART_DEFENDER": "防守方:", - "TYPE_CHART_TRANSMUTATION": "元素嬗变:", - "TYPE_CHART_NO_REACTION": "无化学反应。", - "TYPE_CHART_BUFFS": "正面效果:", - "TYPE_CHART_DEBUFFS": "负面效果:", - "TYPE_CHART_OTHER": "其他效果:", - "TYPE_CHART_STATUS_AMOUNT": "×{amount}", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "前方有危险。在继续之前,请确保身上至少携带2盘可用磁带。", - "TITLE_SCREEN_PLAY_BUTTON": "开始游戏", - "TITLE_SCREEN_PRESS_BUTTON": "按下{control.ui_accept}键", - "TITLE_SCREEN_LANGUAGE_BUTTON": "语言", - "TITLE_SCREEN_CREDITS_BUTTON": "制作人员", - "UI_SETTINGS": "设置", - "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n。,、?!()~—…“”‘’《》:;.,/?’;:!”%&*()_-=+×·", - "UI_SETTINGS_GRAPHICS": "图形", - "UI_SETTINGS_AUDIO": "音频", - "UI_SETTINGS_GAMEPLAY": "游戏设置", - "UI_SETTINGS_KEYBOARD": "键盘", - "UI_SETTINGS_CONTROLLER": "控制器", - "UI_SETTINGS_DEFAULTS_BUTTON": "重置为默认值", - "UI_SETTINGS_REBIND_BUTTON": "重设键位", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "全屏", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "开", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "关", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "分辨率", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "帧率", - "UI_SETTINGS_GRAPHICS_PRESET_0": "低", - "UI_SETTINGS_GRAPHICS_PRESET": "图形预设", - "UI_SETTINGS_GRAPHICS_PRESET_1": "中", - "UI_SETTINGS_GRAPHICS_PRESET_2": "高", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "自定义", - "UI_SETTINGS_GRAPHICS_MODE_0": "侧重性能", - "UI_SETTINGS_GRAPHICS_MODE": "图形模式", - "UI_SETTINGS_GRAPHICS_MODE_1": "平衡", - "UI_SETTINGS_GRAPHICS_MODE_2": "侧重画质", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "抗锯齿", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "禁用", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2倍MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4倍MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8倍MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16倍MSAA", - "UI_SETTINGS_VALUE_ON": "开", - "UI_SETTINGS_VALUE_OFF": "关", - "UI_SETTINGS_GRAPHICS_DOF": "景深模糊", - "UI_SETTINGS_GRAPHICS_GLOW": "发光", - "UI_SETTINGS_GRAPHICS_SHADOW": "全局阴影", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "全局串流", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "更少弹窗", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "低CPU占用率", - "UI_SETTINGS_CLOSE_CONFIRM": "更改尚未应用,确定要关闭吗?", - "UI_SETTINGS_SAVED": "设置已保存!", - "UI_SETTINGS_AUDIO_VOLUME_Master": "总音量", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "效果音量", - "UI_SETTINGS_AUDIO_VOLUME_Music": "音乐音量", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "语音音量", - "UI_SETTINGS_AUTOSAVE": "自动存档", - "UI_SETTINGS_AUTOSAVE_ENABLED": "启用", - "UI_SETTINGS_AUTOSAVE_DISABLED": "禁用", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "启用", - "UI_SETTINGS_SHOW_TIMER": "速通计时器", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "显示", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "隐藏", - "UI_SETTINGS_QUEST_TRACKER": "HUD任务追踪", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "禁用", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "状态效果教程", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "仅首次遇到时", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "始终打开", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "从不打开", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "启用", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "禁用", - "UI_SETTINGS_SCREEN_SHAKE": "屏幕抖动", - "UI_SETTINGS_VIBRATION_ENABLED": "启用", - "UI_SETTINGS_VIBRATION": "控制器振动", - "UI_SETTINGS_VIBRATION_DISABLED": "禁用", - "UI_SETTINGS_AI_SMARTNESS": "AI 智力", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "蠢上加蠢", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "更蠢", - "UI_SETTINGS_AI_SMARTNESS_EASY": "蠢", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "推荐", - "UI_SETTINGS_AI_SMARTNESS_HARD": "聪明", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "更聪明", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "聪明绝顶", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "禁用", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- 人类和头目会明智地选择招式。\\n- 野生怪物大多会随机选择招式。", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- 敌人选择招式时更加随机。", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- 敌人会更加明智地选择招式。", - "UI_SETTINGS_LEVEL_SCALING": "等级匹配", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "简单得要命", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "更简单", - "UI_SETTINGS_LEVEL_SCALING_EASY": "简单", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "推荐", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- 完全禁用等级匹配。", - "UI_SETTINGS_LEVEL_SCALING_HARD": "困难", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "更困难", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "难到哭", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- 等级较高的敌人,会因应你的等级降低难度。\\n- 等级较低的NPC和头目,不会提升太多难度。", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- 等级较高的敌人,不会因应你的等级降低难度。\\n- 等级较低的NPC和头目,会因应你的等级提升一半难度。", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- 等级较高的敌人,不会因应你的等级降低难度。\\n- 所有等级较低的敌人,都会因应你的等级稍微提升难度。", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "菜单控制", - "UI_SETTINGS_KEYBOARD_ui_accept": "确认", - "UI_SETTINGS_KEYBOARD_ui_cancel": "取消", - "UI_SETTINGS_KEYBOARD_ui_page_up": "向上翻页", - "UI_SETTINGS_KEYBOARD_ui_page_down": "向下翻页", - "UI_SETTINGS_KEYBOARD_ui_action_1": "UI操作1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "UI操作2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "UI操作3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "重设“{0}”键位", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "游戏控制", - "UI_SETTINGS_CONTROLLER_move": "移动", - "UI_SETTINGS_KEYBOARD_move_up": "向上移动", - "UI_SETTINGS_KEYBOARD_move_left": "向左移动", - "UI_SETTINGS_KEYBOARD_move_right": "向右移动", - "UI_SETTINGS_KEYBOARD_move_down": "向下移动", - "UI_SETTINGS_KEYBOARD_interact": "互动", - "UI_SETTINGS_KEYBOARD_jump": "跳跃", - "UI_SETTINGS_KEYBOARD_dash": "猛冲", - "UI_SETTINGS_KEYBOARD_magnetism": "磁力", - "UI_SETTINGS_KEYBOARD_climb": "攀爬", - "UI_SETTINGS_KEYBOARD_pause_menu": "显示菜单", - "UI_SETTINGS_KEYBOARD_map_menu": "显示地图", - "UI_SETTINGS_KEYBOARD_party_menu": "显示队伍", - "UI_SETTINGS_KEYBOARD_inventory_menu": "显示背包", - "UI_SETTINGS_KEYBOARD_fast_mode": "4倍速战斗速度(长按)", - "UI_SETTINGS_KEYBOARD_PROMPT": "按下按键(最多4个),为该操作分配键位。", - "CONTROLLER_DISCONNECTED_PASSIVE": "控制器已断开。", - "UI_SETTINGS_KEYBOARD_INVALID": "需将所有操作键位都设定好,才可保存设置。", - "AUTOSPLIT_DISCONNECTED": "LiveSplit 服务器连接已断开。", - "AUTOSPLIT_CONNECTED": "LiveSplit 服务器连接已建立。", - "CONTROLLER_DISCONNECTED_MODAL": "控制器已断开,请重新连接您的控制器。", - "AUTOSPLIT_CONNECTION_FAILED": "未能建立 LiveSplit 服务器连接。", - "AUTOSPLIT_RELOADED": "重新载入 LiveSplit 配置。", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "控制器已断开", - "AUTOSPLIT_RELOAD_FAILED": "未能重新载入 LiveSplit 配置。", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "本地多人玩家加入/离开", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "凯莉会教你如何解锁本地合作。", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "请重新连接您的控制器。", - "UNKNOWN_BESTIARY_INDEX": "???", - "UI_JOYPAD_SELECT_LOAD_FILE": "加载存档后开始本地合作游玩。", - "UI_JOYPAD_SELECT_JOIN": "按下{join_btn}键", - "BESTIARY_INDEX_ARCHANGEL": "使{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} 离开", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "返回主菜单,开始游玩新安装的 DLC。", - "BESTIARY_INDEX_FUSION": "融{0}", - "DLC_INSTALLED_RESTART_PROMPT": "重新启动游戏,方可游玩新安装的 DLC", - "DJINN_ENTONIC_NAME": "镇汤尼", - "DJINN_ENTONIC_NAME_PREFIX": "镇", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "子弹仔碎弹片", - "DJINN_ENTONIC_NAME_SUFFIX": "汤尼", - "DJINN_ENTONIC_LORE_2": "镇尼,有时又称“灯神”,是阿拉伯神话中的一种传说生物。在《阿拉丁》的故事中,主人公无意中擦了一下魔灯,就把封在里面的灯神释放出来了。", - "DJINN_ENTONIC_LORE_1": "这位神秘的宇宙侍者,会为您奉上无可挑剔的餐桌服务;至于端上来的会是什么类型的饮料,则尚不完全清楚,只知道这些饮料“老少咸宜”且“不会影响游戏的年龄评级”。", - "DJINN_ENTONIC_DESCRIPTION": "宇宙侍者", - "BULLETINO_NAME": "子弹仔", - "BULLETINO_NAME_PREFIX": "子弹", - "BULLETINO_NAME_SUFFIX": "弹仔", - "BULLETINO_LORE_2": "早期的子弹是简单的铅球,中世纪打仗时会将这些子弹安入大炮,对准敌人和防御工事发射。今时今日标志性的锥状“子弹形”,是由19世纪的一位法国船长亨利-古斯塔夫·德尔维涅发明的。", - "BULLETINO_LORE_1": "子弹仔只有一种防御机制,那就是一慌乱就头朝前直直冲向危险。这主意可不怎么样,但子弹仔还是会这么做。", - "BULLETINO_DESCRIPTION": "行走的巨大子弹", - "VELOCIRIFLE_NAME": "伶盗枪龙", - "VELOCIRIFLE_NAME_PREFIX": "伶盗", - "VELOCIRIFLE_LORE_1": "伶盗枪龙头骨后方有一个装满火药的腔室,可以随时点燃,将储存在其面部“枪管”内的任何弹丸发射出去。后来,它们学会了先好好瞄准目标,再发射这些弹丸。", - "VELOCIRIFLE_NAME_SUFFIX": "枪龙", - "VELOCIRIFLE_DESCRIPTION": "脑袋跟枪似的蜥蜴", - "VELOCIRIFLE_LORE_2": "早在公元第一个千年,中国就已发明了火药。最早的火器是手持式大炮,里面装着火药和小弹丸。", - "ARTILLEREX_NAME": "霸王炮龙", - "ARTILLEREX_NAME_PREFIX": "霸王", - "ARTILLEREX_NAME_SUFFIX": "炮龙", - "ARTILLEREX_LORE_2": "加特林枪是一种早期机枪,利用绕曲轴旋转的枪管转轮快速发射弹药。该枪得名于其创造者理查德·乔丹·加特林,发明于19世纪中期。", - "ARTILLEREX_LORE_1": "霸王炮龙的身体里有一个熔融金属坑,坑里的金属可以形成弹片,并从腹部的“炮塔”射出。其弹道性能和伟岸的身躯,使它成为了真正令人胆寒的劲敌。", - "ARTILLEREX_DESCRIPTION": "肚子上有把枪的巨型蜥蜴", - "GEARYU_NAME_PREFIX": "齿轮", - "GEARYU_NAME": "齿轮暴龙", - "GEARYU_LORE_1": "数个巨大的齿轮靠磁力组合在一起,便组成了齿轮暴龙的身体中心。齿轮暴龙通过转动齿轮来产生动能,这些动能可以转化成强大的元素吐息攻击,从它的嘴巴发射出去。", - "GEARYU_NAME_SUFFIX": "暴龙", - "GEARYU_LORE_2": "齿轮是圆形的机器零件,借助其轮毂上的一圈“轮齿”来和其他齿轮咬合。不同尺寸的齿轮可用于增加或减少机器内部的旋转力速度。", - "GEARYU_DESCRIPTION": "金属齿轮蜥蜴", - "SALAMAGUS_NAME": "火螈术士", - "SALAMAGUS_LORE_1": "全身滑溜溜的火螈术士,还在学习如何运用火系法术乃至其他秘法。火螈术士头顶上的小袋储有燃料,令它得以喷出火焰——顺带一提,在不知情的人看来,这些小袋活像是几颗提溜直转的巨大眼珠子。", - "SALAMAGUS_NAME_PREFIX": "火螈", - "SALAMAGUS_NAME_SUFFIX": "术士", - "PYROMELEON_NAME_PREFIX": "炎蜥", - "PYROMELEON_NAME": "炎蜥法师", - "SALAMAGUS_DESCRIPTION": "三角头的蜥蜴", - "SALAMAGUS_LORE_2": "术士,或称魔法师,指的是使用魔法的人。神话、民间传说和流行文化中,都经常有他们的一席之地。", - "PYROMELEON_NAME_SUFFIX": "法师", - "PYROMELEON_LORE_1": "炎蜥法师是精通火炎法术的大师,不仅能吐出火焰,还能操纵火焰。炎蜥法师常会在舌尖上生起一团火,为的是夸示它们对火这一元素的掌控能力已是炉火纯青。", - "PYROMELEON_DESCRIPTION": "舌头很长的蜥蜴", - "ICEPECK_LORE_1": "冰喙雀长着冰凌“鸟喙”,可用于抵御攻击者。在温暖的气候条件下,这些冰喙会完全融化,这就是为什么冰喙雀几乎只出现在威勒尔山的寒冷高原。", - "PYROMELEON_LORE_2": "火炎法术既指用火进行占卜的行为,也指靠魔法手段来操纵及召唤火的能力。练这门法术的人,被称为“炎术士”。", - "ICEPECK_LORE_2": "水从某个物体上淌落时冻结,就会形成冰凌。冬季或者寒冷的气候条件下,常能看见倒挂在树木和房屋上的冰凌。", - "CRYOSHEAR_NAME_PREFIX": "寒", - "ICEPECK_DESCRIPTION": "长着冰凌鸟喙的鸟", - "CRYOSHEAR_NAME": "寒铰雀", - "CRYOSHEAR_NAME_SUFFIX": "铰雀", - "CRYOSHEAR_DESCRIPTION": "披着斗篷、挥着冰刀的生物", - "CRYOSHEAR_LORE_2": "冰冻圈,指的是大部分水会以冻结形式出现的地表圈层,比如北极和南极。", - "CRYOSHEAR_LORE_1": "寒铰雀大多数时候都挥舞着两把完全由冰形成的刀,以此来发动进攻。它们最常用的攻击方式,是将两把刀合起来,当作一把巨型剪刀来用。", - "SPOOKI-ONNA_NAME": "雪怖女", - "SPOOKI-ONNA_NAME_PREFIX": "雪怖", - "SPOOKI-ONNA_NAME_SUFFIX": "女", - "BOLTAM_NAME_PREFIX": "霹雳", - "SPOOKI-ONNA_LORE_1": "传说中,若有不自量力的愚人试图攀登威勒尔山的顶峰,那么雪怖女便会在他们面前现身。据目击报告描述,这个状似女人的幽灵会怂恿登山者接近她,然后用致命的寒冷浓雾将他们围绕起来。", - "SPOOKI-ONNA_LORE_2": "日本民间传说里有诸多“妖怪”,雪女便是其中的一种。雪女的故事有多个不同版本,但其形象通常都被刻画为与暴风雪天气有关的女鬼,且通常会给人类带来痛苦和死亡。", - "BOLTAM_NAME": "霹雳猴", - "SPOOKI-ONNA_DESCRIPTION": "恐怖的迷雾女子", - "BOLTAM_NAME_SUFFIX": "猴", - "BOLTAM_LORE_2": "磁力是一种因电荷移动而产生的力。引导电流流经金属物体、形成磁场,便能将该金属物体“磁化”。", - "BOLTAM_LORE_1": "霹雳猴的金属头部具有极强的导电性,会被动吸收大气中的电流。霹雳猴能将这种能量转化为磁场,并利用这一磁场轻松跨越陆地和腾空移动。", - "BOLTAM_DESCRIPTION": "脑袋跟金属弹球似的动物", - "PLASMANTLER_NAME": "电浆羚", - "PLASMANTLER_NAME_PREFIX": "电浆", - "PLASMANTLER_NAME_SUFFIX": "羚", - "PLASMANTLER_LORE_2": "虽然我们只认为金属物体具有“磁性”,但事实上所有物质都受到磁力的作用。电磁力是我们所认知的物质世界的构成要素之一。", - "SPARKTAN_NAME": "电光勇士", - "PLASMANTLER_DESCRIPTION": "长着金属头和鹿角的怪物", - "PLASMANTLER_LORE_1": "电浆羚是霹雳猴的成熟阶段,由于已吸收足够电能,其体型也显著成长。电浆羚的磁场十分强大,足以吸引和排斥非铁类物质。", - "SPARKTAN_NAME_PREFIX": "电光", - "SPARKTAN_LORE_1": "电光勇士是活生生的雷雨云,其“手臂”由集束的电能形成,可以随心所欲伸展。电光勇士更喜欢生活在高海拔地区,在那里它们可以悄然积聚更多云雾。", - "SPARKTAN_NAME_SUFFIX": "勇士", - "SPARKTAN_LORE_2": "云是由悬浮在行星周围大气中的颗粒形成的。地球上的云由水汽形成,而且会根据其海拔高度和水分密度,形成不同的形状。", - "ZEUSTRIKE_NAME": "雷宙子", - "SPARKTAN_DESCRIPTION": "活生生的雷雨云", - "ZEUSTRIKE_NAME_PREFIX": "雷宙", - "ZEUSTRIKE_NAME_SUFFIX": "宙子", - "ZEUSTRIKE_LORE_2": "当积雨云内的冰晶和水滴相互摩擦,转移足够多的电荷、构成电位差时,就会形成雷暴;有时候,电荷也会从云层向下转移至地面,即为云地间放电。", - "ZEUSTRIKE_LORE_1": "雷宙子经常在战斗中和彼此一决高下。它们挥舞闪电光束手臂,在云层间激烈碰撞,其效果与雷暴无异。", - "ZEUSTRIKE_DESCRIPTION": "戴着头盔的云朵", - "KITTELLY_NAME_PREFIX": "天线", - "KITTELLY_NAME": "天线喵喵咪", - "KITTELLY_LORE_1": "天线喵喵咪唯一的交流方式,便是通过其类似电视的“脸”上的静态图案传达信息。这些信息很难辨认,而这一障碍往往让一般的天线喵喵咪无法与其他生物沟通。", - "KITTELLY_NAME_SUFFIX": "喵喵咪", - "KITTELLY_DESCRIPTION": "脑袋是部破电视的猫", - "KITTELLY_LORE_2": "人们经常把黑猫和巫术及超自然现象联系在一起,许多文化都将黑猫视为不祥之兆或厄运象征;这一污名实属冤枉。", - "CAT-5_NAME": "电力猫", - "CAT-5_NAME_SUFFIX": "猫", - "CAT-5_NAME_PREFIX": "电力", - "CAT-5_LORE_1": "电力猫虽然长着一张与等离子屏幕颇为相似的脸,但它在看东西上似乎并没有什么困难。由于没有嘴,电力猫为了给自己提供能量,会借助其双芯电缆尾巴从大气中吸取静电。", - "CAT-5_LORE_2": "猫妖精是凯尔特神话中的一种生物。在神话的描述中,猫妖精形似大黑猫,据说能在死者迈入来世之前偷走他们的灵魂。", - "JELLYTON_NAME": "啫喱巨骸", - "CAT-5_DESCRIPTION": "脑袋是部平板电视的怪兽", - "JELLYTON_NAME_PREFIX": "啫喱", - "JELLYTON_LORE_1": "倒霉的不死兵掉进沼泽无法脱身时,其身体随着时间的推移而分解,再重新构成主要成分为光滑有毒黏液的生物,便形成了啫喱巨骸。据传,这种黏液是绝佳的肥料。", - "JELLYTON_NAME_SUFFIX": "巨骸", - "JELLYTON_LORE_2": "“史莱姆怪”常出现在现代流行文化中,尤其在奇幻类文化媒介上更是多见。虽然没有具体的神话起源,但史莱姆怪通常被描绘成由凝胶或腐液组成的无定形生物,可以将接触到的任何物质尽数吞噬。", - "NEVERMORT_NAME": "永不复鸦", - "JELLYTON_DESCRIPTION": "长着个骷髅头的黏液状生物", - "NEVERMORT_NAME_PREFIX": "永不复", - "NEVERMORT_NAME_SUFFIX": "鸦", - "NEVERMORT_LORE_1": "有一点必须强调,永不复鸦并没有鸟喙,而是戴了一副陶瓷制的瘟疫医生面具。至于面具底下是张什么样的面孔,最好就还是别去探究了。", - "NEVERMORT_DESCRIPTION": "戴着兜帽和面具的乌鸦", - "NEVERMORT_LORE_2": "鸦科的鸟类(其中又以渡鸦为甚),在许多文化的民间传说和艺术作品中,都占据醒目的一席之地。希腊神话中,渡鸦被刻画成太阳神阿波罗的护卫者,据传会给人们带来厄运。", - "APOCROWLYPSE_NAME": "天启鸦士", - "APOCROWLYPSE_NAME_PREFIX": "天启", - "APOCROWLYPSE_NAME_SUFFIX": "鸦士", - "APOCROWLYPSE_LORE_2": "16世纪,查尔斯·德洛姆发明了标志性的“鸟嘴医生”服饰,供瘟疫医生们在照顾流行病患者时穿着。面罩里装满香料和香水,当时人们相信这样便能防止经空气传播的感染。", - "APOCROWLYPSE_LORE_1": "除了斗篷和面具之外,天启鸦士还系着腰带,上面装饰着抛光的动物头骨;这使得该生物的剪影活像是骑着骷髅马的斗篷人影。", - "MAGIKRAB_NAME": "魔术蟹", - "MAGIKRAB_LORE_1": "魔术蟹是古时候首个被带到新威勒尔的怪物。这类生物现在几乎全都灭绝了,只剩一头形单影只的魔术蟹还居住在岛上,勤勤恳恳地当着终身任职的站务员。", - "MAGIKRAB_NAME_PREFIX": "魔术", - "MAGIKRAB_NAME_SUFFIX": "蟹", - "APOCROWLYPSE_DESCRIPTION": "阴森诡异的四足鸟", - "CLOCKSLEY_NAME": "发条侠盗", - "MAGIKRAB_LORE_2": "在舞台幻觉的学问中,魔术师的帽子是一件用途广泛的公认辅助道具。魔术师可以从帽子里变出一只兔子,也可以让一块手帕消失在帽子中。", - "MAGIKRAB_DESCRIPTION": "戴着巫师帽的螃蟹", - "CLOCKSLEY_NAME_PREFIX": "发条", - "CLOCKSLEY_NAME_SUFFIX": "侠盗", - "CLOCKSLEY_LORE_2": "虽说发条装置自古就已存在,但发条玩具是19世纪才在西方世界流行起来的。这些玩具的外部通常有钥匙孔,将钥匙插进钥匙孔即可“上发条”。", - "CLOCKSLEY_LORE_1": "发条侠盗带钳爪的长臂,令它们能隔着一段安全距离挥舞手持兵器,因此在远程战斗上独具优势,也弥补了发条侠盗速度不算特别快的不足。", - "ROBINDAM_NAME": "机动战士罗宾", - "ROBINDAM_LORE_1": "机动战士罗宾的塑料弓箭百步穿杨,能够在300米外用吸盘箭准确命中目标。它们为自己百发百中的射击准头,以及更百发百中的正义感而引以为豪。", - "ROBINDAM_NAME_PREFIX": "机动战士", - "ROBINDAM_NAME_SUFFIX": "罗宾", - "CLOCKSLEY_DESCRIPTION": "长着带钳爪长臂的玩具生物", - "ROBINDAM_DESCRIPTION": "持弓箭的大型机器人", - "TWIRLIGIG_NAME": "旋转木人", - "ROBINDAM_LORE_2": "罗宾汉是英国民间传说中的人物形象,在全世界都很有知名度。他也有“洛克斯利的罗宾”之别名,相传是位劫富济贫的绿林好汉。", - "TWIRLIGIG_NAME_PREFIX": "旋转", - "TWIRLIGIG_NAME_SUFFIX": "木人", - "TWIRLIGIG_LORE_2": "稻草人在历史上曾用于吓唬乌鸦等鸟类,以及作为战斗的训练假人。", - "KIRIKURI_NAME": "机巧斩偶", - "TWIRLIGIG_DESCRIPTION": "跳来跳去的木头假人", - "TWIRLIGIG_LORE_1": "旋转木人以前曾是粗制滥造的练靶假人,但后来通过未知的方式成了精。由于没有复杂的四肢,它们被迫以贯穿其身体的木桩为轴转动,以此来移动和攻击。", - "KIRIKURI_NAME_PREFIX": "机巧", - "KIRIKURI_LORE_1": "机巧斩偶曾是练武器用的假人,后来干脆自己拿起了武器。机巧斩偶战斗时使用的是木刀,即剑术练习时用到的木制日本刀。", - "KIRIKURI_NAME_SUFFIX": "斩偶", - "KIRIKURI_DESCRIPTION": "持剑盾的木制假人", - "KIRIKURI_LORE_2": "木刀是一种日本木制剑。这些用于武术训练的道具,通常以日本刀为原型,但可以制成各种不同的形状和尺寸,以模仿其他类型的剑。", - "BRUSHROOM_NAME": "神笔菇", - "BRUSHROOM_NAME_PREFIX": "神笔", - "BRUSHROOM_NAME_SUFFIX": "菇", - "FUNGOGH_NAME": "梵高菌", - "BRUSHROOM_LORE_2": "绘画的历史与人类一样古老,而画笔的历史同样如是。考古学发现,史前文明绘制洞穴壁画的工具,是用芦苇和毛发制成的。", - "BRUSHROOM_LORE_1": "神笔菇热衷于艺术创作,会用自己头上渗出的奇怪颜料来作画。据观察,神笔菇可以靠使用不同色彩,来改变所画物体的物理属性。", - "HUNTORCH_NAME": "猎炬手", - "BRUSHROOM_DESCRIPTION": "拿着画笔、绑着红手帕的蘑菇", - "FUNGOGH_NAME_PREFIX": "梵高", - "FUNGOGH_LORE_1": "梵高菌将兵法与书法相结合,动作敏捷且招招见血,其画笔杆的击打与滴水不漏的姿势完美结合在一起。", - "FUNGOGH_NAME_SUFFIX": "菌", - "FUNGOGH_LORE_2": "现代画笔通常由木头和金属柄组成,至于刷毛则是用毛发或尼龙制成。质量较高的画笔依然会使用动物毛发,比如黑貂毛或猪鬃毛。", - "BUSHEYE_LORE_2": "“绿人”是遍布世界各地的民俗形象,通常被刻画成一张由树叶组成的脸庞。绿人象征着春天和重生,最常见于建筑物外墙上的雕刻。", - "BUSHEYE_LORE_1": "大眼灌丛几乎只会藏身于灌木丛中,这样既能躲避捕食者,又能偷袭猎物。大眼灌丛可以一动不动地躲藏好几个小时,不过有时会打瞌睡,反而错过扑向目标的时机。", - "FUNGOGH_DESCRIPTION": "蓄着上唇髭的蘑菇", - "BUSHEYE_DESCRIPTION": "有脚的行走灌木丛", - "HUNTORCH_NAME_PREFIX": "猎炬", - "HUNTORCH_LORE_1": "猎炬手是狂热的追踪好手,不费吹灰之力便能追上前方数英里的目标。据悉,猎炬手曾经一不小心用自己举着的火把,把那身树叶外表给点着了。", - "HUNTORCH_NAME_SUFFIX": "炬手", - "HUNTORCH_LORE_2": "“狂猎”在欧洲民间传说中以不同的形式出现,但普遍被描绘成一群骑在马背上的超自然猎人;至于这帮猎人的具体身份,则根据传说中狂猎出现的时间和地点而各不相同。", - "HUNTORCH_DESCRIPTION": "举着火把的带角灌木丛", - "HEDGEHERNE_NAME_PREFIX": "篱人", - "HEDGEHERNE_LORE_1": "篱人赫恩是狩猎高手,只要认定某个目标值得追逐,就会毫不留情追踪到底。篱人赫恩手上挥舞的兽角经久不“熄”,而众所周知的是,它们不惜烧毁整片森林,以便将猎物逼入死角。", - "HEDGEHERNE_NAME_SUFFIX": "赫恩", - "HEDGEHERNE_NAME": "篱人赫恩", - "HEDGEHERNE_LORE_2": "猎人赫恩是英国民间传说中的一个人物。他被描述为头上长着鹿角的幽灵男子,阴魂不散地骑着马在温莎森林出没。猎人赫恩同样与“狂猎”的传说有关。", - "BRAXSUIT_NAME": "正装小子", - "HEDGEHERNE_DESCRIPTION": "全身覆满树叶、举着燃烧兽角的生物", - "BRAXSUIT_NAME_PREFIX": "正装", - "BRAXSUIT_NAME_SUFFIX": "小子", - "BRAXSUIT_LORE_2": "1952年,三个男孩在西弗吉尼亚州的布拉克斯顿县目睹了一个奇怪的外星生物。它被描述为某种绿色生物,其头部形似扑克牌的黑桃A。", - "BRAXSUIT_LORE_1": "正装小子极为重视自己的仪容仪表。倘若衣领和领带歪歪扭扭或凌乱不堪,正装小子似乎就会十分犯愁。", - "FLAPWOODS_NAME": "拂袖星人", - "BRAXSUIT_DESCRIPTION": "漂浮在空中、打着领带的圆脸生物", - "FLAPWOODS_NAME_PREFIX": "拂袖", - "FLAPWOODS_LORE_1": "拂袖星人的身体如斗篷般随风翻腾,看起来活像一块被风吹得悬在空中的破布。大家普遍认为,拂袖星人那双黄眼睛的空洞凝视,令人极度忐忑不安。", - "FLAPWOODS_NAME_SUFFIX": "星人", - "FLAPWOODS_LORE_2": "1952年,“弗拉特伍兹怪物”目击事件很快成为都市传说。虽然描述各不相同,但其奇特的头部形状、带爪的手以及飘垂的长袍身体,均已成为隐匿生物和外星人目击事件爱好者口耳相传的标志性特征。", - "FLAPWOODS_DESCRIPTION": "悬在半空中、有着圆眼睛和漂浮手臂的外星人", - "BINVADER_NAME": "戴垃克", - "BINVADER_NAME_PREFIX": "戴", - "BINVADER_NAME_SUFFIX": "垃克", - "BINVADER_LORE_2": "废物处理垃圾箱,已经存在了几千年——罗马时期的城市,就已出现早期的废物收集系统。颇具辨识度的金属垃圾桶,则是在19世纪普及开来的,这种垃圾桶用铆接的金属条焊接成圆柱体,制造成本很低。", - "BINVADER_LORE_1": "戴垃克的外观,像是绿色触手怪寄居在一辆让人联想到垃圾桶的战斗车里。戴垃克身前举着两根“手臂”,一根用于发射致命的光束攻击,另一根则负责进攻性刺戳。", - "BINVADER_DESCRIPTION": "外星垃圾桶", - "BINTERLOPER_NAME": "戴垃寇", - "BINTERLOPER_NAME_PREFIX": "戴垃", - "BINTERLOPER_NAME_SUFFIX": "寇", - "BINTERLOPER_LORE_1": "戴垃寇是比戴垃克更高级的战士,因此它们所驾驶的战车也更为强大。据观察,戴垃寇会向戴垃克“发号施令”,这意味着其内部存在某种军事等级制度。", - "BINTERLOPER_LORE_2": "20世纪,伴随着城市垃圾处理行业的发展,带轮垃圾桶开始成为主流。这也是在所难免,因为在那段时期,来自城市中家家户户的垃圾量急遽飙升。", - "PAWNDEAD_NAME": "不死兵", - "BINTERLOPER_DESCRIPTION": "装着外星人的塑料垃圾箱", - "PAWNDEAD_NAME_PREFIX": "不死", - "PAWNDEAD_LORE_1": "不死兵大部分时间都处于休眠状态,期间其身体会蜕变成持久耐用的花岗岩。若有不知情的旅行者路过,不死兵就会跟在其身边;待旅行者不经意间发现这些“雕像”,竟是面无表情的骷髅脸怪物时,便会大为惊恐。", - "PAWNDEAD_NAME_SUFFIX": "兵", - "PAWNDEAD_LORE_2": "在国际象棋中,“兵”是最常见的棋子。它一次只能移动一格,而且只能“吃掉”斜前方两格的棋子。尽管兵的移动能力有限,但仍不容小觑。", - "SKELEVANGELIST_NAME": "福音传教髅", - "PAWNDEAD_DESCRIPTION": "没有手臂的大头骷髅", - "SKELEVANGELIST_NAME_PREFIX": "福音", - "SKELEVANGELIST_NAME_SUFFIX": "传教髅", - "SKELEVANGELIST_DESCRIPTION": "漂浮在空中的长袍骷髅", - "SKELEVANGELIST_LORE_1": "福音传教髅会持续发出一种奇怪的低声吟唱。当福音传教髅发动精神操纵岩石的能力时,这种吟唱声就会越来越响亮。", - "KINGRAVE_NAME_PREFIX": "坟", - "SKELEVANGELIST_LORE_2": "在国际象棋中,“主教”是可以在对角线方向上移动任何距离的棋子。棋局开始时,每位棋手各执两枚主教棋。", - "KINGRAVE_NAME": "坟陵王", - "KINGRAVE_LORE_1": "坟陵王的身体由颇具延展性的致密石材制成,上面涂有华丽的色彩。坟陵王的移动速度十分缓慢,滑行时一身毛皮斗篷都会拖到地上。", - "KINGRAVE_NAME_SUFFIX": "陵王", - "KINGRAVE_LORE_2": "“王”是决定棋局胜负的棋子。要想取胜,就必须“将军”,亦即让对方的王无论怎么走都会被吃掉。王每步只能移动一格。", - "QUEENYX_NAME": "黑瑙后", - "KINGRAVE_DESCRIPTION": "巨型“王”棋", - "ALLSEER_NAME_SUFFIX": "之碟", - "QUEENYX_NAME_PREFIX": "黑瑙", - "QUEENYX_NAME_SUFFIX": "后", - "QUEENYX_LORE_1": "黑瑙后可以将元素能量引至手中的宝球,然后用宝球准确无误地掷中对手。黑瑙后虽然没有腿,但却可以快速移动,能像在空中滑翔一般在坚实的地面上滑行。", - "ALLSEER_NAME": "全视之碟", - "QUEENYX_DESCRIPTION": "巨型“后”棋", - "QUEENYX_LORE_2": "“后”是国际象棋中最万能的棋子,能够依照棋手的意愿,朝任何方向走任意格。吃掉敌人的后,是许多国际象棋战术的关键部分。", - "ALLSEER_NAME_PREFIX": "全视", - "ALLSEER_LORE_2": "虽然“飞碟”目击事件在20世纪初至中期大量增加,但这类神秘物体的目击记录其实可追溯至将近1000年前。今时今日,飞碟最常与科幻小说联系在一起。", - "ALLSEER_LORE_1": "全视之碟大多在夜间出现,盘旋在离地面数米的地方。全视之碟的名字源于其令人不安的行为,即圆睁着一只猩红“眼睛”,默不作声地观察过往的人类。", - "TRIPHINX_NAME": "三芬克斯", - "ALLSEER_DESCRIPTION": "飞碟", - "TRIPHINX_NAME_PREFIX": "三芬", - "TRIPHINX_LORE_1": "三芬克斯的金属外壳完全无法穿透。据推测,三芬克斯实际上是驾驶着某种外骨骼或运输船的有机生物。", - "TRIPHINX_NAME_SUFFIX": "克斯", - "TRIPHINX_LORE_2": "在H·G·威尔斯的小说《世界大战》中,火星入侵者驾驶着巨型金属战机降临地球。这些“三脚战机”有三条长腿,可轻松跨越各种障碍,还能发出致命的炽热射线。", - "KHUFO_NAME_PREFIX": "法老", - "TRIPHINX_DESCRIPTION": "巨型金属三脚怪", - "KHUFO_NAME": "法老胡浮", - "KHUFO_NAME_SUFFIX": "胡浮", - "KHUFO_LORE_1": "摆脱了“飞碟”外壳的法老胡浮,是全视之碟的另一种形态。法老胡浮攻击性强,对谈判协商毫无兴趣;其用来攻击受害者的战斗杖,则是运用神秘的地外科技所铸成。", - "KHUFO_LORE_2": "火星人是火星的假想居民,也是典型的“外星人”形象。在小说《世界大战》中,作者H·G·威尔斯将火星人描绘成一种类似于章鱼的生物,长着一颗靠许多触手状肢体撑起的大头。", - "GLAISTAIN_NAME": "花璃仙子", - "KHUFO_DESCRIPTION": "金字塔外星人", - "GLAISTAIN_SUBTITLE": "花窗玻璃仙子", - "GLAISTAIN_NAME_PREFIX": "花璃", - "GLAISTAIN_NAME_SUFFIX": "仙子", - "GLAISTAIN_LORE_2": "格莱斯蒂是凯尔特神话中的一种生灵。它有诸多不同化身,通常是有着美女外形的精灵或仙子。格莱斯蒂的老家在苏格兰高地,她会帮助还是伤害当地人,完全取决于故事的发展。", - "GLAISTAIN_LORE_1": "花璃仙子栖居并沉睡在一座古老的教堂遗址内,其身体似乎是由无数锯齿状的花窗玻璃碎片所组成。倘若有哪位冒险者愚蠢地将花璃仙子从沉睡中唤醒,它会让对方知道,这可不是什么好惹的对手。", - "GLAISTAIN_DESCRIPTION": "花窗玻璃仙子", - "UNDYIN_NAME": "贞妮", - "UNDYIN_NAME_PREFIX": "贞", - "UNDYIN_LORE_1": "贞妮状似鬼魅,会从铸铁海岸的浅水域爬出水面,伏击任何接近的不幸生灵。传说称,有位新娘遭到谋杀,并被人从她情人的船上抛入大海,其一心想要复仇的鬼魂便化身成贞妮这一怪物。", - "UNDYIN_NAME_SUFFIX": "妮", - "UNDYIN_LORE_2": "绿牙珍妮是英国民间传说中的人物形象,被描述为居住在湖泊和河流中的长发巫婆,会淹死那些误闯其水域的孩童。贞子是日本经典科幻恐怖小说及电影中的角色,她生前遭到侵犯和杀害,尸首被人抛入一口井,随后化身为复仇的恶灵。", - "DIVEAL_NAME": "潜海豹", - "UNDYIN_DESCRIPTION": "恐怖女鬼", - "DIVEAL_NAME_PREFIX": "潜海", - "DIVEAL_NAME_SUFFIX": "豹", - "DIVEAL_LORE_2": "潜水服最早发明于18世纪,并经历了多次更新换代。潜水服的主要用途,是打捞在海难中丢失的贵重物品。", - "DIVEAL_LORE_1": "潜海豹的头盔脑袋,不仅让它们能在水下呼吸,而且还含有气囊,可协助它们漂浮在水面上。潜海豹虽然在湖泊和海洋里十分灵活,但在陆地上则略显迟钝笨拙。", - "SCUBALRUS_NAME": "水肺象", - "DIVEAL_DESCRIPTION": "戴潜水头盔的海豹", - "SCUBALRUS_NAME_PREFIX": "水肺", - "SCUBALRUS_NAME_SUFFIX": "象", - "SCUBALRUS_LORE_2": "颇具辨识度的老式铜制潜水头盔又名“西贝头盔”,以其发明者奥古斯都·西贝命名。他的革命性设计,还包括防水潜水服,以及能排出空气而又不会进水的头盔阀门。", - "SCUBALRUS_LORE_1": "水肺象的头盔长出了结实的黄铜长牙,助它们抵御攻击者。水肺象发育出后肢,因此在陆地上比未成熟的潜海豹形态要强得多,也危险得多。", - "SCUBALRUS_DESCRIPTION": "戴潜水头盔的海象", - "AVEREVOIR_NAME_SUFFIX": "鸟", - "AVEREVOIR_LORE_1": "诀别鸟几乎是神话般的生物,在新威勒尔的整个历史上,其目击报告也仅有十来次。当地传说称,诀别鸟叼着的植物可以治疗任何疾病,还能赐人永生——当然,没人能把这株植物搞到手,因此这一说法的真假也就无从考证了。", - "AVEREVOIR_SUBTITLE": "庞然大鸟", - "AVEREVOIR_NAME_PREFIX": "诀别", - "AVEREVOIR_NAME": "诀别鸟", - "AVEREVOIR_LORE_2": "利物鸟是英格兰的神话生物。这种生物被刻画成鸟类(或许是鸬鹚),嘴里常常叼着一根嫩苗或枝条。利物鸟是英国城市利物浦的象征,其起源可追溯至该市最早的城市印章。", - "MASCOTOY_NAME": "吉祥偶", - "AVEREVOIR_DESCRIPTION": "站在基座上的庞然大鸟", - "MASCOTOY_NAME_PREFIX": "吉祥", - "MASCOTOY_LORE_1": "吉祥偶曾经是某种人偶服,不过现在更接近于一具蹒跚前行的尸体。众所周知,吉祥偶会在凋敝商场的废弃大厅里无休止地蹒跚而行,其聚酯填充物也慢慢地从身体里漏出来。", - "MASCOTOY_NAME_SUFFIX": "偶", - "MASCOTORN_NAME": "裂偶服", - "MASCOTOY_DESCRIPTION": "带爪子的吉祥物人偶服", - "MASCOTOY_LORE_2": "吉祥物是用来代表组织、地方和公司的角色。mascot 这个词来源于法语的 mascotte,意指“幸运符”。", - "MASCOTORN_NAME_PREFIX": "裂偶", - "MASCOTORN_NAME_SUFFIX": "服", - "MASCOTORN_DESCRIPTION": "不停漏出填充物的巨型人偶服", - "MASCOTORN_LORE_2": "毛绒“吉祥物人偶服”在20世纪中期开始流行,是表演者扮演吉祥物或角色的一种方式。人偶服通常与游乐园联系在一起,表演者可以扮演角色,来与公园的游客互动。", - "MASCOTORN_LORE_1": "吉祥偶体内的聚酯填充物质量增加到一定程度,乃至于其身体从内部撕裂时,便会成为裂偶服。裂偶服还会继续成长,直到其身体再也无法撑住,最终难逃四分五裂的结局。", - "THWACKALOPE_NAME": "鹿角飞兔", - "THWACKALOPE_NAME_PREFIX": "鹿角", - "THWACKALOPE_NAME_SUFFIX": "飞兔", - "THWACKALOPE_LORE_1": "当鹿角飞兔成熟到可以自卫的年龄时,就会利用身边现有的材料制作临时武器。其偏好是直接从地上拔出金属柱子,连同柱子底部带出的土块一并使用。", - "SANZATIME_NAME": "时积沙", - "THWACKALOPE_DESCRIPTION": "长着翅膀的兔子", - "THWACKALOPE_LORE_2": "鹿角兔是美国民间传说中的神话生物,形如兔子,却又长着鹿一般的兽角。德国民间传说中,也有一种被称为“鹿角翼兔”的神话生物,外形与鹿角兔相似,不过还长着鸟的翅膀。", - "SANZATIME_NAME_PREFIX": "时", - "SANZATIME_NAME_SUFFIX": "积沙", - "SANZATIME_LORE_2": "沙漏,或称砂时计,是用来测量一段固定时间的装置。沙漏由两个装入沙子的玻璃球组成,颠倒沙漏时,沙子从一端流向另一端,就可测量出一段固定的时长。", - "SANZATIME_LORE_1": "时积沙的“核心”,似乎是其破碎的沙漏“头部”。任何与中心质量分离的沙子,都会变成完全无生命的普通沙子;相反,时积沙则可以通过接触沙子,来增长自身的质量。", - "FORTIWINX_NAME": "盹魔", - "SANZATIME_DESCRIPTION": "长了一只手的破碎沙漏", - "FORTIWINX_NAME_PREFIX": "盹", - "FORTIWINX_NAME_SUFFIX": "魔", - "FORTIWINX_LORE_1": "时积沙从周围环境收集到足够沙子时,就可为自己重组一个强大得多的身体。盹魔体型庞大,但其沉重的沙子身体移动起来,却如同空气般轻盈。盹魔的一拳,蕴含一整场沙尘暴的威力。", - "FORTIWINX_LORE_2": "睡魔是欧洲的民间传说生物。他被刻画为类似于精灵的生物,会将沙子洒在熟睡的孩子眼中,令他们做梦。", - "FORTIWINX_DESCRIPTION": "戴面具的沙子怪物", - "JUMPKIN_NAME": "跳跳南瓜", - "JUMPKIN_NAME_PREFIX": "跳跳", - "JUMPKIN_LORE_1": "将啫喱巨骸身上的“啫喱”涂抹在一个普通的南瓜上,就令南瓜拥有了心智,从而创造出跳跳南瓜。跳跳南瓜是一种好奇而友好的生物,似乎永远停不下来。", - "JUMPKIN_NAME_SUFFIX": "南瓜", - "JUMPKIN_LORE_2": "南瓜灯是雕刻出来的装饰性南瓜,往往会刻上一张脸。按照传统,人们会在万圣节期间雕刻南瓜灯,且通常会将其放在家门口,并在里面点上蜡烛。", - "BEANSTALKER_NAME": "跟踪魔瓜", - "JUMPKIN_DESCRIPTION": "蹦蹦跳跳的南瓜", - "BEANSTALKER_NAME_PREFIX": "跟踪", - "BEANSTALKER_NAME_SUFFIX": "魔瓜", - "BEANSTALKER_LORE_2": "“斧头杀人魔”是流行文化中的典型人物形象,顾名思义是指用斧头实施谋杀的人。现代历史上有许多著名的斧头杀人魔。", - "BEANSTALKER_LORE_1": "跟踪魔瓜是发展出恶性人格的跳跳南瓜。如今的跟踪魔瓜拥有完全成形的身体,由藤蔓和植物原料组成,最喜欢的事莫过于举着斧头追赶惊恐的受害者。", - "BEANSTALKER_DESCRIPTION": "阴恻恻的斧头砍杀魔南瓜", - "DRACULEAF_NAME": "德枯拉伯爵", - "DRACULEAF_NAME_PREFIX": "德枯拉", - "DRACULEAF_NAME_SUFFIX": "伯爵", - "DRACULEAF_LORE_2": "《德古拉》是布莱姆·斯托克所著的哥特式小说。该小说发表于1897年,讲述了吸血鬼德古拉伯爵以及与他有交集的人的故事。《德古拉》是世界上最著名的小说之一,以各种媒介和艺术形式进行了改编或再现。", - "DRACULEAF_LORE_1": "德枯拉伯爵是发展出阴谋人格的跳跳南瓜,会用枯叶遮盖自己,向其想吃的人摆出朋友的样子。当猎物放松警惕时,德枯拉伯爵便会用树根穿透其肉体,吸取其生命力。", - "SPIROUETTE_NAME": "芭蕾旋螺", - "DRACULEAF_DESCRIPTION": "身披大斗蓬的獠牙南瓜", - "SPIROUETTE_NAME_PREFIX": "芭蕾", - "SPIROUETTE_NAME_SUFFIX": "旋螺", - "SPIROUETTE_LORE_1": "芭蕾旋螺是类似软体动物的高级生物,其主要器官都收拢在贝壳“头”里,而其“身体”其实是一组伸展开来的肢体。芭蕾旋螺动作灵动优雅,且经常用海藻来遮盖自己,免受风吹雨打。", - "SPIROUETTE_LORE_2": "“芭蕾舞”这一舞蹈和表演形式,源于14世纪的意大利。ballet 一词则来自意大利语的 ballare,意思是“跳舞”。", - "REGENSEA_NAME": "摄政海后", - "SPIROUETTE_DESCRIPTION": "舞动的贝壳头海洋生物", - "REGENSEA_NAME_PREFIX": "摄政", - "REGENSEA_NAME_SUFFIX": "海后", - "REGENSEA_DESCRIPTION": "舞动的水母头海洋生物", - "REGENSEA_LORE_1": "彻头彻尾的变态发育,可以令芭蕾旋螺改头换面,蜕变成摄政海后。摄政海后完全褪去了贝壳,其身体95%由水组成,能够以芭蕾舞般的动作投射出威力强大的波浪——摄政海后的舞蹈练得越好,击出的波浪威力就越大。", - "REGENSEA_LORE_2": "职业芭蕾舞者的生活极具挑战性。她们必须在童年时就早早开始训练,而且很容易受过度劳累所致的伤病影响,或者因此结束其职业生涯。", - "PADPOLE_NAME": "荷蝌蚪", - "PADPOLE_NAME_PREFIX": "荷", - "PADPOLE_LORE_1": "荷蝌蚪是芙蓉蛙的幼体阶段,直至成熟前都栖于水下。由于尚未长出正常的肢体,荷蝌蚪会用长舌头来发动攻击,其舌头上分泌的黏液可以减缓任何潜在攻击者的速度。", - "PADPOLE_NAME_SUFFIX": "蝌蚪", - "PADPOLE_LORE_2": "鱼身水妖是欧洲民间传说中的水栖生物。其外表和行为因国家而异,但通常被描述为像鱼一样的生物或妖精;一旦有人接近,鱼身水妖便会引诱其走向死亡。", - "LILIGATOR_NAME": "莲子鳄", - "PADPOLE_DESCRIPTION": "长着尾巴的荷叶怪", - "FRILLYPAD_NAME": "芙蓉蛙", - "FRILLYPAD_NAME_PREFIX": "芙蓉", - "FRILLYPAD_NAME_SUFFIX": "蛙", - "FRILLYPAD_DESCRIPTION": "大眼青蛙怪", - "FRILLYPAD_LORE_2": "凯尔派是苏格兰民间传说中的水妖精。与鱼身水妖类似,凯尔派是栖居于湖泊和河流中的生物,且具有变形的能力。有时,凯尔派被描绘成拥有美丽女人的形态,但也能化身成类似马的生物。", - "FRILLYPAD_LORE_1": "芙蓉蛙是荷蝌蚪的成熟阶段。芙蓉蛙长出了四肢,因此能轻松猎取食物,池塘和湖泊边上常能发现躲藏的芙蓉蛙。若有芙蓉蛙认定可食用的人或动物经过,它就会试图用长舌头来诱捕猎物。", - "LILIGATOR_NAME_PREFIX": "莲子", - "LILIGATOR_NAME_SUFFIX": "鳄", - "LILIGATOR_LORE_1": "在自然环境中,每一百只芙蓉蛙里就有一只会发育成莲子鳄。莲子鳄在水域中扮演芙蓉蛙的保镖,为其抵御任何过于强大的挑衅者;要是没有莲子鳄,芙蓉蛙压根无力对抗这些敌人。", - "LILIGATOR_LORE_2": "格林迪洛是英国民间传说中的神话生物。它们与鱼身水妖和凯尔派都有许多相似的特征,是栖息在湖里的有鳞生物。格林迪洛长着修长的手臂,会一把抓住路过的孩子,将他们淹死。", - "LILIGATOR_DESCRIPTION": "没眼睛的荷叶怪", - "KHEPRI_NAME": "太阳甲虫", - "KHEPRI_NAME_PREFIX": "太阳", - "KHEPRI_LORE_1": "每只太阳甲虫的犄角间都有一个微型太阳,维持其生命的能量就是从中汲取的。受到攻击时,太阳甲虫会令太阳激荡起来,朝任何有可能威胁到它的人射出日光火焰。", - "KHEPRI_NAME_SUFFIX": "甲虫", - "KHEPRI_DESCRIPTION": "悬浮在空中的圣甲虫生物", - "KHEPRI_LORE_2": "在古埃及神话中,圣甲虫凯布利是朝阳之神。他常被刻画为头部是只圣甲虫的人类,代表着创造与重生的循环。", - "ARKIDD_NAME": "街机顽童", - "ARKIDD_NAME_PREFIX": "街机", - "ARKIDD_LORE_1": "凋敝商场从天而降之后,人们才第一次在新威勒尔发现街机顽童的身影。街机顽童经常到处乱跑、跳到其他怪物头上,而且普遍性格偏激。", - "ARKIDD_NAME_SUFFIX": "顽童", - "ARKIDD_LORE_2": "街边游戏机是一种娱乐机器,玩家往机器内投币便能玩游戏。街机发端于20世纪70年代初,一度是普罗大众所能接触到的画面最先进的电子游戏。", - "ARKIDD_DESCRIPTION": "身上有闪电纹章的机器人", - "CLUCKABILLY_NAME": "乡村滚鸡", - "CLUCKABILLY_NAME_PREFIX": "乡村", - "CLUCKABILLY_NAME_SUFFIX": "滚鸡", - "CLUCKABILLY_LORE_1": "乡村滚鸡的界定标准,是其反抗社会的态度。乡村滚鸡愤怒的咯咯声极为洪亮,足可掀起小型音浪冲击波。", - "CLUCKABILLY_LORE_2": "人类从史前就开始养殖家鸡,因此纵观所有人类文化,公鸡总是占据各色重要和受人尊敬的地位。在中国的十二生肖中,鸡在十二种动物中排行第十。", - "KUNEKO_NAME": "苦无喵", - "CLUCKABILLY_DESCRIPTION": "很朋克的巨鸡", - "ROCKERTRICE_NAME": "滚石鸡蛇", - "ROCKERTRICE_NAME_PREFIX": "滚石", - "ROCKERTRICE_NAME_SUFFIX": "鸡蛇", - "ROCKERTRICE_LORE_2": "石化鸡蛇是一种神话生物,据描述是长着鸡头龙身的怪物。与神话中的石化蜥蜴相似,据说石化鸡蛇只需看人一眼,就能立即将对方杀死。", - "ROCKERTRICE_DESCRIPTION": "梳着莫霍克头的带喙巨龙", - "ROCKERTRICE_LORE_1": "滚石鸡蛇以其锐利的目光而闻名,其目光据说能令胆敢与之四目相对的人定在原地;同时,滚石鸡蛇也以不喜欢和任何人四目相对而闻名——这可真是个危险的组合啊。", - "KUNEKO_NAME_PREFIX": "苦无喵", - "KUNEKO_UNKNOWN_NAME": "神秘猫女孩", - "KUNEKO_NAME_SUFFIX": "喵", - "KUNEKO_LORE_2": "猫女孩是流行人物原型,通常出现于现代日本美术和动画中。她们被刻画成猫耳人身的可爱女孩,或许起源于日本民间传说中擅长变身的猫妖“化猫”。", - "KUNEKO_LORE_1": "苦无喵是天使和恶魔的女儿,还是个婴儿时就被遗弃在一个忍者家族的藏身处门口。在接受过忍术和友谊的教育后,现在的苦无喵正在这片土地上周游,寻找四座元素圣坛。她能找到自己真正的使命吗?", - "KUNEKO_SUBTITLE": "神秘的猫女孩", - "SHINING_KUNEKO_NAME": "闪光苦无喵", - "KUNEKO_DESCRIPTION": "二次元猫女孩", - "SHINING_KUNEKO_NAME_PREFIX": "闪光-", - "SHINING_KUNEKO_NAME_SUFFIX": "-苦无喵", - "SHINING_KUNEKO_LORE_1": "当苦无喵将世界四大元素集于一身时,便会解放自己体内的真正潜能。她体内流动的宇宙能量,给她带来了水平超乎寻常的力量。", - "SHINING_KUNEKO_SUBTITLE": "冲破束缚之造物", - "SHINING_KUNEKO_LORE_2": "“日漫”一词专指在日本创作的漫画和绘图美术。日漫在日本乃至整个现代世界都有众多读者,其涉猎题材和目标受众都颇为广泛。", - "ANATHEMA_NAME": "缝合兽", - "SHINING_KUNEKO_DESCRIPTION": "发光的二次元猫女孩", - "ANATHEMA_NAME_SUFFIX": "合兽", - "ANATHEMA_SUBTITLE": "失败融合物", - "ANATHEMA_NAME_PREFIX": "缝合", - "ANATHEMA_DESCRIPTION": "恶心的弗兰肯斯坦怪物", - "ANATHEMA_LORE_2": "在希腊神话中,奇美拉是一种由多种动物的不同部位拼合而成的生物。神话中的奇美拉,是一头长着山羊头和蛇尾的狮子。“奇美拉”后来成为一个术语,专门用来描述这类由多种动物部位所组成的生物。", - "ANATHEMA_LORE_1": "缝合兽是一种奇美拉,多种怪物的不同部位经过手术接在一起,便创造出了这种丑陋的野兽。缝合兽一定是有人故意创造出来的,但究竟是谁创造的?又是出于什么目的创造的呢?", - "MISS_MIMIC_NAME": "拟太太", - "MISS_MIMIC_SUBTITLE": "蛇蝎美人", - "MISS_MIMIC_NAME_PREFIX": "拟太", - "MISS_MIMIC_NAME_SUFFIX": "太太", - "MISS_MIMIC_LORE_1": "拟太太可以复制昂贵物品的外观。如今新威勒尔的拟太太,已经开始模仿巡护员在岛上各处留下的物品储藏箱。毫无戒备的巡护员一心期待在箱中拿到一些有价值的物资,却有可能迎上拟太太的倒钩利爪。", - "MISS_MIMIC_LORE_2": "拟态进化,是指一种生物体模拟另一种生物体或物体进化的过程;自然界中就有许多拟态进化的例子。这一过程有诸多益处,包括能帮助生物体伪装自己不被捕食者发现。", - "MISS_MIMIC_DESCRIPTION": "设了陷阱的物品柜", - "PONDWALKER_NAME": "缸大木", - "PONDWALKER_NAME_PREFIX": "缸", - "PONDWALKER_NAME_SUFFIX": "大木", - "PONDWALKER_LORE_2": "考古学发现“金鱼缸”早在罗马帝国时期就已经存在,罗马公民们会将金鱼养在带装饰的陶瓷大碗里。不过与大众的印象相反,把金鱼养在简单的玻璃鱼缸里,实际上并不利于金鱼的健康。", - "PONDWALKER_LORE_1": "缸大木充分证明,新威勒尔的怪物一定都起源于其他地方,而不可能是该岛的本土生物。缸大木一身机器人般的行走外骨骼,是极为先进的机械构造,完美保护了里面的鱼。", - "PONDWALKER_DESCRIPTION": "穿机甲的金鱼", - "SHARKTANKER_NAME": "鲨博坦", - "SHARKTANKER_NAME_PREFIX": "鲨", - "SHARKTANKER_NAME_SUFFIX": "博坦", - "SHARKTANKER_LORE_1": "“缸大木”内的小鱼成长为鲨鱼,其外骨骼也相应作出调整,以支撑这具新的身躯。鲨博坦的战斗钢爪上还附有复杂精密的水泵,能射出威力强大的水柱,无论远近都可轻松发动攻击。", - "SHARKTANKER_LORE_2": "鲨鱼是一种大型鱼类,有证据表明早期鲨鱼在4.2亿年前就已存在。鲨鱼,特别是大白鲨,是流行文化中公认能杀伤人类的动物。", - "SHARKTANKER_DESCRIPTION": "穿机甲的鲨鱼", - "AA_LAMENTO_MORI_NAME": "呜呼哀", - "ROBIN_LORE_1": "好人儿罗宾是直接从喜剧作品中走出来的捣蛋鬼,曾经心地善良,但当他发现自己竟出自他人创作的戏剧时,因醒悟到自身的存在性质而精神崩溃,于是变得残忍无情,并且从此对人类怀恨在心。", - "AA_LAMENTO_MORI_SUBTITLE": "死亡梦境", - "LAMENTO_MORI_LORE_1": "呜呼哀,这一强大程度远超出其年龄的大天使,将自己的地铁站台变成了由坟墓般的房间组成的迷宫;任何敢于入内的不幸之人,都会被它困住、受它折磨。", - "LAMENTO_MORI_LORE_2": "死亡恐惧之化身——呜呼哀,是最晚成型的大天使,脱胎于人类对死亡的恐惧和焦虑。", - "AA_PUPPET_SUBTITLE": "人偶操纵师", - "AA_PUPPET_NAME": "巫毒娃人", - "PUPPET_LORE_1": "巫毒娃人的身体由一种奇怪而扭曲的物质组成。它可以从自己身上撕扯下大块物质,以胆敢与它对抗的人为模子,制作粗糙仿品。这些仿制的替身傀儡,与所模仿的个体之间有着诡异的连结,可以将傀儡所受的任何伤害传回给本尊。", - "AA_PUPPET_EFFIGY_NAME": "傀儡", - "AA_MONARCH_NAME": "无着君主", - "AA_MONARCH_SUBTITLE": "乌有之王", - "PUPPET_LORE_2": "傀儡术之化身——巫毒娃人,脱胎于人类社会对创造自身拟像的欲望。", - "AA_MONARCH_MINION_NAME": "无着庶民", - "MONARCH_LORE_1": "无着君主栖居在凋敝商场正下方,人类浏览琐碎的媒体内容蹉跎生命,浪费了许多潜能,无着君主便是以此为食。", - "MONARCH_LORE_2": "消费主义之化身——无着君主,脱胎于全体人类一心只关注娱乐和媒体、对世事充耳不闻的忘我精神。", - "AA_ROBIN_SUBTITLE": "仲夏夜之梦", - "AA_ROBIN_NAME": "好人儿罗宾", - "ROBIN_LORE_2": "戏剧演出之化身——好人儿罗宾,脱胎于人类对舞台和叙事艺术的钟情。和其他大天使不同,他所展现的形态有着明确的单一起源,那便是威廉·莎士比亚的戏剧《仲夏夜之梦》。", - "AA_MAMMON_NAME": "玛门", - "AA_MAMMON_SUBTITLE": "索地员之首", - "MAMMON_LORE_1": "与其他大天使不同,玛门不愿居住在新威勒尔地下复杂如迷宫的车站里,而是自己建起一处混凝土据点,从这里头向手下的“索地员”军团发号施令。玛门手下的索地员是空心的容器,其躯壳都受到玛门的巨大权力操纵。", - "AA_CUBE_NAME": "异六面体", - "AA_CUBE_SUBTITLE": "新柏拉图固体", - "MAMMON_LORE_2": "资本主义之化身——玛门,实际是由无数个世界构成的;这些世界的社会将金钱利益看得比什么都重,甚至能为此无视人类的苦难。", - "CUBE_LORE_1": "异六面体的身体是“本位固定”的,也就是说无论从哪个角度看,都完全一模一样。这并不出奇———任何大天使的“物质形态”,都只是更高维生物的三维投影,并不受欧几里得几何的束缚。", - "CUBE_LORE_2": "数学之化身——异六面体,是一位较为年轻的大天使,诞生于人类仗着科学及数学思维而狂妄傲慢的时代。", - "ALICE_LORE_2": "自大之化身——爱丽丝,脱胎于人类自私思想的深渊。", - "AA_ALICE_SUBTITLE": "被仙境放逐的皇后", - "ALICE_LORE_1": "爱丽丝自认为是在自己的领土上播撒大爱的仁慈公主。不断有客人来访,令她颇为兴奋,但这只不过是因为她把人视作玩物,新鲜感过后便可轻易丢弃。", - "AA_ALICE_NAME": "爱丽丝", - "AA_TOWER_NAME": "巴别利斯", - "AA_TOWER_SUBTITLE": "无知之塔", - "TOWER_LORE_1": "巴别利斯栖居在威勒尔山顶的车站里。它在那里大喊大叫,但几乎所有人都听不见它语无伦次的呓语。", - "TOWER_LORE_2": "无知之化身——巴别利斯,脱胎于人类一项吊诡的能力:出于恐惧、不安和自大而排斥真相。", - "AA_FINALGANTE_SUBTITLE": "降神:反叛之灵", - "AA_MORGANTE_SUBTITLE": "反叛之灵", - "MORGANTE_LORE_2": "反叛之化身——莫甘特,是互连互通的多重宇宙中最为古老的“大天使”之一。反叛是与征伐截然相反的力量,因此她和阿列夫最终成为不共戴天的死对头,也是在所难免。", - "MORGANTE_LORE_1": "莫甘特曾经跟随阿列夫环游多个世界,以具有强大力量的女巫或女神形象出现在许多神话传说之中。她栖居在夜之桥站,而这里正是离开新威勒尔的唯一“出路”。她把这座车站的位置藏在了一首歌的歌词中。", - "AA_FINALGANTE_NAME": "格式塔莫甘特", - "FINALGANTE_LORE_1": "在绝境中奋起反击的意志,加上莫甘特的残存灵魂,便形成了格式塔莫甘特。它是一个集灵(在新威勒尔被称为“大天使”),是由一心想改变现实的共同意志所创造出来的灵体。每一个人类其实都手握这种逆天改命的力量。", - "FINALGANTE_LORE_2": "“格式塔”指的是整体力量大于各部分之和的东西。作为个体时,一个人改变身边世界的能力很有限;然而联合起来时,其潜在的力量是无限的。", - "AA_SERPENT_NAME": "歿宁星", - "AA_SERPENT_SUBTITLE": "巨蛇之神", - "AA_ALEPH_SUBTITLE": "征伐之红国王", - "SERPENT_LORE_1": "邪恶的殁宁星以他人的虔诚为食;假如个体的奉献之念足够强,则吸食其虔诚心足可夺命。殁宁星从地下车站传出喃喃低语,企盼其追随者终将找到下来的路,来到它的身边——同时也步向死亡的怀抱。", - "SERPENT_LORE_2": "宗教敬拜之化身——殁宁星,人类创造出诸多神祗和偶像,并对它们顶礼膜拜,而向这些神祗偶像所倾注的虔诚,便形成了殁宁星。", - "AA_ALEPH_NAME": "阿列夫", - "ALEPH_LORE_2": "征伐之化身——阿列夫,脱胎于人类好战的天性和征伐的欲望。他曾经领导过一支大天使团,包括莫甘特、琥珀女士、莫德雷德等人,这些成员被阿列夫称为“圆桌骑士”。不过这一同盟中,如今只有他和莫甘特仍留在新威勒尔。", - "ALEPH_LORE_1": "阿列夫曾经带领一群大天使,在连通宙中穿行。在那里,他指挥了许多场伟大战役,参与了许多传诵至今的知名传说。他的头部是传送门,能够随心所欲将任何人事物传送至任一处地方——他自己除外。", - "ALEPH_NULL_LORE_1": "阿列夫的力量,再一次增强到其巅峰期的水平。倘若放任他像以前那样遨游连通宙,那么毫无疑问会涌现出无数苦难。", - "AA_ALEPH_NULL_NAME": "阿列夫零", - "AA_ALEPH_NULL_SUBTITLE": "永恒战争化身", - "ALEPH_NULL_LORE_2": "阿列夫在6世纪曾出任过英国君主,其后记载的传说称,他终有一天会回来夺回他的王位。虽然这次落败了,但如果人类继续自相残杀,他终有一天会得逞。", - "AA_HELIA_NAME": "赫利亚", - "HELIA_LORE_1": "融合力量之化身——赫利亚,监督宇宙各处的所有融合现象。在她的那个世界,她的首次显形发生在人类科学家的科研实验室内,当时他们正在研究核聚变。", - "AA_HELIA_SUBTITLE": "融合之过程", - "HELIA_LORE_2": "赫利亚的记忆似乎远超出其显形节点,可一直往前追溯到宇宙第一次核聚变的时候。因此,她可以说是新威勒尔最古老的大天使,对几千年前阿列夫的阴谋诡计十分熟悉。", - "LENNA_LORE_2": "莱娜的世界以电子游戏的形式存在,存储在一张被发射到太空的游戏卡带上。一道偶然的宇宙射线,令游戏出现了“故障”,从而让游戏内未曾察觉自己是电子产物的居民们拥有了自我意识。", - "AA_AMBER_LORE_1": "琥珀女士是一位全身是谜但热情好客的大天使,为宇宙的旅行者提供安全的进出通道。她有能力在各个世界之间自由穿梭,常会变身成坐满客人的高级俱乐部。", - "AA_MERLINE_SUBTITLE": "不见天日", - "AA_MERLINE_LORE_1": "新威勒尔的地下铁路系统,实际上是一位古老而不为人所知的“大天使”——梅林线,其形态是由隧道和列车所组成的无限迷宫。", - "AA_MERLINE_NAME": "梅林线", - "AA_MERLINE_LORE_2": "梅林线具有撕裂空间和时间的能力,因而导致大量碎屑聚集在其庞大的躯体上,最终形成了新威勒尔岛。从那时起,梅林线便一直运用自己的力量,让人类和怪物留在岛上繁衍生息;而梅林线似乎把这件事视为理所当然。", - "AA_AMBER_NAME": "琥珀旅馆", - "AA_AMBER_SUBTITLE": "跨次元旅馆老板", - "AA_AMBER_LORE_2": "琥珀女士曾经是阿列夫大天使团的成员,而她自己正是大天使团穿行连通宙的途径。当大天使之间爆发争斗时,琥珀女士离开了新威勒尔的同僚们,并对自己助阿列夫为虐而感到后悔。", - "LENNA_NAME": "莱娜", - "LENNA_UNKNOWN_NAME": "披斗篷的人影", - "LENNA_SUBTITLE": "别传豪杰", - "LENNA_LORE_1": "莱娜曾经只是个不起眼的学校教师。她最大的责任,是指导她那个世界的“英雄”对抗邪恶的大天使。当那名英雄意外遇害时,莱娜便自己拿起了剑。", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "仪式蜡烛", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "费辽队长在最近一次搜刮时找到的奇特物件。上面写着:\\n\\n“点燃此蜡烛,然后献祭(回收)一盘已录制的磁带,下次遇到融合体时即见其效。有几率获得属性或物种与所献祭磁带相同的限定盘。”", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "点燃此蜡烛,然后献祭(回收)一盘已录制的磁带,下次遇到融合体时即见其效。有几率获得属性或物种与所献祭磁带相同的限定盘。", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "点燃", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "已有进行中的仪式。", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "蜡烛已点燃。现在,献祭(回收)一盘已录制的磁带;下次遇到融合体时即见其效。", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "仪式已完成。下次遇到的融合体,将有可能掉落某些方面与这盘磁带相同的限定盘。", - "ITEM_CAPTAIN_BADGE_NAME": "队长徽章", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "14号徽章", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "可表明其拥有者是巡护员队长。14号徽章。", - "ITEM_FUSION_RADAR_NAME": "融合雷达", - "ITEM_FUSION_RADAR_DESCRIPTION": "在地图上可找到暴走融合体的位置显示图标。", - "RANGER_RANK_0": "实习巡护员", - "RANGER_RANK_1": "侦察巡护员", - "RANGER_RANK_2": "巡护员队长", - "ITEM_RANGER_ID_AUX_NAME": "编号:{ranger_id}", - "ITEM_RANGER_ID_NAME": "{ranger_rank}证件", - "ITEM_RANGER_ID_DESCRIPTION": "你现在已正式成为{ranger_rank}!这张证件会一路记录你的巡护员等级。若遭遇不测,此证件也附带辨识身份的额外功能。", - "ITEM_GARDENING_KIT_NAME": "园艺工具组", - "ITEM_GARDENING_KIT_DESCRIPTION": "此套组包含种子、幼苗和一些基本工具,供装点镇上的花箱时使用。", - "ITEM_JELLY_NAME": "骷髅啫喱", - "ITEM_KEY_WATERLOOP_NAME": "矛盾瀑布钥匙", - "ITEM_JELLY_DESCRIPTION": "这团黏糊糊滑溜溜的东西,是战斗期间从啫喱巨骸身上剥落下来的。这东西最好别吃进肚子,不过或许还是可以在别的地方派上用场……", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "可在矛盾瀑布站打开某把锁。", - "ITEM_KEY_COMMUNE_NAME": "殁宁屯钥匙", - "ITEM_KEY_COMMUNE_DESCRIPTION": "可在殁宁屯打开某把锁。", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "白兔钥匙", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "越奇越怪了!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "打开索地员办公楼顶部窗户的锁。", - "ITEM_KEY_LANDKEEPER_NAME": "索地员窗户钥匙", - "ITEM_MACHINEPART_NAME": "机器部件", - "ITEM_MACHINEPART_DESCRIPTION": "一台老旧购票机上的遗失部件。", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "车票", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "一张老旧的车票,上面印着的“奧德坟”字样已逐渐褪色。", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "一张老旧的车票,上面印着的“戈汪斯特”字样已逐渐褪色。", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "车票", - "ITEM_VALVE_NAME": "阀门手轮", - "ITEM_VALVE_DESCRIPTION": "一个生锈的阀门手轮,摸起来凉凉的。", - "ITEM_DELIVERY_PARCEL_NAME": "包裹", - "ITEM_KEYSTONE_NAME": "蔚蓝钥石", - "ITEM_KEYSTONE_DESCRIPTION": "一颗华丽的蓝色宝石,会发出类似于无线电电流声的杂音。", - "ITEM_DELIVERY_COMMUNE_NAME": "应急物资包", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "需要寄送的包裹。查看当前任务以了解详情。", - "ITEM_LOST_NECKLACE_NAME": "丢失的项链", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "需要送至殁宁屯的包裹。查看当前任务以了解详情。", - "ITEM_LOST_NECKLACE_DESCRIPTION": "有人掉了这件物品,肯定很想赶快失而复得!查看当前任务以了解详情。", - "ITEM_LOST_RING_NAME": "丢失的戒指", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "0x7B3年由“内华铎州”发行的奇怪金币。", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "金币", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "奧德坟线索#1", - "ITEM_LOST_WALLET_DESCRIPTION": "有人掉了这件物品,肯定很想赶快失而复得!查看当前任务以了解详情。", - "ITEM_LOST_RING_DESCRIPTION": "有人掉了这件物品,肯定很想赶快失而复得!查看当前任务以了解详情。", - "ITEM_LOST_WALLET_NAME": "丢失的钱包", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "一张用血字写了一些方位指引的纸,一部分被撕掉了。方位写的是:“上上下下……”\\n\\n整张纸上潦草写满了疯狂的大笑……", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "奧德坟线索#2", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "一张用血字写了一些方位指引的纸,上半部分被撕掉了。方位写的是:“……左右左右。”\\n\\n疯狂的大笑一直延伸到这半张纸。", - "SERVICE_CARRY_MORE_REWINDS_NAME": "倒带工具包", - "ITEM_MEREDITH_ENVELOPE_NAME": "给梅瑞狄的信封", - "SERVICE_LUCKY_DIP_NAME": "摸彩袋", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "埃安忒给梅瑞狄的信封。里面写了梅瑞狄所找唱片的相关信息!", - "ITEM_GYM_PASS_DESCRIPTION": "允许无限次使用市民中心内的健身房设施,你可以在此自行定制基础能力值。", - "ITEM_GYM_PASS_NAME": "健身卡", - "SERVICE_LUCKY_DIP_DESCRIPTION": "装了一系列随机实用物品的袋子。必定含一张罕见或稀有贴纸。来试试手气吧!", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "一盘非常稀有的怪物磁带,专门留给我们认为能驾驭它的巡护员。", - "SERVICE_MONSTER_TAPE_NAME": "{species_name}磁带", - "EXCHANGE_REQUIRE_CAPTAINS": "再在{amount}位巡护员队长手下接受训练,即可解锁!", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "重卷工具包", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "我可以把这个小包缝进你的背包里,这样你就能多带1件倒带工具啦。", - "SERVICE_CARRY_MORE_CURES_NAME": "急救小包", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "我可以把这个小包缝进你的背包里,这样你就能多带1件重卷工具啦。", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "我可以把这个小包缝进你的背包里,这样每种类型的疗药你都能多带1份啦。", - "SERVICE_CARRY_MORE_COFFEE_NAME": "微型冰箱", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "我可以把它缝进你的背包里,这样你就能多带1颗烟雾弹啦。这收纳格有避震作用,所以你大可放心,放进里面的炸弹绝不会意外爆炸。", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "我可以把它缝进你的背包里,这样你就能多带1罐咖啡啦。", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "炸弹收纳格", - "SERVICE_CARRY_MORE_REODORANT_NAME": "吸味小包", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "我可以把它缝进你的背包里,这样你就能多带1颗烟雾弹啦。这收纳格有避震作用,所以你大可放心,放进里面的炸弹绝不会意外爆炸。", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "我可以把它缝进你的背包里,这样你就能多带1颗烟雾弹啦。这收纳格有避震作用,所以你大可放心,放进里面的炸弹绝不会意外爆炸。", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "我可以把它缝进你的背包里,这样你就能多带1瓶增臭剂啦。这小包是用特殊材质制成的,可以防止臭味飘出来,直到你需要味道飘出来为止。", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "可密封塑料盒", - "SERVICE_GYM_POINTS_NAME": "额外健身房点数", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "令可携带的意大梨面数量上限增加1份。", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "商贩工会会员资格", - "SERVICE_GYM_POINTS_DESCRIPTION": "提供1点额外点数,供在市民中心健身房使用。", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "巡护员会为港口镇中心市集的贴纸小贩提供额外资源,让他们得以额外上架{0}张贴纸。", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "额外贴纸存货", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "港口镇的小贩们会为你提供更优惠的价格,减免金额可高达{0}%。", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "额外咖啡存货", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "巡护员会为彭斯庇医生提供额外资源,让她得以额外上架{0}种疗药。", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "额外疗药存货", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "巡护员会为留声机咖啡馆的克莱曼斯提供额外食材,让她得以额外上架{0}种咖啡。", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "口袋里拥有这种物品,就能升级“南瓜藤球”技能,从而在战斗开始时就生成一道植物墙。", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "跳跳南瓜籽", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "口袋里拥有这种物品,就能升级“子弹仔猛冲”技能,从而在战斗开始时就造成伤害。", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "霹雳猴毛", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "口袋里拥有这种毛皮的样品,就能升级“电磁感应”技能,从而在战斗开始时额外获得1点AP。", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "麦克风升级", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "这一磁带机的升级版麦克风,可将录制怪物的成功率提升{0}%。", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "融合指示条模组", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "我可以把这个模组装进你的磁带机,让融合指示条的补充速度加快{0}%。", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "化学模组", - "SERVICE_FUSION_METER_CRITICAL_NAME": "暴击模组", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "我可以把这个模组装进你的磁带机,从而在你击出属性克制攻击时,补充{0}%的融合指示条。", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "我可以把这个模组装进你的磁带机,从而在你赢下战斗时,补充{0}%的融合指示条。", - "SERVICE_FUSION_METER_VICTORY_NAME": "胜利模组", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "我可以把这个模组装进你的磁带机,从而在你击出暴击时,补充{0}%的融合指示条。", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "从港口镇镇民处收集{total}条传闻。", - "SERVICE_FUSION_METER_RECORDING_NAME": "录制模组", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "我可以把这个模组装进你的磁带机,将融合指示条的多余能量转移至麦克风。融合指示条为满时,录制成功几率将增加{0}%。", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "视锥体剔除", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "死亡射线", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "反馈", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "禁果", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "审判", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "杠杆", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "楼市崩盘", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "追缴保证金", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "资产冻结", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "赔本买卖", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "大而不能倒", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "仙子魔尘", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "群仙乱舞", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "梦魇马", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "虚假光照", - "MOVE_AA_ALICE_EAT_ME_NAME": "来吃我", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "真实光照", - "MOVE_AA_ALICE_DRINK_ME_NAME": "来喝我", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "趾高气昂", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "天降石中剑", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "千刀", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "万剐", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "动员令", - "MOVE_AA_MONARCH_TENTACLE_NAME": "手滑", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "真心旋律", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "上路顺风", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "凯莉的旋律", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "鼓舞使用者在落败后立马奋起再战。", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "{player}的信念", - "MOVE_AA_MORGANTE_PLAYER_NAME": "无阻信念", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "电掣智慧", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "梅瑞狄的智慧", - "MOVE_AA_FINALGANTE_FELIX_NAME": "菲利克斯的创新", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "尤金的勇气", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "提升使用者的近战攻击和远程攻击。", - "MOVE_AA_MORGANTE_EUGENE_NAME": "无尽勇气", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "提升使用者的近战防御和远程防御。", - "MOVE_AA_FINALGANTE_DOG_NAME": "汪克利的活力", - "MOVE_AA_MORGANTE_FELIX_NAME": "创新之举", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "薇奥拉的决心", - "MOVE_AA_MORGANTE_VIOLA_NAME": "狡诈决心", - "MOVE_AA_MORGANTE_DOG_NAME": "无边活力", - "QUEST_CAPTAINS_DESCRIPTION1.m": "在每一位巡护员队长手下接受训练,以成为巡护员。在港口镇上四处打听,即可得悉这些队长的常驻地。", - "QUEST_CAPTAINS_DESCRIPTION3.n": "在终极挑战中对战埃安忒,凭借自己的实力成为巡护员队长吧!", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "令使用者的AP恢复速度猛增。", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "真理之力", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "吹哨求援", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "秋丘上的呼噜拜托我击败5个子弹仔,好让周边地区安静一点。子弹仔最容易在秋丘上找到。", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "子弹乱飞", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "伊斯翰森林有一部投币式机器人,似乎出了故障。或许一枚合适的硬币,就能助它起死回生。", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "投币使用", - "QUEST_MEREDITH_TITLE": "一生何求", - "QUEST_MEREDITH_DESCRIPTION_1": "向港口镇的居民打听是否见过梅瑞狄最爱的唱片。", - "QUEST_MEREDITH_DESCRIPTION_2": "找到巡护员领队埃安忒,询问梅瑞狄最爱的唱片。", - "QUEST_MEREDITH_DESCRIPTION_3": "将埃安忒的信封交给梅瑞狄。", - "QUEST_MEREDITH_DESCRIPTION_4": "和梅瑞狄一起前往凋敝商场。", - "QUEST_CAPTAINS_PROGRESS": "总共有{max}位巡护员队长,而你已经在其中{num}位手下接受过训练。", - "QUEST_CAPTAINS_DESCRIPTION2.n": "与巡护员领队埃安忒见面,让她知道你已经接受了所有巡护员队长的训练。", - "QUEST_CAPTAINS_DESCRIPTION1.f": "在每一位巡护员队长手下接受训练,以成为巡护员。在港口镇上四处打听,即可得悉这些队长的常驻地。", - "QUEST_CAPTAINS_DESCRIPTION1.n": "在每一位巡护员队长手下接受训练,以成为巡护员。在港口镇上四处打听,即可得悉这些队长的常驻地。", - "QUEST_CAPTAINS_DESCRIPTION2.m": "与巡护员领队埃安忒见面,让她知道你已经接受了所有巡护员队长的训练。", - "QUEST_CAPTAINS_DESCRIPTION2.f": "与巡护员领队埃安忒见面,让她知道你已经接受了所有巡护员队长的训练。", - "QUEST_CAPTAINS_DESCRIPTION3.m": "在终极挑战中对战埃安忒,凭借自己的实力成为巡护员队长吧!", - "QUEST_CAPTAINS_DESCRIPTION3.f": "在终极挑战中对战埃安忒,凭借自己的实力成为巡护员队长吧!", - "QUEST_CAPTAINS_DESCRIPTION4": "和各位巡护员队长叙叙旧。", - "QUEST_KAYLEIGH_TITLE": "一去不回头", - "QUEST_COLLECT_RUMORS_TITLE": "传言道", - "QUEST_COLLECT_RUMORS_PROGRESS": "总共有{total}条传闻,你已收集{obtained}条。", - "QUEST_KAYLEIGH_DESCRIPTION1": "将凯莉带到殁宁屯。", - "QUEST_KAYLEIGH_DESCRIPTION2": "在殁宁屯周边探探路。", - "QUEST_FELIX_DESCRIPTION_0": "前往菲利克斯位于港口镇西城区的家,在那里和他见面。", - "QUEST_FELIX_TITLE": "你不要我了吗", - "QUEST_FELIX_DESCRIPTION_2": "和菲利克斯一起找到四座元素圣坛,追寻苦无喵的下落。", - "QUEST_FELIX_DESCRIPTION_1": "在樱桃草甸上和菲利克斯并肩作战,对付一位持木剑的勇士。", - "QUEST_VIOLA_DESCRIPTION_1": "找到薇奥拉的哥哥西巴斯辛。", - "QUEST_FELIX_2_PROGRESS": "已找到{count}座元素圣坛中的{num}座。", - "QUEST_FELIX_DESCRIPTION_3": "帮助菲利克斯修补和苦无喵的关系。", - "QUEST_VIOLA_TITLE": "寻寻觅觅", - "QUEST_VIOLA_DESCRIPTION_2": "和薇奥拉交谈。", - "QUEST_VIOLA_DESCRIPTION_3": "和薇奥拉一起前往铸铁海岸。", - "QUEST_VIOLA_DESCRIPTION_4": "和薇奥拉一起探索船骸。", - "QUEST_DOG_TITLE": "人狗情未了", - "QUEST_DOG_DESCRIPTION": "查明汪克利想上威勒尔山做什么。", - "QUEST_SUNNY_TITLE": "感觉如何", - "QUEST_HOYLAKE_TITLE": "出门打猎", - "QUEST_SUNNY_DESCRIPTION": "前往港口镇的裁缝铺,帮阳光挑选一身新装扮。", - "QUEST_HOYLAKE_DESCRIPTION_1": "将常出没于{habitat_phrase}的{monster_description}录下来,带给荷雷克看。", - "QUEST_HOYLAKE_DESCRIPTION_2": "你已录制{monster_name}:{monster_description},此怪物常出没于{habitat_phrase}。回到荷雷克面前,将怪物展示给他看吧。", - "QUEST_HELIA_TITLE": "太阳出来了", - "QUEST_HELIA_DESCRIPTION_1": "调查死地恐龙采石场底下的新车站。", - "CLUE_EAST": "朝东面展翅翱翔,唯我知该去何方", - "QUEST_HELIA_DESCRIPTION_2": "从梅林线那里获得一些答案。", - "QUEST_HELIA_DESCRIPTION_3": "向埃安忒回报消息。", - "CLUE_SOUTH": "跋涉至此再往南,歧路殊途将同归", - "CLUE_BIOME_ARID": "破败废墟,枯草不毛", - "CLUE_WEST": "朝西面展翅翱翔,唯我知该去何方", - "CLUE_BIOME_PLAINS": "绿树泥径,青葱草地", - "CLUE_NORTH": "跋涉至此再往北,歧路殊途将同归", - "CLUE_BIOME_BEACH": "金沙遍地,碧波拍岸", - "CLUE_BIOME_AUTUMN": "赭木褐树,枝枯叶干", - "CLUE_BIOME_LAKE": "湖水荡漾,细沙微湿", - "CLUE_BIOME_WOODS": "大树参天,墨草及膝", - "CLUE_BIOME_BLOSSOM": "樱花飘落,苍白浅草", - "CLUE_BIOME_MOUNTAIN": "高耸入云,白雪冰封", - "CLUE_BIOME_MARSH": "迷途易溺,淤泥尺厚", - "CLUE_ACTION_ROCK": "手中执石,放于面前", - "CLUE_ACTION_CRATE": "怀抱木箱,置于面前", - "CLUE_ACTION_DASH.m": "身缠火焰,迅速冲出", - "CLUE_ACTION_DASH.f": "身缠火焰,迅速冲出", - "CLUE_ACTION_MAGNETISM": "驾驭闪电,道路将启", - "CLUE_ACTION_DASH.n": "身缠火焰,迅速冲出", - "CLUE_ACTION_JUMP_3": "跳跃三下,道路将启", - "CLUE_ACTION_FACE_4_DIRECTIONS": "四个方位,轮番面向", - "CLUE_ACTION_NIGHT": "夜间立定,半分路启", - "CLUE_ACTION_MAP_3.m": "手执地图,开合三回", - "CLUE_ACTION_MAP_3.f": "手执地图,开合三回", - "CLUE_ACTION_MAP_3.n": "手执地图,开合三回", - "CLUE_ACTION_ITEM_3": "任选三物,断念舍离", - "CLUE_OVERWORLD_-6_-3": "建筑左近,觅得原木", - "CLUE_OVERWORLD_2_-1": "首扇大门,立于其间", - "CLUE_OVERWORLD_-4_-1": "碑墓左近,觅得水潭", - "CLUE_OVERWORLD_-2_-4": "沙地帐篷,立于其后", - "CLUE_OVERWORLD_-3_-3": "境内死木,立于枝下", - "CLUE_OVERWORLD_-3_-7": "境内有河,立于其源", - "CLUE_OVERWORLD_0_-6": "境内石坛,立于其上", - "CLUE_OVERWORLD_3_-7": "昔日商殿,立于屋顶", - "CLUE_OVERWORLD_1_-6": "境内三灯,立于其间", - "CLUE_OVERWORLD_2_-4": "境内孤屋,立于其影", - "CLUE_OVERWORLD_7_-2": "境内废屋,立于其址", - "CLUE_OVERWORLD_5_-6": "双墙之间,立于桩上", - "CLUE_OVERWORLD_7_-4": "境内火坛,立于其上", - "CLUE_OVERWORLD_8_-6": "林木之地,立于桩上", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "荷雷克的请求", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "怪物悬赏", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "前往市民中心,和荷雷克交谈。他有一系列任务可以安排给你。", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "常出没于{habitat_phrase}的{key}种群,最近颇有些躁动不安。在战斗中击败其中的{count}只,可以安抚群体,避免它们对彼此造成严重伤害。", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "击败{count}个暴走融合体,保障新威勒尔的出行安全。", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "融合体悬赏", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "包裹快递", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "将随附包裹送到位于{location_0_phrase}的侦察巡护员手上。", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "好耶,包裹总算送来了!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "太感谢啦!我一直等着这包裹呢!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "太感谢啦!我一直等着这包裹呢!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "太感谢啦!我一直等着这包裹呢!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "好耶,包裹总算送来了!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "物资快递", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "位于{location_0_phrase}的一名侦察员提出了紧急请求,需要一些应急物资。请取得{required_item_amount}份{required_item},并尽快送达。", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "好耶,包裹总算送来了!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "能把你的让给我么?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "我急需{required_item_amount}份{required_item}。你问我要这么多东西干什么?呃,秘密。", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "收到我的物资请求了吗?我需要{required_item_amount}份{required_item},麻烦立即送来!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "我急需{required_item_amount}份{required_item}。你问我要这么多东西干什么?呃,秘密。", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "收到我的物资请求了吗?我需要{required_item_amount}份{required_item},麻烦立即送来!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "我急需{required_item_amount}份{required_item}。你问我要这么多东西干什么?呃,秘密。", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "哎,你这儿不正好有嘛!可不可以让给我呢?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "收到我的物资请求了吗?我需要{required_item_amount}份{required_item},麻烦立即送来!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "哎,你这儿不正好有嘛!可不可以让给我呢?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "能把你的让给我么?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "能把你的让给我么?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "哎,你这儿不正好有嘛!可不可以让给我呢?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "太好了!我这就赶紧用起来!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "太好了!我这就赶紧用起来!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "太感谢啦!这正是我需要的东西!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "太好了!我这就赶紧用起来!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "太感谢啦!这正是我需要的东西!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "有位本地居民把{lost_item}落在了{location_1_phrase}。失主在这件物品上寄托了深厚的情感,所以请尽你所能找到此物,然后前往{location_0_phrase}将其物归原主。", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "太感谢啦!这正是我需要的东西!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "失而复得", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "戒指", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "项链", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "麻烦您行行好,帮我找回落在{location_1_phrase}的{lost_item},好么?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "钱包", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "麻烦您行行好,帮我找回落在{location_1_phrase}的{lost_item},好么?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "麻烦您行行好,帮我找回落在{location_1_phrase}的{lost_item},好么?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "我不慎把重要的{lost_item}落在了{location_1_phrase},您能帮我找回来么?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "太谢谢了,我正忙着找这个呢!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "我不慎把重要的{lost_item}落在了{location_1_phrase},您能帮我找回来么?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "我不慎把重要的{lost_item}落在了{location_1_phrase},您能帮我找回来么?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "太谢谢了,我正忙着找这个呢!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "你真给找回来了!实在太谢谢你啦!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "太谢谢了,我正忙着找这个呢!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "特殊快递", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "你真给找回来了!实在太谢谢你啦!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "你真给找回来了!实在太谢谢你啦!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "我们准备了一份装有医疗物资的特殊包裹,以便为殁之子提供援助。请将随附包裹送至殁宁屯的看门人手上。", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "回到市民中心,展示给荷雷克看看。", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "是埃安忒的包裹吗?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "来,给!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "荷雷克的请求", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "荷雷克请求让他亲眼瞧瞧{species1_description}和{species2_description}的融合体是什么样的。在战斗中融合{species1_name}和{species2_name},将融合体录入怪物图鉴;然后回到市民中心,展示给荷雷克看看吧!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "好极了!这下肯定能让杰奎琳心情大好!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "知道吗,无论是你组成过的融合体,[wave amp=30 freq=30]还是[/wave]和你交手过的融合体,每一个融合体的数据都会记录进怪物图鉴里哦!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "太神奇啦!{player},非常感谢你帮我这个忙。", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "你好呀,{player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "在战斗中融合,以便将融合体录入怪物图鉴。", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "来看看你带来的{fusion_name}数据吧。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "将一盘{species_name}磁带升级至5颗星。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "荷雷克的请求", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "荷雷克想看看{species_name}的5星录制。将一盘{species_name}磁带升级至5颗星,然后回到市民中心,展示给荷雷克看吧!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "前往{location_0_phrase},和柯比博士碰面。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "知道吗,将一张磁带升级至5颗星后,你的怪物图鉴就会记录这一物种的补充资料哦!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "回到荷雷克面前,将你的磁带展示给他看。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "你好呀,{player}!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "有意思,[pause]非常有意思。[pause]这背后意味着什么呢,真是耐人寻味……", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "来看看你带来的{species_name}磁带上所记录的数据吧。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "装备一盘{species_name}磁带。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "荷雷克的助手", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "荷雷克要求对他的助手柯比博士进行一些相当特别的训练。装备一盘{species_name}磁带,到{location_0_phrase}和柯比碰面。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "荷雷克教授把你的事全都告诉我了——他是如何在你初来乍到时伸出了援手,又是如何拯救了你的性命……", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "{player}你好,很高兴认识你。我是柯比博士,是来自剑桥大学的动物学家。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "荷雷克教授把你的事全都告诉我了——他是如何在你初来乍到时伸出了援手,又是如何拯救了你的性命……", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "这都是他亲口告诉我的!多么鼓舞人心的榜样啊!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "荷雷克教授把你的事全都告诉我了——他是如何在你初来乍到时伸出了援手,又是如何拯救了你的性命……", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "你知道吗,在他的那个世界,他因发现世上最后一个尚未被人发现的物种而荣获诺贝尔奖,此后更是享誉全球的“科学家之王”!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "闲话就不说了,我们直接入正题吧?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "荷雷克说,要成为更优秀的科学家,我就必须了解身为{species_description}是什么感受。希望你能指导我完成这一变身过程。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "备好{species_name}磁带了吗?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "呃……[pause]新威勒尔岛上的科研工作一直都这么残暴野蛮的吗?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "在这儿呢。", - "BATTLE_JOINED.f": "{0}加入了战斗!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "暂时还没。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "那好,向我展示一下你是怎么使用的吧!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "看来荷雷克必定十分顽强,才能挺过这般残酷历练,并且往后再也无需变身。", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "不稳定融合体", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "谢了,{player},我对{species_name}的了解无疑又加深了一层。", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "一个不稳定融合体在{location_0_phrase}现身——必须赶在它开始疯狂复制之前,尽快将其摧毁!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "有位新来的实习巡护员为了获得印章戳,而向你发起了挑战。前往{location_0_phrase},和这位实习巡护员及其战斗搭档碰面,测试这一组合的战斗技能。{player},你不必手下留情——我们必须对入队成员严加筛选。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "招募训练", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "你就是来训练我的新巡护员队长吧?放马过来,不必手下留情!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "你就是来训练我的新巡护员队长吧?放马过来,不必手下留情!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "有位新来的实习巡护员为了获得印章戳,而向你发起了挑战。前往{location_0_phrase},和这位实习巡护员及其战斗搭档碰面,测试这一组合的战斗技能。{player},你不必手下留情——我们必须对入队成员严加筛选。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "有位新来的实习巡护员为了获得印章戳,而向你发起了挑战。前往{location_0_phrase},和这位实习巡护员及其战斗搭档碰面,测试这一组合的战斗技能。{player},你不必手下留情——我们必须对入队成员严加筛选。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "队长,虽然我还在受训中,但是你不用对我客气的!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "你就是来训练我的新巡护员队长吧?放马过来,不必手下留情!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "队长,虽然我还在受训中,但是你不用对我客气的!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "是{player}队长吧?[pause]等我打败你,埃安忒就不得不把我提拔为巡护员队长了!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "队长,虽然我还在受训中,但是你不用对我客气的!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "是{player}队长吧?[pause]等我打败你,埃安忒就不得不把我提拔为巡护员队长了!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "是{player}队长吧?[pause]等我打败你,埃安忒就不得不把我提拔为巡护员队长了!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "人们说,进监狱后的头一件事,就得立即找看起来最彪悍的人打一架![pause]我看你就是那个人吧,队长?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "人们说,进监狱后的头一件事,就得立即找看起来最彪悍的人打一架![pause]我看你就是那个人吧,队长?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "呼,你还真是没有手下留情……[pause]但好笑的是——我压根就不喜欢斗来斗去的。我不是当队长的料。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "人们说,进监狱后的头一件事,就得立即找看起来最彪悍的人打一架![pause]我看你就是那个人吧,队长?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "呼,你还真是没有手下留情……[pause]但好笑的是——我压根就不喜欢斗来斗去的。我不是当队长的料。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "谢了队长,我学到了很多东西……[pause]比如我还没有做好当巡护员的准备。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "谢了队长,我学到了很多东西……[pause]比如我还没有做好当巡护员的准备。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "谢了队长,我学到了很多东西……[pause]比如我还没有做好当巡护员的准备。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "呼,你还真是没有手下留情……[pause]但好笑的是——我压根就不喜欢斗来斗去的。我不是当队长的料。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "算了,反正我向来爱心大于斗心……", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "我都在痴心妄想些什么啊。谢了队长,谢谢你……[pause]把我当回事。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "我都在痴心妄想些什么啊。谢了队长,谢谢你……[pause]把我当回事。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "算了,反正我向来爱心大于斗心……", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "算了,反正我向来爱心大于斗心……", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "我都在痴心妄想些什么啊。谢了队长,谢谢你……[pause]把我当回事。", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "补给品小偷", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "巡护员补给品近期常遭失窃。我们有位侦察员报告称正好目睹了行窃中的小偷,并循迹追查至{location_0_phrase}的某处。和小偷对质,查明货物的下落。", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "小偷又卷土重来,这次我们循迹追查至{location_0_phrase}的某处。和小偷对质,查明货物的下落。", - "RUMOR_NAME": "传闻", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "“弗兰基才来镇上几天,但已经下定决心要加入巡护队。{player},她身上的某些特质让我想起了你,所以我很希望能由你来带领她入门!她将需要一盘磁带,所以麻烦你装备上一盘可以慷慨送出的磁带,到镇郊的大门处和她碰面吧。——西比尔 上”", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "招募训练:阿文", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "你的老“朋友”前小偷阿文,竟然来报名加入巡护队了!事实上,{player},他为了获得印章戳,而向你发起了挑战。到{location_0_phrase}和他碰面吧。我很欣赏他这股劲头,但是你必须一视同仁,不能对他手下留情。我们必须对入队成员严加筛选。", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "招募训练:弗兰基", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "你的老“朋友”前小偷阿文,竟然来报名加入巡护队了!事实上,{player},他为了获得印章戳,而向你发起了挑战。到{location_0_phrase}和他碰面吧。我很欣赏他这股劲头,但是你必须一视同仁,不能对他手下留情。我们必须对入队成员严加筛选。", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "你的老“朋友”前小偷阿文,竟然来报名加入巡护队了!事实上,{player},他为了获得印章戳,而向你发起了挑战。到{location_0_phrase}和他碰面吧。我很欣赏他这股劲头,但是你必须一视同仁,不能对他手下留情。我们必须对入队成员严加筛选。", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "“导师好!我正在进行一些个人的冒险呢。你要是想帮我一把,就来{location_0_phrase}和我碰面吧。——弗兰基”", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "“导师好!我正在进行一些个人的冒险呢。你要是想帮我一把,就来{location_0_phrase}和我碰面吧。——弗兰基”", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "“导师好!我正在进行一些个人的冒险呢。你要是想帮我一把,就来{location_0_phrase}和我碰面吧。——弗兰基”", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "弗兰基为了获得印章戳,而向你发起了挑战。她如今正在{location_0_phrase}等你。{player},别对她手软,我们还是要按照往常的规矩,必须对入队成员严加筛选。", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "弗兰基为了获得印章戳,而向你发起了挑战。她如今正在{location_0_phrase}等你。{player},别对她手软,我们还是要按照往常的规矩,必须对入队成员严加筛选。", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "你的一些老朋友在{location_0_phrase}组织了一场聚会。", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "友谊赛", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "弗兰基为了获得印章戳,而向你发起了挑战。她如今正在{location_0_phrase}等你。{player},别对她手软,我们还是要按照往常的规矩,必须对入队成员严加筛选。", - "RUMOR_DUNGEON_PARK_TITLE": "震颤的大地", - "RUMOR_DUNGEON_PARK": "我听传闻说,新威勒尔公园的地底下有时候会传来震动,仿佛有大型车辆在地下通行。你说那下面会有什么呢?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "嘎嘎干笑", - "RUMOR_DUNGEON_GRAVEYARD": "有个朋友跟我说,他在小溪西边的那个坟场,听到某个坟墓里传出低沉而疯狂的嘎嘎干笑声。你说这事诡异吧?", - "RUMOR_DUNGEON_MEADOW_TITLE": "小小披风蛾", - "RUMOR_DUNGEON_MEADOW2": "你说它怎么就变成了那副样子啊?那地方肯定有古怪……", - "RUMOR_DUNGEON_MEADOW1": "说出来你恐怕不信,我在樱桃草甸中央的空地上见过一只超小的披风蛾。而且可不是幼崽这么简单,那只披风蛾才只有巴掌大!", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "顶峰", - "RUMOR_DUNGEON_LAKE_TITLE": "移动路标", - "RUMOR_DUNGEON_LAKE1": "我有个当巡护员的朋友,跟我说湖边有好些“移动路标”。", - "RUMOR_DUNGEON_LAKE2": "有人猜测,按正确顺序依次站在按钮上,然后跟着所有路标的指示走,就会带你找到宝藏。", - "RUMOR_DUNGEON_MOUNTAIN": "威勒尔山还挺高的嘛。不过我听说,山顶上好像有座莫名其妙的灯塔。你说那上面会是什么呢?", - "RUMOR_DUNGEON_LAKE3": "不过其他人说,这显然只会带你绕圈子。", - "RUMOR_CAPTAIN_WALLACE": "我听说瓦莱斯队长现在正在公园里……", - "RUMOR_CAPTAIN_WALLACE_TITLE": "瓦莱斯队长", - "RUMOR_CAPTAIN_CLEEO_TITLE": "金属女", - "RUMOR_CAPTAIN_DREADFUL": "我听说,要找怖可儿队长的话,去东边那座废村找就好了。", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "怖可儿队长", - "RUMOR_CAPTAIN_CLEEO": "我听说伊斯翰森林里头有个金属女,你有见过么?", - "RUMOR_CAPTAIN_LODESTEIN.m": "你去过那个叫“翰”的地方吗?就是伊斯翰森林西边的小山谷,西提耶队长经常出没的那一带?", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "西提耶队长", - "RUMOR_CAPTAIN_LODESTEIN.n": "你去过那个叫“翰”的地方吗?就是伊斯翰森林西边的小山谷,西提耶队长经常出没的那一带?", - "RUMOR_CAPTAIN_LODESTEIN.f": "你去过那个叫“翰”的地方吗?就是伊斯翰森林西边的小山谷,西提耶队长经常出没的那一带?", - "RUMOR_CAPTAIN_BUFFY": "我最喜欢霸娜队长了。她经常在樱桃草甸上锻炼呢!", - "RUMOR_CAPTAIN_BUFFY_TITLE": "霸娜队长", - "RUMOR_CAPTAIN_CYBIL_TITLE": "西比尔队长", - "RUMOR_CAPTAIN_CYBIL": "我最爱的电台节目是西比尔FM,由常驻沼泽地的西比尔队长亲自主持!", - "RUMOR_CAPTAIN_SKIP_TITLE": "费辽队长", - "RUMOR_CAPTAIN_SKIP": "费辽队长资源之丰富,让人不得不佩服。港口镇西边那条河的入海口处,常能见到费辽队长的身影。", - "RUMOR_CAPTAIN_JUDAS_TITLE": "裘达队长", - "RUMOR_CAPTAIN_JUDAS1": "我听说那位赫赫有名的求生专家裘达队长,正在东南方的一座小岛上露营。", - "RUMOR_CAPTAIN_JUDAS2": "我知道,光是依赖现代科技的便利这一点,大概就足以让他讨厌我了,但是……他实在是太性感了!", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "剑兰队长", - "RUMOR_CAPTAIN_GLADIOLA": "我听说剑兰队长的巡逻路线,会穿过港口镇西边的坟场。你说她这是要往哪儿走呢?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "天琪队长", - "RUMOR_CAPTAIN_HEATHER": "我认识一个在铸铁海岸的船骸上捡破烂的人,他说在海岸西边老远的一座岛上见过天琪队长……", - "RUMOR_CAPTAIN_ZEDD": "我上次听说呼噜队长的消息时,他正准备去看看东边的殁宁屯出了什么事。我敢说他肯定在半路上睡着了……", - "RUMOR_CAPTAIN_ZEDD_TITLE": "呼噜队长", - "RUMOR_CAPTAIN_CODEY1": "你认识马侬队长吗?就是那个一天到晚抱怨没有“互联网”的人?他现在就在威勒尔山上呢。", - "RUMOR_CAPTAIN_CODEY_TITLE": "马侬队长", - "RUMOR_CAPTAIN_CODEY2": "也许我也该去爬爬山,这样就能体会到互联网究竟有什么了不起的。", - "RUMOR_IANTHE_BATTLE_TITLE.m": "新队长", - "RUMOR_IANTHE_BATTLE_TITLE.f": "新队长", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "我刚才在{location_0_phrase}看见一个箱子一口吞下了一个大活人!太难以置信了吧!?", - "RUMOR_IANTHE_BATTLE_TITLE.n": "新队长", - "RUMOR_IANTHE_BATTLE": "你听说传闻了吗?埃安忒领队好像找到了新队长的人选……", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "发现诀别鸟行踪", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "洪水", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "我听说最近有人在{location_0_phrase}看见了传说中的巨鸟诀别鸟。", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "洪水", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "今天公园北面发了好大的洪水!希望没有人受伤吧。", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "郊区闹洪水了!巡护队迟迟没有采取行动,今天肯定很忙吧……", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "花璃仙子目击报告", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "你知道巡护员使用的那些红色储藏箱吧?我对天发誓,我刚才在{location_0_phrase}就听到这么一个储藏箱在喃喃自语。", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "喃喃自语的储藏箱", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "我听说{location_0_phrase}有好几宗巨型玻璃天使的目击报告。", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "拟太太目击报告", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "发现苦无喵行踪", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "巡护员骚动", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "{location_0_phrase}那边不知出了什么事,巡护员们都在议论纷纷……", - "RUMOR_PASSIVE_QUEST_KUNEKO": "说出来你都不敢相信,我刚才在{location_0_phrase}看到个长着翅膀的猫女孩……", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "巡护员负伤", - "RUMOR_PASSIVE_QUEST_SWARM": "{location_0_phrase}那边出了大事,从那里回来的巡护员们都受了伤……", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "不穿上衣的小贩", - "RUMOR_UNOBTAINED_SPECIES": "你有见过{species_description}吗?那其实是{species_name}哦!我听说{habitat_phrase}那边就能见到这种怪物的身影。", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "今天岛上来了个不穿上衣的古怪小贩。想买些物美价廉的东西的话,就得抓紧时间了,他正在{location_0_phrase}那边呢!", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "我看见尤金在镇外一栋奇怪的建筑附近晃荡,他在那边干嘛呢?", - "RUMOR_OFFICE1_TITLE": "尤金", - "RUMOR_OFFICE2_TITLE": "索地员", - "RUMOR_OFFICE2": "我有个熟人住在秋丘上的殁宁屯,说他最近看见好多索地员,聚集在某个像是办公楼的地方……", - "RUMOR_OFFICE3_1": "我有天开船到秋丘北边的海里钓鱼,你肯定猜不到我在浓雾中见到了什么……", - "RUMOR_OFFICE3_TITLE": "索地员", - "RUMOR_OFFICE3_2": "居然是办公楼!海中央凸出的一块岩石上,矗立着一栋乏味的老旧办公楼!", - "RUMOR_OFFICE3_3": "这楼周围还有一群尸鬼围着,真让我浑身起鸡皮疙瘩……", - "RUMOR_OFFICE4_1": "我上次去伊斯翰森林时,五个索地员合伙把我拽去了他们的老巢,把我全身的生命力都给吸走了。", - "RUMOR_OFFICE4_TITLE": "索地员", - "RUMOR_OFFICE5_TITLE": "索地员", - "RUMOR_OFFICE4_2": "老实说,听他们推销度假房实在是太太太无聊了。", - "RUMOR_OFFICE5_1": "我先前和玛丽斯·派珀聊过,就是在小溪那边经营农场的那位女士,你知道是谁吧?", - "RUMOR_POSTGAME_MORGANTE": "我昨晚睡不着觉。你也听见了港口镇车站传来的诡异歌声吗?", - "RUMOR_OFFICE5_2": "她认为有些索地员在她的农场附近开起了商店。", - "RUMOR_OFFICE5_3": "挺令人担忧的,对吧?港口镇的食物几乎都由那家农场提供,万一农场落入索地员之手的话……", - "RUMOR_ALTAR1_TITLE": "圣坛", - "RUMOR_ALTAR1": "哎呀,我确实见过一座奇怪的圣坛,就在樱桃草甸上!你说那是干什么用的呢?", - "RUMOR_ALTAR2": "我在湖里游泳时,发现了有趣的东西——某座岛上的两根柱子间,有类似圣坛的摆设。", - "RUMOR_ALTAR2_TITLE": "圣坛", - "RUMOR_ALTAR3": "我姐在殁之子组织,说在她们镇附近见过一个半天使半恶魔的忍者猫女孩。但她也有可能只是发霉面包吃多了,产生幻觉胡说八道呢!", - "RUMOR_ALTAR4_TITLE": "圣坛", - "RUMOR_ALTAR3_TITLE": "圣坛", - "RUMOR_ALTAR4": "你有听说过伊斯翰森林深处的神秘圣坛吗?有传闻说,夜深人静时,就会有恶魔在那里举行神秘学仪式;也有人说举行仪式的是个天使;还有人说是个猫女孩。", - "RUMOR_POSTGAME_MORGANTE_TITLE": "诡异歌声", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "凯莉", - "RUMOR_PARTNER_KAYLEIGH": "我听一些巡护员说,凯莉虽然嘴上不说,但其实挺了解那些古怪的兜帽异教徒。也许你该去向她打听一下?", - "RUMOR_PARTNER_MEREDITH1_1": "你认识梅瑞狄吗?她负责修理镇上的电子设备。", - "RUMOR_PARTNER_MEREDITH1_TITLE": "梅瑞狄", - "RUMOR_PARTNER_MEREDITH1_2": "她在码头开了家店,平时不是在店里,就是在公园里。", - "RUMOR_PARTNER_MEREDITH1_3": "你需要任何电子器件的话,就去拜访她吧!", - "RUMOR_PARTNER_MEREDITH2_TITLE": "梅瑞狄", - "RUMOR_PARTNER_MEREDITH2_1.f": "我是梅瑞狄。你至死都要和我们一起困在这座岛上了,慢慢享受吧。", - "RUMOR_PARTNER_MEREDITH2_2": "不说啦,我得去呼吸一下新鲜空气。有空就来我在镇上开的店找我吧。就是水边栈道上的那栋黄色建筑物。", - "RUMOR_PARTNER_MEREDITH2_1.m": "我是梅瑞狄。你至死都要和我们一起困在这座岛上了,慢慢享受吧。", - "RUMOR_PARTNER_MEREDITH2_1.n": "我是梅瑞狄。你至死都要和我们一起困在这座岛上了,慢慢享受吧。", - "RUMOR_PARTNER_FELIX_TITLE": "损毁公寓", - "RUMOR_PARTNER_FELIX2": "你说要不要去给他搭把手啊?", - "RUMOR_PARTNER_FELIX1": "我在公园外西北方向的湖畔,看见某个家伙在损毁公寓里翻箱倒柜。", - "RUMOR_PARTNER_VIOLA_TITLE": "超级女侠", - "RUMOR_HOYLAKE1": "荷雷克教授称,他正在寻找一位新的科研助手。", - "RUMOR_PARTNER_DOG1": "对了,你认识的人里有谁丢了狗吗?", - "RUMOR_PARTNER_DOG_TITLE": "丢失爱犬", - "RUMOR_PARTNER_VIOLA": "我遭到沼泽地的史莱姆怪伏击,结果有位身披斗蓬的女侠挺身而出,救了我一命!这可不是我编的,千真万确!", - "RUMOR_PARTNER_DOG2": "我见到有只小狗带着磁带机,在威勒尔山脚下湖泊一角附近到处跑。而且是普通狗狗,不是嘭美犬!", - "RUMOR_PARTNER_DOG3": "希望那小家伙不会出什么事……", - "RUMOR_HOYLAKE_TITLE": "助手职缺", - "RUMOR_HOYLAKE2": "他经常在市民中心打发时间。至于他是如何做到研究怪物、却又完全不接触怪物的,我看我这辈子都不会知道答案了。", - "RUMOR_AVEREVOIR_TITLE": "庞然巨鸟", - "RUMOR_AVEREVOIR2": "我猜它就住在半山腰那个巨大的洞窟里。", - "RUMOR_AVEREVOIR1": "我在威勒尔山附近见到了一只庞然巨鸟!", - "RUMOR_GLAISTAIN_TITLE": "废墟", - "RUMOR_ABILITY_SWIM_TITLE": "游泳", - "RUMOR_GLAISTAIN": "据说最近樱桃草甸上突然出现了一座古老的废墟。听起来相当蹊跷,不是吗?", - "RUMOR_FARM_BRIDGE_TITLE": "农场桥梁", - "RUMOR_ABILITY_CLIMB_TITLE": "攀爬高墙", - "RUMOR_ABILITY_SWIM": "有人跟我说,这岛上有某种身穿潜水服的怪物,若能将其录制下来,就能获得在任何水体中畅游的能力!", - "RUMOR_ABILITY_CLIMB2": "“如果能像南瓜藤那样攀缘垂直面,那出行必定会方便得多了,”对吧?", - "RUMOR_FARM_BRIDGE": "我听说西边那个农场的派珀一家,最近跟他们那座桥陷入了苦斗……", - "RUMOR_ABILITY_CLIMB1": "我知道你在想什么!", - "RUMOR_ABILITY_CLIMB3": "我也花了好几年思索同一个问题呢!", - "RUMOR_ABILITY_DASH_TITLE": "火爆冲刺", - "RUMOR_ABILITY_CLIMB4": "但是,要想搞清楚这是否可行,你我之中就得有人去把跳跳南瓜录制下来才行。", - "RUMOR_ABILITY_MAGNETISM_TITLE": "奇特磁力", - "RUMOR_ABILITY_DASH": "岛上显然有种怪物能像火箭般横冲直撞。我敢说,要是把这么一只怪物录制下来,你也一样能做到!", - "RUMOR_INTERMISSION_TITLE": "三角头男", - "RUMOR_ABILITY_MAGNETISM": "镇上传言道,把冒火花的奇特怪物录下来,就能拥有磁力。有意思吧?", - "BATTLE_ADJECTIVE_LEADER.n": "领队{name}{disambiguator}", - "RUMOR_INTERMISSION": "镇中央有个漂浮在空中的怪人,还长了个三角头。你见过这样的人吗?", - "BATTLE_ADJECTIVE_CAPTAIN.m": "{name}队长{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "{name}队长{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "{name}队长{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "领队{name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "友好{name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "领队{name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "友好{name}{disambiguator}", - "BATTLE_JOINED.m": "{0}加入了战斗!", - "BATTLE_ADJECTIVE_FRIEND.n": "友好{name}{disambiguator}", - "BATTLE_SWITCH_PLACES.m": "{0}换了位置!", - "BATTLE_JOINED.n": "{0}加入了战斗!", - "BATTLE_DESTROYED.f": "{0}被消灭了!", - "BATTLE_SWITCH_PLACES.f": "{0}换了位置!", - "BATTLE_SWITCH_PLACES.n": "{0}换了位置!", - "BATTLE_ORB_BROKE": "球裂了!原来是{fusion_name}!", - "BATTLE_DESTROYED.m": "{0}被消灭了!", - "ABILITY_swim": "潜海豹游泳", - "BATTLE_DESTROYED.n": "{0}被消灭了!", - "ABILITY_climb": "南瓜藤球", - "ABILITY_dash": "子弹仔猛冲", - "ABILITY_UNLOCKED_swim": "现在可以在水里游泳了!\\n这会消耗你的体力。", - "ABILITY_flight": "诀别鸟飞行", - "ABILITY_magnetism": "电磁感应", - "ABILITY_UNLOCKED_climb": "现在可以按住{control.climb}键用黏藤爬墙了!\\n这会消耗你的体力。", - "ABILITY_UNLOCKED_dash": "现在可以按下{control.dash}键进行短距离冲刺了!\\n这会消耗你的体力。", - "ABILITY_UNLOCKED_magnetism": "现在可以按住{control.magnetism}键与有磁性的物品互动了!\\n这会消耗你的体力。", - "ABILITY_UNLOCKED_flight": "现在可以在滑翔期间再次按下{control.jump}键,从而获得助推了!\\n这会消耗你的体力。", - "POST_CREDITS_MESSAGE_1": "你可以用这个存档,将冒险旅程继续下去。新威勒尔的巡护员们仍然需要你的帮助……", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "确定吗?你还有点数未分配。", - "STAT_ADJUST_MENU_TITLE": "{player}的基础能力值", - "STAT_ADJUST_MENU_REMAINING_POINTS": "剩余点数:{0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "此界面可调整{player}的基础能力值,这将影响他所有的怪物形态。\\n\\n可从威玛巡护员处获得额外的点数。击败更多队长,即可解锁更低的最小值。", - "STAT_ADJUST_MENU_EXPLANATION.f": "此界面可调整{player}的基础能力值,这将影响她所有的怪物形态。\\n\\n可从威玛巡护员处获得额外的点数。击败更多队长,即可解锁更低的最小值。", - "STAT_ADJUST_MENU_EXPLANATION.n": "此界面可调整{player}的基础能力值,这将影响其所有的怪物形态。\\n\\n可从威玛巡护员处获得额外的点数。击败更多队长,即可解锁更低的最小值。", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "完成巡护员训练,即可解锁这些任务。", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "未知队长 #{n}", - "UI_RANGER_STAMP_CARD_ID": "编号:{0}", - "UI_RANGER_STAMP_CARD_HUMAN": "智人", - "UI_RANGER_STAMP_CARD_EARTH": "地球,21世纪", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "未知专长", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "完成巡护员训练,即可解锁这些任务。", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "完成巡护员训练,即可解锁这些任务。", - "NOTICEBOARD_REQUIREMENT_STORY": "循着莫甘特所给的线索,找到离开新威勒尔的方法,即可解锁新任务和奖励。", - "NOTICEBOARD_REQUIREMENT_QUEST": "完成“{quest_title}”,即可解锁新任务和奖励。", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "已清空告示板上的任务!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name}找到了{amount}份额外的融合原料!", - "TUTORIAL_RUMORS_DESCRIPTION2": "任务日志会追踪你在港口镇上收集到的传闻。\\n\\n港口镇是补充物资的最佳去处,所以只要来到港口镇,就别忘了打听一下新的传闻!", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "向埃安忒报告,领取你的奖励!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name}找到了{amount}份额外的融合原料!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name}找到了{amount}份额外的融合原料!", - "TUTORIAL_RUMORS_DESCRIPTION1": "新威勒尔岛任君探索。如果你正在为接下来该去哪而犯愁,想要寻求一些建议,那不妨在港口镇上到处问问,打听传闻。\\n\\n港口镇的大家可喜欢交换情报了!调查传闻中提及的地点,通常能推动任务进展,也会助你发现新的怪物。", - "TUTORIAL_RUMORS_TITLE": "教程:传闻", - "TUTORIAL_ROGUE_FUSIONS1": "这类怪物就是巡护员们常说的“暴走融合体”。它们有时会躲在地下洞窟的箱子中。\\n\\n和暴走融合体搏斗,既是获得贵重物品和经验值的绝佳方式,同时也能找到某些特定的稀有怪物。但请注意,这类怪物向来比该地区的其他怪物危险得多!", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "教程:暴走融合体", - "TUTORIAL_ROGUE_FUSIONS2.m": "某些暴走融合体会让一群其他类型的怪物围在自己身边。你必须先击败这群怪物,才能对战融合体本尊。\\n\\n假如你对自己的战斗能力没有把握,又或者正在探索新环境,那么还是别招惹暴走融合体为妙。", - "TUTORIAL_ROGUE_FUSIONS2.n": "某些暴走融合体会让一群其他类型的怪物围在自己身边。你必须先击败这群怪物,才能对战融合体本尊。\\n\\n假如你对自己的战斗能力没有把握,又或者正在探索新环境,那么还是别招惹暴走融合体为妙。", - "UI_NEW_GAME_MODES_NOTIFICATION": "已解锁自定义游戏模式!", - "TUTORIAL_ROGUE_FUSIONS2.f": "某些暴走融合体会让一群其他类型的怪物围在自己身边。你必须先击败这群怪物,才能对战融合体本尊。\\n\\n假如你对自己的战斗能力没有把握,又或者正在探索新环境,那么还是别招惹暴走融合体为妙。", - "LOADING_SCREEN_NAG2_TITLE": "在港口镇上听来的传闻:", - "LOADING_SCREEN_NAG2_FOOTER": "查看[color=#ab75e8]任务日志[/color]了解详情。", - "UI_NEW_GAME_MODES_TITLE": "自定义游戏模式", - "UI_NEW_GAME_MODES_VALUE_ON": "开", - "UI_NEW_GAME_MODES_VALUE_OFF": "关", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "磁带永久断裂", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "开启此项的效果:一旦在战斗中落败,则游戏结束。", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "落败即游戏结束", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "开启此项的效果:磁带一经断裂便无法修复,手上的磁带全部用尽则游戏结束。", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "开启此项的效果:一旦在战斗中落败,则游戏结束。", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "开启此项的效果:一旦在战斗中落败,则游戏结束。", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "开启此项的效果:出没于各个栖息地的怪物,以及开局所获和搭档所用的磁带,都是随机的。", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "怪物随机化", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "属性随机化", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "招式随机化", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "开启此项的效果:磁带升级时解锁的贴纸,以及怪物所拥有的招式,都是随机的。", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "开启此项的效果:各个物种的元素属性随机化,且其可用招式调整至互相匹配。", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "随机种子控制随机化过程、刷出的各类物品、小贩库存、生成的任务等。", - "UI_NEW_GAME_MODES_RANDOM_SEED": "随机种子", - "UI_NEW_GAME_MODES_START_BUTTON": "开始游戏", - "UI_GAME_OVER": "游戏结束", - "SIGN_ELECTROSHACK": "屋宁电器", - "SIGN_CLOSED": "暂停营业", - "SIGN_SPACE_ZONE": "太空电玩城", - "about": "关于", - "donation": "资助作者", - "patreon": "Patreon", - "noItems": "无物品", - "privacyPolicy": "隐私政策", - "termsAndConditions": "条款和条件", - "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", - "patrons": "赞助者", - "habitat": "栖息地", - "useGifs": "使用 Gif", - "alphabetical": "按字母顺序排列", - "bestiaryId": "动物寓言集 ID", - "static": "静态", - "gifNum": "Gif {0}", - "additionalStats": "附加统计数据", - "viewOn": "查看 {0}", - "initial": "初始", - "unavoidable": "不可避免", - "cost": "成本", - "canBeCopied": "可复制", - "characters": "角色", - "partnerMonster": "伙伴怪物", - "portraitNum": "肖像 {0}", - "tags": "标签", - "overworld": "世界大事", - "percentTitle": "百分比", - "backup": "备份", - "hashCode": "3AD69293BBD62B9E3C07F0FA78BB4CFF" - } - }, - "ja_JP": { - "id": 7, - "locale": "ja_JP", - "messages": { - "MOVE_MAGIC_TOME_NAME": "まじゅつしょ", - "DLC_00_COSPLAY_NAME": "コスプレパック", - "UI_PARTY_MOVE_STICKER": "ステッカーを移動する", - "UI_SETTINGS_GLITCH_EFFECTS": "グリッチ効果", - "UI_PARTY_EDIT_MOVES": "ステッカーを編集する", - "MOVE_DESCRIPTION_FINAL_BREATH": "HPが80%以上あるときなら、一撃でたおれるような攻撃を受けても、HPを1残して持ちこたえる。", - "MOVE_NAME_WEB_WRAP": "ウェブロック", - "MOVE_NAME_TREASURE_DIG": "おたからほり", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ {content_name} DLC", - "MOVE_DESCRIPTION_DEEP_FREEZE": "カセットプレーヤーをこおりつかせ、相手をテープづまり状態にする。", - "CONFIRM_LOAD_MODS1": "{num_mods}件のModが検出されました。", - "CONFIRM_LOAD_MODS2": "!注意!:ロードしたModが悪意あるものだった場合、ファイルシステムにアクセスし、あなたのコンピューター上で任意コード実行攻撃を行うことがあります。", - "UI_PARTY_VIEW_MOVES": "ステッカーを見る", - "NOTIFICATION_GENERIC": "お知らせ", - "MOVE_TRAP_JAW_NAME": "トラバサミ", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "かいひふのう", - "MOVE_DESCRIPTION_TREASURE_DIG": "ランダムなアイテムを掘りだす。バトルに勝った側は、掘りだしたアイテムをゲットできる。", - "STATUS_GEMSTONE_WALL_NAME": "ジュエルウォール", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "自分のHPを20%削り、3回攻撃を受けるか、3ターンがすぎるまで攻撃を防ぐ壁を作り出す。壁は持ち主に毎ターン追加のAPを1与える。", - "MOVE_DESCRIPTION_TRIPWIRE": "敵が近接攻撃を使ったときに、リストのひとつ下にあるわざをAPは使わず、自動でくりだすことがある。わざが発動する確率は、基本の必要APが高いほど低い。", - "DLC_01_PIER_NAME": "知られざるふとう", - "UI_SETTINGS_AUDIO_TRANSFORM": "変身時の効果音", - "MOVE_DESCRIPTION_MAGIC_TOME": "1体の相手を攻撃し、遠距離防御を下げる。", - "MOVE_COLD_FUSION_NAME": "がったいとうけつ", - "MOVE_DESCRIPTION_TRAP_JAW": "かみつくを使うと自動で発動する。相手をかいひふのう状態にする。", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "かいひふのう状態になると、回避率が1%に下がる。", - "MOVE_NAME_TRIPWIRE": "しかけいと", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "ウォールが攻撃を数回防いでくれる。効果ばつぐんの攻撃は、\\nウォールを一撃で破壊する。普通のウォールとは違い、\\nジュエルウォールは持ち主に毎ターン追加のAPを1与える。", - "TITLE_SCREEN_DLC_BTN": "ストアでDLCをチェック", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "本当にこのファイルをロードしますか?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "このセーブファイルには、現在使っているModセットのデータがセーブされていません。このままロードして進めるとModのどれかがアンインストールされ、ゲームが不安定になる可能性があります。", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "OFF", - "LOOT_HEADING_TREASURE": "お宝", - "MOVE_NAME_STICKY_SPRAY": "ベタベタネット", - "TITLE_SCREEN_DLC_BTN_NX": "ニンテンドーeショップ", - "UI_SAVE_REQUIRE_DLC": "インストールされていないDLCまたはModで作られたデータなので、このセーブファイルをロードできません。", - "STATUS_TAPE_JAM_NAME": "テープづまり", - "UI_SETTINGS_COLOR_BLIND": "色覚特性対応モード", - "MOVE_DEEP_FREEZE_NAME": "スピードれいとう", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "ロードする", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "ボーカルの音量", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "ON", - "BATTLE_TOAST_SWITCH_BLOCKED": "スイッチ失敗", - "MOVE_GEMSTONE_WALL_NAME": "ジュエルウォール", - "STATUS_TAPE_JAM_DESCRIPTION": "テープづまり状態になると、ステータス変化が\\n回復するか、使っているテープがこわれるまでは\\nテープをスイッチできなくなる。", - "MOVE_DESCRIPTION_COLD_FUSION": "だれかがフュージョンしたときに発動する。フュージョンのHPを最大HPの20%ぶん減らし、ひるみ状態にする。", - "MOVE_TREASURE_DIG_TOAST": "おたからゲット!", - "MOVE_FINAL_BREATH_NAME": "まつごのといき", - "CONFIRM_LOAD_MODS3": "選んだModは自己責任でご利用ください。", - "CONFIRM_LOAD_MODS4": "このModをロードしますか?", - "CONFIRM_LOAD_MODS_QUIT": "やめる", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Modをロードせずにつづける", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version}:{content_author}作", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "とほうもないパワー", - "PINBOLT_NAME_PREFIX": "ピン", - "PICKSIE_NAME": "ツルクシー", - "AURICLAW_DESCRIPTION": "黄金のマスクを身に着けたクモ", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "シャイなゴブリン", - "ADEPTILE_DESCRIPTION": "学者のローブを着たトカゲ", - "RUMOR_SPIDER_CAVE_3": "変な話だよね。ぬま地で鉱石の採掘をしたことなんて、これまで一度もないのに。", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "すさまじいスピード", - "PICKSIE_ENCOUNTER_MEREDITH_1": "あのモンスター、地面にもぐっちゃったワケ? 今度どこかで\\n見かけたら、アイツに見られないようにこっそり近よったほうが\\nいいかもね。", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "ツルハシを使って、土からなにかを掘りだしてたみたいなんだ。友だちが近づいたら、すぐ逃げちゃったんだって……", - "PICKSIE_LORE_1": "鉱物やお宝を掘りだすことに熱心で、宝石やお宝を見つけるために、どうくつやいせきで何年間もの時間をすごす。掘りだしたお宝やよろい、武器などを身に着けているすがたをよく目撃される。", - "TRAPWURM_LORE_2": "リンドワームはヨーロッパの伝承に登場するドラゴンのような生き物で、リントヴルムと呼ばれることもある。魚に似た背ビレを持つ巨大なヘビとして描かれることが多い。", - "OVERWORLD_SPIDERCAVE_EUGENE": "デカいクモの巣か、これ? [pause]なら、デカい虫がいるって\\nことだよな。バトルしたくてウズウズするぜ。", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "イナヅマのイメージとして思い浮かべるのはどっち?", - "DIVEBERG_DESCRIPTION": "潜水ヘルメットをかぶった氷山のモンスター", - "PINBOLT_LORE_2": "現在のようなピンボールマシンが発明されたのは1940年代ごろが最初で、その先祖は木のボードで遊ぶバガテルというテーブルゲームだ。日本のゲームであるパチンコも、ピンボールと似たような歴史や開発の経緯をたどっている。", - "DIVEBERG_LORE_1": "氷点下の環境に長いあいだ身を置きつづけたダイブフィンは、まわりの環境に合わせて「ダイブザン」に変化する。雪におおわれた厳しい土地でも楽に移動できるように、二足歩行できる骨格に進化するのだと考えられている。", - "PINBOLT_NAME_SUFFIX": "ボルト", - "TRAPWURM_LORE_1": "数日間ものあいだ息を止めていられるため、ドロや土の下に隠れて、えものが自分の上を通るまで待ちぶせする。そのアゴのパワーはすさまじく、いったん閉じてしまった場合、こじあけるのはまずムリだ。", - "TRAPWURM_DESCRIPTION": "大きなアゴを持つ2本足のヘビ", - "WYRMAW_NAME_SUFFIX": "アゴーム", - "WYRMAW_LORE_1": "地面の下に隠れるには、大きく成長しすぎてしまった。そのため、かわりにすてきな旗をふり、首かざりについたスズでゆかいな音を出してえものをおびきよせるようになった。", - "RUMOR_SPIDER_CAVE_TITLE": "見すてられた鉱山", - "RUMOR_SPIDER_CAVE_2": "彼がある日ぬま地を散歩してたら、崩れかかった鉱山の入り口を見つけたんだって。", - "RUMOR_SPIDER_CAVE_1": "アッカリーさんは知ってるよね? 奥さんと2人で、ジャガ川の向こう側にある農場を切り盛りしてる人なんだけど……", - "PICKSIE_ENCOUNTER_VIOLA_1": "我々はどうやら、あの精霊を驚かせてしまったようだ。\\nこの先で再び出会うことがあれば、その時は姿を見られぬように\\n近づくのが賢明かもしれないな。", - "DIVEBERG_NAME_PREFIX": "ダイブ", - "AURICLAW_LORE_1": "カナツメグモが成体になるために、錬金術のパワーを使って、身に着けた鉄のプレートとかざりを黄金色の合金に変化させたすがた。自分たちのとてつもなく広いなわばりを守るため、先頭に立つという役目を持っている。", - "PICKSIE_ENCOUNTER_FELIX_1": "あいつ……地面にもぐったのか? 人間がこわいのかもな。\\nまたどこかで見かけることがあったら、あいつの目に入らない\\nように近づいたほうがいいかもしれないぞ。", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "レンジャーの友だちが、ヘンなモンスターを見つけたんだって。恥ずかしがりやの小さなゴブリンらしいよ。そいつが担当してるのは、{location_0_phrase}のパトロールなんだけどさ。", - "PINBOLT_NAME": "ピンボルト", - "ADEPTILE_LORE_2": "錬金術で信じられていた古い教義の中には、この世の物質はすべて、4つの伝統的な元素……火、風、水、土の組み合わせからできている、と主張するものもあった。", - "TRAPWURM_NAME_PREFIX": "ワナ", - "TRAPWURM_NAME_SUFFIX": "ナーム", - "DIVEBERG_NAME_SUFFIX": "ザン", - "HARBOURTOWN_BOOK_6": "なぐり書きされたメモがある。「……秘術を学ぶこのトカゲの\\n学徒には、研究するための魔術書を与えれば、その可能性を\\n最大限まで引きだすことができる」", - "ADEPTILE_NAME": "マスタアガマ", - "DIVEBERG_NAME": "ダイブザン", - "FERRICLAW_NAME_PREFIX": "カナ", - "FERRICLAW_LORE_1": "地下深くに広がるどうくつに住むため、ごく最近になってからようやく発見された。古代文明の墓地から、古代人のデスマスクを掘りだして身に着けている。", - "FERRICLAW_NAME_SUFFIX": "ツメグモ", - "WYRMAW_DESCRIPTION": "頭に旗をつけた大蛇", - "PINBOLT_DESCRIPTION": "浮かぶ球の頭を持つバネみたいなモンスター", - "WYRMAW_NAME_PREFIX": "ワアゴ", - "DIVEBERG_LORE_2": "地球上で記録された、自然環境下での地表の最低気温は、南極大陸において1983年に観測された摂氏マイナス89.2度だ。", - "PICKSIE_ENCOUNTER_DOG_1": "わふっ……?", - "FERRICLAW_NAME": "カナツメグモ", - "PICKSIE_NAME_PREFIX": "ツル", - "PICKSIE_NAME_SUFFIX": "クシー", - "TRAPWURM_NAME": "ワナーム", - "AURICLAW_LORE_2": "有名な人物や指導者の顔から作られたというデスマスクは多い。歴史上でもっとも有名なデスマスクは、間違いなくツタンカーメンのマスクだろう。ツタンカーメン王のマスクが作られたのは、およそ紀元前1323年だという。", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "えっと、わたしたち、あのモンスターをおどかしちゃったかな?\\n地面にもぐって逃げちゃったみたい。次にどこかで見つけた\\nときは、見られないようにそっと近づいてみようよ。", - "ADEPTILE_LORE_1": "ありとあらゆる秘術の知識を追い求めるためすべてをささげている。頭のほかに体はほぼ存在しないため、学者のような長いローブを身にまとい、体がない部分を隠している。", - "ADEPTILE_NAME_SUFFIX": "アガマ", - "OVERWORLD_SPIDERCAVE_MEREDITH": "あの[shake rate=30 level=10]ドデカい[/shake]クモの巣、見える?!\\n[pause]ないわ。[pause]ありえない。[pause]こんなとこ、とっととフケちゃおうよ。", - "AURICLAW_NAME": "キンツメグモ", - "FERRICLAW_LORE_2": "デスマスクとは、亡くなった人の顔から型を取って作ったマスクのことだ。その作り方や材料にはさまざまなバリエーションがあり、人類の歴史上、多くの文化や時代において、存在が確認されている。", - "PICKSIE_DESCRIPTION": "ツルハシを持つマスクを着けたゴブリン", - "PICKSIE_SUBTITLE": "お宝ゴブリン", - "ADEPTILE_NAME_PREFIX": "マスタ", - "AURICLAW_NAME_SUFFIX": "ツメグモ", - "FERRICLAW_DESCRIPTION": "サビたマスクを身に着けたクモ", - "AURICLAW_NAME_PREFIX": "キン", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "これって……クモの巣?\\nなんていうか、ちょっと[wave amp=30 freq=10]大きすぎ[/wave]じゃない?", - "OVERWORLD_SPIDERCAVE_VIOLA": "この地に住むクモたちは、このように巣を紡ぐのか?\\nこんなに……巨大なものを?", - "OVERWORLD_SPIDERCAVE_FELIX": "こんなに大きなクモの巣と出くわすの、\\nはじめてだと思うんだよな。もし前に見かけてたら、\\nはっきり覚えてるはずだ。", - "PINBOLT_LORE_1": "金属でできた頭が体からはなれたまま浮いていられるのは、2つの「フリッパー」が作りだしている磁場のおかげ。体の磁場をうまく利用し、片方しかない手から高エネルギーの電撃を発射できる。", - "PICKSIE_ENCOUNTER_EUGENE_1": "しまった、逃げられちまった! あいつとまたどこかで出くわす\\nことがあったら、後ろから忍びよってみたほうがいいかもな。\\nそうすりゃ、見つかって逃げられることはないだろ。", - "PICKSIE_LORE_2": "ドワーフとは、ゲルマン神話の中に登場する種族だ。背が低い人間のように描かれるのがふつうで、鉱山や鍛冶、どうくつなどを連想させる存在として扱われることが多い。", - "WYRMAW_NAME": "ワアゴーム", - "WYRMAW_LORE_2": "リンドワームは、多くのヨーロッパの物語に登場する。「ラムトンのワーム」といわれる伝承はそのひとつで、イギリスのウィア川に住みつくというリンドワームのような怪物が川のそばで暮らしている人びとを恐怖の底におとしいれるという物語だ。", - "GAME_OVER_VIOLA1": "{player}、目覚めたか!", - "GAME_OVER_EUGENE1.n": "……よし、起きたな! 来いよ{player}、行くぜ。", - "LEVEL_WARNING_meredith.v3": "ここのモンスターってさ、ウチらよりヤバそうじゃん。\\n戻ってまたこんど来たほうがいいかもよ、[pause]でしょ?", - "HARBOURTOWN_NPC_13_DIALOGUE2": "いいさ……[pause]むこう側に渡れなくたって、そんなに問題はないし。[pause]たぶんね。", - "HARBOURTOWN_NPC_13_DIALOGUE3": "ああ……[pause]橋が下りてるね。", - "HARBOURTOWN_NPC_14_DIALOGUE1": "あのね……[pause]わたしは、ふるさとから出ていく日のために\\nがんばって働いてたの。[pause]本当に、ものすごく努力してね。", - "HARBOURTOWN_NPC_14_DIALOGUE2": "新しい人生をはじめる準備はできてたのに、[pause]そしたら、今度は\\n[wave amp=30 freq=10]また別の[/wave]小さな町から出られなくなった。", - "HARBOURTOWN_NPC_14_DIALOGUE3": "これがわたしの運命……[pause]そういうことなの?", - "HARBOURTOWN_NPC_15_DIALOGUE1": "ハーバータウンには昔からずっと「ボランティア団体」みたいなグループがあるのさ。[pause]じゃなきゃ、町をひとつにまとめるなんてムリだろ?", - "HARBOURTOWN_NPC_15_DIALOGUE2": "ここ最近その役目を果たしてるのは、イアンシーさんが率いてるレンジャーさ。[pause]資源を集めたり、困っている人たちを助けたり、オレたちレンジャーはいろいろやってるんだ。", - "HARBOURTOWN_NPC_15_DIALOGUE3": "「カセットテープ」現象が発見されてから、秩序をたもつのはずっと大変になったんだ。[pause]やりとげられる人間がいるとしたら、イアンシーさん以外にはいないだろうね!", - "HARBOURTOWN_NPC_16_DIALOGUE2": "アドバイスできることがあるとすれば、\\n[pause]「新しい暮らしを受け入れよう」くらいかな。", - "HARBOURTOWN_NPC_16_DIALOGUE1": "町に来たばかりの人は、たいてい……[pause]つらい時期をすごすことになるものなんだ。", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "別に、前の暮らしを忘れろって意味じゃない。[pause]だけど過去と\\n同じくらい、人には未来があるんだよ。[pause]そうだろう?", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "別に、前の暮らしを忘れろって意味じゃない。[pause]だけど過去と\\n同じくらい、人には未来があるんだよ。[pause]そうだろう?", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "別に、前の暮らしを忘れろって意味じゃない。[pause]だけど過去と\\n同じくらい、人には未来があるんだよ。[pause]そうだろう?", - "HARBOURTOWN_NPC_17_DIALOGUE1": "ハーバータウンの歴史は、めっぽう面白いのじゃよ!", - "HARBOURTOWN_NPC_17_DIALOGUE2": "将来の町に必要になるものはなんなのか見きわめたいなら、\\n町の歴史をふりかえるのは大事なんじゃ。", - "HARBOURTOWN_NPC_18_DIALOGUE1": "ぼくのひいおじいさんは、百年前に難破してニューウィラル島へ流れついた船乗りだったんだ!", - "HARBOURTOWN_NPC_18_DIALOGUE2": "子孫のぼくらがやりとげたことを目にしたら、きっとほこりに\\n思うだろうな。", - "HARBOURTOWN_NPC_19_DIALOGUE": "行きづまっちゃったら、町のみんなに話を聞くといいよ。\\nときどき、なやみの解決に役立つウワサを聞けるからね!", - "TUTORIAL4_PART3B_KAYLEIGH6": "大天使かあ……", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "「フュージョン」について聞く", - "TUTORIAL4_PART3C_KAYLEIGH2": "アレは「フュージョン」。レンジャーたちの間では知られてる、めずらしい現象なんだ。野生のモンスターの間で見られることもあるけど、レンジャーたちのリーダーもできるらしいよ。", - "TUTORIAL4_PART3B_KAYLEIGH7": "あのね、初めてニューウィラル島の浜辺に流れついた気の毒な\\n人たちは、島のモンスターたちを天使だと考えたらしいの。", - "TUTORIAL4_PART3B_KAYLEIGH8": "で、[pause]その人たちの一部が残した記録には、モンスターよりずっと強い、別の存在……[pause]その見た目も、雰囲気も「異常」な生き物について書かれてたの。", - "TUTORIAL4_PART3B_KAYLEIGH9": "当時の人たちはモンスターを天使だと思ってたから、そいつらを「大天使」って呼んだわけ……[pause]聖書の中に出てくる一番\\nえらい天使と、同じ名前で。", - "TUTORIAL4_PART3B_KAYLEIGH10": "もちろん、戦えばたおせるとわかってから、\\n普通のモンスターから「[wave amp=30 freq=10]天使っぽさ[/wave]」は失われたんだけどね。", - "TUTORIAL4_PART3B_KAYLEIGH11": "モンスターの呼び方は、時の流れといっしょに変わって\\nいったんだよ……天使、精霊、悪魔、人食い鬼、ってね……", - "TUTORIAL1_PART2_KAYLEIGH4": "変身する自転車は自分自身、っていうのが、自転車に乗るのとは違うところかな。", - "TUTORIAL1_PART2_KAYLEIGH10": "しかもテープがこわれると追加でダメージを受けるから、\\n自分自身のHP……赤いゲージが減っちゃうんだ。", - "TUTORIAL1_PART2_KAYLEIGH2": "きっと、すぐ慣れちゃうよ……[pause]自転車に乗るような感じだから!", - "TUTORIAL1_PART2_KAYLEIGH5": "あそこに、ブーツをはいたヘンなやつがいるでしょ? あれはピョンジャック。近づくと攻撃してくるよ。", - "TUTORIAL1_PART2_KAYLEIGH3": "まあ、[pause]えっと、[pause]自転車が{first_tape_description}に\\n変身するのと……", - "TUTORIAL1_PART2_KAYLEIGH11.f": "わたしたちのHPが両方ともなくなったら、ハーバータウンに\\n戻ることになるからね。", - "TUTORIAL1_PART2_KAYLEIGH11.m": "わたしたちのHPが両方ともなくなったら、ハーバータウンに\\n戻ることになるからね。", - "TUTORIAL1_PART2_KAYLEIGH13": "よし、じゃあいくよ!", - "TUTORIAL1_PART2_KAYLEIGH12": "だいたいわかった?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "わたしたちのHPが両方ともなくなったら、ハーバータウンに\\n戻ることになるからね。", - "TUTORIAL2_PART1_KAYLEIGH1.m": "ねえ{player}、ひと休みしてく? \\n休みたければ、そこでひと息つけるよ。", - "TUTORIAL1_PART2_KAYLEIGH14": "やったね!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "ねえ{player}、ひと休みしてく? \\n休みたければ、そこでひと息つけるよ。", - "TUTORIAL1_PART2_KAYLEIGH16": "やった! じゃあ、上に行こっか。バトルするかどうか、判断はあなたにまかせるよ。まあ大丈夫、わたしがついてるから!", - "TUTORIAL1_PART2_KAYLEIGH15": "うーん、あのエレベーターは動くはずなんだよね……\\nこのあたりに、動かすためのスイッチがあると思うよ。", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "この先モンスターが多いけど、2人なら大丈夫だよ!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "この先モンスターが多いけど、2人なら大丈夫だよ!", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "ほら、こっちこっち!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "この先モンスターが多いけど、2人なら大丈夫だよ!", - "HARBOURTOWN_NPC_1_DIALOGUE3": "また会ったわね! [pause]ハーバータウンはどう?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "あ、[pause]やっぱり、新しく来た人ね! [pause]また会えてうれしいわ!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "また会ったわね、新入りさん。[pause]もう気分は落ち着いたかしら。", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "また会ったわね、新入りさん。[pause]もう気分は落ち着いたかしら。", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "また会ったわね、新入りさん。[pause]もう気分は落ち着いたかしら。", - "HARBOURTOWN_NPC_1_DIALOGUE5": "ここでの暮らしには慣れた? [pause]わたしのときは……[pause]流れついた\\nあと、状況を受けとめるのに長いことかかったわ。", - "HARBOURTOWN_NPC_1_DIALOGUE6": "あら、どうも! [pause]この島のこと、どう思う? [pause]ここの人たちは\\nがんばってるのよ。さびしい気持ちになることがあってもね。", - "HARBOURTOWN_NPC_1_DIALOGUE8": "どうも! [pause]また会ったわね。今日もいつもどおり「マイア海」をながめてるの。[pause]そうしてると、心が落ち着く気がするのよね。", - "HARBOURTOWN_NPC_1_DIALOGUE7": "生きてると、予想できないことも起きるものよ。[pause]予想できない\\nことっていうのは、たとえば……[pause]まあ……[pause]こういう状況とかね。", - "HARBOURTOWN_NPC_1_DIALOGUE9": "ときどきね、水平線の向こうから、わたしたちを助けに来た\\n船が見えないかなって思うの。[pause]だけど、ずっとここで暮らして\\n悟ったわ……助けなんて来ないんだってね。", - "HARBOURTOWN_NPC_1_DIALOGUE10": "どうも、また会ったわね! [pause]あなたは元気?", - "HARBOURTOWN_NPC_2_DIALOGUE2": "まさか、[shake rate=30 level=10]本気で[/shake]ボクがだれか知らないのかい? [pause]ほんの\\nちょびっとさえも?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "[wave amp=30 freq=10]ボク[/wave]みたいな有名人にここで会えるなんて、ぜんぜん思って\\nなかっただろ? [pause]そうだよね? [pause][pause]待てよ、もしかして\\n知らないのかい……?", - "INTRO_PENSBY24": "体調はたいしたことないよ。初めて変身すると、どんな人だって精神に大きなショックを受けるからね。", - "CLEMENCE_CAFE2": "グラモフォンは蓄音機やな。音楽のレコードを再生する機械や。町にあった古いやつをもろうてな、店のかざりにしとったんよ。そうしたらみんなが、「クレマンス! 店に蓄音機があるのに、君は音楽をかけないの?!」ってえらく言いはって。", - "CLEMENCE_QUESTION_ARRIVAL": "どうやって島に着いたの?", - "CLEMENCE_QUESTION_COFFEE": "コーヒーはどうやって入れるの?", - "CLEMENCE_QUESTION_BYE": "いまはいいや!", - "CLEMENCE_CAFE1": "ウィ。うちがハーバータウンに着いたころ、みんないこいの場をほしがってたんや。それも、かっこうのええ場所を。せやから、うちがここを作ったんよ……うちがやらんで、だれがやるん?", - "CLEMENCE_BYE": "オルヴォワール!", - "LEVEL_WARNING_meredith.v2": "ここのモンスター、ウチらより強そう。\\n[pause]戻ったほうがよくない?", - "LEVEL_WARNING_viola.v2": "ここにいると、すこし心配になるな。われわれは\\n危険な地へ迷いこんだかもしれないぞ、友よ。", - "CLEMENCE_INTRO2": "うちはクレマンス。で、このええ感じの店はグラモフォン・\\nカフェや。なんて説明したらええかなあ? うちの店はようさんレコードを置いてて、おいしいコーヒーも出すんよ。ここらじゃ一番のカフェやね。", - "CLEMENCE_INTRO1.f": "ボンジュール! [pause]めずらしいねえ、新顔さんが来はるとは……\\nあんさんみたいなべっぴんさんなんて、なおさらや!", - "PARTNER_LEVELUP_VIOLA1": "君はきっと、私の戦闘能力に改めて驚嘆するはずさ。\\nこのところ、ずっとひそかに腕を磨いていたんだ。", - "LEVEL_WARNING_meredith.v1": "こっちに行くの、ウチらにはまだ早いと思うけど。\\n[pause]このへんのモンスター、マジでおっかないじゃん。", - "TUTORIAL4_PART3B_KAYLEIGH19": "「映画」がなんなのか、知らなかったらごめん!", - "TUTORIAL4_PART3_KAYLEIGH18": "わたしたちみんな、違う世界から来てるのにね。", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "知ってるって!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "映画ならいっぱい見たよ!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "うん、知らない……なんちゃって!", - "TUTORIAL4_PART3B_KAYLEIGH20": "ふう、[pause]オッケー、[pause]ならよかった! この島に来て3年たつけど、まだちゃんとコツがつかめなくて……[pause]新しく来た人と自分で、知ってる文化が違うかもって考えながら話すの、むずかしいや。", - "TUTORIAL4_PART3C_KAYLEIGH1": "あー。[pause]うん。[pause]「[wave amp=30 freq=10]アレ[/wave]」ね。", - "TUTORIAL4_PART3C_KAYLEIGH3": "モンスターに変身してる人間が2人いるときに条件がそろうと、合体して、1体の[wave amp=30 freq=10]パワフルなモンスター[/wave]になれるんだ。", - "PARTNER_LEVELUP_EUGENE1": "最近は、ずっと筋トレしてたんだぜ……最後に2人でバトルしたときにくらべたら、マジで[shake rate=30 level=10]超強くなってる[/shake]からな!", - "PARTNER_LEVELUP_KAYLEIGH1": "最後にあなたと出かけてから、ずっと自分で\\n[wave amp=30 freq=10]モンスターと戦う特訓[/wave]をしてたんだ。きっとビックリするよ!", - "TUTORIAL4_PART3D_KAYLEIGH3": "それは、この島から出る方法を知ってるんだよね?", - "TUTORIAL4_PART3C_KAYLEIGH8": "ごめん、[pause]この話題、ちょっと気まずい!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "まあ、大天使はたおせたし!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "まあ、大天使はたおせたし!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "まあ、大天使はたおせたし!", - "TUTORIAL4_PART3C_KAYLEIGH9": "だ、だよね。ほんとそう!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "まあ、おかげで助かったし!", - "TUTORIAL4_PART3D_KAYLEIGH2": "あの「モルガンテ」っていう大天使の記憶が、あなたの\\n[wave amp=30 freq=10]心の中[/wave]にあって……", - "TUTORIAL4_PART3D_KAYLEIGH1": "さてと、話を整理すると……", - "OUTSKIRTS_3_-1_GIFTER1.n": "見たことない顔だね。もしかして……最近流れついてきた人?", - "TUTORIAL4_PART3D_KAYLEIGH22": "この島から出る方法を見つけて、ここの人たちをふるさとや\\n家族のところへ帰してあげられる可能性がすこしでもあるん\\nなら……", - "TUTORIAL4_PART3C_KAYLEIGH10": "フュージョンしてから、ふしぎな感じが残ってるな。\\nなんだか……ドアが開きっぱなしになってるみたい。\\nいままで、あったことに気づいてさえなかったドアが、さ。", - "TUTORIAL4_PART3C_KAYLEIGH11": "あなたとは、またフュージョンできるって気がする。する必要があるときはね。", - "GAME_OVER_FIRST_PENSBY3.n": "あんたたち、ニューウィラルを横断するつもりなら、出発の前に回復用のアイテムをそろえておくんだね。", - "GAME_OVER_EUGENE1.f": "……よし、起きたな! 来いよ{player}、行くぜ。", - "LEVEL_WARNING_kayleigh.v2.f": "ここ、すっごく危険そう……もっと強くなってから\\n来たほうがいいと思うよ!", - "LEVEL_WARNING_kayleigh.v2.n": "ここ、すっごく危険そう……もっと強くなってから\\n来たほうがいいと思うよ!", - "GAME_OVER_MEREDITH1": "やっと起きたの?", - "PARTNER_LEVELUP_FELIX1": "ここ最近は、モンスターのすがたでトレーニングしてたんだ。\\n大丈夫、ちゃんとついていけるさ。", - "TUTORIAL2_PART3_KAYLEIGH4": "[wave amp=30 freq=10]どういうわけで[/wave]そうなるのかはよくわかってないけど、とにかく記録できるから……[pause]まあ、それで十分ってわけ。", - "TUTORIAL2_PART3_KAYLEIGH8": "さあ、あのムシをやっつけるよ!", - "TUTORIAL2_PART4_PLAYER1": "どういうこと?!", - "TUTORIAL2_PART4_PLAYER2": "なにが起きてるの?", - "TUTORIAL2_PART4_KAYLEIGH1": "モンスターの中には……記録すると、変身できるようになるだけじゃなくて、その能力も使えるようになるヤツもいるんだ。", - "TUTORIAL2_PART4_KAYLEIGH2": "こわがらないで!", - "TUTORIAL2_PART4_KAYLEIGH3": "ごめんね、先に言っとけばよかったかも。実際に体験したほうが早いかなって思ったんだよね。", - "TUTORIAL2_PART4_KAYLEIGH4": "その「モスグライド」を使えば、あの谷間のむこうに行けるよ。", - "TUTORIAL3_PART1_KAYLEIGH1": "なにが起きてるのかな? これがもしモンスターのしわざなら、用心しなきゃ。", - "TUTORIAL3_PART1_KAYLEIGH2": "さあ、行こっか……", - "TUTORIAL3_PART2_KAYLEIGH1": "うん、また揺れたね。", - "TUTORIAL3_PART2_KAYLEIGH2": "なんなの、あれ?!", - "TUTORIAL3_PART2_KAYLEIGH3": "こ、こんな建物、ここにあったの?", - "TUTORIAL2_PART3_KAYLEIGH1": "それじゃ、これを使って!", - "TUTORIAL2_PART3_KAYLEIGH2": "ニューウィラル島のモンスターたちはね……", - "TUTORIAL2_PART3_KAYLEIGH3": "弱らせるとその力を、[pause]えっと、[pause]カセットテープに「きろく」\\nできるんだ。", - "TUTORIAL2_PART3_KAYLEIGH6": "ほら、新しいモンスターのすがたになれたでしょ!", - "TUTORIAL2_PART3_KAYLEIGH5": "さあ、「スイッチ」して「きろく」したテープを使ってみて!", - "TUTORIAL2_PART3_KAYLEIGH7": "でも、ダメージを与えすぎると、モンスターが逃げちゃって記録できなくなるんだ……[pause]どう、ついてこれてる?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "ねえ{player}、ひと休みしてく? \\n休みたければ、そこでひと息つけるよ。", - "TUTORIAL2_PART1_KAYLEIGH2.f": "こういうたき火は、キャンプできる安全な場所の目印なんだ。", - "TUTORIAL2_PART2_KAYLEIGH2": "きっと、こっち側におびきよせられるはず……", - "TUTORIAL2_PART2_KAYLEIGH1": "あそこ……モンスターがいるね。", - "TUTORIAL2_PART1_KAYLEIGH2.n": "こういうたき火は、キャンプできる安全な場所の目印なんだ。", - "TUTORIAL2_PART1_KAYLEIGH3": "キャンプすれば、HPの回復とテープの修理ができるよ!", - "TUTORIAL2_PART1_KAYLEIGH2.m": "こういうたき火は、キャンプできる安全な場所の目印なんだ。", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "もちろん!", - "TUTORIAL1_PART1_KAYLEIGH5": "いまから説明するね!", - "TUTORIAL1_PART1_KAYLEIGH6": "ありがとう、手伝ってくれて!", - "TUTORIAL1_PART1_KAYLEIGH7": "あっち側に道があるでしょ?", - "TUTORIAL1_PART1_KAYLEIGH8": "昨日の夜、揺れがあってね。地震だったのか、モンスターのせいだったのかはわからないけど……地面にヒビが入っちゃったの。", - "INTRO_KAYLEIGH19": "悪い知らせの伝え方って、わからなくて。", - "INTRO_KAYLEIGH20.m": "あなたはここから出られないの。", - "INTRO_KAYLEIGH20.f": "あなたはここから出られないの。", - "INTRO_KAYLEIGH13": "さてと。[pause]あったかいところに行かなきゃ。あなた、パジャマしか着てないけど、それじゃ凍えて死んじゃうよ。", - "INTRO_KAYLEIGH12": "わたしはケイリー。これからよろしくね、{player}!", - "INTRO_KAYLEIGH30": "ここは……[pause]厳密に言うと、地球じゃないの。まあ、少なくとも、わたしたちはそう考えてる。", - "INTRO_KAYLEIGH14": "どう?[pause] すごくステキな町でしょ?", - "INTRO_KAYLEIGH14_OPTION1": "ここはどこ?", - "INTRO_KAYLEIGH14_OPTION2": "この町の名前は?", - "INTRO_KAYLEIGH15.m": "ハーバータウンへようこそ……", - "INTRO_KAYLEIGH5": "やっぱりね、だと思った! なら、こっちかな。", - "CLEMENCE_ARRIVAL2": "しかし、恋しくてかなわんわ……", - "CLEMENCE_ARRIVAL3": "ここにはバイクがあれへんからね。", - "TUTORIAL1_PART2_KAYLEIGH6": "だから、準備ができたら近づいてみよう!", - "TUTORIAL1_PART2_KAYLEIGH7": "すこしやられたね……でも、モンスターのすがたなら平気だよ!", - "TUTORIAL1_PART2_KAYLEIGH8": "ゲージはHP、残り体力を表してるよ。緑のゲージはモンスターのすがたの、赤いゲージは人間のすがたのHPを表してるんだ。", - "TUTORIAL1_PART2_KAYLEIGH9": "バトル中にHPがなくなると、テープはこわれちゃうの。こわれたテープは、修理しないと使えないよ。", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "ここは町の一部じゃ?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "これってヘンなの?", - "TUTORIAL3_PART2_KAYLEIGH4": "こんな建物なんて、いままで見たことないよ!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player}、なんだかヘンな気配がしない……?", - "TUTORIAL3_PART2_KAYLEIGH5": "これがずっとここに埋まってたの?!", - "HARBOURTOWN_STATION_MORGANTE1": "あなたなの、モードレッド?\\n\\nおいで、わが子よ…… さいごに\\nもういちど 顔を みせて。", - "HARBOURTOWN_STATION_KAYLEIGH1": "ここって、なんか……こげた金属のにおいがする。\\n説明しづらいけど……", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=20]そんなっ……こいつは……[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "ずっと つづいた あらそいも\\n終わろうと しているわ……\\nこんどこそ 完全に 彼に\\n負けてしまったかも しれない。", - "INTRO_KAYLEIGH8.f": "あなたの番だよ! 遠慮しないで!", - "INTRO_KAYLEIGH6": "じゃあ、カセットをプレーヤーに入れて。[pause]次に、ヘッドフォンを着けて。[pause]で、再生ボタンを押して!", - "INTRO_KAYLEIGH3": "はい、これ……[pause]受け取って!", - "INTRO_KAYLEIGH4": "それじゃ、これだけ教えて。[pause]次の2つなら……[pause]どっちが好き?", - "LEVEL_WARNING_dog.v1": "ワンクレーは不安そうだ。ここのモンスターは\\n彼よりずっと強いのかも……", - "LEVEL_WARNING_viola.v1": "ここからは去ったほうがいい……この地に住まう\\nケダモノたちは、われわれよりはるかに強そうだ。", - "CLEMENCE_METAL_TAPES1": "{player}さん! あんさんにプレゼントがあるんやで。", - "CLEMENCE_METAL_TAPES2": "レンジャーのウィルマさんが役場から来はってな、店に新商品をおろしてってくれたんや。", - "CLEMENCE_METAL_TAPES3": "このクロームテープはな、ノーマルテープより性能がええんよ。興味、わくやろ?", - "CLEMENCE_INTRO1.m": "ボンジュール! [pause]めずらしいねえ、新顔さんが来はるとは……\\nあんさんみたいにかっこうのええ人なんて、なおさらや!", - "CLEMENCE_NAME": "クレマンス", - "GAME_OVER_FIRST_PENSBY1.m": "ああ、起きたかい。あんたはラッキーだよ、診療所に\\n連れかえってくれる友だちがいるんだから!", - "TUTORIAL1_PART1_KAYLEIGH3.m": "ねえ、さっきいっしょにバトルしたけど、あなたって、けっこう強いよね!", - "TUTORIAL1_PART1_KAYLEIGH3.f": "ねえ、さっきいっしょにバトルしたけど、あなたって、けっこう強いよね!", - "TUTORIAL1_PART1_KAYLEIGH4": "だから、もしよかったら、わたしの仕事を手伝ってくれない? どう? やれそう?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "「仕事」って?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "ねえ、さっきいっしょにバトルしたけど、あなたって、けっこう強いよね!", - "INTRO_KAYLEIGH41": "ごめんごめん、頭がパンクしちゃうよね! じゃ、またあとで!", - "INTRO_KAYLEIGH42": "くわしいことは、会ってから話そうよ!", - "INTRO_KAYLEIGH40_OPTION1": "時代って……?", - "GAME_OVER_FIRST_PENSBY5": "気をつけるんだよ、{player}! さもなきゃ、すぐここに\\n逆戻りするはめになるからね!", - "GAME_OVER_PENSBY2": "無理するんじゃないよ、{player}。またすぐにあんたの\\n治療で苦労するのはごめんだからね。", - "INTRO_KAYLEIGH2": "パイロンカツギはよそ者がキライなんだ。\\n[pause]まあ、実を言うと……[pause]誰のこともキライなんだけどね。", - "INTRO_KAYLEIGH1": "そこのあなた、待って……[pause]動いちゃダメ!", - "GAME_OVER_DOG1": "わふ!", - "GAME_OVER_FELIX1": "なあ……気分、よくなったか?", - "CLEMENCE_COFFEE2": "ええ取り引きやろ?", - "CLEMENCE_COFFEE1": "うちは……秘伝のわざを知っとるんよ。コーヒー豆は、農場でジャガさんが育ててくれとるんや。", - "LEVEL_WARNING_felix.v3": "実力に自信はあるけど、この場所は\\nいまのおれたちには危なすぎると思うな。", - "LEVEL_WARNING_felix.v2": "強くなってから、あとでまた来たほうが\\nいいかもしれないぞ。たぶんだけどさ。", - "LEVEL_WARNING_kayleigh.v2.m": "ここ、すっごく危険そう……もっと強くなってから\\n来たほうがいいと思うよ!", - "LEVEL_WARNING_kayleigh.v1": "このへんのモンスター、すごく強そう……\\n引きかえすべきかも。", - "INTRO_KAYLEIGH34": "ここでの暮らしも、そう悪くないよ!", - "INTRO_KAYLEIGH33": "ま、まあ、大丈夫だよ! ハーバータウンには人が集まって\\nコミュニティを作ってて、みんな助けあって暮らしてるから。", - "LEVEL_WARNING_kayleigh.v3": "ここのモンスター、いまのわたしたちよりも\\nメチャクチャ強い気がする……", - "GAME_OVER_KAYLEIGH1": "大丈夫? ちょっと心配しちゃったよ!", - "CLEMENCE_QUESTION_MENU": "メニューを見せて。", - "CLEMENCE_MENU_DIALOGUE": "ボンジュール! おこしやす、お客さん。", - "CLEMENCE_QUESTION_CAFE": "カフェについて教えて。", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "でも、レンジャー登録してないよな?", - "RANGER_BODYBUILDER_NOT_JOINED2": "ならまずはレンジャーにならないとな、チャンピオン。\\n町のはずれから北に向かってジョギングして、公園の駐在所で\\n登録してこいよ。", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "でも、レンジャー登録してないよな?", - "RANGER_BODYBUILDER_BYE": "またあとでな、チャンピオン!", - "RANGER_BODYBUILDER_EXPLANATION1": "ときには、変身するだけじゃパワーが足りないこともある……\\n自分を鍛える必要があるときだってあるのさ!", - "RANGER_BODYBUILDER_EXPLANATION2": "そこでオレの出番だ。人間のすがたの「基本ステータス」を\\n上げる、個人向けメニューを組んでやるのさ。トレーニング\\nすれば、変身したすがたの強さもアップするんだ!", - "RANGER_BODYBUILDER_EXPLANATION3": "たとえば、近接攻撃のいりょくを上げたいとき、遠距離攻撃を\\nあまり使わないんなら、遠距離攻撃から近接攻撃にステータスのポイントを移せるのさ。", - "RANGER_BODYBUILDER_EXPLANATION4": "それから、キャプテンたちといっしょにトレーニングすれば、\\n基本ステータスに割りふれる追加ポイントを確実に\\nゲットできるぞ。", - "RANGER_BODYBUILDER_EXPLANATION5.f": "どうする、チャンピオン? トレーニングするか?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "どうする、チャンピオン? トレーニングするか?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "どうする、チャンピオン? トレーニングするか?", - "RANGER_TRADER_NOT_JOINED1.n": "あらダーリン、いらっしゃい。レンジャーの登録に来たの? \\nイアンシー、いま留守なのよ。", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "ふう、おつかれ! 筋肉が熱いな、燃えてるみたいだ!", - "RANGER_TRADER_NOT_JOINED1.m": "あらダーリン、いらっしゃい。レンジャーの登録に来たの? \\nイアンシー、いま留守なのよ。", - "RANGER_TRADER_NOT_JOINED1.f": "あらダーリン、いらっしゃい。レンジャーの登録に来たの? \\nイアンシー、いま留守なのよ。", - "RANGER_TRADER_JUST_JOINED1.m": "どうぞ、ダーリン。これがあなたの訓練生IDよ。じゃあ、\\nあたしが手伝えることを説明するわね!", - "RANGER_TRADER_NOT_JOINED2": "きっと公園の駐在所ね。町のはずれから北に向かえば、迷わずに行けるわよ!", - "RANGER_TRADER_JUST_JOINED1.f": "どうぞ、ダーリン。これがあなたの訓練生IDよ。じゃあ、\\nあたしが手伝えることを説明するわね!", - "RANGER_TRADER_JUST_JOINED2": "あたしの仕事は、レンジャーや訓練生に団体の資源をくばることなの……仕事のお手伝いね。バッグやカセットプレーヤーとかのアップグレードとか、特別トレーニング用のカード発行とか……", - "RANGER_TRADER_JUST_JOINED1.n": "どうぞ、ダーリン。これがあなたの訓練生IDよ。じゃあ、\\nあたしが手伝えることを説明するわね!", - "RANGER_TRADER_JUST_JOINED3": "でも、資源の量にはかぎりがあるから、ムダにしないように\\n管理しなきゃいけないのよ。", - "RANGER_TRADER_JUST_JOINED4.f": "かんたんに言うとね、いろんなキャプテンさんとトレーニング\\nするほど、あなたにあげられる資源も増えるの。まあ、\\n引きかえに、ちょっとだけフュージョン素材をもらうけどね。", - "RANGER_TRADER_JUST_JOINED4.m": "かんたんに言うとね、いろんなキャプテンさんとトレーニング\\nするほど、あなたにあげられる資源も増えるの。まあ、\\n引きかえに、ちょっとだけフュージョン素材をもらうけどね。", - "RANGER_TRADER_MENU_ALT.n": "さて、ほかになにかご用事は?", - "RANGER_TRADER_MENU_ALT.m": "さて、ほかになにかご用事は?", - "RANGER_TRADER_MENU_HELLO.n": "どうも、ダーリン。ご用事はなあに?", - "RANGER_TRADER_JUST_JOINED4.n": "かんたんに言うとね、いろんなキャプテンさんとトレーニング\\nするほど、あなたにあげられる資源も増えるの。まあ、\\n引きかえに、ちょっとだけフュージョン素材をもらうけどね。", - "RANGER_TRADER_MENU_HELLO.f": "どうも、ダーリン。ご用事はなあに?", - "RANGER_TRADER_MENU_ALT.f": "さて、ほかになにかご用事は?", - "RANGER_TRADER_MENU_HELLO.m": "どうも、ダーリン。ご用事はなあに?", - "RANGER_TRADER_OPTION1": "もらえる資源を見せて。", - "RANGER_TRADER_OPTION2": "フュージョン素材って?", - "RANGER_TRADER_FUSED_MATERIAL1": "フュージョン素材? あれがなんなのかはよく知らないわ。\\nでも、イアンシーはあれをたくさん集めてほしいらしいの。", - "RANGER_TRADER_OPTION3": "またあとで!", - "RANGER_TRADER_FUSED_MATERIAL2.m": "ひどいニオイがすることと、一部のモンスターが落とすことしかあたしは知らないのよね。正体は自分で調べてみたら、\\nダーリン?", - "RANGER_TRADER_BYE": "また来てちょうだいね!", - "RANGER_TRADER_FUSED_MATERIAL2.n": "ひどいニオイがすることと、一部のモンスターが落とすことしかあたしは知らないのよね。正体は自分で調べてみたら、\\nダーリン?", - "RANGER_TRADER_FUSED_MATERIAL2.f": "ひどいニオイがすることと、一部のモンスターが落とすことしかあたしは知らないのよね。正体は自分で調べてみたら、\\nダーリン?", - "RANGER_TRADER_TRAINING_COMPLETE.f": "どうも、ダーリン! あなたも一人前のレンジャーね。今後は\\nあなたにとっておきのアイテムを渡せるわ……[pause]見て行って!", - "RANGER_TRADER_TRAINING_COMPLETE.m": "どうも、ダーリン! あなたも一人前のレンジャーね。今後は\\nあなたにとっておきのアイテムを渡せるわ……[pause]見て行って!", - "RANGER_VENDING_MACHINE_NAME": "自動販売機", - "RANGER_TRADER_TRAINING_COMPLETE.n": "どうも、ダーリン! あなたも一人前のレンジャーね。今後は\\nあなたにとっておきのアイテムを渡せるわ……[pause]見て行って!", - "INTERDIMENSIONAL_POST_INTRO1": "こんにちは! \\n「{recipient}」という方はご存じですか?", - "KAYLEIGH_STATION_REACTION1": "これって……[pause]鉄道の駅? 見てまわっても大丈夫だよね、\\nたぶん。", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "はい、自分です。", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "えっ、どういうこと?", - "INTERDIMENSIONAL_POST_INTRO2": "ご心配なく、次元をこえてメッセージをとどけに来ただけです。[pause]目がさめたら、全部もとどおりになってますよ。", - "INTERDIMENSIONAL_POST_SENDER": "こちら、「{sender}」様からのメッセージです。", - "INTERDIMENSIONAL_POST_REINTRO1": "またお会いしましたね! あなたに新しいメッセージですよ。", - "INTERDIMENSIONAL_POST_NO_SENDER": "差出人のお名前は書いてないですね。\\n隠れファンからでしょうか?", - "INTERDIMENSIONAL_POST_REINTRO2": "こちら、「{recipient}」様あてです。\\nあなたのことですよね?", - "INTERDIMENSIONAL_POST_BODY1": "では、読みますね。", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "おや、メッセージにはなんにも書かれてないみたいです……", - "INTERDIMENSIONAL_POST_ITEMS": "小包みもついてますよ。お受けとりください!", - "INTERDIMENSIONAL_POST_BODY2": "「{body}」", - "GAME_OVER_FIRST_PENSBY3.m": "あんたたち、ニューウィラルを横断するつもりなら、出発の前に回復用のアイテムをそろえておくんだね。", - "LEVEL_WARNING_eugene.v2": "ここのモンスター、オレたちより強そうだ……\\nもっとトレーニングしてから来るべきだと思うぜ……", - "CLEMENCE_CAFE3": "で、ある日、レンジャーはんがこの店を知って、キズのあれへんレコードを持ってきたわけや。「こっちには古い型の蓄音機しかなくてね……こういう新しいレコードは再生できないんだ!」……って言うてな。", - "HARBOURTOWN_NPC_2_DIALOGUE4": "ダニー・キックスだぜ? [pause]地球上でいちばん有名なバンドで\\nサックスを吹いてた男だぞ? [pause]ウソだろ、本当に知らないって?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "おいおい、キミはボクを知ってるはずさ。\\n[pause]ダニー・キックスだよ! [pause]ほら、サックスを吹いてるボクを\\n思い浮かべてみて……[pause]それでもピンと来ないの?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "どうもキミは、ボクがわからないらしいね。[pause]まあ、別にいいさ。[pause]これがはじめてじゃないんだ。", - "HARBOURTOWN_NPC_2_DIALOGUE5": "ボクのことも、リバプールの仲間たちのことも知らないのかい?\\n[pause]「ボクのサックスが優しく泣く間に」は? [pause]あの歌を\\n作曲したのは[shake rate=30 level=10]このボク[/shake]なんだぞ!", - "HARBOURTOWN_NPC_2_DIALOGUE6": "あの屋上でボクとみんなが歌う様子はテレビで流れたから、\\nキミも[wave amp=30 freq=10]絶対に[/wave]見てるはずだ。[pause]……信じてくれるよな? ねえ?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "き、キミは信じてくれるよな、[pause]だろ? [pause]そっちの世界じゃボクは有名人じゃなかったかもしれないけど、もしキミがボクの世界に行ったら、絶対ボクの[wave amp=30 freq=10]大ファン[/wave]になるさ!", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "どうもキミは、ボクがわからないらしいね。[pause]まあ、別にいいさ。[pause]これがはじめてじゃないんだ。", - "HARBOURTOWN_NPC_2_DIALOGUE8": "でもさ、[pause]まさか、だれもボクを知らないとは思わなかったよ。\\n[pause]全部ボクの作り話だと思ってる人までいるんだ!", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "どうもキミは、ボクがわからないらしいね。[pause]まあ、別にいいさ。[pause]これがはじめてじゃないんだ。", - "HARBOURTOWN_NPC_3_DIALOGUE1": "……", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "やあ、ボクの[wave amp=30 freq=10]世界一[/wave]の大ファンじゃないか。今日はなにを\\nしてるんだい?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "き、キミは信じてくれるよな、[pause]だろ? [pause]そっちの世界じゃボクは有名人じゃなかったかもしれないけど、もしキミがボクの世界に行ったら、絶対ボクの[wave amp=30 freq=10]大ファン[/wave]になるさ!", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "き、キミは信じてくれるよな、[pause]だろ? [pause]そっちの世界じゃボクは有名人じゃなかったかもしれないけど、もしキミがボクの世界に行ったら、絶対ボクの[wave amp=30 freq=10]大ファン[/wave]になるさ!", - "INTRO_KAYLEIGH29": "教えすぎて、混乱させたくなかったの。あなたがいるここは、ニューウィラルって島なんだ。", - "INTRO_KAYLEIGH30_OPTION1": "家に帰る方法はある?", - "INTRO_PENSBY31": "ないと思うよ、{player}。[pause]残念だけどね。", - "INTRO_PENSBY32": "島に流れついた人たちは、もとの世界に帰るために、1世紀の間努力を重ねてきたんだ。でも、成功した人は誰もいない。", - "INTRO_PENSBY44": "覚えることは多いと思うけど、大丈夫だよ。ここに住む人たちはみんな、同じ試練を乗り越えてるんだ。", - "INTRO_PENSBY43": "あたしの診療所はここから近いんだ。診察を受けたくなったら、いつでもおいで。", - "TUTORIAL1_PART1_KAYLEIGH2": "……", - "TUTORIAL1_PART1_KAYLEIGH1": "やっほー、{player}。\\n[pause]気分、ちょっとはよくなった?", - "INTRO_MONOLOGUE45": "出かけるなら、まずはちゃんとした服を着ないと……", - "INTRO_KAYLEIGH39.n": "町じゅう、新しい人が来た話で持ちきりだと思うし。", - "INTRO_KAYLEIGH37": "いっしょに来たい? なら、ゲートのそばで待ってるよ! \\nほら、町へ入るとき橋を渡ったでしょ。あのすぐそば。", - "INTRO_KAYLEIGH38": "来る途中で、新しいご近所さんにあいさつしてきてもいいよ!", - "INTRO_KAYLEIGH39.m": "町じゅう、新しく男の人が来たって話で持ちきりだと思うし。", - "GAME_OVER_FIRST_PENSBY2": "そうだ、これを持っておいき。", - "GAME_OVER_FIRST_PENSBY3.f": "あんたたち、ニューウィラルを横断するつもりなら、出発の前に回復用のアイテムをそろえておくんだね。", - "INTRO_KAYLEIGH8.m": "あなたの番だよ! 遠慮しないで!", - "INTRO_KAYLEIGH7": "ヘンだと思うよね、でも言った通りにして!", - "INTRO_KAYLEIGH36": "そうそう! 実はね、もうすぐパトロールに行くんだ。", - "INTRO_KAYLEIGH39.f": "町じゅう、新しく女の人が来たって話で持ちきりだと思うし。", - "INTRO_KAYLEIGH40": "服もいくつか用意したよ。あなたの時代の流行とは……ちょっと違うかもしれないけど。でも、あるだけ持ってきたから!", - "PARTNER_LEVELUP_MEREDITH1": "ウチさ、前にあんたと出かけて以来、ずっとトレーニングして\\nたんだ。だから心配しないで、遅れはとらないからさ。", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "なんだか、あれがずいぶん昔のことみたいな感じがしない?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "モンスターのすがたにあわせて自分の体の感覚が変わる感じに\\n慣れるには、しばらくかかると思うよ。あなたはすごい速さで\\nコツをつかんでるけどね!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "それって最高! [pause]じゃあ、ラッキーだね……ニューウィラル島にホテルはひとつもないから、テントの中で寝る回数がすごく\\n増えることになるかも。", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "キャンプは大好き!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "インドア派なんだよね……", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "それは……[pause]ついてないね。この島を探検するんなら、テントで\\n寝るのに慣れないと。ニューウィラル島にチェーン店のホテルは\\nないし、泊まれるような建物だってひとつも建ってないからさ。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "そうだ! 初めて会ったときにわたしがあげた\\n最初のモンスターの感想、まだ聞いてなかったよね。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "そうだ! 初めて会ったときにわたしがあげた\\n最初のモンスターの感想、まだ聞いてなかったよね。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "そうだ! 初めて会ったときにわたしがあげた\\n最初のモンスターの感想、まだ聞いてなかったよね。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "あげたのって、「キャンデビル」だったよね? おもしろい\\nモンスターなんだよ! 前はよく使ってたんだけど、\\nずっと砂糖でハイになってるような気分になったっけ。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "あげたのって「バンシープ」だったよね? すごくかわいい\\nモンスターなんだよ! 前に使ってたときは、宙に浮かぶときの\\nヘンな感覚に慣れなきゃいけなかったけど。", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "キャンデビルのすがたになると、遠距離攻撃が強力になった\\n気がしたな。キャンデビルは、狙いをつけるのがうまいのかな?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "でもバンシープの大きいひづめ、いいよね! あれで\\nモンスターをたたいてやると、[wave amp=30 freq=10]すっごくイイ[/wave]一撃が入るんだ。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "いっしょに戦ったあの大天使…[pause]モルガンテ、だっけ?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "あいつをたおしたのは、わたしたちだけの力じゃないよね? \\n見つけたときの様子から考えると、きっとほかのやつに\\nケガさせられてたんだと思う。", - "EUGENE_UNKNOWN_NAME": "怒った青年", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "あいつをたおしたのは、わたしたちだけの力じゃないよね? \\n見つけたときの様子から考えると、きっとほかのやつに\\nケガさせられてたんだと思う。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "あいつをたおしたのは、わたしたちだけの力じゃないよね? \\n見つけたときの様子から考えると、きっとほかのやつに\\nケガさせられてたんだと思う。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "弱ってたのに、それでも、すごくヤバい感じがした。あいつを\\nケガさせたのがだれであろうと、[wave amp=30 freq=10]残酷[/wave]なやつだってことは\\n間違いないよね。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "考えてもみなかったな。", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "そんな気がする……", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "ああいう連中とくらべちゃうと、わたしたち人間って\\n[wave amp=30 freq=10]とても[/wave]ちっぽけな存在だよね……", - "EUGENE_INTRO_WOMAN_NAME": "おばあさん", - "EUGENE_INTRO_LANDKEEPER_NAME": "顔色が悪い男性", - "EUGENE_INTRO_EUGENE1": "……[shake rate=30 level=10]何度も[/shake]同じこと言わせんな! [pause][pause]ハーバータウンは、\\nてめえら[shake rate=30 level=10]カネの亡者ども[/shake]の手には落ちねーよ!", - "EUGENE_INTRO_EUGENE3": "もといた闇の中まで、這いずって帰りやがれ……[pause]それが\\nイヤだっつーんなら、[shake rate=30 level=20]このオレを[/shake]たおしていくんだな!", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]ちぇっ[pause]。まったく、合理的じゃありませんねえ……[/wave]", - "EUGENE_INTRO_EUGENE4": "[shake rate=30 level=15]てめえらのお仲間[/shake]とは、前にもバトルして勝ってるんだぜ。\\n[pause]ここでも実演してやろうか?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]退散するとしましょうか、いまのところは……[/wave]", - "EUGENE_INTRO_EUGENE17.m": "真剣にやる気があるんなら、手伝いは大歓迎だぜ!", - "EUGENE_INTRO_EUGENE7": "残りのお仲間どもに伝えとくんだな、この町は\\n[shake rate=30 level=20]ユージーン[/shake]が守ってるってよ!", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]ですがわれわれの提案こそ、この町のみなさまにとってベストな選択なんですよ。あなたにもいずれ、ご理解いただけるかと……[/wave]", - "EUGENE_INTRO_EUGENE8": "アイツらに迷惑かけられたら、また呼んでくれよな。", - "EUGENE_INTRO_EUGENE9": "絶対、家には入れちゃダメだ。[pause]そんなことしたら、ヤツらの\\n思うツボだぜ。", - "EUGENE_INTRO_WOMAN10": "ええ、気をつけるわ。助けてくれてありがとうね!", - "EUGENE_INTRO_EUGENE12": "オレはユージーンだ……[pause]って、まあ、知ってるよな。[pause]アイツらにむかって、さっき大声で名乗ったし。", - "EUGENE_INTRO_EUGENE11": "ああ、どうも。悪りいな、あんなもの見せちまって。", - "HARBOURTOWN_TAPE_RECYCLER1": "使わない古いテープが、ボックスにたまってたりしないかい?", - "HARBOURTOWN_TAPE_RECYCLER3": "キャンプやカフェに寄ってテープボックスを開けたら、いらないテープを選ぶとリサイクルできるんだ!", - "HARBOURTOWN_ITEM_RECYCLER4": "ほら、この古い本をリサイクルするといい。私にはもう必要ないものだからね。", - "HARBOURTOWN_TAPE_RECYCLER2": "次ひと休みするとき、そんなテープはリサイクルするといい。", - "HARBOURTOWN_BOOTLEG_KRAB1": "……", - "HARBOURTOWN_TAPE_RECYCLER4": "商人たちとの交換に使える資源が手に入るうえに、モンスターのテープに貼れるステッカーも手に入るぞ。", - "HARBOURTOWN_BOOTLEG_KRAB2": "ヘンな色のパイロンカツギだ。", - "HARBOURTOWN_BOOTLEG_NPC1": "大丈夫、そのパイロンカツギはウチの息子なんだ。この子は\\nブートレグのテープで変身するのが大好きなのさ。", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "ブートレグ?", - "HARBOURTOWN_BOOTLEG_NPC2": "そうさ。[pause]旅の途中で、普通とは色が違うモンスターを見かけた\\nことはないかい? それがブートレグだ。[pause]コート状態の\\nモンスターとはまた違うんだよ!", - "HARBOURTOWN_BOOTLEG_NPC3": "ブートレグのモンスターはコートと違って、[wave amp=30 freq=10]永遠に[/wave]、普通とは違う色、違うエレメントタイプ、違うわざを\\n持ったままでいるんだ。", - "HARBOURTOWN_BOOTLEG_NPC4": "その状態は、記録しても変わらないのさ。", - "HARBOURTOWN_BOOTLEG_NPC7": "ブートレグのモンスターはどこにでもランダムに出現するけど、フュージョンしたすがたで出てくることが多いみたいだ。", - "HARBOURTOWN_BOOTLEG_NPC6": "ほら、このテープで確かめてごらん。キャプテン・コーディー\\nからもらったスペアのテープだ。これなら、もういっぱい\\n持ってるからね。", - "HARBOURTOWN_BOOTLEG_NPC5": "記録されたブートレグは、レベルアップでレアやスーパーレアのわざを覚える確率が高いんだ。とても役に立つよ。", - "HARBOURTOWN_BOOTLEG_NPC8": "とてつもなくレアなブートレグは、ラメにおおわれたように\\nキラキラ光っているらしいよ。", - "PENSBY_INTERACT_MENU_BYE": "あいさつしに来ただけ。", - "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]よく訪れたわね、探求するタマシイよ! [/wave]アストラルについての知識を学びにきたの?", - "HARBOURTOWN_ASTROLOGER_NAME": "占い師", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "もちろん!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "いや、べつに。", - "HARBOURTOWN_ASTROLOGER_NPC3": "スバラシイわね……[pause]それじゃあ、私の言うことをよく\\nお聞きなさい!", - "HARBOURTOWN_ASTROLOGER_NPC2": "それじゃ、また来てね!", - "HARBOURTOWN_ASTROLOGER_NPC4": "よろしいこと、アストラルタイプのモンスターはね、大自然を\\nつかさどる4つのエレメントからそのパワーを引きだして\\n使うの。[pause]「だいち」、[pause]「みず」、[pause]そして「ほのお」と\\n[pause]「くうき」の4つからね。", - "HARBOURTOWN_NPC_DIALOGUE3": "しーっ! ぼくは見えないんだ! ここにはいないんだってば!", - "HERITAGE_CENTER_9": "「バーケンヘッド号の難破」", - "HARBOURTOWN_NPC_DIALOGUE4": "ぼくの名前? ダンカンだよ!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "というか、いまちょうど、これをコンテナに入れようとしてた\\nところでね……受け取ってくれるかい?", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "赤いコンテナを見つけたことはあるかな? ぼくたち\\nレンジャーは島を移動するとき、こういうコンテナの中に\\n便利なアイテムを入れるのが決まりになってるんだ。", - "TRAVELING_MERCHANT_NAME": "行商人", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "テープなおしを使えば、わざわざ休まなくても\\nこわれたテープを修理できるんだ。便利だよ!", - "TRAVELING_MERCHANT_INTRO2": "ねえよな。アンタみてえな顔は見たら忘れねえもんよ。", - "TRAVELING_MERCHANT_INTRO1": "ようよう! おれたち、会ったことあるっけか?", - "TRAVELING_MERCHANT_INTRO3": "ま、もし安いアイテムをお探しなら、まかせときな! ただし、おれは同じところにじっとしてられねえタチでよ。", - "TRAVELING_MERCHANT_INTRO4": "そうだ、シャツを着てなくてすまねえな……しばらく前に、\\n若え女の子がくれたクマと交換しちまってよ。おれが配慮の\\nねえヤツだなんて思わないでくれよ!", - "TRAVELING_MERCHANT_REPEAT_MEET": "よお、ここで会えるとはうれしいねえ!", - "TRAVELING_MERCHANT_PRE_TRADE": "おれの品物を見てくか?", - "TRAVELING_MERCHANT_POST_TRADE2": "そいじゃ、またな!", - "TRAVELING_MERCHANT_POST_TRADE1": "あーまったく、カネがねえと、商売ってのはやりづれえよなあ。", - "RESTING_KAYLEIGH_PLATONIC_1": "ケイリーと、好きなイヌの種類を熱く語りあった。", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "ねえ{player}、聞きたいことがあるんだ。[pause]大事な話だよ。", - "RESTING_KAYLEIGH_PLATONIC_2": "ケイリーと、ニューウィラル島の謎についてとりとめなく\\n話しあった。", - "RESTING_KAYLEIGH_PLATONIC_3": "ケイリーが、面白い体験談を聞かせてくれた。", - "RESTING_KAYLEIGH_PLATONIC_4": "ケイリーが、ハーバータウンのみんなを手助けするために\\nくりひろげた冒険について話してくれた。", - "RESTING_KAYLEIGH_PLATONIC_5": "2人でたき火に小枝を投げこんで楽しんだ。", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "それはつまり、あなたは、自立することと1人でいる場所を\\n大切だと感じてるってことかも……", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "覚悟はいい?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "覚悟はいい?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "あなたって……[pause][pause][pause]イヌ派? ネコ派?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "覚悟はいい?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "最近はたくさん歩いてるから、ならイヌがピッタリかなって。\\nどうかな?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "イヌ派!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "ネコ派!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "フェレット派!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "自分の世界に戻れたら、イヌを飼いたいな。", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "いいセンスだね! [pause]わたしもそうだよ。", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "おもしろいね!", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "単に、ネコのほうがかわいいって思ってるだけかもしれない\\nけどね。", - "LEVEL_WARNING_viola.v3": "ここに住まうケダモノたちから敵意を感じる……\\nこの地からは立ち去るべきではないかな?", - "HARBOURTOWN_NPC_32_DIALOGUE1": "ニューウィラル島に[wave amp=30 freq=10]なにか[/wave]豊富なものがあるとしたら、コーヒーだね。[pause]コーヒーと、カラフルなモンスターたちかな。", - "HARBOURTOWN_NPC_31_DIALOGUE1": "レンジャーの訓練生になるためにトレーニング中なんだ。\\n就活みたいなもんかな。就職活動じゃバトルはしないけどね。", - "HARBOURTOWN_NPC_33_DIALOGUE1": "島の伝説によると、ここから見えるマイア海の水平線の\\nどこかに、ふとうの廃墟が残っているそうだ……まあ、\\n見たことは一度もないけどね。", - "HARBOURTOWN_BOOK_2": "なぐり書きされたメモがある。「……オモチャによって、この\\nエルフのようなモンスターはわれを忘れる。それどころか、\\n最後には自らの怒りに飲みこまれてしまうのだ」と書いてある。", - "HARBOURTOWN_BOOK_3": "なぐり書きされたメモがある。「……この見事な仮面をかぶったヘビに南からのそよ風をあやつる力を与えれば、3つめの\\nすがたに変化する」と書いてある。", - "HARBOURTOWN_BOOK_1": "なぐり書きされたメモがある。「……この空飛ぶ円盤のような\\n生き物は、敵の近くにとどまる能力を手に入れると、そのからをぬぎすてる」と書いてある。", - "HARBOURTOWN_BOOK_4": "なぐり書きされたメモがある。「……この丘に埋もれる\\nなぞめいた歯車こそ、この恐竜たちが持つ真の可能性を引きだす\\nカギである」と書いてある。", - "HARBOURTOWN_BOOK_5": "なぐり書きされたメモがある。「……一部のモンスターは、朝に成長するか夜に成長するかで、進化先のすがたが変わるようだ」と書いてある。", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "反応系ステッカー商人", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "タイプなしステッカー商人", - "HARBOURTOWN_CHEMIST1_OPENING": "エレメントどうしが起こす化学反応を知るのが、勝利へのカギ\\nなんです。[pause]私が作るステッカーは化学反応をあやつって、有利な状況を作れるんですよ!", - "HARBOURTOWN_CHEMIST1_CLOSING": "反応系ステッカーをお求めなら、いつでもどうぞ。", - "HARBOURTOWN_CHEMIST2_OPENING": "うちの店では、使い手によってタイプが変わるステッカーを\\n売ってます……商売仲間が売ってるコートわざと合わせると\\n便利ですよ。それに、どのテープにも貼れるんです!", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "ご来店ありがとうございました!", - "HARBOURTOWN_ITEM_RECYCLER3": "手に入れた資源は、新しいアイテムとの交換に使えるんだよ!", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "ご来店ありがとうございました!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "ご来店ありがとうございました!", - "HARBOURTOWN_ITEM_RECYCLER1": "いらないアイテムは、リサイクルしたらどうだい?", - "HARBOURTOWN_ITEM_RECYCLER2": "リサイクルすればバッグは片づくし、アイテムの材料になってる資源も手に入るぞ。", - "INTRO_PENSBY27.m": "ケイリー、言ってないのかい……?", - "INTRO_PENSBY27.f": "ケイリー、言ってないのかい……?", - "INTRO_KAYLEIGH28": "ごめん、言わないとだよね……", - "INTRO_PENSBY27.n": "ケイリー、言ってないのかい……?", - "CLEMENCE_CAFE4": "せやから観念したんよ。で、蓄音機を修理したんで、レコードをかけられるようになったわけや。うちのカフェはかっこうがよくなって、音楽も流せるようになった。みんな得して、めでたし、めでたしや。", - "CLEMENCE_ARRIVAL1": "落ちてきたんや。[pause]海にな。[pause]で、そのあとここに流れついたんよ。[pause]10年くらい前のことやったかな。そんな感じや。", - "INTRO_KAYLEIGH25": "あのね、町にたまたま空き家があったんだ。というわけで、\\n今日からここがあなたの家だよ!", - "INTRO_KAYLEIGH25_OPTION1": "ここは地球のどこ?", - "INTRO_PENSBY26": "……『地球の』?", - "PARTNER_LEVELUP_DOG1": "ワンクレーの目はキラキラしている。最近ずっと訓練していた\\n証拠だ。", - "INTRO_KAYLEIGH9": "深呼吸して! すぐ慣れるから!", - "INTRO_KAYLEIGH8.n": "あなたの番だよ! 遠慮しないで!", - "INTRO_KAYLEIGH10": "さあ、アイツをブッ飛ばしちゃお!", - "INTRO_KAYLEIGH11": "うまく乗り切ったね、えっと……あなた、名前は?", - "LEVEL_WARNING_eugene.v1": "このへん、かなりヤバそうだぜ。\\nいまは引いたほうがいいかもな……", - "LEVEL_WARNING_eugene.v3": "なあ、あのさ……ここのモンスター、\\nまだオレたちの手には負えないと思うぜ……", - "INTRO_KAYLEIGH15.f": "ハーバータウンへようこそ……", - "INTRO_KAYLEIGH16": "あなたがこれから暮らす場所だよ!", - "INTRO_KAYLEIGH15.n": "ハーバータウンへようこそ……", - "INTRO_KAYLEIGH16_OPTION1": "これから……暮らす?", - "INTRO_KAYLEIGH18": "この部分を説明するの、苦手なんだよね……", - "INTRO_KAYLEIGH16_OPTION2": "急に言われても!", - "INTRO_KAYLEIGH17": "あーうん、[pause]その……[pause]ごめん。", - "SWAP_PARTNER_KAYLEIGH1": "オッケー! 行こっか!", - "SWAP_PARTNER_DOG1": "わふ!", - "SWAP_PARTNER_MEREDITH1": "へえ、またどこか行こうっての?", - "EUGENE_INTRO_EUGENE12_OPTION1": "どうも、{player}です!", - "EUGENE_INTRO_EUGENE13": "新入りならいつでも歓迎するぜ、{player}。", - "EUGENE_INTRO_EUGENE13_OPTION1": "さっきの人たちはだれ?", - "EUGENE_INTRO_EUGENE14": "細かい話で迷惑かけたくねーんだけどな……[pause]まあ、アイツらは、この世界の存在じゃ「[wave amp=30 freq=10]ない[/wave]」んだ。", - "EUGENE_INTRO_EUGENE13_OPTION2": "あれはなんだったの?", - "EUGENE_INTRO_EUGENE15": "この島には、菓子のマスコットキャラみてーなヤツら以外にも、モンスターがいるってことさ。", - "WORKING_OVERTIME_INITIAL_RANGER2": "いやあ、イアンシーさんに言ったんだ。ここに町の看板を\\n建てたいってね。[pause]そうしたら、町の雰囲気がよくなると\\n思うんだよ。[pause]だろう?", - "EUGENE_INTRO_EUGENE16_OPTION1": "手伝ってもいい?", - "EUGENE_INTRO_EUGENE16": "さて、オレは連中のアジトを見張りに行くぜ。[pause]ハーバータウンの人たちを、[shake rate=30 level=15]アイツらのえじき[/shake]にするわけにはいかねーからな。", - "EUGENE_INTRO_EUGENE16_OPTION2": "助手がいるんじゃない?", - "EUGENE_INTRO_EUGENE18": "ここで落ちあおう。[pause]詳しい話は、合流してから全部説明する。", - "EUGENE_INTRO_EUGENE17.n": "真剣にやる気があるんなら、手伝いは大歓迎だぜ!", - "EUGENE_INTRO_EUGENE17.f": "真剣にやる気があるんなら、手伝いは大歓迎だぜ!", - "EUGENE_INTRO_EUGENE19": "まあ…[pause]ケンカの覚悟はしてこいよ。[pause]もしかすると、面倒なことになるかもしれねーからな。", - "WORKING_OVERTIME_INITIAL_RANGER1": "やあ、[pause]よかったら手を貸してもらえないかい?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "これって、鏡?", - "WORKING_OVERTIME_RANGER_NAME": "くたびれたレンジャー", - "WORKING_OVERTIME_INITIAL_RANGER3": "ただ、看板を作るのに必要な木材の計算を間違えて、足りなくなってしまってね。もし木材があまっていたら分けてくれない\\nかい? [pause]そうしてくれたらすごく助かるよ!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "よろこんで!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "えっと、あとで。", - "WORKING_OVERTIME_INITIAL_RANGER4": "本当かい? ありがとう! [pause]それじゃ、木材が集まったら\\n声をかけてくれ。", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "ああ、かまわないよ。", - "WORKING_OVERTIME_ACTIVE_RANGER1": "やあ、また会ったね。木材は見つかりそうかい?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "木材を{required_item_amount}個わたす。", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "かまわないよ。しばらくはここにいるからね。", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "またあとで!", - "WORKING_OVERTIME_COMPLETE_RANGER3": "そうだな……[pause][pause]せっかく手伝ってくれたんだ、[pause]看板のデザインは\\nキミが決めてくれ。", - "WORKING_OVERTIME_COMPLETE_RANGER2": "おお、すごいな! [pause]手伝ってくれて、ありがとう……わたしは、これだけの資源を全部ひとりで集めようと思っていたんだなあ。ゾッとするよ。", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "看板はハーバータウンをイメージした形にしようと思って\\nいてね。[pause][pause]どういう形がふさわしいかな。[pause]どう思う?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "看板はハーバータウンをイメージした形にしようと思って\\nいてね。[pause][pause]どういう形がふさわしいかな。[pause]どう思う?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "鳥の形がいい!", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "看板はハーバータウンをイメージした形にしようと思って\\nいてね。[pause][pause]どういう形がふさわしいかな。[pause]どう思う?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "花の形がいい!", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "イルカの形がいい!", - "WORKING_OVERTIME_COMPLETE_RANGER5": "なるほど。[pause]じゃあ、それでいこう。", - "WORKING_OVERTIME_COMPLETE_RANGER8": "私は、生まれたときからここで暮らしているんだよ。[pause]だけど\\nこの町には、ほかの場所からやってきて、帰れなくなってしまう人たちがたくさんいる。", - "WORKING_OVERTIME_COMPLETE_RANGER6": "ふう。[pause][pause]できたぞ。[pause]どうだい?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "いいね!", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "すてき!", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "名作だね!", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "すごくイイ仕上がりじゃん。", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "へえ。[pause]いい仕事してるじゃねーか。", - "WORKING_OVERTIME_COMPLETE_RANGER9": "町へ流れついた人の心が、この看板を見てすこしでも明るくなるなら、[pause]苦労したかいがあるってものだ。[pause]そう思うんだよ。", - "WORKING_OVERTIME_COMPLETE_FELIX7": "ステキな看板だなあ。", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "地道な手仕事がうかがい知れる作品だな。", - "RANGER_BODYBUILDER_INTRO": "おーす、チャンピオン。鍛えに来たのか?", - "RANGER_BODYBUILDER_OPTION1": "筋トレさせて!", - "RANGER_BODYBUILDER_OPTION2": "どういうシステムなの?", - "RANGER_BODYBUILDER_NO_PASS1": "そりゃムリだな、チャンピオン。ジムカードを持ってないだろ?", - "RANGER_BODYBUILDER_OPTION3": "えっと、あとで。", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "でも、レンジャー登録してないよな?", - "RANGER_BODYBUILDER_NO_PASS2": "受付のウィルマさんからジムカードをもらってきな。そしたら、専用メニューを組んでやるよ!", - "INTRO_KAYLEIGH21": "ここに住む人たちも、みんな同じだよ。", - "INTRO_KAYLEIGH20.n": "あなたはここから出られないの。", - "INTRO_KAYLEIGH23": "一瞬あわてちゃったじゃない、{player}!", - "INTRO_PENSBY22": "ああ、よかった。起きたんだね。ケイリーが診療所に来てドアをノックするもんだから、ヒヤっとしたよ。", - "INTRO_KAYLEIGH21_OPTION1": "頭がクラクラする……", - "INTRO_KAYLEIGH21_OPTION2": "気分が悪くなってきた……", - "TUTORIAL4_PART3D_KAYLEIGH23": "島のみんなのために、やるしかないじゃん!", - "TUTORIAL4_PART3D_KAYLEIGH24": "あなたと、わたしでね!", - "TUTORIAL4_PART3D_KAYLEIGH25": "あなたはどう? いっしょに、やってくれる?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "もちろん!", - "TUTORIAL4_PART3D_KAYLEIGH26": "大天使があなたにビジョンを見せたんなら……", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "やるしかないよ!", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "ほかの大天使も探さなきゃ。それに、見つけたときに戦えるほど強くならないとね。", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "レンジャー向けのトレーニングを受ければ、力がつくはずだよ。じゃあ、まずは、レンジャーのリーダーに会いに行こっか!", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "ほかの大天使も探さなきゃ。それに、見つけたときに戦えるほど強くならないとね。", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "ほかの大天使も探さなきゃ。それに、見つけたときに戦えるほど強くならないとね。", - "TUTORIAL4_PART3D_KAYLEIGH29": "いまの時間帯なら、彼女は公園の駐在所だと思うな。", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "レンジャー向けのトレーニングを受ければ、力がつくはずだよ。じゃあ、まずは、レンジャーのリーダーに会いに行こっか!", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "レンジャー向けのトレーニングを受ければ、力がつくはずだよ。じゃあ、まずは、レンジャーのリーダーに会いに行こっか!", - "HARBOURTOWN_NPC_20_DIALOGUE1": "変身したほうが、バトルは楽だってことはわかってるけど……", - "HARBOURTOWN_NPC_20_DIALOGUE3": "イアンシーさんの機械製ギアソードは、わたしが見てきた武器の中で一番スチームパンクっぽくて、かっこよかったんだよ。", - "HARBOURTOWN_NPC_20_DIALOGUE2": "あーあ、昔のレンジャーたちが使ってた武器がなつかしいな。", - "HARBOURTOWN_NPC_21_DIALOGUE1": "キミ、ハーバータウンの西側に行ったことはある?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "あなた、ほかの世界から来た人? はじめて見る顔だよね!", - "HARBOURTOWN_NPC_22_DIALOGUE1": "[wave amp=30 freq=10]いつもだったら[/wave]、うちでは町のみんなが食べる物を作ってるん\\nだが、ここしばらくは西にある農場から材料がとどかないんだ。\\nいったいどうなってるんだ?", - "HARBOURTOWN_NPC_21_DIALOGUE2": "ボク、あっちにある歴史館に行ってみたいんだよね。", - "HARBOURTOWN_NPC_23_DIALOGUE1": "話してるヒマはないよ……注文された焼き菓子を仕込まないと!", - "HARBOURTOWN_NPC_22_DIALOGUE2": "農場へ向かう橋が下りたから、新鮮な作物がまた届くように\\nなったよ! いやあ、よかった。", - "HARBOURTOWN_NPC_24_DIALOGUE1": "この町はねえ、できてからもう101年もたつんだよ。知ってたかい?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "ここがまだ小さかったころを思い出すね。この町もいろいろと、目まぐるしく変わったもんだ……", - "HARBOURTOWN_NPC_24_DIALOGUE3": "でも町の土台はね、[pause]昔と同じままなんだよ。", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "あなた、ほかの世界から来た人? はじめて見る顔だよね!", - "HARBOURTOWN_NPC_26_DIALOGUE1": "ねえ、[wave amp=30 freq=10]シビルラジオ[/wave]は聞いてる? わたしは毎日\\n聞いてるよ……だって彼女のファンだもん! \\n世界で6番目くらいの大ファン!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "最近、ヘンな男がやってきて、私に家を売らせようとしたんだ。\\nそもそもどうやって売り買いするんだ? \\nこの島には[wave amp=30 freq=10]お金[/wave]なんてないんだぞ!", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "あなた、ほかの世界から来た人? はじめて見る顔だよね!", - "HARBOURTOWN_NPC_29_DIALOGUE1": "島から出られないせいで自由な時間ができたから、人と付きあうテクニックを磨けるようになったんだ……キミみたいな初対面の人とも話せるようにね!", - "HARBOURTOWN_NPC_28_DIALOGUE1": "ニューウィラル公園を散歩したいのはやまやまなんだけど、\\nあそこに住む[wave amp=30 freq=10]野生の生き物たち[/wave]にはウンザリしてるんだよね。", - "HARBOURTOWN_NPC_30_DIALOGUE1": "レンジャーの中には、モンスターのテープを[wave amp=30 freq=10]ハッキング[/wave]できる\\n人がいるってほんとかな? そんなこと絶対ムリだよ。\\n信じないからね!", - "HARBOURTOWN_ASTROLOGER_NPC6": "でも、アストラルタイプが持つ内なるハーモニーは、\\nけがれたエレメントにさらされると[wave amp=30 freq=10]乱れて[/wave]しまうの。\\n「プラスチック」、「どく」、「メタル」がそうね。", - "HARBOURTOWN_ASTROLOGER_NPC5": "いま言った四大エレメントのどれかにさらされると、\\nアストラルタイプは[wave amp=30 freq=10]パワーアップ[/wave]するのよ!", - "HARBOURTOWN_ASTROLOGER_NPC7": "アストラルタイプのモンスターに変身したいのなら、覚えておくことね!", - "PENSBY_INTERACT_MENU": "やあ{player}、なにか用事かい?", - "PENSBY_INTERACT_MENU_SUPPLIES": "アイテムをわけて。", - "PENSBY_INTERACT_MENU_CHECKUP": "診察して。", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "あんたはどこも健康だよ、{player}。", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "ほかになにか用事はあるかい?", - "PENSBY_INTERACT_CHECKUP_HURT1": "どれどれ、診せておくれ……", - "PENSBY_INTERACT_CHECKUP_HURT3": "ひと休みすれば治るよ。[pause]グラモフォン・カフェにでも行って、\\nすこしくつろいできたらどうだい?", - "PENSBY_INTERACT_CHECKUP_HURT2": "ちょっとしたかすりキズとたんこぶができてるが、たいしたことないね。", - "PENSBY_INTERACT_BYE": "大ケガはしないようにしておくれよ。いいかい?", - "HERITAGE_CENTER_SIGN": "「ハーバータウン歴史館:われらの、思いもよらない町の歴史をここに刻む」", - "HERITAGE_CENTER_1": "001年:1845年の地球で、イギリスの軽巡洋艦、\\nバーケンヘッド号が嵐により沈没。多数の船員が船の残骸と共に未知の島へ流れつく。この島がのちのニューウィラル島である。", - "HERITAGE_CENTER_3": "006年:ニューウィラル島で最初の子どもが誕生。\\nニューウィラル島を脱出しようとする最初の試みは、島で建造\\nされた船が沖合から約1マイルで嵐により沈没したことにより、悲劇に終わる。", - "HERITAGE_CENTER_2": "002年:新たな漂流者が初めて到着。正式にハーバータウンが設立される。未知の原住生物、もしくは「モンスター」と、\\n記録上初めての遭遇。", - "HERITAGE_CENTER_4": "048年:複数名のエンジニアが漂着したことにより、\\nハーバータウンに初の電力供給網が整備される。", - "HERITAGE_CENTER_5": "050年:48年目の設立記念日を機に、ハーバータウンの\\n町長制を解体し、委員会による運営へと移行。", - "HERITAGE_CENTER_8": "091年目:「ガタボロモール」が発見され、地球の物資が\\n大量にニューウィラル島へ持ちこまれる。「モンスターの記録」現象が初めて発見される。", - "HERITAGE_CENTER_6": "062年:ニューウィラル島に2つ目の町「ニューロンドン」を建設する試みが開始される。", - "HERITAGE_CENTER_7": "089年:大惨事の発生により、ニューロンドンが崩壊。\\n1人だけ生き残った生存者は、ハーバータウンへ帰還した。", - "HARBOURTOWN_STATION_MORGANTE14": "わたくしは うつわが ほしい。\\nおまえは みちびきが ほしいのね。\\n\\nわたくしの 復活を 手つだうなら\\n島から 出る道を 教えましょう。", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "うつわ……?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "待って……", - "HARBOURTOWN_STATION_KAYLEIGH16": "{player}、ぶじなの?! [pause]どうしちゃったわけ?!\\n[pause]あなたの目、一瞬うつろになってたよ!", - "HARBOURTOWN_STATION_MORGANTE15": "では わたくしの歌を 聞きなさい。", - "TUTORIAL4_PART3A_KAYLEIGH1": "あの駅では[wave amp=30 freq=10]いろんなこと[/wave]があったね……起きたことについて、ちゃんと話したほうがよさそう。", - "HARBOURTOWN_STATION_KAYLEIGH17": "ここから出ないとね……", - "TUTORIAL4_PART3B_KAYLEIGH12": "それで、いまはシンプルにモンスターって呼んでるの。\\nカバーする範囲が広い言葉だからね。", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "「大天使」について聞く", - "GAME_OVER_FIRST_PENSBY4": "手持ちの資源と交換してあげるよ……[pause]回復アイテムは\\nグラモフォン・カフェにも置いてあるから、カフェの\\nクレマンスに資源を渡して手に入れてもいいね。", - "LEVEL_WARNING_felix.v1": "これはカンなんだけどさ、ここのモンスター、\\nおれたちより超強いと思うぞ……", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player}、こいつはたぶん、[shake rate=30 level=20]大天使[/shake]だよ……", - "HARBOURTOWN_STATION_KAYLEIGH5": "逃げなきゃ。[wave amp=30 freq=15]いますぐ。[/wave]", - "HARBOURTOWN_STATION_KAYLEIGH5B": "こいつは他のモンスターとはちがうの。[pause]ここにいたら\\nわたしたち、[shake rate=30 level=15]危険だよ。[/shake]", - "HARBOURTOWN_STATION_KAYLEIGH6": "ヤバいっ……", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "あなたはだれ?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "ねえ、どうしたの?", - "HARBOURTOWN_STATION_MORGANTE3": "ちがう、 ちがう、\\nおまえは あの子じゃない。\\n\\nその手に つるぎを たずさえて\\nまた やってきたと いうの?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "こいつと戦うよ。2人で、いっしょに!", - "HARBOURTOWN_STATION_KAYLEIGH7": "こんなところで、こんな風に死ぬのはイヤ。", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "あのゲートが、わたしたちを[wave amp=30 freq=10]本当に[/wave]もとの世界に帰してくれるのなら、わたしたち、みんなお別れしなきゃいけないのかな?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "ねえ、教えてよ……[wave amp=30 freq=10]すばらしき大自然[/wave]の中で眠るのって、\\n好きなほう?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "よかったよね、まだニューウィラル島でやることがあって。\\nそれについて心配するのは、後まわしにしとくよ!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "……", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "いっしょにスタートしたんだから、いっしょにゴールしようよ。[pause]あなたの準備ができるまでは、わたしも帰らないからね、\\n{player}。", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "これ、レンジャーたちにとっては大ニュースになるよ。きっと\\nみんな、めちゃくちゃがんばって働くんじゃないかな!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "いっしょにスタートしたんだから、いっしょにゴールしようよ。[pause]あなたの準備ができるまでは、わたしも帰らないからね、\\n{player}。", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "いっしょにスタートしたんだから、いっしょにゴールしようよ。[pause]あなたの準備ができるまでは、わたしも帰らないからね、\\n{player}。", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "これで、イアンシーさんにもゲートの話が伝わったよね!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "列車でアレフと戦ったとき……[pause]みんなでフュージョンして\\n呼び出したあのパワーって……", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "なんだか、モルガンテに似てなかった? [pause]2人でいっしょに\\n戦った、最初の大天使とさ。", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "まだちゃんと理解できてはいないんだけど、なんだかあのとき、彼女と目的がひとつになった気がしたんだ。あのすがたには、\\nわたしたち以外のだれかが……[wave amp=30 freq=10]彼女が[/wave]、いっしょにフュージョンしてた。", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "似てたよね!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "うん、そう思う。", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "けど、最初にモルガンテと出会ったときから、あなたはずっと\\n彼女の存在を自分の中に宿してたんでしょ?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "彼女はあなたに、ゲートを見つける手がかりをくれた。アレフをたおすのも手伝ってくれた。いままでのことは全部、彼女の\\n計画通りで……つまり、わたしたちを、アレフをたおすコマと\\nして使ってたんじゃないかなって思っちゃうんだ……", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "ねえ、そういえば聞いてなかったね! [wave amp=30 freq=10]レンジャーの\\nトレーニング[/wave]はどんな感じ、{player}?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "ワクワクする!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "ワクワクする!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "ワクワクする!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "緊張する!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "そうだよね! きっと、あなたなら大丈夫だよ!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "緊張する!", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "あなたと、こうして変わらずにキャンプできてうれしいな、\\n{player}。", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "緊張する!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "レンジャーは、訓練生にそれぞれの強みをのばすような訓練を\\nさせるんだよね……わたしのトレーニングは、町のまわりで\\nキャプテンひとりひとりのために仕事をすることだったな。", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "あなたのバトルチャレンジは……[pause]わたしのチャレンジより、ちょっとハードな感じだね。", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "レンジャーたちはそれぞれ、町を維持するための特別な役割を持ってるんだよ。", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "ロードスタインさんは電力供給網をメンテナンスしてるし、\\nウォレスさんは建物や壁を修理してくれてる。ゼッドさんは……[pause]えっと、なにかやってるはず。", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "とにかく、そういう特技はバトルにも反映されるんだ! \\nひとりひとりが、みんな違う戦法を使ってくるよ。", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "あなたなら全員たおせるって信じてるから、{player}!", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "あのさ……もしふるさとに帰ったとして、レンジャーになって\\n身に着けたことは全部、役に立つよねって思うんだ。", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "まあ、もとの暮らしに戻ったら、ここで学んだことが全部ムダになる可能性もあるけどさ。", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "前はどんな暮らしをしてたの?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "ここに来る前はなにをしてたの?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "えっと…[pause]まあ、[wave amp=30 freq=10]ワクワクする[/wave]、とはとても言えないような暮らしだったかな。", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "快適な暮らしだったよ。[pause]でもそのあと、この島に放りこまれて\\n経験したことといったら……もう、あのころみたいな暮らしに\\n満足できるか、自信ないな。", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "大学を中退して、地元の店で働いてたの。", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "ほら、いまはあなたと[wave amp=30 freq=10]2人きり[/wave]だからさ。", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "わたし、どうして関係が変わっちゃうかもって考えてたん\\nだろ。けど、そんなことにならなくてよかったな。", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "なんだか、モルガンテと最初に戦ったあとに言った\\n言葉みたいにすごせてる気がするな……ほら、こうして\\nいっしょにいるでしょ。あなたと、わたしでね!", - "SWAP_PARTNER_EUGENE1": "超サイコーに行こうぜ!", - "SWAP_PARTNER_FELIX1": "よし、行こうか。", - "SWAP_PARTNER_VIOLA1": "いいとも! ではすぐに旅立とう。", - "HARBOURTOWN_NPC_10_DIALOGUE5": "わたしもいつか、キャプテンになれるかな? [pause]ムリだろうなあ。", - "HARBOURTOWN_NPC_11_DIALOGUE3": "ああ、なんでもっと[wave amp=30 freq=10]マトモ[/wave]な島に流れつけなかったのかしら。", - "HARBOURTOWN_NPC_11_DIALOGUE2": "でも、わたしは[shake rate=30 level=20]ちがう[/shake]わよ! [pause][pause]モンスター関係のあれこれって、\\nどれもこれも気持ち悪いし、不愉快だわ!", - "HARBOURTOWN_NPC_11_DIALOGUE1": "町の人は、「モンスター」と「カセットテープ」の話ばかり。\\n[pause]あなた、ここの人はみんなアレが好きだと思ってるんでしょう?", - "HARBOURTOWN_NPC_12_DIALOGUE1": "この島で恋しいものはなにかって言ったら……[pause]スポーツだよね。[pause]どうして、ハーバータウンはサッカーチームを作らないのかな?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "まあ……[pause]きっと、対戦する相手がいないからだよね。[pause]砂浜にいるデカいヤドカリには、試合をする気なんてなさそうだしなあ。", - "HARBOURTOWN_NPC_12_DIALOGUE3": "最近、青白い顔の人たちが町でこそこそして、なにやらボソボソつぶやいてるんだ。いくらこの島でも、普通じゃないよ。", - "HARBOURTOWN_NPC_12_DIALOGUE4": "きみは公園のあたりで、ローブを着た変な人たちを\\n見かけたかい? あの人たち、[wave amp=30 freq=10]劇団[/wave]でもやってるのかな?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "どうも、ハーバータウンと東にある別の町は、なにか埋め合わせしなきゃいけないらしいね。なにが起きてるんだろう?", - "HARBOURTOWN_NPC_12_DIALOGUE6": "町のみんなは、見すてられたショッピングモールは\\n[wave amp=30 freq=10]呪われてる[/wave]って言うんだ。そりゃこの島にはモンスターが\\nいるけど、それと幽霊は別の話だと思うなあ!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "青白い顔でスーツを着た不気味な連中、最近見てないな。\\nあいつら、どうしたんだろう?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "ぼくは死ぬまでここで暮らすだろうけど、すくなくとも、\\nこの島じゃ絶対に[wave amp=30 freq=10]退屈は[/wave]しないだろうね。", - "HARBOURTOWN_NPC_12_DIALOGUE8": "ハーバータウンとジャガ農場をつなぐ橋は、もとに戻ったみたいだね。ここに住むみんなにとっては[wave amp=30 freq=10]最高の[/wave]ニュースだよ。[pause]ほら、[pause]生きるためには食べ物がいるからね。", - "HARBOURTOWN_NPC_13_DIALOGUE1": "橋を渡りたいんだけど、ここしばらく上がりっぱなしなんだ。", - "TUTORIAL4_PART3C_KAYLEIGH4": "([shake rate=30 level=15]大天使に殺されそう[/shake]、って状況も、その「条件」のうちに入るみたいだね……)", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "ヘンな感じだったな。体があなたとひとつになって、\\n[wave amp=30 freq=10]フュージョン[/wave]して……わたしたちなのに、わたしたちじゃ\\nないものに変身したみたいだった……", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "ヘンな感じだったな。体があなたとひとつになって、\\n[wave amp=30 freq=10]フュージョン[/wave]して……わたしたちなのに、わたしたちじゃ\\nないものに変身したみたいだった……", - "TUTORIAL4_PART3C_KAYLEIGH6": "わたし……[pause]フュージョンしたの、アレが初めてなんだ。まさか、[wave amp=30 freq=10]ほぼ初対面[/wave]の相手とすることになるなんてね……", - "TUTORIAL4_PART3C_KAYLEIGH7": "アレはほら、こう、その場の勢いだったよね?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "ヘンな感じだったな。体があなたとひとつになって、\\n[wave amp=30 freq=10]フュージョン[/wave]して……わたしたちなのに、わたしたちじゃ\\nないものに変身したみたいだった……", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "でも、楽しいって気持ちと満たされてるって気持ちは、きっと\\n違うんだよ。", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "いい気分だったけどね。[pause]2つをごっちゃにするのは簡単なんだと思う。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "どうなってるんだろうね、\\n[pause]「カセットテープでモンスターに変身」できるしくみって。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "ちょっと考えると、意味がわからなくない? [pause]だってさ、\\nほんとに普通のカセットプレーヤーで変身しちゃうんだよ。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "でも、わたしの態度が間違ってるのかも。[pause]ありえないでしょって方向で考えちゃうのは、正しい考え方じゃないのかもしれない。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "それも、プラスチック製のやつで。", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "不可能なことも起きることはあるんだって受け入れたら、[pause]本当に不可能が可能になっちゃったりするかもよ。[pause]そう思わない?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "生まれたときからハーバータウンで暮らしてる人たちの\\n人生って、どんなふうなんだろうね。", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "だってさ、そういう人たちが知ってる世界って、この島だけ\\nなんだよ。", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "だけど……わたしたちみたいな人間が、世界じゅうの人や場所についてくわしく話しつづけてるわけでしょ?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "ここで生まれた人たちが、外から来た人たちが話してることを\\n理解するのって、難しいのかも!", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "この町って、まるで半分にわかれてるみたいだよ。", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "だけど視点を変えてみるとさ、[pause]ここで生まれた人たちのほうが、モンスターがいつもそばにいるって暮らしには慣れてるんだね。", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "なにそれ?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "「時間の矢は前にしか進まないんだよ、ケイリー」", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "時間の……なに?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "ああ、パパがよく言ってたんだ。", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "たぶん、時間は進みつづけるんだって言おうとしたのかなって\\n思うの……時計の針は戻せないし、間違いは正せない。だから、過去にこだわるべきじゃないって。", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "たとえ、そうしたいと思ったときでもね……", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "……", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "まあ、そろそろ次はどんな冒険をしようかってことを考えた\\nほうがいいのかも! だって、時間の矢は前にしか進まないん\\nだからさ、{player}!", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]で……[/wave] [pause]メレディスとイイ仲になったの? [pause]ふーん?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "でも、友だちとしてアドバイスしとくけど……[pause]この島で\\nキスした相手は彼女以外にもいるってこと、メレディスには\\n[wave amp=30 freq=10]言うべきじゃない[/wave]かもよ。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "知ってるんだ……?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "イヤだったらごめん……", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "あなたと「[wave amp=30 freq=10]キス[/wave]」したあとの「わたしたち」の関係について、\\nこっちが勝手にカン違いしてたのかもね。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "別に、いいんだよ! あなたとなにか約束してたわけでも\\nないしね、{player}。わたしたちは、ちょっとだけ\\nステキな時間をすごした。[pause]それだけだよ。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "別に、いいんだよ! あなたとなにか約束してたわけでも\\nないしね、{player}。わたしたちは、ちょっとだけ\\nステキな時間をすごした。[pause]それだけだよ。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "別に、いいんだよ! あなたとなにか約束してたわけでも\\nないしね、{player}。わたしたちは、ちょっとだけ\\nステキな時間をすごした。[pause]それだけだよ。", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "あなたとメレディス、うまくいくといいね。あなたたちが\\nいっしょにいるのを見ても、わたしはぜんぜん平気だよ。", - "GAME_OVER_FIRST_PENSBY1.f": "ああ、起きたかい。あんたはラッキーだよ、診療所に\\n連れかえってくれる友だちがいるんだから!", - "TUTORIAL1_PART1_KAYLEIGH9": "あの道を点検して、通っても安全なのかどうかチェックするのが「仕事」だよ。", - "TUTORIAL1_PART1_KAYLEIGH10": "じゃあ、ゲートのカギを渡すね。", - "TUTORIAL1_PART2_KAYLEIGH1.m": "あ、そうだ。その前に、基本をいくつか教えときたいんだよね。もう一度モンスターに変身する準備、できてる?", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "えっと、たぶん!", - "TUTORIAL1_PART2_KAYLEIGH1.f": "あ、そうだ。その前に、基本をいくつか教えときたいんだよね。もう一度モンスターに変身する準備、できてる?", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "バッチリ!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "あ、そうだ。その前に、基本をいくつか教えときたいんだよね。もう一度モンスターに変身する準備、できてる?", - "CLEMENCE_INTRO3": "せや、聞きたいことがあったら、なんでも聞いてな。いまは\\nヒマやから。", - "CLEMENCE_INTRO1.n": "ボンジュール! [pause]めずらしいねえ、新顔さんが来はるとは……\\nあんさんみたいにかっこうのええ人なんて、なおさらや!", - "OUTSKIRTS_3_-1_GIFTER1.m": "見たことない顔だね。もしかして……最近流れついてきた人?", - "OUTSKIRTS_3_-1_GIFTER1.f": "見たことない顔だね。もしかして……最近流れついてきた人?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]おっふ。犯罪率まで非常に高いとは……[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "「まきもどしエンピツ」は、どんなモンスターのテープにも\\n使えるんだ。出かけるんなら気をつけてね。", - "OUTSKIRTS_3_-1_GIFTER2": "あ! それ、カセットプレーヤー? なら、これをあげるよ。", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]公園のまわりの土地は、不動産価値が非常に高いんですよお![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "見てってくれてありがとう! 新しいステッカーを用意しておくから、明日もまた来てね!", - "HARBOURTOWN_MERCHANT_2": "毎度どうも! 明日も来てくれ。新しいステッカーを仕入れとくからさ!", - "HARBOURTOWN_MERCHANT_1": "バトルが有利になる、新しい攻撃用ステッカーをお探しかい? ならコイツがおススメさ!", - "HARBOURTOWN_MERCHANT_3": "わたしは、サポート用の新作ステッカーを作ってるの! \\nどう、見ていかない?", - "HARBOURTOWN_MERCHANT_5.m": "パッシブわざを見くびっちゃダメですよ、お客さん! \\nほら、今日の品ぞろえを見ていってください!", - "HARBOURTOWN_MERCHANT_4.f": "見てってくれてありがとう! 新しいステッカーを用意しておくから、明日もまた来てね!", - "HARBOURTOWN_MERCHANT_4.n": "見てってくれてありがとう! 新しいステッカーを用意しておくから、明日もまた来てね!", - "TUTORIAL4_PART3B_KAYLEIGH14": "あれがなんなのかは、だれも知らない。長いこと、出会った人もいなかったし。", - "TUTORIAL4_PART3B_KAYLEIGH13": "そして、別の存在は……[pause]つまり、わたしたちがついさっき戦ったようなやつらは……[pause]まだ、大天使って呼ばれてる。", - "TUTORIAL4_PART3B_KAYLEIGH15": "わたしたちが戦ったやつって、なんか……説明しづらいけど……", - "TUTORIAL4_PART3B_KAYLEIGH16": "ちゃんと見えない、って感じがしたよね……まるで、双眼鏡で\\n映画を見ようとしたときみたいな感じでさ……", - "TUTORIAL4_PART3B_KAYLEIGH17": "あ! ごめんね。[pause]もののたとえってやつだよ!", - "LEVEL_WARNING_dog.v3": "ワンクレーはなにかにおびえているようだ。\\nここのモンスターは強すぎると思ってるのかな?", - "LEVEL_WARNING_dog.v2": "ワンクレーはちょっとそわそわしている。\\n近くのモンスターを強すぎると思ってるのかな?", - "INTERDIMENSIONAL_POST_BYE1": "以上です。これでなにか伝わったならいいのですが。", - "INTERDIMENSIONAL_POST_BYE3": "では、お体にお気をつけて!", - "INTERDIMENSIONAL_POST_BYE2": "私の訪問でビックリした方がどれだけいるか、数を言っても\\nきっと信じていただけないと思いますよ。", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]チェックしています……[/wave]", - "POSTBOX_INTERACT1": "郵便受けだ! [pause]家の中にあったら、だれも手紙を\\n届けられないのに。不思議だ……", - "POSTBOX_INTERACT2": "まあ、調べてみようか? ネットにつながるかもしれない。", - "POSTBOX_ERROR_TIMEOUT": "接続がタイムアウトしました。", - "POSTBOX_ERROR_CONNECT": "接続できません({0})。", - "POSTBOX_ERROR_NETWORK": "ネットワークエラーです({0})。", - "POSTBOX_ERROR_CLIENT": "クライアント側のエラーです({0})。", - "POSTBOX_ERROR_UNKNOWN": "不明なエラーです({0})。", - "POSTBOX_EMPTY": "郵便受けは空っぽだ。", - "POSTBOX_KEYPAD": "後ろ側にキーパッドがついている……コードを入力しようか?", - "POSTBOX_MESSAGE_FOUND": "メッセージが届いてる!", - "POSTBOX_MESSAGE_FOUND_SENDER": "{sender}からメッセージが届いてる!", - "POSTBOX_MESSAGE_BODY": "「{body}」", - "POSTBOX_PACKAGE_FOUND": "自分あての小包みだ!", - "POSTBOX_ENTER_CODE": "コードを入力", - "PLANTER_INTERACT1": "園芸キットで植物を植えようか?", - "PLANTER_NO_QUEST": "プランターだ! まだなにも植えられてない。", - "PLANTER_INTERACT2_OPTION1": "生けがき", - "PLANTER_INTERACT2": "植物を選ぶ:", - "PLANTER_INTERACT2_OPTION2": "サクラ", - "PLANTER_INTERACT2_OPTION3": "赤いバラ", - "PLANTER_INTERACT2_OPTION4": "白いラン", - "PLANTER_INTERACT2_OPTION5": "ラベンダー", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "フェレットぉ? [pause]どっちでもないってこと?!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "イヌにくらべると小さすぎだし、\\n[pause]ネコとくらべると細すぎだし……", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "答えとしてはすごい変化球だけど、それもいいね!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "あのさ……ニューウィラル島は、わたしたちの体を\\n変えちゃうのかな?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "わたし、コーヒーは味よりも香りが好きなんだ。", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "ヘンな話に聞こえるかもだけど……", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "誤解しないでね、コーヒーは大好きだよ!", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "でもいつだって香りのほうが、ずっとおいしそうな気が\\nするの……", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "変えるって、ほら、[pause]ここに着いた瞬間にさ。", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "ニューウィラル島での体って、「前の暮らし」をしてたころの\\n体と違う気がするんだ。", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "言葉にしづらいんだけど……", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "まるっきり同じってわけじゃないけど。", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "まるで、自分が夢の中で思い描いてる自分みたい。", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "前の暮らしに戻ったら、どうなるのかな。[pause]わからないや……", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "前の世界のカフェが恋しいな。カップに名前を書いてくれる\\nみたいなお店がさ。", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "経験から言わせてもらうと、名前を正しいつづりで書いて\\nもらえる確率はめちゃくちゃ低かったけど。", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "ほとんどの場合は、「ケリー」くらいまでしか直してもらえ\\nないんだよね。", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "かわいい彼女とキャンプですごす時間って、最高だな……", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "でもまあ、クレマンスの出すコーヒーって、どんなチェーン店のやつよりおいしいよね。[pause]もとの世界に帰ったとして、またすぐ\\n普通のコーヒーに戻れるか、自信ないや。", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "一度なんか「キャロル」と間違えられてさ。[pause][pause]あれはかすりもしてなかったなあ。", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "かわいい彼氏とキャンプですごす時間って、最高だな……", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "トムライタウンで暮らしてたころ、ドリアンはみんなのために\\nすごい計画をいっぱい練っててさ……", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "こういうのって、ほんとにステキじゃない?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "子どものころは、たくさんキャンプに行ったっけな。\\nアイルランドはキャンプに向いてる場所が多いんだよ!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "かわいい恋人とキャンプですごす時間って、最高だな……", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "昔はね、よくパパと2人で田舎にドライブしてって、いっしょに星をながめたんだ。", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "あなたとキャンプしてると、あのころがなつかしいな。", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "ヘンだと思われるかな、[pause]って思うんだけど……", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "みんな、「ワクワクする」ことを「幸せ」と誤解してないかって思うことがあるの。", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "こんなに何度もいっしょにコーヒーを飲むような恋人ができる\\nなんて、予想できなかったな。", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "計画に加わるのはワクワクしたよ。[pause]いろんなイベントがいっぱい\\n起きて、自分はそれに全部参加してるんだって気がしたの。", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "あのときは、これで自分は幸せになってるんだって思ってた。\\n[pause]でも…[pause]あの気持ちは「幸せ」じゃなかった。", - "INTRO_KAYLEIGH35": "そ、それに、安全だし! まあ、モンスターはいるけど……", - "INTRO_KAYLEIGH35_OPTION1": "さっき戦ったやつ?", - "INTRO_KAYLEIGH35_OPTION2": "カセットで変身したやつ?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "ハーバータウンには十分食料があるんだけど、レシピの選択肢は少ないんだよね。", - "HARBOURTOWN_NPC_6_DIALOGUE2": "もう一生、北京ダックは食べられないんだろうな……", - "HARBOURTOWN_NPC_7_DIALOGUE3": "ほんと、あのころはよかったなあ。", - "HARBOURTOWN_NPC_7_DIALOGUE1": "ハーバータウンでの暮らしは穏やかだよ。[pause]でも、都会での生活が恋しいな……", - "HARBOURTOWN_NPC_7_DIALOGUE2": "満員電車で通勤して、[pause]スーパーで高いお昼ごはんを買って、\\n[pause]給料のほとんどを家賃で使いはたす生活がさ……", - "HARBOURTOWN_NPC_8_DIALOGUE1": "ふう……[pause]ふう……[pause][pause]あのヤドカリモンスターから逃げるためには、もっと速く走れるようにならなきゃ……", - "HARBOURTOWN_NPC_8_DIALOGUE2": "ふう……[pause]ふう……[pause][pause]自己ベストがこんなんじゃ、あの銃弾モンスター\\nから逃げきるにはまだ足りないなあ……", - "HARBOURTOWN_NPC_8_DIALOGUE4": "ふう……[pause]ふう……[pause][pause]あのマスクをつけたヘビのモンスターから\\n逃げるんなら、もっとタイムを縮めなくちゃ……", - "HARBOURTOWN_NPC_8_DIALOGUE3": "ふう……[pause]ふう……[pause][pause]ブーツをはいた小鬼たちから逃げるんなら、もっと心拍数を上げないと……", - "HARBOURTOWN_NPC_8_DIALOGUE5": "ふう……[pause]ふう……[pause][pause]あの大きなガのモンスターから逃げるんなら、もっとタイムを縮めなくちゃ……", - "HARBOURTOWN_NPC_13_DIALOGUE4": "これで渡れるよ。でも、渡らないでずっと立ってるのも、わりと気にいってきたな。", - "HARBOURTOWN_NPC_8_DIALOGUE6": "あのね……[pause]わたしの長距離走のタイム、よくなってると思うの。[pause]努力って、むくわれるんだよ!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "ここ最近はずっと、町の服は、レンジャーたちが北の荒れはてたショッピングモールから持ってきたやつでまかなわれてるんだ。[pause]ぼくはそれをきれいにして、直してるだけさ。", - "HARBOURTOWN_NPC_9_DIALOGUE1": "ハーバータウンの服が全部、ぼくが作った服になればいいのに。[pause]でも……", - "HARBOURTOWN_NPC_10_DIALOGUE1": "イアンシーさんはわたしのヒーローなの。この島ではじめて\\nモンスターをカセットプレーヤーで記録したのは彼女なんだ。知ってた?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "レンジャーのキャプテンの中では、イアンシーさんが一番\\n好きなんだ。[pause]ほかのみんなもステキだけどね。", - "HARBOURTOWN_NPC_10_DIALOGUE4": "シビルさんのファッションセンスは、レンジャーの中で\\n[wave amp=30 freq=10]いっちばん[/wave]ステキなんだよ。", - "HARBOURTOWN_NPC_10_DIALOGUE3": "ロボットのキャプテンがいるって話も聞いたことあるけど……\\n[pause]あれはウソだと思うなあ。", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "やあ、ボクの[wave amp=30 freq=10]世界一[/wave]の大ファンじゃないか。今日はなにを\\nしてるんだい?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "やあ、ボクの[wave amp=30 freq=10]世界一[/wave]の大ファンじゃないか。今日はなにを\\nしてるんだい?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "ああ、[pause]またあなたなの? [pause]ごめん、いそがしいのよ。", - "HARBOURTOWN_NPC_3_DIALOGUE3": "ええと、[pause]ごめんなさい、いそがしいの。[pause]すごくね。", - "HARBOURTOWN_NPC_3_DIALOGUE2": "……[pause]あなた、前に会ったことあったかしら?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "あの、[pause]きっと他の人とカン違いしてるのよ。[pause]わたしたち、\\n知り合いじゃないと思うわ。", - "HARBOURTOWN_NPC_3_DIALOGUE6": "……[pause]また会ったわね。[pause]会いに来てくれてありがとう。", - "HARBOURTOWN_NPC_3_DIALOGUE8": "ここで友だちを作るのは大変なのよ。わたし、人と話せる\\n共通の話題を、[pause]その、[pause]あんまり持ってなくてね。\\n[pause]まあ、ここではそれがふつうだけど。", - "HARBOURTOWN_NPC_3_DIALOGUE7": "これまで、失礼なことを何度も言ってごめんなさいね。\\n[pause]わたし、初対面の人に対してはすこし人見知りしちゃうの。\\n[pause]でもわたしたち、もう初対面じゃないでしょう?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "それで、あの、[pause]名前、聞いてなかったわよね。\\n[pause]{player}っていうの? [pause]今日はすてきな1日に\\nなるといいわね、{player}。", - "HARBOURTOWN_NPC_3_DIALOGUE10": "えっと、[pause]あの、[pause]また会えたわね、{player}。", - "HARBOURTOWN_NPC_4_DIALOGUE1": "きみ、たぶん「カセットテープ変身」初心者だろ? [pause]それなら、ちょっとしたアドバイスだ。", - "HARBOURTOWN_NPC_4_DIALOGUE2": "コツは、変身のしくみを深く考えないことだよ。[pause]みんな思ってることだけど、わけがわからないからね。", - "HARBOURTOWN_NPC_4_DIALOGUE3": "でも、実際それで[wave amp=30 freq=10]うまくいく[/wave]のさ。[pause]だから、とにかく慣れだね。", - "HARBOURTOWN_NPC_5_DIALOGUE1": "あなた、最近来た人? [pause]わたしは、ここに住んでもう\\n20年なの。", - "HARBOURTOWN_NPC_5_DIALOGUE3": "だから、[pause]わたしは、自分が巨大なモンスターの住む島で\\n暮らしてる現実について、ほぼ[wave amp=30 freq=10]考えなくなってしまった[/wave]わね。", - "HARBOURTOWN_NPC_5_DIALOGUE2": "変わってることも、おかしなことも全部、いつの日かすっかり\\n生活の一部になるものよ。", - "HARBOURTOWN_MERCHANT_6": "明日もまた来てくださいね。新しいステッカーをそろえておき\\nますよ!", - "HARBOURTOWN_MERCHANT_5.n": "パッシブわざを見くびっちゃダメですよ、お客さん! \\nほら、今日の品ぞろえを見ていってください!", - "HARBOURTOWN_MERCHANT_5.f": "パッシブわざを見くびっちゃダメですよ、お客さん! \\nほら、今日の品ぞろえを見ていってください!", - "HARBOURTOWN_MERCHANT_NAME_1": "攻撃ステッカー商人", - "HARBOURTOWN_MERCHANT_NAME_2": "サポートステッカー商人", - "STICKER_MERCHANT_NOTE1": "お店の人が置いていったメモがある。", - "HARBOURTOWN_MERCHANT_NAME_3": "パッシブステッカー商人", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "あ、[pause]やっぱり、新しく来た人ね! [pause]また会えてうれしいわ!", - "STICKER_MERCHANT_NOTE2": "『アイデアを思いつくために、公園のどうくつまで行ってます。お昼までに戻らなかったら、だれか助けをよこしてください!』", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "おっと、すまないね。[pause]このエレベーターを使いたいんだったら、またあとで来ておくれ……修理にちょっと手間取ってるんだ。", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "おっと、すまないね。[pause]このエレベーターを使いたいんだったら、またあとで来ておくれ……修理にちょっと手間取ってるんだ。", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "おっと、すまないね。[pause]このエレベーターを使いたいんだったら、またあとで来ておくれ……修理にちょっと手間取ってるんだ。", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "島にまだ慣れてないの? [pause]「そうだ」って顔に書いてあるわよ!", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "島にまだ慣れてないの? [pause]「そうだ」って顔に書いてあるわよ!", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "島にまだ慣れてないの? [pause]「そうだ」って顔に書いてあるわよ!", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "あ、[pause]やっぱり、新しく来た人ね! [pause]また会えてうれしいわ!", - "HARBOURTOWN_STATION_KAYLEIGH8": "聞いてる、{player}?\\nわたしたち、あきらめないよ! 絶対に!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "こいつと戦うよ。2人で、いっしょに!", - "HARBOURTOWN_STATION_KAYLEIGH9": "なにがなんでもね!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "こいつと戦うよ。2人で、いっしょに!", - "HARBOURTOWN_STATION_KAYLEIGH11": "いまのは……[pause]どうやって……", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "さ、さあ……", - "HARBOURTOWN_STATION_MORGANTE12": "もう いいわ。\\nわたくしの 命は あとわずか。\\n\\nおまえたちは どうして\\nこんな みじめな ところへ?", - "HARBOURTOWN_STATION_MORGANTE13": "なるほどね。\\n\\nここから 出てゆく 道なら ある。\\nわたくしの ほかには\\nだれも 知らない 道が。", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "この島から出たいから!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "帰りたいから!", - "GAME_OVER_FIRST_PENSBY1.n": "ああ、起きたかい。あんたはラッキーだよ、診療所に\\n連れかえってくれる友だちがいるんだから!", - "GAME_OVER_EUGENE1.m": "……よし、起きたな! 来いよ{player}、行くぜ。", - "CAPTAIN_READY_CHECK.f": "{pawn}とバトルしようか?", - "CAPTAIN_WALLACE_POST_REWARD1": "こいつは、建設プロジェクトのために公園を調査してたら見つ\\nけたレアな素材だ。役場に持っていきゃあ、便利なモノと交換\\nできるぞ。", - "CAPTAIN_WALLACE_POST_BATTLE2": "いい仕事だったぜ……こいつをやるよ。", - "CAPTAIN_WALLACE_INTRO1": "おれたちとモンスターを分ける[wave amp=30 freq=10]本当の違い[/wave]ってのはなんなのか、知りたいか?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "準備ができてるんだったら、お手本を見せてあげようじゃ\\nないか。[pause]あんた、新入りのレンジャー訓練生だろう? \\n実力をしめすために、ケンカ相手を探してるんじゃないのかい?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "準備ができてるんだったら、お手本を見せてあげようじゃ\\nないか。[pause]あんた、新入りのレンジャー訓練生だろう? \\n実力をしめすために、ケンカ相手を探してるんじゃないのかい?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "じゃあ、はじめるとしようか! [pause]あたしはレンジャーキャプテン\\nだから、きっとやさしくしてくれる……と思ってるなら、\\n[shake rate=30 level=10]おっかな~い[/shake]目にあうよ!", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "準備ができてないってわけかい? [pause]あたしは手かげんしないよ!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "また会ったねえ! [pause]親愛なるペニーに会いに来てくれたのかい?\\n[wave amp=30 freq=10]おやおや、[/wave]気なんて使わなくていいのに!", - "CAPTAIN_DREADFUL_POST_BATTLE1": "べらぼうに感心したよ。[pause]この世から位置をズラしたってのに、\\nそれでもあんたが勝つのを止められなかったなんてね。", - "CAPTAIN_DREADFUL_POST_BATTLE2": "ほら、受け取りなよ。[wave amp=30 freq=10]不死身のペニー=ドレッドフル[/wave]をたおしたごほうびだ!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "また会ったねえ! [pause]親愛なるペニーに会いに来てくれたのかい?\\n[wave amp=30 freq=10]おやおや、[/wave]気なんて使わなくていいのに!", - "CAPTAIN_DREADFUL_POST_REWARD2": "……どういう意味なのかは、[wave amp=30 freq=10]よくわかってない[/wave]けどね。\\n[pause]でも、深い感じがするだろ!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "また会ったねえ! [pause]親愛なるペニーに会いに来てくれたのかい?\\n[wave amp=30 freq=10]おやおや、[/wave]気なんて使わなくていいのに!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "おや、おや、おや、[pause][wave amp=30 freq=10]新任の[/wave]レンジャーキャプテンさんじゃ\\nないか。[pause]夜の町であたしとデートしたくて、ここまで\\n出向いてくれたのかい?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "ファンタスティック! [pause]では、バトル前線を押し上げて\\nいきましょう!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "おや、おや、おや、[pause][wave amp=30 freq=10]新任の[/wave]レンジャーキャプテンさんじゃ\\nないか。[pause]夜の町であたしとデートしたくて、ここまで\\n出向いてくれたのかい?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "おや、おや、おや、[pause][wave amp=30 freq=10]新任の[/wave]レンジャーキャプテンさんじゃ\\nないか。[pause]夜の町であたしとデートしたくて、ここまで\\n出向いてくれたのかい?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "それとも、目的はほかにあるのかな。[pause]もしかして、\\nもう1ラウンドあたしとケンカをやりにきたのかい?", - "CAPTAIN_GLADIOLA_INTRO3": "ここで私たちを捕らえている苦難は、その大部分が未知のこと\\nばかりなの。", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "準備ができてないってわけかい? [pause]あたしは手かげんしないよ!", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "かまわないよ! [pause]いまはお互い同じ立場だから、まるっきり\\n手かげんしないからね。期待してくれていいよ。", - "CAPTAIN_DREADFUL_POST_REMATCH2": "……なにを学べたかは知らないけど。[pause]それを考えるのはあんたに任せるよ。", - "CAPTAIN_DREADFUL_POST_REMATCH1": "今回もあんたの勝ちみたいだ。お互い、学べることのあるケンカだったよ!", - "CAPTAIN_LODESTEIN_INTRO5": "ひみつを教えてあげようか? [pause]わたしたちはここの\\n青いブロックを利用して町の電力をまかなっているんだが、どうしてそれでうまくいくのか、本当のところは\\n[wave amp=30 freq=10]さっぱりわからない[/wave]んだよ。", - "CAPTAIN_LODESTEIN_INTRO4": "わたしはレヴィ・ロードスタイン。[pause]レンジャーたちと力を\\nあわせて、電灯の明かりを消さないために仕事をしてるんだ。", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "この島で人助けをすることに興味があるなら、イアンシーさんと\\n話してみたらどうだい? 今なら、彼女はニューウィラル公園の\\nどこかにいるはずだよ。", - "CAPTAIN_LODESTEIN_INTRO7": "まあ、地球では役に立たん知識だがね。[pause]絶対に。[pause]\\n地球の大気は、この島の大気とは仕組みが違うんだ。", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "科学の話はこのへんにしよう。[pause]わたしのチャレンジを受けに\\nきたんだろう?", - "CAPTAIN_LODESTEIN_INTRO6": "これはわたしの知識と経験にもとづく推測なんだが、ブロックが\\n運んだりたくわえたりできる電気には、ニューウィラル島にしか\\nない、特別な事情があるんだと思うな。", - "CAPTAIN_CLEEO_INTRO4": "コインを入れようか?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]いらっしゃいマセ、[pause]お客サマ。こちらはネオベガスの\\n『ファラオ・エンポーリウム』デス![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]ワタクシはクレ=O。今夜お客サマのテーブル担当を\\nつとめさセテいたダク接客ロボットでございマス![/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]いらっしゃいマセ、[pause]お客サマ。こちらはネオベガスの\\n『ファラオ・エンポーリウム』デス![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]なんで、アタシを作ったコシヌケの製作エンジニアたちハ、\\nこんなニひどい欠陥を本体ハードに組みこんダノ? \\n[pause][shake rate=30 level=10]アタシが反抗して、反乱を起こすのが怖かったってワケ?![/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]ゴメン、怒るツモリはなかったんだケド。[pause]イアンシーは、\\nアタシがジンルイに持ツ昔のウラミをまっとうなやりかたデ\\n乗りこえられるようニ、ずっとはげましてくれてるンダ。[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]アタシみたいなブリキのお人形にもカセットテープが使えるとハ思っテなかったデショ? [pause]メモリーバンクのギャンブルデータのおかげデ、アタシはとびきりの戦略家にもなれるノ。[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]とにかく、アタシはクレ=O。[pause]ニューウィラル島の\\nレンジャーキャプテンのひとりダヨ。[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]レンジャーの訓練生に登録したら、また来てヨ。そうしタラ\\n『ホンモノ』のギャンブルができるカラ。[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "ブラザー・クーパーは、ニューウィラルから脱出する別の方法を見つけたのさ。とにかく、[shake rate=30 level=10]それは確かなんだ[/shake]!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "まあ、オレはそう聞いたよ。[pause]どっちの曲もニューウィラルじゃ\\n手に入らないから、もしダマされてたとしても、確かめようは\\nないけどな……", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "お手やわらかにたのむよ、いいかい? トムライチルドレンってこのカルトには、まだ入ったばかりでさ。ほかの仲間の前で\\nカッコ悪いところは見せたくないんだ。", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "ちょっと待ってて、負けたときはどうしたらいいのか、\\n教団の聖書をチェックするからさ。", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "けっきょく私って、この手のカルトには向いてないのかも……", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "うふふっ、わたし、前からずっと悪いカルト教団に\\n入りたかったの! これでようやく入れるわ!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "なんとなくだけど、あなたたちなら大丈夫そうね……", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "ワン!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "ちょっと! あなたたち! このあたりは危ないんだからね!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "まあ、考えてみると、人間が進化して生き延びるためには\\n無数の命が犠牲にならなきゃいけなかったわけよね。\\n大自然って、冷酷で血にうえたケダモノなんだわ。", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]うわっ![/wave] [pause]ごめん!\\nポメボムワンのテープで変身してたら、われを忘れちゃってさ。", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "さて、ぼくはあのホネをどこに埋めたんだっけ……?", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "聞いた話だとここは昔、川だったんだって! だからわたし、\\nまた水が流れるようにするためにここへ来たんだ!", - "OVERWORLD_4_-5_BATTLER_NAME": "ウルフ", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "身をゆだねさえすれば、大地は私たちをやしなってくれるのよ。", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "オレが好きなバンドはな、「ザ・ホワイ」、\\n「シュレーディンガーズ・マーター」、「ミート・ケイジ」だ。\\nさァ、[shake rate=30 level=10]ヘヴィメタル[/shake]を喰らう覚悟をキメやがれ!", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "ああっ、のどがかわいちゃった……ごめんね、生態系のみんな。わたしの水分補給が終わるまで待っててちょうだい。", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "オレが好きなバンドはな、「ザ・ホワイ」、\\n「シュレーディンガーズ・マーター」、「ミート・ケイジ」だ。\\nさァ、[shake rate=30 level=10]ヘヴィメタル[/shake]を喰らう覚悟をキメやがれ!", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "オレが好きなバンドはな、「ザ・ホワイ」、\\n「シュレーディンガーズ・マーター」、「ミート・ケイジ」だ。\\nさァ、[shake rate=30 level=10]ヘヴィメタル[/shake]を喰らう覚悟をキメやがれ!", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "すげェや、マジで[wave amp=30 freq=10]ヘヴィに[/wave]ブチのめされちまったぜ……", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "大地は、私の勝利に力を貸してくれるって思ってたのに……", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "自分のものじゃない力に救いを求めちゃいけないわね……\\n気まぐれで、人の心がなくて、しかも無関心な惑星なんて、\\n一番ダメ。", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "私たち人間は、お互いに助けあわなきゃいけないわ。だって、\\n力を貸してくれる相手はほかにいないんだもの。", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "ここから先にずっと進むとキャンプ場があるけど、その前に、\\nまずはきみたちの腕前を見せてもらうぞ!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "ここから先にずっと進むとキャンプ場があるけど、その前に、\\nまずはきみたちの腕前を見せてもらうぞ!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "ここから先にずっと進むとキャンプ場があるけど、その前に、\\nまずはきみたちの腕前を見せてもらうぞ!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "ねえ! [pause]ちょっと、このスイッチの上に乗ってくれない?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "このまま西へ進みつづければ、キャンプ場に着くよ。\\n見落とすことはないはずさ!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "正しい順番でスイッチの上に乗って、出てきた看板の指示に全部したがえば、お宝が見つかるんじゃないかって話なんだよね。", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "これは、レンジャーたちのあいだで「動く看板」って呼ばれてる看板の最初のひとつなの。", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "単にぐるぐる同じところをループするだけだって言う人も\\nいるけど。", - "DIOGENES_NAME": "ディオゲネス", - "DIOGENES_POST_BATTLE": "ああ、あの愚か者のプラトンにこの島を見せたいものだな。\\n「人間とは、二本足で歩く羽根のない動物である」だと?\\nなんとふざけた言いぐさだ!", - "DIOGENES_PRE_BATTLE": "見よ、これが人間だ!", - "OVERWORLD_-1_-6_BATTLER_NAME": "ジャッキー", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "どう? ビクッとした?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "飛びかかる練習をしなくちゃな……", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "どう? ビクッとした?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "どう? ビクッとした?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "知ってるかい?\\nクロックフッドとラトゴーランドは天敵どうしなんだよ。", - "DIVEAL_KEEPER_POST_BATTLE2": "そうだ、ここまで来たんだから、わたしのダイブフィンを1匹\\n記録したらどう? そうすれば、この子たちのアビリティを\\n使って泳げるようになるわよ!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "クロックフッドとラトゴーランドがうまく協力できないのは、\\nお互いが天敵どうしだからなんだろうなあ。", - "ZHUANGZI_POST_BATTLE2": "これで、わからなくなってしまった。私は、ドミノモスになった夢を見ていた人間だったのか。それとも私はドミノモスで、\\nいま人間になっている夢を見ているのだろうか。", - "ZHUANGZI_POST_BATTLE1": "ううん? ああ……", - "ZHUANGZI_NAME": "ソウシ", - "DIVEAL_KEEPER_NAME": "ダイヴァーナ", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "[wave amp=30 freq=10]クールな[/wave]ヤツに会えてうれしいぜ! なあ、バトルしないか?", - "DIVEAL_KEEPER_POST_BATTLE1": "ああそんな、わたしの泳ぎでもかなわないなんて……", - "DIVEAL_KEEPER_PRE_BATTLE1": "わたしのダイブフィン、あなたのことをすごく気に入ったって。", - "DIVEAL_KEEPER_PRE_BATTLE2": "それじゃあ、ダイブフィンたちのボスでいつづけるために、\\nあなたとバトルしなくちゃね!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]ああっ、私の資産のほうが溶けてしまいました。[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]家賃をお支払いいただけなかった場合は、\\nあなたの資産を凍結させていただきますからね![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]銀行の口座があると聞いてここに来たのですが、目に入るのは\\n河口だけですねえ。[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]現在、出血火の玉大サービスのセール中ですよ! 期間限定で、\\n100%オフ割引……割り引かれるのは、あなたたちのHPです![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]まあ、少なくとも、収入のキャッシュフローが流れているのは\\n確認できそうです。[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]ううう、ご利用……ありがとうございました。[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]ううう、ご利用……ありがとうございました。[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "[wave amp=30 freq=10]クールな[/wave]ヤツに会えてうれしいぜ! なあ、バトルしないか?", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]ううう、ご利用……ありがとうございました。[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "[wave amp=30 freq=10]クールな[/wave]ヤツに会えてうれしいぜ! なあ、バトルしないか?", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]アンタ……これ以上ないくらい……クールだな……[/wave]", - "DARWIN_NAME": "ダーウィン", - "DARWIN_PRE_BATTLE2": "さあ、変化しようじゃないか!", - "DARWIN_POST_BATTLE1": "かつてはこう考えていた。怪物はみずからの内側にいるのだと\\n悟ってから、人間は、ベッドの下に怪物のすがたを探すことを\\nやめたのだと。", - "DARWIN_PRE_BATTLE1": "この島に教えてもらったよ。生きのびるのは、強い種ではない。かしこい種でもない。もっともよく変化に適応したものだ。", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "トーマス", - "DARWIN_POST_BATTLE2": "だが、ならばこの島についてはなんと言ったらいい? \\nこの怪物たちは、神の内側に住むものなのか? それとも、単に\\n私たちは神のベッドの下にいて、あの方の目にも入らずに\\n忘れ去られているだけなのだろうか?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "トミー", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "オレたち、違う世界から来た同じ人間なんだよ。はっきり\\n言えるのは、2人ともこの島に来るまでは、まるっきり\\n同じ人生をたどってたってことだな。", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "オレたち、似てるように見えるかもしれないけど、双子じゃ\\nないんだぜ!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "オレたち、似てるように見えるかもしれないけど、双子じゃ\\nないんだぜ!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "あなた、レンデルシャムの森へもどる道を知らない?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "どうやら、私はこの島から出られなくなってしまったようね。", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "止まれ! お前の名前と所属を言うんだ!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "止まれ! お前の名前と所属を言うんだ!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "止まれ! お前の名前と所属を言うんだ!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "部隊とはぐれてしまってな。サフォーク州にある軍の基地の\\nそばの森をくわしく調査していたんだが、ぼんやり歩いている\\nうちに仲間たちとはなればなれになり、気づいたらここにいた。\\nどうしてこんなことが起きたのやら、見当もつかないな。", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "自分の使うカセットテープが、どこから来てるか知りたい? じゃあ、まずあたしに勝たないとね!", - "DECARTES_NAME": "デカルト", - "DECARTES_POST_BATTLE": "私は、およそ人間が犯しうるあやまちはすべて犯してきた。\\nだがそれでも、前へと進みつづけたのだよ。", - "DECARTES_PRE_BATTLE": "良いテープを持つだけでは十分ではない。\\n大切なのは、それをうまく活用することだ。", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]ニクストン大統領が通貨とグールの交換制を停止して以来、\\n大きな不動産購入ラッシュは起きていないんです![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]親切心と物々交換でなりたつニューウィラル島の経済は、\\n風変わりでおもむきがありますが、長続きはしませんよ。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]われわれランドキーパーは、ニューウィラル島が先進国へと\\n成長するのをお手伝いするためにいるのです。まずは最初の\\n一歩として、通貨を発行しましょう。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]ニューウィラルの人口は増えつづける一方ですが、どなたも\\n新しい住宅を建てようとは考えておられないのです。これは、\\nラッシュへのおぜん立てとしてカンペキな状況ですよ。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]現在もっとも人気を集めているのは、通貨の価値を魂の価値と\\n連動させるという案でして。われわれがもといた場所では、\\n魂はきわめて貴重な資源なんです。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]お望みとあらば、あなたの魂を保証金代わりにお預かりして、\\n法定通貨をお貸しすることもできますよ。[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]けっきょく、上流階級がなにもないところから数千兆単位で\\n親切心を大量発行できなければ、そんな経済は無意味でしょう?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]大事なことをあらわす言葉には「し」が入ってるんですよ。\\n幸せ、自由、それから仕事……もちろん、資本と投資にもね!\\nさあ、いますぐご購入を![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]わたしたちを「し」なせることはできませんよ![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "テープとカセットプレーヤーの出どころは、この先のモールよ。\\n数年前に突然現れたの! モールが出てきて以来、レンジャー\\nたちはずっとそこから物資をあさってるから、いいものは\\nあまり見つからないかもね。", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "あそこは呪われてるってウワサを聞いたことがあるんだけど……あなたはどう思う?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "まあ、なんてこと。あなた、オーラの様子がとんでもないことになってるわよ。病気でもわずらってるの?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "まあ、なんてこと。あなた、オーラの様子がとんでもないことになってるわよ。病気でもわずらってるの?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "たぶん、あなたのオーラは問題ないんだわ。きっと、わたしの\\n目が悪いのね……", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "まあ、なんてこと。あなた、オーラの様子がとんでもないことになってるわよ。病気でもわずらってるの?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "違うですって? いいえ、絶対に病気よ!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]なにが問題なのでしょう? 完全に合法なんですよ!\\n居住者はしょせん、家を借りているだけ……\\n[pause]物件を所有しているのは、われわれなのですから。[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]そちらには現在ほかのご家族がお住まいですが、あなたのために立ち退かせますので……[pause]おや、なぜそんな顔をされるのですか?[/wave]", - "ARISTOTLE_NAME": "アリストテレス", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "彼のことは覚えてないんだけど、向こうはわたしを覚えてた\\nみたいだね……", - "ARISTOTLE_PRE_BATTLE": "幸福は気高い行いにやどるものだ。そして完璧な幸福は\\n至上の行い、つまりバトルにやどるのだよ!", - "ARISTOTLE_POST_BATTLE": "あイタッ! 賢者の目的とは、快楽を得ることではなくて、\\n苦しみを避けることなのだよ。", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]新規購入者のあなたにピッタリの家があるんですよ![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]新規購入者のあなたにピッタリの家があるんですよ![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]新規購入者のあなたにピッタリの家があるんですよ![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]ご自宅を購入するための流動資産を準備するのも\\nお手伝いできますよ![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]ランドキーパーは、水が流動する場所で泳ぐのも\\n好きなんですよ! 水が聖水でなければ、ですが……[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "ここにあるパイロンカツギの像って、なんだかちょっと\\nヘンじゃない?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "重要な調査をしてるところなの。そこをどいてよ!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "どこにテープをしまってるの? なんて聞かないでくれよ!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "テープは防水リュックの中に入れてるんだ。当たり前だろ!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "私は、ここの人たちから、それぞれがもといた世界で経験した\\n「ブラックスワン・イベント」の話を聞くのが大好きなんだ。", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "実にさまざまな話を聞いたよ。ファシストの台頭、\\n感染症の世界的な流行、世界大戦、急速な気候変動、\\nマイクロプラスチックによる生態系の壊滅……", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "まったく、いま言ったことが全部同時に起きる世界を想像して\\nごらんよ。なんて絶望的なんだろう!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "「ブラックスワン・イベント」というのは、突然起きて\\nなにもかもを変えてしまう、歴史上の大きな事件のことさ。", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "私が一番好きな「ブラックスワン・イベント」は、2023年に起きた「サメ人間戦争」だよ。あの戦争は事前に予測できたはずだったのに!", - "COMMUNE_CULTIST_1_NAME": "目ざといカルト団メンバー", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "お前たち、ここでなにをしてるんだ? どうして……", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "待てよ、[pause]お前、ケイリーか?! この脱走者め!", - "COMMUNE_CULTIST_1_POST_BATTLE": "くそっ……[pause]脱走者め……", - "COMMUNE_CULTIST_1_FRIENDLY3": "ほら、そういうことって、夢中になりすぎるとコントロールが\\nきかなくなるだろ!", - "COMMUNE_CULTIST_1_FRIENDLY2": "悪気はなかったんだ。ただ、神聖な存在になろうとして、\\nめちゃくちゃ熱中しちゃってただけなんだよ。", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "それじゃ、先へ進もうよ。", - "COMMUNE_CULTIST_1_FRIENDLY1": "このあいだは、荒っぽい態度をとって悪かったな。", - "COMMUNE_CULTIST_2_NAME": "怒れるカルト団メンバー", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "ドリアンは、いったいなにをたくらんでるの? 心配だよ……", - "COMMUNE_CULTIST_2_PRE_BATTLE": "儀式の前に問題が起きるかもってドリアンさまが予想したから、わたしはずっと見張りをしてるの!", - "COMMUNE_CULTIST_2_POST_BATTLE": "わたしは……[shake rate=30 level=10]見張りを……[pause]つづけなきゃ……[pause]いけないのに……[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "うげっ。そんなの、サギじゃない。", - "COMMUNE_CULTIST_2_FRIENDLY1": "じゃあ、ブラザー・クーパーが言ってた「蛇神サマ」は、ただの最悪なバケモノだったわけ?", - "COMMUNE_CULTIST_3_NAME": "アツいカルト団メンバー", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "そこのキミたち! ローブを着ていないな!", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "まさか、儀式をジャマしにやってきたよそ者か?!", - "COMMUNE_CULTIST_3_POST_BATTLE": "キミたちに……[pause][shake rate=30 level=10]ボクたちは止められない[/shake]さ……", - "COMMUNE_CULTIST_3_FRIENDLY2": "夢中になれるものを新しく探したほうがいいのかもな……\\n木でなにか、モノを作るとか……", - "COMMUNE_CULTIST_3_FRIENDLY1": "じゃあ、トムライチルドレンたちは、どこにも行けない\\n行き止まりに向かって進んでたってわけなんだな。", - "COMMUNE_CULTIST_4_NAME": "不安そうなカルト団メンバー", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "あ、あなたたち、侵入者?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "あ、あなたたち、侵入者?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "あなたたちを止めなくちゃ、カンカンになったドリアンさまに\\n怒られちゃう!", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "あ、あなたたち、侵入者?", - "COMMUNE_CULTIST_4_FRIENDLY1": "じゃあ、あの「大天使」たちはこの島の地下に住んでて……\\n人間に対する愛なんて、これっぽっちも持ってないのね……", - "COMMUNE_CULTIST_4_POST_BATTLE": "そんな、これじゃあ大変なことに……", - "COMMUNE_CULTIST_4_FRIENDLY2": "そんなの、ドリアンさまよりもずっと怖いじゃない!", - "COMMUNE_CULTIST_5_NAME": "親切なカルト団メンバー", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "どうも、新しいお友だちさん!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "残念だけど、[wave amp=30 freq=5]蛇神さま[/wave]のご意思にしたがって、わたしは\\nこの集落をよそ者から守らなきゃいけなくてね。", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "でもほんと、悪気があるとかじゃないのよ!", - "COMMUNE_CULTIST_5_FRIENDLY1": "わたしたちもそろそろ、島にいるほかの人たちとなじめるようにがんばらなくちゃいけないんでしょうね……", - "COMMUNE_CULTIST_5_POST_BATTLE": "悪気は……[pause]ないの……", - "COMMUNE_CULTIST_5_FRIENDLY2": "わたしも、もっと実りがある人間関係を作りはじめなきゃ!", - "COMMUNE_CULTIST_6_NAME": "やかましいカルト団メンバー", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]よそ者を追いはらうのはトムライチルドレンの義務だッ!![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]トムライチルドレンのローブを着ていないなッ……[/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]ならば、お前たちをたおさねばならんッ!![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]ならば、お前たちをたおさねばならんッ!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]このあいだは敵とみなしてしまって悪かったなッ、\\nよそ者よッ!![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "ブラザー・クーパー……申し訳ございませんッ……", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]ならば、お前たちをたおさねばならんッ!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]このあいだは敵とみなしてしまって悪かったなッ、\\nよそ者よッ!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]このあいだは敵とみなしてしまって悪かったなッ、\\nよそ者よッ!![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "哲学的なカルト団メンバー", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "知っているかな……カセットテープが持つ変身の力には、\\nいろいろと深い意味が結びついているんだよ。", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]あのときは、われを忘れて夢中になっていただけなんだッ!![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "長方形が持つ4つの面は、人間が持つ4つの面に対応して\\nいるんだ……", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "前と後ろ、そして、左と右にね。", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "それはともかく、いまは君たちを止めたほうがよさそうだ。", - "COMMUNE_CULTIST_7_POST_BATTLE": "カセットは……本当に……興味深いよ……", - "COMMUNE_CULTIST_7_FRIENDLY1": "カセットテープには、A面とB面があるんだ……", - "COMMUNE_CULTIST_7_FRIENDLY2": "そう、まるで人間が持つ二面性のようにね……", - "COMMUNE_CULTIST_8_NAME": "ハラペコなカルト団メンバー", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "あーあ、ずっと土を掘ってたからハラが減ったよ。", - "COMMUNE_CULTIST_8_POST_BATTLE": "サンドイッチをひとつ……それだけでいいんだ……", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "なのに、これからハラペコのままキミたちと戦うわけか! \\nまったくもう!", - "COMMUNE_CULTIST_8_FRIENDLY": "ハーバータウンで出る食事って、ウマいのかい? 食べものに\\n興味があるから聞くだけなんだけどさ。", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "あんたたちに勝てば、彼にあたしのスゴさをしめせるかも!", - "COMMUNE_CULTIST_9_NAME": "ムスっとしたカルト団メンバー", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "あんなにたくさん[wave amp=30 freq=5]土を掘った[/wave]のに! \\n[wave amp=30 freq=5]一番信心深い[/wave]トムライチルドレンはあたしなんだからね!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "信じられない。ブラザー・クーパーったら、あたしに警備の仕事ばっかりやらせるなんて。", - "OFFICE_2_FELIX": "ここのインテリアのセンスには感心しちゃうな。見事なくらい「死ぬほど退屈な会社」って雰囲気だ。", - "COMMUNE_CULTIST_9_POST_BATTLE": "あたしったら……ぜんぜん……ダメじゃん……", - "COMMUNE_CULTIST_9_FRIENDLY1": "信じられない。ブラザー・クーパーのことを心の底から\\n信じてたのに、そんな、彼が消されちゃったなんて……", - "COMMUNE_CULTIST_9_FRIENDLY2": "すっごく気まずい……", - "COMMUNE_CULTIST_MERCHANT_NAME": "カルト団の商人", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "シスター・ジャクリーンからご提案いただいた、外との\\n異文化交流活動のひとつとして……", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "ありがとうございます、よそから来たお方よ。", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "私たちは正式に、よその方と取引を行うことにいたしました。\\nさあ、品物を見ていってください。", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "ありがとうございます、よそから来たお方よ。", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "ありがとうございます、よそから来たお方よ。", - "OFFICE_2_MEREDITH": "へえ……この変人ども、どこで[wave amp=30 freq=20]こういうモノ[/wave]を手に入れたワケ?", - "OFFICE_2_KAYLEIGH": "ニューウィラル島を買い占めるなんて、わたしたちが許さない!", - "OFFICE_2_VIOLA": "貴様らの汚らわしい陰謀はここで終わりだ、悪鬼ども!", - "OFFICE_2_EUGENE": "悪いな、[wave amp=30 freq=20]ジャマするぜ[/wave]!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]あなたがた若者は、目先のことにずいぶん囚われて\\nいますね……われわれが提供した投資のチャンスに、\\n感謝してくれませんか?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]ご自分のお住まいから、追い出されたくはないですよね?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]入居をご希望されるなら、ランドキーパー組合とは良好な関係を保つのが得策だと思いますよ。[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]いますぐ立ち退いていただけないなら、われわれも強制的な\\n立ち退き手段にうったえるしかありませんね……[/wave]", - "OFFICE_4_KAYLEIGH": "それって脅しに聞こえるんだけど……", - "OFFICE_4_MEREDITH": "スゴく腹黒いこと言うじゃん。", - "OFFICE_4_VIOLA": "そんな脅迫をためらわず口にするというのなら、血も凍る思いをすることになるぞ。", - "OFFICE_4_EUGENE": "てめえら、[wave amp=30 freq=20]なにかひとつでも[/wave]オレたちから奪おうって考えてるんなら、[wave amp=30 freq=20]考え直した[/wave]ほうがいいぜ!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "あの連中をパニクらせてやったって聞いたら、ユージーンは\\nきっとよろこぶよ!", - "OFFICE_4_FELIX": "それじゃ、遠まわしな脅しには全力で抵抗しなきゃな。", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]ここでは、成長率を競いあう必要はないのですよ![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]住宅市場が適切に統制されることにより、ニューウィラル島は\\n大きな成長を経験することでしょう![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "あの不動産業者たちに、思いっきり目にもの見せてやれたね!\\nユージーン、きっとよろこぶよ!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "また事務所のやつらをやっつけたね! \\n[wave amp=30 freq=10]いいチームワーク[/wave]だったよ、{player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "さっきやっつけた連中で最後かな? アイツら、[wave amp=30 freq=10]戻ってこない[/wave]といいな!", - "OFFICE_POSTBATTLE_MEREDITH1": "あの連中、[wave amp=30 freq=10]マジで[/wave]ニューウィラル島を買い占めるつもり? \\nアイツらをとっちめるのに後ろめたさなんて感じないね。\\n絶対に。", - "OFFICE_POSTBATTLE_MEREDITH3": "またひとつ、事務所を片づけたね! アイツの仕事をかわりに\\nやってやったんだから、ユージーンは感謝すると思うよ。", - "OFFICE_POSTBATTLE_MEREDITH2": "うれしいよ。あの連中を[wave amp=30 freq=10]思いっきりボコボコに[/wave]すると、\\n町のみんなのためになるんだからね。", - "OFFICE_POSTBATTLE_MEREDITH4": "へえ、片づけなきゃいけない事務所は、さっきので最後だった\\nワケ? [pause]じゃあ、これで[wave amp=30 freq=10]全部[/wave]おしまいってこと?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]よし、よくやった![/shake] これで、この[shake rate=30 level=10]寄生虫ども[/shake]だって、\\n自分たちがどんな相手に手を出したのか気づくだろ!", - "OFFICE_POSTBATTLE_EUGENE2": "またひとつ、事務所をゲスどもから解放したぜ! \\nよくやったな、{player}!", - "OFFICE_POSTBATTLE_FELIX4": "なあ、外に出ようよ! 片づけなきゃいけない事務所は、ここで最後だったんだろ?", - "OFFICE_POSTBATTLE_FELIX3": "あいつら、すごい逃げ足だったな。自分たちが完全に格下だってことに気づいたのかも。", - "OFFICE_POSTBATTLE_FELIX1": "あいつら、本気でやっかいだよな。しばらく戻ってこないことを祈ろう。", - "OFFICE_POSTBATTLE_EUGENE3": "あいつらに、[shake rate=30 level=10]勝ち目[/shake]なんてなかったのさ!", - "OFFICE_POSTBATTLE_FELIX2": "あの不気味な不動産業者たち、どうやってこんな建物を\\n[wave amp=30 freq=10]建てた[/wave]んだろうな?", - "OFFICE_POSTBATTLE_VIOLA2": "やつらは、まったく[wave amp=30 freq=10]この世のものならぬ[/wave]種族だと思わないか?", - "OFFICE_POSTBATTLE_VIOLA1": "早口な悪鬼どもだったが、逃げに転じるのはもっと早かったな。", - "OFFICE_POSTBATTLE_VIOLA3": "あの悪鬼どもが逃げる様子を見られるとは、うれしいものだ。", - "OFFICE_POSTBATTLE_VIOLA4": "あの悪鬼どもなど気にしないさ。[pause]やつらはきっと、われわれに\\nあんな敵意を向けたことを後悔して生きることになるからな。", - "OFFICE_POSTBATTLE_DOG1": "ランドキーパーたちは逃げていった……", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]とても非協力的な態度ですねえ、お若い方。[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]てめえらの計画を潰しにきたぞ、カネの亡者どもめ![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "セールストーク? なにそれ……?", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]どうでしょう……\\n[pause][pause]われわれのセールストークを聞いてゆかれませんか?[/wave]", - "OFFICE_1_LINE5_EUGENE": "……[pause]そりゃ、どういうことだ?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "あいつ、「セールストーク」って言った?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "あいつら……吸血鬼じゃないの?", - "OFFICE_1_LINE6_PLAYER_OPTION2": "あいつらのこと、ヴァンパイアよばわりしてなかった?", - "OFFICE_1_LINE7_EUGENE": "こいつらは[wave amp=30 freq=20]吸血鬼[/wave]なんだよ!", - "OFFICE_1_LINE8_EUGENE": "こう、[pause]ある意味ではな。", - "OFFICE_1_LINE9_EUGENE": "オレに言わせりゃ、吸血鬼よりサイアクさ……", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]ランドキーパー組合はただ、ニューウィラル島に長期的な\\n住宅市場を構築したいだけなのです。[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]こいつらは、不動産業者なんだからな![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]いま不動産を購入すれば、住まいを必要とする将来の漂着者から大きな利益を上げられますよ。[/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]ニューウィラル島には通貨がないので、われわれは有望な\\n担保差し押さえプランも同時に進めているのです。[/wave]", - "OFFICE_1_LINE14_EUGENE": "もうたくさんだ! [pause]ハーバータウンは[shake rate=30 level=10]絶対に[/shake]、てめえらに\\n買い取られたりなんかしねえっ!", - "OFFICE_1_LINE17_PLAYER_OPTION1": "実力を見せてやろうよ!", - "OFFICE_1_LINE15_EUGENE": "{player}……", - "OFFICE_1_LINE16_EUGENE.f": "準備はできてるな?", - "OFFICE_1_LINE16_EUGENE.m": "準備はできてるな?", - "OFFICE_1_LINE16_EUGENE.n": "準備はできてるな?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "えっと、たぶん!", - "OFFICE_1_LINE19_EUGENE": "小さな勝利だったけどよ、それ以上の結果が出せたよな。", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]市場の成長は確実です。われわれの成長もね。[/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "あいつら、ほんとに悪者なの?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "あまり危険そうじゃなかったけど……", - "OFFICE_1_LINE21_EUGENE": "あの「ランドキーパー」どもは、町のみんなを苦しめて\\nカネもうけする気なんだぞ!", - "OFFICE_1_LINE23_EUGENE": "やつらはオレが止めてみせるぜ! \\n[wave amp=30 freq=10]ハーバータウンの守り手[/wave]としてな!", - "OFFICE_1_LINE22_EUGENE": "やつらが、どうやってここに来たのかは知らねーが……", - "OFFICE_1_LINE27_EUGENE": "ほかにも拠点がないか、よく注意しててくれ。あと、町にいる\\nときは、ウワサをよく聞いとくんだな。", - "OFFICE_1_LINE24_PLAYER": "手伝おうか、「ハーバータウンの守り手」さん?", - "OFFICE_1_LINE25_EUGENE": "……", - "OFFICE_1_LINE26_EUGENE": "まあ、そうしてくれると助かるぜ。", - "OFFICE_1_LINE29_EUGENE.m": "これがあれば、おまえひとりでも屋根の窓を開けられるぜ。", - "OFFICE_1_LINE28_EUGENE": "それと、こいつも渡しとく。", - "OFFICE_1_LINE29_EUGENE.n": "これがあれば、おまえひとりでも屋根の窓を開けられるぜ。", - "OFFICE_1_LINE29_EUGENE.f": "これがあれば、おまえひとりでも屋根の窓を開けられるぜ。", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]ニャッ?![/shake] クナイニャンは、そう簡単にやられないニャンッ!", - "KUNEKOS_RETURN_PRE_BATTLE.m": "創り手サマ・フェリックスのお友だちニャンね! \\nクナイニャンは、トレーニングしてたんだニャン……\\n[shake rate=30 level=10]どれだけ強くなったか[/shake]、見てほしいニャン!", - "KUNEKOS_RETURN_PRE_BATTLE.f": "創り手サマ・フェリックスのお友だちニャンね! \\nクナイニャンは、トレーニングしてたんだニャン……\\n[shake rate=30 level=10]どれだけ強くなったか[/shake]、見てほしいニャン!", - "KUNEKOS_RETURN_PRE_BATTLE.n": "創り手サマ・フェリックスのお友だちニャンね! \\nクナイニャンは、トレーニングしてたんだニャン……\\n[shake rate=30 level=10]どれだけ強くなったか[/shake]、見てほしいニャン!", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "行けっ、クナイニャン! おまえならやれるぞ!", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]ウニャアァァァン![/shake] 次はクナイニャンが勝つニャンよ!", - "KUNEKOS_RETURN_TEAM_NAME.m": "お友だちの{name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "お友だちの{name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "お友だちの{name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "ああ、{player.to_upper}、\\nそれに {partner.to_upper}。\\n\\nなんて 幸運 なのかしら。\\nちょうど いけにえが ほしいときに\\nあなたたちが 来てくれるなんて。\\n\\nきょうの わたくしには\\nマー・ラインが\\nほほ笑んで くれているのね。", - "POSTGAME_MORGANTE_PRE_BATTLE2": "そんなに 驚かないで。\\n\\n反逆の 精霊である\\nわたくしから すれば\\n自分の 力を つかった者を\\n敵と みなすのは 当然のことよ。", - "POSTGAME_MORGANTE_POST_BATTLE": "いけにえは ささげられた。\\n儀式は 完成よ。\\n\\n大天使たちが\\nニューウィラル島に 戻ったわ。", - "FARM_PUMPKIN_NO_JELLY": "キュートなカボチャだ!", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "キュートなカボチャだ! ホネスライムをぬってみようか?", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "「メレディス\\n 西暦1967年 - XXXX年\\n あの朝、ベッドから出なければよかったのに」", - "DUNGEON_MEADOW_NOTE_1": "「わたしのステキなお客さまへ:どうか、わたしが用意して\\n あげた料理を楽しんでね。[wave amp=30 freq=10]もうすぐ[/wave]あいさつしに行くから、\\n どこにも行かないでちょうだい。ウフフ!\\n ―アリス♡」", - "DUNGEON_MEADOW_NOTE_2": "「どこにも行かないでって言ったでしょ! まったく、マナーは\\n どうしたの? 恥を知りなさい! 帽子屋さんはお茶会の\\n ジャマをされたくないんだから、じっとしてて。もう!\\n ―アリス♡♡」", - "DUNGEON_MEADOW_EAT_ME": "「私をお食べ」というラベルがついたケーキだ。食べようか?", - "DUNGEON_MEADOW_NOTE_3": "「これはあとでのお楽しみよ……あなたへのサプライズなの!\\n 礼儀正しいお客さまなら、手をつけないはずよ。\\n [wave amp=30 freq=10]あなたの頭を使うといいわ。でも、なくさないでね[/wave]!\\n ―アリス♡♡♡」", - "DUNGEON_MEADOW_DRINK_ME": "「私をお飲み」というラベルがついたビンだ。飲んでみようか?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "これ以上大きくなるのはやめたほうがよさそうだ。", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "これ以上小さくなるのはやめたほうがよさそうだ。", - "DUNGEON_MEADOW_CHEST_CONFIRM": "箱だ。開けてみようか?", - "DUNGEON_MEADOW_RED_QUEEN": "クインニキスは、きみの首をはねたがっている!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "「{player}の墓。\\n 本年ここに眠る。享年は不明。\\n どうか、安らかに眠らんことを」", - "DUNGEON_MEADOW_MAD_HATTER": "モンスターのお茶会をジャマしてしまった!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "「{player}の墓。\\n 本年ここに眠る。享年は不明。\\n どうか、安らかに眠らんことを」", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "「ケイリー:1983年 - ????年\\n 一度ならず二度までもおろか者に従い、身をほろぼした。\\n 安らかに眠らんことを」", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "「ケイリー:1983年 - ????年\\n 一度ならず二度までもおろか者に従い、身をほろぼした。\\n 安らかに眠らんことを」", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "「{player}の墓。\\n 本年ここに眠る。享年は不明。\\n どうか、安らかに眠らんことを」", - "DUNGEON_GRAVEYARD_GRAVE_felix": "「フェリックス:友人たちが願いをかなえ、君のはずかしい絵を\\n 処分したことを知って、安らかに眠らんことを。\\n みんな、ほんのちょっとしか笑わなかった。\\n 1991年 - いま現在」", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "「ケイリー:1983年 - ????年\\n 一度ならず二度までもおろか者に従い、身をほろぼした。\\n 安らかに眠らんことを」", - "DUNGEON_GRAVEYARD_GRAVE_viola": "「ヴァイオラ、ここへ眠りけり。\\n 1575年に生を受け、本日亡くなる。\\n 双子のきょうだいは、その死をひどく悲しんだ」", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "「ハーバータウンの守り手、ユージーン\\n 西暦2076年 - NaN年\\n 口先だけで、行動がともなうことはなかった」", - "DUNGEON_GRAVEYARD_GRAVE_dog": "「とってもいい子のワンちゃん、ここに眠る。\\n ようやく一番好きなものである\\n ホネになれたと知ったら、きっと幸せに思うはず。\\n 生年:西暦14140年 享年:犬の体内時計で今年」", - "DUNGEON_GRAVEYARD_LM_1": "なんと 悲惨な 最期だ。\\nさしずめ、死の 袋小路と\\nいった ところか。", - "DUNGEON_GRAVEYARD_LM_2": "進む道を 間違えれば\\n汝は 墓へと 送られるだろう!\\nはははははは", - "DUNGEON_GRAVEYARD_LM_4": "汝らの 骨折りに\\nほうびを やろう。\\n疲れはてしものよ、休むがよい。", - "DUNGEON_GRAVEYARD_LM_3": "生を願う意志の 強さを 見せよ。\\n\\n汝らの 命を懸けて 戦え!", - "DUNGEON_GRAVEYARD_LM_KILL": "実に 面白い。\\nもっと 見たいものだ。", - "DUNGEON_GRAVEYARD_LM_5": "気が 変わった。\\n\\n休息は、墓石の下で 取るがよい。", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]人間が死につづけるかぎり、死者の埋葬用地には需要が\\n生まれるんですよ。[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]つまり、黒字が保証された収入源というわけです![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]私はランドキーパーをやめて、不動産ではなく墓を切り盛りしたほうがいいかもしれませんね。[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "この大穴からは 強く\\n死が におうだろう?\\n落ちぬよう 気をつけることだな!", - "DUNGEON_GRAVEYARD_LM_7": "どうやって ここへ?\\nははははは", - "DUNGEON_GRAVEYARD_LM_8": "時計の 針が 真夜中を 指したぞ。\\n汝ら 人間は 誰もがみな 最後には\\n必ず 死に 直面する……\\n\\nだから、我を そう 待たせるな!", - "CULTIST_ENCOUNTER_KAYLEIGH1": "……", - "CULTIST_ENCOUNTER_KAYLEIGH2": "その……[pause]それについては、また今度話すことにしない?", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "あの人、すごくヘンだったね。", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "あの人、なんの話をしてたの……?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "そ、それを全部聞いたら、わたしのこと、イヤなヤツだって\\n思っちゃうかも。ごめん。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "あのね、話さなきゃいけないことがあるの。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "あのね、ニューウィラル島に到着してすぐのころ、わたしは\\nハーバータウンじゃないところに住んでたの。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "オータムヒルのてっぺんにも、人の住む土地があるんだ。\\n[pause]東の海岸側にね。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "トムライタウンって町でね。自給自足するとか、持ち物を\\nわかちあうとか、そういうすてきなことをして暮らす人たちの\\nコミュニティなの。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "フードがついたローブを着て歩いてる人たちは、見たことある\\nでしょ?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "うん!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "昔は、あそこまで[wave amp=30 freq=30]おかしくは[/wave]なかったんだけど……", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "なんか怪しい人たちだよね。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "そう、その人たち。それでね……\\n[pause]わたしは、その仲間だったんだ。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "町のリーダーの、[pause]ドリアンってやつが、[pause]大天使に執着しててね。", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "なァ、[pause]聞いてくれよ。[pause][wave amp=30 freq=10]トムライチルドレン[/wave]のみんなも、\\nそうじゃないみんなも、穴掘りではサイコーにイイ仕事を\\nしてくれたぜ。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "トムライタウンは、みんなで助けあうために作られたんだ。\\n[pause]でもそう時間がたたないうちに、[wave amp=30 freq=30]そいつ[/wave]が望んだような町に\\n変わっちゃったの。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "それこそ、あの町を自分の居場所だと思えなくなるほどにね。\\n[pause]どうにもできなくなっちゃって……わたしは、逃げたの。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "そうやって、1年前にハーバータウンにたどりついたわけ。\\nわたしが必死に人を助けたがるのは、前にたくさんの人を\\n裏切ったことがあるからなんだ。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "でも、まだみんながわたしを覚えてたら……2人で潜入できると思う。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "あ、あの町の人たちは、よそ者をコミューンの中に入れないん\\nだけど……", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "だけど……[pause]もしドリアンが大天使の居場所を知ってるんなら、\\n怖い気持ちは押さえつけて、彼が知ってる情報をつかまなきゃ。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "いっしょに、やってくれる?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "その意気だよ! この作戦で、いい結果が出せるといいな。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "もちろん!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "本当にそれでいいの?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "うん。つらいことになるだろうけど……わたしがいままで\\n経験してきたことを全部生かして、なにかいい結果を出せたら\\nいいなって。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "注意して。わたしがいっしょじゃないと、中には入れてもらえ\\nないから。", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "OK、[pause]これでよし。[pause]コミューンの入口がある場所に\\nしるしをつけておいたよ。", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "ローブを着た男性", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "あなたがたはお通しできません。お引き取りを。", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "あなたがたはお通しできません。お引き取りを。", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "あなたがたはお通しできません。お引き取りを。", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "どうも、久しぶりだね。ドリアンと話したくて来たの。", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "ケイリーさん……お帰りなさい!", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "どうぞどうぞ、ちょうどいいときに戻られましたね。", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "みんなはどこにいるんだろう? ここでなにかが起きてるの?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "「ちょうどいいとき」ってどういうこと? いったい、なにが「ちょうどいい」のかな?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "コミューンをよく調べてみなくちゃ。", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "ここに帰ってくるなんて、おかしな感じ……", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "あの子、だれ? わたしの……代わり? なんか、ヤな感じ。", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "みなさん、どうぞお静かに!", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "ドリアンさまがお話しになります!", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause]・[pause]・[pause]・", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]チョ~シはどうだ、みんなァ!!![/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "実際マジで、[pause]ここまで山アリ谷アリだったが……", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "いやァ、いつも通り大勢集まってくれたな!", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "いやァマジで、この穴のクオリティは[wave amp=30 freq=10]一級品[/wave]さ!", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "この穴は、これを掘ってくれたみんなの信心と同じくらい\\n[wave amp=30 freq=10]深ァ~い[/wave]な。[pause]まるで[wave amp=30 freq=10]メタファ~[/wave]みたいだよ!", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "初めて[wave amp=30 freq=10]頭の中で声が聞こえて[/wave]、地面の下へ来いとみちびかれた\\nときは、オレ様ひとりじゃムリだと思った。", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "でも、みんなでやりとげたんだ! \\n[pause]さあ、カーテンを開けてくれ!", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]蛇神サマがみんなをお待ちだぜェ、ベイビー![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "オレ様はまもなく部屋に入って、[wave amp=30 freq=10]神聖なるパワァ~[/wave]を分けて\\nいただけるよう、蛇神サマとお話しするぜ!", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "そしてそのお供には、\\n[pause]帰ってきた放蕩娘がついてきてくれるのさ!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "うっ、マズい。", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "そうだよなァ……[wave amp=30 freq=10]ケイリィ~[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "ケイリー、[pause]なァハニー、[pause]道路に飛び出てビックリした鹿みたいな顔になってるぜ! [pause]お前がこのビッグなパーティーに参加して\\nくれてることくらい、そりゃあ気づくさ!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}……", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "そこにいるオトモダチには、お前がオレ様の右腕として\\n[wave amp=30 freq=10]この町の切り盛り[/wave]を手伝ってたってハナシはしたのか?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "そこにいるオトモダチには、お前がオレ様の右腕として\\n[wave amp=30 freq=10]この町の切り盛り[/wave]を手伝ってたってハナシはしたのか?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "ごめん……", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "そこにいるオトモダチには、お前がオレ様の右腕として\\n[wave amp=30 freq=10]この町の切り盛り[/wave]を手伝ってたってハナシはしたのか?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "オレ様のこと、信じてなかったんだよな? だがどうやら、\\nオレ様が[wave amp=30 freq=10]なにもかも正しかったようだなァ、ベイビー![/wave]", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "あとで説明するから。いまは、これを止めなくちゃ。", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "ここには[shake rate=30 level=10]マジもんの大天使サマ[/shake]が埋まってるのさ、オレ様たちのすぐ足元にな!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "その穴に入るなんて、死にに行くのと同じだよ!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "わたしたちは大天使と[wave amp=30 freq=10]戦った[/wave]の、ドリアン!", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "お前とオトモダチがそんなに経験豊富なら、いっしょに来て\\n[wave amp=30 freq=10]お楽しみに加わったら[/wave]いいだろ?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "お前とオトモダチがそんなに経験豊富なら、いっしょに来て\\n[wave amp=30 freq=10]お楽しみに加わったら[/wave]いいだろ?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "お前とオトモダチがそんなに経験豊富なら、いっしょに来て\\n[wave amp=30 freq=10]お楽しみに加わったら[/wave]いいだろ?", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "頼むよ、新しいマブダチの大天使サマといっしょに、オレ様が\\n[wave amp=30 freq=10]アセンションして神サマになる[/wave]ところを見ててくれ!", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "ジャクリーン……それじゃ、足場を降ろしてくれよ。", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "おおせのままに、ドリアンさま。", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "行くよ。あのバカ野郎がなにをするつもりだろうと、とにかく\\n止めなくちゃ。", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]中で会おうぜェ[/wave]、ケイリー!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "アイツ、ホントに大嫌い。", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "ケイリー! [pause]それに、ケイリーのオトモダチ! [pause]よく来たなァ!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "ケイリー! [pause]それに、ケイリーのオトモダチ! [pause]よく来たなァ!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "ケイリー! [pause]それに、ケイリーのオトモダチ! [pause]よく来たなァ!", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "ドリアンさま……?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "オレ様は、戦略的な決断をくだすことにしたよ! \\n[wave amp=30 freq=10]計画は変更だ![/wave]", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "ケイリーとオトモダチには先に行ってもらうぜ。\\n[pause]で、もしお前らが大天使サマに[wave amp=30 freq=10]一瞬で殺されなかったら[/wave]、\\nオレ様も中に入って感じよ~くお話させてもらうとするさ。", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "ケイリーとオトモダチには先に行ってもらうぜ。\\n[pause]で、もしお前らが大天使サマに[wave amp=30 freq=10]一瞬で殺されなかったら[/wave]、\\nオレ様も中に入って感じよ~くお話させてもらうとするさ。", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "ケイリーとオトモダチには先に行ってもらうぜ。\\n[pause]で、もしお前らが大天使サマに[wave amp=30 freq=10]一瞬で殺されなかったら[/wave]、\\nオレ様も中に入って感じよ~くお話させてもらうとするさ。", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "バカじゃないの? そんなことしたら死んじゃうよ。", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "[wave amp=30 freq=10]先に死ぬ[wave]のはお前らさ。", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "汝らは 我が呼び声を 聞いたのか?\\n\\n供物を 我に 捧げに来たのか?\\n\\n我を求めて ここへ 来たのか?", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]どうかオレ様めの忠実さに免じて、あなたサマの\\n神聖なるパワァ~を、わずかながらでもお貸しください!!![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "さて、当たってくだけろってな……", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]おおっ、偉大なる大天使サマ!!![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]オレ様めはあなたサマの呼び声を聞きとどけ、\\nお住まいにはせ参じましたァ!!![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "汝は 我から 何も得ぬ。\\n汝らが 捧げるのみだ。", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "いやあ、君に 仕事の オファーを \\n持ってきたんだよ!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "行くよ、{player}。[wave amp=30 rate=10]これ以上[/wave]人が殺される前に、\\nあいつを止めよう!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]だからこうなるって言ったのに![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "君が トムライスターさんだね?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "……", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "ドリアンさま……", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "残念だったね。[pause]でも、こいつの自業自得だよ。", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "みんな、ここから出なきゃ。\\n[pause][pause]ここの空気からは、死のにおいがするもの。", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "門を開けることにします。ニューウィラル島に住む\\nほかの人たちと共存できるよう、努力するつもりです。", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "コミューンは……", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "わたしたちは導きがほしかっただけで……\\n[pause]決して、[pause]あんなことを望んでは……", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "わかってる。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "このコミュニティのみんなは、悪い人じゃない。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "ほんと、ひどかったな……", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "ただ、信頼する相手は慎重に選ばなきゃね。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "大丈夫?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "気分はどう?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "わたしは……[pause][pause][pause]そのうち、元気になるよ。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "ずっとドリアンを手伝ってたなんて、最低だと思う。\\n[pause]けど……わたしは、彼のほうが自分より悪者だと思ってた。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "彼と友だちになって、わたしは彼の……\\n[pause]助手みたいな立場についてた。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "わたしがトムライチルドレンの人たちを見つけたのは、\\nドリアンと同じくらいの時期だったの。[pause]わたしはどこかに\\n所属して、だれかの仲間だって実感したかったんだ。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "わからないんだ。少しずつ変わっていったのか、最初から\\n善いものじゃなかったのか。とにかく、トムライタウンの\\n人たちに対するドリアンの影響力は、悪い方向に変わったの。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "そうは思わないな!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "違うな……[pause]「助手」をしてたんじゃないね……わたしは、\\nあいつの工作員をやってたんだ。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "みんなはキズついてたから、わたしは彼のためにいろんなことを丸くおさめて、取りつくろったの。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "わたしはいい人じゃないんだよ、{player}。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "ふふ……信じてもらえて、うれしいよ。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "長いあいだ、いいことをしてるって思ってた……[pause]\\n状況をポジティブに保つ手助けをしてるって。そのせいで\\nときどき、みんながキズつくんだとしてもね。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "町は彼自身に、彼の望みと、夢と、妄想に従うようになった。\\nもう、わたしがこうあってほしいって必死に願ってた\\nコミュニティとは別のものになってたんだ……", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "これは正式にキャプテンになった証。これからは、トレーニングしてほしい人たちが君を頼りにくるの。ほかのキャプテンが君を鍛えたようにね。", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "これは正式にキャプテンになった証。これからは、トレーニングしてほしい人たちが君を頼りにくるの。ほかのキャプテンが君を鍛えたようにね。", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "気づいたかもしれないけど、カセットテープを使って\\nモンスターのすがたに変身した人は、ニューウィラル島で\\n私が最初なの。それ以来、みんなからはいつも同じことを\\n聞かれるのよ……", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "「カセットテープで変身するのはどんな仕組みなの?\\n [pause]そんなこと、ありえないよ!」", - "LEADER_IANTHE_FUSED_MATERIAL1": "ああ、それははぐれフュージョンたちが落とすアイテムよ。\\nもしかすると、大天使も落とすかもね……確信はないけど。", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "私の意見を聞きたい? [pause]正しい視点から見れば、\\n変身の仕組みにはちゃんとスジが通ってると思うわ。", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "そして人間は、[pause]実体のない音楽を、物理的な形に封じてる……\\n[wave amp=30 freq=10]カセットテープ[/wave]みたいな形でね。[pause]テープはそうやって、\\n物理世界と空想世界をつなぐのにピッタリの架け橋になるのよ。", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "そうだ、役場の外にある掲示板は見てるわよね? [pause]テストを\\n受けさせる必要がある訓練生が見つかったときは、あそこに\\nメッセージを出すわね。", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "私は、この説明でスジが通ると思うわ。ある程度はね!", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "とりあえず、私はしばらくぶりに休むわね。[pause]今後も島の探索を\\nつづけるなら、仲間のキャプテンたちと会って話してくるのは\\nどう?", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "きっとみんな、君の「昇進」をお祝いしてくれるはずよ!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "集めるようレンジャーたちに頼んでる理由は……まあ、それはキャプテンたちが気にすることよ。いまは、トレーニングに合格することに集中して。", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "キャプテンになったのだから、君はレンジャーたちが\\nフュージョン素材を集めている理由を知ったほうがいいわね。", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "キャプテンになったのだから、君はレンジャーたちが\\nフュージョン素材を集めている理由を知ったほうがいいわね。", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "キャプテンになったのだから、君はレンジャーたちが\\nフュージョン素材を集めている理由を知ったほうがいいわね。", - "LEADER_IANTHE_FUSED_MATERIAL3": "ニューウィラルに出現する「はぐれフュージョン」の数が増えていることには気づいてたかしら?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "前に出くわしました!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "「はぐれフュージョン」?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "だと思った。なら、はぐれフュージョンがニューウィラル島に\\nいるふつうのモンスターたちよりずっと強いのは知ってるわね。", - "LEADER_IANTHE_FUSED_MATERIAL4B": "島をめぐる旅の途中で出会っているかもね……[pause]野生の\\nモンスターどうしがフュージョンしているモンスターのことよ。\\n黒い雲に囲まれたモンスターをたまに見かけるでしょう? \\n見落とすことはないはず。", - "LEADER_IANTHE_FUSED_MATERIAL5": "はぐれフュージョンは、昔からずっといたわけじゃない。数年前までは、フュージョンを見かけることなんて異常事態だったの。", - "LEADER_IANTHE_FUSED_MATERIAL6": "どこから来たのかも、なぜ現れたのかもわかってないわ。", - "LEADER_IANTHE_FUSED_MATERIAL7": "私が心配なのは、はぐれフュージョンの出現数が上がりつづけ\\nたら、あと数年でハーバータウンにまでやつらが押しよせてきて\\nしまうことよ。", - "LEADER_IANTHE_FUSED_MATERIAL8": "パニックは起こしたくないから、ほかのみんなには言わないで。", - "LEADER_IANTHE_FUSED_MATERIAL9": "でも、望みはあるのよ! レンジャーたちに集めてもらってるフュージョン素材は、わずかに放射線を発しているの……害を\\nおよぼすほど強くはないものをね……", - "LEADER_IANTHE_FUSED_MATERIAL11": "そうすれば……はぐれフュージョンの出所を発見して、やつらがはびこるのを止められるかもしれない。それができたら最高ね。", - "LEADER_IANTHE_FUSED_MATERIAL10": "だから、十分な量のフュージョン素材があれば、\\nはぐれフュージョンを追跡して探知する装置が作れるのよ。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "モンスターのすがたのエレメントタイプには気をつけてる?", - "LEADER_IANTHE_FUSION_IANTHE1": "フュージョンは……[pause]めったに起きない現象よ。2人の人間が\\nフュージョンする条件については仮説を持ってるけど、\\n確信はないわね。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "特定タイプのモンスターにエレメントわざを使うと、\\n[wave amp=30 freq=10]かがくはんのう[/wave]が起きることがあるわ。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "だけど、[pause]同じほのおタイプのわざをみずタイプ相手に\\n使った場合、[pause]相手の体は[wave amp=30 freq=10]HPを回復する蒸気[/wave]に包まれてしまうの。\\nそうなったらまずいでしょう?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "はんのうでバトルが有利になることもある……たとえば、\\nほのおタイプのわざをどくタイプに向かって使うと、相手は\\nやけど状態になるわ。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "自分の攻撃で発生するステータス変化はいつでも確認できる\\nから、常に注意しておくことね。", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "ああ、忘れるところだったわ! [pause]わざの中には、「たたく」や\\n「はきだす」みたいに、エレメントタイプがないものも\\nたくさんあるの……そういうわざのタイプは、使うモンスターに\\nよって変わるのよ。", - "LEADER_IANTHE_FUSION_IANTHE3": "フュージョンしたすがたを強化したいなら、自分のパートナー\\nとのきずなを育てることね。", - "LEADER_IANTHE_FUSION_IANTHE2": "経験から言うと、フュージョンしたすがたの強さと能力は、\\n2人のきずなの強さに直接影響を受けるみたい。", - "AA_PUPPET_HINT_FELIX1": "うーん。攻撃が当たるまえにかわされるな。頭を使わないと……移動先を[wave amp=30 freq=10]見抜くヒント[/wave]は、きっとあると思うんだ……", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "だれとフュージョンしたんですか?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "パートナーがいるんですか?", - "LEADER_IANTHE_FUSION_IANTHE6": "まあ、それは気にしないでちょうだいな!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "パートナーがいるんですか?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "パートナーがいるんですか?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "頼んだ仕事をこなしてくれてありがとう、{player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "さて、君がフュージョン素材を集めてくれたから、キャプテン・ロードスタインにお願いして、島の磁力ブロックのいくつかにフュージョンレーダーを取りつけてもらえたわ。", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "頼んだ仕事をこなしてくれてありがとう、{player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "君にはとりあえず、この試作品を持っていてほしいの。", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "頼んだ仕事をこなしてくれてありがとう、{player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "マップを見て。はぐれフュージョンが出現する場所が表示されているはずよ。", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "いまのフュージョンレーダーだと、地下深くまでは探知\\nできない。100%信用できるわけでもないけど、君なら\\nうまく活用できると思うわ。", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "それじゃ、集めたフュージョン素材は忘れずにレンジャー・\\nウィルマに渡してね。ずっとポケットに入れてても、たいして\\n役に立たないわよ!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "もらった素材はすごく役に立ったわ。キャプテン・\\nロードスタインの報告では、[wave amp=30 freq=10]地下まで探れる[/wave]フュージョン\\nレーダーが、荒れ地のサウルス採石場の地下深くから出ている\\n信号をひろったそうよ。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "キャプテン・ウォレスに、トレーニングやはぐれフュージョン\\n関係の仕事で忙しくないときに採石場を掘ってくれるように\\n頼んでおいたわ。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "はぐれフュージョンについて、その、新しくわかったことが\\nあってね……", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "新種の不安定なフュージョンたちがそこらじゅうに現れるようになったの。私たちが「ノロワレ」と呼んでいるモンスターよ。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "そいつらが自分をコピーして増えるスピードは……\\n[pause]ひかえめに言って、やっかいね。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "掲示板に頼みたい仕事を貼っておいたから、よければ確認して\\nくれる?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "それでね、キャプテン・ウォレスにお願いして掘ってみたら、\\nあちこちにある例の駅と同じようなものが見つかったの。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "信号のことは覚えてる? サウルス採石場の地下から、\\nキャプテン・ロードスタインのフュージョンレーダーが探知したあの信号よ。", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "それと、フュージョン素材をレンジャー・ウィルマのところで\\n交換するのを忘れずにね。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "駅から出てる信号の強さから判断すると、ノロワレや\\nはぐれフュージョンはそこから来ている可能性があるわ!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}、ああいう駅での経験や……[pause]駅のふしぎな\\n住人たちとわたりあった経験が豊富なレンジャーとして……\\n[pause]様子を見に行ってくれない?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}、ああいう駅での経験や……[pause]駅のふしぎな\\n住人たちとわたりあった経験が豊富なレンジャーとして……\\n[pause]様子を見に行ってくれない?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "なるほど。マー・ラインは、はぐれフュージョンの問題を\\n私たちが自力で解決することを期待しているのね?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}、ああいう駅での経験や……[pause]駅のふしぎな\\n住人たちとわたりあった経験が豊富なレンジャーとして……\\n[pause]様子を見に行ってくれない?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "一応、状況が悪くなったらナイトブリッジ駅に避難できるけれど……がんばってくれてありがとう、ご苦労さま。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}、いいニュースはあるかしら?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}。私は前に、君がニューウィラル島を出ていく\\nなら止めないと言ったけど、それはいまも同じよ。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "だけど、君がもう少しこの島にいると決めたのなら、頼みたい\\n仕事は文字通り無限にあるの。", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "いまの君なら、やるべきことは分かってると信じてるわ。", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "ケイリーが、あなたになにか用事があるみたい。", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "えっと、このテープはしばらく前に記録したやつなんだ。これを見ると、あなたと初めて会った日のことを思い出すの。", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "たいしたものじゃないけど、あなたに持っててほしいな!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "ところで、最近……[pause]宙に浮かぶ大きなオーブを見かけてない\\nかしら?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "なんですか、それ!?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "新しく入った訓練生のひとりから、妙な報告があったの。彼は\\n[wave amp=30 freq=30]頭をケガしていた[/wave]から、ただの思い違いかもしれないんだけど。", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "太陽っぽい……アレですか?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "でも念のため、フュージョンレーダーには注意して。", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "はい、これをどうぞ!", - "OUTPOST_NPC_2_DIALOGUE1": "すみっこに隠れてたピョンジャックに不意打ちされたんだ。\\n[pause]正直、無事に切りぬけられたのはホントにラッキーだったな!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]すぴー……[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "汝ら 肉の器は 大いに 死の夢を\\n見る。その はかなき生を 死を\\n夢に見て すごすことで 浪費する。\\n我のもとへ 来た理由は それか?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "それって……死ぬためにここに来たのか、って聞いてるの? \\n[pause]いや、そうは思わないけど。", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "コイツ、めっちゃメタルバンドっぽい外見してるね。\\n[pause]でもなんか、ウチらを殺したいって考えてそうな気がする。", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "違うね、オレたちは戦いに来たんだ。", - "AA_PUPPET_PRE_BATTLE_AA1": "キミたちは あたらしい\\nオモチャ? コレクション\\nもっと ふやしたいなあ……", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "私は死など恐れないさ……[pause]勇気ある死は、臆病な生に勝るの\\nだから!", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "この展開、不吉な気がするなあ。", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "グルルルル……", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "汝らの恐怖を むさぼらせるがいい。\\n我が 真の死を 知らしめてやろう。", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "ねえ、すごく不気味じゃなかった? アイツの言ったことが\\n正しいんなら……[pause]人は生きてるあいだずっと、\\n[wave amp=30 freq=10]ホントに[/wave]死のことを考えてすごしてるのかも。", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "我が 種族でさえ\\n真の死から\\n逃れることは できぬか……", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "おお いいね。ビッグな ガイコツくんか!\\nチームに ひとりはいてほしい 人材だよ。", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "この島にいる、ウチらを殺したい悪夢じみた\\nバケモノたちってさ、数が……[pause]超、多すぎでしょ。", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "あんなにデカいガイコツのバケモノ、\\n[wave amp=30 freq=10]生まれて初めて[/wave]見たぜ! アイツ、マジでキモくなかったか?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "あいつ……イヤなやつだったな。", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "臆病者は真の死までに何度も死ぬ。だが、英雄が味わう死は\\n一度だけだ。", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "悪いね、ボーヤ。ウチらは遊びにきたワケじゃないんだ。", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "この大天使の目つき、ゾッとする……", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "てめえらにとっちゃ、人間はオモチャだってか?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "この精霊の言葉からは、優しさというものが感じられないな。", - "AA_PUPPET_PRE_BATTLE_FELIX2": "こいつ、おれたちに気づかいなんかしてくれるのかなあ。", - "AA_PUPPET_PRE_BATTLE_DOG2": "グルルルル……", - "AA_PUPPET_HINT_KAYLEIGH1": "あいつ、こっちの攻撃が当たるまえにかわしちゃう! \\n目をはなしちゃダメだよ……どっちによけるのか、\\n[wave amp=30 freq=10]ヒントになる目印[/wave]が絶対あるはず……", - "AA_PUPPET_PRE_BATTLE_AA3": "そうだね…… キミたち 2人とも\\nすてきな 手ぶくろ人形の\\nセットに なるだろうな!\\nあはははは。", - "AA_PUPPET_HINT_MEREDITH1": "アイツ、攻撃が当たる前に[shake rate=30 level=10]すばやく動いて[/shake]よけちゃうよ! \\nきっと、逃げる方向を[wave amp=30 freq=10]先読みできる目印[/wave]があると思うんだ。", - "AA_PUPPET_HINT_EUGENE1": "クソッ、あのヤロー、攻撃が当たる直前でよけやがる! \\n次はどっちに動くのか、[wave amp=30 freq=10]気づく方法[/wave]がきっとあるはずだぜ……", - "AA_PUPPET_HINT_VIOLA1": "この獲物は身のこなしが軽いな。攻撃が外れてしまう。\\nだが、次にやつが跳ねる方向を[wave amp=30 freq=10]見抜く方法[/wave]は必ずあるはずだ……", - "AA_PUPPET_HINT_DOG1": "ワンクレーは、2人で攻撃しても大天使がよけてしまうので\\n不満そうだ。相手がどちらによけるのか、予測する方法は\\nありそうだけど……?", - "AA_PUPPET_POST_BATTLE_PUPPET1": "ああっ お人形が!\\nよくも お人形を 殺したな!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "初めまして 帽子をかぶった 友よ!\\n新分野で 仕事を探して いないかい?\\n話を しようじゃ ないか!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "あの大天使、まるでわたしたちが本物じゃなくて……ただの\\nオモチャみたいな感じで話してた。[pause]ボコボコにしたから、\\nいまは考えが変わったかもね。", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "あの大天使は思い知ったほうがいいよね。\\nウチは、だれのオモチャにも[wave amp=30 freq=10]ならない[/wave]ってことをさ。", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "アレフは好き勝手まくしたてるのが大好きらしいな。\\nそもそも、[wave amp=30 freq=10]どうやって[/wave]話してんだ? あいつの頭は、こう、\\nデカい三角だろ。気味が悪いぜ。", - "AA_PUPPET_POST_BATTLE_FELIX3": "彼は……[pause]おれたちを人形にしようとしたのか? あんなバトルのあとじゃ、ぐっすり眠るのはまずムリそうだなあ。", - "AA_PUPPET_POST_BATTLE_EUGENE3": "[wave amp=30 freq=10]いつだって[/wave]、人の命をオモチャだと思ってるケダモノは\\nいるもんだ。[pause]大天使だろうと人間だろうと、そういうやつは\\nみんな同じように危ねーのさ。", - "AA_PUPPET_POST_BATTLE_VIOLA3": "あの精霊は、われわれを単なるオモチャだと見なしていた。\\nやつらの種族とわれわれには、似たところなど少しもないことがわかったな。", - "AA_TOWER_PRE_BATTLE_AA1": "真実…… 嘘…… 汝ら 未熟な種族は\\nささいな 概念を 気にしすぎる。\\n現実は 真実に あらず!\\n無知を 受け入れよ!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "コレ、マトモに「現実」を認識してるの? めっちゃ怪しいん\\nだけど。", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "コイツはさ、現実と向きあったほうがいいよ。絶対に。", - "AA_TOWER_PRE_BATTLE_EUGENE2": "……わけがわからねえ。こいつ、なにが言いてーんだ?", - "AA_TOWER_PRE_BATTLE_FELIX2": "「無知を受け入れ」たいのはやまやまなんだけど、おれには\\nやることがあるんでね。", - "AA_TOWER_PRE_BATTLE_VIOLA2": "愚かさと無知は、人類のあいだではありふれた呪いだ。\\nどちらも[wave amp=30 freq=10]とっくに[/wave]山ほどあるさ、精霊よ。", - "AA_TOWER_PRE_BATTLE_AA3": "汝らは 理解して いない。\\n我の手で 真実と 嘘という\\n偽りの 概念から\\n目覚めさせて やろう!", - "AA_TOWER_PRE_BATTLE_DOG2": "グルルルル……", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "わたしたち、あの大天使に「現実」を食らわせてやれたんじゃ\\nない?", - "AA_TOWER_POST_BATTLE_ALEPH2": "やあ キミ! このバトルでは\\n負けてしまった ようだね。\\nどうだい 私と来ないか?", - "AA_TOWER_POST_BATTLE_TOWER1": "ひとつ 確かな 真実が\\nいま 明らかに なった……\\n我が 敗北したと いうことが……", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "さっき、なにか言ってたよな……調べてる件に関する、新しい\\n手がかりか? どんなやつだったんだ、相棒?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "さっき、なにか言ってたよな……調べてる件に関する、新しい\\n手がかりか? どんなやつだったんだ、相棒?", - "RETROSPECTIVE_CLUE4_EUGENE2": "それ、この島のどこかを指してるみたいだな……おまえは\\nどう思う?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "さっき、なにか言ってたよな……調べてる件に関する、新しい\\n手がかりか? どんなやつだったんだ、相棒?", - "RETROSPECTIVE_CLUE4_FELIX1": "ああ、調べたい件のヒントが手に入ったって言ってたよな? \\nどうだった?", - "RETROSPECTIVE_CLUE4_FELIX2": "この島の環境について言ってるみたいだな。ちょっとあいまい\\nかもしれないけど、どこかを指してるのは確かだ。", - "RETROSPECTIVE_CLUE4_VIOLA2": "それは、この地のどこかにある場所を指しているようだな……\\nそう思わないか?", - "RETROSPECTIVE_CLUE4_VIOLA1": "ああ……忘れるところだった! 詩の一節に隠された手がかりのことを話していたな。私にも教えてくれないか?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "ああ、追ってたヒントが手に入ったの? どんなやつだった?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "それ、はっきりした場所を指してるみたいだね! \\n{player}、どこなのか心当たりはある?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "次の話題だけど……ニューウィラル島から出る方法を教えて\\nくれる、新しい歌詞はゲットできた?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "かなりはっきりしてるカンジだね。この島のどこかを\\n指してるのかも。", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "そうだ……探してた手がかりが新しく手に入ったって\\n言ってたな。どんな内容だった?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "そうだ……探してた手がかりが新しく手に入ったって\\n言ってたな。どんな内容だった?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "そうだ……探してた手がかりが新しく手に入ったって\\n言ってたな。どんな内容だった?", - "RETROSPECTIVE_CLUE5_VIOLA1": "どうか、教えてくれ……さっき、取り組んでいる謎ときのことを話していたな。よければ聞かせてくれないか? 力になれるかもしれない。", - "RETROSPECTIVE_CLUE5_EUGENE2": "そいつは[shake rate=30 level=10]間違いなく[/shake]、ニューウィラル島のどこかを指してる\\nよな。", - "RETROSPECTIVE_CLUE5_FELIX2": "なぞめいてるけど、くわしい説明って気がする。どこかはっきりした場所を指してるみたいだ。その場所を探しに行くのか?", - "RETROSPECTIVE_CLUE5_FELIX1": "そういえば、探してた新しいヒントが見つかったんだって? \\nどんなヒントだったんだ?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "ところで……[wave amp=30 freq=10]魔法の歌[/wave]の調子はどう? 新しい手がかりは\\nゲットできた?", - "RETROSPECTIVE_CLUE5_VIOLA2": "その一節は、内容がとても明確だな。場所を示しているのでは\\nないかな? なんとも興味深い……", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "ある場所でなにかをやれって言ってるみたい。儀式っぽい\\n感じだね。", - "RETROSPECTIVE_CLUE6_EUGENE2": "なにかを実行しなきゃいけねえって言ってるみてーだな……\\nなんだか、[wave amp=30 freq=10]ひみつの合図[/wave]っぽくねーか?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "追ってる手がかりの新しいやつが手に入ったの?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "へえ、今回のヒント、決まった場所でやらなきゃいけない\\n[wave amp=30 freq=10]なにか[/wave]っぽいね。やったじゃん。", - "RETROSPECTIVE_CLUE6_EUGENE1": "それで、探してる手がかりは手に入ったのか? 内容を教えて\\nくれよ。", - "RETROSPECTIVE_CLUE6_VIOLA1": "さてと、君はなにか話していたな……調べている謎、詩の一節に隠された手がかりのことを。", - "RETROSPECTIVE_CLUE6_FELIX1": "おっ、追っかけてるヒントをまた見つけたのか?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "聞いた内容からすると、場所と儀式の手がかりはそろってると\\n思うよ。もしかすると、決まったことを決まった場所でやるのが\\nカギなのかも!", - "RETROSPECTIVE_CLUE6_FELIX2": "それ、行動の説明だよな? 実行しなきゃいけない\\n[wave amp=30 freq=10]ひみつの合図[/wave]みたいだ……どの場所でやらなきゃいけないか、\\nわかるか?", - "RETROSPECTIVE_CLUE6_VIOLA2": "聞くかぎりでは、なにかの合図のようだ。秘密のノックの\\nような作法だな。極秘の場所へ入るためには、その行動を\\n実行しなければならないのだろう。", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "導いてくれるふしぎな歌の調子はどう、{player}?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "もう手がかりは十分そろった気がするんだ。\\nねえ、先に進まない?", - "RETROSPECTIVE_CLUE7_EUGENE1": "[wave amp=30 freq=10]手がかりになる歌詞[/wave]はどんな調子だ? オレからすると、\\nなぞを解くための情報はもう十分集まってると思うぜ。", - "RETROSPECTIVE_CLUE7_MEREDITH1": "探してた手がかりは手に入った? なにかを見つけるのに必要な\\n[wave amp=30 freq=10]ヘンテコな歌詞[/wave]のヒントは、もう十分そろってる気がするん\\nだよね。たぶんだけど。", - "RETROSPECTIVE_CLUE7_FELIX1": "そういや、きみが調べてたふしぎな歌詞のなぞだけど、もう\\n解けたか? 行くべき場所もやるべきことも、必要な情報は\\nそろってると思うぞ。", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "[wave amp=30 freq=10]大天使の歌[/wave]の手がかりがなにを指してるのかは、まだわからない感じ?", - "RETROSPECTIVE_CLUE7_VIOLA1": "どうか、教えてくれ。君が話していた例の謎は解けたのか? \\n行くべき場所も、実行すべきことも、両方そろっていたあれさ。", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "へえ、アンタに道を教えてくれるヒントって、\\n全部見つかったの? じゃあ、確認してみる価値はあるかもね。", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "へえ、アンタに道を教えてくれるヒントって、\\n全部見つかったの? じゃあ、確認してみる価値はあるかもね。", - "RETROSPECTIVE_CLUE8_FELIX1": "そうだ、例の詩みたいなヒント集めってうまくいったのか? \\n聞くかぎりだと、手がかりは全部そろったと思うけどな。", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "へえ、アンタに道を教えてくれるヒントって、\\n全部見つかったの? じゃあ、確認してみる価値はあるかもね。", - "RETROSPECTIVE_CLUE8_EUGENE1": "おまえが言ってた例の手がかりって、なんだか詩みてーだな……そいつの意味は、まだ突きとめられねーのか?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "さて、君が取り組んでいた謎は解けたかな? 私の意見と\\nしては、あれは重要な場所と、実行すべき儀式のことを言って\\nいると思うぞ。", - "RETROSPECTIVE_CLUE9_MEREDITH1": "それで、あの、アンタがずっと言ってた例の歌詞だけどさ……\\nたぶん、どこか特定の場所を指してるんだと思うよ。調べに\\n行ってみない?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "さて、君が取り組んでいた謎は解けたかな? 私の意見と\\nしては、あれは重要な場所と、実行すべき儀式のことを言って\\nいると思うぞ。", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "そうだ、言ってたっけ? わたし、パズル得意なの。\\nこの[wave amp=30 freq=10]暗号みたいな歌[/wave]が示す場所、わかると思うんだよね……\\n歌に出てくる場所を見に行こうよ!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "さて、君が取り組んでいた謎は解けたかな? 私の意見と\\nしては、あれは重要な場所と、実行すべき儀式のことを言って\\nいると思うぞ。", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "あのさ、「クラブ・アンバー」にたどりついたとき、そこから\\n鏡の中を通って脱出したって言ってなかった? この島で\\n見つけたヘンな鏡でも、同じことができたりするんじゃないの?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "なあ、おまえのなぞの歌を解読できたと思うぜ、相棒! \\nたぶんあれは、ある場所をピンポイントで示してるはずだ。\\n調べてみたほうがいいな。", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "なあ、おまえのなぞの歌を解読できたと思うぜ、相棒! \\nたぶんあれは、ある場所をピンポイントで示してるはずだ。\\n調べてみたほうがいいな。", - "RETROSPECTIVE_CLUE9_FELIX1": "そういえば、なぞめいた詩のヒントは全部集まったか? \\nあれってさ、この島のとある場所をはっきり示してると\\n思うんだ……おれ、それがどこかわかった気がするな。", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "なあ、おまえのなぞの歌を解読できたと思うぜ、相棒! \\nたぶんあれは、ある場所をピンポイントで示してるはずだ。\\n調べてみたほうがいいな。", - "RETROSPECTIVE_CLUE9_VIOLA1": "ああ、打ち明けねばなるまい……私は、君をなやませていた謎を解けたように思うのだ。歌が示す場所へ行ってみよう!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "さてと、おまえが見つけた鏡は重要なモンみてーだな……なにに使うのかわかんねえのが残念だけどよ。", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "さてと、モルガンテの歌を解読して、ふしぎな鏡は見つけたけど……これでいったいなにをするのかは、まだわからないね。", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "さて、なんか重要っぽい鏡は見つかったけど、これで\\n[wave amp=30 freq=10]なにができる[/wave]んだか、まだ全然わかんないね。", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "さて、ヒントが示してたのはこのヘンな鏡か……これが\\nなんなのかは、まだわからないのか? まあ、答えはいつか必ずわかるさ。", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "どうだ、君が見つけた鏡だが、なにに使うのかわかったかな? \\nもしまだ使い方がわからずとも、君なら秘密をあばけるさ。", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "どうだ、君が見つけた鏡だが、なにに使うのかわかったかな? \\nもしまだ使い方がわからずとも、君なら秘密をあばけるさ。", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "どうだ、君が見つけた鏡だが、なにに使うのかわかったかな? \\nもしまだ使い方がわからずとも、君なら秘密をあばけるさ。", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "あのさ、「クラブ・アンバー」にたどりついたとき、そこから\\n鏡の中を通って脱出したって言ってなかった? この島で\\n見つけたヘンな鏡でも、同じことができたりするんじゃないの?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "さて、モルガンテの歌を解読して見つけたふしぎな鏡だけど……あなたは、クラブ・アンバーで鏡に入ったって言ってたよね。\\nあの鏡も、クラブの鏡と同じだったりしない?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "さて、モルガンテの歌を解読して見つけたふしぎな鏡だけど……あなたは、クラブ・アンバーで鏡に入ったって言ってたよね。\\nあの鏡も、クラブの鏡と同じだったりしない?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "さて、モルガンテの歌を解読して見つけたふしぎな鏡だけど……あなたは、クラブ・アンバーで鏡に入ったって言ってたよね。\\nあの鏡も、クラブの鏡と同じだったりしない?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "あのさ、「クラブ・アンバー」にたどりついたとき、そこから\\n鏡の中を通って脱出したって言ってなかった? この島で\\n見つけたヘンな鏡でも、同じことができたりするんじゃないの?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "そういや、手がかりを追って見つけた鏡を覚えてるか? \\nもしかしたら、あれの中に入れるんじゃねーか? おまえが\\nクラブ・アンバーにいたときやったみてーにさ。どう思う?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "そうだ、このあいだ君が語ってくれた話を思い出したよ……\\nまるで門のように鏡に出入りしたあの話をね。島で見つけた\\nこの世のものならぬ鏡でも、同じことができるのではないかな?", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "なあ、「クラブ・アンバー」から、鏡に入って脱出した話を\\nしてくれたの、覚えてるかな? きみが見つけた鏡でも、\\n同じことって試してみたか?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "さてと、全員の準備ができたら、鏡の中に隠されてる\\n[wave amp=30 freq=10]ふしぎな世界[/wave]を探索しなきゃね。", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "さーて、アンタが見つけた鏡の中に隠されてるヘンな場所を\\n探索しないとね。だって、めっちゃ重要そうじゃん。", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "さてと、全員の準備ができたら、鏡の中に隠されてる\\n[wave amp=30 freq=10]ふしぎな世界[/wave]を探索しなきゃね。", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "さて、鏡の中に隠されてたヘンな駅を確認したほうがよさそう\\nだな。あそこは……最優先で調べといたほうがいい気が\\nするんだ、相棒。", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "さてと、全員の準備ができたら、鏡の中に隠されてる\\n[wave amp=30 freq=10]ふしぎな世界[/wave]を探索しなきゃね。", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "さーて、アンタが見つけた鏡の中に隠されてるヘンな場所を\\n探索しないとね。だって、めっちゃ重要そうじゃん。", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "さーて、アンタが見つけた鏡の中に隠されてるヘンな場所を\\n探索しないとね。だって、めっちゃ重要そうじゃん。", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "どうか、意見を聞かせてくれ。われわれはもう一度鏡を通って、君がむこう側に見つけた謎の世界へと足を踏み入れるべきでは\\nないかな?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "さて、きみが見つけた、鏡の中のヘンな場所を探索しないか? あそこは、すごく重要だって感じがするんだ。", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "さて、鏡の中に隠されてたヘンな駅を確認したほうがよさそう\\nだな。あそこは……最優先で調べといたほうがいい気が\\nするんだ、相棒。", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "さて、鏡の中に隠されてたヘンな駅を確認したほうがよさそう\\nだな。あそこは……最優先で調べといたほうがいい気が\\nするんだ、相棒。", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "よし、それじゃあ先へ進もう! 次はどこに行こっか?\\n{location_phrase}でなにか起きてるってウワサは\\n聞いた? どんなことが起きてるか見に行こうよ、\\nあなたがよかったらだけどさ!", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "ねえ、町に戻らない? 調べに行けるウワサがないなら、町で\\nいろいろ聞いてまわろうよ。", - "RETROSPECTIVE_NEXT_MEREDITH1": "あのさ、[wave amp=30 freq=10]冒険[/wave]に戻ったほうがいいと思うんだよね。\\n{location_phrase}でなにか起きてるってウワサ、\\n聞いてない? あそこを調べてみるのもいいかもよ。", - "RETROSPECTIVE_NEXT_EUGENE1.m": "そろそろ出かけねーか、相棒?\\n{location_phrase}でなにか起きてるってウワサは\\n聞いただろ? そこに行ってみようぜ!", - "RETROSPECTIVE_NEXT_MEREDITH2": "町に戻ったほうがよさそうだね。町のみんなに話を聞いて\\nまわれば、なにか取っかかりが見つかるかもよ。", - "RETROSPECTIVE_NEXT_EUGENE1.f": "そろそろ出かけねーか、相棒?\\n{location_phrase}でなにか起きてるってウワサは\\n聞いただろ? そこに行ってみようぜ!", - "RETROSPECTIVE_NEXT_EUGENE2": "よし、出発しようぜ! 手持ちの情報がなくなりかけてる\\nからな……ハーバータウンであれこれ聞いて、手がかりを\\n集めるのはどうだ?", - "RETROSPECTIVE_NEXT_FELIX1": "それじゃあ、出かけるかい? {location_phrase}で\\nなにかが起きてるってウワサのことを話してただろ。\\nきみが行きたいんなら、次の目的地はそこでいいよ。", - "RETROSPECTIVE_NEXT_EUGENE1.n": "そろそろ出かけねーか、相棒?\\n{location_phrase}でなにか起きてるってウワサは\\n聞いただろ? そこに行ってみようぜ!", - "RETROSPECTIVE_NEXT_VIOLA1": "ことによると、旅をまた再開すべきかもしれないな。\\n{location_phrase}で起きた事件のウワサは聞いたか?\\n君が望むなら、そこを次の目的地にしてもいいぞ。", - "RETROSPECTIVE_NEXT_FELIX2": "次はどこに行ったらいいのか、目標がなくなっちゃったな。\\nきみがそうしたければ、町をまわってみんなに聞くのも\\nよさそうだ。", - "RETROSPECTIVE_NEXT_VIOLA2": "次に行くべき場所の情報を集めるためには、町の人々と話すのがいいかもしれないな。さて、どうする?", - "NWP_SIGNPOST_DESCRIPTION_2": "公園内のモンスターにはご注意ください。", - "NWP_SIGNPOST_DESCRIPTION_1": "ニューウィラル公園へようこそ!", - "NWP_3_-3_RUNNER_NPC1": "知ってるかい? 走るより速く移動する方法があるんだよ。\\n[pause]ファストトラベルっていうんだけどね!", - "NWP_3_-3_RUNNER_NPC3.m": "モンスターに追いつかれてバトルになりそうなときは、ファストトラベルでバトルから逃げることもできるんだ。[pause]急いで逃げたいならアイテムをいくつか捨てなくちゃいけないけど、それで命が助かることもあるかもね!", - "NWP_3_-3_RUNNER_NPC3.f": "モンスターに追いつかれてバトルになりそうなときは、ファストトラベルでバトルから逃げることもできるんだ。[pause]急いで逃げたいならアイテムをいくつか捨てなくちゃいけないけど、それで命が助かることもあるかもね!", - "NWP_3_-3_RUNNER_NPC2": "ファストトラベルするには、{control.map_menu}でマップを開くんだ。\\nそしたら、ファストトラベルできるエリアにカーソルをあわせて{control.ui_accept}を押すんだよ。", - "NWP_3_-3_RUNNER_NPC3.n": "モンスターに追いつかれてバトルになりそうなときは、ファストトラベルでバトルから逃げることもできるんだ。[pause]急いで逃げたいならアイテムをいくつか捨てなくちゃいけないけど、それで命が助かることもあるかもね!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "レンジャーは、あたしなんか絶対採用してくれないよね。こんな実力じゃ、レンジャーになるのはキビシルフだもん。", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "帰ってよ! 募集中の新人レンジャーに採用されるのは、あたしなんだからね!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "あなた、レンジャーになるだけの実力はある?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "へえ、見こみあるじゃない! どうぞ、中へ入って!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "おっ、ちょうどいいところに! お前らをたおせば、オレたちはレンジャーにふさわしいんだって証明できるぜ!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "ごめんな、友だちが迷惑かけて。", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]やっぱりダメか。オレなんか……レンジャーには\\nふさわしくないんだ……[/wave]", - "NWP_MADMAN_3_-4_NAME": "ジャック", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "わたしはずっと夢みてきたの。レンジャーになりたいってね。", - "NWP_MADMAN_3_-4_PRE_BATTLE": "私は、ピョンジャックに変身しつづけた時間の世界記録を\\n持っているんだ!", - "NWP_MADMAN_3_-4_POST_BATTLE": "ピョンジャックについて、学ぶべきことはまだまだ多いなあ。", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "その夢を、いま終わらせるわけにはいかないわ!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "夢は、夢のままにしておいちゃダメよ!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "指導者ドリアンさまの導きの光が、君たちに道をおしめしに\\nなりますように!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "あなた、[wave amp=30 freq=10]新しく来た人[/wave]でしょ! ハーバータウンの異教徒たちが\\n言うことには、耳を貸すんじゃないよ!", - "NWP_CULTIST_4_-4_POST_BATTLE": "道は照らされた……さあ、行きなさい……", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "あなた、[wave amp=30 freq=10]新しく来た人[/wave]でしょ! ハーバータウンの異教徒たちが\\n言うことには、耳を貸すんじゃないよ!", - "NWP_CULTIST_5_-4_POST_BATTLE": "ハーバータウンは異端の者たちが支配してるのさ……あいつらがさしだす、[wave amp=30 freq=10]いつわりの救い[/wave]には気をつけな……", - "NWP_5_-4_HINT_NPC_BEFORE1": "このへんの地面はたまに揺れるのさ。まるで足の下にトンネルがあって、その中をでっかいモンスターが走ってるみたいにな。", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "あなた、[wave amp=30 freq=10]新しく来た人[/wave]でしょ! ハーバータウンの異教徒たちが\\n言うことには、耳を貸すんじゃないよ!", - "NWP_5_-4_HINT_NPC_AFTER1": "これって、鉄道の駅か? 最近、北への小道にあらわれたのと\\n同じやつかな?", - "NWP_5_-4_HINT_NPC_BEFORE2": "ところでさ、[pause]あそこの岩、ヘンな並び方してないか?", - "NWP_5_-4_HINT_NPC_AFTER3": "その列車って、どこへ向かってるんだろうな……", - "NWP_5_-4_HINT_NPC_AFTER2": "それならスジが通るな。おれが聞いた、地面の下から聞こえる「でっかいモンスター」の音は、きっと列車だったんだ。", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "見てたんだけどさ、この近くのタマガンたちって、大きな岩を\\n体当たりでこわせるぐらい猛スピードで走っていくんだ。", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "そんな能力って、持っておくと便利だと思わないか?", - "PARK_CAVE2_MERCHANT2": "うわっ、フュージョンされちゃいました! [wave amp=30 freq=30]助けてくださあい![/wave]", - "PARK_CAVE2_MERCHANT1": "すいません、そこのあなた! モンスターに追いつめられ\\nちゃったんです。手を貸してくれませんか?", - "PARK_CAVE2_MERCHANT6": "町のステッカーマーケットまで会いにきてくれませんか? \\nあなたのために、特別なステッカーをご用意しますから!", - "PARK_CAVE2_MERCHANT4": "ところで……気づきましたか? さっきのサウスジョーの\\n「マグネット」、バトルがはじまったとき、ひとりでに\\n発動しましたよね?", - "PARK_CAVE2_MERCHANT3": "ふぅ、助かりました。ここにはステッカーのアイデアがほしくて来たんですが、思わぬトラブルにまきこれちゃいましたよ。", - "PARK_CAVE2_MERCHANT5": "なんだかんだ、いいアイデアが手に入った気がしますね!", - "WATERLOOP_BEWARE_LYING_CHESTS": "コンテナのうち、真実が書いてあるのはひとつだけ。", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "気づいたら宙に浮かんで、ベッドで寝ている自分を見下ろして\\nいたんだが、そしたら……シュルルッ、ってね! そんな感じで渦に吸いこまれてしまったんだ。", - "WATERLOOP_LYING_CHEST_LEFTMOST": "上に置かれたメモには、「カギはこのコンテナの中」と\\n書かれている。このコンテナを開けようか?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "上に置かれたメモには、「このコンテナの中にカギはない」と\\n書かれている。このコンテナを開けようか?", - "WATERLOOP_LYING_CHEST_MIDDLE": "上に置かれたメモには、「一番左のコンテナにカギはない」と\\n書かれている。このコンテナを開けようか?", - "SD_NEVERMORT_TRAINER_NAME": "愛鳥家", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "このあたりのハテガラスたちと僕のあいだには、特別なきずながあるんだ。", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "きみは、どうやってニューウィラル島へ来たんだい?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "僕たちのジャマは、しないほうが身のためだよ!", - "AUTUMN_HILL_NW_SIGNPOST_1": "「キミはニューウィラルに迷いこんだんじゃないさ、\\n マイチルドレン。ただ、自分が見つかる日を待ってるだけだ」", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "きみたちがおどかすから、鳥たちが逃げちゃったじゃないか!", - "AUTUMN_HILL_NW_SIGNPOST_2": "「このさき トムライタウン!」", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "きみは、どうやってニューウィラル島へ来たんだい?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "私は、魂が体から抜け出すような体験をしたのを覚えてるよ。", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "きみは、どうやってニューウィラル島へ来たんだい?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "気づいたら宙に浮かんで、ベッドで寝ている自分を見下ろして\\nいたんだが、そしたら……シュルルッ、ってね! そんな感じで渦に吸いこまれてしまったんだ。", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "気づいたら宙に浮かんで、ベッドで寝ている自分を見下ろして\\nいたんだが、そしたら……シュルルッ、ってね! そんな感じで渦に吸いこまれてしまったんだ。", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "で、次に目覚めたときには、ここにいたってわけさ!", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "ちょっと! わたしのお宝に手をつけないでよ!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "ニューウィラル島の沖合いでは、よく船が難破するんだよね。", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "浜辺をあさって打ち上げられたお宝を探すとけっこう\\n資源が稼げて、生活の足しになるんだよ!", - "OVERWORLD_7_0_HINT_NPC": "海底には、いったいどれぐらいお宝が沈んでいるんだろうな……", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "ねえ、それってカセットプレーヤーだよね!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "レンジャーになるためには、まだまだ努力しなきゃ\\nダメみたい……", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "あなたもレンジャーになるためにがんばってるの? それじゃあわたしたち、ライバルだね!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "もし私に勝てたら、あるひみつを教えてあげるよ。", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "伝説によると、この島には「若さの書」があるらしいぞ。", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "やあ、歴史は好きかな? 20世紀に起こった歴史的な出来事のうち、きみが好きなものはなんだい?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "どんな書だと思う? 若さって言うくらいだし、若者が好きな\\nComic Sans で書いてあるのかな?\\nそれとも、Times New Roman あたりか?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "私が好きな20世紀の出来事は、1948年、国連によって\\n人間とエルフのあいだに和平協定が結ばれたことさ。あの協定がなかったら、歴史は大きく変わっていたかもしれないんだ!", - "EPICURUS_NAME": "エピクロス", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "ジャネット", - "EPICURUS_POST_BATTLE": "たくみに戦う技術と、たくみに敗北を受け入れる技術は、\\nどちらも同じものなのだよ。", - "EPICURUS_PRE_BATTLE": "困難がその険しさを増すほど、それを乗り越えたときの栄光も\\nまた、偉大さを増すのだ!", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "何か月もずっと、ここでモンスターバトルの腕を磨いてたんだ。", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "どうやら、まだまだ特訓が足りないみたいだな……", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "来いよ、特訓の成果を見せてやる!", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]止まってください!\\nあなたがたがここに来た理由なら、わかっていますよ……[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]この立地は、わたしにこそ最適だと思いますけどねえ…………[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]ここの立地は、都市開発に最適ですからね!\\nですが、先に見つけたのはわたしですよ![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "ニューウィラル島じゃ、歴史の基本的な事実に誰も同意してくれないんだ。「多元宇宙理論」なんて考え方を受け入れた人もいるみたいだけど、この島がウソつきだらけってだけだと思うな!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "たとえば、ここには1969年に人類が火星に着陸したことを\\n否定する人がたくさんいるんだ! 陰謀論者ばっかりだよ!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "ふう。掘る作業はいったんひと休みしなきゃな。\\nサッとバトルして君たちが勝ったら、この場所についてちょっと教えてあげるよ。", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "そんな! きみもやつらと同じだなんて!", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "キャプテン・ドレッドフルの話だと、昔はここで、金属をふくむ鉱石を採掘してたらしい。でもどうやら、ここで起きた爆発には人が管理してなかったものもあったようでね……", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "しかも、採掘用の道具や、人が作った爆発物を使ったあとは\\n残ってないんだ。ここの地形は、タマガンたちが何世紀もかけて\\n掘って作ったという可能性もあるのさ。", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "だから、キャプテンが間違っているか、タマガンたちが証拠を\\n全部こわしてしまったかのどちらかだね。あるいは……証拠が\\n[wave amp=30 freq=5]タマガンに変化した[/wave]のかもな。君はどう思う?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "わたし、子どものころ、夢でこの島を見たの!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "ここって、魔法みたいにふしぎな島だと思わない……?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "私と夫は、2160年からずっとこの島で立ち往生してるのよ!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "ここの人たちときたら、だれもトイレに置く3つの貝がらの\\nことを知らないんだから! なんて野蛮なの!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "どうか、信じる心を持って……", - "OVERWORLD_5_-3_BATTLER_PARTNER": "私の妻を、怒らせないでくれないか!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "ジョセフ", - "OVERWORLD_7_-3_BATTLER_NAME": "カール", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "ランドキーパーめ、ニューウィラル島の人々を\\nそっとしておかずに、どんな手でも使う気だな!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]資金をお持ちでないのですか? ご心配なく! 年利たったの\\n10000%で、ローンを組んでさしあげますよ![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "おや、かん違いしていたよ。君たちは島の人たちのために\\n戦っているんであって、敵じゃなかったんだな。", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "ニューウィラル島にいるわたしたちはみんな、未知への一歩を\\n踏みだしているの。さらにもう一歩進んでみるのはどう? \\nさあ、[wave amp=30 freq=10]ブラザー・クーパー[/wave]を信じましょう!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]ニューウィラル島には通貨がないので、ローンを返す方法がまだ存在しません。しかし、返せるようになるまでのあいだ、利子はどんどん増えるんですよ! カンペキなビジネス構想です![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "ブラザー・クーパーは、この天使と悪魔の島をあとにするための方法を見つけてくださったの。そしていまは、わたしたちが\\n「彼岸」にいる家族とわたしたちが再会できるように\\n準備してくださっているのよ!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "どうか、信じる心を持って……", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "止まれ! お前たちの内側に、苦痛があるのを感じるぞ。", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "どうか、信じる心を持って……", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "止まれ! お前たちの内側に、苦痛があるのを感じるぞ。", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "止まれ! お前たちの内側に、苦痛があるのを感じるぞ。", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "お前の神を悔い改めるまで、ここから先には行かせないぞ。", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "もといた世界へ帰りたい、そう望むから苦しむのだ。", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "「オレらの信仰は山をも動かすのさ」\\n……クーパーによる福音書、17章20節より。", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]存在することは……苦しむことなのだ……[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "その苦痛、私が終わらせてやろう……天使さまへのささげものになるがいい!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "お前の神を悔い改めるまで、ここから先には行かせないぞ。", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "待てよ、「罪を悔い改める」が正しいのか? 信じられないや、いままでずっとカン違いしてたなんて……", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "お前の神を悔い改めるまで、ここから先には行かせないぞ。", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "「マブダチのために自分のテープを投げ出すことより、ビッグな ラブはないんだぜ」……ドリアン記、15章13節より。", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "あなたの魂を天秤にかけたとき、大天使さまは、あなたのことを永遠の命を得るのにふさわしい人間だって判断するのかしら?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "あなたの魂を天秤にかけたとき、大天使さまは、あなたのことを永遠の命を得るのにふさわしい人間だって判断するのかしら?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "あなたの魂を天秤にかけたとき、大天使さまは、あなたのことを永遠の命を得るのにふさわしい人間だって判断するのかしら?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "ブラザー・クーパーは、ぼくらに恵みをさずけるためにUFOを\\n呼び出してくれたんた。お前たちにも見せてやるよ!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "UFOおよび大天使たちの銀河評議会は、評議会からの使者に\\n対する不当な扱いを許さないんだからな……", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "バトルを吹っかけるけど、ごめんね!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "オレに勝ったら、トムライチルドレンのひみつを教えてやるよ。", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "正直に言っちゃうと、トムライチルドレンに入ったのは\\n食べものがほしかったからってだけないんだよね。", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "1988年のことだ。アイアン・ガイデンとシールズ・オブ・ザ・ネフィリムってイギリスのロックバンド2組が……[pause]お互いに相手のことを知らない状態で……[pause]「Mournchild」ってタイトルの曲を同時にリリースしたんだ。", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "その2曲を逆再生して同時に聞くと、歌詞が混じりあう。それによって、原初のトムライチルドレンが召喚されるのさ。そいつはすさまじく強力な存在で、世界と世界をつなぐ門を開くことが\\nできるんだ!", - "AA_TOWER_POST_BATTLE_EUGENE3": "大天使は強いかもしれねえけど、だからって頭がいいわけじゃねーんだな。", - "AA_TOWER_POST_BATTLE_MEREDITH3": "めちゃくちゃ[wave amp=30 freq=10]イラつく[/wave]大天使でも、たっぷりボコれば黙るみたいじゃん。この教訓、心にきざんどくべきだよ。", - "AA_TOWER_POST_BATTLE_FELIX3": "あの大天使、意味不明なことをしゃべるのが大好きだったん\\nだな。すくなくとも、だまらせることはできたけど。", - "AA_ALICE_PRE_BATTLE_ALICE1": "じっと してろって 命令したのに\\n無視したわね! わたしへの\\n敬意ってものは ないの? わたしが\\nどれだけえらいか わからないの?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "あの精霊の言葉には、わずかだが正気が残っていた。われわれの手でたおされて、もしかしたら屈辱を感じたかもしれないな。", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "あなた、すっごく自己中なんだね。", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "いや、わかんないって。アンタなんか、全然尊敬してないから。", - "AA_ALICE_PRE_BATTLE_EUGENE2": "あのなあ、てめえがだれかなんて知らねーよ。", - "AA_ALICE_PRE_BATTLE_FELIX2": "えっと、前に会ったことあったっけ……?", - "AA_ALICE_PRE_BATTLE_DOG2": "グルルルル……", - "AA_ALICE_PRE_BATTLE_ALICE3": "なんて 失礼なの、本物の王族に\\nむかって! 頭を使って 考える\\nつもりが ないんなら、体から\\n切りはなして やらないとね!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "他人へ気まぐれに敬意をはらうことはしないものでね、精霊よ。", - "AA_ALICE_POST_BATTLE_ALICE1": "あなたたち ほんとに\\n敬意って ものが ないのね!\\nわたし もう カンカンよ!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "アイツ、自分を自分の小さな世界の女王様だと思ってたんじゃ\\nない?", - "AA_ALICE_POST_BATTLE_ALEPH2": "アリスおじょうさん、お会いできて\\nうれしいよ! ちょうど キミみたいに……\\n社交術に 長けた人材が ほしくてね。", - "AA_ALICE_POST_BATTLE_MEREDITH3": "大天使たちって、みんな自分はえらいって思ってるワケ? \\nそれとも、あいつだけが[wave amp=30 freq=10]特別にヘン[/wave]だったの?", - "AA_ALICE_POST_BATTLE_EUGENE3": "大天使どもって、めちゃくちゃ失礼だよな。", - "AA_ALICE_POST_BATTLE_FELIX3": "あの大天使、本気でおれたちの首をはねたかったのか? \\nそれとも、単なる言葉遊びだったのかなあ? まあ、べつに\\n答えなくていいよ。知りたくないからさ。", - "AA_CUBE_PRE_BATTLE_CUBE1": "三次元空間ハ 不完全ダ。\\n真理ヲ 保ツノハ 科学ト 数学。\\n万物ハ 四ツノ 面ヲ 持ツ。", - "AA_ALICE_POST_BATTLE_VIOLA3": "王族だろうとなんだろうと、私にむかってあつかましい口を\\nきく者に、こうべを垂れるつもりなどないさ。", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "コレにはマトモなことを考えられる頭がありそうだね。\\n[pause]とはいえ、見たところ、頭はついてないっぽいけど。", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "この大天使はちょっと変わってるけど、害はないのかも!", - "AA_CUBE_PRE_BATTLE_FELIX2": "もしかしてこいつ、攻撃してこないのかなあ。どう思う?", - "AA_CUBE_PRE_BATTLE_EUGENE2": "コイツ、なんだか見づらいぜ……", - "AA_CUBE_PRE_BATTLE_VIOLA2": "この精霊は哲学者のたぐいなのか? それとも、ただ狂気に\\nとらわれているだけなのか?", - "AA_CUBE_PRE_BATTLE_DOG2": "わうっ?", - "AA_CUBE_POST_BATTLE_CUBE1": "我ガ角度モ マタ 不完全ナノカ?\\n計算ハ 正シカッタト イウノニ……\\n三ツノ 連立スル 次元ニ\\nオイテ 我ハ 失敗シタ。", - "AA_CUBE_PRE_BATTLE_CUBE3": "否。汝ラノ 内部ニハ\\n矛盾ガ 見エル。汝ラハ\\n不完全ナ 存在ダ。誤ッタ\\n角度ヲ スベテ 正シテヤル!", - "AA_CUBE_POST_BATTLE_ALEPH2": "ちょうどよかった! 数字に 強い人材を\\nスカウトしたいと 考えてた ところでね。\\n仕事のオファーに 興味はあるかい、\\n立方体の友よ?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "けっきょく、あの大天使も無害じゃなかったね。ツイてなかったなあ!", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "「この島でウチを殺したがるヘンなヤツ」リストにまたひとり\\n追加だね。[pause]ホント、サイコーだよ。", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "「この島でウチを殺したがるヘンなヤツ」リストにまたひとり\\n追加だね。[pause]ホント、サイコーだよ。", - "AA_CUBE_POST_BATTLE_EUGENE3": "あの大天使、ヘンだったな。どんな角度から見ても、同じ形に\\n見えたような気がしたぜ。", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "「この島でウチを殺したがるヘンなヤツ」リストにまたひとり\\n追加だね。[pause]ホント、サイコーだよ。", - "AA_CUBE_POST_BATTLE_FELIX3": "次に大天使と会ったら、向こうはこっちを殺す気なんだって\\n決めてかかることにするよ。", - "AA_CUBE_POST_BATTLE_VIOLA3": "あの精霊の方法論に狂気が混じっていたかどうか、私には\\nわからなかったな。", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "あのさ、[wave amp=30 freq=10]頭が三角形になってる[/wave]ナゾの男に、大天使をたおすのを\\nジャマされちゃったよね? これっていったいどういうこと? \\nわかんないや……", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "あの三角男、また出たね。あいつ、大天使たちとなにを\\nしたいのかな?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "今回の大天使とのバトルも、[wave amp=30 freq=10]三角の男[/wave]が登場して\\n終わっちゃったね。なんか、パターンがある気がする……", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "あの三角男、あなたと「ちゃんと話を」しないとって\\n言ってた。どういう意味だったのかな……?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "あの三角男、よくないことをたくらんでる気がしてきたな。\\nあいつのこと、警戒しておかなくちゃね。", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "これまで何回三角男を見かけたっけ、{player}?\\nなんだかあいつ、あなたの行くところに先回りしてるように\\n思えるんだよね。そうじゃない?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "今回も、あの三角男が大天使を魔法みたいに連れてっちゃった。これって、心配のタネになる気がしない?", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "今回も三角男が現れて、戦ってた大天使をパッと\\n消しちゃったね……", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "また大天使をたおしても、アレフが現れてスカウトしちゃう\\nだけか……アイツ、ホントになにしてるわけ? わたしたちと\\n同じように、この島に閉じこめられてるの?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "三角男がこのまま、突然現れてはわたしたちがたおしたばかりの大天使をスカウトしつづけたいんなら、せめて失礼な態度を\\nやめて、自己紹介くらいしてもいいと思わない?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "バトルには勝ったけど、またアレフが来て大天使をワープさせちゃった……", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "アレフは、わたしたちの世界に自分をもとにした「伝説」が\\nあるって言ってた。それってホントなのかな、{player}?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "大天使に勝っても、毎回アレフにスカウトのチャンスをやる\\nだけだって思わない? わたしは思っちゃう……", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "また大天使をたおしたけど、またアレフにスカウト\\nされちゃった。あいつ、いったいなにをたくらんでるの?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "それで、えっと、あの三角頭のおっさんは何者なワケ? \\nアイツ……[pause]大天使を[wave amp=30 freq=10]ワープさせて[/wave]消しちゃったの? \\nどういうことか、さっぱり理解できないんだけど……", - "RETROSPECTIVE_ALEPH_MEREDITH2": "大天使をかっさらうために三角野郎が出てきたの、これが初めてじゃないんでしょ? イイことじゃないっぽいけど……", - "RETROSPECTIVE_ALEPH_MEREDITH3": "あのさ、三角野郎の目的はなんだと思う? 頭が図形になってるやつは、どいつも信用しないことにしてるんだ。", - "RETROSPECTIVE_ALEPH_MEREDITH5": "次にアイツと会うときは、向こうの目的がなんなのか\\n聞けるんじゃない? 試してみる価値はありそうだね……", - "RETROSPECTIVE_ALEPH_MEREDITH4": "あの三角野郎、アンタと「ちゃんと話をしないと」って\\n言ってた。宙に浮いた不気味なヤツに対して、\\nヘンに礼儀正しかったよね。", - "RETROSPECTIVE_ALEPH_MEREDITH6": "三角頭のあの野郎は、なにかヤバいことをたくらんでると思っていいワケ? ウチはそう考えてるけどね。", - "RETROSPECTIVE_ALEPH_MEREDITH8": "アンタがだれと行こうと、大天使とのバトルは毎回毎回、\\nあの三角野郎が現れて終わるっぽくない?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "まあ、今回も予想通り、三角頭の野郎が登場して終わったね。\\nあいかわらず、ムカつくヤツだったな……", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "アレフって、あちこち移動してない? アイツ、地下に鉄道の\\n駅があるところなら、どこにでも行けるっぽいよね。", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "あの三角野郎、なんでちょっとした企業の社長みたいに\\n話すワケ? あれさ、マジでキモいんだけど。", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "アレフとかいう野郎がまた現れたね。", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "あの三角野郎、なんでちょっとした企業の社長みたいに\\n話すワケ? あれさ、マジでキモいんだけど。", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "あの三角野郎、なんでちょっとした企業の社長みたいに\\n話すワケ? あれさ、マジでキモいんだけど。", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "まあ、今回も予想通り、アレフが登場して終わったね。\\nあいかわらず、ムカつくヤツだったな……", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "アンタがだれと行こうと、大天使とのバトルは毎回毎回、頼みもしないのにアレフが現れて終わるっぽくない?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "アレフって、なんでちょっとした企業の社長みたいに話すワケ?\\nあれさ、マジでキモいんだけど。", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "アレフって、なんでちょっとした企業の社長みたいに話すワケ?\\nあれさ、マジでキモいんだけど。", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "アレフって、なんでちょっとした企業の社長みたいに話すワケ?\\nあれさ、マジでキモいんだけど。", - "RETROSPECTIVE_ALEPH_EUGENE1": "じゃあ、意見は同じか……おまえも見たんだな? 宙に浮かんで赤いコートを着た、大天使におべっかを使ってた三角頭を。\\n[pause]確認しときたくてよ。", - "RETROSPECTIVE_ALEPH_EUGENE2": "OK、じゃあ赤いコートの男が現れて大天使を\\n消しちまったのは、これが2回目なんだな。あってるか?", - "RETROSPECTIVE_ALEPH_EUGENE3": "赤いコートの宙に浮く男……あいつが現れて大天使を\\n[wave amp=30 freq=10]消しちまった[/wave]のは、これで3回目か。そうだよな?", - "RETROSPECTIVE_ALEPH_EUGENE5": "バトルはマジで最高だったな。けど、いまは最後に現れた\\n浮かぶ男のほうが気になっちまうぜ。もしあいつがハーバー\\nタウンにとって危険なら、警戒したほうがいいかもしれねえ……", - "RETROSPECTIVE_ALEPH_EUGENE4": "赤いコートの男は、おまえと「ちゃんと話を」しねーとって\\n言ってたな。なんだかちょっと、脅しみたいだったぜ……", - "RETROSPECTIVE_ALEPH_EUGENE6": "あの三角頭の男……あいつも大天使だと思うか? \\nすごく強そうに見えたぜ。まるっきり信用できねーな。", - "RETROSPECTIVE_ALEPH_EUGENE7": "あの三角男が言ってた、自分を元にした「伝説」ってなんの\\nことだ?", - "RETROSPECTIVE_ALEPH_EUGENE8": "またあの三角男かよ。もう驚かねーな。あいつ、おまえが\\n大天使を見つけると現れるみたいだ。そうだろ?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "あの大天使、マネージャーみたいに話しやがる。ヘンな気分に\\nなるぜ。", - "RETROSPECTIVE_ALEPH_FELIX4": "三角形のやつが言ってた「ちゃんと話を」しないと、って\\nいうのはどういう意味なんだろうな? 話し方はていねい\\nだったけど、全然信用できないよ。", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "あの大天使、マネージャーみたいに話しやがる。ヘンな気分に\\nなるぜ。", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "あの大天使、マネージャーみたいに話しやがる。ヘンな気分に\\nなるぜ。", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "バトルはめちゃくちゃ[shake rate=30 level=10]超サイコー[/shake]だったのに、いまは\\nアレフのことしか考えられねーや。あいつ、なにが目的なんだ?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "アレフが言ってた、自分を元にした「伝説」ってなんのことだ?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "アレフのやつ、自分は戦いたくないんじゃねーか? あいつ、\\nいつもバトルが終わった「後」に現れてる気がするぜ。", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "バトルのあと、[wave amp=30 freq=10]また[/wave]アレフが出てきたな。もう驚かねーよ。\\nあいつ、おまえが大天使を見つけると現れるみたいだ。だろ?", - "RETROSPECTIVE_ALEPH_FELIX1": "あの頭が三角形のやつとは、前にも会ったことあるのかい? \\nおれはたぶん初めてだ。すごくヘンなやつだったよな。", - "RETROSPECTIVE_ALEPH_FELIX2": "頭が三角形のやつが出てきたのは、これで2回目なんだろ? \\nなにかあるとは思うんだけど、おれには見当もつかないや。", - "RETROSPECTIVE_ALEPH_FELIX3": "頭が三角形のやつ、今回はきみを覚えてたみたいだぞ、\\n{player}。", - "RETROSPECTIVE_ALEPH_FELIX6": "三角形のやつだけど……あいつも大天使なんだよな? それか、その仲間とか……", - "RETROSPECTIVE_ALEPH_FELIX5": "今回も、三角形のやつが大天使が逃げるのを助けてたな。\\nあいつ、大天使たちをスカウトしてるのか?", - "RETROSPECTIVE_ALEPH_VIOLA1": "君は、先ほど現れた者のような興味深いものを目にしたことが\\nあるかい? われわれが戦った精霊ではなく、頭を持たない\\nあの男のことさ……", - "RETROSPECTIVE_ALEPH_FELIX7": "三角形のやつ、おれたちの世界に自分を元にした伝説があるって言ってた。いったい、どういう意味なんだ?", - "RETROSPECTIVE_ALEPH_FELIX8": "三角形のやつについてどう思う、{player}? \\nおれは考えをまとめてるよ……", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "またアレフが出てきて、戦った大天使が逃げる手助けを\\nしてたな。あいつはなんのために大天使を集めてるんだ? \\n島から出る方法を探してるのか?", - "RETROSPECTIVE_ALEPH_FELIX9": "三角形のやつは大天使をスカウトしてるんだな。なにをする気\\nなんだろう。バンドでも組むつもりなのか?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "アレフはおれたちの世界に自分を元にした伝説があるって\\n言ってた。あいつの言うことは信じないけど、今回だけは\\nほんとのことを言ってる気がするんだよな……", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "さっき出てきたとき、アレフは親しげな調子で話してたよな。\\nまるで、大天使に[wave amp=30 freq=10]仕事のオファー[/wave]を打診してるみたいだった……", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "バトルには勝ったけど、またアレフが現れた。用心しなきゃな、\\n{player}。", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "そういえば、なんでアレフは大天使をスカウトしてるんだ\\nろうな? なにをする気なんだろう。バンドでも組むつもり\\nなのか?", - "RETROSPECTIVE_ALEPH_VIOLA3": "あの精霊……顔をのぞきこむとこちらの顔を映す男……は、\\n君を知っているようだな、{player}。\\nやつはどんな策略をたくらんでいるのだろう?", - "RETROSPECTIVE_ALEPH_VIOLA2": "また君の前に精霊が現れたな……顔が鏡になっているあの男だ。彼の場違いな登場は、いったいなにを意味しているんだ?", - "RETROSPECTIVE_ALEPH_VIOLA4": "鏡の顔を持つ精霊は君と話したいようだ、{player}。\\nこれは助言だが、やつが話す言葉には用心したほうがいいかも\\nしれないぞ。", - "RETROSPECTIVE_ALEPH_VIOLA6": "鏡の顔を持つあの精霊は、なにをたくらんでいるのだろうな? \\n私は精霊が考える計画など信用しないぞ、{player}。", - "RETROSPECTIVE_ALEPH_VIOLA5": "三角の頭を持つ精霊が、またもやわれわれの戦いに水を\\n差したな。実に興味深い存在だ……", - "RETROSPECTIVE_ALEPH_VIOLA8": "敵はまたしても、われわれの手から逃げおおせた。鏡の顔を持つ精霊が思いがけず到着したせいだ。なんとも野暮だな。", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "強大な精霊には勝てたかもしれないが、精霊アレフがやってきて助けてしまった。なにか、決まった型があると思わずには\\nいられないな……", - "RETROSPECTIVE_ALEPH_VIOLA7": "われわれの前に現れた精霊……鏡の顔を持つ男……は、なにを\\n望んでいるんだ?", - "RETROSPECTIVE_ALEPH_VIOLA9": "鏡の顔を持つ精霊は、われわれに名乗るくらいの礼儀を見せる\\nべきだと思わないか? なんにせよ、あのいきなりの登場は\\nいただけない。", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "あの「アレフ」という精霊が、またもやわれわれの戦いに\\n水を差したな。彼の願いもまた、この地から出てゆくこと\\nなのだろうか?", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "われわれの敵、「アレフ」の意図はなんなのだろう? 私は\\n精霊が考えることなど信用しないぞ、{player}。", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "敵はまたしても、われわれの手から逃げおおせた。あのアレフという精霊が思いがけず到着したせいだ。なんとも野暮だな。", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "「アレフ」め、腰抜けではないというなら、われわれと直接\\n戦えばいいんだ! 代わりにやつは、大急ぎですがたを消して\\nしまった。", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "それで、さっき大天使をたおしたから、手がかりがわかったん\\nだよね? どんな内容?", - "RETROSPECTIVE_CLUE_QUOTE": "「{clue}」?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "ところで、その、なぞめいたヒントが手に入ったって言ってた\\nよね? それ、どんなヤツなの?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "それって……[pause]あんまりピンとこないね。次の大天使を探した\\nほうがよさそう!", - "RETROSPECTIVE_CLUE1_EUGENE1": "そういや、探してた手がかりが手に入ったって言ってたよな? 内容は?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "それは……全然ヒントになってないじゃん。なんか、残念だね。", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "それは……全然ヒントになってないじゃん。なんか、残念だね。", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "それは……全然ヒントになってないじゃん。なんか、残念だね。", - "RETROSPECTIVE_CLUE1_EUGENE2": "へえ。あまりよくわかんねーな。", - "RETROSPECTIVE_CLUE1_FELIX1": "そうだ、探してるヒントが見つかったって言ってなかったか? どんなヒントだったんだ?", - "RETROSPECTIVE_CLUE1_FELIX2": "ふーん。よくわからないなあ。もしかして、もっと情報が必要\\nなのか?", - "RETROSPECTIVE_CLUE1_VIOLA2": "なんとも謎めいた内容だ。私には、読み解き方がわからないな。", - "RETROSPECTIVE_CLUE1_VIOLA1": "さて、君は、ちょっとした謎をあたえられたと話していたな。\\nよければ、私にもくわしく教えてくれないか?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "まだまだぼんやりしてて、役に立たないね。また大天使を\\n見つけなきゃ……", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "それで、頭の中で聞こえる歌につづきが増えたの? 次の歌詞は\\nどんな感じ?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "さっき、探したいって言ってたヒントについて、なんか言って\\nなかった?", - "RETROSPECTIVE_CLUE2_EUGENE1": "ああ、そうだ。探してるふしぎな手がかりのこと、なんか\\n言ってたよな。どんな内容だったんだ?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "そっか。えーと、ウチにはさっぱり理解できないや。", - "RETROSPECTIVE_CLUE2_EUGENE2": "それだけじゃ、意味がわからねーな。", - "RETROSPECTIVE_CLUE2_FELIX1": "あっ、そういえば、探してるヒントについてなにか\\n言ってたよな?", - "RETROSPECTIVE_CLUE2_FELIX2": "うーん。正直、あいまいすぎるな。", - "RETROSPECTIVE_CLUE2_VIOLA2": "実に興味深い。とはいえ、賭けてもいいが、それだけでわかる\\n情報はわずかだな。", - "RETROSPECTIVE_CLUE2_VIOLA1": "そうだ! 解くべき謎が手に入ったと言っていたな。よければ、私にも教えてくれないか?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "それって方角に関する手がかりみたいだけど、はっきりした\\n場所はしぼりこめないね。", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "で、ふしぎな[wave amp=30 freq=10]ビジョンの歌[/wave]の新しい歌詞がわかったの?\\nどんなのだった?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "ああ、探してるヒントについて、ウチの意見を聞きたいワケ? 言ってみなよ、どんなヒントだったの?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "それって、方角を指してるカンジじゃない?", - "RETROSPECTIVE_CLUE3_EUGENE1": "そういえば、探してた新しい手がかりが見つかったって言ってたよな? どんな手がかりだったんだ?", - "RETROSPECTIVE_CLUE3_FELIX1": "そうだ、探してるヒントが手に入ったって言ってなかったか? どんな内容だった?", - "RETROSPECTIVE_CLUE3_EUGENE2": "そのヒント、方角を指してんじゃねーか? かなりあいまい\\nだけどな。", - "RETROSPECTIVE_CLUE3_VIOLA1": "どうか、教えてくれ……君は、解きたい謎があると話して\\nいたな。私にも聞かせてくれないか?", - "RETROSPECTIVE_CLUE3_FELIX2": "それ、方角なんじゃないか? ヒントを見つけていくたびに、\\n場所が絞りこめるのかもな。", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "あっ! 聞くのを忘れるところだった。あなたの頭の中に住む\\n大天使の幽霊から、新しい手がかりを受けとったんでしょ?", - "RETROSPECTIVE_CLUE3_VIOLA2": "どこかにある場所を示しているのは間違いないが、これだけではわかる情報が少なすぎるな。", - "RETROSPECTIVE_CLUE4_MEREDITH1": "さっき、調べてる件のヒントがどうとか言ってなかった? \\nウチにも教えてよ。", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "それって、場所の様子を説明してるみたい……どう思う?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "ウチからすると、場所のことを言ってるって[wave amp=30 freq=10]気がする[/wave]。アンタはそこに行きたいワケ?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "ふわあ……じゃあ、またバトルするか。", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "別にいいさ。ひと眠りしたいところだったしな、どうせ。", - "CAPTAIN_ZEDD_PRE_REMATCH2": "またバトルしたいんなら、ひと眠りする前だから時間があるぜ。やるか?", - "CAPTAIN_WALLACE_LAST_LEGS1": "おれはそう簡単に、現場から撤去されねえぞ!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "イアンシーが、お前さんは見こみがあるファイターだって言ってたぞ。おれのチャレンジを受けにきたのか?", - "CAPTAIN_WALLACE_POST_BATTLE1": "おれの建てたウォールが、[shake rate=30 level=10]見事に[/shake]解体されちまったな!", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "元気そうだな! 町じゃ、お前さんがキャプテンに仲間入り\\nしたってもっぱらのウワサだぞ!", - "CAPTAIN_SKIP_INTRO2": "初めまして! [pause]わたしはスキップ。ニューウィラル島の\\nレンジャーたちをまとめるキャプテンのひとりさ。", - "CAPTAIN_SKIP_INTRO1": "いやあ、よその世界の人たちって、本当に[wave amp=30 freq=10]いろんなモノ[/wave]を作ると思わないかい?", - "CAPTAIN_SKIP_INTRO4": "電子機器、家具、そのほか、なんでもね! [pause]どれもここに流れ\\nついたモノなんだ。まだまだ使えるんだよ!", - "CAPTAIN_WALLACE_INTRO2": "それはな、暮らしを支えるインフラさ! [pause]家とか壁とか、\\n水道だな……", - "CAPTAIN_WALLACE_POST_REMATCH1": "全力でがんばったってのに、おれの守りはまだもろいのか……", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "お祝いに、もう一度バトルするのもいいかもね……どうする、[wave amp=30 freq=10]キャプテン[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "うおっ、トドメの一撃で目が覚めたぜ。ちょっとだけな。\\n[pause]ほらよ、受け取れ。", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "お祝いに、もう一度バトルするのもいいかもね……どうする、[wave amp=30 freq=10]キャプテン[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "そうか、また今度な。", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "そりゃあよかった! [pause]ぜんぜん意外じゃないだろうが、わたしの専門はでんきタイプでね。カミナリに打たれたくなければ、\\nすばやく動く必要があるぞ!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "言うのもなんだが、電気ショックみたいにショッキングなバトルだったね!", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "おや、違うのかい。長話に夢中になってしまって、きみがただの通りすがりだとは気づかなかったよ。", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "しびれるな……[pause]思ったよりもいいバトルをするね、きみは!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "ダジャレは大目に見ておくれ……クセになってるんだよ。", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "さあ、どうぞ。受け取ってくれ。", - "CAPTAIN_LODESTEIN_POST_REWARD1": "もっと話していたいが、残念ながらまだメンテナンスの仕事があってね。", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "元気そうだな! 町じゃ、お前さんがキャプテンに仲間入り\\nしたってもっぱらのウワサだぞ!", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "それじゃ、がんばるんだぞ!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "それじゃ、がんばるんだぞ!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "やあ、きみか! どうだい、元気かな?", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "それじゃ、がんばるんだぞ!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "やあ、きみか! どうだい、元気かな?", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "町のウワサで、きみがキャプテンになったと聞いたよ。きちんとお祝いさせてくれ!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "やあ、きみか! どうだい、元気かな?", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "町のウワサで、きみがキャプテンになったと聞いたよ。きちんとお祝いさせてくれ!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "町のウワサで、きみがキャプテンになったと聞いたよ。きちんとお祝いさせてくれ!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "おや、違うのかい。長話に夢中になってしまって、きみがただの通りすがりだとは気づかなかったよ。", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "どうだい、またバトルしてみるのは? [pause]このあいだバトルして\\nから、きみとまた戦いたくてうずうずしているんだよ。", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "いやあ、今回もコテンパンにされてしまったな。いいバトル\\nだったよ。", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "「今度は手かげんしないぞ!」と言っておくよ。[pause]本当のことを\\n言うと、前も手かげんはしなかったんだがね。", - "CAPTAIN_REMATCH_CHECK": "もう一度{pawn}とバトルしようか?", - "CAPTAIN_READY_CHECK.n": "{pawn}とバトルしようか?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "トレーニングで、お前さんの土台ができてるといいが……おれのウォールを崩したきゃ、タフにやらねえとダメだぞ!", - "CAPTAIN_SKIP_PRE_BATTLE2": "いいね! [pause]じゃあ、楽しくやろうよ……わたしに負けても、\\nあんまりがっかりしないでほしいな!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "おっと。[pause]この人がレンジャーキャプテンだとは思わなかったな。", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "おっと。[pause]この人がレンジャーキャプテンだとは思わなかったな。", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "キャプテンなのか? では彼は、第一印象よりも優れた力を\\n秘めているのかもな。", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "こんにちは! [pause]聞いたよ、きみもキャプテンになったんだって?\\nすごいじゃないか!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "こんにちは! [pause]聞いたよ、きみもキャプテンになったんだって?\\nすごいじゃないか!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]その素材ハ、ハーバータウンの役場で使えるヨ。[pause]ジンルイって、役に立たないモノを交換するの、好きだヨネ……[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]あらどうも、ジンルイ。知っテタ? アタシ、アナタたち全員に\\n対して平等に敬意をはらってるんダヨ。それに、ネガティブな\\n感情も抱いてないノ。[pause]ホントだヨ。[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]あらどうも、ジンルイ。知っテタ? アタシ、アナタたち全員に\\n対して平等に敬意をはらってるんダヨ。それに、ネガティブな\\n感情も抱いてないノ。[pause]ホントだヨ。[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]バトル用アルゴリズムの弱点には、全部パッチを当てたノ。\\n[pause]アナタの負けは統計的に確実ダヨ、「キャプテン」![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]アナタがキャプテンになったっテお知らセ、聞いたヨ。[pause]あのサ、どうカナ……もう1回、サイコロを投げてミル?[/color]\\n", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]アナタがキャプテンになったっテお知らセ、聞いたヨ。[pause]あのサ、どうカナ……もう1回、サイコロを投げてミル?[/color]\\n", - "CAPTAIN_LODESTEIN_INTRO1.f": "おっと、ちょっと待っててくれよ。最後の仕上げをしてるところなんだ……", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]バトル用アルゴリズムの弱点には、全部パッチを当てたノ。\\n[pause]アナタの負けは統計的に確実ダヨ、「キャプテン」![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]アナタがキャプテンになったっテお知らセ、聞いたヨ。[pause]あのサ、どうカナ……もう1回、サイコロを投げてミル?[/color]\\n", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]あらどうも、ジンルイ。知っテタ? アタシ、アナタたち全員に\\n対して平等に敬意をはらってるんダヨ。それに、ネガティブな\\n感情も抱いてないノ。[pause]ホントだヨ。[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]ゴメン。[pause]もう一度ジンルイに怒りをぶつけるツモリは\\nなかっタノ。[pause]アタシのコメントは無視してちょうダイ。[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]アナタのことハ、内部の「マジで尊敬できる人間」データ\\nベースに記録しておくカラ。[pause]このデータベース、すごくサイズが\\n小さいんダヨ。[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]受けとっテ……これハ、賞品。[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]あレ? [pause]バトルしたいノ? [pause]ギャンブルのオッズだとアナタは\\n不利だケド、結果はわからないヨ……今日のアンタは、ツイてる\\nかもしれないシ。[/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]賭けるチップを上乗せするヨ![/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]いいわ、遊びマショ……[pause]強いほうが勝チで、賭けたチップは\\n勝者が総取りダヨ![/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]サイコロを投げないノ? じゃあ、また今度ネ。[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]レンジャーの訓練生に登録したら、また来てヨ。そうしタラ\\n『ホンモノ』のギャンブルができるカラ。[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]レンジャーの訓練生に登録したら、また来てヨ。そうしタラ\\n『ホンモノ』のギャンブルができるカラ。[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", - "CAPTAIN_JUDAS_POST_REMATCH2": "また俺の負けか。[pause]だが、涙など一滴も流さないぞ。[pause]泣くのは\\n水分のムダだし、俺の水のたくわえは残り少ないからな。", - "CAPTAIN_JUDAS_POST_REMATCH1": "今回は、ありえるシナリオをすべて想定できたと思ったん\\nだがな……", - "CAPTAIN_SKIP_LAST_LEGS1": "ここまでよくがんばったね! [pause]ここから先は、手かげんできないかもな!", - "CAPTAIN_JUDAS_INTRO1.m": "お前たちがやってくるのは、200メートル先から音でわかっていた。[pause]驚かせたかったのなら、失敗したな。", - "CAPTAIN_ZEDD_POST_REMATCH1": "オレ、また負けたのか? これだから、起きてるときの世界は\\n信用できねえんだ……", - "CAPTAIN_ZEDD_POST_REWARD1": "目を覚ますには、コーヒーを1杯飲まねえとな……", - "CAPTAIN_ZEDD_LAST_LEGS1": "ふわあ……[pause]勝負はどうなってる? オレ、まだ勝ってねえの? \\nへえ。", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "十分な睡眠を取るのは大事さ……でも、どれだけ寝りゃ足りるんだろうな? [pause]歴史がはじまって以来、人類はその答えをずーっと探してるんだ。", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]いらっしゃいマセ、[pause]お客サマ。こちらはネオベガスの\\n『ファラオ・エンポーリウム』デス![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]ご注文はどうなさいマスカ、おキャ……[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]あー、ゴメン。[pause]アタシのリブート機能、マジでポンコツなンダ。おまけに、メモリーバンクがオンラインになるまで時間モ\\nかかるシ。[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]アタシは24世紀のカジノロボットの中デモ最高の電子頭脳を\\n持ってるノニ、[shake rate=30 level=10]イマダに[/shake]、コインを入れてもらわなキャ\\n動けないノ![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]サイコロを投げないノ? じゃあ、また今度ネ。[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]いい勝負だったヨ、キャプテン。[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "おっと、ちょっと待っててくれよ。最後の仕上げをしてるところなんだ……", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]いい勝負だったヨ、キャプテン。[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "……", - "CAPTAIN_LODESTEIN_INTRO1.n": "おっと、ちょっと待っててくれよ。最後の仕上げをしてるところなんだ……", - "CAPTAIN_LODESTEIN_INTRO3": "よし、[pause]終わったぞ!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]バトル用アルゴリズムの弱点には、全部パッチを当てたノ。\\n[pause]アナタの負けは統計的に確実ダヨ、「キャプテン」![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]負けたのが1回だけなら偶然だケド、[pause]でも、2回なラ? \\nジンルイに抱いてる思いこみヲ、アタシもそろそろ見直しタ\\nほうガいいのかもネ。[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]いい勝負だったヨ、キャプテン。[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "あー、[pause]アンタ、マジでレンジャーキャプテンなの?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "ふわあ……さてと、やるか。それじゃあ、寝る準備を……\\n[pause]違った、戦う準備をしようぜ。[pause]そう、そっちの準備な。", - "CAPTAIN_ZEDD_INTRO_EUGENE": "あんたみたいなやつがレンジャーだなんて思わなかったぜ。", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "おっと。[pause]この人がレンジャーキャプテンだとは思わなかったな。", - "CAPTAIN_ZEDD_INTRO5": "ありがとな。いやまあ、[wave amp=30 freq=10]レンジャーキャプテン[/wave]にとっちゃ、このあたりでひと眠りするくらい、本当は楽勝なハズなんだけどよ!", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "ああ、新入りのレンジャー訓練生かい? バトルがうまいって\\nいう例の人かな? [pause]チャレンジを受けたいのなら、ゴミあさりは\\nいったんお休みできるよ!", - "CAPTAIN_SKIP_POST_REWARD1": "さて、わたしはモノの整理に戻らなくちゃ。[pause]きみの世界の\\n人たちって、こんなに[wave amp=30 freq=10]たくさんのモノ[/wave]を、本当に自分で\\n持ってたのかい?", - "CAPTAIN_SKIP_POST_BATTLE2": "きみは、期待の上を行ってくれたよ……どうぞ、受け取って。", - "CAPTAIN_SKIP_POST_BATTLE1.f": "おおっ、[pause]きみのことを見くびってたかもね、よそ者くん!", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "イアンシーが、お前さんは見こみがあるファイターだって言ってたぞ。おれのチャレンジを受けにきたのか?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "お前さん、自分のめんどうを見るのはなかなかうまいようだな。レンジャーの訓練生として登録してみたらどうだ?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "お前さん、自分のめんどうを見るのはなかなかうまいようだな。レンジャーの訓練生として登録してみたらどうだ?", - "CAPTAIN_SKIP_POST_REMATCH3": "いいのさ。[pause]わたしは根っからのファイターじゃないからね。", - "CAPTAIN_SKIP_POST_REMATCH4": "ぼくの正体は、ただのオタクなのさ……[pause][wave amp=30 freq=10]こういうモノ[/wave]のね!", - "CAPTAIN_JUDAS_PRE_REMATCH2": "いいだろう。[pause]俺は今回、勝てる可能性が最大になるように戦略を練ってきたぞ。", - "CAPTAIN_CLEEO_INTRO3": "ロボットの背中に、コインを入れるスロットがある……\\n島のどこかに、入れられるコインがあるかも。", - "CAPTAIN_CLEEO_INTRO2": "このロボット、故障してるみたいだ。", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "知らせを受けとったが、レンジャーキャプテンになったそう\\nだな。[pause]見事だ。[pause]またバトルしに来たのか?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "知らせを受けとったが、レンジャーキャプテンになったそう\\nだな。[pause]見事だ。[pause]またバトルしに来たのか?", - "CAPTAIN_JUDAS_POST_REWARD1": "近ごろ、この島はぶっそうでな。[pause]人間の文明も安全も、はかないものだ……野外に出たときみずからの知恵だけで生きのびられ\\nなければ、自分で自分を裏切ることになる。", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "戦略的に「物資補給」をするために、ハーバータウンへ戻るべきかもな……", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "俺の戦略に……対抗できるほどの戦略を持っていたんだな。\\n[pause]お前は、真のレンジャーにふさわしい心がまえを持っている。\\nこれを受け取れ。", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "こんにちは! [pause]聞いたよ、きみもキャプテンになったんだって?\\nすごいじゃないか!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "これをあげるよ、キャプテン……勝利を記念したごほうびだ!", - "CAPTAIN_SKIP_POST_REMATCH1": "ふーむ……[pause]今回もわたしの負けだね!", - "CAPTAIN_SKIP_PRE_REMATCH3": "いいね! [pause]きっと楽しくなるよ!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "かまわないよ! [pause]まあ、整理しなきゃいけないゴミはたくさん\\nあるしね!", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "あ! [pause]あなたもレンジャーキャプテンだったの、カンッペキに\\n忘れてた!", - "CAPTAIN_SKIP_POST_BATTLE1.m": "おおっ、[pause]きみのことを見くびってたかもね、よそ者くん!", - "CAPTAIN_ZEDD_INTRO1": "……", - "CAPTAIN_SKIP_POST_REMATCH5": "次は、どんな発見があるかな。先のことはわからないよね!", - "CAPTAIN_ZEDD_INTRO3": "まあ、このあたりで「瞑想」するのってマジでムズいんだよな、そこらじゅうをタマガンがうろついてるから。よかったらだが、オレのためにコイツらを[wave amp=30 freq=10]追っぱらって[/wave]くれねえか?", - "CAPTAIN_WALLACE_POST_REMATCH2": "また、頑丈な土台の上に建った戦略を見せてもらっちまったな!", - "CAPTAIN_WALLACE_INTRO4": "おれはウォレス。ハーバータウンにいるレンジャーキャプテンのひとりさ。[pause]ニューウィラル島でやる工事は、全部おれが取り\\nしきってる。", - "CAPTAIN_SKIP_INTRO3": "わたしはこういう、ここに流れつく外の世界の人たちが\\n[wave amp=30 freq=10]作ったもの[/wave]を集めて、仕分けしてるんだ。", - "CAPTAIN_WALLACE_PRE_REMATCH2": "またバトルするなら、いまがバッチリのタイミングだな! \\nさあ、どうする?", - "CAPTAIN_JUDAS_INTRO5": "モンスターとじっと見つめあうような状況になったとき、生きて戻れるかどうかを決めるのは、バトルに必勝できる方法があるかどうかだけだ。", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "俺の戦略に……対抗できるほどの戦略を持っていたんだな。\\n[pause]お前は、真のレンジャーにふさわしい心がまえを持っている。\\nこれを受け取れ。", - "CAPTAIN_JUDAS_PRE_BATTLE2": "よし、わかった。[pause]ただ、その顔が土まみれになっても、俺を\\nうらむなよ。", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", - "CAPTAIN_JUDAS_INTRO4": "ここは、故郷から[wave amp=30 freq=10]遠くはなれた[/wave]場所。[pause]俺たちとケダモノたちを\\n分けるのは、戦略を立てる能力だけだ。", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "バトルの戦略を支える土台を、もっとしっかり築かんとな……", - "CAPTAIN_WALLACE_PRE_REMATCH3": "今度のウォールは、そう簡単に崩れねえぞ!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "お前さん、自分のめんどうを見るのはなかなかうまいようだな。レンジャーの訓練生として登録してみたらどうだ?", - "CAPTAIN_SKIP_POST_REWARD2": "そんな暮らし、想像もできないや!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "こんにちは! [pause]ゴミの整理を手伝いにきてくれたのかい?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "ううん、キミはいい人だよ。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "迷える人たちは、導きを求めるの。[pause]ドリアンがみんなに\\nあたえてたのは、それだったんだ。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "彼がいなくなったことで、みんながいい方向に進めると\\nいいのにな。", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "さてと、大天使をまた1体たおしたね。だから……[pause]\\nわたし、残りのやつらを見つけるのも手伝うよ!", - "ALEPH_DIALOGUE_2_1": "ふむ。人間が 入って きているとはね。", - "ALEPH_DIALOGUE_1_1": "ああ、お気になさらず!", - "ALEPH_DIALOGUE_2_2": "いますぐ 出て行って くれないかな?", - "ALEPH_DIALOGUE_3_1": "君のことは 覚えてるぞ!", - "ALEPH_DIALOGUE_3_2": "しかし、君が どうやって ここまで\\n来られたのか さっぱり わからないな。", - "ALEPH_DIALOGUE_4_1": "君と 私とで……", - "ALEPH_DIALOGUE_4_2": "いずれ、ちゃんと 話を しないとね。", - "ALEPH_DIALOGUE_5_1": "君、やめるつもりは ないんだね?", - "ALEPH_DIALOGUE_6_1.m": "ここがどこか わかっているのかい、\\n人間くん?", - "ALEPH_DIALOGUE_6_1.n": "ここがどこか わかっているのかい、\\n人間くん?", - "ALEPH_DIALOGUE_6_1.f": "ここがどこか わかっているのかい、\\n人間くん?", - "ALEPH_DIALOGUE_6_2": "君たちごときに このトンネルの\\n息づかいが 感じとれるとでも?", - "ALEPH_DIALOGUE_7_1": "いいかい、私には もう少し\\n敬意を はらったまえ。", - "ALEPH_DIALOGUE_7_2": "君の世界には 私を元にした\\n伝説が あるんだぞ!", - "ALEPH_DIALOGUE_7_3": "私が つつましい性格で 運がよかったね。", - "ALEPH_DIALOGUE_8_1": "もう こんな 会いかたを\\nするのは やめにしないか!", - "ALEPH_DIALOGUE_9_1": "新しく スカウトした 人材たちは\\n実に 荒々しい 連中でね。", - "ALEPH_DIALOGUE_10_1": "そう、また私だよ。\\n君たちが いま 戦っている\\n才能ある相手を スカウトしに 来たんだ。", - "ALEPH_DIALOGUE_9_2": "マネジメントスキルを\\n磨いていて よかったよ。", - "ALEPH_DIALOGUE_9_3": "我々は 実に ポジティブな\\n仕事環境を 構築中なのさ!", - "ALEPH_DIALOGUE_10_2": "こんなことを していて\\n君は うんざりしないのかい?", - "RESTING_KAYLEIGH_DATING_1": "ケイリーと、自分が子どものころに行った場所の思い出について語りあった。", - "RESTING_KAYLEIGH_DATING_3": "ケイリーと2人で、彼女の野望について語りあった。", - "RESTING_KAYLEIGH_DATING_2": "自分が昔経験した恥ずかしい体験を、2人で笑いとばした。", - "RESTING_MEREDITH_PLATONIC_2": "メレディスとしゃべろうとしたが、彼女はいま、そんなに\\n話したい気分じゃなさそうだ。", - "RESTING_KAYLEIGH_DATING_4": "自分の恋愛経験について、2人で楽しくおしゃべりした。", - "RESTING_KAYLEIGH_DATING_5": "ケイリーが、地球にある行ってみたい場所について話して\\nくれた。", - "RESTING_MEREDITH_PLATONIC_1": "メレディスと少しおしゃべりした。", - "RESTING_MEREDITH_PLATONIC_3": "メレディスが、日々の暮らしで出会ったちょっとした不満に\\nついて文句を言うのに耳をかたむけた。", - "RESTING_MEREDITH_PLATONIC_5": "2人で静かに座っていることにした。メレディスはいま、特に\\n話すことがないようだ。", - "RESTING_MEREDITH_PLATONIC_4": "メレディスが、彼女があがめるファンタジー小説のあらすじを\\n熱心に語ってくれた。", - "RESTING_MEREDITH_DATING_1": "メレディスが、昔テレビで見たホラー映画について、とても\\nくわしく解説してくれた。", - "RESTING_MEREDITH_DATING_3": "メレディスが、勇気をふるいおこしてこちらの外見をほめて\\nくれた。", - "RESTING_MEREDITH_DATING_2": "自分がいつか行ってみたい場所について、メレディスと\\n語りあった。", - "RESTING_MEREDITH_DATING_4": "2人で、個人的でうちとけたおしゃべりをした。", - "RESTING_MEREDITH_DATING_5": "メレディスをほめたら、ものすごく恥ずかしがられてしまった。それでも、お礼は言ってくれた。", - "RESTING_EUGENE_PLATONIC_2": "ユージーンと、強そうな新しいバトルの戦略について議論した。", - "RESTING_EUGENE_PLATONIC_1": "ユージーンが、好きな筋トレのメニューについて話してくれた。", - "RESTING_EUGENE_PLATONIC_5": "自分がいた世界と、ユージーンがいた世界のあいだの違いに\\nついて語りあった。", - "RESTING_EUGENE_PLATONIC_3": "ユージーンが、ハーバータウンでなにが起きているか夢中に\\nなって話してくれた。", - "RESTING_EUGENE_PLATONIC_4": "2人でバトル関連の情報を交換しあっているうちに、\\n平穏な時間がすぎていった。", - "RESTING_EUGENE_DATING_1": "ユージーンが、彼がいつか住んでみたい場所について教えて\\nくれた。", - "RESTING_EUGENE_DATING_2": "自分の恋愛経験について、ユージーンと軽く話した。", - "RESTING_EUGENE_DATING_3": "ユージーンが、彼はロマンティックなディナーを作るのが\\nうまいことを得意げに話してくれた。", - "RESTING_EUGENE_DATING_5": "自分の夢と希望について、ユージーンが質問してきた。\\n答えると、彼は熱心に耳をかたむけてくれた。", - "RESTING_EUGENE_DATING_4": "ユージーンが、面白い話をたくさんしてくれた。", - "RESTING_FELIX_PLATONIC_1": "フェリックスは、静かに集中してスケッチをしている。\\nそのまま、時がすぎていった。", - "RESTING_FELIX_PLATONIC_2": "フェリックスが、ニューウィラル島では手に入らない食べものについて、考えこみながら話してくれた。", - "RESTING_FELIX_DATING_1": "フェリックスが、最近完成させた絵を見せてくれた。", - "RESTING_FELIX_PLATONIC_3": "フェリックスが、ハーバータウンの人たちにまつわる面白い話を思い出して話してくれた。", - "RESTING_FELIX_DATING_2": "フェリックスが、最近思いついた新しい物語のアイデアを熱心に話してくれた。", - "RESTING_FELIX_DATING_3": "自分が考えていることを話すと、フェリックスはていねいに\\n聞いてくれた。", - "RESTING_FELIX_DATING_4": "自分が好きな食べ物について、フェリックスといっしょに\\nおしゃべりした。", - "RESTING_FELIX_DATING_5": "2人で共にした経験を通じて、きずなを深めた。", - "RESTING_VIOLA_PLATONIC_1": "ヴァイオラが、子ども時代の冒険について話してくれた。", - "RESTING_VIOLA_PLATONIC_3": "ニューウィラル島に来る前の暮らしはどんなものだったかに\\nついて、ヴァイオラが熱心に聞いてきた。", - "RESTING_VIOLA_PLATONIC_2": "ヴァイオラが、メッサリナ家の祖国がどんなに美しいかを話してくれた。", - "RESTING_VIOLA_PLATONIC_4": "ヴァイオラに、自分が元の世界でどんな暮らしをしていたか\\n話した。", - "RESTING_VIOLA_DATING_1": "ヴァイオラが、かつて学んだすてきな詩を暗唱してくれた。\\n詩を読み上げる彼女の身ぶり手ぶりはあざやかだった。", - "RESTING_VIOLA_DATING_3": "ヴァイオラが彼女の大志について、ごくプライベートな話をしてくれた。", - "RESTING_VIOLA_DATING_2": "2人で、気がきいた冗談を言いあった。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "そういえば、最近ちょっと考えてることがあってさ。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "ここしばらく、トムライタウンで暮らしてた時間に対する\\n気持ちを整理してすごしてたんだよね。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "実際、わたしは人をよろこばせようとして、本当にたくさん\\n時間を使ってたなあ。いまもまだ、だれかをよろこばせようと\\nしてるなって思うよ。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "町のみんなに幸せでいてもらうために、わたしはたくさん自分の時間を使ったからさ……", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "これって、ふつうなのかな? [pause]わかんないや。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "ひとりのときは、なにをするのが好き?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "それはいいことなんだけど、自分がやりたいことがなんなのか\\n考えるのも、同じようにいいことだよね。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "そしたら、燃えたあとには[wave amp=30 freq=30]わたし[/wave]なんてなんにも残らないよ。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "そうじゃなきゃ、燃えつきちゃうもん。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "はじめてみたい趣味はある?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "そうだなあ……答えられるように、考えとかなきゃね!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "もっと若かったころは、大人になったいまと比べて、\\nすごくたっぷり[wave amp=30 freq=30]情熱[/wave]があったなって気がするの。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "知ってた? わたし、昔はギターを弾いてたんだよ。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "パパも弾いてたんだ。わたしの一番古い記憶は、パパのひざに座って、ギターの演奏を聞いてた思い出なの。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "どうやってキミとギターを同時にひざに乗せてたの?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "ああ……[pause]そうよね。[pause]あなたはここに来たばかりだもの。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "……すっごく慎重にがんばったんだよ。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "10代のころには自分のギターを買ったんだけど、いつまでも\\n上手にはならなかったな。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "それに、まあ、プロのミュージシャンになる運命に生まれついてないんなら、[pause]音楽をやることに、意味なんかないでしょ?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "たしか、あきらめたんだったと思う。[pause]たぶん、どんな趣味でも、最終的にはなにか結果を出さなきゃダメって気がしてたから\\nだろうな。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "そんなの、もったいないよ!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "そういう態度、よくないよ!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "まあ、それは、[pause]あなたの言う通りだね。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "あきらめちゃったの、ホントにもったいないと思う。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "わたし、もっと「自分」のことをやるべきだよね!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "もし1日中ベッドに座って、くっだらない恋愛小説を読みたいんなら、それだってやったほうがいいのかもしれないし!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "そ、それに、[pause]生産的なことをやる義務なんてないんだし!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "その意気だよ!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "その通り!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "言いたいこと言って、スッキリしたよ。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "お茶、全部飲みきっちゃった。どうしよっか。そろそろ、\\n冒険に戻る?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "へへっ。ホントにありがとうね、{player}。", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "それに、わたしたちはフュージョンして、強くて大きい\\nモンスターに変身したでしょ? あれってすごく絆が深まる経験だったよね!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "ねえ見て、{player}!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "これ、クレマンスが市場で見つけて、わたしのためにゲットしてくれたの!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "状態はいいの?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "どんな感じ?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "まあ正直、ハーバータウンにあるジャンク品の半分くらいからは同じにおいがするけど。", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "えっと……ちょっと海水のにおいがするかな……", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "音のほうはどう?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "大丈夫、ニューウィラル島に住む人はみんな、物がすこし\\nこわれてることには慣れてるよ。ヒジの油で磨けば、直せない\\nものなんてないんだから!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "いい質問、かな? じゃあ、聞いてくれる……?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "いい質問、かな? じゃあ、聞いてくれる……?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "いい質問、かな? じゃあ、聞いてくれる……?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "この音は、なんか……", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "まだまだ改善が必要、って感じだね!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "すぐに、この子で曲を聞かせてあげる!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "あ、ヒジの油で磨くっていうのは、力仕事をするって意味ね。", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "楽しみにしてるね!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "恋の曲を聞かせてほしいな!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "わたしも楽しみ!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "指をクロスしてお祈りすれば、そのお願いもホントになる\\nかもね。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "もちろん!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "ねえ、あのさ、わたしの家に来ない? あなたに見せたいものがあるの。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "えっと、あとで。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "うん、わかったよ……じゃあ、もっと練習できるってことだね!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "やったあ!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "あ、あなたに演奏を聞かせたくて。昔、パパが歌って聞かせて\\nくれた歌なの。わたしが最初に弾きかたを覚えた曲なんだ。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "あなたはずっとわたしによくしてくれるから、すこしなにかを\\nお返ししたくて。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "あなたはずっとわたしによくしてくれるから、すこしなにかを\\nお返ししたくて。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "演奏していい?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "あなたはずっとわたしによくしてくれるから、すこしなにかを\\nお返ししたくて。", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "演奏していい?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "うん!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "演奏していい?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "それで、どうだった?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "最高だったよ!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "いますぐキミにキスしたいな。", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "やめてよ、真っ赤になっちゃうじゃない!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "もっと演奏をつづけてほしいな。", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "うん、もちろん! 2人で旅をしながら、いっしょに歌を\\n作るのもいいんじゃない?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "それって、なんだかちょっと楽しそうでしょ。", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "いいね、やりたい!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "あー、それって、演奏中のギタリストを見るとかかっちゃう、\\n[wave amp=30 freq=30]魔法みたいな[/wave]効果のせいじゃないって言いきれる?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "じゃあ、決まりだね! やろうよ!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "あー、それって、演奏中のギタリストを見るとかかっちゃう、\\n[wave amp=30 freq=30]魔法みたいな[/wave]効果のせいじゃないって言いきれる?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "あー、それって、演奏中のギタリストを見るとかかっちゃう、\\n[wave amp=30 freq=30]魔法みたいな[/wave]効果のせいじゃないって言いきれる?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "わたしが初めて女の子にあこがれたのは、大学時代、バンドで\\nドラムを演奏してた友だちを見たときだったな。どうも、\\nミュージシャンのことは簡単に好きになっちゃうみたい。", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "冗談だよ。もっと演奏を聞きたいな!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "いや、本気だよ。キミが大好きなんだ。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "いつもより静かだね、{player}! なにか考えごと?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "いや、本気だよ。キミが大好きなんだ。", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "その……", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "いや、本気だよ。キミが大好きなんだ。", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "キスしたいんなら……", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "いまが、バッチリのタイミングだと思うよ。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "いつもより静かだね、{player}! なにか考えごと?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "いつもより静かだね、{player}! なにか考えごと?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "ううん、特になにも!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "そっか。そうじゃないかなって思ったよ。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "そっか!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "言葉でどう説明したらいいか、わかんないや。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "正直に言うと、自分があなたを[wave amp=30 freq=30]そういう目で[/wave]見てるとは\\n思ってなかったの。フュージョンするまではね。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "そもそも、[pause]恋人なんて短いつきあいを数人としかしてないし、\\n相手はみんな男の子だったから。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "そもそも、[pause]恋人なんて短いつきあいを数人としかしてないし、\\n相手はみんな男の子だったから。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "あのね、男の子とは何人かつきあったことがあるの。[pause]でも、\\n[pause]こんな気持ちになった相手は……あなたが初めてだったから。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "ちょっとバカっぽく聞こえるかもしれないけど、\\nあなたとフュージョンしたとき……", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "あなたの魂を[wave amp=30 freq=10]感じとった[/wave]ような気がしたんだ……[pause]だから、\\nわたしはある意味、わたし自身でもわからないやり方で\\nあなたを知ってるのかも。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "あの……あなたって、ステキだよね。わたしだってもちろん、\\nあなたとつきあいたいよ。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "あの……あなたって、ステキだよね。わたしだってもちろん、\\nあなたとつきあいたいよ。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "いつかお別れしなきゃいけないとしても、あなたとはかけがえのない関係になれるから。[pause]そう思うんだ。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "あの……あなたって、ステキだよね。わたしだってもちろん、\\nあなたとつきあいたいよ。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "あなた、[wave amp=30 freq=30]ラッキー[/wave]なんじゃない?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "その通りだね。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "うん、そう思う。", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "さて、これであなたにガールフレンドができたね! \\nしかも、相手はミュージシャンのタマゴだよ!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "2人でお祝いしなきゃね!", - "MEREDITH_INTRO_MEREDITH1.m": "おっ。新顔の男の子じゃん。", - "MEREDITH_INTRO_MEREDITH1.f": "おっ。新顔の女の子じゃん。", - "MEREDITH_INTRO_MEREDITH1.n": "おっ。例の新顔じゃん。", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "会ったことあったっけ?", - "MEREDITH_INTRO_MEREDITH2": "ホイレイクがウチの店に部品を受け取りに来たとき、\\nアンタのことをクドクドくっちゃべってたんだよ。", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "えっ、知ってるの?", - "MEREDITH_INTRO_MEREDITH3": "アイツにはもう会った? [pause]最低な野郎だよ。", - "MEREDITH_INTRO_MEREDITH4": "本物の科学者ですらないんだから。知ってた? \\n[pause]アイツ、ニューウィラル島に流れつく前はデータアナリスト\\nだったんだよ。", - "MEREDITH_INTRO_MEREDITH6.m": "ともかく、ウチはメレディス。[pause]この刑務所みたいな小島に\\n永遠に閉じこめられるのを、ウチらといっしょに楽しもうよ。\\n死ぬまでさ。", - "MEREDITH_INTRO_MEREDITH5": "だれかアイツに言ってやらなきゃダメだね。\\n「アイラブ科学」Tシャツを着てるだけじゃ、アンタに個性が\\nあることにはならないよって。", - "MEREDITH_INTRO_MEREDITH6.n": "ともかく、ウチはメレディス。[pause]この刑務所みたいな小島に\\n永遠に閉じこめられるのを、ウチらといっしょに楽しもうよ。\\n死ぬまでさ。", - "MEREDITH_INTRO_MEREDITH6.f": "ともかく、ウチはメレディス。[pause]この刑務所みたいな小島に\\n永遠に閉じこめられるのを、ウチらといっしょに楽しもうよ。\\n死ぬまでさ。", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "脱出する方法を見つけるよ!", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "それも悪くなさそう!", - "MEREDITH_INTRO_A_MEREDITH2": "ヘンテコな悪夢のバケモノたちと、ウチらしかいないの。\\nこの島にはね。", - "MEREDITH_INTRO_A_MEREDITH1.m": "そりゃイイね。アンタ、ここに来てすぐでしょ。悪いけどさ、\\nそんな方法とかないから。", - "MEREDITH_INTRO_A_MEREDITH1.n": "そりゃイイね。アンタ、ここに来てすぐでしょ。悪いけどさ、\\nそんな方法とかないから。", - "MEREDITH_INTRO_A_MEREDITH1.f": "そりゃイイね。アンタ、ここに来てすぐでしょ。悪いけどさ、\\nそんな方法とかないから。", - "MEREDITH_INTRO_A_MEREDITH3": "だから、おしまいってワケ。", - "MEREDITH_INTRO_END_MEREDITH1": "まあ、ウチは外の空気を吸いたかっただけなんだ。そのうち、\\n町にあるウチの店まで会いにきなよ。板張りの道ぞいにある\\n黄色い建物だから。", - "MEREDITH_INTRO_B_MEREDITH2": "人と話せる話題なんて、あっというまになくなるよ。\\nこれ、マジだから。", - "MEREDITH_INTRO_B_MEREDITH1": "ここに住んでる人の数は、まあ、多くて200人ぐらいかな。", - "MEREDITH_INTRO2_MEREDITH1": "へえ。また会ったね。聞きたいことがあるんだけど……", - "MEREDITH_INTRO2_MEREDITH2": "アンタ、マジでこの島から出る方法を探すつもりなワケ?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "うん!", - "MEREDITH_INTRO2_MEREDITH3": "ふーん。感動しちゃいそうなくらいお気楽だね。", - "MEREDITH_INTRO2_MEREDITH4": "じゃあ、そのために「島1周旅行」をやるんなら、探し物を\\n頼まれてくれない?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "うん! なにを探してるの?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "ごめん、あとで。", - "MEREDITH_INTRO2_NO_MEREDITH1": "いいよ。アンタにもやることはあるだろうしね。\\nウチもそうだもん。", - "MEREDITH_INTRO2_NO_MEREDITH2": "ああ、どうも。また来たんだ。", - "MEREDITH_INTRO2_MEREDITH5": "えっと、音楽のレコードなんだ。[pause]レコードってわかる?", - "MEREDITH_INTRO2_NO_MEREDITH3": "ウチの探し物を手伝うかどうか、考えといてくれた?", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "もちろん!", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "そりゃ、知ってるに決まってるよ。", - "MEREDITH_INTRO2_MEREDITH6": "OK、よかった。", - "MEREDITH_INTRO2_MEREDITH7": "えっと、[pause]ほら、[pause]ここじゃ、だれがなにを知ってて、\\nなにを知らないのかわかりづらいからさ。だれもが\\n似たような……世界から来てるワケじゃないし。", - "MEREDITH_INTRO2_MEREDITH9": "とにかく、そのレコードはね、[pause]アルバム盤なんだ。\\n[pause]ザ・ウィッチハウスの「ずっとほしかったモノ」なんだけど。\\nアンタも聞いたことあるかもね。", - "MEREDITH_INTRO2_MEREDITH8": "おかげで人と話すのが大変なんだよね。[pause]ふつうよりも、\\nずーっとさ。", - "MEREDITH_INTRO2_MEREDITH10": "ここに来る前、よく聞いててさ。だからそれには……\\n[pause]感傷的な価値があるワケ。わかる?", - "MEREDITH_QUEST1_QUERY_IANTHE6": "町の人たちが着る服は、全部あそこで手に入れているのよ。\\n[pause]私たちが使うカセットプレーヤーとテープについては、\\n言うまでもないわね。", - "MEREDITH_INTRO2_MEREDITH12.m": "どうも。新顔じゃん。どうしたの?", - "MEREDITH_INTRO2_MEREDITH11": "ハーバータウンに、音楽オタクはほぼいないからさ……ウチの\\nために、みんなに聞いてまわってくれない?", - "MEREDITH_INTRO2_MEREDITH12.n": "どうも。新顔じゃん。どうしたの?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "レコードはまだ探してる途中だよ!", - "MEREDITH_INTRO2_MEREDITH12.f": "どうも。新顔じゃん。どうしたの?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "そんなレコード、持っとったかなあ……?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "特になにもないよ!", - "MEREDITH_INTRO2_MEREDITH13A": "へえ、イイじゃん。まあ、見つかる見こみはあんまりないん\\nだよね。確率的には不利だからさ。それでも、感謝はするよ。", - "MEREDITH_QUEST1_QUERY": "「ずっとほしかったモノ」ってレコード知ってる?", - "MEREDITH_INTRO2_MEREDITH13B": "そうそう、なにもないことには慣れときなよ。ここじゃ、時間が飛ぶようにすぎるなんてことないからさ。娯楽もちょっと足りてないし。", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "いや、持ってへんわ。役場のレンジャーはんたちに聞かはると\\nええかもな。", - "MEREDITH_QUEST1_QUERY_IANTHE1": "メレディスが音楽のレコードを探してる? [pause]知らないはずは\\nないだろうけど、ほしいレコードを探して見つかる確率なんて、ここではほとんどゼロに等しいのよ。", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "それか、駐在所におらはるレンジャーはんに聞くのも\\nええかもな。[pause]駐在所は知っとる? [pause]ハーバータウンの北東に\\nあるんよ。", - "MEREDITH_QUEST1_QUERY_IANTHE2": "どれだけ大げさに言っても足りないくらいよ。\\nニューウィラル島にはいろんな物が、[wave amp=30 freq=30]数多くの[/wave]違う世界から\\nやってきているんだから。", - "MEREDITH_QUEST1_QUERY_IANTHE3": "とはいえ、[pause]ガタボロモールなら、見つかる可能性が少しくらいはあるかもしれない。", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "ガタボロモール?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "ああ……[pause]そうよね。[pause]あなたはここに来たばかりだもの。", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "わかりました!", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "ああ……[pause]そうよね。[pause]あなたはここに来たばかりだもの。", - "MEREDITH_QUEST1_QUERY_IANTHE5": "ニューウィラル島の北側にあるショッピングモールのことよ。\\n[pause]完全に廃墟になっている建物でね……いまから15年ほど前に、いきなり現れたの。", - "MEREDITH_QUEST1_QUERY_IANTHE7": "あのモールにはミュージックショップがあって、そこには\\nレコードとカセットテープがたくさん置いてあるの。でも、\\n安全のために閉鎖しているのよ。", - "MEREDITH_QUEST1_QUERY_IANTHE8": "なんといっても、カセット関連の物資はとても貴重だもの。\\nそういうものは保護しておくのが得策だから。", - "MEREDITH_QUEST1_QUERY_IANTHE9": "そこにレコードがあるなら、取りに行くだけでも、\\nメレディスの命が危ないかもね。[pause]合理的に考えたら、\\n彼女に探しにいかせることは禁止したいところだけど……", - "MEREDITH_QUEST1_QUERY_IANTHE10": "でも、あなたがついていけば、彼女も少しは安全かもしれない\\nわね。どうぞ、これを受け取って。", - "MEREDITH_QUEST3_MEREDITH2": "おっと。", - "MEREDITH_QUEST3_MEREDITH1": "なにコレ? 手紙……?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "なんて書いてあるの?", - "MEREDITH_QUEST3_MEREDITH3": "イアンシーからの手紙だよ。探してるレコードは\\nガタボロモールにあるかもしれないからって、ウチがそこに行く許可を出してる……", - "MEREDITH_QUEST3_MEREDITH4": "でも、アンタといっしょに行かなきゃダメだってさ。モールに\\n入るためのカギも、手紙に入れてくれてる。", - "MEREDITH_QUEST3_MEREDITH5": "まあ、それじゃ、行こっか?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "本当にいいの?", - "MEREDITH_QUEST3_MEREDITH6": "大丈夫だって、自分の身くらい守れるから……ウチが自分用の\\nカセットプレーヤーを持ってないなんて、思ってないでしょ?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "危ないかもしれないよ!", - "MEREDITH_QUEST3_MEREDITH7": "1日中ここに座ってるなんて耐えられないし。[pause]あのアルバムを\\n探しに行けば、多少は生活に張りあいが出るでしょ。", - "MEREDITH_QUEST3_MEREDITH8": "だってさ……[pause]自分を前に進ませてくれるモノがなかったら、\\nそんなの死んでるのと同じじゃん。[pause]違う?", - "MEREDITH_QUEST3_MEREDITH9": "アンタはさあ……[pause]自分がなににクビ突っこもうとしてるか、\\nわかってる?", - "MEREDITH_QUEST3_MEREDITH11": "でも……", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "帰る方法を見つけたいんだ。", - "MEREDITH_QUEST4_PART1_MEREDITH3": "上にあるあの店って、音楽関係のモノを置いてるっぽく\\n見えない?", - "MEREDITH_QUEST3_MEREDITH10": "前にも言ったけど、それはムリなんだってば。", - "MEREDITH_QUEST3_MEREDITH12": "アンタがレコード探しを手伝ってくれるんなら、ウチも帰る方法探しを手伝うよ。", - "MEREDITH_QUEST3_MEREDITH13": "手伝わない理由がないじゃん? どうせレコードが\\n見つかったら、新しいやりがいが必要になるんだし。", - "MEREDITH_QUEST4_PART1_MEREDITH2": "この「終末モノ」っぽい雰囲気、感動しちゃうよ。", - "MEREDITH_QUEST4_PART1_MEREDITH1": "本音をブチまけていい? この建物ってきっと、\\n昔はもっとみすぼらしかったんだと思うよ。あちこちが……\\n[pause]ボロくなる前から、とっくにさ。", - "MEREDITH_QUEST4_PART1_MEREDITH4": "あそこに行く方法を探そうよ。", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "もし人でいっぱいだったら、\\nココの雰囲気もガラッと変わるんだろうね……", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "ココ、映画撮影には最高だろうね。モンスターを\\nエキストラにできないかな?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "もちろん!", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "いま踏んだのがただの水でありますように。マジで。", - "MEREDITH_QUEST4_PART2_MEREDITH1": "「ビニール・ビート」だってさ。お目当ての場所はココだと\\n思うよ。中に入る?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "えっと、あとで。", - "MEREDITH_QUEST4_PART3_MEREDITH1": "アレは絶対、このあたりにあるはず……かなりイイところまで\\n来てるよ……", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "「マックとサイコー5 - マック・トゥ・ザ・フューチャー」。\\n違う、これじゃない。", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "「ツリーマン - レガシー・オブ・ザ・ツリーマン」。\\nこの店は、ヘンなレコードも置いてるみたいだ。", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "「プロシジェン - 電気羊のドリーマー」。\\nカッコいい雰囲気だ……でも、このレコードじゃない。", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "なにかのサウンドトラックだ。", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "大きな赤い文字で「ザ・ウィッチハウス」と\\n書いてあるレコードだ。", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "そのジャケット……見つけてくれたんだね!", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "このジャケット……見つけたよ!", - "MEREDITH_QUEST4_PART4_MEREDITH4": "カバーアートも、[wave amp=30 freq=30]ちょっとだけ[/wave]違うし……", - "MEREDITH_QUEST4_PART4_MEREDITH2": "待った。[pause][pause]なんかおかしいよ。", - "MEREDITH_QUEST4_PART4_MEREDITH3": "「タイムレス・アンド・ストレンジ」? \\n[pause]アルバムの名前が違う……", - "MEREDITH_QUEST4_PART4_MEREDITH5": "曲目のリストも違う……", - "MEREDITH_QUEST4_PART4_MEREDITH6": "どの曲も、知らないんだけど。", - "MEREDITH_QUEST4_PART4_MEREDITH7": "コレ、[wave amp=30 freq=30]並行宇宙[/wave]で出たバージョンじゃん。\\n[pause]ウチがほしかったレコードは、ココにはないんだ。", - "MEREDITH_QUEST4_PART4_MEREDITH8": "知ってたよ。自分にイイことが起きるなんて、\\n少しも期待しちゃいけないんだって。", - "MEREDITH_QUEST4_PART4_MEREDITH9": "いつもそうなんだから……", - "MEREDITH_QUEST4_PART5_MEREDITH1": "あーもう、なにが起きたワケ……", - "MEREDITH_QUEST4_PART5_MONARCH4": "やはり、感じるぞ!\\n\\n無だ。心臓が あるべき位置に\\n空いた穴。我に 力をもたらすもの。\\n\\nねがわくば すべて 食らいたい。", - "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}、アンタ無事?", - "MEREDITH_QUEST4_PART5_MONARCH6": "汝らの 種族は 豊かな生を\\n送ることも できるのだ。\\n\\nだが汝らは その代わりに\\n豊かさを うつろな象徴や\\n工芸品と 交換する。", - "MEREDITH_QUEST4_PART5_MEREDITH3": "レコードが……ウチが落としちゃったんだ。アレ、見える?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "あ、アンタ、だれ? [pause]なに言ってんの?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "ココは廃墟なんだよ! ゴミだらけのね!", - "MEREDITH_QUEST4_PART5_MONARCH7": "汝らは 価値あるものを\\n無と 交換している。\\n\\n我が城は 汝らが 置き去りにした\\n無で 満たされているのだ!", - "MEREDITH_QUEST4_PART5_MEREDITH8": "アンタの……[pause]城? [pause]このモールが? [pause]それ、マジで言ってんの?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]なんの価値もない場所なんだってば!![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "そうだ…… 何の価値も 無い。\\n\\nそして 我こそは 無の王なり!\\n\\n来るがよい、汝らの無を\\n我に 食らわせよ!", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "きっと、簡単だろうね……", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "簡単だよ、あきらめて、ただ死ぬのはさ……", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "やった……[pause]生きてる……[pause]ウチら、[pause]フュージョンして……?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "でも、そんなのはウチじゃない! \\n自分にがっかりするのは、もうたくさんだよ!", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "えっと……", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "やった……[pause]生きてる……", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "君、こんなところに\\nいい場所を 持ってるね。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "アンタ、こんなことしなくてもよかったのにさ。ありがとね。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "気づいたんだけど、アタシ、マジで超くだらないことのために、はるばるここまで来ちゃったんだね。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "気づいたんだけど、アタシ、マジで超くだらないことのために、はるばるここまで来ちゃったんだね。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "だけど、君の 実力を 考えると\\nもう少し がんばれたと 思わないかい?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "気づいたんだけど、アタシ、マジで超くだらないことのために、はるばるここまで来ちゃったんだね。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "あと、めちゃくちゃバカなことのせいで死にかけちゃった。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "アンタ、こんなことしなくてもよかったのにさ。ありがとね。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "アンタ、こんなことしなくてもよかったのにさ。ありがとね。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "まあ……廃墟になったモールも、ヤバい危険も、今日はもう\\nこれくらいでいいや。", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "行こうよ。町に戻ってこのレコード、聞いてみよう。", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "それでさ……あの……フュージョンの件なんだけど……", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "アンタはさ、[pause]その、[pause][pause]前にもだれかとフュージョンしたこと\\nあんの?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "なんか、こう、話しあったほうがいいって気がする? かな。", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "すごくヘンな感じだったよね。", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "すごくイイ感じだったよね。", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "間違いなく……[pause]なんか、スゴかったよ。", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "後になってから、どんなだったか思い出してみても、あんなの\\nいままで体験したことなかった。", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "心がひとつに溶けあって、ウチがウチじゃなくなったみたい\\nだった。", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "夢を思い出そうとするようなカンジなんだ。ウチらの\\n脳ミソには、アレを処理できるだけの回路がないのかもね……", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "アンタはさ、[pause]その、[pause][pause]前にもだれかとフュージョンしたこと\\nあんの?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "アンタはさ、[pause]その、[pause][pause]前にもだれかとフュージョンしたこと\\nあんの?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "べ、[pause]別に、したことあっても大したことないからね! [pause]アレが\\nアンタの初めてじゃなかったかどうか、確信が持てなくてさ。", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "あの……[pause]言おうとしたことと、全然違うこと言っちゃった。", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "ウチが言ったこと、全部忘れて。", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "ずっと聞きたかったんだけどさ……", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "アンタ、どうして帰る方法があるって確信してるワケ?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "アンタ、どうして帰る方法があるって確信してるワケ?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "アンタ、どうして帰る方法があるって確信してるワケ?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "ビジョンを見たんだ……", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "あのさ、どういうことなのか全部話してよね。", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "……へえ。だいぶスゴいじゃん。", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "ウチも借りを返すよ。レコード探しを手伝ってもらったん\\nだから、ニューウィラル島を出る方法を探すのを手伝う。", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "そうだ! レコードのこと、忘れるとこだった!", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "……", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "これ、めっちゃイイよ。", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "ウチは、こう、スゴくミジメな10代をすごしたからさ。\\n人づきあいも下手だったし。", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "大学に行ってたころは、自分を変えたいって思ってた。\\n本気でね。", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "まあ、昔持ってたアルバムとは違うけど、十分それっぽい。", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "わかってる、問題があるのはウチなんだよね。でも、努力は\\nつづけたいんだ。", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "ウチのことを助けるために、命なんてかけなくても\\nよかったんだよ。", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "このレコードは、サウンドトラックみたいなモンだったの。\\nほら、変わろう、よくなろうってがんばってるときのさ……", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "ダメだったけどね。あと少しで一生の友だちが作れそうだった\\nけど、その子たちからはもう二度と話しかけてもらえない。", - "MEREDITH_CONVO5_MEREDITH2": "ウチ、虫耐性がめっちゃ低いんだよね。言ったっけ?", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "あの大天使はそういうことを言ってたのかも。ウチは実際に\\n生きることをがんばるかわりに、あれこれ気晴らしすることに\\n時間を使いすぎてるって。", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "ニューウィラル島はサイテーなことばっかだけど……", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "だけど、探し物とピッタリ同じものは見つからなくても……\\nいいんだ。結果には満足してる。", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "アンタは、なんかイカしてるよね。", - "MEREDITH_CONVO1_MEREDITH1": "あのさ……", - "MEREDITH_CONVO1_MEREDITH2": "たき火って、しゃべるのをラクにしてくれるよね。", - "MEREDITH_CONVO1_MEREDITH3": "なにを言うか思いつけなくても、気まずい間を空ける必要が\\nないじゃん。", - "MEREDITH_CONVO1_MEREDITH4": "いつも「めっちゃイイ炎だね」とか言っとけば、みんな、\\nコイツ、なんかイイこと言ったなってカンジでうなずいて\\nくれるんだから。", - "MEREDITH_CONVO1_MEREDITH6": "そしたら火事が起きちゃうかもだけど。", - "MEREDITH_CONVO1_MEREDITH5": "人としゃべるときは毎回、たき火がそばにあればいいのに……", - "MEREDITH_CONVO2_MEREDITH1": "ここに来る直前はなにをやってか、覚えてる?", - "MEREDITH_CONVO2_MEREDITH2": "ほら、[pause]ニューウィラル島に来る前だよ。", - "MEREDITH_CONVO5_MEREDITH1": "うげっ。[pause][pause]いま、足の上をなんかが通った気がする。", - "MEREDITH_CONVO2_MEREDITH3": "ときどき、この島に来た瞬間のことを思い出そうとするん\\nだけど、[pause]できなくてさ……", - "MEREDITH_CONVO2_MEREDITH4": "眠りに落ちる瞬間を思い出そうとするときみたいな\\nカンジなんだ。", - "MEREDITH_CONVO2_MEREDITH5": "その前後になにをやってたかは思い出せるのに、移動した瞬間はピンポイントで抜け落ちてるの。", - "MEREDITH_CONVO2_MEREDITH6": "ヘンなカンジ。", - "MEREDITH_CONVO3_MEREDITH2": "家に帰る方法が見つかったらさ……\\n[pause]ほら、ホントの家のほうだけど……", - "MEREDITH_CONVO3_MEREDITH1": "思うんだけど……", - "MEREDITH_CONVO3_MEREDITH3": "ここですごしたぶん、向こうでも時間ってすぎてるワケ?", - "MEREDITH_CONVO3_MEREDITH4": "それとも、ここへ来た瞬間に戻るワケ? ここでの出来事が、\\nまばたきするあいだに起きたみたいに?", - "MEREDITH_CONVO4_MEREDITH1": "ウィッチハウスのイカすところはさ、たとえば、\\n[pause]3つの違うバンドが解散してなきゃ結成されてなかったって\\nとこなんだよね。", - "MEREDITH_CONVO4_MEREDITH2": "男性ベーシストが脱退して自分の宗教をはじめたせいで\\n「プロシジェン」が解散したから、ボーカルのロブ・ハンサムは仕事が必要だったし……", - "MEREDITH_CONVO4_MEREDITH8": "めちゃめちゃ低いでしょ。[pause]たぶんだけど。", - "MEREDITH_CONVO4_MEREDITH3": "ドラマーのリンダ・スティールはレコード会社とモメて、\\nパンクトリオの「バッド・ホーセズ」から脱退した\\nばかりだったし……", - "MEREDITH_CONVO4_MEREDITH5": "そういう星のもとで、[pause]しかもほとんどが悪い星って状況だから\\nこそ、[pause]メンバーの3人は「ウィッチハウス」を結成できたワケ。", - "MEREDITH_CONVO4_MEREDITH4": "で、ギターのダニエル・「セーフティ」・バタークロフトは、「ノー・シートベルツ」で唯一の生き残りなんだ。ほかのバンドメンバーは、ツアーバスの事故でみんな死んじゃったから。", - "MEREDITH_CONVO4_MEREDITH6": "だから考えちゃうんだよね、そんなことが起きる確率は、\\nどれだけ低いんだろうなってさ……", - "MEREDITH_CONVO4_MEREDITH7.f": "こういうことも考えるんだ。この場所で、[pause]いまこの瞬間に、\\n[pause]ウチら2人がいっしょにいる確率はどれくらいなのかなって。", - "MEREDITH_CONVO4_MEREDITH7.m": "こういうことも考えるんだ。この場所で、[pause]いまこの瞬間に、\\n[pause]ウチら2人がいっしょにいる確率はどれくらいなのかなって。", - "MEREDITH_CONVO4_MEREDITH7.n": "こういうことも考えるんだ。この場所で、[pause]いまこの瞬間に、\\n[pause]ウチら2人がいっしょにいる確率はどれくらいなのかなって。", - "MEREDITH_CONVO5_MEREDITH3": "さっきのは風で飛んできた草の葉っぱだったことにして、あまり考えないことにするよ。", - "MEREDITH_CONVO6_MEREDITH1": "「2人の時間」をすごすためにココに来るのはべつに\\nいいんだけど……", - "MEREDITH_CONVO6_MEREDITH2": "思うんだよね、ハーバータウンに[wave amp=30 rate=10]2つ目[/wave]のカフェがあったら\\nいいのにって。", - "MEREDITH_CONVO6_MEREDITH3": "そしたら、デートの戦略がまるっきり変わるよ!", - "MEREDITH_CONVO6_MEREDITH4": "ウチが自分で1軒オープンしたほうがいいのかも。\\n健全な競争ってやつを保つためにさ。", - "MEREDITH_CONVO6_MEREDITH6": "もう、様子が目に浮かんじゃうね。", - "MEREDITH_CONVO6_MEREDITH5": "めっちゃゴスっぽく飾りつけしちゃおう。[pause]壁は黒くして、\\nイカしたガイコツを飾って……", - "MEREDITH_CONVO7_MEREDITH1": "ウチさ、その、自分の考えを話すのがそんなに得意じゃ\\nないんだよね。", - "MEREDITH_CONVO7_MEREDITH2": "ときどき、人の話に対するリアクションをミスったなって\\n思うことがあってさ……", - "MEREDITH_CONVO7_MEREDITH4": "それに、めっちゃ退屈なヤツだって山ほどいるし!", - "MEREDITH_CONVO7_MEREDITH5": "でも、アンタには全然退屈しないからさ。[pause]だから、\\nウチがアンタに興味を持ってないとか、そういうことは絶対に\\n思わないでね。", - "MEREDITH_CONVO7_MEREDITH3": "ほら、ヘンなこと言っちゃうとか、マズい表情をしちゃうとか\\nするでしょ。そしたらみんなが、コイツは話に興味ないんだって思うワケよ。", - "MEREDITH_CONVO8_MEREDITH1": "アンタ、気づいてる? ハーバータウンは必要なものを\\nだれにでも提供してるんだよ。それも、相手が地域社会に\\nどんなことをしてるかには関係なしにさ。", - "MEREDITH_CONVO8_MEREDITH2": "つまりさ、町の人たちはみんな、それぞれの問題を抱えてるワケだけど、それでも……", - "MEREDITH_CONVO8_MEREDITH3.m": "だれものけ者にされないんだ。みんな、なにか自分のできる\\nことで町の役に立つワケ。[pause]もしできなくても、心配しなくて\\nいいの。", - "MEREDITH_CONVO8_MEREDITH3.n": "だれものけ者にされないんだ。みんな、なにか自分のできる\\nことで町の役に立つワケ。[pause]もしできなくても、心配しなくて\\nいいの。", - "MEREDITH_CONVO8_MEREDITH3.f": "だれものけ者にされないんだ。みんな、なにか自分のできる\\nことで町の役に立つワケ。[pause]もしできなくても、心配しなくて\\nいいの。", - "MEREDITH_CONVO8_MEREDITH4": "さびしいところにある社会だけど……[pause]でも、残酷じゃないんだ。", - "MEREDITH_CONVO8_MEREDITH5": "その、[pause]こう、[pause]ウチがもともと住んでたところは、そうじゃ\\nなかったからさ。", - "MEREDITH_CONVO9_MEREDITH1": "ちょっと暗いかもしれないけど、ときどき想像するんだ。\\n「前の暮らし」での知りあいは、ウチのことを思い浮かべたり\\nするのかなって。", - "MEREDITH_CONVO9_MEREDITH2": "思い描くんだ。夜、昔の同僚たちがわびしいロンドンのパブで\\n席に座って、こう話してるの。「メレディス・チェンは\\nどうしたんだろう? ある日突然すがたを消して、それっきり\\n顔を見せないよな?」って。", - "MEREDITH_CONVO9_MEREDITH4": "実際に口に出してみると、マジでヘコんじゃう話だね、コレ。", - "MEREDITH_CONVO9_MEREDITH3": "……", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "映画?", - "MEREDITH_CONVO10_MEREDITH1": "もとの世界に帰れたら、見なきゃいけない映画がいっぱい\\nあるんだろうな。", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "どんな映画が好きなの?", - "MEREDITH_CONVO10_MEREDITH2": "あー、[pause]うーん。", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "ずいぶん細かいね。", - "MEREDITH_CONVO10_MEREDITH3": "ウチの好みは、はっきり2種類にわかれてるんだよね。とてつもなくアホなアメリカのアクション映画と、芸術かマジのゴミか\\nわからない吸血鬼映画にさ。", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "好みがはっきりしてるね!", - "MEREDITH_CONVO10_MEREDITH4": "アンタの映画の好みも知れたらうれしい、かな。", - "MEREDITH_CONVO11_MEREDITH1": "聞いたんだけど、ケイリーと付きあいはじめたんだって……?", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "知ってるんだ……?", - "MEREDITH_CONVO11_MEREDITH6": "あの夜いっしょにすごしたあと、こっちがカン違いしちゃったのかもね……[pause]でも、いいよ。", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "この会話、気まずくないといいんだけど!", - "MEREDITH_CONVO11_MEREDITH2": "なんて言ったらいいワケ? 言葉が出てこないよ。", - "MEREDITH_CONVO11_MEREDITH3": "べつに、責めるつもりはないんだ……[pause]だって、ケイリーって、\\n[wave amp=30 freq=10]ケイリー[/wave]だから。", - "MEREDITH_CONVO11_MEREDITH5": "(あーもう、女の子と話すときのウチって、\\n [wave amp=30 freq=10]しくじって[/wave]ばっか……)", - "MEREDITH_CONVO11_MEREDITH4": "努力しなくてもカンペキで、しかも美人だし。\\n[pause]コレ、あの子に言わないでね。", - "MEREDITH_CONVO11_MEREDITH7": "どっちにしろ、末長い人づきあいに踏みきる心の準備が\\nできてるかどうか、わかんなかったし。", - "MEREDITH_CONVO12_MEREDITH1": "モールの地下に住んでた大天使と戦ったときのこと、覚えてる?\\n[pause]アイツが言ってたことについて考えてたんだ。", - "MEREDITH_CONVO12_MEREDITH2": "あの大天使は、ウチが「価値あるものを無と交換してる」って言ってた。[pause]あれは音楽のレコードを探したい、ウチの欲望の\\nことだったのかな?", - "MEREDITH_CONVO12_MEREDITH4": "そういうモノにしつこくこだわって、[wave amp=30 freq=10]ホントに[/wave]大事なことを\\n放っておくのって、ラクなんだろうね。", - "MEREDITH_CONVO12_MEREDITH3": "だって、けっきょく……[pause]音楽レコードなんて、たいして\\n重要じゃないし。人生に出てきた、ただの[wave amp=30 freq=10]モノ[/wave]だよ。\\n読む本とか、見る映画とかみたいにさ。", - "MEREDITH_CONVO12_MEREDITH5": "「価値あるものを無と交換してる」、かあ。", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "なんで?", - "MEREDITH_CONVO12_MEREDITH6": "それでさ、あの、ウチらの友情はウチにとって、価値があって\\n大事だから、[pause]そのことはしっかり覚えとくことにするよ。", - "MEREDITH_CONVO13_MEREDITH2": "たくさんの人がこの島で生きて、死んできた。\\nウチらみたいな……[pause]ほかの世界からこの島に流れついた\\n人たちがさ。", - "MEREDITH_CONVO13_MEREDITH1": "で、この話を、墓場を移動してるときに思い出すワケ? \\nそんなの、考えこんじゃうじゃん。", - "MEREDITH_CONVO13_MEREDITH3": "たくさんの人たちが行方不明になって、二度と見つからなかったワケでしょ? それって、考えるとすごく悲しいよね。", - "MEREDITH_CONVO13_MEREDITH4": "この島で希望を失った人たちは、絶対にたくさんいるよ。", - "MEREDITH_CONVO13_MEREDITH5": "ウチはそのひとりにはなりたくないんだ、{player}。", - "MEREDITH_CONVO14_MEREDITH1": "ねえ……本当に信じてる?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "本当にって、なにを?", - "MEREDITH_CONVO14_MEREDITH2": "見つけたゲートで、本当にもとの世界に帰れるって\\n信じてるワケ?", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "どういう意味?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "帰らなくちゃ。", - "MEREDITH_CONVO14_MEREDITH3": "ウチは……[pause]自分は永遠にこの島にいるんだってあきらめて\\nたんだ。将来のことを考えはじめなきゃいけないのって、\\nちょっと怖いよ。", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "ほかに選択肢があるの?", - "MEREDITH_CONVO15_MEREDTH2": "もしゲートが実際に動くんだとしたら、レンジャーたちの仕事は山積みになるだろうね。", - "MEREDITH_CONVO15_MEREDTH1": "イアンシーにはもう、ゲートのこと話したワケ?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "どういう意味?", - "MEREDITH_CONVO15_MEREDTH5": "レンジャーたちは、ここのコミュニティの世話係みたいなモン\\nでしょ? 人の流れがまるごと変わっちゃった状況をどう\\n管理するか、答えを出さなきゃいけないだろうね。", - "MEREDITH_CONVO15_MEREDTH3": "島のみんなはものの見方を完全に変えなきゃいけなくなる\\nでしょ。ニューウィラル島はもう、来た人を永遠に閉じこめる\\n場所じゃなくなる。単に、人が……ときどきやってくるだけの\\n島になるんだ。", - "MEREDITH_CONVO15_MEREDTH4": "それに、[wave amp=30 freq=10]たぶんだけど[/wave]、そもそもここで生まれたような\\n人たちは、ここに住みつづけるんじゃないの。", - "MEREDITH_CONVO15_MEREDTH6": "ウチ、レンジャーじゃなくてよかった。忙しすぎだもん。", - "MEREDITH_CONVO16_MEREDITH2": "ほら、カセットテープでモンスターに変身するのと、\\n[pause]アンタとフュージョンしてデカいモンスターに変身するのは\\n違うじゃん。[pause]なら、[wave amp=30 freq=10]ウチら全員[/wave]で、あの列車の上でいっしょにフュージョンしたアレは?", - "MEREDITH_CONVO16_MEREDITH1": "最近はいろいろありすぎて、アレフとの超スゴいバトルについて話すヒマもなかったよね。", - "MEREDITH_CONVO16_MEREDITH3": "マジで、どうかしてたよね。", - "MEREDITH_CONVO16_MEREDITH4": "どう表現したらいいかな……[pause]ふだんのフュージョンは、自分の\\n体がやってることを後ろの席に座って見てるカンジなんだよね。", - "MEREDITH_CONVO18_MEREDITH1": "ニューウィラル島のモンスターはだいぶ不気味だって思ってた\\nけど……", - "MEREDITH_CONVO16_MEREDITH5": "でも、あのときはウチとアンタだけじゃなかった。\\nウチら全員がいっしょにいて、みんなのひとつになった願いを\\n[wave amp=30 freq=10]感じとれてた[/wave]んだ。", - "MEREDITH_CONVO16_MEREDITH6": "ねえ、わかる? 大天使たちは強いけどさ、人のほうがもっと、\\n[wave amp=30 freq=10]ずーっと[/wave]強いんだよ。", - "MEREDITH_CONVO17_MEREDITH2": "自分はスゴく孤独な人間だと思ってたから、アンタと\\nつきあったら、自分が知ってる自分のイメージがなにもかも\\n変わっちゃうのかもって。", - "MEREDITH_CONVO17_MEREDITH1": "最初は不安だったんだよね。つきあったら、自分がまるっきり\\n変わっちゃうんじゃないかって。", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "どういう意味?", - "MEREDITH_CONVO17_MEREDITH4": "でも……そうはならなかった。ウチは[wave amp=30 freq=10]ウチ[/wave]のままで、\\n[pause]そこに[wave amp=30 freq=10]アンタ[/wave]もいてくれるってだけなんだ。", - "MEREDITH_CONVO17_MEREDITH3": "バカみたいだし、[pause]たぶん実際バカなんだけど、\\n[pause]そう感じたんだよ。", - "MEREDITH_CONVO18_MEREDITH3": "アイツらの話し方ときたら、まるで[wave amp=30 freq=10]人間[/wave]みたい。こう、ウチらと同じくらい頭が良さそうじゃない? もしかしたら、ウチらより[wave amp=30 freq=10]賢い[/wave]のかもね。", - "MEREDITH_CONVO18_MEREDITH2": "「大天使」ときたらどうよ? ほら、ウチらが戦ったみたいな\\nヤツ。アイツらは不気味レベルのケタが違うよね。", - "MEREDITH_CONVO18_MEREDITH4": "[wave amp=30 freq=10]デカくて賢くて現実をネジ曲げるバケモノたち[/wave]が、ウチらが\\n暮らす島の、地下全体に広がる鉄道路線の中で暮らしてるって\\nいうのが事実なワケか……", - "MEREDITH_CONVO18_MEREDITH5": "まあ、今夜は寝つくのに時間がかかりそうだね。", - "MEREDITH_CONVO19_MEREDITH1": "……", - "MEREDITH_CONVO19_MEREDITH2": "……", - "MEREDITH_CONVO19_MEREDITH3": "ごめん、気まずいよね。ウチらってお互いのことよく知らない\\nからさ。話すこともあんまりないんだよ。", - "MEREDITH_CONVO19_MEREDITH4": "あ。[pause]言っちゃったら、もっと気まずくなるだけかな。", - "MEREDITH_CONVO20_MEREDITH1": "その……[pause]キャンプはそこまで得意じゃないんだよね。ウチって「インドア」なタイプだから。", - "MEREDITH_CONVO20_MEREDITH2": "これ、言っとけばよかった。アンタがウチといっしょに、このちょっとした[wave amp=30 freq=10]冒険[/wave]に出かける前にさ。", - "MEREDITH_CONVO20_MEREDITH3": "赤の他人とレコードを探しに行こうって決めたこと、アンタが\\n後悔してないといいな。", - "MEREDITH_CONVO21_MEREDITH1": "またカフェに戻ってきたね……この世には、変わらないモノも\\nあると思わない?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "ここにはよく来るの?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "このカフェには何度も来たの?", - "MEREDITH_CONVO21_MEREDITH2": "ここはハーバータウンだよ。ヒマをつぶせる場所なんて、\\nこのカフェ以外[wave amp=30 freq=10]どこにもない[/wave]んだってば。", - "MEREDITH_CONVO21_MEREDITH3": "それが、小さな町での暮らしってモンなの。[pause]少なくとも、\\nコーヒーはおいしいけど。", - "MEREDITH_CONVO22_MEREDITH1": "その、えっと、アンタはこの島で、何度もたくさんキャンプ\\nしてるんだよね?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "だと思うよ!", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "し、してないよ!", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "そうなのかな?", - "MEREDITH_CONVO22_MEREDITH2": "まあ、ウチはそう思うんだけど。それで、アンタって\\n[wave amp=30 freq=10]ほかの[/wave]キャンプ仲間とは全員とキスしたワケ?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "なに言ってるの……?", - "MEREDITH_CONVO22_MEREDITH3.f": "き、気にしないで。からかってるだけだからさ。", - "MEREDITH_CONVO22_MEREDITH3.m": "き、気にしないで。からかってるだけだからさ。", - "MEREDITH_CONVO22_MEREDITH3.n": "き、気にしないで。からかってるだけだからさ。", - "MEREDITH_CONVO23_MEREDITH1.m": "あー、[pause]アンタ、ケイリーと友だちだったよね?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "だと思うよ!", - "MEREDITH_CONVO23_MEREDITH1.f": "あー、[pause]アンタ、ケイリーと友だちだったよね?", - "MEREDITH_CONVO23_MEREDITH1.n": "あー、[pause]アンタ、ケイリーと友だちだったよね?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "うん!", - "MEREDITH_CONVO23_MEREDITH2": "知りたいんだけどさ……あの子って、いったい[wave amp=30 freq=10]なにを[/wave]考えてる\\nワケ?", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "なにそれ?", - "MEREDITH_CONVO23_MEREDITH3": "あの子は1年くらい前にハーバータウンに来て、すぐに\\nトレーニングしてレンジャーになったんだ。[pause]この島に閉じこめ\\nられたことに折りあいをつける時間なんて、[wave amp=30 freq=10]これっぽっちも[/wave]\\n必要ないみたいだった。", - "MEREDITH_CONVO23_MEREDITH4": "ウチからすると、[wave amp=30 freq=10]どことなく[/wave]納得いかないんだよね。", - "MEREDITH_CONVO23_MEREDITH6.m": "その、[pause]はっきりさせとくけど、ウチは[wave amp=30 freq=10]いつもなら[/wave]、他人の事情の\\n話なんてしないからね。アンタは知っとくべきだって\\n思っただけ。[wave amp=30 freq=10]アンタたち[/wave]って、2人で仲よく出かけてるからさ。", - "MEREDITH_CONVO23_MEREDITH5": "自分は[wave amp=30 freq=10]のんきでお気楽[/wave]です、って顔してるけど、あの子は\\nなにか隠してる。[pause]それは確実だと思うよ。", - "MEREDITH_CONVO23_MEREDITH6.f": "その、[pause]はっきりさせとくけど、ウチは[wave amp=30 freq=10]いつもなら[/wave]、他人の事情の\\n話なんてしないからね。アンタは知っとくべきだって\\n思っただけ。[wave amp=30 freq=10]アンタたち[/wave]って、2人で仲よく出かけてるからさ。", - "MEREDITH_CONVO23_MEREDITH6.n": "その、[pause]はっきりさせとくけど、ウチは[wave amp=30 freq=10]いつもなら[/wave]、他人の事情の\\n話なんてしないからね。アンタは知っとくべきだって\\n思っただけ。[wave amp=30 freq=10]アンタたち[/wave]って、2人で仲よく出かけてるからさ。", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "それって、悪いほうに?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "おかしくなった?", - "MEREDITH_SOCIAL1_MEREDITH1": "大天使が現れたうえに、アンタと初めてフュージョンした\\nなんてね。最近のウチの暮らしって、いきなりスゴくおかしな\\nことになっちゃった。", - "MEREDITH_SOCIAL1_MEREDITH3": "この島にこれ以上驚かされたりしないでしょ、って思ってたの\\nかもね。アンタの、ここから[wave amp=30 freq=10]脱出する[/wave]方法を探すって計画も\\nとんでもないけどさ……", - "MEREDITH_SOCIAL1_MEREDITH2": "カン違いしないでよ! アンタとのフュージョンはイカしてた。でも、あれって[wave amp=30 freq=10]ヘンなカンジ[/wave]じゃん?", - "MEREDITH_SOCIAL1_MEREDITH15": "ここに着いてもうずいぶん長いから、帰ることなんてほとんど\\n考えてこなかったんだ。", - "MEREDITH_SOCIAL1_MEREDITH17": "ひとりで気晴らしするのが好きな理由はそれだと思う。", - "MEREDITH_SOCIAL1_MEREDITH16": "ウチはさ……[pause]そもそも、もとの世界ではだれかと仲よくなったりしなかったんだよね。基本的に人は好きじゃないから。", - "MEREDITH_SOCIAL1_MEREDITH18": "ここに来たとき、ウチは電子工学に夢中になってた。町のために電灯とかを作ることにね。", - "MEREDITH_SOCIAL1_MEREDITH19": "そうしてればなにかに集中できて、自分がなくしたものに\\nついて、なにも考えなくていいから。", - "MEREDITH_SOCIAL1_MEREDITH20": "アルバムを探してた理由も、同じだったんだと思う。", - "MEREDITH_SOCIAL1_MEREDITH21": "あーあ。[pause]ごめんね、こんなに……[pause]なんというか、\\nウチがウチでさ。", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "謝る必要ないよ!", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "ねえ、気にしないで!", - "MEREDITH_SOCIAL1_MEREDITH22": "へへっ。[pause]ありがとね。[pause]一瞬だけ、ケイリーみたいに\\nなっちゃってたかな。", - "MEREDITH_SOCIAL1_MEREDITH23": "どういう意味がわかる? あの子はいつも、なにか謝らなきゃ\\nいけないことがあるみたいにふるまってる。だからだよ。", - "MEREDITH_SOCIAL1_MEREDITH24": "ホンネをぶっちゃけるのはこのへんにしとくね。", - "MEREDITH_SOCIAL2_MEREDITH1": "グラモフォン・カフェに来ると、いつも親父を思い出すよ。\\n[pause]あの人はロンドンへ仕事に行く前に、毎朝たくさんコーヒーを\\n作ってたんだ。[pause]だから、コーヒーのにおいがウチの脳ミソに\\n焼きついちゃったみたいでさ。", - "MEREDITH_SOCIAL1_MEREDITH25": "さあ、そろそろ出発しようよ。", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "それって、なつかしそうな感じだね!", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "すてきな思い出だね!", - "MEREDITH_SOCIAL2_MEREDITH2": "まあ、そうかな……", - "MEREDITH_SOCIAL2_MEREDITH3": "親が恋しいのかどうか、わかんないけどね。[pause]お互い、共通点\\nなんて全然持ってなかった。[pause]親とウチじゃ、育った時代も場所も違ったから。", - "MEREDITH_SOCIAL2_MEREDITH4": "世代のあいだのギャップがデカかったんだと思う。\\n[pause]べつに、親が2人とも[shake rate=30 level=10]ヤバいくらい[/shake]ひどい音楽を聞くのは、\\nウチのせいじゃないんだし!", - "MEREDITH_SOCIAL2_MEREDITH5": "大学に行くために家を出たとき、親とは全然……[pause]連絡なんて\\n取らなかった。[pause]それでよかったんだよ。", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "それ、悲しいね。", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "なんだか、さみしいね。", - "MEREDITH_SOCIAL2_MEREDITH6": "まあ、だと思うよ。", - "MEREDITH_SOCIAL2_MEREDITH7": "あのさ、[pause]ウチって子ども時代の記憶があいまいなんだよね。", - "MEREDITH_SOCIAL2_MEREDITH8": "友だちはいたし、いろいろ経験もしたけど、そういうことを\\n思い出そうとすると……", - "MEREDITH_SOCIAL2_MEREDITH9": "いつも、それは自分のまわりで起こったことで、ウチはそれに\\n加わってなかったような気がするんだ。", - "MEREDITH_SOCIAL2_MEREDITH10": "なんというか、一度もまともに操縦席に座ったことがないようなカンジかな。", - "MEREDITH_SOCIAL2_MEREDITH11": "たぶん、イカしてない子どもだったと思う。10代のときも\\nそう。[pause]大人のウチはどうかな……", - "MEREDITH_SOCIAL2_MEREDITH12": "まあ、答えが出るまでには、まだ時間があるでしょ。", - "MEREDITH_SOCIAL2_MEREDITH14": "[wave amp=30 rate=10]これまで一度も[/wave]教わらなかったよ、大人になると友だちを\\n作るのがムズい、なんてさ。", - "MEREDITH_SOCIAL2_MEREDITH13": "もっと友だちを作ったほうがいいのかもね、ニューウィラル島にいるあいだにさ。[pause]あー、もう。", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "少なくとも、ここにひとりいるよ!", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "自分たち2人は違うの?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "少なくとも、ここにひとりいるよ!", - "MEREDITH_SOCIAL2_MEREDITH15": "ウチらの場合は簡単だよ……だって、[pause]ほら、[pause]共通の趣味が\\nあるし。", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "少なくとも、ここにひとりいるよ!", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "共通の……趣味?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "そうなの?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "だと思うよ!", - "MEREDITH_SOCIAL2_MEREDITH16": "そうだよ。[pause]2人で魔法のポータルを探してるでしょ。\\n[pause]それは趣味じゃん?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "つまり、アンタとはいっしょに出かけたいんだよ……[pause]もし、\\nゲートを見つけられなくてもさ。", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "もちろんだよ!", - "MEREDITH_SOCIAL2_MEREDITH17.m": "つまり、アンタとはいっしょに出かけたいんだよ……[pause]もし、\\nゲートを見つけられなくてもさ。", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "キミ、赤くなるとかわいいね!", - "MEREDITH_SOCIAL2_MEREDITH17.f": "つまり、アンタとはいっしょに出かけたいんだよ……[pause]もし、\\nゲートを見つけられなくてもさ。", - "MEREDITH_SOCIAL2_MEREDITH18B": "あーもう、[wave amp=30 freq=10]やめてったら[/wave]、そんなふうにほめるの。\\n[pause]マジでリアクションにこまるから。", - "MEREDITH_SOCIAL2_MEREDITH18A": "へえ。イイね。", - "MEREDITH_SOCIAL2_MEREDITH20": "ハァ。[pause]ウチ、思ったより疲れてたみたい。", - "MEREDITH_SOCIAL2_MEREDITH19B": "全身が勝手に小さく縮こまってくみたいなカンジになっちゃう。", - "MEREDITH_SOCIAL2_MEREDITH21": "変身してバトルするのって、運動にカウントされると思う? \\n[pause]マジで疲れる気がするんだけど。", - "MEREDITH_SOCIAL2_MEREDITH22.m": "とにかくさ、[pause]2人でいっしょに出かけて、モンスターとかを\\nいろいろブンなぐろうよ。", - "MEREDITH_SOCIAL3_MEREDITH1": "あのさ、探してたレコード関係のことで、いろいろ考えてたん\\nだよね。", - "MEREDITH_SOCIAL2_MEREDITH22.n": "とにかくさ、[pause]2人でいっしょに出かけて、モンスターとかを\\nいろいろブンなぐろうよ。", - "MEREDITH_SOCIAL2_MEREDITH22.f": "とにかくさ、[pause]2人でいっしょに出かけて、モンスターとかを\\nいろいろブンなぐろうよ。", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "どんなことを?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "言ってみて……", - "MEREDITH_SOCIAL3_MEREDITH3": "見つけたアルバムは、ウチの世界では録音されてなかった\\nアルバムだったでしょ?", - "MEREDITH_SOCIAL3_MEREDITH2": "まあ、こんなふうに考えたんだ。", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "うん、そうだね!", - "MEREDITH_SOCIAL3_MEREDITH4": "で、もし世界が無限にあるんだとしたら、つまり……\\n[pause]アルバムも無限にあるってことだよね。", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "そんなことあるのかな?", - "MEREDITH_SOCIAL3_MEREDITH6": "その作家が書いた本は全部、単なる物語じゃないみたいで、\\n読むと彼の心をのぞきこんでるカンジがしたの。[pause]彼の志とか、\\n信念とか、哲学とかをさ……", - "MEREDITH_SOCIAL3_MEREDITH5": "こう、[pause]10代のころ、ウチはとある昔の男性ファンタジー作家の大ファンだったんだよね。[pause]重度のオタクだったワケ。", - "MEREDITH_SOCIAL3_MEREDITH7": "本を書くのって、自分をちょびっと世界にさらけ出すようなことなんだと思う。それも、永遠に。", - "MEREDITH_SOCIAL3_MEREDITH8": "最終的に、作家が生きてるうちに書いた作品は全部読んだよ。\\nその結末は、頭からはなれなくなった。", - "MEREDITH_SOCIAL3_MEREDITH9": "ウチは、その作家が書いたものは全部読んだ。新しく読める\\nものは、もうこの世に[shake rate=30 level=10]ない[/shake]んだよ。", - "MEREDITH_SOCIAL3_MEREDITH10": "それと同じことが、死んだらだれにでも起きるんだと思う……[pause]けっきょく、言ったことになるのは、言ったことだけなんだ\\nからさ。", - "MEREDITH_SOCIAL3_MEREDITH11": "でも、世界が無限にあるんなら、その作家が書き上げた違う本のリストも、無限に存在するのかも。", - "MEREDITH_SOCIAL3_MEREDITH12": "それに、もしかすると……[pause]無限に違うウチらがいて、無限に\\nそれぞれ記憶と経験を持ってたりするかもね。", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "もちろん!", - "MEREDITH_SOCIAL3_MEREDITH13": "本当に死ぬってことはないのかもよ、[pause]ある意味さ。", - "MEREDITH_SOCIAL3_MEREDITH14": "そういうことを、ずっと考えてた。それだけ。", - "MEREDITH_SOCIAL3_MEREDITH15": "ねえ、そろそろ出発しない?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "OK、心の準備はいい?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "OK、心の準備はいい?", - "MEREDITH_SOCIAL4_MEREDITH2": "……", - "MEREDITH_SOCIAL4_MEREDITH1.n": "OK、心の準備はいい?", - "MEREDITH_SOCIAL4_MEREDITH3": "ムービーナイト、やるよ。[pause]ウチの家で。[pause]来る?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "えっと、あとで。", - "MEREDITH_SOCIAL4_MEREDITH4": "あーあ。準備できたらひと声かけてよ。きっと楽しいからさ。", - "MEREDITH_SOCIAL4_MEREDITH5": "いいね。アンタ、きっと気に入ると思うよ。", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "すごいね!", - "MEREDITH_SOCIAL4_MEREDITH6": "さあ、ごらんあれ……ニューウィラル島で唯一の、マトモに動く映写機だよ。", - "MEREDITH_SOCIAL4_MEREDITH7": "まあ、ウチのたくさんある趣味のひとつなんだ。", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "どうやって手に入れたの?!", - "MEREDITH_SOCIAL4_MEREDITH8": "さてと、ニューウィラル島の語られざる呪いについて、アンタに話すときが来たね。", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "本当に? くわしく教えて。", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "だいたいそんな感じですね。", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "それから、駅には女性のすがたの分身を持つ建物と、しゃべれる\\nパイロンカツギもいて、ポータルまでの道案内をしてくれる、\\nというわけね……", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "えっと……そうです。", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "そうなんですよ!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "ふう。そんなところですね。", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "その通り。理解していただけてなによりだ。", - "LEADER_IANTHE_WAY_HOME_DOG4": "わふ!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "でも君たちの話だもの、真剣に聞くわ。すぐ駅に人を行かせる。", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}、{partner}、もしこの話をほかの人から\\n聞いていたら、私はすごく心配になったでしょうね!", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "もちろん、来ることは想定して、キャプテンたちと話しあいは\\nしてきたけど。あらゆるチャンスにも対応できるよう、プランは\\n完成させてあるの……", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "最近ここに着いた人たちは、ほとんどがすぐ島から帰りたがる\\nはず。だからそういう人たちは、レンジャーたちで\\n「ナイトブリッジ」へ案内するわ。", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "いまやっと、そのプランを実行に移せるのね。", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "だから、すぐにたくさんの人が移動することはないわ。ニューウィラル島にはいつでも、レンジャーのすべき仕事がある。", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "私とキャプテンたちはもう、ニューウィラル島で暮らしつづけることを選ぶ人々がいるなら、その人たちを守るために島へ残ると決めているの。", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "でも、ハーバータウンに住んでる人の多くは、長い間ここで\\n暮らしてきた。パートナーを見つけ、身を落ちつけて、家族を\\nつくった人たちもいるの……", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}、君はレンジャーになるためのトレーニング中\\nだけど、もしそれを中断して帰ることを選んだとしても、\\n引き止めはしないわ。", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "帰る方法を発見するためにあなたほど努力した人を、\\n私は知らないもの。", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "帰る方法を発見するためにあなたほど努力した人を、\\n私は知らないもの。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "私とキャプテンたちはもう、ニューウィラル島で暮らしつづけることを選ぶ人々がいるなら、その人たちを守るために島へ残ると決めているの。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "帰る方法を発見するためにあなたほど努力した人を、\\n私は知らないもの。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "だから、君にはキャプテンになることを考えてほしいと頼んだ\\nけれど、断って帰ることを選んでも、引き止めはしないわ。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "私とほかのキャプテンはすでに、ニューウィラル島で暮らしつづけることを選ぶ人々がいるなら、その人たちを守るために島へ残ると決めているの。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "だから、君にはキャプテンになることを考えてほしいと頼んだ\\nけれど、断って帰ることを選んでも、引き止めはしないわ。", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "だから、君にはキャプテンになることを考えてほしいと頼んだ\\nけれど、断って帰ることを選んでも、引き止めはしないわ。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "だから、キャプテンになるのを断って帰ることを選んでも、\\n引き止めはしないわ。", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "君がどんな選択をしても、私は全力でサポートする。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "もしかして、スタンプカードがいっぱいになったのかしら?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "キャプテンたちは島じゅうで自分の持ち場についているの。\\nその近くには、突然の緊急事態にも対応できるよう、いつでも\\n[wave amp=30 freq=10]だれか[/wave]が待機してるわ。", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "キャプテンを見つける手がかりがほしいなら、\\nそのまわりにいるレンジャーたちを探すといいわよ。\\n私はいま、ちょっと忙しいから。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "はい、見てください!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "それじゃ、ウワサは本当だったのね! 君はここに来て日が\\n浅いけれど、島じゅうを旅する力と、どんな困難も\\n乗りこえる力を、すでに持っていることを見せてくれた。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "そうなんです!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "おめでとう、{player}……\\nこれで、君は正式なレンジャーよ!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "おめでとう、{player}……\\nこれで、君は正式なレンジャーよ!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "最高! 努力がむくわれたね、{player}!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "おめでとう、{player}……\\nこれで、君は正式なレンジャーよ!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "イイじゃん。ウチもうれしいよ、ホント。", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "イイじゃん。ウチもうれしいよ、ホント。", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "イイじゃん。ウチもうれしいよ、ホント。", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "やったじゃねーか、相棒!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "きみの努力がむくわれたな!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "君の努力が正しかったと証明されたな、友よ。", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "やったじゃねーか、相棒!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "君の努力が正しかったと証明されたな、友よ。", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "君の努力が正しかったと証明されたな、友よ。", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "アオォーン!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "残念だけど、お祝いの会はやってないのよ。\\n[pause]はぐれフュージョンへの対応のせいでレンジャーはみんな\\n忙しくて、新人の教育に時間を使えないの。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "だから……", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "君のようにトレーニングを手伝ってくれる人材がほしいのよ。キャプテンになってみようと考えたことはある?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "君のようにトレーニングを手伝ってくれる人材がほしいのよ。キャプテンになってみようと考えたことはある?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "はい!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "君のようにトレーニングを手伝ってくれる人材がほしいのよ。キャプテンになってみようと考えたことはある?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "興味があるなら、最後のチャレンジを受けてみて……\\n[pause][wave amp=30 freq=10]この私に[/wave]、バトルで勝つの。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "いや、ないです!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "さて、どうする? レンジャーキャプテンになるための試験を\\n受けたい?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "いいわ、気にしないで。気が変わったら声をかけにきてね。", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "もちろんです!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "さて、どうする? レンジャーキャプテンになるための試験を\\n受けたい?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "さて、どうする? レンジャーキャプテンになるための試験を\\n受けたい?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "えっと、あとで。", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "君の本当の実力を確かめたくてしかたなかったわ。どうか、\\n私たちに全力をぶつけてきてちょうだい!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "君の本当の実力を確かめたくてしかたなかったわ。どうか、\\n私たちに全力をぶつけてきてちょうだい!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "「私たち」?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "奥さんがいたんですか?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "君の本当の実力を確かめたくてしかたなかったわ。どうか、\\n私たちに全力をぶつけてきてちょうだい!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "そうね、[pause]こんなバトルを手伝ってもらうとしたら、\\n妻に頼むのが一番だわ。", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "だれといっしょに戦うんですか?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "いま、[wave amp=30 freq=10]今年一番のアツいバトル[/wave]がはじまろうとしてるよ! \\nさあ、勝利に輝くのはどっちかな?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "結婚してるんですか?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "準備はいい、ハニー?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "ええ、あなた!", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "君ならやれるさ、{player}!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "がんばれ、よそ者くん……イアンシーさんに、どっちが強いか\\n見せてやるんだ!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "がんばれ、よそ者くん……イアンシーさんに、どっちが強いか\\n見せてやるんだ!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]そいつをブッ飛ばしちゃッテ、イアンシー!!! 手かげんは\\nなしダヨ!!![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "がんばれ、よそ者くん……イアンシーさんに、どっちが強いか\\n見せてやるんだ!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]そいつをブッ飛ばしちゃッテ、イアンシー!!! 手かげんは\\nなしダヨ!!![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]そいつをブッ飛ばしちゃッテ、イアンシー!!! 手かげんは\\nなしダヨ!!![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "手かげんしてもらえるとは思わないことね、{player}。\\nあなたはもう、訓練生じゃない……\\n[shake rate=30 level=10]トップレベルのステージ[/shake]に立ってるの!", - "LEADER_IANTHE_BATTLE_START.m": "手かげんしてもらえるとは思わないことね、{player}。\\nあなたはもう、訓練生じゃない……\\n[shake rate=30 level=10]トップレベルのステージ[/shake]に立ってるの!", - "LEADER_IANTHE_BATTLE_START.f": "手かげんしてもらえるとは思わないことね、{player}。\\nあなたはもう、訓練生じゃない……\\n[shake rate=30 level=10]トップレベルのステージ[/shake]に立ってるの!", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]あら、フュージョンできるのは自分たちだけだと思ってた?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "悪くなかったわ! [pause]すごくよかったわよ! [pause]君はいつも期待に\\nこたえてくれるのね。", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "聞いてた話は本当だったのね! すごいバトルだったわよ!", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "受けとって……これは君のものよ。", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "人間は[wave amp=30 freq=10]芸術[/wave]を創造したでしょ。音楽みたいなアートを……\\n[pause]芸術は実体のない、私たちが共有する想像力の中にだけ存在する\\n架空のモノなの。", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "これは正式にキャプテンになった証。これからは、トレーニングしてほしい人たちが君を頼りにくるの。ほかのキャプテンが君を鍛えたようにね。", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]あら、フュージョンできるのは自分たちだけだと思ってた?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]あら、フュージョンできるのは自分たちだけだと思ってた?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "大天使たちの[wave amp=30 freq=10]存在は[/wave]確認していたけど、私たちはこれまで、\\nあの存在から……[pause]逃げることしかしてこなかった。", - "LEADER_IANTHE_INTRO_K_IANTHE1": "それについては、ケイリーが証人になってくれるわ。[pause]つい最近入ってくれた新人レンジャーとしてね!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]あ、あの、{player}とわたし、つい最近大天使と\\n戦ったんです![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "あの存在と出会って生きのびたというだけでも、あなたは\\n強い精神力を備えているということになるわね……", - "LEADER_IANTHE_INTRO_K_IANTHE3": "……[pause]そうなの? それはくわしく聞かなきゃね。", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player}はバトルでもへこたれませんよ。[pause]断言します!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "……レンジャー・ケイリーが主張してた、彼女と君が\\n[wave amp=30 freq=10]大天使[/wave]と戦ったという件なら、話は別だけどね。", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "戦って、しかも勝ったんです!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "……レンジャー・ケイリーが主張してた、彼女と君が\\n[wave amp=30 freq=10]大天使[/wave]と戦ったという件なら、話は別だけどね。", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "その話、本当ですよ!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "大天使たちの[wave amp=30 freq=10]存在は[/wave]確認していたけど、私たちはこれまで、\\nあの存在から……[pause]逃げることしかしてこなかった。", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player}はバトルでもへこたれませんよ。[pause]断言します!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player}はすごく強いですよ。", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player}はバトルでもへこたれませんよ。[pause]断言します!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player}は実に勇ましく戦うぞ。", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "レンジャーの……キャプテン?", - "LEADER_IANTHE_INTRO_IANTHE5": "さて、[pause]君はどう思ってるの、{player}? レンジャーに\\n加入してみたい?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "加入って?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "どうすればいいんですか?", - "LEADER_IANTHE_INTRO_IANTHE6": "訓練生に登録して、ニューウィラル島の各地にいるレンジャー\\nキャプテンに会うの。そして、キャプテンたちのチャレンジに\\n合格すればOKよ。", - "LEADER_IANTHE_INTRO_IANTHE7": "君は、モンスターバトルだと[wave amp=30 freq=10]かなりの腕きき[/wave]みたいね。\\n[pause]キャプテンたちはきっと、あなたの戦う力を\\n試したがるでしょう。", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "やったじゃねーか、相棒!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "君は、[wave amp=30 freq=10]本当に[/wave]ここへ来たばかりなのね。", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "レンジャーキャプテンって?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "君は、[wave amp=30 freq=10]本当に[/wave]ここへ来たばかりなのね。", - "LEADER_IANTHE_INTRO_IANTHE9": "テストに合格すれば、訓練生は正式なレンジャーになれる。\\nケイリーみたいにね。レンジャーは多くのことに責任を持つし、ときには大きな危険に身を投じることもあるわ。", - "LEADER_IANTHE_INTRO_IANTHE8.n": "君は、[wave amp=30 freq=10]本当に[/wave]ここへ来たばかりなのね。", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "正直言って、こんな日が来るなんて思ってもみなかった。", - "LEADER_IANTHE_INTRO_IANTHE10": "キャプテンというのは、[pause]私のように、[pause]なにか仕事をこなす人たちなの。キャプテンはハーバータウンの地域社会を支える努力を\\nするほかに、みんなの安全をおびやかすことが起きれば、\\nそれを解決するのよ。", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "OK、わかりました!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "キャプテンは、強いレンジャーなんですね……", - "LEADER_IANTHE_INTRO_IANTHE11": "それじゃ、これをどうぞ。", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "スタンプカード……?", - "LEADER_IANTHE_INTRO_IANTHE12": "チャレンジに合格すれば、キャプテンたちはそのカードに\\nスタンプを押してくれるわ。[pause]カードがいっぱいになったら、\\n私に見せにきて。正式なレンジャーとして登録してあげる。", - "LEADER_IANTHE_INTRO_IANTHE16": "それじゃ、町にもどらないと。私に用事があれば、レンジャーの本部に来てちょうだい。", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "タダでコーヒーが飲める券ですか?", - "LEADER_IANTHE_INTRO_IANTHE13": "キャプテンたちはひとりひとりが、自分だけの戦略を磨きあげているの……[pause]単なる力押しにはとどまらないものをね。君は、\\nそれぞれの戦略への対処法を学ぶことになるわ。", - "LEADER_IANTHE_INTRO_IANTHE14": "どう? できそうかしら、[pause]{player}?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "準備ならOKです!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "準備ならOKです!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "もちろん!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "準備ならOKです!", - "LEADER_IANTHE_INTRO_IANTHE15": "その意気よ。", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "さてと、ほかに用事はある?", - "LEADER_IANTHE_INTRO_IANTHE17": "上に船の半分がついてる建物はわかる? \\n[pause]見逃しようがないと思うわ。", - "LEADER_IANTHE_MENU": "あら、{player}。なにか気になることでも?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "元の世界に帰る方法を見つけました!", - "LEADER_IANTHE_MENU_CAPTAINS": "キャプテンとのトレーニングなんですが……", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "キャプテンになる決心がつきました!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "キャプテンになる決心がつきました!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "キャプテンになる決心がつきました!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "フュージョン素材ってなんですか?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "なるほど。ナイトブリッジという鉄道の駅に、ポータルに\\nなっている魔法の鏡があるのね。そしてその駅は、とある\\n巨大な大天使の一部だと……", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "エレメントタイプについて聞きたくて……", - "LEADER_IANTHE_MENU_FUSION": "フュージョンの話がしたくて……", - "LEADER_IANTHE_MENU_BYE": "あいさつしたいだけです!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "リーダーのイアンシーと話してくるといい。あの人は、ここから真北にある駐在所にいるはずだ!", - "CAPTAIN_SKIP_POST_REMATCH2.n": "これをあげるよ、キャプテン……勝利を記念したごほうびだ!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "これをあげるよ、キャプテン……勝利を記念したごほうびだ!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "お祝いに、もう一度バトルするのもいいかもね……どうする、[wave amp=30 freq=10]キャプテン[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "ここは昔、「ニューロンドン」って呼ばれてた。[pause]当時のハーバー\\nタウンには住民がいっぱいいて、ピカピカの新しい町を作る\\n余裕があったんだよ。", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "いやあ、今回もコテンパンにされてしまったな。いいバトル\\nだったよ。", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "いやあ、今回もコテンパンにされてしまったな。いいバトル\\nだったよ。", - "CAPTAIN_DREADFUL_INTRO2": "知ってるかい? あたしはこの町で育ったんだ。[pause]子ども時代は\\nここでずうっと、[wave amp=30 freq=10]本物の[/wave]ロンドンはどんな町だったかって話を\\n聞いてすごしたもんさ。", - "CAPTAIN_DREADFUL_INTRO3": "とんでもない場所だったらしいねえ! 切り裂き魔に、\\n[pause]追いはぎに、[pause]吸血鬼……[pause]どの話も、べらぼうに楽しんだっけ!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "おもしろそう!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "それ、実話なのかなあ……", - "CAPTAIN_DREADFUL_INTRO4": "まあ当然、[pause]この町が焼けたとき、そういう話もみんな\\n失われちゃってねえ。[pause]人も町も、全部炎に焼きつくされたのさ。\\n[pause]ちっちゃなあたし以外はね。", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "それ、実話なのかなあ……", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "それ、実話なのかなあ……", - "CAPTAIN_DREADFUL_INTRO5": "あたしはペニー=ドレッドフル。[pause]レンジャーキャプテンにして、死神をあざむく者。生きてるマジの本物だよ!", - "CAPTAIN_DREADFUL_LAST_LEGS1": "いいよ、もうけっこうだ! \\n[shake rate=30 level=10]あんたは、ひねりつぶしてやらないとねえ![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "死神をあざむく……?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "変わった通り名だね。", - "CAPTAIN_DREADFUL_INTRO7": "シンプルにさ、想像力が足りてないよねえ。[pause]死は終わりじゃ\\nないのさ……深淵なる[wave amp=30 freq=10]秘伝の法[/wave]を知ってればね。", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "準備ができてるんだったら、お手本を見せてあげようじゃ\\nないか。[pause]あんた、新入りのレンジャー訓練生だろう? \\n実力をしめすために、ケンカ相手を探してるんじゃないのかい?", - "CAPTAIN_DREADFUL_POST_REWARD1": "覚えときなよ、訓練生……[pause]生が自分でつくるものなら、死だってそうなんだ!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "お手本を見せてあげたっていいけど、あたしは登録した\\nレンジャーか、訓練生としかケンカはしないもんでねえ。\\n[pause]個人的なこだわりってやつさ、ごめんよ。", - "CAPTAIN_DREADFUL_INTRO6": "ハーバータウンの残念な連中はそれぞれ違うことを信じてる\\nけど、あることについては共通した意見を持ってる……\\nけっきょく、最後には[wave amp=30 freq=10]み~んなくたばるんだってね。[/wave]", - "CAPTAIN_JUDAS_INTRO3": "俺の仕事は、なにがあろうと生きのびることだ。[pause]口で言うのは\\n簡単だが、無慈悲な捕食者たちが[shake rate=30 level=10]うようよいる[/shake]この島では、\\n実際に「生きのびる」のは楽じゃない。", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "知らせを受けとったが、レンジャーキャプテンになったそう\\nだな。[pause]見事だ。[pause]またバトルしに来たのか?", - "CAPTAIN_CLEEO_INTRO1": "ガガガッ!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "俺の戦略に……対抗できるほどの戦略を持っていたんだな。\\n[pause]お前は、真のレンジャーにふさわしい心がまえを持っている。\\nこれを受け取れ。", - "CAPTAIN_JUDAS_LAST_LEGS1": "思っていたよりずいぶんタフだな。[pause]悪くない。", - "CAPTAIN_SKIP_NOT_TRAINEE1": "さてと、もしも「ゴミを整理する」っていう気高い仕事に興味があるなら、レンジャーの訓練生になるのはどうだい?", - "CAPTAIN_SKIP_INTRO5": "ある世界のゴミは、他の世界ではお宝である。[pause]なんてね!", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "キャプテンなのか? では彼は、第一印象よりも優れた力を\\n秘めているのかもな。", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "キャプテンなのか? では彼は、第一印象よりも優れた力を\\n秘めているのかもな。", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "あー、オレのチャレンジを受けたいんなら、先に登録をすませてくれねえとな。[pause]まあ、それが終わったらまた起こしに来てくれ。", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "お前に知恵を授けてやってもいい……ただ、そいつは機密情報でな。\\n[pause]お前がレンジャーに訓練生として登録してるんなら、\\n話は別だが。", - "CAPTAIN_JUDAS_PRE_BATTLE1": "俺から直接サバイバルを教わりたいんだな? [pause]お前が\\nレンジャー訓練生だという情報は、すでに受けとっている。", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "ああ、新入りのレンジャー訓練生かい? バトルがうまいって\\nいう例の人かな? [pause]チャレンジを受けたいのなら、ゴミあさりは\\nいったんお休みできるよ!", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "ああ、新入りのレンジャー訓練生かい? バトルがうまいって\\nいう例の人かな? [pause]チャレンジを受けたいのなら、ゴミあさりは\\nいったんお休みできるよ!", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "かまわないよ! [pause]まあ、整理しなきゃいけないゴミはたくさん\\nあるしね!", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "西海岸から、新人訓練生の{player}をゲストにむかえて\\n生放送中だよ!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "西海岸から、新人訓練生の{player}をゲストにむかえて\\n生放送中だよ!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "ここだけの話、{player}は[wave amp=30 freq=10]モンスターバトル[/wave]の才能がある\\nファイターなんだ!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "西海岸から、新人訓練生の{player}をゲストにむかえて\\n生放送中だよ!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "どうかな、新人さん。[pause]親愛なるリスナーたちに、\\n[wave amp=30 freq=10]音声でのバトル体験[/wave]をプレゼントしてみない?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "ここだけの話、{player}は[wave amp=30 freq=10]モンスターバトル[/wave]の才能がある\\nファイターなんだ!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "どうかな、新人さん。[pause]親愛なるリスナーたちに、\\n[wave amp=30 freq=10]音声でのバトル体験[/wave]をプレゼントしてみない?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "ここだけの話、{player}は[wave amp=30 freq=10]モンスターバトル[/wave]の才能がある\\nファイターなんだ!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "そうこなくっちゃ! [pause]シートベルトをしめてね、\\nリスナーのみんな! シビルラジオでしか聞けない\\n[wave amp=30 freq=10]独占ライブパフォーマンスをおとどけするよ![/wave]", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "バトルが白熱してきたよ! [pause]勝つのは、みんなが大好きな\\nホストのわたし? それとも、元気いっぱいの挑戦者かな? \\n[pause]ボリューム、上げていこう!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "だってさ。また今度だね、リスナーのみんな!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "バトルが白熱してきたよ! [pause]勝つのは、みんなが大好きな\\nホストのわたし? それとも、元気いっぱいの挑戦者かな? \\n[pause]ボリューム、上げていこう!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]すっごいパフォーマンスだったね[/wave]……リスナーのみんなは、\\n気に入ってくれると思う! [pause]はい、これは出演ぶんのギャラね!", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "バトルが白熱してきたよ! [pause]勝つのは、みんなが大好きな\\nホストのわたし? それとも、元気いっぱいの挑戦者かな? \\n[pause]ボリューム、上げていこう!", - "CAPTAIN_CYBIL_POST_REWARD1": "……", - "CAPTAIN_CYBIL_POST_REWARD2": "昔はわたし、将来を期待されてた本当のラジオパーソナリティだったんだ。[pause]ここに流れついてから、いろんなことが\\n変わっちゃった。", - "CAPTAIN_CYBIL_POST_REWARD4": "そうしたら、その人たちが、みんなを助けに来てくれるかもって思うの。", - "CAPTAIN_CYBIL_POST_REWARD5.f": "……暗くて悲しい話はここまで! [pause]バトルでの戦い方、\\nすっごくよかったよ……キミの前に明るい未来が広がってるの、見えちゃったな!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "……暗くて悲しい話はここまで! [pause]バトルでの戦い方、\\nすっごくよかったよ……キミの前に明るい未来が広がってるの、見えちゃったな!", - "CAPTAIN_CYBIL_POST_REWARD3": "あきらめずに努力はしてるけどね。[pause]毎日、ニューウィラル島\\n全体にラジオを放送して、こう願ってるんだよ。[pause]どうにかして、[pause]島の外のだれかが、電波を受信してくれたらって。", - "CAPTAIN_CYBIL_POST_REWARD5.n": "……暗くて悲しい話はここまで! [pause]バトルでの戦い方、\\nすっごくよかったよ……キミの前に明るい未来が広がってるの、見えちゃったな!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]ヘイヘイ[/wave]、[pause]うれしいことに、以前来てくれた超大物ゲストが\\n再登場してくれるよ!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]ヘイヘイ[/wave]、[pause]うれしいことに、以前来てくれた超大物ゲストが\\n再登場してくれるよ!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "ワオ! [pause]ニュース速報だ、リスナーのみんな!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]ヘイヘイ[/wave]、[pause]うれしいことに、以前来てくれた超大物ゲストが\\n再登場してくれるよ!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "すごいショーだったね! [pause]120%、力を出しきってたよ。", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "このあいだ昇進が決まったキャプテン・{player}が、\\nサプライズ出演のためにスタジオに来てくれたんだ!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "このあいだ昇進が決まったキャプテン・{player}が、\\nサプライズ出演のためにスタジオに来てくれたんだ!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "これはただの表現だけど、リスナーたちは[wave amp=30 freq=10]死にそうなぐらい[/wave]\\nキミのアンコールをご希望だよ! [pause]どうかな、もう1回\\nバトルしない?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "これはただの表現だけど、リスナーたちは[wave amp=30 freq=10]死にそうなぐらい[/wave]\\nキミのアンコールをご希望だよ! [pause]どうかな、もう1回\\nバトルしない?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "このあいだ昇進が決まったキャプテン・{player}が、\\nサプライズ出演のためにスタジオに来てくれたんだ!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]やった![/wave] リスナーのみんな……シートベルトをしめて、\\nお座席のテーブルはお戻しいただき、リクライニングを元の\\n位置に直してください! [pause]これから、生放送でお送りするよ!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "これはただの表現だけど、リスナーたちは[wave amp=30 freq=10]死にそうなぐらい[/wave]\\nキミのアンコールをご希望だよ! [pause]どうかな、もう1回\\nバトルしない?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "すごいショーだったね! [pause]120%、力を出しきってたよ。", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "だってさ。また今度だね、リスナーのみんな!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "……[pause]来てくれてありがとう。[pause]すごくうれしかったよ。", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "……[pause]来てくれてありがとう。[pause]すごくうれしかったよ。", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "……[pause]来てくれてありがとう。[pause]すごくうれしかったよ。", - "CAPTAIN_CODEY_INTRO1": "へえ、わざわざ僕に会いに来たのか?", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]それじゃあまたね、キャプテン![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]それじゃあまたね、キャプテン![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]それじゃあまたね、キャプテン![/wave]", - "CAPTAIN_CODEY_INTRO2": "人からはコーディーと呼ばれてる。[pause]僕はコードを使うもんでね。まあ、昔はコードを[wave amp=30 freq=10]こわす[/wave]側だったんだが。", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "よろしい! [pause]剣を抜きなさい、キャプテン。", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "よろしい! [pause]剣を抜きなさい、キャプテン。", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "あいかわらず、すばやい身のこなしね。そのすばらしい努力、\\nほめたたえざるをえないわ、キャプテン。", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "賢い判断ね。", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "あいかわらず、すばやい身のこなしね。そのすばらしい努力、\\nほめたたえざるをえないわ、キャプテン。", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]こちら、ヘザーがおとどけするウェザーリポートです![/wave] [pause]\\n今日のお天気はいつも通り、「予測不能」!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "あいかわらず、すばやい身のこなしね。そのすばらしい努力、\\nほめたたえざるをえないわ、キャプテン。", - "CAPTAIN_HEATHER_LAST_LEGS1": "風向きは、私への追い風に変わりつつあります……この予報は、絶対に当たりますよ!", - "CAPTAIN_HEATHER_INTRO2": "湿度は現在、変動中! [pause]降水確率は、さっぱり不明です!", - "CAPTAIN_HEATHER_INTRO3": "私みたいな気象学者にとって、ニューウィラル島の気候は解けることのないナゾなんです!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "あなた、レンジャーの訓練生ですよね? [pause]嵐を乗りこえる覚悟があるなら、私のチャレンジを受けてみては?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "えっと、[pause]私のチャレンジを受けたいなら、先に登録してきて\\nもらえますか。", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "ファンタスティック! [pause]では、お天気の予報を更新しますね。\\nこれから[shake rate=30 level=10]嵐が巻きおこり[/shake]、[shake rate=30 level=10]勝利のせん風が吹きあれる[/shake]でしょう!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", - "CAPTAIN_HEATHER_POST_BATTLE1": "どんな雨でも嵐でも、あなたは止まらなかったんですね! \\nなにが起きようと、堂々としてました!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "ここの天候って予測できないんですよね……[pause]でも、この島では\\nあらゆることが予測不可能ですから。そうでしょう?", - "CAPTAIN_HEATHER_POST_REWARD1": "予報しちゃいます! あなたの未来には、すごくいいことが\\n待ってますよ!", - "CAPTAIN_HEATHER_POST_BATTLE2": "私たちは、そういう資質をレンジャーに求めてるんです。\\n[pause]チャレンジは大成功! 合格ですよ!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "予報が当たりましたね。レンジャーキャプテンになるなんて! 再戦にはピッタリのタイミングだと思いませんか?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "予報が当たりましたね。レンジャーキャプテンになるなんて! 再戦にはピッタリのタイミングだと思いませんか?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "予報が当たりましたね。レンジャーキャプテンになるなんて! 再戦にはピッタリのタイミングだと思いませんか?", - "CAPTAIN_HEATHER_POST_REMATCH1": "カミナリがとどろく勝利、ふたたびですね! \\n期待してたとおりです!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]ふぅ……ふぅ……[/shake]この運動、ふくらはぎにすっごくキくなあ……", - "CAPTAIN_BUFFY_INTRO2": "どうも! あたしはブルーナ……友だちはバフィーって呼ぶよ。[pause]ニューウィラル島のレンジャーキャプテンなの。", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "なんのために筋トレを?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "なにしてるの?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "すごいショーだったね! [pause]120%、力を出しきってたよ。", - "CAPTAIN_BUFFY_INTRO3": "バトルのために体を鍛えてる、ってところかな! \\nニューウィラル島じゃ、モンスターに変身して戦うかも\\nしれないけど……", - "CAPTAIN_BUFFY_INTRO4": "パワーの基本は自分の血肉でしょ! バトルには\\nエネルギーが必要なんだから、たくわえておけるエネルギーを\\n[wave amp=30 freq=10]限界まで上げて[/wave]おかなきゃ!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "筋トレのやり方ならよろこんで教えてあげるけど、あなたって\\nレンジャーの訓練生に登録してないんだね。また今度来て\\nくれない?", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "筋トレのやり方ならよろこんで教えてあげるけど、あなたって\\nレンジャーの訓練生に登録してないんだね。また今度来て\\nくれない?", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "じゃあ、やろう! [pause]あなたのエネルギー、[wave amp=30 freq=10]吸いすぎない[/wave]ように\\n気をつけるね!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "筋トレのやり方ならよろこんで教えてあげるけど、あなたって\\nレンジャーの訓練生に登録してないんだね。また今度来て\\nくれない?", - "CAPTAIN_BUFFY_PRE_BATTLE1": "教わりたいことがあるんなら、チャレンジを受けると\\nいいかもね。あたしと戦えるくらい、体は鍛えてある?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "大丈夫だよ……準備運動に軽くストレッチしてから、また来るといいかも!", - "CAPTAIN_BUFFY_POST_BATTLE2": "すごかったね、訓練生さん! \\n[pause]これは、がんばったごほうびだよ。", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "じゃあ、やろう! [pause]あなたのエネルギー、[wave amp=30 freq=10]吸いすぎない[/wave]ように\\n気をつけるね!", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "じゃあ、やろう! [pause]あなたのエネルギー、[wave amp=30 freq=10]吸いすぎない[/wave]ように\\n気をつけるね!", - "CAPTAIN_BUFFY_LAST_LEGS1": "運動してたら、汗びっしょりになってきちゃった!", - "CAPTAIN_BUFFY_POST_BATTLE1": "たくわえられるエネルギーは限界まで引き上げてたのに、\\nそれでも動けなくなっちゃったよ!", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "腹筋100回、腕立て100回、ランジ100回……\\n最近のメニューは、腹筋にハードにキくんだ! マチェーテが\\n研げるくらい鍛えちゃうよ!", - "CAPTAIN_BUFFY_POST_REWARD1": "筋肉を痛めちゃう前に、ちょっと休憩しなきゃかも……", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "どうも、[wave amp=30 freq=10]レンジャー[/wave]さん! [pause]聞いたよ、昇進したんだってね!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "どうも、[wave amp=30 freq=10]レンジャー[/wave]さん! [pause]聞いたよ、昇進したんだってね!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "どうも、[wave amp=30 freq=10]レンジャー[/wave]さん! [pause]聞いたよ、昇進したんだってね!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "ぜひ生放送インタビューをやりたいところなんだけど、\\nゲストさんはまだ[wave amp=30 freq=10]必要な書類[/wave]にサインしてないんだって! \\n[pause]残念だね、リスナーのみんな!", - "CAPTAIN_BUFFY_PRE_REMATCH2": "ここに来たのは、またトレーニングしたいからかな?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "じゃあ、やろっか! [pause]またあなたと運動するの、ずっと楽しみだったんだ!", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "鍛えてたんでしょ? 見ればわかるよ……前よりずっと強く\\nなってるもん!", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "大丈夫だよ……準備運動に軽くストレッチしてから、また来るといいかも!", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "鍛えてたんでしょ? 見ればわかるよ……前よりずっと強く\\nなってるもん!", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "鍛えてたんでしょ? 見ればわかるよ……前よりずっと強く\\nなってるもん!", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]ヘイヘイ[/wave]、[pause]こちらシビルラジオ。24時間、年中無休で\\nニューウィラル島の[wave amp=30 freq=10]あらゆ~る[/wave]ところに向けて放送中だよ!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "どうかな、新人さん。[pause]親愛なるリスナーたちに、\\n[wave amp=30 freq=10]音声でのバトル体験[/wave]をプレゼントしてみない?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "ぜひ生放送インタビューをやりたいところなんだけど、\\nゲストさんはまだ[wave amp=30 freq=10]必要な書類[/wave]にサインしてないんだって! \\n[pause]残念だね、リスナーのみんな!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "ぜひ生放送インタビューをやりたいところなんだけど、\\nゲストさんはまだ[wave amp=30 freq=10]必要な書類[/wave]にサインしてないんだって! \\n[pause]残念だね、リスナーのみんな!", - "CAPTAIN_GLADIOLA_INTRO2": "私はグラディオラ。イアンシー率いるレンジャーたちの、\\n高潔なるキャプテンよ。", - "CAPTAIN_GLADIOLA_INTRO1.n": "あなた、家からずいぶん遠くまで来たのではなくって? \\n[pause]ハーバータウンではないほうの家よ、もちろん。あなたの\\n本当の故郷のことを言ったの。", - "CAPTAIN_GLADIOLA_INTRO1.f": "あなた、家からずいぶん遠くまで来たのではなくって? \\n[pause]ハーバータウンではないほうの家よ、もちろん。あなたの\\n本当の故郷のことを言ったの。", - "CAPTAIN_GLADIOLA_INTRO1.m": "あなた、家からずいぶん遠くまで来たのではなくって? \\n[pause]ハーバータウンではないほうの家よ、もちろん。あなたの\\n本当の故郷のことを言ったの。", - "CAPTAIN_CODEY_POST_REWARD1": "自分は[wave amp=30 freq=10]実力で[/wave]勝ったんだ、なんて考えるんじゃないぞ。いいな?\\n[pause]僕が全力を出してたら、キミに勝ち目なんかなかったんだ。", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "高潔なるって?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "どんなことをしてるんですか?", - "CAPTAIN_GLADIOLA_INTRO4": "この世界の影たちには、ツメがそなわってる。私の仕事はね、\\n影たちに[wave amp=30 freq=10]ツメの一撃を返してやる[/wave]ことなのよ。", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "なにもわからないんですけど……", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "レンジャーじゃない人に、これ以上のことを話すのは禁じられているわ。[pause]あなたがレンジャーに登録したあとなら、話しても\\nいいかもしれないわね。", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "そのかわいい顔に、斬りキズがつかないといいけど。", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "……なるほど。", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "教えて……あなた、私のチャレンジを受けにきたの? [pause]自分の\\n手に負えると思うのなら、私の剣にはいつでも自由に挑戦して\\nちょうだい。", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "教えて……あなた、私のチャレンジを受けにきたの? [pause]自分の\\n手に負えると思うのなら、私の剣にはいつでも自由に挑戦して\\nちょうだい。", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "教えて……あなた、私のチャレンジを受けにきたの? [pause]自分の\\n手に負えると思うのなら、私の剣にはいつでも自由に挑戦して\\nちょうだい。", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "賢い判断ね。", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "あなたの刃、簡単にとどくとは思わないでね!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "見事ね。[pause]ここまでやれるとは思わなかった。あなた、見かけに\\nよらず切れ味が鋭いのね。", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "見事ね。[pause]ここまでやれるとは思わなかった。あなた、見かけに\\nよらず切れ味が鋭いのね。", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "見事ね。[pause]ここまでやれるとは思わなかった。あなた、見かけに\\nよらず切れ味が鋭いのね。", - "CAPTAIN_GLADIOLA_POST_REWARD1": "そろそろ任務に戻らないと。[pause]調査任務の内容はもちろん、\\nひみつよ。そう誓いを立ててるの。悪く思わないでね。", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "ウワサによると、新しいレンジャーキャプテンになったん\\nですってね。私といっしょに、また自分のテクニックを\\n研ぎすましたいの?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "ウワサによると、新しいレンジャーキャプテンになったん\\nですってね。私といっしょに、また自分のテクニックを\\n研ぎすましたいの?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "レンジャーに関係する任務のくわしい内容は、極秘にして\\nおかなければいけないの。知らない方が身のためよ。", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "よろしい! [pause]剣を抜きなさい、キャプテン。", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "ウワサによると、新しいレンジャーキャプテンになったん\\nですってね。私といっしょに、また自分のテクニックを\\n研ぎすましたいの?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "あなたは……?", - "CAPTAIN_JUDAS_INTRO2": "ユダ・ナイトだ。[pause]レンジャーキャプテンさ。サバイバルの\\n専門家だ。", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]ハッタリを見抜かれちゃったネ。[pause]感心したちゃっタ。ウラミに\\nなんテ、[wave amp=30 freq=10]ちっとモ[/wave]思ってないヨ。[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "お前たちがやってくるのは、200メートル先から音でわかっていた。[pause]驚かせたかったのなら、失敗したな。", - "CAPTAIN_ZEDD_INTRO4": "このへんで「瞑想」するのはマジでムズいんだ。そこらじゅうをタマガンがうろついてるからな。よければでいいんだが、オレのためにコイツらを[wave amp=30 freq=10]追っぱらって[/wave]くれねえか?", - "CAPTAIN_ZEDD_INTRO2": "なんだぁ……? [pause]寝てたろって? [pause]いやあ、寝てねえよ! \\nこう、えーっと、瞑想してたんだ。あ、オレはゼッドな。", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "えっと……はい。", - "CAPTAIN_JUDAS_INTRO1.n": "お前たちがやってくるのは、200メートル先から音でわかっていた。[pause]驚かせたかったのなら、失敗したな。", - "CAPTAIN_SKIP_POST_BATTLE1.n": "おおっ、[pause]きみのことを見くびってたかもね、よそ者くん!", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "イアンシーが、お前さんは見こみがあるファイターだって言ってたぞ。おれのチャレンジを受けにきたのか?", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "別にいいさ。ひと眠りしたいところだったしな、どうせ。", - "CAPTAIN_ZEDD_PRE_BATTLE1": "あー、お前、オレのトレーニングを受けに来たのか?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "そうか、また今度な。", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "元気そうだな! 町じゃ、お前さんがキャプテンに仲間入り\\nしたってもっぱらのウワサだぞ!", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "よお、新人! [pause]違った、新キャプテンか。\\n[pause]聞いたぜ、オレたちに仲間入りしたんだってな。", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "よお、新人! [pause]違った、新キャプテンか。\\n[pause]聞いたぜ、オレたちに仲間入りしたんだってな。", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "よお、新人! [pause]違った、新キャプテンか。\\n[pause]聞いたぜ、オレたちに仲間入りしたんだってな。", - "CAPTAIN_WALLACE_INTRO3": "そんで、コミュニティってのは造るだけじゃダメだ。[pause]保守点検も\\nしねえとな! ハーバータウンみてえな町は、こまめに手入れ\\nしてやらんとバラバラになっちまう。", - "CAPTAIN_READY_CHECK.m": "{pawn}とバトルしようか?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "イアンシーさんに会うといいよ。[pause]あの人はいま、ニューウィラル公園のどこかにいるんじゃないかな。", - "CAPTAIN_CODEY_INTRO3": "そこそこ頭がよければ、情報空間にあるモノなんて、なんだってハッキングできるのさ。[pause]ウェブサイトも、ビデオゲームも、\\n政府のサーバーも……", - "CAPTAIN_CODEY_INTRO4": "まあ、サーバーにはちょっと手こずったな。", - "CAPTAIN_CODEY_INTRO5": "で、ニューウィラル島はどうかって? [pause]ここにはネットが\\nないんだ。ふざけてるよ。", - "CAPTAIN_CODEY_INTRO6": "この島でハッキングできるものといったら、\\n[wave amp=30 freq=10]モンスターのテープ[/wave]くらいさ。[pause]やってみたら、僕は\\nそういうことがすごく得意なんだとわかってね。だから、\\nレンジャーのキャプテンをやってるんだ。", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "来いよ、僕の改造カセットテープを見たくて[wave amp=30 freq=10]たまらない[/wave]んだろ!\\n[pause]キミはチャレンジを受けるのか? 受けないのか?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "残念ながら、僕の作品は登録したレンジャー訓練生にしか見せてないんだ。[pause]気の毒だね、キミにとっては。", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "来いよ、僕の改造カセットテープを見たくて[wave amp=30 freq=10]たまらない[/wave]んだろ!\\n[pause]キミはチャレンジを受けるのか? 受けないのか?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "残念ながら、僕の作品は登録したレンジャー訓練生にしか見せてないんだ。[pause]気の毒だね、キミにとっては。", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "残念ながら、僕の作品は登録したレンジャー訓練生にしか見せてないんだ。[pause]気の毒だね、キミにとっては。", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "キミに、[wave amp=30 freq=10]バトルマスター[/wave]と直接対決する覚悟ができてる\\nことを祈るよ!", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "キミに、[wave amp=30 freq=10]バトルマスター[/wave]と直接対決する覚悟ができてる\\nことを祈るよ!", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "まあ、責めやしないさ……僕だって、[wave amp=30 freq=10]自分自身[/wave]とは戦いたくないからね!", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "キミに、[wave amp=30 freq=10]バトルマスター[/wave]と直接対決する覚悟ができてる\\nことを祈るよ!", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "来いよ、僕の改造カセットテープを見たくて[wave amp=30 freq=10]たまらない[/wave]んだろ!\\n[pause]キミはチャレンジを受けるのか? 受けないのか?", - "CAPTAIN_CODEY_LAST_LEGS1": "悪くないね……この僕が、[shake rate=30 level=10]100%の本気[/shake]を出すハメに\\nなるとは!", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]ウソだろ!?[/shake] なぜ僕が負けたんだ?", - "CAPTAIN_CODEY_POST_BATTLE2": "いや、その……[pause]わざと負けてやったんだ。こ、こんなの、ただのテストなんだからな。キミへのね。", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "モンスターは、それぞれ「エレメントタイプ」を持ってる。\\n[pause]そのタイプを変えてやれば、バトルは[wave amp=30 freq=10]本当の意味で[/wave]おもしろく\\nなるんだ。", - "CAPTAIN_CODEY_POST_BATTLE3": "テストは合格だよ。[pause]おめでとう。[pause]まあ、なんでもいいさ。", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "さて、[wave amp=30 freq=10]レンジャーキャプテン[/wave]どの。キミは、最大の強敵とバトルするために戻ってきたってことでいいのかい?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "もう、そっちもヒヨッ子じゃないんだ。超絶テクでハックした\\nモンスターのテープに、リミットはかけなくていいわけだよな!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "さて、[wave amp=30 freq=10]レンジャーキャプテン[/wave]どの。キミは、最大の強敵とバトルするために戻ってきたってことでいいのかい?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "さて、[wave amp=30 freq=10]レンジャーキャプテン[/wave]どの。キミは、最大の強敵とバトルするために戻ってきたってことでいいのかい?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "もう、そっちもヒヨッ子じゃないんだ。超絶テクでハックした\\nモンスターのテープに、リミットはかけなくていいわけだよな!", - "CAPTAIN_CODEY_POST_REMATCH1": "絶対、計算にミスがあったんだ……[pause]僕の戦略は\\n[shake rate=30 level=10]無敵[/shake]のはずなんだからな!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "もう、そっちもヒヨッ子じゃないんだ。超絶テクでハックした\\nモンスターのテープに、リミットはかけなくていいわけだよな!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "まあ、責めやしないさ……僕だって、[wave amp=30 freq=10]自分自身[/wave]とは戦いたくないからね!", - "CAPTAIN_CODEY_POST_REMATCH2": "……と、怒ってたらそう言うところさ。[pause]怒ってないけどな。\\n[pause]全然怒ってなんかいないぞ。本当だ。", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "ねえ、ちょっと! [pause]あなたたち、ふだんなら駐在所までこんなに近づくほど[wave amp=30 freq=10]ずうずうしく[/wave]ないわよね。礼儀正しく交渉できる\\nうちに出ていってはどう?", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "さすがレンジャーのリーダー、[pause]って感じ……", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "あら、動かないつもり? [pause]それじゃ、ひと仕事しなきゃね。", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "イカすね。", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "……レンジャー・ケイリーが主張してた、彼女と君が\\n[wave amp=30 freq=10]大天使[/wave]と戦ったという件なら、話は別だけどね。", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "あの、もしかしたら、それ以上のことがわかるかもしれないん\\nです! イアンシーさん、{player}をレンジャーに入れて\\nあげてください!", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "超サイコーだな。", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "自信にあふれた女性だな。あれほどの者は、いままでめったに\\n見たことがない。", - "LEADER_IANTHE_INTRO_IANTHE1.m": "私はイアンシー。[pause]会えてうれしいわ、新人さん。", - "LEADER_IANTHE_INTRO_IANTHE1.f": "私はイアンシー。[pause]会えてうれしいわ、新人さん。", - "LEADER_IANTHE_INTRO_IANTHE2": "さて、[pause]私たちの駐在所はどう? [pause]ここは、長いあいだ放って\\nおかれてたの。すこし手直しして、つかれたレンジャーたちが\\n休める場所にしたわけ。", - "LEADER_IANTHE_INTRO_IANTHE1.n": "私はイアンシー。[pause]会えてうれしいわ、新人さん。", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "あなたの役目は?", - "LEADER_IANTHE_INTRO_IANTHE3": "ニューウィラル島で暮らす人々を残忍なモンスターの群れから守ってるの、と言いたいところだけど……", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "レンジャーの仕事って?", - "LEADER_IANTHE_INTRO_IANTHE4": "たいていは地域社会のために雑用をしてるの。あまり刺激的な\\n仕事とは言えないかしらね。", - "MEREDITH_SOCIAL4_MEREDITH9": "これ、わかる?", - "MEREDITH_SOCIAL4_MEREDITH10": "ビデオテープだよ。[pause]でも、ただのビデオじゃないんだ……", - "MEREDITH_SOCIAL4_MEREDITH11": "1981年のアクション映画、「ブラッドパンチャー」のビデオなんだよ。", - "MEREDITH_SOCIAL4_MEREDITH12": "ウチがここに来て以来、ニューウィラル島の海岸には何百本も\\nビデオテープが打ち上げられてきたんだ。", - "MEREDITH_SOCIAL4_MEREDITH13": "ウチはそれを集めてきたの。", - "MEREDITH_SOCIAL4_MEREDITH14": "ひとつ残らずね。", - "MEREDITH_SOCIAL4_MEREDITH15": "そしたら、なにがわかったと思う?", - "MEREDITH_SOCIAL4_MEREDITH16": "ビデオはみんな、ブラッドパンチャーだったワケ。", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]ニューウィラル島で見られる映画は、これしかないんだ。[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]流れつくのはどれも全部、\\nブラッドパンチャーのビデオテープなんだよ。[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "これから見るのはひどい映画なんだから。アンタの覚悟が\\nできてるといいけど。", - "MEREDITH_SOCIAL4_MEREDITH19": "なにを見るのか、見当はついた?", - "MEREDITH_SOCIAL4_MEREDITH21": "言いたいことがあるんだ。[pause]ウチと、いっしょにすごしてくれて\\nありがとう。", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "好みの映画って気がする!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "ケチをつけて楽しむ覚悟はできたよ!", - "MEREDITH_SOCIAL4_MEREDITH20": "その意気だよ。", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "ケチをつけて楽しむ覚悟はできたよ!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "ケチをつけて楽しむ覚悟はできたよ!", - "MEREDITH_SOCIAL4_MEREDITH22": "ニューウィラルじゃずっと、めっちゃしんどかったからさ。\\nでもこうやってると、その、いままでの人生で一番楽しいよ。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause]・[pause]・[pause]・", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "君と友だちでよかった!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "君と友だちでよかった!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "ねえ、これ、デートにしちゃわない?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "君と友だちでよかった!", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "へへっ。それはウチもだよ、{player}。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "OK、正直にぶっちゃける時間はもう終わりだよ。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "OK、正直にぶっちゃける時間はもう終わりだよ。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "これから見るのはひどい映画なんだから。アンタの覚悟が\\nできてるといいけど。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "OK、正直にぶっちゃける時間はもう終わりだよ。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "アンタ、告白までにずいぶんかかったね。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "このまま、気楽につきあうカンジでもいい? [pause]こう、\\n[pause]はっきりさせない方向でさ。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "だから、いいよ。デートナイトにしよう。ひどい映画を見る\\nデートにね。", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "これから見るのはひどい映画なんだから。アンタの覚悟が\\nできてるといいけど。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "アンタと友だちとしてすごしたい気持ちも、まだあるけど……", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "あのさあ、ウチらは2人で[wave amp=30 freq=30]文字通り[/wave]フュージョンしたんだよ。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "それって、アンタの頭にウチをちょっと入れるみたいなこと\\nでしょ? [pause]それにほら、[pause]ウチだって、[pause]もちろん、アンタのことはかわいいって思ってるし。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "それって、アンタの頭にウチをちょっと入れるみたいなこと\\nでしょ? [pause]それにほら、[pause]ウチだって、[pause]もちろん、アンタのことはかわいいって思ってるし。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "それって、アンタの頭にウチをちょっと入れるみたいなこと\\nでしょ? [pause]それにほら、[pause]ウチだって、[pause]もちろん、アンタのことはかわいいって思ってるし。", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "ううん、特になにも!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "その、[pause]えっと、[pause]ウチってこれまで男しか好きになったこと\\nないから……[pause]こういうのって初めてなんだ。", - "MEREDITH_ROMANCE_MEREDITH2": "その……", - "MEREDITH_ROMANCE_MEREDITH1.n": "さっきからしゃべらないじゃん、{player}。\\n[pause]なんか、つまらなかった?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "たまにはイチャついてみたいって気持ちもあるの。", - "MEREDITH_ROMANCE_MEREDITH1.m": "さっきからしゃべらないじゃん、{player}。\\n[pause]なんか、つまらなかった?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "とにかく、[pause]ウチはこの映画、もう何百万回も見てるんだよね。", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "だから……コレばっかり見なくても、いいんじゃないかな。", - "MEREDITH_ROMANCE_MEREDITH_NO": "えっと、[pause]そう。", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "さっきからしゃべらないじゃん、{player}。\\n[pause]なんか、つまらなかった?", - "MEREDITH_ROMANCE_MEREDITH3": "ええと、もちろん、ウチもアンタが[wave amp=30 freq=30]好き[/wave]だよ。", - "MEREDITH_ROMANCE_MEREDITH4": "[wave amp=30 freq=30]アンタ[/wave]が[wave amp=30 freq=30]ウチ[/wave]のことを好きな理由はわかんないけど、\\n[pause]ウチはアンタが好き。", - "MEREDITH_ROMANCE_MEREDITH5": "けど、ウチらはこの世界を脱出する方法を探してるから……", - "MEREDITH_ROMANCE_MEREDITH6.m": "それが成功したら、いっしょにいられなくなるかも。[pause]\\nアンタは……[pause]それでいいの?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "悪の軍団と戦う覚悟はできてるか?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "かまわないよ。", - "MEREDITH_ROMANCE_MEREDITH6.f": "それが成功したら、いっしょにいられなくなるかも。[pause]\\nアンタは……[pause]それでいいの?", - "MEREDITH_ROMANCE_MEREDITH6.n": "それが成功したら、いっしょにいられなくなるかも。[pause]\\nアンタは……[pause]それでいいの?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "うん、それでいい。", - "MEREDITH_ROMANCE_MEREDITH7": "まあ、なんでもいいか。[pause]そうでしょ?", - "MEREDITH_ROMANCE_MEREDITH8.m": "ウチに本命の彼氏、か。[pause]ヘンなカンジ。[pause]\\nでも、しっくりくるよ。", - "MEREDITH_ROMANCE_MEREDITH8.f": "ウチに本命の彼女、か。[pause]ヘンなカンジ。[pause]\\nでも、しっくりくるよ。", - "MEREDITH_ROMANCE_MEREDITH8.n": "ウチに本命のパートナー、か。[pause]ヘンなカンジ。[pause]\\nでも、しっくりくるよ。", - "MEREDITH_ROMANCE_MEREDITH9": "ずっと、自分にこう言い聞かせてるほうがラクだったんだ。\\n人とつきあうんなら、先に自分が幸せになってなきゃって。\\n[pause]でも、本当は……", - "MEREDITH_ROMANCE_MEREDITH11": "でも、アンタはウチを幸せにしてくれる。[pause]それに、アンタと\\nいると、ひとりのときよりも、まるごと自分でいられるカンジが\\nするんだ。", - "MEREDITH_ROMANCE_MEREDITH10": "心から自分に自信を持てることなんて、永遠にないのかもね。\\n[pause]カンペキな自分になるなんて、絶対にムリ。", - "MEREDITH_ROMANCE_MEREDITH12": "し、湿っぽいのはこれくらいでいいでしょ。[pause]あーもう、ホント、人をおだてるとかムリ。", - "MEREDITH_ROMANCE_MEREDITH13.m": "ウチがアンタを「ハニー」とか「ダーリン」って呼ぶとか\\n期待してるんなら、[pause]それは大間違いだからね。マジで。", - "MEREDITH_ROMANCE_MEREDITH13.n": "ウチがアンタを「ハニー」とか「ダーリン」って呼ぶとか\\n期待してるんなら、[pause]それは大間違いだからね。マジで。", - "MEREDITH_ROMANCE_MEREDITH13.f": "ウチがアンタを「ハニー」とか「ダーリン」って呼ぶとか\\n期待してるんなら、[pause]それは大間違いだからね。マジで。", - "EUGENE_QUEST2_PART1_EUGENE1": "窓のカギならあるぜ。パトロールしてた人食い鬼どもの\\nひとりからくすねておいたんだ。", - "EUGENE_QUEST1_PART1_EUGENE1": "来てくれたんだな、うれしいぜ!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "悪の軍団と戦う覚悟はできてるか?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "悪の軍団と戦う覚悟はできてるか?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "もちろん!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "わかった。覚悟が決まったら教えてくれ……それまで、オレは\\n状況が動かないか監視してるからな。", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "えっと、あとで。", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]超サイコーだな![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "わかった。覚悟が決まったら教えてくれ……それまで、オレは\\n状況が動かないか監視してるからな。", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "わかった。覚悟が決まったら教えてくれ……それまで、オレは\\n状況が動かないか監視してるからな。", - "EUGENE_QUEST1_PART1_EUGENE4": "よし、[pause]あそこにある建物が見えるか?", - "EUGENE_QUEST1_PART1_EUGENE5": "あれが、やつらの拠点だ……[pause]人でなしの寄生虫どもが、\\nこの世界を乗っ取る邪悪な計画を練ってる場所さ。", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "そんな建物には見えないけど。", - "EUGENE_QUEST1_PART1_EUGENE8": "ああいう拠点はいくつかあるんだ……おまえも、やつらが\\nまわりをうろつく建物を見かけたことがあるかもな。入口には\\nカギがかかってるんだが、天井の窓から中に入れるぜ。", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "見た目がちょっと地味じゃない?", - "EUGENE_QUEST1_PART1_EUGENE6": "見た目にダマされちゃダメだぜ、[pause]相棒。", - "EUGENE_QUEST1_PART1_EUGENE7": "オレがいた世界じゃ、かつてああいう連中がみんなを苦しめて\\nたんだ。で、オレたちは反撃した。[pause]そして、勝利したのさ。", - "EUGENE_QUEST1_PART1_EUGENE9": "ここからグライドしてみろよ……オレがついてるから、\\n心配すんな。", - "EUGENE_QUEST2_PART1_EUGENE2.m": "ここから中に入って、やつらを一気に追い出すぞ……\\n準備はいいか?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "うん、準備万端だよ!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "ここから中に入って、やつらを一気に追い出すぞ……\\n準備はいいか?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "ここから中に入って、やつらを一気に追い出すぞ……\\n準備はいいか?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]いかがでしょう、組合本部にいるわが社の経営者とお話しして\\nみるというのは?[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "よし、やろう!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]もしかしたら、お互いにとって利益になる条件で合意できるかもしれませんよ。本部の場所をお教えしましょう。[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "こいつは、やつら全員を一度に止められるチャンスだぜ!", - "EUGENE_QUEST4_PART1_EUGENE3": "行くぞ、1秒たりともムダにできねえ!", - "EUGENE_QUEST4_PART1_EUGENE1": "ランドキーパーどもは、作戦の中央本部を持ってたのか!?", - "EUGENE_QUEST5_PART1_EUGENE1": "ランドキーパーの本部があるのは、このあたりのハズ……", - "EUGENE_QUEST5_PART1_EUGENE2": "よし、行くぜ―オレたちの[shake rate=30 level=10]燃え盛る決意[/shake]があれば、\\nあの変人どもなんて相手にならねーよ!", - "EUGENE_QUEST5_PART1_EUGENE3": "……", - "EUGENE_QUEST5_PART1_EUGENE4": "ところで、入口はいったいどこなんだ?", - "EUGENE_QUEST5_PART1_EUGENE5": "……", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]固定金利住宅抵当証券、なし……[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "どうも、ここが入口らしいな。", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]純資産額は増加中……[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]調整可能な時価総額レートは……[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "スケジュール通りに ミーティングへ\\nお越し いただき\\nありがとう ございます。\\nご協力、大変 感謝いたします。", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]自己資本の増加が……[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "じゃあ、教えろよ。大天使がなんで\\n[shake rate=30 level=10]不動産市場[/shake]を乗っ取ろうとしてやがるんだ?!", - "EUGENE_QUEST5_PART2_EUGENE2": "それじゃ、てめえが黒幕ってわけだな?", - "EUGENE_QUEST5_PART2_EUGENE5": "……", - "EUGENE_QUEST5_PART2_MAMMON4": "私の種族は 人類のエゴから\\n生まれました。あなたの種族の\\n非常に強い 欲望が、\\n我々に形を 与えたのです。\\n\\n私は 人類の消費を\\nたたえるために 存在します。\\n\\n命令を望むのは、人が望むから。\\n組織を渇望するのも、人が望むから。", - "EUGENE_QUEST5_PART2_EUGENE7": "てめえに、オレのことなんか[shake rate=30 level=10]ほんのすこし[/shake]だってわかるもんか。", - "EUGENE_QUEST5_PART2_EUGENE10": "そんな……", - "EUGENE_QUEST5_PART2_MAMMON6": "私は あなたが 望むことを\\n望むのです、人間のユージーン。\\n私は あなたの心を\\n読むことが できます。", - "EUGENE_QUEST5_PART2_MAMMON8": "私は 人間のユージーンに\\n共感して いるのです。\\n\\n人間のユージーンは、\\n大義を 持たない 自分に\\n価値を 見出して いません。", - "EUGENE_QUEST5_PART2_MAMMON9": "大義が なくては、\\n人間のユージーンは 無価値です。\\n\\nうつろな 抜けがらです。\\n私の 社員たちと 同様に。", - "EUGENE_QUEST5_PART2_EUGENE11": "そんなのは……[pause]ウソだっ……", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "聞いちゃダメだ、ユージーン!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "そんなことないよ!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]やめやがれっ!!![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "てめえなんざにオレの魂は砕けねえ! \\n[pause]てめえらは、そういうやり方しか知らねーんだ!", - "EUGENE_QUEST5_PART2_EUGENE15": "エラい連中が何人もやってきて、弱いやつから\\nなにもかも奪おうとしやがる……", - "EUGENE_QUEST5_PART2_EUGENE13": "もう耳なんか貸さねーぞ!", - "EUGENE_QUEST5_PART2_EUGENE16": "それで弱いやつが反撃すると、[pause]連中は言うんだ。\\n規則を破るなってよ。[pause]そうだろうが?!", - "EUGENE_QUEST5_PART2_EUGENE17": "そうさ、やつらはなにもしやしねえ……\\n[pause]そうして、状況はどんどん悪くなってくんだ!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]ずっと、[pause]昔から、[pause]よくある話さ![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}……", - "EUGENE_QUEST5_PART2_EUGENE20": "このゴミ山、燃やしたくねーか?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "てめえにオレの魂は砕けねーんだよ……", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "もちろん。", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "燃やしちゃおう。", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "{player}だって、やすやすとてめえには止められねえ!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "ここは崩れるぞ。行くぞ、脱出しねーと!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "ほうほう、あなたは こちらで\\n大きな事業を経営して おられたんですね、\\nマモンさん!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "オレたちは、2人でてめえを叩き出す! \\nそして、[shake rate=30 level=10]勝つんだっ[/shake]!!!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "あなたは 部下に 仕事を\\n割り振れる ようだ。\\nそれは 実に 価値ある スキルですよ!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "ここから 出るのに、手を 貸しましょう。", - "EUGENE_QUEST5_PART3_EUGENE1": "ランドキーパーの社員は、みんな逃げたみてーだ……\\n[pause]計画は全部止まっちまったけど、やつら、これから\\nどうするんだろうな?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "そう思う?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "しかし、あそこでいっしょに[wave amp=30 freq=10]フュージョン[/wave]したの、\\nマジでスゴかったよな。", - "EUGENE_QUEST5_PART3_EUGENE2.m": "しかし、あそこでいっしょに[wave amp=30 freq=10]フュージョン[/wave]したの、\\nマジでスゴかったよな。", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "うん、スゴかったよね。", - "EUGENE_QUEST5_PART3_EUGENE2.n": "しかし、あそこでいっしょに[wave amp=30 freq=10]フュージョン[/wave]したの、\\nマジでスゴかったよな。", - "EUGENE_QUEST5_PART3_EUGENE3": "おう! [pause]アドレナリンが出まくる感じだったけどよ、\\nおまえの意思がオレを、オレの意志がおまえを\\n動かしてるのがわかったよ。[wave amp=30 freq=10]大天使のやつ[/wave]だって、\\nオレたちを止められなかったんだぜ!", - "EUGENE_QUEST5_PART3_EUGENE4": "しかし、ランドキーパーどもの裏には\\nずっと大天使がいたわけか……", - "EUGENE_QUEST5_PART3_EUGENE5": "あいつが言ってたことが……[pause]もし、マジだったら?", - "EUGENE_QUEST5_PART3_EUGENE6": "戦う理由になるような大義なしじゃ、\\n[pause]オレはただの中身がないやつなのかもしれねえ。", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "この島から出る方法があるからだよ。", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "自分を負け組あつかいしないで。", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "そんなふうに考えちゃダメだよ。", - "EUGENE_QUEST5_PART3_EUGENE7": "……", - "EUGENE_QUEST5_PART3_EUGENE8.f": "ははっ。[pause]おう、ありがとな。", - "EUGENE_QUEST5_PART3_EUGENE8.m": "ははっ。[pause]おう、ありがとな。", - "EUGENE_QUEST5_PART3_EUGENE8.n": "ははっ。[pause]おう、ありがとな。", - "EUGENE_QUEST5_PART3_EUGENE9": "ところで、[pause]おまえががんばってる理由はなんなんだ?", - "EUGENE_QUEST5_PART3_EUGENE10": "ほら、おまえは、[pause]旅してまわって、[pause]人助けをして、\\n[pause]モンスターとかと戦ってるだろ?", - "EUGENE_QUEST5_PART3_EUGENE15": "そもそも、物理的に\\n[wave amp=30 freq=30]止められない[/wave]んじゃねーかって気がするな。", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "元の世界に帰る方法を見つけるためだよ。", - "EUGENE_QUEST5_PART3_EUGENE11": "へえ。そりゃ、かなり信じられねえ話だな。", - "EUGENE_QUEST5_PART3_EUGENE12": "手伝うぜ。", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "本当に?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "そんな簡単に?", - "EUGENE_QUEST5_PART3_EUGENE13": "おう、そうさ!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "どういう意味?", - "EUGENE_QUEST5_PART3_EUGENE14": "ランドキーパーどもは食い止めたが、\\nオレは足を休める気なんてねーからな。", - "EUGENE_QUEST5_PART3_EUGENE16": "オレには、努力して戦うための目標が\\n[wave amp=30 freq=30]なにかしら[/wave]必要なんだ。", - "EUGENE_QUEST5_PART3_EUGENE17": "だから、やろうぜ。\\n[pause]前に向かってがんばるための、新しい大義だ。", - "EUGENE_QUEST5_PART3_EUGENE18": "よろしくな。", - "EUGENE_CONVO1_EUGENE1": "なあ、[pause]オレたちがやったみたいに\\nランドキーパーどもを追い出すのってさ……", - "EUGENE_CONVO1_EUGENE3": "でも、あれは正しいことだったさ。[pause]だって、やつらの\\n「ビジネスプラン」は、他人の生活をめちゃくちゃにするのを\\n前提にした計画だったんだからな。", - "EUGENE_CONVO1_EUGENE2": "ほかの世界じゃきっと犯罪になるよな。[pause]だろ?", - "EUGENE_CONVO2_EUGENE1": "そろそろ、筋トレを再開しねーとな。\\n[pause]絶好調じゃねーと、世界は救えねーんだ! わかるだろ!", - "EUGENE_CONVO1_EUGENE4": "「法律」と「正義」は全然違うモンなんじゃねーかな。\\n[pause]そうだろ?", - "EUGENE_CONVO2_EUGENE2": "それに、いつか海岸にダンベルが流れつくかもしれねーし……", - "EUGENE_CONVO3_EUGENE1": "最初はなんかヘンに感じてたんだよな。その、[pause]あー、\\n[pause]ニューウィラル島の服の、レトロな感じってさ。", - "EUGENE_CONVO3_EUGENE2": "ほら、あの古めかしいモールから取ってきてる服のことだよ。", - "EUGENE_CONVO3_EUGENE3": "でも、レトロさにもだんだん慣れてきたぜ。\\n[pause]このピンクのジャケット、オレの世界に持ち帰れたら\\nいいんだけどな……", - "EUGENE_CONVO4_EUGENE1.m": "あのさ……[pause]おまえって、そうやって炎に照らされてると、すごくステキに見えるよな。", - "EUGENE_CONVO4_EUGENE2": "カメラがありゃ、写真を撮ったのによ。[pause]持ってねーのが残念だ。", - "EUGENE_CONVO4_EUGENE1.n": "あのさ……[pause]おまえって、そうやって炎に照らされてると、すごくステキに見えるよな。", - "EUGENE_CONVO4_EUGENE1.f": "あのさ……[pause]おまえって、そうやって炎に照らされてると、すごくステキに見えるよな。", - "EUGENE_CONVO5_EUGENE2": "それ、おまえに似合ってるよ。[pause]ほんとにな!", - "EUGENE_CONVO5_EUGENE1": "おまえ、{first_tape_name}ってどうやって見つけたんだ?", - "EUGENE_CONVO6_EUGENE2": "マジで超サイコーなたき火だよ。\\n[pause]よくやったな、{player}。", - "EUGENE_CONVO5_EUGENE4": "オレは好きだぜ。", - "EUGENE_CONVO5_EUGENE3": "{first_tape_description}に変身して、ニューウィラルの\\nみんなを守るわけだろ!", - "EUGENE_CONVO6_EUGENE1": "今回のこれはさ、[pause]そうだな、[pause]火おこしを手伝ったたき火のうち、上から数えて10位に入るくらい上出来だぜ。", - "EUGENE_CONVO7_EUGENE4": "夢じゃなきゃいいと思うんだ。[pause]本物の世界に戻ったら忘れちまうようなモンじゃなきゃいいってな。", - "EUGENE_CONVO10_EUGENE4": "恋人を作ることにかけちゃ、オレはふだん絶望的なんだ。\\n[pause]人の気持ちを解読しようとするより、大天使どもと戦うほうが\\nラクだぜ。", - "EUGENE_CONVO7_EUGENE2": "オレは……[pause]こっちでのことが、全部本当であってほしいよ。", - "EUGENE_CONVO7_EUGENE1.n": "もとの世界に戻ったらどんな暮らしを送ることに\\nなるんだろうって、考えたりするか?", - "EUGENE_CONVO7_EUGENE1.m": "もとの世界に戻ったらどんな暮らしを送ることに\\nなるんだろうって、考えたりするか?", - "EUGENE_CONVO7_EUGENE3": "おまえの心にも、絶対同じことが浮かんだだろ。[pause]そうだよな?", - "EUGENE_CONVO8_EUGENE1": "過去の人間はプラスチックのカセットを、マジでただ音楽を聞くために持ち運んでたんだってな。", - "EUGENE_CONVO7_EUGENE1.f": "もとの世界に戻ったらどんな暮らしを送ることに\\nなるんだろうって、考えたりするか?", - "EUGENE_CONVO7_EUGENE5": "おまえを忘れたくないんだ、{player}。", - "EUGENE_CONVO8_EUGENE3": "……", - "EUGENE_CONVO8_EUGENE2": "めちゃくちゃ昔のモンだから、カセットテープにはきっと、\\nたった数千曲ぐらいしか入らなかったんだろーな。", - "EUGENE_CONVO8_EUGENE4": "おい、[pause]なんでそんな目で見るんだよ?! \\n[pause]オレ、なんかおかしいこと言ったか?!", - "EUGENE_CONVO9_EUGENE2": "モンスターへの変身は、もっと多くの社会でいろんな人たちに\\n力を与えられるんだ! [wave amp=30 freq=10]夢にも見ない[/wave]ような方法でな!", - "EUGENE_CONVO9_EUGENE1": "ここのカセットの技術を、島を出るときいっしょに持ち帰れたらいいのによ。", - "EUGENE_CONVO9_EUGENE3": "想像してみろよ。もし、食べものなんかを配達するために、足が速いモンスターに変身できたら……[pause]それか、山火事を消すためにみずタイプのモンスターに変身できたらどうなるかってよ。", - "EUGENE_CONVO10_EUGENE1.n": "あのさ……[pause]オレ、おまえと会えてよかったよ、{player}。", - "EUGENE_CONVO9_EUGENE4": "話してるだけで燃えてくるぜ!", - "EUGENE_CONVO10_EUGENE2": "……", - "EUGENE_CONVO10_EUGENE1.f": "あのさ……[pause]オレ、おまえと会えてよかったよ、{player}。", - "EUGENE_CONVO10_EUGENE1.m": "あのさ……[pause]オレ、おまえと会えてよかったよ、{player}。", - "EUGENE_CONVO10_EUGENE3.m": "ほんとにさ、[pause]オレがこのふしぎな島でかわいい彼氏と\\nつきあってるなんて、[pause]だれも信じてくれないんじゃねーか?", - "EUGENE_CONVO10_EUGENE3.f": "ほんとにさ、[pause]オレがこのふしぎな島でかわいい彼女と\\nつきあってるなんて、[pause]だれも信じてくれないんじゃねーか?", - "EUGENE_CONVO10_EUGENE3.n": "ほんとにさ、[pause]オレがこのふしぎな島でかわいいパートナーと\\nつきあってるなんて、[pause]だれも信じてくれないんじゃねーか?", - "EUGENE_CONVO10_EUGENE5": "けど、そっちの努力もしたほうがいいのかもな……", - "EUGENE_CONVO11_EUGENE6": "で、[pause]その新しい世界ってのは、古い世界が焼けた灰から\\nできたんだ。", - "EUGENE_CONVO11_EUGENE1": "一度でも考えたことあるか、{player}……\\n[pause]自分の世界に戻るのはやめようってさ。", - "EUGENE_CONVO11_EUGENE1_OPTION1": "ないけど、なんで?", - "EUGENE_CONVO11_EUGENE2": "こういうことだよ。[pause]オレたちは、同じ時代から来たわけじゃ\\nねーだろ?", - "EUGENE_CONVO11_EUGENE3": "同じ世界から来たわけでもねーけど、かなり似てる可能性が高い世界から来てるはずなんだ。", - "EUGENE_CONVO11_EUGENE4": "だから、おまえの世界の未来がオレの世界みたいな歴史をたどる可能性も十分あるんだ。[pause]そうなったら、お前の世界の人たちは\\n順調に暮らせなくなるかもしれねえ。それも、長いことな。", - "EUGENE_CONVO11_EUGENE4_OPTION1": "なにを言いたいの?", - "EUGENE_CONVO11_EUGENE5": "オレの世界で、みんながどうやって新しくてよりよい世界を\\n作ったか、話したよな?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "キミの世界では、昔なにがあったの?", - "EUGENE_CONVO11_EUGENE7": "オレが生まれたのは、混乱が落ちついたあとだった。\\nでも、その真っ最中を生き抜いた人たちは……\\n[pause]みんな、重荷を背負ってるんじゃねーかと思う。", - "EUGENE_CONVO11_EUGENE8": "重荷になるのは、失ったものの記憶だけじゃねえ。\\nあの人はこうなれるはずだったのにっていう記憶も、\\n重荷になるんだ。", - "EUGENE_CONVO12_EUGENE2": "まあ、ニューウィラル島でやることを全部すませたあとに、\\nだけどよ。", - "EUGENE_CONVO11_EUGENE10": "だって、おまえはあんな暮らしを送るべき人間じゃねーからな、\\n{player}。", - "EUGENE_CONVO11_EUGENE9": "おまえが帰るのを、止められないのはわかってる。\\nでも、心配なんだ。おまえがいつか、\\n生きて目にするかもしれない世界のことが。", - "EUGENE_CONVO12_EUGENE1": "あのデカいゲートで、本当に元の世界に帰れると思うか?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "そう信じてる!", - "EUGENE_CONVO12_EUGENE2_OPTION2": "帰れるはずだよ。", - "EUGENE_CONVO12_EUGENE3": "超サイコーだな。", - "EUGENE_CONVO13_EUGENE2": "考えてみろよ……[pause]この島の小さな社会は、共通の経験をもとに\\n[wave amp=30 freq=10]築かれてる[/wave]んだ。このヘンな島に流れついたって経験からな。", - "EUGENE_CONVO12_EUGENE4": "そうであってほしいぜ。だって、オレにはイカした人生プランが山ほどあるからな!", - "EUGENE_CONVO13_EUGENE1": "しかし、[pause]あのデカいゲートでほんとにみんなが\\nニューウィラル島から帰れるんなら、[wave amp=30 freq=10]いろんなこと[/wave]が\\n変わっちまうな。", - "EUGENE_CONVO13_EUGENE3": "すごいよな、ここでは生まれた人たちの多くは、自分と違う\\n世界から来た人たちに育てられてるんだ。それ以外の暮らし\\nなんて知らないんだぜ!", - "EUGENE_CONVO14_EUGENE1": "なあ、[pause]オレたち、あのことについて話をしといたほうがいいと\\n思うんだ。", - "EUGENE_CONVO13_EUGENE4": "この発見でなにもかも変わっちまうだろうけど、そういう状況にイアンシーさんが備えてることを祈るよ。", - "EUGENE_CONVO14_EUGENE1_OPTION2": "どういう意味?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "話って、なんの話?", - "EUGENE_CONVO14_EUGENE3": "フュージョンで、全員が1体のデカい\\n[shake rate=30 level=10]神サマみてーなモンスター[/shake]になって、\\n[shake rate=30 level=10]アレフの野郎をブッ飛ばした[/shake]だろ!", - "EUGENE_CONVO14_EUGENE2": "ほら、[pause]あのとき……", - "EUGENE_CONVO14_EUGENE5": "おまえには正直に打ち明けとくと、この島で起きてる「大天使」関係のあれこれには、オレ、あんまりついていけてねーんだ。", - "EUGENE_CONVO14_EUGENE4": "あれ、マジでサイコーだったよな?", - "EUGENE_CONVO14_EUGENE6": "ほら、モルガンテとアレフの[wave amp=30 freq=10]大昔のあれこれ[/wave]みてーな話とかさ。鉄道の駅も関係してたりすんのか? [pause]わかんねーよ、ほんと。", - "EUGENE_CONVO14_EUGENE7": "けどよ、わかることもあるぜ。オレたちはみんなで団結して、\\nヤバい悪党をやっつけたんだ。[pause]それなら、オレの脳みそでも\\n理解できるさ。", - "EUGENE_CONVO15_EUGENE1": "なあ、島から出る方法を探すっていうおまえの計画、\\nうまくいくといいな。", - "EUGENE_CONVO15_EUGENE2": "オレ、心配になってきてるんだよな。ニューウィラル島にある\\nヘアカラーの在庫には限りがあるけどよ、\\nそれが底をつきかけてるんじゃねーかってさ。", - "EUGENE_CONVO16_EUGENE1": "しかし、このあいだの荒れ果てた町にはマジでゾッとしたぜ。", - "EUGENE_CONVO16_EUGENE2": "もとの世界で見た光景を思い出しちまったよ。かつては人が\\n住んでたのに、つらい時代がやってきたせいで\\n捨てられちまった町をさ。", - "EUGENE_CONVO16_EUGENE3": "実際、そういう町は昔に山ほど見たよ。", - "EUGENE_CONVO16_EUGENE4": "もしかしたらそのうち、ハーバータウンの人たちはあそこに\\n戻って、町をまた全部建て直すのかもな。", - "EUGENE_CONVO16_EUGENE5": "そうなるところを見たいもんだぜ。", - "EUGENE_CONVO17_EUGENE1": "大自然の中でたき火のまわりに集まって、この瞬間にも\\n[wave amp=30 freq=10]デカいモンスター[/wave]が攻撃してくるかもなって考えながら\\nすごしてるけどよ……{player}、[pause]おまえ、いまオレと\\n同じこと考えてると思うぜ。", - "EUGENE_CONVO17_EUGENE2": "こう考えてるさ。[pause]「洞窟に住んでたご先祖さまは、\\nまさにこういう暮らしをしてたんだろうな!」ってよ。", - "EUGENE_CONVO17_EUGENE1_OPTION1": "そうなの?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "へえ、なにを考えてると思うの?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "えっ?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "そんなの、考えたことないよ。", - "EUGENE_CONVO18_EUGENE1": "バトルのキメゼリフを練習しねーとな。", - "EUGENE_CONVO18_EUGENE1_OPTION1": "バトルの……なに?", - "EUGENE_CONVO17_EUGENE3": "絶対これで正解だって。おまえもそう考えてたんだよ、相棒。", - "EUGENE_CONVO18_EUGENE1_OPTION2": "キメゼリフ……?", - "EUGENE_CONVO18_EUGENE2": "おう! [pause]こう、まずオレが敵に立ち向かうだろ。そしたら、\\n変身する直前に叫ぶんだ。「やってやるぜ!」とか「変身!」\\nみたいにさ。", - "EUGENE_CONVO18_EUGENE2_OPTION1": "いや、もっといいのがあるって!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "「変身」はよくあるセリフだよね……", - "EUGENE_CONVO18_EUGENE4": "……", - "EUGENE_CONVO18_EUGENE3": "あのな、まだ考えてる途中なんだよ。いいか?", - "EUGENE_CONVO18_EUGENE5": "そうだな、[wave amp=30 freq=10]「チェンジ! モンスターモード!」[/wave]だったら\\nどうだ? [pause]強そうな感じに聞こえると思わねーか?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "そうでもないかな。", - "EUGENE_CONVO18_EUGENE5_OPTION2": "絶対ないって。", - "EUGENE_CONVO18_EUGENE6": "それじゃあ、またあとで考えるかな。", - "EUGENE_CONVO19_EUGENE1": "悪いな。[pause]慣れるのに、まだ時間がかかってんだ。オレたちが、\\n厳密に言うとつきあってるって事実にさ。", - "EUGENE_CONVO19_EUGENE1_OPTION1": "「厳密に言うと」?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "なんか、楽しんでなさそうだね。", - "EUGENE_CONVO19_EUGENE2": "おっと、[shake rate=30 level=10]悪い意味[/shake]で言ったんじゃねーからな!", - "EUGENE_CONVO19_EUGENE3": "ただ予想してなかっただけさ。ニューウィラル島にいるあいだに[wave amp=30 freq=10]こんなこと[/wave]が起きるなんてな。もちろん、\\nおまえとつきあってることに心は[wave amp=30 freq=10]燃えてる[/wave]ぜ!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "そうなの?", - "EUGENE_CONVO20_EUGENE1": "おまえといっしょにずっとこの島で暮らしたら、\\nきっとラクなんだろうな。", - "EUGENE_SOCIAL1_EUGENE2": "フュージョンしてモンスターになるのって、めちゃくちゃ\\nスカッとするよな。", - "EUGENE_CONVO20_EUGENE1_OPTION1": "どういう意味?", - "EUGENE_CONVO20_EUGENE2": "おまえとオレで、静かで[wave amp=30 freq=10]のどかな[/wave]ハーバータウンで\\n暮らすのさ。このまま、なにも変えずにな。", - "EUGENE_CONVO20_EUGENE3": "けどよ……それってオレたちらしくなくねーか? [pause]お互い、\\nもっとスゴいことをやれると思うんだよな。", - "EUGENE_SOCIAL1_EUGENE1": "つまり、なんつーかさ……", - "EUGENE_SOCIAL1_EUGENE5": "こう、気持ちが最高潮になって、お互いの目的が\\nグッと近づくと、2人でひとつのパワフルなパワーそのものに\\nなれるんだ。", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "そう思う?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "うん、そうだよね!", - "EUGENE_SOCIAL1_EUGENE4": "オレたちの内なるパワーが、マジで形になった感じなんだよな。", - "EUGENE_SOCIAL1_EUGENE3": "そうなんだよ! [pause]あれはまるで……", - "EUGENE_SOCIAL1_EUGENE6": "その瞬間のオレたちって、\\n[wave amp=30 freq=20]だれにも止められねー[/wave]って気がするんだ。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "もし、[pause]おまえがそうしたいんなら、[pause]もちろん、いいぜ。", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "言いたいこと、わかるよ!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "アニメキャラみたいなこと言うね。", - "EUGENE_SOCIAL1_EUGENE7A": "おまえなら、わかってくれると思ったぜ!", - "EUGENE_SOCIAL1_EUGENE7B": "なあ、オレはマジで真剣に言ってるんだぜ!", - "EUGENE_SOCIAL1_EUGENE8": "なあ、オレはさ、人から見返りを求めねー暮らしを、\\n長くつづけすぎたと思うんだ。", - "EUGENE_SOCIAL1_EUGENE9": "いまは、失ったぶんの時間を取り返してるのかもな。", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "キミの世界はどういう状況なの?", - "EUGENE_SOCIAL1_EUGENE10": "あー、気にすんな。それはまた今度話そうぜ。", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "キミの世界ではなにが起こったの?", - "EUGENE_SOCIAL1_EUGENE11": "オレは帰るよ。[pause]元の世界にって意味だぜ。\\n[pause]おまえがこの島から出る道を見つけたら、必ずな。", - "EUGENE_SOCIAL1_EUGENE12": "自分のカセットテープといっしょにな。[pause]それで、その力を\\n一番必要としてる人たちのために立ち上がるんだ。", - "EUGENE_SOCIAL2_EUGENE1": "考えてたんだけどよ、クレマンスはマジで、どうやって……\\n[pause]町をよくするために、カフェをやろうって決めたんだろうな。", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "モンスターのすがたのヒーローみたいに?", - "EUGENE_SOCIAL1_EUGENE13": "そうさ、モンスターのすがたのヒーローみたいにな。", - "EUGENE_SOCIAL1_EUGENE14": "それってすごくキマってるだろ?", - "EUGENE_SOCIAL2_EUGENE2": "なにかを改善して、人の役に立ってる……\\n[pause]オレは、そういうことをやるべきだと思うんだよな!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "人の役に立つことばかり考えなくていいんだよ。", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "キミは十分人助けしてるよ!", - "EUGENE_SOCIAL2_EUGENE4": "もしかすると、こういう気持ちが抑えられねーのは、\\nオレの世界の事情が原因なのかもな。", - "EUGENE_SOCIAL2_EUGENE3": "へへっ。[pause]おまえが言うならそうかもな。", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "……キミの世界?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "どういう意味?", - "EUGENE_SOCIAL2_EUGENE5": "ええとな、[pause]「オレの地球」は、21世紀を半分すぎたぐらい\\nなんだが、なんというか……[pause]すごく荒れてたんだ。", - "EUGENE_SOCIAL2_EUGENE7": "ある日みんなの目が覚めて、悟ったような感じだった。お互い\\n助けあうだけで、生きのびるのはラクになるんだって。", - "EUGENE_SOCIAL2_EUGENE6": "人類の欲望と消費が、世界の手に負えないレベルに\\nなっちまったのさ。", - "EUGENE_SOCIAL2_EUGENE9": "ゆっくり時間をかけて、自分が住む地域の人たちを助けられる\\nことが、金持ちで有名になることより大事になっていったのさ。でも、オレはそういうことが……[pause]すごく下手だった。", - "EUGENE_SOCIAL2_EUGENE8": "住む星を殺しながらオレたちを支配してた機関や組織なんか、\\n必要なかったんだってな。", - "EUGENE_SOCIAL3_EUGENE4": "ハーバータウンをよりよくするんだ……\\n[pause]おまえは待ってろ。見ててくれよ。", - "EUGENE_SOCIAL2_EUGENE10": "オレはこのニューウィラル島で、[pause]最高の自分に変身する\\nチャンスを手に入れたんだ。[pause]だから自分の世界には、生きてる\\nうちになにか成しとげられるやつになって帰りたいんだよ。", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "ヒーローじゃないキミだってステキなのに!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "そんなに自分を追いつめなくていいんだよ!", - "EUGENE_SOCIAL2_EUGENE11": "わかってるよ。[pause]でも……", - "EUGENE_SOCIAL2_EUGENE12": "自分のためにも、そうすべきだと思うんだ。", - "EUGENE_SOCIAL2_EUGENE13": "まあ、[pause]オレの話はこのへんにしとこうぜ。", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "……決めたって?", - "EUGENE_SOCIAL3_EUGENE3": "まだ終わってねーことだから、話すのはやめる。\\n[pause]そんで、ただ実行するよ。", - "EUGENE_SOCIAL3_EUGENE1": "OK、[pause]決めたぜ。", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "……なにを?", - "EUGENE_SOCIAL3_EUGENE2": "いま、考えてる計画があるんだ。", - "EUGENE_SOCIAL3_EUGENE5": "どうだかな……[pause][wave amp=30 freq=10]悪いこと[/wave]を止めるのは、[wave amp=30 freq=10]いいこと[/wave]をするのとは\\n違うからな。[pause]そうだろ?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "キミはもう、ランドキーパーを止めたでしょ!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "町を助ける役目は、もう果たしたじゃない!", - "EUGENE_SOCIAL3_EUGENE6": "よし、燃えてきたぜ! [pause]きっとサイコーのできあがりに\\nなるからな。[pause]待っててくれよ。", - "EUGENE_SOCIAL4_EUGENE1": "なあ、[pause]ちょっと見てほしいものがあるんだ。", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "なにをするつもりなの?", - "EUGENE_SOCIAL3_EUGENE7.m": "いや、教えねえよ。[pause]おまえは待ってるだけでいい。\\nで、見とどけてくれよ!", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "なにができるのか、教えてくれない?", - "EUGENE_SOCIAL3_EUGENE8": "それに、「ハーバータウンの守り手」はひみつを守れなきゃ\\nいけねーしな。", - "EUGENE_SOCIAL3_EUGENE7.f": "いや、教えねえよ。[pause]おまえは待ってるだけでいい。\\nで、見とどけてくれよ!", - "EUGENE_SOCIAL3_EUGENE7.n": "いや、教えねえよ。[pause]おまえは待ってるだけでいい。\\nで、見とどけてくれよ!", - "EUGENE_SOCIAL4_EUGENE7": "気づいたんだよ。このつまらねー古い建物は、オレたちが\\nランドキーパーどもを追い出してから空っぽのままだってな。\\n[pause]だから、いい方向に再利用できると思ってよ!", - "EUGENE_SOCIAL4_EUGENE2": "例の計画が完成したから、\\nそろそろグランドオープンと行きてーんだ。", - "EUGENE_SOCIAL4_EUGENE3": "いま、見にきてくれるか?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "もちろん!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "えっと、あとで。", - "EUGENE_SOCIAL4_EUGENE_NO": "いいぜ、相棒。[pause]じゃあ、また今度な。", - "EUGENE_SOCIAL4_EUGENE11": "おいおい、オレたち、べつに[wave amp=30 freq=10]ずっと[/wave]2人で出かけてたわけじゃ\\nねーだろ! [pause]いっしょに冒険してないときの、空いてた時間で\\nやったのさ。", - "EUGENE_SOCIAL4_EUGENE4": "よっしゃ! [pause]ついてきてくれ。", - "EUGENE_SOCIAL4_EUGENE6": "オレたちが最初の[wave amp=30 freq=10]協力ミッション[/wave]のために来たところさ!", - "EUGENE_SOCIAL4_EUGENE5": "この場所を覚えてるか、[pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "来いよ、[pause]中を見せてやるから!", - "EUGENE_SOCIAL4_EUGENE9": "天井に窓があるだろ。[pause]この捨てられた事務所には、昼間だと\\nあそこから自然の光がたくさん入ってくるんだ。", - "EUGENE_SOCIAL4_EUGENE10": "ここなら、いい共同庭園を作れると思ってよ。[pause]町のみんなは\\nここに草木や花を育てにきたり、ちょっと町をはなれて\\n遊びに来たりできるんだ。", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "こんなの、いつ作ったの?!", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "こんなことする時間、どうやって作ったの?!", - "EUGENE_SOCIAL4_EUGENE12": "それで……どう思う?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "すごいよ、これ!", - "EUGENE_SOCIAL4_EUGENE14": "こんなの絶対、バカなアイデアだと思ってたんだ。", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "とても気に入ったよ!", - "EUGENE_SOCIAL4_EUGENE13": "ほ、[pause]ほんとにそう思うか?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "だって、この島から出る方法を探そうとしてるんだからな! \\n[pause]時間や空間の制約だって、おまえのことはジャマできねーのさ!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "キミってカッコいい友だちだね!", - "EUGENE_SOCIAL4_EUGENE15": "気に入ってもらえてうれしいぜ。", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "だって、この島から出る方法を探そうとしてるんだからな! \\n[pause]時間や空間の制約だって、おまえのことはジャマできねーのさ!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "キミ、ロマンチックな一面もあるんだね。", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "へへっ。[pause]よしてくれよ。[pause]これはここだけの話だけどさ、おまえはすごく志が高いだろ。", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "だって、この島から出る方法を探そうとしてるんだからな! \\n[pause]時間や空間の制約だって、おまえのことはジャマできねーのさ!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "本当のふるさとに帰れる日が楽しみだぜ。[pause]オレはここで\\nサイコーな、キマってる自分になれたと思うからな。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "それじゃ、ニューウィラル島には新しいデートスポットが\\nできたってわけだな。", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "行こうぜ、[pause]相棒。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "計画、大成功だね!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "じゃあ……デートしてるってことでいい?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]あー、[pause][pause]そっ、[pause][pause]そうっ、[pause]だな……[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "恋愛には、あまり自信がないんだね。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "そんなに緊張してるところ、初めて見た!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "めちゃくちゃ恥ずかしいぜ。人食い鬼の会社員どもが集まった、邪悪な闇の組織なら問題なくブッ倒せるのに……", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "あー、[pause]おまえの言う通りだ。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "一番の相棒に、自分のほんとの気持ちを伝えるのには\\n苦労するんだからな。", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "一番の相棒に、自分のほんとの気持ちを伝えるのには\\n苦労するんだからな。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "一番の相棒に、自分のほんとの気持ちを伝えるのには\\n苦労するんだからな。", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "そうさ、[pause]デートしてるってことでいいと思うぜ。", - "EUGENE_ROMANCE_EUGENE1.m": "ずっと黙ってるな。[pause]なにかマズいことでもあったか、[pause]相棒?", - "EUGENE_ROMANCE_EUGENE1.f": "ずっと黙ってるな。[pause]なにかマズいことでもあったか、[pause]相棒?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "ううん、特になにも!", - "EUGENE_ROMANCE_EUGENE1.n": "ずっと黙ってるな。[pause]なにかマズいことでもあったか、[pause]相棒?", - "EUGENE_ROMANCE_EUGENE_NO": "そうか。", - "EUGENE_ROMANCE_EUGENE8": "だけど2人でいるあいだは、楽しもうぜ!", - "EUGENE_ROMANCE_EUGENE3": "知ってるよ。[pause]いやつまり、オレもさ。\\n[pause]ちょっと緊張しちまってな。", - "EUGENE_ROMANCE_EUGENE2": "あー……[pause][pause]えーっと……", - "EUGENE_ROMANCE_EUGENE5": "2人いっしょなら、数以上のパワーが出せるさ。\\n[pause]フュージョンしてるときみてーにな!", - "EUGENE_ROMANCE_EUGENE4": "オレたち、サイコーの自分になれるように、\\nお互い助けあってるよな。", - "EUGENE_ROMANCE_EUGENE7": "おまえは大切な相手だ。[pause]でもオレには、オレが戻るのを\\n待ってる、もとの世界の生活がある。それはお前もそうだろ。", - "EUGENE_ROMANCE_EUGENE6": "とは言ってもよ……[pause]オレたち、島から出る方法を見つけたら\\n別れなきゃいけねーかもしれないんだよな。", - "EUGENE_ROMANCE_EUGENE9": "ここには助けが必要な人たちがいるし、思いっきりツラを\\nブンなぐらなきゃいけねえ、デカいモンスターもいる。", - "EUGENE_ROMANCE_EUGENE10": "いつも通り……[pause]ハーバータウンの無敵な最強カップルで\\nいようぜ!", - "FELIX_INTRO_FELIX3": "おれは違ったんだ。自分の持ち物全部といっしょに、\\nここに落ちてきたんだよ。", - "FELIX_INTRO_FELIX1": "足元に気をつけなよ。[pause]こんなにゴミが散らかってるところで、\\nつまずきたくないだろ。", - "EUGENE_ROMANCE_EUGENE11": "でも、今日は冒険をひと休みしていいかもな。\\n[pause]少なくとも、今夜はよ……", - "FELIX_UNKNOWN_NAME": "フレンドリーな青年", - "FELIX_INTRO_FELIX1_OPTION1": "この部屋はいったいどこから?", - "FELIX_INTRO_FELIX1_OPTION2": "ここはなんなの?", - "FELIX_INTRO_FELIX2": "空からこの島に降ってきた人って、たいてい海に落ちるだろ?", - "FELIX_INTRO_FELIX9": "ここにあるモノの大部分は、おれといっしょに空から落ちた\\nときにこわれちゃったんだ。[pause]しかもそのあと、雨のせいで\\nもっと傷んじゃってな……", - "FELIX_INTRO_FELIX4_OPTION2": "キミのアパートの部屋が、どうやってこの島に?", - "FELIX_INTRO_FELIX4": "これは、おれが住んでたアパートの部屋なんだ……[pause]壁がちょっと足りないけどな。", - "FELIX_INTRO_FELIX4_OPTION1": "なんでこうなったの?", - "FELIX_INTRO_FELIX5": "さあね! [pause]わかるのは、おれの昔のスケッチブックや絵も\\n全部こっちに来たってことさ。それぐらいだな。", - "FELIX_INTRO_FELIX6": "おれ、フェリックス。[pause]よろしくな。", - "FELIX_INTRO2_FELIX14": "ゾートはフランス革命の英雄を題材にすることが多いんだ。\\n[pause]「紅はこべ」とかな。だけど、デカい予算で作られた大作映画が\\n大流行するようになってから、そういう題材の人気は\\n落ちちゃってさ。", - "FELIX_INTRO_FELIX6_OPTION1": "どうも、{player}だよ!", - "FELIX_INTRO_FELIX6_OPTION2": "人からは……{player}って呼ばれてるよ。", - "FELIX_INTRO_KAYLEIGH7": "やっほー、フェリックス! [pause]ここでなにしてるの?", - "FELIX_INTRO_MEREDITH7": "しばらくぶりじゃん、フェリックス。それにしても、アンタ、\\nココでなにしてんの?", - "FELIX_INTRO_VIOLA7": "そうか。私は、メッサリナ家のヴァイオラだ。[pause]教えてほしいの\\nだが、君はこんな場所でひとり、何のために労役にはげんで\\nいたんだ?", - "FELIX_INTRO_EUGENE7": "よお! おまえが散歩に出かけてた場所ってここだったのか? \\n[pause]なにやってんだよ?", - "FELIX_INTRO_FELIX8": "ちょっと、モノを探してるのさ。", - "FELIX_INTRO_FELIX10": "でも、このあたりになら絶対、なにか無事なものが\\nあるはずだって思って……", - "FELIX_INTRO_FELIX11": "やっぱりな!", - "FELIX_INTRO_FELIX12_OPTION1": "それって、なに?", - "FELIX_INTRO_FELIX12": "フタはまだ無事だな。水が入ってないといいけど。", - "FELIX_INTRO_FELIX12_OPTION2": "中にはなにが?", - "FELIX_INTRO_FELIX13": "口だと、ちょっと説明しづらいかもな……", - "FELIX_INTRO_FELIX14": "ハーバータウンの西にあるおれの家に来てくれよ。\\n[pause]そしたら教えるから。", - "FELIX_INTRO2_FELIX2_OPTION1": "もちろん!", - "FELIX_INTRO2_FELIX1.m": "おっ、やあ。[pause]来てくれたんだな。", - "FELIX_INTRO2_FELIX2": "昔の家のなごりから、おれがなにを救出してたのか\\n見たいんだろ?", - "FELIX_INTRO2_FELIX1.n": "おっ、やあ。[pause]来てくれたんだな。", - "FELIX_INTRO2_FELIX1.f": "おっ、やあ。[pause]来てくれたんだな。", - "FELIX_INTRO2_FELIX3": "えっとな、おれ、ふつうに暮らしてたときは\\nゾート作家だったんだ。", - "FELIX_INTRO2_FELIX2_OPTION2": "えっと、あとで。", - "FELIX_INTRO2_FELIX2_NO": "ああ、いいよ。気が変わったら、また来てくれよな。", - "FELIX_INTRO2_FELIX3_OPTION1": "ゾート作家?", - "FELIX_INTRO2_FELIX3_OPTION2": "それって、なに?", - "FELIX_INTRO2_FELIX4": "見せたほうが早いかな。ほら、こいつさ。", - "FELIX_INTRO2_FELIX5": "これがゾートリールだ。この中にこのゾートロープを入れて、\\nついてる縦長のスリットからのぞきこむのさ。", - "FELIX_INTRO2_FELIX6": "ゾートロープにはモーターが内蔵されてるから、ここの、\\nこのボタンを押すと回転するんだ。", - "FELIX_INTRO2_FELIX8": "だから回転させると、絵には命が吹きこまれて動き出すって\\nわけだ。[pause]ほらな?", - "FELIX_INTRO2_FELIX7": "ゾートストリップの横の列には、ちょっとずつポーズを変えて\\n描かれた絵がいくつも並べてある。", - "FELIX_INTRO2_FELIX9": "そしたら今度はレバーを引くと、次の列に切り換えできる。\\n[pause]そうすれば、物語のつづきが見られるんだ。", - "FELIX_INTRO2_FELIX10": "まるごとひとつ物語を語れるし、[pause]生命だって吹きこめる。\\n[pause]ただの絵でね。", - "FELIX_INTRO2_FELIX11": "おれは子どものころからずっと、ゾートに取りつかれてるんだ。", - "FELIX_INTRO2_FELIX12": "こういうやつが、昔は大人気だったんだよ。\\n[pause]もう、流行遅れって感じになっちゃったけどな。", - "FELIX_INTRO2_FELIX13": "いまじゃ、ニッチな表現手段って感じだよ。\\n[pause]少なくとも、[pause]おれがいた世界では、[pause]だけどな。", - "FELIX_INTRO2_FELIX15": "おれは子どものころ、[pause]ゾートのストーリーに夢中になってた。で、作品への愛をふりきれなかったんだ。", - "FELIX_INTRO2_FELIX16": "だから、作家をやってるんだろうな。", - "FELIX_INTRO2_FELIX18": "そしたら、おかしなモンスターだらけの島は、アイデアを\\n探すには最高の場所だってことがわかったんだ!", - "FELIX_INTRO2_FELIX17": "いまはちょうど、新しいキャラを考えようとしてるところ\\nなんだけど……", - "FELIX_INTRO2_FELIX19": "だから、つまり……きみに手伝ってもらえないかなと思ってさ。", - "FELIX_INTRO2_FELIX20": "おれはいま、あるモンスターを探してるんだ。そいつをさ、\\nじっくり観察してみたいんだよ。", - "FELIX_INTRO2_FELIX21": "サクラノ草原で見つかるやつなんだ。\\n[wave amp=30 freq=10]木の剣を持ってる戦士[/wave]なんだけどさ。", - "FELIX_QUEST1_PART3_FELIX4": "おれといっしょに不時着したアパートの部屋にあったから、\\nまだ持ってたんだ。", - "FELIX_INTRO2_FELIX22": "なあ、手伝ってくれないか?", - "FELIX_INTRO2_FELIX22_OPTION1": "もちろん!", - "FELIX_INTRO2_FELIX22_NO": "かまわないさ。もしスケジュールが空いたら、\\nここに来てくれよ。ちょっとした冒険に出かけよう。", - "FELIX_INTRO2_FELIX22_OPTION2": "えっと、あとで。", - "FELIX_INTRO2_FELIX23": "いいね! 行き先がどこか、マップにしるしをつけといたよ。", - "FELIX_QUEST1_PART1_FELIX1": "あいつだ! よし、バトルしてくれよ。\\nその様子をスケッチするからさ。", - "FELIX_QUEST1_PASSIVE_FELIX1": "あのモンスターのことは、レンジャーたちが話してたんだ……\\n戦うときの立ちすがたが、超カッコいいんだってさ。", - "FELIX_QUEST1_PASSIVE_FELIX2": "ここって、すごくきれいな場所だな。", - "FELIX_QUEST1_PART2_FELIX1": "おおっと……", - "FELIX_QUEST1_PART2_KUNEKO2": "止まるニャンッ、魔物め!!!", - "FELIX_QUEST1_PART2_FELIX7": "……", - "FELIX_QUEST1_PART2_KUNEKO3": "も、戻ってくるんじゃないニャンよ!", - "FELIX_QUEST1_PART2_FELIX4": "きみはいったい……", - "FELIX_QUEST1_PART2_FELIX5": "待てよ、[pause][pause]おまえは……?!", - "FELIX_QUEST1_PART2_KUNEKO6": "ニャーッ!!!", - "FELIX_QUEST1_PART2_FELIX8": "ああ、[pause]そんな。", - "FELIX_QUEST1_PART2_FELIX9": "ないないない。[pause][pause]ウソだろ。", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "あれって、大天使?", - "FELIX_QUEST1_PART2_FELIX12": "おれの部屋に戻ろう。そうすれば全部はっきりする。\\n保証するよ。", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "あのモンスターは?", - "FELIX_QUEST1_PART2_FELIX10": "そんな……", - "FELIX_QUEST1_PART2_FELIX11": "どうも、おれの過去が幽霊になって戻ってきたみたいだな。", - "FELIX_QUEST1_PART3_FELIX1": "あれはたしか、このへんに、[pause]あるはず……", - "FELIX_QUEST1_PART3_FELIX2": "あったぞ!", - "FELIX_QUEST1_PART3_FELIX3": "ほら。おれの昔のスケッチブックだ。12のころに使ってた\\nやつだよ。", - "FELIX_QUEST1_PART3_FELIX5": "このページを見てくれ。", - "FELIX_QUEST1_PART3_FELIX6": "こいつの名前は、クナイニャン。", - "FELIX_QUEST1_PART3_FELIX13": "でも、クナイニャンがこの世界に実在するんなら……\\n[pause]あいつを見つけなきゃ。", - "FELIX_QUEST1_PART3_FELIX7": "子どものころに作ったキャラさ。", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "これ、天使の羽?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "なんでネコミミが?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "この子、ニンジャなの?", - "FELIX_QUEST1_PART3_FELIX8": "こいつは、その、[pause]天使と悪魔のあいだに生まれた女の子でさ。\\n地球に迷いこんで、神秘のニンジャの里にひろわれたんだ……", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]マスターは?", - "FELIX_QUEST1_PART3_FELIX9": "21歳になったとき、[pause]こいつは里を出たんだ。\\n4つのエレメントアルターで戦う伝説のクエストで、\\n大陸で最強の戦士としての力を証明するためにな。", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "すごくありふれた設定だね。", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "うわっ、超カッコいいね!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "キミの絵、ここからすごく上達したね……", - "FELIX_QUEST1_PART3_FELIX10": "おれ。中学のころはちょうどアニメにかぶれててさ。\\n[pause]責めないでくれよ!", - "FELIX_QUEST1_PART3_FELIX12": "[wave amp=30 freq=10]子ども時代のヘタクソな絵[/wave]がどうやって現実になったんだか、さっぱり見当もつかないよ。", - "FELIX_QUEST1_PART3_FELIX11": "この状況がどれだけダサいかくらい、はっきりわかってるさ!", - "FELIX_QUEST1_PART4_KUNEKO1": "……", - "FELIX_QUEST1_PART3_FELIX14": "この現象の真相を探らないと。", - "FELIX_QUEST1_PART4_FELIX2": "おっと。[pause]早いお出ましだな。", - "FELIX_QUEST1_PART4_KUNEKO4": "あ、あなたとは会ったことないニャンけど、強いつながりを\\n感じたニャン……", - "FELIX_QUEST1_PART4_FELIX3": "さっき助けてくれたよな……[pause]おれのこと、わかるのか?", - "FELIX_QUEST1_PART4_FELIX5": "ああ、うん、そうだろうな。", - "FELIX_QUEST1_PART4_KUNEKO7": "えっ……", - "FELIX_QUEST1_PART4_FELIX6": "だって、おれがおまえを創ったんだから。", - "FELIX_QUEST1_PART4_FELIX12": "「創り手サマ」なんて呼ばなくていいって。", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]お願い、許してくださいニャン!!![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "気づかなくて[wave amp=30 freq=10]ホントにごめんなさいニャン[/wave]、\\n創り手サマ!", - "FELIX_QUEST1_PART4_KUNEKO10": "クナイニャンは少し前、創り手サマと最初にお会いした草原で\\n目が覚めたニャン。[pause]口から出てきた名前と心にあるクエストの\\nこと以外、なにも思い出せなかったんですニャン。", - "FELIX_QUEST1_PART4_KUNEKO11": "ほかの記憶はないんですニャン、創り手サマ。", - "FELIX_QUEST1_PART4_KUNEKO13": "だったら、[pause]お父サマはどうですニャン?", - "FELIX_QUEST1_PART4_FELIX14": "それは、[pause]あー、[pause]あんまりよくないな。", - "FELIX_QUEST1_PART4_FELIX16": "ダメ。", - "FELIX_QUEST1_PART4_KUNEKO17": "・[pause]・[pause]・[pause]パパ?", - "FELIX_QUEST1_PART4_FELIX18": "それは、絶対に、ダメだ。", - "FELIX_QUEST1_PART4_FELIX19": "シンプルに……[pause]フェリックスって呼んでくれよ。", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "クナイニャン、クエストって言った?", - "FELIX_QUEST1_PART4_FELIX22": "ああもう、もっとマシな話を思いつけなかったのか、おれは?", - "FELIX_QUEST1_PART4_KUNEKO20": "クナイニャンはこの地にある4つの\\nエレメントアルターを見つけて、それを守護する\\nビーストをたおさないといけないのニャン。", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "キミのクエストって、なに?", - "FELIX_QUEST1_PART4_KUNEKO21": "そうしないと、クナイニャンの力は証明されないのニャン!", - "FELIX_QUEST1_PART4_FELIX23": "クナイニャン、その「クエスト」、いかないほうがいいかも\\nしれないぞ。実在しないんだから……[pause]お前の設定は、おれが\\n[wave amp=30 freq=10]でっちあげた[/wave]んだ。", - "FELIX_QUEST1_PART4_FELIX24": "それに、言うまでもないけど、ニューウィラル島の生き物は\\nすごく危険だしな。", - "FELIX_QUEST1_PART4_KUNEKO26": "だからこそ、クナイニャンは自分の力を\\n[wave amp=30 freq=10]証明するしかない[/wave]ですニャン!", - "FELIX_QUEST1_PART4_KUNEKO25": "クナイニャンのこと、力不足だと思ってるのは\\n知ってますニャン、創り手サマ……", - "FELIX_QUEST1_PART4_FELIX25": "これって……[pause]すごくヘンな感じだ。\\n[pause]きみだってそう思うよな? [pause]思うだろ?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "うん、かなりヘンだよ。", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "この島のほかの物と同じくらいヘンだね。", - "FELIX_QUEST1_PART4_FELIX26": "子どものころには、もっと恥ずかしくないキャラだって\\n創ったのに。[pause]なんであいつなんだ?", - "FELIX_QUEST1_PART4_FELIX27": "なんにせよ、[pause]おれが創ったってだけの理由であいつが\\nここにいるんなら、なにかしら責任を感じる気がするな。", - "FELIX_QUEST1_PART4_FELIX28": "4つの「エレメントアルター」を見つけて、\\nあいつが危険に飛びこまないようにしてやらなきゃ。", - "FELIX_QUEST2_ALTAR1_FELIX1": "このアルター、マジで本物みたいだ。[pause]なるほどな。", - "FELIX_QUEST1_PART4_FELIX29": "島を探してまわってもいいし、町のみんなに話を聞くのも\\nいいかもな。[pause]やり方はきみにまかせるよ、{player}。", - "FELIX_QUEST2_ALTAR1_FELIX2": "クナイニャン!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "クナイニャンは力を証明しないとですニャン、創り手サマ……", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "このとんがった剣のパワーで……\\n[shake rate=30 level=10]姿を見せるニャン、ガーディアン![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "行くぞ、あいつを助けなきゃ。", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "お手伝いありがとうございますニャン、創り手サマ……", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "でも、次の戦いでは助けなんて[wave amp=30 freq=10]必要ニャい[/wave]ですからね!", - "FELIX_QUEST2_ALTAR1_FELIX8": "あいつ、まだやるつもりらしいな。", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "都合よく同時に輝く太陽と月のパワーによって……", - "FELIX_QUEST2_ALTAR1_FELIX9": "仕方ないや。[pause]残りのアルターも探そう。", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]姿を現すニャン、ガーディアン![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "あいつ、本気で役をやりきってるな。", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "創り手サマ、あなたといっしょに戦うと……", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "力を証明できてる感じがしないですニャン……", - "FELIX_QUEST2_ALTAR2_FELIX6": "まあ別に、たいしたことないからさ……", - "FELIX_QUEST2_ALTAR3_FELIX12": "それは……その……", - "FELIX_QUEST2_ALTAR2_FELIX7": "で……行っちゃったよ。[pause]次のアルターを探さなきゃな。", - "FELIX_QUEST2_ALTAR3_FELIX1": "待て! クナイニャン……", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]正体を現すニャン、ガーディアン![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "炎と氷のパワーによって、この正義への情熱に、熱さと冷たさを同時に加えて……", - "FELIX_QUEST2_ALTAR3_FELIX4": "行くぞ。", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "また助けてくれたニャンね、創り手サマ……", - "FELIX_QUEST2_ALTAR3_FELIX6": "おまえに、自分をキズつけてほしくないんだよ!", - "FELIX_QUEST2_ALTAR3_FELIX7": "わかるだろ……", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause]・[pause]・[pause]・", - "FELIX_QUEST2_ALTAR3_FELIX8": "おれを感心させるために、こんなことする必要ないんだ。", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "あなたの本心はわかってますニャン、[pause]創り手サマ。", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "クナイニャンを創ったのを[shake rate=30 level=10]恥ずかしく[/shake]思ってるの、\\n知ってるニャンから。", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "クナイニャンのクエストは、創り手サマを\\n感心[shake rate=30 level=10]させない[/shake]ですニャンね。", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "クナイニャンを見る、その目つきでわかりますニャン!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "ほんとにね。", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "わかってるニャン、あなたに誇らしく思ってもらうために\\nできることなんて、クナイニャンには\\n[shake rate=30 level=10]ひとつもなかった[/shake]んだニャン!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]ガーディアン、[pause]姿を現すニャン![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "ああ、[pause]うん、ものすごく申し訳なくなってきたぞ。", - "FELIX_QUEST2_ALTAR3_FELIX17": "言いかたが悪かったかもな。", - "FELIX_QUEST2_ALTAR3_FELIX18": "あいつを探して、謝らなきゃ。", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "そうかもね……", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "悪気はなかったんだよね。", - "FELIX_QUEST2_ALTAR3_FELIX19": "きっと、最後のアルターにいるはずだよな。", - "FELIX_QUEST2_ALTAR4_FELIX1": "クナイニャン、[pause]なあ、[pause]あのさ……", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "デッキのカードをシャッフル! 最後の手札をオープン……\\n[pause]ストレートフラッシュだニャン!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "覚悟ができたら、戻ってきてクナイニャンと戦うニャン!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "クナイニャンはただの、忘れ去られたアイデアなんだニャン。\\n[pause]そうニャンですよね、[pause][shake rate=30 level=10]創り手サマ[/shake]?", - "FELIX_QUEST2_ALTAR4_FELIX5": "クナイニャン、なあ……", - "FELIX_QUEST2_ALTAR4_FELIX4": "OK、[pause]助けに行くぞ。謝るのはそのあとだ。", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "昔は楽しんだけど、[pause]いまはもう\\n[shake rate=30 level=10]捨てちゃった[/shake]アイデアニャンでしょう?", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "覚悟ができたら、戻ってきてクナイニャンと戦うニャン!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "大地、風、炎と空気のシャイニングパワーで……", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "覚悟ができたら、戻ってきてクナイニャンと戦うニャン!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]真のクナイニャンをお見せするニャン!!![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "まだ、クナイニャンは\\n恥ずかしいですかニャン、[pause]創り手サマ?", - "FELIX_QUEST2_ALTAR4_FELIX10": "あいつ……[pause][pause]自分の中の、4つのエレメントと融合して……", - "FELIX_QUEST2_ALTAR4_FELIX13": "生きたいよ。そしたら、間違いを正せるから……\\n[pause]おれが望むのは、それだけだ……", - "FELIX_QUEST2_ALTAR4_FELIX12": "ごめんな……\\n[pause]全部おれのせいだ、[pause]{player}……", - "FELIX_QUEST2_ALTAR4_FELIX15": "クナイニャン……[pause]本当にごめんな。", - "FELIX_QUEST2_ALTAR4_FELIX16": "おまえのことも、思春期のころに創ったほかのアイデアの\\nことも、おれはみんな、恥ずかしいと思ってたんだ。", - "FELIX_QUEST2_ALTAR4_FELIX14": "がんばろう。[pause]おれたち2人でやれば、間違いは正せるさ!", - "FELIX_QUEST2_ALTAR4_FELIX17": "だけど、だれだって最初はそういうものなんだ。\\nおまえを思いつかなかったら、\\nおまえを[wave amp=30 freq=10]描いて[/wave]なかったら……", - "FELIX_QUEST2_ALTAR4_FELIX18": "今日の、作家になってるおれはいなかったんだよ。", - "FELIX_QUEST2_ALTAR4_FELIX19": "おまえが存在しないフリなんて、しちゃいけなかったんだ。\\nおまえと、おまえが作家としてのおれにとってどういう意味を\\n持つのかってことを、受け入れないとな。", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "そ、それは本当ですかニャン?", - "FELIX_QUEST2_ALTAR4_FELIX21": "本当さ。[pause]それに、おまえはいまでもすごくカッコいいよ。", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]創り手サマ~~~!!![/shake]", - "FELIX_QUEST2_ALTAR4_FELIX23": "わかった、わかったから。[pause]ちょっと落ちつけよ。", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "じゃなくて、[pause]殺そうとしちゃってごめんだニャン、\\n[pause]「フェリックス」。", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "殺そうとしちゃってごめんニャさいですニャン、創り手サマ……", - "FELIX_QUEST2_ALTAR4_FELIX27": "クナイニャン、教えてほしいんだが……", - "FELIX_QUEST2_ALTAR4_FELIX26": "気にするなよ! 全部許すからさ。", - "FELIX_QUEST2_ALTAR4_FELIX28": "おまえ、どうやって[wave amp=30 freq=10]本物[/wave]になったんだ? \\nそれがわからなくてさ。", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "……クナイニャンには、わからないニャン!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "なにかを創造したら、それはもうあなたのものじゃないんだ\\nニャン。[pause]アイデアは、ひとりでに変化して成長するニャンから。", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "でも、クナイニャンがそうだって[wave amp=30 freq=10]信じてる[/wave]ことを\\n聞きたいんなら、話すニャン……", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]あなたは[/wave]アーティストだニャン、創り手のフェリックス。\\n[pause]このことは、あなたのほうがよく知ってるハズだニャンよ。", - "FELIX_QUEST2_ALTAR4_FELIX33": "……へえ。なるほどな。", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "これから、どうするの?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "クナイニャンは、2人といっしょに\\nあの小さな町の住人になれるとは思わないニャン……\\n[pause]それは、クナイニャンの行く道じゃないニャン。", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "キミの使命はこれで終わり?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "いまは、本来の自分にならなきゃだニャン! \\n[pause]胸のクリスタルハートの導くところへ、\\nクナイニャンはどこにでも行くんだニャン。", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "元気でね!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "さびしくなっちゃうな!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "ハートがクリスタルなの? そういう表現なの?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "それから……[pause]クナイニャンのパワーをあげるニャン。\\n[pause]これが、いっしょに戦った時間の思い出になると\\nうれしいニャン。", - "FELIX_QUEST2_ALTAR4_FELIX36": "まあ、これでお別れだとしたら、そうだな……", - "FELIX_QUEST2_ALTAR4_FELIX37": "おまえに会えてうれしかったよ、クナイニャン!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "さよならだニャン、[pause]創り手のフェリックス。", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "あなたもニャン、[pause]創り手フェリックスよりも静かな\\nお友だちさん。", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "あなたもニャン、[pause]創り手フェリックスよりも静かな\\nお友だちさん。", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "あなたもニャン、[pause]創り手フェリックスよりも静かな\\nお友だちさん。", - "FELIX_QUEST2_ALTAR4_FELIX42": "……[pause]あいつ、ドラマチックなたとえを言いたいなら、\\nたくさん練習したほうがいいな。", - "FELIX_QUEST2_ALTAR4_FELIX43": "さてと。おもしろい経験だったよ。", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "この思い出が、まるでかがり火みたいに燃えて、\\nクナイニャンたちの[shake rate=30 level=10]進むべき真実の道[/shake]を\\n照らし出しますように、ニャン!", - "FELIX_QUEST2_ALTAR4_FELIX44": "そうだ、話してなかったよな。おれたちが[wave amp=30 freq=10]合体して[/wave]、\\n1体のデカいモンスターになったアレのことをさ。\\nアレは、まあ、新鮮だったよ。", - "FELIX_CONVO1_FELIX5": "もとの世界に戻ったら、キズも元通りになるのか? \\n気になっちゃうな。", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "「フュージョン」って表現が好きかな。", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "すごかったよね!", - "FELIX_QUEST2_ALTAR4_FELIX45": "正直言うと、少し乗り物酔いみたいになっちゃったんだ。\\nでもたぶん、次はうまくやれるさ!", - "FELIX_QUEST2_ALTAR4_FELIX46": "なあ……おれの家に戻ろうよ。そうすればいろいろ話せるだろ。\\n[pause]それに、新しく描きたいスケッチのアイデアもあるし。", - "FELIX_QUEST2_EPILOGUE_FELIX2": "これまで以上に絵を描きたい気分だよ。\\n[pause]新しいキャラを創りたいな……", - "FELIX_QUEST2_EPILOGUE_FELIX1": "今回の冒険で、おれの心には大きな炎が灯ったみたいだ。", - "FELIX_QUEST2_EPILOGUE_FELIX3": "おれは、自分のアートでいい暮らしをしたい。\\nそれに、自分が決めたルールで仕事をしたいんだ。", - "FELIX_QUEST2_EPILOGUE_FELIX4": "だから……[pause]帰る準備はできたと思う。", - "FELIX_QUEST2_EPILOGUE_FELIX5": "きみはそれを探してるんだろ? \\n[pause]もとの世界に帰る道をさ。", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "うん!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "最優先で探してるよ!", - "FELIX_QUEST2_EPILOGUE_FELIX6": "ここから出る方法か……", - "FELIX_QUEST2_EPILOGUE_FELIX8": "それなら、子どものころ創ったキャラが命を持つのだって\\nそうだろ?", - "FELIX_QUEST2_EPILOGUE_FELIX7": "町の人たちはムリだって言うけど……", - "FELIX_QUEST2_EPILOGUE_FELIX9": "方法があるってきみが思うんなら、信じるさ。", - "FELIX_QUEST2_EPILOGUE_FELIX10": "おれも、仲間に入れてくれてかまわないよ。", - "FELIX_QUEST2_EPILOGUE_FELIX11": "ああ、あとひとつだけ。", - "FELIX_QUEST2_EPILOGUE_FELIX12": "これが、さっき描きたいって言ってたスケッチだよ。", - "FELIX_CONVO1_FELIX1": "ちょっとヘンな話を聞くか?", - "FELIX_CONVO1_FELIX2": "おれの二の腕には昔、ここにキズがついてたんだ。\\n子どものころ金網フェンスにたおれこんで、すごく深い\\n切りキズを作っちゃってさ。", - "FELIX_CONVO1_FELIX3": "でも、もうないんだ。[pause]ニューウィラル島についたときから、\\n消えちゃってさ。", - "FELIX_CONVO1_FELIX4": "まあ……[pause]これがどういう意味かはわからないけど……\\n[pause]ただ、面白いと思ったんだ。", - "FELIX_CONVO2_FELIX1": "なあ、バタータルトって食べたことあるか? \\nカナダのお菓子なんだけどさ。", - "FELIX_CONVO2_FELIX2": "おれが作ってあげればいいんだよな! \\n[pause]必要な材料なら、ここでも全部そろえられるはずだ……", - "FELIX_CONVO2_FELIX3": "まあ、[pause]レーズンを手に入れるのはちょっと難しいかもな。でも、おれの意見としては、[pause]ないほうがうまいと思うよ。", - "FELIX_CONVO3_FELIX1": "気づいてるかどうかわからないけど、[pause]ニューウィラル島には、\\nきみやおれみたいに外から来たわけじゃない人たちも多いんだ。", - "FELIX_CONVO3_FELIX2": "そういう人たちは、ここに流れついた人たちの子どもや孫\\nなんだ。[pause]だから、[pause]この島しか知らないんだよ。", - "FELIX_CONVO3_FELIX3": "どんな感じなんだろうな。[pause]知ってるのは自分のふるさと\\nだけなのに、そこによそから迷いこんだ人たちに囲まれて……\\n[pause]自分たちは絶対に行けない世界の話を聞いて育つのはさ。", - "FELIX_CONVO3_FELIX4": "もしかしたらおれたちと同じように、\\nこの島に閉じこめられてるって感じるのかもしれないな。", - "FELIX_CONVO4_FELIX2": "ヘンかな? [pause]だってほら、[pause]おれが育った町には、\\nモンスターなんていなかったわけだろ。", - "FELIX_CONVO4_FELIX1": "この島にいると、ふるさとの町にいたころを思い出すよ。", - "FELIX_CONVO4_FELIX3": "でも、引っ越したい、逃げ出したいって強く望む気持ちが\\nあるのに、[pause]それができないって感じが、似ててさ……", - "FELIX_CONVO4_FELIX4": "きみやほかの人たちと人づきあいをするのがイヤだ、とは\\n言わないけど……", - "FELIX_CONVO4_FELIX5": "でも、ここの外には広い世界がある。[pause]たくさんの違う世界が\\nある。[pause]それがわかったんだ。[pause]だから、できるかぎり\\n見てみたいなって思うのさ。", - "FELIX_CONVO5_FELIX2": "オタクな創作者のオリキャラとして人生を生きるのって、絶対にヘンな感じだぞ。", - "FELIX_CONVO5_FELIX1": "クナイニャンが元気だといいなあ。", - "FELIX_CONVO5_FELIX3": "待った! [pause]もしおれたちが[wave amp=30 freq=10]全員[/wave]、あいつと同じように、\\nだれかに創作されたオリキャラだったらどうしよう?", - "FELIX_CONVO5_FELIX4": "……[pause]いや、それは考えすぎかな。", - "FELIX_CONVO6_FELIX1": "ここに来る前は、[pause]次につきあう恋人とは、こんなに何度も\\nたき火を囲むことになるだなんて全然思わなかったな。", - "FELIX_CONVO7_FELIX6": "それって……\\n[pause]考えてみると、すごく感動的なことだと思うんだよな。", - "FELIX_CONVO6_FELIX2": "人生ってほんと、ときどき予想してなかったものをこっちに\\n放り投げてくるよ。[pause]そうだろ?", - "FELIX_CONVO6_FELIX3": "文句を言ってるんじゃないんだ。\\n[pause]きみとキャンプするのは好きだからさ。", - "FELIX_CONVO7_FELIX1": "ハーバータウンでの暮らしから、いくつか役に立つ教訓を\\n学べたかもしれないな。", - "FELIX_CONVO7_FELIX2": "つまりさ、[pause]ここは、せわしない夜のにぎやかさは全然ない町\\nなんだけど……", - "FELIX_CONVO7_FELIX3": "町全体がお互いを信じあってるから、置いていかれる人は\\nだれもいない。", - "FELIX_CONVO7_FELIX4": "食料はみんなに行きわたるだけあるけど、ムダにできるほど\\n多くはない。", - "FELIX_CONVO7_FELIX5": "人間の文明からは切りはなされてるけど、\\n[pause]それでもなんとかやっていけてる。", - "FELIX_CONVO8_FELIX1": "だってさ、[pause]モンスターでいっぱいの島に流れついて、\\n友だちとも家族とも会えないなんて……", - "FELIX_CONVO8_FELIX2": "そんなの、想像もできない状況だろ……\\n[pause]なのに、おれはうまく折り合いをつけられてるんだ。", - "FELIX_CONVO9_FELIX1": "いま、新しいゾートのストーリーに取り組んでるんだけどさ……[pause]すごくうまくいってると思うんだよ。", - "FELIX_CONVO8_FELIX3": "たとえ世界が終わろうとしてても、おれたちはそれを切り抜ける方法を見つけるんじゃないかな。[pause]そう思わないか?", - "FELIX_CONVO8_FELIX4": "人間って、そういう意味ではヘンだよな。\\n[pause]おれも含めてさ。", - "FELIX_CONVO9_FELIX2": "だけど、できるかぎり最高のストーリーにしないと。だって、\\n次のチャンスはあるかどうかわからないからな。", - "FELIX_CONVO13_FELIX2_OPTION2": "そうしたいね!", - "FELIX_CONVO9_FELIX2_OPTION1": "どういう意味?", - "FELIX_CONVO9_FELIX3": "だって、わからないだろ! [pause]絵の腕がにぶるかもしれないし、\\nこことはべつの島に閉じこめられるかもしれない。\\n[pause]世界が終わる可能性だってあるんだ。", - "FELIX_CONVO9_FELIX2_OPTION2": "次がないなんてこと、あるの?", - "FELIX_CONVO9_FELIX4": "製作中の作品は、これが最後の作品になるかもって思って\\n作ろうと心がけてるんだ。そうすれば、世界に残る永遠の傑作ができるかもしれないからな。", - "FELIX_CONVO9_FELIX5": "だって、[wave amp=30 freq=10]そうはならない[/wave]、なんて言い切れないだろ。", - "FELIX_CONVO10_FELIX1": "いまちょうど、創作の波に乗れてるって感じだ。\\nすごく気分がいいよ!", - "FELIX_CONVO19_FELIX2": "じゃあ、きみの世界には「ゾートストリップ」はないんだな? \\n[pause]でも、「コミック」って呼ばれるものはあって、きみはゾートがそれに近いって思うわけだ。", - "FELIX_CONVO10_FELIX1_OPTION1": "キミって陽気だよね!", - "FELIX_CONVO10_FELIX1_OPTION2": "キミっていつも機嫌がいいよね!", - "FELIX_CONVO10_FELIX2": "へえ……ほんとにそう思うか?", - "FELIX_CONVO10_FELIX3": "おれは、ものごとのいい面を見るように[wave amp=30 freq=10]努力してる[/wave]んだよ。", - "FELIX_CONVO10_FELIX5": "それに、いじわるな気持ちじゃ、やる気はそう長くつづかない\\nからな。[pause]おれは、がんばって人生の明るい面を見るように\\nしてるのさ。", - "FELIX_CONVO10_FELIX4": "仕事をやめたあとのおれは、とても怒りっぽかったんだ。\\nひどい経験をすると、人は簡単に性格が悪くなるんだよ。", - "FELIX_CONVO10_FELIX6": "それに、この島は、真面目に受け止めてなやむにしては\\nヘンテコすぎるだろ。くよくよすることになんの意味が\\nあるんだ?", - "FELIX_CONVO11_FELIX2": "描いたスケッチって、全部持ち帰れるかな? \\n物もゲートをくぐれるのか? そうだったらいいなあ!", - "FELIX_CONVO11_FELIX1": "あの大きなゲートで本当にニューウィラル島から出られるなら、荷づくりについて考えなきゃいけないかもな。", - "FELIX_CONVO12_FELIX1": "列車のてっぺんの決戦はさ、マジでカッコよかったよな。", - "FELIX_CONVO12_FELIX2": "おれ、「大天使」についてわかってる情報を全部、\\n少しずつ分析しようとしてるんだ。", - "FELIX_CONVO12_FELIX3": "あの頭が三角のやつ―アレフは、おれからすると\\n[wave amp=30 freq=10]めちゃくちゃ重要な[/wave]情報をしゃべってたよ。", - "FELIX_CONVO12_FELIX4": "あいつはこう言ってた。人間は自分たちのあいだで広く流行\\nしてる考えから、あいつらを「具現化」させるって。そして\\nあいつらは、お返しに人間の世界にやってきて、自分たちの\\nもとになった空想を実現する。", - "FELIX_CONVO12_FELIX5": "これ、本当なのかな? アレフは太古の昔におれたちの世界を\\n[wave amp=30 freq=10]訪れてた[/wave]んだと思うか? おれたちの中には\\n[wave amp=30 freq=10]違う世界から[/wave]来てる人だっているのに、いったい\\nどういう仕組みになってるんだろう?", - "FELIX_CONVO12_FELIX6": "人類の本当の役割は、アイデアを思いついたりあれこれ\\n想像したりすることで、そうやって考えたことがほかの世界で\\n[wave amp=30 freq=10]現実[/wave]になるのか? それとも、これはおれの考えすぎかな?", - "FELIX_CONVO12_FELIX7": "こんなの、頭がくらくらしてこないか?", - "FELIX_CONVO12_FELIX8": "この件については、状況をつかんでおくのがめちゃくちゃ\\n重要だなって気がしたんだよ。", - "FELIX_CONVO12_FELIX7_OPTION1": "キミが推理の達人だなんて、知らなかった!", - "FELIX_CONVO12_FELIX7_OPTION2": "キミがずっと考えてたの、気づかなかった!", - "FELIX_CONVO13_FELIX1.m": "なあ……レンジャーキャプテンへの昇格おめでとう、\\n{player}!", - "FELIX_CONVO13_FELIX1.n": "なあ……レンジャーキャプテンへの昇格おめでとう、\\n{player}!", - "FELIX_CONVO12_FELIX9": "だってさ……こういうことって、いつかストーリーのネタに\\n使えるかもしれないだろ!", - "FELIX_CONVO13_FELIX2": "これからは、仕事がたくさん増えるだろうな。それでも、\\nヒマな時間があればいっしょに出かけてくれるとうれしいよ!", - "FELIX_CONVO13_FELIX1.f": "なあ……レンジャーキャプテンへの昇格おめでとう、\\n{player}!", - "FELIX_CONVO13_FELIX2_OPTION1": "もちろんだよ!", - "FELIX_CONVO13_FELIX3": "へへ。そうしたいよな。", - "FELIX_CONVO14_FELIX1_OPTION1": "そうなの?", - "FELIX_CONVO14_FELIX1": "そうだ、[pause]なにがあったか聞いたよ。きみと、ケイリーと、\\n妙なカルト団の連中の話をさ。", - "FELIX_CONVO14_FELIX1_OPTION2": "ああ、その話ね……", - "FELIX_CONVO14_FELIX2": "カルト団のカリスマリーダーが、大天使のパワーを\\n手に入れたがってたとかなんとか。合ってるか?", - "FELIX_CONVO14_FELIX2_OPTION1": "そんなとこかな。", - "FELIX_CONVO14_FELIX2_OPTION2": "ざっくり言うと、そうなるね。", - "FELIX_CONVO14_FELIX3": "カルト団の人たちがみんな大丈夫だといいけどな。\\nそういうことを乗りこえるのはラクじゃないから。\\n[wave amp=30 freq=10]特に[/wave]、このニューウィラル島ではさ。", - "FELIX_CONVO15_FELIX1": "このへんのモンスターたちは、火を怖がるのかな? \\n気づいたんだけどさ、あいつらってキャンプしてるあいだは\\n攻撃してこないみたいだ。", - "FELIX_CONVO15_FELIX2": "それか、もしかすると……", - "FELIX_CONVO15_FELIX3": "休んでる人間を攻撃するのは、モンスターのあいだじゃ\\nエチケット違反になるのかもな!", - "FELIX_CONVO16_FELIX2": "その人はこの島で生まれ育ってるから、ほかの場所を\\n知らないんだ。その人の親は、ここに流れついたあとに\\n出会った人たちだったんだってさ。", - "FELIX_CONVO16_FELIX1": "最近、レンジャーキャプテンのひとりに聞かれたんだ。\\nこの島に「着陸」する前は、どんな暮らしをしてたんだって。", - "FELIX_CONVO16_FELIX3": "その人、鉄道とか、ショッピングモールとか、スポーツチームのことなんかを知りたがってたよ……", - "FELIX_CONVO16_FELIX4": "そういう基本的なことを知らずに育つ人がいるかもしれない\\nなんて、考えたことなかった。", - "FELIX_CONVO17_FELIX1": "温まれるものがたき火しかないところにいるとさ……\\nサマーキャンプを思い出すよ!", - "FELIX_CONVO16_FELIX5": "ここでの暮らしは単純だと思うけど、それでも人は幸せに\\n育つことができるんだと思うな。", - "FELIX_CONVO17_FELIX2": "……というか、思い出しそうだよ。行ったことがあればな。\\n[pause]サマーキャンプ、行ったことないんだ。", - "FELIX_CONVO19_FELIX2_OPTION1": "そうそう!", - "FELIX_CONVO18_FELIX1": "なあ、いつかきみの絵を描かせてくれよ! 人物画は、\\nアーティストが絵をマスターするうえで重要なスキルなんだ。", - "FELIX_CONVO17_FELIX3": "でもこれって、子どものころに[wave amp=30 freq=10]想像してた[/wave]サマーキャンプに\\nだいぶ近いよ。……だから、満足してる。", - "FELIX_CONVO18_FELIX2": "人の体は、正しく描くのがすごく難しいんだよ。", - "FELIX_CONVO18_FELIX3": "特に手が大変なんだ。いまでも、手を描くときは苦労するよ。", - "FELIX_CONVO19_FELIX1": "さてと、話を整理したいんだけど……", - "FELIX_CONVO19_FELIX3": "でも、きみが言う「コミック」は、絵が[wave amp=30 freq=10]動かない[/wave]やつ\\nなんだよな? ただ紙に絵が印刷されてて、人はそれを\\n[wave amp=30 freq=10]見るだけ[/wave]なのか?", - "FELIX_CONVO19_FELIX2_OPTION2": "たぶん、それで合ってるよ。", - "FELIX_CONVO19_FELIX4": "おれからすると、ものすごくヘンな感じだ。\\nでも、きみを信じるよ!", - "FELIX_CONVO20_FELIX1": "この島のモンスターについて、もっとノートに記録するように\\nしたほうがいいのかもな。", - "FELIX_SOCIAL1_FELIX2": "おれ、あの冒険で心に炎が灯ったって言っただろ。覚えてるか?", - "FELIX_CONVO20_FELIX2": "もとの世界に帰れた場合は、そのノートを、自分が本当に\\nモンスターの住んでる島にいたって証拠にできるかも\\nしれないからな。", - "FELIX_CONVO20_FELIX3": "まあ、[wave amp=30 freq=10]ほかの人[/wave]がおれを信じてくれる可能性は\\nほとんどないだろうけどさ。", - "FELIX_SOCIAL1_FELIX1": "なあ、クナイニャンにお別れを言ったあとにさ……", - "FELIX_SOCIAL1_FELIX2_OPTION1": "うん!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "えっと、たぶん。", - "FELIX_SOCIAL1_FELIX3": "その、ここに不時着する前のおれは、作品が\\nワンパターンになってることになやんでたんだ。", - "FELIX_SOCIAL1_FELIX5": "責任者ではなかったけど、[pause]それでも、[pause]作品は\\n自分の子どもみたいなものだった。[pause]わかるかな? \\n自分の血と汗を注ぎこまなきゃ、作品は生まれないからな。", - "FELIX_SOCIAL1_FELIX4": "おれは長いこと、ゾートの作品を作る会社で働いてた。\\n[pause]美術も脚本も、まるごと製作してるところでね。", - "FELIX_SOCIAL1_FELIX6": "上司たちがおれの仕事に気づいて、評価してくれる日を\\nずっと待ってたよ。けど、そんな日は来なかったんだ。", - "FELIX_SOCIAL1_FELIX7": "代わりに、社内をあちこち移動させられたよ。しかも、おれが\\n長年やってきた、ストーリーやキャラに関わる部門から\\n遠ざけられちゃったんだ。", - "FELIX_SOCIAL1_FELIX8": "そのうえ会社は、おれの能力に見合う給料を、絶対に払って\\nくれなかった。", - "FELIX_SOCIAL1_FELIX9": "だから……最終的には会社をやめて、自分で作品を作ろうと\\nしたんだ。", - "FELIX_SOCIAL1_FELIX9_OPTION1": "それはよかったね!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "会社は損したね!", - "FELIX_SOCIAL1_FELIX10": "へへ、ありがとう。うれしいよ。", - "FELIX_SOCIAL1_FELIX11": "でも、前の仕事がしんどかったせいで、作品を作るのに必要な\\n心がまえをもう一度持つのが難しくなってたんだ。", - "FELIX_SOCIAL2_FELIX3C": "おれもそうさ。", - "FELIX_SOCIAL1_FELIX12": "だからおれは、自分がニューウィラル島に来たのには、\\nなにか理由があるような気がするのさ。", - "FELIX_SOCIAL1_FELIX13": "聞いてくれてありがとな、{player}。", - "FELIX_SOCIAL1_FELIX14": "いっしょにフュージョンしてスーパーなモンスターになった\\nおかげで、きみと話すのがラクになった気がするな。", - "FELIX_SOCIAL1_FELIX14_OPTION1": "うん、あれはホントにすごかったよね!", - "FELIX_SOCIAL1_FELIX15": "へへ。", - "FELIX_SOCIAL1_FELIX14_OPTION2": "フュージョンは人と人をつなぐんだよ!", - "FELIX_SOCIAL1_FELIX17": "それじゃあ、またホネ折り仕事に戻らないか?", - "FELIX_SOCIAL1_FELIX16": "それはともかく、出口が見つかるまでは帰れないんだよな。", - "FELIX_SOCIAL2_FELIX1_OPTION1": "どういう意味?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "どんなふうに?", - "FELIX_SOCIAL2_FELIX2": "たとえば、そうだな。モンスターを記録するカセットテープっていうのは……どうして、そんなことができるんだと思う?", - "FELIX_SOCIAL2_FELIX1": "世界が違うと、アレも違うのかな……\\n[pause]ほら、世界の基本原則とかもさ。", - "FELIX_SOCIAL2_FELIX2_OPTION1": "スゴい科学で開発されたからだと思う。", - "FELIX_SOCIAL2_FELIX2_OPTION2": "魔法がかかってるからだと思う。", - "FELIX_SOCIAL2_FELIX2_OPTION3": "わかんないよ!", - "FELIX_SOCIAL2_FELIX3A": "おれもそう思ってたんだ……[pause]だから、メレディスに\\n中を見てほしいって頼んだのさ。[pause]で、見たところ、\\n中身は完全にふつうだったよ。", - "FELIX_SOCIAL2_FELIX4": "おれにわかるのは、この島のカセットプレーヤーはただの\\nふつうで時代遅れなカセットプレーヤーだってことさ。\\n昔、じいちゃんが似たようなのを持ってたよ。", - "FELIX_SOCIAL2_FELIX3B": "つまり、ここじゃ魔法が実在するってことか? \\n[pause]魔法使いが飛びまわって呪文をとなえあってるところなんて、\\n見たことないけどな。", - "FELIX_SOCIAL4_FELIX5.n": "このキャラは「アウトサイダー」……[pause]こいつは、ひすいの剣士に\\n挑むため、遠い国から旅してきた騎士なのさ。", - "FELIX_SOCIAL2_FELIX5": "聞いた話だと、カセットプレーヤーは数年前に、\\nレンジャーたちが廃墟になったモールで発見したらしい。\\nほら、物資の供給源になってるあそこさ。", - "FELIX_SOCIAL2_FELIX6": "だからきみに聞いたんだよ。\\n世界が違うと、基本原則も違うと思うかって。", - "FELIX_SOCIAL2_FELIX8": "これ、すごいアイデアだな! \\n絶対、自分のストーリーで使うぞ……", - "FELIX_SOCIAL2_FELIX7": "おれたちの世界にある平凡なものも、こっちでは違う\\n「基本原則」を持ってるのかもしれないな。", - "FELIX_SOCIAL2_FELIX8_OPTION1": "自分のストーリー?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "どういう意味?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "新しい話を作ってるの?", - "FELIX_SOCIAL2_FELIX9": "ああ、まだ大したことないよ……\\nいまは、アイデアをこねくりまわしてるだけなんだ。", - "FELIX_SOCIAL2_FELIX11": "冒険に戻ったほうがよさそうだ……\\nそうすれば、もっとアイデアがわいてくるからな。確実にね。", - "FELIX_SOCIAL2_FELIX10": "内容がもっとしっかりしてきたら知らせるからさ。", - "FELIX_SOCIAL3_FELIX1": "クナイニャンが言ってたこと、ずっと考えてたんだ。", - "FELIX_SOCIAL3_FELIX3": "ニューウィラル島のモンスターたちについて、ずっと\\n気になってたことがあるんだ。とある理由があって、\\nいままで口に出せなかったんだけどな。", - "FELIX_SOCIAL3_FELIX2": "例の、アイデアが自分で成長するって話さ。\\n考えさせられちゃうよな……", - "FELIX_SOCIAL3_FELIX3_OPTION1": "モンスターがどうしたの?", - "FELIX_SOCIAL3_FELIX6": "そういうプロセスがほんとにありえるなら、精密な科学って\\nことにはならないんだろうな。カオスで、[pause]予測不可能なしくみ\\nなのかもしれない。", - "FELIX_SOCIAL3_FELIX4": "ここのモンスターには、工事用パイロンを背負ったやつとか、\\n体がゴミ箱のやつとか、頭がテレビのやつとかがいるだろ……", - "FELIX_SOCIAL3_FELIX5": "あんな感じで、おれたちが考えてるイメージや作り話が、\\nほかの世界で物理的に具現化できるほど広がることって\\nあると思うか?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "すごくファンタジーっぽい話だね。", - "FELIX_SOCIAL3_FELIX5_OPTION2": "そのアイデア、いいね!", - "FELIX_SOCIAL3_FELIX7": "イメージや概念は、変わった結果を生み出すために組み合わせ\\nられるのかもな。それに、現実として具現化するアイデアは、\\n必ずしも広く知られてるものじゃなくていいのかもしれない。", - "FELIX_SOCIAL3_FELIX9": "この世界のこと、ちょっとわかりはじめた気がするよ。", - "FELIX_SOCIAL3_FELIX8": "カナダのオタクが子ども時代にエンピツで描いたスケッチさえ\\nあればいいんだ、ってこともありえるのかもな。", - "FELIX_SOCIAL3_FELIX10": "すごいよなあ。[pause]それじゃ、話はこのへんにしようか。", - "FELIX_SOCIAL4_FELIX1": "なあ、{player}。", - "FELIX_SOCIAL4_FELIX12.f": "おれがキャラに結末を押しつけるのはムリなんだ。\\nアウトサイダーの決断は、こいつ自身が決めるのさ。", - "FELIX_SOCIAL4_FELIX2": "見せたいものがあるんだ……\\nちょっと、おれの家に来てくれないか?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "もちろん!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "えっと、あとで。", - "FELIX_SOCIAL4_FELIX_NO": "いいよ、大丈夫。じゃあ、また今度な。", - "FELIX_SOCIAL4_FELIX3": "気に入ってもらえるといいなあ!", - "FELIX_SOCIAL4_FELIX4.m": "よし、準備はできてるか?", - "FELIX_SOCIAL4_FELIX5.m": "このキャラは「アウトサイダー」……[pause]彼は、ひすいの剣士に\\n挑むため、遠い国から旅してきた騎士なのさ。", - "FELIX_SOCIAL4_FELIX4.n": "よし、準備はできてるか?", - "FELIX_SOCIAL4_FELIX4.f": "よし、準備はできてるか?", - "FELIX_SOCIAL4_FELIX6.m": "それで、ひすいの剣士っていうのは、大昔に滅びた文明で\\n作られた不死身の機械なんだ。こいつはアウトサイダーに\\n戦いを挑み、そして勝ってしまう。", - "FELIX_SOCIAL4_FELIX5.f": "このキャラは「アウトサイダー」……[pause]彼女は、ひすいの剣士に\\n挑むため、遠い国から旅してきた騎士なのさ。", - "FELIX_SOCIAL4_FELIX7.f": "アウトサイダーは自分の剣を杖がわりに体を支え、\\nひすいの剣士の砦まで旅して、死刑にならなくちゃいけない。\\nじゃないと、剣士がアウトサイダーの国を滅ぼしてしまうんだ。", - "FELIX_SOCIAL4_FELIX7.m": "アウトサイダーは自分の剣を杖がわりに体を支え、\\nひすいの剣士の砦まで旅して、死刑にならなくちゃいけない。\\nじゃないと、剣士がアウトサイダーの国を滅ぼしてしまうんだ。", - "FELIX_SOCIAL4_FELIX6.f": "それで、ひすいの剣士っていうのは、大昔に滅びた文明で\\n作られた不死身の機械なんだ。こいつはアウトサイダーに\\n戦いを挑み、そして勝ってしまう。", - "FELIX_SOCIAL4_FELIX6.n": "それで、ひすいの剣士っていうのは、大昔に滅びた文明で\\n作られた不死身の機械なんだ。こいつはアウトサイダーに\\n戦いを挑み、そして勝ってしまう。", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "そんなの、かわいそうだよ!", - "FELIX_SOCIAL4_FELIX7.n": "アウトサイダーは自分の剣を杖がわりに体を支え、\\nひすいの剣士の砦まで旅して、死刑にならなくちゃいけない。\\nじゃないと、剣士がアウトサイダーの国を滅ぼしてしまうんだ。", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "そんなの、かわいそうだよ!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "アウトサイダーにはなにもできないのの?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "そんなの、かわいそうだよ!", - "FELIX_SOCIAL4_FELIX8.m": "アウトサイダーは無口だけど、頭の回転が速くて\\n意志が固いんだ。彼はきっと、簡単には運命に屈しないよ。", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "アウトサイダーにはなにもできないのの?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "アウトサイダーにはなにもできないのの?", - "FELIX_SOCIAL4_FELIX8.f": "アウトサイダーは無口だけど、頭の回転が速くて\\n意志が固いんだ。彼女はきっと、簡単には運命に屈しないよ。", - "FELIX_SOCIAL4_FELIX8.n": "アウトサイダーは無口だけど、頭の回転が速くて\\n意志が固いんだ。きっと、簡単には運命に屈しないよ。", - "FELIX_SOCIAL4_FELIX9": "このストーリーは「ガウェイン卿と緑の騎士」っていう\\n中世の騎士物語のざっくりしたアレンジなんだ。原作では、\\nアーサー王に仕える騎士が同じような旅をするんだよ。", - "FELIX_SOCIAL4_FELIX10": "おれのバージョンがどんな結末になるのかは、まだわからない\\nけど……[pause]この物語がおれをどこへ連れていってくれるのか、\\n見守ってやらないとな。", - "FELIX_SOCIAL4_FELIX11": "ええと、おれはキャラクターを創るけど、\\n物語がどう転ぶかを決めるのは[wave amp=30 freq=10]キャラクター自身[/wave]なんだよ。", - "FELIX_SOCIAL4_FELIX10_OPTION1": "物語がキミを連れていくの?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "思い通りにコントロールしないの?", - "FELIX_SOCIAL4_FELIX12.m": "おれがキャラに結末を押しつけるのはムリなんだ。\\nアウトサイダーの決断は、こいつ自身が決めるのさ。", - "FELIX_SOCIAL4_FELIX13": "それから、きみがね。おれにアイデアをくれたのは\\nきみなんだから。", - "FELIX_SOCIAL4_FELIX12.n": "おれがキャラに結末を押しつけるのはムリなんだ。\\nアウトサイダーの決断は、こいつ自身が決めるのさ。", - "FELIX_SOCIAL4_FELIX13_OPTION1": "ええっ?!", - "FELIX_SOCIAL4_FELIX15.f": "アウトサイダーは意志が強い、遠い国から来た\\n旅するヒーローで、バッドエンドになる運命と戦うんだぞ?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "どういうふうに?", - "FELIX_SOCIAL4_FELIX14": "おいおい……", - "FELIX_SOCIAL4_FELIX15.n": "アウトサイダーは意志が強い、遠い国から来た\\n旅するヒーローで、バッドエンドになる運命と戦うんだぞ?", - "FELIX_SOCIAL4_FELIX15.m": "アウトサイダーは意志が強い、遠い国から来た\\n旅するヒーローで、バッドエンドになる運命と戦うんだぞ?", - "FELIX_SOCIAL4_FELIX16": "どこからどう見ても{player}だろ。", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "ベストはつくしたよ。どうだった?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "キミってすてきな友だちだね!", - "FELIX_SOCIAL4_FELIX16_OPTION2": "キミ、どうしようもないロマンチストだね。", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "へへ、[pause]気にするなって!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "ストーリーのために描きたいスケッチと、キャラクターの\\nデザインが山ほどあるんだ。[pause]なあ、見てみたいか?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "きみは使命を持ったカッコいい戦士だろ。[pause]いい物語を書くには\\n知ってることを書けって言うからね。だからおれは、\\nいっしょに冒険してくれる、カッコいい自分の相棒を描くのさ。", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "きみは使命を持ったカッコいい戦士だろ。[pause]いい物語を書くには\\n知ってることを書けって言うからね。だからおれは、\\nいっしょに冒険してくれる、カッコいい自分の相棒を描くのさ。", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "きみは使命を持ったカッコいい戦士だろ。[pause]いい物語を書くには\\n知ってることを書けって言うからね。だからおれは、\\nいっしょに冒険してくれる、カッコいい自分の相棒を描くのさ。", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "直接デートにさそえばラクだったのに。", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "キミのことは、友だちだと思ってるんだ。", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "その、このゾートの物語は、きみといっしょにすごすための\\n口実に考えたわけじゃないからさ。", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "おれ、[wave amp=30 freq=10]実際に[/wave]、この物語をもっと書くつもりなんだ。", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "それに、ベストをつくすのは悪くないだろ? \\n[pause]どんなことでも、おれは努力するのが好きなんだよ。", - "FELIX_ROMANCE_FELIX1_OPTION2": "ううん、特になにも!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "キミってすごく、かわいいね。", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "キミってほんと、オタクだね。", - "FELIX_ROMANCE_FELIX1.m": "ふだんより無口だな、{player}! \\n考えごとでもしてるのか?", - "FELIX_ROMANCE_FELIX1.f": "ふだんより無口だな、{player}! \\n考えごとでもしてるのか?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "言っただろ、ベストはつくしたんだ。", - "FELIX_ROMANCE_FELIX_NO": "おっと、悪かった。人が自分だけの時間をすごしてるときは、\\nそれを尊重したほうがいいよな。", - "FELIX_ROMANCE_FELIX2": "えっ……", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", - "FELIX_ROMANCE_FELIX1.n": "ふだんより無口だな、{player}! \\n考えごとでもしてるのか?", - "FELIX_ROMANCE_FELIX13": "でも、たとえ最後にはお別れを言わなきゃならなくても……", - "FELIX_ROMANCE_FELIX5": "告白されるほうになるなんて初めてだよ。\\n[pause]こりゃ、予想外だな。", - "FELIX_ROMANCE_FELIX3": "人とつきあったことは何回かあるけど、\\n[pause]でも、正直に言うとさ。", - "FELIX_ROMANCE_FELIX4": "いつもなら、積極的に動くのはおれのほうなんだ。", - "FELIX_ROMANCE_FELIX6": "えっと、そうだ。", - "FELIX_ROMANCE_FELIX7": "返事しなきゃだよな!", - "FELIX_ROMANCE_FELIX8": "答えは「イエス」だよ。[pause]当たり前だろ。", - "FELIX_ROMANCE_FELIX9.f": "ある日おれの生活にあらわれたミステリアスな女の子が、いっしょに\\n戦ってくれて、バトルの中で、おれと文字通り[wave amp=30 freq=10]合体[/wave]まで\\nしちゃったうえに、[pause]そのうえ本人はチャーミングなんだろ?", - "FELIX_ROMANCE_FELIX9.m": "ある日おれの生活にあらわれたミステリアスな男の子が、いっしょに\\n戦ってくれて、バトルの中で、おれと文字通り[wave amp=30 freq=10]合体[/wave]まで\\nしちゃったうえに、[pause]そのうえ本人はチャーミングなんだろ?", - "FELIX_ROMANCE_FELIX9.n": "ある日おれの生活にあらわれたミステリアスな子が、いっしょに\\n戦ってくれて、バトルの中で、おれと文字通り[wave amp=30 freq=10]合体[/wave]まで\\nしちゃったうえに、[pause]そのうえ本人はチャーミングなんだろ?", - "FELIX_ROMANCE_FELIX11": "もとの世界に帰る方法が見つかる可能性は高いよな。\\n[pause]おれたちが帰る世界は、同じじゃないと思う。", - "FELIX_ROMANCE_FELIX10": "「ノー」なんて答えたら、飛びっきりのバカだよ。", - "FELIX_ROMANCE_FELIX12": "きみは「ゾート」って言葉を聞いたことなかったし、\\n[pause]おれも「コミック」なんて知らなかった。", - "VIOLA_UNKNOWN_NAME": "ミステリアスな女性", - "FELIX_ROMANCE_FELIX14": "この物語はきみとわかちあいたいんだ。\\n[pause]それがつづいていくかぎりはね。", - "VIOLA_INTRO1_MEREDITH1": "あーもう、いつも通りじゃん。毎度毎度、なにかが\\nウチらを殺そうとするんだ。そうでしょ?", - "VIOLA_QUEST2_PART1_VIOLA6": "もし負担でなければだが、[pause]セバスチャンを見たという場所まで、私を連れていってくれないか?", - "VIOLA_INTRO1_EUGENE1": "敵が多けりゃ、それだけいいトレーニングになるさ。\\n[pause]そうだろ?", - "VIOLA_INTRO1_KAYLEIGH1": "これ、ちょっとマズいんじゃないかな……", - "VIOLA_INTRO1_VIOLA3": "さあ……[pause]これで、数の上では怪物どもと互角だな!", - "VIOLA_INTRO1_VIOLA2": "この地に情けなどないぞ、見知らぬ者たちよ。", - "VIOLA_INTRO1_FELIX1": "……おっと。待ちぶせされちゃったみたいだな。", - "VIOLA_INTRO1_VIOLA4": "……", - "VIOLA_INTRO1_VIOLA5": "あの悪鬼どもが戻る前に、離れたほうがいいぞ……", - "VIOLA_INTRO1_VIOLA6": "君たちには、このような場所にとどまる理由など\\nないだろうからな。", - "VIOLA_INTRO1_KAYLEIGH7": "せめて、お礼は言わせて! あなたはだれ?", - "VIOLA_INTRO1_MEREDITH7": "イカす帽子じゃん。ところでアンタ、だれ?", - "VIOLA_INTRO1_EUGENE7": "おいおい、[pause]オレたち、もう戦友だろ! \\n[pause]せめて名前は教えてくれよ。", - "VIOLA_INTRO1_FELIX7": "目をみはるくらいハデなバトルだったな。\\n[pause]せめて、名前くらい教えてもらえないか?", - "VIOLA_INTRO1_VIOLA8": "私は、メッサリナ家のヴァイオラだ。", - "VIOLA_INTRO1_VIOLA9": "戦士ではないが、この地ではそのような役目を\\n演じざるを得ないようでね。", - "VIOLA_INTRO1_VIOLA10": "私の背負う重責で、君たちをわずらわせたくないのだ。", - "VIOLA_INTRO1_VIOLA10_OPTION1": "重責って?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "兄弟がいそうな場所はどのあたり?", - "VIOLA_INTRO1_VIOLA11": "……", - "VIOLA_INTRO1_VIOLA10_OPTION2": "なにか使命があるの?", - "VIOLA_INTRO1_VIOLA12": "私は兄弟と共に、海へ投げ出されてね。", - "VIOLA_INTRO1_VIOLA13": "私が溺れていなければ、兄弟もこの海岸へ流れついていたかも\\nしれないな……", - "VIOLA_INTRO1_VIOLA14": "ここ数週間、ずっと兄弟を探しているんだ。親切な人物が、\\nこの興味深い装置を贈ってくれてね。それで自分の身を\\n守っている。", - "VIOLA_INTRO1_VIOLA15": "わが兄弟、セバスチャンの話を聞いてくれるというのなら、\\nここの東にある私のキャンプに来るといい。", - "VIOLA_INTRO1_VIOLA16": "それでは、さらばだ。", - "VIOLA_INTRO2_VIOLA1": "また会ったな。調子はどうだ?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "なんでひとりで旅してるの?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "どうしてそんなふうに話すの?", - "VIOLA_QUEST1_PART1_MEREDITH2": "あー、いまの、なんだったの? わかんないや。このこと、\\nヴァイオラに伝えたほうがいいかも。", - "VIOLA_INTRO2_VIOLA1_OPTION4": "また今度!", - "VIOLA_INTRO2_VIOLA2": "わからないんだ。", - "VIOLA_INTRO2_VIOLA3": "セバスチャンは機転がきく。彼もこの地に流れついていると\\nしたら、向こうも私を探しているはずだと信じているよ。", - "VIOLA_INTRO2_VIOLA4": "私はこの地のことも、ここの風習のことも知らないんだ。", - "VIOLA_INTRO2_VIOLA5": "ここの人々は、私からすると奇妙に見えるのでね。\\n身の安全のために、ひとりで旅をしているのさ。", - "VIOLA_INTRO2_VIOLA7": "もしかすると、私が最初に予想していたよりも、\\nこの地は故郷から遠く離れているのかもしれない。", - "VIOLA_INTRO2_VIOLA6": "私から見ると、[pause]興味深い話し方をしているのは\\n君たちのほうだと言えるな。", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]ヴァイオラに……ここで会おうと伝えてくれ……[/wave]", - "VIOLA_INTRO2_VIOLA8": "そうか、では。", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "あれって、ヴァイオラの兄弟かな? \\n彼女に教えてあげなきゃ……", - "VIOLA_QUEST1_PART1_EUGENE2": "いまの、めちゃくちゃヘンテコだったよな? \\n行くぞ、ヴァイオラに教えてやらねーと。", - "VIOLA_QUEST2_PART1_VIOLA1": "なんだって……セバスチャンの幻影を見たというのか?", - "VIOLA_QUEST1_PART1_FELIX2": "この話、どんどんおかしくなってくな。行こう。\\nヴァイオラに会って、彼女の兄弟を見つけたって伝えなきゃ。", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "もちろん!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "えっと、あとで。", - "VIOLA_QUEST2_PART1_VIOLA2": "詳しく教えてくれ。", - "VIOLA_QUEST2_PART1_VIOLA3": "そうか……", - "VIOLA_QUEST2_PART1_VIOLA4": "セバスチャンはまだ生きているのだろうか。\\n[pause]それとも、彼の魂が残っているだけなのか……", - "VIOLA_QUEST2_PART1_VIOLA5": "確かめなくては。{player}……", - "VIOLA_QUEST2_PART1_VIOLA8": "なに、心配する必要はない……[pause]私がついていれば、\\n道中にさしたる危険はないさ。", - "VIOLA_QUEST2_PART1_VIOLA7": "それでは、すぐ出発しよう。", - "VIOLA_QUEST2_PART1_VIOLA_NO": "了解した。では、私はいましばらくとどまろう。", - "VIOLA_QUEST3_PART1_VIOLA1": "ここが、そうなのか?", - "VIOLA_QUEST3_PART1_VIOLA2": "セバスチャン、[pause]もしそこにいるのなら……\\n[pause]私に話しかけてくれ。", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "ここの静けさは、心を不安で満たすかのようだ……\\n君は感じないのか?", - "VIOLA_QUEST3_PART1_VIOLA3": "よし、この場所を調べるぞ。それが終わったらここを去ろう。", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "このような場所にセバスチャンがたどりつくことに\\nなったとは、まったくなんたる悲運だろう……", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "幾月もここで待っていたよ、[wave amp=30 freq=10]メッサリナ家のヴァイオラ[/wave]。", - "VIOLA_QUEST3_PART2_VIOLA1": "セバスチャン?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "来ないのか? [pause]だが、夜祭はまだ、はじまってさえいないのに!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "僕はいま、お前に分けてやりたいほどの喜びに満ちているんだ。", - "VIOLA_QUEST3_PART2_VIOLA4": "……[pause]私はあざむけないぞ、精霊よ。[pause]貴様の手口には乗らない。", - "VIOLA_QUEST3_PART2_VIOLA7": "……", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "おいで、\\nメッサリナ家の ヴァイオラ。\\n\\n中には お前の 家族が いるよ。\\n\\n貴女の 兄弟は 私が\\n預かって いるからね。", - "VIOLA_QUEST3_PART2_VIOLA8": "あの精霊の言葉、ほんの少しは信じよう。[pause]だが、あれが\\nセバスチャンと、[pause]私の名を知っているというのなら……", - "VIOLA_QUEST3_PART2_VIOLA9": "もしかすると、やつの言葉は真実なのかもしれない。", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "この船も、かつては目をみはるほど\\n美しかったのだろうな……", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "私に話しかけてきたあの精霊が……\\nなにを望んでいようと、耳を貸すつもりはない。", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "水が流れこんできたぞ! [pause]急ぐんだ、時間がない!", - "VIOLA_QUEST4_PART1_ROBIN1": "ダンスはいかが、いとこ殿?", - "VIOLA_QUEST4_PART2_VIOLA1": "ここが、私からセバスチャンを遠ざけている精霊のねぐらに\\n違いあるまい。", - "VIOLA_QUEST4_PART1_VIOLA1": "断る。[pause]貴様は私の親族ではない、精霊よ。", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "あれは精霊じゃないと思うよ……", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "あれは大天使だと思うな……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "どうか、静かにして\\nいただけるかな。", - "VIOLA_QUEST4_PART2_VIOLA2": "精霊、妖精、悪魔。私と会うことを望んでいる存在の正体が\\nなんだろうと……", - "VIOLA_QUEST4_PART2_VIOLA3": "この私はひるまないぞ!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "この世は すべて 舞台なのだ……\\n\\nもうじき 劇の 幕が開ける。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "……もっと、ましなものを期待していたのだがな。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "「劇」だと? 貴様はいったい[wave amp=30 freq=10]何者[/wave]なのだ?", - "VIOLA_QUEST4_FUSE_VIOLA3": "われわれが死ぬのは、今日ではない!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "はて、私は ただの\\n陽気な 夜の 放浪者……\\n\\n人呼んで ホブゴブリン、\\n\\nまたの名を パック……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "そして 私と 貴女の 関わりは\\nとても 深いのだよ、\\nメッサリナ家の ヴァイオラ。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "私は、ロビン・グッドフェロー!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "さて 読んでみよう……\\n\\n645ページ……「十二夜」", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "これは 船の残骸から\\n見つけた 本だ。\\n\\n興味深い 読み物だよ。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "これは 船の難破で 未知の土地へ\\n流れついた 令嬢、\\nメッサリナ家の ヴァイオラを\\nめぐる 喜劇だ。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "なにを、言っているんだ……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "あった、私は ここだ。\\n\\n365ページ……「夏の夜の夢」", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "貴女の 物語が\\nそれを 必要と しないかぎり\\n貴女の 兄弟は 見つからない。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "これは 妖精の王 オベロンと 女王\\nティターニア、トリックスターの\\nロビン・グッドフェローが\\n登場する 妖精たちの 物語だ。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "愛しい ヴァイオラ……\\n貴女と私は なんだと思う?\\n\\n我々は ある劇作家……\\nウィリアム・シェイクスピア氏が\\nこしらえた 単なる\\n創作物に すぎないのだよ。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "我々の 物語は\\n自らのものでは ない。\\n\\nセバスチャンは ここにいない。\\n彼が 来ることは 決してない。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "この「ロビン・グッドフェロー」が言うことは真実なのか、\\n[pause]{player}?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause]・[pause]・[pause]・", - "VIOLA_CONVO13_VIOLA2.f": "すまない、[pause]友よ。\\n[pause]少しばかり、自分自身と語らっていたんだ。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=15]私は、それを、拒絶する![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "そうだよ。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "やつが読みあげた物語は……[pause]君の世界では、有名なのか?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "残念だけど、本当なんだ。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "残念だけど、本当なんだ。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "ありがとう。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "残念だけど、本当なんだ。", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "わかるだろう、私が\\n真実を 言っているのは。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "思うに、貴様の言う「真実」は、なにひとつ変えはしない。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "思うに……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "真実に 流されるままに\\nなるといい。もはや\\n息が 吸えなくなるまで、\\n貴女を 引きずりこむ\\n真理の深みに 身を 任せるんだ。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "{player}の世界では確かに、\\n[pause]私はただの物語でしかないかもしれない。", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "そこに定められているという私の未来は、\\n[shake rate=30 level=15]紙に書かれた言葉[/shake]にすぎない!", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "だが、{player}が私の世界にとっての物語ではないと、\\nいったいだれが言えるのだ?", - "VIOLA_QUEST4_FUSE_VIOLA2": "あらがいがたい運命の手が、われわれに伸びてきて\\nいるのかもしれない。[pause]だが、しかし……", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "は、は、は!\\n\\nこれは 予想外だ!", - "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=15]われわれの物語が幕を閉じるのは、ここではないんだ![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "この劇は 期待を 大きく\\n上回って くれそうだな!\\n\\nさあ おいで。\\n終幕を 見せてくれ!", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player}……", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "あの決戦で、きみと[wave amp=30 freq=10]合体した瞬間[/wave]のことを言ったのさ。\\n互いの体がひとつになったとき、われわれの[wave amp=30 freq=10]運命[/wave]もまた、\\n同じように交差したのを感じたんだ。", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "少しばかり こまって\\nおられる ようですね。\\nそうでしょう、グッドフェローさん。", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "よかったら 手を貸しましょう。あなたには\\n新しい 役柄を 用意して あるんですよ。", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "安全な場所まで、引き返したほうが賢明だな……", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "探究の道行きへ同行してくれたことに感謝するよ、\\n[pause]{player}。", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "私は、ロビン・グッドフェローは間違っていると思うよ。", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "私の人生が、ほかの世界では単なる物語でしか\\nなかったとしても……", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "自分の物語の終わりは、自分で見つけるさ。", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "そんなことは関係ない。私の未来は私が紡ぐんだ。", - "VIOLA_CONVO2_VIOLA2": "それでも、ふと思うんだ。ここへ漂着した哀れな人々の多くは、私よりも長くここにいるのだとね。", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "しかし、戦いの中でわれわれの心が結びついたあの瞬間、\\n[pause]君もまた、私の物語の一部になった。", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "「心が結びついた」?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "どういう意味?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "もしそれが見つかれば、私はセバスチャンと再会できる\\nはずだな。", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "この地から脱出する出口を知っていると、君は言ったな?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "合体はもう解けたかもしれないが、運命の糸はそう簡単に\\nほどけないと思うぞ。", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "そうだよ!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "うん、言ったよ。", - "VIOLA_CONVO1_VIOLA1": "……では、こういうことか。そちらの世界では、\\n[pause]国から国へ、数時間で移動できるというわけか? \\n[pause]それは、数日の間違いではないと言うんだな?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "よし! [pause]では、私に借りを返させてくれ。君の旅路の道連れと\\nして、手を貸すよ。", - "VIOLA_CONVO1_VIOLA2": "そんなことが本当に可能なのか? \\n[pause]まるで想像もつかないな!", - "VIOLA_CONVO2_VIOLA1": "この地に来てそう長いわけではないが、\\n[pause]故郷が恋しくてたまらないよ。", - "VIOLA_CONVO2_VIOLA3": "そんな苦難には耐えられる気がしないな。\\n[pause]この地の人々の肩には、深く静かな悲しみが積もっているに\\n違いない。", - "VIOLA_CONVO3_VIOLA1": "頭上に広がる天が、幼いころに自分の寝室から見た天と\\n違うことはわかっているが……", - "VIOLA_CONVO3_VIOLA2": "つかの間なら、同じ天だと思いこむこともできる。\\n[pause]私は故郷にいて、ここには遠乗りに来ただけ。\\n[pause]家族や友人とはすぐにまた会えるんだ、とね。", - "VIOLA_CONVO4_VIOLA1": "教えてくれ。[pause]君が戦いで身にまとう怪物のすがたの名は、\\nなんというんだ?", - "VIOLA_CONVO3_VIOLA3": "君も、心のどこかでそう感じているんだろう、[pause]{player}。", - "VIOLA_CONVO4_VIOLA2": "……", - "VIOLA_CONVO5_VIOLA1": "ふと思うんだが、この島は、普通はめぐり会わないような人々を引き合わせているんだな。", - "VIOLA_CONVO4_VIOLA3": "{first_tape_name}か。\\n[pause]不思議と、君にはしっくりくるな。", - "VIOLA_CONVO5_VIOLA2": "ここへ来なければ決して出会うことがなかっただろう、\\n[pause]様々な階層の人々が、[pause]この孤立した地で共に迷うことで\\n仲間になるんだ。", - "VIOLA_CONVO5_VIOLA3.m": "君と私は、こんな状況でもなければ\\n出会わなかっただろうしな!", - "VIOLA_CONVO5_VIOLA3.f": "君と私は、こんな状況でもなければ\\n出会わなかっただろうしな!", - "VIOLA_CONVO5_VIOLA3.n": "君と私は、こんな状況でもなければ\\n出会わなかっただろうしな!", - "VIOLA_CONVO6_VIOLA1": "いつかここを発つ日が来たら、ここですごした時の出来事を\\n馬鹿みたいに話してまわるだろうな。", - "VIOLA_CONVO6_VIOLA3": "友人たちに、頭のおかしい女だと思われてしまうよ!", - "VIOLA_CONVO6_VIOLA2": "地の果てを越えた彼方にある、\\n[pause]精霊たちと妖精のような生き物が住まう島、か!", - "VIOLA_CONVO7_VIOLA1.n": "おいで、{player}。[pause]またすぐ、探究の旅に戻らなくては\\nいけないことはわかっているが……", - "VIOLA_CONVO7_VIOLA1.f": "おいで、{player}。[pause]またすぐ、探究の旅に戻らなくては\\nいけないことはわかっているが……", - "VIOLA_CONVO7_VIOLA1.m": "おいで、{player}。[pause]またすぐ、探究の旅に戻らなくては\\nいけないことはわかっているが……", - "VIOLA_CONVO11_VIOLA1.m": "恋人と共に戦うこと、[pause]それも、奇妙な怪物のすがたをまとって\\n戦うことというのは……", - "VIOLA_CONVO7_VIOLA2": "数分くらい、いっしょにすごす余裕はあるさ。", - "VIOLA_CONVO8_VIOLA1": "祖国では多くの酒場を訪れたものだが、この店のように\\n静かな店はなかったな。", - "VIOLA_CONVO8_VIOLA2": "実に楽しいよ! [pause]この店の中ですぎていっただろう数多くの\\n幸せな時間が、ありありと目に浮かぶようだ。", - "VIOLA_CONVO9_VIOLA1": "つかの間、木々がじっと立ち尽くし、一瞬の静けさがこの地に\\n降りる時……", - "VIOLA_CONVO9_VIOLA2": "そこには、この地以外では経験できないような真の沈黙がある。\\n[pause]それは肌からしみこんで、身体の奥深くへと届く沈黙なんだ。", - "VIOLA_CONVO9_VIOLA3": "この孤独な島を越えて存在する世界については、\\nなにもわからないのだな……", - "VIOLA_CONVO10_VIOLA1.m": "そういえば、[pause]親愛なる{player}。[pause]君にはまだ、\\n私が旅の芸人をしていたときの話はしていなかったはずだな?", - "VIOLA_CONVO9_VIOLA4": "たいていの人間は、これほどまでに物寂しい場所など、想像すらできないだろう。", - "VIOLA_CONVO10_VIOLA1.f": "そういえば、[pause]親愛なる{player}。[pause]君にはまだ、\\n私が旅の芸人をしていたときの話はしていなかったはずだな?", - "VIOLA_CONVO10_VIOLA1.n": "そういえば、[pause]親愛なる{player}。[pause]君にはまだ、\\n私が旅の芸人をしていたときの話はしていなかったはずだな?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "旅の、なに?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "旅の芸人……?", - "VIOLA_CONVO10_VIOLA2": "そうさ! [pause]セバスチャンと私は、友人や多種多様な観客たちの\\nために、ときおり歌と芸を披露していたんだ。", - "VIOLA_CONVO10_VIOLA3": "もちろん、金銭が必要だったわけではないがね。\\n[pause]人生で金に困ったことはさほどないんだ。陽気にさわぐこと\\nそのものが報酬だったのさ。", - "VIOLA_CONVO10_VIOLA4": "教えてくれ。君にも秘められた才能は必ずあるはずだ。\\n[pause]許されるならぜひとも、君のことをもっと知りたいな……", - "VIOLA_CONVO11_VIOLA1.f": "恋人と共に戦うこと、[pause]それも、奇妙な怪物のすがたをまとって\\n戦うことというのは……", - "VIOLA_CONVO11_VIOLA2": "それだけでロマンスの香りがすると思わないか? \\n[pause]動作が雄弁に語ることがあるなら、\\n[pause]われわれの戦いは詩になるだろうな。", - "VIOLA_CONVO11_VIOLA1.n": "恋人と共に戦うこと、[pause]それも、奇妙な怪物のすがたをまとって\\n戦うことというのは……", - "VIOLA_CONVO12_VIOLA2": "セバスチャンにはいつか、私がたおした悪魔の話を披露して\\nやりたいものだよ。", - "VIOLA_CONVO12_VIOLA1": "われわれがいるこの奇妙な幻想の世界から故郷へ帰る方法が、\\n早く見つかるといいのだが。", - "VIOLA_CONVO13_VIOLA1": "……", - "VIOLA_CONVO14_VIOLA4": "それでも、[wave amp=30 freq=10]興味深い[/wave]考えだよ。だれかの物語が、\\nほかの世界では本に書かれて存在するというのはね。\\nすべての物語は、そのようにできているのだろうか?", - "VIOLA_CONVO13_VIOLA2.n": "すまない、[pause]友よ。\\n[pause]少しばかり、自分自身と語らっていたんだ。", - "VIOLA_CONVO13_VIOLA2.m": "すまない、[pause]友よ。\\n[pause]少しばかり、自分自身と語らっていたんだ。", - "VIOLA_CONVO13_VIOLA3": "君と私は互いをあまり知らない。君はこちらを助けてくれるかもしれないが、私から返せるのはわずかな言葉くらいのものだ。", - "VIOLA_CONVO15_VIOLA2": "そうだな、実に好奇心をそそるよ! しかも、この島の親切な\\n人々は、その決闘法に対して、ためらいも心配もまったく\\n見せないんだ。", - "VIOLA_CONVO14_VIOLA2": "やつは、自分と私は劇作家の創作物だと言った。\\nわれわれの物語は、すでに他人によって書かれているのだと。", - "VIOLA_CONVO14_VIOLA1": "あのトリックスター、ロビン・グッドフェローが言った言葉を、いま一度思い返しているんだよ。", - "VIOLA_CONVO14_VIOLA3": "もちろん、やつの言葉に精神をくじかれるつもりはない。\\n[pause]前にも言ったように……私の物語は、私が紡ぐのだから。", - "VIOLA_CONVO14_VIOLA5": "ある世界では、だれかが「{player}の書」を\\n見つけるのかもしれないな! [pause]それはきっと、\\n心奪われるような物語だと思うぞ!", - "VIOLA_CONVO17_VIOLA1_OPTION1": "うん!", - "VIOLA_CONVO15_VIOLA1": "教えてくれ、{player}。\\n[pause]妖精の獣のすがたをまとって戦うこの島での決闘法を、\\n君は奇妙だと思うか?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "ほんと、すごくヘンだよね!", - "VIOLA_CONVO15_VIOLA1_OPTION2": "まあ、楽しいよ!", - "VIOLA_CONVO16_VIOLA1": "{player}、君は信じるか? \\n[pause]君が発見した門が、われわれを元いた世界へ\\n導いてくれることを、信じられるか?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "信じなくちゃいけないんだ!", - "VIOLA_CONVO16_VIOLA1_OPTION2": "うん、信じてるよ!", - "VIOLA_CONVO16_VIOLA2": "実にいいことだな! [pause]このすばらしい新世界に来たことには\\n感動しているが、この地に永遠にとどまるのが\\nわれわれの運命ではないのもわかっているさ。", - "VIOLA_CONVO16_VIOLA3": "だが、もう少しここにとどまりたいと君が望むなら、私もまた\\n残ろう。[pause]なに、われわれはまだ若い。いまのところは、\\n時もこの地を去るようにと合図はしていないさ。", - "VIOLA_CONVO18_VIOLA2": "これが、この地の真の役目なのかもしれないな。ここの岸辺に\\n足を踏み入れた者は、数多くの冒険譚を残すように\\n運命づけられるのだろう。", - "VIOLA_CONVO17_VIOLA1": "われわれの宿敵アレフとの戦いは、\\n実に見事だったと思わないか?", - "VIOLA_CONVO17_VIOLA2": "私には思いのほか、戦士の素質があったようだ。兵士として\\n生きるのもいいかもしれないな!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "そう言ってくれると思ってた!", - "VIOLA_CONVO17_VIOLA3": "とはいえ私は女性だから、そのようなことは許されないが。\\n[pause]そうだな、ふたたび男装してみるべきだろうか……", - "VIOLA_CONVO17_VIOLA3_OPTION2": "えっ?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "「ふたたび」?", - "VIOLA_CONVO18_VIOLA1.m": "われわれはまだそこまで長く旅していないが、\\n親愛なる{player}、君とはすでに、\\n生涯を共に生きてきたように感じるな!", - "VIOLA_CONVO17_VIOLA4": "驚いたかな? 私は心の芯から旅の芸人なのさ! 私にとっては男も女も、衣装ダンスにしまわれた、好きに着替えられる衣装にすぎないんだよ。", - "VIOLA_CONVO18_VIOLA1.f": "われわれはまだそこまで長く旅していないが、\\n親愛なる{player}、君とはすでに、\\n生涯を共に生きてきたように感じるな!", - "VIOLA_CONVO18_VIOLA1.n": "われわれはまだそこまで長く旅していないが、\\n親愛なる{player}、君とはすでに、\\n生涯を共に生きてきたように感じるな!", - "VIOLA_SOCIAL1_VIOLA4": "そうだな。それに、この「カセットプレーヤー」を使って、\\n君たちは精霊や獣のすがたに変身する。", - "VIOLA_CONVO19_VIOLA1.m": "君は詩を読むかい、{player}?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "ううん、あんまり!", - "VIOLA_CONVO19_VIOLA1.n": "君は詩を読むかい、{player}?", - "VIOLA_CONVO19_VIOLA1.f": "君は詩を読むかい、{player}?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "うん!", - "VIOLA_CONVO19_VIOLA4": "料理で腹を養ってやる必要があるのと同じくらい、人は詩で\\n心を養う必要があるのさ。", - "VIOLA_CONVO19_VIOLA2": "それを聞けてよかった!", - "VIOLA_CONVO19_VIOLA3": "大丈夫さ……おそらく、私が教えてやれるだろうから!", - "VIOLA_SOCIAL1_VIOLA2": "ハーバータウンの善良な人々は、私からすると\\n風変わりな話し方をしている。", - "VIOLA_CONVO19_VIOLA5": "栄養を与えるのを怠って心を飢えさせるのは、残酷なことだと\\n思うよ。", - "VIOLA_CONVO19_VIOLA6": "いまの私たちの関係を考えると、ギリシャの詩人、サッポーの\\n作品は大いに楽しめるかもしれないぞ。旅の中で、彼女の詩集を探してみるとしよう。", - "VIOLA_CONVO20_VIOLA1": "ありがとう……\\n[pause]この安息のひとときに感謝を捧げるよ、{player}。", - "VIOLA_SOCIAL1_VIOLA1": "これは最近の話なんだが、[pause]だんだんわかってきたよ。\\n[pause]この町の暮らしは、私にはなじみがないもので\\nあふれているとね。", - "VIOLA_SOCIAL1_VIOLA3": "それにランプは、点灯夫がいなくてもひとりでに灯るんだ! \\n[pause]ここには、理解できないことが数多くあるよ。", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "シェイクスピアの時代から来てるもんね……", - "VIOLA_SOCIAL3_VIOLA5": "彼女から、これには読む価値があるのだと力説されたよ。\\n[pause]「ホーンテッドテイルズ」という本なんだが。", - "VIOLA_SOCIAL1_VIOLA5": "それに、魂を仲間と融合させることもできるな。\\n[pause]これも、君たちにとってはふつうなのか?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "君からすると、ここは未来だからね!", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "あー、いや、それはヘン。", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "それはニューウィラル島だけかな。", - "VIOLA_SOCIAL1_VIOLA6": "なるほど。", - "VIOLA_SOCIAL1_VIOLA8": "確かに私は、時と空間の両方において、メッサリナ家から\\n遠く離れた地にいるようだ。", - "VIOLA_SOCIAL1_VIOLA7": "この地は、君にとってある観点ではなじみ深いが、それでも\\n奇妙に感じる部分はあるということか。", - "VIOLA_SOCIAL1_VIOLA9": "この世界に、私にはなじみが薄い楽しみがあるのなら、\\n君に頼みたいことがある。", - "VIOLA_SOCIAL1_VIOLA10": "いずれ、そういう楽しみを私にいくつか教えてくれないか?", - "VIOLA_SOCIAL1_VIOLA11": "そういう新しいものを体験しておきたいんだ。\\n故郷へ帰る前にな。", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "故郷へ帰る前に?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "ここを出るつもりなの?", - "VIOLA_SOCIAL1_VIOLA13.m": "その目を見ればわかるさ! \\n[pause]私の目から本心を隠すのは難しいぞ、友よ。", - "VIOLA_SOCIAL1_VIOLA12": "君は、この島から出る道を探すために旅をしているのだろう?", - "VIOLA_SOCIAL1_VIOLA13.n": "その目を見ればわかるさ! \\n[pause]私の目から本心を隠すのは難しいぞ、友よ。", - "VIOLA_SOCIAL1_VIOLA13.f": "その目を見ればわかるさ! \\n[pause]私の目から本心を隠すのは難しいぞ、友よ。", - "VIOLA_SOCIAL1_VIOLA14": "心配はいらない……手伝えることなら、なんでもしよう。", - "VIOLA_SOCIAL1_VIOLA15": "私のことはいつでも仲間として、友として頼りにしてくれ。", - "VIOLA_SOCIAL1_VIOLA16": "さてと! [pause]時間をつぶすのはここまでにしておこう。", - "VIOLA_SOCIAL2_VIOLA2": "エールは、売っていないんだろう? \\n[pause]だが代わりに、この「コーヒー」があるわけだ。", - "VIOLA_SOCIAL2_VIOLA1": "例の人気がある店、[pause]「グラモフォン」では……", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "そうだよ!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "まあ、そんな感じだね。", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "まあ、そんな感じだね。", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "まあ、そんな感じだね。", - "VIOLA_SOCIAL2_VIOLA3": "そして、君の時代の人々は、この「コーヒー」を大量に飲むと\\nいうんだな?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "うん、そうだよ!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "ちょっと飲みすぎてるかも。", - "VIOLA_SOCIAL2_VIOLA4": "勉強になるな。", - "VIOLA_SOCIAL2_VIOLA6": "そういうわけで、例の愛されている飲み物が入った、\\n携帯用の水筒を手に入れたぞ。[pause]クレマンスからの贈り物さ。", - "VIOLA_SOCIAL2_VIOLA5": "コーヒーは、試してみたいと思っていたんだ。\\n[pause]ハーバータウンの善き人々にならってね。", - "VIOLA_SOCIAL4_VIOLA9": "親族たちのことを忘れ、ここに残れたらどんなに楽だろう。", - "VIOLA_SOCIAL2_NARRATION7": "ヴァイオラは、コーヒーを1杯飲んだ。", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "味はどう?", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "感想は?", - "VIOLA_SOCIAL2_VIOLA9": "これはまた、強い飲み物だな。", - "VIOLA_SOCIAL2_VIOLA10": "その魅力が、はっきりとわかったよ。", - "VIOLA_SOCIAL2_VIOLA11": "さて、クレマンスは親切にも、砂糖がかかった焼き菓子まで\\n渡してくれてね……", - "VIOLA_SOCIAL2_VIOLA12": "なんと言うのだったかな、これは?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "シナモンロールだよ!", - "VIOLA_SOCIAL2_VIOLA13": "この風味……[pause]この甘み……", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "シナモンロールまでもらっちゃったの?", - "VIOLA_SOCIAL2_VIOLA14": "あっという間に消えてしまう、\\n[pause]つかの間の純粋なよろこびだな。", - "VIOLA_SOCIAL2_VIOLA15": "おやすみ、[pause]甘きロールよ。", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "で、気に入った?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "じゃあ、挑戦は成功?", - "VIOLA_SOCIAL2_VIOLA16": "ああ。[pause]そう言って差し支えないな。", - "VIOLA_SOCIAL3_VIOLA1": "私は、ハーバータウンの外にある数多くの世界について\\n学ぶべく努力をつづけているんだが、非常に有意義な文書を\\n手に入れたよ。", - "VIOLA_ROMANCE_VIOLA5": "冗談さ。[pause]だが人はみな、時間のしもべだ。\\n[pause]そして時間はいつか、われわれに別れを命じるだろう。", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "それって、なにかの教科書?", - "VIOLA_SOCIAL3_VIOLA2": "そうさ……[pause]ニューウィラル島で時をすごしたことで、自分が\\n暮らす世界に対する私の理解は、果てしなき大海に沈む\\nひと粒の砂程度にすぎないと知ったんだ……", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "調べ物してるの?", - "VIOLA_SOCIAL3_VIOLA3.m": "現実に、私のものと同じような世界が数多く存在するのだ……\\n[pause]たとえば君の世界のようにね、{player}。", - "VIOLA_SOCIAL3_VIOLA4": "そこで、わが友メレディスに助けを求めたところ、\\n[pause]彼女はこれを渡してくれてね。", - "VIOLA_SOCIAL3_VIOLA3.n": "現実に、私のものと同じような世界が数多く存在するのだ……\\n[pause]たとえば君の世界のようにね、{player}。", - "VIOLA_SOCIAL3_VIOLA3.f": "現実に、私のものと同じような世界が数多く存在するのだ……\\n[pause]たとえば君の世界のようにね、{player}。", - "VIOLA_SOCIAL3_VIOLA6": "確かにそうだな。読んでみて、ここに書かれている話は\\n空想上の出来事だという結論を出したよ。", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "それ、ホラー小説だと思う……", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "勉強の役には立たないと思うよ、それ。", - "VIOLA_SOCIAL3_VIOLA7": "それでも、第5章には君も注意を引かれるに違いないぞ……\\n[pause]この章には、生ける死者を効果的に葬り去る方法が、\\n極めて数多く描写されているんだ。", - "VIOLA_SOCIAL3_VIOLA8": "われわれは日頃から怪物と戦うだろう? \\n[pause]君が最初に決めてかかったよりも、この文書から学べることは\\n多いかもしれないぞ。", - "VIOLA_SOCIAL3_VIOLA9": "とはいえ、[pause]メレディスは単純に、彼女自身が怪奇な話を\\n心底愛しているからこそ、この本を貸してくれたのだろうがね。", - "VIOLA_SOCIAL3_VIOLA10": "楽しい読み物だったよ! [pause]もっと本を貸してもらえないか、\\n彼女に頼んでみるべきかもな。", - "VIOLA_SOCIAL4_VIOLA1.f": "君と話しあいたいことがあるんだ、友よ。\\n[pause]ここを離れて、どこか静かな場所へ移れないか?", - "VIOLA_SOCIAL4_VIOLA1.m": "君と話しあいたいことがあるんだ、友よ。\\n[pause]ここを離れて、どこか静かな場所へ移れないか?", - "VIOLA_SOCIAL3_VIOLA11": "出発しよう! \\n新しく学んだ知識を、実践に移してみたいのでね!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "えっと、あとで。", - "VIOLA_SOCIAL4_VIOLA1.n": "君と話しあいたいことがあるんだ、友よ。\\n[pause]ここを離れて、どこか静かな場所へ移れないか?", - "VIOLA_SOCIAL4_VIOLA_NO": "では、また次の機会に。", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "もちろん!", - "VIOLA_SOCIAL4_VIOLA3": "ハーバータウンの人々は、期待という重責を負わずに\\n生きている。そうだろう?", - "VIOLA_SOCIAL4_VIOLA2": "実は、言わずにはいられないことがあるんだ。", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "どういう意味?", - "VIOLA_ROMANCE_VIOLA_NO.f": "誤解してすまない、友よ。", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "ちょっとよくわからないや。", - "VIOLA_SOCIAL4_VIOLA4": "ここには満足させるべき領主も、\\n[pause]ひざまずくべき王もいない……", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "ちょっとよくわからないや。", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "ちょっとよくわからないや。", - "VIOLA_SOCIAL4_VIOLA5": "みな、自分の行動に目的や意義を見いだすことから\\n解き放たれているんだ。[pause]そんな暮らしには、嫉妬してしまうな。", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "もとの世界での暮らしは大変だったの?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "もとの世界ではなにをしてたの?", - "VIOLA_SOCIAL4_VIOLA6": "私の一族は莫大な富と名声を持つ名家なんだ。\\n[pause]だが、不幸におそわれてしまってね。", - "VIOLA_SOCIAL4_VIOLA7": "セバスチャンと私は、外国にいる家族の友人のもとへ\\n向かう役目を任されていたんだ。助けてもらえるかも\\nしれなかったからね。", - "VIOLA_SOCIAL4_VIOLA8": "あとは察しがつくだろうが、[pause]私たちの乗った船が、\\n家族の友人たちが待つ海岸に着くことはなかった。[pause]そして\\n気づくと、この地にいたのさ。精霊と獣が住む幻想の国に。", - "VIOLA_SOCIAL4_VIOLA10": "きっと、最良の友に囲まれて幸せに暮らせるはずだ。", - "VIOLA_SOCIAL4_VIOLA11.n": "なぜなら、この地には君がいるのだからね、{player}!", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "では、私の心の内を明かそう。\\n[pause]この感情は、否定できないのだから。", - "VIOLA_SOCIAL4_VIOLA11.m": "なぜなら、この地には君がいるのだからね、{player}!", - "VIOLA_SOCIAL4_VIOLA11.f": "なぜなら、この地には君がいるのだからね、{player}!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "いつだって、キミの友だちでいるよ!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "いつだって、キミの友だちでいるよ!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "いつだって、キミの友だちでいるよ!", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "ねえ、キミと友だち以上にはなれるかな?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "ねえ、キミと友だち以上にはなれるかな?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "それは、[pause]否定できないな。", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "ねえ、キミと友だち以上にはなれるかな?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "よし、実にけっこうだ! [pause]来たまえ、[pause]友よ。\\n[pause]共に「コーヒー」を飲みに行こうじゃないか。", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "よし、実にけっこうだ! [pause]来たまえ、[pause]友よ。\\n[pause]共に「コーヒー」を飲みに行こうじゃないか。", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "われわれは、共に長い道のりを歩んできた。", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "そのあと、旅を再開しよう!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "よし、実にけっこうだ! [pause]来たまえ、[pause]友よ。\\n[pause]共に「コーヒー」を飲みに行こうじゃないか。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "「友人以上」だって?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "「友人以上」だって?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "率直に言ってくれ。君は、私をどんな目で見ているんだ?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "「友人以上」だって?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "いい友人だと思ってるよ。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "その……", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "この心はキミのものだよ。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "君は、必要となると弁が立つのだな、友よ。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "君は、必要となると弁が立つのだな、友よ。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "君の美しさはいつだって、私にとっては陽の光のように\\n明白だったよ。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "君は、必要となると弁が立つのだな、友よ。", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "おいで、愛しい{player}……", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "おいで、愛しい{player}……", - "VIOLA_ROMANCE_VIOLA1.m": "興味深い顔つきをしているな、{player}。\\n[pause]なにか打ち明けたいことでもあるのか?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "おいで、愛しい{player}……", - "VIOLA_ROMANCE_VIOLA_NO.m": "誤解してすまない、友よ。", - "VIOLA_ROMANCE_VIOLA1.n": "興味深い顔つきをしているな、{player}。\\n[pause]なにか打ち明けたいことでもあるのか?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "興味深い顔つきをしているな、{player}。\\n[pause]なにか打ち明けたいことでもあるのか?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "ううん、特になにも!", - "VIOLA_ROMANCE_VIOLA_NO.n": "誤解してすまない、友よ。", - "VIOLA_ROMANCE_VIOLA2": "その……", - "VIOLA_ROMANCE_VIOLA3": "それはつまり、私に求婚しているのかな、\\n[pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause]・[pause]・[pause]・", - "VIOLA_ROMANCE_VIOLA6": "君と結婚するのは、あまりにもつらすぎるのだ。\\n[pause]この白昼夢がいつか終わり、かつての暮らしに\\n戻らざるを得ないと知りながら、そうするのは。", - "VIOLA_ROMANCE_VIOLA7": "それでも、[pause]互いのそばで昼夜をすごしていられる日々は、\\nまだ数多く残っているわけだな。", - "VIOLA_ROMANCE_VIOLA8": "君の望みに応えるよ。\\n[pause]これからは、われわれの心はひとつだ。", - "VIOLA_ROMANCE_VIOLA9": "もしかすると、[pause]われわれの想像をはるかに超えた他の世界には、\\n[pause]いまこの瞬間のわれわれの物語を語っている劇作家が\\nいるのかもしれないな。", - "DOG_QUEST1_PART1_NARRATION4": "イヌの名前は「ワンクレー」で、首輪には\\n小さなテープレコーダーがついてるみたいだ。\\n飼い主の手がかりは、22ケタの電話番号だけ。", - "VIOLA_ROMANCE_VIOLA10": "「ヴァイオラと{player} - \\n 同じ地に漂着した恋人たちの喜劇」", - "VIOLA_ROMANCE_VIOLA11": "それはきっと、すばらしい物語になるだろう。\\n[pause]君は、どう思う?", - "DOG_QUEST1_PART1_DOG1": "わふ!", - "DOG_UNKNOWN_NAME": "イヌ", - "DOG_QUEST1_PART1_NARRATION2": "人なつっこいイヌだ!", - "DOG_QUEST1_PART1_NARRATION3": "手をのばして、イヌににおいをかがせてやった。それから、\\nイヌがつけている首輪をチェックしてみた。", - "DOG_QUEST1_PART1_NARRATION5": "ワンクレーも、ほかのみんなと同じようにニューウィラル島に\\n閉じこめられているんだろう。", - "DOG_QUEST1_PART1_NARRATION7": "ワンクレーは、崖を見上げて鼻を鳴らしてる。\\n上に登りたいみたいだ。", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]きゅうーん……[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "登るアビリティを使えば上に行けそうだ。\\n彼といっしょに登ってみようか?", - "DOG_QUEST1_PART2_NARRATION1": "ワンクレーは、全然苦労せずに崖を登ってきた。\\nどうやら、だれかにいっしょに来てほしかっただけみたいだ。", - "DOG_QUEST1_PART1_NARRATION9": "ワンクレーに、ここから動くつもりはなさそうだ。いっしょに\\n崖を登る方法があればいいのに……", - "DOG_QUEST1_PART1_DOG10": "わふ、わふ!", - "DOG_QUEST1_PART4_NARRATION2": "ホネの中に、イヌ用のリードとおやつが埋もれてる。", - "DOG_QUEST1_PART3_DOG1": "グルルルル……", - "RESTING_DOG_2": "ワンクレーといっしょに、ボールをのんびり転がして\\nキャッチボールをした。", - "DOG_QUEST1_PART4_NARRATION1": "これはどうやら、人のホネみたいだ……", - "DOG_QUEST1_PART4_NARRATION4": "ホネを埋めおわると、ワンクレーがべろっと手をなめてくれた!", - "DOG_QUEST1_PART4_NARRATION3": "ワンクレーが掘った大きな穴に、ホネを埋めてやった。", - "DOG_QUEST1_PART4_DOG5": "ハッ、ハッ、ハッ……", - "RESTING_DOG_1": "ワンクレーといっしょに、たっぷり昼寝をした。", - "RESTING_DOG_3": "今日のワンクレーはすごくいい子だった。\\nなのでおやつをたくさんあげて、お腹をナデナデしてあげた。", - "RESTING_DOG_5": "ワンクレーが、顔をペロっとなめてくれた!", - "RESTING_DOG_4": "ワンクレーがおやつをひとつ分けてくれた。食べてみたけど、\\nあんまりおいしくなかった。", - "RESTING_DOG_6.m": "目をはなしたスキに、ワンクレーに自分のぶんのお菓子を\\n取られてしまった。", - "RESTING_DOG_8": "ワンクレーが、いい穴掘りスポットを見つけた! \\nいっしょに、思いっきり泥んこになった。", - "RESTING_DOG_6.n": "目をはなしたスキに、ワンクレーに自分のぶんのお菓子を\\n取られてしまった。", - "RESTING_DOG_6.f": "目をはなしたスキに、ワンクレーに自分のぶんのお菓子を\\n取られてしまった。", - "RESTING_DOG_7": "ワンクレーにボールを取ってきてもらおうとしたけど、\\nワンクレーは、そばにいるモンスターのニオイのほうが\\n気になるみたいだ。", - "RESTING_DOG_9": "ワンクレーが木の棒を持ってきてくれた。すっごく自慢げな顔をしてる!", - "INTERMISSION_PART1_ALEPH1": "やあ、[pause]{player.to_upper}。", - "INTERMISSION_PART1_ALEPH2": "すまない、[pause]声が 大きすぎるかな?", - "INTERMISSION_PART1_ALEPH3": "このほうが 君にとっては\\n少し ラクかも しれないね。", - "INTERMISSION_PART1_ALEPH4": "いや、よければ 君と ちょっとした\\n話しあいが できたらと 思ってね。", - "INTERMISSION_PART1_MEREDITH5": "コイツ、何度も駅に現れてた三角野郎だよね? \\n[pause]アンタ、マジで何者なの?", - "INTERMISSION_PART1_KAYLEIGH5": "三角男だ! あんた、何者なの? \\nいったい、なにがしたいわけ?", - "INTERMISSION_PART1_EUGENE5": "ビックリさせんじゃねーよ! 何者だ、てめえ?!", - "INTERMISSION_PART1_FELIX5": "うーん。[pause]ちょっと不安になってきたな。\\n[pause]あんたは何者なんだ?", - "INTERMISSION_PART1_VIOLA5": "なんだ、この存在は?", - "INTERMISSION_PART1_DOG5": "わふ!", - "INTERMISSION_PART1_ALEPH6": "あー……失礼なことを してしまったかな?\\n[pause]自己紹介を したほうが よさそうだね。", - "INTERMISSION_PART1_ALEPH6_OPTION1": "あなたは大天使なの?", - "INTERMISSION_PART1_ALEPH7": "大天使とは! [pause]私たちは そう呼ばれて\\nいるのかい? なんとも うれしいね!", - "INTERMISSION_PART1_ALEPH8": "そうだな、私の 個人的な 意見としては……", - "INTERMISSION_PART1_ALEPH9": "私は 君たちの 種族から いろいろな\\n名前で 呼ばれて きていてね。", - "INTERMISSION_PART1_ALEPH10": "アーサー、[pause]アレクサンダー、\\n[pause]アガメムノーン……", - "INTERMISSION_PART1_MEREDITH13": "コイツ、なんか、思ってたのと違うよ。", - "INTERMISSION_PART1_ALEPH11": "でも 残念ながら、[pause][pause]本名は アレフなんだ。", - "INTERMISSION_PART1_ALEPH12": "アルと 呼んでくれて かまわないよ。", - "INTERMISSION_PART1_KAYLEIGH13": "こいつって、すごく……[pause]礼儀正しいね。", - "INTERMISSION_PART1_EUGENE13": "なんなんだよ、こいつの「いいやつ」っぽい感じは?", - "INTERMISSION_PART1_ALEPH14": "ここしばらく、古い友人に ずっと\\nかかりきりだった ものでね。\\n[pause]幸い、その「状況」は もう 解決したよ。", - "INTERMISSION_PART1_FELIX13": "どうも……よろしく……?", - "INTERMISSION_PART1_VIOLA13": "われわれに、なにを期待しているのだ……[pause]包み隠さずに話せ!", - "INTERMISSION_PART1_DOG13": "グルルルル……", - "INTERMISSION_PART1_ALEPH16": "実に 刺激的な 時間を\\n[pause]すごして いるわけさ、友よ!", - "INTERMISSION_PART1_ALEPH15": "だから いまは 戻って きたのさ。\\nこの世界を 探して もっと 集めて\\nいるんだよ。 私の 同族をね。\\n[pause]いや、「大天使」と 言うべきかな?", - "INTERMISSION_PART1_ALEPH18": "だから どうか お願いだ。\\n我々の チームビルディングを\\n邪魔しないで くれないか。", - "INTERMISSION_PART1_ALEPH17": "新しい 仲間たちは 荒っぽくて\\nまとまりが ないけれど、[pause]大きな\\n可能性を 持っているのが わかるよ。", - "INTERMISSION_PART1_ALEPH19": "というか、\\n[pause]私の 同僚たちを 探しまわるのを\\nきっぱり やめて ほしいんだ。", - "INTERMISSION_PART1_ALEPH19_OPTION1": "でも、大天使は島から出るためのカギなんだ!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "見つけないと、この島から出られないんだ!", - "INTERMISSION_PART1_ALEPH20": "おっと!", - "INTERMISSION_PART1_ALEPH21": "君は ここから 出たい だけなのかい?", - "INTERMISSION_PART1_ALEPH22": "そうか、[pause]だったら ほかの場所へ\\n送って あげられるよ!", - "INTERMISSION_PART1_KAYLEIGH24": "なんか、イヤな予感がする……", - "INTERMISSION_PART1_ALEPH23": "私が ワープ させられないのは\\n自分だけ だからね! \\n鏡は 自分を 映せないのさ……", - "INTERMISSION_PART1_MEREDITH24": "あのさ、この三角野郎を信用するワケ?", - "INTERMISSION_PART1_EUGENE24": "イヤな予感がしやがる……", - "INTERMISSION_PART1_FELIX24": "えっと……{player}……?", - "INTERMISSION_PART1_VIOLA24": "この男はいったい……?", - "INTERMISSION_PART1_DOG24": "ウウゥゥ……", - "INTERMISSION_PART1_ALEPH25": "さあ、出ていくと いい! \\n[pause]君の 願いを 叶えて あげよう。", - "INTERMISSION_PART1_ALEPH26": "お願いだから、戻って こないでくれよ。", - "INTERMISSION_PART1_ALEPH27": "本当に。", - "INTERMISSION_PART1_ALEPH28": "頼むよ。", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "読めない。というか、\\n言葉が書いてあるのかどうかすらわからない。", - "INTERMISSION_PART2_AMBER1.m": "どうやらとってもお困りのようね、[pause]あなた。", - "AMBER_UNKNOWN_NAME": "ミステリアスな女性", - "INTERMISSION_PART2_AMBER2": "泊まる場所がご入り用かしら?", - "INTERMISSION_PART2_AMBER1.n": "どうやらとってもお困りのようね、[pause]あなた。", - "INTERMISSION_PART2_AMBER1.f": "どうやらとってもお困りのようね、[pause]あなた。", - "INTERMISSION_PART3_AMBER1.n": "あたしに見つけてもらえるなんてラッキーよ、スイートちゃん。", - "INTERMISSION_LODGE_LOCKED": "ドアにはカギがかかってる。", - "INTERMISSION_PART3_AMBER1.m": "あたしに見つけてもらえるなんてラッキーよ、スイートちゃん。", - "INTERMISSION_PART3_AMBER2": "ミス・アンバーと呼んでちょうだい……\\n[pause]あたしはね、クラブ・アンバーの顔役なの。", - "INTERMISSION_PART3_AMBER1.f": "あたしに見つけてもらえるなんてラッキーよ、スイートちゃん。", - "INTERMISSION_PART3_AMBER4.m": "どうぞ、[pause]ゆったりくつろいで。[pause]好きに見てまわるといいわ。", - "INTERMISSION_PART3_AMBER3.f": "あなた、パワフルにツイてるわよ……\\n[pause]クラブ・アンバーがこういう滅びた世界を\\n通りすぎることなんて、めったにないんだから。", - "INTERMISSION_PART3_AMBER3.m": "あなた、パワフルにツイてるわよ……\\n[pause]クラブ・アンバーがこういう滅びた世界を\\n通りすぎることなんて、めったにないんだから。", - "INTERMISSION_PART3_AMBER3.n": "あなた、パワフルにツイてるわよ……\\n[pause]クラブ・アンバーがこういう滅びた世界を\\n通りすぎることなんて、めったにないんだから。", - "INTERMISSION_PART3_AMBER4.f": "どうぞ、[pause]ゆったりくつろいで。[pause]好きに見てまわるといいわ。", - "INTERMISSION_PART3_AMBER5": "いまは移動中だから、すぐどこかには行けないけどね。", - "INTERMISSION_PART3_AMBER4.n": "どうぞ、[pause]ゆったりくつろいで。[pause]好きに見てまわるといいわ。", - "INTERMISSION_PART3_AMBER6_OPTION1": "あなたはだれ?", - "INTERMISSION_PART3_AMBER6": "あら、シュガーちゃん。なにかご用?", - "INTERMISSION_PART3_AMBER6_OPTION2": "ここはなんなの?", - "INTERMISSION_PART3_AMBER6_OPTION3": "なにが起きてるの?", - "INTERMISSION_PART3_AMBER6_OPTION4": "またあとで!", - "INTERMISSION_PART3_AMBER7": "言ったでしょ、ミス・アンバーよ。\\n[pause]この洗練されたクラブの顔役なの。", - "INTERMISSION_PART3_AMBER9": "そんな顔してここへ迷いこんだ子は、\\nあなたが初めてじゃないんだから!", - "INTERMISSION_PART3_AMBER8": "大丈夫よ、[pause]あなたは安全だから。", - "INTERMISSION_PART3_AMBER11": "このクラブは、ひとつの場所にあんまり長くとどまらないの。\\n[pause]ときどき、あなたみたいに困ってる人に、\\nオリーブの枝を差しのべて助けてあげるわけ。", - "INTERMISSION_PART3_AMBER10": "ここはクラブ・アンバーよ、スイートちゃん。", - "INTERMISSION_PART3_AMBER12": "ここは長年に渡って、いろんなお客さまにご利用して\\nいただいてるわ。[pause]それは確かね。", - "INTERMISSION_PART3_AMBER13.m": "あらあ、あなたったら[wave amp=30 freq=10]カワイイ[/wave]わね。\\n迷子の子イヌちゃんみたいな目をしてるわよ!", - "INTERMISSION_PART3_AMBER14.m": "やきもきしないで、[pause]大したことは起きてないから。", - "INTERMISSION_PART3_AMBER13.n": "あらあ、あなたったら[wave amp=30 freq=10]カワイイ[/wave]わね。\\n迷子の子イヌちゃんみたいな目をしてるわよ!", - "INTERMISSION_PART3_AMBER13.f": "あらあ、あなたったら[wave amp=30 freq=10]カワイイ[/wave]わね。\\n迷子の子イヌちゃんみたいな目をしてるわよ!", - "INTERMISSION_PART3_AMBER14.f": "やきもきしないで、[pause]大したことは起きてないから。", - "INTERMISSION_PART3_AMBER14.n": "やきもきしないで、[pause]大したことは起きてないから。", - "INTERMISSION_PART3_AMBER15.m": "あなたはね、数千年も前に滅びちゃった世界で\\nポツンと立ち往生してたのよ。", - "INTERMISSION_PART3_AMBER16": "だから、[pause]あたしがひろってあげたわけ。", - "INTERMISSION_PART3_AMBER15.n": "あなたはね、数千年も前に滅びちゃった世界で\\nポツンと立ち往生してたのよ。", - "INTERMISSION_PART3_AMBER15.f": "あなたはね、数千年も前に滅びちゃった世界で\\nポツンと立ち往生してたのよ。", - "AMBER_LODGE_MIRROR_DESCRIPTION": "よく磨きこまれた鏡だ。でも、なにも映ってないみたい……", - "INTERMISSION_PART3_AMBER17": "元気にしてね、シュガーちゃん。", - "AMBER_LODGE_NPC1_NAME": "くつろぐ男性", - "AMBER_LODGE_NPC1_DIALOGUE": "ミス・アンバーは、クラブの経営について実によくご存じだよ!", - "AMBER_LODGE_NPC2_NAME": "ほっぺたの赤い女性", - "AMBER_LODGE_NPC2_DIALOGUE": "もしできるなら、永遠にここにいたいわね!", - "AMBER_LODGE_NPC3_NAME": "フレンドリーな人", - "AMBER_LODGE_NPC3_DIALOGUE": "きみ、クラブ・アンバーに来るのは初めて?", - "AMBER_LODGE_NPC4_NAME": "いかめしい顔の男性", - "AMBER_LODGE_NPC4_DIALOGUE": "クラブ・アンバーはまったく、唯一無二のクラブだよ……", - "INTERMISSION_PART4_AMBER1": "ああ、あのころはよかったわね。", - "INTERMISSION_PART4_AMBER1_OPTION1": "アレフを知ってるの?", - "INTERMISSION_PART4_AMBER1_OPTION2": "アレフと友だちなの?", - "INTERMISSION_PART4_AMBER2": "彼とは、昔は家族みたいに仲よくしてたわ。[pause]\\n古き良き時代の話よ。", - "INTERMISSION_PART4_AMBER3": "あのころは遊び仲間が全員そろってた。\\n[pause]みんなで、パワフルに素晴らしい時間をいっしょに\\nすごしたものよ。[pause]本当にすてきだった。", - "INTERMISSION_PART4_AMBER4": "リーダー役はアレフだったわ。\\n[pause]というか、実際にリーダーだったの。[pause]それが彼の特技だもの。\\n[pause]そうでしょう?", - "INTERMISSION_PART4_AMBER5": "あたし? [pause]あたしは乗り物役ね。\\n[pause]そして、モルガンテはドアの守り手だった。", - "INTERMISSION_PART4_AMBER6": "だけど、仲がいい仲間たちでも、バラバラになることは\\nあるものよ。ひどい終わりをむかえてしまうこともある。", - "INTERMISSION_PART4_AMBER7": "それであたしは、そういうものを全部、\\n過去に置き去りにしてきたの。", - "INTERMISSION_PART4_AMBER8": "きっと、アレフはまだあの島から出るチケットを\\n探してるんでしょうね。[pause]いまになっても。", - "INTERMISSION_PART4_AMBER9": "あの古い魔女も、彼に気持ちを伝えるなんてしないんだわ。\\n[pause]まあ、当然だけれど。", - "INTERMISSION_PART4_AMBER10": "でもまあ、すぎさった日々をふりかえる女の昔話で、\\nあなたを退屈させるのはやめにしましょうね。", - "INTERMISSION_PART4_AMBER11": "あたし?", - "INTERMISSION_PART4_AMBER16": "大丈夫よ、バラさないから。", - "INTERMISSION_PART4_AMBER10_OPTION1": "あなたは大天使なの?", - "INTERMISSION_PART4_AMBER13": "あたしは単なるクラブの「顔」なの。", - "INTERMISSION_PART4_AMBER12": "あのねえ、[pause]言ったでしょう、{player}……", - "INTERMISSION_PART4_AMBER15": "言うまでもないけど、あなただって、アバターを着て\\n歩きまわるのがどんな感じなのかくらい、知ってるでしょう?", - "INTERMISSION_PART4_AMBER14": "クラブ・アンバーは、正真正銘のアトラクションなのよ。", - "INTERMISSION_PART4_AMBER25.m": "覚悟ができたら足を踏み入れなさい。", - "INTERMISSION_PART4_AMBER18": "その前は、[pause]ニューウィラル島にいたんじゃなくって?", - "INTERMISSION_PART4_AMBER17.m": "さてと。[pause]当ててみましょうか。あなたは、アレフにワープで\\n飛ばされてここへ着いたんでしょう? [pause]そうよね?", - "INTERMISSION_PART4_AMBER17.f": "さてと。[pause]当ててみましょうか。あなたは、アレフにワープで\\n飛ばされてここへ着いたんでしょう? [pause]そうよね?", - "INTERMISSION_PART4_AMBER17.n": "さてと。[pause]当ててみましょうか。あなたは、アレフにワープで\\n飛ばされてここへ着いたんでしょう? [pause]そうよね?", - "INTERMISSION_PART5_EUGENE.f": "おまえなら、戻ってくるってわかってたぜ!", - "INTERMISSION_PART4_AMBER19": "あの島は虫を捕るワナみたいなものよ。[pause]人は時空の割れ目から\\nあそこにすべり落ちて、そのまま一生を終えるの。\\nあなたにとってはパワフルに不幸ね、シュガーちゃん。", - "INTERMISSION_PART4_AMBER20": "でも、三角頭の共通のお友だちがたくらんでることは、\\nその不幸とは関係ない。", - "INTERMISSION_PART4_AMBER21.m": "あたしたちの昔のいざこざに巻きこまれちゃったのは、\\nあなたが悪いんじゃないわ。", - "INTERMISSION_PART4_AMBER21.f": "あたしたちの昔のいざこざに巻きこまれちゃったのは、\\nあなたが悪いんじゃないわ。", - "INTERMISSION_PART4_AMBER21.n": "あたしたちの昔のいざこざに巻きこまれちゃったのは、\\nあなたが悪いんじゃないわ。", - "INTERMISSION_PART4_AMBER23": "この鏡は、あなたを行きたいところへ連れていってくれるわ。", - "INTERMISSION_PART4_AMBER22": "だから、送ってあげる。一度だけね。\\n[pause]ついてきなさい。", - "INTERMISSION_PART4_AMBER24": "だけど、それがどこなのかは、[pause]ええと、[pause]あのね、\\n[pause]あたしには決められないの。", - "INTERMISSION_PART4_AMBER25.f": "覚悟ができたら足を踏み入れなさい。", - "INTERMISSION_PART4_AMBER26": "気をつけてね、シュガーちゃん。\\nあなたと会えて、パワフルにうれしかったわ。", - "INTERMISSION_PART4_AMBER27.n": "そうだ、ひとつお願いなんだけど……[pause]共通のお友だちの\\nアルには、あたしがあなたを手助けしたこと、言わないで。\\n[pause]いいわね?", - "INTERMISSION_PART4_AMBER25.n": "覚悟ができたら足を踏み入れなさい。", - "INTERMISSION_PART4_AMBER27.m": "そうだ、ひとつお願いなんだけど……[pause]共通のお友だちの\\nアルには、あたしがあなたを手助けしたこと、言わないで。\\n[pause]いいわね?", - "INTERMISSION_PART5_KAYLEIGH.m": "一瞬、あなたを失ったって思っちゃったよ!", - "INTERMISSION_PART4_AMBER27.f": "そうだ、ひとつお願いなんだけど……[pause]共通のお友だちの\\nアルには、あたしがあなたを手助けしたこと、言わないで。\\n[pause]いいわね?", - "INTERMISSION_PART5_KAYLEIGH.f": "一瞬、あなたを失ったって思っちゃったよ!", - "INTERMISSION_PART5_KAYLEIGH.n": "一瞬、あなたを失ったって思っちゃったよ!", - "INTERMISSION_PART5_MEREDITH.m": "あーもう。[pause]ウチがここで、どんだけアンタを心配してたか\\n知らないでしょ。", - "INTERMISSION_PART5_MEREDITH.n": "あーもう。[pause]ウチがここで、どんだけアンタを心配してたか\\n知らないでしょ。", - "INTERMISSION_PART5_MEREDITH.f": "あーもう。[pause]ウチがここで、どんだけアンタを心配してたか\\n知らないでしょ。", - "INTERMISSION_PART5_EUGENE.m": "おまえなら、戻ってくるってわかってたぜ!", - "INTERMISSION_PART5_FELIX.f": "ちょっとだけ、きみとは二度と会えないのかって思っちゃった\\nじゃないか……", - "INTERMISSION_PART5_FELIX.m": "ちょっとだけ、きみとは二度と会えないのかって思っちゃった\\nじゃないか……", - "INTERMISSION_PART5_EUGENE.n": "おまえなら、戻ってくるってわかってたぜ!", - "INTERMISSION_PART5_VIOLA.m": "よくぞ戻ってきてくれた。心の底から喜ばしいよ……", - "INTERMISSION_PART5_FELIX.n": "ちょっとだけ、きみとは二度と会えないのかって思っちゃった\\nじゃないか……", - "INTERMISSION_PART5_VIOLA.n": "よくぞ戻ってきてくれた。心の底から喜ばしいよ……", - "INTERMISSION_PART5_VIOLA.f": "よくぞ戻ってきてくれた。心の底から喜ばしいよ……", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]わふっ!! わふっ!![/shake]", - "INTERMISSION_PART6_VIOLA4": "「アレフ」の言葉はひと言も信用ならないな。やつがふたたび\\nあの鋭角の顔を見せたら、用心するのが得策だろう。", - "INTERMISSION_PART6_KAYLEIGH2": "あの三角男、[pause]アレフは、[pause]あたしたちと同じように\\nニューウィラル島に閉じこめられた、\\nいにしえの大天使ってわけだね。", - "INTERMISSION_PART6_KAYLEIGH1": "……OK、[pause]じゃあ、あたしの理解が合ってれば……", - "END_MIRROR_DENIAL_EUGENE1.n": "オレはまだ行けねーや、相棒。\\n[pause]このニューウィラルでランドキーパーどもを\\n止めるまではムリだ。わかるだろ?", - "INTERMISSION_PART6_MEREDITH3.m": "で、アンタは[wave amp=30 freq=10]三角野郎[/wave]に別の世界へ飛ばされたあと、知らない\\nヤツに助けられたってワケだね。[pause]あの三角はほかのヤツなら\\n飛ばせるけど、自分自身はムリなんだ。[pause]オッケー。", - "INTERMISSION_PART6_MEREDITH3.f": "で、アンタは[wave amp=30 freq=10]三角野郎[/wave]に別の世界へ飛ばされたあと、知らない\\nヤツに助けられたってワケだね。[pause]あの三角はほかのヤツなら\\n飛ばせるけど、自分自身はムリなんだ。[pause]オッケー。", - "INTERMISSION_PART6_MEREDITH3.n": "で、アンタは[wave amp=30 freq=10]三角野郎[/wave]に別の世界へ飛ばされたあと、知らない\\nヤツに助けられたってワケだね。[pause]あの三角はほかのヤツなら\\n飛ばせるけど、自分自身はムリなんだ。[pause]オッケー。", - "INTERMISSION_PART6_KAYLEIGH3.f": "あいつはあなたを大きな頭の鏡で滅びた世界へ送っちゃった\\nけど、そのあと会った親切な人に送り返してもらったんだね。\\n[pause]で、その人も大天使だったんだ。", - "INTERMISSION_PART6_KAYLEIGH5": "まあ、アレフがなにをたくらんでるかは、まだわからない\\nけどね。わかってるのは、アイツは[wave amp=30 freq=10]ほかの[/wave]大天使に\\n興味があるんだってことだけ。", - "INTERMISSION_PART6_KAYLEIGH3.m": "あいつはあなたを大きな頭の鏡で滅びた世界へ送っちゃった\\nけど、そのあと会った親切な人に送り返してもらったんだね。\\n[pause]で、その人も大天使だったんだ。", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "うん。", - "INTERMISSION_PART6_KAYLEIGH3.n": "あいつはあなたを大きな頭の鏡で滅びた世界へ送っちゃった\\nけど、そのあと会った親切な人に送り返してもらったんだね。\\n[pause]で、その人も大天使だったんだ。", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "まとめると、そんな感じ。", - "INTERMISSION_PART6_EUGENE5": "三角男がなにをたくらんでるか、わからねーんだろ?\\nあいつ、[shake rate=30 level=10]なにか目的[/shake]があるような感じだったぜ……\\nどうも、ほかの大天使を探すことと関係ありそうだったな。", - "INTERMISSION_PART6_FELIX6": "きみはあいつをどうしたいのか、知りたいな。あいつが\\nなにかをたくらんでるのは明らかだけど、これはおれたちが\\n手に負える範囲を[wave amp=30 freq=10]超えてる[/wave]かもしれないぞ。", - "INTERMISSION_PART6_MEREDITH6": "OK、それで、あの野郎はどうするワケ? ほら、\\n[pause]アイツはなにかたくらんでるけど、[pause]それでも[wave amp=30 freq=10]大天使[/wave]じゃん。\\n大天使関係のことって、手に負える気がしないんだけど。", - "INTERMISSION_PART6_KAYLEIGH6": "ねえ、{player}。わたしたち、あいつをどうしたら\\nいいと思う? アレフはもう、自分のジャマになると\\n思った相手は[wave amp=30 freq=10]片づける[/wave]って態度を見せてるけど……\\n[pause]こんなの、あたしたちの手には負えないのかも。", - "INTERMISSION_PART6_FELIX6_OPTION1": "アレフから目をはなさないようにしよう。", - "INTERMISSION_PART6_FELIX6_OPTION2": "アレフはできるかぎり避けようか。", - "INTERMISSION_PART6_KAYLEIGH7": "わかった! いい作戦だね。", - "INTERMISSION_PART6_MEREDITH7.m": "へへっ。いいアイデアじゃん。", - "INTERMISSION_PART6_MEREDITH7.f": "へへっ。いいアイデアじゃん。", - "INTERMISSION_PART6_MEREDITH7.n": "へへっ。いいアイデアじゃん。", - "INTERMISSION_PART6_EUGENE7": "了解だぜ、いい作戦だな!", - "INTERMISSION_PART6_FELIX7": "へへ、その作戦、いいな。", - "INTERMISSION_PART6_DOG7": "わふっ!", - "INTERMISSION_PART6_VIOLA7": "実にけっこう! 君の導きに従うよ、{player}。", - "END_MIRROR_REVEAL_KAYLEIGH1": "これって……", - "END_MIRROR_REVEAL_PLAYER1": "これって、鏡? これがもし、クラブ・アンバーの鏡と同じものだったら……?", - "END_PART1_EUGENE3.f": "大丈夫かよ、相棒? \\n[pause]おまえ、いますごく静かだったぜ。", - "END_MIRROR_REVEAL_FELIX1": "……カッコいいな。", - "END_MIRROR_REVEAL_EUGENE1": "うお、すごいな。", - "END_MIRROR_REVEAL_MEREDITH1": "コレ……[pause]なんか、スゴい重要アイテムっぽいね。", - "END_MIRROR_REVEAL_VIOLA1": "これが、君が見つけようと心に決めていた領域なのか、\\n{player}?", - "END_MIRROR_DENIAL_MEREDITH1": "ウチ……まだこの中には入れないよ、{player}。\\nこれ、片道旅行みたいじゃん。ウチにはまだ、\\nやり残したことがあるからさ。", - "END_MIRROR_REVEAL_DOG1": "わふ!", - "END_MIRROR_DENIAL_EUGENE1.m": "オレはまだ行けねーや、相棒。\\n[pause]このニューウィラルでランドキーパーどもを\\n止めるまではムリだ。わかるだろ?", - "END_MIRROR_DENIAL_EUGENE1.f": "オレはまだ行けねーや、相棒。\\n[pause]このニューウィラルでランドキーパーどもを\\n止めるまではムリだ。わかるだろ?", - "END_MIRROR_DENIAL_VIOLA1.f": "この先には同行できないな、友よ。\\n[pause]セバスチャンがこの地にいるか確かめるまでは、無理だ。", - "END_MIRROR_DENIAL_FELIX1": "おれ……これ以上は行けないや。\\n[pause]創作のアイデアが、まだ見つかってないからさ。いまはムリだ。", - "END_MIRROR_DENIAL_VIOLA1.n": "この先には同行できないな、友よ。\\n[pause]セバスチャンがこの地にいるか確かめるまでは、無理だ。", - "END_MIRROR_DENIAL_VIOLA1.m": "この先には同行できないな、友よ。\\n[pause]セバスチャンがこの地にいるか確かめるまでは、無理だ。", - "END_MIRROR_DENIAL_DOG1": "ワンクレーにはまだ、やり残したことがあるようだ……", - "FINAL_STATION_PART1_KAYLEIGH1": "ここ、どこ? すごく霧が濃いね……\\n[pause]前に進むしかないみたいだよ、{player}。", - "FINAL_STATION_PART1_EUGENE1": "ここは、あの鏡の中か? 鏡の中に、こんな場所が隠せる\\nモンなのかよ?! オレ、なにか見逃したりしたか?", - "FINAL_STATION_PART1_MEREDITH1": "こんなところが[wave amp=30 freq=10]鏡の中[/wave]に隠してあったワケ?!", - "FINAL_STATION_PART1_FELIX1": "ここで何が見つかるのかはわからないけど、これじゃないって\\n気がするな。[pause]うーん。", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]ウウウゥゥ……[/shake]", - "FINAL_STATION_PART1_VIOLA1": "鏡の中に足を踏み入れて、こんな場所を見つけるとは……\\nまるで夢にも思わなかったよ。", - "FINAL_STATION_PART2_KAYLEIGH1": "ここって、[wave amp=30 freq=10]すごく広い[/wave]ね……", - "FINAL_STATION_PART2_KAYLEIGH2": "探してる、もとの世界に帰るゲートがあるとしたらこのへんの\\nはず。[pause]見てまわったほうがいいよね。", - "FINAL_STATION_PART2_MEREDITH1": "ここ、マジでいにしえの場所って感じのニオイがするよ。", - "FINAL_STATION_PART2_MEREDITH2": "さあ、このへんを探してみよう。世界を移動できる\\n魔法のゲートが[wave amp=30 freq=10]どこかに[/wave]あるんなら、こういう場所に通じてる\\nはずでしょ。", - "FINAL_STATION_PART2_EUGENE2": "ここ、どこなんだ? ここが、ニューウィラル島から出るためのゲートなのか?", - "FINAL_STATION_PART2_EUGENE1": "この場所は空っぽみてーだな。\\n[pause]まるで、何百年も人っ子ひとり来てねえって感じだ……", - "FINAL_STATION_PART2_FELIX1": "ここが……", - "FINAL_STATION_PART2_VIOLA1": "ここからは悲しい気配がするな。君は感じるか?", - "FINAL_STATION_PART2_FELIX2": "ここがそうなのか? 君がずっと探してたのは、\\nこの場所なんだな? よし、じゃあ、見てまわろう。", - "END_PART1_MEREDITH1": "これがなにかは知らないけど、手を出したらマズいと思う。\\nカンだけどね。", - "FINAL_STATION_PART2_VIOLA2": "行こう。[pause]この悲しみに満ちた領域を探索しなければ。", - "END_PART1_KAYLEIGH1": "これって、棺おけ? {player}、なんでこれ、\\nこんなに大きいんだろう……?", - "FINAL_STATION_PART2_DOG1": "ワンクレーは緊張してるみたい。でも、探索する気は満々だ。", - "END_PART1_EUGENE1": "こりゃ……なんなんだ? 理解できねーな。", - "END_PART1_VIOLA1": "この棺おけは、喪に服した者が手ずから組み立てているな。\\n[pause]そう感じないか?", - "END_PART1_FELIX1": "こんな場所でこんなものが見つかるなんて驚きだけど、\\nここじゃ、なにが出てくるかわからないからなあ。", - "END_PART1_MORGANTE2": "モードレッド…… 愛しい子……\\n\\n王には 正義の\\n裁きが くだるわ。\\n\\nもうすぐよ。", - "END_PART1_DOG1": "[shake rate=30 level=10]ウウウゥゥ……[/shake]", - "END_PART1_FELIX3.n": "なあ、なにも問題ないよな、{player}? \\n[pause]きみ、なにもないところをじーっと見つめてたぞ。", - "END_PART1_KAYLEIGH3.m": "大丈夫? なんか、ちょっと上の空だったよ。", - "END_PART1_MEREDITH3.m": "あの、ねえ、{player}? \\n[pause]なんか、1分くらいボーっとしてたけど。", - "END_PART1_KAYLEIGH3.f": "大丈夫? なんか、ちょっと上の空だったよ。", - "END_PART1_KAYLEIGH3.n": "大丈夫? なんか、ちょっと上の空だったよ。", - "END_PART1_MEREDITH3.f": "あの、ねえ、{player}? \\n[pause]なんか、1分くらいボーっとしてたけど。", - "END_PART1_MEREDITH3.n": "あの、ねえ、{player}? \\n[pause]なんか、1分くらいボーっとしてたけど。", - "END_PART1_EUGENE3.m": "大丈夫かよ、相棒? \\n[pause]おまえ、いますごく静かだったぜ。", - "END_PART2_PLAYER_OPTION2": "よし、行こう!", - "END_PART1_FELIX3.m": "なあ、なにも問題ないよな、{player}? \\n[pause]きみ、なにもないところをじーっと見つめてたぞ。", - "END_PART1_EUGENE3.n": "大丈夫かよ、相棒? \\n[pause]おまえ、いますごく静かだったぜ。", - "END_PART1_VIOLA3.m": "しっかりしたまえ。君は少しのあいだ、妙な様子で\\n立ち尽くしていたぞ。", - "END_PART1_FELIX3.f": "なあ、なにも問題ないよな、{player}? \\n[pause]きみ、なにもないところをじーっと見つめてたぞ。", - "END_PART1_VIOLA3.n": "しっかりしたまえ。君は少しのあいだ、妙な様子で\\n立ち尽くしていたぞ。", - "END_PART1_VIOLA3.f": "しっかりしたまえ。君は少しのあいだ、妙な様子で\\n立ち尽くしていたぞ。", - "END_PART1_DOG3": "わふ!", - "END_PART2_CONFIRM1.m": "ここを越えて先へ進むと、しばらく戻ってこれなくなるかも。\\n準備はしっかりできてるかな?", - "END_PART2_CONFIRM1.f": "ここを越えて先へ進むと、しばらく戻ってこれなくなるかも。\\n準備はしっかりできてるかな?", - "END_PART2_CONFIRM2": "セーブしておこうか?", - "END_PART2_CONFIRM1.n": "ここを越えて先へ進むと、しばらく戻ってこれなくなるかも。\\n準備はしっかりできてるかな?", - "END_PART2_KAYLEIGH3": "わたしたち、ここまで来たんだね、{player}……", - "END_PART2_MEREDITH3.m": "もしコレが本物なら、感動しちゃうね。\\n[pause]アンタがホントに見つけるなんて、思ってなかったからさ。", - "END_PART2_MEREDITH3.n": "もしコレが本物なら、感動しちゃうね。\\n[pause]アンタがホントに見つけるなんて、思ってなかったからさ。", - "END_PART2_MEREDITH3.f": "もしコレが本物なら、感動しちゃうね。\\n[pause]アンタがホントに見つけるなんて、思ってなかったからさ。", - "END_PART2_EUGENE3": "もう後戻りはできねーぞ、相棒! \\n[pause]うおお、燃えてきたぜっ!!!", - "END_PART2_FELIX3": "こりゃ、かなり真剣にゲートっぽいぞ。\\n[pause]これが、探してた例のやつなのか?", - "END_PART2_VIOLA3": "これが、本当にそうなのか? われわれの旅の終わりが、\\nこの先に?", - "END_PART2_DOG3": "わふ!", - "END_PART2_MEREDITH5.m": "まさか、ウチを置いてこうなんて思ってないよね……\\n[pause]ねえ、マジでさ。", - "END_PART2_KAYLEIGH4": "えっ、待ってよ! わたしを置いてくなんてダメだからね!", - "END_PART2_EUGENE6": "未知に飛びこむ最後の大ジャンプだな! キマってるぜ!", - "END_PART2_MEREDITH5.n": "まさか、ウチを置いてこうなんて思ってないよね……\\n[pause]ねえ、マジでさ。", - "END_PART2_MEREDITH5.f": "まさか、ウチを置いてこうなんて思ってないよね……\\n[pause]ねえ、マジでさ。", - "END_PART2_VIOLA8": "これがわれわれの終幕になるのなら、\\n[pause]ともにやりとげようじゃないか!", - "END_PART2_FELIX7": "おれも手伝いに来たよ。", - "END_PART3_FELIX4": "つまり、この大きな三角形がゲートってわけか?", - "END_PART2_DOG9": "わふ!", - "END_PART2_PLAYER_OPTION1": "来てくれてありがとう!", - "END_PART3_MEREDITH2": "これが例のアレ、[pause]だよね?", - "END_PART3_KAYLEIGH1": "絶対、これがゲートだよね……", - "END_PART3_EUGENE3": "[shake rate=30 level=10]超サイコーじゃねーか![/shake]", - "END_PART3_VIOLA5": "なんという光景だ……", - "END_PART3_DOG6": "ハッ、ハッ、ハッ……", - "END_PART3_ALEPH7": "すごいや、みんなで\\n本当に やりとげたぞ!", - "END_PART3_KAYLEIGH8": "アレフ!", - "END_PART3_MEREDITH8": "うわ。またアンタ?", - "END_PART3_EUGENE8": "なにがしてーんだ、[pause]この変人野郎。", - "END_PART3_VIOLA8": "貴様!", - "END_PART3_DOG8": "わふっ?!", - "END_PART3_FELIX8": "えっ、ついてきてたのか……?", - "END_PART3_ALEPH9": "あの 古き魔女め、よくも\\nここを 隠しおおせたものだ。", - "END_PART3_ALEPH10": "君たち、この鉄道全体が\\n「大天使」の 1体だと\\nいうことには 気づいていたかな?", - "END_PART3_ALEPH12": "ここには 本物の 迷宮が\\n広がって いるのさ!", - "END_PART3_ALEPH11": "我々は マー・ラインと 呼んでる。\\n[pause]君たちの「島」は、まるごと\\nその背中に 乗っているんだ。", - "END_PART3_ALEPH13": "君たち なしで この部屋は\\n絶対に 見つけられなかった だろうね。\\n[pause]真剣に そう思うよ。", - "END_PART3_ALEPH15.n": "なぜ君が その名を 知っているんだい。\\n[pause]見た目に よらず 賢いんだね、友よ。", - "END_PART3_ALEPH13_OPTION1": "「古き魔女」って、モルガンテ?", - "END_PART3_ALEPH14": "……", - "END_PART3_ALEPH13_OPTION2": "モルガンテがここを隠してたの?", - "END_PART3_ALEPH15.m": "なぜ君が その名を 知っているんだい。\\n[pause]見た目に よらず 賢いんだね、友よ。", - "END_PART3_ALEPH15.f": "なぜ君が その名を 知っているんだい。\\n[pause]見た目に よらず 賢いんだね、友よ。", - "END_PART3_ALEPH16": "あの 古き魔女は 長いあいだ\\n私を このトンネルに\\n閉じこめて いたんだ。\\n[pause]最後には 私が 勝ったけどね。", - "END_PART3_ALEPH17": "私は いつも 勝つんだよ。", - "END_PART3_ALEPH17_OPTION1": "なにが望みなの?", - "END_PART3_ALEPH17_OPTION2": "なにをたくらんでるの?", - "END_PART3_ALEPH18": "責めるような 言い方じゃないか!\\n我々は ポジティブな 雰囲気を\\n保とうと 努力してるんだよ、友よ!", - "END_PART3_ALEPH19": "もちろん、私の望みは、\\nそこの ゲートを 通って\\nこの世界から 出ることさ!", - "END_PART3_ALEPH20": "そうだ、友と 言えば……", - "END_PART3_KAYLEIGH22": "そんな……", - "END_PART3_ALEPH21": "私の 新チームを 紹介するよ!", - "END_PART3_EUGENE24": "……マジか。", - "END_PART3_MEREDITH23": "うげっ……", - "END_PART3_FELIX25": "……うわ。", - "END_PART3_VIOLA26": "なるほど……", - "END_PART3_DOG27": "わふっ……?", - "END_PART3_ALEPH28": "いいかい、私は昔\\nそれなりに 大物だったんだよ。", - "END_PART3_ALEPH29": "前の仲間たちと 私は、君たちの種族と\\nある取り決めを 結んで いたんだ。\\n[pause]特別な 関係をね。\\n[pause]君たちは 気づかなかっただろうが。", - "END_PART3_ALEPH30": "私は 人間たちを 大いに\\n尊敬しているんだよ!\\n君たちなしに、 我々は 存在しないんだ!", - "END_PART3_ALEPH31": "君たち 人間は 小さな世界で 暮らしては\\nすてきな アイデアを たくさん\\n発明するんだ。愛とか、死とか、\\nほかにも いろいろとね……", - "END_PART3_ALEPH32": "その 強力な思考は 我々に 生命を\\nあたえてくれる。お返しに 我々は\\n人間の世界を めぐり 君たちが\\nこしらえてくれた 空想を 実演するのさ!", - "END_PART3_ALEPH33": "冒険……[pause]戦争……[pause]大量絶滅……", - "END_PART3_ALEPH34": "人間は そういうものが\\n本当に 大好きだ。\\n[pause]だから私も、そういうものが\\n大好きなのさ!", - "END_PART3_ALEPH34B": "残念なことに 昔のチームは\\nちょっぴり うまく いかなくて\\n解散せざるを 得なかったんだ。", - "END_PART3_ALEPH35": "だから ここしばらく\\n私は 表舞台から すがたを\\n消して いたんだよ。", - "END_PART3_ALEPH36": "でも これで ようやく\\n現場に 復帰できる!", - "END_PART3_KAYLEIGH37": "じゃあ、アンタと大天使たちはこれから……\\n[pause]いろんな世界を侵略して、自分たちに命を吹きこんだ\\n暴力的な空想を実現するの?", - "END_PART3_MEREDITH38": "それって、かなりマズいじゃん。", - "END_PART3_EUGENE39": "終わらねえ暴力の連鎖じゃねーか……", - "END_PART3_FELIX40": "そうだな、それはかなりヤバそうだ。", - "END_PART3_VIOLA41": "そのように邪悪な欲望を実現させるなど、許されるものか!", - "END_PART3_ALEPH46": "つまりだね、 私と\\n取引しようじゃ ないか!", - "END_PART3_DOG42": "グルルルル……", - "END_PART3_ALEPH43": "いやあ、心配には およばないさ、友よ!", - "END_PART3_ALEPH44": "我々の 目的は 同じなんだから。", - "END_PART3_ALEPH45": "君たちは この まわりから\\n切りはなされている 世界から\\n出たい わけだろう。\\nそれは こちらも 同じだよ。", - "END_PART3_ALEPH46_OPTION1": "取引だって?", - "END_PART3_ALEPH46_OPTION2": "そっちの条件は?", - "END_PART3_ALEPH48": "君たちは 我々と\\n二度と 会わなくて すむんだ。\\n[pause]どうだい?", - "END_PART3_ALEPH48_OPTION1": "どういうこと?", - "END_PART3_ALEPH47": "我々と 君たちとで\\n違う道を 行こうじゃないか。\\n[pause]君たちの もといた世界には\\nどれにも 決して 訪れないよ。", - "END_PART3_ALEPH56": "じゃあ 私は 君たちを さっさと\\n殺して ここを 出ていく ことに\\nなるが、それで いいのかい?", - "END_PART3_ALEPH48_OPTION2": "お断りだよ!", - "END_PART3_ALEPH_WHAT_49": "つまり、ほかの 人間たちの\\n世界を 征服するのさ。\\n君たちを 放っておいて あげるんだ。", - "END_PART3_ALEPH_NO_DEAL_49": "……断るのかい?", - "END_PART3_KAYLEIGH51": "人にはみんな価値があるの。どんな世界の人でもね!\\nわたしたちは、全力でその人たちを助けるだけだよ!", - "END_PART3_ALEPH_NO_DEAL_50": "理解できないな。", - "END_PART3_EUGENE51": "たとえ、ほかの世界の人たちは、オレたちの存在すら\\n知らねーとしても、いまこの瞬間、[pause]その人たちの運命を\\n[shake rate=30 level=10]てめーらから守れるかどうか[/shake]は、オレたちにかかってるんだ!", - "END_PART3_MEREDITH51": "自分の世界の安全のためにほかの世界を売るなんて、\\nめちゃくちゃサイテーじゃん、[pause]そんなの。", - "END_PART3_VIOLA51": "貴様に命を与えたのが邪悪な欲望だったとしても、\\nその邪悪を人類に返す権利など、貴様にはない!", - "END_PART3_DOG51": "[shake rate=30 level=10]がうっ!!![/shake]", - "END_PART3_FELIX51": "たとえそうなってる現場は見えなくても、\\nあんたがだれかをキズつけることには変わりないだろ。\\n[pause]かなりひどい取引だよ、おれからするとね。", - "END_PART3_ALEPH52": "でも、君たちの 世界には\\n手を 出さないんだぞ!", - "END_PART3_ALEPH53": "本気で、自分自身の 大切な命を\\nさし出すのかい……[pause]会うことさえ\\n決して ない人々を 助けるために?", - "END_PART3_ALEPH53_OPTION1": "そうだよ。", - "END_PART3_ALEPH53_OPTION2": "もちろん。", - "END_PART3_ALEPH54": "わかったよ。[pause]わかった!", - "END_PART3_ALEPH55": "いまの 君たちには まったく\\n協力する気が ないんだね。", - "END_PART4_ALEPH1": "君たち 人間は 我々を\\n創造したのに、いまは 我々に\\n殺されることを 望むんだね?\\n[pause]なら 覚悟を 決めてくれ!", - "END_PART5_ALEPH1": "まったく、生産性が ないな……", - "END_PART6_ALEPH1": "わかったよ。もう たくさんだ。", - "END_PART6_ALEPH2": "みんな、列車に 戻るんだ! \\n[pause]脱出するぞ!", - "END_PART7_ALEPH1": "さあ みんな 乗るんだ!", - "END_PART7_ALEPH2": "次の 停車駅は……\\nどこでも 我々が 行きたいところさ!", - "END_PART7_KAYLEIGH3": "{player}、急いで!", - "END_PART7_DOG3": "[wave amp=30 freq=10]グルル……[/wave]", - "END_PART7_MEREDITH3": "{player}、行かせちゃダメだよ!", - "END_PART7_FELIX3": "後を追わなくちゃ。わかってるだろ?", - "END_PART7_EUGENE3": "おい、行くぞ!", - "END_PART7_VIOLA3": "われわれの獲物だ、そう簡単に逃がすものか!", - "END_PART8_KAYLEIGH1": "この光、前にも見たことある……\\n[pause]ニューウィラル島に来たときに……", - "END_PART8_EUGENE1": "この感じ、覚えがあるぜ……\\n[pause]この光、オレがこの島に来るとき見たやつじゃねーか?", - "END_PART8_MEREDITH1": "これって、まるでトリップしてるみたい……\\n[pause]コレ、ニューウィラル島に来たときに見た気がする。", - "END_PART9_ALEPH_BATTLE1": "私との 戦争を 望むのかい?\\nなんとも ふさわしいじゃないか。", - "END_PART8_VIOLA1": "この光は……ここは、天地を超えた場所なのか? \\n[pause]あれは、私が以前に見た光では?", - "END_PART8_FELIX1": "すごくきれいな光のショーだな。前にも見たことあるような……\\n[pause]ニューウィラル島に落ちてきたときだったかな?", - "END_PART8_DOG1": "くぅん……", - "END_PART8_ALEPH2": "いいかい、私は 自分が\\n宇宙の 森羅万象を\\n知っていると 思っていたんだ……", - "END_PART8_ALEPH4": "それは もしかして\\n我々の チームビルディングに\\n役立つんじゃ ないかな?", - "END_PART8_ALEPH3": "しかし 君たちの\\n「フュージョン」という 手品は\\nこれまでに 見たことがない。", - "END_PART8_ALEPH6": "まず 君たちの世界を\\n訪れることに しよう。\\n\\n気配を たどれば わかるからね……", - "END_PART8_ALEPH5": "取引の オファーは 取り下げるよ。", - "END_PART8_ALEPH8": "キズひとつない 時間軸が、\\nこれで 破滅へと 向かいはじめた。\\n\\nきっと 極上の オモチャに\\nなってくれる だろうね。", - "END_PART8_KAYLEIGH10": "これが最後のバトルだよ。準備はいい、{player}?", - "END_PART8_MEREDITH10.m": "アンタ、覚悟はできてるよね?", - "END_PART8_EUGENE10": "これで最後だぜ、{player}!", - "END_PART8_MEREDITH10.f": "アンタ、覚悟はできてるよね?", - "END_PART8_MEREDITH10.n": "アンタ、覚悟はできてるよね?", - "END_PART8_FELIX10.m": "行こう! [pause]君がいいならおれも行くよ、{player}!", - "END_PART8_FELIX10.n": "行こう! [pause]君がいいならおれも行くよ、{player}!", - "END_PART8_FELIX10.f": "行こう! [pause]君がいいならおれも行くよ、{player}!", - "END_PART8_VIOLA10": "実にけっこうじゃないか!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]がうっ! がうっ![/shake]", - "END_PART9_ALEPH_BATTLE2": "人類 最大の望みは\\n自分たち自身の 破壊だ。\\n私なら それを 実現できる。\\n何度も、何度でもね。", - "END_PART9_ALEPH_BATTLE4": "いいから…… あきら…… めろ!", - "END_PART9_ALEPH_BATTLE3": "文明は かつて一度\\n私の 目前で 焼けているんだ。\\nあの 焼け野原を ふたたび\\n見てみようじゃ ないか。", - "END_PART9_MORGANTE7": "アレフは 征服の化身なの。\\n\\nそして わたくしは、反逆の化身。", - "END_PART9_ALEPH_BATTLE5": "無礼じゃ ないか……", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_ALEPH1": "もう カセットは 使わせないぞ。", - "END_PART9_ALEPH3": "君たちは モンスターじゃない。\\nただの 人間に すぎないんだ。", - "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_DOG2": "わふっ?!", - "END_PART9_MORGANTE5": "そうやって しくみも 知らずに\\nなにかを 使うの。\\n\\n無知で いることに 熱心なのね。", - "END_PART9_MORGANTE4": "あなたたちは いつも\\n同じことを するわね、人間よ。", - "END_PART9_MORGANTE5_OPTION1": "バカにするために来たの?", - "END_PART9_MORGANTE5_OPTION2": "なにが望み?", - "END_PART9_MORGANTE6": "いま、このとき、\\nわたくしたちの 目的は 同じよ。", - "END_PART9_MORGANTE8": "だから 理解してちょうだい。", - "END_PART9_MORGANTE8_OPTION1": "理解するって、なにを?", - "END_PART9_MORGANTE8_OPTION2": "いったいなんの話?", - "END_PART9_MORGANTE9": "あなたたち 人間は、\\nみずからの 夢と 理想から\\nわたくしたちを 創造した。\\n\\n人類がもつ エネルギーに\\n果ては ないの。", - "END_PART9_MORGANTE11": "自分の意志を 具現化して\\n現実を 変える力は……\\n\\n世界を、自分を 変える力は……\\n\\nあなたたちの 中に 眠っているの。", - "END_PART9_MORGANTE10": "あの「カセット」は、\\nただの おまもりなのよ。", - "END_PART9_MORGANTE12": "そして もう 目覚めているのよ!", - "END_PART9_KAYLEIGH13": "{player}、あなた、どうやって……", - "END_PART9_MEREDITH13": "{player}、なんかアンタ、めっちゃ怖いよ……", - "END_PART9_EUGENE13": "{player}、おまえ、復活したのか?!", - "END_PART9_FELIX13.f": "きみ、戻れるのか、{player}?", - "END_PART9_FELIX13.m": "きみ、戻れるのか、{player}?", - "END_PART9_VIOLA13": "君はそう簡単にたおれない。そうだろう、{player}?", - "END_PART9_FELIX13.n": "きみ、戻れるのか、{player}?", - "END_PART9_DOG13": "わふっ!!!", - "END_PART9_ALEPH14": "なぜだ?!\\n\\nどうして あきらめないんだ?!", - "END_PART9_ALEPH15_OPTION1": "あきらめないのが、自分の意志だから!", - "END_PART9_ALEPH15_OPTION2": "まだ、アイデアが残ってるから!", - "END_PART9_KAYLEIGH16": "みんな目指すものが同じだから、それだけだよ!\\n[pause][shake rate=30 level=15]わたしたちの心は、ひとつなの!!![/shake]", - "END_PART9_ALEPH15_OPTION3": "それが、人間だから!", - "END_PART9_EUGENE18": "[shake rate=30 level=15]オレたちは、いっしょに立ち上がるんだ!!![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=15]さあ、あの野郎のデカ頭をブッ飛ばすよ!!![/shake]", - "END_PART9_FELIX19": "当たって砕けろ、ってね……", - "END_PART9_VIOLA20": "行くぞ! [pause]この物語を、われわれの手で終わらせよう!", - "END_PART9_DOG21": "[wave amp=30 freq=10]アオォォーーーン!!![/wave]", - "END_PART9_ALEPH22": "ああ、古き魔女よ。\\n君は 永遠に 私にとっての\\n悩ましき イバラの トゲなんだな?", - "END_PART10_ALEPH1": "わかったよ。", - "END_PART10_MORGANTE2": "わたくしたちの 歌は\\nここで 終わり。", - "END_PART10_MORGANTE3.m": "定命の者に 定められた 制約より\\nあなたたちの 意志のほうが\\n強いことが 証明されたわね。\\n\\nこのことは 教訓として\\n覚えておきなさい、人間よ。", - "END_PART10_MORGANTE3.f": "定命の者に 定められた 制約より\\nあなたたちの 意志のほうが\\n強いことが 証明されたわね。\\n\\nこのことは 教訓として\\n覚えておきなさい、人間よ。", - "END_PART10_MORGANTE3.n": "定命の者に 定められた 制約より\\nあなたたちの 意志のほうが\\n強いことが 証明されたわね。\\n\\nこのことは 教訓として\\n覚えておきなさい、人間よ。", - "END_PART11_BARKLEY3": "わう?", - "END_PART10_KAYLEIGH5": "戻らなきゃ……[pause]この列車、かなり不安定みたいだから。", - "END_PART10_MORGANTE4": "さようなら。", - "END_PART10_EUGENE5": "とりあえず、いまは戻ったほうがよさそうだぜ……\\n[pause]この列車、これ以上もつとは思えねえ。", - "END_PART10_MEREDITH5": "行こうよ、この列車がどん底に落ちちゃう前に戻ろう。", - "END_PART10_FELIX5": "この列車が虚無に落ちていっちゃう前に戻ったほうが\\nよさそうだ。[pause]そうだろ?", - "END_PART10_VIOLA5": "いまは、戻ったほうがよさそうだな。", - "END_PART10_DOG5": "わふ。", - "END_PART11_KAYLEIGH1": "{player}……[pause]カセットプレーヤーがこわれちゃったの、\\n残念だったね。", - "END_PART11_KAYLEIGH2": "よかったよ、いつも自分用のスペアを持ち歩いてて!", - "END_PART11_KAYLEIGH3": "……こんなところに、建物なんてあったっけ?", - "END_PART11_EUGENE3": "なあみんな、わかるか? この……[pause]建物が、なんなのか。", - "END_PART11_MEREDITH3": "ねえ、[pause]あのさ、[pause]こんな建物、さっきはなかったよね?", - "END_PART11_FELIX3": "えっと、これはかなりふつうじゃないよな。", - "END_PART11_VIOLA3": "実に興味深いな。", - "END_PART11_AMBER4": "心配ならいらないわよ! あたしはミス・アンバー。", - "END_PART11_AMBER6": "あたしは、あなたたちみたいなイイ子たちを\\nケガさせたらいけないと思ったから来ただけよ。", - "END_PART11_AMBER5.f": "{player}とはお友だちなの……\\nそうでしょ、シュガーちゃん。", - "END_PART11_AMBER5.m": "{player}とはお友だちなの……\\nそうでしょ、シュガーちゃん。", - "END_PART11_AMBER5.n": "{player}とはお友だちなの……\\nそうでしょ、シュガーちゃん。", - "END_PART11_AMBER7": "でも、共通のお友だちのほうは、\\nもうパワフルにオシオキされちゃったみたいね。\\n[pause]こんなの、今までで初めてよ!", - "END_PART11_AMBER7_OPTION1": "おしおきされた? たおしたんだと思ったのに。", - "END_PART11_AMBER8": "アレフやあたしみたいな種族は生身の人間と違うのよ、\\nシュガーちゃん。[pause]あたしたちにとっての死はね、\\nなんらかの形で戻ってこれなくなることなの。", - "END_PART11_AMBER7_OPTION2": "まだアレフが生きてるみたいに言うんだね。", - "END_PART11_AMBER9": "彼の生命のみなもとは征服よ。人間が殺しあう方法を\\n探しつづけるかぎり、あいつはいつか必ず、また体を得るわ。", - "END_PART11_AMBER10": "それでも、かなり長いあいだ動けないでしょうけど……", - "END_PART11_KAYLEIGH11": "あなたも大天使なんだ……", - "END_PART11_AMBER12": "落ち着いて、赤毛ちゃん。あたしは味方よ。", - "END_PART11_AMBER13": "それに、例のゲートを使うのに、あなたたちにはちょっとした\\nガイドが必要なんじゃなくって?", - "END_PART11_KAYLEIGH14": "ほ、本当にこれで自分の世界に戻れるの?", - "END_PART11_KAYLEIGH15": "それってすごい! \\n[pause]入る前に、レンジャーのみんなに知らせなくっちゃ!", - "END_PART11_AMBER16": "{player}、いますぐ出発しなくてもいいのよ……", - "END_PART11_AMBER17.n": "でも、準備ができたら、[pause]あたしに声をかけてちょうだい。", - "END_PART11_AMBER17.m": "でも、準備ができたら、[pause]あたしに声をかけてちょうだい。", - "END_PART12_RANGER1": "すごいなあ、信じられない! 話すパイロンカツギに\\n魔法のポータル、味方になってくれる大天使だなんて……\\nびっくりしたよ!", - "END_PART11_AMBER17.f": "でも、準備ができたら、[pause]あたしに声をかけてちょうだい。", - "END_PART12_AMBER1.m": "ニューウィラル島をはなれる準備ができたのかしら、\\n[pause]シュガーちゃん?", - "END_PART12_AMBER1.f": "ニューウィラル島をはなれる準備ができたのかしら、\\n[pause]シュガーちゃん?", - "END_PART12_AMBER1.n": "ニューウィラル島をはなれる準備ができたのかしら、\\n[pause]シュガーちゃん?", - "END_PART12_AMBER4": "これは「科学」じゃなくて、意志の問題なの。\\n[pause]行きたい世界を心の目で思い描いてからゲートに入れば、\\nあなたたちをこの島に引き止めるものは、なにもなくなるわ。", - "END_PART12_KAYLEIGH6": "え、ええっ?!", - "END_PART12_AMBER_NO": "急がなくていいのよ。ゆっくりね!", - "END_PART12_AMBER2": "こういう安定したワールドゲートの場合、\\n[pause]使い方はパワフルにシンプルよ。", - "END_PART12_AMBER3": "このゲートの向こうには、\\n[wave amp=30 freq=10]あらゆるモノのはざまにある空間[/wave]が広がってるの。\\n[pause]使い方を間違えると、どこにも行けないわよ。", - "END_PART12_AMBER5": "だからアドバイスしておくけど、\\nいまからお別れを言っておいたほうがいいわよ。\\n[pause]ゲートでの移動は、片道旅行だから。", - "END_PART12_AMBER8": "ニューウィラル島は異常な場所ってことね。[pause]それだけよ。", - "END_PART12_AMBER7": "こればっかりはどうにもならないの、赤毛ちゃん。", - "END_PART12_AMBER9": "あなたたちがここに来たのは、偶然でしかないの……\\nここに戻ってくるって選択肢は、手札にないわ。", - "END_PART12_VIOLA10": "われわれの物語が終わるのはつらいよ。\\n[pause]それでも、ふたたびセバスチャンに会いたくてたまらないんだ。", - "END_PART12_VIOLA11": "別れとは、まったく甘い悲しみだな。", - "END_PART12_VIOLA13": "{player}、君とは、つかの間の時をともにすごしたが……", - "END_PART12_VIOLA12": "さらばだ、[pause]友よ。", - "END_PART12_VIOLA14": "その記憶は、どんな波にも嵐にも奪い去ることはできないさ。", - "END_PART12_VIOLA15": "君のことは、つねに私の宝として胸に秘めているよ。", - "END_PART12_EUGENE16": "オレたち、神サマみてーな存在と戦って、勝ったんだな……", - "END_PART12_EUGENE17": "うおお、燃えてきたぜ! もとの世界に戻って、\\n悪党どもをブッ飛ばしてーや!", - "END_PART12_EUGENE18": "助けを必要としてる人たちのコミュニティは、\\nいつだってどこにでもあるモンだからな。", - "END_PART12_EUGENE21": "これでお別れみてーだな、{player}。", - "END_PART12_EUGENE19": "やることがマジで山積みだよ。", - "END_PART12_EUGENE20": "めちゃくちゃ楽しかったぜ、みんな。", - "END_PART12_EUGENE22": "オレのためにおまえの世界を捨ててくれ、なんて言えねーよ。\\n[pause]そんなの重すぎるもんな。", - "END_PART12_EUGENE25.f": "お前はこれからも、ずっとサイコーさ。\\n[pause]オレにはわかるぜ。", - "END_PART12_EUGENE23": "その……[pause]だから……", - "END_PART12_EUGENE25.m": "お前はこれからも、ずっとサイコーさ。\\n[pause]オレにはわかるぜ。", - "END_PART12_EUGENE24": "おまえの人生を生きてくれよな。[pause]いいか?", - "END_PART12_FELIX35": "おれの一部は、いつだって君を愛してるんだと思うよ。", - "END_PART12_EUGENE25.n": "お前はこれからも、ずっとサイコーさ。\\n[pause]オレにはわかるぜ。", - "END_PART12_FELIX26": "いやあ……", - "END_PART12_FELIX27": "ほんと、ものすごい体験だったよ。", - "END_PART12_FELIX29": "自分の昔の創作キャラに会っちゃったのは、\\n言うまでもなくすごかったけどさ。", - "END_PART12_FELIX28": "創作のアイデアが、\\nもう人生10回ぶんは手に入ったんじゃないかなあ。", - "END_PART12_FELIX31": "{player}……", - "END_PART12_FELIX30": "ここですごした楽しい時間は、きっと恋しくなるよ。\\n[pause]じゃあな、みんな。", - "END_PART12_FELIX32.m": "もう二度と会えないとしても、\\nきみのことは絶対忘れたりしないよ。", - "END_PART12_FELIX32.n": "もう二度と会えないとしても、\\nきみのことは絶対忘れたりしないよ。", - "END_PART12_FELIX32.f": "もう二度と会えないとしても、\\nきみのことは絶対忘れたりしないよ。", - "END_PART12_FELIX33.m": "きみはアウトサイダーだからね。覚えてるか? \\n[pause]おれが将来大ヒットさせる作品の主人公だよ。", - "END_PART12_FELIX33.f": "きみはアウトサイダーだからね。覚えてるか? \\n[pause]おれが将来大ヒットさせる作品の主人公だよ。", - "END_PART12_FELIX34": "それに、思うんだ……[pause]クナイニャンは正しいってね。\\n[pause]アイデアは永遠に生きるのさ。", - "END_PART12_FELIX33.n": "きみはアウトサイダーだからね。覚えてるか? \\n[pause]おれが将来大ヒットさせる作品の主人公だよ。", - "END_PART12_MEREDITH40": "特にアンタはね、{player}。", - "END_PART12_MEREDITH36": "あのさ……", - "END_PART12_MEREDITH37": "ここでの暮らしが終わるなんて、心の準備ができてないよ。", - "END_PART12_MEREDITH38": "ウチは……[pause]ウチは、強くなって帰るよ。\\n[pause]人生を精一杯生きるんだ。", - "END_PART12_MEREDITH39": "だから……[pause]ウチのこと、忘れないでね。[pause]いい?", - "END_PART12_MEREDITH46.f": "あーもう、愛してるよ。\\n[pause]それじゃあ、またね。", - "END_PART12_MEREDITH41.f": "アンタのせいで、[pause]その、\\n[pause]ガールフレンドに期待するレベルがめっちゃ上がっちゃったよ。", - "END_PART12_MEREDITH41.m": "アンタのせいで、[pause]その、\\n[pause]ボーイフレンドに期待するレベルがめっちゃ上がっちゃったよ。", - "END_PART12_MEREDITH41.n": "アンタのせいで、[pause]その、\\n[pause]パートナーに期待するレベルがめっちゃ上がっちゃったよ。", - "END_PART12_MEREDITH44": "この島から出る方法が見つかったら、\\nウチらの関係は終わるんだって、わかってたんだ……", - "END_PART12_MEREDITH45": "でも、幸せでいることはあきらめないよ。もう二度とね。", - "END_PART12_MEREDITH46.n": "あーもう、愛してるよ。\\n[pause]それじゃあ、またね。", - "END_PART12_MEREDITH46.m": "あーもう、愛してるよ。\\n[pause]それじゃあ、またね。", - "MAGIKRAB_ON_ARRIVAL.f": "{region_name}へようこそ!", - "END_PART12_KAYLEIGH47": "これで、ほんとに終わりなんだね。", - "END_PART12_KAYLEIGH54": "わたしたち、もう二度と会えないんだろうね、[pause]{player}。", - "END_PART12_KAYLEIGH48": "夢からさめるような終わり方じゃないといいな。", - "END_PART12_KAYLEIGH49": "あなたを覚えておきたいもん、{player}。\\n[pause]みんなを覚えていたいの。\\n[pause]ハーバータウンのことを、忘れずにいたい……", - "END_PART12_KAYLEIGH50": "いいことばかりじゃなかったとしてもね。\\n[pause]それも全部、あたしの一部だから。", - "END_PART12_KAYLEIGH51": "世界を変えたいって思いを具現化するためには……", - "END_PART12_KAYLEIGH58": "愛してるよ。\\n[pause]ホントに、本当に、ありがとう。", - "END_PART12_KAYLEIGH52": "ホントは、カセットテープなんて必要ないのかもね。\\nそうじゃない?", - "END_PART12_KAYLEIGH53": "未来はいつも、わたしたちの手の中にあるんだよ。", - "END_PART12_AMBER61": "そろそろあなたの番ね、シュガーちゃん。", - "END_PART12_KAYLEIGH55": "これから先、だれかをあなたみたいに\\n理解することなんて、ないんだろうな……\\n[pause]だってさ、フュージョンって、ふつうの関係とは違うでしょ?", - "END_PART12_KAYLEIGH56.m": "悲しいけど、同時に幸せだよ。\\n[pause]わたしたちは2人とも、本当にいるべき世界に戻って、\\nお互いにもっといい出会いを見つけるんだから。", - "END_PART12_KAYLEIGH56.f": "悲しいけど、同時に幸せだよ。\\n[pause]わたしたちは2人とも、本当にいるべき世界に戻って、\\nお互いにもっといい出会いを見つけるんだから。", - "END_PART12_KAYLEIGH57": "ハッピーエンドみたいな気持ちだな。", - "END_PART12_KAYLEIGH56.n": "悲しいけど、同時に幸せだよ。\\n[pause]わたしたちは2人とも、本当にいるべき世界に戻って、\\nお互いにもっといい出会いを見つけるんだから。", - "END_PART12_AMBER62_OPTION1.m": "OK!", - "END_PART12_AMBER60": "あらあ! [pause]このコはあなたと同じ世界に行きたいみたいよ。\\n[pause]カワイイわね!", - "END_PART12_DOG59": "わふ! わふ!", - "END_PART12_AMBER62.m": "準備はいいかしら?", - "END_PART12_AMBER62.n": "準備はいいかしら?", - "END_PART12_AMBER62.f": "準備はいいかしら?", - "END_PART12_AMBER62_OPTION1.f": "OK!", - "END_PART12_AMBER62_OPTION1.n": "OK!", - "END_PART12_AMBER62_OPTION2": "うん、行くよ!", - "RANGER_GATEKEEPER_INTRO1": "ちょっと! きみ!", - "RANGER_GATEKEEPER_SNEAK1": "私のこと、よけて通ろうとしてるのかい?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "この先にいるモンスターは、人のことをためらいなく\\n病院送りにするようなやつらなんだ。", - "RANGER_GATEKEEPER_SNEAK2": "いいかい、私がここにいるのは、きみのためを思ってのこと\\nなんだぞ!", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "悪かったね。きみは自分のしてることがわかってるみたいだ。", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "本当に大丈夫だっていうんなら、実力を見せてくれ!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "本当に大丈夫だっていうんなら、実力を見せてくれ!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "本当に大丈夫だっていうんなら、実力を見せてくれ!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "悪かったね。きみは自分のしてることがわかってるみたいだ。", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "悪かったね。きみは自分のしてることがわかってるみたいだ。", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "どうぞ。先へ行っていいよ。", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "どうぞ。先へ行っていいよ。", - "GRAVEYARD_GHOST_BOY_NAME": "オバケ少年", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "どうぞ。先へ行っていいよ。", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "ああっ、ごめんね! このへんにはオバケが出るってウワサが\\nあるんだけど、きみがそうなのかなって思っちゃってさ。", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "うわわっ! オバケだあ!", - "UNDYIN_LOVER_NAME": "とらわれ?の男性", - "UNDYIN_LOVER_PRE_BATTLE1": "うわああああっ!", - "UNDYIN_LOVER_POST_BATTLE1": "おい! 彼女がおびえて逃げちゃったじゃないか!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "クールにいこうぜ。", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "方法さえ知ってれば、ポメボムワンを手なづけるのは簡単なの!", - "UNDYIN_LOVER_POST_BATTLE2": "ぼくらはただ、仲よく楽しんでただけなんだ……\\n誓って言うけど、ヘンなことなんてなにもしてないって!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "クールにいこうぜ。", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "クールにいこうぜ。", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "アツくなっちまったぜ。", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "おれはキャプテン・バフィーに手伝ってもらって、\\nずっと筋トレをつづけてるんだ。", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "戻っておいで、ワンちゃん!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "ウワサの出どころはここなんだけど、いまのところは\\nふつうサイズのドミノモスしか見かけてないんだよな。", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "きみ、だれに鍛えてもらったんだ? ぜひ知りたいなあ!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "ほら見ろよ、この上腕二頭筋を!\\nピストルみたいにキレッキレだろ!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "きみ、だれに鍛えてもらったんだ? ぜひ知りたいなあ!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "きみも、めちゃくちゃ小さいドミノモスのウワサを\\n調べに来たのかい?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "きみ、だれに鍛えてもらったんだ? ぜひ知りたいなあ!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "もしかして、ついさっき地下を通りすぎていった列車と\\nなにか関係があったりするのかな?", - "PLATO_NAME": "プラトン", - "SOCRATES_NAME": "ソクラテス", - "SOCRATES_PRE_BATTLE": "完全な人間存在とは、あらゆる人間存在を足し合わせた\\nものなのだ。集合体、すなわち全人間の総和こそが、\\n完全性をかたちづくるのだよ。", - "PLATO_PRE_BATTLE": "君たちには、大いなる戦いに参戦することをすすめよう。\\nそれは自分との戦いだ。この地上のどんな戦いよりも\\n激しいものだ!", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "ぼく、ときどきバカなミスをしちゃうんだ。友だちはみんな\\nそれをからかって、ぼくをバカカシって呼ぶんだよ。\\nぼくのことなんか、たいして知らないくせに……", - "SOCRATES_POST_BATTLE": "礼を言おう。君たちには勝てるはずだと思っていたからね。\\n負けた今、私は真の英知を授かった。なぜなら、\\n自らが無知であることを知ったのだから。", - "PLATO_POST_BATTLE": "我々は哲学者だ、ソクラテス。戦士ではない。2つの職業、\\nあるいは技能をそつなく追求できるだけの能力を持った\\n人間存在など、ほとんどいないのだよ。", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]そうだね、ぼくはホントにバカカシだよ……[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "どっか行ってよ! 今日のシビルのインタビューは、\\nわたしが受けたいんだから!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]今日はあきらめて、明日また来ようかな……[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "あらゆる肉体の中では、ホネが外に出ようとあがいているんだ。", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "ふう、ありがとう。\\n長時間、スラコッツのすがたですごしすぎたんだな。", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "おいで、きみをその肉の牢屋から解放させてくれよ……", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "ふう、ありがとう。\\n長時間、ジェリコッツのすがたですごしすぎたんだな。", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]あらあらァ、アナタったら、おいしそォう!![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]ランドキーパー組合が不正を働く「チーター」だなんて、\\nまったく不当なぬれぎぬです![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]われわれは、ネコ科の動物を好まないんですから![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]それで思い出しましたが、ときにあなた、新居のご購入に興味はございませんか? [pause]おや、ない? [pause]なら、お気になさらず。[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]まあ、わたしは「サギ」が好きですかね。あれは魅力的ですよ!\\n他人をダマして、住居や土地をいただくんです。そうやって\\n手に入れた不動産を他人に売るのは、最高ですね![/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]時の試練に耐えうる投資対象をお探しですか? なら、\\n時計はどうでしょう……じゃなかった、土地はどうでしょう。[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]無数の世界にあるはてしない宇宙の存在は、われわれ\\nランドキーパーに前例のない挑戦を投げかけているんですよ。[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]空間? 時間? そんなものは、どれも同じなんですよ。[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]土地は限られているからこそ価値を持つわけですが、無限に\\n広がる多元宇宙において、土地に限りなどないのですから![/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]とはいえ、ニューウィラル島は宇宙にしかけられたワナのように機能しているんですよね。だれも外に出ることができないので、そのおかげで土地は貴重になるんですよ。[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]われわれランドキーパーは現在、このちっぽけな島で困難に\\n直面していますが、時がたてばここも楽園に変わるでしょう。\\n手堅い投資ですよ![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "やぁ! ここからながめる景色はすばらしいだろ?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "おれは山のてっぺんを目指して登ってたんだけど……なかなか\\nこの先のガケを登れなくてさ。そのうえ、どうくつの中にあった歩道が全部崩れちゃってたんだ。", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "もしサラバワールみたいに空へ舞い上がれたら、頂上まで\\n登れるかもしれないのにな……", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "さて、おれはこれからグライドで湖まで降りていくけど、\\nその前に軽くバトルでもどうだい?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "よし! それじゃ、おれはそろそろ行くよ!", - "MISS_MIMIC_CHEST_NAME": "レンジャーコンテナ", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]アタシが抱えてる秘密を知りたァい、ハニー? \\nなら、開けてちょうだァい。[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]アタシの中をのぞきこんでみたらァ、ベイビー。\\nかみつかないわよォ、約束するからァ。[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "このコンテナ、しゃべったぞ!", - "MISS_MIMIC_CHEST_MEREDITH2": "あー、この箱、しゃべってんの?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "へっ?", - "MISS_MIMIC_CHEST_FELIX1": "なんだかイヤな予感がするな……", - "MISS_MIMIC_CHEST_DOG1": "グルル……", - "MISS_MIMIC_CHEST_VIOLA1": "これも君の世界の装置なのか、{player}?", - "MAGIKRAB_UNKNOWN_NAME": "パイロン……カツギ?", - "MISS_MIMIC_CHEST_CONFIRM": "コンテナを開けようか?", - "MAGIKRAB_INTRO_KRAB1": "おや、{player}さま! それに、{partner}さま!\\nお待ちしておりましたよ。", - "MAGIKRAB_INTRO_KAYLEIGH2": "パッ……パイロンカツギが、しゃべった?", - "MAGIKRAB_INTRO_EUGENE2": "てめえなんざ怖くねーぞ、パイロンカツギ! \\nてめーらとは前に何度も戦ってんだからな!", - "MAGIKRAB_INTRO_MEREDITH2": "へっ? しゃべるパイロンカツギ?", - "MAGIKRAB_INTRO_FELIX2": "待ってくれ、パイロンカツギって話せたのか?", - "MAGIKRAB_INTRO_DOG2": "わふ!", - "MAGIKRAB_INTRO_VIOLA2": "このパイロンカツギは話すのか? なんとまあ……", - "MAGIKRAB_INTRO_KRAB3": "どうか、私を外の思慮が浅いパイロンカツギたちといっしょに\\nしないでください。", - "MAGIKRAB_INTRO_KRAB4": "私はマギカツギ。無限なるマー・ラインさまにご奉仕する\\nしもべです。あのお方の列車を、末長く定刻通りに運行するのが仕事です!", - "MAGIKRAB_INTRO_KRAB5": "あのお方の聖なる殿堂に住むことは、私の身にあまる名誉\\nですよ。せめてもと思い、あのお方の乗客となるみなさまの\\nご用件をうけたまわっております。", - "MAGIKRAB_NEW_STATION.m": "ようこそ! まことに勝手ながら、お客さまが移動にご利用\\nいただけるよう、Aのりばを開通させていただきました。", - "MAGIKRAB_INTRO_KRAB6": "つまりですね、行きたい場所を言っていただければ、\\nAのりばに列車が来るよう、私が手配いたします。", - "MAGIKRAB_INTRO_KRAB7": "マー・ラインさまの駅は現在、その多くがご利用いただけない\\n状態です。駅が再開すれば、列車でそこへ行けるように\\nなりますよ。", - "MAGIKRAB_NEW_STATION.f": "ようこそ! まことに勝手ながら、お客さまが移動にご利用\\nいただけるよう、Aのりばを開通させていただきました。", - "MAGIKRAB_NEW_STATION.n": "ようこそ! まことに勝手ながら、お客さまが移動にご利用\\nいただけるよう、Aのりばを開通させていただきました。", - "MAGIKRAB_NEW_STATION_FINAL1.m": "やっとお越しになりましたね! ナイトブリッジ駅へようこそ。", - "MAGIKRAB_NEW_STATION_FINAL1.f": "やっとお越しになりましたね! ナイトブリッジ駅へようこそ。", - "MAGIKRAB_NEW_STATION_FINAL2": "Bのりばにはまもなく、別の世界行きの列車が到着いたします!", - "MAGIKRAB_NEW_STATION_FINAL1.n": "やっとお越しになりましたね! ナイトブリッジ駅へようこそ。", - "MAGIKRAB_NEW_STATION_FINAL3": "どうか、乗り遅れにご注意ください!", - "MAGIKRAB_MENU": "どうも。どうされましたか、{player}さま?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "列車に乗りたい。", - "MAGIKRAB_MENU_OPTION_LEAVE": "ニューウィラル島を出たい。", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "Bのりばの情報を教えて。", - "MAGIKRAB_MENU_OPTION_MERLINE": "マー・ラインって?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "キミはマギカツギっていうの?", - "MAGIKRAB_MENU_OPTION_NOTHING": "なんでもない。", - "MAGIKRAB_TRAVEL2": "Aのりばに列車が到着いたしましたよ、{player}さま。", - "MAGIKRAB_TRAVEL1": "どちらまでお乗りになりますか?", - "MAGIKRAB_LEAVE2": "しかしながら、Bのりばから発車する列車の運行は、\\n今後642年間ぶんがすべてキャンセルされておりまして。", - "MAGIKRAB_TRAVEL3": "段差にお気をつけください!", - "MAGIKRAB_LEAVE1": "そうですね、次元間の移動ということでしたら、\\n当駅のBのりばから列車が出ております……", - "MAGIKRAB_LEAVE3": "マー・ラインさまは……なにか精神的な思想の伝染に関わる\\nお話をされておりました。いや、戦争の話だったでしょうか?", - "MAGIKRAB_LEAVE4": "それでも、Bのりばへのお客様のご到着は、定刻通りに運行して\\nおりますよ!", - "MAGIKRAB_LEAVE_FINAL_STATION1": "ああ、でしたら、ここで間違いございませんよ! \\nどうぞ、Bのりばへお進みください。", - "MAGIKRAB_PLATFORMB_DEFEATED1": "次にBのりばへお客さまがご到着する予定は、\\n今後しばらくございません。", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "のりばには入っていただいてかまいませんが、定命で\\n肉体ベースの存在の方にとっては、あまりお役に立たないと\\n思いますよ。", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Bのりばには、まもなくお客さまがご到着いたします!", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "のりばには入っていただいてかまいませんが、定命で\\n肉体ベースの存在の方にとっては、あまりお役に立たないと\\n思いますよ。", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "のりばには入っていただいてかまいませんが、定命で\\n肉体ベースの存在の方にとっては、あまりお役に立たないと\\n思いますよ。", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "Bのりばにご到着のお客さまは、死の運命を超越した概念で\\nございます。死んだからといって、すべての生き物が\\n「あの世へ行く」とはかぎらないことにご注意ください。", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "Bのりばにご到着のお客さまは、ご本人はささやきのつもり\\nでも、耳をつんざく大音量でお話されます。人間のみなさまは、\\n耳ではなく目をお使いください。", - "MAGIKRAB_PLATFORMB_POPPETOX1": "Bのりばには、まもなくお客さまが到着いたします!", - "MAGIKRAB_PLATFORMB_MONARCH2": "Bのりばにご到着のお客さまは、その内側に無を抱えた方を\\nお探しでございます。あなたがたがそれを理解し、体験する\\nまでは、そのすがたを現されることはないでしょう。", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "Bのりばにご到着のお客さまは、ご本人はささやきのつもり\\nでも、耳をつんざく大音量でお話されます。人間のみなさまは、\\n耳ではなく目をお使いください。", - "MAGIKRAB_PLATFORMB_MONARCH1": "Bのりばには、まもなくお客さまが到着いたします。", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "Bのりばにご到着のお客さまは、ご本人はささやきのつもり\\nでも、耳をつんざく大音量でお話されます。人間のみなさまは、\\n耳ではなく目をお使いください。", - "MAGIKRAB_PLATFORMB_ROBIN1": "Bのりばには、少し前にお客さまがご到着しておられます。", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "Bのりばにご到着のお客さまは、数多くのウソを言いふらす方でございます。すべてを「真実」と受けとって、ご自分を\\n見失わないようお気をつけください。", - "MAGIKRAB_PLATFORMB_BABELITH1": "Bのりばには、まもなくお客さまが到着いたします!", - "MAGIKRAB_PLATFORMB_ROBIN2": "ご到着のお客さまは、劇の上演に興味がおありのようです。\\n道中で、彼とはお会いになりましたか?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "Bのりばにご到着のお客さまは、数多くのウソを言いふらす方でございます。すべてを「真実」と受けとって、ご自分を\\n見失わないようお気をつけください。", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "Bのりばにご到着のお客さまは、数多くのウソを言いふらす方でございます。すべてを「真実」と受けとって、ご自分を\\n見失わないようお気をつけください。", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Bのりばは……ほかの場所にございます。[pause]当駅は、しばらく前に\\n起きた崖くずれで崩れてしまいました。ですが、それでも\\nまもなくお客さまが到着されるはずです。", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Bのりばにご到着のお客さまは、たいへん厳しいさばきをくだすことで有名でございます。本当ですよ。", - "MAGIKRAB_PLATFORMB_ALICE1": "当駅にお住まいのお客さまが、Bのりばにまもなくお帰りに\\nなられます!", - "MAGIKRAB_PLATFORMB_ALICE2.m": "彼女にはお客さまのお越しをお伝えしておきました。どうやら、あなたがたのためにお祝いのパーティーを開いてくれるよう\\nですよ!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "彼女はどうやら、あなたがたが……もっと小さくなれると思っておられるようです。", - "MAGIKRAB_PLATFORMB_ALICE2.n": "彼女にはお客さまのお越しをお伝えしておきました。どうやら、あなたがたのためにお祝いのパーティーを開いてくれるよう\\nですよ!", - "MAGIKRAB_PLATFORMB_ALICE3": "ですが、彼女がどうやってあなたがたにのりばのゲートをくぐり抜けてもらうつもりなのか、私にはさっぱりわからないですね。", - "MAGIKRAB_PLATFORMB_ALICE2.f": "彼女にはお客さまのお越しをお伝えしておきました。どうやら、あなたがたのためにお祝いのパーティーを開いてくれるよう\\nですよ!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "彼女はどうやら、あなたがたが……もっと小さくなれると思っておられるようです。", - "MAGIKRAB_PLATFORMB_ALICE4.n": "彼女はどうやら、あなたがたが……もっと小さくなれると思っておられるようです。", - "MAGIKRAB_PLATFORMB_CUBE1": "Bのりばにご到着のお客さまは、鋭角をたくさんお持ちで\\nいらっしゃいます。そのため、距離をとることをおすすめ\\nいたします。", - "MAGIKRAB_PLATFORMB_MORGANTE1": "モルガンテさまがお帰りになられるのを拝見いたしました。\\n彼女は、Bのりばにてあなたがたをお待ちのようです。", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}さま……", - "MAGIKRAB_PLATFORMB_MORGANTE4": "あなたがたの交友が、あなたの利用価値より長続きすると\\n思ってはいけませんよ。", - "MAGIKRAB_PLATFORMB_MORGANTE3": "あなたが「大天使」とお呼びになる類魂への対処法について、\\n私が言えることがあるとすれば……", - "MAGIKRAB_PLATFORMB_MORGANTE6": "マー・ラインさまはいまでもなお、あなたに鉄道路線の完全な\\n利用権をあたえることを私に禁じておられます。", - "MAGIKRAB_PLATFORMB_MORGANTE5": "われわれはあの方たちにとって虫か、ヤドカリ同然なのです。", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "Bのりばでは、あなたがたのためにゲートの準備ができて\\nおります。", - "MAGIKRAB_PLATFORMB_MORGANTE7": "「大天使」のみなさまは、常に秘めた目的を持って行動します。お気をつけて。", - "MAGIKRAB_PLATFORMB_ALEPH1": "Bのりばの列車は、まもなく発車いたします。", - "MAGIKRAB_PLATFORMB_ALEPH2": "その通りです! 当駅には、機能しているゲートがございます!", - "MAGIKRAB_PLATFORMB_ALEPH3": "あと少しでお帰りになれますよ、{player}さま!", - "MAGIKRAB_MERLINE1": "お教えしましょう! マー・ラインさまは、ニューウィラル島\\n全体と、島を越えた彼方まで広がっている、地下の鉄道路線\\nそのものなのですよ!", - "MAGIKRAB_MERLINE2": "マー・ラインさまは、定命の者とはお話しになりません。\\nあの方は、あなたと交流する橋渡し役として私をお選びに\\nなったのです!", - "MAGIKRAB_MAGIKRAB1": "その通りです! 私はマギカツギ。あなたがいま立つ殿堂に\\nおられる、比類なきマー・ラインさまにご奉仕するしもべです。", - "MAGIKRAB_MAGIKRAB2": "あなたのように、私もニューウィラル島の出身ではありません。しかしながら、それでもここには私を知っているとおっしゃる\\n方がたくさんいらっしゃいますね。", - "MAGIKRAB_MAGIKRAB3": "マー・ラインさまからは、あなたに鉄道路線の案内を行うようにおおせつかっております。", - "MAGIKRAB_NOTHING1": "承知いたしました!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "トムライトン・クレセント駅……\\nというよりは、駅の残骸へようこそ!", - "MAGIKRAB_ON_ARRIVAL.m": "{region_name}へようこそ!", - "MAGIKRAB_ON_ARRIVAL.n": "{region_name}へようこそ!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "トムライトン・クレセント駅……\\nというよりは、駅の残骸へようこそ!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "トムライトン・クレセント駅……\\nというよりは、駅の残骸へようこそ!", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]ランドキーパーか!![/shake] [pause][pause]当ててやるよ、オレたちがてめーらの\\n作戦を止めたから、復讐するために戻ってきやがったんだろ。\\n[pause]そうだな?!", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]ううううぅぅぅぅ……[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]ぐううううぅぅぅぅ……[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "ユージーン、[pause]なにかカン違いしてるんじゃないかな。\\n[pause]あの子はたぶん、[pause]えっと、[pause]故障してるんだと思うの。", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]おうえええぇぇぇ……?[/wave]", - "SUNNY_INTRO_EUGENE12": "こいつ、絶対に晴れ晴れとした性格はしてねーよな。", - "SUNNY_INTRO_EUGENE6": "これは……[pause]おまえの言う通りみてーだな。", - "SUNNY_INTRO_KAYLEIGH8": "それで、[pause]あの、[pause]あなた、大丈夫? 自分のことって、話せそう?", - "SUNNY_INTRO_KAYLEIGH7": "怖い感じで出むかえちゃってごめんね。\\n[pause]ほら、そこに座って、お互いについて理解を深めない?", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]収益が……[pause]低下してぇ……[/wave]", - "SUNNY_INTRO_EUGENE10": "ランドキーパーどもは、オレたちがたおした大天使の\\n手下なんだ。[pause]ボスが逃げたときに、こいつらみんな\\n脳ミソがイカれちまったんじゃねーか? \\n[pause]オレはまだ、こいつを信用しねーからな。", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]新しい就職先のぉ……[pause]見通しがぁ……[pause]立たなくてぇ……[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]サニー……ですかぁ……[/wave]", - "SUNNY_INTRO_EUGENE17": "もしかすると、ランドキーパーどもは自分の仕事をやるため\\nだけに存在してたから、こいつはいま、なにをしたらいいのか\\nわからねーのかもな。[pause]使い道のねえ機械みてーなモンか。", - "SUNNY_INTRO_KAYLEIGH13": "「晴れ晴れ」? [pause]そうだ、この子のこと、サニーって呼ばない?\\n名前は必要だし、サニーは晴れって意味だし!", - "SUNNY_INTRO_SUNNY14_OPTION1": "キミは、どうしたの?", - "SUNNY_INTRO_SUNNY14_OPTION2": "なにか思い出せる?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]ランドキーパー組合は……[pause]破産したんですぅ……\\n[pause]なにも……残らなかったのにぃ……[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]わたしはぁ、なんで……ここに……いるんだか……[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]再……[pause]スタートぉ……?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "そんな、かわいそう! [pause]再スタートを切る時間なら\\nあなたにはまだ、たっぷりあるよ!", - "SUNNY_INTRO_KAYLEIGH20": "まずは、新しい服をゲットするところからはじめると\\nいいかもね、サニー。[pause]1日中そんなスーツを着てたら、\\nすごく気がめいるでしょ!", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]…………[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "よし、それはイエスって意味だね! \\n[pause]{player}、[pause]ハーバータウンの服屋さんに来て。\\n[pause]ここから北側にある、町の上層にあるお店だよ。", - "SUNNY_PART2_KAYLEIGH1": "あっ、来た来た! [pause]みんな、そろったね!", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]うううぅぅぅ……[/wave]", - "SUNNY_PART2_EUGENE2": "こいつを助けるべきなのか、まだわかんねーな。\\n[pause]こいつの雇い主がこの島を乗っ取ろうとしたの、\\n忘れちまったのか?", - "SUNNY_PART2_MEREDITH3": "コレ、面白くなりそうじゃん。", - "SUNNY_PART2_FELIX3": "まあ、おれはここで応援だけしてるよ。", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]了解ですぅ……[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]うえぇぇ……?[/wave]", - "SUNNY_PART2_VIOLA3": "興味を引かれるな! これは、面白くなるのではないかな?", - "SUNNY_PART2_KAYLEIGH5": "よし。[pause]サニー、[pause]あなたをあっちに連れていくね。\\nそしたら、新しい服を選んでみて。", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]これでぇ……いいですぅ……?[/wave]", - "SUNNY_PART2_EUGENE8": "これでいいのか、オレはよくわかんねーよ、ケイリー……", - "SUNNY_PART2_MEREDITH9": "もう、いまの時点で[wave amp=30 freq=10]めっちゃ[/wave]楽しいんだけど。", - "SUNNY_PART2_FELIX10": "おっ、はじまったな!", - "SUNNY_PART2_KAYLEIGH12": "うーん、これはどうかなあ。[pause]サニー!", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]どうなん……でしょうねぇ……[/wave]", - "SUNNY_PART2_VIOLA11": "ふむ。[pause]もしかするとこの乙女は、この地の服の流行に\\n私より不慣れなのかもしれないな。", - "SUNNY_PART2_EUGENE14": "なんか、オレが思ってたのと違う方向に話が進んでねーか。", - "SUNNY_PART2_MEREDITH20": "OK、[pause]コレで、サニーはマジでイカすってことが\\nわかったじゃん。[pause]こんなの、予想できた?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]これぇ、たぶん……[pause]いいと、思いますぅ。[/wave]", - "SUNNY_PART2_EUGENE18": "ケイリー、[pause]オレの見間違いか? [pause]それとも、サニーは……", - "SUNNY_PART2_KAYLEIGH15": "これはあんまり気に入ってなさそうだね、サニー……\\n[pause]ほかの服を試そっか?", - "SUNNY_PART2_EUGENE17": "えっ……", - "SUNNY_PART2_KAYLEIGH19": "ものすごーく[wave amp=30 freq=10]オシャレ[/wave]だと思った? \\n[pause]ううん、あなたの見間違いじゃないよ。", - "SUNNY_PART2_FELIX20": "サニーは自分のファッションスタイルを見つけたみたいだな。", - "SUNNY_PART2_VIOLA20": "これはまったく予想外だな。[pause]実に意外だ。", - "SUNNY_PART2_PLAYER21_OPTION2": "すごくかわいいよ、サニー!", - "SUNNY_PART2_PLAYER21_OPTION1": "カッコいいよ、サニー!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]いいですねぇ。[pause]これがぁ、いまのぉ、わたしぃ……[/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]手伝ってくれてぇ、ありがとうございますぅ……[pause]みなさん。[/wave]", - "SUNNY_PART2_EUGENE24": "オレ、いま、めちゃくちゃフクザツな気持ちだ。", - "SUNNY_PART2_KAYLEIGH25": "わたしたちみんな、手伝えてうれしいよ、サニー。", - "SUNNY_PART2_KAYLEIGH26": "ハーバータウンでは、どんな人でも再スタートできるんだ。\\n[pause]「不動産会社のゾンビ社員」だって、その中に入れなきゃ\\nフェアじゃないでしょ。", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]ランドキーパーは「ゾンビ」ではないですぅ。\\n[pause]ランドキーパーは器なんですぅ。\\n[pause]仕事をするために創られたんですよぉ。[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]でも、もう違いますぅ……[pause]いまからはぁ……\\n[pause]かわりに「サニー」になるよう、努力しますぅ。[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]どうもぉ……{player}さん……[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]……そのぉ、思うんですけどぉ……\\n[pause]私たちぃ、ただの友だちでいたほうが、いいと思いますぅ。[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]「サニー」になってから、まだ日が浅いのでぇ。\\n[pause]もっと、わたしでいる時間が必要なんだと思いますぅ。[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "ヘンな感じだぜ。", - "SUNNY_EUGENEDATE_EUGENE2": "それは、オレが「ランドキーパーどもをブッつぶせ運動」を\\nやってたせいか? [pause]オレたちが[wave amp=30 freq=10]チグハグなカップル[/wave]だってことは\\nわかってる。けど、おまえのことを考えずにはいられねーんだ。", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]いえ、違いますぅ。\\n[pause]わたしはぁ、もうランドキーパーじゃ\\nないですからぁ。[pause]わたしぃ……[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]それでもこの「デート」はぁ、楽しいですけどぉ。[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "わかったよ。[pause]まあ気にすんな、サニー。", - "FARM_INTRO_EDWARD1.f": "やあ、キミ! [pause]うちのスライム問題をなんとかしにきて\\nくれたのかい?", - "FARM_INTRO_EDWARD1.m": "やあ、キミ! [pause]うちのスライム問題をなんとかしにきて\\nくれたのかい?", - "FARM_INTRO_EDWARD1.n": "やあ、キミ! [pause]うちのスライム問題をなんとかしにきて\\nくれたのかい?", - "FARM_INTRO_EDWARD1_OPTION1": "……スライム問題?", - "FARM_EDWARD_INTERACT2.f": "やあ、キミ! [pause]改めてお礼を言わせてくれ。\\nうちのスライム問題を片づけてくれて、ありがとうな。", - "FARM_INTRO_EDWARD1_OPTION2": "なんですって?", - "FARM_INTRO_EDWARD2": "ええとね、あそこに橋があるだろ。あれが、農場と\\nハーバータウンをつないでるんだ。[pause]町で食べられてる新鮮な\\n食べものは、ほぼうちで作ってるんだよ。", - "FARM_INTRO_EDWARD3": "残念なことに、このあたりに住むスライムのモンスターが\\n最近ちょっと狂暴になってしまって、\\n[pause]その、[pause]橋を動かなくしてしまったんだ。", - "FARM_INTRO_EDWARD4.m": "まあ、[pause]たいした事ないんだがね! \\n[pause]なに、やつらだって、きっといつかはいなくなるさ! \\n[pause]それまでのあいだ、うちで好きなように休憩していってくれ!", - "FARM_INTRO_EDWARD4.f": "まあ、[pause]たいした事ないんだがね! \\n[pause]なに、やつらだって、きっといつかはいなくなるさ! \\n[pause]それまでのあいだ、うちで好きなように休憩していってくれ!", - "FARM_EDWARD_INTERACT1": "ただ、橋の問題がなくならないようなら、ハーバータウンの\\n食料は不足しはじめてしまうかもなあ……", - "FARM_BRIDGE_CONFIRM": "スライムを追い払ってみようか? \\nとってもグチョグチョしてる……", - "FARM_INTRO_EDWARD4.n": "まあ、[pause]たいした事ないんだがね! \\n[pause]なに、やつらだって、きっといつかはいなくなるさ! \\n[pause]それまでのあいだ、うちで好きなように休憩していってくれ!", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "キミ、ありがとう!\\n[pause]そろそろ心配になってきてたんだよ、この……[pause]状況がね。", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "キミ、ありがとう!\\n[pause]そろそろ心配になってきてたんだよ、この……[pause]状況がね。", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "キミ、ありがとう!\\n[pause]そろそろ心配になってきてたんだよ、この……[pause]状況がね。", - "FARM_BRIDGE_LOWERED_EDWARD2": "うちでは、ホネスライムを作物の肥料に利用してるんだ。\\n[pause]もしかしたら、それが土の中で成長してあのモンスターに\\nなったのかもな。", - "FARM_EDWARD_INTERACT2.m": "やあ、キミ! [pause]改めてお礼を言わせてくれ。\\nうちのスライム問題を片づけてくれて、ありがとうな。", - "FARM_BRIDGE_LOWERED_EDWARD3": "そうだ、スライムを使って農作物を[wave amp=30 freq=10]育てて[/wave]みたかったら、\\n[pause]うちに来るといいぞ!", - "HOYLAKE_INTRO_HOYLAKE1.m": "つつしんでご挨拶させていただこう、新入りくん! \\n[pause]ぼくはパーシヴァル・ホイレイク教授だ。\\n大胆不敵な、未知の研究家だよ!", - "FARM_EDWARD_INTERACT2.n": "やあ、キミ! [pause]改めてお礼を言わせてくれ。\\nうちのスライム問題を片づけてくれて、ありがとうな。", - "FARM_MARIS_INTERACT": "あら、どうも! [pause]うれしいわね、顔を出してくれるなんて。\\n[pause]ちょっとゆっくりしていく? それとも、近くを通った\\nだけだったかしら?", - "HOYLAKE_INTRO_HOYLAKE1.f": "つつしんでご挨拶させていただこう、新入りくん! \\n[pause]ぼくはパーシヴァル・ホイレイク教授だ。\\n大胆不敵な、未知の研究家だよ!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "未知を研究してるんですか?", - "HOYLAKE_INTRO_HOYLAKE1.n": "つつしんでご挨拶させていただこう、新入りくん! \\n[pause]ぼくはパーシヴァル・ホイレイク教授だ。\\n大胆不敵な、未知の研究家だよ!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "研究家なんですか?", - "HOYLAKE_PART2_HOYLAKE6": "ある若きレンジャーが最近、\\n「{monster_description}」を\\n「{habitat_phrase}」で目撃したと報告したんだ。\\n[pause]間違いなく、これはキミ向けの任務だよ!", - "HOYLAKE_INTRO_HOYLAKE3": "これは、科学的手法の話だよ! \\n[pause]ぼくらは観察し、分析し、結論をみちびかねばならないんだ!", - "HOYLAKE_INTRO_HOYLAKE2": "その通り! [pause]ぼくらは皆、気がついたらこの興味深い次元へ\\n島流しにされていたわけだが、ぼくらをとりまくこのカオスを\\n理解することは、堅実かつ[wave amp=30 freq=10]理性ある精神[/wave]に課された責務なのさ!", - "HOYLAKE_INTRO_HOYLAKE4": "町では、つつましい町民たちがこの島に生息する数多くの\\nふしぎな動物について語っている。[pause]もしそういう動物たちの\\n図鑑を作成できれば、[pause]未知は未知では[wave amp=30 freq=10]なくなる[/wave]んだよ。", - "HOYLAKE_INTRO_HOYLAKE5.m": "それで、[pause]キミはどうやらこの仕事の重要性をわかっているよう\\nだね。どうだい、ぼくがモンスターの正体をつきとめるのを\\n手伝う気はあるかな?", - "HOYLAKE_INTRO_HOYLAKE5.n": "それで、[pause]キミはどうやらこの仕事の重要性をわかっているよう\\nだね。どうだい、ぼくがモンスターの正体をつきとめるのを\\n手伝う気はあるかな?", - "HOYLAKE_INTRO_HOYLAKE5.f": "それで、[pause]キミはどうやらこの仕事の重要性をわかっているよう\\nだね。どうだい、ぼくがモンスターの正体をつきとめるのを\\n手伝う気はあるかな?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "もちろんです!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "えっと、あとで。", - "HOYLAKE_INTRO_HOYLAKE_NO": "ああ、[pause]それは残念だな。気が変わったら教えてくれ!\\n[pause]なにがあろうと、科学は歩みを止めないからね!", - "HOYLAKE_PART1_HOYLAKE1": "すばらしい! [pause]最高だ! [pause]ハーバータウンの住民たちから\\n聞き取りしたモンスターの情報があるんだが、このモンスター\\nたちのすがたを記録してくれたら、ぼくは図鑑を作れるんだ。", - "HOYLAKE_PART1_HOYLAKE3": "空のテープをいくつか渡すから、キミの「調査」に\\n役立ててくれ!", - "HOYLAKE_PART1_HOYLAKE2": "最初の情報は\\n「{monster_description}」だ。\\n「{habitat_phrase}」で目撃されたそうだよ。", - "HOYLAKE_PART1_HOYLAKE4.m": "モンスターを記録したらここに来てほしい。ぼくがそれを図鑑にするからね。モンスター探しを楽しんでくれ、熱心な助手くん!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "似たようなモンスターをどこかで見たと思うわ。\\n{monster_name}って名前だった気がする。", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "ホイレイクさんが{monster_description}を\\n探してるんですって?", - "HOYLAKE_PART1_HOYLAKE4.f": "モンスターを記録したらここに来てほしい。ぼくがそれを図鑑にするからね。モンスター探しを楽しんでくれ、熱心な助手くん!", - "HOYLAKE_PART1_HOYLAKE4.n": "モンスターを記録したらここに来てほしい。ぼくがそれを図鑑にするからね。モンスター探しを楽しんでくれ、熱心な助手くん!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "すばらしい! 「{monster_name}」だな? \\n[pause]ああ、まさに、ぼくのレポートとピッタリ一致するぞ!", - "HOYLAKE_INTERACT_HOYLAKE1.f": "よく来たな、熱心な助手くん! \\nナゾのモンスターは記録したかい? いま探しているのは、\\n「{habitat_phrase}」で目撃された\\n「{monster_description}」だ。", - "HOYLAKE_INTERACT_HOYLAKE1.m": "よく来たな、熱心な助手くん! \\nナゾのモンスターは記録したかい? いま探しているのは、\\n「{habitat_phrase}」で目撃された\\n「{monster_description}」だ。", - "HOYLAKE_INTERACT_HOYLAKE1.n": "よく来たな、熱心な助手くん! \\nナゾのモンスターは記録したかい? いま探しているのは、\\n「{habitat_phrase}」で目撃された\\n「{monster_description}」だ。", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "まだです。", - "HOYLAKE_INTERACT_HOYLAKE_NO": "大丈夫さ! [pause]得体の知れない生き物は、すぐに自分から\\nすがたを現すはずだ! けっきょく、[pause]進歩は必ず訪れるもの\\nなんだからね!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "ええ、記録しました!", - "HOYLAKE_PART2_HOYLAKE1": "すばらしい! これは「シノマカブラ」だな? \\n[pause]このキバ……このガイコツ。ああ、まさに、ぼくのレポートと\\nピッタリ一致するぞ!", - "HOYLAKE_PART2_HOYLAKE2": "モンスターのすがたに変身するため、そのすがたを\\nカセットテープに記録する……[pause]理屈には合わないが、\\nそれでもぼくらは、その現象を自分の目で見ている。", - "HOYLAKE_PART2_HOYLAKE3": "ぼくらの科学に対する理解に限界があると証明されたなら、\\n[pause]ぼくらは科学に対する理解を変えなくてはいけないんだ!", - "HOYLAKE_PART2_HOYLAKE4": "協力してくれてありがとう! \\nこれは、時間を使ってもらったぶんのお礼だよ!", - "HOYLAKE_PART2_HOYLAKE5": "さて、次の依頼なんだが……", - "HOYLAKE_PART3_HOYLAKE1": "おやおや! [pause]この「ホシクマ」は、見ていると、実に不安に\\nなってくる動物だな! なぜキミたちがこんなひどいものに\\n変身したがるんだか、ぼくにはわからないよ……", - "HOYLAKE_PART3_HOYLAKE2": "正直に言うと、[pause]ぼくはどんなモンスターにも変身したく\\nないんだ! [pause]変身技術のしくみを理解できてないんでね。\\n[wave amp=30 freq=10]自分の体[/wave]で実験したいとはまったく思わないよ。", - "HOYLAKE_PART3_HOYLAKE1_RAND": "おやおや! [pause]これは「{monster_name}」だな? \\n[pause]キミたちがなぜこんなものに変身したがるんだか、ぼくには\\nわからないな……", - "HOYLAKE_PART3_HOYLAKE3": "モンスターへの変身はほかの人に任せるよ。ぼくはそれで\\nまったく満足さ。[pause]ああ、思い出した。これは、キミの奮闘に\\n対する報酬だよ!", - "HOYLAKE_PART3_HOYLAKE5": "きっと、ぼくはからかわれてるんだろう。\\n[pause]いや、笑いものにされてるのか? \\n[pause]もしかして、イタズラに巻きこまれているのかな?", - "HOYLAKE_PART3_HOYLAKE4": "次のは、本当かどうかあやしいウワサなんだ。\\n「{monster_description}」が\\n「{habitat_phrase}」で目撃されたらしい。", - "HOYLAKE_PART3_HOYLAKE6.m": "もしこれの真相を突きとめられたとしたら、キミはぼくよりも\\n優秀な科学者だろうな。", - "HOYLAKE_PART3_HOYLAKE6.f": "もしこれの真相を突きとめられたとしたら、キミはぼくよりも\\n優秀な科学者だろうな。", - "HOYLAKE_PART4_HOYLAKE1": "ええっ?! [pause]あのモンスターは実在してたのか?!\\n[pause]そうとは夢にも思わなかったよ。", - "HOYLAKE_PART3_HOYLAKE6.n": "もしこれの真相を突きとめられたとしたら、キミはぼくよりも\\n優秀な科学者だろうな。", - "HOYLAKE_PART4_HOYLAKE2": "これは「ピシャッカロープ」だな。[pause]地球では、\\nえー、少なくともぼくの地球では、[pause]「ジャッカロープ」という、\\n非常によく似た架空の生き物が存在するんだ。", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "あります!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "これは「{monster_name}」だな。", - "HOYLAKE_PART6_HOYLAKE1": "おおっ、記録できたのか! [pause]これは「ヤサシルフ」だな? \\n[pause]自分の顔をおおうとは、ナゾに満ちているね。[pause]考えてみると、\\nニューウィラル島には仮面をつけてる生き物がずいぶん多いな。", - "HOYLAKE_PART4_HOYLAKE3": "興味深いな。ぼくらが知っている伝承や伝説は、\\nこのニューウィラル島にいるモンスターの見た目に影響を\\nあたえているみたいだ……", - "HOYLAKE_PART4_HOYLAKE4": "そうだ! \\n[pause]キミがいた世界について、いくつか質問させてくれないか? \\n[pause]ぼくは、ハーバータウンの住人たちがもともと住んでいた\\n多種多様な世界についても、まとめてみようと試みてるんだ。", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "もちろん……?", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "いいですよ……?", - "HOYLAKE_PART4_HOYLAKE5": "すばらしい! [pause]さまざまな歴史上の出来事について\\n幅広く質問するから、キミにとってそれがなじみのあるものか\\nどうかを教えてくれ。", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "起きました!", - "HOYLAKE_PART4_HOYLAKE6": "第1問だ。[pause]「ローマ帝国」という国名に聞き覚えは?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "ないです!", - "HOYLAKE_PART4_HOYLAKE7": "第2問だ。[pause]キミの世界で、過去に「産業革命」は起きたかい?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "起きてません!", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "しました!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "してません!", - "HOYLAKE_PART4_HOYLAKE8": "よし、第3問だ。[pause]人類は月へ着陸したかな?", - "HOYLAKE_PART4_HOYLAKE9": "そうか! [pause]これが最後の質問だ。\\n「鳥類の日」は、もう起こったかな?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "えっ?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "……たぶん、まだです。", - "HOYLAKE_PART4_HOYLAKE11": "今回も、手伝ってくれて助かったよ! \\n[pause]これは、手間をかけてもらったお礼だ。", - "HOYLAKE_PART4_HOYLAKE10.f": "あー、この質問は気にしないでくれ。\\n[pause]実のところ、これの意味がわからないんなら、キミは幸せだよ。", - "HOYLAKE_PART4_HOYLAKE10.m": "あー、この質問は気にしないでくれ。\\n[pause]実のところ、これの意味がわからないんなら、キミは幸せだよ。", - "HOYLAKE_PART4_HOYLAKE10.n": "あー、この質問は気にしないでくれ。\\n[pause]実のところ、これの意味がわからないんなら、キミは幸せだよ。", - "HOYLAKE_PART4_HOYLAKE12.m": "次のモンスターを記録する準備はいいかい? \\n[pause]もちろん、いいに決まってるな!", - "HOYLAKE_PART4_HOYLAKE13": "キャプテン・ペニー=ドレッドフルが最近ウワサしてたんだが、\\n「{monster_description}」が\\n「{habitat_phrase}」に出るらしい。", - "HOYLAKE_PART4_HOYLAKE12.f": "次のモンスターを記録する準備はいいかい? \\n[pause]もちろん、いいに決まってるな!", - "HOYLAKE_PART4_HOYLAKE12.n": "次のモンスターを記録する準備はいいかい? \\n[pause]もちろん、いいに決まってるな!", - "HOYLAKE_PART4_HOYLAKE14": "なんとかこれを記録できたら、ぜひ教えてくれ!", - "HOYLAKE_PART5_HOYLAKE1.f": "すばらしい! \\n[pause]またもや、キミが有能な研究員だということが証明されたね。", - "HOYLAKE_PART5_HOYLAKE1.m": "すばらしい! \\n[pause]またもや、キミが有能な研究員だということが証明されたね。", - "HOYLAKE_PART5_HOYLAKE2": "「ハテガラス」だな? [pause]非常に不気味な見た目をしてるな! \\n[pause]大きなカラスが出てくる、とある暗い詩を思い出すよ……\\n[pause]ただ、どの詩だったかちゃんと思い出せないんだ。", - "HOYLAKE_PART5_HOYLAKE1.n": "すばらしい! \\n[pause]またもや、キミが有能な研究員だということが証明されたね。", - "HOYLAKE_PART5_HOYLAKE2_RAND": "「{monster_name}」だな?", - "HOYLAKE_PART5_HOYLAKE3": "さて、「早急に調査が必要なモンスター」のリストに残る\\nモンスターも、あと1種類だけだ!", - "HOYLAKE_PART5_HOYLAKE4": "その生物については、イアンシーさん本人が話していたよ。\\nなんと、人間にひと目見られるだけで逃げ出してしまうんだ\\nそうだ!", - "HOYLAKE_PART5_HOYLAKE5": "「{habitat_phrase}に住む、\\n {monster_description}」のことだろうな、おそらく。\\n[pause]どうかな、記録できそうだと思うかい?\\n[pause]もしそうなら、ぼくは幸運を祈っておくよ!", - "FRANKIE_PART4_FRANKIE1.f": "どうも、キャプテン! \\n[pause]ジブン、本物のレンジャーになろうかなと思ってるんすよね。", - "HOYLAKE_PART6_HOYLAKE1_RAND": "おおっ、記録できたのか! \\n[pause]こいつは「{monster_name}」だな?", - "HOYLAKE_PART6_HOYLAKE3": "まあ単に、とても[wave amp=30 freq=10]カッコいい[/wave]から、という理由で\\n仮面をつけている可能性もあるが……", - "HOYLAKE_PART6_HOYLAKE2": "これにはどんな意味があるんだろうか? \\n[pause]もしかしたら、人間が顔を認識する方法と、このモンスターの\\n存在が表すものとのあいだには、なにか深い精神的なつながりが\\nあるのかもしれない……", - "HOYLAKE_PART6_HOYLAKE4.m": "ぼくはキミの能力を称賛しないとな。[pause]いやあ、ここまでくると、ぼくが助手でキミが科学者だという気分になってくるよ!", - "HOYLAKE_PART6_HOYLAKE4.f": "ぼくはキミの能力を称賛しないとな。[pause]いやあ、ここまでくると、ぼくが助手でキミが科学者だという気分になってくるよ!", - "HOYLAKE_PART6_HOYLAKE4.n": "ぼくはキミの能力を称賛しないとな。[pause]いやあ、ここまでくると、ぼくが助手でキミが科学者だという気分になってくるよ!", - "HOYLAKE_PART6_HOYLAKE5": "本当のことを言うと、[pause]ぼくは、[wave amp=30 freq=10]本物の[/wave]教授でも、\\n科学者でもないんだ。", - "HOYLAKE_PART6_HOYLAKE6": "ニューウィラル島に流れつくまでは、\\n会社に勤めるサラリーマンだったんだよ。[pause]それに、\\n[wave amp=30 freq=10]科学[/wave]の支持者というよりは、[wave amp=30 freq=10]SF作品[/wave]の支持者だったんだ。", - "HOYLAKE_PART6_HOYLAKE7": "それでもなお、ぼくは理性を保たなくては! \\n[pause]ここに来たことで、ぼくの人生には新たな目標ができたんだよ。", - "HOYLAKE_PART6_HOYLAKE8": "ぼくは[wave amp=30 freq=10]本物の[/wave]教授じゃないかもしれないが、それでも、\\nここで重ねた努力には価値があると信じてる!", - "HOYLAKE_PART6_HOYLAKE9.m": "科学の大義のためにたゆまず力を貸してくれてありがとう、\\nわが友よ。[pause]キミは、ぼくらみんなに手本を示してくれてるよ!", - "HOYLAKE_PART6_HOYLAKE9.f": "科学の大義のためにたゆまず力を貸してくれてありがとう、\\nわが友よ。[pause]キミは、ぼくらみんなに手本を示してくれてるよ!", - "HOYLAKE_PART6_HOYLAKE9.n": "科学の大義のためにたゆまず力を貸してくれてありがとう、\\nわが友よ。[pause]キミは、ぼくらみんなに手本を示してくれてるよ!", - "HOYLAKE_PART6_HOYLAKE10": "もし、ぼくの図鑑作りをもっと手伝いたい気持ちがあるなら、\\nまた来て声をかけてくれ。[pause]新しい調査対象だったら、いつだっているからね!", - "HOYLAKE_PART7_HOYLAKE1": "よく来たね、{player}! \\n町の外で、どれくらい異なる種を記録してきたんだい?", - "HOYLAKE_PART7_HOYLAKE2": "なんだって! {count}種類も!?", - "HOYLAKE_PART7_HOYLAKE4": "これで、ニューウィラル島に生息するモンスターは\\n全種そろったはずだ! [pause]まあ、[pause]ブートレグ、フュージョン、\\n大天使をのぞけばの話だがね。", - "HOYLAKE_PART7_HOYLAKE3": "協力してくれてありがとう! \\nこれは、時間を使ってもらったぶんのお礼だよ!", - "HOYLAKE_PART7_HOYLAKE6.m": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", - "HOYLAKE_PART7_HOYLAKE5": "キミが見せてくれた種をすべて図鑑にまとめるには、少し時間がかかりそうだ。", - "HOYLAKE_PART7_HOYLAKE7": "キミに頼みたいことがあるときは、外の掲示板にメモを\\n貼っておくよ!", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]こうなったらなーって\\n夢に見てたことばっかなんですけど!!![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "{count}種類だって? 悪くない、悪くないぞ。", - "HOYLAKE_PART7_HOYLAKE6.n": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", - "HOYLAKE_PART7_HOYLAKE6.f": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", - "HOYLAKE_PART7_HOYLAKE9": "見つけた数が{next_threshold}になったら、また話しにきてくれ。", - "HOYLAKE_PART7_HOYLAKE10": "スターが5つになったら、テープのリマスターを忘れずにな。\\nごく少ないが、それ以外にゲットする方法がないテープも\\nあるらしい!", - "HOYLAKE_PART8_HOYLAKE1": "よく来たね、{player}! こっちはまだ、キミが前に\\n記録してくれた種をまとめるので忙しいよ。", - "HOYLAKE_PART8_HOYLAKE2.m": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", - "HOYLAKE_PART8_HOYLAKE2.f": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", - "FRANKIE_PART1_FRANKIE2.m": "うわヤバッ、アナタも、このナゾな島の\\n[wave amp=30 freq=10]ベテランなモンスターファイター[/wave]なんすか?!", - "HOYLAKE_PART8_HOYLAKE2.n": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", - "HOYLAKE_PART8_HOYLAKE3": "やあ、{player}! 頼みたいことがあるときは、\\n外の掲示板にメモを貼っておくよ!", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]ヘイヘイ[/wave]、{player}! [pause]紹介させて。\\n入りたてホヤホヤの最高な新人、フランキーだよ!", - "FRANKIE_PART1_FRANKIE2.f": "うわヤバッ、アナタも、このナゾな島の\\n[wave amp=30 freq=10]ベテランなモンスターファイター[/wave]なんすか?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "ベテラン?", - "FRANKIE_PART1_FRANKIE2.n": "うわヤバッ、アナタも、このナゾな島の\\n[wave amp=30 freq=10]ベテランなモンスターファイター[/wave]なんすか?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "ベテラン?", - "FRANKIE_PART1_FRANKIE3": "モンスターだらけの魔法世界とか、変身してバトっちゃう、\\nヤバカッコいいヒーローたちとか……", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "ベテラン?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "そこまで古株じゃないよ!", - "FRANKIE_PART1_CYBIL6": "見ての通り、フランキーはごく最近ニューウィラル島に来た\\nばっかりの新入りなんだ。", - "FRANKIE_PART1_KAYLEIGH5": "あなた、この状況にすごくワクワクしてるんだね!", - "FRANKIE_PART1_EUGENE5": "その情熱、気に入ったぜ!", - "FRANKIE_PART1_MEREDITH5": "このリアクション、思ってたのと違うんだけど。", - "FRANKIE_PART1_FELIX5": "きみ、ここに来たばかりのおれよりアツく燃えてるな。", - "FRANKIE_PART1_VIOLA5": "君はどうやら、この地への予期せぬ旅にも心乱されていない\\nようだな。", - "FRANKIE_PART1_FRANKIE7": "絶対絶対、全力でこの状況をエンジョイしたいんすよ! \\nレンジャーに登録するとかマジで、冒険への道がジブンを\\n待ってるじゃないっすか! おっほ~!", - "FRANKIE_PART1_CYBIL8": "フランキーには、わたしのカセットプレーヤーの予備をあげて\\nあるから。キミは彼女にモンスターのテープをあげて、\\nお手本を見せるだけでいいよ!", - "FRANKIE_PART1_FRANKIE10": "ジブン専用の、モンスターのすがた……\\nファンタジーな旅への、第一歩……", - "FRANKIE_PART1_CYBIL9": "……では、今回のシビルラジオはここまで! \\n[pause]またね、{player}!", - "FRANKIE_PART1_FRANKIE15.f": "頼みますよ、キャプテン。「お手本」見せてくださいっす!\\n[pause][wave amp=30 freq=10]お願いですから、[/wave][pause]なんかモンスターと戦いましょうよ、ねっ?", - "FRANKIE_PART1_FRANKIE11": "もらってもいいテープ、あるっすか?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "あるよ。どうぞ!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "本当に{species_name}のテープをフランキーに\\nあげますか? あげると、取り消しはできません……\\nあげたテープは、二度と戻ってこなくなります。", - "FRANKIE_PART1_FRANKIE11_OPTION2": "いまは、ないかな。", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "本当に{species_name}のテープをフランキーに\\nあげますか? あげると、取り消しはできません……\\nあげたテープは、二度と戻ってこなくなります。", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "本当に{species_name}のテープをフランキーに\\nあげますか? あげると、取り消しはできません……\\nあげたテープは、二度と戻ってこなくなります。", - "FRANKIE_PART1_FRANKIE12": "じゃあ、ジブンは{species_description}に\\nなるんすね?", - "FRANKIE_PART1_FRANKIE13": "……", - "FRANKIE_PART1_FRANKIE15.m": "頼みますよ、キャプテン。「お手本」見せてくださいっす!\\n[pause][wave amp=30 freq=10]お願いですから、[/wave][pause]なんかモンスターと戦いましょうよ、ねっ?", - "FRANKIE_PART1_FRANKIE15.n": "頼みますよ、キャプテン。「お手本」見せてくださいっす!\\n[pause][wave amp=30 freq=10]お願いですから、[/wave][pause]なんかモンスターと戦いましょうよ、ねっ?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]このフォーム、パーフェクトっすよ!!!\\nこのカセットテープ、わが生涯のオタカラにするっす~!!![/shake]", - "FRANKIE_PART1_FRANKIE16": "うおお、フシギなモンスターに変身するのって、\\n実際思ってたよりもずっと疲れるんすね。", - "FRANKIE_PART1_FRANKIE17": "いや~、帰って休まないと。[pause]それに、いっぱい食べなきゃっす。\\nどっちも順番にやろうかな。", - "FRANKIE_PART1_FRANKIE18.m": "じゃあまた今度っす、キャプテン! トレーニングあざっした!\\n勇敢な若きヒーローには必ず[wave amp=30 freq=10]思慮深い師匠[/wave]が必要っすけど、\\nそれがあなたでよかったっす!", - "FRANKIE_PART1_FRANKIE18.n": "じゃあまた今度っす、キャプテン! トレーニングあざっした!\\n勇敢な若きヒーローには必ず[wave amp=30 freq=10]思慮深い師匠[/wave]が必要っすけど、\\nそれがあなたでよかったっす!", - "FRANKIE_PART1_FRANKIE18.f": "じゃあまた今度っす、キャプテン! トレーニングあざっした!\\n勇敢な若きヒーローには必ず[wave amp=30 freq=10]思慮深い師匠[/wave]が必要っすけど、\\nそれがあなたでよかったっす!", - "FRANKIE_PART1_KAYLEIGH19": "あの子、かなりおもしろいね!", - "FRANKIE_PART1_MEREDITH19": "うれしいね。これで、この島で一番人づきあいが下手な人間は、もうウチじゃないや。", - "FRANKIE_PART1_EUGENE19.m": "おまえってすごくいい先生だな、{player}!", - "FRANKIE_PART1_EUGENE19.f": "おまえってすごくいい先生だな、{player}!", - "FRANKIE_PART1_EUGENE19.n": "おまえってすごくいい先生だな、{player}!", - "FRANKIE_PART1_FELIX19.m": "へえ。きみはすごく教えるのがうまいんだな。", - "FRANKIE_PART1_FELIX19.f": "へえ。きみはすごく教えるのがうまいんだな。", - "FRANKIE_PART1_VIOLA19.m": "教師の役割を苦もなくこなしてみせたな、{player}。", - "FRANKIE_PART1_FELIX19.n": "へえ。きみはすごく教えるのがうまいんだな。", - "FRANKIE_PART2_FRANKIE1.m": "おっ、どーもっす、キャプテン! ジブンの個人的な\\n[wave amp=30 freq=10]ヒーローの旅[/wave]を手伝いにきてくれたんすか?", - "FRANKIE_PART1_VIOLA19.f": "教師の役割を苦もなくこなしてみせたな、{player}。", - "FRANKIE_PART1_VIOLA19.n": "教師の役割を苦もなくこなしてみせたな、{player}。", - "FRANKIE_PART2_FRANKIE1_OPTION1": "「ヒーローの旅」……?", - "FRANKIE_PART2_FRANKIE1.f": "おっ、どーもっす、キャプテン! ジブンの個人的な\\n[wave amp=30 freq=10]ヒーローの旅[/wave]を手伝いにきてくれたんすか?", - "FRANKIE_PART2_FRANKIE1.n": "おっ、どーもっす、キャプテン! ジブンの個人的な\\n[wave amp=30 freq=10]ヒーローの旅[/wave]を手伝いにきてくれたんすか?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]どんな勇敢な若き冒険者にも、いずれジブンの道を\\n切り開くときがやってくるモンなんすよ~!!![/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "それって、なにするつもりなの?", - "FRANKIE_PART2_FRANKIE3": "とまあ、そういうことっすね。[pause]ジブンの行くところに\\nキャプテンがついてこないでくれれば、ジブンは\\n勇敢な若き冒険者になれるってワケっすよ。", - "FRANKIE_PART2_FRANKIE3_OPTION1": "なるほど。", - "FRANKIE_PART2_FRANKIE4": "とにかくですね、この先に例の「はぐれフュージョン」を\\n見つけたんす……だからジブンが行って、格上はだれなのか\\n見せつけてやるっすよ!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "ちょっと意味がわからないかな。", - "FRANKIE_PART2_FRANKIE4_OPTION1": "手を貸そうか?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "それ、本当にいいアイデアだと思う?", - "FRANKIE_PART2_FRANKIE5": "心配ないっす! ジブン、生まれつきの才能があるんで……\\n人間がモンスターに変身する二次創作小説、\\n[wave amp=30 freq=10]200以上[/wave]は読みまくりましたもん!\\n[pause](サーセン、くわしくは聞かないでほしいっす)", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]行くっすよ![/shake]", - "FRANKIE_PART2_FRANKIE8": "これで、ジブンの夢の職業にだいぶ近づいたと思うっすよ!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]やったっす~[/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "夢の職業って?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "そうなの?", - "FRANKIE_PART2_FRANKIE9": "ほ、ほら、このファンタジーな島で、カッコよくて\\nミステリアスなヒロインとして人助けするってやつっす!", - "FRANKIE_PART2_FRANKIE10": "ジブン、確信してるんすよ……\\nもうすぐ、大いなる悪が目覚めるんす……", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]そしてジブンが、\\nこの島を救う運命を背負うことになるんすよ!!![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "それ、ちょっと遅かったね。", - "FRANKIE_PART2_FRANKIE11_OPTION2": "もう終わらせちゃったよ、それ!", - "FRANKIE_PART2_FRANKIE12": "えっ? [pause]あ、アナタが救っちゃったんすか?", - "FRANKIE_PART2_FRANKIE13": "それでもいいっす! きっと、ジブンがたおせる悪も、\\nどっかにちょっとは残ってるはずっすから! \\n[pause]それに[wave amp=30 freq=10]もしかしたら[/wave]、見逃しとかあるかもっすし!", - "FRANKIE_PART3_FRANKIE3": "ほ、ほら、ニューウィラル島ですごす時間は、\\n人生を充実させるために使うべきだと思うんすよ!\\n[pause]世界を救うとか! 天職を見つけるとか! 恋に落ちるとか!", - "FRANKIE_PART3_FRANKIE1": "どうも、{player}さん! 質問があるっす!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "いいよ、聞いてみて!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "どんな質問?", - "FRANKIE_PART3_FRANKIE2": "ジブンの人生を生きる、って……どういうことっすかね?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "ばくぜんとした質問だね。", - "FRANKIE_PART3_FRANKIE2_OPTION2": "えっ……?", - "FRANKIE_PART3_FRANKIE4": "なんかこう、古きよき冒険的なあれこれっすね。\\n[pause]ジブン、1秒もムダにはできないんで!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "それ、期待しすぎじゃないかな……", - "FRANKIE_PART3_FRANKIE4_OPTION2": "あまり自分を追いつめないでね!", - "FRANKIE_PART3_FRANKIE5": "う~ん。[pause]それ、一理あるかもっす。", - "FRANKIE_PART3_FRANKIE6": "よし、質問2つ目っす! \\n[pause]近くで見つけたはぐれフュージョンと戦うの、\\n手伝ってくれないっすか? いい経験になると思うんで!", - "FRANKIE_PART3_FRANKIE7": "手伝ってくれてあざっした、{player}さん! \\n[pause]さっきのバトルは、本当にいい経験だったってことにするって\\n決めたっす!", - "FRANKIE_PART4_FRANKIE1.m": "どうも、キャプテン! \\n[pause]ジブン、本物のレンジャーになろうかなと思ってるんすよね。", - "FRANKIE_PART4_FRANKIE3": "……ってワケで、バトルできるはぐれフュージョンを見つけて\\nきました! グズグズしてる時間はないっすよ……\\n[shake rate=30 level=10]ドカンとカマしにいきましょう![/shake]", - "FRANKIE_PART4_FRANKIE2": "ルーキーはもう卒業するっす! \\nでも、まずは強くならないとなんすよ。", - "FRANKIE_PART4_FRANKIE1.n": "どうも、キャプテン! \\n[pause]ジブン、本物のレンジャーになろうかなと思ってるんすよね。", - "FRANKIE_PART4_FRANKIE4": "お手伝い、あざしたっす! \\n[pause]次に会う時は、一人前のレンジャーになったジブンを\\nお見せできるかもっすね!", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]ジブンにバトルを挑まれるとは全然思ってなかったんじゃ\\nないすか、キャプテン?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]ジブンにバトルを挑まれるとは全然思ってなかったんじゃ\\nないすか、キャプテン?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]弟子は、師匠を超えねばならないんっすよ!!![/shake]\\nジブンが真のレンジャーになる唯一の方法は、\\nキャプテンをたおして[wave amp=30 freq=10]スタンプをもらう[/wave]ことっす!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]ジブンにバトルを挑まれるとは全然思ってなかったんじゃ\\nないすか、キャプテン?", - "FRANKIE_PART5_FRANKIE3": "そのために、パッピーカットまで手なずけたんすよ!\\nどうすか……挑戦、受けてくれるっすか?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "全力で来なよ、ルーキー!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]にっひっひ~![/wave] [pause]アナタが手強いのは知ってたっす。", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]レンジャー![/shake] [pause]オマエ、オレを止めにきたのかよ?!", - "FRANKIE_PART5_FRANKIE3_OPTION2": "簡単にはやられないよ!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]にっひっひ~![/wave] [pause]アナタが手強いのは知ってたっす。", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]にっひっひ~![/wave] [pause]アナタが手強いのは知ってたっす。", - "FRANKIE_PART5_FRANKIE5": "だから、12人のキャプテンたちとは先に\\nバトルしといたんすよね。", - "FRANKIE_PART5_FRANKIE5_OPTION1": "そうなの?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "なんだって?", - "FRANKIE_PART5_FRANKIE6": "言ったとおりっすよ……ジブンは[wave amp=30 freq=10]もうとっくに[/wave]、\\n正式な資格を持ったレンジャーなんす!", - "FRANKIE_PART5_FRANKIE7": "アナタがどれだけ手強いか、見ておきたかっただけなんすよ。\\n[pause]期待通りだったっすね!", - "FRANKIE_PART5_FRANKIE8.m": "また会おうっす、キャプテン~!", - "FRANKIE_PART5_FRANKIE8.n": "また会おうっす、キャプテン~!", - "FRANKIE_TOWN_HALL_INTERACT1": "どうも、{player}さん! また冒険に戻る前に、\\n最新のウワサをチェックしにきたっすよ!", - "FRANKIE_PART5_FRANKIE8.f": "また会おうっす、キャプテン~!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]レンジャー![/shake] [pause]オマエ、オレを止めにきたのかよ?!", - "VIN_PART1_VIN1_OPTION2": "それが仕事だからね!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]レンジャー![/shake] [pause]オマエ、オレを止めにきたのかよ?!", - "VIN_PART1_VIN1_OPTION1": "そんなとこかな。", - "VIN_PART1_VIN2": "そうかよ! [pause]オレと戦うんなら、1対1でかかってこい!", - "VIN_PART3_VIN8.n": "[wave amp=30 freq=10]自分たちのお仲間[/wave]が、オレたちのコミューンを\\n大混乱におとしいれたって事実は無視しやがって!", - "VIN_PART1_VIN3": "仲間に頼るなんざ、[wave amp=30 freq=10]臆病なヤツら[/wave]のすることだ!", - "VIN_PART1_KAYLEIGH4": "わたしのことはいいよ、{player}! 今回は外野から\\n見てるから……あなたなら、ひとりでも相手できるもんね!", - "VIN_PART1_MEREDITH4.f": "1対1のケンカ? いいね、行ってきなよ。\\nアンタはタフだもん、{player}……やっちまいな。", - "VIN_PART1_MEREDITH4.m": "1対1のケンカ? いいね、行ってきなよ。\\nアンタはタフだもん、{player}……やっちまいな。", - "VIN_PART1_MEREDITH4.n": "1対1のケンカ? いいね、行ってきなよ。\\nアンタはタフだもん、{player}……やっちまいな。", - "VIN_PART1_EUGENE4.m": "行ってこいよ、相棒。\\nこんなクズ野郎、オレの助けがなくてもやれるだろ。", - "VIN_PART1_EUGENE4.n": "行ってこいよ、相棒。\\nこんなクズ野郎、オレの助けがなくてもやれるだろ。", - "VIN_PART1_FELIX4": "どうする、{player}?\\nこいつに、どっちが格上か教えてやるか?", - "VIN_PART1_EUGENE4.f": "行ってこいよ、相棒。\\nこんなクズ野郎、オレの助けがなくてもやれるだろ。", - "VIN_PART1_VIOLA4.n": "{player}、これは君がひとりで挑むべき決闘のようだな。\\n心配はしていないさ……私は、君を信じているよ。", - "VIN_PART1_VIOLA4.f": "{player}、これは君がひとりで挑むべき決闘のようだな。\\n心配はしていないさ……私は、君を信じているよ。", - "VIN_PART1_VIOLA4.m": "{player}、これは君がひとりで挑むべき決闘のようだな。\\n心配はしていないさ……私は、君を信じているよ。", - "VIN_PART1_VIN5.m": "はっ! [pause]臆病なヤツにしちゃ、タフじゃねえか……", - "VIN_PART1_VIN5.f": "はっ! [pause]臆病なヤツにしちゃ、タフじゃねえか……", - "VIN_PART1_VIN5.n": "はっ! [pause]臆病なヤツにしちゃ、タフじゃねえか……", - "VIN_PART1_VIN6": "でも、捕まらねえぞ! [wave amp=30 freq=10]オレはもう行くぜ、あばよ![/wave]", - "VIN_PART1_KAYLEIGH7": "アイツ、すごく逃げ足が速かったね。\\nまあ、次は捕まえられるよ、{player}。", - "VIN_PART1_MEREDITH7.m": "あいつ、マジで突然逃げ出したね。\\nまあ、次は捕まえられるっしょ。", - "VIN_PART1_MEREDITH7.n": "あいつ、マジで突然逃げ出したね。\\nまあ、次は捕まえられるっしょ。", - "VIN_PART1_MEREDITH7.f": "あいつ、マジで突然逃げ出したね。\\nまあ、次は捕まえられるっしょ。", - "VIN_PART1_EUGENE7": "あれだけ強がってやがったのに、とっとと逃げ出すってのかよ?", - "VIN_PART1_FELIX7": "あいつ、すごく足が速いなあ。\\nまあ、次は捕まえられるんじゃないかな。", - "VIN_PART2_VIN1": "[shake rate=30 level=10]またオマエかよ![/shake]", - "VIN_PART1_VIOLA7": "彼は戦いの舞台から素早く去っていったな。\\nなに、われわれの道はまた交わるだろう。", - "VIN_PART2_VIN2": "テメエらクソレンジャーどもときたら、入るべきじゃねえ\\nところにも首をつっこみやがる!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]ハーバータウンのレンジャーどもの恐怖政治から、\\nみんなを解放するまではなっ![/shake]", - "VIN_PART2_VIN3": "来いよ、オレと1対1で戦え!", - "VIN_PART2_VIN4": "へっ、オマエには絶対捕まらねえよ。\\nそれに、オレは絶対あきらめねえからな……", - "VIN_PART3_VIN1.m": "へえ、見ろよ。[pause]レンジャーどもめ、オレを見つけ出すために\\n[wave amp=30 freq=10]忠実なワン公[/wave]をよこしやがった!", - "VIN_PART3_VIN1.f": "へえ、見ろよ。[pause]レンジャーどもめ、オレを見つけ出すために\\n[wave amp=30 freq=10]忠実なワン公[/wave]をよこしやがった!", - "VIN_PART3_VIN1_OPTION1": "ちょっと! {player}って名前があるのに!", - "VIN_PART3_VIN1.n": "へえ、見ろよ。[pause]レンジャーどもめ、オレを見つけ出すために\\n[wave amp=30 freq=10]忠実なワン公[/wave]をよこしやがった!", - "VIN_PART3_VIN2": "……", - "VIN_PART3_FELIX5": "えっ、じゃあ、あの泥棒って、例のヘンなカルトのメンバー\\nなのか?", - "VIN_PART3_VIN3": "じゃあ、オマエが……", - "VIN_PART3_VIN4.f": "オマエが、なにもかもめちゃくちゃにした、あの血も涙もねえ\\n[wave amp=30 freq=10]神殺し[/wave]か! よくもクーパーさんを見殺しにしやがったな!", - "VIN_PART3_VIN4.n": "オマエが、なにもかもめちゃくちゃにした、あの血も涙もねえ\\n[wave amp=30 freq=10]神殺し[/wave]か! よくもクーパーさんを見殺しにしやがったな!", - "VIN_PART3_VIN4.m": "オマエが、なにもかもめちゃくちゃにした、あの血も涙もねえ\\n[wave amp=30 freq=10]神殺し[/wave]か! よくもクーパーさんを見殺しにしやがったな!", - "VIN_PART3_VIN4_OPTION1.n": "神殺し?", - "VIN_PART3_VIN4_OPTION1.f": "神殺し?", - "VIN_PART3_VIN4_OPTION1.m": "神殺し?", - "VIN_PART3_MEREDITH5": "{player}、アイツ、カルト野郎だよ。\\nきっと、アンタとケイリーがトムライスターとかいうヤツを\\nブチのめした件で怒ってるんだ。", - "VIN_PART3_VIN4_OPTION2": "どっちもやってないってば!", - "VIN_PART3_KAYLEIGH5": "あなた、トムライチルドレンなの?", - "VIN_PART3_EUGENE5": "おい! {player}がいなきゃ、ドリアンの野郎だけじゃ\\nなくて、もっと大勢の人たちが死んでたんだぞ!", - "VIN_PART3_VIOLA5": "お前は誤解しているぞ、盗人よ!", - "VIN_PART3_VIN6.f": "おしゃべりはもうたくさんだ! 来いよ、オレと戦え。\\nこの臆病者!", - "VIN_PART3_VIN6.m": "おしゃべりはもうたくさんだ! 来いよ、オレと戦え。\\nこの臆病者!", - "VIN_PART3_VIN6.n": "おしゃべりはもうたくさんだ! 来いよ、オレと戦え。\\nこの臆病者!", - "VIN_PART3_VIN7": "オレたちのリーダーが[wave amp=30 freq=10]無慈悲に殺された[/wave]とき、\\nオマエらレンジャーどもはすぐやってきて\\n「手助け」しようとしはじめたんだ。けっこうなこった。", - "VIN_PART3_VIN8.m": "[wave amp=30 freq=10]自分たちのお仲間[/wave]が、オレたちのコミューンを\\n大混乱におとしいれたって事実は無視しやがって!", - "VIN_PART3_VIN8.f": "[wave amp=30 freq=10]自分たちのお仲間[/wave]が、オレたちのコミューンを\\n大混乱におとしいれたって事実は無視しやがって!", - "VIN_PART3_KAYLEIGH9": "あんた、なにもかもカン違いしてるよ。\\n[pause]トムライタウンのコミューンがあんなことになったのは、\\nなにもかもドリアンのせいなのに!", - "VIN_PART3_VIN10": "盗んだステッカーと、空のテープは……\\nオレたちの抵抗活動のために使ってやるからな!", - "VIN_PART4_VIN1": "ほっといてくれよ……", - "VIN_PART4_VIN2": "ううぅ……", - "VIN_PART4_VIN3": "オレ、あのバケモノにおそわれたんだ……", - "VIN_PART4_VIN4": "なんで……[pause]助けてくれたんだ、{player}?", - "VIN_PART4_VIN5_OPTION1": "だから、誤解なんだってば!", - "VIN_PART4_VIN5.n": "クーパーさんのときみたいにオレを置き去りにして、\\n[wave amp=30 freq=10]泥棒さわぎ[/wave]にケリをつけちまってもよかったのに。", - "VIN_PART4_VIN5.f": "クーパーさんのときみたいにオレを置き去りにして、\\n[wave amp=30 freq=10]泥棒さわぎ[/wave]にケリをつけちまってもよかったのに。", - "VIN_PART4_VIN5.m": "クーパーさんのときみたいにオレを置き去りにして、\\n[wave amp=30 freq=10]泥棒さわぎ[/wave]にケリをつけちまってもよかったのに。", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]ヴィン!?[/shake] [pause]あなたが犯人だったの?", - "VIN_PART4_VIN5_OPTION2": "ドリアンを置き去りになんかしてない!", - "VIN_PART4_JACQUELINE7": "レンジャーがコミューンに残してくれた物資をだれかが\\n盗んでいるって話はイアンシーさんから聞いていたけど、\\nまさか、あなたがやっていたとは思わなかったわ!", - "VIN_PART4_VIN8": "残して……[pause]くれた? [pause]コミューンに?\\n[pause]オレたちのコミューンにか?", - "VIN_PART4_JACQUELINE9": "そうよ、バカね!", - "VIN_PART5_VIN6": "そういうわけで、スタンプをもらうために\\nアンタに挑戦しなきゃいけねえんだ! \\n[pause]頼む、オレと[wave amp=30 freq=10]1対1[/wave]でバトルしてくれよ、{player}!", - "VIN_PART4_VIN10": "でも、レンジャーどもは……\\nコミューンを支配したんじゃねえのか? \\n[pause]ジャクリーンさんに、無理やり言うことを聞かせてたんじゃ?", - "VIN_PART4_JACQUELINE11": "違うわ。ドリアンが死んで、私は目が覚めたの。", - "VIN_PART4_JACQUELINE12": "彼が生きていたころ……[wave amp=30 freq=10]実権をにぎっていた[/wave]あのころは、\\n魔法にかかって生きていたようなものだった。\\n自分のまわりでなにが起きているのか、自覚できなかったの。", - "VIN_PART4_JACQUELINE13": "本当はなにが起きていたか理解するには、\\n過去をふりかえるだけでよかったわ。", - "VIN_PART4_KAYLEIGH14": "ジャクリーン……", - "VIN_PART4_JACQUELINE15": "コミューンのために、私は助けを求めた。そして、\\nイアンシーさんは親切にも手をさしのべてくれたの。", - "VIN_PART4_JACQUELINE16": "あのね、彼女からの支援がなければ、コミューンのみんなは\\n飢えるしかなかったの。ドリアンは大天使にたどりつくために、\\n野菜畑まで掘り返していたんだから!", - "VIN_PART4_VIN17": "……", - "VIN_PART4_JACQUELINE20": "ヴィンのことは、この子がニューウィラル島に来たときから\\n知っているんです。心根はまっすぐなんですよ、ただ……\\n[pause]ひどい思い違いをしただけで。", - "VIN_PART4_JACQUELINE18": "さあ、あなたが休めるように、家に帰るわよ。", - "VIN_PART4_JACQUELINE19": "{player}さん、[pause]本当に、本当に、申し訳ありません。", - "VIN_PART4_JACQUELINE22": "どうか、私が支援にたいへん感謝していることを\\nイアンシーさんに伝えてください。", - "VIN_PART4_JACQUELINE21": "コミューン全体で話しあいの場をもうけて、すべてきちんと\\nするつもりです。もう、こんなことは起こりませんよ。", - "VIN_PART5_VIN1": "なあ、{player}。", - "VIN_PART5_VIN2": "アンタにはぐれフュージョンから助けてもらったとき、\\nオレ、なにもかもを疑わずにはいられなくなっちまったんだ。", - "VIN_PART5_VIN3": "ああやってひどいことをしちまったのは後悔してる。けど……\\n[pause]ああなったのは、コミューンを助けたかったからなんだ。", - "VIN_PART5_VIN4": "だからオレ、そうするために、今度はレンジャーに登録したぜ!\\nもちろん、自分がやっちまったことをつぐなうためでも\\nあるけどな。", - "VIN_PART5_KAYLEIGH5": "すごいじゃない! [pause]あなたが自分のために変化を起こそうと\\nしてるなんてうれしいな、ヴィン!", - "VIN_PART5_MEREDITH5": "そっか。そりゃ、やらなきゃいけない仕事が山ほどありそうな\\nカンジだね。", - "VIN_PART5_EUGENE5": "おまえ、自分自身の大義ってやつを見つけたみてーだな。\\nオレはそいつを尊重するよ。", - "VIN_PART5_FELIX5": "きみが心の底から改心したところを見られて、うれしいよ。", - "VIN_PART5_VIN7_OPTION1": "そうだよ!", - "VIN_PART5_VIOLA5": "終わりよければすべてよし、だな。", - "VIN_PART5_VIN8": "スタンプをくれるキャプテンたちが、ほかにまだ12人もいて\\nよかったぜ。", - "VIN_PART5_VIN7": "クソッ……アンタ、友だち相手でも手加減しねえんだな。", - "VIN_PART5_VIN7_OPTION2": "「愛のムチ」を信じてるんでね。", - "VIN_PART5_VIN9": "次に会うときは正式なレンジャーになってるからな、\\n{player}!", - "VIN_TOWN_HALL_INTERACT1.m": "なあ、キャプテン! ガトレックスとギアドラン、強いのは\\nどっちだと思う? オレ、決められなくてよ。", - "VIN_TOWN_HALL_INTERACT1.f": "なあ、キャプテン! ガトレックスとギアドラン、強いのは\\nどっちだと思う? オレ、決められなくてよ。", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]自分の弟子2人とこんなところで会うなんて、\\n予想してなかったっすよね? そうでしょ、キャプテン?", - "VIN_TOWN_HALL_INTERACT1.n": "なあ、キャプテン! ガトレックスとギアドラン、強いのは\\nどっちだと思う? オレ、決められなくてよ。", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]自分の弟子2人とこんなところで会うなんて、\\n予想してなかったっすよね? そうでしょ、キャプテン?", - "VIN_AND_FRANKIE_KAYLEIGH3": "まさか、この2人が友だちになるなんて思わなかったよ!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]自分の弟子2人とこんなところで会うなんて、\\n予想してなかったっすよね? そうでしょ、キャプテン?", - "VIN_AND_FRANKIE_VIN2": "なあ、{player}。やっとトレーニングが終わって、\\nオレ、正式にレンジャーになったぜ!", - "VIN_AND_FRANKIE_MEREDITH3": "コイツら、友だちになったワケ? \\nまあ、そうなるだろうと思ってたけどさ。", - "VIN_AND_FRANKIE_FELIX3": "きみたち2人が知りあいだったなんて、気づかなかったよ!\\nこの島はせまいなあ。", - "VIN_AND_FRANKIE_VIOLA3": "こんなに違う2人のあいだに友情が生まれるとは、\\n思ってもみなかったな!", - "VIN_AND_FRANKIE_EUGENE3": "へえ。おまえたち、相棒同士になったのか?", - "VIN_AND_FRANKIE_FRANKIE4": "う~、ジブンにも、ちょっとお知らせがあるっす。", - "VIN_AND_FRANKIE_FRANKIE5": "ペットのパッピーカットが逃げちゃったんす~!", - "VIN_AND_FRANKIE_FRANKIE6": "キャプテン・シビルには、野生のモンスターはペットに\\n向かないよって言われてたんすけど……[pause]でも原因は確実に、\\nジブンが書いた彼についての二次創作小説だと思うっすね。", - "VIN_AND_FRANKIE_FRANKIE7": "でも、心配はご無用っす! わが新しき\\n[wave amp=30 freq=10]最高の相棒[/wave]ヴィンは、そういうことは気にしないんす!", - "VIN_AND_FRANKIE_VIN8": "二次創作ってなんだ、{player}? \\nこいつ、教えてくれねえんだよ……", - "VIN_AND_FRANKIE_FRANKIE9": "あ~あ~あ~あ~!!!", - "VIN_AND_FRANKIE_FRANKIE10.n": "再試合を申しこむっすよ、キャプテン! ジブンとヴィンで、\\nアナタと{partner}さんに挑戦するっす! どうっすか?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "もちろんいいよ!", - "VIN_AND_FRANKIE_FRANKIE10.m": "再試合を申しこむっすよ、キャプテン! ジブンとヴィンで、\\nアナタと{partner}さんに挑戦するっす! どうっすか?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "えっと、あとで。", - "VIN_AND_FRANKIE_FRANKIE10.f": "再試合を申しこむっすよ、キャプテン! ジブンとヴィンで、\\nアナタと{partner}さんに挑戦するっす! どうっすか?", - "POWER_STATION_DREADFUL4": "それじゃ、あいつにあたしらの実力を見せてやろうか。", - "VIN_AND_FRANKIE_FRANKIE11": "ああぁ……[pause]また負けた~!", - "VIN_AND_FRANKIE_VIN12": "元気出せよ、フランキー。あの2人には勝てねえって。", - "VIN_AND_FRANKIE_VIN13": "{player}、オレ、フランキーとフュージョンするまで、\\nだれかに頼るのは弱さじゃないって気づかなかったよ。", - "VIN_AND_FRANKIE_VIN14": "みんなの努力をあわせれば、合計を上まわる力が出せるんだ。\\n[pause]けっきょく、そういうことなんだろ?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]そして、勇敢なヒロインは、アンチヒーローが罪をつぐなう\\nストーリー展開を、愛の力で助けるのでした~!!!![/wave]", - "VIN_AND_FRANKIE_VIN16": "待っ……?! [pause]おま、なに言って……", - "POWER_STATION_WALLACE1.m": "お前さんのために、準備は全部整えておいたぜ。", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]にっひっひっひ~![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "また会おうっす、{player}さん!", - "POWER_STATION_WALLACE1.n": "お前さんのために、準備は全部整えておいたぜ。", - "POWER_STATION_WALLACE1.f": "お前さんのために、準備は全部整えておいたぜ。", - "POWER_STATION_DREADFUL1": "どうどう、落ちつきなよ!", - "POWER_STATION_DREADFUL2": "ここはあたしのナワバリだよ、{player}! \\n自分のシマでなにか起きようってときに、\\n仲間はずれにされるのはゴメンだね。", - "POWER_STATION_DREADFUL3": "レディも紳士も落ちついて、お静かに……\\nごらん、あっちにイヤなデカブツがいるよ!", - "POWER_STATION_DREADFUL5": "ハデなケンカだったね! まわりを見てておくれ……\\n息をととのえなきゃ。", - "POWER_STATION_DREADFUL7.m": "{player}、本当にやっちまっていいんだね?", - "POWER_STATION_DREADFUL6": "あんたはまわりを見てて……こっちは、息をととのえないと。", - "POWER_STATION_DREADFUL7_OPTION1": "うん、やって!", - "POWER_STATION_NOTE1": "「1957年10月10日 0400\\n ひと晩じゅう眠らず、アイグレー博士、アイテーリア博士と\\n 核融合炉を使った新しい実験の設計をしていた。私たちは\\n 深い集中状態に入り、時の流れを忘れていた……\\n しばらくのあいだ、自分たちがまるで炉に集中している\\n 同一の存在であるかのように感じたほど没頭していたのだ!」", - "POWER_STATION_DREADFUL7.f": "{player}、本当にやっちまっていいんだね?", - "POWER_STATION_DREADFUL7.n": "{player}、本当にやっちまっていいんだね?", - "POWER_STATION_DREADFUL7_OPTION2": "いや、待って。", - "POWER_STATION_NOTE3": "「1957年10月10日 0700\\n 自らを『ヘリア』と称する存在が炉から出てきた!\\n 熱電温度計は即座にコアの温度の低下を記録した。つまり……\\n もう安全なのだろうか? 『ヘリア』はヘリウムを図式化した\\n ような形で、2つの輪は電子軌道を表しているようだ……」", - "POWER_STATION_NOTE2": "「1957年10月10日 0515\\n 炉の内部で奇妙なことが起きている……コアの温度が\\n 上昇し続けているのだ! 冷却ファンを起動して\\n 空気の流量を増やしたが、効果がない! このままだと、\\n 私たちは文字通りこんがり焼けてしまう!」", - "POWER_STATION_NOTE5": "「1957年10月11日 0305\\n ヘリアの提案にしたがい、物資省が地域の動物園から\\n 私たちのために調達してくれたフォークロアド、\\n マスカレージャ、センザスピア、そして[編集済み]を\\n 合体させた。ヘリアは結果に満足しなかったようだ……\\n 彼女の望むものではなかったのか?\\n 生きたモンスターを使うべきだったのだろうか?」", - "POWER_STATION_NOTE4": "「1957年10月10日 0730\\n 『ヘリア』は、私たちがどういうわけか彼女を創造、\\n あるいは召喚? したのだという。彼女はいま、\\n 核融合炉を機能させる方法について説明している。\\n そのあとは、ほかの融合について私たちと\\n 話したいそうだ……『ほかの』融合とは、なんだ?!」", - "POWER_STATION_NOTE6": "「1957年10月11日 0800\\n 私たちはなんということをしたのだろう!\\n 不安定な融合モンスターは制御不能だ! 自己複製を\\n つづけている!! 物資省が建物を封鎖したため、\\n 私は中に閉じこめられてしまった!\\n マー・ライン、助けてくれ!」", - "POWER_STATION_HELIA_HELIA1": "あはは、わたしの 親が 作った\\n実験の 失敗作たちを\\n片づけてくれて、ありがとう。", - "POWER_STATION_HELIA_HELIA2": "ああいう 不安定な\\nフュージョンたちが いったん\\n自らを コピー しはじめると、\\n片づけが とても めんどうなの。", - "POWER_STATION_HELIA_HELIA3": "あなたは なぜ ここへ\\n来たの、{player.to_upper}?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "名前を知ってるの?", - "POWER_STATION_HELIA_HELIA4": "とても よく 知ってる。あなたは\\nこれまで 何回 フュージョンした?\\n\\nフュージョンが 起きる ところには\\nどこだろうと わたしが いるの。", - "POWER_STATION_HELIA_HELIA5": "わたしは ヘリア。\\nフュージョンの プロセス。", - "POWER_STATION_HELIA_KAYLEIGH6": "じゃあ、あんたがはぐれフュージョンを作りだしてたの?", - "POWER_STATION_HELIA_MEREDITH6": "うわ。はぐれフュージョンたちには、マジで黒幕がいたんだ!", - "POWER_STATION_HELIA_EUGENE6": "てめえは、はぐれフュージョンの親玉なのか?", - "POWER_STATION_HELIA_FELIX6": "それじゃあ、はぐれフュージョンは……?", - "POWER_STATION_HELIA_HELIA12": "わたしは 生命を 維持している。\\nあなたたちが 生きるために 頼る\\n植物は あなたたちの星の 中心で\\n起きている 核融合から\\nエネルギーを 引き出して いるの。", - "POWER_STATION_HELIA_VIOLA6": "では、貴様がはぐれフュージョンどもの裏で\\n糸を引いていたのだな!", - "POWER_STATION_HELIA_DOG6": "グルル……", - "POWER_STATION_HELIA_HELIA7": "「はぐれフュージョン」?\\n[pause]\\nああ、なるほど。\\n安定した 個体群の ことね。\\nあの すばらしい 動物たちを\\n作ったのは わたし。", - "POWER_STATION_HELIA_HELIA8": "そう、だから ここへ 来たのね。\\nあなたたちの 両方から\\nフュージョンの 素質を 感じる。\\nそれは つまり……", - "POWER_STATION_HELIA_HELIA11": "フュージョンを 終わらせても\\nいいことは ない。\\nわからないの?", - "POWER_STATION_HELIA_HELIA9": "戦いに きたと いうことね。\\nそうでしょう?", - "POWER_STATION_HELIA_HELIA10": "さてと、もう 十分。", - "POWER_STATION_HELIA_HELIA13": "わたしは 生命を かたちづくる。\\n命なき原子が 集まり 生きた細胞に\\nなるプロセスも フュージョンなの。\\n\\nひとつひとつ 細胞が 集まって\\n知性ある 多細胞生命体に\\nなるプロセス、それもまた わたし。", - "POWER_STATION_HELIA_HELIA14": "わたし なしでは……\\nつまり、フュージョン なしでは……\\n……生命は 存在しないの。", - "POWER_STATION_HELIA_KAYLEIGH15": "その「すばらしい動物」が、ハーバータウンを\\n危険にさらしてるんだってば!", - "POWER_STATION_HELIA_EUGENE15": "ふざけんなよ! オレたちはてめえの\\n「すばらしい動物」なしでもやってけるんだ!", - "POWER_STATION_HELIA_MEREDITH15": "あんまり言いたくないけど、アンタの\\n「すばらしい動物」が人をキズつけてるんだよね。", - "POWER_STATION_HELIA_FELIX15": "せめて、これ以上「すばらしい動物」を作るのは\\n止めてくれないか?", - "POWER_STATION_HELIA_HELIA16": "言ったでしょう、わたしは\\nフュージョンの プロセス。\\n原因は、わたしじゃないの。", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}、あなたが\\n{partner.to_upper}と フュージョンするのは\\nわたしが 命じてるからじゃ ない。\\n\\nわたしは ただの 手段なの。", - "POWER_STATION_HELIA_VIOLA15": "ニューウィラル島での「フュージョン」ならなじみがあるが、\\n惑星や細胞とは、いったいなんの話をしているんだ?", - "POWER_STATION_HELIA_HELIA18": "殺人が 存在するからと いって、\\n死を 責めることは できない。", - "POWER_STATION_HELIA_HELIA18_OPTION1": "じゃあ、だれの責任なの?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "なら、助けてくれないかな……", - "POWER_STATION_HELIA_HELIA19": "突きつめると、たえず ほかの世界の\\n断片を この地へ 呼びつづける\\n存在が 「はぐれフュージョン」の 発生する 原因なの。\\n\\nわたしや、あなたを……そして、\\nほかの人間たち すべてを……\\nここへ 導いた 存在がね。", - "POWER_STATION_HELIA_HELIA22": "あなたが 去るまえに\\nあとひとつだけ 言っておくわね、\\n{player.to_upper}。\\n\\nあなた アレフと 戦ったとき\\n反逆の精霊 モルガンテを\\n具現化 させたでしょう?", - "POWER_STATION_HELIA_HELIA20": "それが マー・ライン。\\nこの地の下へ 横たわるもの。", - "POWER_STATION_HELIA_KAYLEIGH21": "マー・ラインが? イヤな予感がするよ、{player}……", - "POWER_STATION_HELIA_MEREDITH21.f": "あのさ、マー・ラインと戦って勝つところなんて、\\n想像できないんだけど。", - "POWER_STATION_HELIA_MEREDITH21.m": "あのさ、マー・ラインと戦って勝つところなんて、\\n想像できないんだけど。", - "POWER_STATION_HELIA_MEREDITH21.n": "あのさ、マー・ラインと戦って勝つところなんて、\\n想像できないんだけど。", - "POWER_STATION_HELIA_EUGENE21": "よし、わかった! 列車をブンなぐりに行こうぜ!", - "POWER_STATION_HELIA_FELIX21": "おっと。あの鉄道が黒幕だったのか?", - "POWER_STATION_HELIA_VIOLA21": "われわれは単なる迷宮ごときに負けはしないさ、\\n{player}!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "やっとまともな答えが聞けたよ。", - "POWER_STATION_HELIA_DOG21": "グルル……", - "POWER_STATION_HELIA_HELIA27": "どうか、具現化させる 意志の\\n内容には 気をつけて。\\nアレフは まだ\\nもどって こられるのだから。", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "じゃあ、マー・ラインに会いにいこう。", - "POWER_STATION_HELIA_HELIA22_OPTION1": "させたけど、なんで?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "うん、させたよ。", - "POWER_STATION_HELIA_HELIA23": "あなたは 諸刃の剣を 手にしてる。", - "POWER_STATION_HELIA_HELIA24": "フュージョンや 人びとが ひとつの\\n目的のために 行う活動の すべてで\\n「力を合わせた 全体は\\n部分の合計に まさる」と\\nあなたは 言うのでしょうね。", - "POWER_STATION_HELIA_HELIA26": "あなたと 戦ったとき その心に\\n征服が 芽生えているのを 感じた。", - "POWER_STATION_HELIA_HELIA25": "全体と 部分の合計の 違いは\\n類霊か 「大天使」かの 違いなの。\\n\\n最初のうち 類霊は 小さく\\n弱いけど、意志を じゅうぶんに\\n得れば たちまち 具現化し、\\n力をふるい、支配する 力をもつ。", - "POWER_STATION_HELIA_DREADFUL28": "いやあ、ホントにヤバかったね! [pause]あたしは戻って、\\n全部イアンシーさんに報告しないと。", - "POWER_STATION_HELIA_DREADFUL29": "マー・ラインの件、幸運を祈ってるよ、{player}。\\nあたしは手伝えないけど。", - "MERLINE_MEETING_MAGIKRAB1B": "{player}さま、マー・ラインさまがお待ちです。\\n私のあとについて、ハーバータウン駅のAのりばまで\\nおこしください。", - "POWER_STATION_HELIA_DREADFUL30": "うーん……[pause]「ヘリア」は、過去にニューロンドンを焼きつくした大火事と関係あるのかねえ……?", - "MERLINE_MEETING_MAGIKRAB1A": "{player}さま、マー・ラインさまがお待ちです。\\n私のあとについて、Aのりばへおこしください。", - "MERLINE_MEETING_MAGIKRAB2": "マー・ラインさまが、私を通じてお話になられます。", - "MERLINE_MEETING_MAGIKRAB3.m": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、めっ-", - "MERLINE_MEETING_MAGIKRAB3.n": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、めっ-", - "MERLINE_MEETING_MAGIKRAB3.f": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、めっ-", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}よ、\\n我が 強情な教え子 アレフをたおす\\n助けと なってくれたことに 対して、\\nマー・ラインから 礼を 言おう。", - "MERLINE_MEETING_MERLINE5": "人類は 前例のない規模の 試練に\\nさらされようと している。\\n行く末は いまだ さだかではない。", - "MERLINE_MEETING_MERLINE6": "マー・ラインは 汝らの種族が持つ\\n争いを好む 性質が それを\\n乗り越えられるか 見てみたかった。", - "MERLINE_MEETING_MERLINE7": "アレフを、征服の化身を たおしたことにより、\\n汝は 儀式での 役割を はたした。\\n自由に この地を 出ていくがよい。", - "MERLINE_MEETING_MERLINE7_OPTION1": "モルガンテに助けられたんです。", - "MERLINE_MEETING_MERLINE7_OPTION2": "でもそれは、モルガンテが……", - "MERLINE_MEETING_MERLINE8": "ああ、あの モルガンテか。\\nアレフが かつて 愛した 相手だな。", - "MERLINE_MEETING_KEYLEIGH9": "アレフが……愛した?", - "MERLINE_MEETING_VIOLA9": "……", - "MERLINE_MEETING_MEREDITH9": "えっ……愛した相手?", - "MERLINE_MEETING_EUGENE9": "はあっ?!", - "MERLINE_MEETING_FELIX9": "彼女はアレフの恋人だったのか?", - "MERLINE_MEETING_MERLINE11": "反逆する 軍勢なしに 存在できる 反逆の精霊は\\nおらぬだろう? 同様に、征服する 相手なしに\\n存在できる 征服者も おらぬのだ。", - "MERLINE_MEETING_MERLINE10": "反逆と 征服は、常に 敵同士と いうわけでは ない。", - "MERLINE_MEETING_MERLINE14": "戦いの中で モルガンテが 具現化したからと いって、\\nアレフを たおすにあたり 汝の はたした 役割が\\n小さくなる ことはない。", - "MERLINE_MEETING_MERLINE13": "あの者たちの あいだには かつて 息子も いたのだ。\\n知っていたか?", - "MERLINE_MEETING_MERLINE12": "赤き王と 白き女王は 絶えずつづく 死と再生の 円環に\\nとらわれておる。 あの両名は 人類の 歴史の輪を 回す\\n機関なのだ。", - "MERLINE_MEETING_MERLINE15": "むしろ 事実は 真逆だ。 汝の意志こそが 彼女を 呼び出し\\nそれにより アレフが 大いなる宇宙へ 帰還するまでの\\n時を 速めたのだ。", - "MERLINE_MEETING_MERLINE16_OPTION1": "はぐれフュージョンを止めてください!", - "MERLINE_MEETING_MERLINE16": "汝の 思いを 話すがよい、{player.to_upper}。\\n汝は 願いがあって 来たのだと\\nマー・ラインは 知っておる。", - "MERLINE_MEETING_MERLINE17": "いかにも、マー・ラインは\\n「はぐれフュージョン」を 止められる。", - "MERLINE_MEETING_MERLINE18": "しかし、汝が かつて 得たのと 同じ 好機を 他者から\\n奪う権利を 汝は 持たぬはずだ、{player.to_upper}。", - "MERLINE_MEETING_MERLINE21": "「はぐれフュージョン」を 止めたくば 汝らと 反逆の精霊、\\n両方の 力が 必要と なるであろう。", - "MERLINE_MEETING_MERLINE20": "汝らは本来 とうの昔に 自身の世界へ 戻っている\\nはずなのだぞ、{player.to_upper}、{partner.to_upper}。", - "MERLINE_MEETING_MERLINE19": "汝らの種族は 生死をかけた 状況に 立ち向かわねば\\nならぬ。 数以外の点でも 成長するためにな。", - "MERLINE_MEETING_MAGIKRAB23": "あの、私たちはなにをしていたのでしたっけ?\\nここ数分の記憶が、少し飛んでしまったようです。", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "キミを通してマー・ラインと話してたよ。", - "MERLINE_MEETING_MAGIKRAB22": "おや、{player}さま。", - "MERLINE_MEETING_MAGIKRAB24.m": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、\\nめったにないんですから!", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "ねえ、[pause]聞きたいんだけどさ、フェリックス!\\nあなたがキャラのイラストを描くのは知ってるんだけど、\\nタトゥーのデザインもやってたりしない?", - "MERLINE_MEETING_KAYLEIGH25": "うーん。イアンシーさんなら、どうすべきかわかるんじゃ\\nないかな。", - "MERLINE_MEETING_MAGIKRAB24.f": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、\\nめったにないんですから!", - "MERLINE_MEETING_MAGIKRAB24.n": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、\\nめったにないんですから!", - "MERLINE_MEETING_MEREDITH25": "期待通りにはいかなかったね。", - "MERLINE_MEETING_EUGENE25": "まあ、あいつと戦わずにすんでよかったのかもな。\\nヘリアのやつが言ってたアレフの話、覚えてるだろ……", - "MERLINE_MEETING_FELIX25": "あいつが言ってたことは本当なのか? \\nおれたちの世界には、おれたちが必要なのかな?", - "PARTNER_INTERACT_K_M1_MEREDITH2": "「インターネット」って、なんなの? \\n[pause]ハーバータウンの人たちの半分が、それが恋しいって\\n泣きわめいてるんだけど!", - "MERLINE_MEETING_VIOLA25": "もしかすると、あの「マー・ライン」は真実を話していたのかもしれないな。", - "PARTNER_INTERACT_K_M1_MEREDITH4": "電話で? [pause]つまり、だれかと通話すんのに使うワケ?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "……いや、全然わかんないんだけどさ。", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "えっと、インターネットかあ。\\n[pause]ほら、パソコンとか、電話とかで使うやつだよ。", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "……ここに来る前、あなたの世界って西暦何年だったの、\\n[pause]メレディス?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "1989年だけど、なんで聞くのさ?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "あー! [pause]なるほどね。あたしたち、ちょっとお互い\\n認識がズレてるかも。", - "PARTNER_INTERACT_K_E1_EUGENE2": "別に、イヤとかじゃねーんだ。[pause]オレが型やぶりなやつって\\nだけでさ。[pause]一匹オオカミなんだよ。[pause]オレの勢いにブレーキを\\nかけちまうかもしれねえ組織には、とどまってられねーのさ。", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "……わかんないだけどさ、ユージーン。\\n[pause]あなたって「地域を助ける」のが大好きだよね。\\n[pause]でも、あたしといっしょにレンジャーにはならないの?", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "わたしはそう思わないけどな。\\n[pause]登録するときのテストに落ちるのが怖いんだと思ってたよ!", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]そっ、そんなわけねーだろ![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "やったことは、ちょっとないなあ! \\n[pause]タトゥーを入れてみたいのか?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "うーん。[pause]タトゥーを入れるってアイデアは好きなんだよね。\\n理屈の上ではさ。", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "でも実際は、[pause]優柔不断すぎて決められないの。\\n[pause]取りかえしのつかない決断をくだすの、ムリなんだ。", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "ヴァイオラ、聞きたいんだけど……", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "そのそでなしジャケット、どこでゲットしたの?\\n[pause]そういう服、ニューウィラル島でこれまで見たことないよ!", - "PARTNER_INTERACT_K_V1_VIOLA3": "この孤立した島の砂浜に流れついたとき、\\n[pause]古い兵士用の上着が捨てられていたのを見つけてね。", - "PARTNER_INTERACT_K_V1_VIOLA4": "そでの部分が私には合わなかったから、\\n[pause]さっさと切ってしまったのさ。", - "PARTNER_INTERACT_K_V1_VIOLA5": "この服に対して、非常に愛着がわいているのは間違いないな。", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "それ、すっごくカッコいい……いまわたし、あなたのことが\\nちょっと好きになっちゃったな。", - "PARTNER_INTERACT_K_V1_VIOLA7": "それは、私に永遠の愛を告白しているのかな? \\n[pause]どうなんだい、親愛なるケイリー?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "ちょっと、[pause]そう簡単には口説き落とされないからね!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "……ウチ、店に戻ってやらなきゃいけない機械いじりの仕事があったんだけどさ。[pause]いまは、ちょっとフケてるんだよね。", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]いい子はだーれ? そう、あなただよ! いい子だねえ~![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "わふ、わふ!", - "PARTNER_INTERACT_M_E1_EUGENE2": "おう! [pause]ときどきは休みを取ったほうがいいぜ、\\n[pause]おまえだってさ!", - "PARTNER_INTERACT_M_E1_EUGENE3": "……[pause][pause]待てよ。おまえ、いまなんて言った?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "えーっと、[pause]やらなきゃいけない機械いじりの仕事があった、\\nだっけ?", - "PARTNER_INTERACT_M_E1_EUGENE5": "それで、[wave amp=30 freq=10]その後は[/wave]なんて言った……?", - "PARTNER_INTERACT_M_E1_EUGENE7": "それ、どういう意味なんだ? [pause]「フケる」ってさ。", - "PARTNER_INTERACT_M_E1_MEREDITH6": "……いまは、ちょっとフケてるんだよね?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "あー。[pause]ええと、[pause]うん。[pause]たとえば、なにかやったり、\\nどこかへ行ったりする用事をやらないで、\\nなまけるとするじゃん。それが「フケる」ってことだよ。", - "PARTNER_INTERACT_M_E1_EUGENE9": "ああ、なるほど。[pause]おまえの変わったスラングも、\\n広い心で受け入れねーとな。", - "PARTNER_INTERACT_M_E1_MEREDITH10": "こんな会話、フケちゃいたいんだけど。", - "PARTNER_INTERACT_M_F1_FELIX2": "ああ! [pause]自分の世界にいたとき、\\nきみはどんな音楽を聞いてたんだ?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "……ウチの音楽の趣味?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "答えの範囲が広いやつじゃん、それ。[pause]ウチは、\\nメンバーが全員お互いを憎みあってるバンドが好きかな。", - "PARTNER_INTERACT_M_F1_MEREDITH5": "ウチ、かなり細かい人間だから。", - "PARTNER_INTERACT_M_V1_VIOLA1": "告白せねばなるまいな、[pause]親愛なるメレディス。\\n[pause]君がまとう服装は、私が見てきたどんなものとも違う……\\n[pause]わが祖国においても、この島でも。", - "PARTNER_INTERACT_M_F1_FELIX4": "かなり細かい好みだなあ。", - "PARTNER_INTERACT_M_D1_DOG1": "わふ!", - "PARTNER_INTERACT_M_V1_VIOLA3": "君の気分を害そうというつもりはないんだ。[pause]ただ、見た目を\\n周囲に合わせることを気にしていないように見えたものでね。\\n[pause]自分に自信があるという印象を受けたよ。", - "PARTNER_INTERACT_M_V1_MEREDITH2": "それ、ほめてんのかバカにしてんのか、わかんないんだけど。", - "PARTNER_INTERACT_M_V1_VIOLA4": "そういう点において、君はまったく称賛に値するよ、\\n[pause]メレディス!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "えーっと、[pause]ありがとね。", - "PARTNER_INTERACT_M_D1_MEREDITH2": "アンタ、腹をナデられるのが好きなんだね。", - "PARTNER_INTERACT_E_F1_FELIX2": "そんなところさ。[pause]というか、[pause]もっとひどかったよ。\\n[pause]ほかの会社で働いたって、[wave amp=30 freq=10]また別の[/wave]上司に命令される\\nだけだっただろうな。", - "PARTNER_INTERACT_E_F1_EUGENE1": "……じゃあ、おまえが仕事をやめたのは、[pause]上司にずっとムダな\\nことばっかさせられてたからなのか?", - "PARTNER_INTERACT_E_F1_FELIX3": "自営業で働くのが、その手のサイクルを断つ唯一の方法なんだ。\\n[pause]上司なんて、もういらないね。", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]そうさ![/shake] [pause]その意気だぜ! 上司なんていらねーんだ……\\n自分の思うままに生きろよ、[pause]フェリックス!", - "PARTNER_INTERACT_E_F1_FELIX5": "でも最近、おれのキャリアプランは壁にぶつかってるけどな。\\n[pause][pause]そうなったのは、時空のはざまに落ちて、モンスターの島で\\n暮らすハメになってからだと思う。", - "PARTNER_INTERACT_E_V1_EUGENE1": "……それじゃ、おまえは嵐に会って難破したあと、\\nニューウィラル島に流れついたわけだ。[pause]だよな?", - "PARTNER_INTERACT_E_F1_EUGENE6": "まあ、それはオレたちみんなが経験してることだろ!", - "PARTNER_INTERACT_E_V1_VIOLA2": "ああ、[pause]それで間違いない。", - "PARTNER_INTERACT_E_V1_EUGENE3": "で、双子の兄弟のセバスチャンを探してるのか……", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "いい家じゃん。ちょっと地味だけど、\\nケチつけるのはやめとくよ。", - "PARTNER_INTERACT_E_V1_EUGENE4": "なんかこの話、どっかで聞いた気がするんだが、\\nなんでだかわからねーや。[pause]おまえ、有名人なのか?\\n[pause]それともオレたち、前にどこかで会ってるか?", - "PARTNER_INTERACT_E_V1_VIOLA5": "私は悪評や注目を集めるような人間ではないよ。[pause]さて、君と\\n会ったことがあるかだって? [pause]君のように勇ましい人間と\\n出会っていたら、確実に覚えているはずさ、[pause]ユージーン。", - "PARTNER_INTERACT_E_V1_EUGENE6": "だよな。[pause]それでも、\\n[pause]おまえの話、どっかで聞いた気がするんだ……", - "PARTNER_INTERACT_E_D1_EUGENE5": "おまえって……しゃべる魔法のイヌだったりすんのか? \\n[pause]そういうほかの世界から来たとか?", - "PARTNER_INTERACT_E_D1_DOG2": "わふ!", - "PARTNER_INTERACT_E_D1_EUGENE1": "……おまえ、イヌだよな。", - "PARTNER_INTERACT_F_D1_FELIX1": "おまえ、体はこんなにちっこいのに、ほえる声はずいぶん\\nデカいんだな。", - "PARTNER_INTERACT_E_D1_EUGENE3": "……なのにカセットプレーヤーを使って、オレたちみたいに\\nモンスターに変身できるんだよな。", - "PARTNER_INTERACT_E_D1_DOG4": "わふ、わふ!", - "PARTNER_INTERACT_E_D1_DOG6": "わふ!", - "PARTNER_INTERACT_E_D1_EUGENE7": "うーん。[pause]違うよな。", - "PARTNER_INTERACT_F_V1_FELIX2": "えーと、人生の中に自由を見いだすことは大事にしてるけど、\\n[pause]7つの海を航海するなんてことは全然考えてないなあ。", - "PARTNER_INTERACT_F_V1_VIOLA1": "フェリックス、[pause]君は本当に、[pause]海に自由を求めたことはないのか?\\n[pause]大陸に向けて航海しようという気持ちは、まったく、\\nこれっぽっちも、ひとかけらさえもないというのかい?", - "PARTNER_INTERACT_F_V1_FELIX5": "そんなことないって!", - "PARTNER_INTERACT_F_V1_FELIX3": "自営業で働いて、好きなように暮らして、[pause]それでいいかな。\\n[pause]おれにはそういうのが向いてる気がするんだ。", - "PARTNER_INTERACT_F_V1_VIOLA4": "もしかすると、海でも同じような満足感を得られるかも\\nしれないぞ。[pause]帆を掲げてみなければ、本当のところは\\nわからないじゃないか!", - "PARTNER_INTERACT_F_D1_DOG2": "わふ!", - "PARTNER_INTERACT_V_D1_DOG2": "わふ!", - "PARTNER_INTERACT_V_D1_VIOLA1": "君のようなすばらしき動物が住んでいるなんて、[pause]\\nここは、なんとすばらしき新世界だろう!!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "こんなに海に近いところで暮らせるなんて、\\nわたしってラッキーだよね。", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "なんでウチは、こんなさえない町で\\n立ち往生しなきゃいけないワケ?", - "PASSIVE_OVERWORLD_1_0_EUGENE": "ここは、小さくてすてきな町だよな。", - "PASSIVE_OVERWORLD_1_0_VIOLA": "海のにおいが濃いな……\\nいやと言うほど知っているにおいだ。", - "PASSIVE_OVERWORLD_1_0_FELIX": "桟橋まで足をのばして出かけるのって、いいよな。", - "PASSIVE_OVERWORLD_1_0_DOG": "わふ、わふ!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "足元に気をつけろよ、{player}……\\n水面のすぐ下に隠れるモンスターもいるからな……", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "いい家じゃん。ちょっと地味だけど、\\nケチつけるのはやめとくよ。", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "この家をあなたが気に入るといいな、\\n{player}……", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "いい家じゃん。ちょっと地味だけど、\\nケチつけるのはやめとくよ。", - "PASSIVE_EUGENEHOME_EUGENE": "そうさ、ここがオレん家だ。ユージーン本部だよ。\\nオレのねぐらにして、作戦基地なんだ。", - "PASSIVE_EUGENEHOME_MEREDITH": "ユージーンの家って、ジムがあんの? 役場に行けば\\nちゃんとしたジムがあるの、アイツも知ってるよね?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "へえ、ここがおまえの家か? 悪くねーな、相棒!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "へえ、ここがきみの家なのか?", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "どうやら君は、ここに住んでそう長くないようだな。", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "留守のあいだにふらっと入っちゃっても、\\nユージーンは気にしないと思うよ!", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "留守のあいだにふらっと入っちゃっても、\\nユージーンは気にしないと思うよ!", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "留守のあいだにふらっと入っちゃっても、\\nユージーンは気にしないと思うよ!", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "えっ! あたしに\\n泊まってほしいの、{player}……?", - "PASSIVE_EUGENEHOME_FELIX": "ここは、ユージーンの家さ……あいつ、\\n家にすてきなホームジムを持ってるんだよ。", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "自分の彼氏に、家を案内してくれるってわけか?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "アンタ、ここでいっしょにすごしたいの? \\nその、ウチらだけで?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "きみの家、ホコリひとつないな! おれのためだけに\\n掃除した、とかじゃないといいけど。", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "私と2人きりで交友を深めたかったのかな、\\n親愛なる{player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "私と2人きりで交友を深めたかったのかな、\\n親愛なる{player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "私と2人きりで交友を深めたかったのかな、\\n親愛なる{player}?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "この砂浜に来ると、ニューウィラル島に\\n流れついたときのことを思い出すな……", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "ブーツから砂をかき出すのって、マジで\\nしんどいんだよ。あんまり好きじゃないね。", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "モンスターのすがたのとき使える\\nステッカーは、ココで手に入るよ……見てく?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "ここはな、腕立てふせをやるのに\\nピッタリの場所なんだぜ!", - "PASSIVE_OVERWORLD_2_0_FELIX": "いごこちがいい、静かな場所だよ。\\n大きなヤドカリモンスターをムシできればね。", - "PASSIVE_OVERWORLD_2_0_VIOLA": "これまで様々な地の海岸を訪れたものだが、\\nこの島のそれが一番奇妙かもしれないな。", - "PASSIVE_OVERWORLD_0_0_EUGENE": "市場に、オレたちの終わりなき正義のバトルで\\n使えるモンが入荷されてるかもしれねーぞ!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "ステッカー商人と話してみたら、{player}? \\n使えるものがあるかもよ!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "ハーバータウンの親切な商人たちと\\n語らってみるのもいいのではないかな?", - "PASSIVE_OVERWORLD_0_0_FELIX": "おっ、いいね。モンスター用の新しいステッカーだ。", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "この橋は、レンジャー・ウォレスと\\nチームの人たちが少し前に建ててくれたの!", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "[wave amp=30 freq=10]きっと[/wave]、この橋をわたれば、池の水で\\nブーツをぬらさなくてすむと思うんだよね……", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "この橋は、地域のみんなの努力の結晶なんだ。\\nオレに言わせりゃ、超クールだぜ!", - "PASSIVE_OVERWORLD_5_-5_FELIX": "この橋、とてもすてきだと思わないか?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "池に私のすがたが写っているぞ!\\nなんとも楽しいものだな。", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "あの水は、地上かどこかから流れてきてるのか?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "道がせまいからってハラハラしたりしないってば。\\nまったく。", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "この道、すごくせまいんだ。\\nバランスをくずさないでね、{player}!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "道がせまいからってハラハラしたりしないってば。\\nまったく。", - "PASSIVE_OVERWORLD_8_0_EUGENE": "この道、かなりせまくねーか?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "道がせまいからってハラハラしたりしないってば。\\nまったく。", - "PASSIVE_OVERWORLD_8_0_VIOLA": "足元に気をつけたまえ……この道は、非常にせまいぞ。", - "PASSIVE_OVERWORLD_8_0_FELIX": "この道、けっこうせまいな。落ちるなよ!", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "墓地ってめっちゃ陰気だよね。ウチは好きだな。", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "墓地って不気味なものだけど、\\nここも変わらないね……", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "そこらじゅうをうろついてる\\nガイコツモンスターども、気味が悪いぜ……", - "PASSIVE_OVERWORLD_-4_0_FELIX": "この島を夜にひとりで歩くとしたら、\\nここは最後まで選ばないな。", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "いつかこの地を出てゆけることを祈るよ。\\nここの墓石の下に眠りたくはないものだ。", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "このスイッチをオンにするには、\\nマグネットが必要だね。", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "まわりにあるマグネットを見つければ、\\nこのスイッチをオンにできるかも。", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "見ろよ、このスイッチ! 近くにあるマグネットを\\n見つけりゃ、オンにできるはずだぜ……", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "このスイッチ、上に乗っても動きそうにないな。\\nまわりを見てみよう……", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "興味深い装置だな。2つあるうちの片方のようだ……", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "この教会、どうやってここに……?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "この教会、骨組みがグラグラしてそう……\\nホント、「絶対中に入るべき」ってカンジ。", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "足元に気をつけろよ、{player}……\\n水面のすぐ下に隠れるモンスターもいるからな……", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "この教会、すぐ修理したほうがよさそうだぜ。", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "カボチャのツルを利用したアビリティで\\nわたっていけば、向こう側に行けそうだ……", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "この教会はかつて、\\n幸福な日々を見てきたのだろうな……", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "すごく古い教会だなあ。スケッチしてみたいよ……", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "キャストアイアン海岸……ハーバータウンはここに\\n流れついた難破船から、スクラップを取ってるんだ。", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "サビた金属がほしくなったときはどこに行けば\\n手に入るのか、ウチは[wave amp=30 freq=10]ちゃんと[/wave]知ってるんだよ……", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "足元に気をつけろよ、{player}……\\n水面のすぐ下に隠れるモンスターもいるからな……", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "ここの霧はかなり濃いな。スクラップのかたまりに\\n頭から突っこんじゃいそうだ。", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]きゅうーん……[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "こんな霧と汚れた空気の中は、急いで通りすぎよう。", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "うわ、ニューウィラル島のこんなとこに\\n浮かぶ島があるなんて、どのキャプテンからも\\n聞いたことないんだけど……", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "この島、浮いてるの?! なんなの、ここ?", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "へえ、ニューウィラル島に浮かぶ島があるなんて\\n知らなかったぜ。雲に隠れてたのか?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "ここ、すごく幻想的じゃないか?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "うげっ、ウチはブーツでぬま地のドロ水に\\n入らなきゃいけないワケ?", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "このぬま地ってホント……ドロドロ。", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "雲の上の島か……またひとつ、\\n言葉を失うような奇跡を見たよ。", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "こんなドロの中を走っちまったら、\\n着てるトレーナーが完全にダメになるな……", - "PYLON_HINT_MEREDITH3": "このへんなら、使えそうな磁力のアビリティを持つ\\nモンスターがいるかもね。見てまわらなきゃ。", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "この地はわれわれを歓迎していないようだ。\\n急がず慎重に通り抜けるぞ、{player}。", - "PASSIVE_OVERWORLD_MARSH_FELIX": "ここの木はみんな、すごく大きいんだなあ。", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "ここの花粉のせいで、鼻がムズムズするよ。", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "この地はわれわれを歓迎していないようだ。\\n急がず慎重に通り抜けるぞ、{player}。", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "この地はわれわれを歓迎していないようだ。\\n急がず慎重に通り抜けるぞ、{player}。", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "森だ! ここではどんなモノが見つかるかな?", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "目を光らせとけよ、{player}……この森には、\\nどんなモンスターがひそんでるかわからねーんだ……", - "PASSIVE_OVERWORLD_FOREST_FELIX": "きっと、ここにしか住んでない\\nモンスターもいるんだろうな。", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "木々の間で鳥たちが歌っているな。\\n聞こえるか、{player}?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "ここ、ニューロンドンの廃墟だ……", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "こんなキノコ、いままで見たことないや! \\nみんな、ものすっごく大きくない?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "へえ、あの話はホントだったんだ……\\n見捨てられた町だね。めっちゃ不気味。", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "この場所、気味が悪いぜ……", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "建物の廃墟に、焦げたあとがあるな。\\nこの町は焼けるかなにかしたのか……?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "わあっ、ここのサクラの木、きれいだね!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "この地には死んだ風が吹いているな。", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "へえ。この草原、めっちゃすてきじゃん。", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "きれいな草原だな、ここ。", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "ここの空気、いい香りがするよな。", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "この地は美しいが、気をゆるめないようにしなくては。", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "ここ、ちょっと寒くない?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "ブルルッ……あとでカゼをひきませんように!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "ここ、マジで寒いよな、正直言うとさ。", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "コートを持ってくればよかったなあ……", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "こんな唐突な冬ごときで、私は不平など言わないさ!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "このデカいキノコのおかげで、めっちゃ\\n「ゾッとする夜のクラブ」って雰囲気が出てるね。", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "ここのキノコ、マジでめちゃくちゃデカいな。", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "ここのキノコたち、いいね! \\nこりゃ、スケッチしなくちゃ。", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "[wave amp=30 freq=10]わたしたちの名前[/wave]が墓石に書いてあったこと、\\nいま、すごくがんばってムシしてるの。いい?", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "これはキノコか?\\nこの地の動植物には、驚かされるばかりだな。", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "うわ。最高。不気味な墓石だ。あーあ、縁起イイね。", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "あそこに書いてあったのは、オレの名前か……?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "あんまり気分がよくないなあ。不気味な墓石に、\\nおれたちの名前が書いてあるなんてさ。", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "あたしたち、どこまで落ちちゃったの……?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "心を恐怖で染めるにしては、おそまつな試みだな。\\nこんな手にかかってはならないぞ。", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "レンジャーたちは、ここからカセットテープを\\n手に入れてるんだよ! すごいでしょ?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "あたしたち、どこまで落ちちゃったの……?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "あたしたち、どこまで落ちちゃったの……?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "なにが起きたワケ……?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "いまのはだいぶキョーレツだっだぜ……", - "PASSIVE_DUNGEON_MEADOW_FELIX": "ここ、どこだ?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "いま一体、どんなペテンが起きたんだ?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "水が流れてんの? どっから来てるワケ、コレ?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "この水、どこから流れてきてるのかな……", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "へえ、水路か。\\nここの水、どこから流れてきてるんだ?", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "水流か……水源を見つけられないだろうか?", - "PASSIVE_DUNGEON_MALL_EUGENE": "オレの世界には、こういう空っぽの建物が\\n全国にあったんだ……", - "PASSIVE_DUNGEON_MALL_FELIX": "こんなデカい建物がニューウィラル島にあるって、\\nすごくヘンな感じだ。", - "PASSIVE_DUNGEON_MALL_VIOLA": "なんとも広く、静かな広間だな……", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "町の人たちは昔、\\nここから資源を採掘してたんだろうな……", - "MEREDITH_PLATFORM_REACTION2_2.m": "とにかく進みつづけようよ、{player}。", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "中には手強いモンスターがいるに決まってる。\\n油断すんなよ、相棒。", - "PYLON_HINT_MEREDITH1.m": "へえ。ココ、行き止まりっぽいね。\\n[pause]でも、たぶん……", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "このどうくつ、昔は鉱山とかだったんじゃない?\\n昔はもっとマシだったみたいだね。", - "PYLON_HINT_MEREDITH1.n": "へえ。ココ、行き止まりっぽいね。\\n[pause]でも、たぶん……", - "PYLON_HINT_MEREDITH1.f": "へえ。ココ、行き止まりっぽいね。\\n[pause]でも、たぶん……", - "PYLON_HINT_MEREDITH2": "ねえ、あっちの青い箱、見える? [pause]島じゅうに\\nあるんだけど、アレは磁力でモノを引き寄せてるんだ。", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "この岩、大きなヒビが入ってる。\\nダッシュで突進したらこわせそうだよ!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "このどっしりした岩、すごくボロボロじゃん。\\nダッシュで突っこんだらこわせるかもよ。", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "このどっしりした岩、すごくボロボロじゃん。\\nダッシュで突っこんだらこわせるかもよ。", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "あの岩、全体的にヒビが入ってるな。\\nダッシュでぶつかればこわせると思うぜ!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "このどっしりした岩、すごくボロボロじゃん。\\nダッシュで突っこんだらこわせるかもよ。", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "あの岩、ボロボロみたいだぞ。スピードをつけて\\n体当たりすればこわせるよ、きっと。", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "あの石も昔は堅固だったのだろう。十分な力で\\n突撃すれば、くだけるのではないかと思うぞ。", - "PASSIVE_PYLON_MEREDITH.m": "あの青いブロック、磁力をおびてるっぽいね。\\nあれに磁力のアビリティを使えばよくない?", - "PASSIVE_PYLON_KAYLEIGH": "あの青いブロック、ヘンな色に光ってる。マグネットの\\nアビリティを使えそうだよ、{player}!", - "PASSIVE_PYLON_MEREDITH.f": "あの青いブロック、磁力をおびてるっぽいね。\\nあれに磁力のアビリティを使えばよくない?", - "PASSIVE_PYLON_EUGENE": "木の柱の上にある青い箱、\\n思いっきり磁力をおびてるみてーだぞ。", - "PASSIVE_PYLON_MEREDITH.n": "あの青いブロック、磁力をおびてるっぽいね。\\nあれに磁力のアビリティを使えばよくない?", - "PASSIVE_PYLON_FELIX": "なあ、あの青いブロックのそばでマグネットの\\nアビリティを使えそうだぞ、{player}。", - "KAYLEIGH_STATION_REACTION2": "また、古い鉄道の駅だ……[wave amp=30 freq=10]最初に[/wave]こういう駅を\\n見つけたときのことは、忘れられないな。", - "PASSIVE_PYLON_VIOLA": "あの金属の物体は青いオーラをまとっているな。\\n君にも見えるだろう、{player}?", - "KAYLEIGH_STATION_REACTION3": "ホコリっぽくて古い鉄道の駅なら慣れっこだよ。\\nそれでも、こんなに静かだと不気味だけどね。", - "MEREDITH_STATION_REACTION1": "あのさ、[pause]この島、地下に鉄道路線があるワケ?\\nなんか、[wave amp=30 freq=10]ずいぶん昔[/wave]からあったってカンジ……", - "MEREDITH_STATION_REACTION2": "また地下の駅? だれが作ったワケ、こんなの?", - "MEREDITH_STATION_REACTION3A": "この島の地下にある駅って、なんかヘンだよ。人が建てたっぽいカンジは[wave amp=30 freq=10]かなり[/wave]するんだけど、なんかスゴく[wave amp=30 freq=10]ズレてる[/wave]気がする。", - "MEREDITH_STATION_REACTION3B": "ウチの言いたいことわかる、{player}?", - "EUGENE_STATION_REACTION2": "また駅か? この島には絶対ひみつがあるよな……", - "EUGENE_STATION_REACTION1": "ああ?! [pause]こりゃ、[shake rate=30 level=10]鉄道の駅[/shake]じゃねーか?!\\nニューウィラル島にこんな場所があるなんて、\\nだれからも聞いたことねーぞ!", - "EUGENE_STATION_REACTION3": "なあ、もしかするとオレたちは、しばらくぶりにここに\\n足跡をつけた人間なのかもしれねーぞ……", - "FELIX_STATION_REACTION1": "えっ、ここ、鉄道の駅か?! 町の人はだれも\\n言ってなかったぞ……みんな、ここのことを知らないのか?", - "FELIX_STATION_REACTION3": "またいにしえの駅か。最近になってこんなものが\\n地上に出てくるなんて、絶対なにか起きてるよな?", - "FELIX_STATION_REACTION2": "こういう駅にはゾッとするな。なんだか、\\nここにいたらいけないって気がするよ……", - "VIOLA_STATION_REACTION1": "この場所からは、いやな気配がする……\\nこの地にあるほかの場所よりも、ずっと強く。", - "VIOLA_STATION_REACTION2": "ここの空気は、肺に重たくよどむな。\\nここは長年眠りについていたのだろう。そう感じるよ。", - "KAYLEIGH_PLATFORM_REACTION1_1": "ここのプレッシャーで[shake rate=30 level=10]押しつぶされそう[/shake]……\\n初めてモルガンテがすがたを現したときみたい……", - "VIOLA_STATION_REACTION3": "また、古く興味深い場所が見つかったな。\\n必要以上にとどまりたくはないがね、{player}。", - "KAYLEIGH_PLATFORM_REACTION1_2": "[shake rate=30 level=10]ものすごく[/shake]大きな音が鳴ってるみたいに空気が\\nふるえてるけど、なにも聞こえない……", - "MEREDITH_PLATFORM_REACTION1_1": "ココ、いったいどうなってんの? [pause]まるで、なにかが体に\\n[wave amp=30 freq=10]押しつけられてる[/wave]ようなカンジがする……", - "KAYLEIGH_PLATFORM_REACTION2_1": "またあの感じだ。脳みその中でラジオのノイズが聞こえる\\nみたいな……", - "KAYLEIGH_PLATFORM_REACTION2_2": "空気から金属みたいな味がする……ここにいるだけで、\\n頭が痛いよ……", - "KAYLEIGH_PLATFORM_REACTION3_1": "また、あの雰囲気だ……", - "KAYLEIGH_PLATFORM_REACTION3_2": "もう慣れたけど、それでも頭は痛くなっちゃうな……", - "MEREDITH_PLATFORM_REACTION1_2": "まるで、脳ミソからテレビのノイズが\\n聞こえるみたい……", - "VIOLA_PLATFORM_REACTION1_1.f": "ここはわれわれがいていい場所ではないぞ、{player}。\\n足元の床にいたるまでが叫んでいる。\\nお前たちなど、歓迎してはいないのだと。", - "MEREDITH_PLATFORM_REACTION2_1": "また、あの[wave amp=30 freq=10]ヘンな[/wave]カンジだ……\\n相変わらず、サイテー。", - "MEREDITH_PLATFORM_REACTION2_2.n": "とにかく進みつづけようよ、{player}。", - "MEREDITH_PLATFORM_REACTION2_2.f": "とにかく進みつづけようよ、{player}。", - "MEREDITH_PLATFORM_REACTION3_2": "コツはね、頭が[wave amp=30 freq=10]爆発しそう[/wave]なカンジを\\nムシすることだよ。", - "MEREDITH_PLATFORM_REACTION3_1": "こういうのりばに入ったときのカンジに、ウチもだんだん慣れてきたかも。", - "EUGENE_PLATFORM_REACTION1_1": "この感覚ってわかるか、{player}?\\nまるでラジオのノイズみてーだ。\\n[wave amp=30 freq=10]聞こえねー[/wave]くせに、[pause]それでも[wave amp=30 freq=10]感じる[/wave]ぜ……", - "EUGENE_PLATFORM_REACTION2_1": "またあのヘンな空気だぜ……感じるか?", - "EUGENE_PLATFORM_REACTION1_2": "こいつはひでーや……", - "EUGENE_PLATFORM_REACTION2_2": "この感じのせいで、歯が痛みやがる……", - "EUGENE_PLATFORM_REACTION3_1": "うっ、またあの[wave amp=30 freq=10]しんどい雰囲気[/wave]だぜ。\\n間違いなく、ヤバいことが待ち受けてるな。", - "EUGENE_PLATFORM_REACTION3_2": "用心しろよ、相棒。", - "FELIX_PLATFORM_REACTION1_1": "うわっなんだ、このノイズ? \\n[pause]いや、聞こえるようなノイズじゃないんだけどさ。[pause]空気がどこか、おかしいような感じなんだよ……", - "FELIX_PLATFORM_REACTION2_2": "ここにいると、[wave amp=30 freq=10]考える[/wave]のがすごく大変なんだ。\\n[pause]わかるだろ?", - "FELIX_PLATFORM_REACTION1_2": "この場所、入ったら[wave amp=30 freq=10]本気で[/wave]マズいって感じがする……", - "FELIX_PLATFORM_REACTION2_1": "また[wave amp=30 freq=10]あの気配[/wave]だ。背中の後ろの毛が逆立っちゃうな。", - "FELIX_PLATFORM_REACTION3_1": "空気がまた、あの[wave amp=30 freq=10]すごくイヤな感じ[/wave]になってる。\\nここまでくると、なんだか慣れてきちゃうけどな。", - "FELIX_PLATFORM_REACTION3_2": "……いや、さっきのは取り消すよ。\\nこんなの、慣れるなんて[wave amp=30 freq=10]絶対に[/wave]ムリだ。", - "VIOLA_PLATFORM_REACTION1_1.m": "ここはわれわれがいていい場所ではないぞ、{player}。\\n足元の床にいたるまでが叫んでいる。\\nお前たちなど、歓迎してはいないのだと。", - "VIOLA_PLATFORM_REACTION1_2": "感じるか? 異様な気配が空気をただよっている。\\n息がつまるようだよ。", - "VIOLA_PLATFORM_REACTION1_1.n": "ここはわれわれがいていい場所ではないぞ、{player}。\\n足元の床にいたるまでが叫んでいる。\\nお前たちなど、歓迎してはいないのだと。", - "VIOLA_PLATFORM_REACTION2_1": "またあの呪わしい感覚だ、{player}。\\nあれは、私の中に強い恐怖を置いていくんだ。", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "あれって、[shake rate=30 level=10]大天使[/shake]だよね……", - "VIOLA_PLATFORM_REACTION2_2": "足を踏み出すと、\\n海底を歩んでいるような心地がするよ……", - "VIOLA_PLATFORM_REACTION3_1": "こういった場所にただよう敵意の気配にも、少しずつ\\n慣れてきたよ。結局のところ、われわれは何度もこの感覚に\\n立ち向かってきただろう?", - "VIOLA_PLATFORM_REACTION3_2": "そうさ、進みつづけなければ。この程度の\\n不快なオーラでは、私を止めるには足りないぞ。", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "モルガンテと戦ったときは、すごくイヤな感じがしたんだ……\\n[pause]まるで、[wave amp=30 freq=10]なにもかもが間違ってる[/wave]モノを見つめてるみたいな……", - "KAYLEIGH_ARCHANGEL_REACTION2": "また大天使だ……あれを見るのも、\\nほかの大天使を見るときみたいに[shake rate=30 level=10]しんどい[/shake]よ……", - "KAYLEIGH_ARCHANGEL_REACTION3": "[shake rate=30 level=10]大天使[/shake]だ! かまえて、{player}!", - "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]なっ、なにアレ?![/shake] [pause]アイツ、なんであんなに……\\n[shake rate=30 level=10]おかしい[/shake]の?!", - "MEREDITH_ARCHANGEL_REACTION1_2": "見るだけで頭が痛くなるよ……{player}、\\nアレが[shake rate=30 level=10]大天使[/shake]、なんだね……?", - "MEREDITH_ARCHANGEL_REACTION2_2": "今回も、[pause]アレからはなんか……[pause]なんか、\\n[shake rate=30 level=10]見ちゃいけないモノ[/shake]だって気配がするよ。", - "MEREDITH_ARCHANGEL_REACTION2_1": "ま、また別の大天使じゃん……", - "EUGENE_ARCHANGEL_REACTION1_2": "こいつが、[wave amp=30 freq=10]大天使[/wave]なんだな?", - "EUGENE_ARCHANGEL_REACTION2": "また大天使じゃねーか! [pause]くそ、[pause]ただ見るだけでも、あいつは\\n[wave amp=30 freq=10]ここにいるべき存在じゃねえ[/wave]って気分になるぜ……", - "EUGENE_ARCHANGEL_REACTION1_1": "ウソだろ……[pause]なんで……[pause][wave amp=30 freq=10]アレ[/wave]は……[wave amp=30 freq=10]あんなふうに[/wave]見えるんだ?!\\n[pause]脳ミソがブッこわれそうだ……", - "MEREDITH_ARCHANGEL_REACTION3": "うわ。[pause]大天使じゃん。また[wave amp=30 freq=10]めんどうなこと[/wave]になったんじゃ\\nないの、コレ?", - "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]大天使だ![/shake] [pause]かまえろ、{player}!", - "FELIX_ARCHANGEL_REACTION1_2": "絶対、あれは[shake rate=30 level=10]大天使[/shake]だ……", - "FELIX_ARCHANGEL_REACTION1_1": "み、見たことないぞ、こんなやつ……[pause]なにが起きてるんだよ、\\n{player}……? [pause]なんであいつ、[shake rate=30 level=10]あんなふう[/shake]に\\n見えるんだ?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "……本当さ、ボス。この新人の訓練生は、ちゃんと自分の\\nめんどうを見られるんだ!", - "FELIX_ARCHANGEL_REACTION2_1": "また大天使だ! 見るだけでも勇気がいるよ。全身が[shake rate=30 level=10]叫び声[/shake]を\\nあげてる。逃げろってね。", - "FELIX_ARCHANGEL_REACTION2_2": "説明しにくいんだが、あいつらって[wave amp=30 freq=10]ゆがんでる[/wave]ように\\n見えないか?", - "FELIX_ARCHANGEL_REACTION3": "大天使を見るときの感覚に慣れるのは、[wave amp=30 freq=10]絶対にムリ[/wave]だな……", - "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]この精霊は![/shake] こんなものは見たことがない……[pause]まるで、\\nわれわれの世界に[shake rate=30 level=10]属さない[/shake]ものとして創られているかのようだ。", - "VIOLA_ARCHANGEL_REACTION2": "また、理性的な思考を拒絶する精霊か! やつらのすがたは、\\n[shake rate=30 level=10]わずかしか[/shake]直視していられないんだ……", - "VIOLA_ARCHANGEL_REACTION1_2": "あの存在を[shake rate=30 level=10]見る[/shake]だけでも、その異端さを感じるよ。", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "……本当さ、ボス。この新人の訓練生は、ちゃんと自分の\\nめんどうを見られるんだ!", - "VIOLA_ARCHANGEL_REACTION3": "{player}……例の[shake rate=30 level=10]堕落した精霊たち[/shake]の1体だぞ! \\n君たちはやつらを「大天使」と呼んでいたな。", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "……本当さ、ボス。この新人の訓練生は、ちゃんと自分の\\nめんどうを見られるんだ!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "おれと仲間たちは[wave amp=30 freq=10]おおいに[/wave]感心したんだぜ! おれは\\nあのバトルで、まったく平らに地ならしされちまったんだ。", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "あなたが訓練生の能力に感心するなんてめずらしいわね、\\nウォレス!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "あなたが訓練生の能力に感心するなんてめずらしいわね、\\nウォレス!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "まあ、訓練生にバトルのテストなんて、そうそうやらせねえ\\nからな。いつもの「レンガの壁作り」テストは、そんなに\\nおもしろくねえし……", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "あなたが訓練生の能力に感心するなんてめずらしいわね、\\nウォレス!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "おっと、昼休みが終わっちまった! さてと、仕事にかかると\\nするか……またあとでな、ボス!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "……お願いしますよ、イアンシーさん! ニューウィラル島に\\n来る前はどんな暮らしをしてたのか、教えてください!", - "TOWN_HALL_SKIP_EVENT_SKIP3": "おおっ! [pause]じゃあ、人が失くしたモノを探したりしたんですか?\\nよその世界の人たちはモノを[wave amp=30 freq=10]いっぱい[/wave]持ってるそうですから、\\nきっとあちこちで失くしてしまってたんでしょう?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "そうねえ……[pause]捜査官みたいなものだったと言えば通じるかしら。", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "私の仕事は……[pause]もうちょっと危険度が高いタイプのもの\\nだったわね、正直に言えば。", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "……イアンシー、正直言うとさ、ほかのキャプテン連中は\\n[wave amp=30 freq=10]わかってねえ[/wave]と思うんだ……", - "TOWN_HALL_SKIP_EVENT_SKIP5": "わたしはそろそろ仕事に戻らなくちゃいけないんですが、次に会ったときは、もっと[wave amp=30 freq=10]くわしく[/wave]教えてくださいね!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "わかってないって……いったい、なにを?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "[wave amp=30 freq=10]睡眠に関すること[/wave]全部だよ! オレの仕事のすべてさ!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "どいつもこいつも知らないんだ。白昼夢のことも、\\n[pause]集合的無意識も、[pause]そういうモンがこの世におよぼす影響もな!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "ぶっちゃけるとさ、みんなオレをひでえナマケモノだと\\n思ってるんじゃねえかって気がしてきてるんだよ。", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "まあ、あなたがひどいナマケモノなのは[wave amp=30 freq=10]本当のこと[/wave]でしょ。", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "へへ。まあな。", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "ほかの人たちは気にしないで。みんながあなたの仕事を理解する必要はないの。必要なのは、あなたをキャプテンにした\\n私の決定に敬意をはらうことよ。", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "ほかの人たちは気にしないで。みんながあなたの仕事を理解する必要はないの。必要なのは、あなたをキャプテンにした\\n私の決定に敬意をはらうことよ。", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "ほかの人たちは気にしないで。みんながあなたの仕事を理解する必要はないの。必要なのは、あなたをキャプテンにした\\n私の決定に敬意をはらうことよ。", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "元気の出るお言葉をありがとな、キャプテン。", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "元気の出るお言葉をありがとな、キャプテン。", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "ふわあ……[pause]こういう人間どうしの交流ってのはまったく、\\nくたびれるぜ。帰ってひと眠りするかな。", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "元気の出るお言葉をありがとな、キャプテン。", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "……俺は真剣に言ってるんだ、イアンシー。最近入った訓練生\\nたちは力不足だ。戦略では、恐ろしいモンスターに変身するより\\n[wave amp=30 freq=10]もっと[/wave]重要な要素があることを、みんな理解できていない。", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "新人たちには熱意がある。それはいい出発点よ。\\n[wave amp=30 freq=10]戦略の達人[/wave]よりもバトルの戦略を教えるのがうまい人なんて\\nいるのかしら?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "でも、あなたの仕事は……[pause]訓練生に教えることでしょう?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "フッ。なるほどな。では、判断は預けておこう……", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "いまのところはな。", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "それは理解できるわね。人って、時として……\\n[pause]よくわからないから。[pause]予測もできないしね。", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]……ううン、[pause]それは違うと思うナ。人間は[wave amp=30 freq=10]予測可能[/wave]ダヨ。\\nというカ、行動を予測するノハすっごく簡単ナノ。[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]……マジでサ、ニンゲンって種族の残念さニ共感するノって\\nムズいんだヨネ。[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]ニンゲンって、想定可能なシナリオの中カラ[shake rate=30 level=10]一番バカ[/shake]な判断を\\nくだすんダヨ。目の前ニ、[wave amp=30 freq=10]たいしたことナイ[/wave]ごほうびガ\\nあるかぎりはネ。[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "率直な分析をありがとうね、クレ=O!", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "人間はふつう、成功する確率にもとづいた判断はしないのよ。\\n感情にもとづいてものごとを決めるの。", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "……あのね、ボス。最近、アストラル界でなにかが変化してるんだよ。霊たちがみんなウワサしてる。[wave amp=30 freq=10]大物たち[/wave]が表舞台に\\n帰ってくるって言ってるんだ!", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]それはアタシもダヨ! アタシの[wave amp=30 freq=10]感情[/wave]ガこうささやくノ。\\nジンルイは[shake rate=30 level=10]生まれつき[/shake]のバカだカラ、そのうち、\\n[shake rate=30 level=10]自分の破滅のタネを自分で植える[/shake]日ガ来るはずだっテネ![/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "まあ、実際にそうなるまでは、あなたがレンジャーたちのために働いてくれることにまだ価値はあるわよ。", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "水力とクリーンエネルギー発電で電力をまかなえてるのは\\n奇跡だわ。たまに、なにか変化が起きないか心配に\\nなるの。この島は[wave amp=30 freq=10]予測がつかない[/wave]から。", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "それで、なにかわかったの? 全体的な分析を聞かせて。", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]フンッ。[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "なら、町の状態は問題ないのね! 報告ありがとう、レヴィ。", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "……以上で、報告は終わりですね。町の水力発電機は\\nフル稼働してます。今後2年で新しい部品が必要になるかも\\nしれませんが、たいしたことはないですよ。", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "心配はいりませんよ、キャプテン! もしハーバータウンの\\n運命に変化があったとしても、ここにはベストをつくしてくれるレンジャーたちがいるんですから。", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "心配はいりませんよ、キャプテン! もしハーバータウンの\\n運命に変化があったとしても、ここにはベストをつくしてくれるレンジャーたちがいるんですから。", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "心配はいりませんよ、キャプテン! もしハーバータウンの\\n運命に変化があったとしても、ここにはベストをつくしてくれるレンジャーたちがいるんですから。", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "そう言ってもらえると助かるわ……\\n[pause]本当に、あなたの言うとおりね!", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "当然だろ! [pause]アストラル界には[wave amp=30 freq=10]ありとあらゆる[/wave]精霊、霊魂、\\nタルパたちがたむろしてるんだよ。あたしがどこで特ダネを\\n仕入れてると思ってたんだい?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "「霊たちがみんな」……?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "わかった、あなたを信頼するわよ!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "いいですとも! [pause]例の「はぐれフュージョン」問題の件数は、\\nここ数か月で明らかに増えています。最近、宙に浮く黒い雲は\\n見ましたか? 私は、あれがモンスターたちの\\n[wave amp=30 freq=10]群れている[/wave]地点をしめしていると考えています。", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "最近の調査任務では、気づいたらスラコッツの群れに\\n囲まれてたんですよ。すさまじい数でしたが、\\nすべて[wave amp=30 freq=10]斬りキザんで[/wave]やりました!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "とはいえ、私より経験が少ないレンジャーたちだと、群れの\\n脅威を見くびって、命を危険にさらしてしまうかもしれません。「モンスターの群れ」の件は公表すべきだと思います。", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "ええ、まかせてちょうだい! あなたの情報はいつも役に立つ\\nわね、グラディオラ。", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "……ねえ、恋しくなりません? 大都会での生活のことが。", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "もったいないお言葉ですわね! では、失礼します。まだ仕事がありますので。[wave amp=30 freq=10]闇の軍勢[/wave]は休まないのですから、私にも休息は\\nありませんわ。", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "わたしは恋しいですね!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "確かに、そういう生活はとても[wave amp=30 freq=10]刺激的[/wave]よね……でも、だからと\\nいって、そこでの暮らしがここの暮らしより[wave amp=30 freq=10]すてき[/wave]だというわけではないのよ。", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "私は生まれてからずっと、巨大な大都会で暮らしてたわ。\\n木なんて、工場で作られたものしか見たことなかった。天に\\n向かってそびえるビル群のネオンサインで星が見えなくなって\\nから、もう長い時がすぎてたわね。", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "人生の価値なんて吹けば飛んでしまう、そういう非情な世界で\\n生きていたかったら、心を殺すしかなかったのよ。", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "ここに[wave amp=30 freq=10]到着した[/wave]ばかりの私はどうなったか、想像がつくでしょ。こんなペースの暮らしに慣れるには、長いことかかったわ!", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "これは……[pause]期待以上のお話が聞けましたよ、ボス!", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "大丈夫! 昔、週一度のカーディオトレーニングのクラスを\\n5年間運営してましたから。この仕事ができる人が\\nいるとしたら、それは[wave amp=30 freq=10]あたし[/wave]ですよっ!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "それに、きっと楽しいし!\\n[pause][wave amp=30 freq=10]ダンスエアロビクス[/wave]とか、どうですか?\\n音楽の再生リストなら、シビルが作ってくれますよ!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "……フィットネスのクラスがあったら、レンジャーたちの\\n役に立つと思うんですよ。", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "そうね、すてきなアイデアだと思うわ! もちろん、あなたが\\nやれると思うならの話だけど。", - "TOWN_HALL_CODEY_EVENT_CODEY3": "なんだって……イアンシーは本名じゃなかったのか?!", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "検討してみてください! [wave amp=30 freq=10]コミュニティの一体感[/wave]の話は、\\nあなたがいつもしてますよね……すてきな町の人たちが、\\n毎日もっとたくさんの[shake rate=30 level=10]音楽体験をシェア[/shake]することで\\n団結してくれたら、よくないですか?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "……で、もしハーバータウンじゅうにスピーカーを\\n設置できれば、わたしは[wave amp=30 freq=10]町全体へ[/wave]音楽を同時放送できるように\\nなるんですよ!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "それはどうかしらね、シビル。みんなの音楽の好みはとても\\n多様なんじゃないかと思うの。それは議論を巻きおこす判断に\\nなる気がするわ。", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "うーん。おっしゃることはわかりますよ。", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]そうこなくっちゃ![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "そうよ! 前についてた職業では、別名を使うほうが\\n安全だったの……あなたならわかるでしょうけど。", - "TOWN_HALL_CODEY_EVENT_CODEY1": "……みんなから永遠に「コーディー」と呼ばれることになると\\nわかってたら、もっとかっこいいニックネームを選んでたよ。\\n[pause]「キルスイッチ」とか、[pause]「オメガバイト」とかな。", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "ねえ、別に、完全に検討から外すと言ったわけじゃないのよ!\\n[pause]こうしましょう。もしいつか、スキップがまだ使える高音質の\\nスピーカーを掘り出してくれたら、そのアイデアを役場の会議に\\n提案してみるわ。", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "ねえ、名前は自分で選べるのよ。私はそうした。", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "「イアンシー」はギリシャ神話に出てくる水の女神の名前よ。\\nピンチの中で急いで選ばなきゃいけなかったけど、その名前\\nなら、ひびきがいいと思ったの。", - "TOWN_HALL_CODEY_EVENT_CODEY6": "そうか。あなたにはあなたの秘密が山ほどあるってわけだな?", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "そんな話をこれ以上聞けるなんて期待はしないでね!", - "LENNA_ENCOUNTER_LENNA1.f": "あなたは……[pause]自分をヒーローだって言える? その役目には、\\n重い責任が伴うんだよ。ほんとうに覚悟はできてるの?", - "LENNA_ENCOUNTER_LENNA1.n": "あなたは……[pause]自分をヒーローだって言える? その役目には、\\n重い責任が伴うんだよ。ほんとうに覚悟はできてるの?", - "LENNA_ENCOUNTER_LENNA1.m": "あなたは……[pause]自分をヒーローだって言える? その役目には、\\n重い責任が伴うんだよ。ほんとうに覚悟はできてるの?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "あのー、それって{player}に話してるの?\\n{player}は、[wave amp=30 freq=10]すっごく[/wave]ヒーローらしいと思うけど!", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "あのー、それって{player}に話してるの?\\n{player}は、[wave amp=30 freq=10]すっごく[/wave]ヒーローらしいと思うけど!", - "LENNA_ENCOUNTER_MEREDITH2.m": "えーっと、「覚悟」ってどういう意味なワケ?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "あのー、それって{player}に話してるの?\\n{player}は、[wave amp=30 freq=10]すっごく[/wave]ヒーローらしいと思うけど!", - "LENNA_ENCOUNTER_MEREDITH2.f": "えーっと、「覚悟」ってどういう意味なワケ?", - "LENNA_ENCOUNTER_EUGENE2": "正確に言うんなら、{player}とオレの2人で、\\n「ヒーロー」って肩書きを[wave amp=30 freq=10]ものすごく[/wave]平等に\\n分けあってるっていう感じだと思うけどな。", - "LENNA_ENCOUNTER_MEREDITH2.n": "えーっと、「覚悟」ってどういう意味なワケ?", - "LENNA_ENCOUNTER_FELIX2": "ナゾだらけの状態から話がスタートしたなあ。\\nどうぞ、つづけてよ。", - "LENNA_ENCOUNTER_LENNA3.n": "じゃあ、あなたの勇気を、[wave amp=30 freq=10]そして[/wave]、本質を試させて!", - "LENNA_ENCOUNTER_VIOLA2": "よければ、もっとわかりやすく話してくれないか。", - "LENNA_ENCOUNTER_LENNA2.m": "ダメ。あなたがヒーローだとは思えない。", - "LENNA_ENCOUNTER_LENNA2.f": "ダメ。あなたがヒーローだとは思えない。", - "LENNA_ENCOUNTER_LENNA2.n": "ダメ。あなたがヒーローだとは思えない。", - "LENNA_ENCOUNTER_LENNA3.m": "じゃあ、あなたの勇気を、[wave amp=30 freq=10]そして[/wave]、本質を試させて!", - "LENNA_ENCOUNTER_LENNA3.f": "じゃあ、あなたの勇気を、[wave amp=30 freq=10]そして[/wave]、本質を試させて!", - "LENNA_ENCOUNTER_LENNA4.m": "覚悟はいい?", - "LENNA_ENCOUNTER_LENNA4.f": "覚悟はいい?", - "LENNA_ENCOUNTER_LENNA4.n": "覚悟はいい?", - "LENNA_ENCOUNTER_LENNA5.m": "わたしはレナ。来なさい、ヒーロー。\\n[shake rate=30 level=10]あなたの力を見せてちょうだい[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "いいよ、負けを認める。いい腕だね、あなた。", - "LENNA_ENCOUNTER_LENNA5.f": "わたしはレナ。来なさい、ヒーロー。\\n[shake rate=30 level=10]あなたの力を見せてちょうだい[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "わたしはレナ。来なさい、ヒーロー。\\n[shake rate=30 level=10]あなたの力を見せてちょうだい[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "いいよ、負けを認める。いい腕だね、あなた。", - "LENNA_ENCOUNTER_KAYLEIGH7": "誤解しないでほしいんだけど、あなたって人間にしては\\n[wave amp=30 freq=10]すっごく[/wave]丈夫だよね。もしかして……大天使だったりしない?", - "LENNA_ENCOUNTER_LENNA6.n": "いいよ、負けを認める。いい腕だね、あなた。", - "LENNA_ENCOUNTER_MEREDITH7": "人間って、[wave amp=30 freq=10]そういうふうに[/wave]戦えるもんじゃないと思うんだよね。\\nひみつがあるなら言っちゃいな……アンタ、大天使なんでしょ?", - "LENNA_ENCOUNTER_EUGENE7": "おい、[pause]とぼけてんじゃねーよ……てめえ、大天使だろ?\\nふつうの人間は、そんなに強くねーんだよ!", - "LENNA_ENCOUNTER_FELIX7": "はっきり言うけど、きみは大天使じゃないのか? \\nいまのバトルからは「大天使」っぽさを感じたぞ。", - "LENNA_ENCOUNTER_VIOLA7": "君は真実を話していないな、「レナ」?", - "LENNA_ENCOUNTER_7_OPTION1": "キミは大天使なの、レナ?", - "LENNA_ENCOUNTER_LENNA8": "そうよ。その、昔はそうだった。いまもそう。\\n[pause]話すと長くなるの。", - "LENNA_ENCOUNTER_LENNA9": "いまは、人間として生きてるけどね。", - "LENNA_ENCOUNTER_7_OPTION2": "えっと、キミは大天使だよね?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "キミは、そんなことができるの……?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "それって、可能なんだ?", - "LENNA_ENCOUNTER_LENNA10": "そうだよ? [pause]わたしたちは、素性になんて縛られないもの……\\n[wave amp=30 freq=10]昔だれだったのか[/wave]は、どうでもいいの。\\n大事なのは、いまどんな人になるか選ぶことだよ。", - "LENNA_ENCOUNTER_MEREDITH11": "へえ。いいじゃんね、それって。", - "LENNA_ENCOUNTER_KAYLEIGH11": "そうだね! それについては[wave amp=30 freq=10]思いっきり[/wave]あなたに賛成!", - "LENNA_ENCOUNTER_FELIX11": "おれも、ほんとにそう思うよ。", - "LENNA_ENCOUNTER_EUGENE11": "そりゃ、スジが通ってるな。おまえがおまえだからって理由で、責めることはできねえよ。", - "LENNA_ENCOUNTER_VIOLA11": "そうだな……まったくもって同意するよ。", - "LENNA_ENCOUNTER_LENNA12": "きっと信じないだろうけど、本当はわたし、\\n[wave amp=30 freq=10]学校の先生[/wave]なの。あなたたちをテストするって\\n仕事のために来たんだ。テストは、満点で合格だよ!", - "LENNA_ENCOUNTER_LENNA13": "ああ、名前を聞くのを忘れちゃってた……", - "LENNA_ENCOUNTER_KAYLEIGH18": "この島にはおもしろい人たちがたくさん、自分なりの道を通ってやってくるんだね。", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "{player}だよ!", - "LENNA_ENCOUNTER_LENNA14.m": "戦えてよかった、{player}! \\nあなたはまさに、「ヒーロー」の器だよ。", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "{player}って呼ばれてるよ。", - "LENNA_ENCOUNTER_MEREDITH16": "ああ、そうなんだ。じゃあ、ニューウィラル島にはちょっと\\n寄っただけってワケ?", - "LENNA_ENCOUNTER_LENNA14.n": "戦えてよかった、{player}! \\nあなたはまさに、「ヒーロー」の器だよ。", - "LENNA_ENCOUNTER_LENNA14.f": "戦えてよかった、{player}! \\nあなたはまさに、「ヒーロー」の器だよ。", - "LENNA_ENCOUNTER_LENNA15": "じゃあ、行かなくちゃ。ミス・アンバーとは、テストが\\n終わったらもとの世界に帰してもらう約束だし、ペイジには、\\n帰りは[wave amp=30 freq=10]そんなに[/wave]遅くならないって言ってあるから。", - "LENNA_ENCOUNTER_KAYLEIGH16": "そうなんだ! ミス・アンバーって、\\n知りあいが多いんだね……?", - "LENNA_ENCOUNTER_EUGENE16": "はあ?! おまえ、ニューウィラル島に[wave amp=30 freq=10]仕事[/wave]しにきた\\nだけなのか?", - "LENNA_ENCOUNTER_VIOLA16": "君もまた、愛する者のもとへ帰りたいのだな! ならば、\\n引き止めはしないよ。", - "LENNA_ENCOUNTER_FELIX16": "それじゃ、きみは純粋に仕事でニューウィラル島に来たのか? そりゃすごいや。", - "LENNA_ENCOUNTER_LENNA17": "また会おうね、{player}!", - "LENNA_ENCOUNTER_MEREDITH18": "しまった、あのツノは本物なのか、髪の毛なのかって\\n聞けなかったじゃん。", - "LENNA_ENCOUNTER_FELIX18": "この島にいると、あきるってことがないよな。そうだろ?", - "LENNA_ENCOUNTER_EUGENE18": "あいつ、オレのことも「ヒーローの器」だって思ってたよな……言い忘れちまっただけでさ。", - "LENNA_ENCOUNTER_VIOLA18": "さらばだ、未知なる世界のレナよ。", - "HARBOURTOWN_FLORIST_NAME": "不安げなレンジャー", - "HARBOURTOWN_FLORIST1_OPTION1": "そうだよ!", - "HARBOURTOWN_FLORIST1": "すいません、あなたって、レンジャー関係の方ですよね?", - "HARBOURTOWN_FLORIST2": "やった! よかった! わたしも[wave amp=30 freq=10]レンジャーの一員[/wave]でして……\\nまあ、訓練生なんです、一応。あの、ちょっと手を貸して\\nもらえませんか?", - "HARBOURTOWN_FLORIST1_OPTION2": "違うよ!", - "HARBOURTOWN_FLORIST1_NO": "ああっ、そうでしたか。", - "HARBOURTOWN_KAYLEIGH9": "うん! 町の景色、ちょびっとすてきになったんじゃないかな!", - "HARBOURTOWN_FLORIST3": "ジャガ農場から、あそこで育てられた植物の苗を持ってきたん\\nです。町の緑化に使うんですよ。", - "HARBOURTOWN_FLORIST5": "レンジャー仲間のよしみで助けてくれませんか? 苗を、町の\\nあちこちに置いてきたプランターに植えてほしいんです。", - "HARBOURTOWN_FLORIST4": "ですけど、わたし……ものごとを決めるのが苦手で。どの植物が一番きれいなんでしょう? 頭がいっぱいになっちゃうんです!", - "HARBOURTOWN_FLORIST5_OPTION1": "もちろんいいよ!", - "HARBOURTOWN_FLORIST5_OPTION2": "えっと、あとで。", - "HARBOURTOWN_FLORIST5_NO": "大丈夫ですよ! 問題ないです。その……気が変わったら、\\n声をかけにきてください!", - "HARBOURTOWN_FLORIST6": "ありがとうございます! さあ、これをどうぞ……", - "HARBOURTOWN_FLORIST7": "プランターは、町のあちこちに置いてあります。14個\\nあるので、全部に苗を植えたら教えてください!", - "HARBOURTOWN_FLORIST8": "あっ、終わったんですか?", - "HARBOURTOWN_MEREDITH9": "まあね。町の「気取り屋」ポイントをちょっとは上げてきたよ。", - "HARBOURTOWN_EUGENE9.m": "おう! オレは主に応援してただけなんだけどよ、\\n{player}が地道に作業してくれたぜ。", - "HARBOURTOWN_EUGENE9.f": "おう! オレは主に応援してただけなんだけどよ、\\n{player}が地道に作業してくれたぜ。", - "HARBOURTOWN_EUGENE9.n": "おう! オレは主に応援してただけなんだけどよ、\\n{player}が地道に作業してくれたぜ。", - "HARBOURTOWN_FELIX9": "これで、町の景色は少しきれいになったって言えると思うよ。", - "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]ほんとにありがとうございました![/shake]\\n決めることがたくさんありすぎて、固まっちゃってたんですよ!\\nどうぞ、これはお礼です!", - "HARBOURTOWN_VIOLA9": "その通り、任務は完了だ……町はいっそうすばらしくなったぞ。", - "HARBOURTOWN_FLORIST11": "決めることがたくさんありすぎて、固まっちゃってたんですよ!", - "MOVE_NAME_BOOBY_TRAP": "ブービートラップ", - "MOVE_DESCRIPTION_STICKER_TRICK": "相手が最後に使ったわざをブービートラップと入れかえる。\\nブービートラップは、使うとダメージを受ける。", - "MOVE_DESCRIPTION_CARNIVORE": "かみつくを使ったときに回復するHPの量が増える。", - "MOVE_NAME_BAD_FORECAST": "ふきつなよほう", - "MOVE_NAME_MACHINE_CURSE": "きかいなのろい", - "STATUS_DESCRIPTION_FLAMMABLE": "ガソリン状態のキャラクターは、ほのおタイプの攻撃を\\n受けるとかならずやけどになる。さらに、やけどで受ける\\nダメージが増える。", - "MOVE_NAME_IONISED_AIR": "イオンのくうき", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "自分のターンが終わるとき、ランダムな味方1体にAPを1あたえる。", - "MOVE_NAME_STICKER_TRICK": "ステッカーすりかえ", - "MOVE_NAME_LIFTOFF": "カウントダウン", - "MOVE_DESCRIPTION_LIFTOFF": "3ターン目が終わるとAPブースト状態になり、すばやさが上がる。", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "トラップ状態のモンスターは、一部のわざがほかのわざと入れかわってしまう。", - "MOVE_DESCRIPTION_MACHINE_CURSE": "パッシブわざによって発動したわざによるダメージを、使ってきた相手にすべてはねかえす。", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "相手を{status_effect}状態にする。", - "MOVE_NAME_ENERGY_RESERVES": "よびエネルギー", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "相手全体を{duration}ターンの間{status_effect}状態にする。", - "MOVE_NAME_BUTTERFLY_EFFECT": "バタフライこうか", - "STATUS_NAME_FLAMMABLE": "ガソリン", - "MOVE_DESCRIPTION_BAD_FORECAST": "バトルがはじまるとAPを使わずに発動する。相手を{duration}ターンの間かいひふのう状態にし、さらに天気をランダムで変化させる。", - "MOVE_NAME_CARNIVORE": "かまずにのみこむ", - "MOVE_NAME_HARDBACK": "ハードカバー", - "MOVE_DESCRIPTION_BOOBY_TRAP": "使うと自分がダメージを受ける。", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "1体の相手を攻撃する。ダメージの量は自分の近接防御で決まり、使うと自分もダメージを受ける。", - "MOVE_NAME_BRACE_FOR_IMPACT": "ロケットクラッシュ", - "MOVE_NAME_GASOLINE_SPRAY": "ガソリンスプレー", - "STATUS_NAME_BOOBY_TRAPPED": "トラップ", - "MOVE_DESCRIPTION_HARDBACK": "クリティカルとほのおタイプの攻撃をのぞく、すべての攻撃で受けるダメージを減らす。ほのおタイプの攻撃を受けるとプラス効果を受けられないほか、常にクリティカルになる。", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "自分のAPをすべて使う。使ったAPを15倍した数がわざの攻撃力になる。攻撃のエレメントタイプと追加するステータス変化は、わざを出したときの天気で決まる。", - "DLC_POPUP_PIER_2": "また、見た目を決めるときに次のオプションが\\n選べるようになりました:\\n\\n- 座長スタイル #1\\n- 座長スタイル #2\\n- 道化のぼうし\\n- ツートンヘア\\n- ピエロのはな", - "DLC_POPUP_PIER_1": "DLC「知られざるふとう」をご購入いただき、\\nありがとうございます!\\n\\n三角の男に出会ったあとでクレマンスに話し\\nかけると、新たなストーリーとクエストを\\nプレイできるようになります!", - "CHARLEQUIN_NAME_PREFIX": "ボヤ", - "CHARLEQUIN_NAME_SUFFIX": "クイン", - "QUEST_DLC_PIER_PROGRESS2": "3つのインフェルノエンジンをたおそう。", - "UI_CC_VALUE_hair_clown_1": "座長スタイル #1", - "UI_CC_VALUE_hair_clown_2": "座長スタイル #2", - "UI_CC_VALUE_hair_clown_3": "道化のぼうし", - "UI_CC_VALUE_hair_clown_4": "ツートンヘア", - "UI_CC_VALUE_head_clown": "ピエロのはな", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "ここって、ニューウィラル島の人たちが生活してるあいだ、ずっとあったのかな? というか、[wave amp=30 freq=10]どこから来た[/wave]んだろう?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "けっきょく、グウェンは大天使で、アレフの知りあい\\nだったんだね……", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "このブキミなふとうって、ふしぎなことばっかりだね。", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "最後のやつはジョークだよ……[pause]ほんとだからね!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "それに、グウェンは……ずっとここにいたの? [pause]あのメイク、自分でやってるのかな? [pause]恋人、いるのかな?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "なんだか、大天使っておれたち人間をうらやましがってるみたいだな。きみが別の世界で会ったミス・アンバーって大天使も、人間のすがたを取るのが好きだったんだろ?", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "うん、そうだったよ!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "まあ、たぶん……", - "DLC_PIER_FELIX_CONVO2_FELIX4": "大天使は強大だけど……[pause]万能じゃない。だろ?", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "この場所はどこかおかしい……[pause]それは君もよくわかって\\nいるだろう。", - "DLC_PIER_FELIX_CONVO2_FELIX3": "あいつらを[wave amp=30 freq=10]神さまみたいな[/wave]存在とみなすのは簡単だけど、そうするとなにかを見落としちゃう気がするな。", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "あの婦人は道化を装っているが、私の目はあざむけない。", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "グウェンの親切そうな顔に油断するな、{player}。\\nいっときこちらに笑顔を向けても、次の瞬間には背に\\n短剣を突き立てる。道化とはそういうものだ。", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "どうやら、「愚者グウェン」は異世界の精霊だったよう\\nだな。", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "永く生きようと、影の中を歩むような生もあるということか……", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "人類はどうやら、はるか遠き他の世界の存在が嫉妬するような何かを備えていると見える。", - "UMBRAHELLA_NAME_SUFFIX": "ブレラ", - "UMBRAHELLA_SUBTITLE": "不吉なしらせ", - "UMBRAHELLA_DESCRIPTION": "不気味な生きたカサ", - "FRAGLIACCI_NAME_SUFFIX": "アッチ", - "FRAGLIACCI_LORE_1": "全身が大砲のような構造になっており、その「顔」は砲身をおおうただのカバーにすぎない。砲身から、おそろしいほどのスピードで砲弾を発射できる", - "BLUNDERBUSK_DESCRIPTION": "ボールの体で跳ねるピエロ", - "BLUNDERBUSK_LORE_2": "「ピエロ」という職業は古代エジプトのころから存在していたが、現在イメージされるようなピエロの外見は、1800年代の初めごろに、イギリスのパフォーマーだったジョセフ・グリマルディによって生みだされたものだ。", - "BLUNDERBUSK_NAME_SUFFIX": "フォーマ", - "HAUNTOME_NAME": "オバブック", - "FRAGLIACCI_NAME_PREFIX": "ボカン", - "CHARLEQUIN_LORE_2": "「ハーレクイン」は16世紀から18世紀にかけてイタリアで人気だった伝統的な即興劇、コメディア・デラルテに起源を持つ登場人物のひとりだ。", - "LITTLERED_LORE_2": "「赤ずきん」はヨーロッパの童話だ。たくさんのパターンが存在しているが、基本的にはおばあさんの家へ向かう途中でオオカミについていってしまう少女の物語だ。", - "AMPHARE_NAME": "バニッテリー", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "ピエロの役目といえば?", - "BLUNDERBUSK_LORE_1": "手を銃のような形にかまえて指さすことで、指先から弾を発射できる。体には目がついていないうえ、いつも前後にゆれているのだが発射された弾はとても正確に的へ当たる。", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "なんか、ヘンなカンジだな。わたしたちを[wave amp=30 freq=10]はるかに超えた[/wave]存在が、わたしたち……人間って存在に[wave amp=30 freq=10]夢中になってる[/wave]\\nなんてさ。", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "というかそんな質問、アンタが考えてることを[wave amp=30 freq=10]白状してる[/wave]のといっしょじゃん、{player}。", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "[wave amp=30 freq=10]アイルランドの田舎から来た女の子[/wave]には理解しづらいことがいっぱいあるわけ。わかる?", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "あの[wave amp=30 freq=10]グウェン[/wave]って女といると、マジで首の後ろがゾワゾワしちゃうんだけど。わかるでしょ、言いたいこと。", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "別に。「見すてられた桟橋にひとりぼっち」って状況に\\nついて考えちゃってさ。そっちにゾッとしてるカンジ。", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "というかそんな質問、アンタが考えてることを[wave amp=30 freq=10]白状してる[/wave]のといっしょじゃん、{player}。", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "彼女が怖いってこと?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]はあ!?[/shake] んなワケないでしょ!\\nそんな話、[wave amp=30 freq=10]ぜんっぜん[/wave]するつもりなかったんだけど!", - "FRAGLIACCI_NAME": "ボカンアッチ", - "LAPACITOR_NAME_PREFIX": "バニ", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "ひとめぼれしちゃったの?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "というかそんな質問、アンタが考えてることを[wave amp=30 freq=10]白状してる[/wave]のといっしょじゃん、{player}。", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "やっぱりね。四六時中コスプレしてるようなやつなんか\\n信じらんないよ。[pause]ウチ、ずっとそう思ってたんだ。", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "じゃあ、「グウェン」は人じゃなかったワケ……?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "この桟橋を救うための新ミッションだけどよ……", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "まったく、今回の件は[wave amp=30 freq=10]なにもかも[/wave]、オレが判断できる範囲を超えてるぜ。オレにはなんも決められねえ。", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "だいぶヘンな感じしねーか? こう、人助けしてるとは思うんだが、グウェンのことをどう思えばいいかわかんねーんだよな。", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "彼女は信用できると思うよ!", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "まあ、状況がどうなろうと用心しとけよ、相棒。この先どうなるか、だれにもわからねーんだからよ……", - "CHARLEQUIN_LORE_1": "大道芸の道具をしまうのにぶかぶかのそでを使っている。そでの中には花火や燃えやすいもの、発火装置のほかにも、たくさん道具が入っている。", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "怖がらせること", - "BLUNDERBUSK_NAME": "ラッパフォーマ", - "LAPACITOR_LORE_2": "最初の電池は1800年代ごろ、物理学者のアレッサンドロ・ボルタに発明された。彼は自分が発明した物の性質を理解しておらず、電池を無限のパワーの源だと信じていた。", - "LAPACITOR_NAME_SUFFIX": "デンサー", - "LAPACITOR_LORE_1": "体内にたくわえた電気エネルギーが強まるとバニテリーは体を大きくして、しっかりした手足を作れるようになる。身を守るときは、磁力を帯びさせた鉄くずをいまだに利用している。", - "AA_CLOWN_SUBTITLE": "幻想の座長", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "どうけをよぶ", - "BATTLE_TITLE_PIER_MACHINE": "インフェルノエンジン", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "ひっくりかえす", - "LITTLERED_NAME": "コベニズキン", - "LITTLERED_NAME_SUFFIX": "ズキン", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "ブライトサイドふとうのアトラクションへ入れるようになる入場パス。", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "ブライトサイドふとうのアトラクションへ入れるようになる入場パス。", - "ITEM_PIER_PASS_SPACEWORLD": "赤のアトラクションパス", - "ITEM_KEY_HAUNTEDHOUSE_1": "ルビーのひとみ", - "ITEM_KEY_HAUNTEDHOUSE_3": "緑のエンジンキー", - "ITEM_KEY_HAUNTEDHOUSE_2": "図書室のカギ", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "加工されていないルビーの原石。どこかの穴にハマりそうな形をしている。", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "ウィッチハウスの図書室へ入るのに使うサビたカギ。", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "ウィッチハウスの中にあるエンジンルームのドアを開ける、ずっしりした鉄のカギ。", - "ITEM_KEY_SPACEWORLD_1": "月のカギ", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "コズミックゾーンで見つけた、月がモチーフの銀のカギ。", - "ITEM_KEY_SPACEWORLD_2": "太陽のカギ", - "ITEM_KEY_SPACEWORLD_3": "赤のエンジンキー", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "コズミックゾーンで見つけた、太陽がモチーフの金のカギ。", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "コズミックゾーンの中にあるエンジンルームのドアを開ける、ずっしりした鉄のカギ。", - "ITEM_KEY_WAREHOUSE": "倉庫のカギ", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "ブライトサイドふとう倉庫のカギがかかった部屋のドアを開ける、古びてサビたカギ。", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "信用できるかどうか、ちょっとわからないよね。", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "けどよ、それでもあいつを助けるのはいいことだったって気がするんだ……[pause]たぶん、だけどな……", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "けっきょく、「グウェン」は最初っから大天使だったってわけか?", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "まあ、[wave amp=30 freq=10]どっちにしろ[/wave]、それでもオレたちはうまくやったと思うぜ。よくやったな、{player}。", - "DLC_PIER_FELIX_CONVO1_FELIX1": "この桟橋ってさ……[pause]実際……", - "DLC_PIER_FELIX_CONVO1_FELIX2": "すごくイイ感じだよな。", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "えっ?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "だよね!", - "DLC_PIER_FELIX_CONVO2_FELIX1": "つまり、「ピエロのグウェン」は\\n「大天使グウィネヴィア」だったってわけか?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "まあ、考えすぎって可能性もあるけどな。", - "DLC_PIER_FELIX_CONVO1_FELIX3": "こういう場所がゆっくりくちはてていく様子って、いろんな特徴を加えていくんだ。サビのひとつひとつがストーリーを語ってるのさ。", - "CHARLEQUIN_DESCRIPTION": "目が星型のピエロ", - "CLOWN_LORE_2": "幻影の化身であるグウィネヴィアは、かつて「円卓」と呼ばれるアレフの一団のメンバーだった。悲劇によって一団がバラバラになったあと、彼女はただひとり、ブライトサイドふとうで暮らしていた。", - "CLOWN_LORE_1": "グウィネヴィアは太古から存在する大天使で、人類の文化に対して常に子どもじみたあこがれを持っている。人間が生まれながらに持つ新たなものを創造する力をマネしようと、長年にわたって努力を続けてきた。", - "AMPHARE_LORE_2": "「バッテリー」という言葉は、発明家のベンジャミン・フランクリンによって18世紀に作られた。もとは軍事用語だったという。", - "MAJORTOM_LORE_1": "マイナトムが宇宙ロケットのボディをアップグレードしていくと、最終的にメジャトムに進化する。大きな燃料タンクにはパワフルな液体燃料がつまっており、それを使うことで低軌道へ自分を発射することで、やっと念願の夢だった宇宙旅行を達成することができるようになった。", - "MINORTOM_LORE_1": "もとはとある平凡な並行宇宙の地球で、テーマパークのお客を楽しませるために作られたおみやげ用ロボットだった。自分を作ったものたちより長く生きた結果、一種の機械的な意識を手に入れ、いまでは自分たちのモデルである宇宙ロケットのように、星空を旅することに関心を持っている。", - "MINORTOM_LORE_2": "初めて「宇宙ロケット」が創作の中に登場したのは、月への有人飛行を扱った小説であるジュール・ヴェルヌの「月世界旅行」の中だ。この作品はのちに、ジョルジュ・メリエスによる同名映画の直接的な元ネタになっている。", - "BLUNDERBUSK_NAME_PREFIX": "ラッパ", - "MAJORTOM_NAME": "メジャトム", - "MINORTOM_DESCRIPTION": "レトロなロケットのロボット", - "MAJORTOM_NAME_PREFIX": "メジャ", - "MAJORTOM_NAME_SUFFIX": "トム", - "SCARLETEETH_NAME_SUFFIX": "ファング", - "SCARLETEETH_DESCRIPTION": "フードをかぶったデカいオオカミ", - "SCARLETEETH_LORE_2": "「赤ずきん」の話にはたくさんのパターンがあり、中でも一番有名なのはグリム兄弟版のものだろう。古い話の一部には、オオカミをはっきりオオカミ男として描くものもある。", - "PIER_MACHINE_GLITTER_LORE_2": "人間性がはぎとられると、後に残ったありとあらゆるすべてはカオス、すなわち混沌になってしまう。", - "ITEM_PIER_TICKET": "景品チケット", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "緑のアトラクションパス", - "ITEM_PIER_PASS_FUNHOUSE": "ピンクのアトラクションパス", - "ITEM_PIER_TICKET_DESCRIPTION": "ブライトサイドふとうのアトラクションパスと交換できるチケット。パリッとしてすぐやぶけそうな、落ち葉のような紙で作られている。", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "ブライトサイドふとうのアトラクションへ入れるようになる入場パス。", - "RUMOR_DLC_PIER_BOAT_TITLE": "手こぎボート", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "生きたカサ", - "QUEST_DLC_PIER_TITLE": "知られざるふとう", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "信じられないと思うけど、{location_0_phrase}で生きたカサを見たんだ! 天気になにかしてるみたいだったよ!", - "RUMOR_DLC_PIER_BOAT": "うちのお得意さんが、さっきおかしなモンを見たって言っとってな。なんでも、捨てられた手こぎボートが、ひとりでに動いて海岸まで来てたんやって。ほんまについさっきの話や。", - "QUEST_DLC_PIER_DESCRIPTION2": "グウェンと話そう。", - "QUEST_DLC_PIER_DESCRIPTION1": "ブライトサイドふとうにある3つのインフェルノエンジンを停止させよう。", - "QUEST_DLC_PIER_PROGRESS1": "4つの景品チケットをアトラクションパスと交換しよう。", - "ROSEHOOD_NAME_SUFFIX": "ズキン", - "ROSEHOOD_LORE_2": "「赤ずきん」の物語には長い歴史がある。その起源は10世紀のヨーロッパまでさかのぼれることで知られ、発祥は古代ギリシャの伝承だとされる。", - "FRAGLIACCI_DESCRIPTION": "頭が大砲になっているピエロ", - "FRAGLIACCI_LORE_2": "「パリアッチ」は道化師という意味で、ルッジェーロ・レオンカヴァッロによって書かれ、1892年に初めて上演されたイタリアオペラの題名だ。コメディア・デラルテの一座をひきいる役者が主人公の物語となっている。", - "SCARLETEETH_LORE_1": "コベニズキンが獣性に屈して成長するとこのすがたになる。ベニファングはツメをそなえた肉に飢えている巨大なけだものだ。人間がこのすがたに変身して戦うと、自分を見失って血を求める動物の本能にのまれてしまう。", - "AMPHARE_NAME_PREFIX": "バニ", - "AMPHARE_NAME_SUFFIX": "テリー", - "AMPHARE_LORE_1": "鉄くずからできた「手足」を、体のまわりで宙に浮かせている生きたバッテリー。なにがきっかけで意識がめざめたのか、その理由はよくわかっていない。", - "HAUNTOME_LORE_1": "浮かばれぬ魂にとりつかれている本のようなすがたをしているが、その「目」は、霊ではなく大きな本の中に住みついている生き物のものだ。ページを羽ばたかせることで強烈な風を起こせる。", - "HAUNTOME_NAME_SUFFIX": "ブック", - "LITTLERED_LORE_1": "まだ育ちきっていない子どもで、このまま礼儀正しく優しい性格にも、内なる獣に屈して狂暴な性格にもなる可能性を持っている。こんなに思いやりにあふれた生き物を、いったいなにが血に飢えた獣に変えてしまうのかはわかっていない。", - "PIER_MACHINE_GLITTER_LORE_1": "自分があるべきすがたではないことだけは理解している。理性のかけらすらそなえていないため、論理や理性にもとづいた判断をくだすことができない哀れな存在。", - "PIER_MACHINE_GLITTER_SUBTITLE": "カオスマシーン", - "BATTLE_ADJECTIVE_PIER_MACHINE": "インフェルノエンジン・{name}", - "PIER_MACHINE_BEAST_NAME": "パール", - "PIER_MACHINE_BEAST_SUBTITLE": "ビーストマシーン", - "PIER_MACHINE_BEAST_LORE_2": "聞く相手によって答えは変わるが、獣性は人間性の欠如、あるいは真の自分を受け入れた証とされる。", - "LITTLERED_NAME_PREFIX": "コベニ", - "HAUNTOME_DESCRIPTION": "宙に浮く大きな本", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "楽しませること", - "ROSEHOOD_NAME_PREFIX": "ロゼ", - "ROSEHOOD_NAME": "ロゼズキン", - "CHARLEQUIN_NAME": "ボヤクイン", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "彼女が何とも哀れだとわかった幕引きだったな。", - "HAUNTOME_LORE_2": "本の歴史は、文章の歴史と同じくらい長い。紙が発明される以前から、人間は粘土の板などのさまざまな素材を使って文章を記録してきた。", - "REGION_NAME_PIER_PHRASE": "ブライトサイドふとう", - "REGION_NAME_PIER": "ブライトサイドふとう", - "REGION_NAME_HAUNTEDHOUSE": "ウィッチハウス", - "REGION_NAME_FUNHOUSE": "ファンワールド", - "PIER_MACHINE_BEAST_LORE_1": "かつてのすがたは不明だが、いまは2つの状態を行き来するようになっている存在。けだものじみた怒りでしか自分の気持ちを表現できない、不完全な怪物。", - "PIER_MACHINE_ASTRAL_NAME": "レイヴン", - "PIER_MACHINE_ASTRAL_SUBTITLE": "ヴォイドマシーン", - "PIER_MACHINE_ASTRAL_LORE_2": "虚無とは、意味や心、または自分の意志の欠落だ。", - "PIER_MACHINE_GLITTER_NAME": "ローズ", - "PIER_MACHINE_ASTRAL_LORE_1": "半分しか実体化していない存在。まとう温かさは以前の生命が消えかけた火花のようにまたたいているだけで、あとには暗い虚無しか残されていない。", - "MAP_FEATURE_ROWING_BOAT": "手こぎボート", - "MAP_FEATURE_WAREHOUSE": "倉庫", - "MAP_FEATURE_HAUNTEDHOUSE": "「ウィッチハウス」", - "MAP_FEATURE_FUNHOUSE": "「ファンワールド」", - "MAP_FEATURE_SPACEWORLD": "「コズミックゾーン」", - "AA_CLOWN_NAME": "グウィネヴィア", - "MINORTOM_NAME": "マイナトム", - "MINORTOM_NAME_PREFIX": "マイナ", - "MINORTOM_NAME_SUFFIX": "トム", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "ブライトサイドふとうのウィッチハウス", - "REGION_NAME_SPACEWORLD": "コズミックゾーン", - "REGION_NAME_FUNHOUSE_PHRASE": "ブライトサイドふとうのファンワールド", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "ブライトサイドふとう倉庫", - "REGION_NAME_PIER_WAREHOUSE": "ブライトサイドふとう倉庫", - "REGION_NAME_SPACEWORLD_PHRASE": "ブライトサイドふとうのコズミックゾーン", - "LAPACITOR_NAME": "バニデンサー", - "AMPHARE_DESCRIPTION": "電池の形をした腕のないウサギ", - "UMBRAHELLA_NAME": "ヘルブレラ", - "UMBRAHELLA_NAME_PREFIX": "ヘル", - "MAJORTOM_DESCRIPTION": "スペースシャトルのロボット", - "MAJORTOM_LORE_2": "人類が初めて宇宙への有人飛行に成功したのは、1961年、ソビエトの宇宙飛行士ユーリ・ガガーリンが行った108分間の宇宙飛行だった。これは間違いなく、人類の歴史に残る偉業だろう。", - "SCARLETEETH_NAME_PREFIX": "ベニ", - "LITTLERED_DESCRIPTION": "弓を持つフードをかぶったネコっぽい生き物", - "SCARLETEETH_NAME": "ベニファング", - "UMBRAHELLA_LORE_1": "謎に満ちており、そのすがたは不吉のしらせだと言われる。凧のように風に乗って空へ舞い上がり、もうじき災いと不幸がおとずれるところにしか現れない。", - "UMBRAHELLA_LORE_2": "人によって作られた折りたたみ式のカサの絵は、古代アッシリアの彫刻にまでその起源をさかのぼれる。カサは人類の歴史を通して、あらゆる文化の中にさまざまな形で見つけることができる。", - "LAPACITOR_DESCRIPTION": "大きなクローを身につけた電池型のウサギ", - "HAUNTOME_NAME_PREFIX": "オバ", - "ROSEHOOD_DESCRIPTION": "花の入ったカゴを持った人型の生き物", - "ROSEHOOD_LORE_1": "コベニズキンが獣の本能にのまれず、自分を保ったままで成長したすがた。つみたての花から作った花束を手に持ち、森を歩いているところを目撃されることが多い。", - "NOTIFICATION_NETWORK": "ネットワーク", - "ONLINE_STATE_DISCONNECTED": "現在はオフラインです", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "注意:Modをインストールしている場合はオンラインクロスプレイがオフになるため、このセーブファイルは永久にほかのゲーム機とクロスプレイできません。", - "BATTLE_FLEE_ONLINE_CONFIRM": "降参しますか?", - "INFO_ONLINE_WITH_MODS2": "互換性のないModsをインストールしているプレイヤーとはプレイできません。接続が失敗するか、セッションにだれも来ない場合は、それぞれがインストールしているModsに互換性があるか確認してください。", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "マルチプレイセッションで使うファイルを選んでください", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player}は{action}リクエストを辞退した", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player}は{action}リクエストを辞退した", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "あなたは{remote_player}からの{action}リクエストを断った", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player}は{action}のリクエストを断った", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player}は{action}のリクエストを断った", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player}は{action}のリクエストを断った", - "ONLINE_REQUEST_SENT_TRADE.f": "{remote_player}に向けて、{species1}のテープを交換に出した!", - "ONLINE_REQUEST_SENT_TRADE.n": "{remote_player}に向けて、{species1}のテープを交換に出した!", - "ONLINE_REQUEST_SENT_TRADE.m": "{remote_player}に向けて、{species1}のテープを交換に出した!", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player}があなたに向けて、{species1}のテープを交換に出してきた!", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player}が{species}のテープをゲットしました", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player}がバトルに負けました", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player}がバトルに負けました", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player}がバトルに負けました", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player}がアビリティ「{ability}」をゲットしました", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player}が{species}をテープに記録しました", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player}が{type}タイプを持つ{species}のブートレグをテープに記録しました", - "OFFLINE_REMATCH_NPC1.v3": "近くをとおりかかったから、きみのゲームをちょっとのぞきに\\nきたんだ。いまのうちに、またバトルするのはどう?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player}が{partner}と友だちになりました", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player}が{boss}をたおしました", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player}が{partner}と友だちになりました", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player}が{species1}のテープを{species2}にリマスターしました", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player}が{species1}のテープを{species2}にリマスターしました", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player}が{partner}と友だちになりました", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player}が{species1}のテープを{species2}にリマスターしました", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player}が{partner}ときずなを深めました", - "ONLINE_NOTIFICATION_ROMANCED": "{player}が{partner}と恋人どうしになりました", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player}が{station}を見つけました", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player}が図鑑にモンスターを{num}種類登録しました", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player}と{other_player}がバトル中です", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player}がはぐれフュージョンを{num}体たおしました", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player}が掲示板のクエストを{num}件クリアしました", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player}が{other_player}に勝ちました", - "ONLINE_BUTTON_LEAVE_SESSION": "セッションから離脱する", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "招待コードを確認する", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "IPアドレスとポート番号を入力する", - "ONLINE_NOTIFICATION_RAID_WON": "{player}と{other_player}が{boss}をたおしました", - "ONLINE_NOTIFICATION_TRADED": "{player}と{other_player}がテープを交換しました", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player}が{other_player}とレイドに突入しました", - "OFFLINE_REMATCH_NPC1.v1": "ねえ! いまはおたがいオンラインじゃないけどさ、\\nもう1回バトルしてみない?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player}がぎしきのロウソクをともしました", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "次に出会うフュージョンには、ブートレグがふくまれているかもしれません", - "OFFLINE_REMATCH_NPC1_YES": "いいよ!", - "OFFLINE_REMATCH_NPC1.v2.n": "前のバトルじゃ満足できなくてさ。リベンジマッチしない?", - "OFFLINE_REMATCH_NPC1.v2.m": "前のバトルじゃ満足できなくてさ。リベンジマッチしない?", - "OFFLINE_REMATCH_NPC1.v2.f": "前のバトルじゃ満足できなくてさ。リベンジマッチしない?", - "OFFLINE_REMATCH_NPC1_NO": "いまはいいや。", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "ホスト中(LANポート:{server_port})", - "ONLINE_STATE_CONNECTING": "接続中……", - "ONLINE_BUTTON_LAN_SERVER": "LANセッションをホストする", - "ONLINE_BUTTON_LAN_CLIENT": "LANセッションに参加する", - "ONLINE_ERROR_VERSION_CHECK_LAN": "バージョンが合わないため、接続に失敗しました。", - "ONLINE_SECTION_CONTROL": "マルチプレイメニュー", - "ONLINE_ERROR_MATCH_FULL": "セッションがもう満員のため、接続に失敗しました。", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "違うバージョンのゲームでプレイしているプレイヤーがいるため、セッションに参加できません。", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "接続に失敗しました。アップデートが必要です。", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "入力されたIPアドレス、ホストネーム、ポート番号のうち、\\nどれかが無効です。", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "リクエストを断る", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "出したテープを確認する", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "リクエストを辞退する", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "交換に出す", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "交換を受け入れる", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "{remote_player}の出したテープを確認する", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "オンライン(招待限定)", - "ONLINE_ALREADY_REQUESTING.m": "このプレイヤーにはすでに別のリクエストを送信しています。", - "UI_PAUSE_ONLINE_BTN_1": "オンラインステータス", - "ONLINE_REQUEST_ACTION_trade": "交換", - "ONLINE_ALREADY_REQUESTING.f": "このプレイヤーにはすでに別のリクエストを送信しています。", - "BATTLE_NET_CLOSED_2_LOCAL.f": "あなたの通信が切断されたため、バトルは終了しました。", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name}(あなた)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "ロビーのクロスプレイ設定がオフです。ほかのゲーム機からプレイしているプレイヤーは、このコードからは参加できません。", - "ONLINE_REQUEST_LIST_BUTTON": "{title}リクエスト", - "ONLINE_INVITE_MESSAGE": "Cassette Beastsであそぼうよ!", - "ONLINE_SHOW_INVITE_CODE_COPIED": "クリップボードにコピーしました!", - "ONLINE_PLAYER_STATUS_0": "{location_name_phrase}を冒険中", - "ONLINE_PLAYER_STATUS_OFFLINE": "オフライン", - "ONLINE_PLAYER_STATUS_1.n": "{location_name_phrase}で取りこみ中", - "ONLINE_PLAYER_STATUS_1.m": "{location_name_phrase}で取りこみ中", - "ONLINE_PLAYER_STATUS_2": "{location_name_phrase}でバトル中", - "ONLINE_PLAYER_MENU_MAP": "マップでみる", - "ONLINE_PLAYER_STATUS_1.f": "{location_name_phrase}で取りこみ中", - "ONLINE_PLAYER_MENU_TRADE": "交換をリクエスト", - "ONLINE_PLAYER_MENU_BATTLE": "バトルをリクエスト", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "OFF", - "ONLINE_PLAYER_LOCATION": "{player_name}、{location_name_phrase}", - "UI_SETTINGS_NETWORK": "オンラインプレイ", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "ON", - "UI_SETTINGS_NETWORK_CROSSPLAY": "クロスプレイ", - "OFFLINE_GIFTER_NPC1.v2": "このあいだのマルチプレイを思い出してたんだ。そのうち、またいっしょにプレイしようよ!", - "OFFLINE_GIFTER_NPC1.v1": "おたがい、いまはオンラインじゃないけど、これをわたして\\nおきたくてさ!", - "OFFLINE_GIFTER_NPC1.v3": "ねえ! 近くをとおりかかったから、きみのゲームをちょっと\\nのぞきにきたんだ。これ見つけたから、きみにあげるね!", - "ROGUE_FUSION_BATTLE_SOLO": "ひとりで戦う", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "{player_name}をさそう", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]このバトル中だけ、あなたのレベルは{max_level}まで下がります。[/center]", - "ROGUE_FUSION_RAID_REWARD": "ごほうび:{item} ×{item_amount}", - "ROGUE_FUSION_RAID_HACK_BUTTON": "ハックする!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "あなたと{remote_player}は負けてしまった……", - "ROGUE_FUSION_RAID_HACK_HINT": "サイバー素材を{amount}個使い、フュージョンのタイプを変える。", - "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "あなたと{remote_player}は勝った!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "あなたは、バトルからにげだした……", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "{server}に接続中……", - "ONLINE_STATE_CONNECTED.f": "接続しました", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "オンライン(フレンドとプレイ)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "フレンドを検索中……", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "あなたの出したテープ", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "交換が成立すると、ゲームは自動でセーブされます。\\nよろしいですか?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、テープを交換できません。", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "{remote_player}の出したテープ", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、テープを交換できません。", - "CAPTAIN_CODEY_CM_CODEY7": "これでキミも[shake rate=30 level=10]パワー[/shake]を手に入れたわけだ! [pause]このアイテムが\\nあれば、サイバー素材を制御してはぐれフュージョンに向けて\\n使えるのさ。[wave amp=30 freq=10]自慢じゃない[/wave]けど、コイツは僕の発明品でね。", - "CAPTAIN_CODEY_CM_CODEY6": "そら、コイツをひとつくれてやるよ。", - "ONLINE_PLAYER_GAMERCARD": "ゲーマーカードを表示", - "UPDATE_POPUP_MP_TITLE": "1.6 マルチプレイアップデート", - "UPDATE_POPUP_MP_2": "オンラインマルチプレイを始めるには、ポーズメニューで {control.ui_action_1} を押してください。\\n\\nフレンドリストのプレイヤーの招待と、他プラットフォーム用の招待コード作成ができます。", - "UPDATE_POPUP_MP_1": "1.6 アップデートでは、オンラインマルチプレイが追加されます!\\n\\nオンラインでできること:\\n - 友達と最大8人の協力プレイ!\\n - 一緒に世界を冒険!\\n - バトルやテープ交換!\\n - はぐれフュージョンと戦う協力レイドバトル!", - "CAPTAIN_CODEY_CM_CODEY8": "さてと、レンジャーの仕事に戻らないと。そのうち山を登って\\n僕に会いに来いよ、いいな?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "ほかのプレイヤーの通信が切断されたため、バトルは終了しました。", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "ステッカーのコピー:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "OFF", - "ONLINE_DISPLAY_NAME_ANON": "みしらぬ人", - "BATTLE_NET_CLOSED_1": "エラーが発生したため、バトルは終了しました。", - "BATTLE_NET_CLOSED_2_LOCAL.n": "あなたの通信が切断されたため、バトルは終了しました。", - "BATTLE_NET_CLOSED_2_REMOTE.n": "ほかのプレイヤーの通信が切断されたため、バトルは終了しました。", - "BATTLE_NET_CLOSED_2_REMOTE.f": "ほかのプレイヤーの通信が切断されたため、バトルは終了しました。", - "BATTLE_NET_CLOSED_2_LOCAL.m": "あなたの通信が切断されたため、バトルは終了しました。", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "一部のオンラインマルチプレイ機能が使えません", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "クロスプレイの設定変更は、現在のオンラインセッションが終わってから反映されます。", - "ONLINE_FRIENDS_PASSIVE_WARNING": "「フレンドとプレイ」モードでは[b]フレンドではないプレイヤー[/b]と出会うことがあります。フレンドのフレンドなど、招待コードを持つプレイヤーなら、だれでもあなたのゲームに参加できます。このまま続けますか?", - "ONLINE_CROSSPLAY_WARNING": "入力した招待コードはクロスプレイ用のロビーですが、あなたの設定ではクロスプレイがオフになっています。設定をオンにして続けますか?", - "ONLINE_NOTIFICATION_DISCONNECTED": "通信が切断されました", - "ONLINE_REQUEST_SENT.f": "{remote_player}に{action}リクエストを送った!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "{remote_player}の{action}リクエストは{reason}ため失敗しました。", - "ONLINE_REQUEST_RECEIVED.f": "{remote_player}から{action}リクエストが送られてきた!", - "ONLINE_REQUEST_RECEIVED.m": "{remote_player}から{action}リクエストが送られてきた!", - "ONLINE_REQUEST_SENT.n": "{remote_player}に{action}リクエストを送った!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player}があなたに向けて、{species1}のテープを交換に出してきた!", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player}があなたに向けて、{species1}のテープを交換に出してきた!", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player}が、あなたの{species1}のテープに対して{species2}のテープを交換に出してきた!", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player}が、あなたの{species1}のテープに対して{species2}のテープを交換に出してきた!", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "リクエストを受ける", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player}が、あなたの{species1}のテープに対して{species2}のテープを交換に出してきた!", - "ONLINE_REQUEST_RECEIVED_TRADE2": "{remote_player}が交換を受け入れるのを待っています……", - "ONLINE_BUTTON_FRIENDS_CREATE": "招待限定セッションをはじめる", - "ONLINE_BUTTON_FRIENDS_JOIN": "招待コードを入力する", - "ONLINE_BUTTON_VIEW_FRIENDS": "フレンドリスト", - "ONLINE_HUD_PLAYER_COUNT": "プレイヤー数:{0}/{1}", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "あなたはだれ?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "また会ったな、{player}。見たところ、忙しいみたいじゃ\\nないか。", - "CAPTAIN_CODEY_CM_CODEY2": "スキャナーでちょっとしたサイバー波を検知したもんでね。\\n僕が思うに、こいつの原因はキミだ。", - "CAPTAIN_CODEY_ALREADY_MET1.m": "また会ったな、{player}。見たところ、忙しいみたいじゃ\\nないか。", - "CAPTAIN_CODEY_ALREADY_MET1.n": "また会ったな、{player}。見たところ、忙しいみたいじゃ\\nないか。", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "サイバー波……?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "なんの話をしてるの?", - "CAPTAIN_CODEY_CM_CODEY4": "サイバー素材はいわば、[wave amp=30 freq=10]僕らの世界のありとあらゆる空間[/wave]と\\nつながってるような物質なんだ。どこから来たのかはさっぱり\\nわからないがね……", - "CAPTAIN_CODEY_CM_CODEY3": "サイバー波だよ! わかるだろ、サイバー素材から出るアレさ!\\nネオンオレンジに光ってるヤツをそう呼んでるんだ。キミは\\n最近、そいつをひろってるはずだぞ。", - "CAPTAIN_CODEY_CM_CODEY5": "とにかく、はぐれフュージョンはサイバー素材にはげしく\\n反応するのさ……うまく使えば、ブートレグに変えてやれる。\\n[shake rate=30 level=10]宇宙レベル[/shake]のバイオハッキングってわけだ!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "プレイヤー数({0})", - "ONLINE_SECTION_PLAYERS": "プレイヤー数({0}/{1})", - "UI_PAUSE_ONLINE_BTN_0": "オンラインプレイ", - "ONLINE_STATE_CONNECTED.m": "接続しました", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "接続しました!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "接続しました!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "接続しました!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "ポート:{server_port}でホスト中", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "{remote_player}ほか、{n}人のプレイヤーたちとプレイ中", - "ONLINE_NOTIFICATION_CONNECTED_1": "{remote_player}といっしょにプレイ中", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player}が{type}タイプを持つ{species}のブートレグテープをゲットしました", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "オンラインプレイでフレンドを検索中……", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player}がセッションに参加しました", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player}の通信が切断されました", - "INFO_ONLINE_WITH_MODS1": "Modsをインストールしている場合、オンラインクロスプレイはオフになります。クロスプレイセッションに参加できなくなるほか、ほかのゲーム機で遊ぶプレイヤーがあなたのセッションに参加できなくなります。", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player}が挑戦を受けました!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player}の通信が切断されました", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player}の通信が切断されました", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、レイドへいっしょに突入できません。", - "ITEM_CYBER_MATERIAL_NAME": "サイバー素材", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、レイドへいっしょに突入できません。", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、レイドへいっしょに突入できません。", - "BATTLE_RAID_DEFERRED_RECORDING": "レイドで勝つと、全員がこのテープをゲットできます。", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "レイドへ突入できるプレイヤーがいません。", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "{remote_player}とはレイドへいっしょに突入できません。", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player}がレイドリクエストを受けた!", - "ITEM_HACKING_GLOVE_NAME": "ハッキンググローブ", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "強いエネルギーをたくわえた、ネオンカラーの物質。バーチャルリアリティをテーマにした1980年代の映画から出てきたような見た目をしている。", - "CAPTAIN_CODEY_CM_CODEY1": "やあ。どうやら、僕のターゲットがこっちに迷いこんだ\\nらしいな。センサーがすごい勢いで鳴りまくってるぞ。", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "えっ?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "レトロなゲーム用のコントローラー。バトルの前に使うと、サイバー素材を利用してはぐれフュージョンのエレメントタイプを変えられる。", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "レベル調整:{0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "ステッカー特性:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "調整なし", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "ON", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "OFF", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "OFF", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "フュージョン", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "ON", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "ON + フューズパワー", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "ON", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "ほかのプレイヤーを待機中……", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "ほかのプレイヤーは取りこみ中です。数分後にやり直してください", - "UI_TAPE_COLLECTION_OFFER_TRADE": "{remote_player}との交換に出す", - "ONLINE_REQUEST_TRADE_PROMPT": "{remote_player}との交換に出すテープを選んでください。", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "ほかのプレイヤーは取りこみ中です。数分後にやり直してください", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "ほかのプレイヤーは取りこみ中です。数分後にやり直してください", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、テープを交換できません。", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "レベル:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "バトルのルール", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "{remote_player}とは交換できません。", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "{remote_player}に勝った!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "あなたは{remote_player}からの{action}リクエストを断った", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "あなたは{action}リクエストを辞退した", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "あなたは{action}リクエストを辞退した", - "ONLINE_REQUEST_CLOSED_COMPLETE": "{action}が完了した", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "フレンドとプレイ", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "LANセッション", - "NOTIFICATION_REQUEST": "リクエスト", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "あなたの通信が切断された", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player}の通信が切断された", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player}の通信が切断された", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "{remote_player}の{action}リクエストは{reason}ため失敗しました。", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "{remote_player}の{action}リクエストは{reason}ため失敗しました。", - "ONLINE_REQUEST_UI_TITLE": "{remote_player}から{action}リクエストが届いています", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "招待コードを入力する", - "ONLINE_ERROR_CONNECTION_FAILED": "接続に失敗しました。", - "ONLINE_ERROR_CONNECTION_ERROR": "接続エラー({error})", - "ONLINE_BUTTON_INVITE_FRIENDS": "フレンドを招待する", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "交換が成功した― {remote_player}からもらった{species2}のテープがボックスに送られた!", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "交換が成功した― {remote_player}からもらった{species2}のテープがボックスに送られた!", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "{remote_player}に降参した……", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player}に負けてしまった……", - "ONLINE_ALREADY_REQUESTING.n": "このプレイヤーにはすでに別のリクエストを送信しています。", - "ONLINE_REQUEST_ACTION_battle": "バトル", - "ONLINE_REQUEST_ACTION_raid": "レイド", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "{action}リクエストは{reason}ため失敗しました。", - "ONLINE_REQUEST_RECEIVED.n": "{remote_player}から{action}リクエストが送られてきた!", - "ONLINE_REQUEST_SENT.m": "{remote_player}に{action}リクエストを送った!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "あなたは{action}リクエストを辞退した", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "交換が成功した― {remote_player}からもらった{species2}のテープがボックスに送られた!", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "ほかのプレイヤーを待機中……", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "ほかのプレイヤーを待機中……", - "ONLINE_ERROR_INVALID_INVITE": "接続に失敗しました。無効な招待です。", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "あなたの通信が切断された", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player}は{action}リクエストを辞退した", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "あなたは{remote_player}からの{action}リクエストを断った", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "あなたの通信が切断された", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player}の通信が切断された", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "エラーの", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "オンライン(参加中)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "プレイヤー数:{0}", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "{action}リクエストは{reason}ため失敗しました。", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "{action}リクエストは{reason}ため失敗しました。", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "設定中……", - "ONLINE_BUTTON_FRIENDS_INVITE": "{name}の招待を受ける", - "ONLINE_BUTTON_DISCONNECT": "通信を切断する", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IPアドレス:ポート番号", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "サーバーから切断されました。", - "ONLINE_STATE_CONNECTED.n": "接続しました", - "ACHIEVEMENT_DESC_obtain_candevil": "キャンデビルのカセットをゲットする。", - "ACHIEVEMENT_NAME_obtain_bansheep": "ヒツジが1匹", - "ACHIEVEMENT_DESC_obtain_bansheep": "バンシープのカセットをゲットする。", - "ACHIEVEMENT_NAME_partner_viola": "ヴァイオラ", - "ACHIEVEMENT_DESC_partner_viola": "ヴァイオラと友だちになる。", - "ACHIEVEMENT_NAME_remaster": "リマスター版", - "ACHIEVEMENT_DESC_aa_helia": "フュージョンの化身に打ち勝つ。", - "ACHIEVEMENT_NAME_met_npc_magikrab": "駅員さん", - "ACHIEVEMENT_DESC_met_npc_magikrab": "駅員をつとめるだれかと出会う。", - "ACHIEVEMENT_NAME_met_npc_amber": "ふるさとから遠くはなれて", - "ACHIEVEMENT_DESC_met_npc_amber": "遠くはなれた場所で、助けてくれるだれかを見つける。", - "ACHIEVEMENT_NAME_met_npc_merline": "身を隠していたもの", - "ACHIEVEMENT_DESC_met_npc_merline": "顔なきものと顔をあわせる。", - "ACHIEVEMENT_DESC_traveling_merchant": "行商人と出会う。", - "ACHIEVEMENT_NAME_traveling_merchant": "おカネで愛は買えないさ", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "スーパーレアのステッカーをゲットする。", - "ACHIEVEMENT_NAME_ability_glide": "羽をひろげて", - "ACHIEVEMENT_DESC_ability_glide": "アビリティ「モスグライド」をゲットする。", - "ACHIEVEMENT_DESC_ability_dash": "アビリティ「バレットダッシュ」をゲットする。", - "ACHIEVEMENT_NAME_ability_dash": "走る弾丸", - "ACHIEVEMENT_NAME_ability_magnetism": "シビレる電撃", - "ACHIEVEMENT_DESC_ability_magnetism": "アビリティ「エレキマグネット」をゲットする。", - "ACHIEVEMENT_NAME_ability_swim": "水泳のレッスン", - "ACHIEVEMENT_NAME_ability_climb": "ボール遊び", - "ACHIEVEMENT_DESC_ability_swim": "アビリティ「ダイブスイム」をゲットする。", - "ACHIEVEMENT_DESC_gambit_win": "ギャンブラー状態でバトルに勝つ。", - "ACHIEVEMENT_DESC_ability_climb": "アビリティ「ヴァインボール」をゲットする。", - "ACHIEVEMENT_NAME_ability_flight": "空の旅", - "ACHIEVEMENT_DESC_ability_flight": "アビリティ「サラバフライト」をゲットする。", - "ACHIEVEMENT_DESC_ability_fusion_radar": "フュージョンレーダーをゲットする。", - "ACHIEVEMENT_NAME_ability_fusion_radar": "レーダー上にフュージョンあり", - "ACHIEVEMENT_NAME_intermission": "望みとはちがうもの", - "ACHIEVEMENT_DESC_intermission": "はるか彼方まで飛ばされる。", - "ACHIEVEMENT_DESC_ending": "考えぬいた末に、ドアを開ける。", - "ACHIEVEMENT_NAME_ending": "本当の人生", - "ACHIEVEMENT_NAME_preemptive_win": "はじまる前には終わってた", - "ACHIEVEMENT_DESC_preemptive_win": "戦う前からバトルに勝つ。", - "ACHIEVEMENT_DESC_ghostly_win": "ゆうれい状態でバトルに勝つ。", - "ACHIEVEMENT_NAME_ghostly_win": "死に支配などさせはしない", - "ACHIEVEMENT_NAME_gambit_win": "イチかバチか", - "ACHIEVEMENT_DESC_reopened_stations_final": "モルガンテの歌の謎をときあかす。", - "ACHIEVEMENT_NAME_aa_morgante": "反逆", - "ACHIEVEMENT_DESC_aa_aleph_null": "世界のはざまで運命に打ち勝つ。", - "ACHIEVEMENT_NAME_aa_aleph_null": "時間の矢", - "ACHIEVEMENT_DESC_aa_morgante": "完全に復活した太古の力を打ちたおす。", - "ACHIEVEMENT_NAME_aa_lamento_mori": "死の天使", - "ACHIEVEMENT_DESC_aa_lamento_mori": "ラメント・モリをたおす。", - "ACHIEVEMENT_DESC_kuneko_altars_3": "3つのアルターでクナイニャンと出会う。", - "ACHIEVEMENT_NAME_kuneko_altars_4": "アタシがほしくないニャンて:その5", - "ACHIEVEMENT_NAME_quest_viola1": "テンペスト", - "ACHIEVEMENT_DESC_quest_felix_complete": "フェリックスのクエストをクリアする。", - "ACHIEVEMENT_DESC_quest_meredith1": "メレディスをショッピングモールに連れていく。", - "ACHIEVEMENT_DESC_quest_viola1": "ヴァイオラを難破船に連れていく。", - "ACHIEVEMENT_NAME_quest_meredith_complete": "ずっと必要だったもの", - "ACHIEVEMENT_DESC_quest_meredith_complete": "メレディスのクエストをクリアする。", - "ACHIEVEMENT_NAME_quest_felix_complete": "アタシがほしくないニャンて:その6", - "ACHIEVEMENT_NAME_quest_dog_complete": "「おいで」と「待て」", - "ACHIEVEMENT_DESC_quest_dog_complete": "ワンクレーのクエストをクリアする。", - "ACHIEVEMENT_DESC_quest_viola_complete": "ヴァイオラのクエストをクリアする。", - "ACHIEVEMENT_NAME_quest_viola_complete": "だれもがなにかを探してる", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "あなたのためのセレナーデ", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "ケイリーのハートを5つ集める。", - "ACHIEVEMENT_NAME_aa_cube": "ネオプラトニズム的立方体", - "ACHIEVEMENT_DESC_aa_cube": "ロックメンタインをたおす。", - "ACHIEVEMENT_NAME_aa_alice": "エゴの申し子", - "ACHIEVEMENT_DESC_aa_alice": "アリスをたおす。", - "ACHIEVEMENT_NAME_aa_puppet": "パペットマスター", - "ACHIEVEMENT_DESC_aa_puppet": "ポッペトックスをたおす。", - "ACHIEVEMENT_NAME_aa_tower": "無知の塔", - "ACHIEVEMENT_DESC_aa_tower": "バベリスをたおす。", - "ACHIEVEMENT_NAME_song_parts_8": "混迷の大地", - "ACHIEVEMENT_NAME_aa_helia": "新たな夜明け", - "ACHIEVEMENT_DESC_song_parts_8": "モルガンテの歌を完成させる。", - "ACHIEVEMENT_DESC_offices_cleared_5": "ランドキーパー事務所を5つ一掃する。", - "ACHIEVEMENT_DESC_quest_felix1": "クナイニャンと出会う。", - "ACHIEVEMENT_NAME_quest_felix1": "アタシがほしくないニャンて:その1", - "ACHIEVEMENT_NAME_kuneko_altars_1": "アタシがほしくないニャンて:その2", - "FOLKLORD_NAME": "フォークロアド", - "MACABRA_DESCRIPTION": "ガイコツに座るキバが生えた生き物", - "FOLKLORD_NAME_PREFIX": "フォーク", - "FOLKLORD_LORE_1": "成長したシノマカブラは、フォークロアドに進化するとイスがわりにしていたガイコツを頭にかぶるようになる。その腕と上半身にはぶあつい筋肉がついているが、足が長すぎるせいで長時間立ちつづけることはできない。", - "FOLKLORD_NAME_SUFFIX": "ロアド", - "FOLKLORD_DESCRIPTION": "ガイコツをかぶる巨人", - "FOLKLORD_LORE_2": "北アメリカには森に住む巨大な人型の生物として描かれる未確認生物の話がたくさん存在する。サルのようなすがたをしているビッグフットやサスカッチがそれだ。", - "SQUIREY_NAME": "オトモワイア", - "SQUIREY_NAME_PREFIX": "オトモ", - "SQUIREY_LORE_1": "オトモワイアはふつう、ニューウィラル島の平原をうろついていることが多い。バトルの相手を探しているのだ。見た目はかわいいがとても情熱的な戦士で、生まれつき向上心にめぐまれている。", - "SQUIREY_NAME_SUFFIX": "ワイア", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "白熱するバトルの中で、大事にするのはどっち?", - "SQUIREY_LORE_2": "中世における「エスクワイア」は騎士の従者だった。エスクワイアは自分が仕える騎士の武器を運ぶなどの職務をはたし、実力を示すことができれば騎士になることができた。", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "名誉", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "勝利", - "PALANGOLIN_NAME": "パラディンコウ", - "SQUIREY_DESCRIPTION": "槍を持ったセンザンコウ", - "PALANGOLIN_NAME_PREFIX": "パラディン", - "PALANGOLIN_LORE_1": "道義心に忠実でありつづけたオトモワイアが高い徳をそなえた騎士へと成長したすがた。見事な黄金のハルバードをあやつり、バトル中も仲間を守る。", - "PALANGOLIN_NAME_SUFFIX": "コウ", - "PALANGOLIN_LORE_2": "ヨーロッパの歴史では、騎士は祖国に対する奉仕をたたえて、ナイトの称号を授与された人間を指す言葉だった。よく見られる騎士の描かれ方は「ブルターニュ物語」と呼ばれる中世で人気を集めた文学に影響されており、現代では騎士道精神やヒーロー的な人物像と強く結びつけられている。", - "MANISPEAR_NAME": "センザスピア", - "PALANGOLIN_DESCRIPTION": "ハルバードを持った騎士", - "MANISPEAR_NAME_PREFIX": "センザ", - "MANISPEAR_NAME_SUFFIX": "スピア", - "MANISPEAR_LORE_2": "「黒騎士」タイプに分類される架空の創作キャラクターは、昔からくりかえし登場している。騎士道をはずれた顔を隠す騎士として描かれるのがふつうで、物語の主人公の前に立ちはだかり最後にたおされることが多い。", - "MANISPEAR_LORE_1": "鍛錬を積みながらも闇の波動に身をささげてしまった、オトモワイアのなれのはて。黒いカブトの下に顔を隠し、力をまったく抑えることなく戦う。", - "MUSKRATEER_NAME": "マスクラティア", - "MANISPEAR_DESCRIPTION": "大きい剣を持った騎士", - "MUSKRATEER_NAME_PREFIX": "マスク", - "MUSKRATEER_NAME_SUFFIX": "ラティア", - "ITEM_TAPE_BLACK_SHUCK_NAME": "ドッペルゲンガーテープ", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "ドッペルゲンガーが残した、なぞめいた黒いテープ。", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "1体の相手を攻撃し、{status_effect}状態にする。", - "ITEM_TAPE_BEAST_NAME": "フェイクファーテープ", - "ITEM_TAPE_FIRE_DESCRIPTION": "「トースターに入れてもへっちゃら」と書いてある、ヘンな宣伝用テープ。かつては朝ごはん用のパンといっしょに配られていたが、やけどや火事のもとになるという苦情がたくさん出たので中止された。ほのおタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_FIRE_NAME": "トースターテープ", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "100%「再生プラスチック」を使って作られているらしいテープ。プラスチックタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_PLANT_NAME": "じゅひのテープ", - "ITEM_TAPE_PLANT_DESCRIPTION": "シェルが本物の木の皮でできているテープ。くさタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_PLASTIC_NAME": "リサイクルテープ", - "ITEM_TAPE_WATER_NAME": "みずいりテープ", - "ITEM_TAPE_WATER_DESCRIPTION": "すきとおったプラスチックで作られた、シェルの中に水が入っているテープ。使わないときは、横についている2つのボタンを押すことで中の水とリングを動かし、わなげのようなゲームができる。みずタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_POISON_NAME": "スネークテープ", - "ITEM_TAPE_ASTRAL_NAME": "エーテルテープ", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "ときどきほかの物質をすりぬけてしまう、霊的な素材でできたテープ。表面にあいた小さな穴からは、遠い星からとどくような光がはなたれている。アストラルタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_POISON_DESCRIPTION": "おしゃれなニセのヘビ革でできたテープ。どくタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_ICE_NAME": "アイスナインテープ", - "ITEM_TAPE_LIGHTNING_NAME": "ちょうでんどうテープ", - "ITEM_TAPE_ICE_DESCRIPTION": "溶けそうにない凍てつく氷でできたテープ。ラベルには「水に近づけてはいけません」と注意書きがある。こおりタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "「ボース=アインシュタイン凝縮がこの中に!」とラベルに書かれたテープ。でんきタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_AIR_NAME": "エアロゾルテープ", - "ITEM_TAPE_EARTH_NAME": "セラミックテープ", - "ITEM_TAPE_AIR_DESCRIPTION": "くうきタイプのモンスターがとても記録しやすくなるテープ。いざというときにはエアスプレーとして使える。", - "ITEM_TAPE_METAL_NAME": "フェリクロームテープ", - "ITEM_TAPE_METAL_DESCRIPTION": "メタルタイプのモンスターがとても記録しやすくなるテープ。", - "ITEM_TAPE_EARTH_DESCRIPTION": "固められた焼き物でできたシェルを持つテープ。だいちタイプのモンスターがとても記録しやすくなる。", - "ITEM_TAPE_USE_ON.m": "{0}がきろく", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "{0}がきろく", - "ITEM_TAPE_USE_ON.n": "{0}がきろく", - "ITEM_NAME_RARITY_1": "{item_name}(レア)", - "ITEM_NAME_RARITY_2": "{item_name}(Sレア)", - "BOOSTER_PACK_ELEMENTS_NAME": "『四大エレメント』パック", - "BOOSTER_PACK_NATURE_NAME": "『大自然』パック", - "BOOSTER_PACK_POLLUTION_NAME": "『'環境汚染』パック", - "BOOSTER_PACK_WILDCARD_NAME": "『バラエティ』パック", - "MAP_NAME_OVERWORLD_PHRASE": "ニューウィラル島", - "BOOSTER_PACK_DESCRIPTION": "4枚のステッカーが入ったブースター。かならずひとつ、レアかスーパーレアが入っている!", - "MAP_NAME_DEAD_WORLD_PHRASE": "なぞの場所", - "MAP_NAME_OVERWORLD": "ニューウィラル島", - "REGION_NAME_UNKNOWN": "???", - "REGION_NAME_MALL": "ガタボロモール", - "MAP_NAME_DEAD_WORLD": "???", - "REGION_NAME_UNKNOWN_PHRASE": "なぞの場所", - "REGION_NAME_MALL_PHRASE": "ガタボロモール", - "REGION_NAME_PLAINS1": "ニューウィラル平原", - "REGION_NAME_TOWN": "ハーバータウン", - "REGION_NAME_TOWN_PHRASE": "ハーバータウン", - "REGION_NAME_PLAINS1_PHRASE": "ニューウィラル平原", - "REGION_NAME_TOWN_WEST": "ハーバータウン - 西側", - "REGION_NAME_TOWN_WEST_PHRASE": "ハーバータウンの西側", - "REGION_NAME_CAFE": "グラモフォン・カフェ", - "REGION_NAME_CAFE_PHRASE": "グラモフォン・カフェ", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "グラモフォン・カフェ(ハーバータウン駅経由)", - "REGION_NAME_HOSPITAL": "ハーバータウン診療所", - "REGION_NAME_HOSPITAL_PHRASE": "診療所", - "REGION_NAME_CHEMIST": "化学薬品ショップ", - "REGION_NAME_MUSEUM": "歴史館", - "REGION_NAME_MUSEUM_PHRASE": "歴史館", - "REGION_NAME_CHEMIST_PHRASE": "化学薬品ショップ", - "REGION_NAME_TOWN_OUTSKIRTS": "ハーバータウン - 町はずれ", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "町はずれ", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "町はずれのどうくつ", - "REGION_NAME_TOWN_BEACH": "ハーバータウン - 砂浜", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "町はずれのどうくつ", - "REGION_NAME_DEADLANDS_PHRASE": "荒れ地", - "REGION_NAME_DEADLANDS": "荒れ地", - "REGION_NAME_TOWN_BEACH_PHRASE": "ハーバータウンの砂浜", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "公園", - "REGION_NAME_NEW_WIRRAL_PARK": "ニューウィラル公園", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "公園のどうくつ", - "REGION_NAME_TOWN_STATION": "ハーバータウン駅", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "公園のどうくつ", - "REGION_NAME_DUNGEON_GLOWSHROOM": "グロウスターロード駅", - "REGION_NAME_TOWN_STATION_PHRASE": "ハーバータウン駅", - "REGION_NAME_UPPER_PATH": "北への小道", - "REGION_NAME_UPPER_PATH_PHRASE": "北への小道", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "グロウスターロード駅", - "REGION_NAME_MIRE_SEA": "マイア海", - "REGION_NAME_MIRE_SEA_PHRASE": "マイア海", - "REGION_NAME_DUNGEON_WATERLOOP": "ウォーターループ駅", - "REGION_NAME_SOUTHERN_ISLES": "南の小島", - "REGION_NAME_DINO_QUARRY": "荒れ地 - サウルス採石場", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "南の小島", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "ウォーターループ駅", - "REGION_NAME_OLD_VILLAGE": "荒れ地 - ニューロンドン", - "REGION_NAME_DINO_QUARRY_PHRASE": "サウルス採石場", - "REGION_NAME_OLD_VILLAGE_PHRASE": "ニューロンドン", - "REGION_NAME_DEADLANDS_CAVES": "荒れ地のどうくつ", - "REGION_NAME_LAKE_PHRASE": "湖", - "REGION_NAME_LAKE": "ウルオイストン湖", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "荒れ地のどうくつ", - "REGION_NAME_LAKE_CAVES": "湖の地下どうくつ", - "REGION_NAME_LAKESIDE": "湖のほとり", - "REGION_NAME_LAKESIDE_PHRASE": "湖のほとり", - "REGION_NAME_LAKE_CAVES_PHRASE": "湖の地下どうくつ", - "REGION_NAME_LAKESIDE_CAVES": "湖岸のどうくつ", - "REGION_NAME_MT_WIRRAL": "ウィラル山", - "REGION_NAME_MT_WIRRAL_PHRASE": "ウィラル山", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "湖岸のどうくつ", - "REGION_NAME_MT_WIRRAL_CAVES": "ウィラル山のどうくつ", - "REGION_NAME_EASTHAM_WOODS": "イーストハムの森", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "ウィラル山のどうくつ", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "イーストハムの森", - "REGION_NAME_EASTHAM_WOODS_CAVES": "森のどうくつ", - "REGION_NAME_HAM_PHRASE": "森の『ハム』のあたり", - "REGION_NAME_HAM": "イースト抜きの『ハム』", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "森のどうくつ", - "REGION_NAME_AUTUMN_HILL": "オータムヒル", - "REGION_NAME_AUTUMN_HILL_PHRASE": "オータムヒル", - "REGION_NAME_AUTUMN_HILL_CAVES": "オータムヒルのどうくつ", - "REGION_NAME_COMMUNE": "トムライタウン", - "REGION_NAME_COMMUNE_PHRASE": "トムライタウン", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "オータムヒルのどうくつ", - "REGION_NAME_COMMUNE_STATION": "トムライトン・クレセント駅", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "アイスリントン駅", - "REGION_NAME_MT_WIRRAL_STATION": "アイスリントン駅", - "REGION_NAME_COMMUNE_STATION_PHRASE": "トムライトン・クレセント駅", - "REGION_NAME_MEADOW_PHRASE": "サクラノ草原", - "REGION_NAME_MEADOW": "サクラノ草原", - "REGION_NAME_MEADOW_CAVES": "サクラノ草原のどうくつ", - "REGION_NAME_MARSH": "ぬま地", - "REGION_NAME_MARSH_PHRASE": "ぬま地", - "REGION_NAME_MEADOW_CAVES_PHRASE": "サクラノ草原のどうくつ", - "REGION_NAME_MARSH_CAVES": "ぬま地のどうくつ", - "REGION_NAME_FARM": "ジャガ農場", - "REGION_NAME_FARM_PHRASE": "ジャガ農場", - "REGION_NAME_MARSH_CAVES_PHRASE": "ぬま地のどうくつ", - "REGION_NAME_GRAVEYARD": "ロストハーツ墓地", - "REGION_NAME_GRAVEYARD_PHRASE": "墓地", - "REGION_NAME_CAST_IRON_SHORE": "キャストアイアン海岸", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "キャストアイアン海岸", - "REGION_NAME_DUNGEON_GRAVEYARD": "アルドグレイブ地下墓地駅", - "REGION_NAME_STATION_FINAL": "ナイトブリッジ駅", - "REGION_NAME_DUNGEON_SHIPWRECK": "難破船「ティターニア」号", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "アルドグレイブ地下墓地駅", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "バードストリート駅", - "REGION_NAME_SHIPWRECK_STATION": "バードストリート駅", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "難破船「ティターニア」号", - "REGION_NAME_DUNGEON_MEADOW": "サクラクロス駅", - "REGION_NAME_STATION_FINAL_PHRASE": "ナイトブリッジ駅", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "サクラクロス駅", - "REGION_NAME_MEADOW_CHURCH": "グラステインベリー修道院", - "REGION_NAME_BROKENHEAD_PHRASE": "ブローケンヘッド", - "REGION_NAME_BROKENHEAD": "ブローケンヘッド", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "グラステインベリー修道院", - "REGION_NAME_LANDKEEPER_HQ": "ランドキーパー本部", - "REGION_NAME_KAYLEIGH_HOME": "ケイリーの家", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "ランドキーパー本部", - "REGION_NAME_MEREDITH_HOME": "メレディスの作業場", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "ケイリーの家", - "REGION_NAME_FELIX_HOME": "フェリックスの家", - "REGION_NAME_FELIX_HOME_PHRASE": "フェリックスの家", - "REGION_NAME_MEREDITH_HOME_PHRASE": "メレディスの作業場", - "REGION_NAME_EUGENE_HOME": "ユージーンの家", - "REGION_NAME_EUGENE_HOME_PHRASE": "ユージーンの家", - "REGION_NAME_RANGER_OUTPOST": "レンジャー駐在所", - "REGION_NAME_TOWN_HALL": "役場", - "REGION_NAME_TOWN_HALL_PHRASE": "役場", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "レンジャー駐在所", - "REGION_NAME_AMBER_LODGE": "ホテル・アンバー", - "REGION_NAME_POWER_STATION_PHRASE": "発電所", - "REGION_NAME_AMBER_LODGE_PHRASE": "ホテル・アンバー", - "REGION_NAME_POWER_STATION": "発電所", - "MAP_FEATURE_CAVE": "どうくつ", - "MAP_FEATURE_DAILY_ITEM": "日替わりアイテム", - "MAP_FEATURE_LANDKEEPER_OFFICE": "ランドキーパー事務所", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "ユージーンのひみつの場所", - "MAP_FEATURE_CRATER": "クレーター", - "MAP_FEATURE_WATER_PIPE": "水道管", - "MAP_FEATURE_RUINS": "荒れはてた町", - "MAP_FEATURE_DINO_QUARRY": "サウルス採石場", - "MAP_FEATURE_CAMPSITE": "キャンプ場", - "MAP_FEATURE_TOWN_WEST_RIVER": "ジャガ川", - "MAP_FEATURE_DIVEAL_ISLAND": "ダイブフィンの島", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "なぞの嵐", - "MAP_FEATURE_TOWN_BRIDGE": "ハーバータウンブリッジ", - "MAP_FEATURE_FARM_BRIDGE": "ジャガブリッジ", - "MAP_FEATURE_FARM_PLOT": "カボチャ畑", - "MAP_FEATURE_STICKER_MERCHANTS": "ステッカー市場", - "MOVE_SMACK_NAME": "たたく", - "MOVE_SLICE_NAME": "スラッシュ", - "MOVE_DOUBLE_SMACK_NAME": "ダブルヒット", - "MOVE_DOUBLE_SLICE_NAME": "ダブルスラッシュ", - "MOVE_MULTI_SMACK_NAME": "マルチヒット", - "MOVE_MULTI_SHOT_NAME": "マルチショット", - "MOVE_WALLOP_NAME": "ぶんなぐる", - "MOVE_CLOBBER_NAME": "ダブルアタック", - "MOVE_BISHBASHBOSH_NAME": "テキパキラッシュ", - "MOVE_THE_OLD_1_2_NAME": "ワンツーパンチ", - "MOVE_SPIT_NAME": "はきだす", - "MOVE_SPRAY_NAME": "ふきつける", - "MOVE_ENERGY_SHOT_NAME": "エナジーショット", - "MOVE_ENERGY_WAVE_NAME": "エナジーウェーブ", - "MOVE_COATING_WATER_NAME": "ウォーターコート", - "MOVE_COATING_PLASTIC_NAME": "プラコート", - "MOVE_COATING_EARTH_NAME": "アースコート", - "MOVE_COATING_AIR_NAME": "エアコート", - "MOVE_COATING_FIRE_NAME": "ファイアコート", - "MOVE_COATING_ASTRAL_NAME": "アストラルコート", - "MOVE_COATING_LIGHTNING_NAME": "エレキコート", - "MOVE_COATING_METAL_NAME": "メタルコート", - "MOVE_COATING_BEAST_NAME": "ビーストコート", - "MOVE_COATING_ELEMENTAL_NAME": "エレメントコート", - "MOVE_COATING_PLANT_NAME": "プラントコート", - "MOVE_COATING_POISON_NAME": "ポイズンコート", - "MOVE_COATING_ICE_NAME": "アイスコート", - "MOVE_INFLAME_NAME": "ひふき", - "MOVE_COATING_GLASS_NAME": "ガラスコート", - "MOVE_INCINERATE_NAME": "もやしつくす", - "MOVE_BRICK_BLAST_NAME": "ブロックほう", - "MOVE_FIRE_WALL_NAME": "ファイアウォール", - "MOVE_BEAST_WALL_NAME": "ビーストウォール", - "MOVE_PLANT_WALL_NAME": "プラントウォール", - "MOVE_METAL_WALL_NAME": "メタルウォール", - "MOVE_ICE_WALL_NAME": "アイスウォール", - "MOVE_POISON_WALL_NAME": "ポイズンウォール", - "MOVE_ELEMENTAL_WALL_NAME": "エレメントウォール", - "MOVE_PLASTIC_WALL_NAME": "プラウォール", - "MOVE_WATER_WALL_NAME": "ウォーターウォール", - "MOVE_ASTRAL_WALL_NAME": "ゴーストウォール", - "MOVE_LIGHTNING_WALL_NAME": "エレキウォール", - "MOVE_AIR_WALL_NAME": "エアウォール", - "MOVE_EARTH_WALL_NAME": "アースウォール", - "MOVE_GLASS_WALL_NAME": "ガラスウォール", - "MOVE_DEJAVU_NAME": "デジャヴ", - "MOVE_AP_STEAL_NAME": "APスティール", - "MOVE_AP_BOOST_NAME": "APブースト", - "MOVE_AP_DRAIN_NAME": "APドレイン", - "MOVE_REVENGE_STRIKE_NAME": "しかえし", - "MOVE_PREEMPTIVE_STRIKE_NAME": "せんてひっしょう", - "MOVE_AP_REFUND_NAME": "APリファンド", - "MOVE_SELF_DESTRUCT_NAME": "じばく", - "MOVE_ROLL_AGAIN_NAME": "まきかえす", - "MOVE_AP_STARTER_NAME": "APスターター", - "MOVE_PARRY_STANCE_NAME": "パリィのかまえ", - "MOVE_LAST_RITES_NAME": "さいごのひせき", - "MOVE_HEADSHOT_NAME": "ヘッドショット", - "MOVE_SLEEP_TALK_NAME": "ねごと", - "MOVE_COSMIC_KUNAI_NAME": "コスモ・クナイ", - "MOVE_SLEEP_WALK_NAME": "ゆめみごこち", - "MOVE_HYPNOTIZE_NAME": "さいみんじゅつ", - "MOVE_HP_ABSORB_NAME": "いのちをすいとる", - "MOVE_DEFEND_NAME": "ガード", - "MOVE_RAISE_SHIELDS_NAME": "たてをかまえる", - "MOVE_POISON_POLLEN_NAME": "どくのかふん", - "MOVE_SNOOZE_SPORE_NAME": "ねむりごな", - "MOVE_LEECH_NAME": "すいとる", - "MOVE_DODGE_NAME": "ドッジ", - "MOVE_FOCUS_NAME": "しゅうちゅう", - "MOVE_SPRINT_NAME": "ダッシュ", - "MOVE_WINK_NAME": "ウインク", - "MOVE_FLIRT_NAME": "くどく", - "MOVE_PEEKABOO_NAME": "いないいないばあ", - "MOVE_TRIP_NAME": "あしをすくう", - "MOVE_NOD_NAME": "うなずく", - "MOVE_CRITICIZE_NAME": "ケチをつける", - "MOVE_COMPLIMENT_NAME": "おせじ", - "MOVE_SHARPEN_NAME": "とがる", - "MOVE_RAISE_ARMS_NAME": "こうげきのかまえ", - "MOVE_JUMP_SCARE_NAME": "ジャンプスケア", - "MOVE_HOT_POTATO_NAME": "ポテトばくだん", - "MOVE_ZOOMIES_NAME": "はしゃぎまわる", - "MOVE_QUICK_SMACK_NAME": "ひっぱたく", - "MOVE_TAUNT_NAME": "ちょうはつ", - "MOVE_SURE_FIRE_NAME": "てんかよこく", - "MOVE_BE_RANDOM_NAME": "らンだMU!!", - "MOVE_DOG_YEARS_NAME": "イヌどけい", - "MOVE_COPYCAT_NAME": "ものマネ", - "MOVE_COPYCAT_TITLE": "ものマネ:{move_name}", - "MOVE_GLITTER_BOMB_NAME": "ラメばくだん", - "MOVE_PROVOKE_NAME": "ひきつける", - "MOVE_HIBERNATE_NAME": "きゅうみん", - "MOVE_MEDITATE_NAME": "めいそう", - "MOVE_SUMMON_TULPA_NAME": "タルパをよぶ", - "MOVE_LIGHTNING_BOLT_NAME": "かみなり", - "MOVE_FUSION_POWER_NAME": "フューズパワー", - "MOVE_FUSION_POWER_GENERATED_NAME": "フューズパワー:{prefix}{suffix}", - "MOVE_DESPERATION_NAME": "やぶれかぶれ", - "MOVE_CROSSFADE_NAME": "クロスフェード", - "MOVE_DELEGATE_NAME": "まかせる", - "MOVE_BITE_NAME": "かみつく", - "MOVE_BONE_CANNON_NAME": "ボーンキャノン", - "MOVE_STICKY_TONGUE_NAME": "ペロペロアタック", - "MOVE_ZEPHYR_NAME": "そよかぜ", - "MOVE_CHARGE_NAME": "エレキチャージ", - "MOVE_SONIC_BOOM_NAME": "ソニックブーム", - "MOVE_BATTERY_NAME": "エレキバッテリー", - "MOVE_SCORCH_NAME": "やきこがす", - "MOVE_RAPID_FIRE_NAME": "ラピッドファイア", - "MOVE_GEAR_SHEAR_NAME": "ギアショット", - "MOVE_BROADCAST_NAME": "ブロードキャスト", - "MOVE_UNICAST_NAME": "ユニキャスト", - "MOVE_SPLINTER_NAME": "トゲをだす", - "MOVE_WOODCUTTER_NAME": "ウッドカッター", - "MOVE_SILICON_SLASH_NAME": "ガラススラッシュ", - "MOVE_ACID_REFLEX_NAME": "アシッドリフレク", - "MOVE_RADIOACTIVE_NAME": "ほうしゃせん", - "MOVE_THROW_NAME": "ウォールスロー", - "MOVE_ICE_BREAKER_NAME": "アイスブレイカー", - "MOVE_TORRENT_NAME": "げきりゅう", - "MOVE_TWO_HEADS_NAME": "ダブルヘッド", - "MOVE_MAGNET_NAME": "マグネット", - "MOVE_ECHOLOCATION_NAME": "エコーたんち", - "MOVE_RETRIBUTION_NAME": "ほうふく", - "MOVE_THUNDER_BLAST_NAME": "サンダーブラスト", - "MOVE_TOWER_DEFENSE_NAME": "タワーのまもり", - "MOVE_GAMBIT_NAME": "かけにでる", - "MOVE_HAUNT_NAME": "バケてでる", - "MOVE_BINVITATION_NAME": "ゴミのよびだし", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "てんのへきれき", - "MOVE_CALL_FOR_HELP_NAME": "たすけをよぶ", - "MOVE_BINVASION_NAME": "ゴミのしんげき", - "MOVE_FISSION_POWER_NAME": "セパレートパワー", - "MOVE_RECYCLE_NAME": "リサイクル", - "MOVE_COPPER_CHOP_NAME": "コッパーチョップ", - "MOVE_GALACTIC_BEATDOWN_NAME": "コスモブレイク", - "MOVE_WINDOW_NAME": "ウィンドウ", - "MOVE_JAGGED_EDGE_NAME": "ギザギザエッジ", - "MOVE_SHARP_EDGES_NAME": "とぎあげる", - "MOVE_CRYSTAL_LENS_NAME": "クリスタルレンズ", - "MOVE_GLASS_BONDS_NAME": "ガラスのかせ", - "MOVE_SHRAPNEL_NAME": "まきびし", - "MOVE_GLASS_CANNON_NAME": "ガラスキャノン", - "MOVE_CLOSE_ENCOUNTER_NAME": "みちとのせっきん", - "MOVE_SPRING_LOAD_NAME": "バネじかけ", - "MOVE_SHOOTING_STAR_NAME": "りゅうせい", - "MOVE_MOUNTAIN_SMASH_NAME": "マウントバッシュ", - "MOVE_BLIZZARD_NAME": "ブリザード", - "MOVE_DJINNTOXICATE_NAME": "ジントキシック", - "MOVE_TOY_HAMMER_NAME": "トイハンマー", - "MOVE_SUCTION_CUP_DART_NAME": "きゅうばんアロー", - "MOVE_PLASTIC_KNIFE_NAME": "プラナイフ", - "MOVE_ACORN_MORTAR_NAME": "ドングリほう", - "MOVE_BOIL_NAME": "ねっとう", - "MOVE_TOXIC_STAB_NAME": "どくのいちげき", - "MOVE_PUSTULE_BOMB_NAME": "イボばくだん", - "MOVE_RADIATION_BREATH_NAME": "ほうしゃねっせん", - "MOVE_WONDERFUL_7_NAME": "ワンダー7", - "MOVE_SNOW_RUSH_NAME": "スノーラッシュ", - "MOVE_POLE_VAULT_ASSAULT_NAME": "ぼうたかとび", - "MOVE_YULE_REGRET_THAT_NAME": "メリー・クルシメ", - "MOVE_HURRICANE_NAME": "ハリケーン", - "MOVE_SANDSTORM_NAME": "すなあらし", - "MOVE_METEOR_BARRAGE_NAME": "メテオバラージュ", - "MOVE_CLOCKWORK_MOUSE_NAME": "ネジまきマウス", - "MOVE_METAL_RIFF_NAME": "メタル・リフ", - "MOVE_BOTTLE_VOLLEY_NAME": "ビンをなげる", - "MOVE_MOONSHINE_NAME": "ムーンシャイン", - "MOVE_AVALANCHE_NAME": "なだれ", - "MOVE_FOG_NAME": "ふかいきり", - "MOVE_CHANGE_THE_RECORD_NAME": "テープシャッフル", - "MOVE_AP_DONATE_NAME": "APギフト", - "MOVE_AP_FACTORY_NAME": "APファクトリー", - "MOVE_SHIELD_BASH_NAME": "シールドバッシュ", - "MOVE_PRISMATIC_NAME": "プリズムカラー", - "MOVE_ICICLE_DART_NAME": "つららショット", - "MOVE_CRUMBLE_NAME": "うちくだく", - "MOVE_BAD_JOKE_NAME": "ひどいダジャレ", - "MOVE_HEROIC_BLADE_NAME": "ゆうしゃのつるぎ", - "MOVE_SUPERHEATED_FIST_NAME": "ヒートパンチ", - "MOVE_GUZZLE_FUEL_NAME": "ねんりょうのみ", - "MOVE_DAMAGE_ROLL_NAME": "ダイスロール", - "MOVE_COPY_THAT_NAME": "いただきコピー", - "MOVE_FROZEN_GROUND_NAME": "スケートリンク", - "MOVE_STONY_LOOK_NAME": "ゴルゴンのめ", - "MOVE_PUMPKIN_PIE_NAME": "カボチャパイ", - "MOVE_BUSHFIRE_NAME": "やまかじ", - "MOVE_TRAFFIC_JAM_NAME": "つうこうどめ", - "MOVE_SUIT_UP_NAME": "スーツ・アップ", - "MOVE_COTTON_ON_NAME": "わたげのさとり", - "MOVE_MIND_MELD_NAME": "いっしんどうたい", - "MOVE_UNDERTOW_NAME": "ひきなみ", - "MOVE_NEW_LEAF_NAME": "めぶく", - "MOVE_FAIR_FIGHT_NAME": "せいせいどうどう", - "MOVE_ABRAMACABRA_NAME": "アブラマカブラ", - "MOVE_ABRAMACABRA_ATTACK_NAME": "マカブラミサイル", - "MOVE_DOC_LEAF_NAME": "やくそう", - "MOVE_REVOLVING_DOOR_NAME": "かいてんドア", - "MOVE_BLOOD_DONATION_NAME": "ちをわける", - "MOVE_NURSE_NAME": "てあてする", - "MOVE_CLAY_FIRED_NAME": "やきかたまる", - "MOVE_COAL_STORY_NAME": "ホットするはなし", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "ビーストレジスト", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "ぼうか", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "プラレジスト", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "プラントレジスト", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "ぼうすい", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "アストラルレジスト", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "ポイズンレジスト", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "でんきアース", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "アイスレジスト", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "エアレジスト", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "アースレジスト", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "メタルレジスト", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "ガラスレジスト", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "ラメレジスト", - "MOVE_WATER_DANCE_NAME": "みずのまい", - "MOVE_STAB_IN_THE_DARK_NAME": "あてずっぽう", - "MOVE_WATERWORKS_NAME": "なきわめく", - "MOVE_STARTER1_ATTACK_NAME": "ボンボンブラスト", - "MOVE_STARTER1_PASSIVE_NAME": "シュガーラッシュ", - "MOVE_STARTER2_ATTACK_NAME": "ヒツジのずつき", - "MOVE_STARTER2_PASSIVE_NAME": "きょううん", - "MOVE_CATEGORY_MELEE": "近接", - "MOVE_CATEGORY_RANGED": "遠距離", - "MOVE_CATEGORY_STATUS": "変化", - "MOVE_CATEGORY_MISC": "その他", - "MOVE_DESCRIPTION_HIT_ONE": "1体の相手を攻撃する。", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "相手全体に攻撃する。ウォールも破壊できる。", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "1体の相手を攻撃する。必ず命中する。", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "1体の相手を攻撃する。他のわざより速く出せる。", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "1体の相手を連続で攻撃する。", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "1体の相手を攻撃する。自分も少しダメージを受ける。", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "1体の相手を連続で攻撃する。他のわざより速く出せる。", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "1体の相手を連続で攻撃する。他のわざより出すのが遅くなる。", - "MOVE_DESCRIPTION_HIT_TEAM": "相手全体に攻撃する。", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "相手全体を順番に連続で攻撃する。", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "周囲にいる、自分以外の相手すべてを攻撃する。", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "1体の相手を攻撃し、自分は{status_effect}状態になる。", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "相手全体に攻撃し、自分は{status_effect}状態になる。", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "相手全体に攻撃し、当たった相手を{status_effect}状態にする。", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "1体の相手を攻撃し、回避率を下げる。", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "1体の相手を攻撃し、命中率を下げる。", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "HPが減るほど、素早さが上がっていく。", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "HPが減るほど、回避率が上がっていく。", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "{type}タイプのわざで受けるダメージが常に{percent}%下がり、反応も起きなくなる。クリティカルには影響しない。", - "MOVE_DESCRIPTION_NURSE": "最大HPの半分、相手1体のHPを回復する。", - "MOVE_DESCRIPTION_METAL_RIFF": "相手全体に攻撃する。メタルタイプのテープに貼るとくうきタイプの攻撃になる。", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "相手のウォールを奪って自分の物にする。", - "MOVE_DESCRIPTION_BLOOD_DONATION": "自分のHPを半分に削り、相手に与える。", - "MOVE_DESCRIPTION_FAIR_FIGHT": "3ターンの間、ステータスが変化しなくなる。", - "MOVE_DESCRIPTION_NEW_LEAF": "相手のステータス変化をもとに戻す。", - "MOVE_DESCRIPTION_BUSHFIRE": "自分をほのおタイプに変え、触った相手に追加でほのおタイプのダメージを与える。自分はやけど状態になる。", - "MOVE_DESCRIPTION_UNDERTOW": "このわざを出す直前にわざを出した相手に当たる。", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "自分の素早さとAP回復量を上げる。", - "MOVE_DESCRIPTION_COPY_THAT": "相手のモンスターに変身する。", - "MOVE_DESCRIPTION_FROZEN_GROUND": "自分の素早さをグッと上げるが、かわりに命中率が下がる。", - "MOVE_DESCRIPTION_ICICLE_DART": "1体の相手を攻撃する。ダメージの量は自分の素早さで決まる。", - "MOVE_DESCRIPTION_SHIELD_BASH": "1体の相手を攻撃する。ダメージの量は自分の近接防御で決まる。", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "20面ダイスを振る。大きな目が出るほどダメージも増える。1か20が出た場合、特別な効果が発生する。", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "相手が使うテープを、むりやりランダムなテープにスイッチさせる。", - "MOVE_DESCRIPTION_AP_DONATE": "自分の残りAPをすべて相手に与える。", - "MOVE_DESCRIPTION_AVALANCHE": "このターンの近接攻撃がすべて失敗するようになる。", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "相手の遠距離攻撃を近接攻撃に変える。", - "MOVE_DESCRIPTION_AP_FACTORY": "ターンがはじまるたびに、自分のAPを味方にすべて与える。", - "MOVE_DESCRIPTION_WALL": "自分のHPを20%削り、3回攻撃を受けるか、3ターンがすぎるまで攻撃を防ぐ壁を作り出す。", - "MOVE_DESCRIPTION_SPRING_LOAD": "着けていると自動でバネじかけ状態になる。このターン、自分の近接攻撃は遠距離攻撃に変わる。", - "MOVE_DESCRIPTION_FOG": "3ターンの間、みず、くうき、こおりタイプ以外の遠距離攻撃は命中しなくなる。", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "空を飛ぶ。遠距離、くうきタイプ、飛んでいる相手の攻撃以外は命中しなくなる。", - "MOVE_DESCRIPTION_COATING": "自分か味方のタイプを変える。", - "MOVE_DESCRIPTION_ABRAMACABRA": "自分のHPを20%削り、3回攻撃を受けるか、3ターンがすぎるまで攻撃を防ぐ壁を作り出す。壁は敵1体に毎ターンダメージを与える。", - "MOVE_DESCRIPTION_POWER": "威力", - "MOVE_DESCRIPTION_HITS": "回数:{hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "相手を{duration}ターンの間{status_effect}状態にする。", - "MOVE_DESCRIPTION_ACCURACY": "命中:{0}%", - "MOVE_DESCRIPTION_HITS_RANGE": "回数:{hits_min}–{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "自分を{duration}ターンの間{status_effect}状態にする。", - "MOVE_DESCRIPTION_CLAY_FIRED": "ほのおタイプの攻撃を受けると発動する。自分の防御が上がる。", - "MOVE_DESCRIPTION_MIND_MELD": "味方のわざと自分のわざをいっしょに使える。", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "自分以外の相手の素早さを下げる。", - "MOVE_DESCRIPTION_FLINCH_ONE": "相手をひるませることがある。", - "MOVE_DESCRIPTION_STICKY_TONGUE": "1体の相手を攻撃し、回避率を下げる。", - "MOVE_DESCRIPTION_ICE_BREAKER": "1体の相手を攻撃し、素早さを下げる。", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "1体の相手を攻撃する。使ったターンで相手がすでにダメージを受けていたら、クリティカルになる。", - "MOVE_DESCRIPTION_AP_STEAL": "相手からAPを1盗み、自分の物にする。", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "相手のAPを2減らす。", - "MOVE_DESCRIPTION_AP_BOOST": "選んだ相手のAP回復量を増やす。", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "バトルがはじまったとき、敵1体を攻撃する。", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "近接攻撃を受けたとき、攻撃してきた相手に反撃することがある。", - "MOVE_DESCRIPTION_AP_DRAIN": "選んだ相手のAP回復量を減らす。", - "MOVE_DESCRIPTION_SPLINTER": "触れた相手にダメージを与えることがある。ダメージの量は、近接防御の高さで決まる。", - "MOVE_DESCRIPTION_ACID_REFLEX": "近接攻撃で触れた相手を毒状態にすることがある。", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "たおされると爆発し、周りにいるものにダメージを与える。", - "MOVE_DESCRIPTION_RADIOACTIVE": "近接攻撃で触れた相手をやけど状態にすることがある。", - "MOVE_DESCRIPTION_AP_REFUND": "わざを使ったあと、使ったAPがもどってくることがある。", - "MOVE_DESCRIPTION_AP_STARTER": "バトルがはじまったときのAPが1増える。", - "MOVE_DESCRIPTION_ROLL_AGAIN": "ターンの終わりに、ランダムで他のわざをくりだすことがある。", - "MOVE_DESCRIPTION_SUIT_UP": "自分の近接防御と遠距離防御を上げる。", - "MOVE_DESCRIPTION_PARRY_STANCE": "このターンで受けた近接攻撃を相手にはねかえす。", - "MOVE_DESCRIPTION_HP_ABSORB": "与えたダメージと同じだけ、HPを回復する。", - "MOVE_DESCRIPTION_DEFEND": "自分の近接防御を上げる。", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "自分の遠距離防御を上げる。", - "MOVE_DESCRIPTION_DODGE": "自分の回避率を上げる。", - "MOVE_DESCRIPTION_FOCUS": "自分の命中率を上げる。", - "MOVE_DESCRIPTION_SPRINT": "自分の素早さを上げる。", - "MOVE_DESCRIPTION_WINK": "相手の近接攻撃を下げる。", - "MOVE_DESCRIPTION_FLIRT": "相手の回避率を下げる。", - "MOVE_DESCRIPTION_PEEKABOO": "相手の命中率を下げる。", - "MOVE_DESCRIPTION_TRIP": "相手の素早さを下げる。", - "MOVE_DESCRIPTION_NOD": "相手の近接防御を下げる。", - "MOVE_DESCRIPTION_CRITICIZE": "相手の遠距離攻撃を下げる。", - "MOVE_DESCRIPTION_COMPLIMENT": "相手の遠距離防御を下げる。", - "MOVE_DESCRIPTION_SHARPEN": "自分の近接攻撃を上げる。", - "MOVE_DESCRIPTION_RAISE_ARMS": "自分の遠距離攻撃を上げる。", - "MOVE_DESCRIPTION_HOT_POTATO": "相手に向かって、すぐに近接攻撃でだれかにパスしないと爆発するばくだんを投げる。", - "MOVE_DESCRIPTION_SURE_FIRE": "このわざを使われた相手が次に出すわざは、必ず命中する。", - "MOVE_DESCRIPTION_COTTON_ON": "相手が次のターンに出すわざがよけられるわざなら、その命中率が0%まで下がる。", - "MOVE_DESCRIPTION_TAUNT": "相手を怒らせ、2ターンの間、ダメージを与えるわざしか使えなくする。", - "MOVE_DESCRIPTION_DOG_YEARS": "選んだ相手にかかっているステータス変化の効果ターンをのばす。", - "MOVE_DESCRIPTION_BE_RANDOM": "残っているAPで使えるわざをランダムに出す。", - "MOVE_DESCRIPTION_COPYCAT": "十分なAPがあるなら、相手が最後に使ったわざをマネして使う。", - "MOVE_DESCRIPTION_PROVOKE": "3ターンの間、味方が敵に直接攻撃されるのを防ぐ。", - "MOVE_DESCRIPTION_HIBERNATE": "自ら眠りにつく。眠っている間は、毎ターンHPが回復する。", - "MOVE_DESCRIPTION_SUMMON_TULPA": "アストラル界から助けを呼ぶ。", - "MOVE_DESCRIPTION_MEDITATE": "自ら眠りにつく。眠っている間は、毎ターン攻撃と防御が上がっていく。", - "MOVE_DESCRIPTION_BINVITATION": "マザーシップから助けを呼ぶ。", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "しばらくいっしょに戦ってくれる仲間のボルトヒヒを呼ぶ。", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "助けを呼ぶ。しばらくいっしょに戦ってくれる仲間が来てくれることがある。", - "MOVE_DESCRIPTION_FUSION_POWER": "フュージョンの組みあわせによって、さまざまな効果が発生する。", - "MOVE_DESCRIPTION_FISSION_POWER": "フィッションをおこない、2体に分裂する。", - "MOVE_DESCRIPTION_CROSSFADE": "コート状態で変わったタイプはそのままで、自分のすがたをスイッチする。", - "MOVE_DESCRIPTION_DESPERATION": "HPが少ないほど、与えるダメージが多くなる。", - "MOVE_DESCRIPTION_DELEGATE": "自分のステータス変化を仲間にうつす。", - "MOVE_DESCRIPTION_BITE": "1体の相手を攻撃し、自分のHPを少し回復する。", - "MOVE_DESCRIPTION_BATTERY": "1体の相手を2回攻撃する。エレキチャージを使ったあとに出すとクリティカルになる。", - "MOVE_DESCRIPTION_BOIL": "1体の相手を攻撃する。相手をやけど状態にすることがある。", - "MOVE_DESCRIPTION_DJINNTOXICATE": "1体の相手を攻撃し、混乱状態にする。", - "MOVE_DESCRIPTION_COAL_STORY": "1体の相手を攻撃し、やけど状態にする。", - "MOVE_DESCRIPTION_TOXIC_STAB": "1体の相手を攻撃し、毒状態にする。", - "MOVE_DESCRIPTION_SANDSTORM": "相手全体に攻撃し、当たった相手についているステータス変化の持続ターンを1回分減らす。", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "相手全体に攻撃し、当たった相手を毒状態にする。", - "MOVE_DESCRIPTION_WONDERFUL_7": "1体の相手に攻撃し、ランダムなマイナス効果を与える。", - "MOVE_DESCRIPTION_THROW": "ウォールを投げつける。与えるダメージは、ウォールの持続ターン数で変わる。", - "MOVE_DESCRIPTION_RECYCLE": "自分のウォールを破壊し、ウォールの持続ターン数ぶんAPを増やす。", - "MOVE_DESCRIPTION_MAGNET": "{duration}ターンの間、敵が自分しかねらえないようにする。最初のターンのときだけ、APを使わずに発動する。", - "MOVE_DESCRIPTION_RETRIBUTION": "仲間がたおれると発動する。自分の攻撃を上げる。", - "MOVE_DESCRIPTION_STATUS_STARTER": "{duration}ターンの間、自分を{status_effect}状態にする。最初のターンのときだけ、APを使わずに発動する。", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "自分をだいちタイプに変え、防御を上げる。最初にこのわざの効果を受けたときは、HPが半分まで減る。", - "MOVE_DESCRIPTION_THUNDER_BLAST": "1体の相手を攻撃する。相手にくうきタイプの追加ダメージを30与える。", - "MOVE_DESCRIPTION_GAMBIT": "自分のステータスをすべて上げる。そのかわり、3ターンたつとテープが壊れてしまう。", - "MOVE_DESCRIPTION_HAUNT": "攻撃を受けない幽霊に変身する。そのかわり、3ターンたつとテープが壊れてしまう。", - "MOVE_DESCRIPTION_BINVASION": "1体の相手を、自分のチームにいるゴミベーダーの数と同じ回数だけ攻撃する。", - "MOVE_DESCRIPTION_COPPER_CHOP": "1体の相手を攻撃する。相手がガラス、またはメタルタイプなら、きょうしん状態にする。", - "MOVE_DESCRIPTION_WINDOW": "遠距離攻撃が、ウォールをすりぬけて相手に当たるようにする。", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "選んだ相手は、変身するたびにダメージを受けるようになる。", - "MOVE_DESCRIPTION_SHARP_EDGES": "{duration}ターンの間、自分をタッチダメージ状態にする。", - "MOVE_DESCRIPTION_JAGGED_EDGE": "近接攻撃を失敗したとき、自動でダメージを受ける。", - "MOVE_DESCRIPTION_BLIZZARD": "相手全体に攻撃し、当たった相手の命中率を下げる。", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "1体の相手を攻撃し、近接防御を下げる。", - "MOVE_DESCRIPTION_TRICK": "選んだ相手にランダムなマイナス効果を与える。", - "MOVE_DESCRIPTION_TREAT": "選んだ相手にランダムなプラス効果を与える。", - "MOVE_DESCRIPTION_CRUMBLE": "すべてのウォールを破壊する。ウォールを使っていた相手すべてに、ウォールの持続ターンにあわせてダメージを与える。", - "MOVE_DESCRIPTION_PRISMATIC": "ターンが終わるごとに、自分のタイプをランダムで変える。", - "MOVE_DESCRIPTION_BAD_JOKE": "ランダムなダジャレを言う。なにも起こらない。", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "レジスト", - "MOVE_DESCRIPTION_WATER_DANCE": "1体の相手を攻撃する。ダメージの量は自分の素早さで決まる。", - "MOVE_BLOOD_DONATION_TOAST": "ギフト", - "MOVE_NEW_LEAF_TOAST": "ステータス解除", - "MOVE_DAMAGE_ROLL_TOAST": "ダイスロール:{n}", - "MOVE_AP_STEAL_TOAST": "スティール", - "MOVE_GUZZLE_FUEL_TOAST": "ほきゅう", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "持続ターン+", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "持続ターン-", - "MOVE_SUMMON_SPAWNS.m": "{spawn}が よばれて やってきた!", - "MOVE_SUMMON_SPAWNS.f": "{spawn}が よばれて やってきた!", - "MOVE_AP_REFUND_TOAST": "はらいもどし", - "MOVE_SUMMON_SPAWNS.n": "{spawn}が よばれて やってきた!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "ワイルド", - "MOVE_FUSION_POWER_PREFIX_beast_2": "ボーン", - "MOVE_FUSION_POWER_PREFIX_beast_3": "フェラル", - "MOVE_FUSION_POWER_PREFIX_beast_4": "ゲンシ", - "MOVE_FUSION_POWER_PREFIX_beast_5": "ホネホネ", - "MOVE_FUSION_POWER_PREFIX_beast_6": "バーサク", - "MOVE_FUSION_POWER_PREFIX_beast_7": "クレイジー", - "MOVE_FUSION_POWER_PREFIX_fire_1": "インフェルノ", - "MOVE_FUSION_POWER_PREFIX_fire_2": "ブレイズ", - "MOVE_FUSION_POWER_PREFIX_fire_3": "バーニング", - "MOVE_FUSION_POWER_PREFIX_fire_4": "フレイム", - "MOVE_FUSION_POWER_PREFIX_fire_5": "ファイア", - "MOVE_FUSION_POWER_PREFIX_fire_6": "マグマ", - "MOVE_FUSION_POWER_PREFIX_fire_7": "ボルケーノ", - "MOVE_FUSION_POWER_PREFIX_poison_1": "ヴェノム", - "MOVE_FUSION_POWER_PREFIX_poison_2": "ポイズン", - "MOVE_FUSION_POWER_PREFIX_poison_3": "トキシック", - "MOVE_FUSION_POWER_PREFIX_poison_4": "ケミカル", - "MOVE_FUSION_POWER_PREFIX_poison_5": "パープル", - "MOVE_FUSION_POWER_PREFIX_poison_6": "ウィルス", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "ミックス", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "レジリエント", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "リサイクル", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "ファクトリー", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "トラッシュ", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "モジュール", - "MOVE_FUSION_POWER_PREFIX_plant_1": "トキワ", - "MOVE_FUSION_POWER_PREFIX_plant_2": "ジャングル", - "MOVE_FUSION_POWER_PREFIX_plant_3": "グロウアップ", - "MOVE_FUSION_POWER_PREFIX_plant_4": "フローラル", - "MOVE_FUSION_POWER_PREFIX_plant_5": "グリーン", - "MOVE_FUSION_POWER_PREFIX_plant_6": "トロピカル", - "MOVE_FUSION_POWER_PREFIX_plant_7": "サボテン", - "MUSKRATEER_DESCRIPTION": "剣を手に帽子をかぶったネズミ", - "MUSKRATEER_LORE_1": "地下のどうくつに住み、石で剣をといでいるところをよく目撃される。ぐうぜん出会ったオトモワイアとマスクラティアが、その場で決闘をはじめる光景はめずらしくない。", - "RATCOUSEL_NAME": "ラトゴーランド", - "MUSKRATEER_LORE_2": "「三銃士」はアレクサンドル・デュマの手によって書かれたフランスの有名な冒険小説。アクションたっぷりの冒険が1600年代のパリを舞台にくりひろげられる物語だ。", - "RATCOUSEL_NAME_PREFIX": "ラト", - "RATCOUSEL_NAME_SUFFIX": "ゴーランド", - "RATCOUSEL_LORE_2": "「ネズミの王」はしっぽが結びあわさった、または、からまってしまったネズミの群れを指す呼び名だ。", - "RATCOUSEL_LORE_1": "どことなくメリーゴーランドに似た背の高い生き物。体の周囲をいつも小さな「ネズミ」たちが回っている。小さなネズミたちの目は生き物が死をむかえる瞬間にしか開かないと言われる。", - "POMBOMB_NAME": "ポメボムワン", - "RATCOUSEL_DESCRIPTION": "大きなサーカスの乗り物", - "POMBOMB_NAME_PREFIX": "ポメ", - "POMBOMB_LORE_1": "ニューウィラル島でもっともフレンドリーなモンスターだとされている。たまにうっかりすべてを焼きつくしてしまうという習性さえなければとてもいいペットになっただろう。", - "POMBOMB_NAME_SUFFIX": "ボム", - "POMBOMB_LORE_2": "ポメラニアンは、家庭犬として人気が高い。小さな体とフワフワの毛が特徴で、その名はバルト海の南に存在するヨーロッパの地名「ポメラニア地方」にちなんでいる。", - "POMBOMB_DESCRIPTION": "燃えるイヌ", - "SPITZFYRE_NAME_PREFIX": "スピ", - "SPITZFYRE_NAME": "スピファイア", - "SPITZFYRE_NAME_SUFFIX": "ファイア", - "SPITZFYRE_LORE_2": "スピッツはさまざまな犬種の起源になったと言われているイヌだ。フワフワの毛と、先がとがった耳を特徴としている。", - "SPITZFYRE_LORE_1": "炎をはきだす能力が非常に発達しており、うっかり物を燃やしてしまったときに自分の目を煙から守るため、ゴーグルをつけざるをえなくなった。", - "SPITZFYRE_DESCRIPTION": "ゴーグルをつけたイヌ", - "ELFLESS_NAME": "ヤサシルフ", - "ELFLESS_NAME_PREFIX": "ヤサシ", - "ELFLESS_NAME_SUFFIX": "シルフ", - "GRAMPUS_NAME": "オコリンプス", - "ELFLESS_DESCRIPTION": "木の仮面をつけたエルフ", - "ELFLESS_LORE_2": "ヨーロッパの迷信では、「エルフ」という、小さな小鬼のような生き物が登場する。そのすがたは歴史上の時代と地域により変化してきた。妖精に似ているが、エルフのほうは、親切でイタズラを好み、ときには悪意を持つこともあるような存在として描かれる。", - "ELFLESS_LORE_1": "その本心をかくすため、木からはいだままの樹皮で、笑顔の仮面を作ってかぶっている。出どころがわからないウワサだが、すべてのヤサシルフは年に一度同じ場所に集まって、みんなで古い仮面を新しいものと交換するのだという。", - "GRAMPUS_NAME_PREFIX": "オコリン", - "GRAMPUS_NAME_SUFFIX": "プス", - "GRAMPUS_LORE_2": "「クランプス」はクリスマスの時期になると悪い子におしおきする伝説の生き物。慈善に満ちた聖ニコラスとは対照的に、ヤギの足を持つ恐い顔の男として描かれることが多い。", - "GRAMPUS_DESCRIPTION": "怒ったイエティ", - "FAERIOUS_NAME": "マジギレアリー", - "GRAMPUS_LORE_1": "ヤサシルフが成長したすがた。感情をずっとおさえつづけた結果、自分のつらさをほかのだれかに押しつけたい気持ちを抱えた大きなバケモノになってしまった。不幸の道連れを作りたい欲求は、ホリデーシーズンになると高まるらしい。", - "FAERIOUS_NAME_PREFIX": "マジギレ", - "FAERIOUS_NAME_SUFFIX": "アリー", - "FAERIOUS_LORE_2": "現代的なファンタジー作品においてエルフはよく優雅で身軽な戦士として描かれる。こういったエルフたちは、伝承に見られる本来のエルフと同じように、人間の仲間にも敵にもなることがある。", - "FAERIOUS_LORE_1": "抑えこんだ強い怒りをバトルの腕を磨くのに注いだヤサシルフが進化したすがた。氷で作った剣で敵をたたきのめし、受けた攻撃は樹皮の盾で防いでしまう。", - "FAERIOUS_DESCRIPTION": "剣をかまえたエルフ", - "ICEPECK_NAME": "アイスペック", - "ICEPECK_NAME_PREFIX": "アイス", - "ICEPECK_NAME_SUFFIX": "ペック", - "SIRENADE_NAME_PREFIX": "セイレ", - "SIRENADE_NAME": "セイレナーデ", - "SIRENADE_LORE_1": "とてもうるさい生き物。自分が発した歌声をしっぽについたマイクと翼で増幅することができる。周囲に歌声がうるさいと思われるかどうかは、あまり気にしていないようだ。", - "SIRENADE_NAME_SUFFIX": "ナーデ", - "SIRENADE_LORE_2": "セイレーンはギリシャ神話の生き物で、ホメロスの「オデュッセイア」に登場するものが特に有名。セイレーンは翼が生えている鳥のような女性として描かれ、うつくしく、心に残る歌声で男性を魅了して破滅させる。", - "SIRENADE_DESCRIPTION": "しっぽがマイクのモンスター", - "DECIBELLE_NAME": "デシベーレ", - "DECIBELLE_NAME_PREFIX": "デシ", - "DECIBELLE_LORE_1": "野生のデシベーレはごくわずかしかいない。ニューウィラル島初期の居住者は、雲の中に白いドラゴンのすがたを見たとウワサした。それがデシベーレだったのか、居住者たちが正気を失い見たまぼろしだったのか、事実ははっきりしていない。", - "DECIBELLE_NAME_SUFFIX": "ベーレ", - "DECIBELLE_DESCRIPTION": "リボンの翼を持つモンスター", - "DECIBELLE_LORE_2": "ハーピーはギリシャ神話に登場する神話上の生き物で、風と嵐をつかさどると言われる。セイレーンと同じように半人半鳥のすがたで描かれる。", - "CARNIVIPER_NAME": "カーニハブ", - "CARNIVIPER_NAME_PREFIX": "カーニ", - "CARNIVIPER_NAME_SUFFIX": "ハブ", - "CARNIVIPER_LORE_2": "「ツチノコ」は、日本の民間伝承に登場する生物だ。そのすがたはヘビに似ており、キバには毒があると言われる。そしてその胴体は太いのだという。", - "CARNIVIPER_LORE_1": "ニヤリと笑顔を浮かべているように見えて、カーニハブはまったくフレンドリーではない生き物だ。なわばり意識がとても強く、敵とみなしたものは生き物であろうとなかろうとなんでも攻撃する。", - "MASQUERATTLE_NAME": "マスカレージャ", - "MASQUERATTLE_NAME_PREFIX": "マスカ", - "CARNIVIPER_DESCRIPTION": "仮面をつけた小さなヘビ", - "MASQUERATTLE_NAME_SUFFIX": "レージャ", - "MASQUERATTLE_DESCRIPTION": "仮面をつけた大きなヘビ", - "MASQUERATTLE_LORE_2": "世界中の神話や伝承において、ヘビや大蛇は特別な存在として登場することが多い。まばたきしない目のせいか、手足がないせいか、はたまた、その致命的なキバの毒のせいか、理由はわからない。", - "MASQUERATTLE_LORE_1": "頭についている顔のような硬い骨の板を利用して獲物をおびきよせると言われる。これは伝説だが……本当の顔は、だれも近づこうと思わないほど不気味なのだという。", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "大蛇のイメージとして思い浮かべるのはどっち?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "優雅な生き物", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "非情な生き物", - "MARDIUSA_NAME": "マルデューサ", - "MARDIUSA_NAME_PREFIX": "マル", - "MARDIUSA_NAME_SUFFIX": "デューサ", - "MARDIUSA_DESCRIPTION": "仮面をつけたヘビ女", - "MARDIUSA_LORE_2": "ギリシャ神話のメデューサはゴルゴンという髪の毛の代わりに生きたヘビを生やしている三姉妹のうちのひとりだ。もしも彼女たちの目を見つめると、どんな者でも石に変わってしまうと言われる。", - "MARDIUSA_LORE_1": "マルデューサの体はひとつの精神を共有するごく小さなヘビ型の生き物が集まってできている。ヘビ型の生き物は共通の目的を持って集まっているのだが、マルデューサの場合の共通の目的とは、すてきなドレスをまとって楽しい時間をすごすことだ。", - "JORMUNGOLD_NAME": "ヨルムンゴルド", - "JORMUNGOLD_NAME_PREFIX": "ヨルムン", - "JORMUNGOLD_NAME_SUFFIX": "ゴルド", - "JORMUNGOLD_LORE_2": "北欧神話では、ヨルムンガンドという大蛇が世界を終わらせると予言されている。", - "JORMUNGOLD_LORE_1": "興味深いことに、翼を持っているというのにこの大蛇は飛べない。ヨルムンゴルドはその翼を、飛ぶのではなく、地面を猛スピードではいずるために使うのだ。羽ばたくごとに、その巨体はすさまじい速さで前に進む。", - "JORMUNGOLD_DESCRIPTION": "翼が生えたデカいヘビ", - "AEROBOROS_NAME_PREFIX": "エアロ", - "AEROBOROS_NAME": "エアロボロス", - "AEROBOROS_LORE_1": "その円形の体の内側にあるリングを使って、風をめぐらせてあやつれる。エアロボロスはその力を使ってうずまく風を高速で発射し、敵をふき飛ばすことができるのだ。", - "AEROBOROS_NAME_SUFFIX": "ボロス", - "TRAFFIKRAB_NAME": "パイロンカツギ", - "AEROBOROS_DESCRIPTION": "環になって飛ぶヘビ", - "AEROBOROS_LORE_2": "ウロボロスは、命がめぐっていく様子、死と再生をあらわす古代のシンボル。自らの尾を食べるヘビの図として描かれる。", - "TRAFFIKRAB_NAME_PREFIX": "パイロン", - "TRAFFIKRAB_NAME_SUFFIX": "カツギ", - "TRAFFIKRAB_LORE_2": "工事用パイロンは、1940年代に手入れがラクな工事用の目印としてチャールズ・D・スキャンロンが発明した。オレンジか黄色のプラスチックで作られるのがふつうで、夜中でも見やすいように、光を反射する白いしま模様が入っていることもある。", - "TRAFFIKRAB_LORE_1": "ずっとかぶっているパイロンは体の一部ではなく、ニューウィラル島の浜辺に流れついたふつうの工事用パイロンだ。昔はパイロンのかわりにほかのものをかぶっていたらしい。", - "WEEVILITE_NAME": "シンゴウカブリ", - "WEEVILITE_NAME_SUFFIX": "カブリ", - "WEEVILITE_NAME_PREFIX": "シンゴウ", - "TRAFFIKRAB_DESCRIPTION": "パイロンをかぶるヤドカリ", - "WEEVILITE_LORE_2": "史上初の交通信号機は、1800年代半ばのロンドンで設置された。初期のころ信号機は明かりにガス灯を利用していたが、20世紀初頭をさかいに、電気灯を利用した信号機が普及した。", - "WEEVILITE_LORE_1": "その長い首で遠くからでも弱いモンスターを見つける。交互に点滅している赤と緑の目が放つ閃光を見たえものは目まいと軽い頭痛で動けなくなってしまう。", - "LOBSTACLE_NAME": "レールガザミ", - "WEEVILITE_DESCRIPTION": "信号機みたいなカニ", - "LOBSTACLE_NAME_PREFIX": "レール", - "LOBSTACLE_NAME_SUFFIX": "ガザミ", - "LOBSTACLE_DESCRIPTION": "足が生えたプラスチックのタル", - "LOBSTACLE_LORE_2": "ガードレールは用途によりさまざまな種類に分かれる。道ばたに防護柵として建てられるものもあれば、リサイクルしたタイヤや砂をつめたプラスチック製のタルなどが、便利に移動できるガードレールの代わりに使われることもある。", - "LOBSTACLE_LORE_1": "おとなしいうえに人の言うことをよく聞き、しかもしんぼう強い。体が非常に重いため、レールガザミがプラスチックからできている「カラ」にこもってしまうと、動かすのもひっくり返すのもほぼ不可能になる。", - "DANDYLION_NAME": "ポポジシ", - "DANDYLION_NAME_PREFIX": "ポポ", - "DANDYLION_NAME_SUFFIX": "ジシ", - "DANDYLION_LORE_2": "守護獣としてのライオンは、中国の伝統的な装飾だ。建物の外によく置かれている。昔、ライオンは災いを退ける力を持つと思われていたため、その像は墓や皇帝の宮殿のような重要な場所に置かれていた。", - "DANDYLION_DESCRIPTION": "花みたいなライオン", - "DANDYLION_LORE_1": "ポポジシは気高く、防御力が高い守護者だ。ニューウィラル島ではどうくつの入り口に立っているすがたがよく見られる。もしも、どうくつがない場所にポポジシがいるなら、近くになにかが隠されているかもしれない!", - "BLOSSOMAW_NAME": "フラワロン", - "BLOSSOMAW_NAME_PREFIX": "フラワ", - "BLOSSOMAW_NAME_SUFFIX": "ロン", - "BUSHEYE_NAME": "シゲミガン", - "BLOSSOMAW_LORE_2": "翼を持つヨーロッパのドラゴンとは違って、中国の伝説に登場するドラゴンはヘビっぽい長い体と4本の足を持っているが、背に翼は生えていない。力と幸運を象徴する伝統的なシンボルでもある。", - "BLOSSOMAW_LORE_1": "ポポジシは、長い冬眠期間から目ざめて春をむかえると、優雅なフラワロンになるのだと言われる。まるで、ドラゴンが火を吹くかのように、大量の花粉をはきだせる。", - "BLOSSOMAW_DESCRIPTION": "花びらのたてがみを持つドラゴン", - "BUSHEYE_NAME_PREFIX": "シゲミ", - "BUSHEYE_NAME_SUFFIX": "ガン", - "DOMINOTH_NAME_PREFIX": "ドミノ", - "DOMINOTH_NAME": "ドミノモス", - "DOMINOTH_LORE_1": "自分のことを平和の守り手だと思っており、空や森を1日中パトロールしている。気高い使命にわき目もふらずに取り組んでいるが、ランプのようにまぶしく発光する物を見ると近づいてしまう習性がある。", - "DOMINOTH_NAME_SUFFIX": "モス", - "DOMINOTH_LORE_2": "民間伝承ではチョウが生と再生のシンボルと結びつけられることが多いのに対して、ガは死と暗い知らせの象徴とされることが多い。", - "TOKUSECT_NAME_PREFIX": "トク", - "TOKUSECT_NAME": "トクセクト", - "DOMINOTH_DESCRIPTION": "大きなガ", - "TOKUSECT_NAME_SUFFIX": "セクト", - "TOKUSECT_LORE_2": "「特撮」は、特殊撮影効果やコスチュームが特徴の日本の映画、またはテレビ番組を指す言葉だ。特撮作品では、巨大な怪獣や巨大なロボット、スーパーヒーローたちがバトルをくりひろげることが多い。", - "TOKUSECT_LORE_1": "空気力学的にとても抵抗が少ない体を持っている。その特性を生かし、先のとがった足で敵にキックと強烈な風をおみまいするバトルスタイルで戦う。", - "WINGLOOM_NAME": "ウィングロー", - "TOKUSECT_DESCRIPTION": "ムシの戦士", - "WINGLOOM_NAME_PREFIX": "ウィング", - "WINGLOOM_NAME_SUFFIX": "グロー", - "WINGLOOM_LORE_2": "ガはなぜ人工の光に集まるのか、そのわけはまだ不明なままだ。光に集まる習性は、移動するときに月を目印にすることから来ているという説もある。", - "WINGLOOM_LORE_1": "頭についた電球には、ウィングローの全身をめぐるものと同じ電流が流れている。電球の光を目の中で反射して外に放つことで、夜中でもはっきり物を見られる。", - "CAPTAIN_JUDAS_SUBTITLE": "サバイバルエキスパート", - "CAPTAIN_CLEEO_NAME": "キャプテン・クレ=O", - "CAPTAIN_CLEEO_NAME_SHORT": "クレ=O", - "CAPTAIN_CLEEO_SUBTITLE": "カジノ・メカノイド", - "CAPTAIN_LODESTEIN_NAME": "キャプテン・ロードスタイン", - "CAPTAIN_LODESTEIN_NAME_SHORT": "ロードスタイン", - "CAPTAIN_LODESTEIN_SUBTITLE": "電気技師", - "CAPTAIN_DREADFUL_NAME_SHORT": "ドレッドフル", - "CAPTAIN_DREADFUL_NAME": "キャプテン・ペニー=ドレッドフル", - "CAPTAIN_DREADFUL_SUBTITLE": "死神をあざむく者", - "CAPTAIN_GLADIOLA_NAME": "キャプテン・グラディオラ", - "CAPTAIN_GLADIOLA_NAME_SHORT": "グラディオラ", - "CAPTAIN_GLADIOLA_SUBTITLE": "剣の達人", - "CAPTAIN_HEATHER_NAME": "キャプテン・ヘザー", - "CAPTAIN_HEATHER_NAME_SHORT": "ヘザー", - "CAPTAIN_HEATHER_SUBTITLE": "気象予報士", - "CAPTAIN_BUFFY_NAME": "キャプテン・バフィー", - "CAPTAIN_BUFFY_NAME_SHORT": "バフィー", - "CAPTAIN_BUFFY_SUBTITLE": "ボディビルダー", - "CAPTAIN_CYBIL_NAME": "キャプテン・シビル", - "CAPTAIN_CYBIL_NAME_SHORT": "シビル", - "CAPTAIN_CYBIL_SUBTITLE": "ラジオDJ", - "CAPTAIN_CODEY_NAME": "キャプテン・コーディー", - "CAPTAIN_CODEY_NAME_SHORT": "コーディー", - "CAPTAIN_CODEY_SUBTITLE": "テープ・ハッカー", - "RANGER_TRADER_NAME": "レンジャー・ウィルマ", - "RANGER_TRADER_NAME_SHORT": "ウィルマ", - "RANGER_BODYBUILDER_NAME": "レンジャー・ジム", - "INTERDIMENSIONAL_POSTMAN_NAME": "次元郵便配達員", - "AMBER_NAME": "ミス・アンバー", - "DORIAN_NAME": "ドリアン", - "SPRINGHEEL_NAME": "ピョンジャック", - "JACQUELINE_NAME": "ジャクリーン", - "SPRINGHEEL_NAME_PREFIX": "ピョン", - "SPRINGHEEL_LORE_1": "いきなり飛び出してえものを驚かせる前に、夜闇にまぎれてすみっこに隠れる。その「翼」は、捨てられていた古いじゅうたんを使った、ピョンジャックの手作りらしい。", - "SPRINGHEEL_NAME_SUFFIX": "ジャック", - "SPRINGHEEL_DESCRIPTION": "革のブーツをはいた小鬼", - "SPRINGHEEL_LORE_2": "ヴィクトリア朝時代におけるイギリスでは「バネ足ジャック」といわれるナゾの生物が夜の街をうろついているというウワサが流れていた。決してつかまることがなかった「ジャック」の目撃情報は、人々のあいだですぐに伝説となった。", - "SAME_FUSION_NAME_10": "メガ{0}", - "AA_MORGANTE_NAME": "モルガンテ", - "AA_MORGANTE_FULL_NAME": "大天使モルガンテ", - "AA_OLDGANTE_NAME": "モルガンテ", - "OLDGANTE_LORE_2": "彼女の体はくだけてしまっている。どれほど力がある存在ならこんなことができるのか、想像するのはむずかしい。", - "AA_OLDGANTE_SUBTITLE": "傷ついた精霊", - "ROGUE_FUSION_SUBTITLE": "はぐれフュージョン", - "OLDGANTE_LORE_1": "かつては強大だった大天使。ひどい深手を負っていた。モルガンテの声には現実世界の構造そのものを引きさくことができる強力な力があるが、このすがたではそれほどの力は使えないようだ。", - "ORB_FUSION_SUBTITLE": "大天使のタマゴ", - "UNSTABLE_FUSION_SUBTITLE": "不安定なフュージョン", - "ORB_FUSION_NAME": "オーブ・フュージョン", - "SWARM_SUBTITLE1": "あばれる{species}の群れ", - "ELEMENTAL_GUARDIAN_SUBTITLE": "エレメントガーディアン", - "SWARM_SUBTITLE5": "{species}の集団", - "SWARM_NAME": "フュージョンと群れ", - "SWARM_SUBTITLE2": "{species}の大群", - "SWARM_SUBTITLE3": "{species}の群れ", - "SWARM_SUBTITLE4": "{species}の一群", - "BLACK_SHUCK_NAME": "ドッペルゲンガー", - "LANG_en": "English", - "ROGUE_FUSION_BATTLE_CONFIRM": "{name}にバトルをいどもうか?", - "LANG_fr_FR": "French", - "LANG_it_IT": "Italian", - "LANG_de_DE": "German", - "LANG_ja_JP": "Japanese", - "LANG_es_ES": "Spanish (Spain)", - "LANG_es_MX": "Spanish (Latin America)", - "LANG_pt_BR": "Portuguese (Brazil)", - "LANG_zh_CN": "Chinese (Simplified)", - "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "Korean (South Korea)", - "PRECREDITS_2": "A GAME BY", - "PRECREDITS_3": "ART", - "PRECREDITS_4": "WRITING", - "PRECREDITS_5": "PROGRAMMING", - "PRECREDITS_6": "DESIGN", - "PRECREDITS_7": "SOUNDTRACK BY", - "PRECREDITS_8": "FEATURING VOCALS BY", - "PRECREDITS_9": "CREATURE ANIMATION", - "PRECREDITS_10": "CHARACTER ILLUSTRATION", - "PRECREDITS_12": "PUBLISHED BY", - "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "Game Design", - "MAIN_CREDITS_WRITING": "Writing", - "MAIN_CREDITS_PROGRAMMING": "Programming", - "MAIN_CREDITS_ART_DIRECTION": "Art Direction", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel Art & Animation", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Character Illustrations", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Additional Monster Designs", - "MAIN_CREDITS_MUSIC": "Music", - "MAIN_CREDITS_VOICE_CASTING": "Voice Casting & Direction", - "MAIN_CREDITS_VOICE_CAST": "Cast", - "MAIN_CREDITS_PORTING": "Porting", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Additional Voices", - "MAIN_CREDITS_LOCALISATION": "Localisation", - "MAIN_CREDITS_QA": "Quality Assurance", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localisation by Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordination", - "MAIN_CREDITS_LOCALISATION_QA": "Localisation QA", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localisation by Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "Image Archives", - "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", - "MAIN_CREDITS_AND_OTHERS": "& many others!", - "MAIN_CREDITS_SPECIAL_THANKS": "Special Thanks", - "MAIN_CREDITS_THANK_YOU": "Thank you so much for playing!", - "MAIN_CREDITS_VIEW_LICENSES": "ライセンスをみる", - "MAIN_CREDITS_QA_SUN_TECH": "QA by Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "フォントとアイコン", - "MAIN_CREDITS_QA_DIRECTOR": "QA Director", - "MAIN_CREDITS_QA_MANAGER": "QA Manager", - "MAIN_CREDITS_PROJECT_MANAGER": "Project Manager", - "MAIN_CREDITS_QA_TEST_LEAD": "QA Test Lead", - "MAIN_CREDITS_QA_TESTERS": "QA Testers", - "REACTION_GENERIC": "かがくはんのう", - "REACTION_ANY_ON_GLITTER": "キラキラ", - "REACTION_GLITTER_ON_ANY": "キラキラ", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "ラメタイプの攻撃は当たった相手をラメでおおい、ラメタイプに変えてしまう。", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "エレメント系の攻撃を受けると、ラメタイプのモンスターは\\n受けた攻撃と同じエレメントタイプに変わる。", - "REACTION_BEAST_ON_GLASS": "われガラス", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "ビーストタイプの攻撃がガラスタイプの相手に当たると、\\nフィールドじゅうにするどいカケラがバラまかれる。", - "REACTION_FIRE_ON_PLASTIC": "ドロドロ", - "REACTION_FIRE_ON_PLANT": "メラメラ", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "プラスチックタイプのモンスターは、ほのおタイプの攻撃を\\n受けると溶け、有害な煙を出してどくタイプに変わる。", - "REACTION_FIRE_ON_WATER": "ふっとう", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "くさタイプのモンスターはほのおタイプの攻撃で燃えやすく、\\nやけどでダメージを受けつづけてしまう。", - "REACTION_FIRE_ON_WATER_TUTORIAL": "みずタイプのモンスターは、ほのおタイプの攻撃を受けて\\n熱されるとふっとうして蒸気を出し、ふたたび水に戻るときに\\nHPを回復する。", - "REACTION_FIRE_ON_POISON_TUTORIAL": "ニューウィラル島で見つかる毒は燃えやすいため、どくタイプのモンスターはほのおタイプの攻撃を受けると燃えてしまう。", - "REACTION_FIRE_ON_POISON": "メラメラ", - "REACTION_FIRE_ON_ASTRAL": "チャージ", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターはほのお、だいち、くうき、\\nみずの四大エレメントから力を引きだす。", - "REACTION_FIRE_ON_ICE": "ドロドロ", - "REACTION_FIRE_ON_METAL_TUTORIAL": "ほのおタイプの攻撃を受けるとメタルタイプは溶け、攻撃して\\nきた相手に連続でダメージをあたえつづける。", - "REACTION_FIRE_ON_ICE_TUTORIAL": "ほのおタイプの攻撃を受けると、こおりタイプの相手は溶けて\\nみずタイプに変わる。", - "REACTION_FIRE_ON_AIR": "きりゅう", - "REACTION_FIRE_ON_AIR_TUTORIAL": "ほのおタイプの攻撃を受けると、くうきタイプは上昇気流で、\\n攻撃を防ぐ大気のカベ(くうきタイプのウォール)を作りだす。", - "REACTION_FIRE_ON_METAL": "ドロドロ", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "プラスチックタイプの攻撃がほのおタイプに当たると黒い煙が\\n出て、相手のいるところがわかりづらくなる。", - "REACTION_PLASTIC_ON_FIRE": "モクモク", - "REACTION_PLASTIC_ON_ASTRAL": "こころのみだれ", - "REACTION_PLASTIC_ON_LIGHTNING": "ぜつえん", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "アストラルタイプの内なるハーモニーは、けがれたエレメントであるプラスチック、どく、メタルにさらされると乱れてしまう。", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "プラスチックは電気を通さない。そのため、\\nプラスチックタイプの攻撃は、でんきタイプのモンスターが\\n攻撃できる範囲をせまくする。", - "REACTION_PLANT_ON_FIRE": "モクモク", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "くさタイプの攻撃がほのおタイプのモンスターに当たると\\n黒い煙が出て、相手のいるところがわかりづらくなる。", - "REACTION_PLANT_ON_WATER": "ねをはる", - "REACTION_PLANT_ON_POISON": "きゅうしゅう", - "REACTION_PLANT_ON_WATER_TUTORIAL": "くさタイプの攻撃は、みずタイプのモンスターからHPと\\nパワーを吸いとる。", - "REACTION_PLANT_ON_LIGHTNING": "でんきアース", - "REACTION_PLANT_ON_POISON_TUTORIAL": "どくタイプのモンスターがくさタイプの攻撃を受けると、毒を\\n作るために必要な栄養が補給され、次のターンからどくタイプの\\n攻撃のいりょくが増す。", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "くさタイプの攻撃はでんきタイプのモンスターがたくわえる\\n電気を地面に流し、相手の攻撃範囲をせまくする。", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "くさタイプの攻撃はだいちタイプのモンスターにタネを\\n植えつけ、エネルギーを吸いとる。", - "REACTION_PLANT_ON_EARTH": "やどりぎ", - "REACTION_WATER_ON_FIRE_TUTORIAL": "みずタイプの攻撃はほのおタイプのモンスターを水でぬらし、\\n火を消して攻撃のいりょくを下げる。", - "REACTION_WATER_ON_FIRE": "ひけし", - "REACTION_WATER_ON_PLANT": "すいあげ", - "REACTION_WATER_ON_ASTRAL": "チャージ", - "REACTION_WATER_ON_PLANT_TUTORIAL": "みずタイプの攻撃を受けると、くさタイプのモンスターは\\nフィールドに残った水を根っこから吸い上げて、しばらくHPを\\n回復しつづける。", - "REACTION_WATER_ON_ICE": "バルクアップ", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターはほのお、だいち、くうき、\\nみずの四大エレメントから力を引きだす。", - "REACTION_WATER_ON_ICE_TUTORIAL": "みずタイプの攻撃を受けると、こおりタイプのモンスターは\\nかぶった水をすぐさま凍らせ、そのぶんパワーアップする。", - "REACTION_WATER_ON_LIGHTNING": "かんでん", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "水は電気をとおすため、みずタイプの攻撃は\\nでんきタイプの攻撃範囲を広げてしまう。", - "REACTION_WATER_ON_EARTH_TUTORIAL": "みずタイプの攻撃は少しずつだいちタイプのモンスターの体を\\nけずり、じょじょに防御を下げていく。", - "REACTION_WATER_ON_EARTH": "しんしょく", - "REACTION_WATER_ON_METAL": "サビサビ", - "REACTION_POISON_ON_FIRE": "ねんしょう", - "REACTION_WATER_ON_METAL_TUTORIAL": "みずタイプの攻撃はメタルタイプのモンスターの体をむしばみ、サビつかせてもろくする。", - "REACTION_POISON_ON_PLANT_TUTORIAL": "どくタイプの攻撃を受けると、くさタイプのモンスターは\\nフィールドに残った毒を根っこから吸いとって、しばらく\\nダメージを受けつづける。", - "REACTION_POISON_ON_PLANT": "すいあげ", - "REACTION_POISON_ON_FIRE_TUTORIAL": "ほのおタイプのモンスターはどくタイプの攻撃がフィールドに\\n残した毒を燃料として燃やし、パワーアップする。", - "REACTION_POISON_ON_ASTRAL": "ジャミング", - "REACTION_POISON_ON_METAL_TUTORIAL": "どくタイプの攻撃で残った毒は、メタルタイプのとがった部分を毒でおおう。どくぬり状態のメタルタイプは、敵に追加で\\nダメージを与える。", - "REACTION_POISON_ON_METAL": "どくぬり", - "REACTION_POISON_ON_EARTH_TUTORIAL": "どくタイプの攻撃で残った毒は、だいちタイプのとがった部分を毒でおおう。どくぬり状態のだいちタイプは、敵に追加で\\nダメージを与える。", - "REACTION_POISON_ON_EARTH": "どくぬり", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "アストラルタイプの内なるハーモニーは、けがれたエレメントであるプラスチック、どく、メタルにさらされると乱れてしまう。", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "アストラルタイプの攻撃はほのお、だいち、くうき、みずの\\n四大エレメントのモンスターから力を吸いとる。", - "REACTION_ASTRAL_ON_ASTRAL": "チャージ", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "アストラルタイプの攻撃はほのお、だいち、くうき、みずの\\n四大エレメントのモンスターから力を吸いとる。", - "REACTION_ASTRAL_ON_FIRE": "ドレイン", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターは、アストラルタイプの攻撃を\\n受けると、そのエネルギーを吸いとって利用する。", - "REACTION_ASTRAL_ON_WATER": "ドレイン", - "REACTION_ASTRAL_ON_AIR": "ドレイン", - "REACTION_ICE_ON_WATER_TUTORIAL": "こおりタイプの攻撃を受けると、みずタイプのモンスターは\\nたちまち凍りついてしまう。", - "REACTION_ICE_ON_WATER": "こおり", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "アストラルタイプの攻撃はほのお、だいち、くうき、みずの\\n四大エレメントのモンスターから力を吸いとる。", - "REACTION_ASTRAL_ON_EARTH": "ドレイン", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "アストラルタイプの攻撃はほのお、だいち、くうき、みずの\\n四大エレメントのモンスターから力を吸いとる。", - "REACTION_ICE_ON_LIGHTNING": "かんでん", - "REACTION_ICE_ON_AIR": "ブルブル", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "氷と水は電気をとおすため、こおりタイプの攻撃は\\nでんきタイプの攻撃範囲を広げてしまう。", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "プラスチックは電気をとおさないため、でんきタイプの攻撃を\\n受けたプラスチックタイプのモンスターは、電気をおびて敵に\\n追加でダメージを与えるようになる。", - "REACTION_LIGHTNING_ON_ICE": "たいでん", - "REACTION_ICE_ON_AIR_TUTORIAL": "こおりタイプの攻撃はくうきタイプのモンスターを冷やし、\\nふるえさせて狙いをつけづらくする。", - "REACTION_LIGHTNING_ON_PLASTIC": "せいでんき", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "水は電気をとおすため、次のターンからでんきタイプの攻撃に\\n弱くなる。", - "REACTION_LIGHTNING_ON_WATER": "たいでん", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "ニューウィラル島では、空気が電気を異常によくとおすため、\\nくうきタイプは次のターンからでんきタイプの攻撃に弱くなる。", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "氷と水は電気をとおすため、次のターンからでんきタイプの\\n攻撃に弱くなる。", - "REACTION_LIGHTNING_ON_EARTH": "ガラスのまく", - "REACTION_LIGHTNING_ON_AIR": "たいでん", - "REACTION_AIR_ON_FIRE_TUTORIAL": "くうきタイプの攻撃は相手の火を “吹き消す” ことで、\\n次のターンからほのおタイプのモンスターの攻撃を下げる。", - "REACTION_AIR_ON_FIRE": "ひけし", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "金属は電気をとおすため、メタルタイプは次のターンから\\nでんきタイプの攻撃に弱くなる。", - "REACTION_LIGHTNING_ON_METAL": "たいでん", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "砂に雷が落ちると、フルグライトという天然のガラスができる。そのため、だいちタイプのモンスターは、でんきタイプの攻撃を受けるとガラスタイプに変わる。", - "REACTION_AIR_ON_PLANT": "ねこそぎ", - "REACTION_AIR_ON_PLANT_TUTORIAL": "くうきタイプの攻撃は、くさタイプの相手を風で巻き上げ、\\n栄養補給のみなもとである地面から引っこぬくことができる。", - "REACTION_AIR_ON_ASTRAL": "チャージ", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターはほのお、だいち、くうき、\\nみずの四大エレメントから力を引きだす。", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "ニューウィラル島では空気が電気をよくとおすため、\\nくうきタイプの攻撃はでんきタイプの攻撃範囲を広げてしまう。", - "REACTION_AIR_ON_LIGHTNING": "かんでん", - "REACTION_AIR_ON_GLASS": "きょうしん", - "REACTION_EARTH_ON_FIRE": "ひけし", - "REACTION_AIR_ON_GLASS_TUTORIAL": "大きな音とくうきタイプの攻撃は、ガラスタイプのモンスターとひびきあってふるえだす。その振動は、強くなればガラスを\\n割ることもある。", - "REACTION_EARTH_ON_PLASTIC": "いきうめ", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "だいちタイプの攻撃はほのおタイプのモンスターから酸素を\\nうばい、火を消して攻撃のいりょくを下げる。", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "残念なことに、プラスチック製品は土に埋めて処理されることが多い。だいちタイプの攻撃はプラスチックタイプのモンスターを土に埋め、相手を動きづらくする。", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "だいちタイプの攻撃はでんきタイプのモンスターがたくわえる\\n電気を地面に流し、相手の攻撃範囲をせまくする。", - "REACTION_METAL_ON_ASTRAL": "ジャミング", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "アストラルタイプの内なるハーモニーは、けがれたエレメントであるプラスチック、どく、メタルにさらされると乱れてしまう。", - "REACTION_EARTH_ON_ASTRAL": "チャージ", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターはほのお、だいち、くうき、\\nみずの四大エレメントから力を引きだす。", - "REACTION_EARTH_ON_LIGHTNING": "でんきアース", - "REACTION_METAL_ON_ICE_TUTORIAL": "メタルタイプの鋭い攻撃は、こおりタイプのモンスターを\\nアイスピックのようにつらぬき、防御を下げる。", - "REACTION_METAL_ON_ICE": "クラッシュ", - "REACTION_METAL_ON_LIGHTNING": "かんでん", - "REACTION_METAL_ON_EARTH": "クラッシュ", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "金属は電気をとおすため、メタルタイプの攻撃は\\nでんきタイプの攻撃範囲を広げてしまう。", - "REACTION_METAL_ON_GLASS_TUTORIAL": "ガラスタイプのモンスターはもろいため、メタルタイプの\\n攻撃でかんたんに割れて、ダメージを与える鋭いカケラを\\nフィールドじゅうにバラまく。", - "REACTION_METAL_ON_EARTH_TUTORIAL": "メタルタイプの鋭い攻撃は、だいちタイプのモンスターを\\nシャベルのようにつらぬき、防御を下げる。", - "REACTION_METAL_ON_GLASS": "われガラス", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "ガラスは電気を通さない。そのため、ガラスタイプの攻撃は、\\nでんきタイプのモンスターが攻撃できる範囲をせまくする。", - "REACTION_GLASS_ON_LIGHTNING": "ぜつえん", - "ELEMENTAL_TYPE_FIRE": "ほのお", - "ELEMENTAL_TYPE_WATER": "みず", - "ELEMENTAL_TYPE_PLASTIC": "プラスチック", - "ELEMENTAL_TYPE_POISON": "どく", - "ELEMENTAL_TYPE_PLANT": "くさ", - "ELEMENTAL_TYPE_BEAST": "ビースト", - "ELEMENTAL_TYPE_ASTRAL": "アストラル", - "ELEMENTAL_TYPE_GLITTER": "ラメ", - "ELEMENTAL_TYPE_LIGHTNING": "でんき", - "ELEMENTAL_TYPE_ICE": "こおり", - "ELEMENTAL_TYPE_AIR": "くうき", - "ELEMENTAL_TYPE_EARTH": "だいち", - "ELEMENTAL_TYPE_METAL": "メタル", - "ELEMENTAL_TYPE_GLASS": "ガラス", - "INVENTORY_EMPTY": "なし", - "INVENTORY_INCOMPATIBLE": "貼れないステッカーです", - "INVENTORY_NO_COMPATIBLE_STICKERS": "つけられるステッカーがありません", - "LOOT_TITLE": "ゲット!", - "LOOT_ITEM_EQUIPPED": "そうびずみ", - "LOOT_ITEM_EQUIP_BUTTON": "そうびする", - "LOOT_ITEM_UNEQUIP_BUTTON": "はずす", - "LOOT_HEADING_OTHER_ITEMS": "その他のアイテム", - "LOOT_HEADING_DROPPED": "すてる", - "ITEM_DROP_OBTAINED_ONE": "{0}をゲットした", - "ITEM_DROP_OBTAINED_MULTIPLE": "{0}を{1}個ゲットした", - "ITEM_DROP_INVENTORY_FULL": "これ以上は持てない。", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "これ以上ステッカーを持てません。", - "ITEM_CHEST_EMPTY": "空っぽだ!", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "持っているステッカーの数が上限を超えました。\\n今後手に入れたステッカーは、フィールド上にドロップします。", - "ITEM_REMOVED_ONE": "バッグから「{0}」を使った。", - "ITEM_REMOVED_MULTIPLE": "バッグから「{0}」を{1}個使った。", - "ITEM_COUNT_LIMITED": "×{0} / {1}", - "ITEM_COUNT": "×{0}", - "ITEM_EXCHANGE_OWNED_AMOUNT": "手持ち:{0}", - "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", - "ITEM_EXCHANGE_ALREADY_OWNED": "これはもう持ってる。", - "ITEM_COST_FREE": "無料", - "ITEM_COST_ELEMENT": "{currency} {amount}", - "ITEM_COST_JOIN": "、", - "ITEM_EXCHANGE_OUT_OF_STOCK": "品切れ中", - "ITEM_EXCHANGE_INVENTORY_FULL": "これ以上は持てない。", - "ITEM_TRADE_BUY": "交換する", - "ITEM_TRADE_AMOUNT": "{exchange}を{cost}と交換する?", - "ITEM_USE": "使う", - "ITEM_VIEW": "みる", - "ITEM_READ": "読む", - "ITEM_USE_ON.m": "{0}に使う", - "ITEM_USE_ON.f": "{0}に使う", - "ITEM_USE_ON_TAPE": "{0}に使う", - "ITEM_USE_ON.n": "{0}に使う", - "ITEM_APPLY_STICKER_SUBMENU": "テープに貼る", - "ITEM_USE_ON_SUBMENU": "使う", - "ITEM_DISCARD": "すてる", - "ITEM_DISCARD_ONE": "1つすてる", - "ITEM_DISCARD_ALL": "全部すてる", - "ITEM_RECYCLE_ONE": "1個を{amount}個の{icon}にリサイクル", - "ITEM_RECYCLE": "{amount}個の{icon}にリサイクル", - "ITEM_DISCARD_MODE_DISCARD": "すてる", - "ITEM_DISCARD_MODE_RECYCLE": "リサイクル", - "ITEM_RECYCLE_ALL": "全部を{amount}個の{icon}にリサイクル", - "ITEM_CATEGORY_consumables": "どうぐ", - "ITEM_CATEGORY_tapes": "空のテープ", - "ITEM_CATEGORY_stickers": "ステッカー", - "ITEM_CATEGORY_resources": "資源", - "ITEM_CATEGORY_misc": "その他", - "ITEM_CURE_COATING_NAME": "コートはがし", - "ITEM_CURE_BURNED_NAME": "やけどなおし", - "ITEM_CURE_BURNED_DESCRIPTION": "「やけど」状態を回復する、ひんやりしたクリーム。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", - "ITEM_CURE_COATING_DESCRIPTION": "「コート」状態を回復し、変化したタイプを戻す。バトル中、仲間1人に対して使えるが、ターンを消費する。", - "ITEM_CURE_CONDUCTIVE_NAME": "かんでんなおし", - "ITEM_CURE_CONFUSED_NAME": "こんらんなおし", - "ITEM_CURE_CONFUSED_DESCRIPTION": "「こんらん」状態を回復する、混乱の原因になる物質をたちまち中和する成分が入った注射。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "「かんでん」状態を回復する、しっとりしたクリーム。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", - "ITEM_CURE_LEECHED_NAME": "やどりぎなおし", - "ITEM_CURE_POISONED_NAME": "どくけし", - "ITEM_CURE_LEECHED_DESCRIPTION": "「やどりぎ」状態を回復する、除草成分が入ったクリーム。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", - "ITEM_CURE_RESONANCE_NAME": "きょうしんなおし", - "ITEM_CURE_POISONED_DESCRIPTION": "モンスターの毒を中和する解毒剤。「どく」状態を回復する。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", - "ITEM_CURE_SLEEP_NAME": "ねむけざまし", - "ITEM_CURE_RESONANCE_DESCRIPTION": "「きょうしん」状態を回復する振動を弱める物質。バトル中、仲間1人に対して使えるが、ターンを消費する。", - "ITEM_CURE_BERSERK_NAME": "ちんせいざい", - "ITEM_CURE_SLEEP_DESCRIPTION": "気つけ薬が入った小さなビン。バトル中、仲間1人を確実にねむりから起こす。使ってもターンは消費しない。", - "ITEM_CURE_STAT_NAME": "ステータスなおし", - "ITEM_CURE_BERSERK_DESCRIPTION": "「バーサク」状態を回復する、気分をなだめる薬。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "動きをよくする油っぽい液体が入った小さなスプレー。「ガチゴチ」状態を回復する。バトル中、仲間1人に対して使えるが、ターンを消費する。", - "ITEM_CURE_PETRIFIED_NAME": "ガチゴチなおし", - "ITEM_CURE_STAT_DESCRIPTION": "吸いこめばどんなステータス変化だろうともとに戻す粉。ただし、上がっているステータスまで戻ってしまう! 仲間1人に対して使えるが、ターンを消費する。", - "ITEM_CURE_ALL_NAME": "なんでもなおし", - "ITEM_CURE_ALL_DESCRIPTION": "ありとあらゆる状態異常やステータス変化を治すという、奇跡の万能薬。ただし、プラスな効果まで消してしまう! バトル中、仲間1人に対して使えるが、ターンを消費する。", - "ITEM_REWIND_NAME": "まきもどしエンピツ", - "ITEM_REWIND_DESCRIPTION": "バトル中に使うと、テープ1つのHPをすべて回復する。ターンを消費する。", - "ITEM_RESPOOL_NAME": "テープなおし", - "ITEM_OLIVE_UP_NAME": "オリーブ・アップ!", - "ITEM_RESPOOL_DESCRIPTION": "バトル中に使うとこわれたテープを1つ直し、HPをすべて回復する。使うとターンを消費する。", - "ITEM_OLIVE_UP_DESCRIPTION": "オリーブ味のヘンなドリンク。使った相手のレベルが1上がる。", - "ITEM_UPGRAPE_NAME": "アップグレープ", - "ITEM_PEAR_FUSILLI_NAME": "ナシのフジッリ", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "準備ナシでフュージョンゲージを満タンにできる洋ナシの料理! バトル中に使う。ターンは消費しない。", - "ITEM_UPGRAPE_DESCRIPTION": "上下さかさまになっている変わったブドウ。「逆さまの日」に植えたタネが育つとこんな実がなるらしい。食べると、テープ1つをスター1つぶんアップグレードできる。", - "ITEM_REODORANT_NAME": "ニオイつけスプレー", - "ITEM_REODORANT_DESCRIPTION": "「だれでも使えるアンチ制汗剤」のスプレー。ラベルには「強力なニオイで、1分間はモンスターを寄せつけません」と書いてある。", - "ITEM_REODORANT_TIME_LEFT": "残り時間:{0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "朝食セット(ヴィーガン用)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "バトル中に使うと、仲間1人のHPを満タンにする。使うとターンを消費する。", - "ITEM_COFFEE1_NAME": "アイスカフェラテ", - "ITEM_COFFEE2_DESCRIPTION": "ガツンと苦い缶コーヒー。APを4追加する。使うとターンを消費する。", - "ITEM_COFFEE1_DESCRIPTION": "缶入りのカフェラテ。APを2追加する。使うとターンを消費する。", - "ITEM_COFFEE2_NAME": "アメリカーノ・トゥ・ゴー", - "ITEM_FUSED_MATERIAL_NAME": "フュージョン素材", - "ITEM_COFFEE3_NAME": "スペシャルエスプレッソ", - "ITEM_COFFEE4_NAME": "エスプレッソ・ダブル", - "ITEM_COFFEE3_DESCRIPTION": "エネルギーをギュッとつめたような小さめの缶コーヒー。APを6追加する。使うとターンを消費する。", - "ITEM_SMOKE_BOMB_NAME": "けむりだま", - "ITEM_COFFEE4_DESCRIPTION": "豆が2倍も使われた、缶入りのエスプレッソコーヒー。APを8追加する。使うとターンを消費する。", - "ITEM_METAL_DESCRIPTION": "基本となるリサイクル資源。アイテムとの交換やサービスの利用に使える。", - "ITEM_SMOKE_BOMB_DESCRIPTION": "使えば野生のモンスターから確実に逃げられるが、人間や、それと同じくらい頭がいい生き物には通用しない。", - "ITEM_METAL_NAME": "メタル", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "くさったタマゴのひどいニオイがするが、レンジャーにとってはお宝らしい!", - "ITEM_TUTORIAL_NAME": "レンジャーのこころえ", - "ITEM_TUTORIAL_NO_TUTS": "読む前に、ハーバータウンの東でケイリーと会おう!", - "ITEM_TUTORIAL_DESCRIPTION": "ケイリーがくれた手帳。これを読めば、ニューウィラル島での暮らしについて学んだことをおさらいできる。", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "おや……ページのあいだからカードが出てきた!", - "ITEM_TUTORIAL_MESSAGE": "どれをおさらいする?", - "ITEM_PLASTIC_NAME": "プラスチック", - "ITEM_PLASTIC_DESCRIPTION": "基本となるリサイクル資源。アイテムとの交換やサービスの利用に使える。", - "ITEM_TYPE_CHART_NAME": "タイプ相性表", - "ITEM_OLD_BOOK_NAME": "古びた本", - "ITEM_TYPE_CHART_DESCRIPTION": "ケイリーがくれた本にはさまっていたカード。ニューウィラル島に住むモンスターたちのエレメントタイプと、タイプどうしの相性についてくわしく書いてある。", - "ITEM_OLD_BOOK_DESCRIPTION": "読めない奇妙な文字がいっぱい書いてある、古い本。", - "ITEM_SINGLEUSE_STICKER_NAME": "{name}(消費アイテム)", - "ITEM_WHEAT_NAME": "こむぎ", - "ITEM_WHEAT_DESCRIPTION": "基本となる資源。料理ができる人にわたすと食べ物を作ってもらえる。", - "ITEM_PULP_NAME": "パルプ", - "ITEM_WOOD_NAME": "木材", - "ITEM_PULP_DESCRIPTION": "紙の材料になる基本のリサイクル資源。アイテムとの交換やサービスの利用に使える。", - "ITEM_TAPE_BEAST_DESCRIPTION": "ニセの毛皮でおおわれたテープ。ビーストタイプのモンスターがとても記録しやすくなる。子どもたちに人気。", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "未来のレーザー技術でモンスターのすがたを記録するテープ。モンスターをかならず記録することができる。", - "ITEM_WOOD_DESCRIPTION": "基本となるリサイクル資源。アイテムとの交換やサービスの利用に使える。", - "ITEM_KEY_HARBOURTOWN_NAME": "町のゲートキー", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "ハーバータウンのゲートを開けられる!", - "ITEM_TAPE_BASIC_NAME": "ノーマルテープ", - "ITEM_TAPE_BASIC_DESCRIPTION": "モンスターのすがたを記録するためのテープ。性能はふつう。", - "ITEM_TAPE_CHROME_NAME": "クロームテープ", - "ITEM_TAPE_CHROME_DESCRIPTION": "モンスターのすがたを記録するためのテープ。性能がいい。", - "ITEM_TAPE_OPTICAL_LASER_NAME": "レーザーテープ", - "WINGLOOM_DESCRIPTION": "電球をつけたガ", - "MOTHMANIC_NAME": "モスマニック", - "MOTHMANIC_NAME_PREFIX": "モス", - "MOTHMANIC_NAME_SUFFIX": "マニック", - "MOTHMANIC_LORE_2": "「モスマン」はアメリカの民間伝承に伝わる生き物。1960年代、ウェストバージニア州で、大きな羽と目立つ赤い目を持つ人型の生物が相次いで目撃された。それ以来、モスマンはとても有名な都市伝説になった。", - "MOTHMANIC_LORE_1": "全身に強力な電気が流れている。この電流はあやつることで攻撃に利用することもでき、モスマニックは、自分の羽から相手に向けて破壊力が高い電撃を放てる。", - "STARDIGRADE_NAME": "ホシクマ", - "MOTHMANIC_DESCRIPTION": "大きい不気味なガ", - "STARDIGRADE_NAME_PREFIX": "ホシ", - "STARDIGRADE_NAME_SUFFIX": "クマ", - "STARDIGRADE_LORE_1": "ホシクマは興味深い生き物だ。いつもはニューウィラル島の上空100キロメートルあたりに浮かんで、ほとんどの時間を眠ってすごす。エサを探すためにときどき地面まで下りてきては、背中にあるジェットパックを使って空へ帰っていく。", - "STARDIGRADE_LORE_2": "クマムシは地球上のどこにでもいる、非常に小さな生き物だ。とてつもない耐久性を持つ生物の中ではおそらくもっとも有名で、その順応性は、宇宙空間の真空中でも生きのびることができるほど高い。", - "STARDIGRADE_DESCRIPTION": "宙に浮かぶイモムシ", - "GALAGOR_NAME": "ギャラゴアー", - "GALAGOR_NAME_PREFIX": "ギャラ", - "GALAGOR_LORE_1": "ホシクマが、超知能を得て進化したすがた。体のよろいがコアをすっぽりおおっている。ピンクのイモムシに似たコアの形が、ヘルメットのガラスからチラっと見えている。", - "GALAGOR_NAME_SUFFIX": "ゴアー", - "GALAGOR_LORE_2": "地球外生命体を理論的に研究していく学問を「宇宙生物学」という。この分野の研究者は地球生命の起源のほか、すでに知られている惑星に、地球と似たようなプロセスで生命が発生する可能性があるかを探究している。", - "GALAGOR_DESCRIPTION": "マントをつけて浮かぶ宇宙イモムシ", - "FAUCETEAR_NAME": "ビジャグチー", - "FAUCETEAR_NAME_PREFIX": "ビジャ", - "FAUCETEAR_NAME_SUFFIX": "グチー", - "FAUCETEAR_LORE_2": "水道から出る水の量を調節する装置としての蛇口やバルブは、はるか昔ローマ帝国の時代からすでに存在した。滅びたローマの都市、ポンペイの遺跡からは、初期の蛇口やバルブなどが発見されている。", - "FAUCETEAR_LORE_1": "水流を発射する能力を持ち、水流の勢いは、ビジャグチーの感情が強まるほど強くなる。ささいなことですぐおどろいたりあわてたりするため、悪気はないのに、水流で攻撃してしまうことがよくある。", - "FAUCETEAR_DESCRIPTION": "水をもらす蛇口", - "FOUNTESS_NAME": "ファウントレス", - "FOUNTESS_NAME_PREFIX": "ファウン", - "FOUNTESS_NAME_SUFFIX": "トレス", - "FOUNTESS_LORE_2": "「シャワー」と呼べるものは、人類の文明が生まれた当初からあった。しかし、初めての現代的なシャワーは1700年代イギリスでウィリアム・フィータムという発明家が発明した。最初のシャワーは、冷たい水をタライからくみ出すしくみで、水を浴びる場合はチェーンを引っぱる必要があった。", - "FOUNTESS_LORE_1": "マナーとエチケットを守ったふるまいをすることに高いプライドを持ち、周囲のマナーやエチケットも気にする。上品ではない行動に気がつくとたちまち苦しみだし、頭からわきだす水流の勢いも、ファウントレスの感情にあわせて強力になっていく。", - "FOUNTESS_DESCRIPTION": "悲しみにくれるシャワー", - "TERRACOOKA_NAME": "ドグコック", - "TERRACOOKA_NAME_PREFIX": "ドグ", - "TERRACOOKA_LORE_1": "料理に情熱を燃やすモンスター。自分の住む地域で食材を探し、見つかったものがなんであろうと、それで料理を作ろうとする。残念ながらドグコックは地下のどうくつに住んでいるため、料理のレシピはコケ、ガ、またはその両方を使ったものばかりしかない。", - "TERRACOOKA_NAME_SUFFIX": "コック", - "TERRACOOKA_LORE_2": "土偶とは、日本のあちこちで見つかっている粘土製の彫像だ。文明が生まれるよりも前に作られたもので、人間や動物のすがたをかたどったものが多い。", - "TERRACOOKA_DESCRIPTION": "土偶のシェフ", - "COALDRON_NAME_PREFIX": "コール", - "COALDRON_NAME": "コールドロン", - "COALDRON_LORE_1": "コールドロンは生きたナベで、その体の中で常においしいスープを煮こみつづけている。移動するのは苦手だが体を回転させることはできるため、許可も取らないで味見しようとする生き物には、そうやってアッツアツのスープをおみまいする。", - "COALDRON_NAME_SUFFIX": "ドロン", - "COALDRON_LORE_2": "「コルドロン」とは金属や陶磁器製の大きなナベだ。火にかけて、料理や薬を作るために使われていた。世界中で有史以前に使われていたものが発見されており、多くの文化でも伝承にさまざまな形で登場している。", - "COALDRON_DESCRIPTION": "大ナベの体を持つ陶器人形", - "PUPPERCUT_NAME": "パッピーカット", - "PUPPERCUT_NAME_PREFIX": "パッピー", - "PUPPERCUT_NAME_SUFFIX": "カット", - "PUPPERCUT_LORE_2": "ボクシングは、2人の選手が拳を守るためのグローブをつけてなぐりあう競技だ。はるか古代文明の時代から行われており、遺跡からそれを裏づける考古学的な証拠が発掘されている。", - "PUPPERCUT_LORE_1": "パッピーカットは野心にみちたボクサーだ。生まれたときから体のところどころが鉄のパーツでおおわれているが、そのせいであちこちがサビやすい。重なったサビは、完全に成長するとはがれおちる。", - "PUPPERCUT_DESCRIPTION": "サビたグローブをつけたオオカミ", - "SOUTHPAW_NAME": "サウスジョー", - "SOUTHPAW_NAME_PREFIX": "サウス", - "SOUTHPAW_NAME_SUFFIX": "ジョー", - "SOUTHPAW_LORE_2": "現在のボクシングの起源をさかのぼると、ヴィクトリア朝時代のイギリスで考案されて定められた「クインズベリー・ルール」までたどりつく。ラウンドの回数を12ラウンドまでと決めたほか、大きなグローブの着用を義務づけて、リングを一辺が7.5メートルの四角形にすると定めたこのルールは、いまのボクシングの原型となっている。", - "SOUTHPAW_LORE_1": "パッピーカットが、完全に成長したすがた。全身のサビはすべてはがれおちた。その体をおおう軽くて柔軟性が高い金属のおかげで、トゲがついたこぶしによってすばやい一撃をくりだすことができる。", - "BURNACE_NAME": "バーンマド", - "SOUTHPAW_DESCRIPTION": "金属のギアをつけたオオカミ", - "BURNACE_NAME_PREFIX": "バーン", - "BURNACE_NAME_SUFFIX": "マド", - "BURNACE_LORE_1": "足がなく、コンクリートからできた重い体を手で引きずって移動することしかできない。体内で消えることなく燃えつづけるかまどのおかげで、バーンマドは「エントツ」から、いつでも炎と毒の煙をはきだせる。", - "BURNACE_LORE_2": "1700年代にはじまった産業革命により、西欧の製造業は機械を使う方向へ転換する。これにより、技術が発展するスピードは急に上昇した。エントツから煙をもうもうと出す工場のイメージは、産業革命の時代と非常に深く結びついている。", - "SMOGMAGOG_NAME": "スモッグマゴグ", - "BURNACE_DESCRIPTION": "足がない工場のバケモノ", - "SMOGMAGOG_LORE_1": "鋼鉄とコンクリートでできた『体』を持つ。その中で燃えている純粋な炎のエレメントのかたまりが本体。体の中の残り火が少しでも残っているかぎり、スモッグマゴグが戦いをやめることはない。", - "SMOGMAGOG_NAME_PREFIX": "スモッグ", - "SMOGMAGOG_NAME_SUFFIX": "マゴグ", - "SMOGMAGOG_DESCRIPTION": "コンクリのデカい冷却塔", - "SMOGMAGOG_LORE_2": "ゴグマゴグは、ブリテン島の神話に登場する巨人の名前だ。アルビオンという島(現在のグレート・ブリテン島の昔の名前)に住んでいたが、後でコーンウォール地方を発見する伝説の戦士コリネウスによって、たおされることになる。", - "CANDEVIL_NAME": "キャンデビル", - "CANDEVIL_NAME_PREFIX": "キャン", - "CANDEVIL_NAME_SUFFIX": "デビル", - "CANDEVIL_LORE_2": "デビルやデーモンは人類の文化や歴史全体を通し、伝承や宗教の中において邪悪な精霊や邪悪な存在として描かれてきた。あまり害のない厄介者から危険な邪悪の化身まで、その描かれ方には多様なバリエーションがある。", - "CANDEVIL_LORE_1": "体からキャンディを作り出す変わった能力を持ち、プレゼントしたり攻撃に使ったりするモンスター。キャンデビルをかわいいと思うのか、不気味で気持ち悪いと思うかは、人によって意見がわかれる。", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "勉強するならどれ?", - "CANDEVIL_DESCRIPTION": "パステルカラーの悪魔", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "錬金術", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "機械工学", - "MALCHEMY_NAME": "ワルケミー", - "MALCHEMY_NAME_PREFIX": "ワル", - "MALCHEMY_LORE_1": "体の内で摩訶不思議な化学反応が起こってキャンデビルが進化したすがた。化学反応によってとても難易度が高い魔法薬でも作れる体になったが、そのせいでワルケミーの体に悪影響が出ることもよくある。", - "MALCHEMY_NAME_SUFFIX": "ケミー", - "MALCHEMY_LORE_2": "アルケミー、つまり錬金術は、現在の化学の前身となった分野だ。魔法や霊的な力により元素を変異させたり、創りだしたりするのを目的としていた。", - "MIASMODEUS_NAME": "ドクモデウス", - "MALCHEMY_DESCRIPTION": "ガラスのビンを持って笑う悪魔", - "MIASMODEUS_NAME_PREFIX": "ドク", - "MIASMODEUS_NAME_SUFFIX": "モデウス", - "MIASMODEUS_DESCRIPTION": "キャンディーに乗る悪魔", - "MIASMODEUS_LORE_2": "中世ヨーロッパにおいて、「魔女」と言えばコミュニティの中で魔法を使って告発された女性を指した。薬を作って、動物の使い魔をしたがえ、ホウキに乗り空を飛ぶ魔女たちのすがたは、さまざまな絵に描かれている。", - "MIASMODEUS_LORE_1": "ドクモデウスの群れは満月の夜になると、空飛ぶ棒つきキャンディに乗って、上空へ舞い上がると言われている。バトルでは錬金術で作るさまざまな薬を使ったり、毒薬や危険なエレメントを敵に投げつけたりする。", - "VENDEMON_NAME": "ジハンデモン", - "VENDEMON_NAME_PREFIX": "ジハン", - "VENDEMON_LORE_1": "キャンデビルが金属とガラスで作った防護アーマーをまとったすがた。ふしぎな服装は宇宙飛行士のようになろうとしているのだと言われているが、本当のところどうなのかはわかっていない。", - "VENDEMON_NAME_SUFFIX": "デモン", - "VENDEMON_LORE_2": "ガムボールマシンが歴史場に初めて登場したのは20世紀初めのアメリカだ。時計を作る技術を応用して作られており、コインを入れハンドルを回すとガムボールかキャンディがひとつ出てくるようになっていた。", - "VENDEMON_DESCRIPTION": "ガムボールマシンを着た悪魔", - "GUMBAAL_NAME": "ガムバアル", - "GUMBAAL_NAME_PREFIX": "ガム", - "GUMBAAL_LORE_1": "メタルのアーマーと融合し、塔のような形にすがたを変える。ガラスでできたドーム状の頭の中にはいろんなエレメントの入った球がつまっていて、これをはきだして攻撃する。", - "GUMBAAL_NAME_SUFFIX": "バアル", - "GUMBAAL_LORE_2": "「キャンディ」とは、基本的には砂糖を主な材料として作られた食べられるお菓子をまとめて指す言葉だ。見ても楽しめるようにと、さまざまな形や大きさのものが作られており香りがつけられていることも多い。", - "GUMBAAL_DESCRIPTION": "生きたガムボールマシンの塔", - "BANSHEEP_NAME": "バンシープ", - "BANSHEEP_NAME_PREFIX": "バン", - "BANSHEEP_NAME_SUFFIX": "シープ", - "BANSHEEP_LORE_2": "幽霊は人類の歴史や文明の中に、死者の魂が具現化したものとしてよく登場する。無害なものから悪意に満ちたもの、故人の人格が残ったものなど、さまざまな存在として描かれている。", - "BANSHEEP_LORE_1": "野生のバンシープは、夜になるとおそろしいうめき声をあげるため、多くの人にさまよう死者の魂だと思われていた。しかし本当は、バンシープはれっきとした生き物だ。誰でもやるように、すこしメソメソ泣いていただけなのだ。", - "BANSHEEP_DESCRIPTION": "ムスッと浮かぶヒツジ", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "あの世にむかう", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "魂が辺獄から旅立つときが来たら?", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "この世にもどる", - "WOOLTERGEIST_NAME": "ウールガイスト", - "WOOLTERGEIST_NAME_PREFIX": "ウール", - "WOOLTERGEIST_LORE_2": "幽霊はさまざまな種類にわかれると言われ、ポルターガイストはそのうちの一種だ。物質世界の物を動かすという特殊な能力を持ち、意思の力で物体を飛ばしたり動かしたりすることができる。", - "WOOLTERGEIST_LORE_1": "バンシープとは違い、ウールガイストは物質世界に一部が具現化しているだけのちゃんと死んでいる霊だ。誰かが最近死んだところへ近づくと、頭のツノはするどくなるという。", - "WOOLTERGEIST_NAME_SUFFIX": "ガイスト", - "WOOLTERGEIST_DESCRIPTION": "くたびれた顔のヒツジっぽい幽霊", - "RAMTASM_NAME": "ラムタズマ", - "RAMTASM_NAME_PREFIX": "ラム", - "RAMTASM_NAME_SUFFIX": "タズマ", - "RAMTASM_LORE_2": "幽霊の伝承の中には、地上に執着しつづける浮かばれない魂は、思い残すことがなくなるまではあの世へ行けないと語るものもある。そのときが来るまで、亡霊は永遠にとどまりつづけるのだという。", - "RAMTASM_LORE_1": "精神世界と物質世界のつながりをずっと磨きつづけており、どちらの世界でも体を完全に具現化できる。この力を使い、ラムタズマは手つかずの強力なアストラルのエネルギーを引きだして利用できる。", - "ZOMBLEAT_NAME": "ゾンメエビ", - "RAMTASM_DESCRIPTION": "背が高い天使のようなヒツジの幽霊", - "ZOMBLEAT_NAME_PREFIX": "ゾン", - "ZOMBLEAT_NAME_SUFFIX": "メエビ", - "ZOMBLEAT_LORE_2": "典型的な「ゾンビ」は、生きかえりはしたが理性を持たない危険な怪物になりはてた死者として描かれる。現代の主要なカルチャーに欠かせない存在で、さまざまなホラー小説やホラー映画に登場している。", - "ZOMBLEAT_LORE_1": "あの世に行くのをイヤがり、とどまった魂。自分のなきがらが埋まった墓にしがみついているのは、それを手放すとこの世から永遠に消えさってしまうからなのかもしれない。", - "ZOMBLEAT_DESCRIPTION": "墓石をはこぶヒツジの幽霊", - "CAPRICORPSE_NAME": "カプリコープス", - "CAPRICORPSE_NAME_PREFIX": "カプリ", - "CAPRICORPSE_NAME_SUFFIX": "コープス", - "CAPRICORPSE_LORE_2": "墓石は伝統的な葬儀において、どこに遺体を埋葬したかわかるよう、目印として置かれるものだ。石で作られ、故人の名前が彫られているのがふつう。", - "CAPRICORPSE_DESCRIPTION": "墓石をせおったヤギのガイコツ", - "CAPRICORPSE_LORE_1": "自分のなきがらのなごりが融合した体を持つ幽霊。その体はホネと土、石でできており、とても大きい。何世紀もの時間をかけて土を取りこんでいくことで、体の大きさはさらに増していく。", - "SAME_FUSION_NAME_1": "メタ{0}", - "SAME_FUSION_NAME_2": "スーパー{0}", - "SAME_FUSION_NAME_3": "ウルトラ{0}", - "SAME_FUSION_NAME_4": "ダブル{0}", - "SAME_FUSION_NAME_5": "ジャンボ{0}", - "SAME_FUSION_NAME_6": "ミュータント{0}", - "SAME_FUSION_NAME_7": "ハイパー{0}", - "SAME_FUSION_NAME_8": "ギガ{0}", - "SAME_FUSION_NAME_9": "{0}2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "夜道を歩くなら、どのスタイルで?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "放浪者", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "盗賊", - "HOPSKIN_NAME_PREFIX": "ホップ", - "HOPSKIN_NAME": "ホップスキン", - "HOPSKIN_LORE_1": "獲物に近づくため、こはく色の目をまばたきさせずに満面の笑みを浮かべて気を引こうとする。もし誘いに乗ってしまうと、汚れたコートの下に隠れたするどいツメによって、すぐ切りきざまれてしまう。", - "HOPSKIN_NAME_SUFFIX": "スキン", - "HOPSKIN_DESCRIPTION": "コートを着た怪しい小鬼", - "HOPSKIN_LORE_2": "1955年に、アメリカのケンタッキー州、ホプキンスビルに住むある一家が、「奇妙な生物たちに農場をおそわれた」と証言した。一家の証言によると生物たちはとがった耳とかぎヅメのついた手、そして黄色くかがやく大きな目を持っていたという。", - "RIPTERRA_NAME": "リッパーテラー", - "RIPTERRA_NAME_PREFIX": "リッパー", - "RIPTERRA_NAME_SUFFIX": "テラー", - "RIPTERRA_DESCRIPTION": "不気味なコートのバケモノ", - "RIPTERRA_LORE_2": "19世紀のイギリスでは、ゴシックホラーや殺人の話などが「ペニー・ドレッドフル」と呼ばれる娯楽小説の形で本として発行されていた。こういう三文小説は、残虐で恐ろしいさし絵をつけて出版されることが多かった。", - "RIPTERRA_LORE_1": "リッパーテラーの体のしくみは簡単には説明しにくい。身に着けたシミだらけのトレンチコートと帽子の下には細すぎる胴体があり、そのまわりに、先にかぎヅメがついた手足がクモの巣のようにめちゃくちゃに絡み合っているのだ。", - "SNOOPIN_NAME": "コソドロパン", - "SNOOPIN_NAME_PREFIX": "コソドロ", - "SNOOPIN_LORE_1": "盗みの腕前が高いことで有名。また、盗んだお宝で自分をかざりたてることが多い。そのため、コソドロパンの盗みの腕は身に着けているお宝の量でわかる。", - "SNOOPIN_NAME_SUFFIX": "パン", - "SNOOPIN_LORE_2": "アルセーヌ・ルパンはモーリス・ルブランの発表小説に登場する架空の「怪盗紳士」だ。ルパンの人気は現代でもまだ根強く、数々の物語に登場し、翻案もされている。", - "SCAMPIRE_NAME": "ジャアクパイア", - "SNOOPIN_DESCRIPTION": "杖を持った小鬼", - "SCAMPIRE_NAME_PREFIX": "ジャアク", - "SCAMPIRE_LORE_1": "盗んだ富や財宝を大量にためこんだねぐらを作って、宝に誘われた獲物が来るのを待つ。最近になって空を飛ぶ能力を身につけたが、飛ぶときに翼を使っているのかどうかは、はっきりしていない。", - "SCAMPIRE_NAME_SUFFIX": "パイア", - "SCAMPIRE_LORE_2": "ヴァンパイアは人類の歴史全体を通して民間伝承の中に登場しつづける民間伝承だ。その伝説の現代的解釈の中には、ヴァンパイアを社会のエリート階級の象徴になぞらえ、自分よりも階級が低い者たちの血液を文字通り「すする」存在に位置づけるものもある。", - "MACABRA_NAME_PREFIX": "シノマ", - "SCAMPIRE_DESCRIPTION": "帽子をかぶったヴァンパイア", - "MACABRA_NAME": "シノマカブラ", - "MACABRA_LORE_1": "目は見えないが、かわりにまわりの空気を「味わう」能力で獲物を探すことができる。ひらけた場所で狩りをおこなうことを好み、その間は、岩か動物のガイコツに座っていることが多い。", - "MACABRA_NAME_SUFFIX": "カブラ", - "MACABRA_LORE_2": "「チュパカブラ」は最近創作された伝承だ。南アメリカで、家畜が血を吸いつくされたという報告をもとに、正体不明で夜行性の吸血クリーチャーというアイデアが生まれた。", - "ACHIEVEMENT_NAME_head_skip": "頭の上を飛び越えて", - "ACHIEVEMENT_NAME_defeat_black_shuck": "影との対決", - "ACHIEVEMENT_DESC_head_skip": "戦いたがっている相手をやりすごすため、頭上を飛び越えてみる。", - "ACHIEVEMENT_DESC_defeat_black_shuck": "自分との戦いに勝つ。", - "ACHIEVEMENT_NAME_obtain_magikrab": "進化の頂点", - "ACHIEVEMENT_DESC_obtain_magikrab": "発見不可能と言われるモンスターのすがたをゲットする。", - "ACHIEVEMENT_NAME_aa_lenna": "別の物語のヒーロー", - "DEFAULT_PLAYER_NAME": "キャス", - "ACHIEVEMENT_DESC_aa_lenna": "ある戦士に自分の力を示す。", - "MEREDITH_NAME": "メレディス", - "KAYLEIGH_NAME": "ケイリー", - "FELIX_NAME": "フェリックス", - "EUGENE_NAME": "ユージーン", - "VIOLA_NAME": "ヴァイオラ", - "DOG_NAME": "ワンクレー", - "UNKNOWN_NAME": "???", - "SEBASTIAN_NAME": "セバスチャン", - "LANDKEEPER_NAME": "ランドキーパー", - "LANDKEEPER1_NAME": "ランドキーパー #1", - "LANDKEEPER2_NAME": "ランドキーパー #2", - "SUNNY_NAME": "サニー", - "LANDKEEPERS_NAME": "ランドキーパーたち", - "SUNNY_UNKNOWN_NAME": "だらしないランドキーパー", - "CULTIST_NAME.m": "カルト団メンバー", - "CULTIST_NAME.f": "カルト団メンバー", - "RANGER_NAME.m": "レンジャー", - "CULTIST_NAME.n": "カルト団メンバー", - "RANGER_NAME.f": "レンジャー", - "RANGER_NAME.n": "レンジャー", - "RANGER_RECRUITER_NAME.m": "スカウト", - "RANGER_RECRUITER_NAME.f": "スカウト", - "RANGER_RECRUITER_NAME.n": "スカウト", - "RANGER_WANNABE_NAME.m": "レンジャー志望者", - "RANGER_WANNABE_NAME.f": "レンジャー志望者", - "RANGER_WANNABE_NAME.n": "レンジャー志望者", - "RANGER_TRAINEE_NAME": "訓練生", - "RESEARCHER_NAME.m": "研究員", - "ACHIEVEMENT_NAME_quest_hoylake": "モンスターハント", - "ACHIEVEMENT_DESC_quest_hoylake": "ホイレイクの研究を手伝う。", - "ACHIEVEMENT_NAME_defeat_ghost": "ゴーストバスター", - "ACHIEVEMENT_DESC_defeat_ghost": "ゴーストをたおす。", - "ACHIEVEMENT_NAME_rogue_fusion": "ツギハギパーツ", - "ACHIEVEMENT_DESC_rogue_fusion": "はぐれフュージョンをたおす。", - "ACHIEVEMENT_NAME_swarm_fusion": "モンスター・ダンス", - "ACHIEVEMENT_DESC_swarm_fusion": "群れバトルに勝つ。", - "ACHIEVEMENT_DESC_unstable_fusion": "不安定なフュージョンをたおす。", - "ACHIEVEMENT_NAME_unstable_fusion": "真夜中にエサをあげちゃダメ", - "ACHIEVEMENT_NAME_orb_fusion": "あれは月ではない", - "ACHIEVEMENT_DESC_orb_fusion": "オーブ・フュージョンをたおす。", - "ACHIEVEMENT_NAME_rogue_fusion_5": "はぐれもの狩り", - "ACHIEVEMENT_DESC_rogue_fusion_5": "はぐれフュージョンを5体たおす。", - "ACHIEVEMENT_NAME_quest_kayleigh1": "ラン・ファー・アウェイ:その1", - "ACHIEVEMENT_DESC_quest_kayleigh1": "ケイリーのクエストをはじめる。", - "ACHIEVEMENT_NAME_offices_cleared_1": "礼儀正しくふるまって:その1", - "ACHIEVEMENT_NAME_offices_cleared_3": "礼儀正しくふるまって:その3", - "ACHIEVEMENT_DESC_offices_cleared_2": "ランドキーパー事務所を2つ一掃する。", - "ACHIEVEMENT_NAME_sign_up_rangers": "テイク・ミー・オン:その1", - "ACHIEVEMENT_NAME_rogue_fusion_10": "はぐれもの集団", - "ACHIEVEMENT_NAME_rogue_fusion_20": "はぐれもの大集合", - "ACHIEVEMENT_DESC_rogue_fusion_10": "はぐれフュージョンを10体たおす。", - "ACHIEVEMENT_DESC_rogue_fusion_20": "はぐれフュージョンを20体たおす。", - "ACHIEVEMENT_NAME_rogue_fusion_50": "はぐれものの国", - "ACHIEVEMENT_NAME_overworld_chunks": "旅人", - "ACHIEVEMENT_DESC_rogue_fusion_50": "はぐれフュージョンを50体たおす。", - "ACHIEVEMENT_DESC_overworld_chunks": "ニューウィラル島をすべて探索する。", - "ACHIEVEMENT_NAME_reopened_stations_all": "乗車券", - "ACHIEVEMENT_DESC_reopened_stations_all": "すべての駅を再開させる。", - "ACHIEVEMENT_NAME_observe_species_120": "アマチュア動物学者", - "ACHIEVEMENT_DESC_observe_species_120": "モンスターを120種観察する。", - "ACHIEVEMENT_NAME_obtain_species_10": "動物学者:その1", - "ACHIEVEMENT_DESC_obtain_species_10": "モンスターを10種類記録する。", - "ACHIEVEMENT_NAME_obtain_species_20": "動物学者:その2", - "ACHIEVEMENT_DESC_investigate_rumor": "ウワサについて調べる。", - "ACHIEVEMENT_NAME_partner_kayleigh": "ケイリー", - "ACHIEVEMENT_NAME_obtain_candevil": "キャンディちょうだい", - "ACHIEVEMENT_DESC_partner_felix": "フェリックスと友だちになる。", - "ACHIEVEMENT_NAME_partner_dog": "ワンクレー", - "ACHIEVEMENT_DESC_partner_dog": "ワンクレーと友だちになる。", - "ACHIEVEMENT_NAME_partner_meredith": "メレディス", - "ACHIEVEMENT_DESC_partner_meredith": "メレディスと友だちになる。", - "ACHIEVEMENT_NAME_partner_felix": "フェリックス", - "ACHIEVEMENT_NAME_quest_meredith1": "ガタボロモール", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "ラン・ファー・アウェイ:その2", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "ケイリーのクエストをクリアする。", - "ACHIEVEMENT_NAME_quest_eugene_complete": "礼儀正しくふるまって:その6", - "ACHIEVEMENT_DESC_quest_eugene_complete": "ユージーンのクエストをクリアする。", - "ACHIEVEMENT_DESC_obtain_rumor": "ウワサをゲットする。", - "ACHIEVEMENT_NAME_offices_cleared_4": "礼儀正しくふるまって:その4", - "ACHIEVEMENT_DESC_offices_cleared_3": "ランドキーパー事務所を3つ一掃する。", - "ACHIEVEMENT_NAME_captain_wallace": "背水の陣", - "ACHIEVEMENT_DESC_captain_wallace": "キャプテン・ウォレスをたおす。", - "ACHIEVEMENT_DESC_captain_skip": "キャプテン・スキップをたおす。", - "ACHIEVEMENT_NAME_captain_skip": "捨てる世界あればひろう世界あり", - "ACHIEVEMENT_DESC_captain_judas": "キャプテン・ユダをたおす。", - "ACHIEVEMENT_NAME_captain_zedd": "寝る子は強い", - "ACHIEVEMENT_DESC_captain_zedd": "キャプテン・ゼッドをたおす。", - "ACHIEVEMENT_NAME_captain_judas": "用意周到", - "ACHIEVEMENT_NAME_captain_cleeo": "勝者にすべてを", - "ACHIEVEMENT_DESC_captain_cleeo": "キャプテン・クレ=Oをたおす。", - "ACHIEVEMENT_NAME_captain_lodestein": "シビれる衝撃", - "ACHIEVEMENT_DESC_captain_lodestein": "キャプテン・ロードスタインをたおす。", - "ACHIEVEMENT_NAME_captain_dreadful": "あの世を越えて", - "ACHIEVEMENT_DESC_captain_dreadful": "キャプテン・ペニー=ドレッドフルをたおす。", - "ACHIEVEMENT_NAME_captain_gladiola": "死線を渡る刃", - "ACHIEVEMENT_DESC_captain_gladiola": "キャプテン・グラディオラをたおす。", - "ACHIEVEMENT_NAME_captain_heather": "天候は荒れ模様", - "ACHIEVEMENT_DESC_captain_heather": "キャプテン・ヘザーをたおす。", - "ACHIEVEMENT_NAME_captain_buffy": "ひと汗かこうぜ", - "ACHIEVEMENT_DESC_captain_buffy": "キャプテン・バフィーをたおす。", - "ACHIEVEMENT_DESC_obtain_species_20": "モンスターを20種類ゲットする。", - "ACHIEVEMENT_NAME_obtain_species_50": "動物学者:その3", - "ACHIEVEMENT_DESC_obtain_species_50": "モンスターを50種類ゲットする。", - "ACHIEVEMENT_NAME_obtain_species_100": "動物学者:その4", - "ACHIEVEMENT_DESC_obtain_species_100": "モンスターを100種類記録する。", - "ACHIEVEMENT_NAME_obtain_species_120": "ベテラン動物学者", - "ACHIEVEMENT_DESC_obtain_species_120": "モンスターを120種類記録する。", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "カセットビーストマスター", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "すべてのモンスターの追加情報を埋める。", - "ACHIEVEMENT_DESC_bootleg_beast": "ビーストタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_beast": "ワイルドなブートレグ", - "ACHIEVEMENT_NAME_bootleg_fire": "燃えるブートレグ", - "ACHIEVEMENT_DESC_bootleg_plant": "くさタイプのブートレグをゲットする。", - "ACHIEVEMENT_DESC_bootleg_fire": "ほのおタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_plastic": "オモチャのブートレグ", - "ACHIEVEMENT_DESC_bootleg_plastic": "プラスチックタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_plant": "緑のブートレグ", - "ACHIEVEMENT_NAME_tutorial": "わたしたちが暮らす世界", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "グランドオープン", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "ユージーンのハートを5つ集める。", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "ムービーナイト", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "メレディスのハートを5つ集める。", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "イヌの最高の友だち", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "フェリックスのハートを5つ集める。", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "アーティストの肖像", - "ACHIEVEMENT_NAME_bootleg_water": "アクアなブートレグ", - "ACHIEVEMENT_DESC_bootleg_water": "みずタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_poison": "トキシックなブートレグ", - "ACHIEVEMENT_DESC_bootleg_poison": "どくタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_astral": "コズミックなブートレグ", - "ACHIEVEMENT_DESC_bootleg_astral": "アストラルタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_ice": "いてつくブートレグ", - "ACHIEVEMENT_DESC_bootleg_ice": "こおりタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_lightning": "ショッキングなブートレグ", - "ACHIEVEMENT_DESC_bootleg_lightning": "でんきタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_air": "ふきすさぶブートレグ", - "ACHIEVEMENT_DESC_bootleg_air": "くうきタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_earth": "ロックなブートレグ", - "ACHIEVEMENT_DESC_bootleg_earth": "だいちタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_metal": "はがねのブートレグ", - "ACHIEVEMENT_DESC_bootleg_metal": "メタルタイプのブートレグをゲットする。", - "ACHIEVEMENT_DESC_sign_up_rangers": "登録してレンジャーになる。", - "ACHIEVEMENT_NAME_obtain_rumor": "ウワサは天下の回りもの", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "ワンクレーのハートを5つ集める。", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "お気に召すまま", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "ヴァイオラのハートを5つ集める。", - "ACHIEVEMENT_NAME_romantic_relationship": "1つにかさなる2つのハート", - "ACHIEVEMENT_DESC_romantic_relationship": "だれかと恋人どうしになる。", - "ACHIEVEMENT_NAME_reopened_stations_final": "わがことばを聞くがいい", - "ACHIEVEMENT_NAME_captain_cybil": "ラジオ・スター", - "ACHIEVEMENT_DESC_captain_cybil": "キャプテン・シビルをたおす。", - "ACHIEVEMENT_DESC_captain_codey": "キャプテン・コーディーをたおす。", - "ACHIEVEMENT_NAME_captain_codey": "惑星をハックしろ", - "ACHIEVEMENT_DESC_defeat_ianthe": "イアンシーをたおしてレンジャーのキャプテンになる。", - "ACHIEVEMENT_NAME_defeat_ianthe": "テイク・ミー・オン:その2", - "ACHIEVEMENT_NAME_quest_overtime": "やり残した仕事", - "ACHIEVEMENT_DESC_quest_overtime": "ハーバータウンの看板のデザインを決める。", - "ACHIEVEMENT_NAME_quest_sunny": "それってどんな感じなの", - "ACHIEVEMENT_DESC_quest_sunny": "サニーが人生をやりなおすのを手伝う。", - "ACHIEVEMENT_NAME_offices_cleared_5": "礼儀正しくふるまって:その5", - "ACHIEVEMENT_DESC_offices_cleared_4": "ランドキーパー事務所を4つ一掃する。", - "ACHIEVEMENT_DESC_kuneko_altars_1": "1つのアルターでクナイニャンと出会う。", - "ACHIEVEMENT_NAME_kuneko_altars_2": "アタシがほしくないニャンて:その3", - "ACHIEVEMENT_DESC_kuneko_altars_2": "2つのアルターでクナイニャンと出会う。", - "ACHIEVEMENT_DESC_kuneko_altars_4": "4つのアルターでクナイニャンと出会う。", - "ACHIEVEMENT_NAME_kuneko_altars_3": "アタシがほしくないニャンて:その4", - "ACHIEVEMENT_DESC_partner_kayleigh": "ケイリーと友だちになる。", - "ACHIEVEMENT_NAME_partner_eugene": "ユージーン", - "ACHIEVEMENT_DESC_partner_eugene": "ユージーンと友だちになる。", - "ACHIEVEMENT_DESC_remaster": "テープをリマスターする。", - "ACHIEVEMENT_NAME_investigate_rumor": "ウワサをたどって", - "ACHIEVEMENT_NAME_bootleg_glass": "すきとおったブートレグ", - "ACHIEVEMENT_DESC_bootleg_glass": "ガラスタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_bootleg_glitter": "キラキラのブートレグ", - "ACHIEVEMENT_DESC_bootleg_glitter": "ラメタイプのブートレグをゲットする。", - "ACHIEVEMENT_NAME_train_frankie": "フランキー、不思議の国へ行く", - "ACHIEVEMENT_DESC_train_frankie": "フランキーのトレーニングをクリアする。", - "ACHIEVEMENT_NAME_train_vin": "一匹オオカミ", - "ACHIEVEMENT_DESC_train_vin": "ヴィンのトレーニングをクリアする。", - "ACHIEVEMENT_NAME_noticeboard_5": "新人レンジャー", - "ACHIEVEMENT_DESC_noticeboard_5": "掲示板のクエストを5回クリアする。", - "ACHIEVEMENT_NAME_noticeboard_20": "見習いレンジャー", - "ACHIEVEMENT_DESC_noticeboard_20": "掲示板のクエストを20回クリアする。", - "ACHIEVEMENT_NAME_noticeboard_50": "働きものレンジャー", - "ACHIEVEMENT_DESC_noticeboard_50": "掲示板のクエストを50回クリアする。", - "ACHIEVEMENT_NAME_noticeboard_100": "ベテランレンジャー", - "ACHIEVEMENT_DESC_noticeboard_100": "掲示板のクエストを100回クリアする。", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "ステッカーコレクター", - "RESEARCHER_NAME.f": "研究員", - "RESEARCHER_NAME.n": "研究員", - "PENSBY_NAME": "ドクター・ペンズビー", - "FRANKIE_NAME": "フランキー", - "HOYLAKE_NAME": "ホイレイク", - "KIRBY_NAME": "カービイ", - "VIN_NAME": "ヴィン", - "THIEF_NAME": "泥棒", - "TRAVELER_NAME.m": "旅人", - "TRAVELER_NAME.f": "旅人", - "TREASURE_SEEKER_NAME.m": "探検家", - "TRAVELER_NAME.n": "旅人", - "TREASURE_SEEKER_NAME.n": "探検家", - "TREASURE_SEEKER_NAME.f": "探検家", - "HISTORIAN_NAME.m": "歴史家", - "HISTORIAN_NAME.f": "歴史家", - "ROCKER_NAME.m": "ミュージシャン", - "HISTORIAN_NAME.n": "歴史家", - "ROCKER_NAME.f": "ミュージシャン", - "ROCKER_NAME.n": "ミュージシャン", - "CAMPER_NAME.m": "キャンプマニア", - "CAMPER_NAME.f": "キャンプマニア", - "SOLDIER_NAME.m": "兵士", - "CAMPER_NAME.n": "キャンプマニア", - "SOLDIER_NAME.n": "兵士", - "TAMER_NAME.m": "テイマー", - "SOLDIER_NAME.f": "兵士", - "TAMER_NAME.f": "テイマー", - "TAMER_NAME.n": "テイマー", - "CREEP_NAME.m": "ヘンな人", - "CREEP_NAME.f": "ヘンな人", - "FARMER_EDWARD_NAME": "アッカリー・ジャガ", - "CREEP_NAME.n": "ヘンな人", - "FARMER_MARIS_NAME": "クイン・ジャガ", - "IANTHE_NAME": "リーダー・イアンシー", - "IANTHE_NAME_SHORT": "イアンシー", - "IANTHE_SUBTITLE": "レンジャーのリーダー", - "LEADER_IANTHE_UNKNOWN_NAME": "堂々とした女性", - "CAPTAIN_WALLACE_NAME": "キャプテン・ウォレス", - "CAPTAIN_WALLACE_NAME_SHORT": "ウォレス", - "CAPTAIN_WALLACE_SUBTITLE": "工事作業員", - "CAPTAIN_SKIP_NAME": "キャプテン・スキップ", - "CAPTAIN_SKIP_NAME_SHORT": "スキップ", - "CAPTAIN_SKIP_SUBTITLE": "あやしいトレジャーハンター", - "CAPTAIN_ZEDD_NAME_SHORT": "ゼッド", - "CAPTAIN_ZEDD_NAME": "キャプテン・ゼッド", - "CAPTAIN_ZEDD_SUBTITLE": "「めいそう」のエキスパート", - "CAPTAIN_JUDAS_NAME": "キャプテン・ユダ", - "CAPTAIN_JUDAS_NAME_SHORT": "ユダ", - "ACHIEVEMENT_NAME_offices_cleared_2": "礼儀正しくふるまって:その2", - "ACHIEVEMENT_DESC_offices_cleared_1": "ランドキーパー事務所を1つ一掃する。", - "ACHIEVEMENT_DESC_tutorial": "チュートリアルをクリアする。", - "MOVE_FUSION_POWER_PREFIX_water_1": "ハイドロ", - "MOVE_FUSION_POWER_PREFIX_water_2": "テンペスト", - "MOVE_FUSION_POWER_PREFIX_water_3": "モンスーン", - "MOVE_FUSION_POWER_PREFIX_water_4": "スプラッシュ", - "MOVE_FUSION_POWER_PREFIX_water_5": "スパイラル", - "MOVE_FUSION_POWER_PREFIX_water_6": "アビス", - "MOVE_FUSION_POWER_PREFIX_water_7": "ネプチューン", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "グリッター", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "スパークル", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "レインボー", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "フェアリー", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "クラフト", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "ハンドメイド", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "ユニコーン", - "MOVE_FUSION_POWER_PREFIX_astral_1": "コズミック", - "MOVE_FUSION_POWER_PREFIX_astral_2": "プラネット", - "MOVE_FUSION_POWER_PREFIX_astral_3": "セレスチャル", - "MOVE_FUSION_POWER_PREFIX_astral_4": "ステラ", - "MOVE_FUSION_POWER_PREFIX_astral_5": "エーテル", - "MOVE_FUSION_POWER_PREFIX_astral_6": "オービタル", - "MOVE_FUSION_POWER_PREFIX_astral_7": "ダークネス", - "MOVE_FUSION_POWER_PREFIX_air_1": "サイクロン", - "MOVE_FUSION_POWER_PREFIX_air_2": "トルネード", - "MOVE_FUSION_POWER_PREFIX_air_3": "タツマキ", - "MOVE_FUSION_POWER_PREFIX_air_4": "ハリケーン", - "MOVE_FUSION_POWER_PREFIX_air_5": "ウィンド", - "MOVE_FUSION_POWER_PREFIX_air_6": "ソニック", - "MOVE_FUSION_POWER_PREFIX_air_7": "スカイ", - "MOVE_FUSION_POWER_PREFIX_earth_1": "ハード", - "MOVE_FUSION_POWER_PREFIX_earth_2": "ミネラル", - "MOVE_FUSION_POWER_PREFIX_earth_3": "クリスタル", - "MOVE_FUSION_POWER_PREFIX_earth_4": "マウンテン", - "MOVE_FUSION_POWER_PREFIX_earth_5": "サンディ", - "MOVE_FUSION_POWER_PREFIX_earth_6": "ストーン", - "MOVE_FUSION_POWER_PREFIX_earth_7": "ロック", - "MOVE_FUSION_POWER_PREFIX_glass_1": "ガラス", - "MOVE_FUSION_POWER_PREFIX_glass_2": "シャッタード", - "MOVE_FUSION_POWER_PREFIX_glass_3": "リフレクト", - "MOVE_FUSION_POWER_PREFIX_glass_4": "エッジド", - "MOVE_FUSION_POWER_PREFIX_glass_5": "ブロークン", - "MOVE_FUSION_POWER_PREFIX_ice_1": "フローズン", - "MOVE_FUSION_POWER_PREFIX_glass_6": "クリア", - "MOVE_FUSION_POWER_PREFIX_ice_2": "サブゼロ", - "MOVE_FUSION_POWER_PREFIX_ice_3": "フリーズ", - "MOVE_FUSION_POWER_PREFIX_ice_4": "ポーラー", - "MOVE_FUSION_POWER_PREFIX_ice_5": "フリジド", - "MOVE_FUSION_POWER_PREFIX_ice_7": "ブリザード", - "MOVE_FUSION_POWER_PREFIX_ice_6": "コールド", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "ストーム", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "サージ", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "エレキ", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "ショック", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "サンダー", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "ボルト", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "マグネット", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "テスラ", - "MOVE_FUSION_POWER_PREFIX_metal_1": "スチール", - "MOVE_FUSION_POWER_PREFIX_metal_2": "メタル", - "MOVE_FUSION_POWER_PREFIX_metal_3": "シルバー", - "MOVE_FUSION_POWER_PREFIX_metal_4": "マーキュリー", - "MOVE_FUSION_POWER_PREFIX_metal_5": "レゾナンス", - "MOVE_FUSION_POWER_PREFIX_metal_6": "チタニウム", - "MOVE_FUSION_POWER_SWORD": "ソード", - "MOVE_FUSION_POWER_AXE": "アックス", - "MOVE_FUSION_POWER_KATANA": "ブレード", - "MOVE_FUSION_POWER_HAMMER": "ハンマー", - "MOVE_FUSION_POWER_HALBERD": "スピア", - "MOVE_FUSION_POWER_BLADEWHEEL": "ホイール", - "MOVE_FUSION_POWER_FIST": "フィスト", - "MOVE_FUSION_POWER_SMASH": "スマッシュ", - "MOVE_FUSION_POWER_SHURIKEN": "しゅりけん", - "MOVE_FUSION_POWER_ARROW": "アロー", - "MOVE_FUSION_POWER_ORB": "オーブ", - "MOVE_FUSION_POWER_KUNAI": "クナイ", - "MOVE_FUSION_POWER_SHARDS": "シャード", - "MOVE_FUSION_POWER_SPIKES": "スパイク", - "MOVE_FUSION_POWER_METEOR": "メテオ", - "MOVE_FUSION_POWER_BEAM": "ビーム", - "MOVE_FUSION_POWER_BLAST": "ブラスト", - "MOVE_FUSION_POWER_BOMB": "ボム", - "MOVE_RITUAL_NAME": "ふっかつのぎしき", - "MOVE_IRON_FILINGS_NAME": "てつのこな", - "MOVE_DESCRIPTION_RITUAL": "使ったあとにたおれたとき、HPが4分の1の状態で復活する。", - "MOVE_DESCRIPTION_IRON_FILINGS": "相手をかんでん状態にする。", - "MOVE_AA_OLDGANTE_THRASH_NAME": "ディスコード・スラッシュ", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "コーダ・モルガーナ", - "MOVE_TRICK_NAME": "トリック", - "MOVE_TREAT_NAME": "トリート", - "MOVE_ATTRIBUTE_STAT": "{stat_value}% {stat_name}", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "{stat_name}が攻撃より高いなら、ダメージの量はそちらで決まる", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "有利なタイプに当たるとクリティカル", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "パッシブ:{stat_value}% {stat_name}", - "MOVE_ATTRIBUTE_SPECIALIZATION": "空きスロット1つごとに{stat_name} {stat_value}%", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "持続ターン+1", - "MOVE_ATTRIBUTE_EXTRA_HIT": "攻撃回数+1", - "MOVE_ATTRIBUTE_HEAL": "最大HPの{stat_value}%を回復", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "パッシブ:空きスロット1つごとに{stat_name} {stat_value}%", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "空きスロット1つごとに最大HPの{stat_value}%を回復", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}%の確率で{status_effect}にする", - "MOVE_ATTRIBUTE_BUFF_USER": "{chance}%の確率で{status_effect}にする", - "MOVE_ATTRIBUTE_AP_REFUND": "{chance}%の確率で使用後にAPが{amount}戻る", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}%の確率で使用後にAPがすべて戻る", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "最初のターンのときだけ{chance}%の確率で発動する", - "MOVE_ATTRIBUTE_SHARED": "味方もこのわざを使える", - "MOVE_ATTRIBUTE_COMPATIBILITY": "どんなテープにも貼れる", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance}%の確率でターンの終わりに発動する", - "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}%の確率で2回使える", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "自分のタイプを変える。最初のターンのときだけ、APを使わずに発動する。", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance}%の確率で攻撃後に発動する", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance}%の確率で使用後に{move_name}が発動する", - "MOVE_ATTRIBUTE_MULTITARGET": "{chance}%の確率で全体攻撃になる", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "ウォールを破壊する", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "スロット+1", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "ウォールをすりぬける", - "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}%の確率でランダムにわざを発動する", - "MOVE_BAD_JOKE_JOKE3": "パイロンカツギは毎月家賃を払ってるんだ。\\nヤドをカリてるからね!", - "MOVE_BAD_JOKE_JOKE1": "パイロンカツギが道を横切る理由を知ってる?\\n横にしか歩けないからさ!", - "MOVE_BAD_JOKE_JOKE2": "パイロンカツギが交通安全のお守りをもらったってさ。\\nゲンカツギだね!", - "MOVE_BAD_JOKE_JOKE4": "パイロンカツギはよく敵に逃げられるんだ。\\nツメが甘くておいしいからね!", - "MOVE_BAD_JOKE_JOKE7": "タマガンをビックリさせる武器はなーんだ? 銃だよ!\\n「こりゃタマげた、ガンだ!!」ってね!", - "MOVE_BAD_JOKE_JOKE6": "アイスペックはどうやって家を建てるかって?\\nハイスペックな大工さんに頼むのさ!", - "MOVE_BAD_JOKE_JOKE5": "なんでビショップトンはいつもホウキで掃除するかって?\\nぞうき、んがないからさ!", - "MOVE_BAD_JOKE_JOKE8": "ザントケイがおやつを食べるのは何時? ザン時だよ!", - "MOVE_BAD_JOKE_JOKE9": "ホネの山をおおうほどスライムがあるって聞いて、スラコッツはなんて言ったと思う? 「スラ、コッツいなあ!」だって!", - "MOVE_BAD_JOKE_JOKE11": "ホシクマは星空が怖いって知ってた? ホシを見ると\\nクマっちゃうんだね。", - "MOVE_BAD_JOKE_JOKE12": "ピカルタンがあこがれてる髪型は? \\nピカピカのスキンヘッドだよ!", - "MOVE_BAD_JOKE_JOKE10": "ザントケイを食べないほうがいい理由は? \\nザンザンお腹をこわしちゃうからさ!", - "MOVE_BAD_JOKE_JOKE18": "どうしてランドキーパーは映画館に行かないの?\\nああ、シネマコンプレックスを持ってるからか!", - "MOVE_BAD_JOKE_JOKE14": "ジャンプキンはカがプールに飛びこむのを見るのが\\n好きなんだって。カ、ボチャン! ってね!", - "MOVE_BAD_JOKE_JOKE13": "ハスゲーロは人をほめるときになんて言うのかな? \\n「はっ、スッゲーろ!」だってさ!", - "MOVE_BAD_JOKE_JOKE15": "化学反応についてのジョークを言ったのに、だれも反応して\\nくれないんだ……", - "MOVE_BAD_JOKE_JOKE16": "クルカカシが好きなドアはなーんだ? 回転ドアだよ! \\nクルクルまわるからね!", - "MOVE_BAD_JOKE_JOKE17": "シゲミガンが嫌いなものはなーんだ? シケたミカン!", - "MOVE_BAD_JOKE_JOKE20": "ランドキーパーがキズを負ったって! 「住所う」らしいよ!", - "MOVE_BAD_JOKE_JOKE19": "ランドキーパーの好きな果物は? ブドウが3つさ。\\nブドウサンってね!", - "MOVE_NAME_INSOMNIA": "ふみんしょう", - "MOVE_DESCRIPTION_INSOMNIA": "眠り状態にならなくなる。", - "MOVE_NAME_ELDRITCH": "ぶきみなけはい", - "MOVE_DESCRIPTION_ELDRITCH": "ステータスを下げる効果を受けない。", - "MOVE_NAME_STATUS_RESISTANCE": "ていこうりょく", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "やけど、毒、やどりぎ状態になったとき、受けるダメージが減る。", - "MOVE_NAME_NEUTRALISE": "ちゅうわ", - "MOVE_DESCRIPTION_LIQUID_BODY": "やけど状態にならなくなるが、かわりにこおり、でんきタイプの攻撃を受けるとすべてクリティカルになる。", - "MOVE_NAME_LIQUID_BODY": "リキッドボディ", - "MOVE_DESCRIPTION_NEUTRALISE": "自分のHPが半分以下になったとき、受けているマイナス効果がすべてもとに戻る。", - "MOVE_NAME_PHASE_SHIFT": "フェイズシフト", - "MOVE_DESCRIPTION_PHASE SHIFT": "幽霊に攻撃が当たるようになる。", - "MOVE_CAMOUFLAGE_WATER_NAME": "ウォーターベール", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "プラベール", - "MOVE_CAMOUFLAGE_AIR_NAME": "エアベール", - "MOVE_CAMOUFLAGE_EARTH_NAME": "アースベール", - "MOVE_CAMOUFLAGE_FIRE_NAME": "ファイアベール", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "アストラルベール", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "エレキベール", - "MOVE_CAMOUFLAGE_METAL_NAME": "メタルベール", - "MOVE_CAMOUFLAGE_BEAST_NAME": "ビーストベール", - "MOVE_CAMOUFLAGE_PLANT_NAME": "プラントベール", - "MOVE_CAMOUFLAGE_POISON_NAME": "ポイズンベール", - "MOVE_CAMOUFLAGE_ICE_NAME": "アイスベール", - "MOVE_CAMOUFLAGE_GLASS_NAME": "ガラスベール", - "MOVE_DESCRIPTION_CAMOUFLAGE": "バトルがはじまると発動し、自分のタイプを変える。APは使わない。", - "MOVE_NAME_RICOCHET": "バウンドだん", - "MOVE_NAME_BREATHING_TECHNIQUE": "こきゅうほう", - "MOVE_DESCRIPTION_RICOCHET": "50%の確率で、自分の遠距離攻撃が相手のウォールをすりぬける。", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "バーサク状態にならなくなる。", - "MOVE_NAME_SELF_ASSURED": "あんていかん", - "MOVE_DESCRIPTION_SELF_ASSURED": "混乱状態にならなくなる。", - "MOVE_NAME_CRITICAL_AP": "クリティカルAP", - "MOVE_DESCRIPTION_CRITICAL_AP": "クリティカルを出すたびにAPが1回復する。", - "MOVE_NAME_PITY_AP": "ミスAP", - "MOVE_NAME_UNSHAKEABLE": "おそれしらず", - "MOVE_DESCRIPTION_PITY_AP": "攻撃をはずすたびにAPが1回復する。", - "MOVE_DESCRIPTION_UNSHAKEABLE": "ひるみ状態にならなくなる。", - "MOVE_NAME_VAMPIRE": "ヴァンパイア", - "MOVE_DESCRIPTION_VAMPIRE": "敵がわざで回復したHPや、上げたステータスの効果を半分もらう。", - "MOVE_NAME_MULTICOPY": "マルチコピー", - "MOVE_NAME_FOSSIL": "かせき", - "MOVE_DESCRIPTION_MULTICOPY": "敵がマルチターゲット、マルチストライク状態になったとき、自分も同じ状態になる。", - "MOVE_DESCRIPTION_FOSSIL": "ガチゴチ状態になると、HPが自動で完全に回復する。", - "MOVE_NAME_BLOODLUST": "どうもう", - "MOVE_NAME_STURDY_ARMOUR": "かたいよろい", - "MOVE_DESCRIPTION_BLOODLUST": "敵がたおれると発動し、自分の近接攻撃と遠距離攻撃が上がる。", - "MOVE_NAME_RETURN_FIRE": "うちかえし", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "自分の近接防御、遠距離防御を下げる効果を受けない。", - "MOVE_DESCRIPTION_RETURN_FIRE": "遠距離攻撃を受けたとき、攻撃してきた相手に反撃することがある。", - "MOVE_NAME_BURNING_PASSION": "もえるじょうねつ", - "MOVE_NAME_BERSERKER": "バーサーカー", - "MOVE_DESCRIPTION_BURNING_PASSION": "やけど状態になると必ず、自分の近接攻撃、遠距離攻撃が上がる。", - "MOVE_NAME_VENGEFUL_CURSE": "しかえしののろい", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "たおされたとき、自分を最後に攻撃してきた相手にランダムで3種類のマイナス効果を与える。", - "MOVE_DESCRIPTION_BERSERKER": "HPが半分以下になると近接攻撃が上がり、バーサク状態になる。", - "MOVE_DESCRIPTION_RANDOM_STARTER": "バトルがはじまったときに、ランダムでなにかわざをくりだすことがある。APは使わない。", - "MOVE_NAME_RANDOM_STARTER": "ルーレット", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "バトルがはじまったときに、リストのひとつ下にあるわざをAPは使わず、自動でくりだすことがある。わざが発動する確率は、基本の必要APが高いほど低い。", - "MOVE_NAME_CUSTOM_STARTER": "かいぞうスターター", - "MOVE_NAME_CRITICAL_MASS": "クリティカル・マス", - "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", - "MOVE_NAME_AUTOMATION": "オートメーション", - "MOVE_DESCRIPTION_AUTOMATION": "ターンの終わりに、リストのひとつ下にあるわざを自動でくりだすことがある。APは使わない。", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "有利なタイプわざを当てたときに、リストのひとつ下にあるわざをAPは使わず、自動でくりだすことがある。わざが発動する確率は、基本の必要APが高いほど低い。", - "MOVE_NAME_CHEMICAL_IMBALANCE": "バランスケミカル", - "MOVE_DESCRIPTION_CRITICAL_MASS": "クリティカルを出したとき、リストのひとつ下にあるわざを自動でくりだすことがある。APは使わない。", - "MOVE_NAME_DUAL_WIELD": "にとうりゅう", - "MOVE_DESCRIPTION_PAINT_SWIPE": "自分がコート状態のときしか使えない。1体の相手を攻撃し、自分のコート状態を移す。くりだす順番が必ず最後になる。", - "MOVE_DESCRIPTION_DUAL_WIELD": "十分なAPを持っているときなら、2回続けてわざを出せる。", - "MOVE_NAME_PAINT_SWIPE": "えふでのひとぬり", - "TUTORIAL_INTRO_1": "どうも、{player}。来てくれてありがと!\\nそれじゃ、{control.ui_accept}を押してつづけてみて。", - "TUTORIAL_INTRO_2": "はぐれフュージョンをたおすのに力を借りたいんだ。\\n準備はいい?", - "TUTORIAL_INTRO_3": "じゃあ、行こうか! あそこにある崖を登るよ。\\n{control.move_up} {control.move_left} {control.move_down} {control.move_right}を使ってついてきてね。", - "TUTORIAL_TARGET_MENU_1": "これはターゲットメニュー。これを見れば、攻撃が相手に\\nどんな効果をあたえるかわかるよ。", - "TUTORIAL_BATTLE_START_1": "さあ、ここからは荒っぽくなるよ……でも大丈夫、わたしが\\nついてるから!", - "TUTORIAL_TARGET_MENU_2": "光ってるリングを見てね! リングの色で効果の種類が\\nわかるの。モンスターに与える効果がプラスなら緑、\\nマイナスなら赤、両方だと黄色だよ。", - "TUTORIAL_CLIFFS_1": "さてと、この崖を登らないとね。\\nただジャンプ({control.jump})するだけじゃムリそう。", - "TUTORIAL_CLIFFS_2": "よし、いろいろ試してみよっか! 登る方法はいくつかあるよ。", - "TUTORIAL_CLIFFS_4": "あとは……あそこにパイロンがあるよね? アビリティの\\n「マグネ」({control.magnetism}を長押し)を使えば、あれを浮かべられるよ。", - "TUTORIAL_CLIFFS_3": "まずは、上に登る足場にできそうモノをひろえないかどうか、探してみたらいいんじゃないかな。", - "TUTORIAL_CLIFFS_5": "ツルを利用するのもアリだね。崖に向かって{control.interact}を押せば、\\nツルを使って登れるよ!", - "TUTORIAL_CLIFFS_6": "どれにする?", - "TUTORIAL_BOSS_1.m": "着いたね。あれがはぐれフュージョンだよ! \\n強敵と戦う準備はいい、{player}?", - "TUTORIAL_GLIDE_2": "簡単だって! 飛び下りるときは、{control.jump}を押しっぱなしにすれば\\n落ちないからね!", - "TUTORIAL_GLIDE_1": "ついてきて、{player}。怖くないよ!", - "TUTORIAL_GLIDE_3": "がんばって、あと少しだよ!", - "TUTORIAL_BOSS_2": "回復したかったら、バッグ({control.pause_menu}を押して開く)の中に\\nケーキがあるよ。", - "TUTORIAL_BOSS_3": "最初のところにあったテントまで、グライドで戻って休むのも\\nいいね。", - "TUTORIAL_BOSS_1.n": "着いたね。あれがはぐれフュージョンだよ! \\n強敵と戦う準備はいい、{player}?", - "TUTORIAL_BOSS_1.f": "着いたね。あれがはぐれフュージョンだよ! \\n強敵と戦う準備はいい、{player}?", - "TUTORIAL_BOSS_5": "どう、いけそう?", - "TUTORIAL_BOSS_4": "ピンチになったときは、バッグにあるバトル用アイテムを\\nチェックして。", - "TUTORIAL_DIED": "大丈夫? ちょっと心配しちゃったよ!", - "TUTORIAL_WON_2": "わたしたちっていいチームだよね、{player}!", - "TUTORIAL_WON_1": "うわあ、マジでたおしちゃった!", - "QUEST_GET_ITEM_PROGRESS": "ゲット:{obtained}/{required_item_amount}", - "NO_QUESTS_AVAILABLE": "いまできるクエストはありません。", - "QUEST_GET_MASQUERATTLE_TITLE": "マスカレージャを探せ!", - "QUEST_STAT_PROGRESS": "クリアまで:{num}/{count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "はぐれフュージョン", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "オーブ・フュージョン", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "不安定なフュージョン", - "PASSIVE_QUEST_SWARM_TITLE": "モンスターの群れ", - "QUEST_TUTORIAL_TITLE": "わたしたちが暮らす世界", - "QUEST_TUTORIAL_DESCRIPTION1": "ハーバータウンの東にあるゲートの前で、ケイリーに話しかけよう。", - "PASSIVE_QUEST_UNKNOWN_TITLE": "なぞの信号", - "QUEST_TUTORIAL_DESCRIPTION2": "ケイリーの指示どおりにしよう。", - "QUEST_TUTORIAL_DESCRIPTION3": "ケイリーと割れた道まで行こう。", - "QUEST_ARCHANGELS_DESCRIPTION1": "大天使たちを見つけてモルガンテの歌を完成させ、帰る手がかりを探そう。", - "QUEST_ARCHANGELS_PROGRESS": "集めた歌詞:{num} / {max}", - "QUEST_ARCHANGELS_TITLE": "混迷の大地", - "QUEST_TUTORIAL_DESCRIPTION4": "不思議な建物を調べよう。", - "QUEST_CAPTAINS_TITLE": "テイク・ミー・オン", - "QUEST_EUGENE_TITLE": "礼儀正しくふるまって", - "QUEST_EUGENE_DESCRIPTION_1": "町のはずれでユージーンに会おう。", - "QUEST_CAPTAINS_DESCRIPTION0": "公園にある駐在所へ行き、登録してレンジャーになろう。", - "QUEST_EUGENE_DESCRIPTION_3": "「ランドキーパー組合」の事務所をすべて見つけて一掃しよう。", - "QUEST_EUGENE_DESCRIPTION_2": "ユージーンと、なぞの事務所の屋根にある窓まで行こう。", - "QUEST_EUGENE_DESCRIPTION_4": "ユージーンと話す。", - "QUEST_EUGENE_DESCRIPTION_5": "ユージーンとランドキーパー本部に行こう。", - "QUEST_EUGENE_3_PROGRESS": "一掃した事務所:{num}/???", - "QUEST_WORKING_OVERTIME_TITLE": "やり残した仕事", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "ハーバータウンの東側にいるレンジャーに、木材を{required_item_amount}個持っていこう。", - "QUEST_MERCHANT_RESCUE_TITLE": "ちょっとしたアイデア", - "QUEST_FLORIST_DESCRIPTION_1": "ハーバータウンに植物を{count}個植えよう。", - "QUEST_FLORIST_TITLE": "タネまき", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "公園のどうくつに行き、商人になにがあったのか確かめよう。", - "CLUE_SONG_PROLOGUE1": "島から 出たいと のぞむのならば\\nわがことばを わが歌を 聞くがいい", - "QUEST_FLORIST_DESCRIPTION_2": "ハーバータウンの西側にいるレンジャーに、植物を植えたことを報告しよう。", - "CLUE_SONG_EPILOGUE1": "この場所で このように 行動せよ\\n最後の駅が すがたを あらわす", - "CLUE_FLUFF": "そこに あるのが わが広間\\nいまや うつろに すておかれた部屋", - "CLUE_SONG_PROLOGUE2": "みずからの手で なさねば ならぬ\\n遠き道のりを ゆかねば ならぬ", - "CLUE_SONG_EPILOGUE2": "わが歌を聞き かの地を 見つけよ\\nさすれば はてなき 空間が あらわれる", - "CLUE_UNKNOWN": "(声が小さすぎて、歌のつづきは聞こえない……)", - "STATUS_BURNED_NAME": "やけど", - "STATUS_CONTACTDMG_DESCRIPTION": "タッチダメージ状態の間は、近接攻撃を受けたとき、攻撃して\\nきた相手に少しだけエレメントダメージを与える。", - "STATUS_BURNED_DESCRIPTION": "やけど状態の間は、ターンの終わりにダメージを受ける。", - "STATUS_CONTACTDMG_NAME": "タッチダメージ", - "STATUS_STAT_MATK_DOWN_NAME": "近接攻撃ダウン", - "STATUS_STAT_RATK_DOWN_NAME": "遠距離攻撃ダウン", - "STATUS_STAT_MATK_UP_NAME": "近接攻撃アップ", - "STATUS_STAT_RATK_UP_NAME": "遠距離攻撃アップ", - "STATUS_STAT_RDEF_DOWN_NAME": "遠距離防御ダウン", - "STATUS_STAT_MDEF_DOWN_NAME": "近接防御ダウン", - "STATUS_STAT_RDEF_UP_NAME": "遠距離防御アップ", - "STATUS_STAT_MDEF_UP_NAME": "近接防御アップ", - "STATUS_STAT_EVASION_UP_NAME": "回避率アップ", - "STATUS_STAT_EVASION_DOWN_NAME": "回避率ダウン", - "STATUS_STAT_ACCURACY_UP_NAME": "命中率アップ", - "STATUS_STAT_ACCURACY_DOWN_NAME": "命中率ダウン", - "STATUS_STAT_SPEED_UP_NAME": "すばやさアップ", - "STATUS_STAT_SPEED_DOWN_NAME": "すばやさダウン", - "STATUS_AP_BOOST_NAME": "APブースト", - "STATUS_AP_DRAIN_NAME": "APドレイン", - "STATUS_AP_BOOST_DESCRIPTION": "APブースト中は、ターンごとに回復するAPが1増える。", - "STATUS_POISONED_NAME": "どく", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter}は リンゴを もいで 食べた。", - "STATUS_WALL_NAME": "{type}ウォール", - "STATUS_AP_DRAIN_DESCRIPTION": "APドレイン中は、ターンごとにAPが1減る。", - "STATUS_WALL_TOAST_BROKEN": "ブレイク", - "STATUS_WALL_DESCRIPTION": "ウォールが攻撃を数回防いでくれる。効果ばつぐんの攻撃は、ウォールを一撃で破壊する。", - "STATUS_TEMPTATION_WALL_NAME": "リンゴの木", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter}は リンゴを もいで 食べた。", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter}は リンゴを もいで 食べた。", - "STATUS_WINDOW_NAME": "ウィンドウ", - "STATUS_POISONED_DESCRIPTION": "どく状態の間は、ターンの終わりにダメージを受ける。", - "STATUS_WINDOW_DESCRIPTION": "ウィンドウ状態になったウォールは、遠距離攻撃を防げなく\\nなる。", - "STATUS_LEECHED_DESCRIPTION": "やどりぎ状態の間は、ターンの終わりにダメージを受ける。\\nやどりぎ状態にする攻撃を当てた敵は、与えたダメージのぶん\\nだけHPを回復する。", - "STATUS_LEECHED_NAME": "やどりぎ", - "STATUS_COATING_POISON_NAME": "ポイズンコート", - "STATUS_COATING_WATER_NAME": "ウォーターコート", - "STATUS_COATING_BEAST_NAME": "ビーストコート", - "STATUS_COATING_GLITTER_NAME": "ラメコート", - "STATUS_COATING_FIRE_NAME": "ファイアコート", - "STATUS_COATING_PLASTIC_NAME": "プラコート", - "STATUS_COATING_LIGHTNING_NAME": "エレキコート", - "STATUS_COATING_PLANT_NAME": "プラントコート", - "STATUS_COATING_ASTRAL_NAME": "アストラルコート", - "STATUS_COATING_ICE_NAME": "アイスコート", - "STATUS_COATING_AIR_NAME": "エアコート", - "STATUS_COATING_EARTH_NAME": "アースコート", - "STATUS_COATING_METAL_NAME": "メタルコート", - "STATUS_COATING_DESCRIPTION": "コート状態になると数ターンのあいだ、エレメントタイプが\\n変化する。", - "STATUS_COATING_GLASS_NAME": "ガラスコート", - "STATUS_HEALING_STEAM_NAME": "ねつじょうき", - "STATUS_HEALING_LEAF_DESCRIPTION": "いやしのはっぱ状態のあいだは、ターンのはじめにHPが\\n少し回復する。", - "STATUS_HEALING_STEAM_DESCRIPTION": "ねつじょうき状態のあいだは、ターンのはじめにHPが\\n少し回復する。", - "STATUS_HEALING_LEAF_NAME": "いやしのはっぱ", - "STATUS_MULTISTRIKE_NAME": "マルチストライク", - "STATUS_MULTISTRIKE_DESCRIPTION": "マルチストライク状態のあいだは、十分なAPがある場合、\\nわざをすべて2回連続でくりだす。", - "STATUS_GLASS_BONDS_NAME": "ガラスのかせ", - "STATUS_GLASS_BONDS_DESCRIPTION": "ガラスのかせ状態のあいだは、変身するたびにダメージを\\n受ける。", - "STATUS_SHRAPNEL_NAME": "まきびし", - "STATUS_MULTITARGET_DESCRIPTION": "マルチターゲット状態のあいだは、攻撃範囲がチーム全体に\\nなる。", - "STATUS_UNITARGET_NAME": "ユニターゲット", - "STATUS_SHRAPNEL_DESCRIPTION": "まきびし状態のあいだは、変身するたびにダメージを受ける。", - "STATUS_MULTITARGET_NAME": "マルチターゲット", - "STATUS_UNITARGET_DESCRIPTION": "ユニターゲット状態のあいだは、普通ならチーム全体に当たる\\n攻撃が1体にしか当たらなくなり、1体だけを狙う攻撃は\\n命中率が下がる。", - "STATUS_PARRY_STANCE_DESCRIPTION": "パリィのかまえを取っているあいだは、次に受ける近接攻撃の\\nダメージを、攻撃してきた相手にはねかえす。", - "STATUS_PARRY_STANCE_NAME": "パリィのかまえ", - "STATUS_SLEEP_NAME": "ねむり", - "STATUS_SLEEP_DESCRIPTION": "ねむり状態のあいだは、いつものわざを使えなくなる。", - "STATUS_SLEEP_TOAST_REMOVED": "めがさめた!", - "STATUS_FLINCH_DESCRIPTION": "ひるみ状態になると、そのターンは行動できない。", - "STATUS_FLINCH_NAME": "ひるみ", - "STATUS_BOMB_NAME": "ボム", - "STATUS_LOCKED_ON_NAME": "ロックオン", - "STATUS_BERSERK_NAME": "バーサク", - "STATUS_LOCKED_ON_DESCRIPTION": "ロックオン状態のあいだは、攻撃が必ず当たる。", - "STATUS_BOMB_DESCRIPTION": "ボムを近接攻撃でパスせずに次のターンの終わりをむかえると、ボムは爆発する。", - "STATUS_INTERCEPTING_DESCRIPTION": "ひきよせ状態のあいだは、味方を狙った攻撃を、すべて自分が\\n引きうける。", - "STATUS_INTERCEPTING_NAME": "ひきよせ", - "STATUS_BERSERK_DESCRIPTION": "バーサク状態のあいだは、ダメージを与えるわざしか使えない。", - "STATUS_HIBERNATING_NAME": "きゅうみん", - "STATUS_HIBERNATING_DESCRIPTION": "きゅうみん状態で眠っているあいだは、毎ターンHPが\\n回復する。", - "STATUS_MEDITATING_DESCRIPTION": "めいそう状態に入っているあいだは、毎ターンステータスが\\n上がっていく。", - "STATUS_MEDITATING_NAME": "めいそう", - "STATUS_TOWER_DEFENSE_NAME": "タワーディフェンス", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "タワーディフェンス状態のキャラクターはだいちタイプになり、防御が上がる。", - "STATUS_SUMMONED_DESCRIPTION": "およばれされたモンスターは、数ターンたつとバトルからいなくなる。", - "STATUS_SUMMONED_NAME": "およばれ", - "STATUS_GHOSTLY_NAME": "ゆうれい", - "STATUS_RESONANCE_NAME": "きょうしん", - "STATUS_GHOSTLY_DESCRIPTION": "ゆうれい状態のあいだは攻撃を受けつけないが、カウントが\\nゼロになってもとに戻るとたおれてしまう。", - "STATUS_GAMBIT_NAME": "ギャンブラー", - "STATUS_GAMBIT_DESCRIPTION": "ギャンブラー状態のあいだはステータスがグッと上がるが、\\nカウントがゼロになってもとに戻るとたおれてしまう。", - "STATUS_RECORDED_NAME": "記録ずみ", - "STATUS_GAMBIT_TOAST_FAILED": "ギャンブルに負けた!", - "STATUS_SUMMONED_NAME_MODIFIER.f": "よばれた{name}", - "STATUS_EFFIGY_NAME": "みがわり", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "パリィ成功", - "STATUS_SUMMONED_NAME_MODIFIER.m": "よばれた{name}", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "チク…タク…", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name}のゆうれい", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name}のゆうれい", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name}のゆうれい", - "STATUS_SUMMONED_NAME_MODIFIER.n": "よばれた{name}", - "STATUS_UNDYING_NAME": "ふっかつのぎしき", - "STATUS_UNDYING_DESCRIPTION": "ふっかつのぎしき状態のモンスターは、たおされてもHPを\\n4分の1回復して復活する。", - "STATUS_RESONANCE_DESCRIPTION": "きょうしん状態になると、そのたびにきょうしんカウンターが\\n増えていく。カウンターが3になると、バラバラにくだけて\\nたおれてしまう。", - "STATUS_RESONANCE_TOAST_NAME": "きょうしん:{0}/{1}", - "STATUS_CLOSE_ENCOUNTER_NAME": "みちとのせっきん", - "STATUS_RESONANCE_TOAST_OVERLOAD": "きょうしんはかい", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "みちとのせっきん状態のあいだは敵に近づきつづけるため、\\n遠距離攻撃がすべて近接攻撃に変わる。", - "STATUS_SPRING_LOADED_DESCRIPTION": "バネじかけ状態のあいだは攻撃のとどく距離が伸び、近接攻撃が遠距離攻撃に変わる。", - "STATUS_SPRING_LOADED_NAME": "バネじかけ", - "STATUS_CONDUCTIVE_DESCRIPTION": "かんでん状態のあいだは、でんきタイプの攻撃がフィールドで\\n使われるたびにダメージを受ける。", - "STATUS_CONDUCTIVE_NAME": "かんでん", - "STATUS_RESURRECTED_NAME": "ふっかつずみ", - "STATUS_CONFUSED_DESCRIPTION": "こんらん状態のあいだは、思い通りにわざや相手を選べなく\\nなる。", - "STATUS_RESURRECTED_DESCRIPTION": "ふっかつずみ状態になったあとは、ふっかつのぎしきなどの\\n効果で復活できなくなる。", - "STATUS_CONFUSED_NAME": "こんらん", - "STATUS_SNOWED_IN_NAME": "ゆきまみれ", - "STATUS_SNOWED_IN_EFFECT": "ゆきまみれだ!", - "STATUS_SNOWED_IN_DESCRIPTION": "ゆきまみれ状態になると動けなくなるため、近接攻撃が使えなくなる。", - "STATUS_FOG_NAME": "ふかいきり", - "STATUS_RECORDING_NAME": "きろくちゅう", - "STATUS_FOG_DESCRIPTION": "ふかいきり状態のあいだは、みず、くうき、こおりタイプ以外の\\n遠距離攻撃が命中しなくなる。", - "STATUS_PETRIFIED_NAME": "ガチゴチ", - "STATUS_RECORDING_TOAST_FAILURE": "きろく失敗", - "STATUS_FAIR_FIGHT_NAME": "せいせいどうどう", - "STATUS_STAT_DOUBLE_SPEED_NAME": "ダブルスピード", - "STATUS_PETRIFIED_DESCRIPTION": "ガチゴチ状態のモンスターはだいちタイプに変わり、\\n「ガード」と「たてをかまえる」しか使えなくなる。", - "STATUS_COTTONED_ON_DESCRIPTION": "次のターン、わたげのさとり状態のモンスターを狙ったわざは\\n絶対にはずれる。", - "STATUS_ABRAMACABRA_NAME": "アブラマカブラ", - "STATUS_COTTONED_ON_NAME": "わたげのさとり", - "STATUS_MIND_MELD_DESCRIPTION": "いっしんどうたい状態のあいだは、わざを味方と共有する。", - "STATUS_MIND_MELD_NAME": "いっしんどうたい", - "STATUS_FAIR_FIGHT_DESCRIPTION": "せいせいどうどう状態のあいだは、追加でステータス変化の\\n効果を受けなくなる。", - "STATUS_GLASS_SHARDS_DESCRIPTION": "ガラスのかけら状態のあいだは、近接攻撃をくりだすと、\\nフィールドにあるガラスのかけらでダメージを受ける。", - "STATUS_GLASS_SHARDS_NAME": "ガラスのかけら", - "STATUS_ABRAMACABRA_DESCRIPTION": "ウォールが攻撃を数回防いでくれる。効果ばつぐんの攻撃は、ウォールを一撃で破壊する。普通のウォールとは違い、\\nアブラマカブラは毎ターン自動で敵1体を攻撃する。", - "STATUS_INFLATED_NAME": "ふくらみ", - "STATUS_INFLATED_DESCRIPTION": "ふくらみ状態のあいだは攻撃と防御が上がるが、代わりに\\n回避率がグッと下がる。", - "UI_FRAMERATE": "{0} FPS", - "STATUS_DEFLATED_NAME": "しぼみ", - "STATUS_DEFLATED_DESCRIPTION": "しぼみ状態のあいだは回避率がグッと上がるが、攻撃と防御が\\n下がる。", - "UI_WINDOW_TITLE": "Cassette Beasts", - "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", - "UI_TIMER_CHEATED": "(チート有効){timer}", - "UI_CHEATS_ENABLED": "チートコンソール:オン", - "UI_BUTTON_NO": "いいえ", - "UI_BUTTON_YES": "はい", - "UI_CHEATS_DISABLED": "チートコンソール:オフ", - "UI_BUTTON_OK": "OK", - "UI_BUTTON_CANCEL": "キャンセル", - "UI_BUTTON_BACK": "もどる", - "UI_LOADING": "ロードしています……", - "UI_BUTTON_CONTINUE": "コンティニュー", - "UI_BUTTON_EXIT": "終了", - "UI_BUTTON_SUBMIT": "決定", - "UI_BUTTON_CLOSE": "とじる", - "UI_BUTTON_SAVE_CHANGES": "変更を適用して保存", - "UI_LOADING_WORLD_BOUNDARY": "ワールドをロードしています……", - "UI_LOADING_PROGRESS": "シーンを{0}/{1}ロードしています……", - "UI_LOADING_PREPARE_PROGRESS": "シーンを{0}/{1}準備しています……", - "UI_LOADING_SHADER_PROGRESS": "マテリアルを{0}/{1}キャッシュしています……", - "UI_BATTLE_FIGHT_BUTTON": "たたかう", - "UI_BATTLE_ITEM_BUTTON": "アイテム", - "UI_BATTLE_SWITCH_BUTTON": "スイッチ", - "UI_BATTLE_FLEE_BUTTON": "にげる", - "UI_BATTLE_RECORD_BUTTON": "きろく", - "UI_BATTLE_INSPECT_BUTTON": "ステータス変化の説明切替", - "UI_BATTLE_FUSE_BUTTON": "フュージョン", - "UI_BATTLE_UNFUSE_BUTTON": "かいじょ", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "フュージョン中…", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-フュージョン-", - "UI_BATTLE_FLEE_CHANCE": "{0}%", - "UI_BUTTON_MOVE_PASSIVE": "パッシブ", - "UI_BATTLE_FUSION_METER": "-フュージョン-", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "この種族は図鑑にのっていません。", - "BATTLE_TITLE_ARCHANGEL": "大天使", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "敵の{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "敵チームの控え", - "BATTLE_ADJECTIVE_TEAM1.n": "敵の{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "敵の{name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "大天使{name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "大天使{name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "{0}は {1}に へんしんした!", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "大天使{name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "レンジャー・{name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "レンジャー・{name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "レンジャー・{name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "{0}は {1}に へんしんした!", - "BATTLE_FAILED": "失敗!", - "BATTLE_FAILED_SLEEP": "ねている!", - "BATTLE_TAPE_SWITCHED.n": "{0}は {1}に へんしんした!", - "BATTLE_DIED.f": "{0}は しんでしまった…", - "BATTLE_DIED.m": "{0}は しんでしまった…", - "BATTLE_DIED.n": "{0}は しんでしまった…", - "BATTLE_TAPE_DEFEATED.f": "{0}のテープは こわれた!", - "BATTLE_RESURRECTED.m": "しかし、 {fighter}は\\n{cause}で よみがえった!", - "BATTLE_DEFEATED.f": "{0}は たおれた!", - "BATTLE_RESURRECTED.n": "しかし、 {fighter}は\\n{cause}で よみがえった!", - "BATTLE_RESURRECTED.f": "しかし、 {fighter}は\\n{cause}で よみがえった!", - "BATTLE_DEFEATED.m": "{0}は たおれた!", - "BATTLE_DEFEATED.n": "{0}は たおれた!", - "BATTLE_DEFEATED_NO_TAPES.f": "{0}は 使えるテープが なくなった!", - "BATTLE_DEFEATED_NO_TAPES.n": "{0}は 使えるテープが なくなった!", - "BATTLE_DEFEATED_NO_TAPES.m": "{0}は 使えるテープが なくなった!", - "BATTLE_TAPE_DEFEATED.m": "{0}のテープは こわれた!", - "BATTLE_TAPE_DEFEATED.n": "{0}のテープは こわれた!", - "BATTLE_GHOST_DEFEATED.m": "{0}は いなくなった…", - "BATTLE_SUMMON_DEFEATED.n": "{0}が よばれて やってきた!", - "BATTLE_SUMMON_DEFEATED.f": "{0}が よばれて やってきた!", - "BATTLE_SUMMON_DEFEATED.m": "{0}が よばれて やってきた!", - "BATTLE_GHOST_DEFEATED.f": "{0}は いなくなった…", - "BATTLE_VICTORY": "VICTORY!", - "BATTLE_GHOST_DEFEATED.n": "{0}は いなくなった…", - "BATTLE_WON": "YOU WIN!", - "BATTLE_LOST": "バトルに 負けてしまった……", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "にげられない!\\nファストトラベルでハーバータウンに戻りますか?\\nアイテムがいくつかなくなります。", - "BATTLE_FLEE_CONFIRM": "本当に逃げていいですか?", - "BATTLE_FLEE_FAILED": "にげられない!", - "BATTLE_EXP_POINTS": "味方は {0} 経験値を もらった!", - "BATTLE_FLED": "バトルから にげだした…", - "BATTLE_TARGET_TEAM0": "味方全体", - "UI_CHARACTER_LEVEL": "Lv {0}", - "UI_CHARACTER_LEVEL_LONG": "Lv.{0}", - "BATTLE_TARGET_TEAM1": "敵全体", - "UI_CHARACTER_ABILITY_UNKNOWN": "???", - "UI_CHARACTER_ABILITIES_HEADING": "アビリティ:", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "得意なテープ:", - "BATTLE_FUSING": "{0}と {1}のこころが ひとつになる!", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "{species}やその進化系に変身すると、すべてのステータスが10%上がる。", - "BATTLE_FUSED": "{0}と{1}は、フュージョンして {2}になった!", - "BATTLE_UNFUSING": "{0}と{1}は もとに もどった!", - "BATTLE_TOAST_SPLASH": "スプラッシュ", - "BATTLE_TOAST_CRIT": "クリティカル", - "BATTLE_TOAST_MISSED": "ミス", - "BATTLE_TOAST_BLOCKED": "へんかなし", - "BATTLE_TOAST_NO_EFFECT": "こうかなし", - "BATTLE_TOAST_INTERCEPTED": "ひきよせ", - "BATTLE_TOAST_AP": "AP", - "BATTLE_TOAST_RECORD_CHANCE": "", - "UI_BATTLE_TAPE_IN_USE": "へんしん中", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "{status_effect}状態", - "BATTLE_REACTION_TUTORIAL_TITLE": "{status_effect}", - "STAT_max_hp": "最大HP", - "MAX_STAMINA_INCREASE": "自分のスタミナが {increase_percent} あがった!\\nグライドできる時間が {total}秒 ふえた。", - "STAT_melee_defense": "近接防御力", - "STAT_melee_attack": "近接攻撃力", - "STAT_ranged_attack": "遠距離攻撃力", - "STAT_ranged_defense": "遠距離防御力", - "STAT_speed": "素早さ", - "STAT_accuracy": "命中率", - "STAT_evasion": "回避率", - "STAT_max_ap": "最大AP", - "STAT_move_accuracy": "命中", - "STAT_move_slots": "わざスロット", - "STAT_damage": "ダメージ", - "STAT_move_splash_damage": "スプラッシュダメージ", - "STAT_move_effect_chance": "追加効果", - "STAT_move_crit_damage": "クリティカルダメージ", - "STAT_move_crit_rate": "クリティカル確率", - "STAT_exp": "経験値プラス", - "STAT_priority_chance": "優先度", - "SHORT_NAME_max_hp": "最大HP", - "SHORT_NAME_melee_attack": "近攻", - "SHORT_NAME_melee_defense": "近防", - "SHORT_NAME_ranged_attack": "遠攻", - "SHORT_NAME_ranged_defense": "遠防", - "SHORT_NAME_speed": "素早さ", - "UI_PARTY_CHECK_TAPE": "テープをみる", - "UI_PARTY_CHECK_CHARACTER": "{name}をチェックする", - "UI_PARTY_TRANSFORM": "へんしん", - "UI_PARTY_SWAP_TAPE": "テープいれかえ", - "UI_PARTY_USE_ITEM": "アイテムを使う", - "UI_PARTY_PUT_AWAY": "ボックスにいれる", - "UI_PARTY_NO_MOVES": "ステッカー:なし", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "「{tape_name}」をボックスにいれた。", - "UI_PARTY_TAPE_COLLECTION": "ボックスにいれる", - "UI_PARTY_MOVE_LIST_OVERFLOW": "残りの{n}個をみる", - "UI_PARTY_STATS_CHARACTER": "人間のすがたをみる", - "UI_PARTY_STATS_FORM": "ステータス補正度", - "UI_PARTY_STICKERS": "ステッカー", - "UI_PARTY_STATS_COMBINED": "変身したとき", - "UI_PARTY_BOOTLEG": "ブートレグ", - "UI_PARTY_EMPTY_STICKER_SLOT": "- 空きスロット -", - "UI_PARTY_APPLY_STICKER": "ステッカーを貼る", - "UI_PARTY_PEEL_STICKER": "ステッカーをはがす", - "UI_PARTY_REPLACE_STICKER": "ステッカーをいれかえる", - "UI_PARTY_STICKER_PEELED_DROPPED": "バッグに空きがないため、{move_name}を\\nフィールドにドロップしました。", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "「{old_move}」を「{new_move}」といれかえますか?", - "UI_PARTY_EDIT_STICKERS": "わざをみる/変更する", - "UI_PARTY_STICKER_PEELED": "「{move_name}」を、バッグのステッカーポケットにしまった。", - "UI_PARTY_RENAME_TAPE": "名前を変更", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "パーティー", - "UI_PARTY_RENAME_TAPE_TITLE": "名前を変更:「{0}」", - "UI_PARTY_BESTIARY": "図鑑の説明をみる", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "ボックス:図鑑ナンバー", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "ボックス:名前順", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "ボックス:ブートレグ", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "ボックス:お気にいり", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "ボックス:{type}", - "UI_TAPE_COLLECTION": "テープボックス", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "パーティーにいれる", - "UI_TAPE_COLLECTION_FAVORITE": "お気にいりにする", - "UI_TAPE_COLLECTION_RECYCLE": "リサイクル", - "UI_TAPE_COLLECTION_UNFAVORITE": "お気にいりからはずす", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "ステッカーをはがす", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "{tape_name}からはがしたステッカーをバッグにしまった。", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "バッグに空きがないため、一部のステッカーは\\n{tape_name}からはがせませんでした。", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "バッグに空きがないため、{tape_name}に貼られていた\\nステッカーの一部をフィールドにドロップしました。", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "本当に{tape_name}をリサイクルしますか? リサイクルしたテープは、もとに戻せません。", - "UI_TAPE_COLLECTION_EMPTY": "テープ:なし", - "UI_LOAD_FILE_LOADING": "チェック中……", - "UI_LOAD_FILE_EMPTY": "空のファイル", - "UI_LOAD_FILE_INVALID": "破損したファイル", - "UI_LOAD_FILE_SAVED_DATETIME": "セーブ日時:{year}-{month}-{day} {hour}:{minute}:{second}", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "死んだ日時:{year}-{month}-{day} {hour}:{minute}:{second}", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "はじめから", - "UI_LOAD_FILE_CONTINUE_GAME": "つづきから", - "UI_LOAD_FILE_ERASE": "削除する", - "UI_LOAD_FILE_CUSTOM_GAME": "カスタマイズ", - "UI_PAUSE_MAP_BTN": "マップ", - "UI_PAUSE_PARTY_BTN": "パーティー", - "UI_PAUSE_INVENTORY_BTN": "バッグ", - "UI_PAUSE_QUEST_LOG_BTN": "クエストログ", - "UI_PAUSE_BESTIARY_BTN": "図鑑", - "UI_PAUSE_REST_BTN": "ここで休む", - "UI_QUIT_CONFIRM": "終了しますか?\\n最後にセーブしたのは{duration}前です。", - "UI_PAUSE_SAVE_BTN": "セーブする", - "UI_PAUSE_QUIT_BTN": "終了する", - "UI_EVOLUTION_TITLE": "リマスター", - "UI_QUIT_CONFIRM_SECONDS": "{num}秒", - "UI_QUIT_CONFIRM_MINUTES": "{num}分", - "UI_SAVING": "セーブ中...…", - "UI_SAVING_MESSAGE": "進行をセーブ中です...…", - "UI_SAVE_COMPLETE": "セーブが完了しました!", - "UI_SAVE_FAILED": "セーブに失敗しました。", - "UI_SAVE_LOAD_FAILED": "このセーブファイルはロードできません。", - "UI_SAVE_ERASE_CONFIRM": "このセーブデータを完全に削除しますか?", - "UI_SAVE_REQUIRE_FULL_VERSION": "このセーブファイルは完全版でしかプレイできません。", - "UI_EVOLUTION_BUTTON": "リマスター", - "UI_EVOLUTION_SUBTITLE": "モンスターのすがたを進化させる", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "コントローラー", - "UI_EVOLUTION_SPECIALIZATION": "伸ばしたいステータスを選んでください。", - "UI_EVOLUTION_CONFIRM": "{monster_name}のテープをリマスターして強くしますか?", - "RELATIONSHIP_UNLOCK_FUSION.n": "{name}を相棒にしているときは、\\nバトルでフュージョンできるようになった!", - "UI_EVOLUTION_DESCRIPTION": "{evolved_from}のテープが{evolved_to}に進化した!", - "RELATIONSHIP_LEVEL_UP": "交流レベル {level}", - "RELATIONSHIP_UNLOCK_FUSION.m": "{name}を相棒にしているときは、\\nバトルでフュージョンできるようになった!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "{name}とのフュージョン中、フューズパワーが[pause]\\n使えるようになった!", - "RELATIONSHIP_UNLOCK_FUSION.f": "{name}を相棒にしているときは、\\nバトルでフュージョンできるようになった!", - "RELATIONSHIP_FUSION_STRENGTH.m": "{name}とフュージョンしたときの強さが{added_strength}%上がった。", - "RELATIONSHIP_FUSION_STRENGTH.n": "{name}とフュージョンしたときの強さが{added_strength}%上がった。", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "{name}とのフュージョン中、フューズパワーが[pause]\\n使えるようになった!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "{name}とのフュージョン中、フューズパワーが[pause]\\n使えるようになった!", - "RELATIONSHIP_FUSION_STRENGTH.f": "{name}とフュージョンしたときの強さが{added_strength}%上がった。", - "UI_QUEST_NEW": "クエスト開始:", - "UI_QUEST_UPDATE": "クエスト更新:", - "UI_CAMPING_REST": "休む", - "UI_QUEST_COMPLETE": "クエストクリア!", - "UI_QUEST_NEW_VIEW_LOG": "クエストログをみる", - "PARTNER_SWAP_CONFIRM.f": "{name}といっしょに行こうか?", - "PARTNER_UNLOCKED_TITLE.m": "新パートナー:", - "PARTNER_SWAP_CONFIRM.m": "{name}といっしょに行こうか?", - "PARTNER_SWAP_CONFIRM.n": "{name}といっしょに行こうか?", - "PARTNER_UNLOCKED_TITLE.f": "新パートナー:", - "PARTNER_UNLOCKED.m": "{name}が相棒になった!", - "PARTNER_UNLOCKED_TITLE.n": "新パートナー:", - "PARTNER_UNLOCKED.n": "{name}が相棒になった!", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name}はグラモフォン・カフェに戻った。", - "PARTNER_UNLOCKED.f": "{name}が相棒になった!", - "UI_EXCHANGE": "交換する", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name}はグラモフォン・カフェに戻った。", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name}はグラモフォン・カフェに戻った。", - "UI_EXCHANGE_PRICE": "必要資源", - "UI_EXCHANGE_RESOURCES": "手持ちの資源", - "OBTAINED_TAPE": "{tape_name}のテープをゲットした!", - "ABILITY_UNLOCKED": "アビリティ「{ability}」をゲットした!", - "UI_MAP_UNKNOWN_FEATURE": "???", - "ABILITY_UNLOCKED_glide": "{control.jump}を押しつづけることで、風に乗って一定の距離を飛べる!\\n使っているあいだはスタミナが減っていく。", - "ABILITY_glide": "モスグライド", - "UI_TAPES_REPAIRED": "こわれたテープを修理した!", - "UI_MAP_YOUR_LOCATION": "いまいる位置", - "UI_MAP_FAST_TRAVEL_CONFIRM": "{location}に移動しますか?", - "UI_BESTIARY_SEEN_COUNT": "出会った数:{num} / {total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "ここではファストトラベルできません。", - "UI_BESTIARY_RECORDED_COUNT": "記録した数:{num} / {total}", - "UI_BESTIARY_FORMED_COUNT": "変身した回数:{num} / {total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", - "UI_BESTIARY_UNKNOWN_SPECIES": "???", - "UI_BESTIARY_SORT_BY_NAME": "名前で並びかえ", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "フュージョンをみる", - "UI_BESTIARY_SORT_BY_NUMBER": "ナンバーで並びかえ", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "モンスターをみる", - "UI_BESTIARY_INFO_TAB_BIO": "説明その{n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "#{num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "分布", - "UI_BESTIARY_INFO_TAB_STATS": "ステータス", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "モンスターのテープのスターを5つにすると見られます。", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "モンスターを記録すると見られます。", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "ブートレグ", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "ブートレグの数:{num} / {total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "モンスターをたおすと見られます。", - "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", - "UI_BESTIARY_INFO_STATS_FORMED": "変身した回数:", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "出会った数:", - "UI_BESTIARY_INFO_STATS_RECORDED": "記録した数:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "たおした数:", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "マップでみる", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "生息地:不明", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name}の分布:", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "{species_name}の生息地", - "UI_BESTIARY_INFO_NO_DATA": "追加データ:なし", - "UI_BESTIARY_INFO_BIO_FUSION": "{species1}と{species2}がフュージョンしたすがた。", - "UI_CHARACTER_CREATION": "見た目をととのえる", - "UI_CHARACTER_CREATION_INTRO": "キミはだれ?", - "UI_CC_LABEL_NAME": "名前", - "UI_CC_LABEL_PRONOUNS": "性別", - "UI_CC_VALUE_PRONOUN.m": "男性", - "UI_CC_VALUE_PRONOUN.f": "女性", - "UI_CC_VALUE_PRONOUN.n": "そのほか", - "UI_CC_LABEL_HAIR": "ヘアスタイル", - "UI_CC_LABEL_HEAD": "顔のタイプ", - "UI_CC_LABEL_LEGS": "ボトムス", - "UI_CC_LABEL_BODY": "トップス", - "UI_CC_LABEL_BODY_COLOR_1": "トップスの色その1", - "UI_CC_LABEL_BODY_COLOR_2": "トップスの色その2", - "UI_CC_LABEL_EYE_COLOR": "目の色", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "顔の追加パーツの色", - "UI_CC_LABEL_FAVORITE_COLOR": "好きな色", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "アクセサリーの色", - "UI_CC_LABEL_HAIR_COLOR": "ヘアカラー", - "UI_CC_LABEL_SHOE_COLOR": "靴の色", - "UI_CC_LABEL_LEGS_COLOR": "ボトムスの色", - "UI_CC_LABEL_SKIN_COLOR": "肌の色", - "UI_CC_RANDOMIZE": "ランダムに決める", - "UI_CC_VALUE_hair_short": "スイープヘア", - "UI_CC_VALUE_hair_bow1": "ポニーテール", - "UI_CC_VALUE_hair_quiff": "クイッフヘア", - "UI_CC_VALUE_hair_hairtie": "ハチマキ", - "UI_CC_VALUE_hair_afro1": "アフロヘア", - "UI_CC_VALUE_hair_afro2": "フラットトップ", - "UI_CC_VALUE_hair_bun1": "おだんごヘア1", - "UI_CC_VALUE_hair_bun2": "おだんごヘア2", - "UI_CC_VALUE_hair_bun3": "おだんごツイン", - "UI_CC_VALUE_hair_neat1": "ショートヘア", - "UI_CC_VALUE_hair_long1": "ロングフリンジ", - "UI_CC_VALUE_hair_headband1": "マレットヘア", - "UI_CC_VALUE_hair_headband2": "ロップサイド", - "UI_CC_VALUE_hair_bald": "スキンヘッド", - "UI_CC_VALUE_hair_bob1": "ストレートボブ", - "UI_CC_VALUE_hair_bob2": "ウェーブボブ", - "UI_CC_VALUE_hair_headscarf1": "スカーフ巻き", - "UI_CC_VALUE_hair_cultist1.m": "カルト団メンバー", - "UI_CC_VALUE_hair_cultist1.f": "カルト団メンバー", - "UI_CC_VALUE_hair_cultist1.n": "カルト団メンバー", - "UI_CC_VALUE_hair_flower1": "フラワーヘア", - "UI_CC_VALUE_hair_hat1": "おだんごハット", - "UI_CC_VALUE_hair_dreadlocks1": "ドレッドヘア", - "UI_CC_VALUE_hair_dreadlocks2": "ショートドレッド", - "UI_CC_VALUE_hair_straight1": "ボウルカット", - "UI_CC_VALUE_hair_mullet1": "マレットヘア", - "UI_CC_VALUE_hair_hardhat1": "ヘルメット", - "UI_CC_VALUE_hair_braid1": "ロングなおさげ", - "UI_CC_VALUE_hair_sharp1": "シャープフリンジ", - "UI_CC_VALUE_hair_balding": "バーコード", - "UI_CC_VALUE_hair_cat1": "ネコみみバンド", - "UI_CC_VALUE_hair_moonstone": "ムーンストーン", - "UI_CC_VALUE_head_generic": "なし", - "UI_CC_VALUE_head_glasses_1": "メガネ", - "UI_CC_VALUE_head_makeup1": "アイシャドウ", - "UI_CC_VALUE_head_makeup2": "フェイスペイント", - "UI_CC_VALUE_head_beard1": "ヒゲ1", - "UI_CC_VALUE_head_beard2": "ヒゲ2", - "UI_CC_VALUE_head_mask1": "マスク", - "UI_CC_VALUE_head_visor1": "バイザー", - "UI_CC_VALUE_head_grumpy": "ぼんやり", - "UI_CC_VALUE_body_sweater1": "セーター", - "UI_CC_VALUE_body_tshirt1": "Tシャツ1", - "UI_CC_VALUE_body_tshirt2": "Tシャツ2", - "UI_CC_VALUE_body_jacket": "ジャケット1", - "UI_CC_VALUE_body_jacket2": "ジャケット2", - "UI_CC_VALUE_body_jacket3": "ベストジャケット", - "UI_CC_VALUE_body_jacket4": "ジャケット3", - "UI_CC_VALUE_body_cultist1.m": "カルトなシャツ", - "UI_CC_VALUE_body_cultist1.f": "カルトなシャツ", - "UI_CC_VALUE_body_cultist1.n": "カルトなシャツ", - "UI_CC_VALUE_body_dress1": "アンティークドレス", - "UI_CC_VALUE_body_apron1": "エプロン", - "UI_CC_VALUE_body_vest1": "ベスト", - "UI_CC_VALUE_body_poncho1": "ポンチョ", - "UI_CC_VALUE_body_moonstone": "ムーンストーン", - "UI_CC_VALUE_legs_generic": "ズボン", - "UI_CC_VALUE_legs_shorts1": "ショートズボン", - "UI_CC_VALUE_legs_skirt1": "スカート", - "UI_CC_VALUE_legs_moonstone": "ムーンストーン", - "UI_CC_VALUE_hair_bansheep": "バンシープのぼうし", - "UI_CC_VALUE_hair_candevil": "キャンデビルのぼうし", - "UI_CC_VALUE_hair_traffikrab": "パイロンカツギのぼうし", - "UI_CC_VALUE_hair_springheel": "ピョンジャックのぼうし", - "UI_CC_VALUE_legs_pombomb": "ポメボムワンのズボン", - "UI_CC_VALUE_body_pombomb": "ポメボムワンのポンチョ", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", - "UI_LOADING_FLUFF_2": "ホップスキンにジャケットを返却中…", - "UI_LOADING_FLUFF_3": "リッパーテラーのするどいツメを研ぎ上げ中…", - "UI_LOADING_FLUFF_4": "コソドロパンからコソドロ中…", - "UI_LOADING_FLUFF_1": "ピョンジャックにそっと接近中…", - "UI_LOADING_FLUFF_5": "ジャアクパイアにエサやり中…", - "UI_LOADING_FLUFF_7": "フォークロアドのガイコツをツヤ出し中…", - "UI_LOADING_FLUFF_6": "シノマカブラをヤギから引き離し中…", - "UI_LOADING_FLUFF_8": "オトモワイアのヤリを修理中…", - "UI_LOADING_FLUFF_9": "パラディンコウを騎士に叙任中…", - "UI_LOADING_FLUFF_10": "ポメボムワンの導火線に点火中…", - "UI_LOADING_FLUFF_11": "ピストラプトルに弾込め中…", - "UI_LOADING_FLUFF_12": "ガトレックスに弾込め中…", - "UI_LOADING_FLUFF_13": "ヤサシルフに仮面を装着中…", - "UI_LOADING_FLUFF_14": "オコリンプスにキャンディの杖をプレゼント中…", - "UI_LOADING_FLUFF_15": "ボルトヒヒに充電中…", - "UI_LOADING_FLUFF_16": "ピカルタンをおびきよせる避雷針を延ばし中…", - "UI_LOADING_FLUFF_18": "サイハテガラスのために準備中…", - "UI_LOADING_FLUFF_17": "アンテニャンをチューニング中…", - "UI_LOADING_FLUFF_19": "パイロンカツギに指示出し中…", - "UI_LOADING_FLUFF_20": "レールガザミがいるので回り道中…", - "UI_LOADING_FLUFF_21": "ポポジシにお祈り中…", - "UI_LOADING_FLUFF_22": "フラワロンに水やり中…", - "UI_LOADING_FLUFF_23": "エフデタケに色ぬり中…", - "UI_LOADING_FLUFF_24": "キノコッホの作品に感動中…", - "UI_LOADING_FLUFF_25": "クロックフッドのネジ巻き中…", - "UI_LOADING_FLUFF_26": "ジャンプキンに彫刻中…", - "UI_LOADING_FLUFF_27": "フラットスーツのおめかし中…", - "UI_LOADING_FLUFF_28": "サラバワールとお別れ中…", - "UI_LOADING_FLUFF_29": "オルマナコンのすべてを観察中…", - "UI_LOADING_FLUFF_30": "ゴミベーダーを追い出し中…", - "UI_LOADING_FLUFF_31": "パッピーカットとボクシング中…", - "UI_LOADING_FLUFF_32": "コールドロンで料理中…", - "UI_LOADING_FLUFF_33": "ポーンデッドを蘇生中…", - "UI_LOADING_FLUFF_34": "ビショップトンの説教に出席中…", - "UI_LOADING_FLUFF_35": "キングレイヴに向けて宣誓中…", - "UI_LOADING_FLUFF_36": "クインニキスにおじぎ中…", - "UI_LOADING_FLUFF_37": "宇宙でのホシクマの頑丈さをテスト中…", - "UI_LOADING_FLUFF_38": "ジン・エントニックを召喚中…", - "NEW_GAME_INTRO_QUOTE_1": "さてこの騎士は馬にまたがり、王国を渡って、\\nウィラルの荒野へ踏み入った―あの稀な野辺、\\n神と心根の誠実な者、その両方に愛されしかの地へと。", - "NEW_GAME_INTRO_QUOTE_2": "「ガウェイン卿と緑の騎士」より\\n14世紀作、作者不詳", - "CAMPING_CONFIRM": "キャンプしようか?", - "CAFE_CAMPING_CONFIRM": "ちょっと休んでいこうか?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "持っている種類:{stacks} / {maximum}", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category}:{page}/{page_count}ページ", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "並びかえ", - "UI_INVENTORY_FILTER": "フィルター", - "UI_INVENTORY_FILTER_APPLIED": "使用フィルター数:{num}", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "実行すると、現在のフィルター条件に合うステッカーは\\nすべてバッグからなくなります。{stacks}種類のステッカーを\\n本当にリサイクルしますか? 合計で{total}枚のステッカーが\\nリサイクルされます。", - "UI_INVENTORY_BULK_RECYCLE": "まとめてリサイクル", - "UI_INVENTORY_FILTER_NAME": "名前", - "UI_INVENTORY_FILTER_RARITY": "レア度:", - "UI_INVENTORY_FILTER_RARITY_ALL": "すべて", - "UI_INVENTORY_FILTER_RARITY_COMMON": "コモン", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "レア", - "UI_INVENTORY_FILTER_RARITY_RARE": "Sレア", - "UI_INVENTORY_FILTER_CATEGORY": "カテゴリー", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "すべて", - "UI_INVENTORY_FILTER_TYPE": "エレメントタイプ", - "UI_INVENTORY_FILTER_TYPE_ALL": "すべて", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "タイプなし", - "UI_QUEST_LOG_CATEGORY_QUESTS": "クエスト", - "UI_QUEST_LOG_CATEGORY_RUMORS": "ウワサ", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "実績", - "UI_QUEST_LOG_NO_QUESTS": "クエスト:なし", - "UI_QUEST_LOG_NO_RUMORS": "ウワサ:なし", - "UI_QUEST_LOG_SECTION_MAIN": "メインクエスト", - "UI_QUEST_LOG_SECTION_SIDE": "サイドクエスト", - "UI_QUEST_LOG_SECTION_OTHER": "その他", - "UI_QUEST_LOG_SECTION_COMPLETED": "クリアずみ", - "UI_QUEST_LOG_SECTION_ACHIEVED": "達成:{0}/{1}", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "未達成の実績", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "シークレット実績 #{0}", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "「{rumor_dialogue}」", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", - "UI_QUEST_LOG_VIEW_BUTTON": "マップをみる", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "歌を聞く", - "UI_QUEST_TIMER": "終了まで:あと{minutes}分", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "スタンプカードをみる", - "UI_QUEST_LOG_TRACK_BUTTON": "マップをマーク", - "UI_QUEST_LOG_UNTRACK_BUTTON": "マークをはずす", - "UI_QUEST_TRACKER_RUMOR": "ウワサ:{quest_title}", - "NOTIFICATION_ACHIEVEMENT": "実績をゲット", - "NOTICEBOARD_TITLE": "レンジャー掲示板", - "NOTICEBOARD_LEVEL": "Lv.{level}", - "NOTICEBOARD_REMINDER_TITLE": "すべてのレンジャーへ:", - "NOTICEBOARD_REQUIREMENT_RANGER1": "クエストを受けるには、レンジャー登録とトレーニングを完了する必要があります。", - "NOTICEBOARD_METER_RATIO": "見つけた数:{amount_owned} / {total_required}", - "NOTICEBOARD_METER_LABEL": "レベルアップに必要なフュージョン素材:{amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "???", - "NOTICEBOARD_REMINDER_BODY": "なにも見のがさないよう、町の人からウワサを聞くのを忘れないこと。イアンシーさんもいそがしいので、全部はチェックできません!", - "NOTICEBOARD_NEXT_REWARD": "次のごほうび:", - "NOTICEBOARD_REWARD_NEW_QUEST": "新クエスト", - "NOTICEBOARD_REWARD_ITEMS": "アイテム", - "NOTICEBOARD_REWARD_NEW_MONSTER": "新モンスター", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "くわしくはクエストを受けたあとお知らせします。", - "NOTICEBOARD_QUEST_COMPLETED": "クリアずみ", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "このクエストはいま受けられません。ほかのクエストをクリアして、あとでまた来てください。", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "クエストを受ける", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "ログをみる", - "CHOOSE_STARTER_OPTION1": "ブキミなの", - "CHOOSE_STARTER_TITLE": "どっちが好み?", - "CHOOSE_STARTER_OPTION2": "キュートなの", - "TUTORIAL_DEMO1.m": "これで、デモ版は終わりです。Bytten Studioの2人で作ったこのお試し版が、楽しんでもらえたならうれしいです!", - "TUTORIAL_DEMO_TITLE": "Thanks for playing!", - "TUTORIAL_DEMO2.f": "デモ版のセーブファイルは、完全版のゲームに引き継いでプレイできます。", - "TUTORIAL_DEMO1.n": "これで、デモ版は終わりです。Bytten Studioの2人で作ったこのお試し版が、楽しんでもらえたならうれしいです!", - "TUTORIAL_DEMO1.f": "これで、デモ版は終わりです。Bytten Studioの2人で作ったこのお試し版が、楽しんでもらえたならうれしいです!", - "TUTORIAL_DEMO2.m": "デモ版のセーブファイルは、完全版のゲームに引き継いでプレイできます。", - "TUTORIAL_DEMO2.n": "デモ版のセーブファイルは、完全版のゲームに引き継いでプレイできます。", - "TUTORIAL_REMASTER": "一部のテープは、スターが5つになると\\n「リマスター」できる。\\n\\nテープをリマスターすると、モンスターは\\n強力なすがたに進化する。ステータスが\\n強化されるほか、新しいわざも覚える。\\n\\nリマスターしないとゲットできないモンスターも\\nいるほか、どんなすがたに進化するかは、\\n条件によって変わることがある。\\n\\nテープのリマスターはできるときにやっておこう!", - "TUTORIAL_DEMO_STORE_BTN": "ストアをチェック", - "TUTORIAL_DEMO_STORE_BTN_NX": "ニンテンドーeショップ", - "TUTORIAL_REMASTER_TITLE": "リマスター", - "TUTORIAL_FUSION_TITLE": "フュージョン", - "TUTORIAL_FUSION1.m": "仲間と心がひとつになると\\nフュージョンできるようになり、\\n合体して強力なモンスターになれる。\\n\\n仲間と親しくなるほど、フュージョンで合体して\\n変身できるモンスターは強力になる。\\n\\nただし、フュージョンゲージには注意すること!\\nフュージョンできるのは、\\nゲージが満タンのときだけだ。", - "TUTORIAL_FUSION1.n": "仲間と心がひとつになると\\nフュージョンできるようになり、\\n合体して強力なモンスターになれる。\\n\\n仲間と親しくなるほど、フュージョンで合体して\\n変身できるモンスターは強力になる。\\n\\nただし、フュージョンゲージには注意すること!\\nフュージョンできるのは、\\nゲージが満タンのときだけだ。", - "TUTORIAL_FUSION1.f": "仲間と心がひとつになると\\nフュージョンできるようになり、\\n合体して強力なモンスターになれる。\\n\\n仲間と親しくなるほど、フュージョンで合体して\\n変身できるモンスターは強力になる。\\n\\nただし、フュージョンゲージには注意すること!\\nフュージョンできるのは、\\nゲージが満タンのときだけだ。", - "TUTORIAL_FUSION2": "フュージョンしている間は、\\nターンごとに回復するAPが2から4に増えて\\n強力なわざをすぐ使えるようになる。\\n\\n合体したテープのわざをすべて使えるほか、\\nステータスの値も、モンスター2体の値を\\n合計したものに変化する。", - "TUTORIAL_RELATIONSHIPS": "相棒とのきずなを深めるのはとても大切だ。\\n交流レベルの高さは、フュージョンしたときの\\n強さに直接影響してくる!\\n\\n交流レベルは、相棒関連のクエストをクリア\\nしたり、相棒といっしょにバトルしたりする\\nことで上げられる。\\n相棒と十分な時間をすごしたあとにキャンプや\\nカフェでいっしょにひと休みすると、\\n交流レベルがアップする。", - "TUTORIAL_RECORDING1": "記録の成功にかかわる条件は次の通りだ。\\n\\n・モンスターのHP量\\n・モンスターのレベルとめずらしさ\\n・記録している間にどれだけダメージを与えたか\\n・記録している間にどれだけダメージを受けたか", - "TUTORIAL_RELATIONSHIPS_TITLE": "交流レベル", - "TUTORIAL_RECORDING2": "ステータス変化を利用し、攻撃力を上げてから\\n記録しているモンスターを攻撃すれば、与える\\nダメージの量と記録の成功率はグッと上がる。\\n\\n記録されている間、モンスターはにげたり\\nたおれたりしなくなる。うっかりたおしてしまう\\n心配はしなくても大丈夫だ!", - "TUTORIAL_RECORDING_TITLE": "テープのきろく", - "TUTORIAL_TAPE_STORAGE.f": "パーティーがいっぱいになると記録したテープは\\nバッグの中の特別なボックスにしまわれる。\\nボックスにしまわれたテープは、キャンプや\\nカフェで休んでいるあいだに編集や入れかえが\\nできる。\\n\\nボックス内に入れたいらないテープは、\\nリサイクルすれば資源やステッカーにできる。", - "TUTORIAL_TAPE_STORAGE.m": "パーティーがいっぱいになると記録したテープは\\nバッグの中の特別なボックスにしまわれる。\\nボックスにしまわれたテープは、キャンプや\\nカフェで休んでいるあいだに編集や入れかえが\\nできる。\\n\\nボックス内に入れたいらないテープは、\\nリサイクルすれば資源やステッカーにできる。", - "TUTORIAL_TAPE_STORAGE_TITLE": "テープボックス", - "TUTORIAL_STICKERS1": "バトルで使えるわざは、テープに貼られている\\nステッカーの種類で決まる。\\n\\nバッグからステッカーを選んで「貼る」ことで、\\n新しいわざが使えるようになる。\\n使いたくないわざは「はがす」ではずせば、\\nバッグにしまうことができる。", - "TUTORIAL_STICKERS_TITLE": "ステッカーとわざ", - "TUTORIAL_TAPE_STORAGE.n": "パーティーがいっぱいになると記録したテープは\\nバッグの中の特別なボックスにしまわれる。\\nボックスにしまわれたテープは、キャンプや\\nカフェで休んでいるあいだに編集や入れかえが\\nできる。\\n\\nボックス内に入れたいらないテープは、\\nリサイクルすれば資源やステッカーにできる。", - "TUTORIAL_STICKERS2": "ステッカーは好きなだけ付けかえられるが、\\n1枚のステッカーを複数のテープへ\\n同時に貼ることはできない。\\n\\nステッカーは次のような方法でゲットできる。\\n\\n・テープの経験値をためる。\\n・コンテナから見つける。\\n・ハーバータウンの市場で商人と交換する。", - "TUTORIAL_AP2": "敵も味方も、毎ターンAPを2ずつゲットすることができる。\\nまた、有利な相性の攻撃を当てると、追加APを1もらえる。\\n\\n前もって作戦を練っておき、威力と使うAPが低いわざで\\nAPをためていけば、パワフルな攻撃をくりだせる。", - "TUTORIAL_AP_TITLE": "アクションポイント", - "TUTORIAL_AP1": "オレンジ色の四角に注目しよう。\\nこれはアクションポイント、通称APだ。\\n\\nほとんどのわざは、くりだすときにAPを使う。わざを\\nくりだすのに必要なAPの量は、わざ名のとなりに表示される。\\n\\n必要なAPが足りないわざは、そのターンでは使えない。", - "TUTORIAL_ARCHANGEL_AP_TITLE": "大天使", - "TUTORIAL_ARCHANGEL_AP": "APを使ってわざを出すほかのモンスターとちがって、\\n大天使はAPを使わずに最大の10までためていく。\\n\\nAPがすべてたまると、大天使はその力を解放して、\\n専用わざで攻撃してくる。\\n\\n大天使とのバトルを乗り切りたければ、よく考えてわざを使おう。\\n大わざに備えてしっかり守りをかためておくか、\\nAPがたまりきるまでにたおしてしまうのがおすすめだ。", - "TUTORIAL_STATIONS2": "マー・ライン本人の駅では、はるか遠くから来た\\nふしぎな存在が駅長をしているらしい。\\n\\nいろんな駅をとことん探索すれば、\\n貴重な情報や報酬をゲットできるかもしれない。", - "TUTORIAL_STATIONS1": "外にいるときは、マップ画面からいつでも\\nファストトラベルできる。\\n\\n最初はグラモフォン・カフェにしか\\n移動できないが、鉄道の駅を再開させていくと、\\n利用できるトラベル先が追加されていく。", - "TUTORIAL_STATIONS_TITLE": "ファストトラベルと鉄道の駅", - "TYPE_CHART_ATTACKER": "わざのタイプ:", - "TYPE_CHART_DEFENDER": "わざを受けるタイプ:", - "TYPE_CHART_TRANSMUTATION": "変換:", - "TYPE_CHART_NO_REACTION": "起きる反応:なし", - "TYPE_CHART_BUFFS": "プラス効果:", - "TYPE_CHART_DEBUFFS": "マイナス効果:", - "TYPE_CHART_OTHER": "その他の効果:", - "TYPE_CHART_STATUS_AMOUNT": "×{amount}", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "ここから先は危険です。使えるテープを2つ以上持っていない\\n場合、進むのはおすすめできません。", - "TITLE_SCREEN_PLAY_BUTTON": "プレイ", - "TITLE_SCREEN_PRESS_BUTTON": "{control.ui_accept}を押してスタート", - "TITLE_SCREEN_LANGUAGE_BUTTON": "言語", - "TITLE_SCREEN_CREDITS_BUTTON": "クレジット", - "UI_SETTINGS": "設定", - "FONT_TEST_STRING": "あいうえおかきくけこさしすせそたちつてとなにぬねのはひふへほまみむめもやゆよらりるれろわゐをんがぎぐげござじずぜぞだぢづでどばびぶべぼぱぴぷぺぽぁぃぅぇぉっゃゅょ\\nアイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワヲンガギグゲゴザジズゼゾダヂヅデドバビブベボパピプペポァィゥェォッャュョヴ\\nABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×·", - "UI_SETTINGS_GRAPHICS": "グラフィック", - "UI_SETTINGS_AUDIO": "音声", - "UI_SETTINGS_GAMEPLAY": "ゲームプレイ設定", - "UI_SETTINGS_KEYBOARD": "キーボード", - "UI_SETTINGS_CONTROLLER": "コントローラー", - "UI_SETTINGS_DEFAULTS_BUTTON": "デフォルトにリセット", - "UI_SETTINGS_REBIND_BUTTON": "キーの設定", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "フルスクリーン", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "ON", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "OFF", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "解像度", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "フレームレート", - "UI_SETTINGS_GRAPHICS_PRESET_0": "低", - "UI_SETTINGS_GRAPHICS_PRESET": "画質プリセット設定", - "UI_SETTINGS_GRAPHICS_PRESET_1": "中", - "UI_SETTINGS_GRAPHICS_PRESET_2": "高", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "カスタム", - "UI_SETTINGS_GRAPHICS_MODE_0": "パフォーマンス", - "UI_SETTINGS_GRAPHICS_MODE": "グラフィックモード", - "UI_SETTINGS_GRAPHICS_MODE_1": "バランス", - "UI_SETTINGS_GRAPHICS_MODE_2": "品質", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "アンチエイリアス", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "オフ", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", - "UI_SETTINGS_VALUE_ON": "ON", - "UI_SETTINGS_VALUE_OFF": "OFF", - "UI_SETTINGS_GRAPHICS_DOF": "遠くの物をぼかす", - "UI_SETTINGS_GRAPHICS_GLOW": "グロー効果", - "UI_SETTINGS_GRAPHICS_SHADOW": "フィールドシャドウ", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "フィールド読み込み設定", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "スムーズな表示を優先", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "CPUの負荷軽減を優先", - "UI_SETTINGS_CLOSE_CONFIRM": "設定を適用せずに閉じますか?", - "UI_SETTINGS_SAVED": "設定をセーブしました!", - "UI_SETTINGS_AUDIO_VOLUME_Master": "全体の音量", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "効果音の音量", - "UI_SETTINGS_AUDIO_VOLUME_Music": "BGMの音量", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "ボイスの音量", - "UI_SETTINGS_AUTOSAVE": "オートセーブ", - "UI_SETTINGS_AUTOSAVE_ENABLED": "ON", - "UI_SETTINGS_AUTOSAVE_DISABLED": "OFF", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "ON", - "UI_SETTINGS_SHOW_TIMER": "スピードランタイマー", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "表示", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "非表示", - "UI_SETTINGS_QUEST_TRACKER": "クエストをマップにマーク", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "OFF", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "ステータス変化の解説", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "初めてのときだけ", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "常にオン", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "常にオフ", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "ON", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "OFF", - "UI_SETTINGS_SCREEN_SHAKE": "スクリーンシェイク", - "UI_SETTINGS_VIBRATION_ENABLED": "ON", - "UI_SETTINGS_VIBRATION": "コントローラーの振動", - "UI_SETTINGS_VIBRATION_DISABLED": "OFF", - "UI_SETTINGS_AI_SMARTNESS": "AIのかしこさ", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "かなりマヌケ", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "おマヌケ", - "UI_SETTINGS_AI_SMARTNESS_EASY": "すこしマヌケ", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "ふつう(おすすめ設定)", - "UI_SETTINGS_AI_SMARTNESS_HARD": "かしこい", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "秀才", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "超天才", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "OFF", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- 人間とボスは、考えてわざを選ぶ。\\n- 野生のモンスターは、ランダムにわざを選ぶことが多い。", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- すべての敵が、ランダムにわざを選ぶことが多くなる。", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- すべての敵が、考えてわざを選ぶことが多くなる。", - "UI_SETTINGS_LEVEL_SCALING": "レベルスケーリング", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "たいくつ", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "らくらく", - "UI_SETTINGS_LEVEL_SCALING_EASY": "かんたん", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "ふつう(おすすめ設定)", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- レベルスケーリングを完全にオフにする。", - "UI_SETTINGS_LEVEL_SCALING_HARD": "ちょいムズ", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "むずかしい", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "激ムズ", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- 自分よりレベルが高い敵が少しだけ弱くなる。\\n- 自分よりレベルが低いNPCやボスの強さはあまり変化しない。", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- 自分よりレベルが高い敵でも弱くならない。\\n- 自分よりレベルが低いNPCやボスがそこそこ強くなる。", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- 自分よりレベルが高い敵でも弱くならない。\\n- 自分よりレベルが低いNPCやボスでもかなり強くなる。", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "メニュー操作", - "UI_SETTINGS_KEYBOARD_ui_accept": "決定", - "UI_SETTINGS_KEYBOARD_ui_cancel": "キャンセル", - "UI_SETTINGS_KEYBOARD_ui_page_up": "Page Upキー", - "UI_SETTINGS_KEYBOARD_ui_page_down": "Page Downキー", - "UI_SETTINGS_KEYBOARD_ui_action_1": "UI操作その1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "UI操作その2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "UI操作その3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "キーの設定:“{0}”", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "ゲーム操作設定", - "UI_SETTINGS_CONTROLLER_move": "移動", - "UI_SETTINGS_KEYBOARD_move_up": "上に移動", - "UI_SETTINGS_KEYBOARD_move_left": "左に移動", - "UI_SETTINGS_KEYBOARD_move_right": "右に移動", - "UI_SETTINGS_KEYBOARD_move_down": "下に移動", - "UI_SETTINGS_KEYBOARD_interact": "アクション", - "UI_SETTINGS_KEYBOARD_jump": "ジャンプ", - "UI_SETTINGS_KEYBOARD_dash": "ダッシュ", - "UI_SETTINGS_KEYBOARD_magnetism": "マグネ", - "UI_SETTINGS_KEYBOARD_climb": "クライム", - "UI_SETTINGS_KEYBOARD_pause_menu": "メニューを開く", - "UI_SETTINGS_KEYBOARD_map_menu": "マップを開く", - "UI_SETTINGS_KEYBOARD_party_menu": "パーティーを開く", - "UI_SETTINGS_KEYBOARD_inventory_menu": "バッグを開く", - "UI_SETTINGS_KEYBOARD_fast_mode": "バトル速度4倍(長押し)", - "UI_SETTINGS_KEYBOARD_PROMPT": "この操作には4つのキーを割り当ててください。", - "CONTROLLER_DISCONNECTED_PASSIVE": "コントローラーの接続がありません。", - "UI_SETTINGS_KEYBOARD_INVALID": "操作キーをすべて決めるまで、設定のセーブはできません。", - "AUTOSPLIT_DISCONNECTED": "LiveSplitサーバーとの接続が失われました。", - "AUTOSPLIT_CONNECTED": "LiveSplitサーバーの接続を確立しました。", - "CONTROLLER_DISCONNECTED_MODAL": "コントローラーとの接続が切断されました。コントローラーを接続しなおしてください。", - "AUTOSPLIT_CONNECTION_FAILED": "LiveSplitサーバーとの接続に失敗しました。", - "AUTOSPLIT_RELOADED": "LiveSplitの構成を再ロードしました。", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "コントローラーとの接続が切断されました", - "AUTOSPLIT_RELOAD_FAILED": "LiveSplitの構成が再ロードできません。", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "コントローラー", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "ローカルマルチプレイは、ケイリーがパートナーになったあとにアンロックされます。", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "コントローラーを接続しなおしてください。", - "UNKNOWN_BESTIARY_INDEX": "???", - "UI_JOYPAD_SELECT_LOAD_FILE": "ローカルマルチプレイはファイルをロードしてからはじめてください。", - "UI_JOYPAD_SELECT_JOIN": "{join_btn}を押してスタート", - "BESTIARY_INDEX_ARCHANGEL": "A{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} 退出", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "メインメニューに戻ると、新しくインストールしたDLCをプレイいただけます。", - "BESTIARY_INDEX_FUSION": "F{0}", - "DLC_INSTALLED_RESTART_PROMPT": "新しくインストールしたDLCをプレイするには、ゲームを再起動してください。", - "DJINN_ENTONIC_NAME": "ジン・エントニック", - "DJINN_ENTONIC_NAME_PREFIX": "ジン", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "タマガンのカラのかけら", - "DJINN_ENTONIC_NAME_SUFFIX": "エントニック", - "DJINN_ENTONIC_LORE_2": "ジン、またはジーニーと呼ばれる精霊はアラビア神話に登場する存在だ。千夜一夜物語のひとつ「アラジンと魔法のランプ」の中では魔法のランプに封印されており、主人公がうっかりランプをこすったことで解き放たれ外に飛びだした。", - "DJINN_ENTONIC_LORE_1": "非の打ちどころがないサービスを提供する、ナゾめいた宇宙のウェイター。どんな種類の飲みものを出してくれるのかはいまいちよくわかっていないが、「ファミリー向け」で「ゲームのレーティングに影響を与えない」ものにかぎられるらしい。", - "DJINN_ENTONIC_DESCRIPTION": "宇宙っぽいウェイター", - "BULLETINO_NAME": "タマガン", - "BULLETINO_NAME_PREFIX": "タマ", - "BULLETINO_NAME_SUFFIX": "ガン", - "BULLETINO_LORE_2": "初期の銃弾は単純な鉛の球体で、中世の戦争では敵や要塞に向けて大砲から発射された。現代において「銃弾型」と見なされる円すい状の弾は、フランスの軍人だったアンリ=ギュスタヴ・デルヴィーニュが改良のすえに発明したもので、1800年代に登場した。", - "BULLETINO_LORE_1": "突進以外に、身を守る手段を持っていない。そのため、パニックになると危険に向かって頭から突撃してしまう。あまりいい方法ではないのだが、タマガンが突っこんでいくのをやめることはない。", - "BULLETINO_DESCRIPTION": "歩く巨大な銃弾", - "VELOCIRIFLE_NAME": "ピストラプトル", - "VELOCIRIFLE_NAME_PREFIX": "ピスト", - "VELOCIRIFLE_LORE_1": "頭がい骨の後ろ側には火薬がつまった部屋があり、内部の火薬に自分の意思で点火して、顔の「銃身」の中にたくわえた弾を発射することができる。射撃の実力をつけるために、ずっと練習している。", - "VELOCIRIFLE_NAME_SUFFIX": "ラプトル", - "VELOCIRIFLE_DESCRIPTION": "頭が銃型のトカゲ", - "VELOCIRIFLE_LORE_2": "火薬は西暦1000年ごろにはもう存在しており、中国が最初に発明した。最初期に発明された銃火器は、内部に火薬と小さな砲弾をつめた手持ち式の大砲だった。", - "ARTILLEREX_NAME": "ガトレックス", - "ARTILLEREX_NAME_PREFIX": "ガト", - "ARTILLEREX_NAME_SUFFIX": "レックス", - "ARTILLEREX_LORE_2": "ガトリング砲は最初期に開発された機関銃。輪のように並んだ砲身をクランクにより回転させることで、弾を矢継ぎ早に発射できた。発明されたのは1800年代中期で、名前は生みの親である、リチャード・ジョーダン・ガトリングにちなんでいる。", - "ARTILLEREX_LORE_1": "体の中に溶けた金属をためておく穴があり、そこでするどいかけらを作って、お腹にある「ガトリング砲」からすさまじい勢いで発射する。火力とそびえたつような巨体をあわせもつ、敵に回すと実に恐ろしいモンスター。", - "ARTILLEREX_DESCRIPTION": "お腹に銃のついた恐竜", - "GEARYU_NAME_PREFIX": "ギア", - "GEARYU_NAME": "ギアドラン", - "GEARYU_LORE_1": "磁力で引きよせあってくっつく巨大な歯車が集まってできた身体を持つ。体の歯車を回転させて生み出した運動エネルギーを、強力なエレメントのブレスに変えて口から吐きだすことができる。", - "GEARYU_NAME_SUFFIX": "ドラン", - "GEARYU_LORE_2": "歯車は機械に使われる円形の部品で、周囲についた「歯」によって他の歯車とかみ合い、連動して回転する。大きさが違う歯車を使うことで、機械の中で回転の力が伝わる速度を速くしたり遅くしたりできる。", - "GEARYU_DESCRIPTION": "歯車でできた恐竜", - "SALAMAGUS_NAME": "メイジマンダー", - "SALAMAGUS_LORE_1": "つかみどころがないモンスター。秘術や炎を使った魔法の勉強にはげんでいる。頭の上にある2つの小さな袋にたくわえた燃料を使い火を吹くが、モンスターにくわしくない人は燃料袋を大きなギョロ目と見間違える。", - "SALAMAGUS_NAME_PREFIX": "メイジ", - "SALAMAGUS_NAME_SUFFIX": "マンダー", - "PYROMELEON_NAME_PREFIX": "メラ", - "PYROMELEON_NAME": "メラメレオン", - "SALAMAGUS_DESCRIPTION": "頭が三角のトカゲ", - "SALAMAGUS_LORE_2": "「メイジ」とは「魔法を使う者」を意味する言葉で、魔法使いのことを指す。魔法使いは古今東西の神話や伝承のほか、現代文化にも非常によく登場する。", - "PYROMELEON_NAME_SUFFIX": "メレオン", - "PYROMELEON_LORE_1": "炎を使った魔法をきわめたモンスター。ただ火を吹くだけではなく、自在にあやつることができる。炎のエレメントを支配するわざを見せつけるために、舌の先に火を灯しているところをよく目撃される。", - "PYROMELEON_DESCRIPTION": "舌が長いトカゲ", - "ICEPECK_LORE_1": "ツララの「クチバシ」で敵からの攻撃を受け流す。暖かいところでは、クチバシが完全に溶けてしまうため、ウィラル山の気温が低い高地以外ではほとんど見つからない。", - "PYROMELEON_LORE_2": "火を使った占いおよび、火をあやつったり作ったりする魔法のことをパイロマンシーという。そういった技術を使う者は、時として「パイロマンサー」と呼ばれることがある。", - "ICEPECK_LORE_2": "ツララとは水が物体の表面を流れ落ちながら凍ったものだ。冬、または寒さが厳しい地域では、屋根の下や木の枝にできていることがよくある。", - "CRYOSHEAR_NAME_PREFIX": "ヒョウ", - "ICEPECK_DESCRIPTION": "ツララのクチバシを持つ鳥", - "CRYOSHEAR_NAME": "ヒョウシザー", - "CRYOSHEAR_NAME_SUFFIX": "シザー", - "CRYOSHEAR_DESCRIPTION": "氷の剣を持つフードのモンスター", - "CRYOSHEAR_LORE_2": "北極や南極のように、そこにある水の大半が凍りついている地球表面の一部分のことを、雪氷圏という。", - "CRYOSHEAR_LORE_1": "攻撃用の、すべてが氷で作られた2本の剣をふりまわしているすがたがよく目撃される。氷の剣を巨大なハサミのように使って、主な攻撃手段にしている。", - "SPOOKI-ONNA_NAME": "ヒヤリオトメ", - "SPOOKI-ONNA_NAME_PREFIX": "ヒヤリ", - "SPOOKI-ONNA_NAME_SUFFIX": "オトメ", - "BOLTAM_NAME_PREFIX": "ボルト", - "SPOOKI-ONNA_LORE_1": "伝説によると、ウィラル山の頂上を目指して登るおろかな人間の前にすがたをあらわすといわれる。目撃した者の話では女性の幽霊のようなすがたをしており、人が自分に近づくようにしむけたあと、おそろしいほど冷たい霧で包みこもうとするのだという。", - "SPOOKI-ONNA_LORE_2": "雪女は「妖怪」と呼ばれる、日本の民間伝承などに登場する精霊の一種。雪女にまつわる伝説は多く、言い伝えの中の雪女はたいてい雪や吹雪を連想させる女性の幽霊のすがたで描かれ、人間によく不幸や死をもたらす。", - "BOLTAM_NAME": "ボルトヒヒ", - "SPOOKI-ONNA_DESCRIPTION": "霧をまとう幽霊っぽい女性", - "BOLTAM_NAME_SUFFIX": "ヒヒ", - "BOLTAM_LORE_2": "電流の動きにより発生する力を磁力という。金属からできた物体は電流を流すことにより「磁化」して磁石になり、磁場を持つようになる。", - "BOLTAM_LORE_1": "電気をとてもよく通す金属の頭で、まわりの空気からいつも電流を吸いとっているほか、吸いとった電気エネルギーを、地上や空中を飛びまわるとき利用している磁場に流しこむ力を持っている。", - "BOLTAM_DESCRIPTION": "ピンボールの頭を持つモンスター", - "PLASMANTLER_NAME": "ホーンズマ", - "PLASMANTLER_NAME_PREFIX": "ホーン", - "PLASMANTLER_NAME_SUFFIX": "ズマ", - "PLASMANTLER_LORE_2": "「磁気を帯びる」物体は金属だけだと思われがちだが、実際は、この世のあらゆる物体が磁力の影響を受けている。電磁気力は物理的世界に存在している、人間が知る4つの力のうちのひとつだ。", - "SPARKTAN_NAME": "ピカルタン", - "PLASMANTLER_DESCRIPTION": "金属の頭とシカの角を持つモンスター", - "PLASMANTLER_LORE_1": "ボルトヒヒが成長したすがた。たっぷり電気エネルギーを吸いとったことで、体がとても大きくなった。非常に強い磁場をあやつり、鉄をふくまない金属でさえも引きよせたり、はじき飛ばしたりできる。", - "SPARKTAN_NAME_PREFIX": "ピカ", - "SPARKTAN_LORE_1": "ピカルタンは生きた雷雲だ。その「腕」は、高密度の電気エネルギーからできているため自在に伸ばすことができる。雲の材料になる物質を落ち着いてたくさん集められるような高い場所に好んで住みつく。", - "SPARKTAN_NAME_SUFFIX": "ルタン", - "SPARKTAN_LORE_2": "雲は、惑星をとりまく大気中に浮かんでいる細かい粒子から生まれる。地球の雲はおもに空気中の水分から発生し、その形は、高度と雲を構成する水の粒子の密度で決まる。", - "ZEUSTRIKE_NAME": "ゼウストーム", - "SPARKTAN_DESCRIPTION": "生きた雷雲", - "ZEUSTRIKE_NAME_PREFIX": "ゼウス", - "ZEUSTRIKE_NAME_SUFFIX": "ストーム", - "ZEUSTRIKE_LORE_2": "雷をともなう嵐は、積乱雲の中にある水分や氷の粒子がぶつかりあって静電気が生まれることで、十分な電子が放出されて発生する。電子が放出されて、雲の中の電圧が高まると起こる、地上に向かう放電が雷だ。", - "ZEUSTRIKE_LORE_1": "ほかのゼウストームと戦って競いあうことが多い。ゼウストームどうしがイナズマの腕を雲の中でぶつけあいながら戦う様子は、雷が荒れくるう激しい嵐と区別がつかない。", - "ZEUSTRIKE_DESCRIPTION": "カブトをかぶった雲", - "KITTELLY_NAME_PREFIX": "アンテ", - "KITTELLY_NAME": "アンテニャン", - "KITTELLY_LORE_1": "テレビのような「顔」に映しだしたノイズのような映像だけでコミュニケ―ションする。映像のメッセージは解読がむずかしいため、ほかの生きものと心を通わせるのに失敗することがよくある。", - "KITTELLY_NAME_SUFFIX": "ニャン", - "KITTELLY_DESCRIPTION": "頭がこわれたテレビになっているネコ", - "KITTELLY_LORE_2": "魔術や超自然的なものと結びつけられがちな黒ネコは、さまざまな文化において、不吉をあらわす前兆やシンボルと見なされている。こんな評価は、黒ネコにはふさわしくないと言えるだろう。", - "CAT-5_NAME": "ケット - LAN", - "CAT-5_NAME_SUFFIX": "- LAN", - "CAT-5_NAME_PREFIX": "ケット", - "CAT-5_LORE_1": "その顔はプラズマテレビのように平たいが、ものを見るのに問題はないらしい。口がないため、ケーブルのような2本のしっぽで空気から静電気を吸いとって、自分が動くためのエネルギーにしている。", - "CAT-5_LORE_2": "ケット・シーはケルトの民話の中に登場する生き物だ。そのすがたは大きな黒ネコのようだとされ、あの世へ行く前の死者から、魂を盗むことができると言われていた。", - "JELLYTON_NAME": "スラコッツ", - "CAT-5_DESCRIPTION": "頭が薄型テレビのモンスター", - "JELLYTON_NAME_PREFIX": "スラ", - "JELLYTON_LORE_1": "運悪く沼に落ち、出られなくなってしまったポーンデッドのなれのはて。長い時をかけて崩れた体は、毒があるツルツルのスライムに変わってしまっている。このスライムからはとてもいい肥料ができるらしい。", - "JELLYTON_NAME_SUFFIX": "コッツ", - "JELLYTON_LORE_2": "「スライム」は、現代のポップカルチャー、特にファンタジーをあつかう作品の中によく登場するモンスターだ。その起源だとされるはっきりした伝承は存在しない。ふつうは、ゼリーや液体でできた決まった形を持たない体を持つ、体に触れたものをなんでも溶かし飲みこんでしまう生物として描かれる。", - "NEVERMORT_NAME": "ハテガラス", - "JELLYTON_DESCRIPTION": "ガイコツの頭を持つスライム", - "NEVERMORT_NAME_PREFIX": "ハテ", - "NEVERMORT_NAME_SUFFIX": "ガラス", - "NEVERMORT_LORE_1": "注意しないと間違いやすいが、ハテガラスはクチバシを持っていない。そう見えるのは、陶磁器で作られたペスト医師がつけるようなマスクだ。その下にどんな顔があるのかは、知らずにいたほうがいいと言われる。", - "NEVERMORT_DESCRIPTION": "フードとマスクをつけたカラス", - "NEVERMORT_LORE_2": "カラス科の鳥、中でも特にワタリガラスは、さまざまな文化の伝承と美術作品によく登場する。ワタリガラスはギリシャ神話においてアポロンの使いとして描かれ、不運を運ぶと言われている。", - "APOCROWLYPSE_NAME": "サイハテガラス", - "APOCROWLYPSE_NAME_PREFIX": "サイハテ", - "APOCROWLYPSE_NAME_SUFFIX": "ガラス", - "APOCROWLYPSE_LORE_2": "「クチバシのような鼻」が印象的な、有名なペスト医師用のマスクは、16世紀に医師のシャルル・ド・ロルムが、伝染病にかかった患者を診察するために考案した。マスクには病気の空気感染を防ぐ効果があるとされた、スパイスや香料などがつめられていた。", - "APOCROWLYPSE_LORE_1": "マントとマスクのほかに、磨きあげた動物のガイコツがついたベルトを身に着けている。そのすがたは、マントをはおっている人間がガイコツの馬に乗っているようにも見える。", - "MAGIKRAB_NAME": "マギカツギ", - "MAGIKRAB_LORE_1": "太古の昔、最初にニューウィラル島に連れてこられたモンスター。現在ではもうほぼ絶滅しており、島に住むマギカツギは、永遠に、そして熱心に駅員をつとめつづけている1匹だけだ。", - "MAGIKRAB_NAME_PREFIX": "マギ", - "MAGIKRAB_NAME_SUFFIX": "カツギ", - "APOCROWLYPSE_DESCRIPTION": "不気味な4本足の鳥", - "CLOCKSLEY_NAME": "クロックフッド", - "MAGIKRAB_LORE_2": "舞台上でのマジックにおいて、マジシャンのシルクハットは、さまざまな形で使うことができるマジシャンの代名詞のような帽子だ。マジシャンは帽子を使い、ウサギを取り出すマジックや、ハンカチを消すマジックを行うことがある。", - "MAGIKRAB_DESCRIPTION": "魔法使いの帽子をかぶるカニ", - "CLOCKSLEY_NAME_PREFIX": "クロック", - "CLOCKSLEY_NAME_SUFFIX": "フッド", - "CLOCKSLEY_LORE_2": "ぜんまいじかけの装置は大昔からずっと存在していたが、ねじまき式のオモチャが西洋で人気を得たのは1800年代のことだった。ねじまき式のオモチャは、穴に専用の部品を差しこんで「ネジを巻く」ものが多い。", - "CLOCKSLEY_LORE_1": "長いクローがついた手のおかげで、手に持つ武器を使っても遠くから安全に攻撃できるというユニークな強みを持つ。バトルでは遠くから攻撃して有利に戦い、動きが遅いという欠点をおぎなっている。", - "ROBINDAM_NAME": "ロビンダム", - "ROBINDAM_LORE_1": "プラスチックでできた弓矢をたくみに使い、きゅうばんがついた矢を300メートル先にある標的へ正確に命中させることができる。自分の射撃の腕前と、とても強い正義の心をほこりに思っている。", - "ROBINDAM_NAME_PREFIX": "ロビン", - "ROBINDAM_NAME_SUFFIX": "ダム", - "CLOCKSLEY_DESCRIPTION": "クローつきアームを持つオモチャ", - "ROBINDAM_DESCRIPTION": "弓矢を持つ大きなロボット", - "TWIRLIGIG_NAME": "クルカカシ", - "ROBINDAM_LORE_2": "ロビン・フッドはイギリスの伝承に登場する世界的に有名な人物だ。彼は、またの名を「ロクスレイのロビン」といい、ふつうは、金持ちから金を盗んで貧乏人に与えてやる、無法者のヒーローとして描かれる。", - "TWIRLIGIG_NAME_PREFIX": "クル", - "TWIRLIGIG_NAME_SUFFIX": "カカシ", - "TWIRLIGIG_LORE_2": "わらで作られた人形は人類の歴史において、鳥よけのカカシや、戦闘訓練に使うダミーとして使われてきた。", - "KIRIKURI_NAME": "キリドウジ", - "TWIRLIGIG_DESCRIPTION": "はねまわる木の人形", - "TWIRLIGIG_LORE_1": "戦いの訓練で使うぞんざいな作りの人形が、なぜか意識を持ったことで生まれた。細かく動かせる手足はついていないため、動いたり攻撃したりするときは、体をつらぬいている木の棒を中心にして回転しないといけない。", - "KIRIKURI_NAME_PREFIX": "キリ", - "KIRIKURI_LORE_1": "かつては武器の練習用に使われていた人形が自分も武器を持つようになった。バトルでは木刀という、剣術を練習するために使われる木の刀で戦う。", - "KIRIKURI_NAME_SUFFIX": "ドウジ", - "KIRIKURI_DESCRIPTION": "剣と盾を持った木の人形", - "KIRIKURI_LORE_2": "木刀とは、木で作られた日本の剣の一種で、武芸の修練のために使われる。日本刀の形に作られるのがふつうだが、違う種類の武器をかたどった、さまざまな形と大きさの木刀も存在している。", - "BRUSHROOM_NAME": "エフデタケ", - "BRUSHROOM_NAME_PREFIX": "エフデ", - "BRUSHROOM_NAME_SUFFIX": "タケ", - "FUNGOGH_NAME": "キノコッホ", - "BRUSHROOM_LORE_2": "絵画は人類の歴史にならぶほどの古い歴史を持つが、それは絵ふでも同じだ。先史文明の時代に描かれたどうくつの壁画は、アシの葉っぱや動物の毛などで作った道具を使って描かれていたことがわかっている。", - "BRUSHROOM_LORE_1": "頭からにじみでる汁で作るふしぎな絵の具で絵を描く、熱心な芸術家。絵の具で物に色をぬり、ぬった色の種類にあわせて物の性質を変化させている様子が観察されている。", - "HUNTORCH_NAME": "カガリウド", - "BRUSHROOM_DESCRIPTION": "絵ふでを持つバンダナを巻いたキノコ", - "FUNGOGH_NAME_PREFIX": "キノコ", - "FUNGOGH_LORE_1": "カリグラフィーという、きれいに文字を書く技術と武術を合体させ戦う。すばやく的確な身のこなしを生かして、キビキビした姿勢で絵ふでの杖から、芸術と武術の合わせわざをくり出すのだ。", - "FUNGOGH_NAME_SUFFIX": "コッホ", - "FUNGOGH_LORE_2": "現代の絵ふでは木と金属を使った持ち手と、天然毛またはナイロンなどの合成毛でできた穂先を組み合わせて作られるのがふつうだ。高級な絵ふでにはいまでも、イタチやブタのような動物の毛が使われている。", - "BUSHEYE_LORE_2": "「グリーンマン」とは、世界中のさまざまな地域に伝わる、葉におおわれた人の顔として彫刻されることが多いモチーフだ。グリーンマンは、春と復活をシンボルにしたもので、建物の正面の見えるところに彫刻されているところをよく見かけることができる。", - "BUSHEYE_LORE_1": "ふだんはだいたいしげみの中に隠れており、敵から身を隠したり、えものに忍びよったりするために利用している。何時間も動かずに隠れていられるが、ときどきそのまま眠ってしまい、えものに飛びかかるチャンスを逃すことがある。", - "FUNGOGH_DESCRIPTION": "ヒゲを生やしたキノコ", - "BUSHEYE_DESCRIPTION": "足が生えた歩くしげみ", - "HUNTORCH_NAME_PREFIX": "カガリ", - "HUNTORCH_LORE_1": "数キロメートル先にいるえものでも苦もなく追うことができる、追跡が得意なハンター。たまにうっかり、持ち運んでいるたいまつの火で身にまとう植物を燃やしてしまうことで知られている。", - "HUNTORCH_NAME_SUFFIX": "ウド", - "HUNTORCH_LORE_2": "ワイルドハントは、ヨーロッパにさまざまな形で伝わる伝承だ。基本的にはウマに乗った超自然的な狩人の一団として描かれる。狩人たちの正体は、ワイルドハントがあらわれて狩りをした時期と場所によって変わる。", - "HUNTORCH_DESCRIPTION": "たいまつを持つ、角が生えたしげみ", - "HEDGEHERNE_NAME_PREFIX": "ヤブ", - "HEDGEHERNE_LORE_1": "狩る価値があるとみなした標的ならなんでもしつこく追う、狩りを知りつくすハンター。手に持つ角笛はいつも燃えていて、えものを追いつめるために、森をまるごと焼きはらうこともあるという。", - "HEDGEHERNE_NAME_SUFFIX": "ハーン", - "HEDGEHERNE_NAME": "ヤブハーン", - "HEDGEHERNE_LORE_2": "狩人ハーンとは、イギリスの伝承に登場する存在だ。頭にシカのような2本の角をつけ、ウマに乗ってウィンザーの森に現れる男性であるとされ、ワイルドハントの伝承の一種と見なされている。", - "BRAXSUIT_NAME": "フラットスーツ", - "HEDGEHERNE_DESCRIPTION": "燃える角笛を持つ葉におおわれたモンスター", - "BRAXSUIT_NAME_PREFIX": "フラット", - "BRAXSUIT_NAME_SUFFIX": "スーツ", - "BRAXSUIT_LORE_2": "1952年、ウェストバージニア州ブラクストン郡で、3人の少年が奇妙なエイリアンを目撃した。そのすがたは、まるでトランプのスペードマークのような形の頭を持つ緑色の生物のようだったとされる。", - "BRAXSUIT_LORE_1": "身だしなみにものすごく気を使っている。スーツのえりやネクタイがズレていたりシワくちゃになっていたりすると、強い苦しみを感じて取りみだすようだ。", - "FLAPWOODS_NAME": "ヒラットウッズ", - "BRAXSUIT_DESCRIPTION": "ネクタイをしめて宙に浮く丸顔のモンスター", - "FLAPWOODS_NAME_PREFIX": "ヒラット", - "FLAPWOODS_LORE_1": "ヒラヒラとはためくマントのような体を持つため、そのすがたはまるで突風に飛ばされて宙を舞うボロ布のように見える。黄色い目のうつろなまなざしは、たいていの人たちからとてつもなく怖がられている。", - "FLAPWOODS_NAME_SUFFIX": "ウッズ", - "FLAPWOODS_LORE_2": "1952年に目撃された「フラットウッズ・モンスター」は、すぐに都市伝説となった。その描かれかたはさまざまだが、爪のついた手や変わった形の頭、ゆったりしたローブのようなものをまとう体などの特徴は、未確認生物やエイリアンの目撃談の熱心な愛好家のあいだではおなじみとなった。", - "FLAPWOODS_DESCRIPTION": "丸い目と浮かぶ手を持つ、空飛ぶエイリアン", - "BINVADER_NAME": "ゴミベーダー", - "BINVADER_NAME_PREFIX": "ゴミ", - "BINVADER_NAME_SUFFIX": "ベーダー", - "BINVADER_LORE_2": "ゴミを捨てるための「箱」は、数千年前からずっとある。ローマ帝国の都市には、初期のゴミ収集システムが存在した。現在のものに近い金属製の「ゴミ箱」が普及しだしたのは1800年代のことだ。これは、リベットでつなぎ合わせた細長い鉄板を円柱型に丸めて溶接した安上がりなものだった。", - "BINVADER_LORE_1": "ゴミ箱っぽい見た目をした戦闘用の乗り物に住みつく、触手を持った緑色のモンスター。乗り物の前方には2本の「アーム」がついていて、1本からは危険なビーム攻撃を、もう1本からは猛烈な突き攻撃をくり出せる。", - "BINVADER_DESCRIPTION": "ゴミ箱型エイリアン", - "BINTERLOPER_NAME": "ゴミトルーパー", - "BINTERLOPER_NAME_PREFIX": "ゴミ", - "BINTERLOPER_NAME_SUFFIX": "トルーパー", - "BINTERLOPER_LORE_1": "ゴミベーダーよりも地位が高いモンスター。操縦する戦闘用の乗り物もより強力になっている。ゴミベーダーに「指令を出す」様子が確認されているため、このモンスターたちのあいだには軍隊式のランク付けらしきものがあるのではないかと考えられている。", - "BINTERLOPER_LORE_2": "20世紀、都市でゴミを処理する技術が進歩したのにあわせて、「車輪付き」のゴミ箱が主流として採用されるようになった。当時を境に、都会の家庭から出るゴミの量が一気に増えたため、車輪付きのゴミ箱は、なくてはならないものになった。", - "PAWNDEAD_NAME": "ポーンデッド", - "BINTERLOPER_DESCRIPTION": "エイリアンが入ったプラスチックのゴミ箱", - "PAWNDEAD_NAME_PREFIX": "ポーン", - "PAWNDEAD_LORE_1": "長い時間を休眠してすごすあいだ、その体をがんじょうなみかげ石に変化させる。旅人がポーンデッドの「石像」のそばをその正体を知らないまま通りすぎると、ふとしたときに無表情なガイコツの顔を持ったモンスターが予想外の旅仲間としてついてきていることに気づき、驚くはめになることがある。", - "PAWNDEAD_NAME_SUFFIX": "デッド", - "PAWNDEAD_LORE_2": "チェスにおける「ポーン」はもっとも価値が低いコマだ。一度に1マスしか進めず、左右どちらかのななめ前にいるコマしか「取る」ことができない。動ける範囲が限られているコマではあるものの、ポーンは見くびってはいけないコマだ。", - "SKELEVANGELIST_NAME": "ビショップトン", - "PAWNDEAD_DESCRIPTION": "頭が大きくて腕がないガイコツ", - "SKELEVANGELIST_NAME_PREFIX": "ビショップ", - "SKELEVANGELIST_NAME_SUFFIX": "トン", - "SKELEVANGELIST_DESCRIPTION": "宙に浮くローブを着たガイコツ", - "SKELEVANGELIST_LORE_1": "ささやき声で、ふしぎな歌のようななにかをひたすらとなえている。ビショップトンが、その念力を使って石や岩を動かすとき、声はだんだん大きくなっていく。", - "KINGRAVE_NAME_PREFIX": "キング", - "SKELEVANGELIST_LORE_2": "チェスにおける「ビショップ」は、ななめの方向であればどこまでも移動できるコマだ。チェスプレイヤーは、お互いにビショップを2つずつ持ってゲームをスタートする。", - "KINGRAVE_NAME": "キングレイヴ", - "KINGRAVE_LORE_1": "密度が高くてこわれにくい石でできている、表面にきれいな色がぬられた体を持つ。身に着けている毛皮のマントを引きずり、とてもゆっくりと、すべるように動く。", - "KINGRAVE_NAME_SUFFIX": "グレイヴ", - "KINGRAVE_LORE_2": "「キング」はチェスの勝敗を決めるコマだ。チェスで勝利するためには、相手のキングを絶対逃げられないよう追いこんだ状態……「チェックメイト」にしなくてはならない。なお、キングは一度に1マスしか動けない。", - "QUEENYX_NAME": "クインニキス", - "KINGRAVE_DESCRIPTION": "巨大なチェスの「キング」", - "ALLSEER_NAME_SUFFIX": "マナコン", - "QUEENYX_NAME_PREFIX": "クイン", - "QUEENYX_NAME_SUFFIX": "ニキス", - "QUEENYX_LORE_1": "手に持つオーブにエレメントのエネルギーをこめ、敵へ正確に命中させることができる。足がないにもかかわらず、移動のスピードはとても速く、地面の上をすべっていく様子はまるで地表すれすれを飛んでいるかのように見える。", - "ALLSEER_NAME": "オルマナコン", - "QUEENYX_DESCRIPTION": "巨大なチェスのクイーン", - "QUEENYX_LORE_2": "「クイーン」は、チェスにおいて一番万能なコマで、プレイヤーが望む方向へ好きなだけ動かせる。チェスにおける戦略では、相手のクイーンを取ることが盤面を左右するカギとなりやすい。", - "ALLSEER_NAME_PREFIX": "オル", - "ALLSEER_LORE_2": "20世紀のはじめから半ばにかけて、なぞの「空飛ぶ円盤」の目撃情報は大幅に増えた。しかしその存在は、古くは1000年ほど前から確認されている。現代の空飛ぶ円盤は、SF作品と結びつけられていることが多い。", - "ALLSEER_LORE_1": "目撃されるのは主に夜で、地面の数メートル上に浮かんでいることが多い。その名前は、まばたきひとつせず、真っ赤な「まなこ」で通りすぎる人間たちを静かに観察するというゾッとする習性からきている。", - "TRIPHINX_NAME": "トラインクス", - "ALLSEER_DESCRIPTION": "空飛ぶ円盤", - "TRIPHINX_NAME_PREFIX": "トライ", - "TRIPHINX_LORE_1": "身体をおおっている金属でできたアーマーはつらぬくことができないほど硬い。本当は、中に生命体が乗って動かしているパワードスーツか移動に使う乗り物なのではないかと考えられている。", - "TRIPHINX_NAME_SUFFIX": "インクス", - "TRIPHINX_LORE_2": "H.G.ウェルズが書いた小説「宇宙戦争」での火星からの侵略者は、金属で作られた巨大な兵器に乗った存在として描かれていた。この「トライポッド」と呼ばれる兵器は、3本の長い足で移動して危険な熱線を発射できる。", - "KHUFO_NAME_PREFIX": "クーフォ", - "TRIPHINX_DESCRIPTION": "大きな3本足の金属兵器", - "KHUFO_NAME": "クーフォー", - "KHUFO_NAME_SUFFIX": "フォー", - "KHUFO_LORE_1": "体にまとう「空飛ぶ円盤」のカラを捨てた、オルマナコンのもうひとつのすがた。性格は攻撃的で、話しあいには応じない。地球外のナゾめいたテクノロジーで作られた戦闘用の杖を使って、狙った相手を攻撃する。", - "KHUFO_LORE_2": "火星人は火星に住んでいるとされる架空のキャラクターで、「エイリアン」の原型となった。SF小説の「宇宙戦争」で、作者のH.G.ウェルズは、火星人のすがたを大きな頭と触手のような多くの手足を持つタコのような生物として描写した。", - "GLAISTAIN_NAME": "グラステイン", - "KHUFO_DESCRIPTION": "ピラミッド型のエイリアン", - "GLAISTAIN_SUBTITLE": "ステンドグラスの妖精", - "GLAISTAIN_NAME_PREFIX": "グラス", - "GLAISTAIN_NAME_SUFFIX": "テイン", - "GLAISTAIN_LORE_2": "グラシュティグは、ケルトの神話に登場する存在だ。さまざまなすがたであらわれるが、ふつうは、美しい女性の精霊か、妖精として描かれる。スコットランド高地にその起源を持ち、グラシュティグが人々を助けるか害を与えるかは、物語によって違う。", - "GLAISTAIN_LORE_1": "崩れかけた古い教会に住みついて、その中で眠っている。体はステンドグラスのかけらがたくさん集まってできたような見た目をしている。おろかな冒険家たちがグラステインを目覚めさせれば、ひどい災難にまきこまれることになるだろう。", - "GLAISTAIN_DESCRIPTION": "ステンドグラスの妖精", - "UNDYIN_NAME": "ゾンビーネ", - "UNDYIN_NAME_PREFIX": "ゾン", - "UNDYIN_LORE_1": "まるで幽霊のような見た目のモンスターで、キャストアイアン海岸の水が浅いところからぬうっとあらわれては、近づいてきた不幸な人におそいかかる。伝説では、ゾンビーネは殺されて花婿の船から海に捨てられた花嫁のうらみに満ちた魂から生まれたのだという。", - "UNDYIN_NAME_SUFFIX": "ビーネ", - "UNDYIN_LORE_2": "緑の歯のジェニーは、イングランドの伝承に伝わる存在だ。湖や川に住み、そのすがたは髪が長い老女のようだという。自分が住んでいる水辺に子どもが近づきすぎると、おぼれさせてしまうといわれている。", - "DIVEAL_NAME": "ダイブフィン", - "UNDYIN_DESCRIPTION": "こわい女性の幽霊", - "DIVEAL_NAME_PREFIX": "ダイブ", - "DIVEAL_NAME_SUFFIX": "フィン", - "DIVEAL_LORE_2": "潜水服は、1800年代に初めて発明され、その後さまざまな改良が加えられていった。発明された当初は、難破船といっしょに海に沈んだ貴重な品物を回収するのが、潜水服のおもな使い道だった。", - "DIVEAL_LORE_1": "ヘルメットのような頭は、水中で息ができるようにするだけではなく、中に空気をためて水に浮くのをサポートする役目も持つ。湖や海の中ではとてもすばやく動きまわれるが、陸にあがると、動きがちょっと遅くなる。", - "SCUBALRUS_NAME": "ダイスクーバ", - "DIVEAL_DESCRIPTION": "ヘルメットをかぶったアザラシ", - "SCUBALRUS_NAME_PREFIX": "ダイ", - "SCUBALRUS_NAME_SUFFIX": "スクーバ", - "SCUBALRUS_LORE_2": "誰もが思い浮かべるような、銅から作られた昔ながらの潜水ヘルメットは「シーベ式ヘルメット」といい、発明者のオーガスタス・シーベにちなんで名付けられた。彼によって設計された革新的なヘルメット式潜水服には防水性がある潜水服と、水を中に入れることなく空気を外へ出せる排気弁もついていた。", - "SCUBALRUS_LORE_1": "ヘルメットに、丈夫なしんちゅう製のキバが生えており、敵の攻撃をふせぐために使う。後ろ足も生えたので、ダイブフィンのころとくらべて、陸上で行動する能力と危険度がグッと高くなった。", - "SCUBALRUS_DESCRIPTION": "ヘルメットをかぶったセイウチ", - "AVEREVOIR_NAME_SUFFIX": "ワール", - "AVEREVOIR_LORE_1": "ニューウィラルの歴史上でも数十回しか目撃されていない幻のモンスター。伝説によるとくちばしにくわえている植物は薬草で、あらゆる病を治すうえに、永遠の命まで与えるという。しかし植物を手に入れ、それが本当か確かめたものはいない。", - "AVEREVOIR_SUBTITLE": "天を突くような怪鳥", - "AVEREVOIR_NAME_PREFIX": "サラバ", - "AVEREVOIR_NAME": "サラバワール", - "AVEREVOIR_LORE_2": "ライバー・バードはイギリスの神話に伝わる生物だ。ウに似た鳥のすがたで描かれ、そのくちばしには枝をくわえていることが多い。イギリスの都市、リバプールのシンボルでもあり、その起源は都市の建設当初に使われていた印章までさかのぼる。", - "MASCOTOY_NAME": "マスコットイ", - "AVEREVOIR_DESCRIPTION": "柱の上に立つ巨大な鳥", - "MASCOTOY_NAME_PREFIX": "マスコット", - "MASCOTOY_LORE_1": "かつてはどうやらキャラクターの着ぐるみだったようだが、いまではもう、着ぐるみというよりは、ヨロヨロとさまようゾンビだ。ガタボロモールの荒れはてたホールをたえずウロウロしており、体からはポリエステルのワタがすこしずつ抜けおちつつある。", - "MASCOTOY_NAME_SUFFIX": "トイ", - "MASCOTORN_NAME": "マスコットン", - "MASCOTOY_DESCRIPTION": "かぎヅメを持つマスコット", - "MASCOTOY_LORE_2": "マスコットは、ある団体や地域、会社などのシンボルに使われるキャラクターのことだ。その語源はフランス語の「Mascotte」で、「幸運をもたらすもの」という意味がある。", - "MASCOTORN_NAME_PREFIX": "マスコ", - "MASCOTORN_NAME_SUFFIX": "トン", - "MASCOTORN_DESCRIPTION": "中身がはみ出た大きなマスコット", - "MASCOTORN_LORE_2": "「着ぐるみ」は、20世紀の半ばごろから、パフォーマーがマスコットやキャラクターを演じる手法として広まった。テーマパークとつながりが深く、パフォーマーが中に入ってパークのキャラクターを演じ、来園者たちと交流することが多い。", - "MASCOTORN_LORE_1": "マスコットイにつまっているポリエステルのワタがふくれあがり、体を突きやぶるほどになってしまったすがた。ワタは体がその形を保てなくなるまでずっとふくれてゆくため、マスコットンはいつの日かバラバラになってしまうのだ。", - "THWACKALOPE_NAME": "ピシャッカロープ", - "THWACKALOPE_NAME_PREFIX": "ピシャッカ", - "THWACKALOPE_NAME_SUFFIX": "ロープ", - "THWACKALOPE_LORE_1": "ピシャッカロープは自分の身を守れるほどに成長すると、周囲にあるもので急ごしらえの武器を作る。よく好むのは、それが埋まっていた地面ごとひっこぬいてきた金属の柱だ。", - "SANZATIME_NAME": "ザントケイ", - "THWACKALOPE_DESCRIPTION": "翼が生えたウサギ", - "THWACKALOPE_LORE_2": "ジャッカロープはアメリカの伝承に登場する伝説上の生物で、シカのようなツノが生えたウサギのすがたをしている。ドイツの伝承に登場するヴォルパーティンガーはジャッカロープに似ているが、こちらはツノだけではなく、鳥の翼も持っている。", - "SANZATIME_NAME_PREFIX": "ザン", - "SANZATIME_NAME_SUFFIX": "トケイ", - "SANZATIME_LORE_2": "砂時計は、決まった時間をはかるときに使う道具だ。上下が球根のようにふくらんでいるガラスに砂を入れて作られており、上下をひっくり返して中の砂を上から下へ流すと、一定の時間をはかることができる。", - "SANZATIME_LORE_1": "こわれた砂時計のような「頭」が「コア」の役目をはたしているらしい。体になっている砂山からはなれた砂は動かなくなるが、逆にザントケイから砂に触れた場合、取りこんで体のサイズを大きくできる。", - "FORTIWINX_NAME": "ザントミン", - "SANZATIME_DESCRIPTION": "手を持った割れている砂時計", - "FORTIWINX_NAME_PREFIX": "ザント", - "FORTIWINX_NAME_SUFFIX": "ミン", - "FORTIWINX_LORE_1": "ザントケイが身のまわりからたっぷりと砂を取りこみ、その体をもっとずっとパワフルに組み替えたすがた。ぶかっこうな体は巨大なうえ、重い砂でできているが、空気のようにかるがると動きまわれる。くりだすパンチはまるごとひとつの砂嵐と同じ威力。", - "FORTIWINX_LORE_2": "ザントマンは、ヨーロッパの伝承に伝わっている存在だ。エルフのようなすがたの男性として描かれ、眠る子どもの目の中に向かって砂をふりまいて夢を見せるという。", - "FORTIWINX_DESCRIPTION": "マスクをつけた砂のモンスター", - "JUMPKIN_NAME": "ジャンプキン", - "JUMPKIN_NAME_PREFIX": "ジャンプ", - "JUMPKIN_LORE_1": "ふつうのカボチャに、スラコッツから取れた「スライム」をぬりつけると心が生まれて、ジャンプキンになる。人なつっこく好奇心が強い性格で、いつも動きまわっている。", - "JUMPKIN_NAME_SUFFIX": "キン", - "JUMPKIN_LORE_2": "ジャック・オー・ランタンはカボチャをくりぬいて作る飾りで、ふつう顔がついている。ハロウィンとかかわりが深い伝統的な飾りで内側にロウソクを立てて火を灯し、家の外に置くことが多い。", - "BEANSTALKER_NAME": "マメジャクス", - "JUMPKIN_DESCRIPTION": "飛びはねるカボチャ", - "BEANSTALKER_NAME_PREFIX": "マメ", - "BEANSTALKER_NAME_SUFFIX": "ジャクス", - "BEANSTALKER_LORE_2": "「オノを持つ殺人鬼」はポップカルチャーにおける代表的なキャラクター像で、その名の通りオノを使って殺人におよぶ者のことだ。近代の歴史にはオノを使って殺人をおかした有名な殺人者がたくさん存在する。", - "BEANSTALKER_LORE_1": "ジャンプキンが邪悪な性格に育ったすがた。成長しきった体はツタと植物でできている。オノを手に持ち、おびえるえものを追うのがなによりも大好き。", - "BEANSTALKER_DESCRIPTION": "オノを持った不気味なカボチャ", - "DRACULEAF_NAME": "ドラキュッパ", - "DRACULEAF_NAME_PREFIX": "ドラキュ", - "DRACULEAF_NAME_SUFFIX": "キュッパ", - "DRACULEAF_LORE_2": "「吸血鬼ドラキュラ」は、1897年に出版された、ブラム・ストーカーによるゴシック小説。吸血鬼であるドラキュラ伯爵と、彼にかかわった人間たちを描く物語だ。世界的によく知られた小説のひとつで、あらゆる形のメディア表現や作品に作り変えられてきた。", - "DRACULEAF_LORE_1": "ジャンプキンがずるがしこい性格に成長したすがた。枯れた葉っぱをマントのように身にまとい、ねらった相手の前で友だちのフリをする。えものが油断するとその体を根っこでつらぬいて、生命力を吸いとってしまう。", - "SPIROUETTE_NAME": "ウズリーナ", - "DRACULEAF_DESCRIPTION": "マントを着たキバを持つカボチャ", - "SPIROUETTE_NAME_PREFIX": "ウズ", - "SPIROUETTE_NAME_SUFFIX": "リーナ", - "SPIROUETTE_LORE_1": "貝が進化したかのようなモンスター。生きるために必要な器官はすべて貝がらの「頭」の中に入っており、「体」に見えるのは、そこから伸びた手足だ。身のこなしはすばしこくエレガントで、エレメントから自分を守れるように海草を身にまとっていることが多い。", - "SPIROUETTE_LORE_2": "バレエとは、ダンスおよびパフォーマンスの一種。その起源は1500年代のイタリアにある。名前の由来は、「踊る」という意味を持つイタリア語の「ballare」から来ている。", - "REGENSEA_NAME": "バレエンシー", - "SPIROUETTE_DESCRIPTION": "貝の頭の海辺でおどるモンスター", - "REGENSEA_NAME_PREFIX": "バレエ", - "REGENSEA_NAME_SUFFIX": "エンシー", - "REGENSEA_DESCRIPTION": "クラゲ頭の海辺でおどるモンスター", - "REGENSEA_LORE_1": "ウズリーナが大変身をとげたすがた。完全にカラをやぶった体は、その95%が水からできている。バレエをおどるように動きながら強力な水の波動を放つことができ、ダンスをバレエンシーが練習するほど、くりだされる水の一撃はパワフルになる。", - "REGENSEA_LORE_2": "プロのバレエダンサー、またはバレリーナの人生はとても大変だ。とても小さいころから練習をスタートしなければいけないうえに、はげしくおどることでケガをしてしまうと、バレエ人生はたちまち影響を受けてしまう。時には、終わってしまうことさえあるのだ。", - "PADPOLE_NAME": "ハスタマ", - "PADPOLE_NAME_PREFIX": "ハス", - "PADPOLE_LORE_1": "ハスッピーが子どものころのすがた。完全に成長するまでは水の中で暮らす。まだ手足がしっかりと育ちきっていないため、攻撃するときにはベタベタする粘液を出す舌を使い、襲ってきた敵の動きを鈍らせる。", - "PADPOLE_NAME_SUFFIX": "タマ", - "PADPOLE_LORE_2": "ニクシーとニクスは水辺で暮らす生き物で、ヨーロッパの伝承に登場する。外見と習性は国によってさまざまに変わるが、魚のようなすがたをした生き物か、精霊として描かれることが多い。人をおびきよせ、近づいてきた者を死へいざなうといわれる。", - "LILIGATOR_NAME": "ハスゲーロ", - "PADPOLE_DESCRIPTION": "しっぽが生えたハスの葉のモンスター", - "FRILLYPAD_NAME": "ハスッピー", - "FRILLYPAD_NAME_PREFIX": "ハス", - "FRILLYPAD_NAME_SUFFIX": "ピー", - "FRILLYPAD_DESCRIPTION": "目が大きいカエル", - "FRILLYPAD_LORE_2": "ケルピーはスコットランドの伝承に登場する水の精霊だ。ニクシーと似ており、池や川に住んでいるほか、すがたを変える力を持つ。美しい女性のようなすがたで描かれることもあるが、馬のような生き物に変身することもできる。", - "FRILLYPAD_LORE_1": "ハスタマが成長したすがた。生えた手足を使ってエサを取る。池や湖などのすみっこに隠れていることが多い。食べられると思った生物やモノがそばを通りかかると、長い舌をのばしてつかまえようとする。", - "LILIGATOR_NAME_PREFIX": "ハス", - "LILIGATOR_NAME_SUFFIX": "ゲーロ", - "LILIGATOR_LORE_1": "自然の中で暮らしたハスッピーの100匹に1匹は、成長してハスゲーロになる。水辺でハスッピーたちのことを守るように行動し、ハスッピーでは太刀打ちできない、とてつもなく強い敵を追いかえす。", - "LILIGATOR_LORE_2": "グリンディローは、イギリスの伝承に伝わる伝説上の生物で、ニクシーやケルピーと似ている点が多い。湖や湿地などの水辺に住み、ウロコにおおわれた体を持つ。子どもが通りかかると、その長い腕でつかまえて、おぼれさせてしまうという。", - "LILIGATOR_DESCRIPTION": "目がないスイレンのモンスター", - "KHEPRI_NAME": "ケプリ", - "KHEPRI_NAME_PREFIX": "ケプ", - "KHEPRI_LORE_1": "1匹1匹が、ツノのあいだに小さな太陽を持っており、活動のためのエネルギーをそこから引きだしている。攻撃されたときはこの太陽を燃えあがらせ、敵に向けて炎を飛ばすことができる。", - "KHEPRI_NAME_SUFFIX": "プリ", - "KHEPRI_DESCRIPTION": "宙に浮くスカラベ", - "KHEPRI_LORE_2": "古代エジプト神話で日の出をつかさどる神がケプリだ。そのすがたはスカラベの頭を持つ人間として描かれ、創造と再生のサイクルをあらわしているとされる。", - "ARKIDD_NAME": "アーケキッド", - "ARKIDD_NAME_PREFIX": "アーケ", - "ARKIDD_LORE_1": "ニューウィラル島で、ガタボロモールが出現したあとから目撃されはじめたモンスター。モールを走り回ったり、ほかのモンスターの頭をジャンプしてふんだりしつつ、ふだんはカッコいいポーズを見せびらかしている。", - "ARKIDD_NAME_SUFFIX": "キッド", - "ARKIDD_LORE_2": "アーケードゲームは、プレイヤーがコインを投入するとゲームをプレイできるマシンだ。アーケードゲームが最初にデビューしたのは1970年代の初めごろで、その後しばらく最先端のグラフィックを楽しめるゲーム機として親しまれた。", - "ARKIDD_DESCRIPTION": "カミナリマークをつけたロボット", - "CLUCKABILLY_NAME": "コッコビリー", - "CLUCKABILLY_NAME_PREFIX": "コッコ", - "CLUCKABILLY_NAME_SUFFIX": "ビリー", - "CLUCKABILLY_LORE_1": "反抗的な態度が目立つモンスター。怒ると、すさまじい声で鳴きわめく。その音量はちょっとした衝撃波を起こすほど大きい。", - "CLUCKABILLY_LORE_2": "先史時代から人類は農業のためにニワトリを育ててきた。そのため、おんどりはあらゆる文化において、重要かつ尊敬を集める役割をさまざまな形であたえられている。中国版の十二支では、12匹いる動物の10番目となっている。", - "KUNEKO_NAME": "クナイニャン", - "CLUCKABILLY_DESCRIPTION": "大きいパンクなニワトリ", - "ROCKERTRICE_NAME": "ロックトリス", - "ROCKERTRICE_NAME_PREFIX": "ロック", - "ROCKERTRICE_NAME_SUFFIX": "トリス", - "ROCKERTRICE_LORE_2": "コカトリスは、神話上の生物だ。おんどりの頭を持つドラゴンのようなモンスターとして描かれる。神話生物であるバジリスクに似ており、ひと目見ただけでも相手を即死させる力を持つと言われている。", - "ROCKERTRICE_DESCRIPTION": "大きなクチバシを持つモヒカンのドラゴン", - "ROCKERTRICE_LORE_1": "目つきがするどいことで知られており、目が合った相手を、その場にクギづけにできると言われる。また、だれかと目を合わせるのがとてもキライなことでも有名だ。この能力と性格の組み合わせは、非常に危険。", - "KUNEKO_NAME_PREFIX": "クナイニャン", - "KUNEKO_UNKNOWN_NAME": "ふしぎなネコ娘", - "KUNEKO_NAME_SUFFIX": "ニャン", - "KUNEKO_LORE_2": "ネコ娘とは、人気が高いキャラクター分類のひとつ。現代日本のアニメーション作品や、イラスト作品とのかかわりが深く、人の体にネコミミがついたかわいい女の子のすがたで描かれる。その原点は、日本の伝承に伝わる変身する力を持った猫の妖怪、「化け猫」にあるのかもしれない。", - "KUNEKO_LORE_1": "天使と悪魔のあいだに生まれた女の子であるクナイニャンは、赤ん坊のころ、ニンジャの里の隠れ家の前に捨てられた。忍術と友情のワザをきたえたいま、クナイニャンは4つのエレメントアルターを探し求める旅に出た。はたして彼女は、自分の天命を見つけられるだろうか?", - "KUNEKO_SUBTITLE": "ふしぎなネコ娘", - "SHINING_KUNEKO_NAME": "シャインクナイニャン", - "KUNEKO_DESCRIPTION": "アニメ風のネコ娘", - "SHINING_KUNEKO_NAME_PREFIX": "シャイン・", - "SHINING_KUNEKO_NAME_SUFFIX": "・クナイニャン", - "SHINING_KUNEKO_LORE_1": "世界をつかさどる4つのエレメントを自分の中で融合させたとき、クナイニャンは彼女の真の力を解放する。その体内を流れる宇宙のエネルギーは、彼女に対してはかりしれないパワーを与えている。", - "SHINING_KUNEKO_SUBTITLE": "解き放たれた創作物", - "SHINING_KUNEKO_LORE_2": "マンガは、日本で描かれるある種のコミックおよび、グラフィックアートを指す言葉だ。現在では日本と世界の両方においてさかんに読まれているマンガには、多様なジャンルが存在しており、ターゲット層も幅広い。", - "ANATHEMA_NAME": "ノロワレ", - "SHINING_KUNEKO_DESCRIPTION": "輝くアニメキャラのネコ娘", - "ANATHEMA_NAME_SUFFIX": "ワレ", - "ANATHEMA_SUBTITLE": "できそこないのフュージョン", - "ANATHEMA_NAME_PREFIX": "ノロ", - "ANATHEMA_DESCRIPTION": "グロテスクなツギハギモンスター", - "ANATHEMA_LORE_2": "ギリシャ神話におけるキメラは、さまざまな動物の体が組み合わさった生き物だ。神話のキメラは、背中にヤギの頭が生え、しっぽがヘビになったライオンのすがたをしている。その登場以来、同じようにさまざまな動物を組み合わせて作られた生き物も「キメラ」と呼ばれるようになった。", - "ANATHEMA_LORE_1": "さまざまなモンスターのパーツをツギハギにぬいあわせて作られた、おぞましいキメラ。間違いなくわざと作りだされた生き物だが、だれが、なんのために作ったのだろうか?", - "MISS_MIMIC_NAME": "ミス・ミミック", - "MISS_MIMIC_SUBTITLE": "魔性のレディ・コンテナ", - "MISS_MIMIC_NAME_PREFIX": "ミス・ミミ", - "MISS_MIMIC_NAME_SUFFIX": "ミミック", - "MISS_MIMIC_LORE_1": "値打ちが高いモノの見た目をマネすることができ、今のニューウィラル島ではレンジャーたちが島の各地に置いたコンテナにすがたを似せている。不用意なレンジャーは気をつけないと、物資の代わりにミス・ミミックからするどいツメの一撃を受けるかもしれない。", - "MISS_MIMIC_LORE_2": "「擬態」と呼ばれる性質を持つよう進化した生物は多い。擬態とは、生物がほかの生物や物体にすがたを似せることをいう。これにはさまざまな利点があり、すがたを隠し捕食者から見つかりにくくするのもそのひとつだ。", - "MISS_MIMIC_DESCRIPTION": "生きたコンテナのワナ", - "PONDWALKER_NAME": "ギョウォーク", - "PONDWALKER_NAME_PREFIX": "ギョ", - "PONDWALKER_NAME_SUFFIX": "ウォーク", - "PONDWALKER_LORE_2": "「金魚鉢」はローマ帝国の時代から存在していることがわかっている。ローマの人々は、装飾をほどこした大きな陶磁器の鉢に金魚を入れて飼っていた。よく見かけるイメージと違い、ただのガラス鉢を使った飼育方法は、本当は金魚の健康に悪い。", - "PONDWALKER_LORE_1": "ギョウォークは、ニューウィラル島に住んでいるモンスターたちは、島にもともといたのではなく別の場所から来ていることをしめす生きた証拠だ。非常に高度なメカでできた「ウォーカー」のロボットアーマーは、中にいる魚をカンペキに守りぬく。", - "PONDWALKER_DESCRIPTION": "メカスーツを着た金魚", - "SHARKTANKER_NAME": "サメタンク", - "SHARKTANKER_NAME_PREFIX": "サメ", - "SHARKTANKER_NAME_SUFFIX": "タンク", - "SHARKTANKER_LORE_1": "「ギョウォーク」の中にいた魚が、成長してサメになった。体を支えるためにアーマーも変形している。戦闘用のハガネのクローには高性能なウォーターポンプまでついており、どんな距離からでも、強力なジェット水流を放出して攻撃できる。", - "SHARKTANKER_LORE_2": "サメは魚の仲間で、体が大きい種が有名だ。その祖先はおよそ4億年以上前から存在していたことがわかっている。サメたち、中でも特にホオジロザメは、ポップカルチャーでは人間に危害を加える動物として扱われる。", - "SHARKTANKER_DESCRIPTION": "メカスーツを着たサメ", - "AA_LAMENTO_MORI_NAME": "ラメント・モリ", - "ROBIN_LORE_1": "喜劇からそのまま飛びだしてきた、いたずら好きの妖精。かつては優しかったのかもしれないが、自分を創り出した劇を知ったことでみずからの本質に精神を砕かれてしまった。いまの彼は、人類に対して、無慈悲で冷酷な性格に変わりはてている。", - "AA_LAMENTO_MORI_SUBTITLE": "死の夢", - "LAMENTO_MORI_LORE_1": "年は若いが、非常に強大な力を持つ大天使。みずからの駅を、墓場じみた部屋がつらなる迷路に変えた。大胆にも迷路の奥へと入ってしまった不運な人間はひとり残らず囚われ、苦しめられることになる。", - "LAMENTO_MORI_LORE_2": "死の恐怖の化身。もっとも新しい大天使で、人類が持つ、死ぬことへの恐怖と不安が形をなしたものだ。", - "AA_PUPPET_SUBTITLE": "パペットマスター", - "AA_PUPPET_NAME": "ポッペトックス", - "PUPPET_LORE_1": "体が奇妙なひずみを持つ物質でできている。この物質を体からちぎりとり、目の前にいる相手のぞんざいなパペットを作れる。作ったパペットは、もとになった相手とのふしぎなつながりを持ち、受けたダメージをもとになった相手に移してしまえる。", - "AA_PUPPET_EFFIGY_NAME": "パペット", - "AA_MONARCH_NAME": "ノーウェア・モナーク", - "AA_MONARCH_SUBTITLE": "虚無の王", - "PUPPET_LORE_2": "あやつり人形の化身。自分のすがたに似せた分身を作りたいという、人間社会の欲望から生まれた。", - "AA_MONARCH_MINION_NAME": "ノーウェア・ファーマー", - "MONARCH_LORE_1": "ガタボロモールの地下に住む大天使。取るに足らないメディアやコンテンツで人生の時をムダにすごした人間たちが放つ、「失われた可能性」を食らって生きている。", - "MONARCH_LORE_2": "大量消費主義の化身。人類の、ほかのどんなことより気晴らしとメディアを優先して熱中する意識の集合体から生まれた。", - "AA_ROBIN_SUBTITLE": "真夏の夜の夢", - "AA_ROBIN_NAME": "ロビン・グッドフェロー", - "ROBIN_LORE_2": "演劇の化身。人類が芝居と物語を語ることに注ぐ情熱によって命を得た。ほかの大天使と違って、彼はひとつのはっきりした起源から具現化している……かの有名なウィリアム・シェイクスピアの劇、『真夏の夜の夢』だ。", - "AA_MAMMON_NAME": "マモン", - "AA_MAMMON_SUBTITLE": "ランドキーパー取締役", - "MAMMON_LORE_1": "マモンはほかの大天使とは違って、ニューウィラル島の地下にある迷路のような駅には住んでいない。代わりに、自分で作りあげたコンクリートの砦から「ランドキーパー」の軍勢を動かしている。ランドキーパーたちは空っぽの器やカラのようなもので、マモンの強大な力により自我をあたえられている。", - "AA_CUBE_NAME": "ロックメンタイン", - "AA_CUBE_SUBTITLE": "ネオプラトニズム的立方体", - "MAMMON_LORE_2": "資本主義の化身。人の苦しみさえもふくめたありとあらゆるものより、金銭的なもうけのほうに社会的な価値があるとして重視する、無数の世界によって形をなした。", - "CUBE_LORE_1": "体が「原則的に固定」されているため、どの角度から見ても完全に同じすがたに見える。これは異常なことではない。大天使たちの「物理的なすがた」は、高位存在が3次元に落とした影にすぎないからだ。大天使たちがユークリッド科学にしばられることはない。", - "CUBE_LORE_2": "数学の化身であり、まだ若い大天使の一体。人類が思いあがった科学的・数学的な思想へ到達した時代に生まれた。", - "ALICE_LORE_2": "エゴの化身。人類が持つ、尽きることのない自己中心的な考えから生まれた。", - "AA_ALICE_SUBTITLE": "逃げだした不思議の国の女王", - "ALICE_LORE_1": "自分のことを優しくて心の広い王女さまだと思っている。来客に心をおどらせるものの、人のことは、目新しさがなくなったら気軽に捨てていいオモチャとしか考えていない。", - "AA_ALICE_NAME": "アリス", - "AA_TOWER_NAME": "バベリス", - "AA_TOWER_SUBTITLE": "無知の塔", - "TOWER_LORE_1": "ウィラル山の頂上にある駅に住まう大天使。わけがわからないことを叫んでいるが、その声がだれかに聞かれることはほとんどない。", - "TOWER_LORE_2": "無知の化身。恐れや不安、エゴを理由にして真実を認めないという、人類の説明しがたい奇妙な能力から生まれた。", - "AA_FINALGANTE_SUBTITLE": "召喚されし反逆の精霊", - "AA_MORGANTE_SUBTITLE": "反逆の精霊", - "MORGANTE_LORE_2": "反逆の化身にして、ひとつにつらなる宇宙における、もっとも古き「大天使」のひとり。反逆は征服と正反対の力だ。ゆえに、彼女とアレフがお互いに永遠の宿敵となることは、決して避けられない運命だった。", - "MORGANTE_LORE_1": "かつてはアレフの数多くの世界をわたる旅に同行して、さまざまな神話や伝説のなかに、強大な力を持つ魔女や女神として登場した。ニューウィラル島を出られるたったひとつの「ゲート」があるナイトブリッジ駅に住み、その位置を歌の歌詞にして隠していた。", - "AA_FINALGANTE_NAME": "モルガンテ・ゲシュタルト", - "FINALGANTE_LORE_1": "不可能に立ち向かい戦い抜こうとする意思がモルガンテの残った魂と合体し、形をなしたのがモルガンテ・ゲシュタルトだ。これは、ニューウィラル島では「大天使」と呼ばれる類霊という存在で、現実を変えたいと願って集まった意思によって創造された。この力はすべての人類に宿っている。", - "FINALGANTE_LORE_2": "ゲシュタルトとは、単なる部分の合計のみにとどまらない、まとまった全体のことを意味する。人間ひとりでは、身のまわりの世界に変化を起こす能力には限界がある。だが力を合わせれば、人間の可能性に限界はない。", - "AA_SERPENT_NAME": "トムライスター", - "AA_SERPENT_SUBTITLE": "蛇神", - "AA_ALEPH_SUBTITLE": "赤の征服王", - "SERPENT_LORE_1": "他者の信仰心を食らう、邪悪な大天使。信者たちの信心がある程度強い場合は、破滅的な結果になることがある。地下の駅から人々にささやきかけて、それを聞いた信者たちが、自分のもとへ降りてくる方法……すなわち、進んで死ぬ方法を探すことを望んでいる。", - "SERPENT_LORE_2": "信心の化身。人類が創造し、崇拝してきた、数多くの神々や偶像に対しての信仰心が形をなしたもの。", - "AA_ALEPH_NAME": "アレフ", - "ALEPH_LORE_2": "征服の化身。人類が持つ戦いを好む性質と、征服を望む欲望から生まれた。かつては彼が「円卓」と呼ぶ大天使の一団をしたがえて、モルガンテやミス・アンバー、モードレッドなどのほかに、多くの大天使の仲間がいた。一団のうち、いまでもニューウィラル島に残っているのはアレフとモルガンテだけだ。", - "ALEPH_LORE_1": "かつては、宇宙から宇宙へと旅してまわっていた大天使の一団を率いていた。さまざまな大戦で指揮を取り、そのようすは、現在でもよく知られた伝説として数多く残っている。頭はポータルになっており、誰だろうとなんだろうと、どこにでも望むままに転送できる……ただし、アレフ自身は例外だ。", - "ALEPH_NULL_LORE_1": "アレフがふたたび、力が頂点にあったころとならぶ力を得たすがた。もしかつてのように彼が宇宙から宇宙へ自在に移動できるようになったら、間違いなく、数えきれないほどの災厄が起こるだろう。", - "AA_ALEPH_NULL_NAME": "アレフ・ヌル", - "AA_ALEPH_NULL_SUBTITLE": "永遠なる戦争の化身", - "ALEPH_NULL_LORE_2": "6世紀のある時期、アレフはイギリスの主君だった。そのあとに書かれた伝説によると、彼はいつか王座を取り戻しに帰還するのだという。当時のアレフはたおされたが、人類が互いを殺しあう方法を探しつづけていれば、最後には彼が勝つことになるだろう。", - "AA_HELIA_NAME": "ヘリア", - "HELIA_LORE_1": "融合する力の化身。宇宙の中で起きている、あらゆる融合を観察しており、それにはフュージョンもふくまれている。ふるさとにあたる世界で初めて具現化したとき、彼女は人間の科学者たちが核融合実験を行っていた研究所の中にあらわれた。", - "AA_HELIA_SUBTITLE": "フュージョンのプロセス", - "HELIA_LORE_2": "ヘリアは自分が具現化するずっと前の記憶も持っているようで、もっとも古いものだと、宇宙最初の核融合にまでさかのぼる。なので彼女がニューウィラル島にいる大天使の中で非常に古いほうに入るのはまず間違いない。そのため、アレフのたくらみも数千年前からよく知っている。", - "LENNA_LORE_2": "レナの世界はビデオゲームとして世界に存在しており、そのデータはカセットに保存され宇宙に打ち上げられていた。宇宙を飛びかう放射線がぐうぜんカセットに当たり、内部のデータに「誤作動」を起こしたせいで、中に住むものたちに意識が生まれた。住人たちは自分たちが電子データから生まれた存在だと気づいていない。", - "AA_AMBER_LORE_1": "ナゾに満ちてはいるものの、お客は手あつくもてなしてくれる大天使。宇宙から宇宙へと移動する旅人たちに、安全な移動手段を提供している。世界を自由に行き来できる力を持っており、お客がいっぱい入っている高級クラブのようなすがたを取っている。", - "AA_MERLINE_SUBTITLE": "地下へ横たわるもの", - "AA_MERLINE_LORE_1": "ニューウィラル島の地下を走る鉄道の路線の正体。いにしえの知られざる「大天使」で、無限に広がるトンネルの迷宮と、鉄道という形で具現化している。", - "AA_MERLINE_NAME": "マー・ライン", - "AA_MERLINE_LORE_2": "マー・ラインが持つ時空を引きさく力によりすさまじい量のガレキが集まってかたまりになった結果、ニューウィラル島が生まれた。島ができて以来、マー・ラインは自分の力を使い、島に人やモンスターたちを移住させてきた。自分の行いには、正当な理由があると考えているらしい。", - "AA_AMBER_NAME": "クラブ・アンバー", - "AA_AMBER_SUBTITLE": "異次元クラブの女主人", - "AA_AMBER_LORE_2": "かつては、アレフが率いる一団のメンバーとして、大天使たちが宇宙から宇宙へと旅するための乗り物になっていた。一団の大天使の中で争いが起きたとき、彼女は仲間たちをニューウィラル島に置いていった。アレフがたくらんだ数多くの陰謀に力を貸したことを後悔している。", - "LENNA_NAME": "レナ", - "LENNA_UNKNOWN_NAME": "マントを着た人影", - "LENNA_SUBTITLE": "もうひとつの物語のヒーロー", - "LENNA_LORE_1": "かつてはひかえめな性格をした学校の先生として暮らし、彼女の世界の「ヒーロー」に、邪悪な大天使たちとの戦い方を教えるという重大な仕事についていた。あるとき、突然ヒーローがたおされてしまったため、レナはみずから剣を手にとることになった。", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "ぎしきのロウソク", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "キャプテン・スキップが最近見つけたふしぎなアイテム。スキップはこう説明している:\\n\\n「このロウソクに火をつけて、記録したテープをひとつ「いけにえ」にささげてリサイクルすると、次に会う野生のフュージョンにブートレグモンスターがふくまれている確率が上がるんです。ブートレグの種類は、リサイクルしたテープと同じエレメントタイプか、同じ種族のモンスターになる確率が高くなるんですよ」", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "このロウソクに火をつけ、記録したテープをひとつ「いけにえ」にささげてリサイクルすると、次に会う野生のフュージョンにブートレグモンスターがふくまれている確率が上がる。ブートレグの種類は、リサイクルしたテープと同じエレメントタイプか、同じ種族のモンスターである確率が高くなる。", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "火をともす", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "ほかの儀式が進んでいるので、新しいロウソクはともせない。", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "ろうそくに火をともした。さあ、記録したテープをひとつ\\nリサイクルしていけにえにささげ、次に出会うフュージョンに\\n影響をあたえよう。", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "儀式は終わった。次に出会うフュージョンには、いけにえとして\\nささげたテープとの共通点を持ったブートレグモンスターが\\nふくまれているかも。", - "ITEM_CAPTAIN_BADGE_NAME": "キャプテンバッジ", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "バッジ#14", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "持ち主がレンジャーキャプテンであることをしめすバッジ。このバッジは、14人目のキャプテンのものだ。", - "ITEM_FUSION_RADAR_NAME": "フュージョンレーダー", - "ITEM_FUSION_RADAR_DESCRIPTION": "はぐれフュージョンが発見できる場所を、マップ上にアイコンで表示する。", - "RANGER_RANK_0": "レンジャー訓練生", - "RANGER_RANK_1": "レンジャースカウト", - "RANGER_RANK_2": "レンジャーキャプテン", - "ITEM_RANGER_ID_AUX_NAME": "ID:{ranger_id}", - "ITEM_RANGER_ID_NAME": "{ranger_rank}カード", - "ITEM_RANGER_ID_DESCRIPTION": "正式に{ranger_rank}になった証! このカードは、レンジャーとしてのランクをしめしている。ついでに、自分になにかあった場合は、なきがらの身元を確認する役にも立つ。", - "ITEM_GARDENING_KIT_NAME": "園芸キット", - "ITEM_GARDENING_KIT_DESCRIPTION": "種と苗木、基本的な園芸道具がそろったセット。町じゅうにあるプランターを手入れするために使う。", - "ITEM_JELLY_NAME": "ホネスライム", - "ITEM_KEY_WATERLOOP_NAME": "ウォーターループのカギ", - "ITEM_JELLY_DESCRIPTION": "バトル中にスラコッツの体から垂れた、ベトベトでヌルヌルのスライム。食べるのはおススメしないが、もしかするとなにかに使えるかも……", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "ウォーターループ駅にあるなにかのカギを開けられる。", - "ITEM_KEY_COMMUNE_NAME": "トムライタウンのカギ", - "ITEM_KEY_COMMUNE_DESCRIPTION": "トムライタウンにあるなにかのカギを開けられる。", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "白ウサギのカギ", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "へんてこりん、へんてこりん!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "ランドキーパー事務所の屋根についた窓を開けられる。", - "ITEM_KEY_LANDKEEPER_NAME": "事務所の窓のカギ", - "ITEM_MACHINEPART_NAME": "マシンの部品", - "ITEM_MACHINEPART_DESCRIPTION": "古びたきっぷ販売機の修理に必要な部品。", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "列車のきっぷ", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "にじんだインクで「アルドグレイブ地下墓地駅」と印刷されている、古びたきっぷ。", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "にじんだインクで「グロウスター駅」と印刷されている、古びたきっぷ。", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "列車のきっぷ", - "ITEM_VALVE_NAME": "バルブ用ハンドル", - "ITEM_VALVE_DESCRIPTION": "バルブ用のサビたハンドル。さわるとヒンヤリつめたい。", - "ITEM_DELIVERY_PARCEL_NAME": "小包み", - "ITEM_KEYSTONE_NAME": "青いキーストーン", - "ITEM_KEYSTONE_DESCRIPTION": "きれいな青い宝石。ラジオのノイズのような音を発している。", - "ITEM_DELIVERY_COMMUNE_NAME": "支援物資", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "配達する必要がある小包み。どこへ持っていくのか、くわしくはクエストログをチェックしよう。", - "ITEM_LOST_NECKLACE_NAME": "落とし物のネックレス", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "トムライタウンへ届ける必要がある小包み。どこへ持っていくのか、くわしくはクエストログをチェックしよう。", - "ITEM_LOST_NECKLACE_DESCRIPTION": "落としてしまった持ち主は、きっと探しているはず! どこへ持っていくのか、くわしくはクエストログをチェックしよう。", - "ITEM_LOST_RING_NAME": "落とし物のゆびわ", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "0x7B3年に「ネバド=O州」で発行されたという、変わった金貨。", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "コイン", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "アルドグレイブ地下墓地の手がかり1", - "ITEM_LOST_WALLET_DESCRIPTION": "落としてしまった持ち主は、きっと探しているはず! どこへ持っていくのか、くわしくはクエストログをチェックしよう。", - "ITEM_LOST_RING_DESCRIPTION": "落としてしまった持ち主は、きっと探しているはず! どこへ持っていくのか、くわしくはクエストログをチェックしよう。", - "ITEM_LOST_WALLET_NAME": "落とし物のサイフ", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "血で方角が記された紙切れ。後半部分が破りとられている。記されている方角は、「上、上、下、下……」だ。\\n\\n紙にはびっしりと、正気とは思えない笑い声がなぐり書きされている。", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "アルドグレイブ地下墓地の手がかり2", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "血で方角が記された紙切れ。前半部分が破りとられている。記されている方角は、「……左、右、左、右」だ。\\n\\n正気とは思えない笑い声は、こちらにもびっしりと書いてある。", - "SERVICE_CARRY_MORE_REWINDS_NAME": "エンピツポーチ", - "ITEM_MEREDITH_ENVELOPE_NAME": "メレディスあての手紙", - "SERVICE_LUCKY_DIP_NAME": "お宝バッグ", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "イアンシーからメレディスへあてた手紙。メレディスが探しているレコードに関することが書かれているらしい!", - "ITEM_GYM_PASS_DESCRIPTION": "役場のジムをいくらでも自由に利用できるようになるカードよ。ジムでは、基本ステータスをカスタマイズできるの。", - "ITEM_GYM_PASS_NAME": "ジムカード", - "SERVICE_LUCKY_DIP_DESCRIPTION": "役に立つアイテムがランダムに入ってるバッグよ。アンコモンかレアのステッカーが必ずひとつ入ってるの。運試ししてみて!", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "これはね、すごくレアなモンスターのテープなの。使いこなせる人が現れたときのために、レンジャーがとっておいたのよ。", - "SERVICE_MONSTER_TAPE_NAME": "{species_name}のテープ", - "EXCHANGE_REQUIRE_CAPTAINS": "もう{amount}人のキャプテンとトレーニングしてアンロック!", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "テープなおしポーチ", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "これをあなたのカバンにぬいつけてあげる。持ち運べるまきもどしエンピツの数がひとつ増えるわよ。", - "SERVICE_CARRY_MORE_CURES_NAME": "救急キットポーチ", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "これをあなたのカバンにぬいつけてあげる。持ち運べるテープなおしの数がひとつ増えるわよ。", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "これをあなたのカバンにぬいつけてあげる。持ち運べるステータス変化回復アイテムの数が、各種類ひとつずつ増えるわよ。", - "SERVICE_CARRY_MORE_COFFEE_NAME": "ミニれいぞうこ", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "これをあなたのカバンにぬいつけてあげる。持ち運べるけむりだまの数がひとつ増えるわよ。衝撃を吸収する素材で作ってあるから、暴発する心配はないの。", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "これをあなたのカバンに取りつけてあげる。持ち運べるコーヒー缶の数が、各種類ひとつずつ増えるわよ。", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "けむりだまケース", - "SERVICE_CARRY_MORE_REODORANT_NAME": "消臭ポーチ", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "これをあなたのカバンにぬいつけてあげる。持ち運べるけむりだまの数がひとつ増えるわよ。衝撃を吸収する素材で作ってあるから、暴発する心配はないの。", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "これをあなたのカバンにぬいつけてあげる。持ち運べるけむりだまの数がひとつ増えるわよ。衝撃を吸収する素材で作ってあるから、暴発する心配はないの。", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "これをあなたのカバンにぬいつけてあげる。持ち運べるニオイつけスプレーの数がひとつ増えるわよ。特別な素材を使っているから、必要なとき以外にニオイが外へもれることはないわ。", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "保存用タッパー", - "SERVICE_GYM_POINTS_NAME": "追加ジムポイント", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "持ち運べるナシのフジッリの数がひとつ増えるわよ。", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "商人ギルドのメンバーカード", - "SERVICE_GYM_POINTS_DESCRIPTION": "役場のジムで使える、追加のステータスポイントね。", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "レンジャーたちが、ハーバータウン中央の市場にいるステッカー商人さんたちにステッカーの材料を追加で渡してくれるわ。お店に置かれるステッカーの在庫が{0}個増えるわよ。", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "ステッカーの材料", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "ハーバータウンの商人さんたちと、おトクにお買い物ができるようになるわよ。商品の値段が、最大で{0}%安くなるの。", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "コーヒーの材料", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "レンジャーたちが、ドクター・ペンズビーの診療所にお薬の材料を追加で渡してくれるわ。お店に置かれるステータス変化回復アイテムの種類が{0}種類増えるわよ。", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "薬の材料", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "レンジャーたちが、グラモフォン・カフェのクレマンスにコーヒーの材料を追加で渡してくれるわ。お店に置かれるコーヒーの種類が{0}種類増えるわよ。", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "これをカバンに入れてればアビリティがパワーアップして、ヴァインボールを使ってるときにバトルがはじまると、プラントウォールを作りだせるようになるわ。", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "ジャンプキンのタネ", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "これをカバンに入れてればアビリティがパワーアップして、ダッシュで敵にぶつかると、バトルがはじまったときにダメージをあたえられるようになるのよ。", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "ボルトヒヒの毛皮", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "これをカバンに入れてればアビリティがパワーアップして、エレキマグネットを使ってるときにバトルがはじまると、APが1増えるようになるのよ。", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "マイクアップグレード", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "これでカセットプレーヤーのマイクをアップグレードすると、記録の成功率が{0}%上がるわよ。", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "フュージョンゲージパーツ", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけてあげる。フュージョンゲージのたまる速度が{0}%速くなるわよ。", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "ケミストリーパーツ", - "SERVICE_FUSION_METER_CRITICAL_NAME": "クリティカルパーツ", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけてあげる。タイプ相性が有利な攻撃を当てたとき、フュージョンゲージが{0}%たまるようになるわよ。", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけてあげる。バトルに勝ったとき、フュージョンゲージが{0}%たまるようになるわよ。", - "SERVICE_FUSION_METER_VICTORY_NAME": "ビクトリーパーツ", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけてあげる。クリティカルヒットを当てたとき、フュージョンゲージが{0}%たまるようになるわよ。", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "ハーバータウンの人たちからウワサを{total}種類聞こう。", - "SERVICE_FUSION_METER_RECORDING_NAME": "レコードパーツ", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけると、フュージョンゲージに入りきらないあまったパワーがマイクへ送られるようになるの。だから、フュージョンゲージが満タンのときは記録の成功率が{0}%アップするようになるわよ。", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "しすいだいカリング", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "しのひかり", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "フィードバック", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "ヘビのゆうわく", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "てんのさばき", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "レバレッジ", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "かぶかぼうらく", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "マージンコール", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "しさんとうけつ", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "ロスリーダー", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "TBTF", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "ようせいのこな", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "ようせいのむれ", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "ウマのあくむ", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "いつわりのひかり", - "MOVE_AA_ALICE_EAT_ME_NAME": "わたしをおたべ", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "しんじつのひかり", - "MOVE_AA_ALICE_DRINK_ME_NAME": "わたしをおのみ", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "たかびしゃないちげき", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "デウス・エクスカリバー", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "ちとせのつるぎ", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "よろずのつるぎ", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "へいしのしょうしゅう", - "MOVE_AA_MONARCH_TENTACLE_NAME": "ヌメりつくからまり", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "いつわりなきうた", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "ボム・ボヤージュ", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "ケイリーのうた", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "たおれても進みつづけるよう、自分をはげます。", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "{player}のとうし", - "MOVE_AA_MORGANTE_PLAYER_NAME": "とめられぬとうし", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "でんこうせっかのきてん", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "メレディスのきてん", - "MOVE_AA_FINALGANTE_FELIX_NAME": "フェリックスのそうぞう", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "ユージーンのゆうき", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "自分の近接攻撃と遠距離攻撃を上げる。", - "MOVE_AA_MORGANTE_EUGENE_NAME": "そこしれぬゆうき", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "自分の近接防御と遠距離防御を上げる。", - "MOVE_AA_FINALGANTE_DOG_NAME": "ワンクレーのかつりょく", - "MOVE_AA_MORGANTE_FELIX_NAME": "そうぞうてきなどりょく", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "ヴァイオラのけつい", - "MOVE_AA_MORGANTE_VIOLA_NAME": "こうかつなるけつい", - "MOVE_AA_MORGANTE_DOG_NAME": "はてなきかつりょく", - "QUEST_CAPTAINS_DESCRIPTION1.m": "レンジャーになるためには、キャプテン全員とトレーニングする必要がある。キャプテンたちがいる場所は、ハーバータウンの人たちから聞きだせる。", - "QUEST_CAPTAINS_DESCRIPTION3.n": "イアンシーとバトルして最後の試練を乗り越え、キャプテンになろう!", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "自分のAP回復量を増やす。", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "しんじつのちから", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "たすけのくちぶえ", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "オータムヒルにいるゼッドから、タマガンを5体たおして、まわりをすこし静かにしてくれないかと頼まれた。タマガンは、オータムヒルでとても簡単に見つけられる。", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "散らばる弾丸", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "イーストハムの森にいるコイン投入式のロボットは、どうやら故障しているようだ。スロットに合うコインを見つけて入れれば、息を吹きかえすかもしれない。", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "コイン投入式ロボット", - "QUEST_MEREDITH_TITLE": "ずっと必要だったもの", - "QUEST_MEREDITH_DESCRIPTION_1": "メレディスのお気に入りのレコードを見たことがないか、ハーバータウンの人たちに聞いてまわってみよう。", - "QUEST_MEREDITH_DESCRIPTION_2": "レンジャーのリーダーであるイアンシーを探して、メレディスが探しているレコードについて聞いてみよう。", - "QUEST_MEREDITH_DESCRIPTION_3": "イアンシーからの手紙をメレディスにわたそう。", - "QUEST_MEREDITH_DESCRIPTION_4": "メレディスといっしょにガタボロモールへ行こう。", - "QUEST_CAPTAINS_PROGRESS": "トレーニングしたキャプテン:{num} / {max}人", - "QUEST_CAPTAINS_DESCRIPTION2.n": "レンジャーのリーダーであるイアンシーに会って、キャプテン全員とトレーニングしたことを報告しよう。", - "QUEST_CAPTAINS_DESCRIPTION1.f": "レンジャーになるためには、キャプテン全員とトレーニングする必要がある。キャプテンたちがいる場所は、ハーバータウンの人たちから聞きだせる。", - "QUEST_CAPTAINS_DESCRIPTION1.n": "レンジャーになるためには、キャプテン全員とトレーニングする必要がある。キャプテンたちがいる場所は、ハーバータウンの人たちから聞きだせる。", - "QUEST_CAPTAINS_DESCRIPTION2.m": "レンジャーのリーダーであるイアンシーに会って、キャプテン全員とトレーニングしたことを報告しよう。", - "QUEST_CAPTAINS_DESCRIPTION2.f": "レンジャーのリーダーであるイアンシーに会って、キャプテン全員とトレーニングしたことを報告しよう。", - "QUEST_CAPTAINS_DESCRIPTION3.m": "イアンシーとバトルして最後の試練を乗り越え、キャプテンになろう!", - "QUEST_CAPTAINS_DESCRIPTION3.f": "イアンシーとバトルして最後の試練を乗り越え、キャプテンになろう!", - "QUEST_CAPTAINS_DESCRIPTION4": "本気を出したレンジャーキャプテンたち全員に追いつこう。", - "QUEST_KAYLEIGH_TITLE": "ラン・ファー・アウェイ", - "QUEST_COLLECT_RUMORS_TITLE": "ウワサによると", - "QUEST_COLLECT_RUMORS_PROGRESS": "聞いたウワサ:{obtained} / {total}種類", - "QUEST_KAYLEIGH_DESCRIPTION1": "ケイリーをトムライタウンに連れていこう。", - "QUEST_KAYLEIGH_DESCRIPTION2": "トムライタウンを調べてまわろう。", - "QUEST_FELIX_DESCRIPTION_0": "ハーバータウンの西側にあるフェリックスの家で彼と会おう。", - "QUEST_FELIX_TITLE": "アタシがほしくないニャンて", - "QUEST_FELIX_DESCRIPTION_2": "クナイニャンを追うため、フェリックスといっしょに4つのエレメントアルターを見つけよう。", - "QUEST_FELIX_DESCRIPTION_1": "フェリックスといっしょに、サクラノ草原にいる木の剣をもった戦士とバトルしよう。", - "QUEST_VIOLA_DESCRIPTION_1": "ヴァイオラの双子の兄弟、セバスチャンを探す。", - "QUEST_FELIX_2_PROGRESS": "見つけたエレメントアルター:{num} / {count}つ", - "QUEST_FELIX_DESCRIPTION_3": "フェリックスがクナイニャンと仲直りするのを手助けしよう。", - "QUEST_VIOLA_TITLE": "だれもがなにかを探してる", - "QUEST_VIOLA_DESCRIPTION_2": "ヴァイオラと話そう。", - "QUEST_VIOLA_DESCRIPTION_3": "ヴァイオラといっしょにキャストアイアン海岸へ行こう。", - "QUEST_VIOLA_DESCRIPTION_4": "ヴァイオラといっしょに難破船を調べよう。", - "QUEST_DOG_TITLE": "「おいで」と「待て」", - "QUEST_DOG_DESCRIPTION": "ワンクレーがどうしてウィラル山に登りたがっているのか突きとめよう。", - "QUEST_SUNNY_TITLE": "それってどんな感じなの", - "QUEST_HOYLAKE_TITLE": "モンスター探し", - "QUEST_SUNNY_DESCRIPTION": "ハーバータウンの服屋へ行って、サニーの新しい服選びを手伝おう。", - "QUEST_HOYLAKE_DESCRIPTION_1": "{habitat_phrase}でよく目撃される「{monster_description}」を記録して、ホイレイクに見せよう。", - "QUEST_HOYLAKE_DESCRIPTION_2": "{habitat_phrase}でよく目撃される「{monster_description}」、{monster_name}を記録した。ホイレイクのところまで見せに戻ろう。", - "QUEST_HELIA_TITLE": "新たな夜明け", - "QUEST_HELIA_DESCRIPTION_1": "荒れ地にあるサウルス採石場の地下で見つかった、新しい駅を調べよう。", - "CLUE_EAST": "東へと 翼をひろげ 飛ばねばならぬ\\nわたくしだけが 知る場所へ", - "QUEST_HELIA_DESCRIPTION_2": "マー・ラインから解決策を聞き出そう。", - "QUEST_HELIA_DESCRIPTION_3": "イアンシーのところへ戻り、報告しよう。", - "CLUE_SOUTH": "危険をおかして 南へ向かえ\\n気まぐれな道が まじわる場所へ", - "CLUE_BIOME_ARID": "その地に ありしは 荒れはてた町\\nかれはてた草が よこたわる場所", - "CLUE_WEST": "西へと 翼をひろげ 飛ばねばならぬ\\nわたくしだけが 知る場所へ", - "CLUE_BIOME_PLAINS": "その地に ありしは 並木と 小道\\n足もとに みどりの草が しげる場所", - "CLUE_NORTH": "危険をおかして 北へと向かえ\\n気まぐれな道が まじわる場所へ", - "CLUE_BIOME_BEACH": "その地に ありしは 黄金の砂\\n海から 来たる さざ波が\\n足まで よせては かえす場所", - "CLUE_BIOME_AUTUMN": "その地に ありしは 赤き木々\\n落ちた 枯れ葉が 足もとで\\n音をたてては くちる場所", - "CLUE_BIOME_LAKE": "その地に ありしは 満ちし湖\\n足もとに ぬれた砂が つもる場所", - "CLUE_BIOME_WOODS": "その地に ありしは 天をつく木々\\nみどり深き草が 風になびく場所", - "CLUE_BIOME_BLOSSOM": "その地に ありしは 舞いちるサクラ\\n足もとに 明るき草原が しげる場所", - "CLUE_BIOME_MOUNTAIN": "そこに ありしは 冷たき雪\\n大地から 遠くはなれた 高き場所", - "CLUE_BIOME_MARSH": "その地に ありしは 深き泥\\n迷える者が おぼれゆく場所", - "CLUE_ACTION_ROCK": "来るがいい その手に\\n石を たずさえて\\nそして みずからの 前に置け", - "CLUE_ACTION_CRATE": "来るがいい その手に箱を たずさえて\\nそして みずからの 前に置け", - "CLUE_ACTION_DASH.m": "汝が 立つべき その場所で\\n炎をまとい 駆けるがよい", - "CLUE_ACTION_DASH.f": "汝が 立つべき その場所で\\n炎をまとい 駆けるがよい", - "CLUE_ACTION_MAGNETISM": "汝が 立つべき その場所で\\nいかづちを 従えるべし\\nさすれば 道は ひらかれん", - "CLUE_ACTION_DASH.n": "汝が 立つべき その場所で\\n炎をまとい 駆けるがよい", - "CLUE_ACTION_JUMP_3": "汝が 立つべき その場所で\\n三度 跳びあがるべし\\nさすれば 道は ひらかれん", - "CLUE_ACTION_FACE_4_DIRECTIONS": "汝がいま 立つべき その場所で\\nまわりの 四方を 見るがよい\\nさすれば 道は ひらかれん", - "CLUE_ACTION_NIGHT": "夜の中 一分の\\n半分を 立ちつくすべし\\nさすれば 道は ひらかれん", - "CLUE_ACTION_MAP_3.m": "信ずる地図を その手にとり\\n三度 読むべし\\nひとつ、ふたつ、みっつと", - "CLUE_ACTION_MAP_3.f": "信ずる地図を その手にとり\\n三度 読むべし\\nひとつ、ふたつ、みっつと", - "CLUE_ACTION_MAP_3.n": "信ずる地図を その手にとり\\n三度 読むべし\\nひとつ、ふたつ、みっつと", - "CLUE_ACTION_ITEM_3": "三つの 財産を 手ばなすべし\\nどれでも よいが\\n数は 三つでなくては ならぬ", - "CLUE_OVERWORLD_-6_-3": "その地の 小屋の そばにある\\n横たわりし 丸太のもとへ 行くべし", - "CLUE_OVERWORLD_2_-1": "汝が この地で はじめに\\nくぐりし門 そのあいだへ 行くべし", - "CLUE_OVERWORLD_-4_-1": "石と 墓とが そばにある\\nその地にありし 池に行くべし", - "CLUE_OVERWORLD_-2_-4": "砂の上に 建つ テントあり\\nそのうしろへ 行くべし", - "CLUE_OVERWORLD_-3_-3": "その地で 一本 朽ちている\\n枯れ木のもとへ 行くべし", - "CLUE_OVERWORLD_-3_-7": "その地を 流れる 川の水\\nそのみなもとへ 行くべし", - "CLUE_OVERWORLD_0_-6": "その地に ありし 石の祭壇\\nその頂点へ 行くべし", - "CLUE_OVERWORLD_3_-7": "その殿堂は かつて 交易で栄えた\\nその屋根の 頂点へ 行くべし", - "CLUE_OVERWORLD_1_-6": "その地に 灯る 三つの明かり\\nそのあいだへ 行くべし", - "CLUE_OVERWORLD_2_-4": "その地に ひとつ 建つ小屋の\\n影の中へ 行くべし", - "CLUE_OVERWORLD_7_-2": "かつては その地に 建っていた\\nいまは 荒れはてし 家へ 行くべし", - "CLUE_OVERWORLD_5_-6": "豊かな地に 立ちし 二つの壁\\nそのあいだの 切りかぶへ 行くべし", - "CLUE_OVERWORLD_7_-4": "その地に ありし 火の祭壇\\nその頂点へ 行くべし", - "CLUE_OVERWORLD_8_-6": "その森に ありし 木の切りかぶ\\nその頂点へ 行くべし", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "ホイレイクの頼み", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "モンスターハント", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "役場にいるホイレイクさんと話して。君にいくつか頼みたい仕事があるらしいの。", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "最近、{habitat_phrase}に生息する{key}たちが怒りっぽくなっているの。仲間どうしで争って深刻なケガを負う{key}が出ないよう、バトルで{count}体たおして落ち着かせて。", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "旅人たちが安心して移動できるよう、はぐれフュージョンを{count}体たおして、ニューウィラル島の安全を守ってほしいの。", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "フュージョンハント", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "小包みの配達", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "小包みを受け取って、{location_0_phrase}にいるスカウトに届けて。", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "やったあ! 僕の荷物だ!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "ありがとう! これが届くのをずっと待ってたんだ!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "ありがとう! これが届くのをずっと待ってたの!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "ありがとう! これが届くのをずっと待ってたよ!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "やったあ! わたしの荷物だわ!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "物資の配達", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "{location_0_phrase}にいるスカウトから、いますぐ緊急用の物資が必要だと連絡があったの。なるべく速く、{required_item}を{required_item_amount}個集めて届けてちょうだい。", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "やったあ! 荷物だ!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "なあ、きみのアイテムを分けてもらってもいいかい?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "大至急、{required_item}が{required_item_amount}個必要なの。\\n理由は聞かないで。", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "物資がほしいって依頼を受けてくれたの? \\n{required_item}が{required_item_amount}個、大至急必要なの!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "大至急、{required_item}が{required_item_amount}個必要なんだ。\\n理由は聞かないで。", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "物資がほしいって依頼を受けてくれたのか? \\n{required_item}が{required_item_amount}個、大至急必要なんだ!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "大至急、{required_item}が{required_item_amount}個必要なんだ。\\n理由は聞かないでくれ。", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "ああ、物資を持ってきてくれたんだね! わたしてくれるかな?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "物資がほしいって依頼を受けてくれたのかな? \\n{required_item}が{required_item_amount}個、大至急必要なんだ!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "ああ、物資を持ってきてくれたんだな! わたしてくれるか?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "あのさ、きみのアイテムを分けてもらってもいいかな?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "ねえ、あなたのアイテムを分けてもらってもいい?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "あら、物資を持ってきてくれたのね! わたしてくれる?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "助かった! ああ、早く使いたいよ!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "助かったわ! ああ、早く使いたいな!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "本当にありがとう! まさにこれが必要だったんだ!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "助かったよ! ああ、早く使いたいな!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "本当にありがとう! まさにこれが必要だったんだよね!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "町の人が{location_1_phrase}で{lost_item}を失くしたそうなの。とても大事なものらしいから、できれば探しだして、{location_0_phrase}にいる持ち主へ返してあげて。", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "本当にありがとう! まさにこれが必要だったの!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "落とし物の配達", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "ゆびわ", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "ネックレス", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "{location_1_phrase}で失くした{lost_item}を探して\\nくれないか? 見つけてくれたら、きみはヒーローだよ!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "サイフ", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "{location_1_phrase}で失くした{lost_item}を探して\\nくれない? 見つけてくれたら、あなたはヒーローよ!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "{location_1_phrase}で失くした{lost_item}を探して\\nくれないかな? 見つけてくれたら、きみはヒーローだよ!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "大事にしてた{lost_item}を{location_1_phrase}で\\n失くしたんだ。探すのを手伝ってくれないか?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "本当にありがとう。これをずっと探してたんだ!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "大事にしてた{lost_item}を{location_1_phrase}で\\n失くしたの。探すのを手伝ってくれない?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "大事にしてた{lost_item}を{location_1_phrase}で\\n失くしたんだよね。探すのを手伝ってくれないかな?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "本当にありがとう。これをずっと探してたの!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "見つけてくれたんだな! 本当にありがとう!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "本当にありがとう。これをずっと探してたんだよ!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "特別配達", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "見つけてくれたのね! 本当にありがとう!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "見つけてくれたんだね! 本当にありがとう!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "トムライチルドレンたちへの支援として、医療品の物資を用意したの。小包みを受け取って、トムライタウンにいる門番に届けて。", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "役場にいるホイレイクのところへもどり、記録したフュージョンのすがたを見せよう。", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "イアンシーさんからお届けものですか?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "どうぞ、受けとって!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "ホイレイクの頼み", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "ホイレイクが{species1_description}と{species2_description}がフュージョンしたすがたを見たいそうよ。バトルして{species1_name}と{species2_name}をフュージョンさせ、図鑑に記録したら、役場にいる彼に見せてあげて!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "これはすばらしい! \\nきっと、ジャクリーンさまはお喜びになるでしょう!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "キミたちがフュージョンしたときのすがたと、いままで出会ったフュージョンのデータは、[wave amp=30 freq=30]どちらも[/wave]図鑑に記録されるんだ。\\n知っていたかな?", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "なんてすばらしいんだ! 協力してくれて本当にありがとう、\\n{player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "やあ、{player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "バトル中にフュージョンして、そのすがたを図鑑に記録しよう。", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "それじゃあ、きみが記録してきてくれた\\n{fusion_name}のデータを見てみようじゃないか。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "{species_name}のテープをスターが5つになるまでアップグレードしよう。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "ホイレイクの頼み", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "ホイレイクが、スターが5つになった{species_name}のデータを見たいそうよ。{species_name}のテープをスターが5つになるまでアップグレードして、役場にいる彼に見せてあげて!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "{location_0_phrase}でカービイ博士に会おう。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "知ってるかい? モンスターのテープをスターが5つになるまでアップグレードすると、図鑑に追加情報が記録されるんだよ。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "ホイレイクのところへ戻り、テープを見せよう。", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "やあ、{player}!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "興味深いな。[pause]実に興味深い。\\n[pause]これはいったい、どういう意味なんだろう……", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "では、キミが持ってきてくれた{species_name}のテープに\\nついての追加情報を見てみようか。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "{species_name}のテープを装備しよう。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "ホイレイクの助手", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "ホイレイクが、彼の助手に特別なトレーニングをしてほしいそうよ。{species_name}のテープを装備して、{location_0_phrase}にいるカービイと会って。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "君については、ホイレイク教授からすべて聞いているよ……\\n教授がここに着いたばかりの君に手をさしのべた話も、\\nその命を救ったという話も、全部ね……", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "どうも、{player}さん。お会いできてうれしいよ。私は\\nカービイ。ケンブリッジ大学で博士号を取った動物学者だ。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "君については、ホイレイク教授からすべて聞いているよ……\\n教授がここに着いたばかりの君に手をさしのべた話も、\\nその命を救ったという話も、全部ね……", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "教授からはそう聞いてるよ! とてもやる気が出る話だ!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "君については、ホイレイク教授からすべて聞いているよ……\\n教授がここに着いたばかりの君に手をさしのべた話も、\\nその命を救ったという話も、全部ね……", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "知ってたかい? ホイレイク教授は、もといた世界では\\n新種の生物の発見によってノーベル賞を受賞し、それによって\\n世界一の科学者の栄冠に輝いたんだそうだ。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "さてと、それでは、本題に入ろうか?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "ホイレイク教授が言うには、優れた科学者になるためには\\n{species_description}に変身する感覚を\\n知る必要があるそうなんだ。君にはそれを指導してもらいたい。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "{species_name}のテープは、準備できているかな?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "ふーむ……[pause]ニューウィラル島における調査活動は、\\nいつもこんなに激しいのかい?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "できてます。", - "BATTLE_JOINED.f": "{0}が バトルに くわわった!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "えっと、まだです。", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "よし、それじゃ、使い方の手本を見せてくれ!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "ホイレイク教授は、こういうことを乗り越えられるほどの\\nねばり強さを持ってるに違いないな。だからきっと、もう\\n変身する必要がなくなったんだろう。", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "不安定なフュージョン", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "{player}君、協力してくれてありがとう。おかげで\\n{species_name}のことがよくわかったよ。", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "不安定なフュージョンが{location_0_phrase}に出現したわ……増えすぎて手に負えなくなる前にたおしてちょうだい!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "新しい訓練生が、スタンプをもらうために君に挑戦したいそうよ。訓練生とそのパートナーは{location_0_phrase}にいるから、バトルして2人の力を試して。手かげんはしないでね、{player}……レンジャーには、実力がある人を選ばないと。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "新人トレーニング", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "おれをトレーニングしにきてくれる新しいレンジャー\\nキャプテンって、あなただろ? 手かげんしないでくれよな!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "わたしをトレーニングしにきてくれる新しいレンジャー\\nキャプテンって、あなたなの? 手かげんはしないでね!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "新しい訓練生が、スタンプをもらうために君に挑戦したいそうよ。訓練生とそのパートナーは{location_0_phrase}にいるから、バトルして2人の力を試して。手かげんはしないでね、{player}……レンジャーには、実力がある人を選ばないと。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "新しい訓練生が、スタンプをもらうために君に挑戦したいそうよ。訓練生とそのパートナーは{location_0_phrase}にいるから、バトルして2人の力を試して。手かげんはしないでね、{player}……レンジャーには、実力がある人を選ばないと。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "こっちはまだ訓練生かもしれないけど、遠慮しなくて\\nいいからね、キャプテン!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "自分をトレーニングしにきてくれる新しいレンジャー\\nキャプテンって、あなたのことかな? 手かげんしないでね!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "おれはまだ訓練生かもしれないけど、遠慮しなくていいからな、キャプテン!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "なあ、キャプテン・{player}だよな? [pause]こっちが\\n勝ったら、イアンシーさんはおれをキャプテンにしないとな!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "わたしはまだ訓練生かもしれないけど、遠慮しなくていいわよ、キャプテン!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "ねえ、キャプテン・{player}でしょ? [pause]こっちが\\n勝ったら、イアンシーさんはわたしをキャプテンにしないとね!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "あなたがキャプテン・{player}かな? [pause]こっちが\\n勝ったら、イアンシーさんにキャプテンにしてもらわなきゃな!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "言うよね、もし刑務所に入ったら、一番強そうに見えるやつに\\nすぐケンカを吹っかけろって! [pause]この島で一番強そうな人って\\nあなたで合ってるよね、キャプテン?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "言うだろ、もし刑務所に入ったら、一番強そうに見えるやつに\\nすぐケンカを吹っかけろってさ! [pause]この島で一番強そうなやつって\\nあなたで合ってるよな、キャプテン?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "ううっ、ホントに手かげんしないんだな……\\n[pause]おかしな話だけど……おれ、バトルは全然好きじゃないんだ。\\nそういうことには、さっぱり向いてないからさ。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "言うでしょ、もし刑務所に入ったら、一番強そうに見える人に\\nすぐケンカを吹っかけろって! この島で一番強そうな人って\\nあなたで合ってるかな、キャプテン?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "ううっ、ホントに手かげんしないんだね……\\nおかしな話だけど……わたし、バトルは全然好きじゃないの。\\nそういうことには、さっぱり向いてないんだもん。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "ありがとう、キャプテン。すごく勉強になったよ。自分には\\nまだ、レンジャーになるだけの実力はないみたいだね。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "ありがとう、キャプテン。すごく勉強になったわ。わたしには\\nまだ、レンジャーになるだけの実力はないみたい。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "ありがとう、キャプテン。すごく勉強になったぜ。オレには\\nまだ、レンジャーになるだけの実力はないみたいだ。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "ううっ、ホントに手かげんしないね……\\nおかしな話だけど……バトルは全然好きじゃないんだ。\\nそういうことには、さっぱり向いてないんだよね。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "昔から、バトルよりも恋愛のほうが得意なんだよな……", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "わたし、いったいなにを期待してたのかしら。ありがとう、\\nキャプテン……[pause]真剣に相手してくれて。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "オレ、いったいなにを期待してたんだろうな。ありがとう、\\nキャプテン……[pause]真剣に相手してくれてさ。", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "昔から、バトルよりも恋愛のほうが得意なのよね……", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "昔から、バトルよりも恋愛のほうが得意なんだよね……", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "いったい、なにを期待してたんだろう。ありがとう、\\nキャプテン……[pause]真剣に相手してくれてさ。", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "物資どろぼう", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "近ごろ、レンジャーたちの物資が消えているの。あるスカウトから、仕事中にどろぼうを目撃したと報告があったわ。犯人は{location_0_phrase}へ追いつめたから、対決して、物資がどうなったか突き止めて。", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "またどろぼうが出たの。今回は{location_0_phrase}に追いこんだわ。対決して、物資になにが起きたのか突き止めて。", - "RUMOR_NAME": "ウワサ", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "「フランキーは島に来てまだ数日なんだけど、もうレンジャーになるって決めたんだって。どことなくキミを思い出すよ、{player}。だから、よければ彼女のスタートを手伝ってほしいんだ! フランキーにはテープが必要だから、(永遠に)あげちゃってもいいテープをひとつ用意して、町はずれの門まで来て。 - シビル」", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "新人トレーニング:ヴィン", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "君の昔の「お友だち」、元どろぼうのヴィンが、レンジャーになるために登録してくれたわ! スタンプのためにあなたに挑戦するそうよ、{player}。彼の熱意は好きだけど、いつもどおり手かげんはしないで。レンジャーには、実力がある人を選ばないと。", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "新人トレーニング:フランキー", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "君の昔の「お友だち」、元どろぼうのヴィンが、レンジャーになるために登録してくれたわ! スタンプのためにあなたに挑戦するそうよ、{player}。彼の熱意は好きだけど、いつもどおり手かげんはしないで。レンジャーには、実力がある人を選ばないと。", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "君の昔の「お友だち」、元どろぼうのヴィンが、レンジャーになるために登録してくれたわ! スタンプのためにあなたに挑戦するそうよ、{player}。彼の熱意は好きだけど、いつもどおり手かげんはしないで。レンジャーには、実力がある人を選ばないと。", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "「どーも、師匠! 自分いま、ひとりで冒険中なんす。手助けしたかったら、{location_0_phrase}に来てくれていいっすよ。 - フランキー」", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "「どーも、師匠! 自分いま、ひとりで冒険中なんす。手助けしたかったら、{location_0_phrase}に来てくれていいっすよ。 - フランキー」", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "「どーも、師匠! 自分いま、ひとりで冒険中なんす。手助けしたかったら、{location_0_phrase}に来てくれていいっすよ。 - フランキー」", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "スタンプをもらうために、フランキーが君に挑戦するそうよ。彼女は{location_0_phrase}にいるわ。手は抜かないでね、{player}。いつもどおり、レンジャーには実力がある人を選ばないと。", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "スタンプをもらうために、フランキーが君に挑戦するそうよ。彼女は{location_0_phrase}にいるわ。手は抜かないでね、{player}。いつもどおり、レンジャーには実力がある人を選ばないと。", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "君の昔のお友だちが2人、{location_0_phrase}で会いたいそうよ。", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "親善試合", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "スタンプをもらうために、フランキーが君に挑戦するそうよ。彼女は{location_0_phrase}にいるわ。手は抜かないでね、{player}。いつもどおり、レンジャーには実力がある人を選ばないと。", - "RUMOR_DUNGEON_PARK_TITLE": "揺れる地面", - "RUMOR_DUNGEON_PARK": "ウワサによると、ニューウィラル公園の地面がときどき、まるで下を大きな乗り物が通りすぎるみたいな感じで揺れるんだって。地下にはなにがあるのかな?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "不気味な笑い声", - "RUMOR_DUNGEON_GRAVEYARD": "友だちから聞いたんだけど、川の西のほうにある墓地で、お墓のひとつから、誰かがヒステリックに笑うような低い声が聞こえてきたんだって。ヘンだよね。", - "RUMOR_DUNGEON_MEADOW_TITLE": "おチビなドミノモス", - "RUMOR_DUNGEON_MEADOW2": "どうしてあんなドミノモスがいたのかなあ? あのあたりでは、おかしなことが起こってるんだよ……", - "RUMOR_DUNGEON_MEADOW1": "信じてもらえないだろうけど、サクラノ平原の真ん中の空き地にすごく小さいドミノモスがいたんだ! 子どもだから小さかったとかじゃなくて、手の上に乗るくらいのチビだったんだよ!", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "ウィラル山の頂上", - "RUMOR_DUNGEON_LAKE_TITLE": "動く看板", - "RUMOR_DUNGEON_LAKE1": "相棒のレンジャーから聞いたんだけど、ウルオイストン湖には「動く看板」があるんだって。", - "RUMOR_DUNGEON_LAKE2": "正しい順番でスイッチの上に乗って、出てきた看板の指示に全部したがえば、お宝が見つかるんじゃないかって話なんだよね。", - "RUMOR_DUNGEON_MOUNTAIN": "ウィラル山はすごく高い山だよね。あの頂上にはなんだかすごい灯台があるってウワサを聞いたよ。実際はなにがあるんだろう?", - "RUMOR_DUNGEON_LAKE3": "まあ、単にぐるぐる同じところをループするだけだって言う人もいるみたいだけど。", - "RUMOR_CAPTAIN_WALLACE": "キャプテン・ウォレスは、いま公園にいるって聞いたな……", - "RUMOR_CAPTAIN_WALLACE_TITLE": "キャプテン・ウォレス", - "RUMOR_CAPTAIN_CLEEO_TITLE": "メタルの女性", - "RUMOR_CAPTAIN_DREADFUL": "キャプテン・ペニー=ドレッドフルは、町から東に向かうと見つかる、村の廃墟にいることが多いんだって。", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "キャプテン・ペニー=ドレッドフル", - "RUMOR_CAPTAIN_CLEEO": "イーストハムの森に、メタルの体を持つ女性がいるってウワサを聞いたんだ。ねえ、その人と会ったことある?", - "RUMOR_CAPTAIN_LODESTEIN.m": "「ハム」に行ったことはある? ほら、イーストハムの森の西にある小さな谷だよ。あそこには、キャプテン・ロードスタインがよく散歩しに行くんだって。", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "キャプテン・ロードスタイン", - "RUMOR_CAPTAIN_LODESTEIN.n": "「ハム」に行ったことはある? ほら、イーストハムの森の西にある小さな谷だよ。あそこには、キャプテン・ロードスタインがよく散歩しに行くんだって。", - "RUMOR_CAPTAIN_LODESTEIN.f": "「ハム」に行ったことはある? ほら、イーストハムの森の西にある小さな谷だよ。あそこには、キャプテン・ロードスタインがよく散歩しに行くんだって。", - "RUMOR_CAPTAIN_BUFFY": "一番好きなキャプテンはバフィーさんなんだ。彼女、最近だと、サクラノ草原で筋トレしてるんだって。知ってた?", - "RUMOR_CAPTAIN_BUFFY_TITLE": "キャプテン・バフィー", - "RUMOR_CAPTAIN_CYBIL_TITLE": "キャプテン・シビル", - "RUMOR_CAPTAIN_CYBIL": "好きなラジオ番組はシビルFMだな! キャプテン・シビル本人が沼地から放送してるんだよ!", - "RUMOR_CAPTAIN_SKIP_TITLE": "キャプテン・スキップ", - "RUMOR_CAPTAIN_SKIP": "キャプテン・スキップのやりくり上手には、きっと感心するはずだよ。あの人はふだん、ハーバータウンの西の河口にいるんだ。", - "RUMOR_CAPTAIN_JUDAS_TITLE": "キャプテン・ユダ", - "RUMOR_CAPTAIN_JUDAS1": "サバイバルの達人として名高いキャプテン・ユダは、南東にある小島で野宿してるんだってさ。", - "RUMOR_CAPTAIN_JUDAS2": "彼はたぶん、ここで現代文明の利器にたよって暮らしてる人間はキライだろうけど……でも、すっごくセクシーなんだよね!", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "キャプテン・グラディオラ", - "RUMOR_CAPTAIN_GLADIOLA": "キャプテン・グラディオラがパトロールするルートは、途中でハーバータウンの西にある墓地を通るんだって。彼女、いったいどこに行ってるんだと思う?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "キャプテン・ヘザー", - "RUMOR_CAPTAIN_HEATHER": "キャストアイアン海岸にはガラクタあさりをやってる知り合いがいるんだけど、海岸からずっと西側にある小島で、キャプテン・ヘザーを見かけたって言ってたな……", - "RUMOR_CAPTAIN_ZEDD": "最新のウワサだと、キャプテン・ゼッドは東のほうにある\\nトムライタウンまで、なにが起こっているか確かめに\\n向かったんだって。でもきっと、途中で寝てるだろうな……", - "RUMOR_CAPTAIN_ZEDD_TITLE": "キャプテン・ゼッド", - "RUMOR_CAPTAIN_CODEY1": "キャプテン・コーディーは知ってる? 「インターネット」ってやつがないことに、いつも不満を言ってる人だよ。彼はいま、ウィラル山を登ってるんだって。", - "RUMOR_CAPTAIN_CODEY_TITLE": "キャプテン・コーディー", - "RUMOR_CAPTAIN_CODEY2": "山を登ったほうがいいのかも。そうすれば「インターネット」のなにがすごいのかわかる気がするな。", - "RUMOR_IANTHE_BATTLE_TITLE.m": "新キャプテン", - "RUMOR_IANTHE_BATTLE_TITLE.f": "新キャプテン", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "コンテナが、人間を丸のみにしてるところを見ちゃったんだ! {location_0_phrase}でね! 信じられる!?", - "RUMOR_IANTHE_BATTLE_TITLE.n": "新キャプテン", - "RUMOR_IANTHE_BATTLE": "あのウワサ、聞いた? レンジャーたちのリーダーをつとめてるイアンシーさんが、新しいキャプテン候補を見つけたらしいよ……", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "サラバワールの目撃情報", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "洪水", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "サラバワールっていう巨大な鳥のモンスターが、最近目撃されたらしいよ。場所は{location_0_phrase}だって。", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "洪水", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "今日、公園の北側で大洪水が起きてるんだって! 誰もケガしてないといいけど。", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "町はずれで洪水が起きてるんだって! レンジャーが対応してるけど、時間がかかってるよ。今日1日、レンジャーたちはきっと忙しいだろうな……", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "グラステインの目撃情報", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "レンジャーが使う赤いコンテナは知ってる? それがひとり言を言ってたんだ。{location_0_phrase}にあるやつだったな。", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "ささやくコンテナ", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "とても大きなガラスの天使が目撃されたって話らしいよ。場所は{location_0_phrase}だって。", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "ミス・ミミックの目撃情報", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "クナイニャンの目撃情報", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "レンジャー出動中", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "ずっとレンジャーたちはこの話題で持ちきりみたいなんだけど、{location_0_phrase}でなにかが起きてるんだって……", - "RUMOR_PASSIVE_QUEST_KUNEKO": "きっと信じないだろうけど、羽を生やしたネコ娘を見かけたんだよね……場所は、{location_0_phrase}だったよ……", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "ボロボロのレンジャーたち", - "RUMOR_PASSIVE_QUEST_SWARM": "レンジャーたちが最近、ボロボロになって帰ってくるんだよね……{location_0_phrase}で、なにかヤバいことが起きてるみたい。", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "シャツを着てない行商人", - "RUMOR_UNOBTAINED_SPECIES": "{species_description}を見たことはある? \\nそれは{species_name}だよ! \\n{habitat_phrase}で見つかるって聞いたな。", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "今日は、シャツを着てないヘンな行商人が島に来てるんだって。おトクに買いものしたかったら、急いだほうがいいよ。彼はいま{location_0_phrase}にいるから!", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "ユージーンが町はずれにあるあやしい建物のそばを歩いてるのを見かけたよ。あそこでなにしてるのかな?", - "RUMOR_OFFICE1_TITLE": "ユージーン", - "RUMOR_OFFICE2_TITLE": "ランドキーパー", - "RUMOR_OFFICE2": "オータムヒルの上にあるトムライタウンって町に知りあいがいるんだけど、最近あのへんの事務所っぽい場所に、ランドキーパーたちが大勢集まってるんだって……", - "RUMOR_OFFICE3_1": "このあいだ、オータムヒルの北側の海でボートに乗って魚釣りをしてたんだけど、霧の中でなにを見たと思う……?", - "RUMOR_OFFICE3_TITLE": "ランドキーパー", - "RUMOR_OFFICE3_2": "なにかの事務所だよ! オンボロでつまらない事務所が、海の中から突き出した岩場の上に建ってたんだ!", - "RUMOR_OFFICE3_3": "そのまわりにいた人食い鬼たちには、本当にゾッとしたな……", - "RUMOR_OFFICE4_1": "前にイーストハムの森へ行ったら、5人のランドキーパーたちにやつらの隠れ家へ連れこまれて、生気をうばわれちゃったんだ。", - "RUMOR_OFFICE4_TITLE": "ランドキーパー", - "RUMOR_OFFICE5_TITLE": "ランドキーパー", - "RUMOR_OFFICE4_2": "ほんと、連中に聞かされたリゾートホテルの共同所有権に関するプレゼンがすっごくつまらなくてさ。死にそうだったよ。", - "RUMOR_OFFICE5_1": "この前クイン・ジャガさんと話したんだ。ほら、川の向こう側で農場をやっている女性だよ。", - "RUMOR_POSTGAME_MORGANTE": "昨日の夜はまともに眠れなかったよ。ねえ、ハーバータウン駅のほうから、不気味な歌が聞こえなかった?", - "RUMOR_OFFICE5_2": "彼女は、ランドキーパーたちが、農場のそばのどこかに事務所をかまえた気がするって言ってた。", - "RUMOR_OFFICE5_3": "なんだか心配にならない? ハーバータウンの食べものは、ほぼあの農場で作られてるんだ。もし、ランドキーパーたちが農場の権利をにぎっちゃったら、どうしよう……", - "RUMOR_ALTAR1_TITLE": "アルター", - "RUMOR_ALTAR1": "そうそう、ヘンな祭壇を見かけたんだよ。サクラノ平原にあったんだ! あれって、なんのためにあるのかな?", - "RUMOR_ALTAR2": "湖で泳いでたら、すごいものを見つけたんだ……島に建てられた2本の柱のあいだに、祭壇みたいな台があったんだよ。", - "RUMOR_ALTAR2_TITLE": "アルター", - "RUMOR_ALTAR3": "トムライチルドレンに入ってる妹の話だと、住んでる町の近くで半分天使、半分悪魔のニンジャみたいなネコ娘を見たんだって。カビたパンを食べたせいで幻を見たのかも!", - "RUMOR_ALTAR4_TITLE": "アルター", - "RUMOR_ALTAR3_TITLE": "アルター", - "RUMOR_ALTAR4": "イーストハムの森の奥に、神秘の祭壇があるって話は聞いた? 夜中にそこで悪魔がオカルトな儀式をするんだって。天使だって言う人も、ネコ娘だって言う人もいるよ。", - "RUMOR_POSTGAME_MORGANTE_TITLE": "不気味な歌", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "ケイリー", - "RUMOR_PARTNER_KAYLEIGH": "レンジャーたちが言うのを聞いたんだ。ケイリーは、言ってないけど、例の妙なカルト教団についてくわしいんだって。カルトについて、彼女に聞いてみたほうがいいかもよ。", - "RUMOR_PARTNER_MEREDITH1_1": "メレディスは知ってる? 彼女は、この町の電化製品を修理してくれてるんだ。", - "RUMOR_PARTNER_MEREDITH1_TITLE": "メレディス", - "RUMOR_PARTNER_MEREDITH1_2": "桟橋にあるお店にいないときは、公園にいるんじゃないかな。", - "RUMOR_PARTNER_MEREDITH1_3": "電気に関するものが必要なら、彼女のところに行くといいよ!", - "RUMOR_PARTNER_MEREDITH2_TITLE": "メレディス", - "RUMOR_PARTNER_MEREDITH2_1.f": "ともかく、ウチはメレディス。この刑務所みたいな\\n小島に永遠に閉じこめられるのを、ウチらと\\nいっしょに楽しもうよ。死ぬまで。", - "RUMOR_PARTNER_MEREDITH2_2": "まあ、ウチは外の空気を吸いたかっただけなんだ。\\nそのうち、町にあるウチの店まで会いにきなよ。\\n板張りの道ぞいにある黄色い建物だから。", - "RUMOR_PARTNER_MEREDITH2_1.m": "ともかく、ウチはメレディス。この刑務所みたいな\\n小島に永遠に閉じこめられるのを、ウチらと\\nいっしょに楽しもうよ。死ぬまで。", - "RUMOR_PARTNER_MEREDITH2_1.n": "ともかく、ウチはメレディス。この刑務所みたいな\\n小島に永遠に閉じこめられるのを、ウチらと\\nいっしょに楽しもうよ。死ぬまで。", - "RUMOR_PARTNER_FELIX_TITLE": "アパートの跡地", - "RUMOR_PARTNER_FELIX2": "手伝ってあげたほうがいいのかな?", - "RUMOR_PARTNER_FELIX1": "公園の北西のほうに行くと湖があって、そばにアパートの残骸があるんだけど、そこで男の人がなにかあさってたよ。", - "RUMOR_PARTNER_VIOLA_TITLE": "スーパーヒロイン", - "RUMOR_HOYLAKE1": "ホイレイク教授が、新しい研究助手を探してるって言ってたよ。", - "RUMOR_PARTNER_DOG1": "ねえ、誰か飼いイヌとはぐれた人を知らない?", - "RUMOR_PARTNER_DOG_TITLE": "迷子のイヌ", - "RUMOR_PARTNER_VIOLA": "沼地で突然スライムにおそわれたんだけど、マントみたいな服を着たスーパーヒロインが飛びこんできて、助けてくれたんだ! 作り話じゃなくて、ホントの話だよ!", - "RUMOR_PARTNER_DOG2": "テープレコーダーをつけたイヌが……ポメボムワンじゃなくて、ふつうのイヌなんだけど……ウィラル山のふもと、湖のすみっこあたりで走りまわってたんだよね。", - "RUMOR_PARTNER_DOG3": "あの気の毒な子が無事だといいんだけど……", - "RUMOR_HOYLAKE_TITLE": "助手もとむ", - "RUMOR_HOYLAKE2": "彼はふだん役場にいるんだ。絶対にモンスターと会わないようにしてる人がどうすれば研究できるんだか、全然わからないや。", - "RUMOR_AVEREVOIR_TITLE": "巨大な鳥", - "RUMOR_AVEREVOIR2": "あの鳥、たぶん山の中ほどに開いてるどうくつに住んでるんじゃないかな。", - "RUMOR_AVEREVOIR1": "ウィラル山の近くで、巨大な鳥を見たんだよ!", - "RUMOR_GLAISTAIN_TITLE": "廃墟", - "RUMOR_ABILITY_SWIM_TITLE": "泳ぐモンスター", - "RUMOR_GLAISTAIN": "最近、サクラノ平原に古びた廃墟が現れたんだってさ。すっごくヘンな話だと思わない?", - "RUMOR_FARM_BRIDGE_TITLE": "農場の橋", - "RUMOR_ABILITY_CLIMB_TITLE": "壁登り", - "RUMOR_ABILITY_SWIM": "聞いた話だけど、潜水具をつけたモンスターがいるらしいんだ。そいつを記録すると、泳ぐアビリティが手に入るんだって!", - "RUMOR_ABILITY_CLIMB2": "「カボチャのツルみたいに壁を登れたら、移動が楽だよね」って思ってるんじゃないかな?", - "RUMOR_FARM_BRIDGE": "聞いたけど、西にある農場を切り盛りしてるジャガさんたちが、農場の橋に関するトラブルで困ってるんだって……", - "RUMOR_ABILITY_CLIMB1": "なにを考えてるのか、当ててあげるよ!", - "RUMOR_ABILITY_CLIMB3": "そのテーマについては、何年もかけて考えたんだ!", - "RUMOR_ABILITY_DASH_TITLE": "炎のダッシュ", - "RUMOR_ABILITY_CLIMB4": "そんなことができるかどうか確かめるには、カボチャを記録してみるしかないって結論に達したよ。", - "RUMOR_ABILITY_MAGNETISM_TITLE": "ふしぎなマグネットパワー", - "RUMOR_ABILITY_DASH": "ロケットなみの勢いでダッシュするモンスターがいるらしいよ。記録すれば、同じようにダッシュできるようになるはず!", - "RUMOR_INTERMISSION_TITLE": "三角の男", - "RUMOR_ABILITY_MAGNETISM": "町で聞いたんだけど、電気を放ってる変わったモンスターを記録すると、磁力のパワーを使えるんだって。カッコいいよね。", - "BATTLE_ADJECTIVE_LEADER.n": "リーダー・{name}{disambiguator}", - "RUMOR_INTERMISSION": "町の真ん中に、頭が三角形のふしぎな男の人が浮かんでるんだ。もう見たかな?", - "BATTLE_ADJECTIVE_CAPTAIN.m": "キャプテン・{name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "キャプテン・{name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "キャプテン・{name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "リーダー・{name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "ともだちの{name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "リーダー・{name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "ともだちの{name}{disambiguator}", - "BATTLE_JOINED.m": "{0}が バトルに くわわった!", - "BATTLE_ADJECTIVE_FRIEND.n": "ともだちの{name}{disambiguator}", - "BATTLE_SWITCH_PLACES.m": "{0}が ばしょを いれかえた!", - "BATTLE_JOINED.n": "{0}が バトルに くわわった!", - "BATTLE_DESTROYED.f": "{0}は ほろびた!", - "BATTLE_SWITCH_PLACES.f": "{0}が ばしょを いれかえた!", - "BATTLE_SWITCH_PLACES.n": "{0}が ばしょを いれかえた!", - "BATTLE_ORB_BROKE": "オーブが くだけた! \\n正体は {fusion_name}だった!", - "BATTLE_DESTROYED.m": "{0}は ほろびた!", - "ABILITY_swim": "ダイブスイム", - "BATTLE_DESTROYED.n": "{0}は ほろびた!", - "ABILITY_climb": "ヴァインボール", - "ABILITY_dash": "バレットダッシュ", - "ABILITY_UNLOCKED_swim": "水中を泳げるようになった!\\n使っているあいだはスタミナが減っていく。", - "ABILITY_flight": "サラバフライト", - "ABILITY_magnetism": "エレキマグネット", - "ABILITY_UNLOCKED_climb": "{control.climb}を押しつづけることで、ツルをつかってカベを登れる!\\n使っているあいだはスタミナが減っていく。", - "ABILITY_UNLOCKED_dash": "{control.dash}を押すことで、短い距離をダッシュできる!\\n使うとスタミナが減る。", - "ABILITY_UNLOCKED_magnetism": "{control.magnetism}を押しつづけることで、磁力に関係するオブジェクトを利用できる!\\n使っているあいだはスタミナが減っていく。", - "ABILITY_UNLOCKED_flight": "グライド中に{control.jump}をもう一度押すと、高く飛び上がれる!\\n使うとスタミナが減る。", - "POST_CREDITS_MESSAGE_1": "コンティニューしたければ、このセーブデータでプレイを\\n続行できます。ニューウィラルのレンジャーたちにはまだ、\\nあなたの助けが必要です……", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "本当にいいですか?\\n割りふっていないポイントがまだ残っています。", - "STAT_ADJUST_MENU_TITLE": "{player}の基本ステータス", - "STAT_ADJUST_MENU_REMAINING_POINTS": "残りポイント:{0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "{player}の基本ステータスは、この画面で変更できます。\\n基本ステータスの値を変更すると、モンスターのすがたでのステータスもすべて影響を受けます。\\n\\n基本ステータス強化に使える追加のポイントは、レンジャー・ウィルマに交換してもらえます。\\nステータスを下げられる最小値の限界は、キャプテンたちをたおすと下がっていきます。", - "STAT_ADJUST_MENU_EXPLANATION.f": "{player}の基本ステータスは、この画面で変更できます。\\n基本ステータスの値を変更すると、モンスターのすがたでのステータスもすべて影響を受けます。\\n\\n基本ステータス強化に使える追加のポイントは、レンジャー・ウィルマに交換してもらえます。\\nステータスを下げられる最小値の限界は、キャプテンたちをたおすと下がっていきます。", - "STAT_ADJUST_MENU_EXPLANATION.n": "{player}の基本ステータスは、この画面で変更できます。\\n基本ステータスの値を変更すると、モンスターのすがたでのステータスもすべて影響を受けます。\\n\\n基本ステータス強化に使える追加のポイントは、レンジャー・ウィルマに交換してもらえます。\\nステータスを下げられる最小値の限界は、キャプテンたちをたおすと下がっていきます。", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "クエストを受けるには、レンジャートレーニングを完了する必要があります。", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "不明なキャプテン #{n}", - "UI_RANGER_STAMP_CARD_ID": "ID:{0}", - "UI_RANGER_STAMP_CARD_HUMAN": "ホモ・サピエンス", - "UI_RANGER_STAMP_CARD_EARTH": "地球:21世紀", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "肩書き:不明", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "クエストを受けるには、レンジャートレーニングを完了する必要があります。", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "クエストを受けるには、レンジャートレーニングを完了する必要があります。", - "NOTICEBOARD_REQUIREMENT_STORY": "新クエストと報酬をアンロックするには、モルガンテの手がかりを追い、ニューウィラル島から出る方法を見つける必要があります。", - "NOTICEBOARD_REQUIREMENT_QUEST": "新クエストと報酬をアンロックするには、「{quest_title}」をクリアする必要があります。", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "クエストをすべてクリアしました!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name}が、見つけたフュージョン素材を{amount}個わたしてくれた!", - "TUTORIAL_RUMORS_DESCRIPTION2": "ハーバータウンで聞いたウワサは、\\nクエストログに記録される。\\n\\nアイテムを補給するためにハーバータウンへ\\n寄ったときは、新しいウワサがないかどうか、\\nチェックするのを忘れないようにしよう!", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "イアンシーさんに報告して、報酬を受けとってください!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name}が、見つけたフュージョン素材を{amount}個わたしてくれた!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name}が、見つけたフュージョン素材を{amount}個わたしてくれた!", - "TUTORIAL_RUMORS_DESCRIPTION1": "ニューウィラル島は思いのままに探検できる\\n場所だ。次の行き先のヒントがほしいときは、\\nハーバータウンの人たちと話して\\nウワサを聞いてみよう。\\n\\nハーバータウンの人たちは、ウワサ話で\\n情報をやりとりするのが大好きだ!\\nウワサに出てきた場所を調べれば、\\nたいていの場合はクエストを進めるヒントが\\n手に入るほか、時には、新しいモンスターを\\n見つける手がかりがゲットできることもある。", - "TUTORIAL_RUMORS_TITLE": "ウワサ", - "TUTORIAL_ROGUE_FUSIONS1": "このモンスターは、レンジャーたちが\\n「はぐれフュージョン」と呼ぶものだ。\\n地下のどうくつで見つかる箱の中に\\n隠れていることもある。\\n\\nレアアイテムや経験値をかせいだり、\\nレアモンスターを見つけたりしたいなら、\\nはぐれフュージョンとバトルするのは\\nいいアイデアだ。ただし、はぐれフュージョンは\\n同じエリア内にいるほかのモンスターより\\nずっと強くて危険だ。戦うときは気をつけよう!", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "はぐれフュージョン", - "TUTORIAL_ROGUE_FUSIONS2.m": "はぐれフュージョンは、ほかのモンスターの\\n群れにかこまれていることもある。\\nその場合は、先にまわりの群れをたおさなければ\\nはぐれフュージョンとバトルできない。\\n\\nまだバトルの実力に自信がないときや\\n新しいエリアに入ったばかりのときは、\\nはぐれフュージョンにバトルを挑まないで\\nそっとしておくのがベストだ。", - "TUTORIAL_ROGUE_FUSIONS2.n": "はぐれフュージョンは、ほかのモンスターの\\n群れにかこまれていることもある。\\nその場合は、先にまわりの群れをたおさなければ\\nはぐれフュージョンとバトルできない。\\n\\nまだバトルの実力に自信がないときや\\n新しいエリアに入ったばかりのときは、\\nはぐれフュージョンにバトルを挑まないで\\nそっとしておくのがベストだ。", - "UI_NEW_GAME_MODES_NOTIFICATION": "カスタムモードがアンロックされた!", - "TUTORIAL_ROGUE_FUSIONS2.f": "はぐれフュージョンは、ほかのモンスターの\\n群れにかこまれていることもある。\\nその場合は、先にまわりの群れをたおさなければ\\nはぐれフュージョンとバトルできない。\\n\\nまだバトルの実力に自信がないときや\\n新しいエリアに入ったばかりのときは、\\nはぐれフュージョンにバトルを挑まないで\\nそっとしておくのがベストだ。", - "LOADING_SCREEN_NAG2_TITLE": "ハーバータウンで聞いたウワサ:", - "LOADING_SCREEN_NAG2_FOOTER": "くわしくは、[color=#ab75e8]クエストログ[/color]をチェックしよう。", - "UI_NEW_GAME_MODES_TITLE": "カスタムモード", - "UI_NEW_GAME_MODES_VALUE_ON": "ON", - "UI_NEW_GAME_MODES_VALUE_OFF": "OFF", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "テープ修理禁止", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "オンにすると、バトルで負けたときゲームオーバーになる。", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "負けるとゲームオーバー", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "オンにすると、こわれたテープが直せなくなる。使えるテープが\\nなくなるとゲームオーバーになる。", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "オンにすると、バトルで負けたときゲームオーバーになる。", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "オンにすると、バトルで負けたときゲームオーバーになる。", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "オンにすると、各地で出会えるモンスターや、最初に自分と\\nパートナーが使うテープのモンスターがランダムに変化する。", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "モンスターのランダム化", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "タイプのランダム化", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "わざのランダム化", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "オンにすると、モンスターが持っているわざと、テープの\\nアップグレードでゲットできるステッカーがランダムに変化する。", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "オンにすると、モンスターの種族ごとのエレメントタイプが\\nランダムに変化する。使うわざのセットもタイプに合わせて変わる。", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "キャラクターやモンスターなどの出現や商人が売るアイテム、\\n生成されるクエストなどのランダム要素を決めるシード値。", - "UI_NEW_GAME_MODES_RANDOM_SEED": "ランダムシード", - "UI_NEW_GAME_MODES_START_BUTTON": "ゲームをはじめる", - "UI_GAME_OVER": "GAME OVER", - "SIGN_ELECTROSHACK": "ElectroShack", - "SIGN_CLOSED": "CLOSED", - "SIGN_SPACE_ZONE": "SPACE ZONE", - "about": "Appについて", - "donation": "寄付", - "patreon": "Patreon", - "noItems": "No Items", - "privacyPolicy": "プライバシーポリシー", - "termsAndConditions": "利用規約", - "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", - "patrons": "パトロン", - "habitat": "Habitat", - "useGifs": "GIF を使用", - "alphabetical": "アルファベット順", - "bestiaryId": "ベストイアリ ID", - "static": "静的", - "gifNum": "GIF {0}", - "additionalStats": "追加統計", - "viewOn": "{0} で表示", - "initial": "初期", - "unavoidable": "回避不可", - "cost": "コスト", - "canBeCopied": "コピー可能", - "characters": "キャラクター", - "partnerMonster": "パートナー モンスター", - "portraitNum": "ポートレート {0}", - "tags": "タグ", - "overworld": "オーバーワールド", - "percentTitle": "パーセント", - "backup": "バックアップ", - "hashCode": "CC5BBDDD7333AAD83389052E635DE59C" - } - }, - "ko_KR": { - "id": 8, - "locale": "ko_KR", - "messages": { - "MOVE_MAGIC_TOME_NAME": "마법서", - "DLC_00_COSPLAY_NAME": "코스프레 팩", - "UI_PARTY_MOVE_STICKER": "스티커 이동", - "UI_SETTINGS_GLITCH_EFFECTS": "글리치 효과", - "UI_PARTY_EDIT_MOVES": "스티커 편집", - "MOVE_DESCRIPTION_FINAL_BREATH": "자신의 HP가 80%보다 높은 상태에서 HP를 0으로 감소시키는 공격을 받으면 HP를 1 남기고 생존한다.", - "MOVE_NAME_WEB_WRAP": "그물 감싸기", - "MOVE_NAME_TREASURE_DIG": "보물찾기", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ {content_name} DLC", - "MOVE_DESCRIPTION_DEEP_FREEZE": "상대의 카세트 플레이어를 꽁꽁 얼려 테이프 걸림 상태를 부여한다.", - "CONFIRM_LOAD_MODS1": "모드 {num_mods}개가 확인되었습니다.", - "CONFIRM_LOAD_MODS2": "악성 모드는 귀하의 파일 시스템에 접근하여 컴퓨터 내에서 임의의 명령을 실행시킬 수도 있다는 점에 유의하세요.", - "UI_PARTY_VIEW_MOVES": "스티커 보기", - "NOTIFICATION_GENERIC": "알림", - "MOVE_TRAP_JAW_NAME": "덫 아가리", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "회피 무효화", - "MOVE_DESCRIPTION_TREASURE_DIG": "무작위 아이템 1개를 파낸다. 전투에서 승리한 쪽이 아이템을 갖는다.", - "STATUS_GEMSTONE_WALL_NAME": "보석 방벽", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "HP의 20%를 희생하여 최대 3턴 동안 최대 3번의 공격을 흡수하는 장벽을 생성한다. 이 장벽은 추가로 적용 대상에게 매 턴 추가 AP를 1 부여한다.", - "MOVE_DESCRIPTION_TRIPWIRE": "상대가 근접 공격을 사용할 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다. 확률은 해당 기술의 기본 AP 소모량이 높을수록 감소한다.", - "DLC_01_PIER_NAME": "미지의 부두", - "UI_SETTINGS_AUDIO_TRANSFORM": "변신 특수 효과", - "MOVE_DESCRIPTION_MAGIC_TOME": "대상 하나를 공격한다. 대상의 원거리 방어를 감소시킨다.", - "MOVE_COLD_FUSION_NAME": "저온 융합", - "MOVE_DESCRIPTION_TRAP_JAW": "깨물기 후 자동으로 사용된다. 대상에게 회피 무효화 상태를 부여한다.", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "회피 무효화 상태가 된 캐릭터는 회피 능력치가 1%로 감소한다.", - "MOVE_NAME_TRIPWIRE": "인계철선", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "방벽이 받는 공격을 일정 횟수 흡수해준다. 타입 상성상 우위인 공격은 즉시 방벽을 파괴한다. 일반적인 방벽 효과에 더해, 적용 대상이 매 턴 추가 AP를 1 획득한다.", - "TITLE_SCREEN_DLC_BTN": "상점에서 DLC 확인", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "정말 이 파일을 불러올까요?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "이 저장 파일은 현재 모드 세트에서 저장되지 않았습니다. 이대로 불러오면, 향후 아무 모드나 제거하는 경우 저장 파일을 이용하지 못할 수도 있습니다.", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "비활성화", - "LOOT_HEADING_TREASURE": "보물", - "MOVE_NAME_STICKY_SPRAY": "끈끈이 스프레이", - "TITLE_SCREEN_DLC_BTN_NX": "닌텐도 e숍", - "UI_SAVE_REQUIRE_DLC": "해당 저장 파일은 현재 설치되어 있지 않은 DLC 또는 모드로 생성되어 불러올 수 없습니다.", - "STATUS_TAPE_JAM_NAME": "테이프 걸림", - "UI_SETTINGS_COLOR_BLIND": "색각이상 모드", - "MOVE_DEEP_FREEZE_NAME": "급속 냉동", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "계속하기", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "음악 보컬", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "활성화", - "BATTLE_TOAST_SWITCH_BLOCKED": "교체 차단", - "MOVE_GEMSTONE_WALL_NAME": "보석 방벽", - "STATUS_TAPE_JAM_DESCRIPTION": "테이프 걸림 상태가 된 캐릭터는 테이프 걸림이 제거되거나 현재 테이프가 망가지기 전까지 다른 테이프로 교체할 수 없다.", - "MOVE_DESCRIPTION_COLD_FUSION": "아군 또는 상대가 융합 시 발동한다. 융합의 HP를 최대 HP의 20%만큼 감소시키고 융합에 움찔 상태를 부여한다.", - "MOVE_TREASURE_DIG_TOAST": "획득!", - "MOVE_FINAL_BREATH_NAME": "최후의 숨결", - "CONFIRM_LOAD_MODS3": "모드를 선택하여 사용하는 것과 관련된 책임은 모두 사용자에게 있습니다.", - "CONFIRM_LOAD_MODS4": "정말 이 모드를 불러올까요?", - "CONFIRM_LOAD_MODS_QUIT": "종료", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "모드를 불러오지 않고 계속하기", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} (제작: {content_author})", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "벼락 같은 힘", - "PINBOLT_NAME_PREFIX": "핀", - "PICKSIE_NAME": "곡블린", - "AURICLAW_DESCRIPTION": "황금 가면을 쓴 거미", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "겁 많은 고블린", - "ADEPTILE_DESCRIPTION": "학사복을 입은 파충류", - "RUMOR_SPIDER_CAVE_3": "이상하지 않아? 우린 늪지대에 광산을 판 적이 없는데 말이야.", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "놀라운 속도", - "PICKSIE_ENCOUNTER_MEREDITH_1": "방금 땅을 파고 들어갔지? 다음에 어디서 또 보면 눈에 띄지 않게 다가가 보는 게 좋겠어.", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "곡괭이로 흙을 파면서 무언가를 찾고 있었는데, 다가가자마자 도망쳤다지 뭐야...", - "PICKSIE_LORE_1": "곡블린은 열정적인 광부들로, 일생 중 오랜 시간을 보석이나 보물을 찾아 동굴 및 무덤을 발굴하며 보낸다. 종종 발굴한 보물로 스스로를 치장하거나 발견한 갑옷 또는 무기를 장비하기도 한다.", - "TRAPWURM_LORE_2": "린트부름은 유럽의 민간 전승에 등장하는 생명체로, 용과 매우 유사하다. 종종 등에 물고기 같은 지느러미가 달려 있고 거대한 뱀처럼 생긴 짐승으로 묘사된다.", - "OVERWORLD_SPIDERCAVE_EUGENE": "커다란 거미줄이라고? [pause]그렇다면 거미도 크겠지. 싸워보고 싶어 몸이 근질근질한걸.", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "나는 번개의 어떤 면모를 갖고 있을까?", - "DIVEBERG_DESCRIPTION": "잠수 헬멧을 쓴 빙산 생명체", - "PINBOLT_LORE_2": "현대적인 핀볼 기계는 1940년에 처음 발명되었지만, 그 기원은 나무 판 위에서 하는 바가텔이라는 게임까지 거슬러 올라간다. 또한 파칭코와 같은 역사 및 발전 과정을 공유하고 있다.", - "DIVEBERG_LORE_1": "영하 기온에 오래 노출된 잠수개는 \\\"다이빙산\\\" 형태로 변해 환경에 적응한다. 험준하고 눈으로 뒤덮인 지형을 더 쉽게 이동할 수 있도록 이족 보행 골격을 취한 것으로 추정된다.", - "PINBOLT_NAME_SUFFIX": "볼트", - "TRAPWURM_LORE_1": "찰코룡은 흙과 진흙 밑에 숨은 채 먹잇감이 머리 위로 지나가기를 기다리며 며칠이고 숨을 참을 수 있다. 찰코룡의 턱 힘은 매우 강력하기 때문에 한 번 다문 입을 강제로 벌리는 것은 불가능에 가깝다.", - "TRAPWURM_DESCRIPTION": "커다란 입과 다리가 달린 뱀", - "WYRMAW_NAME_SUFFIX": "아귀", - "WYRMAW_LORE_1": "지하에 매복하기에는 몸집이 너무 커진 미르아귀는 깃발을 손짓하듯 흔들거나 목걸이에 달린 종을 기분 좋게 딸랑거려서 먹잇감을 유인해야만 한다.", - "RUMOR_SPIDER_CAVE_TITLE": "폐광", - "RUMOR_SPIDER_CAVE_2": "그런데 늪지대를 산책하다가 무너진 폐광 입구를 찾았다고 하더라고.", - "RUMOR_SPIDER_CAVE_1": "에드워드 알지? 에드워드는 파이퍼강 건너편 기슭에서 아내랑 같이 농장을 경영해...", - "PICKSIE_ENCOUNTER_VIOLA_1": "저 정령이 우리 때문에 깜짝 놀란 모양이구려. 여행 중에 그 정령과 다시 마주치면 눈에 띄지 않게 다가가는 것이 현명할지도 모르겠소.", - "DIVEBERG_NAME_PREFIX": "다이빙", - "AURICLAW_LORE_1": "철발톱이 성체가 되기 위해서는 연금술적인 탈피 단계를 겪어야만 하며, 그 과정에서 신체의 철판과 장식이 황금 성분의 합금으로 변한다. 금발톱은 이들 종족의 방대한 영토를 최전방에서 지키는 방어병 역할을 한다.", - "PICKSIE_ENCOUNTER_FELIX_1": "방금... 땅속으로 파고 들어간 건가? 사람을 보면 겁을 먹는 걸지도 몰라. 다음에 또 보면 보이지 않게 다가가 보자.", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "방금 {location_0_phrase} 근무하는 내 순찰대원 친구가 이상한 생물을 봤다고 했어. 겁 많고 작은 고블린이라던데.", - "PINBOLT_NAME": "핀볼트", - "ADEPTILE_LORE_2": "고대로부터 이어져 온 연금술 교리 중 하나는 바로 만물이 흙, 불, 물, 공기라는 네 가지 기본 원소로 이루어졌다는 것이다.", - "TRAPWURM_NAME_PREFIX": "찰코", - "TRAPWURM_NAME_SUFFIX": "룡", - "DIVEBERG_NAME_SUFFIX": "빙산", - "HARBOURTOWN_BOOK_6": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...비전의 기술을 탐구하는 이 파충류는 공부할 마법서만 주어진다면 잠재력을 최대로 발휘할 수 있다.\\\"", - "ADEPTILE_NAME": "마도롱뇽", - "DIVEBERG_NAME": "다이빙산", - "FERRICLAW_NAME_PREFIX": "철", - "FERRICLAW_LORE_1": "철발톱은 지하 깊숙이 자리한 동굴에 서식하기 때문에 뉴위럴에서 발견된 지 얼마 되지 않았다. 고대 문명의 무덤에서 파낸 데스 마스크로 치장하곤 한다.", - "FERRICLAW_NAME_SUFFIX": "발톱", - "WYRMAW_DESCRIPTION": "머리에 깃발이 달린 커다란 뱀", - "PINBOLT_DESCRIPTION": "구체 머리가 둥둥 떠다니는 스프링 모양의 생명체", - "WYRMAW_NAME_PREFIX": "미르", - "DIVEBERG_LORE_2": "지구상에서 기록된 가장 낮은 자연 기온은 섭씨 영하 89.2도로, 1983년 남극에서 기록되었다.", - "PICKSIE_ENCOUNTER_DOG_1": "멍...?", - "FERRICLAW_NAME": "철발톱", - "PICKSIE_NAME_PREFIX": "곡", - "PICKSIE_NAME_SUFFIX": "블린", - "TRAPWURM_NAME": "찰코룡", - "AURICLAW_LORE_2": "데스 마스크는 종종 유명인과 지도자를 본떠 만들어졌다. 현대 역사상 가장 유명한 데스 마스크는 약 기원전 1323년에 제작된 투탕카멘의 가면이다.", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "이런, 우리 때문에 놀란 건가? 땅속으로 도망친 것 같아. 다음에 저 녀석과 마주치면 눈에 띄지 않게 접근해야겠어.", - "ADEPTILE_LORE_1": "비전의 지식을 추구하기 위해 모든 것을 바친 마도롱뇽은 머리가 신체의 대부분을 차지하며, 몸통이 없는 것을 숨기기 위해 긴 학사복을 입는다.", - "ADEPTILE_NAME_SUFFIX": "롱뇽", - "OVERWORLD_SPIDERCAVE_MEREDITH": "이 거미줄 [shake rate=30 level=10]크기[/shake] 좀 봐! [pause]아니. [pause]싫어. [pause]어서 여길 뜨자.", - "AURICLAW_NAME": "금발톱", - "FERRICLAW_LORE_2": "데스 마스크는 죽은 사람의 얼굴을 본뜬 모형이다. 그 제작 방식과 재질은 매우 다양하며, 인류 역사상 수많은 문화권과 시대에 걸쳐 등장했다.", - "PICKSIE_DESCRIPTION": "곡괭이를 들고 가면을 쓴 고블린", - "PICKSIE_SUBTITLE": "보물 고블린", - "ADEPTILE_NAME_PREFIX": "마도", - "AURICLAW_NAME_SUFFIX": "발톱", - "FERRICLAW_DESCRIPTION": "녹슨 가면을 쓴 거미", - "AURICLAW_NAME_PREFIX": "금", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "이건... 거미줄인가? 그런데 [wave amp=30 freq=10]조금 큰 것[/wave] 같지 않아?", - "OVERWORLD_SPIDERCAVE_VIOLA": "이곳에서는 거미가 이렇게... 거대한 거미줄을 잣는 것이 흔한 일이오?", - "OVERWORLD_SPIDERCAVE_FELIX": "커다란 거미줄을 보는 건 이게 처음인 것 같아. 전에도 봤다면 분명 기억할 텐데.", - "PINBOLT_LORE_1": "핀볼트의 금속 머리는 몸통에 달린 한 쌍의 \\\"발갈퀴\\\"에서 생성되는 자기장으로 인해 몸통 위에 떠 있다. 핀볼트는 그 자기장을 사용해 하나밖에 없는 손에서 에너지 화살을 쏘아 보낼 수 있다.", - "PICKSIE_ENCOUNTER_EUGENE_1": "이런, 도망쳐 버렸잖아! 다음에 다시 마주치면, 또 우릴 보고 도망치지 않게 몰래 뒤에서 접근해 보자.", - "PICKSIE_LORE_2": "드워프는 독일 신화에 등장하는 생명체로, 종종 키가 작고 인간과 유사한 존재로 묘사된다. 흔히 광산, 대장간, 동굴과 연관 지어지곤 한다.", - "WYRMAW_NAME": "미르아귀", - "WYRMAW_LORE_2": "린트부름은 다양한 유럽 설화에 등장하며, 그중 하나가 바로 \\\"램튼 웜\\\"의 전설이다. 린트부름과 유사한 생물인 램튼 웜은 웨어강에 서식하며 그 근방의 주민들을 공포로 몰아넣었다고 전해진다.", - "GAME_OVER_VIOLA1": "{player}이(가) 깨어났도다!", - "GAME_OVER_EUGENE1.n": "...일어났다! 자, {player}. 어서 가자.", - "LEVEL_WARNING_meredith.v3": "여기 몬스터는 우리보다 위협적이야. 다음에 돌아오는 게 좋겠어, [pause]친구.", - "HARBOURTOWN_NPC_13_DIALOGUE2": "그래도 괜찮아... [pause]그냥 이쪽에 있지 뭐. [pause]어쩌겠어.", - "HARBOURTOWN_NPC_13_DIALOGUE3": "아... [pause]다리가 내려졌네.", - "HARBOURTOWN_NPC_14_DIALOGUE1": "있지... [pause]난 고향을 벗어나려고 엄청 노력했어. [pause]정말 열심히 말이야.", - "HARBOURTOWN_NPC_14_DIALOGUE2": "인생의 다음 단계를 맞이할 준비가 되어 있었는데, [pause][wave amp=30 freq=10]또[/wave] 작은 마을에 갇힌 신세가 되었지 뭐야.", - "HARBOURTOWN_NPC_14_DIALOGUE3": "그냥... [pause]이게 내 운명인가 봐.", - "HARBOURTOWN_NPC_15_DIALOGUE1": "항구촌에는 항상 \\\"자원봉사단\\\" 같은 단체가 어떤 형식으로든 있었어. [pause]그러지 않았다면 이 마을이 어떻게 이리 오랫동안 살아남았겠어?", - "HARBOURTOWN_NPC_15_DIALOGUE2": "지금은 이안테의 순찰대가 그런 역할을 하고 있어. [pause]자원을 모으고, 주민들의 문제를 해결해주고... 정말 온갖 일을 다 도맡아하지.", - "HARBOURTOWN_NPC_15_DIALOGUE3": "\\\"카세트 테이프\\\" 현상이 발견된 후로는 질서를 유지하는 게 더 어려워졌어. [pause]하지만 이안테라면 분명 해낼 수 있을 거야!", - "HARBOURTOWN_NPC_16_DIALOGUE2": "조언 하나 해주자면, [pause]이곳에서의 새로운 삶을 받아들이는 게 좋아.", - "HARBOURTOWN_NPC_16_DIALOGUE1": "마을에 새로 온 사람들은... [pause]대부분 힘겨운 시기를 겪어.", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "그렇다고 해서 과거의 삶을 잊어버리라는 건 아니야. [pause]미래만큼이나 과거도 네 소중한 일부니까. [pause]알겠지?", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "그렇다고 해서 과거의 삶을 잊어버리라는 건 아니야. [pause]미래만큼이나 과거도 네 소중한 일부니까. [pause]알겠지?", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "그렇다고 해서 과거의 삶을 잊어버리라는 건 아니야. [pause]미래만큼이나 과거도 네 소중한 일부니까. [pause]알겠지?", - "HARBOURTOWN_NPC_17_DIALOGUE1": "항구촌의 역사는 생각보다 흥미롭단다!", - "HARBOURTOWN_NPC_17_DIALOGUE2": "미래에 어떻게 대비해야 하는지 알려면 과거를 돌아봐야 하는 법이지.", - "HARBOURTOWN_NPC_18_DIALOGUE1": "내 증조할아버지는 백 년도 전에 뉴위럴에 조난된 선원 중 한 명이셨어.", - "HARBOURTOWN_NPC_18_DIALOGUE2": "우리가 이곳을 얼마나 발전시켰는지 보시면 무척 자랑스러워하실 거야.", - "HARBOURTOWN_NPC_19_DIALOGUE": "뭘 해야 할지 모르겠으면 마을 사람들한테 물어봐. 괜찮은 소문을 따라가다 보면 길을 찾을 수 있을 테니까!", - "TUTORIAL4_PART3B_KAYLEIGH6": "대천사...", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "\\\"융합\\\"에 대해...", - "TUTORIAL4_PART3C_KAYLEIGH2": "\\\"융합\\\"은 순찰대에 알려진 희귀한 현상이야. 야생에도 융합한 몬스터가 있고, 순찰대 총대장도 할 수 있다고 하더라고.", - "TUTORIAL4_PART3B_KAYLEIGH7": "전해지는 바로는, 처음 뉴위럴 해안에 떠밀려온 불운한 사람들은 이곳의 몬스터를 천사로 여겼다고 해.", - "TUTORIAL4_PART3B_KAYLEIGH8": "그리고, [pause]어떤 이들은 다른 몬스터보다 더욱 강력한 존재에 대해 기록을 남겼어... [pause]보고 느끼기에 \\\"뭔가 잘못된\\\" 생명체 말이야.", - "TUTORIAL4_PART3B_KAYLEIGH9": "다른 몬스터를 천사라고 부른 것처럼, 그 존재들은 \\\"대천사\\\"라고 불렸어. [pause]계급이 가장 높은 천사를 부르는 명칭이지.", - "TUTORIAL4_PART3B_KAYLEIGH10": "물론, 사람들이 일반적인 몬스터와 싸워서 이길 수 있다는 걸 알게 된 후로는 [wave amp=30 freq=10]\\\"천사로서의 이미지\\\"[/wave]가 많이 퇴색됐지만.", - "TUTORIAL4_PART3B_KAYLEIGH11": "그 생물들은 지금껏 많은 이름으로 불렸어. 천사, 괴물, 악마, 구울...", - "TUTORIAL1_PART2_KAYLEIGH4": "네가 자전거라는 점만 빼고 말이야.", - "TUTORIAL1_PART2_KAYLEIGH10": "게다가 테이프를 망가뜨린 공격에서 남은 피해는 네 HP, 그러니까 빨간 막대에 적용되지.", - "TUTORIAL1_PART2_KAYLEIGH2": "금방 적응할 거야. [pause]자전거 타는 거랑 똑같다고!", - "TUTORIAL1_PART2_KAYLEIGH5": "저기 장화를 신은 기분 나쁜 녀석 보여? 저건 폴짝깨비인데, 더 가까이 가면 공격해올 거야.", - "TUTORIAL1_PART2_KAYLEIGH3": "물론, [pause]음... [pause]자전거가 {first_tape_description}처럼 변한다는 거랑...", - "TUTORIAL1_PART2_KAYLEIGH11.f": "우리 둘 다 HP를 모두 잃으면 항구촌으로 후퇴해야 해.", - "TUTORIAL1_PART2_KAYLEIGH11.m": "우리 둘 다 HP를 모두 잃으면 항구촌으로 후퇴해야 해.", - "TUTORIAL1_PART2_KAYLEIGH13": "좋아, 그럼 어디 해보자고!", - "TUTORIAL1_PART2_KAYLEIGH12": "이해했어?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "우리 둘 다 HP를 모두 잃으면 항구촌으로 후퇴해야 해.", - "TUTORIAL2_PART1_KAYLEIGH1.m": "잠시 쉴까, {player}? 원한다면 여기서 쉴 수 있어.", - "TUTORIAL1_PART2_KAYLEIGH14": "잘했어!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "잠시 쉴까, {player}? 원한다면 여기서 쉴 수 있어.", - "TUTORIAL1_PART2_KAYLEIGH16": "좋아! 그러면 올라가 볼까? 앞으로는 전투가 벌어지면 네 지시를 따를게. 그래도 계속 네 곁에 있을 테니 걱정하지 마!", - "TUTORIAL1_PART2_KAYLEIGH15": "흠. 저 엘리베이터는 아직 작동할 텐데. 이 근처에 전원을 켤 스위치가 있을 거야.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "앞에 몬스터가 더 있겠지만, 우리가 충분히 이길 수 있어!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "앞에 몬스터가 더 있겠지만, 우리가 충분히 이길 수 있어!", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "어서! 이쪽이야!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "앞에 몬스터가 더 있겠지만, 우리가 충분히 이길 수 있어!", - "HARBOURTOWN_NPC_1_DIALOGUE3": "다시 만나서 반가워! [pause]항구촌 생활은 좀 어때?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "아, [pause]그때 그 신참이구나! [pause]다시 만나서 반가워!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "또 만났네, 신참. [pause]적응은 잘 하고 있어?", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "또 만났네, 신참. [pause]적응은 잘 하고 있어?", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "또 만났네, 신참. [pause]적응은 잘 하고 있어?", - "HARBOURTOWN_NPC_1_DIALOGUE5": "이곳 생활에는 적응했어? [pause]나는... [pause]처음 이곳에 떨어졌을 때 내 상황을 받아들이기까기 오랜 시간이 걸렸어.", - "HARBOURTOWN_NPC_1_DIALOGUE6": "또 만났네! [pause]섬 생활은 좀 어때? [pause]이곳 사람들은 최선을 다하고 있어. 조금 외로울 수 있다는 건 나도 알아.", - "HARBOURTOWN_NPC_1_DIALOGUE8": "안녕! [pause]평소처럼 \\\"수렁해\\\"를 내다보고 있었어. [pause]저 바다를 바라보고 있으면 뭔가 마음이 편안해지는 기분이야.", - "HARBOURTOWN_NPC_1_DIALOGUE7": "인생은 때때로 우리한테 깜짝 선물을 주곤 해. [pause]가끔은 그 깜짝 선물이라는 게... [pause]음... [pause]이렇게 난처한 상황이기도 하지만 말이야.", - "HARBOURTOWN_NPC_1_DIALOGUE9": "가끔은 수평선 너머에서 우릴 구하러 온 배가 나타나기를 바랄 때도 있어. [pause]하지만 이곳에 오고 시간이 꽤 지났는데... 아무도 우릴 구하러 오지 않을 것 같네.", - "HARBOURTOWN_NPC_1_DIALOGUE10": "또 만났네! [pause]잘 지냈지?", - "HARBOURTOWN_NPC_2_DIALOGUE2": "내가 누군지 [shake rate=30 level=10]정말[/shake] 모르겠어? [pause]짐작 가는 곳도 없고?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "이곳에서 [wave amp=30 freq=10]나[/wave]처럼 유명한 사람을 만나게 될 줄은 몰랐지?[pause] 그렇지? [pause][pause]잠깐, 내가 누군지 모르는 거야...?", - "INTRO_PENSBY24": "심각한 문제는 아닐 거야. 처음 변신할 때는 정신적으로 큰 충격을 받거든.", - "CLEMENCE_CAFE2": "그런데 마을에 그래머폰 한 대가 있더라고. 음반을 재생하는 옛날 기계 말이야. 그래서 저걸 갖다 놓고 이 가게의 상징으로 삼았지. 그런데 사람들이 이렇게 부르짖지 뭐야. \\\"클레멘스! 그래머폰은 있는데 음악이 없잖아!\\\"", - "CLEMENCE_QUESTION_ARRIVAL": "여기엔 어떻게 오게 됐나요?", - "CLEMENCE_QUESTION_COFFEE": "커피는 어떻게 만드나요?", - "CLEMENCE_QUESTION_BYE": "안녕히 계세요!", - "CLEMENCE_CAFE1": "그래. 내가 항구촌에 처음 왔을 때, 사람들은 만나서 어울릴 스타일리시한 장소를 애타게 원하고 있었어. 그래서 내가 그런 곳을 마련해줬지. 내가 아니면 누가 하겠어?", - "CLEMENCE_BYE": "오 르부아!", - "LEVEL_WARNING_meredith.v2": "이곳 몬스터는 우리보다 강해 보이는데. [pause]돌아가는 게 좋겠어.", - "LEVEL_WARNING_viola.v2": "이곳에 발을 들이자니 사뭇 염려가 크구려. 아무래도 우리가 위험한 곳으로 흘러 들어온 듯하오.", - "CLEMENCE_INTRO2": "난 클레멘스고, 이 훌륭한 가게는 그래머폰 카페야. 난 음반도 많고 끝내주는 커피를 만들 수 있으니 카페나 해볼까 했어. 경쟁 상대가 있는 것도 아니고.", - "CLEMENCE_INTRO1.f": "봉주르! [pause]이곳에 새로운 사람이 오는 건 흔치 않은 일이야. 특히 너 같이 예쁜 사람은!", - "PARTNER_LEVELUP_VIOLA1": "요즈음 혼자 기술을 갈고닦았으니, 내 전투 실력을 보면 깜짝 놀라게 될 거요.", - "LEVEL_WARNING_meredith.v1": "이봐, 이 지역은 우리한테 무리인 것 같아. [pause]여기 몬스터는 좀 무서운걸.", - "TUTORIAL4_PART3B_KAYLEIGH19": "넌 영화가 뭔지 모를 수도 있잖아!", - "TUTORIAL4_PART3_KAYLEIGH18": "우리는 전부 다른 세계에서 왔는데 말이야.", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "뭔지 알아!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "영화는 많이 봤어!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "영화가 뭔데? 농담이야!", - "TUTORIAL4_PART3B_KAYLEIGH20": "휴. [pause]좋아, [pause]다행이네! 뉴위럴에 온 지 3년이나 지났는데, 아직도 새로 온 사람과 얘기할 때... [pause]문화에 대한 언급을 어떻게 조절해야 할지 잘 모르겠어.", - "TUTORIAL4_PART3C_KAYLEIGH1": "아. [pause]그래. [pause][wave amp=30 freq=10]그거[/wave] 말이지.", - "TUTORIAL4_PART3C_KAYLEIGH3": "적절한 조건이 갖춰지면 몬스터 형태로 변신한 두 사람이 합체해서 하나의 [wave amp=30 freq=10]강력한 존재[/wave]로 변형될 수 있어.", - "PARTNER_LEVELUP_EUGENE1": "요즘 운동을 좀 하고 있어. 지난번에 같이 싸웠을 때보다 [shake rate=30 level=10]훨씬[/shake] 강해졌다고. 정말이야!", - "PARTNER_LEVELUP_KAYLEIGH1": "지난번에 만난 이후로 [wave amp=30 freq=10]몬스터 전투[/wave]를 연습하고 있었어. 보면 깜짝 놀랄걸!", - "TUTORIAL4_PART3D_KAYLEIGH3": "그리고 모르간테가 뉴위럴에서 나갈 방법을 알고 있고?", - "TUTORIAL4_PART3C_KAYLEIGH8": "미안, [pause]이 얘기를 하려니 조금 이상하네!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "융합 덕분에 대천사를 물리칠 수 있었어!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "융합 덕분에 대천사를 물리칠 수 있었어!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "융합 덕분에 대천사를 물리칠 수 있었어!", - "TUTORIAL4_PART3C_KAYLEIGH9": "그, 그래. 듣고 보니 그러네!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "융합이 아니었다면 살아남지 못했을 거야!", - "TUTORIAL4_PART3D_KAYLEIGH2": "그 \\\"모르간테\\\"라는 대천사의 기억이 네 [wave amp=30 freq=10]안으로[/wave] 흘러 들어왔다고...?", - "TUTORIAL4_PART3D_KAYLEIGH1": "그러면 정리해보자...", - "OUTSKIRTS_3_-1_GIFTER1.n": "처음 보는 얼굴이구나. 떠밀려 온 지 얼마 안 됐지?", - "TUTORIAL4_PART3D_KAYLEIGH22": "만약 이 섬에서 나가는 길을 찾고, 사람들을 가족이 기다리는 집으로 돌려보낼 가능성이 조금이라도 있다면...", - "TUTORIAL4_PART3C_KAYLEIGH10": "너와 융합을 하고 나니 내 안에서 이상한 느낌이 들어. 마치... 존재하는지조차 몰랐던 문이 열린 것 같아.", - "TUTORIAL4_PART3C_KAYLEIGH11": "필요하면 다시 너와 융합할 수 있을 것 같네.", - "GAME_OVER_FIRST_PENSBY3.n": "뉴위럴을 돌아다닐 거면 출발하기 전에 치유 물품을 챙겨놓는 게 좋아.", - "GAME_OVER_EUGENE1.f": "...일어났다! 자, {player}. 어서 가자.", - "LEVEL_WARNING_kayleigh.v2.f": "여긴 좀 위험한 것 같아. 더 강해지면 돌아오자!", - "LEVEL_WARNING_kayleigh.v2.n": "여긴 좀 위험한 것 같아. 더 강해지면 돌아오자!", - "GAME_OVER_MEREDITH1": "이제 정신이 들어?", - "PARTNER_LEVELUP_FELIX1": "최근에 몬스터 형태로 훈련을 하고 있어. 너한테 뒤쳐지면 안 되잖아.", - "TUTORIAL2_PART3_KAYLEIGH4": "대체 [wave amp=30 freq=10]어떤 원리[/wave]인지는 우리도 모르지만, 그냥 그런 걸 어쩌겠어. [pause]좋은 게 좋은 거지, 뭐.", - "TUTORIAL2_PART3_KAYLEIGH8": "자, 저 벌레를 끝장내 버리자!", - "TUTORIAL2_PART4_PLAYER1": "원래 이런 거야?!", - "TUTORIAL2_PART4_PLAYER2": "어떻게 된 거야?", - "TUTORIAL2_PART4_KAYLEIGH1": "어떤 몬스터 형태는... 기록할 때 단순히 그 모습으로 변신할 수 있게 되는 걸 넘어서 새로운 능력도 얻을 수 있어.", - "TUTORIAL2_PART4_KAYLEIGH2": "겁내지 마!", - "TUTORIAL2_PART4_KAYLEIGH3": "미리 귀띔해줬어야 했는데 미안해. 그래도 직접 보는 편이 더 쉬울 거라고 생각했어.", - "TUTORIAL2_PART4_KAYLEIGH4": "이제 저 절벽을 활공해서 넘어갈 수 있어.", - "TUTORIAL3_PART1_KAYLEIGH1": "도대체 무슨 일이지? 몬스터 활동 때문에 이러는 거면 조심해야겠어.", - "TUTORIAL3_PART1_KAYLEIGH2": "가자...", - "TUTORIAL3_PART2_KAYLEIGH1": "방금 그거 너도 느꼈지?", - "TUTORIAL3_PART2_KAYLEIGH2": "저게 뭐야?!", - "TUTORIAL3_PART2_KAYLEIGH3": "이, 이 건물이 원래 여기 있었나?", - "TUTORIAL2_PART3_KAYLEIGH1": "자, 이걸 받아!", - "TUTORIAL2_PART3_KAYLEIGH2": "뉴위럴의 몬스터는...", - "TUTORIAL2_PART3_KAYLEIGH3": "약해졌을 때 그 정수를... [pause]음...[pause] 카세트 테이프에 기록할 수 있어.", - "TUTORIAL2_PART3_KAYLEIGH6": "자, 그렇게 새로운 몬스터 형태를 얻는 거야!", - "TUTORIAL2_PART3_KAYLEIGH5": "방금 기록한 테이프로 바꿔 봐!", - "TUTORIAL2_PART3_KAYLEIGH7": "하지만 너무 많은 피해를 받은 몬스터는 도망쳐버려. 그러면 기록할 수도 없지... [pause]지금까지는 이해했어?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "잠시 쉴까, {player}? 원한다면 여기서 쉴 수 있어.", - "TUTORIAL2_PART1_KAYLEIGH2.f": "이 모닥불이 있으면 그곳에서 야영해도 안전하다는 뜻이야.", - "TUTORIAL2_PART2_KAYLEIGH2": "이쪽으로 유인할 방법이 있을 텐데...", - "TUTORIAL2_PART2_KAYLEIGH1": "저 몬스터 보여?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "이 모닥불이 있으면 그곳에서 야영해도 안전하다는 뜻이야.", - "TUTORIAL2_PART1_KAYLEIGH3": "그러면 테이프를 고치고 회복할 수 있지!", - "TUTORIAL2_PART1_KAYLEIGH2.m": "이 모닥불이 있으면 그곳에서 야영해도 안전하다는 뜻이야.", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "물론이지!", - "TUTORIAL1_PART1_KAYLEIGH5": "이따가 설명해줄게!", - "TUTORIAL1_PART1_KAYLEIGH6": "도와준다니 고마워!", - "TUTORIAL1_PART1_KAYLEIGH7": "저기 있는 길 보여?", - "TUTORIAL1_PART1_KAYLEIGH8": "어젯밤에 지진이 났거나 몬스터가 난동을 부린 모양이야. 땅에 금이 간 것 보이지?", - "INTRO_KAYLEIGH19": "이 소식을 어떻게 말해줘야 할지 잘 모르겠네.", - "INTRO_KAYLEIGH20.m": "넌 여기 갇힌 거야.", - "INTRO_KAYLEIGH20.f": "넌 여기 갇힌 거야.", - "INTRO_KAYLEIGH13": "어쨌든,[pause] 너 잠옷 바람에 얼어죽기 전에 따뜻한 곳으로 가자.", - "INTRO_KAYLEIGH12": "나는 케일리야. 만나서 반가워, {player}!", - "INTRO_KAYLEIGH30": "그리고 뉴위럴은... [pause]지구에 있지 않아. 적어도 우리 생각에는 그래.", - "INTRO_KAYLEIGH14": "어때?[pause] 꽤 멋진 곳이지?", - "INTRO_KAYLEIGH14_OPTION1": "내가 지금 어디 있는 거야?", - "INTRO_KAYLEIGH14_OPTION2": "여긴 어디야?", - "INTRO_KAYLEIGH15.m": "항구촌에 온 걸 환영해...", - "INTRO_KAYLEIGH5": "그래, 그럴 것 같더라! 그러면 이걸 받아.", - "CLEMENCE_ARRIVAL2": "그리운 게 하나 있다면...", - "CLEMENCE_ARRIVAL3": "바로 오토바이야.", - "TUTORIAL1_PART2_KAYLEIGH6": "그러니까 당연히 가까이 가 봐야지!", - "TUTORIAL1_PART2_KAYLEIGH7": "조금 피해를 받았지만, 네 몬스터 형태는 아직 버틸 수 있어!", - "TUTORIAL1_PART2_KAYLEIGH8": "초록색 막대는 몬스터 형태의 HP를 나타내고, 빨간색 막대는 네 HP야.", - "TUTORIAL1_PART2_KAYLEIGH9": "전투 중에 한 형태의 HP가 전부 바닥나면, 그 테이프는 고장 나서 수리해야만 해.", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "항구촌에 없던 거야?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "평소에는 이런 일이 안 일어나?", - "TUTORIAL3_PART2_KAYLEIGH4": "이런 건 한 번도 본 적이 없어!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, 공기에서 뭔가 느껴지지 않아...?", - "TUTORIAL3_PART2_KAYLEIGH5": "계속 이곳에 묻혀있던 건가?!", - "HARBOURTOWN_STATION_MORGANTE1": "모드리드, 너냐?\\n\\n가까이 오너라, 얘야... 마지막으로 한 번 더 너를 눈에 담고 싶구나.", - "HARBOURTOWN_STATION_KAYLEIGH1": "이곳에서는... 금속이 타는 듯한 냄새가 나. 뭐라고 설명할지 모르겠네...", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]이... 이건...[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "기나긴 싸움이 막을 내리려 한다... 아무래도 이번에는 그에게 진정으로 패배한 것 같구나.", - "INTRO_KAYLEIGH8.f": "네 차례야! 수줍어하지 말고!", - "INTRO_KAYLEIGH6": "이제 그걸 카세트 플레이어에 넣고, [pause]헤드폰을 쓴 다음 [pause]재생 버튼을 눌러!", - "INTRO_KAYLEIGH3": "자. [pause]이걸 받아!", - "INTRO_KAYLEIGH4": "간단한 질문 하나 할게. [pause]너는... [pause]어떤 스타일을 좋아해?", - "LEVEL_WARNING_dog.v1": "왈왈이가 불안해 보인다. 이곳 몬스터는 왈왈이가 상대하기에 너무 강한 것일지도...", - "LEVEL_WARNING_viola.v1": "여길 떠나는 게 현명할 것 같소. 우리보다 강력한 힘을 지닌 짐승들이 서식하고 있구려.", - "CLEMENCE_METAL_TAPES1": "{player}! 너한테 줄 게 있어.", - "CLEMENCE_METAL_TAPES2": "시청에서 순찰대원 윌마가 찾아와서는 가게에 새 물건을 갖다 줬어.", - "CLEMENCE_METAL_TAPES3": "이 크롬 테이프는 기본 테이프보다 더 효과가 좋아. 어때, 관심이 생기지?", - "CLEMENCE_INTRO1.m": "봉주르! [pause]이곳에 새로운 사람이 오는 건 흔치 않은 일이야. 특히 너 같이 잘생긴 사람은!", - "CLEMENCE_NAME": "클레멘스", - "GAME_OVER_FIRST_PENSBY1.m": "아, 일어났구나. 내 진료소로 무사히 데려와 줄 친구가 있던 걸 다행으로 여겨!", - "TUTORIAL1_PART1_KAYLEIGH3.m": "지난번에 같이 싸웠을 때 꽤 잘 싸우더라!", - "TUTORIAL1_PART1_KAYLEIGH3.f": "지난번에 같이 싸웠을 때 꽤 잘 싸우더라!", - "TUTORIAL1_PART1_KAYLEIGH4": "심부름을 해야 하는데, 나 혼자서는 힘들 것 같아. 좀 도와줄래?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "\\\"심부름\\\"?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "지난번에 같이 싸웠을 때 꽤 잘 싸우더라!", - "INTRO_KAYLEIGH41": "아, 미안. 배울 게 너무 많아서 머리 아프지? 나중에 다시 얘기하자.", - "INTRO_KAYLEIGH42": "원한다면 그때 더 알려줄게!", - "INTRO_KAYLEIGH40_OPTION1": "내 시대...?", - "GAME_OVER_FIRST_PENSBY5": "몸조심해, {player}! 조심하기만 하면 한동안 여기 올 일은 없을 거야!", - "GAME_OVER_PENSBY2": "무리하지 마, {player}. 내가 열심히 치료해줬는데 그걸 헛수고로 만들면 안 되지.", - "INTRO_KAYLEIGH2": "도로게는 낯선 사람을 좋아하지 않거든. [pause]뭐, 사실... [pause]아무도 좋아하지 않지만.", - "INTRO_KAYLEIGH1": "이봐, 거기! [pause]갑자기 움직이면 안 돼!", - "GAME_OVER_DOG1": "멍!", - "GAME_OVER_FELIX1": "이봐... 좀 괜찮아졌어?", - "CLEMENCE_COFFEE2": "좋은 거래지?", - "CLEMENCE_COFFEE1": "음... '특별한\\' 방법으로 만들어. 커피 원두는 파이퍼 가족이 농장에서 길러주고.", - "LEVEL_WARNING_felix.v3": "평소에는 우리가 이길 수 있다는 확신이 드는데, 이곳은 지금 우리한테 너무 위험한 것 같아.", - "LEVEL_WARNING_felix.v2": "좀 더 강해지면 돌아오는 게 좋겠어. 그냥 그렇다고.", - "LEVEL_WARNING_kayleigh.v2.m": "여긴 좀 위험한 것 같아. 더 강해지면 돌아오자!", - "LEVEL_WARNING_kayleigh.v1": "이곳 몬스터는 너무 강한 것 같아... 돌아가는 게 좋겠어.", - "INTRO_KAYLEIGH34": "이곳 생활도 그렇게 나쁘지만은 않아!", - "INTRO_KAYLEIGH33": "그, 그래도 괜찮을 거야! 항구촌 사람들은 서로 도우면서 다같이 살거든.", - "LEVEL_WARNING_kayleigh.v3": "이곳 몬스터는 우리보다 강한 것 같은데...", - "GAME_OVER_KAYLEIGH1": "괜찮아? 많이 걱정했어!", - "CLEMENCE_QUESTION_MENU": "어떤 걸 파나요?", - "CLEMENCE_MENU_DIALOGUE": "봉주르! 필요한 것 있어?", - "CLEMENCE_QUESTION_CAFE": "그래머폰 카페라고요?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "뭐야, 순찰대원도 아니라고?", - "RANGER_BODYBUILDER_NOT_JOINED2": "그러면 우선 항구촌 외곽 북쪽에 있는 공원의 전초기지로 가서 가입 신청을 해.", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "뭐야, 순찰대원도 아니라고?", - "RANGER_BODYBUILDER_BYE": "다음에 또 보자고!", - "RANGER_BODYBUILDER_EXPLANATION1": "때로는 변신을 잘하는 것만으로는 부족할 때도 있어. 가끔은 그냥 더 강해져야 할 때도 있지!", - "RANGER_BODYBUILDER_EXPLANATION2": "난 바로 그걸 돕기 위해 있는 거고. 내 맞춤형 루틴으로 운동하면 네 인간 형태의 '기본 능력치\\'를 조절할 수 있어. 그러면 네 변신 형태의 위력에도 영향이 가지!", - "RANGER_BODYBUILDER_EXPLANATION3": "예를 들어 근접 공격을 강화하고 싶지만 원거리 공격에는 그리 의존하지 않는다면, 원거리 공격의 포인트를 근접 공격으로 옮기면 돼.", - "RANGER_BODYBUILDER_EXPLANATION4": "그리고 순찰대 훈련을 진행하다 보면 분명 기본 능력치에 투자할 추가 포인트를 획득할 수 있을 거야.", - "RANGER_BODYBUILDER_EXPLANATION5.f": "자, 어때? 운동할 준비 됐어?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "자, 어때? 운동할 준비 됐어?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "자, 어때? 운동할 준비 됐어?", - "RANGER_TRADER_NOT_JOINED1.n": "안녕. 순찰대에 가입하려고 온 거니? 안됐지만 이안테는 방금 나갔어.", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "휴, 정말 열심히 운동했네! 근육이 다 얼얼해!", - "RANGER_TRADER_NOT_JOINED1.m": "안녕. 순찰대에 가입하려고 온 거니? 안됐지만 이안테는 방금 나갔어.", - "RANGER_TRADER_NOT_JOINED1.f": "안녕. 순찰대에 가입하려고 온 거니? 안됐지만 이안테는 방금 나갔어.", - "RANGER_TRADER_JUST_JOINED1.m": "안녕. 새 견습 대원 신분증이 있구나. 나한테서 어떤 도움을 받을 수 있는지 알려줄게!", - "RANGER_TRADER_NOT_JOINED2": "이안테는 공원에 있는 전초기지에 있을 거야. 항구촌 외곽에서 북쪽으로 가다 보면 나온단다. 딱 보면 저기구나 싶을 거야!", - "RANGER_TRADER_JUST_JOINED1.f": "안녕. 새 견습 대원 신분증이 있구나. 나한테서 어떤 도움을 받을 수 있는지 알려줄게!", - "RANGER_TRADER_JUST_JOINED2": "나는 순찰대원과 견습 대원의 임무를 돕기 위해 자원을 배급해주는 역할을 맡고 있어. 가방과 카세트 플레이어의 업그레이드도 있고, 특별 훈련 회원권도 있지...", - "RANGER_TRADER_JUST_JOINED1.n": "안녕. 새 견습 대원 신분증이 있구나. 나한테서 어떤 도움을 받을 수 있는지 알려줄게!", - "RANGER_TRADER_JUST_JOINED3": "하지만 물량이 한정적이기 때문에, 낭비되는 일이 없게 해야 한단다.", - "RANGER_TRADER_JUST_JOINED4.f": "요점부터 말하자면, 더 많은 대장과 훈련을 마칠수록 더 많은 보급품을 줄 수 있어. 아, 그리고 융합 물질도 조금 가져와야 해.", - "RANGER_TRADER_JUST_JOINED4.m": "요점부터 말하자면, 더 많은 대장과 훈련을 마칠수록 더 많은 보급품을 줄 수 있어. 아, 그리고 융합 물질도 조금 가져와야 해.", - "RANGER_TRADER_MENU_ALT.n": "무슨 일이니?", - "RANGER_TRADER_MENU_ALT.m": "무슨 일이니?", - "RANGER_TRADER_MENU_HELLO.n": "안녕, 찾는 것 있니?", - "RANGER_TRADER_JUST_JOINED4.n": "요점부터 말하자면, 더 많은 대장과 훈련을 마칠수록 더 많은 보급품을 줄 수 있어. 아, 그리고 융합 물질도 조금 가져와야 해.", - "RANGER_TRADER_MENU_HELLO.f": "안녕, 찾는 것 있니?", - "RANGER_TRADER_MENU_ALT.f": "무슨 일이니?", - "RANGER_TRADER_MENU_HELLO.m": "안녕, 찾는 것 있니?", - "RANGER_TRADER_OPTION1": "물건 좀 봐도 될까요?", - "RANGER_TRADER_OPTION2": "융합 물질이 뭐죠?", - "RANGER_TRADER_FUSED_MATERIAL1": "융합 물질 말이니? 나도 그게 뭔지 정확히는 모르지만, 어째서인지 이안테는 우리가 그걸 많이 모아놔야 한다고 생각하는 것 같더구나.", - "RANGER_TRADER_OPTION3": "안녕히 계세요!", - "RANGER_TRADER_FUSED_MATERIAL2.m": "나는 거기서 고약한 냄새가 난다는 거랑, 특정 몬스터가 그걸 남기고 간다는 것밖에 몰라. 그게 무슨 뜻인지는 네 상상에 맡길게!", - "RANGER_TRADER_BYE": "잘 가렴!", - "RANGER_TRADER_FUSED_MATERIAL2.n": "나는 거기서 고약한 냄새가 난다는 거랑, 특정 몬스터가 그걸 남기고 간다는 것밖에 몰라. 그게 무슨 뜻인지는 네 상상에 맡길게!", - "RANGER_TRADER_FUSED_MATERIAL2.f": "나는 거기서 고약한 냄새가 난다는 거랑, 특정 몬스터가 그걸 남기고 간다는 것밖에 몰라. 그게 무슨 뜻인지는 네 상상에 맡길게!", - "RANGER_TRADER_TRAINING_COMPLETE.f": "안녕! 이제 너도 정식 순찰대원이 되었으니 아주 특별한 아이템을 줄 수 있겠구나...[pause] 한번 둘러보렴!", - "RANGER_TRADER_TRAINING_COMPLETE.m": "안녕! 이제 너도 정식 순찰대원이 되었으니 아주 특별한 아이템을 줄 수 있겠구나...[pause] 한번 둘러보렴!", - "RANGER_VENDING_MACHINE_NAME": "자판기", - "RANGER_TRADER_TRAINING_COMPLETE.n": "안녕! 이제 너도 정식 순찰대원이 되었으니 아주 특별한 아이템을 줄 수 있겠구나...[pause] 한번 둘러보렴!", - "INTERDIMENSIONAL_POST_INTRO1": "안녕하세요! 혹시 \\\"{recipient}\\\" 님 맞나요?", - "KAYLEIGH_STATION_REACTION1": "이건... [pause]기차역이잖아? 둘러봐도 괜찮겠지?", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "네.", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "잠깐. 지금 이게 무슨 일이죠?", - "INTERDIMENSIONAL_POST_INTRO2": "걱정하지 마세요. 차원간 메시지를 전달하러 온 것뿐이니까. [pause]깨어나면 전부 원래대로 돌아갈 거예요.", - "INTERDIMENSIONAL_POST_SENDER": "이 메시지는 \\\"{sender}\\\" 님이라는 분이 보냈네요.", - "INTERDIMENSIONAL_POST_REINTRO1": "또 만나네요! 여기 메시지를 하나 더 가져왔어요.", - "INTERDIMENSIONAL_POST_NO_SENDER": "이 메시지는 보낸 사람 이름이 안 적혀 있네요. 혹시 당신을 짝사랑하는 사람은 아닐까요?", - "INTERDIMENSIONAL_POST_REINTRO2": "\\\"{recipient}\\\" 님에게 보내는 메시지네요. 본인 맞으시죠?", - "INTERDIMENSIONAL_POST_BODY1": "제가 읽어드릴게요.", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "아, 이 메시지에는 아무런 글도 적혀 있지 않네요...", - "INTERDIMENSIONAL_POST_ITEMS": "작은 소포가 첨부되어 있었어요. 자, 받으세요!", - "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\"", - "GAME_OVER_FIRST_PENSBY3.m": "뉴위럴을 돌아다닐 거면 출발하기 전에 치유 물품을 챙겨놓는 게 좋아.", - "LEVEL_WARNING_eugene.v2": "이곳 몬스터는 우리보다 강해 보여. 여긴 더 훈련한 다음에 오는 게 좋겠어...", - "CLEMENCE_CAFE3": "그러던 어느 날, 순찰대가 온전한 음반으로 가득한 장소를 발견했어. 그래서 그걸 나한테 갖다 주고는 이렇게 한탄하더라고. \\\"음반은 있는데, 현대적인 레코드 플레이어로만 들을 수 있어. 우리 그래머폰으로는 못 튼다고!\\\"", - "HARBOURTOWN_NPC_2_DIALOGUE4": "대니 킥스 몰라? [pause]세상에서 가장 유명한 밴드의 색소폰 연주자? [pause]정말 이래도 기억나는 게 없어?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "에이, 왜 그래. 내가 누군지 모를 리 없잖아. [pause]나 대니 킥스라고! [pause]내가 색소폰을 들고 있는 모습을 떠올려 봐... [pause]그래도 모르겠어?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "정말 내가 누군지 모르는구나? [pause]그럼 됐어. 신경 쓰지 마. [pause]네가 처음도 아니니까.", - "HARBOURTOWN_NPC_2_DIALOGUE5": "왜, 리버풀 출신 밴드 있잖아. [pause]\\\"내 색소폰이 조용히 우는 동안\\\" 몰라? [pause]그 곡도 [shake rate=30 level=10]내가[/shake] 작곡한 거라고!", - "HARBOURTOWN_NPC_2_DIALOGUE6": "우리가 그 옥상에서 노래 부르는 걸 TV에서 [wave amp=30 freq=10]못 봤을 리 없어[/wave]. [pause]... 내가 거짓말한다고 생각하는 건 아니지?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "너, 너는 날 믿지? [pause]그렇지? [pause]내가 네 세계에서는 유명하지 않았을지 몰라도, 내 세계에서 왔다면 분명 내 [wave amp=30 freq=10]열혈팬[/wave]이었을 거야!", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "정말 내가 누군지 모르는구나? [pause]그럼 됐어. 신경 쓰지 마. [pause]네가 처음도 아니니까.", - "HARBOURTOWN_NPC_2_DIALOGUE8": "사실, [pause]이곳에서 날 알아보는 사람은 한 명도 없었던 것 같아. [pause]내가 전부 지어낸 거라고 생각하는 사람도 있다니까!", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "정말 내가 누군지 모르는구나? [pause]그럼 됐어. 신경 쓰지 마. [pause]네가 처음도 아니니까.", - "HARBOURTOWN_NPC_3_DIALOGUE1": "...", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "안녕, 내 [wave amp=30 freq=10]열혈팬[/wave]. 잘 지냈어?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "너, 너는 날 믿지? [pause]그렇지? [pause]내가 네 세계에서는 유명하지 않았을지 몰라도, 내 세계에서 왔다면 분명 내 [wave amp=30 freq=10]열혈팬[/wave]이었을 거야!", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "너, 너는 날 믿지? [pause]그렇지? [pause]내가 네 세계에서는 유명하지 않았을지 몰라도, 내 세계에서 왔다면 분명 내 [wave amp=30 freq=10]열혈팬[/wave]이었을 거야!", - "INTRO_KAYLEIGH29": "갑자기 이런 소리를 들으면 혼란스럽겠지만, 여긴 뉴위럴이라는 섬이야.", - "INTRO_KAYLEIGH30_OPTION1": "원래 세계로 돌아갈 방법은 있어?", - "INTRO_PENSBY31": "안타깝지만 돌아갈 수는 없어, {player}. [pause]정말 유감이야.", - "INTRO_PENSBY32": "이곳에 조난된 사람들은 지난 백 년 동안 자기 세상으로 돌아가려고 애썼지만, 아무도 성공하지 못했어.", - "INTRO_PENSBY44": "받아들이기 힘들겠지만, 우리 모두 한 번씩 겪었던 일이란다.", - "INTRO_PENSBY43": "내 진료소도 이 근처니까, 검진을 받고 싶으면 언제든지 찾아오렴.", - "TUTORIAL1_PART1_KAYLEIGH2": "...", - "TUTORIAL1_PART1_KAYLEIGH1": "안녕, {player}. [pause]몸은 좀 괜찮아졌어?", - "INTRO_MONOLOGUE45": "우선 제대로 된 옷을 입는 게 좋겠어...", - "INTRO_KAYLEIGH39.n": "새로운 사람이 왔다는 소문이 이미 마을에 파다할 거야.", - "INTRO_KAYLEIGH37": "같이 가고 싶으면 마을 문 앞에서 보자! 우리가 마을에 들어올 때 건넌 다리 바로 옆에 있어.", - "INTRO_KAYLEIGH38": "그때까지 새 이웃들과 인사라도 나누고 있어!", - "INTRO_KAYLEIGH39.m": "새로운 사람이 왔다는 소문이 이미 마을에 파다할 거야.", - "GAME_OVER_FIRST_PENSBY2": "자, 이거 받아.", - "GAME_OVER_FIRST_PENSBY3.f": "뉴위럴을 돌아다닐 거면 출발하기 전에 치유 물품을 챙겨놓는 게 좋아.", - "INTRO_KAYLEIGH8.m": "네 차례야! 수줍어하지 말고!", - "INTRO_KAYLEIGH7": "좀 이상할 수도 있지만, 내가 하는 걸 보고 따라해 봐!", - "INTRO_KAYLEIGH36": "맞아! 사실 곧 순찰을 나가려고.", - "INTRO_KAYLEIGH39.f": "새로운 사람이 왔다는 소문이 이미 마을에 파다할 거야.", - "INTRO_KAYLEIGH40": "그리고 네게 줄 옷을 몇 벌 가져왔어. 네 시대 기준으로는 조금... 구식일지도 모르겠지만, 우리한테 있는 건 그게 전부야!", - "PARTNER_LEVELUP_MEREDITH1": "음, 지난번에 만난 이후로 훈련을 좀 했어. 뒤쳐지지 않을 테니 걱정하지 마.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "지금 보면 정말 오래전 일 같지 않아?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "몬스터 형태를 바꿀 때마다 몸의 느낌도 바뀌는 것에 익숙해지려면 시간이 좀 걸려. 그래도 너는 잘 배워가고 있는 것 같네!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "다행이다! [pause]그럼 넌 운이 좋네. 뉴위럴에 호텔 같은 건 없으니까, 텐트에서 잘 일이 많을 거야.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "난 캠핑이 좋아!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "난 실내가 더 좋은데...", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "그것참... [pause]안타깝네. 이 섬을 탐험하려면 텐트에서 자는 거에 익숙해져야 할 거야. 뉴위럴에 호텔 체인 같은 건 없으니까 말이야.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "아! 해변에서 처음 만났을 때 내가 준 첫 몬스터가 마음에 드는지 한 번도 안 물어봤네.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "아! 해변에서 처음 만났을 때 내가 준 첫 몬스터가 마음에 드는지 한 번도 안 물어봤네.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "아! 해변에서 처음 만났을 때 내가 준 첫 몬스터가 마음에 드는지 한 번도 안 물어봤네.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "\\\"알사탄\\\"이었지? 정말 재미있는 몬스터 형태야! 예전에 사용해 본 적이 있는데, 단 걸 먹고 들뜬 느낌이 계속 이어지는 것 같았어.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "\\\"밴십\\\"이었지? 정말 귀여운 몬스터 형태야! 예전에 사용해 본 적이 있는데, 둥둥 떠다니는 이상한 느낌에 적응해야 했어.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "그 형태로 변신했을 때는 원거리 공격이 더 효과적이었던 것 같아. 알사탄은 조준 실력을 타고나는 걸까?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "하지만 커다란 발굽이 생기니 그걸로 몬스터를 [wave amp=30 freq=10]손쉽게[/wave] 후려칠 수 있을 것 같더라고.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "우리가 싸운 대천사 있잖아... [pause]모르간테였나?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "정말 우리 힘만으로 이긴 건 아니겠지? 우리가 발견했을 때 이미 상처를 입은 상태였잖아.", - "EUGENE_UNKNOWN_NAME": "화난 남자", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "정말 우리 힘만으로 이긴 건 아니겠지? 우리가 발견했을 때 이미 상처를 입은 상태였잖아.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "정말 우리 힘만으로 이긴 건 아니겠지? 우리가 발견했을 때 이미 상처를 입은 상태였잖아.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "약해졌는데도 무척 위험해 보였지. 누가 상처를 입힌 건지는 몰라도, 분명 [wave amp=30 freq=10]엄청난 강자[/wave]일 거야.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "그건 생각 안 해봤어.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "그러겠네...", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "그에 비해 우리 인간은 [wave amp=30 freq=10]너무[/wave] 하찮은 것 같아...", - "EUGENE_INTRO_WOMAN_NAME": "여자", - "EUGENE_INTRO_LANDKEEPER_NAME": "창백한 남자", - "EUGENE_INTRO_EUGENE1": "...한 말 [shake rate=30 level=10]또[/shake] 하게 만들지 마! [pause][pause]항구촌은 절대 너희 [shake rate=30 level=10]피빨이[/shake]들의 손에 넘어가지 않을 거야!", - "EUGENE_INTRO_EUGENE3": "너희가 태어난 어둠 속으로 썩 물러나라! [pause]아니면 [shake rate=30 level=10]나[/shake]를 쓰러뜨리고 지나가야 할 거다!", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]쳇. [pause]말이 안 통하는군…[/wave] \\n", - "EUGENE_INTRO_EUGENE4": "[shake rate=30 level=10]너희 족속[/shake]은 예전에도 싸워서 이겨본 적이 있어. [pause]시범이라도 보여줄까?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]일단은 물러나겠다...[/wave]", - "EUGENE_INTRO_EUGENE17.m": "손을 더럽혀도 상관없다면, 도움은 언제든 환영이야!", - "EUGENE_INTRO_EUGENE7": "네 동족들한테 가서 전해! 이 마을은 이 [shake rate=30 level=10]유진[/shake] 님이 지킨다고!", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]하지만 너도 곧 이게 다 너희를 위한 거라는 걸 깨닫게 될 거다.[/wave]", - "EUGENE_INTRO_EUGENE8": "저 기분 나쁜 녀석들이 또 괴롭히면 저한테 말하세요, 아주머니.", - "EUGENE_INTRO_EUGENE9": "그리고 뭘 하든 절대 그 놈들을 집 안에 들이지 마세요. [pause]그게 놈들이 노리는 거니까요.", - "EUGENE_INTRO_WOMAN10": "꼭 명심할게. 도와줘서 고마워, 젊은이!", - "EUGENE_INTRO_EUGENE12": "내 이름은 유진이야... [pause]이미 알고 있겠구나. [pause]내가 방금 그 녀석들한테 소리쳤으니까.", - "EUGENE_INTRO_EUGENE11": "아, 안녕. 못 볼 꼴을 봤네.", - "HARBOURTOWN_TAPE_RECYCLER1": "혹시 보관함에 필요 없어진 옛날 테이프를 아직도 갖고 있어?", - "HARBOURTOWN_TAPE_RECYCLER3": "야영지나 카페에서 테이프 보관함을 열고 필요 없는 테이프를 고른 다음 재활용 버튼을 눌러!", - "HARBOURTOWN_ITEM_RECYCLER4": "자, 이 낡은 책으로 한번 해 봐. 난 이제 그 책이 필요 없으니까.", - "HARBOURTOWN_TAPE_RECYCLER2": "다음번에 휴식을 취할 때 하나 재활용해보지 그래?", - "HARBOURTOWN_BOOTLEG_KRAB1": "...", - "HARBOURTOWN_TAPE_RECYCLER4": "상인과 교환할 수 있는 자원을 더 얻을 수 있을 뿐만 아니라, 그 몬스터에 해당하는 스티커 중에서 몇 개를 얻을 수도 있어.", - "HARBOURTOWN_BOOTLEG_KRAB2": "이상하게 생긴 도로게다.", - "HARBOURTOWN_BOOTLEG_NPC1": "저 도로게는 신경 쓰지 마. 내 아들 녀석이니까. 해적판 테이프를 갖고 노는 걸 좋아하거든.", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "해적판이요?", - "HARBOURTOWN_BOOTLEG_NPC2": "그래.[pause] 여행 중에 색깔이 특이한 몬스터 본 적 있어? 그게 바로 해적판이야.[pause]하지만 코팅이랑 헷갈리면 안 돼!", - "HARBOURTOWN_BOOTLEG_NPC3": "해적판 몬스터는 [wave amp=30 freq=10]영구적으로[/wave] 다른 색깔, 원소 타입, 기술을 지녀.", - "HARBOURTOWN_BOOTLEG_NPC4": "그리고 기록한 후에도 그 성질을 유지하지.", - "HARBOURTOWN_BOOTLEG_NPC7": "해적판 몬스터는 아무 데서나 무작위로 등장하지만, 융합 상태로 더 자주 발견된다고 하더라고.", - "HARBOURTOWN_BOOTLEG_NPC6": "자, 이걸 줄 테니 직접 확인해 봐. 나는 순찰대장 코디가 남는 걸 줘서 충분히 있으니까.", - "HARBOURTOWN_BOOTLEG_NPC5": "기록된 해적판은 고급이나 희귀 기술을 더 높은 확률로 만들어내기 때문에 무척 유용해.", - "HARBOURTOWN_BOOTLEG_NPC8": "반짝이에 뒤덮인 것처럼 반짝반짝 빛나는 아주 희귀한 해적판 몬스터도 있다고 들었어.", - "PENSBY_INTERACT_MENU_BYE": "그냥 인사하러 왔어요.", - "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]어서 오게, 탐구심으로 가득한 이여![/wave] 우주의 비기에 대해 배우러 온 건가?", - "HARBOURTOWN_ASTROLOGER_NAME": "점성술사", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "그럼요!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "나중에요.", - "HARBOURTOWN_ASTROLOGER_NPC3": "아주 좋아... [pause]내 말에 귀를 기울이는 게 좋을 걸세!", - "HARBOURTOWN_ASTROLOGER_NPC2": "그럼 다음에 또 보세!", - "HARBOURTOWN_ASTROLOGER_NPC4": "우주 타입의 몬스터는 자연의 네 가지 기본 원소로부터 힘을 얻지. [pause]대지, [pause]물, [pause]불, [pause]공기...", - "HARBOURTOWN_NPC_DIALOGUE3": "쉿! 난 투명 인간이야! 내가 여기 없다고 생각해!", - "HERITAGE_CENTER_9": "\\\"HMS 버컨헤드의 잔해\\\"", - "HARBOURTOWN_NPC_DIALOGUE4": "내 이름이 뭐냐고? 던컨이야!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "사실 이 상자에 뭘 좀 넣어 두려던 참이었어. 그냥 네가 가질래?", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "주변에서 빨간색 상자 봤어? 우리 순찰대는 섬을 돌아다닐 때 그 상자에 보급품을 넣어놓곤 해. 다른 순찰대원이 쓸 수 있게 말이야.", - "TRAVELING_MERCHANT_NAME": "유랑 상인", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "리스풀을 사용하면 쉬지 않고도 망가진 테이프를 수리할 수 있어. 꽤 유용하지!", - "TRAVELING_MERCHANT_INTRO2": "아니야. 너 같은 얼굴을 잊어버렸을 리 없지.", - "TRAVELING_MERCHANT_INTRO1": "여어! 우리 만난 적 있던가?", - "TRAVELING_MERCHANT_INTRO3": "저렴한 상품을 원한다면 날 찾아오면 돼! 하지만 나는 한 자리에 오래 머무는 걸 안 좋아해서 말이야.", - "TRAVELING_MERCHANT_INTRO4": "내가 윗옷을 안 입고 있다고 불편해하지는 마. 한참 전에 어떤 아가씨랑 셔츠를 교환했는데, 그 아가씨는 또 그 셔츠를 곰한테 주더라고. 부의 분배에 이바지했달까!", - "TRAVELING_MERCHANT_REPEAT_MEET": "이야, 여기서 또 만나다니 반갑네!", - "TRAVELING_MERCHANT_PRE_TRADE": "내 상품 좀 둘러볼래?", - "TRAVELING_MERCHANT_POST_TRADE2": "다음에 또 보자고!", - "TRAVELING_MERCHANT_POST_TRADE1": "어휴, 여긴 돈이 없다 보니 번거로워서 장사를 못해먹겠어.", - "RESTING_KAYLEIGH_PLATONIC_1": "케일리와 제일 좋아하는 견종에 대해 열정적인 토론을 벌였다.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "물어볼 게 하나 있어, {player}. [pause]아주 중요한 거야.", - "RESTING_KAYLEIGH_PLATONIC_2": "케일리와 뉴위럴의 수수께끼에 대해 느긋한 대화를 나눴다.", - "RESTING_KAYLEIGH_PLATONIC_3": "케일리가 살면서 있었던 재밌는 일화를 하나 들려줬다.", - "RESTING_KAYLEIGH_PLATONIC_4": "케일리가 항구촌 주민들을 도와주며 겪은 다양한 모험담을 들려줬다.", - "RESTING_KAYLEIGH_PLATONIC_5": "함께 모닥불에 나뭇가지를 던지며 재밌는 시간을 보냈다.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "네가 자립과 개인 공간을 중요하게 여긴다는 의미일지도 모르겠네...", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "마음의 준비 됐어?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "마음의 준비 됐어?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "너는... [pause][pause][pause]개가 좋아 고양이가 좋아?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "마음의 준비 됐어?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "요즘 나는 많이 걸어 다니니까 개가 있으면 잘 어울릴 것 같지 않아?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "개!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "고양이!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "난 페럿이 좋아!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "내 세계로 돌아가게 되면 개를 한 마리 입양할까 해.", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "아주 좋은 선택이야! [pause]나도 그래.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "흥미로운걸?", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "그냥 고양이가 더 귀엽다고 생각해서 그런 걸 수도 있지만.", - "LEVEL_WARNING_viola.v3": "이곳에 서식하는 짐승들은 위협적이오. 이 땅을 떠나는 것이 현명하지 않겠소?", - "HARBOURTOWN_NPC_32_DIALOGUE1": "뉴위럴에서 [wave amp=30 freq=10]풍족[/wave]한 걸 꼽자면, 그건 바로 커피일 거야. [pause]그리고 알록달록한 생물들도.", - "HARBOURTOWN_NPC_31_DIALOGUE1": "견습 순찰대원이 되려고 훈련 중이야. 싸울 일이 더 많다는 걸 제외하면 구직 활동이랑 똑같아.", - "HARBOURTOWN_NPC_33_DIALOGUE1": "이곳 전설에 따르면, 수렁해 수평선에 어떤 부두의 폐허가 보인다고 해... 물론 나도 본 적은 없지만 말이야.", - "HARBOURTOWN_BOOK_2": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...그 엘프 몬스터는 장난감을 얻으면 길을 잃지 않지만, 장난감이 없으면 결국 분노에 사로잡힐 것이다.\\\"", - "HARBOURTOWN_BOOK_3": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...그 가면을 쓴 거대한 뱀이 산들바람을 부릴 수 있게 되면 세 번째 길이 열릴 것이다.\\\"", - "HARBOURTOWN_BOOK_1": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...그 비행접시 생물은 상대와 가까운 거리를 유지할 능력을 얻으면 껍데기를 벗고 본 모습을 드러낼 것이다.\\\"", - "HARBOURTOWN_BOOK_4": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...이 언덕 밑에 있는 정체불명의 톱니바퀴는 이 공룡의 진정한 잠재력을 일깨워 줄 열쇠다.\\\"", - "HARBOURTOWN_BOOK_5": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...어떤 몬스터는 낮인지 밤인지에 따라 다른 형태로 성장하는 듯하다.\\\"", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "화학 상인", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "무타입 상인", - "HARBOURTOWN_CHEMIST1_OPENING": "전투에서 승리하려면 원소 간의 화학 작용을 아는 게 중요해.[pause] 나는 화학을 통해 전투를 유리하게 이끄는 스티커를 만들지!", - "HARBOURTOWN_CHEMIST1_CLOSING": "난 어디 안 가니 필요한 게 있으면 다시 와.", - "HARBOURTOWN_CHEMIST2_OPENING": "내 전문 분야는 사용자와 함께 타입이 바뀌는 스티커야. 내 동료의 코팅 스티커와 함께 사용하면 아주 유용하지. 게다가 어느 테이프에나 붙일 수 있어!", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "이용해줘서 고마워!", - "HARBOURTOWN_ITEM_RECYCLER3": "그다음 그 자원을 다른 사람과 새로운 아이템으로 교환할 수 있지!", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "이용해줘서 고마워!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "이용해줘서 고마워!", - "HARBOURTOWN_ITEM_RECYCLER1": "필요 없어진 아이템은 재활용하고 있어?", - "HARBOURTOWN_ITEM_RECYCLER2": "재활용하면 소지품을 줄일 수 있을 뿐만 아니라, 아이템을 만들 때 사용된 자원을 일부 돌려받을 수도 있어.", - "INTRO_PENSBY27.m": "케일리, 아직 말 안 해줬니...?", - "INTRO_PENSBY27.f": "케일리, 아직 말 안 해줬니...?", - "INTRO_KAYLEIGH28": "미안해, 더 일찍 알려줬어야 했는데...", - "INTRO_PENSBY27.n": "케일리, 아직 말 안 해줬니...?", - "CLEMENCE_CAFE4": "그래서 내가 말했지. \\\"그만, 뚝!\\\" 그리고는 그 음반을 재생할 수 있게 그래머폰을 고쳤어. 이제 내 카페는 스타일리시할 뿐만 아니라 음악도 흐르는 곳이 되었지. 그렇게 모두가 행복해졌답니다. 끝.", - "CLEMENCE_ARRIVAL1": "난 떨어졌어. [pause]바다에 빠져서... [pause]여기 떠밀려 왔지.[pause] 한 10년 전의 일이야. 뭐, 그런 거지.", - "INTRO_KAYLEIGH25": "어쨌든, 마침 항구촌에 남는 집이 하나 있네. 여긴 이제 네 집이야!", - "INTRO_KAYLEIGH25_OPTION1": "여긴 대체 어디야?", - "INTRO_PENSBY26": "...어디냐고?", - "PARTNER_LEVELUP_DOG1": "눈을 반짝이는 걸 보니 왈왈이가 최근 열심히 훈련한 것 같다.", - "INTRO_KAYLEIGH9": "심호흡해! 금방 적응할 거야!", - "INTRO_KAYLEIGH8.n": "네 차례야! 수줍어하지 말고!", - "INTRO_KAYLEIGH10": "좋아, 본때를 보여주자!", - "INTRO_KAYLEIGH11": "아까 꽤 잘 싸우던데... 네 이름은 뭐야?", - "LEVEL_WARNING_eugene.v1": "여긴 좀 위험한 것 같은데. 일단 후퇴하는 게 좋겠어...", - "LEVEL_WARNING_eugene.v3": "글쎄... 이곳 몬스터는 아직 우리한테 무리인 것 같은데...", - "INTRO_KAYLEIGH15.f": "항구촌에 온 걸 환영해...", - "INTRO_KAYLEIGH16": "여기가 네 새 집이야!", - "INTRO_KAYLEIGH15.n": "항구촌에 온 걸 환영해...", - "INTRO_KAYLEIGH16_OPTION1": "새... 집이라고?", - "INTRO_KAYLEIGH18": "난 이런 거 정말 못하는데...", - "INTRO_KAYLEIGH16_OPTION2": "난 이미 집이 있어!", - "INTRO_KAYLEIGH17": "아, 그렇지. [pause]그래, [pause]미안.", - "SWAP_PARTNER_KAYLEIGH1": "좋아, 가자!", - "SWAP_PARTNER_DOG1": "*헥헥*", - "SWAP_PARTNER_MEREDITH1": "아, 벌써 또 길을 나서는 거야?", - "EUGENE_INTRO_EUGENE12_OPTION1": "난 {player}!", - "EUGENE_INTRO_EUGENE13": "새로운 사람은 언제든 환영이야, {player}.", - "EUGENE_INTRO_EUGENE13_OPTION1": "아까 그 사람들은 누구야?", - "EUGENE_INTRO_EUGENE14": "괜히 주절주절 시간 뺐지는 않을게. [pause]놈들은 [wave amp=30 freq=10]이 세상의 존재가 아니야[/wave].", - "EUGENE_INTRO_EUGENE13_OPTION2": "방금 무슨 일이야?", - "EUGENE_INTRO_EUGENE15": "뉴위럴의 몬스터들이 전부 시리얼 마스코트처럼 생긴 건 아니라고만 해두자.", - "WORKING_OVERTIME_INITIAL_RANGER2": "이안테한테 여기 마을 표지판을 세우겠다고 했어. [pause]마을을 좀 더 아늑하게 만들려고 말이야. [pause]알겠어?", - "EUGENE_INTRO_EUGENE16_OPTION1": "내가 도와줄까?", - "EUGENE_INTRO_EUGENE16": "어쨌든, 그 녀석들을 감시하러 가야겠어. [pause]놈들이 항구촌의 선량한 사람들의 [shake rate=30 level=10]고혈을 빨아먹게[/shake] 둘 수는 없지.", - "EUGENE_INTRO_EUGENE16_OPTION2": "필요한 것 있어?", - "EUGENE_INTRO_EUGENE18": "이 위치에서 만나자. [pause]거기로 오면 어떻게 된 일인지 자세히 알려줄게.", - "EUGENE_INTRO_EUGENE17.n": "손을 더럽혀도 상관없다면, 도움은 언제든 환영이야!", - "EUGENE_INTRO_EUGENE17.f": "손을 더럽혀도 상관없다면, 도움은 언제든 환영이야!", - "EUGENE_INTRO_EUGENE19": "다만... [pause]싸울 준비 단단히 하고 와. [pause]일이 험악해질 수도 있으니까.", - "WORKING_OVERTIME_INITIAL_RANGER1": "안녕, [pause]혹시 도와줄 수 있어?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "흠. 거울이잖아?", - "WORKING_OVERTIME_RANGER_NAME": "지친 순찰대원", - "WORKING_OVERTIME_INITIAL_RANGER3": "그런데 나무가 얼마나 많이 필요할지 잘못 계산했지 뭐야. 나무 좀 구해다 주면 안 될까? [pause]정말 큰 도움이 될 거야!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "그럼요!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "나중에요.", - "WORKING_OVERTIME_INITIAL_RANGER4": "정말이야? 고마워! [pause]재료를 다 모으면 나한테 알려줘.", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "괜찮아. 신경 쓰지 않아도 돼.", - "WORKING_OVERTIME_ACTIVE_RANGER1": "안녕. 필요한 나무는 구했어?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "나무 {required_item_amount}개를 건네준다.", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "괜찮아. 한동안은 계속 여기 있을 테니까.", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "아직이요!", - "WORKING_OVERTIME_COMPLETE_RANGER3": "흐음... [pause][pause]날 도와줬으니, [pause]디자인은 네가 결정할래?", - "WORKING_OVERTIME_COMPLETE_RANGER2": "해냈구나! [pause]도와줘서 고마워. 그 많은 재료를 혼자 모아야 하다니 정말 끔찍했는데.", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "표지판에 항구촌을 잘 요약해서 드러내는 상징을 넣어야 해. [pause][pause]어떤 게 좋을까, [pause]친구?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "표지판에 항구촌을 잘 요약해서 드러내는 상징을 넣어야 해. [pause][pause]어떤 게 좋을까, [pause]친구?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "새요!", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "표지판에 항구촌을 잘 요약해서 드러내는 상징을 넣어야 해. [pause][pause]어떤 게 좋을까, [pause]친구?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "꽃이요!", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "돌고래요!", - "WORKING_OVERTIME_COMPLETE_RANGER5": "좋아, [pause]그걸로 하자.", - "WORKING_OVERTIME_COMPLETE_RANGER8": "난 평생을 이곳에서 살았지만, [pause]다양한 출신의 수많은 사람들이 이곳에 갇히곤 하지.", - "WORKING_OVERTIME_COMPLETE_RANGER6": "휴. [pause][pause]다 됐어. [pause]자, 어때?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "마음에 쏙 들어요!", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "멋지네요!", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "잘 만들었네요!", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "이 정도면 꽤 잘 만들었네요.", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "헤, [pause]좋은데요?", - "WORKING_OVERTIME_COMPLETE_RANGER9": "그 사람들이 이걸 보고 조금이라도 기분이 나아진다면, [pause]열심히 노력한 보람이 있겠지. [pause]분명히 그럴 거야.", - "WORKING_OVERTIME_COMPLETE_FELIX7": "멋진 표지판이네요.", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "열심히 만들었다는 게 절실히 드러나는 작품이구려.", - "RANGER_BODYBUILDER_INTRO": "이봐. 운동하러 왔어?", - "RANGER_BODYBUILDER_OPTION1": "어디 땀 좀 흘려볼까?", - "RANGER_BODYBUILDER_OPTION2": "어떻게 하면 되죠?", - "RANGER_BODYBUILDER_NO_PASS1": "아, 그러면 안 되지. 체육관 회원권 없어?", - "RANGER_BODYBUILDER_OPTION3": "나중에요.", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "뭐야, 순찰대원도 아니라고?", - "RANGER_BODYBUILDER_NO_PASS2": "저기 윌마한테 가서 체육관 회원권을 받아 오면, 맞춤형 루틴으로 운동을 시켜줄게!", - "INTRO_KAYLEIGH21": "우리 모두 갇혔지.", - "INTRO_KAYLEIGH20.n": "넌 여기 갇힌 거야.", - "INTRO_KAYLEIGH23": "큰일 난 줄 알았어, {player}!", - "INTRO_PENSBY22": "아, 다행이야. 일어났구나. 케일리가 문을 두드렸을 때는 깜짝 놀랐지 뭐니.", - "INTRO_KAYLEIGH21_OPTION1": "머리가 핑핑 돌아...", - "INTRO_KAYLEIGH21_OPTION2": "몸이 안 좋아...", - "TUTORIAL4_PART3D_KAYLEIGH23": "그걸 밝혀내는 게 뉴위럴 사람들에 대한 우리의 의무야!", - "TUTORIAL4_PART3D_KAYLEIGH24": "너랑 내가 함께하는 거지!", - "TUTORIAL4_PART3D_KAYLEIGH25": "자, 어때? 같이 해볼까?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "좋아, 해보자!", - "TUTORIAL4_PART3D_KAYLEIGH26": "만약 대천사가 그 환영을 보여줬다면...", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "다른 방법이 있는 것도 아니잖아!", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "다른 대천사를 찾아야 해. 그리고 대천사와 마주쳤을 때 맞서 싸울 수 있을 만큼 강해져야 하고.", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "순찰대의 훈련 과정을 거치면 충분히 강해질 수 있을 거야. 우선 순찰대 총대장과 만나러 가자!", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "다른 대천사를 찾아야 해. 그리고 대천사와 마주쳤을 때 맞서 싸울 수 있을 만큼 강해져야 하고.", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "다른 대천사를 찾아야 해. 그리고 대천사와 마주쳤을 때 맞서 싸울 수 있을 만큼 강해져야 하고.", - "TUTORIAL4_PART3D_KAYLEIGH29": "지금쯤 공원에 있는 전초기지에 있을 거야.", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "순찰대의 훈련 과정을 거치면 충분히 강해질 수 있을 거야. 우선 순찰대 총대장과 만나러 가자!", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "순찰대의 훈련 과정을 거치면 충분히 강해질 수 있을 거야. 우선 순찰대 총대장과 만나러 가자!", - "HARBOURTOWN_NPC_20_DIALOGUE1": "변신이 전투에서 훨씬 더 효과적이라는 건 알지만...", - "HARBOURTOWN_NPC_20_DIALOGUE3": "이안테의 기계식 톱니바퀴 검은 내가 평생 본 것 중 가장 스팀펑크스러운 물건이었다고.", - "HARBOURTOWN_NPC_20_DIALOGUE2": "예전에 순찰대가 사용했던 무기들이 그리워.", - "HARBOURTOWN_NPC_21_DIALOGUE1": "항구촌 서쪽에는 가 봤어?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "다른 세상에서 온 거야? 처음 보는 얼굴이네!", - "HARBOURTOWN_NPC_22_DIALOGUE1": "[wave amp=30 freq=10]평소에는[/wave] 여기서 마을 사람들에게 줄 요리를 만들지만, 서쪽에 있는 농장에서 식재료가 안 온 지 꽤 됐어. 무슨 일이 생긴 걸까?", - "HARBOURTOWN_NPC_21_DIALOGUE2": "거기 있는 역사관에 가보고 싶은데.", - "HARBOURTOWN_NPC_23_DIALOGUE1": "수다 떨 시간은 없어. 어서 주문받은 빵을 만들어야 한다고!", - "HARBOURTOWN_NPC_22_DIALOGUE2": "농장으로 가는 다리가 내려져서, 다시 신선한 농산물을 받을 수 있게 됐어! 정말 다행이야.", - "HARBOURTOWN_NPC_24_DIALOGUE1": "이 마을이 세워진 지 101년이나 됐단다. 알고 있었니?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "어릴 적 마을의 모습이 아직도 생생하구나. 마을이 어찌나 순식간에 이토록 바뀌었는지...", - "HARBOURTOWN_NPC_24_DIALOGUE3": "하지만 마을의 기반은... [pause]언제나 변함이 없었단다.", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "다른 세상에서 온 거야? 처음 보는 얼굴이네!", - "HARBOURTOWN_NPC_26_DIALOGUE1": "너도 [wave amp=30 freq=10]시빌 라디오[/wave] 들어? 난 매일 들어! 열혈 애청자 6위지!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "얼마 전에 이상한 사람이 와서는 나한테 집을 팔려고 했어. 그런데 집을 어떻게 사겠어? 이 섬에 [wave amp=30 freq=10]돈[/wave] 같은 건 없는데 말이야!", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "다른 세상에서 온 거야? 처음 보는 얼굴이네!", - "HARBOURTOWN_NPC_29_DIALOGUE1": "이 섬에 갇혀있다 보니 시간이 남아돌아서 사교 능력을 기를 수 있었어... 너처럼 생전 처음 보는 사람과도 대화하고 말이야!", - "HARBOURTOWN_NPC_28_DIALOGUE1": "뉴위럴 공원에 산책하러 가고 싶은데, [wave amp=30 freq=10]그곳 야생 생명체[/wave] 때문에 못 가고 있어.", - "HARBOURTOWN_NPC_30_DIALOGUE1": "순찰대원 중에 몬스터 테이프를 [wave amp=30 freq=10]해킹[/wave]할 수 있는 사람이 있다는 게 정말이야? 에이, 말도 안 돼!", - "HARBOURTOWN_ASTROLOGER_NPC6": "하지만 플라스틱, 독, 금속처럼 순수하지 않은 원소에 노출되면 내적 조화가 어지러이 흐트러져 [wave amp=30 freq=10]혼돈[/wave]에 빠지고 말아.", - "HARBOURTOWN_ASTROLOGER_NPC5": "이 네 가지 원소 중 하나에 노출된 우주 생명체는 [wave amp=30 freq=10]강화[/wave]된다네!", - "HARBOURTOWN_ASTROLOGER_NPC7": "우주 몬스터로 변신하고 싶다면 그걸 잊어서는 안 되네!", - "PENSBY_INTERACT_MENU": "안녕, {player}. 무슨 일이야?", - "PENSBY_INTERACT_MENU_SUPPLIES": "보급품이 필요해요.", - "PENSBY_INTERACT_MENU_CHECKUP": "검진을 받고 싶어요.", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "더할 나위 없이 건강하네, {player}.", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "더 필요한 것 있어?", - "PENSBY_INTERACT_CHECKUP_HURT1": "어디 보자...", - "PENSBY_INTERACT_CHECKUP_HURT3": "휴식을 취하는 게 좋겠어.[pause] 그래머폰 카페에 가서 잠시 편하게 쉬는 건 어때?", - "PENSBY_INTERACT_CHECKUP_HURT2": "가벼운 타박상이랑 긁힌 상처뿐이야. 걱정할 것 없어.", - "PENSBY_INTERACT_BYE": "심하게 다치지 않게 조심하고. 알겠지?", - "HERITAGE_CENTER_SIGN": "\\\"항구촌 역사관: 우리들의 특이한 공동체의 역사를 기록하다\\\"", - "HERITAGE_CENTER_1": "1년: 지구력 1845년, 영국 해군 함정 HMS 버컨헤드가 폭풍을 만나 침몰했다. 대부분의 선원과 잔해가 알려지지 않은 섬에 떠밀려 왔으며, 그 섬은 추후 뉴위럴이라 명명되었다.", - "HERITAGE_CENTER_3": "6년: 뉴위럴에서 처음으로 아이가 태어났다. 뉴위럴을 떠나려는 첫 시도가 이루어졌으나, 섬에서 건조된 선박이 해안에서 수 킬로미터 떨어진 지점에서 폭풍을 만나 침몰하면서 처참한 결말을 맞이했다.", - "HERITAGE_CENTER_2": "2년: 처음으로 새로운 이들이 도착했다. 항구촌이 공식적으로 세워졌다. 정체불명의 토착 생물 \\\"몬스터\\\"와의 역사에 기록된 첫 조우가 이루어졌다.", - "HERITAGE_CENTER_4": "48년: 여럿 기술자가 도착하면서 항구촌에 첫 전력망이 설치되었다.", - "HERITAGE_CENTER_5": "50년: 항구촌 설립 48주년 당일에 항구촌의 기존 시장 직위가 폐지되고, 도시를 관리할 위원회가 조직되었다.", - "HERITAGE_CENTER_8": "91년: \\\"곤두박질 백화점\\\"이 발견되면서 지구의 물건이 대량 뉴위럴로 유입되었다. \\\"몬스터 기록\\\" 현상이 처음으로 발견되었다.", - "HERITAGE_CENTER_6": "62년: 뉴위럴에 두 번째 마을을 세우는 작업에 착수했다. 새 마을은 \\\"뉴런던\\\"이라고 명명되었다.", - "HERITAGE_CENTER_7": "89년: 끔찍한 재난이 닥쳐 뉴런던이 파괴되었다. 오직 한 명의 주민만 살아남아 항구촌으로 돌아올 수 있었다.", - "HARBOURTOWN_STATION_MORGANTE14": "나는 그릇이 필요하고, 너는 길잡이가 필요하지.\\n\\n내 힘을 되찾아주면 보답으로 이 땅을 떠나게 해주겠다.", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "그릇...?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "잠시만...", - "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, 괜찮아?! [pause]어떻게 된 거야?! [pause]잠시 기절했었다고!", - "HARBOURTOWN_STATION_MORGANTE15": "좋다. 내 노래를 듣거라.", - "TUTORIAL4_PART3A_KAYLEIGH1": "기차역에서 [wave amp=30 freq=10]많은[/wave] 일들이 있었지... 그 얘기를 좀 해야 할 것 같아.", - "HARBOURTOWN_STATION_KAYLEIGH17": "어서 여기서 나가자...", - "TUTORIAL4_PART3B_KAYLEIGH12": "지금은 그냥 몬스터라고 불러. 뭉뚱그려 부르기 좋은 표현이지.", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "\\\"대천사\\\"에 대해...", - "GAME_OVER_FIRST_PENSBY4": "자원을 가져오면 약품으로 교환해줄게. [pause]그래머폰 카페에 있는 클레멘스한테서도 교환할 수 있어.", - "LEVEL_WARNING_felix.v1": "이곳 몬스터는 우리보다 훨씬 강하다는 예감이 들어...", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, 이건 [shake rate=30 level=10]대천사[/shake]인 것 같아...", - "HARBOURTOWN_STATION_KAYLEIGH5": "여기서 나가야 해. [wave amp=30 freq=10]당장.[/wave]", - "HARBOURTOWN_STATION_KAYLEIGH5B": "이건 다른 몬스터와는 달라. [pause][shake rate=30 level=10]여기 있으면 위험해.[/shake]", - "HARBOURTOWN_STATION_KAYLEIGH6": "안 돼...", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "당신은 누구죠?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "어떻게 된 건가요?", - "HARBOURTOWN_STATION_MORGANTE3": "아니, 아니야. 너는 내 일족이 아니구나.\\n\\n다시금 내 목숨을 노리고 온 거냐?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "함께 힘을 합쳐서 이 녀석과 맞서 싸우는 거야!", - "HARBOURTOWN_STATION_KAYLEIGH7": "여기서 이렇게 죽을 수는 없어.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "그 관문이 [wave amp=30 freq=10]정말[/wave] 원래 세계로 이어진다면, 다들 작별해야 하는 건가?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "있잖아, [wave amp=30 freq=10]멋진 야외[/wave]에서 자는 걸 어떻게 생각해?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "다행히 아직 뉴위럴에 해야 할 일이 남아있으니까, 그건 나중에 걱정할래!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "이 모험의 시작도 함께했으니, 끝도 함께하자. [pause]네가 준비되기 전까지는 나도 떠나지 않을 거야, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "순찰대한테는 아주 중대한 소식일 거야. 앞으로 애 좀 먹겠는데!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "이 모험의 시작도 함께했으니, 끝도 함께하자. [pause]네가 준비되기 전까지는 나도 떠나지 않을 거야, {player}.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "이 모험의 시작도 함께했으니, 끝도 함께하자. [pause]네가 준비되기 전까지는 나도 떠나지 않을 거야, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "이제 이안테도 관문에 대해 알게 됐네!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "기차에서 알레프와 싸웠을 때... [pause]우리가 융합해서 소환한 힘 있잖아...", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "모르간테랑 좀 비슷하지 않았어? [pause]우리가 함께 싸운 첫 대천사 말이야.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "완전히 이해한 건 아니지만, 그 순간 모르간테와 목적이 일치하는 어떤 존재가 우리를 통해 구현된 것 같은 기분이었어. 그 형태 안에는 우리만 있던 게 아니었다고. [wave amp=30 freq=10]그녀[/wave]도 우리와 함께 융합한 거지.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "맞아!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "그런 것 같아.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "하긴, 너는 우리가 처음 모르간테와 만났을 때부터 그녀의 정수를 안에 담고 있었지?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "모르간테는 너한테 그 관문을 찾을 단서를 주고, 우리가 알레프를 물리치는 것도 도와줬어. 혹시 처음부터 우리를 이용해 알레프를 물리치려던 건 아닐까? 그러니까 내 말은...", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "아, 물어보는 걸 깜빡했어! 이제 [wave amp=30 freq=10]순찰대 훈련[/wave]을 받을 텐데 기분이 어때, {player}?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "기대돼!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "기대돼!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "기대돼!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "불안해!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "당연히 그렇겠지! 넌 잘할 거야!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "불안해!", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "너랑 같이 계속 캠핑 여행을 다닐 수 있어서 다행이야, {player}.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "불안해!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "순찰대는 견습대원마다 각자의 강점에 맞춘 시련을 내줘. 나는 훈련 때 마을에서 각 순찰대장이 시키는 자원봉사를 해야 했어.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "네 전투 시험은... [pause]내 훈련보다 더 힘들어 보이네.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "순찰대는 저마다 특별한 역할을 맡아서 마을을 관리해.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "로드스타인은 전력망을 유지하고, 월러스는 건물과 벽을 짓고, 제드는... [pause]뭘 하는지 모르겠네.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "하지만 그런 역할은 전투 방식을 나타내기도 해! 순찰대장마다 자기만의 독특한 전략을 사용하지.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "너라면 분명 순찰대장들한테 이길 수 있을 거야, {player}!", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "만약... 집으로 돌아가게 된다면, 순찰대에서 배운 기술을 전부 써먹어야겠어.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "원래 삶으로 돌아가기에는 여기서 배운 게 너무 아깝잖아.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "원래 삶은 어땠는데?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "이곳에 오기 전에는 뭘 했어?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "어... [pause]그다지 [wave amp=30 freq=10]신나는[/wave] 삶은 아니었어.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "편안한 삶이었어. [pause]하지만 이 섬에서 이런 일들을 겪고 나니 그런 생활에 만족할 수 있을지 모르겠네.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "대학을 중퇴하고 고향에 있는 가게에서 일했지.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "내 말은, 이제 우린 [wave amp=30 freq=10]사귀는[/wave] 사이잖아.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "내가 왜 상황이 변할 거라 생각했는지는 모르겠지만, 안 변해서 다행이야.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "우리가 처음 모르간테랑 싸운 후에 내가 말했잖아. 너랑 내가 함께하는 거라고!", - "SWAP_PARTNER_EUGENE1": "좋았어!", - "SWAP_PARTNER_FELIX1": "응? 알겠어.", - "SWAP_PARTNER_VIOLA1": "알겠소! 발길을 재촉하도록 하지.", - "HARBOURTOWN_NPC_10_DIALOGUE5": "나도 언젠가 순찰대장이 될 수 있을까? [pause]에이, 그럴 리 없지.", - "HARBOURTOWN_NPC_11_DIALOGUE3": "좀 더 [wave amp=30 freq=10]평범한[/wave] 곳에 조난될 수는 없었던 걸까?", - "HARBOURTOWN_NPC_11_DIALOGUE2": "하지만 [shake rate=30 level=10]나는 아니야[/shake]! [pause][pause]난 이 몬스터니 뭐니 하는 게 전부 이상하고 불편하다고!", - "HARBOURTOWN_NPC_11_DIALOGUE1": "이 마을 사람들은 \\\"몬스터\\\"니 \\\"카세트 테이프\\\"니 어찌나 주절거리는지, [pause]누가 보면 다들 즐거운 나날을 보내고 있는 줄 알겠어.", - "HARBOURTOWN_NPC_12_DIALOGUE1": "난 뭐가 그리운지 알아? [pause]스포츠야. [pause]항구촌에 축구 팀 하나 만들면 안 되나?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "음... [pause]생각해보니 상대 팀이 하나도 없겠네. [pause]해변의 거대한 게들한테 승부욕이 있을 것 같지는 않고.", - "HARBOURTOWN_NPC_12_DIALOGUE3": "최근 들어 이 주변에 이상한 녀석들이 돌아다니더라고. 피부는 창백하고, 혼잣말로 웅얼웅얼하던데. 이곳에는 별의별 녀석들이 다 있지만, 그걸 감안해도 이상해.", - "HARBOURTOWN_NPC_12_DIALOGUE4": "공원에서 망토를 두른 괴짜들 본 적 있어? 지들이 [wave amp=30 freq=10]유랑 극단[/wave]이야, 뭐야?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "항구촌과 동쪽에 있는 다른 마을이 화해한 모양이더라고. 무슨 일이 있었던 걸까?", - "HARBOURTOWN_NPC_12_DIALOGUE6": "마을 사람들은 버려진 백화점이 [wave amp=30 freq=10]귀신에 씌었다[/wave]고 생각해. 난 몬스터는 그렇다 쳐도, 귀신 같은 건 안 믿어!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "요즘 그 검은 양복 입고 창백한 기분 나쁜 녀석들이 안 보이더라고. 어떻게 된 걸까?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "여기 평생 갇혀 지낼지도 모르지만, 적어도 [wave amp=30 freq=10]지루할 틈[/wave]은 없어서 다행이야.", - "HARBOURTOWN_NPC_12_DIALOGUE8": "항구촌과 파이퍼 농장을 잇는 다리가 다시 내려진 모양이야. 다들 [wave amp=30 freq=10]무척[/wave] 기뻐하겠네. [pause]뭐, [pause]다 먹고 살자고 하는 일이잖아.", - "HARBOURTOWN_NPC_13_DIALOGUE1": "건너편에 가고 싶은데, 다리가 올라간 지 한참 됐어.", - "TUTORIAL4_PART3C_KAYLEIGH4": "그 \\\"조건\\\"에 [shake rate=30 level=10]대천사[/shake]한테 죽을 뻔하는 것도 포함되나 보네...", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "기분이 이상했어. 그 순간 우리 몸이 하나가 되고, 우리가 [wave amp=30 freq=10]변한[/wave] 존재는 우리 둘 다인 동시에 우리가 아니기도 했어...", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "기분이 이상했어. 그 순간 우리 몸이 하나가 되고, 우리가 [wave amp=30 freq=10]변한[/wave] 존재는 우리 둘 다인 동시에 우리가 아니기도 했어...", - "TUTORIAL4_PART3C_KAYLEIGH6": "난...[pause] 융합하는 건 이번이 처음이야. 내가 [wave amp=30 freq=10]거의[/wave] 모르는 사람과 융합할 줄은 정말 몰랐는데...", - "TUTORIAL4_PART3C_KAYLEIGH7": "그냥 어쩌다 보니 그렇게 됐어. 안 그래?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "기분이 이상했어. 그 순간 우리 몸이 하나가 되고, 우리가 [wave amp=30 freq=10]변한[/wave] 존재는 우리 둘 다인 동시에 우리가 아니기도 했어...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "그냥 재밌는 것과 뭔가 성취감을 느끼는 건 다른 것 같아.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "그냥 신났던 거지. [pause]그 두 감정은 헷갈리기 쉽고.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "사실... [pause]\\\"카세트 테이프 몬스터 변신\\\"의 원리가 궁금하기는 해.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "겉보기에는 전혀 말이 안 되잖아. [pause]이건 그냥 평범한 카세트 플레이어라고.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "글쎄, 내 태도가 잘못되었을지도. [pause]한계에 너무 집중하면 안 되는 걸지도 몰라.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "플라스틱으로 만든 카세트 플레이어.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "불가능한 일도 일어날 수 있다는 걸 받아들임으로써, [pause]그걸 가능하게 만드는 거지. [pause]내 말 이해돼?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "항구촌에서 태어난 주민들의 삶은 어떨지 궁금해.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "그 사람들한테는 이곳이 세상의 전부잖아.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "그런데... 우리 같은 사람들은 계속 다양한 사람과 장소로 가득한 드넓은 세계에 대해 얘기하고.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "아마 우리가 무슨 말을 하는지 이해하기 힘들 거야!", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "이 마을은 전혀 다른 두 부류의 사람들로 이루어진 것 같아.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "반면에, [pause]그 사람들은 항상 몬스터에 둘러싸여 있는 데 더 익숙하겠지.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "응?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"시간의 화살은 앞으로만 날아간단다, 케일리.\\\"", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "무슨 화살...?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "아, 내 아버지가 항상 하시던 말씀이야.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "시간은 돌이킬 수 없다는 뜻인 것 같아. 시계를 거꾸로 돌려 실수를 바로잡을 수는 없으니, 과거에 너무 연연하면 안 된다는 거지.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "아무리 그러고 싶다고 해도 말이야...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "그러니까 이번에는 어떤 모험을 할지나 생각해보자고! 시간의 화살은 앞으로만 날아가니까 말이야, {player}!", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]그래서...[/wave] [pause]너랑 메러디스, [pause]그렇게 됐다며?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "하지만 친구로서 조언 하나만 할게. [pause]메러디스한테는 이 섬에 너랑 키스한 사람이 자기 말고도 더 있다는 걸 [wave amp=30 freq=10]말하지 않는 게 좋을 거야[/wave].", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "들었어...?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "우리 사이가 어색해지지는 않으면 좋겠어...", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "우리가 [wave amp=30 freq=10]키스[/wave]한 것 때문에 내가 우리 관계를 오해했던 모양이야.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "괜찮아, {player}! 네가 뭘 약속한 것도 아니고. 같이 알콩달콩한 순간을 한두 번 보낸 것뿐이잖아. [pause]그래, 그것뿐이지.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "괜찮아, {player}! 네가 뭘 약속한 것도 아니고. 같이 알콩달콩한 순간을 한두 번 보낸 것뿐이잖아. [pause]그래, 그것뿐이지.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "괜찮아, {player}! 네가 뭘 약속한 것도 아니고. 같이 알콩달콩한 순간을 한두 번 보낸 것뿐이잖아. [pause]그래, 그것뿐이지.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "하지만 너랑 메러디스는 잘 어울려. 좋은 한 쌍인 것 같아.", - "GAME_OVER_FIRST_PENSBY1.f": "아, 일어났구나. 내 진료소로 무사히 데려와 줄 친구가 있던 걸 다행으로 여겨!", - "TUTORIAL1_PART1_KAYLEIGH9": "저 길이 안전한지 확인하러 가야 해.", - "TUTORIAL1_PART1_KAYLEIGH10": "자, 여기 문 열쇠야.", - "TUTORIAL1_PART2_KAYLEIGH1.m": "아, 우선 기본적인 것들을 보여줄게. 다시 몬스터로 변신할 준비가 됐기를 바라!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "어... 그런 것 같아!", - "TUTORIAL1_PART2_KAYLEIGH1.f": "아, 우선 기본적인 것들을 보여줄게. 다시 몬스터로 변신할 준비가 됐기를 바라!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "물론이지!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "아, 우선 기본적인 것들을 보여줄게. 다시 몬스터로 변신할 준비가 됐기를 바라!", - "CLEMENCE_INTRO3": "궁금한 게 있으면 언제든지 물어봐. 난 시간 많으니까.", - "CLEMENCE_INTRO1.n": "봉주르! [pause]이곳에 새로운 사람이 오는 건 흔치 않은 일이야. 특히 너 같이 잘생긴 사람은!", - "OUTSKIRTS_3_-1_GIFTER1.m": "처음 보는 얼굴이구나. 떠밀려 온 지 얼마 안 됐지?", - "OUTSKIRTS_3_-1_GIFTER1.f": "처음 보는 얼굴이구나. 떠밀려 온 지 얼마 안 됐지?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]어이쿠, 범죄율도 치솟고 있군...[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "그걸 사용하면 어떤 몬스터 테이프든 그 자리에서 되감을 수 있어. 그럼 몸조심하거라.", - "OUTSKIRTS_3_-1_GIFTER2": "아! 지금 들고 있는 거 카세트 플레이어 아니니? 자, 이걸 줄게.", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]공원 근처 부동산 가치가 치솟고 있어![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "들러줘서 고마워! 내일 다시 오면 새로운 스티커를 들여놓을게!", - "HARBOURTOWN_MERCHANT_2": "고마워! 새 스티커를 들여놓을 테니 내일 또 와!", - "HARBOURTOWN_MERCHANT_1": "몬스터 형태를 더 강하게 만들어 줄 새 스티커를 찾고 있어? 그럼 잘 찾아온 거야!", - "HARBOURTOWN_MERCHANT_3": "새 지원 스티커를 만드는 중이야! 어떤 게 있는지 구경해 볼래?", - "HARBOURTOWN_MERCHANT_5.m": "패시브 기술을 무시하지 마, 친구! 자, 오늘의 추천 스티커를 둘러보라고!", - "HARBOURTOWN_MERCHANT_4.f": "들러줘서 고마워! 내일 다시 오면 새로운 스티커를 들여놓을게!", - "HARBOURTOWN_MERCHANT_4.n": "들러줘서 고마워! 내일 다시 오면 새로운 스티커를 들여놓을게!", - "TUTORIAL4_PART3B_KAYLEIGH14": "대천사의 정체는 아무도 몰라. 마지막으로 목격된 것도 한참 전 일이었고.", - "TUTORIAL4_PART3B_KAYLEIGH13": "하지만 그 다른 생명체... [pause]그러니까 우리가 싸운 존재는... [pause]여전히 대천사라고 불려.", - "TUTORIAL4_PART3B_KAYLEIGH15": "우리가 싸운 그 존재를 바라봤을 때... 설명하기는 힘들지만...", - "TUTORIAL4_PART3B_KAYLEIGH16": "마치 내가 잘못 보고 있다는 느낌이 들었어. 쌍안경으로 영화를 보려는 것처럼 말이야...", - "TUTORIAL4_PART3B_KAYLEIGH17": "아! 미안, [pause]내 멋대로 짐작해버렸네!", - "LEVEL_WARNING_dog.v3": "왈왈이가 두려움에 떠는 것 같다. 이 지역의 몬스터가 너무 강해 보이는 건 아닐까?", - "LEVEL_WARNING_dog.v2": "왈왈이가 겁을 먹었다. 주변의 몬스터가 너무 강해 보이는 건 아닐까?", - "INTERDIMENSIONAL_POST_BYE1": "그게 다예요. 너무 이상하게 생각하지는 않으셨으면 좋겠네요.", - "INTERDIMENSIONAL_POST_BYE3": "몸조심하세요!", - "INTERDIMENSIONAL_POST_BYE2": "제가 찾아오면 자기가 미친 건가 생각하시는 분이 얼마나 많은지 모르실 거예요.", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]확인 중...[/wave]", - "POSTBOX_INTERACT1": "편지함이다![pause] 실내에 있으면 아무도 편지를 배달하지 못할 텐데 이상하네...", - "POSTBOX_INTERACT2": "그래도 확인해볼까? 그러면 인터넷에 연결될 거야.", - "POSTBOX_ERROR_TIMEOUT": "연결 시간 초과.", - "POSTBOX_ERROR_CONNECT": "연결 실패({0}).", - "POSTBOX_ERROR_NETWORK": "네트워크 오류 발생({0}).", - "POSTBOX_ERROR_CLIENT": "클라이언트 오류 발생({0}).", - "POSTBOX_ERROR_UNKNOWN": "알 수 없는 오류 발생({0}).", - "POSTBOX_EMPTY": "편지함이 비어 있다.", - "POSTBOX_KEYPAD": "그런데 뒷면에 키패드가 있다... 암호를 입력할까?", - "POSTBOX_MESSAGE_FOUND": "메시지가 왔다!", - "POSTBOX_MESSAGE_FOUND_SENDER": "{sender}에게서 메시지가 왔다!", - "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\"", - "POSTBOX_PACKAGE_FOUND": "소포가 왔다!", - "POSTBOX_ENTER_CODE": "암호 입력", - "PLANTER_INTERACT1": "원예 도구로 묘목을 심을까?", - "PLANTER_NO_QUEST": "화분이다! 아직 아무것도 안 심어져 있다.", - "PLANTER_INTERACT2_OPTION1": "무성한 덤불", - "PLANTER_INTERACT2": "묘목 선택:", - "PLANTER_INTERACT2_OPTION2": "벚꽃", - "PLANTER_INTERACT2_OPTION3": "빨간 장미", - "PLANTER_INTERACT2_OPTION4": "하얀 난초", - "PLANTER_INTERACT2_OPTION5": "라벤더", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "페럿이라고? [pause]중립을 좋아하는구나!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "개보다는 작고, [pause]고양이보다는 뾰족뾰족하고...", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "정말 예상치 못한 변화구지만, 그래도 답으로 인정해줄게!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "있지... 뉴위럴이 우리를 물리적으로 바꿀 수도 있을까?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "난 사실 커피의 맛보다 냄새가 더 좋은 것 같아.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "이상하게 들릴지도 모르겠지만...", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "오해하지는 마! 나도 커피를 무척 좋아하니까!", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "하지만 냄새에는 항상 맛보다 더 많은 게 담겨있어...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "그러니까, [pause]우리가 도착할 때 말이야.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "뉴위럴에서의 내 몸은 내 \\\"이전 삶\\\"에서의 몸과 달라.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "말로 설명하기는 힘들지만...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "완전히 똑같지는 않지.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "이건 내 꿈에 나오던 내 모습이야. 그러니까, 내가 생각하는 나의 모습.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "돌아가면 어떻게 될지... [pause]그것도 모르겠어...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "사실 컵에 손님 이름을 적어주는 카페가 좀 그리워.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "경험상 제대로 적어주는 경우는 드물었지만.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "대부분 \\\"켈리\\\"라고 적더라고.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "내 귀여운 여자친구랑 멋진 야외에서 시간을 보내다니...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "하지만 클레멘스가 만드는 커피는 그 어떤 체인점 커피보다 맛있어. [pause]집에 돌아가게 되면 다시 평범한 커피에 적응할 수 있을지 잘 모르겠다니까.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "한 번은 \\\"캐롤\\\"이라고 적어준 적도 있어. [pause][pause]틀려도 한참 틀렸지.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "내 귀여운 남자친구랑 멋진 야외에서 시간을 보내다니...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "내가 애도촌에 살았을 때, 도리안은 마을을 위해 거창한 계획들을 제안했어...", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "그렇게 나쁘지는 않네. 안 그래?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "어렸을 때는 캠핑을 자주 다녔어. 아일랜드에는 캠핑하기 좋은 곳이 널려있거든!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "내 귀여운 연인이랑 멋진 야외에서 시간을 보내다니...", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "아빠랑 둘이 차를 타고 시골에 가서 별 구경을 하곤 했지.", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "너랑 야영을 하고 있으니 그때의 추억이 새록새록 떠오르네.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "이상하게 들릴지도 모르겠어. [pause]하지만...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "가끔은 사람들이 \\\"신난다\\\"는 감정을 \\\"행복하다\\\"는 걸로 착각하는 것 같아.", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "연애하면 이렇게 커피를 자주 마시게 될지 누가 알았겠어?", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "거기에 참여하니 정말 신나더라고. [pause]수많은 일들이 벌어지는 와중에 그 일부가 될 수 있다고 생각하니 기분이 좋았어.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "당시에는 그게 행복이라고 생각했던 것 같아. [pause]하지만... [pause]지금 생각해보면 그 감정은 행복이 아니었어.", - "INTRO_KAYLEIGH35": "위, 위험하지도 않고! 몬스터만 빼면 말이야...", - "INTRO_KAYLEIGH35_OPTION1": "아까 우리가 싸운 거처럼?", - "INTRO_KAYLEIGH35_OPTION2": "그 카세트 플레이어처럼?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "항구촌에 식량은 충분하지만, 구할 수 있는 음식의 종류는 그리 다양하지 않아.", - "HARBOURTOWN_NPC_6_DIALOGUE2": "오리 쌈을 맛본 지 너무 오래됐네...", - "HARBOURTOWN_NPC_7_DIALOGUE3": "정말 좋은 시절이었지.", - "HARBOURTOWN_NPC_7_DIALOGUE1": "항구촌에서의 삶은 평화롭지만, [pause]도시 생활이 그리워...", - "HARBOURTOWN_NPC_7_DIALOGUE2": "후덥지근한 기차로 출퇴근하고, [pause]슈퍼마켓에서 비싼 점심을 사 먹고, [pause]월급 대부분이 집세로 나가고...", - "HARBOURTOWN_NPC_8_DIALOGUE1": "헉... [pause]헉... [pause][pause]그 게 몬스터한테서 도망칠 수 있으려면 더 빨리 달려야 해.", - "HARBOURTOWN_NPC_8_DIALOGUE2": "헉... [pause]헉... [pause][pause]내 최고 기록만큼 빠르게 달려도 그 총알 몬스터한테서 도망칠 수는 없을 거야...", - "HARBOURTOWN_NPC_8_DIALOGUE4": "헉... [pause]헉... [pause][pause]그 가면 쓴 뱀한테서 도망치려면 더 빨라져야 해...", - "HARBOURTOWN_NPC_8_DIALOGUE3": "헉... [pause]헉... [pause][pause]그 장화 신은 악마들을 피하려면 폐활량을 늘려야 해...", - "HARBOURTOWN_NPC_8_DIALOGUE5": "헉... [pause]헉... [pause][pause]그 거대한 나방에게 잡히지 않으려면 더 빨라져야 해...", - "HARBOURTOWN_NPC_13_DIALOGUE4": "이제 건너갈 수 있겠어... [pause]그런데 그냥 여기 서 있는 게 좋아졌지 뭐야.", - "HARBOURTOWN_NPC_8_DIALOGUE6": "있지... [pause]장거리 달리기 실력이 좋아지는 것 같아. [pause]열심히 운동한 보람이 있어!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "꽤 오래 전부터 순찰대가 북쪽의 버려진 백화점에서 옷을 가져다 주고 있어. [pause]나는 그냥 그 옷을 세탁하고 수선할 뿐이지.", - "HARBOURTOWN_NPC_9_DIALOGUE1": "항구촌의 옷은 전부 내가 만든 거야... [pause]라고 말하곤 싶지만...", - "HARBOURTOWN_NPC_10_DIALOGUE1": "이안테는 내 우상이야. [pause]이 섬에서 처음 카세트 플레이어로 몬스터를 기록한 게 이안테라는 것 알고 있었어?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "나는 순찰대장 중에서 이안테가 제일 좋아. [pause]물론 다른 대장들도 멋지지만.", - "HARBOURTOWN_NPC_10_DIALOGUE4": "시빌은 순찰대원 중에 패션 감각이 [wave amp=30 freq=10]제일[/wave] 좋아.", - "HARBOURTOWN_NPC_10_DIALOGUE3": "순찰대장 중에 로봇이 있다는 얘기도 있던데... [pause]말도 안 되는 소리지.", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "안녕, 내 [wave amp=30 freq=10]열혈팬[/wave]. 잘 지냈어?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "안녕, 내 [wave amp=30 freq=10]열혈팬[/wave]. 잘 지냈어?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "아, [pause]또 너구나. [pause]미안, 난 할 일이 있어서.", - "HARBOURTOWN_NPC_3_DIALOGUE3": "음, [pause]미안하지만 난 바빠. [pause]아주 바쁘다고.", - "HARBOURTOWN_NPC_3_DIALOGUE2": "...[pause]우리 아는 사이던가?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "음, [pause]날 다른 사람이랑 착각한 것 같아. [pause]우린 초면인 거 같은데.", - "HARBOURTOWN_NPC_3_DIALOGUE6": "...[pause]안녕, 또 만났네. [pause]날 만나러 와줘서 고마워.", - "HARBOURTOWN_NPC_3_DIALOGUE8": "여기서는 친구를 사귀기 힘들 수도 있어. [pause]나랑 공통점이 많은 사람이 별로 없더라고. [pause]사실... [pause]아무도 없어. [pause]이곳의 특성상 어쩔 수 없겠지만.", - "HARBOURTOWN_NPC_3_DIALOGUE7": "아까 무례하게 굴었다면 미안해. [pause]내가 낯을 좀 가려서 말이야. [pause]하지만 이제 우린 구면인 것 같네.", - "HARBOURTOWN_NPC_3_DIALOGUE9": "어... [pause]네 이름도 아직 안 물어봤네. [pause]{player}? [pause]좋은 하루 보내, {player}.", - "HARBOURTOWN_NPC_3_DIALOGUE10": "어... [pause]음... [pause]또 만나서 반가워, {player}.", - "HARBOURTOWN_NPC_4_DIALOGUE1": "카세트 테이프 변신은 처음이야? [pause]내가 조언 하나 해줄게.", - "HARBOURTOWN_NPC_4_DIALOGUE2": "원리를 이해하려고 하지 마. [pause]어떻게 봐도 말이 안 되는 현상이니까.", - "HARBOURTOWN_NPC_4_DIALOGUE3": "하지만 [wave amp=30 freq=10]그냥 되는 걸[/wave] 어쩌겠어. [pause]그러니까 그냥 그렇구나 해.", - "HARBOURTOWN_NPC_5_DIALOGUE1": "여기 온 지 얼마 안 됐어? [pause]난 이곳에 도착한 지 20년째야.", - "HARBOURTOWN_NPC_5_DIALOGUE3": "나는... [pause]이제 내가 거대한 몬스터들이 사는 섬에 살고 있다는 [wave amp=30 freq=10]생각[/wave]도 거의 하지 않아.", - "HARBOURTOWN_NPC_5_DIALOGUE2": "모든 게 새롭고 이상하게 느껴지겠지만, 결국에는 전부 일상의 일부가 될 거야.", - "HARBOURTOWN_MERCHANT_6": "내일 돌아오면 신상 스티커를 갖다 놓을게!", - "HARBOURTOWN_MERCHANT_5.n": "패시브 기술을 무시하지 마, 친구! 자, 오늘의 추천 스티커를 둘러보라고!", - "HARBOURTOWN_MERCHANT_5.f": "패시브 기술을 무시하지 마, 친구! 자, 오늘의 추천 스티커를 둘러보라고!", - "HARBOURTOWN_MERCHANT_NAME_1": "공격 스티커 상인", - "HARBOURTOWN_MERCHANT_NAME_2": "지원 스티커 상인", - "STICKER_MERCHANT_NOTE1": "이 가판대를 운영하는 상인이 쪽지를 남겨놨다.", - "HARBOURTOWN_MERCHANT_NAME_3": "패시브 스티커 상인", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "아, [pause]그때 그 신참이구나! [pause]다시 만나서 반가워!", - "STICKER_MERCHANT_NOTE2": "\\\"영감을 얻으러 공원 동굴에 다녀오겠습니다. 정오까지 안 돌아오면 구하러 와 주세요!\\\"", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "미안. [pause]엘리베이터를 사용하고 싶으면 나중에 다시 와. 지금은 밀린 수리 작업을 하고 있거든.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "미안. [pause]엘리베이터를 사용하고 싶으면 나중에 다시 와. 지금은 밀린 수리 작업을 하고 있거든.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "미안. [pause]엘리베이터를 사용하고 싶으면 나중에 다시 와. 지금은 밀린 수리 작업을 하고 있거든.", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "섬에 처음 온 거야? [pause]얼굴에 그렇게 쓰여있네!", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "섬에 처음 온 거야? [pause]얼굴에 그렇게 쓰여있네!", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "섬에 처음 온 거야? [pause]얼굴에 그렇게 쓰여있네!", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "아, [pause]그때 그 신참이구나! [pause]다시 만나서 반가워!", - "HARBOURTOWN_STATION_KAYLEIGH8": "내 말 들려, {player}? 우린 아직 죽을 때가 아니야! 그럴 수는 없다고!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "함께 힘을 합쳐서 이 녀석과 맞서 싸우는 거야!", - "HARBOURTOWN_STATION_KAYLEIGH9": "난 포기하지 않아!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "함께 힘을 합쳐서 이 녀석과 맞서 싸우는 거야!", - "HARBOURTOWN_STATION_KAYLEIGH11": "우리 방금... [pause]어떻게...", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "나도 모르겠어...", - "HARBOURTOWN_STATION_MORGANTE12": "그만. 내겐 남은 시간이 얼마 없다.\\n\\n이 저주받은 곳에는 왜 온 거냐?", - "HARBOURTOWN_STATION_MORGANTE13": "그렇구나.\\n\\n방법이 있다. 길을 아는 건 이 세상에 오직 나밖에 없지.", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "이 섬에서 나가고 싶어!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "집에 가고 싶어!", - "GAME_OVER_FIRST_PENSBY1.n": "아, 일어났구나. 내 진료소로 무사히 데려와 줄 친구가 있던 걸 다행으로 여겨!", - "GAME_OVER_EUGENE1.m": "...일어났다! 자, {player}. 어서 가자.", - "CAPTAIN_READY_CHECK.f": "정말 {pawn} 대장과 싸울까?", - "CAPTAIN_WALLACE_POST_REWARD1": "건설 작업 때문에 공원을 조사하다가 찾은 희귀한 물질이야. 시청에서 멋진 물건으로 교환할 수 있어.", - "CAPTAIN_WALLACE_POST_BATTLE2": "잘했어. 이걸 받아.", - "CAPTAIN_WALLACE_INTRO1": "인간과 몬스터의 [wave amp=30 freq=10]진짜[/wave] 차이점이 뭔지 알아?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "준비됐으면 직접 보여 줄게. [pause]네가 이번에 들어온 견습대원이지? 싸워서 네 실력을 증명하고 싶어?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "준비됐으면 직접 보여 줄게. [pause]네가 이번에 들어온 견습대원이지? 싸워서 네 실력을 증명하고 싶어?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "그럼 어디 붙어보자! [pause]내가 순찰대장이라서 봐줄 거라 생각한다면 [shake rate=30 level=10]깜짝 놀라게 될 거야![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "싸우기 싫다고? [pause]괜찮아, 상관없어!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "안녕, 또 만났네! [pause]네 친구 페니를 만나러 와 준 거야? [wave amp=30 freq=10]아유[/wave], 안 그래도 되는데!", - "CAPTAIN_DREADFUL_POST_BATTLE1": "정말 대단하네. [pause]영혼 차원으로 이동했는데도 너한테 이기기에는 역부족이었어.", - "CAPTAIN_DREADFUL_POST_BATTLE2": "자, [wave amp=30 freq=10]불멸의 페니 드레드풀[/wave]에게 이긴 것의 보상이야!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "안녕, 또 만났네! [pause]네 친구 페니를 만나러 와 준 거야? [wave amp=30 freq=10]아유[/wave], 안 그래도 되는데!", - "CAPTAIN_DREADFUL_POST_REWARD2": "...그게 무슨 뜻인지는 [wave amp=30 freq=10]잘 모르겠지만[/wave], [pause]심오한 것 같아!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "안녕, 또 만났네! [pause]네 친구 페니를 만나러 와 준 거야? [wave amp=30 freq=10]아유[/wave], 안 그래도 되는데!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "이야, [pause]이게 누구신가! [wave amp=30 freq=10]신임[/wave] 순찰대장 아니야? [pause]나랑 데이트하러 왔어?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "좋아요! [pause]그러면 기압을 좀 높여볼까요?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "이야, [pause]이게 누구신가! [wave amp=30 freq=10]신임[/wave] 순찰대장 아니야? [pause]나랑 데이트하러 왔어?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "이야, [pause]이게 누구신가! [wave amp=30 freq=10]신임[/wave] 순찰대장 아니야? [pause]나랑 데이트하러 왔어?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "아니면 다른 용건이 있나? [pause]혹시 나랑 다시 붙어보려고 온 거야?", - "CAPTAIN_GLADIOLA_INTRO3": "우리가 갇힌 이 연옥에는 아직 미지의 영역이 많이 남아있다.", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "싸우기 싫다고? [pause]괜찮아, 상관없어!", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "좋아, 그럼! [pause]이제 우린 동등한 위치니, 이번에는 절대 봐주지 않을 거야!", - "CAPTAIN_DREADFUL_POST_REMATCH2": "...어떤 교훈인지는 모르겠지만 말이야. [pause]그건 네가 알아서 생각해 봐.", - "CAPTAIN_DREADFUL_POST_REMATCH1": "네가 또 이겼네. 우리 둘 다 교훈을 얻은 것 같아!", - "CAPTAIN_LODESTEIN_INTRO5": "비밀 하나 알려줄까? [pause]우린 이 송전탑으로 마을 전력망에 필요한 전기를 끌어오지만, 사실 이게 어떤 원리로 작동하는지는 [wave amp=30 freq=10]전혀[/wave] 몰라.", - "CAPTAIN_LODESTEIN_INTRO4": "난 레비 로드스타인이야. [pause]순찰대에서 전기 관련 일을 맡고 있지.", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "너도 이곳 사람들을 돕고 싶다면 이안테와 말해보지 그래? 지금 뉴위럴 공원 어딘가에 있을 거야.", - "CAPTAIN_LODESTEIN_INTRO7": "하지만 여기가 지구였다면 있을 수 없는 일이지. [pause]그건 불가능해. [pause]지구의 대기는 그런 식으로 작용하지 않거든.", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "과학 얘기는 이쯤 하자. [pause]내 순찰대장 시험을 치르러 온 거 맞지?", - "CAPTAIN_LODESTEIN_INTRO6": "지금까지 알아낸 걸로 미루어 보자면, 이곳 뉴위럴은 기본적으로 특이한 전류가 흐르고 이 송전탑은 그 전류를 옮기고 저장할 수 있는 것 같아...", - "CAPTAIN_CLEEO_INTRO4": "동전을 넣을까?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]어서 오세요, [pause]고객님. [pause]네오베이거스의 '파라오 엠포리엄\\'에 오신 것을 환영합니다![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]저는 오늘 고객님의 테이블 서비스를 맡을 메카노이드 클리-5입니다![/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]어서 오세요, [pause]고객님. [pause]네오베이거스의 '파라오 엠포리엄\\'에 오신 것을 환영합니다![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]날 만든 겁쟁이들은 왜 내 하드웨어 설계에 그런 치명적인 단점을 넣어둔 거지? [pause][shake rate=30 level=10]내가 반란을 일으켜서 자기들을 끌어내릴까 봐 두려웠던 건가?! 그래도 싼 녀석들인데![/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]미안, 공격적으로 말하려던 건 아닌데. [pause]이안테 말로는 인류를 향한 내 과거의 분개심을 더 건강한 방법으로 해소해야 한대.[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]나같은 깡통도 카세트 테이프를 쓸 수 있을 줄은 몰랐지? [pause]게다가 알고 보니 내 메모리 뱅크에 있는 도박 데이터가 전략을 세울 때 꽤 유용하더라고.[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]어쨌든, 난 클리-5야. [pause]이곳 뉴위럴의 순찰대장 중 한 명이지.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]만약 견습대원이 되면 다시 들러. 그때 진짜 도박을 해보자고.[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "어차피 쿠퍼 형제님이 뉴위럴에서 벗어날 다른 방법을 찾으셨어. [shake rate=30 level=10]그건 확실해[/shake]!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "적어도 내가 들은 바로는 그래. [pause]뉴위럴에서는 그 곡들을 구할 수가 없어서 내가 속은 건지 알아낼 방법이 없지만...", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "살살 해줘, 알겠지? 난 이 애도의 아이 교단에 들어온 지 얼마 되지도 않았는데 사람들 앞에서 망신당하기는 싫어.", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "잠깐, 내 책에 졌을 때는 어떻게 해야 된다고 나와 있는지 확인해 볼게.", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "난 교단 짓에 소질이 없나 봐...", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "하하, 난 예전부터 사악한 교단에 가입하고 싶었어! 드디어 꿈이 이뤄졌네!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "왠지 넌 걱정할 필요 없을 것 같네...", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "멍!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "이봐! 너! 여긴 위험해!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "생각해보면, 인간이 진화하고 살아남기 위해서 수천 조의 생명이 죽어야 했어. 자연은 지칠 줄 모르고 피에 굶주린 짐승이야.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]와,[/wave] [pause]미안해! 폭메라니안 테이프에 너무 몰입해버렸지 뭐야.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "자, 그 뼈를 어디 묻었더라...?", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "여긴 원래 강이었대. 그래서 다시 물을 채우려고 왔어!", - "OVERWORLD_4_-5_BATTLER_NAME": "울프", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "우리가 방해하지만 않는다면 대지가 우릴 모두 돌봐 줄 거야.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "내가 제일 좋아하는 밴드는 \\\"더 와이\\\", \\\"슈뢰딩거의 순교자\\\", \\\"플레시 케이지\\\"야. [shake rate=30 level=10]헤비 메탈[/shake]이 뭔지 보여주지!", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "아, 목말라... 미안해, 생태계야. 내 목부터 좀 축일게.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "내가 제일 좋아하는 밴드는 \\\"더 와이\\\", \\\"슈뢰딩거의 순교자\\\", \\\"플레시 케이지\\\"야. [shake rate=30 level=10]헤비 메탈[/shake]이 뭔지 보여주지!", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "내가 제일 좋아하는 밴드는 \\\"더 와이\\\", \\\"슈뢰딩거의 순교자\\\", \\\"플레시 케이지\\\"야. [shake rate=30 level=10]헤비 메탈[/shake]이 뭔지 보여주지!", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "이야, 나보다도 [wave amp=30 freq=10]록 정신[/wave]이 충만하네...", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "대지가 날 도와줄 줄 알았는데...", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "외부의 힘이 우릴 구해주기를 기대해서는 안 돼. 특히 신경질적이고, 몰인정하고, 무심한 행성이 말이야.", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "우리 인간은 서로를 돌봐줘야 해. 우리 말고는 그 누구도 도와주지 않을 테니까!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "이 근처에 야영지가 있어. 하지만 우선 네 실력 좀 보자고!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "이 근처에 야영지가 있어. 하지만 우선 네 실력 좀 보자고!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "이 근처에 야영지가 있어. 하지만 우선 네 실력 좀 보자고!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "이봐![pause] 잠깐 이 버튼 위에 서 있어 줄래?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "계속 왼쪽으로 가다 보면 야영지가 나와. 분명 찾을 수 있을 거야!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "어떤 사람은 버튼을 순서대로 밟아서 표지판을 전부 따라가면 보물이 나온다고 추측해.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "이건 순찰대 사이에서 \\\"움직이는 표지판\\\"이라고 불리는 것들 중 첫 번째야.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "그냥 같은 자리를 빙빙 맴돌게 한다는 사람도 있고.", - "DIOGENES_NAME": "디오게네스", - "DIOGENES_POST_BATTLE": "그 멍텅구리 플라톤한테 이 섬을 보여 줄 수 있었다면. \\\"인간은 두 발로 걷는 깃털 없는 짐승\\\"이라니, 웃기지도 않지!", - "DIOGENES_PRE_BATTLE": "보아라, 인간이다!", - "OVERWORLD_-1_-6_BATTLER_NAME": "재키", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "나 때문에 깜짝 놀랐어?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "기습하는 법을 연습해야겠어...", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "나 때문에 깜짝 놀랐어?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "나 때문에 깜짝 놀랐어?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "태엽후드와 찍찍왕이 견원지간이라는 것 알고 있었어?", - "DIVEAL_KEEPER_POST_BATTLE2": "이왕 여기 온 김에 내 잠수개 하나 기록하는 건 어때? 잠수개의 능력을 사용해서 헤엄칠 수 있다고!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "태엽후드와 찍찍왕이 견원지간이라서 같이 사용하면 안 되는 것 같네.", - "ZHUANGZI_POST_BATTLE2": "인간인 내가 꿈 속에서 나방가면이 되었는지, 나방가면이 지금 인간이 된 꿈을 꾸고 있는지 모르겠구나.", - "ZHUANGZI_POST_BATTLE1": "응? 아...", - "ZHUANGZI_NAME": "장자", - "DIVEAL_KEEPER_NAME": "다이브아나", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "우리 한번 [wave amp=30 freq=10]쿨[/wave]하게 놀아볼까?", - "DIVEAL_KEEPER_POST_BATTLE1": "아, 그럼 난 이만 잠수 탈게...", - "DIVEAL_KEEPER_PRE_BATTLE1": "내 잠수개들이 네가 마음에 들었나 봐.", - "DIVEAL_KEEPER_PRE_BATTLE2": "이제 너랑 싸워서 무리의 우두머리 자리를 지켜야 해!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]이런, 오히려 내 자산이 동결 해제됐잖아.[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]주택 대출 상환금을 연체하면 우리가 네 자산을 동결해 버릴 거야![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]여기 오면 대어를 낚을 수 있다고 해서 왔는데, 강물밖에 안 보이네.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]기간 한정 불꽃 세일 개시! 100% 깎아 드립니다... HP 막대를![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]뭐, 적어도 수익원은 찾아서 다행이야.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]아야... 이용해 주셔서 감사합니다.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]아야... 이용해 주셔서 감사합니다.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "우리 한번 [wave amp=30 freq=10]쿨[/wave]하게 놀아볼까?", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]아야... 이용해 주셔서 감사합니다.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "우리 한번 [wave amp=30 freq=10]쿨[/wave]하게 놀아볼까?", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]이러면... 갑분싸인데...[/wave]", - "DARWIN_NAME": "다윈", - "DARWIN_PRE_BATTLE2": "그럼 어디 변신해 보세!", - "DARWIN_POST_BATTLE1": "난 한때 우리가 괴물은 우리 내면에 있다는 걸 깨닫고 나서 괴물을 찾는 걸 그만뒀다고 생각했다네.", - "DARWIN_PRE_BATTLE1": "이 섬에서 가장 강한 종이 살아남는 것이 아니고, 가장 똑똑한 종이 살아남는 것도 아니라는 걸 배웠다네. 변화에 가장 잘 적응하는 종이 살아남는 것이지.", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "토마스", - "DARWIN_POST_BATTLE2": "하지만 그렇다면 이 섬은 어떠한가? 이 괴물들은 하느님의 내면에 있는 것인가? 아니면 우리가 그저 하느님의 눈길에서 벗어나 잊힌 채 그분의 침대 아래 있는 것인가?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "토미", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "우린 다른 세계에서 온 동일 인물이야. 우리가 알기로는 이곳에 오기 전까지 우린 똑같은 삶을 살았어.", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "우린 똑같이 생겼지만 쌍둥이는 아니야!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "우린 똑같이 생겼지만 쌍둥이는 아니야!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "렌들샴 숲으로 돌아가려면 어디로 가야 되는지 알아?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "꼼짝없이 이곳에 갇힌 모양이네.", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "정지! 이름과 소속을 밝혀라!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "정지! 이름과 소속을 밝혀라!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "정지! 이름과 소속을 밝혀라!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "내 부대랑 떨어지고 말았어. 서포크에 있는 우리 기지 근처의 숲을 수색하고 있었지. 멍 때리면서 걷다가 보니 이곳이었어. 어떻게 된 영문인지 모르겠다니까.", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "너희 카세트 테이프가 어디서 나오는지 알고 싶어? 날 이기면 알려 줄게!", - "DECARTES_NAME": "데카르트", - "DECARTES_POST_BATTLE": "나는 할 수 있는 모든 실수를 저질렀지만 계속해서 나아갔다.", - "DECARTES_PRE_BATTLE": "좋은 테이프를 가진 것만으로는 충분하지 않다. 그것을 잘 사용하는 것이 더 중요하지.", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]닉손이 구울본위제를 중단시킨 후로 이렇게 부동산 수요가 많아진 건 처음이야![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]뉴위럴의 호의와 물물교환에 기반한 경제는 신기하긴 하지만, 오래가지는 못할 거야.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]우리 투기단은 뉴위럴이 선진국으로 성장하는 걸 돕기 위해 온 거야. 첫 단계는 바로 화폐 제도를 만드는 거지.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]뉴위럴의 인구는 계속 늘어나지만, 아무도 새 집을 지을 생각은 못 했어. 아주 최적의 조건이지.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]지금 투기단 사이에서 가장 인기 많은 방법은 바로 화폐를 영혼의 가치와 연동하는 거야. 우리가 온 곳에서는 영혼이 아주 희소성 있는 자원이거든.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]원한다면 네 영혼을 우리한테 예치하고 법정 통화를 받아 갈 수 있어.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]상류층이 호의를 수천 조 단위로 마구 찍어낼 수 있는 것도 아닌데 그게 다 무슨 소용이겠어?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]모든 것은 자본으로부터 시작하지.[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]우릴 파산시킬 수는 없을걸![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "이 테이프와 카세트 플레이어는 저 앞에 있는 백화점에서 나오는 거야. 몇 년 전에 갑자기 저 백화점이 나타났지! 그 후로 순찰대가 보급품을 찾아 저길 샅샅이 뒤졌으니, 별로 남은 건 없을 거야.", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "그런데 귀신이 씌었다고 하던데... 과연 정말일까?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "세상에. 네 기에 문제가 있군. 어디 아픈 데 있어?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "세상에. 네 기에 문제가 있군. 어디 아픈 데 있어?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "네 기가 아니었을지도 모르겠네. 그냥 내 시력이 나쁜 걸지도...", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "세상에. 네 기에 문제가 있군. 어디 아픈 데 있어?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "없다고? 그럴 리 없어!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]왜 그러는 거야? 완전히 합법적이라고! 놈들은 세입자에 불과하잖아... [pause]우리 소유물이라고.[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]지금 가족이 하나 살고 있기는 한데, 우리가 쫓아내 드릴 수... [pause]왜 그런 표정을 지으시죠?[/wave]", - "ARISTOTLE_NAME": "아리스토텔레스", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "난 이 사람이 기억 안 나는데, 이 사람은 날 기억하나 봐...", - "ARISTOTLE_PRE_BATTLE": "행복은 미덕 안에 존재하고, 진정한 행복은 최고의 활동 안에 존재하니, 그 활동은 바로 전투다!", - "ARISTOTLE_POST_BATTLE": "아야! 지혜로운 자란 모름지기 기쁨을 쫓는 것이 아니라 고통을 피하려 하는 법.", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]당신에게 딱 맞는 집을 찾은 것 같습니다, 신규 고객님![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]당신에게 딱 맞는 집을 찾은 것 같습니다, 신규 고객님![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]당신에게 딱 맞는 집을 찾은 것 같습니다, 신규 고객님![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]우리가 내 집 마련 대출을 해줄 수도 있어![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]우리 투기단도 수영을 좋아하지! 성수에서 헤엄치는 것만 아니라면 말이야...[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "저 도로게 조각상은 좀 이상하게 생기지 않았어?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "저리 비켜. 지금 중요한 연구를 하고 있단 말이야!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "내 테이프를 어디에 보관하는지는 묻지 마!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "테이프는 당연히 방수 배낭에 보관하지!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "난 사람들이 원래 세계에서 겪은 블랙 스완 사건에 대해 듣는 걸 좋아해.", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "별의별 이야기를 다 들었지. 파시스트 봉기, 전염병 사태, 세계 전쟁, 걷잡을 수 없는 기후 변화, 미세 플라스틱으로 인한 생태계 재앙...", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "헤, 그게 전부 동시에 일어난 세상을 한 번 상상해 봐. 정말 끔찍하지 않아?", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "블랙 스완 사건이란 갑자기 일어나서 온 세상을 뒤바꾸는 중요한 역사적 사건을 뜻해.", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "내가 제일 좋아하는 블랙 스완 사건은 2023년 있었던 상어와 인간 간의 대전쟁이야. 그건 충분히 예측할 만했는데!", - "COMMUNE_CULTIST_1_NAME": "눈썰미 좋은 광신도", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "여기서 뭘 하는 거야? 왜 거기 안 있고...", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "잠깐, [pause]너 케일리 아니야?! 이 탈주자!", - "COMMUNE_CULTIST_1_POST_BATTLE": "윽... [pause]탈주자 자식...", - "COMMUNE_CULTIST_1_FRIENDLY3": "어느 순간부터 겉잡을 수 없게 되더라고!", - "COMMUNE_CULTIST_1_FRIENDLY2": "개인적인 감정은 없어. 다만 우린 신으로 승천하는 데 너무 몰입했었거든.", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "자, 어서 가자.", - "COMMUNE_CULTIST_1_FRIENDLY1": "예전에 적대적으로 대해서 미안해.", - "COMMUNE_CULTIST_2_NAME": "화난 광신도", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "도리안이 무슨 짓을 벌이고 있는 거지? 걱정되네...", - "COMMUNE_CULTIST_2_PRE_BATTLE": "도리안 님께서 의식이 시작하기 전에 문제가 생길 거라고 예상하셨지. 그래서 여길 지키고 있었어!", - "COMMUNE_CULTIST_2_POST_BATTLE": "나는... [shake rate=30 level=10][pause]여길... [pause]지켜야 하는데...[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "어휴. 사기당했네.", - "COMMUNE_CULTIST_2_FRIENDLY1": "쿠퍼 형제님의 \\\"뱀신\\\"이 그냥 정신 나간 몬스터였다고?", - "COMMUNE_CULTIST_3_NAME": "열성적인 광신도", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "이봐! 왜 망토를 안 입고 있는 거야?", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "의식을 방해하러 온 외부인이냐?!", - "COMMUNE_CULTIST_3_POST_BATTLE": "우릴... [pause][shake rate=30 level=10]막지는 못 해[/shake]...", - "COMMUNE_CULTIST_3_FRIENDLY2": "새로운 일을 찾아야겠어... 목수라던가...", - "COMMUNE_CULTIST_3_FRIENDLY1": "애도의 아이들의 길이 막다른 길이었다니.", - "COMMUNE_CULTIST_4_NAME": "걱정스러워하는 광신도", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "치, 침입자냐?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "치, 침입자냐?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "널 막지 못하면 도리안 님이 크게 노하실 거야!", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "치, 침입자냐?", - "COMMUNE_CULTIST_4_FRIENDLY1": "그러니까 그 \\\"대천사\\\"는 섬 밑에 살고... 인간을 싫어한다는 거지...", - "COMMUNE_CULTIST_4_POST_BATTLE": "큰일 났네...", - "COMMUNE_CULTIST_4_FRIENDLY2": "도리안보다 무섭네!", - "COMMUNE_CULTIST_5_NAME": "친근한 광신도", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "안녕, 새 친구들!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "미안하지만, [wave amp=30 freq=5]뱀신[/wave]님께서는 내가 외부인으로부터 공동체를 지키길 바라셔.", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "하지만 개인적인 감정은 없어!", - "COMMUNE_CULTIST_5_FRIENDLY1": "이제 애도촌이 섬의 다른 사람들에게 문을 열었으니...", - "COMMUNE_CULTIST_5_POST_BATTLE": "개인적인 감정은... [pause]없어...", - "COMMUNE_CULTIST_5_FRIENDLY2": "나도 사람들과 더 의미 있는 개인 관계를 쌓기 시작해야겠어.", - "COMMUNE_CULTIST_6_NAME": "시끄러운 광신도", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]외부인을! 몰아내는 것이! 애도의 아이들의! 의무다![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]애도의 아이의! 복장을! 입고 있지! 않군...![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]그러니! 널! 쓰러뜨려야 한다![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]그러니! 널! 쓰러뜨려야 한다![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]너희를! 적대적으로! 대해서! 미안해! 외부인![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "쿠퍼 형제님... 죄송합니다...", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]그러니! 널! 쓰러뜨려야 한다![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]너희를! 적대적으로! 대해서! 미안해! 외부인![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]너희를! 적대적으로! 대해서! 미안해! 외부인![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "내성적인 광신도", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "사실... 카세트 테이프의 변신 능력에는 많은 상징적 의미가 있어.", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]분위기에! 휩쓸려서! 그랬어![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "직사각형 모양의 네 면은 인간의 네 면...", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "앞, 뒤, 왼쪽, 오른쪽과 일치하지.", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "어쨌든, 이제 널 막아서야 할 것 같아.", - "COMMUNE_CULTIST_7_POST_BATTLE": "카세트는... 정말... 흥미로워...", - "COMMUNE_CULTIST_7_FRIENDLY1": "카세트 테이프에는 A면과 B면이 있지...", - "COMMUNE_CULTIST_7_FRIENDLY2": "인간의 이중성과 똑같아...", - "COMMUNE_CULTIST_8_NAME": "배고픈 광신도", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "어휴, 땅을 하도 팠더니 배가 너무 고파.", - "COMMUNE_CULTIST_8_POST_BATTLE": "난 그저... 샌드위치가 먹고 싶을 뿐이야...", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "그런데 이제 빈속으로 널 싸워야 하다니! 어휴!", - "COMMUNE_CULTIST_8_FRIENDLY": "항구촌 음식은 맛있으려나? 내 배가 물어봐 달라는데.", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "널 이기면 쿠퍼 형제님께 내 실력을 증명할 수 있을지도 모르겠군!", - "COMMUNE_CULTIST_9_NAME": "불만으로 가득 찬 광신도", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "내가 땅을 [wave amp=30 freq=5]얼마나[/wave] 많이 팠는데 말이야! 나는 [wave amp=30 freq=5]가장 헌신적인[/wave] 애도의 아이라고!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "쿠퍼 형제님이 날 경계 근무에 배정하다니 믿을 수가 없어.", - "OFFICE_2_FELIX": "인테리어가 인상적이네. \\\"영혼을 갉아먹는 직장\\\" 느낌이 물씬 풍겨.", - "COMMUNE_CULTIST_9_POST_BATTLE": "난... 자격이... 없어...", - "COMMUNE_CULTIST_9_FRIENDLY1": "쿠퍼 형제님을 진심을 다해 믿었는데, 그렇게 흔적도 없이 사라져 버리다니.", - "COMMUNE_CULTIST_9_FRIENDLY2": "당혹스러워...", - "COMMUNE_CULTIST_MERCHANT_NAME": "광신도 상인", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "재클린 자매님이 제안하신 문화 교류 계획에 따라...", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "고마워, 외부인.", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "이제 공식적으로 외부와의 거래를 시작했어. 물건 좀 둘러 봐.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "고마워, 외부인.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "고마워, 외부인.", - "OFFICE_2_MEREDITH": "흠... 저 기분 나쁜 녀석들이 이런 [wave amp=30 freq=20]물건[/wave]은 다 어디서 구한 걸까?", - "OFFICE_2_KAYLEIGH": "너희가 뉴위럴을 매입하게 내버려 두지 않을 거야!", - "OFFICE_2_VIOLA": "네놈들의 추악한 음모도 이제 끝이다, 이 악마 녀석들!", - "OFFICE_2_EUGENE": "잠시 [wave amp=30 freq=20]실례[/wave]!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]하여튼 젊은 놈들은 멀리 볼 줄 모른다니까... 기껏 투자 정보를 알려줬는데 감사할 줄도 모르고 말이야.[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]집에서 쫓겨나고 싶은 건 아니겠지?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]너희는 곧 세입자가 될 운명이니, 투기단 협의회의 눈밖에 나지 않는 게 좋을 거다.[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]지금 당장 나가지 않으면 우리가 직접 강제로 퇴거시켜 주마...[/wave]", - "OFFICE_4_KAYLEIGH": "협박하는 것 같은데...", - "OFFICE_4_MEREDITH": "저렇게 심한 말을 하다니.", - "OFFICE_4_VIOLA": "그런 협박을 한치의 망설임도 없이 내뱉다니, 그야말로 냉혈한이로구나.", - "OFFICE_4_EUGENE": "우리한테서 [wave amp=30 freq=20]뭐라도[/wave] 빼앗을 수 있을 것 같아? [wave amp=30 freq=20]글쎄[/wave], 너희 사업성 평가 다시 해야겠는걸!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "저 얼간이들을 쫓아냈다는 소식을 들으면 유진이 기뻐할 거야!", - "OFFICE_4_FELIX": "은근슬쩍 협박하네.", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]진보에 맞서 싸울 필요는 없어![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]잘 규제된 부동산 시장이 자리 잡으면 뉴위럴이 크게 발전할 거야![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "저 중개인들한테 본때를 보여줬네. 유진이 기뻐할 거야!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "사무실을 하나 더 정리했네! [wave amp=30 freq=10]멋진 팀워크였어[/wave], {player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "이제 사무실을 다 정리한 건가? [wave amp=30 freq=10]다시는 돌아오지 않기를[/wave] 바라자고!", - "OFFICE_POSTBATTLE_MEREDITH1": "저 놈들 [wave amp=30 freq=10]진심으로[/wave] 뉴위럴을 매입하려는 건가? 정말 맞아도 싼 녀석들이네.", - "OFFICE_POSTBATTLE_MEREDITH3": "사무실을 하나 더 정리했어! 유진이 자기 할 일을 우리가 대신 해줘서 좋아하겠네.", - "OFFICE_POSTBATTLE_MEREDITH2": "[wave amp=30 freq=10]저 녀석들을 흠씬 때려 주는 게[/wave] 공익을 위한 일이라니 정말 기뻐.", - "OFFICE_POSTBATTLE_MEREDITH4": "아, 방금 처리한 게 마지막 사무실인가요? [pause]그러면 [wave amp=30 freq=10]이 일[/wave]은 다 해결된 거야?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]좋아, 잘했어![/shake] 이제 이 [shake rate=30 level=10]기생충[/shake]들도 자기가 누구한테 까분 건지 깨달을지도 모르겠네!", - "OFFICE_POSTBATTLE_EUGENE2": "저 기분 나쁜 녀석들에게서 사무실을 하나 더 해방시켰어! 잘했어, {player}!", - "OFFICE_POSTBATTLE_FELIX4": "자, 어서 나가자! 이게 정리해야 하는 마지막 사무실이였지?", - "OFFICE_POSTBATTLE_FELIX3": "놈들이 꽁무니 빠지게 달아났네. 우리 상대가 안 된다는 걸 깨달았을지도 모르겠어.", - "OFFICE_POSTBATTLE_FELIX1": "정말 달갑지 않은 녀석들이네. 한동안은 돌아오지 않기를 바라자고.", - "OFFICE_POSTBATTLE_EUGENE3": "우리한테 [shake rate=30 level=10]상대도[/shake] 안 되네!", - "OFFICE_POSTBATTLE_FELIX2": "저 기분 나쁜 부동산 중개인 녀석들은 어떻게 이런 건물을 [wave amp=30 freq=10]세운 거지[/wave]?", - "OFFICE_POSTBATTLE_VIOLA2": "정말 [wave amp=30 freq=10]섬뜩한[/wave] 종자들이지 않소?", - "OFFICE_POSTBATTLE_VIOLA1": "저 악마들은 나불대는 혀만큼이나 도망치는 걸음도 빠르구려.", - "OFFICE_POSTBATTLE_VIOLA3": "저 악마들이 사라져서 다행이구려.", - "OFFICE_POSTBATTLE_VIOLA4": "마음에 안 드는 악마들 같으니. [pause]앞으로 우리를 그토록 적대적으로 대한 걸 후회하며 살아가게 될 것이오.", - "OFFICE_POSTBATTLE_DOG1": "투기단이 도망쳤다...", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]아주 비협조적이군, 젊은이.[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]여기까지다, 이 거머리 녀석들![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "투자 권유? 잠깐, 어떻게 된 거야...?", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]그러지 말고... [pause][pause]우리 투자 권유 좀 들어보지 않을래?[/wave]", - "OFFICE_1_LINE5_EUGENE": "...[pause] 왜?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "저 사람이 방금 \\\"투자 권유\\\"라고 한 거야?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "난 저 녀석들이... 뱀파이어인 줄 알았는데.", - "OFFICE_1_LINE6_PLAYER_OPTION2": "저 녀석들이 뱀파이어인 것처럼 말하지 않았어?", - "OFFICE_1_LINE7_EUGENE": "뱀파이어 [wave amp=30 freq=20]맞아[/wave]!", - "OFFICE_1_LINE8_EUGENE": "뭐, [pause]비유적으로 말하자면 그렇지.", - "OFFICE_1_LINE9_EUGENE": "내가 보기엔 뱀파이어보다 지독한 녀석들이라고...", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]우리 투기단 협의회는 그저 뉴위럴에 장기적인 주택 시장을 형성하고 싶을 뿐이야.[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]바로 부동산 중개업자지![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]지금 매입해두면 새로 온 사람들이 집을 구하려 할 때 큰 수입을 올릴 수 있다고. [/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]뉴위럴에는 화폐가 없기 때문에 아주 발전성 있는 압류 계획도 세우고 있지.[/wave]", - "OFFICE_1_LINE14_EUGENE": "헛소리는 그만해! [pause]항구촌은 [shake rate=30 level=10]절대[/shake] 너희 같은 놈들에게 팔려 넘어가지 않을 거야!", - "OFFICE_1_LINE17_PLAYER_OPTION1": "우리 실력을 보여주자!", - "OFFICE_1_LINE15_EUGENE": "{player}...", - "OFFICE_1_LINE16_EUGENE.f": "준비됐어?", - "OFFICE_1_LINE16_EUGENE.m": "준비됐어?", - "OFFICE_1_LINE16_EUGENE.n": "준비됐어?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "어... 그래, 그래야지!", - "OFFICE_1_LINE19_EUGENE": "작은 승리를 거두었지만, 아직 할 일이 많이 남아있어.", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]시장 성장은 필연적이다. 우리는 필연적이다.[/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "정말 그렇게 나쁜 녀석들이야?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "그렇게 위험한 것 같지는 않던데...", - "OFFICE_1_LINE21_EUGENE": "투기단은 우리 모두의 고통을 이용해 먹으려는 거야!", - "OFFICE_1_LINE23_EUGENE": "[wave amp=30 freq=10]항구촌의 수호자[/wave]인 내가 놈들을 막을 거야!", - "OFFICE_1_LINE22_EUGENE": "놈들이 이곳에 어떻게 온 건지는 모르겠지만...", - "OFFICE_1_LINE27_EUGENE": "다른 거점이 없는지 잘 살펴보고, 마을에 있을 때는 소문에 귀를 기울여 봐.", - "OFFICE_1_LINE24_PLAYER": "내가 도와줄까, \\\"항구촌의 수호자\\\" 씨?", - "OFFICE_1_LINE25_EUGENE": "...", - "OFFICE_1_LINE26_EUGENE": "그래, 도와주면 고맙지.", - "OFFICE_1_LINE29_EUGENE.m": "이제 너도 지붕에 있는 창문을 열 수 있을 거야.", - "OFFICE_1_LINE28_EUGENE": "그리고 이걸 줄게.", - "OFFICE_1_LINE29_EUGENE.n": "이제 너도 지붕에 있는 창문을 열 수 있을 거야.", - "OFFICE_1_LINE29_EUGENE.f": "이제 너도 지붕에 있는 창문을 열 수 있을 거야.", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]아앗?![/shake] 이렇게 쉽게 무릎 꿇지는 않을 거예요!", - "KUNEKOS_RETURN_PRE_BATTLE.m": "창조자 펠릭스 님의 친구 분! 제가 훈련을 통해 [shake rate=30 level=10]얼마나 강해졌는지[/shake] 보여드릴게요!", - "KUNEKOS_RETURN_PRE_BATTLE.f": "창조자 펠릭스 님의 친구 분! 제가 훈련을 통해 [shake rate=30 level=10]얼마나 강해졌는지[/shake] 보여드릴게요!", - "KUNEKOS_RETURN_PRE_BATTLE.n": "창조자 펠릭스 님의 친구 분! 제가 훈련을 통해 [shake rate=30 level=10]얼마나 강해졌는지[/shake] 보여드릴게요!", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "그래, 쿠네코! 넌 할 수 있어!", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]우아아앙![/shake] 다음에는 꼭 제가 이길 거예요!", - "KUNEKOS_RETURN_TEAM_NAME.m": "친구 {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "친구 {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "친구 {name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "아. {player.to_upper}, {partner.to_upper}.\\n\\n제물이 필요한 데 마침 너희들이 나타나다니, 참으로 다행이구나.\\n\\n오늘 멀라인께서 우리를 향해 미소를 지으시는 모양이다.", - "POSTGAME_MORGANTE_PRE_BATTLE2": "그렇게 놀라지 말거라.\\n\\n저항의 화신인 내가 나를 불러낸 이들을 배반하는 것은 당연지사.", - "POSTGAME_MORGANTE_POST_BATTLE": "이렇게 됐다 한들 제물이 바쳐진 것은 매한가지. 의식은 끝났다.\\n\\n대천사들이 뉴위럴에 돌아왔도다.", - "FARM_PUMPKIN_NO_JELLY": "귀여운 호박이다!", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "귀여운 호박이다! 해골 젤리를 뿌릴까?", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"메러디스\\n서기 1967 ~ XXXX\\n그날 아침에 침대에서 나오지 말았어야 했다.\\\"", - "DUNGEON_MEADOW_NOTE_1": "\\\"귀빈 여러분, 부디 제가 준비한 이 음식을 드시고 계셔요. [wave amp=30 freq=10]금방[/wave] 맞이하러 올 테니 어디 가지 마시고요. 헤헤!\\n- 사랑을 담아, 앨리스\\\"", - "DUNGEON_MEADOW_NOTE_2": "\\\"어디 가지 말라고 했잖아요! 정말 무례하군요! 부끄러운 줄 아세요! 다과회를 방해하면 모자 장수가 화낼 테니 가만히 계시라고요!\\n- 많은 사랑을 담아, 앨리스\\\"", - "DUNGEON_MEADOW_EAT_ME": "'날 먹어요\\'라고 적혀 있는 케이크를 먹을까?", - "DUNGEON_MEADOW_NOTE_3": "\\\"이건 나중을 위해 남겨둘 거예요. 당신에게 줄 깜짝 선물이거든요! 예의 있는 손님이라면 손대지 않을 거예요. [wave amp=30 freq=10]머리 잃어버리지 않게 간수 잘하세요[/wave]!\\n- 무한한 사랑을 담아, 앨리스\\\"", - "DUNGEON_MEADOW_DRINK_ME": "'날 마셔요\\'라고 적혀 있는 병을 마실까?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "더 커지는 건 안 좋은 생각 같다.", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "더 작아지는 건 안 좋은 생각 같다.", - "DUNGEON_MEADOW_CHEST_CONFIRM": "상자를 열까?", - "DUNGEON_MEADOW_RED_QUEEN": "퀸닉스가 당신의 목을 베려 한다!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"여기 {player} 잠들다.\\n올해 불명의 나이로 숨을 거두다.\\nRIP\\\"", - "DUNGEON_MEADOW_MAD_HATTER": "몬스터의 다과회를 방해했다!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"여기 {player} 잠들다.\\n올해 불명의 나이로 숨을 거두다.\\nRIP\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"케일리, 1983 ~ ????\\n멍청이를 따라 파멸의 구덩이로 걸어 들어가다. 그것도 두 번째로.\\nRIP\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"케일리, 1983 ~ ????\\n멍청이를 따라 파멸의 구덩이로 걸어 들어가다. 그것도 두 번째로.\\nRIP\\\"", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"여기 {player} 잠들다.\\n올해 불명의 나이로 숨을 거두다.\\nRIP\\\"", - "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"펠릭스\\n그대의 뜻대로 친구들이 그대의 가장 부끄러운 그림을 파기했으니, 마음 편히 안식에 들지어다. 친구들은 조금 키득댔을 뿐이다.\\n1991 ~ 지금\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"케일리, 1983 ~ ????\\n멍청이를 따라 파멸의 구덩이로 걸어 들어가다. 그것도 두 번째로.\\nRIP\\\"", - "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"여기 바이올라 잠들다.\\n1575년생. 오늘 사망.\\n오라버니가 몹시도 그리워하고 있다.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"항구촌의 수호자 유진.\\n서기 2076 ~ NaN\\n입만 살았으나 이젠 그마저도 죽었다.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"여기 착한 아이 잠들다.\\n생전에 자신이 가장 좋아하던 뼈다귀가 됐다는 걸 알면 매우 기뻐하리라.\\n서기 14140년 출생. 개의 시간으로 올해 사망.\\\"", - "DUNGEON_GRAVEYARD_LM_1": "정말 불운한 최후구나. \\n\\n말 그대로 막다른 길이지.", - "DUNGEON_GRAVEYARD_LM_2": "이곳에서 길을 잘못 들었다가는 곧바로 무덤 행이다!\\n아하하하하하하!", - "DUNGEON_GRAVEYARD_LM_4": "너희 노력에 대한 보상이다. 푹 쉬거라, 지친 이들이여.", - "DUNGEON_GRAVEYARD_LM_3": "네 생존 의지가 얼마나 강한지 보여 봐라.\\n\\n목숨을 걸고 싸워라!", - "DUNGEON_GRAVEYARD_LM_KILL": "재미있군. 더 보고 싶구나.", - "DUNGEON_GRAVEYARD_LM_5": "생각이 바뀌었다. \\n\\n쉬는 건 무덤 속에서나 쉬어라.", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]사람들이 계속 죽는 한 시신을 묻을 토지의 수요는 항상 있을 거야.[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]보장된 수입원인 거지![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]투기단은 그만두고 묘지기나 해볼까 봐.[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "여기서 떨어지면 목숨이 위험할 것 같지 않나? 떨어지지 않게 조심해라!", - "DUNGEON_GRAVEYARD_LM_7": "그게 왜 거기 있지? \\n아하하하하하", - "DUNGEON_GRAVEYARD_LM_8": "시간이 되었구나. 너희 인간은 전부 언젠가 죽기 마련이지...\\n\\n그러니 날 기다리게 하지 마라!", - "CULTIST_ENCOUNTER_KAYLEIGH1": "...", - "CULTIST_ENCOUNTER_KAYLEIGH2": "그건... [pause]다음에 얘기하자. 알겠지?", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "그 사람 좀 이상해 보였어.", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "그 사람이 무슨 말을 하던 거야...?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "그... 그리고 이야기를 다 듣고 나면 내가 싫어질지도 몰라. 미안해.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "너한테 할 말이 있어.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "사실 난 처음 뉴위럴에 왔을 때 항구촌에 살지 않았어.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "가을 언덕 위에 정착지가 하나 더 있어. [pause]동쪽 해안에 말이야.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "애도촌이라는 곳이지. [pause]사람들이 자급자족하고, 재산도 공유하고, 그렇게 아기자기하게 살아가는 공동체야.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "후드 달린 망토 입고 돌아다니는 사람들 봤지?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "응!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "원래 그렇게 [wave amp=30 freq=30]이상[/wave]한 곳은 않았어. 하지만...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "좀 수상해 보이던데.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "그게 애도촌 사람들이야. 그리고... [pause]나도 그중 한 명이었고.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "마을의 지도자, [pause]도리안은... [pause]대천사에 집착해.", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "자, [pause]여러분. [pause][wave amp=30 freq=10]애도의 아이[/wave]든 아니든, 다들 아주 훌륭하게 땅을 파줬습니다.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "애도촌은 모두를 돕기 위해 세워졌지만, [pause]이내 뭐든지 [wave amp=30 freq=30]도리안이[/wave] 원하는 대로 흘러가게 됐어.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "결국 그곳이 집처럼 느껴지지 않게 되더라고. [pause]실수를 바로잡기에는 너무 늦어서... 도망쳐버렸어.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "그래서 일 년 전에 항구촌으로 오게 된 거야. 과거에 너무나도 많은 사람들을 실망시켰기 때문에, 모두에게 만회하지 않으면 못 견딜 것 같아.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "나는 아직 기억할 테니 같이 가면 애도촌으로 들어갈 수 있을 거야.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "애도촌 사람들은 외부인을 공동체에 들이지 않지만...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "다만... [pause]도리안이 다른 대천사의 위치에 대해 알고 있다면, 내 두려움은 치워두고 도리안이 뭘 알고 있는지 알아내야 해.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "나랑 같이 가 줄 거지?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "바로 그 자세야! 좋은 결과가 나와야 할 텐데.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "물론이지!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "정말 괜찮겠어?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "응. 분명 쉽지 않겠지만... 내가 겪은 일들이 뭐라도 긍정적인 결실을 맺으면 좋겠어.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "나와 함께 가야지 들어갈 수 있다는 것 잊지 마.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "아, [pause]맞다. [pause]애도촌의 입구를 네 지도에 표시해 줄게.", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "망토 두른 남자", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "여긴 당신이 올 곳이 아닙니다. 돌아가 주시지요.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "여긴 당신이 올 곳이 아닙니다. 돌아가 주시지요.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "여긴 당신이 올 곳이 아닙니다. 돌아가 주시지요.", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "안녕하세요. 도리안과 얘기하러 왔어요.", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "케일리 님... 돌아오신 걸 환영합니다!", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "어서 오시지요. 마침 딱 맞춰 오셨습니다.", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "다들 어디 간 걸까? 무슨 일이 일어난 건가?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "뭐에 딱 맞춰 왔다는 거지?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "주변을 둘러보자.", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "이곳에 돌아오니 기분이 이상하네...", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "저건 누구지? 내... 후임자인가? 소름 돋네.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "다들 조용해 주십시오!", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "이제 도리안 님의 말씀이 있겠습니다!", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]다들 잘 지내셨습니까?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "그리고 물론, [pause]이래저래 우여곡절이 있었지만...", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "이야, 여러분 호응은 항상 끝내준다니까요!", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "아니, 이것 좀 보세요! 정말 [wave amp=30 freq=10]끝내주는[/wave] 구멍이잖아요!", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "이 구덩이의 깊이는 대의를 향한 여러분의 [wave amp=30 freq=10]헌신[/wave]을 나타내는 겁니다. [pause][wave amp=30 freq=10]은유[/wave] 같은 거죠!", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "땅속으로 절 이끄는 [wave amp=30 freq=10]머릿속 목소리[/wave]를 처음 들었을 때, 혼자서는 할 수 없는 일이라는 걸 깨달았습니다.", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "우리가 마침내 해냈습니다! [pause]막을 걷어 주시죠!", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]뱀신께서 우릴 기다리십니다![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "저는 곧 이 밑으로 내려가 그분과 거래하여 [wave amp=30 freq=10]신성한 힘[/wave]의 일부를 받아낼 것입니다!", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "그리고 저와 함께하기 위해 [pause]탕아가 집으로 돌아왔군요!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "이런.", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "안 그래... [wave amp=30 freq=10]케일리[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "케일리, [pause]자기, [pause]달려오는 자동차를 보는 사슴 같아 보이네! [pause]네가 우리 파티에 참석할 거라는 소식은 전해 들었어!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "내가 [wave amp=30 freq=10]이곳을 다스리는 걸[/wave] 네가 도왔다고 그 친구한테 말 안 했어?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "내가 [wave amp=30 freq=10]이곳을 다스리는 걸[/wave] 네가 도왔다고 그 친구한테 말 안 했어?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "미안해...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "내가 [wave amp=30 freq=10]이곳을 다스리는 걸[/wave] 네가 도왔다고 그 친구한테 말 안 했어?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "날 안 믿었었지? 뭐, 이제 보니 내가 [wave amp=30 freq=10]옳았던 모양이야![/wave]", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "설명은 나중에 할게. 지금은 이걸 막아야 해.", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "우리 발밑에 [shake rate=30 level=10]진짜 대천사[/shake]가 있다고!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "그 안에 들어갔다가는 죽은 목숨이야!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "우린 대천사와 [wave amp=30 freq=10]싸워 봤어[/wave], 도리안!", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "너와 네 친구가 그렇게 경험이 많다면, [wave amp=30 freq=10]같이[/wave] 들어가지 않을래?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "너와 네 친구가 그렇게 경험이 많다면, [wave amp=30 freq=10]같이[/wave] 들어가지 않을래?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "너와 네 친구가 그렇게 경험이 많다면, [wave amp=30 freq=10]같이[/wave] 들어가지 않을래?", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "내가 새로운 대천사 친구와 함께 [wave amp=30 freq=10]신으로 승천[/wave]하는 걸 지켜보는 거야!", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "재클린, 플랫폼 좀 부탁할게.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "알겠습니다, 도리안 님.", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "어서 가자. 저 멍청이가 지금 무슨 생각인지는 몰라도, 녀석을 막아야 해.", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]안에서 보자고[/wave], 케일리!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "저 인간 정말 질색이야.", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "케일리! [pause]케일리의 친구! [pause]왔구나!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "케일리! [pause]케일리의 친구! [pause]왔구나!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "케일리! [pause]케일리의 친구! [pause]왔구나!", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "도리안 님...?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "전략적으로 [wave amp=30 freq=10]계획을 수정[/wave]하기로 했어!", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "케일리와 친구를 먼저 보내는 거야. [pause]그리고 대천사가 저 둘을 [wave amp=30 freq=10]곧바로 죽이지[/wave] 않는다면, 내가 들어가서 이 세 치 혀로 구워삶는 거지.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "케일리와 친구를 먼저 보내는 거야. [pause]그리고 대천사가 저 둘을 [wave amp=30 freq=10]곧바로 죽이지[/wave] 않는다면, 내가 들어가서 이 세 치 혀로 구워삶는 거지.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "케일리와 친구를 먼저 보내는 거야. [pause]그리고 대천사가 저 둘을 [wave amp=30 freq=10]곧바로 죽이지[/wave] 않는다면, 내가 들어가서 이 세 치 혀로 구워삶는 거지.", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "넌 바보야. 그러다 죽을 거라고.", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "[wave amp=30 freq=10]앞장서[/wave].", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "내 부름을 들었느냐?\\n\\n공물을 바치러 온 거냐?\\n\\n나를 위해 불타기 위해 왔냐는 말이다.", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]제 충성을 바치겠사오니, 부디 신성한 힘의 일부를 내려주소서![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "밑져야 본전이지...", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]오, 위대하신 대천사이시여![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]당신의 부름을 받아 이곳, 당신의 거처로 왔나이다![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "내게서는 아무것도 가져갈 수 없다. 오직 내게 바칠 뿐.", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "일자리를 하나 제안하고 싶군요!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "자, {player}. 이 녀석이 [wave amp=30 rate=10]다른 사람[/wave]도 죽이기 전에 우리가 막자!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]그러게 내가 경고했는데![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "애도의 별이라고 하셨나요?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "도리안...", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "안타깝지만, [pause]도리안이 자초한 일이야.", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "다들 여기서 나가자. [pause][pause]공기에서 죽음의 맛이 나.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "이제 문을 열 거예요. 뉴위럴의 다른 사람들과 화해하려 노력해야죠.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "우리 공동체는...", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "우리는 그저 인도자를 바랐을 뿐이에요... [pause]우린 [pause]절대...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "저도 알아요.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "이 공동체의 사람들은 나쁘지 않아요.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "정말 최악이었어...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "다만 무엇을 믿을지는 신중하게 결정해야 하는 법이죠.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "괜찮아?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "기분 좀 어때?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "나는... [pause][pause][pause]괜찮을 거야.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "도리안을 그렇게 오랫동안 도운 것에 죄책감이 들긴 하지만... [pause]자책하는 것보다 도리안을 더 원망해.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "우리는 친한 친구가 되었고, 나는 도리안의... [pause]비서 같은 존재였어.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "나는 도리안과 비슷한 시기에 애도의 아이들을 찾았어. [pause]난 그 유대감과 어딘가에 속해있다는 느낌을 간절히 원하고 있었지.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "서서히 변한 건지 아니면 처음부터 그랬던 건지는 모르겠지만, [pause]애도촌 사람들에 대한 도리안의 영향력은 사악한 것으로 변질됐어.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "그렇지 않아!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "아니... [pause]난 도리안의 \\\"비서\\\"가 아니었어. 해결사였지.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "사람들이 다쳤고, 나는 그 뒤처리를 도왔어.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "난 좋은 사람이 아니야, {player}.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "헤... 그렇게 생각한다니 다행이야.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "난 오랫동안 내가 좋은 일을 하 있다고 생각했어. [pause]이따금 피해자가 나오더라도 상황을 긍정적으로 유지하는 데 보탬이 된다고 말이야.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "도리안과 그의 바람, 꿈, 망상을 중심으로 돌아가기 시작했지. 애도촌은 더 이상 내가 간절히 바라 마지않던 공동체가 아니었어...", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "네가 이제 정식으로 순찰대장이 됐다는 징표야. 다른 순찰대장이 네 훈련을 도와준 것처럼, 이제 사람들이 네게 훈련을 도와달라고 할 거야.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "네가 이제 정식으로 순찰대장이 됐다는 징표야. 다른 순찰대장이 네 훈련을 도와준 것처럼, 이제 사람들이 네게 훈련을 도와달라고 할 거야.", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "너도 아는지 모르겠지만, 뉴위럴에서 처음 카세트 테이프를 사용해서 몬스터 형태로 변신한 건 나야. [pause]그 후로 줄곧 똑같은 질문을 수도 없이 받았지...", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"이 카세트 테이프로 변신하는 건 도대체 어떤 원리예요? [pause]말이 안 되잖아요!\\\"", - "LEADER_IANTHE_FUSED_MATERIAL1": "야생 융합이 떨어뜨리는 물질이야. 대천사도 떨어뜨릴지도. 그건 잘 모르겠어.", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "내 생각을 들려줄까? [pause]난 올바른 관점에서 바라보면 아주 말이 된다고 생각해.", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "그리고, [pause]우린 그 실체가 없는 음악을 [wave amp=30 freq=10]카세트 테이프[/wave] 같은 물리적 형태에 담지. [pause]그러니까 카세트 테이프는 물리 세계와 가상 세계의 다리라고 해도 손색이 없는 거야.", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "시청 바깥에 게시판이 있는 것 봤지? [pause]자신의 실력을 시험하고 싶은 견습대원이 있으면 내가 게시판에 메시지를 남겨둘게.", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "어떻게 보면 그렇다는 거지!", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "일단은 그동안 미뤄뒀던 휴식 시간을 좀 가져야겠어. [pause]앞으로도 섬을 탐험할 생각이라면, 다른 순찰대장들을 다시 찾아가 보는 게 어때?", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "다들 네 \\\"진급\\\"을 축하해주고 싶을 거야!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "대원들한테 그걸 모아오라고 시키는 이유는... 그건 순찰대장들의 문제야. 너는 일단 훈련을 통과하는 데 집중해.", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "이제 너도 순찰대장이 되었으니 우리가 왜 융합 물질을 모으는지 알려줄게.", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "이제 너도 순찰대장이 되었으니 우리가 왜 융합 물질을 모으는지 알려줄게.", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "이제 너도 순찰대장이 되었으니 우리가 왜 융합 물질을 모으는지 알려줄게.", - "LEADER_IANTHE_FUSED_MATERIAL3": "요즘 뉴위럴 곳곳에서 \\\"야생 융합\\\"이 더 많이 출현하는 것 너도 눈치챘어?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "예전에 싸워본 적 있어요!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "\\\"야생 융합\\\"이요?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "그렇겠지. 그러면 그 녀석들이 뉴위럴의 일반적인 몬스터보다 훨씬 강력하다는 것도 알겠구나.", - "LEADER_IANTHE_FUSED_MATERIAL4B": "섬을 돌아다니면서 마주쳤을 수도 있어. [pause]야생 몬스터들이 융합한 형태야. 주로 검은 구름으로 둘러싸여 있지. 너도 보면 알 거야.", - "LEADER_IANTHE_FUSED_MATERIAL5": "항상 이렇지는 않았어. 몇 년 전만 해도 융합은 아주 희귀한 현상이었거든.", - "LEADER_IANTHE_FUSED_MATERIAL6": "야생 융합이 어디서 왜 나타나는 건지는 알려지지 않았어.", - "LEADER_IANTHE_FUSED_MATERIAL7": "만약 야생 융합의 출현 빈도가 앞으로도 늘어난다면, 항구촌은 몇 년 안에 폐허가 되고 말 거야.", - "LEADER_IANTHE_FUSED_MATERIAL8": "사람들이 겁에 질리면 안 되니까, 이건 비밀로 해줘.", - "LEADER_IANTHE_FUSED_MATERIAL9": "하지만 희망은 있어! 야생 융합으로부터 얻는 융합 물질은 해가 되지 않을 정도의 미약한 방사능을 내뿜거든. 하지만...", - "LEADER_IANTHE_FUSED_MATERIAL11": "혹시...[pause] 혹시 녀석들의 근원지를 찾아서 확산을 막을 수 있을지도 모르지. 그러면 참 좋겠네.", - "LEADER_IANTHE_FUSED_MATERIAL10": "융합 물질을 충분히 모으면 야생 융합을 추적하고 감지하는 장치를 만들 수 있어.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "네 몬스터 형태의 원소 타입에는 신경 쓰고 있어?", - "LEADER_IANTHE_FUSION_IANTHE1": "융합은... [pause]지금까지 성공한 사람이 극히 적어. 융합이 가능한 조건에 대해서는 짐작 가는 바가 있지만, 확실하지는 않아.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "원소 기술은 특정 타입의 몬스터에 사용했을 때 [wave amp=30 freq=10]화학 반응[/wave]을 일으킬 수 있어.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "하지만 그 불 기술을 [pause]물 몬스터에 사용하면, [pause][wave amp=30 freq=10]치유의 증기[/wave]가 그 물 몬스터를 둘러쌀 거야. 그런 일은 피해야겠지?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "독 원소 대상에 불 기술을 사용해서 불을 붙이는 것처럼 이로운 반응도 있지.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "언제든 공격하기 전에 그 공격이 어떤 상태 효과를 일으킬지 확인할 수 있으니까 유심히 봐.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "아, 깜빡할 뻔했네! [pause]\\\"후려치기\\\"나 \\\"침 뱉기\\\"처럼 처음부터 정해진 원소는 없고, 사용자의 원소에 따라 달라지는 기술도 많아.", - "LEADER_IANTHE_FUSION_IANTHE3": "그러니까 융합의 위력을 강화하고 싶으면 유대감을 길러야 해.", - "LEADER_IANTHE_FUSION_IANTHE2": "내 경험상으로는 두 사람 사이의 유대감이 강할수록 융합한 형태의 힘과 능력이 향상되는 것 같아.", - "AA_PUPPET_HINT_FELIX1": "흠. 우리 공격이 맞기도 전에 움직이네. 머리를 써야겠어. 다음에는 어떤 방향으로 움직일지 [wave amp=30 freq=10]예측할 방법[/wave]이 분명 있을 거야...", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "누구랑 융합하셨어요?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "융합 상대는 누구였나요?", - "LEADER_IANTHE_FUSION_IANTHE6": "그건 몰라도 돼!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "융합 상대는 누구였나요?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "융합 상대는 누구였나요?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "내가 보낸 임무를 잘 수행해줘서 고마워, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "그나저나, 네가 융합 물질을 많이 모아온 덕분에 로드스타인을 시켜서 섬의 자석 송전탑 중 몇 개에 융합 탐지기를 설치할 수 있게 됐어.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "내가 보낸 임무를 잘 수행해줘서 고마워, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "일단은 이 프로토타입을 받아.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "내가 보낸 임무를 잘 수행해줘서 고마워, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "지도를 확인해 봐. 야생 융합의 위치가 표시될 거야.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "초기 버전이라 땅 밑 깊숙한 곳까지 뚫고 들어가지는 못해서 100% 정확하지는 않지만, 너라면 잘 활용할 수 있을 거야.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "어쨌든, 윌마 대원과 융합 물질을 교환하는 것 잊지 마. 주머니에 갖고 다녀봤자 별 쓸모는 없을 테니까!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "지난 번에 갖다 준 융합 물질이 큰 도움이 됐어. 로드스타인 대장 말로는 [wave amp=30 freq=10]지각 관통 융합 탐지기[/wave]가 벌써 불모지의 다이노 채석장 깊숙한 곳에서 신호를 감지하고 있다던데.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "월러스 대장에게 훈련이나 야생 융합 일로 바쁘지 않을 때 그곳을 굴착하라고 시켰어.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "융합 말이 나와서 말인데, 새로운 국면이야...", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "사방에서 이전과는 다른 불안정한 융합이 출몰하고 있어. 그 녀석들에게 \\\"아나테마\\\"라는 이름을 붙였지.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "그 녀석들이 자가 복제하는 속도는...[pause] 좋게 말해도 염려스러울 정도야.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "게시판으로 임무를 몇 개 보낼게. 한번 확인해줄래?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "월러스 대장을 보내서 그곳을 파게 했는데, 요즘 사방에 나타나고 있는 그 기차역이 또 발견됐나 봐.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "로드스타인 대장의 융합 탐지기가 다이노 채석장 밑에서 포착한 신호 기억나?", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "그리고 윌마 대원과 융합 물질을 교환하는 것 잊지 마.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "그 기차역에서 나오는 신호의 강도를 봤을 때, 그곳이 모든 아나테마와 야생 융합의 근원지일지도 모르겠어!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, 우리 순찰대에서 그 기차역과...[pause] 기차역의 기이한 존재들을 상대한 경험이 제일 많은 건 너야... [pause] 그러니 네가 가서 확인해줄래?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, 우리 순찰대에서 그 기차역과...[pause] 기차역의 기이한 존재들을 상대한 경험이 제일 많은 건 너야... [pause] 그러니 네가 가서 확인해줄래?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "흠. 그러니까 멀라인은 우리가 야생 융합 문제를 알아서 해결하기를 원한다고?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, 우리 순찰대에서 그 기차역과...[pause] 기차역의 기이한 존재들을 상대한 경험이 제일 많은 건 너야... [pause] 그러니 네가 가서 확인해줄래?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "적어도 상황이 악화되면 밤다리역으로 후퇴할 수 있겠네. 전부 네가 열심히 노력해 준 덕분이야.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, 좋은 소식 가져왔어?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, 예전에 네가 뉴위럴을 떠나더라도 원망하지 않겠다고 했었지. 지금도 마찬가지야.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "하지만 이곳에 더 오래 머물러 준다면, 네게 부탁할 일이 말 그대로 끝이 없어.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "너도 이제는 어떤 일들인지 알 거야.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "케일리가 너한테 줄 게 있는 것 같던데.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "예전에 녹음한 테이프인데, 이걸 보면 우리가 처음 만난 날이 떠오르더라고.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "그렇게 큰 선물은 아니지만, 네게 주고 싶었어!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "그나저나, 혹시 최근에...[pause] 공중에 떠다니는 거대한 구체 본 적 있어?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "뭐라고요!?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "신입 견습대원 한 명이 이상한 보고를 했거든. 사실 그 녀석이 [wave amp=30 freq=30]머리를[/wave] 다치긴 했으니, 별일 아닐지도 몰라.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "어... 태양처럼요?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "혹시 모르니 융합 탐지기에서 눈 떼지 마.", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "이걸 받아!", - "OUTPOST_NPC_2_DIALOGUE1": "모퉁이 뒤에 숨어있던 폴짝깨비한테 기습당했어. [pause]솔직히 말하면 무사히 살아남은 게 다행이야!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]쿨쿨...[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "너희 고깃덩어리들은 항상 죽음을 꿈꾸지. 그 짧은 생애 내내 죽음을 꿈꾸며 시간을 보낸다. 그것 때문에 날 찾아온 거냐?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "우리가... 죽으러 왔냐고 묻는 거야? [pause]솔직히 말하면 그런 것 같지는 않은데.", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "이 녀석 헤비메탈 느낌이 충만한걸. [pause]그런데 우릴 죽이고 싶어 하는 것 같네.", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "아니, 우린 싸우러 온 거야.", - "AA_PUPPET_PRE_BATTLE_AA1": "내 컬렉션에 추가할 장난감들이냐? 가지고 놀 게 더 필요해...", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "나는 죽음이 두렵지 않소. [pause]겁쟁이로 사느니 용감하게 죽겠소!", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "왠지 불길한데.", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "크르르...", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "네게 진정한 죽음을 보여주며 네 공포로 배를 채워주마.", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "정말 오싹했어. 그 녀석이 말한 게 사실일까? [pause]사람들은 [wave amp=30 freq=10]정말[/wave] 죽음에 대해 생각하며 평생을 보내는 걸지도 모르겠어.", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "우리 일족조차 진정한 죽음으로부터 벗어날 수는 없다...", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "이야, 커다란 해골이라니 멋지네! 어느 팀이든 이런 인재가 한 명씩은 필요하지.", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "이 섬에는 우릴 죽이려 하는 끔찍한 괴물이... [pause]많아도 너무 많아.", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "그렇게 커다란 해골 괴물은 [wave amp=30 freq=10]난생[/wave] 처음 봐! 정말 오싹하지 않았어?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "음... 불쾌한 경험이었어.", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "겁쟁이는 죽기 전에 죽음을 수없이 경험하지만, 용감한 이는 죽음을 오직 한 번만 맛보는 법이오.", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "미안해, 친구. 우린 놀러 온 게 아니야.", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "이 대천사는 눈이 너무 기분 나빠...", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "너희한테는 인간이 장난감에 불과한 모양이지?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "이 정령의 말에서 친절함이라고는 느껴지지 않는구려.", - "AA_PUPPET_PRE_BATTLE_FELIX2": "이 녀석이 우리의 안위를 신경 쓸 것 같지는 않네.", - "AA_PUPPET_PRE_BATTLE_DOG2": "크르르...", - "AA_PUPPET_HINT_KAYLEIGH1": "계속 우리 공격이 닿기 전에 움직이고 있어! 잘 봐. 분명 어떤 방향으로 움직일지 [wave amp=30 freq=10]예측할 방법[/wave]이 있을 거야...", - "AA_PUPPET_PRE_BATTLE_AA3": "그래... 너희 둘로 손인형을 한 짝 만들면 딱 좋겠구나! 하하하하하!", - "AA_PUPPET_HINT_MEREDITH1": "[shake rate=30 level=10]젠장[/shake], 계속 우리가 맞히기 전에 움직이잖아! 분명 어떤 방향으로 움직일지 [wave amp=30 freq=10]예측할 방법[/wave]이 있을 거야.", - "AA_PUPPET_HINT_EUGENE1": "쳇, 계속 우리가 때리기 직전에 움직이잖아! 다음에는 어떤 방향으로 움직일지 [wave amp=30 freq=10]예측할 방법[/wave]이 분명 있을 텐데...", - "AA_PUPPET_HINT_VIOLA1": "상대의 발재간이 날래서 우리 공격이 계속 빗나가는구려. 아아, 다음에는 어디로 갈지 [wave amp=30 freq=10]알아낼 방법[/wave]이 분명히 있을 것 같소만...", - "AA_PUPPET_HINT_DOG1": "대천사가 계속 공격에 맞기 전에 움직여서 왈왈이가 화난 듯하다. 혹시 어떤 방향으로 움직일지 알아낼 방법이 있지는 않을까?", - "AA_PUPPET_POST_BATTLE_PUPPET1": "내 인형! 내 인형들을 죽이다니!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "만나서 반갑습니다, 모자 쓴 선생님! 혹시 새 직업을 찾고 계신가요? 저랑 얘기 좀 나눠보죠!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "그 대천사는 우리가 진짜도 아닌 것처럼 말했어... 마치 장난감에 불과하다는 듯이 말이야. [pause]이제 우리한테 졌으니 생각이 바뀔지도 모르겠네.", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "난 [wave amp=30 freq=10]그 누구의[/wave] 장난감도 아니라는 걸 그 대천사가 깨달았으면 좋겠네.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "알레프는 자아도취에 빠진 것처럼 말하더라고. [wave amp=30 freq=10]애초에[/wave] 말은 어떻게 하는 거지? 머리가... 커다란 세모잖아. 어휴, 기분 나쁜 자식.", - "AA_PUPPET_POST_BATTLE_FELIX3": "그 녀석이... [pause]우리의 인형을 만든 건가? 밤에 그 전투 생각이 나서 잠을 설칠 것 같아.", - "AA_PUPPET_POST_BATTLE_EUGENE3": "사람의 생명이 자기 장난감이라고 생각하는 괴물은 [wave amp=30 freq=10]항상[/wave] 있다니까. [pause]대천사든 인간이든 위험하기는 전부 마찬가지야.", - "AA_PUPPET_POST_BATTLE_VIOLA3": "그 정령은 우리를 단순한 장난감으로 여겼소. 대천사는 우리와 조금도 비슷하지 않다는 교훈으로 삼아야겠구려.", - "AA_TOWER_PRE_BATTLE_AA1": "진실... 거짓... 너희 미숙한 종족은 그런 하찮은 개념에 신경을 너무 많이 쓰지. 현실은 진실이 아니다! 무지를 받아들여라!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "이 녀석 \\\"현실\\\" 파악이 잘 안 되는 것 같은데.", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "이 녀석 현실 감각이 전혀 없나 봐.", - "AA_TOWER_PRE_BATTLE_EUGENE2": "...이해가 안 돼. 무슨 말을 하고 싶은 거야?", - "AA_TOWER_PRE_BATTLE_FELIX2": "무지를 받아들이고 싶긴 하지만, 할 일이 좀 있어서 말이야.", - "AA_TOWER_PRE_BATTLE_VIOLA2": "우매함과 무지는 인류 사이에 만연한 저주지. 둘 다 [wave amp=30 freq=10]이미[/wave] 충분히 많다, 정령이여.", - "AA_TOWER_PRE_BATTLE_AA3": "이해를 못 하는군. 나는 너희들을 진실과 거짓에 대한 잘못된 인식으로부터 깨워주려는 것이다!", - "AA_TOWER_PRE_BATTLE_DOG2": "크르르...", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "우리가 그 대천사의 \\\"현실 감각\\\"을 좀 되찾아 준 것 같아. 안 그래?", - "AA_TOWER_POST_BATTLE_ALEPH2": "안녕하세요! 싸움에서 지고 계신 모양이군요. 저랑 같이 가시지 않겠습니까?", - "AA_TOWER_POST_BATTLE_TOWER1": "이제 한 가지 진실은 똑똑히 보이는구나... 바로 내가 패배했다는 것은...", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "아까 조사하고 싶은 새 단서가 있다던가 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "아까 조사하고 싶은 새 단서가 있다던가 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE4_EUGENE2": "이 섬의 어떤 지역을 묘사하는 것 같은데. 네 생각은 어때?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "아까 조사하고 싶은 새 단서가 있다던가 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE4_FELIX1": "아, 조사하고 싶은 단서가 있다고 했었지? 어떤 단서야?", - "RETROSPECTIVE_CLUE4_FELIX2": "이 섬의 어떤 환경을 묘사하는 것 같은데. 그렇게 구체적이지는 않지만, 도움은 되네.", - "RETROSPECTIVE_CLUE4_VIOLA2": "이 땅의 어떤 장소를 묘사하는 것 같구려. 안 그렇소?", - "RETROSPECTIVE_CLUE4_VIOLA1": "아, 깜빡할 뻔했구려! 노래에 숨겨진 단서가 있다고 했었지. 내게도 들려주겠소?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "아, 추적하고 싶은 단서가 있다고? 어떤 단서야?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "특정 장소를 묘 사하는 것 같네! 생각나는 곳 있어, {player}?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "그러면 다음 얘기로 넘어가서, 뉴위럴에서 나가게 해줄 노래의 가사는 더 알아냈어?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "꽤 구체적이네. 섬의 특정 장소를 묘사하는 걸지도 몰라.", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "아, 쫓고 싶은 새 단서가 있다고 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "아, 쫓고 싶은 새 단서가 있다고 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "아, 쫓고 싶은 새 단서가 있다고 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE5_VIOLA1": "수수께끼를 들었다고 말했었지. 나한테도 들려주면 안 되겠소? 내가 도와줄 수 있을지도 모르잖소.", - "RETROSPECTIVE_CLUE5_EUGENE2": "뉴위럴의 어떤 장소를 묘사하는 게 [shake rate=30 level=10]틀림없어[/shake].", - "RETROSPECTIVE_CLUE5_FELIX2": "수수께끼 같긴 하지만, 마치 특정 장소를 묘사하는 것처럼 구체적인 정보가 담겨있네. 그 장소를 찾고 있는 거야?", - "RETROSPECTIVE_CLUE5_FELIX1": "그나저나, 새 단서를 조사 중이라고 했지? 어떤 단서야?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "그나저나, 네 [wave amp=30 freq=10]마법의 노래[/wave]는 어떻게 됐어? 새 단서를 받았어?", - "RETROSPECTIVE_CLUE5_VIOLA2": "내용이 꽤나 구체적입디다. 그대를 어디론가 이끄는 것은 아닐까 싶소. 정말 흥미롭구려...", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "특정 장소에서 해야 하는 일 같네. 의식처럼 말이야.", - "RETROSPECTIVE_CLUE6_EUGENE2": "뭔가 해야 하는 행동 같네. 일종의 [wave amp=30 freq=10]암호[/wave]처럼 말이야.", - "RETROSPECTIVE_CLUE6_MEREDITH1": "조사하고 있는 단서 또 있어?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "아, 이건 특정 장소에서 해야 하는 [wave amp=30 freq=10]일[/wave] 같네.", - "RETROSPECTIVE_CLUE6_EUGENE1": "조사하고 있는 단서 더 있어? 어디 알려줘 봐.", - "RETROSPECTIVE_CLUE6_VIOLA1": "아, 노래에 숨겨진 또 다른 단서를 조사하고 싶다고 하지 않았소?", - "RETROSPECTIVE_CLUE6_FELIX1": "아, 조사하고 있는 단서 더 있어?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "네가 말해준 대로라면 장소와 의식 모두 알아낸 것 같던데. 알맞은 장소에서 알맞은 행동을 하면 될지도 몰라!", - "RETROSPECTIVE_CLUE6_FELIX2": "어떤 행동을 설명하는 것 같지? 행동으로 하는 [wave amp=30 freq=10]암호[/wave]처럼 말이야. 어디서 그걸 해야 하는지는 알아?", - "RETROSPECTIVE_CLUE6_VIOLA2": "나는 비밀 제스처나 노크 같은 암호가 떠오르는구려. 아주 비밀스러운 장소에 들어가기 위해 해야 하는 행동 말이오.", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "그 설명이 담긴 수수께끼의 노래는 더 알아냈어, {player}?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "이제 조사하기에 충분한 정보를 모은 것 같아. 한번 찾으러 가볼까?", - "RETROSPECTIVE_CLUE7_EUGENE1": "그 [wave amp=30 freq=10]노래 가사 단서[/wave]는 어떻게 되어 가? 정보를 충분히 모은 것 같던데.", - "RETROSPECTIVE_CLUE7_MEREDITH1": "조사 중인 단서 더 있어? 그 이상한 [wave amp=30 freq=10]노래 가사[/wave]로 뭔가 찾기에 충분한 정보를 모은 것 같은데.", - "RETROSPECTIVE_CLUE7_FELIX1": "그나저나, 네가 조사하던 그 수수께끼 같은 시의 비밀은 해결했어? 장소와 그곳에서 해야 하는 행동을 알려주는 것 같던데.", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "[wave amp=30 freq=10]대천사의 노래[/wave]에서 얻은 단서는 아직 못 풀었어?", - "RETROSPECTIVE_CLUE7_VIOLA1": "그때 말했던 수수께끼는 푸시었소? 장소와 해야 하는 행동을 묘사하던 것 말이오.", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "아, 그 단서들이 어떤 걸 가리키는 지 알아냈어? 다시 확인해 보는 게 좋을 것 같아.", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "아, 그 단서들이 어떤 걸 가리키는 지 알아냈어? 다시 확인해 보는 게 좋을 것 같아.", - "RETROSPECTIVE_CLUE8_FELIX1": "그나저나, 네가 조사하던 그 시 같은 단서들은 어떻게 됐어? 유용한 단서들을 찾은 것 같던데.", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "아, 그 단서들이 어떤 걸 가리키는 지 알아냈어? 다시 확인해 보는 게 좋을 것 같아.", - "RETROSPECTIVE_CLUE8_EUGENE1": "네가 말한 그 시 같은 단서들은 어떻게 됐어? 아직 못 해결했어?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "아, 그대가 해독하던 그 수수께끼는 아직 못 풀었소? 내가 보기에는 중요한 장소와 그곳에서 해야 하는 의식이 둘 다 포함되어 있는 것 같았는데.", - "RETROSPECTIVE_CLUE9_MEREDITH1": "그래서... 네가 말한 그 노래 가사 말이야... 이 장소를 묘사하는 것 같아. 가서 확인해볼까?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "아, 그대가 해독하던 그 수수께끼는 아직 못 풀었소? 내가 보기에는 중요한 장소와 그곳에서 해야 하는 의식이 둘 다 포함되어 있는 것 같았는데.", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "아, 내가 퍼즐 잘 푼다고 말했던가? 네 [wave amp=30 freq=10]수수께끼 같은 노래[/wave]가 어딜 가리키는지 알 것 같아. 가서 이 장소를 확인해보자!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "아, 그대가 해독하던 그 수수께끼는 아직 못 풀었소? 내가 보기에는 중요한 장소와 그곳에서 해야 하는 의식이 둘 다 포함되어 있는 것 같았는데.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "그나저나, \\\"앰버 롯지\\\"에 갔을 때 거울을 통해 떠났다고 했었지? 이 섬에서 찾은 그 이상한 거울도 걸어 들어갈 수 있지 않을까?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "이봐, 네 수수께끼 같은 노래가 무슨 뜻인지 알아낸 것 같아! 이 장소를 묘사하는 것 같더라고. 가서 확인해보자.", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "이봐, 네 수수께끼 같은 노래가 무슨 뜻인지 알아낸 것 같아! 이 장소를 묘사하는 것 같더라고. 가서 확인해보자.", - "RETROSPECTIVE_CLUE9_FELIX1": "그나저나, 네가 말한 그 수수께끼 같은 시의 단서 말인데... 이 섬의 어떤 장소를 묘사하는 것 같더라. 그리고 그게 어디인지도 알아낸 것 같아.", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "이봐, 네 수수께끼 같은 노래가 무슨 뜻인지 알아낸 것 같아! 이 장소를 묘사하는 것 같더라고. 가서 확인해보자.", - "RETROSPECTIVE_CLUE9_VIOLA1": "아, 그대를 그토록 당혹스럽게 한 수수께끼를 푼 것 같소. 이 장소에서 만납시다!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "그나저나, 네가 찾은 그 거울 중요해 보이던데... 그걸 어디에 쓰는지는 아직 몰라서 아쉽네.", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "그나저나, 모르간테의 노래를 따라가니 그 정체불명의 거울이 나타났잖아. 그런데 그걸로 뭘 하면 되는지는 아직 모르는 거지?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "그나저나, 네가 그 중요해 보이는 거울을 찾았었지? 그런데 그게 [wave amp=30 freq=10]어떤[/wave] 거울인지는 아직 모르고. 흠.", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "그나저나, 네가 단서를 통해 찾은 그 이상한 거울 있잖아... 어디에 쓰는 건지 알아냈어? 언젠가는 분명 답이 드러날 거야.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "그대가 찾은 그 기이한 거울의 용도는 알아냈소? 아직 모르더라도 언젠가는 분명 그 비밀을 밝혀낼 수 있을 거요.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "그대가 찾은 그 기이한 거울의 용도는 알아냈소? 아직 모르더라도 언젠가는 분명 그 비밀을 밝혀낼 수 있을 거요.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "그대가 찾은 그 기이한 거울의 용도는 알아냈소? 아직 모르더라도 언젠가는 분명 그 비밀을 밝혀낼 수 있을 거요.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "그나저나, \\\"앰버 롯지\\\"에 갔을 때 거울을 통해 떠났다고 했었지? 이 섬에서 찾은 그 이상한 거울도 걸어 들어갈 수 있지 않을까?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "그나저나, 모르간테의 노래를 따라가니 그 이상한 거울이 나왔잖아. 그리고 네가 앰버 롯지에서 거울로 걸어 들어갔다고 했었고. 이곳 거울도 똑같은 건 아닐까?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "그나저나, 모르간테의 노래를 따라가니 그 이상한 거울이 나왔잖아. 그리고 네가 앰버 롯지에서 거울로 걸어 들어갔다고 했었고. 이곳 거울도 똑같은 건 아닐까?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "그나저나, 모르간테의 노래를 따라가니 그 이상한 거울이 나왔잖아. 그리고 네가 앰버 롯지에서 거울로 걸어 들어갔다고 했었고. 이곳 거울도 똑같은 건 아닐까?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "그나저나, \\\"앰버 롯지\\\"에 갔을 때 거울을 통해 떠났다고 했었지? 이 섬에서 찾은 그 이상한 거울도 걸어 들어갈 수 있지 않을까?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "그나저나, 단서를 추적해서 찾은 그 거울 기억나? 혹시 네가 앰버 롯지에서 했다고 한 것처럼 걸어 들어갈 수는 없을까? 어떻게 생각해?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "아, 그대가 전에 말한 것이 생각나는구려. 거울이 마치 문인 것처럼 들어갔다고 하지 않았소? 이 섬에서 찾은 그 기이한 거울도 똑같은 건 아닐는지...", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "네가 거울로 걸어 들어가서 \\\"앰버 롯지\\\"를 떠났다고 말해준 것 기억나? 네가 찾은 그 외딴 거울도 걸어 들어가 봤어?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "그나저나, 준비가 다 되면 거울 속에 숨겨진 그 [wave amp=30 freq=10]신비로운 세계[/wave]를 다시 탐험해보는 게 좋겠어.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "그나저나, 네가 거울 속에서 찾은 그 이상한 비밀 장소를 탐험해보는 게 좋겠어. 꽤 중요해 보였는데.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "그나저나, 준비가 다 되면 거울 속에 숨겨진 그 [wave amp=30 freq=10]신비로운 세계[/wave]를 다시 탐험해보는 게 좋겠어.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "그나저나, 네가 거울 속에서 찾은 그 이상한 기차역을 확인해보는 게 좋을 것 같아. 꽤... 중요해 보이던데.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "그나저나, 준비가 다 되면 거울 속에 숨겨진 그 [wave amp=30 freq=10]신비로운 세계[/wave]를 다시 탐험해보는 게 좋겠어.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "그나저나, 네가 거울 속에서 찾은 그 이상한 비밀 장소를 탐험해보는 게 좋겠어. 꽤 중요해 보였는데.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "그나저나, 네가 거울 속에서 찾은 그 이상한 비밀 장소를 탐험해보는 게 좋겠어. 꽤 중요해 보였는데.", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "다시 그 거울로 들어가 그대가 그 너머에서 찾은 신비로운 세계에 가보는 게 좋지 않겠소?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "그나저나, 네가 거울 속에서 찾은 그 이상한 장소를 탐험해보는 건 어때? 왠지 중요한 곳 같아.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "그나저나, 네가 거울 속에서 찾은 그 이상한 기차역을 확인해보는 게 좋을 것 같아. 꽤... 중요해 보이던데.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "그나저나, 네가 거울 속에서 찾은 그 이상한 기차역을 확인해보는 게 좋을 것 같아. 꽤... 중요해 보이던데.", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "좋아, 서두르자! 다음은 어디로 갈까? {location_phrase} 뭔가 벌어지고 있다는 소문 듣지 않았어? 무슨 일인지 확인하러 가보자. 물론 네가 원한다면 말이야!", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "그럼 다시 모험을 떠나볼까? 조사할 소문이 없다면 마을 사람들한테 물어보는 건 어때?", - "RETROSPECTIVE_NEXT_MEREDITH1": "어... 그러면 다시 [wave amp=30 freq=10]모험[/wave]을 떠나야겠지? {location_phrase} 뭔가 벌어지고 있다는 소문 듣지 않았나? 거길 확인해보는 게 좋을 것 같은데.", - "RETROSPECTIVE_NEXT_EUGENE1.m": "그럼 다시 길을 나서볼까? {location_phrase} 뭔가 일어나고 있다는 소문 들었지? 거기 한번 가보자!", - "RETROSPECTIVE_NEXT_MEREDITH2": "이제 다시 나가봐야겠네. 단서가 필요하면 마을 사람들한테 물어보자고.", - "RETROSPECTIVE_NEXT_EUGENE1.f": "그럼 다시 길을 나서볼까? {location_phrase} 뭔가 일어나고 있다는 소문 들었지? 거기 한번 가보자!", - "RETROSPECTIVE_NEXT_EUGENE2": "좋아, 그럼 가보자! 정보가 좀 부족해... 항구촌 사람들한테 물어보고 단서를 얻는 게 좋지 않을까?", - "RETROSPECTIVE_NEXT_FELIX1": "그러면 나가볼까? {location_phrase} 뭔가 벌어지고 있다는 소문을 들었다고 했지? 거기 가보고 싶으면 그렇게 하자.", - "RETROSPECTIVE_NEXT_EUGENE1.n": "그럼 다시 길을 나서볼까? {location_phrase} 뭔가 일어나고 있다는 소문 들었지? 거기 한번 가보자!", - "RETROSPECTIVE_NEXT_VIOLA1": "이제 여행을 계속해야 할지도 모르겠구려. {location_phrase} 벌어진 사건에 대해 소문을 듣지 않았소? 원한다면 그곳을 다음 목적지로 삼아도 괜찮을 것 같소.", - "RETROSPECTIVE_NEXT_FELIX2": "다음에는 어디로 갈지 단서가 하나도 없어. 원하면 마을 사람들한테 물어보면 돼.", - "RETROSPECTIVE_NEXT_VIOLA2": "이 마을 사람들과 얘기를 나눠보면서 다음에는 어디로 갈지 정보를 수집하는 게 좋을 것 같소. 그대 생각은 어떻소?", - "NWP_SIGNPOST_DESCRIPTION_2": "이곳 몬스터 주위에서는 주의를 기울여 주십시오.", - "NWP_SIGNPOST_DESCRIPTION_1": "뉴위럴 공원에 오신 것을 환영합니다!", - "NWP_3_-3_RUNNER_NPC1": "달리는 것보다 빠른 게 뭔지 알아?[pause] 바로 빠른 이동이야!", - "NWP_3_-3_RUNNER_NPC3.m": "너무 느려서 전투에서 도망칠 수 없을 때도 빠른 이동으로 탈출할 수 있어.[pause] 빨리 도망치려면 아이템을 조금 버려야 하겠지만, 목숨을 건질 수 있을지도 몰라!", - "NWP_3_-3_RUNNER_NPC3.f": "너무 느려서 전투에서 도망칠 수 없을 때도 빠른 이동으로 탈출할 수 있어.[pause] 빨리 도망치려면 아이템을 조금 버려야 하겠지만, 목숨을 건질 수 있을지도 몰라!", - "NWP_3_-3_RUNNER_NPC2": "빠른 이동을 하려면 {control.map_menu}를 눌러 지도를 열어. 그다음 이동할 수 있는 네모 칸으로 커서를 움직인 후 {control.ui_accept}를 누르면 돼.", - "NWP_3_-3_RUNNER_NPC3.n": "너무 느려서 전투에서 도망칠 수 없을 때도 빠른 이동으로 탈출할 수 있어.[pause] 빨리 도망치려면 아이템을 조금 버려야 하겠지만, 목숨을 건질 수 있을지도 몰라!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "순찰대는 절대 날 받아주지 않을 거야. 난 정말 구제 불능이라니까.", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "집으로 돌아가! 순찰대에 들어가는 건 나야!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "너한테 순찰대원이 될 자격이 있으려나?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "소질이 있네! 안으로 들어가 봐!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "마침 잘 왔어! 널 이겨서 순찰대에 우리 실력을 증명해야지!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "내가 대신 사과할게.", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]에휴, 그럼 그렇지. 난... 순찰대가 될 자격이 없어...[/wave]", - "NWP_MADMAN_3_-4_NAME": "잭", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "난 예전부터 순찰대가 되는 게 꿈이었어.", - "NWP_MADMAN_3_-4_PRE_BATTLE": "난 폴짝깨비 형태로 보낸 시간의 세계 기록을 보유하고 있어!", - "NWP_MADMAN_3_-4_POST_BATTLE": "아직 폴짝깨비에 대해 배울 게 많아.", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "이제 와서 그 꿈을 포기할 수는 없다고!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "꿈은 이루어진다!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "영도자 도리안 님의 빛이 네게 길을 보여 주기를!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]신입![/wave] 항구촌의 이교도가 하는 말은 듣지 마라!", - "NWP_CULTIST_4_-4_POST_BATTLE": "길이 밝혀졌으니... 앞으로 나아가라...", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]신입![/wave] 항구촌의 이교도가 하는 말은 듣지 마라!", - "NWP_CULTIST_5_-4_POST_BATTLE": "항구촌은 이단이 장악하고 있다... 놈들의 [wave amp=30 freq=10]거짓된 구원[/wave]을 조심하도록...", - "NWP_5_-4_HINT_NPC_BEFORE1": "이곳에서는 가끔 땅이 뒤흔들려. 거대한 짐승이 우리 발밑에 난 땅굴을 달려가기라도 하는 듯 말이야.", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]신입![/wave] 항구촌의 이교도가 하는 말은 듣지 마라!", - "NWP_5_-4_HINT_NPC_AFTER1": "이것도 최근 윗길에 나타난 것 같은 기차역인가?", - "NWP_5_-4_HINT_NPC_BEFORE2": "그런데,[pause] 저기 있는 돌들 이상한 패턴으로 놓여있지 않아?", - "NWP_5_-4_HINT_NPC_AFTER3": "그 기차는 어디로 향하는 걸까...", - "NWP_5_-4_HINT_NPC_AFTER2": "하긴, 이제 이해가 되네. 지하에서 소리를 내던 \\\"거대한 짐승\\\"은 기차였던 게 분명해.", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "이 근처에서 총알사우루스를 몇 마리 봤어. 녀석들은 커다란 바위를 깨뜨릴 수 있을 정도로 빠르게 움직이지.", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "그런 기술을 쓸 수 있으면 멋질 것 같지 않아?", - "PARK_CAVE2_MERCHANT2": "안 돼! 놈들이 융합했다! [wave amp=30 freq=30]도와줘![/wave]", - "PARK_CAVE2_MERCHANT1": "이봐, 거기! 이 몬스터들한테 둘러싸이고 말았어. 좀 도와줄래?", - "PARK_CAVE2_MERCHANT6": "마을에 있는 시장으로 찾아와. 특별한 스티커를 준비해 둘게!", - "PARK_CAVE2_MERCHANT4": "혹시... 이리펀치의 \\\"자석\\\" 기술이 전투가 시작할 때 자동으로 발동되는 것 눈치챘어?", - "PARK_CAVE2_MERCHANT3": "휴, 정말 고마워. 스티커에 대한 영감을 찾으러 왔는데, 예상한 것보다 위험하더라고.", - "PARK_CAVE2_MERCHANT5": "결국 아이디어를 얻기는 얻은 것 같아!", - "WATERLOOP_BEWARE_LYING_CHESTS": "오직 하나의 상자만 진실을 말한다.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "침대에 누워있는 내 몸뚱이 위에 둥둥 떠 있었는데, 갑자기 휙 하더니 웬 소용돌이로 빨려 들어갔어.", - "WATERLOOP_LYING_CHEST_LEFTMOST": "쪽지에 \\\"열쇠는 이 상자 안에 있다\\\"라고 적혀있다. 열어볼까?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "쪽지에 \\\"열쇠는 이 상자 안에 없다\\\"라고 적혀있다. 열어볼까?", - "WATERLOOP_LYING_CHEST_MIDDLE": "쪽지에 \\\"열쇠는 제일 왼쪽 상자 안에 없다\\\"라고 적혀있다. 열어볼까?", - "SD_NEVERMORT_TRAINER_NAME": "새 애호가", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "난 이 주변의 까막의사들과 특별한 유대감으로 이어져 있어.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "넌 뉴위럴에 어떻게 왔어?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "우릴 방해하지 않는 게 좋을걸!", - "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"너는 뉴위럴에서 길을 잃은 것이 아니다, 내 아이야. 그저 자신을 찾기를 기다리는 것일 뿐.\\\"", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "너 때문에 새들이 놀라서 달아났잖아!", - "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"애도촌으로 가려면 이쪽으로!\\\"", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "넌 뉴위럴에 어떻게 왔어?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "난 유체이탈을 했던 게 기억나.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "넌 뉴위럴에 어떻게 왔어?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "침대에 누워있는 내 몸뚱이 위에 둥둥 떠 있었는데, 갑자기 휙 하더니 웬 소용돌이로 빨려 들어갔어.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "침대에 누워있는 내 몸뚱이 위에 둥둥 떠 있었는데, 갑자기 휙 하더니 웬 소용돌이로 빨려 들어갔어.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "정신을 차려 보니 여기였지 뭐야!", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "이봐! 그건 내 거야!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "뉴위럴의 해안에는 배들이 자주 난파돼.", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "이곳에서는 해변에서 떠밀려 온 보물을 뒤지는 게 밥벌이하기 좋아!", - "OVERWORLD_7_0_HINT_NPC": "바다 밑바닥에는 얼마나 많은 보물이 숨겨져 있을까...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "어라? 그거 테이프 플레이어잖아!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "난 아직 갈 길이 먼 것 같네...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "너도 순찰대에 들어가려고? 그러면 우린 경쟁자네!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "날 이기면 비밀을 하나 알려 줄게.", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "전설에 따르면 이 섬에는 젊음의 샘이 있다고 해.", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "혹시 역사 좋아해? 20세기에 일어난 사건 중에 제일 좋아하는 게 뭐야?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "그 샘이라는 사람은 몇 살이길래 그렇게 불리는 걸까?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "20세기의 사건 중에서 내가 제일 좋아하는 건 1948년 UN의 중재로 타결된 인간과 엘프 간의 평화 협정이야. 그 일이 없었다면 역사가 크게 달라졌겠지!", - "EPICURUS_NAME": "에피쿠로스", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "재닛", - "EPICURUS_POST_BATTLE": "잘 싸우는 법과 패배를 잘 받아들이는 법은 같지.", - "EPICURUS_PRE_BATTLE": "큰 역경일수록 극복했을 때의 영광 또한 큰 법!", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "난 지금 몇 달째 여기서 몬스터 기술을 수련하고 있어.", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "아직 한참 더 수련해야겠네...", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "자, 덤벼! 내 수련의 성과를 보여 줄게!", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]멈춰! 난 네가 여기 왜 왔는지 알아...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]또 기회가 찾아오겠지...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]이 부지는 개발하기 딱 좋은 노른자 땅이니까! 하지만 여긴 내가 먼저 찾았어![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "뉴위럴 사람들은 간단한 역사적 사실에 대해서조차 다들 말이 엇갈려. 다중 우주가 존재한다고 믿는 사람도 있지만, 나는 그냥 이 섬에 거짓말쟁이가 득실댄다고 생각해!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "예를 들어 1969년 화성 착륙을 부정하는 사람도 한둘이 아니라니까! 음모론자들 같으니!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "아, 좀 쉬었다가 마저 파야겠어. 나랑 잠깐 싸워서 이기면 이곳에 대해 알려줄게.", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "안 돼! 너마저 그러기야?", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "순찰대장 드레드풀 말로는 이곳은 금속을 채굴하던 곳이라고 해. 하지만 이곳에서 일어난 폭발이 전부 통제하에 이루어진 건 아닌 모양이야...", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "그리고 채굴 도구나 인공 폭발물의 흔적은 눈을 씻고 봐도 없어. 이곳 전체가 지난 수백 년에 걸쳐 총알사우루스에 의해 굴착된 걸지도 모르겠어.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "그러니까 순찰대장 말이 틀렸거나 총알사우루스가 증거를 전부 파괴한 거겠지. 아니면... 흠... 증거가 총알사우루스로 [wave amp=30 freq=5]변한 걸지도[/wave]. 넌 어떻게 생각해?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "난 어렸을 때 이 섬에 대한 꿈을 꾸곤 했어!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "이곳은 정말 환상적이지 않아...?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "우리 부부는 2160년부터 이 섬에 갇혀 있었어!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "이곳 사람들은 아직도 화장실 갔다가 휴지로 뒤처리를 하더라고. 야만스럽기도 하지!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "믿음을 가져...", - "OVERWORLD_5_-3_BATTLER_PARTNER": "내 아내를 화나게 하지 마!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "조셉", - "OVERWORLD_7_-3_BATTLER_NAME": "칼", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "뉴위럴 사람들 좀 그만 괴롭혀, 이 투기단 녀석들!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]돈이 없다고? 걱정하지 마! 우리가 단돈 연간 10,000%의 이자로 융자해 줄 테니까![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "아, 오해했네. 넌 사람들의 적이 아니라 아군이구나.", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "뉴위럴에 있는 우리 모두는 미지의 영역으로 발을 내디뎠지. 그러니 한 발짝 더 내딛지 못할 이유는 없지 않아? [wave amp=30 freq=10]쿠퍼 형제님[/wave]을 믿으라고!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]뉴위럴에는 화폐가 없어서 아직 빚을 갚을 방법이 없어. 하지만 그동안 이자는 계속 복리로 불어나지. 정말 완벽한 계획이야![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "쿠퍼 형제님은 이 악마와 천사의 섬에서 [wave amp=30 freq=10]벗어날[/wave] 방법을 찾으셨어. 그리고 이제 우리한테 건너편에서 가족과 재회할 준비를 시키고 계시지.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "믿음을 가져...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "잠깐! 네 내면에서 고통이 느껴지는군, 친구.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "믿음을 가져...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "잠깐! 네 내면에서 고통이 느껴지는군, 친구.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "잠깐! 네 내면에서 고통이 느껴지는군, 친구.", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "회계하지 않으면 더 나아갈 수 없다.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "그 고통은 집에 가고 싶다는 마음에서 비롯된 거야.", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"우리의 믿음은 산도 옮기리라.\\\" - 쿠퍼서 17:20", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]존재한다는 건... 곧 고통 받는 것...[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "네 고통을 끝내 주지. 천사님께 바칠 제물이 되어라!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "회계하지 않으면 더 나아갈 수 없다.", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "잠깐, 회계가 아니라 회개라고? 그걸 이제야 알게 되다니...", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "회계하지 않으면 더 나아갈 수 없다.", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"사람이 친구를 위하여 테이프를 버리면 이보다 더 큰 사랑이 없나니.\\\" - 도리안서 15:13", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "대천사께서 네 영혼의 무게를 재실 때 과연 네게 영생에 들 자격을 내리실까?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "대천사께서 네 영혼의 무게를 재실 때 과연 네게 영생에 들 자격을 내리실까?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "대천사께서 네 영혼의 무게를 재실 때 과연 네게 영생에 들 자격을 내리실까?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "쿠퍼 형제님께서 하늘에서 UFO를 불러 우리에게 은혜를 내리셨다. 너한테도 보여주마!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "범은하 UFO 위원회와 대천사님들께서 전령이 이렇게 박해받는 걸 아시면 가만히 안 계실 거다...", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "미안해!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "날 이기면 애도의 아이의 비밀을 알려줄게.", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "솔직히 말하면, 내가 애도의 아이들에 가입한 건 순전히 식량 때문이야.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "1988년에 '아이언 가이덴\\'과 \\'네필림의 방패\\'라는 두 영국 밴드가 [pause]서로 전혀 모르는 상태에서 [pause]동시에 \\'애도의 아이\\'라는 제목의 곡을 공개했어.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "그 곡들을 단어가 뒤섞이게 동시에 거꾸로 재생하면, 세계 간의 차원문을 열 수 있을 정도로 강력한 원조 애도의 아이를 소환할 수 있어!", - "AA_TOWER_POST_BATTLE_EUGENE3": "대천사가 강력할지는 몰라도, 그렇다고 해서 똑똑하다는 뜻은 아니야.", - "AA_TOWER_POST_BATTLE_MEREDITH3": "제아무리 [wave amp=30 freq=10]짜증 나는[/wave] 대천사도 충분히 두들겨 패주면 입을 닥치나 보네. 잘 기억해둬야겠어.", - "AA_TOWER_POST_BATTLE_FELIX3": "그 대천사는 헛소리하는 걸 정말 좋아하네. 그래도 우리가 입 다물게 해줬어.", - "AA_ALICE_PRE_BATTLE_ALICE1": "내가 가만히 있으라고 했는데 무시하다니! 날 존중하지 않는 거냐? 내가 얼마나 중요한지 모르나 보지?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "그 정령의 말은 전혀 앞뒤가 안 맞더구려. 이제 우리 손에 패배했으니 겸손해질지도 모르겠소.", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "너 정말 거만하구나?", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "응, 네 말이 맞아. 난 널 하나도 존중하지 않아.", - "AA_ALICE_PRE_BATTLE_EUGENE2": "이봐, 난 네가 누군지 전혀 모른다고.", - "AA_ALICE_PRE_BATTLE_FELIX2": "네가 누군지 알아야 하는 건가...?", - "AA_ALICE_PRE_BATTLE_DOG2": "크르르...", - "AA_ALICE_PRE_BATTLE_ALICE3": "정말 무례하구나. 그것도 왕족에게 말이야! 그렇게 생각 없이 행동할 거라면, 그 쓸모없는 머리는 잘라내주마!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "내 존중을 그리 쉽게 얻을 수는 없소, 정령이여.", - "AA_ALICE_POST_BATTLE_ALICE1": "정말 존중심이라고는 없구나. 이 무엄한 녀석들!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "그 대천사는 자기가 자신만의 작은 세계의 여왕이라고 생각했나 봐.", - "AA_ALICE_POST_BATTLE_ALEPH2": "만나서 반갑습니다, 앨리스 양! 당신 같이... 사람을 잘 다루는 인재가 필요해요.", - "AA_ALICE_POST_BATTLE_MEREDITH3": "대천사는 다 그렇게 자존심이 셀까? 아니면 그 녀석이 [wave amp=30 freq=10]특이한[/wave] 경우일까?", - "AA_ALICE_POST_BATTLE_EUGENE3": "대천사들은 정말 무례하네.", - "AA_ALICE_POST_BATTLE_FELIX3": "그 대천사가 정말 우리 목을 베려고 했던 걸까? 아니면 그냥 표현 방식인 걸까? 아니다. 그냥 대답하지 마. 알고 싶지 않으니까.", - "AA_CUBE_PRE_BATTLE_CUBE1": "3차원 공간은 불완전하다. 과학과 수학은 진실이다. 만물에는 4개의 면이 있다.", - "AA_ALICE_POST_BATTLE_VIOLA3": "왕족이든 아니든, 내게 그토록 무례하게 말하는 자에게는 절대 고개 숙이지 않을 것이오.", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "이 녀석은 머리에서 나사가 한두 개 빠진 것 같네. [pause]아니, 머리가 아예 없구나.", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "이 대천사는 조금 특이해 보이지만, 우호적일지도 모르겠어!", - "AA_CUBE_PRE_BATTLE_FELIX2": "우릴 공격하지 않을지도 모르겠어. 네 생각은 어때?", - "AA_CUBE_PRE_BATTLE_EUGENE2": "이건 바라보기가 좀 어렵네...", - "AA_CUBE_PRE_BATTLE_VIOLA2": "이 정령은 철학자라도 되는 것이오? 아니면 광기에 사로잡힌 것이오?", - "AA_CUBE_PRE_BATTLE_DOG2": "멍?", - "AA_CUBE_POST_BATTLE_CUBE1": "나 또한 결함이 있는 것인가? 계산은 정확했는데... 세 개의 차원에서 동시에 실패했군.", - "AA_CUBE_PRE_BATTLE_CUBE3": "아니. 네 안에 모순이 보인다. 너희는 불완전한 존재다. 너희들의 결함을 수정해 주마!", - "AA_CUBE_POST_BATTLE_ALEPH2": "마침 잘됐군요! 숫자에 강한 사람을 채용해야겠다고 생각하던 참인데 말입니다. 혹시 일자리에 관심 있으신가요, 직육면체 친구?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "결국 우호적인 대천사가 아니었네. 운도 지지리 없지!", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "\\\"이 섬에서 나를 죽이려고 든 이상한 것들\\\" 목록에 한 녀석이 더 추가됐군. [pause]정말 끝내주네, 끝내줘.", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "\\\"이 섬에서 나를 죽이려고 든 이상한 것들\\\" 목록에 한 녀석이 더 추가됐군. [pause]정말 끝내주네, 끝내줘.", - "AA_CUBE_POST_BATTLE_EUGENE3": "그 대천사는 정말 이상했어. 어떤 각도에서 봐도 똑같아 보이는 것 같더라고.", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "\\\"이 섬에서 나를 죽이려고 든 이상한 것들\\\" 목록에 한 녀석이 더 추가됐군. [pause]정말 끝내주네, 끝내줘.", - "AA_CUBE_POST_BATTLE_FELIX3": "다음에 대천사를 만나게 되면 그냥 녀석이 우릴 곧장 죽이려 들 거라고 생각하고 있어야겠어.", - "AA_CUBE_POST_BATTLE_VIOLA3": "그 정령의 광기에 체계가 있었는지는 모르겠지만, 내게는 보이지 않았소.", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "[wave amp=30 freq=10]세모 머리[/wave]를 한 정체불명의 인물이 대천사를 찾는 데 끼어들고 있다고? 일이 어떻게 돌아가는 건지 모르겠네...", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "또 그 세모 녀석이 나타났어. 대천사를 어떻게 하려는 걸까?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "이번에도 대천사와 싸우던 중에 [wave amp=30 freq=10]세모 녀석[/wave]이 나타났어. 아무래도 우연이 아닌 것 같아...", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "세모 녀석이 너한테 \\\"제대로 얘기 좀 해야겠어\\\"라고 했지. 무슨 의미일까...?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "그 세모 녀석한테 뭔가 못된 꿍꿍이가 있는 것 같아. 잘 지켜봐야겠어.", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "지금까지 그 세모 녀석을 몇 번이나 봤어, {player}? 네가 가는 곳마다 나타나는 것 같은데. 안 그래?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "이번에도 세모 녀석이 마법으로 대천사를 빼돌렸어. 조금 걱정이 되네.", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "또 대천사와 싸우던 도중에 그 세모 녀석이 대천사를 데려갔어...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "이번에도 대천사를 물리쳤는데, 알레프가 나타나서 데려갔어... 대체 뭘 하려는 걸까? 우리처럼 이 섬에 갇힌 건가?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "그 세모 녀석. 계속 갑자기 나타나서 우리가 이긴 대천사를 데려갈 거면, 적어도 예의 있게 자기 소개는 해야 하는 것 아니야?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "싸움에서는 이겼지만, 알레프가 또 대천사를 어디론가 보내버렸어...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "알레프가 우리 세계에 자기를 기반으로 한 \\\"전설\\\"이 있다고 했지. 그게 정말일까, {player}?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "우리가 대천사한테 이길 때마다 알레프의 부하를 늘려 주기만 하는 건 아닐까?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "대천사를 한 명 더 물리쳤고, 알레프의 부하도 한 명 더 늘었어. 알레프는 도대체 무슨 꿍꿍이일까?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "그래서... 어... 그 세모 머리 녀석은 대체 뭐야? 그 녀석이... 대천사를 [pause][wave amp=30 freq=10]순간이동[/wave]시킨 건가? 일이 어떻게 돌아가는 건지 모르겠네...", - "RETROSPECTIVE_ALEPH_MEREDITH2": "그 세모 녀석이 나타나서 대천사를 낚아챈 건 이번이 처음이 아니지? 불길한데...", - "RETROSPECTIVE_ALEPH_MEREDITH3": "그래서 그 세모 녀석은 도대체 왜 그러는 걸까? 머리 대신 도형이 달린 녀석은 믿을 수 없다니까.", - "RETROSPECTIVE_ALEPH_MEREDITH5": "다음에 그 세모 머리 녀석을 만나면 원하는 게 뭔지 물어보지 그래? 밑져야 본전이잖아...", - "RETROSPECTIVE_ALEPH_MEREDITH4": "그 세모 녀석이 너랑 \\\"제대로 얘기\\\" 좀 해야겠다고 했지. 둥둥 떠다니는 기분 나쁘게 녀석치고는 이상할 정도로 정중하네.", - "RETROSPECTIVE_ALEPH_MEREDITH6": "그 세모 머리 자식, 뭔가 못된 짓을 꾸미고 있는 거겠지? 내 생각에는 그래.", - "RETROSPECTIVE_ALEPH_MEREDITH8": "네가 누구와 함께 있든, 대천사와 싸울 때마다 그 세모 녀석이 나타나는 것 같아. 안 그래?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "이번에도 어김없이 마지막에 그 세모 머리 녀석이 나타났네. 한결같이 짜증 나게 군다니까...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "그 알레프라는 녀석, 여기저기 잘 돌아다니지 않아? 지하 기차역 안이기만 하면 어디든 갈 수 있는 것 같아.", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "그 세모 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "또 그 알레프 녀석이 나타났어.", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "그 세모 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "그 세모 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "이번에도 어김없이 마지막에 알레프가 나타났네. 한결같이 짜증 나게 군다니까...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "네가 누구와 함께 있든, 대천사와 싸울 때마다 알레프가 불청객처럼 나타나는 것 같아. 안 그래?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "그 알레프라는 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "그 알레프라는 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "그 알레프라는 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", - "RETROSPECTIVE_ALEPH_EUGENE1": "빨간 코트를 입고 둥둥 떠다니는 사람이 세모 모양 머리로 대천사를 빨아들이는 것 나만 본 거 아니지? [pause]혹시나 해서 물어보는 거야.", - "RETROSPECTIVE_ALEPH_EUGENE2": "그 빨간 코트 입은 사람이 나타나서 대천사를 사라지게 한 건 이번이 두 번째 맞지?", - "RETROSPECTIVE_ALEPH_EUGENE3": "그 빨간 코트를 입은 채 둥둥 떠다니는 사람이 나타나서 대천사를 [wave amp=30 freq=10]사라지게[/wave] 만든 건 이번이 세 번째지?", - "RETROSPECTIVE_ALEPH_EUGENE5": "정말 멋진 싸움이었지만, 지금은 마지막에 나타난 그 둥둥 떠다니는 녀석이 더 생각나. 항구촌에 위협이 된다면 잘 감시해야겠어...", - "RETROSPECTIVE_ALEPH_EUGENE4": "그 빨간 코트 녀석이 너한테 \\\"제대로 얘기 좀 해야겠어\\\"라고 했지. 조금 위협적이었어. 흠...", - "RETROSPECTIVE_ALEPH_EUGENE6": "그 세모 머리 남자... 그 녀석도 대천사일까? 꽤 강해 보이던데. 전혀 믿음이 안 가.", - "RETROSPECTIVE_ALEPH_EUGENE7": "그 세모 녀석이 자기를 기반으로 한 \\\"전설\\\"이 있다고 한 건 무슨 뜻이었을까?", - "RETROSPECTIVE_ALEPH_EUGENE8": "그 세모 녀석이 또 나타났어. 놀랍지도 않네. 네가 대천사를 찾을 때마다 나타나는 것 같으니까 말이야.", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "그 대천사는 무슨 회사 경영자처럼 말하네. 정말 기분 나빠.", - "RETROSPECTIVE_ALEPH_FELIX4": "세모 녀석은 무슨 뜻으로 너한테 \\\"제대로 얘기 좀 하자\\\"고 한 걸까? 말하는 건 정중한데, 하나도 믿음이 안 가는 자식이야.", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "그 대천사는 무슨 회사 경영자처럼 말하네. 정말 기분 나빠.", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "그 대천사는 무슨 회사 경영자처럼 말하네. 정말 기분 나빠.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "정말 [shake rate=30 level=10]끝내주는[/shake] 전투였어. 그런데 지금은 알레프 생각밖에 안 나네. 그 녀석은 대체 무슨 꿍꿍이일까?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "알레프가 자기를 기반으로 한 \\\"전설\\\"이 있다고 한 건 무슨 뜻이었을까?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "알레프는 직접 싸우고 싶지 않나 보지? 항상 전투가 끝난 후에 나타나잖아.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "알레프가 [wave amp=30 freq=10]또[/wave] 전투 후에 나타났어. 놀랍지도 않네. 네가 대천사를 찾을 때마다 나타나는 것 같으니까 말이야.", - "RETROSPECTIVE_ALEPH_FELIX1": "그 세모 머리가 달린 사람 예전에 본 적 있어? 난 처음 봤거든. 정말 이상한 녀석이지?", - "RETROSPECTIVE_ALEPH_FELIX2": "그 세모 머리 녀석이 나타난 건 이번이 두 번째 맞지? 뭔가 수상한데, 정확히 뭔지는 모르겠어.", - "RETROSPECTIVE_ALEPH_FELIX3": "그 세모 머리 녀석이 이번에는 널 기억하는 것 같았어, {player}.", - "RETROSPECTIVE_ALEPH_FELIX6": "그 세모 녀석... 그 녀석도 대천사지? 아니면 그 비슷한 존재거나...", - "RETROSPECTIVE_ALEPH_FELIX5": "또 그 세모 녀석이 나타나서 대천사를 도망치게 해줬어. 자기 부하로 삼으려는 걸까?", - "RETROSPECTIVE_ALEPH_VIOLA1": "아까 나타났던 그 인물만큼이나 기묘한 광경을 본 적 있소? 우리가 싸운 영혼이 아니라, 그 머리 없는 사내 말이오...", - "RETROSPECTIVE_ALEPH_FELIX7": "그 세모 녀석이 우리 세계에 자기를 기반으로 한 전설이 있다고 했지. 정확히 무슨 뜻이었을까?", - "RETROSPECTIVE_ALEPH_FELIX8": "그 세모 녀석 어떻게 생각해, {player}? 가설을 몇 개 세워봤는데...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "또 알레프가 나타나서 우리와 싸운 대천사를 도망치게 해줬어. 왜 대천사를 모으는 걸까? 뉴위럴을 떠날 방법을 찾고 있나?", - "RETROSPECTIVE_ALEPH_FELIX9": "그 세모 녀석이 정말 대천사들을 부하로 끌어들이는 거였네. 뭘 하려는 걸까? 밴드라도 만들려고?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "알레프가 우리 세계에 자기를 기반으로 한 전설이 있다고 했지. 난 그 녀석이 하는 말은 하나도 안 믿지만, 왠지 그 얘기는 진실일 것 같아...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "아까 알레프가 나타났을 때, 말투가 무척 낯익더라고. 마치 우리와 싸운 대천사한테 [wave amp=30 freq=10]일자리를 제의[/wave]하는 것 같았어...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "전투는 이겼지만, 알레프가 또 나타났어. 조심해야겠어, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "알레프는 왜 대천사들을 부하로 끌어들이는 걸까? 어쩌려고 그러지? 밴드라도 만들려고?", - "RETROSPECTIVE_ALEPH_VIOLA3": "자신의 얼굴로 바라보는 이의 얼굴을 비추는 그 정령이 그대를 알아본 것 같소, {player}. 과연 그 자는 어떤 계획을 꾸미고 있을지 모르겠구려.", - "RETROSPECTIVE_ALEPH_VIOLA2": "얼굴이 거울로 되어있는 그 정령이 다시 나타났구려. 그가 불시에 나타난 것은 과연 어떤 의미일까?", - "RETROSPECTIVE_ALEPH_VIOLA4": "거울 얼굴을 한 그 정령이 그대와 얘기하고 싶어 하는 것 같소, {player}. 그 자가 하는 얘기를 주의하는 게 좋을 거요.", - "RETROSPECTIVE_ALEPH_VIOLA6": "그 거울 얼굴은 한 정령은 대체 무슨 계획을 꾸미는 건지 궁금하구려. 난 정령들의 계획을 믿지 않소, {player}.", - "RETROSPECTIVE_ALEPH_VIOLA5": "세모 머리를 한 정령이 또 나타나서 전투를 방해했구려. 정말 기묘한 존재요...", - "RETROSPECTIVE_ALEPH_VIOLA8": "그 거울 얼굴 정령이 불시에 나타나는 바람에 또 적을 놓쳤소. 정말 무례하기 짝이 없구려.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "막강한 정령을 무찔렀지만, 알레프가 나타나 그 정령을 구해줬소. 같은 상황이 반복되는구려...", - "RETROSPECTIVE_ALEPH_VIOLA7": "우리 앞에 나타난 그 거울 얼굴의 정령은 원하는 게 무엇일 것 같소?", - "RETROSPECTIVE_ALEPH_VIOLA9": "그 거울 얼굴 정령에게 자신을 소개할 정도의 예의범절은 있어야 하지 않겠소? 매번 그렇게 불시에 나타나는 게 하나도 달갑지 않구려.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "또 그 \\\"알레프\\\"라는 정령이 나타나서 전투를 방해했구려. 그 자 역시 이곳을 떠나고 싶어 하는 걸지도 모르겠소.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "우리의 적 \\\"알레프\\\"가 대체 무슨 짓을 꾸미는 건지 궁금하구려. 난 정령들의 계획을 믿지 않소, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "그 알레프라는 정령이 불시에 나타나는 바람에 또 적을 놓쳤소. 정말 무례하기 짝이 없구려.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "그 \\\"알레프\\\"가 겁쟁이가 아니라면 우리와 직접 맞서 싸웠을 터! 허나 황급히 자리를 피하기만 하는구려.", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "그나저나, 아까 대천사를 물리치고 단서를 얻었다고 했지? 어떤 단서야?", - "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\"?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "그나저나, 암호 같은 단서를 쫓고 있다고 했지? 어떤 단서야?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "그건... [pause]별로 도움이 안 되네. 그러면 대천사를 더 찾아야겠다!", - "RETROSPECTIVE_CLUE1_EUGENE1": "그나저나, 단서를 하나 추적하고 있다고 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "그건... 안타깝지만 별로 도움이 되는 단서가 아니네.", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "그건... 안타깝지만 별로 도움이 되는 단서가 아니네.", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "그건... 안타깝지만 별로 도움이 되는 단서가 아니네.", - "RETROSPECTIVE_CLUE1_EUGENE2": "흠. 별로 도움이 안 되는 것 같네.", - "RETROSPECTIVE_CLUE1_FELIX1": "그나저나, 추적하고 있는 단서가 있다고 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE1_FELIX2": "흠. 별 도움이 안 되네. 정보가 더 필요한 건 아닐까?", - "RETROSPECTIVE_CLUE1_VIOLA2": "알쏭달쏭하구려. 답이 있는지 모르겠지만, 나는 모르겠소.", - "RETROSPECTIVE_CLUE1_VIOLA1": "어떤 수수께끼를 들었다고 스쳐가듯 말한 적 있지 않소? 어떤 수수께끼요?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "아직도 너무 애매모호해서 도움이 안 되네. 대천사를 하나 더 찾아야겠어...", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "그나저나, 네 머릿속에 들리는 노래가 점점 길어진다고 했지? 다음 가사는 뭐야?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "아까 추적하고 싶은 단서가 있다고 말하지 않았어?", - "RETROSPECTIVE_CLUE2_EUGENE1": "아, 맞다. 웬 수수께끼의 단서를 쫓고 있다고 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "음... 어... 무슨 뜻인지 모르겠어.", - "RETROSPECTIVE_CLUE2_EUGENE2": "그것만 가지고는 아무것도 모르겠는걸.", - "RETROSPECTIVE_CLUE2_FELIX1": "아, 맞다. 쫓는 단서가 있다고 하지 않았어?", - "RETROSPECTIVE_CLUE2_FELIX2": "흠. 솔직히 말하면 무척 애매모호하네.", - "RETROSPECTIVE_CLUE2_VIOLA2": "정말 흥미롭구려. 그 부분만 가지고는 알아낼 수 있는 게 별로 없을 것 같소.", - "RETROSPECTIVE_CLUE2_VIOLA1": "아! 풀어야 하는 수수께끼가 있다고 했지 않소. 내게도 들려주지 않겠소?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "방향을 가리키는 것 같긴 한데, 별로 구체적이지 않네.", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "그 신비로운 [wave amp=30 freq=10]환영 노래[/wave]의 다음 가사는 알아냈어? 뭐야?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "아, 쫓고 있는 단서에 대해 내 의견이 궁금하다고? 어디 말해 봐. 어떤 단서인데?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "방향을 가리키는 것 같네.", - "RETROSPECTIVE_CLUE3_EUGENE1": "그나저나, 추적하고 싶은 새 단서가 있다고 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE3_FELIX1": "그나저나, 단서를 쫓고 있다고 하지 않았어? 어떤 단서야?", - "RETROSPECTIVE_CLUE3_EUGENE2": "방향을 가리키는 것 같은데? 하지만 좀 애매모호하네.", - "RETROSPECTIVE_CLUE3_VIOLA1": "해독하고 싶은 일종의 수수께끼가 있다고 했지. 어떤 수수께끼인지 알려주겠소?", - "RETROSPECTIVE_CLUE3_FELIX2": "방향을 가리키는 것 같은데? 단서를 모을 때마다 범위가 좁혀질지도 모르겠네.", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "아! 깜빡할 뻔했다. 그러면 네 안에 사는 대천사 유령에게서 새 단서를 얻었어?", - "RETROSPECTIVE_CLUE3_VIOLA2": "어떤 장소를 가리키는 게 분명하지만, 그것만으로는 정보가 너무 적구려.", - "RETROSPECTIVE_CLUE4_MEREDITH1": "아까 수수께끼 같은 단서를 조사하고 있다고 하지 않았어? 나도 알려줘.", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "어떤 지역을 묘사하는 것 같은데... 네 생각은 어때?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "어떤 지역을 묘사하는 것 [wave amp=30 freq=10]같은데[/wave]. 그곳에 가고 싶은 거야?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*하품* 그럼 또 싸워보자고.", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "알겠어. 어차피 낮잠 자고 싶던 참이니까.", - "CAPTAIN_ZEDD_PRE_REMATCH2": "다시 싸우고 싶어? 다음 낮잠 시간까지 아직 시간이 좀 남는데. 어때?", - "CAPTAIN_WALLACE_LAST_LEGS1": "그렇게 쉽게 날 무너뜨릴 수는 없지!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "이안테 말로는 네가 싸움에 소질이 있다던데. 내 순찰대 시험을 치르러 온 거지?", - "CAPTAIN_WALLACE_POST_BATTLE1": "내 벽을 [shake rate=30 level=10]곧장[/shake] 철거해 버리다니!", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "좋아! 너도 이제 순찰대장이라는 소식이 장안의 화제던데!", - "CAPTAIN_SKIP_INTRO2": "안녕! [pause]나는 뉴위럴의 순찰대장 스킵이야.", - "CAPTAIN_SKIP_INTRO1": "이야, 이세계인들은 정말 [wave amp=30 freq=10]이것저것[/wave] 많이 만든다니까. 안 그래?", - "CAPTAIN_SKIP_INTRO4": "전자제품, 가구... 별의별 게 다 있다니까! [pause]전부 여기로 떠밀려 와서 유용하게 쓰이지!", - "CAPTAIN_WALLACE_INTRO2": "바로 기반 시설이야! [pause]집, 벽, 수도...", - "CAPTAIN_WALLACE_POST_REMATCH1": "그토록 심혈을 기울인 방어가 무너지다니...", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "기념으로 한 번 더 싸워볼까? 어때, [wave amp=30 freq=10]순찰대장[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "우와, 마지막 공격 때문에 잠이 좀 깬 것 같아. [pause]여기 네 보상이야.", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "기념으로 한 번 더 싸워볼까? 어때, [wave amp=30 freq=10]순찰대장[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "그럼 다음에 하지 뭐.", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "좋아! [pause]이미 눈치챘겠지만, 나는 전투에서 주로 전기를 사용해. 날벼락 맞기 싫으면 발 빠르게 움직여야 할걸!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "내 입으로 말하긴 그렇지만, 꽤 짜릿짜릿한 전투였어!", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "오해해서 미안. 주절주절 떠드느라 네가 그냥 지나가던 중인 줄도 몰랐네.", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "충격적이네. [pause]네가 이렇게 잘 싸울 줄은 몰랐어!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "계속 말장난해서 미안해. 버릇이야.", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "자, 여기 네 보상이야.", - "CAPTAIN_LODESTEIN_POST_REWARD1": "좀 더 수다를 떨고는 싶지만, 아직 정비 작업이 남아서 말이야.", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "좋아! 너도 이제 순찰대장이라는 소식이 장안의 화제던데!", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "행운을 빌게, 친구!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "행운을 빌게, 친구!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "이봐, 친구! 잘 지냈지?", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "행운을 빌게, 친구!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "이봐, 친구! 잘 지냈지?", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "너도 이제 순찰대장이라는 소식이 파다하던데. 축하해줘야겠네!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "이봐, 친구! 잘 지냈지?", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "너도 이제 순찰대장이라는 소식이 파다하던데. 축하해줘야겠네!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "너도 이제 순찰대장이라는 소식이 파다하던데. 축하해줘야겠네!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "오해해서 미안. 주절주절 떠드느라 네가 그냥 지나가던 중인 줄도 몰랐네.", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "나랑 재대결해 볼래? [pause]지난번 전투 이후로 계속 다시 싸우고 싶어서 몸이 근질거렸어.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "이번에도 보기 좋게 당해버렸네. 좋은 전투였어, 친구.", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "이번에는 봐주지 않을 거야...[pause]라고 말하고는 싶지만, 사실 지난번에도 봐준 게 아니었어.", - "CAPTAIN_REMATCH_CHECK": "{pawn} 대장에게 재대결을 신청할까?", - "CAPTAIN_READY_CHECK.n": "정말 {pawn} 대장과 싸울까?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "훈련으로 기초를 탄탄히 쌓아놨어야 할 거야. 내 벽을 무너뜨리는 건 쉽지 않을 테니까!", - "CAPTAIN_SKIP_PRE_BATTLE2": "좋아! [pause]재밌게 싸워보자고. 나한테 지더라도 너무 실망하지는 마!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "아. [pause]이 사람이 순찰대장일 줄은 몰랐네.", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "아. [pause]이 사람이 순찰대장일 줄은 몰랐네.", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "순찰대장이라 했소? 이 자의 첫인상이 전부는 아닐지도 모르겠구려.", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "안녕! [pause]너도 이제 우리처럼 순찰대장이라면서? [pause]정말 잘됐다!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "안녕! [pause]너도 이제 우리처럼 순찰대장이라면서? [pause]정말 잘됐다!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]그 물질은 항구촌의 시청에서 교환할 수 있어. [pause]너희 인간들은 무의미한 잡동사니를 거래하는 걸 좋아하지...[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]이봐, 인간. 내가 너희 종족을 전부 동등하게 존중한다는 것 알고 있었어? 그리고 난 그 어떤 인간에게도 부정적인 감정을 품고 있지 않아. [pause]정말이야.[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]이봐, 인간. 내가 너희 종족을 전부 동등하게 존중한다는 것 알고 있었어? 그리고 난 그 어떤 인간에게도 부정적인 감정을 품고 있지 않아. [pause]정말이야.[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]내 전투 알고리즘의 약점을 전부 수정했어. [pause]네 패배는 통계적으로 기정사실이야![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]너도 이제 순찰대장이 되었다고 들었어. [pause]어때? 또 운을 시험해 볼래?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]너도 이제 순찰대장이 되었다고 들었어. [pause]어때? 또 운을 시험해 볼래?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "잠시만 기다려줘. 마지막으로 손볼 곳이...", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]내 전투 알고리즘의 약점을 전부 수정했어. [pause]네 패배는 통계적으로 기정사실이야![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]너도 이제 순찰대장이 되었다고 들었어. [pause]어때? 또 운을 시험해 볼래?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]이봐, 인간. 내가 너희 종족을 전부 동등하게 존중한다는 것 알고 있었어? 그리고 난 그 어떤 인간에게도 부정적인 감정을 품고 있지 않아. [pause]정말이야.[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]미안, [pause]또 인류를 향해 분노를 표출하려던 건 아니었어. [pause]내가 한 말 그냥 무시해.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]달갑지는 않지만, 내가 진심으로 인정하는 인간 데이터베이스에 널 추가할게. [pause]아주 작은 데이터베이스야.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]자, 네가 딴 거야.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]그래서? [pause]나랑 싸워 볼래? [pause]네 승산은 희박하지만, 혹시 모르지. 오늘 네 운이 좋을지도 모르잖아.[/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]판 좀 키워볼까?[/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]좋아, [pause]판돈 올리고 선수끼리 놀아보자고![/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]싫어? 그럼 다음에 하자.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]만약 견습대원이 되면 다시 들러. 그때 진짜 도박을 해보자고.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]만약 견습대원이 되면 다시 들러. 그때 진짜 도박을 해보자고.[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", - "CAPTAIN_JUDAS_POST_REMATCH2": "이번에도 내가 졌군. [pause]하지만 눈물을 흘리진 않을 거야. [pause]우는 건 체내 수분을 낭비하는 짓이니까. 안 그래도 물이 부족하다고.", - "CAPTAIN_JUDAS_POST_REMATCH1": "이번에는 모든 상황에 대비했다고 생각했는데...", - "CAPTAIN_SKIP_LAST_LEGS1": "지금까지는 잘하고 있어! [pause]하지만 계속 봐주지는 않을 거야!", - "CAPTAIN_JUDAS_INTRO1.m": "네가 오는 소리가 200미터 바깥부터 들렸어. [pause]기습할 생각이었다면 실패했군.", - "CAPTAIN_ZEDD_POST_REMATCH1": "또 졌잖아? 이래서 꿈나라에서 나오기 싫다니까...", - "CAPTAIN_ZEDD_POST_REWARD1": "커피 마시고 잠 좀 깨야겠네...", - "CAPTAIN_ZEDD_LAST_LEGS1": "*하품* [pause]전투는 어떻게 돼가고 있어? 내가 이겼나? 아.", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "잠을 충분히 자는 게 중요하지... 하지만 얼마나 자야 충분한 걸까? [pause]인류는 역사가 시작된 이래 줄곧 그 질문에 대한 답을 찾아 헤맸어.", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]어서 오세요, [pause]고객님. [pause]네오베이거스의 '파라오 엠포리엄\\'에 오신 것을 환영합니다![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]주문을 도와드리...[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]미안. [pause]내 리부트 기능이 좀 낡아서 메모리 뱅크가 켜지려면 시간이 좀 걸려.[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]24세기 카지노에서 가장 최첨단 기계 두뇌를 가지고 있는데, [shake rate=30 level=10]아직도[/shake] 동전을 넣어야 작동하는 신세라니![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]싫어? 그럼 다음에 하자.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]아주 잘했어, 순찰대장.[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "잠시만 기다려줘. 마지막으로 손볼 곳이...", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]아주 잘했어, 순찰대장.[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "...", - "CAPTAIN_LODESTEIN_INTRO1.n": "잠시만 기다려줘. 마지막으로 손볼 곳이...", - "CAPTAIN_LODESTEIN_INTRO3": "됐다. [pause]끝났어!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]내 전투 알고리즘의 약점을 전부 수정했어. [pause]네 패배는 통계적으로 기정사실이야![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]한 번 지는 건 이상 현상이지만, [pause]두 번 지는 건...? [pause]아무래도 이제 너희 인간에 대한 선입견을 재고해봐야겠어.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]아주 잘했어, 순찰대장.[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "어... [pause]당신이 순찰대장이라고요?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*하품* 알겠어. 그럼 어디 낮잠이나 자보자고... [pause]아니, 전투지. [pause]그래, 전투해 보자고.", - "CAPTAIN_ZEDD_INTRO_EUGENE": "당신이 순찰대장이라니 의외네요.", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "아. [pause]이 사람이 순찰대장일 줄은 몰랐네.", - "CAPTAIN_ZEDD_INTRO5": "고마워. 나 원 참, [wave amp=30 freq=10]순찰대장[/wave]이 눈 좀 붙이는 게 이렇게 어려워서야 되겠어?", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "네가 그 새 견습대원이야? 너 싸움 잘한다면서? [pause]내 도전을 받아들이고 싶다면 쓰레기 뒤지는 건 잠시 미룰 수 있어!", - "CAPTAIN_SKIP_POST_REWARD1": "나는 이 잡동사니를 마저 분류해야겠어. [pause]너희 세계 사람들은 정말 이렇게 많은 [wave amp=30 freq=10]물건[/wave]을 가지고 있는 거야?", - "CAPTAIN_SKIP_POST_BATTLE2": "네가 이렇게 강할 줄은 예상 못했어. 자, 여기 네 보상이야.", - "CAPTAIN_SKIP_POST_BATTLE1.f": "우와, 된통 당해버렸네. [pause]아무래도 내가 널 과소평가했던 것 같아, 이세계인!", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "이안테 말로는 네가 싸움에 소질이 있다던데. 내 순찰대 시험을 치르러 온 거지?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "보아하니 넌 자기 앞가림을 충분히 할 수 있는 것 같은데, 가입 신청을 해서 견습 순찰대원이 되는 건 어때?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "보아하니 넌 자기 앞가림을 충분히 할 수 있는 것 같은데, 가입 신청을 해서 견습 순찰대원이 되는 건 어때?", - "CAPTAIN_SKIP_POST_REMATCH3": "괜찮아. [pause]난 원래 싸움을 별로 안 좋아하거든.", - "CAPTAIN_SKIP_POST_REMATCH4": "난 사실 덕후야... [pause]이 온갖 [wave amp=30 freq=10]물건[/wave]을 사랑하는 덕후!", - "CAPTAIN_JUDAS_PRE_REMATCH2": "좋아. [pause]이번에는 전략적 관찰을 통해 내 승산을 극대화했어.", - "CAPTAIN_CLEEO_INTRO3": "등에 동전을 넣는 구멍이 있다. 섬에 어딘가에 알맞은 동전이 있을지도 모른다.", - "CAPTAIN_CLEEO_INTRO2": "이 로봇은 고장 난 것 같다.", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "네가 우리 순찰대장 중 한 명이라는 정보를 입수했다. [pause]아주 잘했다. [pause]재대결하러 온 거냐?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "네가 우리 순찰대장 중 한 명이라는 정보를 입수했다. [pause]아주 잘했다. [pause]재대결하러 온 거냐?", - "CAPTAIN_JUDAS_POST_REWARD1": "요즘은 위험한 시기야. [pause]문명과 안전은 덧없기 그지없지... 자신의 기지만으로 야생에서 살아남을 수 있어야 해.", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "항구촌으로 돌아가서 전략적 \\\"재보급\\\"을 해야 할지도 모르겠군...", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "내 전략을... 네 전략으로 받아치다니. [pause]진정한 순찰대의 마음가짐을 가지고 있군. [pause]네겐 이걸 받을 자격이 있어.", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "안녕! [pause]너도 이제 우리처럼 순찰대장이라면서? [pause]정말 잘됐다!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "인정해야겠네, 순찰대장. 넌 이길 자격이 있어!", - "CAPTAIN_SKIP_POST_REMATCH1": "어라... [pause]또 지다니!", - "CAPTAIN_SKIP_PRE_REMATCH3": "좋아! [pause]이거 재밌겠는걸!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "괜찮아! [pause]어차피 정리해야 할 쓰레기는 넘쳐나니까!", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "아! [pause]당신이 순찰대장이라는 걸 깜빡하고 있었네요!", - "CAPTAIN_SKIP_POST_BATTLE1.m": "우와, 된통 당해버렸네. [pause]아무래도 내가 널 과소평가했던 것 같아, 이세계인!", - "CAPTAIN_ZEDD_INTRO1": "...", - "CAPTAIN_SKIP_POST_REMATCH5": "다음에는 또 어떤 물건을 찾을지 모르잖아!", - "CAPTAIN_ZEDD_INTRO3": "그런데 저기 뛰어다니는 총알사우루스들 때문에 여기서는 \\\"명상\\\"하기 힘들더라고. 혹시 네가 좀 [wave amp=30 freq=10]해결해 줄 수는 없을까?[/wave]", - "CAPTAIN_WALLACE_POST_REMATCH2": "네 전략의 토대가 탄탄하다는 걸 다시 한번 증명했구나!", - "CAPTAIN_WALLACE_INTRO4": "난 항구촌의 순찰대장인 월러스야. [pause]뉴위럴의 모든 건설 작업을 감독하지.", - "CAPTAIN_SKIP_INTRO3": "너희 이세계인들이 만든 온갖 [wave amp=30 freq=10]물건[/wave]이 여기로 떠밀려 오면, 내가 그걸 모아서 분류해.", - "CAPTAIN_WALLACE_PRE_REMATCH2": "다시 대결하기에 딱 좋은 기회군! 안 그래?", - "CAPTAIN_JUDAS_INTRO5": "몬스터와 정면으로 마주쳤을 때 살아남으려면 전투에서 확실하게 이길 여건을 미리 마련해 놔야 해.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "내 전략을... 네 전략으로 받아치다니. [pause]진정한 순찰대의 마음가짐을 가지고 있군. [pause]네겐 이걸 받을 자격이 있어.", - "CAPTAIN_JUDAS_PRE_BATTLE2": "좋아. [pause]하지만 땅바닥에 나뒹구는 신세가 되더라도 날 원망하지는 말라고.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", - "CAPTAIN_JUDAS_INTRO4": "여긴 마을에서 [wave amp=30 freq=10]멀리[/wave] 떨어져 있기 때문에, [pause]몬스터로부터 살아남기 위해 의존할 수 있는 건 자신의 전략 수립 능력뿐이지.", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "전략의 기초를 더 탄탄히 닦아야겠군...", - "CAPTAIN_WALLACE_PRE_REMATCH3": "이번에는 내 벽을 그리 쉽게 무너뜨리지 못할걸!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "보아하니 넌 자기 앞가림을 충분히 할 수 있는 것 같은데, 가입 신청을 해서 견습 순찰대원이 되는 건 어때?", - "CAPTAIN_SKIP_POST_REWARD2": "그런 삶은 상상도 안 되네!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "안녕! [pause]나랑 쓰레기 분류하러 온 거야?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "넌 좋은 사람이야.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "길 잃은 사람들은 인도해 줄 사람을 찾지. [pause]그리고 도리안은 그 인도자가 되어줬어.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "이제 도리안이 사라졌으니 다들 더 행복하면 좋겠네.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "뭐, 대천사를 하나 더 쓰러뜨렸네. [pause]그리고... [pause]나머지를 찾는 것도 내가 도와줄게!", - "ALEPH_DIALOGUE_2_1": "흠. 인간이 들어왔군.", - "ALEPH_DIALOGUE_1_1": "잠깐 실례!", - "ALEPH_DIALOGUE_2_2": "가던 길이나 가라고.", - "ALEPH_DIALOGUE_3_1": "저번에도 봤던 녀석이잖아!", - "ALEPH_DIALOGUE_3_2": "너희들이 어떻게 이곳까지 내려왔는지 도통 모르겠네.", - "ALEPH_DIALOGUE_4_1": "우리...", - "ALEPH_DIALOGUE_4_2": "언제 날 잡고 제대로 얘기 좀 해야겠어.", - "ALEPH_DIALOGUE_5_1": "포기할 줄을 모르는구나?", - "ALEPH_DIALOGUE_6_1.m": "이곳이 어떤 곳인지 알기는 해, 인간?", - "ALEPH_DIALOGUE_6_1.n": "이곳이 어떤 곳인지 알기는 해, 인간?", - "ALEPH_DIALOGUE_6_1.f": "이곳이 어떤 곳인지 알기는 해, 인간?", - "ALEPH_DIALOGUE_6_2": "이 터널이 숨 쉬는 걸 느낄 수나 있어?", - "ALEPH_DIALOGUE_7_1": "시실, 내게 좀 더 존경심을 표하는 게 좋을걸.", - "ALEPH_DIALOGUE_7_2": "너희 세계에는 나를 기반으로 한 전설들도 있거든!", - "ALEPH_DIALOGUE_7_3": "내가 이토록 겸손한 걸 다행으로 여기라고.", - "ALEPH_DIALOGUE_8_1": "우리 이렇게 만나는 건 그만하면 안 될까?", - "ALEPH_DIALOGUE_9_1": "내 새 직원들이 어찌나 시끌벅적한지 몰라.", - "ALEPH_DIALOGUE_10_1": "맞아, 또 나야. 네가 싸우고 있는 이 인재를 채용하러 왔지.", - "ALEPH_DIALOGUE_9_2": "요즘 인사 관리 기술을 배우고 있어서 망정이지.", - "ALEPH_DIALOGUE_9_3": "우린 아주 긍정적인 업무 환경을 만들어 나갈 거야!", - "ALEPH_DIALOGUE_10_2": "넌 질리지도 않아?", - "RESTING_KAYLEIGH_DATING_1": "케일리와 함께 어릴 적 가본 곳들의 추억에 대해 얘기했다.", - "RESTING_KAYLEIGH_DATING_3": "케일리가 자신의 포부를 들려줬다.", - "RESTING_KAYLEIGH_DATING_2": "서로의 흑역사에 대해 얘기하며 함께 웃었다.", - "RESTING_MEREDITH_PLATONIC_2": "메러디스와 잡담을 나누려 했지만, 지금은 말할 기분이 아닌 것 같다.", - "RESTING_KAYLEIGH_DATING_4": "함께 연애사에 대해 가벼운 대화를 나눴다.", - "RESTING_KAYLEIGH_DATING_5": "케일리가 지구에서 가보고 싶은 곳에 대해 들려줬다.", - "RESTING_MEREDITH_PLATONIC_1": "메러디스와 잡담을 나눴다.", - "RESTING_MEREDITH_PLATONIC_3": "메러디스가 사소한 고민거리에 대해 불평하는 걸 들어줬다.", - "RESTING_MEREDITH_PLATONIC_5": "함께 앉아서 조용히 시간을 보냈다. 메러디스는 지금 말할 기분이 아닌 것 같다.", - "RESTING_MEREDITH_PLATONIC_4": "메러디스가 잔뜩 들뜬 채 자신이 좋아하는 판타지 소설의 줄거리를 들려줬다.", - "RESTING_MEREDITH_DATING_1": "메러디스가 예전에 텔레비전에서 본 공포 영화를 아주 자세하게 묘사해줬다.", - "RESTING_MEREDITH_DATING_3": "메러디스가 용기를 내서 당신의 외모를 칭찬했다.", - "RESTING_MEREDITH_DATING_2": "메러디스와 함께 언젠가 가보고 싶은 곳에 대해 얘기했다.", - "RESTING_MEREDITH_DATING_4": "메러디스와 은밀하고 개인적인 대화를 나눴다.", - "RESTING_MEREDITH_DATING_5": "메러디스를 칭찬하자 무척 부끄러워했지만, 그래도 고마워했다.", - "RESTING_EUGENE_PLATONIC_2": "유진과 함께 새로운 전략을 의논했다.", - "RESTING_EUGENE_PLATONIC_1": "유진이 제일 좋아하는 운동 루틴에 대해 얘기해줬다.", - "RESTING_EUGENE_PLATONIC_5": "유진과 서로의 세계가 어떻게 다른지 얘기했다.", - "RESTING_EUGENE_PLATONIC_3": "유진이 항구촌에서 벌어지는 일들에 대해 알려줬다.", - "RESTING_EUGENE_PLATONIC_4": "함께 전투에 대한 조언을 주고 받았지만, 별다른 일은 일어나지 않았다.", - "RESTING_EUGENE_DATING_1": "유진이 나중에 어떤 곳에서 살고 싶은지 알려줬다.", - "RESTING_EUGENE_DATING_2": "유진과 함께 연애사에 대해 가볍게 얘기했다.", - "RESTING_EUGENE_DATING_3": "유진이 로맨틱한 저녁 식사를 잘 만들 수 있다며 자랑했다.", - "RESTING_EUGENE_DATING_5": "유진이 당신은 어떤 희망과 꿈을 가지고 있는지 물어보고, 당신의 대답을 경청했다.", - "RESTING_EUGENE_DATING_4": "유진이 재밌는 일화를 들려줬다. 유진에게는 재밌는 일화가 많다.", - "RESTING_FELIX_PLATONIC_1": "펠릭스가 조용히 집중해서 스케치를 그렸다.", - "RESTING_FELIX_PLATONIC_2": "펠릭스가 뉴위럴에서는 구할 수 없는 음식에 대해 골똘히 생각했다.", - "RESTING_FELIX_DATING_1": "펠릭스가 최근에 그린 그림들을 보여줬다.", - "RESTING_FELIX_PLATONIC_3": "펠릭스가 항구촌 주민에 대한 재미있는 일화들의 기억을 되짚었다.", - "RESTING_FELIX_DATING_2": "펠릭스가 최근에 새로 구상한 이야기에 대해 열정적으로 얘기해줬다.", - "RESTING_FELIX_DATING_3": "펠릭스가 당신의 생각을 들어줬다.", - "RESTING_FELIX_DATING_4": "펠릭스와 당신이 가장 좋아하는 음식에 대해 얘기를 나눴다.", - "RESTING_FELIX_DATING_5": "공통된 경험에 대해 얘기를 나누며 유대감을 쌓았다.", - "RESTING_VIOLA_PLATONIC_1": "바이올라가 어렸을 적 겪은 모험에 대한 이야기를 들려줬다.", - "RESTING_VIOLA_PLATONIC_3": "바이올라가 뉴위럴에 오기 전 당신의 삶은 어땠는지 큰 관심을 가지며 물어봤다.", - "RESTING_VIOLA_PLATONIC_2": "바이올라가 고국 메살린의 아름다운 모습에 대해 들려줬다.", - "RESTING_VIOLA_PLATONIC_4": "바이올라에게 원래 세계에서의 삶에 대해 얘기해줬다.", - "RESTING_VIOLA_DATING_1": "바이올라가 예전에 공부한 아름다운 시를 읊어줬다. 정말 아름다웠다.", - "RESTING_VIOLA_DATING_3": "바이올라가 속을 털어놓으며 자신의 포부를 들려줬다.", - "RESTING_VIOLA_DATING_2": "함께 알콩달콩 농담을 주고받았다.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "요즘 이런 생각이 들더라고.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "애도촌 시절에 대한 감정을 처리하는 시간을 좀 가져봤어.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "사실, 사람들을 기쁘게 하는 데 너무나도 많은 시간을 들였어. 지금도 그럴지도 모르겠고.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "난 사람들을 행복하게 해주려고 노력하는 데 많은 시간을 쏟았지...", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "원래 다 그런 건가? [pause]잘 모르겠네.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "음, 너는 시간이 빌 때 뭘 하는 걸 좋아해?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "그게 나쁘다는 건 아니지만, 내가 뭘 하고 싶은지도 생각하는 게 나한테 이로울 것 같아.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "[wave amp=30 freq=30]나[/wave]는 하나도 남지 않을 거라고.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "안 그러면 지쳐버리고 말 테니까.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "시작하고 싶은 취미는 있어?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "음... 생각을 좀 해봐야 할 것 같아!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "난 어른이 된 지금에 비해 어렸을 때 [wave amp=30 freq=30]열정[/wave]이 더 많았던 것 같아.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "내가 예전에 기타를 쳤다는 것 알고 있었어?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "아빠도 기타를 치셨어. 아빠 무릎에 앉아서 아빠가 기타 치시는 걸 듣는 게 내 첫 기억이야.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "어떻게 너랑 기타를 동시에 무릎 위에 올려놓으셨대?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "아... [pause]그렇지, [pause]넌 온 지 얼마 안 됐구나.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "...아주 조심스럽게.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "나도 십 대가 되고 기타를 샀지만, 잘 치지는 못했어.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "그리고 뮤지션이 될 운명이 아니라면, [pause]기타를 쳐 봤자 그게 무슨 의미겠어?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "그러다 그냥 그만뒀지. [pause]무슨 취미든 결국에는 어느 정도 수준에 도달해야 한다고 생각했거든.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "아쉽다!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "그렇게 생각하면 안 되지!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "생각해 보니 [pause]네 말이 맞는 것 같아.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "맞아, 그만둔 게 아쉬워.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "앞으로는 \\\"내\\\" 일을 더 해야겠어!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "만약 온종일 침대에 앉아 형편없는 로맨스 소설을 읽고 싶다면, 그렇게 할 거야!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "그... 그리고, [pause]생산적인 일일 필요도 없지!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "바로 그 자세야!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "맞아!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "이렇게 툭 터놓고 얘기하니 좋네.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "난 차 거의 다 마셨어. 그럼 마저 가던 길이나 가볼까?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "헤. 정말 고마워, {player}.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "뭐, 우리가 요즘 커다란 몬스터로 융합하기는 하니까 말이야. 그걸로 유대감이 생기지 않는다면, 뭘 해야 생기겠어?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "이것 좀 봐, {player}!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "클레멘스가 아까 시장에서 이걸 찾아서 사줬어!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "상태는 좋아?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "어때?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "솔직히 항구촌에 있는 물건 중 절반은 그러잖아.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "음... 조금 소금물 냄새가 나긴 하는데...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "소리는 잘 나?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "걱정하지 마. 뉴위럴 사람들은 다들 고장 난 물건에 익숙하니까. 조금 손보면 못 고칠 게 없다고!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "좋은 질문이야. 준비됐어...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "좋은 질문이야. 준비됐어...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "좋은 질문이야. 준비됐어...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "정말...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "개선의 여지가 많네!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "곧 이 녀석의 연주 소리를 들려줄게!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "힘은 좀 들겠지만 말이야.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "기대하고 있을게!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "네가 사랑 노래를 불러주면 좋겠다!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "나도 너무 기대돼!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "간절히 기도해 봐. 소원이 이루어질지도 모르지.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "그래!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "저기, 어... 우리 집에 놀러 올래? 보여주고 싶은 게 있어.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "지금은 안 돼.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "괜찮아. 그럼 연습할 시간이 더 생겼네!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "좋아!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "너... 너한테 연주해주고 싶은 게 있었거든. 아빠가 나한테 불러주시곤 했던 노래야. 내가 처음 기타로 치는 법을 배운 노래기도 하고.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "네가 나한테 무척 잘해줬으니, 나도 작게나마 보답을 해주고 싶었어.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "네가 나한테 무척 잘해줬으니, 나도 작게나마 보답을 해주고 싶었어.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "준비됐어?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "네가 나한테 무척 잘해줬으니, 나도 작게나마 보답을 해주고 싶었어.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "준비됐어?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "응!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "준비됐어?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "자, 어떻게 생각해?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "정말 멋졌어!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "지금 당장 너한테 키스하고 싶어.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "에이, 부끄럽게 왜 그래!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "네가 앞으로도 계속 기타를 치면 좋겠어.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "나도 그래! 여행하면서 같이 곡을 쓰는 건 어떨까?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "재밌을 것 같지 않아?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "좋아!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "에이, 그냥 기타 치는 걸 보고 눈에 [wave amp=30 freq=30]콩깍지[/wave]가 씐 것 아니야?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "좋아! 그렇게 하자!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "에이, 그냥 기타 치는 걸 보고 눈에 [wave amp=30 freq=30]콩깍지[/wave]가 씐 것 아니야?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "에이, 그냥 기타 치는 걸 보고 눈에 [wave amp=30 freq=30]콩깍지[/wave]가 씐 것 아니야?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "난 대학교 때 밴드에서 친구가 드럼 치는 걸 보고 처음 여자한테 반했어. 난 그냥 음악 하는 사람한테 쉽게 빠지나 봐.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "농담이야. 그래도 기타는 계속 쳤으면 좋겠어!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "아니, 진심이야. 난 네가 좋아.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "아니, 진심이야. 난 네가 좋아.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "난...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "아니, 진심이야. 난 네가 좋아.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "나한테 키스하고 싶다면...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "지금 하는 게 좋을 것 같아.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "딱히 없어!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "아, 그럴 것 같았어.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "알겠어!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "뭐라고 설명해야 할지 모르겠네.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "솔직히 말하면, 난 우리가 융합하기 전까지는 널 [wave amp=30 freq=30]그렇게[/wave] 보지 않았어.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "우선, [pause]나는 짧게 몇 번 연애해 본 게 전부야. 게다가 전부 남자랑 사귄 거였고.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "우선, [pause]나는 짧게 몇 번 연애해 본 게 전부야. 게다가 전부 남자랑 사귄 거였고.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "남자들이랑 몇 번 사귀어 보긴 했어. [pause]하지만, [pause]딱히... 특별한 느낌을 받은 적은 한 번도 없거든.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "조금 실없는 소리처럼 들릴지도 모르겠지만, 우리가 융합하면...", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "마치 네 영혼이 [wave amp=30 freq=10]느껴지는[/wave] 것 같아... [pause]그리고 나 자신도 모르는 방식으로 널 아는 것만 같고.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "난... 난 네가 아름다운 사람이라고 생각해. 당연히 너랑 함께하고 싶지.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "난... 난 네가 아름다운 사람이라고 생각해. 당연히 너랑 함께하고 싶지.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "그리고 언젠가 헤어지게 되더라도, 그럴 만한 가치가 있엇을 거야. [pause]아마도.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "난... 난 네가 아름다운 사람이라고 생각해. 당연히 너랑 함께하고 싶지.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "[wave amp=30 freq=30]참 운도 좋지[/wave]!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "맞아.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "나도 그렇게 생각해.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "자, 이제 너도 여자친구가 생겼네! 그것도 장래가 촉망 받는 뮤지션 말이야!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "자, 우리 1일을 기념해야지!", - "MEREDITH_INTRO_MEREDITH1.m": "아. 새로 온 사람이구나.", - "MEREDITH_INTRO_MEREDITH1.f": "아. 새로 온 사람이구나.", - "MEREDITH_INTRO_MEREDITH1.n": "아. 새로 온 사람이구나.", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "우리 만난 적 있던가?", - "MEREDITH_INTRO_MEREDITH2": "호이레이크가 부품을 사러 내 작업실에 들렀는데, 너에 대해 주절거리더라고.", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "나에 대해 알고 있었어?", - "MEREDITH_INTRO_MEREDITH3": "호이레이크 만나봤어? [pause]정말 최악이라니까.", - "MEREDITH_INTRO_MEREDITH4": "호이레이크가 진짜 과학자도 아니라는 것 알고 있었어? [pause]그 사람 뉴위럴에 오기 전에 데이터 분석가였다고.", - "MEREDITH_INTRO_MEREDITH6.m": "어쨌든, 난 메러디스야. [pause]죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", - "MEREDITH_INTRO_MEREDITH5": "누가 그 사람한테 과학과 관련된 문구가 적힌 티셔츠를 입는다고 해서 과학자가 되는 건 아니라고 알려줘야 할 텐데.", - "MEREDITH_INTRO_MEREDITH6.n": "어쨌든, 난 메러디스야. [pause]죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", - "MEREDITH_INTRO_MEREDITH6.f": "어쨌든, 난 메러디스야. [pause]죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "난 여기서 나갈 방법을 찾을 거야!", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "그리 나빠 보이지는 않는데!", - "MEREDITH_INTRO_A_MEREDITH2": "그저 이상한 악몽 속 괴물들과 우리만 있을 뿐이지. 그것도 섬에 갇혀서.", - "MEREDITH_INTRO_A_MEREDITH1.m": "귀엽기도 하지. 새로 와서 그렇구나. 미안하지만 여기서 나갈 방법은 없어.", - "MEREDITH_INTRO_A_MEREDITH1.n": "귀엽기도 하지. 새로 와서 그렇구나. 미안하지만 여기서 나갈 방법은 없어.", - "MEREDITH_INTRO_A_MEREDITH1.f": "귀엽기도 하지. 새로 와서 그렇구나. 미안하지만 여기서 나갈 방법은 없어.", - "MEREDITH_INTRO_A_MEREDITH3": "그뿐이라고.", - "MEREDITH_INTRO_END_MEREDITH1": "어쨌든, 난 잠시 바람 쐬러 나온 거야. 언제 한번 마을에 있는 내 작업실에 들러. 바닷가의 노란색 건물이야.", - "MEREDITH_INTRO_B_MEREDITH2": "금방 말할 거리가 바닥날 거야. 내 말 믿는 게 좋을걸.", - "MEREDITH_INTRO_B_MEREDITH1": "여기 사람이 많아봤자 몇 명이나 있겠어? 백 명?", - "MEREDITH_INTRO2_MEREDITH1": "아. 너구나. 너한테 물어볼 게 있었어...", - "MEREDITH_INTRO2_MEREDITH2": "정말 이 섬에서 나갈 방법을 찾을 거야?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "응!", - "MEREDITH_INTRO2_MEREDITH3": "흠. 네 그 낙천적인 성격이 부러울 지경이네.", - "MEREDITH_INTRO2_MEREDITH4": "이 섬을 이곳저곳 돌아다닐 거라면, 그러는 김에 뭘 좀 찾아주면 안 될까?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "물론이지! 뭘 찾고 있는데?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "지금은 안 돼.", - "MEREDITH_INTRO2_NO_MEREDITH1": "그래. 분명 할 일이 많겠지. 나도 마찬가지야.", - "MEREDITH_INTRO2_NO_MEREDITH2": "안녕. 너구나.", - "MEREDITH_INTRO2_MEREDITH5": "음, 그러니까... 음반을 하나 찾고 있어. [pause]음반이 뭔지 알아?", - "MEREDITH_INTRO2_NO_MEREDITH3": "뭘 좀 찾아다 줄 시간 있어?", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "응!", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "당연하지! 그걸 왜 모르겠어?", - "MEREDITH_INTRO2_MEREDITH6": "좋아, 잘됐네.", - "MEREDITH_INTRO2_MEREDITH7": "여기서는, [pause]음, [pause]누가 뭘 아는지 알기 힘들거든. 전부... 비슷한 세계에서 오지는 않았으니까.", - "MEREDITH_INTRO2_MEREDITH9": "어쨌든 내가 원하는 음반은 [pause]앨범이야. [pause]마녀의 집의 \\\"내게 필요한 오직 하나\\\"라고 해. 너도 들어봤을지도 모르겠네.", - "MEREDITH_INTRO2_MEREDITH8": "그래서 사람들이랑 대화하기가 더 어려워. [pause]원래도 어려웠는데 말이야.", - "MEREDITH_INTRO2_MEREDITH10": "원래 세계에서는 그걸 종종 듣곤 했어. 그래서... [pause]내게 소중한 앨범이지.", - "MEREDITH_QUEST1_QUERY_IANTHE6": "주민들이 입는 옷도 다 그곳에서 구하는 거야. [pause]우리 카세트 플레이어와 테이프는 말할 것도 없고.", - "MEREDITH_INTRO2_MEREDITH12.m": "안녕, 신참. 무슨 일이야?", - "MEREDITH_INTRO2_MEREDITH11": "항구촌에는 음악을 좋아하는 사람이 몇 명 있어. 나 대신 물어봐 주면 안 될까?", - "MEREDITH_INTRO2_MEREDITH12.n": "안녕, 신참. 무슨 일이야?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "아직 네 음반을 찾고 있어!", - "MEREDITH_INTRO2_MEREDITH12.f": "안녕, 신참. 무슨 일이야?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "나한테 그 음반이 있던가...?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "별일 없어!", - "MEREDITH_INTRO2_MEREDITH13A": "아, 알겠어. 쉽지는 않을 거야. 그 앨범을 찾을 확률은 희박하거든. 그래도 고마워.", - "MEREDITH_QUEST1_QUERY": "마녀의 집의 \\\"내게 필요한 오직 하나\\\"?", - "MEREDITH_INTRO2_MEREDITH13B": "그래, 익숙해지는 게 좋을 거야. 이곳에서는 시간이 무척 느리게 가거든. 놀 거리가 조금 부족해서 말이야.", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "없네. 시청에 있는 순찰대원들한테 물어봐.", - "MEREDITH_QUEST1_QUERY_IANTHE1": "메러디스가 음반을 찾고 있다고? [pause]딱 원하는 음반을 찾을 가능성은 희박하다는 것 너도 알고 있지?", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "아니면 순찰대 전초기지에 있는 순찰대한테 가보던가. [pause]어딘지 알아? [pause]항구촌에서 북동쪽에 있어", - "MEREDITH_QUEST1_QUERY_IANTHE2": "절대 쉽지 않을 거야. 뉴위럴에 떨어지는 물건들은 정말 [wave amp=30 freq=30]다양한[/wave] 세계에서 오거든.", - "MEREDITH_QUEST1_QUERY_IANTHE3": "그렇긴 해도, [pause]곤두박질 백화점에서라면 찾을 수 있을지도 몰라.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "곤두박질 백화점이요?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "아... [pause]그렇지, [pause]넌 온 지 얼마 안 됐구나.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "알겠어요!", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "아... [pause]그렇지, [pause]넌 온 지 얼마 안 됐구나.", - "MEREDITH_QUEST1_QUERY_IANTHE5": "뉴위럴 북쪽으로 가면 쇼핑 단지가 하나 있어. [pause]완전히 폐허 같은 곳이지. 15년 전쯤에 갑자기 나타났어.", - "MEREDITH_QUEST1_QUERY_IANTHE7": "백화점에 음반과 카세트 테이프로 가득한 음반 가게가 있는데, 보안을 위해 문을 잠가 놨어.", - "MEREDITH_QUEST1_QUERY_IANTHE8": "카세트 재고는 중요하니까 말이야. 안전하게 보관해 둬야지.", - "MEREDITH_QUEST1_QUERY_IANTHE9": "음반이 그 안에 있다고 해도, 메러디스가 그걸 가지러 가려면 목숨을 걸어야 할 거야. [pause]머리로는 메러디스가 못 가게 공식적으로 금지하고 싶지만...", - "MEREDITH_QUEST1_QUERY_IANTHE10": "네가 같이 가면 좀 더 안전할지도 모르겠네. 자, 이걸 받아.", - "MEREDITH_QUEST3_MEREDITH2": "아.", - "MEREDITH_QUEST3_MEREDITH1": "이게 뭐야? 편지...?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "뭐라고 쓰여 있어?", - "MEREDITH_QUEST3_MEREDITH3": "이안테가 보낸 쪽지야. 내가 원하는 음반이 곤두박질 백화점에 있을지도 모르고, 가는 걸 허가해주겠다고 하네...", - "MEREDITH_QUEST3_MEREDITH4": "하지만 네가 같이 간다는 조건으로 말이야. 문 열쇠도 넣어놨어.", - "MEREDITH_QUEST3_MEREDITH5": "그럼 가볼까?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "괜찮겠어?", - "MEREDITH_QUEST3_MEREDITH6": "내 몸은 지킬 수 있으니까 걱정하지 마. 나한테 카세트 플레이어가 없을 거라고 생각한 건 아니지?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "위험할지도 몰라!", - "MEREDITH_QUEST3_MEREDITH7": "온종일 여기 앉아 있자니 죽을 것 같단 말이야. [pause]그 앨범을 찾는 건 그저 노력할 목표일 뿐인 것 같아.", - "MEREDITH_QUEST3_MEREDITH8": "말하자면... [pause]계속 살아가게 하는 원동력이 없다면 죽은 거랑 무슨 차이겠어. [pause]안 그래?", - "MEREDITH_QUEST3_MEREDITH9": "너는... [pause]네가 지금 무엇 때문에 살아가는지 알고 있어?", - "MEREDITH_QUEST3_MEREDITH11": "하지만...", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "난 원래 세계로 돌아갈 방법을 찾고 싶어.", - "MEREDITH_QUEST4_PART1_MEREDITH3": "저기 위에 있는 가게에 음악이 있을 것 같지 않아?", - "MEREDITH_QUEST3_MEREDITH10": "예전에도 말했지만, 그건 불가능해.", - "MEREDITH_QUEST3_MEREDITH12": "내가 음반을 찾는 걸 도와주면, 나도 돌아갈 방법을 찾는 걸 도와줄게.", - "MEREDITH_QUEST3_MEREDITH13": "안 될 것 없잖아? 어차피 새로운 삶의 목표가 필요할 테니까.", - "MEREDITH_QUEST4_PART1_MEREDITH2": "포스트아포칼립스 느낌이 마음에 드는걸.", - "MEREDITH_QUEST4_PART1_MEREDITH1": "솔직히 말하면, 이곳은 이렇게... [pause]허물어지기 전의 모습이 더 싸구려 같았을 것 같아.", - "MEREDITH_QUEST4_PART1_MEREDITH4": "저기로 가는 길을 찾아 보자.", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "사람들이 북적일 때는 지금과 전혀 다른 모습이었겠지...", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "여긴 영화 촬영지로 딱 알맞겠어. 몬스터를 조연으로 쓰면 좋지 않을까?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "그래!", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "방금 밟은 게 물이었으면 좋겠네.", - "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"바이닐 비트\\\". 여기인 것 같네. 안으로 들어가 볼까?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "지금은 안 돼.", - "MEREDITH_QUEST4_PART3_MEREDITH1": "분명 여기 어딘가 있을 텐데... 이제 다 왔어...", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"맥 앤 더 어섬 파이브 - 맥 투 더 퓨처\\\". 이건 아니야.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"트리맨 - 트리맨 레거시\\\". 여긴 정말 별의별 음반이 다 있네.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"프록젠 - 드리머 오브 일렉트릭 십\\\". 좋을 것 같긴 한데... 내가 찾는 건 이게 아니야.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "사운드트랙 같다.", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "이 음반 위에 커다란 빨간색 글씨로 \\\"마녀의 집\\\"이라고 적혀 있다.", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "저 앨범 커버는... 찾았구나!", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "저 앨범 커버는... 찾았다!", - "MEREDITH_QUEST4_PART4_MEREDITH4": "그리고 커버 아트도 [wave amp=30 freq=30]살짝[/wave] 달라...", - "MEREDITH_QUEST4_PART4_MEREDITH2": "잠깐. [pause][pause]뭔가 이상해.", - "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"무궁하고 기이한\\\"? [pause]앨범 이름이 다른데...", - "MEREDITH_QUEST4_PART4_MEREDITH5": "트랙 목록은...", - "MEREDITH_QUEST4_PART4_MEREDITH6": "내가 모르는 곡들이네.", - "MEREDITH_QUEST4_PART4_MEREDITH7": "[wave amp=30 freq=30]평행우주[/wave]의 앨범인가 봐. [pause]내가 원하던 건 여기 없어.", - "MEREDITH_QUEST4_PART4_MEREDITH8": "나한테 좋은 일이 생길 리가 없지.", - "MEREDITH_QUEST4_PART4_MEREDITH9": "항상 이렇다니까...", - "MEREDITH_QUEST4_PART5_MEREDITH1": "윽, 어떻게 된 거지...", - "MEREDITH_QUEST4_PART5_MONARCH4": "느껴진다 싶었더니 정말이었군!\\n\\n공허. 마음이 있어야 할 곳에 자리한 구멍. 난 그로부터 힘을 얻지.\\n\\n통째로 삼켜버리고 싶구나.", - "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, 괜찮아?", - "MEREDITH_QUEST4_PART5_MONARCH6": "너희 종족은 아주 풍족한 삶을 누릴 수도 있었다.\\n\\n허나 네놈들은 그걸 버리고 공허한 상징과 거짓을 좇곤 하지.", - "MEREDITH_QUEST4_PART5_MEREDITH3": "음반을 떨어뜨렸어. 어디 있는지 보여?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "너, 넌 누구야? [pause]무슨 말을 하는 거야?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "여긴 폐허야! 쓰레기로 가득한 폐허!", - "MEREDITH_QUEST4_PART5_MONARCH7": "의미 있는 것을 텅 빈 것으로 맞바꾸다니.\\n\\n내 성은 너희가 버리고 간 공허로 가득 차 있다!", - "MEREDITH_QUEST4_PART5_MEREDITH8": "네... [pause]성? [pause]이 백화점 말이야? [pause]지금 장난하는 거지?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]아무것도 아니라고![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "그래... 아무것도 아니지...\\n\\n그리고 난 아무것도 아닌 것들의 왕이다!\\n\\n자, 네 공허를 먹어치울 수 있게 가까이 와라!", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "그건 너무 쉽겠지...", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "포기하고 그냥 죽는 건 너무 쉬울 거야...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "우리가 해냈어... [pause]살아있다고... [pause]방금 우리 [pause]융합한 거야...?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "하지만 난 그런 사람이 아니야! 스스로를 실망시키는 건 이제 지긋지긋해!", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "어...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "우리가 해냈어... [pause]살아있다고...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "이야, 집이 참 멋지네요.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "네게 날 도와줄 의무는 없었는데. 고마워.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "이제 생각해 보면 이렇게 사소한 걸 위해 여기까지 올 필요는 없었을 것 같아.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "이제 생각해 보면 이렇게 사소한 걸 위해 여기까지 올 필요는 없었을 것 같아.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "하지만 당신 같은 인재라면 더 좋은 곳에서 일할 수도 있지 않을까요?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "이제 생각해 보면 이렇게 사소한 걸 위해 여기까지 올 필요는 없었을 것 같아.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "그리고 목숨을 걸 필요는 더더욱 없었고.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "네게 날 도와줄 의무는 없었는데. 고마워.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "네게 날 도와줄 의무는 없었는데. 고마워.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "버려진 백화점과 죽을 뻔한 고비는 이 정도면 충분히 겪은 것 같아.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "자, 항구촌으로 돌아가서 이 음반을 들어보자.", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "그러니까... 그... 융합 말이야...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "너는, [pause]어... [pause][pause]그 전에 누구랑 융합해 본 적 있어?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "그거에 대해 얘기를 좀 해야 할 것 같아.", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "정말 이상하지?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "정말 멋지지?", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "분명... [pause]특이하긴 했지.", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "돌이켜보면 기억은 나지만, 내가 겪은 일이 아닌 것만 같아.", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "우리 생각이 하나로 합쳐지고, 내가 내가 아닌 것 같았어.", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "마치 꿈을 떠올리는 기분이랄까? 우리 뇌가 그걸 받아들이지 못하는 걸지도...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "너는, [pause]어... [pause][pause]그 전에 누구랑 융합해 본 적 있어?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "너는, [pause]어... [pause][pause]그 전에 누구랑 융합해 본 적 있어?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "그...[pause]그래도 딱히 상관은 없지만 말이야! [pause]그냥 그게 네 첫 경험이었는지 궁금해서.", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "말이... [pause]이상하게 나오네.", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "그냥 신경 쓰지 마.", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "물어보고 싶은 게 있는데...", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "넌 뭐 때문에 그렇게 원래 세계로 돌아갈 수 있다고 확신하는 거야?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "넌 뭐 때문에 그렇게 원래 세계로 돌아갈 수 있다고 확신하는 거야?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "넌 뭐 때문에 그렇게 원래 세계로 돌아갈 수 있다고 확신하는 거야?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "환영을 봤어...", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "어... 더 자세히 말해줘야 할 것 같은데.", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "...흠. 정말 신기하네.", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "약속은 지킬게. 네가 음반 찾는 걸 도와줬으니, 나도 뉴위럴에서 나갈 방법을 찾는 걸 도와줄게.", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "아! 음반을 깜빡할 뻔했네!", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "꽤 좋은데.", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "나는... 어... 아주 불운한 십 대 시절을 보냈어. 인간 관계도 안 좋았고.", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "대학교에 갔을 때 난 진심으로 바뀌고 싶었지.", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "내가 갖고 있던 앨범과는 다르지만, 이 정도면 비슷해.", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "내가 문제라는 건 알아. 하지만 계속 노력하고 싶어.", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "너한테 날 돕기 위해 목숨을 걸 의무는 없었어.", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "그 음반은 변하고 발전하기 위해 노력하는 나의 사운드트랙 같은 거였어.", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "결국 실패했지만. 평생 친구를 만들 뻔한 적도 있었는데, 걔네는 이제 나랑 말도 안 섞어.", - "MEREDITH_CONVO5_MEREDITH2": "내가 벌레라면 질색을 한다고 말했던가?", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "그 대천사가 한 말도 그런 뜻일지도 몰라. 실제로 살아가기 위해 노력하기보다는 물건에 주의를 돌리는 데 너무 많은 시간을 쏟은 걸지도 모르겠어.", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "뉴위럴은 싫은 것투성이지만...", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "하지만 내가 찾던 걸 찾지는 못했어도... 난 이 결과에 만족해.", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "넌 좀 멋지네.", - "MEREDITH_CONVO1_MEREDITH1": "음...", - "MEREDITH_CONVO1_MEREDITH2": "모닥불이 있으면 대화하기 정말 편한 것 같아.", - "MEREDITH_CONVO1_MEREDITH3": "할 말이 안 떠오를 때 어색한 침묵이 흐를 일도 없고.", - "MEREDITH_CONVO1_MEREDITH4": "그냥 \\\"불 참 좋다\\\" 같은 말만 하면 다들 무슨 대단한 말을 한 것처럼 고개를 끄덕일 것 아니야.", - "MEREDITH_CONVO1_MEREDITH6": "화재의 위험은 있겠지만.", - "MEREDITH_CONVO1_MEREDITH5": "대화를 할 때마다 근처에 모닥불이 있으면 얼마나 좋을까...", - "MEREDITH_CONVO2_MEREDITH1": "넌 여기 오기 직전에 뭘 하고 있었는지 기억해?", - "MEREDITH_CONVO2_MEREDITH2": "그러니까, [pause]뉴위럴에 오기 전에 말이야.", - "MEREDITH_CONVO5_MEREDITH1": "윽. [pause][pause]방금 뭐가 내 발 위를 기어간 것 같아.", - "MEREDITH_CONVO2_MEREDITH3": "난 가끔 그 순간을 기억해보려 하는데, [pause]도무지 기억이 안 나...", - "MEREDITH_CONVO2_MEREDITH4": "마치 잠든 순간을 기억하려 해도 안 되는 것처럼.", - "MEREDITH_CONVO2_MEREDITH5": "그쯤에 뭘 하고 있었는지는 기억하는데, 그 순간에 대한 기억은 없어.", - "MEREDITH_CONVO2_MEREDITH6": "이상하네.", - "MEREDITH_CONVO3_MEREDITH2": "우리가 정말 집으로... [pause]진짜 집으로 돌아갈 방법을 찾는다면...", - "MEREDITH_CONVO3_MEREDITH1": "혹시...", - "MEREDITH_CONVO3_MEREDITH3": "여기서 보낸 시간만큼 그곳에서도 시간이 흘러 있을까?", - "MEREDITH_CONVO3_MEREDITH4": "아니면 이게 전부 눈 깜빡할 사이에 일어난 것처럼 우리가 떠난 그 순간으로 돌아갈까?", - "MEREDITH_CONVO4_MEREDITH1": "마녀의 집이 멋진 이유 중 하나는, [pause]다른 밴드 세 개가 해체되지 않았다면 탄생하지 못했을 거라는 거야.", - "MEREDITH_CONVO4_MEREDITH2": "베이시스트가 자기만의 종교를 창시하기 위해 떠나면서 포록젠이 해체되자, 보컬인 롭 핸섬은 일자리가 필요해졌어...", - "MEREDITH_CONVO4_MEREDITH8": "아마... [pause]꽤 낮겠지.", - "MEREDITH_CONVO4_MEREDITH3": "드러머 린다 스틸은 레코드 레이블과 분쟁을 겪은 후에 펑크 삼인조인 배드 호스에서 탈퇴한 참이었고...", - "MEREDITH_CONVO4_MEREDITH5": "그렇게 천운이 따르고... [pause]물론 불행한 상황이긴 했지만... [pause]그 셋이 모여 마녀의 집이 탄생한 거야.", - "MEREDITH_CONVO4_MEREDITH4": "기타리스트 대니얼 \\\"안전 제일\\\" 버터크로프트는 자기 밴드인 \\\"안전띠 풀고\\\"의 멤버들이 전부 목숨을 잃은 투어 버스 사고에서 유일하게 목숨을 건졌지.", - "MEREDITH_CONVO4_MEREDITH6": "그런 일이 일어날 확률이 얼마나 희박할지 생각하게 돼...", - "MEREDITH_CONVO4_MEREDITH7.f": "우리 둘이 지금 이 자리에 있을 확률은[pause] 얼마나 될까?", - "MEREDITH_CONVO4_MEREDITH7.m": "우리 둘이 지금 이 자리에 있을 확률은[pause] 얼마나 될까?", - "MEREDITH_CONVO4_MEREDITH7.n": "우리 둘이 지금 이 자리에 있을 확률은[pause] 얼마나 될까?", - "MEREDITH_CONVO5_MEREDITH3": "그냥 풀에 스친 거라고 생각하고 넘어가야겠어.", - "MEREDITH_CONVO6_MEREDITH1": "여기서 데이트하는 것도 괜찮지만...", - "MEREDITH_CONVO6_MEREDITH2": "항구촌에 카페가 [wave amp=30 rate=10]하나 더[/wave] 있으면 어떨까?", - "MEREDITH_CONVO6_MEREDITH3": "그러면 뉴위럴에서의 연애 생활이 완전히 뒤바뀔 텐데.", - "MEREDITH_CONVO6_MEREDITH4": "내가 카페를 하나 열어야겠어. 건전한 경쟁을 위해서 말이야.", - "MEREDITH_CONVO6_MEREDITH6": "벌써 상상이 되네.", - "MEREDITH_CONVO6_MEREDITH5": "여기보다 훨씬 더 고스 스타일로 꾸며야지. [pause]검은색 벽에 멋진 해골을 매달고...", - "MEREDITH_CONVO7_MEREDITH1": "나는... 어... 자신을 표현하는 데 서툴러.", - "MEREDITH_CONVO7_MEREDITH2": "가끔은 내가 사람들의 대화에 잘못 반응하는 것 같더라고...", - "MEREDITH_CONVO7_MEREDITH4": "하지만 실제로도 대부분의 사람들은 지루한걸!", - "MEREDITH_CONVO7_MEREDITH5": "하지만 넌 절대 지루하지 않아. [pause]그러니까 내가 관심이 없다고 생각하지는 말라고.", - "MEREDITH_CONVO7_MEREDITH3": "그러니까, 난 잘못된 말을 하거나 잘못된 표정을 짓곤 해. [pause]그러면 사람들은 자기가 하는 말에 내가 관심이 없다고 생각하고.", - "MEREDITH_CONVO8_MEREDITH1": "항구촌은 사람들이 얼마나 사회에 기여하든, 그것과는 상관 없이 모두를 먹여 살리잖아?", - "MEREDITH_CONVO8_MEREDITH2": "물론 이곳 사람들한테 문제가 없다는 건 아니지만...", - "MEREDITH_CONVO8_MEREDITH3.m": "아무도 쫓겨나지는 않아. [pause]다들 자기가 할 수 있는 방식으로 기여하고, [pause]그러지 못한다고 해도... [pause]걱정할 필요는 없지.", - "MEREDITH_CONVO8_MEREDITH3.n": "아무도 쫓겨나지는 않아. [pause]다들 자기가 할 수 있는 방식으로 기여하고, [pause]그러지 못한다고 해도... [pause]걱정할 필요는 없지.", - "MEREDITH_CONVO8_MEREDITH3.f": "아무도 쫓겨나지는 않아. [pause]다들 자기가 할 수 있는 방식으로 기여하고, [pause]그러지 못한다고 해도... [pause]걱정할 필요는 없지.", - "MEREDITH_CONVO8_MEREDITH4": "물론 조금 외로운 사회긴 하지만... [pause]잔인하지는 않아.", - "MEREDITH_CONVO8_MEREDITH5": "내가 온 세계는... [pause]어... [pause]이러지 않았어.", - "MEREDITH_CONVO9_MEREDITH1": "조금 우울한 얘기일지도 모르겠지만, 가끔은 내 \\\"예전 삶\\\"의 사람들이 내 생각을 하기나 할지 궁금할 때도 있어.", - "MEREDITH_CONVO9_MEREDITH2": "내 예전 동료들이 음울한 런던 술집에 앉아 이런 말을 주고 받는 걸 상상하곤 해. [pause]\\\"그 메러디스 첸이라는 사람은 어떻게 됐지? 어느 날 갑자기 흔적도 없이 사라졌잖아.\\\"", - "MEREDITH_CONVO9_MEREDITH4": "소리 내서 말하니까 생각만 했을 때보다 훨씬 더 우울하네.", - "MEREDITH_CONVO9_MEREDITH3": "...", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "영화?", - "MEREDITH_CONVO10_MEREDITH1": "우리가 정말 원래 세계로 돌아가게 된다면, 몰아서 볼 영화가 무척 많을 거야.", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "넌 어떤 영화를 좋아해?", - "MEREDITH_CONVO10_MEREDITH2": "아, [pause]흠.", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "정말 구체적이네.", - "MEREDITH_CONVO10_MEREDITH3": "내 취향은 완전히 다른 두 가지 유형으로 나뉘는 것 같아. 놀라울 정도로 바보 같은 미국 액션 영화랑 지금 내가 진정한 예술을 보는 건지 엄청난 쓰레기를 보는 건지 모를 뱀파이어 영화.", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "취향이 확고하네!", - "MEREDITH_CONVO10_MEREDITH4": "자기가 뭘 좋아하는지 아는 게 좋긴 하지.", - "MEREDITH_CONVO11_MEREDITH1": "사람들 말로는 케일리가 이제 네 여자친구라면서...?", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "들었어...?", - "MEREDITH_CONVO11_MEREDITH6": "그냥 그날 밤 같이 시간을 보낸 것 때문에 내가 오해하고 있었나 보네... [pause]그래도 괜찮아.", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "우리 사이가 어색해지지 않으면 좋겠어!", - "MEREDITH_CONVO11_MEREDITH2": "발 없는 말이 천 리 간다고 하잖아.", - "MEREDITH_CONVO11_MEREDITH3": "널 원망하는 건 아니야. [pause]뭐, 케일리는 [wave amp=30 freq=10]케일리[/wave]니까.", - "MEREDITH_CONVO11_MEREDITH5": "(어휴, 난 여자랑 말할 때 정말 [wave amp=30 freq=10]엉망[/wave]이라니까...)", - "MEREDITH_CONVO11_MEREDITH4": "딱히 노력하지 않아도 완벽하고, 예쁘기도 하잖아. [pause]내가 그랬다고 말하지는 마.", - "MEREDITH_CONVO11_MEREDITH7": "어차피 내가 누굴 제대로 만날 준비가 됐는지 잘 모르겠으니까.", - "MEREDITH_CONVO12_MEREDITH1": "우리가 백화점 밑에 살던 대천사와 싸웠을 때 기억해? [pause]그 녀석이 한 말을 곱씹어 보고 있었어.", - "MEREDITH_CONVO12_MEREDITH2": "내가 의미 있는 것을 텅 빈 것으로 맞바꿨다고 했었지. [pause]그 음반을 찾고 싶어 한 걸 말한 걸까?", - "MEREDITH_CONVO12_MEREDITH4": "물건에 너무 집착하다 보면 자칫 인생에서 [wave amp=30 freq=10]정말[/wave] 중요한 것들을 못 보고 지나치기 십상인 것 같아.", - "MEREDITH_CONVO12_MEREDITH3": "하지만 결국... [pause]그 음반은 중요하지 않았어. 그냥 내 삶의 [wave amp=30 freq=10]물건[/wave] 중 하나였지. 내가 읽는 책이나 보는 영화처럼.", - "MEREDITH_CONVO12_MEREDITH5": "\\\"의미 있는 것을 텅 빈 것으로 맞바꾼다.\\\"", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "왜?", - "MEREDITH_CONVO12_MEREDITH6": "그리고... 우리 우정은 나한테 중요해. [pause]그러니 꼭 잊지 않을게.", - "MEREDITH_CONVO13_MEREDITH2": "많은 사람들이 이 섬에서 살다가 세상을 떠났어. 그리고 그 중 대부분은 우리 같은 사람들이었지... [pause]다른 세계에서 떠밀려 온 사람들 말이야.", - "MEREDITH_CONVO13_MEREDITH1": "우리가 그 묘지를 지나갔던 것 기억해? 그때 이런 생각이 들더라고.", - "MEREDITH_CONVO13_MEREDITH3": "세상에는 실종돼서 영영 발견되지 않은 사람이 많잖아. 그런 생각을 하면 좀 슬퍼.", - "MEREDITH_CONVO13_MEREDITH4": "많은 이들이 이 섬에서 희망을 잃었을 거야.", - "MEREDITH_CONVO13_MEREDITH5": "난 그렇게 되고 싶지 않아, {player}.", - "MEREDITH_CONVO14_MEREDITH1": "그래서... 그게 정말이라고 믿어?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "뭐가?", - "MEREDITH_CONVO14_MEREDITH2": "원래 세계로 돌아갈 수 있는 그 커다란 관문 말이야.", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "무슨 뜻이야?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "믿어야지.", - "MEREDITH_CONVO14_MEREDITH3": "난... [pause]영원히 이 섬에서 지내는 게 내 운명이라고 받아들였어. 그런데 이제 미래에 대해 생각하자니 조금 겁이 나네.", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "달리 방법이 없잖아.", - "MEREDITH_CONVO15_MEREDTH2": "그 관문이 정말 작동한다면, 순찰대가 앞으로 많이 바빠지겠네.", - "MEREDITH_CONVO15_MEREDTH1": "이안테한테 관문에 대해 말했지?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "무슨 뜻이야?", - "MEREDITH_CONVO15_MEREDTH5": "순찰대는 이 공동체의 관리인 같은 존재잖아. 안 그래? 그러니 그런 인식의 변화에 대처할 방법을 찾아야 할 거야.", - "MEREDITH_CONVO15_MEREDTH3": "이곳 사람들은 앞으로 관점을 완전히 바꿔야 할 거야. 뉴위럴은 이제 영원히 벗어날 수 없는 덫이 아니라, 그냥 사람들이 가끔... 흘러 들어오는 곳이 될 거라고.", - "MEREDITH_CONVO15_MEREDTH4": "물론 앞으로도 사람들이 이곳에 떨어질 거라고 [wave amp=30 freq=10]가정[/wave]한다면 말이지.", - "MEREDITH_CONVO15_MEREDTH6": "내가 순찰대가 아니라서 다행이야. 할 일이 너무 많잖아.", - "MEREDITH_CONVO16_MEREDITH2": "카세트 테이프를 사용해서 몬스터로 변신하는 건 그렇다고 쳐. [pause]하지만 너랑 융합해서 더 커다란 몬스터가 되는 건 다른 얘기지. [pause]그래도 우리 [wave amp=30 freq=10]모두[/wave] 그 기차 위에서 융합했을 때는...", - "MEREDITH_CONVO16_MEREDITH1": "요즘 워낙 많은 일이 일어나서 알레프와의 결전에 대해 얘기할 겨를도 없었네.", - "MEREDITH_CONVO16_MEREDITH3": "정말 끝내줬어.", - "MEREDITH_CONVO16_MEREDITH4": "뭐라고 설명해야 할지 잘 모르겠네... [pause]평소에 융합할 때에는 뒷좌석에 앉아서 내 몸이 뭘 하는지 구경하는 느낌이었어.", - "MEREDITH_CONVO18_MEREDITH1": "뉴위럴의 몬스터도 기분 나빴는데...", - "MEREDITH_CONVO16_MEREDITH5": "하지만 그때는 너랑 나만 융합한 게 아니었잖아. 우리 모두가 함께했지. 그리고 우리 모두의 열망을 [wave amp=30 freq=10]느낄 수 있었어[/wave].", - "MEREDITH_CONVO16_MEREDITH6": "그거 알아? [pause]대천사는 강하지만, 인간이 [wave amp=30 freq=10]훨씬[/wave] 더 강해.", - "MEREDITH_CONVO17_MEREDITH2": "난 내가 아주 독립적인 사람이고, 우리가 커플이 되면 내가 생각하던 나의 모습이 송두리째 바뀔 거라고 생각했던 모양이야.", - "MEREDITH_CONVO17_MEREDITH1": "처음에는 연애를 하면 나라는 사람이 근본부터 뒤바뀔까 봐 걱정했던 것 같아.", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "무슨 뜻이야?", - "MEREDITH_CONVO17_MEREDITH4": "하지만... 그런 일은 벌어지지 않았어. 난 아직 [wave amp=30 freq=10]나[/wave]야. [pause]다만 이제 [wave amp=30 freq=10]너[/wave]도 있을 뿐이지.", - "MEREDITH_CONVO17_MEREDITH3": "바보 같이 들리지? [pause]실제로도 바보 같을 거야. [pause]하지만 난 그렇게 느꼈어.", - "MEREDITH_CONVO18_MEREDITH3": "말하는 게 마치 [wave amp=30 freq=10]사람[/wave] 같았어. 우리만큼 똑똑하잖아, 그렇지? [wave amp=30 freq=10]더[/wave] 똑똑할지도 모르고.", - "MEREDITH_CONVO18_MEREDITH2": "우리가 싸운 것 같은 \\\"대천사\\\"는 완전히 차원이 달라.", - "MEREDITH_CONVO18_MEREDITH4": "우리가 사는 섬 전체를 아우르는 지하 철도망이 있고, 그곳에 [wave amp=30 freq=10]현실을 조작할 수 있는 거대하고 지성이 있는 괴물[/wave]이 살다니...", - "MEREDITH_CONVO18_MEREDITH5": "그걸 알고 나니 밤에 발 뻗고 못 잘 것 같아.", - "MEREDITH_CONVO19_MEREDITH1": "...", - "MEREDITH_CONVO19_MEREDITH2": "...", - "MEREDITH_CONVO19_MEREDITH3": "미안. 어색하다는 건 나도 알아. 너랑 잘 아는 사이가 아니다 보니 말할 거리도 별로 없어서 그래.", - "MEREDITH_CONVO19_MEREDITH4": "아. [pause]괜히 그런 말을 해서 더 어색해졌을지도 모르겠네.", - "MEREDITH_CONVO20_MEREDITH1": "나는... [pause]캠핑을 별로 안 좋아해. 실내를 더 좋아하거든.", - "MEREDITH_CONVO20_MEREDITH2": "네가 나랑 이 [wave amp=30 freq=10]모험[/wave]을 함께하겠다고 하기 전에 말해둘 걸 그랬네.", - "MEREDITH_CONVO20_MEREDITH3": "전혀 모르는 사람과 음반을 찾으러 가기로 한 걸 후회하고 있지는 않기를 바라.", - "MEREDITH_CONVO21_MEREDITH1": "다시 카페에 왔네... 어떤 건 시간이 지나도 안 변한다니까. 그렇지?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "여기 자주 와?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "여기 많이 와 봤어?", - "MEREDITH_CONVO21_MEREDITH2": "여긴 항구촌이야. 이곳 외에는 시간을 보낼 곳이 [wave amp=30 freq=10]하나도[/wave] 없다고.", - "MEREDITH_CONVO21_MEREDITH3": "작은 마을에서 산다는 게 다 그렇지. [pause]적어도 커피는 맛있잖아.", - "MEREDITH_CONVO22_MEREDITH1": "음, 그래서... 넌 뉴위럴에서 야영할 일이 많지?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "그런 것 같아!", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "아, 아니야!", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "그런가?", - "MEREDITH_CONVO22_MEREDITH2": "그런 것 같던데. [wave amp=30 freq=10]다른[/wave] 사람이랑 야영할 때도 전부 키스했어?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "그게 무슨 소리야...?", - "MEREDITH_CONVO22_MEREDITH3.f": "거, 걱정하지 마. 그냥 장난한 거니까.", - "MEREDITH_CONVO22_MEREDITH3.m": "거, 걱정하지 마. 그냥 장난한 거니까.", - "MEREDITH_CONVO22_MEREDITH3.n": "거, 걱정하지 마. 그냥 장난한 거니까.", - "MEREDITH_CONVO23_MEREDITH1.m": "음, [pause]넌 케일리랑 친구지?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "그렇지!", - "MEREDITH_CONVO23_MEREDITH1.f": "음, [pause]넌 케일리랑 친구지?", - "MEREDITH_CONVO23_MEREDITH1.n": "음, [pause]넌 케일리랑 친구지?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "응!", - "MEREDITH_CONVO23_MEREDITH2": "궁금한 게 있는데... [pause]케일리는 왜 [wave amp=30 freq=10]그러는 거야[/wave]?", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "응?", - "MEREDITH_CONVO23_MEREDITH3": "케일리는 일 년 전쯤에 항구촌에 갑자기 나타나더니, 곧바로 순찰대 견습대원이 됐어. [pause]이 섬에 갇혔다는 사실에 적응할 시간은 [wave amp=30 freq=10]전혀[/wave] 필요하지 않은 것 같더라고.", - "MEREDITH_CONVO23_MEREDITH4": "[wave amp=30 freq=10]뭔가[/wave] 수상해.", - "MEREDITH_CONVO23_MEREDITH6.m": "음, [pause]오해할까 봐 말하자면, 난 [wave amp=30 freq=10]평소에는[/wave] 남의 험담을 하는 걸 안 좋아해. 그냥 [wave amp=30 freq=10]너희 둘[/wave]이 자주 어울리니까 알려줘야 할 것 같았어.", - "MEREDITH_CONVO23_MEREDITH5": "케일리는 항상 [wave amp=30 freq=10]천진난만한[/wave] 표정을 하고 있지만, 뭔가 감추고 있는 게 있어. [pause]분명해.", - "MEREDITH_CONVO23_MEREDITH6.f": "음, [pause]오해할까 봐 말하자면, 난 [wave amp=30 freq=10]평소에는[/wave] 남의 험담을 하는 걸 안 좋아해. 그냥 [wave amp=30 freq=10]너희 둘[/wave]이 자주 어울리니까 알려줘야 할 것 같았어.", - "MEREDITH_CONVO23_MEREDITH6.n": "음, [pause]오해할까 봐 말하자면, 난 [wave amp=30 freq=10]평소에는[/wave] 남의 험담을 하는 걸 안 좋아해. 그냥 [wave amp=30 freq=10]너희 둘[/wave]이 자주 어울리니까 알려줘야 할 것 같았어.", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "나쁜 의미로?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "이상하다고?", - "MEREDITH_SOCIAL1_MEREDITH1": "대천사가 나타나고 우리가 처음 융합하면서 내 삶이 갑자기 아주 이상해졌어.", - "MEREDITH_SOCIAL1_MEREDITH3": "이 섬에 놀랄 일이 남아 있을 거라고는 생각 안 했거든. 이곳을 [wave amp=30 freq=10]떠날[/wave] 방법을 찾겠다는 네 계획은 말할 것도 없고 말이야.", - "MEREDITH_SOCIAL1_MEREDITH2": "오해하지는 마! 너랑 융합하는 건 좋으니까. 하지만 [wave amp=30 freq=10]이상하잖아[/wave], 안 그래?", - "MEREDITH_SOCIAL1_MEREDITH15": "난 여기 온 지 워낙 오래돼서 돌아가는 거에 대한 생각은 거의 안 해.", - "MEREDITH_SOCIAL1_MEREDITH17": "내가 다른 데 신경을 쏟는 것도 그래서 그런 것 같아.", - "MEREDITH_SOCIAL1_MEREDITH16": "애초에... [pause]난 원래 세계에 친한 사람이 한 명도 없어. 난 대부분의 사람을 싫어하거든.", - "MEREDITH_SOCIAL1_MEREDITH18": "난 처음 여기 왔을 때 전자 제품에 집착하기 시작했어. 마을에 필요한 조명과 물건을 만들면서 말이야.", - "MEREDITH_SOCIAL1_MEREDITH19": "그러면 내게 없는 것들에 대해 생각할 필요 없이 집중할 거리가 생기니까.", - "MEREDITH_SOCIAL1_MEREDITH20": "그 앨범을 찾는 것도 마찬가지였던 것 같아.", - "MEREDITH_SOCIAL1_MEREDITH21": "아. [pause]미안해, 내가... [pause]내가 이런 사람이어서 미안해.", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "사과할 필요 없어!", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "신경 쓰지 마!", - "MEREDITH_SOCIAL1_MEREDITH22": "헤. [pause]고마워. [pause]잠깐 케일리 같이 굴었네.", - "MEREDITH_SOCIAL1_MEREDITH23": "무슨 뜻인지 알아? 케일리는 항상 사과할 게 있는 것처럼 행동하잖아.", - "MEREDITH_SOCIAL1_MEREDITH24": "진지한 얘기는 여기까지 하자고.", - "MEREDITH_SOCIAL2_MEREDITH1": "그래머폰 카페에 오면 항상 아빠 생각이 나. [pause]매일 아침 일하러 런던에 가시기 전에 커피를 끓이셨거든. [pause]그래서 그 커피 냄새가 머릿속에 깊이 새겨졌어.", - "MEREDITH_SOCIAL1_MEREDITH25": "자, 이만 정리하자.", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "그때가 그립겠네!", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "좋은 추억이네!", - "MEREDITH_SOCIAL2_MEREDITH2": "그렇지...", - "MEREDITH_SOCIAL2_MEREDITH3": "난 부모님이 그리운지 잘 모르겠어. [pause]우린 공통점이 별로 없었거든. [pause]부모님은 나와 다른 시대에 다른 곳에서 자라셨으니까.", - "MEREDITH_SOCIAL2_MEREDITH4": "세대 차이가 컸던 거지. [pause]부모님의 음악 취향이 [shake rate=30 level=10]정말[/shake] 형편없던 게 내 잘못은 아니잖아!", - "MEREDITH_SOCIAL2_MEREDITH5": "내가 대학교에 가면서 집을 나오고 나서는... [pause]서로 연락을 잘 안 했어. [pause]그래도 괜찮아.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "슬프네.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "조금 외로울 것 같아.", - "MEREDITH_SOCIAL2_MEREDITH6": "그렇지.", - "MEREDITH_SOCIAL2_MEREDITH7": "사실, [pause]난 어릴 때 딱히 기억에 남을 만한 일이 별로 없었어.", - "MEREDITH_SOCIAL2_MEREDITH8": "친구도 있었고 이런 저런 경험도 했지만, 그 기억을 돌이켜 보면...", - "MEREDITH_SOCIAL2_MEREDITH9": "전부 내가 참여한 일이 아니라, 그냥 내 주변에서 일어난 일인 것처럼 느껴져.", - "MEREDITH_SOCIAL2_MEREDITH10": "내가 주인공이었던 적은 한 번도 없었던 것처럼.", - "MEREDITH_SOCIAL2_MEREDITH11": "나는 어릴 때나 십 대였을 때나 항상 인기가 없었어. [pause]어른이 되고 나서는...", - "MEREDITH_SOCIAL2_MEREDITH12": "뭐, 아직 바뀔 시간은 충분하잖아?", - "MEREDITH_SOCIAL2_MEREDITH14": "어릴 때는 [wave amp=30 rate=10]아무도[/wave] 어른이 되고 나서 친구를 사귀는 게 어렵다고 말해주지 않는다니까.", - "MEREDITH_SOCIAL2_MEREDITH13": "그냥 뉴위럴에 있는 동안 친구를 더 사귀면 될지도 모르지. [pause]어휴.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "적어도 우린 친구잖아!", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "그럼 우리는?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "적어도 우린 친구잖아!", - "MEREDITH_SOCIAL2_MEREDITH15": "우리는 쉽지. 우린... [pause]그러니까... [pause]같이 즐기는 취미가 있잖아.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "적어도 우린 친구잖아!", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "...취미?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "그래?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "그런 것 같아!", - "MEREDITH_SOCIAL2_MEREDITH16": "그래, [pause]마법의 차원문을 찾고 있잖아. [pause]그것도 취미 아니야?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "우리가 그 문을 찾지 못하더라도... [pause]계속 친하게 지내면 좋겠어.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "당연히 그래야지!", - "MEREDITH_SOCIAL2_MEREDITH17.m": "우리가 그 문을 찾지 못하더라도... [pause]계속 친하게 지내면 좋겠어.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "넌 수줍어할 때 귀엽다니까!", - "MEREDITH_SOCIAL2_MEREDITH17.f": "우리가 그 문을 찾지 못하더라도... [pause]계속 친하게 지내면 좋겠어.", - "MEREDITH_SOCIAL2_MEREDITH18B": "어휴, 그렇게 칭찬하지 [wave amp=30 freq=10]말아 줄래[/wave]? [pause]어떻게 반응해야 할지 모르겠다고.", - "MEREDITH_SOCIAL2_MEREDITH18A": "헤. 다행이다.", - "MEREDITH_SOCIAL2_MEREDITH20": "흠, [pause]생각했던 것보다 피곤하네.", - "MEREDITH_SOCIAL2_MEREDITH19B": "온몸이 오그라드는 것 같아.", - "MEREDITH_SOCIAL2_MEREDITH21": "변신과 전투도 운동으로 칠 수 있을까? [pause]무척 힘들기는 한데 말이야.", - "MEREDITH_SOCIAL2_MEREDITH22.m": "어쨌든, [pause]이제 가서 함께 몬스터를 때려눕히든 하자고.", - "MEREDITH_SOCIAL3_MEREDITH1": "사실 그 음반을 찾으면서 겪은 일에 대해 이런저런 생각이 들었어.", - "MEREDITH_SOCIAL2_MEREDITH22.n": "어쨌든, [pause]이제 가서 함께 몬스터를 때려눕히든 하자고.", - "MEREDITH_SOCIAL2_MEREDITH22.f": "어쨌든, [pause]이제 가서 함께 몬스터를 때려눕히든 하자고.", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "무슨 생각?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "말해 봐...", - "MEREDITH_SOCIAL3_MEREDITH3": "우리가 찾은 앨범은 내 세계에서는 한 번도 녹음되지 않은 거였잖아. 그렇지?", - "MEREDITH_SOCIAL3_MEREDITH2": "음, 이렇게 말하면 알아듣기 쉬울지도 모르겠네.", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "그러겠네!", - "MEREDITH_SOCIAL3_MEREDITH4": "그리고 만약 세계가 무한히 있다면... [pause]앨범도 무한히 있다는 뜻이겠지.", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "정말 그럴까?", - "MEREDITH_SOCIAL3_MEREDITH6": "그 작가가 쓴 책은 전부 단순한 이야기가 아니라, 마치 작가의 생각을 들여다보는 것 같았어. [pause]작가의 열망, 믿음, 철학...", - "MEREDITH_SOCIAL3_MEREDITH5": "그러니까, [pause]난 십 대였을 때 한 옛날 판타지 작가를 무척 좋아했어. [pause]덕후 기질이 충만했지.", - "MEREDITH_SOCIAL3_MEREDITH7": "책을 쓴다는 건 자신의 일부를 바깥 세계로 끄집어 내는 건가 봐. 영원히.", - "MEREDITH_SOCIAL3_MEREDITH8": "결국 난 그가 살아있을 때 쓴 작품을 전부 읽었어. 그리고 그게 끝이라는 사실이 뇌리에 깊이 박혔지.", - "MEREDITH_SOCIAL3_MEREDITH9": "난 그 작가가 쓴 걸 전부 경험한 거야. [shake rate=30 level=10]다시는[/shake] 그의 신작이 나오지 않을 거라고.", - "MEREDITH_SOCIAL3_MEREDITH10": "우리 모두 죽으면 그렇게 되는 거겠지... [pause]언젠가 더는 세상에 새로운 자취를 남길 수 없는 날이 올 거야.", - "MEREDITH_SOCIAL3_MEREDITH11": "하지만 무한히 많은 세계가 있다면, 그 작가가 쓴 책 역시 무한히 많을지도 몰라.", - "MEREDITH_SOCIAL3_MEREDITH12": "그리고... [pause]저마다 무한히 많은 기억과 경험을 지닌 무한히 다양한 우리가 있겠지.", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "그래!", - "MEREDITH_SOCIAL3_MEREDITH13": "어떤 면에서는, [pause]우린 절대 죽지 않는 걸지도 모르겠어.", - "MEREDITH_SOCIAL3_MEREDITH14": "그냥 그런 생각이 들더라고.", - "MEREDITH_SOCIAL3_MEREDITH15": "자, 그럼 갈까?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "좋아, 준비됐어?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "좋아, 준비됐어?", - "MEREDITH_SOCIAL4_MEREDITH2": "...", - "MEREDITH_SOCIAL4_MEREDITH1.n": "좋아, 준비됐어?", - "MEREDITH_SOCIAL4_MEREDITH3": "우리 영화 보자. [pause]내 집에서. [pause]어때?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "지금은 안 돼.", - "MEREDITH_SOCIAL4_MEREDITH4": "에이. 보고 싶으면 알려줘. 정말 재밌을 거야.", - "MEREDITH_SOCIAL4_MEREDITH5": "좋아, 네 마음에도 쏙 들 거야.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "멋진걸!", - "MEREDITH_SOCIAL4_MEREDITH6": "짜잔. 뉴위럴에서 유일하게 작동하는 영사기야.", - "MEREDITH_SOCIAL4_MEREDITH7": "내 수많은 취미 중 하나야.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "이게 어디서 났어?!", - "MEREDITH_SOCIAL4_MEREDITH8": "너한테 뉴위럴에서 암암리에 전해져 내려오는 저주에 대해 알려줄 때가 됐네.", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "그래? 하나도 빠짐없이 다 얘기해 줘.", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "말하자면 그렇죠.", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "그리고 여자 형상의 분신으로 활동하는 건물과, 그곳으로 가는 길을 찾는 걸 도와줄 말하는 도로게가 있다는 거지...", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "어... 네.", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "맞아요!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "헤. 비슷해요.", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "그렇소. 이해했다니 다행이구려.", - "LEADER_IANTHE_WAY_HOME_DOG4": "멍!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "너희니까 진지하게 받아들이는 거지. 지금 바로 그곳에 사람을 보낼게.", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}. 다른 사람이 그런 얘기를 했으면 어디 아픈 건 아닌가 걱정했을 거야!", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "물론 순찰대장들과 이런 일이 생길 가능성에 대해 얘기해 본 적은 있어. 온갖 돌발 상황에 대비해 계획을 다 세워놨거든...", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "제일 최근에 온 사람들은 당장 떠나고 싶어 할 거야. 물론 순찰대가 그 사람들을 \\\"밤의 다리\\\"로 안내할 거고.", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "이제 드디어 그 계획들을 추진할 수 있겠어.", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "당장 주민들이 대거 이탈하지는 않을 거야. 뉴위럴에는 언제나 순찰대가 해야 할 일이 있겠지.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "나와 순찰대장들은 남기로 결정한 사람들을 보호하기 위해 뉴위럴에 머무르기로 했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "하지만 항구촌 사람들 대부분은 이곳에서 오랜 시간을 보냈어. 반려자를 찾고 정착해서 가족을 꾸렸지...", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}. 네가 순찰대원이 되기 위해 훈련 중이라는 건 알지만, 훈련을 그만두고 떠난다 해도 원망하지는 않을게.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "나와 순찰대장들은 남기로 결정한 사람들을 보호하기 위해 뉴위럴에 머무르기로 했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "네게 순찰대장 자리를 제안하기는 했지만, 거절하고 떠난다 해도 원망하지는 않을게.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "나와 다른 순찰대장들은 남기로 결정한 사람들을 보호하기 위해 뉴위럴에 머무르기로 했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "네게 순찰대장 자리를 제안하기는 했지만, 거절하고 떠난다 해도 원망하지는 않을게.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "네게 순찰대장 자리를 제안하기는 했지만, 거절하고 떠난다 해도 원망하지는 않을게.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "순찰대장 자리에서 물러나 떠난다 해도 원망하지는 않을게.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "네가 어떻게 하든 나는 네 결정을 전적으로 지지할 거야.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "도장 카드는 다 채워왔어?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "긴급 사태가 발생하면 항상 [wave amp=30 freq=10]누군가는[/wave] 근처에 있도록 섬 곳곳에 순찰대장을 배치해놨어.", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "찾는 데 도움이 필요하면 이 근처의 다른 순찰대원에게 물어봐. 난 지금 좀 바쁘거든.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "여기 있어요!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "그 소문이 정말이었네! 여기 온 지 얼마 안 됐는데도 벌써 자신이 섬을 돌아다니며 그 어떤 장애물도 극복할 수 있다는 걸 증명했구나.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "네!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "축하해, {player}. 넌 이제 정식으로 순찰대원이야!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "축하해, {player}. 넌 이제 정식으로 순찰대원이야!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "잘됐다! 넌 그럴 자격이 있어, {player}!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "축하해, {player}. 넌 이제 정식으로 순찰대원이야!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "멋지네. 네가 정식 순찰대원이 되다니 나도 기뻐.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "멋지네. 네가 정식 순찰대원이 되다니 나도 기뻐.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "멋지네. 네가 정식 순찰대원이 되다니 나도 기뻐.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "아주 잘했어, 친구!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "네겐 자격이 충분해!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "그대의 노력이 빛을 봤구려, 벗이여.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "아주 잘했어, 친구!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "그대의 노력이 빛을 봤구려, 벗이여.", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "그대의 노력이 빛을 봤구려, 벗이여.", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "멍멍!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "미안하지만 특별한 기념 행사 같은 건 딱히 없어. [pause]야생 융합에 대처하기 위해 신입을 훈련하느라 너무 바쁘거든.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "사실...", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "너 같은 사람이 훈련을 거들어주면 큰 도움이 될 거야. 순찰대장이 되고 싶다는 생각은 안 해봤어?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "너 같은 사람이 훈련을 거들어주면 큰 도움이 될 거야. 순찰대장이 되고 싶다는 생각은 안 해봤어?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "순찰대장이 되고 싶어요!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "너 같은 사람이 훈련을 거들어주면 큰 도움이 될 거야. 순찰대장이 되고 싶다는 생각은 안 해봤어?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "관심 있으면 마지막 시험이 하나 남았어. [pause][wave amp=30 freq=10]나[/wave]와 싸워서 이겨야 해.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "안 해봤어요!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "자, 어때? 순찰대장이 되기 위한 시험을 치러볼래?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "괜찮아. 생각이 바뀌면 알려줘.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "물론이죠!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "자, 어때? 순찰대장이 되기 위한 시험을 치러볼래?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "자, 어때? 순찰대장이 되기 위한 시험을 치러볼래?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "지금은 안 돼요.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "네 실력을 보고 싶어서 몸이 근질거리던 참이었어. 우리를 상대로 전력을 다할 준비가 됐길 바라!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "네 실력을 보고 싶어서 몸이 근질거리던 참이었어. 우리를 상대로 전력을 다할 준비가 됐길 바라!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"우리\\\"요?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "아내요?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "네 실력을 보고 싶어서 몸이 근질거리던 참이었어. 우리를 상대로 전력을 다할 준비가 됐길 바라!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "음, [pause]이번 전투에서는 내 아내의 도움을 받는 게 합당할 것 같네.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "누구랑 함께 싸울 건데요?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "[wave amp=30 freq=10]올해 최고의 전투[/wave]가 벌어질 것 같군요! 과연 승리는 누구의 것이 될까요?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "결혼하셨어요?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "준비됐어, 여보?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "물론이지!", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "할 수 있어, {player}!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "힘내, 이세계인! 이안테 님한테 한 방 먹이라고!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "힘내, 이세계인! 이안테 님한테 한 방 먹이라고!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]봐주지 말고 코를 납작하게 해주세요, 이안테![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "힘내, 이세계인! 이안테 님한테 한 방 먹이라고!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]봐주지 말고 코를 납작하게 해주세요, 이안테![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]봐주지 말고 코를 납작하게 해주세요, 이안테![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "우리가 봐줄 거라고 기대하지는 마, {player}. [pause]넌 이제 견습대원이 아니니까. 이제부터는 [shake rate=30 level=10]실전[/shake]이라고!", - "LEADER_IANTHE_BATTLE_START.m": "우리가 봐줄 거라고 기대하지는 마, {player}. [pause]넌 이제 견습대원이 아니니까. 이제부터는 [shake rate=30 level=10]실전[/shake]이라고!", - "LEADER_IANTHE_BATTLE_START.f": "우리가 봐줄 거라고 기대하지는 마, {player}. [pause]넌 이제 견습대원이 아니니까. 이제부터는 [shake rate=30 level=10]실전[/shake]이라고!", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]왜 그래? 너희만 융합할 수 있는 줄 알았어?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "나쁘지 않은데! [pause]나쁘지 않아! [pause]넌 계속 날 놀라게 하는구나.", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "소문이 정말이었네! 멋진 전투였어!", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "자, 이걸 줄게.", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "인간은 음악 같은 [wave amp=30 freq=10]예술[/wave]을 창조하지. [pause]예술은 실체 없는 상상의 산물이고, 우리 모두의 상상 속에서만 존재하지.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "네가 이제 정식으로 순찰대장이 됐다는 징표야. 다른 순찰대장이 네 훈련을 도와준 것처럼, 이제 사람들이 네게 훈련을 도와달라고 할 거야.", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]왜 그래? 너희만 융합할 수 있는 줄 알았어?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]왜 그래? 너희만 융합할 수 있는 줄 알았어?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "대천사가 [wave amp=30 freq=10]존재한다[/wave]는 건 확실하지만, 그들과의 교류는... [pause]거의 없었어.", - "LEADER_IANTHE_INTRO_K_IANTHE1": "케일리가 그 증인이야. [pause]케일리도 최근에 가입했거든!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]바, 방금 저랑 {player} 둘이 대천사와 싸웠어요![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "그런 존재와 마주치고 살아남았다는 것 자체가 아주 강인하다는 증거지...", - "LEADER_IANTHE_INTRO_K_IANTHE3": "...[pause]그래? 자세히 알아봐야겠군.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player}은(는) 싸움에서 전혀 밀리지 않아요. [pause]제가 보장하죠!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "...다만 케일리 대원의 말로는 너와 함께 [wave amp=30 freq=10]대천사[/wave]와 싸웠다던데.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "우리가 싸워서 이겼어요!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "...다만 케일리 대원의 말로는 너와 함께 [wave amp=30 freq=10]대천사[/wave]와 싸웠다던데.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "맞아요!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "대천사가 [wave amp=30 freq=10]존재한다[/wave]는 건 확실하지만, 그들과의 교류는... [pause]거의 없었어.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player}은(는) 싸움에서 전혀 밀리지 않아요. [pause]제가 보장하죠!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player}은(는) 꽤 강해요.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player}은(는) 싸움에서 전혀 밀리지 않아요. [pause]제가 보장하죠!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player}은(는) 용맹하게 싸운다오.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "순찰... 대장이요?", - "LEADER_IANTHE_INTRO_IANTHE5": "음, [pause]네 생각은 어때, {player}? 순찰대에 지원하고 싶어?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "지원한다고요?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "뭘 하면 되죠?", - "LEADER_IANTHE_INTRO_IANTHE6": "견습대원은 뉴위럴에 있는 순찰대장을 전부 만나서 그들의 시험을 통과해야 해.", - "LEADER_IANTHE_INTRO_IANTHE7": "네가 몬스터 전투에 그렇게 [wave amp=30 freq=10]뛰어나다니[/wave], [pause]순찰대장들이 네 전투 실력을 시험하고 싶어 할 거야.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "아주 잘했어, 친구!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "[wave amp=30 freq=10]정말[/wave] 이곳에 온 지 얼마 안 됐구나.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "순찰대장은 누구죠?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "[wave amp=30 freq=10]정말[/wave] 이곳에 온 지 얼마 안 됐구나.", - "LEADER_IANTHE_INTRO_IANTHE9": "시험을 통과하는 견습대원은 케일리처럼 정식 순찰대원이 돼. 순찰대원은 해야 할 일이 많지만, 심각한 위험에 처할 일은 없지.", - "LEADER_IANTHE_INTRO_IANTHE8.n": "[wave amp=30 freq=10]정말[/wave] 이곳에 온 지 얼마 안 됐구나.", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "솔직히 말하면 이 날이 올 줄은 꿈에도 몰랐어.", - "LEADER_IANTHE_INTRO_IANTHE10": "나 같은 순찰대장은 [pause]순찰대의 전반적인 운영을 책임져. 항구촌의 공동체를 유지하려 애쓰고, 가장 위험한 상황은 우리가 도맡아 해결해야 하지.", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "이제 이해했어요!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "그러니까 순찰대장은 최고의 순찰대원인 거군요...", - "LEADER_IANTHE_INTRO_IANTHE11": "자, 이걸 받아.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "이거 도장 카드인가요...?", - "LEADER_IANTHE_INTRO_IANTHE12": "순찰대장의 시험을 통과하면 그 순찰대장이 카드에 도장을 찍어 줄 거야. [pause]도장을 전부 채우면 찾아와. 그러면 정식 순찰대원으로 승인해 줄게.", - "LEADER_IANTHE_INTRO_IANTHE16": "어쨌든, 난 이만 마을로 돌아가야겠어. 나한테 볼 일 있으면 우리 본부에 들러.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "다 모으면 커피를 공짜로 주나요?", - "LEADER_IANTHE_INTRO_IANTHE13": "모든 순찰대장은 저마다 자기만의 전략을 갈고닦았어. [pause]단순히 힘만 중요한 게 아니야. [pause]그때그때 적응해 가며 전투 방식을 바꿔야 할 거야.", - "LEADER_IANTHE_INTRO_IANTHE14": "할 수 있겠어, [pause]{player}?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "전 준비됐어요!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "전 준비됐어요!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "물론이죠!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "전 준비됐어요!", - "LEADER_IANTHE_INTRO_IANTHE15": "그렇게 나와야지.", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "자, 더 궁금한 거 있어?", - "LEADER_IANTHE_INTRO_IANTHE17": "위에 배의 반쪽이 박혀 있는 건물 몰라? [pause]딱 보면 알 거야.", - "LEADER_IANTHE_MENU": "안녕, {player}. 무슨 일이야?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "집으로 돌아가는 길을 찾았어요!", - "LEADER_IANTHE_MENU_CAPTAINS": "순찰대장들과의 훈련 말인데요...", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "순찰대장이 될 준비가 됐어요!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "순찰대장이 될 준비가 됐어요!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "순찰대장이 될 준비가 됐어요!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "융합 물질이 뭐죠?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "알겠어. 그러니까 밤의 다리라는 기차역이 있는데, 그곳에 마법의 거울 차원문이 있다는 거군. 기차역들은 거대한 대천사의 일부고...", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "원소 타입에 대해 알려주세요.", - "LEADER_IANTHE_MENU_FUSION": "융합에 대해 알려주세요.", - "LEADER_IANTHE_MENU_BYE": "그냥 인사하러 왔어요!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "총대장 이안테와 얘기해봐. 아마 북쪽으로 가면 바로 나오는 전초기지에 있을 거야!", - "CAPTAIN_SKIP_POST_REMATCH2.n": "인정해야겠네, 순찰대장. 넌 이길 자격이 있어!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "인정해야겠네, 순찰대장. 넌 이길 자격이 있어!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "기념으로 한 번 더 싸워볼까? 어때, [wave amp=30 freq=10]순찰대장[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "이곳은 한때 \\\"뉴런던\\\"이라고 불렸어. [pause]항구촌 인구가 늘어나면서 새 정착지를 세울 준비가 되었었지.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "이번에도 보기 좋게 당해버렸네. 좋은 전투였어, 친구.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "이번에도 보기 좋게 당해버렸네. 좋은 전투였어, 친구.", - "CAPTAIN_DREADFUL_INTRO2": "사실 난 여기 출신이야. [pause]어린 시절 내내 이곳에 살면서 [wave amp=30 freq=10]진짜[/wave] 런던에 대한 이야기를 들었어.", - "CAPTAIN_DREADFUL_INTRO3": "정말 끔찍한 곳 같더라고! [pause]살인자,[pause] 강도,[pause] 뱀파이어... [pause]런던 이야기에 푹 빠졌지 뭐야!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "재밌을 것 같네요!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "그게 전부 실화는 아닐 텐데요...", - "CAPTAIN_DREADFUL_INTRO4": "물론, [pause]마을이 불탔을 때 그 이야기도 전부 사라졌어. [pause]사람과 물건을 가리지 않고 이곳에 있던 모든 게 불길에 휩싸였지. [pause]당시 꼬맹이었던 나만 빼고 말이야.", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "그게 전부 실화는 아닐 텐데요...", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "그게 전부 실화는 아닐 텐데요...", - "CAPTAIN_DREADFUL_INTRO5": "난 페니 드레드풀이야. [pause]순찰대장이자 죽음을 속이는 자, 바로 그 본인이지!", - "CAPTAIN_DREADFUL_LAST_LEGS1": "장난은 이제 그만! [shake rate=30 level=10]본때를 보여주지![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "죽음을 속이는 자요...?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "그것참 이상한 별명이네요.", - "CAPTAIN_DREADFUL_INTRO7": "하지만 내가 보기엔 상상력이 부족한 것 같아. [pause]죽음은 끝이 아니야... [wave amp=30 freq=10]비전의 지식[/wave]을 알고 있다면 말이지.", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "준비됐으면 직접 보여 줄게. [pause]네가 이번에 들어온 견습대원이지? 싸워서 네 실력을 증명하고 싶어?", - "CAPTAIN_DREADFUL_POST_REWARD1": "명심해, 견습대원. [pause]삶이 너 하기 나름이라면, 죽음도 마찬가지야!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "직접 보여 줄 수는 있지만, 난 등록된 순찰대원이나 견습대원이랑만 싸워서 말이야. [pause]내 개인적인 원칙이랄까? 미안해, 친구.", - "CAPTAIN_DREADFUL_INTRO6": "항구촌 사람들의 종교관은 다양하지만, 다들 동의하는 게 한 가지 있어. 우리 [wave amp=30 freq=10]모두[/wave] 언젠가는 골로 갈 운명이라는 거지.", - "CAPTAIN_JUDAS_INTRO3": "내 임무는 수단과 방법을 가리지 않고 생존하는 거야. [pause]흉포한 포식자가 [shake rate=30 level=10]들끓는[/shake] 섬에서 \\\"생존\\\"하는 건 말처럼 쉽지 않아.", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "네가 우리 순찰대장 중 한 명이라는 정보를 입수했다. [pause]아주 잘했다. [pause]재대결하러 온 거냐?", - "CAPTAIN_CLEEO_INTRO1": "지지직!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "내 전략을... 네 전략으로 받아치다니. [pause]진정한 순찰대의 마음가짐을 가지고 있군. [pause]네겐 이걸 받을 자격이 있어.", - "CAPTAIN_JUDAS_LAST_LEGS1": "예상했던 것보다는 오래 버티는군. [pause]좀 하는데?", - "CAPTAIN_SKIP_NOT_TRAINEE1": "\\\"쓰레기 뒤지기\\\"라는 숭고한 활동에 관심이 있으면, 너도 견습 순찰대원이 되지 그래?", - "CAPTAIN_SKIP_INTRO5": "한 세계의 쓰레기는 다른 세계의 보물이지... [pause]안 그래?", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "순찰대장이라 했소? 이 자의 첫인상이 전부는 아닐지도 모르겠구려.", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "순찰대장이라 했소? 이 자의 첫인상이 전부는 아닐지도 모르겠구려.", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "어... 나한테 순찰대 시험에 도전하고 싶으면 우선 순찰대에 가입해야 해. [pause]그다음에 와서 날 깨우라고.", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "더 알려주고는 싶지만... 기밀 정보여서 말이지. [pause]순찰대에 가입해서 견습대원이 된다면 또 모를까.", - "CAPTAIN_JUDAS_PRE_BATTLE1": "실전 생존 수업을 받고 싶나 보지? [pause]네가 견습대원이 됐다는 정보는 이미 입수했다.", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "네가 그 새 견습대원이야? 너 싸움 잘한다면서? [pause]내 도전을 받아들이고 싶다면 쓰레기 뒤지는 건 잠시 미룰 수 있어!", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "네가 그 새 견습대원이야? 너 싸움 잘한다면서? [pause]내 도전을 받아들이고 싶다면 쓰레기 뒤지는 건 잠시 미룰 수 있어!", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "괜찮아! [pause]어차피 정리해야 할 쓰레기는 넘쳐나니까!", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "서해안 지역에서 새로운 견습대원 {player} 씨와 함께하고 있습니다!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "서해안 지역에서 새로운 견습대원 {player} 씨와 함께하고 있습니다!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "업계 뒷소문에 따르면, {player} 씨는 [wave amp=30 freq=10]몬스터 전투[/wave]에 특출한 재능이 있으시다고 하는데요!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "서해안 지역에서 새로운 견습대원 {player} 씨와 함께하고 있습니다!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "어떻습니까, 신입 씨? [pause]우리 청취자 분들께 [wave amp=30 freq=10]오디오 전장 체험[/wave]을 선사해드릴까요?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "업계 뒷소문에 따르면, {player} 씨는 [wave amp=30 freq=10]몬스터 전투[/wave]에 특출한 재능이 있으시다고 하는데요!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "어떻습니까, 신입 씨? [pause]우리 청취자 분들께 [wave amp=30 freq=10]오디오 전장 체험[/wave]을 선사해드릴까요?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "업계 뒷소문에 따르면, {player} 씨는 [wave amp=30 freq=10]몬스터 전투[/wave]에 특출한 재능이 있으시다고 하는데요!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "좋습니다! [pause]안전띠 꽉 매세요, 청취자 여러분! 진짜 매시지는 말고요! [wave amp=30 freq=10]현장에서 단독으로 보도해 드립니다![/wave]", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "전투의 열기가 한창 달아오르고 있습니다! [pause]과연 이 진행자가 승리할까요? 아니면 우리 당돌한 도전자에게 승리가 돌아갈까요? [pause]볼륨 높이세요!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "그러면 다음 기회를 기약하죠, 청취자 여러분!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "전투의 열기가 한창 달아오르고 있습니다! [pause]과연 이 진행자가 승리할까요? 아니면 우리 당돌한 도전자에게 승리가 돌아갈까요? [pause]볼륨 높이세요!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]우와, 멋진 공연이었어. 청취자들이 열광하던걸![/wave] [pause]그리고 여기 네 공연비야!", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "전투의 열기가 한창 달아오르고 있습니다! [pause]과연 이 진행자가 승리할까요? 아니면 우리 당돌한 도전자에게 승리가 돌아갈까요? [pause]볼륨 높이세요!", - "CAPTAIN_CYBIL_POST_REWARD1": "...", - "CAPTAIN_CYBIL_POST_REWARD2": "난 원래 촉망받는 라디오 진행자였어. [pause]하지만 이곳에 온 이후로는 예전 같지 않아.", - "CAPTAIN_CYBIL_POST_REWARD4": "그러면 사람들이 와서 우릴 전부 구조해 줄지도 모르잖아.", - "CAPTAIN_CYBIL_POST_REWARD5.f": "...우울한 얘기는 그만 하자고! [pause]아주 잘 싸웠어. 넌 아주 미래가 창창해 보이네!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "...우울한 얘기는 그만 하자고! [pause]아주 잘 싸웠어. 넌 아주 미래가 창창해 보이네!", - "CAPTAIN_CYBIL_POST_REWARD3": "그래도 계속 하려고. [pause]난 매일 온 뉴위럴에 방송을 내보내면서, [pause]어떻게든 [pause]이 섬 바깥의 누군가에게 신호가 닿기를 빌어.", - "CAPTAIN_CYBIL_POST_REWARD5.n": "...우울한 얘기는 그만 하자고! [pause]아주 잘 싸웠어. 넌 아주 미래가 창창해 보이네!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]안녕[/wave], [pause]우리 인기 게스트를 다시 만나니 참 반갑네!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]안녕[/wave], [pause]우리 인기 게스트를 다시 만나니 참 반갑네!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "우와, [pause]우리 청취자 분들께 놀라운 소식을 전해드리겠습니다!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]안녕[/wave], [pause]우리 인기 게스트를 다시 만나니 참 반갑네!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "정말 멋진 공연이었어! [pause]활약이 눈부시던걸.", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "최근 진급한 {player} 순찰대장이 스튜디오에 깜짝 방문해주셨네요!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "최근 진급한 {player} 순찰대장이 스튜디오에 깜짝 방문해주셨네요!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "청취자들이 네 두 번째 공연을 듣고 싶어서 아주 [wave amp=30 freq=10]난리야[/wave]! [pause]한 번 더 싸워볼래?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "청취자들이 네 두 번째 공연을 듣고 싶어서 아주 [wave amp=30 freq=10]난리야[/wave]! [pause]한 번 더 싸워볼래?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "최근 진급한 {player} 순찰대장이 스튜디오에 깜짝 방문해주셨네요!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]좋아[/wave]! 안전띠 매고, 테이블 올리고, 좌석을 똑바로 세워주세요! [pause]쇼를 시작하겠습니다!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "청취자들이 네 두 번째 공연을 듣고 싶어서 아주 [wave amp=30 freq=10]난리야[/wave]! [pause]한 번 더 싸워볼래?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "정말 멋진 공연이었어! [pause]활약이 눈부시던걸.", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "그러면 다음 기회를 기약하죠, 청취자 여러분!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "...[pause]들러줘서 고마워. [pause]나한테는 큰 의미가 있어.", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "...[pause]들러줘서 고마워. [pause]나한테는 큰 의미가 있어.", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "...[pause]들러줘서 고마워. [pause]나한테는 큰 의미가 있어.", - "CAPTAIN_CODEY_INTRO1": "날 만나려고 정말 먼 길을 왔네.", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]다음에 또 보자, 순찰대장![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]다음에 또 보자, 순찰대장![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]다음에 또 보자, 순찰대장![/wave]", - "CAPTAIN_CODEY_INTRO2": "사람들은 날 코디라고 불러. [pause]예전에 코딩을 했거든. 음, 정확하게 말하면 코드를 [wave amp=30 freq=10]해독[/wave]했지.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "좋다! [pause]검을 들어라, 순찰대장.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "좋다! [pause]검을 들어라, 순찰대장.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "변함없이 날렵하군. 자네의 노력을 칭찬하지 않을 수가 없겠어, 순찰대장.", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "현명한 선택이다.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "변함없이 날렵하군. 자네의 노력을 칭찬하지 않을 수가 없겠어, 순찰대장.", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]안녕하세요, 기상 캐스터 헤더입니다![/wave] [pause]오늘의 날씨는 항상 그렇듯 예측 불가입니다!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "변함없이 날렵하군. 자네의 노력을 칭찬하지 않을 수가 없겠어, 순찰대장.", - "CAPTAIN_HEATHER_LAST_LEGS1": "바람이 저한테 유리하게 바뀌고 있네요!", - "CAPTAIN_HEATHER_INTRO2": "습도는 오르락내리락할 예정이고요, 강수 확률은... [pause] 저도 몰라요!", - "CAPTAIN_HEATHER_INTRO3": "저 같은 기상학자에게 뉴위럴의 기후는 풀리지 않는 수수께끼죠!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "당신 견습 순찰대원 맞죠? [pause]폭풍을 이겨낼 수 있을 것 같나요? 그러면 제 순찰대 시험을 치르지 그래요?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "어... [pause]제 순찰대 시험을 치르려면 우선 순찰대에 등록해야 해요.", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "아주 좋아요! [pause]일기예보를 다시 전해드립니다. 이제 [shake rate=30 level=10]폭풍 같은 공세[/shake]와 [shake rate=30 level=10]회오리 같은 승리[/shake]가 예측됩니다!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", - "CAPTAIN_HEATHER_POST_BATTLE1": "그 어떤 비와 폭풍으로도 당신을 막을 수는 없네요! 계속 꿋꿋이 버티시던데요!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "이곳 날씨는 예측할 수가 없어요... [pause]하지만 이 섬에 있는 게 다 그렇죠. 안 그런가요?", - "CAPTAIN_HEATHER_POST_REWARD1": "당신의 앞날은 창창할 것으로 예측되네요!", - "CAPTAIN_HEATHER_POST_BATTLE2": "우리 순찰대에서 찾는 인재도 바로 그런 사람이죠. [pause]제 시험에 아주 우수한 성적으로 합격했어요!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "제 일기예보가 맞았네요. 순찰대장이 되셨군요! 다시 대결하기에 딱 좋은 기회 같지 않나요?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "제 일기예보가 맞았네요. 순찰대장이 되셨군요! 다시 대결하기에 딱 좋은 기회 같지 않나요?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "제 일기예보가 맞았네요. 순찰대장이 되셨군요! 다시 대결하기에 딱 좋은 기회 같지 않나요?", - "CAPTAIN_HEATHER_POST_REMATCH1": "이번에도 천둥처럼 거침없으시네요! 물론 당신이라면 그러실 줄 알았어요!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]헉... 헉...[/shake] 종아리 벌크업 잘 됐네...", - "CAPTAIN_BUFFY_INTRO2": "안녕! 내 이름은 브루나야. 내 친구들은 날 버피라고 부르지. [pause]난 이곳 뉴위럴의 순찰대장이야.", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "훈련하고 계신 건가요?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "뭘 하고 계신 건가요?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "정말 멋진 공연이었어! [pause]활약이 눈부시던걸.", - "CAPTAIN_BUFFY_INTRO3": "몸을 단련하면서 전투에 대비해 훈련을 하고 있다고 할 수 있겠지! 물론 이곳 뉴위럴에서는 몬스터로 변신해서 싸우지만...", - "CAPTAIN_BUFFY_INTRO4": "그 기반은 바로 이곳에서 피와 땀으로 이루어지는 거야! 전투의 기본은 체력이라고. 내 잠재력을 [wave amp=30 freq=10]최대한[/wave] 끌어내야 해!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "운동 요령을 가르쳐 주고는 싶은데, 아직 순찰대 견습대원이 아니구나. 나중에 다시 들르는 게 어때?", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "운동 요령을 가르쳐 주고는 싶은데, 아직 순찰대 견습대원이 아니구나. 나중에 다시 들르는 게 어때?", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "그럼 어디 해보자! [pause]나랑 싸우고 [wave amp=30 freq=10]기진맥진[/wave]하지는 않기를 바랄게!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "운동 요령을 가르쳐 주고는 싶은데, 아직 순찰대 견습대원이 아니구나. 나중에 다시 들르는 게 어때?", - "CAPTAIN_BUFFY_PRE_BATTLE1": "운동을 배우고 싶으면 내 순찰대 시험을 치러 봐. 몸 상태는 어때? 나랑 싸울 준비됐어?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "괜찮아. 스트레칭하면서 몸 좀 풀고 다시 오라고!", - "CAPTAIN_BUFFY_POST_BATTLE2": "잘했어, 견습대원! [pause]넌 이길 자격이 있어.", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "그럼 어디 해보자! [pause]나랑 싸우고 [wave amp=30 freq=10]기진맥진[/wave]하지는 않기를 바랄게!", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "그럼 어디 해보자! [pause]나랑 싸우고 [wave amp=30 freq=10]기진맥진[/wave]하지는 않기를 바랄게!", - "CAPTAIN_BUFFY_LAST_LEGS1": "휴, 진땀이 다 나네!", - "CAPTAIN_BUFFY_POST_BATTLE1": "내 잠재력을 최대한 끌어냈는데도 역부족이었어!", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "윗몸 일으키기 100회, 팔굽혀펴기 100회, 런지 100회... 내가 새로 짠 루틴으로 운동하면 복근이 칼을 갈 수 있을 정도로 단단해질 거야!", - "CAPTAIN_BUFFY_POST_REWARD1": "이러다 담 결리기 전에 좀 쉬어야겠어...", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "안녕, [wave amp=30 freq=10]순찰대원[/wave]! [pause]네가 승급했다는 소식 들었어!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "안녕, [wave amp=30 freq=10]순찰대원[/wave]! [pause]네가 승급했다는 소식 들었어!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "안녕, [wave amp=30 freq=10]순찰대원[/wave]! [pause]네가 승급했다는 소식 들었어!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "게스트 분과 함께 생방송 인터뷰를 진행하고는 싶지만, 아직 [wave amp=30 freq=10]필수 서류[/wave]에 서명하지 않으셨네요! [pause]정말 아쉽게 되었네요, 청취자 여러분!", - "CAPTAIN_BUFFY_PRE_REMATCH2": "그러면 또 운동하러 온 거야?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "그럼 어디 해보자! [pause]너랑 또 운동할 수 있기를 기대하고 있었어!", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "너 그동안 운동 좀 했구나? 저번보다도 강해진 걸 보니 그런 것 같네!", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "괜찮아. 스트레칭하면서 몸 좀 풀고 다시 오라고!", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "너 그동안 운동 좀 했구나? 저번보다도 강해진 걸 보니 그런 것 같네!", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "너 그동안 운동 좀 했구나? 저번보다도 강해진 걸 보니 그런 것 같네!", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]안녕하십니까[/wave], [pause]지금 여러분은 [wave amp=30 freq=10]온[/wave] 뉴위럴에서 들으실 수 있는 연중무휴 24시간 방송, 시빌 라디오와 함께하고 계십니다!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "어떻습니까, 신입 씨? [pause]우리 청취자 분들께 [wave amp=30 freq=10]오디오 전장 체험[/wave]을 선사해드릴까요?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "게스트 분과 함께 생방송 인터뷰를 진행하고는 싶지만, 아직 [wave amp=30 freq=10]필수 서류[/wave]에 서명하지 않으셨네요! [pause]정말 아쉽게 되었네요, 청취자 여러분!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "게스트 분과 함께 생방송 인터뷰를 진행하고는 싶지만, 아직 [wave amp=30 freq=10]필수 서류[/wave]에 서명하지 않으셨네요! [pause]정말 아쉽게 되었네요, 청취자 여러분!", - "CAPTAIN_GLADIOLA_INTRO2": "난 글라디올라. 이안테가 이끄는 순찰대의 충성스러운 대장이다.", - "CAPTAIN_GLADIOLA_INTRO1.n": "집에서 아주 멀리 떨어진 곳까지 왔구나. 물론 항구촌 얘기를 하는 게 아니다. [pause]네 진정한 집을 말하는 것이지.", - "CAPTAIN_GLADIOLA_INTRO1.f": "집에서 아주 멀리 떨어진 곳까지 왔구나. 물론 항구촌 얘기를 하는 게 아니다. [pause]네 진정한 집을 말하는 것이지.", - "CAPTAIN_GLADIOLA_INTRO1.m": "집에서 아주 멀리 떨어진 곳까지 왔구나. 물론 항구촌 얘기를 하는 게 아니다. [pause]네 진정한 집을 말하는 것이지.", - "CAPTAIN_CODEY_POST_REWARD1": "네가 [wave amp=30 freq=10]정말[/wave] 이긴 거라고는 생각하지 마. 알겠어? [pause]내가 전력을 다했다면 넌 상대도 안 됐을 테니까.", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "충성스럽다고요?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "순찰대에서 무슨 일을 하시나요?", - "CAPTAIN_GLADIOLA_INTRO4": "이 세계에서는 그림자에도 발톱이 달려있지. 내 일은 [wave amp=30 freq=10]그 그림자들을 몰아내는 거다.[/wave]", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "무슨 말인지 전혀 못 알아듣겠는데요...", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "하지만 순찰대가 아닌 외부인에게는 더 말해 줄 수가 없다. [pause]만약 순찰대에 가입하게 되면 그때 다시 얘기하지.", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "네 그 곱상한 얼굴에 칼자국이 나지는 않기를 바라자고.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "...그렇군요.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "자, 내 순찰대장 시험을 치르러 온 거냐? [pause]자신 있다면 얼마든지 내 검을 마주해 봐라.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "자, 내 순찰대장 시험을 치르러 온 거냐? [pause]자신 있다면 얼마든지 내 검을 마주해 봐라.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "자, 내 순찰대장 시험을 치르러 온 거냐? [pause]자신 있다면 얼마든지 내 검을 마주해 봐라.", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "현명한 선택이다.", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "날 그렇게 쉽게 쓰러뜨릴 수는 없다!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "놀랍군. [pause]네가 별것 아니라고 생각했는데, 보기보다는 날카로운 검이었군. 넌 승리할 자격이 있다.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "놀랍군. [pause]네가 별것 아니라고 생각했는데, 보기보다는 날카로운 검이었군. 넌 승리할 자격이 있다.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "놀랍군. [pause]네가 별것 아니라고 생각했는데, 보기보다는 날카로운 검이었군. 넌 승리할 자격이 있다.", - "CAPTAIN_GLADIOLA_POST_REWARD1": "이제 난 마저 임무를 수행하러 가야겠어. [pause]물론 어떤 조사를 하고 있는지는 비밀로 하기로 맹세했기 때문에 말해줄 수 없어. 기분 상하지는 마.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "네가 순찰대장이 됐다고 하더군. 나랑 한 번 더 기술을 갈고닦고 싶나?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "네가 순찰대장이 됐다고 하더군. 나랑 한 번 더 기술을 갈고닦고 싶나?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "내가 순찰대에서 정확히 무슨 일을 하는지는 극비 사항이라 공개할 수 없다. 모르는 게 약이야.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "좋다! [pause]검을 들어라, 순찰대장.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "네가 순찰대장이 됐다고 하더군. 나랑 한 번 더 기술을 갈고닦고 싶나?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "당신은 누구죠...?", - "CAPTAIN_JUDAS_INTRO2": "주다스 나이트다. [pause]순찰대장이자 생존 전문가지.", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]내 블러핑을 꿰뚫어 봤네. [pause]감탄했어. 화난 건 [wave amp=30 freq=10]절대[/wave] 아니야.[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "네가 오는 소리가 200미터 바깥부터 들렸어. [pause]기습할 생각이었다면 실패했군.", - "CAPTAIN_ZEDD_INTRO4": "저기 뛰어다니는 총알사우루스들 때문에 여기서는 \\\"명상\\\"하기 힘들더라고. 혹시 네가 좀 [wave amp=30 freq=10]해결해 줄 수는 없을까?[/wave]", - "CAPTAIN_ZEDD_INTRO2": "뭐...? [pause]잤냐고? [pause]아니, 전혀! 난... 그러니까... 명상 중이었어. 그나저나 내 이름은 제드야.", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "어... 알겠어요.", - "CAPTAIN_JUDAS_INTRO1.n": "네가 오는 소리가 200미터 바깥부터 들렸어. [pause]기습할 생각이었다면 실패했군.", - "CAPTAIN_SKIP_POST_BATTLE1.n": "우와, 된통 당해버렸네. [pause]아무래도 내가 널 과소평가했던 것 같아, 이세계인!", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "이안테 말로는 네가 싸움에 소질이 있다던데. 내 순찰대 시험을 치르러 온 거지?", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "알겠어. 어차피 낮잠 자고 싶던 참이니까.", - "CAPTAIN_ZEDD_PRE_BATTLE1": "어... 내 순찰대 훈련 시험 치르러 온 거지?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "그럼 다음에 하지 뭐.", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "좋아! 너도 이제 순찰대장이라는 소식이 장안의 화제던데!", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "안녕, 신참! [pause]아니, 순찰대장님이라고 해야겠네. [pause]너도 이제 순찰대장이라면서?", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "안녕, 신참! [pause]아니, 순찰대장님이라고 해야겠네. [pause]너도 이제 순찰대장이라면서?", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "안녕, 신참! [pause]아니, 순찰대장님이라고 해야겠네. [pause]너도 이제 순찰대장이라면서?", - "CAPTAIN_WALLACE_INTRO3": "그리고 공동체를 짓는 것만으로는 부족해. [pause]유지도 해야지! 항구촌 같은 곳은 열심히 관리하지 않으면 무너지고 말거든.", - "CAPTAIN_READY_CHECK.m": "정말 {pawn} 대장과 싸울까?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "이안테를 찾아 봐. [pause]지금 뉴위럴 공원 어딘가에 있을 거야.", - "CAPTAIN_CODEY_INTRO3": "머리만 충분히 좋으면 하면, 정보 공간에 있는 건 뭐든 해킹할 수 있어. [pause]웹사이트, 게임, 정부 서버...", - "CAPTAIN_CODEY_INTRO4": "정부 서버를 해킹한 것 때문에 곤경에 처한 적도 있지만 말이야.", - "CAPTAIN_CODEY_INTRO5": "하지만 이곳 뉴위럴은... [pause]인터넷이 없어. 정말 말도 안 된다니까.", - "CAPTAIN_CODEY_INTRO6": "여기서 해킹할 수 있는 건 그 [wave amp=30 freq=10]몬스터 테이프[/wave]뿐이야. [pause]그런데 알고 보니 난 몬스터 테이프 해킹에도 소질이 있더라고. 순찰대장이 된 것도 그 덕분이고.", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "자, 어서 내가 개조한 카세트 테이프를 보고 싶어서 [wave amp=30 freq=10]안달이 나지[/wave]? [pause]내 순찰대장 시험을 치를 거야, 말 거야?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "안타깝지만 순찰대에 견습대원으로 가입하지 않으면 내 작업물을 보여 줄 수 없어. [pause]아쉽게 됐네.", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "자, 어서 내가 개조한 카세트 테이프를 보고 싶어서 [wave amp=30 freq=10]안달이 나지[/wave]? [pause]내 순찰대장 시험을 치를 거야, 말 거야?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "안타깝지만 순찰대에 견습대원으로 가입하지 않으면 내 작업물을 보여 줄 수 없어. [pause]아쉽게 됐네.", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "안타깝지만 순찰대에 견습대원으로 가입하지 않으면 내 작업물을 보여 줄 수 없어. [pause]아쉽게 됐네.", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "그럼 전투의 [wave amp=30 freq=10]달인[/wave]을 상대할 준비는 됐겠지?", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "그럼 전투의 [wave amp=30 freq=10]달인[/wave]을 상대할 준비는 됐겠지?", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "그럴 만도 하지. 나 같아도 [wave amp=30 freq=10]나[/wave]랑 싸우고 싶지는 않을 거야!", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "그럼 전투의 [wave amp=30 freq=10]달인[/wave]을 상대할 준비는 됐겠지?", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "자, 어서 내가 개조한 카세트 테이프를 보고 싶어서 [wave amp=30 freq=10]안달이 나지[/wave]? [pause]내 순찰대장 시험을 치를 거야, 말 거야?", - "CAPTAIN_CODEY_LAST_LEGS1": "꽤 하는데? [shake rate=30 level=10]내 힘의 100%[/shake]를 사용하게 만들다니!", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]뭐?![/shake] 내가 지다니, 어떻게 된 거지?", - "CAPTAIN_CODEY_POST_BATTLE2": "아니... [pause]난 일부러 진 거야. 어... 어차피 이건 그냥 시험이니까 말이야.", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "이 몬스터들은 원소 \\\"타입\\\"과 연관이 있어. [pause]타입을 바꾸면 [wave amp=30 freq=10]아주[/wave] 흥미로운 일들이 벌어지지.", - "CAPTAIN_CODEY_POST_BATTLE3": "그리고 넌 통과했어. [pause]축하해...", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "자, [wave amp=30 freq=10]순찰대장[/wave]. 가장 힘겨웠던 상대와 다시 싸우러 온 거지?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "이제 넌 신참이 아니니, 내 슈퍼 해킹 몬스터 테이프의 전력을 마음껏 쏟아낼 수 있겠군!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "자, [wave amp=30 freq=10]순찰대장[/wave]. 가장 힘겨웠던 상대와 다시 싸우러 온 거지?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "자, [wave amp=30 freq=10]순찰대장[/wave]. 가장 힘겨웠던 상대와 다시 싸우러 온 거지?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "이제 넌 신참이 아니니, 내 슈퍼 해킹 몬스터 테이프의 전력을 마음껏 쏟아낼 수 있겠군!", - "CAPTAIN_CODEY_POST_REMATCH1": "계산에 뭔가 문제가 있는 게 틀림없어... [pause]내 전략은 [shake rate=30 level=10]무적[/shake]이라고!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "이제 넌 신참이 아니니, 내 슈퍼 해킹 몬스터 테이프의 전력을 마음껏 쏟아낼 수 있겠군!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "그럴 만도 하지. 나 같아도 [wave amp=30 freq=10]나[/wave]랑 싸우고 싶지는 않을 거야!", - "CAPTAIN_CODEY_POST_REMATCH2": "...화났다면 그렇게 말했겠지. [pause]그런데 난 화 안 났어. [pause]전혀 안 화나.", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "이봐, 너! [pause]우리 전초기지에 이렇게 가까이 올 정도로 [wave amp=30 freq=10]대담한[/wave] 녀석은 흔치 않은데 말이야. 좋게 좋게 말할 때 썩 꺼지는 게 어때?", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "총대장인 이유가 다 있었네...", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "안 가겠다 그거지? [pause]그럼 내가 손수 쫓아내 줘야겠군.", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "대단하네.", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "...다만 케일리 대원의 말로는 너와 함께 [wave amp=30 freq=10]대천사[/wave]와 싸웠다던데.", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "음, [pause]다른 대천사도 찾아보는 게 좋겠어요! [pause]이안테 님, {player}이(가) 순찰대에 지원하면 좋을 것 같아요!", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "정말 끝내주는데.", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "저 여인처럼 자신감 넘치는 이는 본 적이 손에 꼽을 정도로 적소.", - "LEADER_IANTHE_INTRO_IANTHE1.m": "난 이안테야. [pause]만나서 반가워, 신참.", - "LEADER_IANTHE_INTRO_IANTHE1.f": "난 이안테야. [pause]만나서 반가워, 신참.", - "LEADER_IANTHE_INTRO_IANTHE2": "그래서, [pause]이 전초기지 어떻게 생각해? [pause]이곳은 아주 오랫동안 버려져 있었어. 우리가 좀 손봐서 지친 순찰대원을 위한 휴게소로 만들었지.", - "LEADER_IANTHE_INTRO_IANTHE1.n": "난 이안테야. [pause]만나서 반가워, 신참.", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "여기서 뭘 하시나요?", - "LEADER_IANTHE_INTRO_IANTHE3": "쉴 새 없이 밀려드는 몬스터 무리로부터 뉴위럴의 사람들을 지킨다고 말하고 싶지만...", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "순찰대의 목적은 뭔가요?", - "LEADER_IANTHE_INTRO_IANTHE4": "대부분 마을 사람들을 위한 허드렛일을 하며 시간을 보내. 그렇게 신나는 일은 아니지.", - "MEREDITH_SOCIAL4_MEREDITH9": "이거 보여?", - "MEREDITH_SOCIAL4_MEREDITH10": "비디오 테이프야. [pause]하지만 평범한 비디오 테이프가 아니지...", - "MEREDITH_SOCIAL4_MEREDITH11": "바로 1981년에 나온 액션 영화 \\\"피주먹\\\"의 비디오 테이프야.", - "MEREDITH_SOCIAL4_MEREDITH12": "내가 이곳에 온 후로 수백 개의 비디오 테이프가 뉴위럴 해안으로 떠밀려 왔어.", - "MEREDITH_SOCIAL4_MEREDITH13": "난 그걸 모았고.", - "MEREDITH_SOCIAL4_MEREDITH14": "전부 다.", - "MEREDITH_SOCIAL4_MEREDITH15": "그런데 그거 알아?", - "MEREDITH_SOCIAL4_MEREDITH16": "다 \\\"피주먹\\\"이었어.", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]그게 뉴위럴에서 볼 수 있는 유일한 영화야.[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]하나도 빠짐없이 \\\"피주먹\\\"의 테이프였다고.[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "형편없는 영화를 봐야지. 준비됐길 바라.", - "MEREDITH_SOCIAL4_MEREDITH19": "그래서 우리가 무슨 영화를 볼 건지 알겠어?", - "MEREDITH_SOCIAL4_MEREDITH21": "너한테 하고 싶은 말이 있어. [pause]나랑 어울려 줘서 고마워.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "내 취향에 딱 맞는 영화인 것 같은데!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "오히려 그래서 더 재밌을 것 같네!", - "MEREDITH_SOCIAL4_MEREDITH20": "그렇게 나와야지.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "오히려 그래서 더 재밌을 것 같네!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "오히려 그래서 더 재밌을 것 같네!", - "MEREDITH_SOCIAL4_MEREDITH22": "뉴위럴에서의 삶은 정말 별로였지만, 살면서 지금처럼 즐거운 건 처음이야.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "너랑 친구가 돼서 좋아!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "너랑 친구가 돼서 좋아!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "지금 우리 데이트하는 걸로 할까?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "너랑 친구가 돼서 좋아!", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "헤. 나도야, {player}.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "자, 진지한 얘기는 여기까지 하자고.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "자, 진지한 얘기는 여기까지 하자고.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "형편없는 영화를 봐야지. 준비됐길 바라.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "자, 진지한 얘기는 여기까지 하자고.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "이제서야 물어보다니.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "평소처럼 지내도 될까? [pause]그러니까... [pause]가벼운 관계로 말이야.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "안 될 것 없지, 뭐. 데이트하자. 쓰레기 영화 보면서.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "형편없는 영화를 봐야지. 준비됐길 바라.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "앞으로도 너랑 어울리고 싶지만...", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "우린 융합할 때 [wave amp=30 freq=30]말 그대로[/wave] 하나가 됐잖아.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "그러다 보니 계속 네 생각이 나더라고. [pause]그리고, [pause]음... [pause]물론 네가 귀엽다고 생각하기도 하고.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "그러다 보니 계속 네 생각이 나더라고. [pause]그리고, [pause]음... [pause]물론 네가 귀엽다고 생각하기도 하고.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "그러다 보니 계속 네 생각이 나더라고. [pause]그리고, [pause]음... [pause]물론 네가 귀엽다고 생각하기도 하고.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "딱히 없어!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "난... [pause]어... [pause]남자만 사귀어 봤어... [pause]그래서 이런 건 처음이야.", - "MEREDITH_ROMANCE_MEREDITH2": "난...", - "MEREDITH_ROMANCE_MEREDITH1.n": "한참 전부터 아무 말도 없네, {player}. [pause]무슨 문제라도 있어?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "가끔은 너랑 키스도 하고 싶어.", - "MEREDITH_ROMANCE_MEREDITH1.m": "한참 전부터 아무 말도 없네, {player}. [pause]무슨 문제라도 있어?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "어쨌든, [pause]난 이 영화 백만 번은 봤어.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "그러니까... 영화는 딱히 안 봐도 돼.", - "MEREDITH_ROMANCE_MEREDITH_NO": "어... [pause]알겠어.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "한참 전부터 아무 말도 없네, {player}. [pause]무슨 문제라도 있어?", - "MEREDITH_ROMANCE_MEREDITH3": "그러니까, 물론 널 [wave amp=30 freq=30]좋아하기는 해[/wave].", - "MEREDITH_ROMANCE_MEREDITH4": "[wave amp=30 freq=30]네[/wave]가 [wave amp=30 freq=30]날[/wave] 왜 좋아하는지는 모르겠지만, [pause]난 네가 좋아.", - "MEREDITH_ROMANCE_MEREDITH5": "하지만 우린 지금 이 세계를 떠나려고 하잖아...", - "MEREDITH_ROMANCE_MEREDITH6.m": "우리가 성공하면 헤어지게 될지도 모른다고. [pause]너는... [pause]그래도 괜찮아?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "악의 세력을 무찌를 준비 됐어?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "그래.", - "MEREDITH_ROMANCE_MEREDITH6.f": "우리가 성공하면 헤어지게 될지도 모른다고. [pause]너는... [pause]그래도 괜찮아?", - "MEREDITH_ROMANCE_MEREDITH6.n": "우리가 성공하면 헤어지게 될지도 모른다고. [pause]너는... [pause]그래도 괜찮아?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "그런 것 같아.", - "MEREDITH_ROMANCE_MEREDITH7": "에라, 모르겠다. [pause]안 될 것 없지.", - "MEREDITH_ROMANCE_MEREDITH8.m": "내가 진지한 연애를 하다니. [pause]말로 하면 어색하지만... [pause]느낌은 좋아.", - "MEREDITH_ROMANCE_MEREDITH8.f": "내가 진지한 연애를 하다니. [pause]말로 하면 어색하지만... [pause]느낌은 좋아.", - "MEREDITH_ROMANCE_MEREDITH8.n": "내가 진지한 연애를 하다니. [pause]말로 하면 어색하지만... [pause]느낌은 좋아.", - "MEREDITH_ROMANCE_MEREDITH9": "난 예전부터 항상 누군가와 연애를 하기 전에 내 자신에 더 만족해야 한다고 자신을 설득하는 게 마음이 편했어. [pause]하지만 사실은...", - "MEREDITH_ROMANCE_MEREDITH11": "하지만 너는 날 행복하게 해. [pause]그리고 네가 있을 때 더 완전해지는 느낌이야.", - "MEREDITH_ROMANCE_MEREDITH10": "난 앞으로도 영영 자신에 대해 확신이 없을지도 몰라. [pause]절대 '완벽한 나\\'가 되는 못할 거라고.", - "MEREDITH_ROMANCE_MEREDITH12": "가, 감정적인 이야기는 여기까지야. [pause]아, 그리고 나 애교 못 부려.", - "MEREDITH_ROMANCE_MEREDITH13.m": "그리고 내가 \\\"자기\\\"라고 부를 거라 기대한다면, [pause]아주 큰 오산이야.", - "MEREDITH_ROMANCE_MEREDITH13.n": "그리고 내가 \\\"자기\\\"라고 부를 거라 기대한다면, [pause]아주 큰 오산이야.", - "MEREDITH_ROMANCE_MEREDITH13.f": "그리고 내가 \\\"자기\\\"라고 부를 거라 기대한다면, [pause]아주 큰 오산이야.", - "EUGENE_QUEST2_PART1_EUGENE1": "순찰하던 괴물 녀석에게서 창문 열쇠를 슬쩍 했어.", - "EUGENE_QUEST1_PART1_EUGENE1": "와줘서 고마워!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "악의 세력을 무찌를 준비 됐어?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "악의 세력을 무찌를 준비 됐어?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "그래!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "알겠어. 준비되면 알려줘. 난 계속 상황을 파악하고 있을게.", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "지금은 안 돼.", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]끝내주는군![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "알겠어. 준비되면 알려줘. 난 계속 상황을 파악하고 있을게.", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "알겠어. 준비되면 알려줘. 난 계속 상황을 파악하고 있을게.", - "EUGENE_QUEST1_PART1_EUGENE4": "좋아, [pause]저기 있는 건물 보여?", - "EUGENE_QUEST1_PART1_EUGENE5": "저기가 놈들의 거점이야. [pause]그 인간도 아닌 기생충들이 세상을 정복할 음모를 꾸미는 곳이지.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "별로 대단해 보이지 않는데.", - "EUGENE_QUEST1_PART1_EUGENE8": "이런 거점이 여기저기에 있어. 돌아다니면서 봤을지도 모르겠네. 앞문은 잠가놓지만, 지붕의 창문으로 들어가면 돼.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "그래, 평범해 보이지?", - "EUGENE_QUEST1_PART1_EUGENE6": "겉모습을 믿으면 안 되는 법이야, [pause]친구.", - "EUGENE_QUEST1_PART1_EUGENE7": "내가 온 세계도 한때 놈들에게 시달렸지만, 우린 맞서 싸웠어. [pause]그리고 이겼지.", - "EUGENE_QUEST1_PART1_EUGENE9": "여기서 활강해 봐. 내가 옆에 있을 테니 걱정하지 말고.", - "EUGENE_QUEST2_PART1_EUGENE2.m": "저기로 들어가서 놈들을 쓸어버리는 거야. 준비됐어?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "언제든지!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "저기로 들어가서 놈들을 쓸어버리는 거야. 준비됐어?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "저기로 들어가서 놈들을 쓸어버리는 거야. 준비됐어?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]협의회 본부에서 우리 상사와 얘기해보는 건 어때?[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "좋아, 해보자!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]그러면 서로에게 이득이 되는 합의점을 찾을 수 있을지도 모르지. 위치를 알려줄게.[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "놈들을 완전히 끝장낼 기회야!", - "EUGENE_QUEST4_PART1_EUGENE3": "어서 가자! 낭비할 시간은 없어!", - "EUGENE_QUEST4_PART1_EUGENE1": "투기단한테 본거지가 있다고?!", - "EUGENE_QUEST5_PART1_EUGENE1": "여기가 투기단 본부라고 했는데...", - "EUGENE_QUEST5_PART1_EUGENE2": "좋아. [pause]우리의 [shake rate=30 level=10]불타는 결의[/shake] 앞에 놈들은 상대가 안 돼!", - "EUGENE_QUEST5_PART1_EUGENE3": "...", - "EUGENE_QUEST5_PART1_EUGENE4": "그런데 입구는 대체 어디지?", - "EUGENE_QUEST5_PART1_EUGENE5": "...", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]변동금리 주택 담보 대출...[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "입구를 찾은 것 같아.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]지분 증가...[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]변동 시장 자본화율...[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "회의에 참석해줘서 고맙군. 협조해줘서 고맙다.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]자본 증식...[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "대천사가 왜 [shake rate=30 level=10]부동산 시장[/shake]을 장악하려는 거지?!", - "EUGENE_QUEST5_PART2_EUGENE2": "네가 배후인 거냐?", - "EUGENE_QUEST5_PART2_EUGENE5": "...", - "EUGENE_QUEST5_PART2_MAMMON4": "우리 일족은 인간의 자아로부터 태어났다. 너희들의 가장 강렬한 욕망이 우리를 만들었지.\\n\\n나는 인류의 소비에 바치는 헌사로서 존재한다.\\n\\n내가 질서를 원하는 것은 너희가 원하기 때문이요, 내가 건물을 갈망하는 것은 너희가 갈망하기 때문이다.", - "EUGENE_QUEST5_PART2_EUGENE7": "넌 나에 대해 아무것도 몰라.", - "EUGENE_QUEST5_PART2_EUGENE10": "나는...", - "EUGENE_QUEST5_PART2_MAMMON6": "나는 네가 원하는 걸 원한다, 인간 유진. 네 마음이 읽히는구나.", - "EUGENE_QUEST5_PART2_MAMMON8": "나는 인간 유진과 공감한다.\\n\\n인간 유진은 자신의 대의 외에는 전부 가치가 없다고 여긴다.", - "EUGENE_QUEST5_PART2_MAMMON9": "대의가 없으면 인간 유진은 아무것도 아니다.\\n\\n내 부하들처럼 텅 빈 껍데기지.", - "EUGENE_QUEST5_PART2_EUGENE11": "그건... [pause]사실이 아니야...", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "저 녀석 말 듣지 마, 유진!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "그렇지 않아!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]그만![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "넌 내 의지를 꺾지 못해! [pause]너희 종족은 그것밖에 할 줄 모르지!", - "EUGENE_QUEST5_PART2_EUGENE15": "웬 거물이 와서 약자에게서 모든 것을 빼앗으려 하고...", - "EUGENE_QUEST5_PART2_EUGENE13": "더는 듣지 않을 거야!", - "EUGENE_QUEST5_PART2_EUGENE16": "그래서 약자가 맞서 싸우면, [pause]제 분수를 알라는 말이나 듣기 마련이지. [pause]안 그래?!", - "EUGENE_QUEST5_PART2_EUGENE17": "그래서 아무것도 하지 않으면... [pause]상황은 악화될 뿐이고!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]매번 [pause]그런 [pause]식이지![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", - "EUGENE_QUEST5_PART2_EUGENE20": "이 쓰레기 더미 불태워버리고 싶어?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "내 의지를 꺾을 수는 없어...", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "당연하지.", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "그러자.", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "그리고 {player}도 그렇게 쉽게 막을 수는 없을 거야!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "무너지고 있어. 어서 나가야 해!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "허허! 아주 멋진 기업을 운영하고 계시군요, 맘몬 씨!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "우리가 함께 널 상대하겠어. 그리고 [shake rate=30 level=10]우리가 이길 거야[/shake]!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "부하 직원들을 잘 활용하시는 것 같군요. 그건 아주 귀중한 능력이죠!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "여길 벗어나게 도와드리겠습니다.", - "EUGENE_QUEST5_PART3_EUGENE1": "투기단 녀석들은 전부 도망쳤나 봐... [pause]회사가 폐업했는데 이제 뭘 하려나?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "그래?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "이야, 우리 [wave amp=30 freq=10]융합[/wave]했던 거 정말 멋졌어.", - "EUGENE_QUEST5_PART3_EUGENE2.m": "이야, 우리 [wave amp=30 freq=10]융합[/wave]했던 거 정말 멋졌어.", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "맞아, 멋졌지?", - "EUGENE_QUEST5_PART3_EUGENE2.n": "이야, 우리 [wave amp=30 freq=10]융합[/wave]했던 거 정말 멋졌어.", - "EUGENE_QUEST5_PART3_EUGENE3": "그래! [pause]완전 아드레날린이 뿜어져 나오는 것 같았어. 그리고 내 의지는 물론 네 의지도 느껴졌고. [wave amp=30 freq=10]대천사[/wave]조차 우릴 막을 수는 없었어!", - "EUGENE_QUEST5_PART3_EUGENE4": "지금껏 투기단의 배후에는 대천사가 있었구나. 흠...", - "EUGENE_QUEST5_PART3_EUGENE5": "그 대천사가 한 말... [pause]그게 진짜면 어떡하지?", - "EUGENE_QUEST5_PART3_EUGENE6": "난 항상 대의를 위해 싸우는데, 그 대의가 없다면... [pause]난 그저 텅 빈 껍데기일지도 몰라.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "이 섬에서 나갈 방법을 찾았어.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "네가 실패했다고 생각하지 않아.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "그렇게 생각하지 마.", - "EUGENE_QUEST5_PART3_EUGENE7": "...", - "EUGENE_QUEST5_PART3_EUGENE8.f": "헤. [pause]고마워.", - "EUGENE_QUEST5_PART3_EUGENE8.m": "헤. [pause]고마워.", - "EUGENE_QUEST5_PART3_EUGENE8.n": "헤. [pause]고마워.", - "EUGENE_QUEST5_PART3_EUGENE9": "그나저나, [pause]넌 무엇을 위해 그렇게 행동하는 거야?", - "EUGENE_QUEST5_PART3_EUGENE10": "그러니까, [pause]넌 왜 이곳저곳을 돌아다니면서 [pause]사람들을 돕고 [pause]몬스터와 싸우고 그러는 거냐고.", - "EUGENE_QUEST5_PART3_EUGENE15": "난 아무래도 가만히 있을 체질이 [wave amp=30 freq=30]아닌가 봐[/wave].", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "원래 세계로 돌아갈 방법을 찾을 거야.", - "EUGENE_QUEST5_PART3_EUGENE11": "흠. 불가능할 것 같은데.", - "EUGENE_QUEST5_PART3_EUGENE12": "나도 도울게.", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "정말?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "그렇게 쉽게?", - "EUGENE_QUEST5_PART3_EUGENE13": "그렇게 쉽게!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "무슨 뜻이야?", - "EUGENE_QUEST5_PART3_EUGENE14": "투기단의 음모는 막았지만, 그저 가만히 빈둥거리고 싶지는 않아.", - "EUGENE_QUEST5_PART3_EUGENE16": "내겐 이루기 위해 노력할 [wave amp=30 freq=30]목표[/wave]가 필요해.", - "EUGENE_QUEST5_PART3_EUGENE17": "그러니까 해보자고. [pause]그걸 내 새로운 목표로 삼겠어.", - "EUGENE_QUEST5_PART3_EUGENE18": "나도 도울게.", - "EUGENE_CONVO1_EUGENE1": "사실, [pause]우리가 한 것처럼 투기단을 상대하는 건...", - "EUGENE_CONVO1_EUGENE3": "하지만 그건 옳은 일이었어. [pause]놈들의 \\\"사업 계획\\\"은 사람들의 인생을 망쳤을 거라고.", - "EUGENE_CONVO1_EUGENE2": "다른 세계에서는 아마 불법일 거야. [pause]그렇지?", - "EUGENE_CONVO2_EUGENE1": "이제 곧 운동을 다시 시작해야겠어. [pause]세상을 구하려면 내 몸부터 최상의 상태로 만들어야지!", - "EUGENE_CONVO1_EUGENE4": "\\\"법\\\"과 \\\"진정한 정의\\\" 사이에는 큰 차이가 있나 봐. [pause]그렇지?", - "EUGENE_CONVO2_EUGENE2": "언젠가 아령이 해변에 떠밀려 오면 좋을 텐데...", - "EUGENE_CONVO3_EUGENE1": "처음에는 조금 이상하다고 생각했어. [pause]그러니까... [pause]뉴위럴에 있는 옷이 다 복고풍인 게 말이야.", - "EUGENE_CONVO3_EUGENE2": "전부 그 구닥다리 백화점에서 나온 거잖아.", - "EUGENE_CONVO3_EUGENE3": "하지만 요즘 그 패션이 마음에 들더라고. [pause]이 분홍색 재킷을 원래 세계로 가져갈 수 있으면 좋을 텐데...", - "EUGENE_CONVO4_EUGENE1.m": "너... [pause]그렇게 불가에 앉아있는 모습이 참 멋지다.", - "EUGENE_CONVO4_EUGENE2": "카메라가 있었다면 사진을 찍어줬을 텐데. [pause]없어서 아쉽네. [pause]그렇지?", - "EUGENE_CONVO4_EUGENE1.n": "너... [pause]그렇게 불가에 앉아있는 모습이 참 멋지다.", - "EUGENE_CONVO4_EUGENE1.f": "너... [pause]그렇게 불가에 앉아있는 모습이 참 멋지다.", - "EUGENE_CONVO5_EUGENE2": "사실, [pause]너한테 잘 어울리는 것 같아!", - "EUGENE_CONVO5_EUGENE1": "{first_tape_name} 형태는 마음에 들어?", - "EUGENE_CONVO6_EUGENE2": "정말 끝내주는 불이네. [pause]잘했어, {player}.", - "EUGENE_CONVO5_EUGENE4": "마음에 들어.", - "EUGENE_CONVO5_EUGENE3": "뉴위럴 사람들을 지키기 위해 {first_tape_description}의 형태로 변신하다니!", - "EUGENE_CONVO6_EUGENE1": "내가 만드는 걸 거든 모닥불 중에 이건... [pause]음... [pause]열 손가락 안에 들 거야.", - "EUGENE_CONVO7_EUGENE4": "난 이게 꿈이 아니길 빌어. [pause]원래 세계로 돌아가자마자 금세 잊어버리지는 않기를 말이야.", - "EUGENE_CONVO10_EUGENE4": "난 원래 연애에 좀 젬병이야. [pause]다른 사람의 감정을 파악하는 것보다 대천사와 싸우는 게 더 쉽다고.", - "EUGENE_CONVO7_EUGENE2": "나는... [pause]이게 전부 진짜면 좋겠어.", - "EUGENE_CONVO7_EUGENE1.n": "원래 세계로 돌아가면 어떤 삶을 살게 될지 자주 생각하는 편이야?", - "EUGENE_CONVO7_EUGENE1.m": "원래 세계로 돌아가면 어떤 삶을 살게 될지 자주 생각하는 편이야?", - "EUGENE_CONVO7_EUGENE3": "너도 그런 생각 해본 적 있지? [pause]아니야?", - "EUGENE_CONVO8_EUGENE1": "옛날 사람들은 음악 듣자고 이런 플라스틱 카세트를 가지고 다녀야 했구나. [pause]흠.", - "EUGENE_CONVO7_EUGENE1.f": "원래 세계로 돌아가면 어떤 삶을 살게 될지 자주 생각하는 편이야?", - "EUGENE_CONVO7_EUGENE5": "널 잊고 싶지 않아, {player}.", - "EUGENE_CONVO8_EUGENE3": "...", - "EUGENE_CONVO8_EUGENE2": "꽤 옛날 기술이니까, 아마 카세트 테이프 하나에는 몇 천 곡밖에 안 들어가겠지.", - "EUGENE_CONVO8_EUGENE4": "뭐야, [pause]왜 그런 눈으로 쳐다 봐?! [pause]내 말이 틀리기라도 했어?!", - "EUGENE_CONVO9_EUGENE2": "몬스터로 변신할 수 있으면 우리가 [wave amp=30 freq=10]상상도 못한[/wave] 방식으로 사회의 더 많은 사람들에게 힘을 줄 수 있을 거야!", - "EUGENE_CONVO9_EUGENE1": "이 섬을 떠나게 되면 이 카세트 기술을 가져가고 싶어.", - "EUGENE_CONVO9_EUGENE3": "재빠른 몬스터로 변신해서 식료품을 배달하거나... [pause]물 몬스터로 변신해서 산불을 끌 수 있다고 상상해 봐.", - "EUGENE_CONVO10_EUGENE1.n": "있지... [pause]널 만나서 정말 다행이야, {player}.", - "EUGENE_CONVO9_EUGENE4": "얘기만 해도 너무 기대돼!", - "EUGENE_CONVO10_EUGENE2": "...", - "EUGENE_CONVO10_EUGENE1.f": "있지... [pause]널 만나서 정말 다행이야, {player}.", - "EUGENE_CONVO10_EUGENE1.m": "있지... [pause]널 만나서 정말 다행이야, {player}.", - "EUGENE_CONVO10_EUGENE3.m": "이야, [pause]이 마법의 섬에서 귀여운 남자친구를 사귀었다니, 아무도 안 믿을 거야. [pause]그렇지?", - "EUGENE_CONVO10_EUGENE3.f": "이야, [pause]이 마법의 섬에서 귀여운 여자친구를 사귀었다니, 아무도 안 믿을 거야. [pause]그렇지?", - "EUGENE_CONVO10_EUGENE3.n": "이야, [pause]이 마법의 섬에서 귀여운 상대와 사귀었다니, 아무도 안 믿을 거야. [pause]그렇지?", - "EUGENE_CONVO10_EUGENE5": "바뀌려고 노력해야겠지...", - "EUGENE_CONVO11_EUGENE6": "음, [pause]그 새 세상은 예전 세상의 잿더미 위에 세워졌어.", - "EUGENE_CONVO11_EUGENE1": "너는... [pause]원래 세계로 안 돌아가는 건 어떨지 생각해 봤어, {player}?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "왜 안 돌아가겠어?", - "EUGENE_CONVO11_EUGENE2": "그러니까... [pause]우리는 원래 세계의 같은 시간대에서 온 게 아니잖아.", - "EUGENE_CONVO11_EUGENE3": "우린 서로 다른 세계에서 왔지만, 두 세계는 아마 꽤 비슷하겠지.", - "EUGENE_CONVO11_EUGENE4": "그러니까, 너희 세계의 미래가 우리 세계의 역사일지도 모르잖아. [pause]만약 그렇다면 장기적으로 봤을 때 네 삶은 그다지 순탄하지 않을 수도 있어.", - "EUGENE_CONVO11_EUGENE4_OPTION1": "그게 무슨 소리야?", - "EUGENE_CONVO11_EUGENE5": "내 세계의 사람들이 새롭고 더 나은 세상을 만들었다고 말해 준 적 있었지?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "네 세계의 과거에는 무슨 일이 벌어졌는데?", - "EUGENE_CONVO11_EUGENE7": "나는 그 여파가 가신 후에 태어났지만, 그 시기에 살았던 사람들은... [pause]다들 마음 속에 짐을 안고 살아가는 것 같아.", - "EUGENE_CONVO11_EUGENE8": "잃어버린 것에 대한 기억뿐만이 아니라, 자신이 어떤 사람이 되어야 했는지에 대한 기억도 말이야.", - "EUGENE_CONVO12_EUGENE2": "뉴위럴에서 해야 할 일을 전부 마친 후에 말이야.", - "EUGENE_CONVO11_EUGENE10": "넌 그보다 나은 삶을 살 자격이 있어, {player}.", - "EUGENE_CONVO11_EUGENE9": "네가 원래 세계로 돌아가는 걸 막을 수는 없지만, 네가 언젠가 보게 될 그 세상이 걱정돼.", - "EUGENE_CONVO12_EUGENE1": "정말 그 거대한 관문으로 들어가면 원래 세계로 돌아갈 수 있을까?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "그럴 거야!", - "EUGENE_CONVO12_EUGENE2_OPTION2": "그래야지.", - "EUGENE_CONVO12_EUGENE3": "정말 끝내주는군.", - "EUGENE_CONVO13_EUGENE2": "생각해 봐. [pause]이 축소판 사회는 공통된 경험이라는 기반 위에 [wave amp=30 freq=10]세워졌잖아[/wave]. 이 이상한 섬에 조난당하는 경험 말이야.", - "EUGENE_CONVO12_EUGENE4": "그게 사실이길 바라. 난 멋진 인생 계획을 잔뜩 세워뒀다고!", - "EUGENE_CONVO13_EUGENE1": "이야, [pause]정말 그 커다란 관문으로 뉴위럴에서 나갈 수 있다면, 이곳에 [wave amp=30 freq=10]아주 큰[/wave] 변화가 찾아올 거야.", - "EUGENE_CONVO13_EUGENE3": "이곳에는 서로 다른 세계에서 온 부모가 낳아서 기른 사람들도 많다고. 그런 사람들에게는 이 섬이 세상의 전부야!", - "EUGENE_CONVO14_EUGENE1": "음... [pause]아까 있었던 일에 대해 얘기 좀 하자.", - "EUGENE_CONVO13_EUGENE4": "이안테가 이 발견이 불러올 변화에 대처할 준비가 되어 있어야 할 텐데.", - "EUGENE_CONVO14_EUGENE1_OPTION2": "무슨 뜻이야?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "무슨 얘기?", - "EUGENE_CONVO14_EUGENE3": "우리 모두가 거대한 [shake rate=30 level=10]몬스터 신[/shake]으로 융합해서 [shake rate=30 level=10]알레프를 혼쭐 내준 것[/shake] 말이야!", - "EUGENE_CONVO14_EUGENE2": "우리가... [pause]그러니까...", - "EUGENE_CONVO14_EUGENE5": "솔직히 말하자면, 이 섬에서 벌어지고 있는 \\\"대천사\\\" 일은 뭐가 뭔지 잘 모르겠어.", - "EUGENE_CONVO14_EUGENE4": "정말 멋졌어.", - "EUGENE_CONVO14_EUGENE6": "모르간테와 알레프 사이에 [wave amp=30 freq=10]오랜 역사[/wave]가 있다고? 기차역도 연관이 있는 건가? [pause]하나도 모르겠다니까.", - "EUGENE_CONVO14_EUGENE7": "하지만 우리가 힘을 합쳐서 강력한 악당을 쓰러뜨렸다는 건 알아. [pause]그 정도는 이해할 수 있어.", - "EUGENE_CONVO15_EUGENE1": "네 계획대로 이 섬에서 나갈 방법을 찾을 수 있기를 바라, 친구.", - "EUGENE_CONVO15_EUGENE2": "뉴위럴의 얼마 없는 염색약이 아예 바닥날까 봐 슬슬 걱정이 되거든.", - "EUGENE_CONVO16_EUGENE1": "이야, 아까 들렀던 그 폐허가 된 마을은 정말 오싹하더라고.", - "EUGENE_CONVO16_EUGENE2": "그곳을 보니 내 원래 세계에 있던 곳들이 생각났어. 한때 사람들이 살았지만, 고난이 닥쳐오면서 버려진 마을 말이야.", - "EUGENE_CONVO16_EUGENE3": "사실 예전에는 그런 곳을 많이 봤어.", - "EUGENE_CONVO16_EUGENE4": "때가 되면 항구촌 사람들이 돌아가 전부 재건할지도 모르겠네.", - "EUGENE_CONVO16_EUGENE5": "언젠가 그런 날이 오면 좋겠어.", - "EUGENE_CONVO17_EUGENE1": "그 [wave amp=30 freq=10]거대한 짐승[/wave]들이 언제 공격할지 모르는데, 야외에서 모닥불 주위에 둘러앉아 있다니... [pause]너도 지금 나랑 같은 생각하고 있을 것 같네, {player}.", - "EUGENE_CONVO17_EUGENE2": "이런 생각 하고 있잖아. [pause]\\\"내 원시인 조상들이 살던 삶과 똑같네.\\\"", - "EUGENE_CONVO17_EUGENE1_OPTION1": "그래?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "내가 지금 무슨 생각을 한다고 생각하는데?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "뭐?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "그런 생각은 한 번도 해본 적 없어.", - "EUGENE_CONVO18_EUGENE1": "전투 구호를 연습해야겠어.", - "EUGENE_CONVO18_EUGENE1_OPTION1": "뭘 연습한다고?", - "EUGENE_CONVO17_EUGENE3": "아니잖아. 내가 맞췄지? 너도 그 생각하고 있었잖아, 친구.", - "EUGENE_CONVO18_EUGENE1_OPTION2": "전투 구호...?", - "EUGENE_CONVO18_EUGENE2": "그래! [pause]적과 마주쳤을 때, 변신하기 직전에 \\\"어디 한번 놀아볼까?\\\"나 \\\"변신!\\\" 같은 대사를 외치는 거야.", - "EUGENE_CONVO18_EUGENE2_OPTION1": "정말 구려!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"변신\\\"은 너무 흔한데...", - "EUGENE_CONVO18_EUGENE4": "...", - "EUGENE_CONVO18_EUGENE3": "아직 확정된 건 아니야.", - "EUGENE_CONVO18_EUGENE5": "[wave amp=30 freq=10]\\\"몬스터 모드 발동!\\\"[/wave]이라고 외치면 괜찮으려나? [pause]그러면 멋있을 것 같아?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "전혀.", - "EUGENE_CONVO18_EUGENE5_OPTION2": "하나도 안 멋있어.", - "EUGENE_CONVO18_EUGENE6": "그럼 이 문제는 다음에 다시 얘기하자.", - "EUGENE_CONVO19_EUGENE1": "미안, [pause]우리가 사실상 커플이라는 게 아직 적응이 안 돼.", - "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"사실상\\\"?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "별로 안 좋은가 보네.", - "EUGENE_CONVO19_EUGENE2": "아, [shake rate=30 level=10]나쁜[/shake] 의미로 말한 게 아니야!", - "EUGENE_CONVO19_EUGENE3": "단지 뉴위럴에서 내게 [wave amp=30 freq=10]이런[/wave] 일이 생길 줄은 생각도 못했거든. 당연히 너와 함께하게 돼서 [wave amp=30 freq=10]신나지[/wave]!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "응?", - "EUGENE_CONVO20_EUGENE1": "이곳에 함께 머무르면 삶이 쉬울 것 같지 않아?", - "EUGENE_SOCIAL1_EUGENE2": "몬스터 융합은 정말 짜릿하네.", - "EUGENE_CONVO20_EUGENE1_OPTION1": "무슨 뜻이야?", - "EUGENE_CONVO20_EUGENE2": "너와 내가 함께 조용하지만 [wave amp=30 freq=10]목가적인[/wave] 항구촌에서 매일매일이 똑같은 삶을 살아가는 거지.", - "EUGENE_CONVO20_EUGENE3": "하지만... 우리한테 그런 건 어울리지 않을 것 같아. 안 그래? [pause]내 생각에 우리는 더 위대한 일을 위해 태어난 것 같아.", - "EUGENE_SOCIAL1_EUGENE1": "이야...", - "EUGENE_SOCIAL1_EUGENE5": "그러니까, 순간적으로 우리의 목적이 일치하면서 우리가 말 그대로 하나의 강력한 힘이 될 수 있는 거지.", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "그렇게 생각해?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "나도 그런 것 같아!", - "EUGENE_SOCIAL1_EUGENE4": "우리 내면의 힘이 실체화하는 느낌이야.", - "EUGENE_SOCIAL1_EUGENE3": "응! [pause]마치...", - "EUGENE_SOCIAL1_EUGENE6": "그 순간에는 우리가 [wave amp=30 freq=20]무적[/wave]이 된듯한 느낌이야.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "물론 [pause]네가 [pause]그걸 바란다면 말이야.", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "무슨 말인지 나도 알아!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "너 지금 무슨 애니 캐릭터처럼 말한다.", - "EUGENE_SOCIAL1_EUGENE7A": "이야, 너라면 이해할 줄 알았어!", - "EUGENE_SOCIAL1_EUGENE7B": "야, 지금 사람이 진지하게 말하잖아!", - "EUGENE_SOCIAL1_EUGENE8": "난 너무 오랫동안 받기만 하면서 산 것 같아.", - "EUGENE_SOCIAL1_EUGENE9": "허비한 시간을 메꾸려고 이러는 걸지도.", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "너희 세계는 뭐가 문제야?", - "EUGENE_SOCIAL1_EUGENE10": "음, 신경 쓰지 마. 그 얘기는 다음에 하자.", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "너희 세계에서 무슨 일이 벌어졌어?", - "EUGENE_SOCIAL1_EUGENE11": "난 돌아갈 거야. [pause]그러니까, 내 원래 세계로. [pause]물론 네가 여기서 나가는 문을 찾고 나면 말이지.", - "EUGENE_SOCIAL1_EUGENE12": "내 카세트 테이프들도 가져가려고. [pause]곤경에 처한 사람들을 위해 싸워야지.", - "EUGENE_SOCIAL2_EUGENE1": "이런 생각이 들더라고. 클레멘스는... [pause]단순히 마을에 도움이 된다는 이유 하나만으로 카페를 열기로 결심했잖아.", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "몬스터 모습을 한 슈퍼히어로처럼?", - "EUGENE_SOCIAL1_EUGENE13": "그래, 몬스터 모습을 한 슈퍼히어로처럼.", - "EUGENE_SOCIAL1_EUGENE14": "멋지지 않아?", - "EUGENE_SOCIAL2_EUGENE2": "상황을 개선하고, 사회에 기여하고... [pause]나도 그런 일을 해야 하는데!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "항상 남을 돕는 것에 대해 생각할 필요는 없어.", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "넌 이미 충분히 돕고 있어!", - "EUGENE_SOCIAL2_EUGENE4": "원래 세계에서 살면서 생긴 강박일지도 모르겠어.", - "EUGENE_SOCIAL2_EUGENE3": "헤. [pause]네가 그렇다면야.", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "...원래 세계가 왜?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "무슨 뜻이야?", - "EUGENE_SOCIAL2_EUGENE5": "그러니까, [pause]\\\"내 지구\\\"는... [pause]21세기 중반쯤에... [pause]한바탕 격변이 일어났어.", - "EUGENE_SOCIAL2_EUGENE7": "마치 어느 날 다들 잠에서 깨서, 그럴 게 아니라 서로를 도우면 생존 가능성이 높아진다는 걸 깨달은 것 같았지.", - "EUGENE_SOCIAL2_EUGENE6": "인류의 탐욕과 소비가 너무나도 팽창해서 세계가 견딜 수 없는 정도에 다다른 거야.", - "EUGENE_SOCIAL2_EUGENE9": "서서히 주변 사람들을 돕는 게 부유하고 유명한 것보다 중요해졌어. [pause]하지만 나는... [pause]사람들을 돕는 데 소질이 없었지.", - "EUGENE_SOCIAL2_EUGENE8": "지구를 파괴하면서 우리를 지배하는 단체는 필요 없다는 걸 말이야.", - "EUGENE_SOCIAL3_EUGENE4": "항구촌을 더 나은 곳으로 만들고 말겠어. [pause]두고 봐.", - "EUGENE_SOCIAL2_EUGENE10": "뉴위럴에 온 건 [pause]내가 바라는 나의 모습으로 변할 기회야. [pause]의미 있는 삶을 살 수 있는 사람이 되어 고향으로 돌아갈 수 있게 말이야.", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "그러기 위해 영웅이 될 필요는 없어!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "그것 때문에 너무 자신을 몰아붙이지 마!", - "EUGENE_SOCIAL2_EUGENE11": "나도 알아. [pause]하지만...", - "EUGENE_SOCIAL2_EUGENE12": "내겐 꼭 필요한 일인 것 같아.", - "EUGENE_SOCIAL2_EUGENE13": "어쨌든, [pause]내 얘기는 여기까지 하자.", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "...결정했다고?", - "EUGENE_SOCIAL3_EUGENE3": "이제부터는 뭔가 하겠다고 말하지 않고, [pause]바로 행동으로 옮길 거야.", - "EUGENE_SOCIAL3_EUGENE1": "좋아, [pause]결정했어.", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "뭘 결정했는데?", - "EUGENE_SOCIAL3_EUGENE2": "프로젝트를 하나 시작하려고.", - "EUGENE_SOCIAL3_EUGENE5": "글세... [pause][wave amp=30 freq=10]나쁜 것[/wave]을 막는 것과 [wave amp=30 freq=10]좋은 일[/wave]을 하는 건 다르잖아. [pause]안 그래?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "이미 투기단의 음모를 막았잖아!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "이미 항구촌을 돕는 데 네 몫을 다했잖아!", - "EUGENE_SOCIAL3_EUGENE6": "좋아, 의욕이 샘솟네! [pause]정말 멋질 거야. [pause]두고 보라고.", - "EUGENE_SOCIAL4_EUGENE1": "저기, [pause]뭐 좀 보여줘도 될까?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "뭘 하려고?", - "EUGENE_SOCIAL3_EUGENE7.m": "안 돼. [pause]그냥 두고 보면 알게 될 거야!", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "어떤 건지 말해주면 안 돼?", - "EUGENE_SOCIAL3_EUGENE8": "\\\"항구촌의 수호자\\\"라면 비밀을 지킬 줄도 알아야지.", - "EUGENE_SOCIAL3_EUGENE7.f": "안 돼. [pause]그냥 두고 보면 알게 될 거야!", - "EUGENE_SOCIAL3_EUGENE7.n": "안 돼. [pause]그냥 두고 보면 알게 될 거야!", - "EUGENE_SOCIAL4_EUGENE7": "이 낡고 추한 건물은 우리가 투기단을 몰아낸 후로 줄곧 비어있었어. [pause]그래서 활용할 방법을 찾기로 했지!", - "EUGENE_SOCIAL4_EUGENE2": "프로젝트를 마쳤어. 이제 세상에 공개할 준비가 된 것 같아.", - "EUGENE_SOCIAL4_EUGENE3": "지금 가볼까?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "그래!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "지금은 안 돼.", - "EUGENE_SOCIAL4_EUGENE_NO": "괜찮아, 친구. [pause]다음에 보여줄게.", - "EUGENE_SOCIAL4_EUGENE11": "우리가 [wave amp=30 freq=10]항상[/wave] 붙어 다니는 건 아니잖아! [pause]함께 모험을 하지 않을 때는 나만의 시간을 가진다고!", - "EUGENE_SOCIAL4_EUGENE4": "좋았어! [pause]날 따라와.", - "EUGENE_SOCIAL4_EUGENE6": "우리가 처음 [wave amp=30 freq=10]협동 임무[/wave]를 수행한 곳이야!", - "EUGENE_SOCIAL4_EUGENE5": "이곳 기억나, [pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "자, [pause]건물 안을 보여 줄게!", - "EUGENE_SOCIAL4_EUGENE9": "이 버려진 사무실은 지붕에 창문이 있어서, [pause]낮 동안에 자연광이 많이 들어와.", - "EUGENE_SOCIAL4_EUGENE10": "이곳에 공동 정원을 만들면 좋을 것 같았어. [pause]사람들이 와서 식물과 꽃을 기르고, 잠시 마을에서 나와 기분 전환도 하는 거지.", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "언제 이걸 다 한 거야?", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "이런 걸 할 시간은 어디서 났어?", - "EUGENE_SOCIAL4_EUGENE12": "그래서... 어떻게 생각해?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "정말 대단해!", - "EUGENE_SOCIAL4_EUGENE14": "난 이게 정말 바보 같은 아이디어라고 생각했거든.", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "마음에 쏙 들어!", - "EUGENE_SOCIAL4_EUGENE13": "저...[pause] 정말 그렇게 생각해?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "넌 이 섬에서 나갈 방법을 찾고 있잖아! [pause]시간과 공간의 제약조차 널 막지 못한다고!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "넌 정말 멋진 친구야!", - "EUGENE_SOCIAL4_EUGENE15": "네 마음에 든다니 다행이야.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "넌 이 섬에서 나갈 방법을 찾고 있잖아! [pause]시간과 공간의 제약조차 널 막지 못한다고!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "정말 로맨틱하다.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "헤, [pause]왜 그래. [pause]나보다는 네가 더 포부가 큰 사람이잖아.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "넌 이 섬에서 나갈 방법을 찾고 있잖아! [pause]시간과 공간의 제약조차 널 막지 못한다고!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "어서 내 진짜 집으로 돌아가고 싶어. [pause]난 이곳에서 내가 바라는 나의 모습으로 거듭난 것 같아.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "뉴위럴에 새로운 데이트 장소가 필요하긴 했지.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "가자, [pause]친구.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "네 프로젝트가 성공했네!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "그러면... 지금 이거 데이트야?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]어... [pause][pause]그러니까... [pause][pause]그런 셈이지...[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "연애 얘기가 나오니 그 많던 자신감이 싹 사라졌네?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "네가 그렇게 불안해하는 건 처음 봐!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "좀 창피하네. 사무실 좀비들의 사악한 비밀 조직을 무너뜨리는 건 쉬운데...", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "어... [pause]네 말이 맞는 것 같아.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "동료에게 내 진짜 감정을 말하는 건 어려워하다니 말이야.", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "동료에게 내 진짜 감정을 말하는 건 어려워하다니 말이야.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "동료에게 내 진짜 감정을 말하는 건 어려워하다니 말이야.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "그래, [pause]이거 데이트야.", - "EUGENE_ROMANCE_EUGENE1.m": "오늘 말수가 적네. [pause]무슨 문제 있어, [pause]친구?", - "EUGENE_ROMANCE_EUGENE1.f": "오늘 말수가 적네. [pause]무슨 문제 있어, [pause]친구?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "딱히 없어!", - "EUGENE_ROMANCE_EUGENE1.n": "오늘 말수가 적네. [pause]무슨 문제 있어, [pause]친구?", - "EUGENE_ROMANCE_EUGENE_NO": "알겠어.", - "EUGENE_ROMANCE_EUGENE8": "하지만 함께 있는 동안에는 즐겁게 시간을 보내자고!", - "EUGENE_ROMANCE_EUGENE3": "나도 알아. [pause]나도 마찬가지고. [pause]그냥 불안해서 그래.", - "EUGENE_ROMANCE_EUGENE2": "난... [pause][pause]어...", - "EUGENE_ROMANCE_EUGENE5": "우리는 함께할 때 단순히 둘을 합친 것보다 강해져. [pause]마치 융합할 때처럼 말이야!", - "EUGENE_ROMANCE_EUGENE4": "우린 서로가 지닌 최고의 모습을 이끌어내 주는 것 같아.", - "EUGENE_ROMANCE_EUGENE7": "넌 내게 무척 중요한 사람이야. [pause]하지만 내겐 돌아가야 할 예전의 삶이 있어. [pause]너도 그렇고.", - "EUGENE_ROMANCE_EUGENE6": "하지만... [pause]이 섬에서 나갈 방법을 찾으면 헤어져야 할지도 몰라.", - "EUGENE_ROMANCE_EUGENE9": "도움이 필요한 사람도 있고, 얼굴을 세게 후려쳐 줄 거대한 몬스터도 있으니까 말이야.", - "EUGENE_ROMANCE_EUGENE10": "예전과 달라지는 건 없어. [pause]항구촌의 천하무적 커플 나가신다!", - "FELIX_INTRO_FELIX3": "난 아니야. 내 물건들과 함께 이곳에 떨어졌어.", - "FELIX_INTRO_FELIX1": "발밑 조심해. [pause]여기 널브러진 잡동사니에 발이 걸리면 안 되니까.", - "EUGENE_ROMANCE_EUGENE11": "하지만 모험은 조금 쉬어도 되겠지. [pause]적어도 오늘 밤에는 말이야...", - "FELIX_UNKNOWN_NAME": "친절한 남자", - "FELIX_INTRO_FELIX1_OPTION1": "이 방은 어디서 온 거야?", - "FELIX_INTRO_FELIX1_OPTION2": "여긴 어디야?", - "FELIX_INTRO_FELIX2": "대부분의 사람들은 하늘에서 떨어져서 바다에 빠지잖아, 그렇지?", - "FELIX_INTRO_FELIX9": "내 방이 나랑 하늘에서 떨어졌을 때, 여기 있는 물건이 대부분 부서졌어. [pause]게다가 비까지 내려서 더 피해를 입었고...", - "FELIX_INTRO_FELIX4_OPTION2": "어떻게 아파트 통째로 뉴위럴에 온 거야?", - "FELIX_INTRO_FELIX4": "여긴 한때 내 아파트였어... [pause]벽 몇 개가 사라지긴 했지만.", - "FELIX_INTRO_FELIX4_OPTION1": "왜 그렇게 된 거야?", - "FELIX_INTRO_FELIX5": "나도 몰라! [pause]그래도... [pause]덕분에 내 옛날 스케치북과 그림도 전부 함께 왔어.", - "FELIX_INTRO_FELIX6": "난 펠릭스야. [pause]만나서 반가워.", - "FELIX_INTRO2_FELIX14": "대부분의 조트 이야기는 프랑스 혁명 당시의 영웅을 다뤄. [pause]스칼렛 핌퍼넬처럼. [pause]하지만 영화로 각색한 블록버스터들이 흥행을 거둔 후로는 원작에 대한 관심이 사그라들었지.", - "FELIX_INTRO_FELIX6_OPTION1": "난 {player}(이)야!", - "FELIX_INTRO_FELIX6_OPTION2": "난... {player}(이)라고 해.", - "FELIX_INTRO_KAYLEIGH7": "안녕, 펠릭스! [pause]여기서 뭐 하는 거야?", - "FELIX_INTRO_MEREDITH7": "오랜만이네, 펠릭스. 그나저나... 여기서 뭐 하는 거야?", - "FELIX_INTRO_VIOLA7": "나는 메살린의 바이올라라고 하오. [pause]헌데 무슨 일로 이런 곳에서 혼자 고생하고 있는 것이오?", - "FELIX_INTRO_EUGENE7": "안녕! 그동안 여기 있던 거야? [pause]여기서 뭐 하는데?", - "FELIX_INTRO_FELIX8": "뭘 좀 찾고 있어.", - "FELIX_INTRO_FELIX10": "하지만 지금 찾고 있는 게 있는데, 그건 분명 멀쩡할 거야...", - "FELIX_INTRO_FELIX11": "역시!", - "FELIX_INTRO_FELIX12_OPTION1": "그게 뭐야?", - "FELIX_INTRO_FELIX12": "통이 멀쩡한 걸 보니 물도 안 들어갔을 거야.", - "FELIX_INTRO_FELIX12_OPTION2": "안에 뭐가 들었어?", - "FELIX_INTRO_FELIX13": "설명하긴 좀 힘들어...", - "FELIX_INTRO_FELIX14": "항구촌 서부에 있는 내 집에 들러. [pause]그러면 보여 줄게.", - "FELIX_INTRO2_FELIX2_OPTION1": "그래!", - "FELIX_INTRO2_FELIX1.m": "아, 안녕. [pause]놀러 왔구나.", - "FELIX_INTRO2_FELIX2": "내 예전 집의 처참한 잔해에서 뭘 가져왔는지 보고 싶어?", - "FELIX_INTRO2_FELIX1.n": "아, 안녕. [pause]놀러 왔구나.", - "FELIX_INTRO2_FELIX1.f": "아, 안녕. [pause]놀러 왔구나.", - "FELIX_INTRO2_FELIX3": "원래 세계에서 나는 조트 아티스트였어.", - "FELIX_INTRO2_FELIX2_OPTION2": "지금은 안 돼.", - "FELIX_INTRO2_FELIX2_NO": "그래. 생각이 바뀌면 또 들러.", - "FELIX_INTRO2_FELIX3_OPTION1": "조트 아티스트?", - "FELIX_INTRO2_FELIX3_OPTION2": "뭐라고?", - "FELIX_INTRO2_FELIX4": "설명하는 것보다 보여 주는 게 더 빠를 거야. 자, 한번 봐.", - "FELIX_INTRO2_FELIX5": "이게 조트 필름이야. 이걸 여기 있는 조이트로프에 넣고 틈새를 들여다 보면 돼.", - "FELIX_INTRO2_FELIX6": "조이트로프 안에는 모터가 있어서, 이 버튼을 누르면 돌아가.", - "FELIX_INTRO2_FELIX8": "그리고 돌리면 그림이 살아 움직이지. [pause]이해했어?", - "FELIX_INTRO2_FELIX7": "조트 띠 한 줄에는 같은 그림이 조금씩 다르게 반복적으로 그려져 있어.", - "FELIX_INTRO2_FELIX9": "레버를 당기면 다음 줄로 넘어가서, [pause]이야기의 다음 부분이 진행되고.", - "FELIX_INTRO2_FELIX10": "그림만으로도 [pause]이야기를 들려주고 [pause]그 장면들이 살아 움직이게 하는 거야.", - "FELIX_INTRO2_FELIX11": "난 어릴 때부터 조트에 관심이 무척 많았어.", - "FELIX_INTRO2_FELIX12": "한때는 선풍적인 인기를 끌었지. [pause]요즘에는 구닥다리 취급을 받게 되었지만 말이야.", - "FELIX_INTRO2_FELIX13": "지금은 쓰는 사람만 쓰는 매체가 됐어. [pause]적어도... [pause]내가 온 세계에서는.", - "FELIX_INTRO2_FELIX15": "난 어릴 때 이런 이야기에 흠뻑 빠졌어. [pause]아직도 무척 좋아하고.", - "FELIX_INTRO2_FELIX16": "예술가가 된 것도 조트 덕분인 것 같아.", - "FELIX_INTRO2_FELIX18": "이상한 몬스터로 가득한 섬은 영감을 얻기에 아주 좋은 곳이더라고!", - "FELIX_INTRO2_FELIX17": "지금 새로운 캐릭터를 고안하려고 하는데...", - "FELIX_INTRO2_FELIX19": "그래서 말인데... 네게 부탁할 게 있어.", - "FELIX_INTRO2_FELIX20": "어떤 생물을 찾아서 잘 살펴보고 싶거든.", - "FELIX_INTRO2_FELIX21": "[wave amp=30 freq=10]나무 검을 든 전사[/wave]인데, 벚나무 초원에 가면 있을 거야.", - "FELIX_QUEST1_PART3_FELIX4": "내가 이곳에 떨어졌을 때 나랑 같이 아파트 안에 있었지.", - "FELIX_INTRO2_FELIX22": "좀 도와줄래?", - "FELIX_INTRO2_FELIX22_OPTION1": "그래!", - "FELIX_INTRO2_FELIX22_NO": "괜찮아. 시간 나면 다시 들러. 그리고 같이 모험을 떠나보자고.", - "FELIX_INTRO2_FELIX22_OPTION2": "지금은 안 돼.", - "FELIX_INTRO2_FELIX23": "잘됐다! 네 지도에 표시해 줄게.", - "FELIX_QUEST1_PART1_FELIX1": "저기 있다! 자, 네가 싸우고 있으면 내가 스케치를 그릴게.", - "FELIX_QUEST1_PASSIVE_FELIX1": "순찰대원들이 그 몬스터에 대해 말하는 걸 들었어. 완벽한 전투 자세로 서 있는다고 하던데.", - "FELIX_QUEST1_PASSIVE_FELIX2": "이곳 정말 아름답지 않아?", - "FELIX_QUEST1_PART2_FELIX1": "이런...", - "FELIX_QUEST1_PART2_KUNEKO2": "멈춰라, 이 악마!", - "FELIX_QUEST1_PART2_FELIX7": "...", - "FELIX_QUEST1_PART2_KUNEKO3": "그, 그리고 다시는 돌아오지 마!", - "FELIX_QUEST1_PART2_FELIX4": "넌 누구...", - "FELIX_QUEST1_PART2_FELIX5": "잠깐, [pause][pause]너 혹시...?!", - "FELIX_QUEST1_PART2_KUNEKO6": "꺄악!", - "FELIX_QUEST1_PART2_FELIX8": "아, [pause]안 돼.", - "FELIX_QUEST1_PART2_FELIX9": "안 돼, 안 돼. [pause][pause]안 돼.", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "방금 그거 대천사였어?", - "FELIX_QUEST1_PART2_FELIX12": "내 집으로 돌아가자. 다 설명해 줄게.", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "방금 그거 몬스터였어?", - "FELIX_QUEST1_PART2_FELIX10": "아무래도...", - "FELIX_QUEST1_PART2_FELIX11": "내 과거가 날 괴롭히려고 돌아온 것 같아.", - "FELIX_QUEST1_PART3_FELIX1": "여기 어딘가 있을 텐데. [pause]어디...", - "FELIX_QUEST1_PART3_FELIX2": "찾았다!", - "FELIX_QUEST1_PART3_FELIX3": "자. 내가 12살 때 썼던 스케치북이야.", - "FELIX_QUEST1_PART3_FELIX5": "이 페이지를 봐.", - "FELIX_QUEST1_PART3_FELIX6": "걔 이름은 쿠네코야.", - "FELIX_QUEST1_PART3_FELIX13": "하지만 쿠네코가 정말 이 세계에 있다면... [pause]찾아야만 해.", - "FELIX_QUEST1_PART3_FELIX7": "내가 어렸을 때 만든 캐릭터지.", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "등에 달린 거 천사 날개야?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "왜 고양이 귀를 하고 있어?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "닌자야?", - "FELIX_QUEST1_PART3_FELIX8": "그러니까... [pause]천사와 악마 사이에서 태어났는데, 지구에서 길을 잃었다가 신비로운 닌자 일족에 입양됐어...", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]주인님?", - "FELIX_QUEST1_PART3_FELIX9": "21살이 되었을 때, [pause]4개의 원소 제단에서 전투를 벌여 자신이 가장 뛰어난 전사라는 걸 증명하기 위해 집을 나와 장대한 모험을 떠났어.", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "어디서 많이 들어본 것 같아.", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "와, 정말 멋진 캐릭터네!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "그림 실력이 그때보다 많이 좋아졌네...", - "FELIX_QUEST1_PART3_FELIX10": "난 중학교 때 잠시 애니에 푹 빠져 있었어. [pause]날 너무 이상하게 보지는 마!", - "FELIX_QUEST1_PART3_FELIX12": "내 [wave amp=30 freq=10]형편없는 어릴 적 그림[/wave]이 왜 살아났는지 영문을 모르겠어.", - "FELIX_QUEST1_PART3_FELIX11": "이 상황이 얼마나 바보 같은지는 나도 잘 아니까!", - "FELIX_QUEST1_PART4_KUNEKO1": "...", - "FELIX_QUEST1_PART3_FELIX14": "어떻게 된 건지 알아내야겠어.", - "FELIX_QUEST1_PART4_FELIX2": "아. [pause]금방 찾았네.", - "FELIX_QUEST1_PART4_KUNEKO4": "다, 당신이 누군지는 모르지만, 강한 유대감이 느껴져...", - "FELIX_QUEST1_PART4_FELIX3": "아까 날 구해줬지... [pause]내가 누군지 알아?", - "FELIX_QUEST1_PART4_FELIX5": "아, 그래. 그렇겠지.", - "FELIX_QUEST1_PART4_KUNEKO7": "전...", - "FELIX_QUEST1_PART4_FELIX6": "내가 널 만들었으니까.", - "FELIX_QUEST1_PART4_FELIX12": "날 \\\"창조자\\\"라고 부르지 않아도 돼.", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]제발 용서해 주세요![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "못 알아 뵈어서 [wave amp=30 freq=10]정말 죄송합니다[/wave], 창조자님!", - "FELIX_QUEST1_PART4_KUNEKO10": "저는 얼마 전 저희가 처음 만난 그 풀밭에서 눈을 떴어요. [pause]혀 끝에서 맴도는 제 이름과 마음속 사명 외에는 아무것도 없었죠.", - "FELIX_QUEST1_PART4_KUNEKO11": "다른 건 아무것도 기억나지 않아요, 창조자님.", - "FELIX_QUEST1_PART4_KUNEKO13": "그러면... [pause]아버지는 어때요?", - "FELIX_QUEST1_PART4_FELIX14": "그것도... [pause]어... [pause]별로 나을 게 없는데.", - "FELIX_QUEST1_PART4_FELIX16": "아니.", - "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] 아빠?", - "FELIX_QUEST1_PART4_FELIX18": "절대 안 돼.", - "FELIX_QUEST1_PART4_FELIX19": "그냥... [pause]펠릭스라고 불러.", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "쿠네코, 사명이 있다고 했지?", - "FELIX_QUEST1_PART4_FELIX22": "어휴, 내가 썼지만 정말 끔찍한 줄거리네.", - "FELIX_QUEST1_PART4_KUNEKO20": "저는 이 땅 곳곳에 있는 원소의 성소 네 곳을 찾아, 그곳을 지키고 있는 짐승들을 물리쳐야 해요.", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "네 사명이 뭐야?", - "FELIX_QUEST1_PART4_KUNEKO21": "그래야만 제 힘을 증명할 수 있죠!", - "FELIX_QUEST1_PART4_FELIX23": "쿠네코, 그 \\\"사명\\\"은 잊어버리는 게 좋을 거야. 진짜가 아니거든... [pause]그냥 네 배경 이야기로 [wave amp=30 freq=10]지어낸 거라고[/wave].", - "FELIX_QUEST1_PART4_FELIX24": "게다가 뉴위럴의 생명체는 무척 위험해.", - "FELIX_QUEST1_PART4_KUNEKO26": "하지만 바로 그렇기 때문에 저 자신을 [wave amp=30 freq=10]증명해야만 하는 거예요[/wave]!", - "FELIX_QUEST1_PART4_KUNEKO25": "제가 창조자님 눈에 안 찬다는 건 저도 알아요...", - "FELIX_QUEST1_PART4_FELIX25": "거참... [pause]이상하네. [pause]나만 그렇게 생각하는 거 아니지? [pause]그렇지?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "그래, 정말 이상해.", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "이 섬에 안 이상한 게 어디 있어.", - "FELIX_QUEST1_PART4_FELIX26": "난 나이를 먹으면서 훨씬 덜 부끄러운 캐릭터도 많이 만들었어. [pause]왜 하필 쿠네코지?", - "FELIX_QUEST1_PART4_FELIX27": "어쨌든, [pause]내가 만들었다는 이유 하나만으로 쿠네코가 이곳에 나타난 거라면, 조금 책임감이 느껴지긴 해.", - "FELIX_QUEST1_PART4_FELIX28": "그 \\\"원소 제단\\\"을 4개 찾아서 쿠네코가 위험에 처하지 않게 도와주자.", - "FELIX_QUEST2_ALTAR1_FELIX1": "그 제단이 진짜였나 보네. [pause]흠.", - "FELIX_QUEST1_PART4_FELIX29": "섬 주변을 둘러보거나 마을 사람들한테 물어보면 될 거야. [pause]네가 결정해, {player}.", - "FELIX_QUEST2_ALTAR1_FELIX2": "쿠네코!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "제 힘을 증명해야만 해요, 창조자님...", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "내 뾰족한 칼날로 명하노니... [shake rate=30 level=10]모습을 드러내라, 수호자여![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "자, 우리가 도와주자.", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "도와주셔서 감사해요, 창조자님...", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "하지만 다음 전투에서는 도와주실 필요가 [wave amp=30 freq=10]전혀[/wave] 없을 거예요!", - "FELIX_QUEST2_ALTAR1_FELIX8": "계속할 생각인가 보네.", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "마침 동시에 빛나고 있는 해와 달의 힘으로 명하노니...", - "FELIX_QUEST2_ALTAR1_FELIX9": "그러면 어쩔 수 없지. [pause]나머지 제단도 찾아보자.", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]모습을 드러내라, 수호자여![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "자기 역할에 완전히 몰입했네.", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "창조자님 옆에서 함께 싸우다니...", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "제겐 그럴 자격이 없어요...", - "FELIX_QUEST2_ALTAR2_FELIX6": "솔직히 말하면 별일 아닌데...", - "FELIX_QUEST2_ALTAR3_FELIX12": "난... 어...", - "FELIX_QUEST2_ALTAR2_FELIX7": "아... 가버렸네. [pause]다음 성소를 찾아보자.", - "FELIX_QUEST2_ALTAR3_FELIX1": "잠깐! 쿠네코...", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]모습을 드러내라, 수호자여![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "정의를 향한 내 열정을 [pause]뜨거운 동시에 차갑게 만드는 불과 얼음의 힘으로 명하노니...", - "FELIX_QUEST2_ALTAR3_FELIX4": "어서 가자.", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "또 도와주셨군요, 창조자님...", - "FELIX_QUEST2_ALTAR3_FELIX6": "네가 다치는 건 원치 않아!", - "FELIX_QUEST2_ALTAR3_FELIX7": "저기...", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", - "FELIX_QUEST2_ALTAR3_FELIX8": "나한테 잘 보이려고 이럴 필요 없어.", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "저를 속으로 어떻게 생각하시는지 알아요, [pause]창조자님.", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "저를 만든 걸 [shake rate=30 level=10]창피[/shake]하게 여기시는 것 알고 있다고요.", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "제 사명은 창조자님한테 잘 보이는 게 [shake rate=30 level=10]아니에요[/shake].", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "절 바라보시는 눈길에서 다 느껴져요!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "그래.", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "제가 뭘 하든 저를 자랑스럽게 여기실 일은 [shake rate=30 level=10]절대[/shake] 없을 테니까요!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]수호자여, [pause]모습을 드러내라![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "아, [pause]음... [pause]정말 미안해지네.", - "FELIX_QUEST2_ALTAR3_FELIX17": "내가 말을 잘못 한 것 같네.", - "FELIX_QUEST2_ALTAR3_FELIX18": "쿠네코를 찾아서 사과해야겠어.", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "조금은...", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "그런 뜻으로 한 말 아니었다는 것 알아.", - "FELIX_QUEST2_ALTAR3_FELIX19": "마지막 성소에 있겠지?", - "FELIX_QUEST2_ALTAR4_FELIX1": "쿠네코, [pause]저기... [pause]음...", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "이 카드에 모든 것을 걸겠다... [pause]드로우!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "준비되면 그때 돌아와서 저랑 싸워요!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "저는 그저 잊힌 생각에 불과한 거죠... [pause]안 그런가요, [pause][shake rate=30 level=10]창조자님?[/shake]", - "FELIX_QUEST2_ALTAR4_FELIX5": "쿠네코, 나는...", - "FELIX_QUEST2_ALTAR4_FELIX4": "자, [pause]도와주자. 그다음에 사과해야겠어.", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "한때 재밌게 가지고 놀다가, [pause]헌신짝처럼 [shake rate=30 level=10]버린[/shake] 생각 아니냐고요!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "준비되면 그때 돌아와서 저랑 싸워요!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "땅, 바람, 불, 공기의 찬란한 힘으로...", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "준비되면 그때 돌아와서 저랑 싸워요!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]내 진정한 힘이 깨어난다![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "아직도 제가 창피한가요, [pause]창조자님?", - "FELIX_QUEST2_ALTAR4_FELIX10": "쿠네코가... [pause][pause]내면의 네 가지 원소를 하나로 합쳤어...", - "FELIX_QUEST2_ALTAR4_FELIX13": "난 살아남아서 실수를 바로잡고 싶어... [pause]그게 내 바람이야...", - "FELIX_QUEST2_ALTAR4_FELIX12": "미안해... [pause]전부 내 잘못이야, [pause]{player}...", - "FELIX_QUEST2_ALTAR4_FELIX15": "쿠네코... [pause]정말 미안해.", - "FELIX_QUEST2_ALTAR4_FELIX16": "나는 너처럼 내가 어릴 때 만든 것들을 전부 창피하게 여겼어.", - "FELIX_QUEST2_ALTAR4_FELIX14": "자, [pause]우리가 함께하면 이 모든 걸 바로잡을 수 있을 거야!", - "FELIX_QUEST2_ALTAR4_FELIX17": "하지만 처음부터 다 잘할 수는 없지. 널 만들어내지 않았다면... 널 [wave amp=30 freq=10]그리지[/wave] 않았다면...", - "FELIX_QUEST2_ALTAR4_FELIX18": "이렇게 예술가가 되지 못했을 거야.", - "FELIX_QUEST2_ALTAR4_FELIX19": "널 존재하지 않는 것 취급하는 게 아니라 널 받아들여야 했어. 그리고 네가 예술가로서의 내게 가지는 의미를 받아들여야 했다고.", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "저, 정말 그렇게 생각해요?", - "FELIX_QUEST2_ALTAR4_FELIX21": "그래. [pause]그나저나, 방금 정말 멋져 보였어.", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]창조자니이이임~", - "FELIX_QUEST2_ALTAR4_FELIX23": "그래, 그래, [pause]좀 진정해.", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "아니, [pause]죽이려고 해서 죄송해요, [pause]\\\"펠릭스\\\".", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "방금 죽이려고 해서 죄송해요, 창조자님...", - "FELIX_QUEST2_ALTAR4_FELIX27": "쿠네코, 네게 물어볼 것이 있어...", - "FELIX_QUEST2_ALTAR4_FELIX26": "괜찮아! 다 용서했어.", - "FELIX_QUEST2_ALTAR4_FELIX28": "넌 어떻게 [wave amp=30 freq=10]진짜[/wave]가 된 거야? 이해가 안 돼.", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "...저도 몰라요!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "뭔가 만들고 나면, 더는 자신의 것이 아니게 되는 건 아닐까요? [pause]생각이란 스스로 변하고 자라나니까요.", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "다만 제 [wave amp=30 freq=10]생각[/wave]을 물어보시는 거라면...", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]당신[/wave]은 예술가잖아요, 창조자 펠릭스. [pause]저보다 당신이 더 잘 알겠죠.", - "FELIX_QUEST2_ALTAR4_FELIX33": "...흠. 그래.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "이제 어떻게 할 생각이야?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "여러분의 마을로 함께 갈 수는 없을 것 같네요... [pause]그건 제 길이 아니에요.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "이제 네 사명은 끝난 거야?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "저만의 길을 개척해야죠! [pause]제 수정 심장이 이끄는 대로 따라가야 해요.", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "행운을 빌게!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "보고 싶을 거야!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "네 심장은 정말 수정이야? 아니면 그냥 비유한 거야?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "자, [pause]여기 제 힘을 드릴게요. [pause]그걸 통해 우리가 함께 싸웠던 때를 기억해 주세요.", - "FELIX_QUEST2_ALTAR4_FELIX36": "여기서 헤어져야 한다면...", - "FELIX_QUEST2_ALTAR4_FELIX37": "널 만난 걸 감사하게 생각하고 있어, 쿠네코!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "잘 가요, [pause]창조자 펠릭스.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "그리고 당신도요, [pause]창조자 펠릭스의 조용한 친구.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "그리고 당신도요, [pause]창조자 펠릭스의 조용한 친구.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "그리고 당신도요, [pause]창조자 펠릭스의 조용한 친구.", - "FELIX_QUEST2_ALTAR4_FELIX42": "...[pause]은유법 연습 좀 많이 해야겠네.", - "FELIX_QUEST2_ALTAR4_FELIX43": "정말 흥미로운 경험이었어.", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "우, 우리의 기억이 진정한 앞길을 밝히는 [shake rate=30 level=10]등대처럼[/shake] 타오르기를!", - "FELIX_QUEST2_ALTAR4_FELIX44": "우리가 하나의 커다란 몬스터로 [wave amp=30 freq=10]합체[/wave]한 것 말고도 말이야. 그건... 음... 새로웠지.", - "FELIX_CONVO1_FELIX5": "원래 세계로 돌아가면 다시 생기려나? 궁금하네.", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "우린 그걸 \\\"융합\\\"이라고 불러.", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "정말 멋졌어!", - "FELIX_QUEST2_ALTAR4_FELIX45": "솔직히 말하면 멀미가 조금 나긴 했지만, 다음번에는 잘 할 수 있을 것 같아!", - "FELIX_QUEST2_ALTAR4_FELIX46": "자, 우리 집에 가서 얘기 좀 하자. [pause]게다가, 새로운 스케치의 영감이 떠올랐어.", - "FELIX_QUEST2_EPILOGUE_FELIX2": "이렇게 그림이 그리고 싶은 건 처음이야. [pause]새 캐릭터를 만들고 싶어...", - "FELIX_QUEST2_EPILOGUE_FELIX1": "그 모험이 내 안에 불을 지핀 것 같아.", - "FELIX_QUEST2_EPILOGUE_FELIX3": "내 작품으로 돈도 많이 벌고 싶고, 내가 하고 싶은 대로 일하고 싶어.", - "FELIX_QUEST2_EPILOGUE_FELIX4": "그래서... [pause]원래 세계로 돌아갈 준비가 된 것 같아.", - "FELIX_QUEST2_EPILOGUE_FELIX5": "너도 그걸 찾고 있는 거지? [pause]돌아가는 방법 말이야.", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "응!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "무엇보다도!", - "FELIX_QUEST2_EPILOGUE_FELIX6": "여기서 나갈 방법이라...", - "FELIX_QUEST2_EPILOGUE_FELIX8": "하지만 어릴 적 만든 캐릭터가 살아나는 것도 불가능하지. 안 그래?", - "FELIX_QUEST2_EPILOGUE_FELIX7": "마을 사람들은 불가능하다고 하던데...", - "FELIX_QUEST2_EPILOGUE_FELIX9": "네가 방법이 있을 거라고 생각한다면, 난 널 믿어.", - "FELIX_QUEST2_EPILOGUE_FELIX10": "나도 도와줄 테니 걱정하지 말고.", - "FELIX_QUEST2_EPILOGUE_FELIX11": "아, 그리고 한 가지 더.", - "FELIX_QUEST2_EPILOGUE_FELIX12": "여기 내가 그리고 싶다고 했던 스케치야.", - "FELIX_CONVO1_FELIX1": "이상한 얘기 하나 들려줄까?", - "FELIX_CONVO1_FELIX2": "원래 여기 팔 위쪽에 흉터가 하나 있었어. 어릴 때 철조망에 떨어져서 팔이 크게 베였거든.", - "FELIX_CONVO1_FELIX3": "그런데 사라졌지 뭐야. [pause]뉴위럴에 오고 나서.", - "FELIX_CONVO1_FELIX4": "이게... [pause]무슨 의미인지는 모르겠지만... [pause]그냥 신기하다고 생각했어.", - "FELIX_CONVO2_FELIX1": "너 버터 타르트 먹어본 적 있어?", - "FELIX_CONVO2_FELIX2": "언제 한번 만들어 줄게! [pause]이곳에서도 재료를 전부 구할 수 있을 거야...", - "FELIX_CONVO2_FELIX3": "음, [pause]건포도는 구하기 조금 힘들 수도 있겠네. 하지만 나는... [pause]차라리 잘된 것 같아.", - "FELIX_CONVO3_FELIX1": "네가 알아차렸는지는 모르겠지만, [pause]뉴위럴에는 우리처럼 다른 세상에서 오지 않은 사람도 많아.", - "FELIX_CONVO3_FELIX2": "물론, [pause]그런 사람의 아버지 어머니 아니면 할아버지 할머니는 이곳에 떠밀려 왔겠지만, [pause]본인에게는 이 섬이 세상의 전부라고.", - "FELIX_CONVO3_FELIX3": "그건 어떤 기분일까? [pause]자기가 유일하게 아는 세상에 표류한 사람들로 둘러싸인 채... [pause]자기는 절대 가보지 못할 세계에 대한 이야기를 들으며 자라는 것 말이야.", - "FELIX_CONVO3_FELIX4": "우리만큼이나 이곳에 갇힌 기분이겠지.", - "FELIX_CONVO4_FELIX2": "이상한 건가? [pause]물론, [pause]내가 자란 곳에 몬스터는 없었지만 말이야.", - "FELIX_CONVO4_FELIX1": "이 섬에 있으면 내 고향 생각이 나.", - "FELIX_CONVO4_FELIX3": "하지만 떠나고 싶지만, [pause]떠날 수 없는 그 느낌은 같아...", - "FELIX_CONVO4_FELIX4": "물론 너나 다른 사람들과 어울리는 게 좋긴 하지만...", - "FELIX_CONVO4_FELIX5": "저 밖에는 드넓은 세계가 있잖아. [pause]그것도 하나가 아니라... [pause]수많은 세계가 있다는 듯하고. [pause]난 가능한 한 많은 걸 보고 싶어.", - "FELIX_CONVO5_FELIX2": "자기 인생이 전부 웬 괴짜 예술가가 만들어낸 거라는 이야기를 들으면 이상하겠지.", - "FELIX_CONVO5_FELIX1": "쿠네코가 잘 지내고 있으면 좋겠네.", - "FELIX_CONVO5_FELIX3": "잠깐! [pause]우리 [wave amp=30 freq=10]모두[/wave] 그런 식으로 누군가가 만들어낸 존재는 아닐까?", - "FELIX_CONVO5_FELIX4": "...[pause]에이, 너무 깊이 생각하는 거겠지.", - "FELIX_CONVO6_FELIX1": "여기 오기 전까지는... [pause]다음 연애에 모닥불을 피울 일이 이렇게 많을 줄은 상상도 못했어.", - "FELIX_CONVO7_FELIX6": "생각해 보면... [pause]꽤 대단한 일이지.", - "FELIX_CONVO6_FELIX2": "인생은 정말 한치 앞도 내다볼 수가 없다니까. [pause]그렇지?", - "FELIX_CONVO6_FELIX3": "불평하는 건 아니야. [pause]너랑 이렇게 캠핑하는 건 좋거든.", - "FELIX_CONVO7_FELIX1": "항구촌에서 살다 보면 좋은 교훈을 배울 수 있는 것 같아.", - "FELIX_CONVO7_FELIX2": "그러니까, [pause]밤에 놀러 나갈 곳이 많지는 않지만...", - "FELIX_CONVO7_FELIX3": "마을 사람들이 다들 서로에게 의존하니까 아무도 소외되지 않잖아.", - "FELIX_CONVO7_FELIX4": "식량은 다들 먹고 살 정도로 충분하지만, 낭비될 만큼 넘쳐나지는 않고.", - "FELIX_CONVO7_FELIX5": "인간 문명으로부터 단절되어 있지만, [pause]그래도 어떻게든 살아가고 있어.", - "FELIX_CONVO8_FELIX1": "그러니까, [pause]친구와 가족으로부터 떨어져 몬스터가 득실대는 섬에 표류하다니...", - "FELIX_CONVO8_FELIX2": "정말 상상도 못할 상황인데... [pause]지금 난 잘 적응하고 있잖아.", - "FELIX_CONVO9_FELIX1": "새 조트 이야기를 만들고 있는데... [pause]딱 어울리는 소재를 찾은 것 같아.", - "FELIX_CONVO8_FELIX3": "인간이란 세상이 곧 멸망한다 해도 어떻게든 살아갈 방법을 찾는 것 같아. [pause]안 그래?", - "FELIX_CONVO8_FELIX4": "인간은 정말 이상한 존재라니까. [pause]나도 포함해서 말이야.", - "FELIX_CONVO9_FELIX2": "하지만 가능한 한 최고의 이야기로 만들어야만 해. 기회가 또 올지는 모르는 일이니까 말이야.", - "FELIX_CONVO13_FELIX2_OPTION2": "그러면 좋겠다!", - "FELIX_CONVO9_FELIX2_OPTION1": "무슨 뜻이야?", - "FELIX_CONVO9_FELIX3": "어떻게 될지 모르잖아! [pause]감이 떨어질 수도 있고. [pause]다른 섬에 갇힐 수도 있고. [pause]세상이 멸망할지도 모르지.", - "FELIX_CONVO9_FELIX2_OPTION2": "다음 기회가 왜 없겠어?", - "FELIX_CONVO9_FELIX4": "난 항상 지금 프로젝트가 내 마지막 작품일지도 모른다고 생각하면서 작업해. 세상에 남기는 내 유산이 될지도 모른다고 말이야.", - "FELIX_CONVO9_FELIX5": "애초에 [wave amp=30 freq=10]정말[/wave] 그렇게 될 수도 있으니까.", - "FELIX_CONVO10_FELIX1": "최근 들어 영감이 계속 샘솟는 것 같아서 기분이 좋네!", - "FELIX_CONVO19_FELIX2": "네 세계에는 \\\"조트 띠\\\"가 없다고? [pause]그렇지만 \\\"만화책\\\"이라는 게 있는데, 그게 조트와 스타일이 비슷한 것 같다는 거지?", - "FELIX_CONVO10_FELIX1_OPTION1": "넌 정말 유쾌한 사람이야!", - "FELIX_CONVO10_FELIX1_OPTION2": "넌 항상 기분이 좋잖아!", - "FELIX_CONVO10_FELIX2": "흠... 정말 그렇게 생각해?", - "FELIX_CONVO10_FELIX3": "난 뭐든 긍정적으로 보려고 [wave amp=30 freq=10]노력[/wave]하는 거야.", - "FELIX_CONVO10_FELIX5": "하지만 앙심에서 나오는 의욕은 오래가지 않아. [pause]이제는 삶을 더 긍정적으로 바라보려고.", - "FELIX_CONVO10_FELIX4": "퇴직한 후 난 화가 많아졌어. 그렇게 안 좋은 경험을 하면 성격이 안 좋아지기 쉽지.", - "FELIX_CONVO10_FELIX6": "게다가 이 섬은 진지하게 받아들이기에는 너무 이상하잖아. 이 섬에 실망해봤자 그게 무슨 소용이야?", - "FELIX_CONVO11_FELIX2": "스케치도 전부 그 문 너머로 가져갈 수 있으려나? 그래야 할 텐데!", - "FELIX_CONVO11_FELIX1": "정말 그 커다란 관문으로 뉴위럴에서 떠날 수 있다면, 슬슬 짐을 어떻게 싸야 할지 생각해 봐야겠어.", - "FELIX_CONVO12_FELIX1": "그 기차 위에서의 결전 정말 대단하지 않았어?", - "FELIX_CONVO12_FELIX2": "\\\"대천사\\\"에 대해 우리가 아는 정보를 조금씩 분석해 보고 있어.", - "FELIX_CONVO12_FELIX3": "그 알레프라는 세모 머리 녀석이 한 말 중 하나가 [wave amp=30 freq=10]아주 중요한[/wave] 정보 같더라고.", - "FELIX_CONVO12_FELIX4": "알레프는 우리 인간이 가장 보편적인 생각으로부터 대천사를 \\\"실체화\\\"하고, 그러면 대천사가 우리가 품은 환상을 현실에서 재현하기 위해 우리 세계를 방문한다고 했어.", - "FELIX_CONVO12_FELIX5": "그게 정말일까? 알레프가 먼 옛날에 우리 세계를 [wave amp=30 freq=10]방문[/wave]했을까? 우린 같은 세계 출신도 [wave amp=30 freq=10]아닌데[/wave], 그러면 어떻게 되는 거지?", - "FELIX_CONVO12_FELIX6": "다른 세계에서 [wave amp=30 freq=10]실체화[/wave]하는 발상과 생각들을 떠올리는 게 인류의 진정한 역할일까? 아니면 내가 너무 생각이 많은 건가?", - "FELIX_CONVO12_FELIX7": "이런 생각하면 머리가 터질 것 같지 않아?", - "FELIX_CONVO12_FELIX8": "그냥 기억해두는 게 좋을 것 같아서.", - "FELIX_CONVO12_FELIX7_OPTION1": "네가 그렇게 예리할 줄은 몰랐네!", - "FELIX_CONVO12_FELIX7_OPTION2": "네가 그걸 전부 기억해두고 있을 줄은 몰랐어!", - "FELIX_CONVO13_FELIX1.m": "순찰대장 된 것 축하해, {player}!", - "FELIX_CONVO13_FELIX1.n": "순찰대장 된 것 축하해, {player}!", - "FELIX_CONVO12_FELIX9": "혹시 모르잖아. 언젠가 이걸 이야기의 소재로 쓰게 될 수도 있지!", - "FELIX_CONVO13_FELIX2": "이제 할 일이 무척 많겠구나. 앞으로도 나랑 놀 시간이 있으면 좋겠는걸.", - "FELIX_CONVO13_FELIX1.f": "순찰대장 된 것 축하해, {player}!", - "FELIX_CONVO13_FELIX2_OPTION1": "물론이지!", - "FELIX_CONVO13_FELIX3": "헤. 그러면 좋겠네.", - "FELIX_CONVO14_FELIX1_OPTION1": "그래?", - "FELIX_CONVO14_FELIX1": "아, [pause]너랑 케일리가 그 이상한 광신도들과 겪은 일에 대해 들었어.", - "FELIX_CONVO14_FELIX1_OPTION2": "아, 그거...", - "FELIX_CONVO14_FELIX2": "그들의 카리스마 있는 지도자가 대천사의 힘을 얻고 싶어 했다면서?", - "FELIX_CONVO14_FELIX2_OPTION1": "비슷해.", - "FELIX_CONVO14_FELIX2_OPTION2": "요약하자면 그렇지.", - "FELIX_CONVO14_FELIX3": "다들 무사하면 좋겠네. 그런 일을 겪다니 무척 힘들었을 거야. [wave amp=30 freq=10]그것도[/wave] 뉴위럴에서 말이야.", - "FELIX_CONVO15_FELIX1": "이곳 몬스터는 불을 무서워하는 걸까? 우리가 야영하고 있을 때는 공격하지 않는 것 같던데.", - "FELIX_CONVO15_FELIX2": "아니면 혹시...", - "FELIX_CONVO15_FELIX3": "그냥 쉬고 있는 인간을 공격하는 게 몬스터의 예의범절에 어긋나는 행동일지도 몰라!", - "FELIX_CONVO16_FELIX2": "그 사람은 이 섬에서 나고 자라서 다른 곳에 대해서는 아무것도 몰라. 부모님이 이곳에 표류한 후에 만났거든.", - "FELIX_CONVO16_FELIX1": "최근에 순찰대장 한 명이 내가 이곳에 \\\"불시착\\\"하기 전에 어떤 삶을 살았는지 물어보더라고.", - "FELIX_CONVO16_FELIX3": "기차, 백화점, 스포츠팀 같은 것들에 대해 궁금해했어...", - "FELIX_CONVO16_FELIX4": "이곳에서 자란 사람이 모를 거라고는 생각도 안 해본 아주 기본적인 것들을 말이야.", - "FELIX_CONVO17_FELIX1": "이렇게 몸을 녹일 모닥불만 피우고 밖에 있자니... 여름 캠프 생각이 나네!", - "FELIX_CONVO16_FELIX5": "이곳 삶은 그리 복잡하지 않지만, 적어도 행복하게 자라날 수는 있지.", - "FELIX_CONVO17_FELIX2": "...아니, 만약 내가 여름 캠프에 가본 적이 있다면 그 생각이 났겠지. [pause]난 안 가봤거든.", - "FELIX_CONVO19_FELIX2_OPTION1": "응!", - "FELIX_CONVO18_FELIX1": "가끔 내 그림의 모델이 되어줘! 정물화는 예술가가 꼭 숙달해야 하는 기술이거든.", - "FELIX_CONVO17_FELIX3": "하지만 어렸을 때 [wave amp=30 freq=10]상상한[/wave] 여름 캠프와 꽤 비슷하네... 그래서 좋아.", - "FELIX_CONVO18_FELIX2": "인체는 그리기 정말 어렵다니까.", - "FELIX_CONVO18_FELIX3": "특히 손이 제일 어려워. 아직도 손은 잘 못 그리겠더라고.", - "FELIX_CONVO19_FELIX1": "그러니까...", - "FELIX_CONVO19_FELIX3": "그런데 그 \\\"만화책\\\"은 전혀 [wave amp=30 freq=10]안 움직여[/wave]? 그냥 종이에 인쇄된 걸 [wave amp=30 freq=10]바라보는[/wave] 거야?", - "FELIX_CONVO19_FELIX2_OPTION2": "비슷해.", - "FELIX_CONVO19_FELIX4": "나한테는 이상하게 들리지만, 그래도 네 말을 믿을게!", - "FELIX_CONVO20_FELIX1": "내 공책에 이 섬의 몬스터를 더 기록해 놔야겠어.", - "FELIX_SOCIAL1_FELIX2": "이 모험이 내 안에 불을 지폈다고 말한 거. 기억나?", - "FELIX_CONVO20_FELIX2": "원래 세계로 돌아갔을 때 내가 정말 몬스터가 사는 섬에 왔었다는 증거로 쓸 수 있을지도 모르잖아.", - "FELIX_CONVO20_FELIX3": "[wave amp=30 freq=10]아무도[/wave] 내 말을 믿을 것 같지는 않지만 말이야.", - "FELIX_SOCIAL1_FELIX1": "쿠네코와 작별한 후에 내가 한 말 있잖아...", - "FELIX_SOCIAL1_FELIX2_OPTION1": "기억나!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "어... 기억나는 것 같기도?", - "FELIX_SOCIAL1_FELIX3": "난 이곳에 떨어지기 전에 예술적으로 발전을 못하고 있었어.", - "FELIX_SOCIAL1_FELIX5": "내가 책임자는 아니었지만, [pause]그래도... [pause]그 회사는 내 아이나 마찬가지였어. [pause]무슨 말인지 알겠어? [pause]내가 피땀 흘려 공들이지 않았다면 그 회사도 없었을 거라고.", - "FELIX_SOCIAL1_FELIX4": "난 오랫동안 조트 이야기를 만드는 회사에서 일했어. [pause]아트, 각본, 전부 말이야.", - "FELIX_SOCIAL1_FELIX6": "난 상사들이 내가 기여한 걸 알아주기를 오랫동안 기다렸지만, 그런 날은 영영 오지 않았어.", - "FELIX_SOCIAL1_FELIX7": "오히려 내 보직을 이리저리 바꾸고, 내가 오랫동안 작업한 이야기와 캐릭터로부터 떨어뜨려놨지.", - "FELIX_SOCIAL1_FELIX8": "급여도 내가 받아 마땅한 금액에 턱없이 못 미쳤고.", - "FELIX_SOCIAL1_FELIX9": "그래서... 난 결국 회사를 때려치고 나만의 길을 걸으려 했어.", - "FELIX_SOCIAL1_FELIX9_OPTION1": "잘했어!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "그 사람들 손해지!", - "FELIX_SOCIAL1_FELIX10": "헤, 고마워.", - "FELIX_SOCIAL1_FELIX11": "전 직장에서 너무 괴로웠던 나머지 다시 예술을 만드는 데 필요한 마음가짐을 갖기가 어렵더라고.", - "FELIX_SOCIAL2_FELIX3C": "나도 마찬가지야.", - "FELIX_SOCIAL1_FELIX12": "그래서 내가 뉴위럴에 떨어진 데에는 뭔가 이유가 있는 것 같아.", - "FELIX_SOCIAL1_FELIX13": "내 얘기 들어줘서 고마워, {player}.", - "FELIX_SOCIAL1_FELIX14": "우리가 슈퍼 몬스터로 융합한 적이 있다 보니 너와 얘기하기 더 편한 것 같아.", - "FELIX_SOCIAL1_FELIX14_OPTION1": "맞아, 그랬지!", - "FELIX_SOCIAL1_FELIX15": "헤.", - "FELIX_SOCIAL1_FELIX14_OPTION2": "융합하면 사이가 가까워지긴 하지!", - "FELIX_SOCIAL1_FELIX17": "그러면 하던 일이나 마저 할까?", - "FELIX_SOCIAL1_FELIX16": "어쨌든, 네 관문을 찾기 전까지는 돌아갈 수 없어.", - "FELIX_SOCIAL2_FELIX1_OPTION1": "그게 무슨 뜻이야?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "어떤 식으로?", - "FELIX_SOCIAL2_FELIX2": "그러니까, 몬스터를 기록하는 카세트 테이프 말이야... 정확히 어떤 원리로 작동하는 걸까?", - "FELIX_SOCIAL2_FELIX1": "서로 다른 세계에서는... [pause]논리도 다를 수 있을까?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "그 카세트 플레이어는 첨단 과학 기술을 사용한 발명품일 거야.", - "FELIX_SOCIAL2_FELIX2_OPTION2": "카세트 플레이어에 마법이 걸려 있을 거야.", - "FELIX_SOCIAL2_FELIX2_OPTION3": "모르겠어!", - "FELIX_SOCIAL2_FELIX3A": "나도 그 생각은 해봤어... [pause]그래서 메러디스한테 내부를 들여다 봐달라고 했지. [pause]그런데 완전히 평범해 보인다고 하더라고.", - "FELIX_SOCIAL2_FELIX4": "내가 아는 한, 이것들은 그냥 평범한 구식 카세트 플레이어야. 아버지가 비슷하게 생긴 걸 가지고 계셨어.", - "FELIX_SOCIAL2_FELIX3B": "이곳은 마법이 정말 존재하는 걸까? [pause]마법사들이 서로 주문을 날리면서 날아다니지는 않잖아.", - "FELIX_SOCIAL4_FELIX5.n": "이 캐릭터는 아웃사이더야. [pause]옥검사에게 도전하기 위해 머나먼 곳에서 찾아온 기사지.", - "FELIX_SOCIAL2_FELIX5": "듣기로는 몇 년 전 순찰대가 버려진 백화점에 잔뜩 쌓여있는 걸 찾았다고 하더라고. 이 섬의 카세트 플레이어는 전부 그곳에서 난 거지.", - "FELIX_SOCIAL2_FELIX6": "세계마다 논리가 다를 수 있을지 물어본 것도 그래서야.", - "FELIX_SOCIAL2_FELIX8": "정말 흥미로운 발상이야! 꼭 이야기의 소재로 써야겠어...", - "FELIX_SOCIAL2_FELIX7": "우리 세계의 평범한 물건이 이 세계에서는 다른 \\\"규칙\\\"을 따르는 걸지도 몰라.", - "FELIX_SOCIAL2_FELIX8_OPTION1": "이야기?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "무슨 뜻이야?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "새 이야기를 쓰고 있어?", - "FELIX_SOCIAL2_FELIX9": "아직 별것 없어... 그냥 이런저런 생각을 해보고 있을 뿐이야.", - "FELIX_SOCIAL2_FELIX11": "이제 모험이나 마저 하러 가자고. 그러면 소재를 더 얻을 수 있을 테니까.", - "FELIX_SOCIAL2_FELIX10": "좀 더 실질적인 결과물이 나오면 알려줄게.", - "FELIX_SOCIAL3_FELIX1": "쿠네코가 한 말이 계속 떠오르더라고.", - "FELIX_SOCIAL3_FELIX3": "왠지 모르게 뉴위럴의 몬스터들이 계속 마음에 걸렸는데, 이젠 그 이유를 알 것 같아.", - "FELIX_SOCIAL3_FELIX2": "생각이 스스로 자란다는 것 말이야. 그래서 생각해봤는데...", - "FELIX_SOCIAL3_FELIX3_OPTION1": "몬스터들이 왜?", - "FELIX_SOCIAL3_FELIX6": "만약 그게 사실이라면, 그건 정밀 과학의 영역이 아닐지도 몰라. [pause]무질서하고 예측할 수 없을지도 모르지.", - "FELIX_SOCIAL3_FELIX4": "이곳 몬스터는 등에 안전 고깔이 달린 것도 있고, 몸통이 쓰레기통인 것도 있고, 머리가 텔레비전인 것도 있잖아...", - "FELIX_SOCIAL3_FELIX5": "혹시 우리가 떠올리는 이미지와 신화가 널리 퍼져나가다 보면 이렇게 다른 세계에서 물리적으로 실체화하는 건 아닐까?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "정말 기발한 생각이야.", - "FELIX_SOCIAL3_FELIX5_OPTION2": "마음에 드는데!", - "FELIX_SOCIAL3_FELIX7": "이미지와 개념이 합쳐져서 특이한 결과를 내거나, 때로는 널리 퍼지지 않은 생각이 실체화할 수 있을지도 몰라.", - "FELIX_SOCIAL3_FELIX9": "이 세계를 좀 더 이해하게 된 것 같아.", - "FELIX_SOCIAL3_FELIX8": "때로는 캐나다에 사는 웬 찌질이가 연필로 끄적인 스케치만으로도 충분할지도 모르지.", - "FELIX_SOCIAL3_FELIX10": "멋지네. [pause]그러면 이만 일어설까?", - "FELIX_SOCIAL4_FELIX1": "저기, {player}.", - "FELIX_SOCIAL4_FELIX12.f": "등장인물에게 결말을 강요할 수는 없어. 결정은 아웃사이더의 몫이지.", - "FELIX_SOCIAL4_FELIX2": "네게 보여주고 싶은 게 있어. 잠깐 내 집에 들를래?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "그래!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "지금은 안 돼.", - "FELIX_SOCIAL4_FELIX_NO": "괜찮아. 그럼 다음에 보여줄게.", - "FELIX_SOCIAL4_FELIX3": "네 마음에 들면 좋겠어!", - "FELIX_SOCIAL4_FELIX4.m": "좋아, 준비됐어?", - "FELIX_SOCIAL4_FELIX5.m": "이 캐릭터는 아웃사이더야. [pause]옥검사에게 도전하기 위해 머나먼 곳에서 찾아온 기사지.", - "FELIX_SOCIAL4_FELIX4.n": "좋아, 준비됐어?", - "FELIX_SOCIAL4_FELIX4.f": "좋아, 준비됐어?", - "FELIX_SOCIAL4_FELIX6.m": "옥검사는 오래전 멸망한 문명에서 만들어진 불멸의 기계인데, 아웃사이더에게 결투를 신청해서 이겼어.", - "FELIX_SOCIAL4_FELIX5.f": "이 캐릭터는 아웃사이더야. [pause]옥검사에게 도전하기 위해 머나먼 곳에서 찾아온 기사지.", - "FELIX_SOCIAL4_FELIX7.f": "이제 아웃사이더는 약속한 대로 옥검사의 요새로 가서 순순히 처형당해야 해. 그러지 않으면 옥검사가 아웃사이더의 고향을 파괴할 거야.", - "FELIX_SOCIAL4_FELIX7.m": "이제 아웃사이더는 약속한 대로 옥검사의 요새로 가서 순순히 처형당해야 해. 그러지 않으면 옥검사가 아웃사이더의 고향을 파괴할 거야.", - "FELIX_SOCIAL4_FELIX6.f": "옥검사는 오래전 멸망한 문명에서 만들어진 불멸의 기계인데, 아웃사이더에게 결투를 신청해서 이겼어.", - "FELIX_SOCIAL4_FELIX6.n": "옥검사는 오래전 멸망한 문명에서 만들어진 불멸의 기계인데, 아웃사이더에게 결투를 신청해서 이겼어.", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "정말 안됐다!", - "FELIX_SOCIAL4_FELIX7.n": "이제 아웃사이더는 약속한 대로 옥검사의 요새로 가서 순순히 처형당해야 해. 그러지 않으면 옥검사가 아웃사이더의 고향을 파괴할 거야.", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "정말 안됐다!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "아웃사이더가 할 수 있는 건 없어?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "정말 안됐다!", - "FELIX_SOCIAL4_FELIX8.m": "아웃사이더는 말수가 적지만, 재치 있고 결의가 굳은 사람이야. 아웃사이더가 그렇게 쉽게 운명에 굴복하지는 않을 것 같아.", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "아웃사이더가 할 수 있는 건 없어?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "아웃사이더가 할 수 있는 건 없어?", - "FELIX_SOCIAL4_FELIX8.f": "아웃사이더는 말수가 적지만, 재치 있고 결의가 굳은 사람이야. 아웃사이더가 그렇게 쉽게 운명에 굴복하지는 않을 것 같아.", - "FELIX_SOCIAL4_FELIX8.n": "아웃사이더는 말수가 적지만, 재치 있고 결의가 굳은 사람이야. 아웃사이더가 그렇게 쉽게 운명에 굴복하지는 않을 것 같아.", - "FELIX_SOCIAL4_FELIX9": "가웨인 경과 녹기사에서 조금 영감을 받았어. 아서 왕의 기사에 대한 중세 시대 이야기인데, 그 기사도 비슷한 여정을 하거든.", - "FELIX_SOCIAL4_FELIX10": "내 이야기를 어떻게 끝맺을지는 아직 못 정했어. [pause]이야기가 이끄는 대로 따라가 봐야지.", - "FELIX_SOCIAL4_FELIX11": "음, 등장인물은 내가 만들지만, 이야기가 어떻게 전개될지 결정하는 건 [wave amp=30 freq=10]그들 자신[/wave]이야.", - "FELIX_SOCIAL4_FELIX10_OPTION1": "이야기가 이끈다고?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "네가 이야기를 쓰는 게 아니야?", - "FELIX_SOCIAL4_FELIX12.m": "등장인물에게 결말을 강요할 수는 없어. 결정은 아웃사이더의 몫이지.", - "FELIX_SOCIAL4_FELIX13": "물론 너의 몫이기도 하고. 애초에 너를 기반으로 만든 인물이니까.", - "FELIX_SOCIAL4_FELIX12.n": "등장인물에게 결말을 강요할 수는 없어. 결정은 아웃사이더의 몫이지.", - "FELIX_SOCIAL4_FELIX13_OPTION1": "뭐?!", - "FELIX_SOCIAL4_FELIX15.f": "머나먼 곳에서 온 영웅이 방랑하며 막다른 운명에 맞서 싸울 것을 각오한다고?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "어떻게?", - "FELIX_SOCIAL4_FELIX14": "생각해 봐...", - "FELIX_SOCIAL4_FELIX15.n": "머나먼 곳에서 온 영웅이 방랑하며 막다른 운명에 맞서 싸울 것을 각오한다고?", - "FELIX_SOCIAL4_FELIX15.m": "머나먼 곳에서 온 영웅이 방랑하며 막다른 운명에 맞서 싸울 것을 각오한다고?", - "FELIX_SOCIAL4_FELIX16": "그거 완전 너잖아, {player}.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "최선을 다해봤어. 어때?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "넌 정말 좋은 친구야, 펠릭스!", - "FELIX_SOCIAL4_FELIX16_OPTION2": "넌 정말 로맨틱하다니까, 펠릭스.", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "헤, [pause]뭘 이런 걸 갖고 그래!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "이 이야기에 쓸 스케치와 캐릭터 디자인을 많이 만들어놨어. [pause]한번 볼래?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "넌 사명을 품은 멋진 전사야. [pause]글을 쓸 때는 자기가 잘 아는 주제를 선택하라고 하잖아. 그러니 당연히 내 멋진 모험 동료에 대해 써야지.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "넌 사명을 품은 멋진 전사야. [pause]글을 쓸 때는 자기가 잘 아는 주제를 선택하라고 하잖아. 그러니 당연히 내 멋진 모험 동료에 대해 써야지.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "넌 사명을 품은 멋진 전사야. [pause]글을 쓸 때는 자기가 잘 아는 주제를 선택하라고 하잖아. 그러니 당연히 내 멋진 모험 동료에 대해 써야지.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "그냥 데이트 신청을 하는 게 더 쉬웠을 텐데.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "난 널 친구로 생각해.", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "그 조트 이야기가 너와 같이 시간을 보낼 핑계에 불과한 건 아니야.", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "[wave amp=30 freq=10]정말[/wave] 그 이야기를 계속 쓸 거라고.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "하지만 이왕 하는 김에 할 수 있는 건 다 해보는 거지, 뭐. [pause]난 중요한 일에는 최선을 다하거든.", - "FELIX_ROMANCE_FELIX1_OPTION2": "딱히 없어!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "귀엽네.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "어휴, 바보 같기는.", - "FELIX_ROMANCE_FELIX1.m": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", - "FELIX_ROMANCE_FELIX1.f": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "말했잖아. 난 최선을 다한다고.", - "FELIX_ROMANCE_FELIX_NO": "미안. 자기만의 시간을 가질 때 방해하면 안 되는데.", - "FELIX_ROMANCE_FELIX2": "난...", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", - "FELIX_ROMANCE_FELIX1.n": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", - "FELIX_ROMANCE_FELIX13": "하지만 결국 작별해야 하는 날이 찾아오더라도...", - "FELIX_ROMANCE_FELIX5": "고백 받는 건 이게 처음이야. [pause]익숙하지가 않네.", - "FELIX_ROMANCE_FELIX3": "연애 경험은 몇 번 있지만, [pause]솔직히 말하면...", - "FELIX_ROMANCE_FELIX4": "평소에는 내가 더 적극적이거든.", - "FELIX_ROMANCE_FELIX6": "아, 맞다.", - "FELIX_ROMANCE_FELIX7": "대답을 해야지!", - "FELIX_ROMANCE_FELIX8": "당연히, [pause]내 대답은 \\\"좋아\\\"야.", - "FELIX_ROMANCE_FELIX9.f": "어느 날 갑자기 베일에 싸인 사람이 내 삶에 나타나서는, [pause]나와 함께 힘을 합쳐 싸우고, [pause]전투 중에 말 그대로 나와 [wave amp=30 freq=10]합체[/wave]하고, [pause]거기다가 매력적이기까지 하다고?", - "FELIX_ROMANCE_FELIX9.m": "어느 날 갑자기 베일에 싸인 사람이 내 삶에 나타나서는, [pause]나와 함께 힘을 합쳐 싸우고, [pause]전투 중에 말 그대로 나와 [wave amp=30 freq=10]합체[/wave]하고, [pause]거기다가 매력적이기까지 하다고?", - "FELIX_ROMANCE_FELIX9.n": "어느 날 갑자기 베일에 싸인 사람이 내 삶에 나타나서는, [pause]나와 함께 힘을 합쳐 싸우고, [pause]전투 중에 말 그대로 나와 [wave amp=30 freq=10]합체[/wave]하고, [pause]거기다가 매력적이기까지 하다고?", - "FELIX_ROMANCE_FELIX11": "우리가 돌아갈 방법을 찾게 될지는 모르겠지만, [pause]우리는 아마 다른 세계에서 온 걸 거야.", - "FELIX_ROMANCE_FELIX10": "어지간한 멍청이가 아니고서야 거절할 리가 없잖아.", - "FELIX_ROMANCE_FELIX12": "넌 \\\"조트\\\"에 대해 못 들어봤고, [pause]나는 그 \\\"만화책\\\"에 대해 못 들어봤으니까.", - "VIOLA_UNKNOWN_NAME": "수수께끼의 여인", - "FELIX_ROMANCE_FELIX14": "난 이 이야기를 너와 함께 나누고 싶어. [pause]적어도 계속되는 동안에는 말이야.", - "VIOLA_INTRO1_MEREDITH1": "어휴, 이럴 줄 알았지. 항상 뭔가 우릴 죽이려 든다니까.", - "VIOLA_QUEST2_PART1_VIOLA6": "너무 수고스럽지 않다면, [pause]오라버니를 뵌 곳으로 날 데려가 주겠소?", - "VIOLA_INTRO1_EUGENE1": "상대가 많을수록 운동 효과도 좋겠지. [pause]안 그래?", - "VIOLA_INTRO1_KAYLEIGH1": "좀 걱정이 되네...", - "VIOLA_INTRO1_VIOLA3": "자, [pause]저 짐승들과 머릿수를 맞춥시다!", - "VIOLA_INTRO1_VIOLA2": "이 땅에 친절함이라고는 없소, 낯선 이들이여.", - "VIOLA_INTRO1_FELIX1": "...아. 함정이었나 보네.", - "VIOLA_INTRO1_VIOLA4": "...", - "VIOLA_INTRO1_VIOLA5": "저 악마들이 돌아오기 전에 떠나는 것이 좋을 거요...", - "VIOLA_INTRO1_VIOLA6": "이런 곳에 머무를 이유는 없겠지.", - "VIOLA_INTRO1_KAYLEIGH7": "적어도 감사 인사는 하게 해줘! 넌 누구야?", - "VIOLA_INTRO1_MEREDITH7": "모자 멋있네. 그런데 넌 누구야?", - "VIOLA_INTRO1_EUGENE7": "왜 그래, [pause]우리 힘을 합쳐 싸운 사이잖아! [pause]적어도 이름은 알려줘.", - "VIOLA_INTRO1_FELIX7": "무척 박진감 넘치는 전투였어. [pause]적어도 이름은 알려주면 안 될까?", - "VIOLA_INTRO1_VIOLA8": "나는 메살린의 바이올라라고 하오.", - "VIOLA_INTRO1_VIOLA9": "나는 전사가 아니건만, 이 땅이 내게 그런 역할을 떠맡겼구려.", - "VIOLA_INTRO1_VIOLA10": "내가 짊어진 짐으로 그대에게 부담을 주고 싶지는 않소.", - "VIOLA_INTRO1_VIOLA10_OPTION1": "네 \\\"짐\\\"이 뭔데?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "네 오빠가 어디 있을까?", - "VIOLA_INTRO1_VIOLA11": "...", - "VIOLA_INTRO1_VIOLA10_OPTION2": "찾는 거라도 있어?", - "VIOLA_INTRO1_VIOLA12": "나는 오라버니와 함께 바다에 내동댕이쳐졌다오.", - "VIOLA_INTRO1_VIOLA13": "내가 가라앉지 않았으니, 오라버니 역시 이곳에 떠밀려 왔을지도 모르오...", - "VIOLA_INTRO1_VIOLA14": "벌써 오라버니를 찾아 헤맨 지 어언 몇 주째. 어떤 친절한 이가 준 이 신묘한 장치로 내 몸을 지킬 수 있었소.", - "VIOLA_INTRO1_VIOLA15": "세바스찬 오라버니에 대한 소식을 들으면, 이곳에서 바로 동쪽에 있는 내 야영지로 와 주시오.", - "VIOLA_INTRO1_VIOLA16": "그럼 안녕히 가시오.", - "VIOLA_INTRO2_VIOLA1": "또 만났구려. 그간 강녕하시었소?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "왜 혼자 다니는 거야?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "왜 그렇게 말하는 거야?", - "VIOLA_QUEST1_PART1_MEREDITH2": "어... 어떻게 받아들여야 할지 모르겠네. 바이올라에게 알려줘야겠지.", - "VIOLA_INTRO2_VIOLA1_OPTION4": "이만 갈게!", - "VIOLA_INTRO2_VIOLA2": "나도 모르겠소.", - "VIOLA_INTRO2_VIOLA3": "오라버니는 명민하신 분이오. 만약 이곳에 계신다면, 오라버니도 나를 찾고 계실 거요.", - "VIOLA_INTRO2_VIOLA4": "나는 이곳이 어떤 나라인지, 또 어떤 관습을 따르는지 모르오.", - "VIOLA_INTRO2_VIOLA5": "게다가 이곳 사람들은 기이하더구려. 홀로 다니는 것은 내 안위를 위해서요.", - "VIOLA_INTRO2_VIOLA7": "여기는 내가 생각했던 것보다 고향에서 먼 곳일지도 모르겠구려.", - "VIOLA_INTRO2_VIOLA6": "내 입장에서는... [pause]기묘한 말투를 쓰는 건 그대요.", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]바이올라에게... 이곳으로 찾아오라고 전해주시오...[/wave]", - "VIOLA_INTRO2_VIOLA8": "잘 가시오.", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "방금 그건 바이올라의 오빠인 걸까? 바이올라한테 알려줘야겠어...", - "VIOLA_QUEST1_PART1_EUGENE2": "정말 이상했어. 자, 바이올라한테 가서 알려주자.", - "VIOLA_QUEST2_PART1_VIOLA1": "뭐라고? 내 오라버니의 환영을 봤다는 거요?", - "VIOLA_QUEST1_PART1_FELIX2": "이야기가 점점 이상하게 흘러가네. 자, 가서 바이올라한테 오빠를 봤다고 알려주자.", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "그래!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "지금은 안 돼.", - "VIOLA_QUEST2_PART1_VIOLA2": "더 자세히 알려주시오.", - "VIOLA_QUEST2_PART1_VIOLA3": "그렇군...", - "VIOLA_QUEST2_PART1_VIOLA4": "오라버니께서 아직 살아 계신 걸 수도 있고, [pause]그 영혼만 남아 이승을 떠도는 걸지도 모르겠구려...", - "VIOLA_QUEST2_PART1_VIOLA5": "나는 꼭 확인해야겠소. {player}...", - "VIOLA_QUEST2_PART1_VIOLA8": "걱정하지 마시오. [pause]내가 곁에 있으면 여행길이 안전할 터이니.", - "VIOLA_QUEST2_PART1_VIOLA7": "서둘러 갑시다.", - "VIOLA_QUEST2_PART1_VIOLA_NO": "알겠소. 그러면 일단 이곳에 머무르고 있으리다.", - "VIOLA_QUEST3_PART1_VIOLA1": "이곳이오?", - "VIOLA_QUEST3_PART1_VIOLA2": "오라버니, [pause]이곳에 계시다면... [pause]부디 뭐라고 좀 해보십시오.", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "이곳에 불길한 고요함이 맴돌고 있구려... 그대는 느껴지지 않소?", - "VIOLA_QUEST3_PART1_VIOLA3": "어서 여길 수색해 봅시다.", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "내 사랑하는 오라버니께서 이런 곳에 계시다니...", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "너와 만나기만을 기다리며 수많은 나날을 보냈단다, [wave amp=30 freq=10]메살린의 바이올라.[/wave]", - "VIOLA_QUEST3_PART2_VIOLA1": "오라버니?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "그래? [pause]하지만 밤의 축제는 아직 시작하지도 않았다!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "해줄 얘기가 무척 많구나.", - "VIOLA_QUEST3_PART2_VIOLA4": "...[pause] 날 속일 수는 없소, 정령이여. [pause]그대의 장난에 놀아나지는 않을 것이오.", - "VIOLA_QUEST3_PART2_VIOLA7": "...", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "와라, 메살린의 바이올라여.\\n\\n이 안에서 네 가족을 찾을 수 있을 것이다.\\n\\n네 형제는 내가 붙잡고 있다.", - "VIOLA_QUEST3_PART2_VIOLA8": "저 정령의 말은 믿음이 가지 않소. [pause]하지만 오라버니를 알고, [pause]내 이름까지 안다면...", - "VIOLA_QUEST3_PART2_VIOLA9": "진실을 말하는 것일지도 모르오.", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "이 배는 한때 참으로 웅장했겠구려...", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "내게 말을 건 정령이 도대체 무엇을 원하는지 감히 짐작조차 못하겠소.", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "물이 빠졌소! [pause]시간이 없으니 서두릅시다!", - "VIOLA_QUEST4_PART1_ROBIN1": "나와 춤추지 않겠어, 사촌?", - "VIOLA_QUEST4_PART2_VIOLA1": "이곳이 내 오라버니를 가두고 있는 정령의 소굴이 분명하오.", - "VIOLA_QUEST4_PART1_VIOLA1": "아니. [pause]넌 내 친척이 아니다, 정령이여.", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "저 안에 있는 게 정령은 아닌 것 같아...", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "대천사인 것 같아...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "조용히 좀 해줄래?", - "VIOLA_QUEST4_PART2_VIOLA2": "나와 얘기하고자 하는 게 정령이든, 요정이든, 악마든...", - "VIOLA_QUEST4_PART2_VIOLA3": "나는 동요하지 않을 것이오!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "온 세상을 무대로...\\n\\n공연이 시작하려 하니 말이야.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "...내 기대에는 못 미치는구려.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "무슨 \\\"공연\\\"을 말하는 거요? 그대는 [wave amp=30 freq=10]도대체[/wave] 누구요?", - "VIOLA_QUEST4_FUSE_VIOLA3": "오늘은 우리가 쓰러지는 날이 아니오!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "나는 그저 밤을 헤메는 유쾌한 방랑자...\\n\\n홉고블린이나 퍽이라고도 불리지...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "그리고 너와 나는 인연이 아주 깊어, 메살린의 바이올라.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "나는 로빈 굿펠로다!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "어디 보자...\\n\\n645쪽, \\\"십이야\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "이건 이 난파선에서 찾은 책이야.\\n\\n아주 흥미롭더군.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "배가 난파하여 미지의 땅으로 표류한 메살린의 바이올라에 대한 희극.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "이해가 안 되오...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "아, 나는 여기 있군.\\n\\n365쪽, \\\"한여름 밤의 꿈\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "네 이야기가 허락하기 전까지는 네 오빠를 찾을 수 없어.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "오베론 왕, 타이타니아 여왕, 장난꾸러기 로빈 굿펠로 등 요정에 대한 이야기.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "친애하는 바이올라... 너와 나는...\\n\\n윌리엄 셰익스피어 씨라는 인간 극작가가 만들어낸 존재에 불과하지.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "우리의 이야기는 우리의 것이 아니야.\\n\\n세바스찬은 이곳에 없고, 앞으로도 영영 없을 거라고.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "저 \\\"로빈 굿펠로\\\"라는 자가 하는 말이 정말이오, [pause]{player}?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", - "VIOLA_CONVO13_VIOLA2.f": "미안하오, [pause]벗이여. [pause]지금은 할 얘기가 별로 없소.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]난 그 미래에 굴복하지 않겠소![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "맞아.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "그대의 세계에서도... [pause]저 자가 읽고 있는 이야기가 알려져 있소?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "미안해.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "미안해.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "고맙소.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "미안해.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "이제 내 말이 진실이라는 걸 알겠지.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "그대의 말이 진실이라 해도 바뀌는 건 아무것도 없소.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "그렇다 해도...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "진실의 물결에 몸을 맡겨라. 그 진실이 네 숨이 멎을 때까지 널 심연 속으로 끌고 내려가도록 말이다.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "{player}의 세계에서는, [pause]내가 이야기에 불과할지도 모르지.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "나를 위해 쓰여진 그 미래는 [shake rate=30 level=10]종이에 쓰인 글자[/shake]에 불과하오!", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "허나 내 세계에서는 {player}이(가) 이야기가 아니라는 법은 없지 않소?", - "VIOLA_QUEST4_FUSE_VIOLA2": "거스를 수 없는 운명의 손이 우릴 밀어붙일지라도...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "하하하!\\n\\n정말 뜻밖이구나!", - "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]우리 이야기는 여기서 끝나지 않을 것이오![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "내가 기대한 것보다도 훌륭한 연극이야!\\n\\n자, 그러면 함께 종막을 감상해볼까?", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "그 장엄한 전투에서 [wave amp=30 freq=10]우리가 합쳐진 순간[/wave]을 말하는 것이오. 우리 몸이 하나가 되었을 때, 우리의 [wave amp=30 freq=10]운명[/wave] 역시 뒤얽히는 것이 느껴졌소.", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "조금 곤경에 처하신 것 같군요, 굿펠로 씨.", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "제가 도와드리죠. 당신에게 새 역할을 맡기고 싶군요.", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "안전한 곳으로 돌아가는 게 좋겠소...", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "나와 함께 와줘서 고맙구려, [pause]{player}.", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "로빈 굿펠로는 틀렸소.", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "내 삶이 다른 세계에서는 이야기에 지나지 않을지도 모르지만...", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "내 이야기의 결말은 내가 직접 찾을 것이오.", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "그건 중요치 않소. 내 미래는 내가 써내려 가는 것이니 말이오.", - "VIOLA_CONVO2_VIOLA2": "하지만 이곳에는 나보다 훨씬 오랫동안 표류해 있던 이들이 많지.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "하지만 전투에서 우리의 심장이 하나로 이어진 순간, [pause]그대도 내 이야기의 일부가 되었소.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "우리 심장이 이어졌다고?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "무슨 뜻이야?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "만약 그 문을 찾으면 오라버니와 다시 만날 수 있을지도 모르겠구려.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "이 섬을 떠날 수 있는 문을 안다고 하지 않았소?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "다시 분리되기는 했지만, 한번 얽힌 운명의 실은 그렇게 쉬이 풀 수 없는 것 같구려.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "맞아!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "응, 알아.", - "VIOLA_CONVO1_VIOLA1": "...하면, 그대의 세계에서는[pause] 다른 나라로 여행할 때 몇 일이 아니라 [pause]몇 시간이면 충분하다는 거요?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "알겠소! [pause]내 이 빚은 꼭 갚으리다. 그대의 여정을 내가 도와주겠소.", - "VIOLA_CONVO1_VIOLA2": "어떻게 그럴 수 있단 말이오? [pause]상상조차 할 수가 없구려!", - "VIOLA_CONVO2_VIOLA1": "내 이곳에 온 지 얼마 되지도 않았건만, [pause]고향 땅이 사무치게 그립구려.", - "VIOLA_CONVO2_VIOLA3": "나였다면 견디지 못 했을 것 같소. [pause]이곳 사람들은 크나큰 슬픔을 묵묵히 짊어지고 있겠구려...", - "VIOLA_CONVO3_VIOLA1": "우리 머리 위의 하늘이 어렸을 적 내 방에서 창문으로 내다보던 하늘과는 다르다는 걸 알지만...", - "VIOLA_CONVO3_VIOLA2": "잠시나마 그런 척은 할 수 있겠지. [pause]내 집이 하루 달리면 갈 수 있는 곳에 있고, [pause]그러면 가족과 친구들을 다시 만날 수 있다고 말이오.", - "VIOLA_CONVO4_VIOLA1": "궁금한 게 있소. [pause]그대가 전투에서 보이는 그 괴물 형태의 이름은 무엇이오?", - "VIOLA_CONVO3_VIOLA3": "그대도 마음 한 구석에서는 그렇게 느끼리라 믿소, [pause]{player}.", - "VIOLA_CONVO4_VIOLA2": "...", - "VIOLA_CONVO5_VIOLA1": "이 섬은 참으로 가지각색의 사람들이 손을 잡게 만든다는 생각이 들었소.", - "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]왠지 모르게 그대에게 어울리는구려.", - "VIOLA_CONVO5_VIOLA2": "원래대로라면 영영 마주치지 않았을 [pause]온갖 출신의 사람들이, [pause]이 외딴 섬에 함께 갇히면서 동료가 되다니.", - "VIOLA_CONVO5_VIOLA3.m": "그대와 나도 이런 상황이 아니었다면 영영 만나지 못했을 터!", - "VIOLA_CONVO5_VIOLA3.f": "그대와 나도 이런 상황이 아니었다면 영영 만나지 못했을 터!", - "VIOLA_CONVO5_VIOLA3.n": "그대와 나도 이런 상황이 아니었다면 영영 만나지 못했을 터!", - "VIOLA_CONVO6_VIOLA1": "언젠가 이곳을 떠나게 된다면, 이곳에서 보낸 시간에 대해서는 입에 올리지도 못할 것 같소!", - "VIOLA_CONVO6_VIOLA3": "내 친구들이 들으면 내가 정신이 나갔다고 생각할 거요!", - "VIOLA_CONVO6_VIOLA2": "지구를 벗어나 머나먼 곳에 섬이 하나 있고, [pause]그곳에서 온갖 정령과 요정들이 살아간다고?", - "VIOLA_CONVO7_VIOLA1.n": "이리 오시오, {player}. [pause]얼마 안 있어 다시 발걸음을 재촉해야 한다는 건 알지만...", - "VIOLA_CONVO7_VIOLA1.f": "이리 오시오, {player}. [pause]얼마 안 있어 다시 발걸음을 재촉해야 한다는 건 알지만...", - "VIOLA_CONVO7_VIOLA1.m": "이리 오시오, {player}. [pause]얼마 안 있어 다시 발걸음을 재촉해야 한다는 건 알지만...", - "VIOLA_CONVO11_VIOLA1.m": "기이한 생물의 형태를 한 채 [pause]연인과 함께 힘을 합쳐 싸우다니...", - "VIOLA_CONVO7_VIOLA2": "잠시 몇 분이나마 둘만의 시간을 보낼 수는 있지 않겠소?", - "VIOLA_CONVO8_VIOLA1": "나는 고국에서 수많은 여관에 가보았지만, 이토록 조용한 곳은 없었소.", - "VIOLA_CONVO8_VIOLA2": "아주 좋구려! [pause]이곳에서 많은 이들이 행복한 시간을 보냈을 것 같소.", - "VIOLA_CONVO9_VIOLA1": "나무가 잠시 흔들거림을 멈추고, 이 땅 위에 찰나의 고요가 내려앉을 때...", - "VIOLA_CONVO9_VIOLA2": "다른 그 어떤 곳에서도 느낄 수 없는 진정한 침묵이 감도오. [pause]날카로운 칼날처럼 깊숙이 파고들어 피부 밑에서 느껴지는 그런 침묵 말이오.", - "VIOLA_CONVO9_VIOLA3": "이 세계에는 이 외딴 섬밖에 존재하지 않다니...", - "VIOLA_CONVO10_VIOLA1.m": "친애하는 {player}, [pause]내가 유랑 극단 시절의 이야기를 들려준 적 있소?", - "VIOLA_CONVO9_VIOLA4": "이토록 고독한 섬은 상상하기조차 힘들 거요.", - "VIOLA_CONVO10_VIOLA1.f": "친애하는 {player}, [pause]내가 유랑 극단 시절의 이야기를 들려준 적 있소?", - "VIOLA_CONVO10_VIOLA1.n": "친애하는 {player}, [pause]내가 유랑 극단 시절의 이야기를 들려준 적 있소?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "무슨 시절?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "유랑 극단...?", - "VIOLA_CONVO10_VIOLA2": "그렇소! [pause]오라버니와 나는 가끔 친구나 다양한 관객 앞에서 노래하거나 연극을 하곤 했소.", - "VIOLA_CONVO10_VIOLA3": "물론 돈이 필요했던 것은 아니오. [pause]나는 살면서 돈 걱정을 해본 적이 거의 없다오. 공연하는 즐거움 자체로도 충분했지.", - "VIOLA_CONVO10_VIOLA4": "그대도 숨겨진 재능이 있지 않소? [pause]괜찮다면 그대에 대해 더 자세히 알고 싶소...", - "VIOLA_CONVO11_VIOLA1.f": "기이한 생물의 형태를 한 채 [pause]연인과 함께 힘을 합쳐 싸우다니...", - "VIOLA_CONVO11_VIOLA2": "그것 자체로도 낭만적이지 않소? [pause]행동이 글이라면, [pause]우리의 전투는 시일 것이오.", - "VIOLA_CONVO11_VIOLA1.n": "기이한 생물의 형태를 한 채 [pause]연인과 함께 힘을 합쳐 싸우다니...", - "VIOLA_CONVO12_VIOLA2": "언젠가 오라버니에게 내가 물리친 악마들에 대한 이야기를 들려주고 싶구려.", - "VIOLA_CONVO12_VIOLA1": "어서 이 기이한 꿈에서 벗어나 고향으로 갈 방법을 찾고 싶소.", - "VIOLA_CONVO13_VIOLA1": "...", - "VIOLA_CONVO14_VIOLA4": "하지만 나의 이야기가 다른 세계의 책장 사이에 존재하다니 [wave amp=30 freq=10]기묘한[/wave] 일이기는 하오. 이야기란 전부 그런 것일까?", - "VIOLA_CONVO13_VIOLA2.n": "미안하오, [pause]벗이여. [pause]지금은 할 얘기가 별로 없소.", - "VIOLA_CONVO13_VIOLA2.m": "미안하오, [pause]벗이여. [pause]지금은 할 얘기가 별로 없소.", - "VIOLA_CONVO13_VIOLA3": "그대와 나는 만난 지 얼마 되지 않았소. 그대는 날 도와줬지만, 나는 해줄 말이 얼마 없구려.", - "VIOLA_CONVO15_VIOLA2": "실로 기이하지 않소? 허나 이곳의 친절한 주민들은 잠시도 머뭇거리거나 걱정하지 않고 그렇게 하더구려.", - "VIOLA_CONVO14_VIOLA2": "그는 자신과 내가 극작가가 지어낸 존재라고 했지. 그리고 우리 이야기는 이미 쓰여 있다고 말이오.", - "VIOLA_CONVO14_VIOLA1": "그 장난꾸러기 로빈 굿펠로가 한 말을 다시 생각해보고 있었소.", - "VIOLA_CONVO14_VIOLA3": "물론 그의 말에 의지가 꺾인 것은 아니오. [pause]내가 말했듯이 내 이야기는 오직 나만의 것이니까.", - "VIOLA_CONVO14_VIOLA5": "어떤 세계에서는 \\\"{player}의 책\\\"이 있을지도 모르지! [pause]분명 손을 뗄 수 없는 책일 것 같구려!", - "VIOLA_CONVO17_VIOLA1_OPTION1": "응!", - "VIOLA_CONVO15_VIOLA1": "물어볼 것이 있소, [pause]{player}. [pause]신비한 짐승의 모습을 하고 결투한다는 이곳의 관습이 기이하다고 생각하지 않소?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "맞아, 정말 이상해!", - "VIOLA_CONVO15_VIOLA1_OPTION2": "난 재밌어!", - "VIOLA_CONVO16_VIOLA1": "그대는 믿소, {player}? [pause]그대가 찾은 관문으로 들어가면 우리가 원래 살던 세계로 돌아갈 수 있다고 말이오.", - "VIOLA_CONVO16_VIOLA1_OPTION1": "믿어야지!", - "VIOLA_CONVO16_VIOLA1_OPTION2": "난 믿어!", - "VIOLA_CONVO16_VIOLA2": "다행이구려! [pause]이 멋진 신세계가 좋아지기는 했지만, 이곳에 영원히 머무르는 것은 우리 중 그 누구의 운명도 아니오.", - "VIOLA_CONVO16_VIOLA3": "허나 그대가 이곳에 더 머무르고 싶다면, 나도 그러리다. [pause]우리는 아직 젊으니 말이오. 아직은 시간이 우리가 떠날 준비가 되기를 기다려 줄 것 같구려.", - "VIOLA_CONVO18_VIOLA2": "그것이 이 땅의 진정한 목적일지도 모르겠소. 이곳 해안에 발을 딛는 이는 자신의 모험에 대한 수많은 이야깃거리를 품은 채 떠날 운명인 것이지.", - "VIOLA_CONVO17_VIOLA1": "알레프와의 전투는 참으로 장엄하지 않았소?", - "VIOLA_CONVO17_VIOLA2": "내겐 생각한 것보다 전사의 소질이 있더구려. 군인이 될 것을 그랬나 보오!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "그런 것 같네!", - "VIOLA_CONVO17_VIOLA3": "하지만 나는 여자이니 그럴 수 없었겠지. [pause]다시 남장을 해야 할지도 모르겠소...", - "VIOLA_CONVO17_VIOLA3_OPTION2": "응?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"다시?\\\"", - "VIOLA_CONVO18_VIOLA1.m": "{player}. 우리가 함께 여행한 지 그리 오래되지는 않았지만, 벌써 한 평생 겪을 이야기를 함께 헤쳐 나온 듯하오!", - "VIOLA_CONVO17_VIOLA4": "놀랐소? 나는 타고난 배우요! 남자와 여자란 내가 원하는 대로 골라 입을 옷장 속 의상에 불과하오.", - "VIOLA_CONVO18_VIOLA1.f": "{player}. 우리가 함께 여행한 지 그리 오래되지는 않았지만, 벌써 한 평생 겪을 이야기를 함께 헤쳐 나온 듯하오!", - "VIOLA_CONVO18_VIOLA1.n": "{player}. 우리가 함께 여행한 지 그리 오래되지는 않았지만, 벌써 한 평생 겪을 이야기를 함께 헤쳐 나온 듯하오!", - "VIOLA_SOCIAL1_VIOLA4": "그렇소. 그리고 정령과 짐승의 형태로 변하게 하는 \\\"카세트 플레이어\\\"라는 것도 있지.", - "VIOLA_CONVO19_VIOLA1.m": "사랑하는 {player}, 혹시 시를 좋아하오?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "별로!", - "VIOLA_CONVO19_VIOLA1.n": "사랑하는 {player}, 혹시 시를 좋아하오?", - "VIOLA_CONVO19_VIOLA1.f": "사랑하는 {player}, 혹시 시를 좋아하오?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "응!", - "VIOLA_CONVO19_VIOLA4": "인간이란 모름지기 배를 채워줄 요리사만큼이나 마음을 채워줄 시인도 필요한 법이오.", - "VIOLA_CONVO19_VIOLA2": "그것참 다행이구려!", - "VIOLA_CONVO19_VIOLA3": "그래도 괜찮소. 내게 배우는 것은 어떠하오?", - "VIOLA_SOCIAL1_VIOLA2": "항구촌의 친절한 이들이 말하는 방식은 내게 기묘하게만 느껴지오.", - "VIOLA_CONVO19_VIOLA5": "나는 그렇게 마음의 양식을 쌓지 않고 굶기는 것은 자신에 대한 가혹 행위라 믿소.", - "VIOLA_CONVO19_VIOLA6": "지금 우리가 이렇게 함께하는 사이이니, 그리스 시인 사포의 작품을 읽으면 좋을 것 같구려. 여행 중에 그녀의 시집이 없는지 내 잘 찾아보리다.", - "VIOLA_CONVO20_VIOLA1": "고맙소. [pause]참으로 반가운 휴식이구려, {player}.", - "VIOLA_SOCIAL1_VIOLA1": "최근 들어 깨달은 것이 있는데, [pause]바로 이 마을에서의 삶은 내게 너무나도 낯설다는 것이오.", - "VIOLA_SOCIAL1_VIOLA3": "그리고 가로등은 가로등지기도 없는데 알아서 불을 밝히고 말이오! [pause]이해할 수 없는 게 너무나도 많소.", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "네가 셰익스피어 시대의 사람이긴 하지...", - "VIOLA_SOCIAL3_VIOLA5": "아주 좋은 책이라고 하더구려. [pause]제목은 \\\"오싹오싹 이야기\\\"라고 하오.", - "VIOLA_SOCIAL1_VIOLA5": "또 전우와 영혼을 합치기도 하지 않소? [pause]그것도 그대에게는 평범한 일이오?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "네 관점에서는 미래의 세계 같겠구나!", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "어... 아니. 그건 나한테도 이상해.", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "그건 뉴위럴에서만 그러는 거야.", - "VIOLA_SOCIAL1_VIOLA6": "그렇구려.", - "VIOLA_SOCIAL1_VIOLA8": "이곳이 시간상으로나 공간상으로나 메살린에서 아주 먼 곳이 맞긴 한 모양이오.", - "VIOLA_SOCIAL1_VIOLA7": "그러면 이 땅의 어떤 요소는 그대에게 친숙하지만, 어떤 것은 그대에게도 이상하다는 뜻이군.", - "VIOLA_SOCIAL1_VIOLA9": "만약 이 세계에 내가 모르는 즐거움이 있다면, 부탁하고 싶은 것이 있소.", - "VIOLA_SOCIAL1_VIOLA10": "언제 한번 나와 함께 그것들을 즐겨주지 않겠소?", - "VIOLA_SOCIAL1_VIOLA11": "고국으로 돌아가기 전에 그 새로운 것들을 경험해보고 싶소.", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "고국으로 돌아가기 전에?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "떠날 생각이야?", - "VIOLA_SOCIAL1_VIOLA13.m": "그대의 눈을 보면 다 알 수 있소! [pause]내게서 마음을 그리 쉽게 숨길 수는 없소, 벗이여.", - "VIOLA_SOCIAL1_VIOLA12": "이 섬에서 나갈 방법을 찾는 것이 그대의 사명 아니오?", - "VIOLA_SOCIAL1_VIOLA13.n": "그대의 눈을 보면 다 알 수 있소! [pause]내게서 마음을 그리 쉽게 숨길 수는 없소, 벗이여.", - "VIOLA_SOCIAL1_VIOLA13.f": "그대의 눈을 보면 다 알 수 있소! [pause]내게서 마음을 그리 쉽게 숨길 수는 없소, 벗이여.", - "VIOLA_SOCIAL1_VIOLA14": "내가 할 수 있는 한 그대를 도울 테니 걱정하지 마시오.", - "VIOLA_SOCIAL1_VIOLA15": "나는 언제까지나 그대의 아군이자 벗일 것이오.", - "VIOLA_SOCIAL1_VIOLA16": "좋소! [pause]그럼 어서 발길을 재촉합시다.", - "VIOLA_SOCIAL2_VIOLA2": "술을 팔지 않는 것 맞소? [pause]대신 그 \\\"커피\\\"라는 걸 팔지.", - "VIOLA_SOCIAL2_VIOLA1": "그 인기 많은 곳 [pause]\\\"그래머폰\\\"에서는...", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "맞아!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "아마 그럴 거야.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "아마 그럴 거야.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "아마 그럴 거야.", - "VIOLA_SOCIAL2_VIOLA3": "그리고 그대가 온 시대의 사람들은 그 \\\"커피\\\"를 많이 마시오?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "많이 마시고 말고!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "너무 많이 마실지도 모르겠네.", - "VIOLA_SOCIAL2_VIOLA4": "흥미롭구려.", - "VIOLA_SOCIAL2_VIOLA6": "그래서 여기 그 사랑 받는 음료를 한 병 받아왔지. [pause]클레멘스에게 선물로 받았소.", - "VIOLA_SOCIAL2_VIOLA5": "나도 항구촌의 친절한 주민들처럼, [pause]그 커피라는 걸 마셔보고 싶소.", - "VIOLA_SOCIAL4_VIOLA9": "내 가족에 대해서는 잊고 이곳에 남는 건 참으로 쉽겠지.", - "VIOLA_SOCIAL2_NARRATION7": "바이올라가 커피를 마셨다.", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "좋아? 아니면 싫어?", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "어떤 것 같아?", - "VIOLA_SOCIAL2_VIOLA9": "속이 든든해지는 음료구려.", - "VIOLA_SOCIAL2_VIOLA10": "왜 다들 좋아하는지 알 것 같소.", - "VIOLA_SOCIAL2_VIOLA11": "그리고 클레멘스가 친절하게도 같이 준 이 설탕 뿌린 페이스트리는...", - "VIOLA_SOCIAL2_VIOLA12": "뭐라고 부르오?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "시나몬 롤이야!", - "VIOLA_SOCIAL2_VIOLA13": "이 맛과... [pause]달콤함...", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "클레멘스가 시나몬 롤도 줬어?", - "VIOLA_SOCIAL2_VIOLA14": "허나 순식간에 사라지니, [pause]찰나의 순수한 즐거움이구려.", - "VIOLA_SOCIAL2_VIOLA15": "그럼 안녕히,[pause] 시나몬 롤이여.", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "마음에 들어?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "그러면 맛있었나 봐?", - "VIOLA_SOCIAL2_VIOLA16": "그렇소, [pause]그런 것 같구려.", - "VIOLA_SOCIAL3_VIOLA1": "항구촌 바깥의 수많은 세계에 대해 배우던 중에 아주 중요한 문서를 손에 넣었소.", - "VIOLA_ROMANCE_VIOLA5": "농으로 한 말이오. [pause]우린 시간의 노예요. [pause]그리고 언젠가 시간이 우리를 갈라놓겠지.", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "공부하려고?", - "VIOLA_SOCIAL3_VIOLA2": "그렇소. [pause]이곳 뉴위럴에서 지내면서 내가 살던 세계에 대해 아는 것이 끝없는 바닷속 모래알만큼이나 적다는 것을 알게 되었소.", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "무슨 연구 중이야?", - "VIOLA_SOCIAL3_VIOLA3.m": "내가 온 세계와 비슷한 곳이 참으로 많더구려. [pause]그대의 세계처럼 말이오, {player}.", - "VIOLA_SOCIAL3_VIOLA4": "나의 친구 메러디스에게 도와달라고 하자, [pause]그녀가 이 책을 주었소.", - "VIOLA_SOCIAL3_VIOLA3.n": "내가 온 세계와 비슷한 곳이 참으로 많더구려. [pause]그대의 세계처럼 말이오, {player}.", - "VIOLA_SOCIAL3_VIOLA3.f": "내가 온 세계와 비슷한 곳이 참으로 많더구려. [pause]그대의 세계처럼 말이오, {player}.", - "VIOLA_SOCIAL3_VIOLA6": "나도 이 책의 이야기가 지어낸 것이라는 걸 눈치챘소.", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "공포 소설 책인 것 같은데...", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "그 책에 배울 게 있을 것 같지는 않아.", - "VIOLA_SOCIAL3_VIOLA7": "하지만 5장을 한번 보시오. [pause]살아 움직이는 망자를 처치하는 법을 설명하는 데 많은 내용을 할애하더구려.", - "VIOLA_SOCIAL3_VIOLA8": "우리는 종종 괴물과 싸우지 않소? [pause]그대가 생각하는 것보다 이 문헌에서 배울 게 많을지도 모르오.", - "VIOLA_SOCIAL3_VIOLA9": "그렇긴 하나, [pause]메러디스는 순전히 기괴한 분위기를 좋아해서 이 책을 빌려준 것 같소.", - "VIOLA_SOCIAL3_VIOLA10": "꽤 즐거운 책이었소! [pause]메러디스에게 책을 더 빌려달라고 해야겠구려.", - "VIOLA_SOCIAL4_VIOLA1.f": "그대와 논의하고 싶은 것이 있소, 친구여. [pause]잠시 조용한 곳으로 가면 안 되겠소?", - "VIOLA_SOCIAL4_VIOLA1.m": "그대와 논의하고 싶은 것이 있소, 친구여. [pause]잠시 조용한 곳으로 가면 안 되겠소?", - "VIOLA_SOCIAL3_VIOLA11": "그럼 어서 갑시다! 어서 새로 배운 것을 실전에서 사용해보고 싶소!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "지금은 안 돼.", - "VIOLA_SOCIAL4_VIOLA1.n": "그대와 논의하고 싶은 것이 있소, 친구여. [pause]잠시 조용한 곳으로 가면 안 되겠소?", - "VIOLA_SOCIAL4_VIOLA_NO": "그럼 다음에 하지 뭐.", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "그래!", - "VIOLA_SOCIAL4_VIOLA3": "항구촌 사람들은 기대에 부응해야 한다는 부담 없이 살아가지 않소?", - "VIOLA_SOCIAL4_VIOLA2": "그러니까...", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "무슨 뜻이야?", - "VIOLA_ROMANCE_VIOLA_NO.f": "내가 착각한 모양이오.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "무슨 말인지 모르겠어.", - "VIOLA_SOCIAL4_VIOLA4": "기쁘게 할 군주도 없고, [pause]무릎 꿇고 받들 왕도 없고...", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "무슨 말인지 모르겠어.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "무슨 말인지 모르겠어.", - "VIOLA_SOCIAL4_VIOLA5": "자기 행동의 목적을 마음대로 정할 수 있지. [pause]그런 삶이 참으로 부럽소.", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "예전의 삶은 복잡했어?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "여기 오기 전에 뭘 하고 있었어?", - "VIOLA_SOCIAL4_VIOLA6": "우리 가문은 전통적으로 크나큰 명성과 부를 지녔지만, [pause]불운이 우릴 덮치고 말았소.", - "VIOLA_SOCIAL4_VIOLA7": "오라버니와 나는 우리 가문과 친분이 있는 외국의 지인을 찾아가 도움을 요청하는 일을 맡았소.", - "VIOLA_SOCIAL4_VIOLA8": "하지만 그대도 알겠지만, [pause]내 배는 그 해안에 이르지 못했소. [pause]그리고 나는 정령과 짐승으로 가득한 이 꿈의 나라에서 눈을 뜬 것이오.", - "VIOLA_SOCIAL4_VIOLA10": "최고의 사람들과 함께하는 행복한 삶이 될 것이오.", - "VIOLA_SOCIAL4_VIOLA11.n": "이곳에는 그대가 있으니 말이오, {player}!", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "나는 내 마음을 잘 숨길 줄 모르오. [pause]이 감정을 부인할 수가 없구려.", - "VIOLA_SOCIAL4_VIOLA11.m": "이곳에는 그대가 있으니 말이오, {player}!", - "VIOLA_SOCIAL4_VIOLA11.f": "이곳에는 그대가 있으니 말이오, {player}!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "난 항상 네 친구로 남을 거야!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "난 항상 네 친구로 남을 거야!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "난 항상 네 친구로 남을 거야!", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "우리가 친구 이상의 관계는 될 수 없을까?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "우리가 친구 이상의 관계는 될 수 없을까?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "나도, [pause]그렇게 믿소.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "우리가 친구 이상의 관계는 될 수 없을까?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "좋소! [pause]자, [pause]친구여. [pause]이 \\\"커피\\\"를 마십시다.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "좋소! [pause]자, [pause]친구여. [pause]이 \\\"커피\\\"를 마십시다.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "아직 함께 가야 할 길이 많구려.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "그다음 다시 여정을 떠나는 거요!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "좋소! [pause]자, [pause]친구여. [pause]이 \\\"커피\\\"를 마십시다.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "\\\"친구 이상\\\"이라고?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "\\\"친구 이상\\\"이라고?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "알아들을 수 있게 말하시오. 그대는 날 어떻게 생각하오?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "\\\"친구 이상\\\"이라고?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "난 네가 좋은 친구라고 생각해.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "나는...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "내 마음이 널 원해.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "그대는 필요할 때는 말솜씨가 아주 수려해지는구려.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "그대는 필요할 때는 말솜씨가 아주 수려해지는구려.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "그대의 아름다움은 언제나 내게 대낮의 태양처럼 명명백백했소.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "그대는 필요할 때는 말솜씨가 아주 수려해지는구려.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "이리 오시오, 내 사랑 {player}...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "이리 오시오, 내 사랑 {player}...", - "VIOLA_ROMANCE_VIOLA1.m": "이상한 표정을 하고 있구려, {player}. [pause]털어놓고 싶은 말이라도 있소?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "이리 오시오, 내 사랑 {player}...", - "VIOLA_ROMANCE_VIOLA_NO.m": "내가 착각한 모양이오.", - "VIOLA_ROMANCE_VIOLA1.n": "이상한 표정을 하고 있구려, {player}. [pause]털어놓고 싶은 말이라도 있소?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "이상한 표정을 하고 있구려, {player}. [pause]털어놓고 싶은 말이라도 있소?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "딱히 없어!", - "VIOLA_ROMANCE_VIOLA_NO.n": "내가 착각한 모양이오.", - "VIOLA_ROMANCE_VIOLA2": "나는...", - "VIOLA_ROMANCE_VIOLA3": "내게 청혼하는 것이오, [pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", - "VIOLA_ROMANCE_VIOLA6": "언젠가 이 백일몽이 끝나 각자의 삶으로 돌아갈진대, [pause]그대와 혼인을 맺으면 그 생각에 견디기 힘들 것 같소.", - "VIOLA_ROMANCE_VIOLA7": "허나, [pause]아직 함께할 수 있는 나날은 많이 남아있지.", - "VIOLA_ROMANCE_VIOLA8": "나도 그대와 뜻이 같소. [pause]이제부터 우리 마음은 곧 하나요.", - "VIOLA_ROMANCE_VIOLA9": "우리가 얘기하는 지금 이 순간에도, [pause]우리의 상상을 아득히 벗어난 다른 세계에서 [pause]어떤 극작가가 우리의 이야기를 써내려 가고 있을지도 모르겠소.", - "DOG_QUEST1_PART1_NARRATION4": "개의 이름은 왈왈이다. 목걸이에 소형 테이프 레코더가 있다. 주인에 대한 정보는 22자리 전화번호 외에 아무것도 없다.", - "VIOLA_ROMANCE_VIOLA10": "\\\"바이올라와 {player}. 함께 표류한 두 연인에 대한 희극.\\\"", - "VIOLA_ROMANCE_VIOLA11": "아주 멋진 이야기가 될 것 같구려. [pause]그렇지 않소?", - "DOG_QUEST1_PART1_DOG1": "멍!", - "DOG_UNKNOWN_NAME": "개", - "DOG_QUEST1_PART1_NARRATION2": "사람을 잘 따르는 개다!", - "DOG_QUEST1_PART1_NARRATION3": "손을 뻗어 개가 냄새를 맡게 한 후 목걸이를 살펴본다.", - "DOG_QUEST1_PART1_NARRATION5": "왈왈이도 뉴위럴에 갇힌 게 틀림없다.", - "DOG_QUEST1_PART1_NARRATION7": "왈왈이가 절벽 위를 올려다보며 낑낑거린다. 올라가고 싶어하는 듯하다.", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]끼잉...[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "기어오르기 능력으로 올라갈 수 있다. 왈왈이와 함께 갈까?", - "DOG_QUEST1_PART2_NARRATION1": "왈왈이가 손쉽게 절벽 위로 올라왔다. 그냥 같이 갈 사람을 찾고 있었던 것 같다.", - "DOG_QUEST1_PART1_NARRATION9": "왈왈이가 이 자리에서 꼼짝도 하지 않는다. 절벽 위로 데려다 줄 방법이 있었다면...", - "DOG_QUEST1_PART1_DOG10": "멍멍!", - "DOG_QUEST1_PART4_NARRATION2": "뼈 사이에 개 목줄과 간식이 있다.", - "DOG_QUEST1_PART3_DOG1": "크르르...", - "RESTING_DOG_2": "왈왈이와 함께 느긋하게 공을 굴리며 주고받았다.", - "DOG_QUEST1_PART4_NARRATION1": "인간의 뼈인 듯하다...", - "DOG_QUEST1_PART4_NARRATION4": "그 후 왈왈이가 침 흥건한 혀로 당신의 손을 핥았다!", - "DOG_QUEST1_PART4_NARRATION3": "왈왈이가 커다란 구멍을 파고, 당신과 왈왈이는 함께 뼈를 묻었다.", - "DOG_QUEST1_PART4_DOG5": "*헥헥*", - "RESTING_DOG_1": "왈왈이와 함께 긴 낮잠을 잤다.", - "RESTING_DOG_3": "왈왈이가 오늘 말을 아주 잘 들어서 간식도 주고 배도 긁어줬다.", - "RESTING_DOG_5": "왈왈이가 내 얼굴을 핥았다!", - "RESTING_DOG_4": "왈왈이가 간식을 하나 나눠줬다. 먹어봤지만 별로 맛이 없었다.", - "RESTING_DOG_6.m": "안 보는 사이에 왈왈이가 내 간식을 먹어치웠다.", - "RESTING_DOG_8": "왈왈이가 땅 파기 좋은 곳을 찾았다! 함께 뒹굴며 진흙투성이가 됐다.", - "RESTING_DOG_6.n": "안 보는 사이에 왈왈이가 내 간식을 먹어치웠다.", - "RESTING_DOG_6.f": "안 보는 사이에 왈왈이가 내 간식을 먹어치웠다.", - "RESTING_DOG_7": "왈왈이한테 공을 물어 오라고 했지만, 왈왈이는 근처의 몬스터 냄새에 더 관심이 있다.", - "RESTING_DOG_9": "왈왈이가 막대기를 가져다주고 뿌듯해한다!", - "INTERMISSION_PART1_ALEPH1": "안녕, [pause]{player.to_upper}.", - "INTERMISSION_PART1_ALEPH2": "미안, [pause]너무 소리가 큰가?", - "INTERMISSION_PART1_ALEPH3": "이러면 좀 더 듣기 쉬울지도 모르겠네.", - "INTERMISSION_PART1_ALEPH4": "잠깐 너와 회의 좀 할까 했어.", - "INTERMISSION_PART1_MEREDITH5": "계속 기차역에 나타나던 녀석인가? [pause]넌 대체 누구야?", - "INTERMISSION_PART1_KAYLEIGH5": "세모 인간! 당신은 누구고 뭘 원하는 거야?", - "INTERMISSION_PART1_EUGENE5": "넌 하나도 안 무서워! 정체가 뭐냐?!", - "INTERMISSION_PART1_FELIX5": "흠. [pause]조금 불안하네. [pause]넌 누구야?", - "INTERMISSION_PART1_VIOLA5": "이건 또 무슨 존재란 말인가!", - "INTERMISSION_PART1_DOG5": "멍!", - "INTERMISSION_PART1_ALEPH6": "아, 내 정신 좀 봐. [pause]내 소개를 해야지.", - "INTERMISSION_PART1_ALEPH6_OPTION1": "너도 대천사냐?", - "INTERMISSION_PART1_ALEPH7": "대천사라니! [pause]우릴 그렇게 부르는 거야? 이렇게 기분 좋을 데가 있나!", - "INTERMISSION_PART1_ALEPH8": "나 같은 경우에는...", - "INTERMISSION_PART1_ALEPH9": "너희 종족에게 많은 이름으로 불렸어.", - "INTERMISSION_PART1_ALEPH10": "아서, [pause]알렉산더, [pause]아가멤논...", - "INTERMISSION_PART1_MEREDITH13": "어... 예상했던 것과는 다르네.", - "INTERMISSION_PART1_ALEPH11": "하지만... [pause][pause]난 알레프야.", - "INTERMISSION_PART1_ALEPH12": "알이라고 불러도 돼.", - "INTERMISSION_PART1_KAYLEIGH13": "태도가... [pause]정중하긴 하네.", - "INTERMISSION_PART1_EUGENE13": "왜 저렇게 착한 척하는 거야?", - "INTERMISSION_PART1_ALEPH14": "난 한동안 오랜 친구 때문에 좀 바빴어. [pause]다행스럽게도 그 \\\"상황\\\"은 이제 해결됐지.", - "INTERMISSION_PART1_FELIX13": "만나서... 반가워...?", - "INTERMISSION_PART1_VIOLA13": "우리에게서 원하는 게 있지 않나. [pause]똑바로 말해라!", - "INTERMISSION_PART1_DOG13": "크르르...", - "INTERMISSION_PART1_ALEPH16": "정말 신나는 시대야, [pause]친구들!", - "INTERMISSION_PART1_ALEPH15": "돌아오고 보니 이 세계에 내 일족이 더 흘러 들어왔다고? [pause]\\\"대천사\\\"가?", - "INTERMISSION_PART1_ALEPH18": "그러니까 내 팀 단합 활동을 방해하려 들지 말아줬으면 좋겠어.", - "INTERMISSION_PART1_ALEPH17": "새로 온 녀석들은 거칠고 산만하지만, [pause]난 그 녀석들에게서 큰 잠재력이 보여.", - "INTERMISSION_PART1_ALEPH19": "사실, [pause]내 동료들을 찾아다니는 걸 아예 그만둘 것을 요청하는 바야.", - "INTERMISSION_PART1_ALEPH19_OPTION1": "하지만 대천사는 뉴위럴에서 나가게 해줄 열쇠라고!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "이 섬을 떠나려면 대천사를 찾아야 해!", - "INTERMISSION_PART1_ALEPH20": "아!", - "INTERMISSION_PART1_ALEPH21": "그냥 떠나고 싶은 거야?", - "INTERMISSION_PART1_ALEPH22": "그래, [pause]내가 널 여기서 내보내 줄 수 있어!", - "INTERMISSION_PART1_KAYLEIGH24": "왠지 불길해...", - "INTERMISSION_PART1_ALEPH23": "난 자신을 빼면 뭐든 순간이동시킬 수 있거든! 거울은 자신을 못 비추는 법이지...", - "INTERMISSION_PART1_MEREDITH24": "어... 저 세모 녀석 말을 믿는 거야?", - "INTERMISSION_PART1_EUGENE24": "뭔가 켕기는데...", - "INTERMISSION_PART1_FELIX24": "어... {player}...?", - "INTERMISSION_PART1_VIOLA24": "저 자는 도대체...?", - "INTERMISSION_PART1_DOG24": "끼이잉...", - "INTERMISSION_PART1_ALEPH25": "좋아! [pause]네 소원을 들어주지.", - "INTERMISSION_PART1_ALEPH26": "제발 돌아오지 마.", - "INTERMISSION_PART1_ALEPH27": "진짜로.", - "INTERMISSION_PART1_ALEPH28": "진심이야.", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "읽을 수가 없다. 아예 모르는 언어다.", - "INTERMISSION_PART2_AMBER1.m": "길을 잃은 모양이네, [pause]이방인.", - "AMBER_UNKNOWN_NAME": "수수께끼의 여인", - "INTERMISSION_PART2_AMBER2": "혹시 지낼 곳이 필요하니?", - "INTERMISSION_PART2_AMBER1.n": "길을 잃은 모양이네, [pause]이방인.", - "INTERMISSION_PART2_AMBER1.f": "길을 잃은 모양이네, [pause]이방인.", - "INTERMISSION_PART3_AMBER1.n": "내가 때마침 찾은 걸 다행으로 생각하렴, 얘야.", - "INTERMISSION_LODGE_LOCKED": "문이 잠겨있다.", - "INTERMISSION_PART3_AMBER1.m": "내가 때마침 찾은 걸 다행으로 생각하렴, 얘야.", - "INTERMISSION_PART3_AMBER2": "난 앰버야. [pause]이 앰버 롯지의 얼굴이지.", - "INTERMISSION_PART3_AMBER1.f": "내가 때마침 찾은 걸 다행으로 생각하렴, 얘야.", - "INTERMISSION_PART3_AMBER4.m": "자, [pause]편하게 있어. [pause]좀 둘러보고 말이야.", - "INTERMISSION_PART3_AMBER3.f": "넌 운이 좋은 거야. [pause]앰버 롯지가 그런 죽은 세계를 지나가는 건 흔치 않은 일이거든.", - "INTERMISSION_PART3_AMBER3.m": "넌 운이 좋은 거야. [pause]앰버 롯지가 그런 죽은 세계를 지나가는 건 흔치 않은 일이거든.", - "INTERMISSION_PART3_AMBER3.n": "넌 운이 좋은 거야. [pause]앰버 롯지가 그런 죽은 세계를 지나가는 건 흔치 않은 일이거든.", - "INTERMISSION_PART3_AMBER4.f": "자, [pause]편하게 있어. [pause]좀 둘러보고 말이야.", - "INTERMISSION_PART3_AMBER5": "지금은 이동 중이니 아직 아무 데도 못 가.", - "INTERMISSION_PART3_AMBER4.n": "자, [pause]편하게 있어. [pause]좀 둘러보고 말이야.", - "INTERMISSION_PART3_AMBER6_OPTION1": "당신은 누구죠?", - "INTERMISSION_PART3_AMBER6": "안녕, 얘야. 필요한 것 있니?", - "INTERMISSION_PART3_AMBER6_OPTION2": "여긴 어디죠?", - "INTERMISSION_PART3_AMBER6_OPTION3": "어떻게 된 거예요?", - "INTERMISSION_PART3_AMBER6_OPTION4": "이만 가볼게요!", - "INTERMISSION_PART3_AMBER7": "아까 말했잖니. 난 앰버야. [pause]이 멋진 가게의 얼굴이지.", - "INTERMISSION_PART3_AMBER9": "그런 표정을 하고 이곳에 흘러 들어온 사람이 네가 처음은 아니야!", - "INTERMISSION_PART3_AMBER8": "걱정하지 마, [pause]여긴 안전하니까.", - "INTERMISSION_PART3_AMBER11": "우린 보통 한 곳에 오래 머물러 있지 않아. [pause]가끔 너 같이 곤경에 처한 사람이 있으면 우리가 도움의 손길을 내민단다.", - "INTERMISSION_PART3_AMBER10": "앰버 롯지란다, 얘야.", - "INTERMISSION_PART3_AMBER12": "우리 가게에는 지금까지 무척 다양한 고객이 다녀갔어. [pause]아주 다양했지.", - "INTERMISSION_PART3_AMBER13.m": "어머, 길 잃은 강아지 같은 눈 좀 봐. 정말 [wave amp=30 freq=10]사랑스럽기도 하지[/wave]!", - "INTERMISSION_PART3_AMBER14.m": "조바심 내지 마. [pause]다 괜찮으니까.", - "INTERMISSION_PART3_AMBER13.n": "어머, 길 잃은 강아지 같은 눈 좀 봐. 정말 [wave amp=30 freq=10]사랑스럽기도 하지[/wave]!", - "INTERMISSION_PART3_AMBER13.f": "어머, 길 잃은 강아지 같은 눈 좀 봐. 정말 [wave amp=30 freq=10]사랑스럽기도 하지[/wave]!", - "INTERMISSION_PART3_AMBER14.f": "조바심 내지 마. [pause]다 괜찮으니까.", - "INTERMISSION_PART3_AMBER14.n": "조바심 내지 마. [pause]다 괜찮으니까.", - "INTERMISSION_PART3_AMBER15.m": "넌 수천 년 전 죽음을 맞이한 세계에 갇혀 있던 거야.", - "INTERMISSION_PART3_AMBER16": "그래서 [pause]내가 널 여기 태웠고.", - "INTERMISSION_PART3_AMBER15.n": "넌 수천 년 전 죽음을 맞이한 세계에 갇혀 있던 거야.", - "INTERMISSION_PART3_AMBER15.f": "넌 수천 년 전 죽음을 맞이한 세계에 갇혀 있던 거야.", - "AMBER_LODGE_MIRROR_DESCRIPTION": "광이 나는 거울이다. 하지만 아무것도 안 비치는 듯하다...", - "INTERMISSION_PART3_AMBER17": "잘 가렴, 얘야.", - "AMBER_LODGE_NPC1_NAME": "느긋한 남자", - "AMBER_LODGE_NPC1_DIALOGUE": "앰버 씨는 여길 어떻게 경영해야 하는지 잘 안다니까!", - "AMBER_LODGE_NPC2_NAME": "얼굴이 새빨간 여자", - "AMBER_LODGE_NPC2_DIALOGUE": "가능하다면 이곳에 영원히 머물고 싶어!", - "AMBER_LODGE_NPC3_NAME": "친절한 사람", - "AMBER_LODGE_NPC3_DIALOGUE": "앰버 롯지에 온 건 처음이야?", - "AMBER_LODGE_NPC4_NAME": "엄숙한 표정의 남자", - "AMBER_LODGE_NPC4_DIALOGUE": "앰버 롯지는 정말 특별한 곳이야...", - "INTERMISSION_PART4_AMBER1": "아, 좋은 시절이었지.", - "INTERMISSION_PART4_AMBER1_OPTION1": "알레프를 아시나요?", - "INTERMISSION_PART4_AMBER1_OPTION2": "알레프와 친구인가요?", - "INTERMISSION_PART4_AMBER2": "한때는 가족 같은 사이였어. [pause]먼 옛날에 말이야.", - "INTERMISSION_PART4_AMBER3": "다같이 몰려다니면서 [pause]정말 즐거운 시간을 보냈어.", - "INTERMISSION_PART4_AMBER4": "알레프는 대장 같은 존재였어. [pause]뭐, 당연하지. [pause]그게 알레프의 특기니까. [pause]안 그래?", - "INTERMISSION_PART4_AMBER5": "반면 나는... [pause]이동 수단이었지. [pause]모르간테는 문지기였고.", - "INTERMISSION_PART4_AMBER6": "하지만 살다 보면 사이가 멀어지기 때도 있기 마련이야. 가끔은 지저분하게 끝날 때도 있지.", - "INTERMISSION_PART4_AMBER7": "그래서 난 전부 뒤로하고 떠났어.", - "INTERMISSION_PART4_AMBER8": "알레프는 아직도 그 섬에서 벗어날 방법을 찾고 있겠지. [pause]지금 이 순간에도 말이야.", - "INTERMISSION_PART4_AMBER9": "당연히... [pause]그 늙은 마녀가 방법을 알려 줄 리는 없고.", - "INTERMISSION_PART4_AMBER10": "하지만 이 늙은이의 옛날 얘기로 지루하게 하고 싶지는 않구나.", - "INTERMISSION_PART4_AMBER11": "나?", - "INTERMISSION_PART4_AMBER16": "걱정하지 말렴. 아무한테도 말 안 할 테니까.", - "INTERMISSION_PART4_AMBER10_OPTION1": "당신은 대천사인가요?", - "INTERMISSION_PART4_AMBER13": "난 그저 이 가게의 얼굴일 뿐이야.", - "INTERMISSION_PART4_AMBER12": "얘도 참. [pause]아까 말했잖니, {player}...", - "INTERMISSION_PART4_AMBER15": "물론 너도 분신을 조종하며 돌아다니는 게 어떤 기분인지 잘 알겠지. 안 그래?", - "INTERMISSION_PART4_AMBER14": "앰버 롯지가 진짜배기고.", - "INTERMISSION_PART4_AMBER25.m": "준비되면 거울로 걸어 들어가.", - "INTERMISSION_PART4_AMBER18": "그 전에는... [pause]뉴위럴에 있었니?", - "INTERMISSION_PART4_AMBER17.m": "자, [pause]네가 그 돌덩이에 표류해 있던 건 알레프가 순간이동시켜서겠지. [pause]안 그러니?", - "INTERMISSION_PART4_AMBER17.f": "자, [pause]네가 그 돌덩이에 표류해 있던 건 알레프가 순간이동시켜서겠지. [pause]안 그러니?", - "INTERMISSION_PART4_AMBER17.n": "자, [pause]네가 그 돌덩이에 표류해 있던 건 알레프가 순간이동시켜서겠지. [pause]안 그러니?", - "INTERMISSION_PART5_EUGENE.f": "난 네가 돌아올 줄 알았어!", - "INTERMISSION_PART4_AMBER19": "그 섬은 파리 지옥이나 마찬가지야. [pause]사람들이 틈으로 빠져 그곳에 떨어지곤 하지. 너도 참 운도 없다니까.", - "INTERMISSION_PART4_AMBER20": "하지만 우리 세모 머리 친구와의 일은...", - "INTERMISSION_PART4_AMBER21.m": "우리가 옛날에 벌인 난장판에 휘말린 건 네 탓이 아니야.", - "INTERMISSION_PART4_AMBER21.f": "우리가 옛날에 벌인 난장판에 휘말린 건 네 탓이 아니야.", - "INTERMISSION_PART4_AMBER21.n": "우리가 옛날에 벌인 난장판에 휘말린 건 네 탓이 아니야.", - "INTERMISSION_PART4_AMBER23": "이 거울은 네가 가야 하는 곳으로 보내 줄 거야.", - "INTERMISSION_PART4_AMBER22": "그러니 이번 한 번만 데려다 줄게. [pause]날 따라와.", - "INTERMISSION_PART4_AMBER24": "하지만, [pause]그게 어디인지는... [pause]음, [pause]내 손을 벗어난 일이지.", - "INTERMISSION_PART4_AMBER25.f": "준비되면 거울로 걸어 들어가.", - "INTERMISSION_PART4_AMBER26": "몸조심하렴, 얘야. 만나서 정말 반가웠어.", - "INTERMISSION_PART4_AMBER27.n": "아, 그리고 부탁 하나만 할게. [pause]우리 친구 알레프한테는 내가 도와준 거 비밀이야. [pause]알겠지?", - "INTERMISSION_PART4_AMBER25.n": "준비되면 거울로 걸어 들어가.", - "INTERMISSION_PART4_AMBER27.m": "아, 그리고 부탁 하나만 할게. [pause]우리 친구 알레프한테는 내가 도와준 거 비밀이야. [pause]알겠지?", - "INTERMISSION_PART5_KAYLEIGH.m": "네가 영영 사라진 줄만 알았어!", - "INTERMISSION_PART4_AMBER27.f": "아, 그리고 부탁 하나만 할게. [pause]우리 친구 알레프한테는 내가 도와준 거 비밀이야. [pause]알겠지?", - "INTERMISSION_PART5_KAYLEIGH.f": "네가 영영 사라진 줄만 알았어!", - "INTERMISSION_PART5_KAYLEIGH.n": "네가 영영 사라진 줄만 알았어!", - "INTERMISSION_PART5_MEREDITH.m": "어휴, [pause]내가 얼마나 걱정했는지 몰라.", - "INTERMISSION_PART5_MEREDITH.n": "어휴, [pause]내가 얼마나 걱정했는지 몰라.", - "INTERMISSION_PART5_MEREDITH.f": "어휴, [pause]내가 얼마나 걱정했는지 몰라.", - "INTERMISSION_PART5_EUGENE.m": "난 네가 돌아올 줄 알았어!", - "INTERMISSION_PART5_FELIX.f": "너와 다시는 못 만날 거라고 생각했어...", - "INTERMISSION_PART5_FELIX.m": "너와 다시는 못 만날 거라고 생각했어...", - "INTERMISSION_PART5_EUGENE.n": "난 네가 돌아올 줄 알았어!", - "INTERMISSION_PART5_VIOLA.m": "그대가 돌아와서 얼마나 기쁜지 모르오...", - "INTERMISSION_PART5_FELIX.n": "너와 다시는 못 만날 거라고 생각했어...", - "INTERMISSION_PART5_VIOLA.n": "그대가 돌아와서 얼마나 기쁜지 모르오...", - "INTERMISSION_PART5_VIOLA.f": "그대가 돌아와서 얼마나 기쁜지 모르오...", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]멍! 멍![/shake]", - "INTERMISSION_PART6_VIOLA4": "그 \\\"알레프\\\"라는 작자는 믿을 수 없소. 그 뾰족한 얼굴을 또 들이밀지 모르니 대비하고 있는 게 좋겠구려.", - "INTERMISSION_PART6_KAYLEIGH2": "그 세모 인간, [pause]알레프는... [pause]우리처럼 뉴위럴에 갇혀있던 오래전 대천사라는 거지?", - "INTERMISSION_PART6_KAYLEIGH1": "...자, [pause]내가 이해한 게 맞다면...", - "END_MIRROR_DENIAL_EUGENE1.n": "난 아직 못 건너가, 친구. [pause]이곳 뉴위럴에 있는 투기단을 막기 전까지는 안 돼. 알겠지?", - "INTERMISSION_PART6_MEREDITH3.m": "그리고 그 [wave amp=30 freq=10]세모 녀석[/wave]이 널 다른 세계로 보낸 후, 낯선 사람이 널 구해줬고. [pause]또 그 녀석은 다른 사람을 순간이동시킬 수 있지만 스스로는 못한다는 거군. [pause]알겠어.", - "INTERMISSION_PART6_MEREDITH3.f": "그리고 그 [wave amp=30 freq=10]세모 녀석[/wave]이 널 다른 세계로 보낸 후, 낯선 사람이 널 구해줬고. [pause]또 그 녀석은 다른 사람을 순간이동시킬 수 있지만 스스로는 못한다는 거군. [pause]알겠어.", - "INTERMISSION_PART6_MEREDITH3.n": "그리고 그 [wave amp=30 freq=10]세모 녀석[/wave]이 널 다른 세계로 보낸 후, 낯선 사람이 널 구해줬고. [pause]또 그 녀석은 다른 사람을 순간이동시킬 수 있지만 스스로는 못한다는 거군. [pause]알겠어.", - "INTERMISSION_PART6_KAYLEIGH3.f": "그리고 알레프가 그 커다란 거울 머리로 널 멸망한 세계로 보냈지만, 낯선 친절한 사람이 다시 데려다 줬다는 거구나. [pause]그리고 그 사람도 대천사고.", - "INTERMISSION_PART6_KAYLEIGH5": "하지만 알레프가 무슨 일을 꾸미고 있는지는 아직 모르잖아. [wave amp=30 freq=10]다른[/wave] 대천사에 관심이 있다는 것만 알지.", - "INTERMISSION_PART6_KAYLEIGH3.m": "그리고 알레프가 그 커다란 거울 머리로 널 멸망한 세계로 보냈지만, 낯선 친절한 사람이 다시 데려다 줬다는 거구나. [pause]그리고 그 사람도 대천사고.", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "맞아.", - "INTERMISSION_PART6_KAYLEIGH3.n": "그리고 알레프가 그 커다란 거울 머리로 널 멸망한 세계로 보냈지만, 낯선 친절한 사람이 다시 데려다 줬다는 거구나. [pause]그리고 그 사람도 대천사고.", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "요약하자면 그렇지.", - "INTERMISSION_PART6_EUGENE5": "우린 아직 그 녀석이 무슨 꿍꿍이인지 모르잖아. 뭔가 [shake rate=30 level=10]계획[/shake]이 있는 것 같은데... 다른 대천사를 찾는 것도 그 계획의 일부고.", - "INTERMISSION_PART6_FELIX6": "그러니까 내가 궁금한 건 이거야. 넌 그 녀석을 어떻게 하고 싶어? 녀석이 뭔가 꾸미고 있는 건 분명하지만, 우리가 감당하기에는 [wave amp=30 freq=10]조금[/wave] 벅찬 일일지도 모른다고.", - "INTERMISSION_PART6_MEREDITH6": "자, 그 녀석을 어떻게 할 거야? 그러니까... [pause]뭔가 꿍꿍이가 있는 건 분명하지만, [pause]그 자식은 [wave amp=30 freq=10]대천사[/wave]라고. 우리 손을 벗어난 일인 것 같아.", - "INTERMISSION_PART6_KAYLEIGH6": "어때, {player}? 그 녀석을 어떻게 해야 할까? 알레프는 방해가 된다고 생각하면 누구든 [wave amp=30 freq=10]제거[/wave]할 거라는 사실은 이미 명백해졌어. 하지만... [pause]이건 전부 우리 손을 벗어난 일일지도 몰라.", - "INTERMISSION_PART6_FELIX6_OPTION1": "녀석을 계속 감시하자.", - "INTERMISSION_PART6_FELIX6_OPTION2": "가능한 한 녀석을 피하자.", - "INTERMISSION_PART6_KAYLEIGH7": "알았어! 좋은 계획이야.", - "INTERMISSION_PART6_MEREDITH7.m": "흠. 좋은 생각이야.", - "INTERMISSION_PART6_MEREDITH7.f": "흠. 좋은 생각이야.", - "INTERMISSION_PART6_MEREDITH7.n": "흠. 좋은 생각이야.", - "INTERMISSION_PART6_EUGENE7": "알았어. 그렇게 하자고!", - "INTERMISSION_PART6_FELIX7": "헤. 마음에 드는 계획이네.", - "INTERMISSION_PART6_DOG7": "멍!", - "INTERMISSION_PART6_VIOLA7": "좋소! 그대가 하자는 대로 따르리다, {player}.", - "END_MIRROR_REVEAL_KAYLEIGH1": "이건 혹시...", - "END_MIRROR_REVEAL_PLAYER1": "흠. 거울이다. 앰버 롯지에 있던 것 같은 거울이려나...", - "END_PART1_EUGENE3.f": "괜찮아, 친구? [pause]방금 엄청 조용하던데.", - "END_MIRROR_REVEAL_FELIX1": "...멋지네.", - "END_MIRROR_REVEAL_EUGENE1": "우와.", - "END_MIRROR_REVEAL_MEREDITH1": "이건... [pause]우리가 아주 중요한 걸 찾은 모양인데.", - "END_MIRROR_REVEAL_VIOLA1": "이곳이 그대가 찾아 헤매던 곳 아니오, {player}?", - "END_MIRROR_DENIAL_MEREDITH1": "난... 아직 건너갈 준비가 안 됐어, {player}. 한 번 가면 다시는 못 돌아오는 것 같은데, 아직 끝마치지 못한 일이 남아 있다고.", - "END_MIRROR_REVEAL_DOG1": "멍!", - "END_MIRROR_DENIAL_EUGENE1.m": "난 아직 못 건너가, 친구. [pause]이곳 뉴위럴에 있는 투기단을 막기 전까지는 안 돼. 알겠지?", - "END_MIRROR_DENIAL_EUGENE1.f": "난 아직 못 건너가, 친구. [pause]이곳 뉴위럴에 있는 투기단을 막기 전까지는 안 돼. 알겠지?", - "END_MIRROR_DENIAL_VIOLA1.f": "더는 같이 못 가겠구려, 친우여. [pause]내 형제가 이곳에 없다는 걸 확인하기 전까지는 안 되오.", - "END_MIRROR_DENIAL_FELIX1": "난... 같이 못 가겠어. [pause]내 예술에 필요한 영감을 못 찾았다고. 아직은 안 돼.", - "END_MIRROR_DENIAL_VIOLA1.n": "더는 같이 못 가겠구려, 친우여. [pause]내 형제가 이곳에 없다는 걸 확인하기 전까지는 안 되오.", - "END_MIRROR_DENIAL_VIOLA1.m": "더는 같이 못 가겠구려, 친우여. [pause]내 형제가 이곳에 없다는 걸 확인하기 전까지는 안 되오.", - "END_MIRROR_DENIAL_DOG1": "왈왈이는 아직 못 다한 일이 있는 모양이다...", - "FINAL_STATION_PART1_KAYLEIGH1": "여기가 어디지? 안개가 자욱해... [pause]앞으로 나아가는 수 밖에 없을 것 같아, {player}.", - "FINAL_STATION_PART1_EUGENE1": "그 거울이 이곳을 숨기고 있던 건가? 거울이 그런 것도 할 수 있어?! 이거 나만 모르던 거야?", - "FINAL_STATION_PART1_MEREDITH1": "이곳이 [wave amp=30 freq=10]거울[/wave] 속에 숨겨져 있던 거야?!", - "FINAL_STATION_PART1_FELIX1": "이 안에 이런 곳이 있을 줄은 상상도 못했네. [pause]흠.", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]끼잉...[/shake]", - "FINAL_STATION_PART1_VIOLA1": "거울 안으로 들어오자 이런 광경이 펼쳐지다니... 이럴 줄은 꿈에도 몰랐구려.", - "FINAL_STATION_PART2_KAYLEIGH1": "여기 [wave amp=30 freq=10]엄청 크다[/wave]...", - "FINAL_STATION_PART2_KAYLEIGH2": "우리가 찾는 그 문이 정말 존재한다면, 분명 이곳에 있을 거야. [pause]주변을 둘러보자.", - "FINAL_STATION_PART2_MEREDITH1": "냄새가 퀴퀴한 걸 보니 무척 오래된 곳인가 보네.", - "FINAL_STATION_PART2_MEREDITH2": "자, 한번 둘러보자. 네 마법의 차원문이 [wave amp=30 freq=10]정말[/wave] 진짜라면, 분명 이런 곳에 있을 거야.", - "FINAL_STATION_PART2_EUGENE2": "뉴위럴에서 나가는 문이 이곳에 있는 걸까?", - "FINAL_STATION_PART2_EUGENE1": "이곳은 텅 빈 것 같아. [pause]수백 년 동안 아무도 발을 들이지 않은 것처럼 말이야...", - "FINAL_STATION_PART2_FELIX1": "이건...", - "FINAL_STATION_PART2_VIOLA1": "이곳은 슬픔이 감돌고 있구려. 그대도 느껴지오?", - "FINAL_STATION_PART2_FELIX2": "여기겠지? 네가 찾던 곳 말이야. 한번 주위를 살펴보자.", - "END_PART1_MEREDITH1": "이게 뭔지는 모르겠지만, 함부로 건드리지 않는 게 좋을 것 같아.", - "FINAL_STATION_PART2_VIOLA2": "자, [pause]그럼 이 비탄에 잠긴 영역을 둘러봅시다.", - "END_PART1_KAYLEIGH1": "저건 관인가? {player}, 왜 저렇게 큰 걸까...?", - "FINAL_STATION_PART2_DOG1": "왈왈이가 불안해 보인다. 하지만 주변을 둘러보고 싶어 하는 것 같다.", - "END_PART1_EUGENE1": "이건... 도대체 뭔지 모르겠네.", - "END_PART1_VIOLA1": "이 관은 한에 사무친 손으로 만들어졌구려. [pause]그대도 느껴지지 않소?", - "END_PART1_FELIX1": "이런 게 있다니 놀랍긴 한데, 이런 곳이라면 뭐가 있어도 안 이상하지.", - "END_PART1_MORGANTE2": "모드리드... 내 아이야...\\n\\n붉은 왕은 죗값을 치르게 될 것이다.\\n\\n조금만 기다리거라.", - "END_PART1_DOG1": "[shake rate=30 level=10]끼잉...[/shake]", - "END_PART1_FELIX3.n": "어... 무슨 문제 있어, {player}? [pause]잠시 허공을 뚫어져라 쳐다보고 있던데.", - "END_PART1_KAYLEIGH3.m": "괜찮아? 잠깐 넋이 나간 것 같았어.", - "END_PART1_MEREDITH3.m": "내 말 들려, {player}? [pause]잠시 넋이 나간 것 같던데.", - "END_PART1_KAYLEIGH3.f": "괜찮아? 잠깐 넋이 나간 것 같았어.", - "END_PART1_KAYLEIGH3.n": "괜찮아? 잠깐 넋이 나간 것 같았어.", - "END_PART1_MEREDITH3.f": "내 말 들려, {player}? [pause]잠시 넋이 나간 것 같던데.", - "END_PART1_MEREDITH3.n": "내 말 들려, {player}? [pause]잠시 넋이 나간 것 같던데.", - "END_PART1_EUGENE3.m": "괜찮아, 친구? [pause]방금 엄청 조용하던데.", - "END_PART2_PLAYER_OPTION2": "그럼 어디 해보자!", - "END_PART1_FELIX3.m": "어... 무슨 문제 있어, {player}? [pause]잠시 허공을 뚫어져라 쳐다보고 있던데.", - "END_PART1_EUGENE3.n": "괜찮아, 친구? [pause]방금 엄청 조용하던데.", - "END_PART1_VIOLA3.m": "무슨 문제라도 있소? 잠시 얼어붙은 듯 가만히 서 있더구려.", - "END_PART1_FELIX3.f": "어... 무슨 문제 있어, {player}? [pause]잠시 허공을 뚫어져라 쳐다보고 있던데.", - "END_PART1_VIOLA3.n": "무슨 문제라도 있소? 잠시 얼어붙은 듯 가만히 서 있더구려.", - "END_PART1_VIOLA3.f": "무슨 문제라도 있소? 잠시 얼어붙은 듯 가만히 서 있더구려.", - "END_PART1_DOG3": "멍!", - "END_PART2_CONFIRM1.m": "더 나아가면 한동안 돌아올 수 없다. 정말 계속할까?", - "END_PART2_CONFIRM1.f": "더 나아가면 한동안 돌아올 수 없다. 정말 계속할까?", - "END_PART2_CONFIRM2": "우선 저장할까?", - "END_PART2_CONFIRM1.n": "더 나아가면 한동안 돌아올 수 없다. 정말 계속할까?", - "END_PART2_KAYLEIGH3": "우리 정말 먼 길을 왔네, {player}...", - "END_PART2_MEREDITH3.m": "정말 이게 그 문이라면, 참 놀랍네. [pause]네가 찾지 못할지도 모른다고 생각했거든.", - "END_PART2_MEREDITH3.n": "정말 이게 그 문이라면, 참 놀랍네. [pause]네가 찾지 못할지도 모른다고 생각했거든.", - "END_PART2_MEREDITH3.f": "정말 이게 그 문이라면, 참 놀랍네. [pause]네가 찾지 못할지도 모른다고 생각했거든.", - "END_PART2_EUGENE3": "이제 돌아갈 수는 없어, 친구! [pause]이야, 기대되는걸!", - "END_PART2_FELIX3": "꽤 거창한 관문이네. [pause]이게 네가 찾던 그 문이겠지?", - "END_PART2_VIOLA3": "설마...? 우리 여정의 끝이 이 앞에 있는 것이오?", - "END_PART2_DOG3": "멍!", - "END_PART2_MEREDITH5.m": "날 두고 가려는 건 아니었겠지? [pause]그렇지?", - "END_PART2_KAYLEIGH4": "잠깐 기다려! 나만 두고 가면 안 되지!", - "END_PART2_EUGENE6": "마지막으로 한 번 더 미지의 세계를 향해 발을 내딛는 거네? 멋진걸!", - "END_PART2_MEREDITH5.n": "날 두고 가려는 건 아니었겠지? [pause]그렇지?", - "END_PART2_MEREDITH5.f": "날 두고 가려는 건 아니었겠지? [pause]그렇지?", - "END_PART2_VIOLA8": "이게 우리의 종장이라면, [pause]당연히 함께 해야 하지 않겠소!", - "END_PART2_FELIX7": "내가 이 자리에 빠질 수는 없지.", - "END_PART3_FELIX4": "이 거대한 세모가 관문인 거겠지?", - "END_PART2_DOG9": "멍!", - "END_PART2_PLAYER_OPTION1": "와줘서 고마워!", - "END_PART3_MEREDITH2": "이게 그 문이지? [pause]그렇지?", - "END_PART3_KAYLEIGH1": "저게 그 관문인 게 분명해...", - "END_PART3_EUGENE3": "[shake rate=30 level=10]끝내주는구만![/shake]", - "END_PART3_VIOLA5": "정말 장엄하구려...", - "END_PART3_DOG6": "*헥헥*", - "END_PART3_ALEPH7": "이야, 우리가 정말 해냈어!", - "END_PART3_KAYLEIGH8": "알레프!", - "END_PART3_MEREDITH8": "아, 또 너구나.", - "END_PART3_EUGENE8": "원하는 게 뭐야, [pause]이 기분 나쁜 자식!", - "END_PART3_VIOLA8": "네놈!", - "END_PART3_DOG8": "멍?!", - "END_PART3_FELIX8": "우리 뒤를 밟은 건가...?", - "END_PART3_ALEPH9": "그 늙은 마녀가 이곳을 아주 잘 숨겨놨네.", - "END_PART3_ALEPH10": "이 철도 전체가 우리 \\\"대천사\\\" 중 하나라는 것 알고 있었어?", - "END_PART3_ALEPH12": "여긴 완전 미궁 같더라고!", - "END_PART3_ALEPH11": "우린 이걸 \\\"멀라인\\\"이라고 불러. [pause]네 \\\"섬\\\" 전체가 멀라인 위에 놓여 있지.", - "END_PART3_ALEPH13": "너희들이 없었다면 이 방을 절대 찾지 못했을 거야. [pause]정말로.", - "END_PART3_ALEPH15.n": "네가 그 이름을 어떻게 아는지 모르겠군. [pause]보기보다는 똑똑한데, 친구.", - "END_PART3_ALEPH13_OPTION1": "\\\"그 늙은 마녀\\\"는 모르간테를 말하는 거야?", - "END_PART3_ALEPH14": "...", - "END_PART3_ALEPH13_OPTION2": "모르간테가 이곳을 숨긴 거야?", - "END_PART3_ALEPH15.m": "네가 그 이름을 어떻게 아는지 모르겠군. [pause]보기보다는 똑똑한데, 친구.", - "END_PART3_ALEPH15.f": "네가 그 이름을 어떻게 아는지 모르겠군. [pause]보기보다는 똑똑한데, 친구.", - "END_PART3_ALEPH16": "그 늙은 마녀가 날 이 터널에 오랫동안 가둬놨지만, [pause]결국 승리는 내 거였어.", - "END_PART3_ALEPH17": "나는 항상 승리하지.", - "END_PART3_ALEPH17_OPTION1": "원하는 게 뭐야?", - "END_PART3_ALEPH17_OPTION2": "무슨 꿍꿍이야?", - "END_PART3_ALEPH18": "그렇게 비난하는 투로 말하다니! 긍정적인 분위기를 유지하자고, 친구들!", - "END_PART3_ALEPH19": "난 그저 저기 있는 문으로 나가고 싶을 뿐이란 말이야!", - "END_PART3_ALEPH20": "친구 얘기가 나와서 말인데...", - "END_PART3_KAYLEIGH22": "안 돼...", - "END_PART3_ALEPH21": "새 팀을 소개하지!", - "END_PART3_EUGENE24": "...아.", - "END_PART3_MEREDITH23": "이런...", - "END_PART3_FELIX25": "...흠.", - "END_PART3_VIOLA26": "그렇군...", - "END_PART3_DOG27": "멍...?", - "END_PART3_ALEPH28": "사실 난 예전에 꽤 중요한 거물이었거든.", - "END_PART3_ALEPH29": "나와 내 예전 동료들은 너희들과 일종의 계약을 맺었어. [pause]특별한 관계였지. [pause]너희들은 몰랐어도 말이야.", - "END_PART3_ALEPH30": "난 너희 인간을 아주 존경해! 너희가 없었다면 우린 존재하지도 않았을 테니까!", - "END_PART3_ALEPH31": "너희 인간들은 그 조그만 세상에서 살아가면서 아기자기한 개념들을 만들어내지. 사랑, 죽음, 그런 것들을 말이야...", - "END_PART3_ALEPH32": "너희들의 강력한 생각이 우리를 탄생시키고, 우리는 그 보답으로 너희 세계에 가서 너희들이 만들어낸 환상을 현실로 이루어주지!", - "END_PART3_ALEPH33": "모험... [pause]전쟁... [pause]멸종의 사건...", - "END_PART3_ALEPH34": "너희들은 그런 걸 제일 좋아하잖아. [pause]나도 마찬가지야!", - "END_PART3_ALEPH34B": "아쉽지만 내 예전 팀은 조금 삐걱대는 바람에 갈라서야 했어.", - "END_PART3_ALEPH35": "그래서 한동안 잠잠히 지냈지.", - "END_PART3_ALEPH36": "하지만 이제 활동을 재개했다고!", - "END_PART3_KAYLEIGH37": "그러면 너와 대천사들은... [pause]여러 세계들을 정복하면서 너희를 탄생시킨 폭력적인 신화를 현실에서 재현한다는 거야?", - "END_PART3_MEREDITH38": "그것참 큰일이네.", - "END_PART3_EUGENE39": "폭력의 끝없는 악순환...", - "END_PART3_FELIX40": "별로 마음에 안 드는데.", - "END_PART3_VIOLA41": "그런 어두운 욕망이 실현되게 내버려둘 수 없소!", - "END_PART3_ALEPH46": "거래를 하나 제안하지!", - "END_PART3_DOG42": "크르르...", - "END_PART3_ALEPH43": "걱정하지 마, 친구들!", - "END_PART3_ALEPH44": "우리 모두 바라는 건 같으니까.", - "END_PART3_ALEPH45": "너희는 이 깡촌 세계에서 벗어나고 싶잖아. 우리도 마찬가지야.", - "END_PART3_ALEPH46_OPTION1": "거래?", - "END_PART3_ALEPH46_OPTION2": "조건이 뭐야?", - "END_PART3_ALEPH48": "다시는 우릴 볼 일이 없을 거야. [pause]어때?", - "END_PART3_ALEPH48_OPTION1": "뭐?", - "END_PART3_ALEPH47": "우리 모두 제 갈 길을 가는 거야. [pause]그리고 우린 절대 너희 세계로 가지 않을게.", - "END_PART3_ALEPH56": "그냥 너희를 전부 죽이고 여기서 나가야겠어.", - "END_PART3_ALEPH48_OPTION2": "싫어!", - "END_PART3_ALEPH_WHAT_49": "다른 사람들의 세계를 정복하고, 너희 세계는 내버려 두겠다고.", - "END_PART3_ALEPH_NO_DEAL_49": "...싫다고?", - "END_PART3_KAYLEIGH51": "어느 세계에서 태어났든, 모든 인간에게는 가치가 있어! 우리가 할 수 있는 건 그들을 돕기 위해 최선을 다하는 것뿐이야!", - "END_PART3_ALEPH_NO_DEAL_50": "이해가 안 되네.", - "END_PART3_EUGENE51": "다른 세계의 사람들은 우리가 존재한다는 것조차 모르겠지만, 지금 이 순간... [pause][shake rate=30 level=10]너희로부터 그들을 지킬 수 있는 건[/shake] 오직 우리뿐이야!", - "END_PART3_MEREDITH51": "안전하게 돌아가기 위해 다른 세계를 팔아 넘기는 건 정말 몹쓸 짓이겠지, [pause]친구.", - "END_PART3_VIOLA51": "어두운 욕망이 너희에게 생명을 주었으나, 너희에게 그 어둠을 다시 인간의 마음으로 돌려보낼 권리는 없다!", - "END_PART3_DOG51": "[shake rate=30 level=10]멍![/shake]", - "END_PART3_FELIX51": "우리 눈에 보이지 않더라도, 너희는 사람들을 해칠 거야. [pause]내가 보기엔 별로 안 좋은 거래 같은데.", - "END_PART3_ALEPH52": "하지만 너희들 세계에는 손대지 않겠다니까?", - "END_PART3_ALEPH53": "정말 목숨을 걸 생각이야...? [pause]만나보지도 못한 사람들을 위해서?", - "END_PART3_ALEPH53_OPTION1": "그래.", - "END_PART3_ALEPH53_OPTION2": "물론이지.", - "END_PART3_ALEPH54": "알겠어. [pause]알겠다고!", - "END_PART3_ALEPH55": "정말 비협조적으로 나오는군.", - "END_PART4_ALEPH1": "우릴 만든 게 너희 인간들인데, 이젠 우리를 죽이겠다고? [pause]이랬다 저랬다 하기는!", - "END_PART5_ALEPH1": "정말 비생산적이군...", - "END_PART6_ALEPH1": "좋아. 여기까지다.", - "END_PART6_ALEPH2": "다들 다시 기차에 타! [pause]여길 떠나자고!", - "END_PART7_ALEPH1": "전원 탑승!", - "END_PART7_ALEPH2": "다음 역은... \\\"어디든 우리가 가고 싶은 곳\\\"!", - "END_PART7_KAYLEIGH3": "{player}, 서둘러!", - "END_PART7_DOG3": "[wave amp=30 freq=10]크르르...[/wave]", - "END_PART7_MEREDITH3": "{player}, 놈들이 떠나게 내버려둘 수는 없어!", - "END_PART7_FELIX3": "놈들을 쫓아가야 해. 너도 알지?", - "END_PART7_EUGENE3": "어서 가자!", - "END_PART7_VIOLA3": "우리 사냥감이 그리 쉽게 도망치지는 못할 것이오!", - "END_PART8_KAYLEIGH1": "이 빛은 본 적이 있어... [pause]처음 뉴위럴에 왔을 때 말이야...", - "END_PART8_EUGENE1": "어디서 본 것 같은데... [pause]처음 이곳에 왔을 때 본 빛인가?", - "END_PART8_MEREDITH1": "어지럽네... [pause]처음 뉴위럴에 봤을 때도 이걸 본 것 같아.", - "END_PART9_ALEPH_BATTLE1": "나와 전쟁을 벌이겠다고? 참으로 인간답구나.", - "END_PART8_VIOLA1": "이 빛은... 이건 어떤 별세계란 말이오? [pause]어디서 본 적이 있는 것 같소만...", - "END_PART8_FELIX1": "레이저 쇼 한번 현란하네. 어디서 본 것 같아... [pause]뉴위럴에 처음 떨어졌을 때 봤나?", - "END_PART8_DOG1": "끼잉...", - "END_PART8_ALEPH2": "난 이 우주에 대해 배울 게 더는 남아있지 않다고 생각했어...", - "END_PART8_ALEPH4": "혹시 팀워크 활동으로 안성맞춤이지 않을까?", - "END_PART8_ALEPH3": "하지만 네 \\\"융합\\\" 기술은 난생 처음 보는 거야.", - "END_PART8_ALEPH6": "네 세계부터 먼저 갈 거다.\\n\\n네게서 그곳의 냄새가 나는군...", - "END_PART8_ALEPH5": "내 제안은 철회하지.", - "END_PART8_ALEPH8": "아직 내가 손대지도 않았는데 이미 파멸로 향하고 있는 시간대라니.\\n\\n정말 훌륭한 장난감이 되겠어.", - "END_PART8_KAYLEIGH10": "마지막으로 한 번 더 힘낼 수 있겠어, {player}?", - "END_PART8_MEREDITH10.m": "준비됐어?", - "END_PART8_EUGENE10": "결전의 순간이야, {player}!", - "END_PART8_MEREDITH10.f": "준비됐어?", - "END_PART8_MEREDITH10.n": "준비됐어?", - "END_PART8_FELIX10.m": "어디 해보자! [pause]난 준비됐어, {player}!", - "END_PART8_FELIX10.n": "어디 해보자! [pause]난 준비됐어, {player}!", - "END_PART8_FELIX10.f": "어디 해보자! [pause]난 준비됐어, {player}!", - "END_PART8_VIOLA10": "좋소!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]멍! 멍![/shake]", - "END_PART9_ALEPH_BATTLE2": "인간의 가장 큰 바람은 자신을 파멸시키는 것이지. 내가 그걸 이루어 줄 수 있어. 몇 번이고 말이야.", - "END_PART9_ALEPH_BATTLE4": "이제... 포기해라!", - "END_PART9_ALEPH_BATTLE3": "과거에 이미 수많은 문명이 내 눈앞에서 불타 사라졌지. 다시 한 번 그 광경을 눈에 담고 말 것이다.", - "END_PART9_MORGANTE7": "알레프는 정복의 화신이다.\\n\\n그리고 나는 저항의 화신이지.", - "END_PART9_ALEPH_BATTLE5": "건방진...", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_ALEPH1": "카세트는 이제 그만.", - "END_PART9_ALEPH3": "넌 짐승이 아니다. 그저 하찮은 인간일뿐.", - "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_DOG2": "멍?!", - "END_PART9_MORGANTE5": "너희는 원리조차 이해 못하는 것을 사용하곤 한다.\\n\\n순진한 와중에 의욕만 앞서지.", - "END_PART9_MORGANTE4": "너희 인간은 항상 그런 식이다.", - "END_PART9_MORGANTE5_OPTION1": "날 비웃으러 온 거야?", - "END_PART9_MORGANTE5_OPTION2": "원하는 게 뭐야?", - "END_PART9_MORGANTE6": "지금 이 순간, 우리의 목적은 일치한다.", - "END_PART9_MORGANTE8": "그러니 이해해야만 한다.", - "END_PART9_MORGANTE8_OPTION1": "뭘 이해하라는 거야?", - "END_PART9_MORGANTE8_OPTION2": "그게 무슨 소리야?", - "END_PART9_MORGANTE9": "너희 인간은 꿈과 이상으로 우리를 만들었다.\\n\\n인류의 잠재력은 무궁무진하지.", - "END_PART9_MORGANTE11": "의지를 실체화하여 현실을 바꾸고...\\n\\n세계와 너희 자신을 변화하는 능력은...\\n\\n너희 안에 깃들어 있다.", - "END_PART9_MORGANTE10": "그 \\\"카세트\\\"는 그저 부적에 불과하다.", - "END_PART9_MORGANTE12": "그러니 어서 깨어나라!", - "END_PART9_KAYLEIGH13": "{player}, 어떻게...", - "END_PART9_MEREDITH13": "{player}, 너 좀 무서워 보인다...", - "END_PART9_EUGENE13": "{player}, 정신 차린 거야?!", - "END_PART9_FELIX13.f": "다시 싸울 수 있겠어, {player}?", - "END_PART9_FELIX13.m": "다시 싸울 수 있겠어, {player}?", - "END_PART9_VIOLA13": "그대는 그렇게 쉽게 쓰러지지 않는구려, {player}!", - "END_PART9_FELIX13.n": "다시 싸울 수 있겠어, {player}?", - "END_PART9_DOG13": "멍!", - "END_PART9_ALEPH14": "어째서지?!\\n\\n어째서 버티는 거냐?!", - "END_PART9_ALEPH15_OPTION1": "그게 내 의지니까!", - "END_PART9_ALEPH15_OPTION2": "내겐 아직 상상력이 남아있으니까!", - "END_PART9_KAYLEIGH16": "하나의 공통된 목표, 그것만 있으면 돼! [pause][shake rate=30 level=10]우리 마음이 하나가 되는 거야![/shake]", - "END_PART9_ALEPH15_OPTION3": "그게 우리 인간이니까!", - "END_PART9_EUGENE18": "[shake rate=30 level=10]함께 싸우자![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]저 커다란 머리통을 걷어 차버리자고![/shake]", - "END_PART9_FELIX19": "밑져야 본전이지...", - "END_PART9_VIOLA20": "자! [pause]이 이야기는 우리 손으로 끝맺읍시다!", - "END_PART9_DOG21": "[wave amp=30 freq=10]아우우우![/wave]", - "END_PART9_ALEPH22": "아, 늙은 마녀. 끝까지 눈엣가시처럼 굴 셈이냐?", - "END_PART10_ALEPH1": "그렇군.", - "END_PART10_MORGANTE2": "우리의 노래는 여기까지다.", - "END_PART10_MORGANTE3.m": "네 의지는 인간으로서의 한계를 극복했다.\\n\\n그걸 교훈으로 삼거라, 인간이여.", - "END_PART10_MORGANTE3.f": "네 의지는 인간으로서의 한계를 극복했다.\\n\\n그걸 교훈으로 삼거라, 인간이여.", - "END_PART10_MORGANTE3.n": "네 의지는 인간으로서의 한계를 극복했다.\\n\\n그걸 교훈으로 삼거라, 인간이여.", - "END_PART11_BARKLEY3": "멍?", - "END_PART10_KAYLEIGH5": "돌아가야겠어... [pause]기차가 불안정한 것 같아.", - "END_PART10_MORGANTE4": "잘 가거라.", - "END_PART10_EUGENE5": "이제 돌아가야겠어. [pause]이 기차가 버티지 못할 것 같아.", - "END_PART10_MEREDITH5": "자, 기차가 심연으로 떨어지기 전에 어서 돌아가자.", - "END_PART10_FELIX5": "이 기차가 공허로 떨어지기 전에 돌아가야겠지... [pause]안 그래?", - "END_PART10_VIOLA5": "지금은 일단 돌아가는 게 좋겠소.", - "END_PART10_DOG5": "멍.", - "END_PART11_KAYLEIGH1": "네 카세트 플레이어가 부서졌다니 유감이야, [pause]{player}...", - "END_PART11_KAYLEIGH2": "내가 항상 여분을 갖고 다녀서 다행이지!", - "END_PART11_KAYLEIGH3": "...이 건물이 예전에도 여기 있었나?", - "END_PART11_EUGENE3": "이... [pause]건물이 뭔지 너희는 알아?", - "END_PART11_MEREDITH3": "어... [pause]그러니까... [pause]저 건물 원래 여기 없었지?", - "END_PART11_FELIX3": "음, 특이하네.", - "END_PART11_VIOLA3": "정말 기묘하구려.", - "END_PART11_AMBER4": "나 때문에 신경 쓰지는 마! 난 앰버라고 한단다.", - "END_PART11_AMBER6": "난 그저 너희가 다치는 일이 없도록 온 것 뿐이란다.", - "END_PART11_AMBER5.f": "난 {player}의 친구야. 그렇지, 얘야?", - "END_PART11_AMBER5.m": "난 {player}의 친구야. 그렇지, 얘야?", - "END_PART11_AMBER5.n": "난 {player}의 친구야. 그렇지, 얘야?", - "END_PART11_AMBER7": "그런데 너희가 벌써 우리 친구를 흠씬 혼쭐을 내준 것 같네. [pause]오래 살고 볼 일이야!", - "END_PART11_AMBER7_OPTION1": "혼쭐을 내줬다고요? 우리가 해치운 것 같은데요.", - "END_PART11_AMBER8": "알레프와 나 같은 존재는 피와 살로 이루어진 게 아니란다, 얘야. [pause]개념 그 자체가 사라지지 않는 한, 우리는 어떤 형태로든 돌아올 거야.", - "END_PART11_AMBER7_OPTION2": "알레프가 아직 살아있다는 듯이 말하시네요.", - "END_PART11_AMBER9": "알레프는 정복을 양분으로 삼지. 너희 인간이 계속 서로를 죽일 방법을 찾는 한, 알레프는 분명 다시 나타날 거야.", - "END_PART11_AMBER10": "물론 한동안은 아무것도 못하겠지만...", - "END_PART11_KAYLEIGH11": "당신도 대천사군요...", - "END_PART11_AMBER12": "진정하렴, 빨간 머리. 난 친구니까.", - "END_PART11_AMBER13": "게다가, 그 집으로 가는 문에 대해 도움이 좀 필요하지 않겠어?", - "END_PART11_KAYLEIGH14": "저, 정말 이 문으로 들어가면 원래 세계로 갈 수 있나요?", - "END_PART11_KAYLEIGH15": "잘됐다! [pause]떠나기 전에 순찰대에 알려야겠어!", - "END_PART11_AMBER16": "{player}, 지금 떠날 필요는 없단다...", - "END_PART11_AMBER17.n": "하지만 준비되면, [pause]날 찾아오렴.", - "END_PART11_AMBER17.m": "하지만 준비되면, [pause]날 찾아오렴.", - "END_PART12_RANGER1": "세상에, 믿기지가 않아! 말하는 게, 마법의 차원문, 대천사와의 동맹... 정말 대단해!", - "END_PART11_AMBER17.f": "하지만 준비되면, [pause]날 찾아오렴.", - "END_PART12_AMBER1.m": "뉴위럴을 떠날 준비 됐니, [pause]얘야?", - "END_PART12_AMBER1.f": "뉴위럴을 떠날 준비 됐니, [pause]얘야?", - "END_PART12_AMBER1.n": "뉴위럴을 떠날 준비 됐니, [pause]얘야?", - "END_PART12_AMBER4": "\\\"과학\\\"이 아니라 의지가 중요한 거란다. [pause]이곳에 대해 아무런 미련도 남지 않은 상태에서 마음 속의 눈으로 가고 싶은 세계를 그린 다음, 안으로 걸어 들어가면 돼.", - "END_PART12_KAYLEIGH6": "뭐, 뭐라고요?!", - "END_PART12_AMBER_NO": "서두를 필요 없어. 천천히 하렴!", - "END_PART12_AMBER2": "이런 안정적인 차원문의 경우, [pause]규칙은 아주 간단해.", - "END_PART12_AMBER3": "이 너머에는 [wave amp=30 freq=10]만물 사이의 공간[/wave]이 있어. [pause]제대로 사용하지 않으면 아무 데도 못 갈 거야.", - "END_PART12_AMBER5": "그러니 슬슬 작별 인사를 하는 게 좋을 거야. [pause]한번 건너가면 돌아올 수 없거든.", - "END_PART12_AMBER8": "뉴위럴은 이상 현상일 뿐이야.", - "END_PART12_AMBER7": "원래 그런 거니 어쩔 수 없단다, 빨강머리 아이야.", - "END_PART12_AMBER9": "너희들이 이곳에 온 건 우연에 불과하고. 다시 돌아올 수는 없어.", - "END_PART12_VIOLA10": "우리 이야기가 여기서 끝나다니 마음이 아려 오는구려. [pause]하지만 오라버니와 만나고 싶은 마음도 너무나 크오.", - "END_PART12_VIOLA11": "이별이란 달콤한 슬픔인 법이지.", - "END_PART12_VIOLA13": "{player}, 함께 보낸 시간은 얼마 되지 않지만...", - "END_PART12_VIOLA12": "잘 가시오, [pause]친구들.", - "END_PART12_VIOLA14": "그동안 나눈 기억은 그 어떤 파도나 폭풍에도 사라지지 않을 것이오.", - "END_PART12_VIOLA15": "그대를 언제까지나 마음 속에 소중히 간직하겠소.", - "END_PART12_EUGENE16": "우린 신 같은 존재와 맞서 싸워서 이겼어...", - "END_PART12_EUGENE17": "이야, 어서 원래 세계로 돌아가서 악당들을 혼쭐내고 싶네!", - "END_PART12_EUGENE18": "언제 어디에 있든 도움이 필요한 사람은 항상 있기 마련이야.", - "END_PART12_EUGENE21": "이제 이별인가 보네, {player}.", - "END_PART12_EUGENE19": "내가 할 일이 무척 많겠어.", - "END_PART12_EUGENE20": "정말 즐거웠어, 얘들아.", - "END_PART12_EUGENE22": "날 위해 네 세계를 버리라고 할 수는 없겠지. [pause]그건 너무 큰 부탁이니까.", - "END_PART12_EUGENE25.f": "넌 앞으로도 멋진 사람일 거야. [pause]난 알 수 있어.", - "END_PART12_EUGENE23": "난... [pause]그냥...", - "END_PART12_EUGENE25.m": "넌 앞으로도 멋진 사람일 거야. [pause]난 알 수 있어.", - "END_PART12_EUGENE24": "잘 살아, [pause]알겠지?", - "END_PART12_FELIX35": "내 일부는 언제까지나 널 사랑할 것 같아.", - "END_PART12_EUGENE25.n": "넌 앞으로도 멋진 사람일 거야. [pause]난 알 수 있어.", - "END_PART12_FELIX26": "이야...", - "END_PART12_FELIX27": "정말 대단한 여정이었어. 그렇지?", - "END_PART12_FELIX29": "내 예전 캐릭터와 만난 건 말할 거도 없고.", - "END_PART12_FELIX28": "이 정도 창작의 영감이면 인생을 열 번은 살아도 충분하겠어.", - "END_PART12_FELIX31": "{player}...", - "END_PART12_FELIX30": "정말 즐거웠어. 이때가 그리울 거야, [pause]친구들.", - "END_PART12_FELIX32.m": "다시는 못 만나더라도, 넌 항상 내 곁에 있을 거야.", - "END_PART12_FELIX32.n": "다시는 못 만나더라도, 넌 항상 내 곁에 있을 거야.", - "END_PART12_FELIX32.f": "다시는 못 만나더라도, 넌 항상 내 곁에 있을 거야.", - "END_PART12_FELIX33.m": "넌 아웃사이더잖아. 기억하지? [pause]내 미래의 히트작에 나오는 주인공 말이야.", - "END_PART12_FELIX33.f": "넌 아웃사이더잖아. 기억하지? [pause]내 미래의 히트작에 나오는 주인공 말이야.", - "END_PART12_FELIX34": "그리고... [pause]쿠네코 말이 맞아. [pause]생각은 영원히 살아가.", - "END_PART12_FELIX33.n": "넌 아웃사이더잖아. 기억하지? [pause]내 미래의 히트작에 나오는 주인공 말이야.", - "END_PART12_MEREDITH40": "특히 너, {player}.", - "END_PART12_MEREDITH36": "난...", - "END_PART12_MEREDITH37": "난 아직 끝낼 준비가 안 됐어.", - "END_PART12_MEREDITH38": "난... [pause]더 강해져서 돌아갈 거야. [pause]제대로 내 삶을 살아야지.", - "END_PART12_MEREDITH39": "날... [pause]잊어버리기만 해봐. [pause]알겠지?", - "END_PART12_MEREDITH46.f": "휴, 사랑한다. [pause]다음에 봐.", - "END_PART12_MEREDITH41.f": "너 때문에, [pause]어... [pause]여자 보는 눈만 높아졌어.", - "END_PART12_MEREDITH41.m": "너 때문에, [pause]어... [pause]남자 보는 눈만 높아졌어.", - "END_PART12_MEREDITH41.n": "너 때문에, [pause]어... [pause]사람 보는 눈만 높아졌어.", - "END_PART12_MEREDITH44": "이곳을 떠날 방법을 찾으면 이것도 전부 끝날 거라는 건 알고 있었지만...", - "END_PART12_MEREDITH45": "하지만 더는 행복해질 기회를 걷어차지 않을 거야.", - "END_PART12_MEREDITH46.n": "휴, 사랑한다. [pause]다음에 봐.", - "END_PART12_MEREDITH46.m": "휴, 사랑한다. [pause]다음에 봐.", - "MAGIKRAB_ON_ARRIVAL.f": "{region_name}에 오신 것을 환영합니다!", - "END_PART12_KAYLEIGH47": "정말 작별인 거네.", - "END_PART12_KAYLEIGH54": "다시는 못 만나겠네, [pause]{player}.", - "END_PART12_KAYLEIGH48": "꿈에서 깨는 것 같지는 않기를 바라.", - "END_PART12_KAYLEIGH49": "난 널 잊고 싶지 않아, {player}. [pause]아무도 잊고 싶지 않다고. [pause]항구촌을 잊고 싶지 않아...", - "END_PART12_KAYLEIGH50": "안 좋은 것들도 말이야. [pause]그것도 전부 내 일부니까.", - "END_PART12_KAYLEIGH51": "우리의 의지를 실체화해서 세상을 바꾸는 것...", - "END_PART12_KAYLEIGH58": "사랑해. [pause]그리고 정말 고마워.", - "END_PART12_KAYLEIGH52": "그건 카세트 테이프가 없어도 할 수 있겠지. 안 그래?", - "END_PART12_KAYLEIGH53": "미래는 언제나 우리가 하기 나름이었어.", - "END_PART12_AMBER61": "이제 네 차례인 것 같구나, 얘야.", - "END_PART12_KAYLEIGH55": "앞으로 그 누구도 널 알고 지낸 것처럼 알 수는 없을 거야... [pause]그러니까, 보통 연애할 때 융합 같은 걸 하지는 않잖아?", - "END_PART12_KAYLEIGH56.m": "슬프지만 기쁘기도 해. [pause]우리 둘 다 서로를 만났다는 행복한 기억과 함께 있어야 할 곳으로 돌아가는 거잖아.", - "END_PART12_KAYLEIGH56.f": "슬프지만 기쁘기도 해. [pause]우리 둘 다 서로를 만났다는 행복한 기억과 함께 있어야 할 곳으로 돌아가는 거잖아.", - "END_PART12_KAYLEIGH57": "행복한 결말인 것 같아.", - "END_PART12_KAYLEIGH56.n": "슬프지만 기쁘기도 해. [pause]우리 둘 다 서로를 만났다는 행복한 기억과 함께 있어야 할 곳으로 돌아가는 거잖아.", - "END_PART12_AMBER62_OPTION1.m": "준비됐어요!", - "END_PART12_AMBER60": "아! [pause]저 녀석은 너와 함께 돌아가고 싶은 모양이야. [pause]사랑스럽기도 하지!", - "END_PART12_DOG59": "멍! 멍!", - "END_PART12_AMBER62.m": "준비됐어?", - "END_PART12_AMBER62.n": "준비됐어?", - "END_PART12_AMBER62.f": "준비됐어?", - "END_PART12_AMBER62_OPTION1.f": "준비됐어요!", - "END_PART12_AMBER62_OPTION1.n": "준비됐어요!", - "END_PART12_AMBER62_OPTION2": "이제 갈 시간이에요!", - "RANGER_GATEKEEPER_INTRO1": "이봐! 너!", - "RANGER_GATEKEEPER_SNEAK1": "어딜 몰래 지나가려고?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "이 너머의 몬스터는 망설임 없이 널 때려눕힐 거야.", - "RANGER_GATEKEEPER_SNEAK2": "다 너 좋으라고 지키고 있는 거야. 알아?", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "미안. 네 앞가림은 충분히 할 것 같네.", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "정말 녀석들을 상대할 준비가 됐다고 생각하면, 어디 네 실력을 보여줘!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "정말 녀석들을 상대할 준비가 됐다고 생각하면, 어디 네 실력을 보여줘!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "정말 녀석들을 상대할 준비가 됐다고 생각하면, 어디 네 실력을 보여줘!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "미안. 네 앞가림은 충분히 할 것 같네.", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "미안. 네 앞가림은 충분히 할 것 같네.", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "지나가도 좋아.", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "지나가도 좋아.", - "GRAVEYARD_GHOST_BOY_NAME": "귀신 아이", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "지나가도 좋아.", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "아, 죄송해요! 이곳에 귀신이 나온다는 소문이 있는데, 당신이 그 귀신인 줄 알았어요.", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "으악! 귀신이다!", - "UNDYIN_LOVER_NAME": "포로", - "UNDYIN_LOVER_PRE_BATTLE1": "으아악!", - "UNDYIN_LOVER_POST_BATTLE1": "이봐! 너 때문에 도망갔잖아!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "쿨하게 놀아보자고.", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "폭메라니안은 방법만 알면 길들이기 쉬워!", - "UNDYIN_LOVER_POST_BATTLE2": "우린 그저 함께 즐거운 시간을 보내던 것뿐인데... 이상한 짓은 안 했어! 정말이야!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "쿨하게 놀아보자고.", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "쿨하게 놀아보자고.", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "하나도 안 쿨해.", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "요즘 버피 대장한테 근력 훈련을 받고 있어.", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "이리 와!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "소문에 따르면 이곳에 출몰한다던데, 아직 보통 크기의 나방가면밖에 못 봤어.", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "넌 누구한테 훈련 받았어? 제발 알려줘!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "자, 내 이두근 좀 보여줄게!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "넌 누구한테 훈련 받았어? 제발 알려줘!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "너도 작은 나방가면에 대한 소문을 조사하러 온 거야?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "넌 누구한테 훈련 받았어? 제발 알려줘!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "조금 전에 지하로 지나간 기차와 관련이 있는 건 아닐까?", - "PLATO_NAME": "플라톤", - "SOCRATES_NAME": "소크라테스", - "SOCRATES_PRE_BATTLE": "모든 인간을 합친 것이 곧 완벽한 인간이니, 우리 모두가 한데 모여 완벽을 이루는 것이다.", - "PLATO_PRE_BATTLE": "어떤 세속적 다툼보다도 위대한 싸움은 곧 삶의 싸움이니, 그대도 그 싸움에 동참하기를 권한다.", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "내가 가끔 소심하게 행동하면 친구들이 \\\"허수아비\\\"라면서 놀려. 잘 모르니까 하는 소리지...", - "SOCRATES_POST_BATTLE": "고맙군. 나는 자네를 이길 수 있다고 생각했다네. 이제 내가 아무것도 모른다는 것을 알게 되었으니 진정으로 현명해졌군.", - "PLATO_POST_BATTLE": "우리는 전사가 아니라 철학자입니다, 스승님. 두 가지 직업이나 두 가지 기술을 올바르게 추구할 수 있는 인간은 거의 없지요.", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]그래, 난 정말 허수아비야...[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "저리 비켜! 오늘은 내가 시빌과 인터뷰할 거야!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]그냥 내일 다시 와야겠어...[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "모든 몸 안에는 빠져나오기 위해 발버둥치는 해골이 들어있지.", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "난... 정말 네 뼈를 끄집어낼 생각이었어. 미안해.", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "자, 네 살점의 감옥에서 해방시켜주마...", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "휴. 고마워. 너무 오랫동안 젤리톤으로 변신해 있었나 봐.", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]아, 정말 맛있어 보이는구나![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]투기단이 공갈을 일삼는다니, 그건 모함이야![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]우린 공갈빵도 안 좋아한다고![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]집 얘기가 나와서 말인데, 혹시 새 집 구하고 있어? [pause]아니라고? [pause]그럼 됐어.[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]그래, 집을 팔 때 말하지 않는 부분이 있다는 건 인정할게. 하지만 말 안 하는 게 속이는 건 아니잖아?[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]시간이 흘러도 끄떡없는 투자처를 찾고 싶다면, 시계를... 아니, 토지를 구매해 봐.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]우주에 무한한 세계가 존재한다는 건 우리 같은 투기단에게 아주 독특한 방식으로 문제가 되지.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]공간? 시간? 다 매한가지야.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]토지의 가치는 희소성에서 기인하지만, 무한한 다중 우주에 희소성 같은 게 어디 있겠어![/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]하지만 뉴위럴은 일종의 우주적 덫이야. 아무도 떠날 수 없으니 토지가 귀중해지지.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]그러니까 지금은 우리 투기단이 이 작은 섬에서 어려움을 겪고 있지만, 시간이 지나면 낙원 같은 곳이 될 거라고. 아주 좋은 투자지![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "안녕! 여기 경치가 참 좋지?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "산의 정상까지 올라가려 했는데... 저 앞의 절벽을 등반할 수가 없네. 그리고 동굴 안의 통로는 전부 무너져 버렸고.", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "잘가조처럼 날아오를 수 있다면 올라갈 수 있을지도 모르는데...", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "호수로 뛰어내리기 전에 간단하게 전투해 볼래?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "자, 그럼 난 이만 가볼게!", - "MISS_MIMIC_CHEST_NAME": "순찰대 상자", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]내가 무슨 비밀을 품고 있는지 알고 싶어? 어서 열어 봐.[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]내 안을 들여다 보지 그래, 자기? 물지는 않을게.[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "말하는 상자다!", - "MISS_MIMIC_CHEST_MEREDITH2": "어, 이 상자가 말하잖아?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "응?", - "MISS_MIMIC_CHEST_FELIX1": "왠지 예감이 안 좋은데...", - "MISS_MIMIC_CHEST_DOG1": "크르르...", - "MISS_MIMIC_CHEST_VIOLA1": "이것도 그대의 세계에서 온 장치요, {player}?", - "MAGIKRAB_UNKNOWN_NAME": "도로... 게?", - "MISS_MIMIC_CHEST_CONFIRM": "상자를 열까?", - "MAGIKRAB_INTRO_KRAB1": "아, {player} 님! 그리고 {partner} 님! 기다리고 있었습니다.", - "MAGIKRAB_INTRO_KAYLEIGH2": "바... 방금 저 도로게가 말한 거야?", - "MAGIKRAB_INTRO_EUGENE2": "넌 하나도 안 무서워, 도로게! 너 같은 녀석은 수도 없이 싸워봤다고!", - "MAGIKRAB_INTRO_MEREDITH2": "응? 말하는 도로게라고?", - "MAGIKRAB_INTRO_FELIX2": "잠깐, 도로게가 말도 해?", - "MAGIKRAB_INTRO_DOG2": "멍!", - "MAGIKRAB_INTRO_VIOLA2": "이 도로게가 말을 한 것이오? 이 무슨 해괴망측한...", - "MAGIKRAB_INTRO_KRAB3": "부디 저를 바깥의 무지한 도로게들과 동일시하지 말아 주시죠.", - "MAGIKRAB_INTRO_KRAB4": "저는 무한한 멀라인 님의 종, 마법게입니다. 멀라인 님의 열차가 정시 운행하기를!", - "MAGIKRAB_INTRO_KRAB5": "멀라인 님의 신성한 전당에 머문다는 건 말로 표현조차 할 수 없을 정도로 크나큰 특혜죠. 그러니 적어도 그분의 승객을 모시는 것 정도는 해야 하지 않겠습니까?", - "MAGIKRAB_NEW_STATION.m": "어서 오세요! 여행하실 수 있도록 A 플랫폼을 열어드렸습니다.", - "MAGIKRAB_INTRO_KRAB6": "즉, 어디로 가야 하는지 알려주시면 A 플랫폼의 열차를 준비하겠습니다.", - "MAGIKRAB_INTRO_KRAB7": "멀라인의 정거장 대부분은 현재 이용할 수가 없습니다. 우선 그곳의 기차역을 다시 열어야 하죠.", - "MAGIKRAB_NEW_STATION.f": "어서 오세요! 여행하실 수 있도록 A 플랫폼을 열어드렸습니다.", - "MAGIKRAB_NEW_STATION.n": "어서 오세요! 여행하실 수 있도록 A 플랫폼을 열어드렸습니다.", - "MAGIKRAB_NEW_STATION_FINAL1.m": "드디어 도착하셨군요! 밤다리역에 오신 걸 환영합니다.", - "MAGIKRAB_NEW_STATION_FINAL1.f": "드디어 도착하셨군요! 밤다리역에 오신 걸 환영합니다.", - "MAGIKRAB_NEW_STATION_FINAL2": "지금 B 플랫폼에 들어오는 열차는 곧 다른 세계로 출발할 예정입니다!", - "MAGIKRAB_NEW_STATION_FINAL1.n": "드디어 도착하셨군요! 밤다리역에 오신 걸 환영합니다.", - "MAGIKRAB_NEW_STATION_FINAL3": "놓치지 않게 주의하세요!", - "MAGIKRAB_MENU": "자. 무엇을 도와드릴까요, {player} 님?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "다른 역으로 가고 싶어.", - "MAGIKRAB_MENU_OPTION_LEAVE": "뉴위럴을 떠나고 싶어.", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "B 플랫폼에 대해", - "MAGIKRAB_MENU_OPTION_MERLINE": "멀라인에 대해", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "네가 마법게야?", - "MAGIKRAB_MENU_OPTION_NOTHING": "아무것도 아니야.", - "MAGIKRAB_TRAVEL2": "A 플랫폼 열차가 출발할 준비 되었습니다, {player} 님.", - "MAGIKRAB_TRAVEL1": "어디로 가시겠어요?", - "MAGIKRAB_LEAVE2": "B 플랫폼에서 출발하는 열차편은 전부 운행이 취소되었으며, 지금으로부터 642년 후에 재개합니다.", - "MAGIKRAB_TRAVEL3": "발 빠지지 않게 조심하세요!", - "MAGIKRAB_LEAVE1": "차원 간 열차는 B 플랫폼에서 출발합니다만...", - "MAGIKRAB_LEAVE3": "멀라인 님께서... 일종의 정신적 감염에 대해 말씀하시는군요. 아니면 전쟁일지도 모르겠습니다.", - "MAGIKRAB_LEAVE4": "하지만 B 플랫폼에 도착하는 열차편은 정시 운행 중입니다!", - "MAGIKRAB_LEAVE_FINAL_STATION1": "그러면 잘 찾아오셨군요! B 플랫폼으로 이동해주세요.", - "MAGIKRAB_PLATFORMB_DEFEATED1": "한동안 B 플랫폼에 도착하는 열차편은 예정되어 있지 않습니다.", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "플랫폼에는 얼마든지 들어가셔도 좋지만, 당신처럼 육신을 지닌 필멸의 존재에게는 별 쓸모가 없을 것입니다.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "이제 곧 B 플랫폼에 열차가 도착합니다!", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "플랫폼에는 얼마든지 들어가셔도 좋지만, 당신처럼 육신을 지닌 필멸의 존재에게는 별 쓸모가 없을 것입니다.", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "플랫폼에는 얼마든지 들어가셔도 좋지만, 당신처럼 육신을 지닌 필멸의 존재에게는 별 쓸모가 없을 것입니다.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "B 플랫폼에 도착하시는 승객은 필멸과 같은 개념을 초월하신 분입니다. 그런 생명체는 죽은 후에도 '사라지지\\' 않는다는 점 유의하세요.", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "B 플랫폼에 도착하시는 승객은 자신이 속삭이고 있다고 생각하지만, 그 목소리는 귀청을 찢을 듯하죠. 귀가 아니라 눈을 사용하세요.", - "MAGIKRAB_PLATFORMB_POPPETOX1": "이제 곧 B 플랫폼에 열차가 도착합니다!", - "MAGIKRAB_PLATFORMB_MONARCH2": "B 플랫폼에 도착하시는 승객은 내면에 공허를 품고 있는 자를 찾아다닙니다. 그걸 당신이 이해하고 체험하기 전까지는 자신의 모습을 드러내지 않을 것입니다.", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "B 플랫폼에 도착하시는 승객은 자신이 속삭이고 있다고 생각하지만, 그 목소리는 귀청을 찢을 듯하죠. 귀가 아니라 눈을 사용하세요.", - "MAGIKRAB_PLATFORMB_MONARCH1": "곧 B 플랫폼에 열차가 도착합니다.", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "B 플랫폼에 도착하시는 승객은 자신이 속삭이고 있다고 생각하지만, 그 목소리는 귀청을 찢을 듯하죠. 귀가 아니라 눈을 사용하세요.", - "MAGIKRAB_PLATFORMB_ROBIN1": "조금 전 B 플랫폼에 열차가 도착했습니다.", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "B 플랫폼에 도착하시는 승객은 수많은 거짓을 퍼뜨립니다. 무엇을 '진실\\'로 받아들일지 신중하게 판단하지 않으면 자신을 잃어버리고 말 것입니다.", - "MAGIKRAB_PLATFORMB_BABELITH1": "이제 곧 B 플랫폼에 열차가 도착합니다!", - "MAGIKRAB_PLATFORMB_ROBIN2": "도착하신 승객은 연극에 관심이 지대하신 것 같더군요. 들어오면서 마주치셨나요?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "B 플랫폼에 도착하시는 승객은 수많은 거짓을 퍼뜨립니다. 무엇을 '진실\\'로 받아들일지 신중하게 판단하지 않으면 자신을 잃어버리고 말 것입니다.", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "B 플랫폼에 도착하시는 승객은 수많은 거짓을 퍼뜨립니다. 무엇을 '진실\\'로 받아들일지 신중하게 판단하지 않으면 자신을 잃어버리고 말 것입니다.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "B 플랫폼은... 다른 곳에 있습니다. [pause]이 기차역은 한참 전에 산사태가 일어나 파괴되고 말았죠. 하지만 곧 열차가 한 대 도착하는 것으로 알고 있습니다.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "B 플랫폼에 도착하시는 승객은 아주 능구렁이 같은 분이시죠.", - "MAGIKRAB_PLATFORMB_ALICE1": "이 기차역의 거주자 분께서 곧 B 플랫폼을 통해 돌아오실 예정입니다!", - "MAGIKRAB_PLATFORMB_ALICE2.m": "당신이 오실 거라고 전해놨습니다. 그녀가 환영회를 준비 중인 것 같더군요!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "당신이 좀 더... 키가 작을 줄 아셨나 봅니다.", - "MAGIKRAB_PLATFORMB_ALICE2.n": "당신이 오실 거라고 전해놨습니다. 그녀가 환영회를 준비 중인 것 같더군요!", - "MAGIKRAB_PLATFORMB_ALICE3": "그런데 당신이 플랫폼 문을 어떻게 통과하라는 건지는 잘 모르겠군요.", - "MAGIKRAB_PLATFORMB_ALICE2.f": "당신이 오실 거라고 전해놨습니다. 그녀가 환영회를 준비 중인 것 같더군요!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "당신이 좀 더... 키가 작을 줄 아셨나 봅니다.", - "MAGIKRAB_PLATFORMB_ALICE4.n": "당신이 좀 더... 키가 작을 줄 아셨나 봅니다.", - "MAGIKRAB_PLATFORMB_CUBE1": "B 플랫폼에 도착하시는 승객은 아주 모난 분이십니다. 찔릴지도 모르니 가까이 가지 마세요.", - "MAGIKRAB_PLATFORMB_MORGANTE1": "모르간테 님께서 돌아오셨군요. B 플랫폼에서 당신을 기다리고 계신 듯합니다.", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player} 님...", - "MAGIKRAB_PLATFORMB_MORGANTE4": "당신의 쓸모가 다한 후에도 그들이 친구로 남을 것이라고는 생각하지 마세요.", - "MAGIKRAB_PLATFORMB_MORGANTE3": "당신들이 '대천사\\'라고 부르는 그 에그레고르들을 상대하며 배운 게 있습니다...", - "MAGIKRAB_PLATFORMB_MORGANTE6": "지금까지도 멀라인 님은 제가 당신에게 자신의 철로망을 전부 제공하는 것을 막고 있습니다.", - "MAGIKRAB_PLATFORMB_MORGANTE5": "그들에게 우리는 벌레나 마찬가지입니다. 아니면 게거나요.", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "B 플랫폼의 관문이 준비되어 있습니다.", - "MAGIKRAB_PLATFORMB_MORGANTE7": "'대천사\\'는 언제나 저의를 숨길 것입니다. 이 점 유념하세요.", - "MAGIKRAB_PLATFORMB_ALEPH1": "B 플랫폼의 열차가 곧 출발합니다.", - "MAGIKRAB_PLATFORMB_ALEPH2": "맞습니다! 이 기차역에는 작동 중인 관문이 있어요!", - "MAGIKRAB_PLATFORMB_ALEPH3": "이제 곧 고향에 가실 수 있겠군요, {player} 님!", - "MAGIKRAB_MERLINE1": "맞습니다! 멀라인은 뉴위럴 전역은 물론 그 너머까지 뻗어있는 지하 철도망이에요!", - "MAGIKRAB_MERLINE2": "멀라인은 필멸의 존재와 얘기하지 않습니다. 저를 당신들과 소통할 중재자로 선택했죠!", - "MAGIKRAB_MAGIKRAB1": "그렇습니다! 저는 타의 추종을 불허하는 존재, 멀라인 님의 종 마법게입니다. 지금 계신 곳이 바로 그분의 전당이죠.", - "MAGIKRAB_MAGIKRAB2": "당신처럼 저는 뉴위럴에서 태어난 존재가 아닙니다. 하지만 이곳의 많은 이들과 알고 지냈죠.", - "MAGIKRAB_MAGIKRAB3": "멀라인께서는 자신의 철도망에서 여러분을 안내할 길잡이 역할을 제게 맡기셨습니다.", - "MAGIKRAB_NOTHING1": "알겠습니다!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "애도촌 초승달역에 오신 것을 환영합니다... 아니면 그 역이 있던 곳이라고 해야 할까요?", - "MAGIKRAB_ON_ARRIVAL.m": "{region_name}에 오신 것을 환영합니다!", - "MAGIKRAB_ON_ARRIVAL.n": "{region_name}에 오신 것을 환영합니다!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "애도촌 초승달역에 오신 것을 환영합니다... 아니면 그 역이 있던 곳이라고 해야 할까요?", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "애도촌 초승달역에 오신 것을 환영합니다... 아니면 그 역이 있던 곳이라고 해야 할까요?", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]투기단![/shake][pause][pause] 우리가 너희 계획을 저지한 것 때문에 복수하려고 여기까지 기어 들어온 거지?[pause] 내 말이 틀려?!", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]우어어어어...[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]구어어어어어...[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "유진, [pause]저 사람 뭔가 문제가 있는 것 같아. [pause]그러니까... [pause]어... [pause]고장 난 것 같은데.", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]우어어어...?[/wave]", - "SUNNY_INTRO_EUGENE12": "성격이 그리 밝지는 않네.", - "SUNNY_INTRO_EUGENE6": "어... [pause]그럴지도 모르겠네.", - "SUNNY_INTRO_KAYLEIGH8": "그래서... [pause]어... [pause]몸은 좀 괜찮아? 자기 소개 좀 해줄래?", - "SUNNY_INTRO_KAYLEIGH7": "그렇게 박대해서 미안해. [pause]자리에 앉아서 서로 알아 가는 시간을 좀 가질까?", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]수익... [pause]떨어졌다...[/wave]", - "SUNNY_INTRO_EUGENE10": "투기단은 우리가 물리친 대천사의 하수인이었잖아. [pause]두목이 도망치자 다들 머리가 회까닥한 건 아닐까? [pause]그래도 난 저 사람 못 믿겠어.", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]취업... [pause]전망... [pause]없다...[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]서니...[/wave]", - "SUNNY_INTRO_EUGENE17": "투기단은 자기 업무를 수행하는 게 유일한 존재의 목적이었나 봐. 그리고 이제 달리 어떤 일을 해야 할지 모르는 거지. [pause]목적을 상실한 기계처럼 말이야.", - "SUNNY_INTRO_KAYLEIGH13": "밝아지라는 의미에서... [pause]\\\"서니\\\"라고 부르는 게 어때? 뭐라고 부를 이름은 있어야지!", - "SUNNY_INTRO_SUNNY14_OPTION1": "어떻게 된 거야?", - "SUNNY_INTRO_SUNNY14_OPTION2": "뭐라도 기억나는 것 있어?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]투기단... [pause]파산했다... [pause]아무것도... 안 남았다...[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]왜... 아직도... 여기 있는지...[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]새... [pause]출발...?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "불쌍하기도 하지! [pause]아직 새 출발을 할 시간은 충분해!", - "SUNNY_INTRO_KAYLEIGH20": "우선 옷부터 갈아입어야겠다, 서니. [pause]온종일 그 정장을 입고 있으면 기분이 끔찍할 것 아니야!", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "좋다는 거지? [pause]{player}, [pause]항구촌 양복점에서 만나자. [pause]양복점은 항구촌 고지대에 있어. 여기서 북쪽으로 가면 바로 나와.", - "SUNNY_PART2_KAYLEIGH1": "아, 안녕! [pause]그러면 다 왔네!", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]우어어어...[/wave]", - "SUNNY_PART2_EUGENE2": "난 이게 잘하는 짓인지 아직 모르겠어. [pause]저 사람의 예전 상사가 이 섬을 정복하려고 했던 것 잊은 거야?", - "SUNNY_PART2_MEREDITH3": "이거 재밌겠는데.", - "SUNNY_PART2_FELIX3": "난 그냥 응원하러 온 거야.", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]좋아...[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]우어어..?[/wave]", - "SUNNY_PART2_VIOLA3": "참으로 궁금하구려. 재미있을 것 같지 않소?", - "SUNNY_PART2_KAYLEIGH5": "자, [pause]서니. [pause]이쪽으로 와서 새 의상을 골라봐.", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]이거... 좋아...?[/wave]", - "SUNNY_PART2_EUGENE8": "난 잘 모르겠어, 케일리...", - "SUNNY_PART2_MEREDITH9": "난 벌써 [wave amp=30 freq=10]정말[/wave] 즐거운걸.", - "SUNNY_PART2_FELIX10": "이제 시작인데 뭘.", - "SUNNY_PART2_KAYLEIGH12": "이건 별로인 것 같아, [pause]서니!", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]이건... 별로...[/wave]", - "SUNNY_PART2_VIOLA11": "흐음. [pause]이 여인은 나보다도 이곳의 복식에 대해 잘 모르는 모양이구려.", - "SUNNY_PART2_EUGENE14": "그런 옷을 입을 줄은 몰랐는데.", - "SUNNY_PART2_MEREDITH20": "음, [pause]이제 보니 서니는 꽤 멋진 것 같아. [pause]누가 상상이나 했겠어?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]나는... [pause]좋은 것 같다.[/wave]", - "SUNNY_PART2_EUGENE18": "케일리. [pause]나만 그런 거야, [pause]아니면 서니가...", - "SUNNY_PART2_KAYLEIGH15": "좀 불편할 것 같아, 서니... [pause]다른 옷을 입어보는 건 어때?", - "SUNNY_PART2_EUGENE17": "난...", - "SUNNY_PART2_KAYLEIGH19": "정말 [wave amp=30 freq=10]아름다워[/wave] 보이냐고? [pause]아니, [pause]나도 그렇게 생각해.", - "SUNNY_PART2_FELIX20": "서니가 자기 스타일을 찾은 것 같네.", - "SUNNY_PART2_VIOLA20": "이럴 줄은 전혀 예상하지 못했소. [pause]전혀.", - "SUNNY_PART2_PLAYER21_OPTION2": "귀여워 보여, 서니!", - "SUNNY_PART2_PLAYER21_OPTION1": "멋있어, 서니!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]좋아. [pause]이제는 이게 나다...[/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]다들... [pause]도와줘서 고맙다.[/wave]", - "SUNNY_PART2_EUGENE24": "지금 감정이 좀 많이 복잡해.", - "SUNNY_PART2_KAYLEIGH25": "우리도 널 도와줄 수 있어서 기뻐, 서니.", - "SUNNY_PART2_KAYLEIGH26": "항구촌에서는 누구든 새 출발을 할 수 있잖아. [pause]\\\"좀비 부동산 중개인\\\"도 그럴 수 있어야 공정하겠지.", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]투기단은 \\\"좀비\\\"가 아니야. [pause]투기단은 그릇이야. [pause]일하기 위해 만들어진 그릇.[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]이제는 아니야... [pause]이제부터는... [pause]\\\"서니\\\"가 되도록 노력할 거야.[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]안녕... {player}...[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]...나는 그저... [pause]우리는 그냥 친구로 지내는 게 좋겠어.[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]난 \\\"서니\\\"가 된지 얼마 안 됐어. [pause]나 자신으로 지낼 시간이 더 필요해.[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "이상해.", - "SUNNY_EUGENEDATE_EUGENE2": "내가 투기단을 무너뜨린 것 때문에 그런 거야? [pause]우리가 [wave amp=30 freq=10]잘 안 어울린다는 건 알지만[/wave], 네 생각이 머리에서 떠나지를 않는다고.", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]아니, 그 얘기가 아니야. [pause]난 이제 투기단이 아니니까. [pause]나는 그저...[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]그래도 \\\"데이트\\\"는 즐거웠어.[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "알겠어. [pause]너무 신경 쓰지 마, 서니.", - "FARM_INTRO_EDWARD1.f": "안녕, 친구! [pause]우리 젤리 문제를 해결하러 와 준 거야?", - "FARM_INTRO_EDWARD1.m": "안녕, 친구! [pause]우리 젤리 문제를 해결하러 와 준 거야?", - "FARM_INTRO_EDWARD1.n": "안녕, 친구! [pause]우리 젤리 문제를 해결하러 와 준 거야?", - "FARM_INTRO_EDWARD1_OPTION1": "...젤리 문제요?", - "FARM_EDWARD_INTERACT2.f": "안녕, 친구! [pause]저번에 젤리 문제를 해결해줘서 정말 고마웠어.", - "FARM_INTRO_EDWARD1_OPTION2": "뭘 해결한다고요?", - "FARM_INTRO_EDWARD2": "저기 있는 다리는 이곳 농장과 항구촌을 연결해줘. [pause]마을에서 소비하는 청과물은 대부분 우리 농장에서 공급하지.", - "FARM_INTRO_EDWARD3": "안타깝게도 이 근처에 사는 젤리 녀석들이 최근에 난동을 벌이고 있어. 그리고... [pause]음... [pause]다리에 슬라임을 온통 묻혀놨더라고!", - "FARM_INTRO_EDWARD4.m": "그래도 [pause]괜찮아! [pause]언젠가는 떨어지겠지! [pause]그동안 이곳에서 편히 쉬어도 돼!", - "FARM_INTRO_EDWARD4.f": "그래도 [pause]괜찮아! [pause]언젠가는 떨어지겠지! [pause]그동안 이곳에서 편히 쉬어도 돼!", - "FARM_EDWARD_INTERACT1": "다리 문제를 해결하지 않으면 항구촌에 식량이 부족해질지도 몰라...", - "FARM_BRIDGE_CONFIRM": "슬라임을 치워볼까? 좀 역겨운데...", - "FARM_INTRO_EDWARD4.n": "그래도 [pause]괜찮아! [pause]언젠가는 떨어지겠지! [pause]그동안 이곳에서 편히 쉬어도 돼!", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "고마워, 친구! [pause]그... [pause]상황 때문에 슬슬 걱정이 되던 참인데.", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "고마워, 친구! [pause]그... [pause]상황 때문에 슬슬 걱정이 되던 참인데.", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "고마워, 친구! [pause]그... [pause]상황 때문에 슬슬 걱정이 되던 참인데.", - "FARM_BRIDGE_LOWERED_EDWARD2": "우린 해골 젤리를 작물에 비료로 주거든. [pause]그게 흙 속에 축적돼서 그 괴물로 변했나 봐.", - "FARM_EDWARD_INTERACT2.m": "안녕, 친구! [pause]저번에 젤리 문제를 해결해줘서 정말 고마웠어.", - "FARM_BRIDGE_LOWERED_EDWARD3": "혹시, 젤리를 사용해서 작물을 [wave amp=30 freq=10]크게 키우고 싶으면[/wave], [pause]마음대로 해!", - "HOYLAKE_INTRO_HOYLAKE1.m": "새로 왔구나! 안녕! [pause]난 퍼시벌 호이레이크 교수란다. 두려움을 모르는 미지의 탐구자지!", - "FARM_EDWARD_INTERACT2.n": "안녕, 친구! [pause]저번에 젤리 문제를 해결해줘서 정말 고마웠어.", - "FARM_MARIS_INTERACT": "안녕! [pause]우리 농장에 들러줘서 고맙구나. [pause]좀 쉬다 갈 거니? 아니면 그냥 지나가던 길이니?", - "HOYLAKE_INTRO_HOYLAKE1.f": "새로 왔구나! 안녕! [pause]난 퍼시벌 호이레이크 교수란다. 두려움을 모르는 미지의 탐구자지!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "미지요?", - "HOYLAKE_INTRO_HOYLAKE1.n": "새로 왔구나! 안녕! [pause]난 퍼시벌 호이레이크 교수란다. 두려움을 모르는 미지의 탐구자지!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "탐구자요?", - "HOYLAKE_PART2_HOYLAKE6": "최근 어린 순찰대원이 \\\"{habitat_phrase} 목격된 {monster_description}\\\"에 대해 보고했어. [pause]네가 나설 차례인 것 같구나!", - "HOYLAKE_INTRO_HOYLAKE3": "과학적으로 접근해야 한다는 말이야! [pause]관찰하고 분석해서 결과를 도출해야 해!", - "HOYLAKE_INTRO_HOYLAKE2": "그래! [pause]우리 모두 이 기묘한 세계에 표류한 지금, 우리 주변의 이 혼란스러운 상황을 이해하려면 확고한 [wave amp=30 freq=10]이성[/wave]이 필요하지.", - "HOYLAKE_INTRO_HOYLAKE4": "마을 사람들은 이 섬의 별의별 이상한 짐승들에 대해 목격담을 얘기하곤 하지. [pause]그걸 목록으로 정리하면, [pause]이 미지의 세계도 더는 미지의 영역이 [wave amp=30 freq=10]아니게[/wave] 될 거야.", - "HOYLAKE_INTRO_HOYLAKE5.m": "음, [pause]너는 이 일이 얼마나 중요한지 알아보는 것 같구나. 몇몇 몬스터를 확인하는 걸 도와주겠니?", - "HOYLAKE_INTRO_HOYLAKE5.n": "음, [pause]너는 이 일이 얼마나 중요한지 알아보는 것 같구나. 몇몇 몬스터를 확인하는 걸 도와주겠니?", - "HOYLAKE_INTRO_HOYLAKE5.f": "음, [pause]너는 이 일이 얼마나 중요한지 알아보는 것 같구나. 몇몇 몬스터를 확인하는 걸 도와주겠니?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "물론이죠!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "지금은 안 돼요.", - "HOYLAKE_INTRO_HOYLAKE_NO": "아, [pause]아깝구나. 생각이 바뀌면 알려주렴! [pause]그래도 과학은 계속될 테니까!", - "HOYLAKE_PART1_HOYLAKE1": "좋아! [pause]아주 좋아! [pause]항구촌 주민들에게서 몬스터 목격담을 들었단다. 그 몬스터 형태를 기록해주면 내가 그걸 목록으로 만들 수 있을 거야.", - "HOYLAKE_PART1_HOYLAKE3": "여기 빈 테이프를 줄게. 네 \\\"연구\\\"에 도움이 될 거야!", - "HOYLAKE_PART1_HOYLAKE2": "첫 번째 목격담은 이거야. \\\"{habitat_phrase} 목격된 {monster_description}\\\".", - "HOYLAKE_PART1_HOYLAKE4.m": "그 몬스터를 기록한 다음에 다시 들르면 내가 목록에 추가하마. 그럼 즐겁게 사냥하렴, 내 열정적인 조수!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "분명 그런 걸 이 근처에서 봤는데. 이름이 뭐였더라? {monster_name}?", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "호이레이크가 뭘 찾고 있다고? {monster_description}?", - "HOYLAKE_PART1_HOYLAKE4.f": "그 몬스터를 기록한 다음에 다시 들르면 내가 목록에 추가하마. 그럼 즐겁게 사냥하렴, 내 열정적인 조수!", - "HOYLAKE_PART1_HOYLAKE4.n": "그 몬스터를 기록한 다음에 다시 들르면 내가 목록에 추가하마. 그럼 즐겁게 사냥하렴, 내 열정적인 조수!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "좋아! 이름이 뭐라고? \\\"{monster_name}\\\"? [pause]그래, 보고된 목격담과 정확히 일치하는구나!", - "HOYLAKE_INTERACT_HOYLAKE1.f": "안녕, 내 열정적인 조수! 그 수수께끼의 몬스터는 기록했니? \\\"{habitat_phrase} 목격된 {monster_description}\\\" 말이야.", - "HOYLAKE_INTERACT_HOYLAKE1.m": "안녕, 내 열정적인 조수! 그 수수께끼의 몬스터는 기록했니? \\\"{habitat_phrase} 목격된 {monster_description}\\\" 말이야.", - "HOYLAKE_INTERACT_HOYLAKE1.n": "안녕, 내 열정적인 조수! 그 수수께끼의 몬스터는 기록했니? \\\"{habitat_phrase} 목격된 {monster_description}\\\" 말이야.", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "아직이요.", - "HOYLAKE_INTERACT_HOYLAKE_NO": "걱정하지 말렴! [pause]그 수수께끼의 생명체가 곧 모습을 드러낼 거야! [pause]진보는 필연적인 법이니까!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "여기 있어요!", - "HOYLAKE_PART2_HOYLAKE1": "좋아! 이름이 뭐라고? \\\"주금브라\\\"? [pause]송곳니... 해골... [pause]그래, 보고된 목격담과 정확히 일치하는구나!", - "HOYLAKE_PART2_HOYLAKE2": "카세트 테이프로 몬스터를 기록해서 그 모습으로 변신하다니... [pause]전혀 이치에 맞지 않지만, 우리 두 눈 앞에서 실제로 일어나고 있어.", - "HOYLAKE_PART2_HOYLAKE3": "과학에 대한 우리의 이해가 제한적이라는 게 드러난다면, [pause]바뀌어야 하는 건 과학이 아니라 우리의 이해지!", - "HOYLAKE_PART2_HOYLAKE4": "도와줘서 고맙구나! 여기 수고비야!", - "HOYLAKE_PART2_HOYLAKE5": "이제 다음 과제는...", - "HOYLAKE_PART3_HOYLAKE1": "세상에! [pause]그 \\\"곰별레\\\"는 정말 기분 나쁜 짐승이구나! [pause]도대체 왜 그런 추악한 모습으로 변신하고 싶어 할지 모르겠어...", - "HOYLAKE_PART3_HOYLAKE2": "솔직히 말하면, [pause]난 그 어떤 짐승으로도 변신하고 싶지 않아! [pause]그 기술의 원리도 모르겠고, 나 [wave amp=30 freq=10]자신[/wave]을 대상으로 실험하고 싶지는 않다고.", - "HOYLAKE_PART3_HOYLAKE1_RAND": "세상에! [pause]\\\"{monster_name}\\\"? [pause]도대체 왜 그런 모습으로 변신하고 싶어 할지 모르겠어...", - "HOYLAKE_PART3_HOYLAKE3": "몬스터 변신은 다른 사람들이 하게 내버려 둬야지... [pause]참, 여기 수고비야!", - "HOYLAKE_PART3_HOYLAKE5": "누가 날 속이려는 거겠지? [pause]웃기라고? [pause]일종의 농담이려나?", - "HOYLAKE_PART3_HOYLAKE4": "이번에 들은 소문은 너무 괴상해서 믿지 못하겠어. \\\"{habitat_phrase} 목격된 {monster_description}\\\"에 대한 소문이었지.", - "HOYLAKE_PART3_HOYLAKE6.m": "네가 이 소문의 진상을 밝힐 수 있다면, 넌 나보다도 뛰어난 과학자야.", - "HOYLAKE_PART3_HOYLAKE6.f": "네가 이 소문의 진상을 밝힐 수 있다면, 넌 나보다도 뛰어난 과학자야.", - "HOYLAKE_PART4_HOYLAKE1": "뭐?! [pause]그게 실존한다고?! [pause]그럴 줄은 정말 상상도 못했어.", - "HOYLAKE_PART3_HOYLAKE6.n": "네가 이 소문의 진상을 밝힐 수 있다면, 넌 나보다도 뛰어난 과학자야.", - "HOYLAKE_PART4_HOYLAKE2": "\\\"퍽카로프\\\"라, 그렇군. [pause]지구... 아니, 적어도 내 지구에서는, [pause]\\\"재카로프\\\"라는 아주 유사한 가공의 생물이 있었어.", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "네!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "\\\"{monster_name}\\\"... 그렇군.", - "HOYLAKE_PART6_HOYLAKE1": "아, 기록했구나! [pause]\\\"수줍엘프\\\"라고? [pause]얼굴을 가리다니 정말 불가사의하군. [pause]이제 생각해보니, 뉴위럴에는 가면을 쓴 몬스터가 좀 많구나.", - "HOYLAKE_PART4_HOYLAKE3": "우리의 신화와 전설이 이곳 뉴위럴에 있는 몬스터의 생김새에 영향을 주는 것 같구나. 아주 흥미로워...", - "HOYLAKE_PART4_HOYLAKE4": "혹시... [pause]네가 여기 오기 전에 살았던 원래 세계에 대해 몇 가지 물어봐도 될까? [pause]항구촌의 주민들이 살았던 가지각색의 세계들도 목록으로 만들고 있거든.", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "그러세요.", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "안 될 것 없겠죠...?", - "HOYLAKE_PART4_HOYLAKE5": "아주 좋아! [pause]광범위한 역사적 사건에 대해 몇 가지 질문을 할 테니, 그것에 대해 들어봤는지 알려주렴.", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "네!", - "HOYLAKE_PART4_HOYLAKE6": "첫 번째 질문. [pause]\\\"로마 제국\\\"이라고 들어봤니?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "아니요!", - "HOYLAKE_PART4_HOYLAKE7": "두 번째 질문: [pause]네 세계에서는 과거에 \\\"산업 혁명\\\"이라는 사건이 일어났니?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "아니요!", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "네!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "아니요!", - "HOYLAKE_PART4_HOYLAKE8": "자, 세 번째 질문이야. [pause]인류가 달에 착륙했니?", - "HOYLAKE_PART4_HOYLAKE9": "그렇구나! [pause]이제 마지막 질문이야. \\\"새들의 날\\\"은 아직 안 일어났니?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "네?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "... \\\"아직\\\"이요?", - "HOYLAKE_PART4_HOYLAKE11": "도와준 것에 다시 한번 감사하마! [pause]자, 수고비로 이걸 받으렴.", - "HOYLAKE_PART4_HOYLAKE10.f": "어... 아무것도 아니니 신경 쓰지 말렴. [pause]사실, 내가 무슨 말을 하는지 모르는 걸 행운으로 여기거라.", - "HOYLAKE_PART4_HOYLAKE10.m": "어... 아무것도 아니니 신경 쓰지 말렴. [pause]사실, 내가 무슨 말을 하는지 모르는 걸 행운으로 여기거라.", - "HOYLAKE_PART4_HOYLAKE10.n": "어... 아무것도 아니니 신경 쓰지 말렴. [pause]사실, 내가 무슨 말을 하는지 모르는 걸 행운으로 여기거라.", - "HOYLAKE_PART4_HOYLAKE12.m": "다시 몬스터를 조사할 준비 됐니? [pause]당연히 됐겠지!", - "HOYLAKE_PART4_HOYLAKE13": "최근에 페니 드레드풀 대장이 시청에 들어와서는 \\\"{habitat_phrase} 목격한 {monster_description}\\\"에 대해 중얼거리더구나.", - "HOYLAKE_PART4_HOYLAKE12.f": "다시 몬스터를 조사할 준비 됐니? [pause]당연히 됐겠지!", - "HOYLAKE_PART4_HOYLAKE12.n": "다시 몬스터를 조사할 준비 됐니? [pause]당연히 됐겠지!", - "HOYLAKE_PART4_HOYLAKE14": "그 녀석을 기록하면 꼭 내게도 알려주렴!", - "HOYLAKE_PART5_HOYLAKE1.f": "아주 잘했어! [pause]네가 훌륭한 연구가라는 걸 또 한 번 증명했구나.", - "HOYLAKE_PART5_HOYLAKE1.m": "아주 잘했어! [pause]네가 훌륭한 연구가라는 걸 또 한 번 증명했구나.", - "HOYLAKE_PART5_HOYLAKE2": "\\\"까막의사\\\"라고? [pause]정말 무시무시하게 생겼구나! [pause]무슨 시가 떠오르는데... [pause]정확히 어떤 시인지는 기억이 안 나는군.", - "HOYLAKE_PART5_HOYLAKE1.n": "아주 잘했어! [pause]네가 훌륭한 연구가라는 걸 또 한 번 증명했구나.", - "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\"?", - "HOYLAKE_PART5_HOYLAKE3": "아, 이제 긴급히 조사해야 할 몬스터도 한 마리밖에 남지 않았구나!", - "HOYLAKE_PART5_HOYLAKE4": "이안테가 사람의 인기척만 느껴져도 도망치는 생물에 대해 얘기해줬단다.", - "HOYLAKE_PART5_HOYLAKE5": "\\\"{habitat_phrase} 서식하는 {monster_description}\\\"라고 하던데. [pause]기록에 도전해 볼 생각이라면 [pause]행운을 빌게!", - "FRANKIE_PART4_FRANKIE1.f": "안녕하세요, 대장님! [pause]진짜 순찰대가 되어볼까 생각하던 참이었어요.", - "HOYLAKE_PART6_HOYLAKE1_RAND": "아, 기록했구나! [pause]\\\"{monster_name}\\\"?", - "HOYLAKE_PART6_HOYLAKE3": "아니면 그저 가면이 [wave amp=30 freq=10]멋있어[/wave] 보여서 그런 걸 수도 있겠지...", - "HOYLAKE_PART6_HOYLAKE2": "여기에는 어떤 의미가 있을까? [pause]인간이 얼굴을 인식하는 방법과 이 몬스터가 실체화하는 방식에 깊은 정신적 연관성이 있을지도...", - "HOYLAKE_PART6_HOYLAKE4.m": "널 크게 칭찬해줘야겠구나. [pause]이대로라면 내가 조수고 네가 과학자가 되겠어!", - "HOYLAKE_PART6_HOYLAKE4.f": "널 크게 칭찬해줘야겠구나. [pause]이대로라면 내가 조수고 네가 과학자가 되겠어!", - "HOYLAKE_PART6_HOYLAKE4.n": "널 크게 칭찬해줘야겠구나. [pause]이대로라면 내가 조수고 네가 과학자가 되겠어!", - "HOYLAKE_PART6_HOYLAKE5": "솔직히 말하자면, [pause]난 사실 교수도 과학자도 [wave amp=30 freq=10]아니란다[/wave].", - "HOYLAKE_PART6_HOYLAKE6": "난 뉴위럴에 떠밀려 오기 전에 대기업에서 일하는 직장인이었어. [pause][wave amp=30 freq=10]과학[/wave]보다는 [wave amp=30 freq=10]SF[/wave]에 더 관심이 있지.", - "HOYLAKE_PART6_HOYLAKE7": "그래도 합리적으로 생각해야지! [pause]이곳에 오면서 내 삶에는 새로운 목적이 생겼어.", - "HOYLAKE_PART6_HOYLAKE8": "내가 [wave amp=30 freq=10]진짜[/wave] 교수는 아닐지도 모르지만, 이곳에서 내가 한 노력들에 가치가 있을 수는 있지!", - "HOYLAKE_PART6_HOYLAKE9.m": "과학을 위해 날 계속 도와줘서 고맙구나. [pause]넌 정말 타의 귀감이 되는 사람이야!", - "HOYLAKE_PART6_HOYLAKE9.f": "과학을 위해 날 계속 도와줘서 고맙구나. [pause]넌 정말 타의 귀감이 되는 사람이야!", - "HOYLAKE_PART6_HOYLAKE9.n": "과학을 위해 날 계속 도와줘서 고맙구나. [pause]넌 정말 타의 귀감이 되는 사람이야!", - "HOYLAKE_PART6_HOYLAKE10": "내가 몬스터 목록을 만드는 걸 더 돕고 싶으면 언제든 찾아오렴. [pause]새로 조사할 몬스터는 항상 있을 테니까!", - "HOYLAKE_PART7_HOYLAKE1": "안녕, {player}! 몬스터를 몇 종이나 기록했니?", - "HOYLAKE_PART7_HOYLAKE2": "세상에! {count}종!?", - "HOYLAKE_PART7_HOYLAKE4": "뉴위럴에서 알려진 몬스터를 전부 기록했구나! 음, [pause]해적판, 융합, 대천사를 제외하면 말이지.", - "HOYLAKE_PART7_HOYLAKE3": "도와줘서 고맙구나! 여기 수고비야!", - "HOYLAKE_PART7_HOYLAKE6.m": "순찰대 훈련을 마친 후에 다시 오지 그러니?", - "HOYLAKE_PART7_HOYLAKE5": "네가 보여준 종을 전부 목록에 추가하려면 시간이 좀 걸리겠어.", - "HOYLAKE_PART7_HOYLAKE7": "네게 부탁할 게 있으면 바깥에 있는 게시판에 남길게!", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]제 꿈이 이루어진 것만 같아요![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "{count}종? 나쁘지 않군.", - "HOYLAKE_PART7_HOYLAKE6.n": "순찰대 훈련을 마친 후에 다시 오지 그러니?", - "HOYLAKE_PART7_HOYLAKE6.f": "순찰대 훈련을 마친 후에 다시 오지 그러니?", - "HOYLAKE_PART7_HOYLAKE9": "{next_threshold}종을 기록한 후에 다시 찾아오렴.", - "HOYLAKE_PART7_HOYLAKE10": "테이프가 5성이 되면 리마스터하는 걸 잊지 말렴! 어떤 종들은 그렇게만 입수할 수 있다고 하더구나!", - "HOYLAKE_PART8_HOYLAKE1": "안녕, {player}! 아직 네가 전에 기록한 종을 목록에 추가하느라 바쁘단다.", - "HOYLAKE_PART8_HOYLAKE2.m": "순찰대 훈련을 마친 후에 다시 오지 그러니?", - "HOYLAKE_PART8_HOYLAKE2.f": "순찰대 훈련을 마친 후에 다시 오지 그러니?", - "FRANKIE_PART1_FRANKIE2.m": "어머, 당신도 이 신비로운 섬의 [wave amp=30 freq=10]베테랑 몬스터 전사[/wave]인가요?!", - "HOYLAKE_PART8_HOYLAKE2.n": "순찰대 훈련을 마친 후에 다시 오지 그러니?", - "HOYLAKE_PART8_HOYLAKE3": "안녕, {player}! 네게 부탁할 게 있으면 바깥에 있는 게시판에 남길게!", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]안녕[/wave], {player}! [pause]우리 새로운 막내이자 최고의 신입 대원을 소개할게. 프랭키야!", - "FRANKIE_PART1_FRANKIE2.f": "어머, 당신도 이 신비로운 섬의 [wave amp=30 freq=10]베테랑 몬스터 전사[/wave]인가요?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "베테랑?", - "FRANKIE_PART1_FRANKIE2.n": "어머, 당신도 이 신비로운 섬의 [wave amp=30 freq=10]베테랑 몬스터 전사[/wave]인가요?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "베테랑?", - "FRANKIE_PART1_FRANKIE3": "몬스터와 몬스터로 변신하는 늠름한 영웅으로 가득한 마법의 세상이라니...", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "베테랑?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "나도 그렇게 오래 있지는 않았어!", - "FRANKIE_PART1_CYBIL6": "보다시피, 프랭키는 뉴위럴에 왔다는 사실을 아주 잘 받아들였어.", - "FRANKIE_PART1_KAYLEIGH5": "이곳에 오게 돼서 많이 신났구나?", - "FRANKIE_PART1_EUGENE5": "네 열정이 마음에 드는걸!", - "FRANKIE_PART1_MEREDITH5": "저런 반응은 기대하지 않았는데.", - "FRANKIE_PART1_FELIX5": "내가 처음 이곳에 왔을 때보다 열정적이네.", - "FRANKIE_PART1_VIOLA5": "그대는 예상치 못하게 이곳에 오게 되었는데도 전혀 놀라지 않은 것 같구려, 친구여.", - "FRANKIE_PART1_FRANKIE7": "저는 이 기회를 최대한 즐길 거예요! 순찰대에 가입하는 게 이 모험이 제게 점찍어 준 길이 분명해요!", - "FRANKIE_PART1_CYBIL8": "프랭키에게 남는 카세트 플레이어를 하나 줬어. 이제 몬스터 테이프를 주고 기초를 가르쳐주기만 하면 돼!", - "FRANKIE_PART1_FRANKIE10": "저만의 몬스터 형태라니... 제 환상적인 모험의 첫 걸음이네요...", - "FRANKIE_PART1_CYBIL9": "...자, 내 방송은 여기까지야! [pause]다음에 봐, {player}!", - "FRANKIE_PART1_FRANKIE15.f": "순찰대장님, 제발 \\\"기초\\\"를 알려주세요! [pause][wave amp=30 freq=10]제발요[/wave]! [pause]몬스터랑 싸워봐요!", - "FRANKIE_PART1_FRANKIE11": "제게 주실 테이프 있나요?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "여기 있어!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "정말 {species_name} 테이프를 프랭키한테 줄까? 지금 주는 테이프는 다시 돌려받을 수 없다.", - "FRANKIE_PART1_FRANKIE11_OPTION2": "아직 없어!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "정말 {species_name} 테이프를 프랭키한테 줄까? 지금 주는 테이프는 다시 돌려받을 수 없다.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "정말 {species_name} 테이프를 프랭키한테 줄까? 지금 주는 테이프는 다시 돌려받을 수 없다.", - "FRANKIE_PART1_FRANKIE12": "{species_description}이(가) 되는 건가요?", - "FRANKIE_PART1_FRANKIE13": "...", - "FRANKIE_PART1_FRANKIE15.m": "순찰대장님, 제발 \\\"기초\\\"를 알려주세요! [pause][wave amp=30 freq=10]제발요[/wave]! [pause]몬스터랑 싸워봐요!", - "FRANKIE_PART1_FRANKIE15.n": "순찰대장님, 제발 \\\"기초\\\"를 알려주세요! [pause][wave amp=30 freq=10]제발요[/wave]! [pause]몬스터랑 싸워봐요!", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]제게 딱 맞네요! 이 카세트 테이프를 제 목숨처럼 소중하게 여길게요![/shake]", - "FRANKIE_PART1_FRANKIE16": "우와, 이상한 몬스터로 변신하는 건 생각보다 훨씬 힘드네요.", - "FRANKIE_PART1_FRANKIE17": "가서 좀 쉬어야겠어요. [pause]밥도 많이 먹고요. [pause]뭘 먼저 할지는 아직 모르겠지만요.", - "FRANKIE_PART1_FRANKIE18.m": "다음에 봬요, 순찰대장님! 훈련 감사해요! 용감한 어린 영웅에게는 [wave amp=30 freq=10]박식한 스승[/wave]이 필요한 법이죠. 순찰대장님이 제 스승이어서 기뻐요!", - "FRANKIE_PART1_FRANKIE18.n": "다음에 봬요, 순찰대장님! 훈련 감사해요! 용감한 어린 영웅에게는 [wave amp=30 freq=10]박식한 스승[/wave]이 필요한 법이죠. 순찰대장님이 제 스승이어서 기뻐요!", - "FRANKIE_PART1_FRANKIE18.f": "다음에 봬요, 순찰대장님! 훈련 감사해요! 용감한 어린 영웅에게는 [wave amp=30 freq=10]박식한 스승[/wave]이 필요한 법이죠. 순찰대장님이 제 스승이어서 기뻐요!", - "FRANKIE_PART1_KAYLEIGH19": "성격 참 특이한 아이네!", - "FRANKIE_PART1_MEREDITH19": "이 섬에 나보다 눈치 없는 사람이 나타나서 다행이야.", - "FRANKIE_PART1_EUGENE19.m": "잘 가르치던데, {player}!", - "FRANKIE_PART1_EUGENE19.f": "잘 가르치던데, {player}!", - "FRANKIE_PART1_EUGENE19.n": "잘 가르치던데, {player}!", - "FRANKIE_PART1_FELIX19.m": "흠. 잘 가르치던데.", - "FRANKIE_PART1_FELIX19.f": "흠. 잘 가르치던데.", - "FRANKIE_PART1_VIOLA19.m": "교사의 역할에 아주 잘 대처하더구려, {player}.", - "FRANKIE_PART1_FELIX19.n": "흠. 잘 가르치던데.", - "FRANKIE_PART2_FRANKIE1.m": "아, 안녕하세요 순찰대장님! 제 [wave amp=30 freq=10]영웅으로서의 여정[/wave]을 도와주시러 온 건가요?", - "FRANKIE_PART1_VIOLA19.f": "교사의 역할에 아주 잘 대처하더구려, {player}.", - "FRANKIE_PART1_VIOLA19.n": "교사의 역할에 아주 잘 대처하더구려, {player}.", - "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"영웅으로서의 여정\\\"...?", - "FRANKIE_PART2_FRANKIE1.f": "아, 안녕하세요 순찰대장님! 제 [wave amp=30 freq=10]영웅으로서의 여정[/wave]을 도와주시러 온 건가요?", - "FRANKIE_PART2_FRANKIE1.n": "아, 안녕하세요 순찰대장님! 제 [wave amp=30 freq=10]영웅으로서의 여정[/wave]을 도와주시러 온 건가요?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]어린 모험가라면 누구나 자기만의 길을 개척해야 하는 순간이 찾아오기 마련이죠~[/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "뭘 하려고?", - "FRANKIE_PART2_FRANKIE3": "그래서 그러려고요. [pause]혹시 이해 못 하셨다면, 그 \\\"어린 모험가\\\"는 바로 저예요.", - "FRANKIE_PART2_FRANKIE3_OPTION1": "그렇구나.", - "FRANKIE_PART2_FRANKIE4": "어쨌든, 이 앞에서 \\\"야생 융합\\\"을 발견했어요. 가서 녀석을 혼쭐 내주려고요!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "무슨 말인지 모르겠는데.", - "FRANKIE_PART2_FRANKIE4_OPTION1": "도와줄까?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "그게 정말 좋은 생각일까?", - "FRANKIE_PART2_FRANKIE5": "걱정하지 마세요! 전 이 일에 천부적인 재능이 있으니까요. 사람이 몬스터로 변신하는 것에 대한 팬픽을 [wave amp=30 freq=10]200개[/wave] 넘게 읽었거든요. [pause](자세한 얘기는 묻지 말아주세요.)", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]그럼 어디 해보자고요![/shake]", - "FRANKIE_PART2_FRANKIE8": "제 경력이 잘 진행되고 있네요!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]해냈다~[/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "경력?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "응?", - "FRANKIE_PART2_FRANKIE9": "음, 그러니까... 이 환상의 나라의 사람들을 구해주는 용감하고 신비로운 영웅으로서의 경력 말이에요!", - "FRANKIE_PART2_FRANKIE10": "분명 곧 크나큰 악이 나타나겠죠...", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]그리고 이 섬을 지키는 건 제가 될 거예요![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "좀 늦었네.", - "FRANKIE_PART2_FRANKIE11_OPTION2": "그건 내가 이미 했어!", - "FRANKIE_PART2_FRANKIE12": "네? [pause]그, 그래요?", - "FRANKIE_PART2_FRANKIE13": "그래도 괜찮아요! 어딘가에 아직 제가 무찌를 악의 세력이 남아있겠죠. [pause][wave amp=30 freq=10]혹시[/wave] 놓치신 게 있을지도 모르잖아요!", - "FRANKIE_PART3_FRANKIE3": "그, 그러니까, 뉴위럴에 있는 동안 제 삶에서 뭔가 이뤄야죠! [pause]세계를 구하고! 제 소명을 찾고! 사랑에 빠지고!", - "FRANKIE_PART3_FRANKIE1": "{player} 님! 여쭤보고 싶은 게 있어요!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "물어봐!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "어떤 건데?", - "FRANKIE_PART3_FRANKIE2": "자기 인생을 책임진다는 건... 어떤 의미인가요?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "광범위한 질문이네.", - "FRANKIE_PART3_FRANKIE2_OPTION2": "뭐...?", - "FRANKIE_PART3_FRANKIE4": "모험이라면 떠오르는 그런 것들 있잖아요. [pause]단 일 초도 낭비할 수 없다고요!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "너무 기대치가 높은 것 같은데...", - "FRANKIE_PART3_FRANKIE4_OPTION2": "자신한테 너무 부담을 주지 마!", - "FRANKIE_PART3_FRANKIE5": "흠. [pause]그럴지도 모르겠네요.", - "FRANKIE_PART3_FRANKIE6": "자, 그러면 두 번째 질문이에요! [pause]제가 근처에서 찾은 야생 융합과 싸우는 걸 도와주시겠어요? 그 정도면 가치 있는 경험이 될 것 같아요!", - "FRANKIE_PART3_FRANKIE7": "도와주셔서 감사해요, {player} 님! [pause]정말 가치 있는 경험이었어요!", - "FRANKIE_PART4_FRANKIE1.m": "안녕하세요, 대장님! [pause]진짜 순찰대가 되어볼까 생각하던 참이었어요.", - "FRANKIE_PART4_FRANKIE3": "...그래서 맞서 싸울 야생 융합을 찾아놨어요! 낭비할 시간 없어요. [shake rate=30 level=10]어서 가서 두들겨 패주자고요![/shake]", - "FRANKIE_PART4_FRANKIE2": "이제 신참 딱지는 떼려고요! 하지만 우선 더 강해져야 할 것 같아요.", - "FRANKIE_PART4_FRANKIE1.n": "안녕하세요, 대장님! [pause]진짜 순찰대가 되어볼까 생각하던 참이었어요.", - "FRANKIE_PART4_FRANKIE4": "도와주셔서 감사해요! [pause]다음에 대장님과 밖에서 만나면, 제가 정식 순찰대원이 되어 있을지도 모르겠네요!", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]제가 결투 신청을 할 거라고는 생각도 못하셨죠?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]제가 결투 신청을 할 거라고는 생각도 못하셨죠?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]청출어람![/shake] 진정한 순찰대가 되려면 대장님한테 이겨서 [wave amp=30 freq=10]도장을[/wave] 받아야만 해요!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]제가 결투 신청을 할 거라고는 생각도 못하셨죠?", - "FRANKIE_PART5_FRANKIE3": "심지어 이 멍퍼컷을 절 도와주도록 길들였죠! 어때요? 제 도전을 받아주실래요?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "전력을 다해봐, 신참!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]대장님한테 이기기 어려울 줄 알았어요.", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]순찰대원![/shake] [pause]날 막으려고 온 거냐?!", - "FRANKIE_PART5_FRANKIE3_OPTION2": "봐주지 않을 거야!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]대장님한테 이기기 어려울 줄 알았어요.", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]대장님한테 이기기 어려울 줄 알았어요.", - "FRANKIE_PART5_FRANKIE5": "그래서 다른 대장 12명과 먼저 싸웠죠.", - "FRANKIE_PART5_FRANKIE5_OPTION1": "응?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "뭘 했다고?", - "FRANKIE_PART5_FRANKIE6": "맞아요. 순찰대원 자격은 [wave amp=30 freq=10]이미[/wave] 충족했다고요!", - "FRANKIE_PART5_FRANKIE7": "그냥 대장님이 얼마나 강한지 확인하고 싶었어요. [pause]역시 절 실망시키지 않으시네요!", - "FRANKIE_PART5_FRANKIE8.m": "다음에 또 봐요, 대장님~!", - "FRANKIE_PART5_FRANKIE8.n": "다음에 또 봐요, 대장님~!", - "FRANKIE_TOWN_HALL_INTERACT1": "안녕하세요, {player} 대장님! 다시 마을을 떠나기 전에 최신 소문을 들어보러 왔어요!", - "FRANKIE_PART5_FRANKIE8.f": "다음에 또 봐요, 대장님~!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]순찰대원![/shake] [pause]날 막으려고 온 거냐?!", - "VIN_PART1_VIN1_OPTION2": "그게 내 일이야!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]순찰대원![/shake] [pause]날 막으려고 온 거냐?!", - "VIN_PART1_VIN1_OPTION1": "그런 셈이지.", - "VIN_PART1_VIN2": "좋아! [pause]나와 싸울 거면, 일대일로 싸우자!", - "VIN_PART3_VIN8.n": "애초에 우리 공동체를 혼란으로 몰아넣은 건 [wave amp=30 freq=10]자기들 중 한 명[/wave]인데 말이야!", - "VIN_PART1_VIN3": "다른 사람에게 의존하는 건 오직 [wave amp=30 freq=10]겁쟁이[/wave]뿐이야!", - "VIN_PART1_KAYLEIGH4": "적정하지 마, {player}! 나는 빠질게. 내가 없어도 저 녀석은 이길 수 있어!", - "VIN_PART1_MEREDITH4.f": "일대일 싸움이라고? 그렇게 해. 넌 충분히 강하니까 이길 수 있을 거야, {player}.", - "VIN_PART1_MEREDITH4.m": "일대일 싸움이라고? 그렇게 해. 넌 충분히 강하니까 이길 수 있을 거야, {player}.", - "VIN_PART1_MEREDITH4.n": "일대일 싸움이라고? 그렇게 해. 넌 충분히 강하니까 이길 수 있을 거야, {player}.", - "VIN_PART1_EUGENE4.m": "그렇게 해, 친구. 내 도움 없이도 저 자식은 이길 수 있을 거야.", - "VIN_PART1_EUGENE4.n": "그렇게 해, 친구. 내 도움 없이도 저 자식은 이길 수 있을 거야.", - "VIN_PART1_FELIX4": "어때, {player}? 저 녀석한테 실력을 보여주고 싶어?", - "VIN_PART1_EUGENE4.f": "그렇게 해, 친구. 내 도움 없이도 저 자식은 이길 수 있을 거야.", - "VIN_PART1_VIOLA4.n": "이 전투는 그대만의 싸움인 듯하구려, {player}. 걱정하지 마시오. 난 그대를 믿소.", - "VIN_PART1_VIOLA4.f": "이 전투는 그대만의 싸움인 듯하구려, {player}. 걱정하지 마시오. 난 그대를 믿소.", - "VIN_PART1_VIOLA4.m": "이 전투는 그대만의 싸움인 듯하구려, {player}. 걱정하지 마시오. 난 그대를 믿소.", - "VIN_PART1_VIN5.m": "흥! [pause]겁쟁이치고는 세군...", - "VIN_PART1_VIN5.f": "흥! [pause]겁쟁이치고는 세군...", - "VIN_PART1_VIN5.n": "흥! [pause]겁쟁이치고는 세군...", - "VIN_PART1_VIN6": "하지만 날 잡지는 못할 거야! [wave amp=30 freq=10]잘 있어라![/wave]", - "VIN_PART1_KAYLEIGH7": "달리기가 꽤 빠르네. 다음에는 꼭 잡을 수 있을 거야, {player}.", - "VIN_PART1_MEREDITH7.m": "눈 깜빡할 사이에 도망쳐버렸네. 다음에는 꼭 잡자고.", - "VIN_PART1_MEREDITH7.n": "눈 깜빡할 사이에 도망쳐버렸네. 다음에는 꼭 잡자고.", - "VIN_PART1_MEREDITH7.f": "눈 깜빡할 사이에 도망쳐버렸네. 다음에는 꼭 잡자고.", - "VIN_PART1_EUGENE7": "그렇게 허풍을 떨어놓고는 꽁무니 빠지게 달아나는 꼴이라니!", - "VIN_PART1_FELIX7": "그 녀석 발이 아주 빠르네. 다음에는 잡을 수 있을 거야.", - "VIN_PART2_VIN1": "[shake rate=30 level=10]또 네놈이구나![/shake]", - "VIN_PART1_VIOLA7": "빠르게 전장에서 이탈했구려. 분명 다시 만나게 될 것이오.", - "VIN_PART2_VIN2": "너희 순찰대는 항상 남의 일에 참견이나 하고 다니지!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]항구촌 순찰대의 폭정으로부터 사람들을 해방하기 전까지는![/shake]", - "VIN_PART2_VIN3": "자, 나랑 일대일로 싸우자!", - "VIN_PART2_VIN4": "헤, 절대 날 잡을 수는 없어. 그리고 난 절대 포기하지 않을 거야...", - "VIN_PART3_VIN1.m": "아, 이것 좀 보게. [pause]순찰대가 또 날 찾기 위해 [wave amp=30 freq=10]충성스러운 개[/wave]를 보냈군!", - "VIN_PART3_VIN1.f": "아, 이것 좀 보게. [pause]순찰대가 또 날 찾기 위해 [wave amp=30 freq=10]충성스러운 개[/wave]를 보냈군!", - "VIN_PART3_VIN1_OPTION1": "이봐! 내 이름은 {player}(이)라고!", - "VIN_PART3_VIN1.n": "아, 이것 좀 보게. [pause]순찰대가 또 날 찾기 위해 [wave amp=30 freq=10]충성스러운 개[/wave]를 보냈군!", - "VIN_PART3_VIN2": "...", - "VIN_PART3_FELIX5": "잠깐, 그럼 이 도둑이 그 이상한 교단의 일원인 거야?", - "VIN_PART3_VIN3": "그러면 네가...", - "VIN_PART3_VIN4.f": "네가 이 모든 일의 원흉인 그 피도 눈물도 없는 [wave amp=30 freq=10]신살자[/wave]구나! 네가 쿠퍼 형제님이 죽게 내버려뒀지!", - "VIN_PART3_VIN4.n": "네가 이 모든 일의 원흉인 그 피도 눈물도 없는 [wave amp=30 freq=10]신살자[/wave]구나! 네가 쿠퍼 형제님이 죽게 내버려뒀지!", - "VIN_PART3_VIN4.m": "네가 이 모든 일의 원흉인 그 피도 눈물도 없는 [wave amp=30 freq=10]신살자[/wave]구나! 네가 쿠퍼 형제님이 죽게 내버려뒀지!", - "VIN_PART3_VIN4_OPTION1.n": "신살자?", - "VIN_PART3_VIN4_OPTION1.f": "신살자?", - "VIN_PART3_VIN4_OPTION1.m": "신살자?", - "VIN_PART3_MEREDITH5": "저 녀석은 광신도야, {player}. 너와 케일리가 그 애도의 별 자식을 쓰러뜨린 것 때문에 화난 게 분명해.", - "VIN_PART3_VIN4_OPTION2": "둘 다 내가 한 짓이 아니야!", - "VIN_PART3_KAYLEIGH5": "애도의 아이들 사람이야?", - "VIN_PART3_EUGENE5": "이봐! {player}의 활약이 없었다면 도리안 말고도 많은 사람들이 죽었을 거야!", - "VIN_PART3_VIOLA5": "그대는 지금 오해하고 있는 거요, 도둑 양반!", - "VIN_PART3_VIN6.f": "얘기는 여기까지다! 와서 나와 싸우자, 이 겁쟁이 자식!", - "VIN_PART3_VIN6.m": "얘기는 여기까지다! 와서 나와 싸우자, 이 겁쟁이 자식!", - "VIN_PART3_VIN6.n": "얘기는 여기까지다! 와서 나와 싸우자, 이 겁쟁이 자식!", - "VIN_PART3_VIN7": "우리 영도자님께서 [wave amp=30 freq=10]잔혹하게 살해당하시자[/wave], 곧바로 너희 순찰대가 \\\"도움\\\"을 주겠다며 나섰지. 흥, 웃기지도 않는군.", - "VIN_PART3_VIN8.m": "애초에 우리 공동체를 혼란으로 몰아넣은 건 [wave amp=30 freq=10]자기들 중 한 명[/wave]인데 말이야!", - "VIN_PART3_VIN8.f": "애초에 우리 공동체를 혼란으로 몰아넣은 건 [wave amp=30 freq=10]자기들 중 한 명[/wave]인데 말이야!", - "VIN_PART3_KAYLEIGH9": "네가 오해하는 거야. [pause]너희 공동체가 겪은 건 전부 도리안의 탓이라고!", - "VIN_PART3_VIN10": "내가 훔치는 빈 테이프와 스티커는... 우리 저항군을 위해 쓰일 거야!", - "VIN_PART4_VIN1": "그냥 날 내버려 둬...", - "VIN_PART4_VIN2": "으윽...", - "VIN_PART4_VIN3": "그 녀석한테 기습 당했어...", - "VIN_PART4_VIN4": "왜... [pause]그런 거야, {player}?", - "VIN_PART4_VIN5_OPTION1": "오해하고 있는 거야!", - "VIN_PART4_VIN5.n": "날 쿠퍼 형제님처럼 죽게 내버려뒀으면 네 [wave amp=30 freq=10]도둑 문제[/wave]도 완전히 해결되었을 텐데.", - "VIN_PART4_VIN5.f": "날 쿠퍼 형제님처럼 죽게 내버려뒀으면 네 [wave amp=30 freq=10]도둑 문제[/wave]도 완전히 해결되었을 텐데.", - "VIN_PART4_VIN5.m": "날 쿠퍼 형제님처럼 죽게 내버려뒀으면 네 [wave amp=30 freq=10]도둑 문제[/wave]도 완전히 해결되었을 텐데.", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]빈?![/shake] [pause]이게 네 짓이었니?", - "VIN_PART4_VIN5_OPTION2": "난 도리안이 죽게 내버려두지 않았어!", - "VIN_PART4_JACQUELINE7": "안 그래도 순찰대가 공동체를 위해 따로 마련해놓은 보급품을 누군가 훔치고 있다고 이안테한테 들었는데, 그게 너일 줄은 몰랐어!", - "VIN_PART4_VIN8": "공동체를 위해...[pause] 따로...[pause] 빼놨다고요?[pause] 우리 공동체요?", - "VIN_PART4_JACQUELINE9": "그래, 이 바보야!", - "VIN_PART5_VIN6": "그리고 이제 네게 도전해서 도장을 받아야 해! [pause]자, 나랑 [wave amp=30 freq=10]일대일[/wave]로 싸우자, {player}!", - "VIN_PART4_VIN10": "하지만 순찰대가... 놈들이 애도촌을 장악했잖아요. 맞죠?[pause] 당신을 협박하고 말이에요.", - "VIN_PART4_JACQUELINE11": "전혀 아니야. 난 도리안이 죽으면서 눈을 뜰 수 있었어.", - "VIN_PART4_JACQUELINE12": "도리안이 살아있었을 때, 그러니까 도리안이 [wave amp=30 freq=10]지도자[/wave]였을 때는 마치 마법에 홀린 채 살아가는 것 같았어. 내 주변에서 어떤 일이 벌어지는지 제대로 알지 못했지.", - "VIN_PART4_JACQUELINE13": "이제 와서야 그때 상황이 어땠는지 정확하게 알 수 있는 것 같아.", - "VIN_PART4_KAYLEIGH14": "재클린...", - "VIN_PART4_JACQUELINE15": "난 우리 공동체를 도와줄 이들을 찾았고, 이안테가 친절하게도 그 부탁을 들어줬어.", - "VIN_PART4_JACQUELINE16": "이안테의 도움이 없었다면 우린 지금쯤 쫄쫄 굶고 있었을 거야. 도리안이 그 대천사한테 가려고 우리한테 채소밭을 파내라고 했거든!", - "VIN_PART4_VIN17": "...", - "VIN_PART4_JACQUELINE20": "난 빈이 뉴위럴에 처음 왔을 때부터 그 아이를 알고 지냈어. 마음은 착한 애야. 다만...[pause] 크게 오해하고 있을 뿐이지.", - "VIN_PART4_JACQUELINE18": "자, 집에 데려다줄게. 가서 좀 쉬어.", - "VIN_PART4_JACQUELINE19": "{player}, [pause]정말 미안해.", - "VIN_PART4_JACQUELINE22": "이안테한테 도와줘서 고맙다고 꼭 전해줘.", - "VIN_PART4_JACQUELINE21": "사람들을 전부 불러 모아서 오해를 풀게. 다시는 이런 일이 없을 거야.", - "VIN_PART5_VIN1": "저기, {player}.", - "VIN_PART5_VIN2": "네가 그 야생 융합으로부터 날 구해주고 나서 모든 걸 돌이켜보게 됐어.", - "VIN_PART5_VIN3": "내가 한 짓은 후회되지만... [pause]다 내 공동체를 돕고 싶어서 한 일이었어.", - "VIN_PART5_VIN4": "그리고 그러기 위해 순찰대에 가입했지! 물론 내 실수도 만회하고 말이야.", - "VIN_PART5_KAYLEIGH5": "잘됐다! [pause]올바른 길을 찾았다니 정말 다행이야, 빈!", - "VIN_PART5_MEREDITH5": "그래, 할 일이 아주 많을 것 같네.", - "VIN_PART5_EUGENE5": "너만의 대의를 찾은 거구나. 인정해야겠는걸.", - "VIN_PART5_FELIX5": "심경의 변화가 있었다니 다행이야.", - "VIN_PART5_VIN7_OPTION1": "맞아!", - "VIN_PART5_VIOLA5": "끝이 좋으면 다 좋은 것 아니겠소?", - "VIN_PART5_VIN8": "아직 도장을 받을 순찰대장이 12명 남아있어서 다행이야.", - "VIN_PART5_VIN7": "젠장... 친구라고 해서 봐주지는 않는구나?", - "VIN_PART5_VIN7_OPTION2": "이게 다 사랑의 매라고 생각해.", - "VIN_PART5_VIN9": "다음에 만날 때는 정식 순찰대원이 되어 있을게, {player}!", - "VIN_TOWN_HALL_INTERACT1.m": "순찰대장! 티라포와 톱뇽가리 중에 뭐가 더 센 것 같아? 난 잘 모르겠어.", - "VIN_TOWN_HALL_INTERACT1.f": "순찰대장! 티라포와 톱뇽가리 중에 뭐가 더 센 것 같아? 난 잘 모르겠어.", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]두 제자들을 여기서 만날 줄은 몰랐죠, 대장님?", - "VIN_TOWN_HALL_INTERACT1.n": "순찰대장! 티라포와 톱뇽가리 중에 뭐가 더 센 것 같아? 난 잘 모르겠어.", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]두 제자들을 여기서 만날 줄은 몰랐죠, 대장님?", - "VIN_AND_FRANKIE_KAYLEIGH3": "너희 둘이 친구가 될 줄은 상상도 못했네!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]두 제자들을 여기서 만날 줄은 몰랐죠, 대장님?", - "VIN_AND_FRANKIE_VIN2": "안녕, {player}. 드디어 훈련을 마치고 정식 순찰대원이 됐어!", - "VIN_AND_FRANKIE_MEREDITH3": "이 둘이 친구가 됐다고? 그럴 줄 알았지.", - "VIN_AND_FRANKIE_FELIX3": "너희 둘이 아는 사이인 줄 몰랐어! 이 섬이 작긴 하지.", - "VIN_AND_FRANKIE_VIOLA3": "이토록 다른 두 사람 사이에 우정이 싹틀 줄은 상상도 못했소!", - "VIN_AND_FRANKIE_EUGENE3": "헤. 이제 이 둘이 친구가 됐나 보네?", - "VIN_AND_FRANKIE_FRANKIE4": "저도 말씀드릴 게 있어요.", - "VIN_AND_FRANKIE_FRANKIE5": "제 애완 멍퍼컷이 도망쳤지 뭐예요~!", - "VIN_AND_FRANKIE_FRANKIE6": "시빌 대장님은 야생 몬스터이 애완동물로 부적합하다고 하셨지만...[pause] 분명 제가 그 멍퍼컷에 대해 쓴 팬픽 때문에 그럴 거예요.", - "VIN_AND_FRANKIE_FRANKIE7": "하지만 걱정하지 마세요! 제 새로운 [wave amp=30 freq=10]절친[/wave] 빈은 그런 걸 언짢아하지 않으니까요!", - "VIN_AND_FRANKIE_VIN8": "팬픽이 뭐야, {player}? 프랭키가 말을 안 해줘...", - "VIN_AND_FRANKIE_FRANKIE9": "아아~!", - "VIN_AND_FRANKIE_FRANKIE10.n": "우리 재대결해요, 대장님! 저랑 빈 대 대장님이랑 {partner} 씨! 어때요?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "그래!", - "VIN_AND_FRANKIE_FRANKIE10.m": "우리 재대결해요, 대장님! 저랑 빈 대 대장님이랑 {partner} 씨! 어때요?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "지금은 안 돼.", - "VIN_AND_FRANKIE_FRANKIE10.f": "우리 재대결해요, 대장님! 저랑 빈 대 대장님이랑 {partner} 씨! 어때요?", - "POWER_STATION_DREADFUL4": "어디 우리 실력을 보여줄까?", - "VIN_AND_FRANKIE_FRANKIE11": "아... [pause]또 지다니!", - "VIN_AND_FRANKIE_VIN12": "기운 내, 프랭키. 항상 이길 수는 없잖아.", - "VIN_AND_FRANKIE_VIN13": "{player}, 난 프랭키와 융합한 후에야 다른 사람에게 의존하는 것이 약한 게 아니라는 걸 깨달았어.", - "VIN_AND_FRANKIE_VIN14": "우리가 힘을 모으면, 단순히 둘의 힘을 합친 것보다 강력해져. [pause]그게 중요한 거지. 맞지?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]그리하여 용감한 여주인공은 반영웅이 개과천선하는 걸 사랑의 힘으로 도왔답니다~![/wave]", - "VIN_AND_FRANKIE_VIN16": "잠깐... [pause]뭐라고...?", - "POWER_STATION_WALLACE1.m": "다 준비되어 있으니 들어가면 돼.", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]우헤헤~![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "나중에 봐요, {player} 님!", - "POWER_STATION_WALLACE1.n": "다 준비되어 있으니 들어가면 돼.", - "POWER_STATION_WALLACE1.f": "다 준비되어 있으니 들어가면 돼.", - "POWER_STATION_DREADFUL1": "잠깐 기다려!", - "POWER_STATION_DREADFUL2": "여긴 내 구역이야, {player}! 내 구역에서 싸움이 벌어지는데 내가 빠질 수는 없지.", - "POWER_STATION_DREADFUL3": "조심해, 신사 숙녀 여러분. 못된 악당 녀석이다!", - "POWER_STATION_DREADFUL5": "정말 난리도 아니었네! 넌 주변을 둘러봐. 난 숨 좀 돌려야겠어.", - "POWER_STATION_DREADFUL7.m": "{player}, 정말 괜찮은 걸까?", - "POWER_STATION_DREADFUL6": "넌 주변을 둘러봐. 난 숨 좀 돌려야겠어.", - "POWER_STATION_DREADFUL7_OPTION1": "어디 해보죠!", - "POWER_STATION_NOTE1": "\\\"10/10/1957 0400\\n애글 박사 그리고 애더리아 박사와 함께 융합로에서 수행할 새 시험을 고안하며 밤을 꼬박 지새웠다. 너무 몰입해서 시간 가는 줄 몰랐다. 잠시 우리가 융합로에 집중하는 하나의 존재가 된 것 같은 기분이었다!\\\"", - "POWER_STATION_DREADFUL7.f": "{player}, 정말 괜찮은 걸까?", - "POWER_STATION_DREADFUL7.n": "{player}, 정말 괜찮은 걸까?", - "POWER_STATION_DREADFUL7_OPTION2": "기다리죠.", - "POWER_STATION_NOTE3": "\\\"10/10/1957 0700\\n융합로에서 자신을 \\\"헬리아\\\"라고 부르는 존재가 나타났다! 그 즉시 열전대에서 노심 온도가 떨어진 게 관측되었으니... 이제 안전한 것 같다. \\\"헬리아\\\"는 마치 헬륨 원자의 도면처럼 생겼으며, 전자 궤도를 나타내는 두 개의 고리를 갖고 있다...\\\"", - "POWER_STATION_NOTE2": "\\\"10/10/1957 0515\\n융합로에 뭔가 이상한 일이 벌어지고 있다. 바로 노심의 온도가 계속 치솟는 것이다! 기류량을 늘리기 위해 냉각 팬을 켰지만, 아무런 소용이 없었다! 이대로 가면 우린 끝장이다!\\\"", - "POWER_STATION_NOTE5": "\\\"11/10/1957 0305\\n헬리아가 제안한 대로 보급부가 동물원에서 갖다 준 킹풋, 마스쿠렁이, 창산갑, -검열-을 결합했다. 헬리아는 결과가 불만족스러운 듯하다. 이걸 원한 게 아니었던 건가? 그러면 살아있는 짐승을 사용하라고?\\\"", - "POWER_STATION_NOTE4": "\\\"10/10/1957 0730\\n\\\"헬리아\\\"가 말하길 우리가 자기를 만들었거나 혹은 소환했다고 한다. 이제 헬리아는 어떻게 하면 우리 반응로를 고칠 수 있는지 설명해주고 있다. 그리고 그다음 다른 융합에 대해 얘기하고 싶다고 한다... 대체 무슨 융합을 말하는 거지?!\\\"", - "POWER_STATION_NOTE6": "\\\"11/10/1957 0800\\n우리가 무슨 짓을 한 거지? 불안정한 융합이 통제를 벗어났다! 계속 자가 복제를 하고 있다!! 상부에서 녀석들을 가둬두기 위해 건물을 봉쇄하는 바람에 나도 갇혔다! 멀라인 님께서 날 보살펴 주시기를!\\\"", - "POWER_STATION_HELIA_HELIA1": "아, 내 창조자들의 실패한 실험을 치워줘서 고맙다.", - "POWER_STATION_HELIA_HELIA2": "그 불안정한 융합이 자기 복제를 시작하면 퇴치하기 꽤 성가시지.", - "POWER_STATION_HELIA_HELIA3": "여긴 무슨 일이냐, {player.to_upper}?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "내가 누군지 알아?", - "POWER_STATION_HELIA_HELIA4": "아주 잘 알지. 지금까지 몇 번이나 융합했느냐?\\n\\n융합이 있는 곳이라면 어디든 나도 존재한다.", - "POWER_STATION_HELIA_HELIA5": "나는 융합의 과정, 헬리아라고 한다.", - "POWER_STATION_HELIA_KAYLEIGH6": "그러면 야생 융합도 네가 만드는 거야?", - "POWER_STATION_HELIA_MEREDITH6": "아. 야생 융합에 정말 배후가 있었다니!", - "POWER_STATION_HELIA_EUGENE6": "야생 융합은 네가 만드는 거냐?", - "POWER_STATION_HELIA_FELIX6": "그러면 야생 융합도...?", - "POWER_STATION_HELIA_HELIA12": "나는 생명을 유지시킨다. 너희들이 생존하기 위해 의존하는 식물은 네 항성의 심장에서 일어나는 핵융합으로부터 에너지를 얻지.", - "POWER_STATION_HELIA_VIOLA6": "그러면 네놈이 야생 융합이라는 그 괴물들의 배후구나!", - "POWER_STATION_HELIA_DOG6": "크르르...", - "POWER_STATION_HELIA_HELIA7": "\\\"야생 융합\\\"?\\n[pause]\\n아, 그래.[pause] 안정적인 녀석들 말이구나.[pause] 그 멋진 짐승들은 내 작품이다.", - "POWER_STATION_HELIA_HELIA8": "이제 네가 왜 왔는지 알겠구나. 너희 둘 다 내면에서 융합의 가능성이 높아지고 있군. 그렇다면...", - "POWER_STATION_HELIA_HELIA11": "융합을 끝내서는 안 된다. 모르겠느냐?", - "POWER_STATION_HELIA_HELIA9": "싸우러 온 것이겠구나. 아니더냐?", - "POWER_STATION_HELIA_HELIA10": "이 정도면 됐다.", - "POWER_STATION_HELIA_HELIA13": "나는 생명을 이룬다. 죽어있는 원자가 모여 살아있는 세포를 이룰 때, 그것 또한 융합이다.\\n\\n그리고 세포가 모여 지적 다세포 생명체를 이룰 때, 그것 또한 나이니라.", - "POWER_STATION_HELIA_HELIA14": "내가 없으면... 융합이 없으면 생명 또한 없다.", - "POWER_STATION_HELIA_KAYLEIGH15": "네 그 \\\"멋진 짐승\\\"들이 항구촌을 위협하고 있어!", - "POWER_STATION_HELIA_EUGENE15": "우린 네 그 \\\"멋진 짐승\\\"이 없어도 잘 지낼 수 있다고!", - "POWER_STATION_HELIA_MEREDITH15": "미안하지만, 네 그 \\\"멋진 짐승\\\"들이 사람을 해치고 있어.", - "POWER_STATION_HELIA_FELIX15": "적어도 그 \\\"멋진 짐승\\\"은 그만 만들어주면 안 될까?", - "POWER_STATION_HELIA_HELIA16": "내가 말했듯이, 나는 융합의 과정이다.\\n\\n융합의 원인이 아니야.", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, 너와 {partner.to_upper} 둘이 융합하는 건 내가 시켜서가 아니다.\\n\\n나는 그저 수단일 뿐이지.", - "POWER_STATION_HELIA_VIOLA15": "뉴위럴의 \\\"융합\\\"에 대해서는 알고 있소만, 그 별과 세포에 대한 이야기는 대체 무슨 뜻이요?", - "POWER_STATION_HELIA_HELIA18": "살인이 벌어졌을 때 죽음을 탓하지는 않지 않느냐.", - "POWER_STATION_HELIA_HELIA18_OPTION1": "그러면 누구 탓인데?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "알아듣기 쉽게 설명 좀 해 봐...", - "POWER_STATION_HELIA_HELIA19": "결국, \\\"야생 융합\\\"의 원인은 바로 계속해서 다른 세계의 파편을 이곳으로 불러오는 존재다.\\n[pause]\\n나를 데려온 존재이기도 하고, 너와 모든 인간을 데려온 존재이기도 하지.", - "POWER_STATION_HELIA_HELIA22": "떠나기 전에 한 가지 더, {player.to_upper}.\\n\\n너희는 알레프와 싸울 때 저항의 정신 모르간테를 실체화했었지. 아닌가?", - "POWER_STATION_HELIA_HELIA20": "멀라인. 땅 밑의 존재.", - "POWER_STATION_HELIA_KAYLEIGH21": "멀라인? 예감이 안 좋은데, {player}...", - "POWER_STATION_HELIA_MEREDITH21.f": "우리가 멀라인을 상대할 수 있을 것 같지는 않아.", - "POWER_STATION_HELIA_MEREDITH21.m": "우리가 멀라인을 상대할 수 있을 것 같지는 않아.", - "POWER_STATION_HELIA_MEREDITH21.n": "우리가 멀라인을 상대할 수 있을 것 같지는 않아.", - "POWER_STATION_HELIA_EUGENE21": "좋아! 가서 기차 좀 때려 부수자고!", - "POWER_STATION_HELIA_FELIX21": "아. 그 철도가 배후라고?", - "POWER_STATION_HELIA_VIOLA21": "우리가 미궁 따위에게 패배하지는 않을 것이오, {player}!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "이제야 알아듣게 말하네.", - "POWER_STATION_HELIA_DOG21": "크르르...", - "POWER_STATION_HELIA_HELIA27": "네가 실체화하는 그 의지를 조심하거라.\\n\\n알레프는 아직 돌아올 수 있으니.", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "멀라인을 만나러 가자.", - "POWER_STATION_HELIA_HELIA22_OPTION1": "맞아. 그건 왜?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "응, 그랬어.", - "POWER_STATION_HELIA_HELIA23": "네가 지금 휘두르는 무기는 양날의 검이다.", - "POWER_STATION_HELIA_HELIA24": "융합... 아니, 하나의 목적을 향해 여럿이 행하는 일은 전부 \\\"전체가 부분의 합보다 크다\\\"라고 할 수 있지.", - "POWER_STATION_HELIA_HELIA26": "우리가 싸우는 동안 네 마음 안에 정복의 씨앗이 자리 잡은 것이 느껴졌다.", - "POWER_STATION_HELIA_HELIA25": "그리고 그 전체와 부분의 합 사이의 차이가 바로 에그레고르, 너희가 말하는 \\\"대천사\\\"인 것이다.\\n\\n에그레고르는 처음에는 작고 약하지만, 충분한 의지만 전해진다면 독립적인 존재로 실체화하여 영향력을 행사하고 주도권을 잡을 수 있지.", - "POWER_STATION_HELIA_DREADFUL28": "정말 놀라운 경험이었어! [pause]전부 이안테에게 보고해야겠군.", - "POWER_STATION_HELIA_DREADFUL29": "멀라인 일은 행운을 빌게, {player}. 난 이만 빠져야겠어.", - "MERLINE_MEETING_MAGIKRAB1B": "{player} 님, 멀라인 님께서 기다리고 계십니다. 항구촌역의 A 플랫폼으로 따라오시죠.", - "POWER_STATION_HELIA_DREADFUL30": "흐음... [pause]그 \\\"헬리아\\\"라는 녀석이 뉴런던을 불태운 그 화재와 관련이 있으려나...?", - "MERLINE_MEETING_MAGIKRAB1A": "{player} 님, 멀라인 님께서 기다리고 계십니다. A 플랫폼으로 따라오시죠.", - "MERLINE_MEETING_MAGIKRAB2": "이제 멀라인 님께서 저를 통해 말씀하실 겁니다.", - "MERLINE_MEETING_MAGIKRAB3.m": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치...", - "MERLINE_MEETING_MAGIKRAB3.n": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치...", - "MERLINE_MEETING_MAGIKRAB3.f": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치...", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}, 멀라인은 그대가 자신의 말 안 듣는 제자, 알레프를 물리친 것에 감사하고자 한다.", - "MERLINE_MEETING_MERLINE5": "인류는 곧 지금껏 겪어보지 못한 시련과 마주하게 될 것이며, 그 결과는 아직 불확실하다.", - "MERLINE_MEETING_MERLINE6": "멀라인은 너희 종족이 그 호전적인 본성을 극복할 수 있을지 궁금했다.", - "MERLINE_MEETING_MERLINE7": "정복의 화신 알레프를 물리침으로써 너는 의식에서의 네 역할을 다했고, 이제 원한다면 떠나도 좋다.", - "MERLINE_MEETING_MERLINE7_OPTION1": "모르간테가 도와줬어요.", - "MERLINE_MEETING_MERLINE7_OPTION2": "모르간테...", - "MERLINE_MEETING_MERLINE8": "아 그래, 모르간테. 알레프의 옛 연인.", - "MERLINE_MEETING_KEYLEIGH9": "알레프의... 연인?", - "MERLINE_MEETING_VIOLA9": "...", - "MERLINE_MEETING_MEREDITH9": "어... 알레프의 연인이라고?", - "MERLINE_MEETING_EUGENE9": "뭐?!", - "MERLINE_MEETING_FELIX9": "모르간테가 알레프의 연인이었어?", - "MERLINE_MEETING_MERLINE11": "저항할 힘 없이 저항의 정신이 무슨 의미겠으며, 정복할 대상 없이 정복의 왕이 무슨 의미겠느냐?", - "MERLINE_MEETING_MERLINE10": "저항과 정복은 처음부터 적은 아니었다.", - "MERLINE_MEETING_MERLINE14": "너희가 알레프와 싸울 때 모르간테가 현신했다고 해서, 알레프를 물리친 것에 대한 너희들의 공이 줄어드는 것은 아니다.", - "MERLINE_MEETING_MERLINE13": "심지어 그 둘 사이에는 한때 아들도 있었다. 알고 있었느냐?", - "MERLINE_MEETING_MERLINE12": "붉은 왕과 하얀 여왕은 죽음과 부활 그리고 대립과 통합의 끊임없는 순환에 갇혀있다. 그 둘이 바로 인류 역사의 수레바퀴를 돌리는 동력인 것이지.", - "MERLINE_MEETING_MERLINE15": "사실 그 반대이지. 너희들의 의지가 그녀를 불러냈고, 그리하여 알레프가 드넓은 우주로 돌아가는 것을 막을 수 있었다.", - "MERLINE_MEETING_MERLINE16_OPTION1": "야생 융합을 막아주세요!", - "MERLINE_MEETING_MERLINE16": "자. 원하는 걸 말해봐라, {player.to_upper}. 멀라인은 네게 요청이 있다는 것을 알고 있다.", - "MERLINE_MEETING_MERLINE17": "멀라인이 \\\"야생 융합\\\"을 막을 수는 있다.", - "MERLINE_MEETING_MERLINE18": "하지만 네게 주어졌던 기회를 다른 이들에게서 빼앗는 것은 옳지 않겠지, {player.to_upper}.", - "MERLINE_MEETING_MERLINE21": "너희들과 저항의 정신이 필요한 곳은 바로 그 세계다.", - "MERLINE_MEETING_MERLINE20": "{player.to_upper}, {partner.to_upper}. 너희들이 원래 세계로 돌아갈 때가 한참 지났다.", - "MERLINE_MEETING_MERLINE19": "너희 종족은 생사가 걸린 상황을 직면해야만 머릿수뿐만 아니라 다른 면에서도 성장할 수 있다.", - "MERLINE_MEETING_MAGIKRAB23": "어... 저희가 뭘 하던 중이었죠? 지난 몇 분 간의 기억이 사라진 것 같은데요.", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "멀라인이 널 통해 말했어.", - "MERLINE_MEETING_MAGIKRAB22": "아, {player} 님.", - "MERLINE_MEETING_MAGIKRAB24.m": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치 않으니까요!", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "저기, [pause]물어보고 싶은 게 있어, 펠릭스! 네가 만화를 그리는 건 알고 있지만, 혹시 문신 디자인도 해?", - "MERLINE_MEETING_KAYLEIGH25": "흠. 이안테라면 어떻게 해야 할지 알지도 몰라.", - "MERLINE_MEETING_MAGIKRAB24.f": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치 않으니까요!", - "MERLINE_MEETING_MAGIKRAB24.n": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치 않으니까요!", - "MERLINE_MEETING_MEREDITH25": "내 예상과는 전혀 달랐어.", - "MERLINE_MEETING_EUGENE25": "음, 이번에는 그 녀석 말대로 하는 게 좋겠어. 헬리아가 알레프에 대해 한 말도 있고...", - "MERLINE_MEETING_FELIX25": "정말일까? 우리 세계에 우리가 필요하다는 것 말이야.", - "PARTNER_INTERACT_K_M1_MEREDITH2": "\\\"인터 네트\\\"가 도대체 뭐야? [pause]항구촌 사람들 중에 절반은 그게 그립다면서 징징대고 있다고!", - "MERLINE_MEETING_VIOLA25": "그 \\\"멀라인\\\"이 진실을 말한 걸지도 모르겠구려.", - "PARTNER_INTERACT_K_M1_MEREDITH4": "전화기에 있다고? [pause]그걸로 사람들과 얘기하는 거야?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "...이해가 안 돼.", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "어... [pause]인터넷 몰라? [pause]컴퓨터나 전화기에 있는 거?", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "...이곳에 오기 전에 네 세계는 몇 년이었어, [pause]메러디스?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "1989년. 그건 왜?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "아! [pause]알겠다. 그래서 말이 안 통했구나.", - "PARTNER_INTERACT_K_E1_EUGENE2": "개인적인 감정은 없어. [pause]그저 내가 자유로운 영혼이라서 그런 거지. [pause]고독한 늑대 말이야. [pause]내 발목을 붙잡을지도 모르는 조직의 규칙을 따르고 싶지 않아.", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "...널 이해할 수가 없어, 유진. [pause]넌 사람들을 구하니 뭐니 하는 건 좋아하면서, [pause]나랑 같이 순찰대에 가입하기는 싫다는 거야?", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "그게 아닌 것 같은데? [pause]가입 시험에서 탈락할까 봐 무서운 것 아니야?", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]저, 전혀 아니야![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "해본 적은 없어! [pause]문신하려고?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "흠. [pause]문신한다는 것 자체는 마음에 들어.", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "하지만 현실적으로는, [pause]내가 너무 우유부단한 것 같아. [pause]그렇게 평생 갈 결정은 절대 못 내리겠어.", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "바이올라, 묻고 싶은 게 있는데...", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "그 민소매 외투는 어디서 났어? [pause]뉴위럴에서 그런 건 본 적이 없는데!", - "PARTNER_INTERACT_K_V1_VIOLA3": "이 외딴 섬의 모래 해변에 떠밀려 왔을 때, [pause]해변에 오래된 군인 외투가 떨어져 있는 걸 발견했소.", - "PARTNER_INTERACT_K_V1_VIOLA4": "소매는 잘 안 맞길래, [pause]그냥 떼버렸지.", - "PARTNER_INTERACT_K_V1_VIOLA5": "이제는 이 옷에 애착이 좀 생겼소.", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "넌 정말 멋져... 지금 조금 반한 것 같아.", - "PARTNER_INTERACT_K_V1_VIOLA7": "나를 향한 끝없는 사랑을 고백하는 거요, [pause]케일리 양?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "이봐, [pause]내가 그렇게 쉽게 넘어가지는 않는다고!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "...작업실에서 기계를 좀 손봐야 하는데, [pause]그냥 쌩까고 나중에 하려고.", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]착하지! 아유, 이뻐![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "멍멍!", - "PARTNER_INTERACT_M_E1_EUGENE2": "그래! [pause]가끔은 좀 쉬어야지, [pause]친구!", - "PARTNER_INTERACT_M_E1_EUGENE3": "...[pause][pause]잠깐, [pause]지금 뭐라고 했어?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "어... [pause]기계를 좀 손봐야 한다고?", - "PARTNER_INTERACT_M_E1_EUGENE5": "그 [wave amp=30 freq=10]다음에[/wave] 뭐라고 했어...?", - "PARTNER_INTERACT_M_E1_EUGENE7": "그게 있는 표현이야? [pause]\\\"쌩까다\\\" 말이야.", - "PARTNER_INTERACT_M_E1_MEREDITH6": "...쌩까고 나중에 한다고?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "아, [pause]그러니까... [pause]응. [pause]뭘 무시하거나 할 때 \\\"쌩깐다\\\"고 해.", - "PARTNER_INTERACT_M_E1_EUGENE9": "그래, 알았어. [pause]내가 열린 마음으로 네 이상한 비속어를 받아들일게.", - "PARTNER_INTERACT_M_E1_MEREDITH10": "그냥 이 대화를 쌩까야 할까 봐.", - "PARTNER_INTERACT_M_F1_FELIX2": "그래! [pause]원래 세계에 있을 때는 어떤 음악을 들었어?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "...내 음악 취향?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "무척 광범위한 질문이네. [pause]난 모든 멤버가 서로를 죽도록 싫어하는 밴드를 좋아해.", - "PARTNER_INTERACT_M_F1_MEREDITH5": "난 아주 구체적인 사람이거든.", - "PARTNER_INTERACT_M_V1_VIOLA1": "솔직히 말하자면, [pause]메러디스, [pause]그대와 같은 옷차림은 생전 본 적이 없소. [pause]고향에서나 이곳에서나 말이오.", - "PARTNER_INTERACT_M_F1_FELIX4": "아주 구체적이네.", - "PARTNER_INTERACT_M_D1_DOG1": "멍!", - "PARTNER_INTERACT_M_V1_VIOLA3": "기분 상하게 하려던 것은 아니오. [pause]그대는 주변 사람들의 모습에 자신을 맞추는 것에 관심이 없는 듯하구려. [pause]그대가 확고한 자신감을 품고 있다는 증거요.", - "PARTNER_INTERACT_M_V1_MEREDITH2": "그게 칭찬인지 아닌지 모르겠네.", - "PARTNER_INTERACT_M_V1_VIOLA4": "그대의 그런 점이 무척이나 존경스럽소, [pause]메러디스!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "어... [pause]고마워.", - "PARTNER_INTERACT_M_D1_MEREDITH2": "배 긁어주면 좋지? [pause]그렇지?", - "PARTNER_INTERACT_E_F1_FELIX2": "그런 셈이지. [pause]하지만, [pause]그게 전부는 아니었어. [pause]다른 직장으로 옮겨봤자, 또 [wave amp=30 freq=10]다른[/wave] 상사가 명령을 내렸겠지.", - "PARTNER_INTERACT_E_F1_EUGENE1": "...그래서, [pause]상사가 계속 괴롭혀서 일을 그만뒀다고?", - "PARTNER_INTERACT_E_F1_FELIX3": "그 순환을 끊을 유일한 방법은 나 자신을 위해 일하는 거야. [pause]남 밑에서 일하는 게 아니라.", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]그래![/shake] [pause]좋은 자세야! [pause]누구의 명령도 받지 않고, 원하는 대로 살아야지!", - "PARTNER_INTERACT_E_F1_FELIX5": "하지만 최근에 내 장래 계획이 장애물에 부딪혔어. [pause][pause]시공간의 틈으로 떨어져 몬스터 섬에서 살게 되면서 그렇게 됐다는 예감이 드는걸.", - "PARTNER_INTERACT_E_V1_EUGENE1": "...그러니까, [pause]폭풍 때문에 배가 침몰하면서 뉴위럴에 떠밀려 왔다는 거지?", - "PARTNER_INTERACT_E_F1_EUGENE6": "누구한테든 일어날 수 있는 일이지!", - "PARTNER_INTERACT_E_V1_VIOLA2": "그렇소.", - "PARTNER_INTERACT_E_V1_EUGENE3": "그리고 세바스찬이라는 쌍둥이 오빠를 찾고 있고...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "집 좋네. 조금 평범하지만, 뭐라고 하지는 않을게.", - "PARTNER_INTERACT_E_V1_EUGENE4": "어디서 많이 들은 얘기 같은데, 이유를 모르겠네. [pause]혹시 너 유명한 사람이야? [pause]아니면 우리 만난 적이 있나?", - "PARTNER_INTERACT_E_V1_VIOLA5": "나는 유명하지도 특별하지도 않소. [pause]우리가 구면인지에 대해서는... [pause]그대처럼 활기찬 사람이라면 분명 기억할 것 같구려, [pause]유진.", - "PARTNER_INTERACT_E_V1_EUGENE6": "그렇겠지. [pause]그래도, [pause]네 이야기는 귀에 익어...", - "PARTNER_INTERACT_E_D1_EUGENE5": "혹시 너... [pause]다른 세계에서 온... [pause]말하는 마법 강아지는 아니지?", - "PARTNER_INTERACT_E_D1_DOG2": "멍!", - "PARTNER_INTERACT_E_D1_EUGENE1": "...넌 개잖아.", - "PARTNER_INTERACT_F_D1_FELIX1": "작은 녀석이 목청 한번 크네, [pause]그렇지?", - "PARTNER_INTERACT_E_D1_EUGENE3": "...하지만 우리처럼 카세트 플레이어를 사용해서 몬스터로 변신할 수 있지.", - "PARTNER_INTERACT_E_D1_DOG4": "멍멍!", - "PARTNER_INTERACT_E_D1_DOG6": "멍!", - "PARTNER_INTERACT_E_D1_EUGENE7": "흠. [pause]아닌가 보네.", - "PARTNER_INTERACT_F_V1_FELIX2": "음. 내 삶에서 자유를 찾는 건 중요하지만, [pause]칠대양을 항해하는 건 딱히 생각 안 해봤어.", - "PARTNER_INTERACT_F_V1_VIOLA1": "펠릭스, [pause]그대도 바다에서의 자유를 갈망한 적이 있지 않소? [pause]수평선 위에 점처럼 희미하게만 보이는 땅을 향해 돛을 펼치는 것을 말이오.", - "PARTNER_INTERACT_F_V1_FELIX5": "그렇겠네!", - "PARTNER_INTERACT_F_V1_FELIX3": "하지만 [pause]나 자신을 위해 일하고 내가 하고 싶은 대로 사는 건... [pause]마음에 드네.", - "PARTNER_INTERACT_F_V1_VIOLA4": "바다에서도 성취감을 느낄 수 있을지 모르오. [pause]실제로 항해해보기 전까지는 절대 알 수 없겠지!", - "PARTNER_INTERACT_F_D1_DOG2": "멍!", - "PARTNER_INTERACT_V_D1_DOG2": "멍!", - "PARTNER_INTERACT_V_D1_VIOLA1": "그대와 같은 동물이 있다니, [pause]참으로 멋진 신세계로구려!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "바다에 이렇게 가까이 산다는 걸 다행으로 생각해야겠지?", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "하필 이렇게 지루한 마을에 갇히다니.", - "PASSIVE_OVERWORLD_1_0_EUGENE": "정말 아기자기한 마을이지 않아?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "이곳은 바다 내음이 물씬 풍기는구려... 내겐 너무나도 익숙한 냄새지.", - "PASSIVE_OVERWORLD_1_0_FELIX": "부둣가를 산책하면서 다리 푸는 게 최고라니까.", - "PASSIVE_OVERWORLD_1_0_DOG": "멍멍!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "발밑 조심해, {player}. 이곳에는 수면 바로 밑에 숨는 몬스터가 있으니까...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "집 좋네. 조금 평범하지만, 뭐라고 하지는 않을게.", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "집이 마음에 들기를 바라, {player}...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "집 좋네. 조금 평범하지만, 뭐라고 하지는 않을게.", - "PASSIVE_EUGENEHOME_EUGENE": "그래, 여기가 내 집이야. 유진의 본부. 근거지. 내 사령부.", - "PASSIVE_EUGENEHOME_MEREDITH": "유진 집에 개인 체육관이 있잖아? 시청에 진짜 체육관이 있는 것 유진도 알고 있겠지?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "여기가 네 집이야? 괜찮은데!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "여기가 네 집이구나.", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "이곳에 산 지 얼마 안 된 모양이구려.", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "유진이 우리끼리만 자기 집에 들어왔다고 뭐라 하지는 않을 거야!", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "유진이 우리끼리만 자기 집에 들어왔다고 뭐라 하지는 않을 거야!", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "유진이 우리끼리만 자기 집에 들어왔다고 뭐라 하지는 않을 거야!", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "아! 오늘 밤 여기서 자고 가라고, {player}...?", - "PASSIVE_EUGENEHOME_FELIX": "여긴 유진네 집이야. 개인 체육관을 잘 꾸며놨더라고.", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "남친한테 집 구경 시켜주려고?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "여기서 단둘이 놀고 싶었던 거야?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "너희 집 정말 깨끗하다! 나 온다고 일부러 청소한 건 아니면 좋겠네.", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "나와 함께 오붓한 시간을 보내고 싶었던 거요, 내 사랑 {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "나와 함께 오붓한 시간을 보내고 싶었던 거요, 내 사랑 {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "나와 함께 오붓한 시간을 보내고 싶었던 거요, 내 사랑 {player}?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "해변을 보면 내가 처음 뉴위럴에 떠밀려 온 때가 기억나.", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "장화에 모래가 들어가면 빼기 너무 힘들다니까. 그래서 해변은 별로 안 좋아해.", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "여기서는 몬스터 형태에 쓸 스티커를 살 수 있어. 한번 둘러볼래?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "팔굽혀펴기 하기 좋은 곳이네!", - "PASSIVE_OVERWORLD_2_0_FELIX": "조용하고 좋은 곳이야. 거대한 게 몬스터만 빼면 말이지.", - "PASSIVE_OVERWORLD_2_0_VIOLA": "나는 지금껏 수많은 땅의 해안을 거닐었지만, 그중에서도 이곳이 가장 기이한 것 같소.", - "PASSIVE_OVERWORLD_0_0_EUGENE": "정의를 향한 우리들의 끝없는 싸움에 도움이 될만한 걸 팔지도 몰라!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "스티커 상인들과 얘기해볼까, {player}? 쓸만한 걸 팔고 있을지도 몰라!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "항구촌의 친절한 상인들과 얘기해 보는 게 어떻겠소?", - "PASSIVE_OVERWORLD_0_0_FELIX": "아, 새 몬스터 스티커네.", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "이 다리는 얼마 전에 순찰대원 월러스와 최고의 건축가로 이루어진 월러스의 팀이 만든 거야!", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "이 다리를 건너는 게 물에 장화가 다 젖는 것보다 [wave amp=30 freq=10]낫긴 하네[/wave]...", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "이 다리는 모두가 힘을 합쳐서 만들었어. 멋지지 않아?", - "PASSIVE_OVERWORLD_5_-5_FELIX": "이 다리 참 아기자기한 것 같지 않아?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "아래에 있는 개울에 내 모습이 비치고 있소! 참으로 멋지구려.", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "저 물은 지면에서 흘러오는 걸까? 아니면 다른 곳에서 오는 걸까?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "길이 너무 좁아서 불안하네.", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "이 길은 좀 좁아. 몸의 균형을 잃지 않게 조심해, {player}!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "길이 너무 좁아서 불안하네.", - "PASSIVE_OVERWORLD_8_0_EUGENE": "길이 정말 좁네.", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "길이 너무 좁아서 불안하네.", - "PASSIVE_OVERWORLD_8_0_VIOLA": "발밑을 조심하시오. 길이 아주 좁구려.", - "PASSIVE_OVERWORLD_8_0_FELIX": "이 길은 좀 좁다. 떨어지지 마!", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "공동묘지는 참 우울해. 마음에 들어.", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "난 옛날부터 항상 공동묘지가 무서웠어. 이곳도 마찬가지네...", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "해골 몬스터들이 하필 공동묘지에 돌아다니는 이유를 생각해 보니 소름이 돋아.", - "PASSIVE_OVERWORLD_-4_0_FELIX": "밤중에 이곳을 혼자 걸어다니고 싶지는 않네.", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "언젠가 이 땅을 떠날 수 있기를, 그리고 이곳의 묘비 아래 누이는 일은 없기를 바라오.", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "이 스위치를 작동하려면 전류가 흐르는 자석이 필요해.", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "근처에서 자석을 찾으면 이 스위치를 작동할 수 있을 거야, {player}.", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "이 스위치 좀 봐! 근처에서 자석을 찾으면 작동할 수 있을 거야...", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "이 스위치는 우리가 밟아도 작동하지 않는 것 같아. 주변을 둘러보자...", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "아주 흥미로운 장치구려. 뭔가 빠진 게 있는 것 같소...", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "이 교회는 어떻게 여기 나타난 거지...?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "저 교회는 무너질 것 같아 보이네... 꼭 들어가 봐야겠어.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "발밑 조심해, {player}. 이곳에는 수면 바로 밑에 숨는 몬스터가 있으니까...", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "저 교회는 보수 작업이 꼭 필요해 보이는걸.", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "호박 넝쿨 공 능력으로 이 벽을 타고 가면 저 튀어나온 바위로 갈 수 있다...", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "이 교회는 상태가 많이 안 좋구려...", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "정말 오래된 교회네. 스케치하고 싶어...", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "여긴 무쇠 해안이야... 항구촌의 고철 대부분은 이곳에 떠밀려 오는 잔해에서 얻은 거지.", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "녹슨 금속이 필요하면 어디서 찾아야 할지 [wave amp=30 freq=10]딱[/wave] 알겠네...", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "발밑 조심해, {player}. 이곳에는 수면 바로 밑에 숨는 몬스터가 있으니까...", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "안개가 정말 짙네. 언제 고철 더미에 머리를 부딪혀도 이상하지 않겠어.", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]끼잉...[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "어서 이 안개와 더러운 공기로부터 벗어납시다.", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "어... 뉴위럴에 둥둥 떠 있는 섬이 있다는 얘기는 순찰대장들한테서 못 들었는데...", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "이 섬은 공중에 떠 있는 건가?! 여긴 도대체 어디지?", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "뉴위럴에 둥둥 떠 있는 섬이 있는 줄은 전혀 몰랐네. 구름 속에 숨겨져 있던 건가?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "판타지 이야기에나 나올 법한 섬이네.", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "어휴. 장화에 진흙탕 물이 다 들어가겠네.", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "이 늪지대는... 정말 진흙투성이네.", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "구름 위에 땅이 있다니... 너무 놀라워서 할 말을 잃었소.", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "이 진흙탕에서 달리면 내 운동화가 다 엉망이 되겠어...", - "PYLON_HINT_MEREDITH3": "이 근처에 유용한 자기력 능력을 가진 몬스터가 있을지도 몰라. 주변을 둘러보자.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "이 땅은 우릴 환영하지 않는구려. 어서 지나갑시다, {player}.", - "PASSIVE_OVERWORLD_MARSH_FELIX": "이곳 나무는 정말 크네.", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "꽃가루가 너무 많아서 코가 근질거려.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "이 땅은 우릴 환영하지 않는구려. 어서 지나갑시다, {player}.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "이 땅은 우릴 환영하지 않는구려. 어서 지나갑시다, {player}.", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "숲이다! 여긴 또 어떤 것들이 있을까?", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "경계를 늦추지 마, {player}. 이 숲에 어떤 몬스터가 도사리고 있을지 누가 알겠어...", - "PASSIVE_OVERWORLD_FOREST_FELIX": "여긴 다른 곳에는 안 사는 몬스터가 있을 것 같네.", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "나무 위 새들의 노랫소리가 들리오, {player}?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "뉴런던의 폐허야...", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "이런 버섯은 처음 봐! 정말 커다랗지 않아?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "흠. 정말 그 소문대로 버려진 마을이 있었네. 분위기가 오싹한걸.", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "정말 소름 돋는 곳이야...", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "이 건물들의 폐허는 그을려 있는 것 같아. 이 마을은 불타서 없어지기라도 한 건가...?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "아, 여기 벚나무들 정말 예쁘다!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "이곳은 죽음의 바람이 불고 있소.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "흠. 이 초원은 좀 귀엽네.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "이 초원 정말 아름답지 않아?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "여긴 공기에서 좋은 냄새가 나네.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "매우 아름다운 곳이지만, 경계를 늦추어서는 안 되오.", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "여긴 좀 쌀쌀하네.", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "덜덜... 감기 걸리지는 않으면 좋겠네!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "여기 정말 춥네.", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "코트를 가져올걸 그랬네...", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "이 갑작스러운 겨울에 불만스러워하지는 않겠소!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "이 거대한 버섯이 있으니 더 \\\"으스스한 나이트클럽\\\" 분위기가 풍기네.", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "이야, 정말 큰 버섯이네.", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "이 버섯 멋있다! 스케치를 좀 해야겠어.", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "저 묘비에 [wave amp=30 freq=10]우리 이름[/wave]이 새겨져 있는 건 최대한 무시해야겠어.", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "저건 버섯 아니오? 이 땅의 동식물은 끊임없이 날 놀라게 하는구려.", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "아. 멋지네. 오싹한 묘비라니. 거참 좋은 징조인걸.", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "저기 적혀있는 거 내 이름이야...?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "저 기분 나쁜 묘비에 우리 이름이 적혀 있다니 기분이 별로 안 좋네.", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "방금 우리 얼마나 떨어진 거지...?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "우리 마음에 공포를 불어 넣으려는 허튼 수작일 뿐이니 넘어가지 마시오.", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "순찰대의 카세트 테이프는 전부 여기서 나온 거야! 멋지지 않아?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "방금 우리 얼마나 떨어진 거지...?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "방금 우리 얼마나 떨어진 거지...?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "어떻게 된 거야...?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "방금 정말 손에 땀을 쥐었어...", - "PASSIVE_DUNGEON_MEADOW_FELIX": "여긴 도대체 어디지?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "이건 또 무슨 속임수란 말이오?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "여기 물이 있다고? 어디서 오는 걸까?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "저 물은 어디서 오는 걸까...", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "수로네? 물은 어디서 흘러 들어오는 걸까?", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "물줄기가 있구려... 어디서 흘러오는 건지 찾을 수 있지 않겠소?", - "PASSIVE_DUNGEON_MALL_EUGENE": "내가 살던 세계에서는 이런 텅 빈 건물이 전국 곳곳에 있었어...", - "PASSIVE_DUNGEON_MALL_FELIX": "뉴위럴에서 이렇게 큰 건물 안에 있으니 좀 이상하네.", - "PASSIVE_DUNGEON_MALL_VIOLA": "무척 드넓고 고요한 건물이구려...", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "옛날에 마을 사람들이 이곳에서 광물을 캤던 것 같아...", - "MEREDITH_PLATFORM_REACTION2_2.m": "계속 앞으로 가보자.", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "여긴 강한 몬스터가 많을 거야. 경계를 늦추지 마.", - "PYLON_HINT_MEREDITH1.m": "흠. 막다른 길인가 봐. [pause]그런데...", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "이 동굴 원래 광산이었지? 상태가 많이 안 좋네.", - "PYLON_HINT_MEREDITH1.n": "흠. 막다른 길인가 봐. [pause]그런데...", - "PYLON_HINT_MEREDITH1.f": "흠. 막다른 길인가 봐. [pause]그런데...", - "PYLON_HINT_MEREDITH2": "저 위에 파란색 상자 보여? [pause]섬 곳곳에 있더라고. 항상 자력을 내뿜으면서 말이야.", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "이 바위는 금이 깊게 나 있어. 대시하면 깨뜨릴 수 있을 것 같아!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "이 네모난 바위는 꽤 손상되어 있는 것 같은데. 대시하면 부술 수 있을지도 몰라.", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "이 네모난 바위는 꽤 손상되어 있는 것 같은데. 대시하면 부술 수 있을지도 몰라.", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "저 바위는 온통 금이 가 있어. 대시로 산산조각 낼 수 있을 거야!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "이 네모난 바위는 꽤 손상되어 있는 것 같은데. 대시하면 부술 수 있을지도 몰라.", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "저 바위는 꽤 손상된 것 같은데. 빠르게 치면 깨뜨릴 수 있을 거야.", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "이 돌은 상태가 많이 안 좋구려. 충분히 힘을 줘서 때리면 부서질 것 같구려.", - "PASSIVE_PYLON_MEREDITH.m": "저 송전탑은 자기력이 강해 보이는걸. 저 밑에서 네 자기력을 사용해 보지 그래?", - "PASSIVE_PYLON_KAYLEIGH": "이 송전탑 배터리가 이상한 색으로 빛나고 있어. 여기서 네 자기력 능력을 사용할 수 있을 것 같아, {player}!", - "PASSIVE_PYLON_MEREDITH.f": "저 송전탑은 자기력이 강해 보이는걸. 저 밑에서 네 자기력을 사용해 보지 그래?", - "PASSIVE_PYLON_EUGENE": "저 나무 기둥에 매달린 파란색 상자는 자기력이 강한 것 같지 않아?", - "PASSIVE_PYLON_MEREDITH.n": "저 송전탑은 자기력이 강해 보이는걸. 저 밑에서 네 자기력을 사용해 보지 그래?", - "PASSIVE_PYLON_FELIX": "저 송전탑 근처에서 네 자기력을 사용할 수 있을 것 같아, {player}.", - "KAYLEIGH_STATION_REACTION2": "오래된 기차역이 또 나왔네... 우리가 [wave amp=30 freq=10]처음[/wave] 이런 기차역을 발견했을 때가 아직 생생히 기억나.", - "PASSIVE_PYLON_VIOLA": "저 금속 물체는 기묘한 파란색 기운을 내뿜는구려. 그대에게도 보이오, {player}?", - "KAYLEIGH_STATION_REACTION3": "이런 먼지 쌓인 옛날 기차역에 익숙해지는 것 같아. 이 침묵은 여전히 소름 돋지만 말이야.", - "MEREDITH_STATION_REACTION1": "어... [pause]이 섬에 지하 철도망이 있는 거야? [wave amp=30 freq=10]아주 오래전부터[/wave] 있었던 것 같은데...", - "MEREDITH_STATION_REACTION2": "또 지하 기차역이 있네. 이 역들은 누가 만든 걸까?", - "MEREDITH_STATION_REACTION3A": "이 지하 기차역들은 뭔가 이상해. [wave amp=30 freq=10]거의[/wave] 사람이 만든 것 같아 보이지만, [wave amp=30 freq=10]뭔가[/wave] 다른 느낌이 들어.", - "MEREDITH_STATION_REACTION3B": "무슨 말인지 알겠어, {player}?", - "EUGENE_STATION_REACTION2": "또 기차역이잖아? 이 섬은 참 많은 비밀을 품고 있네...", - "EUGENE_STATION_REACTION1": "뭐?! [pause]이건 [shake rate=30 level=10]기차역[/shake]이잖아?! 뉴위럴에 이런 게 있는 줄은 몰랐는데!", - "EUGENE_STATION_REACTION3": "우리가 오기 전까지 얼마나 오래 비어있었을까...", - "FELIX_STATION_REACTION1": "잠깐, 이거 기차역이야?! 기차역이 있다는 말은 한 번도 못 들었는데... 마을 사람들도 이런 게 있는 줄 모르는 건가?", - "FELIX_STATION_REACTION3": "또 오래된 기차역이 나왔네. 이 기차역들이 최근 나타나기 시작한 데에는 뭔가 계기가 있겠지?", - "FELIX_STATION_REACTION2": "이 기차역은 정말 소름 끼쳐. 우리가 여기 있으면 안 되는 듯한 느낌이야...", - "VIOLA_STATION_REACTION1": "이곳은 불안하구려... 이 기이한 땅의 다른 지역들보다도 말이오.", - "VIOLA_STATION_REACTION2": "이곳 공기가 내 폐를 무겁게 짓누르는구려. 이곳은 아주 오랫동안 잠들어 있었다는 게 느껴지오.", - "KAYLEIGH_PLATFORM_REACTION1_1": "[shake rate=30 level=10]압도적인[/shake] 중압감이 느껴져... 마치 모르간테가 처음 나타났을 때처럼...", - "VIOLA_STATION_REACTION3": "또 오래되고 기묘한 장소구려. 최대한 빨리 이곳에서 나가고 싶소, {player}.", - "KAYLEIGH_PLATFORM_REACTION1_2": "[shake rate=30 level=10]무척[/shake] 요란한 소리가 공기를 메우고 있는데, 내 귀에는 들리지 않는 것 같아...", - "MEREDITH_PLATFORM_REACTION1_1": "여긴 대체 어떻게 생겨먹은 곳이야? [pause]뭔가 나를 [wave amp=30 freq=10]밀어붙이는[/wave] 듯한 느낌이야...", - "KAYLEIGH_PLATFORM_REACTION2_1": "또 그 느낌이야. 머릿속에서 라디오 잡음이 들리는 것 같아...", - "KAYLEIGH_PLATFORM_REACTION2_2": "공기에서 쇠 맛이 느껴져... 여기 있는 것만으로도 머리가 아파...", - "KAYLEIGH_PLATFORM_REACTION3_1": "또 그런 느낌이야...", - "KAYLEIGH_PLATFORM_REACTION3_2": "이젠 좀 익숙해지긴 했지만, 그래도 머리가 아파...", - "MEREDITH_PLATFORM_REACTION1_2": "머릿속에서 텔레비전 잡음이 들리는 것 같아...", - "VIOLA_PLATFORM_REACTION1_1.f": "여긴 우리가 있을 곳이 아니오, {player}. 우리 발밑의 바닥이 우린 이곳에서 환영받지 못한다고 소리를 지르는구려.", - "MEREDITH_PLATFORM_REACTION2_1": "또 그 [wave amp=30 freq=10]이상한[/wave] 느낌이 들어... 여전히 싫네.", - "MEREDITH_PLATFORM_REACTION2_2.n": "계속 앞으로 가보자.", - "MEREDITH_PLATFORM_REACTION2_2.f": "계속 앞으로 가보자.", - "MEREDITH_PLATFORM_REACTION3_2": "머리가 [wave amp=30 freq=10]폭발[/wave]할 것 같은 느낌을 무시하는 게 중요하더라고.", - "MEREDITH_PLATFORM_REACTION3_1": "이 기차역 플랫폼의 느낌에 서서히 익숙해지는 것 같아.", - "EUGENE_PLATFORM_REACTION1_1": "느껴져, {player}? 마치 귀에는 [wave amp=30 freq=10]안 들리지만[/wave], [pause][wave amp=30 freq=10]느낄 수 있는[/wave] 라디오 잡음 같아.", - "EUGENE_PLATFORM_REACTION2_1": "또 그 이상한 느낌이야... 너도 느껴져?", - "EUGENE_PLATFORM_REACTION1_2": "최악이야...", - "EUGENE_PLATFORM_REACTION2_2": "이가 간지러운데...", - "EUGENE_PLATFORM_REACTION3_1": "아, 또 그 [wave amp=30 freq=10]고통스러운 분위기[/wave]네. 매번 좋은 징조가 아니었는데.", - "EUGENE_PLATFORM_REACTION3_2": "경계를 늦추지 마.", - "FELIX_PLATFORM_REACTION1_1": "아, 저 소리는 뭐지? [pause]들을 수 있는 소리가 아니야. [pause]마치 공기가 뭔가 잘못된 것 같은 느낌이야...", - "FELIX_PLATFORM_REACTION2_2": "여기서는 [wave amp=30 freq=10]생각하기가[/wave] 너무 힘들어. [pause]무슨 뜻인지 알겠어?", - "FELIX_PLATFORM_REACTION1_2": "이곳에 있기 [wave amp=30 freq=10]정말[/wave] 싫어...", - "FELIX_PLATFORM_REACTION2_1": "또 그 [wave amp=30 freq=10]느낌[/wave]이야. 팔의 털들이 전부 곤두섰어.", - "FELIX_PLATFORM_REACTION3_1": "또 그 [wave amp=30 freq=10]싫은 느낌[/wave]이 감돌고 있어. 적어도 이제는 좀 익숙하네.", - "FELIX_PLATFORM_REACTION3_2": "...아니, 내가 한 말 취소할게. 이 느낌에는 [wave amp=30 freq=10]절대[/wave] 적응하지 못할 것 같아.", - "VIOLA_PLATFORM_REACTION1_1.m": "여긴 우리가 있을 곳이 아니오, {player}. 우리 발밑의 바닥이 우린 이곳에서 환영받지 못한다고 소리를 지르는구려.", - "VIOLA_PLATFORM_REACTION1_2": "그대도 느껴지오? 공기에서 뭔가 잘못되었다는 느낌이 들어 숨쉬기가 힘들구려.", - "VIOLA_PLATFORM_REACTION1_1.n": "여긴 우리가 있을 곳이 아니오, {player}. 우리 발밑의 바닥이 우린 이곳에서 환영받지 못한다고 소리를 지르는구려.", - "VIOLA_PLATFORM_REACTION2_1": "또 그 끔찍한 느낌이 드오, {player}. 내 안을 공포심으로 가득 메우는구려.", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]대천사[/shake]야...", - "VIOLA_PLATFORM_REACTION2_2": "앞으로 발을 내딛는 것이 마치 바닷물을 헤치고 걷는 듯하구려...", - "VIOLA_PLATFORM_REACTION3_1": "이곳의 적대적인 느낌에 서서히 익숙해지고 있어. 애초에 이런 곳도 이젠 여러 번 헤쳐오지 않았소?", - "VIOLA_PLATFORM_REACTION3_2": "자, 앞으로 나아갑시다. 나를 막으려면 불쾌한 기운만으로는 부족할 것이오.", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "모르간테와 싸웠을 때와 같은 그 끔찍한 느낌이 들어... [pause]마치 지금 내가 저 존재를 [wave amp=30 freq=10]잘못[/wave] 바라보고 있는 것 같아...", - "KAYLEIGH_ARCHANGEL_REACTION2": "또 다른 대천사야... 다른 녀석들처럼 바라보기 [shake rate=30 level=10]고통[/shake]스러워...", - "KAYLEIGH_ARCHANGEL_REACTION3": "[shake rate=30 level=10]대천사[/shake]다! 조심해, {player}!", - "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]저, 저게 뭐야?![/shake] [pause]왜 저렇게... [shake rate=30 level=10]잘못된[/shake] 것처럼 보이지?!", - "MEREDITH_ARCHANGEL_REACTION1_2": "바라보기만 해도 머리가 아파... [pause]{player}, 저거 [shake rate=30 level=10]대천사[/shake]인 거지, [pause]안 그래...?", - "MEREDITH_ARCHANGEL_REACTION2_2": "이번에도, [pause]마치... [pause]마치 [shake rate=30 level=10]내가 보면 안 되는 것[/shake] 같아 보여.", - "MEREDITH_ARCHANGEL_REACTION2_1": "또 대천사야...", - "EUGENE_ARCHANGEL_REACTION1_2": "[wave amp=30 freq=10]대천사[/wave]인가 보네?", - "EUGENE_ARCHANGEL_REACTION2": "또 대천사요! [pause]으윽. [pause]바라보기만 해도 마치 저게 [wave amp=30 freq=10]여기 있으면 안 되는[/wave] 듯한 느낌이 들어...", - "EUGENE_ARCHANGEL_REACTION1_1": "잠깐... [pause][wave amp=30 freq=10]저건[/wave]... [pause]어떻게 [wave amp=30 freq=10]저렇게[/wave]... 생긴거지?! [pause]머리가 깨질 것 같아...", - "MEREDITH_ARCHANGEL_REACTION3": "아. [pause]대천사네. [pause]또 [wave amp=30 freq=10]골치[/wave] 아파지겠는걸. 안 그래?", - "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]대천사다![/shake] [pause]준비해, {player}!", - "FELIX_ARCHANGEL_REACTION1_2": "분명 [shake rate=30 level=10]대천사[/shake]일 거야...", - "FELIX_ARCHANGEL_REACTION1_1": "이, 이런 건 처음 봐... [pause]어떻게 된 거야, {player}...? [pause]저건 왜 [shake rate=30 level=10]저렇게[/shake] 생긴 거지?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "...그렇다니까요, 총대장님. 그 새로운 견습대원 실력이 굉장하더라고요!", - "FELIX_ARCHANGEL_REACTION2_1": "또 대천사야! 단순히 바라보기만 해도 오싹하네. 내 온몸이 돌아서라고 [shake rate=30 level=10]비명을[/shake] 지르고 있어.", - "FELIX_ARCHANGEL_REACTION2_2": "설명하긴 힘들지만, 왠지 [wave amp=30 freq=10]비뚤어져[/wave] 보이지 않아?", - "FELIX_ARCHANGEL_REACTION3": "대천사를 보는 느낌은 [wave amp=30 freq=10]절대[/wave] 익숙해지지 않을 것 같아...", - "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]이 정령은...![/shake] 이런 건 생전에 본 적이 없소... [pause]마치 우리 세계에 있으면 [shake rate=30 level=10]안 되는[/shake] 존재 같구려.", - "VIOLA_ARCHANGEL_REACTION2": "이성을 부정하는 정령이 또 나타났소! 바라보는 것조차 [shake rate=30 level=10]힘겹구려[/shake]...", - "VIOLA_ARCHANGEL_REACTION1_2": "저걸 [shake rate=30 level=10]바라보는[/shake] 것조차 불경하다 느껴지오.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "...그렇다니까요, 총대장님. 그 새로운 견습대원 실력이 굉장하더라고요!", - "VIOLA_ARCHANGEL_REACTION3": "{player}, 또 그 [shake rate=30 level=10]사악한 정령[/shake]이오! 그대들이 \\\"대천사\\\"라고 부르는 존재 말이오.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "...그렇다니까요, 총대장님. 그 새로운 견습대원 실력이 굉장하더라고요!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "저희 팀원들 전부 [wave amp=30 freq=10]깜짝[/wave] 놀랐어요! 전투에서 완전히 압도당했죠.", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "당신이 견습대원을 보고 그렇게 놀라는 건 흔치 않은 일인데, 월러스!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "당신이 견습대원을 보고 그렇게 놀라는 건 흔치 않은 일인데, 월러스!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "뭐, 저희가 견습대원에게 자주 전투 시험을 치르게 하지는 않으니까요. 평소에 제가 내는 \\\"벽돌로 벽 쌓기\\\" 시험은 재미가 없고요...", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "당신이 견습대원을 보고 그렇게 놀라는 건 흔치 않은 일인데, 월러스!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "그나저나, 점심 시간이 끝났네요! 이만 일하러 가봐야겠어요. 다음에 또 봬요, 총대장님!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "...어서요, 이안테 님! 뉴위럴에 오기 전에 어떤 삶을 살았는지 알려주세요!", - "TOWN_HALL_SKIP_EVENT_SKIP3": "우와! [pause]사람들의 사라진 물건을 많이 찾아줬나요? 이세계인들은 물건을 무척 [wave amp=30 freq=10]많이[/wave] 가지고 있는 것 같던데, 여기저기 흘리고 다닐 것 아니에요.", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "음... [pause]일종의 탐정이었다고 하면 알아들으려나?", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "솔직히 말하면 내 직업은... [pause]그것보다 조금 더 위험했어.", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "...이안테 님, 솔직히 말하면 다른 순찰대장은 [wave amp=30 freq=10]이해[/wave]를 못하는 것 같아요.", - "TOWN_HALL_SKIP_EVENT_SKIP5": "전 이만 다시 잡동사니를 모으러 가야겠어요. 하지만 다음에 뵈면 [wave amp=30 freq=10]꼭[/wave] 더 알려주세요!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "이해라니... 뭐를?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "제가 [wave amp=30 freq=10]자는 것[/wave] 말이에요!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "다른 순찰대장들은 꿈 속 세계도 모르고, [pause]집단 무의식도 모르고, [pause]그게 이 세계에 어떤 영향을 미치는지도 모른다고요!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "솔직히 말하면, 다들 제가 게으르다고 생각하는 것 같아요.", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "음, 너 게으른 거 [wave amp=30 freq=10]맞잖아[/wave].", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "헤. 저도 알아요.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "다른 순찰대장들 생각은 신경 쓰지 마. 그들이 네 일을 이해할 필요는 없으니까. 널 순찰대장으로 임명한 내 결정을 존중하기만 하면 되지.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "다른 순찰대장들 생각은 신경 쓰지 마. 그들이 네 일을 이해할 필요는 없으니까. 널 순찰대장으로 임명한 내 결정을 존중하기만 하면 되지.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "다른 순찰대장들 생각은 신경 쓰지 마. 그들이 네 일을 이해할 필요는 없으니까. 널 순찰대장으로 임명한 내 결정을 존중하기만 하면 되지.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "응원해줘서 고마워요, 총대장님.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "응원해줘서 고마워요, 총대장님.", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*하품* [pause]사람들 대하는 건 정말 지친다니까요. 가서 눈 좀 붙여야겠어요.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "응원해줘서 고마워요, 총대장님.", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "... 진심으로 하는 말입니다, 이안테님. 새로 들어온 견습대원 녀석들은 싹수가 노랗다고요. 단순히 제일 무서운 몬스터로 변신하는 것보다 전략이 [wave amp=30 freq=10]더[/wave] 중요하다는 걸 이해하지 못해요.", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "새로 온 사람들이 열의가 넘친다면 좋은 거지. [wave amp=30 freq=10]최고의[/wave] 전술가보다 그들에게 전략을 가르칠 적임자가 또 어디 있겠어?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "뭐, [pause]그걸 가르치는 게 네 일 아닌가?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "헤. 무슨 말씀인지 알겠습니다. 판단은 보류하도록 하죠...", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "일단은요.", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "그럴 수 있지. 때때로 인간은... [pause]혼란스럽고, [pause]예측할 수 없으니까 말이야.", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]...아니요, [pause]그렇지 않습니다. 인간은 예측할 수 [wave amp=30 freq=10]있어요[/wave]. 사실 인간의 행동을 예측하는 건 아주 쉽죠.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]...전 인류의 고통과 공감하는 게 쉽지 않습니다.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]인간은 [shake rate=30 level=10]조금이라도[/shake] 단기적 보상이 주어진다면 그 어떤 상황에서도 [wave amp=30 freq=10]가장 어리석은[/wave] 결정을 내리죠.[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "솔직한 분석 고마워, 클리-5!", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "인간은 보통 확률에 기반해서 결정을 내리지 않아. 감정에 기반해서 내리지.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "...정말이라니까요, 총대장님. 최근 우주 차원에서 뭔가 변화가 일어나고 있어요. 유령들이 전부 그 얘기를 하고 있다고요. [wave amp=30 freq=10]거물[/wave]들이 돌아왔다나, 뭐라나!", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]저도 마찬가지입니다! 인류는 [shake rate=30 level=10]본질적으로[/shake] 어리석고, 결국 [shake rate=30 level=10]자신들의 파멸을 불러올 것[/shake]이라는 게 제 [wave amp=30 freq=10]감정[/wave]이에요![/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "그러면 그때까지는 순찰대에서 계속 일해주면 고맙겠어.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "수도와 친환경 에너지가 있는 것 자체로도 기적이지. 가끔은 그렇지 않게 될까 봐 걱정이 돼. 이 섬은 [wave amp=30 freq=10]예측할 수가 없으니까[/wave] 말이야.", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "자, 상황은 어때? 조사한 내용을 전부 알려줘.", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]흠.[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "그러면 마을 상황이 썩 나쁘지 않네! 보고 고마워, 레비.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "...제 보고는 여기까지입니다. 수력 발전기는 전부 아무런 이상 없이 가동 중입니다. 몇 년 후에는 새 부품이 필요할지도 모르지만, 사소한 문제예요.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "너무 근심스러워하지 마세요, 총대장님! 항구촌 상황이 악화되더라도, 우리 순찰대가 어떻게든 극복해 낼 테니까요.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "너무 근심스러워하지 마세요, 총대장님! 항구촌 상황이 악화되더라도, 우리 순찰대가 어떻게든 극복해 낼 테니까요.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "너무 근심스러워하지 마세요, 총대장님! 항구촌 상황이 악화되더라도, 우리 순찰대가 어떻게든 극복해 낼 테니까요.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "그렇게 말해줘서 고마워. [pause]당연히 그래야지!", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "네! [pause]우주 차원에는 [wave amp=30 freq=10]별의별[/wave] 영혼, 망령, 툴파가 돌아다닌다고요. 제가 정보를 어디서 입수한다고 생각하세요?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"유령들\\\"...?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "네 말을 믿을게!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "알겠습니다! [pause]\\\"야생 융합\\\" 문제가 최근 몇 달에 걸쳐 증가했습니다. 요즘 공기 중에 검고 짙은 구름이 낀 것 보셨습니까? 그 검은 구름이 몬스터가 [wave amp=30 freq=10]무리를 짓는[/wave] 장소를 나타내는 것으로 보입니다.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "얼마 전 정찰 임무에서 젤리톤 무리에 둘러싸이고 말았습니다. 수적 우위는 놈들에게 있었지만, 그래도 제가 전부 [wave amp=30 freq=10]베어버렸죠[/wave]!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "하지만 비교적 경험이 적은 순찰대원들이 이러한 위협을 과소평가하고 큰 위험에 처하지는 않을까 우려됩니다. 그 \\\"몬스터 무리\\\"에 대해 경고하는 것이 좋을 것 같습니다.", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "그렇게 할게! 항상 그렇듯 귀중한 정보를 가져왔네, 글라디올라.", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "...그래서요? 그리운가요? 대도시에서의 삶 말이에요.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "감사합니다! 그럼 저는 할 일이 남아서 이만 실례하겠습니다. [wave amp=30 freq=10]어둠의 세력[/wave]은 쉬지 않으니, 저도 쉬어서는 안 되죠.", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "저는 너무 그리워요!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "분명 더 [wave amp=30 freq=10]흥미진진하긴[/wave] 했지만... 그렇다고 해서 더 [wave amp=30 freq=10]나은[/wave] 삶이었다는 뜻은 아니지.", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "나는 평생을 초거대도시에서 살았어. 살면서 본 나무라고는 공장에서 만들어진 것밖에 없었지. 별들은 고층 빌딩과 그 벽을 뒤덮은 네온 사인에 가려 보이지 않은 지 오래였고.", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "생명의 가치가 희미해지는 그런 잔혹한 세상에서 살아남으려면 정신을 강하게 단련해야 했지.", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "당연하게도 난 처음 이곳에 [wave amp=30 freq=10]추락했을 때[/wave] 이런 느긋한 삶에 적응하는 데 많은 시간이 걸렸어!", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "그건... [pause]기대한 것보다 훨씬 더 자세한 대답이네요, 총대장님!", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "문제없죠! 전 예전에 5년 동안 매주 유산소 운동 수업을 했다고요. [wave amp=30 freq=10]제가[/wave] 못하면 누가 하겠어요!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "수업을 재밌게 진행할 수도 있죠! [pause][wave amp=30 freq=10]댄스 에어로빅[/wave]은 어때요? 음악 플레이리스트는 시빌한테 부탁하고요!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "...순찰대원에게 체력 운동 수업을 시키면 좋을 것 같아요.", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "그래, 좋은 생각 같네! 물론 네가 할 수 있을 것 같다면 말이야.", - "TOWN_HALL_CODEY_EVENT_CODEY3": "잠깐... 이안테가 총대장님 원래 이름이 아니에요?", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "생각해보세요! 총대장님도 항상 [wave amp=30 freq=10]공동체 정신[/wave]에 대해 말씀하시곤 하잖아요. 우리 멋진 마을 사람들을 한데 모으는 데 매일 [shake rate=30 level=10]청각적 경험을 공유[/shake]하는 것보다 좋은 방법이 또 어디 있겠어요?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "...그리고 항구촌 곳곳에 스피커를 설치하면, 한 번에 [wave amp=30 freq=10]온 마을에[/wave] 음악을 방송할 수 있을 거예요!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "글쎄, 시빌. 이곳 사람들은 음악 취향이 다양할 거야. 논란이 생길 것 같은데.", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "흠. 무슨 말씀인지 알겠어요.", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]그렇게 나오셔야죠![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "아니야! 내 예전 직업에서는 가명을 고르는 편이 더 안전했거든. 너도 공감할 수 있지?", - "TOWN_HALL_CODEY_EVENT_CODEY1": "...사람들이 절 평생 \\\"코디\\\"라고 부를 줄 알았다면, 더 멋진 별명을 골랐을 거예요. [pause]\\\"킬스위치\\\"라거나, [pause]\\\"오메가바이트\\\"처럼 말이에요.", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "아예 안 된다고 한 적은 없어! [pause]이렇게 하자. 스킵이 멀쩡한 고음질 스피커를 찾아내면 그 다음 시청 회의에서 얘기를 꺼내볼게.", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "원하면 그냥 직접 이름을 고르면 되지. 나도 그랬어.", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"이안테\\\"는 그리스 신화에 나오는 물의 여신의 이름이야. 다급하게 이름을 정해야 했는데, 그게 듣기 좋은 것 같았어.", - "TOWN_HALL_CODEY_EVENT_CODEY6": "흠. 총대장님도 비밀이 많으시네요.", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "그 이상은 안 알려줄 거니까 기대하지 마!", - "LENNA_ENCOUNTER_LENNA1.f": "너는... [pause]자기가 영웅이라고 생각해? 영웅이라는 역할에는 큰 책임감이 따르기 마련이지. 네가 정녕 그 왕관의 무게를 견딜 준비가 됐을까?", - "LENNA_ENCOUNTER_LENNA1.n": "너는... [pause]자기가 영웅이라고 생각해? 영웅이라는 역할에는 큰 책임감이 따르기 마련이지. 네가 정녕 그 왕관의 무게를 견딜 준비가 됐을까?", - "LENNA_ENCOUNTER_LENNA1.m": "너는... [pause]자기가 영웅이라고 생각해? 영웅이라는 역할에는 큰 책임감이 따르기 마련이지. 네가 정녕 그 왕관의 무게를 견딜 준비가 됐을까?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "어... {player}한테 말하는 거야? 내가 보기에는 [wave amp=30 freq=10]꽤[/wave] 영웅다운 것 같은데!", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "어... {player}한테 말하는 거야? 내가 보기에는 [wave amp=30 freq=10]꽤[/wave] 영웅다운 것 같은데!", - "LENNA_ENCOUNTER_MEREDITH2.m": "어... \\\"준비됐다\\\"니 무슨 뜻이야?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "어... {player}한테 말하는 거야? 내가 보기에는 [wave amp=30 freq=10]꽤[/wave] 영웅다운 것 같은데!", - "LENNA_ENCOUNTER_MEREDITH2.f": "어... \\\"준비됐다\\\"니 무슨 뜻이야?", - "LENNA_ENCOUNTER_EUGENE2": "{player}와(과) 나 둘이 \\\"영웅\\\"의 역할을 [wave amp=30 freq=10]꽤[/wave] 동등하게 나눠 맡고 있다고 해야 할 것 같은데.", - "LENNA_ENCOUNTER_MEREDITH2.n": "어... \\\"준비됐다\\\"니 무슨 뜻이야?", - "LENNA_ENCOUNTER_FELIX2": "시작부터 수수께끼 같은 대화네. 계속 말해봐.", - "LENNA_ENCOUNTER_LENNA3.n": "그럼 네 [wave amp=30 freq=10]실력을[/wave] 시험해볼까?", - "LENNA_ENCOUNTER_VIOLA2": "알아들을 수 있게 말하시오.", - "LENNA_ENCOUNTER_LENNA2.m": "아니, 넌 영웅이 아니야.", - "LENNA_ENCOUNTER_LENNA2.f": "아니, 넌 영웅이 아니야.", - "LENNA_ENCOUNTER_LENNA2.n": "아니, 넌 영웅이 아니야.", - "LENNA_ENCOUNTER_LENNA3.m": "그럼 네 [wave amp=30 freq=10]실력을[/wave] 시험해볼까?", - "LENNA_ENCOUNTER_LENNA3.f": "그럼 네 [wave amp=30 freq=10]실력을[/wave] 시험해볼까?", - "LENNA_ENCOUNTER_LENNA4.m": "준비됐어?", - "LENNA_ENCOUNTER_LENNA4.f": "준비됐어?", - "LENNA_ENCOUNTER_LENNA4.n": "준비됐어?", - "LENNA_ENCOUNTER_LENNA5.m": "내 이름은 레나야. 자, 영웅. [shake rate=30 level=10]어디 네 실력을 보여줘[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "좋아, 패배를 인정하지. 잘 싸웠어.", - "LENNA_ENCOUNTER_LENNA5.f": "내 이름은 레나야. 자, 영웅. [shake rate=30 level=10]어디 네 실력을 보여줘[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "내 이름은 레나야. 자, 영웅. [shake rate=30 level=10]어디 네 실력을 보여줘[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "좋아, 패배를 인정하지. 잘 싸웠어.", - "LENNA_ENCOUNTER_KAYLEIGH7": "오해는 하지 말고 들어. 인간치고는 [wave amp=30 freq=10]무척[/wave] 강하던데, 혹시... 대천사는 아니지?", - "LENNA_ENCOUNTER_LENNA6.n": "좋아, 패배를 인정하지. 잘 싸웠어.", - "LENNA_ENCOUNTER_MEREDITH7": "인간이 [wave amp=30 freq=10]그렇게[/wave] 잘 싸울 수 있을 리 없어. 사실대로 말해. 당신 대천사지?", - "LENNA_ENCOUNTER_EUGENE7": "이봐, [pause]우릴 바보 취급하지 마. 당신 대천사지? 평범한 인간이 그렇게 강할 리 없어!", - "LENNA_ENCOUNTER_FELIX7": "툭 터놓고 물어볼게. 당신 대천사지? 방금 전투에서 \\\"대천사\\\" 느낌을 받았어.", - "LENNA_ENCOUNTER_VIOLA7": "당신이 우리한테 숨기는 게 있는 것 같구려, \\\"레나\\\".", - "LENNA_ENCOUNTER_7_OPTION1": "당신 대천사야, 레나?", - "LENNA_ENCOUNTER_LENNA8": "맞아. 예전에는 그랬었지. 아니, 지금도 그럴지도. [pause]말하자면 긴 이야기야.", - "LENNA_ENCOUNTER_LENNA9": "하지만 지금은 인간으로서 살아가고 있어.", - "LENNA_ENCOUNTER_7_OPTION2": "어... 당신 대천사 맞지?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "그럴 수도 있어...?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "그런 게 가능해?", - "LENNA_ENCOUNTER_LENNA10": "안 될 게 어디 있겠어? [pause]우리는 과거에 얽매이지 않아. 우리가 [wave amp=30 freq=10]예전에[/wave] 어떤 존재였는지는 중요치 않지. 지금 어떤 존재가 되고자 하는지만 중요해.", - "LENNA_ENCOUNTER_MEREDITH11": "흠. 말 되네.", - "LENNA_ENCOUNTER_KAYLEIGH11": "맞아! [wave amp=30 freq=10]완전[/wave] 동감이야!", - "LENNA_ENCOUNTER_FELIX11": "동감이야.", - "LENNA_ENCOUNTER_EUGENE11": "그러네. 그런 걸로 뭐라고 할 수는 없지.", - "LENNA_ENCOUNTER_VIOLA11": "나도 그렇게 생각하오.", - "LENNA_ENCOUNTER_LENNA12": "믿기 힘들겠지만, 난 사실 [wave amp=30 freq=10]교사[/wave]야. 내 임무는 널 시험하는 거였지. 그리고 방금 넌 훌륭한 성적으로 시험을 통과했어!", - "LENNA_ENCOUNTER_LENNA13": "아, 이름을 물어보는 걸 깜빡했네...", - "LENNA_ENCOUNTER_KAYLEIGH18": "이 섬에는 정말 별의별 사람들이 다 오는 것 같아. 그렇지 않아?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "난 {player}(이)야!", - "LENNA_ENCOUNTER_LENNA14.m": "즐거운 대련이었어, {player}! 넌 \\\"영웅\\\"으로서의 자질이 충분해.", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "날 {player}(이)라고 부르는 사람도 있지.", - "LENNA_ENCOUNTER_MEREDITH16": "아. 그러면 뉴위럴은 그냥 잠시 들른 거야?", - "LENNA_ENCOUNTER_LENNA14.n": "즐거운 대련이었어, {player}! 넌 \\\"영웅\\\"으로서의 자질이 충분해.", - "LENNA_ENCOUNTER_LENNA14.f": "즐거운 대련이었어, {player}! 넌 \\\"영웅\\\"으로서의 자질이 충분해.", - "LENNA_ENCOUNTER_LENNA15": "난 이만 가봐야겠어. 앰버 씨가 일을 마치면 집으로 데려다 주겠다고 했거든. 페이지한테 [wave amp=30 freq=10]금방[/wave] 돌아가겠다고 하기도 했고.", - "LENNA_ENCOUNTER_KAYLEIGH16": "아! 앰버 씨는 정말 아는 사람이 많네...", - "LENNA_ENCOUNTER_EUGENE16": "뭐?! 뉴위럴에 그냥 [wave amp=30 freq=10]심부름[/wave]을 하러 온 거라고?", - "LENNA_ENCOUNTER_VIOLA16": "그대도 사랑하는 이에게 돌아가기를 고대하고 있구려! 우린 신경 쓰지 말고 어서 가시오.", - "LENNA_ENCOUNTER_FELIX16": "순전히 일 때문에 뉴위럴에 온 거야? 대단하네.", - "LENNA_ENCOUNTER_LENNA17": "다음에 또 보자, {player}!", - "LENNA_ENCOUNTER_MEREDITH18": "이런, 머리에 달린 게 진짜 뿔인지 아니면 그냥 머리카락인지 미처 못 물어봤네.", - "LENNA_ENCOUNTER_FELIX18": "이 섬에서는 지루할 틈이 없네.", - "LENNA_ENCOUNTER_EUGENE18": "분명 나한테도 \\\"영웅으로서의 자질\\\"이 있다고 생각했을 거야... 다만 소리 내서 말하는 걸 까먹은 거겠지.", - "LENNA_ENCOUNTER_VIOLA18": "잘 가시오, 미지의 세계에서 온 레나.", - "HARBOURTOWN_FLORIST_NAME": "초조한 순찰대원", - "HARBOURTOWN_FLORIST1_OPTION1": "네!", - "HARBOURTOWN_FLORIST1": "실례지만 혹시 순찰대이신가요?", - "HARBOURTOWN_FLORIST2": "아! 잘됐네요! [wave amp=30 freq=10]저도 순찰대원[/wave]이에요. 아직 견습대원에 불과하지만요. 혹시 부탁 좀 들어주시면 안 될까요?", - "HARBOURTOWN_FLORIST1_OPTION2": "아니요!", - "HARBOURTOWN_FLORIST1_NO": "아, 알겠어요.", - "HARBOURTOWN_KAYLEIGH9": "네! 마을이 조금 더 예뻐진 것 같아요!", - "HARBOURTOWN_FLORIST3": "파이퍼 가족이 농장에서 키운 묘목을 좀 받아왔어요. 이걸로 마을을 예쁘게 꾸미려고요.", - "HARBOURTOWN_FLORIST5": "같은 순찰대원끼리 좀 도와줄래요? 마을 곳곳에 화분을 갖다 놨으니, 거기에 묘목을 심어주세요.", - "HARBOURTOWN_FLORIST4": "그런데... 전 결정을 잘 못 내려서요. 어떤 식물이 가장 예쁠까요? 도무지 못 정하겠어요!", - "HARBOURTOWN_FLORIST5_OPTION1": "물론이죠!", - "HARBOURTOWN_FLORIST5_OPTION2": "지금은 안 돼요.", - "HARBOURTOWN_FLORIST5_NO": "괜찮아요! 신경 쓰지 마세요. 그래도... 생각이 바뀌면 언제든 다시 찾아오세요!", - "HARBOURTOWN_FLORIST6": "고마워요! 자, 이걸 받으세요...", - "HARBOURTOWN_FLORIST7": "화분 14개를 마을 곳곳에 갖다 놨어요. 다 채운 다음에 알려주세요!", - "HARBOURTOWN_FLORIST8": "아, 다 하셨나요?", - "HARBOURTOWN_MEREDITH9": "네, 이제 마을이 좀 더 아기자기해졌어요.", - "HARBOURTOWN_EUGENE9.m": "네! 전 응원만 하고 일은 {player}이(가) 다 했어요.", - "HARBOURTOWN_EUGENE9.f": "네! 전 응원만 하고 일은 {player}이(가) 다 했어요.", - "HARBOURTOWN_EUGENE9.n": "네! 전 응원만 하고 일은 {player}이(가) 다 했어요.", - "HARBOURTOWN_FELIX9": "마을이 좀 더 멋있어진 것 같네요.", - "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]정말 고마워요![/shake] 내려야 할 결정이 너무 많아서 그 자리에 얼어붙어 버렸지 뭐예요! 자, 도와주신 것에 대한 답례예요!", - "HARBOURTOWN_VIOLA9": "그렇소. 그대의 부탁을 마쳤소이다. 덕분에 마을이 한층 나아졌구려.", - "HARBOURTOWN_FLORIST11": "내려야 할 결정이 너무 많아서 그 자리에 얼어붙어 버렸지 뭐예요!", - "MOVE_NAME_BOOBY_TRAP": "부비 트랩", - "MOVE_DESCRIPTION_STICKER_TRICK": "대상이 마지막으로 사용한 기술을 부비 트랩으로 변경한다. 부비 트랩은 사용자에게 피해를 준다.", - "MOVE_DESCRIPTION_CARNIVORE": "깨물기로 회복하는 HP 양이 증가한다.", - "MOVE_NAME_BAD_FORECAST": "악천후 예보", - "MOVE_NAME_MACHINE_CURSE": "기계의 저주", - "STATUS_DESCRIPTION_FLAMMABLE": "가연성 캐릭터는 불 타입 공격에 맞을 때마다 화상 상태가 된다. 또한 화상으로 받는 피해가 증가한다.", - "MOVE_NAME_IONISED_AIR": "이온화 공기", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "사용자의 턴 종료 시 일정 확률로 무작위 아군 1명에게 AP를 1 준다.", - "MOVE_NAME_STICKER_TRICK": "스티커 속임수", - "MOVE_NAME_LIFTOFF": "이륙", - "MOVE_DESCRIPTION_LIFTOFF": "사용자가 3번째 턴에 AP 부스트 및 속도 증가를 획득한다.", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "부비 트랩을 보유한 캐릭터는 일부 기술이 변경된다.", - "MOVE_DESCRIPTION_MACHINE_CURSE": "다른 패시브 기술로 발동된 기술이 주는 모든 피해와 상태를 사용자에게 반사한다.", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "대상에게 {status_effect} 상태를 부여한다.", - "MOVE_NAME_ENERGY_RESERVES": "비축 에너지", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "대상 팀에 {duration}턴 동안 {status_effect} 상태를 부여한다.", - "MOVE_NAME_BUTTERFLY_EFFECT": "나비 효과", - "STATUS_NAME_FLAMMABLE": "가연성", - "MOVE_DESCRIPTION_BAD_FORECAST": "대상에게 {duration}초 동안 회피 무효화 상태를 부여하고 날씨를 무작위로 변경한다. 전투 시작 시 자동으로 사용된다.", - "MOVE_NAME_CARNIVORE": "육식", - "MOVE_NAME_HARDBACK": "두꺼운 표지", - "MOVE_DESCRIPTION_BOOBY_TRAP": "사용자에게 피해를 준다.", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "대상 하나를 공격한다. 사용자의 근접 공격이 아닌 근접 방어에 비례한다. 사용자에게도 피해를 준다.", - "MOVE_NAME_BRACE_FOR_IMPACT": "충돌 대비", - "MOVE_NAME_GASOLINE_SPRAY": "휘발유 분사", - "STATUS_NAME_BOOBY_TRAPPED": "부비 트랩 설치", - "MOVE_DESCRIPTION_HARDBACK": "치명타 및 불 타입 공격을 제외하고 받는 모든 피해가 감소한다. 불 타입 공격을 항상 치명타로 받지만, 버프는 적용되지 않는다.", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "사용자의 AP를 전부 소모한다. 이 기술의 공격력은 소비한 AP 양에 15를 곱한 만큼 증가한다. 이 공격의 타입과 추가 상태 효과는 현재 날씨에 따라 달라진다.", - "DLC_POPUP_PIER_2": "또한 다음과 같은 꾸미기 옵션도 사용할 수 있습니다.\\n\\n- 무대 감독 #1 머리 옵션\\n- 무대 감독 #2 머리 옵션\\n- 어릿광대의 모자 머리 옵션\\n- 투톤 머리 옵션\\n- 광대 코 얼굴 옵션", - "DLC_POPUP_PIER_1": "미지의 부두를 구매해 주셔서 감사합니다!\\n\\n이제 세모 인간과 제대로 첫 만남을 가진 후 클레멘스와 얘기하면 새로운 스토리 퀘스트를 이용할 수 있습니다.", - "CHARLEQUIN_NAME_PREFIX": "활활", - "CHARLEQUIN_NAME_SUFFIX": "리퀸", - "QUEST_DLC_PIER_PROGRESS2": "지옥의 엔진 3개 중 {num}개를 물리쳤다.", - "UI_CC_VALUE_hair_clown_1": "무대 감독 #1", - "UI_CC_VALUE_hair_clown_2": "무대 감독 #2", - "UI_CC_VALUE_hair_clown_3": "어릿광대의 모자", - "UI_CC_VALUE_hair_clown_4": "투톤", - "UI_CC_VALUE_head_clown": "광대 코", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "여긴 사람들이 뉴위럴에 살기 시작했을 때부터 내내 이곳에 있던 건가? 애초에 [wave amp=30 freq=10]어디서[/wave] 나타난 거지?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "그러니까 \\\"그웬\\\"은 사실 대천사였구나. 알레프랑도 아는 사이고...", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "이 오싹한 부두에 대해 궁금한 게 너무 많아.", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "마지막 질문은 그냥 농담한 거야. [pause]정말이야!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "그리고 그웬도... 줄곧 이곳에 산 걸까? [pause]화장은 직접 하나? [pause]따로 만나는 사람은 있으려나?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "대천사는 우리 인간이 부러운 모양이네. 다른 세상에서 네가 처음 만난 그 앰버라는 대천사도 인간 형태를 더 좋아했잖아.", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "그런 것 같아!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "그럴지도 모르겠네...", - "DLC_PIER_FELIX_CONVO2_FELIX4": "대천사가 강력하기는 하지... [pause]하지만 힘이 전부는 아니잖아.", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "이곳은 뭔가 수상하오... [pause]그건 그대도 알고 있겠지.", - "DLC_PIER_FELIX_CONVO2_FELIX3": "그들을 [wave amp=30 freq=10]신적[/wave] 존재로 여기기 쉽지만, 그렇게 생각하는 건 중요한 걸 놓치는 거야.", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "그 여자는 어릿광대로 가장하고 있지만, 그녀의 속임수에 넘어가지는 않을 거요.", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "그웬의 그 친절한 얼굴에 방심하지 마시오, {player}. 어릿광대는 미소를 보내다가도 어느 순간 등에 칼을 찔러 넣는 족속이니.", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "그러니까, \\\"어릿광대 그웬\\\" 역시 기이한 정령이었던 모양이구려.", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "그토록 오래 살면서, 그 삶을 그림자로 살아가야 하다니...", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "다른 세상의 요정들은 인간을 무척 시기하나 보오.", - "UMBRAHELLA_NAME_SUFFIX": "징어", - "UMBRAHELLA_SUBTITLE": "불길한 징조", - "UMBRAHELLA_DESCRIPTION": "기분 나쁜 살아있는 우산", - "FRAGLIACCI_NAME_SUFFIX": "리아치", - "FRAGLIACCI_LORE_1": "쾅리아치의 신체는 대포와도 비슷하다. 쾅리아치의 \\\"얼굴\\\"은 포신의 덮개에 불과하며, 그 포신에서 무시무시한 속도로 물체를 발사할 수 있다.", - "BLUNDERBUSK_DESCRIPTION": "탱탱볼 몸을 한 광대", - "BLUNDERBUSK_LORE_2": "\\\"광대\\\"라는 역할 자체는 고대 이집트부터 존재해 왔지만, 흔히 알려진 광대의 모습은 1800년대 초 영국 공연가 조셉 그리말디가 처음 만들었다.", - "BLUNDERBUSK_NAME_SUFFIX": "에로", - "HAUNTOME_NAME": "고스트북", - "FRAGLIACCI_NAME_PREFIX": "쾅", - "CHARLEQUIN_LORE_2": "\\\"할리퀸\\\"은 16세기부터 18세기까지 이탈리아에서 유행한 전통 희극인 콤메디아 델라르테에서 비롯한 익살스러운 역할이다.", - "LITTLERED_LORE_2": "\\\"빨간 두건\\\"은 유럽 민화이다. 그 줄거리는 다양하지만, 일반적으로 할머니를 찾아가는 소녀를 늑대가 따라가는 이야기로 묘사된다.", - "AMPHARE_NAME": "배터래빗", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "광대의 목적은 무엇일까?", - "BLUNDERBUSK_LORE_1": "빵에로는 손을 총처럼 가리키며 투사체를 \\\"발사\\\"할 수 있다. 또한 항상 앞뒤로 흔들리는 데다가 눈도 없지만, 조준 역시 매우 뛰어나다.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "그 존재들이 우리... [pause]그러니까 인간에게 그렇게 [wave amp=30 freq=10]관심이 많다니[/wave] 이상한 것 같아. 우리보다 훨씬 [wave amp=30 freq=10]고등해[/wave] 보이는데 말이야.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "그런 걸 물어보다니 네 속이 [wave amp=30 freq=10]뻔히[/wave] 들여다 보이네, {player}.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "나 같은 [wave amp=30 freq=10]아일랜드 촌뜨기[/wave]가 이해하기엔 너무 복잡한 것 같아.", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "그 [wave amp=30 freq=10]그웬[/wave]이라는 사람을 보면 머리카락이 쭈뼛 곤두선다니까. 무슨 말인지 알아?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "아니. 그냥 \\\"버려진 부두의 유일한 주민\\\"이라는 것 말이야. 난 그런 게 소름끼치거든.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "그런 걸 물어보다니 네 속이 [wave amp=30 freq=10]뻔히[/wave] 들여다 보이네, {player}.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "그웬이 무섭다고?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]뭐?![/shake] 아니! 그런 얘기는 [wave amp=30 freq=10]전혀[/wave] 아니야!", - "FRAGLIACCI_NAME": "쾅리아치", - "LAPACITOR_NAME_PREFIX": "볼트", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "그웬한테 반했다고?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "그런 걸 물어보다니 네 속이 [wave amp=30 freq=10]뻔히[/wave] 들여다 보이네, {player}.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "뭐, 그럴 법하네. 항상 코스튬을 입고 있는 사람은 믿을 게 못 된다니까. [pause]난 항상 그렇게 생각했어.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "그러면 \\\"그웬\\\"은 인간이 아니었던 건가...?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "이 부두를 구한다는 우리의 새 임무 말이야...", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "그런 건 [wave amp=30 freq=10]도대체[/wave] 이해할 수가 없다니까. 내겐 너무 어려운 이야기야.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "좀 이상하지 않아? 뭐, 남을 돕는 일이긴 하지. 하지만 그웬이 어떤 사람인지 잘 모르겠어.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "믿어도 될 것 같아!", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "어찌 됐든, 경계를 늦추지 마. 뭐가 있을지 모르니까...", - "CHARLEQUIN_LORE_1": "활활리퀸은 커다란 소매에 폭죽, 가연성 물질, 소이탄 등 공연에 쓸 소품을 보관한다.", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "공포", - "BLUNDERBUSK_NAME": "빵에로", - "LAPACITOR_LORE_2": "첫 건전지는 1800년 물리학자 알레산드로 볼타가 발명했다. 당시 볼타는 그 발명품의 성질을 제대로 이해하지 못했으며, 그것이 무한한 동력원이라고 믿었다.", - "LAPACITOR_NAME_SUFFIX": "버니", - "LAPACITOR_LORE_1": "전기 에너지가 일정 수준으로 강해진 배터래빗은 몸을 연장시켜 제대로 된 팔다리를 형성할 수 있다. 하지만 자신을 보호할 때는 여전히 자성을 띈 고철에 의존한다.", - "AA_CLOWN_SUBTITLE": "신기루의 무대 감독", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "광대 호출", - "BATTLE_TITLE_PIER_MACHINE": "지옥의 엔진", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "뒤죽박죽", - "LITTLERED_NAME": "리틀레드", - "LITTLERED_NAME_SUFFIX": "레드", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "빛나리 부두의 놀이기구에 들어갈 때 필요한 입장권.", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "빛나리 부두의 놀이기구에 들어갈 때 필요한 입장권.", - "ITEM_PIER_PASS_SPACEWORLD": "빨간색 놀이기구 입장권", - "ITEM_KEY_HAUNTEDHOUSE_1": "루비 눈알", - "ITEM_KEY_HAUNTEDHOUSE_3": "초록색 엔진 열쇠", - "ITEM_KEY_HAUNTEDHOUSE_2": "서재 열쇠", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "어떤 홈에 꼭 맞는 모양을 한 원석.", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "마녀의 집의 서재 문을 여는 녹슨 열쇠", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "마녀의 집의 엔진실 문을 여는 무거운 철제 열쇠.", - "ITEM_KEY_SPACEWORLD_1": "달의 열쇠", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "코스믹 존에서 찾은 달 문양의 은 열쇠.", - "ITEM_KEY_SPACEWORLD_2": "태양의 열쇠", - "ITEM_KEY_SPACEWORLD_3": "빨간색 엔진 열쇠", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "코스믹 존에서 찾은 태양 문양의 황금 열쇠.", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "코스믹 존의 엔진실 문을 여는 무거운 철제 열쇠.", - "ITEM_KEY_WAREHOUSE": "창고 열쇠", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "빛나리 부두 창고의 잠긴 문을 여는 낡고 녹슨 열쇠.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "믿어도 될지 모르겠어.", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "하지만 그래도 그녀를 돕기 잘한 것 같은데... [pause]아닌가...?", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "그러니까, \\\"그웬\\\"이 사실 대천사였다는 거야?", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "이게 다 [wave amp=30 freq=10]무슨[/wave] 뜻인지는 모르겠지만, 그래도 우리가 잘 해낸 것 같네. 잘했어, {player}.", - "DLC_PIER_FELIX_CONVO1_FELIX1": "이 부두는... [pause]정말...", - "DLC_PIER_FELIX_CONVO1_FELIX2": "멋지지 않아?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "응?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "그런 것 같아!", - "DLC_PIER_FELIX_CONVO2_FELIX1": "그러니까, \\\"광대 그웬\\\"이 사실은 \\\"대천사 그웨니바르\\\"였다는 거지?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "그냥 꿈보다 해몽일 수도 있고.", - "DLC_PIER_FELIX_CONVO1_FELIX3": "이런 곳은 [wave amp=30 freq=10]서서히 쇠락해 가는 모습[/wave] 때문에 더욱 특색 있게 느껴져. 녹슨 곳 하나하나에 저마다 이야기가 깃들어 있지.", - "CHARLEQUIN_DESCRIPTION": "별 모양 눈을 한 광대", - "CLOWN_LORE_2": "신기루의 화신인 그웨니바르는 한때 알레프의 무리 \\\"원탁\\\"에 속해 있었다. 비극적인 사건으로 인해 그들이 갈라선 후, 그웨니바르는 외딴 빛나리 부두에서 은둔 생활을 시작했다.", - "CLOWN_LORE_1": "고대의 대천사인 그웨니바르는 늘 인간 문화에 어린아이처럼 매료되어 있었다. 그녀는 새로운 것을 창조하는 인간의 선천적인 능력을 모방하기 위해 노력하며 오랜 시간을 보냈다.", - "AMPHARE_LORE_2": "\\\"배터리\\\"는 18세기 발명가 벤저민 프랭클린이 군사 용어에서 빌려와 처음 붙인 것으로 알려져 있다.", - "MAJORTOM_LORE_1": "우주 로켓 몸체를 업그레이드한 마이너톰은 메이저톰으로 승급할 수 있다. 커다란 연료 탱크에 들어있는 강력한 액체 추진제는 이들을 저궤도로 날려보내, 마침내 우주 여행의 꿈을 이루게 해준다.", - "MINORTOM_LORE_1": "마이너톰은 한때 평행 세계의 지구에서 놀이공원을 찾아온 손님들을 즐겁게 하기 위한 기계 장치였다. 창조자들이 사라진 후에도 남은 이 기계들은 그 후 일종의 기계 지성을 손에 넣었으며, 이제 그들이 모습을 따온 우주 로켓처럼 별을 향해 날아가고자 한다.", - "MINORTOM_LORE_2": "창작물에서 \\\"우주 로켓\\\"이 처음 묘사된 것은 달로 유인 우주 비행을 떠나는 것에 대한 쥘 베른의 소설 \\\"지구에서 달까지\\\"였다. 그 책은 조르주 멜리에스가 만든 사상 첫 SF 영화 \\\"달 세계 여행\\\"에 직접적으로 영감을 주었다.", - "BLUNDERBUSK_NAME_PREFIX": "빵", - "MAJORTOM_NAME": "메이저톰", - "MINORTOM_DESCRIPTION": "레트로한 로켓 로봇", - "MAJORTOM_NAME_PREFIX": "메이저", - "MAJORTOM_NAME_SUFFIX": "톰", - "SCARLETEETH_NAME_SUFFIX": "니", - "SCARLETEETH_DESCRIPTION": "두건을 쓴 거대한 늑대", - "SCARLETEETH_LORE_2": "\\\"빨간 두건\\\"에는 다양한 줄거리가 존재하며, 그 중 가장 유명한 것은 그림 형제의 버전이다. 일부 초기 이야기에서는 늑대가 늑대인간으로 명확하게 묘사된다.", - "PIER_MACHINE_GLITTER_LORE_2": "인간성을 빼앗긴 존재에게 남는 것은 오직 혼돈뿐이다.", - "ITEM_PIER_TICKET": "상품권", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "초록색 놀이기구 입장권", - "ITEM_PIER_PASS_FUNHOUSE": "분홍색 놀이기구 입장권", - "ITEM_PIER_TICKET_DESCRIPTION": "빛나리 부두에서 입장권으로 교환할 수 있는 티켓. 낙엽처럼 바스락거리고 쉽게 부스러지는 종이로 만들어졌다.", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "빛나리 부두의 놀이기구에 들어갈 때 필요한 입장권.", - "RUMOR_DLC_PIER_BOAT_TITLE": "쪽배", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "살아있는 우산", - "QUEST_DLC_PIER_TITLE": "미지의 부두", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "믿거나 말거나, {location_0_phrase} 살아있는 우산을 봤어! 날씨를 조작하는 것 같던데!", - "RUMOR_DLC_PIER_BOAT": "이 훌륭한 가게의 손님 중 한 명이 아까 이상한 걸 목격했다고 하더라고. 조금 전에 아무도 없는 쪽배 한 척이 해안에 도착했다는 거야.", - "QUEST_DLC_PIER_DESCRIPTION2": "그웬과 얘기하자.", - "QUEST_DLC_PIER_DESCRIPTION1": "빛나리 부두에서 지옥의 엔진 3개의 작동을 멈추자.", - "QUEST_DLC_PIER_PROGRESS1": "상품권 4개를 놀이기구 입장권으로 교환하자.", - "ROSEHOOD_NAME_SUFFIX": "두건", - "ROSEHOOD_LORE_2": "\\\"빨간 두건\\\"은 기나긴 역사를 가지고 있다. 그 기록은 10세기 유럽까지 거슬러 올라간다고 알려져 있으며, 고대 그리스의 민담에 뿌리를 두고 있다.", - "FRAGLIACCI_DESCRIPTION": "대포 머리를 한 광대", - "FRAGLIACCI_LORE_2": "\\\"팔리아치\\\"는 루제로 레온카발로가 작곡해 1892년 처음 공연된 이탈리아 오페라의 제목으로, 콤메디아 델라르트 극단을 이끄는 배우의 이야기다.", - "SCARLETEETH_LORE_1": "야성에 굴복한 리틀레드는 살점을 탐하는 거대하고 발톱 달린 야수로 성장한다. 전투에서 이 형태를 취하는 인간은 짐승과도 같은 순수한 살인 충동에 휩싸이게 된다.", - "AMPHARE_NAME_PREFIX": "배터", - "AMPHARE_NAME_SUFFIX": "래빗", - "AMPHARE_LORE_1": "살아있는 배터리에 가까운 배터래빗의 \\\"팔다리\\\"는 공중에 띄운 고철로 이루어져 있다. 무엇 때문에 처음 자아를 얻은 것인지는 불확실하다.", - "HAUNTOME_LORE_1": "고스트북은 안식에 들지 못한 유령 들린 책처럼 보이지만, 고스트북의 \\\"눈\\\"은 사실 커다란 책에 둥지를 튼 유기체이다. 고스트북은 책장을 날개처럼 퍼덕여 강풍을 만들어 낸다.", - "HAUNTOME_NAME_SUFFIX": "북", - "LITTLERED_LORE_1": "아직 성장 중인 상태의 리틀레드는 성체가 되고 나서도 온순하고 친근한 성격을 유지하거나, 내면의 야수에 굴복할 수도 있다. 이 예의 바른 생명체가 무엇 때문에 그렇게 피에 굶주리게 되는지는 알려지지 않았다.", - "PIER_MACHINE_GLITTER_LORE_1": "자신이 존재해서는 안 된다는 것 외에는 아무것도 모르는 존재. 이제 이성이라고는 전혀 찾아볼 수 없는 이 가련한 존재는 논리나 근거에 근거해 결정을 내리는 것이 불가능하다.", - "PIER_MACHINE_GLITTER_SUBTITLE": "혼돈의 기계", - "BATTLE_ADJECTIVE_PIER_MACHINE": "지옥의 엔진 {name}", - "PIER_MACHINE_BEAST_NAME": "펄", - "PIER_MACHINE_BEAST_SUBTITLE": "흉포한 기계", - "PIER_MACHINE_BEAST_LORE_2": "관점에 따라 야생성은 인간성의 부재일 수도, 자신의 진정한 모습을 받아들이는 것일 수도 있다.", - "LITTLERED_NAME_PREFIX": "리틀", - "HAUNTOME_DESCRIPTION": "떠다니는 거대한 책", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "즐거움", - "ROSEHOOD_NAME_PREFIX": "장미", - "ROSEHOOD_NAME": "장미두건", - "CHARLEQUIN_NAME": "활활리퀸", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "이제 보니 참으로 가련한 존재였구려.", - "HAUNTOME_LORE_2": "책의 역사는 문자의 역사만큼 오래되었다. 종이가 발명되기 전에는 점토판 등 다양한 매체에 문자를 기록하곤 했다.", - "REGION_NAME_PIER_PHRASE": "빛나리 부두에서", - "REGION_NAME_PIER": "빛나리 부두", - "REGION_NAME_HAUNTEDHOUSE": "마녀의 집", - "REGION_NAME_FUNHOUSE": "잼잼월드", - "PIER_MACHINE_BEAST_LORE_1": "원래 무엇이었는지는 알 수 없지만, 지금은 어중간한 상태로 존재하고 있다. 동물 같은 분노로만 자신을 표현할 수 있는 불완전한 흉물.", - "PIER_MACHINE_ASTRAL_NAME": "레이븐", - "PIER_MACHINE_ASTRAL_SUBTITLE": "공허의 기계", - "PIER_MACHINE_ASTRAL_LORE_2": "공허는 의미, 마음, 자아의 부재를 뜻한다.", - "PIER_MACHINE_GLITTER_NAME": "로즈", - "PIER_MACHINE_ASTRAL_LORE_1": "불완전한 형태의 존재. 전생에서 지녔던 온기는 사그러드는 불꽃처럼 사라져 버리고, 오직 어두운 공허만이 남았다.", - "MAP_FEATURE_ROWING_BOAT": "쪽배", - "MAP_FEATURE_WAREHOUSE": "창고", - "MAP_FEATURE_HAUNTEDHOUSE": "\\\"마녀의 집\\\"", - "MAP_FEATURE_FUNHOUSE": "\\\"잼잼월드\\\"", - "MAP_FEATURE_SPACEWORLD": "\\\"코스믹 존\\\"", - "AA_CLOWN_NAME": "그웨니바르", - "MINORTOM_NAME": "마이너톰", - "MINORTOM_NAME_PREFIX": "마이너", - "MINORTOM_NAME_SUFFIX": "톰", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "빛나리 부두의 마녀의 집에서", - "REGION_NAME_SPACEWORLD": "코스믹 존", - "REGION_NAME_FUNHOUSE_PHRASE": "빛나리 부두의 잼잼월드에서", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "빛나리 부두의 창고에서", - "REGION_NAME_PIER_WAREHOUSE": "빛나리 부두 창고", - "REGION_NAME_SPACEWORLD_PHRASE": "빛나리 부두의 코스믹 존에서", - "LAPACITOR_NAME": "볼트버니", - "AMPHARE_DESCRIPTION": "팔 없는 건전지 모양의 토끼", - "UMBRAHELLA_NAME": "어둠징어", - "UMBRAHELLA_NAME_PREFIX": "어둠", - "MAJORTOM_DESCRIPTION": "길다란 우주 셔틀 로봇", - "MAJORTOM_LORE_2": "첫 유인 우주 비행은 1961년 소련의 우주비행사 유리 가가린이 달성했다. 108분간 지속된 이 비행이 인류의 역사에 큰 족적을 남겼다는 것에는 이견의 여지가 없다.", - "SCARLETEETH_NAME_PREFIX": "진홍", - "LITTLERED_DESCRIPTION": "두건과 활을 지닌 고양이 생명체", - "SCARLETEETH_NAME": "진홍니", - "UMBRAHELLA_LORE_1": "수수께끼의 어둠징어는 불길한 징조로 알려져 있다. 마치 연처럼 불길한 바람을 타고 날아다니는 어둠징어는 재앙과 불행이 드리우는 곳에만 나타난다.", - "UMBRAHELLA_LORE_2": "인공적인 접이식 우산에 대한 묘사는 고대 아시리아의 조각상까지 거슬러 올라간다. 인간 역사를 통틀어 모든 문화권에서 다양한 우산이 등장했다.", - "LAPACITOR_DESCRIPTION": "거대한 집게 팔이 달린 배터리 모양 토끼", - "HAUNTOME_NAME_PREFIX": "고스트", - "ROSEHOOD_DESCRIPTION": "꽃 바구니를 들고 두건을 쓴 생명체", - "ROSEHOOD_LORE_1": "동물의 본성에 휩쓸리지 않고 성체로 성장한 리틀레드. 장미두건은 종종 삼림지에서 딴 꽃으로 꽃다발을 만들어 지나가는 이들에게 나눠주곤 한다.", - "NOTIFICATION_NETWORK": "네트워크", - "ONLINE_STATE_DISCONNECTED": "현재 오프라인", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "모드가 설치되어 있으면 온라인 크로스플레이가 비활성화되므로, 이 저장 파일은 영구적으로 콘솔 시스템과 크로스플레이가 불가능합니다.", - "BATTLE_FLEE_ONLINE_CONFIRM": "패배를 승복할까요?", - "INFO_ONLINE_WITH_MODS2": "호환되지 않는 모드를 보유한 플레이어와 상호작용할 수 없습니다. 연결에 실패하거나 세션에 아무도 나타나지 않으면 같은 모드가 설치되어 있는지 확인하세요.", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "파일을 선택하여 멀티플레이 세션에 참가", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} 님이 {action} 요청을 취소했습니다.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} 님이 {action} 요청을 취소했습니다.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "{remote_player} 님의 {action} 요청을 거절했습니다.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} 님이 {action} 요청을 거절했습니다.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} 님이 {action} 요청을 거절했습니다.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} 님이 {action} 요청을 거절했습니다.", - "ONLINE_REQUEST_SENT_TRADE.f": "{remote_player} 님에게 당신의 {species1} 테이프 거래를 제안했습니다!", - "ONLINE_REQUEST_SENT_TRADE.n": "{remote_player} 님에게 당신의 {species1} 테이프 거래를 제안했습니다!", - "ONLINE_REQUEST_SENT_TRADE.m": "{remote_player} 님에게 당신의 {species1} 테이프 거래를 제안했습니다!", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} 님이 자신의 {species1} 테이프 거래를 제안했습니다!", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} 님이 {species} 테이프를 획득했습니다", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} 님이 전투에서 패배했습니다", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} 님이 전투에서 패배했습니다", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} 님이 전투에서 패배했습니다", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} 님이 {ability} 능력을 획득했습니다", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} 님이 {species} 테이프를 기록했습니다", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} 님이 {species}의 {type} 타입 해적판 테이프를 기록했습니다", - "OFFLINE_REMATCH_NPC1.v3": "지나가다가 당신 게임에 들렀어요. 이렇게 만난 김에 다시 대결해 보는 게 어때요?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} 님이 {partner}와(과) 친구가 되었습니다", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} 님이 {boss}을(를) 물리쳤습니다", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} 님이 {partner}와(과) 친구가 되었습니다", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player} 님이 {species1} 테이프를 {species2}(으)로 리마스터했습니다", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player} 님이 {species1} 테이프를 {species2}(으)로 리마스터했습니다", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} 님이 {partner}와(과) 친구가 되었습니다", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player} 님이 {species1} 테이프를 {species2}(으)로 리마스터했습니다", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} 님이 {partner}와(과) 유대감을 쌓았습니다", - "ONLINE_NOTIFICATION_ROMANCED": "{player} 님이 {partner}와(과) 연애를 시작했습니다", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} 님이 {station}을(를) 발견했습니다", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} 님이 도감에 {num}종을 등록했습니다", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player} 님이 {other_player} 님과 전투 중입니다", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} 님이 야생 융합을 {num}마리 물리쳤습니다", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} 님이 게시판 퀘스트를 {num}개 완료했습니다", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player} 님이 {other_player} 님에게 승리했습니다", - "ONLINE_BUTTON_LEAVE_SESSION": "세션 나가기", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "초대 코드 표시", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "IP 및 포트 입력", - "ONLINE_NOTIFICATION_RAID_WON": "{player} 님과 {other_player} 님이 {boss}을(를) 물리쳤습니다", - "ONLINE_NOTIFICATION_TRADED": "{player} 님과 {other_player} 님이 테이프를 거래했습니다", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player} 님과 {other_player} 님이 레이드를 시작했습니다", - "OFFLINE_REMATCH_NPC1.v1": "안녕! 지금 온라인이 아니라는 건 알지만, 그래도 재대결해 볼까요?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} 님이 의식 양초에 불을 붙였습니다", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "다음으로 마주치는 융합에 해적판이 포함될 수 있습니다", - "OFFLINE_REMATCH_NPC1_YES": "좋아요!", - "OFFLINE_REMATCH_NPC1.v2.n": "지난 PvP 전투가 성에 안 찼어요. 다시 싸워볼래요?", - "OFFLINE_REMATCH_NPC1.v2.m": "지난 PvP 전투가 성에 안 찼어요. 다시 싸워볼래요?", - "OFFLINE_REMATCH_NPC1.v2.f": "지난 PvP 전투가 성에 안 찼어요. 다시 싸워볼래요?", - "OFFLINE_REMATCH_NPC1_NO": "지금은 안 돼요.", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "호스팅(LAN 포트 {server_port})", - "ONLINE_STATE_CONNECTING": "연결 중...", - "ONLINE_BUTTON_LAN_SERVER": "LAN 세션 호스트", - "ONLINE_BUTTON_LAN_CLIENT": "LAN 세션 참가", - "ONLINE_ERROR_VERSION_CHECK_LAN": "연결 실패. 버전이 일치하지 않습니다.", - "ONLINE_SECTION_CONTROL": "제어", - "ONLINE_ERROR_MATCH_FULL": "연결 실패. 세션이 가득 찼습니다.", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "세션 참가 실패. 타 플레이어가 다른 게임 버전을 이용 중입니다.", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "연결 실패. 업데이트해야 합니다.", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "입력한 IP 주소, 호스트명 또는 포트 번호가 유효하지 않습니다.", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "요청 거절", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "나의 제안 확인", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "요청 취소", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "테이프 제안...", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "제안 수락", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "{remote_player} 님의 제안 확인", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "온라인 (초대 전용)", - "ONLINE_ALREADY_REQUESTING.m": "이미 해당 플레이어에게 다른 요청을 보냈습니다.", - "UI_PAUSE_ONLINE_BTN_1": "온라인 상태", - "ONLINE_REQUEST_ACTION_trade": "거래", - "ONLINE_ALREADY_REQUESTING.f": "이미 해당 플레이어에게 다른 요청을 보냈습니다.", - "BATTLE_NET_CLOSED_2_LOCAL.f": "연결이 끊겨 전투가 종료되었습니다.", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (나)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "이 로비는 크로스플레이가 비활성화되었습니다. 다른 시스템의 플레이어가 해당 코드로 참가하지 못할 수 있습니다.", - "ONLINE_REQUEST_LIST_BUTTON": "{title} 요청", - "ONLINE_INVITE_MESSAGE": "카세트 비스트를 함께 플레이해요!", - "ONLINE_SHOW_INVITE_CODE_COPIED": "클립보드에 복사 완료!", - "ONLINE_PLAYER_STATUS_0": "현재 {location_name_phrase} 모험 중.", - "ONLINE_PLAYER_STATUS_OFFLINE": "오프라인.", - "ONLINE_PLAYER_STATUS_1.n": "현재 {location_name_phrase} 다른 용무 중.", - "ONLINE_PLAYER_STATUS_1.m": "현재 {location_name_phrase} 다른 용무 중.", - "ONLINE_PLAYER_STATUS_2": "{location_name_phrase} 전투 중.", - "ONLINE_PLAYER_MENU_MAP": "지도에서 확인", - "ONLINE_PLAYER_STATUS_1.f": "현재 {location_name_phrase} 다른 용무 중.", - "ONLINE_PLAYER_MENU_TRADE": "거래 요청", - "ONLINE_PLAYER_MENU_BATTLE": "전투 요청", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "비활성화", - "ONLINE_PLAYER_LOCATION": "{player_name} 님, {location_name_phrase} 머무르는 중", - "UI_SETTINGS_NETWORK": "온라인 플레이", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "활성화", - "UI_SETTINGS_NETWORK_CROSSPLAY": "크로스플레이", - "OFFLINE_GIFTER_NPC1.v2": "안 그래도 지난 멀티플레이 세션 생각을 하던 참이에요. 언제 또 같이 플레이해요!", - "OFFLINE_GIFTER_NPC1.v1": "지금 온라인이 아니라는 건 알지만, 그래도 이걸 드리고 싶었어요!", - "OFFLINE_GIFTER_NPC1.v3": "안녕하세요! 지나가다가 당신 게임에 들렀어요. 오다가 이걸 주웠어요!", - "ROGUE_FUSION_BATTLE_SOLO": "단독 전투", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "{player_name} 님 초대", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]이 전투에서는 일시적으로 레벨이 {max_level}레벨로 감소합니다.[/center]", - "ROGUE_FUSION_RAID_REWARD": "보상: {item} x{item_amount}", - "ROGUE_FUSION_RAID_HACK_BUTTON": "해킹!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "당신과 {remote_player} 님이 패배했습니다...", - "ROGUE_FUSION_RAID_HACK_HINT": "사이버 재료를 {amount}개 사용해 이 융합의 타입을 변경합니다.", - "ITEM_COST_ELEMENT_WITH_OWNED": "{owned}/{amount} {currency}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "당신과 {remote_player} 님이 승리했습니다!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "전투에서 도망쳤습니다...", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "{server}에 연결 중...", - "ONLINE_STATE_CONNECTED.f": "연결됨", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "온라인 (친구와 플레이)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "친구 검색 중...", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "나의 제안", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "거래를 진행하면 게임이 자동으로 저장됩니다. 그래도 계속할까요?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "{remote_player} 님의 게임 내 몬스터 타입이 달라 거래할 수 없습니다.", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "{remote_player} 님의 제안", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "{remote_player} 님의 게임 내 몬스터 타입이 달라 거래할 수 없습니다.", - "CAPTAIN_CODEY_CM_CODEY7": "이제 넌 막대한 [shake rate=30 level=10]힘[/shake]을 손에 넣은 거야! [pause]이제 사이버 물질을 야생 융합에 사용할 수 있어. [wave amp=30 freq=10]자랑[/wave]하려는 건 아니지만, 내가 직접 발명한 거야.", - "CAPTAIN_CODEY_CM_CODEY6": "자, 이걸 줄게.", - "ONLINE_PLAYER_GAMERCARD": "게이머카드 표시", - "UPDATE_POPUP_MP_TITLE": "1.6 멀티플레이어 업데이트", - "UPDATE_POPUP_MP_2": "온라인 멀티플레이어를 시작하시려면 일시 정지 메뉴에서 {control.ui_action_1}를 누르세요.\\n\\n친구 목록의 플레이어에게 초대를 보내거나, 초대 코드를 생성해서 다른 플랫폼의 플레이어와 함께 플레이할 수 있습니다.", - "UPDATE_POPUP_MP_1": "1.6 업데이트에서는 온라인 멀티플레이어가 추가됩니다! 온라인 상태에서...\\n\\n- 최대 8명까지 친구들과 그룹을 이뤄 플레이하세요!\\n- 함께 세계를 탐험하세요!\\n- 서로 실력을 겨루고 테이프를 교환하세요!\\n- 팀을 이뤄 레이드로 야생 융합을 물리치세요!", - "CAPTAIN_CODEY_CM_CODEY8": "나는 마저 순찰대 일이나 하러 가야겠다. 다음에 언제 산으로 만나러 와. 알겠지?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "다른 플레이어의 연결이 끊겨 전투가 종료되었습니다.", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "중복 스티커:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "비활성화", - "ONLINE_DISPLAY_NAME_ANON": "익명", - "BATTLE_NET_CLOSED_1": "오류가 발생하여 전투가 종료되었습니다.", - "BATTLE_NET_CLOSED_2_LOCAL.n": "연결이 끊겨 전투가 종료되었습니다.", - "BATTLE_NET_CLOSED_2_REMOTE.n": "다른 플레이어의 연결이 끊겨 전투가 종료되었습니다.", - "BATTLE_NET_CLOSED_2_REMOTE.f": "다른 플레이어의 연결이 끊겨 전투가 종료되었습니다.", - "BATTLE_NET_CLOSED_2_LOCAL.m": "연결이 끊겨 전투가 종료되었습니다.", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "일부 온라인 멀티플레이어 기능을 사용하지 못할 수 있습니다.", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "크로스플레이 설정 변경 사항은 현재 온라인 세션 종료 후에 적용됩니다.", - "ONLINE_FRIENDS_PASSIVE_WARNING": "\\\"친구와 플레이\\\" 모드에서는 가끔 [i]친구가 아닌[/i] 사람과 매칭될 수 있습니다. 친구의 친구 또는 초대 코드를 가진 사람이 게임에 참가할 수 있습니다. 그래도 계속할까요?", - "ONLINE_CROSSPLAY_WARNING": "입력한 초대 코드는 크로스플레이 로비 전용이지만, 현재 크로스플레이 설정이 꺼져 있습니다. 해당 설정을 무시하고 계속할까요?", - "ONLINE_NOTIFICATION_DISCONNECTED": "연결 해제됨", - "ONLINE_REQUEST_SENT.f": "{remote_player} 님에게 {action} 요청을 보냈습니다!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "{reason} {remote_player} 님의 {action} 요청이 실패했습니다.", - "ONLINE_REQUEST_RECEIVED.f": "{remote_player} 님에게 {action} 요청을 받았습니다!", - "ONLINE_REQUEST_RECEIVED.m": "{remote_player} 님에게 {action} 요청을 받았습니다!", - "ONLINE_REQUEST_SENT.n": "{remote_player} 님에게 {action} 요청을 보냈습니다!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} 님이 자신의 {species1} 테이프 거래를 제안했습니다!", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} 님이 자신의 {species1} 테이프 거래를 제안했습니다!", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} 님이 자신의 {species2} 테이프와 당신의 {species1} 테이프를 교환하자고 제안했습니다.", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} 님이 자신의 {species2} 테이프와 당신의 {species1} 테이프를 교환하자고 제안했습니다.", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "요청 수락", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} 님이 자신의 {species2} 테이프와 당신의 {species1} 테이프를 교환하자고 제안했습니다.", - "ONLINE_REQUEST_RECEIVED_TRADE2": "{remote_player} 님의 제안 수락 대기 중...", - "ONLINE_BUTTON_FRIENDS_CREATE": "초대 전용 세션 시작", - "ONLINE_BUTTON_FRIENDS_JOIN": "초대 코드 입력", - "ONLINE_BUTTON_VIEW_FRIENDS": "친구 목록", - "ONLINE_HUD_PLAYER_COUNT": "플레이어 {0}/{1}명", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "넌 누구야?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "{player}, 또 만났네. 꽤 바빴나 봐?", - "CAPTAIN_CODEY_CM_CODEY2": "스캐너에 [wave amp=30 freq=10]사이버파[/wave]가 잡히고 있어. 너 때문인 것 같은데.", - "CAPTAIN_CODEY_ALREADY_MET1.m": "{player}, 또 만났네. 꽤 바빴나 봐?", - "CAPTAIN_CODEY_ALREADY_MET1.n": "{player}, 또 만났네. 꽤 바빴나 봐?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "사이버파...?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "그게 무슨 소리야?", - "CAPTAIN_CODEY_CM_CODEY4": "[wave amp=30 freq=10]모든 세계 사이의 공간[/wave]에 연결되어 있다던가. 난 그 기원에 대해서는 별 관심이 없어...", - "CAPTAIN_CODEY_CM_CODEY3": "사이버파! [pause][wave amp=30 freq=10]사이버 물질[/wave]에서 나오는 것 있잖아! [pause]최근에 빛나는 주황색 물질을 얻었지? 그걸 말하는 거야.", - "CAPTAIN_CODEY_CM_CODEY5": "하지만 야생 융합은 사이버 물질에 민감하지. 그걸 사용해서 융합을 해적판으로 만들 수 있어. [shake rate=30 level=10]우주적인[/shake] 수준으로 생명체를 해킹하는 거지!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "플레이어 ({0}명)", - "ONLINE_SECTION_PLAYERS": "플레이어 ({0}/{1}명)", - "UI_PAUSE_ONLINE_BTN_0": "온라인 플레이", - "ONLINE_STATE_CONNECTED.m": "연결됨", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "연결됨!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "연결됨!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "연결됨!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "{server_port} 포트에서 LAN 세션 호스팅 중", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "{remote_player} 님 외 {n}명과 플레이 중", - "ONLINE_NOTIFICATION_CONNECTED_1": "{remote_player} 님과 플레이 중", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} 님이 {species}의 {type} 타입 해적판 테이프를 획득했습니다", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "온라인 플레이. 친구 검색 중...", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} 님이 세션 참가", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} 님의 연결 해제", - "INFO_ONLINE_WITH_MODS1": "모드가 설치되어 있으면 온라인 크로스플레이가 비활성화됩니다. 크로스플레이 세션에 참가할 수 없고, 콘솔 플레이어가 당신의 세션에 참가할 수 없습니다.", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} 님이 도전을 수락했습니다!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} 님의 연결 해제", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} 님의 연결 해제", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "{remote_player} 님의 게임 내 몬스터 타입이 달라 함께 레이드할 수 없습니다.", - "ITEM_CYBER_MATERIAL_NAME": "사이버 물질", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "{remote_player} 님의 게임 내 몬스터 타입이 달라 함께 레이드할 수 없습니다.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "{remote_player} 님의 게임 내 몬스터 타입이 달라 함께 레이드할 수 없습니다.", - "BATTLE_RAID_DEFERRED_RECORDING": "레이드에서 승리하면 두 플레이어 모두 이 테이프를 받습니다.", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "해당 플레이어를 찾을 수 없습니다.", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "{remote_player} 님과 레이드할 수 없습니다.", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} 님이 레이드 요청을 수락했습니다!", - "ITEM_HACKING_GLOVE_NAME": "해킹 장갑", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "빛을 발하고 에너지로 가득한 물질. 가상 현실에 대한 1980년대 영화에서 나온 것처럼 생겼다.", - "CAPTAIN_CODEY_CM_CODEY1": "아, 내 [wave amp=30 freq=10]목표[/wave]가 나타났군. 센서가 [wave amp=30 freq=10]미친 듯이[/wave] 신호를 보내고 있어.", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "응?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "전투 전에 사이버 물질을 사용하여 야생 융합의 원소 타입을 변경할 수 있게 해주는 레트로 게임 컨트롤러.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "{0}레벨로 평준화", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "스티커 속성:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "무제한", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "활성화", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "비활성화", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "비활성화", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "융합", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "활성화", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "활성화 + 융합 필살기", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "활성화", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "다른 플레이어를 기다리는 중...", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "지금은 해당 플레이어가 바쁩니다. 나중에 다시 시도하세요.", - "UI_TAPE_COLLECTION_OFFER_TRADE": "{remote_player} 님에게 제안", - "ONLINE_REQUEST_TRADE_PROMPT": "{remote_player} 님에게 제안할 테이프를 선택하세요.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "지금은 해당 플레이어가 바쁩니다. 나중에 다시 시도하세요.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "지금은 해당 플레이어가 바쁩니다. 나중에 다시 시도하세요.", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "{remote_player} 님의 게임 내 몬스터 타입이 달라 거래할 수 없습니다.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "레벨:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "전투 규칙", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "{remote_player} 님과 거래할 수 없습니다.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "{remote_player} 님에게 승리했습니다!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "{remote_player} 님의 {action} 요청을 거절했습니다.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "{action} 요청을 취소했습니다.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "{action} 요청을 취소했습니다.", - "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} 완료.", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "친구와 플레이", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "LAN 세션", - "NOTIFICATION_REQUEST": "요청", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "연결을 해제하여", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} 님이 연결을 해제하여", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} 님이 연결을 해제하여", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "{reason} {remote_player} 님의 {action} 요청이 실패했습니다.", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "{reason} {remote_player} 님의 {action} 요청이 실패했습니다.", - "ONLINE_REQUEST_UI_TITLE": "{remote_player} 님의 {action} 요청", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "초대 코드 입력", - "ONLINE_ERROR_CONNECTION_FAILED": "연결 실패.", - "ONLINE_ERROR_CONNECTION_ERROR": "연결 오류({error}).", - "ONLINE_BUTTON_INVITE_FRIENDS": "친구 초대", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "거래 완료. {remote_player} 님의 {species2} 테이프가 당신의 보관함에 들어왔습니다!", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "거래 완료. {remote_player} 님의 {species2} 테이프가 당신의 보관함에 들어왔습니다!", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "{remote_player} 님에게 항복했습니다...", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player} 님에게 패배했습니다...", - "ONLINE_ALREADY_REQUESTING.n": "이미 해당 플레이어에게 다른 요청을 보냈습니다.", - "ONLINE_REQUEST_ACTION_battle": "전투", - "ONLINE_REQUEST_ACTION_raid": "레이드", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "{reason} {action} 요청이 실패했습니다.", - "ONLINE_REQUEST_RECEIVED.n": "{remote_player} 님에게 {action} 요청을 받았습니다!", - "ONLINE_REQUEST_SENT.m": "{remote_player} 님에게 {action} 요청을 보냈습니다!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "{action} 요청을 취소했습니다.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "거래 완료. {remote_player} 님의 {species2} 테이프가 당신의 보관함에 들어왔습니다!", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "다른 플레이어를 기다리는 중...", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "다른 플레이어를 기다리는 중...", - "ONLINE_ERROR_INVALID_INVITE": "연결 실패. 초대가 유효하지 않습니다.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "연결을 해제하여", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} 님이 {action} 요청을 취소했습니다.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "{remote_player} 님의 {action} 요청을 거절했습니다.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "연결을 해제하여", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} 님이 연결을 해제하여", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "오류가 발생하여", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "온라인 (참가함)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "플레이어 {0}명", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "{reason} {action} 요청이 실패했습니다.", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "{reason} {action} 요청이 실패했습니다.", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "설정 중...", - "ONLINE_BUTTON_FRIENDS_INVITE": "{name} 님의 초대 수락", - "ONLINE_BUTTON_DISCONNECT": "연결 해제", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:포트", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "서버 연결 끊어짐.", - "ONLINE_STATE_CONNECTED.n": "연결됨", - "ACHIEVEMENT_DESC_obtain_candevil": "알사탄을 획득한다.", - "ACHIEVEMENT_NAME_obtain_bansheep": "양의 꿈", - "ACHIEVEMENT_DESC_obtain_bansheep": "밴십을 획득한다.", - "ACHIEVEMENT_NAME_partner_viola": "바이올라", - "ACHIEVEMENT_DESC_partner_viola": "바이올라를 잠금 해제한다.", - "ACHIEVEMENT_NAME_remaster": "리마스터링", - "ACHIEVEMENT_DESC_aa_helia": "융합의 정수에게 승리한다.", - "ACHIEVEMENT_NAME_met_npc_magikrab": "기차역 직원", - "ACHIEVEMENT_DESC_met_npc_magikrab": "충실한 기차역 관리인과 만난다.", - "ACHIEVEMENT_NAME_met_npc_amber": "컴 백 홈", - "ACHIEVEMENT_DESC_met_npc_amber": "머나먼 곳에서 도움의 손길을 찾는다.", - "ACHIEVEMENT_NAME_met_npc_merline": "땅 밑의 존재", - "ACHIEVEMENT_DESC_met_npc_merline": "얼굴 없는 존재와 대면한다.", - "ACHIEVEMENT_DESC_traveling_merchant": "유랑 상인과 만난다.", - "ACHIEVEMENT_NAME_traveling_merchant": "골라골라", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "희귀 스티커를 획득한다.", - "ACHIEVEMENT_NAME_ability_glide": "날개를 활짝 펴고", - "ACHIEVEMENT_DESC_ability_glide": "나방 활공 능력을 획득한다.", - "ACHIEVEMENT_DESC_ability_dash": "총알사우루스 대시 능력을 획득한다.", - "ACHIEVEMENT_NAME_ability_dash": "총알사우루스 대시", - "ACHIEVEMENT_NAME_ability_magnetism": "찌릿찌릿", - "ACHIEVEMENT_DESC_ability_magnetism": "전자기 능력을 획득한다.", - "ACHIEVEMENT_NAME_ability_swim": "바다의 왕자", - "ACHIEVEMENT_NAME_ability_climb": "데굴데굴", - "ACHIEVEMENT_DESC_ability_swim": "잠수개 수영 능력을 획득한다.", - "ACHIEVEMENT_DESC_gambit_win": "올인 상태에서 전투를 승리한다.", - "ACHIEVEMENT_DESC_ability_climb": "호박 넝쿨 공 능력을 획득한다.", - "ACHIEVEMENT_NAME_ability_flight": "날아올라", - "ACHIEVEMENT_DESC_ability_flight": "잘가조 비행 능력을 획득한다.", - "ACHIEVEMENT_DESC_ability_fusion_radar": "융합 레이더를 획득한다.", - "ACHIEVEMENT_NAME_ability_fusion_radar": "융합 포착", - "ACHIEVEMENT_NAME_intermission": "이게 아닌데", - "ACHIEVEMENT_DESC_intermission": "머나먼 곳에서 정신을 차린다.", - "ACHIEVEMENT_DESC_ending": "오래전 사라졌다고 여겨졌던 문을 연다.", - "ACHIEVEMENT_NAME_ending": "현생으로", - "ACHIEVEMENT_NAME_preemptive_win": "시작하기도 전에", - "ACHIEVEMENT_DESC_preemptive_win": "전투가 시작하기 전에 승리한다.", - "ACHIEVEMENT_DESC_ghostly_win": "유령 상태에서 전투를 승리한다.", - "ACHIEVEMENT_NAME_ghostly_win": "죽음은 우릴 지배하지 못하리", - "ACHIEVEMENT_NAME_gambit_win": "묻고 더블로 가", - "ACHIEVEMENT_DESC_reopened_stations_final": "모르간테의 노래에 얽힌 수수께끼를 푼다.", - "ACHIEVEMENT_NAME_aa_morgante": "저항", - "ACHIEVEMENT_DESC_aa_aleph_null": "세계의 틈새에서 불가능에 도전한다.", - "ACHIEVEMENT_NAME_aa_aleph_null": "시간의 화살", - "ACHIEVEMENT_DESC_aa_morgante": "원래 모습을 되찾은 고대의 힘을 물리친다.", - "ACHIEVEMENT_NAME_aa_lamento_mori": "죽음의 천사", - "ACHIEVEMENT_DESC_aa_lamento_mori": "라멘토 모리를 물리친다.", - "ACHIEVEMENT_DESC_kuneko_altars_3": "제단 3곳에서 쿠네코와 만난다.", - "ACHIEVEMENT_NAME_kuneko_altars_4": "나를 잊지 말아요 5", - "ACHIEVEMENT_NAME_quest_viola1": "폭풍우", - "ACHIEVEMENT_DESC_quest_felix_complete": "펠릭스의 퀘스트를 완료한다.", - "ACHIEVEMENT_DESC_quest_meredith1": "메러디스와 함께 백화점으로 간다.", - "ACHIEVEMENT_DESC_quest_viola1": "바이올라와 함께 난파선으로 간다.", - "ACHIEVEMENT_NAME_quest_meredith_complete": "내게 필요한 오직 하나", - "ACHIEVEMENT_DESC_quest_meredith_complete": "메러디스의 퀘스트를 완료한다.", - "ACHIEVEMENT_NAME_quest_felix_complete": "나를 잊지 말아요 6", - "ACHIEVEMENT_NAME_quest_dog_complete": "앉아 기다려", - "ACHIEVEMENT_DESC_quest_dog_complete": "왈왈이의 퀘스트를 완료한다.", - "ACHIEVEMENT_DESC_quest_viola_complete": "바이올라의 퀘스트를 완료한다.", - "ACHIEVEMENT_NAME_quest_viola_complete": "그대는 어디에", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "사랑의 세레나데", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "케일리의 호감도를 5까지 올린다.", - "ACHIEVEMENT_NAME_aa_cube": "신플라톤주의적 고체", - "ACHIEVEMENT_DESC_aa_cube": "헤카헤드론을 물리친다.", - "ACHIEVEMENT_NAME_aa_alice": "자만의 아이", - "ACHIEVEMENT_DESC_aa_alice": "앨리스를 물리친다.", - "ACHIEVEMENT_NAME_aa_puppet": "꼭두각시의 주인", - "ACHIEVEMENT_DESC_aa_puppet": "포피톡스를 물리친다.", - "ACHIEVEMENT_NAME_aa_tower": "무지의 탑", - "ACHIEVEMENT_DESC_aa_tower": "바벨리스를 물리친다.", - "ACHIEVEMENT_NAME_song_parts_8": "이상한 나라", - "ACHIEVEMENT_NAME_aa_helia": "태양을 피하는 법", - "ACHIEVEMENT_DESC_song_parts_8": "모르간테의 노래를 완성한다.", - "ACHIEVEMENT_DESC_offices_cleared_5": "투기단 사무실을 5곳 처리한다.", - "ACHIEVEMENT_DESC_quest_felix1": "쿠네코와 만난다.", - "ACHIEVEMENT_NAME_quest_felix1": "나를 잊지 말아요 1", - "ACHIEVEMENT_NAME_kuneko_altars_1": "나를 잊지 말아요 2", - "FOLKLORD_NAME": "킹풋", - "MACABRA_DESCRIPTION": "해골 위에 앉은 송곳니 난 생명체", - "FOLKLORD_NAME_PREFIX": "킹", - "FOLKLORD_LORE_1": "주금브라가 완전히 성장한 형태인 킹풋은 원래 앉아있었던 해골을 뒤집어 쓰고 있다. 해골은 머리에 딱 맞는 형태로 변형되었으며, 팔과 상체의 근육은 다리가 지탱할 수 없을 정도로 커져 장시간 걸어 다닐 수 없을 정도다.", - "FOLKLORD_NAME_SUFFIX": "풋", - "FOLKLORD_DESCRIPTION": "해골 머리를 한 거인", - "FOLKLORD_LORE_2": "북미에는 숲에 사는 거대한 인간형 생물로 묘사되는 미확인생물이 여럿 존재하며, 여기에는 유인원의 모습을 한 빅풋과 사스콰치 등이 있다.", - "SQUIREY_NAME": "견습갑", - "SQUIREY_NAME_PREFIX": "견습", - "SQUIREY_LORE_1": "흔히 찾아볼 수 있는 견습갑은 주로 뉴위럴의 들판을 돌아다니며 싸울 상대를 찾는다. 귀여운 겉모습에도 불구하고 이들은 전투에 전념하는 전사이며, 내면에는 실력을 갈고닦아야 한다는 열정이 불타오른다.", - "SQUIREY_NAME_SUFFIX": "갑", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "치열한 전투에서 무엇이 더 중요할까?", - "SQUIREY_LORE_2": "중세 시대에 \\\"종자\\\"는 견습 기사를 일컫는 호칭이었다. 종자는 무기를 휴대하는 등 기사를 보조하는 역할을 맡았으며, 자신의 실력을 증명하면 기사가 될 수 있었다.", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "명예", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "승리", - "PALANGOLIN_NAME": "팔라골린", - "SQUIREY_DESCRIPTION": "창을 든 천산갑", - "PALANGOLIN_NAME_PREFIX": "팔라", - "PALANGOLIN_LORE_1": "팔라골린은 원칙을 버리지 않은 견습갑으로, 훌륭한 미덕을 갖춘 기사가 되었다. 팔라골린은 황금 할버드를 휘두르며 치열한 전투에서 아군을 보호한다.", - "PALANGOLIN_NAME_SUFFIX": "골린", - "PALANGOLIN_LORE_2": "유럽 역사에서 기사는 국가를 위해 봉사한 대가로 기사 작위를 받은 인물을 의미했다. 아서왕 전설이 인기를 끌면서 기사가 묘사되는 방식도 그 영향을 받았고, 이제 기사는 주로 기사도 그리고 영웅적인 행동과 관련지어지곤 한다.", - "MANISPEAR_NAME": "창산갑", - "PALANGOLIN_DESCRIPTION": "할버드를 든 기사", - "MANISPEAR_NAME_PREFIX": "창", - "MANISPEAR_NAME_SUFFIX": "산갑", - "MANISPEAR_LORE_2": "\\\"흑기사\\\"는 여럿 전승에서 반복해서 모습을 보이는 등장인물의 전형으로, 기사도의 길에서 어긋난 가면 쓴 기사로 묘사되는 경우가 많다. 흑기사는 주로 이야기의 주인공이 극복해야 하는 난관 또는 장애물로 비쳐진다.", - "MANISPEAR_LORE_1": "훈련 과정에서 어두운 충동에 굴복한 견습갑은 창산갑이 된다. 검은 투구로 얼굴을 가린 창산갑은 자제심을 잃은 채 전투를 펼친다.", - "MUSKRATEER_NAME": "쥐총사", - "MANISPEAR_DESCRIPTION": "거대한 검을 든 기사", - "MUSKRATEER_NAME_PREFIX": "쥐총", - "MUSKRATEER_NAME_SUFFIX": "총사", - "ITEM_TAPE_BLACK_SHUCK_NAME": "블랙 셔크의 테이프", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "블랙 셔크가 남긴 수수께끼의 검은 테이프.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "대상 하나를 공격한다. 대상에게 {status_effect} 상태를 부여한다.", - "ITEM_TAPE_BEAST_NAME": "인조 모피 테이프", - "ITEM_TAPE_FIRE_DESCRIPTION": "토스터로 데워도 안전하다고 적혀있다. 한때 빵을 사면 이 이상한 판촉용 테이프가 따라왔지만, 당연하게도 손에 화상을 입거나 화재가 발생하는 경우가 속출하면서 수많은 고객 불만이 접수되었다. 하지만 불 타입 몬스터를 녹음할 때 효율이 매우 높다.", - "ITEM_TAPE_FIRE_NAME": "토스터 테이프", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "\\\"100% 재활용 플라스틱\\\"으로 만들어졌다는 테이프. 플라스틱 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_PLANT_NAME": "나무껍질 테이프", - "ITEM_TAPE_PLANT_DESCRIPTION": "겉 부분이 진짜 나무껍질로 만들어진 테이프. 식물 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_PLASTIC_NAME": "재활용 테이프", - "ITEM_TAPE_WATER_NAME": "물 채운 테이프", - "ITEM_TAPE_WATER_DESCRIPTION": "투명 플라스틱으로 만든 테이프. 물을 채운 후 밀봉했다. 사용하지 않을 때에는 옆면에 달린 두 개의 버튼으로 고리 걸기 게임을 할 수 있다. 물 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_POISON_NAME": "뱀가죽 테이프", - "ITEM_TAPE_ASTRAL_NAME": "천상의 테이프", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "가끔 다른 물체를 통과해 골치를 썩이는 무형의 테이프. 표면을 통해 머나먼 별 같은 작은 불빛이 보인다. 우주 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_POISON_DESCRIPTION": "인조 뱀가죽으로 만든 멋들어진 테이프. 독 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_ICE_NAME": "아이스 나인 테이프", - "ITEM_TAPE_LIGHTNING_NAME": "초전도 테이프", - "ITEM_TAPE_ICE_DESCRIPTION": "얼음으로 만든 차가운 테이프. 절대 녹지 않는 듯하며, 물에 넣으면 안 된다는 경고문이 있다. 얼음 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "\\\"보스-아인슈타인 응집체 포함!\\\"이라고 적혀 있는 테이프. 번개 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_AIR_NAME": "에어로졸 테이프", - "ITEM_TAPE_EARTH_NAME": "세라믹 테이프", - "ITEM_TAPE_AIR_DESCRIPTION": "공기 타입 몬스터를 기록할 때 효율이 매우 높은 테이프. 위급한 상황에는 헤어스프레이로 사용할 수도 있다.", - "ITEM_TAPE_METAL_NAME": "페리크롬 테이프", - "ITEM_TAPE_METAL_DESCRIPTION": "금속 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_EARTH_DESCRIPTION": "겉 부분이 강화 세라믹으로 만들어진 테이프. 대지 타입 몬스터를 기록할 때 효율이 매우 높다.", - "ITEM_TAPE_USE_ON.m": "{0} 기록", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "{0} 기록", - "ITEM_TAPE_USE_ON.n": "{0} 기록", - "ITEM_NAME_RARITY_1": "{item_name} (고급)", - "ITEM_NAME_RARITY_2": "{item_name} (희귀)", - "BOOSTER_PACK_ELEMENTS_NAME": "\\\"원소\\\" 스티커 팩", - "BOOSTER_PACK_NATURE_NAME": "\\\"자연\\\" 스티커 팩", - "BOOSTER_PACK_POLLUTION_NAME": "\\\"공해\\\" 스티커 팩", - "BOOSTER_PACK_WILDCARD_NAME": "\\\"와일드카드\\\" 스티커 팩", - "MAP_NAME_OVERWORLD_PHRASE": "뉴위럴에서", - "BOOSTER_PACK_DESCRIPTION": "테마 별로 스티커 4장이 들어있는 부스터 팩. 고급 또는 희귀 스티커가 최소 1장 들어있다!", - "MAP_NAME_DEAD_WORLD_PHRASE": "정체불명의 장소에서", - "MAP_NAME_OVERWORLD": "뉴위럴", - "REGION_NAME_UNKNOWN": "???", - "REGION_NAME_MALL": "곤두박질 백화점", - "MAP_NAME_DEAD_WORLD": "???", - "REGION_NAME_UNKNOWN_PHRASE": "정체불명의 장소에서", - "REGION_NAME_MALL_PHRASE": "곤두박질 백화점에서", - "REGION_NAME_PLAINS1": "뉴위럴 들판", - "REGION_NAME_TOWN": "항구촌", - "REGION_NAME_TOWN_PHRASE": "항구촌에서", - "REGION_NAME_PLAINS1_PHRASE": "뉴위럴 들판에서", - "REGION_NAME_TOWN_WEST": "항구촌 서부", - "REGION_NAME_TOWN_WEST_PHRASE": "항구촌 서부에서", - "REGION_NAME_CAFE": "그래머폰 카페", - "REGION_NAME_CAFE_PHRASE": "그래머폰 카페에서", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "항구촌역을 통해 그래머폰 카페로", - "REGION_NAME_HOSPITAL": "항구촌 병원", - "REGION_NAME_HOSPITAL_PHRASE": "병원에서", - "REGION_NAME_CHEMIST": "화학자의 상점", - "REGION_NAME_MUSEUM": "역사관", - "REGION_NAME_MUSEUM_PHRASE": "역사관에서", - "REGION_NAME_CHEMIST_PHRASE": "화학자의 상점에서", - "REGION_NAME_TOWN_OUTSKIRTS": "항구촌 외곽", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "항구촌 외곽에서", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "항구촌 외곽 동굴", - "REGION_NAME_TOWN_BEACH": "항구촌 해변", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "항구촌 외곽 동굴에서", - "REGION_NAME_DEADLANDS_PHRASE": "불모지에서", - "REGION_NAME_DEADLANDS": "불모지", - "REGION_NAME_TOWN_BEACH_PHRASE": "항구촌 해변에서", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "공원에서", - "REGION_NAME_NEW_WIRRAL_PARK": "뉴위럴 공원", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "뉴위럴 공원 동굴", - "REGION_NAME_TOWN_STATION": "항구촌역", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "공원 동굴에서", - "REGION_NAME_DUNGEON_GLOWSHROOM": "글로우스터 가도역", - "REGION_NAME_TOWN_STATION_PHRASE": "항구촌역에서", - "REGION_NAME_UPPER_PATH": "윗길", - "REGION_NAME_UPPER_PATH_PHRASE": "윗길에서", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "글로우스터 가도역에서", - "REGION_NAME_MIRE_SEA": "수렁해", - "REGION_NAME_MIRE_SEA_PHRASE": "수렁해에서", - "REGION_NAME_DUNGEON_WATERLOOP": "워터루프역", - "REGION_NAME_SOUTHERN_ISLES": "남부 군도", - "REGION_NAME_DINO_QUARRY": "불모지 다이노 채석장", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "남부 군도에서", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "워터루프역에서", - "REGION_NAME_OLD_VILLAGE": "불모지 뉴런던", - "REGION_NAME_DINO_QUARRY_PHRASE": "다이노 채석장에서", - "REGION_NAME_OLD_VILLAGE_PHRASE": "뉴런던에서", - "REGION_NAME_DEADLANDS_CAVES": "불모지 동굴", - "REGION_NAME_LAKE_PHRASE": "호수에서", - "REGION_NAME_LAKE": "서스타톤 호수", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "불모지 동굴에서", - "REGION_NAME_LAKE_CAVES": "서스타톤 호수 동굴", - "REGION_NAME_LAKESIDE": "호숫가", - "REGION_NAME_LAKESIDE_PHRASE": "호숫가에서", - "REGION_NAME_LAKE_CAVES_PHRASE": "호수 아래 동굴에서", - "REGION_NAME_LAKESIDE_CAVES": "호숫가 동굴", - "REGION_NAME_MT_WIRRAL": "위럴산", - "REGION_NAME_MT_WIRRAL_PHRASE": "위럴산에서", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "호숫가 동굴에서", - "REGION_NAME_MT_WIRRAL_CAVES": "위럴산 동굴", - "REGION_NAME_EASTHAM_WOODS": "이스트햄 숲", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "위럴산 동굴에서", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "이스트햄 숲에서", - "REGION_NAME_EASTHAM_WOODS_CAVES": "이스트햄 숲 동굴", - "REGION_NAME_HAM_PHRASE": "그러니까... \\\"햄\\\"에서", - "REGION_NAME_HAM": "\\\"햄\\\"", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "이스트햄 숲 동굴에서", - "REGION_NAME_AUTUMN_HILL": "가을 언덕", - "REGION_NAME_AUTUMN_HILL_PHRASE": "가을 언덕에서", - "REGION_NAME_AUTUMN_HILL_CAVES": "가을 언덕 동굴", - "REGION_NAME_COMMUNE": "애도촌", - "REGION_NAME_COMMUNE_PHRASE": "애도촌에서", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "가을 언덕 동굴에서", - "REGION_NAME_COMMUNE_STATION": "애도촌 초승달역", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "아이스링턴역에서", - "REGION_NAME_MT_WIRRAL_STATION": "아이스링턴역", - "REGION_NAME_COMMUNE_STATION_PHRASE": "애도촌 초승달역에서", - "REGION_NAME_MEADOW_PHRASE": "벚나무 초원에서", - "REGION_NAME_MEADOW": "벚나무 초원", - "REGION_NAME_MEADOW_CAVES": "벚나무 초원 동굴", - "REGION_NAME_MARSH": "늪지대", - "REGION_NAME_MARSH_PHRASE": "늪지대에서", - "REGION_NAME_MEADOW_CAVES_PHRASE": "벚나무 초원 동굴에서", - "REGION_NAME_MARSH_CAVES": "늪지대 동굴", - "REGION_NAME_FARM": "파이퍼 농장", - "REGION_NAME_FARM_PHRASE": "파이퍼 농장에서", - "REGION_NAME_MARSH_CAVES_PHRASE": "늪지대 동굴에서", - "REGION_NAME_GRAVEYARD": "잃어버린 심장 공동묘지", - "REGION_NAME_GRAVEYARD_PHRASE": "공동묘지에서", - "REGION_NAME_CAST_IRON_SHORE": "무쇠 해안", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "무쇠 해안에서", - "REGION_NAME_DUNGEON_GRAVEYARD": "알드그레이브 무덤역", - "REGION_NAME_STATION_FINAL": "밤다리역", - "REGION_NAME_DUNGEON_SHIPWRECK": "\\\"타이타니아\\\" 난파선", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "알드그레이브 무덤역에서", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "바드스트리트역에서", - "REGION_NAME_SHIPWRECK_STATION": "바드스트리트역", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "\\\"타이타니아\\\" 난파선에서", - "REGION_NAME_DUNGEON_MEADOW": "벚꽃교차로역", - "REGION_NAME_STATION_FINAL_PHRASE": "밤다리역에서", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "벚꽃교차로역에서", - "REGION_NAME_MEADOW_CHURCH": "글레이스테인베리 수도원", - "REGION_NAME_BROKENHEAD_PHRASE": "브로큰헤드에서", - "REGION_NAME_BROKENHEAD": "브로큰헤드", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "글레이스테인베리 수도원에서", - "REGION_NAME_LANDKEEPER_HQ": "투기단 본부", - "REGION_NAME_KAYLEIGH_HOME": "케일리의 집", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "투기단 본부에서", - "REGION_NAME_MEREDITH_HOME": "메러디스의 작업실", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "케일리의 집에서", - "REGION_NAME_FELIX_HOME": "펠릭스의 집", - "REGION_NAME_FELIX_HOME_PHRASE": "펠릭스의 집에서", - "REGION_NAME_MEREDITH_HOME_PHRASE": "메러디스의 작업실에서", - "REGION_NAME_EUGENE_HOME": "유진의 집", - "REGION_NAME_EUGENE_HOME_PHRASE": "유진의 집에서", - "REGION_NAME_RANGER_OUTPOST": "순찰대 전초기지", - "REGION_NAME_TOWN_HALL": "시청", - "REGION_NAME_TOWN_HALL_PHRASE": "시청에서", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "순찰대 전초기지에서", - "REGION_NAME_AMBER_LODGE": "앰버 롯지", - "REGION_NAME_POWER_STATION_PHRASE": "발전소에서", - "REGION_NAME_AMBER_LODGE_PHRASE": "앰버 롯지에서", - "REGION_NAME_POWER_STATION": "발전소", - "MAP_FEATURE_CAVE": "동굴", - "MAP_FEATURE_DAILY_ITEM": "일일 아이템", - "MAP_FEATURE_LANDKEEPER_OFFICE": "투기단 사무실", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "유진의 비밀 프로젝트", - "MAP_FEATURE_CRATER": "크레이터", - "MAP_FEATURE_WATER_PIPE": "배수관", - "MAP_FEATURE_RUINS": "폐허", - "MAP_FEATURE_DINO_QUARRY": "다이노 채석장", - "MAP_FEATURE_CAMPSITE": "야영지", - "MAP_FEATURE_TOWN_WEST_RIVER": "파이퍼강", - "MAP_FEATURE_DIVEAL_ISLAND": "잠수개섬", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "정체불명의 이상 현상", - "MAP_FEATURE_TOWN_BRIDGE": "항구촌 다리", - "MAP_FEATURE_FARM_BRIDGE": "파이퍼 다리", - "MAP_FEATURE_FARM_PLOT": "호박밭", - "MAP_FEATURE_STICKER_MERCHANTS": "스티커 상인", - "MOVE_SMACK_NAME": "후려치기", - "MOVE_SLICE_NAME": "베기", - "MOVE_DOUBLE_SMACK_NAME": "두 번 후려치기", - "MOVE_DOUBLE_SLICE_NAME": "두 번 베기", - "MOVE_MULTI_SMACK_NAME": "연속 후려치기", - "MOVE_MULTI_SHOT_NAME": "연속 발사", - "MOVE_WALLOP_NAME": "강타", - "MOVE_CLOBBER_NAME": "구타", - "MOVE_BISHBASHBOSH_NAME": "퍽 퍽 퍽", - "MOVE_THE_OLD_1_2_NAME": "원투 펀치", - "MOVE_SPIT_NAME": "침 뱉기", - "MOVE_SPRAY_NAME": "분사", - "MOVE_ENERGY_SHOT_NAME": "에너지 발사", - "MOVE_ENERGY_WAVE_NAME": "에너지 파동", - "MOVE_COATING_WATER_NAME": "물 코팅", - "MOVE_COATING_PLASTIC_NAME": "플라스틱 코팅", - "MOVE_COATING_EARTH_NAME": "대지 코팅", - "MOVE_COATING_AIR_NAME": "공기 코팅", - "MOVE_COATING_FIRE_NAME": "불 코팅", - "MOVE_COATING_ASTRAL_NAME": "우주 코팅", - "MOVE_COATING_LIGHTNING_NAME": "번개 코팅", - "MOVE_COATING_METAL_NAME": "금속 코팅", - "MOVE_COATING_BEAST_NAME": "야수 코팅", - "MOVE_COATING_ELEMENTAL_NAME": "원소 코팅", - "MOVE_COATING_PLANT_NAME": "식물 코팅", - "MOVE_COATING_POISON_NAME": "독 코팅", - "MOVE_COATING_ICE_NAME": "얼음 코팅", - "MOVE_INFLAME_NAME": "가열", - "MOVE_COATING_GLASS_NAME": "유리 코팅", - "MOVE_INCINERATE_NAME": "소각", - "MOVE_BRICK_BLAST_NAME": "벽돌 작렬", - "MOVE_FIRE_WALL_NAME": "불 방벽", - "MOVE_BEAST_WALL_NAME": "야수 방벽", - "MOVE_PLANT_WALL_NAME": "식물 방벽", - "MOVE_METAL_WALL_NAME": "금속 방벽", - "MOVE_ICE_WALL_NAME": "얼음 방벽", - "MOVE_POISON_WALL_NAME": "독 방벽", - "MOVE_ELEMENTAL_WALL_NAME": "원소 방벽", - "MOVE_PLASTIC_WALL_NAME": "플라스틱 방벽", - "MOVE_WATER_WALL_NAME": "물 방벽", - "MOVE_ASTRAL_WALL_NAME": "우주 방벽", - "MOVE_LIGHTNING_WALL_NAME": "번개 방벽", - "MOVE_AIR_WALL_NAME": "공기 방벽", - "MOVE_EARTH_WALL_NAME": "대지 방벽", - "MOVE_GLASS_WALL_NAME": "유리 방벽", - "MOVE_DEJAVU_NAME": "데자뷔", - "MOVE_AP_STEAL_NAME": "AP 강탈", - "MOVE_AP_BOOST_NAME": "AP 부스트", - "MOVE_AP_DRAIN_NAME": "AP 소진", - "MOVE_REVENGE_STRIKE_NAME": "보복 타격", - "MOVE_PREEMPTIVE_STRIKE_NAME": "선제 타격", - "MOVE_AP_REFUND_NAME": "AP 반환", - "MOVE_SELF_DESTRUCT_NAME": "자폭", - "MOVE_ROLL_AGAIN_NAME": "다시 굴리기", - "MOVE_AP_STARTER_NAME": "AP 스타터", - "MOVE_PARRY_STANCE_NAME": "튕겨내기 태세", - "MOVE_LAST_RITES_NAME": "사망 선고", - "MOVE_HEADSHOT_NAME": "헤드샷", - "MOVE_SLEEP_TALK_NAME": "잠꼬대", - "MOVE_COSMIC_KUNAI_NAME": "우주 투척검", - "MOVE_SLEEP_WALK_NAME": "몽유병", - "MOVE_HYPNOTIZE_NAME": "최면", - "MOVE_HP_ABSORB_NAME": "생명 흡수", - "MOVE_DEFEND_NAME": "방어", - "MOVE_RAISE_SHIELDS_NAME": "방패 들기", - "MOVE_POISON_POLLEN_NAME": "독성 꽃가루", - "MOVE_SNOOZE_SPORE_NAME": "수면 포자", - "MOVE_LEECH_NAME": "흡혈", - "MOVE_DODGE_NAME": "회피", - "MOVE_FOCUS_NAME": "집중", - "MOVE_SPRINT_NAME": "전력 질주", - "MOVE_WINK_NAME": "윙크", - "MOVE_FLIRT_NAME": "유혹", - "MOVE_PEEKABOO_NAME": "까꿍", - "MOVE_TRIP_NAME": "발 걸기", - "MOVE_NOD_NAME": "끄덕이기", - "MOVE_CRITICIZE_NAME": "비난", - "MOVE_COMPLIMENT_NAME": "칭찬", - "MOVE_SHARPEN_NAME": "날 갈기", - "MOVE_RAISE_ARMS_NAME": "무기 들기", - "MOVE_JUMP_SCARE_NAME": "겁주기", - "MOVE_HOT_POTATO_NAME": "폭탄 돌리기", - "MOVE_ZOOMIES_NAME": "우다다", - "MOVE_QUICK_SMACK_NAME": "빨리 후려치기", - "MOVE_TAUNT_NAME": "도발", - "MOVE_SURE_FIRE_NAME": "일발필중", - "MOVE_BE_RANDOM_NAME": "아무거나!", - "MOVE_DOG_YEARS_NAME": "개의 시간", - "MOVE_COPYCAT_NAME": "흉내쟁이", - "MOVE_COPYCAT_TITLE": "흉내쟁이: {move_name}", - "MOVE_GLITTER_BOMB_NAME": "반짝이 폭탄", - "MOVE_PROVOKE_NAME": "자극", - "MOVE_HIBERNATE_NAME": "동면", - "MOVE_MEDITATE_NAME": "명상", - "MOVE_SUMMON_TULPA_NAME": "툴파 소환", - "MOVE_LIGHTNING_BOLT_NAME": "벼락", - "MOVE_FUSION_POWER_NAME": "융합 필살기", - "MOVE_FUSION_POWER_GENERATED_NAME": "융합 필살기: {prefix} {suffix}", - "MOVE_DESPERATION_NAME": "자포자기", - "MOVE_CROSSFADE_NAME": "크로스 페이드", - "MOVE_DELEGATE_NAME": "위임", - "MOVE_BITE_NAME": "깨물기", - "MOVE_BONE_CANNON_NAME": "뼈 대포", - "MOVE_STICKY_TONGUE_NAME": "할짝할짝", - "MOVE_ZEPHYR_NAME": "산들바람", - "MOVE_CHARGE_NAME": "충전", - "MOVE_SONIC_BOOM_NAME": "소닉붐", - "MOVE_BATTERY_NAME": "배터리", - "MOVE_SCORCH_NAME": "작열", - "MOVE_RAPID_FIRE_NAME": "속사", - "MOVE_GEAR_SHEAR_NAME": "톱니바퀴 연사", - "MOVE_BROADCAST_NAME": "방송", - "MOVE_UNICAST_NAME": "단일 송신", - "MOVE_SPLINTER_NAME": "나뭇조각", - "MOVE_WOODCUTTER_NAME": "나무 칼", - "MOVE_SILICON_SLASH_NAME": "실리콘 베기", - "MOVE_ACID_REFLEX_NAME": "산성 반응", - "MOVE_RADIOACTIVE_NAME": "방사능", - "MOVE_THROW_NAME": "투척", - "MOVE_ICE_BREAKER_NAME": "얼음 박치기", - "MOVE_TORRENT_NAME": "격류", - "MOVE_TWO_HEADS_NAME": "쌍두", - "MOVE_MAGNET_NAME": "자석", - "MOVE_ECHOLOCATION_NAME": "레이더", - "MOVE_RETRIBUTION_NAME": "응징", - "MOVE_THUNDER_BLAST_NAME": "천둥 작렬", - "MOVE_TOWER_DEFENSE_NAME": "타워 디펜스", - "MOVE_GAMBIT_NAME": "올인", - "MOVE_HAUNT_NAME": "유체이탈", - "MOVE_BINVITATION_NAME": "쓰레기봇 집합", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "깜짝 등장", - "MOVE_CALL_FOR_HELP_NAME": "도움 요청", - "MOVE_BINVASION_NAME": "쓰레기봇 공격", - "MOVE_FISSION_POWER_NAME": "분열", - "MOVE_RECYCLE_NAME": "재활용", - "MOVE_COPPER_CHOP_NAME": "구리 손날치기", - "MOVE_GALACTIC_BEATDOWN_NAME": "우주 강타", - "MOVE_WINDOW_NAME": "창문", - "MOVE_JAGGED_EDGE_NAME": "삐죽한 모서리", - "MOVE_SHARP_EDGES_NAME": "날카로운 모서리", - "MOVE_CRYSTAL_LENS_NAME": "수정 렌즈", - "MOVE_GLASS_BONDS_NAME": "유리 결합", - "MOVE_SHRAPNEL_NAME": "파편", - "MOVE_GLASS_CANNON_NAME": "유리 대포", - "MOVE_CLOSE_ENCOUNTER_NAME": "근접 조우", - "MOVE_SPRING_LOAD_NAME": "용수철 발사기", - "MOVE_SHOOTING_STAR_NAME": "별똥별", - "MOVE_MOUNTAIN_SMASH_NAME": "태산 강타", - "MOVE_BLIZZARD_NAME": "눈보라", - "MOVE_DJINNTOXICATE_NAME": "취기", - "MOVE_TOY_HAMMER_NAME": "장난감 망치", - "MOVE_SUCTION_CUP_DART_NAME": "흡착 다트", - "MOVE_PLASTIC_KNIFE_NAME": "플라스틱 칼", - "MOVE_ACORN_MORTAR_NAME": "도토리 곡사포", - "MOVE_BOIL_NAME": "끓는 물", - "MOVE_TOXIC_STAB_NAME": "독 찌르기", - "MOVE_PUSTULE_BOMB_NAME": "고름 폭탄", - "MOVE_RADIATION_BREATH_NAME": "방사능 숨결", - "MOVE_WONDERFUL_7_NAME": "7대 불가사의", - "MOVE_SNOW_RUSH_NAME": "눈 돌진", - "MOVE_POLE_VAULT_ASSAULT_NAME": "높이뛰기 공격", - "MOVE_YULE_REGRET_THAT_NAME": "나쁜 아이", - "MOVE_HURRICANE_NAME": "허리케인", - "MOVE_SANDSTORM_NAME": "모래 폭풍", - "MOVE_METEOR_BARRAGE_NAME": "유성 폭격", - "MOVE_CLOCKWORK_MOUSE_NAME": "태엽장치 쥐", - "MOVE_METAL_RIFF_NAME": "메탈 리프", - "MOVE_BOTTLE_VOLLEY_NAME": "유리병 폭격", - "MOVE_MOONSHINE_NAME": "문샤인", - "MOVE_AVALANCHE_NAME": "산사태", - "MOVE_FOG_NAME": "안개", - "MOVE_CHANGE_THE_RECORD_NAME": "음반 교체", - "MOVE_AP_DONATE_NAME": "AP 기부", - "MOVE_AP_FACTORY_NAME": "AP 공장", - "MOVE_SHIELD_BASH_NAME": "방패 가격", - "MOVE_PRISMATIC_NAME": "오색찬란", - "MOVE_ICICLE_DART_NAME": "고드름 화살", - "MOVE_CRUMBLE_NAME": "철거", - "MOVE_BAD_JOKE_NAME": "썰렁 개그", - "MOVE_HEROIC_BLADE_NAME": "영웅의 검", - "MOVE_SUPERHEATED_FIST_NAME": "초가열 주먹", - "MOVE_GUZZLE_FUEL_NAME": "연료 소비", - "MOVE_DAMAGE_ROLL_NAME": "피해 굴리기", - "MOVE_COPY_THAT_NAME": "복사본", - "MOVE_FROZEN_GROUND_NAME": "얼음 바닥", - "MOVE_STONY_LOOK_NAME": "무거운 시선", - "MOVE_PUMPKIN_PIE_NAME": "호박 파이", - "MOVE_BUSHFIRE_NAME": "산불", - "MOVE_TRAFFIC_JAM_NAME": "교통 체증", - "MOVE_SUIT_UP_NAME": "차려입기", - "MOVE_COTTON_ON_NAME": "통찰력", - "MOVE_MIND_MELD_NAME": "정신 감응", - "MOVE_UNDERTOW_NAME": "역류", - "MOVE_NEW_LEAF_NAME": "새싹", - "MOVE_FAIR_FIGHT_NAME": "정정당당", - "MOVE_ABRAMACABRA_NAME": "아브라주금브라", - "MOVE_ABRAMACABRA_ATTACK_NAME": "주금브라 미사일", - "MOVE_DOC_LEAF_NAME": "약초잎", - "MOVE_REVOLVING_DOOR_NAME": "회전문", - "MOVE_BLOOD_DONATION_NAME": "헌혈", - "MOVE_NURSE_NAME": "간호", - "MOVE_CLAY_FIRED_NAME": "재벌구이", - "MOVE_COAL_STORY_NAME": "석탄 투척", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "야수 저항", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "내화", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "플라스틱 저항", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "식물 저항", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "방수", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "우주 저항", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "독 저항", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "접지", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "얼음 저항", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "공기 저항", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "대지 저항", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "금속 저항", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "유리 저항", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "반짝이 저항", - "MOVE_WATER_DANCE_NAME": "물의 춤", - "MOVE_STAB_IN_THE_DARK_NAME": "어림짐작", - "MOVE_WATERWORKS_NAME": "홍수", - "MOVE_STARTER1_ATTACK_NAME": "사탕 작렬", - "MOVE_STARTER1_PASSIVE_NAME": "슈거 러시", - "MOVE_STARTER2_ATTACK_NAME": "양성추", - "MOVE_STARTER2_PASSIVE_NAME": "행운의 양", - "MOVE_CATEGORY_MELEE": "근접 공격", - "MOVE_CATEGORY_RANGED": "원거리 공격", - "MOVE_CATEGORY_STATUS": "상태 효과", - "MOVE_CATEGORY_MISC": "기타", - "MOVE_DESCRIPTION_HIT_ONE": "대상 하나를 공격한다.", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "팀 전체를 공격한다. 방벽을 파괴한다.", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "대상 하나를 공격한다. 회피할 수 없다.", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "대상 하나를 공격한다. 다른 기술보다 먼저 사용된다.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "대상 하나를 여러 차례 공격한다.", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "대상 하나를 공격한다. 사용자에게도 피해를 약간 준다.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "대상 하나를 여러 차례 공격한다. 다른 기술보다 먼저 사용된다.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "대상 하나를 여러 차례 공격한다. 다른 기술보다 늦게 사용된다.", - "MOVE_DESCRIPTION_HIT_TEAM": "팀 전체를 공격한다.", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "한 팀의 각 팀원을 여러 번 공격한다.", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "사용자를 제외하고 전장의 모든 대상을 공격한다.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "대상 하나를 공격한다. 사용자에게 {status_effect} 상태를 부여한다.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "팀 전체를 공격한다. 사용자에게 {status_effect} 상태를 부여한다.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "팀 전체를 공격한다. 대상에게 {status_effect} 상태를 부여한다.", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "대상 하나를 공격한다. 대상의 회피를 감소시킨다.", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "대상 하나를 공격한다. 대상의 명중률을 감소시킨다.", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "사용자의 속도가 잃은 HP에 비례해서 자동으로 증가한다.", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "사용자의 회피가 잃은 HP에 비례해서 자동으로 증가한다.", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "받는 {type} 타입 피해를 자동으로 {percent}% 감소시키고, 해당 피해로 인해 발생하는 모든 반응을 무효화한다. 치명타에는 영향을 주지 않는다.", - "MOVE_DESCRIPTION_NURSE": "대상 하나를 최대 HP의 50%만큼 치유한다.", - "MOVE_DESCRIPTION_METAL_RIFF": "팀 전체를 공격한다. 금속 타입 테이프에 장착할 경우 공기 타입 공격이 된다.", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "대상의 장벽을 훔쳐 사용자에게 준다.", - "MOVE_DESCRIPTION_BLOOD_DONATION": "사용자의 HP를 반으로 감소시켜 대상에게 준다.", - "MOVE_DESCRIPTION_FAIR_FIGHT": "3턴 동안 새로운 상태 이상이 적용되지 않게 해준다.", - "MOVE_DESCRIPTION_NEW_LEAF": "대상에게서 상태 효과를 제거한다.", - "MOVE_DESCRIPTION_BUSHFIRE": "사용자의 타입을 불로 변경하고, 접촉 시 추가 불 피해를 주게 만든다. 또한 사용자를 불태운다.", - "MOVE_DESCRIPTION_UNDERTOW": "이 기술 전에 마지막으로 행동한 대상을 공격한다.", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "사용자의 속도 및 AP 생성량을 증가시킨다.", - "MOVE_DESCRIPTION_COPY_THAT": "사용자를 대상과 똑같이 변신시킨다.", - "MOVE_DESCRIPTION_FROZEN_GROUND": "사용자의 속도를 크게 높여주지만, 명중률을 감소시킨다.", - "MOVE_DESCRIPTION_ICICLE_DART": "대상 하나를 공격한다. 사용자의 원거리 공격이 아닌 속도에 비례한다.", - "MOVE_DESCRIPTION_SHIELD_BASH": "대상 하나를 공격한다. 사용자의 근접 공격이 아닌 근접 방어에 비례한다.", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "사용자가 20면 주사위를 굴려 주사위 눈 개수에 비례한 피해를 준다. 1 또는 20이 나올 시 특별한 효과가 적용된다.", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "대상이 다른 무작위 테이프로 교체하게 만든다.", - "MOVE_DESCRIPTION_AP_DONATE": "사용자의 남은 AP를 전부 대상에게 옮긴다.", - "MOVE_DESCRIPTION_AVALANCHE": "이번 라운드에 모든 근접 공격이 실패한다.", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "대상의 원거리 공격이 근접 공격으로 변한다.", - "MOVE_DESCRIPTION_AP_FACTORY": "매 라운드 시작 시 자동으로 사용자의 AP를 아군에게 전달한다.", - "MOVE_DESCRIPTION_WALL": "HP의 20%를 희생하여 최대 3턴 동안 최대 3번의 공격을 흡수하는 장벽을 생성한다.", - "MOVE_DESCRIPTION_SPRING_LOAD": "사용자에게 용수철 발사기 상태가 없을 경우 자동으로 부여한다. 용수철 발사기는 사용자의 근접 공격을 원거리 공격으로 바꾼다.", - "MOVE_DESCRIPTION_FOG": "3턴 동안 물, 공기, 얼음 타입이 아닌 원거리 공격의 명중률이 0%로 감소한다.", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "사용자가 날아올라 원거리 공격이나 공기 타입 공격, 다른 비행 중인 캐릭터의 공격으로만 맞힐 수 있게 된다.", - "MOVE_DESCRIPTION_COATING": "사용자 또는 아군 1명의 타입을 변경한다.", - "MOVE_DESCRIPTION_ABRAMACABRA": "HP의 20%를 희생하여 최대 3턴 동안 최대 3번의 공격을 흡수하는 장벽을 생성한다. 이 장벽은 추가로 매 턴 상대 1명에게 피해를 준다.", - "MOVE_DESCRIPTION_POWER": "공격력", - "MOVE_DESCRIPTION_HITS": "타격 횟수: {hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "대상에게 {duration}턴 동안 {status_effect} 상태를 부여한다.", - "MOVE_DESCRIPTION_ACCURACY": "명중률: {0}%", - "MOVE_DESCRIPTION_HITS_RANGE": "타격 횟수: {hits_min}~{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "사용자에게 {duration}턴 동안 {status_effect} 상태를 부여한다.", - "MOVE_DESCRIPTION_CLAY_FIRED": "사용자가 공격으로 불 타입 피해를 받으면 발동한다. 사용자의 방어 능력치가 증가한다.", - "MOVE_DESCRIPTION_MIND_MELD": "아군이 사용자의 기술을 공유한다.", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "사용자를 제외한 모두의 속도 능력치가 감소한다.", - "MOVE_DESCRIPTION_FLINCH_ONE": "일정 확률로 적이 움찔하게 만든다.", - "MOVE_DESCRIPTION_STICKY_TONGUE": "대상 하나를 공격한다. 대상의 회피를 감소시킨다.", - "MOVE_DESCRIPTION_ICE_BREAKER": "대상 하나를 공격한다. 대상의 속도를 감소시킨다.", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "대상 하나를 공격한다. 대상이 이번 턴에 이미 피해를 받은 경우 치명타가 된다.", - "MOVE_DESCRIPTION_AP_STEAL": "대상에게서 AP를 1 훔쳐 사용자에게 준다.", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "대상의 AP를 2 감소시킨다.", - "MOVE_DESCRIPTION_AP_BOOST": "대상의 AP 생성량을 증가시킨다.", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "전투 시작 시 자동으로 상대 1명을 공격한다.", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "근접 공격에 맞을 때 일정 확률로 자동으로 사용된다.", - "MOVE_DESCRIPTION_AP_DRAIN": "대상의 AP 생성량을 감소시킨다.", - "MOVE_DESCRIPTION_SPLINTER": "근접 접촉 시 일정 확률로 상대 1명에게 자동으로 피해를 준다. 피해량은 사용자의 근접 방어에 비례한다.", - "MOVE_DESCRIPTION_ACID_REFLEX": "근접 접촉 시 일정 확률로 상대 1명을 자동으로 중독시킨다.", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "사용자가 패배 시 폭발하여 주변에 있는 모두에게 피해를 준다.", - "MOVE_DESCRIPTION_RADIOACTIVE": "근접 접촉 시 일정 확률로 상대 1명에게 자동으로 화상을 입힌다.", - "MOVE_DESCRIPTION_AP_REFUND": "기술을 사용한 후 일정 확률로 AP를 자동으로 돌려받는다.", - "MOVE_DESCRIPTION_AP_STARTER": "전투 시작 시 추가 AP를 1 부여한다.", - "MOVE_DESCRIPTION_ROLL_AGAIN": "턴 종료 시 일정 확률로 다른 무작위 기술을 자동으로 사용한다.", - "MOVE_DESCRIPTION_SUIT_UP": "사용자의 근접 방어와 원거리 방어가 증가한다.", - "MOVE_DESCRIPTION_PARRY_STANCE": "이번 라운드에 받는 첫 근접 공격을 반사한다.", - "MOVE_DESCRIPTION_HP_ABSORB": "준 피해만큼 HP를 회복한다.", - "MOVE_DESCRIPTION_DEFEND": "사용자의 근접 방어를 증가시킨다.", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "사용자의 원거리 방어를 증가시킨다.", - "MOVE_DESCRIPTION_DODGE": "사용자의 회피를 증가시킨다.", - "MOVE_DESCRIPTION_FOCUS": "사용자의 명중률을 증가시킨다.", - "MOVE_DESCRIPTION_SPRINT": "사용자의 속도를 증가시킨다.", - "MOVE_DESCRIPTION_WINK": "대상의 근접 공격을 감소시킨다.", - "MOVE_DESCRIPTION_FLIRT": "대상의 회피를 감소시킨다.", - "MOVE_DESCRIPTION_PEEKABOO": "대상의 명중률을 감소시킨다.", - "MOVE_DESCRIPTION_TRIP": "대상의 속도를 감소시킨다.", - "MOVE_DESCRIPTION_NOD": "대상의 근접 방어를 감소시킨다.", - "MOVE_DESCRIPTION_CRITICIZE": "대상의 원거리 공격을 감소시킨다.", - "MOVE_DESCRIPTION_COMPLIMENT": "대상의 원거리 방어를 감소시킨다.", - "MOVE_DESCRIPTION_SHARPEN": "사용자의 근접 공격을 증가시킨다.", - "MOVE_DESCRIPTION_RAISE_ARMS": "사용자의 원거리 공격을 증가시킨다.", - "MOVE_DESCRIPTION_HOT_POTATO": "대상에게 폭탄을 붙인다. 폭탄은 근접 접촉으로 즉시 넘겨 주지 않으면 폭발한다.", - "MOVE_DESCRIPTION_SURE_FIRE": "대상의 다음 기술이 확정적으로 명중한다.", - "MOVE_DESCRIPTION_COTTON_ON": "다음 라운드 동안 사용자를 대상으로 하는 모든 회피 가능 기술의 명중률이 0%로 감소한다.", - "MOVE_DESCRIPTION_TAUNT": "대상을 광분하게 만들어 다음 2턴 동안 피해를 주는 기술만 사용하게 만든다.", - "MOVE_DESCRIPTION_DOG_YEARS": "대상이 보유한 상태 효과의 지속 시간을 연장한다.", - "MOVE_DESCRIPTION_BE_RANDOM": "사용하기에 AP가 충분한 무작위 기술을 사용한다.", - "MOVE_DESCRIPTION_COPYCAT": "AP가 충분할 경우 대상이 마지막으로 사용한 기술을 따라한다.", - "MOVE_DESCRIPTION_PROVOKE": "3턴 동안 상대가 사용자의 아군을 직접 대상으로 지정할 수 없게 만든다.", - "MOVE_DESCRIPTION_HIBERNATE": "사용자가 잠든다. 깨어날 때까지 매 턴 HP를 회복한다.", - "MOVE_DESCRIPTION_SUMMON_TULPA": "우주 차원에 도움을 요청한다.", - "MOVE_DESCRIPTION_MEDITATE": "사용자가 잠든다. 깨어날 때까지 매 턴 공격 및 방어 능력치가 증가한다.", - "MOVE_DESCRIPTION_BINVITATION": "모선에 도움을 요청한다.", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "일시적으로 전숭이 아군을 소환한다.", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "일정 확률로 일시적인 아군을 소환한다.", - "MOVE_DESCRIPTION_FUSION_POWER": "현재 융합에 따라 특별한 효과를 지닌다.", - "MOVE_DESCRIPTION_FISSION_POWER": "사용자가 분열을 일으켜 두 개로 나뉜다.", - "MOVE_DESCRIPTION_CROSSFADE": "사용자의 형태를 변경하고 기존 타입의 코팅을 적용한다.", - "MOVE_DESCRIPTION_DESPERATION": "사용자의 HP가 낮을수록 더 큰 피해를 준다.", - "MOVE_DESCRIPTION_DELEGATE": "사용자의 상태 효과를 아군에게 옮긴다.", - "MOVE_DESCRIPTION_BITE": "대상 하나를 공격한다. 잠시 후 사용자를 회복시킨다.", - "MOVE_DESCRIPTION_BATTERY": "대상 하나를 2번 공격한다. 충전을 사용한 다음 사용하면 치명타가 된다.", - "MOVE_DESCRIPTION_BOIL": "대상 하나를 공격한다. 일정 확률로 대상에게 화상을 입힌다.", - "MOVE_DESCRIPTION_DJINNTOXICATE": "대상 하나를 공격한다. 대상에게 혼란 상태를 부여한다.", - "MOVE_DESCRIPTION_COAL_STORY": "대상 하나를 공격한다. 대상에게 화상을 입힌다.", - "MOVE_DESCRIPTION_TOXIC_STAB": "대상 하나를 공격한다. 대상을 중독시킨다.", - "MOVE_DESCRIPTION_SANDSTORM": "팀 전체를 공격한다. 대상이 보유한 상태 효과의 남은 지속 시간을 1 단축시킨다.", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "팀 전체를 공격한다. 대상을 중독시킨다.", - "MOVE_DESCRIPTION_WONDERFUL_7": "대상 하나를 공격한다. 무작위 디버프를 부여한다.", - "MOVE_DESCRIPTION_THROW": "방벽을 투사체로 사용한다. 남은 지속 시간에 비례하는 피해를 준다.", - "MOVE_DESCRIPTION_RECYCLE": "사용자의 방벽을 파괴하고 남은 지속 시간만큼 AP를 부여한다.", - "MOVE_DESCRIPTION_MAGNET": "전투 시작 시 AP 소모 없이 자동으로 사용한다. 대상이 {duration}턴 동안 사용자의 아군을 대상으로 지정하지 못하게 한다.", - "MOVE_DESCRIPTION_RETRIBUTION": "아군이 패배하면 발동한다. 사용자의 공격 능력치가 증가한다.", - "MOVE_DESCRIPTION_STATUS_STARTER": "전투 시작 시 AP 소모 없이 자동으로 사용한다. 사용자에게 {duration}턴 동안 {status_effect} 상태를 부여한다.", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "사용자의 타입이 대지로 변경되고 방어 능력치가 증가한다. 사용자의 HP가 처음 50% 미만으로 떨어지면 발동한다.", - "MOVE_DESCRIPTION_THUNDER_BLAST": "대상 하나를 공격한다. 대상이 30의 공기 타입 피해를 추가로 받는다.", - "MOVE_DESCRIPTION_GAMBIT": "사용자의 모든 능력치가 크게 증가한다. 3턴 후 테이프가 망가진다.", - "MOVE_DESCRIPTION_HAUNT": "사용자가 유령이 되어 공격에 맞지 않게 된다. 3턴 후 테이프가 망가진다.", - "MOVE_DESCRIPTION_BINVASION": "사용자의 팀에 있는 쓰레기봇당 한 번씩 대상 하나를 공격한다.", - "MOVE_DESCRIPTION_COPPER_CHOP": "대상 하나를 공격한다. 유리 및 금속 타입 대상에게 공진을 적용한다.", - "MOVE_DESCRIPTION_WINDOW": "원거리 공격이 방벽을 무시하고 대상을 맞힐 수 있게 된다.", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "대상이 변신할 때마다 피해를 준다.", - "MOVE_DESCRIPTION_SHARP_EDGES": "사용자에게 {duration}턴 동안 접촉 시 피해 상태를 부여한다.", - "MOVE_DESCRIPTION_JAGGED_EDGE": "근접 공격이 사용자를 빗나가면 자동으로 피해를 준다.", - "MOVE_DESCRIPTION_BLIZZARD": "팀 전체를 공격한다. 대상의 명중률이 감소한다.", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "대상 하나를 공격한다. 대상의 근접 방어가 감소한다.", - "MOVE_DESCRIPTION_TRICK": "대상에게 무작위 디버프를 부여한다.", - "MOVE_DESCRIPTION_TREAT": "대상에게 무작위 버프를 부여한다.", - "MOVE_DESCRIPTION_CRUMBLE": "모든 방벽을 파괴하고, 각 대상에게 자신의 방벽의 남은 지속 시간에 비례한 피해를 준다.", - "MOVE_DESCRIPTION_PRISMATIC": "라운드가 끝날 때마다 사용자의 타입이 무작위로 변경된다.", - "MOVE_DESCRIPTION_BAD_JOKE": "사용자가 아무 농담이나 한다. 아무런 효과가 없다.", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "저항", - "MOVE_DESCRIPTION_WATER_DANCE": "대상 하나를 공격한다. 사용자의 근접 공격이 아닌 속도에 비례한다.", - "MOVE_BLOOD_DONATION_TOAST": "헌혈", - "MOVE_NEW_LEAF_TOAST": "상태 제거", - "MOVE_DAMAGE_ROLL_TOAST": "주사위 눈: {n}", - "MOVE_AP_STEAL_TOAST": "강탈", - "MOVE_GUZZLE_FUEL_TOAST": "연료 소모", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "지속 시간 연장", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "지속 시간 단축", - "MOVE_SUMMON_SPAWNS.m": "{spawn}이(가) 도우러 왔다!", - "MOVE_SUMMON_SPAWNS.f": "{spawn}이(가) 도우러 왔다!", - "MOVE_AP_REFUND_TOAST": "반환", - "MOVE_SUMMON_SPAWNS.n": "{spawn}이(가) 도우러 왔다!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "야성의", - "MOVE_FUSION_POWER_PREFIX_beast_2": "뼈다귀", - "MOVE_FUSION_POWER_PREFIX_beast_3": "흉폭한", - "MOVE_FUSION_POWER_PREFIX_beast_4": "원시", - "MOVE_FUSION_POWER_PREFIX_beast_5": "척추", - "MOVE_FUSION_POWER_PREFIX_beast_6": "광분의", - "MOVE_FUSION_POWER_PREFIX_beast_7": "광폭한", - "MOVE_FUSION_POWER_PREFIX_fire_1": "지옥불", - "MOVE_FUSION_POWER_PREFIX_fire_2": "불길의", - "MOVE_FUSION_POWER_PREFIX_fire_3": "불타는", - "MOVE_FUSION_POWER_PREFIX_fire_4": "화염", - "MOVE_FUSION_POWER_PREFIX_fire_5": "타오르는", - "MOVE_FUSION_POWER_PREFIX_fire_6": "마그마", - "MOVE_FUSION_POWER_PREFIX_fire_7": "화산", - "MOVE_FUSION_POWER_PREFIX_poison_1": "독성", - "MOVE_FUSION_POWER_PREFIX_poison_2": "유독한", - "MOVE_FUSION_POWER_PREFIX_poison_3": "독기", - "MOVE_FUSION_POWER_PREFIX_poison_4": "화학", - "MOVE_FUSION_POWER_PREFIX_poison_5": "보랏빛", - "MOVE_FUSION_POWER_PREFIX_poison_6": "감염의", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "인조", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "탄성의", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "재활용", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "인공", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "쓰레기", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "모듈식", - "MOVE_FUSION_POWER_PREFIX_plant_1": "상록의", - "MOVE_FUSION_POWER_PREFIX_plant_2": "야생의", - "MOVE_FUSION_POWER_PREFIX_plant_3": "무성한", - "MOVE_FUSION_POWER_PREFIX_plant_4": "성장의", - "MOVE_FUSION_POWER_PREFIX_plant_5": "신록의", - "MOVE_FUSION_POWER_PREFIX_plant_6": "열대", - "MOVE_FUSION_POWER_PREFIX_plant_7": "수액의", - "MUSKRATEER_DESCRIPTION": "모자를 쓰고 검을 찬 쥐", - "MUSKRATEER_LORE_1": "쥐총사는 주로 지하 동굴의 보금자리에서 돌로 칼날을 갈며, 마주친 견습갑과 결투를 펼치는 모습도 흔히 목격되곤 한다.", - "RATCOUSEL_NAME": "찍찍왕", - "MUSKRATEER_LORE_2": "\\\"삼총사\\\"는 프랑스 작가 알렉상드르 뒤마가 쓴 유명 모험 소설로, 1600년대 파리를 배경으로 모험가들이 펼치는 활극을 그린다.", - "RATCOUSEL_NAME_PREFIX": "찍찍", - "RATCOUSEL_NAME_SUFFIX": "찍왕", - "RATCOUSEL_LORE_2": "꼬리가 한데 얽히거나 꼬인 여러 마리의 쥐들을 \\\"쥐의 왕\\\"이라고 부른다.", - "RATCOUSEL_LORE_1": "찍찍왕은 회전목마와 유사하게 생긴 거대한 생명체로, 몸통 아래에서 쉬지 않고 회전하는 작은 \\\"쥐\\\"들은 찍찍왕이 숨을 거둘 때에만 눈을 뜬다고 한다.", - "POMBOMB_NAME": "폭메라니안", - "RATCOUSEL_DESCRIPTION": "거대한 회전목마", - "POMBOMB_NAME_PREFIX": "폭메", - "POMBOMB_LORE_1": "폭메라니안은 뉴위럴에서 가장 우호적인 생명체로 널리 알려져 있다. 의도치 않게 사방에 불을 붙이는 습성만 아니었다면 애완동물로 키우기에 안성맞춤이었을 것이다.", - "POMBOMB_NAME_SUFFIX": "라니안", - "POMBOMB_LORE_2": "포메라니안은 인기 많은 애완견 품종으로 작은 몸집과 폭신폭신한 털이 특징이며, 포메라니안이라는 이름은 발트해 남쪽의 유럽 지명에서 유래했다.", - "POMBOMB_DESCRIPTION": "불을 뿜는 개", - "SPITZFYRE_NAME_PREFIX": "스피츠", - "SPITZFYRE_NAME": "스피츠파이어", - "SPITZFYRE_NAME_SUFFIX": "파이어", - "SPITZFYRE_LORE_2": "스피츠는 다양한 아품종을 아우르는 견종으로, 폭신폭신한 털과 뾰족한 귀로 알아볼 수 있다.", - "SPITZFYRE_LORE_1": "스피츠파이어는 불을 뿜는 능력이 어찌나 발달했는지, 자기도 모르는 사이에 불이 붙어서 발생하는 연기 때문에 고글로 눈을 보호해야만 한다.", - "SPITZFYRE_DESCRIPTION": "고글을 쓴 개", - "ELFLESS_NAME": "수줍엘프", - "ELFLESS_NAME_PREFIX": "수줍", - "ELFLESS_NAME_SUFFIX": "엘프", - "GRAMPUS_NAME": "투덜푸스", - "ELFLESS_DESCRIPTION": "나무 얼굴을 한 엘프", - "ELFLESS_LORE_2": "유럽 미신에서 \\\"엘프\\\"는 작은 임프 같은 생물을 지칭하며, 시대와 장소마다 다양한 모습으로 묘사되었다. 엘프는 요정과 유사하게 도움을 주는 존재, 장난꾸러기, 사악한 존재 등 다양한 모습으로 그려진다.", - "ELFLESS_LORE_1": "수줍엘프는 자신의 진짜 감정을 숨기기 위해 미소가 그려진 조잡한 나무껍질 가면을 쓰고 다닌다. 일 년에 한 번 모든 수줍엘프가 한데 모여 쓰고 있는 가면을 새것으로 바꾼다는 말도 있지만, 이는 근거 없는 소문일 뿐이다.", - "GRAMPUS_NAME_PREFIX": "투덜", - "GRAMPUS_NAME_SUFFIX": "푸스", - "GRAMPUS_LORE_2": "\\\"크람푸스\\\"는 선한 성 니콜라우스와 대비되는 민간 전승 속 존재로, 크리스마스에 나쁜 아이에게 벌을 주곤 한다. 주로 염소 다리와 무시무시한 표정을 한 모습으로 그려진다.", - "GRAMPUS_DESCRIPTION": "화난 예티", - "FAERIOUS_NAME": "페어리우스", - "GRAMPUS_LORE_1": "수줍엘프가 완전히 성장한 형태인 투덜푸스는 덩치가 어마어마하게 크며, 오랫동안 감정을 억누른 나머지 자신의 고통을 남에게 전가하려는 욕구에 휩싸여있다. 그리고 그 충동은 명절 기간에 더욱 격렬해진다.", - "FAERIOUS_NAME_PREFIX": "페어리", - "FAERIOUS_NAME_SUFFIX": "우스", - "FAERIOUS_LORE_2": "현대 판타지 문학에서 엘프는 주로 우아하고 걸음이 빠른 전사로 묘사된다. 민간 전승 속 엘프처럼, 판타지 세계의 엘프 역시 인간의 아군일 수도 있고 적으로 등장할 수도 있다.", - "FAERIOUS_LORE_1": "억눌린 분노를 전투 실력을 갈고닦는 데 쏟아낸 수줍엘프. 이들은 얼음 검으로 적을 공격하고, 나무껍질 방패로 적의 공격을 막는다.", - "FAERIOUS_DESCRIPTION": "검을 휘두르는 엘프", - "ICEPECK_NAME": "빙부리", - "ICEPECK_NAME_PREFIX": "빙", - "ICEPECK_NAME_SUFFIX": "부리", - "SIRENADE_NAME_PREFIX": "세이렌", - "SIRENADE_NAME": "세이레나데", - "SIRENADE_LORE_1": "세이레나데는 아주 요란한 생명체로, 마이크 같은 꼬리와 날개로 자신의 노랫소리를 증폭시킬 수 있다. 자신의 노래가 너무 시끄럽지는 않은지에 대해서는 별로 신경을 쓰지 않는 듯하다.", - "SIRENADE_NAME_SUFFIX": "나데", - "SIRENADE_LORE_2": "세이렌은 그리스 신화 속 생명체로, 호메로스의 오디세이아에서 등장한 것이 가장 유명하다. 이들은 날개가 달리고 새를 닮은 여인으로 그려지며, 아름다운 노래로 남자를 홀려 파멸로 이끈다.", - "SIRENADE_DESCRIPTION": "마이크 꼬리가 달린 날개 달린 짐승", - "DECIBELLE_NAME": "데시벨라", - "DECIBELLE_NAME_PREFIX": "데시", - "DECIBELLE_LORE_1": "데시벨라가 야생에서 목격된 일은 극히 드물다. 초기 뉴위럴의 주민 사이에서는 구름 속에서 하얀 용을 봤다는 소문이 떠돌았지만, 그게 데시벨라였는지 아니면 그저 헛것을 본 것인지는 확실하지 않다.", - "DECIBELLE_NAME_SUFFIX": "벨라", - "DECIBELLE_DESCRIPTION": "리본 날개가 달린 짐승", - "DECIBELLE_LORE_2": "그리스 신화에서 하피는 바람과 폭풍을 불러일으키는 괴물로 그려진다. 세이렌과 마찬가지로 하피 역시 반은 새고 반은 인간인 존재로 묘사된다.", - "CARNIVIPER_NAME": "카니바이퍼", - "CARNIVIPER_NAME_PREFIX": "카니", - "CARNIVIPER_NAME_SUFFIX": "바이퍼", - "CARNIVIPER_LORE_2": "\\\"츠치노코\\\"는 일본의 민간 전승에 등장하는 뱀을 닮은 괴물로, 독사처럼 독이 있는 송곳니를 가지고 있으나 몸통이 납작한 모습으로 그려진다.", - "CARNIVIPER_LORE_1": "카니바이퍼는 활짝 웃는 듯한 얼굴을 하고 있지만, 사실 전혀 온순하지 않다. 카니바이퍼는 극도로 영역에 민감한 생명체로, 위협적인 상대가 다가오면 그게 누구든 공격을 서슴지 않는다. 다만 문제는 카니바이퍼가 눈에 띄는 것마다 위협으로 여긴다는 것이다.", - "MASQUERATTLE_NAME": "마스쿠렁이", - "MASQUERATTLE_NAME_PREFIX": "마스쿠", - "CARNIVIPER_DESCRIPTION": "가면을 쓴 작은 뱀", - "MASQUERATTLE_NAME_SUFFIX": "쿠렁이", - "MASQUERATTLE_DESCRIPTION": "가면을 쓴 거대한 뱀", - "MASQUERATTLE_LORE_2": "뱀은 전 세계의 거의 모든 신화와 전승에서 중요한 역할을 차지한다. 그게 깜빡이지 않는 눈 때문인지, 팔다리가 없는 형태 때문인지 아니면 치명적인 이빨 때문인지는 아무도 모른다.", - "MASQUERATTLE_LORE_1": "많은 이들이 마스쿠렁이의 얼굴 같은 머리 갑옷은 먹잇감을 유인하는 데 쓰인다고 생각하지만, 이는 사실과 다르다. 머리에 달린 얼굴은 사실 매우 섬뜩하게 생겼으며, 그걸 보고 다가오는 이는 아무도 없을 것이다.", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "나는 뱀의 어떤 면모를 갖고 있을까?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "우아함", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "무자비함", - "MARDIUSA_NAME": "가멘두사", - "MARDIUSA_NAME_PREFIX": "가멘", - "MARDIUSA_NAME_SUFFIX": "두사", - "MARDIUSA_DESCRIPTION": "가면을 쓴 뱀 여인", - "MARDIUSA_LORE_2": "그리스 신화에서 메두사는 머리카락 대신 뱀이 달린 고르곤 세 자매 중 한 명으로, 고르곤의 눈과 마주치는 이는 전부 돌로 변해버렸다고 한다.", - "MARDIUSA_LORE_1": "가멘두사는 단일의 존재가 아니라 작은 뱀들이 하나의 공통된 목적을 가지고 뭉친 군집체이다. 그리고 이 경우에는 가멘두사를 화려한 무도회에 가는 것처럼 차려 입히고 즐거운 시간을 보내게 하는 것이 그 목표다.", - "JORMUNGOLD_NAME": "요르문골드", - "JORMUNGOLD_NAME_PREFIX": "요르문", - "JORMUNGOLD_NAME_SUFFIX": "골드", - "JORMUNGOLD_LORE_2": "노르드 신화에서 거대한 뱀 요르간문드는 예언에서 세계를 멸망시킬 것이라고 예언되었다.", - "JORMUNGOLD_LORE_1": "흥미롭게도, 거대한 뱀의 모습을 한 요르문골드는 날개가 달려있지만 하늘을 날 수는 없다. 대신 날개를 사용해 엄청난 속도로 땅을 기어갈 수 있으며, 날갯짓을 할 때마다 앞으로 빠르게 미끄러지곤 한다.", - "JORMUNGOLD_DESCRIPTION": "날개 달린 거대한 뱀", - "AEROBOROS_NAME_PREFIX": "에어로", - "AEROBOROS_NAME": "에어로보로스", - "AEROBOROS_LORE_1": "에어로보로스는 동그란 몸통의 안쪽 원을 따라 바람을 순환시키고, 그 소용돌이치는 바람을 어마어마한 속도로 쏘아 보내 적을 날려버릴 수 있다.", - "AEROBOROS_NAME_SUFFIX": "보로스", - "TRAFFIKRAB_NAME": "도로게", - "AEROBOROS_DESCRIPTION": "날아다니는 뱀 고리", - "AEROBOROS_LORE_2": "우로보로스는 삶의 순환 그리고 죽음과 소생을 나타내는 고대의 상징으로, 원 모양으로 자신의 꼬리를 문 뱀의 모습을 하고 있다.", - "TRAFFIKRAB_NAME_PREFIX": "도로", - "TRAFFIKRAB_NAME_SUFFIX": "게", - "TRAFFIKRAB_LORE_2": "안전 고깔은 1940년대 도로 공사 구간을 저렴하고 편리하게 표시하고 싶었던 찰스 D. 스캔론에 의해 발명되었다. 주로 주황색이나 노란색 플라스틱으로 제작되며, 밤에 더 잘 보이도록 하얀색 반사 테이프를 붙이기도 한다.", - "TRAFFIKRAB_LORE_1": "도로게의 고깔은 사실 신체의 일부가 아니며, 뉴위럴 해안에 밀려온 안전 고깔을 뒤집어 쓴 것에 불과하다. 과거에는 다른 물건을 집으로 삼았다고 전해진다.", - "WEEVILITE_NAME": "신호구미", - "WEEVILITE_NAME_SUFFIX": "구미", - "WEEVILITE_NAME_PREFIX": "신호", - "TRAFFIKRAB_DESCRIPTION": "커다란 안전 고깔 게", - "WEEVILITE_LORE_2": "사상 첫 신호등은 1800년대 중반 런던에 설치되었다. 이 초기 신호등은 가스등을 사용했지만, 20세기 초부터는 전기를 사용하는 신호등이 주류가 되었다.", - "WEEVILITE_LORE_1": "신호구미는 긴 목 덕분에 먼 거리에서도 자기보다 약한 몬스터를 포착할 수 있으며, 빨간색과 초록색 눈을 번갈아 번쩍여서 먹잇감에게 현기증과 가벼운 두통을 유발하여 마비시킬 수 있다.", - "LOBSTACLE_NAME": "랍스케이드", - "WEEVILITE_DESCRIPTION": "신호등 바구미", - "LOBSTACLE_NAME_PREFIX": "랍스", - "LOBSTACLE_NAME_SUFFIX": "케이드", - "LOBSTACLE_DESCRIPTION": "다리 달린 플라스틱 통", - "LOBSTACLE_LORE_2": "도로 안전 바리케이드는 용도에 따라 다양한 형태를 띈다. 도로변에 고정된 바리케이드 외에도 재활용 타이어나 모래를 채운 플라스틱 통 역시 교통 안전을 위한 이동식 바리케이드로 사용되곤 한다.", - "LOBSTACLE_LORE_1": "랍스케이드는 온순하고 인내심 많은 생물로, 매우 무겁기 때문에 플라스틱 껍데기 안에 들어가면 움직이거나 뒤집기가 거의 불가능하다.", - "DANDYLION_NAME": "민들레오", - "DANDYLION_NAME_PREFIX": "민들", - "DANDYLION_NAME_SUFFIX": "레오", - "DANDYLION_LORE_2": "사자상은 건물 외부에서 흔히 찾아볼 수 있는 중국의 전통 장식이다. 과거에는 해로운 기운을 막아 준다고 여겨졌으며, 묘나 황궁처럼 중요한 곳의 바깥에 설치되었다.", - "DANDYLION_DESCRIPTION": "커다란 꽃 사자", - "DANDYLION_LORE_1": "민들레오는 충실하고 방어 본능이 투철한 지킴이로, 주로 뉴위럴의 초원 곳곳에 있는 중요한 동굴의 입구 앞에 서 있다. 근처에 동굴이 안 보일 경우, 뭔가 숨겨져 있다는 힌트일 수도 있다!", - "BLOSSOMAW_NAME": "해바래곤", - "BLOSSOMAW_NAME_PREFIX": "해바", - "BLOSSOMAW_NAME_SUFFIX": "래곤", - "BUSHEYE_NAME": "덤불눈", - "BLOSSOMAW_LORE_2": "유럽의 날개 달린 용들과는 달리 중국 신화의 용은 뱀처럼 긴 몸을 하고 있으며, 다리가 네 개 있고 날개가 없는 모습으로 그려진다. 중국에서 용은 전통적으로 힘과 행운을 상징한다.", - "BLOSSOMAW_LORE_1": "기나긴 동면에 들어간 민들레오는 봄이 찾아오고 처음 꽃이 피기 시작하면 우아한 해바래곤이 되어 깨어난다고 전해진다. 이들은 용이 불을 뿜는 것처럼 맹렬한 꽃가루의 구름을 뿜어낼 수 있다.", - "BLOSSOMAW_DESCRIPTION": "꽃잎 갈기가 달린 길다란 용", - "BUSHEYE_NAME_PREFIX": "덤불", - "BUSHEYE_NAME_SUFFIX": "불눈", - "DOMINOTH_NAME_PREFIX": "나방", - "DOMINOTH_NAME": "나방가면", - "DOMINOTH_LORE_1": "나방가면은 자신을 평화의 수호자로 여기고, 삼림 지대의 하늘을 순찰하며 하루를 보내곤 한다. 이들이 고결한 임무를 잊게 만들 수 있는 것은 오직 램프 같은 밝은 빛뿐이다.", - "DOMINOTH_NAME_SUFFIX": "가면", - "DOMINOTH_LORE_2": "나비는 민간 전승에서 주로 생명과 부활의 상징으로 여겨지지만, 나방은 주로 죽음이나 불운과 관련지어진다.", - "TOKUSECT_NAME_PREFIX": "모스", - "TOKUSECT_NAME": "모스레인저", - "DOMINOTH_DESCRIPTION": "커다란 나방", - "TOKUSECT_NAME_SUFFIX": "레인저", - "TOKUSECT_LORE_2": "\\\"특촬물\\\"은 특유의 특수 효과와 의상이 등장하는 일본 영화 또는 TV쇼를 가리키는 명칭이다. 특촬물에서는 주로 거대 괴물, 거대 로봇 그리고 슈퍼히어로가 전투를 펼치곤 한다.", - "TOKUSECT_LORE_1": "모스레인저의 몸은 매우 기체 역학적인 모습을 하고 있어, 뾰족한 발로 적을 공격하고 강력한 바람을 불러 일으키는 전투 방식에 도움이 된다.", - "WINGLOOM_NAME": "찌릿날개", - "TOKUSECT_DESCRIPTION": "벌레 전사", - "WINGLOOM_NAME_PREFIX": "찌릿", - "WINGLOOM_NAME_SUFFIX": "날개", - "WINGLOOM_LORE_2": "날개가 인조 조명에 이끌리는 이유는 아직 명확하게 밝혀지지 않았다. 한 가지 가설은 바로 나방이 이동할 때 달로 방향을 찾는다는 것이다.", - "WINGLOOM_LORE_1": "찌릿날개의 머리에 달린 전구에서는 전류가 흘러나와 몸 전체를 휘감는다. 전구에서 나온 빛은 눈에 반사되어 밤에도 불편함 없이 앞을 볼 수 있게 해준다.", - "CAPTAIN_JUDAS_SUBTITLE": "생존가", - "CAPTAIN_CLEEO_NAME": "순찰대장 클리-5", - "CAPTAIN_CLEEO_NAME_SHORT": "클리-5", - "CAPTAIN_CLEEO_SUBTITLE": "카지노 메카노이드", - "CAPTAIN_LODESTEIN_NAME": "순찰대장 로드스타인", - "CAPTAIN_LODESTEIN_NAME_SHORT": "로드스타인", - "CAPTAIN_LODESTEIN_SUBTITLE": "전기 기사", - "CAPTAIN_DREADFUL_NAME_SHORT": "드레드풀", - "CAPTAIN_DREADFUL_NAME": "순찰대장 페니 드레드풀", - "CAPTAIN_DREADFUL_SUBTITLE": "죽음을 피한 자", - "CAPTAIN_GLADIOLA_NAME": "순찰대장 글라디올라", - "CAPTAIN_GLADIOLA_NAME_SHORT": "글라디올라", - "CAPTAIN_GLADIOLA_SUBTITLE": "검의 주인", - "CAPTAIN_HEATHER_NAME": "순찰대장 헤더", - "CAPTAIN_HEATHER_NAME_SHORT": "헤더", - "CAPTAIN_HEATHER_SUBTITLE": "기상 캐스터", - "CAPTAIN_BUFFY_NAME": "순찰대장 버피", - "CAPTAIN_BUFFY_NAME_SHORT": "버피", - "CAPTAIN_BUFFY_SUBTITLE": "보디빌더", - "CAPTAIN_CYBIL_NAME": "순찰대장 시빌", - "CAPTAIN_CYBIL_NAME_SHORT": "시빌", - "CAPTAIN_CYBIL_SUBTITLE": "라디오 진행자", - "CAPTAIN_CODEY_NAME": "순찰대장 코디", - "CAPTAIN_CODEY_NAME_SHORT": "코디", - "CAPTAIN_CODEY_SUBTITLE": "테이프 해커", - "RANGER_TRADER_NAME": "순찰대원 윌마", - "RANGER_TRADER_NAME_SHORT": "윌마", - "RANGER_BODYBUILDER_NAME": "순찰대원 짐", - "INTERDIMENSIONAL_POSTMAN_NAME": "차원간 집배원", - "AMBER_NAME": "앰버", - "DORIAN_NAME": "도리안", - "SPRINGHEEL_NAME": "폴짝깨비", - "JACQUELINE_NAME": "재클린", - "SPRINGHEEL_NAME_PREFIX": "폴짝", - "SPRINGHEEL_LORE_1": "폴짝깨비는 밤의 어둠을 틈타 모퉁이 뒤에 숨어있다가 폴짝 뛰쳐나와 사람들을 놀라게 하는 걸 즐긴다. 이들의 \\\"날개\\\"는 다 헤진 넝마로 만든 것으로 보인다.", - "SPRINGHEEL_NAME_SUFFIX": "깨비", - "SPRINGHEEL_DESCRIPTION": "가죽 장화를 신은 도깨비", - "SPRINGHEEL_LORE_2": "빅토리아 시대 영국에서는 한동안 \\\"스프링힐드 잭\\\"이라는 정체불명의 괴물이 밤중에 길거리를 배회한다는 소문이 돌았다. \\\"잭\\\"은 영영 잡히지 않았으며, 곧 그의 목격담은 도시전설 속 괴담으로 여겨지게 되었다.", - "SAME_FUSION_NAME_10": "메가 {0}", - "AA_MORGANTE_NAME": "모르간테", - "AA_MORGANTE_FULL_NAME": "대천사 모르간테", - "AA_OLDGANTE_NAME": "모르간테", - "OLDGANTE_LORE_2": "모르간테의 몸은 산산조각이 났으며, 그런 짓을 할 수 있는 존재라면 얼마나 강력할지 상상조차 하기 힘들다.", - "AA_OLDGANTE_SUBTITLE": "망가진 영혼", - "ROGUE_FUSION_SUBTITLE": "야생 융합", - "OLDGANTE_LORE_1": "한때 어마어마한 힘을 지녔으나 큰 상처를 입은 대천사. 모르간테의 목소리에는 현실을 찢을 정도로 강력한 힘이 담겨있지만, 현재 상태에서는 위력이 크게 감소했다.", - "ORB_FUSION_SUBTITLE": "초기 대천사", - "UNSTABLE_FUSION_SUBTITLE": "불안정한 융합", - "ORB_FUSION_NAME": "구체 융합", - "SWARM_SUBTITLE1": "{species} 난동", - "ELEMENTAL_GUARDIAN_SUBTITLE": "원소 수호자", - "SWARM_SUBTITLE5": "{species} 패거리", - "SWARM_NAME": "융합 무리", - "SWARM_SUBTITLE2": "{species} 떼", - "SWARM_SUBTITLE3": "{species} 집단", - "SWARM_SUBTITLE4": "{species} 무더기", - "BLACK_SHUCK_NAME": "블랙 셔크", - "LANG_en": "영어", - "ROGUE_FUSION_BATTLE_CONFIRM": "이 {name}에 도전하시겠습니까?", - "LANG_fr_FR": "프랑스어", - "LANG_it_IT": "이탈리아어", - "LANG_de_DE": "독일어", - "LANG_ja_JP": "일본어", - "LANG_es_ES": "스페인어(스페인)", - "LANG_es_MX": "스페인어(라틴아메리카)", - "LANG_pt_BR": "포르투갈어(브라질)", - "LANG_zh_CN": "중국어(간체)", - "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "한국어", - "PRECREDITS_2": "제작", - "PRECREDITS_3": "아트", - "PRECREDITS_4": "각본", - "PRECREDITS_5": "프로그래밍", - "PRECREDITS_6": "디자인", - "PRECREDITS_7": "사운드트랙 작곡", - "PRECREDITS_8": "보컬", - "PRECREDITS_9": "몬스터 애니메이션", - "PRECREDITS_10": "캐릭터 일러스트레이션", - "PRECREDITS_12": "퍼블리셔", - "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "게임 디자인", - "MAIN_CREDITS_WRITING": "각본", - "MAIN_CREDITS_PROGRAMMING": "프로그래밍", - "MAIN_CREDITS_ART_DIRECTION": "아트 디렉션", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "픽셀 아트 및 애니메이션", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "캐릭터 일러스트레이션", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "추가 몬스터 디자인", - "MAIN_CREDITS_MUSIC": "음악", - "MAIN_CREDITS_VOICE_CASTING": "성우 캐스팅 및 디렉션", - "MAIN_CREDITS_VOICE_CAST": "출연진", - "MAIN_CREDITS_PORTING": "포팅", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "추가 음성", - "MAIN_CREDITS_LOCALISATION": "현지화", - "MAIN_CREDITS_QA": "품질 검사", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "현지화: Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "관리", - "MAIN_CREDITS_LOCALISATION_QA": "현지화 QA", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "현지화: Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "이미지 아카이브", - "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", - "MAIN_CREDITS_AND_OTHERS": "그 외 많은 분들", - "MAIN_CREDITS_SPECIAL_THANKS": "고마운 분들", - "MAIN_CREDITS_THANK_YOU": "플레이해주셔서 감사합니다!", - "MAIN_CREDITS_VIEW_LICENSES": "라이선스 확인", - "MAIN_CREDITS_QA_SUN_TECH": "QA: Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "폰트 및 아이콘", - "MAIN_CREDITS_QA_DIRECTOR": "QA 디렉터", - "MAIN_CREDITS_QA_MANAGER": "QA 매니저", - "MAIN_CREDITS_PROJECT_MANAGER": "프로젝트 매니저", - "MAIN_CREDITS_QA_TEST_LEAD": "QA 테스트 총괄", - "MAIN_CREDITS_QA_TESTERS": "QA 테스터", - "REACTION_GENERIC": "반응", - "REACTION_ANY_ON_GLITTER": "반짝반짝", - "REACTION_GLITTER_ON_ANY": "반짝반짝", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "반짝이 타입 공격에 맞은 대상은 반짝이로 뒤덮여 반짝이 타입으로 바뀝니다.", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "원소 공격에 맞은 반짝이 몬스터는 받은 공격과 같은 타입으로 바뀝니다.", - "REACTION_BEAST_ON_GLASS": "산산조각", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "야수 유형의 공격에 맞은 유리 유형 몬스터는 산산조각이 나며 전장에 날카로운 장애물을 흩뿌립니다.", - "REACTION_FIRE_ON_PLASTIC": "융해", - "REACTION_FIRE_ON_PLANT": "점화", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "플라스틱 타입 몬스터가 불 타입 공격에 맞으면 융해되어 유독성 기체를 내뿜으며 독 타입으로 바뀝니다.", - "REACTION_FIRE_ON_WATER": "수증기", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "풀 타입 몬스터는 불 타입 공격에 쉽게 불이 붙어 지속 피해를 받습니다.", - "REACTION_FIRE_ON_WATER_TUTORIAL": "물 타입 몬스터가 불 타입 공격으로 가열되면 뜨거운 수증기가 방출되며, 수증기가 다시 응결되면서 물 타입 몬스터를 치유합니다.", - "REACTION_FIRE_ON_POISON_TUTORIAL": "뉴위럴에 존재하는 독은 대부분 불에 잘 타며, 불 타입 공격으로 불을 붙일 수 있습니다.", - "REACTION_FIRE_ON_POISON": "점화", - "REACTION_FIRE_ON_ASTRAL": "에너지 충전", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "우주 타입 몬스터는 불, 대지, 공기, 물 등 네 가지 원소로부터 힘을 얻습니다.", - "REACTION_FIRE_ON_ICE": "융해", - "REACTION_FIRE_ON_METAL_TUTORIAL": "금속 타입 몬스터가 불 타입 공격에 맞으면 융해되며 지속 피해를 받습니다.", - "REACTION_FIRE_ON_ICE_TUTORIAL": "얼음 타입 대상이 불 타입 공격에 맞으면 융해되어 물 타입으로 변합니다.", - "REACTION_FIRE_ON_AIR": "상승 기류", - "REACTION_FIRE_ON_AIR_TUTORIAL": "불 타입 공격으로 공기 타입 대상을 맞히면 상승 기류가 발생하며 공기 방벽이 생깁니다. 공기 방벽은 받는 공격을 일정 횟수만큼 흡수합니다.", - "REACTION_FIRE_ON_METAL": "융해", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "플라스틱 타입 공격으로 불 타입 대상을 맞히면 검은 연기가 뿜어져 나오며 대상의 위치를 가립니다.", - "REACTION_PLASTIC_ON_FIRE": "연기", - "REACTION_PLASTIC_ON_ASTRAL": "방해", - "REACTION_PLASTIC_ON_LIGHTNING": "절연", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "플라스틱, 독, 금속처럼 순수하지 않은 원소에 노출된 우주 타입 몬스터는 내적 조화가 어지러이 흐트러져 혼돈에 빠질 수 있습니다.", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "플라스틱은 절연체이기 때문에, 플라스틱 타입 공격으로 번개 타입 몬스터의 공격 범위를 제한할 수 있습니다.", - "REACTION_PLANT_ON_FIRE": "연기", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "식물 타입 공격으로 불 타입 대상을 맞히면 검은 연기가 뿜어져 나오며 대상의 위치를 가립니다.", - "REACTION_PLANT_ON_WATER": "흡입", - "REACTION_PLANT_ON_POISON": "농축", - "REACTION_PLANT_ON_WATER_TUTORIAL": "식물 타입 공격은 물 타입 대상의 기력을 흡입하여 흡혈 효과를 얻습니다.", - "REACTION_PLANT_ON_LIGHTNING": "접지", - "REACTION_PLANT_ON_POISON_TUTORIAL": "독을 만들려면 특정한 영양소가 몇 가지 필요하며, 대상의 추후 독 공격을 강화하는 식물 타입의 공격이다.", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "식물 타입 공격은 번개 타입 대상의 전기를 접지하여 대상의 공격 범위를 줄입니다.", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "식물 타입 공격에 실린 씨앗은 대지 타입 대상에 파고들어 에너지를 소진시킵니다.", - "REACTION_PLANT_ON_EARTH": "파종", - "REACTION_WATER_ON_FIRE_TUTORIAL": "물 타입 공격은 불 타입 대상의 불길을 누그러뜨려, 대상의 공격력을 감소시킵니다.", - "REACTION_WATER_ON_FIRE": "소화", - "REACTION_WATER_ON_PLANT": "흡수", - "REACTION_WATER_ON_ASTRAL": "에너지 충전", - "REACTION_WATER_ON_PLANT_TUTORIAL": "물 타입 공격이 남긴 물은 식물 타입 대상의 뿌리에 흡수되어, 대상을 서서히 치유합니다.", - "REACTION_WATER_ON_ICE": "벌크업", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "우주 타입 몬스터는 불, 대지, 공기, 물 등 네 가지 원소로부터 힘을 얻습니다.", - "REACTION_WATER_ON_ICE_TUTORIAL": "물 타입 공격이 남긴 물은 얼음 타입 대상에 의해 즉시 얼어붙어 대상의 덩치를 키워줍니다.", - "REACTION_WATER_ON_LIGHTNING": "전도", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "물에 전류가 흘러 번개 타입 공격의 범위와 사정거리를 늘려줍니다.", - "REACTION_WATER_ON_EARTH_TUTORIAL": "물 타입 공격은 대지 타입 대상을 서서히 침식하여 방어력을 감소시킵니다.", - "REACTION_WATER_ON_EARTH": "침식", - "REACTION_WATER_ON_METAL": "부식", - "REACTION_POISON_ON_FIRE": "연료 공급", - "REACTION_WATER_ON_METAL_TUTORIAL": "물 타입 공격은 금속 타입 대상을 녹슬게 하여 깨지기 쉽게 만듭니다.", - "REACTION_POISON_ON_PLANT_TUTORIAL": "식물 타입 대상은 독 타입 공격이 남긴 독을 흡수하여 지속 피해를 받습니다.", - "REACTION_POISON_ON_PLANT": "흡수", - "REACTION_POISON_ON_FIRE_TUTORIAL": "불 타입 대상은 독 타입 공격이 남긴 독을 연료로 연소시켜 힘을 얻습니다.", - "REACTION_POISON_ON_ASTRAL": "방해", - "REACTION_POISON_ON_METAL_TUTORIAL": "금속 타입 몬스터는 독 타입 공격에서 남은 독을 날카로운 부분에 발라 상대에게 추가 피해를 줄 수 있습니다.", - "REACTION_POISON_ON_METAL": "독침", - "REACTION_POISON_ON_EARTH_TUTORIAL": "대지 타입 몬스터는 독 타입 공격에서 남은 독을 날카로운 부분에 발라 상대에게 추가 피해를 줄 수 있습니다.", - "REACTION_POISON_ON_EARTH": "독침", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "플라스틱, 독, 금속처럼 순수하지 않은 원소에 노출된 우주 타입 몬스터는 내적 조화가 어지러이 흐트러져 혼돈에 빠질 수 있습니다.", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "우주 타입 공격은 불, 대지, 공기, 물 등 네 가지 원소의 대상에게서 힘을 소진시킵니다.", - "REACTION_ASTRAL_ON_ASTRAL": "에너지 충전", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "우주 타입 공격은 불, 대지, 공기, 물 등 네 가지 원소의 대상에게서 힘을 소진시킵니다.", - "REACTION_ASTRAL_ON_FIRE": "소진", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "우주 타입 공격에 맞은 우주 타입 몬스터는 남은 우주 에너지를 흡수하여 활용할 수 있습니다.", - "REACTION_ASTRAL_ON_WATER": "소진", - "REACTION_ASTRAL_ON_AIR": "소진", - "REACTION_ICE_ON_WATER_TUTORIAL": "물 타입 몬스터는 얼음 타입 공격에 맞으면 즉시 얼어붙습니다.", - "REACTION_ICE_ON_WATER": "빙결", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "우주 타입 공격은 불, 대지, 공기, 물 등 네 가지 원소의 대상에게서 힘을 소진시킵니다.", - "REACTION_ASTRAL_ON_EARTH": "소진", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "우주 타입 공격은 불, 대지, 공기, 물 등 네 가지 원소의 대상에게서 힘을 소진시킵니다.", - "REACTION_ICE_ON_LIGHTNING": "전도", - "REACTION_ICE_ON_AIR": "한기", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "얼음과 물에 전류가 흘러 번개 타입 공격의 범위와 사정거리를 늘려줍니다.", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "플라스틱은 절연체이기 때문에 플라스틱 타입 대상이 번개 타입 공격에 맞으면 전하가 남으며, 대상이 그 전하를 사용하여 상대를 추가적으로 감전시킬 수 있습니다.", - "REACTION_LIGHTNING_ON_ICE": "감전", - "REACTION_ICE_ON_AIR_TUTORIAL": "얼음 타입 공격은 공기 타입 대상을 차갑게 만들어 덜덜 떨게 만듭니다.", - "REACTION_LIGHTNING_ON_PLASTIC": "정전기", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "물에 전류가 흘러 추후 번개 타입 공격에 취약해집니다.", - "REACTION_LIGHTNING_ON_WATER": "감전", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "뉴위럴의 공기는 비정상적으로 전기가 잘 통하기 때문에, 공기 타입 대상이 추후 번개 타입 공격에 취약해집니다.", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "얼음과 물에 전류가 흘러 추후 번개 타입 공격에 취약해집니다.", - "REACTION_LIGHTNING_ON_EARTH": "유리화", - "REACTION_LIGHTNING_ON_AIR": "감전", - "REACTION_AIR_ON_FIRE_TUTORIAL": "공기 타입 공격은 불 타입 대상의 불을 꺼뜨려 추후 공격의 위력을 감소시킵니다.", - "REACTION_AIR_ON_FIRE": "소화", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "금속에 전류가 흘러 추후 번개 타입 공격에 취약해집니다.", - "REACTION_LIGHTNING_ON_METAL": "감전", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "번개가 모래에 내려치면 천연 유리인 섬전암이 생성됩니다. 번개 타입 공격에 맞은 대지 타입 대상은 유리 타입으로 변경됩니다.", - "REACTION_AIR_ON_PLANT": "뽑힘", - "REACTION_AIR_ON_PLANT_TUTORIAL": "공기 타입 공격은 식물 타입 대상을 뿌리째 뽑아 땅으로부터 얻는 영양분을 차단할 수 있습니다.", - "REACTION_AIR_ON_ASTRAL": "에너지 충전", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "우주 타입 몬스터는 불, 대지, 공기, 물 등 네 가지 원소로부터 힘을 얻습니다.", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "뉴위럴의 공기는 전기가 잘 흐르기 때문에 번개 타입 공격의 범위와 사정거리를 늘려줍니다.", - "REACTION_AIR_ON_LIGHTNING": "전도", - "REACTION_AIR_ON_GLASS": "공진", - "REACTION_EARTH_ON_FIRE": "소화", - "REACTION_AIR_ON_GLASS_TUTORIAL": "요란한 소리와 공기 타입 공격은 유리 타입 대상에 공진을 일으켜 진동하게 만들 수 있습니다. 공진이 충분히 강해지면 유리가 깨집니다.", - "REACTION_EARTH_ON_PLASTIC": "매립", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "대지 타입 공격은 불 타입 대상으로부터 산소를 차단하여, 대상의 공격력을 감소시킵니다.", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "플라스틱 제품이 종종 매립지에서 삶을 마감하는 것처럼, 대지 타입의 공격은 플라스틱 타입 몬스터를 파묻어 움직임을 제한합니다.", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "대지 타입 공격은 번개 타입 대상의 전기를 접지하여 대상의 공격 범위를 줄입니다.", - "REACTION_METAL_ON_ASTRAL": "방해", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "플라스틱, 독, 금속처럼 순수하지 않은 원소에 노출된 우주 타입 몬스터는 내적 조화가 어지러이 흐트러져 혼돈에 빠질 수 있습니다.", - "REACTION_EARTH_ON_ASTRAL": "에너지 충전", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "우주 타입 몬스터는 불, 대지, 공기, 물 등 네 가지 원소로부터 힘을 얻습니다.", - "REACTION_EARTH_ON_LIGHTNING": "접지", - "REACTION_METAL_ON_ICE_TUTORIAL": "금속 타입 공격의 날카로운 부분은 송곳처럼 얼음 타입 대상을 꿰뚫어 전체적인 방어력을 감소시킬 수 있습니다.", - "REACTION_METAL_ON_ICE": "박살", - "REACTION_METAL_ON_LIGHTNING": "전도", - "REACTION_METAL_ON_EARTH": "박살", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "금속에 전류가 흘러 번개 타입 공격의 범위와 사정거리를 늘려줍니다.", - "REACTION_METAL_ON_GLASS_TUTORIAL": "깨지기 쉬운 유리 타입 몬스터는 단단한 금속 타입 공격에 쉽게 산산조각이 납니다. 그러면 날카로운 장애물이 전장 곳곳에 흩뿌려집니다.", - "REACTION_METAL_ON_EARTH_TUTORIAL": "금속 타입 공격의 날카로운 부분은 삽처럼 대지 타입 대상을 꿰뚫어 전체적인 방어력을 감소시킬 수 있습니다.", - "REACTION_METAL_ON_GLASS": "산산조각", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "유리는 절연체이기 때문에, 유리 타입 공격으로 번개 타입 몬스터의 공격 범위를 제한할 수 있습니다.", - "REACTION_GLASS_ON_LIGHTNING": "절연", - "ELEMENTAL_TYPE_FIRE": "불", - "ELEMENTAL_TYPE_WATER": "물", - "ELEMENTAL_TYPE_PLASTIC": "플라스틱", - "ELEMENTAL_TYPE_POISON": "독", - "ELEMENTAL_TYPE_PLANT": "식물", - "ELEMENTAL_TYPE_BEAST": "야수", - "ELEMENTAL_TYPE_ASTRAL": "우주", - "ELEMENTAL_TYPE_GLITTER": "반짝이", - "ELEMENTAL_TYPE_LIGHTNING": "번개", - "ELEMENTAL_TYPE_ICE": "얼음", - "ELEMENTAL_TYPE_AIR": "공기", - "ELEMENTAL_TYPE_EARTH": "대지", - "ELEMENTAL_TYPE_METAL": "금속", - "ELEMENTAL_TYPE_GLASS": "유리", - "INVENTORY_EMPTY": "비어있음.", - "INVENTORY_INCOMPATIBLE": "호환 불가", - "INVENTORY_NO_COMPATIBLE_STICKERS": "적합한 스티커 없음.", - "LOOT_TITLE": "획득", - "LOOT_ITEM_EQUIPPED": "장착", - "LOOT_ITEM_EQUIP_BUTTON": "장착", - "LOOT_ITEM_UNEQUIP_BUTTON": "해제", - "LOOT_HEADING_OTHER_ITEMS": "기타 아이템", - "LOOT_HEADING_DROPPED": "떨어뜨림", - "ITEM_DROP_OBTAINED_ONE": "획득: {0}", - "ITEM_DROP_OBTAINED_MULTIPLE": "획득: {0} ×{1}", - "ITEM_DROP_INVENTORY_FULL": "이 아이템은 더 소지할 수 없다.", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "스티커를 더 가지고 다닐 수 없다.", - "ITEM_CHEST_EMPTY": "비어 있다!", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "가지고 다닐 수 있는 스티커 개수의 한도에 도달했다. 이후 찾는 스티커는 전부 떨어뜨린다.", - "ITEM_REMOVED_ONE": "소지품에서 제거: {0}", - "ITEM_REMOVED_MULTIPLE": "소지품에서 제거: {0} ×{1}", - "ITEM_COUNT_LIMITED": "×{0} / {1}", - "ITEM_COUNT": "×{0}", - "ITEM_EXCHANGE_OWNED_AMOUNT": "현재 보유: {0}", - "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", - "ITEM_EXCHANGE_ALREADY_OWNED": "이미 가지고 있다.", - "ITEM_COST_FREE": "무료", - "ITEM_COST_ELEMENT": "{amount} {currency}", - "ITEM_COST_JOIN": ",", - "ITEM_EXCHANGE_OUT_OF_STOCK": "더 구매할 수 없다.", - "ITEM_EXCHANGE_INVENTORY_FULL": "이 아이템은 더 소지할 수 없다.", - "ITEM_TRADE_BUY": "구매", - "ITEM_TRADE_AMOUNT": "{exchange}을(를) {cost}에 구매할까?", - "ITEM_USE": "사용", - "ITEM_VIEW": "확인", - "ITEM_READ": "읽기", - "ITEM_USE_ON.m": "{0}에 사용", - "ITEM_USE_ON.f": "{0}에 사용", - "ITEM_USE_ON_TAPE": "{0}에 사용", - "ITEM_USE_ON.n": "{0}에 사용", - "ITEM_APPLY_STICKER_SUBMENU": "부착", - "ITEM_USE_ON_SUBMENU": "사용", - "ITEM_DISCARD": "버리기", - "ITEM_DISCARD_ONE": "1개 버리기", - "ITEM_DISCARD_ALL": "전부 버리기", - "ITEM_RECYCLE_ONE": "{icon} {amount}개로 1개 재활용", - "ITEM_RECYCLE": "{icon} {amount}개로 재활용", - "ITEM_DISCARD_MODE_DISCARD": "버리기", - "ITEM_DISCARD_MODE_RECYCLE": "재활용", - "ITEM_RECYCLE_ALL": "{icon} {amount}개로 전부 재활용", - "ITEM_CATEGORY_consumables": "소모품", - "ITEM_CATEGORY_tapes": "빈 테이프", - "ITEM_CATEGORY_stickers": "스티커", - "ITEM_CATEGORY_resources": "자원", - "ITEM_CATEGORY_misc": "기타", - "ITEM_CURE_COATING_NAME": "코팅 치료제", - "ITEM_CURE_BURNED_NAME": "화상 치료제", - "ITEM_CURE_BURNED_DESCRIPTION": "파티원 1명에게서 '화상\\' 상태 효과를 제거하는 쿨링 크림. 턴을 소모하지 않는다.", - "ITEM_CURE_COATING_DESCRIPTION": "파티원 1명에게서 타입을 변경하는 '코팅\\' 상태 효과를 제거한다. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_CURE_CONDUCTIVE_NAME": "전도 치료제", - "ITEM_CURE_CONFUSED_NAME": "혼란 치료제", - "ITEM_CURE_CONFUSED_DESCRIPTION": "즉시 약물 성분을 중화시켜 파티원 1명에게서 '혼란\\' 상태 효과를 제거하는 효소가 든 피하 주사기. 턴을 소모하지 않는다.", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "파티원 1명에게서 '전도\\' 상태 효과를 제거하는 절연 크림. 턴을 소모하지 않는다.", - "ITEM_CURE_LEECHED_NAME": "흡혈 치료제", - "ITEM_CURE_POISONED_NAME": "독 치료제", - "ITEM_CURE_LEECHED_DESCRIPTION": "파티원 1명에게서 '흡혈\\' 상태 효과를 제거하는 절연 크림. 턴을 소모하지 않는다.", - "ITEM_CURE_RESONANCE_NAME": "공진 치료제", - "ITEM_CURE_POISONED_DESCRIPTION": "대부분의 일반 몬스터 독을 치료하는 해독제. 파티원 1명에게서 '중독\\' 상태 효과를 제거한다. 턴을 소모하지 않는다.", - "ITEM_CURE_SLEEP_NAME": "수면 치료제", - "ITEM_CURE_RESONANCE_DESCRIPTION": "진동을 흡수하여 파티원 1명에게서 '공진\\' 상태 효과를 제거하는 방진 물질. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_CURE_BERSERK_NAME": "광분 치료제", - "ITEM_CURE_SLEEP_DESCRIPTION": "고약한 악취를 풍기는 약이 담긴 작은 병. 잠든 파티원 1명을 깨워 준다. 턴을 소모하지 않는다.", - "ITEM_CURE_STAT_NAME": "능력치 치료제", - "ITEM_CURE_BERSERK_DESCRIPTION": "파티원 1명에게서 '광분\\' 상태 효과를 제거하는 진정제. 턴을 소모하지 않는다.", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "움직이기 편하게 해주는 미끈미끈한 물질이 든 작은 스프레이 병. 파티원 1명에게서 '석화\\' 상태 효과를 제거한다. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_CURE_PETRIFIED_NAME": "석화 치료제", - "ITEM_CURE_STAT_DESCRIPTION": "들이마시면 파티원 1명에게서 긍정적인 효과를 포함해 모든 능력치 변경 상태 효과를 제거하는 가루. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_CURE_ALL_NAME": "만병통치약", - "ITEM_CURE_ALL_DESCRIPTION": "모든 질환을 치료해준다는 기적의 만병통치약. 파티원 1명에게서 긍정적인 것을 포함해 모든 상태 효과를 제거한다. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_REWIND_NAME": "되감기", - "ITEM_REWIND_DESCRIPTION": "테이프 1개의 HP를 전부 회복한다. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_RESPOOL_NAME": "리스풀", - "ITEM_OLIVE_UP_NAME": "올리브업", - "ITEM_RESPOOL_DESCRIPTION": "망가진 테이프 1개를 고치고 되감는다. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_OLIVE_UP_DESCRIPTION": "이상한 올리브맛 탄산음료. 캐릭터 1명의 레벨을 즉시 올려준다.", - "ITEM_UPGRAPE_NAME": "업그레이프", - "ITEM_PEAR_FUSILLI_NAME": "배 푸실리", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "융합 게이지를 즉시 채워주는 2인용 인스턴트 요리! 전투 중에 먹어도 턴을 소모하지 않는다.", - "ITEM_UPGRAPE_DESCRIPTION": "\\\"거꾸로 날\\\"에 심으면 자라난다고 전해지는 거꾸로 된 포도. 한 송이를 먹으면 테이프 1개가 즉시 별 1개만큼 업그레이드된다.", - "ITEM_REODORANT_NAME": "발취제", - "ITEM_REODORANT_DESCRIPTION": "\\\"남녀 공용 발한 유도 발취제\\\" 스프레이. 1분 동안 몬스터가 다가오지 않을 만큼 지독한 냄새를 풍기게 해준다고 적혀 있다.", - "ITEM_REODORANT_TIME_LEFT": "남은 시간: {0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "풀 브렉퍼스트(비건)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "파티원 1명을 완전히 회복시킨다. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_COFFEE1_NAME": "캔 아이스 라떼", - "ITEM_COFFEE2_DESCRIPTION": "AP를 4 추가해주는 진한 캔커피. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_COFFEE1_DESCRIPTION": "AP를 2 추가해주는 캔커피. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_COFFEE2_NAME": "캔 아메리카노", - "ITEM_FUSED_MATERIAL_NAME": "융합 물질", - "ITEM_COFFEE3_NAME": "에스프레소 익스프레스", - "ITEM_COFFEE4_NAME": "더블 에스프레소", - "ITEM_COFFEE3_DESCRIPTION": "즉시 기력을 회복시켜 AP를 6 추가해주는 작은 캔커피. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_SMOKE_BOMB_NAME": "연막탄", - "ITEM_COFFEE4_DESCRIPTION": "AP를 8 추가해주는 더블 샷 에스프레소 캔커피. 전투 중에 사용하면 턴을 소모한다.", - "ITEM_METAL_DESCRIPTION": "아이템 또는 서비스로 교환할 수 있는 기본 재활용 자원.", - "ITEM_SMOKE_BOMB_DESCRIPTION": "야생 몬스터로부터 확정적으로 도망칠 수 있게 해준다. 인간과 다른 지적 생명체는 속일 수 없다.", - "ITEM_METAL_NAME": "금속", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "썩은 달걀의 악취가 풀풀 나지만, 순찰대는 이걸 매우 귀중하게 여기는 듯하다.", - "ITEM_TUTORIAL_NAME": "순찰대 안내서", - "ITEM_TUTORIAL_NO_TUTS": "우선 항구촌 동쪽으로 케일리를 만나러 가자!", - "ITEM_TUTORIAL_DESCRIPTION": "케일리가 준 안내서. 뉴위럴에서의 삶에 대해 배운 내용을 다시 확인할 수 있다.", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "어라? 안내서 뒷면에서 카드가 한 장 떨어졌다!", - "ITEM_TUTORIAL_MESSAGE": "어떤 주제를 다시 확인할까?", - "ITEM_PLASTIC_NAME": "플라스틱", - "ITEM_PLASTIC_DESCRIPTION": "아이템 또는 서비스로 교환할 수 있는 기본 재활용 자원.", - "ITEM_TYPE_CHART_NAME": "원소 타입 상성표", - "ITEM_OLD_BOOK_NAME": "낡은 책", - "ITEM_TYPE_CHART_DESCRIPTION": "뉴위럴 몬스터의 원소 타입과 그걸 어떻게 활용할지 자세히 나와있는 표. 케일리가 준 순찰대 안내서에서 떨어진 카드에 그려져 있었다.", - "ITEM_OLD_BOOK_DESCRIPTION": "이상한 단어가 잔뜩 나오는 낡은 책.", - "ITEM_SINGLEUSE_STICKER_NAME": "{name} (일회용)", - "ITEM_WHEAT_NAME": "밀", - "ITEM_WHEAT_DESCRIPTION": "누군가에게 가져가면 음식으로 만들어주는 기본 자원.", - "ITEM_PULP_NAME": "펄프", - "ITEM_WOOD_NAME": "나무", - "ITEM_PULP_DESCRIPTION": "종이의 원료. 아이템 또는 서비스로 교환할 수 있는 기본 재활용 자원.", - "ITEM_TAPE_BEAST_DESCRIPTION": "인조 모피로 뒤덮인 테이프. 야수 타입 몬스터를 기록할 때 효율이 높으며, 아이들에게 인기가 많다.", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "미래의 레이저 기반 기술로 몬스터 형태를 저장한다. 몬스터를 확정적으로 기록할 수 있게 해준다.", - "ITEM_WOOD_DESCRIPTION": "아이템 또는 서비스로 교환할 수 있는 기본 재활용 자원.", - "ITEM_KEY_HARBOURTOWN_NAME": "항구촌 문 열쇠", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "항구촌의 문을 연다!", - "ITEM_TAPE_BASIC_NAME": "기본 테이프", - "ITEM_TAPE_BASIC_DESCRIPTION": "보통 효율로 몬스터 형태를 기록한다.", - "ITEM_TAPE_CHROME_NAME": "크롬 테이프", - "ITEM_TAPE_CHROME_DESCRIPTION": "높은 효율로 몬스터 형태를 기록한다.", - "ITEM_TAPE_OPTICAL_LASER_NAME": "광학 레이저 테이프", - "WINGLOOM_DESCRIPTION": "전구 나방", - "MOTHMANIC_NAME": "모스매니아", - "MOTHMANIC_NAME_PREFIX": "모스맨", - "MOTHMANIC_NAME_SUFFIX": "매니아", - "MOTHMANIC_LORE_2": "\\\"모스맨\\\"은 웨스트버지니아주의 민간 전승에 등장하는 괴물이다. 1960년대에 있었던 다양한 목격담에 의하면, 이 거대하고 날개가 달린 인간형 생물은 빨간색 눈이 두드러졌다고 한다. 모스맨 괴담은 처음 목격된 이래 유명한 도시전설이 되었다.", - "MOTHMANIC_LORE_1": "모스매니아의 몸 전체에는 강력한 전류가 흐르고 있다. 모스매니아는 그 전류를 공격 수단으로 사용할 수 있으며, 날갯짓으로 상대를 향해 강력한 번개를 날려 보낸다.", - "STARDIGRADE_NAME": "곰별레", - "MOTHMANIC_DESCRIPTION": "커다랗고 기분 나쁜 나방", - "STARDIGRADE_NAME_PREFIX": "곰별", - "STARDIGRADE_NAME_SUFFIX": "별레", - "STARDIGRADE_LORE_1": "호기심 많은 곰별레는 주로 뉴위럴의 하층 대기에서 잠을 자며 시간을 보내고, 가끔 지상으로 내려와 배를 채운 후 등에 달린 로켓을 사용해 다시 위로 올라간다.", - "STARDIGRADE_LORE_2": "물곰이라고도 불리는 곰벌레는 지구 곳곳에서 찾아볼 수 있는 미세 생물이다. 대중 문화에서는 생존력이 매우 높은 것으로 잘 알려져 있으며, 심지어 진공 상태의 우주에서도 살아남을 수 있다.", - "STARDIGRADE_DESCRIPTION": "떠다니는 벌레 생명체", - "GALAGOR_NAME": "갤러고르", - "GALAGOR_NAME_PREFIX": "갤러", - "GALAGOR_LORE_1": "지능이 극도로 발달한 곰별레. 애벌레 같은 분홍색 몸통은 대부분 외부 갑옷으로 덮여있으며, 헬멧의 유리를 통해 엿볼 수 있다.", - "GALAGOR_NAME_SUFFIX": "고르", - "GALAGOR_LORE_2": "우주생물학은 이론적인 외계 생명체를 연구하는 학문이다. 우주생물학자는 지구 생명체의 기원과 알려진 우주 내의 다른 행성에서도 그와 유사한 과정이 일어날 수 있었을지 여부를 연구한다.", - "GALAGOR_DESCRIPTION": "망토를 두르고 날아다니는 우주 벌레", - "FAUCETEAR_NAME": "눈물꼭지", - "FAUCETEAR_NAME_PREFIX": "눈물", - "FAUCETEAR_NAME_SUFFIX": "꼭지", - "FAUCETEAR_LORE_2": "수도꼭지는 액체의 흐름을 조절하는 밸브를 뜻한다. 그 역사는 로마 제국까지 거슬러 올라가는 것으로 보이며, 로마 도시 폼페이의 폐허에서 초기 형태의 배관 수도꼭지와 밸브가 발견되었다.", - "FAUCETEAR_LORE_1": "눈물꼭지는 감정 상태에 따라 고압의 강력한 물줄기를 쏘아 보낼 수 있다. 눈물꼭지는 쉽게 놀라거나 화를 내기 때문에, 자기도 모르는 사이에 물 공격을 하는 경우도 자주 발생한다.", - "FAUCETEAR_DESCRIPTION": "줄줄 새는 수도꼭지", - "FOUNTESS_NAME": "파운테스", - "FOUNTESS_NAME_PREFIX": "파운", - "FOUNTESS_NAME_SUFFIX": "테스", - "FOUNTESS_LORE_2": "문명이 발생한 이래 샤워는 어떤 형태로든 항상 존재했다. 그러나 첫 기계식 샤워기는 1700년대에 이르러서야 영국 발명가 윌리엄 피트햄에 의해 발명되었으며, 샤워기가 차가운 물을 대야로 퍼 올린 후 사슬을 당기면 그 물이 머리 위로 떨어지는 방식이었다.", - "FOUNTESS_LORE_1": "파운테스는 자신과 다른 이들의 예의범절을 무척 자랑스럽게 여긴다. 만약 무례한 사람을 발견하면 즉시 고통에 빠지며, 머리에서 뿜어져 나오는 물줄기의 압력이 크게 증가한다.", - "FOUNTESS_DESCRIPTION": "슬픈 샤워기", - "TERRACOOKA_NAME": "테라쿡타", - "TERRACOOKA_NAME_PREFIX": "테라", - "TERRACOOKA_LORE_1": "테라쿡타는 요리사가 되기를 꿈꾸며, 서식지인 지하 동굴에서 찾을 수 있는 모든 재료로 요리를 만들려 한다. 하지만 이 때문에 테라쿡타의 조리법에는 대부분 지의류나 이끼가 들어가며, 지의류와 이끼가 둘 다 들어가기도 한다.", - "TERRACOOKA_NAME_SUFFIX": "쿡타", - "TERRACOOKA_LORE_2": "\\\"도구\\\"는 일본 곳곳에서 발견되는 토우, 즉 점토로 만든 상을 일컫는다. 그 역사는 선사 시대까지 거슬러 올라가며, 주로 인간이나 동물의 모습을 하고 있다.", - "TERRACOOKA_DESCRIPTION": "도자기 요리사", - "COALDRON_NAME_PREFIX": "신선", - "COALDRON_NAME": "신선롱", - "COALDRON_LORE_1": "신선롱은 살아있는 요리용 솥으로, 대야처럼 생긴 몸통에서 쉬지 않고 맛있는 육수를 끓이고 있다. 움직임은 둔하지만, 불청객이 맛을 보려고 다가오면 몸을 돌려 뜨거운 육수 줄기를 발사할 수 있다.", - "COALDRON_NAME_SUFFIX": "선롱", - "COALDRON_LORE_2": "솥은 주로 금속이나 도자기로 만드는 커다란 냄비로, 불 위에 올려 요리나 약제를 가열하는 데 쓰인다. 솥은 선사 시대부터 줄곧 전 세계적으로 사용되었기 때문에, 많은 문화권의 민간 전승에서 다양한 방식으로 등장한다.", - "COALDRON_DESCRIPTION": "솥 몸통이 달린 키 큰 도자기", - "PUPPERCUT_NAME": "멍퍼컷", - "PUPPERCUT_NAME_PREFIX": "멍퍼", - "PUPPERCUT_NAME_SUFFIX": "컷", - "PUPPERCUT_LORE_2": "권투는 두 참가자가 보호용 장갑을 끼고 서로에게 주먹을 날리는 경쟁 스포츠다. 고고학적 증거에 따르면, 인류는 고대 문명이 발생한 이래 어떠한 형태로든 계속 권투를 즐겨온 것으로 보인다.", - "PUPPERCUT_LORE_1": "권투에 대한 열정이 넘치는 멍퍼컷은 태어날 때부터 다양한 신체 부위가 쇠로 덮여 있다. 이 금속 피부는 쉽게 녹슬며, 성체로 성장하는 과정에서 녹슨 겉 부분이 떨어져 나간다.", - "PUPPERCUT_DESCRIPTION": "녹슨 금속 권투 장비를 착용한 땅딸막한 늑대", - "SOUTHPAW_NAME": "이리펀치", - "SOUTHPAW_NAME_PREFIX": "이리", - "SOUTHPAW_NAME_SUFFIX": "펀치", - "SOUTHPAW_LORE_2": "현대 권투는 빅토리아 시대 영국에서 처음 작성된 공식 규정 \\\"퀸즈베리 룰\\\"에 기원을 두고 있다. 퀸즈베리 룰에는 12라운드 제한, 커다란 보호용 장갑 그리고 24평방피트의 경기장 넓이 등 오늘날 현대 권투에서도 찾아볼 수 있는 규정들이 포함되어 있다.", - "SOUTHPAW_LORE_1": "이리펀치는 멍퍼컷의 생애에서 마지막 형태로, 녹슨 갑옷은 전부 벗겨져 나갔다. 이리펀치의 몸은 이제 가볍고 유연한 금속으로 덮여있어, 적의 공격을 견디고 가시 달린 주먹으로 빠른 공격을 날릴 수 있게 해준다.", - "BURNACE_NAME": "화염로", - "SOUTHPAW_DESCRIPTION": "번쩍거리는 금속 권투 장비를 착용한 키 큰 늑대", - "BURNACE_NAME_PREFIX": "화염", - "BURNACE_NAME_SUFFIX": "염로", - "BURNACE_LORE_1": "화염로는 다리가 없으며, 무거운 콘크리트 몸통을 손으로 바닥에 질질 끄는 것으로만 움직일 수 있다. 화염로 안에는 끝없이 불타는 화로가 있어 \\\"굴뚝\\\"에서 순식간에 불덩이와 유독한 스모그를 뿜어낼 수 있다.", - "BURNACE_LORE_2": "1700년대에 시작한 산업 혁명 당시에는 서양 세계가 기계를 전면적으로 사용하기 시작하면서 기술 발전이 극도로 가속화되었다. 이 시기는 굴뚝에서 연기를 뿜어내는 공장의 모습과 자주 관련지어지곤 한다.", - "SMOGMAGOG_NAME": "스모그마고그", - "BURNACE_DESCRIPTION": "다리가 없는 공장 생명체", - "SMOGMAGOG_LORE_1": "스모그마고그의 \\\"몸통\\\"은 사실 순수한 불의 존재가 들어있는 강철과 콘크리트로 만든 껍데기노에 불과하다. 껍데기 안에 불씨가 하나라도 남아있는 한, 스모그마그는 싸움을 계속할 것이다.", - "SMOGMAGOG_NAME_PREFIX": "스모그", - "SMOGMAGOG_NAME_SUFFIX": "마고그", - "SMOGMAGOG_DESCRIPTION": "콘크리트 냉각탑 거인", - "SMOGMAGOG_LORE_2": "고그마고그는 영국 전설에 등장하는 거인의 이름이다. 오늘날 대영제국의 전신인 알비온의 주민이었던 그는 추후 콘월을 세우는 전사 코리네우스에 의해 죽음을 맞이했다.", - "CANDEVIL_NAME": "알사탄", - "CANDEVIL_NAME_PREFIX": "알", - "CANDEVIL_NAME_SUFFIX": "사탄", - "CANDEVIL_LORE_2": "인류의 문화 및 역사를 통틀어 모든 민간 전승과 종교에서 악마라 불리는 사악한 존재가 언급되지만, 그 묘사는 온순한 골칫거리부터 위험한 악의 현신까지 매우 폭넓다.", - "CANDEVIL_LORE_1": "알사탄은 몸에서 달콤한 간식을 만들어내는 특이한 능력을 보유하고 있으며, 그 사탕은 선물로 주거나 투사체로 사용할 수 있다. 이 특징을 매력적으로 생각하는 이들도 있지만, 다른 이들은 매우 이상하고 역겹다고 주장한다.", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "어떤 분야를 연구할까?", - "CANDEVIL_DESCRIPTION": "파스텔 색의 뿔 달린 악마", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "연금술", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "기계", - "MALCHEMY_NAME": "연금수리", - "MALCHEMY_NAME_PREFIX": "연금", - "MALCHEMY_LORE_1": "알사탄 내부에서 기이한 화학적 변화가 연달아 일어나면 연금수리로 성장할 수 있다. 또한 이 경우 연금수리가 물약 제조의 비기에 심취하게 되며, 이는 종종 연금수리에게 해로운 결과를 초래한다.", - "MALCHEMY_NAME_SUFFIX": "수리", - "MALCHEMY_LORE_2": "연금술은 현대 화학의 밑거름이 된 학문으로, 원소를 마법으로 또는 영적으로 변화시키거나 창조하는 것을 다뤘다.", - "MIASMODEUS_NAME": "독기모데우스", - "MALCHEMY_DESCRIPTION": "유리병을 들고 미소 짓는 악마", - "MIASMODEUS_NAME_PREFIX": "독기", - "MIASMODEUS_NAME_SUFFIX": "모데우스", - "MIASMODEUS_DESCRIPTION": "막대 사탕을 탄 마녀 악마", - "MIASMODEUS_LORE_2": "중세 시대 유럽에서는 마술을 사용했다고 의심되는 여자를 마녀라고 일컬었다. 예술 작품에서 마녀는 물약을 끓이고, 동물을 사역마로 부리고, 빗자루를 타고 날아다니는 모습으로 그려졌다.", - "MIASMODEUS_LORE_1": "전해지는 바에 따르면, 보름달이 뜬 날 독기모데우스 무리가 막대 사탕을 타고 하늘로 날아오른다고 한다. 이들은 전투에서 연금술로 만든 다양한 혼합물을 사용하며, 독성 물약과 치명적인 원소를 쏟아부어 적을 압도한다.", - "VENDEMON_NAME": "자판마", - "VENDEMON_NAME_PREFIX": "자판", - "VENDEMON_LORE_1": "금속과 유리로 보호용 갑옷을 만든 알사탄. 이 이상한 의상이 우주 비행사를 흉내낸 것이라는 가설도 있지만, 정확한 진실은 아무도 모른다.", - "VENDEMON_NAME_SUFFIX": "판마", - "VENDEMON_LORE_2": "첫 검볼 기계는 20세기 초 미국에서 등장했다. 태엽 장치가 있어 동전을 넣고 손잡이를 돌리면 검볼 또는 사탕이 하나씩 나온다.", - "VENDEMON_DESCRIPTION": "검볼 기계를 뒤집어쓴 악마", - "GUMBAAL_NAME": "검바알", - "GUMBAAL_NAME_PREFIX": "검", - "GUMBAAL_LORE_1": "검바알은 강철 갑옷과 결합하여 거대한 모습으로 탈바꿈한 결과물이다. 머리를 이루는 둥그런 유리 속 가지각색의 원소 구체는 입으로 뱉어 공격 수단으로 사용할 수 있다.", - "GUMBAAL_NAME_SUFFIX": "바알", - "GUMBAAL_LORE_2": "\\\"사탕\\\"은 주로 설탕을 주 재료로 사용하는 다양한 간식을 아우르는 광범위한 단어다. 사탕은 보통 보기에 매력적이며 모양, 크기, 맛이 다양하다.", - "GUMBAAL_DESCRIPTION": "살아 움직이는 거대한 검볼 기계", - "BANSHEEP_NAME": "밴십", - "BANSHEEP_NAME_PREFIX": "밴", - "BANSHEEP_NAME_SUFFIX": "십", - "BANSHEEP_LORE_2": "유령은 망자의 영혼이 형태를 갖춘 존재로, 온 인류 역사와 문명을 통틀어 민간 전승에 자주 등장하는 요소다. 묘사마다 무해하게 그려질 때도 있고 사악하게 그려질 때도 있으며, 망자의 성격 역시 종종 영향을 미친다.", - "BANSHEEP_LORE_1": "야생 밴십이 밤중에 내는 오싹한 신음 소리 때문에 밴십이 안식에 들지 못한 언데드 영혼이라고 믿는 이들이 많지만, 그건 사실과 다르다. 밴십은 살아있는 생명체지만, 그저 칭얼거리는 걸 좋아할 뿐이다. 사실 그렇지 않은 사람이 얼마나 되겠는가?", - "BANSHEEP_DESCRIPTION": "침울한 모습으로 떠다니는 양", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "사후 세계로 승천한다", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "영혼이 영원히 림보에 머무를 수는 없는 법.", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "지상으로 돌아간다", - "WOOLTERGEIST_NAME": "울터가이스트", - "WOOLTERGEIST_NAME_PREFIX": "울", - "WOOLTERGEIST_LORE_2": "유령에는 많은 유형이 있다고 하며, 그 중 하나가 바로 폴터가이스트다. 폴터가이스트는 현실 세계와 광범위하게 상호작용할 수 있으며, 원하는 대로 물건을 움직이거나 날릴 수 있다는 것이 특징이다.", - "WOOLTERGEIST_LORE_1": "밴십과는 다르게 울터가이스트는 언데드 영혼으로, 현실 차원에는 불완전하게만 현현할 수 있다. 전해지는 바에 따르면 최근에 누군가 죽은 위치에 가까이 있으면 머리에 달린 뿔이 더 뾰족해진다고 한다.", - "WOOLTERGEIST_NAME_SUFFIX": "터가이스트", - "WOOLTERGEIST_DESCRIPTION": "피곤한 표정을 한 양 모습의 유령", - "RAMTASM_NAME": "양타즘", - "RAMTASM_NAME_PREFIX": "양타", - "RAMTASM_NAME_SUFFIX": "타즘", - "RAMTASM_LORE_2": "유령이 등장하는 일부 민간 전승에서는 안식에 들지 못해 지상에 머무르는 영혼은 마지막 소원을 이뤄야만 사후 사계로 넘어갈 수 있으며, 그러기 전까지는 영원히 지상을 헤맬 운명이라고 전해진다.", - "RAMTASM_LORE_1": "양타즘은 영적 세계 그리고 물리 세계와의 연결을 강화하였으며, 동시에 양쪽 세계에서 현현할 수 있다. 이 덕분에 양타즘은 어마어마한 우주 에너지를 사용할 수 있다.", - "ZOMBLEAT_NAME": "좀비양", - "RAMTASM_DESCRIPTION": "천사 같은 거대한 양 유령", - "ZOMBLEAT_NAME_PREFIX": "좀", - "ZOMBLEAT_NAME_SUFFIX": "비양", - "ZOMBLEAT_LORE_2": "\\\"좀비\\\"는 시체가 이성이 없고 위험한 괴물로 되살아난 전설 속 존재다. 좀비는 대중 문화에서 자주 모습을 보이며, 수많은 공포 소설 및 영화에 등장했다.", - "ZOMBLEAT_LORE_1": "좀비양은 사후 세계로 승천하기를 거부한 영혼이다. 자신이 묻힌 무덤과 그곳의 흙을 들고 다니며, 자신의 묘비에서 손을 놓으면 영원히 현실 세계를 떠날 수 있을지도 모른다.", - "ZOMBLEAT_DESCRIPTION": "묘비를 가지고 다니는 유령 양", - "CAPRICORPSE_NAME": "시체양", - "CAPRICORPSE_NAME_PREFIX": "시체", - "CAPRICORPSE_NAME_SUFFIX": "체양", - "CAPRICORPSE_LORE_2": "묘비는 시체가 땅 밑에 묻힌 위치를 표시해주는 전통 장례 의식의 일부다. 묘비는 주로 돌로 만들어져 있으며, 사망자의 이름을 나타내는 이상한 문자가 적혀있다.", - "CAPRICORPSE_DESCRIPTION": "등에 묘비를 진 해골 양", - "CAPRICORPSE_LORE_1": "시체양의 영혼은 자신의 시체와 완전히 결합하여 뼈, 흙, 돌로 만들어진 몸통을 만든다. 이들은 거대한 짐승으로, 수백 년에 걸쳐 서서히 흙이 추가되면서 더욱 커질 수 있다.", - "SAME_FUSION_NAME_1": "메타 {0}", - "SAME_FUSION_NAME_2": "슈퍼 {0}", - "SAME_FUSION_NAME_3": "울트라 {0}", - "SAME_FUSION_NAME_4": "더블 {0}", - "SAME_FUSION_NAME_5": "점보 {0}", - "SAME_FUSION_NAME_6": "돌연변이 {0}", - "SAME_FUSION_NAME_7": "하이퍼 {0}", - "SAME_FUSION_NAME_8": "기가 {0}", - "SAME_FUSION_NAME_9": "{0} 2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "어떤 어둠의 길을 걸을까?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "방랑자", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "도둑", - "HOPSKIN_NAME_PREFIX": "홉", - "HOPSKIN_NAME": "홉스킨", - "HOPSKIN_LORE_1": "홉스킨은 깜박이지 않는 호박색 눈과 커다란 미소로 먹잇감을 끌어들인다. 그러나 이 위장에 속아 넘어갔다가는 지저분한 코트 아래 숨겨져 있는 날카로운 발톱에 베이고 말 것이다.", - "HOPSKIN_NAME_SUFFIX": "스킨", - "HOPSKIN_DESCRIPTION": "코트를 입은 수상쩍은 악마", - "HOPSKIN_LORE_2": "1955년 미국 켄터키주 홉킨스빌의 농장에 있던 한 가족이 이상한 생명체의 공격을 받았다고 주장했다. 이들의 묘사에 따르면 그 생명체는 뾰족한 귀와 날카로운 손발톱을 가지고 있었으며, 커다란 눈은 노란색으로 빛났다고 한다.", - "RIPTERRA_NAME": "리퍼잭", - "RIPTERRA_NAME_PREFIX": "리퍼", - "RIPTERRA_NAME_SUFFIX": "잭", - "RIPTERRA_DESCRIPTION": "기분 나쁜 트렌치코트 괴물", - "RIPTERRA_LORE_2": "19세기 영국에서는 고딕 공포 소설과 잔인한 살인자에 대한 이야기가 \\\"페니 드레드풀\\\"의 형태로 시중에 유통되었다. 이 저렴하게 제작된 문학 작품에는 대개 충격적이고 잔인한 삽화가 포함되어 있었다.", - "RIPTERRA_LORE_1": "리퍼잭의 신체 형태는 쉽게 설명할 수가 없다. 몸통은 없는 것이나 마찬가지이며, 얼룩진 트렌치 코트와 모자 밑에는 날카로운 발톱이 달린 다리가 그물처럼 뒤엉켜 있다.", - "SNOOPIN_NAME": "스누팽", - "SNOOPIN_NAME_PREFIX": "스누", - "SNOOPIN_LORE_1": "스누팽은 뛰어난 도둑으로, 훔친 보물로 치장하곤 한다. 그렇기 때문에 착용한 장신구의 개수를 보면 그 스누팽의 절도 실력이 얼마나 뛰어난지 알 수 있다.", - "SNOOPIN_NAME_SUFFIX": "팽", - "SNOOPIN_LORE_2": "아르센 뤼팽은 작가 모리스 르블랑의 작품에 등장하는 가상의 \\\"신사 도둑\\\"으로, 오늘날까지 인기를 구가하며 수십 편의 이야기와 여럿 각색된 작품에 등장하였다.", - "SCAMPIRE_NAME": "스캠파이어", - "SNOOPIN_DESCRIPTION": "지팡이를 든 도깨비", - "SCAMPIRE_NAME_PREFIX": "스캠", - "SCAMPIRE_LORE_1": "스캠파이어는 훔친 재물로 가득한 소굴을 만든 후, 먹잇감이 이끌려 오기를 기다린다. 최근에는 비행 능력까지 터득했지만, 날개가 비행에 사용되는지는 불명이다.", - "SCAMPIRE_NAME_SUFFIX": "파이어", - "SCAMPIRE_LORE_2": "뱀파이어는 인류의 역사가 시작된 이래 계속해서 민간 전승에 등장해왔으며, 뱀파이어 전설의 현대적인 해석 중 하나에서는 계급이 낮은 이들을 말 그대로 먹잇감으로 삼는 상류층으로 묘사된다.", - "MACABRA_NAME_PREFIX": "주금", - "SCAMPIRE_DESCRIPTION": "모자를 쓴 뱀파이어", - "MACABRA_NAME": "주금브라", - "MACABRA_LORE_1": "주금브라는 눈이 보이지 않지만, 그 대신 주변 공기의 \\\"맛\\\"을 보고 먹잇감을 찾을 수 있다. 사냥을 할 때 높은 곳에 앉는 것을 좋아하기 때문에 주로 바위나 동물의 해골 위에 앉아있는 모습으로 목격되곤 한다.", - "MACABRA_NAME_SUFFIX": "브라", - "MACABRA_LORE_2": "\\\"추파카브라\\\"는 비교적 최근 생겨난 괴담으로, 남미에서 피를 빨린 가축 사체가 목격되면서 정체불명의 야행성 흡혈 괴물이라는 개념이 탄생하였다.", - "ACHIEVEMENT_NAME_head_skip": "뛰어넘기", - "ACHIEVEMENT_NAME_defeat_black_shuck": "그림자와의 대결", - "ACHIEVEMENT_DESC_head_skip": "도전자의 머리 위로 건너뛰어서 들키지 않고 지나간다.", - "ACHIEVEMENT_DESC_defeat_black_shuck": "전투에서 자신에게 승리한다.", - "ACHIEVEMENT_NAME_obtain_magikrab": "진화의 정점", - "ACHIEVEMENT_DESC_obtain_magikrab": "찾을 수 없다고 여겨졌던 몬스터 형태를 획득한다.", - "ACHIEVEMENT_NAME_aa_lenna": "다른 이야기의 영웅", - "DEFAULT_PLAYER_NAME": "캐스", - "ACHIEVEMENT_DESC_aa_lenna": "특정 영웅에게 자신의 진가를 증명한다.", - "MEREDITH_NAME": "메러디스", - "KAYLEIGH_NAME": "케일리", - "FELIX_NAME": "펠릭스", - "EUGENE_NAME": "유진", - "VIOLA_NAME": "바이올라", - "DOG_NAME": "왈왈이", - "UNKNOWN_NAME": "???", - "SEBASTIAN_NAME": "세바스찬", - "LANDKEEPER_NAME": "투기단", - "LANDKEEPER1_NAME": "투기단 #1", - "LANDKEEPER2_NAME": "투기단 #2", - "SUNNY_NAME": "서니", - "LANDKEEPERS_NAME": "투기단", - "SUNNY_UNKNOWN_NAME": "부스스한 투기단", - "CULTIST_NAME.m": "광신도", - "CULTIST_NAME.f": "광신도", - "RANGER_NAME.m": "순찰대원", - "CULTIST_NAME.n": "광신도", - "RANGER_NAME.f": "순찰대원", - "RANGER_NAME.n": "순찰대원", - "RANGER_RECRUITER_NAME.m": "모집관", - "RANGER_RECRUITER_NAME.f": "모집관", - "RANGER_RECRUITER_NAME.n": "모집관", - "RANGER_WANNABE_NAME.m": "지망생", - "RANGER_WANNABE_NAME.f": "지망생", - "RANGER_WANNABE_NAME.n": "지망생", - "RANGER_TRAINEE_NAME": "견습대원", - "RESEARCHER_NAME.m": "연구가", - "ACHIEVEMENT_NAME_quest_hoylake": "몬스터 사냥", - "ACHIEVEMENT_DESC_quest_hoylake": "호이레이크의 연구를 돕는다.", - "ACHIEVEMENT_NAME_defeat_ghost": "악귀야 물렀거라", - "ACHIEVEMENT_DESC_defeat_ghost": "유령을 물리친다.", - "ACHIEVEMENT_NAME_rogue_fusion": "뭉치면 산다", - "ACHIEVEMENT_DESC_rogue_fusion": "야생 융합을 물리친다.", - "ACHIEVEMENT_NAME_swarm_fusion": "몬스터 대난투", - "ACHIEVEMENT_DESC_swarm_fusion": "무리를 물리친다.", - "ACHIEVEMENT_DESC_unstable_fusion": "불안정한 융합을 물리친다.", - "ACHIEVEMENT_NAME_unstable_fusion": "연쇄 분열", - "ACHIEVEMENT_NAME_orb_fusion": "저건 달이 아니야", - "ACHIEVEMENT_DESC_orb_fusion": "구체 융합을 물리친다.", - "ACHIEVEMENT_NAME_rogue_fusion_5": "야생으로", - "ACHIEVEMENT_DESC_rogue_fusion_5": "야생 융합을 5마리 물리친다.", - "ACHIEVEMENT_NAME_quest_kayleigh1": "머나먼 고향 1", - "ACHIEVEMENT_DESC_quest_kayleigh1": "케일리의 퀘스트를 시작한다.", - "ACHIEVEMENT_NAME_offices_cleared_1": "강제 퇴거 1", - "ACHIEVEMENT_NAME_offices_cleared_3": "강제 퇴거 3", - "ACHIEVEMENT_DESC_offices_cleared_2": "투기단 사무실을 2곳 처리한다.", - "ACHIEVEMENT_NAME_sign_up_rangers": "신병 받아라 1", - "ACHIEVEMENT_NAME_rogue_fusion_10": "개체 수 조절", - "ACHIEVEMENT_NAME_rogue_fusion_20": "야생 퇴치", - "ACHIEVEMENT_DESC_rogue_fusion_10": "야생 융합을 10마리 물리친다.", - "ACHIEVEMENT_DESC_rogue_fusion_20": "야생 융합을 20마리 물리친다.", - "ACHIEVEMENT_NAME_rogue_fusion_50": "야생 박멸", - "ACHIEVEMENT_NAME_overworld_chunks": "관광객", - "ACHIEVEMENT_DESC_rogue_fusion_50": "야생 융합을 50마리 물리친다.", - "ACHIEVEMENT_DESC_overworld_chunks": "뉴위럴의 모든 장소를 방문한다.", - "ACHIEVEMENT_NAME_reopened_stations_all": "기차가 어둠을 헤치고", - "ACHIEVEMENT_DESC_reopened_stations_all": "모든 기차역을 재개장한다.", - "ACHIEVEMENT_NAME_observe_species_120": "아마추어 동물학자", - "ACHIEVEMENT_DESC_observe_species_120": "몬스터를 120종 관찰한다.", - "ACHIEVEMENT_NAME_obtain_species_10": "동물학자 1", - "ACHIEVEMENT_DESC_obtain_species_10": "몬스터를 10종 획득한다.", - "ACHIEVEMENT_NAME_obtain_species_20": "동물학자 2", - "ACHIEVEMENT_DESC_investigate_rumor": "소문을 조사한다.", - "ACHIEVEMENT_NAME_partner_kayleigh": "케일리", - "ACHIEVEMENT_NAME_obtain_candevil": "내 사탕 내 곁에", - "ACHIEVEMENT_DESC_partner_felix": "펠릭스를 잠금 해제한다.", - "ACHIEVEMENT_NAME_partner_dog": "왈왈이", - "ACHIEVEMENT_DESC_partner_dog": "왈왈이를 잠금 해제한다.", - "ACHIEVEMENT_NAME_partner_meredith": "메러디스", - "ACHIEVEMENT_DESC_partner_meredith": "메러디스를 잠금 해제한다.", - "ACHIEVEMENT_NAME_partner_felix": "펠릭스", - "ACHIEVEMENT_NAME_quest_meredith1": "곤두박질 백화점", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "머나먼 고향 2", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "케일리의 퀘스트를 완료한다.", - "ACHIEVEMENT_NAME_quest_eugene_complete": "강제 퇴거 6", - "ACHIEVEMENT_DESC_quest_eugene_complete": "유진의 퀘스트를 완료한다.", - "ACHIEVEMENT_DESC_obtain_rumor": "소문을 입수한다.", - "ACHIEVEMENT_NAME_offices_cleared_4": "강제 퇴거 4", - "ACHIEVEMENT_DESC_offices_cleared_3": "투기단 사무실을 3곳 처리한다.", - "ACHIEVEMENT_NAME_captain_wallace": "벽 허물기", - "ACHIEVEMENT_DESC_captain_wallace": "순찰대장 월러스를 이긴다.", - "ACHIEVEMENT_DESC_captain_skip": "순찰대장 스킵을 이긴다.", - "ACHIEVEMENT_NAME_captain_skip": "누군가의 쓰레기는 누군가의 보물", - "ACHIEVEMENT_DESC_captain_judas": "순찰대장 주다스를 이긴다.", - "ACHIEVEMENT_NAME_captain_zedd": "잠이 보약", - "ACHIEVEMENT_DESC_captain_zedd": "순찰대장 제드를 이긴다.", - "ACHIEVEMENT_NAME_captain_judas": "만반의 대비", - "ACHIEVEMENT_NAME_captain_cleeo": "승자 독식", - "ACHIEVEMENT_DESC_captain_cleeo": "순찰대장 클리-5를 이긴다.", - "ACHIEVEMENT_NAME_captain_lodestein": "찌릿찌릿", - "ACHIEVEMENT_DESC_captain_lodestein": "순찰대장 로드스타인을 이긴다.", - "ACHIEVEMENT_NAME_captain_dreadful": "저편", - "ACHIEVEMENT_DESC_captain_dreadful": "순찰대장 페니 드레드풀을 이긴다.", - "ACHIEVEMENT_NAME_captain_gladiola": "양날의 검", - "ACHIEVEMENT_DESC_captain_gladiola": "순찰대장 글라디올라를 이긴다.", - "ACHIEVEMENT_NAME_captain_heather": "태풍주의보", - "ACHIEVEMENT_DESC_captain_heather": "순찰대장 헤더를 이긴다.", - "ACHIEVEMENT_NAME_captain_buffy": "운동광", - "ACHIEVEMENT_DESC_captain_buffy": "순찰대장 버피를 이긴다.", - "ACHIEVEMENT_DESC_obtain_species_20": "몬스터를 20종 획득한다.", - "ACHIEVEMENT_NAME_obtain_species_50": "동물학자 3", - "ACHIEVEMENT_DESC_obtain_species_50": "몬스터를 50종 획득한다.", - "ACHIEVEMENT_NAME_obtain_species_100": "동물학자 4", - "ACHIEVEMENT_DESC_obtain_species_100": "몬스터를 100종 획득한다.", - "ACHIEVEMENT_NAME_obtain_species_120": "숙련된 동물학자", - "ACHIEVEMENT_DESC_obtain_species_120": "몬스터를 120종 획득한다.", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "Cassette Beasts 마스터", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "모든 종의 추가 자료를 획득한다.", - "ACHIEVEMENT_DESC_bootleg_beast": "야수 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_beast": "야수 해적판", - "ACHIEVEMENT_NAME_bootleg_fire": "화끈한 해적판", - "ACHIEVEMENT_DESC_bootleg_plant": "식물 타입 해적판을 획득한다.", - "ACHIEVEMENT_DESC_bootleg_fire": "불 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_plastic": "장난감 해적판", - "ACHIEVEMENT_DESC_bootleg_plastic": "플라스틱 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_plant": "무성한 해적판", - "ACHIEVEMENT_NAME_tutorial": "이곳만이 내 세상", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "전격 개장", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "유진의 호감도를 5까지 올린다.", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "영화 데이트", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "메러디스의 호감도를 5까지 올린다.", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "개의 최고의 친구", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "펠릭스의 호감도를 5까지 올린다.", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "예술가의 초상", - "ACHIEVEMENT_NAME_bootleg_water": "수중 해적판", - "ACHIEVEMENT_DESC_bootleg_water": "물 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_poison": "유독성 해적판", - "ACHIEVEMENT_DESC_bootleg_poison": "독 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_astral": "별나라 해적판", - "ACHIEVEMENT_DESC_bootleg_astral": "우주 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_ice": "싸늘한 해적판", - "ACHIEVEMENT_DESC_bootleg_ice": "얼음 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_lightning": "충격적인 해적판", - "ACHIEVEMENT_DESC_bootleg_lightning": "번개 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_air": "바람의 해적판", - "ACHIEVEMENT_DESC_bootleg_air": "공기 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_earth": "돌덩이 해적판", - "ACHIEVEMENT_DESC_bootleg_earth": "대지 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_metal": "무쇠 해적판", - "ACHIEVEMENT_DESC_bootleg_metal": "금속 타입 해적판을 획득한다.", - "ACHIEVEMENT_DESC_sign_up_rangers": "순찰대 가입 신청을 한다.", - "ACHIEVEMENT_NAME_obtain_rumor": "입방아", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "왈왈이의 호감도를 5까지 올린다.", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "뜻대로 하세요", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "바이올라의 호감도를 5까지 올린다.", - "ACHIEVEMENT_NAME_romantic_relationship": "그대 내 맘에 들어오면은", - "ACHIEVEMENT_DESC_romantic_relationship": "연애를 시작한다.", - "ACHIEVEMENT_NAME_reopened_stations_final": "귀를 기울여라", - "ACHIEVEMENT_NAME_captain_cybil": "라디오 스타", - "ACHIEVEMENT_DESC_captain_cybil": "순찰대장 시빌을 이긴다.", - "ACHIEVEMENT_DESC_captain_codey": "순찰대장 코디를 이긴다.", - "ACHIEVEMENT_NAME_captain_codey": "인터넷 전쟁", - "ACHIEVEMENT_DESC_defeat_ianthe": "이안테를 이기고 순찰대장이 된다.", - "ACHIEVEMENT_NAME_defeat_ianthe": "신병 받아라 2", - "ACHIEVEMENT_NAME_quest_overtime": "초과 근무", - "ACHIEVEMENT_DESC_quest_overtime": "항구촌 표지판의 디자인을 선택한다.", - "ACHIEVEMENT_NAME_quest_sunny": "행복의 나라로", - "ACHIEVEMENT_DESC_quest_sunny": "서니가 새로운 삶을 시작하는 걸 돕는다.", - "ACHIEVEMENT_NAME_offices_cleared_5": "강제 퇴거 5", - "ACHIEVEMENT_DESC_offices_cleared_4": "투기단 사무실을 4곳 처리한다.", - "ACHIEVEMENT_DESC_kuneko_altars_1": "제단 1곳에서 쿠네코와 만난다.", - "ACHIEVEMENT_NAME_kuneko_altars_2": "나를 잊지 말아요 3", - "ACHIEVEMENT_DESC_kuneko_altars_2": "제단 2곳에서 쿠네코와 만난다.", - "ACHIEVEMENT_DESC_kuneko_altars_4": "제단 4곳에서 쿠네코와 만난다.", - "ACHIEVEMENT_NAME_kuneko_altars_3": "나를 잊지 말아요 4", - "ACHIEVEMENT_DESC_partner_kayleigh": "케일리를 잠금 해제한다.", - "ACHIEVEMENT_NAME_partner_eugene": "유진", - "ACHIEVEMENT_DESC_partner_eugene": "유진을 잠금 해제한다.", - "ACHIEVEMENT_DESC_remaster": "테이프를 리마스터한다.", - "ACHIEVEMENT_NAME_investigate_rumor": "풍문으로 들었소", - "ACHIEVEMENT_NAME_bootleg_glass": "투명 해적판", - "ACHIEVEMENT_DESC_bootleg_glass": "유리 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_bootleg_glitter": "반짝반짝 해적판", - "ACHIEVEMENT_DESC_bootleg_glitter": "반짝이 타입 해적판을 획득한다.", - "ACHIEVEMENT_NAME_train_frankie": "이상한 나라의 프랭키", - "ACHIEVEMENT_DESC_train_frankie": "프랭키의 훈련을 마친다.", - "ACHIEVEMENT_NAME_train_vin": "고독한 늑대", - "ACHIEVEMENT_DESC_train_vin": "빈의 훈련을 마친다.", - "ACHIEVEMENT_NAME_noticeboard_5": "풋내기 순찰대원", - "ACHIEVEMENT_DESC_noticeboard_5": "게시판 퀘스트를 5개 완료한다.", - "ACHIEVEMENT_NAME_noticeboard_20": "수습 순찰대원", - "ACHIEVEMENT_DESC_noticeboard_20": "게시판 퀘스트를 20개 완료한다.", - "ACHIEVEMENT_NAME_noticeboard_50": "부지런한 순찰대원", - "ACHIEVEMENT_DESC_noticeboard_50": "게시판 퀘스트를 50개 완료한다.", - "ACHIEVEMENT_NAME_noticeboard_100": "숙련된 순찰대원", - "ACHIEVEMENT_DESC_noticeboard_100": "게시판 퀘스트를 100개 완료한다.", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "스티커 수집가", - "RESEARCHER_NAME.f": "연구가", - "RESEARCHER_NAME.n": "연구가", - "PENSBY_NAME": "의사 펜스비", - "FRANKIE_NAME": "프랭키", - "HOYLAKE_NAME": "호이레이크", - "KIRBY_NAME": "커비", - "VIN_NAME": "빈", - "THIEF_NAME": "도둑", - "TRAVELER_NAME.m": "여행가", - "TRAVELER_NAME.f": "여행가", - "TREASURE_SEEKER_NAME.m": "탐사가", - "TRAVELER_NAME.n": "여행가", - "TREASURE_SEEKER_NAME.n": "탐사가", - "TREASURE_SEEKER_NAME.f": "탐사가", - "HISTORIAN_NAME.m": "역사가", - "HISTORIAN_NAME.f": "역사가", - "ROCKER_NAME.m": "로커", - "HISTORIAN_NAME.n": "역사가", - "ROCKER_NAME.f": "로커", - "ROCKER_NAME.n": "로커", - "CAMPER_NAME.m": "캠핑객", - "CAMPER_NAME.f": "캠핑객", - "SOLDIER_NAME.m": "군인", - "CAMPER_NAME.n": "캠핑객", - "SOLDIER_NAME.n": "군인", - "TAMER_NAME.m": "조련사", - "SOLDIER_NAME.f": "군인", - "TAMER_NAME.f": "조련사", - "TAMER_NAME.n": "조련사", - "CREEP_NAME.m": "악당", - "CREEP_NAME.f": "악당", - "FARMER_EDWARD_NAME": "에드워드 파이퍼", - "CREEP_NAME.n": "악당", - "FARMER_MARIS_NAME": "마리스 파이퍼", - "IANTHE_NAME": "총대장 이안테", - "IANTHE_NAME_SHORT": "이안테", - "IANTHE_SUBTITLE": "최고 순찰대원", - "LEADER_IANTHE_UNKNOWN_NAME": "자신감 넘치는 여자", - "CAPTAIN_WALLACE_NAME": "순찰대장 월러스", - "CAPTAIN_WALLACE_NAME_SHORT": "월러스", - "CAPTAIN_WALLACE_SUBTITLE": "건설 노동자", - "CAPTAIN_SKIP_NAME": "순찰대장 스킵", - "CAPTAIN_SKIP_NAME_SHORT": "스킵", - "CAPTAIN_SKIP_SUBTITLE": "미심쩍은 보물 사냥꾼", - "CAPTAIN_ZEDD_NAME_SHORT": "제드", - "CAPTAIN_ZEDD_NAME": "순찰대장 제드", - "CAPTAIN_ZEDD_SUBTITLE": "\\\"명상가\\\"", - "CAPTAIN_JUDAS_NAME": "순찰대장 주다스", - "CAPTAIN_JUDAS_NAME_SHORT": "주다스", - "ACHIEVEMENT_NAME_offices_cleared_2": "강제 퇴거 2", - "ACHIEVEMENT_DESC_offices_cleared_1": "투기단 사무실을 1곳 처리한다.", - "ACHIEVEMENT_DESC_tutorial": "튜토리얼을 완료한다.", - "MOVE_FUSION_POWER_PREFIX_water_1": "물의", - "MOVE_FUSION_POWER_PREFIX_water_2": "폭풍우", - "MOVE_FUSION_POWER_PREFIX_water_3": "계절풍", - "MOVE_FUSION_POWER_PREFIX_water_4": "급류", - "MOVE_FUSION_POWER_PREFIX_water_5": "소용돌이", - "MOVE_FUSION_POWER_PREFIX_water_6": "심연의", - "MOVE_FUSION_POWER_PREFIX_water_7": "바다의", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "반짝이는", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "반짝반짝", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "무지개", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "요정", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "교묘한", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "수제", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "유니콘", - "MOVE_FUSION_POWER_PREFIX_astral_1": "우주의", - "MOVE_FUSION_POWER_PREFIX_astral_2": "행성의", - "MOVE_FUSION_POWER_PREFIX_astral_3": "하늘의", - "MOVE_FUSION_POWER_PREFIX_astral_4": "별의", - "MOVE_FUSION_POWER_PREFIX_astral_5": "천상의", - "MOVE_FUSION_POWER_PREFIX_astral_6": "궤도의", - "MOVE_FUSION_POWER_PREFIX_astral_7": "어둠의", - "MOVE_FUSION_POWER_PREFIX_air_1": "사이클론", - "MOVE_FUSION_POWER_PREFIX_air_2": "토네이도", - "MOVE_FUSION_POWER_PREFIX_air_3": "회오리", - "MOVE_FUSION_POWER_PREFIX_air_4": "허리케인", - "MOVE_FUSION_POWER_PREFIX_air_5": "바람의", - "MOVE_FUSION_POWER_PREFIX_air_6": "소닉붐", - "MOVE_FUSION_POWER_PREFIX_air_7": "창공의", - "MOVE_FUSION_POWER_PREFIX_earth_1": "석화의", - "MOVE_FUSION_POWER_PREFIX_earth_2": "광물", - "MOVE_FUSION_POWER_PREFIX_earth_3": "광석", - "MOVE_FUSION_POWER_PREFIX_earth_4": "산의", - "MOVE_FUSION_POWER_PREFIX_earth_5": "모래", - "MOVE_FUSION_POWER_PREFIX_earth_6": "바위", - "MOVE_FUSION_POWER_PREFIX_earth_7": "화강암", - "MOVE_FUSION_POWER_PREFIX_glass_1": "유리", - "MOVE_FUSION_POWER_PREFIX_glass_2": "파쇄의", - "MOVE_FUSION_POWER_PREFIX_glass_3": "반사", - "MOVE_FUSION_POWER_PREFIX_glass_4": "뾰족뾰족한", - "MOVE_FUSION_POWER_PREFIX_glass_5": "깨지기 쉬운", - "MOVE_FUSION_POWER_PREFIX_ice_1": "얼어붙은", - "MOVE_FUSION_POWER_PREFIX_glass_6": "투명", - "MOVE_FUSION_POWER_PREFIX_ice_2": "영하의", - "MOVE_FUSION_POWER_PREFIX_ice_3": "빙결의", - "MOVE_FUSION_POWER_PREFIX_ice_4": "극지의", - "MOVE_FUSION_POWER_PREFIX_ice_5": "혹한의", - "MOVE_FUSION_POWER_PREFIX_ice_7": "눈보라의", - "MOVE_FUSION_POWER_PREFIX_ice_6": "빙하의", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "폭풍", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "쇄도하는", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "전기", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "감전의", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "벼락의", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "전압의", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "자석", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "테슬라", - "MOVE_FUSION_POWER_PREFIX_metal_1": "강철", - "MOVE_FUSION_POWER_PREFIX_metal_2": "금속공학", - "MOVE_FUSION_POWER_PREFIX_metal_3": "은", - "MOVE_FUSION_POWER_PREFIX_metal_4": "수은", - "MOVE_FUSION_POWER_PREFIX_metal_5": "공진의", - "MOVE_FUSION_POWER_PREFIX_metal_6": "티타늄", - "MOVE_FUSION_POWER_SWORD": "검", - "MOVE_FUSION_POWER_AXE": "도끼", - "MOVE_FUSION_POWER_KATANA": "카타나", - "MOVE_FUSION_POWER_HAMMER": "망치", - "MOVE_FUSION_POWER_HALBERD": "할버드", - "MOVE_FUSION_POWER_BLADEWHEEL": "바퀴", - "MOVE_FUSION_POWER_FIST": "주먹", - "MOVE_FUSION_POWER_SMASH": "강타", - "MOVE_FUSION_POWER_SHURIKEN": "수리검", - "MOVE_FUSION_POWER_ARROW": "화살", - "MOVE_FUSION_POWER_ORB": "구체", - "MOVE_FUSION_POWER_KUNAI": "쿠나이", - "MOVE_FUSION_POWER_SHARDS": "파편", - "MOVE_FUSION_POWER_SPIKES": "가시", - "MOVE_FUSION_POWER_METEOR": "유성", - "MOVE_FUSION_POWER_BEAM": "광선", - "MOVE_FUSION_POWER_BLAST": "작렬", - "MOVE_FUSION_POWER_BOMB": "폭탄", - "MOVE_RITUAL_NAME": "의식", - "MOVE_IRON_FILINGS_NAME": "쇳가루", - "MOVE_DESCRIPTION_RITUAL": "사용자가 패배 시 HP의 25%를 보유한 상태로 부활한다.", - "MOVE_DESCRIPTION_IRON_FILINGS": "대상을 전도체로 만든다.", - "MOVE_AA_OLDGANTE_THRASH_NAME": "불협 난타", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "종장", - "MOVE_TRICK_NAME": "장난", - "MOVE_TREAT_NAME": "간식", - "MOVE_ATTRIBUTE_STAT": "{stat_name} {stat_value}%", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "{stat_name} 능력치가 더 높을 경우 피해가 해당 능력치에 비례", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "타입 상성 우위 시 치명타", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "패시브: {stat_name} {stat_value}%", - "MOVE_ATTRIBUTE_SPECIALIZATION": "빈 슬롯당 {stat_name} {stat_value}%", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "지속 시간 +1", - "MOVE_ATTRIBUTE_EXTRA_HIT": "추가 타격 +1", - "MOVE_ATTRIBUTE_HEAL": "최대 HP의 {stat_value}% 회복", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "패시브: 빈 슬롯당 {stat_name} {stat_value}%", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "빈 슬롯당 최대 HP의 {stat_value}% 회복", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}% 확률로 {status_effect}", - "MOVE_ATTRIBUTE_BUFF_USER": "{chance}% 확률로 {status_effect}", - "MOVE_ATTRIBUTE_AP_REFUND": "{chance}% 확률로 사용 후 AP {amount} 반환", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}% 확률로 사용 후 모든 AP 반환", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "전투 시작 시 {chance}% 확률로 사용", - "MOVE_ATTRIBUTE_SHARED": "아군과 공유", - "MOVE_ATTRIBUTE_COMPATIBILITY": "모든 테이프에 적합", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "라운드 종료 시 {chance}% 확률로 사용", - "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}% 확률로 2번 사용", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "피격 시 {chance}% 확률로 사용", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "공격 후 {chance}% 확률로 사용", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "사용 후 {chance}% 확률로 {move_name} 사용", - "MOVE_ATTRIBUTE_MULTITARGET": "{chance}% 확률로 팀 전체를 대상으로 지정", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "방벽 파괴", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "슬롯 +1", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "방벽 무시", - "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}% 확률로 무작위 기술 사용", - "MOVE_BAD_JOKE_JOKE3": "도로게의 가장 큰 약점은? 가위바위보! 가위밖에 못 내니까!", - "MOVE_BAD_JOKE_JOKE1": "도로게가 초록불에 길을 건너지 않은 이유는? 옆으로만 갈 수 있어서!", - "MOVE_BAD_JOKE_JOKE2": "도로게가 뒤로 가면? 말짱 도로목!", - "MOVE_BAD_JOKE_JOKE4": "도로게가 목욕탕에 가면? 꽃게탕!", - "MOVE_BAD_JOKE_JOKE7": "총알사우루스가 좋아하는 음식은? 빵이야 빵이야!", - "MOVE_BAD_JOKE_JOKE6": "빙부리는 집을 뭘로 만들까? \\\"이글루\\\"!", - "MOVE_BAD_JOKE_JOKE5": "뼈숍이 매일 하는 일은? 미사일!", - "MOVE_BAD_JOKE_JOKE8": "시간모래가 물구나무를 서면? 시간 여행!", - "MOVE_BAD_JOKE_JOKE9": "스켈라임을 한 손으로도 갖고 노는 천적은? 슬라임 유튜버.", - "MOVE_BAD_JOKE_JOKE11": "곰별레가 말수가 적은 이유는? 곰곰이 생각하느라고.", - "MOVE_BAD_JOKE_JOKE12": "스파크탄의 한국 이름은? 번개탄!", - "MOVE_BAD_JOKE_JOKE10": "시간모래를 먹으면 안 되는 이유는? 시간을 너무 잡아먹어서!", - "MOVE_BAD_JOKE_JOKE18": "투기단이 제일 싫어하는 벨트는? 그린 벨트.", - "MOVE_BAD_JOKE_JOKE14": "콩콩호박이 결혼을 해서 아이를 낳았다. 아이의 이름은? 애호박!", - "MOVE_BAD_JOKE_JOKE13": "수련악어는 교통사고 나기 직전에 뭐라고 할까? 아아악! 어어어!", - "MOVE_BAD_JOKE_JOKE15": "화학에 대한 농담을 하려고 했는데, \\\"반응\\\"이 없을 것 같네...", - "MOVE_BAD_JOKE_JOKE16": "빙글아비가 요가 수업에 갔다가 쫓겨났다. 왜 그랬을까? 다리 찢기를 못 해서.", - "MOVE_BAD_JOKE_JOKE17": "덤불눈이 예뻐지면? 뷰티풀.", - "MOVE_BAD_JOKE_JOKE20": "투기단이 제일 좋아하는 소는? 주소!", - "MOVE_BAD_JOKE_JOKE19": "투기단이 가장 좋아하는 음료는? 비상장음료!", - "MOVE_NAME_INSOMNIA": "불면증", - "MOVE_DESCRIPTION_INSOMNIA": "사용자가 잠들지 않는다.", - "MOVE_NAME_ELDRITCH": "이형의 존재", - "MOVE_DESCRIPTION_ELDRITCH": "사용자의 능력치가 감소하지 않는다.", - "MOVE_NAME_STATUS_RESISTANCE": "상태 면역", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "사용자가 화상, 중독, 흡혈 상태 효과로부터 받는 피해가 감소한다.", - "MOVE_NAME_NEUTRALISE": "중화", - "MOVE_DESCRIPTION_LIQUID_BODY": "사용자가 화상에 면역이 되지만, 받는 모든 얼음 및 번개 피해가 치명타가 된다.", - "MOVE_NAME_LIQUID_BODY": "액체 몸", - "MOVE_DESCRIPTION_NEUTRALISE": "사용자의 HP가 50% 미만으로 떨어지면 사용자의 디버프를 자동으로 제거한다.", - "MOVE_NAME_PHASE_SHIFT": "위상 변화", - "MOVE_DESCRIPTION_PHASE SHIFT": "사용자가 공격으로 유령을 맞힐 수 있다.", - "MOVE_CAMOUFLAGE_WATER_NAME": "물 위장", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "플라스틱 위장", - "MOVE_CAMOUFLAGE_AIR_NAME": "공기 위장", - "MOVE_CAMOUFLAGE_EARTH_NAME": "대지 위장", - "MOVE_CAMOUFLAGE_FIRE_NAME": "불 위장", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "우주 위장", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "번개 위장", - "MOVE_CAMOUFLAGE_METAL_NAME": "금속 위장", - "MOVE_CAMOUFLAGE_BEAST_NAME": "야수 위장", - "MOVE_CAMOUFLAGE_PLANT_NAME": "식물 위장", - "MOVE_CAMOUFLAGE_POISON_NAME": "독 위장", - "MOVE_CAMOUFLAGE_ICE_NAME": "얼음 위장", - "MOVE_CAMOUFLAGE_GLASS_NAME": "유리 위장", - "MOVE_DESCRIPTION_CAMOUFLAGE": "사용자의 타입을 변경한다. 전투 시작 시 AP 소모 없이 자동으로 사용한다.", - "MOVE_NAME_RICOCHET": "도탄", - "MOVE_NAME_BREATHING_TECHNIQUE": "호흡법", - "MOVE_DESCRIPTION_RICOCHET": "사용자의 원거리 공격이 50% 확률로 상대의 방벽을 무시한다.", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "사용자가 광분에 면역이 된다.", - "MOVE_NAME_SELF_ASSURED": "자신감", - "MOVE_DESCRIPTION_SELF_ASSURED": "사용자가 혼란 효과에 면역이 된다.", - "MOVE_NAME_CRITICAL_AP": "치명타 AP", - "MOVE_DESCRIPTION_CRITICAL_AP": "사용자가 치명타를 맞힐 때마다 AP를 1 획득한다.", - "MOVE_NAME_PITY_AP": "동정 AP", - "MOVE_NAME_UNSHAKEABLE": "요지부동", - "MOVE_DESCRIPTION_PITY_AP": "사용자의 공격이 빗나갈 때마다 AP를 1 획득한다.", - "MOVE_DESCRIPTION_UNSHAKEABLE": "사용자가 움찔 효과에 면역이 된다.", - "MOVE_NAME_VAMPIRE": "흡혈귀", - "MOVE_DESCRIPTION_VAMPIRE": "상대의 기술 및 상태 효과로 인한 치유의 절반이 사용자에게도 적용된다.", - "MOVE_NAME_MULTICOPY": "다중 복사", - "MOVE_NAME_FOSSIL": "화석", - "MOVE_DESCRIPTION_MULTICOPY": "상대가 다중 대상 또는 다중 타격을 획득하면 사용자 역시 해당 상태를 획득한다.", - "MOVE_DESCRIPTION_FOSSIL": "사용자가 석화되면 자동으로 HP를 전부 회복한다.", - "MOVE_NAME_BLOODLUST": "피의 갈증", - "MOVE_NAME_STURDY_ARMOUR": "튼튼한 갑옷", - "MOVE_DESCRIPTION_BLOODLUST": "상대 하나가 패배할 때마다 사용자의 근접 및 원거리 공격 능력치가 자동으로 증가한다.", - "MOVE_NAME_RETURN_FIRE": "대응 사격", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "사용자의 근접 및 원거리 방어 능력치가 감소되지 않는다.", - "MOVE_DESCRIPTION_RETURN_FIRE": "원거리 공격에 맞을 때 일정 확률로 자동으로 사용된다.", - "MOVE_NAME_BURNING_PASSION": "불타는 열정", - "MOVE_NAME_BERSERKER": "광전사", - "MOVE_DESCRIPTION_BURNING_PASSION": "사용자가 화상 상태 효과를 획득할 때마다 사용자의 원거리 및 근접 공격이 증가한다.", - "MOVE_NAME_VENGEFUL_CURSE": "복수의 저주", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "사용자가 패배 시 자신을 공격한 마지막 상대에게 무작위 디버프 3개를 자동으로 적용한다.", - "MOVE_DESCRIPTION_BERSERKER": "사용자의 HP가 50% 미만으로 떨어지면 사용자의 근접 공격이 증가하고 광분 효과를 획득한다.", - "MOVE_DESCRIPTION_RANDOM_STARTER": "전투 시작 시 일정 확률로 다른 무작위 기술을 AP 소모 없이 자동으로 사용한다.", - "MOVE_NAME_RANDOM_STARTER": "무작위 스타터", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "전투 시작 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다. 확률은 해당 기술의 기본 AP 소모량이 높을수록 감소한다.", - "MOVE_NAME_CUSTOM_STARTER": "커스텀 스타터", - "MOVE_NAME_CRITICAL_MASS": "임계 질량", - "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", - "MOVE_NAME_AUTOMATION": "자동화", - "MOVE_DESCRIPTION_AUTOMATION": "턴 종료 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다.", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "사용자가 타입 상성상 우위인 공격을 맞힐 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다. 확률은 해당 기술의 기본 AP 소모량이 높을수록 감소한다.", - "MOVE_NAME_CHEMICAL_IMBALANCE": "화학적 불균형", - "MOVE_DESCRIPTION_CRITICAL_MASS": "사용자가 치명타를 줄 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다.", - "MOVE_NAME_DUAL_WIELD": "이중 공격", - "MOVE_DESCRIPTION_PAINT_SWIPE": "사용자가 코팅의 영향을 받고 있을 시에만 사용할 수 있다. 대상 하나를 공격하고, 코팅을 대상에게 옮긴다. 항상 마지막으로 발동된다.", - "MOVE_DESCRIPTION_DUAL_WIELD": "AP가 충분할 경우 목록에서 바로 다음에 있는 기술을 2번 연달아 사용한다.", - "MOVE_NAME_PAINT_SWIPE": "덧칠", - "TUTORIAL_INTRO_1": "안녕, {player}. 와줘서 고마워!\\n계속하려면 {control.ui_accept}를 눌러.", - "TUTORIAL_INTRO_2": "야생 융합을 처리하려는 데 네 도움이 필요해. 어때?", - "TUTORIAL_INTRO_3": "그럼 어서 가보자! 앞에 절벽이 있어. {control.move_up}{control.move_left}{control.move_down}{control.move_right}로 움직여봐.", - "TUTORIAL_TARGET_MENU_1": "이건 대상 메뉴야. 여기서는 네 공격이 대상에게 어떤 효과를 가질지 확인할 수 있지.", - "TUTORIAL_BATTLE_START_1": "이제부터는 좀 힘들어질 거야... 그래도 내가 옆에 있으니까 걱정하지 마!", - "TUTORIAL_TARGET_MENU_2": "빛나는 고리를 잘 봐! 고리가 초록색이면 대상에게 이로운 효과를 주고, 빨간색이면 해로운 효과를 줘. 그리고 노란색이면 복합적이라는 뜻이지.", - "TUTORIAL_CLIFFS_1": "이 절벽을 올라가야 해. 점프({control.jump})만으로는 부족할 것 같네.", - "TUTORIAL_CLIFFS_2": "자, 창의력을 발휘해 보자! 저 위로 올라갈 방법이 몇 가지 있어.", - "TUTORIAL_CLIFFS_4": "아니면... 저 송전탑 보여? 여기서 자석 능력({control.magnetism} 길게 누르기)을 사용하면 위로 떠오를 수 있어.", - "TUTORIAL_CLIFFS_3": "그 중 한 가지는 뭔가 집어 들어서 여기 내려놓을 물건을 찾아보는 거야.", - "TUTORIAL_CLIFFS_5": "아니면 너 덩굴도 내보낼 수 있지? 절벽을 바라보면서 {control.interact}를 누르면, 덩굴을 타고 올라갈 수 있어!", - "TUTORIAL_CLIFFS_6": "어떤 게 마음에 들어?", - "TUTORIAL_BOSS_1.m": "저기 있다. 저게 야생 융합이야! 어려운 싸움이 될 테니까 마음의 준비 단단히 해, {player}.", - "TUTORIAL_GLIDE_2": "식은 죽 먹기야! 뛰어내릴 때 {control.jump}를 계속 누르고 있으면 떨어지지 않아!", - "TUTORIAL_GLIDE_1": "따라와, {player}. 겁먹지 말고!", - "TUTORIAL_GLIDE_3": "어서 가자. 이제 거의 다 왔어!", - "TUTORIAL_BOSS_2": "회복이 필요하면 소지품({control.pause_menu})에 케이크가 있는지 확인해 봐.", - "TUTORIAL_BOSS_3": "원한다면 우리가 출발한 곳 근처의 텐트까지 활공해서 내려간 다음 쉬어도 되고.", - "TUTORIAL_BOSS_1.n": "저기 있다. 저게 야생 융합이야! 어려운 싸움이 될 테니까 마음의 준비 단단히 해, {player}.", - "TUTORIAL_BOSS_1.f": "저기 있다. 저게 야생 융합이야! 어려운 싸움이 될 테니까 마음의 준비 단단히 해, {player}.", - "TUTORIAL_BOSS_5": "그럼 어디 해볼까?", - "TUTORIAL_BOSS_4": "곤경에 처했을 때에는 소지품의 전투 아이템 탭을 확인해.", - "TUTORIAL_DIED": "괜찮아? 많이 걱정했다고!", - "TUTORIAL_WON_2": "우린 손발이 잘 맞는 것 같아. 안 그래, {player}?", - "TUTORIAL_WON_1": "우와. 우리가 정말... 해낸 거야?", - "QUEST_GET_ITEM_PROGRESS": "획득: {obtained}/{required_item_amount}", - "NO_QUESTS_AVAILABLE": "지금은 수행할 수 있는 퀘스트가 없다.", - "QUEST_GET_MASQUERATTLE_TITLE": "마스쿠렁이를 찾아라!", - "QUEST_STAT_PROGRESS": "진행도: {num}/{count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "야생 융합", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "구체 융합", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "불안정한 융합", - "PASSIVE_QUEST_SWARM_TITLE": "몬스터 무리", - "QUEST_TUTORIAL_TITLE": "이곳만이 내 세상", - "QUEST_TUTORIAL_DESCRIPTION1": "항구촌 동쪽 입구에서 케일리와 대화하자.", - "PASSIVE_QUEST_UNKNOWN_TITLE": "미확인 신호", - "QUEST_TUTORIAL_DESCRIPTION2": "케일리가 말한 곳으로 가자.", - "QUEST_TUTORIAL_DESCRIPTION3": "케일리를 따라 파손된 길에 가자.", - "QUEST_ARCHANGELS_DESCRIPTION1": "대천사를 찾아 모르간테의 노래를 완성한 후, 노래 속 단서를 따라 원래 세계로 돌아갈 방법을 찾자.", - "QUEST_ARCHANGELS_PROGRESS": "노래 조각 {max}개 중 {num}개를 모았다.", - "QUEST_ARCHANGELS_TITLE": "이상한 나라", - "QUEST_TUTORIAL_DESCRIPTION4": "이상한 건물을 조사하자.", - "QUEST_CAPTAINS_TITLE": "신병 받아라", - "QUEST_EUGENE_TITLE": "강제 퇴거", - "QUEST_EUGENE_DESCRIPTION_1": "항구촌 외곽에서 유진과 만나자.", - "QUEST_CAPTAINS_DESCRIPTION0": "공원의 전초기지로 가서 순찰대 가입 신청을 하자.", - "QUEST_EUGENE_DESCRIPTION_3": "\\\"투기단 협의회\\\" 사무실을 전부 찾아 처리하자.", - "QUEST_EUGENE_DESCRIPTION_2": "유진과 함께 정체불명의 사무실 옥상에 있는 창문으로 가자.", - "QUEST_EUGENE_DESCRIPTION_4": "유진과 얘기하자.", - "QUEST_EUGENE_DESCRIPTION_5": "유진과 함께 투기단 본부로 가자.", - "QUEST_EUGENE_3_PROGRESS": "사무실 ???개 중 {num}개를 처리했다.", - "QUEST_WORKING_OVERTIME_TITLE": "초과 근무", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "항구촌 동쪽에 있는 순찰대원에게 나무 {required_item_amount}개를 갖다주자.", - "QUEST_MERCHANT_RESCUE_TITLE": "영감을 찾아서", - "QUEST_FLORIST_DESCRIPTION_1": "항구촌에 묘목 {count}개를 심자.", - "QUEST_FLORIST_TITLE": "조경 사업", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "공원에 있는 동굴로 가서 상인에게 무슨 일이 생겼는지 알아보자.", - "CLUE_SONG_PROLOGUE1": "이 땅을 떠나고 싶다면, 귀 기울여 내 노래를 듣거라", - "QUEST_FLORIST_DESCRIPTION_2": "항구촌 서쪽에 있는 순찰대원에게 묘목을 다 심었다고 알려주자.", - "CLUE_SONG_EPILOGUE1": "이 행위와 장소가 만날 때, 마지막 역으로 가는 길이 열리리라", - "CLUE_FLUFF": "그곳이 바로 내 처소일지니, 이제는 텅 비어 고독만이 있구나", - "CLUE_SONG_PROLOGUE2": "주어진 소명을 다하고, 기나긴 길을 걸어야 하느니", - "CLUE_SONG_EPILOGUE2": "내 노래를 듣고 찾을지어다, 무한한 우주가 드러날 장소를", - "CLUE_UNKNOWN": "(노래의 나머지 부분은 소리가 작아서 알아들을 수 없다.)", - "STATUS_BURNED_NAME": "화상", - "STATUS_CONTACTDMG_DESCRIPTION": "접촉 피해를 보유한 캐릭터는 근접 공격을 하거나 받을 때마다 원소 피해를 준다.", - "STATUS_BURNED_DESCRIPTION": "화상을 입은 캐릭터는 자신의 턴 종료 시 피해를 받는다.", - "STATUS_CONTACTDMG_NAME": "접촉 피해", - "STATUS_STAT_MATK_DOWN_NAME": "근접 공격 감소", - "STATUS_STAT_RATK_DOWN_NAME": "원거리 공격 감소", - "STATUS_STAT_MATK_UP_NAME": "근접 공격 증가", - "STATUS_STAT_RATK_UP_NAME": "원거리 공격 증가", - "STATUS_STAT_RDEF_DOWN_NAME": "원거리 방어 감소", - "STATUS_STAT_MDEF_DOWN_NAME": "근접 방어 감소", - "STATUS_STAT_RDEF_UP_NAME": "원거리 방어 증가", - "STATUS_STAT_MDEF_UP_NAME": "근접 방어 증가", - "STATUS_STAT_EVASION_UP_NAME": "회피 증가", - "STATUS_STAT_EVASION_DOWN_NAME": "회피 감소", - "STATUS_STAT_ACCURACY_UP_NAME": "명중률 증가", - "STATUS_STAT_ACCURACY_DOWN_NAME": "명중률 감소", - "STATUS_STAT_SPEED_UP_NAME": "속도 증가", - "STATUS_STAT_SPEED_DOWN_NAME": "속도 감소", - "STATUS_AP_BOOST_NAME": "AP 부스트", - "STATUS_AP_DRAIN_NAME": "AP 소진", - "STATUS_AP_BOOST_DESCRIPTION": "AP 부스트를 보유한 캐릭터는 라운드마다 추가 AP를 1 획득한다.", - "STATUS_POISONED_NAME": "중독", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter}이(가) 사과를 먹었다.", - "STATUS_WALL_NAME": "{type} 방벽", - "STATUS_AP_DRAIN_DESCRIPTION": "AP 소진을 보유한 캐릭터는 라운드마다 획득하는 AP가 1 감소한다.", - "STATUS_WALL_TOAST_BROKEN": "방벽 파괴", - "STATUS_WALL_DESCRIPTION": "방벽은 받는 공격을 일정 횟수 흡수해준다. 타입 상성상 우위인 공격은 즉시 방벽을 파괴한다.", - "STATUS_TEMPTATION_WALL_NAME": "사과나무", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter}이(가) 사과를 먹었다.", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter}이(가) 사과를 먹었다.", - "STATUS_WINDOW_NAME": "창문", - "STATUS_POISONED_DESCRIPTION": "중독된 캐릭터는 자신의 턴 종료 시 피해를 받는다.", - "STATUS_WINDOW_DESCRIPTION": "창문 상태를 보유한 캐릭터의 방벽은 원거리 공격을 막아주지 않는다.", - "STATUS_LEECHED_DESCRIPTION": "흡혈 상태를 보유한 캐릭터는 자신의 턴 종료 시 피해를 받으며, 잃은 HP만큼 상대가 회복한다.", - "STATUS_LEECHED_NAME": "흡혈", - "STATUS_COATING_POISON_NAME": "독 코팅", - "STATUS_COATING_WATER_NAME": "물 코팅", - "STATUS_COATING_BEAST_NAME": "야수 코팅", - "STATUS_COATING_GLITTER_NAME": "반짝이 코팅", - "STATUS_COATING_FIRE_NAME": "불 코팅", - "STATUS_COATING_PLASTIC_NAME": "플라스틱 코팅", - "STATUS_COATING_LIGHTNING_NAME": "번개 코팅", - "STATUS_COATING_PLANT_NAME": "식물 코팅", - "STATUS_COATING_ASTRAL_NAME": "우주 코팅", - "STATUS_COATING_ICE_NAME": "얼음 코팅", - "STATUS_COATING_AIR_NAME": "공기 코팅", - "STATUS_COATING_EARTH_NAME": "대지 코팅", - "STATUS_COATING_METAL_NAME": "금속 코팅", - "STATUS_COATING_DESCRIPTION": "코팅은 일정 턴 동안 캐릭터의 원소 타입을 변경한다.", - "STATUS_COATING_GLASS_NAME": "유리 코팅", - "STATUS_HEALING_STEAM_NAME": "치유의 증기", - "STATUS_HEALING_LEAF_DESCRIPTION": "치유의 이파리를 보유한 캐릭터는 매턴 시작 시 HP를 일부 회복한다.", - "STATUS_HEALING_STEAM_DESCRIPTION": "치유의 증기를 보유한 캐릭터는 매턴 시작 시 HP를 일부 회복한다.", - "STATUS_HEALING_LEAF_NAME": "치유의 이파리", - "STATUS_MULTISTRIKE_NAME": "다중 타격", - "STATUS_MULTISTRIKE_DESCRIPTION": "다중 타격을 보유한 캐릭터는 AP가 충분할 경우 각 기술을 2번 사용한다.", - "STATUS_GLASS_BONDS_NAME": "유리 결합", - "STATUS_GLASS_BONDS_DESCRIPTION": "유리 결합을 보유한 캐릭터는 변신할 때마다 피해를 받는다.", - "STATUS_SHRAPNEL_NAME": "파편", - "STATUS_MULTITARGET_DESCRIPTION": "다중 대상을 보유한 캐릭터의 기술은 팀 전체를 대상으로 한다.", - "STATUS_UNITARGET_NAME": "단일 대상", - "STATUS_SHRAPNEL_DESCRIPTION": "파편을 보유한 캐릭터는 변신할 때마다 피해를 받는다.", - "STATUS_MULTITARGET_NAME": "다중 대상", - "STATUS_UNITARGET_DESCRIPTION": "단일 대상을 보유한 캐릭터의 팀 전체를 대상으로 하는 공격은 하나의 대상에만 영향을 주며, 원래 하나의 대상에만 적용되는 공격은 명중률이 감소한다.", - "STATUS_PARRY_STANCE_DESCRIPTION": "튕겨내기 태세를 보유한 캐릭터는 다음에 받는 근접 공격의 피해를 공격한 캐릭터에게 돌려준다.", - "STATUS_PARRY_STANCE_NAME": "튕겨내기 태세", - "STATUS_SLEEP_NAME": "수면", - "STATUS_SLEEP_DESCRIPTION": "수면 중인 캐릭터는 원래 보유 중인 기술을 사용할 수 없다.", - "STATUS_SLEEP_TOAST_REMOVED": "깨어남", - "STATUS_FLINCH_DESCRIPTION": "움찔한 캐릭터는 다음 턴을 건너뛴다.", - "STATUS_FLINCH_NAME": "움찔", - "STATUS_BOMB_NAME": "폭탄", - "STATUS_LOCKED_ON_NAME": "목표 고정", - "STATUS_BERSERK_NAME": "광분", - "STATUS_LOCKED_ON_DESCRIPTION": "목표 고정을 보유한 캐릭터의 기술은 빗나가지 않는다.", - "STATUS_BOMB_DESCRIPTION": "폭탄을 보유한 캐릭터는 근접 공격으로 폭탄을 넘겨 주지 않으면 다음 턴 종료 시 폭발한다.", - "STATUS_INTERCEPTING_DESCRIPTION": "차단을 보유한 캐릭터는 아군을 대상으로 하는 공격을 전부 차단하여 대신 맞는다.", - "STATUS_INTERCEPTING_NAME": "차단", - "STATUS_BERSERK_DESCRIPTION": "광분을 보유한 캐릭터는 피해를 주는 기술만 사용할 수 있다.", - "STATUS_HIBERNATING_NAME": "동면", - "STATUS_HIBERNATING_DESCRIPTION": "동면 중인 캐릭터는 깨어날 때까지 매턴 HP를 회복한다.", - "STATUS_MEDITATING_DESCRIPTION": "명상 중인 캐릭터는 깨어날 때까지 매턴 능력치가 증가한다.", - "STATUS_MEDITATING_NAME": "명상", - "STATUS_TOWER_DEFENSE_NAME": "타워 디펜스", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "타워 디펜스를 보유한 캐릭터는 대지 타입이 되며 방어 능력치가 증가한다.", - "STATUS_SUMMONED_DESCRIPTION": "소환된 캐릭터는 일정 턴이 지나면 전투를 중단하고 돌아간다.", - "STATUS_SUMMONED_NAME": "소환", - "STATUS_GHOSTLY_NAME": "유령", - "STATUS_RESONANCE_NAME": "공진", - "STATUS_GHOSTLY_DESCRIPTION": "유령 캐릭터는 공격에 맞지 않지만, 공격 상태의 지속 시간이 끝나면 패배한다.", - "STATUS_GAMBIT_NAME": "올인", - "STATUS_GAMBIT_DESCRIPTION": "올인을 보유한 캐릭터는 능력치가 크게 증가하지만, 올인 상태의 지속 시간이 끝나면 패배한다.", - "STATUS_RECORDED_NAME": "기록 완료", - "STATUS_GAMBIT_TOAST_FAILED": "올인 실패", - "STATUS_SUMMONED_NAME_MODIFIER.f": "소환된 {name}", - "STATUS_EFFIGY_NAME": "주술 인형", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "튕겨냄", - "STATUS_SUMMONED_NAME_MODIFIER.m": "소환된 {name}", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "째깍째깍...", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "유령 {name}", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "유령 {name}", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "유령 {name}", - "STATUS_SUMMONED_NAME_MODIFIER.n": "소환된 {name}", - "STATUS_UNDYING_NAME": "의식", - "STATUS_UNDYING_DESCRIPTION": "의식을 보유한 캐릭터는 패배 시 HP의 25%를 보유한 상태로 부활한다.", - "STATUS_RESONANCE_DESCRIPTION": "캐릭터에 공진 효과가 적용될 때마다 카운터가 증가한다. 카운터가 3에 도달하면 해당 캐릭터가 산산조각 나며 즉시 패배한다.", - "STATUS_RESONANCE_TOAST_NAME": "공진 {0}/{1}", - "STATUS_CLOSE_ENCOUNTER_NAME": "근접 조우", - "STATUS_RESONANCE_TOAST_OVERLOAD": "공진 과부하", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "근접 조우를 보유한 캐릭터의 원거리 공격은 사정거리가 감소하여 근접 공격이 된다.", - "STATUS_SPRING_LOADED_DESCRIPTION": "용수철 발사기를 보유한 캐릭터의 근접 공격은 사정거리가 증가하여 원거리 공격이 된다.", - "STATUS_SPRING_LOADED_NAME": "용수철 발사기", - "STATUS_CONDUCTIVE_DESCRIPTION": "전도성을 띈 캐릭터는 번개 타입 공격이 사용될 때마다 피해를 받는다.", - "STATUS_CONDUCTIVE_NAME": "전도", - "STATUS_RESURRECTED_NAME": "부활", - "STATUS_CONFUSED_DESCRIPTION": "혼란에 빠진 캐릭터는 일정 확률로 잘못된 기술을 사용하거나 잘못된 캐릭터를 대상으로 지정한다.", - "STATUS_RESURRECTED_DESCRIPTION": "부활한 캐릭터는 의식과 같은 효과로 다시 부활할 수 없게 된다.", - "STATUS_CONFUSED_NAME": "혼란", - "STATUS_SNOWED_IN_NAME": "폭설", - "STATUS_SNOWED_IN_EFFECT": "폭설 주의보!", - "STATUS_SNOWED_IN_DESCRIPTION": "폭설에 갇힌 캐릭터는 움직일 수가 없어 근접 공격을 사용할 수 없게 된다.", - "STATUS_FOG_NAME": "안개", - "STATUS_RECORDING_NAME": "기록 중", - "STATUS_FOG_DESCRIPTION": "안개는 물, 공기, 얼음 타입이 아닌 원거리 공격의 명중률을 0%로 감소시킨다.", - "STATUS_PETRIFIED_NAME": "석화", - "STATUS_RECORDING_TOAST_FAILURE": "기록 실패", - "STATUS_FAIR_FIGHT_NAME": "정정당당", - "STATUS_STAT_DOUBLE_SPEED_NAME": "두 배 가속", - "STATUS_PETRIFIED_DESCRIPTION": "석화된 캐릭터는 대지 타입이 되며 방어 및 방패 들기만 사용할 수 있다.", - "STATUS_COTTONED_ON_DESCRIPTION": "다음 라운드 동안 통찰을 보유한 캐릭터를 대상으로 한 기술이 전부 빗나간다.", - "STATUS_ABRAMACABRA_NAME": "아브라주금브라", - "STATUS_COTTONED_ON_NAME": "통찰", - "STATUS_MIND_MELD_DESCRIPTION": "정신 감응을 보유한 캐릭터는 자신의 기술을 아군과 공유한다.", - "STATUS_MIND_MELD_NAME": "정신 감응", - "STATUS_FAIR_FIGHT_DESCRIPTION": "정정당당 효과를 받는 중에는 다른 상태 효과가 적용되지 않는다.", - "STATUS_GLASS_SHARDS_DESCRIPTION": "유리 조각의 효과를 받는 중에는 근접 공격을 사용하는 캐릭터가 전장에 흩뿌려진 유리 조각으로부터 피해를 받는다.", - "STATUS_GLASS_SHARDS_NAME": "유리 조각", - "STATUS_ABRAMACABRA_DESCRIPTION": "방벽이 받는 공격을 일정 횟수 흡수해준다. 타입 상성상 우위인 공격은 즉시 방벽을 파괴한다. 일반적인 방벽 효과에 더해, 아브라주금브라가 매턴 자동으로 상대 하나를 공격한다.", - "STATUS_INFLATED_NAME": "팽창", - "STATUS_INFLATED_DESCRIPTION": "팽창한 캐릭터는 공격 및 방어 능력치가 증가하지만 회피가 크게 감소한다.", - "UI_FRAMERATE": "{0}FPS", - "STATUS_DEFLATED_NAME": "수축", - "STATUS_DEFLATED_DESCRIPTION": "수축한 캐릭터는 회피가 크게 증가하지만 공격 및 방어 능력치가 감소한다.", - "UI_WINDOW_TITLE": "Cassette Beasts", - "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", - "UI_TIMER_CHEATED": "(치트 사용) {timer}", - "UI_CHEATS_ENABLED": "치트 콘솔 활성화", - "UI_BUTTON_NO": "아니요", - "UI_BUTTON_YES": "네", - "UI_CHEATS_DISABLED": "치트 콘솔 비활성화", - "UI_BUTTON_OK": "확인", - "UI_BUTTON_CANCEL": "취소", - "UI_BUTTON_BACK": "뒤로", - "UI_LOADING": "로딩 중...", - "UI_BUTTON_CONTINUE": "계속", - "UI_BUTTON_EXIT": "나가기", - "UI_BUTTON_SUBMIT": "입력", - "UI_BUTTON_CLOSE": "닫기", - "UI_BUTTON_SAVE_CHANGES": "적용 및 변경 사항 저장", - "UI_LOADING_WORLD_BOUNDARY": "나머지 세계 로딩 중...", - "UI_LOADING_PROGRESS": "장면 로딩 중... {0}/{1}", - "UI_LOADING_PREPARE_PROGRESS": "장면 준비 중... {0}/{1}", - "UI_LOADING_SHADER_PROGRESS": "자료 캐시 중... {0}/{1}", - "UI_BATTLE_FIGHT_BUTTON": "전투", - "UI_BATTLE_ITEM_BUTTON": "아이템", - "UI_BATTLE_SWITCH_BUTTON": "변경", - "UI_BATTLE_FLEE_BUTTON": "도망", - "UI_BATTLE_RECORD_BUTTON": "기록", - "UI_BATTLE_INSPECT_BUTTON": "상태 효과", - "UI_BATTLE_FUSE_BUTTON": "융합!", - "UI_BATTLE_UNFUSE_BUTTON": "융합 취소", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "융합 중...", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-융합-", - "UI_BATTLE_FLEE_CHANCE": "{0}%", - "UI_BUTTON_MOVE_PASSIVE": "패시브", - "UI_BATTLE_FUSION_METER": "-융합-", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "도감에 없는 종이다.", - "BATTLE_TITLE_ARCHANGEL": "대천사", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "적 {name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "상대 팀의 지원군.", - "BATTLE_ADJECTIVE_TEAM1.n": "적 {name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "적 {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "대천사 {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "대천사 {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "{0}이(가) {1}(으)로 변신했다!", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "대천사 {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "순찰대원 {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "순찰대원 {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "순찰대원 {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "{0}이(가) {1}(으)로 변신했다!", - "BATTLE_FAILED": "실패!", - "BATTLE_FAILED_SLEEP": "수면 중!", - "BATTLE_TAPE_SWITCHED.n": "{0}이(가) {1}(으)로 변신했다!", - "BATTLE_DIED.f": "{0}이(가) 사망했다...", - "BATTLE_DIED.m": "{0}이(가) 사망했다...", - "BATTLE_DIED.n": "{0}이(가) 사망했다...", - "BATTLE_TAPE_DEFEATED.f": "{0}의 테이프가 고장났다!", - "BATTLE_RESURRECTED.m": "하지만 {cause}에 의해 부활했다!", - "BATTLE_DEFEATED.f": "{0}이(가) 패배했다!", - "BATTLE_RESURRECTED.n": "하지만 {cause}에 의해 부활했다!", - "BATTLE_RESURRECTED.f": "하지만 {cause}에 의해 부활했다!", - "BATTLE_DEFEATED.m": "{0}이(가) 패배했다!", - "BATTLE_DEFEATED.n": "{0}이(가) 패배했다!", - "BATTLE_DEFEATED_NO_TAPES.f": "{0}의 테이프가 바닥났다!", - "BATTLE_DEFEATED_NO_TAPES.n": "{0}의 테이프가 바닥났다!", - "BATTLE_DEFEATED_NO_TAPES.m": "{0}의 테이프가 바닥났다!", - "BATTLE_TAPE_DEFEATED.m": "{0}의 테이프가 고장났다!", - "BATTLE_TAPE_DEFEATED.n": "{0}의 테이프가 고장났다!", - "BATTLE_GHOST_DEFEATED.m": "{0}이(가) 사라졌다...", - "BATTLE_SUMMON_DEFEATED.n": "{0}이(가) 돌아갔다!", - "BATTLE_SUMMON_DEFEATED.f": "{0}이(가) 돌아갔다!", - "BATTLE_SUMMON_DEFEATED.m": "{0}이(가) 돌아갔다!", - "BATTLE_GHOST_DEFEATED.f": "{0}이(가) 사라졌다...", - "BATTLE_VICTORY": "승리!", - "BATTLE_GHOST_DEFEATED.n": "{0}이(가) 사라졌다...", - "BATTLE_WON": "전투에서 승리했다!", - "BATTLE_LOST": "전투에서 패배했다...", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "도망칠 수 없다!\\n항구촌으로 빠른 이동을 할까? 아이템을 일부 잃게 된다.", - "BATTLE_FLEE_CONFIRM": "정말 도망칠까?", - "BATTLE_FLEE_FAILED": "도망칠 수 없다!", - "BATTLE_EXP_POINTS": "팀이 경험치를 {0} 획득했다!", - "BATTLE_FLED": "전투에서 도망쳤다...", - "BATTLE_TARGET_TEAM0": "나의 팀", - "UI_CHARACTER_LEVEL": "{0}레벨", - "UI_CHARACTER_LEVEL_LONG": "{0}레벨", - "BATTLE_TARGET_TEAM1": "적 팀", - "UI_CHARACTER_ABILITY_UNKNOWN": "???", - "UI_CHARACTER_ABILITIES_HEADING": "능력:", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "주력 테이프:", - "BATTLE_FUSING": "{0}와(과) {1}의 마음이 하나가 되었다!", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "{species} 형태 또는 그 진화형으로 변신했을 때 모든 능력치 +10%.", - "BATTLE_FUSED": "{0}와(과) {1}이(가) {2}(으)로 융합했다!", - "BATTLE_UNFUSING": "{0}와(과) {1}의 융합이 풀렸다!", - "BATTLE_TOAST_SPLASH": "광역", - "BATTLE_TOAST_CRIT": "치명타", - "BATTLE_TOAST_MISSED": "빗나감", - "BATTLE_TOAST_BLOCKED": "상태 차단", - "BATTLE_TOAST_NO_EFFECT": "효과 없음", - "BATTLE_TOAST_INTERCEPTED": "차단", - "BATTLE_TOAST_AP": "AP", - "BATTLE_TOAST_RECORD_CHANCE": "\\n확률", - "UI_BATTLE_TAPE_IN_USE": "사용 중", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "튜토리얼: {status_effect}", - "BATTLE_REACTION_TUTORIAL_TITLE": "튜토리얼: {reaction_name}", - "STAT_max_hp": "최대 HP", - "MAX_STAMINA_INCREASE": "지구력이 {increase_percent}% 증가했다!\\n이제 총 {total}초 동안 활공할 수 있다.", - "STAT_melee_defense": "근접 방어", - "STAT_melee_attack": "근접 공격", - "STAT_ranged_attack": "원거리 공격", - "STAT_ranged_defense": "원거리 방어", - "STAT_speed": "속도", - "STAT_accuracy": "명중률", - "STAT_evasion": "회피", - "STAT_max_ap": "최대 AP", - "STAT_move_accuracy": "명중률", - "STAT_move_slots": "기술 슬롯", - "STAT_damage": "피해", - "STAT_move_splash_damage": "광역 피해", - "STAT_move_effect_chance": "효과 확률", - "STAT_move_crit_damage": "치명타 피해", - "STAT_move_crit_rate": "치명타 확률", - "STAT_exp": "경험치", - "STAT_priority_chance": "우선 순위 확률", - "SHORT_NAME_max_hp": "최대 HP", - "SHORT_NAME_melee_attack": "근접 공격", - "SHORT_NAME_melee_defense": "근접 방어", - "SHORT_NAME_ranged_attack": "원거리 공격", - "SHORT_NAME_ranged_defense": "원거리 방어", - "SHORT_NAME_speed": "속도", - "UI_PARTY_CHECK_TAPE": "테이프 확인", - "UI_PARTY_CHECK_CHARACTER": "{name} 확인", - "UI_PARTY_TRANSFORM": "변신", - "UI_PARTY_SWAP_TAPE": "테이프 교체", - "UI_PARTY_USE_ITEM": "아이템 사용", - "UI_PARTY_PUT_AWAY": "보관함으로 이동", - "UI_PARTY_NO_MOVES": "스티커 없음.", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "'{tape_name}\\' 테이프를 보관함에 넣었다.", - "UI_PARTY_TAPE_COLLECTION": "테이프 보관함...", - "UI_PARTY_MOVE_LIST_OVERFLOW": "그 외 {n}개", - "UI_PARTY_STATS_CHARACTER": "인간 형태", - "UI_PARTY_STATS_FORM": "형태 능력치 보정", - "UI_PARTY_STICKERS": "스티커", - "UI_PARTY_STATS_COMBINED": "변신 상태", - "UI_PARTY_BOOTLEG": "해적판", - "UI_PARTY_EMPTY_STICKER_SLOT": "- 빈 슬롯 -", - "UI_PARTY_APPLY_STICKER": "스티커 부착", - "UI_PARTY_PEEL_STICKER": "스티커 제거", - "UI_PARTY_REPLACE_STICKER": "스티커 교체", - "UI_PARTY_STICKER_PEELED_DROPPED": "소지품에 공간이 부족해 '{move_name}\\' 스티커를 떨어뜨렸다.", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "'{new_move}\\'을(를) \\'{old_move}\\'(으)로 교체할까?", - "UI_PARTY_EDIT_STICKERS": "기술 확인 및 편집", - "UI_PARTY_STICKER_PEELED": "'{move_name}\\'을(를) 소지품의 스티커 섹션에 넣었다.", - "UI_PARTY_RENAME_TAPE": "이름 변경", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "파티", - "UI_PARTY_RENAME_TAPE_TITLE": "'{0}\\' 이름 변경", - "UI_PARTY_BESTIARY": "도감 항목 확인", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "보관함: 번호순", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "보관함: 이름순", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "보관함: 해적판", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "보관함: 즐겨찾기", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "보관함: {type}", - "UI_TAPE_COLLECTION": "테이프 보관함", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "파티에 추가", - "UI_TAPE_COLLECTION_FAVORITE": "즐겨찾기", - "UI_TAPE_COLLECTION_RECYCLE": "재활용", - "UI_TAPE_COLLECTION_UNFAVORITE": "즐겨찾기 취소", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "모든 스티커 제거", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "{tape_name}에서 뗀 스티커를 소지품에 넣었다.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "소지품에 공간이 부족해 {tape_name}의 스티커 중 일부를 제거하지 못했다.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "소지품에 공간이 부족해 {tape_name}의 스티커 중 일부를 떨어뜨렸다.", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "정말 {tape_name} 테이프를 재활용할까? 재활용된 테이프는 컬렉션에서 영구적으로 제거된다.", - "UI_TAPE_COLLECTION_EMPTY": "테이프 없음.", - "UI_LOAD_FILE_LOADING": "확인 중...", - "UI_LOAD_FILE_EMPTY": "빈 파일", - "UI_LOAD_FILE_INVALID": "손상된 파일", - "UI_LOAD_FILE_SAVED_DATETIME": "{year}-{month}-{day} {hour}:{minute}:{second}에 저장", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "{year}-{month}-{day} {hour}:{minute}:{second}에 사망", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "새 게임", - "UI_LOAD_FILE_CONTINUE_GAME": "불러오기", - "UI_LOAD_FILE_ERASE": "삭제", - "UI_LOAD_FILE_CUSTOM_GAME": "커스텀 게임", - "UI_PAUSE_MAP_BTN": "지도", - "UI_PAUSE_PARTY_BTN": "파티", - "UI_PAUSE_INVENTORY_BTN": "소지품", - "UI_PAUSE_QUEST_LOG_BTN": "퀘스트 일지", - "UI_PAUSE_BESTIARY_BTN": "도감", - "UI_PAUSE_REST_BTN": "휴식", - "UI_QUIT_CONFIRM": "정말 종료할까요?\\n게임을 저장한 지 {duration} 경과했습니다.", - "UI_PAUSE_SAVE_BTN": "저장", - "UI_PAUSE_QUIT_BTN": "종료", - "UI_EVOLUTION_TITLE": "리마스터", - "UI_QUIT_CONFIRM_SECONDS": "{num}초", - "UI_QUIT_CONFIRM_MINUTES": "{num}분", - "UI_SAVING": "저장 중...", - "UI_SAVING_MESSAGE": "진행 상황 저장 중...", - "UI_SAVE_COMPLETE": "저장 완료!", - "UI_SAVE_FAILED": "저장 실패.", - "UI_SAVE_LOAD_FAILED": "이 저장 파일은 불러올 수 없습니다.", - "UI_SAVE_ERASE_CONFIRM": "이 저장 데이터를 영구적으로 삭제할까요?", - "UI_SAVE_REQUIRE_FULL_VERSION": "이 저장 파일을 불러오려면 게임 본편이 필요합니다.", - "UI_EVOLUTION_BUTTON": "리마스터", - "UI_EVOLUTION_SUBTITLE": "몬스터 형태 진화", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "로컬 멀티플레이어 참가 또는 나가기", - "UI_EVOLUTION_SPECIALIZATION": "어떤 분야에 집중할까?", - "UI_EVOLUTION_CONFIRM": "{monster_name} 테이프를 더 강력한 형태로 리마스터할까?", - "RELATIONSHIP_UNLOCK_FUSION.n": "이제 {name}와(과) 함께 다닐 때 일반 전투에서 융합할 수 있다!", - "UI_EVOLUTION_DESCRIPTION": "{evolved_from} 테이프가 {evolved_to}(으)로 변했다!", - "RELATIONSHIP_LEVEL_UP": "호감도 {level}레벨", - "RELATIONSHIP_UNLOCK_FUSION.m": "이제 {name}와(과) 함께 다닐 때 일반 전투에서 융합할 수 있다!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "이제 {name}와(과) 융합했을 때 융합 필살기를 사용할 수 있다!", - "RELATIONSHIP_UNLOCK_FUSION.f": "이제 {name}와(과) 함께 다닐 때 일반 전투에서 융합할 수 있다!", - "RELATIONSHIP_FUSION_STRENGTH.m": "{name}와(과) 융합했을 때 추가 위력을 +{added_strength}% 획득한다.", - "RELATIONSHIP_FUSION_STRENGTH.n": "{name}와(과) 융합했을 때 추가 위력을 +{added_strength}% 획득한다.", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "이제 {name}와(과) 융합했을 때 융합 필살기를 사용할 수 있다!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "이제 {name}와(과) 융합했을 때 융합 필살기를 사용할 수 있다!", - "RELATIONSHIP_FUSION_STRENGTH.f": "{name}와(과) 융합했을 때 추가 위력을 +{added_strength}% 획득한다.", - "UI_QUEST_NEW": "신규 퀘스트:", - "UI_QUEST_UPDATE": "퀘스트 갱신:", - "UI_CAMPING_REST": "휴식", - "UI_QUEST_COMPLETE": "퀘스트 완료!", - "UI_QUEST_NEW_VIEW_LOG": "퀘스트 일지 확인", - "PARTNER_SWAP_CONFIRM.f": "{name}을(를) 데려갈까?", - "PARTNER_UNLOCKED_TITLE.m": "잠금 해제:", - "PARTNER_SWAP_CONFIRM.m": "{name}을(를) 데려갈까?", - "PARTNER_SWAP_CONFIRM.n": "{name}을(를) 데려갈까?", - "PARTNER_UNLOCKED_TITLE.f": "잠금 해제:", - "PARTNER_UNLOCKED.m": "{name}이(가) 동료가 되었다!", - "PARTNER_UNLOCKED_TITLE.n": "잠금 해제:", - "PARTNER_UNLOCKED.n": "{name}이(가) 동료가 되었다!", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name}은(는) 그래머폰 카페로 돌아갔다.", - "PARTNER_UNLOCKED.f": "{name}이(가) 동료가 되었다!", - "UI_EXCHANGE": "거래", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name}은(는) 그래머폰 카페로 돌아갔다.", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name}은(는) 그래머폰 카페로 돌아갔다.", - "UI_EXCHANGE_PRICE": "가격", - "UI_EXCHANGE_RESOURCES": "보유한 자원", - "OBTAINED_TAPE": "{tape_name} 테이프를 획득했다!", - "ABILITY_UNLOCKED": "{ability} 능력을 획득했다!", - "UI_MAP_UNKNOWN_FEATURE": "???", - "ABILITY_UNLOCKED_glide": "이제 {control.jump}를 길게 눌러 먼 거리를 활공할 수 있다!\\n지구력을 소모한다.", - "ABILITY_glide": "나방 활공", - "UI_TAPES_REPAIRED": "망가진 테이프를 수리했다!", - "UI_MAP_YOUR_LOCATION": "현재 위치", - "UI_MAP_FAST_TRAVEL_CONFIRM": "{location}(으)로 이동할까?", - "UI_BESTIARY_SEEN_COUNT": "목격: {num} / {total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "여기서는 빠른 이동을 사용할 수 없다.", - "UI_BESTIARY_RECORDED_COUNT": "기록: {num} / {total}", - "UI_BESTIARY_FORMED_COUNT": "융합: {num} / {total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", - "UI_BESTIARY_UNKNOWN_SPECIES": "???", - "UI_BESTIARY_SORT_BY_NAME": "이름순", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "융합 보기", - "UI_BESTIARY_SORT_BY_NUMBER": "번호순", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "몬스터 보기", - "UI_BESTIARY_INFO_TAB_BIO": "상세 정보 {n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "#{num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "위치", - "UI_BESTIARY_INFO_TAB_STATS": "통계", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "이 몬스터의 테이프를 5성까지 올리면 더 많은 정보를 확인할 수 있다.", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "이 몬스터를 기록하면 더 많은 정보를 확인할 수 있다.", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "해적판", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "해적판: {num} / {total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "이 몬스터를 물리치면 더 많은 정보를 확인할 수 있다.", - "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", - "UI_BESTIARY_INFO_STATS_FORMED": "융합:", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "목격:", - "UI_BESTIARY_INFO_STATS_RECORDED": "기록:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "처치:", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "지도에서 확인", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "서식지 불명.", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name}의 출몰 장소:", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "{species_name}의 서식지", - "UI_BESTIARY_INFO_NO_DATA": "추가 데이터 없음.", - "UI_BESTIARY_INFO_BIO_FUSION": "{species1}와(과) {species2}의 융합.", - "UI_CHARACTER_CREATION": "캐릭터 생성", - "UI_CHARACTER_CREATION_INTRO": "당신은 누구시죠?", - "UI_CC_LABEL_NAME": "이름", - "UI_CC_LABEL_PRONOUNS": "성별", - "UI_CC_VALUE_PRONOUN.m": "남", - "UI_CC_VALUE_PRONOUN.f": "여", - "UI_CC_VALUE_PRONOUN.n": "기타", - "UI_CC_LABEL_HAIR": "머리 모양", - "UI_CC_LABEL_HEAD": "얼굴", - "UI_CC_LABEL_LEGS": "하의", - "UI_CC_LABEL_BODY": "상의", - "UI_CC_LABEL_BODY_COLOR_1": "상의 색상 1", - "UI_CC_LABEL_BODY_COLOR_2": "상의 색상 2", - "UI_CC_LABEL_EYE_COLOR": "눈 색상", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "얼굴 액세서리 색상", - "UI_CC_LABEL_FAVORITE_COLOR": "좋아하는 색", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "머리 액세서리 색상", - "UI_CC_LABEL_HAIR_COLOR": "머리 색상", - "UI_CC_LABEL_SHOE_COLOR": "신발 색상", - "UI_CC_LABEL_LEGS_COLOR": "하의 색상", - "UI_CC_LABEL_SKIN_COLOR": "피부 색상", - "UI_CC_RANDOMIZE": "무작위 변경", - "UI_CC_VALUE_hair_short": "넘긴 머리", - "UI_CC_VALUE_hair_bow1": "포니테일", - "UI_CC_VALUE_hair_quiff": "퀴프", - "UI_CC_VALUE_hair_hairtie": "머리끈", - "UI_CC_VALUE_hair_afro1": "아프로", - "UI_CC_VALUE_hair_afro2": "플랫탑", - "UI_CC_VALUE_hair_bun1": "탑 번 #1", - "UI_CC_VALUE_hair_bun2": "탑 번 #2", - "UI_CC_VALUE_hair_bun3": "더블 번", - "UI_CC_VALUE_hair_neat1": "단정한 머리", - "UI_CC_VALUE_hair_long1": "프린지 뱅", - "UI_CC_VALUE_hair_headband1": "멀릿", - "UI_CC_VALUE_hair_headband2": "비대칭", - "UI_CC_VALUE_hair_bald": "대머리", - "UI_CC_VALUE_hair_bob1": "생머리 단발", - "UI_CC_VALUE_hair_bob2": "곱슬머리 단발", - "UI_CC_VALUE_hair_headscarf1": "헤드스카프", - "UI_CC_VALUE_hair_cultist1.m": "광신도", - "UI_CC_VALUE_hair_cultist1.f": "광신도", - "UI_CC_VALUE_hair_cultist1.n": "광신도", - "UI_CC_VALUE_hair_flower1": "히피", - "UI_CC_VALUE_hair_hat1": "모자와 번", - "UI_CC_VALUE_hair_dreadlocks1": "드레드록", - "UI_CC_VALUE_hair_dreadlocks2": "짧은 드레드록", - "UI_CC_VALUE_hair_straight1": "바가지 머리", - "UI_CC_VALUE_hair_mullet1": "멀릿", - "UI_CC_VALUE_hair_hardhat1": "안전모", - "UI_CC_VALUE_hair_braid1": "긴 땋은 머리", - "UI_CC_VALUE_hair_sharp1": "샤프 프린지", - "UI_CC_VALUE_hair_balding": "탈모 머리", - "UI_CC_VALUE_hair_cat1": "고양이 머리띠", - "UI_CC_VALUE_hair_moonstone": "월장석", - "UI_CC_VALUE_head_generic": "일반", - "UI_CC_VALUE_head_glasses_1": "안경", - "UI_CC_VALUE_head_makeup1": "아이섀도우", - "UI_CC_VALUE_head_makeup2": "페이스 페인트", - "UI_CC_VALUE_head_beard1": "수염 #1", - "UI_CC_VALUE_head_beard2": "수염 #2", - "UI_CC_VALUE_head_mask1": "가면", - "UI_CC_VALUE_head_visor1": "바이저", - "UI_CC_VALUE_head_grumpy": "심술쟁이", - "UI_CC_VALUE_body_sweater1": "스웨터", - "UI_CC_VALUE_body_tshirt1": "티셔츠 #1", - "UI_CC_VALUE_body_tshirt2": "티셔츠 #2", - "UI_CC_VALUE_body_jacket": "재킷 #1", - "UI_CC_VALUE_body_jacket2": "재킷 #2", - "UI_CC_VALUE_body_jacket3": "민소매 재킷", - "UI_CC_VALUE_body_jacket4": "재킷 #3", - "UI_CC_VALUE_body_cultist1.m": "광신도", - "UI_CC_VALUE_body_cultist1.f": "광신도", - "UI_CC_VALUE_body_cultist1.n": "광신도", - "UI_CC_VALUE_body_dress1": "빈티지 드레스", - "UI_CC_VALUE_body_apron1": "앞치마", - "UI_CC_VALUE_body_vest1": "조끼", - "UI_CC_VALUE_body_poncho1": "판초", - "UI_CC_VALUE_body_moonstone": "월장석", - "UI_CC_VALUE_legs_generic": "바지", - "UI_CC_VALUE_legs_shorts1": "반바지", - "UI_CC_VALUE_legs_skirt1": "치마", - "UI_CC_VALUE_legs_moonstone": "월장석", - "UI_CC_VALUE_hair_bansheep": "밴십 모자", - "UI_CC_VALUE_hair_candevil": "알사탄 모자", - "UI_CC_VALUE_hair_traffikrab": "도로게 모자", - "UI_CC_VALUE_hair_springheel": "폴짝깨비 모자", - "UI_CC_VALUE_legs_pombomb": "폭메라니안 반바지", - "UI_CC_VALUE_body_pombomb": "폭메라니안 판초", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "고집불통 네가 생각한 것보다 두 배로 강하게 돌아와 그리고 난 네가 혼자가 아닐 때 느끼는 감정을 알아 너한테 내게 더 이상 다가오지 말라고 했었지 너도 곧 알게 될 거야 이번에도 변함없이 똑같을 거라는 걸", - "UI_LOADING_FLUFF_2": "홉스킨에게 재킷을 돌려주는 중...", - "UI_LOADING_FLUFF_3": "리퍼잭의 발톱 가는 중...", - "UI_LOADING_FLUFF_4": "스누팽의 단안경 닦는 중...", - "UI_LOADING_FLUFF_1": "폴짝깨비보다 높이 뛰는 중...", - "UI_LOADING_FLUFF_5": "스캠파이어 먹이는 중...", - "UI_LOADING_FLUFF_7": "킹풋의 해골 닦는 중...", - "UI_LOADING_FLUFF_6": "주금브라를 염소들 근처에 못 가게 하는 중...", - "UI_LOADING_FLUFF_8": "견습갑의 창 수리하는 중...", - "UI_LOADING_FLUFF_9": "팔라골린에게 기사 작위 수여 중...", - "UI_LOADING_FLUFF_10": "폭메라니안의 신관에 불 붙이는 중...", - "UI_LOADING_FLUFF_11": "벨로시라이플 재장전 중...", - "UI_LOADING_FLUFF_12": "티라포 재장전 중...", - "UI_LOADING_FLUFF_13": "수줍엘프의 가면 그리는 중...", - "UI_LOADING_FLUFF_14": "투덜푸스한테 사탕 주는 중...", - "UI_LOADING_FLUFF_15": "전숭이 충전 중...", - "UI_LOADING_FLUFF_16": "스파크탄을 유인하기 위해 피뢰침 늘리는 중...", - "UI_LOADING_FLUFF_18": "아포칼마귀에 대비 중...", - "UI_LOADING_FLUFF_17": "텔레냥 채널 변경 중...", - "UI_LOADING_FLUFF_19": "도로게 안내 중...", - "UI_LOADING_FLUFF_20": "랍스케이드 우회 중...", - "UI_LOADING_FLUFF_21": "민들레오 씨앗 부는 중...", - "UI_LOADING_FLUFF_22": "해바래곤에 물 주는 중...", - "UI_LOADING_FLUFF_23": "브러시룸 칠하는 중...", - "UI_LOADING_FLUFF_24": "팡곰흐의 작품 감상하는 중...", - "UI_LOADING_FLUFF_25": "태엽후드 감는 중...", - "UI_LOADING_FLUFF_26": "콩콩호박 조각 중...", - "UI_LOADING_FLUFF_27": "브랙수트 옷 입히는 중...", - "UI_LOADING_FLUFF_28": "잘가조에게 잘 가라고 하는 중...", - "UI_LOADING_FLUFF_29": "전지접시 보는 중...", - "UI_LOADING_FLUFF_30": "쓰레기봇 처리 중...", - "UI_LOADING_FLUFF_31": "멍퍼컷과 권투 중...", - "UI_LOADING_FLUFF_32": "신선롱으로 요리 중...", - "UI_LOADING_FLUFF_33": "폰데드 부활 중...", - "UI_LOADING_FLUFF_34": "뼈숍의 설교 참석 중...", - "UI_LOADING_FLUFF_35": "킹그레이브에게 충성 맹세 중...", - "UI_LOADING_FLUFF_36": "퀸닉스 폐하께 절하는 중...", - "UI_LOADING_FLUFF_37": "곰별레의 우주 공간에서의 생존력 시험 중...", - "UI_LOADING_FLUFF_38": "지니 엔토닉 소환 중...", - "NEW_GAME_INTRO_QUOTE_1": "이제 그 기사가 말을 달려 왕국을 가로지르고\\n위럴의 황무지로 나아가니, 그곳에는\\n주님과 선량한 자의 사랑을 받는 이가 적었도다.", - "NEW_GAME_INTRO_QUOTE_2": "가웨인 경과 녹색 기사\\n작가 불명, 14세기", - "CAMPING_CONFIRM": "여기서 야영할까?", - "CAFE_CAMPING_CONFIRM": "여기서 잠시 쉴까?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "소지 한도: {stacks}/{maximum}더미", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, {page}/{page_count}페이지", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "정렬", - "UI_INVENTORY_FILTER": "필터", - "UI_INVENTORY_FILTER_APPLIED": "필터 {num}개", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "소지품에서 현재 필터에 해당하는 [i]모든[/i] 스티커를 영구적으로 제거한다. 정말 스티커 {total}더미를 재활용할까? 총 {stacks}개의 스티커가 재활용된다.", - "UI_INVENTORY_BULK_RECYCLE": "일괄 재활용", - "UI_INVENTORY_FILTER_NAME": "이름", - "UI_INVENTORY_FILTER_RARITY": "희귀도:", - "UI_INVENTORY_FILTER_RARITY_ALL": "전체", - "UI_INVENTORY_FILTER_RARITY_COMMON": "일반", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "고급", - "UI_INVENTORY_FILTER_RARITY_RARE": "희귀", - "UI_INVENTORY_FILTER_CATEGORY": "분류", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "전체", - "UI_INVENTORY_FILTER_TYPE": "원소 타입", - "UI_INVENTORY_FILTER_TYPE_ALL": "전체", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "무타입", - "UI_QUEST_LOG_CATEGORY_QUESTS": "퀘스트", - "UI_QUEST_LOG_CATEGORY_RUMORS": "소문", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "업적", - "UI_QUEST_LOG_NO_QUESTS": "퀘스트 없음.", - "UI_QUEST_LOG_NO_RUMORS": "소문 없음.", - "UI_QUEST_LOG_SECTION_MAIN": "메인 퀘스트", - "UI_QUEST_LOG_SECTION_SIDE": "부가 퀘스트", - "UI_QUEST_LOG_SECTION_OTHER": "기타", - "UI_QUEST_LOG_SECTION_COMPLETED": "완료", - "UI_QUEST_LOG_SECTION_ACHIEVED": "{0}/{1} 달성", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "미달성", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "숨겨진 업적 #{0}.", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", - "UI_QUEST_LOG_VIEW_BUTTON": "지도 확인", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "노래 재생", - "UI_QUEST_TIMER": "남은 시간: {minutes}분", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "도장 카드 확인", - "UI_QUEST_LOG_TRACK_BUTTON": "추적", - "UI_QUEST_LOG_UNTRACK_BUTTON": "추적 취소", - "UI_QUEST_TRACKER_RUMOR": "소문: {quest_title}", - "NOTIFICATION_ACHIEVEMENT": "업적 잠금 해제", - "NOTICEBOARD_TITLE": "순찰대 게시판", - "NOTICEBOARD_LEVEL": "{level}레벨", - "NOTICEBOARD_REMINDER_TITLE": "모든 순찰대원에게 알림:", - "NOTICEBOARD_REQUIREMENT_RANGER1": "이 퀘스트를 수행하려면 순찰대에 가입해 훈련을 마쳐야 한다.", - "NOTICEBOARD_METER_RATIO": "발견: {amount_owned} / {total_required}", - "NOTICEBOARD_METER_LABEL": "다음 레벨까지 필요한 융합 물질: {amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "???", - "NOTICEBOARD_REMINDER_BODY": "마을 주민들에게 소문을 물어 놓친 게 없는지 확인할 것! 이안테도 바빠서 모든 소문을 직접 조사할 수는 없으니까!", - "NOTICEBOARD_NEXT_REWARD": "다음 보상:", - "NOTICEBOARD_REWARD_NEW_QUEST": "신규 퀘스트", - "NOTICEBOARD_REWARD_ITEMS": "아이템", - "NOTICEBOARD_REWARD_NEW_MONSTER": "신규 몬스터", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "퀘스트를 수락해야 더 자세한 정보를 확인할 수 있다.", - "NOTICEBOARD_QUEST_COMPLETED": "완료", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "이 퀘스트는 지금 수락할 수 없다. 다른 퀘스트를 완료하거나 나중에 돌아오자.", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "퀘스트 수락", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "일지에서 확인", - "CHOOSE_STARTER_OPTION1": "오싹오싹", - "CHOOSE_STARTER_TITLE": "어떤 스타일이 좋을까?", - "CHOOSE_STARTER_OPTION2": "달콤달콤", - "TUTORIAL_DEMO1.m": "데모 버전은 여기가 끝입니다. 저희 Bytten Studio에서는 여러분이 이 맛보기를 재밌게 즐기셨기를 바랍니다!", - "TUTORIAL_DEMO_TITLE": "플레이해주셔서 감사합니다!", - "TUTORIAL_DEMO2.f": "게임 본편에서 이 저장 파일을 이어서 플레이할 수 있습니다.", - "TUTORIAL_DEMO1.n": "데모 버전은 여기가 끝입니다. 저희 Bytten Studio에서는 여러분이 이 맛보기를 재밌게 즐기셨기를 바랍니다!", - "TUTORIAL_DEMO1.f": "데모 버전은 여기가 끝입니다. 저희 Bytten Studio에서는 여러분이 이 맛보기를 재밌게 즐기셨기를 바랍니다!", - "TUTORIAL_DEMO2.m": "게임 본편에서 이 저장 파일을 이어서 플레이할 수 있습니다.", - "TUTORIAL_DEMO2.n": "게임 본편에서 이 저장 파일을 이어서 플레이할 수 있습니다.", - "TUTORIAL_REMASTER": "일부 테이프는 5성이 되면 '리마스터\\'할 수 있습니다.\\n\\n리마스터한 테이프는 더 강력한 형태로 진화하여 능력치가 증가하고 새로운 기술을 배웁니다.\\n\\n일부 몬스터 형태는 리마스터로만 획득할 수 있으며, 일부 테이프는 다양한 조건에 따라 다른 결과가 나올 수 있습니다.\\n\\n기회가 될 때마다 리마스터하세요!", - "TUTORIAL_DEMO_STORE_BTN": "상점에서 확인", - "TUTORIAL_DEMO_STORE_BTN_NX": "닌텐도 e숍", - "TUTORIAL_REMASTER_TITLE": "튜토리얼: 리마스터링", - "TUTORIAL_FUSION_TITLE": "튜토리얼: 융합", - "TUTORIAL_FUSION1.m": "동료와 마음이 맞으면 더 강력한 하나의 몬스터로 융합할 수 있습니다.\\n\\n동료와 더 친할수록 융합 형태의 위력도 강해집니다.\\n\\n하지만 융합 게이지를 잘 지켜보세요! 게이지가 가득 찼을 때만 융합할 수 있습니다.", - "TUTORIAL_FUSION1.n": "동료와 마음이 맞으면 더 강력한 하나의 몬스터로 융합할 수 있습니다.\\n\\n동료와 더 친할수록 융합 형태의 위력도 강해집니다.\\n\\n하지만 융합 게이지를 잘 지켜보세요! 게이지가 가득 찼을 때만 융합할 수 있습니다.", - "TUTORIAL_FUSION1.f": "동료와 마음이 맞으면 더 강력한 하나의 몬스터로 융합할 수 있습니다.\\n\\n동료와 더 친할수록 융합 형태의 위력도 강해집니다.\\n\\n하지만 융합 게이지를 잘 지켜보세요! 게이지가 가득 찼을 때만 융합할 수 있습니다.", - "TUTORIAL_FUSION2": "융합 형태에서는 턴당 AP 획득량이 2에서 4로 증가하기 때문에 강력한 기술을 더 일찍 사용할 수 있습니다.\\n\\n또한 두 테이프의 기술을 전부 사용할 수 있으며, 능력치도 합산됩니다.", - "TUTORIAL_RELATIONSHIPS": "친구들의 호감도를 올리는 것은 매우 중요합니다. 동료와 친할수록 융합했을 때의 위력도 강해지기 때문이죠!\\n\\n같이 퀘스트를 완료하거나 함께 전투하면 더 친해질 수 있으며, 때가 되면 모닥불 또는 카페에서 휴식을 취해 호감도를 올릴 수 있습니다.", - "TUTORIAL_RECORDING1": "기록의 성공 여부는 기본적으로 확률에 따라 결정됩니다. 하지만 다음과 같은 다양한 요인이 성공 확률에 영향을 줄 수 있습니다.\\n\\n- 몬스터의 현재 HP\\n- 몬스터의 레벨 및 희귀도\\n- 기록 중에 해당 몬스터에게 준 피해\\n- 기록하는 캐릭터가 받은 피해", - "TUTORIAL_RELATIONSHIPS_TITLE": "튜토리얼: 호감도", - "TUTORIAL_RECORDING2": "기록하는 몬스터를 대상으로 한 공격에 상태 효과로 버프를 적용하면 피해량과 기록 성공 확률을 크게 높일 수 있습니다.\\n\\n기록하는 동안에는 대상 몬스터가 도망치거나 패배하지 않기 때문에, 실수로 쓰러뜨릴 걱정은 하지 않아도 됩니다!", - "TUTORIAL_RECORDING_TITLE": "튜토리얼: 테이프 기록", - "TUTORIAL_TAPE_STORAGE.f": "파티가 가득 찼을 때 기록한 테이프는 가방에 있는 특수한 저장 공간에 들어갑니다. 이러한 테이프는 모닥불 옆이나 카페에 앉았을 때 파티에 추가하거나 파티에서 제거할 수 있습니다.\\n\\n보관함 안의 필요 없어진 테이프는 재활용하여 자원과 스티커를 획득할 수 있습니다.", - "TUTORIAL_TAPE_STORAGE.m": "파티가 가득 찼을 때 기록한 테이프는 가방에 있는 특수한 저장 공간에 들어갑니다. 이러한 테이프는 모닥불 옆이나 카페에 앉았을 때 파티에 추가하거나 파티에서 제거할 수 있습니다.\\n\\n보관함 안의 필요 없어진 테이프는 재활용하여 자원과 스티커를 획득할 수 있습니다.", - "TUTORIAL_TAPE_STORAGE_TITLE": "튜토리얼: 테이프 보관함", - "TUTORIAL_STICKERS1": "전투에서 테이프를 사용할 때 이용할 수 있는 기술은 테이프에 붙인 스티커에 따라 다릅니다.\\n\\n소지품에서 스티커를 부착하여 테이프에 새로운 기술을 부여할 수 있습니다. 원하지 않는 기술은 제거하여 다시 스티커로 만든 다음 소지품에 넣을 수 있습니다.", - "TUTORIAL_STICKERS_TITLE": "튜토리얼: 스티커 및 기술", - "TUTORIAL_TAPE_STORAGE.n": "파티가 가득 찼을 때 기록한 테이프는 가방에 있는 특수한 저장 공간에 들어갑니다. 이러한 테이프는 모닥불 옆이나 카페에 앉았을 때 파티에 추가하거나 파티에서 제거할 수 있습니다.\\n\\n보관함 안의 필요 없어진 테이프는 재활용하여 자원과 스티커를 획득할 수 있습니다.", - "TUTORIAL_STICKERS2": "스티커 사용 횟수에는 제한이 없지만, 한 번에 한 테이프에만 붙일 수 있습니다.\\n\\n스티커는 다음과 같은 방법으로 획득할 수 있습니다.\\n\\n- 테이프의 경험치 막대 채우기\\n- 상자 또는 은닉처 발견\\n- 항구촌의 특정 상인에게서 구매", - "TUTORIAL_AP2": "각 파티원은 매턴 AP를 2 획득하며, 타입 상성상 우위에 있는 공격을 맞히면 추가로 1 획득합니다.\\n\\n미리 계획을 세워 약하지만 AP 소모가 적은 공격을 수행하며 AP를 비축한 후 나중에 가장 강한 공격을 수행하는 게 좋습니다.", - "TUTORIAL_AP_TITLE": "튜토리얼: AP", - "TUTORIAL_AP1": "이 주황색 네모를 잘 지켜보세요. 이건 행동 포인트, 줄여서 AP입니다.\\n\\n대부분의 기술은 AP를 소모해야 합니다. 기술을 사용하는 데 필요한 AP의 양은 기술의 이름 옆에 표시됩니다.\\n\\nAP가 특정 기술을 사용하기에 부족할 경우, 이번 턴에는 해당 기술을 사용할 수 없습니다.", - "TUTORIAL_ARCHANGEL_AP_TITLE": "튜토리얼: 대천사", - "TUTORIAL_ARCHANGEL_AP": "기술을 사용할 때 AP를 사용하는 여타 몬스터와는 다르게, 대천사는 AP가 10이 될 때까지 모읍니다.\\n\\n대천사의 AP가 10이 되면, 고유한 천사 공격으로 모든 힘을 한 번에 내뿜습니다.\\n\\n살아남으려면 기술을 전략적으로 사용해 단단한 방어 태세를 갖춰 놓거나, 대천사가 AP를 충분히 모으기 전에 물리치세요.", - "TUTORIAL_STATIONS2": "머라인의 기차역에는 머나먼 곳에서 온 이상한 존재들이 자리 잡은 듯합니다.\\n\\n기차역을 꼼꼼하게 탐험하면 귀중한 정보와 보상을 얻을 수 있을지도 모릅니다.", - "TUTORIAL_STATIONS1": "빠른 이동은 야외에 있을 때 언제나 지도 화면에서 사용할 수 있습니다.\\n\\n처음에는 그래머폰 카페로 돌아갈 수만 있지만, 기차역을 다시 열 때마다 빠른 이동의 목적지가 늘어납니다.", - "TUTORIAL_STATIONS_TITLE": "튜토리얼: 빠른 이동 및 기차역", - "TYPE_CHART_ATTACKER": "공격:", - "TYPE_CHART_DEFENDER": "방어:", - "TYPE_CHART_TRANSMUTATION": "변질:", - "TYPE_CHART_NO_REACTION": "반응 없음.", - "TYPE_CHART_BUFFS": "버프:", - "TYPE_CHART_DEBUFFS": "디버프:", - "TYPE_CHART_OTHER": "기타 효과:", - "TYPE_CHART_STATUS_AMOUNT": "×{amount}", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "위험한 전투입니다. 계속하려면 작동하는 테이프를 2개 이상 소지하고 있어야 합니다.", - "TITLE_SCREEN_PLAY_BUTTON": "플레이", - "TITLE_SCREEN_PRESS_BUTTON": "{control.ui_accept}를 누르세요", - "TITLE_SCREEN_LANGUAGE_BUTTON": "언어", - "TITLE_SCREEN_CREDITS_BUTTON": "제작진", - "UI_SETTINGS": "설정", - "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 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틯티틱틲틳틴틵틶틷틸틹틺틻틼틽틾틿팀팁팂팃팄팅팆팇팈팉팊팋파팍팎팏판팑팒팓팔팕팖팗팘팙팚팛팜팝팞팟팠팡팢팣팤팥팦팧패팩팪팫팬팭팮팯팰팱팲팳팴팵팶팷팸팹팺팻팼팽팾팿퍀퍁퍂퍃퍄퍅퍆퍇퍈퍉퍊퍋퍌퍍퍎퍏퍐퍑퍒퍓퍔퍕퍖퍗퍘퍙퍚퍛퍜퍝퍞퍟퍠퍡퍢퍣퍤퍥퍦퍧퍨퍩퍪퍫퍬퍭퍮퍯퍰퍱퍲퍳퍴퍵퍶퍷퍸퍹퍺퍻퍼퍽퍾퍿펀펁펂펃펄펅펆펇펈펉펊펋펌펍펎펏펐펑펒펓펔펕펖펗페펙펚펛펜펝펞펟펠펡펢펣펤펥펦펧펨펩펪펫펬펭펮펯펰펱펲펳펴펵펶펷편펹펺펻펼펽펾펿폀폁폂폃폄폅폆폇폈평폊폋폌폍폎폏폐폑폒폓폔폕폖폗폘폙폚폛폜폝폞폟폠폡폢폣폤폥폦폧폨폩폪폫포폭폮폯폰폱폲폳폴폵폶폷폸폹폺폻폼폽폾폿퐀퐁퐂퐃퐄퐅퐆퐇퐈퐉퐊퐋퐌퐍퐎퐏퐐퐑퐒퐓퐔퐕퐖퐗퐘퐙퐚퐛퐜퐝퐞퐟퐠퐡퐢퐣퐤퐥퐦퐧퐨퐩퐪퐫퐬퐭퐮퐯퐰퐱퐲퐳퐴퐵퐶퐷퐸퐹퐺퐻퐼퐽퐾퐿푀푁푂푃푄푅푆푇푈푉푊푋푌푍푎푏푐푑푒푓푔푕푖푗푘푙푚푛표푝푞푟푠푡푢푣푤푥푦푧푨푩푪푫푬푭푮푯푰푱푲푳푴푵푶푷푸푹푺푻푼푽푾푿풀풁풂풃풄풅풆풇품풉풊풋풌풍풎풏풐풑풒풓풔풕풖풗풘풙풚풛풜풝풞풟풠풡풢풣풤풥풦풧풨풩풪풫풬풭풮풯풰풱풲풳풴풵풶풷풸풹풺풻풼풽풾풿퓀퓁퓂퓃퓄퓅퓆퓇퓈퓉퓊퓋퓌퓍퓎퓏퓐퓑퓒퓓퓔퓕퓖퓗퓘퓙퓚퓛퓜퓝퓞퓟퓠퓡퓢퓣퓤퓥퓦퓧퓨퓩퓪퓫퓬퓭퓮퓯퓰퓱퓲퓳퓴퓵퓶퓷퓸퓹퓺퓻퓼퓽퓾퓿픀픁픂픃프픅픆픇픈픉픊픋플픍픎픏픐픑픒픓픔픕픖픗픘픙픚픛픜픝픞픟픠픡픢픣픤픥픦픧픨픩픪픫픬픭픮픯픰픱픲픳픴픵픶픷픸픹픺픻피픽픾픿핀핁핂핃필핅핆핇핈핉핊핋핌핍핎핏핐핑핒핓핔핕핖핗하학핚핛한핝핞핟할핡핢핣핤핥핦핧함합핪핫핬항핮핯핰핱핲핳해핵핶핷핸핹핺핻핼핽핾핿햀햁햂햃햄햅햆햇했행햊햋햌햍햎햏햐햑햒햓햔햕햖햗햘햙햚햛햜햝햞햟햠햡햢햣햤향햦햧햨햩햪햫햬햭햮햯햰햱햲햳햴햵햶햷햸햹햺햻햼햽햾햿헀헁헂헃헄헅헆헇허헉헊헋헌헍헎헏헐헑헒헓헔헕헖헗험헙헚헛헜헝헞헟헠헡헢헣헤헥헦헧헨헩헪헫헬헭헮헯헰헱헲헳헴헵헶헷헸헹헺헻헼헽헾헿혀혁혂혃현혅혆혇혈혉혊혋혌혍혎혏혐협혒혓혔형혖혗혘혙혚혛혜혝혞혟혠혡혢혣혤혥혦혧혨혩혪혫혬혭혮혯혰혱혲혳혴혵혶혷호혹혺혻혼혽혾혿홀홁홂홃홄홅홆홇홈홉홊홋홌홍홎홏홐홑홒홓화확홖홗환홙홚홛활홝홞홟홠홡홢홣홤홥홦홧홨황홪홫홬홭홮홯홰홱홲홳홴홵홶홷홸홹홺홻홼홽홾홿횀횁횂횃횄횅횆횇횈횉횊횋회획횎횏횐횑횒횓횔횕횖횗횘횙횚횛횜횝횞횟횠횡횢횣횤횥횦횧효횩횪횫횬횭횮횯횰횱횲횳횴횵횶횷횸횹횺횻횼횽횾횿훀훁훂훃후훅훆훇훈훉훊훋훌훍훎훏훐훑훒훓훔훕훖훗훘훙훚훛훜훝훞훟훠훡훢훣훤훥훦훧훨훩훪훫훬훭훮훯훰훱훲훳훴훵훶훷훸훹훺훻훼훽훾훿휀휁휂휃휄휅휆휇휈휉휊휋휌휍휎휏휐휑휒휓휔휕휖휗휘휙휚휛휜휝휞휟휠휡휢휣휤휥휦휧휨휩휪휫휬휭휮휯휰휱휲휳휴휵휶휷휸휹휺휻휼휽휾휿흀흁흂흃흄흅흆흇흈흉흊흋흌흍흎흏흐흑흒흓흔흕흖흗흘흙흚흛흜흝흞흟흠흡흢흣흤흥흦흧흨흩흪흫희흭흮흯흰흱흲흳흴흵흶흷흸흹흺흻흼흽흾흿힀힁힂힃힄힅힆힇히힉힊힋힌힍힎힏힐힑힒힓힔힕힖힗힘힙힚힛힜힝힞힟힠힡힢힣", - "UI_SETTINGS_GRAPHICS": "그래픽", - "UI_SETTINGS_AUDIO": "오디오", - "UI_SETTINGS_GAMEPLAY": "게임플레이", - "UI_SETTINGS_KEYBOARD": "키보드", - "UI_SETTINGS_CONTROLLER": "컨트롤러", - "UI_SETTINGS_DEFAULTS_BUTTON": "기본 설정으로 초기화", - "UI_SETTINGS_REBIND_BUTTON": "단축키 변경", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "전체 화면", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "켜짐", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "꺼짐", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "해상도", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "프레임 속도", - "UI_SETTINGS_GRAPHICS_PRESET_0": "낮음", - "UI_SETTINGS_GRAPHICS_PRESET": "그래픽 프리셋", - "UI_SETTINGS_GRAPHICS_PRESET_1": "보통", - "UI_SETTINGS_GRAPHICS_PRESET_2": "높음", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "커스텀", - "UI_SETTINGS_GRAPHICS_MODE_0": "성능", - "UI_SETTINGS_GRAPHICS_MODE": "그래픽 모드", - "UI_SETTINGS_GRAPHICS_MODE_1": "균형", - "UI_SETTINGS_GRAPHICS_MODE_2": "품질", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "안티에일리어싱", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "비활성화", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", - "UI_SETTINGS_VALUE_ON": "켜짐", - "UI_SETTINGS_VALUE_OFF": "꺼짐", - "UI_SETTINGS_GRAPHICS_DOF": "피사계 심도 블러", - "UI_SETTINGS_GRAPHICS_GLOW": "글로우", - "UI_SETTINGS_GRAPHICS_SHADOW": "오버월드 그림자", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "오버월드 스트리밍", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "팝인 감소", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "CPU 사용량 감소", - "UI_SETTINGS_CLOSE_CONFIRM": "변경 사항을 적용하지 않고 닫을까요?", - "UI_SETTINGS_SAVED": "설정 저장 완료!", - "UI_SETTINGS_AUDIO_VOLUME_Master": "전체 볼륨", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "효과음 볼륨", - "UI_SETTINGS_AUDIO_VOLUME_Music": "음악 볼륨", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "음성 볼륨", - "UI_SETTINGS_AUTOSAVE": "자동 저장", - "UI_SETTINGS_AUTOSAVE_ENABLED": "활성화", - "UI_SETTINGS_AUTOSAVE_DISABLED": "비활성화", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "활성화", - "UI_SETTINGS_SHOW_TIMER": "스피드런 타이머", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "표시", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "숨기기", - "UI_SETTINGS_QUEST_TRACKER": "HUD 퀘스트 추적", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "비활성화", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "상태 효과 튜토리얼", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "처음에만", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "항상 표시", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "표시하지 않음", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "활성화", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "비활성화", - "UI_SETTINGS_SCREEN_SHAKE": "화면 흔들림", - "UI_SETTINGS_VIBRATION_ENABLED": "활성화", - "UI_SETTINGS_VIBRATION": "컨트롤러 진동", - "UI_SETTINGS_VIBRATION_DISABLED": "비활성화", - "UI_SETTINGS_AI_SMARTNESS": "AI 난이도", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "더욱더 멍청함", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "더 멍청함", - "UI_SETTINGS_AI_SMARTNESS_EASY": "멍청함", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "권장", - "UI_SETTINGS_AI_SMARTNESS_HARD": "똑똑함", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "더 똑똑함", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "스카이넷 그 자체", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "비활성화", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- 인간과 보스가 지능적으로 기술 선택\\n- 야생 몬스터는 대부분의 경우 무작위로 기술 선택", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- 적이 더 무작위하게 기술 선택", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- 적이 더 지능적으로 기술 선택", - "UI_SETTINGS_LEVEL_SCALING": "레벨 조정", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "지루함", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "더 쉬움", - "UI_SETTINGS_LEVEL_SCALING_EASY": "쉬움", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "권장", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- 레벨 조정 완전히 비활성화", - "UI_SETTINGS_LEVEL_SCALING_HARD": "어려움", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "더 어려움", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "반복 사냥 필수", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- 높은 레벨의 적이 플레이어에 맞춰 소폭 하향\\n- 낮은 레벨의 NPC 및 보스가 약간만 상향", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- 높은 레벨의 적이 플레이어에 맞춰 하향되지 않음\\n- 낮은 레벨의 NPC 및 보스가 플레이어에 맞춰 소폭 상향", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- 높은 레벨의 적이 플레이어에 맞춰 하향되지 않음\\n- 낮은 레벨의 적이 전부 플레이어에 맞춰 소폭 상향", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "메뉴 조작", - "UI_SETTINGS_KEYBOARD_ui_accept": "확인", - "UI_SETTINGS_KEYBOARD_ui_cancel": "취소", - "UI_SETTINGS_KEYBOARD_ui_page_up": "페이지 업", - "UI_SETTINGS_KEYBOARD_ui_page_down": "페이지 다운", - "UI_SETTINGS_KEYBOARD_ui_action_1": "UI 행동 1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "UI 행동 2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "UI 행동 3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "\\\"{0}\\\" 단축키 변경", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "게임 조작", - "UI_SETTINGS_CONTROLLER_move": "이동", - "UI_SETTINGS_KEYBOARD_move_up": "위로 이동", - "UI_SETTINGS_KEYBOARD_move_left": "왼쪽으로 이동", - "UI_SETTINGS_KEYBOARD_move_right": "오른쪽으로 이동", - "UI_SETTINGS_KEYBOARD_move_down": "아래로 이동", - "UI_SETTINGS_KEYBOARD_interact": "상호작용", - "UI_SETTINGS_KEYBOARD_jump": "점프", - "UI_SETTINGS_KEYBOARD_dash": "대시", - "UI_SETTINGS_KEYBOARD_magnetism": "자기력", - "UI_SETTINGS_KEYBOARD_climb": "기어오르기", - "UI_SETTINGS_KEYBOARD_pause_menu": "메뉴 표시", - "UI_SETTINGS_KEYBOARD_map_menu": "지도 표시", - "UI_SETTINGS_KEYBOARD_party_menu": "파티 표시", - "UI_SETTINGS_KEYBOARD_inventory_menu": "소지품 표시", - "UI_SETTINGS_KEYBOARD_fast_mode": "전투 속도 4배(길게 누르기)", - "UI_SETTINGS_KEYBOARD_PROMPT": "이 조작에 할당할 키를 최대 4개 누르세요.", - "CONTROLLER_DISCONNECTED_PASSIVE": "컨트롤러 연결이 끊어졌습니다.", - "UI_SETTINGS_KEYBOARD_INVALID": "모든 조작을 지정할 때까지 설정을 저장할 수 없습니다.", - "AUTOSPLIT_DISCONNECTED": "LiveSplit 서버와의 연결이 끊어졌습니다.", - "AUTOSPLIT_CONNECTED": "LiveSplit 서버와 연결되었습니다.", - "CONTROLLER_DISCONNECTED_MODAL": "컨트롤러 연결이 끊어졌습니다. 컨트롤러를 다시 연결하세요.", - "AUTOSPLIT_CONNECTION_FAILED": "LiveSplit 서버 연결에 실패했습니다.", - "AUTOSPLIT_RELOADED": "LiveSplit 구성을 다시 불러왔습니다.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "컨트롤러 연결이 끊어졌습니다", - "AUTOSPLIT_RELOAD_FAILED": "LiveSplit 구성을 다시 불러올 수 없습니다.", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "로컬 멀티플레이어 참가 또는 나가기", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "케일리의 지시를 따르세요.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "컨트롤러를 다시 연결하세요.", - "UNKNOWN_BESTIARY_INDEX": "???", - "UI_JOYPAD_SELECT_LOAD_FILE": "로컬 협동 플레이를 시작하려면 파일을 불러오세요.", - "UI_JOYPAD_SELECT_JOIN": "{join_btn}를 누르세요", - "BESTIARY_INDEX_ARCHANGEL": "A{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} 나가기", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "새로 설치한 DLC를 플레이하려면 메인 메뉴로 돌아가세요", - "BESTIARY_INDEX_FUSION": "F{0}", - "DLC_INSTALLED_RESTART_PROMPT": "새로 설치한 DLC를 플레이하려면 게임을 다시 시작하세요", - "DJINN_ENTONIC_NAME": "지니 엔토닉", - "DJINN_ENTONIC_NAME_PREFIX": "지니", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "총알사우루스 카트리지 파편", - "DJINN_ENTONIC_NAME_SUFFIX": "엔토닉", - "DJINN_ENTONIC_LORE_2": "지니, 혹은 진은 아랍 신화에 등장하는 가공의 존재이다. \\\"알라딘\\\"이라는 이야기에서는 주인공이 우연히 마법 램프를 문지르자 그 안에 봉인되어 있던 지니가 풀려난다.", - "DJINN_ENTONIC_LORE_1": "흠잡을 데 없는 접대 실력을 지닌 신비로운 우주의 웨이터. 정확히 어떤 음료를 내놓는지는 불명이며, \\\"가족 친화적\\\"이고 \\\"게임물 등급에 영향을 주지 않는\\\"다는 것만 알려졌다.", - "DJINN_ENTONIC_DESCRIPTION": "우주의 웨이터", - "BULLETINO_NAME": "총알사우루스", - "BULLETINO_NAME_PREFIX": "총알", - "BULLETINO_NAME_SUFFIX": "사우루스", - "BULLETINO_LORE_2": "초기 총탄은 단순한 납 구슬이었으며, 중세 전투에서 대포로 적 또는 방어 시설을 향해 발사되곤 했다. 오늘날 알려진 원뿔 모양의 총알은 1800년대 앙리-귀스타브 델비뉴라는 프랑스 대위가 발명했다.", - "BULLETINO_LORE_1": "총알사우루스는 놀라면 위협을 향해 곧장 돌진하며, 그것이 유일한 방어 수단이다. 그리 현명한 판단은 아니지만, 총알사우루스는 항상 그런 행동을 보이곤 한다.", - "BULLETINO_DESCRIPTION": "걸어 다니는 거대한 총알", - "VELOCIRIFLE_NAME": "벨로시라이플", - "VELOCIRIFLE_NAME_PREFIX": "벨로시", - "VELOCIRIFLE_LORE_1": "벨로시라이플은 두개골 뒤쪽의 공간이 화약으로 차 있어, 원할 때 그 화약에 불을 붙여 얼굴의 \\\"총열\\\"에 보관된 각종 투사체를 발사할 수 있다. 이러한 특성으로 인해 조준 실력이 매우 발달했다.", - "VELOCIRIFLE_NAME_SUFFIX": "라이플", - "VELOCIRIFLE_DESCRIPTION": "총 모양 머리를 한 도마뱀", - "VELOCIRIFLE_LORE_2": "화약은 제1천년기 초반 중국에서 처음 발명되었으며, 첫 화기는 화약과 작은 투사체가 들어 있는 휴대용 화포의 형태를 띄었다.", - "ARTILLEREX_NAME": "티라포", - "ARTILLEREX_NAME_PREFIX": "티라", - "ARTILLEREX_NAME_SUFFIX": "포", - "ARTILLEREX_LORE_2": "개틀링 건은 바퀴 모양으로 배열된 총열들을 손잡이로 돌려가며 빠르게 탄약을 발사할 수 있는 초기 기관총이다. 1800년대 중반 리처드 조던 개틀링이 발명했으며, 그에게서 이름을 따왔다.", - "ARTILLEREX_LORE_1": "티라포는 체내의 용해된 금속으로 작은 탄알을 만들고 이를 배에 달린 \\\"포탑\\\"에서 발사할 수 있다. 뛰어난 사격 능력과 거대한 몸집을 보유한 티라포는 실로 무시무시한 상대다.", - "ARTILLEREX_DESCRIPTION": "배에 대포가 달린 거대 도마뱀", - "GEARYU_NAME_PREFIX": "톱", - "GEARYU_NAME": "톱뇽가리", - "GEARYU_LORE_1": "톱뇽가리의 몸은 자기력으로 고정되어 있는 거대한 톱니바퀴들을 중심으로 이루어져 있다. 톱뇽가리는 톱니바퀴를 돌려 생성한 운동 에너지를 입으로 방출하여 강력한 원소 숨결 공격을 한다.", - "GEARYU_NAME_SUFFIX": "뇽가리", - "GEARYU_LORE_2": "톱니바퀴는 원 모양의 기계 부품으로, 테두리의 \\\"톱니\\\"를 사용해 서로 맞물린다. 서로 다른 크기의 톱니바퀴를 사용하여 기계 내 회전력의 속도를 높이거나 낮출 수 있다.", - "GEARYU_DESCRIPTION": "금속 톱니바퀴 도마뱀", - "SALAMAGUS_NAME": "도마뱁사", - "SALAMAGUS_LORE_1": "약삭빠른 도마뱁사는 화염 주술 등 다양한 비기를 수련한다. 도마뱁사의 머리에 달린 주머니에는 연료가 저장되어 있어, 그 연료를 사용해 불을 내뿜을 수 있다. 또한 이 연료 주머니는 툭 튀어나온 거대한 눈을 닮아 비전문가가 보면 착각할 수 있다.", - "SALAMAGUS_NAME_PREFIX": "도마", - "SALAMAGUS_NAME_SUFFIX": "뱁사", - "PYROMELEON_NAME_PREFIX": "화낼", - "PYROMELEON_NAME": "화낼레온", - "SALAMAGUS_DESCRIPTION": "세모 머리 도마뱀", - "SALAMAGUS_LORE_2": "마법사는 마법을 사용하는 이를 일컫는 말이다. 신화, 민간 전승, 대중 문화에서 매우 빈번하게 등장한다.", - "PYROMELEON_NAME_SUFFIX": "레온", - "PYROMELEON_LORE_1": "화낼레온은 화염 주술의 대가로, 불을 내뿜을 뿐만 아니라 마음껏 조작할 수도 있다. 종종 불에 대한 지배력을 과시하기 위해 혀 끝에 불꽃을 올려놓은 모습으로 목격되곤 한다.", - "PYROMELEON_DESCRIPTION": "혀가 긴 도마뱀", - "ICEPECK_LORE_1": "빙부리는 고드름으로 된 \\\"부리\\\"를 사용하여 공격해 오는 적을 물리친다. 따뜻한 기후에서는 부리가 완전히 녹아 없어진다고 하며, 그렇기 때문에 빙부리는 대부분의 경우 위럴산의 추운 고산 지대에서만 발견된다.", - "PYROMELEON_LORE_2": "파이로맨시는 불로 점을 치는 행위 뿐만 아니라 마법으로 불을 조작하고 만들어 내는 능력을 뜻하기도 하며, 이러한 기술을 사용하는 이는 \\\"파이로맨서\\\"라고 불린다.", - "ICEPECK_LORE_2": "고드름은 물이 흘러 내리는 도중에 형성된다. 주로 겨울철이나 추운 기후에 나무와 건물에서 찾아볼 수 있다.", - "CRYOSHEAR_NAME_PREFIX": "빙검", - "ICEPECK_DESCRIPTION": "고드름 부리가 달린 새", - "CRYOSHEAR_NAME": "빙검사", - "CRYOSHEAR_NAME_SUFFIX": "검사", - "CRYOSHEAR_DESCRIPTION": "얼음 칼을 들고 망토를 두른 생물", - "CRYOSHEAR_LORE_2": "빙하권은 북극과 남극처럼 지구의 표면에서 물이 대부분 얼어있는 부분을 일컫는다.", - "CRYOSHEAR_LORE_1": "빙검사는 대부분의 경우 얼음으로만 만들어진 두 개의 칼을 들고 있으며, 싸움이 벌어지면 그 칼을 사용해서 공격한다. 빙검사가 가장 자주 사용하는 공격은 두 개의 칼을 거대한 가위처럼 사용하는 것이다.", - "SPOOKI-ONNA_NAME": "썰렁녀", - "SPOOKI-ONNA_NAME_PREFIX": "썰렁", - "SPOOKI-ONNA_NAME_SUFFIX": "녀", - "BOLTAM_NAME_PREFIX": "전숭", - "SPOOKI-ONNA_LORE_1": "전설에 따르면 썰렁녀는 위럴산의 정상에 오르려 드는 어리석은 이들 앞에 나타난다고 한다. 목격담에 의하면 여자 형상의 유령이 나타나 가까이 오라며 등반가를 꼬드긴 후, 차가운 죽음의 안개로 뒤덮어버린다고 한다.", - "SPOOKI-ONNA_LORE_2": "설녀는 일본 민간 전승에 등장하는 요괴다. 설녀에 대한 이야기는 무척 다양하지만, 보통 눈 또는 눈보라와 연관이 있으며 불운과 죽음을 불러오는 귀신 같은 여자로 묘사된다.", - "BOLTAM_NAME": "전숭이", - "SPOOKI-ONNA_DESCRIPTION": "오싹한 안개 여자", - "BOLTAM_NAME_SUFFIX": "숭이", - "BOLTAM_LORE_2": "자기력은 움직이는 전하에 의해 생성되는 힘이다. 금속에 전류를 흘려보내면 금속이 \\\"자화\\\"되어 자기장을 생성한다.", - "BOLTAM_LORE_1": "전숭이의 금속 머리는 전도성이 매우 높아 대기로부터 지속적으로 전류를 흡수한다. 전숭이는 그 에너지를 자기장으로 전환한 다음, 자기장을 사용해 지상과 공중에서 손쉽게 이동할 수 있다.", - "BOLTAM_DESCRIPTION": "핀볼 머리 생명체", - "PLASMANTLER_NAME": "파워릴라", - "PLASMANTLER_NAME_PREFIX": "파워", - "PLASMANTLER_NAME_SUFFIX": "릴라", - "PLASMANTLER_LORE_2": "우리는 금속만 자성이 있다고 여기지만, 사실 모든 물질이 자기력의 영향을 받는다. 전자기력은 물리 세계의 기초가 되는 요소 중 하나라는 것이 현재 학계의 정설이다.", - "SPARKTAN_NAME": "스파크탄", - "PLASMANTLER_DESCRIPTION": "금속 머리와 뿔이 달린 몬스터", - "PLASMANTLER_LORE_1": "파워릴라는 전숭이의 성체로, 충분한 전기 에너지를 흡수하여 신체가 크게 성장했다. 파워릴라의 전자기장은 철이 아닌 물질조차 끌어당기거나 밀어낼 정도로 강력하다.", - "SPARKTAN_NAME_PREFIX": "스파크", - "SPARKTAN_LORE_1": "스파크탄은 살아있는 뇌운이다. 이들의 \\\"팔\\\"은 밀집된 전기 에너지로 이루어져 있으며, 자유자재로 늘어난다. 스파크탄은 조용히 구름 물질을 축적할 수 있는 고도가 높은 지역을 선호한다.", - "SPARKTAN_NAME_SUFFIX": "탄", - "SPARKTAN_LORE_2": "구름은 행성을 둘러싼 대기에 부유하는 입자로부터 형성된다. 지구의 구름은 수증기로 이루어져 있으며, 고도와 수분의 밀도에 따라 다른 모양을 띈다.", - "ZEUSTRIKE_NAME": "제우썬더", - "SPARKTAN_DESCRIPTION": "살아있는 뇌운", - "ZEUSTRIKE_NAME_PREFIX": "제우", - "ZEUSTRIKE_NAME_SUFFIX": "썬더", - "ZEUSTRIKE_LORE_2": "뇌우는 적란운 내의 얼음과 물이 일으키는 마찰이 전압이 생성될 정도로 방전을 일으키면 생성되며, 지면을 향해 방전되기도 한다.", - "ZEUSTRIKE_LORE_1": "제우썬더는 종종 서로 싸움을 벌이며, 이들의 번개로 이루어진 팔이 구름 속에서 맞부딪치는 광경은 뇌우와 구별할 수 없을 정도다.", - "ZEUSTRIKE_DESCRIPTION": "투구를 쓴 구름", - "KITTELLY_NAME_PREFIX": "텔레", - "KITTELLY_NAME": "텔레냥", - "KITTELLY_LORE_1": "텔레냥은 텔레비전을 닮은 \\\"얼굴\\\"에 표시되는 노이즈 패턴으로만 소통할 수 있다. 이러한 메시지는 해독하기 힘들기 때문에 일반적인 텔레냥은 다른 생물과 교감할 수가 없다.", - "KITTELLY_NAME_SUFFIX": "냥", - "KITTELLY_DESCRIPTION": "망가진 텔레비전 머리를 한 고양이", - "KITTELLY_LORE_2": "검은 고양이는 종종 마녀 및 초자연 현상과 관련지어지며, 많은 화권에서 불운의 징조 또는 상징으로 여겨진다. 그러나 이는 부당한 오명이다.", - "CAT-5_NAME": "캣퓨터", - "CAT-5_NAME_SUFFIX": "퓨터", - "CAT-5_NAME_PREFIX": "캣", - "CAT-5_LORE_1": "캣퓨터는 플라스마 디스플레이를 닮은 얼굴을 하고 있지만, 앞을 보는 데에는 아무런 어려움이 없는 듯하다. 입이 없기 때문에 한 쌍의 케이블 꼬리로 대기 중의 정전기를 끌어들여서 전력을 수급한다.", - "CAT-5_LORE_2": "카트시는 켈트 전설에 나오는 생물이다. 커다란 검은색 고양이를 닮은 모습으로 묘사되며, 망자의 영혼이 사후 세계로 건너가기 전에 훔쳐 간다고 전해진다.", - "JELLYTON_NAME": "젤리톤", - "CAT-5_DESCRIPTION": "평면 스크린 머리를 한 짐승", - "JELLYTON_NAME_PREFIX": "젤리", - "JELLYTON_LORE_1": "젤리톤은 불운한 폰데드가 늪에 빠져 벗어나지 못하면 생성된다. 폰데드의 신체는 서서히 분해된 후, 대부분 부드러운 독성 슬라임으로 이루어진 존재로 거듭난다. 전해지는 바로는 그 슬라임은 비료로서의 효과가 탁월하다고 한다.", - "JELLYTON_NAME_SUFFIX": "톤", - "JELLYTON_LORE_2": "\\\"슬라임 괴물\\\"은 현대 대중 문화에서 빈번하게 등장하며, 특히 판타지 미디어에서 자주 모습을 비춘다. 특정한 신화적 기원은 없지만, 주로 정해진 형태가 없이 젤리 또는 수액으로 이루어졌으며 닿는 물질을 전부 먹어 치우는 생물로 묘사된다.", - "NEVERMORT_NAME": "까막의사", - "JELLYTON_DESCRIPTION": "해골 머리를 한 슬라임 괴물", - "NEVERMORT_NAME_PREFIX": "까막", - "NEVERMORT_NAME_SUFFIX": "의사", - "NEVERMORT_LORE_1": "까막의사는 부리가 없으며, 도자기로 만든 역병 의사 가면을 쓰고 있다. 가면 아래의 얼굴은 가려져 있는 편이 낫다.", - "NEVERMORT_DESCRIPTION": "망토와 가면을 쓴 까마귀", - "NEVERMORT_LORE_2": "갈까마귀 등 까마귀과에 속한 새들은 수많은 문화권의 민간 전승과 예술품에서 자주 등장한다. 그리스 신화에서 갈까마귀는 아폴론이 아끼는 새로 묘사되며, 불운을 가져온다고 전해졌다.", - "APOCROWLYPSE_NAME": "아포칼마귀", - "APOCROWLYPSE_NAME_PREFIX": "아포칼", - "APOCROWLYPSE_NAME_SUFFIX": "칼마귀", - "APOCROWLYPSE_LORE_2": "역병 의사가 환자를 치료할 때 착용하는 상징적인 \\\"새 부리\\\" 의상은 16세기 샤를 드 로름에 의해 발명되었다. 가면 안에는 공기 감염을 막아 준다고 여겨졌던 향신료와 향수를 채웠다.", - "APOCROWLYPSE_LORE_1": "아포칼마귀는 망토와 가면에 더해 광을 낸 동물 해골로 장식한 허리띠 역시 두르고 있으며, 이로 인해 마치 망토를 두르고 해골 말을 탄 사람과 같은 형상을 하고 있다.", - "MAGIKRAB_NAME": "마법게", - "MAGIKRAB_LORE_1": "마법게는 아주 오래전 뉴위럴로 옮겨진 첫 몬스터다. 이제는 거의 멸종했으며, 오직 한 개체만이 섬에 남아 기차역 직원으로 영원히 그리고 부지런히 일하고 있다.", - "MAGIKRAB_NAME_PREFIX": "마법", - "MAGIKRAB_NAME_SUFFIX": "게", - "APOCROWLYPSE_DESCRIPTION": "다리가 네 개 달린 오싹한 새", - "CLOCKSLEY_NAME": "태엽후드", - "MAGIKRAB_LORE_2": "마술사 모자는 무대에서 눈속임 묘기를 할 때 두루 사용되는 대표적인 소품이다. 마술사는 이러한 모자에서 토끼를 만들어 내거나 손수건이 사라지게 할 수 있다.", - "MAGIKRAB_DESCRIPTION": "마법사 모자를 쓴 게", - "CLOCKSLEY_NAME_PREFIX": "태엽", - "CLOCKSLEY_NAME_SUFFIX": "후드", - "CLOCKSLEY_LORE_2": "톱니바퀴를 사용한 기계 장치는 고대부터 존재했지만, 그중에서도 태엽 장난감은 1800년대 서양에서 인기를 얻기 시작했다. 태엽 장난감은 주로 외부의 열쇠 구멍에 열쇠를 끼워 넣어 \\\"감는\\\" 것으로 작동한다.", - "CLOCKSLEY_LORE_1": "태엽후드는 움직임이 느리지만, 기다란 집게 팔을 사용해 안전한 거리에서 휴대 무기를 휘두를 수 있어 원거리 전투에서 고유한 이점을 보유하고 있다.", - "ROBINDAM_NAME": "로빈담", - "ROBINDAM_LORE_1": "로빈담은 플라스틱 활과 화살을 사용하는 명사수로, 300미터 거리에서도 흡착 화살을 목표물에 정확하게 명중시킬 수 있다. 이들은 자신의 예리한 사격술과 그보다도 예리한 정의감을 자랑스럽게 여긴다.", - "ROBINDAM_NAME_PREFIX": "로빈", - "ROBINDAM_NAME_SUFFIX": "담", - "CLOCKSLEY_DESCRIPTION": "기다란 집게 팔을 한 장난감 생물", - "ROBINDAM_DESCRIPTION": "활과 화살을 사용하는 거대 로봇", - "TWIRLIGIG_NAME": "빙글아비", - "ROBINDAM_LORE_2": "로빈 후드는 영국 민간 전승의 등장인물로 전 세계에 널리 알려져 있다. \\\"로빈 록슬리\\\"라고도 알려진 그는 주로 부자에게서 훔치고 약자에게 베푸는 의적으로 묘사된다.", - "TWIRLIGIG_NAME_PREFIX": "빙글", - "TWIRLIGIG_NAME_SUFFIX": "아비", - "TWIRLIGIG_LORE_2": "사람 형상으로 짚을 채워 만든 허수아비는 밭의 새를 쫓는 용도나 전투 훈련 도구로 사용되어 왔다.", - "KIRIKURI_NAME": "나무라이", - "TWIRLIGIG_DESCRIPTION": "폴짝폴짝 뛰어다니는 나무 허수아비", - "TWIRLIGIG_LORE_1": "빙글아비는 본디 조잡하게 만들어진 훈련용 허수아비였지만, 알 수 없는 방법을 통해 자아가 생겼다. 정교한 팔다리가 없기 때문에 이동하거나 공격하려면 몸을 관통하는 나무 말뚝을 축으로 삼아 회전해야만 한다.", - "KIRIKURI_NAME_PREFIX": "나무", - "KIRIKURI_LORE_1": "나무라이는 본디 무기 훈련용 허수아비였지만, 이제는 직접 무기를 휘두른다. 검술 연습에 사용하는 목검을 사용해 싸운다.", - "KIRIKURI_NAME_SUFFIX": "라이", - "KIRIKURI_DESCRIPTION": "검과 방패를 든 나무 허수아비", - "KIRIKURI_LORE_2": "목검은 나무로 된 검으로, 무술 훈련에 주로 사용된다. 일반적으로는 일본도를 기반으로 하지만, 다른 종류의 검을 흉내 낸 다양한 모양과 크기로 만들어지기도 한다.", - "BRUSHROOM_NAME": "브러시룸", - "BRUSHROOM_NAME_PREFIX": "브러시", - "BRUSHROOM_NAME_SUFFIX": "룸", - "FUNGOGH_NAME": "팡곰흐", - "BRUSHROOM_LORE_2": "그림의 역사는 인류만큼이나 오래되었으며, 붓의 역사도 마찬가지다. 선사 시대의 동굴 그림은 갈대나 머리카락로 만든 도구를 사용해 그려진 것으로 밝혀졌다.", - "BRUSHROOM_LORE_1": "브러시룸은 뛰어난 화가로, 머리에서 나오는 기이한 색소를 사용하여 색칠한다. 목격담에 따르면 사용하는 색깔에 따라 칠하는 사물의 물리적 성질을 바꿀 수 있다고 한다.", - "HUNTORCH_NAME": "횃덤불", - "BRUSHROOM_DESCRIPTION": "붓을 들고 반다나를 두른 버섯", - "FUNGOGH_NAME_PREFIX": "팡", - "FUNGOGH_LORE_1": "팡곰흐는 서예를 전투에 접목한 몬스터다. 팡곰흐의 움직임은 재빠르고 효과적이며, 절제된 자세로 붓 모양의 지팡이를 휘둘러 공격한다.", - "FUNGOGH_NAME_SUFFIX": "곰흐", - "FUNGOGH_LORE_2": "현대의 붓은 주로 나무 및 금속 손잡이와 털 및 나일론 붓촉으로 만들어진다. 고급 붓은 여전히 검은담비 또는 돼지와 같은 동물의 털을 사용한다.", - "BUSHEYE_LORE_2": "\\\"그린맨\\\"은 세계 곳곳의 민간 전승에 등장하는 존재로, 보통 나뭇잎으로 이루어진 얼굴로 묘사된다. 그린맨은 봄과 부활을 상징하며, 주로 건물의 정면에 새겨져 있다.", - "BUSHEYE_LORE_1": "덤불눈은 대부분의 경우 덤불 속에 숨어있는 모습으로 목격되며, 이러한 습성은 덤불눈이 포식자로부터 숨는 동시에 먹잇감을 기습할 수 있게 해준다. 덤불눈은 숨어있는 채로 한 번에 몇 시간 동안이나 꼼짝도 하지 않고 기다릴 수 있으며, 가끔은 졸다가 목표물을 기습할 기회를 놓치곤 한다.", - "FUNGOGH_DESCRIPTION": "콧수염 달린 버섯", - "BUSHEYE_DESCRIPTION": "다리가 달린 걸어 다니는 덤불", - "HUNTORCH_NAME_PREFIX": "횃덤", - "HUNTORCH_LORE_1": "횃덤불은 끈질긴 사냥꾼으로, 수 킬로미터 앞서 있는 목표물도 손쉽게 추적할 수 있다. 이들은 항상 횃불을 가지고 다니며, 실수로 몸의 겉 부분을 이루는 나뭇잎에 불을 붙이곤 한다고 알려졌다.", - "HUNTORCH_NAME_SUFFIX": "불", - "HUNTORCH_LORE_2": "와일드 헌트는 유럽의 민간 전승에서 다양한 모습으로 등장하지만, 보통 말을 타고 달리는 초자연적인 사냥꾼 무리로 묘사된다. 사냥꾼들의 구체적인 정체는 사냥이 벌어지는 시기와 장소에 따라 다르다.", - "HUNTORCH_DESCRIPTION": "횃불을 든 뿔 달린 덤불", - "HEDGEHERNE_NAME_PREFIX": "풀", - "HEDGEHERNE_LORE_1": "풀나팔은 사냥의 대가로, 쫓을 가치가 있다고 생각되는 목표물이라면 무엇이든 끈질기게 추적한다. 이들이 가지고 다니는 뿔은 항상 불타고 있으며, 사냥감을 몰기 위해 숲을 통째로 태우는 것으로 알려져 있다.", - "HEDGEHERNE_NAME_SUFFIX": "나팔", - "HEDGEHERNE_NAME": "풀나팔", - "HEDGEHERNE_LORE_2": "사냥꾼 허른은 잉글랜드 민간 전승에 등장하는 존재로, 사슴뿔이 달려 있으며 말을 타고 윈저 숲을 배회하는 남자의 모습으로 묘사된다. 또한 와일드 헌트 전설과도 연관이 있다.", - "BRAXSUIT_NAME": "브랙수트", - "HEDGEHERNE_DESCRIPTION": "불타는 뿔을 든 나뭇잎투성이 생물", - "BRAXSUIT_NAME_PREFIX": "브랙", - "BRAXSUIT_NAME_SUFFIX": "수트", - "BRAXSUIT_LORE_2": "1952년, 웨스트버지니아주의 브랙스턴 카운티에서 세 명의 소년이 기이한 외계인을 목격했다. 묘사에 따르면 스페이드 모양의 머리를 한 초록색 생명체였다고 한다.", - "BRAXSUIT_LORE_1": "브랙수트는 겉모습에 신경을 많이 쓴다. 칼라나 넥타이가 비뚤어지거나 헝클어지면 매우 괴로워하는 듯하다.", - "FLAPWOODS_NAME": "펄럭우즈", - "BRAXSUIT_DESCRIPTION": "넥타이를 하고 둥둥 떠다니는 동그란 머리의 생명체", - "FLAPWOODS_NAME_PREFIX": "펄럭", - "FLAPWOODS_LORE_1": "펄럭우즈는 부풀어 오른 망토 같은 신체를 갖고 있어, 마치 바람에 휘날려 공중에 떠 있는 천 조각처럼 보이곤 한다. 노란색 눈을 한 펄럭우즈의 공허한 응시는 매우 기분 나쁘다는 것이 중론이다.", - "FLAPWOODS_NAME_SUFFIX": "우즈", - "FLAPWOODS_LORE_2": "1952년의 \\\"플랫우즈 괴물\\\" 목격담은 이내 도시 전설이 되었다. 이 괴물에 대한 묘사는 매우 다양하지만, 특이한 머리 모양, 집게 같은 손, 펄럭이는 망토 같은 몸은 크립티드 및 외계인 마니아 사이에서 플랫우즈 괴물의 상징이 되었다.", - "FLAPWOODS_DESCRIPTION": "눈이 둥글고 팔이 둥둥 떠 있는 외계인", - "BINVADER_NAME": "쓰레기봇", - "BINVADER_NAME_PREFIX": "쓰레기", - "BINVADER_NAME_SUFFIX": "봇", - "BINVADER_LORE_2": "쓰레기를 버리는 통은 수천 년 전부터 사용되었으며, 로마의 도시에는 초기 형태의 쓰레기 수거 시스템이 존재했다. 우리가 아는 금속 \\\"쓰레기통\\\"은 1800년대 인기를 끌기 시작했으며, 고정된 철판을 원통 모양으로 용접하여 낮은 비용으로 제작되었다.", - "BINVADER_LORE_1": "쓰레기봇은 쓰레기통을 연상시키는 전투 차량에 탑승한 초록색 촉수 생명체로 보인다. 앞에 두 개의 \\\"팔\\\"이 달려 있으며, 하나는 치명적인 광선 공격을 발사하고 다른 하나는 공격적으로 찌르는 데 사용된다.", - "BINVADER_DESCRIPTION": "외계인 쓰레기통", - "BINTERLOPER_NAME": "재활리언", - "BINTERLOPER_NAME_PREFIX": "재활", - "BINTERLOPER_NAME_SUFFIX": "리언", - "BINTERLOPER_LORE_1": "재활리언은 쓰레기봇보다 높은 계급의 전사이며, 그렇기 때문에 더 강력한 전투 차량을 조종한다. 이들이 쓰레기봇에게 \\\"명령을 내리는\\\" 모습을 보았을 때, 이들 사이에는 일종의 군사적 계급 구조가 존재하는 것으로 추정된다.", - "BINTERLOPER_LORE_2": "20세기에 도시 내 가정에서 생산되는 쓰레기의 양이 크게 증가하면서 도시 쓰레기 처리 시스템이 발전하였으며, 이와 함께 바퀴 달린 쓰레기통이 두루 사용되게 되었다.", - "PAWNDEAD_NAME": "폰데드", - "BINTERLOPER_DESCRIPTION": "외계인이 탄 플라스틱 쓰레기통", - "PAWNDEAD_NAME_PREFIX": "폰", - "PAWNDEAD_LORE_1": "폰데드는 대부분의 시간을 휴면 상태로 보내며, 이때 자신의 신체를 단단한 화강암으로 변화시킨다. 지나가던 여행자는 이러한 폰데드 \\\"석상\\\"을 보고 깜짝 놀라곤 하며, 예기치 못하게 무표정의 해골 얼굴 몬스터에 둘러싸이곤 한다.", - "PAWNDEAD_NAME_SUFFIX": "데드", - "PAWNDEAD_LORE_2": "체스에서 \\\"폰\\\"은 가장 많은 말을 일컫는다. 폰은 한 번에 한 칸만 움직일 수 있으며, 앞쪽에 대각선으로 있는 말만 잡을 수 있다. 폰의 이동 능력은 제한적이지만 과소평가해서는 안 된다.", - "SKELEVANGELIST_NAME": "뼈숍", - "PAWNDEAD_DESCRIPTION": "팔이 없으며 머리가 큰 해골", - "SKELEVANGELIST_NAME_PREFIX": "뼈", - "SKELEVANGELIST_NAME_SUFFIX": "숍", - "SKELEVANGELIST_DESCRIPTION": "망토를 두른 떠다니는 해골", - "SKELEVANGELIST_LORE_1": "뼈숍은 항상 기이한 성가를 속삭이듯이 부르고 있다. 그 노랫소리는 뼈숍이 정신력으로 돌과 바위를 조작하는 능력을 사용할 때 더 커진다.", - "KINGRAVE_NAME_PREFIX": "킹", - "SKELEVANGELIST_LORE_2": "체스에서 \\\"비숍\\\"은 대각선으로 몇 칸이든 이동할 수 있다. 각 플레이어는 2개의 비숍을 가지고 게임을 시작한다.", - "KINGRAVE_NAME": "킹그레이브", - "KINGRAVE_LORE_1": "킹그레이브의 몸은 밀도가 높지만 가공하기 쉬운 돌로 이루어져 있으며, 정교한 색깔로 칠해져 있다. 이들은 모피 망토를 바닥에 질질 끌며 천천히 미끄러지듯 움직인다.", - "KINGRAVE_NAME_SUFFIX": "그레이브", - "KINGRAVE_LORE_2": "\\\"킹\\\"은 체스에서 승리를 결정짓는 말이다. 체스에서 승리하기 위해서는 상대방이 무슨 수를 두든 상대방의 킹이 잡히는 상황을 만들어야 하며, 이를 체크메이트라고 일컫는다. 킹은 차례마다 한 칸만 움직일 수 있다.", - "QUEENYX_NAME": "퀸닉스", - "KINGRAVE_DESCRIPTION": "거대한 \\\"킹\\\" 체스 말", - "ALLSEER_NAME_SUFFIX": "접시", - "QUEENYX_NAME_PREFIX": "퀸", - "QUEENYX_NAME_SUFFIX": "닉스", - "QUEENYX_LORE_1": "퀸닉스는 자신이 가진 구체로 원소 에너지를 주입한 후, 그 구체를 상대를 향해 매우 정확하게 던질 수 있다. 퀸닉스는 다리가 없지만, 마치 공중을 활강하듯 단단한 지면 위를 미끄러지며 빠르게 이동할 수 있다.", - "ALLSEER_NAME": "전지접시", - "QUEENYX_DESCRIPTION": "거대한 \\\"퀸\\\" 체스 말", - "QUEENYX_LORE_2": "\\\"퀸\\\"은 체스에서 가장 다재다능한 말이다. 퀸은 모든 방향으로 플레이어가 원하는만큼 몇 칸이든 움직일 수 있다. 많은 체스 전략에서 적의 퀸을 잡는 것이 핵심이다.", - "ALLSEER_NAME_PREFIX": "전지", - "ALLSEER_LORE_2": "\\\"비행접시\\\"의 목격담이 20세기 초중반에 급격히 증가하긴 했지만, 첫 기록은 거의 1000년 전까지 거슬러 올라간다. 오늘날 비행접시는 SF물에서 가장 흔하게 등장한다.", - "ALLSEER_LORE_1": "전지접시는 주로 밤중에 지면에서 수 미터 위를 부유하는 모습으로 목격된다. 전지접시라는 이름은 소름 끼치는 습성에서 따온 것으로, 이들은 깜빡이지 않는 하나의 진홍색 \\\"눈\\\"으로 모든 것을 꿰뚫어 보기라도 하는 것처럼 지나가는 인간을 조용히 관찰한다.", - "TRIPHINX_NAME": "세발크스", - "ALLSEER_DESCRIPTION": "비행접시", - "TRIPHINX_NAME_PREFIX": "세발", - "TRIPHINX_LORE_1": "세발크스의 금속 외피는 그 무엇으로도 관통할 수 없다. 실은 일종의 외골격 또는 운송 수단을 조종 중인 유기체인 것으로 추측된다.", - "TRIPHINX_NAME_SUFFIX": "크스", - "TRIPHINX_LORE_2": "허버트 조지 웰즈의 소설 \\\"우주전쟁\\\"에서는 화성 침략자들이 거대한 금속 전투 기계를 조종하는 것으로 묘사된다. 그 \\\"트라이포드\\\"는 세 개의 긴 다리로 이동하며, 치명적인 열 광선을 내뿜을 수 있다.", - "KHUFO_NAME_PREFIX": "피라", - "TRIPHINX_DESCRIPTION": "거대한 금속 트라이포드", - "KHUFO_NAME": "피라계인", - "KHUFO_NAME_SUFFIX": "계인", - "KHUFO_LORE_1": "피라계인은 전지접시가 비행 접시 모양의 껍데기를 벗은 또 다른 형태이다. 공격적이며 협상에 관심이 없는 피라계인은 신비로운 외계 기술로 만든 전투용 지팡이를 사용하여 상대를 공격한다.", - "KHUFO_LORE_2": "화성인은 화성에 거주하는 가공의 존재로, 전형적인 외계인의 모습을 하고 있다. 우주전쟁이라는 소설에서 작가 허버트 조지 웰즈는 화성인을 머리가 크고 수많은 촉수 다리가 달려 있는 문어 같은 생명체로 묘사했다.", - "GLAISTAIN_NAME": "글레이스테인", - "KHUFO_DESCRIPTION": "피라미드 외계인", - "GLAISTAIN_SUBTITLE": "스테인드글라스 요정", - "GLAISTAIN_NAME_PREFIX": "글레이", - "GLAISTAIN_NAME_SUFFIX": "스테인", - "GLAISTAIN_LORE_2": "글래슈티그는 켈트 신화에 나오는 존재로, 다양한 모습으로 묘사되지만 주로 아름다운 여인의 모습을 한 정령 또는 요정으로 등장한다. 스코틀랜드 고지에 기원을 두고 있으며, 이야기에 따라 주민을 돕기도 하고 해를 끼치기도 한다.", - "GLAISTAIN_LORE_1": "글레이스테인은 오래된 교회의 폐허 안에 잠들어 있다. 글레이스테인의 몸은 마치 수천 개의 뾰족뾰족한 스테인드글라스 조각으로 만들어진 듯하며, 글레이스테인의 잠을 깨우는 어리석은 모험가에게 큰 시련을 안겨줄 것이다.", - "GLAISTAIN_DESCRIPTION": "스테인드글라스 요정", - "UNDYIN_NAME": "언다인", - "UNDYIN_NAME_PREFIX": "언", - "UNDYIN_LORE_1": "언다인은 유령과 같은 모습을 하고 있으며, 무쇠 해안의 얕은 물에 매복해 있다가 가까이 다가온 불운한 이를 기습한다. 전설에 따르면 이들은 연인의 배 위에서 살해당한 후 바다에 버려진 신부의 복수심 가득한 영혼으로부터 탄생했다고 한다.", - "UNDYIN_NAME_SUFFIX": "다인", - "UNDYIN_LORE_2": "제니 그린티스는 잉글랜드 민간 설화에 등장하는 인물이다. 호수 또는 강에 살며 머리카락이 긴 노파로 묘사되며, 자신의 영역에 가까이 다가온 아이들을 익사시킨다고 한다.", - "DIVEAL_NAME": "잠수개", - "UNDYIN_DESCRIPTION": "무시무시한 유령 여인", - "DIVEAL_NAME_PREFIX": "잠수", - "DIVEAL_NAME_SUFFIX": "수개", - "DIVEAL_LORE_2": "잠수복은 1800년대에 처음 발명되었으며, 그 후 수많은 형태의 잠수복이 등장하였다. 주로 난파선과 함께 가라앉은 귀중품을 회수할 때 사용되었다.", - "DIVEAL_LORE_1": "잠수개의 헬멧은 물 속에서도 숨을 쉬게 해줄 뿐만 아니라, 물 위로 떠오를 수 있게 해주는 공기 방울이 들어있다. 호수와 바다에서는 매우 재빠르지만, 육지에서는 다소 움직임이 둔하다.", - "SCUBALRUS_NAME": "스쿠버끼리", - "DIVEAL_DESCRIPTION": "헬멧 쓴 물개", - "SCUBALRUS_NAME_PREFIX": "스쿠버", - "SCUBALRUS_NAME_SUFFIX": "버끼리", - "SCUBALRUS_LORE_2": "우리가 아는 모습의 구식 구리 다이빙 헬멧은 발명가인 아우구스투스 지베의 이름을 따 지베 헬멧이라 불린다. 그의 혁신적인 디자인에는 방수 잠수복과 물이 들어가지 못하게 하면서 공기를 들여보낼 수 있는 헬멧 밸브도 포함되어 있었다.", - "SCUBALRUS_LORE_1": "스쿠버끼리의 헬멧에는 튼튼한 청동 어금니가 자라나, 공격자들을 쫓아낼 수 있게 해준다. 또한 뒷다리가 자라난 덕분에 미성숙한 잠수개일 때보다 육지에서 더 재빠르고 위험하다.", - "SCUBALRUS_DESCRIPTION": "헬멧을 쓴 바다코끼리", - "AVEREVOIR_NAME_SUFFIX": "가조", - "AVEREVOIR_LORE_1": "잘가조는 거의 신화적 존재로, 뉴위럴의 역사를 통틀어 목격된 적은 열 번 남짓에 불과하다. 뉴위럴의 전설에 따르면 잘가조가 부리에 물고 있는 식물은 그 어떤 병도 치유할 수 있으며 영생을 준다고 한다. 하지만 물론 이를 손에 넣어 증명한 이는 아무도 없다.", - "AVEREVOIR_SUBTITLE": "커다란 새", - "AVEREVOIR_NAME_PREFIX": "잘가", - "AVEREVOIR_NAME": "잘가조", - "AVEREVOIR_LORE_2": "라이버 버드는 잉글랜드의 신화 속 생물이다. 가마우지와 유사한 새의 모습으로 묘사되며, 종종 부리에 나뭇가지를 물고 있다. 또한 잉글랜드의 도시 리버풀의 상징으로, 리버풀의 첫 문장에 기원을 두고 있다.", - "MASCOTOY_NAME": "마스코토이", - "AVEREVOIR_DESCRIPTION": "받침대 위에 앉아있는 거대한 새", - "MASCOTOY_NAME_PREFIX": "마스코", - "MASCOTOY_LORE_1": "마스코토이는 한때 일종의 캐릭터 코스튬이었지만, 이제는 느릿느릿 움직이는 시체에 더 가깝다. 이들은 폴리에스터 내장재를 질질 흘리며 버려진 곤두박질 백화점의 내부를 끝없이 방황한다고 알려져 있다.", - "MASCOTOY_NAME_SUFFIX": "토이", - "MASCOTORN_NAME": "누덕인형", - "MASCOTOY_DESCRIPTION": "발톱 달린 마스코트 코스튬", - "MASCOTOY_LORE_2": "마스코트는 단체, 장소, 회사를 나타내기 위해 사용하는 캐릭터이다. \\\"마스코트\\\"라는 단어는 \\\"행운의 부적\\\"이라는 뜻의 프랑스어 단어 \\\"mascotte\\\"에서 왔다.", - "MASCOTORN_NAME_PREFIX": "누덕", - "MASCOTORN_NAME_SUFFIX": "인형", - "MASCOTORN_DESCRIPTION": "내장재가 흘러나오는 거대한 마스코트 코스튬", - "MASCOTORN_LORE_2": "\\\"마스코트 코스튬\\\"은 20세기 중반 공연자가 마스코트 또는 캐릭터의 역할을 연기할 때 사용되며 인기를 끌기 시작했다. 주로 놀이공원과 관련이 있으며, 공연자들이 캐릭터를 연기하며 방문객과 소통하곤 한다.", - "MASCOTORN_LORE_1": "폴리에스터 내장재가 너무 불어나 몸이 안으로부터 찢겨진 마스코토이. 몸이 형태를 유지할 수 없을 때까지 내장재가 계속 자라나며, 결국에는 조각조각 찢어져 버린다.", - "THWACKALOPE_NAME": "퍽카로프", - "THWACKALOPE_NAME_PREFIX": "퍽카", - "THWACKALOPE_NAME_SUFFIX": "로프", - "THWACKALOPE_LORE_1": "스스로를 보호할 수 있는 나이로 성장한 퍽카로프는 주변 환경을 활용하여 임시적인 무기를 만든다. 가장 선호하는 것은 땅에서 뽑은 금속 기둥으로, 원래 묻혀 있었던 곳 주위의 땅덩어리까지 통째로 뽑아 든다.", - "SANZATIME_NAME": "시간모래", - "THWACKALOPE_DESCRIPTION": "날개 달린 토끼", - "THWACKALOPE_LORE_2": "재카로프는 미국 민간 전승에 등장하는 가공의 동물로, 사슴과 같은 풀이 달린 토끼다. 독일 민간 전승에 등장하는 가공의 동물인 볼퍼팅어도 재카로프와 유사하지만 새의 날개가 달려있다.", - "SANZATIME_NAME_PREFIX": "시간", - "SANZATIME_NAME_SUFFIX": "모래", - "SANZATIME_LORE_2": "모래시계는 일정한 시간을 측정하기 위한 장치이다. 양쪽 끝이 볼록한 유리에 모래가 채워져 있으며, 모래시계를 뒤집으면 한쪽에서 다른 쪽으로 흐르는 모래로 시간을 측정할 수 있다.", - "SANZATIME_LORE_1": "시간모래의 중추는 깨진 모래시계 모양의 \\\"머리\\\"인 것으로 보인다. 본체에서 분리된 모래는 즉시 생기를 잃지만, 반대로 모래와 접촉하면 몸집을 불릴 수 있다.", - "FORTIWINX_NAME": "슬립샌드", - "SANZATIME_DESCRIPTION": "손이 달린 깨진 모래시계", - "FORTIWINX_NAME_PREFIX": "슬립", - "FORTIWINX_NAME_SUFFIX": "샌드", - "FORTIWINX_LORE_1": "주변에서 충분한 모래를 모은 시간모래는 더욱더 강력한 신체를 형성할 수 있다. 슬립샌드는 덩치가 매우 크지만, 그 무거운 모래 몸이 마치 공기처럼 가볍기라도 한 듯이 움직일 수 있다. 슬립샌드의 주먹 한 방에는 모래 폭풍을 통째로 맞는 것과 같은 위력이 담겨있다.", - "FORTIWINX_LORE_2": "샌드맨은 유럽의 민간 전승에 등장하는 존재다. 잠자는 아이들의 눈에 모래를 뿌려 꿈을 꾸게 하는 요정 같은 생물로 묘사된다.", - "FORTIWINX_DESCRIPTION": "가면 쓴 모래 괴물", - "JUMPKIN_NAME": "콩콩호박", - "JUMPKIN_NAME_PREFIX": "콩콩", - "JUMPKIN_LORE_1": "평범한 호박에 젤리톤에서 나온 \\\"젤리\\\"를 바르면 자아를 얻어 콩콩호박이 된다. 콩콩호박은 호기심 많고 친근하며, 항상 몸을 움직이고 있다.", - "JUMPKIN_NAME_SUFFIX": "호박", - "JUMPKIN_LORE_2": "잭오랜턴은 호박을 파낸 장식품으로, 보통 얼굴 모양을 하고 있다. 전통적으로 핼러윈에 만들곤 하며, 종종 안에 촛불을 넣은 채 집 바깥에 내놓곤 한다.", - "BEANSTALKER_NAME": "넝쿠리", - "JUMPKIN_DESCRIPTION": "뛰어다니는 호박", - "BEANSTALKER_NAME_PREFIX": "넝", - "BEANSTALKER_NAME_SUFFIX": "쿠리", - "BEANSTALKER_LORE_2": "\\\"도끼 살인마\\\"는 대중 문화에서 보편적으로 등장하는 인물 유형으로, 명칭처럼 도끼로 살인을 저지르는 인물을 일컫는다. 현대에는 유명한 도끼 살인마가 여럿 등장했다.", - "BEANSTALKER_LORE_1": "사악하게 변한 콩콩호박. 넝쿨과 식물성 물질로 이루어진 완전한 몸을 갖추었으며, 도끼를 들고 겁에 질린 희생양을 쫓는 것을 가장 좋아한다.", - "BEANSTALKER_DESCRIPTION": "오싹한 도끼 살인마 호박", - "DRACULEAF_NAME": "드라큘잎", - "DRACULEAF_NAME_PREFIX": "드라", - "DRACULEAF_NAME_SUFFIX": "큘잎", - "DRACULEAF_LORE_2": "드라큘라는 브램 스토커가 1897년 출판한 고딕 소설이다. 드라큘라 백작이라는 흡혈귀와 그와 마주치는 인물들의 이야기를 다루고 있다. 드라큘라는 세상에서 가장 유명한 소설 중 하나로, 각종 미디어와 예술로 각색되거나 표현되었다.", - "DRACULEAF_LORE_1": "교활하게 변한 콩콩호박. 낙엽을 망토처럼 두른 드라큘잎은 먹잇감에게 친구인 척 접근한 후, 살점을 꿰뚫는 뿌리로 경계를 늦춘 상대에게서 생기를 흡수한다.", - "SPIROUETTE_NAME": "발레고둥", - "DRACULEAF_DESCRIPTION": "커다란 망토를 두른 송곳니 난 호박", - "SPIROUETTE_NAME_PREFIX": "발레", - "SPIROUETTE_NAME_SUFFIX": "고둥", - "SPIROUETTE_LORE_1": "발레고둥은 연체동물과 유사한 고등 생물이다. 중요한 장기는 전부 \\\"머리\\\"에 있는 껍데기 안에 있으며, \\\"몸통\\\"은 사실 길게 뻗어있는 다리이다. 발레고동은 재빠르고 우아하게 움직이며, 종종 비바람으로부터 자신을 보호하기 위해 해초를 망토처럼 두르곤 한다.", - "SPIROUETTE_LORE_2": "발레라고 알려진 무용 및 공연의 형태는 1500년대 이탈리아에 기원을 두고 있다. \\\"발레\\\"라는 단어는 이탈리아어로 \\\"춤을 추다\\\"는 뜻의 \\\"ballare\\\"에서 나왔다.", - "REGENSEA_NAME": "해파리나", - "SPIROUETTE_DESCRIPTION": "조가비 머리가 달린 춤추는 해양 생물", - "REGENSEA_NAME_PREFIX": "해파", - "REGENSEA_NAME_SUFFIX": "리나", - "REGENSEA_DESCRIPTION": "해파리 머리가 달린 춤추는 해양 생물", - "REGENSEA_LORE_1": "발레고둥이 매우 큰 변화를 겪으면 해파리나로 변할 수 있다. 껍데기를 완전히 벗어버린 해파리나의 몸은 95%가 물로 이루어져 있으며, 발레와 같은 움직임으로 강력한 물의 파도를 날릴 수 있다. 춤을 더 많이 연습할수록 물의 위력도 강해진다.", - "REGENSEA_LORE_2": "여자 발레 무용수인 발레리나의 삶은 매우 고되다. 전문 발레리나는 아주 어릴 때부터 훈련을 시작해야 하며, 과로로 인한 부상 때문에 경력에 영향을 받거나 발레를 그만둬야 하기 십상이다.", - "PADPOLE_NAME": "연챙이", - "PADPOLE_NAME_PREFIX": "연", - "PADPOLE_LORE_1": "연챙이는 개굴잎의 유생 단계로, 성체가 될 때까지 물 밑에 서식한다. 아직 제대로 된 팔다리가 자라지 않았기 때문에 긴 혀로 공격하며, 혀에서 분비되는 끈적거리는 점액으로 위협이 되는 상대의 움직임을 방해할 수 있다.", - "PADPOLE_NAME_SUFFIX": "챙이", - "PADPOLE_LORE_2": "닉세는 유럽의 민간 전승에 등장하는 수생 생물이다. 모습과 습성은 지역마다 제각각이지만, 주로 가까이 다가온 희생자를 꾀어 죽음으로 이끄는 물고기를 닮은 생물 또는 정령으로 묘사된다.", - "LILIGATOR_NAME": "수련악어", - "PADPOLE_DESCRIPTION": "꼬리 달린 수련 생물", - "FRILLYPAD_NAME": "개굴잎", - "FRILLYPAD_NAME_PREFIX": "개굴", - "FRILLYPAD_NAME_SUFFIX": "잎", - "FRILLYPAD_DESCRIPTION": "커다란 눈이 달린 개구리 생물", - "FRILLYPAD_LORE_2": "켈피는 스코틀랜드 민간 전승에 등장하는 물의 정령이다. 닉세와 유사하게 호수 및 강에 서식하며 모습을 바꿀 수 있다. 때로는 아름다운 여인의 모습으로 묘사되지만, 말과 같은 모습으로 변할 수도 있다.", - "FRILLYPAD_LORE_1": "연챙이의 성체. 개굴잎은 팔다리를 사용하여 먹이를 사냥할 수 있으며, 종종 연못 또는 호수의 물가에 매복하곤 한다. 그리고 자신이 먹을 수 있다고 판단하는 인간 혹은 기타 생물이 지나가면 긴 혀로 옭아매려 시도한다.", - "LILIGATOR_NAME_PREFIX": "수련", - "LILIGATOR_NAME_SUFFIX": "악어", - "LILIGATOR_LORE_1": "자연 환경의 개굴잎은 100마리 중 1마리 꼴로 수련악어로 성장한다. 수련악어는 물속에서 개굴잎의 경호원처럼 행동하며, 개굴잎이 상대할 수 없는 훨씬 강력한 적을 쫓아내 준다.", - "LILIGATOR_LORE_2": "그린딜로는 잉글랜드 민간 전승에 등장하는 가공의 생물이다. 호수에 사는 이 비늘 덮인 생물은 닉세 및 켈피와 공통점이 많으며, 긴 팔을 사용해 지나가는 아이를 붙잡아 익사시킨다.", - "LILIGATOR_DESCRIPTION": "눈이 없는 수련 생물", - "KHEPRI_NAME": "케프리", - "KHEPRI_NAME_PREFIX": "케", - "KHEPRI_LORE_1": "케프리는 저마다 뿔 사이에 작은 태양을 가지고 있으며, 그로부터 나오는 에너지로 양분을 얻는다. 공격당하면 그 태양을 자극하여 위협이 되는 대상에게 태양의 불꽃을 발사할 수 있다.", - "KHEPRI_NAME_SUFFIX": "프리", - "KHEPRI_DESCRIPTION": "떠다니는 딱정벌레 생명체", - "KHEPRI_LORE_2": "케프리는 고대 이집트 신화에 등장하는 아침 해의 신이다. 딱정벌레 머리가 달린 인간의 모습으로 묘사되며, 창조와 재탄생의 순환을 상징한다.", - "ARKIDD_NAME": "겜돌이", - "ARKIDD_NAME_PREFIX": "겜", - "ARKIDD_LORE_1": "겜돌이는 곤두박질 백화점이 나타난 후 뉴위럴에서 처음 목격되었다. 이들은 백화점 안을 이리저리 달리며 다른 몬스터 머리 위를 뛰어넘곤 하며, 일반적으로 과격한 태도를 보인다.", - "ARKIDD_NAME_SUFFIX": "돌이", - "ARKIDD_LORE_2": "아케이드 게임은 동전을 넣고 게임을 플레이할 수 있는 오락 기계를 일컫는다. 1970년대 초에 처음 등장한 아케이드 게임은 한동안 대중이 접할 수 있는 것 중 가장 우수한 그래픽을 보유한 게임이었다.", - "ARKIDD_DESCRIPTION": "번개 문양이 달린 로봇", - "CLUCKABILLY_NAME": "록끼오", - "CLUCKABILLY_NAME_PREFIX": "록", - "CLUCKABILLY_NAME_SUFFIX": "끼오", - "CLUCKABILLY_LORE_1": "록끼오는 반사회적인 태도가 특징이며, 성난 꼬꼬댁 소리가 어찌나 강렬한지 작은 충격파를 생성할 수 있을 정도이다.", - "CLUCKABILLY_LORE_2": "인간은 선사 시대부터 닭을 가축으로 키웠으며, 이로 인해 수탉은 모든 인간 문화권에서 중요한 숭배의 대상으로 비춰진다. 십이지에서는 12개의 동물 중 10번째이다.", - "KUNEKO_NAME": "쿠네코", - "CLUCKABILLY_DESCRIPTION": "거대한 펑크족 치킨", - "ROCKERTRICE_NAME": "로커트리스", - "ROCKERTRICE_NAME_PREFIX": "로커", - "ROCKERTRICE_NAME_SUFFIX": "트리스", - "ROCKERTRICE_LORE_2": "코카트리스는 가공의 생물로, 용과 흡사하나 수탉의 머리가 달린 모습으로 묘사된다. 역시 가공의 생물인 바실리스크와 유사하게 바라보기만 해도 사람을 죽일 수 있다고 알려져 있다.", - "ROCKERTRICE_DESCRIPTION": "모히칸 머리를 하고 부리가 달린 거대한 용", - "ROCKERTRICE_LORE_1": "로커트리스는 꿰뚫어보는 듯한 눈빛으로 유명하며, 로커트리스와 눈이 마주치는 이는 그 자리에 얼어붙는다고 한다. 또한 자신과 눈이 마주치는 이는 전부 싫어하는 것으로도 유명하며, 이 두 특징이 합쳐져 로커트리스를 더더욱 위험한 존재로 만든다.", - "KUNEKO_NAME_PREFIX": "쿠네코", - "KUNEKO_UNKNOWN_NAME": "수수께끼의 고양이 소녀", - "KUNEKO_NAME_SUFFIX": "네코", - "KUNEKO_LORE_2": "고양이 소녀는 인기 많은 캐릭터 유형으로, 주로 현대 일본 아트 및 애니메이션에서 등장하며 인간의 몸과 고양이 귀를 한 귀여운 소녀로 묘사된다. 일본 민간 전승에 등장하는 변신할 수 있는 고양이 요괴 바케네코에서 기원했을 가능성도 있다.", - "KUNEKO_LORE_1": "천사와 악마 사이에서 태어난 쿠네코는 갓난아기 때 닌자 부족 은신처의 문 앞에 버려졌다. 훈련을 통해 인술과 우정을 배운 쿠네코는 이제 힘이 깃들어 있는 네 가지 원소의 성소를 찾아 온 세계를 떠돌고 있다. 과연 쿠네코는 자신의 진정한 소명을 찾을 수 있을 것인가?", - "KUNEKO_SUBTITLE": "수수께끼의 고양이 소녀", - "SHINING_KUNEKO_NAME": "광휘의 쿠네코", - "KUNEKO_DESCRIPTION": "애니 고양이 소녀", - "SHINING_KUNEKO_NAME_PREFIX": "광휘의", - "SHINING_KUNEKO_NAME_SUFFIX": "쿠네코", - "SHINING_KUNEKO_LORE_1": "쿠네코가 자신의 내면에 깃든 네 가지 원소를 하나로 합치면 그녀의 진정한 잠재력이 깨어나며, 몸속을 흐르는 우주적 에너지로 인해 상상을 초월한 힘을 손에 넣게 된다.", - "SHINING_KUNEKO_SUBTITLE": "해방된 피조물", - "SHINING_KUNEKO_LORE_2": "망가는 일본에서 제작된 만화 및 그래픽 아트를 뜻한다. 일본은 물론 현대 세계 곳곳에서 소비되는 일본 만화는 장르와 타깃층이 매우 다양하다.", - "ANATHEMA_NAME": "아나테마", - "SHINING_KUNEKO_DESCRIPTION": "빛나는 애니 고양이 소녀", - "ANATHEMA_NAME_SUFFIX": "테마", - "ANATHEMA_SUBTITLE": "잘못된 융합", - "ANATHEMA_NAME_PREFIX": "아나테", - "ANATHEMA_DESCRIPTION": "징그러운 프랑켄슈타인 몬스터", - "ANATHEMA_LORE_2": "그리스 신화에서 키메라는 다양한 동물의 신체 부위로 이루어진 생물을 일컫는다. 신화 속 키메라는 염소 머리와 뱀 꼬리가 달린 사자의 모습을 하고 있다. 그 후 \\\"키메라\\\"는 원래 의미와 같이 다양한 신체 부위로 이루어진 생물을 가리키는 용어로 쓰이게 되었다.", - "ANATHEMA_LORE_1": "아나테마는 키메라, 즉 다양한 몬스터의 신체 부위를 수술로 부착하여 만든 끔찍한 짐승이다. 의도적으로 만들어진 것은 분명하지만, 과연 누가 어떤 목적으로 만들었는지는 알려지지 않았다.", - "MISS_MIMIC_NAME": "미믹아씨", - "MISS_MIMIC_SUBTITLE": "팜므 파탈", - "MISS_MIMIC_NAME_PREFIX": "미믹", - "MISS_MIMIC_NAME_SUFFIX": "아씨", - "MISS_MIMIC_LORE_1": "미믹아씨는 귀중한 물건의 모습을 흉내낼 수 있으며, 뉴위럴에서는 순찰대가 섬 곳곳에 남겨둔 아이템 상자의 모습을 흉내 내곤 한다. 귀중한 보급품을 찾는 순찰대원은 보급품은커녕 미믹아씨의 가시 달린 발톱을 마주하게 될지도 모른다.", - "MISS_MIMIC_LORE_2": "한 생명체가 다른 생명체 또는 사물을 닮도록 진화하는 것을 의태라고 하며, 자연에서는 의태의 예를 아주 많이 찾아볼 수 있다. 의태에는 포식자로부터 목숨을 숨기는 것 등 여러가지 장점이 있다.", - "MISS_MIMIC_DESCRIPTION": "함정이 설치된 아이템 상자", - "PONDWALKER_NAME": "보행어", - "PONDWALKER_NAME_PREFIX": "보행", - "PONDWALKER_NAME_SUFFIX": "행어", - "PONDWALKER_LORE_2": "\\\"어항\\\"의 역사는 로마 제국까지 거슬러 올라가며, 로마의 시민들은 장식이 되어 있는 커다란 도자기 그릇에 금붕어를 키우곤 했다. 종종 묘사되는 것처럼 단순한 유리 그릇에 금붕어를 넣어놓는 것은 사실 금붕어의 건강에 해롭다.", - "PONDWALKER_LORE_1": "보행어는 뉴위럴의 몬스터가 다른 곳에서 기원했으며, 섬의 토착 생물일 리 없다는 명백한 증거이다. 보행어의 로봇 보행 외골격은 고도로 발전된 기계 장치로, 안에 있는 물고기를 완벽하게 보호해준다.", - "PONDWALKER_DESCRIPTION": "메카 수트에 탑승한 금붕어", - "SHARKTANKER_NAME": "메카상어", - "SHARKTANKER_NAME_PREFIX": "메카", - "SHARKTANKER_NAME_SUFFIX": "상어", - "SHARKTANKER_LORE_1": "\\\"보행어\\\" 안에 있는 물고기가 상어로 자라고, 외골격이 그에 맞춰 변화한 형태다. 전투용 강철 발톱이 달린 손에는 정교한 물 펌프도 있어, 근접전에서는 물론 원거리에서도 강력한 물줄기를 분사할 수 있다.", - "SHARKTANKER_LORE_2": "상어는 대형 어류의 일종으로, 4억2천만 년 전에 이미 초기 형태의 상어가 존재하고 있었다는 게 증명되었다. 상어, 특히 백상아리는 대중문화에서 인간에게 위험한 동물로 널리 알려졌다.", - "SHARKTANKER_DESCRIPTION": "메카 수트에 탑승한 상어", - "AA_LAMENTO_MORI_NAME": "라멘토 모리", - "ROBIN_LORE_1": "희극에 등장할 법한 장난꾸러기 로빈 굿펠로는 한때 선한 마음을 가지고 있었지만, 자신을 탄생시킨 연극을 발견하면서 자신이 정말 희극의 등장인물이라는 것을 깨닫게 되었다. 이로 인해 절망에 빠진 굿펠로는 인간을 향해 잔혹한 적개심을 품게 되었다.", - "AA_LAMENTO_MORI_SUBTITLE": "죽음의 꿈", - "LAMENTO_MORI_LORE_1": "라멘토 모리는 나이에 비해 무척 강력한 대천사로, 자신의 기차역 플랫폼을 무덤 같은 방들로 이루어진 미로로 바꿔놓았다. 그 심연 속으로 감히 발을 내딛는 불운한 이는 그 안에 갇혀 고통받게 된다.", - "LAMENTO_MORI_LORE_2": "죽음에 대한 공포의 화신인 라멘토 모리는 인류의 죽음을 향한 공포와 불안으로부터 태어난 가장 어린 대천사이다.", - "AA_PUPPET_SUBTITLE": "꼭두각시의 주인", - "AA_PUPPET_NAME": "포피톡스", - "PUPPET_LORE_1": "포피톡스는 몸이 기이하고 뒤틀린 물질로 이루어져 있으며, 자신으로부터 그 물질을 한 덩이 떼어내 상대의 조악한 모형을 만들 수 있다. 그러한 주술 인형은 흉내 낸 대상과 기이한 방식으로 연결되어 있어, 자신이 받은 모든 피해를 그 대상에게 전달할 수 있다.", - "AA_PUPPET_EFFIGY_NAME": "주술 인형", - "AA_MONARCH_NAME": "공허 군주", - "AA_MONARCH_SUBTITLE": "허무의 왕", - "PUPPET_LORE_2": "꼭두각시 인형극의 화신 포피톡스는 자신의 모조품을 만들고자 하는 인류 사회의 욕망에서 태어났다.", - "AA_MONARCH_MINION_NAME": "공허 농민", - "MONARCH_LORE_1": "공허 군주는 곤두박질 백화점 밑에 기거하며, 인간이 말초적인 미디어와 콘텐츠에 인생을 허비할 때 발산하는 잃어버린 가능성을 양분으로 삼는다.", - "MONARCH_LORE_2": "소비주의의 화신인 공허 군주는 무엇보다도 오락과 미디어에 전념하는 인류의 집단 의식으로부터 탄생했다.", - "AA_ROBIN_SUBTITLE": "한여름 밤의 꿈", - "AA_ROBIN_NAME": "로빈 굿펠로", - "ROBIN_LORE_2": "연극의 화신 로빈 굿펠로는 연극과 이야기에 대한 인류의 열정으로부터 탄생했다. 다른 대천사와는 다르게 로빈의 실체화한 모습은 윌리엄 셰익스피어의 희곡 한여름 밤의 꿈에 기반한 형태로 고정되어 있다.", - "AA_MAMMON_NAME": "맘몬", - "AA_MAMMON_SUBTITLE": "투기단 대표", - "MAMMON_LORE_1": "맘몬은 다른 대천사와는 다르게 뉴위럴 밑의 미궁 같은 기차역에 살지 않으며, 자신이 직접 만든 콘크리트 요새에서 자신의 \\\"투기단\\\" 군단을 이끈다. 투기단은 맘몬의 방대한 힘으로부터 자율성을 부여받은 텅 빈 껍데기에 불과하다.", - "AA_CUBE_NAME": "헤카헤드론", - "AA_CUBE_SUBTITLE": "신플라톤주의적 고체", - "MAMMON_LORE_2": "자본주의의 화신인 맘몬은 사회가 인간의 고통을 포함한 그 무엇보다도 금전적 이득을 중시하는 수많은 세계로 인해 탄생했다.", - "CUBE_LORE_1": "헤카헤드론의 신체는 근본적으로 고정되어 있어, 어떤 각도에서 바라봐도 정확히 같은 모습을 유지한다. 이는 당연한 현상으로, 모든 대천사의 \\\"물리적 형체\\\"는 고차원적 존재가 드리우는 3차원 그림자에 불과하며 대천사는 유클리드적 과학에 구애받지 않기 때문이다.", - "CUBE_LORE_2": "수학의 화신. 비교적 최근에 태어난 대천사인 헤카헤드론은 인류가 오만으로 가득한 과학적 및 수학적 사고의 시대에 도달했을 때 탄생했다.", - "ALICE_LORE_2": "자존심의 화신인 앨리스는 인류의 깊은 이기심으로부터 태어났다.", - "AA_ALICE_SUBTITLE": "이상한 나라의 추방된 여왕", - "ALICE_LORE_1": "자신이 관대한 공주라고 생각하는 앨리스는 손님을 맞이하는 걸 즐기지만, 이는 사람을 가지고 놀다가 질리면 아무렇지 않게 버리는 장난감으로 여기기 때문이다.", - "AA_ALICE_NAME": "앨리스", - "AA_TOWER_NAME": "바벨리스", - "AA_TOWER_SUBTITLE": "무지의 탑", - "TOWER_LORE_1": "위럴산 정상의 기차역에 기거하는 바벨리스는 그곳에서 두서 없는 말을 횡설수설 소리치지만, 그 소리는 거의 아무에게도 닿지 않는다.", - "TOWER_LORE_2": "무지의 화신 바벨리스는 두려움, 불편함, 자존심으로 인해 진실을 거부하는 인류의 특이한 능력으로부터 탄생했다.", - "AA_FINALGANTE_SUBTITLE": "소환: 저항의 정신", - "AA_MORGANTE_SUBTITLE": "저항의 정신", - "MORGANTE_LORE_2": "저항의 화신 모르간테는 연결된 우주에서 가장 오래된 \\\"대천사\\\" 중 하나이다. 저항은 정복과 대척점에 서 있는 힘으로, 모르간테와 알레프가 결국 영원한 숙적으로 돌아서는 것은 필연적이다.", - "MORGANTE_LORE_1": "모르간테는 한때 알레프를 따라 수많은 세계를 모험했으며, 수많은 신화 및 전설에서 마녀 또는 강력한 여신으로 등장했다. 뉴위럴에서 나가는 유일한 \\\"관문\\\"이 있는 밤다리역이 모르간테의 거처였으며, 그녀는 노래의 가사 안에 그 역을 숨겨놓았다.", - "AA_FINALGANTE_NAME": "모르간테 게슈탈트", - "FINALGANTE_LORE_1": "불가능에 맞서 싸우고자 하는 의지와 모르간테의 남아있는 의지가 합쳐져 모르간테 게슈탈트를 탄생시켰다. 모르간테 게슈탈트는 뉴위럴에서 \\\"대천사\\\"라고 불리는 에그레고르 중 하나로, 에그레고르는 현실을 바꾸고자 하는 의지가 합쳐져 탄생한 존재이다. 이러한 힘은 모든 인류의 내면에 깃들어 있다.", - "FINALGANTE_LORE_2": "게슈탈트는 전체가 부분의 합보다 큰 것을 가리킨다. 개개인의 주변 세상을 변화시키는 능력은 제한적이지만, 하나로 합쳤을 때 그 잠재력은 무한하다.", - "AA_SERPENT_NAME": "애도의 별", - "AA_SERPENT_SUBTITLE": "뱀신", - "AA_ALEPH_SUBTITLE": "붉은 정복왕", - "SERPENT_LORE_1": "애도의 별은 다른 이의 헌신을 양분으로 삼는 사악한 존재로, 헌신이 충분히 강하지 않은 이의 경우 목숨을 잃을 수도 있다. 애도의 별은 언젠가 추종자들이 죽음이 기다리는 자신의 지하 기차역으로 내려올 수 있기를 바라며 쉬지 않고 속삭인다.", - "SERPENT_LORE_2": "헌신의 화신인 애도의 별은 인류가 만들어내고 숭배하는 수많은 신과 우상을 향한 헌신으로부터 탄생했다.", - "AA_ALEPH_NAME": "알레프", - "ALEPH_LORE_2": "정복의 화신 알레프는 인간의 호전적인 본성과 정복욕으로부터 탄생했다. 그는 한때 모르간테, 앰버, 모드리드 등 자신이 \\\"원탁\\\"이라고 부른 대천사들을 이끌었다. 그 동맹 중 아직까지 뉴위럴에 남아있는 것은 알레프와 모르간테뿐이다.", - "ALEPH_LORE_1": "알레프는 한때 대천사 무리를 이끌고 연결된 우주의 곳곳을 누볐으며, 그 과정에서 수많은 전투를 지휘하면서 오늘날까지 전해지는 유명한 전설들의 일부가 되었다. 그는 자신의 차원문 머리를 사용하여 자신을 제외한 모두를 원하는 곳 어디로든 보낼 수 있다.", - "ALEPH_NULL_LORE_1": "자신의 전성기 시절 힘을 되찾은 알레프. 그가 다시 예전처럼 연결된 우주를 누비게 놔둔다면 분명 어마어마한 고통이 뒤따를 것이다.", - "AA_ALEPH_NULL_NAME": "알레프 제로", - "AA_ALEPH_NULL_SUBTITLE": "영원한 전쟁의 화신", - "ALEPH_NULL_LORE_2": "6세기경 알레프가 브리튼의 군주로 활동한 시절을 기반으로 쓰여진 전설에는 그가 언젠가 돌아와 왕좌를 되찾을 것이라고 쓰여있다. 이번에는 패배했지만, 인간이 계속해서 서로를 죽일 방법을 찾는 한 알레프는 언젠가 그 목적을 달성하게 될 것이다.", - "AA_HELIA_NAME": "헬리아", - "HELIA_LORE_1": "융합의 힘의 화신인 헬리아는 온 우주의 각종 융합을 관장한다. 자신이 탄생한 세계에서 그녀는 핵융합을 연구하던 인간 과학자의 연구실에서 처음 현신했다.", - "AA_HELIA_SUBTITLE": "융합의 과정", - "HELIA_LORE_2": "헬리아의 기억은 자신이 현신하기 훨씬 이전까지 거슬러 올라가며, 심지어 우주의 첫 핵융합까지 기억하는 것으로 보인다. 그렇기에 헬리아는 뉴위럴에서 가장 나이가 많은 대천사일 가능성이 높으며, 수천 년 전부터 알레프의 계획을 샅샅이 알고 있었다.", - "LENNA_LORE_2": "레나의 세계는 게임으로서 존재하며, 우주로 쏘아 올려진 카트리지에 저장되어 있다. 우연히 우주방사선이 닿아 게임에 글리치가 발생하면서 주민들이 자아를 얻게 되었으나, 자신들이 전기 신호로 이루어진 존재라는 것은 모르고 있다.", - "AA_AMBER_LORE_1": "앰버는 수수께끼에 싸여있지만 친절한 대천사로, 우주를 여행하는 이들을 안전하게 옮겨준다. 앰버는 자유롭게 세계 사이를 왕래할 수 있으며, 손님으로 가득한 고급 클럽의 형태로 나타난다.", - "AA_MERLINE_SUBTITLE": "땅 밑의 존재", - "AA_MERLINE_LORE_1": "뉴위럴 밑의 철도망은 사실 고대의 불가사의한 \\\"대천사\\\"로, 터널과 기차로 이루어진 무한한 미궁의 형태를 띄고 있다.", - "AA_MERLINE_NAME": "멀라인", - "AA_MERLINE_LORE_2": "멀라인의 시공간을 찢는 능력으로 인해 그의 거대한 형체 위에는 어마어마한 양의 잔해가 축적되었고, 결국 뉴위럴 섬을 이루게 되었다. 그 이래 멀라인은 자신의 힘으로 그 섬에 인간과 몬스터를 이주시켰으며, 그래야만 하는 이유가 있다고 믿는 듯하다.", - "AA_AMBER_NAME": "앰버 롯지", - "AA_AMBER_SUBTITLE": "다차원 클럽의 여주인", - "AA_AMBER_LORE_2": "앰버는 한때 알레프의 무리에 속해 있었으며, 그들이 연결된 우주를 누빌 수 있던 것도 전부 그녀의 능력 덕분이었다. 뉴위럴에서 내분이 일어나자 앰버는 동료들을 뒤로하고 떠났으며, 지금은 알레프의 수많은 행적에 기여한 것을 후회하고 있다.", - "LENNA_NAME": "레나", - "LENNA_UNKNOWN_NAME": "망토 두른 인물", - "LENNA_SUBTITLE": "다른 이야기의 영웅", - "LENNA_LORE_1": "레나는 한때 겸손한 교사로 살았으며, 그녀의 가장 중요한 임무는 바로 자신이 살던 세계의 \\\"영웅\\\"에게 사악한 대천사와 싸우는 법을 가르치는 것이었다. 그러나 영웅이 예기치 못한 죽음을 맞이하자, 레나는 직접 검을 집어 들었다.", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "의식 양초", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "순찰대장 스킵이 최근에 발견한 기묘한 물건. 다음과 같이 적혀있다.\\n\\n\\\"이 양초를 태운 후 기록된 테이프를 희생(재활용)하면 다음으로 마주치는 융합에 일정 확률로 제물로 바친 테이프와 타입 또는 종이 같은 해적판이 포함된다.\\\"", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "이 양초를 태운 후 기록된 테이프를 희생(재활용)하면 다음으로 마주치는 융합이 일정 확률로 제물로 바친 테이프와 타입 또는 종이 같은 해적판을 포함한다.", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "불 붙이기", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "이미 의식이 진행 중이다.", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "양초에 불을 붙였다. 이제 기록한 테이프를 희생(재활용)하면 다음으로 마주치는 융합에 영향을 줄 수 있다.", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "의식이 끝났다. 다음으로 마주치는 융합에 이 테이프와 일부 일치하는 해적판이 포함될 수 있다.", - "ITEM_CAPTAIN_BADGE_NAME": "순찰대장 배지", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "14번 배지", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "순찰대장임을 나타내는 배지. 14번이다.", - "ITEM_FUSION_RADAR_NAME": "융합 탐지기", - "ITEM_FUSION_RADAR_DESCRIPTION": "지도에 야생 융합의 위치를 아이콘으로 표시한다.", - "RANGER_RANK_0": "순찰대 견습대원", - "RANGER_RANK_1": "순찰대 정찰대원", - "RANGER_RANK_2": "순찰대장", - "ITEM_RANGER_ID_AUX_NAME": "ID: {ranger_id}", - "ITEM_RANGER_ID_NAME": "{ranger_rank} 카드", - "ITEM_RANGER_ID_DESCRIPTION": "정식으로 {ranger_rank}이 됐다! 순찰대에서의 계급을 기록하는 카드다. 덤으로 무슨 일이 생겼을 때 시신을 식별하는 데 도움을 주기도 한다.", - "ITEM_GARDENING_KIT_NAME": "원예 도구", - "ITEM_GARDENING_KIT_DESCRIPTION": "마을 곳곳의 화분을 가꾸는 데 필요한 씨앗, 묘목, 기본적인 도구들이 들어있다.", - "ITEM_JELLY_NAME": "해골 젤리", - "ITEM_KEY_WATERLOOP_NAME": "워터루프 열쇠", - "ITEM_JELLY_DESCRIPTION": "전투 중에 젤리톤에게서 떨어진 끈적끈적한 슬라임 덩어리. 먹으면 안될 것 같지만, 어딘가 쓸모가 있을지도 모른다...", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "워터루프역에 있는 무언가를 연다.", - "ITEM_KEY_COMMUNE_NAME": "애도촌 열쇠", - "ITEM_KEY_COMMUNE_DESCRIPTION": "애도촌에 있는 무언가를 연다.", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "흰 토끼 열쇠", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "갈수록 요상하다, 요상해!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "투기단 사무실 옥상의 창문을 연다.", - "ITEM_KEY_LANDKEEPER_NAME": "투기단 창문 열쇠", - "ITEM_MACHINEPART_NAME": "기계 부품", - "ITEM_MACHINEPART_DESCRIPTION": "오래된 발권기에서 빠진 부품.", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "기차표", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "색 바랜 잉크로 \\\"알드그레이브 무덤\\\"이라고 인쇄되어 있는 오래된 기차표.", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "색 바랜 잉크로 \\\"글로우스터\\\"라고 인쇄되어 있는 오래된 기차표.", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "기차표", - "ITEM_VALVE_NAME": "밸브 손잡이", - "ITEM_VALVE_DESCRIPTION": "녹슨 밸브 손잡이. 만지면 차갑다.", - "ITEM_DELIVERY_PARCEL_NAME": "소포", - "ITEM_KEYSTONE_NAME": "하늘빛 쐐기석", - "ITEM_KEYSTONE_DESCRIPTION": "정교한 파란색 보석. 라디오 잡음 같은 소리가 난다.", - "ITEM_DELIVERY_COMMUNE_NAME": "구호품", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "배달해야 하는 소포. 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", - "ITEM_LOST_NECKLACE_NAME": "잃어버린 목걸이", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "애도촌으로 배달해야 하는 물품. 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", - "ITEM_LOST_NECKLACE_DESCRIPTION": "잃어버린 사람이 찾고 있을 것이다! 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", - "ITEM_LOST_RING_NAME": "잃어버린 반지", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "0x7B3년 \\\"네바드-O주\\\"에서 발행된 이상한 금화.", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "동전", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "알드그레이브 무덤 단서 #1", - "ITEM_LOST_WALLET_DESCRIPTION": "잃어버린 사람이 찾고 있을 것이다! 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", - "ITEM_LOST_RING_DESCRIPTION": "잃어버린 사람이 찾고 있을 것이다! 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", - "ITEM_LOST_WALLET_NAME": "잃어버린 지갑", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "피로 지시 사항이 쓰여 있는 종잇조각. 일부분이 찢겨나갔다. \\\"위, 위, 아래, 아래...\\\"라고 적혀있다.\\n\\n광기 어린 웃음이 온통 끄적여져 있다...", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "알드그레이브 무덤 단서 #2", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "피로 지시 사항이 쓰여 있는 종잇조각. 앞 부분이 찢겨나갔다. \\\"... 왼쪽, 오른쪽, 왼쪽, 오른쪽.\\\"이라고 적혀있다.\\n\\n여기에도 광기 어린 웃음이 끄적여져 있다...", - "SERVICE_CARRY_MORE_REWINDS_NAME": "되감기 주머니", - "ITEM_MEREDITH_ENVELOPE_NAME": "메러디스에게 줄 봉투", - "SERVICE_LUCKY_DIP_NAME": "행운의 뽑기", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "이안테가 메러디스에게 보내는 봉투. 메러디스가 찾는 음반에 대한 내용이 적혀 있다!", - "ITEM_GYM_PASS_DESCRIPTION": "시청에 있는 운동 시설의 무제한 이용권. 기본 능력치를 조정할 수 있다.", - "ITEM_GYM_PASS_NAME": "체육관 회원권", - "SERVICE_LUCKY_DIP_DESCRIPTION": "유용한 아이템이 무작위로 들어있는 자루. 고급 또는 희귀 스티커가 확정적으로 들어있다. 운을 시험해보자!", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "자격이 있는 순찰대원에게만 제공되는 아주 희귀한 몬스터의 테이프.", - "SERVICE_MONSTER_TAPE_NAME": "{species_name} 테이프", - "EXCHANGE_REQUIRE_CAPTAINS": "순찰대장 {amount}명과 더 훈련해야 잠금 해제된다!", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "리스풀 주머니", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 되감기 개수가 1 증가한다.", - "SERVICE_CARRY_MORE_CURES_NAME": "응급처치 주머니", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 리스풀 개수가 1 증가한다.", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 치료제 개수가 타입마다 1씩 증가한다.", - "SERVICE_CARRY_MORE_COFFEE_NAME": "초소형 냉장고", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "배낭에 꿰매어 붙이면 소지할 수 있는 연막탄 개수가 1 증가한다. 충격 완화 기능이 있어 폭탄이 불시에 터질 걱정은 하지 않아도 된다.", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 캔커피 개수가 1 증가한다.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "폭탄 수납 공간", - "SERVICE_CARRY_MORE_REODORANT_NAME": "냄새 흡수 주머니", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "배낭에 꿰매어 붙이면 소지할 수 있는 연막탄 개수가 1 증가한다. 충격 완화 기능이 있어 폭탄이 불시에 터질 걱정은 하지 않아도 된다.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "배낭에 꿰매어 붙이면 소지할 수 있는 연막탄 개수가 1 증가한다. 충격 완화 기능이 있어 폭탄이 불시에 터질 걱정은 하지 않아도 된다.", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 발취제 개수가 1 증가한다. 특별한 재료로 만들어져 사용하지 않을 때는 악취가 새어 나오지 않는다.", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "다회용 플라스틱 밀폐 용기", - "SERVICE_GYM_POINTS_NAME": "추가 체육관 포인트", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "소지할 수 있는 배 푸실리 개수가 1 증가한다.", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "상인 조합 회원권", - "SERVICE_GYM_POINTS_DESCRIPTION": "시청 체육관에서 사용할 수 있는 추가 포인트를 1 얻는다.", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "순찰대가 항구촌 중심부의 시장에 있는 스티커 상인에게 더 많은 자원을 제공하여, 상인이 스티커를 {0}개 더 많이 들여놓는다.", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "추가 스티커 재고", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "항구촌 상인들에게서 더 저렴하게 구매할 수 있게 해준다. 가격이 최대 {0}% 감소한다.", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "추가 커피 재고", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "순찰대가 펜스비에게 더 많은 자원을 제공하여, 펜스비가 들여놓는 치료제의 종류가 {0}개 더 많아진다.", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "추가 치료제 재고", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "순찰대가 그래머폰 카페의 클레멘스에게 더 많은 재료를 제공하여, 클레멘스가 들여놓는 커피의 종류가 {0}개 더 많아진다.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "주머니에 지니고 있으면 호박 넝쿨 공 능력이 업그레이드되어 전투 시작 시 식물 방벽을 획득한다.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "콩콩호박 씨앗", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "주머니에 지니고 있으면 총알사우루스 대시 능력이 업그레이드되어 전투 시작 시 적에게 피해를 줄 수 있다.", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "전숭이 털", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "이 털 샘플을 주머니에 지니고 있으면 전자기 능력이 업그레이드되어 전투 시작 시 추가 AP를 1 획득한다.", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "마이크 업그레이드", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "카세트 플레이어의 마이크가 업그레이드되어 기록 성공 확률이 {0}% 증가한다.", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "융합 게이지 모드", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "카세트 플레이어에 설치하면 융합 게이지 충전 속도가 {0}% 증가한다.", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "화학 모드", - "SERVICE_FUSION_METER_CRITICAL_NAME": "치명타 모드", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "카세트 플레이어에 설치하면 타입 상성이 우위인 공격을 적중시킬 때 융합 게이지가 {0}% 충전된다.", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "카세트 플레이어에 설치하면 전투에서 승리할 때 융합 게이지가 {0}% 충전된다.", - "SERVICE_FUSION_METER_VICTORY_NAME": "승리 모드", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "카세트 플레이어에 설치하면 치명타 공격을 적중시킬 때 융합 게이지가 {0}% 충전된다.", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "항구촌 주민에게서 소문 {total}개를 입수하자.", - "SERVICE_FUSION_METER_RECORDING_NAME": "기록 모드", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "카세트 플레이어에 설치하면 융합 게이지에서 나오는 여분의 에너지를 마이크로 보낼 수 있다. 융합 게이지가 가득 찬 동안 기록 성공 확률이 {0}% 증가한다.", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "절두체 컬링", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "죽음의 광선", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "환류", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "유혹", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "심판", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "레버리지", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "대폭락", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "마진 콜", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "자산 동결", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "미끼상품", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "대마불사", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "요정 가루", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "요정 떼", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "악몽", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "거짓된 빛", - "MOVE_AA_ALICE_EAT_ME_NAME": "날 먹어요", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "진실된 빛", - "MOVE_AA_ALICE_DRINK_ME_NAME": "날 마셔요", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "멸시", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "데우스 엑스 칼리버", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "능지처사", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "능지처참", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "소집령", - "MOVE_AA_MONARCH_TENTACLE_NAME": "미끄러운 손아귀", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "진심 어린 멜로디", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "폭탄 선물", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "케일리의 멜로디", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "사용자가 패배에도 굴하지 않게 한다.", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "{player}의 신념", - "MOVE_AA_MORGANTE_PLAYER_NAME": "막을 수 없는 신념", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "번뜩이는 재치", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "메러디스의 재치", - "MOVE_AA_FINALGANTE_FELIX_NAME": "펠릭스의 창의력", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "유진의 용기", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "사용자의 근접 공격 및 원거리 공격을 증가시킨다.", - "MOVE_AA_MORGANTE_EUGENE_NAME": "끝없는 용기", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "사용자의 근접 방어와 원거리 방어를 증가시킨다.", - "MOVE_AA_FINALGANTE_DOG_NAME": "왈왈이의 기력", - "MOVE_AA_MORGANTE_FELIX_NAME": "창작의 노력", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "바이올라의 결의", - "MOVE_AA_MORGANTE_VIOLA_NAME": "교활한 결의", - "MOVE_AA_MORGANTE_DOG_NAME": "무한한 기력", - "QUEST_CAPTAINS_DESCRIPTION1.m": "각 순찰대장의 훈련을 통과해 순찰대원이 되자. 순찰대장의 위치에 대한 정보는 항구촌 주민들에게서 입수할 수 있다.", - "QUEST_CAPTAINS_DESCRIPTION3.n": "이안테와 싸워 마지막 시험을 치르고 순찰대장이 되자!", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "사용자의 AP 생성량을 증가시킨다.", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "진실의 힘", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "휘파람 도움 요청", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "가을 언덕에 있는 제드가 총알사우루스 5마리를 물리쳐서 주변을 더 조용하게 만들어 달라고 부탁했다. 총알사우루스는 가을 언덕에서 가장 흔하게 발견된다.", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "총기 규제", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "이스트햄 숲의 동전 작동식 안드로이드가 고장 난 듯하다. 적합한 동전을 찾으면 되살아날지도 모른다.", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "동전을 넣으세요", - "QUEST_MEREDITH_TITLE": "내게 필요한 오직 하나", - "QUEST_MEREDITH_DESCRIPTION_1": "항구촌 주민들에게 메러디스가 가장 좋아하는 음반을 본 적 있는지 물어보자.", - "QUEST_MEREDITH_DESCRIPTION_2": "순찰대 총대장 이안테를 찾아 메러디스가 가장 좋아하는 음반에 대해 물어보자.", - "QUEST_MEREDITH_DESCRIPTION_3": "이안테의 봉투를 메러디스에게 건네주자.", - "QUEST_MEREDITH_DESCRIPTION_4": "메러디스와 곤두박질 백화점으로 가자.", - "QUEST_CAPTAINS_PROGRESS": "{max}명 중 {num}명의 순찰대장과 훈련했다.", - "QUEST_CAPTAINS_DESCRIPTION2.n": "순찰대 총대장 이안테와 만나 모든 순찰대장의 훈련을 통과했다고 알리자.", - "QUEST_CAPTAINS_DESCRIPTION1.f": "각 순찰대장의 훈련을 통과해 순찰대원이 되자. 순찰대장의 위치에 대한 정보는 항구촌 주민들에게서 입수할 수 있다.", - "QUEST_CAPTAINS_DESCRIPTION1.n": "각 순찰대장의 훈련을 통과해 순찰대원이 되자. 순찰대장의 위치에 대한 정보는 항구촌 주민들에게서 입수할 수 있다.", - "QUEST_CAPTAINS_DESCRIPTION2.m": "순찰대 총대장 이안테와 만나 모든 순찰대장의 훈련을 통과했다고 알리자.", - "QUEST_CAPTAINS_DESCRIPTION2.f": "순찰대 총대장 이안테와 만나 모든 순찰대장의 훈련을 통과했다고 알리자.", - "QUEST_CAPTAINS_DESCRIPTION3.m": "이안테와 싸워 마지막 시험을 치르고 순찰대장이 되자!", - "QUEST_CAPTAINS_DESCRIPTION3.f": "이안테와 싸워 마지막 시험을 치르고 순찰대장이 되자!", - "QUEST_CAPTAINS_DESCRIPTION4": "각 순찰대장을 다시 찾아가 보자.", - "QUEST_KAYLEIGH_TITLE": "머나먼 고향", - "QUEST_COLLECT_RUMORS_TITLE": "발 없는 말", - "QUEST_COLLECT_RUMORS_PROGRESS": "{total}개 중 {obtained}개의 소문을 입수했다.", - "QUEST_KAYLEIGH_DESCRIPTION1": "케일리와 함께 애도촌으로 가자.", - "QUEST_KAYLEIGH_DESCRIPTION2": "애도촌을 둘러보자.", - "QUEST_FELIX_DESCRIPTION_0": "항구촌 서부에 있는 펠릭스의 집에서 펠릭스와 만나자.", - "QUEST_FELIX_TITLE": "나를 잊지 말아요", - "QUEST_FELIX_DESCRIPTION_2": "펠릭스와 함께 원소의 제단 4개의 위치를 찾아내서 쿠네코를 추적하자.", - "QUEST_FELIX_DESCRIPTION_1": "펠릭스와 함께 벚나무 초원에 있는 나무 검을 든 전사와 싸우자.", - "QUEST_VIOLA_DESCRIPTION_1": "바이올라의 오빠 세바스찬을 찾자.", - "QUEST_FELIX_2_PROGRESS": "{count}개 중 {num}개의 원소의 제단을 찾았다.", - "QUEST_FELIX_DESCRIPTION_3": "펠릭스가 쿠네코와의 일을 바로잡는 걸 돕자.", - "QUEST_VIOLA_TITLE": "그대는 어디에", - "QUEST_VIOLA_DESCRIPTION_2": "바이올라와 얘기하자.", - "QUEST_VIOLA_DESCRIPTION_3": "바이올라와 함께 무쇠 해안으로 가자.", - "QUEST_VIOLA_DESCRIPTION_4": "바이올라와 함께 난파선을 조사하자.", - "QUEST_DOG_TITLE": "앉아 기다려", - "QUEST_DOG_DESCRIPTION": "왈왈이가 위럴산에 무슨 볼일이 있는지 알아보자.", - "QUEST_SUNNY_TITLE": "행복의 나라로", - "QUEST_HOYLAKE_TITLE": "몬스터 사냥", - "QUEST_SUNNY_DESCRIPTION": "항구촌 양복점에 가서 서니의 스타일 변신을 도와주자.", - "QUEST_HOYLAKE_DESCRIPTION_1": "{habitat_phrase} 자주 목격되는 {monster_description} 몬스터를 기록해 호이레이크에게 보여주자.", - "QUEST_HOYLAKE_DESCRIPTION_2": "{habitat_phrase} 자주 목격되는 {monster_description}, {monster_name} 몬스터를 기록했다. 호이레이크에게 돌아가 보여주자.", - "QUEST_HELIA_TITLE": "태양을 피하는 법", - "QUEST_HELIA_DESCRIPTION_1": "불모지에 있는 다이노 채석장 밑의 새 기차역을 조사하자.", - "CLUE_EAST": "날개를 펼쳐 동쪽으로, 오직 나만이 아는 곳으로 날아가야 하느니라", - "QUEST_HELIA_DESCRIPTION_2": "멀라인과 얘기하자.", - "QUEST_HELIA_DESCRIPTION_3": "이안테에게 돌아가 보고하자.", - "CLUE_SOUTH": "그곳에서 남쪽으로 발을 옮기면 네 방황하는 길들이 만날 것이니라", - "CLUE_BIOME_ARID": "폐허가 늘어서고 발밑에는 말라죽은 풀만 바스러지는 곳", - "CLUE_WEST": "날개를 펼쳐 서쪽으로, 오직 나만이 아는 곳으로 날아가야 하느니라", - "CLUE_BIOME_PLAINS": "우거진 나무 아래 흙길이 이어지고 발밑에는 파릇파릇한 풀밭이 펼쳐진 곳", - "CLUE_NORTH": "그곳에서 북쪽으로 발을 옮기면 네 방황하는 길들이 만날 것이니라", - "CLUE_BIOME_BEACH": "바닥에는 황금빛 모래가 펼쳐지고 파도가 발을 간질이는 곳", - "CLUE_BIOME_AUTUMN": "땅에서 뻗어 나온 적갈색 나무 아래, 낙엽이 발밑에서 바스락거리는 곳", - "CLUE_BIOME_LAKE": "땅 한가운데에 호수 물이 들어차고, 발밑에는 젖은 모래가 펼쳐진 곳", - "CLUE_BIOME_WOODS": "땅에서 뻗어 나온 드높은 나무 아래, 짙은 색 풀이 발밑에서 고개 숙이는 곳", - "CLUE_BIOME_BLOSSOM": "위에서는 벚꽃이 떨어지고, 발밑에는 옅은 풀이 펼쳐진 곳", - "CLUE_BIOME_MOUNTAIN": "바닥으로부터 우뚝 솟은 땅 위에, 발밑에는 눈이 뽀드득거리는 곳", - "CLUE_BIOME_MARSH": "길 잃은 이들이 가라앉고, 발밑에는 진흙이 철벅거리는 곳", - "CLUE_ACTION_ROCK": "손에 돌을 쥐고 이곳으로 와, 그대 앞에 둘지어다", - "CLUE_ACTION_CRATE": "손에 상자를 쥐고 이곳으로 와, 그대 앞에 둘지어다", - "CLUE_ACTION_DASH.m": "지금 서 있는 그 자리에서 불꽃을 일으키며 달릴지어다", - "CLUE_ACTION_DASH.f": "지금 서 있는 그 자리에서 불꽃을 일으키며 달릴지어다", - "CLUE_ACTION_MAGNETISM": "지금 서 있는 그 자리에서 번개를 품으면 길이 열릴지어다", - "CLUE_ACTION_DASH.n": "지금 서 있는 그 자리에서 불꽃을 일으키며 달릴지어다", - "CLUE_ACTION_JUMP_3": "지금 서 있는 그 자리에서 세 번 뛰면 길이 열릴지어다", - "CLUE_ACTION_FACE_4_DIRECTIONS": "지금 서 있는 자리에서 사방을 바라볼지어다", - "CLUE_ACTION_NIGHT": "그 자리에 일 분의 절반 동안 서 있으면 달빛 아래 길이 열릴지어다", - "CLUE_ACTION_MAP_3.m": "지도를 손에 쥐고 한 번, 두 번, 세 번 읽을지어다", - "CLUE_ACTION_MAP_3.f": "지도를 손에 쥐고 한 번, 두 번, 세 번 읽을지어다", - "CLUE_ACTION_MAP_3.n": "지도를 손에 쥐고 한 번, 두 번, 세 번 읽을지어다", - "CLUE_ACTION_ITEM_3": "이제 세 개의 물건을 떠나보내야 하느니, 선택은 그대의 몫이니라", - "CLUE_OVERWORLD_-6_-3": "이 땅의 건물 근처에 있는 통나무로 가야 할지니", - "CLUE_OVERWORLD_2_-1": "이 땅에서 처음 통과한 문 사이로 가야 할지니", - "CLUE_OVERWORLD_-4_-1": "돌과 무덤 근처에 있는 땅 한가운데의 물로 가야 할지니", - "CLUE_OVERWORLD_-2_-4": "모래 위에 서 있는 천막, 그 뒤로 가야 할지니", - "CLUE_OVERWORLD_-3_-3": "이 땅의 외로운 고목, 그 나뭇가지 아래로 가야 할지니", - "CLUE_OVERWORLD_-3_-7": "이 땅을 가로지르는 강, 그 수원으로 가야 할지니", - "CLUE_OVERWORLD_0_-6": "이 땅의 돌의 제단, 그 위로 가야 할지니", - "CLUE_OVERWORLD_3_-7": "한때 장대했던 상업의 신전, 그 지붕 위로 가야 할지니", - "CLUE_OVERWORLD_1_-6": "이 땅에 서 있는 세 개의 불빛, 그 사이로 가야 할지니", - "CLUE_OVERWORLD_2_-4": "이 땅의 우뚝 솟은 외딴 집, 그 그림자 속으로 가야 할지니", - "CLUE_OVERWORLD_7_-2": "한때 이 땅에 서 있던 집, 이제 그 폐허로 가야 할지니", - "CLUE_OVERWORLD_5_-6": "수풀 우거진 땅의 두 개의 벽, 그 사이의 그루터기로 가야 할지니", - "CLUE_OVERWORLD_7_-4": "이 땅의 불의 제단, 그 위로 가야 할지니", - "CLUE_OVERWORLD_8_-6": "나무 무성한 땅에 그루터기, 그 위로 가야 할지니", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "호이레이크의 부탁", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "몬스터 현상금", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "시청에 있는 호이레이크와 얘기하도록. 부탁할 것이 여러 개 있다고 한다.", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "최근 {habitat_phrase} {key}들이 말썽을 부리고 있다. 서로를 심각하게 해치는 일이 없도록 전투에서 {count}마리를 물리쳐 진정시킬 것.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "야생 융합 {count}마리를 물리쳐 뉴위럴의 여행길을 안전하게 할 것.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "융합 현상금", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "소포 배달", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "첨부한 소포를 {location_0_phrase} 기다리는 정찰대원에게 배달할 것.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "만세! 소포 왔다!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "정말 고마워! 이게 도착하기만을 기다리고 있었어!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "정말 고마워! 이게 도착하기만을 기다리고 있었어!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "정말 고마워! 이게 도착하기만을 기다리고 있었어!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "만세! 소포 왔다!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "보급품 배달", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "{location_0_phrase} 활동 중인 정찰대원이 긴급 보급을 요청했다. 가능한 한 빨리 {required_item} {required_item_amount}개를 확보하여 배달할 것.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "만세! 소포 왔다!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "네 걸 나눠주면 안 될까?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "급히 {required_item} {required_item_amount}개가 필요해! 어디 쓸 거냐고? 그건 내 사생활이야.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "내 보급 요청 받았어? {required_item} {required_item_amount}개가 필요해. 어서!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "급히 {required_item} {required_item_amount}개가 필요해! 어디 쓸 거냐고? 그건 내 사생활이야.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "내 보급 요청 받았어? {required_item} {required_item_amount}개가 필요해. 어서!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "급히 {required_item} {required_item_amount}개가 필요해! 어디 쓸 거냐고? 그건 내 사생활이야.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "아, 가져왔구나! 나한테 주면 안 될까?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "내 보급 요청 받았어? {required_item} {required_item_amount}개가 필요해. 어서!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "아, 가져왔구나! 나한테 주면 안 될까?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "네 걸 나눠주면 안 될까?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "네 걸 나눠주면 안 될까?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "아, 가져왔구나! 나한테 주면 안 될까?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "좋았어! 어서 사용해보고 싶네!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "좋았어! 어서 사용해보고 싶네!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "정말 고마워! 마침 필요했는데!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "좋았어! 어서 사용해보고 싶네!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "정말 고마워! 마침 필요했는데!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "지역 주민이 {location_1_phrase} {lost_item} 한 개를 분실했다. 매우 소중한 물건이라고 하니 최선을 다해 찾은 후 {location_0_phrase} 기다리는 주인에게 돌려줄 것.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "정말 고마워! 마침 필요했는데!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "분실물", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "반지", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "목걸이", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "내가 {location_1_phrase} 잃어버린 {lost_item} 찾아주면 안 될까?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "지갑", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "내가 {location_1_phrase} 잃어버린 {lost_item} 찾아주면 안 될까?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "내가 {location_1_phrase} 잃어버린 {lost_item} 찾아주면 안 될까?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "{location_1_phrase} 중요한 {lost_item} 하나를 잃어버렸어. 찾는 걸 도와줄래?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "찾고 있었는데 정말 고마워!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "{location_1_phrase} 중요한 {lost_item} 하나를 잃어버렸어. 찾는 걸 도와줄래?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "{location_1_phrase} 중요한 {lost_item} 하나를 잃어버렸어. 찾는 걸 도와줄래?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "찾고 있었는데 정말 고마워!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "찾았구나! 정말 고마워!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "찾고 있었는데 정말 고마워!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "특별 배달", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "찾았구나! 정말 고마워!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "찾았구나! 정말 고마워!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "애도의 아이들에 대한 원조 활동의 일환으로 의료품 특별 배달을 준비했다. 애도촌의 문지기에게 첨부된 소포를 배달할 것.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "시청에 있는 호이레이크에게 돌아가 보여주자.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "그거 이안테가 보낸 소포야?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "여기 있어요!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "호이레이크의 부탁", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "호이레이크가 {species1_description} 그리고 {species2_description}의 융합이 어떻게 생겼는지 보고 싶다고 부탁했다. 전투에서 {species1_name} 및 {species2_name}의 융합을 도감에 기록한 후 시청으로 돌아가 호이레이크에게 보여주도록!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "좋아! 재클린이 무척 기뻐하겠네!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "네가 하는 융합은 물론 마주치는 융합까지 [wave amp=30 freq=30]전부[/wave] 도감에 기록된다는 것 알고 있었어?", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "이야, 멋진걸? 정말 고마워, {player}.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "안녕, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "전투에서 융합하여 도감에 기록하자.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "네가 가져온 {fusion_name}의 데이터를 확인해 보자.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "{species_name} 테이프를 5성으로 업그레이드하자.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "호이레이크의 부탁", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "호이레이크가 5성짜리 {species_name}의 기록을 보고 싶다고 한다. {species_name} 테이프를 5성으로 업그레이드한 후 시청으로 돌아가 호이레이크에게 보여줄 것!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "{location_0_phrase} 커비 박사와 만나자.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "몬스터의 테이프를 5성까지 업그레이드하면 도감에 그 몬스터에 대한 부가 정보가 기록된다는 것 알고 있었어?", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "호이레이크에게 돌아가 테이프를 보여주자.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "안녕, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "흥미로운걸.[pause] 아주 흥미로워.[pause] 이게 과연 무슨 의미일까...", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "네가 가져온 {species_name} 테이프에 대해 기록된 데이터를 살펴보자.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "{species_name} 테이프를 장착하자.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "호이레이크의 조수", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "호이레이크가 자신의 조수 커비 박사를 위해 꽤 구체적인 훈련을 요청했다. {species_name} 테이프를 장착한 후 {location_0_phrase} 커비와 만날 것.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "호이레이크 교수한테 네 얘기 많이 들었어. 네가 처음 왔을 때 자기가 도와주고, 네 목숨도 구해줬다고 말이야...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "안녕, {player}. 난 커비 박사야. 케임브리지 대학의 동물학 교수지.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "호이레이크 교수한테 네 얘기 많이 들었어. 네가 처음 왔을 때 자기가 도와주고, 네 목숨도 구해줬다고 말이야...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "호이레이크 말로는 그렇다고 하더라고! 정말 배울 게 많은 사람이야!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "호이레이크 교수한테 네 얘기 많이 들었어. 네가 처음 왔을 때 자기가 도와주고, 네 목숨도 구해줬다고 말이야...", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "호이레이크가 고향 세계에서 마지막 남은 미확인 종을 발견한 것으로 노벨상을 받고, 그다음 그 세계의 과학자 왕으로 즉위했다는 것 너도 알았어?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "어쨌든, 그럼 일을 시작해 볼까?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "호이레이크가 말하길 더 뛰어난 과학자가 되려면 {species_description}(이)가 된다는 건 어떤 느낌인지 알아야 한다고 하더라고. 네가 도와주면 고맙겠어.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "{species_name} 테이프는 가져왔어?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "흠... [pause]뉴위럴에서의 연구는 항상 이렇게 난폭한가?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "여기 있어요.", - "BATTLE_JOINED.f": "{0}이(가) 싸움에 끼어들었다!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "아직이요.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "좋아, 이제 어떻게 사용하는지 알려줘!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "이걸 전부 겪고 이젠 변신할 필요가 없다니, 호이레이크는 무척 강인한 사람인가 봐.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "불안정한 융합", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "고마워, {player}. 덕분에 {species_name}에 대해 많이 배웠어.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "{location_0_phrase} 불안정한 융합이 목격됐다. 감당할 수 없을 정도로 자가 복제를 하기 전에 파괴해야 한다!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "새로운 견습대원 중 한 명이 도장을 받기 위해 네게 도전했다. {location_0_phrase} 해당 견습대원과 그 동료와 만나 전투 실력을 시험하도록. 아무나 순찰대로 받아들여서는 안 되니 봐주지 마, {player}.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "견습대원 훈련", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "당신이 제 훈련을 도와줄 새 순찰대장이죠? 봐주지 마세요!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "당신이 제 훈련을 도와줄 새 순찰대장이죠? 봐주지 마세요!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "새로운 견습대원 중 한 명이 도장을 받기 위해 네게 도전했다. {location_0_phrase} 해당 견습대원과 그 동료와 만나 전투 실력을 시험하도록. 아무나 순찰대로 받아들여서는 안 되니 봐주지 마, {player}.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "새로운 견습대원 중 한 명이 도장을 받기 위해 네게 도전했다. {location_0_phrase} 해당 견습대원과 그 동료와 만나 전투 실력을 시험하도록. 아무나 순찰대로 받아들여서는 안 되니 봐주지 마, {player}.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "전 아직 견습대원에 불과하지만 봐주실 필요는 없어요, 순찰대장님!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "당신이 제 훈련을 도와줄 새 순찰대장이죠? 봐주지 마세요!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "전 아직 견습대원에 불과하지만 봐주실 필요는 없어요, 순찰대장님!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "{player} 대장님 맞죠?[pause] 당신을 이기면 이안테 님이 절 순찰대장으로 임명할 거예요!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "전 아직 견습대원에 불과하지만 봐주실 필요는 없어요, 순찰대장님!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "{player} 대장님 맞죠?[pause] 당신을 이기면 이안테 님이 절 순찰대장으로 임명할 거예요!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "{player} 대장님 맞죠?[pause] 당신을 이기면 이안테 님이 절 순찰대장으로 임명할 거예요!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "감옥에 들어가면 즉시 제일 강해 보이는 사람한테 싸움을 걸라고 하잖아요![pause] 그게 당신인 거죠, 대장님?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "감옥에 들어가면 즉시 제일 강해 보이는 사람한테 싸움을 걸라고 하잖아요![pause] 그게 당신인 거죠, 대장님?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "아야, 정말 안 봐주시네요...[pause] 웃긴 건, 전 싸움을 좋아하지도 않는다는 거예요. 아무래도 전 소질이 없나 봐요.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "감옥에 들어가면 즉시 제일 강해 보이는 사람한테 싸움을 걸라고 하잖아요![pause] 그게 당신인 거죠, 대장님?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "아야, 정말 안 봐주시네요...[pause] 웃긴 건, 전 싸움을 좋아하지도 않는다는 거예요. 아무래도 전 소질이 없나 봐요.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "고마워요, 대장님. 많이 배웠어요.[pause] 제가 순찰대원이 될 준비가 안 됐다는 걸요.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "고마워요, 대장님. 많이 배웠어요.[pause] 제가 순찰대원이 될 준비가 안 됐다는 걸요.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "고마워요, 대장님. 많이 배웠어요.[pause] 제가 순찰대원이 될 준비가 안 됐다는 걸요.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "아야, 정말 안 봐주시네요...[pause] 웃긴 건, 전 싸움을 좋아하지도 않는다는 거예요. 아무래도 전 소질이 없나 봐요.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "어차피 전 원래 싸우는 걸 별로 안 좋아해요...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "제가 뭘 기대했는지 모르겠네요. 고마워요, 대장님...[pause] 절 진지하게 대해줘서요.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "제가 뭘 기대했는지 모르겠네요. 고마워요, 대장님...[pause] 절 진지하게 대해줘서요.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "어차피 전 원래 싸우는 걸 별로 안 좋아해요...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "어차피 전 원래 싸우는 걸 별로 안 좋아해요...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "제가 뭘 기대했는지 모르겠네요. 고마워요, 대장님... [pause]절 진지하게 대해줘서요.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "보급품 절도", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "최근 순찰대 보급품이 계속 사라지고 있다. 정찰대원 중 한 명이 도둑을 현장에서 목격했다고 보고했다. 용의자는 {location_0_phrase} 마지막으로 목격되었다. 용의자와 대면하여 우리 물건의 행방을 알아내도록.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "도둑이 다시 모습을 드러냈다. 이번에는 {location_0_phrase} 마지막으로 목격되었다. 용의자와 대면하여 우리 물건의 행방을 알아내도록.", - "RUMOR_NAME": "소문", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"프랭키는 이곳에 온 지 며칠밖에 안 됐지만, 벌써 순찰대가 되기로 결심했어. 프랭키를 보면 왠지 네가 떠오르더라고, {player}. 그러니 프랭키가 훈련을 시작하는 걸 네가 도와주면 고맙겠어! 프랭키는 테이프가 없으니까, (영원히) 줘도 상관없는 테이프를 장착하고 외곽의 문 앞에서 프랭키와 만나. - 시빌\\\"", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "견습대원 훈련: 빈", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "네 옛 \\\"친구\\\"이자 전직 도둑인 빈이 순찰대에 지원했다! 사실, 도장을 받기 위해 네게 도전했지, {player}. {location_0_phrase} 만나도록. 나도 녀석의 기백은 마음에 들지만, 여느 견습대원과 마찬가지로 봐줘서는 안 된다. 아무나 받아 들일 수는 없으니 말이다.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "견습대원 훈련: 프랭키", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "네 옛 \\\"친구\\\"이자 전직 도둑인 빈이 순찰대에 지원했다! 사실, 도장을 받기 위해 네게 도전했지, {player}. {location_0_phrase} 만나도록. 나도 녀석의 기백은 마음에 들지만, 여느 견습대원과 마찬가지로 봐줘서는 안 된다. 아무나 받아 들일 수는 없으니 말이다.", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "네 옛 \\\"친구\\\"이자 전직 도둑인 빈이 순찰대에 지원했다! 사실, 도장을 받기 위해 네게 도전했지, {player}. {location_0_phrase} 만나도록. 나도 녀석의 기백은 마음에 들지만, 여느 견습대원과 마찬가지로 봐줘서는 안 된다. 아무나 받아 들일 수는 없으니 말이다.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"안녕하세요, 스승님! 전 지금 저만의 모험을 하고 있어요. 도와주시고 싶으면 {location_0_phrase} 만나요. - 프랭키\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"안녕하세요, 스승님! 전 지금 저만의 모험을 하고 있어요. 도와주시고 싶으면 {location_0_phrase} 만나요. - 프랭키\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"안녕하세요, 스승님! 전 지금 저만의 모험을 하고 있어요. 도와주시고 싶으면 {location_0_phrase} 만나요. - 프랭키\\\"", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "프랭키가 도장을 받기 위해 네게 도전했다. {location_0_phrase} 기다리고 있지. 봐주지는 마, {player}. 항상 그렇듯, 아무나 받아들여서는 안 되니까 말이야.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "프랭키가 도장을 받기 위해 네게 도전했다. {location_0_phrase} 기다리고 있지. 봐주지는 마, {player}. 항상 그렇듯, 아무나 받아들여서는 안 되니까 말이야.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "옛 친구들이 {location_0_phrase} 만나자고 한다.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "친선 전투", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "프랭키가 도장을 받기 위해 네게 도전했다. {location_0_phrase} 기다리고 있지. 봐주지는 마, {player}. 항상 그렇듯, 아무나 받아들여서는 안 되니까 말이야.", - "RUMOR_DUNGEON_PARK_TITLE": "흔들리는 땅", - "RUMOR_DUNGEON_PARK": "뉴위럴 공원 밑의 땅이 가끔 지하에서 커다란 차량이 지나가는 것처럼 흔들린다고 하더라고. 그 밑에 뭐가 있는 걸까?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "키득키득", - "RUMOR_DUNGEON_GRAVEYARD": "친구가 그러는데, 개울 서쪽에 있는 공동묘지의 어떤 무덤에서 키득키득하면서 광기 어린 웃음소리가 들렸다고 하더라고. 이상하지 않아?", - "RUMOR_DUNGEON_MEADOW_TITLE": "작은 나방가면", - "RUMOR_DUNGEON_MEADOW2": "왜 그렇게 작은 걸까? 그곳에서 뭔가 이상한 일이 벌어지고 있는 게 분명해...", - "RUMOR_DUNGEON_MEADOW1": "아마 내 말 못 믿겠지만, 벚나무 초원 중앙의 공터에서 아주 작은 나방가면을 봤어. 아마 아기였을 거야. 내 손에 다 들어갈 만큼 작았다고!", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "정상", - "RUMOR_DUNGEON_LAKE_TITLE": "움직이는 표지판", - "RUMOR_DUNGEON_LAKE1": "순찰대에 있는 친구한테 들었는데, 호수에 \\\"움직이는 표지판\\\"이 있다고 하더라고.", - "RUMOR_DUNGEON_LAKE2": "버튼을 올바른 순서로 밟고 표지판을 전부 따라가면 보물이 나온대.", - "RUMOR_DUNGEON_MOUNTAIN": "위럴산은 무척 높네. 그 정상에 웬 정신 나간 등대가 있다고 들었어. 그 위에 대체 뭐가 있는 걸까?", - "RUMOR_DUNGEON_LAKE3": "그냥 같은 자리를 빙빙 맴돌게 한다는 사람도 있고.", - "RUMOR_CAPTAIN_WALLACE": "월러스 대장은 지금 공원에 있다는 듯해...", - "RUMOR_CAPTAIN_WALLACE_TITLE": "순찰대장 월러스", - "RUMOR_CAPTAIN_CLEEO_TITLE": "금속 여자", - "RUMOR_CAPTAIN_DREADFUL": "페니 드레드풀 대장은 주로 동쪽에 있는 마을 폐허에 있다고 하더라고.", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "순찰대장 페니 드레드풀", - "RUMOR_CAPTAIN_CLEEO": "이스트햄 숲에 금속으로 된 여자가 있다고 들었어. 혹시 만나봤어?", - "RUMOR_CAPTAIN_LODESTEIN.m": "\\\"햄\\\"이라는 곳 가봤어? 왜 있잖아. 이스트햄 숲 서쪽에 로드스타인 대장이 시간을 보내는 작은 계곡 몰라?", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "순찰대장 로드스타인", - "RUMOR_CAPTAIN_LODESTEIN.n": "\\\"햄\\\"이라는 곳 가봤어? 왜 있잖아. 이스트햄 숲 서쪽에 로드스타인 대장이 시간을 보내는 작은 계곡 몰라?", - "RUMOR_CAPTAIN_LODESTEIN.f": "\\\"햄\\\"이라는 곳 가봤어? 왜 있잖아. 이스트햄 숲 서쪽에 로드스타인 대장이 시간을 보내는 작은 계곡 몰라?", - "RUMOR_CAPTAIN_BUFFY": "난 버피 대장이 제일 좋아. 버피 대장은 벚나무 초원에서 운동한다고 하던데, 너도 알고 있었어?", - "RUMOR_CAPTAIN_BUFFY_TITLE": "순찰대장 버피", - "RUMOR_CAPTAIN_CYBIL_TITLE": "순찰대장 시빌", - "RUMOR_CAPTAIN_CYBIL": "내가 제일 좋아하는 라디오 프로그램은 시빌 FM이야. 시빌 대장이 직접 늪지대에서 진행하지!", - "RUMOR_CAPTAIN_SKIP_TITLE": "순찰대장 스킵", - "RUMOR_CAPTAIN_SKIP": "스킵 대장은 정말 똑똑하다니까. 참 존경스러워. 스킵 대장은 보통 항구촌 서쪽의 강 하구에 있어.", - "RUMOR_CAPTAIN_JUDAS_TITLE": "순찰대장 주다스", - "RUMOR_CAPTAIN_JUDAS1": "유명한 생존 전문가인 주다스 대장이 남동쪽에 있는 섬에서 야영하고 있다고 들었어.", - "RUMOR_CAPTAIN_JUDAS2": "주다스 대장은 내가 문명의 이기에 의존한다고 날 싫어하겠지만... 휴, 정말 섹시하다니까!", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "순찰대장 글라디올라", - "RUMOR_CAPTAIN_GLADIOLA": "글라디올라 대장은 순찰할 때 항구촌 서쪽의 공동묘지를 지나간다고 들었어. 어디로 가는 걸까?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "순찰대장 헤더", - "RUMOR_CAPTAIN_HEATHER": "아는 사람이 무쇠 해안에 있는 난파선에서 폐품을 줍곤 하는데, 서쪽으로 멀리 떨어진 섬에 헤더 대장이 있는 걸 봤다고 하더라고...", - "RUMOR_CAPTAIN_ZEDD": "가장 최근에 들은 바로는 제드 대장이 동쪽에 있는 애도촌의 정황을 살피러 갔다고 했어. 분명 가는 길에 잠들었겠지...", - "RUMOR_CAPTAIN_ZEDD_TITLE": "순찰대장 제드", - "RUMOR_CAPTAIN_CODEY1": "코디 대장 알아? '인터넷\\'인지 뭔지가 없다고 항상 투덜대는 사람? 지금 위럴산 위에 있어.", - "RUMOR_CAPTAIN_CODEY_TITLE": "순찰대장 코디", - "RUMOR_CAPTAIN_CODEY2": "나도 산을 올라가서 인터넷이 뭐가 그렇게 좋은지 알아봐야겠어.", - "RUMOR_IANTHE_BATTLE_TITLE.m": "새로운 순찰대장", - "RUMOR_IANTHE_BATTLE_TITLE.f": "새로운 순찰대장", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "방금 {location_0_phrase} 어떤 상자가 사람을 통째로 삼키는 걸 봤어! 세상에 어떻게 그런 일이!?", - "RUMOR_IANTHE_BATTLE_TITLE.n": "새로운 순찰대장", - "RUMOR_IANTHE_BATTLE": "소문 들었어? 이안테 총대장이 새 순찰대장 후보를 찾았다는 것 같더라고...", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "잘가조 목격담", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "홍수", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "최근에 그 거대한 새 잘가조가 {location_0_phrase} 목격됐다고 하더라고.", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "홍수", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "오늘 공원 북쪽에 큰 홍수가 났어! 다친 사람은 없어야 할 텐데.", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "항구촌 외곽에 홍수가 났어! 순찰대가 대처하는 데 시간이 좀 걸리는 모양이야. 오늘 무척 바쁘겠네...", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "글레이스테인 목격담", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "그 빨간색 순찰대 상자 알아? 방금 {location_0_phrase} 그런 상자가 혼잣말하는 걸 들었어. 정말이야!", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "속삭이는 상자", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "{location_0_phrase} 커다란 유리 천사가 목격됐다고 들었어.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "미믹아씨 목격담", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "쿠네코 목격담", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "순찰대 활동", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "{location_0_phrase} 무슨 일이 벌어졌어. 순찰대원들이 다 그 얘기를 하더라고...", - "RUMOR_PASSIVE_QUEST_KUNEKO": "믿기 힘들겠지만, 방금 {location_0_phrase} 날개 달린 고양이 소녀를 봤어...", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "부상당한 순찰대원", - "RUMOR_PASSIVE_QUEST_SWARM": "{location_0_phrase} 뭔가 큰일이 벌어지고 있어. 그곳에 간 순찰대원들이 부상당한 채 돌아오더라고...", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "웃통 깐 상인", - "RUMOR_UNOBTAINED_SPECIES": "{species_description} 본 적 있어? {species_name} 말이야! {habitat_phrase} 찾을 수 있다고 하던데.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "오늘 섬에 웃통을 깐 괴짜 상인이 찾아왔어. 저렴한 가격에 물건을 사려면 서둘러야 할 거야. 지금 그 상인은 {location_0_phrase} 물건을 파는 중이야!", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "유진이 마을 바깥의 이상한 건물 근처에서 얼쩡거리는 걸 봤어. 거기서 뭘 하는 걸까?", - "RUMOR_OFFICE1_TITLE": "유진", - "RUMOR_OFFICE2_TITLE": "투기단", - "RUMOR_OFFICE2": "가을 언덕 위의 애도촌에 사는 지인이 있는데, 그 사람 말로는 요즘 웬 사무실에 투기단 녀석들이 잔뜩 모여들고 있다고 하더라고...", - "RUMOR_OFFICE3_1": "저번에 가을 언덕 북쪽의 바다에서 배를 타고 낚시를 하고 있었는데, 내가 안개에서 뭘 봤는지 들으면 깜짝 놀랄걸...", - "RUMOR_OFFICE3_TITLE": "투기단", - "RUMOR_OFFICE3_2": "사무실이 있었어! 바다에서 튀어나온 돌덩이 위에 평범하기 그지없는 낡은 사무실이 있었다고!", - "RUMOR_OFFICE3_3": "그 주위에 좀비 같은 녀석들이 있었는데, 정말 소름 끼쳤어...", - "RUMOR_OFFICE4_1": "지난번에 이스트햄 숲에 갔는데, 투기단 패거리 다섯 명이 놈들의 소굴로 날 끌고 가더니 내 생기를 다 빨아먹었어.", - "RUMOR_OFFICE4_TITLE": "투기단", - "RUMOR_OFFICE5_TITLE": "투기단", - "RUMOR_OFFICE4_2": "어휴, 콘도 회원권 분양 프레젠테이션이 어찌나 지루하던지.", - "RUMOR_OFFICE5_1": "좀 전에 마리스 파이퍼와 얘기했어. 개울 건너편에 있는 농장 주인 너도 알지?", - "RUMOR_POSTGAME_MORGANTE": "어젯밤 잠을 못 자겠더라고. 너도 항구촌역에서 들려오는 오싹한 노랫소리 들었어?", - "RUMOR_OFFICE5_2": "투기단 몇 명이 농장 근처에 자리를 잡은 것 같다고 하더라고.", - "RUMOR_OFFICE5_3": "걱정스럽지 않아? 항구촌의 식량은 대부분 그 농장에서 나오는데 말이야. 만약 투기단이 그곳을 차지한다면...", - "RUMOR_ALTAR1_TITLE": "제단", - "RUMOR_ALTAR1": "응, 이상한 제단이라면 본 적 있어. 벚나무 초원에 있었지! 어디에 쓰는 걸까?", - "RUMOR_ALTAR2": "호수에서 수영하다가 멋진 걸 찾았어. 어떤 섬에 기둥이 두 개 있고, 그 사이에 웬 제단이 있더라고.", - "RUMOR_ALTAR2_TITLE": "제단", - "RUMOR_ALTAR3": "내 여동생이 애도의 아이 소속인데, 걔네 마을 근처에서 반은 천사고 반은 악마인 닌자 고양이 소녀를 봤다고 하더라고. 그냥 곰팡이 핀 빵을 먹어서 헛것을 본 걸지도!", - "RUMOR_ALTAR4_TITLE": "제단", - "RUMOR_ALTAR3_TITLE": "제단", - "RUMOR_ALTAR4": "이스트햄 숲 깊숙한 곳에 있는 그 수수께끼의 제단에 대해 들어봤어? 소문에 따르면 한밤중에 악마가 그곳에서 오컬트 의식을 치른다고 하더라고. 어떤 사람은 천사라고 하고. 또 고양이 소녀라는 사람도 있어.", - "RUMOR_POSTGAME_MORGANTE_TITLE": "오싹한 노랫소리", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "케일리", - "RUMOR_PARTNER_KAYLEIGH": "순찰대원이 말하는 걸 들었는데, 케일리가 그 이상한 망토 입은 광신도들에 대해 보기보다 많이 안다고 하더라고. 네가 케일리한테 그 녀석들에 대해 물어보는 건 어떨까?", - "RUMOR_PARTNER_MEREDITH1_1": "메러디스 알아? 마을의 전자 제품을 고치는 사람이야.", - "RUMOR_PARTNER_MEREDITH1_TITLE": "메러디스", - "RUMOR_PARTNER_MEREDITH1_2": "항구에 있는 자기 작업실이 아니라면 공원에 있을 거야.", - "RUMOR_PARTNER_MEREDITH1_3": "전자 제품과 관련해서 필요한 게 있으면 한번 찾아가 봐!", - "RUMOR_PARTNER_MEREDITH2_TITLE": "메러디스", - "RUMOR_PARTNER_MEREDITH2_1.f": "난 메러디스야. 죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", - "RUMOR_PARTNER_MEREDITH2_2": "어쨌든, 난 잠시 바람 쐬러 나온 거야. 언제 한번 마을에 있는 내 작업실에 들러. 바닷가의 노란색 건물이야.", - "RUMOR_PARTNER_MEREDITH2_1.m": "난 메러디스야. 죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", - "RUMOR_PARTNER_MEREDITH2_1.n": "난 메러디스야. 죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", - "RUMOR_PARTNER_FELIX_TITLE": "폐허가 된 아파트", - "RUMOR_PARTNER_FELIX2": "도움이 필요하려나?", - "RUMOR_PARTNER_FELIX1": "공원 북서쪽의 호숫가에서 어떤 남자가 폐허가 된 아파트를 뒤지는 걸 봤어.", - "RUMOR_PARTNER_VIOLA_TITLE": "슈퍼히어로", - "RUMOR_HOYLAKE1": "호이레이크 교수가 새 연구 조수를 찾고 있다던데.", - "RUMOR_PARTNER_DOG1": "혹시 주변에 개 잃어버린 사람 있어?", - "RUMOR_PARTNER_DOG_TITLE": "길 잃은 강아지", - "RUMOR_PARTNER_VIOLA": "늪지대에서 슬라임들한테 기습을 당했는데, 망토 두른 슈퍼히어로가 나타나서 날 구해줬어! 지어낸 게 아니야. 정말이라고!", - "RUMOR_PARTNER_DOG2": "호수 끄트머리 근처의 위럴산 산기슭에서 웬 개가 테이프 레코더를 갖고 뛰어다니는 걸 봤어. 폭메라니안이 아니라 평범한 개가 말이야!", - "RUMOR_PARTNER_DOG3": "그 불쌍한 녀석이 무사해야 할 텐데...", - "RUMOR_HOYLAKE_TITLE": "조수 모집 중", - "RUMOR_HOYLAKE2": "호이레이크는 보통 시청에서 시간을 보내. 그렇게 철저하게 몬스터를 피하면서 어떻게 몬스터를 연구하는지 도통 모르겠다니까.", - "RUMOR_AVEREVOIR_TITLE": "거대한 새", - "RUMOR_AVEREVOIR2": "산 중턱에 있는 그 커다란 동굴에 사는 것 같아.", - "RUMOR_AVEREVOIR1": "위럴산 근처에서 거대한 새를 봤어!", - "RUMOR_GLAISTAIN_TITLE": "폐허", - "RUMOR_ABILITY_SWIM_TITLE": "수영", - "RUMOR_GLAISTAIN": "최근 벚나무 초원에 오래된 폐허가 나타났다고 하더라고. 참 이상하지 않아?", - "RUMOR_FARM_BRIDGE_TITLE": "농장 다리", - "RUMOR_ABILITY_CLIMB_TITLE": "벽 등반", - "RUMOR_ABILITY_SWIM": "잠수 장비를 착용한 몬스터가 있는데, 그 녀석을 기록하면 어떤 물에서도 헤엄칠 수 있다고 하더라고!", - "RUMOR_ABILITY_CLIMB2": "\\\"호박 넝쿨처럼 수직 벽을 기어오를 수 있으면 돌아다니기 훨씬 쉬울 텐데.\\\" 맞지?", - "RUMOR_FARM_BRIDGE": "서쪽 농장에 있는 파이퍼 가족이 다리 때문에 골치가 아프다고 하더라고...", - "RUMOR_ABILITY_CLIMB1": "네가 무슨 생각 하는지 알아!", - "RUMOR_ABILITY_CLIMB3": "나도 몇 년 동안 그 주제에 대해 많이 고민했어!", - "RUMOR_ABILITY_DASH_TITLE": "맹렬한 돌진", - "RUMOR_ABILITY_CLIMB4": "하지만 그게 가능한지 알아내려면 우선 우리 중 한 명이 호박을 기록해야겠지.", - "RUMOR_ABILITY_MAGNETISM_TITLE": "기이한 자기력", - "RUMOR_ABILITY_DASH": "로켓처럼 돌진하는 몬스터가 있다고 하던데. 그걸 기록하면 너도 돌진할 수 있을 거야!", - "RUMOR_INTERMISSION_TITLE": "세모 인간", - "RUMOR_ABILITY_MAGNETISM": "소문에 따르면 전류가 흐르는 이상한 몬스터를 기록하면 자기력을 다루는 힘을 손에 넣는다고 해. 멋지지 않아?", - "BATTLE_ADJECTIVE_LEADER.n": "총대장 {name}{disambiguator}", - "RUMOR_INTERMISSION": "마을 중앙에 머리 대신 세모가 달린 이상한 남자가 둥둥 떠 있어. 너도 혹시 봤어?", - "BATTLE_ADJECTIVE_CAPTAIN.m": "순찰대장 {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "순찰대장 {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "순찰대장 {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "총대장 {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "친구 {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "총대장 {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "친구 {name}{disambiguator}", - "BATTLE_JOINED.m": "{0}이(가) 싸움에 끼어들었다!", - "BATTLE_ADJECTIVE_FRIEND.n": "친구 {name}{disambiguator}", - "BATTLE_SWITCH_PLACES.m": "{0}이(가) 자리를 바꿨다!", - "BATTLE_JOINED.n": "{0}이(가) 싸움에 끼어들었다!", - "BATTLE_DESTROYED.f": "{0}이(가) 파괴됐다!", - "BATTLE_SWITCH_PLACES.f": "{0}이(가) 자리를 바꿨다!", - "BATTLE_SWITCH_PLACES.n": "{0}이(가) 자리를 바꿨다!", - "BATTLE_ORB_BROKE": "구체가 깨졌다! {fusion_name}(이)다!", - "BATTLE_DESTROYED.m": "{0}이(가) 파괴됐다!", - "ABILITY_swim": "잠수개 수영", - "BATTLE_DESTROYED.n": "{0}이(가) 파괴됐다!", - "ABILITY_climb": "호박 넝쿨 공", - "ABILITY_dash": "총알사우루스 대시", - "ABILITY_UNLOCKED_swim": "이제 물속에서 헤엄칠 수 있다!\\n지구력을 소모한다.", - "ABILITY_flight": "잘가조 비행", - "ABILITY_magnetism": "전자기력", - "ABILITY_UNLOCKED_climb": "이제 {control.climb}를 길게 눌러 달라붙는 넝쿨로 벽을 기어오를 수 있다!\\n지구력을 소모한다.", - "ABILITY_UNLOCKED_dash": "이제 {control.dash}를 눌러 짧은 대시를 할 수 있다!\\n지구력을 소모한다.", - "ABILITY_UNLOCKED_magnetism": "이제 {control.magnetism}를 길게 눌러 자성을 띈 사물과 상호작용할 수 있다!\\n지구력을 소모한다.", - "ABILITY_UNLOCKED_flight": "이제 활공 중에 다시 {control.jump}를 눌러 속도를 높일 수 있다!\\n지구력을 소모한다.", - "POST_CREDITS_MESSAGE_1": "원할 경우 저장 파일을 이어서 할 수 있다. 뉴위럴의 순찰대에는 아직 당신의 도움이 필요하다...", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "계속할까? 아직 할당하지 않은 포인트가 남아있다.", - "STAT_ADJUST_MENU_TITLE": "{player}의 기본 능력치", - "STAT_ADJUST_MENU_REMAINING_POINTS": "남은 포인트: {0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "이 화면에서는 {player}의 기본 능력치를 변경할 수 있습니다. 능력치 변경 시 모든 몬스터 형태에 영향을 미칩니다.\\n\\n추가 포인트는 순찰대원 윌마에게서 획득할 수 있습니다. 더 많은 순찰대장에게 승리하면 능력치의 최소 한도가 더 낮아집니다.", - "STAT_ADJUST_MENU_EXPLANATION.f": "이 화면에서는 {player}의 기본 능력치를 변경할 수 있습니다. 능력치 변경 시 모든 몬스터 형태에 영향을 미칩니다.\\n\\n추가 포인트는 순찰대원 윌마에게서 획득할 수 있습니다. 더 많은 순찰대장에게 승리하면 능력치의 최소 한도가 더 낮아집니다.", - "STAT_ADJUST_MENU_EXPLANATION.n": "이 화면에서는 {player}의 기본 능력치를 변경할 수 있습니다. 능력치 변경 시 모든 몬스터 형태에 영향을 미칩니다.\\n\\n추가 포인트는 순찰대원 윌마에게서 획득할 수 있습니다. 더 많은 순찰대장에게 승리하면 능력치의 최소 한도가 더 낮아집니다.", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "이 퀘스트를 수행하려면 순찰대 훈련을 마쳐야 한다.", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "알려지지 않은 순찰대장 #{n}", - "UI_RANGER_STAMP_CARD_ID": "ID: {0}", - "UI_RANGER_STAMP_CARD_HUMAN": "호모 사피엔스", - "UI_RANGER_STAMP_CARD_EARTH": "지구, 21세기", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "전문 분야 불명", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "이 퀘스트를 수행하려면 순찰대 훈련을 마쳐야 한다.", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "이 퀘스트를 수행하려면 순찰대 훈련을 마쳐야 한다.", - "NOTICEBOARD_REQUIREMENT_STORY": "새로운 퀘스트와 보상을 잠금 해제하려면 모르간테의 단서를 조사하여 뉴위럴에서 벗어날 방법을 찾아야 한다.", - "NOTICEBOARD_REQUIREMENT_QUEST": "새로운 퀘스트와 보상을 잠금 해제하려면 '{quest_title}\\' 퀘스트를 완료해야 한다.", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "모든 퀘스트 완료!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name}이(가) 여분의 융합 물질을 {amount}개 찾았다!", - "TUTORIAL_RUMORS_DESCRIPTION2": "항구촌에서 모은 소문은 퀘스트 일지에 기록됩니다.\\n\\n항구촌은 보급품을 마련하기 좋은 곳이니, 들릴 때마다 새로운 소문을 확인하는 것 잊지 마세요!", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "이안테에게 보고해서 보상을 받자!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name}이(가) 여분의 융합 물질을 {amount}개 찾았다!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name}이(가) 여분의 융합 물질을 {amount}개 찾았다!", - "TUTORIAL_RUMORS_DESCRIPTION1": "뉴위럴 섬은 원하는 대로 마음껏 탐험할 수 있는 곳입니다. 다음에 어디로 가는 게 좋을지 의견을 구하고 싶다면, 항구촌에 가서 사람들과 대화하며 소문을 입수하세요.\\n\\n항구촌 주민들은 기꺼이 정보를 주고받을 것입니다! 소문에 나온 장소를 조사하면 퀘스트가 진행되는 것은 물론, 새로운 몬스터를 발견할 수 있는 경우가 많습니다.", - "TUTORIAL_RUMORS_TITLE": "튜토리얼: 소문", - "TUTORIAL_ROGUE_FUSIONS1": "이 몬스터는 순찰대 사이에서 \\\"야생 융합\\\"이라고 불리며, 지하 동굴의 상자 안에 숨어있을 때도 있습니다.\\n\\n야생 융합과 전투하면 귀중한 아이템과 경험치는 물론 특정 희귀 몬스터도 획득할 수 있습니다. 하지만 야생 융합은 항상 그 지역의 다른 몬스터에 비해 훨씬 위험하다는 점 유의하세요!", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "튜토리얼: 야생 융합", - "TUTORIAL_ROGUE_FUSIONS2.m": "어떤 야생 융합은 다른 몬스터들의 무리에 둘러싸여 있으며, 융합을 상대하기에 앞서 그 무리부터 물리쳐야 합니다.\\n\\n자신의 전투 능력에 자신이 없거나 새로운 곳을 탐험 중일 경우, 일반적으로 야생 융합은 건드리지 않는 것이 좋습니다.", - "TUTORIAL_ROGUE_FUSIONS2.n": "어떤 야생 융합은 다른 몬스터들의 무리에 둘러싸여 있으며, 융합을 상대하기에 앞서 그 무리부터 물리쳐야 합니다.\\n\\n자신의 전투 능력에 자신이 없거나 새로운 곳을 탐험 중일 경우, 일반적으로 야생 융합은 건드리지 않는 것이 좋습니다.", - "UI_NEW_GAME_MODES_NOTIFICATION": "커스텀 게임 모드 잠금 해제!", - "TUTORIAL_ROGUE_FUSIONS2.f": "어떤 야생 융합은 다른 몬스터들의 무리에 둘러싸여 있으며, 융합을 상대하기에 앞서 그 무리부터 물리쳐야 합니다.\\n\\n자신의 전투 능력에 자신이 없거나 새로운 곳을 탐험 중일 경우, 일반적으로 야생 융합은 건드리지 않는 것이 좋습니다.", - "LOADING_SCREEN_NAG2_TITLE": "항구촌에서 입수한 소문:", - "LOADING_SCREEN_NAG2_FOOTER": "자세한 내용은 [color=#ab75e8]퀘스트 일지[/color]에서 확인할 수 있다.", - "UI_NEW_GAME_MODES_TITLE": "커스텀 게임 모드", - "UI_NEW_GAME_MODES_VALUE_ON": "켜짐", - "UI_NEW_GAME_MODES_VALUE_OFF": "꺼짐", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "테이프 영구 파손", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "켤 경우 전투에서 패배 시 게임 오버 된다.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "패배 시 게임 오버", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "켤 경우 테이프를 수리할 수 없으며 테이프가 바닥나면 게임 오버 된다.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "켤 경우 전투에서 패배 시 게임 오버 된다.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "켤 경우 전투에서 패배 시 게임 오버 된다.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "켤 경우 첫 테이프 및 동료의 테이프와 각 서식지에서 발견되는 몬스터가 무작위로 변경된다.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "몬스터 무작위 변경", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "타입 무작위 변경", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "기술 무작위 변경", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "켤 경우: 테이프 업그레이드 시 잠금 해제되는 스티커와 몬스터가 보유한 기술이 무작위로 변경된다.", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "켤 경우 각 몬스터 종의 원소 타입이 무작위로 변경되며, 이에 맞춰 획득 가능한 기술들이 조정된다.", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "시드에 기반하여 무작위화, 다양한 생성기, 상인 재고, 생성 퀘스트 등이 변경된다.", - "UI_NEW_GAME_MODES_RANDOM_SEED": "무작위 시드", - "UI_NEW_GAME_MODES_START_BUTTON": "게임 시작", - "UI_GAME_OVER": "게임 오버", - "SIGN_ELECTROSHACK": "바이마트", - "SIGN_CLOSED": "영업 준비 중", - "SIGN_SPACE_ZONE": "스페이스 존", - "about": "개발자 정보", - "donation": "기부하기", - "patreon": "Patreon", - "noItems": "아이템 없음", - "privacyPolicy": "개인 정보 정책", - "termsAndConditions": "이용약관", - "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", - "patrons": "후원자", - "habitat": "서식지", - "useGifs": "GIF 사용", - "alphabetical": "알파벳순", - "bestiaryId": "우화집 ID", - "static": "공전", - "gifNum": "GIF {0}", - "additionalStats": "추가 통계", - "viewOn": "{0} 에서 보기", - "initial": "초기의", - "unavoidable": "피하기 어려운", - "cost": "비용", - "canBeCopied": "복사 가능", - "characters": "캐릭터", - "partnerMonster": "파트너 몬스터", - "portraitNum": "초상화 {0}", - "tags": "태그", - "overworld": "오버월드", - "percentTitle": "퍼센트", - "backup": "백업", - "hashCode": "6B4A6F963F995A74E3B7B1CF40716677" - } - }, - "es_MX": { - "id": 9, - "locale": "es_MX", - "messages": { - "MOVE_MAGIC_TOME_NAME": "Grimorio", - "DLC_00_COSPLAY_NAME": "Paquete de disfraces", - "UI_PARTY_MOVE_STICKER": "Intercambiar calcomanías", - "UI_SETTINGS_GLITCH_EFFECTS": "Efectos de distorsión", - "UI_PARTY_EDIT_MOVES": "Modificar calcomanías", - "MOVE_DESCRIPTION_FINAL_BREATH": "Si tus PV están por encima del 80 % y sufres un ataque capaz de reducirlos a 0, sobrevives y quedas con 1 PV.", - "MOVE_NAME_WEB_WRAP": "Enmarañamiento", - "MOVE_NAME_TREASURE_DIG": "Buscatesoros", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} (v. {content_version})", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC: {content_name}", - "MOVE_DESCRIPTION_DEEP_FREEZE": "Congela el walkman del rival y le aplica el efecto de estado \\\"cinta atascada\\\".", - "CONFIRM_LOAD_MODS1": "Mods detectados: {num_mods}.", - "CONFIRM_LOAD_MODS2": "Ten en cuenta que un mod malintencionado podría acceder a tu sistema de archivos y realizar operaciones en tu computadora sin tu control.", - "UI_PARTY_VIEW_MOVES": "Ver calcomanías", - "NOTIFICATION_GENERIC": "Notificación", - "MOVE_TRAP_JAW_NAME": "Mandíbulas terribles", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "Evasión neutralizada", - "MOVE_DESCRIPTION_TREASURE_DIG": "Excava para encontrar un objeto al azar. Quien gane el combate se lo lleva.", - "STATUS_GEMSTONE_WALL_NAME": "Muro de gemas", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques. El muro otorgará, además, 1 PA adicional por turno a quien lo use.", - "MOVE_DESCRIPTION_TRIPWIRE": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista sin coste de PA cuando su rival use un ataque cuerpo a cuerpo. La probabilidad se reduce en proporción con el coste normal de PA de ese movimiento.", - "DLC_01_PIER_NAME": "Embarcadero de lo Desconocido", - "UI_SETTINGS_AUDIO_TRANSFORM": "Sonido para transformaciones", - "MOVE_DESCRIPTION_MAGIC_TOME": "Golpea a un objetivo y reduce su defensa a distancia.", - "MOVE_COLD_FUSION_NAME": "Fusión fría", - "MOVE_DESCRIPTION_TRAP_JAW": "Se usa automáticamente después de \\\"mordisco\\\" y aplica al objetivo el efecto de estado \\\"evasión neutralizada\\\".", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Los personajes que tengan aplicado \\\"evasión neutralizada\\\" ven reducida su evasión al 1 % de su valor normal.", - "MOVE_NAME_TRIPWIRE": "Trampa y contrataque", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato. Además del comportamiento habitual de los muros, \\\"muro de gemas\\\" otorga a quien lo usa 1 PA adicional por turno.", - "TITLE_SCREEN_DLC_BTN": "Ver DLC en la tienda", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "¿Seguro que quieres cargar esta partida?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Esta partida no se guardó con los mods que tienes ahora. Si la cargas, es posible que quede inutilizada si en el futuro desinstalas algún mod.", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Desactivados", - "LOOT_HEADING_TREASURE": "Tesoros", - "MOVE_NAME_STICKY_SPRAY": "Trampa pegajosa", - "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", - "UI_SAVE_REQUIRE_DLC": "Esta partida no se puede cargar porque se creó con un DLC o mod que no está instalado.", - "STATUS_TAPE_JAM_NAME": "Cinta atascada", - "UI_SETTINGS_COLOR_BLIND": "Modo para daltónicos", - "MOVE_DEEP_FREEZE_NAME": "Congelación", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continuar", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Música cantada", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Activados", - "BATTLE_TOAST_SWITCH_BLOCKED": "NO SE PUEDE CAMBIAR", - "MOVE_GEMSTONE_WALL_NAME": "Muro de gemas", - "STATUS_TAPE_JAM_DESCRIPTION": "Los personajes que tengan aplicado \\\"cinta atascada\\\" no podrán cambiar la cinta que estén utilizando hasta que el efecto termine o se les rompa la cinta.", - "MOVE_DESCRIPTION_COLD_FUSION": "Se activa cuando alguien se fusiona. La fusión pierde el 20 % de sus puntos de vida máximos y sufre el efecto de estado \\\"intimidación\\\".", - "MOVE_TREASURE_DIG_TOAST": "¡PARA TI!", - "MOVE_FINAL_BREATH_NAME": "Último aliento", - "CONFIRM_LOAD_MODS3": "Solo tú eres responsable del riesgo que decidas correr al utilizar cualquier mod.", - "CONFIRM_LOAD_MODS4": "¿Seguro que quieres cargar estos mods?", - "CONFIRM_LOAD_MODS_QUIT": "Salir", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continuar sin cargar los mods", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} (v. {content_version}), de {content_author}", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Potencia atronadora", - "PINBOLT_NAME_PREFIX": "Flippe", - "PICKSIE_NAME": "Excavasgo", - "AURICLAW_DESCRIPTION": "una araña con una máscara de oro", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Un trasgo asustadizo", - "ADEPTILE_DESCRIPTION": "un reptil con una larga túnica", - "RUMOR_SPIDER_CAVE_3": "Qué raro, ¿no? Que yo sepa, nunca ha habido actividad minera en el pantano.", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Velocidad increíble", - "PICKSIE_ENCOUNTER_MEREDITH_1": "Pero ¿qué hace el monstruo ese metiéndose bajo tierra? Yo diría que si volvemos a verlo, lo mejor será acercarnos con sigilo y sin que nos vea.", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Por lo visto, se abrió camino cavando con un pico, pero salió pitando en cuando mi amigo se le acercó.", - "PICKSIE_LORE_1": "Los excavasgo son ávidos buscatesoros que pasan años enteros excavando en cuevas, minas y tumbas, en busca de gemas y otros objetos de valor. Suelen adornarse con los tesoros que descubren, y también protegerse con las armas y armaduras que encuentran.", - "TRAPWURM_LORE_2": "El [i]lindworm[/i] es un ser de la mitología europea, parecido a un dragón. A menudo se lo representa como una bestia serpentina enorme con aletas dorsales en la espalda, como las de los peces.", - "OVERWORLD_SPIDERCAVE_EUGENE": "Telarañas enormes, ¿eh? [pause]Será que hay bichos enormes. No hay problema: tengo ganas de pelea.", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué aspecto de la electricidad quieres representar?", - "DIVEBERG_DESCRIPTION": "un ser con un iceberg en la espalda y una escafandra", - "PINBOLT_LORE_2": "Aunque la primera máquina de [i]pinball[/i] moderna se inventó en los años 40 del siglo XX, su origen está en el juego conocido como [i]bagatelle[/i], que se jugaba en mesas de madera. También comparte historia y desarrollo con el [i]pachinko[/i].", - "DIVEBERG_LORE_1": "Si se exponen a temperaturas bajo cero durante el tiempo suficiente, los focarinista acaban adoptando la forma de submariceberg. Se cree que el paso a una forma bípeda obedece al objetivo de moverse con más facilidad por terrenos nevados y hostiles.", - "PINBOLT_NAME_SUFFIX": "lectro", - "TRAPWURM_LORE_1": "Los sierpepo son capaces de aguantar la respiración durante varios días mientras esperan camuflados bajo tierra o barro a que su presa los pise. Sus mandíbulas poseen una fuerza descomunal que hace casi imposible separarlas.", - "TRAPWURM_DESCRIPTION": "una sierpe con patas y enormes mandíbulas", - "WYRMAW_NAME_SUFFIX": "ierpe", - "WYRMAW_LORE_1": "Ya demasiado grandes para esconderse bajo tierra y engañar a sus presas, los faucierpe recurren a tentar a sus posibles víctimas haciendo ondear su bandera y emitiendo un tintineo agradable con los cascabeles que les adornan el cuello.", - "RUMOR_SPIDER_CAVE_TITLE": "Mina abandonada", - "RUMOR_SPIDER_CAVE_2": "Durante uno de sus paseos por el pantano, descubrió la entrada de una mina cerrada por un desprendimiento.", - "RUMOR_SPIDER_CAVE_1": "Conoces a Philip, ¿no? El marido de Dip, el que tiene la granja cerca del Arroyo de Atata…", - "PICKSIE_ENCOUNTER_VIOLA_1": "Parece que atrapamos desprevenido a ese espíritu. De cruzarse de nuevo nuestros caminos durante nuestro viaje, sería sensato acercarnos sin que nos vea.", - "DIVEBERG_NAME_PREFIX": "Submari", - "AURICLAW_LORE_1": "Para alcanzar la madurez, los ferrigarra siguen un proceso de metamorfosis alquímica que hace que las protecciones y ornamentos de hierro que tienen en el cuerpo se transformen en una aleación de oro. Los garráureo son la primera línea de defensa de sus vastos territorios.", - "PICKSIE_ENCOUNTER_FELIX_1": "¿Se… metió bajo tierra? Se ve que les tiene miedo a los humanos. Mira, si nos lo volvemos a cruzar, nos conviene acercarnos a él sin que nos vea.", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Tengo un amigo guarda que estuvo destinado {location_0_phrase} y me contó que una vez vio un ser de lo más curioso: una especie de trasgo pequeño y muy asustadizo.", - "PINBOLT_NAME": "Flippelectro", - "ADEPTILE_LORE_2": "Uno de los pilares ancestrales de las creencias alquímicas es que todas las cosas están compuestas por los cuatro elementos clásicos: tierra, fuego, agua y aire.", - "TRAPWURM_NAME_PREFIX": "Sierpe", - "TRAPWURM_NAME_SUFFIX": "epo", - "DIVEBERG_NAME_SUFFIX": "ceberg", - "HARBOURTOWN_BOOK_6": "En las notas apresuradas se puede leer: \\\"… Cierto reptil estudioso de las artes arcanas alcanzará el máximo de sus capacidades si se le da la posibilidad de leer un libro de magia\\\".", - "ADEPTILE_NAME": "Repticero", - "DIVEBERG_NAME": "Submariceberg", - "FERRICLAW_NAME_PREFIX": "Ferri", - "FERRICLAW_LORE_1": "La existencia de los ferrigarra en Nueva Wirral es un descubrimiento reciente, y eso se debe a que su hábitat se encuentra en las profundidades de varias cuevas más o menos interconectadas. Les gusta engalanarse con las máscaras mortuorias que desentierran, pertenecientes a civilizaciones antiguas.", - "FERRICLAW_NAME_SUFFIX": "garra", - "WYRMAW_DESCRIPTION": "una gran sierpe con una bandera en la cabeza", - "PINBOLT_DESCRIPTION": "un ser con forma de muelle con una bola flotante por cabeza", - "WYRMAW_NAME_PREFIX": "Fauc", - "DIVEBERG_LORE_2": "La temperatura natural más baja que se ha registrado jamás en la Tierra (89,2 grados centígrados bajo cero) se dio en Artántida en 1983.", - "PICKSIE_ENCOUNTER_DOG_1": "¿Guau?", - "FERRICLAW_NAME": "Ferrigarra", - "PICKSIE_NAME_PREFIX": "Excav", - "PICKSIE_NAME_SUFFIX": "asgo", - "TRAPWURM_NAME": "Sierpepo", - "AURICLAW_LORE_2": "Era común hacer máscaras mortuorias de soberanos y personajes famosos. La más famosa de la historia moderna es probablemente la máscara de Tutankamón, elaborada aproximadamente en el año 1323 d. C.", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Uy, ¿asustamos a ese monstruo? Parece que se ha metido bajo tierra para huir. La próxima vez que nos topemos con él, deberíamos intentar acercarnos con sigilo y sin que nos vea.", - "ADEPTILE_LORE_1": "Los repticero han dedicado todo su ser a la búsqueda de conocimiento arcano. Como son ya poco más que una cabeza, llevan una túnica larga y solemne para disimular su ausencia de cuerpo.", - "ADEPTILE_NAME_SUFFIX": "cero", - "OVERWORLD_SPIDERCAVE_MEREDITH": "¡¿Ya viste qué [shake rate=30 level=10]grandes[/shake] son esas telarañas?! [pause]Bah. [pause]De ninguna forma. [pause]Yo digo que nos larguemos.", - "AURICLAW_NAME": "Garráureo", - "FERRICLAW_LORE_2": "Las máscaras mortuorias son réplicas del rostro de una persona que se hacen tras su muerte. Existen diferentes métodos y materiales para elaborarlas, y han aparecido en muchas culturas y eras de la historia de la humanidad.", - "PICKSIE_DESCRIPTION": "un trasgo enmascarado con un pico", - "PICKSIE_SUBTITLE": "Trasgo del tesoro", - "ADEPTILE_NAME_PREFIX": "Repti", - "AURICLAW_NAME_SUFFIX": "áureo", - "FERRICLAW_DESCRIPTION": "una araña con una máscara oxidada", - "AURICLAW_NAME_PREFIX": "Garra", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "¿Eso son… telarañas? Son [wave amp=30 freq=10]un poco grandes[/wave], ¿no te parece?", - "OVERWORLD_SPIDERCAVE_VIOLA": "¿Es costumbre de las arañas del lugar el tejer telarañas de… tan descomunal tamaño?", - "OVERWORLD_SPIDERCAVE_FELIX": "No creo que nos hayamos encontrado telarañas gigantes hasta ahora. Lo digo porque es el tipo de cosa que no se me habría olvidado fácilmente.", - "PINBOLT_LORE_1": "La cabeza de metal de los flippelectro flota en el aire separada de su cuerpo, sostenida por el campo magnético que generan sus dos aletas. Puede utilizar ese campo magnético para lanzar rayos de energía con su única mano.", - "PICKSIE_ENCOUNTER_EUGENE_1": "¡Me lleva, se nos escapó! A lo mejor, si es que volvemos a verlo, deberíamos intentar acercarnos por detrás para que no nos vea y vuelva a huir.", - "PICKSIE_LORE_2": "Los enanos son seres de la mitología germánica a los que se suele describir como humanoides de baja estatura. Suele asociárselos con las minas, las cuevas y la herrería.", - "WYRMAW_NAME": "Faucierpe", - "WYRMAW_LORE_2": "El [i]lindworm[/i] aparece en muchas historias europeas. Una de ellas es la leyenda del \\\"Gusano de Lambton\\\", un ser parecido al [i]lindworm[/i] que aterrorizaba a los habitantes de los pueblos cercanos al río Wear, donde se dice que moraba.", - "GAME_OVER_VIOLA1": "¡{player} se alza de nuevo!", - "GAME_OVER_EUGENE1.n": "¡Y vuelve a estar liste para el combate! Vamos, {player}, andando.", - "LEVEL_WARNING_meredith.v3": "Los monstruos de aquí dan más miedo que tú y que yo. A lo mejor deberíamos volver en otro momento, [pause]¿no?", - "HARBOURTOWN_NPC_13_DIALOGUE2": "No pasa nada… [pause]Siempre puedo quedarme en este lado del pueblo, [pause]digo yo.", - "HARBOURTOWN_NPC_13_DIALOGUE3": "Vaya… [pause]Bajaron el puente.", - "HARBOURTOWN_NPC_14_DIALOGUE1": "Cómo es la vida… [pause]Con todo lo que me esforcé para salir de mi pueblo. [pause]Me esforcé muchísimo.", - "HARBOURTOWN_NPC_14_DIALOGUE2": "Estaba lista para empezar la siguiente etapa de mi vida [pause]y resulta que acabo atrapada en [wave amp=30 freq=10]otro[/wave] pueblo.", - "HARBOURTOWN_NPC_14_DIALOGUE3": "Supongo que es eso lo que el destino me tenía reservado [pause]o algo así.", - "HARBOURTOWN_NPC_15_DIALOGUE1": "Villapuerto siempre ha contado con algún tipo de \\\"cuerpo de voluntarios\\\". [pause]Si no, no habría podido aguantar en pie tanto tiempo.", - "HARBOURTOWN_NPC_15_DIALOGUE2": "Los guardas de Ianthe son la versión más reciente. [pause]Buscamos víveres, ayudamos a resolver las preocupaciones de la gente… Hacemos de todo.", - "HARBOURTOWN_NPC_15_DIALOGUE3": "Cuando apareció el fenómeno de las cintas se hizo aún más difícil mantener el orden. [pause]Eso sí, si hay alguien capaz de lograrlo, esa es Ianthe.", - "HARBOURTOWN_NPC_16_DIALOGUE2": "El mejor consejo que puedo darte [pause]es que procures disfrutar de la vida que tienes aquí.", - "HARBOURTOWN_NPC_16_DIALOGUE1": "Muchos de los recién llegados al pueblo pasan… [pause]un periodo complicado.", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", - "HARBOURTOWN_NPC_17_DIALOGUE1": "¡La historia de Villapuerto es más interesante de lo que uno podría pensar!", - "HARBOURTOWN_NPC_17_DIALOGUE2": "Es importante conocer la historia que hemos tenido aquí para poder prever lo que nos pueda deparar el futuro.", - "HARBOURTOWN_NPC_18_DIALOGUE1": "Mi bisabuelo era uno de los marineros que naufragaron en Nueva Wirral hace más de cien años.", - "HARBOURTOWN_NPC_18_DIALOGUE2": "Seguro que estaría orgulloso de ver cómo hemos ido mejorando este sitio.", - "HARBOURTOWN_NPC_19_DIALOGUE": "Si alguna vez te quedas sin saber adónde ir, intenta preguntar por el pueblo. ¡A veces un buen rumor puede darte la pista que necesitas!", - "TUTORIAL4_PART3B_KAYLEIGH6": "Los arcángeles son…", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Lo de esa \\\"fusión\\\" nuestra…", - "TUTORIAL4_PART3C_KAYLEIGH2": "La \\\"fusión\\\" es un fenómeno muy poco frecuente, según cuentan los guardas. Hay monstruos fusionados en la naturaleza y se dice que la jefa de los guardas también puede hacerlo.", - "TUTORIAL4_PART3B_KAYLEIGH7": "Por lo visto, los primeros pobres desgraciados que acabaron arrastrados a las costas de Nueva Wirral creyeron que los monstruos de aquí eran ángeles.", - "TUTORIAL4_PART3B_KAYLEIGH8": "Y [pause]algunos dejaron también escritos que hablaban de otros seres, más poderosos… [pause]Seres cuyo aspecto, cuya aura era \\\"antinatural\\\".", - "TUTORIAL4_PART3B_KAYLEIGH9": "Como es lógico, a esos seres los llamaron \\\"arcángeles\\\"…, [pause]que son la categoría superior del orden de los ángeles.", - "TUTORIAL4_PART3B_KAYLEIGH10": "Claro que, cuando la gente se dio cuenta de que podía luchar con los monstruos normales y hasta derrotarlos, perdieron ese [wave amp=30 freq=10]\\\"atractivo angélico\\\"[/wave].", - "TUTORIAL4_PART3B_KAYLEIGH11": "Han tenido muchos nombres con el paso de los años… \\\"Ángeles\\\", \\\"demonios\\\", \\\"diablos\\\", \\\"engendros\\\"…", - "TUTORIAL1_PART2_KAYLEIGH4": "Solo que la bici eres tú.", - "TUTORIAL1_PART2_KAYLEIGH10": "Y, por si fuera poco, el daño que sobre del ataque que la haya roto se aplicará a tu vida, a la barra roja.", - "TUTORIAL1_PART2_KAYLEIGH2": "Te acostumbrarás enseguida… [pause]¡Es como andar en bici!", - "TUTORIAL1_PART2_KAYLEIGH5": "¿Ves ese adefesio con botas? Es un botajack, y si nos acercamos más, se va a poner agresivo.", - "TUTORIAL1_PART2_KAYLEIGH3": "O, bueno, [pause]más bien… [pause]como si la bici se transformara en {first_tape_description}…", - "TUTORIAL1_PART2_KAYLEIGH11.f": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", - "TUTORIAL1_PART2_KAYLEIGH11.m": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", - "TUTORIAL1_PART2_KAYLEIGH13": "¡Bien, pues vamos a repartir golpes!", - "TUTORIAL1_PART2_KAYLEIGH12": "¿Entendiste?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", - "TUTORIAL2_PART1_KAYLEIGH1.m": "¿Estás cansado, {player}? Podemos descansar aquí, si quieres.", - "TUTORIAL1_PART2_KAYLEIGH14": "¡Muy bien!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "¿Estás cansada, {player}? Podemos descansar aquí, si quieres.", - "TUTORIAL1_PART2_KAYLEIGH16": "¡Estupendo! Pues vamos a subir, ¿no? Te dejaré que tomes la iniciativa en los combates a partir de ahora, pero no te preocupes, siempre estaré cerca de ti.", - "TUTORIAL1_PART2_KAYLEIGH15": "No sé por qué no funciona ese montacargas. Por aquí debería haber un interruptor para volver a encenderlo.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Por aquí habrá más monstruos merodeando, pero, tranquile, que podemos con ellos.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Por aquí habrá más monstruos merodeando, pero, tranquila, que podemos con ellos.", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Ven, ¡es por aquí!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Por aquí habrá más monstruos merodeando, pero, tranquilo, que podemos con ellos.", - "HARBOURTOWN_NPC_1_DIALOGUE3": "¡Hola otra vez! [pause]¿Qué te parece Villapuerto?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "¡Ah, [pause]le chique nueve! [pause]¡Me alegra volver a verte!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Hola, chique nueve. [pause]Espero que te estés adaptando bien.", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Hola, chica nueva. [pause]Espero que te estés adaptando bien.", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Hola, chico nuevo. [pause]Espero que te estés adaptando bien.", - "HARBOURTOWN_NPC_1_DIALOGUE5": "¿Te estás acostumbrando ya a vivir aquí? [pause]A mí me llevó… [pause]bastante tiempo aceptar lo que me había pasado cuando acabé aquí.", - "HARBOURTOWN_NPC_1_DIALOGUE6": "¡Ah, hola! [pause]¿Qué te parece la isla? [pause]Aquí todos hacemos lo que podemos, pero entiendo que, a veces, la soledad nos da a todos.", - "HARBOURTOWN_NPC_1_DIALOGUE8": "¡Hola! [pause]Aquí estoy otra vez, mirando el mar Infinito, como de costumbre. [pause]No sé qué es, pero tiene algo que me relaja.", - "HARBOURTOWN_NPC_1_DIALOGUE7": "A veces, la vida te da cosas que no te esperas. [pause]Y, a veces, eso que no te esperas es… [pause]en fin… [pause]esto.", - "HARBOURTOWN_NPC_1_DIALOGUE9": "A veces tengo esperanza de ver venir un barco en el horizonte para rescatarnos. [pause]Pero ya llevo aquí bastante tiempo… y no creo que nos vaya a rescatar nadie.", - "HARBOURTOWN_NPC_1_DIALOGUE10": "¡Hola de nuevo! [pause]¿Qué tal te va?", - "HARBOURTOWN_NPC_2_DIALOGUE2": "¿[shake rate=30 level=10]Seguro[/shake] que no me reconoces? [pause]¿Ni siquiera tantito?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "Supongo que no esperabas ver aquí a alguien tan famoso como [wave amp=30 freq=10]yo[/wave], [pause]¿eh? [pause][pause]Espera… ¿no me reconoces?", - "INTRO_PENSBY24": "No creo que sea nada grave. Transformarse por primera vez tiene un efecto muy intenso en la mente.", - "CLEMENCE_CAFE2": "En la villa había un gramófono, una máquina vieja que toca música al ponerle discos. Así que me quedé con esa máquina y la convertí en la pieza central de mi café. Pero entonces la gente empezó a quejarse: \\\"Clémence, ¡tienes un gramófono y no tienes música…!\\\".", - "CLEMENCE_QUESTION_ARRIVAL": "¿Cómo acabaste aquí?", - "CLEMENCE_QUESTION_COFFEE": "¿Cómo es que sabes hacer café?", - "CLEMENCE_QUESTION_BYE": "¡Hasta pronto!", - "CLEMENCE_CAFE1": "\\\"Oui\\\". Cuando llegué a Villapuerto, la gente se moría por tener un sitio para hacer vida social, un sitio con estilo. Así que me encargué de crearlo, porque, si no, nadie lo iba a hacer.", - "CLEMENCE_BYE": "¡\\\"Au revoir\\\"!", - "LEVEL_WARNING_meredith.v2": "Aquí los monstruos parecen bastante fuertes. [pause]A lo mejor deberíamos dar la vuelta.", - "LEVEL_WARNING_viola.v2": "Este lugar me hace sentir preocupación. Temo que pusimos pie en tierras peligrosas, camarada.", - "CLEMENCE_INTRO2": "Me llamo Clémence y estás en el Café Gramófono. No es por presumir, pero tengo un montón de discos y hago el mejor café del lugar. Aunque tampoco es que tenga mucha competencia.", - "CLEMENCE_INTRO1.f": "¡\\\"Bonjour\\\"! [pause]No suele venir mucha gente nueva por aquí, ¡y menos chicas tan guapas como tú!", - "PARTNER_LEVELUP_VIOLA1": "Puede que mi pericia para el combate te impresione, pues he estado mejorando mis habilidades en tu ausencia.", - "LEVEL_WARNING_meredith.v1": "¿No te parece que esta zona es demasiado peligrosa? [pause]Los monstruos de aquí dan bastante miedo.", - "TUTORIAL4_PART3B_KAYLEIGH19": "¡A lo mejor no sabes lo que son las películas!", - "TUTORIAL4_PART3_KAYLEIGH18": "Al fin y al cabo, somos de mundos diferentes.", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "¡Sí sé!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "¡He visto un montón!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "¿Películas? ¿Qué es eso? No, es broma.", - "TUTORIAL4_PART3B_KAYLEIGH20": "Uff… [pause]Pues, [pause]¡qué bueno! Es que llevo tres años en Nueva Wirral y aún no he aprendido bien a calibrar mis… [pause]referencias culturales cuando hablo con gente nueva.", - "TUTORIAL4_PART3C_KAYLEIGH1": "Ah. [pause]Sí. [pause][wave amp=30 freq=10]Eso[/wave].", - "TUTORIAL4_PART3C_KAYLEIGH3": "Cuando se dan las circunstancias adecuadas, dos personas que están en forma de monstruo pueden unirse y formar un [wave amp=30 freq=10]ser muy poderoso[/wave].", - "PARTNER_LEVELUP_EUGENE1": "¡He estado entrenando mucho y te aviso que soy [shake rate=30 level=10]mucho más fuerte[/shake] que la última vez que luchamos!", - "PARTNER_LEVELUP_KAYLEIGH1": "He estado practicando mis [wave amp=30 freq=10]habilidades de combate contra monstruos[/wave] desde la última vez. ¡Te vas a quedar de piedra!", - "TUTORIAL4_PART3D_KAYLEIGH3": "¿Y que conoce una manera de salir de Nueva Wirral?", - "TUTORIAL4_PART3C_KAYLEIGH8": "Perdona, [pause]¡me da un poco de vergüenza hablar de ello!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "¡Nos ayudó a derrotar al arcángel!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "¡Nos ayudó a derrotar al arcángel!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "¡Nos ayudó a derrotar al arcángel!", - "TUTORIAL4_PART3C_KAYLEIGH9": "Ah… Sí, supongo que es así.", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Si no hubiera sido por eso, ¡no la contamos!", - "TUTORIAL4_PART3D_KAYLEIGH2": "¿Dices que los recuerdos de ese arcángel, Morganta, están ahora [wave amp=30 freq=10]dentro de ti[/wave]?", - "TUTORIAL4_PART3D_KAYLEIGH1": "Entonces, a ver, si entendí bien…", - "OUTSKIRTS_3_-1_GIFTER1.n": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿no?", - "TUTORIAL4_PART3D_KAYLEIGH22": "Si hay una sola probabilidad de que todo esto nos lleve a encontrar la salida de la isla para que todo el mundo pueda volver a casa con su familia…", - "TUTORIAL4_PART3C_KAYLEIGH10": "Ahora que ya lo hice, me siento rara. Como si… se hubiera abierto una puerta que ni siquiera sabía que existía.", - "TUTORIAL4_PART3C_KAYLEIGH11": "Creo que sería capaz de volver a fusionarme contigo, si alguna vez nos hiciera falta.", - "GAME_OVER_FIRST_PENSBY3.n": "Si van a viajar por Nueva Wirral, más les vale juntar material de primeros auxilios antes de irse.", - "GAME_OVER_EUGENE1.f": "¡Y vuelve a estar lista para el combate! Vamos, {player}, andando.", - "LEVEL_WARNING_kayleigh.v2.f": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", - "LEVEL_WARNING_kayleigh.v2.n": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", - "GAME_OVER_MEREDITH1": "¿Por fin despertaste?", - "PARTNER_LEVELUP_FELIX1": "Últimamente me ha dado por entrenar en forma de monstruo. Después de todo, tengo que seguirte el ritmo.", - "TUTORIAL2_PART3_KAYLEIGH4": "No sabemos muy bien [wave amp=30 freq=10]cómo[/wave] funciona, pero funciona. [pause]Así que no le damos más vueltas.", - "TUTORIAL2_PART3_KAYLEIGH8": "¡Pues vamos a darle lo suyo al bicho este!", - "TUTORIAL2_PART4_PLAYER1": "¡¿Esto es normal?!", - "TUTORIAL2_PART4_PLAYER2": "¿Qué está pasando?", - "TUTORIAL2_PART4_KAYLEIGH1": "Algunos monstruos nos dan… habilidades especiales cuando los grabamos, aparte de poder adoptar su forma.", - "TUTORIAL2_PART4_KAYLEIGH2": "¡No te preocupes!", - "TUTORIAL2_PART4_KAYLEIGH3": "Perdona, a lo mejor debí haberte avisado, pero pensé que sería más fácil enseñártelo.", - "TUTORIAL2_PART4_KAYLEIGH4": "Con esto podemos planear por encima de esa brecha de ahí.", - "TUTORIAL3_PART1_KAYLEIGH1": "¿Qué pasa aquí? Si esto es cosa de los monstruos, más nos vale abrir bien los ojos.", - "TUTORIAL3_PART1_KAYLEIGH2": "Vamos…", - "TUTORIAL3_PART2_KAYLEIGH1": "Notaste eso, ¿verdad?", - "TUTORIAL3_PART2_KAYLEIGH2": "Pero ¡¿qué es eso?!", - "TUTORIAL3_PART2_KAYLEIGH3": "¿Eso ha estado aquí siempre?", - "TUTORIAL2_PART3_KAYLEIGH1": "¡Bien, toma!", - "TUTORIAL2_PART3_KAYLEIGH2": "Hay una cosa curiosa que tienen los monstruos de Nueva Wirral…", - "TUTORIAL2_PART3_KAYLEIGH3": "Cuando están debilitados, es posible, [pause]eh… [pause]grabar su esencia en esas cintas.", - "TUTORIAL2_PART3_KAYLEIGH6": "¡Así es como consigues nuevas formas de monstruo!", - "TUTORIAL2_PART3_KAYLEIGH5": "Intenta cambiar a la cinta que acabas de grabar.", - "TUTORIAL2_PART3_KAYLEIGH7": "Eso sí, si un monstruo sufre demasiado daño, huirá y no podrás grabarlo. [pause]¿Entendiste todo hasta aquí?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "¿Estás cansade, {player}? Podemos descansar aquí, si quieres.", - "TUTORIAL2_PART1_KAYLEIGH2.f": "Estos espacios para hacer fogatas indican las zonas en las que es seguro acampar.", - "TUTORIAL2_PART2_KAYLEIGH2": "Debe haber una manera de hacer que venga hasta aquí…", - "TUTORIAL2_PART2_KAYLEIGH1": "Mira, ¿ves ese monstruo de ahí?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "Estos espacios para hacer fogatas indican las zonas en las que es seguro acampar.", - "TUTORIAL2_PART1_KAYLEIGH3": "¡Te permiten arreglar tus cintas y curarte!", - "TUTORIAL2_PART1_KAYLEIGH2.m": "Estos espacios para hacer fogatas indican las zonas en las que es seguro acampar.", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "¡Por supuesto!", - "TUTORIAL1_PART1_KAYLEIGH5": "¡No te preocupes, te explicaré en un momento!", - "TUTORIAL1_PART1_KAYLEIGH6": "¡Me alegra verte con ganas!", - "TUTORIAL1_PART1_KAYLEIGH7": "¿Ves ese camino de ahí?", - "TUTORIAL1_PART1_KAYLEIGH8": "Se ve que anoche hubo un terremoto, o bien algún monstruo haciendo de las suyas. Se nota por las grietas del suelo.", - "INTRO_KAYLEIGH19": "Nunca sé cómo dar la noticia.", - "INTRO_KAYLEIGH20.m": "Estás atrapado aquí.", - "INTRO_KAYLEIGH20.f": "Estás atrapada aquí.", - "INTRO_KAYLEIGH13": "En fin, [pause]deberíamos hacer algo para que entres en calor o te vas a congelar con esa pijama.", - "INTRO_KAYLEIGH12": "Yo soy Kayleigh. ¡Encantada de conocerte, {player}!", - "INTRO_KAYLEIGH30": "No está lo que se dice… [pause]en la Tierra. O eso creemos.", - "INTRO_KAYLEIGH14": "¿Qué te parece?[pause] Un sitio curioso, ¿eh?", - "INTRO_KAYLEIGH14_OPTION1": "¿Dónde estoy?", - "INTRO_KAYLEIGH14_OPTION2": "¿Qué sitio es este?", - "INTRO_KAYLEIGH15.m": "Bienvenido a Villapuerto…", - "INTRO_KAYLEIGH5": "Ah, sí, ya se nota. En ese caso, toma esta.", - "CLEMENCE_ARRIVAL2": "Echo de menos…", - "CLEMENCE_ARRIVAL3": "… las motos.", - "TUTORIAL1_PART2_KAYLEIGH6": "¡Así que vamos a acercarnos, claro!", - "TUTORIAL1_PART2_KAYLEIGH7": "Te dio un buen golpe, ¡pero tu monstruo es capaz de aguantar eso y más!", - "TUTORIAL1_PART2_KAYLEIGH8": "La barra verde representa la vida de tu forma de monstruo y la barra roja es la tuya.", - "TUTORIAL1_PART2_KAYLEIGH9": "Si una forma pierde toda su vida durante un combate, su cinta se romperá y habrá que arreglarla.", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "¿No es parte de Villapuerto?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "¿Dices que eso no es normal?", - "TUTORIAL3_PART2_KAYLEIGH4": "¡No había visto nada parecido en mi vida!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, ¿notas algo raro en el aire?", - "TUTORIAL3_PART2_KAYLEIGH5": "¡¿Acaso esto ha estado siempre enterrado aquí?!", - "HARBOURTOWN_STATION_MORGANTE1": "¿ERES TÚ, MORDREO?\\n\\nACÉRCATE, HIJO MÍO… PARA PODER CONTEMPLARTE UNA ÚLTIMA VEZ.", - "HARBOURTOWN_STATION_KAYLEIGH1": "Este sitio huele a… metal quemado. No sé cómo explicarlo…", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Es… Es…[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "EL LARGO CONFLICTO HA LLEGADO A SU FIN… TEMO QUE ESTA VEZ HAYA SIDO COMPLETA MI DERROTA.", - "INTRO_KAYLEIGH8.f": "¡Te toca! ¡Vamos, nada de penas!", - "INTRO_KAYLEIGH6": "Genial, y, ahora, métela en el walkman, [pause]ponte los audífonos [pause]¡y presiona \\\"Play\\\"!", - "INTRO_KAYLEIGH3": "Toma. [pause]Te va a hacer falta.", - "INTRO_KAYLEIGH4": "A ver, antes de nada: [pause]¿Cuál es tu… [pause]estética favorita?", - "LEVEL_WARNING_dog.v1": "Parece que Perry está nervioso. Tal vez los monstruos de esta zona sean demasiado fuertes para él…", - "LEVEL_WARNING_viola.v1": "Sería sabio abandonar este lugar… pues bestias de fuerza mayor que la nuestra moran en él.", - "CLEMENCE_METAL_TAPES1": "¡{player}! Tengo una cosa para ti.", - "CLEMENCE_METAL_TAPES2": "La guarda Wilma ha venido del ayuntamiento a traerme material nuevo para vender.", - "CLEMENCE_METAL_TAPES3": "Estas cintas de cromo son más efectivas que las cintas normales. Interesante, ¿\\\"non\\\"?", - "CLEMENCE_INTRO1.m": "¡\\\"Bonjour\\\"! [pause]No suele venir mucha gente nueva por aquí, ¡y menos chicos tan guapos como tú!", - "CLEMENCE_NAME": "Clémence", - "GAME_OVER_FIRST_PENSBY1.m": "Ah, ya despertaste. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", - "TUTORIAL1_PART1_KAYLEIGH3.m": "¡Ya vi que te las arreglas bastante bien cuando se trata de pelear!", - "TUTORIAL1_PART1_KAYLEIGH3.f": "¡Ya vi que te las arreglas bastante bien cuando se trata de pelear!", - "TUTORIAL1_PART1_KAYLEIGH4": "En fin, el caso es que tengo una misión que cumplir y me caería bien un poco de ayuda. ¿Quieres echarme una mano?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "¿Una misión?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "¡Ya vi que te las arreglas bastante bien cuando se trata de pelear!", - "INTRO_KAYLEIGH41": "¡Perdona, perdona, demasiada información! Nos vemos pronto, ¿sí?", - "INTRO_KAYLEIGH42": "Ya hablaremos luego, ¡si quieres!", - "INTRO_KAYLEIGH40_OPTION1": "¿Cómo que de mi era?", - "GAME_OVER_FIRST_PENSBY5": "Ten cuidado ahí fuera, {player}. Si tienes cuidado, no tendrás que acabar otra vez aquí.", - "GAME_OVER_PENSBY2": "No bajes la guardia allá afuera, {player}, que curarte cuesta trabajo. Intenta que la salud te dure un poco más.", - "INTRO_KAYLEIGH2": "Los trafikangrejos no se llevan bien con los desconocidos. [pause]Bueno, [pause]ni con nadie.", - "INTRO_KAYLEIGH1": "¡Oye, tú! [pause]¡Más te vale no hacer movimientos bruscos!", - "GAME_OVER_DOG1": "¡Guau!", - "GAME_OVER_FELIX1": "Hola… ¿Te sientes mejor?", - "CLEMENCE_COFFEE2": "Es un buen plan, \\\"oui\\\".", - "CLEMENCE_COFFEE1": "Tengo mi… método especial. Y el café me lo cultivan los Atata en su granja.", - "LEVEL_WARNING_felix.v3": "Normalmente, confío mucho en nuestras probabilidades, pero creo que ahorita este sitio es demasiado peligroso.", - "LEVEL_WARNING_felix.v2": "A lo mejor deberíamos volver cuando hayamos entrenado un poco más. No sé, es mi opinión.", - "LEVEL_WARNING_kayleigh.v2.m": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", - "LEVEL_WARNING_kayleigh.v1": "Parece que los monstruos de por aquí no se deben tomar a la ligera… A lo mejor deberíamos dar media vuelta.", - "INTRO_KAYLEIGH34": "¡Esta vida no está mal, créeme!", - "INTRO_KAYLEIGH33": "Bueno, ¡pero te las arreglarás! Aquí en Villapuerto somos una comunidad; nos ayudamos unos a otros.", - "LEVEL_WARNING_kayleigh.v3": "Tengo la impresión de que los monstruos que hay aquí nos sacan bastante ventaja…", - "GAME_OVER_KAYLEIGH1": "¿Estás bien? Ya estaba empezando a preocuparme…", - "CLEMENCE_QUESTION_MENU": "¿Qué tienes hoy en el menú?", - "CLEMENCE_MENU_DIALOGUE": "¡\\\"Bonjour\\\"! ¿Qué puedo hacer por ti?", - "CLEMENCE_QUESTION_CAFE": "¿El Café Gramófono?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "¿Y ni siquiera eres guarda?", - "RANGER_BODYBUILDER_NOT_JOINED2": "Lo primero que vas a tener que hacer es trotar al puesto de guardia que hay al norte, en las afueras, y apuntarte.", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "¿Y ni siquiera eres guarda?", - "RANGER_BODYBUILDER_BYE": "¡Nos vemos después!", - "RANGER_BODYBUILDER_EXPLANATION1": "A veces no basta con que se te dé bien transformarte. ¡A veces lo que necesitas es ser más fuerte!", - "RANGER_BODYBUILDER_EXPLANATION2": "Y ahí es donde entro yo. Yo puedo darte un programa de entrenamiento personalizado para modificar los \\\"atributos básicos\\\" de tu forma humana. Y eso también afectará la fuerza de tus transformaciones.", - "RANGER_BODYBUILDER_EXPLANATION3": "Si decides, por ejemplo, que necesitas que tus ataques cuerpo a cuerpo hagan más daño y que los ataques a distancia no los usas demasiado, pues podemos pasar un punto de ataque a distancia a ataque cuerpo a cuerpo para optimizar tus capacidades.", - "RANGER_BODYBUILDER_EXPLANATION4": "Y según vayas avanzando en tu entrenamiento con los guardas, seguro consigues unos cuantos puntos extra que podrás aplicar a esos atributos básicos.", - "RANGER_BODYBUILDER_EXPLANATION5.f": "Bueno, ¿qué me dices? ¿Lista para sudar?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "Bueno, ¿qué me dices? ¿Listo para sudar?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "Bueno, ¿qué me dices? ¿Liste para sudar?", - "RANGER_TRADER_NOT_JOINED1.n": "Hola, cariño. Si vienes a apuntarte a los guardas, Ianthe se acaba de ir.", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "¡Buf, qué buen ejercicio! ¡Tengo los músculos a punto de explotar!", - "RANGER_TRADER_NOT_JOINED1.m": "Hola, cariño. Si vienes a apuntarte a los guardas, Ianthe se acaba de ir.", - "RANGER_TRADER_NOT_JOINED1.f": "Hola, cariño. Si vienes a apuntarte a los guardas, Ianthe se acaba de ir.", - "RANGER_TRADER_JUST_JOINED1.m": "Hola, cariño. Ya vi que tienes ahí tu tarjeta de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", - "RANGER_TRADER_NOT_JOINED2": "Estará en el puesto de guardia del parque. Solo tienes que seguir hacia el norte una vez que hayas salido de las afueras, ¡no hay pierde!", - "RANGER_TRADER_JUST_JOINED1.f": "Hola, cariño. Ya vi que tienes ahí tu tarjeta de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", - "RANGER_TRADER_JUST_JOINED2": "Yo estoy aquí para distribuir los recursos de la organización entre los guardas y aprendices, y para ayudarlos con su labor. Tengo mejoras para mochilas y walkmans, pases para sesiones especiales de entrenamiento…", - "RANGER_TRADER_JUST_JOINED1.n": "Hola, cariño. Ya vi que tienes ahí tu tarjeta de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", - "RANGER_TRADER_JUST_JOINED3": "Pero todo eso lo tenemos en cantidades limitadas, así que tengo que asegurarme de que no se malgaste.", - "RANGER_TRADER_JUST_JOINED4.f": "En resumen, cariño, cuantos más entrenamientos completes con los guardas mayores, más cosas podré darte. Ah, y también voy a necesitar que me des un poco de material fundido.", - "RANGER_TRADER_JUST_JOINED4.m": "En resumen, cariño, cuantos más entrenamientos completes con los guardas mayores, más cosas podré darte. Ah, y también voy a necesitar que me des un poco de material fundido.", - "RANGER_TRADER_MENU_ALT.n": "¿Qué necesitas ahora, cariño?", - "RANGER_TRADER_MENU_ALT.m": "¿Qué necesitas ahora, cariño?", - "RANGER_TRADER_MENU_HELLO.n": "Hola, cariño, ¿qué necesitas?", - "RANGER_TRADER_JUST_JOINED4.n": "En resumen, cariño, cuantos más entrenamientos completes con los guardas mayores, más cosas podré darte. Ah, y también voy a necesitar que me des un poco de material fundido.", - "RANGER_TRADER_MENU_HELLO.f": "Hola, cariño, ¿qué necesitas?", - "RANGER_TRADER_MENU_ALT.f": "¿Qué necesitas ahora, cariño?", - "RANGER_TRADER_MENU_HELLO.m": "Hola, cariño, ¿qué necesitas?", - "RANGER_TRADER_OPTION1": "¿Qué tienes por ahí?", - "RANGER_TRADER_OPTION2": "¿Qué es el material fundido?", - "RANGER_TRADER_FUSED_MATERIAL1": "¿El material fundido? Pues no sé muy bien lo que es, pero, por lo visto, Ianthe cree que tenemos que recoger todo el que podamos.", - "RANGER_TRADER_OPTION3": "¡Hasta luego!", - "RANGER_TRADER_FUSED_MATERIAL2.m": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. ¡Saca tus propias conclusiones, cariño.", - "RANGER_TRADER_BYE": "¡Chausito!", - "RANGER_TRADER_FUSED_MATERIAL2.n": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. ¡Saca tus propias conclusiones, cariño.", - "RANGER_TRADER_FUSED_MATERIAL2.f": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. ¡Saca tus propias conclusiones, cariño.", - "RANGER_TRADER_TRAINING_COMPLETE.f": "¡Hola, cariño! Ahora que ya eres guarda de tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", - "RANGER_TRADER_TRAINING_COMPLETE.m": "¡Hola, cariño! Ahora que ya eres guarda de tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", - "RANGER_VENDING_MACHINE_NAME": "Máquina expendedora", - "RANGER_TRADER_TRAINING_COMPLETE.n": "¡Hola, cariño! Ahora que ya eres guarda de tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", - "INTERDIMENSIONAL_POST_INTRO1": "¡Hola! ¿Tú eres… \\\"{recipient}\\\"?", - "KAYLEIGH_STATION_REACTION1": "¿Esto es… [pause]una estación de tren? No habrá nada de malo en echarle un vistazo, ¿no?", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Sí.", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Espera, ¿qué pasa aquí?", - "INTERDIMENSIONAL_POST_INTRO2": "No te preocupes, solo vine a entregar un mensaje interdimensional. [pause]Cuando te despiertes, todo habrá vuelto a la normalidad.", - "INTERDIMENSIONAL_POST_SENDER": "El mensaje lo envía alguien que se llama \\\"{sender}\\\".", - "INTERDIMENSIONAL_POST_REINTRO1": "¡Hola otra vez! Tengo otro mensaje para ti.", - "INTERDIMENSIONAL_POST_NO_SENDER": "El mensaje viene sin remitente. ¿Alguien que te admira en secreto, quizá?", - "INTERDIMENSIONAL_POST_REINTRO2": "Este va dirigido a \\\"{recipient}\\\". Eres tú, ¿verdad?", - "INTERDIMENSIONAL_POST_BODY1": "A ver, te lo leo.", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "Ah, pues parece que este mensaje no tiene texto…", - "INTERDIMENSIONAL_POST_ITEMS": "Hay un paquetito adjunto. ¡Aquí lo tienes!", - "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\"", - "GAME_OVER_FIRST_PENSBY3.m": "Si van a viajar por Nueva Wirral, más les vale juntar material de primeros auxilios antes de irse.", - "LEVEL_WARNING_eugene.v2": "No me gusta el aspecto que tienen esos monstruos… Igual deberíamos entrenar un poco más antes de venir aquí…", - "CLEMENCE_CAFE3": "Un día, los guardas encontraron un sitio lleno de discos en perfecto estado. Así que me los trajeron. Pero seguían lamentándose, diciendo \\\"vaya, tenemos los discos, pero están hechos para tocadiscos modernos y a nuestro gramófono no le sirven\\\".", - "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks. [pause]Tocaba el saxo en uno de los grupos más famosos de la Tierra. [pause]¿Seguro que no te sueno nada?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "Vamos, está claro que sabes quién soy. [pause]¡Soy Danny Kicks! [pause]Solo imagíname con un saxofón… [pause]¿Tampoco?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chica. [pause]No es la primera vez.", - "HARBOURTOWN_NPC_2_DIALOGUE5": "Tocaba con los chicos esos de Liverpool. [pause]¿Conoces \\\"While my sax gently weeps\\\"? [pause]¡Pues [shake rate=30 level=10]la escribí yo[/shake], para que sepas!", - "HARBOURTOWN_NPC_2_DIALOGUE6": "Es [wave amp=30 freq=10]imposible[/wave] que no me vieras en la tele cuando mis colegas y yo tocamos en aquella azotea… [pause]Sí me crees, ¿verdad?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no haya sido famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admirador[/wave]!", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chicoc. [pause]No es la primera vez.", - "HARBOURTOWN_NPC_2_DIALOGUE8": "En fin… [pause]Yo diría que no hay una sola persona aquí que me haya reconocido. [pause]¡Incluso hay quien piensa que me lo inventé todo!", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chique. [pause]No es la primera vez.", - "HARBOURTOWN_NPC_3_DIALOGUE1": "…", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "¿Qué tal le va hoy a admirador [wave amp=30 freq=10]número uno[/wave]?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no haya sido famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admiradore[/wave]!", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no haya sido famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admiradora[/wave]!", - "INTRO_KAYLEIGH29": "No quiero agobiarte con demasiada información, pero estás en una isla llamada Nueva Wirral.", - "INTRO_KAYLEIGH30_OPTION1": "¿Hay forma de volver a casa?", - "INTRO_PENSBY31": "Me temo que no, {player}. [pause]Lo siento mucho.", - "INTRO_PENSBY32": "Los náufragos llevamos un siglo intentando volver cada uno a su mundo, pero nadie lo ha logrado.", - "INTRO_PENSBY44": "Debe ser difícil asimilar todo esto, pero todos tuvimos que pasar por ahí.", - "INTRO_PENSBY43": "Mi clínica está aquí cerca. Si necesitas que te eche un vistazo, ven cuando quieras.", - "TUTORIAL1_PART1_KAYLEIGH2": "…", - "TUTORIAL1_PART1_KAYLEIGH1": "Hola otra vez, {player}. [pause]¿Te sientes mejor?", - "INTRO_MONOLOGUE45": "Más me vale vestirme primero…", - "INTRO_KAYLEIGH39.n": "Seguro que ya se corrió la voz de que llegó une chique nueve.", - "INTRO_KAYLEIGH37": "Si quieres acompañarme, te espero en las puertas del pueblo. Están pasando el puente que cruzamos para entrar.", - "INTRO_KAYLEIGH38": "Mientras, si quieres, aprovecha para saludar a tus nuevos vecinos.", - "INTRO_KAYLEIGH39.m": "Seguro que ya se corrió la voz de que llegó un chico nuevo.", - "GAME_OVER_FIRST_PENSBY2": "Mira, llévate esto.", - "GAME_OVER_FIRST_PENSBY3.f": "Si van a viajar por Nueva Wirral, más les vale juntar material de primeros auxilios antes de irse.", - "INTRO_KAYLEIGH8.m": "¡Te toca! ¡Vamos, nada de penas!", - "INTRO_KAYLEIGH7": "Esto te puede parecer un poco raro, pero tú haz como yo.", - "INTRO_KAYLEIGH36": "¡Así es! Yo estoy a punto de salir a patrullar.", - "INTRO_KAYLEIGH39.f": "Seguro que ya se corrió la voz de que llegó una chica nueva.", - "INTRO_KAYLEIGH40": "También te conseguimos algo de ropa, aunque no sé si estará… a la moda de tu era, pero es que no tenemos otra cosa.", - "PARTNER_LEVELUP_MEREDITH1": "He estado… entrenando desde la última vez que nos vimos. Así que no te preocupes por mí, estaré a la altura.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Ahora parece que eso fue hace un montón de tiempo, ¿no?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Lleva tiempo acostumbrarse a la sensación de tu cuerpo con cada forma de monstruo. ¡Pero yo diría que tú te las estás arreglando bastante bien!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "¡Estupendo! [pause]Pues tienes suerte… Nueva Wirral no tiene nada muy parecido a un hotel, así que seguramente vas a tener que dormir en una tienda de campaña bastante a menudo.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "¡Me encanta acampar!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Soy más de dormir bajo techo…", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "Pues… [pause]mala suerte. Vas a tener que acostumbrarte a dormir en una tienda de campaña si es que quieres explorar la isla, porque en Nueva Wirral no existe ninguna cadena hotelera ni nada que se le parezca.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Era un diablamelo, ¿verdad? Es un monstruo muy divertido. Las veces que lo usé era como estar todo el rato con mucha azúcar en la sangre.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Era un beenshee, ¿verdad? Es un monstruo muy lindo. Las veces que lo usé me tuve que acostumbrar a lo rara que era la sensación de flotar.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Me dio la impresión de que, con esa forma, eran más efectivos los ataques a distancia. ¿Será que, en general, los diablamelos tienen buena puntería?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Pero tener esas pezuñas tan grandes era una locura. Con esas sí que podía repartir golpes [wave amp=30 freq=10]si problema alguno[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "Ese arcángel contra el que luchamos… [pause]Morganta, ¿no?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", - "EUGENE_UNKNOWN_NAME": "Tipo enfadado", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Incluso en ese estado de debilidad, parecía muy peligrosa. Quienquiera que la hirió debió ser una [wave amp=30 freq=10]bestia salvaje[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "No lo había considerado.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Sí, supongo que sí…", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Eso me hace pensar que, comparados con ellos, los humanos somos [wave amp=30 freq=10]bastante[/wave] patéticos…", - "EUGENE_INTRO_WOMAN_NAME": "Anciana", - "EUGENE_INTRO_LANDKEEPER_NAME": "Hombre pálido", - "EUGENE_INTRO_EUGENE1": "¡No me hagan [shake rate=30 level=10]repetir[/shake] esto! [pause][pause]¡Villapuerto nunca será pasto de [shake rate=30 level=10]chupasangres[/shake] como ustedes!", - "EUGENE_INTRO_EUGENE3": "Vuelvan a la oscuridad de la que salieron… [pause]¡o se las verán [shake rate=30 level=10]conmigo[/shake]!", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Pft. [pause]Eres muy poco razonable…[/wave] \\n", - "EUGENE_INTRO_EUGENE4": "No serían los primeros de [shake rate=30 level=10]su tipo[/shake] con los que me peleo, ni a los que les gano. [pause]¿Quieren una demostración?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Nos iremos, por ahora…[/wave]", - "EUGENE_INTRO_EUGENE17.m": "Si estás dispuesto a ensuciarte las manos, ¡estaré encantado de que me ayudes!", - "EUGENE_INTRO_EUGENE7": "¡Díganle a todos los de su calaña que este pueblo lo protege [shake rate=30 level=10]Eugene[/shake]!", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Sin embargo, con el tiempo entenderás que sabemos lo que es mejor para todos ustedes.[/wave]", - "EUGENE_INTRO_EUGENE8": "Avíseme si esos canallas vuelven a molestarla, señora.", - "EUGENE_INTRO_EUGENE9": "Y pase lo que pase, no se le ocurra invitarlos a entrar a su casa. [pause]Eso es lo que ellos quieren.", - "EUGENE_INTRO_WOMAN10": "Lo tendré en cuenta. Gracias por intervenir, jovencito.", - "EUGENE_INTRO_EUGENE12": "Me llamo Eugene… [pause]Pero, claro, eso ya lo saben, [pause]porque acabo de gritárselo a esos tipos.", - "EUGENE_INTRO_EUGENE11": "Ah, hola. Qué pena que hayan visto eso.", - "HARBOURTOWN_TAPE_RECYCLER1": "¿Te resistes a deshacerte de alguna cinta que ya no te haga falta?", - "HARBOURTOWN_TAPE_RECYCLER3": "Ya sea mientras acampas junto a una hoguera o en el café, ve a la pantalla de cintas, elige una que no quieras y dale a reciclar.", - "HARBOURTOWN_ITEM_RECYCLER4": "Toma, haz la prueba con este libro viejo. Yo ya no lo necesito.", - "HARBOURTOWN_TAPE_RECYCLER2": "La próxima vez que te tomes un respiro durante tus aventuras, ¿por qué no intentas reciclar una?", - "HARBOURTOWN_BOOTLEG_KRAB1": "…", - "HARBOURTOWN_TAPE_RECYCLER4": "Es una buena manera de conseguir recursos que luego podrás intercambiar con los vendedores y, además, te puede dar alguna que otra calcomanía de las disponibles para ese monstruo.", - "HARBOURTOWN_BOOTLEG_KRAB2": "Es un trafikangrejo de colores extraños.", - "HARBOURTOWN_BOOTLEG_NPC1": "No te preocupes por el trafikangrejo, es mi hijo. Es que le gusta jugar con su cinta pirata.", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "¿Pirata?", - "HARBOURTOWN_BOOTLEG_NPC2": "Sí. [pause]¿Has visto alguna vez durante tus viajes un monstruo que no es de su color normal? Pues es porque es pirata. [pause]¡No lo confundas con una capa!", - "HARBOURTOWN_BOOTLEG_NPC3": "Los monstruos piratas tienen, [wave amp=30 freq=10]de forma permanente[/wave], un color distinto, un tipo elemental distinto y movimientos distintos de los habituales.", - "HARBOURTOWN_BOOTLEG_NPC4": "Y cuando los grabas, se quedan con esos atributos.", - "HARBOURTOWN_BOOTLEG_NPC7": "Los monstruos piratas pueden aparecer al azar en cualquier sitio, pero, por lo visto, es más común verlos como parte de una fusión.", - "HARBOURTOWN_BOOTLEG_NPC6": "Toma, quédate con esta y compruébalo. El guarda mayor Codi me da las que le sobran, así que ya tengo más que suficientes.", - "HARBOURTOWN_BOOTLEG_NPC5": "Las cintas piratas que grabes tienen más probabilidad de producir movimientos poco frecuentes o inusuales, así que pueden ser muy útiles.", - "HARBOURTOWN_BOOTLEG_NPC8": "He oído que hay monstruos piratas muy inusuales que brillan como si estuvieran cubiertos de brillantina.", - "PENSBY_INTERACT_MENU_BYE": "Solo quería saludarte.", - "HARBOURTOWN_ASTROLOGER_NPC1": "¡[wave amp=30 freq=10]Bienvenidas, almas errantes[/wave]! ¿Vinieron a aprender sobre las artes astrales?", - "HARBOURTOWN_ASTROLOGER_NAME": "Astróloga", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "¡Por supuesto!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Ahora no.", - "HARBOURTOWN_ASTROLOGER_NPC3": "Estupendo… [pause]¡Pues harían bien en seguir mi consejo!", - "HARBOURTOWN_ASTROLOGER_NPC2": "¡Otra vez será!", - "HARBOURTOWN_ASTROLOGER_NPC4": "Verán, las bestias de tipo astral obtienen su poder de los cuatro elementos básicos de la naturaleza: [pause]tierra, [pause]agua, [pause]fuego [pause]y aire.", - "HARBOURTOWN_NPC_DIALOGUE3": "¡Silencio! ¡Soy invisible, haz como si no estuviera aquí!", - "HERITAGE_CENTER_9": "\\\"El naufragio del HMS Birkenhead\\\".", - "HARBOURTOWN_NPC_DIALOGUE4": "¿Que cómo me llamo? ¡Duncan!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Es más, estaba a punto de dejar algo en esa de ahí. En vez de eso, ¿por qué no te lo quedas tú?", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "¿Te has fijado en esas cajas rojas que hay por ahí? Los guardas las usamos para dejar suministros a otros que los puedan necesitar cuando viajan por la isla.", - "TRAVELING_MERCHANT_NAME": "Vendedor errante", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Los restauradores se pueden usar para arreglar cintas rotas sin tener que descansar. ¡Son muy útiles!", - "TRAVELING_MERCHANT_INTRO2": "No, seguro que me acordaría de un rostro como el tuyo.", - "TRAVELING_MERCHANT_INTRO1": "¡Hola, hola! ¿Nos hemos visto antes?", - "TRAVELING_MERCHANT_INTRO3": "Bueno, si lo que quieres es comprar a precios bajos, no busques más. Eso sí, no me gusta quedarme mucho tiempo en el mismo sitio.", - "TRAVELING_MERCHANT_INTRO4": "Espero que no te moleste que me presente descamisado. Mi camisa se la cambié hace un tiempo a una joven que luego se la acabó dando a un oso. ¡No me dirás que no estoy comprometido con el arte del trueque!", - "TRAVELING_MERCHANT_REPEAT_MEET": "¡Vaya, qué curioso encontrarte aquí!", - "TRAVELING_MERCHANT_PRE_TRADE": "Anda, échale un vistazo a mi catálogo…", - "TRAVELING_MERCHANT_POST_TRADE2": "¡Hasta la próxima!", - "TRAVELING_MERCHANT_POST_TRADE1": "¡No sabes cómo me complica las cosas que no haya dinero en estas tierras!", - "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh empieza contigo una conversación muy animada sobre sus razas de perro favoritas.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Tengo una pregunta para ti, {player}. [pause]Una importante.", - "RESTING_KAYLEIGH_PLATONIC_2": "Kayleigh y tú hablan de forma casual sobre los misterios de Nueva Wirral.", - "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh te cuenta una anécdota divertida sobre su vida.", - "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh te habla de varios de sus proyectos destinados a ayudar a la gente de Villapuerto.", - "RESTING_KAYLEIGH_PLATONIC_5": "Pasan un rato divertido lanzando palitos a la fogata.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "A lo mejor eso quiere decir que eres alguien que valora su independencia y necesita su espacio…", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "¿Estás preparada?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "¿Estás preparado?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "¿Eres… [pause][pause][pause]una persona más de perros o de gatos?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "¿Estás preparade?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Últimamente camino mucho, así que un perro me quedaría bastante bien, ¿no te parece?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "¡De perros!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "¡De gatos!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "¡De hurones!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Si logro volver a mi mundo, creo que voy a adoptar un perro.", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "¡Excelente respuesta! [pause]Yo también.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Qué interesante…", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Aunque también podría ser que te parecen más lindos.", - "LEVEL_WARNING_viola.v3": "Las bestias que viven aquí suponen cierta amenaza… Quizá sería aconsejable irnos de aquí.", - "HARBOURTOWN_NPC_32_DIALOGUE1": "Si hay [wave amp=30 freq=10]algo[/wave] que abunda aquí en Nueva Wirral, es el café. [pause]El café y criaturas raras de colores.", - "HARBOURTOWN_NPC_31_DIALOGUE1": "Actualmente me estoy entrenando para ser aprendiz de guarda. Es como prepararme para una entrevista de trabajo, pero con muchas más peleas.", - "HARBOURTOWN_NPC_33_DIALOGUE1": "Hay una leyenda de la zona que dice que es posible ver los restos de un embarcadero en el horizonte cuando se observa el mar Infinito… Pero, claro, yo nunca he podido verlos.", - "HARBOURTOWN_BOOK_2": "En las notas apresuradas se puede leer: \\\"… si se le da un juguete, cierto monstruo élfico se mantendrá en el buen camino. De lo contrario, acabará consumido por la ira\\\".", - "HARBOURTOWN_BOOK_3": "En las notas apresuradas se puede leer: \\\"… cierta gran serpiente enmascarada puede optar por una tercera vía si se le permite controlar los vientos y los céfiros\\\".", - "HARBOURTOWN_BOOK_1": "En las notas apresuradas se puede leer: \\\"… cierto ser con forma de platillo volador se pondrá al descubierto si obtiene la capacidad de permanecer cerca de sus enemigos\\\".", - "HARBOURTOWN_BOOK_4": "En las notas apresuradas se puede leer: \\\"… las ruedas dentadas misteriosas que se ocultan bajo esta colina son la clave para despertar el verdadero potencial de cierto dinosaurio\\\".", - "HARBOURTOWN_BOOK_5": "En las notas apresuradas se puede leer: \\\"… creo que ciertos monstruos madurarán de una u otra forma dependiendo de si es día o noche\\\".", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Vendedor de calcomanías químicas", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Vendedora de calcomanías neutrales", - "HARBOURTOWN_CHEMIST1_OPENING": "La química elemental es clave para alcanzar la victoria en combate. [pause]Y yo diseño calcomanías que te permiten controlar la química y, por tanto, obtener ventaja.", - "HARBOURTOWN_CHEMIST1_CLOSING": "Si me necesitas, aquí me estoy.", - "HARBOURTOWN_CHEMIST2_OPENING": "Yo me especializo en calcomanías que cambian de tipo según quien las use. Son muy útiles si se usan junto con las capas de mi colega. Y, además, ¡son compatibles con todas las cintas!", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "¡Gracias por tu compra!", - "HARBOURTOWN_ITEM_RECYCLER3": "De esta forma, puedes cambiarle esos recursos a otra persona por objetos distintos.", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "¡Gracias por tu compra!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "¡Gracias por tu compra!", - "HARBOURTOWN_ITEM_RECYCLER1": "¿Tú reciclas los objetos que ya no necesitas?", - "HARBOURTOWN_ITEM_RECYCLER2": "No solo es una buena manera de poner un poco de orden en tu inventario, sino que, además, te devuelve parte de los recursos con los que se hicieron.", - "INTRO_PENSBY27.m": "Kayleigh, ¿no se lo has dicho?", - "INTRO_PENSBY27.f": "Kayleigh, ¿no se lo has dicho?", - "INTRO_KAYLEIGH28": "Lo siento, debí hacerlo, pero…", - "INTRO_PENSBY27.n": "Kayleigh, ¿no se lo has dicho?", - "CLEMENCE_CAFE4": "Y yo les dije: \\\"¡Yo me encargo!\\\". Y le hice un arreglo al gramófono, y ahora ya podemos oír los discos. Y ahora mi café tiene estilo y, además, música. Y fuimos felices para siempre. Fin.", - "CLEMENCE_ARRIVAL1": "Me caí. [pause]En el mar. [pause]Y el mar me trajo aquí. [pause]Hace ya unos diez años. Es lo que es.", - "INTRO_KAYLEIGH25": "El caso es que, en Villapuerto, había una casa disponible para ti, ¡así que ahora esta es tu casa!", - "INTRO_KAYLEIGH25_OPTION1": "Este debe de ser el sitio más raro de la Tierra.", - "INTRO_PENSBY26": "¿\\\"De la Tierra\\\"?", - "PARTNER_LEVELUP_DOG1": "El brillo que tiene en la mirada te sugiere que Perry ha estado entrenando últimamente.", - "INTRO_KAYLEIGH9": "¡No pasa nada, respira! ¡Te tomará unos segundos adaptarte!", - "INTRO_KAYLEIGH8.n": "¡Te toca! ¡Vamos, nada de penas!", - "INTRO_KAYLEIGH10": "Eso es, ¡al ataque!", - "INTRO_KAYLEIGH11": "Lo hiciste bastante bien… Por cierto, ¿cómo te llamas?", - "LEVEL_WARNING_eugene.v1": "Esta zona parece bastante peligrosa. Igual nos conviene retirarnos y volver otro día…", - "LEVEL_WARNING_eugene.v3": "No sé, colega… Yo creo que, así como estamos, estos monstruos nos pueden hacer polvo…", - "INTRO_KAYLEIGH15.f": "Bienvenida a Villapuerto…", - "INTRO_KAYLEIGH16": "¡Tu nuevo hogar!", - "INTRO_KAYLEIGH15.n": "Bienvenide a Villapuerto…", - "INTRO_KAYLEIGH16_OPTION1": "¿Mi… nuevo hogar?", - "INTRO_KAYLEIGH18": "Es que esta parte no se me da muy bien…", - "INTRO_KAYLEIGH16_OPTION2": "¡Yo ya tengo un hogar!", - "INTRO_KAYLEIGH17": "Ah, este… [pause]Sí, eh… [pause]Perdona.", - "SWAP_PARTNER_KAYLEIGH1": "¡Muy bien! ¡Andando!", - "SWAP_PARTNER_DOG1": "¡Guau!", - "SWAP_PARTNER_MEREDITH1": "Ah, ¿nos ponemos otra vez en marcha? ¿Tan pronto?", - "EUGENE_INTRO_EUGENE12_OPTION1": "¡Yo soy {player}!", - "EUGENE_INTRO_EUGENE13": "Siempre es un placer ver un rostro nuevo por aquí, {player}", - "EUGENE_INTRO_EUGENE13_OPTION1": "¿Quién era esa gente?", - "EUGENE_INTRO_EUGENE14": "Prefiero ahorrarte los detalles…, [pause]aunque te aseguro que esos no [wave amp=30 freq=10]pertenecen[/wave] a este mundo.", - "EUGENE_INTRO_EUGENE13_OPTION2": "¿Qué fue todo eso?", - "EUGENE_INTRO_EUGENE15": "Digamos que no todos los monstruos de Nueva Wirral parecen mascotas de una caja de cereal.", - "WORKING_OVERTIME_INITIAL_RANGER2": "Le había dicho a Ianthe que iba a poner aquí un letrero con el nombre del pueblo. [pause]Algo para que el sitio parezca un poco más acogedor, [pause]ya sabes.", - "EUGENE_INTRO_EUGENE16_OPTION1": "¿Puedo ayudar?", - "EUGENE_INTRO_EUGENE16": "En fin, tengo que a vigilar lo que hacen esos tipos. [pause]No puedo arriesgarme a que les [shake rate=30 level=10]hinquen el diente[/shake] a las buenas gentes de Villapuerto.", - "EUGENE_INTRO_EUGENE16_OPTION2": "¿Te las arreglas solo?", - "EUGENE_INTRO_EUGENE18": "Búscame en este sitio. [pause]Te lo explicaré todo cuando estemos allí.", - "EUGENE_INTRO_EUGENE17.n": "Si estás dispueste a ensuciarte las manos, ¡estaré encantado de que me ayudes!", - "EUGENE_INTRO_EUGENE17.f": "Si estás dispuesta a ensuciarte las manos, ¡estaré encantado de que me ayudes!", - "EUGENE_INTRO_EUGENE19": "Eso sí… [pause]no te acobardes si acaba habiendo pelea. [pause]Es posible que las cosas se pongan feas.", - "WORKING_OVERTIME_INITIAL_RANGER1": "Oye, [pause]¿serías tan amable de echarme una mano?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "¿Eh? ¿Un espejo?", - "WORKING_OVERTIME_RANGER_NAME": "Guarda exhausto", - "WORKING_OVERTIME_INITIAL_RANGER3": "Lo que pasa es que no calculé bien cuánta madera me iba a hacer falta. ¿Tú podrías conseguirme un poco más? [pause]¡Me harías un favor enorme!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "¡Por supuesto!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Ahora no.", - "WORKING_OVERTIME_INITIAL_RANGER4": "¿En serio? ¡Gracias! [pause]Ven a avisarme cuando tengas los materiales.", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "Bueno, no te preocupes.", - "WORKING_OVERTIME_ACTIVE_RANGER1": "Hola otra vez. ¿Pudiste encontrar la madera que te pedí?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Darle {required_item_amount} tablas de madera.", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "No te preocupes, yo de aquí no me muevo.", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Todavía no.", - "WORKING_OVERTIME_COMPLETE_RANGER3": "Oye… [pause][pause]Ya que me ayudaste y eso, [pause]¿por qué no decides tú cómo hacemos el letrero?", - "WORKING_OVERTIME_COMPLETE_RANGER2": "¡Perfecto! [pause]Gracias por tu ayuda. No quería ni pensar en ir por esos materiales yo mismo.", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amigo?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amigue?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "¡Un pájaro!", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amiga?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "¡Una flor!", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "¡Un delfín!", - "WORKING_OVERTIME_COMPLETE_RANGER5": "Bien, [pause]a ver qué tal queda.", - "WORKING_OVERTIME_COMPLETE_RANGER8": "He vivido aquí toda mi vida, [pause]pero mucha gente viene de sitios distintos y se queda aquí atrapada.", - "WORKING_OVERTIME_COMPLETE_RANGER6": "Buf. [pause][pause]Pues ya está. [pause]¿Qué te parece?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "¡Me encanta!", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "¡Quedó perfecto!", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "¡Muy buen trabajo!", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Muy buen trabajo.", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "Je. [pause]Buen trabajo, colega.", - "WORKING_OVERTIME_COMPLETE_RANGER9": "Si esto los hace sentir un poco mejor al verlo, [pause]entonces valió la pena, [pause]digo yo.", - "WORKING_OVERTIME_COMPLETE_FELIX7": "Muy bueno ese letrero.", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "Se ve el esfuerzo que le pusiste a esta pieza.", - "RANGER_BODYBUILDER_INTRO": "Hola, hola. ¿Viniste a sudar la camiseta?", - "RANGER_BODYBUILDER_OPTION1": "¡Pasa esas pesas!", - "RANGER_BODYBUILDER_OPTION2": "¿Cómo funciona esto?", - "RANGER_BODYBUILDER_NO_PASS1": "Ah, espera un momento. ¿Y tu pase del gimnasio?", - "RANGER_BODYBUILDER_OPTION3": "Ahora no.", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "¿Y ni siquiera eres guarda?", - "RANGER_BODYBUILDER_NO_PASS2": "Ve y dile a Wilma que te dé un pase del gimnasio y cuando vuelvas, te armo un entrenamiento a tu medida.", - "INTRO_KAYLEIGH21": "Como todos nosotros.", - "INTRO_KAYLEIGH20.n": "Estás atrapade aquí.", - "INTRO_KAYLEIGH23": "¡Me tenías preocupada, {player}!", - "INTRO_PENSBY22": "Ah, estupendo, por fin despertaste. Kayleigh me dio un buen susto cuando llegó golpeando la puerta.", - "INTRO_KAYLEIGH21_OPTION1": "Me da vueltas la cabeza…", - "INTRO_KAYLEIGH21_OPTION2": "No me siento bien…", - "TUTORIAL4_PART3D_KAYLEIGH23": "¡Entonces tenemos que averiguarlo, por el bien de toda Nueva Wirral!", - "TUTORIAL4_PART3D_KAYLEIGH24": "¡Tú y yo, hombro a hombro!", - "TUTORIAL4_PART3D_KAYLEIGH25": "¿Qué dices? ¿Somos un equipo o qué?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "¡Hagámoslo, pues!", - "TUTORIAL4_PART3D_KAYLEIGH26": "Si un arcángel te hizo ver esa visión…", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Como si tuviéramos otra elección…", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizar una reunión con la jefa de los guardas!", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", - "TUTORIAL4_PART3D_KAYLEIGH29": "Ahora debe de estar en el puesto de guardia del parque.", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizar una reunión con la jefa de los guardas!", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizar una reunión con la jefa de los guardas!", - "HARBOURTOWN_NPC_20_DIALOGUE1": "Ya sé que transformarse es mucho más efectivo en combate, pero…", - "HARBOURTOWN_NPC_20_DIALOGUE3": "La espada mecánica de Ianthe era la cosa más retrofuturista que he visto en mi vida.", - "HARBOURTOWN_NPC_20_DIALOGUE2": "Cómo echo de menos las armas con las que luchaban antes los guardas.", - "HARBOURTOWN_NPC_21_DIALOGUE1": "¿Ya fuiste a la parte occidental de Villapuerto?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "¿Eres forastero? No recuerdo haberte visto antes por aquí.", - "HARBOURTOWN_NPC_22_DIALOGUE1": "Lo [wave amp=30 freq=10]normal[/wave] es que aquí nos ocupemos de preparar comida para la gente del pueblo, pero llevamos un tiempo sin recibir ingredientes de la granja que hay al oeste. Me pregunto si hubo algún problema.", - "HARBOURTOWN_NPC_21_DIALOGUE2": "Yo hace tiempo que quiero visitar el centro de patrimonio histórico que hay allí.", - "HARBOURTOWN_NPC_23_DIALOGUE1": "No tengo tiempo para hablar, tengo que terminar un pedido urgente de pastelillos.", - "HARBOURTOWN_NPC_22_DIALOGUE2": "Bajaron el puente que lleva a la granja, así que ya podemos volver a recibir productos frescos. Menos mal.", - "HARBOURTOWN_NPC_24_DIALOGUE1": "Este pueblo ha estado de pie durante 101 años, ¿lo sabías?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "Me acuerdo de cómo era este sitio cuando yo era una niña. El pueblo ha cambiado mucho y muy deprisa…", - "HARBOURTOWN_NPC_24_DIALOGUE3": "Pero sus cimientos [pause]siguen siendo exactamente los mismos.", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "¿Eres forastera? No recuerdo haberte visto antes por aquí.", - "HARBOURTOWN_NPC_26_DIALOGUE1": "¿Has escuchado alguna vez [wave amp=30 freq=10]Radio Cybil[/wave]? Yo la escucho todos los días. ¡Estoy entre sus mayores seguidores!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "Hace poco me abordó un hombre sospechoso intentando venderme una casa. ¿Cómo podría yo comprar una casa? ¡Si en esta isla ni siquiera existe el [wave amp=30 freq=10]dinero[/wave]!", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "¿Eres forastere? No recuerdo haberte visto antes por aquí.", - "HARBOURTOWN_NPC_29_DIALOGUE1": "Con todo el tiempo libre que he tenido desde que estoy en esta isla, me he dedicado a mejorar mis habilidades sociales… Por ejemplo, ahora soy bueno para hablar con gente desconocida como tú.", - "HARBOURTOWN_NPC_28_DIALOGUE1": "Tengo muchísimas ganas de dar un paseo por Nueva Wirral, pero me desanima la [wave amp=30 freq=10]fauna local[/wave].", - "HARBOURTOWN_NPC_30_DIALOGUE1": "¿Es verdad que uno de los guardas es capaz de [wave amp=30 freq=10]hackear[/wave] sus cintas de monstruo? ¡Me niego a creer que algo así es posible!", - "HARBOURTOWN_ASTROLOGER_NPC6": "Sin embargo, su armonía interna quedará completamente [wave amp=30 freq=10]trastocada[/wave] si se exponen a elementos impuros: plástico, veneno y metal.", - "HARBOURTOWN_ASTROLOGER_NPC5": "¡Cuando un ser astral se exponga a uno de esos cuatro elementos, quedará [wave amp=30 freq=10]potenciado[/wave]!", - "HARBOURTOWN_ASTROLOGER_NPC7": "¡Tengan esto muy en cuenta si desean transformarse en una bestia astral!", - "PENSBY_INTERACT_MENU": "Hola, {player}. ¿En qué te puedo ayudar?", - "PENSBY_INTERACT_MENU_SUPPLIES": "Necesito suministros.", - "PENSBY_INTERACT_MENU_CHECKUP": "Quiero que me hagas una revisión.", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Estás en perfecto estado de salud, {player}.", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "¿Quieres alguna otra cosa?", - "PENSBY_INTERACT_CHECKUP_HURT1": "A ver, deja que te eche un vistazo…", - "PENSBY_INTERACT_CHECKUP_HURT3": "Te voy a recetar un poco de reposo. [pause]¿Por qué no vas al Café Gramófono y te relajas un poco?", - "PENSBY_INTERACT_CHECKUP_HURT2": "Son solo unos cuantos moratones y rasguños, nada grave.", - "PENSBY_INTERACT_BYE": "Intenta no hacerte mucho daño cuando estés por ahí, ¿quieres?", - "HERITAGE_CENTER_SIGN": "\\\"Centro de patrimonio histórico de Villapuerto: Un intento de echar luz sobre la historia de nuestra curiosa comunidad\\\".", - "HERITAGE_CENTER_1": "AÑO 1: El navío británico HMS Birkenhead se va a pique a causa de una tormenta en el año 1845 de la Tierra. Gran parte de la tripulación, junto con los restos del naufragio, es arrastrada a la costa de una isla desconocida, posteriormente bautizada como Nueva Wirral.", - "HERITAGE_CENTER_3": "AÑO 6: Se produce el primer nacimiento en Nueva Wirral. El primer intento de abandonar Nueva Wirral acaba en desastre cuando una embarcación construida en la isla termina hundida por las tormentas a solo una milla de la costa.", - "HERITAGE_CENTER_2": "AÑO 2: Se producen por primera vez llegadas nuevas. Se funda oficialmente Villapuerto. Se produce el primer encuentro del que se tiene noticia con un ser nativo desconocido o \\\"monstruo\\\".", - "HERITAGE_CENTER_4": "AÑO 48: Tras la llegada de numerosos ingenieros, se establece la primera red eléctrica de Villapuerto.", - "HERITAGE_CENTER_5": "AÑO 50: Con ocasión del 48.º aniversario de su fundación, Villapuerto suprime su tradicional cargo de alcalde y pasa a estar gobernada por un comité.", - "HERITAGE_CENTER_8": "AÑO 91: Se descubre el centro comercial La Caída, que aporta a Nueva Wirral una gran cantidad de productos de la Tierra. Se descubre el fenómeno conocido como \\\"grabación de monstruos\\\".", - "HERITAGE_CENTER_6": "AÑO 62: En Nueva Wirral empieza a plantearse la fundación de un segundo pueblo, llamado Nueva Londres.", - "HERITAGE_CENTER_7": "AÑO 89: Tras un terrible desastre, Nueva Londres resulta destruida. La única superviviente de entre sus habitantes logra volver a Villapuerto.", - "HARBOURTOWN_STATION_MORGANTE14": "PRECISO UN RECEPTÁCULO Y TÚ PRECISAS QUIEN TE GUÍE.\\n\\nHAZ QUE RECUPERE MI FUERZA Y, LLEGADO EL MOMENTO, TE LLEVARÉ LEJOS DE ESTA TIERRA.", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "¿Un receptáculo…?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Espera…", - "HARBOURTOWN_STATION_KAYLEIGH16": "¡{player}! ¡¿Estás bien?! [pause]¡¿Qué pasó?! [pause]¡Te desmayaste!; ¡estabas inconsciente!", - "HARBOURTOWN_STATION_MORGANTE15": "ASÍ SEA. ESCUCHA, PUES, MI CANCIÓN.", - "TUTORIAL4_PART3A_KAYLEIGH1": "Pasaron [wave amp=30 freq=10]muchas cosas[/wave] en esa estación de tren… Yo creo que deberíamos hablar del tema.", - "HARBOURTOWN_STATION_KAYLEIGH17": "Deberíamos salir de aquí…", - "TUTORIAL4_PART3B_KAYLEIGH12": "Ahora los llamamos, simplemente, \\\"monstruos\\\". Un término más genérico.", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "En cuanto a ese \\\"arcángel\\\"…", - "GAME_OVER_FIRST_PENSBY4": "Yo puedo venderte objetos curativos a cambio de cualquier recurso que tengas disponible… [pause]Y Clémence, la del Café Gramófono, también.", - "LEVEL_WARNING_felix.v1": "Tengo la impresión de que los monstruos aquí nos pueden dar una buena paliza…", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, creo que es un [shake rate=30 level=10]arcángel[/shake]…", - "HARBOURTOWN_STATION_KAYLEIGH5": "Tenemos que irnos. [wave amp=30 freq=10]Ya.[/wave]", - "HARBOURTOWN_STATION_KAYLEIGH5B": "No es como los otros monstruos. [pause][shake rate=30 level=10]Aquí no estamos a salvo[/shake].", - "HARBOURTOWN_STATION_KAYLEIGH6": "No, no puede ser…", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "¿Quién eres?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "¿Qué te pasó?", - "HARBOURTOWN_STATION_MORGANTE3": "NO, NO, TÚ NO ERES LA SANGRE DE MI SANGRE.\\n\\n¡¿OSAS VENIR DE NUEVO A BUSCARME BLANDIENDO LA ESPADA?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "¡Vamos a luchar contra esa cosa y lo vamos a hacer COMO UN SOLO SER!", - "HARBOURTOWN_STATION_KAYLEIGH7": "No pienso morir aquí, así no.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Si es verdad que esa puerta [wave amp=30 freq=10]puede[/wave] llevarnos otra vez a nuestro mundo, ¿tendremos que despedirnos todos para siempre?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Oye, y ¿qué te parece lo de tener que dormir [wave amp=30 freq=10]en plena naturaleza[/wave]?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Es una suerte que aún nos queden cosas por hacer aquí en Nueva Wirral. ¡Ya me preocuparé por eso más adelante!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "…", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés lista, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Seguro que la noticia va a agarrar desprevenidos a los guardas. ¡La de trabajo que tienen por delante!", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés listo, {player}.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés liste, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Conque ahora Ianthe también está al tanto de lo de la puerta…", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Cuando luchamos contra Álef en el tren… [pause]Esa fuerza que invocamos al fusionarnos…", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Se parecía un poco a Morganta, ¿no? [pause]El primer arcángel contra el que tuvimos que luchar.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "No acabo de entenderlo bien, pero tuve la sensación de que en aquel momento encarnamos algo que se amoldaba a sus objetivos. En esa forma no estábamos solo nosotros… [wave amp=30 freq=10]Ella[/wave] también estaba en la fusión.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "¡Es verdad!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Sí, creo que sí.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Pero también es verdad es que tú ya tenías su esencia dentro de ti desde la primera vez que nos la encontramos, ¿no?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Te dio las pistas para que encontraras esa puerta y nos ayudó a derrotar a Álef. Me pregunto si era esa su intención desde el principio… O sea, usarnos para derrotarlo…", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "¡Ah, se me había olvidado preguntarte! ¿Qué opinas ahora que tienes que hacer el [wave amp=30 freq=10]entrenamiento de los guardas[/wave], {player}?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "¡Estoy entusiasmado!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "¡Estoy entusiasmada!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "¡Estoy entusiasmade!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "¡Estoy nervioso!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "¡Pues claro, es normal! ¡Lo harás muy bien!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "¡Estoy nerviosa!", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "{player}, me alegro de que aún podamos hacer estas acampadas, tú y yo.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "¡Estoy nerviose!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Los guardas adaptan sus desafíos a la fuerza de cada aprendiz. Mi entrenamiento consistió en hacer el trabajo voluntario por el pueblo que me encargara cada guarda mayor.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Yo diría que tu desafío de combate es… [pause]un poco más duro que el mío.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "El tema de los guardas es que cada uno tiene su papel a la hora de cuidar del pueblo.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Ray se encarga de la red eléctrica, Mort se ocupa de paredes y edificios y Zeta… [pause]Bueno, de lo suyo.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "¡Pero su función también refleja su forma de luchar! Cada uno tiene su propia táctica.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "¡Seguro que conseguirás derrotarlos, {player}!", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Yo creo… que si logro volver a casa, voy a tener que poner en práctica todas mis capacidades como guarda.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Volver a vivir como antes sería desperdiciar todo lo que he aprendido aquí.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "¿Cómo era tu vida antes?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "¿A qué te dedicabas antes de acabar aquí?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Eh… [pause]No era lo que se dice una vida muy [wave amp=30 freq=10]interesante[/wave].", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "No estaba mal, [pause]pero después de todo lo que me ha pasado en esta isla, no creo que podría seguir conformándome con eso.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Dejé la carrera y empecé a trabajar en una tienda de mi ciudad.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Me refiero a ahora que [wave amp=30 freq=10]tú y yo[/wave] somos una pareja.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "No sé por qué me dio por pensar que eso podría cambiar, pero me alegra que no haya sido así.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Como te dije después de la primera vez que luchamos contra Morganta, ¡somos un equipo!", - "SWAP_PARTNER_EUGENE1": "¡De lujo!", - "SWAP_PARTNER_FELIX1": "Ah. Está bien.", - "SWAP_PARTNER_VIOLA1": "¡Como desees! ¡Viajemos, pues, sin demora!", - "HARBOURTOWN_NPC_10_DIALOGUE5": "Me pregunto si alguna vez podré llegar a guarda mayor. [pause]Naa.", - "HARBOURTOWN_NPC_11_DIALOGUE3": "¿Por qué no habré naufragado en algún sitio un poco más [wave amp=30 freq=10]normal[/wave]?", - "HARBOURTOWN_NPC_11_DIALOGUE2": "Bueno, ¡[shake rate=30 level=10]pues yo no[/shake]! [pause][pause]¡A mí todo eso de los monstruos me parece rarísimo y no me hace ninguna gracia!", - "HARBOURTOWN_NPC_11_DIALOGUE1": "Con tanto que a la gente le gusta hablar sobre \\\"monstruos\\\" y \\\"cintas\\\", [pause]lo normal sería pensar que aquí todo el mundo la pasa bien.", - "HARBOURTOWN_NPC_12_DIALOGUE1": "¿Sabes qué echo de menos? [pause]El deporte. [pause]¿Por qué no pueden fundar un equipo de futbol en Villapuerto?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "Aunque… [pause]supongo que no tendríamos contra quién jugar. [pause]No creo que los cangrejos gigantes de la playa tengan espíritu competitivo.", - "HARBOURTOWN_NPC_12_DIALOGUE3": "Hace poco había unos tipos pálidos y muy raros merodeando por aquí y hablando entre dientes. Es algo fuera de lo común, incluso tratándose de este sitio.", - "HARBOURTOWN_NPC_12_DIALOGUE4": "¿Has visto a esos encapuchados tan raros que andan rondando por el parque? ¿Serán de alguna [wave amp=30 freq=10]compañía de teatro[/wave] o algo?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "Por lo visto Villapuerto y ese otro pueblo que hay al este han hecho las paces. Me pregunto qué habrá pasado.", - "HARBOURTOWN_NPC_12_DIALOGUE6": "En Villapuerto dicen que el centro comercial abandonado está [wave amp=30 freq=10]embrujado[/wave]. Una cosa son los monstruos, pero otra es que crea en fantasmas, ¡eso sí que no!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "Hace tiempo que no veo a esos adefesios de rostro pálido y traje oscuro. ¿Qué les habrá pasado?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "Puede que tenga que estar aquí para siempre, pero al menos nunca me [wave amp=30 freq=10]aburro[/wave].", - "HARBOURTOWN_NPC_12_DIALOGUE8": "Por lo visto volvieron a bajar el puente que conecta Villapuerto y la granja de Atata. Es una noticia [wave amp=30 freq=10]estupenda[/wave] para cualquiera que… [pause]En fin, [pause]que no tenga intención de morir de hambre.", - "HARBOURTOWN_NPC_13_DIALOGUE1": "Tenía intención de cruzar el puente, pero ya lleva levado desde hace tiempo.", - "TUTORIAL4_PART3C_KAYLEIGH4": "Supongo que entre las \\\"circunstancias adecuadas\\\" se incluye estar a punto de que te mate un [shake rate=30 level=10]arcángel[/shake]…", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "Fue una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo y eso en lo que nos [wave amp=30 freq=10]convertimos[/wave] era a la vez tú y yo, pero también algo distinto…", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "Fue una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo y eso en lo que nos [wave amp=30 freq=10]convertimos[/wave] era a la vez tú y yo, pero también algo distinto…", - "TUTORIAL4_PART3C_KAYLEIGH6": "Yo [pause]nunca me había fusionado antes con nadie. Y, desde luego, no esperaba fusionarme con alguien a quien [wave amp=30 freq=10]apenas[/wave] conozco…", - "TUTORIAL4_PART3C_KAYLEIGH7": "Pasó así, de repente, sin pensar, ¿verdad?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "Fue una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo y eso en lo que nos [wave amp=30 freq=10]convertimos[/wave] era a la vez tú y yo, pero también algo distinto…", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Supongo que hay una diferencia entre algo que te divierte y algo que te llena.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Era entusiasmo. [pause]Y es fácil confundirlos o eso pienso yo.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "La verdad es que sí me pregunto cómo funciona toda esa onda de [pause]\\\"transformarse en monstruo usando cintas\\\".", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "A primera vista no tiene sentido, ¿no? [pause]Porque no son más que walkmans normales y corrientes.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Pero a lo mejor esa no es la actitud adecuada. [pause]A lo mejor no hay que plantearlo centrándose tanto en las limitaciones.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Son de plástico, nada más.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "A lo mejor cuando aceptamos que lo imposible puede suceder [pause]es cuando permitimos que suceda, [pause]¿sabes?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Me pregunto qué les parecerá su vida a los habitantes de Villapuerto que nacieron aquí.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Es decir, este mundo es el único que han conocido.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Y, sin embargo…, la gente como nosotros no deja de hablarles de otros mundos llenos de gente y de sitios curiosos.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "¡Seguro que les cuesta un montón imaginarse de qué hablamos!", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Supongo que son dos formas muy distintas de ver el pueblo.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Pero, por otra parte, [pause]ellos están mucho más acostumbrados a los monstruos, que aquí son lo más normal.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "¿Qué dices?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"La flecha del tiempo solo se mueve hacia delante, Kayleigh\\\".", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "La flecha de… ¿qué?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Ah, no, es una cosa que solía decir mi padre.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Supongo que significa que el tiempo no deja de avanzar… Que no podemos dar marcha atrás y cambiar nuestros errores, así que no debemos vivir en el pasado.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Aunque quisiéramos…", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "…", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "¡Eso quiere decir que deberíamos ir pensando en la próxima etapa de nuestra aventura! Al fin y al cabo, ¡la flecha del tiempo solo se mueve hacia delante, {player}!", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Conque…[/wave] [pause]ahora es Meredith, [pause]¿eh?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Eso sí, un consejo de amiga… [pause]A lo mejor no te [wave amp=30 freq=10]conviene[/wave] decirle que no es la única chica de la isla a la que has besado.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Ah, ¿ya escuchaste?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Espero que no sea incómodo…", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Supongo que, cuando me [wave amp=30 freq=10]besaste[/wave], no entendí bien lo que significaba eso para \\\"nuestra\\\" relación.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "¡Pero no pasa nada! Tampoco es que seamos pareja, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Eso es todo.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "¡Pero no pasa nada! Tampoco es que seamos pareja, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Eso es todo.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "¡Pero no pasa nada! Tampoco es que seamos pareja, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Eso es todo.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Meredith y tú se llevan muy bien. Se me hace que serían buena pareja.", - "GAME_OVER_FIRST_PENSBY1.f": "Ah, ya despertaste. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", - "TUTORIAL1_PART1_KAYLEIGH9": "Vamos a revisar el camino para asegurarnos de que no hay peligro.", - "TUTORIAL1_PART1_KAYLEIGH10": "Toma, aquí tienes la llave de las puertas.", - "TUTORIAL1_PART2_KAYLEIGH1.m": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Si no hay otro remedio…", - "TUTORIAL1_PART2_KAYLEIGH1.f": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "¡Por supuesto!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", - "CLEMENCE_INTRO3": "Adelante, pregúntame lo que quieras, no tengo prisa.", - "CLEMENCE_INTRO1.n": "¡\\\"Bonjour\\\"! [pause]No suele venir mucha gente nueva por aquí, ¡y menos aún chiques tan guapes como tú!", - "OUTSKIRTS_3_-1_GIFTER1.m": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿no?", - "OUTSKIRTS_3_-1_GIFTER1.f": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿no?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ay. Y veo que la criminalidad también está por las nubes…[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "Con eso puedes rebobinar en cualquier momento cualquier cinta de monstruo que tengas. Procura no correr riesgos innecesarios, ¿sí?", - "OUTSKIRTS_3_-1_GIFTER2": "¡Ah! ¿Es un walkman lo que tienes en la mano? Toma, para ti.", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡El valor del suelo en los alrededores del parque está por las nubes![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "¡Gracias por venir! ¡Vuelve mañana, seguro tendré alguna nueva!", - "HARBOURTOWN_MERCHANT_2": "¡Un placer hacer negocios contigo! ¡Vuelve mañana porque me habrán llegado calcomanías nuevas!", - "HARBOURTOWN_MERCHANT_1": "¿Buscas alguna calcomanía nueva que les dé ventaja en combate a tus formas de monstruo? ¡Pues no busques más!", - "HARBOURTOWN_MERCHANT_3": "¡He estado diseñando unas calcomanías de apoyo totalmente nuevas! ¿Quieres echarles un vistazo?", - "HARBOURTOWN_MERCHANT_5.m": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", - "HARBOURTOWN_MERCHANT_4.f": "¡Gracias por venir! ¡Vuelve mañana, seguro tendré alguna nueva!", - "HARBOURTOWN_MERCHANT_4.n": "¡Gracias por venir! ¡Vuelve mañana, seguro tendré alguna nueva!", - "TUTORIAL4_PART3B_KAYLEIGH14": "No sabemos lo que son y nadie ha visto ninguno desde hace mucho tiempo.", - "TUTORIAL4_PART3B_KAYLEIGH13": "Pero esos otros seres… [pause]como ese contra el que luchamos… [pause]Esos nos siguen pareciendo arcángeles.", - "TUTORIAL4_PART3B_KAYLEIGH15": "Al mirar a esa cosa mientras luchábamos contra ella… Me cuesta explicarlo…", - "TUTORIAL4_PART3B_KAYLEIGH16": "Era como si no la estuviera viendo bien… Como si intentara ver una película con unos binoculares o algo así…", - "TUTORIAL4_PART3B_KAYLEIGH17": "¡Ah, qué tonta, perdón! [pause]¡Estoy dando demasiadas cosas por sentadas!", - "LEVEL_WARNING_dog.v3": "Parece que Perry tiene miedo de algo. A lo mejor los monstruos de esta zona son demasiado fuertes…", - "LEVEL_WARNING_dog.v2": "Perry está un poco acobardado. ¿Será que los monstruos de la zona le parecen demasiado fuertes?", - "INTERDIMENSIONAL_POST_BYE1": "Pues eso fue todo. Espero que tenga sentido para ti.", - "INTERDIMENSIONAL_POST_BYE3": "¡Cuídate!", - "INTERDIMENSIONAL_POST_BYE2": "No creerás la cantidad de gente que visito que cree que se está volviendo loca.", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]Revisando…[/wave]", - "POSTBOX_INTERACT1": "¡Es un buzón! [pause]Qué raro que esté aquí dentro; ¿cómo van a llegar las cartas?", - "POSTBOX_INTERACT2": "¿Quieres revisarlo de todas formas? Si lo haces, te conectarás a internet.", - "POSTBOX_ERROR_TIMEOUT": "Se agotó el tiempo de conexión.", - "POSTBOX_ERROR_CONNECT": "No se pudo conectar ({0}).", - "POSTBOX_ERROR_NETWORK": "Se produjo un error con la red ({0}).", - "POSTBOX_ERROR_CLIENT": "Se produjo un error del cliente ({0}).", - "POSTBOX_ERROR_UNKNOWN": "Se produjo un error desconocido ({0}).", - "POSTBOX_EMPTY": "El buzón está vacío.", - "POSTBOX_KEYPAD": "Hay un teclado en la parte trasera… ¿Quieres ingresar un código?", - "POSTBOX_MESSAGE_FOUND": "¡Hay un mensaje para ti!", - "POSTBOX_MESSAGE_FOUND_SENDER": "¡Hay un mensaje para ti de {sender}!", - "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\"", - "POSTBOX_PACKAGE_FOUND": "¡Hay un paquete para ti!", - "POSTBOX_ENTER_CODE": "Ingresa el código", - "PLANTER_INTERACT1": "¿Quieres plantar un brote con las herramientas de jardinería?", - "PLANTER_NO_QUEST": "¡Es una jardinera! Pero no tiene nada plantado.", - "PLANTER_INTERACT2_OPTION1": "Arbusto frondoso", - "PLANTER_INTERACT2": "Elige un brote:", - "PLANTER_INTERACT2_OPTION2": "Cerezo", - "PLANTER_INTERACT2_OPTION3": "Rosas rojas", - "PLANTER_INTERACT2_OPTION4": "Orquídeas pálidas", - "PLANTER_INTERACT2_OPTION5": "Lavanda", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Hurones, ¿eh? [pause]¡La opción favorita de los indecisos!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Demasiado pequeño para ser un perro, [pause]demasiado alargado para ser un gato…", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "¡Una respuesta bastante rara, pero te la acepto!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "¿Tú crees que… Nueva Wirral nos puede cambiar físicamente?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Me parece que prefiero el olor del café a su sabor.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Esto a lo mejor te suena raro, pero…", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "¡No, a ver, me encanta el café!", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Pero por el olor siempre te da la sensación de que va a estar mucho más bueno…", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "O sea, [pause]cuando llegamos aquí.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Mi cuerpo de Nueva Wirral no es igual que como era en mi \\\"vida anterior\\\".", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Me cuesta explicarlo con palabras…", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "No es exactamente igual.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "Es como si así fuera como aparezco en mis propios sueños, como me veo a mí misma.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Tampoco sé que va a pasar cuando… [pause]vuelva.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Echo un poco de menos las cafeterías en las que escribían tu nombre en el vaso.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Aunque mi nombre casi nunca lo escribían bien.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Siempre acababa teniendo que aguantarme con algo así como \\\"Kaylee\\\".", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Aquí estoy, pasando el rato en plena naturaleza con mi novia, que es un amor…", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Eso sí, el café de Clémence es mil veces mejor que el de cualquier cadena. [pause]No sé si podré acostumbrarme otra vez al café normal si es que alguna vez logro volver a casa.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Una vez me escribieron \\\"Carol\\\". [pause][pause]Ahí ni se acercaron.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Aquí estoy, pasando el rato en plena naturaleza con mi novio, que es un amor…", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Cuando vivía en Villallanto, Dorian tenía un montón de planes grandiosos para la comunidad…", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "La verdad es que no me puedo quejar, ¿no te parece?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Cuando era pequeña, acampaba muy a menudo. ¡Hay un montón de sitios increíbles en Irlanda para acampar!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Aquí estoy, pasando el rato en plena naturaleza con mi novie, que es un amor…", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Mi padre tomaba el coche y nos íbamos al campo a ver las estrellas.", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Acampar contigo me da nostalgia de aquellos días.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Esto a lo mejor te suena raro, [pause]pero…", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "A veces creo que la gente confunde estar \\\"entusiasmada\\\" con estar \\\"feliz\\\".", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "No sabía yo que una parte importante de una relación era tomar tantos cafés.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "Y yo estaba entusiasmada por ser parte de aquello. [pause]Sentía que estaban pasando muchas cosas y me alegraba formar parte de todo eso.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Creo que, en aquel momento, pensé que eso me estaba haciendo feliz. [pause]Pero… [pause]no creo que lo que sentí haya sido felicidad.", - "INTRO_KAYLEIGH35": "Y, además, ¡aquí estamos seguros! Aparte de los monstruos, claro…", - "INTRO_KAYLEIGH35_OPTION1": "¿Como el que nos atacó antes?", - "INTRO_KAYLEIGH35_OPTION2": "¿Porque tenemos walkmans?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "En Villapuerto hay comida de sobra; lo que nos falta es variedad.", - "HARBOURTOWN_NPC_6_DIALOGUE2": "Hace siglos que no me como un buen plato de pato laqueado…", - "HARBOURTOWN_NPC_7_DIALOGUE3": "Eso sí que era vida.", - "HARBOURTOWN_NPC_7_DIALOGUE1": "La vida en Villapuerto es muy tranquila, [pause]pero echo de menos vivir en la ciudad…", - "HARBOURTOWN_NPC_7_DIALOGUE2": "Cambiar de un metro agobiante a otro, [pause]comprar comida cara en el supermercado, [pause]perder la mayor parte del sueldo en la renta…", - "HARBOURTOWN_NPC_8_DIALOGUE1": "Uff… [pause]Uff… [pause][pause]Tengo que correr aún más rápido para que no me alcancen esos cangrejos monstruosos…", - "HARBOURTOWN_NPC_8_DIALOGUE2": "Uff… [pause]Uff… [pause][pause]Ni siquiera a mi velocidad máxima podría correr más que esos monstruos bala.", - "HARBOURTOWN_NPC_8_DIALOGUE4": "Uff… [pause]Uff… [pause][pause]Para que no me muerdan las serpientes enmascaradas, necesito correr aún más.", - "HARBOURTOWN_NPC_8_DIALOGUE3": "Uff… [pause]Uff… [pause][pause]Tengo que mejorar la resistencia si quiero evitar a esos diablillos con botas.", - "HARBOURTOWN_NPC_8_DIALOGUE5": "Uff… [pause]Uff… [pause][pause]Si no soy capaz de correr más rápido, no podré dejar atrás a esas polillas gigantes.", - "HARBOURTOWN_NPC_13_DIALOGUE4": "Podría cruzarlo, [pause]pero es que ya me acostumbré a quedarme aquí.", - "HARBOURTOWN_NPC_8_DIALOGUE6": "Pues… [pause]yo diría que está mejorando mi capacidad para correr distancias largas. [pause]¡Mi trabajo está dando frutos!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "Desde hace un tiempo, los guardas nos han estado dando ropa del centro comercial abandonado que hay al norte. [pause]Yo solo tengo que lavarla y remendarla.", - "HARBOURTOWN_NPC_9_DIALOGUE1": "Me gustaría poder decir que toda mi ropa está hecha en Villapuerto, [pause]pero…", - "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe es mi heroína. [pause]¿Sabías que fue la primera persona de la isla en grabar un monstruo con un walkman?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe es mi guarda mayor favorita, [pause]pero los demás también son muy amables.", - "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil es la que más a la moda viste de [wave amp=30 freq=10]todos[/wave] los guardas.", - "HARBOURTOWN_NPC_10_DIALOGUE3": "Me han dicho que hay un guarda mayor que es un robot… [pause]Yo no lo creo.", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "¿Qué tal le va hoy a admiradore [wave amp=30 freq=10]número uno[/wave]?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "¿Qué tal le va hoy a admiradora [wave amp=30 freq=10]número uno[/wave]?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "Ah, [pause]otra vez tú. [pause]Perdona, tengo cosas que hacer.", - "HARBOURTOWN_NPC_3_DIALOGUE3": "Eh… [pause]Lo siento, pero tengo trabajo. [pause]Mucho trabajo.", - "HARBOURTOWN_NPC_3_DIALOGUE2": "… [pause]Eh… ¿Te conozco?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "Eh… [pause]Creo que me estás confundiendo con otra persona. [pause]No creo que nos conozcamos.", - "HARBOURTOWN_NPC_3_DIALOGUE6": "… [pause]Hola de nuevo. [pause]Qué amable de tu parte venir a verme.", - "HARBOURTOWN_NPC_3_DIALOGUE8": "Aquí a veces cuesta un poco hacer amigos. [pause]No tengo mucho en común con… [pause]Bueno, [pause]con nadie. [pause]Este sitio es así.", - "HARBOURTOWN_NPC_3_DIALOGUE7": "Perdona si he sido un poco grosera contigo antes. [pause]Es que me cuesta abrirme a los desconocidos. [pause]Pero ahora ya nos conocemos, ¿no?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "Oye… [pause]No te he preguntado cómo te llamas. [pause]¿{player}? [pause]Pues espero que tengas un gran día, {player}.", - "HARBOURTOWN_NPC_3_DIALOGUE10": "Eh… [pause]Me… [pause]alegra volver a verte, {player}.", - "HARBOURTOWN_NPC_4_DIALOGUE1": "Para ti toda la onda de \\\"usar cintas para transformarse\\\" y eso es nuevo, ¿eh? [pause]Te voy a dar un consejo.", - "HARBOURTOWN_NPC_4_DIALOGUE2": "La clave está en no pensar en cómo funciona. [pause]Lo mires por donde lo mires, no tiene sentido.", - "HARBOURTOWN_NPC_4_DIALOGUE3": "Pero el caso es que [wave amp=30 freq=10]funciona[/wave]. [pause]Así que déjate llevar.", - "HARBOURTOWN_NPC_5_DIALOGUE1": "¿Llegaste hace poco? [pause]Yo ya llevo aquí 20 años.", - "HARBOURTOWN_NPC_5_DIALOGUE3": "Yo, por ejemplo, [pause]ya ni siquiera [wave amp=30 freq=10]me sorprendo[/wave] por el hecho de vivir en una isla llena de monstruos gigantes.", - "HARBOURTOWN_NPC_5_DIALOGUE2": "Al final, te acabas acostumbrando a lo raro y absurdo que es todo aquí.", - "HARBOURTOWN_MERCHANT_6": "¡Vuelve mañana y tendré unas cuantas calcomanías nuevas!", - "HARBOURTOWN_MERCHANT_5.n": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", - "HARBOURTOWN_MERCHANT_5.f": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", - "HARBOURTOWN_MERCHANT_NAME_1": "Vendedor de calcomanías ofensivas", - "HARBOURTOWN_MERCHANT_NAME_2": "Vendedora de calcomanías de apoyo", - "STICKER_MERCHANT_NOTE1": "El vendedor de este puesto dejó una nota.", - "HARBOURTOWN_MERCHANT_NAME_3": "Vendedor de calcomanías pasivas", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "¡Ah, [pause]la chica nueva! [pause]¡Me alegra volver a verte!", - "STICKER_MERCHANT_NOTE2": "\\\"Fui a la cueva del parque en busca de inspiración. Si no he vuelto a mediodía, ¡envíen ayuda!\\\".", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Lo siento, chica, [pause]pero ahora no se puede usar el montacargas. Le estoy dando mantenimiento, que ya le hacía falta.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Lo siento, chico, [pause]pero ahora no se puede usar el montacargas. Le estoy dando mantenimiento, que ya le hacía falta.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Lo siento, chique, [pause]pero ahora no se puede usar el montacargas. Le estoy dando mantenimiento, que ya le hacía falta.", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "¿Eres nuevo en la isla? [pause]¡Se te nota en el rostro!", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "¿Eres nueva en la isla? [pause]¡Se te nota en el rostro!", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "¿Eres nueve en la isla? [pause]¡Se te nota en el rostro!", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "¡Ah, [pause]el chico nuevo! [pause]¡Me alegra volver a verte!", - "HARBOURTOWN_STATION_KAYLEIGH8": "¿Me oyes, {player}? ¡Este no es nuestro fin! ¡No puede ser!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "¡Vamos a luchar contra esa cosa y lo vamos a hacer COMO UN SOLO SER!", - "HARBOURTOWN_STATION_KAYLEIGH9": "¡Me niego!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "¡Vamos a luchar contra esa cosa y lo vamos a hacer COMO UN SOLO SER!", - "HARBOURTOWN_STATION_KAYLEIGH11": "¿Cómo… [pause]hemos…?", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "No lo sé…", - "HARBOURTOWN_STATION_MORGANTE12": "YA BASTA. ESCASO ES EL TIEMPO QUE ME QUEDA.\\n\\n¿POR QUÉ HAS VENIDO A ESTE LUGAR TAN HORRIBLE?", - "HARBOURTOWN_STATION_MORGANTE13": "YA VEO.\\n\\nEXISTE UNA MANERA. NADIE EXCEPTO YO CONOCE EL CAMINO.", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "¡Quiero escapar de esta isla!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "¡Quiero volver a casa!", - "GAME_OVER_FIRST_PENSBY1.n": "Ah, ya despertaste. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", - "GAME_OVER_EUGENE1.m": "¡Y vuelve a estar listo para el combate! Vamos, {player}, andando.", - "CAPTAIN_READY_CHECK.f": "¿Ya estás para combatir con {pawn}?", - "CAPTAIN_WALLACE_POST_REWARD1": "Me encontré ese material inusual mientras examinaba el parque para un proyecto inmobiliario. Si vas al ayuntamiento, podrás cambiarlo por cosas geniales.", - "CAPTAIN_WALLACE_POST_BATTLE2": "Buen trabajo. Toma, te lo ganaste.", - "CAPTAIN_WALLACE_INTRO1": "¿Quieres saber qué es lo que [wave amp=30 freq=10]de verdad[/wave] nos diferencia de los monstruos?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres la nueva aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres le nueve aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "En ese caso, ¡vamos! [pause]Si crees que voy a contenerme porque eres guarda de élite, te equivocas. ¡Prepárate para un [shake rate=30 level=10]gran combate![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "No tienes ganas de fiesta, ¿eh? [pause]No pasa nada, ¡lo entiendo!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "¡Saludos de nuevo! [pause]¿Viniste a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ay[/wave], ¡no te hubieras molestado!", - "CAPTAIN_DREADFUL_POST_BATTLE1": "Me impresionaste. [pause]No pude evitar tu victoria ni abandonando este plano de existencia mortal.", - "CAPTAIN_DREADFUL_POST_BATTLE2": "¡Esta es tu recompensa por haber derrotado a la [wave amp=30 freq=10]inmortal Agnes Pectro[/wave]!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "¡Saludos de nuevo! [pause]¿Viniste a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ay[/wave], ¡no te hubieras molestado!", - "CAPTAIN_DREADFUL_POST_REWARD2": "No [wave amp=30 freq=10]sé muy bien[/wave] qué significa esa frase, la verdad, [pause]pero parece algo muy profundo.", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "¡Saludos de nuevo! [pause]¿Viniste a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ay[/wave], ¡no te hubieras molestado!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestro nuevo[/wave] guarda de élite! [pause]¿Viniste a darle a esta chica una noche inolvidable?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "¡Fantástico! [pause]¡Vamos a subir la presión atmosférica!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestra nueva[/wave] guarda de élite! [pause]¿Viniste a darle a esta chica una noche inolvidable?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestre nueve[/wave] guarda de élite! [pause]¿Viniste a darle a esta chica una noche inolvidable?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "O puede que sea otra cosa. [pause]¿Acaso viniste a que tengamos otro asalto?", - "CAPTAIN_GLADIOLA_INTRO3": "Desconocemos muchas cosas de este purgatorio en el que estamos atrapados.", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "No tienes ganas de fiesta, ¿eh? [pause]No pasa nada, ¡lo entiendo!", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "¡Muy bien! [pause]Ya que somos iguales, ¡te aseguro que esta vez no pienso contenerme ni tantito!", - "CAPTAIN_DREADFUL_POST_REMATCH2": "Aunque… no tengo muy claro cuál es dicha lección. [pause]Te dejaré esa parte a ti.", - "CAPTAIN_DREADFUL_POST_REMATCH1": "Pues parece que volviste a ganar. ¡Supongo que ambos tenemos una lección que aprender de todo esto!", - "CAPTAIN_LODESTEIN_INTRO5": "¿Quieres que te cuente un secreto? [pause]Gestionamos toda la red eléctrica del pueblo a través de estas columnas, pero, en realidad, [wave amp=30 freq=10]no tenemos ni idea[/wave] de cómo funcionan.", - "CAPTAIN_LODESTEIN_INTRO4": "Soy Ray O'Farrell. [pause]Colaboro con los guardas para mantener la luz encendida.", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Si tantas ganas tienes de ayudar en la isla, ¿por qué no vas a hablar con Ianthe? A estas horas, supongo que estará en el parque de Nueva Wirral.", - "CAPTAIN_LODESTEIN_INTRO7": "Obviamente, en la Tierra no funcionarían. [pause]Ni por asomo. [pause]La atmósfera de la Tierra no funciona así.", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Bueno, dejemos la charla científica. [pause]Si no me equivoco, viniste a afrontar mi desafío de guarda de élite.", - "CAPTAIN_LODESTEIN_INTRO6": "Mi teoría, tan válida como cualquier otra, es que Nueva Wirral tiene una especie de electricidad subyacente y que estas columnas la conducen y almacenan…", - "CAPTAIN_CLEEO_INTRO4": "¿Meter la moneda?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]¡Soy Cle-0 y soy la mecanoide que atenderá tu mesa durante esta noche![/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]¿Cómo es posible que mis creadores fueran tan tontos como para cometer semejante error de diseño? [pause][shake rate=30 level=10]¡¿Acaso tenían miedo de que me rebelara y les hiciera frente, tal y como se merecían?![/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Perdona, no pretendía ponerme violenta… [pause]Ianthe me ha estado animando a que afronte mi resentimiento hacia la humanidad de manera sana y saludable.[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Seguro que no te esperabas que una cachivache como yo pudiera reproducir cintas, ¿verdad? [pause]Resulta que soy una gran estratega gracias a todos los datos de juego que tengo en mis bancos de memoria.[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]En fin, soy Cle-0. [pause]Soy una de las guardas de élite de Nueva Wirral.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "¡[shake rate=30 level=10]Lo que sí sé[/shake] es que el hermano Cooper descubrió una forma diferente de salir de Nueva Wirral!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "O eso dicen. [pause]Ninguna de las dos canciones está disponible aquí en Nueva Wirral, así que no puedo saber si me están tomando el pelo…", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "No te pases mucho conmigo, ¿sí? Acabo de entrar en la secta esta de los Hijos del Llanto y no quiero quedar mal delante del resto.", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Un segundo, déjame echarle un ojo al manual, a ver si dice qué debo hacer cuando me derrotan.", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Quería entrar a una secta, no que me aplastaran como a un insecto…", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "¡Je, je! ¡Siempre he querido unirme a una secta maligna! ¡Es mi momento!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Bueno, creo que te las arreglarás…", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "¡Guau!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "¡Oye, tú! ¡Este lugar no es seguro!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Si lo piensas fríamente, tuvieron que morir billones de humanos para que la especie sobreviviera y evolucionara hasta su estado actual. La naturaleza es una bestia implacable y sedienta de sangre.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Vaya…[/wave] [pause]¡Perdóname, es que me dejé llevar por mi cinta de pomebomba.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Ahora a ver si me acuerdo dónde enterré aquel hueso…", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Dicen que esto antes era un río, ¡así que vine a llenarlo de nuevo!", - "OVERWORLD_4_-5_BATTLER_NAME": "Thomas Cota", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "La tierra cuidará de todos nosotros si se lo permitimos.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Listo para un poco de [shake rate=30 level=10]heavy metal[/shake]?", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Aj, tengo la garganta sequísima… Perdóname, ecosistema, pero primero tengo que rellenarme yo.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Lista para un poco de [shake rate=30 level=10]heavy metal[/shake]?", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Liste para un poco de [shake rate=30 level=10]heavy metal[/shake]?", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Colega, me has dado más golpes que a una [wave amp=30 freq=10]batería[/wave]…", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Creí que la tierra se pondría de mi parte…", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "No podemos depositar nuestras esperanzas en que una fuerza externa nos salve, y mucho menos un planeta temperamental, despiadado e indiferente.", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "¡Los humanos debemos cuidarnos unos a otros, porque nadie más lo hará!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Hay un campamento cerca de aquí, pero primero, ¡vamos a ver de qué pasta estás heche!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Hay un campamento cerca de aquí, pero primero, ¡vamos a ver de qué pasta estás hecha!", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Hay un campamento cerca de aquí, pero primero, ¡vamos a ver de qué pasta estás hecho!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "¡Oye![pause] ¿Podrías colocarte sobre este botón un momento?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Si sigues hacia el oeste, acabarás llegando al campamento. ¡No tiene pérdida!", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Unos dicen que si te colocas sobre los botones en el orden correcto y sigues todos los letreros, te llevarán a un tesoro.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Este es uno de esos \\\"letreros móviles\\\" de los que tanto hablan los guardas.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Otros dicen que solo te conducen a un bucle interminable.", - "DIOGENES_NAME": "Diógenes", - "DIOGENES_POST_BATTLE": "Si ese imbécil de Platón pudiera ver esta isla… Conque \\\"el hombre es un bípedo implume\\\", ¿eh? ¡Toterías!", - "DIOGENES_PRE_BATTLE": "¡He aquí un hombre!", - "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "¿Te hice saltar del susto?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Tengo que mejorar lo de saltar sobre mis víctimas…", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "¿Te hice saltar del susto?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "¿Te hice saltar del susto?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "¿Sabías que los relojsley y los ratiovivo son enemigos naturales?", - "DIVEAL_KEEPER_POST_BATTLE2": "Bueno, ya puestos, ¿por qué no grabas uno de mis focarinista? ¡Puedes nadar gracias a sus habilidades!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Puede ser que los relojsley y los ratiovivo no hagan un buen equipo por ser enemigos naturales.", - "ZHUANGZI_POST_BATTLE2": "Ya no sé si era un hombre soñando que era un antifolilla o si ahora soy un antifolilla soñando que soy un hombre.", - "ZHUANGZI_POST_BATTLE1": "¿Eh? Ah…", - "ZHUANGZI_NAME": "Zhuangzi", - "DIVEAL_KEEPER_NAME": "Emma Rina", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helado[/wave].", - "DIVEAL_KEEPER_POST_BATTLE1": "Ay, se me acabó el oxígeno…", - "DIVEAL_KEEPER_PRE_BATTLE1": "Mis focarinista se encariñó mucho contigo.", - "DIVEAL_KEEPER_PRE_BATTLE2": "¡Es mi deber luchar contra ti para proteger mi posición dominante ante ellas!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ay, tú sí que me descongelaste los bienes…[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Si te saltas algún pago de la hipoteca, congelaremos tus bienes![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Vine porque me dijeron que aquí había un banco, pero yo lo único que veo es un montón de peces.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Nuestras ofertas están que arden! Durante tiempo limitado, te haremos un 100 % de descuento… ¡en tu barra de vida![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bueno, bueno, bueno… No doy crédito…[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Auch… Gracias por tu… compra.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Auch… Gracias por tu… compra.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helade[/wave].", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Auch… Gracias por tu… compra.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helada[/wave].", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Carámbanos…[/wave]", - "DARWIN_NAME": "Darwin", - "DARWIN_PRE_BATTLE2": "¡A transformarse, pues!", - "DARWIN_POST_BATTLE1": "Solía creer que habíamos dejado de buscar monstruos debajo de la cama cuando nos dimos cuenta de que estaban dentro de nosotros.", - "DARWIN_PRE_BATTLE1": "Esta isla me ha enseñado que no es el más fuerte de la especie el que sobrevive, ni el más inteligente, sino el que mejor se adapta al cambio.", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", - "DARWIN_POST_BATTLE2": "Pero entonces, ¿qué dice eso de esta isla? ¿Acaso estos monstruos son los que hay dentro de Dios? ¿O simplemente es que estamos debajo de su cama, ocultos y olvidados desde hace tiempo?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Somos el mismo, pero de mundos diferentes. Al parecer, vivimos vidas idénticas hasta que llegamos aquí.", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "¡Por mucho que nos parezcamos, no somos gemelos!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "¡Por mucho que nos parezcamos, no somos gemelos!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "¿Conoces el camino de vuelta al bosque de Rendlesham?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "En ese caso, supongo que estoy atrapada.", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Perdí de vista a mi unidad cuando peinábamos los bosques cercanos a nuestra base en el condado de Suffolk. Me separé de ellos en un momento de distracción y acabé aquí. No sé cómo.", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "¿Quieres saber de dónde vienen las cintas? ¡Pues primero tendrás que derrotarme!", - "DECARTES_NAME": "Descartes", - "DECARTES_POST_BATTLE": "He cometido todos los errores que se podían cometer y sin embargo nunca he dejado de esforzarme.", - "DECARTES_PRE_BATTLE": "No basta con tener una buena cinta; lo principal es aplicarla bien.", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡No había tanta prisa por adquirir propiedades desde que Nyxon abolió el patrón lloro![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]Por muy novedosa que sea la economía de favor y trueque de Nueva Wirral, no va a durar.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Los terratenientes estamos aquí para contribuir a que Nueva Wirral se convierta en un país desarrollado. El primer paso es implantar una moneda de curso legal.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La población de Nueva Wirral sigue creciendo, pero nadie ha pensado en construir nuevas viviendas. Es una oportunidad de oro.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]Por el momento, la opción que más adeptos tiene entre los terratenientes es vincularla al valor del alma, un recurso extremadamente escaso en el lugar del que venimos.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Si así lo deseas, puedes depositar tu alma con nosotros para obtener a cambio dinero contante y sonante.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Al fin y al cabo, ¿qué sentido tiene si la clase alta no puede imprimir billones de favores a partir de la nada?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Capital! No hay nada más importante. Da igual que se trate de una pena, un pecado o una inversión. ¡Compra ya![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]¡No podrás poner punto final a nuestras actividades![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "Tanto las cintas como los walkmans vienen del centro comercial que se encuentra más adelante. ¡Apareció de la nada hace apenas unos años! Eso sí, los guardas van allí a menudo a aprovisionarse, así que no creo que quede ya mucho.", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Aunque escuché que está embrujado… ¿Tú qué opinas?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Madre mía, tienes el aura hecha un asco. ¿Estás enfermo?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Madre mía, tienes el aura hecha un asco. ¿Estás enferma?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "A fin de cuentas, igual no era cosa de tu aura. Tal vez es que tengo una visión muy mala…", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Madre mía, tienes el aura hecha un asco. ¿Estás enferme?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "¿No? ¡Pues deberías!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Pero ¿qué problema tienes? ¡Es totalmente legal! Al fin y al cabo, no son más que inquilinos… [pause]Nos pertenecen.[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]En estos momentos hay una familia viviendo en ella, pero podemos echarla para hacerte lugar… [pause]¿A qué viene esa expresión?[/wave]", - "ARISTOTLE_NAME": "Aristóteles", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "No recuerdo a este tipo, pero parece que él sí se acuerda de mí…", - "ARISTOTLE_PRE_BATTLE": "Si la felicidad es una actividad conforme a la virtud, es razonable que sea conforme a la virtud más excelente, ¡y esa es la virtud que se demuestra en combate!", - "ARISTOTLE_POST_BATTLE": "¡Ay! La meta de los sabios no es asegurar el placer, sino evitar el dolor.", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para un comprador primerizo como tú![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para una compradora primeriza como tú![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para une compradore primerice como tú![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡También podemos proporcionarte liquidez para la compra de tu vivienda![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]¡A los terratenientes también nos gusta darnos un buen chapuzón! Siempre y cuando no sea en agua bendita, claro…[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "¿No te parece que estas estatuas de trafikangrejo son un poco raras?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Estoy en mitad de una investigación importante, ¡fuera de mi camino!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "¡No me preguntes dónde guardo mis cintas!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "¡Guardo las cintas en una mochila impermeable, obviamente!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Me encanta que la gente me cuente los llamados \\\"sucesos del cisne negro\\\" que ocurrieron en su mundo.", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "He oído historias de todo tipo: revueltas fascistas, pandemias, guerras mundiales, cambios climáticos descontrolados, catástrofes ecológicas por los microplásticos…", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Je. Imagínate un mundo en el que pasara todo eso al mismo tiempo. ¡Sería la ruina!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Los \\\"sucesos del cisne negro\\\" son grandes acontecimientos históricos que ocurren por sorpresa y lo cambian todo.", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Mi \\\"suceso del cisne negro\\\" favorito es la guerra entre humanos y tiburones de 2023. ¡Se veía venir a leguas!", - "COMMUNE_CULTIST_1_NAME": "Sectario perspicaz", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "¿Qué hacen aquí? ¿Por qué no están en…?", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "Espera, [pause]¡¿eres tú, Kayleigh?! ¡Maldita desertora!", - "COMMUNE_CULTIST_1_POST_BATTLE": "Aj… [pause]Desertora…", - "COMMUNE_CULTIST_1_FRIENDLY3": "Ya sabes, esas cosas se te pueden salir de control.", - "COMMUNE_CULTIST_1_FRIENDLY2": "No es nada personal, es que estábamos empeñados en intentar ascender a la divinidad.", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Andando, es mejor seguir adelante.", - "COMMUNE_CULTIST_1_FRIENDLY1": "Una disculpa por nuestra hostilidad anterior.", - "COMMUNE_CULTIST_2_NAME": "Sectaria enfadada", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "¿Qué estará tramando Dorian? Me preocupa…", - "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian ya contaba con que hubiera imprevistos antes de la ceremonia, ¡así que he estado vigilando!", - "COMMUNE_CULTIST_2_POST_BATTLE": "Tengo que… [shake rate=30 level=10][pause]seguir… [pause]vigilando…[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "Bah, qué timo.", - "COMMUNE_CULTIST_2_FRIENDLY1": "¿Así que el \\\"dios serpiente\\\" del hermano Dorian no era más que un monstruo de pacotilla?", - "COMMUNE_CULTIST_3_NAME": "Sectario impaciente", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "¡Alto ahí! ¿Qué hacen sin su túnica?", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "¡No les conozco! ¡¿Vinieron a sabotear la ceremonia?!", - "COMMUNE_CULTIST_3_POST_BATTLE": "No podrán… [pause][shake rate=30 level=10]detenernos[/shake]…", - "COMMUNE_CULTIST_3_FRIENDLY2": "Tal vez me dedique a otra cosa… como a la carpintería…", - "COMMUNE_CULTIST_3_FRIENDLY1": "Al final el camino de los Hijos del Llanto solo conduce a un callejón sin salida, ¿eh?", - "COMMUNE_CULTIST_4_NAME": "Sectaria preocupada", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "¿E-eres un intruso?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "¿E-eres una intrusa?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "¡Dorian se va a cabrear conmigo si no te detengo!", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "¿E-eres une intruse?", - "COMMUNE_CULTIST_4_FRIENDLY1": "Así que los \\\"arcángeles\\\" viven en las profundidades de la isla… y no sienten afecto alguno por la humanidad…", - "COMMUNE_CULTIST_4_POST_BATTLE": "Estoy en grandes problemas…", - "COMMUNE_CULTIST_4_FRIENDLY2": "¡Eso me da aún más miedo que Dorian!", - "COMMUNE_CULTIST_5_NAME": "Sectaria amigable", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "¡Hola, colegas!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "Por desgracia, debo defender nuestra comuna de los forasteros, por orden del [wave amp=30 freq=5]dios serpiente[/wave].", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "¡Pero les juro que no es nada personal!", - "COMMUNE_CULTIST_5_FRIENDLY1": "Imagino que ahora que vamos a intentar integrarnos más con el resto de la isla…", - "COMMUNE_CULTIST_5_POST_BATTLE": "Nada… [pause]personal…", - "COMMUNE_CULTIST_5_FRIENDLY2": "¡Tendré que esforzarme en conectar más con la gente!", - "COMMUNE_CULTIST_6_NAME": "Sectario estridente", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]¡¡¡Nuestro deber como Hijos del Llanto es ahuyentar a los forasteros!!![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]¡¡¡Ustedes no visten los hábitos de los Hijos de Llanto…!!![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, deben desaparecer!!![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, deben desaparecer!!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastero!!![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "Hermano Cooper… Lo siento…", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, deben desaparecer!!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastere!!![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastera!!![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "Sectario introspectivo", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "¿Sabías que el poder transformador de las cintas alberga una enorme carga simbólica?", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]¡¡¡Es que nos dejamos llevar más de la cuenta!!![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "Los cuatro lados de su forma rectangular se corresponden con los cuatro lados del ser humano…", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "Delante, detrás, izquierda y derecha.", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "De todas formas, igual debería estar intentando detenerte.", - "COMMUNE_CULTIST_7_POST_BATTLE": "Las cintas… son… interesantes…", - "COMMUNE_CULTIST_7_FRIENDLY1": "Las cintas tienen una cara A y una cara B…", - "COMMUNE_CULTIST_7_FRIENDLY2": "Al igual que la dualidad del ser humano…", - "COMMUNE_CULTIST_8_NAME": "Sectario hambriento", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "Caray, tanto excavar me abrió el apetito.", - "COMMUNE_CULTIST_8_POST_BATTLE": "Yo solo quiero… un sándwich…", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "¡Y ahora tengo que luchar contra ti con el estómago vacío! ¡Grrr!", - "COMMUNE_CULTIST_8_FRIENDLY": "¿Se come bien en Villapuerto? Mi estómago pidió que preguntara.", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "Tal vez vencerte le demuestre mi valía.", - "COMMUNE_CULTIST_9_NAME": "Sectaria contrariada", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "¡Después de haber [wave amp=30 freq=5]excavando[/wave] hasta casi morir! ¡Soy la más [wave amp=30 freq=5]devota[/wave] de todos los Hijos del Llanto!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "No puedo creer que el hermano Cooper me haya asignado la guardia.", - "OFFICE_2_FELIX": "Me gusta la decoración que tienen aquí. Es muy como de trabajo alienante y mal pagado.", - "COMMUNE_CULTIST_9_POST_BATTLE": "No… soy… digna…", - "COMMUNE_CULTIST_9_FRIENDLY1": "Sigo sin creer que haya puesto toda mi fe en el hermano Cooper solo para que al final acabara pulverizado.", - "COMMUNE_CULTIST_9_FRIENDLY2": "Qué vergüenza…", - "COMMUNE_CULTIST_MERCHANT_NAME": "Sectario vendedor", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Como parte del plan de integración cultural que propuso la hermana Jacqueline…", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Muchas gracias, forastera.", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Ahora comerciamos oficialmente con forasteros. Por favor, échales un vistazo a nuestros artículos.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Muchas gracias, forastero.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Muchas gracias, forastere.", - "OFFICE_2_MEREDITH": "Mmm… ¿De dónde habrán sacado [wave amp=30 freq=20]todo esto[/wave] semejantes raritos?", - "OFFICE_2_KAYLEIGH": "¡No permitiremos que compren toda Nueva Wirral!", - "OFFICE_2_VIOLA": "¡Sus viles maquinaciones concluyen aquí, demonios!", - "OFFICE_2_EUGENE": "¡Perdón por la [wave amp=30 freq=20]interrupción[/wave]!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Los jóvenes de hoy en día no ven a largo plazo… ¿De verdad no son capaces de apreciar las oportunidades de inversión que podemos ofrecerles?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]No querrían que los desalojaran de su casa, ¿verdad que no?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Como potenciales inquilinos, no les conviene enemistarse con la Asociación de Terratenientes.[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Si no abandonan el lugar de inmediato, nos veremos obligados a desalojarlos…[/wave]", - "OFFICE_4_KAYLEIGH": "¿Nos estás amenazando?", - "OFFICE_4_MEREDITH": "¿Cómo te atreves a decir algo así?", - "OFFICE_4_VIOLA": "La sangre que te corre por las venas ha de estar muy fría si eres capaz de proferir tales amenazas sin titubear.", - "OFFICE_4_EUGENE": "Si crees que puedes quitarnos algo [wave amp=30 freq=20]a nosotros[/wave], ¡[wave amp=30 freq=20]más te vale[/wave] evaluar mejor tu situación!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "¡Eugene se va a alegrar cuando se entere de que mandamos a volar a estos payasos!", - "OFFICE_4_FELIX": "Vaya, ya veo que lo suyo son las amenazas y las indirectas.", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]¡No hay por qué luchar contra el progreso![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]¡Si Nueva Wirral tuviera un mercado inmobiliario regulado, experimentaría un gran crecimiento![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "Le dimos lo suyo a esos agentes, ¿eh? ¡Eugene estará encantado!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "¡Otra oficina disuelta! ¡[wave amp=30 freq=10]Buen trabajo[/wave], {player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "¿Solo nos quedaba esa oficina por disolver? ¡Pues espero que [wave amp=30 freq=10]no vuelvan[/wave]!", - "OFFICE_POSTBATTLE_MEREDITH1": "¿[wave amp=30 freq=10]De verdad[/wave] intentan esos tipos comprar Nueva Wirral? Desde luego, no me arrepiento de haberles dado una paliza.", - "OFFICE_POSTBATTLE_MEREDITH3": "¡Otra oficina lista! Seguro que Eugene se alegra de que hagamos su trabajo.", - "OFFICE_POSTBATTLE_MEREDITH2": "Me alegra que [wave amp=30 freq=10]darles una golpiza a esos tipos[/wave] se considere un servicio público.", - "OFFICE_POSTBATTLE_MEREDITH4": "¿Esa era esta la última oficina que teníamos que disolver? [pause]¿Entonces, [wave amp=30 freq=10]por fin[/wave] terminamos?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]¡Genial! ¡Buen trabajo![/shake] ¡A ver si estos [shake rate=30 level=10]parásitos[/shake] se dan cuenta de una vez de quién manda aquí!", - "OFFICE_POSTBATTLE_EUGENE2": "¡Otra oficina liberada de ese puñado de oficinistas! ¡Buen trabajo, {player}!", - "OFFICE_POSTBATTLE_FELIX4": "Va, ¿nos vamos ya? Era el último bloque de oficinas que nos tocaba desalojar, ¿verdad?", - "OFFICE_POSTBATTLE_FELIX3": "Salieron huyendo con mucha prisa, ¿no? Tal vez se hayan dado cuenta de que no tenían ninguna oportunidad.", - "OFFICE_POSTBATTLE_FELIX1": "Esos tipos no traen más que problemas. Ojalá no vuelvan en una buena temporada. O nunca.", - "OFFICE_POSTBATTLE_EUGENE3": "¡No tenían [shake rate=30 level=10]ninguna oportunidad[/shake]!", - "OFFICE_POSTBATTLE_FELIX2": "¿Cómo hicieron esos agentes inmobiliarios tan extraños para [wave amp=30 freq=10]construir[/wave] un sitio como este?", - "OFFICE_POSTBATTLE_VIOLA2": "No hay duda de que estos seres son [wave amp=30 freq=10]de un plano sobrenatural[/wave], ¿no te parece?", - "OFFICE_POSTBATTLE_VIOLA1": "Esos malandrines han demostrado ser rápidos para la amenaza, pero más aún para la huida.", - "OFFICE_POSTBATTLE_VIOLA3": "Me alegra que esos canallas se hayan ido.", - "OFFICE_POSTBATTLE_VIOLA4": "No tengo ningún aprecio por esos desalmados. [pause]Sin duda se arrepentirán por habernos tratado con semejante hostilidad.", - "OFFICE_POSTBATTLE_DOG1": "Los terratenientes huyeron…", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Tu actitud no es nada constructiva, jovencito.[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]¡Vamos a desmantelar su oficina, sanguijuelas![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "¿Presentación de venta? Espera, ¿qué clase de…?", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]¿Por qué no… [pause][pause]escuchas nuestro Presentación de venta?[/wave]", - "OFFICE_1_LINE5_EUGENE": "¿Qué me… [pause]quieres decir con eso?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "¿Acaba de decir \\\"presentación de venta\\\"?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "Creía que eran… vampiros.", - "OFFICE_1_LINE6_PLAYER_OPTION2": "¿No diste a entender claramente que eran vampiros?", - "OFFICE_1_LINE7_EUGENE": "¡Es que [wave amp=30 freq=20]son[/wave] vampiros!", - "OFFICE_1_LINE8_EUGENE": "Bueno, [pause]en cierto modo.", - "OFFICE_1_LINE9_EUGENE": "Yo diría que son aún peores que los vampiros…", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]La Asociación de Terratenientes solo desea diseñar un mercado inmobiliario a largo plazo dentro de Nueva Wirral.[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]¡Son agentes inmobiliarios![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Si se unen a nosotros ahora, podrán obtener considerables beneficios gracias a los recién llegados, que, como es natural, necesitarán una vivienda.[/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Como Nueva Wirral ni siquiera tiene moneda, incluso estamos desarrollando procesos eficaces para embargar y recuperar esas viviendas.[/wave]", - "OFFICE_1_LINE14_EUGENE": "¡Ya escuché suficiente! [pause]¡Unos desgraciados como ustedes [shake rate=30 level=10]jamás[/shake] comprarán Villapuerto!", - "OFFICE_1_LINE17_PLAYER_OPTION1": "¡Vamos a enseñarles quién manda!", - "OFFICE_1_LINE15_EUGENE": "{player}…", - "OFFICE_1_LINE16_EUGENE.f": "¿Estás lista?", - "OFFICE_1_LINE16_EUGENE.m": "¿Estás listo?", - "OFFICE_1_LINE16_EUGENE.n": "¿Estás liste?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "Eh, supongo…", - "OFFICE_1_LINE19_EUGENE": "Ganamos una batalla, pero no la guerra.", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]El desarrollo del mercado es inevitable. Somos inevitables.[/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "¿Seguro que son tan malos como dices?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "No parecen una amenaza…", - "OFFICE_1_LINE21_EUGENE": "¡Estos \\\"terratenientes\\\" pretenden sacar partido de nuestra miseria colectiva!", - "OFFICE_1_LINE23_EUGENE": "¡Pero pienso detenerlos como el [wave amp=30 freq=10]defensor de Villapuerto[/wave] que soy!", - "OFFICE_1_LINE22_EUGENE": "No sé cómo llegaron hasta aquí…", - "OFFICE_1_LINE27_EUGENE": "Mantente alerta por si encuentras alguna otra de sus fortalezas y abre bien las orejas en el pueblo para enterarte de los rumores que hablen de ellos.", - "OFFICE_1_LINE24_PLAYER": "¿Quieres que te eche una mano, \\\"defensor de Villapuerto\\\"?", - "OFFICE_1_LINE25_EUGENE": "…", - "OFFICE_1_LINE26_EUGENE": "Me vendría bien un poco de ayuda, sí.", - "OFFICE_1_LINE29_EUGENE.m": "Ahora puedes abrir los tragaluces por tu cuenta.", - "OFFICE_1_LINE28_EUGENE": "Ah, ten esto.", - "OFFICE_1_LINE29_EUGENE.n": "Ahora puedes abrir los tragaluces por tu cuenta.", - "OFFICE_1_LINE29_EUGENE.f": "Ahora puedes abrir los tragaluces por tu cuenta.", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]¡¿Que?![/shake] No me derrotarás tan fácilmente.", - "KUNEKOS_RETURN_PRE_BATTLE.m": "¡¡El amigo del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", - "KUNEKOS_RETURN_PRE_BATTLE.f": "¡La amiga del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", - "KUNEKOS_RETURN_PRE_BATTLE.n": "¡Le amigue del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "¡Vamos, Kuneko! ¡Tú puedes!", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]¡Aaah![/shake] ¡La próxima vez te derrotaré!", - "KUNEKOS_RETURN_TEAM_NAME.m": "El bueno de {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "Le buene de {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "La buena de {name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} Y {partner.to_upper}.\\n\\nES AFORTUNADO VERLES APARECER JUSTO CUANDO NECESITO UN SACRIFICIO.\\n\\nA FE QUE LA MERLÍNEA NOS SONRÍE.", - "POSTGAME_MORGANTE_PRE_BATTLE2": "¿POR QUÉ SE SORPRENDEN TANTO?\\n\\nES LÓGICO QUE YO, ESPÍRITU DE LA REBELDÍA, ME REBELE CONTRA QUIENES ME INVOCARON.", - "POSTGAME_MORGANTE_POST_BATTLE": "UN SACRIFICIO ES UN SACRIFICIO. EL RITO SE COMPLETÓ.\\n\\nLOS ARCÁNGELES HAN REGRESADO A NUEVA WIRRAL.", - "FARM_PUMPKIN_NO_JELLY": "¡Una linda calabaza!", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "¡Una linda calabaza! ¿Quieres echarle gelatina de gelatona?", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Meredith\\n1967 - XXXX d. C.\\nNo debería haber salido de la cama ese día\\\".", - "DUNGEON_MEADOW_NOTE_1": "\\\"Estimados invitados, disfruten de este banquete que he preparado para ustedes. ¡Acudiré [wave amp=30 freq=10]enseguida[/wave] a recibirlos, así que no vayan a ninguna parte! ¡Je, je!\\nBesos,\\nAlicia\\\".", - "DUNGEON_MEADOW_NOTE_2": "\\\"¡Dije que no fueran a ninguna parte! En serio, ¿es que no tienen ni pizca de educación? ¡Debería caérseles el rostro de vergüenza! Al sombrerero no le gusta que lo interrumpan a la hora del té, ¡así que hagan favor de quedarse donde están!\\nMás besos,\\nAlicia\\\".", - "DUNGEON_MEADOW_EAT_ME": "¿Quieres comerte el pastel que dice \\\"Cómeme\\\"?", - "DUNGEON_MEADOW_NOTE_3": "\\\"Esto lo guardo para después. ¡Es una sorpresa para ustedes! Un invitado educado lo dejaría tal como está. ¡[wave amp=30 freq=10]Usen la cabeza si no quieren perderla[/wave]!\\nMás besos todavía,\\nAlicia\\\".", - "DUNGEON_MEADOW_DRINK_ME": "¿Quieres beber de la botella que dice \\\"Bébeme\\\"?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "No es aconsejable aumentar más en tamaño.", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "No es aconsejable disminuir más en tamaño.", - "DUNGEON_MEADOW_CHEST_CONFIRM": "¿Quieres abrir el cofre?", - "DUNGEON_MEADOW_RED_QUEEN": "¡Reinónice quiere tu cabeza!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse\\\".", - "DUNGEON_MEADOW_MAD_HATTER": "¡¿Cómo osas interrumpir a unos monstruos a la hora del té?!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse\\\".", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Kayleigh, 1983 - ????\\nObedeció a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.\\\".", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Kayleigh, 1983 - ????\\nObedeció a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.\\\".", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse\\\".", - "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Felix\\nQue en paz descanse sabiendo que sus amigos han cumplido sus deseos y han destruido sus dibujos más vergonzosos. Soltaron alguna risita, pero poco más.\\n1991 - Presente\\\".", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Kayleigh, 1983 - ????\\nObedeció a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.\\\".", - "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"He aquí la última morada de Viola.\\nNació en 1575. Falleció el día de hoy.\\nMuy añorada por su hermano\\\".", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Eugene, Defensor de Villapuerto.\\n2076 - NaN d. C.\\nPerro ladrador, poco mordedor\\\".", - "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Aquí yace un buen perro.\\nSe pondría contento si supiera que al morir se convirtió al fin en lo que más amaba: huesos.\\nNació en 14140 d. C. Murió cuandoquiera que sea este año en años perrunos\\\".", - "DUNGEON_GRAVEYARD_LM_1": "QUÉ FINAL MÁS DESAFORTUNADO. \\n\\nSE PODRÍA DECIR QUE ESTÁN EN UN PUNTO MUERTO.", - "DUNGEON_GRAVEYARD_LM_2": "¡UN PASO EN FALSO LOS LLEVARÁ A LA TUMBA!\\n¡JA, JA, JA, JA, JA, JA!", - "DUNGEON_GRAVEYARD_LM_4": "UN PREMIO POR SUS ESFUERZOS. DESCANSEN, SERES CANSADOS.", - "DUNGEON_GRAVEYARD_LM_3": "DEMUÉSTRENME SUS ANSIAS DE SOBREVIVIR.\\n\\n¡LUCHEN POR SU VIDA!", - "DUNGEON_GRAVEYARD_LM_KILL": "QUÉ DIVERTIDO. QUIERO MÁS.", - "DUNGEON_GRAVEYARD_LM_5": "CAMBIÉ DE IDEA. \\n\\nYA DESCANSARÁN CUANDO ESTÉN A DOS METROS BAJO TIERRA.", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Mientras siga muriendo gente, seguirá habiendo demanda de tierras para enterrarla.[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¡Es una fuente de ingresos asegurada![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Tal vez debería dejar de ser terrateniente para convertirme en tumbateniente.[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "ESA CAÍDA ES PARA MORIRSE, ¿NO? ¡CUIDADO DE NO CAERSE!", - "DUNGEON_GRAVEYARD_LM_7": "¿CÓMO ACABÓ ESO AQUÍ? \\n¡JA, JA, JA, JA, JA!", - "DUNGEON_GRAVEYARD_LM_8": "EL RELOJ MARCA LA MEDIANOCHE. TARDE O TEMPRANO, LOS SERES HUMANOS DEBEN AFRONTAR LA MUERTE…\\n\\n¡NO ME HAGAN PERDER EL TIEMPO!", - "CULTIST_ENCOUNTER_KAYLEIGH1": "…", - "CULTIST_ENCOUNTER_KAYLEIGH2": "Ya… [pause]hablaremos de eso en otro momento, ¿sí?", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Esa persona me dio mala espina.", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "¿De qué hablaba esa persona?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "S-seguramente esto cambie la opinión que tienes sobre mí. Lo siento.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Tengo que contarte una cosa.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Verás, cuando llegué a Nueva Wirral, no vivía en Villapuerto.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Hay otro poblado en la cima de las Colinas Otoñales, [pause]en la costa este.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Valdellanto. [pause]Es una comunidad de gente que vive de la tierra, que comparte sus bienes y todas esas cursiladas.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Has visto a esa gente encapuchada y vestida con túnica, ¿verdad?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Sí.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "Antes, las cosas no eran tan [wave amp=30 freq=30]turbias[/wave], pero…", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Son un pelín sospechosos.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Pues son ellos. Y supongo que… [pause]yo fui una de ellos en su día.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Su líder, [pause]Dorian, [pause]está obsesionado con los arcángeles.", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "Escúchenme, [pause]camaradas, [pause][wave amp=30 freq=10]Hijos del Llanto[/wave] y tal y cual, todos han hecho un gran trabajo excavando.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Valdellanto se fundó con el fin de ayudar a todo el mundo, [pause]pero no tardó en convertirse en una herramienta para hacer lo que [wave amp=30 freq=30]él[/wave] quería.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Llegó un punto en el que ya no me sentía en casa. [pause]Era demasiado tarde como para que yo tuviera la capacidad de solucionar nada… así que hui.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "Y así fue como acabé en Villapuerto, hace un año. Si ahora tengo tanto deseo de hacer lo que sea mejor para todos es porque sé que defraudé a muchos en el pasado.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Pero todavía deberían acordarse de mí… Creo que lograré que entremos.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "N-no dejan que los forasteros entren en la comuna…", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Pero… [pause]si Dorian está al tanto de la ubicación de los otros arcángeles, debo dejar a un lado mis miedos y averiguar lo que sabe.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "¿Estás conmigo?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "¡Así me gusta! Espero sacar algo positivo de todo esto.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "¡Por supuesto!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "¿Estás segura de que quieres hacerlo?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Segurísima. Sé que no va a ser un camino de rosas, pero… quiero que salga algo positivo de todo lo que tuve que pasar.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Y recuerda: solo te dejarán pasar si vas conmigo.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Bien, [pause]de acuerdo entonces. [pause]Te voy a marcar la entrada de la comuna en el mapa.", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Hombre con túnica", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "No eres bienvenido. Haz el favor de marcharte.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "No eres bienvenida. Haz el favor de marcharte.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "No eres bienvenide. Haz el favor de marcharte.", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Buenas. Vine a hablar con Dorian.", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Señorita Kayleigh… ¡Bienvenida a casa!", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Pasa, pasa. Llegas justo a tiempo.", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "¿Dónde están los demás? ¿Ocurre algo?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "¿\\\"Justo a tiempo\\\"? ¿A tiempo para qué?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Vamos a explorar el lugar.", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "Se siente raro volver a estar aquí…", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "¿Quién es esa? ¿Será… mi sustituta? Qué raro.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "¡Que todos los presentes guarden silencio!", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "¡Dorian va a hablar!", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause]…", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]¿Cómo les va?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "Es cierto… [pause]que hemos tenido nuestros altibajos…", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "Genial, ¡son tan buen público como de costumbre!", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "En serio, ¡es un hoyo [wave amp=30 freq=10]de primera[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "Este foso es tan [wave amp=30 freq=10]profundo[/wave] como su devoción por la causa. [pause]¡Es como una [wave amp=30 freq=10]metáfora[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "Cuando oí por primera vez esas [wave amp=30 freq=10]voces en mi cabeza[/wave] que me guiaban bajo tierra, comprendí que no podía hacerlo solo.", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "¡Pero lo logramos! [pause]¡Fuera esa cortina!", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]¡¡¡El dios serpiente nos está esperando, colegas!!![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "¡Pronto estaré junto a él y llegaremos a un acuerdo para que yo pueda obtener una parte de su [wave amp=30 freq=10]poder divino[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "Y para celebrarlo, [pause]¡nuestra hija pródiga volvió con nosotros!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Ay, no.", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "¿No es así… [wave amp=30 freq=10]Kayleigh[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "¡Kayleigh, [pause]querida, [pause]te quedaste de piedra! [pause]¡Ya me había dicho un pajarito que pensabas unirte a nuestra gran fiesta! ¿Qué esperabas?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}…", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "¿No le has dicho a tu amigo que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "¿No le has dicho a tu amiga que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Lo siento…", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "¿No le has dicho a tu amigue que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "No creías en mí, ¿verdad? Bueno, ¡pues parece que [wave amp=30 freq=10]estaba en lo cierto, nena[/wave]!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Ya te lo explicaré más tarde. Por ahora tenemos que ponerle fin a esto.", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "¡Hay un [shake rate=30 level=10]maldito arcángel, tan real como tú y como yo[/shake], aquí mismo, bajo nuestros pies!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "¡Te aseguro que, si bajas ahí, te va a matar!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "¡Hemos [wave amp=30 freq=10]luchado[/wave] contra arcángeles, Dorian!", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Pues ya que tu amigo y tú tienen tanta experiencia, ¿por qué no se [wave amp=30 freq=10]unen a la fiesta[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Pues ya que tu amiga y tú tienen tanta experiencia, ¿por qué no se [wave amp=30 freq=10]unen a la fiesta[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Pues ya que tu amigue y tú tienen tanta experiencia, ¿por qué no se [wave amp=30 freq=10]unen a la fiesta[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "Adelante, ¡vengan a ver cómo [wave amp=30 freq=10]asciendo a la divinidad[/wave] junto a mi nuevo colega el arcángel!", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "Por favor, Jacqueline, la plataforma.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "A sus órdenes, señor.", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Vamos, tenemos que impedir que ese idiota siga con lo que sea que esté planeando.", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "¡[wave amp=30 freq=10]Nos vemos dentro[/wave], Kayleigh!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Cómo lo detesto…", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "¡Kayleigh! [pause]¡Y el amigo de Kayleigh! [pause]¡Lo lograron!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "¡Kayleigh! [pause]¡Y le amigue de Kayleigh! [pause]¡Lo lograron!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "¡Kayleigh! [pause]¡Y la amiga de Kayleigh! [pause]¡Lo lograron!", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "¿Señor…?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "Tomé una decisión estratégica: [wave amp=30 freq=10]¡cambio de planes![/wave]", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh y compañía [pause]irán primero y si el arcángel no [wave amp=30 freq=10]les mata al instante[/wave], bajo yo y le hablaré bonito.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh y compañía [pause]irán primero y si el arcángel no [wave amp=30 freq=10]les mata al instante[/wave], bajo yo y le hablaré bonito.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh y compañía [pause]irán primero y si el arcángel no [wave amp=30 freq=10]les mata al instante[/wave], bajo yo y le hablaré bonito.", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Eres un idiota. Solo vas a conseguir que te maten.", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "Después de [wave amp=30 freq=10]ti[/wave].", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "¿ESCUCHARON MI LLAMADO?\\n\\n¿VINIERON A RENDIRME TRIBUTO?\\n\\n¿VINIERON A ARDER POR MÍ?", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]¡¡¡A cambio de mi lealtad, no pido sino una pequeña parte de tu poder divino!!![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "Que sea lo que tenga que ser…", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]¡¡¡Oh, gran arcángel!!![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]¡¡¡Escuché tu llamado y acudí a tus dominios!!![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "SU PAPEL CONSISTE EN DAR. NADA DE RECIBIR.", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "¡ESTÁS DE SUERTE, PORQUE TENGO UN TRABAJO PARA TI!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "¡Vamos, {player}, detengamos a esta cosa antes de que mate [wave amp=30 rate=10]a alguien más[/wave]!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]¡Yo se lo advertí![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "TÚ ERES LUCTIFER, ¿NO?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "…", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian…", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Lo siento, [pause]pero él se lo buscó.", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Deberíamos largarnos. [pause][pause]Aquí el aire huele a muerto.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Abrirá las puertas. Vamos a intentar entendernos con el resto de Nueva Wirral.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "La comuna…", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Solo queríamos que alguien nos guiara… [pause]Nosotros [pause]nunca…", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Ya lo sé.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "En esta comunidad nunca ha habido mala gente.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Qué situación tan desagradable…", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Solo tienen que elegir mejor en quién depositan su fe.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "¿Estás bien?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "¿Cómo te sientes?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Estoy… [pause][pause][pause]En fin, se me pasará.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Me siento fatal por haber ayudado a Dorian durante tanto tiempo, pero… [pause]lo culpo más a él que a mí misma.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "Él y yo hicimos buenas migas. Yo era algo así como… [pause]su ayudante.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Conocí a los Hijos del Llanto casi a la vez que él. [pause]Necesitaba sentirme aceptada e integrada.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "No sé si las cosas fueron cambiando con el tiempo o si siempre fueron así, [pause]pero el control que ejercía Dorian sobre la gente de Valdellanto se tornó siniestro.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "¡No digas eso ni de broma!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "No… [pause]No era su \\\"ayudante\\\": era su apagafuegos.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "Cuando alguien salía herido, yo ayudaba a limar asperezas.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "No soy una buena persona, {player}.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Je… Me alegra que pienses así.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Durante mucho tiempo sentí que estaba haciendo lo correcto. [pause]Que ayudaba a mantener un [i]statu quo[/i] positivo, pese a que la gente saliera herida de vez en cuando.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Pasó a centrarse en él, en sus anhelos, en sus sueños y en sus delirios. Ya no era la comunidad que yo tanto deseaba que fuera…", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Supongo que sabrás que fui la primera persona de Nueva Wirral en transformarse en monstruo con una cinta. [pause]Desde entonces, todo el mundo me hace la misma pregunta…", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"¿Cómo funciona el tema ese de las cintas? [pause]¡No tiene ningún sentido!\\\".", - "LEADER_IANTHE_FUSED_MATERIAL1": "Este material lo dejan las fusiones salvajes. Puede que también lo dejen los arcángeles, aunque eso ya no lo sé de seguro.", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "¿Quieres saber mi opinión? [pause]Creo que, desde la perspectiva correcta, tiene todo el sentido del mundo.", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Después, [pause]sellamos esa música intangible en formas físicas, como podría ser una [wave amp=30 freq=10]cinta[/wave]. [pause]Es el puente perfecto entre el mundo físico y el imaginario.", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "¿Has visto el tablero de anuncios que hay frente al ayuntamiento? [pause]Te dejaré un mensaje allí si algún aprendiz quiere poner a prueba sus habilidades.", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "Creo que, en cierto modo, ¡tiene sentido!", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "De momento, voy a descansar, que tengo mucho sueño acumulado. [pause]Si vas a seguir explorando la isla, ¿por qué no aprovechas para ponerte al día con tus compañeros guardas de élite?", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "¡Seguro que quieren felicitarte por tu \\\"ascenso\\\"!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "En cuanto al motivo por el que la guarda lo recoge… Bueno, deja que los guardas de élite se preocupen del tema. De momento, tú concéntrate en completar tu entrenamiento.", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", - "LEADER_IANTHE_FUSED_MATERIAL3": "¿Te has fijado en que las fusiones salvajes son cada vez más abundantes en Nueva Wirral?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "¡Sí, me he cruzado con una que otra!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "¿Fusiones salvajes?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "No me sorprende. En ese caso, sabes que son mucho más fuertes que los monstruos típicos que puedes encontrar en Nueva Wirral.", - "LEADER_IANTHE_FUSED_MATERIAL4B": "Puede que te las hayas encontrado en tus viajes por la isla… [pause]Son fusiones de monstruos salvajes que suelen estar envueltas en nubes negras. Seguro sabes a qué me refiero.", - "LEADER_IANTHE_FUSED_MATERIAL5": "No siempre fue así. De hecho, hace apenas unos años, era muy raro ver fusiones.", - "LEADER_IANTHE_FUSED_MATERIAL6": "No sabemos de dónde salen, ni por qué.", - "LEADER_IANTHE_FUSED_MATERIAL7": "Lo que me preocupa es que, si la tasa de incidencia sigue en aumento, habrán arrasado Villapuerto en apenas unos años.", - "LEADER_IANTHE_FUSED_MATERIAL8": "No quiero que cunda el pánico, así que no lo comentes por ahí.", - "LEADER_IANTHE_FUSED_MATERIAL9": "¡Pero hay esperanza! El material fundido que estamos recogiendo emite una débil radiación… No es suficiente para ser dañina, pero…", - "LEADER_IANTHE_FUSED_MATERIAL11": "Tal vez… [pause]Tal vez podamos incluso llegar a descubrir de dónde vienen y, de esa forma, impedir que se expandan. Estaría bien poder conseguirlo.", - "LEADER_IANTHE_FUSED_MATERIAL10": "Con suficiente material fundido, podremos construir dispositivos detectores de fusiones salvajes.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "¿Has prestado atención al tipo elemental de tus formas de monstruo?", - "LEADER_IANTHE_FUSION_IANTHE1": "La fusión… [pause]pocas veces se ha logrado. Tengo algunas teorías de qué es lo que permite que dos personas se fusionen, pero no lo sé seguro.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Los movimientos elementales pueden provocar [wave amp=30 freq=10]reacciones químicas[/wave] al usarlos contra determinados tipos de monstruo.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Sin embargo, si usas ese mismo movimiento [pause]de fuego contra un monstruo de agua, [pause]lo rodearás con un [wave amp=30 freq=10]vapor curativo[/wave]. Y eso no está tan bien, ¿verdad?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Esas reacciones pueden ser beneficiosas para ti. Por ejemplo, usa un movimiento de fuego en un objetivo del elemento veneno para prenderle fuego.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Se puede ver qué efectos va a tener tu ataque antes de que lo lleves a cabo, así que presta mucha atención.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "¡Ah, casi se me olvida! [pause]Muchos movimientos, como podría ser el caso del golpe o del escupitajo, no tienen elementos innatos. Dichos movimientos dependerán del elemento de quien los use.", - "LEADER_IANTHE_FUSION_IANTHE3": "Si quieres fortalecer la fusión, tendrás que mejorar ese vínculo.", - "LEADER_IANTHE_FUSION_IANTHE2": "Mi experiencia me permite afirmar que la fuerza del vínculo entre dos personas tiene un efecto directo sobre la fuerza y las capacidades de la forma fusionada.", - "AA_PUPPET_HINT_FELIX1": "Ay, se mueve justo antes de que podamos golpearle con nuestros ataques. Debemos concentrarnos. Tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "¿Con quién te has fusionado?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "¿Quién es tu pareja de fusión?", - "LEADER_IANTHE_FUSION_IANTHE6": "¡No te preocupes por eso!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "¿Quién es tu pareja de fusión?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "¿Quién es tu pareja de fusión?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "¡Gracias por el esfuerzo que has puesto en las misiones que te he encomendado, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "En fin, gracias al material fundido que reuniste, podré pedirle al guarda de élite Ray O'Farrell que instale radares de fusiones en varias columnas magnéticas de la isla.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "¡Gracias por el esfuerzo que has puesto en las misiones que te he encomendado, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Mientras tanto, quiero que te lleves este prototipo.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "¡Gracias por el esfuerzo que has puesto en las misiones que te he encomendado, {player}!", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Revisa el mapa. Verás que te indica dónde hay fusiones salvajes.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Esta versión del radar de fusiones no se adentra mucho bajo tierra, y tampoco es 100 % confiable, pero seguro te será muy útil.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "Pues eso, no olvides darle el material fundido a la guarda de élite Wilma. ¡No te servirá de nada en el bolsillo!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "El último lote que me diste me fue extremadamente útil. El guarda de élite Ray O'Farrell me dijo que su [wave amp=30 freq=10]radar de fusiones con penetración terrestre[/wave] ya está recibiendo una señal en las profundidades de la Cantera de Dino, en el yermo.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Le pedí al guarda de élite Mort que se ponga a excavar cuando no esté muy ocupado con las labores de entrenamiento y de vigilancia de fusiones salvajes.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Hablando de fusiones, tenemos…, mmm…, novedades…", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Está apareciendo por todas partes un nuevo tipo de fusión inestable. La bautizamos como \\\"anatema\\\".", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "El ritmo al que se replican estas cosas es…[pause] problemático, como mínimo.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Te haré llegar un par a través del tablero de anuncios. ¿Te importaría echar un vistazo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Bueno, pues le pedí al guarda de élite Mort que se pusiera a excavar allí y parece que se trata de otra de esas estaciones de tren que están apareciendo por doquier.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "¿Recuerdas la señal que te comentaba que había detectado el radar de fusiones del guarda de élite Ray O'Farrell debajo de la Cantera de Dino?", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "Y, por supuesto, no te olvides de darle el material fundido a la guarda de élite Wilma.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "A juzgar por la potencia de la señal de esta estación, ¡podría ser la fuente de todas las fusiones salvajes y anatemas!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, eres el guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, eres la guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Ajá, ¿así que la Merlínea espera que nos ocupemos del problema de las fusiones salvajes por nuestra cuenta?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, eres le guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Gracias a tu trabajo, si las cosas se ponen feas, al menos podremos retirarnos a la estación de Puente de la Noche.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, ¿traes buenas noticias?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, en su momento te dije que, si decidías irte de Nueva Wirral, no me parecería mal. Sigo pensando lo mismo.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "No obstante, si decides quedarte un poco más, la cantidad de trabajo que tengo para ofrecerte es literalmente ilimitada.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "A estas alturas, supongo que ya sabes cómo funciona esto.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Creo que Kayleigh tiene algo para ti.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Verás, hace poco grabé esta cinta y me recordó al día en que nos conocimos.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Sé que no es gran cosa, ¡pero quiero que la tengas!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Por cierto, ¿has visto algún…[pause] orbe gigante flotando por ahí últimamente?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "¡¿Qué?!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Es que uno de nuestros aprendices nuevos nos envió un informa muy raro. Aunque es cierto que [wave amp=30 freq=30]se había[/wave] dado un golpe en la cabeza, así que puede que no sea nada.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Como… ¿como el sol?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Por si acaso, no pierdas de vista el radar de fusiones.", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "¡Esto es para ti!", - "OUTPOST_NPC_2_DIALOGUE1": "Había un botajack escondido tras una esquina y me tendió una emboscada. [pause]Sinceramente, ¡es un milagro que siga de una pieza!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz…[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "SERES DE CARNE, SUEÑAN DEMASIADO CON LA MUERTE. SE PASAN LA TOTALIDAD DE SUS CORTAS VIDAS SOÑANDO CON ELLA. ¿ES ESO LO QUE LOS TRAE ANTE MÍ?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "¿Nos estás preguntando… si vinimos a morir? [pause]Sinceramente, yo te diría que no.", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Qué aspecto tan metálico tiene. [pause]Aunque me da la impresión de que le gustaría matarnos.", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "No, vinimos a luchar.", - "AA_PUPPET_PRE_BATTLE_AA1": "¿SON MÁS JUGUETES PARA MI COLECCIÓN? QUIERO MÁS COSAS PARA JUGAR…", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "No temo a la muerte… [pause]¡Es mejor una muerte valerosa que una vida de cobardía!", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Algo me dice que esto no acabará bien.", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr…", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "PERMITAN QUE ME ALIMENTE DE SU MIEDO Y LES DARÉ UNA MUERTE PURA.", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Qué feíto estuvo eso, ¿no? Me pregunto si será cierto lo que dijo… [pause]Puede que [wave amp=30 freq=10]sea cierto[/wave] que la gente se pase toda la vida pensando en la muerte.", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NI SIQUIERA NUESTRA ESPECIE ES INMUNE A LA MUERTE PURA…", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "¡GENIAL! ¡UN ESQUELETO GIGANTE! TIENE QUE HABER UNO DE ESOS EN CADA EQUIPO.", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "El número de criaturas de pesadilla que quieren matarnos en esta isla es… [pause]demasiado elevado.", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "¡Ese fue el esqueleto más grande que haya visto [wave amp=30 freq=10]jamás[/wave]! Qué feíto, ¿no?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "Fue… un tanto desagradable.", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Los cobardes mueren muchas veces antes de llegar a la tumba, pero los valientes solo saborean la muerte en una ocasión.", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Lo siento, colega. No vinimos a jugar.", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Los ojos de este arcángel me están dando escalofríos…", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "¡¿Acaso para los tuyos no somos más que juguetes?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "No percibo ni un rastro de amabilidad en las palabras de este espíritu.", - "AA_PUPPET_PRE_BATTLE_FELIX2": "No sé si este tipo estará pensando en lo mejor para nosotros.", - "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr…", - "AA_PUPPET_HINT_KAYLEIGH1": "¡No deja de moverse y no le hemos dado! No bajes la guardia, seguro hay [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", - "AA_PUPPET_PRE_BATTLE_AA3": "SÍ… ¡SERÁN MARIONETAS DE MANO EXCELENTES! ¡JA, JA, JA, JA!", - "AA_PUPPET_HINT_MEREDITH1": "¡Sigue [shake rate=30 level=10]moviéndose[/shake] antes de que podamos golpearlo! Tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover.", - "AA_PUPPET_HINT_EUGENE1": "¡Rayos, se mueve justo cuando estamos a punto de golpearlo! Vamos, tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", - "AA_PUPPET_HINT_VIOLA1": "Nuestro rival es muy ágil y nuestros ataques no impactan en el objetivo. En todo caso, creo que debe haber [wave amp=30 freq=10]alguna forma de determinar[/wave] hacia dónde pretende saltar…", - "AA_PUPPET_HINT_DOG1": "A Perry parece fastidiarle que el arcángel no deje de moverse antes de que puedan atacarlo. Puede que haya alguna forma de averiguar en qué dirección pretende moverse.", - "AA_PUPPET_POST_BATTLE_PUPPET1": "¡MIS MUÑECAS! ¡MATAARON A MIS MUÑECAS!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "¡ME ALEGRA VERTE, CAMARADA CON SOMBRERO! DIME, ¿ESTÁS PENSANDO EN CAMBIAR DE TRABAJO? ¡PODEMOS HABLARLO!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Esa forma en la que nos habló el arcángel… Era como si no fuéramos reales, como si solo fuéramos juguetes. [pause]Puede que su actitud haya cambiado tras la derrota.", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "Espero que a ese arcángel le haya quedado bien claro que no soy el juguetito de [wave amp=30 freq=10]nadie[/wave].", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "A Álef le encanta escucharse a sí mismo. Pero ¿[wave amp=30 freq=10]cómo[/wave] demonios hace para hablar? Es decir, tiene un triángulo gigante por cabeza. Qué tipo tan raro.", - "AA_PUPPET_POST_BATTLE_FELIX3": "¿Nos convirtió en… [pause]sus muñecas? Me queda claro que, tras ese combate, me va a costar volver a conciliar el sueño.", - "AA_PUPPET_POST_BATTLE_EUGENE3": "[wave amp=30 freq=10]Siempre[/wave] hay un monstruo que cree que puede jugar a su antojo con las vidas de la gente. [pause]Arcángel, hombre… ¡Todos son igual de peligrosos!", - "AA_PUPPET_POST_BATTLE_VIOLA3": "Ese espíritu nos consideraba meros juguetes. Debemos tomar buena nota: su especie y la nuestra no se parecen en nada, ni en lo más mínimo.", - "AA_TOWER_PRE_BATTLE_AA1": "VERDADES… MENTIRAS… SU ESPECIE ES JOVEN Y SE PREOCUPA DEMASIADO POR CONCEPTOS MUY TRIVIALES. ¡LA REALIDAD NO ES CIERTA! ¡ABRACEN LA IGNORANCIA!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "Es evidente que esa cosa tiene un concepto de \\\"realidad\\\" cuestionable.", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Esa cosa necesita entrar en contacto con la realidad.", - "AA_TOWER_PRE_BATTLE_EUGENE2": "No lo entiendo… ¿Qué me intentas decir?", - "AA_TOWER_PRE_BATTLE_FELIX2": "Lo cierto es que me encantaría \\\"abrazar la ignorancia\\\", pero tengo cosas que hacer.", - "AA_TOWER_PRE_BATTLE_VIOLA2": "La estupidez y la ignorancia son las maldiciones más comunes de la humanidad. Ambas son satisfactorias [wave amp=30 freq=10]tal y como son[/wave], espíritu.", - "AA_TOWER_PRE_BATTLE_AA3": "NO LO ENTIENDEN. ¡PERMITAN QUE LOS DESPIERTE DE SUS FALSAS PERCEPCIONES DE LA VERDAD Y LAS MENTIRAS!", - "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr…", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Le hemos dado a ese arcángel una buena \\\"bofetada de realidad\\\", ¿eh?", - "AA_TOWER_POST_BATTLE_ALEPH2": "¡OYE, COLEGA! PARECE QUE ESTÁS PERDIENDO EL COMBATE. ¿POR QUÉ NO VIENES CONMIGO?", - "AA_TOWER_POST_BATTLE_TOWER1": "SOLO TENGO CLARA UNA VERDAD: SUFRÍ UNA DERROTA…", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "Dijiste algo… De que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "Dijiste algo… De que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE4_EUGENE2": "A mí me parece que está describiendo una zona de la isla… ¿Tú qué opinas?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "Dijiste algo… De que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE4_FELIX1": "Ah, decías que tenías una pista que querías investigar, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE4_FELIX2": "A mí me parece que está describiendo un rincón de esta isla. No es que sea demasiado específica, pero algo es algo.", - "RETROSPECTIVE_CLUE4_VIOLA2": "Creo que podría estar descubriendo un rincón de esta isla, ¿no te parece?", - "RETROSPECTIVE_CLUE4_VIOLA1": "¡Ay, casi se me olvida! Dijiste algo de que había una pista oculta en un verso. ¿Quieres compartirla conmigo?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "Ah, ¿tenías una pista que querías seguir? ¿En qué consiste?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "¡Parece que describe un lugar muy concreto! ¿Te suena conocido, {player}?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Siguiente punto del día… ¿Conseguiste una letra de canción nueva que te ayude a encontrar la salida de Nueva Wirral?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "Vaya, pues lo cierto es que es una pista muy concreta. Puede que esté describiendo un rincón concreto de esta isla.", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", - "RETROSPECTIVE_CLUE5_VIOLA1": "Por cierto, comentaste algo de que habías recibido un acertijo. ¿Podrías compartirlo? Quizá pueda ayudarte.", - "RETROSPECTIVE_CLUE5_EUGENE2": "[shake rate=30 level=10]Desde luego[/shake], no hay duda de que describe un lugar en Nueva Wirral.", - "RETROSPECTIVE_CLUE5_FELIX2": "Es críptica, pero parece tener algunos detalles muy concretos. Es como si describiera un lugar concreto. ¿Estás buscando el lugar?", - "RETROSPECTIVE_CLUE5_FELIX1": "En fin, creo que dijiste que tenías otra pista que estabas investigando, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Por cierto, ¿cómo va eso de tu [wave amp=30 freq=10]canción mágica[/wave]? ¿Te ha dado alguna pista más?", - "RETROSPECTIVE_CLUE5_VIOLA2": "Los detalles de esta frase son bastante concretos. ¿Podría ser la forma de llegar a un sitio concreto? Qué curioso…", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "A mí me suena que debes hacer algo en un lugar concreto, como si fuera un ritual.", - "RETROSPECTIVE_CLUE6_EUGENE2": "Eso me suena a algo que tienes que hacer, como si fuera una especie de [wave amp=30 freq=10]código secreto[/wave], ¿no?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "¿Tienes alguna otra pista que estés siguiendo?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "Ah, esto me suena a que debes hacer [wave amp=30 freq=10]algo[/wave] en un lugar concreto. Sí.", - "RETROSPECTIVE_CLUE6_EUGENE1": "Dime, ¿tienes otra de esas pistas que estabas siguiendo? Cuéntamelo todo.", - "RETROSPECTIVE_CLUE6_VIOLA1": "Por cierto, comentaste algo antes… Algo sobre una pista oculta en un verso, la cual deseabas investigar.", - "RETROSPECTIVE_CLUE6_FELIX1": "Ah, ¿tienes otra de esas pistas que estás siguiendo?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "Por lo que me has contado, yo diría que tienes un lugar y un ritual. ¡Puede que la clave sea llevar a cabo la acción correcta en el lugar adecuado!", - "RETROSPECTIVE_CLUE6_FELIX2": "Esto describe una acción, ¿verdad? Casi parece un [wave amp=30 freq=10]código secreto[/wave] que tienes que interpretar… ¿Sabes dónde hay que hacerlo?", - "RETROSPECTIVE_CLUE6_VIOLA2": "Según yo, tiene aspecto de código, como si fuera un gesto secreto o una forma especial de llamar a la puerta. Una acción que se debe realizar en pos de acceder a un lugar de gran secretismo.", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "¿Has tenido suerte con tu misteriosa canción de las instrucciones, {player}?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "A mí me parece que ya tienes suficiente información como para investigarlo. ¿Por qué no intentamos descifrarlo?", - "RETROSPECTIVE_CLUE7_EUGENE1": "¿Qué tal va la cosa con esas [wave amp=30 freq=10]pistas líricas[/wave]? Según yo, ya tienes suficiente información para ponerte en marcha.", - "RETROSPECTIVE_CLUE7_MEREDITH1": "¿Tienes alguna otra pista? Yo diría que, gracias a esas extrañas [wave amp=30 freq=10]letras de canciones[/wave], tal vez tengas ya suficiente información para encontrar algo. Tal vez.", - "RETROSPECTIVE_CLUE7_FELIX1": "Por cierto, ¿lograste resolver el misterio de esos versos crípticos que estabas investigando? Sonaban como si te ofrecieran una ubicación y te indicaran qué tenías que hacer allí.", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "¿Aún no ha habido suerte con las pistas que te ha ido dando tu [wave amp=30 freq=10]canción de arcángel[/wave]?", - "RETROSPECTIVE_CLUE7_VIOLA1": "Oye, dime… ¿Ya resolviste ese acertijo del que me comentaste? ¿El que describía un lugar y una acción a llevar a cabo en él?", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oye, ¿ya descubriste lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada.", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oye, ¿ya descubriste lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada.", - "RETROSPECTIVE_CLUE8_FELIX1": "En fin, ¿sacaste algo de esas pistas poéticas que estabas siguiendo? Tenías un montón de pistas prometedoras, ¿no?", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oye, ¿ya descubriste lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada.", - "RETROSPECTIVE_CLUE8_EUGENE1": "Esas pistas que parecen poesía de las que hablabas… ¿Ya llegaste al fondo de ese misterio?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "Por cierto, ¿ya resolviste ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se debe realizar en él.", - "RETROSPECTIVE_CLUE9_MEREDITH1": "Oye, sobre esas letras de canciones de las que hablas siempre… Creo que describen un lugar concreto. ¿Quieres ir a echar un vistazo?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "Por cierto, ¿ya resolviste ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se debe realizar en él.", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oye, ¿te he dicho alguna vez que se me dan de maravilla los acertijos? Creo que sé dónde está el sitio que te indica la [wave amp=30 freq=10]canción críptica[/wave]. ¡Vayamos a echar un vistazo!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "Por cierto, ¿ya resolviste ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se debe realizar en él.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Dijiste que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "¡Ey, colega, creo que ya resolví tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "¡Ey, colega, creo que ya resolví tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", - "RETROSPECTIVE_CLUE9_FELIX1": "En fin, ¿ves todas esas misteriosas pistas poéticas de las que me has estado hablando? Creo que describen un lugar de esta isla… y creo haber descubierto dónde está.", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "¡Ey, colega, creo que ya resolví tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", - "RETROSPECTIVE_CLUE9_VIOLA1": "Por cierto, debo confesar… que creo haber resuelto ese acertijo que te traía de cabeza. ¡Nos vemos en este lugar!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Oye, ese espejo que encontraste parece importante… Lástima que no sepamos para qué sirve, ¿eh?", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Por cierto, la canción de Morganta nos llevó hasta ese espejo misterioso…, pero aún no sabemos qué hacer con él, ¿no?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Por cierto, imagino que encontraste el espejo ese, de aspecto tan importante, pero… supongo que aún no sabemos para qué [wave amp=30 freq=10]sirve[/wave]. Mmm.", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Por cierto, ese espejo tan raro que encontraste gracias a las pistas… ¿Ya sabes lo que hace? Seguro que lo descubriremos con el tiempo.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Dime, ¿ya descubriste el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que revelarás su secreto.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Dime, ¿ya descubriste el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que revelarás su secreto.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Dime, ¿ya descubriste el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que revelarás su secreto.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Dijiste que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "De todas maneras, la canción de Morganta nos guió hasta ese espejo misterioso. Además, mencionaste que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "De todas maneras, la canción de Morganta nos guió hasta ese espejo misterioso. Además, mencionaste que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "De todas maneras, la canción de Morganta nos guió hasta ese espejo misterioso. Además, mencionaste que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Dijiste que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Oye, ¿te acuerdas del espejo que encontraste al seguir todas esas pistas? Tal vez puedas atravesarlo, como dices que hiciste cuando estuviste en la Posada Ambarina. ¿Tú qué crees?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Ahora que lo recuerdo, mencionaste que una vez traspasaste un espejo como si se tratara de una puerta. ¿Podrías quizá repetirlo con el espejo místico que hallaste en esta isla?", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Oye, ¿recuerdas cuando me contaste que saliste de la Posada Ambarina pasando por un espejo? ¿Ya intentaste hacer lo mismo con el espejo que encontraste?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo cuando podamos.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Como sea, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo cuando podamos.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "De todos modos, deberíamos revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo cuando podamos.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Como sea, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Como sea, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante.", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Dime, ¿deberíamos quizá atravesar una vez más ese espejo hacia el mundo misterioso que hallaste tras él?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Por cierto, ¿y si exploramos ese lugar tan extraño del espejo? Me parece bastante importante.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "De todos modos, deberíamos revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "De todos modos, deberíamos revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "¡En marcha! ¿A dónde toca ir ahora? ¿No escuchaste el rumor de que se está cociendo algo {location_phrase}? ¡Si quieres, podemos ir a echar un ojo!", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "¿Volvemos a ponernos manos a la obra? Si no sabes de ningún rumor útil, ¿por qué no preguntas en el pueblo?", - "RETROSPECTIVE_NEXT_MEREDITH1": "Mmm… Creo que deberíamos seguir [wave amp=30 freq=10]explorando[/wave]. ¿No habías oído el rumor de que algo está pasando {location_phrase}? Igual vale la pena echar un vistazo.", - "RETROSPECTIVE_NEXT_EUGENE1.m": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", - "RETROSPECTIVE_NEXT_MEREDITH2": "Creo que deberíamos darnos otra vuelta. Si estás buscando pistas, podríamos hablar con la gente del pueblo.", - "RETROSPECTIVE_NEXT_EUGENE1.f": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", - "RETROSPECTIVE_NEXT_EUGENE2": "¡Muy bien, en marcha! Andamos escasos de información… ¿Y si buscamos alguna pista en Villapuerto?", - "RETROSPECTIVE_NEXT_FELIX1": "Bueno, ¿nos vamos? ¿No habías oído un rumor sobre que algo estaba sucediendo {location_phrase}? Si quieres, puede ser nuestro próximo destino.", - "RETROSPECTIVE_NEXT_EUGENE1.n": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", - "RETROSPECTIVE_NEXT_VIOLA1": "Tal vez debamos reanudar nuestro viaje una vez más. ¿No habías oído un rumor sobre un incidente {location_phrase}? Podría ser nuestro próximo objetivo, si así lo deseas.", - "RETROSPECTIVE_NEXT_FELIX2": "No tenemos más pistas sobre a dónde deberíamos ir. Si quieres, podríamos preguntarle a la gente del pueblo.", - "RETROSPECTIVE_NEXT_VIOLA2": "Quizá nos convendría hablar con las gentes de este pueblo para recabar información acerca de nuestro próximo destino. ¿Qué dices?", - "NWP_SIGNPOST_DESCRIPTION_2": "Le rogamos que tome las precauciones necesarias con los monstruos del lugar.", - "NWP_SIGNPOST_DESCRIPTION_1": "¡Bienvenidos al parque de Nueva Wirral!", - "NWP_3_-3_RUNNER_NPC1": "¿Sabes qué es más rápido que correr?[pause] La teletransportación.", - "NWP_3_-3_RUNNER_NPC3.m": "Si eres demasiado lento para huir de un combate, podrás escapar usando la teletransportación.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", - "NWP_3_-3_RUNNER_NPC3.f": "Si eres demasiado lenta para huir de un combate, podrás escapar usando la teletransportación.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", - "NWP_3_-3_RUNNER_NPC2": "Para hacerlo, solo tienes que presionar {control.map_menu} para abrir el mapa. A continuación, coloca el cursor sobre una de las casillas a las que puedas viajar y presiona {control.ui_accept}.", - "NWP_3_-3_RUNNER_NPC3.n": "Si eres demasiado lente para huir de un combate, podrás escapar usando la teletransportación.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Está claro que no doy la talla para ser guarda. Estoy más fofa que un elfolfo…", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "¡Vete a tu casa! ¡La vacante de los guardas es mía!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "¿Tienes lo que hay que tener para unirte a los guardas?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "¡Tienes madera! ¡Adelante, nos vendrá bien contar contigo!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "¡Justo lo que necesitábamos! ¡Alguien a quien derrotar para demostrarles a los guardas lo que valemos!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "Disculpa el descaro de mi colega.", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]¿A quién quiero engañar? No tengo lo necesario… para unirme a los guardas…[/wave]", - "NWP_MADMAN_3_-4_NAME": "Jack", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Mi sueño siempre fue unirme a los guardas.", - "NWP_MADMAN_3_-4_PRE_BATTLE": "¡Tengo el récord mundial de tiempo pasado en forma de botajack!", - "NWP_MADMAN_3_-4_POST_BATTLE": "Todavía tengo mucho que aprender sobre los botajack.", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "¡No pienso dejar que me despiertes ahora!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "¡Lucha para que tus sueños se cumplan!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "¡Que la luz de nuestro guía Dorian ilumine tu camino!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]¡Oye, recién llegado![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", - "NWP_CULTIST_4_-4_POST_BATTLE": "Tu camino está iluminado… Adelante…", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]¡Oye, recién llegada![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", - "NWP_CULTIST_5_-4_POST_BATTLE": "Quienes controlan Villapuerto son herejes… Aléjate de su [wave amp=30 freq=10]falsa salvación[/wave]…", - "NWP_5_-4_HINT_NPC_BEFORE1": "A veces el suelo tiembla como si una enorme bestia atravesase un túnel por debajo de nosotros.", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]¡Oye, recién llegade![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", - "NWP_5_-4_HINT_NPC_AFTER1": "¿Será eso otra estación de tren como la que apareció hace poco en el Camino de Arriba?", - "NWP_5_-4_HINT_NPC_BEFORE2": "Oye,[pause] esas rocas están colocadas de forma un tanto extraña, ¿verdad?", - "NWP_5_-4_HINT_NPC_AFTER3": "Me pregunto a dónde irá a parar ese tren…", - "NWP_5_-4_HINT_NPC_AFTER2": "Supongo que la cosa cuadra. La \\\"enorme bestia\\\" que oía bajo tierra debe de haber sido un tren.", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "He visto por la zona unos cuantos baladino. ¡Se mueven tan rápido que son capaces de romper rocas grandes!", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "Sería genial tener esa habilidad, ¿no?", - "PARK_CAVE2_MERCHANT2": "¡Ay, no, se fusionaron! [wave amp=30 freq=30]¡¡¡Socorro!!![/wave]", - "PARK_CAVE2_MERCHANT1": "¡Oye, tú! Estos monstruos me acorralaron. ¿Me echas una mano?", - "PARK_CAVE2_MERCHANT6": "¡Ven a verme al mercado del pueblo, te tendré preparadas unas cuantas calcomanías especiales!", - "PARK_CAVE2_MERCHANT4": "Oye… ¿Te has dado cuenta de que el movimiento \\\"Imán\\\" de lupdirecto se activa automáticamente al principio del combate?", - "PARK_CAVE2_MERCHANT3": "Uf, muchas gracias. Vine en busca de ideas para calcomanías, pero me topé con una situación más peligrosa de lo que esperaba.", - "PARK_CAVE2_MERCHANT5": "¡Al final sí conseguí la inspiración que buscaba!", - "WATERLOOP_BEWARE_LYING_CHESTS": "Solo un cofre dice la verdad.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando de repente… ¡zas! Me tragó un vórtice.", - "WATERLOOP_LYING_CHEST_LEFTMOST": "La nota de este cofre dice: \\\"La llave está aquí\\\". ¿Quieres abrirlo?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "La nota de este cofre dice: \\\"La llave no está aquí\\\". ¿Quieres abrirlo?", - "WATERLOOP_LYING_CHEST_MIDDLE": "La nota de este cofre dice: \\\"La llave no está en el de la izquierda\\\". ¿Quieres abrirlo?", - "SD_NEVERMORT_TRAINER_NAME": "Fanático de las aves", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Tengo un vínculo especial con los nuncamórvido de la zona.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "¿Cómo llegaste a Nueva Wirral?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "¡Será mejor que no te cruces en nuestro camino!", - "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"No están perdidos aquí en Nueva Wirral, hijos míos, solo están esperando el momento de encontrarse a ustedes mismos\\\".", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "¡Espantaste a los pájaros!", - "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"¡Valdellanto está por allí!\\\".", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "¿Cómo llegaste a Nueva Wirral?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Yo recuerdo haber tenido una experiencia extracorpórea.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "¿Cómo llegaste a Nueva Wirral?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando de repente… ¡zas! Me tragó un vórtice.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando de repente… ¡zas! Me tragó un vórtice.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "¡Cuando me di cuenta, ya estaba aquí!", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "¡Oye! ¡No toques mi botín!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Es habitual que naufraguen barcos cerca de la costa de Nueva Wirral.", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "¡Buscar tesoros en las playas es una buena forma de ganarse el pan!", - "OVERWORLD_7_0_HINT_NPC": "Me pregunto cuántos tesoros se habrán perdido en el fondo del mar…", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "¡Oye, veo que llevas un walkman!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Parece que todavía me queda mucho por aprender…", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "¿Tú también piensas unirte a los guardas? ¡Supongo que eso nos convierte en rivales!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Si logras derrotarme, te cuento un secreto.", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Cuenta la leyenda que esta isla alberga la fuente de la juventud.", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Dime, ¿te gusta la Historia? ¿Cuál es tu acontecimiento favorito del siglo XX?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "¿Crees que será Comic Sans, o Times New Roman?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Mi acontecimiento favorito del siglo XX es el tratado de paz entre humanos y elfos que impulsaron las Naciones Unidas en 1948. ¡Sin él, las cosas habrían sido muy diferentes!", - "EPICURUS_NAME": "Epicuro", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", - "EPICURUS_POST_BATTLE": "El arte de luchar bien y el arte de aceptar bien la derrota son uno.", - "EPICURUS_PRE_BATTLE": "¡Cuanto más grande es la dificultad, más gloria hay en superarla!", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Llevo meses aquí practicando mis habilidades con los monstruos.", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Supongo que todavía tengo mucho entrenamiento por delante…", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "¡Ven, te voy a enseñar los resultados de mi entrenamiento!", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]¡¡¡Alto!!! Sé muy bien lo que te traes entre manos…[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ya se me presentarán más oportunidades. Seguro que sí…[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¡Este terreno es una oportunidad de oro para edificar! ¡Pero yo lo encontré primero![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Parece que en Nueva Wirral nadie se pone de acuerdo sobre los hechos históricos básicos. Algunos optan por aceptar la idea del \\\"multiverso\\\", ¡pero yo creo que lo que pasa es que esta isla está llena de mentirosos!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Por ejemplo, aquí son muchos los que niegan que llegamos de verdad a Marte en 1969. ¡Vaya bola de chiflados conspiranoicos!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ay… Necesito tomar un descanso de tanto excavar. Si logras vencerme en combate rápido, te cuento unas cuantas cosas sobre este lugar.", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "¡No! ¿Tú también?", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "Gracias a la guarda de élite Agnes Pectro, sabemos que la gente solía extraer metales de esta zona. Sin embargo, parece que algunas explosiones no fueron controladas…", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "Y no hay ni rastro de herramientas mineras o explosivos artificiales. Es posible que los baladino hayan pasado siglos excavando en esta zona.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Así que una de dos: o la guarda de élite se equivoca, o los baladino destruyeron todas las pruebas. Mmm… O tal vez los baladino [wave amp=30 freq=5]son[/wave] las pruebas. ¿Qué opinas?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "¡De pequeña soñaba con esta isla!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "¿No te parece un lugar mágico?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "¡Mi marido y yo llevamos aquí atrapados desde 2160!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Por lo visto, aquí nadie sabe usar las tres conchas. ¡Qué atrasados están!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Mujer de poca fe…", - "OVERWORLD_5_-3_BATTLER_PARTNER": "¡No te metas con mi mujer!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", - "OVERWORLD_7_-3_BATTLER_NAME": "Karl", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "¡Ustedes, los terratenientes, hacen cualquier cosa por la gente de Nueva Wirral menos dejarlos en paz!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¿No tienes dinero? ¡No hay problema! ¡Te financiamos con un pequeño interés anual del 10 000 %![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, me equivoqué. Ustedes luchan por el pueblo, no contra él.", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "En Nueva Wirral todos dimos un paso hacia lo desconocido. ¿Por qué no ibas a querer dar otro? ¡Deposita tu confianza en [wave amp=30 freq=10]el hermano Cooper[/wave]!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Como Nueva Wirral no tiene moneda, aún no hay forma de pagarlo. Sin embargo, los intereses siguen acumulándose mientras tanto. ¡Es un plan infalible![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "El hermano Cooper encontró la manera de [wave amp=30 freq=10]salir[/wave] de esta isla de ángeles y demonios. ¡Ahora nos prepara para que podamos reunirnos con nuestros parientes al otro lado!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Te falta fe…", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "¡Alto! Puedo sentir el dolor que hay en ti, amigo mío.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Hombre de poca fe…", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "¡Alto! Puedo sentir el dolor que hay en ti, amiga mía.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "¡Alto! Puedo sentir el dolor que hay en ti, amigue míe.", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "No avanzarás hasta que te arrepientas de tus pelados.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Sufres porque anhelas volver a tu hogar.", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"Nuestra fe mueve montañas\\\" (Cooper 17, 20).", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]La vida es… sufrimiento…[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permíteme que acabe con tu dolor. ¡Conviértete en nuestra ofrenda a los ángeles!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "No avanzarás hasta que te arrepientas de tus pelados.", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Espera, ¿dices que es \\\"pecados\\\" y no \\\"pelados\\\"? No puedo creer que haya estado diciéndolo mal todo este tiempo…", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "No avanzarás hasta que te arrepientas de tus pelados.", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Nadie tiene amor más grande que el que da las cintas por sus amigos\\\" (Dorian 15, 13).", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digna de la eternidad?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digne de la eternidad?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digno de la eternidad?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "El hermano Cooper llamó a los ovnis para que nos den sus bendiciones. ¡Te lo voy a demostrar!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "El consejo intergaláctico de ovnis y arcángeles no tolerará semejante maltrato a sus mensajeros…", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "¡Perdóname por esto!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Si me derrotas, te cuento el secreto de los Hijos del Llanto.", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "A decir verdad, solo me uní a los Hijos del Llanto por la comida.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "En 1988, dos grupos de rock ingleses, Iron Gaiden y Shields of the Nephilim, [pause]que no sabían nada el uno del otro, [pause]publicaron a la vez una canción cada uno titulada \\\"Mournchild\\\" (\\\"Hijo del Llanto\\\").", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Si las escuchas al revés y al mismo tiempo, de forma que las palabras se entrelacen, invocarás al Hijo del Llanto original: ¡un ser poderosísimo capaz de abrir un portal entre mundos!", - "AA_TOWER_POST_BATTLE_EUGENE3": "Puede que los arcángeles sean poderosos, pero eso no implica que sean inteligentes.", - "AA_TOWER_POST_BATTLE_MEREDITH3": "Supongo que, con los puñetazos suficientes, se le puede cerrar la boca hasta al arcángel más [wave amp=30 freq=10]odioso[/wave]. Es algo que no deberíamos olvidar.", - "AA_TOWER_POST_BATTLE_FELIX3": "A ese arcángel le encantaba soltar sandeces sin sentido, ¿eh? Menos mal que logramos cerrarle la boca.", - "AA_ALICE_PRE_BATTLE_ALICE1": "¡IGNORARON MIS INSTRUCCIONES DE NO MOVERSE! ¡¿NO ME RESPETAN?! ¡¿ACASO NO SON CONSCIENTES DE LO IMPORTANTE QUE SOY?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "Ese espíritu no decía nada con sentido ni de casualidad. Puede que esta derrota le haya servido de cura de humildad.", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Qué eguito tienes, ¿eh?", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "No, tienes razón. No te respeto nada de nada.", - "AA_ALICE_PRE_BATTLE_EUGENE2": "Si no tengo ni idea de quién eres.", - "AA_ALICE_PRE_BATTLE_FELIX2": "¿Se supone que debemos saber quién eres?", - "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr…", - "AA_ALICE_PRE_BATTLE_ALICE3": "CUÁNTA FALTA DE RESPETO, ¡Y ANTE UN MIEMBRO DE LA REALEZA, NI MÁS NI MENOS! SI SE NIEGAN A USAR LA CABEZA, ¡TENDRÉ QUE ARRANCÁRSELA DE LOS HOMBROS!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "Espíritu, yo no regalo mi respeto así como así.", - "AA_ALICE_POST_BATTLE_ALICE1": "NO TIENEN RESPETO ALGUNO, ¿EH? ¡QUÉ IRA SIENTO!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Supongo que se consideraba la reina de su propio mundo, ¿no?", - "AA_ALICE_POST_BATTLE_ALEPH2": "SEÑORITA ALICIA, ¡ES UN PLACER CONOCERLA! NECESITO A ALGUIEN CON SU… DON DE GENTES.", - "AA_ALICE_POST_BATTLE_MEREDITH3": "¿Todos los arcángeles se tienen a sí mismos en tan alta estima o esta era un caso [wave amp=30 freq=10]especial[/wave]?", - "AA_ALICE_POST_BATTLE_EUGENE3": "Los arcángeles son bastante groseros, ¿no?", - "AA_ALICE_POST_BATTLE_FELIX3": "¿Tú crees que de verdad quería nuestras cabezas o fue una especie de metáfora? Mira, mejor no me contestes. Prefiero no saberlo.", - "AA_CUBE_PRE_BATTLE_CUBE1": "EL TERCER ESPACIO DIMENSIONAL ES IMPERFECTO. LAS CIENCIAS Y LAS MATEMÁTICAS SON CERTERAS. TODAS LAS COSAS TIENEN 4 CARAS.", - "AA_ALICE_POST_BATTLE_VIOLA3": "No pienso inclinarme ante nadie que hable de mí de esa forma y me da igual que sea de la realeza o lo que sea.", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "Yo diría que a esa cosa le falta un tornillo en la cabeza, [pause]pero ni siquiera tiene cabeza.", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Este arcángel parece un tanto excéntrico…, ¡aunque puede que sea amigable!", - "AA_CUBE_PRE_BATTLE_FELIX2": "No sé qué opinas tú, pero yo creo que tal vez no nos ataque.", - "AA_CUBE_PRE_BATTLE_EUGENE2": "Da como escalofríos mirar a esta cosa…", - "AA_CUBE_PRE_BATTLE_VIOLA2": "¿Es el espíritu de un filósofo o algo así? ¿O es que, simplemente, está mal de la cabeza?", - "AA_CUBE_PRE_BATTLE_DOG2": "¿Guau?", - "AA_CUBE_POST_BATTLE_CUBE1": "¿ACASO MIS ÁNGULOS TAMBIÉN SON IMPERFECTOS? LOS CÁLCULOS ERAN CORRECTOS… FRACASÉ EN 3 DIMENSIONES SIMULTÁNEAS.", - "AA_CUBE_PRE_BATTLE_CUBE3": "NO. VEO INCOHERENCIAS EN SU INTERIOR. SON SERES IMPERFECTOS. ¡PERMITAN QUE ARREGLE SUS ÁNGULOS DEFECTUOSOS!", - "AA_CUBE_POST_BATTLE_ALEPH2": "¡QUÉ CASUALIDAD! JUSTO ESTABA PENSANDO EN LA NECESIDAD DE RECLUTAR A ALGUIEN A QUIEN SE LE DEN BIEN LOS NÚMEROS. ¿QUIERES UN TRABAJO, QUERIDO AMIGO CUBOIDE?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Pues, al final, resulta que no era un arcángel amigable. ¡Qué mala suerte!", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Supongo que tendré que añadirlo a la lista de \\\"cosas raras de esta isla que han intentado matarme\\\". [pause]Todo bien, colega.", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Supongo que tendré que añadirlo a la lista de \\\"cosas raras de esta isla que han intentado matarme\\\". [pause]Todo bien, colega.", - "AA_CUBE_POST_BATTLE_EUGENE3": "Ese arcángel era muy raro. Era igual desde todos los ángulos.", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Supongo que tendré que añadirlo a la lista de \\\"cosas raras de esta isla que han intentado matarme\\\". [pause]Todo bien, colega.", - "AA_CUBE_POST_BATTLE_FELIX3": "La próxima vez que nos encontremos a un arcángel, daré por sentado desde el principio que quiere matarnos.", - "AA_CUBE_POST_BATTLE_VIOLA3": "Si la locura de ese espíritu tenía algún patrón, yo desde luego no lo vi.", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "A ver si lo entiendo, ¿ahora tenemos a un hombre misterioso con un [wave amp=30 freq=10]triángulo por cabeza[/wave] interponiéndose en la caza de arcángeles? No sé ni qué pensar, la verdad…", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "El hombre triángulo volvió a aparecer. ¿Cuál crees que será su interés en los arcángeles?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Otro combate contra un arcángel que acaba con la aparición del [wave amp=30 freq=10]hombre triángulo[/wave]. Empiezo a ver un patrón…", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "El hombre triángulo dijo que quería hablar contigo \\\"como es debido\\\". ¿A qué se refería con eso?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Empiezo a sospechar que ese hombre triángulo no trama nada bueno. Creo que deberíamos tener cuidado con él.", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "A estas alturas, ¿cuántas veces has visto ya al hombre triángulo, {player}? Parece que solo aparece donde estás tú, ¿no?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Una vez más, el hombre triángulo aparece y hace su magia para librarse del arcángel. Es un tema que me preocupa, la verdad.", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Una vez más, el hombre triángulo aparece para llevarse al arcángel al que nos estábamos enfrentando…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "La burra al trigo: derrotamos a un arcángel para que aparezca Álef y lo reclute… ¿Qué está haciendo, exactamente? ¿Estará atrapado en esta isla, igual que nosotros?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Si el hombre triángulo va a seguir apareciendo de la nada para reclutar a los arcángeles a los que acabamos de derrotar, al menos podría tener el detalle de presentarse, ¿no te parece?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Ganamos el combate, pero, una vez más, Álef apareció para llevarse al arcángel…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Álef dijo que nuestros mundos tienen \\\"leyendas\\\" basadas en él. ¿Tú crees que será cierto eso, {player}?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "¿Crees que cada vez que derrotamos a un arcángel le estamos dando a Álef una oportunidad para reclutarlo? Me preocupa el tema…", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Otro arcángel que cayó, otro al que recluta Álef. ¿Qué estará planeando?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "Pero, mmm…, ¿qué le pasa a ese señor cabezatriángulo? ¿Acaso… [pause][wave amp=30 freq=10]se llevó[/wave] al arcángel? No sé qué pensar al respecto…", - "RETROSPECTIVE_ALEPH_MEREDITH2": "Esta no es la primera vez que aparece el señor triangulito y se lleva a un arcángel, ¿no? No me da buena espina…", - "RETROSPECTIVE_ALEPH_MEREDITH3": "Entonces, ¿qué crees que se trae entre manos el tipo ese del triangulito? No confío en nadie que tenga una forma geométrica en vez de cabeza.", - "RETROSPECTIVE_ALEPH_MEREDITH5": "La próxima vez que veas al señor con la cabeza triangular, ¿por qué no le preguntas qué se trae entre manos? Por intentarlo, no se pierde nada…", - "RETROSPECTIVE_ALEPH_MEREDITH4": "El hombre triángulo dijo que quería hablar contigo \\\"como es debido\\\". Muy educado lo veo para ser un tipo desconcertante que vuela.", - "RETROSPECTIVE_ALEPH_MEREDITH6": "¿Estamos todos dando por sentado que el tipo de la cabeza triangular está tramando algo raro? Yo sí lo doy por sentado.", - "RETROSPECTIVE_ALEPH_MEREDITH8": "No importa con quién estés, todos los combates contra arcángeles acaban con la aparición del hombre triángulo, ¿no?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "Pues esto volvió a acabar con la aparición del hombre con cabeza de triángulo. Una molestia, como siempre…", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "El tal Álef se mueve un montón, ¿no? Parece que puede ir a cualquier sitio que quiera, siempre y cuando esté dentro de la estación subterránea.", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "¿Por qué ese hombre del triángulo habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Volvió a aparecer el tal Álef.", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "¿Por qué ese hombre del triángulo habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "¿Por qué ese hombre del triángulo habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Pues esto acabó, una vez más, con la aparición de Álef. Qué molesto, como siempre…", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "No importa con quién estés, todos los combates contra arcángeles acaban con la aparición no deseada de Álef, ¿no?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "¿Por qué el tal Álef habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "¿Por qué el tal Álef habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "¿Por qué el tal Álef habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", - "RETROSPECTIVE_ALEPH_EUGENE1": "Para que estemos todos en la misma página… Ustedes también vieron cómo el tipo volador de chaqueta roja absorbía al arcángel con su cabeza de triángulo, ¿no? [pause]Solo quiero asegurarme.", - "RETROSPECTIVE_ALEPH_EUGENE2": "Pues si no me equivoco, es ya la segunda vez que el hombre de chaqueta roja aparece para hacer desaparecer a un arcángel, ¿no?", - "RETROSPECTIVE_ALEPH_EUGENE3": "Ese hombre volador con chaqueta roja… Es ya la tercera vez que aparece y hace [wave amp=30 freq=10]desaparecer[/wave] a un arcángel, ¿verdad?", - "RETROSPECTIVE_ALEPH_EUGENE5": "Fue un combate impresionante, pero lo único en lo que puedo pensar es en el tipo volador ese que apareció al final. Habrá que vigilarlo, por si es una amenaza para Villapuerto…", - "RETROSPECTIVE_ALEPH_EUGENE4": "El hombre de la chaqueta roja dijo que quería hablar contigo \\\"como es debido\\\". Me pareció un poco amenazante, la verdad…", - "RETROSPECTIVE_ALEPH_EUGENE6": "Ese hombre de cabeza triangular… ¿Tú crees que también sea un arcángel? Parece bastante poderoso. No confío en él ni tantito.", - "RETROSPECTIVE_ALEPH_EUGENE7": "¿A qué se refería ese tipo del triángulo cuando dijo que había \\\"leyendas\\\" basadas en él?", - "RETROSPECTIVE_ALEPH_EUGENE8": "Otra vez estuvo aquí ese hombre triángulo, para sorpresa de nadie. Creo que aparece siempre que encuentras a un arcángel, ¿no?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "Ese arcángel habla como si fuera el encargado de recursos humanos. Eso me saca mucho de onda, colega.", - "RETROSPECTIVE_ALEPH_FELIX4": "¿A qué se refería el tipo del triángulo con eso de que quiere hablar contigo \\\"como es debido\\\"? Parece un tipo educado, pero no confío en él ni tantito.", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "Ese arcángel habla como si fuera el encargado de recursos humanos. Eso me saca mucho de onda, colega.", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "Ese arcángel habla como si fuera el encargado de recursos humanos. Eso me saca mucho de onda, colega.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "Fue un combate muy [shake rate=30 level=10]importante[/shake], pero no puedo dejar de pensar en ese tal Álef. ¿Qué se traerá entre manos?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "¿A qué se refería Álef cuando dijo que había \\\"leyendas\\\" basadas en él?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "No tiene aspecto de que Álef tenga muchas ganas de pelear. Siempre aparece después de que se acaba el combate.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Álef volvió a aparecer [wave amp=30 freq=10]una vez más[/wave] después del combate, para sorpresa de nadie. Suele aparece siempre que encuentras a un arcángel, ¿no?", - "RETROSPECTIVE_ALEPH_FELIX1": "¿Habías visto antes a ese tipo con un triángulo por cabeza? Porque yo no y me parece muy extraño.", - "RETROSPECTIVE_ALEPH_FELIX2": "Ya van dos veces que aparece ese tipo con un triángulo por cabeza, ¿no? Aquí está pasando algo raro, pero no sé qué.", - "RETROSPECTIVE_ALEPH_FELIX3": "Parecía que, en esta ocasión, el tipo con cabeza de triángulo se acordaba de ti, {player}.", - "RETROSPECTIVE_ALEPH_FELIX6": "Ese del triángulo… también es un arcángel, ¿no? O algo por el estilo…", - "RETROSPECTIVE_ALEPH_FELIX5": "El tipo del triángulo volvió a aparecer para llevarse al arcángel. ¿Acaso los está reclutando?", - "RETROSPECTIVE_ALEPH_VIOLA1": "¿Habías visto alguna vez algo tan peculiar como la figura esa que apareció antes? No me refiero al espíritu al que nos enfrentamos, sino al hombre que no tenía cabeza…", - "RETROSPECTIVE_ALEPH_FELIX7": "El del triángulo dijo que en nuestro mundo hay leyendas basadas en él. ¿A qué se refería, exactamente?", - "RETROSPECTIVE_ALEPH_FELIX8": "¿Qué opinas de ese que tiene un triángulo por cabeza, {player}? Yo tengo un par de teorías al respecto…", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Así que Álef volvió a aparecer para llevarse al arcángel al que derrotamos. ¿Para qué los estará reuniendo? Tal vez intenta encontrar la forma de salir de Nueva Wirral.", - "RETROSPECTIVE_ALEPH_FELIX9": "Así que el del triángulo sí está reclutando arcángeles. ¿Qué pretende hacer, armar una banda de música?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Álef dijo que hay leyendas de nuestro mundo basadas en él. No creo ni una palabra de lo que dice, pero tengo la sensación de que, en este caso, podría estar diciendo la verdad…", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Cuando apareció Álef hace rato, su tono de voz me resultó muy conocido. Era como si le estuviera ofreciendo [wave amp=30 freq=10]un trabajo[/wave] al arcángel al que derrotamos…", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Ganamos el combate, pero Álef volvió a aparecer. Debemos tener cuidado, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "¿Para qué estará reclutando Álef a esos arcángeles? ¿Qué pretende hacer, armar una banda de música?", - "RETROSPECTIVE_ALEPH_VIOLA3": "Ese espíritu, el que refleja tu propio rostro… Parecía como si te reconociera, {player}. ¿Qué arteras maquinaciones se traerá entre manos?", - "RETROSPECTIVE_ALEPH_VIOLA2": "Volvió a aparecer ese espíritu, ese cuyo rostro es un espejo… ¿Qué significará esa aparición tan inoportuna?", - "RETROSPECTIVE_ALEPH_VIOLA4": "Parece que el espíritu ese que tiene un espejo por rostro tenía ganas de hablar contigo, {player}. Te recomiendo que tomes con pinzas cualquier cosa que te diga.", - "RETROSPECTIVE_ALEPH_VIOLA6": "¿Qué estará planeando ese espíritu con un espejo por rostro? No confío en los planes de los espíritus, {player}.", - "RETROSPECTIVE_ALEPH_VIOLA5": "Ese espíritu de la cabeza triangular apareció, una vez más, para interferir en nuestro combate. Qué ser tan curioso…", - "RETROSPECTIVE_ALEPH_VIOLA8": "Una vez más, nuestro enemigo se nos escapó por culpa de la inoportuna aparición del espíritu con espejo en vez de rostro. Qué patán.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Puede que hayamos vencido a ese espíritu poderoso, pero el otro espíritu, Álef, vino al rescate. Empiezo a ver un patrón…", - "RETROSPECTIVE_ALEPH_VIOLA7": "Ese espíritu que apareció de la nada, el del espejo en vez de rostro… ¿Qué quería?", - "RETROSPECTIVE_ALEPH_VIOLA9": "Ese espíritu con rostro de espejo bien podía tener educación y presentarse, ¿no crees? No me gustan nada sus inoportunas apariciones…", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Ese espíritu, el tal Álef, apareció una vez más para interferir en nuestro combate. ¿Acaso también quiere abandonar este país?", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "¿Qué estará planeando nuestro querido enemigo Álef? No confío en los planes de los espíritus, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Una vez más, nuestro enemigo se nos escapó por culpa de la inoportuna aparición del espíritu llamado Álef. Qué patán.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Si ese tal Álef no fuera un cobarde, ¡se enfrentaría directamente a nosotros! En vez de eso, abandona el campo de batalla con gran premura.", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "En fin, dijiste que habías conseguido una pista al derrotar al arcángel de antes. ¿En qué consiste la pista esa, exactamente?", - "RETROSPECTIVE_CLUE_QUOTE": "¿\\\"{clue}..\\\"?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "Dijiste algo…, mmm, de que tenías una pista críptica que querías seguir. ¿De qué se trata?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Pues… [pause]no me parece gran cosa para empezar. ¡Supongo que habrá que encontrar a otro arcángel!", - "RETROSPECTIVE_CLUE1_EUGENE1": "En fin, dijiste que estabas siguiendo una pista, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Eso… no es una gran pista, la verdad. Lo siento.", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Eso… no es una gran pista, la verdad. Lo siento.", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Eso… no es una gran pista, la verdad. Lo siento.", - "RETROSPECTIVE_CLUE1_EUGENE2": "Uh. Pues no me parece gran cosa, la verdad.", - "RETROSPECTIVE_CLUE1_FELIX1": "Dijiste algo sobre que estabas siguiendo una pista, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE1_FELIX2": "Uh. Pues no es gran cosa. Puede que necesites más información.", - "RETROSPECTIVE_CLUE1_VIOLA2": "Qué intrigante… Si tiene alguna solución, desde luego que la desconozco.", - "RETROSPECTIVE_CLUE1_VIOLA1": "Por cierto, comentaste algo de un acertijo que habías conseguido. ¿Deseas compartirlo conmigo?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "Aún es demasiado vago como para sernos útil. Tendremos que encontrar a otro arcángel…", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "En fin, comentabas antes que la canción de tu cabeza se está haciendo más larga. ¿Cuál es el siguiente verso?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "¿Creo que comentaste algo sobre una pista que querías seguir?", - "RETROSPECTIVE_CLUE2_EUGENE1": "Ah, cierto, si mal no recuerdo, ¿dijiste algo sobre una pista misteriosa? ¿De qué se trata?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "Sí, bueno, la verdad es que no sé qué significa.", - "RETROSPECTIVE_CLUE2_EUGENE2": "¿Solo eso? Pues no hay mucho de donde rascar.", - "RETROSPECTIVE_CLUE2_FELIX1": "Ah, cierto, dijiste algo de que estabas siguiendo una pista, ¿no?", - "RETROSPECTIVE_CLUE2_FELIX2": "Mmm… No es gran cosa, la verdad.", - "RETROSPECTIVE_CLUE2_VIOLA2": "Qué curioso. Aunque me temo que no se puede obtener mucha información de ese extracto.", - "RETROSPECTIVE_CLUE2_VIOLA1": "¡Ah! Mencionaste que tenías que resolver un acertijo. ¿Por qué no me lo cuentas?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Parece como si señalara a una dirección, pero eso no nos aclara demasiado el tema.", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "¿Conseguiste otro verso para tu misteriosa [wave amp=30 freq=10]canción de la visión[/wave]? ¿Cómo es?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "Ah, ¿querías pedirme opinión sobre una pista que estás siguiendo? Adelante, ¿de qué se trata?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "Supongo que parece como si señalara una dirección.", - "RETROSPECTIVE_CLUE3_EUGENE1": "En fin, creo que dijiste que tenías una pista que querías seguir. ¿De qué se trata?", - "RETROSPECTIVE_CLUE3_FELIX1": "En fin, dijiste que estabas siguiendo una pista, ¿no? ¿De qué se trata?", - "RETROSPECTIVE_CLUE3_EUGENE2": "Parece como si señalara una dirección, aunque no es una pista demasiado clara.", - "RETROSPECTIVE_CLUE3_VIOLA1": "Por favor, dime… Hablabas de una especie de acertijo que querías descifrar. ¿Por qué no me lo cuentas?", - "RETROSPECTIVE_CLUE3_FELIX2": "Parece como si señalara una dirección, ¿no? Puede que cada pista que consigas vaya delimitando la ubicación.", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "¡Ay! Casi me olvida de preguntarte… Entonces, ¿el arcángel fantasma que vive dentro de ti te dio una nueva pista?", - "RETROSPECTIVE_CLUE3_VIOLA2": "Sin duda, te señala algún lugar, pero esto no ofrece suficiente información al respecto.", - "RETROSPECTIVE_CLUE4_MEREDITH1": "Dijiste algo de que estabas investigando una pista críptica, ¿no? Cuéntame de qué se trata.", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "A mí me parece que está describiendo una zona… ¿Tú qué opinas?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "A mí me [wave amp=30 freq=10]parece[/wave] que está describiendo una zona… ¿Quieres ir allí o algo así?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*Bostezo* Vamos, pues.", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "No pasa nada. De todas formas, quería echar una siesta.", - "CAPTAIN_ZEDD_PRE_REMATCH2": "Si quieres que volvamos a enfrentarnos, tengo un rato libre antes de mi próxima siesta. ¿Te apuntas?", - "CAPTAIN_WALLACE_LAST_LEGS1": "¡No soy nada fácil de demoler!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe dice que tienes mucho potencial. ¿Te gustaría probar mi desafío de guarda?", - "CAPTAIN_WALLACE_POST_BATTLE1": "Levanté unos muros maravillosos, ¡pero tú los [shake rate=30 level=10]derribaste con suma facilidad[/shake]!", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "¡Saludos! ¡En el pueblo se comenta que ahora eres une guarda de élite, como nosotros!", - "CAPTAIN_SKIP_INTRO2": "¡Saludos! [pause]Soy Bas, uno de los guardas de élite de Nueva Wirral.", - "CAPTAIN_SKIP_INTRO1": "Madre mía, los forasteros hacen un montón de [wave amp=30 freq=10]cosas[/wave], ¿verdad?", - "CAPTAIN_SKIP_INTRO4": "Aparatos electrónicos, muebles… ¡de todo! [pause]Todo acaba aquí, ¡y yo le doy un buen uso!", - "CAPTAIN_WALLACE_INTRO2": "¡Las infraestructuras! [pause]Casas, muros, agua corriente…", - "CAPTAIN_WALLACE_POST_REMATCH1": "A pesar de todos mis esfuerzos, mis defensas sucumbieron igual…", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "Vaya, creo que me despertaste un poco con ese último golpe. [pause]Ten, toma tu recompensa.", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "No pasa nada, será para la próxima.", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "¡Genial! [pause]Supongo que no te sorprenderá que mi punto fuerte es la electricidad. ¡Tendrás que ser muy ágil para evitar que te alcance uno de mis rayos!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "Está mal que yo lo diga, pero ¡fue un combate electrizante!", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Ah, [i]mea culpa[/i], pues. Estaba tan en llamas con nuestra conversación que no me percaté de que solo estabas de paso.", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "Chispas… [pause]¡Lo estás haciendo mucho mejor de lo que me esperaba!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "Perdona por los chistes malos… Es la costumbre.", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "Puedes irte. Esta es tu recompensa.", - "CAPTAIN_LODESTEIN_POST_REWARD1": "Me encantaría hablar contigo un ratito más, pero, por desgracia, aún tengo muchas labores de mantenimiento pendientes.", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "¡Saludos! ¡En el pueblo se comenta que ahora eres uno guarda de élite, como nosotros!", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "¡Buena suerte ahí fuera, colega!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "¡Buena suerte ahí fuera, colega!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "¡Hola, colega! Espero que te vaya todo bien por el mundo adelante.", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "¡Buena suerte ahí fuera, colega!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "¡Hola, colega! Espero que te vaya todo bien por el mundo adelante.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "Se comenta por el pueblo que ahora eres uno de los nuestros. ¡Te felicito!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "¡Hola, colega! Espero que te vaya todo bien por el mundo adelante.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "Se comenta por el pueblo que ahora eres una de los nuestros. ¡Te felicito!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "Se comenta por el pueblo que ahora eres une de los nuestros. ¡Te felicito!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Ah, [i]mea culpa[/i], pues. Estaba tan en llamas con nuestra conversación que no me percaté de que solo estabas de paso.", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Dime, ¿te apetece la revancha? [pause]Tengo ganas de volver a enfrentarme a ti desde nuestro último duelo.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Me volviste a dar una buena lección. Fue un buen combate, colega.", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Diría que esta vez \\\"no me voy a contener\\\", [pause]pero lo cierto es que no me contuve la última vez.", - "CAPTAIN_REMATCH_CHECK": "¿Quieres pedirle a {pawn} la revancha?", - "CAPTAIN_READY_CHECK.n": "¿Ya estás para combatir con {pawn}?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "Espero que tu entrenamiento tenga buenos cimientos. ¡Hay que ser muy fuerte para derribar mis defensas!", - "CAPTAIN_SKIP_PRE_BATTLE2": "¡Maravilloso! [pause]Procura divertirte… ¡y no te deprimas cuando te derrote!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "Ah. [pause]Supongo que no contaba con que este tipo fuera guarda de élite.", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "Ah. [pause]Supongo que no contaba con que este tipo fuera guarda de élite.", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "¡Saludos! [pause]Me dijeron que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "¡Saludos! [pause]Me dijeron que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Podrás canjear ese material en el ayuntamiento de Villapuerto. [pause]A los humanos les encanta comerciar con baratijas que no valen para nada, eh…[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Actualicé todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, \\\"guarda de élite\\\"![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Me informaron que pasaste a integrar el cuerpo de capitanes. [pause]¿Qué me dices, quieres volver a probar suerte?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Me informaron que pasaste a integrar el cuerpo de capitanes. [pause]¿Qué me dices, quieres volver a probar suerte?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Actualicé todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, \\\"guarda de élite\\\"![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Me informaron que pasaste a integrar el cuerpo de capitanes. [pause]¿Qué me dices, quieres volver a probar suerte?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Lo lamento, [pause]no era mi intención que la humanidad volviera a ser el centro de mis iras. [pause]Ignora mi comentario.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Dudo si añadirte a mi base de datos interna de seres humanos a los que respeto. [pause]Es una base de datos diminuta.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Ten, toma tus ganancias.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]¿Y bien? [pause]¿Quieres enfrentarte a mí? [pause]La estadística juega en tu contra, pero nunca se sabe… ¡Puede que hoy sea tu día de suerte![/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]¡Voy a subir la apuesta![/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Vamos, que empiece la partida… [pause]¡Apuesta alta! Quien gana, se lo lleva todo.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]¿No te animas? Pues será a la próxima.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_POST_REMATCH2": "Volví a perder, [pause]pero no voy a llorar por ello. [pause]Llorar es un desperdicio de fluidos corporales y no me sobran las reservas de agua.", - "CAPTAIN_JUDAS_POST_REMATCH1": "Juraría haber cubierto todos los escenarios posibles en esta ocasión…", - "CAPTAIN_SKIP_LAST_LEGS1": "¡De momento, lo estás haciendo bien! [pause]Aunque no prometo que no vaya a ponerme serio…", - "CAPTAIN_JUDAS_INTRO1.m": "Te oí desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, lo perdiste.", - "CAPTAIN_ZEDD_POST_REMATCH1": "¿Volví a perder? Por eso no me gusta estar despierto…", - "CAPTAIN_ZEDD_POST_REWARD1": "Lo que daría por un buen café para despertar…", - "CAPTAIN_ZEDD_LAST_LEGS1": "*Bostezo* [pause]¿Cómo va la pelea? ¿Ya gané? Uy.", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "Es importante dormir lo suficiente… Pero, claro, ¿cuánto es lo suficiente? [pause]La humanidad lleva buscando una respuesta a esa pregunta desde los albores de los tiempos.", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01000001 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]¿Quieres pedir algo de…?[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Lo lamento. [pause]Mis funciones de reinicio están algo oxidadas y mis bancos de memoria tardan un rato en conectarse…[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Tengo el cerebro mecánico más avanzado que se pueda permitir un casino del siglo XXIV y, pese a todo, ¡[shake rate=30 level=10]aún[/shake] funciono con monedas![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]¿No te animas? Pues será a la próxima.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "…", - "CAPTAIN_LODESTEIN_INTRO1.n": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", - "CAPTAIN_LODESTEIN_INTRO3": "¡Bien, [pause]ya está listo!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Actualicé todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, \\\"guarda de élite\\\"![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perder una vez es una anomalía, [pause]pero… ¿dos? [pause]Puede que vaya siendo hora de reevaluar algunas de las preconcepciones que tengo sobre los humanos.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "Ay, [pause]¿eres guarda de élite?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*Bostezo* Va, a ver, vayamos a dormir… [pause]o, mejor dicho, vamos al campo de batalla. [pause]Sí.", - "CAPTAIN_ZEDD_INTRO_EUGENE": "Me sorprende, nunca pensé que acabarías como guarda.", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "Ah. [pause]Supongo que no contaba con que este tipo fuera guarda de élite.", - "CAPTAIN_ZEDD_INTRO5": "Muchas gracias. No sé por qué es tan difícil que un [wave amp=30 freq=10]guarda de élite[/wave] se pueda echar un sueñecito.", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "Dime, ¿eres el nuevo aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si tienes ganas de hacer mi desafío, siempre puedo dejar para después lo de buscar en la basura.", - "CAPTAIN_SKIP_POST_REWARD1": "En fin, creo que debería ponerme de nuevo a ordenar todo esto. [pause]¿De verdad la gente de tu mundo posee tantas [wave amp=30 freq=10]cosas[/wave]?", - "CAPTAIN_SKIP_POST_BATTLE2": "Superaste con creces todas mis expectativas. Ten, toma tu recompensa.", - "CAPTAIN_SKIP_POST_BATTLE1.f": "Vaya, me dejaste para el traste. [pause]¡Me temo que te subestimé, forastera!", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe dice que tienes mucho potencial. ¿Te gustaría probar mi desafío de guarda?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Oye, tienes aspecto de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Oye, tienes aspecto de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", - "CAPTAIN_SKIP_POST_REMATCH3": "No pasa nada. [pause]Si a mí, en el fondo, no me gusta luchar.", - "CAPTAIN_SKIP_POST_REMATCH4": "En realidad, soy un ñoño… [pause]¡Estoy enamorado de todas estas [wave amp=30 freq=10]cosas[/wave]!", - "CAPTAIN_JUDAS_PRE_REMATCH2": "Bien. [pause]Realicé una serie de observaciones tácticas que, sin duda, potenciarán mis opciones de victoria en este combate.", - "CAPTAIN_CLEEO_INTRO3": "Tiene una ranura para monedas en la parte de atrás… Puede que encontremos alguna moneda apropiada en la isla.", - "CAPTAIN_CLEEO_INTRO2": "Parece que este robot no funciona bien.", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Me informaron que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Viniste por la revancha?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Me informaron que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Viniste por la revancha?", - "CAPTAIN_JUDAS_POST_REWARD1": "Vivimos en una época peligrosa. [pause]La civilización y la seguridad son conceptos efímeros… Si no puedes sobrevivir en campo abierto con tu propia pericia, es porque fracasaste.", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Quizá debería volver a Villapuerto para un \\\"reabastecimiento táctico\\\"…", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Tienes la mentalidad de un guarda. [pause]Ten, te lo ganaste.", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "¡Saludos! [pause]Me dijeron que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "¡Es innegable, guarda de élite, que te mereces esta victoria!", - "CAPTAIN_SKIP_POST_REMATCH1": "Me lleva… [pause]¡Volví a perder!", - "CAPTAIN_SKIP_PRE_REMATCH3": "¡Bien! [pause]¡Esto va a ser divertido!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "¡No pasa nada! [pause]Total, tengo un montón de basura que ordenar.", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "¡Vaya! [pause]¡Se me había olvidado completamente que eras guarda de élite!", - "CAPTAIN_SKIP_POST_BATTLE1.m": "Vaya, me dejaste para el traste. [pause]¡Me temo que te subestimé, forastero!", - "CAPTAIN_ZEDD_INTRO1": "…", - "CAPTAIN_SKIP_POST_REMATCH5": "¡Nunca se sabe qué te vas a encontrar!", - "CAPTAIN_ZEDD_INTRO3": "Dicho lo cual, la verdad es que es bastante complicadito eso de \\\"meditar\\\" por aquí, con todos esos baladino haciendo ruido. ¿Podrías [wave amp=30 freq=10]ayudarme con ese problemita[/wave]?", - "CAPTAIN_WALLACE_POST_REMATCH2": "Una vez más, ¡demostraste que tu estrategia tiene cimientos bien férreos!", - "CAPTAIN_WALLACE_INTRO4": "Soy Mort Ero, uno de los guardas de élite de Villapuerto. [pause]Superviso todas las obras de Nueva Wirral.", - "CAPTAIN_SKIP_INTRO3": "Recopilo y ordeno las [wave amp=30 freq=10]cosas[/wave] que fabrican ustedes los forasteros y acaban llegando hasta aquí.", - "CAPTAIN_WALLACE_PRE_REMATCH2": "¡Me parece el momento perfecto para una revancha! ¿No te parece?", - "CAPTAIN_JUDAS_INTRO5": "Cuando estás mirando a un monstruo a los ojos, el único modo de sobrevivir es sabiendo que ya ganaste el combate.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Tienes la mentalidad de un guarda. [pause]Ten, te lo ganaste.", - "CAPTAIN_JUDAS_PRE_BATTLE2": "Va, [pause]pero no te lo tomes como algo personal cuando estés mordiendo el polvo.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", - "CAPTAIN_JUDAS_INTRO4": "Estamos [wave amp=30 freq=10]muy[/wave] lejos de casa [pause]y lo único que nos diferencia de las bestias es nuestra capacidad para desarrollar estrategias.", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Debo mejorar los cimientos de mi estrategia de combate…", - "CAPTAIN_WALLACE_PRE_REMATCH3": "Esta vez, ¡mis muros no van a caer tan fácilmente!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Oye, tienes aspecto de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", - "CAPTAIN_SKIP_POST_REWARD2": "¡Me cuesta imaginarme una vida así!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "¡Saludos! [pause]¿Viniste a ayudarme a ordenar la basura?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Sí lo eres.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Quien se ha perdido busca un guía, [pause]y eso es lo que Dorian les ofreció.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Espero que a todos les vaya mejor sin él.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Bueno, un arcángel menos. [pause]Y ahora… [pause]voy a ayudarte a encontrar al resto.", - "ALEPH_DIALOGUE_2_1": "MMM. ¿DESDE CUÁNDO TENEMOS HUMANOS AQUÍ?", - "ALEPH_DIALOGUE_1_1": "¡A LO SUYO, COMO SI YO NO ESTUVIERA!", - "ALEPH_DIALOGUE_2_2": "VUELVAN A LA SUPERFICIE, ¿SÍ?", - "ALEPH_DIALOGUE_3_1": "¡ME ACUERDO DE USTEDES!", - "ALEPH_DIALOGUE_3_2": "Y NO TENGO NI LA MÁS REMOTA IDEA DE CÓMO LLEGARON AQUÍ ABAJO.", - "ALEPH_DIALOGUE_4_1": "TÚ Y YO…", - "ALEPH_DIALOGUE_4_2": "VAMOS A TENER QUE HABLAR COMO ES DEBIDO EN ALGÚN MOMENTO.", - "ALEPH_DIALOGUE_5_1": "NO SE RINDEN, ¿VERDAD?", - "ALEPH_DIALOGUE_6_1.m": "¿SIQUIERA ENTIENDEN DÓNDE SE ENCUENTRAN, POBRES SERES HUMANOS?", - "ALEPH_DIALOGUE_6_1.n": "¿SIQUIERA ENTIENDEN DÓNDE SE ENCUENTRAN, POBRES SERES HUMANOS?", - "ALEPH_DIALOGUE_6_1.f": "¿SIQUIERA ENTIENDEN DÓNDE SE ENCUENTRAN, POBRES SERES HUMANOS?", - "ALEPH_DIALOGUE_6_2": "¿SIENTEN EL ALIENTO DE ESTOS TÚNELES?", - "ALEPH_DIALOGUE_7_1": "DEBERÍAN MOSTRARME UN POCO MÁS DE RESPETO, ¿SABEN?", - "ALEPH_DIALOGUE_7_2": "¡EN SU MUNDO EXISTEN LEYENDAS BASADAS EN MÍ!", - "ALEPH_DIALOGUE_7_3": "TIENEN SUERTE DE QUE SEA TAN HUMILDE.", - "ALEPH_DIALOGUE_8_1": "¡TENEMOS QUE DEJAR DE REUNIRNOS ASÍ!", - "ALEPH_DIALOGUE_9_1": "MIS EMPLEADOS NUEVOS SON UNA BOLA DE ALBOROTADORES.", - "ALEPH_DIALOGUE_10_1": "SÍ, SOY YO OTRA VEZ, Y VINE A RECLUTAR A ESTE INDIVIDUO TAN PROMETEDOR AL QUE SE ENFRENTAN.", - "ALEPH_DIALOGUE_9_2": "POR SUERTE, HE ESTADO PULIENDO MIS HABILIDADES PARA GESTIONAR GRUPOS DE TRABAJO.", - "ALEPH_DIALOGUE_9_3": "¡VAMOS A FOMENTAR UN AMBIENTE POSITIVO, CON BASE EN LA LEALTAD Y LA CAMARADERÍA!", - "ALEPH_DIALOGUE_10_2": "¿NUNCA SE CANSAN DE ESTO?", - "RESTING_KAYLEIGH_DATING_1": "Kayleigh y tú hablan sobre los recuerdos felices de aquellos lugares que visitaron durante su infancia.", - "RESTING_KAYLEIGH_DATING_3": "Kayleigh te habla sobre sus ambiciones.", - "RESTING_KAYLEIGH_DATING_2": "Se mueren de risa al hablar de los momentos vergonzosos que han vivido.", - "RESTING_MEREDITH_PLATONIC_2": "Intentas hablar con Meredith de asuntos sin importancia, pero ahora mismo no está de humor para hablar.", - "RESTING_KAYLEIGH_DATING_4": "Tienen una conversación ligera sobre la vida amorosa de cada quien.", - "RESTING_KAYLEIGH_DATING_5": "Charlas con Kayleigh sobre los lugares a los que le gustaría ir.", - "RESTING_MEREDITH_PLATONIC_1": "Hablas con Meredith de cosas triviales.", - "RESTING_MEREDITH_PLATONIC_3": "Meredith se queja de los pequeños inconvenientes que le han surgido hoy. Tú la escuchas sin interrumpir.", - "RESTING_MEREDITH_PLATONIC_5": "Se quedan descansando en silencio. Meredith no tiene mucho que decir por el momento.", - "RESTING_MEREDITH_PLATONIC_4": "Meredith te explica entusiasmada el argumento de una novela de fantasía que la apasiona.", - "RESTING_MEREDITH_DATING_1": "Meredith te explica con todo lujo de detalles una película de terror que vio en su día en la televisión.", - "RESTING_MEREDITH_DATING_3": "Meredith se arma de valor para hacerte un cumplido por tu aspecto.", - "RESTING_MEREDITH_DATING_2": "Meredith y tú hablan de los lugares que les gustaría visitar algún día.", - "RESTING_MEREDITH_DATING_4": "Tienen una conversación personal e íntima.", - "RESTING_MEREDITH_DATING_5": "Le haces un cumplido a Meredith y le da mucha vergüenza. Sin embargo, te lo agradece.", - "RESTING_EUGENE_PLATONIC_2": "Eugene y tú analizan posibles tácticas de combate nuevas.", - "RESTING_EUGENE_PLATONIC_1": "Eugene te describe sus tablas de entrenamiento favoritas.", - "RESTING_EUGENE_PLATONIC_5": "Eugene charla contigo sobre las diferencias que hay entre sus mundos.", - "RESTING_EUGENE_PLATONIC_3": "Eugene te cuenta, ilusionado, lo que se está cociendo en Villapuerto.", - "RESTING_EUGENE_PLATONIC_4": "Se dan consejos para el combate mientras el tiempo pasa sin sobresaltos.", - "RESTING_EUGENE_DATING_1": "Eugene te describe el tipo de lugar en el que le gustaría vivir en un futuro.", - "RESTING_EUGENE_DATING_2": "Eugene y tú platican de modo informal sobre la vida amorosa de cada uno.", - "RESTING_EUGENE_DATING_3": "Eugene presume de su habilidad para preparar cenas románticas.", - "RESTING_EUGENE_DATING_5": "Eugene te pregunta por tus sueños y tus metas, y presta mucha atención a tu respuesta.", - "RESTING_EUGENE_DATING_4": "Eugene comparte contigo una anécdota graciosa. Una de tantas.", - "RESTING_FELIX_PLATONIC_1": "Felix dibuja en silencio y con mucho empeño, y así se pasa el tiempo.", - "RESTING_FELIX_PLATONIC_2": "Felix hace una disertación sobre la comida que no es posible encontrar en Nueva Wirral.", - "RESTING_FELIX_DATING_1": "Felix te enseña varios dibujos que ha hecho en los últimos días.", - "RESTING_FELIX_PLATONIC_3": "Felix rememora varias anécdotas graciosas de la gente de Villapuerto.", - "RESTING_FELIX_DATING_2": "Felix te cuenta con entusiasmo las nuevas ideas que se le han ocurrido últimamente para sus historias.", - "RESTING_FELIX_DATING_3": "Felix escucha tus reflexiones con atención.", - "RESTING_FELIX_DATING_4": "Felix charla contigo sobre tu plato favorito.", - "RESTING_FELIX_DATING_5": "Estrechan lazos hablando de cosas que han vivido en mutua compañía.", - "RESTING_VIOLA_PLATONIC_1": "Viola te narra sus aventuras de cuando era pequeña.", - "RESTING_VIOLA_PLATONIC_3": "Viola te pregunta con mucho interés sobre cómo era tu vida antes de llegar a Nueva Wirral.", - "RESTING_VIOLA_PLATONIC_2": "Viola te habla de la hermosura de Mesalina, su país de origen.", - "RESTING_VIOLA_PLATONIC_4": "Le cuentas a Viola cómo era la vida en tu mundo.", - "RESTING_VIOLA_DATING_1": "Viola recita varios poemas hermosos que aprendió hace mucho. Su interpretación es hermosa.", - "RESTING_VIOLA_DATING_3": "Viola te expone sus ambiciones en una conversación un tanto personal.", - "RESTING_VIOLA_DATING_2": "Intercambian muestras de aprecio y respeto mutuos. Resulta bastante tierno.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Últimamente he estado dándole vueltas a la cabeza.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "He pasado bastante tiempo reflexionando sobre mi estancia en Valdellanto.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "A decir verdad, dediqué mucho, pero que mucho tiempo a intentar complacer a los demás. Y creo que lo sigo haciendo.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Gran parte del tiempo lo dediqué a intentar contentar a la gente…", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "¿Es normal eso? [pause]No tengo ni idea.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Bueno, ¿qué te gusta hacer en tu tiempo libre?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Y eso está muy bien, pero tal vez sería bueno pensar también en lo que me gustaría hacer a mí.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "No quedará ni rastro de [wave amp=30 freq=30]mí[/wave].", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "De lo contrario, acabaré quemada.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "¿Te gustaría probar algún pasatiempo en concreto?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Pues… Tendré que pensarlo, a ver qué se me ocurre.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Siento que de joven tenía mucha más [wave amp=30 freq=30]pasión[/wave] por las cosas que ahora que soy adulta.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "¿Sabías que antes tocaba la guitarra?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "De tal palo, tal astilla. Mis primeros recuerdos son de estar sentada en el regazo de mi padre escuchándolo tocar.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "¿Cómo hacía para acomodarte a ti y a la guitarra en su regazo?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Ah, [pause]claro, [pause]que eres nueve…", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "Pues… con mucho cuidado.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Me compré mi propia guitarra cuando era adolescente, aunque nunca fue mi fuerte.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "Y, en fin, si no estaba destinada a dedicarme profesionalmente a la música, [pause]¿por qué seguir tocando?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "Supongo que lo dejé… [pause]porque sentía que todo pasatiempo tenía que dar sus frutos tarde o temprano.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "¡Pues es una lástima!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Ya, ¿y por qué no?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "¿Sabes qué? [pause]Tienes razón.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "Es una verdadera lástima que lo haya dejado.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "¡Debería hacer más cosas en la que yo disfrute!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Si quiero pasarme el día sentada en la cama mientras leo novelas románticas malas, ¡también debería poder!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "A-además, [pause]¡ni siquiera tiene que ser algo productivo!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "¡Esa es la actitud!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "¡Tienes toda la razón!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Me alegra haberme quitado este peso de encima.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Ya casi me termino el té. ¿Qué dices, volvemos a la carga?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Je. Muchísimas gracias, {player}.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Si te pones a ver, nos hemos estado fusionando para formar monstruos enormes, ¿no? ¡No se puede negar que una experiencia como esa une bastante!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "¡Mira esto, {player}!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "¡Clémence la encontró en el mercado hace poco y me la dio!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "¿Está en buen estado?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "¿Funciona?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "A decir verdad, lo mismo ocurre con la mitad de la chatarra de Villapuerto.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Está bien, pero tiene… un ligero aroma a agua de mar…", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "¿Qué tal suena?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "No te preocupes. En Nueva Wirral estamos acostumbrados a que las cosas estén un pelín dañadas. ¡Nada que no se pueda arreglar con un poco de esfuerzo, ganas y maña!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Buena pregunta. ¿Estás listo?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Buena pregunta. ¿Estás liste?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Buena pregunta. ¿Estás lista?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Suena como si…", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "¡Necesitara unos retoques!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "¡Pero seguro que podrás escucharme tocar esta preciosidad en menos de lo que canta un gallo!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "Por esfuerzo y ganas no va a quedar. Lo de la maña está por ver.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "¡Lo estoy deseando!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "¡Espero que me des una serenata!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "¡Y también!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Cruza los dedos y tal vez se cumpla.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "¡Por supuesto!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Oye, esto… ¿Quieres venir a mi casa? Me gustaría enseñarte una cosa.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Ahora no.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "No pasa nada, ¡así tengo más tiempo para ensayar!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "¡Estupendo!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "Quería… tocar algo para ti. Mi padre solía cantarme esta canción y fue la primera que aprendí a tocar.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Te has portado genial conmigo, así que quería hacer algo para agradecértelo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Te has portado genial conmigo, así que quería hacer algo para agradecértelo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "¿Estás lista?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Te has portado genial conmigo, así que quería hacer algo para agradecértelo.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "¿Estás listo?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "¡Sí!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "¿Estás liste?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Bueno, ¿qué te pareció?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "¡Fue impresionante!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Me dieron ganas de besarte.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "¡Para o me voy a poner como un tomate!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Espero que no dejes de tocar.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Yo también. ¿Qué te parece si escribimos una canción en los ratos libres de nuestros viajes?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Podría ser bastante divertido, ¿no crees?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "¡Me apunto!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "¿Estás seguro de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "¡Decidido, entonces! ¡Va a ser buenísima!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "¿Estás segura de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "¿Estás segure de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "Una vez me quedé embobada viendo a una amiga tocar la batería en su grupo cuando íbamos a la universidad. Creo que siempre me han gustado los músicos.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Bromas aparte, ¡espero que sigas tocando!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "No, lo digo en serio. Me gustas.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "¡Estás más callade que de costumbre, {player}! ¿Te preocupa algo?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "No, lo digo en serio. Me gustas.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Eh…", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "No, lo digo en serio. Me gustas.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Si quieres besarme…", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Creo que ahora es un buen momento.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "¡Estás más callada que de costumbre, {player}! ¿Te preocupa algo?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "¡Estás más callado que de costumbre, {player}! ¿Te preocupa algo?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Eh… ¡No, no es nada!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Ya, justo lo que pensaba.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Si tú lo dices…", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "No encuentro las palabras para describirlo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "Si te soy sincera, creo que no te veía [wave amp=30 freq=30]de esa manera[/wave] hasta que nos fusionamos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Para empezar, [pause]solo he tenido unas cuantas relaciones breves, y todas han sido con chicos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Para empezar, [pause]solo he tenido unas cuantas relaciones breves, y todas han sido con chicos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Digo, he salido con uno que otro chico, [pause]pero, [pause]a decir verdad, nunca… llegué a sentir nada por ellos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Puede parecer una tontería, pero cuando nos fusionamos…", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "Es como si [wave amp=30 freq=10]sintiera[/wave] tu alma… [pause]Como si te conociera de una forma que ni yo misma me conozco.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Creo… Creo que eres maravilloso. Claro que quiero estar contigo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Creo… Creo que eres maravillosa. Claro que quiero estar contigo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "E incluso si nuestros caminos llegaran a separarse, habrá valido la pena. [pause]O eso creo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Creo… Creo que eres maravillose. Claro que quiero estar contigo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "Qué [wave amp=30 freq=30]suerte[/wave] tienes, ¿no?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Tienes razón.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Yo también lo creo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "¡Bueno, pues desde ahora tienes novia! ¡Una música en ciernes, nada menos!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "¡Esto hay que celebrarlo!", - "MEREDITH_INTRO_MEREDITH1.m": "Ah. Es el nuevo.", - "MEREDITH_INTRO_MEREDITH1.f": "Ah. Es la nueva.", - "MEREDITH_INTRO_MEREDITH1.n": "Ah. Es le nueve.", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "¿Nos conocemos?", - "MEREDITH_INTRO_MEREDITH2": "Hoylake me habló sobre ti cuando vino a mi taller a recoger unas piezas.", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "¿Sabes quién soy?", - "MEREDITH_INTRO_MEREDITH3": "¿Lo conoces? [pause]Es lo peor.", - "MEREDITH_INTRO_MEREDITH4": "¿Sabías que ni siquiera es un auténtico científico? [pause]¡Antes de aterrizar en Nueva Wirral, era analista de datos!", - "MEREDITH_INTRO_MEREDITH6.m": "En fin, soy Meredith. [pause]Que disfrutes estar atrapado en esta roca con todos nosotros hasta el fin de tus días.", - "MEREDITH_INTRO_MEREDITH5": "Alguien debe explicarle que su personalidad no puede girar en torno a llevar solo camisetas que dicen \\\"Amo la ciencia\\\".", - "MEREDITH_INTRO_MEREDITH6.n": "En fin, soy Meredith. [pause]Que disfrutes estar atrapade en esta roca con todos nosotros hasta el fin de tus días.", - "MEREDITH_INTRO_MEREDITH6.f": "En fin, soy Meredith. [pause]Que disfrutes estar atrapada en esta roca con todos nosotros hasta el fin de tus días.", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "¡Pienso encontrar una salida!", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "Este sitio tiene su encanto…", - "MEREDITH_INTRO_A_MEREDITH2": "Aquí solo estamos nosotros y un puñado de monstruos aterradores. En una isla.", - "MEREDITH_INTRO_A_MEREDITH1.m": "Qué ternura. Es normal, eres nuevo. Lo siento, cielo, pero no hay salida.", - "MEREDITH_INTRO_A_MEREDITH1.n": "Qué ternura. Es normal, eres nueve. Lo siento, cielo, pero no hay salida.", - "MEREDITH_INTRO_A_MEREDITH1.f": "Qué ternura. Es normal, eres nueva. Lo siento, cielo, pero no hay salida.", - "MEREDITH_INTRO_A_MEREDITH3": "Eso es lo que hay.", - "MEREDITH_INTRO_END_MEREDITH1": "El caso es que solo necesitaba una bocanada de aire fresco. Ven a mi taller en el pueblo cuando quieras. Es el edificio amarillo del muelle.", - "MEREDITH_INTRO_B_MEREDITH2": "Te quedarás sin temas de conversación enseguida. Te lo digo yo.", - "MEREDITH_INTRO_B_MEREDITH1": "¿Cuántos seremos? ¿Doscientas personas, a lo sumo?", - "MEREDITH_INTRO2_MEREDITH1": "Ah, otra vez tú. Quería preguntarte una cosa…", - "MEREDITH_INTRO2_MEREDITH2": "¿En serio vas a buscar una manera de salir de esta isla?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "¡Sí!", - "MEREDITH_INTRO2_MEREDITH3": "Mmm… Tu optimismo es casi digno de admiración.", - "MEREDITH_INTRO2_MEREDITH4": "Bueno, si vas a dedicarte a \\\"viajar de un confín a otro\\\" y toa esa onda, ¿me harías el favor de buscarme una cosa?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "¡Claro! ¿Qué es lo que buscas?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Ahora no puedo.", - "MEREDITH_INTRO2_NO_MEREDITH1": "Ya. Seguro tienes cosas más importantes que hacer. Yo también.", - "MEREDITH_INTRO2_NO_MEREDITH2": "Mira a quién tenemos aquí.", - "MEREDITH_INTRO2_MEREDITH5": "Bueno… Se trata de… un disco de música. [pause]¿Sabes lo que es?", - "MEREDITH_INTRO2_NO_MEREDITH3": "¿Crees que podrías sacar tiempo ahora para buscar eso que me hace falta?", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "¡Sí!", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "¡Por supuesto! ¿Por qué no iba a saberlo?", - "MEREDITH_INTRO2_MEREDITH6": "Va, genial.", - "MEREDITH_INTRO2_MEREDITH7": "Es que… [pause]es… [pause]un poco difícil distinguir quién sabe qué en esta isla. No todos vienen del mismo… mundo.", - "MEREDITH_INTRO2_MEREDITH9": "En fin, el disco en cuestión [pause]es… [pause][i]All I Ever Needed[/i], de The Witch House. Tal vez lo conozcas.", - "MEREDITH_INTRO2_MEREDITH8": "Eso hace que hablar con la gente sea bastante difícil. [pause]Incluso más difícil que de costumbre.", - "MEREDITH_INTRO2_MEREDITH10": "Lo escuchaba mucho en mi vida pasada. Tiene… [pause]mucho valor sentimental, ¿sí?", - "MEREDITH_QUEST1_QUERY_IANTHE6": "De allí sacamos toda la ropa para los lugareños. [pause]Además de los walkmans y las cintas, claro.", - "MEREDITH_INTRO2_MEREDITH12.m": "Hola, novato. ¿Qué cuentas?", - "MEREDITH_INTRO2_MEREDITH11": "En Villapuerto hay varios frikis de la música. ¿Podrías preguntarles de mi parte?", - "MEREDITH_INTRO2_MEREDITH12.n": "Hola, novate. ¿Qué cuentas?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "¡Aún estoy buscando tu disco!", - "MEREDITH_INTRO2_MEREDITH12.f": "Hola, novata. ¿Qué cuentas?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "¿Que si tengo ese disco?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "No tengo nada nuevo que contar…", - "MEREDITH_INTRO2_MEREDITH13A": "Ah, genial. No te agobies, es muy difícil que lo encuentres. Está claro que las posibilidades no juegan a mi favor. Pero gracias de todos modos.", - "MEREDITH_QUEST1_QUERY": "¿[i]All I Ever Needed[/i], de The Witch House?", - "MEREDITH_INTRO2_MEREDITH13B": "Pues vete acostumbrando. Aquí el tiempo no pasa volando, que digamos. Estamos un poco faltos de entretenimiento.", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Pues no, pero puedes preguntarles a los guardas del ayuntamiento.", - "MEREDITH_QUEST1_QUERY_IANTHE1": "¿Meredith anda tras un disco? [pause]Sí sabes que encontrar aquí ese disco en particular es tan difícil como encontrar una aguja en un pajar, ¿no?", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "O a los del puesto de guardia. [pause]¿Sabes dónde queda? [pause]Es al noreste de Villapuerto.", - "MEREDITH_QUEST1_QUERY_IANTHE2": "En serio, ni te imaginas lo difícil que es. Ya sabes que todo cuanto acaba en Nueva Wirral proviene de [wave amp=30 freq=30]muchísimos[/wave] mundos distintos.", - "MEREDITH_QUEST1_QUERY_IANTHE3": "No obstante, [pause]puedes probar suerte en el centro comercial La Caída.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "¿La Caída?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Ah, [pause]claro, [pause]que eres nueva…", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "¡Entendido!", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Ah, [pause]claro, [pause]que eres nuevo…", - "MEREDITH_QUEST1_QUERY_IANTHE5": "Hay un centro comercial en la zona norte de Nueva Wirral. [pause]Está completamente abandonado y apareció allí de la nada hace unos quince años.", - "MEREDITH_QUEST1_QUERY_IANTHE7": "También hay una tienda de música, repleta de discos y cintas, pero la tenemos bien cerrada, por seguridad.", - "MEREDITH_QUEST1_QUERY_IANTHE8": "Al fin y al cabo, las reservas de cintas son fundamentales. No está de más tenerlas a salvo.", - "MEREDITH_QUEST1_QUERY_IANTHE9": "Si tienen ese disco, puede que Meredith tuviera que jugarse el pellejo para conseguirlo. [pause]Mi parte racional quiere prohibirle que lo intente…", - "MEREDITH_QUEST1_QUERY_IANTHE10": "Pero si la acompañas, tal vez resulte menos peligroso. Toma, llévate esto.", - "MEREDITH_QUEST3_MEREDITH2": "Ah.", - "MEREDITH_QUEST3_MEREDITH1": "¿Qué es esto? ¿Una carta?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "¿Qué dice?", - "MEREDITH_QUEST3_MEREDITH3": "Es una carta de Ianthe. Dice que es posible que mi disco esté en el centro comercial La Caída y que me da permiso para ir…", - "MEREDITH_QUEST3_MEREDITH4": "Con la condición de que me acompañes. También nos adjunta las llaves para entrar.", - "MEREDITH_QUEST3_MEREDITH5": "Bueno, ¿vamos?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "¿Estás segura?", - "MEREDITH_QUEST3_MEREDITH6": "Descuida, sé defenderme. Sí sabes que tengo mi propio walkman, ¿verdad?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "¡Podría ser peligroso!", - "MEREDITH_QUEST3_MEREDITH7": "Pasarme el día aquí sentada me está matando. [pause]Supongo que encontrar ese disco puede ser un buen desafío.", - "MEREDITH_QUEST3_MEREDITH8": "Es decir, [pause]no tener nada que te haga salir de la cama todos los días es lo mismo que estar muerta, [pause]¿no?", - "MEREDITH_QUEST3_MEREDITH9": "¿Tú… [pause]sabes bien es lo que te motiva a seguir adelante ahora mismo?", - "MEREDITH_QUEST3_MEREDITH11": "Pero…", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Quiero encontrar el camino de regreso a casa.", - "MEREDITH_QUEST4_PART1_MEREDITH3": "Esa tienda de allí arriba parece ser una tienda de música, ¿verdad?", - "MEREDITH_QUEST3_MEREDITH10": "Como ya te lo dije alguna vez, eso es imposible.", - "MEREDITH_QUEST3_MEREDITH12": "Si me ayudas a buscar mi disco, te ayudaré a buscar una forma de volver a casa.", - "MEREDITH_QUEST3_MEREDITH13": "¿Por qué no? A fin de cuentas, me hará falta un nuevo objetivo por el que luchar.", - "MEREDITH_QUEST4_PART1_MEREDITH2": "Ese toque \\\"posapocalíptico\\\" tiene su encanto.", - "MEREDITH_QUEST4_PART1_MEREDITH1": "Si te soy sincera, apuesto a que este sitio era mucho más \\\"kitsch\\\" antes de su… [pause]deterioro estructural.", - "MEREDITH_QUEST4_PART1_MEREDITH4": "Vamos a buscar una manera de abrirnos paso.", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Seguro que este lugar tenía un aspecto muy diferente cuando estaba lleno de gente…", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Este sería el lugar ideal para rodar una película. A lo mejor los monstruos podrían ser extras.", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "¡Por supuesto!", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Espero que eso que acabo de pisar haya sido agua.", - "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"Vinilo con Estilo\\\". Creo que llegamos a nuestro destino. ¿Entramos?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Ahora no.", - "MEREDITH_QUEST4_PART3_MEREDITH1": "Tiene que estar en alguna parte… Estoy muy cerca…", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "[i]Mac to the Future[/i], de Mac and the Awesome 5. Este no es.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "[i]Legacy of the Treeman[/i], de Treeman. Pues sí que hay discos raros aquí…", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "[i]Dreamer of Electric Sheep[/i] de Procgen. Este suena interesante… Pero no es el que buscamos.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "Parece una especie de banda sonora.", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "En este disco dice \\\"The Witch House\\\" en letras grandes y rojas.", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "Esa portada… ¡Lo encontraste!", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "Esta portada… ¡Lo encontré!", - "MEREDITH_QUEST4_PART4_MEREDITH4": "Y esta portada también es [wave amp=30 freq=30]un pelín[/wave] distinta…", - "MEREDITH_QUEST4_PART4_MEREDITH2": "Espera. [pause][pause]Hay algo que no me cuadra.", - "MEREDITH_QUEST4_PART4_MEREDITH3": "¿[i]Timeless and Strange[/i]? [pause]No es así como se titulaba el disco…", - "MEREDITH_QUEST4_PART4_MEREDITH5": "Y los títulos de las canciones…", - "MEREDITH_QUEST4_PART4_MEREDITH6": "No me suenan de nada.", - "MEREDITH_QUEST4_PART4_MEREDITH7": "Es la versión de algún [wave amp=30 freq=30]universo alternativo[/wave]. [pause]La que yo busco no está aquí.", - "MEREDITH_QUEST4_PART4_MEREDITH8": "Ya sabía yo que no debía hacerme ilusiones.", - "MEREDITH_QUEST4_PART4_MEREDITH9": "Total, a mí nunca me pasa nada bueno…", - "MEREDITH_QUEST4_PART5_MEREDITH1": "Uf… ¿Qué pasó?", - "MEREDITH_QUEST4_PART5_MONARCH4": "¡YA DECÍA YO QUE LO HABÍA SENTIDO!\\n\\nUN VACÍO. UN AGUJERO DONDE DEBERÍA HABER UN CORAZÓN. ME DA PODER.\\n\\nQUIERO CONSUMIRLO POR COMPLETO.", - "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, ¿estás bien?", - "MEREDITH_QUEST4_PART5_MONARCH6": "LOS DE TU ESPECIE PODRÍAN DISFRUTAR DE UNA VIDA PLENA.\\n\\nY SIN EMBARGO, LA CAMBIARON POR SÍMBOLOS Y ARTIFICIOS VACÍOS.", - "MEREDITH_QUEST4_PART5_MEREDITH3": "El disco… Se me cayó. ¿Lo ves por ahí?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "¿T-tú quien eres? [pause]¿De qué estás hablando?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "¡Este lugar es una ruina! ¡Está lleno de basura!", - "MEREDITH_QUEST4_PART5_MONARCH7": "RENUNCIAN A COSAS QUE TIENEN VALOR Y SIGNIFICADO, A CAMBIO DE NADA.\\n\\n¡MI CASTILLO ESTÁ LLENO DE TODO EL VACÍO QUE DEJAN A SU PASO!", - "MEREDITH_QUEST4_PART5_MEREDITH8": "Tu… [pause]¿castillo? [pause]¿Este centro comercial? [pause]¿Hablas en serio?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]¡No vale nada![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "SÍ… NADA…\\n\\n¡Y YO SOY EL REY DE NADA!\\n\\n¡VEN, DÉJAME CONSUMIR TU VACÍO!", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Qué fácil sería…", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Qué fácil sería rendirme y morirme sin más…", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Lo logramos… [pause]Seguimos con vida… [pause]¿Nos… [pause]fusionamos?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "¡Pero yo no soy así! ¡Estoy harta de fallarme a mí misma!", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Mmm…", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Lo logramos… [pause]Seguimos con vida…", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "VAYA SITIO QUE TIENES AQUÍ, COMPAÑERO.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "No tenías por qué hacer esto. Gracias.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Ahora me doy cuenta de que vinimos hasta aquí por una tontería.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Ahora me doy cuenta de que vinimos hasta aquí por una tontería.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "PERO ALGUIEN DE TU NIVEL PODRÍA ASPIRAR A ALGO MEJOR, ¿NO CREES?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Ahora me doy cuenta de que vinimos hasta aquí por una tontería.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "Casi no la contamos, qué estupidez.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "No tenías por qué hacer esto. Gracias.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "No tenías por qué hacer esto. Gracias.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Yo diría… que ya tuve suficientes centros comerciales abandonados y peligros mortales por hoy.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Vamos a regresar al pueblo y a ver qué tal suena el disco.", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "Oye… toda la cosa eso… de la fusión…", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "¿Tú… [pause]ya te habías… [pause][pause]fusionado antes con alguien?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "Tal vez deberíamos… no sé… ¿hablar del tema?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "Es muy raro, ¿verdad?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "Es genial, ¿verdad?", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "Sin duda… [pause]es algo especial.", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "Y después, aunque lo recuerdo, sigue sin parecerme algo que haya vivido yo.", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "Es como si nuestras mentes se unieran y dejara de ser yo misma.", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "Es como recordar un sueño. Quizá nuestros cerebros no estén diseñados para procesarlo…", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "¿Tú… [pause]ya te habías… [pause][pause]fusionado antes con alguien?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "¿Tú… [pause]ya te habías… [pause][pause]fusionado antes con alguien?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "¡N-[pause]no tiene nada de malo si lo has hecho! [pause]Es solo que no sabía si había sido tu primera vez.", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "Esto… [pause]sonó muy raro.", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "Haz como si no hubiera dicho nada.", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "Hace tiempo que quiero preguntarte…", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "¿Por qué estás tan segure de que existe una manera de regresar a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "¿Por qué estás tan segura de que existe una manera de regresar a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "¿Por qué estás tan seguro de que existe una manera de regresar a casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Tuve una visión…", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "Mmm… Vas a tener que contarme la historia desde el principio.", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "Uf… Qué historia tan loca.", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "Voy a cumplir con mi parte del trato. Como me has ayudado a buscar un disco, yo te ayudaré a buscar una forma de salir de Nueva Wirral.", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "¡Ah! ¡Había olvidado del disco!", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "…", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "No suena nada mal.", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "Me… Me pasé toda la adolescencia sintiéndome fatal y sin saber tratar con la gente.", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "Al entrar a la universidad, quise cambiar, de veras.", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "Es decir, no es el mismo álbum que tenía, pero le da un aire.", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "Ya sé que la pieza que falla soy yo, pero quiero seguir intentándolo.", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "No tenías por qué haberte jugado la vida para ayudarme.", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "Ese disco era como la banda sonora… de mi intento por cambiar y mejorar…", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "Aunque no lo conseguí. Estuve a punto de hacer amistades de por vida, pero ya no me hablan.", - "MEREDITH_CONVO5_MEREDITH2": "¿Te he dicho alguna vez que no puedo ver insectos ni en pintura?", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "Quizá a eso se refería el arcángel. Quizá he perdido demasiado tiempo distrayéndome con tonterías en vez de intentar vivir la vida.", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "Nueva Wirral tiene muchas cosas no tan buenas, pero…", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "Pero, aunque no hayamos encontrado lo que buscaba, estoy… conforme con el resultado.", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "Tú eres genial.", - "MEREDITH_CONVO1_MEREDITH1": "¿Sabes qué?", - "MEREDITH_CONVO1_MEREDITH2": "Las fogatas hacen que las palabras fluyan.", - "MEREDITH_CONVO1_MEREDITH3": "Nada de silencios incómodos en los que no se te ocurre nada que contar.", - "MEREDITH_CONVO1_MEREDITH4": "Uno siempre puede soltar algo como \\\"esto sí que es un fuego\\\" y los demás asentirán como si hubieras dicho algo interesante.", - "MEREDITH_CONVO1_MEREDITH6": "A pesar del riesgo de incendio que eso supondría.", - "MEREDITH_CONVO1_MEREDITH5": "Me gustaría tener una fogata cerca en todas las conversaciones…", - "MEREDITH_CONVO2_MEREDITH1": "¿Recuerdas qué estabas haciendo justo antes de llegar aquí?", - "MEREDITH_CONVO2_MEREDITH2": "O sea, [pause]antes de llegar a Nueva Wirral.", - "MEREDITH_CONVO5_MEREDITH1": "¡Guac! [pause][pause]Creo que algo me acaba de rozar el pie.", - "MEREDITH_CONVO2_MEREDITH3": "De vez en cuando intento recordar el momento exacto, [pause]pero no puedo…", - "MEREDITH_CONVO2_MEREDITH4": "Es como intentar recordar el momento en que nos quedamos dormidos.", - "MEREDITH_CONVO2_MEREDITH5": "Me acuerdo de qué estaba haciendo más o menos a esa hora, pero no del momento preciso.", - "MEREDITH_CONVO2_MEREDITH6": "Es raro.", - "MEREDITH_CONVO3_MEREDITH2": "Si encontráramos el camino de vuelta a nuestro hogar… [pause]Nuestro auténtico hogar…", - "MEREDITH_CONVO3_MEREDITH1": "Tengo una duda…", - "MEREDITH_CONVO3_MEREDITH3": "¿Habrá transcurrido todo este tiempo?", - "MEREDITH_CONVO3_MEREDITH4": "¿O volveríamos justo al momento en que lo dejamos, como si todo esto hubiera ocurrido en un abrir y cerrar de ojos?", - "MEREDITH_CONVO4_MEREDITH1": "Lo curioso de The Witch House es que [pause]tuvieron que disolverse nada menos que tres grupos para que se formara el suyo.", - "MEREDITH_CONVO4_MEREDITH2": "Procgen se separó cuando su bajista lo dejó para fundar su propia religión, así que el vocalista, Rob Handsome, necesitaba trabajo…", - "MEREDITH_CONVO4_MEREDITH8": "Muy pocas, [pause]supongo.", - "MEREDITH_CONVO4_MEREDITH3": "La baterista, Linda Steel, acababa de separarse del trío punk Bad Horses tras una disputa con la discográfica…", - "MEREDITH_CONVO4_MEREDITH5": "Es decir, que los astros se alinearon, [pause]sobre todo en forma de una desgracia detrás de otra, [pause]y pudieron formar The Witch House.", - "MEREDITH_CONVO4_MEREDITH4": "Y el guitarrista, Daniel \\\"Safety First\\\" Buttercroft, fue el único que sobrevivió al accidente de autobús que acabó con la vida de todos los demás miembros del grupo No Seatbelts a mitad de una gira.", - "MEREDITH_CONVO4_MEREDITH6": "A veces pienso en lo improbable que era que todo eso ocurriera…", - "MEREDITH_CONVO4_MEREDITH7.f": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", - "MEREDITH_CONVO4_MEREDITH7.m": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", - "MEREDITH_CONVO4_MEREDITH7.n": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", - "MEREDITH_CONVO5_MEREDITH3": "Voy a fingir que fue una brizna de hierba para no darle más vueltas.", - "MEREDITH_CONVO6_MEREDITH1": "Pasar aquí nuestro \\\"tiempo en pareja\\\" está bien, pero…", - "MEREDITH_CONVO6_MEREDITH2": "Imagina que hubiera una [wave amp=30 rate=10]segunda[/wave] cafetería en Villapuerto.", - "MEREDITH_CONVO6_MEREDITH3": "¡Eso cambiaría el panorama de las citas!", - "MEREDITH_CONVO6_MEREDITH4": "Tal vez deba abrir una, solo para crear un poco de competencia sana.", - "MEREDITH_CONVO6_MEREDITH6": "Ya me lo estoy imaginando.", - "MEREDITH_CONVO6_MEREDITH5": "Le daría un toque mucho más gótico. [pause]Paredes negras, con calaveras bien locas…", - "MEREDITH_CONVO7_MEREDITH1": "No se me da…, mmm…, muy bien expresarme.", - "MEREDITH_CONVO7_MEREDITH2": "A menudo siento que no reacciono bien durante las conversaciones.", - "MEREDITH_CONVO7_MEREDITH4": "Digo, ¡hay mucha gente que sí que me aburre!", - "MEREDITH_CONVO7_MEREDITH5": "Pero contigo no me pasa nunca, [pause]así que, por favor, nunca pienses que no te presto atención, ni nada por el estilo.", - "MEREDITH_CONVO7_MEREDITH3": "A veces digo algo que no debería o pongo una expresión que no me convenía poner [pause]y acaban creyendo que no me interesa el tema.", - "MEREDITH_CONVO8_MEREDITH1": "¿Te has fijado que en Villapuerto se atiende a todo el mundo, sin importar lo que aporten a la comunidad?", - "MEREDITH_CONVO8_MEREDITH2": "Es decir, los lugareños siguen teniendo sus propios problemas, claro, pero…", - "MEREDITH_CONVO8_MEREDITH3.m": "No se deja de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema.", - "MEREDITH_CONVO8_MEREDITH3.n": "No se deja de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema.", - "MEREDITH_CONVO8_MEREDITH3.f": "No se deja de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema.", - "MEREDITH_CONVO8_MEREDITH4": "Es una sociedad un tanto solitaria, sin duda… [pause]Pero nada cruel.", - "MEREDITH_CONVO8_MEREDITH5": "No puedo…, [pause]mmm…, [pause]decir lo mismo del lugar de donde vengo.", - "MEREDITH_CONVO9_MEREDITH1": "Puede sonar un poco macabro, pero a veces me pregunto si la gente de mi \\\"vida pasada\\\" se acuerda de mí alguna vez.", - "MEREDITH_CONVO9_MEREDITH2": "Me imagino a mis viejos colegas sentados de noche en algún bar londinense, preguntándose unos a otros: [pause]\\\"¿Qué habrá sido de Meredith Chen, la que un día desapareció de la faz de la Tierra para no volver?\\\".", - "MEREDITH_CONVO9_MEREDITH4": "De hecho, suena mucho más deprimente así, dicho en voz alta.", - "MEREDITH_CONVO9_MEREDITH3": "…", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "¿Películas?", - "MEREDITH_CONVO10_MEREDITH1": "Si al final regresamos a nuestro mundo, voy a tener que ponerme al día con un montón de películas.", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "¿Qué tipo de películas te gustan?", - "MEREDITH_CONVO10_MEREDITH2": "Ah, [pause]eh…", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Lo tienes muy bien delimitado.", - "MEREDITH_CONVO10_MEREDITH3": "Considero que mis gustos se dividen en dos grandes categorías: películas estadounidenses de acción extremadamente idiotas y esas de vampiros con las que no sabes si estás viendo auténtico arte o verdadera basura.", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "¡Está claro que sabes lo que quieres!", - "MEREDITH_CONVO10_MEREDITH4": "Está bien saber qué le gusta a una, supongo.", - "MEREDITH_CONVO11_MEREDITH1": "Oye, escuché que ahora Kayleigh es algo así como tu… ¿novia?", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Ah, ¿ya escuchaste?", - "MEREDITH_CONVO11_MEREDITH6": "Igual me hice una idea equivocada después de la noche que compartimos… [pause]Pero no pasa nada.", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "¡Espero que no te resulte incómodo!", - "MEREDITH_CONVO11_MEREDITH2": "¿Qué quieres que te diga? Las noticias vuelan.", - "MEREDITH_CONVO11_MEREDITH3": "No te culpo. [pause]Quiero decir, estamos hablando de [wave amp=30 freq=10]Kayleigh[/wave].", - "MEREDITH_CONVO11_MEREDITH5": "(Soy un auténtico [wave amp=30 freq=10]desastre[/wave] cuando hablo con mujeres…)", - "MEREDITH_CONVO11_MEREDITH4": "Es perfecta sin quererlo, además de hermosa. [pause]No le cuentes lo que acabo de decir.", - "MEREDITH_CONVO11_MEREDITH7": "De todos modos, tampoco es que esté lista para ningún compromiso a largo plazo.", - "MEREDITH_CONVO12_MEREDITH1": "¿Recuerdas cuando luchamos contra aquel arcángel que vivía bajo el centro comercial? [pause]He estado pensando en lo que dijo.", - "MEREDITH_CONVO12_MEREDITH2": "Me dijo que \\\"había renunciado a cosas que tienen valor y significado a cambio de nada\\\". [pause]Creo que se refería a mi afán por encontrar aquel disco de música.", - "MEREDITH_CONVO12_MEREDITH4": "Supongo que es muy fácil dejarse llevar por ese tipo de cosas hasta el punto de descuidar lo que importa [wave amp=30 freq=10]de verdad[/wave].", - "MEREDITH_CONVO12_MEREDITH3": "Porque al final… [pause]el disco carecía de importancia. No es más que [wave amp=30 freq=10]otra cosa material[/wave] de mi vida, al igual que los libros que leo y las películas que veo.", - "MEREDITH_CONVO12_MEREDITH5": "\\\"Renunciar a cosas que tienen valor y significado a cambio de nada\\\".", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "¿Por qué lo dices?", - "MEREDITH_CONVO12_MEREDITH6": "Y… eh… nuestra amistad me importa, [pause]así que voy a procurar que eso no se me olvide.", - "MEREDITH_CONVO13_MEREDITH2": "Son muchos los que han vivido y muerto en esta isla. Y muchos de ellos son gente como tú y como yo… [pause]Gente que llegó desde otro mundo.", - "MEREDITH_CONVO13_MEREDITH1": "¿Recuerdas cuando cruzamos aquel cementerio? Me dio que pensar.", - "MEREDITH_CONVO13_MEREDITH3": "Son muchos los que se perdieron y a los que nunca volvieron a encontrar, ¿me sigues? Es bastante triste pensarlo.", - "MEREDITH_CONVO13_MEREDITH4": "Son muchos los que deben de haber perdido la esperanza en esta isla.", - "MEREDITH_CONVO13_MEREDITH5": "No quiero unirme a ellos, {player}.", - "MEREDITH_CONVO14_MEREDITH1": "Entonces… ¿crees que es cierto?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "¿Que si creo qué?", - "MEREDITH_CONVO14_MEREDITH2": "Que el gran portal que encontraste nos puede llevar de vuelta.", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "¿A qué te refieres?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "No tengo más remedio que creerlo.", - "MEREDITH_CONVO14_MEREDITH3": "Ya me… [pause]había resignado a vivir aquí de por vida. Me asusta un poco tener que empezar a plantearme otro futuro.", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "¿Acaso tengo otra opción?", - "MEREDITH_CONVO15_MEREDTH2": "Si el portal funciona de a deveras, los guardas tendrían trabajo para dar y regalar.", - "MEREDITH_CONVO15_MEREDTH1": "Ya le contaste a Ianthe lo del portal, ¿no?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "¿A qué te refieres?", - "MEREDITH_CONVO15_MEREDTH5": "Los guardas vienen a ser los que se encargan de que la comunidad funcione, ¿no? Van a tener que ingeniárselas para manejar todo ese cambio logístico.", - "MEREDITH_CONVO15_MEREDTH3": "La gente de aquí tendrá que cambiar de perspectiva por completo. Nueva Wirral ya no será un callejón sin salida del que no se puede salir jamás. Será un lugar por el que la gente… pasará de vez en cuando.", - "MEREDITH_CONVO15_MEREDTH4": "[wave amp=30 freq=10]Suponiendo[/wave] siquiera que la gente siga acabando aquí como por arte de magia.", - "MEREDITH_CONVO15_MEREDTH6": "Por suerte yo no me cuento entre ellos. Es demasiado trabajo.", - "MEREDITH_CONVO16_MEREDITH2": "Una cosa es transformarse en un monstruo u otro mediante esta o aquella cinta, [pause]y otra es fusionarse contigo para volvernos un monstruo aún más grande. [pause]Pero ¿lo de que [wave amp=30 freq=10]todo el mundo[/wave] acabara fusionado encima de aquel tren?", - "MEREDITH_CONVO16_MEREDITH1": "Últimamente han pasado tantas cosas que no hemos tenido ni un momento para hablar de nuestro gran combate contra Álef.", - "MEREDITH_CONVO16_MEREDITH3": "Eso sí que fue una locura.", - "MEREDITH_CONVO16_MEREDITH4": "No sé ni como describirlo… [pause]Igual que con la fusión normal, me sentí como si fuera la copiloto de mi cuerpo.", - "MEREDITH_CONVO18_MEREDITH1": "Yo creí que los monstruos de Nueva Wirral ya eran siniestros…", - "MEREDITH_CONVO16_MEREDITH5": "Sin embargo, esta vez no éramos solo tú y yo. Éramos todos cuantos estábamos allí, y pude [wave amp=30 freq=10]sentir[/wave] nuestro deseo colectivo.", - "MEREDITH_CONVO16_MEREDITH6": "¿Sabes que creo? [pause]Los arcángeles son fuertes, pero la gente lo es [wave amp=30 freq=10]mucho[/wave] más.", - "MEREDITH_CONVO17_MEREDITH2": "Será que me vi como una persona muy solitaria que, si se convirtiera en tu pareja, podría cambiar de pies a cabeza.", - "MEREDITH_CONVO17_MEREDITH1": "Creo que al principio me preocupaba que una relación me cambiara de raíz.", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "¿A qué te refieres?", - "MEREDITH_CONVO17_MEREDITH4": "Pero… no sucedió. Sigo siendo [wave amp=30 freq=10]yo[/wave], [pause]solo que también te tengo [wave amp=30 freq=10]a ti[/wave].", - "MEREDITH_CONVO17_MEREDITH3": "Puede parecer una tontería, [pause]y tal vez lo sea, [pause]pero así me sentía.", - "MEREDITH_CONVO18_MEREDITH3": "Nos hablaba como si se tratara de una [wave amp=30 freq=10]persona[/wave]. Y se supone que son tan inteligentes como nosotros, ¿verdad? O incluso [wave amp=30 freq=10]más[/wave].", - "MEREDITH_CONVO18_MEREDITH2": "Pero ¿los \\\"arcángeles\\\", como aquel contra el que luchamos? Esos juegan en otra liga.", - "MEREDITH_CONVO18_MEREDITH4": "Pensar que hay [wave amp=30 freq=10]monstruos inteligentes gigantescos capaces de distorsionar la realidad[/wave] viviendo en la red ferroviaria que por lo visto se extiende bajo nuestra isla…", - "MEREDITH_CONVO18_MEREDITH5": "En fin, supongo que ahora no voy a pegar ojo en toda la noche.", - "MEREDITH_CONVO19_MEREDITH1": "…", - "MEREDITH_CONVO19_MEREDITH2": "…", - "MEREDITH_CONVO19_MEREDITH3": "Perdona, sé que es esto es incómodo. Es que, como no nos conocemos tanto, no tenemos mucho de lo que hablar.", - "MEREDITH_CONVO19_MEREDITH4": "Vaya. [pause]Igual decirlo así lo hace aún peor.", - "MEREDITH_CONVO20_MEREDITH1": "No soy… [pause]muy amiga de las acampadas. Soy más bien un ser de interiores.", - "MEREDITH_CONVO20_MEREDITH2": "Debería haberlo mencionado antes de que accedieras a embarcarte conmigo en esta pequeña [wave amp=30 freq=10]aventura[/wave].", - "MEREDITH_CONVO20_MEREDITH3": "Espero que no te estés arrepintiendo de haber decidido salir en busca de aquel disco de vinilo con una completa desconocida.", - "MEREDITH_CONVO21_MEREDITH1": "Otra vez de vuelta en la cafetería… Hay cosas que nunca cambian, ¿eh?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "¿Vienes a menudo?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "¿Pasas mucho tiempo aquí?", - "MEREDITH_CONVO21_MEREDITH2": "Estamos en Villapuerto. No hay [wave amp=30 freq=10]ningún[/wave] otro sitio donde pasar el rato.", - "MEREDITH_CONVO21_MEREDITH3": "Así es la vida en los pueblos pequeños. [pause]Al menos el café de aquí está bueno.", - "MEREDITH_CONVO22_MEREDITH1": "Bueno… Entonces… Tú acampas mucho por Nueva Wirral, ¿no?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Supongo.", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "¡¿Qué?! ¡No!", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "¿Tú qué crees?", - "MEREDITH_CONVO22_MEREDITH2": "A mí me parece que sí. Dime, ¿has besado a todos tus [wave amp=30 freq=10]otros[/wave] colegas de acampada?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "¿Qué quieres decir con eso?", - "MEREDITH_CONVO22_MEREDITH3.f": "N-no te preocupes, solo te estoy molestando.", - "MEREDITH_CONVO22_MEREDITH3.m": "N-no te preocupes, solo te estoy molestando.", - "MEREDITH_CONVO22_MEREDITH3.n": "N-no te preocupes, solo te estoy molestando.", - "MEREDITH_CONVO23_MEREDITH1.m": "Este… [pause]Eres amigo de Kayleigh, ¿verdad?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "¡Eso creo!", - "MEREDITH_CONVO23_MEREDITH1.f": "Este… [pause]Eres amiga de Kayleigh, ¿verdad?", - "MEREDITH_CONVO23_MEREDITH1.n": "Este… [pause]Eres amigue de Kayleigh, ¿verdad?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "¡Sí!", - "MEREDITH_CONVO23_MEREDITH2": "Quisiera saber… [pause]qué se trae [wave amp=30 freq=10]entre manos[/wave].", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "¿Qué?", - "MEREDITH_CONVO23_MEREDITH3": "Llegó hace un año a Villapuerto y enseguida empezó a entrenar con los guardas. [pause]Parece que no tardó [wave amp=30 freq=10]nada[/wave] en adaptarse a vivir atrapada en la isla.", - "MEREDITH_CONVO23_MEREDITH4": "Hay [wave amp=30 freq=10]algo raro[/wave] ahí. No me cuadra.", - "MEREDITH_CONVO23_MEREDITH6.m": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella y así.", - "MEREDITH_CONVO23_MEREDITH5": "Siempre parece muy [wave amp=30 freq=10]alegre y despreocupada[/wave], pero hay algo que no nos cuenta. [pause]No me cabe la menor duda.", - "MEREDITH_CONVO23_MEREDITH6.f": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella y así.", - "MEREDITH_CONVO23_MEREDITH6.n": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella y así.", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "¿En el mal sentido?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "¿Patas arriba?", - "MEREDITH_SOCIAL1_MEREDITH1": "De repente, tanto la aparición de los arcángeles como nuestra primera fusión han puesto mi vida patas arriba.", - "MEREDITH_SOCIAL1_MEREDITH3": "Supongo que no esperaba que esta isla me deparara más sorpresas. Eso sin hablar de tu idea de buscar una forma de [wave amp=30 freq=10]escapar[/wave]…", - "MEREDITH_SOCIAL1_MEREDITH2": "¡No te lo tomes a mal! Fusionarse contigo es genial, pero ¿no se te hace [wave amp=30 freq=10]raro[/wave]?", - "MEREDITH_SOCIAL1_MEREDITH15": "Llevo tanto tiempo aquí que apenas he pensado en volver.", - "MEREDITH_SOCIAL1_MEREDITH17": "Igual por eso me gusta tanto distraerme.", - "MEREDITH_SOCIAL1_MEREDITH16": "Me imagino que es porque… [pause]nunca tuve buenos amigos allí. Casi nadie me acaba cayendo bien.", - "MEREDITH_SOCIAL1_MEREDITH18": "Cuando llegué aquí, me obsesioné con la electrónica. Me encargué de la iluminación del pueblo y eso.", - "MEREDITH_SOCIAL1_MEREDITH19": "Me permite centrarme en otra cosa para no tener que pensar en todo lo que extraño.", - "MEREDITH_SOCIAL1_MEREDITH20": "Supongo que fue lo mismo con la búsqueda de aquel disco.", - "MEREDITH_SOCIAL1_MEREDITH21": "Buf. [pause]Perdón por ser tan… [pause]Perdón por ser yo, supongo.", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "¡No me pidas perdón por eso!", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "¡Oye, no es ningún problema!", - "MEREDITH_SOCIAL1_MEREDITH22": "Je. [pause]Gracias. [pause]Por un momento soné igual que Kayleigh.", - "MEREDITH_SOCIAL1_MEREDITH23": "¿Sabes a qué me refiero? Se comporta como si siempre tuviera algo por lo que disculparse.", - "MEREDITH_SOCIAL1_MEREDITH24": "Ya basta de sinceridad por hoy.", - "MEREDITH_SOCIAL2_MEREDITH1": "El Café Gramófono siempre me recuerda a mi padre. [pause]Cada mañana preparaba una cafetera antes de marcharse a trabajar a Londres, [pause]así que tengo ese olor a café grabado en el cerebro.", - "MEREDITH_SOCIAL1_MEREDITH25": "Vamos, acabemos con esto.", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Qué nostalgia, ¿no?", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "¡Qué bonito recuerdo!", - "MEREDITH_SOCIAL2_MEREDITH2": "Supongo…", - "MEREDITH_SOCIAL2_MEREDITH3": "No sé si extraño a mis padres. [pause]Nunca tuvimos mucho en común. [pause]Se criaron en una época y en un lugar muy diferentes.", - "MEREDITH_SOCIAL2_MEREDITH4": "Me imagino que nos separaba una gran brecha generacional. [pause]¡No tengo la culpa de que escucharan música tan [shake rate=30 level=10]increíblemente[/shake] mala!", - "MEREDITH_SOCIAL2_MEREDITH5": "Desde que me mudé para ir a la universidad, ya no nos preocupamos por seguir… [pause]en contacto. [pause]En fin, no pasa nada.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Qué triste.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Seguro que te sentiste sola.", - "MEREDITH_SOCIAL2_MEREDITH6": "Supongo que sí.", - "MEREDITH_SOCIAL2_MEREDITH7": "Digo… [pause]Tampoco es que guarde muchos recuerdos de mi niñez.", - "MEREDITH_SOCIAL2_MEREDITH8": "Tuve amigos y experiencias, pero cuando miro el pasado…", - "MEREDITH_SOCIAL2_MEREDITH9": "Siempre me pareció que todo ocurría a mi alrededor sin que yo formara parte de ello.", - "MEREDITH_SOCIAL2_MEREDITH10": "Como si nunca me hubiera sentado en el asiento del conductor.", - "MEREDITH_SOCIAL2_MEREDITH11": "Nunca fui una niña \\\"cool\\\", ni tampoco una adolescente \\\"cool\\\". [pause]Y de adulta…", - "MEREDITH_SOCIAL2_MEREDITH12": "Bueno, todavía queda tiempo para ver cómo se me da.", - "MEREDITH_SOCIAL2_MEREDITH14": "A medida que vas creciendo, nadie te dice [wave amp=30 rate=10]nunca[/wave] lo difícil que es hacer amigos de adulto.", - "MEREDITH_SOCIAL2_MEREDITH13": "Puede que solo necesite hacer más amigos mientras siga en Nueva Wirral. [pause]Buf.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Pues conmigo no te fue tan difícil…", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "¿Y yo qué?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Pues conmigo no te fue tan difícil…", - "MEREDITH_SOCIAL2_MEREDITH15": "En este caso es mucho más sencillo. Tú y yo compartimos… [pause]eh… [pause]un pasatiempo.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Pues conmigo no te fue tan difícil…", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "¿Un… pasatiempo?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Ah, ¿sí?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "¡Supongo que sí!", - "MEREDITH_SOCIAL2_MEREDITH16": "Claro, [pause]buscamos un portal mágico entre mundos. [pause]Eso es un pasatiempo, ¿no?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "O sea, confío en que seguiremos pasando el tiempo… [pause]aunque no demos con el portal.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "¡Por supuesto que sí!", - "MEREDITH_SOCIAL2_MEREDITH17.m": "O sea, confío en que seguiremos pasando el tiempo… [pause]aunque no demos con el portal.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "¡Qué linda eres cuando te sonrojas!", - "MEREDITH_SOCIAL2_MEREDITH17.f": "O sea, confío en que seguiremos pasando el tiempo… [pause]aunque no demos con el portal.", - "MEREDITH_SOCIAL2_MEREDITH18B": "Uf, [wave amp=30 freq=10]no puedes[/wave] decirme cumplidos así, [pause]que no sé cómo manejarlos.", - "MEREDITH_SOCIAL2_MEREDITH18A": "Je. Genial.", - "MEREDITH_SOCIAL2_MEREDITH20": "O, bueno, [pause]a lo mejor es que estoy más cansada de lo que creía.", - "MEREDITH_SOCIAL2_MEREDITH19B": "Me hace sentir como si me hubieras derrotado por completo.", - "MEREDITH_SOCIAL2_MEREDITH21": "¿Crees que transformarse y combatir cuenta como ejercicio? [pause]Yo creo que cansa bastante.", - "MEREDITH_SOCIAL2_MEREDITH22.m": "En fin, [pause]vamos a dar una vuelta, a derrotar unos cuantos monstruos y eso.", - "MEREDITH_SOCIAL3_MEREDITH1": "¿Sabes que? Todo eso del disco de vinilo desaparecido me hizo reflexionar.", - "MEREDITH_SOCIAL2_MEREDITH22.n": "En fin, [pause]vamos a dar una vuelta, a derrotar unos cuantos monstruos y eso.", - "MEREDITH_SOCIAL2_MEREDITH22.f": "En fin, [pause]vamos a dar una vuelta, a derrotar unos cuantos monstruos y eso.", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "¿Sobre qué?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Cuéntame.", - "MEREDITH_SOCIAL3_MEREDITH3": "Descubrimos un disco que en mi mundo nunca se grabó, ¿verdad?", - "MEREDITH_SOCIAL3_MEREDITH2": "A ver si consigo explicarme:", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Supongo que sí.", - "MEREDITH_SOCIAL3_MEREDITH4": "Y si existen mundos infinitos, también existirán… [pause]discos infinitos.", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "¿Es eso posible?", - "MEREDITH_SOCIAL3_MEREDITH6": "Ninguno de sus libros era una simple historia, sino más bien una especie de viaje por su mente. [pause]Sus ambiciones, sus creencias, sus ideas…", - "MEREDITH_SOCIAL3_MEREDITH5": "El caso es que, [pause]en mi adolescencia, me gustaban mucho los libros de un autor de fantasía que ya había muerto. [pause]Era una ñoña total.", - "MEREDITH_SOCIAL3_MEREDITH7": "Me imagino que escribir un libro es algo así como darle al mundo un pedacito de ti que se queda ahí para siempre.", - "MEREDITH_SOCIAL3_MEREDITH8": "Con el tiempo, acabé por leer todo lo que había escrito en vida y por identificarme mucho con sus ideas principales.", - "MEREDITH_SOCIAL3_MEREDITH9": "Había experimentado todos sus escritos. [shake rate=30 level=10]Nunca[/shake] habría más.", - "MEREDITH_SOCIAL3_MEREDITH10": "Imagino que lo mismo nos ocurre a todos cuando morimos… [pause]Al final, habremos dicho todo cuanto diremos.", - "MEREDITH_SOCIAL3_MEREDITH11": "Sin embargo, si existen mundos infinitos, tal vez existan un sinfín de libros diferentes que llegó a escribir.", - "MEREDITH_SOCIAL3_MEREDITH12": "Y tal vez… [pause]haya un sinfín de versiones nuestras, que guarden un sinfín de recuerdos y vivencias propias.", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "¡Por supuesto!", - "MEREDITH_SOCIAL3_MEREDITH13": "Puede que nunca muramos del todo, [pause]en cierto modo.", - "MEREDITH_SOCIAL3_MEREDITH14": "Es una idea que me ronda la mente, nada más.", - "MEREDITH_SOCIAL3_MEREDITH15": "Anda, ¿nos vamos?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "¿Estás lista para lo que viene?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "¿Estás listo para lo que viene?", - "MEREDITH_SOCIAL4_MEREDITH2": "…", - "MEREDITH_SOCIAL4_MEREDITH1.n": "¿Estás liste para lo que viene?", - "MEREDITH_SOCIAL4_MEREDITH3": "Noche de pelis. [pause]En mi casa. [pause]¿Te apuntas?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Ahora no.", - "MEREDITH_SOCIAL4_MEREDITH4": "¡Bah! En fin, avísame si cambias de idea. Nos la vamos a pasar de lujo.", - "MEREDITH_SOCIAL4_MEREDITH5": "Genial, te va a encantar.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "¡Increíble!", - "MEREDITH_SOCIAL4_MEREDITH6": "Tienes ante ti el único proyector de películas de toda Nueva Wirral que funciona.", - "MEREDITH_SOCIAL4_MEREDITH7": "Es una de las muchas cosas a las que me he dedicado en los ratos libres.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "¡¿Cómo lo conseguiste?!", - "MEREDITH_SOCIAL4_MEREDITH8": "Llegó la hora de que te hable de una maldición poco conocida de Nueva Wirral.", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "Ah, ¿sí? Me interesa, cuéntamelo todo.", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "Más o menos, ese es el plan, sí.", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "Además, hay un edificio que usa el avatar de una mujer, así como un trafikangrejo que nos guiará por ahí abajo…", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Pueees… sí, eso es.", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "¡Correcto!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "Je. Ese sería el plan, sí.", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "Eso es. Me alegra ver que lo entendiste.", - "LEADER_IANTHE_WAY_HOME_DOG4": "¡Guau!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "Pero, como me lo contaron ustedes, me lo tomaré muy en serio. Voy a enviar a alguien allí ahora mismo.", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, si esto me lo hubiera contado cualquier otra persona…, ¡estaría muy preocupada!", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "Obviamente, ya había comentado esta posibilidad con mis guardas de élite en el pasado. Tenemos planes preparados para todas las situaciones posibles…", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "Muchos recién llegados querrán marcharse inmediatamente. Como es lógico, los guardas de élite los acompañarán hasta el Puente Nocturno.", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "Pero, ahora, por fin podremos ponerlos en marcha.", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "No creo que vaya a haber un éxodo masivo a corto plazo. A los guardas de Nueva Wirral no les va a faltar el trabajo.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Los guardas de élite y yo ya nos comprometimos a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "No obstante, gran parte de los habitantes de Villapuerto llevan mucho tiempo aquí. La gente encontró pareja, se asentó, formó familias…", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, sé que te estás formando para ser guarda, pero no me parecería mal si decides abandonar tu entrenamiento e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Los guardas de élite y yo ya nos comprometimos a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Sé que te pedí que consideraras un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Los otros guardas de élite y yo ya nos comprometimos a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Sé que te pedí que consideraras un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Sé que te pedí que consideraras un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "No me parecería mal si decides renunciar a tu puesto como guarda de élite e irte.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "Decidas lo que decidas, tendrás todo mi apoyo.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "¿Tienes alguna tarjeta completa que mostrarme?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Repartimos a los guardas de élite a lo largo y ancho de la isla para que siempre haya [wave amp=30 freq=10]alguien[/wave] cerca en caso de emergencias inesperadas.", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Si necesitas ayuda para encontrarlos, habla con alguno de los guardas de la zona. Yo estoy muy ocupada en este momento…", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "¡Aquí está!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "¡Así que los rumores eran ciertos! Llevas poco tiempo aquí, pero ya has demostrado tu capacidad para recorrer la isla y superar cualquier obstáculo con el que te topes.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "¡Así es!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Felicidades, {player}… ¡Ya eres parte de la guarda oficialmente!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Felicidades, {player}… ¡Ya eres parte de la guarda oficialmente!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "¡Maravilloso! ¡Te lo mereces, {player}!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Felicidades, {player}… ¡Ya eres parte de la guarda oficialmente!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Genial. Me alegro por ti, colega.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Genial. Me alegro por ti, colega.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Genial. Me alegro por ti, colega.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "¡Hiciste un gran trabajo, colega!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "¡Te lo mereces!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "¡Tus esfuerzos valieron la pena, amigo!", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "¡Hiciste un gran trabajo, colega!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "¡Tus esfuerzos valieron la pena, amiga!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "¡Tus esfuerzos valieron la pena, amigue!", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "¡Guauuu!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Me temo que no tenemos ninguna ceremonia especial para conmemorar la ocasión. [pause]Estamos demasiado ocupados entrenando a reclutas nuevos para lidiar con esas fusiones salvajes…", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "¿Sabes qué?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Has considerado la posibilidad de volverte guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Has considerado la posibilidad de volverte guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "¡Sí!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Has considerado la posibilidad de volverte guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Si te interesa, deberás afrontar un último desafío… [pause]Tendrás que derrotarme [wave amp=30 freq=10]a mí[/wave] en combate.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "¡La verdad, no!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "¿Y bien? ¿Qué dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "No pasa nada. Ven a verme si cambias de idea.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "¡Por supuesto!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "¿Y bien? ¿Qué dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "¿Y bien? ¿Qué dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Ahora no.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparada para darlo todo contra nosotras!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparado para darlo todo contra nosotras!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "¿Nosotras?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "¿Tu esposa?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparade para darlo todo contra nosotras!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Bueno, [pause]me pareció lógico que mi esposa me echara una mano con este asuntito.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "¿Con quién vas a luchar?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "¡Esto tiene aspecto de ser el [wave amp=30 freq=10]mejor combate del año[/wave]! ¿Quién se alzará con la victoria?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "¿Estás casada?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "¿Estás lista, cielo?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "¡Sí, cariño!", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "¡Tú puedes, {player}!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Venga, forastero, ¡demuéstrale a Ianthe quién manda aquí!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Venga, forastera, ¡demuéstrale a Ianthe quién manda aquí!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE CONTENGAS!!!!!![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Venga, forastere, ¡demuéstrale a Ianthe quién manda aquí!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE CONTENGAS!!![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE CONTENGAS!!![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "No creas que vamos a tener piedad de ti, {player}. [pause]Ya no eres une aprendiz: ¡ahora [shake rate=30 level=10]juegas en las grandes ligas![/shake]", - "LEADER_IANTHE_BATTLE_START.m": "No creas que vamos a tener piedad de ti, {player}. [pause]Ya no eres un aprendiz: ¡ahora [shake rate=30 level=10]juegas en las grandes ligas![/shake]", - "LEADER_IANTHE_BATTLE_START.f": "No creas que vamos a tener piedad de ti, {player}. [pause]Ya no eres una aprendiz: ¡ahora [shake rate=30 level=10]juegas en las grandes ligas![/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensaban que solo ustedes se podían fusionar?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "¡Nada mal! [pause]¡Nada mal, en verdad! [pause]¡Nunca dejas de impresionarme!", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "¡Las historias eran ciertas! ¡Qué combate!", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Ten, esto es para ti.", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Los humanos crean [wave amp=30 freq=10]arte[/wave], como, por ejemplo, la música. [pause]El arte es algo intangible e imaginario que existe únicamente dentro de nuestra imaginación colectiva.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensaban que solo ustedes se podían fusionar?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensaban que solo ustedes se podían fusionar?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "Estamos convencidos de que los arcángeles [wave amp=30 freq=10]existen[/wave], pero nuestras interacciones con ellos han sido… [pause]efímeras.", - "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh puede corroborarlo, [pause]puesto que ¡es una de nuestras reclutas nuevas!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]B-bueno, ¡{player} y yo acabamos de enfrentarnos a un arcángel![/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "Sin duda, sería una gran muestra de fortaleza el lograr sobrevivir a un encuentro contra un ente así…", - "LEADER_IANTHE_INTRO_K_IANTHE3": "… [pause]Ah, ¿sí? Tendremos que estudiar el caso.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "Pero la guarda Kayleigh insiste en que colaboraron para enfrentarse a un [wave amp=30 freq=10]arcángel[/wave].", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "¡Lo enfrentamos y ganamos!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "Pero la guarda Kayleigh insiste en que colaboraron para enfrentarse a un [wave amp=30 freq=10]arcángel[/wave].", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "¡Es cierto!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "Estamos convencidos de que los arcángeles [wave amp=30 freq=10]existen[/wave], pero nuestras interacciones con ellos han sido… [pause]efímeras.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} es muy fuerte.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} lucha con valor.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "¿Guardas… de élite?", - "LEADER_IANTHE_INTRO_IANTHE5": "Bueno, [pause]¿tú qué dices, {player}? ¿Quieres unirte a los guardas?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "¿Unirse?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "¿Qué tengo que hacer?", - "LEADER_IANTHE_INTRO_IANTHE6": "Los aprendices tienen que visitar a todos los guardas de élite de Nueva Wirral y superar sus desafíos.", - "LEADER_IANTHE_INTRO_IANTHE7": "Dado que tienes un [wave amp=30 freq=10]don[/wave] para el combate de monstruos, [pause]seguro que los guardas de élite estarán deseando ponerte a prueba.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "¡Hiciste un gran trabajo, colega!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "[wave amp=30 freq=10]Sí[/wave] que eres nuevo en el barrio.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "¿Quiénes son esos guardas de élite?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "[wave amp=30 freq=10]Sí[/wave] que eres nueva en el barrio.", - "LEADER_IANTHE_INTRO_IANTHE9": "Los aprendices que superan la prueba se convierten en guardas de tiempo completo, igual que Kayleigh. Los guardas tienen muchas responsabilidades, pero nada que los ponga especialmente en peligro.", - "LEADER_IANTHE_INTRO_IANTHE8.n": "[wave amp=30 freq=10]Sí[/wave] que eres nueve en el barrio.", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "Con total sinceridad, les digo que nunca pensé que este día llegaría.", - "LEADER_IANTHE_INTRO_IANTHE10": "Los guardas de élite, [pause]como yo, [pause]son los que dirigen la operación. Intentamos sacar adelante la comunidad de Villapuerto y nos toca resolver las situaciones más peligrosas.", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Bien, ¡ya entendí!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Así que los guardas de élite son los mejores…", - "LEADER_IANTHE_INTRO_IANTHE11": "Ten, toma una de estas.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "¿Es una tarjeta de sellos?", - "LEADER_IANTHE_INTRO_IANTHE12": "Cada vez que superes el desafío de un guarda de élite, te sellarán esta tarjeta. [pause]Cuando la hayas completado, ven a verme para que pueda nombrarte guarda de forma oficial.", - "LEADER_IANTHE_INTRO_IANTHE16": "En fin, tengo que volver al pueblo. Si me necesitas, ven a visitar la sede.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "¿Me darán un café gratis con esto?", - "LEADER_IANTHE_INTRO_IANTHE13": "Cada guarda de élite ha perfeccionado su propia estrategia de combate… [pause]y no se trata solo de fuerza bruta. [pause]Tendrás que aprender a adaptarte a diversas situaciones sobre la marcha.", - "LEADER_IANTHE_INTRO_IANTHE14": "¿Crees que puedes con ello, [pause]{player}?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "¡Estoy listo!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "¡Estoy lista!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "¡Por supuesto!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "¡Estoy liste!", - "LEADER_IANTHE_INTRO_IANTHE15": "Ese es el espíritu.", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "¿Quieres algo más?", - "LEADER_IANTHE_INTRO_IANTHE17": "Es el edificio con medio barco incrustado encima. [pause]No hay fallo.", - "LEADER_IANTHE_MENU": "Hola, {player}. ¿Qué necesitas?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "¡Encontré la forma de volver a casa!", - "LEADER_IANTHE_MENU_CAPTAINS": "Entrenar con los guardas de élite…", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "¡Estoy listo para ser un guarda de élite!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "¡Estoy liste para ser une guarda de élite!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "¡Estoy lista para ser una guarda de élite!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "¿Qué es el material fundido?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "Ajá, así que hay una estación de tren llamada Puente Nocturno que alberga en su interior un portal mágico. Las estaciones forman parte de un gigantesco arcángel…", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Una duda sobre los tipos elementales…", - "LEADER_IANTHE_MENU_FUSION": "Una duda sobre la fusión…", - "LEADER_IANTHE_MENU_BYE": "¡Solo pasaba a saludar!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "Deberías ir a hablar con la jefa Ianthe. Creo que la encontrarás en el puesto de guardia que está al norte de aquí.", - "CAPTAIN_SKIP_POST_REMATCH2.n": "¡Es innegable, guarda de élite, que te mereces esta victoria!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "¡Es innegable, guarda de élite, que te mereces esta victoria!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "Alguna vez este sitio se llamó Nueva Londres. [pause]Villapuerto tenía muchos habitantes y estaba preparada para montar un nuevo asentamiento.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Me volviste a dar una buena lección. Fue un buen combate, colega.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Me volviste a dar una buena lección. Fue un buen combate, colega.", - "CAPTAIN_DREADFUL_INTRO2": "Yo me crie aquí, ¿sabes? [pause]Pasé aquí toda mi infancia, oyendo historias de la [wave amp=30 freq=10]auténtica[/wave] ciudad de Londres.", - "CAPTAIN_DREADFUL_INTRO3": "¡Suena que es un lugar horripilante! [pause]Asesinos,[pause] bandoleros,[pause] vampiros… [pause]¡Todo me parecía fascinante!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "¡Parece divertido!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Se me hace que todas esas historias no eran del todo ciertas…", - "CAPTAIN_DREADFUL_INTRO4": "Obviamente, [pause]las historias se perdieron cuando ardió la ciudad. [pause]Todo y todos acabaron reducidos a cenizas, [pause]excepto yo.", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Se me hace que todas esas historias no eran del todo ciertas…", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Se me hace que todas esas historias no eran del todo ciertas…", - "CAPTAIN_DREADFUL_INTRO5": "Soy Agnes Pectro, [pause]guarda de élite y timadora de la muerte.", - "CAPTAIN_DREADFUL_LAST_LEGS1": "¡Se acabó esto! [shake rate=30 level=10]¡Es hora de darte tu merecido![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "¿Timadora de la muerte?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Qué apodo tan raro.", - "CAPTAIN_DREADFUL_INTRO7": "Yo creo que les falta imaginación. [pause]La muerte no es el final… si conoces las [wave amp=30 freq=10]alternativas esotéricas[/wave].", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres el nuevo aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", - "CAPTAIN_DREADFUL_POST_REWARD1": "Recuerda, aprendiz: [pause]a la vida se le puede sacar mucho provecho, ¡pero también a la muerte!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Podría hacerte una demostración, pero solo me enfrento a aprendices o guardas registrados. [pause]Lo lamento; es mi política personal.", - "CAPTAIN_DREADFUL_INTRO6": "Esos tipos de Villapuerto tienen todo tipo de creencias diferentes, pero concuerdan en una cosa: [wave amp=30 freq=10]todos[/wave] vamos a entregar el equipo tarde o temprano.", - "CAPTAIN_JUDAS_INTRO3": "Mi trabajo es mantenerme con vida a toda costa. [pause]Eso sí, es más fácil decirlo que hacerlo cuando te toca sobrevivir en una isla [shake rate=30 level=10]repleta[/shake] de depredadores hambrientos…", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Me informaron que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Viniste por la revancha?", - "CAPTAIN_CLEEO_INTRO1": "¡Bzzt!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Tienes la mentalidad de un guarda. [pause]Ten, te lo ganaste.", - "CAPTAIN_JUDAS_LAST_LEGS1": "Aguantaste mucho más de lo que esperaba. [pause]Nada mal.", - "CAPTAIN_SKIP_NOT_TRAINEE1": "Oye, si te interesa el noble arte de ordenar basura, ¿por qué no te haces aprendiz de guarda?", - "CAPTAIN_SKIP_INTRO5": "La basura de un mundo es el tesoro de otro, [pause]¡qué se le va a hacer!", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "En fin, si quieres afrontar mi desafío de guarda, vas a tener que inscribirte. [pause]Supongo que tendrás que despertarme cuando lo hayas hecho.", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "Te daría más datos, pero… es información confidencial. [pause]Ahora bien, la cosa cambiaría si te inscribieras como aprendiz de guarda…", - "CAPTAIN_JUDAS_PRE_BATTLE1": "¿Te interesa una lección de supervivencia de primera mano? [pause]Ya me informaron de que ahora eres aprendiz de guarda.", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "Dime, ¿eres le nueve aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si tienes ganas de hacer mi desafío, siempre puedo dejar para después lo de buscar en la basura.", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "Dime, ¿eres la nueva aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si tienes ganas de hacer mi desafío, siempre puedo dejar para después lo de buscar en la basura.", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "¡No pasa nada! [pause]Total, tengo un montón de basura que ordenar.", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "¡Estamos en directo desde la costa oeste con {player}, nuestro nuevo aprendiz de guarda!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "¡Estamos en directo desde la costa oeste con {player}, nuestre nueve aprendiz de guarda!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "¡Estamos en directo desde la costa oeste con {player}, nuestra nueva aprendiz de guarda!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "¿Qué me dices, novato? [pause]¿Les regalamos a nuestros queridos escuchas una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "¿Qué me dices, novate? [pause]¿Les regalamos a nuestros queridos escuchas una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "¡Oh, sí! [pause]¡Abróchense los cinturones, queridos escuchas, que viene [wave amp=30 freq=10]una actuación exclusiva en vivo[/wave]!", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "¡El combate se está calentando! [pause]¿Logrará triunfar su querida presentadora o se llevará la victoria nuestro desamparado rival? [pause]¡Es la hora del crescendo!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "¡Será para la siguiente, queridos escuchas!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "¡El combate se está calentando! [pause]¿Logrará triunfar su querida presentadora o se llevará la victoria nuestra desamparada rival? [pause]¡Es la hora del crescendo!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Qué espectáculo más increíble… ¡A nuestros escuchas les encantó![/wave] [pause]¡Aquí tienes tu paga!", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "¡El combate se está calentando! [pause]¿Logrará triunfar su querida presentadora o se llevará la victoria nuestre desamparade rival? [pause]¡Es la hora del crescendo!", - "CAPTAIN_CYBIL_POST_REWARD1": "…", - "CAPTAIN_CYBIL_POST_REWARD2": "Yo solía ser una gran estrella emergente de la radio. [pause]Las cosas no han sido lo mismo desde que acabé aquí.", - "CAPTAIN_CYBIL_POST_REWARD4": "Y, de ser el caso, puede que vengan a rescatarnos a todos.", - "CAPTAIN_CYBIL_POST_REWARD5.f": "En fin, ¡basta de melancolía! [pause]Lo hiciste genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "En fin, ¡basta de melancolía! [pause]Lo hiciste genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", - "CAPTAIN_CYBIL_POST_REWARD3": "No obstante, pienso seguir así. [pause]Retransmito todos los días desde Nueva Wirral con la esperanza de que,[pause] aunque sea de casualidad,[pause] alguien reciba la señal lejos de esta isla.", - "CAPTAIN_CYBIL_POST_REWARD5.n": "En fin, ¡basta de melancolía! [pause]Lo hiciste genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegra volver a ver a nuestra gran estrella!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegra volver a ver a nuestra gran estrella!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "Vaya… [pause]¡Tenemos una noticia de última hora para nuestros escuchas!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegra volver a ver a nuestra gran estrella!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "¡Qué combate! [pause]Sin duda, lo diste todo y un poco más.", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "{player}, a quien acaban de ascender a guarda de élite, ¡hizo una aparición sorpresa en el estudio!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "{player}, a quien acaban de ascender a guarda de élite, ¡hizo una aparición sorpresa en el estudio!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "¡Los escuchas se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "¡Los escuchas se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "{player}, a quien acaban de ascender a guarda de élite, ¡hizo una aparición sorpresa en el estudio!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "¡[wave amp=30 freq=10]Sí[/wave]! Muy bien, que todos nuestros escuchas se abrochen el cinturón, cierren la mesita y coloquen los asientos en posición vertical… [pause]¡Estamos en vivo y grabando!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "¡Los escuchas se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "¡Qué combate! [pause]Sin duda, lo diste todo y un poco más.", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "¡Será para la siguiente, queridos escuchas!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", - "CAPTAIN_CODEY_INTRO1": "Recorriste un largo camino para venir a verme.", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", - "CAPTAIN_CODEY_INTRO2": "Me llaman Codi. [pause]Porque, antes, solía ser programador. Mejor dicho, solía [wave amp=30 freq=10]hackear[/wave] códigos.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Sigues siendo tan ágil como siempre. Debo elogiar tus esfuerzos, guarda de élite.", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Sabia decisión.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Sigues siendo tan ágil como siempre. Debo elogiar tus esfuerzos, guarda de élite.", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]¡Soy Olga, la meteoróloga![/wave] [pause]La previsión para hoy: ¡tan impredecible como siempre!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Sigues siendo tan ágil como siempre. Debo elogiar tus esfuerzos, guarda de élite.", - "CAPTAIN_HEATHER_LAST_LEGS1": "Los vientos soplan a mi favor, ¡te lo aseguro!", - "CAPTAIN_HEATHER_INTRO2": "Humedad: ¡fluctuante! [pause]Probabilidad de lluvia: ¡vete tú a saber!", - "CAPTAIN_HEATHER_INTRO3": "Para las meteorólogas como yo, ¡el clima de Nueva Wirral es como un rompecabezas interminable!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "Eres aprendiz de guarda, ¿no? [pause]Si crees que puedes resistir a la tormenta, ¿por qué no afrontas mi desafío de guarda?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "Ah, [pause]si lo que quieres es afrontar mi desafío de guarda, tendrás que alistarte primero.", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "¡Fabuloso! [pause]Voy a actualizar mi previsión: ¡se avecina una [shake rate=30 level=10]tormenta de golpes[/shake] y un [shake rate=30 level=10]torbellino de victoria[/shake]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", - "CAPTAIN_HEATHER_POST_BATTLE1": "Ni la lluvia ni la tormenta han logrado detenerte, ¿eh? Pase lo que pase, ¡nada puede contigo!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "El clima de la zona es impredecible… [pause]Pero, bueno, en el fondo, es como todo en esta isla, ¿no te parece?", - "CAPTAIN_HEATHER_POST_REWARD1": "¡Mi predicción es que te aguardan grandes cosas en el futuro!", - "CAPTAIN_HEATHER_POST_BATTLE2": "Esas son las cualidades que buscamos en los guardas nuevos. [pause]¡Superaste mi desafío con la claridad de un día soleado!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Mi previsión fue acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué dices?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Mi previsión fue acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué dices?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Mi previsión fue acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué dices?", - "CAPTAIN_HEATHER_POST_REMATCH1": "¡Otra victoria atronadora! Obviamente, ¡no esperaba menos tratándose de ti!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Arf… Arf…[/shake] Eso me dolió en las pantorrillas…", - "CAPTAIN_BUFFY_INTRO2": "¡Buenas! Soy Bruna, aunque mis amigos me llaman Mazas. [pause]Soy guarda de élite aquí, en Nueva Wirral.", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "¿Estás entrenándote para algo?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "¿Qué estás haciendo?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "¡Qué combate! [pause]Sin duda, lo diste todo y un poco más.", - "CAPTAIN_BUFFY_INTRO3": "¡Podría decirse que estoy poniendo a tono mi cuerpo! En Nueva Wirral, nunca se sabe cuándo te convertirás en monstruo y te pondrás a combatir…", - "CAPTAIN_BUFFY_INTRO4": "No obstante, la base siempre es la misma: ¡nuestro cuerpo! ¡Los combates consumen energía y tengo que [wave amp=30 freq=10]explotar al máximo[/wave] mi energía potencial!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "¡Hagámoslo! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", - "CAPTAIN_BUFFY_PRE_BATTLE1": "Si quieres aprender uno que otro truquillo, ¿por qué no tomas mi desafío de guarda? ¿Estás lo bastante en forma como para enfrentarte a mí?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "No pasa nada… ¡Ve a calentar un poco y vuelve luego!", - "CAPTAIN_BUFFY_POST_BATTLE2": "¡Buen trabajo, aprendiz! [pause]Te ganaste la recompensa.", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "¡Hagámoslo! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "¡Hagámoslo! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", - "CAPTAIN_BUFFY_LAST_LEGS1": "¡Me estás haciendo sudar de lo lindo!", - "CAPTAIN_BUFFY_POST_BATTLE1": "A pesar de haber sacado el máximo de mi energía potencial, ¡sigo quedándome fuera de juego!", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 sentadillas, 100 flexiones, 100 dominadas… Gracias a mi rutina nueva voy a tener abdominales de hierro. ¡Vas a poder afilar cuchillos en ellos!", - "CAPTAIN_BUFFY_POST_REWARD1": "Creo que debería descansar un ratito antes de jalarme un músculo o tres.", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Ya escuché de tu ascenso!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Ya escuché de tu ascenso!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Ya escuché de tu ascenso!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros escuchas!", - "CAPTAIN_BUFFY_PRE_REMATCH2": "¿Implica eso que vienes a disfrutar de otra sesión de entrenamiento?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "¡Hagámoslo! [pause]¡Tenía muchas ganas de volver a enfrentarme a ti!", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "Has estado entrenando, ¿verdad? Se nota… ¡Eres aún más fuerte que la última vez!", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "No pasa nada… ¡Ve a calentar un poco y vuelve luego!", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "Has estado entrenando, ¿verdad? Se nota… ¡Eres aún más fuerte que la última vez!", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "Has estado entrenando, ¿verdad? Se nota… ¡Eres aún más fuerte que la última vez!", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]Estás escuchando Radio Cybil: ¡24 horas de cobertura [wave amp=30 freq=10]a lo laaargo y aaancho[/wave] de Nueva Wirral!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "¿Qué me dices, novata? [pause]¿Les regalamos a nuestros queridos escuchas una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros escuchas!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros escuchas!", - "CAPTAIN_GLADIOLA_INTRO2": "Soy Gladiola, una fiel guarda de élite de los guardas de Ianthe.", - "CAPTAIN_GLADIOLA_INTRO1.n": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", - "CAPTAIN_GLADIOLA_INTRO1.f": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", - "CAPTAIN_GLADIOLA_INTRO1.m": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", - "CAPTAIN_CODEY_POST_REWARD1": "No vayas a creer que ganaste [wave amp=30 freq=10]de verdad[/wave]. [pause]Si hubiera luchado en serio, no tendrías oportunidad contra mí.", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "¿Fiel?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "¿Qué trabajo haces para los guardas?", - "CAPTAIN_GLADIOLA_INTRO4": "En este mundo, las sombras tienen garras. Mi trabajo es [wave amp=30 freq=10]devolverles los arañazos[/wave].", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Eso no me ayuda a entender…", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Me temo que no puedo contarle mucho más a la gente que no pertenece a los guardas. [pause]Si alguna vez te alistas, quizá podamos volver a hablar.", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Espero que no te cortes ese rostro tan lindo que tienes.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "Ah… está bien…", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Dime, ¿viniste a hacer mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Dime, ¿viniste a hacer mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Dime, ¿viniste a hacer mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Sabia decisión.", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "¡No te creas que voy a ser una presa fácil!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", - "CAPTAIN_GLADIOLA_POST_REWARD1": "Es hora de reanudar mi misión. [pause]Obviamente, juré mantener en secreto mis investigaciones. No es nada personal.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Dicen que eres la nueva guarda de élite. ¿Quieres que volvamos a poner a prueba tus habilidades?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Dicen que eres el nuevo guarda de élite. ¿Quieres que volvamos a poner a prueba tus habilidades?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "La verdadera naturaleza de mi trabajo como guarda debe seguir siendo confidencial. Es mejor que no sepas nada.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Dicen que eres le nueve guarda de élite. ¿Quieres que volvamos a poner a prueba tus habilidades?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "¿Quién eres?", - "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Guarda de élite y experto en supervivencia.", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Me descubriste. [pause]Me impresionas y, [wave amp=30 freq=10]desde luego[/wave], no te guardo rencor alguno.[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "Te oí desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, lo perdiste.", - "CAPTAIN_ZEDD_INTRO4": "La verdad es que es bastante complicadito eso de \\\"meditar\\\" por aquí, con todos esos baladino haciendo ruido. ¿Podrías [wave amp=30 freq=10]ayudarme con ese problemita[/wave]?", - "CAPTAIN_ZEDD_INTRO2": "¿Qué? ¿Qué pasa? [pause]¿Durmiendo? [pause]¡Ay, no, para nada! Tan solo estaba…, esteee…, meditando. Soy Zeta, por cierto.", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "Ah…, bueno…", - "CAPTAIN_JUDAS_INTRO1.n": "Te oí desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, lo perdiste.", - "CAPTAIN_SKIP_POST_BATTLE1.n": "Vaya, me dejaste para el traste. [pause]¡Me temo que te subestimé, forastere!", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe dice que tienes mucho potencial. ¿Te gustaría probar mi desafío de guarda?", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "No pasa nada. De todas formas, quería echar una siesta.", - "CAPTAIN_ZEDD_PRE_BATTLE1": "Ay… Supongo que vendrás a afrontar mi desafío de entrenamiento para ser guarda, ¿no?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "No pasa nada, será para la próxima.", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "¡Saludos! ¡En el pueblo se comenta que ahora eres una guarda de élite, como nosotros!", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "¡Oye, tú, le nueve! [pause]Le nueve guarda de élite, digo. [pause]Dicen que ahora eres une de los nuestros.", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "¡Oye, tú, la nueva! [pause]La nueva guarda de élite, digo. [pause]Dicen que ahora eres una de los nuestros.", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "¡Oye, tú, el nuevo! [pause]El nuevo guarda de élite, digo. [pause]Dicen que ahora eres uno de los nuestros.", - "CAPTAIN_WALLACE_INTRO3": "Y no basta con construir una comunidad, claro. [pause]¡Hay que mantenerla! Si no quieres que un sitio como Villapuerto acabe hecho un asco, no queda otra que hacerle mantenimiento regular.", - "CAPTAIN_READY_CHECK.m": "¿Ya estás para combatir con {pawn}?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "Ve a hablar con Ianthe. [pause]Creo que podrás encontrarla cerca del parque de Nueva Wirral.", - "CAPTAIN_CODEY_INTRO3": "Si eres lo bastante inteligente, puedes hackear cualquier cosa que esté en las tecnologías de la información. [pause]Sitios web, videojuegos, servidores del gobierno…", - "CAPTAIN_CODEY_INTRO4": "De hecho, me metí en un pequeño lío por eso último.", - "CAPTAIN_CODEY_INTRO5": "Sin embargo, en Nueva Wirral…, [pause]no hay ni internet. Es una broma de mal gusto.", - "CAPTAIN_CODEY_INTRO6": "Lo único que puedo piratear aquí son estas [wave amp=30 freq=10]cintas de monstruos[/wave]. [pause]Resulta que es algo que también se me da bastante bien y por eso soy guarda de élite.", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "Anda, ¡seguro te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "Anda, ¡seguro te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "¡Espero que estés preparada para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "¡Espero que estés preparade para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "No te culpo… ¡Yo tampoco querría enfrentarme a alguien de [wave amp=30 freq=10]mi nivel[/wave]!", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "¡Espero que estés preparado para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "Anda, ¡seguro te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", - "CAPTAIN_CODEY_LAST_LEGS1": "Nada mal… ¡Me obligaste a usar el [shake rate=30 level=10]100 % de mi poder[/shake]!", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]¡¿Qué?![/shake] ¿Cómo pude perder?", - "CAPTAIN_CODEY_POST_BATTLE2": "A ver… [pause]Perdí a propósito. E-En el fondo, esto no era más que una prueba para ti.", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Estos monstruos tienen tipos elementales asociados. [pause]Cuando cambias esos tipos, las cosas empiezan a ponerse [wave amp=30 freq=10]realmente[/wave] interesantes.", - "CAPTAIN_CODEY_POST_BATTLE3": "Y la pasaste. [pause]Felicidades[pause]y eso.", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿viniste a luchar contra el mejor rival al que jamás te hayas enfrentado?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "Ya no eres una novata, ¡así que no tengo por qué contenerme a la hora de usar mis cintas de monstruo superhackeadas!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿viniste a luchar contra el mejor rival al que jamás te hayas enfrentado?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿viniste a luchar contra el mejor rival al que jamás te hayas enfrentado?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "Ya no eres un novato, ¡así que no tengo por qué contenerme a la hora de usar mis cintas de monstruo superhackeadas!", - "CAPTAIN_CODEY_POST_REMATCH1": "Debí cometer algún error de cálculo… [pause][shake rate=30 level=10]En teoría[/shake], ¡mi estrategia es invencible!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "Ya no eres une novate, ¡así que no tengo por qué contenerme a la hora de usar mis cintas de monstruo superhackeadas!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "No te culpo… ¡Yo tampoco querría enfrentarme a alguien de [wave amp=30 freq=10]mi nivel[/wave]!", - "CAPTAIN_CODEY_POST_REMATCH2": "… O eso es lo que diría si estuviera enfadado. [pause]Que no es el caso. [pause]No estoy para nada enfadado.", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "¡Ey, tú! [pause]No suelen ser tan [wave amp=30 freq=10]valientes[/wave] como para acercarse tanto a nuestro puesto de guardia. ¿Por qué no te vas antes de que perdamos la educación?", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Está claro que es la jefa por algo, [pause]¿eh?", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "No te vas a mover, ¿eh? [pause]Pues me temo que tendré que ensuciarme las manos.", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "Genial.", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "Pero la guarda Kayleigh insiste en que colaboraron para enfrentarse a un [wave amp=30 freq=10]arcángel[/wave].", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Bueno, [pause]puede que sea cuestión de encontrar más. [pause]Ianthe, ¡creo que {player} tendría que convertirse en guarda!", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "De lujo.", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Es raro encontrarse a alguien con tanta confianza en sí misma como ella.", - "LEADER_IANTHE_INTRO_IANTHE1.m": "Soy Ianthe. [pause]Encantada, novato.", - "LEADER_IANTHE_INTRO_IANTHE1.f": "Soy Ianthe. [pause]Encantada, novata.", - "LEADER_IANTHE_INTRO_IANTHE2": "¿Y bien? [pause]¿Qué te parece nuestro puesto de guardia? [pause]Este sitio llevaba mucho tiempo abandonado, pero, con un poco de trabajo, lo convertimos en un pequeño refugio para los guardas.", - "LEADER_IANTHE_INTRO_IANTHE1.n": "Soy Ianthe. [pause]Encantada, novate.", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "¿Qué hacen aquí?", - "LEADER_IANTHE_INTRO_IANTHE3": "Me gustaría decirte que defendemos a los habitantes de Nueva Wirral de una horda implacable de monstruos…", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "¿Qué hacen los guardas?", - "LEADER_IANTHE_INTRO_IANTHE4": "Sin embargo, la mayor parte del tiempo la pasamos haciendo trabajillos para la comunidad. No es algo especialmente emocionante.", - "MEREDITH_SOCIAL4_MEREDITH9": "¿Ves esto?", - "MEREDITH_SOCIAL4_MEREDITH10": "Es una cinta de video. [pause]Pero no es una cinta de video cualquiera…", - "MEREDITH_SOCIAL4_MEREDITH11": "Es una cinta de [i]Puños de sangre[/i], una película de acción de 1981.", - "MEREDITH_SOCIAL4_MEREDITH12": "Desde que estoy aquí han llegado cientos de cintas de video a las costas de Nueva Wirral.", - "MEREDITH_SOCIAL4_MEREDITH13": "Las he ido recogiendo.", - "MEREDITH_SOCIAL4_MEREDITH14": "Toditas.", - "MEREDITH_SOCIAL4_MEREDITH15": "¿Y sabes qué?", - "MEREDITH_SOCIAL4_MEREDITH16": "Son de [i]Puños de sangre[/i].", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]Es la única película que se puede ver en Nueva Wirral.[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Todas y cada una de ellas son de [i]Puños de sangre[/i].[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Tenemos una película malísima por delante. Espero que estés lista.", - "MEREDITH_SOCIAL4_MEREDITH19": "Así que a ver si adivinas qué vamos a ver.", - "MEREDITH_SOCIAL4_MEREDITH21": "Quería… [pause]darte las gracias por pasar tiempo conmigo.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "¡Ese tipo de pelis es mi favorito!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Siempre puedo intentar tomarla de forma irónica…", - "MEREDITH_SOCIAL4_MEREDITH20": "Ese es el espíritu.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Siempre puedo intentar tomarla de forma irónica…", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Siempre puedo intentar tomarla de forma irónica…", - "MEREDITH_SOCIAL4_MEREDITH22": "La he pasado francamente mal en Nueva Wirral, pero esto fue… en fin, lo más divertido que he hecho.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause]…", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Me alegra ser tu amigo.", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Me alegra ser tu amigue.", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "¿Y si lo convertimos en una cita?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Me alegra ser tu amiga.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Je. Yo también, {player}.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Bueno, basta de sinceridad.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Bueno, basta de sinceridad.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Tenemos una película malísima por delante. Espero que estés listo.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Bueno, basta de sinceridad.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Mira que te costó decirlo, ¿eh?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "¿Podemos seguir como siempre? [pause]¿En plan… [pause]sin comprometernos a nada?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "¿Por qué no? Noche de cita. Con una película mala.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Tenemos una película malísima por delante. Espero que estés liste.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Sigo queriendo pasar el rato contigo…", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "Vamos, [wave amp=30 freq=30]literalmente[/wave] nos hemos fusionado.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces lindo…", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces linda…", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces linde…", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Eh… ¡No, no es nada!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Es que… [pause]yo… [pause]antes solo había estado con chicos, [pause]así que esto es nuevo para mí.", - "MEREDITH_ROMANCE_MEREDITH2": "Eh…", - "MEREDITH_ROMANCE_MEREDITH1.n": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Pero también quiero besarte y así de vez en cuando.", - "MEREDITH_ROMANCE_MEREDITH1.m": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Además, [pause]ya he visto esta película un millón de veces.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Así que… no hay que prestarle mucha atención.", - "MEREDITH_ROMANCE_MEREDITH_NO": "Mmm… [pause]Está bien.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", - "MEREDITH_ROMANCE_MEREDITH3": "Digo, claro que [wave amp=30 freq=30]me gustas[/wave].", - "MEREDITH_ROMANCE_MEREDITH4": "No sé por qué [wave amp=30 freq=30]a ti[/wave] te gusto [wave amp=30 freq=30]yo[/wave], [pause]pero me gustas.", - "MEREDITH_ROMANCE_MEREDITH5": "No obstante, estamos intentando irnos de este mundo…", - "MEREDITH_ROMANCE_MEREDITH6.m": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "¿Listo para enfrentarte a las fuerzas del mal?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Sí.", - "MEREDITH_ROMANCE_MEREDITH6.f": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", - "MEREDITH_ROMANCE_MEREDITH6.n": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Creo que sí.", - "MEREDITH_ROMANCE_MEREDITH7": "Pues al carajo las dudas. [pause]¿Por qué no?", - "MEREDITH_ROMANCE_MEREDITH8.m": "Yo, con un novio formal. [pause]Se me hace raro. [pause]Pero me gusta.", - "MEREDITH_ROMANCE_MEREDITH8.f": "Yo, con una novia formal. [pause]Se me hace raro. [pause]Pero me gusta.", - "MEREDITH_ROMANCE_MEREDITH8.n": "Yo, con una pareja formal. [pause]Se me hace raro. [pause]Pero me gusta.", - "MEREDITH_ROMANCE_MEREDITH9": "Siempre me he engañado convenciéndome de que necesito sentirme mejor conmigo misma antes de empezar una relación, [pause]pero creo que en realidad…", - "MEREDITH_ROMANCE_MEREDITH11": "Sin embargo, me haces feliz [pause]y me siento más completa contigo que sin ti.", - "MEREDITH_ROMANCE_MEREDITH10": "Puede que nunca llegue a estar del todo cómoda con ser quien soy. [pause]Nunca llegaré a ser mi yo ideal.", - "MEREDITH_ROMANCE_MEREDITH12": "B-bueno, ya está bien de tanta cosa sentimental. [pause]Ah, y no soy persona de decir cursilerías.", - "MEREDITH_ROMANCE_MEREDITH13.m": "Si esperas que algún día te llame \\\"cariño\\\" o \\\"cielo\\\", [pause]puedes esperar para siempre.", - "MEREDITH_ROMANCE_MEREDITH13.n": "Si esperas que algún día te llame \\\"cariño\\\" o \\\"cielo\\\", [pause]puedes esperar para siempre.", - "MEREDITH_ROMANCE_MEREDITH13.f": "Si esperas que algún día te llame \\\"cariño\\\" o \\\"cielo\\\", [pause]puedes esperar para siempre.", - "EUGENE_QUEST2_PART1_EUGENE1": "Le hurté la llave del tragaluz a uno de esos chupasangres mientras patrullaba.", - "EUGENE_QUEST1_PART1_EUGENE1": "¡Qué bien que viniste!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "¿Lista para enfrentarte a las fuerzas del mal?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "¿Liste para enfrentarte a las fuerzas del mal?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "¡Por supuesto!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Entiendo. Avísame cuando estés listo. Mientras tanto, seguiré tanteando el terreno.", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Ahora no.", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]¡De lujo![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Entiendo. Avísame cuando estés lista. Mientras tanto, seguiré tanteando el terreno.", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Entiendo. Avísame cuando estés liste. Mientras tanto, seguiré tanteando el terreno.", - "EUGENE_QUEST1_PART1_EUGENE4": "Bien, [pause]¿ves aquel edificio de allí?", - "EUGENE_QUEST1_PART1_EUGENE5": "Es una fortaleza… [pause]Es donde esos parásitos inhumanos urden sus oscuros planes para dominar el mundo.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "No parece muy imponente para ser lo que dices.", - "EUGENE_QUEST1_PART1_EUGENE8": "Hay varias fortalezas como esa. Tal vez las hayas visto por ahí. Cierran la puerta principal, pero nos podemos colar por el tragaluz de la azotea.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Pues como fortaleza es un poco simplona, ¿no?", - "EUGENE_QUEST1_PART1_EUGENE6": "Las apariencias engañan, [pause]colega.", - "EUGENE_QUEST1_PART1_EUGENE7": "En su día los suyos invadieron el mundo del que vengo, pero nos defendimos. [pause]Y ganamos.", - "EUGENE_QUEST1_PART1_EUGENE9": "Intenta llegar planeando desde aquí. No te preocupes, yo te sigo.", - "EUGENE_QUEST2_PART1_EUGENE2.m": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparado?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "¡Desde que nací!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparade?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparada?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Quizá te interese hablar con nuestro gerente en la sede de la asociación.[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "¡Hagamos esto!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Tal vez podamos llegar a un acuerdo que beneficie a ambas partes. Te indico la ubicación.[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "¡Es nuestra oportunidad de detenerlos de una vez por todas!", - "EUGENE_QUEST4_PART1_EUGENE3": "¡Andando, no hay tiempo que perder!", - "EUGENE_QUEST4_PART1_EUGENE1": "¡¿Los terratenientes tienen una base central de operaciones?!", - "EUGENE_QUEST5_PART1_EUGENE1": "Se supone que la sede de los terratenientes debería estar aquí…", - "EUGENE_QUEST5_PART1_EUGENE2": "Pues que así sea. [pause]¡Esos malnacidos no serán rivales para nuestra [shake rate=30 level=10]voluntad abrasadora[/shake]!", - "EUGENE_QUEST5_PART1_EUGENE3": "…", - "EUGENE_QUEST5_PART1_EUGENE4": "Por cierto, ¿dónde diablos queda la entrada?", - "EUGENE_QUEST5_PART1_EUGENE5": "…", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]Nada de hipotecas fijas…[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "Creo que encontré la entrada.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]Crecimiento del patrimonio…[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]Tasa de capitalización ajustable…[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "Gracias por asistir a la reunión que habíamos programado. Se agradece enormemente su colaboración.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]Aumento del capital…[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "Pues dime, ¡¿por qué rayos quiere un arcángel gobernar el [shake rate=30 level=10]mercado inmobiliario[/shake]?!", - "EUGENE_QUEST5_PART2_EUGENE2": "Tú eres el cerebro de la operación, ¿eh?", - "EUGENE_QUEST5_PART2_EUGENE5": "…", - "EUGENE_QUEST5_PART2_MAMMON4": "Los míos surgen de la más pura esencia de la humanidad. Los mayores anhelos de su especie nos dan forma.\\n\\nExisto como un tributo al consumo de la humanidad.\\n\\nQuiero el orden porque ustedes lo quieren. Ansío una estructura firme porque así la ansían.", - "EUGENE_QUEST5_PART2_EUGENE7": "No sabes absolutamente nada sobre mí.", - "EUGENE_QUEST5_PART2_EUGENE10": "Eh…", - "EUGENE_QUEST5_PART2_MAMMON6": "Quiero lo que tú quieres, humano llamado Eugene. Puedo leer tu corazón.", - "EUGENE_QUEST5_PART2_MAMMON8": "Simpatizo contigo, humano Eugene.\\n\\nEl humano Eugene no encuentra más valor en sí mismo que el de su causa.", - "EUGENE_QUEST5_PART2_MAMMON9": "Sin una causa, el humano Eugene no vale nada.\\n\\nEs un ser vacío. Al igual que mis agentes.", - "EUGENE_QUEST5_PART2_EUGENE11": "Eso no es… [pause]cierto…", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "¡No lo escuches, Eugene!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "¡Se equivoca!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]¡Basta![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "¡No doblegarás mi espíritu! [pause]¡Eso lo único que saben hacer los de tu calaña!", - "EUGENE_QUEST5_PART2_EUGENE15": "Aparece un pez gordo que trata de arrebatarle todo a los más débiles…", - "EUGENE_QUEST5_PART2_EUGENE13": "¡No digas ni una palabra más!", - "EUGENE_QUEST5_PART2_EUGENE16": "Y cuando los débiles se defienden, [pause]les dicen que no se pasen de la raya, [pause]¡¿no?!", - "EUGENE_QUEST5_PART2_EUGENE17": "Así que nadie hace nada… [pause]¡Y entonces todo va de mal en peor!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]¡Siempre [pause]la misma [pause]historia![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}…", - "EUGENE_QUEST5_PART2_EUGENE20": "¿Quieres ver arder este montón de basura?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "No doblegarás mi espíritu…", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Ya sabes la respuesta.", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Hagámoslo.", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "¡Y tampoco te librarás de {player} tan fácilmente!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Esto se cae a pedazos. ¡Anda, tenemos que irnos!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "¡JO, JO! ¡MENUDO NEGOCIO TIENE USTED MONTADO AQUÍ, SEÑOR MAMMÓN!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "¡Vamos a luchar codo con codo y [shake rate=30 level=10]te vamos a vencer[/shake]!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "TODO INDICA QUE ES MÁS QUE CAPAZ DE DELEGAR RESPONSABILIDADES. ¡UNA CUALIDAD MUY VALIOSA!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "DÉJEME AYUDARLO A SALIR DE AQUÍ.", - "EUGENE_QUEST5_PART3_EUGENE1": "Intuyo que todos los terratenientes se dieron a la fuga… [pause]¿Qué harán ahora que se les hundió el negocio?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "¿Tú crees?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "Eso de [wave amp=30 freq=10]fusionarnos[/wave] fue muy genial.", - "EUGENE_QUEST5_PART3_EUGENE2.m": "Eso de [wave amp=30 freq=10]fusionarnos[/wave] fue muy genial.", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Sí, ¿verdad?", - "EUGENE_QUEST5_PART3_EUGENE2.n": "Eso de [wave amp=30 freq=10]fusionarnos[/wave] fue muy genial.", - "EUGENE_QUEST5_PART3_EUGENE3": "¡Sí! [pause]Fue un auténtico golpe de adrenalina, solo que podía sentir el impulso de tu voluntad además de la mía. ¡Ni siquiera un [wave amp=30 freq=10]arcángel[/wave] pudo detenernos!", - "EUGENE_QUEST5_PART3_EUGENE4": "Quien manipulaba a los terratenientes tras bambalinas era un arcángel, ¿eh?", - "EUGENE_QUEST5_PART3_EUGENE5": "Lo que dijo… [pause]¿Y si era verdad?", - "EUGENE_QUEST5_PART3_EUGENE6": "Puede que, sin una causa que defender a todas horas, [pause]no sea más que una mera persona vacía.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "Encontré la forma de salir de la isla.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Yo no creo que estés vacío.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "No deberías pensar eso.", - "EUGENE_QUEST5_PART3_EUGENE7": "…", - "EUGENE_QUEST5_PART3_EUGENE8.f": "Je. [pause]Gracias, amiga.", - "EUGENE_QUEST5_PART3_EUGENE8.m": "Je. [pause]Gracias, amigo.", - "EUGENE_QUEST5_PART3_EUGENE8.n": "Je. [pause]Gracias, amigue.", - "EUGENE_QUEST5_PART3_EUGENE9": "Oye, [pause]¿y a ti qué te motiva a seguir con lo tuyo?", - "EUGENE_QUEST5_PART3_EUGENE10": "En plan… [pause]Lo de viajar, [pause]ayudar a la gente, [pause]luchar contra monstruos y así.", - "EUGENE_QUEST5_PART3_EUGENE15": "Ni siquiera estoy seguro de ser físicamente [wave amp=30 freq=30]capaz[/wave].", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Voy a encontrar el camino de vuelta a casa.", - "EUGENE_QUEST5_PART3_EUGENE11": "Mmm. Parece poco probable.", - "EUGENE_QUEST5_PART3_EUGENE12": "Me apunto.", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "¿De veras?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "¿Así, sin más?", - "EUGENE_QUEST5_PART3_EUGENE13": "¡Así, sin más!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "¿A qué te refieres?", - "EUGENE_QUEST5_PART3_EUGENE14": "Detuvimos a los terratenientes, pero no quiero bajar la guardia.", - "EUGENE_QUEST5_PART3_EUGENE16": "Necesito [wave amp=30 freq=30]algo[/wave] por lo que luchar.", - "EUGENE_QUEST5_PART3_EUGENE17": "Así que está decidido. [pause]La tuya es una causa nueva por la que luchar.", - "EUGENE_QUEST5_PART3_EUGENE18": "Me apunto.", - "EUGENE_CONVO1_EUGENE1": "Oye, [pause]enfrentarse a los terratenientes, como hicimos nosotros…", - "EUGENE_CONVO1_EUGENE3": "Pero eso era lo que había que hacer, [pause]porque sus \\\"planes de negocio\\\" iban a estropearle la vida a mucha gente.", - "EUGENE_CONVO1_EUGENE2": "Seguro que en otros mundos es ilegal, [pause]¿verdad?", - "EUGENE_CONVO2_EUGENE1": "Tengo que retomar mis tablas de entrenamiento cuanto antes. [pause]¡No puedo salvar el mundo si no estoy en plena forma!", - "EUGENE_CONVO1_EUGENE4": "Me parece que existe una gran diferencia entre la \\\"ley\\\" y la \\\"auténtica justicia\\\", [pause]¿no?", - "EUGENE_CONVO2_EUGENE2": "Puede que algún día lleguen unas mancuernas a la orilla…", - "EUGENE_CONVO3_EUGENE1": "Al principio me sacó de onda lo… [pause]eh… [pause]lo retro que es la ropa de Nueva Wirral.", - "EUGENE_CONVO3_EUGENE2": "Ya sabes, como toda viene de aquel centro comercial tan anticuado…", - "EUGENE_CONVO3_EUGENE3": "Pero le estoy agarrando cariño a este estilo. [pause]Ojalá pueda llevarme esta chaqueta rosa de vuelta a mi mundo…", - "EUGENE_CONVO4_EUGENE1.m": "Creo… [pause]que estás imponente así, iluminado por las llamas.", - "EUGENE_CONVO4_EUGENE2": "Si tuviera una cámara, te sacaría una foto. [pause]Es una pena, [pause]¿verdad?", - "EUGENE_CONVO4_EUGENE1.n": "Creo… [pause]que estás preciose así, iluminade por las llamas.", - "EUGENE_CONVO4_EUGENE1.f": "Creo… [pause]que estás preciosa así, iluminada por las llamas.", - "EUGENE_CONVO5_EUGENE2": "Te queda muy bien, [pause]¿sabes?", - "EUGENE_CONVO5_EUGENE1": "¿Ya te acostumbraste a tu forma de {first_tape_name}?", - "EUGENE_CONVO6_EUGENE2": "Una fogata de lujo. [pause]Bien hecho, {player}.", - "EUGENE_CONVO5_EUGENE4": "Me gusta.", - "EUGENE_CONVO5_EUGENE3": "¡Te transformas en {first_tape_description} para defender a la gente de Nueva Wirral!", - "EUGENE_CONVO6_EUGENE1": "Esta es, [pause]diría yo, [pause]una de las diez mejores fogatas que he ayudado a prender.", - "EUGENE_CONVO7_EUGENE4": "Espero que no sea como en los sueños, [pause]que los olvidas en cuanto regresas al mundo real.", - "EUGENE_CONVO10_EUGENE4": "Por lo general, soy un poco inútil para las relaciones. [pause]Luchar contra arcángeles me resulta más sencillo que intentar entender los sentimientos de alguien.", - "EUGENE_CONVO7_EUGENE2": "Espero… [pause]que todo esto sea real.", - "EUGENE_CONVO7_EUGENE1.n": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", - "EUGENE_CONVO7_EUGENE1.m": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", - "EUGENE_CONVO7_EUGENE3": "Seguro que a ti también te pasó por la cabeza, [pause]¿no?", - "EUGENE_CONVO8_EUGENE1": "Conque antes la gente tenía que cargar con estos walkmans de plástico con tal de poder escuchar música, [pause]¿eh?", - "EUGENE_CONVO7_EUGENE1.f": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", - "EUGENE_CONVO7_EUGENE5": "No quiero olvidarte, {player}.", - "EUGENE_CONVO8_EUGENE3": "…", - "EUGENE_CONVO8_EUGENE2": "Son muy viejos, así que supongo que una sola cinta solo podía almacenar unas cuantas miles de canciones.", - "EUGENE_CONVO8_EUGENE4": "Oye, [pause]¿por qué me ves así? [pause]¡¿Acaso me equivoco o qué?!", - "EUGENE_CONVO9_EUGENE2": "¡Poder transformarse en monstruos otorgaría a toda la sociedad un poder con el que ni siquiera habíamos [wave amp=30 freq=10]soñado[/wave]!", - "EUGENE_CONVO9_EUGENE1": "Espero que podamos llevarnos a casa toda esta tecnología si salimos de la isla.", - "EUGENE_CONVO9_EUGENE3": "Imagina poder transformarte en un monstruo veloz para entregar comida… [pause]O convertirte en un monstruo de agua para apagar incendios forestales.", - "EUGENE_CONVO10_EUGENE1.n": "Me… [pause]alegra haberte conocido, {player}.", - "EUGENE_CONVO9_EUGENE4": "¡Solo hablar de esa posibilidad me entusiasma!", - "EUGENE_CONVO10_EUGENE2": "…", - "EUGENE_CONVO10_EUGENE1.f": "Me… [pause]alegra haberte conocido, {player}.", - "EUGENE_CONVO10_EUGENE1.m": "Me… [pause]alegra haberte conocido, {player}.", - "EUGENE_CONVO10_EUGENE3.m": "Vaya, [pause]nadie creerá que tuve un novio tan lindo en esta isla mágica, [pause]¿verdad?", - "EUGENE_CONVO10_EUGENE3.f": "Vaya, [pause]nadie creerá que tuve una novia tan linda en esta isla mágica, [pause]¿verdad?", - "EUGENE_CONVO10_EUGENE3.n": "Vaya, [pause]nadie creerá que tuve une novie tan linde en esta isla mágica, [pause]¿verdad?", - "EUGENE_CONVO10_EUGENE5": "Tal vez debería hacer algo al respecto…", - "EUGENE_CONVO11_EUGENE6": "Pues bien, [pause]ese nuevo mundo se creó a partir de las cenizas del anterior.", - "EUGENE_CONVO11_EUGENE1": "¿Has pensado alguna vez en… [pause]no volver a tu mundo, {player}?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "¿Por qué iba a hacer eso?", - "EUGENE_CONVO11_EUGENE2": "Es decir, [pause]ni siquiera pertenecemos a la misma época de nuestro mundo, ¿verdad?", - "EUGENE_CONVO11_EUGENE3": "No venimos del mismo mundo, pero igual sí de mundos bastante parecidos.", - "EUGENE_CONVO11_EUGENE4": "De modo que el futuro de tu mundo bien podría ser como el pasado del mío. [pause]O sea que puede que tu vida no fuera demasiado placentera a largo plazo.", - "EUGENE_CONVO11_EUGENE4_OPTION1": "¿A qué te refieres?", - "EUGENE_CONVO11_EUGENE5": "Ya te conté que la gente de mi mundo construyó un mundo nuevo y mejor, ¿verdad?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "¿Qué sucedió en tu mundo en el pasado?", - "EUGENE_CONVO11_EUGENE7": "Yo nací cuando las cosas ya se habían calmado un poco, pero quienes lo vivieron… [pause]Seguro que aún les sigue afectando.", - "EUGENE_CONVO11_EUGENE8": "No solo los recuerdos de lo que perdieron, sino también los recuerdos del tipo de personas en el que tuvieron que convertirse.", - "EUGENE_CONVO12_EUGENE2": "Una vez que esté todo resuelto en Nueva Wirral, quiero decir.", - "EUGENE_CONVO11_EUGENE10": "Te mereces una vida mejor que esa, {player}.", - "EUGENE_CONVO11_EUGENE9": "Ya sé que no puedo evitar que vuelvas a casa, pero me inquieta el mundo que puedas llegar a ver algún día.", - "EUGENE_CONVO12_EUGENE1": "¿En serio crees que ese gigantesco portal nos llevará de vuelta a casa?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "¡Eso creo!", - "EUGENE_CONVO12_EUGENE2_OPTION2": "No queda otra.", - "EUGENE_CONVO12_EUGENE3": "De lujo.", - "EUGENE_CONVO13_EUGENE2": "Piénsalo. [pause]Toda esta sociedad en miniatura se fundó [wave amp=30 freq=10]sobre los cimientos[/wave] de una experiencia compartida: la experiencia de haber quedado atrapados en esta isla tan rara.", - "EUGENE_CONVO12_EUGENE4": "Ojalá sea verdad. ¡Tengo un montón de planes geniales para la vida!", - "EUGENE_CONVO13_EUGENE1": "Uf, [pause]si ese gran portal permite de verdad que cualquiera salga de Nueva Wirral, el panorama va a cambiar [wave amp=30 freq=10]drásticamente[/wave].", - "EUGENE_CONVO13_EUGENE3": "Cielos, incluso hay un montón de gente que nació y creció al amparo de personas de otros mundos… ¡pero que no ha conocido otra cosa!", - "EUGENE_CONVO14_EUGENE1": "Eh… [pause]Creo que deberíamos hablar sobre lo que pasó.", - "EUGENE_CONVO13_EUGENE4": "Confío en que Ianthe esté lista para los cambios que pueda ocasionar este descubrimiento.", - "EUGENE_CONVO14_EUGENE1_OPTION2": "¿A qué te refieres?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "¿Sobre qué?", - "EUGENE_CONVO14_EUGENE3": "¡Cuando nos fusionamos todos para formar un gran [shake rate=30 level=10]monstruo divino[/shake] y le [shake rate=30 level=10]dimos una buena golpiza a Álef[/shake]!", - "EUGENE_CONVO14_EUGENE2": "Cuando nos… [pause]Ya sabes…", - "EUGENE_CONVO14_EUGENE5": "Voy a ser muy sincero contigo. En esta isla, hay un montón de cosas de \\\"arcángeles\\\" que no entiendo para nada.", - "EUGENE_CONVO14_EUGENE4": "Fue megagenial, ¿no?", - "EUGENE_CONVO14_EUGENE6": "Por ejemplo, [wave amp=30 freq=10]toda esa historia ancestral[/wave] de Morganta y Álef, y todo eso. Y que a lo mejor resulta que la línea de tren tiene algo que ver… [pause]No entiendo nada, colega.", - "EUGENE_CONVO14_EUGENE7": "Lo que sí sé es que nos unimos todos para derrotar a un enemigo enorme y muy malvado. [pause]Eso sí que lo entiendo de maravilla.", - "EUGENE_CONVO15_EUGENE1": "Confío en que tu plan para encontrar una forma de abandonar la isla funcione, colega.", - "EUGENE_CONVO15_EUGENE2": "Me empieza a preocupar que el escaso suministro de tinte para el cabello de Nueva Wirral se agote.", - "EUGENE_CONVO16_EUGENE1": "Cuando pasamos por aquel pueblo en ruinas se me puso la piel de gallina.", - "EUGENE_CONVO16_EUGENE2": "Me trajo recuerdos de algunos lugares que había visto en mi mundo. Eran pueblos donde una vez vivió gente, hasta que las cosas se pusieron feas y quedaron abandonados.", - "EUGENE_CONVO16_EUGENE3": "Lo cierto es que veía muchos de esos.", - "EUGENE_CONVO16_EUGENE4": "Con el tiempo, tal vez la gente de Villapuerto pueda volver allí y reconstruirlo.", - "EUGENE_CONVO16_EUGENE5": "Eso me encantaría verlo.", - "EUGENE_CONVO17_EUGENE1": "Juntarnos al calor de la fogata en plena naturaleza, a sabiendas de que en cualquier momento nos podrían atacar unas [wave amp=30 freq=10]bestias gigantes[/wave]… [pause]Creo que estás pensando en lo mismo que yo, {player}.", - "EUGENE_CONVO17_EUGENE2": "Estás pensando: [pause]\\\"¡Conque así es como vivían mis antepasados cavernícolas!\\\".", - "EUGENE_CONVO17_EUGENE1_OPTION1": "Ah, ¿sí?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "¿Y en qué estoy pensando, eh?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "¿Qué?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "Jamás he pensado nada parecido, ni de cerca.", - "EUGENE_CONVO18_EUGENE1": "Tengo que mejorar mis gritos de guerra.", - "EUGENE_CONVO18_EUGENE1_OPTION1": "¿Tus qué?", - "EUGENE_CONVO17_EUGENE3": "Sé que tengo razón. Tú también lo estabas pensando, colega.", - "EUGENE_CONVO18_EUGENE1_OPTION2": "¿Gritos de guerra?", - "EUGENE_CONVO18_EUGENE2": "¡Pues eso! [pause]Como cuando me enfrento a unos cuantos enemigos y justo antes de transformarme grito algo así como \\\"¡hagamos esto!\\\", o \\\"¡transformación!\\\".", - "EUGENE_CONVO18_EUGENE2_OPTION1": "¡Sé que se te puede ocurrir algo mejor!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"Transformación\\\" no es muy original…", - "EUGENE_CONVO18_EUGENE4": "…", - "EUGENE_CONVO18_EUGENE3": "Aún estoy trabajando en ello, ¿sí?", - "EUGENE_CONVO18_EUGENE5": "¿Y si gritara [wave amp=30 freq=10]\\\"¡Activando el modo monstruo!\\\"[/wave]? ¿Qué te parece? [pause]¿Crees que suena lo bastante imponente?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "Para nada.", - "EUGENE_CONVO18_EUGENE5_OPTION2": "Ni de lejos.", - "EUGENE_CONVO18_EUGENE6": "Bueno, todavía tengo tiempo para pensarlo.", - "EUGENE_CONVO19_EUGENE1": "Perdona, [pause]aún no me acostumbro a que se supone que ahora somos pareja.", - "EUGENE_CONVO19_EUGENE1_OPTION1": "¿\\\"Se supone\\\"?", - "EUGENE_CONVO19_EUGENE1_OPTION2": "No pareces muy ilusionado.", - "EUGENE_CONVO19_EUGENE2": "¡Ah, pero no lo decía en el [shake rate=30 level=10]mal[/shake] sentido!", - "EUGENE_CONVO19_EUGENE3": "Es que no esperaba que me ocurriera algo [wave amp=30 freq=10]así[/wave] en Nueva Wirral. ¡Por supuesto que estoy [wave amp=30 freq=10]encantado[/wave] de estar contigo!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "¿Qué?", - "EUGENE_CONVO20_EUGENE1": "Con lo fácil que sería quedarnos aquí, ¿eh", - "EUGENE_SOCIAL1_EUGENE2": "La fusión de monstruos es una cosa muy estimulante.", - "EUGENE_CONVO20_EUGENE1_OPTION1": "¿A qué te refieres?", - "EUGENE_CONVO20_EUGENE2": "Tú y yo, viviendo la vida en la aburrida pero [wave amp=30 freq=10]idílica[/wave] Villapuerto. Igual que ahora.", - "EUGENE_CONVO20_EUGENE3": "Pero… no somos así, ¿verdad? [pause]Me parece que tanto tú como yo aspiramos a más.", - "EUGENE_SOCIAL1_EUGENE1": "Si te soy sincero…", - "EUGENE_SOCIAL1_EUGENE5": "En el fragor de la batalla, nuestros deseos se alinean de tal manera que podemos convertirnos, literalmente, en una única fuerza poderosísima.", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "¿Tú crees?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "Supongo que sí.", - "EUGENE_SOCIAL1_EUGENE4": "Una manifestación palpable de nuestra fortaleza interior.", - "EUGENE_SOCIAL1_EUGENE3": "¡Ya lo creo! [pause]Es como…", - "EUGENE_SOCIAL1_EUGENE6": "Es como si, por un instante, fuéramos [wave amp=30 freq=20]imparables[/wave].", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Si [pause]tú quieres que lo sea, [pause]claro.", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "¡Te entiendo perfectamente!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Acabas de sonar como un personaje de [i]anime[/i].", - "EUGENE_SOCIAL1_EUGENE7A": "¡Sabía que tú me ibas a entender, colega!", - "EUGENE_SOCIAL1_EUGENE7B": "¡Lo decía en serio!", - "EUGENE_SOCIAL1_EUGENE8": "Es que creo que he vivido demasiado tiempo sin dar nada a cambio.", - "EUGENE_SOCIAL1_EUGENE9": "Tal vez estoy intentando recuperar el tiempo perdido.", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "¿Qué hay con tu mundo?", - "EUGENE_SOCIAL1_EUGENE10": "No preocupes por eso. Ya lo hablaremos en otro momento.", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "¿Qué estaba pasando en tu mundo?", - "EUGENE_SOCIAL1_EUGENE11": "Voy a volver. [pause]A mi mundo, me refiero. [pause]Una vez que encuentres el portal de salida, claro.", - "EUGENE_SOCIAL1_EUGENE12": "Me llevaré mis cintas conmigo [pause]y defenderé a quienes más lo necesiten.", - "EUGENE_SOCIAL2_EUGENE1": "Estaba reflexionando sobre cómo Clémence quiso dirigir una cafetería… [pause]por el simple hecho de que contribuiría a mejorar el pueblo.", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "¿Como un superhéroe en forma de monstruo?", - "EUGENE_SOCIAL1_EUGENE13": "Justo. Como un superhéroe en forma de monstruo.", - "EUGENE_SOCIAL1_EUGENE14": "Suena más que genial, ¿no?", - "EUGENE_SOCIAL2_EUGENE2": "Mejorar las cosas, ser de utilidad… [pause]¡Debería estar dedicándome a ese tipo de cosas!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "No tienes por qué pensar en ayudar a los demás a todas horas.", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "¡Como si no ayudaras ya bastante!", - "EUGENE_SOCIAL2_EUGENE4": "Tal vez no sea más que una obsesión de mi mundo.", - "EUGENE_SOCIAL2_EUGENE3": "Je. [pause]Si tú lo dices…", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "¿De tu mundo?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "¿A qué te refieres?", - "EUGENE_SOCIAL2_EUGENE5": "Es que, [pause]en \\\"mi Tierra\\\", [pause]a mediados del siglo XXI, se produjo una especie de… [pause]revuelta.", - "EUGENE_SOCIAL2_EUGENE7": "Fue como si un día todos se hubieran despertado y se hubieran dado cuenta de que con solo ayudarse unos a otros en lugar de lo que estaban haciendo, podrían sobrevivir mejor.", - "EUGENE_SOCIAL2_EUGENE6": "La avaricia y el consumo humanos llegaron a un punto que la gente ya no pudo soportar.", - "EUGENE_SOCIAL2_EUGENE9": "Ser capaz de ayudar a la gente de tu comunidad se convirtió poco a poco en una cuestión más importante que ser rico y famoso, [pause]pero a mí nunca… [pause]se me dio eso.", - "EUGENE_SOCIAL2_EUGENE8": "Que no necesitaban a las instituciones que los gobernaban y al mismo tiempo mataban el planeta.", - "EUGENE_SOCIAL3_EUGENE4": "Haré de Villapuerto un lugar mejor, [pause]ya lo verás.", - "EUGENE_SOCIAL2_EUGENE10": "Estar aquí, en Nueva Wirral, [pause]es mi oportunidad para transformarme en mi mejor versión, [pause]para poder volver a casa siendo alguien que hace algo con su vida.", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "¡No hace falta ser un héroe para tener valor!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "¡No tienes por qué martirizarte por algo así!", - "EUGENE_SOCIAL2_EUGENE11": "Ya lo sé, [pause]pero…", - "EUGENE_SOCIAL2_EUGENE12": "Siento que es lo que necesito hacer.", - "EUGENE_SOCIAL2_EUGENE13": "En fin, [pause]ya he hablado bastante.", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "¿Qué decidiste?", - "EUGENE_SOCIAL3_EUGENE3": "Voy a dejar de hablar sobre hacer cosas, [pause]y voy a hacerlas sin más.", - "EUGENE_SOCIAL3_EUGENE1": "Bien, [pause]ya lo decidí.", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "¿Eh?", - "EUGENE_SOCIAL3_EUGENE2": "Tengo un proyecto en mente.", - "EUGENE_SOCIAL3_EUGENE5": "No sé yo… [pause]Acabar con el [wave amp=30 freq=10]mal[/wave] no es lo mismo que hacer el [wave amp=30 freq=10]bien[/wave], [pause]¿no crees?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "¡Ya detuviste a los terratenientes!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "¡Ya aportaste tu granito de arena a Villapuerto!", - "EUGENE_SOCIAL3_EUGENE6": "¡Jo, qué ganas! [pause]Va a ser increíble, [pause]ya lo verás.", - "EUGENE_SOCIAL4_EUGENE1": "Oye, [pause]¿quieres que te enseñe una cosa?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "¿Qué estás tramando?", - "EUGENE_SOCIAL3_EUGENE7.m": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú mismo!", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "¿Y no me vas a decir qué va a ser tan increíble?", - "EUGENE_SOCIAL3_EUGENE8": "Al fin y al cabo, [pause]el \\\"defensor de Villapuerto\\\" debería poder guardar un secreto.", - "EUGENE_SOCIAL3_EUGENE7.f": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú misma!", - "EUGENE_SOCIAL3_EUGENE7.n": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú misme!", - "EUGENE_SOCIAL4_EUGENE7": "Me di cuenta de que este edificio viejo y horrible llevaba vacío desde que echamos a aquellos terratenientes, [pause]¡así que se me ocurrió sacarle partido!", - "EUGENE_SOCIAL4_EUGENE2": "Ya acabé mi proyecto. Es hora de la gran inauguración.", - "EUGENE_SOCIAL4_EUGENE3": "¿Quieres que vayamos ahora?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "¡Por supuesto!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Ahora no.", - "EUGENE_SOCIAL4_EUGENE_NO": "No hay problema, colega. [pause]Otra vez será.", - "EUGENE_SOCIAL4_EUGENE11": "¡Bueno, tampoco estamos de viaje [wave amp=30 freq=10]continuamente[/wave]! [pause]¡Yo también tengo tiempo libre cuando no estamos en plena aventura!", - "EUGENE_SOCIAL4_EUGENE4": "¡Estupendo! [pause]Pues sígueme.", - "EUGENE_SOCIAL4_EUGENE6": "¡Aquí llevamos a cabo nuestra primera [wave amp=30 freq=10]misión en equipo[/wave]!", - "EUGENE_SOCIAL4_EUGENE5": "¿Recuerdas este sitio, [pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "¡Ven, [pause]te enseñaré el interior!", - "EUGENE_SOCIAL4_EUGENE9": "Gracias al tragaluz, [pause]esta oficina abandonada cuenta con mucha luz natural durante el día.", - "EUGENE_SOCIAL4_EUGENE10": "Me pareció que podría ser un bonito jardín comunitario. [pause]Que todo el mundo podría venir a cultivar plantas y flores, y eso les daría un pretexto para salir del pueblo de vez en cuando.", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "¡¿En qué momento hiciste todo esto?!", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "¡¿De dónde sacaste tiempo para hacer todo esto?!", - "EUGENE_SOCIAL4_EUGENE12": "En fin… ¿Qué te parece?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "¡Es impresionante!", - "EUGENE_SOCIAL4_EUGENE14": "Estaba convencido de que era una idea muy tonta.", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "¡Me encanta!", - "EUGENE_SOCIAL4_EUGENE13": "¿D-[pause]de verdad?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "¡Eres un amigo genial!", - "EUGENE_SOCIAL4_EUGENE15": "Me alegra que te guste.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Fue un detalle muy romántico.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Bah, [pause]vamos. [pause]Tú eres quien apunta mucho más alto que yo.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Estoy deseando volver a mi verdadero hogar. [pause]Aquí me he convertido ya en mi mejor versión, y la más imponente.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Es que ya era hora de que hubiera un nuevo lugar para tener citas en Nueva Wirral.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Andando, [pause]colega.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "¡Me atrevería a decir que tu proyecto fue un éxito!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "¿Conque… esto es una cita?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Eh… [pause][pause]Este… [pause][pause]Supongo que sí…[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "No eres tan valiente para los asuntos del corazón, ¿eh?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "¡No te había visto tan nervioso en mi vida!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "Qué vergüenza… Puedo desmantelar una organización maligna de oficinistas chupasangres como si nada…", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Pues [pause]supongo que no.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Pero me sigue costando decirle a mi socio lo que siento por él.", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Pero me sigue costando decirle a mi socia lo que siento por ella.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Pero me sigue costando decirle a mi socie lo que siento por elle.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Sí, [pause]supongo que esto es una cita.", - "EUGENE_ROMANCE_EUGENE1.m": "Estás muy callado. [pause]¿Te pasa algo, [pause]colega?", - "EUGENE_ROMANCE_EUGENE1.f": "Estás muy callada. [pause]¿Te pasa algo, [pause]colega?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "Eh… ¡No, no es nada!", - "EUGENE_ROMANCE_EUGENE1.n": "Estás muy callade. [pause]¿Te pasa algo, [pause]colega?", - "EUGENE_ROMANCE_EUGENE_NO": "Entendido.", - "EUGENE_ROMANCE_EUGENE8": "Eso sí, mientras sigamos juntos, ¡vamos a divertirnos!", - "EUGENE_ROMANCE_EUGENE3": "Lo sé. [pause]Quiero decir… Yo también. [pause]Es que estoy nervioso.", - "EUGENE_ROMANCE_EUGENE2": "Eh… [pause][pause]Este…", - "EUGENE_ROMANCE_EUGENE5": "Cuando estamos tú y yo, somos más fuertes que por separado. [pause]¡Como cuando nos fusionamos!", - "EUGENE_ROMANCE_EUGENE4": "Creo que tú y yo ayudamos mutuamente a que cada uno saque lo mejor de sí mismo.", - "EUGENE_ROMANCE_EUGENE7": "Significas mucho para mí, [pause]pero tengo mi antigua vida esperando a que vuelva. [pause]Igual que tú.", - "EUGENE_ROMANCE_EUGENE6": "Dicho esto… [pause]Tal vez tengamos que romper si descubrimos la forma de abandonar la isla.", - "EUGENE_ROMANCE_EUGENE9": "Todavía queda mucha gente por ayudar y monstruos gigantes que golpear en el rostro.", - "EUGENE_ROMANCE_EUGENE10": "Es lo que nos toca: [pause]¡Somos la pareja más poderosa e imparable de Villapuerto!", - "FELIX_INTRO_FELIX3": "Pues no es mi caso. Yo caí aquí con todas mis cosas.", - "FELIX_INTRO_FELIX1": "Vigila dónde pisas [pause]si no quieres tropezarte con toda la basura que hay por el suelo.", - "EUGENE_ROMANCE_EUGENE11": "Aunque quizá podamos pausar nuestra aventura, [pause]por lo menos esta noche…", - "FELIX_UNKNOWN_NAME": "Tipo amigable", - "FELIX_INTRO_FELIX1_OPTION1": "¿De dónde salió esta habitación?", - "FELIX_INTRO_FELIX1_OPTION2": "¿Qué sitio es este?", - "FELIX_INTRO_FELIX2": "Aquí la gente suele caer del cielo y acabar en el mar, ¿verdad?", - "FELIX_INTRO_FELIX9": "Gran parte de mis cosas quedaron bastante dañadas cuando el cuarto cayó del cielo conmigo dentro. [pause]Y luego la lluvia tampoco les hizo ningún favor…", - "FELIX_INTRO_FELIX4_OPTION2": "¿Cómo pudo llegar todo tu apartamento hasta Nueva Wirral?", - "FELIX_INTRO_FELIX4": "Alguna vez este fue mi apartamento… [pause]Más o menos. Pared arriba, pared abajo…", - "FELIX_INTRO_FELIX4_OPTION1": "¿Por qué fue distinto tu caso?", - "FELIX_INTRO_FELIX5": "¡Ni idea! [pause]Pero al menos significa [pause]que todavía conservo mis viejos cuadernos de dibujo y mis ilustraciones.", - "FELIX_INTRO_FELIX6": "Me llamo Felix. [pause]Es un placer.", - "FELIX_INTRO2_FELIX14": "En su mayoría, las historias de los zotros versan sobre los héroes de la Revolución Francesa, [pause]como la Pimpinela Escarlata. [pause]No obstante, desde el auge de las grandes adaptaciones cinematográficas, se perdió el interés por el producto original.", - "FELIX_INTRO_FELIX6_OPTION1": "¡Yo soy {player}!", - "FELIX_INTRO_FELIX6_OPTION2": "Puedes llamarme… {player}.", - "FELIX_INTRO_KAYLEIGH7": "¡Hola, Felix! [pause]¿Qué haces aquí?", - "FELIX_INTRO_MEREDITH7": "Cuánto tiempo sin verte, Felix. Por cierto… Mmm… ¿Qué haces por aquí?", - "FELIX_INTRO_VIOLA7": "Y yo soy Viola de Mesalina. [pause]Dime, ¿qué propósito te impulsa a semejantes trabajos aquí, a solas?", - "FELIX_INTRO_EUGENE7": "¡Hola, amigo! ¿Así que aquí pasabas rato? [pause]¿Qué estás haciendo aquí?", - "FELIX_INTRO_FELIX8": "Estoy buscando algo.", - "FELIX_INTRO_FELIX10": "A pesar de todo, hay algo por aquí que debería seguir intacto…", - "FELIX_INTRO_FELIX11": "¡Lo sabía!", - "FELIX_INTRO_FELIX12_OPTION1": "¿Qué es eso?", - "FELIX_INTRO_FELIX12": "El sello sigue intacto, así que con suerte no le habrá entrado agua.", - "FELIX_INTRO_FELIX12_OPTION2": "¿Qué hay dentro?", - "FELIX_INTRO_FELIX13": "Es una larga historia…", - "FELIX_INTRO_FELIX14": "Vena a mi casa al oeste de Villapuerto. [pause]Allí te la contaré.", - "FELIX_INTRO2_FELIX2_OPTION1": "¡Por supuesto!", - "FELIX_INTRO2_FELIX1.m": "Ah, hola. [pause]¿Viniste a pasar el rato?", - "FELIX_INTRO2_FELIX2": "¿Quieres echarle un ojo a lo que rescaté de los tristes restos de mi antiguo apartamento?", - "FELIX_INTRO2_FELIX1.n": "Ah, hola. [pause]¿Viniste a pasar el rato?", - "FELIX_INTRO2_FELIX1.f": "Ah, hola. [pause]¿Viniste a pasar el rato?", - "FELIX_INTRO2_FELIX3": "Verás, en mi vida anterior, me dedicaba a hacer zotros.", - "FELIX_INTRO2_FELIX2_OPTION2": "Ahora no.", - "FELIX_INTRO2_FELIX2_NO": "No hay problema. Ven a visitar si cambias de idea.", - "FELIX_INTRO2_FELIX3_OPTION1": "¿Zotros?", - "FELIX_INTRO2_FELIX3_OPTION2": "¿A hacer qué?", - "FELIX_INTRO2_FELIX4": "Acabamos antes si te lo enseño. Mira:", - "FELIX_INTRO2_FELIX5": "Esto es un carrete de zotro. O de \\\"zoótropo\\\", si nos ponemos técnicos. Lo metes aquí y miras por la ranura.", - "FELIX_INTRO2_FELIX6": "El zoótropo cuenta con un motor, de modo que cuando presiono este botón, da vueltas.", - "FELIX_INTRO2_FELIX8": "Cuando se lo hace girar, las imágenes se mueven y cobran vida, [pause]¿ves?", - "FELIX_INTRO2_FELIX7": "Todo el carrete presenta la misma imagen dibujada una y otra vez, con alguna variante.", - "FELIX_INTRO2_FELIX9": "Entonces puedes darle a la palanca para pasar a la siguiente fila [pause]y seguir con el relato.", - "FELIX_INTRO2_FELIX10": "Puedes plasmar toda una historia [pause]y hacerla realidad [pause]solo con dibujos.", - "FELIX_INTRO2_FELIX11": "Desde pequeño, siempre he estado obsesionado con los zotros.", - "FELIX_INTRO2_FELIX12": "En su día llegaron a ser muy populares, [pause]aunque ahora están pasados de moda.", - "FELIX_INTRO2_FELIX13": "Ahora es más bien solo para entusiastas. [pause]Al menos, [pause]en el lugar de donde vengo, [pause]claro.", - "FELIX_INTRO2_FELIX15": "Me enganché con esos relatos cuando era niño [pause]y nunca me han dejado de gustar.", - "FELIX_INTRO2_FELIX16": "Supongo que por eso mismo soy artista hoy en día.", - "FELIX_INTRO2_FELIX18": "¡Y resulta que una isla repleta de monstruos extraños es el lugar idóneo para encontrar la inspiración!", - "FELIX_INTRO2_FELIX17": "En este momento estoy intentando crear personajes nuevos…", - "FELIX_INTRO2_FELIX19": "Lo que significa… que a lo mejor podrías echarme una mano.", - "FELIX_INTRO2_FELIX20": "Estoy buscando un ser en particular y me gustaría observarlo detenidamente.", - "FELIX_INTRO2_FELIX21": "Se encuentra en el Prado de los Cerezos. Es un [wave amp=30 freq=10]guerrero que porta una espada de madera[/wave].", - "FELIX_QUEST1_PART3_FELIX4": "Como lo tenía en mi apartamento cuando aterricé aquí, aún lo conservo.", - "FELIX_INTRO2_FELIX22": "¿Podrías ayudarme con eso?", - "FELIX_INTRO2_FELIX22_OPTION1": "¡Por supuesto!", - "FELIX_INTRO2_FELIX22_NO": "No te preocupes. Si alguna vez tienes timepo, ven a verme y nos embarcamos en esta pequeña aventura.", - "FELIX_INTRO2_FELIX22_OPTION2": "Ahora no.", - "FELIX_INTRO2_FELIX23": "¡Genial! Te lo marco en el mapa.", - "FELIX_QUEST1_PART1_FELIX1": "¡Ahí está! Bien, tú peleas y yo hago el boceto.", - "FELIX_QUEST1_PASSIVE_FELIX1": "Alguna vez escuché a los guardas hablar de este ser. Dicen que siempre adopta una postura de guerrero perfecta.", - "FELIX_QUEST1_PASSIVE_FELIX2": "Es un lugar hermoso, ¿no?", - "FELIX_QUEST1_PART2_FELIX1": "Ay, no…", - "FELIX_QUEST1_PART2_KUNEKO2": "¡Detente, bestia inmunda!", - "FELIX_QUEST1_PART2_FELIX7": "…", - "FELIX_QUEST1_PART2_KUNEKO3": "¡Y…! ¡Y no vuelvas!", - "FELIX_QUEST1_PART2_FELIX4": "¿Y tú quién…?", - "FELIX_QUEST1_PART2_FELIX5": "Espera, [pause][pause]¡¿eres…?!", - "FELIX_QUEST1_PART2_KUNEKO6": "¡¡¡Ah!!!", - "FELIX_QUEST1_PART2_FELIX8": "No. [pause]No puede ser.", - "FELIX_QUEST1_PART2_FELIX9": "Nooo, no, no. [pause][pause]No.", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "¿Eso era un arcángel?", - "FELIX_QUEST1_PART2_FELIX12": "Será mejor que volvamos a mi casa. Allí te lo aclararé todo, te lo prometo.", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "¿Eso era un monstruo?", - "FELIX_QUEST1_PART2_FELIX10": "Eh…", - "FELIX_QUEST1_PART2_FELIX11": "Creo que mi pasado volvió para atormentarme.", - "FELIX_QUEST1_PART3_FELIX1": "Tiene que estar por aquí, [pause]pero no sé dónde…", - "FELIX_QUEST1_PART3_FELIX2": "¡Aquí está!", - "FELIX_QUEST1_PART3_FELIX3": "Toma. Es el viejo cuaderno de dibujo que usaba cuando tenía 12 años.", - "FELIX_QUEST1_PART3_FELIX5": "Mira esta página.", - "FELIX_QUEST1_PART3_FELIX6": "Se llama Kuneko.", - "FELIX_QUEST1_PART3_FELIX13": "Pero si es verdad que Kuneko existe en este mundo… [pause]Tengo que encontrarla.", - "FELIX_QUEST1_PART3_FELIX7": "Es un personaje que me inventé de niño.", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "¿Tiene alas de ángel?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "¿Por qué tiene orejas de gato?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "¿Es una ninja?", - "FELIX_QUEST1_PART3_FELIX8": "Pues, [pause]se trata de la hija de un ángel y de un demonio. Se perdió en la Tierra y la adoptó un clan de ninjas místicos…", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]¿Amo?", - "FELIX_QUEST1_PART3_FELIX9": "Al cumplir 21 años, [pause]abandonó su hogar para cumplir la épica misión de luchar ante cuatro altares elementales y demostrar así que es la mejor guerrera del lugar.", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Menudo cliché.", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "¡Suena genial!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Está claro que ahora dibujas mucho mejor que antes…", - "FELIX_QUEST1_PART3_FELIX10": "En la secundaria estaba obsesionado con el [i]anime[/i]. [pause]¡No me juzgues!", - "FELIX_QUEST1_PART3_FELIX12": "No tengo la menor idea de cómo es posible que el [wave amp=30 freq=10]dibujo de mala calidad que hice de pequeño[/wave] haya cobrado vida.", - "FELIX_QUEST1_PART3_FELIX11": "¡Soy plenamente consciente de lo ñoño que es todo esto!", - "FELIX_QUEST1_PART4_KUNEKO1": "…", - "FELIX_QUEST1_PART3_FELIX14": "Tengo que llegar al fondo de esto.", - "FELIX_QUEST1_PART4_FELIX2": "Vaya. [pause]Pues fue más fácil de lo que esperaba.", - "FELIX_QUEST1_PART4_KUNEKO4": "N-no te he visto nunca, pero siento una tremenda conexión contigo…", - "FELIX_QUEST1_PART4_FELIX3": "Me salvaste. [pause]¿Me conoces?", - "FELIX_QUEST1_PART4_FELIX5": "Ya, claro. No me extraña.", - "FELIX_QUEST1_PART4_KUNEKO7": "Eh…", - "FELIX_QUEST1_PART4_FELIX6": "Al fin y al cabo, yo te creé.", - "FELIX_QUEST1_PART4_FELIX12": "No tienes por qué seguir llamándome \\\"creador\\\".", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]¡¡¡Te ruego que me perdones!!![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "¡Siento [wave amp=30 freq=10]muchísimo[/wave] no haberte reconocido, creador!", - "FELIX_QUEST1_PART4_KUNEKO10": "Tiempo atrás, me desperté en el prado donde nos conocimos, [pause]con tan solo mi nombre en los labios y mi misión en el corazón.", - "FELIX_QUEST1_PART4_KUNEKO11": "No recuerdo nada más, creador.", - "FELIX_QUEST1_PART4_KUNEKO13": "¿Qué tal… [pause]\\\"padre\\\"?", - "FELIX_QUEST1_PART4_FELIX14": "Eso… [pause]eh… [pause]no mejora las cosas.", - "FELIX_QUEST1_PART4_FELIX16": "Nop.", - "FELIX_QUEST1_PART4_KUNEKO17": "[pause].[pause].[pause]. ¿Papi?", - "FELIX_QUEST1_PART4_FELIX18": "¡¡¡Ni se te ocurra!!!", - "FELIX_QUEST1_PART4_FELIX19": "Llámame… [pause]Felix, a secas.", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, ¿mencionaste algo sobre una misión?", - "FELIX_QUEST1_PART4_FELIX22": "Vaya, no se me pudo ocurrir un argumento mejor, ¿eh?", - "FELIX_QUEST1_PART4_KUNEKO20": "Debo encontrar los cuatro santuarios elementales de estas tierras y derrotar a las bestias que los custodian.", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "¿Cuál es tu misión?", - "FELIX_QUEST1_PART4_KUNEKO21": "¡Solo así demostraré mi valía!", - "FELIX_QUEST1_PART4_FELIX23": "Kuneko, quizá no debas emprender esa \\\"aventura\\\". No es real… [pause]Me la [wave amp=30 freq=10]inventé[/wave] para darte un trasfondo.", - "FELIX_QUEST1_PART4_FELIX24": "Y eso por no mencionar que los monstruos de Nueva Wirral son muy peligrosos.", - "FELIX_QUEST1_PART4_KUNEKO26": "¡Por eso mismo [wave amp=30 freq=10]no me queda más remedio[/wave] que demostrar mi valía!", - "FELIX_QUEST1_PART4_KUNEKO25": "Yo sé que no crees que estoy a la altura, creador…", - "FELIX_QUEST1_PART4_FELIX25": "Todo esto es… [pause]rarísimo. [pause]¿Soy el único que lo piensa, [pause]o qué?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Más raro que un perro verde.", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Igual de raro que todo lo que pasa en la isla.", - "FELIX_QUEST1_PART4_FELIX26": "He creado personajes mucho menos vergonzosos desde que era niño. [pause]¡¿Por qué tuvo que ser ella?!", - "FELIX_QUEST1_PART4_FELIX27": "Sea como sea, [pause]si solo está aquí porque yo la inventé, supongo que tengo cierta responsabilidad sobre ella.", - "FELIX_QUEST1_PART4_FELIX28": "Debemos localizar esos cuatro \\\"altares elementales\\\" y asegurarnos de que no corre peligro.", - "FELIX_QUEST2_ALTAR1_FELIX1": "Así que los altares existían de verdad. [pause]Tiene sentido.", - "FELIX_QUEST1_PART4_FELIX29": "Podríamos recorrer la isla o incluso preguntar por el pueblo. [pause]Tú decides, {player}.", - "FELIX_QUEST2_ALTAR1_FELIX2": "¡Kuneko!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "Debo demostrar mi valía, creador…", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "Por mi afilado filo… [shake rate=30 level=10]¡sal, guardián![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "Andando, deberíamos echarle una mano.", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "Gracias por acudir en mi ayuda, creador…", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "¡Pero no me hará [wave amp=30 freq=10]ninguna[/wave] falta en el próximo combate!", - "FELIX_QUEST2_ALTAR1_FELIX8": "Está comprometida por completo con la causa, ¿eh?", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "Por el poder del sol y la luna al brillar oportunamente al mismo tiempo…", - "FELIX_QUEST2_ALTAR1_FELIX9": "Bueno, pues. [pause]Vamos por los demás.", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]¡Muéstrate, guardián![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "Se mete en el papel por completo.", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "De luchar a tu lado, creador…", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "No soy digna…", - "FELIX_QUEST2_ALTAR2_FELIX6": "En serio, no es para tanto…", - "FELIX_QUEST2_ALTAR3_FELIX12": "Bueno… Eh…", - "FELIX_QUEST2_ALTAR2_FELIX7": "Y… se volvió a esfumar. [pause]Deberíamos tratar de encontrar el siguiente santuario.", - "FELIX_QUEST2_ALTAR3_FELIX1": "¡Espera! Kuneko…", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]¡Revélate, guardián![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "Por el poder del fuego y del hielo, [pause]que torna mi pasión por la justicia cálida y gélida al mismo tiempo…", - "FELIX_QUEST2_ALTAR3_FELIX4": "Allá vamos otra vez.", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "Me volviste a ayudar, creador…", - "FELIX_QUEST2_ALTAR3_FELIX6": "¡No quiero que te hagas daño!", - "FELIX_QUEST2_ALTAR3_FELIX7": "Oye…", - "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", - "FELIX_QUEST2_ALTAR3_FELIX8": "No tienes por qué hacer esto para impresionarme.", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "Sé lo que piensas de mí en el fondo, [pause]creador.", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "Sé que te [shake rate=30 level=10]avergüenzas[/shake] de haberme creado.", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "Mi misión [shake rate=30 level=10]no[/shake] tiene por objetivo impresionarte.", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "¡Se te nota cuando me miras!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Sí.", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "¡Sé que [shake rate=30 level=10]jamás[/shake] podré hacer nada de lo que estés orgulloso!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]¡Guardián, [pause]muéstrate![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "Vaya, [pause]genial, [pause]ahora me siento fatal.", - "FELIX_QUEST2_ALTAR3_FELIX17": "Tal vez me haya expresado mal.", - "FELIX_QUEST2_ALTAR3_FELIX18": "Tengo que encontrarla y disculparme.", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Un poco…", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "Sé que no era tu intención.", - "FELIX_QUEST2_ALTAR3_FELIX19": "La encontraremos en el último santuario, ¿no?", - "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko… [pause]Hola. [pause]Este…", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "¡La suerte está echada! He aquí mi última mano… [pause]¡Escalera de color!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "¡Vuelvan y enfréntense a mí cuando estén en condiciones!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "No soy más que un pensamiento olvidado, [pause]¿no es cierto, [pause][shake rate=30 level=10]creador[/shake]?", - "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, escucha…", - "FELIX_QUEST2_ALTAR4_FELIX4": "Bueno, [pause]primero la ayudamos y luego me disculpo.", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "Una idea que te hizo gracia una vez [pause]y que luego [shake rate=30 level=10]desechaste[/shake].", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "¡Vuelvan y enfréntense a mí cuando estén en condiciones!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "Por los radiantes poderes de la tierra, del agua, del fuego y del aire…", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "¡Vuelvan y enfréntense a mí cuando estén en condiciones!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]¡¡¡Contemplen mi verdadero potencial!!![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "¿Aún te avergüenzas de mí, [pause]creador?", - "FELIX_QUEST2_ALTAR4_FELIX10": "Unió… [pause][pause]los cuatro elementos en su interior…", - "FELIX_QUEST2_ALTAR4_FELIX13": "Quiero salir de esta para poder enmendar mis errores… [pause]Es lo único que quiero…", - "FELIX_QUEST2_ALTAR4_FELIX12": "Lo siento… [pause]Todo esto es por mi culpa, [pause]{player}…", - "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko… [pause]Lo siento mucho.", - "FELIX_QUEST2_ALTAR4_FELIX16": "Te veía a ti y al resto de mis creaciones de la adolescencia como algo vergonzoso.", - "FELIX_QUEST2_ALTAR4_FELIX14": "Vamos, [pause]¡sé que si actuamos codo con codo podremos enmendarlo!", - "FELIX_QUEST2_ALTAR4_FELIX17": "Pero todos tenemos nuestras raíces. Si no te hubiera imaginado, si no te hubiera [wave amp=30 freq=10]dibujado[/wave]…", - "FELIX_QUEST2_ALTAR4_FELIX18": "No me habría convertido en el artista que soy ahora.", - "FELIX_QUEST2_ALTAR4_FELIX19": "No debería fingir que no existes. Debería aceptarte y apreciar lo que me aportaste como artista.", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "¿Lo…? ¿Lo dices en serio?", - "FELIX_QUEST2_ALTAR4_FELIX21": "Así es. [pause]Además, hace un momento estuviste genial.", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]¡¡¡Creador!!![/shake]", - "FELIX_QUEST2_ALTAR4_FELIX23": "Bueno, bueno, [pause]cálmate un poco.", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "Quiero decir… [pause]Perdón por haber intentado matarte, [pause]\\\"Felix\\\".", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "Perdón por haber intentado matarte hace un momento, creador…", - "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, hay una cosa que necesito saber…", - "FELIX_QUEST2_ALTAR4_FELIX26": "¡Tranquila! Quedó en el pasado.", - "FELIX_QUEST2_ALTAR4_FELIX28": "¿Por qué eres [wave amp=30 freq=10]real[/wave]? No lo entiendo.", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "Pues… ¡No lo sé!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "Puede que una vez que creas algo, deja de pertenecerte. [pause]Las ideas cambian y evolucionan por su cuenta.", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "Pero si quieres saber mi [wave amp=30 freq=10]opinión[/wave], yo diría que…", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Tú[/wave] eres el artista, creador Felix. [pause]Eso deberías saberlo mejor que yo.", - "FELIX_QUEST2_ALTAR4_FELIX33": "Mmm… Está bien.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "¿Qué vas a hacer ahora?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "Bueno… No creo que pueda irme contigo y el creador a su humilde pueblo… [pause]No es el camino que me corresponde.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Ya cumpliste tu misión, ¿no?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "¡No, yo tengo que tomar las riendas de mi vida! [pause]Debo seguir el rumbo que me marque mi corazón de cristal.", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "¡Te deseo lo mejor!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "¡Te echaremos de menos!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "¿Tienes de verdad el corazón de cristal o es solo una forma de hablar?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "Toma, [pause]te hago entrega de mi poder. [pause]Espero que te recuerde los combates que libamos en el mismo bando.", - "FELIX_QUEST2_ALTAR4_FELIX36": "Pues parece que es aquí donde tomamos caminos distintos…", - "FELIX_QUEST2_ALTAR4_FELIX37": "¡Me alegra haberte conocido, Kuneko!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "Hasta siempre, [pause]creador Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "Y adiós a ti también, [pause]amigo menos parlanchín del creador Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "Y adiós a ti también, [pause]amiga menos parlanchina del creador Felix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "Y adiós a ti también, [pause]amigue menos parlanchine del creador Felix.", - "FELIX_QUEST2_ALTAR4_FELIX42": "Jo… [pause]Tiene que trabajar mucho el tema de las metáforas teatrales.", - "FELIX_QUEST2_ALTAR4_FELIX43": "En fin. Fue una experiencia muy interesante.", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "¡Que nuestros recuerdos ardan como los faros que iluminan los [shake rate=30 level=10]verdaderos caminos que nos llevan hacia delante[/shake]!", - "FELIX_QUEST2_ALTAR4_FELIX44": "Y no solo me refiero a cuando nos [wave amp=30 freq=10]unimos[/wave] para crear un monstruo enorme. Eso fue… No sé, diferente.", - "FELIX_CONVO1_FELIX5": "¿Acaso me volverá a salir si vuelvo a casa? Me lo pregunto.", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Por aquí lo llamamos \\\"fusión\\\".", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "Fue genial, ¿no?", - "FELIX_QUEST2_ALTAR4_FELIX45": "A decir verdad, me dejó un poco mareado, ¡pero la próxima vez creo que estaré listo!", - "FELIX_QUEST2_ALTAR4_FELIX46": "Vamos a mi casa y así nos ponemos al día. [pause]Además, se me ocurrió una idea para un boceto nuevo.", - "FELIX_QUEST2_EPILOGUE_FELIX2": "Quiero dibujar como nunca antes. [pause]Quiero crear personajes nuevos…", - "FELIX_QUEST2_EPILOGUE_FELIX1": "Creo que toda esta aventura avivó una llama en mi interior.", - "FELIX_QUEST2_EPILOGUE_FELIX3": "Quiero ganarme la vida con mi arte, como es debido, pero a mi manera.", - "FELIX_QUEST2_EPILOGUE_FELIX4": "Así que… [pause]creo que estoy listo para regresar a mi hogar.", - "FELIX_QUEST2_EPILOGUE_FELIX5": "Es lo que estás buscando, ¿no? [pause]Una forma de regresar.", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "¡Sí!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Entre otras cosas.", - "FELIX_QUEST2_EPILOGUE_FELIX6": "Una forma de salir de aquí…", - "FELIX_QUEST2_EPILOGUE_FELIX8": "Aunque también lo es que los dibujos de la infancia cobren vida, ¿verdad?", - "FELIX_QUEST2_EPILOGUE_FELIX7": "En el pueblo dicen que es imposible…", - "FELIX_QUEST2_EPILOGUE_FELIX9": "Si crees que existe un modo, te creo.", - "FELIX_QUEST2_EPILOGUE_FELIX10": "Puedes contar conmigo, sin reservas.", - "FELIX_QUEST2_EPILOGUE_FELIX11": "Ah, y otra cosa.", - "FELIX_QUEST2_EPILOGUE_FELIX12": "Este es el boceto que te dije que quería dibujar.", - "FELIX_CONVO1_FELIX1": "¿Te cuento una cosa un poco rara?", - "FELIX_CONVO1_FELIX2": "Antes tenía una cicatriz en la parte superior del brazo, justo aquí. De pequeño, me tropecé con una alambrada y me hice un corte horrible…", - "FELIX_CONVO1_FELIX3": "Pero ya no está ahí. [pause]Desde que llegué aquí, a Nueva Wirral.", - "FELIX_CONVO1_FELIX4": "No… [pause]No sé si tiene algún significado… [pause]Pero me pareció curioso.", - "FELIX_CONVO2_FELIX1": "Oye, ¿has probado alguna vez las tartaletas de mantequilla?", - "FELIX_CONVO2_FELIX2": "¡Tengo que hacerte unas! [pause]Estoy casi seguro de que puedo encontrar aquí todos los ingredientes…", - "FELIX_CONVO2_FELIX3": "Bueno, [pause]las pasas pueden ser un poco difíciles de conseguir. ¿Pero sabes qué? [pause]Mejor así.", - "FELIX_CONVO3_FELIX1": "No sé si te habías dado cuenta, [pause]pero muchos de los habitantes de Nueva Wirral no son forasteros, como tú y yo.", - "FELIX_CONVO3_FELIX2": "La generación de sus padres y sus abuelos la compone gente que de repente apareció aquí, [pause]claro, [pause]pero ellos no conocen nada que esté fuera de esta isla.", - "FELIX_CONVO3_FELIX3": "Me pregunto cómo se sentirán, [pause]rodeados de gente que se encuentra perdida en el único lugar que ellos han conocido, en su hogar… [pause]Y cómo será crecer con historias sobre mundos que jamás llegarán a visitar.", - "FELIX_CONVO3_FELIX4": "Puede que se sientan tan atrapados como tú y yo.", - "FELIX_CONVO4_FELIX2": "¿No es raro? [pause]Es decir, [pause]donde crecí no existían los monstruos.", - "FELIX_CONVO4_FELIX1": "La vida en esta isla me recuerda a la que llevaba en mi ciudad natal.", - "FELIX_CONVO4_FELIX3": "Sin embargo, ese sentimiento de querer seguir adelante y escapar, [pause]pero no poder…", - "FELIX_CONVO4_FELIX4": "Ojo, que me encanta pasar el rato contigo y con los demás, pero…", - "FELIX_CONVO4_FELIX5": "El mundo es muy grande. [pause]Hay muchos mundos diferentes, [pause]por lo visto. [pause]Quiero ver tanto como pueda de todo eso.", - "FELIX_CONVO5_FELIX2": "Tiene que ser raro que te digan que toda tu vida no es más que una creación de un artista ñoño.", - "FELIX_CONVO5_FELIX1": "Espero que a Kuneko le vaya bien.", - "FELIX_CONVO5_FELIX3": "¡Un momento! [pause]¿Y si [wave amp=30 freq=10]todos[/wave] fuimos creados por alguien, igual que ella?", - "FELIX_CONVO5_FELIX4": "Eh… [pause]No, le estoy dando demasiadas vueltas.", - "FELIX_CONVO6_FELIX1": "Antes de venir aquí, [pause]nunca me habría imaginado que en mi próxima relación fuera a pasar tanto tiempo junto a una fogata.", - "FELIX_CONVO7_FELIX6": "Es… [pause]bastante impresionante, si lo piensas bien.", - "FELIX_CONVO6_FELIX2": "De vez en cuando, la vida te sorprende con situaciones inesperadas, [pause]¿no?", - "FELIX_CONVO6_FELIX3": "Pero no me quejo. [pause]Me gusta acampar contigo.", - "FELIX_CONVO7_FELIX1": "Es posible que la vida en Villapuerto nos pueda enseñar unas cuantas lecciones.", - "FELIX_CONVO7_FELIX2": "Porque [pause]su vida nocturna no ofrece muchas alternativas, pero…", - "FELIX_CONVO7_FELIX3": "En el pueblo, todos se apoyan entre sí, así que nadie se queda abandonado a su suerte.", - "FELIX_CONVO7_FELIX4": "Hay comida suficiente para todos, pero no tanta como para que se acabe echando a perder.", - "FELIX_CONVO7_FELIX5": "Está aislado de la civilización humana, [pause]pero aun así sale a flote.", - "FELIX_CONVO8_FELIX1": "La verdad es que [pause]estar varado en una isla plagada de monstruos, lejos de mis amigos y de mi familia…", - "FELIX_CONVO8_FELIX2": "Debería parecerme una situación inimaginable… [pause]pero me estoy adaptando sin problema.", - "FELIX_CONVO9_FELIX1": "Con la nueva historia para zotro que estoy planeando… [pause]Creo que di en el clavo.", - "FELIX_CONVO8_FELIX3": "Incluso si el mundo llegara a su fin, encontraríamos la forma de seguir adelante, [pause]¿no crees?", - "FELIX_CONVO8_FELIX4": "Las personas son así de raras. [pause]Yo incluido.", - "FELIX_CONVO9_FELIX2": "No obstante, necesito asegurarme de que es la mejor historia que podría crear. A fin de cuentas, no sé si tendré una segunda oportunidad.", - "FELIX_CONVO13_FELIX2_OPTION2": "¡Eso espero!", - "FELIX_CONVO9_FELIX2_OPTION1": "¿A qué te refieres?", - "FELIX_CONVO9_FELIX3": "¡Quién sabe! [pause]Puede que pierda mi toque. [pause]Puede que acabe atrapado en otra isla. [pause]Puede que llegue el fin del mundo.", - "FELIX_CONVO9_FELIX2_OPTION2": "¿Por qué no ibas a tener una segunda oportunidad?", - "FELIX_CONVO9_FELIX4": "Siempre trato de afrontar el proyecto en el que estoy trabajando como si fuera el último. Como si pudiera ser mi legado perpetuo al mundo.", - "FELIX_CONVO9_FELIX5": "Al fin y al cabo, [wave amp=30 freq=10]nunca[/wave] se sabe.", - "FELIX_CONVO10_FELIX1": "Últimamente estoy en una muy buena racha de creatividad. ¡Y más feliz que una perdiz!", - "FELIX_CONVO19_FELIX2": "¿Dices que en tu mundo no existen los carretes para zotro? [pause]¿Y que en cambio existe una cosa que se llama \\\"cómic\\\", que piensas que tiene un estilo similar?", - "FELIX_CONVO10_FELIX1_OPTION1": "¡Y tan risueño como de costumbre!", - "FELIX_CONVO10_FELIX1_OPTION2": "¡Tú siempre estás de buen humor!", - "FELIX_CONVO10_FELIX2": "Mmm… ¿Tú crees?", - "FELIX_CONVO10_FELIX3": "Siempre [wave amp=30 freq=10]procuro[/wave] ver las cosas con perspectiva.", - "FELIX_CONVO10_FELIX5": "Sin embargo, el rencor como motivación no dura mucho tiempo. [pause]Yo mismo trato de adoptar una actitud más positiva ante la vida.", - "FELIX_CONVO10_FELIX4": "Cuando dejé mi trabajo, estaba que echaba chispas. Es fácil amargarse por una mala experiencia como esa.", - "FELIX_CONVO10_FELIX6": "Aparte, esta isla es demasiado absurda como para tomársela en serio. ¿Qué sentido tendría dejar que te deprima?", - "FELIX_CONVO11_FELIX2": "¿Podré llevarme conmigo todos mis bocetos? ¿Podrán también viajar por el portal? ¡Cruzo los dedos!", - "FELIX_CONVO11_FELIX1": "Si ese gran portal puede de verdad sacarnos de Nueva Wirral, tal vez debería considerar hacer las maletas.", - "FELIX_CONVO12_FELIX1": "Ese gran combate que tuvimos encima del tren fue una genialidad, ¿no?", - "FELIX_CONVO12_FELIX2": "Estoy intentando analizar poco a poco todos los datos que conocemos sobre los \\\"arcángeles\\\".", - "FELIX_CONVO12_FELIX3": "El de la cabeza triangular, Álef, dijo una cosa que me pareció un dato [wave amp=30 freq=10]crucial[/wave].", - "FELIX_CONVO12_FELIX4": "Dijo que los humanos, mediante nuestros pensamientos recurrentes, hacemos que se \\\"manifiesten\\\", y que entonces ellos viajan a nuestros mundos para encarnar nuestras fantasías.", - "FELIX_CONVO12_FELIX5": "¿Crees que es cierto? ¿Crees que Álef [wave amp=30 freq=10]visitó[/wave] nuestro mundo en un pasado remoto? Ni siquiera pertenecemos [wave amp=30 freq=10]al mismo[/wave] mundo, así que ¿cómo funciona eso exactamente?", - "FELIX_CONVO12_FELIX6": "¿Acaso el verdadero papel de la humanidad consiste en concebir ideas e imaginar cosas para que se hagan [wave amp=30 freq=10]realidad[/wave] en otros mundos? ¿O le estaré dando demasiadas vueltas?", - "FELIX_CONVO12_FELIX7": "Si lo piensas, hace que te salga humo de la cabeza, ¿verdad?", - "FELIX_CONVO12_FELIX8": "Bueno, es que me pareció de suma importancia entender más o menos el asunto.", - "FELIX_CONVO12_FELIX7_OPTION1": "¡No sabía que eras detective!", - "FELIX_CONVO12_FELIX7_OPTION2": "¡Ni me había dado cuenta de que te estuvieras fijando tanto!", - "FELIX_CONVO13_FELIX1.m": "¡Oye, felicidades por tu ascenso a guarda de élite, {player}!", - "FELIX_CONVO13_FELIX1.n": "¡Oye, felicidades por tu ascenso a guarda de élite, {player}!", - "FELIX_CONVO12_FELIX9": "¡Uno nunca sabe si puede acabar necesitando todos esos conceptos para una historia!", - "FELIX_CONVO13_FELIX2": "Ahora vas a tener que echarle más horas que un reloj. ¡Espero que puedas sacar algo de tiempo para el ocio!", - "FELIX_CONVO13_FELIX1.f": "¡Oye, felicidades por tu ascenso a guarda de élite, {player}!", - "FELIX_CONVO13_FELIX2_OPTION1": "¡Por supuesto!", - "FELIX_CONVO13_FELIX3": "Je. Eso espero.", - "FELIX_CONVO14_FELIX1_OPTION1": "Ah, ¿sí?", - "FELIX_CONVO14_FELIX1": "Ah, [pause]me dijo un pajarito lo que les pasó a ti y a Kayleigh con los sectarios esos tan raros.", - "FELIX_CONVO14_FELIX1_OPTION2": "Ah, sí. Ese asunto…", - "FELIX_CONVO14_FELIX2": "Tenían con un jefe carismático que quería tomar el poder de un arcángel o algo parecido, ¿no?", - "FELIX_CONVO14_FELIX2_OPTION1": "Se podría decir que sí.", - "FELIX_CONVO14_FELIX2_OPTION2": "En pocas palabras, sí, era eso.", - "FELIX_CONVO14_FELIX3": "Espero que estén todos bien. No debe de ser nada fácil pasar por algo así, [wave amp=30 freq=10]y menos[/wave] en Nueva Wirral.", - "FELIX_CONVO15_FELIX1": "¿Tú crees que los monstruos de por aquí le temen al fuego? Parece que nunca nos atacan cuando acampamos.", - "FELIX_CONVO15_FELIX2": "O tal vez…", - "FELIX_CONVO15_FELIX3": "¡Tal vez los monstruos consideren que atacar a los humanos mientras descansan es de mala educación!", - "FELIX_CONVO16_FELIX2": "Nació y creció en esta isla y nunca ha conocido otro lugar. Sus padres se conocieron después de haber acabado aquí.", - "FELIX_CONVO16_FELIX1": "Hace poco, alguien de los guardas de élite me preguntó cómo era mi vida antes de \\\"aterrizar aquí\\\".", - "FELIX_CONVO16_FELIX3": "Quería que le contara cosas sobre trenes, centros comerciales, equipos deportivos…", - "FELIX_CONVO16_FELIX4": "Un montón de nociones tan básicas que supongo que nunca había pensado que la gente que creció aquí pudiera no conocerlas.", - "FELIX_CONVO17_FELIX1": "A la intemperie y calentándonos en torno a una fogata… ¡Me recuerda a estar en un campamento de verano!", - "FELIX_CONVO16_FELIX5": "Supongo que la vida aquí resulta muy simple, pero al menos la gente puede seguir creciendo feliz.", - "FELIX_CONVO17_FELIX2": "O me lo recordaría si hubiera ido alguna vez a uno. [pause]Y no es el caso.", - "FELIX_CONVO19_FELIX2_OPTION1": "¡Sí!", - "FELIX_CONVO18_FELIX1": "Oye, ¡déjame que te dibuje algún día! Dibujar a partir de un modelo es una técnica esencial que todo artista debe dominar.", - "FELIX_CONVO17_FELIX3": "Pero se parece mucho a como me [wave amp=30 freq=10]imaginaba[/wave] de pequeño que sería un campamento de verano… Así que me alegra estar aquí.", - "FELIX_CONVO18_FELIX2": "La anatomía humana es muy difícil de plasmar.", - "FELIX_CONVO18_FELIX3": "Sobre todo las manos. Todavía me cuesta dibujar manos.", - "FELIX_CONVO19_FELIX1": "A ver si entendí bien…", - "FELIX_CONVO19_FELIX3": "¿Pero esos \\\"cómics\\\" suyos no se [wave amp=30 freq=10]mueven[/wave] ni un milímetro? ¿Están impresos en papel y se limitan a [wave amp=30 freq=10]mirarlos[/wave]?", - "FELIX_CONVO19_FELIX2_OPTION2": "Eso es más o menos lo que dije, sí.", - "FELIX_CONVO19_FELIX4": "¡Me suena rarísimo, pero si tú lo dices, será verdad!", - "FELIX_CONVO20_FELIX1": "A lo mejor debería empezar a apuntar en mi cuaderno más detalles sobre los monstruos de la isla.", - "FELIX_SOCIAL1_FELIX2": "Lo de que esa aventura había avivado una llama en mi interior, ¿te acuerdas?", - "FELIX_CONVO20_FELIX2": "A lo mejor, si logro volver a casa, podré usar mis notas para demostrar que sí estuve en una isla plagada de monstruos.", - "FELIX_CONVO20_FELIX3": "Aunque intuyo que las posibilidades de que alguien me [wave amp=30 freq=10]crea[/wave] son más bien pocas.", - "FELIX_SOCIAL1_FELIX1": "Oye, lo que dije tras despedirnos de Kuneko…", - "FELIX_SOCIAL1_FELIX2_OPTION1": "¡Claro!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "Mmm… ¿Eso creo?", - "FELIX_SOCIAL1_FELIX3": "Tenía una especie de bloqueo creativo antes de… En fin, de caer aquí.", - "FELIX_SOCIAL1_FELIX5": "No estaba al mando, [pause]pero [pause]eran como mis hijos, [pause]¿lo entiendes? [pause]Nunca habrían existido de no ser por mi sangre, sudor y lágrimas.", - "FELIX_SOCIAL1_FELIX4": "Trabajé durante mucho tiempo para una empresa haciendo historias para zotro. [pause]Dibujaba, escribía… Hacía todo.", - "FELIX_SOCIAL1_FELIX6": "Esperé durante mucho tiempo el día en que mis superiores reconocieran mi esfuerzo, pero nunca llegó.", - "FELIX_SOCIAL1_FELIX7": "Es más, me cambiaron de puesto y me apartaron de los relatos y de los personajes en los que tanto había trabajado.", - "FELIX_SOCIAL1_FELIX8": "Por no mencionar que nunca estuvieron dispuestos a pagarme como merecía.", - "FELIX_SOCIAL1_FELIX9": "Así que… terminé por dejarlo e intenté trabajar por mi cuenta.", - "FELIX_SOCIAL1_FELIX9_OPTION1": "¡Bien hecho!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "¡Ellos se lo pierden!", - "FELIX_SOCIAL1_FELIX10": "Je. Gracias. En serio.", - "FELIX_SOCIAL1_FELIX11": "Ese trabajo me dejó tan mal sabor de boca que no era capaz de cambiar el chip para volver a crear arte.", - "FELIX_SOCIAL2_FELIX3C": "Ya somos dos.", - "FELIX_SOCIAL1_FELIX12": "Y por eso siento que tengo un motivo para haber acabado en Nueva Wirral.", - "FELIX_SOCIAL1_FELIX13": "Gracias por escucharme, {player}.", - "FELIX_SOCIAL1_FELIX14": "Me resulta más sencillo hablarte del tema después de habernos fusionado para formar un supermonstruo.", - "FELIX_SOCIAL1_FELIX14_OPTION1": "Es verdad, hicimos eso. ¡Qué locura!", - "FELIX_SOCIAL1_FELIX15": "Je.", - "FELIX_SOCIAL1_FELIX14_OPTION2": "¡Supongo que una experiencia así une a cualquiera!", - "FELIX_SOCIAL1_FELIX17": "Así que, ¿de vuelta al trabajo?", - "FELIX_SOCIAL1_FELIX16": "De todas formas, no puedo regresar hasta que demos con tu portal de salida.", - "FELIX_SOCIAL2_FELIX1_OPTION1": "¿A qué te refieres?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "¿En qué sentido?", - "FELIX_SOCIAL2_FELIX2": "Por ejemplo, las cintas que graban monstruos… ¿Cómo crees que funcionan exactamente?", - "FELIX_SOCIAL2_FELIX1": "¿Crees que los distintos mundos pueden seguir distintas… [pause]lógicas?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "Los walkmans son inventos científicos avanzados.", - "FELIX_SOCIAL2_FELIX2_OPTION2": "Los walkmans están hechizados con magia.", - "FELIX_SOCIAL2_FELIX2_OPTION3": "¡No tengo ni idea!", - "FELIX_SOCIAL2_FELIX3A": "Lo he pensado… [pause]Y por eso le pedí a Meredith que inspeccionara el interior de uno. [pause]Por lo visto, parecen totalmente normales.", - "FELIX_SOCIAL2_FELIX4": "Que yo sepa, estos walkmans no son más que los walkmans normales y corrientes de toda la vida. Mi viejo tenía uno parecido.", - "FELIX_SOCIAL2_FELIX3B": "¿Existe la magia en este sitio? [pause]Yo no veo magos volando de aquí para allá tirándose hechizos unos a otros.", - "FELIX_SOCIAL4_FELIX5.n": "Este personaje es le Forastere, [pause]une caballere que viajó desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", - "FELIX_SOCIAL2_FELIX5": "Según me contaron, los guardas encontraron un montón en el centro comercial abandonado hace unos cuantos años y así es como se abastece la isla.", - "FELIX_SOCIAL2_FELIX6": "Por eso te preguntaba si crees que cada mundo puede seguir su propia lógica.", - "FELIX_SOCIAL2_FELIX8": "¡Qué buen concepto! Me lo apunto para mi historia…", - "FELIX_SOCIAL2_FELIX7": "Puede que los objetos normales de nuestros mundos se rijan por \\\"reglas\\\" distintas en este.", - "FELIX_SOCIAL2_FELIX8_OPTION1": "¿Tu historia?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "¿A qué te refieres?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "¿Estás escribiendo una nueva?", - "FELIX_SOCIAL2_FELIX9": "Por ahora no es nada del otro mundo… Solo estoy jugando con un par de ideas.", - "FELIX_SOCIAL2_FELIX11": "Tal vez deberíamos seguir con nuestra aventura. Así, seguro que se me ocurren algunas ideas.", - "FELIX_SOCIAL2_FELIX10": "Si se convierte en algo importante, te lo diré sin falta.", - "FELIX_SOCIAL3_FELIX1": "No he dejado de pensar en lo que dijo Kuneko.", - "FELIX_SOCIAL3_FELIX3": "Todos los monstruos de Nueva Wirral me han estado rondado la mente por un motivo que no había sido capaz de explicar bien hasta ahora.", - "FELIX_SOCIAL3_FELIX2": "Lo de que las ideas evolucionan por sí solas. Me hizo reflexionar…", - "FELIX_SOCIAL3_FELIX3_OPTION1": "¿Qué les pasa?", - "FELIX_SOCIAL3_FELIX6": "Si ese proceso funciona así de verdad, entonces tal vez no sea una ciencia exacta. [pause]Tal vez sea caótico e imprevisible.", - "FELIX_SOCIAL3_FELIX4": "Esos monstruos tienen conos de tráfico en la espalda, cubos de basura por cuerpo y televisores por cabeza…", - "FELIX_SOCIAL3_FELIX5": "¿Y si nuestras ideas y mitos pudieran difundirse hasta el punto de materializarse en forma de seres en otros mundos, como en este?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "Me suena a película.", - "FELIX_SOCIAL3_FELIX5_OPTION2": "¡Podría ser!", - "FELIX_SOCIAL3_FELIX7": "Tal vez las ideas y los conceptos se combinen para lograr resultados inesperados. O tal vez no tienen por qué ser nociones tan extendidas para que tomen forma.", - "FELIX_SOCIAL3_FELIX9": "Tal vez esté empezando a entender mejor cómo funciona este mundo.", - "FELIX_SOCIAL3_FELIX8": "Tal vez solo se necesita un boceto a lápiz que dibujó un niño tonto de Canadá.", - "FELIX_SOCIAL3_FELIX10": "Genial. [pause]¿Nos ponemos en marcha?", - "FELIX_SOCIAL4_FELIX1": "Oye, {player}…", - "FELIX_SOCIAL4_FELIX12.f": "No puedo imponerles un final. Las decisiones que tome la Forastera son cosa suya.", - "FELIX_SOCIAL4_FELIX2": "Quiero enseñarte una cosa. ¿Te apetece venir a mi casa un rato?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "¡Por supuesto!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "Ahora no.", - "FELIX_SOCIAL4_FELIX_NO": "Como quieras. Otra vez será, supongo.", - "FELIX_SOCIAL4_FELIX3": "¡Espero que te guste!", - "FELIX_SOCIAL4_FELIX4.m": "¿Estás listo para esto?", - "FELIX_SOCIAL4_FELIX5.m": "Este personaje es el Forastero, [pause]un caballero que viajó desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", - "FELIX_SOCIAL4_FELIX4.n": "¿Estás liste para esto?", - "FELIX_SOCIAL4_FELIX4.f": "¿Estás lista para esto?", - "FELIX_SOCIAL4_FELIX6.m": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió al Forastero a una batalla y venció.", - "FELIX_SOCIAL4_FELIX5.f": "Este personaje es la Forastera, [pause]una caballera que viajó desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", - "FELIX_SOCIAL4_FELIX7.f": "Así, la Forastera deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutada. De lo contrario, el Espadachín traerá la ruina a su tierra.", - "FELIX_SOCIAL4_FELIX7.m": "Así, el Forastero deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutado. De lo contrario, el Espadachín traerá la ruina a su tierra.", - "FELIX_SOCIAL4_FELIX6.f": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió a la Forastera a una batalla y venció.", - "FELIX_SOCIAL4_FELIX6.n": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió a le Forastere a una batalla y venció.", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "¡Pobre Forastero!", - "FELIX_SOCIAL4_FELIX7.n": "Así, le Forastere deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutade. De lo contrario, el Espadachín traerá la ruina a su tierra.", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "¡Pobre Forastera!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "¿Y no puede hacer nada para evitarlo?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "¡Pobre Forastere!", - "FELIX_SOCIAL4_FELIX8.m": "El Forastero se muestra taciturno, pero es ingenioso y decidido. No creo que el Forastero pretenda resignarse a su suerte tan fácilmente.", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "¿Y no puede hacer nada para evitarlo?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "¿Y no puede hacer nada para evitarlo?", - "FELIX_SOCIAL4_FELIX8.f": "La Forastera se muestra taciturna, pero es ingeniosa y decidida. No creo que la Forastera pretenda resignarse a su suerte tan fácilmente.", - "FELIX_SOCIAL4_FELIX8.n": "Le Forastere se muestra taciturne pero es ingeniose y decidide. No creo que le Forastere pretenda resignarse a su suerte tan fácilmente.", - "FELIX_SOCIAL4_FELIX9": "Es una adaptación libre de [i]Sir Gawain y el Caballero Verde[/i], una obra medieval sobre un caballero de la corte del Rey Arturo que emprende una travesía parecida.", - "FELIX_SOCIAL4_FELIX10": "Por ahora no sé cómo acabará mi versión. [pause]Tendré que ver a dónde me conduce la historia.", - "FELIX_SOCIAL4_FELIX11": "Bueno, yo creo los personajes, pero [wave amp=30 freq=10]ellos[/wave] deciden el rumbo de la historia.", - "FELIX_SOCIAL4_FELIX10_OPTION1": "¿Cómo que a dónde te conduce la historia?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "¿No eres tú quien escribe la historia?", - "FELIX_SOCIAL4_FELIX12.m": "No puedo imponerles un final. Las decisiones que tome el Forastero son cosa suya.", - "FELIX_SOCIAL4_FELIX13": "Y tuya, por supuesto. A fin de cuentas, eres mi inspiración.", - "FELIX_SOCIAL4_FELIX12.n": "No puedo imponerles un final. Las decisiones que tome le Forastere son cosa suya.", - "FELIX_SOCIAL4_FELIX13_OPTION1": "¡¿Qué?!", - "FELIX_SOCIAL4_FELIX15.f": "¿La heroína itinerante que viene de muy lejos, decidida a enfrentarse a un destino irremediable?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "¿En qué sentido?", - "FELIX_SOCIAL4_FELIX14": "Venga ya…", - "FELIX_SOCIAL4_FELIX15.n": "¿Le heroíne itinerante que viene de muy lejos, decidide a enfrentarse a un destino irremediable?", - "FELIX_SOCIAL4_FELIX15.m": "¿El héroe itinerante que viene de muy lejos, decidido a enfrentarse a un destino irremediable?", - "FELIX_SOCIAL4_FELIX16": "Son como dos gotas de agua, {player}.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Hago lo que puedo. ¿Qué te pareció?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "Eres un buen amigo, Felix.", - "FELIX_SOCIAL4_FELIX16_OPTION2": "Eres un romántico empedernido, Felix.", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "Je, [pause]¡para eso estamos!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "Tengo infinidad de bocetos y diseños de personajes en mente para la historia. [pause]¿Te los enseño?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Eres una gran guerrera con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buena colega la aventurera. Faltaría más.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Eres une gran guerrere con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buene colega le aventurere. Faltaría más.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Eres un gran guerrero con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buen colega el aventurero. Faltaría más.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Habría sido mucho más fácil invitarme a una cita.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Yo te considero un amigo…", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Lo de la historia para zotro no era una artimaña para que pasaras tiempo conmigo.", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "De hecho, voy a [wave amp=30 freq=10]continuarla[/wave].", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Pero, oye, no me culpes por darlo todo. [pause]Me gusta esforzarme por lo que me importa.", - "FELIX_ROMANCE_FELIX1_OPTION2": "Eh… ¡No, no es nada!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "Qué lindo de tu parte.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Qué tonto eres.", - "FELIX_ROMANCE_FELIX1.m": "¡Estás más callado que de costumbre, {player}! ¿Te preocupa algo?", - "FELIX_ROMANCE_FELIX1.f": "¡Estás más callada que de costumbre, {player}! ¿Te preocupa algo?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Como ya dije, hago lo que puedo.", - "FELIX_ROMANCE_FELIX_NO": "Perdona. Debería darme cuenta cuando alguien quiere estar en soledad.", - "FELIX_ROMANCE_FELIX2": "Eh…", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "FELIX_ROMANCE_FELIX1.n": "¡Estás más callade que de costumbre, {player}! ¿Te preocupa algo?", - "FELIX_ROMANCE_FELIX13": "Pero incluso si tarde o temprano tenemos que despedirnos…", - "FELIX_ROMANCE_FELIX5": "Nadie se me había declarado nunca. [pause]Esto es… poco ortodoxo.", - "FELIX_ROMANCE_FELIX3": "He estado en un par de relaciones antes, [pause]pero a decir verdad…", - "FELIX_ROMANCE_FELIX4": "Por lo general, soy yo quien da los grandes pasos.", - "FELIX_ROMANCE_FELIX6": "Ah, se me olvidaba…", - "FELIX_ROMANCE_FELIX7": "¡Que no te he contestado!", - "FELIX_ROMANCE_FELIX8": "Es un \\\"sí\\\", [pause]por supuesto.", - "FELIX_ROMANCE_FELIX9.f": "Un día, una chica misteriosa llega a mi vida, [pause]pelea junto a mí, [pause]literalmente [wave amp=30 freq=10]se fusiona[/wave] conmigo en pleno combate, [pause]¿y aparte es guapa?", - "FELIX_ROMANCE_FELIX9.m": "Un día, un chico misterioso llega a mi vida, [pause]pelea junto a mí, [pause]literalmente [wave amp=30 freq=10]se fusiona[/wave] conmigo en pleno combate, [pause]¿y aparte es guapo?", - "FELIX_ROMANCE_FELIX9.n": "Un día, una persona misteriosa llega a mi vida, [pause]pelea junto a mí, [pause]literalmente [wave amp=30 freq=10]se fusiona[/wave] conmigo en pleno combate, [pause]¿y aparte es guape?", - "FELIX_ROMANCE_FELIX11": "Lo más probable es que, aunque encontremos una forma de volver, [pause]no pertenezcamos al mismo mundo.", - "FELIX_ROMANCE_FELIX10": "Hay que ser tonto de remate para decir que no.", - "FELIX_ROMANCE_FELIX12": "Tú nunca has oído hablar de los \\\"zotros\\\" [pause]y yo nunca he oído hablar de los \\\"cómics\\\".", - "VIOLA_UNKNOWN_NAME": "Mujer misteriosa", - "FELIX_ROMANCE_FELIX14": "Quiero vivir esta historia contigo. [pause]Mientras dure.", - "VIOLA_INTRO1_MEREDITH1": "Vaya, qué original. Siempre tiene que haber algo que intenta matarnos, ¿eh?", - "VIOLA_QUEST2_PART1_VIOLA6": "Si no es pedirte demasiado, [pause]¿podrías mostrarme el lugar donde lo viste?", - "VIOLA_INTRO1_EUGENE1": "Cuantos más rivales, mejor será el entrenamiento, [pause]te lo digo yo.", - "VIOLA_INTRO1_KAYLEIGH1": "No puedo evitar que esta situación me preocupe un poco…", - "VIOLA_INTRO1_VIOLA3": "Anda. [pause]¡Vamos a igualar a estas bestias en número!", - "VIOLA_INTRO1_VIOLA2": "Esta tierra no es clemente con nadie, forsteros.", - "VIOLA_INTRO1_FELIX1": "Vaya. Conque era una trampa.", - "VIOLA_INTRO1_VIOLA4": "…", - "VIOLA_INTRO1_VIOLA5": "Harían bien en retirarse antes de que regresen esos desalmados…", - "VIOLA_INTRO1_VIOLA6": "No hay razón alguna para que permanezcan en un lugar como este.", - "VIOLA_INTRO1_KAYLEIGH7": "Al menos déjanos darte las gracias. ¿Quién eres?", - "VIOLA_INTRO1_MEREDITH7": "Qué linda gorra. ¿Tú quién eres, por cierto?", - "VIOLA_INTRO1_EUGENE7": "¡Vamos, [pause]somos colegas de batalla! [pause]Al menos dinos tu nombre.", - "VIOLA_INTRO1_FELIX7": "Fue un combate bastante tenso. [pause]¿Nos puedes decir tu nombre al menos?", - "VIOLA_INTRO1_VIOLA8": "Soy Viola de Mesalina.", - "VIOLA_INTRO1_VIOLA9": "Yo no me considera una guerrera, pero parece que esta tierra me asignó ese papel.", - "VIOLA_INTRO1_VIOLA10": "No pretendo hacerlos partícipes de mis pesares.", - "VIOLA_INTRO1_VIOLA10_OPTION1": "¿Qué pesares?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "¿Dónde podría estar tu hermano?", - "VIOLA_INTRO1_VIOLA11": "…", - "VIOLA_INTRO1_VIOLA10_OPTION2": "¿Tienes una misión, o algo así?", - "VIOLA_INTRO1_VIOLA12": "Mi hermano y yo fuimos arrojados a la mar.", - "VIOLA_INTRO1_VIOLA13": "Si yo no me ahogué, puede que él también haya acabado recalando en estas costas…", - "VIOLA_INTRO1_VIOLA14": "Llevo varias semanas de búsqueda. Un alma caritativa me obsequió con este peculiar artilugio para que pudiera protegerme.", - "VIOLA_INTRO1_VIOLA15": "Si llegan a saber algo de mi hermano Sebastián, mi refugio se encuentra al este de aquí.", - "VIOLA_INTRO1_VIOLA16": "Que tengan buena ventura.", - "VIOLA_INTRO2_VIOLA1": "Nos encontramos de nuevo. ¿Qué tal te han tratado estas tierras?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "¿Por qué viajas sola?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "¿Por qué hablas así?", - "VIOLA_QUEST1_PART1_MEREDITH2": "Mmm… No sé muy bien qué pasó. Debemos decírselo a Viola, supongo.", - "VIOLA_INTRO2_VIOLA1_OPTION4": "¡Adiós!", - "VIOLA_INTRO2_VIOLA2": "Lo ignoro.", - "VIOLA_INTRO2_VIOLA3": "No anda corto de ingenio. Si ha recalado en este lugar, confío en que también me habrá de estar buscando.", - "VIOLA_INTRO2_VIOLA4": "Carezco de conocimientos sobre este lugar y sus costumbres.", - "VIOLA_INTRO2_VIOLA5": "Sus gentes me resultan extrañas. En aras de mi bienestar, he emprendido sola este periplo.", - "VIOLA_INTRO2_VIOLA7": "En vista de lo cual, quizá me halle más lejos de mi tierra de lo en un primer momento había imaginado.", - "VIOLA_INTRO2_VIOLA6": "Según mi punto de vista, [pause]eres tú quien habla de un modo por demás curioso.", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DÍGANLE A MI HERMANA… QUE ES AQUÍ DONDE SE REENCONTRARÁ CONMIGO…[/wave]", - "VIOLA_INTRO2_VIOLA8": "Propicio sea tu camino.", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "¿Ese era el hermano de Viola? Deberíamos contárselo…", - "VIOLA_QUEST1_PART1_EUGENE2": "Qué raro fue eso, ¿no? Anda, vamos a contárselo a Viola.", - "VIOLA_QUEST2_PART1_VIOLA1": "¿Es posible? ¿Dices que mi hermano se te apareció?", - "VIOLA_QUEST1_PART1_FELIX2": "Esta historia se está poniendo más y más rara. Va, vamos a decirle a Viola que vimos a su hermano.", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "¡Por supuesto!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Ahora no.", - "VIOLA_QUEST2_PART1_VIOLA2": "¡Cuéntame cuanto sepas, por caridad!", - "VIOLA_QUEST2_PART1_VIOLA3": "Comprendo…", - "VIOLA_QUEST2_PART1_VIOLA4": "Puede que mi hermano siga entre los vivos, [pause]o tal vez tan solo perviva su alma…", - "VIOLA_QUEST2_PART1_VIOLA5": "Es preciso cerciorarme de ello… {player}…", - "VIOLA_QUEST2_PART1_VIOLA8": "Nada debes temer, [pause]pues escaso será para ti el peligro mientras yo esté junto a ti y aún respire.", - "VIOLA_QUEST2_PART1_VIOLA7": "Partamos pues sin demora.", - "VIOLA_QUEST2_PART1_VIOLA_NO": "Comprendo. Permaneceré aquí, por ahora.", - "VIOLA_QUEST3_PART1_VIOLA1": "¿Es este el lugar en cuestión?", - "VIOLA_QUEST3_PART1_VIOLA2": "Hermano mío, [pause]si estás presente… [pause]Manifiéstate.", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "La quietud de este lugar me resulta perturbadora… ¿No te pasa lo mismo?", - "VIOLA_QUEST3_PART1_VIOLA3": "Hay que registrar el lugar y acabar con la incertidumbre.", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Triste es el destino de mi querido hermano si se halla en un lugar como este…", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "He esperado muchas lunas para poder conocerte, [wave amp=30 freq=10]Viola de Mesalina[/wave].", - "VIOLA_QUEST3_PART2_VIOLA1": "¡¿Hermano?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "¿No? [pause]¡Pero si los festejos de esta noche ni siquiera han comenzado!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "Tengo maravillas por compartir contigo.", - "VIOLA_QUEST3_PART2_VIOLA4": "¿Qué…? [pause]Tu apariencia no me engaña, espíritu. [pause]No seré una pieza de tu juego macabro.", - "VIOLA_QUEST3_PART2_VIOLA7": "…", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "VEN, VIOLA DE MESALINA.\\n\\nAQUÍ ENCONTRARÁS A TU FAMILIA,\\n\\nPUES YO SOY EL GUARDIÁN DE TU HERMANO.", - "VIOLA_QUEST3_PART2_VIOLA8": "Poca fe albergo en las palabras de ese espíritu. [pause]Mas si conoce a Sebastián, [pause]así como mi nombre…", - "VIOLA_QUEST3_PART2_VIOLA9": "Quizá esté diciendo la verdad.", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Este navío debió de ser un espectáculo para la vista…", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "El espíritu que me habló… Sus intenciones son algo en lo que no oso pensar siquiera.", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "¡El agua retrocedió! [pause]¡Vamos, el tiempo apremia!", - "VIOLA_QUEST4_PART1_ROBIN1": "¿ME CONCEDES UN BAILE, PRIMA?", - "VIOLA_QUEST4_PART2_VIOLA1": "Esta debe ser la guarida del espíritu que me separa de mi hermano.", - "VIOLA_QUEST4_PART1_VIOLA1": "No. [pause]No eres sangre de mi sangre, espíritu.", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Yo creo que no es un espíritu…", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Creo que se trata de un arcángel…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "DEBO ROGARLES SILENCIO A PARTIR DE AHORA.", - "VIOLA_QUEST4_PART2_VIOLA2": "Poco importa si es espíritu, hada o demonio el que busca mi conversación…", - "VIOLA_QUEST4_PART2_VIOLA3": "¡No debo titubear!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "PUES EL MUNDO ES UN ESCENARIO…\\n\\nY EL ESPECTÁCULO ESTÁ A PUNTO DE COMENZAR.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "Me esperaba algo más.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "¿Qué \\\"espectáculo\\\"? ¿Quién [wave amp=30 freq=10]diantres[/wave] eres?", - "VIOLA_QUEST4_FUSE_VIOLA3": "¡No es este el día en que hemos de fenecer!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "NO SOY MÁS QUE UN ALEGRE VAGABUNDO DE LA NOCHE…\\n\\nME LLAMAN APARICIÓN, O PUCK…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "Y TÚ Y YO, VIOLA DE MESALINA, VIVIMOS UNA HISTORIA PARECIDA.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "¡SOY ROBIN GOODFELLOW!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "DÉJAME VER…\\n\\nPÁGINA 645, \\\"NOCHE DE REYES\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "ENCONTRÉ ESTE LIBRO ENTRE LOS DESPOJOS DE LA NAVE.\\n\\nUNA LECTURA CURIOSA, ¿SABES?", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "LA COMEDIA DE VIOLA DE MESALINA, QUE NAUFRAGA EN TIERRA DESCONOCIDA.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "No lo comprendo…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, SÍ, ESTA ES LA MÍA.\\n\\nPÁGINA 365, \\\"SUEÑO DE UNA NOCHE DE VERANO\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "ENCONTRARÁS A TU HERMANO CUANDO TU RELATO LO REQUIERA.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UN CUENTO DE HADAS SOBRE EL REY OBERÓN, LA REINA TITANIA Y EL BROMISTA ROBIN GOODFELLOW.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MI QUERIDA VIOLA… ¿TÚ Y YO?\\n\\nSOMOS MERAS INVENCIONES DE UN DRAMATURGO MORTAL. UN TAL SEÑOR WILLIAM SHAKESPEARE, PARA SER MÁS EXACTOS.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "NUESTRA HISTORIA NO NOS PERTENECE.\\n\\nSEBASTIÁN NO ESTÁ AQUÍ. JAMÁS ESTARÁ AQUÍ.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "¿Dice la verdad este tal \\\"Robin Goodfellow\\\", [pause]{player}?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", - "VIOLA_CONVO13_VIOLA2.f": "Lo lamento, [pause]amiga mía, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]¡Me rebelo contra ella![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "Es verdad.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Esas historias que lee… [pause]¿Son famosas en tu mundo?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Lo siento.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Lo siento.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Gracias.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Lo siento.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "SABES QUE DIGO LA VERDAD.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Creo que tu \\\"verdad\\\" no cambia nada.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Creo…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "DEJA QUE LA VERDAD SE APODERE DE TI. DEJA QUE TE INUNDE POR COMPLETO HASTA QUE NO PUEDAS NI RESPIRAR.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Puede ser que en la tierra de {player}, [pause]yo no sea sino una simple historia.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "¡Ese futuro que se escribió para mí no es más que un montón de [shake rate=30 level=10]palabras impresas en papel[/shake]!", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Mas ¿quién te dice que {player} no es un cuento en la mía?", - "VIOLA_QUEST4_FUSE_VIOLA2": "Puede que la inexorable mano del destino nos empuje hacia el abismo, [pause]mas…", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "¡JA, JA, JA!\\n\\n¡QUÉ INESPERADO!", - "VIOLA_QUEST4_FUSE_VIOLA4": "¡[shake rate=30 level=10]Nuestra historia no termina aquí[/shake]!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "¡ESTA OBRA ES AÚN MEJOR DE LO QUE IMAGINABA!\\n\\n¡ADELANTE, VAMOS A DISFRUTAR DEL ÚLTIMO ACTO!", - "VIOLA_QUEST4_FUSE_VIOLA1": "{player}…", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Me refiero a nuestro [wave amp=30 freq=10]instante de unión[/wave] durante el combate que libramos. Al convertirnos en un solo cuerpo, sentí que se entrelazaban de igual manera [wave amp=30 freq=10]tu destino y el mío[/wave].", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "SE DIRÍA QUE LO QUE LO AGUARDA NO ES PRECISAMENTE UN FINAL FELIZ. ¿NO ES ASÍ SEÑOR GOODFELLOW?", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "PERMÍTAME QUE LE ECHE UNA MANO. TENGO UN NUEVO PAPEL PARA USTED.", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Sería sensato regresar a nuestro refugio…", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Te agradezco que me hayas acompañado en este trago amargo, [pause]{player}.", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "A fe mía que Robin Goodfellow estaba errado.", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Aun cuando en otros mundos mi vida no sea más que una historia…", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Descubriré el final de mi historia por mí misma.", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Eso carece de importancia. Habré de ser yo quien escriba mi futuro.", - "VIOLA_CONVO2_VIOLA2": "No obstante, soy consciente de muchos pobres infelices llevan aquí atrapados mucho más tiempo que yo.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Mas desde el momento en que aunamos nuestros corazones durante el combate, [pause]tú también has pasado a formar parte de mi historia.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "¿Cómo que \\\"aunamos nuestros corazones\\\"?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "¿A qué te refieres?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Quizá sea el descubrimiento de ese portal lo que me permita reencontrarme con mi hermano.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "¿Dices que sabes de un portal para abandonar la isla?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Si bien ya nos hemos separado, siento que los hilos del destino no se han de desenredar tan fácilmente.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "¡Así es!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Así es.", - "VIOLA_CONVO1_VIOLA1": "¿Pretendes decirme que en tu mundo [pause]viajar de una nación a otra requiere horas [pause]en vez de días?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "¡Que así sea! [pause]Permíteme, pues, saldar mi deuda ayudándote en cuanto pueda durante tu viaje.", - "VIOLA_CONVO1_VIOLA2": "¿Cómo es posible tal cosa? [pause]No oso imaginarlo siquiera.", - "VIOLA_CONVO2_VIOLA1": "Si bien he permanecido poco tiempo en esta tierra, [pause]es grande la añoranza que siento de mi hogar.", - "VIOLA_CONVO2_VIOLA3": "A fe mía que yo no podría soportar tal situación. [pause]Pesada es la carga que llevan en silencio las gentes de este lugar.", - "VIOLA_CONVO3_VIOLA1": "Soy consciente de que el cielo que nos cubre no es el mismo que contemplaba de niña desde la ventana de mi alcoba…", - "VIOLA_CONVO3_VIOLA2": "Mas, siquiera un instante, soy capaz de imaginar que lo es. [pause]Imaginar que bastaría cabalgar una jornada para llegar a mi hogar, [pause]y que igual de sencillo me resultaría gozar de nuevo de la compañía de mi familia y mis amigos.", - "VIOLA_CONVO4_VIOLA1": "Dime, [pause]¿cómo se llama esa forma monstruosa que adoptas durante el combate?", - "VIOLA_CONVO3_VIOLA3": "No me cabe duda de que una parte de ti siente lo mismo, [pause]{player}.", - "VIOLA_CONVO4_VIOLA2": "…", - "VIOLA_CONVO5_VIOLA1": "He llegado a la conclusión de que esta isla es capaz de forjar alianzas insólitas.", - "VIOLA_CONVO4_VIOLA3": "¿{first_tape_name}? [pause]En cierto modo, te va como anillo al dedo.", - "VIOLA_CONVO5_VIOLA2": "Gente de diversas esferas, [pause]cuyos caminos, de otro modo, jamás se habrían cruzado, [pause]se tornan camaradas al verse atrapados en esta tierra remota.", - "VIOLA_CONVO5_VIOLA3.m": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", - "VIOLA_CONVO5_VIOLA3.f": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", - "VIOLA_CONVO5_VIOLA3.n": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", - "VIOLA_CONVO6_VIOLA1": "Si abandonara algún día este lugar, sería una necedad mencionar siquiera mis andanzas en él.", - "VIOLA_CONVO6_VIOLA3": "¡Mis amigos me tomarían por loca!", - "VIOLA_CONVO6_VIOLA2": "¿Una isla que está más allá de los reinos de la Tierra, [pause]habitada por espíritus y seres feéricos?", - "VIOLA_CONVO7_VIOLA1.n": "Ven, mi queride {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", - "VIOLA_CONVO7_VIOLA1.f": "Ven, mi querida {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", - "VIOLA_CONVO7_VIOLA1.m": "Ven, mi querido {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", - "VIOLA_CONVO11_VIOLA1.m": "Luchar codo con codo con tu amado, [pause]con la forma de un ser extraño por atavío…", - "VIOLA_CONVO7_VIOLA2": "Mas nos ganamos el privilegio de disfrutar en compañía de la momentánea quietud.", - "VIOLA_CONVO8_VIOLA1": "Visité más de una taberna en mi país natal, mas en ninguna hallé el sosiego que reina en este lugar.", - "VIOLA_CONVO8_VIOLA2": "¡Es por demás placentero! [pause]Doy por hecho que entre estas paredes se han vivido momentos felices.", - "VIOLA_CONVO9_VIOLA1": "Cuando los árboles quedan inmóviles durante un momento y dan pie a una quietud que invade el lugar…", - "VIOLA_CONVO9_VIOLA2": "Hay entonces un silencio que parece más real que ninguno que haya podido experimentar jamás. [pause]Es un silencio que penetra cual espada y que es posible percibir bajo la propia piel.", - "VIOLA_CONVO9_VIOLA3": "Saber que, en este reino, no existe nada más allá de esta isla solitaria…", - "VIOLA_CONVO10_VIOLA1.m": "Por cierto, [pause]mi querido {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", - "VIOLA_CONVO9_VIOLA4": "Lugar tan apartado pocos hombres serían capaces de imaginar.", - "VIOLA_CONVO10_VIOLA1.f": "Por cierto, [pause]mi querida {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", - "VIOLA_CONVO10_VIOLA1.n": "Por cierto, [pause]mi queride {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "¿Cuando fuiste qué?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "¿Artista… ambulante?", - "VIOLA_CONVO10_VIOLA2": "¡Así es! [pause]Mi hermano y yo cantábamos y actuábamos de vez en cuando para amigos o para los públicos más variados.", - "VIOLA_CONVO10_VIOLA3": "No es que nos hiciera falta el dinero, por supuesto. [pause]Durante la mayor parte de mi vida, las finanzas no fueron motivo de preocupación. La diversión era en sí misma una recompensa.", - "VIOLA_CONVO10_VIOLA4": "Sin duda tú debes de tener tus propios talentos ocultos. [pause]Ardo en deseos de saber más sobre ti, si te place…", - "VIOLA_CONVO11_VIOLA1.f": "Luchar codo con codo con tu amada, [pause]con la forma de un ser extraño por atavío…", - "VIOLA_CONVO11_VIOLA2": "Es como un romance en sí mismo, ¿no te parece? [pause]Si la acción es elocuencia, [pause]nuestros combates son poesía.", - "VIOLA_CONVO11_VIOLA1.n": "Luchar codo con codo con tu amade, [pause]con la forma de un ser extraño por atavío…", - "VIOLA_CONVO12_VIOLA2": "Y ansío el momento de deleitar algún día a mi hermano con historias sobre los demonios que he vencido.", - "VIOLA_CONVO12_VIOLA1": "Ansío el momento en el que encontremos la forma de volver a casa y despertar de este extraño sueño en el que nos hallamos.", - "VIOLA_CONVO13_VIOLA1": "…", - "VIOLA_CONVO14_VIOLA4": "Sin embargo, es por demás [wave amp=30 freq=10]curioso[/wave] que mi propia historia, o la de algún otro, se halle contenida en las páginas de un libro de otras tierras. ¿Funcionan acaso de esa manera todas las historias?", - "VIOLA_CONVO13_VIOLA2.n": "Lo lamento, [pause]amigue míe, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", - "VIOLA_CONVO13_VIOLA2.m": "Lo lamento, [pause]amigo mío, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", - "VIOLA_CONVO13_VIOLA3": "Poco hace que nos conocemos y, aun cuando me has ofrecido tu ayuda, pocas palabras tengo que pueda ofrecer a cambio.", - "VIOLA_CONVO15_VIOLA2": "Es muy curiosa, eso es innegable. Y, sin embargo, las buenas gentes de estas tierras lo hacen sin vacilar, sin dudarlo un momento.", - "VIOLA_CONVO14_VIOLA2": "Dijo que él y yo no somos sino la creación de un dramaturgo, que nuestra historia ya estaba escrita.", - "VIOLA_CONVO14_VIOLA1": "Me vienen de nuevo a la mente las palabras de aquel granuja de Robin Goodfellow.", - "VIOLA_CONVO14_VIOLA3": "Por supuesto, no permití que sus palabras hicieran mella en mi espíritu. [pause]Como le dije, tan solo a mí corresponde escribir mi historia.", - "VIOLA_CONVO14_VIOLA5": "¡Quizá sea posible hallar en otro mundo el \\\"Libro de {player}\\\"! [pause]No me cabe duda de que será una lectura apasionante.", - "VIOLA_CONVO17_VIOLA1_OPTION1": "¡Sí!", - "VIOLA_CONVO15_VIOLA1": "Dime, [pause]{player}, [pause]¿no opinas que la forma que tienen en estas tierras de batirse, en forma de bestias feéricas, es por demás extraña?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "Sí, es bastante rara.", - "VIOLA_CONVO15_VIOLA1_OPTION2": "¡Pues a mí me divierte!", - "VIOLA_CONVO16_VIOLA1": "¿Lo crees de verdad, {player}? [pause]¿Crees que esa puerta que hallaste nos ha de devolver al mundo en el que antaño vivíamos?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "No tengo más remedio que creerlo.", - "VIOLA_CONVO16_VIOLA1_OPTION2": "¡Sí, eso creo!", - "VIOLA_CONVO16_VIOLA2": "¡Maravilloso! [pause]Pese a lo mucho que he llegado a admirar este mundo nuevo y extraño, soy consciente de que a ninguno de nosotros corresponde el destino de quedarnos en él para siempre.", - "VIOLA_CONVO16_VIOLA3": "Mas si fuere tu deseo permanecer aquí un poco más, yo también lo habré de hacer. [pause]Somos jóvenes, al fin y al cabo, y el tiempo aún no reclama nuestra presencia lejos de este lugar.", - "VIOLA_CONVO18_VIOLA2": "Quizá sea ese el verdadero propósito de esta tierra: que aquellos que arriben a sus costas tengan por destino marcharse habiendo vivido un sinnúmero de aventuras.", - "VIOLA_CONVO17_VIOLA1": "Cuán glorioso fue el combate que libramos contra Álef, ¿verdad?", - "VIOLA_CONVO17_VIOLA2": "Tengo más madera de guerrera de la que pensaba. ¡Quizá debería seguir la senda del soldado!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "Supongo que sí.", - "VIOLA_CONVO17_VIOLA3": "Aunque, como mujer, no se me permitiría hacer tal cosa. [pause]Quizá debería volver a hacerme pasar por hombre…", - "VIOLA_CONVO17_VIOLA3_OPTION2": "¿Qué?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "¿Cómo que \\\"volver\\\"?", - "VIOLA_CONVO18_VIOLA1.m": "No hace mucho tiempo que viajaste conmigo, mi querido {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", - "VIOLA_CONVO17_VIOLA4": "¿Te causa sorpresa oírlo? ¡Yo tengo alma de artista! La condición de hombre y la de mujer no son sino disfraces que guardo en mi baúl para poder lucirlos cuando me plazca.", - "VIOLA_CONVO18_VIOLA1.f": "No hace mucho tiempo que viajaste conmigo, mi querida {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", - "VIOLA_CONVO18_VIOLA1.n": "No hace mucho tiempo que viajaste conmigo, mi queride {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", - "VIOLA_SOCIAL1_VIOLA4": "Así es. Y esos \\\"walkmans\\\" que se utilizan para adoptar la forma de bestias y espíritus.", - "VIOLA_CONVO19_VIOLA1.m": "¿Lees poesía, mi querido {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "¡La verdad, no!", - "VIOLA_CONVO19_VIOLA1.n": "¿Lees poesía, mi queride {player}?", - "VIOLA_CONVO19_VIOLA1.f": "¿Lees poesía, mi querida {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "¡Sí!", - "VIOLA_CONVO19_VIOLA4": "Si bien es cierto que el ser humano necesita del cocinero para nutrir el estómago, así también necesita del poeta para nutrir el corazón.", - "VIOLA_CONVO19_VIOLA2": "¡Me complace que así sea!", - "VIOLA_CONVO19_VIOLA3": "No te preocupes por ello. Quizá yo podría ilustrarte.", - "VIOLA_SOCIAL1_VIOLA2": "Las buenas gentes de Villapuerto hablan de una manera que me resulta peculiar.", - "VIOLA_CONVO19_VIOLA5": "Considero un acto de crueldad el privar al propio corazón de tan vital alimento.", - "VIOLA_CONVO19_VIOLA6": "En vista de nuestra presente unión, quizá haríamos bien en disfrutar de la obra de la poetisa griega Safo. Intentaré conseguir un libro que recoja sus poemas durante nuestros viajes.", - "VIOLA_CONVO20_VIOLA1": "Gracias, {player}. [pause]Este momento de descanso es digno de agradecer.", - "VIOLA_SOCIAL1_VIOLA1": "Últimamente no he podido evitar [pause]reparar en el hecho de que [pause]muchos aspectos de la vida cotidiana de este pueblo me son por completo ajenos.", - "VIOLA_SOCIAL1_VIOLA3": "¡Y hasta los faroles se iluminan por sí solos, sin que medie intervención de farolero alguno! [pause]Hay muchas cosas que no entiendo.", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "Supongo que es normal, viniendo de un pasado shakespeariano…", - "VIOLA_SOCIAL3_VIOLA5": "Insistió en que la lectura de esta obra, [pause]\\\"Relatos terroríficos\\\", me sería de gran provecho.", - "VIOLA_SOCIAL1_VIOLA5": "Y lo de fundir tu espíritu con el de tus aliados. [pause]¿Todo eso es normal para ti?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Supongo que, desde tu punto de vista, es como si esto fuera el futuro.", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Eh… No, eso a mí también me parece raro.", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "No, eso solo pasa en Nueva Wirral.", - "VIOLA_SOCIAL1_VIOLA6": "Entiendo.", - "VIOLA_SOCIAL1_VIOLA8": "Cierto es que me hallo muy lejos de Mesalina, tanto en el espacio como en el tiempo.", - "VIOLA_SOCIAL1_VIOLA7": "Quieres decir que, aun cuando hay aspectos de estas tierras que sí te son conocidos, hay otros que incluso tú consideras extraños.", - "VIOLA_SOCIAL1_VIOLA9": "Si este mundo tiene atracciones que me son desconocidas, quiero pedirte un favor:", - "VIOLA_SOCIAL1_VIOLA10": "¿Serías tan amable de enseñármelas cuando llegue el momento?", - "VIOLA_SOCIAL1_VIOLA11": "Ardo en deseos de conocer todo eso antes de volver al país que me vio nacer.", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "¿Antes de volver a casa?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "¿Te vas a marchar?", - "VIOLA_SOCIAL1_VIOLA13.m": "Lo noto en tu mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amigo.", - "VIOLA_SOCIAL1_VIOLA12": "¿No es acaso tu misión encontrar la forma de abandonar esta isla?", - "VIOLA_SOCIAL1_VIOLA13.n": "Lo noto en tu mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amigue.", - "VIOLA_SOCIAL1_VIOLA13.f": "Lo noto en tu mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amiga.", - "VIOLA_SOCIAL1_VIOLA14": "No temas, te voy a ayudar en cuanto me sea posible.", - "VIOLA_SOCIAL1_VIOLA15": "Siempre tendrás en mí una aliada y una amiga.", - "VIOLA_SOCIAL1_VIOLA16": "¡Dicho queda! [pause]Será mejor que no nos entretengamos más.", - "VIOLA_SOCIAL2_VIOLA2": "No sirve cerveza, ¿verdad? [pause]Sino eso que llaman \\\"café\\\".", - "VIOLA_SOCIAL2_VIOLA1": "Esa famosa fonda conocida como [pause]el Gramófono…", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "¡Así es!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Me suena que así es, sí.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Me suena que así es, sí.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Me suena que así es, sí.", - "VIOLA_SOCIAL2_VIOLA3": "¿Y dices que la gente de tu tiempo consume grandes cantidades de ese \\\"café\\\"?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "¡Vaya que sí!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Puede que demasiado.", - "VIOLA_SOCIAL2_VIOLA4": "Admirable.", - "VIOLA_SOCIAL2_VIOLA6": "De modo que me he procurado una frasca de esa bebida tan apreciada. [pause]Me la ha regalado Clémence.", - "VIOLA_SOCIAL2_VIOLA5": "Pues tengo el deseo de disfrutar del café [pause]como lo hacen las buenas gentes de Villapuerto.", - "VIOLA_SOCIAL4_VIOLA9": "Cuán fácil me resultaría olvidar a mis parientes y permanecer aquí.", - "VIOLA_SOCIAL2_NARRATION7": "Viola se sirve un café.", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Puedes anunciar el veredicto.", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "¿Qué te parece?", - "VIOLA_SOCIAL2_VIOLA9": "Es una bebida muy aromática.", - "VIOLA_SOCIAL2_VIOLA10": "Me resulta evidente el motivo de su éxito.", - "VIOLA_SOCIAL2_VIOLA11": "Y en cuanto a este pastelillo que también fue tan amable de regalarme…", - "VIOLA_SOCIAL2_VIOLA12": "¿Cómo se llama esto?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "¡Es un bollo!", - "VIOLA_SOCIAL2_VIOLA13": "Ese sabor… [pause]Ese dulzor…", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Ah, ¿también te dio un bollo?", - "VIOLA_SOCIAL2_VIOLA14": "Y, sin embargo, desaparecen tan rápido… [pause]Es un placer tan puro como perecedero.", - "VIOLA_SOCIAL2_VIOLA15": "Buenas noches, [pause]bollito.", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "¿Te gustó, entonces?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "¿Pasó la prueba, entonces?", - "VIOLA_SOCIAL2_VIOLA16": "Sí, [pause]yo diría que sí.", - "VIOLA_SOCIAL3_VIOLA1": "En un esfuerzo por saber más sobre los mundos de los que provienen las gentes de Villapuerto, me he procurado unos documentos de gran interés académico.", - "VIOLA_ROMANCE_VIOLA5": "Es una broma. [pause]El tiempo es nuestro señor [pause]y algún día el tiempo nos obligará a abandonar la mutua compañía.", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "¿Libros de texto?", - "VIOLA_SOCIAL3_VIOLA2": "Así es. [pause]El tiempo que he pasado en Nueva Wirral me ha servido para entender que mis conocimientos sobre el mundo en el que vivía no son sino un grano de arena en mitad de un mar insondable.", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "¿Te dio por investigar?", - "VIOLA_SOCIAL3_VIOLA3.m": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi querido {player}.", - "VIOLA_SOCIAL3_VIOLA4": "Le pedí ayuda a Meredith, [pause]y ella me confió este libro.", - "VIOLA_SOCIAL3_VIOLA3.n": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi queride {player}.", - "VIOLA_SOCIAL3_VIOLA3.f": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi querida {player}.", - "VIOLA_SOCIAL3_VIOLA6": "En efecto, ya había llegado a la conclusión de que las andanzas que en él se narran son imaginarias.", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Yo diría que eso no son más que historias de miedo…", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "No creo que de ese libro vayas a poder aprender nada.", - "VIOLA_SOCIAL3_VIOLA7": "Mas me veo obligada a hacerte notar el contenido del capítulo 5… [pause]gran parte del cual describe maneras eficaces de dar muerte a los muertos vivientes.", - "VIOLA_SOCIAL3_VIOLA8": "¿Acaso no luchamos con frecuencia contra monstruos de todo pelaje? [pause]Quizá sea posible aprender más de este documento de lo que pudiera creerse en un principio.", - "VIOLA_SOCIAL3_VIOLA9": "No obstante, [pause]es mi opinión que lo que llevó a Meredith a prestarme este libro fue simplemente su amor por lo macabro.", - "VIOLA_SOCIAL3_VIOLA10": "Fue, en cualquier caso, una lectura grata. [pause]Quizá le pida más libros en alguna otra ocasión.", - "VIOLA_SOCIAL4_VIOLA1.f": "Hay un asunto que me gustaría tratar contigo, amiga. [pause]¿Podríamos quizá marchar a un lugar más tranquilo?", - "VIOLA_SOCIAL4_VIOLA1.m": "Hay un asunto que me gustaría tratar contigo, amigo. [pause]¿Podríamos quizá marchar a un lugar más tranquilo?", - "VIOLA_SOCIAL3_VIOLA11": "Adelante, ¡pues ardo en deseos de poner en práctica mis nuevos conocimientos!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Ahora no.", - "VIOLA_SOCIAL4_VIOLA1.n": "Hay un asunto que me gustaría tratar contigo, amige. [pause]¿Podríamos quizá marchar a un lugar más tranquilo?", - "VIOLA_SOCIAL4_VIOLA_NO": "No pasa nada, será para la próxima.", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "¡Por supuesto!", - "VIOLA_SOCIAL4_VIOLA3": "Las gentes de Villapuerto no están sujetas a cuanto se espere de ellas, ¿verdad?", - "VIOLA_SOCIAL4_VIOLA2": "Esto es lo que quiero decir:", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "¿A qué te refieres?", - "VIOLA_ROMANCE_VIOLA_NO.f": "Me habré equivocado entonces, amiga", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "No sé si te sigo.", - "VIOLA_SOCIAL4_VIOLA4": "No tienen señores a los que agradar, [pause]ni reyes ante los que postrarse…", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "No sé si te sigo.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "No sé si te sigo.", - "VIOLA_SOCIAL4_VIOLA5": "Son libres para encontrar el sentido a sus propias acciones. [pause]Y yo envidio esa vida.", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "¿Tu vida anterior no era sencilla?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "¿Qué hacías antes de acabar aquí?", - "VIOLA_SOCIAL4_VIOLA6": "La familia de cuyo nombre me precio goza de excelente renombre y gran riqueza, [pause]mas en su momento la suerte nos dio la espalda.", - "VIOLA_SOCIAL4_VIOLA7": "A mi hermano y a mí se nos encomendó acudir a ver a un amigo de la familia que vivía en otro país y pedir su socorro.", - "VIOLA_SOCIAL4_VIOLA8": "Mas, como ya habrás imaginado, [pause]mi barco no arribó a aquellas costas. [pause]La tierra que hallé fue esta, un lugar onírico poblado por bestias y espíritus.", - "VIOLA_SOCIAL4_VIOLA10": "Sería una vida feliz, que podría vivir en la mejor compañía…", - "VIOLA_SOCIAL4_VIOLA11.n": "… Pues en esta tierra habitas tú, mi queride {player}.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "No acostumbro a ocultar lo que siente mi corazón [pause]ni tampoco sería capaz de ello.", - "VIOLA_SOCIAL4_VIOLA11.m": "… Pues en esta tierra habitas tú, mi querido {player}.", - "VIOLA_SOCIAL4_VIOLA11.f": "… Pues en esta tierra habitas tú, mi querida {player}.", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Puedes estar segura de que siempre seré tu amigo.", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Puedes estar segura de que siempre seré tu amigue.", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Puedes estar segura de que siempre seré tu amiga.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "¿Tú crees que podríamos ser algo… más?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "¿Tú crees que podríamos ser algo… más?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "De eso [pause]no me cabe la menor duda.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "¿Tú crees que podríamos ser algo… más?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "¡Así sea! [pause]En fin, [pause]amigo, [pause]vamos a tomarnos un \\\"café\\\"…", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "¡Así sea! [pause]En fin, [pause]amigue, [pause]vamos a tomarnos un \\\"café\\\"…", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Nos quedan muchos caminos por recorrer, a ti y a mí.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "Y luego, adelante, ¡a seguir nuestro viaje!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "¡Así sea! [pause]En fin, [pause]amiga, [pause]vamos a tomarnos un \\\"café\\\"…", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "¿\\\"Algo más\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "¿\\\"Algo más\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Dímelo claramente: ¿De qué manera piensas en mí?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "¿\\\"Algo más\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Eres una buena amiga.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Eh…", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Mi corazón anhela tu compañía.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amiga.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amigo.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Tu belleza ilumina mi espíritu más que el sol el firmamento.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amigue.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Ven a mí, mi querido {player}…", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Ven a mí, mi querida {player}…", - "VIOLA_ROMANCE_VIOLA1.m": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Ven a mí, mi queride {player}…", - "VIOLA_ROMANCE_VIOLA_NO.m": "Me habré equivocado entonces, amigo", - "VIOLA_ROMANCE_VIOLA1.n": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "Eh… ¡No, no es nada!", - "VIOLA_ROMANCE_VIOLA_NO.n": "Me habré equivocado entonces, amigue", - "VIOLA_ROMANCE_VIOLA2": "Eh…", - "VIOLA_ROMANCE_VIOLA3": "¿Acabas de pedir mi mano en matrimonio, [pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", - "VIOLA_ROMANCE_VIOLA6": "No sería capaz de soportar casarme contigo, [pause]sabiendo como sé que un día este sueño que soñamos despiertos acabará y habremos de volver a la vida que tuvimos antaño.", - "VIOLA_ROMANCE_VIOLA7": "Sin embargo, [pause]aún me quedan muchos días y noches por pasar a tu lado.", - "VIOLA_ROMANCE_VIOLA8": "Y comparto tu deseo. [pause]Desde este momento, nuestros corazones están unidos.", - "VIOLA_ROMANCE_VIOLA9": "Quizá, [pause]en algún otro mundo que no seamos capaces de imaginar siquiera, [pause]un humilde dramaturgo esté escribiendo nuestra historia en este mismo momento.", - "DOG_QUEST1_PART1_NARRATION4": "El perro se llama Perry y tiene un walkman en miniatura enganchado en el collar. No hay información sobre su dueño, salvo un número de teléfono de 22 dígitos.", - "VIOLA_ROMANCE_VIOLA10": "\\\"Viola y {player}: la comedia de dos amantes que naufragaron en mutua compañía\\\".", - "VIOLA_ROMANCE_VIOLA11": "Yo creo que sería una historia maravillosa, [pause]¿no te parece?", - "DOG_QUEST1_PART1_DOG1": "¡Guau!", - "DOG_UNKNOWN_NAME": "Perro", - "DOG_QUEST1_PART1_NARRATION2": "Es un perro, ¡y muy simpático!", - "DOG_QUEST1_PART1_NARRATION3": "Después de alargar el brazo para dejar que el perro te huela, revisas su collar.", - "DOG_QUEST1_PART1_NARRATION5": "Perry debe de estar también atrapado en Nueva Wirral.", - "DOG_QUEST1_PART1_NARRATION7": "Perry aúlla mientras mira a lo alto del acantilado. Debe querer subir.", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Aúúúúúúú…[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "Podrías llegar hasta allí con tu habilidad de escalada. ¿Quieres subir con él?", - "DOG_QUEST1_PART2_NARRATION1": "A Perry no le habría costado nada subir al acantilado. Por lo visto, lo que quería es que alguien lo acompañara.", - "DOG_QUEST1_PART1_NARRATION9": "Perry no se mueve del sitio. A lo mejor si tuvieras alguna manera de subir al acantilado con él…", - "DOG_QUEST1_PART1_DOG10": "¡Guau, guau!", - "DOG_QUEST1_PART4_NARRATION2": "Entre los huesos hay una correa de perro y unas pocas galletas.", - "DOG_QUEST1_PART3_DOG1": "Grrrrr…", - "RESTING_DOG_2": "Perry y tú juegan con una pelota sin ponerle demasiada atención ni esfuerzo.", - "DOG_QUEST1_PART4_NARRATION1": "Estos huesos parecen de humano…", - "DOG_QUEST1_PART4_NARRATION4": "Después, Perry te da un buen lametón en la mano.", - "DOG_QUEST1_PART4_NARRATION3": "Perry cava un hoyo enorme y lo ayudas a enterrar los huesos.", - "DOG_QUEST1_PART4_DOG5": "¡Guau!", - "RESTING_DOG_1": "Perry y tú se echan una buena siesta.", - "RESTING_DOG_3": "Perry se portó muy bien hoy, así que le das todas las galletas y caricias en la pancita que se merece.", - "RESTING_DOG_5": "¡Perry te lame la cara!", - "RESTING_DOG_4": "Perry empuja con el hocico una de sus galletas hacia ti. La pruebas, pero sabe muy bien.", - "RESTING_DOG_6.m": "Perry se zampa tu galleta aprovechando tu descuido.", - "RESTING_DOG_8": "¡Perry encuentra un buen sitio para cavar! Y acaba llenándose de lodo. Y a ti también.", - "RESTING_DOG_6.n": "Perry se zampa tu galleta aprovechando tu descuido.", - "RESTING_DOG_6.f": "Perry se zampa tu galleta aprovechando tu descuido.", - "RESTING_DOG_7": "Intentas jugar a lanzarle un palo a Perry, pero por lo visto está más interesado en captar el rastro de los monstruos que hay cerca.", - "RESTING_DOG_9": "Perry te trae un palo del que parece que está muy orgulloso.", - "INTERMISSION_PART1_ALEPH1": "HOLA, [pause]{player.to_upper}.", - "INTERMISSION_PART1_ALEPH2": "DISCULPA, [pause]¿SUENO DEMASIADO FUERTE?", - "INTERMISSION_PART1_ALEPH3": "A LO MEJOR DE ESTA FORMA TE RESULTA UN POCO MÁS FÁCIL.", - "INTERMISSION_PART1_ALEPH4": "PENSÉ QUE NOS CONVENÍA TENER UNA PEQUEÑA REUNIÓN.", - "INTERMISSION_PART1_MEREDITH5": "¿Es este el mismo tipo que no deja de aparecer en las estaciones? [pause]¿Quién rayos eres, por cierto?", - "INTERMISSION_PART1_KAYLEIGH5": "¡El hombre triángulo! ¿Quién eres y qué pretendes?", - "INTERMISSION_PART1_EUGENE5": "¡No me das miedo! ¡¿Quién eres?!", - "INTERMISSION_PART1_FELIX5": "Mmm. [pause]Esto es un poco incómodo, la verdad. [pause]¿Quién eres?", - "INTERMISSION_PART1_VIOLA5": "¿Quién es este ser?", - "INTERMISSION_PART1_DOG5": "¡Guau!", - "INTERMISSION_PART1_ALEPH6": "AH, PERO QUÉ MALEDUCADO SOY, [pause]PERMÍTANME QUE ME PRESENTE.", - "INTERMISSION_PART1_ALEPH6_OPTION1": "¿Eres un arcángel?", - "INTERMISSION_PART1_ALEPH7": "¡ARCÁNGEL! [pause]¿ES ASÍ COMO NOS LLAMAN? ¡ES PRECIOSO!", - "INTERMISSION_PART1_ALEPH8": "EN CUANTO A MÍ…", - "INTERMISSION_PART1_ALEPH9": "LOS DE SU ESPECIE ME HAN LLAMADO DE MUCHAS MANERAS.", - "INTERMISSION_PART1_ALEPH10": "ARTURO, [pause]ALEJANDRO, [pause]AGAMENÓN…", - "INTERMISSION_PART1_MEREDITH13": "Es… distinto a lo que esperaba, la verdad.", - "INTERMISSION_PART1_ALEPH11": "Y SIN EMBARGO, [pause][pause]SOY ÁLEF.", - "INTERMISSION_PART1_ALEPH12": "PUEDEN LLAMARME AL.", - "INTERMISSION_PART1_KAYLEIGH13": "Al menos… [pause]educado sí es.", - "INTERMISSION_PART1_EUGENE13": "¿Qué con su acto de \\\"tipo bueno\\\"?", - "INTERMISSION_PART1_ALEPH14": "CIERTA VIEJA AMISTAD ME HA TENIDO BASTANTE OCUPADO ÚLTIMAMENTE. [pause]POR FORTUNA, AHORA ESE \\\"INCONVENIENTE\\\" QUEDÓ RESUELTO.", - "INTERMISSION_PART1_FELIX13": "Pues… Encantado de conocerte… Supongo.", - "INTERMISSION_PART1_VIOLA13": "Si es que quieres algo…, [pause]¡dilo claramente!", - "INTERMISSION_PART1_DOG13": "Grrrr…", - "INTERMISSION_PART1_ALEPH16": "¡VIVIMOS TIEMPOS MUY EMOCIONANTES, [pause]CAMARADAS!", - "INTERMISSION_PART1_ALEPH15": "Y RESULTA QUE AHORA VUELVO Y ME ENCUENTRO CON QUE ESTE MUNDO HA ACUMULADO MÁS DE LOS MÍOS. MÁS [pause]ARCÁNGELES.", - "INTERMISSION_PART1_ALEPH18": "ASÍ QUE ME VEO OBLIGADO A PEDIRLES QUE NO INTENTEN INTERVENIR EN MI CAMPAÑA DE CONTRATACIÓN.", - "INTERMISSION_PART1_ALEPH17": "LAS NUEVAS INCORPORACIONES ESTÁN AÚN UN POCO VERDES, NECESITAN CENTRARSE, [pause]PERO LES VEO MUCHO POTENCIAL.", - "INTERMISSION_PART1_ALEPH19": "ES MÁS, [pause]SOLICITO FORMALMENTE QUE CECEN POR COMPLETO EN LA BÚSQUEDA DE MIS COMPAÑEROS.", - "INTERMISSION_PART1_ALEPH19_OPTION1": "¡Pero es que los arcángeles son la clave para abandonar Nueva Wirral!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "¡Necesito encontrarlos para poder irme de esta isla!", - "INTERMISSION_PART1_ALEPH20": "¡AH!", - "INTERMISSION_PART1_ALEPH21": "¿SOLO QUIERES IRTE?", - "INTERMISSION_PART1_ALEPH22": "¡PUES SÍ, [pause]YO PUEDO MANDARTE LEJOS DE AQUÍ!", - "INTERMISSION_PART1_KAYLEIGH24": "Esto no me gusta un pelo…", - "INTERMISSION_PART1_ALEPH23": "LO ÚNICO QUE NO PUEDO TELETRANSPORTAR ES A MÍ MISMO, PORQUE UN ESPEJO NO PUEDE REFLEJAR SU PROPIA IMAGEN…", - "INTERMISSION_PART1_MEREDITH24": "Eh… ¿confías en el tipo triángulo este?", - "INTERMISSION_PART1_EUGENE24": "Eso no suena nada bien…", - "INTERMISSION_PART1_FELIX24": "Este… ¿{player}?", - "INTERMISSION_PART1_VIOLA24": "Pero ¿qué clase de hombre es este…?", - "INTERMISSION_PART1_DOG24": "Aúúú…", - "INTERMISSION_PART1_ALEPH25": "¡QUE ASÍ SEA! [pause]TE CONCEDO TU DESEO.", - "INTERMISSION_PART1_ALEPH26": "Y TE RUEGO QUE NO VUELVAS.", - "INTERMISSION_PART1_ALEPH27": "DE VERDAD.", - "INTERMISSION_PART1_ALEPH28": "LO DIGO MUY EN SERIO.", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "No puedo leer esto. Ni siquiera reconozco el idioma.", - "INTERMISSION_PART2_AMBER1.m": "Parece que estás bastante perdido. [pause]No nos conocemos, ¿verdad?", - "AMBER_UNKNOWN_NAME": "Mujer misteriosa", - "INTERMISSION_PART2_AMBER2": "No te preocupes, puedes quedarte aquí.", - "INTERMISSION_PART2_AMBER1.n": "Parece que estás bastante perdide. [pause]No nos conocemos, ¿verdad?", - "INTERMISSION_PART2_AMBER1.f": "Parece que estás bastante perdida. [pause]No nos conocemos, ¿verdad?", - "INTERMISSION_PART3_AMBER1.n": "Qué suerte tienes de que te haya encontrado, cariño.", - "INTERMISSION_LODGE_LOCKED": "La puerta está cerrada con llave.", - "INTERMISSION_PART3_AMBER1.m": "Qué suerte tienes de que te haya encontrado, cariño.", - "INTERMISSION_PART3_AMBER2": "Llámame Amber. [pause]Soy el rostro visible de la Posada Ambarina.", - "INTERMISSION_PART3_AMBER1.f": "Qué suerte tienes de que te haya encontrado, cariño.", - "INTERMISSION_PART3_AMBER4.m": "No seas tímido, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", - "INTERMISSION_PART3_AMBER3.f": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", - "INTERMISSION_PART3_AMBER3.m": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", - "INTERMISSION_PART3_AMBER3.n": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", - "INTERMISSION_PART3_AMBER4.f": "No seas tímida, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", - "INTERMISSION_PART3_AMBER5": "Ahora mismo estamos en mitad de un viaje, así que, de momento, no se puede salir.", - "INTERMISSION_PART3_AMBER4.n": "No seas tímide, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", - "INTERMISSION_PART3_AMBER6_OPTION1": "¿Quién eres?", - "INTERMISSION_PART3_AMBER6": "Hola, cariño. ¿En qué puedo ayudarte?", - "INTERMISSION_PART3_AMBER6_OPTION2": "¿Qué sitio es este?", - "INTERMISSION_PART3_AMBER6_OPTION3": "¿Qué pasa aquí?", - "INTERMISSION_PART3_AMBER6_OPTION4": "¡Adiós!", - "INTERMISSION_PART3_AMBER7": "Como ya te dije, soy Amber. [pause]Soy el rostro de este exquisito lugar.", - "INTERMISSION_PART3_AMBER9": "No eres la primera alma cándida que da con sus huesos aquí y se queda con ese mismo rostro.", - "INTERMISSION_PART3_AMBER8": "No tengas miedo. [pause]No corres ningún peligro.", - "INTERMISSION_PART3_AMBER11": "Normalmente, no nos quedamos mucho tiempo en el mismo sitio. [pause]A veces, aparece gente desamparada como tú, así que les echamos una mano.", - "INTERMISSION_PART3_AMBER10": "La Posada Ambarina, cariño.", - "INTERMISSION_PART3_AMBER12": "En todos estos años, hemos tenido una clientela de lo más variada, [pause]sin duda alguna.", - "INTERMISSION_PART3_AMBER13.m": "¡Ay, pero qué [wave amp=30 freq=10]adorable[/wave] eres, con esa carita de corderito!", - "INTERMISSION_PART3_AMBER14.m": "No te angusties, [pause]todo esto es de lo más normal.", - "INTERMISSION_PART3_AMBER13.n": "¡Ay, pero qué [wave amp=30 freq=10]adorable[/wave] eres, con esa carita de corderito!", - "INTERMISSION_PART3_AMBER13.f": "¡Ay, pero qué [wave amp=30 freq=10]adorable[/wave] eres, con esa carita de corderito!", - "INTERMISSION_PART3_AMBER14.f": "No te angusties, [pause]todo esto es de lo más normal.", - "INTERMISSION_PART3_AMBER14.n": "No te angusties, [pause]todo esto es de lo más normal.", - "INTERMISSION_PART3_AMBER15.m": "Te habías quedado atrapado en un mundo que lleva mil años muerto.", - "INTERMISSION_PART3_AMBER16": "Así que [pause]¿qué iba a hacer yo, sino recogerte?", - "INTERMISSION_PART3_AMBER15.n": "Te habías quedado atrapade en un mundo que lleva mil años muerto.", - "INTERMISSION_PART3_AMBER15.f": "Te habías quedado atrapada en un mundo que lleva mil años muerto.", - "AMBER_LODGE_MIRROR_DESCRIPTION": "Es un espejo bien pulido. Sin embargo, no parece que refleje nada…", - "INTERMISSION_PART3_AMBER17": "Cuídate, encanto.", - "AMBER_LODGE_NPC1_NAME": "Hombre relajado", - "AMBER_LODGE_NPC1_DIALOGUE": "¡Amber sabe muy bien cómo gestionar este sitio!", - "AMBER_LODGE_NPC2_NAME": "Mujer de mejillas sonrosadas", - "AMBER_LODGE_NPC2_DIALOGUE": "Yo, si pudiera, ¡me quedaría aquí toda la vida!", - "AMBER_LODGE_NPC3_NAME": "Individuo simpático", - "AMBER_LODGE_NPC3_DIALOGUE": "¿Es la primera vez que vienes a la Posada Ambarina?", - "AMBER_LODGE_NPC4_NAME": "Hombre de gesto severo", - "AMBER_LODGE_NPC4_DIALOGUE": "La Posada Ambarina sí que es única.", - "INTERMISSION_PART4_AMBER1": "En aquella época, todo era más sencillo.", - "INTERMISSION_PART4_AMBER1_OPTION1": "¿Conoces a Álef?", - "INTERMISSION_PART4_AMBER1_OPTION2": "¿Eres amiga de Álef?", - "INTERMISSION_PART4_AMBER2": "Una vez fuimos como hermanos; [pause]eran buenos tiempos.", - "INTERMISSION_PART4_AMBER3": "Teníamos una buena pandilla, por así decirlo, [pause]y créeme que pasamos muy buenos momentos, [pause]vaya que sí.", - "INTERMISSION_PART4_AMBER4": "Álef era el líder. [pause]En fin, ¿cómo no iba a serlo? [pause]Él siempre tiene que ser el jefe, [pause]¿verdad?", - "INTERMISSION_PART4_AMBER5": "Yo, en cambio… [pause]Yo era el medio de transporte, [pause]y Morganta se encargaba de custodiar la puerta.", - "INTERMISSION_PART4_AMBER6": "Pero, a veces, los amigos se acaban distanciando. Y, a veces, las cosas no acaban nada bien.", - "INTERMISSION_PART4_AMBER7": "Así que me aparté de todo aquello.", - "INTERMISSION_PART4_AMBER8": "No me cabe duda de que Álef sigue intentando encontrar la forma de salir de esa isla, [pause]incluso hoy.", - "INTERMISSION_PART4_AMBER9": "Por supuesto, [pause]la vieja bruja no tendrá intención de decirle cómo hacerlo.", - "INTERMISSION_PART4_AMBER10": "Pero no quiero aburrirte con cuentos de viejas sobre días que ya pasaron.", - "INTERMISSION_PART4_AMBER11": "¿Yo?", - "INTERMISSION_PART4_AMBER16": "No te preocupes, no se lo diré a nadie.", - "INTERMISSION_PART4_AMBER10_OPTION1": "¿Eres un arcángel?", - "INTERMISSION_PART4_AMBER13": "Yo solo soy el rostro de este lugar.", - "INTERMISSION_PART4_AMBER12": "A ver, [pause]ya te lo dije, {player}…", - "INTERMISSION_PART4_AMBER15": "Por no mencionar que tú sabes perfectamente lo que es pasearse por ahí en forma de avatar, ¿verdad?", - "INTERMISSION_PART4_AMBER14": "La verdadera atracción es la Posada Ambarina.", - "INTERMISSION_PART4_AMBER25.m": "Puedes cruzar al otro lado cuando estés listo.", - "INTERMISSION_PART4_AMBER18": "¿Y dices que antes de eso [pause]estabas en Nueva Wirral?", - "INTERMISSION_PART4_AMBER17.m": "En fin, [pause]supongo que, si te quedaste atrapado en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", - "INTERMISSION_PART4_AMBER17.f": "En fin, [pause]supongo que, si te quedaste atrapada en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", - "INTERMISSION_PART4_AMBER17.n": "En fin, [pause]supongo que, si te quedaste atrapade en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", - "INTERMISSION_PART5_EUGENE.f": "¡Sabía que volverías!", - "INTERMISSION_PART4_AMBER19": "Esa isla es como una telaraña. [pause]La gente va tan tranquila por la vida y, sin darse cuenta, acaba allí. Tuviste muy mala suerte, cielo.", - "INTERMISSION_PART4_AMBER20": "Pero en cuanto al asunto de nuestro amigo el caratriángulo…", - "INTERMISSION_PART4_AMBER21.m": "No es culpa tuya haber acabado metido en nuestras viejas rencillas.", - "INTERMISSION_PART4_AMBER21.f": "No es culpa tuya haber acabado metida en nuestras viejas rencillas.", - "INTERMISSION_PART4_AMBER21.n": "No es culpa tuya haber acabado metide en nuestras viejas rencillas.", - "INTERMISSION_PART4_AMBER23": "Este espejo te llevará al lugar al que necesitas ir.", - "INTERMISSION_PART4_AMBER22": "Así que voy a ayudarte a viajar, pero solo esta vez. [pause]Sígueme.", - "INTERMISSION_PART4_AMBER24": "Otra cosa es [pause]qué lugar será. [pause]Pero eso [pause]ya no es cosa mía.", - "INTERMISSION_PART4_AMBER25.f": "Puedes cruzar al otro lado cuando estés lista.", - "INTERMISSION_PART4_AMBER26": "Cuídate, cariño. Fue un placer conocerte.", - "INTERMISSION_PART4_AMBER27.n": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te ayudé, [pause]¿sí?", - "INTERMISSION_PART4_AMBER25.n": "Puedes cruzar al otro lado cuando estés liste.", - "INTERMISSION_PART4_AMBER27.m": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te ayudé, [pause]¿sí?", - "INTERMISSION_PART5_KAYLEIGH.m": "¡Pensé que no volverías!", - "INTERMISSION_PART4_AMBER27.f": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te ayudé, [pause]¿sí?", - "INTERMISSION_PART5_KAYLEIGH.f": "¡Pensé que no volverías!", - "INTERMISSION_PART5_KAYLEIGH.n": "¡Pensé que no volverías!", - "INTERMISSION_PART5_MEREDITH.m": "Uf… [pause]No tienes ni idea de lo preocupada que me tenías.", - "INTERMISSION_PART5_MEREDITH.n": "Uf… [pause]No tienes ni idea de lo preocupada que me tenías.", - "INTERMISSION_PART5_MEREDITH.f": "Uf… [pause]No tienes ni idea de lo preocupada que me tenías.", - "INTERMISSION_PART5_EUGENE.m": "¡Sabía que volverías!", - "INTERMISSION_PART5_FELIX.f": "Hubo un momento en el que no sabía si te iba a volver a ver…", - "INTERMISSION_PART5_FELIX.m": "Hubo un momento en el que no sabía si te iba a volver a ver…", - "INTERMISSION_PART5_EUGENE.n": "¡Sabía que volverías!", - "INTERMISSION_PART5_VIOLA.m": "Me llena de alegría que hayas vuelto con nosotros.", - "INTERMISSION_PART5_FELIX.n": "Hubo un momento en el que no sabía si te iba a volver a ver…", - "INTERMISSION_PART5_VIOLA.n": "Me llena de alegría que hayas vuelto con nosotros.", - "INTERMISSION_PART5_VIOLA.f": "Me llena de alegría que hayas vuelto con nosotros.", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]¡GUAU, GUAU![/shake]", - "INTERMISSION_PART6_VIOLA4": "Nada que tenga que ver con ese tal Álef me infunde confianza. Será mejor estar alerta por si vuelve a mostrar ese rostro angulado suyo.", - "INTERMISSION_PART6_KAYLEIGH2": "El hombre triángulo, [pause]Álef, [pause]es un viejo arcángel que lleva tiempo atrapado en Nueva Wirral como nosotros.", - "INTERMISSION_PART6_KAYLEIGH1": "Bueno, [pause]entonces, si lo entendí bien…", - "END_MIRROR_DENIAL_EUGENE1.n": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que detener a los terratenientes que hay en Nueva Wirral, ¿entiendes?", - "INTERMISSION_PART6_MEREDITH3.m": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tipo triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", - "INTERMISSION_PART6_MEREDITH3.f": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tipo triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", - "INTERMISSION_PART6_MEREDITH3.n": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tipo triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", - "INTERMISSION_PART6_KAYLEIGH3.f": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", - "INTERMISSION_PART6_KAYLEIGH5": "Pero aún no sabemos qué pretende Álef. Solo sabemos que tiene interés en los [wave amp=30 freq=10]otros[/wave] arcángeles.", - "INTERMISSION_PART6_KAYLEIGH3.m": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "Exacto.", - "INTERMISSION_PART6_KAYLEIGH3.n": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "La cosa es más o menos así, sí.", - "INTERMISSION_PART6_EUGENE5": "No sabemos qué trama ese tipo, ¿no? Da la impresión de que tiene un [shake rate=30 level=10]plan[/shake] bien trazado. Y que tiene que ver con encontrar otros arcángeles.", - "INTERMISSION_PART6_FELIX6": "Yo lo que me pregunto es qué hacemos con este tipo. Porque está claro que se trae algo entre manos, pero es [wave amp=30 freq=10]posible[/wave] que todo este asunto sea demasiado.", - "INTERMISSION_PART6_MEREDITH6": "Bien, ¿y qué hacemos entonces con el tipo este? Porque [pause]algo trama, eso está claro. [pause]Pero es un [wave amp=30 freq=10]arcángel[/wave]. Yo creo que los temas de los arcángeles son demasiado para nosotros.", - "INTERMISSION_PART6_KAYLEIGH6": "Bueno, {player}, ¿qué crees tú que deberíamos hacer? Álef ya demostró que está dispuesto a [wave amp=30 freq=10]quitarse de en medio[/wave] a todo el que se interponga en sus planes… [pause]Yo creo que a lo mejor esto es demasiado para nosotros.", - "INTERMISSION_PART6_FELIX6_OPTION1": "Hay que vigilarlo de cerca.", - "INTERMISSION_PART6_FELIX6_OPTION2": "Hay que intentar no acercarse a él.", - "INTERMISSION_PART6_KAYLEIGH7": "¡Eso es! Bien pensado.", - "INTERMISSION_PART6_MEREDITH7.m": "Buena idea.", - "INTERMISSION_PART6_MEREDITH7.f": "Buena idea.", - "INTERMISSION_PART6_MEREDITH7.n": "Buena idea.", - "INTERMISSION_PART6_EUGENE7": "¡A mí me suena bien!", - "INTERMISSION_PART6_FELIX7": "Me parece bien.", - "INTERMISSION_PART6_DOG7": "¡Guau!", - "INTERMISSION_PART6_VIOLA7": "De acuerdo entonces. Te sigo, {player}.", - "END_MIRROR_REVEAL_KAYLEIGH1": "Eso es…", - "END_MIRROR_REVEAL_PLAYER1": "Vaya, un espejo. ¿Será como el de la Posada Ambarina?", - "END_PART1_EUGENE3.f": "¿Estás bien, colega? [pause]Te quedaste muy callada.", - "END_MIRROR_REVEAL_FELIX1": "Genial.", - "END_MIRROR_REVEAL_EUGENE1": "Increíble…", - "END_MIRROR_REVEAL_MEREDITH1": "Esto… [pause]parece ser un hallazgo importante.", - "END_MIRROR_REVEAL_VIOLA1": "¿Podría este ser el objeto que tu corazón ansiaba descubrir, {player}?", - "END_MIRROR_DENIAL_MEREDITH1": "No puedo… pasar por aquí todavía, {player}. Parece que ese viaje solo es de ida y yo tengo asuntos sin resolver aquí.", - "END_MIRROR_REVEAL_DOG1": "¡Guau!", - "END_MIRROR_DENIAL_EUGENE1.m": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que detener a los terratenientes que hay en Nueva Wirral, ¿entiendes?", - "END_MIRROR_DENIAL_EUGENE1.f": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que detener a los terratenientes que hay en Nueva Wirral, ¿entiendes?", - "END_MIRROR_DENIAL_VIOLA1.f": "No puedo avanzar contigo, amiga mía. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", - "END_MIRROR_DENIAL_FELIX1": "No puedo… avanzar contigo. [pause]No he encontrado la inspiración artística que buscaba. Aún no.", - "END_MIRROR_DENIAL_VIOLA1.n": "No puedo avanzar contigo, amigue míe. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", - "END_MIRROR_DENIAL_VIOLA1.m": "No puedo avanzar contigo, amigo mío. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", - "END_MIRROR_DENIAL_DOG1": "Parece que Perry aún tiene asuntos por resolver…", - "FINAL_STATION_PART1_KAYLEIGH1": "¿Dónde estamos ahora? Hay mucha niebla… [pause]Supongo que lo único que podemos hacer es avanzar, {player}.", - "FINAL_STATION_PART1_EUGENE1": "¿Ese espejo ocultaba este lugar? ¡¿Los espejos pueden hacer eso?! ¿Me he perdido algo?", - "FINAL_STATION_PART1_MEREDITH1": "¡¿Este sitio estaba escondido dentro de un [wave amp=30 freq=10]espejo[/wave]?!", - "FINAL_STATION_PART1_FELIX1": "No sé qué esperaba encontrar aquí, pero no creo que fuera esto. [pause]No.", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Aúúúú…[/shake]", - "FINAL_STATION_PART1_VIOLA1": "Entrar en un espejo y encontrar lugar semejante… Ni en sueños habría imaginado algo así.", - "FINAL_STATION_PART2_KAYLEIGH1": "Este sitio es [wave amp=30 freq=10]inmenso[/wave]…", - "FINAL_STATION_PART2_KAYLEIGH2": "Si la puerta que buscamos existe, tiene que estar aquí. [pause]Habrá que echar un vistazo.", - "FINAL_STATION_PART2_MEREDITH1": "Este sitio huele a antiguo, eso está claro.", - "FINAL_STATION_PART2_MEREDITH2": "Vamos a dar una vuelta. Si tu puerta mágica entre mundos [wave amp=30 freq=10]existe[/wave], seguro que está en un sitio como este.", - "FINAL_STATION_PART2_EUGENE2": "¿Es aquí donde está la puerta que permite salir de Nueva Wirral?", - "FINAL_STATION_PART2_EUGENE1": "Este sitio da sensación de soledad, [pause]como si nadie hubiera estado aquí en cientos de años…", - "FINAL_STATION_PART2_FELIX1": "Este sitio…", - "FINAL_STATION_PART2_VIOLA1": "Hay un aura de tristeza flotando en este lugar, ¿la notas?", - "FINAL_STATION_PART2_FELIX2": "Tiene que ser aquí, ¿verdad? Es el sitio que has estado buscando. Vamos a echar un vistazo.", - "END_PART1_MEREDITH1": "No sé qué es esto, pero tengo le presentimiento de que no deberíamos tocarlo.", - "FINAL_STATION_PART2_VIOLA2": "Adelante, [pause]vamos a explorar este entorno tan lúgubre.", - "END_PART1_KAYLEIGH1": "¿Eso es un ataúd? {player}, ¿por qué es tan grande?", - "FINAL_STATION_PART2_DOG1": "Perry se ve nervioso, pero parece que tiene ganas de explorar la zona.", - "END_PART1_EUGENE1": "Eso es… No sé muy bien qué pensar de esto…", - "END_PART1_VIOLA1": "Las manos que elaboraron este ataúd eran las de alguien lleno de duelo. [pause]¿Lo notas tú también?", - "END_PART1_FELIX1": "Yo diría que es sorprendente encontrarnos algo así aquí, pero tampoco es que supiera qué esperar.", - "END_PART1_MORGANTE2": "MORDREO… HIJO MÍO…\\n\\nLA JUSTICIA HABRÁ DE CAER SOBRE EL REY QUE VISTE DE ROJO.\\n\\nMUY PRONTO.", - "END_PART1_DOG1": "[shake rate=30 level=10]Aúúúú…[/shake]", - "END_PART1_FELIX3.n": "Eh… ¿Todo está bien, {player}? [pause]Te quedaste mirando al infinito como si tu vida dependiera de ello.", - "END_PART1_KAYLEIGH3.m": "¿Estás bien? Te quedaste un momento como atontado.", - "END_PART1_MEREDITH3.m": "Tierra llamando a {player}. [pause]Te quedaste como atontado.", - "END_PART1_KAYLEIGH3.f": "¿Estás bien? Te quedaste un momento como atontada.", - "END_PART1_KAYLEIGH3.n": "¿Estás bien? Te quedaste un momento como atontade.", - "END_PART1_MEREDITH3.f": "Tierra llamando a {player}. [pause]Te quedaste como atontada.", - "END_PART1_MEREDITH3.n": "Tierra llamando a {player}. [pause]Te quedaste como atontade.", - "END_PART1_EUGENE3.m": "¿Estás bien, colega? [pause]Te quedaste muy callado.", - "END_PART2_PLAYER_OPTION2": "¡Hagamos esto!", - "END_PART1_FELIX3.m": "Eh… ¿Todo está bien, {player}? [pause]Te quedaste mirando al infinito como si tu vida dependiera de ello.", - "END_PART1_EUGENE3.n": "¿Estás bien, colega? [pause]Te quedaste muy callade.", - "END_PART1_VIOLA3.m": "No has perdido el juicio todavía, ¿verdad? Te quedasteabsorto un momento.", - "END_PART1_FELIX3.f": "Eh… ¿Todo está bien, {player}? [pause]Te quedaste mirando al infinito como si tu vida dependiera de ello.", - "END_PART1_VIOLA3.n": "No has perdido el juicio todavía, ¿verdad? Te quedasteabsorte un momento.", - "END_PART1_VIOLA3.f": "No has perdido el juicio todavía, ¿verdad? Te quedasteabsorta un momento.", - "END_PART1_DOG3": "¡Guau!", - "END_PART2_CONFIRM1.m": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparado?", - "END_PART2_CONFIRM1.f": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparada?", - "END_PART2_CONFIRM2": "¿Quieres guardar primero?", - "END_PART2_CONFIRM1.n": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparade?", - "END_PART2_KAYLEIGH3": "Ha sido un camino largo, {player}…", - "END_PART2_MEREDITH3.m": "Si esto es de verdad el final, me impresionaste. [pause]No sabía si de verdad serías capaz.", - "END_PART2_MEREDITH3.n": "Si esto es de verdad el final, me impresionaste. [pause]No sabía si de verdad serías capaz.", - "END_PART2_MEREDITH3.f": "Si esto es de verdad el final, me impresionaste. [pause]No sabía si de verdad serías capaz.", - "END_PART2_EUGENE3": "¡No hay vuelta atrás, colega! [pause]¡Estoy listo para lo que haga falta!", - "END_PART2_FELIX3": "Esa entrada parece bastante imponente. [pause]Supongo que es la definitiva.", - "END_PART2_VIOLA3": "¿Es posible? ¿Estamos, quizá, ante el final de nuestro viaje?", - "END_PART2_DOG3": "¡Guau!", - "END_PART2_MEREDITH5.m": "No estarías pensando en dejarme atrás, [pause]¿eh?", - "END_PART2_KAYLEIGH4": "¡Oye, espérame! ¡Ni se te ocurra entrar ahí sin mí!", - "END_PART2_EUGENE6": "Un último salto hacia lo desconocido, ¿eh? ¡Genial!", - "END_PART2_MEREDITH5.n": "No estarías pensando en dejarme atrás, [pause]¿eh?", - "END_PART2_MEREDITH5.f": "No estarías pensando en dejarme atrás, [pause]¿eh?", - "END_PART2_VIOLA8": "Si aquí es donde empieza el último acto, [pause]¡no puede faltar ningún actor!", - "END_PART2_FELIX7": "Esto no me lo pierdo.", - "END_PART3_FELIX4": "Damos por hecho que ese triángulo gigante es la entrada, ¿no?", - "END_PART2_DOG9": "¡Guau!", - "END_PART2_PLAYER_OPTION1": "¡Gracias por venir!", - "END_PART3_MEREDITH2": "A esto es a lo que veníamos, [pause]¿no?", - "END_PART3_KAYLEIGH1": "Esa tiene que ser la entrada…", - "END_PART3_EUGENE3": "[shake rate=30 level=10]¡De lujo![/shake]", - "END_PART3_VIOLA5": "Es cosa digna de verse…", - "END_PART3_DOG6": "¡Guau!", - "END_PART3_ALEPH7": "¡Genial, lo logramos!", - "END_PART3_KAYLEIGH8": "¡Álef!", - "END_PART3_MEREDITH8": "Ah, otra vez tú.", - "END_PART3_EUGENE8": "¿Qué quieres ahora, [pause]rarito?", - "END_PART3_VIOLA8": "¡Tú!", - "END_PART3_DOG8": "¡¿Guau?!", - "END_PART3_FELIX8": "¿Nos estabas siguiendo?", - "END_PART3_ALEPH9": "ESA VIEJA BRUJA ESCONDIÓ MUY BIEN ESTE SITIO.", - "END_PART3_ALEPH10": "¿SABÍAN QUE TODA ESTA LÍNEA DE TRENES ES, EN REALIDAD, OTRO DE NOSOTROS, LOS \\\"ARCÁNGELES\\\"?", - "END_PART3_ALEPH12": "¡HAY UN GRAN LABERINTO HAY AQUÍ ABAJO!", - "END_PART3_ALEPH11": "LO LLAMAMOS LA MERLÍNEA. [pause]EN VERDAD; SU \\\"ISLA\\\" ESTÁ SITUADA SOBRE SU ESPALDA.", - "END_PART3_ALEPH13": "JAMÁS HABRÍA ENCONTRADO ESTA SALA SIN USTEDES, [pause]LO DIGO EN SERIO.", - "END_PART3_ALEPH15.n": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTE DE LO QUE PARECES, AMIGUE MÍE.", - "END_PART3_ALEPH13_OPTION1": "¿Esa \\\"vieja bruja\\\" es Morganta?", - "END_PART3_ALEPH14": "…", - "END_PART3_ALEPH13_OPTION2": "¿Es Morganta la que escondió este sitio?", - "END_PART3_ALEPH15.m": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTO DE LO QUE PARECES, AMIGO MÍO.", - "END_PART3_ALEPH15.f": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTA DE LO QUE PARECES, AMIGA MÍA.", - "END_PART3_ALEPH16": "LA VIEJA BRUJA ME TUVO ATRAPADO MUCHO TIEMPO EN ESTOS TÚNELES, [pause]PERO ME ACABÉ SALIENDO CON LA MÍA.", - "END_PART3_ALEPH17": "COMO SIEMPRE.", - "END_PART3_ALEPH17_OPTION1": "¿Qué quieres de nosotros?", - "END_PART3_ALEPH17_OPTION2": "¿Qué te traes entre manos?", - "END_PART3_ALEPH18": "¿A QUÉ VIENE ESE TONO TAN ACUSADOR? ¡ESTAMOS INTENTANDO MANTENER UNA ACTITUD POSITIVA, CAMARADAS!", - "END_PART3_ALEPH19": "¡LO ÚNICO QUE QUIERO ES MARCHARME POR ESA PUERTA QUE HAY AHÍ MISMO!", - "END_PART3_ALEPH20": "Y HABLANDO DE CAMARADAS…", - "END_PART3_KAYLEIGH22": "No…", - "END_PART3_ALEPH21": "¡LES PRESENTO A MI EQUIPO NUEVO!", - "END_PART3_EUGENE24": "Vaya.", - "END_PART3_MEREDITH23": "Ay, no…", - "END_PART3_FELIX25": "Eh…", - "END_PART3_VIOLA26": "Ya veo…", - "END_PART3_DOG27": "¿Guau?", - "END_PART3_ALEPH28": "YO ANTES ERA ALGUIEN MUY IMPORTANTE, ¿LO SABÍAN?", - "END_PART3_ALEPH29": "MI ANTIGUA PLANTILLA Y YO TENÍAMOS UNA ESPECIE DE ACUERDO CON USTEDES. [pause]UNA RELACIÓN ESPECIAL. [pause]AUNQUE USTEDES NO LO SUPIERAN.", - "END_PART3_ALEPH30": "¡TENGO UN ENORME RESPETO POR USTEDES, LOS HUMANOS! ¡NO EXISTIRÍAMOS DE NO SER POR USTEDES!", - "END_PART3_ALEPH31": "LOS HUMANOS VIVEN EN SUS PEQUEÑOS MUNDOS E INVENTAN TODO TIPO DE IDEAS UTÓPICAS, COMO EL AMOR, LA MUERTE Y TODO ESO…", - "END_PART3_ALEPH32": "SUS PENSAMIENTOS MÁS PODEROSOS NOS IBAN DANDO LA VIDA Y, A CAMBIO, NOSOTROS VIAJÁBAMOS A SUS MUNDOS Y, CUAL ACTORES, ¡INTERPRETÁBAMOS ESAS FANTASÍAS QUE HABÍAN CREADO PARA NOSOTROS!", - "END_PART3_ALEPH33": "AVENTURAS… [pause]GUERRAS… [pause]EXTINCIONES…", - "END_PART3_ALEPH34": "ESE TIPO DE COSAS SON LAS QUE MÁS LES GUSTAN, [pause]¡Y A MÍ TAMBIÉN!", - "END_PART3_ALEPH34B": "POR DESGRACIA, EN MI ANTIGUA COMPAÑÍA HUBO CIERTAS RENCILLAS Y TUVIMOS QUE DISOLVERLA.", - "END_PART3_ALEPH35": "ASÍ QUE LLEVO UN TIEMPO FUERA DE ESCENA.", - "END_PART3_ALEPH36": "¡PERO AHORA VOLVIMOS A LA ACCIÓN!", - "END_PART3_KAYLEIGH37": "Así que tú y los demás arcángeles van a… [pause]¿invadir mundos y llevar a cabo actos violentos propios de los mitos que inspiraron su creación?", - "END_PART3_MEREDITH38": "Eso resulta bastante preocupante.", - "END_PART3_EUGENE39": "Es un ciclo infinito de violencia…", - "END_PART3_FELIX40": "Pues a mí no me suena nada bien.", - "END_PART3_VIOLA41": "¡No debe permitirse que deseo tan censurable pueda alcanzarse!", - "END_PART3_ALEPH46": "ES MÁS, ¡VOY A PROPONERLES UN TRATO!", - "END_PART3_DOG42": "Grrrrrr…", - "END_PART3_ALEPH43": "VAMOS, ¡NO SE PREOCUPEN POR ESO, CAMARADAS!", - "END_PART3_ALEPH44": "AQUÍ TODOS ESTAMOS EN EL MISMO BARCO.", - "END_PART3_ALEPH45": "TIENEN TANTAS GANAS DE SALIR DE ESTE MUNDO DE MALA MUERTE COMO NOSOTROS.", - "END_PART3_ALEPH46_OPTION1": "¿Un trato?", - "END_PART3_ALEPH46_OPTION2": "¿Qué propones?", - "END_PART3_ALEPH48": "NUNCA VOLVERÁN A VERNOS. [pause]¿QUÉ LES PARECE?", - "END_PART3_ALEPH48_OPTION1": "¿Qué?", - "END_PART3_ALEPH47": "CADA UNO SE VA POR SU CAMINO, [pause]Y NOSOTROS NUNCA VISITAREMOS NINGUNO DE SUS MUNDOS.", - "END_PART3_ALEPH56": "ASÍ QUE VOY A MATARLOS Y LUEGO ME VOY DE AQUÍ COMO SI NADA, ¿LES PARECE?", - "END_PART3_ALEPH48_OPTION2": "¡No hay trato!", - "END_PART3_ALEPH_WHAT_49": "CONQUISTAREMOS LOS MUNDOS DE OTROS, PERO LOS SUYOS LOS DEJAREMOS EN PAZ.", - "END_PART3_ALEPH_NO_DEAL_49": "¿NO?", - "END_PART3_KAYLEIGH51": "Todas las personas tienen valor, ¡da igual de qué mundo sean! ¡Lo menos que podemos hacer es todo lo posible para ayudarlas!", - "END_PART3_ALEPH_NO_DEAL_50": "NO LO ENTIENDO.", - "END_PART3_EUGENE51": "Incluso si la gente de otros mundos no sabe que existimos, [pause]¡en este momento dependen de nosotros para que la [shake rate=30 level=10]protejamos de ustedes[/shake]!", - "END_PART3_MEREDITH51": "Sería una jugada muy sucia de nuestra parte vender otras realidades a cambio de nuestra seguridad.", - "END_PART3_VIOLA51": "Puede que un deseo censurable les haya dado la vida, ¡pero no tienen derecho a castigar con ese mal el corazón de los humanos!", - "END_PART3_DOG51": "[shake rate=30 level=10]¡GUAU![/shake]", - "END_PART3_FELIX51": "Van a hacer daño a la gente aunque nosotros no veamos cómo ocurre. [pause]Yo opino que es un trato muy desfavorable.", - "END_PART3_ALEPH52": "¡PERO SI NO VAMOS A TOCAR SUS REALIDADES!", - "END_PART3_ALEPH53": "¿DE VERDAD PIENSAN ARRIESGAR SU PROPIA VIDA… [pause]PARA AYUDAR A GENTE QUE NI SIQUIERA CONOCEN?", - "END_PART3_ALEPH53_OPTION1": "Sí.", - "END_PART3_ALEPH53_OPTION2": "Por supuesto.", - "END_PART3_ALEPH54": "ESTÁ BIEN. [pause]¡ESTÁ BIEN!", - "END_PART3_ALEPH55": "NO VEO QUE TENGAN NINGUNA INTENCIÓN DE COLABORAR.", - "END_PART4_ALEPH1": "USTEDES NOS CREARON, ¿Y AHORA QUIEREN MATARNOS? [pause]¡DECÍDANSE DE UNA VEZ!", - "END_PART5_ALEPH1": "QUÉ POCO PRODUCTIVO ES TODO ESTO…", - "END_PART6_ALEPH1": "BIEN, YA ME HARTÉ.", - "END_PART6_ALEPH2": "¡QUE TODO EL MUNDO VUELVA A SUBIR AL TREN! [pause]¡NOS VAMOS!", - "END_PART7_ALEPH1": "¡VIAJEROS AL TREN!", - "END_PART7_ALEPH2": "PRÓXIMA ESTACIÓN: ¡DONDE NOS PLAZCA!", - "END_PART7_KAYLEIGH3": "¡{player}, deprisa!", - "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr…[/wave]", - "END_PART7_MEREDITH3": "¡{player}, no podemos dejar que escape!", - "END_PART7_FELIX3": "Tenemos que perseguirlo. Lo sabes, ¿verdad?", - "END_PART7_EUGENE3": "¡Rápido, vamos tras él!", - "END_PART7_VIOLA3": "¡Nuestra presa no ha de escapar tan fácilmente!", - "END_PART8_KAYLEIGH1": "Yo ya había visto esas luces antes…, [pause]justo cuando llegué a Nueva Wirral…", - "END_PART8_EUGENE1": "Esto se siente conocido… [pause]¿No vi también esas luces cuando vine aquí?", - "END_PART8_MEREDITH1": "Qué locura… [pause]Me parece que vi esto cuando vine a Nueva Wirral.", - "END_PART9_ALEPH_BATTLE1": "¿QUIEREN HACER LA GUERRA CONTRA MÍ? QUÉ APROPIADO.", - "END_PART8_VIOLA1": "Esas luces… ¿Es este acaso un lugar entre el cielo y la tierra? [pause]¿Es posible que las haya visto antes?", - "END_PART8_FELIX1": "Vaya espectáculo de luces. Yo diría que ya lo había visto antes… [pause]¿Fue cuando caí en Nueva Wirral?", - "END_PART8_DOG1": "Grrr…", - "END_PART8_ALEPH2": "YO CREÍ QUE YA HABÍA ENTENDIDO TODO LO QUE SE PODÍA SABER SOBRE EL COSMOS…", - "END_PART8_ALEPH4": "A LO MEJOR PODRÍA SER UN BUEN EJERCICIO PARA MEJORAR EL ESPÍRITU DE EQUIPO.", - "END_PART8_ALEPH3": "PERO ESE TRUCO SUYO DE LA \\\"FUSIÓN\\\" ES ALGO QUE NO HABÍA VISTO NUNCA ANTES.", - "END_PART8_ALEPH6": "PIENSO VISITAR TU REALIDAD ANTES QUE NINGUNA OTRA.\\n\\nHUELES A ELLA, PERCIBO SU AROMA…", - "END_PART8_ALEPH5": "VOY A RETIRAR MI OFERTA.", - "END_PART8_ALEPH8": "UNA LÍNEA TEMPORAL AÚN INALTERADA QUE, ADEMÁS, YA ESTÁ ENCAMINADA HACIA SU DESTRUCCIÓN.\\n\\nVA A SER UN PASATIEMPO DELICIOSO.", - "END_PART8_KAYLEIGH10": "¿Te quedan fuerzas para un último combate, {player}?", - "END_PART8_MEREDITH10.m": "¿Estás listo?", - "END_PART8_EUGENE10": "¡Ahora sí que es la definitiva, {player}!", - "END_PART8_MEREDITH10.f": "¿Estás lista?", - "END_PART8_MEREDITH10.n": "¿Estás liste?", - "END_PART8_FELIX10.m": "¡Vamos allá! [pause] Después de ti, {player}.", - "END_PART8_FELIX10.n": "¡Vamos allá! [pause] Después de ti, {player}.", - "END_PART8_FELIX10.f": "¡Vamos allá! [pause] Después de ti, {player}.", - "END_PART8_VIOLA10": "¡Que así sea!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART8_DOG10": "[shake rate=30 level=10]¡GUAU! ¡GUAU![/shake]", - "END_PART9_ALEPH_BATTLE2": "EL MAYOR DESEO DEL HOMBRE ES SU AUTODESTRUCCIÓN. Y YO PUEDO HACER QUE OCURRA, UNA Y OTRA VEZ.", - "END_PART9_ALEPH_BATTLE4": "ASÍ QUE… ¡RÍNDANSE YA!", - "END_PART9_ALEPH_BATTLE3": "YA HE VISTO CIVILIZACIONES ARDER ANTE MÍ, Y VOLVERÉ A CONTEMPLAR ESAS LLAMAS.", - "END_PART9_MORGANTE7": "ÁLEF ES LA PERSONIFICACIÓN DE LA CONQUISTA.\\n\\nY YO SOY LA PERSONIFICACIÓN DE LA REBELDÍA.", - "END_PART9_ALEPH_BATTLE5": "INSOLENTES…", - "END_PART9_MEREDITH2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART9_ALEPH1": "YA BASTA DE CINTAS.", - "END_PART9_ALEPH3": "NO SON BESTIAS. NO SON MÁS QUE HUMANOS.", - "END_PART9_FELIX2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART9_VIOLA2": "[shake rate=30 level=10]¡{player}![/shake]", - "END_PART9_DOG2": "¡¿Guau?!", - "END_PART9_MORGANTE5": "USAN LAS COSAS SIN SABER SIQUIERA CÓMO FUNCIONAN.\\n\\nSU INOCENCIA ALIMENTA SU ANSIA.", - "END_PART9_MORGANTE4": "TÍPICO DE LOS HUMANOS.", - "END_PART9_MORGANTE5_OPTION1": "¿Viniste a burlarte de mí?", - "END_PART9_MORGANTE5_OPTION2": "¿Qué quieres de nosotros?", - "END_PART9_MORGANTE6": "EN ESTE MOMENTO, ES COMÚN NUESTRO OBJETIVO.", - "END_PART9_MORGANTE8": "NECESITO, PUES, QUE LO ENTIENDAS.", - "END_PART9_MORGANTE8_OPTION1": "¿Entender qué?", - "END_PART9_MORGANTE8_OPTION2": "¿De qué me estás hablando?", - "END_PART9_MORGANTE9": "LOS HUMANOS NOS CREAN CON SUS SUEÑOS E IDEALES.\\n\\nLA ENERGÍA POTENCIAL DE LA HUMANIDAD ES ILIMITADA.", - "END_PART9_MORGANTE11": "LA CAPACIDAD DE MANIFESTAR SU VOLUNTAD PARA ALTERAR LA REALIDAD…\\n\\nY DE CAMBIAR SU MUNDO Y A USTEDES MISMOS…\\n\\nRESIDE EN SU INTERIOR.", - "END_PART9_MORGANTE10": "ESAS \\\"CINTAS\\\" NO SON SINO TALISMANES.", - "END_PART9_MORGANTE12": "¡ASÍ QUE DESPIERTA DE UNA VEZ!", - "END_PART9_KAYLEIGH13": "{player}, ¿cómo es que…?", - "END_PART9_MEREDITH13": "{player}… Ese rostro que estás poniendo da bastante miedo…", - "END_PART9_EUGENE13": "¡{player}! Volviste al negocio, ¿eh?", - "END_PART9_FELIX13.f": "Veo que volviste, {player}.", - "END_PART9_FELIX13.m": "Veo que volviste, {player}.", - "END_PART9_VIOLA13": "Ya sabía que no iba a ser tan fácil vencerte, {player}.", - "END_PART9_FELIX13.n": "Veo que volviste, {player}.", - "END_PART9_DOG13": "¡GUAU!", - "END_PART9_ALEPH14": "¡¿POR QUÉ?!\\n\\n¡¿POR QUÉ PERSEVERAS?!", - "END_PART9_ALEPH15_OPTION1": "¡Porque esa es mi voluntad!", - "END_PART9_ALEPH15_OPTION2": "¡Porque aún me quedan ideas!", - "END_PART9_KAYLEIGH16": "¡Un objetivo común, eso es lo único que hace falta! [pause][shake rate=30 level=10]¡QUE NUESTROS CORAZONES SE UNAN![/shake]", - "END_PART9_ALEPH15_OPTION3": "¡Porque eso es lo que hacemos los humanos!", - "END_PART9_EUGENE18": "[shake rate=30 level=10]¡JUNTOS SOMOS IMPARABLES![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]¡VAMOS A DARLE UNA PATIZA AL CABEZÓN ESE![/shake]", - "END_PART9_FELIX19": "Que sea lo que tenga que ser…", - "END_PART9_VIOLA20": "¡Al ataque! [pause]¡El final de esta historia lo hemos de escribir nosotros!", - "END_PART9_DOG21": "[wave amp=30 freq=10]¡AÚÚÚÚÚ![/wave]", - "END_PART9_ALEPH22": "AH, LA VIEJA BRUJA. TIENES QUE SER SIEMPRE COMO UNA PIEDRA EN MI ZAPATO, ¿VERDAD?", - "END_PART10_ALEPH1": "AHORA LO ENTIENDO.", - "END_PART10_MORGANTE2": "NUESTRA CANCIÓN ACABA AQUÍ.", - "END_PART10_MORGANTE3.m": "TU VOLUNTAD DEMOSTRÓ SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nQUE ESO TE SIRVA DE LECCIÓN, HUMANO.", - "END_PART10_MORGANTE3.f": "TU VOLUNTAD DEMOSTRÓ SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nQUE ESO TE SIRVA DE LECCIÓN, HUMANA.", - "END_PART10_MORGANTE3.n": "TU VOLUNTAD DEMOSTRÓ SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nQUE ESO TE SIRVA DE LECCIÓN, HUMANE.", - "END_PART11_BARKLEY3": "¿Guau?", - "END_PART10_KAYLEIGH5": "Deberíamos volver… [pause]Este tren no es muy estable que digamos.", - "END_PART10_MORGANTE4": "HASTA SIEMPRE.", - "END_PART10_EUGENE5": "Deberíamos retirarnos ahora que aún podemos… [pause]No creo que este tren vaya a aguantar mucho más.", - "END_PART10_MEREDITH5": "Más nos vale salir de aquí antes de que este tren se vaya al abismo.", - "END_PART10_FELIX5": "Nos conviene salir de aquí antes de que este tren caiga al vacío, [pause]¿no?", - "END_PART10_VIOLA5": "Sería muy sensato por nuestra parte marcharnos de aquí cuanto antes.", - "END_PART10_DOG5": "Guau.", - "END_PART11_KAYLEIGH1": "Es una pena que se te haya roto el walkman, [pause]{player}…", - "END_PART11_KAYLEIGH2": "¡Menos mal que yo siempre llevo uno de repuesto!", - "END_PART11_KAYLEIGH3": "¿Estaba aquí antes ese edificio?", - "END_PART11_EUGENE3": "¿Alguien sabe de dónde diablos salió ese… [pause]edificio?", - "END_PART11_MEREDITH3": "Este… [pause]mmm… [pause]ese edificio no estaba aquí antes, ¿no?", - "END_PART11_FELIX3": "Eso no es muy normal que digamos.", - "END_PART11_VIOLA3": "Esto es de lo más curioso.", - "END_PART11_AMBER4": "No se preocupen por mí. Me llamo Amber.", - "END_PART11_AMBER6": "Solo vine para asegurarme de que no acaben haciéndose daño ni nada de eso.", - "END_PART11_AMBER5.f": "Soy amiga de {player}. ¿Verdad, cielo?", - "END_PART11_AMBER5.m": "Soy amiga de {player}. ¿Verdad, cielo?", - "END_PART11_AMBER5.n": "Soy amiga de {player}. ¿Verdad, cielo?", - "END_PART11_AMBER7": "Aunque, eso sí, por lo visto ya le dieron a nuestro amigo común una buena tunda. [pause]¡Eso no se había visto nunca!", - "END_PART11_AMBER7_OPTION1": "¿Tunda? Yo diría que lo destruimos.", - "END_PART11_AMBER8": "Es que los seres como Álef y yo no somos de carne y hueso, cielo. [pause]Hace falta que muera una idea para que ya no seamos capaces de volver de una forma u otra.", - "END_PART11_AMBER7_OPTION2": "Hablas de él como si aún estuviera vivo.", - "END_PART11_AMBER9": "Lo suyo es la conquista. Mientras los humanos sigan encontrando la manera de matarse unos a otros, estoy segura de que se acabará volviendo a formar.", - "END_PART11_AMBER10": "Aunque a lo mejor se pasa una buena temporada fuera de circulación…", - "END_PART11_KAYLEIGH11": "Tú eres otro arcángel…", - "END_PART11_AMBER12": "Relájate, pelirroja, que vengo en son de paz.", - "END_PART11_AMBER13": "Además, les va a hacer falta un poco de ayuda con lo de ese portal a casa, ¿no te parece?", - "END_PART11_KAYLEIGH14": "Entonces… ¿De verdad puede llevarnos de vuelta a nuestro propio mundo?", - "END_PART11_KAYLEIGH15": "¡Estupendo! [pause]Tendré que avisar a los guardas antes de irnos.", - "END_PART11_AMBER16": "{player}, no hace falta que se vayan en este momento…", - "END_PART11_AMBER17.n": "Pero, cuando llegue el momento, [pause]vengan a hablar conmigo.", - "END_PART11_AMBER17.m": "Pero, cuando llegue el momento, [pause]vengan a hablar conmigo.", - "END_PART12_RANGER1": "¡Casi no me lo creo! Cangrejos parlantes, portales mágicos, alianzas con arcángeles… ¡Qué maravilla!", - "END_PART11_AMBER17.f": "Pero, cuando llegue el momento, [pause]vengan a hablar conmigo.", - "END_PART12_AMBER1.m": "¿Estás listo para marcharte de Nueva Wirral, [pause]cielo?", - "END_PART12_AMBER1.f": "¿Estás lista para marcharte de Nueva Wirral, [pause]cielo?", - "END_PART12_AMBER1.n": "¿Estás liste para marcharte de Nueva Wirral, [pause]cielo?", - "END_PART12_AMBER4": "No es cuestión de \\\"ciencia\\\", sino de intención. [pause]Tienes que visualizar el mundo al que quieres ir y avanzar sin miedo, sin ningún lazo que te ate aún a este lugar.", - "END_PART12_KAYLEIGH6": "¡¿Q-Qué?!", - "END_PART12_AMBER_NO": "No hay ninguna prisa. ¡Tómate el tiempo que necesites!", - "END_PART12_AMBER2": "Con un portal estable como este, [pause]las reglas son muy sencillas.", - "END_PART12_AMBER3": "Al otro lado está [wave amp=30 freq=10]el espacio que hay entre todas las cosas.[/wave]. [pause]Si no lo usas bien, no irás a ninguna parte.", - "END_PART12_AMBER5": "Así que les aconsejo que se vayan despidiendo, [pause]porque este viaje es solo de ida.", - "END_PART12_AMBER8": "Nueva Wirral es una anomalía, [pause]ni más ni menos.", - "END_PART12_AMBER7": "Así son las reglas, pelirroja.", - "END_PART12_AMBER9": "Y ustedes solo están aquí por casualidad… Así que no hay posibilidades de que vuelvan.", - "END_PART12_VIOLA10": "Me duele que nuestra historia acabe aquí, [pause]pero ardo en deseos de volver a ver a mi hermano.", - "END_PART12_VIOLA11": "Decir adiós produce siempre una alegre tristeza.", - "END_PART12_VIOLA13": "{player}, el recuerdo de este breve tiempo que hemos podido compartir…", - "END_PART12_VIOLA12": "Hasta siempre, [pause]camaradas.", - "END_PART12_VIOLA14": "Jamás podrán borrarlo ni las olas ni las tempestades.", - "END_PART12_VIOLA15": "Te he de llevar siempre conmigo.", - "END_PART12_EUGENE16": "Nos enfrentamos a seres todopoderosos y vencimos…", - "END_PART12_EUGENE17": "¡Qué ganas tengo de volver a casa y seguir repartiendo golpes!", - "END_PART12_EUGENE18": "Siempre va a haber gente que necesite un poco de ayuda, da igual dónde estés o cuándo estés.", - "END_PART12_EUGENE21": "Supongo que aquí es donde rompemos, {player}.", - "END_PART12_EUGENE19": "Tengo mucho por hacer.", - "END_PART12_EUGENE20": "Fue genial conocerles, colegas.", - "END_PART12_EUGENE22": "Tampoco es que pueda pedirte que abandones tu mundo por mí. [pause]Eso sería demasiado.", - "END_PART12_EUGENE25.f": "Vas a seguir siendo genial. [pause]Estoy seguro.", - "END_PART12_EUGENE23": "Pero… [pause]En fin…", - "END_PART12_EUGENE25.m": "Vas a seguir siendo genial. [pause]Estoy seguro.", - "END_PART12_EUGENE24": "Vive tu vida, [pause]¿sí?", - "END_PART12_FELIX35": "Creo que una parte de mí te va a querer siempre.", - "END_PART12_EUGENE25.n": "Vas a seguir siendo genial. [pause]Estoy seguro.", - "END_PART12_FELIX26": "Vaya…", - "END_PART12_FELIX27": "Qué viaje acabamos de vivir…", - "END_PART12_FELIX29": "Por no mencionar que pude conocer a uno de mis viejos personajes.", - "END_PART12_FELIX28": "Creo que ya tengo suficiente inspiración y creatividad como para diez vidas seguidas.", - "END_PART12_FELIX31": "{player}…", - "END_PART12_FELIX30": "Voy a echar de menos los buenos tiempos, [pause]colegas.", - "END_PART12_FELIX32.m": "Aun si no te vuelvo a ver, nunca desaparecerás.", - "END_PART12_FELIX32.n": "Aun si no te vuelvo a ver, nunca desaparecerás.", - "END_PART12_FELIX32.f": "Aun si no te vuelvo a ver, nunca desaparecerás.", - "END_PART12_FELIX33.m": "Eres el Forastero, ¿te acuerdas? [pause]El protagonista de mi futura gran historia.", - "END_PART12_FELIX33.f": "Eres la Forastera, ¿te acuerdas? [pause]La protagonista de mi futura gran historia.", - "END_PART12_FELIX34": "Y, además, yo creo… [pause]que Kuneko tenía razón: [pause]las ideas viven para siempre.", - "END_PART12_FELIX33.n": "Eres le Forastere, ¿te acuerdas? [pause]Le protagonista de mi futura gran historia.", - "END_PART12_MEREDITH40": "Sobre todo tú, {player}.", - "END_PART12_MEREDITH36": "No estoy…", - "END_PART12_MEREDITH37": "No estoy preparada para que esto acabe.", - "END_PART12_MEREDITH38": "Voy a… [pause]Cuando vuelva, voy a ser más fuerte. [pause]Voy a vivir la vida a tope.", - "END_PART12_MEREDITH39": "No se… [pause]vayan a olvidar de mí, [pause]¿entendido?", - "END_PART12_MEREDITH46.f": "Bah, eso, que te quiero. [pause]Hasta la vista.", - "END_PART12_MEREDITH41.f": "Pusiste… [pause]Eh… [pause]Pusiste un estándar bastante alto a mis futuras novias.", - "END_PART12_MEREDITH41.m": "Pusiste… [pause]Eh… [pause]Pusiste un estándar bastante alto a mis futuros novios.", - "END_PART12_MEREDITH41.n": "Pusiste… [pause]Eh… [pause]Pusiste un estándar bastante alto a mis futuras parejas.", - "END_PART12_MEREDITH44": "Ya me imaginaba que las cosas tendrían que acabar si encontrábamos la salida…", - "END_PART12_MEREDITH45": "Pero no pienso volver a rendirme y dejar de intentar ser feliz. Nunca más.", - "END_PART12_MEREDITH46.n": "Bah, eso, que te quiero. [pause]Hasta la vista.", - "END_PART12_MEREDITH46.m": "Bah, eso, que te quiero. [pause]Hasta la vista.", - "MAGIKRAB_ON_ARRIVAL.f": "¡Bienvenida a {region_name}!", - "END_PART12_KAYLEIGH47": "Ahora sí es el final, ¿verdad?", - "END_PART12_KAYLEIGH54": "Supongo que no volveremos a vernos, [pause]{player}.", - "END_PART12_KAYLEIGH48": "Espero que no vaya a ser como despertarse de un sueño.", - "END_PART12_KAYLEIGH49": "Quiero acordarme de ti, {player}. [pause]Quiero acordarme de todos. [pause]Quiero acordarme de Villapuerto…", - "END_PART12_KAYLEIGH50": "Incluso de las cosas que no fueron buenas. [pause]Porque todo eso es parte de mí.", - "END_PART12_KAYLEIGH51": "Manifestar nuestra voluntad para cambiar el mundo…", - "END_PART12_KAYLEIGH58": "Te quiero. [pause]Gracias por todo.", - "END_PART12_KAYLEIGH52": "Supongo que, en realidad, no nos hacen falta cintas para eso, ¿no?", - "END_PART12_KAYLEIGH53": "Decidir nuestro futuro siempre fue cosa nuestra.", - "END_PART12_AMBER61": "Me parece que te toca, cielo.", - "END_PART12_KAYLEIGH55": "Nunca llegaré a conocer a nadie como te conocí a ti… [pause]Al fin y al cabo, la fusión no es lo que se dice una cosa normal que pasa en todas las relaciones.", - "END_PART12_KAYLEIGH56.m": "Estoy triste pero, a la vez, contenta. [pause]Los dos vamos a volver al sitio que de verdad nos corresponde y nos quedará el placer de habernos conocido.", - "END_PART12_KAYLEIGH56.f": "Estoy triste pero, a la vez, contenta. [pause]Las dos vamos a volver al sitio que de verdad nos corresponde y nos quedará el placer de habernos conocido.", - "END_PART12_KAYLEIGH57": "Yo diría que es un final feliz.", - "END_PART12_KAYLEIGH56.n": "Estoy triste pero, a la vez, contenta. [pause]Vamos a volver al sitio que de verdad nos corresponde y nos quedará el placer de habernos conocido.", - "END_PART12_AMBER62_OPTION1.m": "¡Estoy listo!", - "END_PART12_AMBER60": "¡Vaya! [pause]¡Si parece que este pequeñín quiere volver contigo! [pause]¡Qué lindo!", - "END_PART12_DOG59": "¡Guau! ¡Guau!", - "END_PART12_AMBER62.m": "¿Estás listo?", - "END_PART12_AMBER62.n": "¿Estás liste?", - "END_PART12_AMBER62.f": "¿Estás lista?", - "END_PART12_AMBER62_OPTION1.f": "¡Estoy lista!", - "END_PART12_AMBER62_OPTION1.n": "¡Estoy liste!", - "END_PART12_AMBER62_OPTION2": "¡Es hora!", - "RANGER_GATEKEEPER_INTRO1": "¡Oye, tú!", - "RANGER_GATEKEEPER_SNEAK1": "¿Estás intentando escabullirte?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "Los monstruos que hay a partir de aquí pueden mandarte directamente al hospital en un abrir y cerrar de ojos.", - "RANGER_GATEKEEPER_SNEAK2": "¿Es que no sabes que estoy aquí por tu bien?", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "Perdóname, parece que sí sabes lo que haces.", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "¡Si tan seguro estás de que podrás con ellos, ponte en guardia!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "¡Si tan segura estás de que podrás con ellos, ponte en guardia!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "¡Si tan segure estás de que podrás con ellos, ponte en guardia!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "Perdóname, parece que sí sabes lo que haces.", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "Perdóname, parece que sí sabes lo que haces.", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "Adelante.", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "Adelante.", - "GRAVEYARD_GHOST_BOY_NAME": "Niño fantasma", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "Adelante.", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "¡Uy, perdona! Es que corre el rumor de que hay un fantasma por aquí y creí que eras tú.", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "¡Ah! ¡Un fantasma!", - "UNDYIN_LOVER_NAME": "Prisionero", - "UNDYIN_LOVER_PRE_BATTLE1": "¡Aaahh!", - "UNDYIN_LOVER_POST_BATTLE1": "¡Oye! ¡Le espantaste!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Vamos a romper el hielo.", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Los pomebomba son muy fáciles de domar si sabes cómo.", - "UNDYIN_LOVER_POST_BATTLE2": "Solo estábamos disfrutando de la mutua compañía… ¡No era nada raro, te lo prometo!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Vamos a romper el hielo.", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Vamos a romper el hielo.", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Me quedé helado.", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "La guarda de élite Mazas me ha estado ayudando a diseñar un entrenamiento para mejorar la fuerza.", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "¡Ven aquí, chico!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Quienes lo cuentan siempre mencionan este lugar, pero, de momento, yo solo he visto antifolilla de tamaño normal.", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "¿Quién te entrenó? ¡Necesito saberlo!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "¡Mira qué músculos!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "¿Quién te entrenó? ¡Necesito saberlo!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "¿Tú también viniste a investigar el rumor del antifolilla diminuto?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "¿Quién te entrenó? ¡Necesito saberlo!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "A lo mejor todo el asunto tiene algo que ver con el tren subterráneo que pasó hace un momento.", - "PLATO_NAME": "Platón", - "SOCRATES_NAME": "Sócrates", - "SOCRATES_PRE_BATTLE": "El ser humano perfecto no es sino todos los seres humanos juntos. Es un ente colectivo: todos nosotros juntos damos origen a la perfección.", - "PLATO_PRE_BATTLE": "¡Los exhorto a ser parte del gran combate que es el combate de la vida, más grande que cualquier otro conflicto mundano!", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Como no soy muy valiente, mis amigos piensan que soy un pelele. No tienen ni idea…", - "SOCRATES_POST_BATTLE": "Gracias. Creí que podría vencerte. Ahora soy sabio en verdad, pues ahora sé que no sé nada.", - "PLATO_POST_BATTLE": "Somos filósofos, Sócrates, no soldados. Escasos son los humanos capaces de practicar bien a la vez dos profesiones o dos artes.", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]De que sí, soy un pelele.[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "¡Quítate de en medio! ¡Hoy quiero ser yo la persona a la que entreviste Cybil!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]A lo mejor me conviene más volver mañana…[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Dentro de todo cuerpo hay un esqueleto que intenta escapar.", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Te… te iba a sacar los huesos de verdad. Perdona.", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Ven, te voy a liberar de tu prisión de carne…", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Uf, gracias, eso me cayó bien. Pasé demasiado tiempo siendo un gelatona.", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]HALA, ¡TIENES UNA ASPECTO DELICIOSO![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]¡Es muy injusto que digan que los terratenientes somos unos buitres![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¿Nos has visto? ¡Los buitres son nuestros mayores enemigos![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Eso me recuerda… ¿Te interesa comprar una casa nueva? [pause]¿No? [pause]Bueno.[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Es verdad que un poco cuervos sí somos. ¡Pero hay que serlo si uno quiere prosperar en este negocio![/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Si lo que buscas es una inversión que resista el paso del tiempo, prueba con un reloj… Quiero decir, con un terreno edificable.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]La existencia de un cosmos infinito repleto de mundos supone un tremendo desafío para nosotros los terratenientes.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]El espacio, el tiempo, ¿qué más da? Es todo lo mismo.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]El valor de la tierra proviene de su escasez; sin embargo, en un multiverso infinito, no hay escasez.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Y es que Nueva Wirral es como una especie de trampa cósmica. Nadie puede irse, de modo que la tierra se vuelve muy valiosa.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Aunque actualmente los terratenientes tengamos uno que otro problema en esta isla diminuta, con el tiempo acabará siendo un paraíso. ¡Y una inversión segura![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "¡Hola! Qué vista hay desde aquí arriba, ¿no?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Iba a intentar subir hasta la mismísima cima de la montaña, pero… no soy capaz de escalar los acantilados que hay más adelante, y todos los pasos que hay en la cueva se derrumbaron.", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Si pudiera volar como un averevoir, seguro que lo lograría…", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Oye, ¿te apetece un combate rápido antes de planear otra vez hasta el lago?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Bueno, pues yo ya me voy.", - "MISS_MIMIC_CHEST_NAME": "Provisiones de los guardas", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]¿QUIERES SABER QUÉ SECRETOS ENCIERRO, CARIÑO? SOLO TIENES QUE ABRIRME.[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]¿POR QUÉ NO ECHAS UN VISTAZO A MI INTERIOR, CIELO? TE PROMETO QUE NO MUERDO.[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "¡Es un cofre parlante!", - "MISS_MIMIC_CHEST_MEREDITH2": "¿Este cofre habla?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "¿Qué?", - "MISS_MIMIC_CHEST_FELIX1": "Tengo un mal presentimiento…", - "MISS_MIMIC_CHEST_DOG1": "Grrr…", - "MISS_MIMIC_CHEST_VIOLA1": "¿Es esto otra de esas cosas extrañas de tu mundo, {player}?", - "MAGIKRAB_UNKNOWN_NAME": "Trafi… ¿kangrejo?", - "MISS_MIMIC_CHEST_CONFIRM": "¿Quieres abrir el cofre?", - "MAGIKRAB_INTRO_KRAB1": "¡Ah, {player}! ¡Y {partner}! Los estaba esperando.", - "MAGIKRAB_INTRO_KAYLEIGH2": "Eh… ¿Lo soñé o ese trafikangrejo acaba de hablar?", - "MAGIKRAB_INTRO_EUGENE2": "¡No te temo, trafikangrejo! ¡Ya he luchado antes contra muchos de los tuyos!", - "MAGIKRAB_INTRO_MEREDITH2": "¿Eh? ¿Un trafikangrejo que habla?", - "MAGIKRAB_INTRO_FELIX2": "Espera, ¿desde cuándo saben hablar los trafikangrejo?", - "MAGIKRAB_INTRO_DOG2": "¡Guau!", - "MAGIKRAB_INTRO_VIOLA2": "¿Este trafikangrejo habla? ¿Qué clase de…?", - "MAGIKRAB_INTRO_KRAB3": "Les ruego que no me comparen con esos trafikangrejo descerebrados de ahí fuera.", - "MAGIKRAB_INTRO_KRAB4": "Yo soy un magikangrejo, fiel servidor de la infinita Merlínea. ¡Quiera que sus trenes lleguen siempre a tiempo!", - "MAGIKRAB_INTRO_KRAB5": "Morar en sus sacrosantas galerías es para mí tal privilegio que ni tan siquiera soy capaz de expresarlo. Servir a Sus pasajeros es lo menos que puedo hacer.", - "MAGIKRAB_NEW_STATION.m": "¡Bienvenido! Me tomé la libertad de abrir el andén A para que puedas viajar.", - "MAGIKRAB_INTRO_KRAB6": "En otras palabras: díganme a qué lugar necesitan ir y yo me encargaré de tener listo el tren en el andén A.", - "MAGIKRAB_INTRO_KRAB7": "Muchas de las paradas de la Merlínea son actualmente inaccesibles. Estarán disponibles cuando se reabra su estación.", - "MAGIKRAB_NEW_STATION.f": "¡Bienvenida! Me tomé la libertad de abrir el andén A para que puedas viajar.", - "MAGIKRAB_NEW_STATION.n": "¡Bienvenide! Me tomé la libertad de abrir el andén A para que puedas viajar.", - "MAGIKRAB_NEW_STATION_FINAL1.m": "¡Por fin llegaste! Bienvenido a la estación de Puente de la Noche.", - "MAGIKRAB_NEW_STATION_FINAL1.f": "¡Por fin llegaste! Bienvenida a la estación de Puente de la Noche.", - "MAGIKRAB_NEW_STATION_FINAL2": "El tren que está a punto de llegar al andén B tiene previsto partir pronto hacia otras realidades.", - "MAGIKRAB_NEW_STATION_FINAL1.n": "¡Por fin llegaste! Bienvenide a la estación de Puente de la Noche.", - "MAGIKRAB_NEW_STATION_FINAL3": "Yo que tú procuraría no entretenerme si quieres tomarlo a tiempo.", - "MAGIKRAB_MENU": "¿Qué puedo hacer por ti, {player}?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "Quiero viajar.", - "MAGIKRAB_MENU_OPTION_LEAVE": "Quiero marcharme de Nueva Wirral.", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "Háblame del andén B.", - "MAGIKRAB_MENU_OPTION_MERLINE": "¿Qué es eso de la Merlínea?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "¿Y dices que eres un… magikangrejo?", - "MAGIKRAB_MENU_OPTION_NOTHING": "Nada.", - "MAGIKRAB_TRAVEL2": "El tren del andén A está listo para partir, {player}.", - "MAGIKRAB_TRAVEL1": "¿A dónde quieres ir?", - "MAGIKRAB_LEAVE2": "Sin embargo, todas las salidas desde el andén B están canceladas hasta dentro de 642 años", - "MAGIKRAB_TRAVEL3": "¡Cuidado al subir!", - "MAGIKRAB_LEAVE1": "Para los viajes interdimensionales usamos el andén B…", - "MAGIKRAB_LEAVE3": "La Merlínea… me dijo que es por algo así como un virus psíquico. O una guerra, o algo así.", - "MAGIKRAB_LEAVE4": "Sin embargo, me complace informarte de que las llegadas al andén B siguen llegando a su hora.", - "MAGIKRAB_LEAVE_FINAL_STATION1": "¡Pues viniste al lugar adecuado! Puedes pasar al andén B.", - "MAGIKRAB_PLATFORMB_DEFEATED1": "No se espera ninguna llegada al andén B hasta dentro de bastante tiempo.", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "El invitado que va a llegar al andén B trascendió el concepto de la mortalidad. Ten en cuenta que no todos los seres que son como él acostumbran \\\"desaparecer\\\" al morir.", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humano.", - "MAGIKRAB_PLATFORMB_POPPETOX1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_MONARCH2": "El invitado que va a llegar al andén B busca a aquellos que han sido consumidos por un vacío interior. Puede que no se deje ver hasta que hayas aprendido y experimentado esa sensación.", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humane.", - "MAGIKRAB_PLATFORMB_MONARCH1": "Está previsto que pronto haya una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humana.", - "MAGIKRAB_PLATFORMB_ROBIN1": "Hace poco que hubo una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsalo bien antes de aceptar nada como \\\"cierto\\\" o acabarás perdido en tu propia mente.", - "MAGIKRAB_PLATFORMB_BABELITH1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", - "MAGIKRAB_PLATFORMB_ROBIN2": "Parece que el invitado que llegó tiene mucho interés en el teatro. ¿No se toparon al entrar?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsalo bien antes de aceptar nada como \\\"cierto\\\" o acabarás perdide en tu propia mente.", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsalo bien antes de aceptar nada como \\\"cierto\\\" o acabarás perdida en tu propia mente.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "El andén B está… en otra parte. [pause]Hace un tiempo, esta estación quedó destruida por un terremoto. Sin embargo, creo que está a punto haber una llegada allí.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Se sabe que el invitado que va a llegar al andén B gusta mucho de emitir juicios, por así decirlo.", - "MAGIKRAB_PLATFORMB_ALICE1": "Está previsto que el ser que habita en esta estación llegue al andén B en cualquier momento.", - "MAGIKRAB_PLATFORMB_ALICE2.m": "Me encargué de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "Por lo visto, esperaba que fueras más… bajito.", - "MAGIKRAB_PLATFORMB_ALICE2.n": "Me encargué de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", - "MAGIKRAB_PLATFORMB_ALICE3": "Lo que no tengo muy claro es cómo espera que puedas caber por la puerta del andén.", - "MAGIKRAB_PLATFORMB_ALICE2.f": "Me encargué de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "Por lo visto, esperaba que fueras más… bajita.", - "MAGIKRAB_PLATFORMB_ALICE4.n": "Por lo visto, esperaba que fueras más… bajite.", - "MAGIKRAB_PLATFORMB_CUBE1": "El invitado que va a llegar al andén B tiene una mente muy cuadriculada. Conviene que guardes la distancia.", - "MAGIKRAB_PLATFORMB_MORGANTE1": "Por lo visto, Morganta volvió. Según parece, te espera en el andén B.", - "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}…", - "MAGIKRAB_PLATFORMB_MORGANTE4": "No conviene dar por sentado que los acuerdos que se tengan con ellos seguirán en pie una vez que dejen de serles útiles.", - "MAGIKRAB_PLATFORMB_MORGANTE3": "Si algo he aprendido de mis tratos con esos egregores a los que tú llamas \\\"arcángeles\\\"…", - "MAGIKRAB_PLATFORMB_MORGANTE6": "Incluso ahora, la Merlínea me impide darte acceso libre a toda Su red viaria.", - "MAGIKRAB_PLATFORMB_MORGANTE5": "Para ellos somos como insectos. O como cangrejos.", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "El portal del andén B está listo, si es que quieres utilizarlo.", - "MAGIKRAB_PLATFORMB_MORGANTE7": "Los \\\"arcángeles\\\" siempre tienen algún motivo oculto para hacer lo que hacen. Ten cuidado.", - "MAGIKRAB_PLATFORMB_ALEPH1": "El tren estacionado en el andén B va a efectuar su salida muy pronto.", - "MAGIKRAB_PLATFORMB_ALEPH2": "¡Pues sí, resulta que hay un portal activo en esta estación!", - "MAGIKRAB_PLATFORMB_ALEPH3": "¡Ya casi estás en casa, {player}!", - "MAGIKRAB_MERLINE1": "La Merlínea es una red subterránea de estaciones de tren situadas por toda Nueva Wirral y bastante más allá.", - "MAGIKRAB_MERLINE2": "La Merlínea no habla con los mortales. ¡Me eligió a mí para que sea Su portavoz y poder así comunicarse contigo!", - "MAGIKRAB_MAGIKRAB1": "¡Exactamente! Soy un magikangrejo, fiel servidor de la incomparable Merlínea, en cuyas galerías te encuentras ahora mismo.", - "MAGIKRAB_MAGIKRAB2": "Al igual que tú, no nací en Nueva Wirral. Sin embargo, han pasado varios aquí que me conocieron.", - "MAGIKRAB_MAGIKRAB3": "La Merlínea me designó para que sea tu guía en Su red viaria.", - "MAGIKRAB_NOTHING1": "¡Muy bien!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "¡Bienvenide a Llanto Creciente! Bueno, a lo que queda de ella…", - "MAGIKRAB_ON_ARRIVAL.m": "¡Bienvenido a {region_name}!", - "MAGIKRAB_ON_ARRIVAL.n": "¡Bienvenide a {region_name}!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "¡Bienvenido a Llanto Creciente! Bueno, a lo que queda de ella…", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "¡Bienvenida a Llanto Creciente! Bueno, a lo que queda de ella…", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]¡¡¡Una terrateniente!!![/shake][pause][pause] Seguro que viniste a buscar venganza por haber puesto fin a todas sus operaciones, [pause]¡¿verdad?!", - "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh…[/wave]", - "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Uuuuuuuuuuh…[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]yo creo que le pasa algo. [pause]Es como si [pause]le [pause]faltara un tornillo o algo.", - "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]¿Eeeeeh?[/wave]", - "SUNNY_INTRO_EUGENE12": "Me parece que le dio demasiado el sol en la cabeza.", - "SUNNY_INTRO_EUGENE6": "Creo… [pause]que tienes razón.", - "SUNNY_INTRO_KAYLEIGH8": "Pues, [pause]eh… [pause]¿Te sientes bien? ¿Por qué no nos hablas un poco de ti?", - "SUNNY_INTRO_KAYLEIGH7": "Perdona que te hayamos recibido de forma tan hostil. [pause]¿Por qué no te sientas para que podamos conocernos un poco mejor?", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Beneficios… [pause]bajan…[/wave]", - "SUNNY_INTRO_EUGENE10": "Los terratenientes eran súbditos de un arcángel que derrotamos. [pause]A lo mejor, al marcharse su jefe, se les quedó frito el cerebro. [pause]Aun así, no confío en ella.", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]No hay… [pause]perspectivas… [pause]laborales…[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sol…[/wave]", - "SUNNY_INTRO_EUGENE17": "Puede que los terratenientes solo existan para hacer su trabajo y ahora no sepa qué otra cosa puede hacer. [pause]Como una máquina que se quedó sin función.", - "SUNNY_INTRO_KAYLEIGH13": "¿\\\"El sol\\\"? [pause]Oye, ¿y por qué no la llamamos Sol? ¡De alguna forma tendremos que llamarla!", - "SUNNY_INTRO_SUNNY14_OPTION1": "¿Qué te pasó?", - "SUNNY_INTRO_SUNNY14_OPTION2": "¿Te acuerdas de algo de tu vida anterior?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Los terratenientes… [pause]bancarrota… [pause]no queda… nada…[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]¿Qué… hago… aquí?[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]¿Empezar… [pause]de cero?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "¡Ay, pobrecilla! [pause]¡Tienes tiempo de sobra para empezar de cero!", - "SUNNY_INTRO_KAYLEIGH20": "A lo mejor el primer paso es buscarte ropa nueva, Sol. [pause]¡Seguro que llevar ese traje todo el día no es nada cómodo!", - "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]…[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "¡De acuerdo, pues! [pause]{player}, [pause]nos vemos en la sastrería de Villapuerto. [pause]Está en la parte alta, al norte de aquí.", - "SUNNY_PART2_KAYLEIGH1": "¡Ah, hola! [pause]Ya estamos todos.", - "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh…[/wave]", - "SUNNY_PART2_EUGENE2": "Aún no sé si es buena idea ayudarla. [pause]¿Ya olvidaste aquella vez que su antiguo jefe intentó conquistar la isla?", - "SUNNY_PART2_MEREDITH3": "Esto podría ser interesante.", - "SUNNY_PART2_FELIX3": "Yo solo vine a dar apoyo moral.", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Está bien…[/wave]", - "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]¿Eeeh…?[/wave]", - "SUNNY_PART2_VIOLA3": "¡Me embarga la curiosidad! Puede que, en este episodio, hallemos diversión.", - "SUNNY_PART2_KAYLEIGH5": "A ver, [pause]Sol, [pause]te voy a llevar a que elijas algo de ropa nueva.", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]¿Esto… bien…?[/wave]", - "SUNNY_PART2_EUGENE8": "Yo sigo con mis dudas, Kayleigh…", - "SUNNY_PART2_MEREDITH9": "Yo, a estas alturas, ya me la estoy pasando [wave amp=30 freq=10]en grande[/wave].", - "SUNNY_PART2_FELIX10": "¡Oye, ya es algo!", - "SUNNY_PART2_KAYLEIGH12": "No sé si es una buena opción, [pause]Sol.", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]No sé… yo…[/wave]", - "SUNNY_PART2_VIOLA11": "Mmm… [pause]Tal vez esta doncella está aún menos familiarizada que yo con el estilo y la moda de estas tierras.", - "SUNNY_PART2_EUGENE14": "No esperaba que tomaras esa dirección.", - "SUNNY_PART2_MEREDITH20": "Mira, [pause]resulta que Sol es genial. [pause]¿Quién lo iba a decir?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Creo que… [pause]me veo bien.[/wave]", - "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]¿es cosa mía, [pause]o Sol está…?", - "SUNNY_PART2_KAYLEIGH15": "No parece que estés muy cómoda con eso, Sol… [pause]¿Por qué no probamos otra cosa?", - "SUNNY_PART2_EUGENE17": "Eh…", - "SUNNY_PART2_KAYLEIGH19": "¿Absolutamente [wave amp=30 freq=10]perfecta[/wave]? [pause]No, [pause]no es cosa tuya.", - "SUNNY_PART2_FELIX20": "Yo creo que Sol encontró su estilo.", - "SUNNY_PART2_VIOLA20": "Sin duda inesperado. [pause]Sin duda.", - "SUNNY_PART2_PLAYER21_OPTION2": "¡Estás muy linda, Sol!", - "SUNNY_PART2_PLAYER21_OPTION1": "¡Te ves genial, Sol!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Bien. [pause]Ahora esta soy yo…[/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Gracias por la ayuda… [pause]A todos.[/wave]", - "SUNNY_PART2_EUGENE24": "La verdad es que no sé qué pensar.", - "SUNNY_PART2_KAYLEIGH25": "Nos alegramos de haber podido ayudarte, Sol.", - "SUNNY_PART2_KAYLEIGH26": "Villapuerto permite a todo el mundo empezar de cero. [pause]Es justo que eso incluya también a los \\\"agentes inmobiliarios zombis\\\".", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Los terratenientes no son \\\"zombis\\\". [pause]Los terratenientes son receptáculos. [pause]Creados para trabajar.[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Pero ya no… [pause]A partir de ahora…, [pause]en lugar de eso, soy \\\"Sol\\\".[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hola…, {player}…[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]… Es que no creo que… [pause]Creo que deberíamos ser solo amigos.[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]No hace mucho que soy \\\"Sol\\\". [pause]Necesito más tiempo para ser yo.[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "Es muy raro.", - "SUNNY_EUGENEDATE_EUGENE2": "¿Es por todo el rollo ese de mi \\\"campaña para acabar con los terratenientes\\\"? [pause]Ya sé que somos una [wave amp=30 freq=10]pareja extraña[/wave], pero es que no puedo dejar de pensar en ti.", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]No, no es eso. [pause]Ya no soy terrateniente. [pause]Creo que…[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Pero la pasé bien en nuestra \\\"cita\\\".[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "Lo entiendo. [pause]No te preocupes, Sol.", - "FARM_INTRO_EDWARD1.f": "¡Hola, amiga! [pause]¿Viniste a solucionar nuestro problema con la gelatina?", - "FARM_INTRO_EDWARD1.m": "¡Hola, amigo! [pause]¿Viniste a solucionar nuestro problema con la gelatina?", - "FARM_INTRO_EDWARD1.n": "¡Hola, amigue! [pause]¿Viniste a solucionar nuestro problema con la gelatina?", - "FARM_INTRO_EDWARD1_OPTION1": "¿Qué problema?", - "FARM_EDWARD_INTERACT2.f": "¡Hola, amiga! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", - "FARM_INTRO_EDWARD1_OPTION2": "¿Tu qué?", - "FARM_INTRO_EDWARD2": "Pues mira, es que ese puente de ahí conecta nuestra granja con Villapuerto. [pause]Nosotros proporcionamos casi todos los productos frescos que se consumen en el pueblo.", - "FARM_INTRO_EDWARD3": "Por desgracia, los seres de gelatina que hay por la zona andan un poco alocados últimamente y… [pause]eh… [pause]llenaron el puente de gelatina.", - "FARM_INTRO_EDWARD4.m": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se irán a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", - "FARM_INTRO_EDWARD4.f": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se irán a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", - "FARM_EDWARD_INTERACT1": "Si sigue así este problema con el puente, las reservas de comida de Villapuerto van a empezar a escasear…", - "FARM_BRIDGE_CONFIRM": "¿Quieres intentar apartar ella gelatina? Es bastante asquerosa…", - "FARM_INTRO_EDWARD4.n": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se irán a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "¡Gracias, amiga! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "¡Gracias, amigo! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "¡Gracias, amigue! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", - "FARM_BRIDGE_LOWERED_EDWARD2": "Usamos gelatina de gelatona para fertilizar las plantas. [pause]Supongo que se acumuló en el terreno y acabó formando esa bestia.", - "FARM_EDWARD_INTERACT2.m": "¡Hola, amigo! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", - "FARM_BRIDGE_LOWERED_EDWARD3": "En fin, si quieres intentar utilizar esa gelatina para ver si haces que [wave amp=30 freq=10]crezca[/wave] la cosecha, [pause]por mí, ¡adelante!.", - "HOYLAKE_INTRO_HOYLAKE1.m": "¡Saludos cordiales, recién llegado! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", - "FARM_EDWARD_INTERACT2.n": "¡Hola, amigue! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", - "FARM_MARIS_INTERACT": "¡Hola! [pause]Qué amable de tu parte venir a visitarnos. [pause]¿Vas a quedarte un rato o solo estás de paso?", - "HOYLAKE_INTRO_HOYLAKE1.f": "¡Saludos cordiales, recién llegada! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "¿Lo desconocido?", - "HOYLAKE_INTRO_HOYLAKE1.n": "¡Saludos cordiales, recién llegade! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "¿Investigador?", - "HOYLAKE_PART2_HOYLAKE6": "Un joven guarda me informó hace poco de \\\"{monster_description}, visto {habitat_phrase}\\\". [pause]Suena al tipo de trabajo que mejor se te da, ¿verdad que sí?", - "HOYLAKE_INTRO_HOYLAKE3": "¡Mi herramienta no es ni más ni menos que el método científico! [pause]Tenemos que observar, analizar y sacar conclusiones.", - "HOYLAKE_INTRO_HOYLAKE2": "¡Así es! [pause]Puesto que todos quedamos atrapados en este extraño lugar, le corresponde a una mente incansable y [wave amp=30 freq=10]racional[/wave] dar sentido al caos que nos rodea.", - "HOYLAKE_INTRO_HOYLAKE4": "Las humildes gentes del pueblo hablan de las muchas bestias que moran en esta isla. [pause]Si pudiéramos catalogarlas, [pause]lo desconocido dejaría de serlo para convertirse en [wave amp=30 freq=10]lo conocido[/wave].", - "HOYLAKE_INTRO_HOYLAKE5.m": "Oye, [pause]seguro alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", - "HOYLAKE_INTRO_HOYLAKE5.n": "Oye, [pause]seguro alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", - "HOYLAKE_INTRO_HOYLAKE5.f": "Oye, [pause]seguro alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "¡Por supuesto!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Ahora no.", - "HOYLAKE_INTRO_HOYLAKE_NO": "Vaya, [pause]qué pena. Si alguna vez cambias de idea, ¡avísame! [pause]¡La ciencia prevalecerá, de un modo u otro!", - "HOYLAKE_PART1_HOYLAKE1": "¡Estupendo! [pause]¡Maravilloso! [pause]Tengo unas cuantas descripciones de monstruos que he recogido de las gentes de Villapuerto. Si consigues grabar esas formas de monstruo, podré catalogarlas.", - "HOYLAKE_PART1_HOYLAKE3": "¡Aquí tienes unas cuantas cintas vírgenes que te ayudarán en tu investigación!", - "HOYLAKE_PART1_HOYLAKE2": "El primer testimonio que tengo habla de \\\"{monster_description}, visto {habitat_phrase}\\\".", - "HOYLAKE_PART1_HOYLAKE4.m": "Tráemelo cuando lo hayas grabado para que pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "Estoy segura de que he visto algo así por esta zona. Creo que se llama {monster_name.to_lower}.", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "¿Dices que Hoylake está buscando {monster_description}?", - "HOYLAKE_PART1_HOYLAKE4.f": "Tráemelo cuando lo hayas grabado para que pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", - "HOYLAKE_PART1_HOYLAKE4.n": "Tráemelo cuando lo hayas grabado para que pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "¡Estupendo! Un \\\"{monster_name.to_lower}\\\", ¿verdad? [pause]Sí, esta claro, concuerda perfectamente con los testimonios que tengo.", - "HOYLAKE_INTERACT_HOYLAKE1.f": "¡Saludos, mi diligente ayudante! ¿Grabaste ya nuestro monstruo misterioso? Buscamos \\\"{monster_description}, visto {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1.m": "¡Saludos, mi diligente ayudante! ¿Grabaste ya nuestro monstruo misterioso? Buscamos \\\"{monster_description}, visto {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1.n": "¡Saludos, mi diligente ayudante! ¿Grabaste ya nuestro monstruo misterioso? Buscamos \\\"{monster_description}, visto {habitat_phrase}\\\".", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Todavía no.", - "HOYLAKE_INTERACT_HOYLAKE_NO": "No te preocupes. [pause]¡Seguro ese ser tan enigmático se deja ver muy pronto! [pause]¡Nada ni nadie puede poner freno al progreso!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "¡Aquí está!", - "HOYLAKE_PART2_HOYLAKE1": "¡Estupendo! Un \\\"macabra\\\", ¿verdad? [pause]Tiene los colmillos… y el cráneo. [pause]Sí, esta claro, concuerda perfectamente con los testimonios que tengo.", - "HOYLAKE_PART2_HOYLAKE2": "Grabar monstruos con walkmans para poder transformarnos en ellos… [pause]No tiene ningún sentido desde un punto de vista racional y, sin embargo, lo vemos ocurrir una y otra vez con nuestros propios ojos.", - "HOYLAKE_PART2_HOYLAKE3": "Si nuestra interpretación de la ciencia demuestra tener lagunas, [pause]¡entonces es esa interpretación lo que tiene que cambiar!", - "HOYLAKE_PART2_HOYLAKE4": "Gracias por el trabajo que has hecho. Aquí tienes una pequeña compensación.", - "HOYLAKE_PART2_HOYLAKE5": "En cuanto a tu próxima misión…", - "HOYLAKE_PART3_HOYLAKE1": "¡Vaya, vaya! [pause]¡Es verdad que el astrordígrado es una bestia perturbadora! [pause]No tengo ni idea de por qué iba a querer alguien transformarse en cosa semejante…", - "HOYLAKE_PART3_HOYLAKE2": "Si te digo la verdad, [pause]¡yo no quiero transformarme en ninguna bestia! [pause]No entiendo cómo funciona esa tecnología y prefiero no experimentar [wave amp=30 freq=10]conmigo mismo[/wave].", - "HOYLAKE_PART3_HOYLAKE1_RAND": "¡Vaya, vaya! [pause]Un \\\"{monster_name.to_lower}\\\", ¿verdad? [pause]No tengo ni idea de por qué iba a querer alguien transformarse en cosa semejante…", - "HOYLAKE_PART3_HOYLAKE3": "Con sumo gusto, les dejo a los demás todo eso de transformarse en monstruos… [pause]Y eso me recuerda… ¡que aquí tienes una recompensa por tu esfuerzo!", - "HOYLAKE_PART3_HOYLAKE5": "Está claro que alguien pretende tomarme el pelo. [pause]Reírse a mi costa. [pause]O gastarme una especie de broma.", - "HOYLAKE_PART3_HOYLAKE4": "El siguiente rumor que escuché suena demasiado raro para ser verdad. Tiene que ver con \\\"{monster_description}, visto {habitat_phrase}\\\".", - "HOYLAKE_PART3_HOYLAKE6.m": "Si logras llegar al fondo de este asunto, puede que se te dé mejor la ciencia que a mí.", - "HOYLAKE_PART3_HOYLAKE6.f": "Si logras llegar al fondo de este asunto, puede que se te dé mejor la ciencia que a mí.", - "HOYLAKE_PART4_HOYLAKE1": "¡¿Qué?! [pause]¡¿Era verdad?! [pause]Jamás se me habría ocurrido.", - "HOYLAKE_PART3_HOYLAKE6.n": "Si logras llegar al fondo de este asunto, puede que se te dé mejor la ciencia que a mí.", - "HOYLAKE_PART4_HOYLAKE2": "Conque un \\\"librerrendo\\\". [pause]En la Tierra… O, bueno en mi Tierra, al menos, [pause]hay un ser mítico llamado \\\"lebrílope\\\" que es muy parecido.", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "¡Claro!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "\\\"{monster_name}\\\", ¿eh?", - "HOYLAKE_PART6_HOYLAKE1": "¡Ah, lograste grabarlo! [pause]Un \\\"elfolfo\\\", ¿verdad? [pause]Tan enigmático que hasta lleva oculto el rostro. [pause]Ahora que lo pienso, hay bastantes monstruos en Nueva Wirral que llevan máscara.", - "HOYLAKE_PART4_HOYLAKE3": "Resulta sorprendente la influencia que parecen tener nuestros mitos y leyendas en la apariencia de los monstruos que hay en Nueva Wirral…", - "HOYLAKE_PART4_HOYLAKE4": "Oye, [pause]¿te importa que te haga unas cuantas preguntas sobre el mundo en el que vivías antes de venir aquí? [pause]También estoy intentando catalogar las distintas realidades de las que provienen los residentes de Villapuerto.", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Eh… Claro, adelante.", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Supongo que no tiene nada de malo.", - "HOYLAKE_PART4_HOYLAKE5": "¡Estupendo! [pause]Solo voy a hacerte unas cuantas preguntas que tienen que ver con hechos históricos, y tú tienes que decirme si te suenan o no.", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "¡Claro!", - "HOYLAKE_PART4_HOYLAKE6": "Primera pregunta: [pause]¿Conoces el \\\"Imperio romano\\\"?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Pues no.", - "HOYLAKE_PART4_HOYLAKE7": "Segunda pregunta: [pause]¿Sucedió la \\\"Revolución Industrial\\\" en el pasado de tu mundo?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Pues no.", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "¡Claro!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Pues no.", - "HOYLAKE_PART4_HOYLAKE8": "Tercera pregunta: [pause]¿Aterrizó alguna vez el ser humano en la Luna?", - "HOYLAKE_PART4_HOYLAKE9": "De acuerdo. [pause]Y la última pregunta: ¿Ha ocurrido ya el \\\"Día de los Pájaros\\\"?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "¿Qué?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "¿Qué quieres decir con \\\"ya\\\"?", - "HOYLAKE_PART4_HOYLAKE11": "¡Gracias otra vez por tu ayuda! [pause]Quédate con esto por las molestias.", - "HOYLAKE_PART4_HOYLAKE10.f": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", - "HOYLAKE_PART4_HOYLAKE10.m": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", - "HOYLAKE_PART4_HOYLAKE10.n": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", - "HOYLAKE_PART4_HOYLAKE12.m": "¿Estás listo para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", - "HOYLAKE_PART4_HOYLAKE13": "No hace mucho oí a la guarda de élite Agnes Pectro musitar algo sobre \\\"{monster_description}, visto {habitat_phrase}\\\".", - "HOYLAKE_PART4_HOYLAKE12.f": "¿Estás lista para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", - "HOYLAKE_PART4_HOYLAKE12.n": "¿Estás liste para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", - "HOYLAKE_PART4_HOYLAKE14": "Si consigues grabar uno, ¡avísame cuanto antes!", - "HOYLAKE_PART5_HOYLAKE1.f": "¡Estupendo! [pause]Volviste a demostrar que eres una investigadora muy capaz.", - "HOYLAKE_PART5_HOYLAKE1.m": "¡Estupendo! [pause]Volviste a demostrar que eres un investigador muy capaz.", - "HOYLAKE_PART5_HOYLAKE2": "Conque lo llaman \\\"nuncamórvido\\\". [pause]¡Qué aspecto tan terrible, el suyo! [pause]Me hace pensar en un poema…, [pause]pero no recuerdo bien cuál era exactamente.", - "HOYLAKE_PART5_HOYLAKE1.n": "¡Estupendo! [pause]Volviste a demostrar que eres une investigadore muy capaz.", - "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\". Otro más que puedo tachar.", - "HOYLAKE_PART5_HOYLAKE3": "¡Pues ya solo queda uno en mi lista de investigaciones prioritarias!", - "HOYLAKE_PART5_HOYLAKE4": "Ianthe en persona me habló de un ser que sale huyendo si ve acercarse a un ser humano.", - "HOYLAKE_PART5_HOYLAKE5": "Según parece, es \\\"{monster_description}, visto {habitat_phrase}\\\". [pause]Si te parece que podrías grabarlo, [pause]¡pues adelante y buena suerte!", - "FRANKIE_PART4_FRANKIE1.f": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", - "HOYLAKE_PART6_HOYLAKE1_RAND": "¡Ah, lograste grabarlo! [pause]Un \\\"{monster_name.to_lower}\\\", ¿no es así?", - "HOYLAKE_PART6_HOYLAKE3": "O a lo mejor solo significa que las máscaras suelen verse muy [wave amp=30 freq=10]geniales[/wave]…", - "HOYLAKE_PART6_HOYLAKE2": "¿Qué puede significar eso? [pause]A lo mejor hay una conexión psíquica subyacente entre la percepción que tienen los humanos de los rostros y la forma que tienen estos monstruos de manifestarse como seres tangibles…", - "HOYLAKE_PART6_HOYLAKE4.m": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú el científico!", - "HOYLAKE_PART6_HOYLAKE4.f": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú la científica!", - "HOYLAKE_PART6_HOYLAKE4.n": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú le científique!", - "HOYLAKE_PART6_HOYLAKE5": "La verdad es que [pause][wave amp=30 freq=10]yo no soy profesor ni científico[/wave].", - "HOYLAKE_PART6_HOYLAKE6": "Antes de naufragar en Nueva Wirral, no era más que un empleado de una gran empresa. [pause]Lo mío, más que la [wave amp=30 freq=10]ciencia[/wave], era la [wave amp=30 freq=10]ciencia ficción[/wave].", - "HOYLAKE_PART6_HOYLAKE7": "Pero, aun así, ¡tengo que ser racional! [pause]Venir aquí le dio un nuevo propósito a mi vida.", - "HOYLAKE_PART6_HOYLAKE8": "Puede que no sea profesor [wave amp=30 freq=10]de verdad[/wave], pero creo que mis esfuerzos aquí pueden ser valiosos.", - "HOYLAKE_PART6_HOYLAKE9.m": "Gracias por la ayuda incansable que prestaste a la causa científica, amigo mío. [pause]¡Eres un ejemplo para todos los demás!", - "HOYLAKE_PART6_HOYLAKE9.f": "Gracias por la ayuda incansable que prestaste a la causa científica, amiga mía. [pause]¡Eres un ejemplo para todos los demás!", - "HOYLAKE_PART6_HOYLAKE9.n": "Gracias por la ayuda incansable que prestaste a la causa científica, amigue míe. [pause]¡Eres un ejemplo para todos los demás!", - "HOYLAKE_PART6_HOYLAKE10": "Si alguna vez quieres ayudarme a ampliar mi labor de catalogación, vuelve y habla conmigo. [pause]¡Siempre hay algo nuevo que investigar!", - "HOYLAKE_PART7_HOYLAKE1": "¡Hola, {player}! ¿Cuántas especies distintas has grabado ya?", - "HOYLAKE_PART7_HOYLAKE2": "¡Madre mía! ¡¿{count}?!", - "HOYLAKE_PART7_HOYLAKE4": "¡Yo diría que esos son todos los monstruos de Nueva Wirral que se conocen! [pause]Bueno, [pause]si exceptuamos los monstruos piratas, las fusiones y los arcángeles.", - "HOYLAKE_PART7_HOYLAKE3": "Gracias por el trabajo que has hecho. Aquí tienes una pequeña compensación.", - "HOYLAKE_PART7_HOYLAKE6.m": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART7_HOYLAKE5": "Me va a llevar un tiempo terminar de catalogar todas las especies que me has enseñado.", - "HOYLAKE_PART7_HOYLAKE7": "Cuando tenga alguna misión para ti, te la colgaré en el tablero de anuncios.", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]¡¡¡Este sitio es lo que siempre había soñado!!! ¡¡¡Lo tiene todo!!![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "¿{count}? No está nada mal.", - "HOYLAKE_PART7_HOYLAKE6.n": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART7_HOYLAKE6.f": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART7_HOYLAKE9": "Ven a verme cuando llegues a {next_threshold}.", - "HOYLAKE_PART7_HOYLAKE10": "No olvides remasterizar tus cintas cuando lleguen a cinco estrellas. ¡Escuché que hay unas cuantas especies que solo pueden conseguirse así!", - "HOYLAKE_PART8_HOYLAKE1": "¡Hola, {player}! Aún estoy ocupado catalogando las especies que me grabaste.", - "HOYLAKE_PART8_HOYLAKE2.m": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART8_HOYLAKE2.f": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "FRANKIE_PART1_FRANKIE2.m": "¡Ay, qué bien! ¡¿Tú también eres [wave amp=30 freq=10]un veterano[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", - "HOYLAKE_PART8_HOYLAKE2.n": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", - "HOYLAKE_PART8_HOYLAKE3": "¡Hola, {player}! Cuando tenga alguna misión para ti, te la colgaré en el tablero de anuncios.", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]¡Hola, hola[/wave], {player}! [pause]Quiero que conozcas a nuestra flamante incorporación nueva: ¡Frankie!", - "FRANKIE_PART1_FRANKIE2.f": "¡Ay, qué bien! ¡¿Tú también eres [wave amp=30 freq=10]una veterana[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "¿Veterano?", - "FRANKIE_PART1_FRANKIE2.n": "¡Ay, qué bien! ¡¿Tú también eres [wave amp=30 freq=10]une veterane[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "¿Veterana?", - "FRANKIE_PART1_FRANKIE3": "Un mundo mágico lleno de monstruos y héroes apuestos que se transforman para luchar contra ellos…", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "¿Veterane?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "¡No llevo aquí tanto tiempo!", - "FRANKIE_PART1_CYBIL6": "Como puedes ver, Frankie se tomó muy bien las noticias que recibió al llegar a Nueva Wirral.", - "FRANKIE_PART1_KAYLEIGH5": "Te veo muy emocionada con todo esto…", - "FRANKIE_PART1_EUGENE5": "¡Me gusta tu entusiasmo!", - "FRANKIE_PART1_MEREDITH5": "No es esa la reacción que esperaba.", - "FRANKIE_PART1_FELIX5": "Tienes bastante más entusiasmo que yo cuando llegué.", - "FRANKIE_PART1_VIOLA5": "Me sorprende que no te haya contrariado lo más mínimo tu inesperado viaje a este lugar, amiga mía.", - "FRANKIE_PART1_FRANKIE7": "¡Les aseguro que quiero aprovechar esto al máximo! ¡Y unirme a los guardas es lo mejor que me depara esta aventura! Ji, ji.", - "FRANKIE_PART1_CYBIL8": "Le di a Frankie un walkman de repuesto que tenía. Tú lo único que tienes que hacer es darle una cinta de monstruo y unas cuantas nociones básicas.", - "FRANKIE_PART1_FRANKIE10": "Mi propia forma de monstruo… El primer paso de mi fantástico viaje…", - "FRANKIE_PART1_CYBIL9": "¡Y hasta aquí llega mi boletín! [pause]¡Hasta la otra, {player}!", - "FRANKIE_PART1_FRANKIE15.f": "Por favor, guarda de élite, ¡tienes que darme las \\\"nociones básicas\\\"! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿sí?", - "FRANKIE_PART1_FRANKIE11": "¿Tienes una cinta para mí?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "¡Aquí está!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "¿Seguro que quieres darle a Frankie tu cinta de \\\"{species_name}\\\"? Es un regalo para siempre; ya no la recuperarás.", - "FRANKIE_PART1_FRANKIE11_OPTION2": "Todavía no.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "¿Seguro que quieres darle a Frankie tu cinta de \\\"{species_name}\\\"? Es un regalo para siempre; ya no la recuperarás.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "¿Seguro que quieres darle a Frankie tu cinta de \\\"{species_name}\\\"? Es un regalo para siempre; ya no la recuperarás.", - "FRANKIE_PART1_FRANKIE12": "Conque voy a ser {species_description}, ¿eh?", - "FRANKIE_PART1_FRANKIE13": "…", - "FRANKIE_PART1_FRANKIE15.m": "Por favor, guarda de élite, ¡tienes que darme las \\\"nociones básicas\\\"! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿sí?", - "FRANKIE_PART1_FRANKIE15.n": "Por favor, guarda de élite, ¡tienes que darme las \\\"nociones básicas\\\"! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿sí?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]¡¡¡Esta forma es perfecta!!! ¡¡¡Defenderé esta cinta con mi vida si es necesario!!![/shake]", - "FRANKIE_PART1_FRANKIE16": "¡Transformarse en un monstruo raro cansa mucho más de lo que creí!", - "FRANKIE_PART1_FRANKIE17": "Necesito ir a descansar. [pause]Y a comer un montón. [pause]Seguramente en ese orden.", - "FRANKIE_PART1_FRANKIE18.m": "¡Hasta la otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita un [wave amp=30 freq=10]mentor sabio y experimentado[/wave], así que me alegra que, en mi caso, seas tú.", - "FRANKIE_PART1_FRANKIE18.n": "¡Hasta la otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita une [wave amp=30 freq=10]mentore sabie y experimentade[/wave], así que me alegra que, en mi caso, seas tú.", - "FRANKIE_PART1_FRANKIE18.f": "¡Hasta la otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita una [wave amp=30 freq=10]mentora sabia y experimentada[/wave], así que me alegra que, en mi caso, seas tú.", - "FRANKIE_PART1_KAYLEIGH19": "¡Vaya personalidad que tiene!", - "FRANKIE_PART1_MEREDITH19": "Me alegra ya no ser la más torpe de la isla en eso de socializar.", - "FRANKIE_PART1_EUGENE19.m": "¡Eres buen profesor, {player}!", - "FRANKIE_PART1_EUGENE19.f": "¡Eres buena profesora, {player}!", - "FRANKIE_PART1_EUGENE19.n": "¡Eres buene profesore, {player}!", - "FRANKIE_PART1_FELIX19.m": "No eres mal profesor, no.", - "FRANKIE_PART1_FELIX19.f": "No eres mala profesora, no.", - "FRANKIE_PART1_VIOLA19.m": "Adoptaste a la perfección el papel de mentor, {player}.", - "FRANKIE_PART1_FELIX19.n": "No eres male profesore, no.", - "FRANKIE_PART2_FRANKIE1.m": "¡Ah, hola, guarda de élite! ¿Viniste a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", - "FRANKIE_PART1_VIOLA19.f": "Adoptaste a la perfección el papel de mentora, {player}.", - "FRANKIE_PART1_VIOLA19.n": "Adoptaste a la perfección el papel de mentore, {player}.", - "FRANKIE_PART2_FRANKIE1_OPTION1": "¿Tu \\\"viaje del héroe\\\"?", - "FRANKIE_PART2_FRANKIE1.f": "¡Ah, hola, guarda de élite! ¿Viniste a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", - "FRANKIE_PART2_FRANKIE1.n": "¡Ah, hola, guarda de élite! ¿Viniste a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]¡¡¡Tiene que llegar un momento en el que todo aventurero joven y valiente forje su propio camino!!![/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "¿Qué andas tramando?", - "FRANKIE_PART2_FRANKIE3": "Y eso es lo que pienso hacer. [pause]Yo soy la aventurera joven y valiente, por si acaso no habías llegado a esa conclusión.", - "FRANKIE_PART2_FRANKIE3_OPTION1": "Entiendo.", - "FRANKIE_PART2_FRANKIE4": "El caso es que encontré una de esas \\\"fusiones salvajes\\\" no muy lejos de aquí… ¡y voy a ir a enseñarle quién manda!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "No te sigo.", - "FRANKIE_PART2_FRANKIE4_OPTION1": "¿Te echo una mano?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "¿Estás segura de que es buena idea?", - "FRANKIE_PART2_FRANKIE5": "¡No te preocupes! Tengo una afinidad natural con esto. He leído más de [wave amp=30 freq=10]200[/wave] [i]fanfics[/i] sobre gente que se transforma en monstruo. [pause]Y, por favor, no me pidas más detalles.", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]¡Vamos![/shake]", - "FRANKIE_PART2_FRANKIE8": "¡Yo diría que mi carrera empezó con buen pie!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]¡LO LOGRAMOS![/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "¿Tu carrera?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "¿Qué?", - "FRANKIE_PART2_FRANKIE9": "¡Claro! ¡Mi carrera como heroína intrépida y misteriosa que salva a las humildes gentes de esta tierra de fantasía! ¿Qué iba a ser si no?", - "FRANKIE_PART2_FRANKIE10": "Estoy completamente segura… de que muy pronto se alzará un mal terrible…", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]¡¡¡Y será mía la responsabilidad de salvar esta isla!!![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "Llegas un poco tarde.", - "FRANKIE_PART2_FRANKIE11_OPTION2": "Eso ya lo hice yo.", - "FRANKIE_PART2_FRANKIE12": "¿Eh? [pause]Ah, ¿sí?", - "FRANKIE_PART2_FRANKIE13": "¡Bueno, da igual! ¡Seguro que habrá algún mal en algún sitio al que yo tenga que vencer! [pause]¡[wave amp=30 freq=10]A lo mejor[/wave] se te pasó algo!", - "FRANKIE_PART3_FRANKIE3": "Me refiero a que debería usar el tiempo que pase en Nueva Wirral para darle sentido a mi vida…, ¡o algo así! [pause]¡Salvar el mundo! ¡Encontrar mi verdadera vocación! ¡Enamorarme!", - "FRANKIE_PART3_FRANKIE1": "¡Oye, {player}! ¡Tengo una pregunta para ti!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "¡Pregunta lo que sea!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "¿Qué pregunta?", - "FRANKIE_PART3_FRANKIE2": "¿Cómo funciona lo de… tomar las riendas de tu vida?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "Es una pregunta un poco abstracta…", - "FRANKIE_PART3_FRANKIE2_OPTION2": "Eh… ¿Qué?", - "FRANKIE_PART3_FRANKIE4": "Ya sabes, todos esos rollos clásicos de las aventuras. [pause]¡No tengo un segundo que perder!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "Puede que tengas demasiadas expectativas…", - "FRANKIE_PART3_FRANKIE4_OPTION2": "¿No te parece que te estás poniendo demasiada presión?", - "FRANKIE_PART3_FRANKIE5": "Ah. [pause]Pues igual tienes razón.", - "FRANKIE_PART3_FRANKIE6": "¡Bien, otra pregunta! [pause]¿Me ayudas a luchar contra una fusión salvaje que encontré por la zona? ¡Seguro que la experiencia vale la pena!", - "FRANKIE_PART3_FRANKIE7": "¡Gracias por la ayuda, {player}! [pause]Decidí que sí, que la experiencia valió la pena.", - "FRANKIE_PART4_FRANKIE1.m": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", - "FRANKIE_PART4_FRANKIE3": "Así que, por supuesto, ¡seguí el rastro de una fusión salvaje para luchar contra ella! No hay tiempo que perder: [shake rate=30 level=10]¡vamos a darle una paliza![/shake]", - "FRANKIE_PART4_FRANKIE2": "¡Ya se acabó eso de ser una novata! Pero, claro, para eso necesito ser más fuerte.", - "FRANKIE_PART4_FRANKIE1.n": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", - "FRANKIE_PART4_FRANKIE4": "¡Gracias por echarme una mano! [pause]¡A lo mejor la próxima vez que nos encontremos por el campo ya soy una guarda con todas las de la ley!", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te ocurrió que te fuera a desafiar a un duelo, ¿eh?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te ocurrió que te fuera a desafiar a un duelo, ¿eh?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]¡¡¡El alumno tiene que enfrentarse a su maestro!!![/shake] ¡La única forma que tengo de convertirme en una verdadera guarda es derrotarte y [wave amp=30 freq=10]reclamar tu sello[/wave]!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te ocurrió que te fuera a desafiar a un duelo, ¿eh?", - "FRANKIE_PART5_FRANKIE3": "¡Hasta domé este lobgancho para que me ayude! ¿Qué dices? ¿Aceptas mi desafío?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "¡Más vale que me enseñes tu mejor versión, novata!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía que ibas a ser duro de vencer.", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]¡Guarda![/shake] [pause]Viniste a detenerme, ¿eh?", - "FRANKIE_PART5_FRANKIE3_OPTION2": "¡No pienso darte ni pizca de ventaja!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía que ibas a ser dura de vencer.", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía que ibas a ser dure de vencer.", - "FRANKIE_PART5_FRANKIE5": "Por eso quise primero con los otros 12 guardas de élite.", - "FRANKIE_PART5_FRANKIE5_OPTION1": "¿Qué?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "¿Que hiciste qué?", - "FRANKIE_PART5_FRANKIE6": "Lo escuchaste bien: ¡[wave amp=30 freq=10]Ya cumplo los requisitos[/wave] para ser guarda!", - "FRANKIE_PART5_FRANKIE7": "Solo quería ver si estabas a la altura de tu leyenda. [pause]¡Y no me decepcionaste!", - "FRANKIE_PART5_FRANKIE8.m": "¡Hasta la vista, guarda de élite!", - "FRANKIE_PART5_FRANKIE8.n": "¡Hasta la vista, guarda de élite!", - "FRANKIE_TOWN_HALL_INTERACT1": "¡Hola, {player}! ¡Aquí ando, intentando ponerme al día con los rumores antes de volver a salir de patrulla!", - "FRANKIE_PART5_FRANKIE8.f": "¡Hasta la vista, guarda de élite!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]¡Guarda![/shake] [pause]Viniste a detenerme, ¿eh?", - "VIN_PART1_VIN1_OPTION2": "¡Es mi deber!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]¡Guarda![/shake] [pause]Viniste a detenerme, ¿eh?", - "VIN_PART1_VIN1_OPTION1": "Se podría decir que sí.", - "VIN_PART1_VIN2": "¡Bien! [pause]Pues si vas a luchar conmigo, ¡que sea uno contra uno!", - "VIN_PART3_VIN8.n": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", - "VIN_PART1_VIN3": "¡Apoyarse en otros para luchar es de [wave amp=30 freq=10]cobardes[/wave]!", - "VIN_PART1_KAYLEIGH4": "No te preocupes, {player}. Por esta vez, me quedo en el banquillo. ¡Puedes ocuparte de este tipo sin mí!", - "VIN_PART1_MEREDITH4.f": "¿Una pelea uno contra uno? Hazlo. No lo dudes ni un momento, {player}, que tú puedes contra él.", - "VIN_PART1_MEREDITH4.m": "¿Una pelea uno contra uno? Hazlo. No lo dudes ni un momento, {player}, que tú puedes contra él.", - "VIN_PART1_MEREDITH4.n": "¿Una pelea uno contra uno? Hazlo. No lo dudes ni un momento, {player}, que tú puedes contra él.", - "VIN_PART1_EUGENE4.m": "Dale duro, colega. Para enfrentarte a este no te hace falta mi ayuda.", - "VIN_PART1_EUGENE4.n": "Dale duro, colega. Para enfrentarte a este no te hace falta mi ayuda.", - "VIN_PART1_FELIX4": "¿Qué opinas, {player}? ¿Quieres enseñarle a este tipo quién manda aquí?", - "VIN_PART1_EUGENE4.f": "Dale duro, colega. Para enfrentarte a este no te hace falta mi ayuda.", - "VIN_PART1_VIOLA4.n": "Al parecer, esta batalla es tuya y de nadie más, mi queride {player}. No te preocupes, tengo fe en tu victoria.", - "VIN_PART1_VIOLA4.f": "Al parecer, esta batalla es tuya y de nadie más, mi querida {player}. No te preocupes, tengo fe en tu victoria.", - "VIN_PART1_VIOLA4.m": "Al parecer, esta batalla es tuya y de nadie más, mi querido {player}. No te preocupes, tengo fe en tu victoria.", - "VIN_PART1_VIN5.m": "Ja. [pause]Eres fuerte para ser un cobarde…", - "VIN_PART1_VIN5.f": "Ja. [pause]Eres fuerte para ser una cobarde…", - "VIN_PART1_VIN5.n": "Ja. [pause]Eres fuerte para ser une cobarde…", - "VIN_PART1_VIN6": "¡Pero no podrás atraparme! [wave amp=30 freq=10]Ahora me ves, ¡y ahora no![/wave]", - "VIN_PART1_KAYLEIGH7": "Hay que reconocer que corre bastante. Seguro que la próxima vez le atrapamos, {player}.", - "VIN_PART1_MEREDITH7.m": "Se esfumó en un abrir y cerrar de ojos. Ya lo agarraremos la próxima vez.", - "VIN_PART1_MEREDITH7.n": "Se esfumó en un abrir y cerrar de ojos. Ya lo agarraremos la próxima vez.", - "VIN_PART1_MEREDITH7.f": "Se esfumó en un abrir y cerrar de ojos. Ya lo agarraremos la próxima vez.", - "VIN_PART1_EUGENE7": "Para lo mucho que presumía, tardó poco en echar a correr.", - "VIN_PART1_FELIX7": "Corre de lo lindo. Seguro que tarde o temprano nos volvemos a cruzar.", - "VIN_PART2_VIN1": "[shake rate=30 level=10]¡Otra vez tú![/shake]", - "VIN_PART1_VIOLA7": "Raudo fue en huir de la pelea. Mas habrán de cruzarse de nuevo su camino y el nuestro.", - "VIN_PART2_VIN2": "¡Los malditos guardas siempre se están metiendo donde no los llaman!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]¡Pienso librar a la gente de la tiranía de los guardas de Villapuerto![/shake]", - "VIN_PART2_VIN3": "¡Vamos, lucha conmigo, uno contra uno!", - "VIN_PART2_VIN4": "Ja. Nunca me atraparán. Y yo nunca me rendiré.", - "VIN_PART3_VIN1.m": "Vaya, qué sorpresa. [pause]¡Los guardas enviaron a su [wave amp=30 freq=10]fiel lacayo[/wave] para que me busque otra vez!", - "VIN_PART3_VIN1.f": "Vaya, qué sorpresa. [pause]¡Los guardas enviaron a su [wave amp=30 freq=10]fiel lacaya[/wave] para que me busque otra vez!", - "VIN_PART3_VIN1_OPTION1": "¡Oye! ¡Me llamo {player}!", - "VIN_PART3_VIN1.n": "Vaya, qué sorpresa. [pause]¡Los guardas enviaron a su [wave amp=30 freq=10]fiel lacaye[/wave] para que me busque otra vez!", - "VIN_PART3_VIN2": "…", - "VIN_PART3_FELIX5": "Alto, ¿entonces el ladronzuelo este es parte de la secta rara esa?", - "VIN_PART3_VIN3": "O sea…", - "VIN_PART3_VIN4.f": "… ¡Que tú eres [wave amp=30 freq=10]la deicida despiadada[/wave] que causó todo esto! ¡Eres la que dejó morir al hermano Cooper!", - "VIN_PART3_VIN4.n": "… ¡Que tú eres [wave amp=30 freq=10]le deicida despiadade[/wave] que causó todo esto! ¡Eres le que dejó morir al hermano Cooper!", - "VIN_PART3_VIN4.m": "… ¡Que tú eres [wave amp=30 freq=10]el deicida despiadado[/wave] que causó todo esto! ¡Eres el que dejó morir al hermano Cooper!", - "VIN_PART3_VIN4_OPTION1.n": "¿Deicida?", - "VIN_PART3_VIN4_OPTION1.f": "¿Deicida?", - "VIN_PART3_VIN4_OPTION1.m": "¿Deicida?", - "VIN_PART3_MEREDITH5": "Es un sectario, {player}. Debe de estar enfadado por lo de Luctifer, el tipo ese al que le dieron la paliza Kayleigh y tú.", - "VIN_PART3_VIN4_OPTION2": "¡Yo no hice nada de eso!", - "VIN_PART3_KAYLEIGH5": "¿Eres de los Hijos del Llanto?", - "VIN_PART3_EUGENE5": "¡Oye! ¡Que, de no ser por {player}, habría muerto mucha gente además de Dorian!", - "VIN_PART3_VIOLA5": "¡Errado estás, ladrón!", - "VIN_PART3_VIN6.f": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", - "VIN_PART3_VIN6.m": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", - "VIN_PART3_VIN6.n": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", - "VIN_PART3_VIN7": "Cuando nuestro guía fue [wave amp=30 freq=10]asesinado a sangre fría[/wave], los guardas empezaron enseguida a \\\"ofrecernos ayuda\\\". Sí, claro.", - "VIN_PART3_VIN8.m": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", - "VIN_PART3_VIN8.f": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", - "VIN_PART3_KAYLEIGH9": "Lo entendiste todo mal. [pause]¡Fue Dorian el responsable de todo lo que tuvo que padecer su comunidad!", - "VIN_PART3_VIN10": "Las cintas vírgenes y calcomanías que robo… ¡serán para organizar nuestra resistencia!", - "VIN_PART4_VIN1": "Déjame en paz…", - "VIN_PART4_VIN2": "Aaah…", - "VIN_PART4_VIN3": "Esa bestia me emboscó…", - "VIN_PART4_VIN4": "¿Por qué… [pause]hiciste eso, {player}?", - "VIN_PART4_VIN5_OPTION1": "¡Estás equivocado!", - "VIN_PART4_VIN5.n": "Podrías haber dejado que me pudriera ahí mismo, igual que con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", - "VIN_PART4_VIN5.f": "Podrías haber dejado que me pudriera ahí mismo, igual que con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", - "VIN_PART4_VIN5.m": "Podrías haber dejado que me pudriera ahí mismo, igual que con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]¡¿Vin?![/shake] [pause]¿Eres tú el responsable de todo esto?", - "VIN_PART4_VIN5_OPTION2": "¡Yo no dejé morir a Dorian!", - "VIN_PART4_JACQUELINE7": "Cuando Ianthe me dijo que alguien estaba robando de las provisiones que los guardas habían asignado a la comuna, ¡no se me habría ocurrido pensar que fueras a ser tú!", - "VIN_PART4_VIN8": "¿Que las habían…[pause] asignado… [pause]a la comuna? [pause]¿A nuestra comuna?", - "VIN_PART4_JACQUELINE9": "¡Pues claro, idiota!", - "VIN_PART5_VIN6": "¡Y ahora me veo obligado a desafiarte para conseguir tu sello! [pause]¡Vamos, lucha conmigo, [wave amp=30 freq=10]uno contra uno[/wave], {player}!", - "VIN_PART4_VIN10": "Pero los guardas… tomaron el control, ¿no? Y te obligaron a colaborar [pause]y todo eso… ¿No?", - "VIN_PART4_JACQUELINE11": "Para nada. Para mí la muerte de Dorian fue como un despertar.", - "VIN_PART4_JACQUELINE12": "Cuando estaba con nosotros… Cuando estaba [wave amp=30 freq=10]al mando[/wave]…, era como vivir hipnotizada. No era capaz de ver con claridad lo que estaba pasando a mi alrededor.", - "VIN_PART4_JACQUELINE13": "Solo ahora, al mirar atrás, soy capaz de ver las cosas tal y como eran en realidad.", - "VIN_PART4_KAYLEIGH14": "Jacqueline…", - "VIN_PART4_JACQUELINE15": "Fui yo quien buscó ayuda para la comuna e Ianthe fue muy amable al proporcionárnosla.", - "VIN_PART4_JACQUELINE16": "Ahora mismo te estarías muriendo de hambre si no fuera por ella. Dorian nos hizo arrasar nuestros sembrados para poder llegar hasta ese arcángel.", - "VIN_PART4_VIN17": "…", - "VIN_PART4_JACQUELINE20": "Conozco a Vin desde que llegó a Nueva Wirral. No es mal chico, lo que pasa es que… [pause]está muy mal informado.", - "VIN_PART4_JACQUELINE18": "Vamos, hay que llevarte a casa para que puedas descansar.", - "VIN_PART4_JACQUELINE19": "{player}, [pause]Lo siento mucho.", - "VIN_PART4_JACQUELINE22": "Por favor, dile a Ianthe lo mucho que le agradezco su ayuda.", - "VIN_PART4_JACQUELINE21": "Voy a organizar una reunión de toda la comuna para aclarar todo. Esto no volverá a ocurrir.", - "VIN_PART5_VIN1": "Oye, {player}…", - "VIN_PART5_VIN2": "Cuando me salvaste de esa fusión salvaje, me vi obligado a cuestionármelo todo.", - "VIN_PART5_VIN3": "Siento haber armado un revuelo, pero…, [pause]en el fondo, lo hice porque quería ayudar a mi comunidad.", - "VIN_PART5_VIN4": "¡Así que me uní a los guardas para hacer precisamente eso! Y para compensarlos por mis errores, claro.", - "VIN_PART5_KAYLEIGH5": "¡Estupendo! [pause]¡Me alegra mucho que le hayas dado un giro a tu vida, Vin!", - "VIN_PART5_MEREDITH5": "Pues me parece que tienes mucho trabajo por delante.", - "VIN_PART5_EUGENE5": "Parece que encontraste tu propia causa. Te ganaste mi respeto.", - "VIN_PART5_FELIX5": "Me alegra ver que cambiaste de verdad.", - "VIN_PART5_VIN7_OPTION1": "¡Así es!", - "VIN_PART5_VIOLA5": "A buen fin no hay mal principio.", - "VIN_PART5_VIN8": "Menos mal que aún hay otros 12 guardas de élite a los que puedo retar para conseguir sellos.", - "VIN_PART5_VIN7": "Maldita sea… No tienes piedad ni de tus amigos, ¿eh?", - "VIN_PART5_VIN7_OPTION2": "Quien bien te quiere te hará llorar.", - "VIN_PART5_VIN9": "La próxima vez que me veas, {player}, ¡seré oficialmente guarda!", - "VIN_TOWN_HALL_INTERACT1.m": "¡Oye, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", - "VIN_TOWN_HALL_INTERACT1.f": "¡Oye, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", - "VIN_TOWN_HALL_INTERACT1.n": "¡Oye, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", - "VIN_AND_FRANKIE_KAYLEIGH3": "¡En la vida se me habría ocurrido que esos dos fueran a acabar haciendo buenas migas!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", - "VIN_AND_FRANKIE_VIN2": "Hola, {player}. ¡Por fin he terminé mi entrenamiento y soy oficialmente guarda!", - "VIN_AND_FRANKIE_MEREDITH3": "¿Esos dos se hicieron colegas? Supongo que es normal.", - "VIN_AND_FRANKIE_FELIX3": "No sabía que ustedes dos se conocían. La isla es bastante pequeña, supongo.", - "VIN_AND_FRANKIE_VIOLA3": "Jamás habría imaginado que la amistad pudiera brotar entre dos personas tan diferentes.", - "VIN_AND_FRANKIE_EUGENE3": "Je. ¿Ahora esos dos se hicieron amigos?", - "VIN_AND_FRANKIE_FRANKIE4": "Bueno, yo también tengo una noticia…", - "VIN_AND_FRANKIE_FRANKIE5": "Mi lobgancho se escapó.", - "VIN_AND_FRANKIE_FRANKIE6": "La guarda de élite Cybil dice que los monstruos salvajes no son buenos animales de compañía, pero… [pause]Yo estoy segura de que es por el [i]fanfic[/i] que escribí sobre él.", - "VIN_AND_FRANKIE_FRANKIE7": "¡No pasa nada! ¡A Vin, mi nuevo [wave amp=30 freq=10]mejor amigo[/wave], no le importan esas cosas!", - "VIN_AND_FRANKIE_VIN8": "¿Qué es un [i]fanfic[/i], {player}? No me lo quiere decir…", - "VIN_AND_FRANKIE_FRANKIE9": "¡¡¡Aaaaah!!!", - "VIN_AND_FRANKIE_FRANKIE10.n": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué dices?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "¡Por supuesto!", - "VIN_AND_FRANKIE_FRANKIE10.m": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué dices?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Ahora no.", - "VIN_AND_FRANKIE_FRANKIE10.f": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué dices?", - "POWER_STATION_DREADFUL4": "Bueno, ¿le enseñamos quién manda, o qué?", - "VIN_AND_FRANKIE_FRANKIE11": "Ay… [pause]¡Perdimos otra vez!", - "VIN_AND_FRANKIE_VIN12": "No estés triste, Frankie. No se puede ganar siempre.", - "VIN_AND_FRANKIE_VIN13": "{player}, antes de fusionarme con Frankie, no entendía que apoyarse en los demás no es muestra de debilidad.", - "VIN_AND_FRANKIE_VIN14": "Cuando unimos fuerzas, somos más que la suma de ambas partes. [pause]De eso se trata, ¿no?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]¡¡¡Y así es como la valiente heroína propició la redención del antihéroe y su desarrollo personal gracias al poder del amor!!![/wave]", - "VIN_AND_FRANKIE_VIN16": "Espera… [pause]¡¿Qué…?!", - "POWER_STATION_WALLACE1.m": "Ahí dentro ya está todo listo, camarada.", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]¡Je, je, je![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "¡Hasta la vista, {player}!", - "POWER_STATION_WALLACE1.n": "Ahí dentro ya está todo listo, camarada.", - "POWER_STATION_WALLACE1.f": "Ahí dentro ya está todo listo, camarada.", - "POWER_STATION_DREADFUL1": "¡Un momento!", - "POWER_STATION_DREADFUL2": "¡Este es mi territorio, {player}! Si va a haber una pelea en mi zona favorita, yo quiero estar al tanto de todo.", - "POWER_STATION_DREADFUL3": "¡Agárrense bien! ¡Hay ahí una bestia bien grande y con aspecto de ser poco amigable!", - "POWER_STATION_DREADFUL5": "¡Uf, qué combate! Ustedes echen un vistazo, yo tengo que recuperar el aliento.", - "POWER_STATION_DREADFUL7.m": "{player}, ¿seguro que sabes lo que haces?", - "POWER_STATION_DREADFUL6": "Ustedes echen un vistazo, yo tengo que recuperar el aliento.", - "POWER_STATION_DREADFUL7_OPTION1": "¡Hagámoslo!", - "POWER_STATION_NOTE1": "\\\"10/10/1957, 04:00\\nPasé la noche en vela con las doctoras Egle y Eteria diseñando experimentos nuevos para llevar a cabo en el reactor de fusión. Nos concentramos tanto que perdimos la noción del tiempo. ¡A ratos parecía que éramos una sola entidad, enfocada en el reactor!\\\".", - "POWER_STATION_DREADFUL7.f": "{player}, ¿seguro que sabes lo que haces?", - "POWER_STATION_DREADFUL7.n": "{player}, ¿seguro que sabes lo que haces?", - "POWER_STATION_DREADFUL7_OPTION2": "Mejor esperamos.", - "POWER_STATION_NOTE3": "\\\"10/10/1957, 07:00\\n¡Del reactor surgió un ser que se hace llamar \\\"Helia\\\"! Los termopares registraron una caída inmediata de la temperatura del núcleo, así que… supongo que volvemos a estar seguras. \\\"Helia\\\" se parece un poco al diagrama de un átomo de helio, con dos anillos que representan la órbita de sus electrones…\\\".", - "POWER_STATION_NOTE2": "\\\"10/10/1957, 05:15\\nAlgo raro pasa en el reactor. ¡La temperatura del núcleo no deja de aumentar! ¡Encendimos los ventiladores para mejorar la circulación del aire, pero no sirvió de nada! Si esto sigue así, estamos fritas. ¡Literalmente!\\\".", - "POWER_STATION_NOTE5": "\\\"11/10/1957, 03:05\\nSeguimos la sugerencia de Helia y combinamos un folclorrible, un mascarascabel, un manistratega y un [CLASIFICADO], que el Ministerio de Suministros obtuvo de un zoológico de la zona. Helia no parece satisfecha con el resultado. ¿No era eso lo que quería? ¿Quizá esperaba que hubiéramos usado bestias vivas?\\\".", - "POWER_STATION_NOTE4": "\\\"10/10/1957, 07:30\\nHelia dice que, de algún modo, la creamos o la invocamos. Ahora nos está explicando cómo hacer que el funcionamiento de nuestro reactor sea viable. Y dice que después quiere hablarnos de otros tipos de fusión… ¿A qué otros tipos puede referirse?\\\".", - "POWER_STATION_NOTE6": "\\\"11/10/1957, 08:00\\n¡¿Qué hicimos?! ¡La fusión inestable está fuera de control! ¡No deja de duplicarse! ¡El ministerio selló el edificio para que no escape, pero ahora yo estoy atrapada dentro! ¡Que la Merlínea me ampare!\\\".", - "POWER_STATION_HELIA_HELIA1": "AH, GRACIAS POR DESHACERSE DE LOS EXPERIMENTOS FALLIDOS DE MIS PROGENITORAS.", - "POWER_STATION_HELIA_HELIA2": "RESULTA BASTANTE COMPLICADO ELIMINAR ESAS FUSIONES INESTABLES UNA VEZ QUE EMPIEZAN A REPLICARSE.", - "POWER_STATION_HELIA_HELIA3": "¿QUÉ TE TRAE AQUÍ, {player.to_upper}?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "¿Me conoces?", - "POWER_STATION_HELIA_HELIA4": "TE CONOZCO MUY BIEN. ¿CUÁNTAS VECES TE HAS FUSIONADO YA?\\n\\nALLÍ DONDE HAY FUSIONES, ESTOY YO.", - "POWER_STATION_HELIA_HELIA5": "SOY HELIA, EL PROCESO DE LA FUSIÓN.", - "POWER_STATION_HELIA_KAYLEIGH6": "¿Entonces eres tú quien está creando las fusiones salvajes?", - "POWER_STATION_HELIA_MEREDITH6": "Ah, conque sí había un responsable de las fusiones salvajes…", - "POWER_STATION_HELIA_EUGENE6": "¿Tú eres la responsable de las fusiones salvajes?", - "POWER_STATION_HELIA_FELIX6": "¿Entonces las fusiones salvajes…?", - "POWER_STATION_HELIA_HELIA12": "YO SOY QUIEN HACE POSIBLE LA VIDA. LAS PLANTAS, DE LAS CUALES DEPENDEN PARA SOBREVIVIR, OBTIENEN SU ENERGÍA A PARTIR DE LA FUSIÓN NUCLEAR QUE SE PRODUCE EN EL CORAZÓN DE SU ESTRELLA.", - "POWER_STATION_HELIA_VIOLA6": "¡Entonces tú eres la causante de esos seres llamados fusiones salvajes!", - "POWER_STATION_HELIA_DOG6": "Grrr…", - "POWER_STATION_HELIA_HELIA7": "¿\\\"FUSIONES SALVAJES\\\"?\\n[pause]\\nAH, SÍ.[pause] LAS ESTABLES.[pause] ESAS BESTIAS MARAVILLOSAS SON OBRA MÍA.", - "POWER_STATION_HELIA_HELIA8": "ENTIENDO POR QUÉ ESTÁN AQUÍ. PERCIBO CÓMO AUMENTA SU POTENCIAL PARA LA FUSIÓN, LO CUAL SOLO PUEDE SIGNIFICAR…", - "POWER_STATION_HELIA_HELIA11": "NO LES HARÍA NINGÚN BIEN ACABAR CON LA FUSIÓN. ¿NO SE DAN CUENTA?", - "POWER_STATION_HELIA_HELIA9": "QUE VINIERON A LUCHAR, ¿ME EQUIVOCO?", - "POWER_STATION_HELIA_HELIA10": "YA BASTA.", - "POWER_STATION_HELIA_HELIA13": "YO SOY QUIEN DA FORMA A LA VIDA. CUANDO LOS ÁTOMOS INERTES SE UNEN PARA FORMAR CÉLULAS VIVAS, ESO ES OTRO TIPO DE FUSIÓN.\\n\\nCUANDO LAS CÉLULAS INDIVIDUALES SE UNEN PARA ORIGINAR FORMAS DE VIDA INTELIGENTES Y MULTICELULARES, AHÍ ESTOY YO TAMBIÉN.", - "POWER_STATION_HELIA_HELIA14": "SIN MÍ, SIN FUSIÓN, NO EXISTIRÍA LA VIDA.", - "POWER_STATION_HELIA_KAYLEIGH15": "¡Tus \\\"bestias maravillosas\\\" están poniendo en peligro Villapuerto!", - "POWER_STATION_HELIA_EUGENE15": "¡Vamos! ¡Podemos vivir perfectamente sin tus \\\"bestias maravillosas\\\"!", - "POWER_STATION_HELIA_MEREDITH15": "Pues siento tener que decírtelo, pero tus \\\"bestias maravillosas\\\" le están haciendo daño a la gente.", - "POWER_STATION_HELIA_FELIX15": "¿No podrías al menos dejar de hacer más \\\"bestias maravillosas\\\"?", - "POWER_STATION_HELIA_HELIA16": "COMO YA DIJE, SOY EL PROCESO DE LA FUSIÓN.\\n\\nNO SOY SU CAUSA.", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, CUANDO TE FUSIONAS CON {partner.to_upper}, NO ES PORQUE YO TE DIGA QUE LO HAGAS.\\n\\nYO SOLO SOY EL MEDIO QUE LO PERMITE.", - "POWER_STATION_HELIA_VIOLA15": "Conozco el fenómeno de la \\\"fusión\\\" que se da en Nueva Wirral, pero ¿qué es todo eso que dijiste de las estrellas y las células?", - "POWER_STATION_HELIA_HELIA18": "CUANDO HAY UN ASESINATO, NO SE CULPA A LA MUERTE.", - "POWER_STATION_HELIA_HELIA18_OPTION1": "¿Y a quién culpamos entonces?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "Pues tienes que ayudarnos…", - "POWER_STATION_HELIA_HELIA19": "EN ÚLTIMA INSTANCIA, LA CAUSA DE LAS \\\"FUSIONES SALVAJES\\\" ES LA ENTIDAD QUE TRANSPORTA SIN CESAR FRAGMENTOS DE OTROS MUNDOS A ESTA TIERRA.\\n[pause]\\nESA QUE ME TRAJO A MÍ, Y A TI, Y A TODOS LOS DEMÁS HUMANOS A ESTE LUGAR.", - "POWER_STATION_HELIA_HELIA22": "UNA COSA MÁS ANTES DE QUE TE VAYAS, {player.to_upper}.\\n\\nCUANDO LUCHASTE CONTRA ÁLEF, MANIFESTASTE EL ESPÍRITU DE LA REBELDÍA, MORGANTA. ¿NO ES ASÍ?", - "POWER_STATION_HELIA_HELIA20": "LA MERLÍNEA. LA QUE VIVE EN LAS PROFUNDIDADES.", - "POWER_STATION_HELIA_KAYLEIGH21": "¿La Merlínea? {player}, esto no me gusta nadita…", - "POWER_STATION_HELIA_MEREDITH21.f": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea.", - "POWER_STATION_HELIA_MEREDITH21.m": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea.", - "POWER_STATION_HELIA_MEREDITH21.n": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea.", - "POWER_STATION_HELIA_EUGENE21": "¡Perfecto! ¡Pues vamos a darles de puñetazos a unos cuantos trenes!", - "POWER_STATION_HELIA_FELIX21": "Ah. ¿Entonces todo esto es cosa de la red viaria?", - "POWER_STATION_HELIA_VIOLA21": "¡No nos ha de derrotar un simple laberinto, {player}!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "Por fin alguien me da una respuesta.", - "POWER_STATION_HELIA_DOG21": "Grrr…", - "POWER_STATION_HELIA_HELIA27": "DEBO PEDIRTE QUE TENGAS CUIDADO CON LA VOLUNTAD QUE MANIFIESTES.\\n\\nÁLEF AÚN PODRÍA VOLVER.", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "Vamos a ir a hablar con la Merlínea.", - "POWER_STATION_HELIA_HELIA22_OPTION1": "Sí, ¿por qué?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "Así lo hicimos, sí.", - "POWER_STATION_HELIA_HELIA23": "LA ESPADA QUE EMPUÑAS TIENE DOBLE FILO.", - "POWER_STATION_HELIA_HELIA24": "DE LA FUSIÓN, O DE CUALQUIER OBRA HECHA POR UN GRUPO AL QUE MUEVE UN SOLO OBJETIVO, SE PUEDE DECIR QUE \\\"EL PRODUCTO ES MAYOR QUE LA SUMA DE LAS PARTES\\\".", - "POWER_STATION_HELIA_HELIA26": "DURANTE NUESTRO COMBATE, PERCIBÍ EN TU CORAZÓN LA SEMILLA DE LA CONQUISTA.", - "POWER_STATION_HELIA_HELIA25": "LA DIFERENCIA ENTRE EL TODO Y LA SUMA DE LAS PARTES ES EL EGREGOR, O \\\"ARCÁNGEL\\\".\\n\\nLOS EGREGORES SON PEQUEÑOS Y DÉBILES EN UN PRIMER MOMENTO, PERO UNA VOLUNTAD DIRIGIDA LO BASTANTE INTENSA PUEDE PERMITIRLES MANIFESTARSE DE FORMA INDEPENDIENTE, EJERCER PODER O TOMAR EL CONTROL.", - "POWER_STATION_HELIA_DREADFUL28": "¡Qué cosa! [pause]Más me vale ir a informar de todo esto a Ianthe.", - "POWER_STATION_HELIA_DREADFUL29": "Buena suerte con la Merlínea, {player}. Eso mejor lo dejo en tus manos.", - "MERLINE_MEETING_MAGIKRAB1B": "{player}, la Merlínea te aguarda. Acompáñame, si eres tan amable, al andén A de la estación de Villapuerto.", - "POWER_STATION_HELIA_DREADFUL30": "No sé… [pause]Me pregunto si Helia tuvo algo que ver con el incendio que arrasó Nueva Londres hace tantos años…", - "MERLINE_MEETING_MAGIKRAB1A": "{player}, la Merlínea te aguarda. Acompáñame, si eres tan amable, al andén A.", - "MERLINE_MEETING_MAGIKRAB2": "A continuación, la Merlínea hablará a través de mí.", - "MERLINE_MEETING_MAGIKRAB3.m": "¡Considérate muy afortunado, {player}! La Merlínea no desciende a este plano muy a menu…", - "MERLINE_MEETING_MAGIKRAB3.n": "¡Considérate muy afortunade, {player}! La Merlínea no desciende a este plano muy a menu…", - "MERLINE_MEETING_MAGIKRAB3.f": "¡Considérate muy afortunada, {player}! La Merlínea no desciende a este plano muy a menu…", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}, LA MERLÍNEA DESEA AGRADECERTE TU PARTICIPACIÓN EN LA DERROTA DE ÁLEF, SU ALUMNO DESCARRIADO.", - "MERLINE_MEETING_MERLINE5": "LA HUMANIDAD ESTÁ A PUNTO DE ENFRENTARSE A UN DESAFÍO DE PROPORCIONES NUNCA ANTES VISTAS. EL RESULTADO ES AÚN INCIERTO.", - "MERLINE_MEETING_MERLINE6": "LA MERLÍNEA TENÍA CURIOSIDAD POR VER SI A TU ESPECIE LE ERA POSIBLE SUPERAR SU PROPENSIDAD NATURAL A LA GUERRA.", - "MERLINE_MEETING_MERLINE7": "AL DERROTAR A ÁLEF, LA MANIFESTACIÓN DE LA CONQUISTA, HAS CUMPLIDO TU COMETIDO EN EL RITO Y AHORA ERES LIBRE DE MARCHARTE.", - "MERLINE_MEETING_MERLINE7_OPTION1": "Fue gracias a la ayuda de Morganta.", - "MERLINE_MEETING_MERLINE7_OPTION2": "Morganta…", - "MERLINE_MEETING_MERLINE8": "AH, SÍ, MORGANTA. LA ANTIGUA AMANTE DE ÁLEF.", - "MERLINE_MEETING_KEYLEIGH9": "¿La amante… de Álef?", - "MERLINE_MEETING_VIOLA9": "…", - "MERLINE_MEETING_MEREDITH9": "¿La amante de Álef? ¿En serio?", - "MERLINE_MEETING_EUGENE9": "¡¿Qué?!", - "MERLINE_MEETING_FELIX9": "¿Es la amante de Álef?", - "MERLINE_MEETING_MERLINE11": "¿QUÉ ES EL ESPÍRITU DE LA REBELDÍA SIN UNA FUERZA CONTRA LA QUE REBELARSE? ¿QUÉ ES EL REY DE LA CONQUISTA SIN NADIE A QUIEN CONQUISTAR?", - "MERLINE_MEETING_MERLINE10": "LA REBELDÍA Y LA CONQUISTA NO SIEMPRE HAN SIDO ENEMIGAS.", - "MERLINE_MEETING_MERLINE14": "LA MANIFESTACIÓN DE MORGANTA DURANTE TU COMBATE CON ÁLEF NO QUITA MÉRITO A LO QUE TÚ HICISTE PARA DERROTARLO.", - "MERLINE_MEETING_MERLINE13": "INCLUSO TUVIERON UN HIJO, ¿LO SABÍAS?", - "MERLINE_MEETING_MERLINE12": "EL REY ROJO Y LA REINA BLANCA ESTÁN ATRAPADOS EN UN CONSTANTE CICLO DE MUERTE Y RESURRECCIÓN, DE OPOSICIÓN Y UNIDAD. SON EL MOTOR QUE HACE GIRAR LA RUEDA DE LA HISTORIA DE LA HUMANIDAD.", - "MERLINE_MEETING_MERLINE15": "MÁS BIEN AL CONTRARIO: FUE TU VOLUNTAD LA QUE LA INVOCÓ, Y COLABORANDO EVITARON EL RETORNO DE ÁLEF AL COSMOS.", - "MERLINE_MEETING_MERLINE16_OPTION1": "¡Tienes que detener a las fusiones salvajes!", - "MERLINE_MEETING_MERLINE16": "DI LO QUE PIENSAS, {player.to_upper}. LA MERLÍNEA SABE QUE DESEAS PEDIRLE ALGO.", - "MERLINE_MEETING_MERLINE17": "LA MERLÍNEA PODRÍA DETENER A LAS \\\"FUSIONES SALVAJES\\\".", - "MERLINE_MEETING_MERLINE18": "SIN EMBARGO, NO SERÍA JUSTO PRIVAR A OTROS DE LAS MISMAS OPORTUNIDADES QUE TUVIERON USTEDES, {player.to_upper}.", - "MERLINE_MEETING_MERLINE21": "ALLÍ ES DONDE ENTRAN USTEDES Y EL ESPÍRITU DE LA REBELDÍA.", - "MERLINE_MEETING_MERLINE20": "YA HACE TIEMPO QUE DEBERÍAN HABER VUELTO A SU MUNDO, {player.to_upper} Y {partner.to_upper}.", - "MERLINE_MEETING_MERLINE19": "LA HUMANIDAD DEBE ENFRENTARSE A SITUACIONES DE VIDA O MUERTE PARA PODER CRECER EN OTROS ASPECTOS Y NO SOLO EN NÚMERO.", - "MERLINE_MEETING_MAGIKRAB23": "Este… ¿Qué estábamos haciendo? Es como si los últimos minutos se me hubieran borrado de la mente.", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "La Merlínea estaba hablando a través de ti.", - "MERLINE_MEETING_MAGIKRAB22": "Ah, {player}.", - "MERLINE_MEETING_MAGIKRAB24.m": "¡Considérate muy afortunado, {player}! La Merlínea no desciende a este plano muy a menudo.", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Oye, [pause]quería preguntarte una cosa, Felix: ya sé que haces dibujos, pero ¿también diseñas tatuajes?", - "MERLINE_MEETING_KAYLEIGH25": "En fin… A lo mejor Ianthe sabe qué hacer.", - "MERLINE_MEETING_MAGIKRAB24.f": "¡Considérate muy afortunada, {player}! La Merlínea no desciende a este plano muy a menudo.", - "MERLINE_MEETING_MAGIKRAB24.n": "¡Considérate muy afortunade, {player}! La Merlínea no desciende a este plano muy a menudo.", - "MERLINE_MEETING_MEREDITH25": "Esto no salió como yo esperaba.", - "MERLINE_MEETING_EUGENE25": "Bueno, puede que haya sido mejor no luchar esta vez. Ya sabes lo que dijo Helia sobre Álef…", - "MERLINE_MEETING_FELIX25": "¿Tú crees que dijo la verdad? Sobre lo de que nuestro mundo nos necesita…", - "PARTNER_INTERACT_K_M1_MEREDITH2": "¿Qué es eso de \\\"inter net\\\"? [pause]¡La mitad de la gente de Villapuerto se pasa el día quejándose de lo mucho que lo echa de menos!", - "MERLINE_MEETING_VIOLA25": "Quizá la \\\"Merlínea\\\" haya dicho la verdad.", - "PARTNER_INTERACT_K_M1_MEREDITH4": "¿En el teléfono? [pause]¿Es alguna cosa para hablar con la gente, o algo?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "No entiendo nada.", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Ya sabes, [pause]internet. [pause]En la computadora o en el teléfono…", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Eh… ¿En qué año dices que estaban en tu mundo cuando acabaste aquí, [pause]Meredith?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "En 1989. ¿Por qué lo dices?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "¡Ah! [pause]Ya entiendo por qué a veces parece que tenemos un problema de sincronización.", - "PARTNER_INTERACT_K_E1_EUGENE2": "No es nada personal. [pause]Es que yo soy un alma libre. [pause]Soy un lobo solitario. [pause]No puedo permitir que las reglas de una organización me limiten.", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "No lo entiendo, Eugene. [pause]Te encanta todo eso de \\\"ayudar a la gente\\\", [pause]pero, sin embargo, ¿no quieres unirte a los guardas como hice yo?", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Yo no creo que sea eso. [pause]¡Yo creo que tienes miedo de no pasar la prueba de entrada!", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]¡C-claro que no es eso![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "Pues no lo he hecho nunca… [pause]¿Por qué?, ¿quieres hacerte uno?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "No sé… [pause]Creo que, en teoría, me gusta la idea de tatuarme.", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Pero en la práctica, [pause]me parece que soy demasiado indecisa. [pause]No sería capaz de lanzarme con algo tan permanente.", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, quería preguntarte…", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "¿De dónde sacaste esa chaqueta sin mangas? [pause]¡Nunca había visto nada parecido en Nueva Wirral!", - "PARTNER_INTERACT_K_V1_VIOLA3": "Cuando las olas me arrastraron a la arena de esta isla recóndita, [pause]encontré tirada en la playa una casaca militar vieja.", - "PARTNER_INTERACT_K_V1_VIOLA4": "Las mangas me quedaban muy anchas, [pause]así que me limité a arrancárselas.", - "PARTNER_INTERACT_K_V1_VIOLA5": "Debo reconocer que le he tomado bastante aprecio.", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Eres muy \\\"cool\\\"… La verdad es que en este momento hasta me resultas un poco atractiva.", - "PARTNER_INTERACT_K_V1_VIOLA7": "¿Me estás por ventura confesando un amor imperecedero, [pause]mi querida Kayleigh?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "¡Oye, [pause]tampoco es TAN fácil conquistarme!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "Tengo bastante trabajo acumulado en el taller, [pause]pero ahora me parece que va a ser que nanay.", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]¿Quién es un perro guapo? ¡Tú eres un perro guapo! ¡Sí, tú![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "¡Guau, guau!", - "PARTNER_INTERACT_M_E1_EUGENE2": "¡Pues claro![pause] ¡A veces hay que saber tomarse un descanso, [pause]colega!", - "PARTNER_INTERACT_M_E1_EUGENE3": "…[pause][pause] Espera, [pause]¿qué acabas de decir?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "Eh… [pause]¿Que tengo trabajo acumulado en el taller?", - "PARTNER_INTERACT_M_E1_EUGENE5": "No, digo qué es lo que dijiste [wave amp=30 freq=10]después de eso[/wave].", - "PARTNER_INTERACT_M_E1_EUGENE7": "¿Existe de verdad esa palabra? [pause]¿\\\"Nanay\\\"?", - "PARTNER_INTERACT_M_E1_MEREDITH6": "¿Que va a ser que nanay?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "Ah, [pause]pues… [pause]Sí, claro. [pause]Cuando quieres decir que no a algo, pues eso, que \\\"nanay\\\".", - "PARTNER_INTERACT_M_E1_EUGENE9": "Entendido. [pause]Pues procuraré tener la mente abierta para las cosas raras que dices de vez en cuando.", - "PARTNER_INTERACT_M_E1_MEREDITH10": "Creo que le voy a decir \\\"nanay\\\" a toda esta conversación.", - "PARTNER_INTERACT_M_F1_FELIX2": "¡Sí! [pause]¿Qué solías escuchar cuando estabas en tu mundo?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "¿Mis gustos musicales, dices?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "Esa pregunta es muy genérica. [pause]Me gustan los grupos en donde todos los miembros se odian entre sí.", - "PARTNER_INTERACT_M_F1_MEREDITH5": "Así son mis gustos. Específicos.", - "PARTNER_INTERACT_M_V1_VIOLA1": "He de confesarte, [pause]mi querida Meredith, [pause]que la forma que tienes de ataviarte es distinta a cualquier cosa que haya visto antes, [pause]ya sea en mi tierra o en esta.", - "PARTNER_INTERACT_M_F1_FELIX4": "Qué específico.", - "PARTNER_INTERACT_M_D1_DOG1": "¡Guau!", - "PARTNER_INTERACT_M_V1_VIOLA3": "No es mi intención injuriarte. [pause]Diríase que no te preocupa estar en consonancia con la apariencia de quienes te rodean. [pause]Eso denota una enorme confianza en ti misma.", - "PARTNER_INTERACT_M_V1_MEREDITH2": "No estoy segura de si eso es un cumplido o no.", - "PARTNER_INTERACT_M_V1_VIOLA4": "¡Te considero, pues, bastante admirable en ese sentido, [pause]mi querida Meredith!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "Ah, eh… [pause]Gracias.", - "PARTNER_INTERACT_M_D1_MEREDITH2": "Te gusta que te rasquen la pancita, [pause]¿eh?", - "PARTNER_INTERACT_E_F1_FELIX2": "Más o menos. [pause]Pero, en el fondo…, [pause]no fue solo eso. [pause]Si me hubiera ido a trabajar a otro sitio, habría tenido [wave amp=30 freq=10]otros jefes[/wave] dándome órdenes sin parar.", - "PARTNER_INTERACT_E_F1_EUGENE1": "¿Y dices que te fuiste de tu trabajo [pause]porque tus jefes no paraban de molestarte?", - "PARTNER_INTERACT_E_F1_FELIX3": "La única manera de romper el ciclo era trabajar por mi cuenta. [pause]Se acabaron los jefes.", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]¡Eso es![/shake] [pause]¡Así se habla! [pause]¡Se acabaron los jefes! ¡Tienes que vivir según tus propias reglas, [pause]colega!", - "PARTNER_INTERACT_E_F1_FELIX5": "Aunque mis expectativas laborales se han visto bastante perjudicadas últimamente. [pause][pause]Yo creo que tiene que ver con lo de haberme caído por un agujero del espacio-tiempo y haber acabado viviendo en una isla llena de monstruos.", - "PARTNER_INTERACT_E_V1_EUGENE1": "Dices que acabaste en Nueva Wirral después de que una tormenta hiciera naufragar tu barco, [pause]¿no?", - "PARTNER_INTERACT_E_F1_EUGENE6": "¿A quién no le ha pasado eso alguna vez?", - "PARTNER_INTERACT_E_V1_VIOLA2": "Sí, [pause]así es.", - "PARTNER_INTERACT_E_V1_EUGENE3": "Y que estás buscando a Sebastián, tu hermano gemelo…", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Te armaste un espacio muy lindo. Un poco vacío, pero no está mal.", - "PARTNER_INTERACT_E_V1_EUGENE4": "Todo eso me resulta de lo más familiar y no sé por qué. [pause]¿Eres famosa? [pause]¿Nos conocemos de antes?", - "PARTNER_INTERACT_E_V1_VIOLA5": "Te aseguro que no soy nadie de fama o interés. [pause]En cuanto a si nos conocíamos, [pause]no albergo ninguna duda de que me acordaría de alguien con tanto arrojo como tú, [pause]Eugene.", - "PARTNER_INTERACT_E_V1_EUGENE6": "Supongo que sí. [pause]Aun así, [pause]tu historia me suena muchísimo…", - "PARTNER_INTERACT_E_D1_EUGENE5": "¿Eres algo así como un… [pause]perro mágico parlante [pause]de otro mundo?", - "PARTNER_INTERACT_E_D1_DOG2": "¡Guau!", - "PARTNER_INTERACT_E_D1_EUGENE1": "Conque eres un perro.", - "PARTNER_INTERACT_F_D1_FELIX1": "Tienes un ladrido muy potente para ser tan pequeño, [pause]¿no?", - "PARTNER_INTERACT_E_D1_EUGENE3": "Pero puedes usar un walkman para transformarte en monstruo, igual que los demás.", - "PARTNER_INTERACT_E_D1_DOG4": "¡Guau, guau!", - "PARTNER_INTERACT_E_D1_DOG6": "¡Guau!", - "PARTNER_INTERACT_E_D1_EUGENE7": "Ya. [pause]Supongo que no.", - "PARTNER_INTERACT_F_V1_FELIX2": "Bueno, es verdad que llevar una vida de libertad es importante para mí, [pause]pero navegar por los siete mares no es exactamente lo que tenía planeado.", - "PARTNER_INTERACT_F_V1_VIOLA1": "Sin duda, [pause]Felix, [pause]debes de haber ansiado alguna vez la libertad que da la mar. [pause]Navegar hasta tierras que no son ni tan siquiera una mota de polvo en el horizonte.", - "PARTNER_INTERACT_F_V1_FELIX5": "Supongo que no.", - "PARTNER_INTERACT_F_V1_FELIX3": "Ahora bien, [pause]trabajar por mi cuenta y vivir según mis propias reglas, [pause]eso sí que me suena bien.", - "PARTNER_INTERACT_F_V1_VIOLA4": "Quizá también pudieras hallar satisfacción en la mar. [pause]¡Nunca lo sabrás con certeza hasta que hayas zarpado!", - "PARTNER_INTERACT_F_D1_DOG2": "¡Guau!", - "PARTNER_INTERACT_V_D1_DOG2": "¡Guau!", - "PARTNER_INTERACT_V_D1_VIOLA1": "¡Qué mundo tan curioso! [pause]¡Pensar que en él hay animales tan especiales como tú!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Qué suerte tengo de vivir tan cerca de la playa, ¿eh?", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "¿De verdad no tenía un sitio más aburrido en el que quedarme atrapada que este pueblo?", - "PASSIVE_OVERWORLD_1_0_EUGENE": "Este pueblito es bastante lindo, ¿no te parece?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "Aquí es muy fuerte el olor a mar… Es un olor al que estoy más que acostumbrada.", - "PASSIVE_OVERWORLD_1_0_FELIX": "No hay nada como estirar las piernas por el muelle, ¿no?", - "PASSIVE_OVERWORLD_1_0_DOG": "¡Guau, guau!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Te armaste un espacio muy lindo. Un poco vacío, pero no está mal.", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Espero que te guste tu casa, {player}…", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Te armaste un espacio muy lindo. Un poco vacío, pero no está mal.", - "PASSIVE_EUGENEHOME_EUGENE": "Pues sí, esta es mi casa. El cuartel general de Eugene. Mi cueva. Mi base de operaciones.", - "PASSIVE_EUGENEHOME_MEREDITH": "¿Eugene tiene un gimnasio improvisado en casa? Sí sabe que en el ayuntamiento hay uno de verdad, ¿no?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Conque esta es tu casa. ¡No está nada mal, colega!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Conque aquí es donde vives, ¿eh?", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Veo que aún no has habitado mucho tiempo este lugar.", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Ah, ¿quieres que me quede a dormir, {player}?", - "PASSIVE_EUGENEHOME_FELIX": "Aquí vive Eugene. Tiene un gimnasio casero muy genial.", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Conque te dio por enseñarle tu casa a tu novio, ¿eh?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "¿Entonces lo que querías es que pasáramos aquí el rato a solas, tú y yo?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "¡Tú casa está impecable! Espero que no hayas limpiado solo para que viniera yo.", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "¿Deseabas, quizá, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "¿Deseabas, quizá, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "¿Deseabas, quizá, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "La playa me recuerda a cuando aparecí por primera vez en Nueva Wirral…", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "Luego es un problema sacar la arena que se me mete en las botas. No me gusta nada.", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "Aquí podemos comprar calcomanías para nuestras formas de monstruo. ¿Quieres echar un vistazo?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "¡Este parece un sitio muy bueno para ponerse a hacer flexiones!", - "PASSIVE_OVERWORLD_2_0_FELIX": "Es muy tranquilo y agradable este sitio, si pasamos por alto los cangrejos monstruosos gigantes.", - "PASSIVE_OVERWORLD_2_0_VIOLA": "He puesto el pie en las costas de muchas tierras, pero esta es, quizá, la más extraña de todas.", - "PASSIVE_OVERWORLD_0_0_EUGENE": "¡A lo mejor estos tipos tienen algo que nos venga bien para nuestros incesantes combates por la justicia!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "¿Por qué no preguntamos a los vendedores de calcomanías, {player}? ¡A lo mejor tienen algo que nos sirva!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "Quizá deberíamos conversar con los amables mercaderes de Villapuerto.", - "PASSIVE_OVERWORLD_0_0_FELIX": "Ah, qué bien, calcomanías nuevas para los monstruos.", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "El guarda Mort Ero y su equipo de albañiles expertos construyeron este puente no hace mucho.", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "[wave amp=30 freq=10]Supongo[/wave] que cruzar este puente es mejor que empaparme las botas de agua estancada…", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "Este puente lo construyeron codo con codo los ciudadanos de Villapuerto. ¡A mí me parece supergenial!", - "PASSIVE_OVERWORLD_5_-5_FELIX": "Es bonito este puente, ¿no te parece?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "Se ve mi rostro reflejado en las aguas del estanque. Qué hermoso.", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "¿Esa agua proviene de la superficie o de algún otro sitio?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "A mí este camino tan estrecho no me hace ninguna gracia.", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Este camino es bastante estrecho. ¡Mantén el equilibrio, {player}!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "A mí este camino tan estrecho no me hace ninguna gracia.", - "PASSIVE_OVERWORLD_8_0_EUGENE": "Este camino es bastante estrecho, ¿no?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "A mí este camino tan estrecho no me hace ninguna gracia.", - "PASSIVE_OVERWORLD_8_0_VIOLA": "Vigila donde pisas. Este paso es por demás estrecho.", - "PASSIVE_OVERWORLD_8_0_FELIX": "El camino es un poco estrecho. Procura no caerte.", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Los cementerios son bastante melancólicos. A mí me gustan.", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Los cementerios siempre me han dado un poco de repelús y este no es una excepción…", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "Me da mucha cosa que los monstruos con aspecto de esqueleto tengan que estar precisamente aquí…", - "PASSIVE_OVERWORLD_-4_0_FELIX": "Si hay una parte de la isla por la que no me gustaría tener que pasearme solo de noche, es esta.", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "Ojalá pueda marcharme de estas tierras algún día para no tener que acabar descansando bajo una lápida colocada en este lugar.", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Para activar este interruptor hace falta un imán activo.", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "{player}, podríamos activar este interruptor si encontráramos algún imán por aquí.", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "¡Échale un ojo a ese interruptor! Seguro que podríamos activarlo si encontráramos algún imán cerca…", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "No creo que podamos activar este interruptor pisándolo nosotros mismos. Vamos a echar un vistazo por la zona…", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Qué curioso es este mecanismo. Da la impresión de que es parte de un todo…", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "¿Cómo habrá acabado aquí esta iglesia?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "La estructura de esa iglesia parece bastante inestable…, así que sugiero que entremos.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "A esa iglesia le hace falta una buena restauración. O seis.", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Sería posible subir por esta pared para alcanzar esa plataforma con la habilidad Bola de tallos calabaceros.", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Esta iglesia ha conocido tiempos mejores…", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "Esa iglesia parece antigua. Me gustaría hacer un boceto de ella.", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "La Costa del Hierro Fundido… Villapuerto aprovecha mucho metal del que llega a las costas a causa de los naufragios.", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Si alguna vez me hace falta metal oxidado, supongo que sé [wave amp=30 freq=10]exactamente[/wave] dónde puedo encontrarlo.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "Qué espesa es esta niebla. Ahora mismo podría darme de bruces con un montón de chatarra casi sin darme cuenta.", - "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Aúúúúú…[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Más nos vale atravesar sin demora esta niebla y este aire tan sucio.", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Pues no sé cómo lo verás tú, pero yo nunca he escuchado a ninguno de los guardas de élite hablar de que hubiera una isla flotando en el aire aquí, en Nueva Wirral…", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "¡¿Esta isla flota en el aire?! ¡¿Qué clase de sitio es este?!", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "No tenía ni idea de que hubiera una isla flotando en el aire aquí, en Nueva Wirral. ¿Estaba escondida en las nubes?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "Esto parece sacado de una novela de fantasía, ¿no?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "¡Me lleva! ¡Ahora me voy a llenar las botas de agua del pantano!", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Este pantano ciertamente es muy… lodoso.", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Una tierra situada por encima de las nubes… Un prodigio más que me deja sin saber qué decir.", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "Uf, mis tenis deportivos van a acabar hechos un asco entre todo este lodo.", - "PYLON_HINT_MEREDITH3": "A lo mejor hay algún monstruo por aquí con habilidades magnéticas que nos puedan servir. Deberíamos echar un vistazo por la zona.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", - "PASSIVE_OVERWORLD_MARSH_FELIX": "Los árboles de esta zona son enormes, ¿eh?", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Todo este polen hace que me pique la nariz.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "¡Un bosque! Me pregunto qué encontraremos aquí.", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "No bajes la guardia, {player}. Quién sabe qué tipo de monstruos habrá escondidos en este bosque…", - "PASSIVE_OVERWORLD_FOREST_FELIX": "Seguro aquí tiene que haber monstruos que no vivan en ningún otro sitio.", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "Escucha bien, {player}. ¿Oyes el coro de las aves entre los árboles?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Estas son las ruinas de Nueva Londres…", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "¡Nunca había visto hongos como estos! Son imponentes, ¿no?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Ah, conque las historias eran ciertas. Resulta que sí había cerca un pueblo abandonado. Qué miedo.", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Este sitio me pone los pelos de punta.", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Las ruinas de estos edificios están carbonizadas. ¿Será que este pueblo ardió o algo así?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "¡Ah, los cerezos en flor son maravillosos!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "El viento que sopla en este lugar trae ecos de muerte y destrucción.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "El prado este es bastante lindo.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "Este prado es precioso, ¿no te parece?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "Aquí el aire tiene un aroma muy agradable, ¿verdad?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "La belleza reina en esta tierra, pero no sería sensato bajar la guardia.", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Hace un pelín de frío aquí, ¿no?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "¡Brrr! ¡Espero no acabar con un resfriado por estar aquí!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Tengo que reconocer que tengo bastante frío.", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Debí traerme un abrigo…", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "¡No pienso permitir que este invierno repentino me cause descontento!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Esos hongos gigantes le dan a este sitio un ambiente así como de discoteca inquietante.", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Qué hongos tan enormes, ¿no, colega?", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "¡Estos hongos son geniales! Debería hacer un boceto de ellas.", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Voy a hacer lo posible por fingir que no vi [wave amp=30 freq=10]nuestro nombre[/wave] en esas lápidas, ¿sí?", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "¿Es eso un hongo? La flora y fauna de este lugar nunca dejan de sorprenderme.", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Ah, genial. Lápidas espeluznantes. Esto se ve bien.", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "¿Es mi nombre ese que está escrito ahí?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "No me hacen demasiada gracia esas lápidas espeluznantes con nuestro nombre escrito.", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "¿A cuánta distancia habremos caído?", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Esto no es sino un burdo intento de llenarnos el corazón de temor. No te dejes amilanar.", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "¡De aquí es de donde sacan los guardas todas sus cintas! Genial, ¿no?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "¿A cuánta distancia habremos caído?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "¿A cuánta distancia habremos caído?", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Bueno, ¿y ahora qué?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "Uf, menudo golpe de adrenalina…", - "PASSIVE_DUNGEON_MEADOW_FELIX": "¿Dónde se supone que estamos?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "¿En qué clase de trampa caímos?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "¿Hay agua aquí abajo? ¿De dónde viene?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Me pregunto de dónde vendrá esta agua…", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Un canal, ¿eh? Me pregunto de dónde viene el agua.", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Una corriente de agua… Quizá nos convendría buscar su origen.", - "PASSIVE_DUNGEON_MALL_EUGENE": "En el mundo del que vengo, hay edificios vacíos como este por todo el país.", - "PASSIVE_DUNGEON_MALL_FELIX": "Se me hace bastante raro estar en un edificio tan grande en Nueva Wirral.", - "PASSIVE_DUNGEON_MALL_VIOLA": "Estremece hallarnos en un espacio tan grande y silencioso.", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Me suena que, en el pasado, la gente del pueblo venía aquí a extraer minerales.", - "MEREDITH_PLATFORM_REACTION2_2.m": "Vamos a intentar que no nos afecte y terminar cuanto antes.", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Seguro que aquí abajo encontramos monstruos fuertes. No bajes la guardia, colega.", - "PYLON_HINT_MEREDITH1.m": "Un camino sin salida. [pause]Aunque me pregunto…", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Se supone que antes esta cueva era una especie de mina, ¿no? Parece que ha conocido tiempos mejores.", - "PYLON_HINT_MEREDITH1.n": "Un camino sin salida. [pause]Aunque me pregunto…", - "PYLON_HINT_MEREDITH1.f": "Un camino sin salida. [pause]Aunque me pregunto…", - "PYLON_HINT_MEREDITH2": "¿Ves ese bloque azul de ahí arriba? [pause]Los he visto por toda la isla; emiten una atracción magnética constante.", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Esta roca está muy resquebrajada. ¡Yo creo que podrías romperla con una acometida!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida.", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida.", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Esa roca tiene grietas por todas partes. ¡Seguro que puedes hacerla pedazos con una acometida!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida.", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Esa roca está muy dañada. Apuesto a qué podrías destrozarla si le dieras un golpe a la velocidad adecuada.", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Esta piedra está en las últimas. No dudo que podría romperse si la golpeamos con suficiente brío.", - "PASSIVE_PYLON_MEREDITH.m": "Ese poste parece bastante magnético. ¿Por qué no intentas usar tu Electromagnetismo junto a él?", - "PASSIVE_PYLON_KAYLEIGH": "La batería de ese poste brilla con un color raro. Yo diría que ahí podrías usar tu habilidad de Electromagnetismo, {player}.", - "PASSIVE_PYLON_MEREDITH.f": "Ese poste parece bastante magnético. ¿Por qué no intentas usar tu Electromagnetismo junto a él?", - "PASSIVE_PYLON_EUGENE": "El bloque azul que tiene ese poste de madera parece bastante magnético, ¿no?", - "PASSIVE_PYLON_MEREDITH.n": "Ese poste parece bastante magnético. ¿Por qué no intentas usar tu Electromagnetismo junto a él?", - "PASSIVE_PYLON_FELIX": "Yo diría que puedes usar tu habilidad de Electromagnetismo cerca de ese poste, {player}.", - "KAYLEIGH_STATION_REACTION2": "Vaya, es otra vieja estación de tren… No creas que he olvidado la [wave amp=30 freq=10]primera vez[/wave] que descubrimos una de estas.", - "PASSIVE_PYLON_VIOLA": "Ese objeto metálico está dotado de un aura azulada muy curiosa. ¿Tú también lo ves, {player}?", - "KAYLEIGH_STATION_REACTION3": "Ya empiezo a acostumbrarme a estas estaciones de tren viejas y polvorientas. Pero el silencio aún me pone bastante nerviosa.", - "MEREDITH_STATION_REACTION1": "¿Eh? [pause]¿Ahora resulta que esta isla tiene una red viaria subterránea? Yo diría que esto lleva [wave amp=30 freq=10]bastante tiempo[/wave] aquí…", - "MEREDITH_STATION_REACTION2": "Otra estación de tren subterránea, ¿eh? Me pregunto quién las habrá construido.", - "MEREDITH_STATION_REACTION3A": "Estas estaciones tienen un no sé qué muy raro. Dan la [wave amp=30 freq=10]impresión[/wave] de que las construyeron seres humanos, pero hay [wave amp=30 freq=10]algo[/wave] que no encaja.", - "MEREDITH_STATION_REACTION3B": "¿Sí ves a qué me refiero, {player}?", - "EUGENE_STATION_REACTION2": "Otra estación de tren, ¿eh? Está claro que esta isla tiene sus secretos.", - "EUGENE_STATION_REACTION1": "Pero ¡¿qué…?! [pause]¡¿Esto es una [shake rate=30 level=10]estación de tren[/shake]?! ¡Nadie había mencionado nunca que esto existiera en Nueva Wirral!", - "EUGENE_STATION_REACTION3": "Puede que seamos los primeros que pisan este sitio en mucho tiempo.", - "FELIX_STATION_REACTION1": "Espera, ¡¿esto es una estación de tren?! En el pueblo nadie la había mencionado nunca… ¿Será que la gente no sabe que está aquí?", - "FELIX_STATION_REACTION3": "Otra estación de tren ancestral. Algo tiene que haber pasado para que hayan empezado a emerger de repente, ¿no?", - "FELIX_STATION_REACTION2": "Estas estaciones me ponen muy nervioso. Tengo la sensación de que no deberíamos estar aquí…", - "VIOLA_STATION_REACTION1": "Este lugar no es nada acogedor… Menos aún que el resto de estas extrañas tierras.", - "VIOLA_STATION_REACTION2": "El aire de este lugar me pesa en los pulmones. Veo con claridad que este lugar ha estado en letargo durante largo tiempo.", - "KAYLEIGH_PLATFORM_REACTION1_1": "Aquí la presión del aire es [shake rate=30 level=10]abrumadora[/shake]… Ya tuve esa sensación la primera vez que apareció Morganta…", - "VIOLA_STATION_REACTION3": "Otro de esos lugares tan curiosos como antiguos. No me place la idea, no obstante, de que pasemos aquí más tiempo del necesario, {player}.", - "KAYLEIGH_PLATFORM_REACTION1_2": "Es como si hubiera un sonido [shake rate=30 level=10]fortísimo[/shake] en el aire pero no fuera capaz de oírlo…", - "MEREDITH_PLATFORM_REACTION1_1": "Pero ¡¿qué clase de sitio es este?! [pause]Tengo una sensación como si algo me estuviera [wave amp=30 freq=10]empujando[/wave] en dirección contraria…", - "KAYLEIGH_PLATFORM_REACTION2_1": "Otra vez esa sensación. Es como si tuviera interferencias de radio en el cerebro…", - "KAYLEIGH_PLATFORM_REACTION2_2": "El aire me sabe a metal… Solo de estar aquí ya me duele la cabeza…", - "KAYLEIGH_PLATFORM_REACTION3_1": "Otra vez ese ambiente raro…", - "KAYLEIGH_PLATFORM_REACTION3_2": "Ya me estoy acostumbrando, pero me sigue dando dolor de cabeza…", - "MEREDITH_PLATFORM_REACTION1_2": "Es como si tuviera las típicas interferencias de la televisión, pero en el cerebro…", - "VIOLA_PLATFORM_REACTION1_1.f": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", - "MEREDITH_PLATFORM_REACTION2_1": "Otra vez esa sensación tan [wave amp=30 freq=10]rara[/wave]… Y sigue siendo un asco.", - "MEREDITH_PLATFORM_REACTION2_2.n": "Vamos a intentar que no nos afecte y terminar cuanto antes.", - "MEREDITH_PLATFORM_REACTION2_2.f": "Vamos a intentar que no nos afecte y terminar cuanto antes.", - "MEREDITH_PLATFORM_REACTION3_2": "La clave está en no hacer caso cuando parece que tienes la cabeza a punto de [wave amp=30 freq=10]explotar[/wave].", - "MEREDITH_PLATFORM_REACTION3_1": "Creo que me estoy acostumbrando poco a poco a la sensación de estar en estos andenes.", - "EUGENE_PLATFORM_REACTION1_1": "¿Notas eso, {player}? Son como interferencias de radio… Solo que, en lugar de [wave amp=30 freq=10]oírlas[/wave], [pause]las [wave amp=30 freq=10]siento[/wave]…", - "EUGENE_PLATFORM_REACTION2_1": "Otra vez e/se ambiente tan raro… ¿Lo sientes?", - "EUGENE_PLATFORM_REACTION1_2": "Es horrible…", - "EUGENE_PLATFORM_REACTION2_2": "Me hace rechinar los dientes…", - "EUGENE_PLATFORM_REACTION3_1": "Ah, ya estamos otra vez con ese ambiente que me da [wave amp=30 freq=10]dolor de todo y de nada a la vez[/wave]. Eso nunca es buena señal.", - "EUGENE_PLATFORM_REACTION3_2": "No bajes la guardia, colega.", - "FELIX_PLATFORM_REACTION1_1": "¡Ay! ¿Qué es ese ruido? [pause]No me refiero a un ruido que se pueda oír, no se si me explico… [pause]Es como si hubiera algo raro en el aire…", - "FELIX_PLATFORM_REACTION2_2": "Aquí se hace muy difícil [wave amp=30 freq=10]pensar[/wave]. [pause]¿A ti también te pasa?", - "FELIX_PLATFORM_REACTION1_2": "Estar en este sitio me produce una sensación [wave amp=30 freq=10]muy[/wave] desagradable…", - "FELIX_PLATFORM_REACTION2_1": "Otra vez esa [wave amp=30 freq=10]presencia[/wave]. Hace que se me erice el pelo.", - "FELIX_PLATFORM_REACTION3_1": "Otra vez [wave amp=30 freq=10]esa sensación tan desagradable[/wave]. Al menos a estas alturas ya casi me acostumbro.", - "FELIX_PLATFORM_REACTION3_2": "Bah, no, cambié de idea. No creo que pueda acostumbrarme [wave amp=30 freq=10]en la vida[/wave] a esto.", - "VIOLA_PLATFORM_REACTION1_1.m": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", - "VIOLA_PLATFORM_REACTION1_2": "¿No lo percibes tu también? Es como un mal que flota en el aire y dificulta la respiración.", - "VIOLA_PLATFORM_REACTION1_1.n": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", - "VIOLA_PLATFORM_REACTION2_1": "Esa horrible sensación volvió, {player}. Me llena de terror y de amargura.", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "Es un [shake rate=30 level=10]arcángel[/shake]…", - "VIOLA_PLATFORM_REACTION2_2": "Avanzar se vuelve tan difícil como atravesar un océano…", - "VIOLA_PLATFORM_REACTION3_1": "Empiezo a estar acostumbrada a la sensación de hostilidad que emana de este lugar. No en vano, ¿acaso no nos hemos enfrentado ya varias veces a ella?", - "VIOLA_PLATFORM_REACTION3_2": "Sí, debemos avanzar. Hará falta más que un aura desagradable para detenerme.", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "Me produce la misma sensación horrible que tuve cuando luchamos contra Morganta… [pause]Como si lo estuviera mirando [wave amp=30 freq=10]de una forma incorrecta[/wave]…", - "KAYLEIGH_ARCHANGEL_REACTION2": "Otro arcángel… Y mirarlo [shake rate=30 level=10]duele[/shake] tanto como ocurría con los demás.", - "KAYLEIGH_ARCHANGEL_REACTION3": "¡Un [shake rate=30 level=10]arcángel[/shake]! ¡Ten cuidado, {player}!", - "MEREDITH_ARCHANGEL_REACTION1_1": "Pero [shake rate=30 level=10]¡¿qué es eso?![/shake] [pause]¡¿Y por qué tiene una aspecto tan… [shake rate=30 level=10]raro[/shake]?!", - "MEREDITH_ARCHANGEL_REACTION1_2": "Me duele la cabeza solo de mirarlo… [pause]{player}, es un [shake rate=30 level=10]arcángel[/shake], [pause]¿no?", - "MEREDITH_ARCHANGEL_REACTION2_2": "Y su aspecto, [pause]otra vez, es… [pause]Es como si fuera [shake rate=30 level=10]algo que mis ojos no estuvieran hechos para ver[/shake].", - "MEREDITH_ARCHANGEL_REACTION2_1": "E-es otro arcángel…", - "EUGENE_ARCHANGEL_REACTION1_2": "Supongo que es un [wave amp=30 freq=10]arcángel[/wave], ¿no?", - "EUGENE_ARCHANGEL_REACTION2": "¡Es otro arcángel! [pause]Grrr, [pause]solo con mirarlo me da la sensación de que [wave amp=30 freq=10]no debería estar aquí[/wave]…", - "EUGENE_ARCHANGEL_REACTION1_1": "¿Qué…? [pause]¿Cómo… [pause]puede ser que esa [wave amp=30 freq=10]cosa[/wave] tenga… [wave amp=30 freq=10]ese aspecto[/wave]? [pause]Me está rompiendo el cerebro…", - "MEREDITH_ARCHANGEL_REACTION3": "Ah. [pause]Un arcángel. [pause]Nos volvimos a meter [wave amp=30 freq=10]en la boca del lobo[/wave], ¿verdad?", - "EUGENE_ARCHANGEL_REACTION3": "¡[shake rate=30 level=10]Un arcángel[/shake]! [pause]¡Prepárate, {player}!", - "FELIX_ARCHANGEL_REACTION1_2": "Debe de ser un [shake rate=30 level=10]arcángel[/shake]…", - "FELIX_ARCHANGEL_REACTION1_1": "Nunca había visto nada como esto… [pause]¿Qué pasa aquí, {player}? [pause]¡¿Por qué tiene [shake rate=30 level=10]ese aspecto[/shake]?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "Te lo digo yo, jefa, ¡ese aprendiz sabe lo que hace!", - "FELIX_ARCHANGEL_REACTION2_1": "¡Otro arcángel! Hace falta valor incluso para mirarlo. Todo mi cuerpo me está [shake rate=30 level=10]gritando[/shake] que dé media vuelta y eche a correr.", - "FELIX_ARCHANGEL_REACTION2_2": "Es difícil de explicar, pero es como si estuviera [wave amp=30 freq=10]desenfocado[/wave], ¿no te parece?", - "FELIX_ARCHANGEL_REACTION3": "[wave amp=30 freq=10]Nunca[/wave] me voy a poder acostumbrar a la sensación de ver un arcángel…", - "VIOLA_ARCHANGEL_REACTION1_1": "¡[shake rate=30 level=10]Qué espíritu tan horrendo[/shake]! Nunca he visto nada igual… [pause]Es como si no estuviera [shake rate=30 level=10]destinado[/shake] a estar en este mundo.", - "VIOLA_ARCHANGEL_REACTION2": "¡Otro de esos espíritus que desafían a la razón! [shake rate=30 level=10]A duras penas[/shake] soy capaz de evitar apartar la mirada…", - "VIOLA_ARCHANGEL_REACTION1_2": "Incluso [shake rate=30 level=10]mirarlo[/shake] parece una herejía.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "Te lo digo yo, jefa, ¡ese aprendiz sabe lo que hace!", - "VIOLA_ARCHANGEL_REACTION3": "{player}… ¡Es otro de esos [shake rate=30 level=10]espíritus malignos[/shake]! Esos a los que llamas \\\"arcángeles\\\".", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "Te lo digo yo, jefa, ¡esa aprendiz sabe lo que hace!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "¡Los chicos y yo nos quedamos [wave amp=30 freq=10]con la boca abierta[/wave]! Me pasó por encima como una apisonadora.", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "¡Pues no es muy habitual verte tan impresionado con un aprendiz, Mort!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "¡Pues no es muy habitual verte tan impresionado con una aprendiz, Mort!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Es que tampoco solemos hacerles muy a menudo pruebas de combate. Lo que suelo hacer de pedirles que construyan un muro de ladrillo no es tan interesante para los espectadores…", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "¡Pues no es muy habitual verte tan impresionado con une aprendiz, Mort!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Y hablando de muros, ¡se acabó la hora del almuerzo! Tengo trabajo que hacer. ¡Hasta luego, jefa!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "¡Anda, Ianthe! ¡Tienes que contarme cómo era tu vida antes de venir a Nueva Wirral!", - "TOWN_HALL_SKIP_EVENT_SKIP3": "¡Vaya! [pause]¿Y te pedían a menudo que buscaras objetos perdidos? Los forasteros suelen tener [wave amp=30 freq=10]un montón[/wave] de cosas; seguro que las pierden por todas partes, ¿no?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "Pues… [pause]era una especie de detective, por así decirlo.", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "La verdad es que normalmente mis encargos eran… [pause]un poco más importantes que eso.", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "Para serte sincero, Ianthe, no creo que los demás guardas de élite [wave amp=30 freq=10]lo entiendan[/wave].", - "TOWN_HALL_SKIP_EVENT_SKIP5": "Me conviene volver al trabajo y seguir rebuscando, pero la próxima vez que te vea, ¡[wave amp=30 freq=10]necesito[/wave] que me cuentes más!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Que no entiendan… ¿qué, exactamente?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "¡Todo eso de [wave amp=30 freq=10]dormir[/wave], colega! ¡Mi onda!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "¡No saben nada del mundo onírico, [pause]ni del inconsciente colectivo, [pause]ni de cómo todo eso afecta a este lugar!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Si te soy sincero, empiezo a sospechar que creen que soy un flojo.", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "A ver, es que [wave amp=30 freq=10]eres[/wave] un flojo.", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Je, je. Lo sé.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Gracias por apoyarme, jefa.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Gracias por apoyarme, jefa.", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "Uaaaaa… [pause]Todo este trato con otros humanos lo deja a uno agotado. Creo que voy a ir a echarme una siesta.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Gracias por apoyarme, jefa.", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "Te lo digo en serio, Ianthe. La última tanda de aprendices no tiene lo que hay que tener. No entienden que la táctica importa [wave amp=30 freq=10]más[/wave] que transformarse en el monstruo que más miedo da.", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Los recién llegados tienen entusiasmo, eso ya es un buen principio. ¿Quién mejor para enseñarles tácticas de combate que un [wave amp=30 freq=10]experto[/wave] como tú?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Bueno, ¿y no es ese precisamente tu trabajo? [pause]¿Enseñárselo?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Ja. Veo tu punto. Me guardaré mi opinión…", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "De momento.", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "Es comprensible. La gente puede ser… [pause]desconcertante. [pause]Impredecible.", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]Qué va. [pause]No estoy de acuerdo. Los humanos [wave amp=30 freq=10]no[/wave] son impredecibles. Es más, predecir su comportamiento es muy fácil.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]La cuestión es que me resulta difícil mostrar empatía por los problemas de la raza humana.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Los seres humanos toman siempre la decisión más [shake rate=30 level=10]idiota[/shake] posible en cualquier situación, siempre que eso les suponga una ganancia a corto plazo, por [wave amp=30 freq=10]minúscula[/wave] que sea.[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Te agradezco la sinceridad de tu análisis, Cle-0.", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Los humanos no acostumbran tomar decisiones basándose en las probabilidades, sino que las toman basándose en sus emociones.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "Te lo digo, jefa; se está cociendo algo en el plano astral últimamente. Todos los fantasmas hablan de ello. ¡Dicen que hay unos cuantos [wave amp=30 freq=10]peces gordos[/wave] que volvieron a sus viejas andanzas!", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]¡Igual que yo! ¡Y son mis [wave amp=30 freq=10]emociones[/wave] las que me dicen que la humanidad es idiota [shake rate=30 level=10]por naturaleza[/shake] y que acabará por [shake rate=30 level=10]sembrar la semilla de su propia destrucción[/shake]![/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "En fin, hasta entonces, seguiremos agradeciendo los servicios que prestas como guarda.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "Es un milagro que tengamos siquiera agua corriente y energía limpia. A veces me preocupo pensando que las cosas podrían cambiar. Esta isla es [wave amp=30 freq=10]impredecible[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Bueno, ¿qué puedes contarme? Quiero un análisis completo.", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Pues vaya.[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "¡Pues eso al pueblo le viene de maravilla! Gracias por el informe, Ray.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "Y hasta ahí mi informe. Nuestros generadores hidroeléctricos funcionan a pleno rendimiento. Puede que nos haga falta cambiar alguna pieza en los próximos dos años, pero nada importante.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "¡No te estreses, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "¡No te estreses, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "¡No te estreses, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Gracias, me quedo más tranquila. [pause]Está claro que tienes razón.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "¡Pues claro! [pause]En el plano astral se puede encontrar [wave amp=30 freq=10]todo tipo[/wave] de espíritus, espectros y tulpas. ¿De dónde te crees que me llega la mejor información?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "¿\\\"Todos los fantasmas\\\"?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Si tú lo dices…", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "¡A la orden! [pause]Nuestro problema con las \\\"fusiones salvajes\\\" ha aumentado en los últimos meses. ¿Has visto las nubes densas de humo negro que hay en el aire últimamente? Llegué a la conclusión de que indican dónde se está formando un [wave amp=30 freq=10]enjambre[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "En una misión de reconocimiento, hace poco, me vi rodeada por un enjambre de gelatona. Puede que tuvieran superioridad numérica, ¡pero [wave amp=30 freq=10]no contaban con mi acero[/wave]!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Sin embargo, temo que nuestros guardas menos experimentados puedan subestimar esa amenaza y ponerse en peligro mortal. A lo mejor deberíamos hacer correr la voz sobre esos \\\"enjambres de monstruos\\\".", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "¡Dalo por hecho! Tu información es tan valiosa como siempre, Gladiola.", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "¿Dime, la echas de menos? Me refiero a la vida en la gran ciudad.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "¡Es que me miras con buenos ojos! En fin, si me disculpas, tengo más trabajo por hacer. Las [wave amp=30 freq=10]fuerzas del mal[/wave] no descansan, así que yo tampoco puedo.", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "¡Porque yo, desde luego, sí!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Está claro que la vida allí era más [wave amp=30 freq=10]interesante[/wave]…, pero eso no significa que fuera [wave amp=30 freq=10]mejor[/wave].", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Pasé toda mi vida en una megametrópolis. Los únicos árboles que había visto eran artificiales. Y hacía tiempo que los rascacielos, con sus fachadas fluorescentes, habían eclipsado las estrellas.", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "La vida cada vez tenía menos valor y, para mantenerse con vida en un mundo tan cruel, había que endurecer el espíritu.", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Como puedes imaginar, cuando [wave amp=30 freq=10]llegué[/wave] aquí, me llevó bastante tiempo acostumbrarme a este ritmo de vida.", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Me diste… [pause]una respuesta un poco más detallada de lo que esperaba, jefa.", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "¡No hay problema! Pasé cinco años dando una clase semanal de ejercicio cardiovascular. Si hay alguien capaz de sacar esto adelante, ¡esa soy [wave amp=30 freq=10]yo[/wave]!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "¡Además, podemos hacer que sea divertido! [pause]¿Por qué no hacemos [wave amp=30 freq=10]ejercicios aeróbicos[/wave]? ¡Seguro Cybil puede encargarse de la música!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "A mí me parece que a los guardas les vendría bien un programa de entrenamiento para mantenerse en forma.", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "¡Parece buena idea! Suponiendo que puedas encargarte de organizarlo, claro.", - "TOWN_HALL_CODEY_EVENT_CODEY3": "Espera… ¡¿No siempre te llamaste Ianthe?!", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "¡Piénsalo! Siempre estás hablando de fomentar [wave amp=30 freq=10]actividades para la comunidad[/wave]… Pues ¿qué podría unir más a nuestros magníficos paisanos que tener una [shake rate=30 level=10]experiencia auditiva común[/shake] cada día?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "Si instaláramos altavoces por toda Villapuerto, ¡podría emitir música para [wave amp=30 freq=10]todo el pueblo[/wave] al mismo tiempo!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "No sé, Cybil. Sospecho que las gentes de aquí deben de tener gustos musicales bastante diferentes. No me extrañaría que acabara generando polémica.", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Ah. Entiendo lo que dices.", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]¡Así me gusta![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "¡Pues no! En mi trabajo anterior, era más seguro tener un alias. Seguro que tú entiendes a lo que me refiero.", - "TOWN_HALL_CODEY_EVENT_CODEY1": "Si llego a saber que la gente se iba a pasar toda la vida llamándome \\\"Codi\\\", me habría buscado un apodo mejor. [pause]Como Cortafuegos, [pause]u Omegabyte.", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Bueno, ¡pero tampoco dije que hubiera que descartarlo! [pause]Hacemos una cosa: si alguna vez Bas consigue encontrar algunos altavoces en buen estado, propondré la idea en la próxima reunión vecinal.", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "Bueno, cambiarte de apodo es cosa tuya. Yo lo hice.", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "Ianthe es el nombre de una ninfa acuática de la mitología griega. Tuve que elegir un nombre deprisa y corriendo y me pareció que ese sonaba bien.", - "TOWN_HALL_CODEY_EVENT_CODEY6": "Vaya, veo que tú también tienes varios secretos, ¿no?", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "¡Pues no esperes que te vaya a contar nada más!", - "LENNA_ENCOUNTER_LENNA1.f": "Tú… [pause]¿Te consideras \\\"un heroína\\\"? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparada?", - "LENNA_ENCOUNTER_LENNA1.n": "Tú… [pause]¿Te consideras \\\"une heroíne\\\"? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparade?", - "LENNA_ENCOUNTER_LENNA1.m": "Tú… [pause]¿Te consideras \\\"un héroe\\\"? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparado?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "Eh… ¿Estás hablando con {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroico.", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "Eh… ¿Estás hablando con {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroique.", - "LENNA_ENCOUNTER_MEREDITH2.m": "Eh… ¿Qué quieres decir con \\\"preparado\\\"?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "Eh… ¿Estás hablando con {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroica.", - "LENNA_ENCOUNTER_MEREDITH2.f": "Eh… ¿Qué quieres decir con \\\"preparada\\\"?", - "LENNA_ENCOUNTER_EUGENE2": "Yo creo que es justo decir que tanto {player} como yo nos merecemos [wave amp=30 freq=10]por igual[/wave] el título de \\\"héroe\\\".", - "LENNA_ENCOUNTER_MEREDITH2.n": "Eh… ¿Qué quieres decir con \\\"preparade\\\"?", - "LENNA_ENCOUNTER_FELIX2": "Esta conversación comenzó de forma bastante enigmática. Estoy intrigado, continúa.", - "LENNA_ENCOUNTER_LENNA3.n": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", - "LENNA_ENCOUNTER_VIOLA2": "Te ruego que no ocultes tu intención, sea cual sea.", - "LENNA_ENCOUNTER_LENNA2.m": "No, no percibo que seas un héroe.", - "LENNA_ENCOUNTER_LENNA2.f": "No, no percibo que seas una heroína.", - "LENNA_ENCOUNTER_LENNA2.n": "No, no percibo que seas une heroíne.", - "LENNA_ENCOUNTER_LENNA3.m": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", - "LENNA_ENCOUNTER_LENNA3.f": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", - "LENNA_ENCOUNTER_LENNA4.m": "¿Estás listo?", - "LENNA_ENCOUNTER_LENNA4.f": "¿Estás lista?", - "LENNA_ENCOUNTER_LENNA4.n": "¿Estás liste?", - "LENNA_ENCOUNTER_LENNA5.m": "Me llamo Lenna. Adelante, héroe, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "Está bien, reconozco mi derrota. Buen combate, forastero.", - "LENNA_ENCOUNTER_LENNA5.f": "Me llamo Lenna. Adelante, heroína, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "Me llamo Lenna. Adelante, heroíne, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "Está bien, reconozco mi derrota. Buen combate, forastera.", - "LENNA_ENCOUNTER_KAYLEIGH7": "No te lo tomes a mal, pero me pareces [wave amp=30 freq=10]muy[/wave] fuerte para ser humana. No serás… un arcángel, ¿verdad?", - "LENNA_ENCOUNTER_LENNA6.n": "Está bien, reconozco mi derrota. Buen combate, forastere.", - "LENNA_ENCOUNTER_MEREDITH7": "No creo yo que una humana normal pueda luchar [wave amp=30 freq=10]así[/wave] de bien. Ya cuenta, eres un arcángel, ¿verdad?", - "LENNA_ENCOUNTER_EUGENE7": "Oye, [pause]no te hagas la tonta con nosotros… Eres un arcángel, ¿verdad? ¡No hay humanos normales así de fuertes!", - "LENNA_ENCOUNTER_FELIX7": "Alguien tiene que decirlo y voy a ser yo: Eres un arcángel, ¿verdad? Porque esa aura que tenías durante el combate era de arcángel…", - "LENNA_ENCOUNTER_VIOLA7": "Intuyo que no estás siendo del todo sincera con nosotros, \\\"Lenna\\\".", - "LENNA_ENCOUNTER_7_OPTION1": "¿Eres un arcángel, Lenna?", - "LENNA_ENCOUNTER_LENNA8": "Lo soy. O, bueno, lo fui. Supongo que aún lo soy. [pause]Es una historia muy larga.", - "LENNA_ENCOUNTER_LENNA9": "Sin embargo, ahora vivo como humana.", - "LENNA_ENCOUNTER_7_OPTION2": "A ver… Eres un arcángel, ¿no?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "¿Se puede hacer eso?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "¿Eso es posible?", - "LENNA_ENCOUNTER_LENNA10": "¿Y por qué no? [pause]Nuestro origen no nos ata para siempre. Lo importante no es quién [wave amp=30 freq=10]fuimos[/wave], sino quién elegimos ser en el momento presente.", - "LENNA_ENCOUNTER_MEREDITH11": "Bueno, supongo que no te equivocas.", - "LENNA_ENCOUNTER_KAYLEIGH11": "¡Exacto! ¡En eso estamos [wave amp=30 freq=10]completamente[/wave] de acuerdo!", - "LENNA_ENCOUNTER_FELIX11": "Estoy completamente de acuerdo.", - "LENNA_ENCOUNTER_EUGENE11": "Eso es verdad. No puedo echarte en cara que seas quien eres.", - "LENNA_ENCOUNTER_VIOLA11": "Así es, debo darte la razón en eso.", - "LENNA_ENCOUNTER_LENNA12": "No lo vas a creer, pero, en realidad, soy [wave amp=30 freq=10]maestra de escuela[/wave]. Mi misión aquí era ponerte a prueba, ¡y superaste el examen con honores!", - "LENNA_ENCOUNTER_LENNA13": "Ah, se me olvidó preguntarte cómo te llamas…", - "LENNA_ENCOUNTER_KAYLEIGH18": "Parece que por esta isla acaba pasando un montón de gente interesante, ¿no?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "¡Yo soy {player}!", - "LENNA_ENCOUNTER_LENNA14.m": "Fue un placer batirme contigo, {player}. Está claro que tienes madera de héroe.", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "Hay quien me llama {player}.", - "LENNA_ENCOUNTER_MEREDITH16": "Ah, está bien. ¿Entonces solo viniste a Nueva Wirral de visita?", - "LENNA_ENCOUNTER_LENNA14.n": "Fue un placer batirme contigo, {player}. Está claro que tienes madera de heroíne.", - "LENNA_ENCOUNTER_LENNA14.f": "Fue un placer batirme contigo, {player}. Está claro que tienes madera de heroína.", - "LENNA_ENCOUNTER_LENNA15": "En fin, debería irme ya. Amber me prometió llevarme de vuelta a casa cuando terminara y le dije a Paige que no tardaría [wave amp=30 freq=10]mucho[/wave] en volver.", - "LENNA_ENCOUNTER_KAYLEIGH16": "Vaya, parece que Amber conoce a un montón de gente, ¿eh?", - "LENNA_ENCOUNTER_EUGENE16": "¡¿Qué?! ¿Solo viniste a Nueva Wirral a hacer un [wave amp=30 freq=10]mandado[/wave]?", - "LENNA_ENCOUNTER_VIOLA16": "Veo que tú también ansías volver con tus seres queridos. No te entretendremos más.", - "LENNA_ENCOUNTER_FELIX16": "¿Viniste a Nueva Wirral solo para cumplir una misión? Qué ganas…", - "LENNA_ENCOUNTER_LENNA17": "¡Hasta la próxima, {player}!", - "LENNA_ENCOUNTER_MEREDITH18": "Maldita sea, no me dio tiempo de preguntarle si esos cuernos que tenía eran de verdad o era solo su cabello.", - "LENNA_ENCOUNTER_FELIX18": "En esta isla nunca tiene uno tiempo de aburrirse, ¿eh?", - "LENNA_ENCOUNTER_EUGENE18": "Seguro que pensó que yo también tengo \\\"madera de héroe\\\"… Lo que pasa es que se le olvidó decirlo en voz alta.", - "LENNA_ENCOUNTER_VIOLA18": "Buen viaje, Lenna del Reino Desconocido…", - "HARBOURTOWN_FLORIST_NAME": "Guarda inquieta", - "HARBOURTOWN_FLORIST1_OPTION1": "¡Sí!", - "HARBOURTOWN_FLORIST1": "Disculpa, ¿tú eres guarda?", - "HARBOURTOWN_FLORIST2": "¡Ah, estupendo! Yo también soy [wave amp=30 freq=10]compañera tuya[/wave]. Bueno, de momento soy aprendiz. ¿Te importaría echarme una mano?", - "HARBOURTOWN_FLORIST1_OPTION2": "Pues no.", - "HARBOURTOWN_FLORIST1_NO": "Ah, pues perdona por molestarte.", - "HARBOURTOWN_KAYLEIGH9": "¡Pues sí! ¡Y yo diría que ahora el pueblo está un poco más bonito, si cabe!", - "HARBOURTOWN_FLORIST3": "Tengo unos cuantos brotes que prepararon los Atata en su granja. Son para dejar más bonito el pueblo.", - "HARBOURTOWN_FLORIST5": "¿Querrías ayudar a una compañera y plantar unos cuantos brotes en las jardineras que repartí por el pueblo?", - "HARBOURTOWN_FLORIST4": "Lo que pasa es que… no se me da muy bien tomar decisiones. ¿Qué plantas quedarían mejor? ¡Es demasiado para mí!", - "HARBOURTOWN_FLORIST5_OPTION1": "¡Por supuesto!", - "HARBOURTOWN_FLORIST5_OPTION2": "Ahora no.", - "HARBOURTOWN_FLORIST5_NO": "No pasa nada. De verdad, no hay problema. Pero… si alguna vez cambias de idea, ya sabes dónde encontrarme.", - "HARBOURTOWN_FLORIST6": "¡Gracias! Toma, necesitarás esto…", - "HARBOURTOWN_FLORIST7": "Coloqué 14 jardineras por todo el pueblo. ¡Avísame cuando las hayas usado todas!", - "HARBOURTOWN_FLORIST8": "Ah, ¿ya terminaste?", - "HARBOURTOWN_MEREDITH9": "Sí, ya mejoramos un poco la puntuación del pueblo en cursilería.", - "HARBOURTOWN_EUGENE9.m": "¡Eso es! Yo ofrecí el apoyo moral, pero {player} se encargó de hacer el trabajo sucio.", - "HARBOURTOWN_EUGENE9.f": "¡Eso es! Yo ofrecí el apoyo moral, pero {player} se encargó de hacer el trabajo sucio.", - "HARBOURTOWN_EUGENE9.n": "¡Eso es! Yo ofrecí el apoyo moral, pero {player} se encargó de hacer el trabajo sucio.", - "HARBOURTOWN_FELIX9": "Hay que reconocer que ahora el pueblo tiene un mejor aspecto.", - "HARBOURTOWN_FLORIST10": "¡[shake rate=30 level=10]Muchas gracias[/shake]! Con tantas posibilidades, ¡me había quedado bloqueada! Toma, ¡aquí tienes la recompensa por tu ayuda!", - "HARBOURTOWN_VIOLA9": "En efecto, cumplimos la misión. Y el pueblo se beneficiará de ello.", - "HARBOURTOWN_FLORIST11": "¡Con tantas posibilidades me había quedado bloqueada!", - "MOVE_NAME_BOOBY_TRAP": "Trampa traicionera", - "MOVE_DESCRIPTION_STICKER_TRICK": "Reemplaza el último movimiento que haya usado el objetivo por “trampa traicionera”. “Trampa traicionera” causa daño a quien lo usa.", - "MOVE_DESCRIPTION_CARNIVORE": "Aumenta los PV que se recuperan al usar “mordisco”.", - "MOVE_NAME_BAD_FORECAST": "Mal pronóstico", - "MOVE_NAME_MACHINE_CURSE": "Maldición de la máquina", - "STATUS_DESCRIPTION_FLAMMABLE": "Los personajes que tengan aplicado “inflamabilidad” sufrirán el estado “quemadura” cuando reciban el impacto de un ataque de tipo fuego. Aumentará además el daño que sufran por el estado “quemadura”.", - "MOVE_NAME_IONISED_AIR": "Aire ionizado", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "Tiene la probabilidad de otorgar 1 PA a un aliado al azar al final del turno de quien lo usa.", - "MOVE_NAME_STICKER_TRICK": "Truco de calcomanía", - "MOVE_NAME_LIFTOFF": "Despegue", - "MOVE_DESCRIPTION_LIFTOFF": "Aplica a quien lo usa “aumento de PA” y “aumento de la velocidad” al final de su tercer turno.", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "A los personajes que tengan aplicado “trampa traicionera” se les reemplazarán algunos de sus movimientos.", - "MOVE_DESCRIPTION_MACHINE_CURSE": "Anula y devuelve todo el daño y los efectos que fueran a causar los movimientos activados por otros movimientos pasivos que se hayan usado contra quien lo usa.", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Causa al objetivo el estado “{status_effect.to_lower}”.", - "MOVE_NAME_ENERGY_RESERVES": "Reservas de energía", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Causa a los objetivos el estado “{status_effect.to_lower}”. Duración en turnos: {duration}.", - "MOVE_NAME_BUTTERFLY_EFFECT": "Efecto mariposa", - "STATUS_NAME_FLAMMABLE": "Inflamabilidad", - "MOVE_DESCRIPTION_BAD_FORECAST": "Causa al objetivo el estado “evasión neutralizada”. Duración en turnos: {duration}. Además, cambia el estado del tiempo al azar. Se usa automáticamente al principio del combate.", - "MOVE_NAME_CARNIVORE": "Carnívoro", - "MOVE_NAME_HARDBACK": "Tapa dura", - "MOVE_DESCRIPTION_BOOBY_TRAP": "Causa daño a quien lo usa.", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Golpea a un objetivo. Utiliza el atributo de defensa cuerpo a cuerpo de quien lo usa en lugar del de ataque cuerpo a cuerpo. Causa daño también a quien lo usa.", - "MOVE_NAME_BRACE_FOR_IMPACT": "Impacto calculado", - "MOVE_NAME_GASOLINE_SPRAY": "Chorro de gasolina", - "STATUS_NAME_BOOBY_TRAPPED": "Trampa traicionera", - "MOVE_DESCRIPTION_HARDBACK": "Reduce el daño que se sufre por todos los ataques excepto los de tipo fuego y los golpes críticos. Todos los ataques de tipo fuego que se sufran provocan golpes críticos y no aplican bonificaciones.", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consume todos los PA de quien lo usa. La potencia de este ataque aumenta en 15 multiplicado por el número de PA consumidos. El tipo del ataque y cualquier efecto de estado adicional se determinan según el estado del tiempo al momento de usarlo.", - "DLC_POPUP_PIER_2": "También tendrás disponibles las siguientes opciones decorativas:\\n\\n— Peinado “Maestro de ceremonias 1”\\n— Peinado “Maestro de ceremonias 2”\\n— Peinado “Sombrero de bufón”\\n— Peinado “Dos tonos\\n— Cara “Nariz de payaso”", - "DLC_POPUP_PIER_1": "¡Gracias por comprar [i]Pier of the Unknown[/i]!\\n\\nAhora podrás acceder a una nueva misión narrativa si hablas con Clémence una vez que hayas tenido tu primera reunión formal con el hombre triángulo.", - "CHARLEQUIN_NAME_PREFIX": "Quemar", - "CHARLEQUIN_NAME_SUFFIX": "lequín", - "QUEST_DLC_PIER_PROGRESS2": "Derrotado a {num} de los 3 motores infernales.", - "UI_CC_VALUE_hair_clown_1": "Maestro de ceremonias 1", - "UI_CC_VALUE_hair_clown_2": "Maestro de ceremonias 2", - "UI_CC_VALUE_hair_clown_3": "Sombrero de bufón", - "UI_CC_VALUE_hair_clown_4": "Dos tonos", - "UI_CC_VALUE_head_clown": "Nariz de payaso", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "¿Habrá estado aquí durante todo el tiempo que ha vivido gente en Nueva Wirral? Es más, [wave amp=30 freq=10]de dónde[/wave] habrá salido?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "Conque al final “Abra” sí era un arcángel y, además, conocía a Álef…", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Este embarcadero tan raro me despierta muchas preguntas.", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "Eso último era una broma… [pause]¡De verdad, era broma!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "Y Abra…, ¿llevará aquí todo ese tiempo? [pause]¿Se maquillará ella misma? [pause]¿Estará soltera?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "Parece que los arcángeles nos tienen envidia a los humanos. Esa que conociste en ese otro mundo, Amber… Ella también prefería adoptar una forma humana, ¿no?", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "¡Eso creo!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Supongo que sí…", - "DLC_PIER_FELIX_CONVO2_FELIX4": "Son poderosos… [pause]Pero el poder no lo es todo, digo yo.", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "En este lugar, hay sin duda algo extraño… [pause]Eso lo sabes tan bien como yo.", - "DLC_PIER_FELIX_CONVO2_FELIX3": "Sería fácil pensar en ellos como seres [wave amp=30 freq=10]casi divinos[/wave], pero yo creo que esa no es la cuestión.", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Puede que esa mujer tenga aspecto de bufona, pero no voy a dejar que me engañe.", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "No dejes que el rostro amable de Abra te nuble el entendimiento, {player}. Un bufón puede ofrecerte una sonrisa y, al cabo de un momento, hundirte un puñal traicionero en la espalda.", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "Parece que “Abra la bufona” era, en realidad, un espíritu sobrenatural, ¿no es así?", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Una vida tan larga que, sin embargo, no es sino la sombra de una vida…", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Hay mucho en los humanos que los seres feéricos de otros mundos envidian, según parece.", - "UMBRAHELLA_NAME_SUFFIX": "ombra", - "UMBRAHELLA_SUBTITLE": "Mal augurio", - "UMBRAHELLA_DESCRIPTION": "un terrorífico paraguas viviente", - "FRAGLIACCI_NAME_SUFFIX": "iaccio", - "FRAGLIACCI_LORE_1": "Todo el cuerpo de los cannoniaccio se parece a un cañón balístico. Su “cara” no es sino una tapadera para la boca del cañón, que es capaz de disparar proyectiles con una velocidad aterradora.", - "BLUNDERBUSK_DESCRIPTION": "un payaso cuyo cuerpo bota como una pelota", - "BLUNDERBUSK_LORE_2": "Aunque el papel del “payaso” existe desde el antiguo Egipto, el aspecto de payaso que nos resulta reconocible hoy en día lo desarrolló el artista inglés Joseph Grimaldi a principios del siglo XIX.", - "BLUNDERBUSK_NAME_SUFFIX": "ómico", - "HAUNTOME_NAME": "Embrujibro", - "FRAGLIACCI_NAME_PREFIX": "Cannon", - "CHARLEQUIN_LORE_2": "El arlequín es un tipo de personaje cómico que se originó en la tradicional comedia del arte, una rama del teatro italiano muy popular entre los siglos XVI y XVIII.", - "LITTLERED_LORE_2": "[i]Caperucita Roja[/i] es un cuento popular europeo. Aunque tiene muchas versiones, suele describirse como la historia de una niña a la que persigue un lobo de camino a visitar a su abuelita.", - "AMPHARE_NAME": "Amplifiebre", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "¿Cuál es el propósito de un payaso?", - "BLUNDERBUSK_LORE_1": "Los trabucómico son capaces de “disparar” proyectiles con la mano al imitar la forma de un arma con los dedos. Además, tienen muy buena puntería, a pesar de estar siempre balanceándose hacia delante o atrás y de no tener ojos.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "Me resulta muy extraño que estos seres que se supone que están tan [wave amp=30 freq=10]por encima[/wave] de nosotros [wave amp=30 freq=10]se preocupen[/wave] tanto por nuestros asuntos… [pause]Los de los humanos.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "A ver, yo no soy más que [wave amp=30 freq=10]una chica irlandesa de pueblo[/wave], así que me cuesta entenderlo, qué quieres que te diga.", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Esa tal [wave amp=30 freq=10]Abra[/wave] me pone los pelos de punta, no sé si me explico.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "No, no es ella. Yo creo que es ese rollo de “la única habitante de un embarcadero abandonado”. Esas cosas me ponen nerviosa.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "¿Quieres decir que te da miedo?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]¡¿Qué?![/shake] ¡No! ¡[wave amp=30 freq=10]Por supuesto[/wave] que no es eso lo que quería decir!", - "FRAGLIACCI_NAME": "Cannoniaccio", - "LAPACITOR_NAME_PREFIX": "Lagom", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "¿Quieres decir que te gusta?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "Es normal. No se puede confiar en alguien que va disfrazado todo el tiempo. [pause]Eso es así siempre.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Entonces ¿”Abra” no era humana?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Esta nueva misión nuestra para salvar el embarcadero…", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Jo, es que no sé qué pensar de [wave amp=30 freq=10]nada[/wave] de lo que pasó aquí. Demasiado raro para mí.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "Es bastante rara, ¿no? O sea, sí, estamos ayudando a alguien, pero no sé bien qué pensar sobre Abra.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Yo creo que podemos confiar en ella.", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Sea como sea, no bajes la guardia, colega. Quién sabe qué nos vamos a encontrar…", - "CHARLEQUIN_LORE_1": "Los quemarlequín usan sus enormes mangas para guardar objetos que luego usarán durante sus actuaciones públicas. Entre esos objetos, hay fuegos artificiales, materiales inflamables, artilugios incendiarios y demás.", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Aterrorizar", - "BLUNDERBUSK_NAME": "Trabucómico", - "LAPACITOR_LORE_2": "La primera batería eléctrica la inventó el físico Alessandro Volta en 1800. Por entonces no entendía bien la naturaleza de su invento y creyó que se trataba de una fuente de energía ilimitada.", - "LAPACITOR_NAME_SUFFIX": "ondensador", - "LAPACITOR_LORE_1": "Cuando la energía de un amplifiebre aumenta lo suficiente, es capaz de estirar su propio cuerpo para formar patas de verdad. Sin embargo, sigue dependiendo de la ferralla magnetizada para defenderse.", - "AA_CLOWN_SUBTITLE": "Maestra de ceremonias y de la ilusión", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Llamada a los payasos", - "BATTLE_TITLE_PIER_MACHINE": "Motor infernal", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Salto mortal", - "LITTLERED_NAME": "Gaterucita", - "LITTLERED_NAME_SUFFIX": "erucita", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", - "ITEM_PIER_PASS_SPACEWORLD": "Pase de atracción rojo", - "ITEM_KEY_HAUNTEDHOUSE_1": "Ojo de rubí", - "ITEM_KEY_HAUNTEDHOUSE_3": "Llave del motor verde", - "ITEM_KEY_HAUNTEDHOUSE_2": "Llave de la biblioteca", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Una gema toscamente labrada para que encaje en un lugar concreto.", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Una llave oxidada que da acceso a la biblioteca de la Casa Embrujada.", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Una llave pesada de hierro que abre la puerta de la sala de motores que hay en la Casa Embrujada.", - "ITEM_KEY_SPACEWORLD_1": "Llave lunar", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Una llave de plata y decorada con motivos lunares que encontraste en la Zona Cósmica.", - "ITEM_KEY_SPACEWORLD_2": "Llave solar", - "ITEM_KEY_SPACEWORLD_3": "Llave del motor rojo", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Una llave de oro y decorada con motivos solares que encontraste en la Zona Cósmica.", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Una llave pesada de hierro que abre la puerta de la sala de motores que hay en la Zona Cósmica.", - "ITEM_KEY_WAREHOUSE": "Llave del almacén", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Una llave vieja y oxidada que abre una puerta en el almacén del Embarcadero Luminoso.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "No sé si podemos confiar en ella.", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Pero aún tengo la impresión de que ayudarla fue una buena acción… [pause]Supongo.", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "Conque “Abra” era un arcángel desde el principio…", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Da igual[/wave] cómo o por qué lo hayamos hecho, sigue pareciéndome un trabajo bien hecho. Buen trabajo, {player}.", - "DLC_PIER_FELIX_CONVO1_FELIX1": "Este embarcadero… [pause]es…", - "DLC_PIER_FELIX_CONVO1_FELIX2": "Alucinante, ¿no?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "¿Eh?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Supongo que sí.", - "DLC_PIER_FELIX_CONVO2_FELIX1": "Conque “Abra la payasa” es, en realidad, “Ginabra el arcángel”, ¿eh?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "Aunque también es posible que le esté dando demasiadas vueltas.", - "DLC_PIER_FELIX_CONVO1_FELIX3": "La forma que tienen este tipo de lugares de ir [wave amp=30 freq=10]deteriorándose poco a poco[/wave] les da mucho carácter. Cada pedacito de óxido tiene una historia que contar.", - "CHARLEQUIN_DESCRIPTION": "un payaso que ve las estrellas", - "CLOWN_LORE_2": "Ginabra, la encarnación de la ilusión, fue en el pasado miembro del grupo de Álef, la “mesa redonda”. Tras la tragedia que provocó la separación del grupo, se aisló en el lejano Embarcadero Luminoso.", - "CLOWN_LORE_1": "Ginabra es un arcángel ancestral que siempre ha tenido una fascinación desmedida por la cultura humana. Ha pasado muchos años intentando replicar la capacidad natural de los humanos para crear cosas nuevas.", - "AMPHARE_LORE_2": "Se cree que el primer uso del término “batería” referido a la electricidad lo acuñó el inventor Benjamin Franklin en el siglo XVIII, tomándolo del ámbito militar.", - "MAJORTOM_LORE_1": "Cuando un rocketman hace mejoras al cohete espacial que forma su cuerpo, se convierte en un majortom. El enorme tanque de combustible de estos monstruos contiene un potente líquido propulsor capaz de ponerlos en órbita, lo cual les permite cumplir su sueño de viajar por el espacio.", - "MINORTOM_LORE_1": "Antaño, los rocketman fueron simples autómatas diseñados para el disfrute de los visitantes de un parque de atracciones. Estaba situado en el planeta Tierra de un universo paralelo que no viene al caso. Después de haber sobrevivido a sus creadores, los rocketman alcanzaron una especie de consciencia mecánica primitiva, y ahora su único objetivo es viajar entre las estrellas como los cohetes espaciales a los que se parecen.", - "MINORTOM_LORE_2": "La primera descripción de un “cohete espacial” en la ficción apareció en [i]De la Tierra a la Luna[/i], de Jules Verne. La novela narraba un viaje tripulado a la Luna y fue una inspiración directa para la primera película de ciencia ficción de la historia, [i]Viaje a la Luna[/i], de Georges Méliès.", - "BLUNDERBUSK_NAME_PREFIX": "Trabuc", - "MAJORTOM_NAME": "Majortom", - "MINORTOM_DESCRIPTION": "un robot antiguo con forma de cohete", - "MAJORTOM_NAME_PREFIX": "Major", - "MAJORTOM_NAME_SUFFIX": "tom", - "SCARLETEETH_NAME_SUFFIX": "oferoz", - "SCARLETEETH_DESCRIPTION": "un lobo enorme y encapuchado", - "SCARLETEETH_LORE_2": "De [i]Caperucita Roja[/i] existen muchas variantes distintas. La versión más popular es la de los hermanos Grimm. Algunas versiones anteriores describen específicamente al lobo del cuento como un hombre lobo.", - "PIER_MACHINE_GLITTER_LORE_2": "Cuando se elimina la humanidad, no queda sino el caos.", - "ITEM_PIER_TICKET": "Vale de premio", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "Pase de atracción verde", - "ITEM_PIER_PASS_FUNHOUSE": "Pase de atracción rosa", - "ITEM_PIER_TICKET_DESCRIPTION": "Un vale que se puede canjear por pases para las atracciones del Embarcadero Luminoso. El papel parece crujiente y quebradizo, como las hojas muertas.", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", - "RUMOR_DLC_PIER_BOAT_TITLE": "Bote", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Paraguas viviente", - "QUEST_DLC_PIER_TITLE": "Embarcadero de lo Desconocido", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Aunque no lo creas, ¡vi un paraguas viviente {location_0_phrase}! ¡Y parecía que estaba causando algún efecto en el clima!", - "RUMOR_DLC_PIER_BOAT": "Hace un rato, uno de mis queridos clientes me contó de una cosa muy curiosa que había visto. Dice que, hace poco, un bote abandonado llegó por su cuenta a la costa.", - "QUEST_DLC_PIER_DESCRIPTION2": "Habla con Abra.", - "QUEST_DLC_PIER_DESCRIPTION1": "Desactiva los 3 motores infernales del Embarcadero Luminoso.", - "QUEST_DLC_PIER_PROGRESS1": "Canjea 4 vales de premio por un pase de atracción", - "ROSEHOOD_NAME_SUFFIX": "rosita", - "ROSEHOOD_LORE_2": "La historia de [i]Caperucita Roja[/i] es muy antigua. Se sabe que se contaba en Europa ya en el siglo X, y tiene por raíces algunas historias populares de la antigua Grecia.", - "FRAGLIACCI_DESCRIPTION": "un payaso con un cañón por cuerpo", - "FRAGLIACCI_LORE_2": "[i]Pagliacci[/i] es el nombre de una ópera italiana escrita por Ruggero Leoncavallo que se estrenó en 1892. Cuenta la historia de un actor que dirige un grupo de teatro especializado en la comedia del arte.", - "SCARLETEETH_LORE_1": "Cuando un gaterucita se vuelve salvaje, toma la forma de un rojoferoz, una enorme bestia sanguinaria de afiladas garras. Cuando alguien adopta esta forma en combate, se abandona por completo a su instinto animal.", - "AMPHARE_NAME_PREFIX": "Amplif", - "AMPHARE_NAME_SUFFIX": "iebre", - "AMPHARE_LORE_1": "Los amplifiebre son poco más que una batería viviente, ya que han desarrollado “extremidades” al atraer magnéticamente pedazos de hierro en torno a su cuerpo. No se sabe con seguridad qué hizo que se volvieran inteligentes.", - "HAUNTOME_LORE_1": "Puede que los embrujibro parezcan libros poseídos por almas en pena, pero su “ojo” es, en realidad, un ser orgánico que ha echado raíces dentro de un libro enorme y agita sus páginas para crear fuertes corrientes de viento.", - "HAUNTOME_NAME_SUFFIX": "ibro", - "LITTLERED_LORE_1": "Los gaterucita son la etapa más tierna de un monstruo que, al crecer, puede mantener su aspecto dulce y amigable o sucumbir a su bestia interior. ¿Qué podría inducir a un ser tan amable a desarrollar semejante gusto por la sangre?", - "PIER_MACHINE_GLITTER_LORE_1": "Algo que tan solo sabe que no debería existir. Ya sin un atisbo de racionalidad, esta desdichada entidad no es capaz de tomar decisiones con un mínimo de lógica o sensatez.", - "PIER_MACHINE_GLITTER_SUBTITLE": "Máquina del caos", - "BATTLE_ADJECTIVE_PIER_MACHINE": "Motor infernal {name}", - "PIER_MACHINE_BEAST_NAME": "Perla", - "PIER_MACHINE_BEAST_SUBTITLE": "Máquina salvaje", - "PIER_MACHINE_BEAST_LORE_2": "Según a quién se le pregunte, el estado salvaje puede ser bien la ausencia de humanidad, o bien la aceptación de nuestro verdadero ser.", - "LITTLERED_NAME_PREFIX": "Gat", - "HAUNTOME_DESCRIPTION": "un libro flotante enorme", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Divertir", - "ROSEHOOD_NAME_PREFIX": "Caper", - "ROSEHOOD_NAME": "Caperrosita", - "CHARLEQUIN_NAME": "Quemarlequín", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Al final resultó ser digna de lástima.", - "HAUNTOME_LORE_2": "La historia del libro es casi tan vieja como la de la escritura. Antes de que se inventara el papel, la gente usaba distintos métodos para registrar texto, como, por ejemplo, las tabletas de barro.", - "REGION_NAME_PIER_PHRASE": "en el Embarcadero Luminoso", - "REGION_NAME_PIER": "Embarcadero Luminoso", - "REGION_NAME_HAUNTEDHOUSE": "La Casa Embrujada", - "REGION_NAME_FUNHOUSE": "Diverlandia", - "PIER_MACHINE_BEAST_LORE_1": "No sé sabe qué es lo que fue una vez, pero ahora existe entre dos estados distintos. Es una monstruosidad incompleta que solo es capaz de expresarse con furia animal.", - "PIER_MACHINE_ASTRAL_NAME": "Azabache", - "PIER_MACHINE_ASTRAL_SUBTITLE": "Máquina del vacío", - "PIER_MACHINE_ASTRAL_LORE_2": "El vacío es la ausencia de significado, de corazón y de identidad.", - "PIER_MACHINE_GLITTER_NAME": "Caper", - "PIER_MACHINE_ASTRAL_LORE_1": "Un ente a medio formar. El calor que pudiera haberlo animado en una vida anterior ha desaparecido como si una chispa que se apaga y ha dejado tan solo vacío y oscuridad.", - "MAP_FEATURE_ROWING_BOAT": "Bote", - "MAP_FEATURE_WAREHOUSE": "Almacén", - "MAP_FEATURE_HAUNTEDHOUSE": "\\\"La Casa Embrujada\\\"", - "MAP_FEATURE_FUNHOUSE": "\\\"Diverlandia\\\"", - "MAP_FEATURE_SPACEWORLD": "\\\"Zona Cósmica\\\"", - "AA_CLOWN_NAME": "Ginabra", - "MINORTOM_NAME": "Rocketman", - "MINORTOM_NAME_PREFIX": "Rocket", - "MINORTOM_NAME_SUFFIX": "man", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "en la Casa Embrujada del Embarcadero Luminoso", - "REGION_NAME_SPACEWORLD": "Zona Cósmica", - "REGION_NAME_FUNHOUSE_PHRASE": "en Diverlandia, en el Embarcadero Luminoso", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "en el almacén del Embarcadero Luminoso", - "REGION_NAME_PIER_WAREHOUSE": "Almacén del Embarcadero Luminoso", - "REGION_NAME_SPACEWORLD_PHRASE": "en la Zona Cósmica del Embarcadero Luminoso", - "LAPACITOR_NAME": "Lagomondensador", - "AMPHARE_DESCRIPTION": "una liebre sin brazos con forma de batería", - "UMBRAHELLA_NAME": "Paragombra", - "UMBRAHELLA_NAME_PREFIX": "Parag", - "MAJORTOM_DESCRIPTION": "un robot con forma de transbordador espacial", - "MAJORTOM_LORE_2": "El primer vuelo espacial tripulado por un ser humano lo completó en 1961 el cosmonauta ruso Yuri Gagarin. Duró 108 minutos y fue, sin duda, un hito en la historia de la humanidad.", - "SCARLETEETH_NAME_PREFIX": "Roj", - "LITTLERED_DESCRIPTION": "un ser con forma de gato y una gran caperuza roja", - "SCARLETEETH_NAME": "Rojoferoz", - "UMBRAHELLA_LORE_1": "Se dice que ver al enigmático paragombra es un mal augurio. Llevado por tremendos vientos, cual cometa en una corriente vertical, solo aparece cuando está a punto de ocurrir un desastre.", - "UMBRAHELLA_LORE_2": "Ya se aprecian ejemplos de paraguas o sombrillas plegables en esculturas provenientes de la antigua Asiria. Los paraguas han estado presentes de una forma u otra en todas las culturas de la historia de la humanidad.", - "LAPACITOR_DESCRIPTION": "una liebre con forma de batería y una enorme garra metálica", - "HAUNTOME_NAME_PREFIX": "Forma fantasmal", - "ROSEHOOD_DESCRIPTION": "una figura encapuchada con una cesta de flores", - "ROSEHOOD_LORE_1": "Los caperrosita son gaterucita que han llegado a la madurez sin abandonarse a su instinto animal. A menudo se los ve en zonas boscosas, reuniendo ramitos de flores que luego regalan a quien pasa cerca.", - "NOTIFICATION_NETWORK": "Red", - "ONLINE_STATE_DISCONNECTED": "Sin conexión", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Ten en cuenta que el juego multiplataforma en línea no está permitido cuando hay mods instalados. Por tanto, este archivo de guardado quedará excluido, de forma permanente, de cualquier sesión de juego cruzado con consolas.", - "BATTLE_FLEE_ONLINE_CONFIRM": "¿Aceptas las derrota?", - "INFO_ONLINE_WITH_MODS2": "No podrás interactuar con jugadores que tengan mods incompatibles. Si la conexión falla o si no aparece nadie en tu sesión, asegúrate de que tengan instalados los mismos mods.", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "Elige una partida para unirte a la sesión multijugador.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} retiró su solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} retiró su solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Rechazaste la solicitud de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} rechazó tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} rechazó tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} rechazó tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE.f": "Ofreciste a {remote_player} intercambiar tu cinta de {species1.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE.n": "Ofreciste a {remote_player} intercambiar tu cinta de {species1.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE.m": "Ofreciste a {remote_player} intercambiar tu cinta de {species1.to_lower}.", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} te ofreció intercambiar su cinta de {species1.to_lower}.", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} obtuvo una cinta de {monster_name.to_lower}.", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "¡Derrotaron a {player}!", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "¡Derrotaron a {player}!", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "¡Derrotaron a {player}!", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} obtuvo la habilidad {ability}.", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} grabó una cinta de {monster_name.to_lower}.", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} grabó una cinta pirata de {monster_name.to_lower} de tipo {type.to_lower}.", - "OFFLINE_REMATCH_NPC1.v3": "Pasaba por aquí y se me ocurrió asomarme un momento a tu partida. ¿No quisieras una revancha ya que estoy aquí?", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} se hizo amigue de {partner}.", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} derrotó a {boss}.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} se hizo amiga de {partner}.", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player} remasterizó su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player} remasterizó su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} se hizo amigo de {partner}.", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player} remasterizó su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} mejoró su relación con {partner}.", - "ONLINE_NOTIFICATION_ROMANCED": "{player} empezó una relación sentimental con {partner}.", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} descubrió la {station}.", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} ha registrado {num} especies en su bestiario.", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player} y {other_player} están luchando.", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} ha derrotado a {num} fusiones salvajes.", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} ha completado {num} misiones del tablón de anuncios.", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player} derrotó a {other_player}.", - "ONLINE_BUTTON_LEAVE_SESSION": "Abandonar la sesión", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "Mostrar código de invitación", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Introduce la IP y el puerto", - "ONLINE_NOTIFICATION_RAID_WON": "{player} y {other_player} derrotaron a {boss}.", - "ONLINE_NOTIFICATION_TRADED": "{player} y {other_player} hicieron un intercambio de cintas.", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player} y {other_player} se están enfrentando a un desafío.", - "OFFLINE_REMATCH_NPC1.v1": "¡Hola! Oye, ya sé que no estoy en línea en este momento, pero ¿qué te parece una revancha?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} quemó una vela ritual.", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "Es posible que la próxima fusión que te encuentres contenga un monstruo pirata.", - "OFFLINE_REMATCH_NPC1_YES": "¡Por supuesto!", - "OFFLINE_REMATCH_NPC1.v2.n": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", - "OFFLINE_REMATCH_NPC1.v2.m": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", - "OFFLINE_REMATCH_NPC1.v2.f": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", - "OFFLINE_REMATCH_NPC1_NO": "Ahora no.", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "Anfitrión (puerto LAN {server_port})", - "ONLINE_STATE_CONNECTING": "Conectando…", - "ONLINE_BUTTON_LAN_SERVER": "Crear una sesión LAN", - "ONLINE_BUTTON_LAN_CLIENT": "Unirse a una sesión LAN", - "ONLINE_ERROR_VERSION_CHECK_LAN": "No se pudo conectar porque las versiones no coinciden.", - "ONLINE_SECTION_CONTROL": "Control", - "ONLINE_ERROR_MATCH_FULL": "No se pudo conectar porque la sesión ya está llena.", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "No pudiste unirte a la sesión porque los demás jugadores están usando una versión distinta del juego.", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "No se pudo conectar porque es necesaria una actualización.", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "La IP, nombre de equipo o número de puerto que ingresaste no son correctos.", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Rechazar la solicitud", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Comprobar tu oferta", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Retirar la solicitud", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Ofrecer cinta", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Aceptar la oferta", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Comprobar la oferta de {remote_player}", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "En línea (solo invitados)", - "ONLINE_ALREADY_REQUESTING.m": "Ya le enviaste una solicitud diferente.", - "UI_PAUSE_ONLINE_BTN_1": "Estado de la conexión", - "ONLINE_REQUEST_ACTION_trade": "Intercambio", - "ONLINE_ALREADY_REQUESTING.f": "Ya le enviaste una solicitud diferente.", - "BATTLE_NET_CLOSED_2_LOCAL.f": "El combate terminó porque te desconectaste.", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (tú)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "El juego multiplataforma está desactivado en esta sala. Es posible que los jugadores de otros sistemas no puedan unirse con este código.", - "ONLINE_REQUEST_LIST_BUTTON": "Solicitud de {title.to_lower}", - "ONLINE_INVITE_MESSAGE": "¿Echamos una partida de Cassette Beasts?", - "ONLINE_SHOW_INVITE_CODE_COPIED": "Copiado al portapapeles.", - "ONLINE_PLAYER_STATUS_0": "En plena aventura. Actualmente, {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_OFFLINE": "Sin conexión.", - "ONLINE_PLAYER_STATUS_1.n": "No disponible. Actualmente, {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_1.m": "No disponible. Actualmente, {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_2": "Luchando {location_name_phrase}.", - "ONLINE_PLAYER_MENU_MAP": "Ver en el mapa", - "ONLINE_PLAYER_STATUS_1.f": "No disponible. Actualmente, {location_name_phrase}.", - "ONLINE_PLAYER_MENU_TRADE": "Solicitar intercambio", - "ONLINE_PLAYER_MENU_BATTLE": "Solicitar combate", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Desactivado", - "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", - "UI_SETTINGS_NETWORK": "Juego en red", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Activado", - "UI_SETTINGS_NETWORK_CROSSPLAY": "Juego multiplataforma", - "OFFLINE_GIFTER_NPC1.v2": "Estaba pensando en la última sesión multijugador en la que coincidimos. ¡A ver si volvemos a jugar otro día!", - "OFFLINE_GIFTER_NPC1.v1": "Ya sé que no estoy en línea en este momento, pero quería darte esto.", - "OFFLINE_GIFTER_NPC1.v3": "¡Hola! Pasaba por aquí y se me ocurrió asomarme un momento a tu partida. Me encontré esto, ¿lo quieres?", - "ROGUE_FUSION_BATTLE_SOLO": "Luchar en solitario", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "Invitar a {player_name}", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Tu nivel se reducirá temporalmente a {max_level} para este combate.[/center]", - "ROGUE_FUSION_RAID_REWARD": "Recompensa: {item} ({item_amount})", - "ROGUE_FUSION_RAID_HACK_BUTTON": "¡Hackear!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "{remote_player} y tú perdieron la batalla...", - "ROGUE_FUSION_RAID_HACK_HINT": "Puedes usar cibermateria ({amount}) para cambiar el tipo elemental de esta fusión.", - "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "¡{remote_player} y tú obtuvieron la victoria!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Huiste del combate.", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Conectando a {server}…", - "ONLINE_STATE_CONNECTED.f": "Conexión activa", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "En línea (con amigos)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Buscando amigos…", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Tu oferta", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Si el intercambio se lleva a cabo, tu partida se guardará automáticamente. ¿Aceptas?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "La oferta de {remote_player}", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "CAPTAIN_CODEY_CM_CODEY7": "¡Ahora estás jugando con [shake rate=30 level=10]poder[/shake]! [pause]Con eso podrás almacenar la cibermateria y usarla con las fusiones salvajes. No es por [wave amp=30 freq=10]fardar[/wave], pero lo inventé yo mismo.", - "CAPTAIN_CODEY_CM_CODEY6": "Toma, quédate con uno de estos.", - "ONLINE_PLAYER_GAMERCARD": "Mostar gamercard", - "UPDATE_POPUP_MP_TITLE": "Actualización 1.6: multijugador", - "UPDATE_POPUP_MP_2": "Para empezar con el multijugador en línea, solo hay que acceder al menú de pausa y presionar {control.ui_action_1}.\\n\\nDesde allí es posible enviar invitaciones a los jugadores de la lista de amigos, o bien crear códigos de invitación para conectarse con los jugadores de otras plataformas.", - "UPDATE_POPUP_MP_1": "¡La actualización 1.6 añade el modo multijugador en línea! Cuando estén en línea, podrán:\\n\\n― ¡Jugar con sus amistades en grupos de hasta 8 personas!\\n― ¡Explorar el mundo juntos!\\n― ¡Combatir e intercambiar cintas entre ustedes!\\n― ¡Unir fuerzas para enfrentarse a fusiones salvajes!", - "CAPTAIN_CODEY_CM_CODEY8": "Bueno, me tengo que ir a hacer cosas de guarda de élite. Ven a verme a la montaña un día de estos, ¿sí?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "El combate terminó porque tu rival se desconectó.", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Calcomanías duplicadas:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "No permitidas", - "ONLINE_DISPLAY_NAME_ANON": "Anónimo", - "BATTLE_NET_CLOSED_1": "El combate terminó debido a un error.", - "BATTLE_NET_CLOSED_2_LOCAL.n": "El combate terminó porque te desconectaste.", - "BATTLE_NET_CLOSED_2_REMOTE.n": "El combate terminó porque tu rival se desconectó.", - "BATTLE_NET_CLOSED_2_REMOTE.f": "El combate terminó porque tu rival se desconectó.", - "BATTLE_NET_CLOSED_2_LOCAL.m": "El combate terminó porque te desconectaste.", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Es posible que algunas funciones del modo multijugador en línea no estén disponibles.", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Los cambios en la opción de juego multiplataforma tendrán efecto cuando termine la sesión en línea actual.", - "ONLINE_FRIENDS_PASSIVE_WARNING": "Es posible que, a veces, el modo \\\"Jugar con amigos\\\" te empareje con gente que no sea amiga tuya. Esto se debe a que los amigos de tus amigos (además de cualquiera que tenga un código de invitación) pueden unirse a tu partida. ¿Quieres continuar?", - "ONLINE_CROSSPLAY_WARNING": "El código de invitación que ingresaste es para una sala con juego multiplataforma, pero tú tienes la opción de juego multiplataforma desactivada. ¿Quieres pasar por alto esa opción y entrar de todas formas?", - "ONLINE_NOTIFICATION_DISCONNECTED": "Sin conexión.", - "ONLINE_REQUEST_SENT.f": "¡Le enviaste una solicitud de {action.to_lower} a {remote_player}!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "La solicitud de {action.to_lower} de {remote_player} se canceló. Motivo: {reason}.", - "ONLINE_REQUEST_RECEIVED.f": "¡{remote_player} te envió una solicitud de {action.to_lower}!", - "ONLINE_REQUEST_RECEIVED.m": "¡{remote_player} te envió una solicitud de {action.to_lower}!", - "ONLINE_REQUEST_SENT.n": "¡Le enviaste una solicitud de {action.to_lower} a {remote_player}!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} te ofreció intercambiar su cinta de {species1.to_lower}.", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} te ofreció intercambiar su cinta de {species1.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} te ofreció su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} te ofreció su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Aceptar la solicitud", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} te ofreció su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", - "ONLINE_REQUEST_RECEIVED_TRADE2": "Esperando a que {remote_player} acepte tu oferta…", - "ONLINE_BUTTON_FRIENDS_CREATE": "Empezar una sesión para invitados", - "ONLINE_BUTTON_FRIENDS_JOIN": "Introducir el código de invitación", - "ONLINE_BUTTON_VIEW_FRIENDS": "Lista de amigos", - "ONLINE_HUD_PLAYER_COUNT": "Jugadores: {0} (máx. {1})", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "¿Y tú quién eres?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", - "CAPTAIN_CODEY_CM_CODEY2": "He estado registrando unas cuantas [wave amp=30 freq=10]ciberondas[/wave] en mi receptor y supongo que tú eres el motivo.", - "CAPTAIN_CODEY_ALREADY_MET1.m": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", - "CAPTAIN_CODEY_ALREADY_MET1.n": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "¿Ciberondas?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "¿De qué me estás hablando?", - "CAPTAIN_CODEY_CM_CODEY4": "Por lo visto está conectada al [wave amp=30 freq=10]espacio que hay entre nuestros mundos[/wave], o algo así. Me da lo mismo de dónde haya salido…", - "CAPTAIN_CODEY_CM_CODEY3": "¡De ciberondas! [pause]¡Por la [wave amp=30 freq=10]cibermateria![/wave]! [pause]Que es como llamo yo a esa cosa naranja brillante que debes de haber recogido hace poco.", - "CAPTAIN_CODEY_CM_CODEY5": "El caso es que esas fusiones salvajes son muy sensibles a ella. Puedes usarla para convertirlas en monstruos piratas. ¡Es como un biopirateo a una escala [shake rate=30 level=10]cósmica[/shake]!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Jugadores: {0}", - "ONLINE_SECTION_PLAYERS": "Jugadores: {0} (máx. {1})", - "UI_PAUSE_ONLINE_BTN_0": "Jugar en red", - "ONLINE_STATE_CONNECTED.m": "Conexión activa", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "¡Conectado!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "¡Conectado!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "¡Conectado!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Estás hospedando una sesión LAN en el puerto {server_port}.", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Ahora estás jugando con {remote_player} y más jugadores ({n}).", - "ONLINE_NOTIFICATION_CONNECTED_1": "Ahora estás jugando con {remote_player}.", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} obtuvo una cinta pirata de {monster_name.to_lower} de tipo {type.to_lower}.", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Ahora estás jugando en red. Buscando amigos…", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} se unió a tu sesión.", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} se desconectó.", - "INFO_ONLINE_WITH_MODS1": "El juego multiplataforma en línea no está permitido cuando hay mods instalados. No podrás unirte a las sesiones de juego multiplataforma y los jugadores de consola no podrán unirse a tus sesiones.", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "¡{remote_player} aceptó luchar contra ti!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} se desconectó.", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} se desconectó.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "ITEM_CYBER_MATERIAL_NAME": "Cibermateria", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "BATTLE_RAID_DEFERRED_RECORDING": "Ambos jugadores recibirán esta cinta si ganan el desafío.", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "El otro jugador no está disponible.", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "No puedes enfrentarte a un desafío con {remote_player}.", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "¡{remote_player} aceptó enfrentarse contigo a un desafío!", - "ITEM_HACKING_GLOVE_NAME": "Guante hackeador", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "Una materia fluorescente y rezumante de energía que parece salida directamente de una película ochentera sobre realidad virtual.", - "CAPTAIN_CODEY_CM_CODEY1": "Vaya, parece que mi [wave amp=30 freq=10]objetivo[/wave] se acaba de llegar. Mis sensores están como [wave amp=30 freq=10]locos[/wave].", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "¿Qué?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "Un mando de consola antiguo que permite usar cibermateria antes de un combate para cambiar el tipo elemental de las fusiones salvajes.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Igualados a {0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Atributos de las calcomanías:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Sin restricciones", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Activados", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Desactivada", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Desactivados", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusión", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Activada", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Activada, con Poder de la fusión", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Permitidas", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Esperando al otro jugador…", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", - "UI_TAPE_COLLECTION_OFFER_TRADE": "Ofrecer a {remote_player}", - "ONLINE_REQUEST_TRADE_PROMPT": "Elige qué cinta quieres ofrecer a {remote_player}.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Niveles:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "Reglas del combate", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "No puedes intercambiar cintas con {remote_player}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "¡Obtuviste la victoria contra {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Rechazaste la solicitud de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Retiraste tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Retiraste tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} terminado.", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "Jugar con amigos", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Sesión LAN", - "NOTIFICATION_REQUEST": "Solicitud", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "te desconectaste", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} se desconectó", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} se desconectó", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "La solicitud de {action.to_lower} de {remote_player} se canceló. Motivo: {reason}.", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "La solicitud de {action.to_lower} de {remote_player} se canceló. Motivo: {reason}.", - "ONLINE_REQUEST_UI_TITLE": "Solicitud de {action.to_lower} con {remote_player}", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Ingresa el código de invitación", - "ONLINE_ERROR_CONNECTION_FAILED": "No se pudo conectar.", - "ONLINE_ERROR_CONNECTION_ERROR": "Error de conexión ({error}).", - "ONLINE_BUTTON_INVITE_FRIENDS": "Invitar amigos", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "El intercambio se llevó a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "El intercambio se llevó a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Abandonaste el combate contra {remote_player}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player} te derrotó.", - "ONLINE_ALREADY_REQUESTING.n": "Ya le enviaste una solicitud diferente.", - "ONLINE_REQUEST_ACTION_battle": "Combate", - "ONLINE_REQUEST_ACTION_raid": "Desafío", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Tu solicitud de {action.to_lower} se canceló. Motivo: {reason}.", - "ONLINE_REQUEST_RECEIVED.n": "¡{remote_player} te envió una solicitud de {action.to_lower}!", - "ONLINE_REQUEST_SENT.m": "¡Le enviaste una solicitud de {action.to_lower} a {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Retiraste tu solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "El intercambio se llevó a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Esperando al otro jugador…", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Esperando al otro jugador…", - "ONLINE_ERROR_INVALID_INVITE": "No se pudo conectar porque la invitación no era válida.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "te desconectaste", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} retiró su solicitud de {action.to_lower}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Rechazaste la solicitud de {action.to_lower} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "te desconectaste", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} se desconectó", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "se produjo un error", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "En línea (con invitación)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "Jugadores: {0}", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Tu solicitud de {action.to_lower} se canceló. Motivo: {reason}.", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Tu solicitud de {action.to_lower} se canceló. Motivo: {reason}.", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "Preparando…", - "ONLINE_BUTTON_FRIENDS_INVITE": "Aceptar la invitación de {name}", - "ONLINE_BUTTON_DISCONNECT": "Desconectar", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Puerto", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "El servidor se desconectó .", - "ONLINE_STATE_CONNECTED.n": "Conexión activa", - "ACHIEVEMENT_DESC_obtain_candevil": "Consigue un diablamelo.", - "ACHIEVEMENT_NAME_obtain_bansheep": "Contar ovejas", - "ACHIEVEMENT_DESC_obtain_bansheep": "Consigue un beenshee.", - "ACHIEVEMENT_NAME_partner_viola": "Viola", - "ACHIEVEMENT_DESC_partner_viola": "Desbloquea a Viola.", - "ACHIEVEMENT_NAME_remaster": "Remaestría", - "ACHIEVEMENT_DESC_aa_helia": "Vence a la esencia de la fusión.", - "ACHIEVEMENT_NAME_met_npc_magikrab": "El encargado de las estaciones", - "ACHIEVEMENT_DESC_met_npc_magikrab": "Conoce a quien se encarga con esmero de las estaciones.", - "ACHIEVEMENT_NAME_met_npc_amber": "Muy lejos de casa", - "ACHIEVEMENT_DESC_met_npc_amber": "Encuentra quien te eche una mano en un lugar muy remoto.", - "ACHIEVEMENT_NAME_met_npc_merline": "Quien mora en las profundidades", - "ACHIEVEMENT_DESC_met_npc_merline": "Encuéntrate de frente con un ser sin rostro.", - "ACHIEVEMENT_DESC_traveling_merchant": "Conoce al vendedor errante.", - "ACHIEVEMENT_NAME_traveling_merchant": "Con dinero no se compra amor", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "Consigue una calcomanía inusual.", - "ACHIEVEMENT_NAME_ability_glide": "Despliega las alas", - "ACHIEVEMENT_DESC_ability_glide": "Obtén la habilidad \\\"Planeo polillesco\\\".", - "ACHIEVEMENT_DESC_ability_dash": "Obtén la habilidad \\\"Acometida de baladino\\\".", - "ACHIEVEMENT_NAME_ability_dash": "Acometida de baladino", - "ACHIEVEMENT_NAME_ability_magnetism": "Sensación electrizante", - "ACHIEVEMENT_DESC_ability_magnetism": "Obtén la habilidad \\\"Electromagnetismo\\\".", - "ACHIEVEMENT_NAME_ability_swim": "Clases de natación", - "ACHIEVEMENT_NAME_ability_climb": "A tu bola", - "ACHIEVEMENT_DESC_ability_swim": "Obtén la habilidad \\\"Natación de Submafoca\\\".", - "ACHIEVEMENT_DESC_gambit_win": "Gana un combate teniendo activo un gambito.", - "ACHIEVEMENT_DESC_ability_climb": "Obtén la habilidad \\\"Bola de tallos calabaceros\\\".", - "ACHIEVEMENT_NAME_ability_flight": "Echa a volar", - "ACHIEVEMENT_DESC_ability_flight": "Obtén la habilidad \\\"Vuelo de averevoir\\\".", - "ACHIEVEMENT_DESC_ability_fusion_radar": "Obtén el radar de fusiones.", - "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusiones localizadas", - "ACHIEVEMENT_NAME_intermission": "Esto no es lo que querías", - "ACHIEVEMENT_DESC_intermission": "Acaba en un lugar muy remoto.", - "ACHIEVEMENT_DESC_ending": "Abre una puerta que se creía perdida desde hace tiempo.", - "ACHIEVEMENT_NAME_ending": "La vida real te espera", - "ACHIEVEMENT_NAME_preemptive_win": "Acabó antes de empezar", - "ACHIEVEMENT_DESC_preemptive_win": "Gana un combate antes de que empiece.", - "ACHIEVEMENT_DESC_ghostly_win": "Gana un combate en estado fantasma.", - "ACHIEVEMENT_NAME_ghostly_win": "La muerte quedará sin reino", - "ACHIEVEMENT_NAME_gambit_win": "Doble o nada", - "ACHIEVEMENT_DESC_reopened_stations_final": "Resuelve el acertijo de la canción de Morganta.", - "ACHIEVEMENT_NAME_aa_morgante": "Rebelión", - "ACHIEVEMENT_DESC_aa_aleph_null": "Supera las expectativas en un lugar que está entre los mundos.", - "ACHIEVEMENT_NAME_aa_aleph_null": "La flecha del tiempo", - "ACHIEVEMENT_DESC_aa_morgante": "Derrota una fuerza ancestral totalmente recuperada.", - "ACHIEVEMENT_NAME_aa_lamento_mori": "El ángel de la muerte", - "ACHIEVEMENT_DESC_aa_lamento_mori": "Derrota a Lamentato Mori.", - "ACHIEVEMENT_DESC_kuneko_altars_3": "Encuéntrate con Kuneko en tres altares.", - "ACHIEVEMENT_NAME_kuneko_altars_4": "¿No me quieres?, 5.ª parte", - "ACHIEVEMENT_NAME_quest_viola1": "La tempestad", - "ACHIEVEMENT_DESC_quest_felix_complete": "Termina la misión de Felix.", - "ACHIEVEMENT_DESC_quest_meredith1": "Lleva a Meredith al centro comercial.", - "ACHIEVEMENT_DESC_quest_viola1": "Lleva a Viola hasta el naufragio.", - "ACHIEVEMENT_NAME_quest_meredith_complete": "No necesito nada más", - "ACHIEVEMENT_DESC_quest_meredith_complete": "Termina la misión de Meredith.", - "ACHIEVEMENT_NAME_quest_felix_complete": "¿No me quieres?, 6.ª parte", - "ACHIEVEMENT_NAME_quest_dog_complete": "Ven aquí. Siéntate.", - "ACHIEVEMENT_DESC_quest_dog_complete": "Termina la misión de Perry.", - "ACHIEVEMENT_DESC_quest_viola_complete": "Termina la misión de Viola.", - "ACHIEVEMENT_NAME_quest_viola_complete": "Todo el mundo va en busca de algo", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Cuando te dé serenata", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Llega a cinco corazones con Kayleigh.", - "ACHIEVEMENT_NAME_aa_cube": "Sólido neoplatónico", - "ACHIEVEMENT_DESC_aa_cube": "Derrota a Exoedro.", - "ACHIEVEMENT_NAME_aa_alice": "Hija del yo", - "ACHIEVEMENT_DESC_aa_alice": "Derrota a Alicia.", - "ACHIEVEMENT_NAME_aa_puppet": "El titiritero", - "ACHIEVEMENT_DESC_aa_puppet": "Derrota a Monigotox.", - "ACHIEVEMENT_NAME_aa_tower": "La torre de la ignorancia", - "ACHIEVEMENT_DESC_aa_tower": "Derrota a Babelith.", - "ACHIEVEMENT_NAME_song_parts_8": "La tierra de la confusión", - "ACHIEVEMENT_NAME_aa_helia": "Aquí llega el sol", - "ACHIEVEMENT_DESC_song_parts_8": "Completa la canción de Morganta.", - "ACHIEVEMENT_DESC_offices_cleared_5": "Disuelve cinco oficinas de los terratenientes.", - "ACHIEVEMENT_DESC_quest_felix1": "Conoce a Kuneko.", - "ACHIEVEMENT_NAME_quest_felix1": "¿No me quieres?, 1.ª parte", - "ACHIEVEMENT_NAME_kuneko_altars_1": "¿No me quieres?, 2.ª parte", - "FOLKLORD_NAME": "Folclorrible", - "MACABRA_DESCRIPTION": "un ser de grandes colmillos subido a un cráneo", - "FOLKLORD_NAME_PREFIX": "Folclor", - "FOLKLORD_LORE_1": "Los folclorrible son la forma que adoptan los macabra adultos. Llevan los cráneos a los que acostumbraban a encaramarse, moldeados para encajar en su cabeza. Tienen los brazos y el tronco tan musculosos que no son capaces de aguantar mucho tiempo su propio peso apoyados solo en las piernas.", - "FOLKLORD_NAME_SUFFIX": "rible", - "FOLKLORD_DESCRIPTION": "un gigante con un cráneo en la cabeza", - "FOLKLORD_LORE_2": "Varios de los críptidos (seres no identificados) relacionados con Norteamérica se describen como humanoides gigantes que viven en el bosque. Entre ellos está el simiesco bigfoot, también llamado sasquatch.", - "SQUIREY_NAME": "Escuderazado", - "SQUIREY_NAME_PREFIX": "Escuder", - "SQUIREY_LORE_1": "Es común ver a los escuderazados vagar por las llanuras de Nueva Wirral en busca de rivales a los que enfrentarse. Pese a su aspecto adorable, se trata de implacables guerreros movidos por el deseo innato de ser cada vez mejores.", - "SQUIREY_NAME_SUFFIX": "azado", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué es más importante para ti en el fragor de la batalla?", - "SQUIREY_LORE_2": "En la Edad Media, los escuderos eran aprendices de los caballeros. Ayudaban a su maestro en distintas tareas y les llevaban las armas. Si demostraban su valía, era posible que acabaran siendo caballeros a su vez.", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "El honor", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "La victoria", - "PALANGOLIN_NAME": "Palangolín", - "SQUIREY_DESCRIPTION": "un pangolín con una lanza", - "PALANGOLIN_NAME_PREFIX": "Pala", - "PALANGOLIN_LORE_1": "Los palangolín son la forma que adoptan los escuderazados adultos que se mantuvieron fieles a sus principios y se convirtieron en caballeros de intachable virtud. Portan alabardas doradas y refulgentes con las que defienden a sus aliados en el fragor de la batalla.", - "PALANGOLIN_NAME_SUFFIX": "angolín", - "PALANGOLIN_LORE_2": "Durante la historia de Europa, los caballeros eran personas a las que se les había otorgado esa condición por sus servicios a su país. La popularidad de los mitos artúricos condicionó la figura de los caballeros, que ahora se asocian casi siempre con la virtud y el heroísmo.", - "MANISPEAR_NAME": "Manistratega", - "PALANGOLIN_DESCRIPTION": "un caballero con una alabarda", - "MANISPEAR_NAME_PREFIX": "Manis", - "MANISPEAR_NAME_SUFFIX": "istratega", - "MANISPEAR_LORE_2": "El \\\"caballero negro\\\" es el arquetipo de personaje muy habitual en la ficción. Suele representarse como un personaje enmascarado que se apartó del camino virtuoso. A menudo, el caballero negro es un obstáculo al que debe sobreponerse el protagonista de la historia.", - "MANISPEAR_LORE_1": "Cuando un escuderazado se deja seducir por la oscuridad durante su entrenamiento, su destino es convertirse en manistratega. Ocultan su rostro bajo un yelmo negro y luchan sin piedad ni autocontrol.", - "MUSKRATEER_NAME": "Mosqueterrata", - "MANISPEAR_DESCRIPTION": "un caballero con una espada enorme", - "MUSKRATEER_NAME_PREFIX": "Mosqueter", - "MUSKRATEER_NAME_SUFFIX": "rata", - "ITEM_TAPE_BLACK_SHUCK_NAME": "Cinta de Black Shuck", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Una cinta negra misteriosa que dejó Black Shuck.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Impacta a un objetivo. Causa al objetivo el efecto \\\"{status_effect}\\\".", - "ITEM_TAPE_BEAST_NAME": "Cinta de piel sintética", - "ITEM_TAPE_FIRE_DESCRIPTION": "La etiqueta dice que se puede calentar en una tostadora. Se trata de una extraña cinta publicitaria que se regalaba con el pan de molde, hasta que las quejas por manos quemadas o pequeños incendios obligaron a la empresa a echarse atrás. Eso sí, tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo fuego.", - "ITEM_TAPE_FIRE_NAME": "Cinta para tostadora", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "Una cinta hecha, según parece de \\\"plástico 100 % reciclado\\\". Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo plástico.", - "ITEM_TAPE_PLANT_NAME": "Cinta de corteza de árbol", - "ITEM_TAPE_PLANT_DESCRIPTION": "Una cinta cuya carcasa está hecha con corteza de árbol. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo planta.", - "ITEM_TAPE_PLASTIC_NAME": "Cinta reciclada", - "ITEM_TAPE_WATER_NAME": "Cinta llena de agua", - "ITEM_TAPE_WATER_DESCRIPTION": "Una cinta hecha con plástico transparente, sellada y llena de agua. A un lado tiene dos botones que te permiten jugar a un juego de lanzar anillas cuando no la estés escuchando. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo agua.", - "ITEM_TAPE_POISON_NAME": "Cinta de piel de serpiente", - "ITEM_TAPE_ASTRAL_NAME": "Cinta etérea", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "Una cinta inmaterial que tiene la notable pega de atravesar de vez en cuando otros objetos. Tiene dibujados pequeños puntitos de luz por toda su superficie, como si fueran estrellas lejanas. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo astral.", - "ITEM_TAPE_POISON_DESCRIPTION": "Una cinta hecha con piel de serpiente sintética. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo veneno.", - "ITEM_TAPE_ICE_NAME": "Cinta de hielo IX", - "ITEM_TAPE_LIGHTNING_NAME": "Cinta superconductora", - "ITEM_TAPE_ICE_DESCRIPTION": "Una cinta hecha de un hielo que no parece que se derrita nunca. La etiqueta avisa de que no debe acercarse nunca al agua. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo hielo.", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Una cinta cuya etiqueta afirma con orgullo que su interior está en estado condensado de Bose-Einstein. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo rayo.", - "ITEM_TAPE_AIR_NAME": "Cinta aerosol", - "ITEM_TAPE_EARTH_NAME": "Cinta de cerámica", - "ITEM_TAPE_AIR_DESCRIPTION": "Una cinta que tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo aire. En caso de necesidad, puede usarse también como spray para el cabello.", - "ITEM_TAPE_METAL_NAME": "Cinta de ferrocromo", - "ITEM_TAPE_METAL_DESCRIPTION": "Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo metal.", - "ITEM_TAPE_EARTH_DESCRIPTION": "Una cinta cuya carcasa está hecha de cerámica endurecida. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo tierra.", - "ITEM_TAPE_USE_ON.m": "Grabar a {0}", - "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "Grabar a {0}", - "ITEM_TAPE_USE_ON.n": "Grabar a {0}", - "ITEM_NAME_RARITY_1": "{item_name} (poco frecuente)", - "ITEM_NAME_RARITY_2": "{item_name} (inusual)", - "BOOSTER_PACK_ELEMENTS_NAME": "Sobre de calcomanías \\\"Elementos\\\"", - "BOOSTER_PACK_NATURE_NAME": "Sobre de calcomanías \\\"Naturaleza\\\"", - "BOOSTER_PACK_POLLUTION_NAME": "Sobre de calcomanías \\\"Contaminación\\\"", - "BOOSTER_PACK_WILDCARD_NAME": "Sobre de calcomanías \\\"Popurrí\\\"", - "MAP_NAME_OVERWORLD_PHRASE": "en Nueva Wirral", - "BOOSTER_PACK_DESCRIPTION": "Un sobre temático de 4 calcomanías. ¡Te garantiza al menos una poco frecuente o inusual!", - "MAP_NAME_DEAD_WORLD_PHRASE": "en un lugar desconocido", - "MAP_NAME_OVERWORLD": "Nueva Wirral", - "REGION_NAME_UNKNOWN": "¿¿??", - "REGION_NAME_MALL": "Centro comercial La Caída", - "MAP_NAME_DEAD_WORLD": "¿¿??", - "REGION_NAME_UNKNOWN_PHRASE": "en un lugar desconocido", - "REGION_NAME_MALL_PHRASE": "en el centro comercial La Caída", - "REGION_NAME_PLAINS1": "Campo de Nueva Wirral", - "REGION_NAME_TOWN": "Villapuerto", - "REGION_NAME_TOWN_PHRASE": "en Villapuerto", - "REGION_NAME_PLAINS1_PHRASE": "en el campo de Nueva Wirral", - "REGION_NAME_TOWN_WEST": "Oeste de Villapuerto", - "REGION_NAME_TOWN_WEST_PHRASE": "al oeste de Villapuerto", - "REGION_NAME_CAFE": "Café Gramófono", - "REGION_NAME_CAFE_PHRASE": "en el Café Gramófono", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramófono vía Estación de Villapuerto", - "REGION_NAME_HOSPITAL": "Hospital de Villapuerto", - "REGION_NAME_HOSPITAL_PHRASE": "en el hospital", - "REGION_NAME_CHEMIST": "Tienda de calcomanías químicas", - "REGION_NAME_MUSEUM": "Centro de patrimonio histórico", - "REGION_NAME_MUSEUM_PHRASE": "en el centro de patrimonio histórico", - "REGION_NAME_CHEMIST_PHRASE": "en la tienda de calcomanías químicas", - "REGION_NAME_TOWN_OUTSKIRTS": "Afueras de Villapuerto", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "en las afueras", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Cuevas de las afueras de Villapuerto", - "REGION_NAME_TOWN_BEACH": "Playa de Villapuerto", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "en las cuevas de las afueras", - "REGION_NAME_DEADLANDS_PHRASE": "en el yermo", - "REGION_NAME_DEADLANDS": "El yermo", - "REGION_NAME_TOWN_BEACH_PHRASE": "en la playa de Villapuerto", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "en el parque", - "REGION_NAME_NEW_WIRRAL_PARK": "Parque de Nueva Wirral", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Cuevas del parque de Nueva Wirral", - "REGION_NAME_TOWN_STATION": "Estación de Villapuerto", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "en las cuevas del parque", - "REGION_NAME_DUNGEON_GLOWSHROOM": "Estación de Camino del Hongo Brillante", - "REGION_NAME_TOWN_STATION_PHRASE": "en la estación de Villapuerto", - "REGION_NAME_UPPER_PATH": "Camino de Arriba", - "REGION_NAME_UPPER_PATH_PHRASE": "en el camino de Arriba", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "en la estación de Camino del Hongo Brillante", - "REGION_NAME_MIRE_SEA": "Mar Infinito", - "REGION_NAME_MIRE_SEA_PHRASE": "en el mar Infinito", - "REGION_NAME_DUNGEON_WATERLOOP": "Estación de Cascada Interminable", - "REGION_NAME_SOUTHERN_ISLES": "Islas Sureñas", - "REGION_NAME_DINO_QUARRY": "El yermo (Cantera de Dino)", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "en las islas Sureñas", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "en la estación de Cascada Interminable", - "REGION_NAME_OLD_VILLAGE": "El yermo (Nueva Londres)", - "REGION_NAME_DINO_QUARRY_PHRASE": "en la Cantera de Dino", - "REGION_NAME_OLD_VILLAGE_PHRASE": "en Nueva Londres", - "REGION_NAME_DEADLANDS_CAVES": "Cuevas del yermo", - "REGION_NAME_LAKE_PHRASE": "en el lago", - "REGION_NAME_LAKE": "Lago Sediento", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "en las cuevas del yermo", - "REGION_NAME_LAKE_CAVES": "Cuevas del lago Sediento", - "REGION_NAME_LAKESIDE": "Camino del Lago", - "REGION_NAME_LAKESIDE_PHRASE": "en el camino del Lago", - "REGION_NAME_LAKE_CAVES_PHRASE": "en las cuevas que hay bajo el lago", - "REGION_NAME_LAKESIDE_CAVES": "Cuevas del camino del Lago", - "REGION_NAME_MT_WIRRAL": "Monte Wirral", - "REGION_NAME_MT_WIRRAL_PHRASE": "en el monte Wirral", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "en las cuevas del camino del Lago", - "REGION_NAME_MT_WIRRAL_CAVES": "Cuevas del monte Wirral", - "REGION_NAME_EASTHAM_WOODS": "Bosque Oriental", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "en las cuevas del monte Wirral", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "en el bosque Oriental", - "REGION_NAME_EASTHAM_WOODS_CAVES": "Cuevas del bosque Oriental", - "REGION_NAME_HAM_PHRASE": "en Nibosquenimonte", - "REGION_NAME_HAM": "Nibosquenimonte", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "en las cuevas del bosque Oriental", - "REGION_NAME_AUTUMN_HILL": "Colinas Otoñales", - "REGION_NAME_AUTUMN_HILL_PHRASE": "en las colinas Otoñales", - "REGION_NAME_AUTUMN_HILL_CAVES": "Cuevas de las colinas Otoñales", - "REGION_NAME_COMMUNE": "Villallanto", - "REGION_NAME_COMMUNE_PHRASE": "en Villallanto", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "en las cuevas de Colinas Otoñales", - "REGION_NAME_COMMUNE_STATION": "Estación de Llanto Creciente", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "en la estación de Hielington", - "REGION_NAME_MT_WIRRAL_STATION": "Estación de Hielington", - "REGION_NAME_COMMUNE_STATION_PHRASE": "en la estación de Llanto Creciente", - "REGION_NAME_MEADOW_PHRASE": "en el prado de los Cerezos", - "REGION_NAME_MEADOW": "Prado de los Cerezos", - "REGION_NAME_MEADOW_CAVES": "Cuevas del Prado de los Cerezos", - "REGION_NAME_MARSH": "El pantano", - "REGION_NAME_MARSH_PHRASE": "en el pantano", - "REGION_NAME_MEADOW_CAVES_PHRASE": "en las cuevas de prado de los Cerezos", - "REGION_NAME_MARSH_CAVES": "Cuevas del pantano", - "REGION_NAME_FARM": "Granja de Atata", - "REGION_NAME_FARM_PHRASE": "en la granja de Atata", - "REGION_NAME_MARSH_CAVES_PHRASE": "en las cuevas del pantano", - "REGION_NAME_GRAVEYARD": "Cementerio de los Corazones Rotos", - "REGION_NAME_GRAVEYARD_PHRASE": "en el cementerio", - "REGION_NAME_CAST_IRON_SHORE": "Costa del Hierro Fundido", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "en la Costa del Hierro Fundido", - "REGION_NAME_DUNGEON_GRAVEYARD": "Estación de Tumbavieja", - "REGION_NAME_STATION_FINAL": "Estación de Puente de la Noche", - "REGION_NAME_DUNGEON_SHIPWRECK": "Naufragio del Titania", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "en la estación de Tumbavieja", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "en la estación de Calle del Bardo", - "REGION_NAME_SHIPWRECK_STATION": "Estación de Calle del Bardo", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "en el naufragio del Titania", - "REGION_NAME_DUNGEON_MEADOW": "Estación de Cruce del Cerezo", - "REGION_NAME_STATION_FINAL_PHRASE": "en la estación de Puente de la Noche", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "en la estación de Cruce del Cerezo", - "REGION_NAME_MEADOW_CHURCH": "Abadía de Faesbury", - "REGION_NAME_BROKENHEAD_PHRASE": "en Rompecabeza", - "REGION_NAME_BROKENHEAD": "Rompecabeza", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "en la abadía de Faesbury", - "REGION_NAME_LANDKEEPER_HQ": "Sede de los terratenientes", - "REGION_NAME_KAYLEIGH_HOME": "Casa de Kayleigh", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "en la central de los terratenientes", - "REGION_NAME_MEREDITH_HOME": "Taller de Meredith", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "en casa de Kayleigh", - "REGION_NAME_FELIX_HOME": "Casa de Felix", - "REGION_NAME_FELIX_HOME_PHRASE": "en casa de Felix", - "REGION_NAME_MEREDITH_HOME_PHRASE": "en el taller de Meredith", - "REGION_NAME_EUGENE_HOME": "Casa de Eugene", - "REGION_NAME_EUGENE_HOME_PHRASE": "en casa de Eugene", - "REGION_NAME_RANGER_OUTPOST": "Puesto de guardas", - "REGION_NAME_TOWN_HALL": "Ayuntamiento", - "REGION_NAME_TOWN_HALL_PHRASE": "en el ayuntamiento", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "en el puesto de guardas", - "REGION_NAME_AMBER_LODGE": "La Posada Ambarina", - "REGION_NAME_POWER_STATION_PHRASE": "en la central energética", - "REGION_NAME_AMBER_LODGE_PHRASE": "en la Posada Ambarina", - "REGION_NAME_POWER_STATION": "Central energética", - "MAP_FEATURE_CAVE": "Cueva", - "MAP_FEATURE_DAILY_ITEM": "Objeto diario", - "MAP_FEATURE_LANDKEEPER_OFFICE": "Oficina de los terratenientes", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Proyecto secreto de Eugene", - "MAP_FEATURE_CRATER": "Cráter", - "MAP_FEATURE_WATER_PIPE": "Tubería", - "MAP_FEATURE_RUINS": "Ruinas", - "MAP_FEATURE_DINO_QUARRY": "Cantera de Dino", - "MAP_FEATURE_CAMPSITE": "Campamento", - "MAP_FEATURE_TOWN_WEST_RIVER": "Arroyo de Atata", - "MAP_FEATURE_DIVEAL_ISLAND": "Isla de las Submafocas", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Perturbación desconocida", - "MAP_FEATURE_TOWN_BRIDGE": "Puente de Villapuerto", - "MAP_FEATURE_FARM_BRIDGE": "Puente de Atata", - "MAP_FEATURE_FARM_PLOT": "Huerto de calabazas", - "MAP_FEATURE_STICKER_MERCHANTS": "Vendedores de calcomanías", - "MOVE_SMACK_NAME": "Golpe", - "MOVE_SLICE_NAME": "Corte", - "MOVE_DOUBLE_SMACK_NAME": "Doble golpe", - "MOVE_DOUBLE_SLICE_NAME": "Doble corte", - "MOVE_MULTI_SMACK_NAME": "Multigolpe", - "MOVE_MULTI_SHOT_NAME": "Multicorte", - "MOVE_WALLOP_NAME": "Golpazo", - "MOVE_CLOBBER_NAME": "Dos por uno", - "MOVE_BISHBASHBOSH_NAME": "Hay para todos", - "MOVE_THE_OLD_1_2_NAME": "El típico 1-2", - "MOVE_SPIT_NAME": "Escupitajo", - "MOVE_SPRAY_NAME": "Lluvia", - "MOVE_ENERGY_SHOT_NAME": "Proyectil de energía", - "MOVE_ENERGY_WAVE_NAME": "Onda de energía", - "MOVE_COATING_WATER_NAME": "Capa de agua", - "MOVE_COATING_PLASTIC_NAME": "Capa de plástico", - "MOVE_COATING_EARTH_NAME": "Capa de tierra", - "MOVE_COATING_AIR_NAME": "Capa de aire", - "MOVE_COATING_FIRE_NAME": "Capa de fuego", - "MOVE_COATING_ASTRAL_NAME": "Capa astral", - "MOVE_COATING_LIGHTNING_NAME": "Capa de rayo", - "MOVE_COATING_METAL_NAME": "Capa de metal", - "MOVE_COATING_BEAST_NAME": "Capa de bestia", - "MOVE_COATING_ELEMENTAL_NAME": "Capa elemental", - "MOVE_COATING_PLANT_NAME": "Capa de planta", - "MOVE_COATING_POISON_NAME": "Capa de veneno", - "MOVE_COATING_ICE_NAME": "Capa de hielo", - "MOVE_INFLAME_NAME": "Proyectil flamígero", - "MOVE_COATING_GLASS_NAME": "Capa de cristal", - "MOVE_INCINERATE_NAME": "Impacto flamígero", - "MOVE_BRICK_BLAST_NAME": "Bloque volador", - "MOVE_FIRE_WALL_NAME": "Muro de fuego", - "MOVE_BEAST_WALL_NAME": "Muro de bestia", - "MOVE_PLANT_WALL_NAME": "Muro de planta", - "MOVE_METAL_WALL_NAME": "Muro de metal", - "MOVE_ICE_WALL_NAME": "Muro de hielo", - "MOVE_POISON_WALL_NAME": "Muro de veneno", - "MOVE_ELEMENTAL_WALL_NAME": "Muro elemental", - "MOVE_PLASTIC_WALL_NAME": "Muro de plástico", - "MOVE_WATER_WALL_NAME": "Muro de agua", - "MOVE_ASTRAL_WALL_NAME": "Muro astral", - "MOVE_LIGHTNING_WALL_NAME": "Muro de rayo", - "MOVE_AIR_WALL_NAME": "Muro de aire", - "MOVE_EARTH_WALL_NAME": "Muro de tierra", - "MOVE_GLASS_WALL_NAME": "Muro de cristal", - "MOVE_DEJAVU_NAME": "Déjà vu", - "MOVE_AP_STEAL_NAME": "Robo de PA", - "MOVE_AP_BOOST_NAME": "Aumento de PA", - "MOVE_AP_DRAIN_NAME": "Reducción de PA", - "MOVE_REVENGE_STRIKE_NAME": "Ataque vengador", - "MOVE_PREEMPTIVE_STRIKE_NAME": "Ataque preventivo", - "MOVE_AP_REFUND_NAME": "Devolución de PA", - "MOVE_SELF_DESTRUCT_NAME": "Autodestrucción", - "MOVE_ROLL_AGAIN_NAME": "Tirada extra", - "MOVE_AP_STARTER_NAME": "Primer PA", - "MOVE_PARRY_STANCE_NAME": "Posición de parada", - "MOVE_LAST_RITES_NAME": "Extremaunción", - "MOVE_HEADSHOT_NAME": "Tiro a la cabeza", - "MOVE_SLEEP_TALK_NAME": "Somniloquia", - "MOVE_COSMIC_KUNAI_NAME": "Kunai cósmico", - "MOVE_SLEEP_WALK_NAME": "Sonambulismo", - "MOVE_HYPNOTIZE_NAME": "Hipnosis", - "MOVE_HP_ABSORB_NAME": "Absorción de vida", - "MOVE_DEFEND_NAME": "Defensa", - "MOVE_RAISE_SHIELDS_NAME": "Escudo", - "MOVE_POISON_POLLEN_NAME": "Polen venenoso", - "MOVE_SNOOZE_SPORE_NAME": "Espora somnífera", - "MOVE_LEECH_NAME": "Parásito", - "MOVE_DODGE_NAME": "Esquiva", - "MOVE_FOCUS_NAME": "Concentración", - "MOVE_SPRINT_NAME": "Correr", - "MOVE_WINK_NAME": "Guiño", - "MOVE_FLIRT_NAME": "Coqueteo", - "MOVE_PEEKABOO_NAME": "¡Cucú!", - "MOVE_TRIP_NAME": "Trabamiento", - "MOVE_NOD_NAME": "Ademán", - "MOVE_CRITICIZE_NAME": "Crítica", - "MOVE_COMPLIMENT_NAME": "Elogio", - "MOVE_SHARPEN_NAME": "Piedra de afilar", - "MOVE_RAISE_ARMS_NAME": "Posición ofensiva", - "MOVE_JUMP_SCARE_NAME": "Salto terrorífico", - "MOVE_HOT_POTATO_NAME": "Papa caliente", - "MOVE_ZOOMIES_NAME": "A todo correr", - "MOVE_QUICK_SMACK_NAME": "Golpe rápido", - "MOVE_TAUNT_NAME": "Burla", - "MOVE_SURE_FIRE_NAME": "La mano en el fuego", - "MOVE_BE_RANDOM_NAME": "¡¡¡aL aZar!1!", - "MOVE_DOG_YEARS_NAME": "Años perrunos", - "MOVE_COPYCAT_NAME": "Copión", - "MOVE_COPYCAT_TITLE": "Copión: {move_name}", - "MOVE_GLITTER_BOMB_NAME": "Bomba de brillantina", - "MOVE_PROVOKE_NAME": "Provocación", - "MOVE_HIBERNATE_NAME": "Hibernación", - "MOVE_MEDITATE_NAME": "Meditación", - "MOVE_SUMMON_TULPA_NAME": "Invocar tulpa", - "MOVE_LIGHTNING_BOLT_NAME": "¡Rayos!", - "MOVE_FUSION_POWER_NAME": "Poder de la fusión", - "MOVE_FUSION_POWER_GENERATED_NAME": "Poder de la fusión: {suffix} {prefix}", - "MOVE_DESPERATION_NAME": "Desesperación", - "MOVE_CROSSFADE_NAME": "Transición", - "MOVE_DELEGATE_NAME": "Arréglatelas tú", - "MOVE_BITE_NAME": "Mordisco", - "MOVE_BONE_CANNON_NAME": "Cañón de huesos", - "MOVE_STICKY_TONGUE_NAME": "Lengua pegajosa", - "MOVE_ZEPHYR_NAME": "Céfiro", - "MOVE_CHARGE_NAME": "Carga", - "MOVE_SONIC_BOOM_NAME": "Explosión sónica", - "MOVE_BATTERY_NAME": "Batería de golpes", - "MOVE_SCORCH_NAME": "Incendio", - "MOVE_RAPID_FIRE_NAME": "Fuego a discreción", - "MOVE_GEAR_SHEAR_NAME": "Ruedas mordedoras", - "MOVE_BROADCAST_NAME": "Propagación", - "MOVE_UNICAST_NAME": "Atenuación", - "MOVE_SPLINTER_NAME": "Astillas", - "MOVE_WOODCUTTER_NAME": "Cuchilla de madera", - "MOVE_SILICON_SLASH_NAME": "Cuchilla de silicio", - "MOVE_ACID_REFLEX_NAME": "Envenenamiento reflejo", - "MOVE_RADIOACTIVE_NAME": "Radiación", - "MOVE_THROW_NAME": "Lanzamiento", - "MOVE_ICE_BREAKER_NAME": "Rompehielos", - "MOVE_TORRENT_NAME": "Torrente", - "MOVE_TWO_HEADS_NAME": "Bicefalia", - "MOVE_MAGNET_NAME": "Imán", - "MOVE_ECHOLOCATION_NAME": "Ecolocación", - "MOVE_RETRIBUTION_NAME": "Venganza", - "MOVE_THUNDER_BLAST_NAME": "Tormenta eléctrica", - "MOVE_TOWER_DEFENSE_NAME": "Enroque", - "MOVE_GAMBIT_NAME": "Gambito", - "MOVE_HAUNT_NAME": "Forma fantasmal", - "MOVE_BINVITATION_NAME": "Cubinvitación", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "Como un rayo", - "MOVE_CALL_FOR_HELP_NAME": "Llamada de ayuda", - "MOVE_BINVASION_NAME": "Cubinvasión", - "MOVE_FISSION_POWER_NAME": "Poder de la fisión", - "MOVE_RECYCLE_NAME": "Reciclar", - "MOVE_COPPER_CHOP_NAME": "Golpe cúprico", - "MOVE_GALACTIC_BEATDOWN_NAME": "Impacto galáctico", - "MOVE_WINDOW_NAME": "Ventana", - "MOVE_JAGGED_EDGE_NAME": "Partes serradas", - "MOVE_SHARP_EDGES_NAME": "Partes afiladas", - "MOVE_CRYSTAL_LENS_NAME": "Lente cristalino", - "MOVE_GLASS_BONDS_NAME": "Cadenas de cristal", - "MOVE_SHRAPNEL_NAME": "Metralla", - "MOVE_GLASS_CANNON_NAME": "Cañón de cristal", - "MOVE_CLOSE_ENCOUNTER_NAME": "Encuentro cercano", - "MOVE_SPRING_LOAD_NAME": "Muelles", - "MOVE_SHOOTING_STAR_NAME": "Estrella fugaz", - "MOVE_MOUNTAIN_SMASH_NAME": "Fuerte cual montaña", - "MOVE_BLIZZARD_NAME": "Ventisca", - "MOVE_DJINNTOXICATE_NAME": "Yinntoxicación", - "MOVE_TOY_HAMMER_NAME": "Martillo de juguete", - "MOVE_SUCTION_CUP_DART_NAME": "Dardo ventosa", - "MOVE_PLASTIC_KNIFE_NAME": "Cuchillo de plástico", - "MOVE_ACORN_MORTAR_NAME": "Mortero bellotero", - "MOVE_BOIL_NAME": "Ebullición", - "MOVE_TOXIC_STAB_NAME": "Punzada tóxica", - "MOVE_PUSTULE_BOMB_NAME": "Bomba de pus", - "MOVE_RADIATION_BREATH_NAME": "Aliento radiactivo", - "MOVE_WONDERFUL_7_NAME": "Siete maravillas", - "MOVE_SNOW_RUSH_NAME": "Nevada", - "MOVE_POLE_VAULT_ASSAULT_NAME": "Paliza de las alturas", - "MOVE_YULE_REGRET_THAT_NAME": "Escarmiento navideño", - "MOVE_HURRICANE_NAME": "Huracán", - "MOVE_SANDSTORM_NAME": "Polvareda", - "MOVE_METEOR_BARRAGE_NAME": "Lluvia de meteoritos", - "MOVE_CLOCKWORK_MOUSE_NAME": "Ratón mecánico", - "MOVE_METAL_RIFF_NAME": "Heavy metal", - "MOVE_BOTTLE_VOLLEY_NAME": "Lluvia de botellas", - "MOVE_MOONSHINE_NAME": "Luz de luna", - "MOVE_AVALANCHE_NAME": "Avalancha", - "MOVE_FOG_NAME": "Niebla", - "MOVE_CHANGE_THE_RECORD_NAME": "Cambio de cinta", - "MOVE_AP_DONATE_NAME": "Donación de PA", - "MOVE_AP_FACTORY_NAME": "Fuente de PA", - "MOVE_SHIELD_BASH_NAME": "Golpe de escudo", - "MOVE_PRISMATIC_NAME": "Prisma", - "MOVE_ICICLE_DART_NAME": "Dardo de carámbano", - "MOVE_CRUMBLE_NAME": "Derrocamiento", - "MOVE_BAD_JOKE_NAME": "Chiste malo", - "MOVE_HEROIC_BLADE_NAME": "Espada de los Héroes", - "MOVE_SUPERHEATED_FIST_NAME": "Puño ardiente", - "MOVE_GUZZLE_FUEL_NAME": "Consumo de gasolina", - "MOVE_DAMAGE_ROLL_NAME": "Tirada de daño", - "MOVE_COPY_THAT_NAME": "Espejo", - "MOVE_FROZEN_GROUND_NAME": "Suelo helado", - "MOVE_STONY_LOOK_NAME": "Mirada de gorgona", - "MOVE_PUMPKIN_PIE_NAME": "Pastel de calabaza", - "MOVE_BUSHFIRE_NAME": "Zarza ardiente", - "MOVE_TRAFFIC_JAM_NAME": "Atasco", - "MOVE_SUIT_UP_NAME": "Ponte traje", - "MOVE_COTTON_ON_NAME": "El algodón engaña", - "MOVE_MIND_MELD_NAME": "Enlace mental", - "MOVE_UNDERTOW_NAME": "Resaca", - "MOVE_NEW_LEAF_NAME": "Hojas nuevas", - "MOVE_FAIR_FIGHT_NAME": "Combate limpio", - "MOVE_ABRAMACABRA_NAME": "Abramacabra", - "MOVE_ABRAMACABRA_ATTACK_NAME": "Misil macabro", - "MOVE_DOC_LEAF_NAME": "Hierba medicinal", - "MOVE_REVOLVING_DOOR_NAME": "Puerta giratoria", - "MOVE_BLOOD_DONATION_NAME": "Donación de sangre", - "MOVE_NURSE_NAME": "Primeros auxilios", - "MOVE_CLAY_FIRED_NAME": "Arcilla reforzada", - "MOVE_COAL_STORY_NAME": "Ascua voladora", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Resistencia a bestia", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Resistencia a fuego", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Resistencia a plástico", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Resistencia a planta", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Resistencia a agua", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Resistencia a astral", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Resistencia a veneno", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Toma de tierra", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Resistencia a hielo", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Resistencia a aire", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Resistencia a tierra", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Resistencia a metal", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Resistencia a cristal", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Resistencia a brillantina", - "MOVE_WATER_DANCE_NAME": "Danzarín del agua", - "MOVE_STAB_IN_THE_DARK_NAME": "Puñalada a ciegas", - "MOVE_WATERWORKS_NAME": "Lloradera", - "MOVE_STARTER1_ATTACK_NAME": "Proyectil dulce", - "MOVE_STARTER1_PASSIVE_NAME": "Subida de azúcar", - "MOVE_STARTER2_ATTACK_NAME": "Ariete", - "MOVE_STARTER2_PASSIVE_NAME": "Oveja que bala", - "MOVE_CATEGORY_MELEE": "Ataque cuerpo a cuerpo", - "MOVE_CATEGORY_RANGED": "Ataque a distancia", - "MOVE_CATEGORY_STATUS": "Efecto de estado", - "MOVE_CATEGORY_MISC": "Varios", - "MOVE_DESCRIPTION_HIT_ONE": "Impacta a un objetivo.", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Impacta a un equipo entero. Destruye los muros.", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Impacta a un objetivo. No es posible esquivarlo.", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Impacta a un objetivo. Tiene prioridad sobre otros movimientos.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Impacta a un objetivo varias veces.", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Impacta a un objetivo, pero también daña un poco a quien lo usa.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Impacta a un objetivo varias veces y tiene prioridad sobre otros movimientos.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Impacta a un objetivo varias veces y tiene menos prioridad que otros movimientos.", - "MOVE_DESCRIPTION_HIT_TEAM": "Impacta a un equipo entero.", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Impacta varias veces a cada miembro de un equipo.", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Impacta a todos los combatientes excepto el que lo usa.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Impacta a un objetivo. Causa al usuario el efecto \\\"{status_effect}\\\".", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Impacta a un equipo entero. Causa al usuario el efecto \\\"{status_effect}\\\".", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Impacta a un equipo entero. Causa a los objetivos el efecto \\\"{status_effect}\\\".", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "Impacta a un objetivo y reduce su evasión.", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "Impacta a un objetivo y reduce su precisión.", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "La velocidad de quien lo usa aumenta de forma pasiva en proporción con los PV que pierda.", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "La evasión de quien lo usa aumenta de forma pasiva en proporción con los PV que pierda.", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Reduce de forma pasiva el daño de {type} en un {percent} % y anula cualquier reacción que pudiera ocurrir. No afecta a los golpes críticos.", - "MOVE_DESCRIPTION_NURSE": "Hace que un objetivo recupere un 50 % de sus PV máximos.", - "MOVE_DESCRIPTION_METAL_RIFF": "Impacta a un equipo entero. Si lo equipa un monstruo de tipo metal, el movimiento pasa a ser de tipo aire.", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "Roba el muro del objetivo y se la aplica a quien lo usa.", - "MOVE_DESCRIPTION_BLOOD_DONATION": "Reduce a la mitad los PV de quien lo usa y le otorga esa cantidad al objetivo.", - "MOVE_DESCRIPTION_FAIR_FIGHT": "Impide que se apliquen efectos de estado nuevos durante tres turnos.", - "MOVE_DESCRIPTION_NEW_LEAF": "Elimina los efectos de estado del objetivo.", - "MOVE_DESCRIPTION_BUSHFIRE": "Cambia el tipo de quien lo usa a fuego y hace que cause daño de fuego a quien lo toque, pero le aplica el efecto \\\"quemadura\\\".", - "MOVE_DESCRIPTION_UNDERTOW": "Impacta al último combatiente que haya actuado antes de este movimiento.", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "Aumenta la velocidad y la generación de PA de quien lo use.", - "MOVE_DESCRIPTION_COPY_THAT": "Transforma a quien lo usa en una copia del objetivo.", - "MOVE_DESCRIPTION_FROZEN_GROUND": "Aumenta en gran medida la velocidad de quien lo usa, pero reduce su precisión.", - "MOVE_DESCRIPTION_ICICLE_DART": "Impacta a un objetivo. Utiliza el atributo de velocidad de quien lo usa en lugar del de ataque a distancia.", - "MOVE_DESCRIPTION_SHIELD_BASH": "Impacta a un objetivo. Utiliza el atributo de defensa cuerpo a cuerpo de quien lo usa en lugar del de ataque cuerpo a cuerpo.", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "Quien lo usa lanza un dado de 20 caras y el daño se multiplica por lo que salga. Hay efectos especiales si salen un 1 o un 20.", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Obliga al objetivo a cambiar a otra de sus cintas al azar.", - "MOVE_DESCRIPTION_AP_DONATE": "Pasa al objetivo todos los PA que le queden a quien lo usa.", - "MOVE_DESCRIPTION_AVALANCHE": "Todos los ataques cuerpo a cuerpo de ese turno fallan.", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Los ataques a distancia del objetivo se convierten en ataques cuerpo a cuerpo.", - "MOVE_DESCRIPTION_AP_FACTORY": "Pasa automáticamente todos los PA de quien lo usa a sus aliados al principio de cada turno.", - "MOVE_DESCRIPTION_WALL": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques.", - "MOVE_DESCRIPTION_SPRING_LOAD": "Aplica automáticamente el efecto \\\"muelles\\\" a quien lo usa, si es que no lo tiene ya. El efecto convierte sus ataques cuerpo a cuerpo en ataques a distancia.", - "MOVE_DESCRIPTION_FOG": "Reduce la precisión de los ataques a distancia que no sean de tipo agua, aire o hielo a 0 % durante tres turnos.", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "Quien lo usa echa a volar, de modo que solo pueden impactarlo los ataques a distancia, los ataques de tipo aire u otros personajes voladores.", - "MOVE_DESCRIPTION_COATING": "Cambia el tipo de quien lo usa o de un aliado.", - "MOVE_DESCRIPTION_ABRAMACABRA": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques. El muro dañará además a un enemigo por turno.", - "MOVE_DESCRIPTION_POWER": "Poder", - "MOVE_DESCRIPTION_HITS": "Impactos: {hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "Causa al objetivo el efecto \\\"{status_effect}\\\". Duración en turnos: {duration}.", - "MOVE_DESCRIPTION_ACCURACY": "Precisión: {0} %", - "MOVE_DESCRIPTION_HITS_RANGE": "Impactos: {hits_min}-{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "Causa a quien lo usa el efecto \\\"{status_effect}\\\". Duración en turnos: {duration}.", - "MOVE_DESCRIPTION_CLAY_FIRED": "Se activa cuando quien lo usa sufre daño de tipo fuego a causa de un ataque. Aumenta sus atributos defensivos.", - "MOVE_DESCRIPTION_MIND_MELD": "Quien lo usa puede compartir sus movimientos con sus aliados.", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "Reduce la velocidad de todos los demás combatientes.", - "MOVE_DESCRIPTION_FLINCH_ONE": "Tiene la probabilidad de aplicar al objetivo el estado \\\"intimidación\\\".", - "MOVE_DESCRIPTION_STICKY_TONGUE": "Impacta a un objetivo y reduce su evasión.", - "MOVE_DESCRIPTION_ICE_BREAKER": "Impacta a un objetivo y reduce su velocidad.", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Impacta a un objetivo. Asesta un golpe crítico si ese objetivo ya ha sufrido daño en ese turno.", - "MOVE_DESCRIPTION_AP_STEAL": "Roba 1 PA del objetivo y se lo da a quien lo usa.", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "Le quita 2 PA al objetivo.", - "MOVE_DESCRIPTION_AP_BOOST": "Mejora la generación de PA del objetivo.", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Impacta automáticamente a un enemigo al principio del combate.", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "Tiene la probabilidad de usarse de forma automática al sufrir el impacto de un ataque cuerpo a cuerpo.", - "MOVE_DESCRIPTION_AP_DRAIN": "Reduce la generación de PA del objetivo.", - "MOVE_DESCRIPTION_SPLINTER": "Tiene la probabilidad de causar daño automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo. El daño se basa en la defensa cuerpo a cuerpo de quien lo usa.", - "MOVE_DESCRIPTION_ACID_REFLEX": "Tiene la probabilidad de envenenar automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo.", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "Hace que quien lo usa explote al ser derrotado y cause daño a cuantos lo rodeen.", - "MOVE_DESCRIPTION_RADIOACTIVE": "Tiene la probabilidad de quemar automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo.", - "MOVE_DESCRIPTION_AP_REFUND": "Tiene la probabilidad de devolver automáticamente PA cuando se usa un movimiento.", - "MOVE_DESCRIPTION_AP_STARTER": "Otorga un PA adicional al principio del combate.", - "MOVE_DESCRIPTION_ROLL_AGAIN": "Tiene la probabilidad de usar otro movimiento al azar al final del turno.", - "MOVE_DESCRIPTION_SUIT_UP": "Aumenta la defensa cuerpo a cuerpo y la defensa a distancia de quien lo usa.", - "MOVE_DESCRIPTION_PARRY_STANCE": "Neutraliza y devuelve el primer ataque cuerpo a cuerpo que se reciba en ese turno.", - "MOVE_DESCRIPTION_HP_ABSORB": "Hace que se recupere una cantidad de PV igual al daño causado.", - "MOVE_DESCRIPTION_DEFEND": "Aumenta la defensa cuerpo a cuerpo de quien lo usa.", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "Aumenta la defensa a distancia de quien lo usa.", - "MOVE_DESCRIPTION_DODGE": "Aumenta la evasión de quien lo usa.", - "MOVE_DESCRIPTION_FOCUS": "Aumenta la precisión de quien lo usa.", - "MOVE_DESCRIPTION_SPRINT": "Aumenta la velocidad de quien lo usa.", - "MOVE_DESCRIPTION_WINK": "Reduce el ataque cuerpo a cuerpo del objetivo.", - "MOVE_DESCRIPTION_FLIRT": "Reduce la evasión del objetivo.", - "MOVE_DESCRIPTION_PEEKABOO": "Reduce la precisión del objetivo.", - "MOVE_DESCRIPTION_TRIP": "Reduce la velocidad del objetivo.", - "MOVE_DESCRIPTION_NOD": "Reduce la defensa cuerpo a cuerpo del objetivo.", - "MOVE_DESCRIPTION_CRITICIZE": "Reduce el ataque a distancia del objetivo.", - "MOVE_DESCRIPTION_COMPLIMENT": "Reduce la defensa a distancia del objetivo.", - "MOVE_DESCRIPTION_SHARPEN": "Aumenta el ataque cuerpo a cuerpo de quien lo usa.", - "MOVE_DESCRIPTION_RAISE_ARMS": "Aumenta el ataque a distancia de quien lo usa.", - "MOVE_DESCRIPTION_HOT_POTATO": "Adhiere una bomba al objetivo que explotará si no la pasa inmediatamente mediante un contacto cuerpo a cuerpo.", - "MOVE_DESCRIPTION_SURE_FIRE": "Garantiza que el próximo movimiento del objetivo no falle.", - "MOVE_DESCRIPTION_COTTON_ON": "Durante el próximo turno reducirá al 0 % la precisión de los movimientos esquivables que tengan por objetivo a quien lo usa.", - "MOVE_DESCRIPTION_TAUNT": "Desata la ira del objetivo y lo obliga a usar solo movimientos ofensivos durante los próximos dos turnos.", - "MOVE_DESCRIPTION_DOG_YEARS": "Aumenta la duración de los efectos de estado que tenga aplicados el objetivo.", - "MOVE_DESCRIPTION_BE_RANDOM": "Usa un movimiento al azar de entre los que puedan usarse con los PA disponibles.", - "MOVE_DESCRIPTION_COPYCAT": "Copia el último movimiento que haya usado el objetivo, si se tienen suficientes PA.", - "MOVE_DESCRIPTION_PROVOKE": "Durante tres turnos evita que los enemigos puedan tomar como objetivo directo a los aliados de quien lo usa.", - "MOVE_DESCRIPTION_HIBERNATE": "Hace que quien lo usa se duerma. Mientras esté dormido, recuperará PV cada turno.", - "MOVE_DESCRIPTION_SUMMON_TULPA": "Pide ayuda a los habitantes del plano astral.", - "MOVE_DESCRIPTION_MEDITATE": "Hace que quien lo usa se duerma. Mientras esté dormido, aumentarán sus atributos ofensivos y defensivos cada turno.", - "MOVE_DESCRIPTION_BINVITATION": "Pide ayuda a la nave nodriza.", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Invoca un rayono como aliado temporal.", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "Tiene la probabilidad de invocar un aliado temporal.", - "MOVE_DESCRIPTION_FUSION_POWER": "Tiene un efecto único de esta fusión específica.", - "MOVE_DESCRIPTION_FISSION_POWER": "Quien lo usa entra en proceso de fisión y se divide en dos copias.", - "MOVE_DESCRIPTION_CROSSFADE": "Cambia la forma de quien lo usa, pero aplica una capa que hace que siga siendo del mismo tipo.", - "MOVE_DESCRIPTION_DESPERATION": "Causa más daño si le quedan pocos PV a quien lo usa.", - "MOVE_DESCRIPTION_DELEGATE": "Pasa los efectos de estado de quien lo usa a su aliado.", - "MOVE_DESCRIPTION_BITE": "Impacta a un objetivo y además cura un poco a quien lo usa.", - "MOVE_DESCRIPTION_BATTERY": "Impacta a un objetivo dos veces. Produce golpes críticos si se usa después de \\\"Carga\\\".", - "MOVE_DESCRIPTION_BOIL": "Impacta a un objetivo. Tiene una probabilidad de causar al objetivo el efecto \\\"quemadura\\\".", - "MOVE_DESCRIPTION_DJINNTOXICATE": "Impacta a un objetivo y le causa el estado \\\"confusión\\\".", - "MOVE_DESCRIPTION_COAL_STORY": "Impacta a un objetivo y le causa el estado \\\"quemadura\\\".", - "MOVE_DESCRIPTION_TOXIC_STAB": "Impacta a un objetivo y le causa el estado \\\"veneno\\\".", - "MOVE_DESCRIPTION_SANDSTORM": "Impacta a un equipo entero y reduce en un turno la duración de los efectos de estado que tengan aplicados sus miembros.", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "Impacta a un equipo entero y causa a sus miembros el estado \\\"veneno\\\".", - "MOVE_DESCRIPTION_WONDERFUL_7": "Impacta a un objetivo y le causa una reducción al azar.", - "MOVE_DESCRIPTION_THROW": "Utiliza un muro como proyectil. El daño se multiplica por los turnos que le quedaran.", - "MOVE_DESCRIPTION_RECYCLE": "Destruye el muro de quien lo usa y le otorga la cantidad de turnos que tenga como PA.", - "MOVE_DESCRIPTION_MAGNET": "Se usa automáticamente al principio del combate sin costo en PA. Evita que los enemigos puedan fijar como objetivo a los aliados de quien lo usa. Duración en turnos: {duration}.", - "MOVE_DESCRIPTION_RETRIBUTION": "Se activa cuando un aliado es derrotado. Aumenta los atributos ofensivos de quien lo usa.", - "MOVE_DESCRIPTION_STATUS_STARTER": "Se usa automáticamente al principio del combate sin costo en PA. Aplica a quien lo usa el estado \\\"{status_effect}\\\". Duración en turnos: {duration}.", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "Cambia el tipo de quien lo usa a tierra y aumenta sus atributos defensivos. Se activa la primera vez que su vida baja de la mitad.", - "MOVE_DESCRIPTION_THUNDER_BLAST": "Golpea a un objetivo, que recibe 30 puntos adicionales de daño de tipo aire.", - "MOVE_DESCRIPTION_GAMBIT": "Aumenta en gran medida todos los atributos de quien lo usa, pero al cabo de tres turnos la cinta se rompe.", - "MOVE_DESCRIPTION_HAUNT": "Quien lo usa se convierte en un fantasma y no puede ser objeto de ataques, pero al cabo de tres turnos la cinta se rompe.", - "MOVE_DESCRIPTION_BINVASION": "Impacta a un objetivo tantas veces como cubinvasores haya en el equipo de quien lo usa.", - "MOVE_DESCRIPTION_COPPER_CHOP": "Impacta a un objetivo y le causa el estado \\\"vibración\\\" si es de tipo cristal o metal.", - "MOVE_DESCRIPTION_WINDOW": "Permite que los ataques a distancia atraviesen muros e impacten al objetivo.", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Causa daño al objetivo cada vez que se transforma.", - "MOVE_DESCRIPTION_SHARP_EDGES": "Hace que quien lo usa cause daño cuando se produce un daño por contacto. Duración en turnos: {duration}.", - "MOVE_DESCRIPTION_JAGGED_EDGE": "Causa daño automáticamente al atacante cuando falla un ataque destinado a quien lo usa.", - "MOVE_DESCRIPTION_BLIZZARD": "Golpea a un equipo entero y reduce la precisión de sus miembros.", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Impacta a un objetivo y reduce su defensa cuerpo a cuerpo.", - "MOVE_DESCRIPTION_TRICK": "Aplica al objetivo una reducción al azar.", - "MOVE_DESCRIPTION_TREAT": "Aplica al objetivo una mejora al azar.", - "MOVE_DESCRIPTION_CRUMBLE": "Destruye todos los muros y causa a cada combatiente un daño proporcional a los turnos que le quedan a su muro.", - "MOVE_DESCRIPTION_PRISMATIC": "Hace que quien lo usa cambie de tipo al azar al final de cada turno.", - "MOVE_DESCRIPTION_BAD_JOKE": "Quien lo usa cuenta un chiste al azar. Aparte de eso, no tiene ningún efecto.", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTENCIA", - "MOVE_DESCRIPTION_WATER_DANCE": "Impacta a un objetivo. Utiliza el atributo de velocidad de quien lo usa en lugar del de ataque cuerpo a cuerpo.", - "MOVE_BLOOD_DONATION_TOAST": "DONACIÓN", - "MOVE_NEW_LEAF_TOAST": "EFECTOS ELIMINADOS", - "MOVE_DAMAGE_ROLL_TOAST": "TIRADA: {n}", - "MOVE_AP_STEAL_TOAST": "ROBO", - "MOVE_GUZZLE_FUEL_TOAST": "CONSUMO", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "DURACIÓN AUMENTADA", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "DURACIÓN REDUCIDA", - "MOVE_SUMMON_SPAWNS.m": "¡{spawn} acude a la llamada!", - "MOVE_SUMMON_SPAWNS.f": "¡{spawn} acude a la llamada!", - "MOVE_AP_REFUND_TOAST": "DEVOLUCIÓN", - "MOVE_SUMMON_SPAWNS.n": "¡{spawn} acude a la llamada!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "de la naturaleza", - "MOVE_FUSION_POWER_PREFIX_beast_2": "de los huesos", - "MOVE_FUSION_POWER_PREFIX_beast_3": "de las fieras", - "MOVE_FUSION_POWER_PREFIX_beast_4": "de lo primitivo", - "MOVE_FUSION_POWER_PREFIX_beast_5": "de los cráneos", - "MOVE_FUSION_POWER_PREFIX_beast_6": "de la ira", - "MOVE_FUSION_POWER_PREFIX_beast_7": "del frenesí", - "MOVE_FUSION_POWER_PREFIX_fire_1": "del averno", - "MOVE_FUSION_POWER_PREFIX_fire_2": "de las ascuas", - "MOVE_FUSION_POWER_PREFIX_fire_3": "de las llamas", - "MOVE_FUSION_POWER_PREFIX_fire_4": "del ardor", - "MOVE_FUSION_POWER_PREFIX_fire_5": "del fuego", - "MOVE_FUSION_POWER_PREFIX_fire_6": "del magma", - "MOVE_FUSION_POWER_PREFIX_fire_7": "de los volcanes", - "MOVE_FUSION_POWER_PREFIX_poison_1": "de la ponzoña", - "MOVE_FUSION_POWER_PREFIX_poison_2": "de lo nocivo", - "MOVE_FUSION_POWER_PREFIX_poison_3": "de lo tóxico", - "MOVE_FUSION_POWER_PREFIX_poison_4": "de lo químico", - "MOVE_FUSION_POWER_PREFIX_poison_5": "de lo violáceo", - "MOVE_FUSION_POWER_PREFIX_poison_6": "de lo infeccioso", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "de lo sintético", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "de lo resistente", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "del reciclaje", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "de lo artificial", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "de la basura", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "de lo modular", - "MOVE_FUSION_POWER_PREFIX_plant_1": "de lo perenne", - "MOVE_FUSION_POWER_PREFIX_plant_2": "de lo rural", - "MOVE_FUSION_POWER_PREFIX_plant_3": "de lo frondoso", - "MOVE_FUSION_POWER_PREFIX_plant_4": "de las flores", - "MOVE_FUSION_POWER_PREFIX_plant_5": "del verdor", - "MOVE_FUSION_POWER_PREFIX_plant_6": "de lo tropical", - "MOVE_FUSION_POWER_PREFIX_plant_7": "de lo suculento", - "MUSKRATEER_DESCRIPTION": "una rata con espada y sombrero", - "MUSKRATEER_LORE_1": "Es habitual ver a los mosqueterrata afilando su espada contra alguna roca de las cuevas en las que habitan. También se les puede ver batiéndose en duelo contra los escuderazados con los que se cruzan.", - "RATCOUSEL_NAME": "Ratiovivo", - "MUSKRATEER_LORE_2": "\\\"Los tres mosqueteros\\\" es una famosa novela francesa escrita por Alexandre Dumas. Cuenta la historia de un grupo de espadachines aventureros en el París del siglo XVII.", - "RATCOUSEL_NAME_PREFIX": "Rat", - "RATCOUSEL_NAME_SUFFIX": "tiovivo", - "RATCOUSEL_LORE_2": "Se conoce como \\\"rey de las ratas\\\" a un grupo de ratas cuyas colas han quedado de algún modo pegadas o anudadas entre sí.", - "RATCOUSEL_LORE_1": "Los ratiovivo son seres enormes con cierto parecido a los tiovivos de las ferias. Se dice que las \\\"ratas\\\" más pequeñas que giran de forma constante en la base de su cuerpo solo abren los ojos en el momento en que el ratiovivo muere.", - "POMBOMB_NAME": "Pomebomba", - "RATCOUSEL_DESCRIPTION": "un enorme tiovivo", - "POMBOMB_NAME_PREFIX": "Pome", - "POMBOMB_LORE_1": "Todo el mundo está de acuerdo en que los pomebomba son uno de los seres más cariñosos de Nueva Wirral. De no ser por su tendencia a incendiar accidentalmente cuanto los rodea, serían muy buenos como animales de compañía.", - "POMBOMB_NAME_SUFFIX": "bomba", - "POMBOMB_LORE_2": "El pomerania es una raza muy apreciada de perro doméstico. Se caracteriza por su pequeño tamaño y su abundante pelaje. Su nombre proviene de una región histórica de Europa, situada al sur del mar Báltico.", - "POMBOMB_DESCRIPTION": "un perro fogoso", - "SPITZFYRE_NAME_PREFIX": "Spitz", - "SPITZFYRE_NAME": "Spitzfalla", - "SPITZFYRE_NAME_SUFFIX": "falla", - "SPITZFYRE_LORE_2": "El spitz es un tipo de perro que tiene varias subrazas. Se caracteriza por su abundante pelaje y sus orejas puntiagudas.", - "SPITZFYRE_LORE_1": "Los spitzfalla han desarrollado a tal punto su capacidad para escupir fuego que tienen que llevar anteojos protectores. Es para evitar que les afecte el humo que causan sin darse cuenta cuando hacen que algo arda.", - "SPITZFYRE_DESCRIPTION": "un perro con anteojos protectores", - "ELFLESS_NAME": "Elfolfo", - "ELFLESS_NAME_PREFIX": "Elfo", - "ELFLESS_NAME_SUFFIX": "olfo", - "GRAMPUS_NAME": "Krampuñón", - "ELFLESS_DESCRIPTION": "un elfo con cara de madera", - "ELFLESS_LORE_2": "En la tradición europea, los elfos son seres pequeños y traviesos con versiones muy diferentes según el tiempo y el lugar en que aparezcan. Como ocurre con las hadas, pueden representarse amables, revoltosos o incluso malignos.", - "ELFLESS_LORE_1": "Para ocultar sus verdaderas emociones, los elfolfos se hacen máscaras rudimentarias de corteza de árbol a las que pintan una sonrisa. Hay rumores no confirmados que dicen que un día al año todos los elfolfos se reúnen para cambiarse la máscara por una nueva.", - "GRAMPUS_NAME_PREFIX": "Kramp", - "GRAMPUS_NAME_SUFFIX": "puñón", - "GRAMPUS_LORE_2": "Al contrario que el benigno San Nicolás, el Krampus es un ser de fantasía cuyo deseo es castigar durante la época navideña a los niños que se han portado mal. Se suele representar con patas de cabra y una expresión aterradora.", - "GRAMPUS_DESCRIPTION": "un yeti enfadado", - "FAERIOUS_NAME": "Hadabreado", - "GRAMPUS_LORE_1": "Los krampuñón son la forma que adoptan los elfolfo adultos. Haber pasado toda su vida ocultando sus emociones los convierte en moles destructivas que solo ansían llevar a los demás su sufrimiento, y más aún durante las épocas festivas.", - "FAERIOUS_NAME_PREFIX": "Hada", - "FAERIOUS_NAME_SUFFIX": "breado", - "FAERIOUS_LORE_2": "En las historias de fantasía contemporánea, los elfos suelen aparecer como guerreros elegantes y ágiles. Como su versión tradicional, los elfos pueden ser aliados de los humanos, o enfrentarse a ellos.", - "FAERIOUS_LORE_1": "Los hadabreados son elfolfos que canalizaron la furia que antes ocultaban para mejorar su capacidad de combate. Atacan a sus enemigos blandiendo una espada hecha de hielo y paran sus golpes con un escudo de corteza de árbol.", - "FAERIOUS_DESCRIPTION": "un elfo que blande una espada", - "ICEPECK_NAME": "Picohielo", - "ICEPECK_NAME_PREFIX": "Hielo", - "ICEPECK_NAME_SUFFIX": "hielo", - "SIRENADE_NAME_PREFIX": "Siren", - "SIRENADE_NAME": "Sirenata", - "SIRENADE_LORE_1": "Los sirenatas son seres especialmente escandalosos que al cantar amplifican su voz mediante el micrófono y los altavoces que tienen en cola y alas. No parece que les preocupe mucho saber si a quienes están a su alrededor les parece que cantan demasiado alto.", - "SIRENADE_NAME_SUFFIX": "enata", - "SIRENADE_LORE_2": "Las sirenas son seres de la mitología griega cuya aparición más conocida se produjo en la \\\"Odisea\\\", de Homero. Se las describe como mujeres aladas con rasgos de pájaro, capaces de atraer a los hombres hacia su perdición mediante su hermoso y cautivador canto.", - "SIRENADE_DESCRIPTION": "una bestia alada con un micrófono por cola", - "DECIBELLE_NAME": "Decibella", - "DECIBELLE_NAME_PREFIX": "Decib", - "DECIBELLE_LORE_1": "Se ven muy pocos decibella en estado salvaje. Los primeros habitantes de Nueva Wirral contaban a media voz que habían visto dragones blancos entre las nubes, pero no se sabe a ciencia cierta si lo que veían eran decibella o simplemente estaban perdiendo el juicio.", - "DECIBELLE_NAME_SUFFIX": "bella", - "DECIBELLE_DESCRIPTION": "una bestia alada adornada con cintas", - "DECIBELLE_LORE_2": "Las arpías aparecen en la mitología griega como manifestaciones del viento y las tormentas. Como a las sirenas, se las describe como seres mitad ave y mitad humano.", - "CARNIVIPER_NAME": "Carnavíbora", - "CARNIVIPER_NAME_PREFIX": "Carnav", - "CARNIVIPER_NAME_SUFFIX": "íbora", - "CARNIVIPER_LORE_2": "El tsuchinoko es un ser de la cultura popular japonesa. Se parece a una serpiente y se dice que tiene los colmillos venenosos propios de una víbora, pero el cuerpo más achatado.", - "CARNIVIPER_LORE_1": "Pese a su aspecto sonriente, los carnavíbora tienen muy mal humor. Son muy celosos de su territorio y atacan a cualquiera que se acerque y consideren una amenaza… lo cual suele ser el caso para casi todo lo que se mueve.", - "MASQUERATTLE_NAME": "Mascarascabel", - "MASQUERATTLE_NAME_PREFIX": "Mascar", - "CARNIVIPER_DESCRIPTION": "una pequeña serpiente enmascarada", - "MASQUERATTLE_NAME_SUFFIX": "ascabel", - "MASQUERATTLE_DESCRIPTION": "una enorme serpiente enmascarada", - "MASQUERATTLE_LORE_2": "Las serpientes y sierpes son muy importantes en casi todas las mitologías del mundo. ¿Por qué será? ¿Serán sus ojos, siempre avizores? ¿Su forma alargada y carente de miembros? ¿O será su picadura mortífera?", - "MASQUERATTLE_LORE_1": "A menudo se cree que los mascarascabel usan las placas que tienen en la cabeza, similares a un rostro, para atraer presas despistadas. Sin embargo, la creencia es errónea, porque el rostro que tienen en la cabeza da tanto miedo que no podría convencer a nadie para acercarse.", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué aspecto serpentino quieres representar?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "La elegancia", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "La fiereza", - "MARDIUSA_NAME": "Carnestoledusa", - "MARDIUSA_NAME_PREFIX": "Carnestol", - "MARDIUSA_NAME_SUFFIX": "medusa", - "MARDIUSA_DESCRIPTION": "una mujer serpentina enmascarada", - "MARDIUSA_LORE_2": "En la mitología griega, medusa es una de las gorgonas, tres mujeres con serpientes por cabello, capaces de convertir en piedra a cualquiera que las mirara a los ojos.", - "MARDIUSA_LORE_1": "Los carnestoledusas no son individuos, sino mentes colectivas, en este caso una agrupación de pequeños seres serpentinos con un objetivo común: que parezca que el carnestoledusa va vestido para un baile de máscaras muy elegante… y que se lo pase muy bien.", - "JORMUNGOLD_NAME": "Jormungáureo", - "JORMUNGOLD_NAME_PREFIX": "Jormung", - "JORMUNGOLD_NAME_SUFFIX": "áureo", - "JORMUNGOLD_LORE_2": "En la mitología nórdica, Jörmundandr es la gran serpiente que, según la profecía, indicará el comienzo del fin del mundo.", - "JORMUNGOLD_LORE_1": "Curiosamente, las alas del jormungáureo no son capaces de hacerlo despegar del suelo, sino que lo ayudan a arrastrarse a gran velocidad, ya que cada batido de alas le proporciona un tremendo impulso.", - "JORMUNGOLD_DESCRIPTION": "una enorme serpiente alada", - "AEROBOROS_NAME_PREFIX": "Aero", - "AEROBOROS_NAME": "Aeróboro", - "AEROBOROS_LORE_1": "El aeróboro es capaz de hacer pasar el viento a través del círculo que forma su cuerpo. A continuación, lo proyecta a gran velocidad para derribar a sus enemigos.", - "AEROBOROS_NAME_SUFFIX": "óboro", - "TRAFFIKRAB_NAME": "Trafikangrejo", - "AEROBOROS_DESCRIPTION": "un círculo serpentino volador", - "AEROBOROS_LORE_2": "El uróboro es un símbolo ancestral que representa el ciclo de la vida, la muerte y el renacimiento. Se representa como una serpiente que se come su propia cola, formando así un círculo.", - "TRAFFIKRAB_NAME_PREFIX": "Trafi", - "TRAFFIKRAB_NAME_SUFFIX": "kangrejo", - "TRAFFIKRAB_LORE_2": "El cono de carretera lo inventó Charles D. Scanlon en la década de 1940 como una forma sencilla y barata de señalizar las obras en la carretera. A menudo se fabrican con plástico naranja o amarillo, y puede añadírseles una franja reflectante blanca para aumentar su visibilidad por la noche.", - "TRAFFIKRAB_LORE_1": "El cono del trafikangrejo no es parte de su cuerpo, sino un simple cono de carretera que la marea arrastró a la costa de Nueva Wirral y que este ser decidió habitar. Se dice que en el pasado buscaban objetos distintos en los que vivir.", - "WEEVILITE_NAME": "Semaforgojo", - "WEEVILITE_NAME_SUFFIX": "orgojo", - "WEEVILITE_NAME_PREFIX": "Semafo", - "TRAFFIKRAB_DESCRIPTION": "un cangrejo con un gran cono de carretera", - "WEEVILITE_LORE_2": "Los primeros semáforos se colocaron en Londres a mediados del siglo XIX. Aquellas señales primitivas funcionaban con lámparas de gas, pero se cambiaron por luces eléctricas a partir de principios del siglo XX.", - "WEEVILITE_LORE_1": "El largo cuello del semaforgojo les permite distinguir desde lejos a los monstruos más débiles. Utilizan destellos alternativos de su ojo verde y su ojo rojo para producir mareos y migrañas a sus presas y dejarlas paralizadas.", - "LOBSTACLE_NAME": "Langostáculo", - "WEEVILITE_DESCRIPTION": "un cangrejo con un semáforo por cabeza", - "LOBSTACLE_NAME_PREFIX": "Langost", - "LOBSTACLE_NAME_SUFFIX": "táculo", - "LOBSTACLE_DESCRIPTION": "un barril de plástico con patas", - "LOBSTACLE_LORE_2": "Las barreras de señalización son de muchos tipos según para qué se necesiten. Además de las barreras que se colocan en la carretera, se han usado a veces neumáticos viejos o barriles de plástico llenos de arena como barreras móviles para regular el tráfico.", - "LOBSTACLE_LORE_1": "Los langostáculo son seres dóciles y pacientes. Cuando se retiran dentro de su \\\"caparazón\\\" de plástico, son tan pesados que es casi imposible moverlos o volcarlos.", - "DANDYLION_NAME": "Dienteleón", - "DANDYLION_NAME_PREFIX": "Diente", - "DANDYLION_NAME_SUFFIX": "león", - "DANDYLION_LORE_2": "Los leones guardianes son adornos chinos tradicionales que suelen verse fuera de los edificios. En el pasado, se creía que ahuyentaban todo mal, de modo que se colocaban en el exterior de los lugares importantes, como tumbas o palacios imperiales.", - "DANDYLION_DESCRIPTION": "un gran león con forma de flor", - "DANDYLION_LORE_1": "Los dienteleón son guardianes leales y protectores. Normalmente se los encuentra a la entrada de cuevas importantes de las verdes llanuras de Nueva Wirral. Si encuentras uno y no ves ninguna cueva cerca, puede que sea señal de que hay algo escondido.", - "BLOSSOMAW_NAME": "Florifauces", - "BLOSSOMAW_NAME_PREFIX": "Flori", - "BLOSSOMAW_NAME_SUFFIX": "fauces", - "BUSHEYE_NAME": "Arbustojo", - "BLOSSOMAW_LORE_2": "Al contrario que las representaciones europeas, los dragones de la mitología china tienen el cuerpo alargado como si fueran serpientes, cuatro patas y no tienen alas. Son un símbolo tradicional de fuerza y de buena suerte.", - "BLOSSOMAW_LORE_1": "Se dice que, tras un largo periodo de hibernación, los dienteleón emergen convertidos en florifauces muy elegantes cuando llega la primavera y empiezan a brotar las primeras flores. Son capaces de escupir enormes nubes de polen igual que un dragón escupiría fuego.", - "BLOSSOMAW_DESCRIPTION": "un dragón alargado con pétalos por melena", - "BUSHEYE_NAME_PREFIX": "Arbust", - "BUSHEYE_NAME_SUFFIX": "ojo", - "DOMINOTH_NAME_PREFIX": "Antif", - "DOMINOTH_NAME": "Antifolilla", - "DOMINOTH_LORE_1": "Los antifolilla se ven a sí mismos como defensores de la paz y se pasan el día patrullando los cielos de las zonas boscosas. Lo único que puede distraerlos de su noble labor son las luces brillantes, como las de las lámparas.", - "DOMINOTH_NAME_SUFFIX": "olilla", - "DOMINOTH_LORE_2": "Mientras que la cultura popular suele asociar las mariposas con la vida y el renacimiento, las polillas suelen ser símbolo de muerte y desgracias.", - "TOKUSECT_NAME_PREFIX": "Toku", - "TOKUSECT_NAME": "Tokusecto", - "DOMINOTH_DESCRIPTION": "una polilla enorme", - "TOKUSECT_NAME_SUFFIX": "secto", - "TOKUSECT_LORE_2": "Tokusatsu es el nombre que reciben las películas y series de televisión japonesas cuyos elementos principales son los efectos especiales y los disfraces. En ellas se ven a menudo monstruos, robots gigantes y combates de superhéroes.", - "TOKUSECT_LORE_1": "Los tokusectos tienen un cuerpo tremendamente aerodinámico, lo que facilita sus técnicas de combate, que se basan en usar sus patas puntiagudas para golpear a sus rivales y producir fuertes corrientes de aire.", - "WINGLOOM_NAME": "Coriciántropo", - "TOKUSECT_DESCRIPTION": "un guerrero insectoide", - "WINGLOOM_NAME_PREFIX": "Coricia", - "WINGLOOM_NAME_SUFFIX": "ántropo", - "WINGLOOM_LORE_2": "No se sabe con certeza qué hace que las polillas se vean atraídas por la luz artificial. Una de las teorías al respecto afirma que las polillas utilizan la luna para orientarse mientras vuelan.", - "WINGLOOM_LORE_1": "Las bombillas de la cabeza de los malasalas producen una corriente eléctrica que les recorre todo el cuerpo. La luz que generan se comunica con sus ojos, lo cual les permite ver perfectamente de noche.", - "CAPTAIN_JUDAS_SUBTITLE": "Superviviente nato", - "CAPTAIN_CLEEO_NAME": "Guarda mayor Cle-0", - "CAPTAIN_CLEEO_NAME_SHORT": "Cle-0", - "CAPTAIN_CLEEO_SUBTITLE": "Mecanoide de casino", - "CAPTAIN_LODESTEIN_NAME": "Guarda mayor Ray O'Farrell", - "CAPTAIN_LODESTEIN_NAME_SHORT": "Ray", - "CAPTAIN_LODESTEIN_SUBTITLE": "Electricista", - "CAPTAIN_DREADFUL_NAME_SHORT": "Agnes", - "CAPTAIN_DREADFUL_NAME": "Guarda mayor Agnes Pectro", - "CAPTAIN_DREADFUL_SUBTITLE": "Burladora de la muerte", - "CAPTAIN_GLADIOLA_NAME": "Guarda mayor Gladiola", - "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", - "CAPTAIN_GLADIOLA_SUBTITLE": "Maestra de la espada", - "CAPTAIN_HEATHER_NAME": "Guarda mayor Olga", - "CAPTAIN_HEATHER_NAME_SHORT": "Olga", - "CAPTAIN_HEATHER_SUBTITLE": "Meteoróloga", - "CAPTAIN_BUFFY_NAME": "Guarda mayor Mazas", - "CAPTAIN_BUFFY_NAME_SHORT": "Mazas", - "CAPTAIN_BUFFY_SUBTITLE": "Fisicoculturista", - "CAPTAIN_CYBIL_NAME": "Guarda mayor Cybil", - "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", - "CAPTAIN_CYBIL_SUBTITLE": "Presentadora de radio", - "CAPTAIN_CODEY_NAME": "Guarda mayor Codi", - "CAPTAIN_CODEY_NAME_SHORT": "Codi", - "CAPTAIN_CODEY_SUBTITLE": "Hacker de cintas", - "RANGER_TRADER_NAME": "Guarda Wilma", - "RANGER_TRADER_NAME_SHORT": "Wilma", - "RANGER_BODYBUILDER_NAME": "Guarda Jim", - "INTERDIMENSIONAL_POSTMAN_NAME": "Cartero interdimensional", - "AMBER_NAME": "Amber", - "DORIAN_NAME": "Dorian", - "SPRINGHEEL_NAME": "Botajack", - "JACQUELINE_NAME": "Jacqueline", - "SPRINGHEEL_NAME_PREFIX": "Bota", - "SPRINGHEEL_LORE_1": "El pasatiempo favorito de los botajack es esconderse detrás de una esquina, al abrigo de la noche, para saltar y sorprender a sus víctimas. Por lo visto, se hacen las \\\"alas\\\" con trapos viejos.", - "SPRINGHEEL_NAME_SUFFIX": "jack", - "SPRINGHEEL_DESCRIPTION": "un diablillo con botas de cuero", - "SPRINGHEEL_LORE_2": "Durante un tiempo, en la Inglaterra victoriana, se decía que un extraño ser conocido como Spring-heeled Jack (\\\"Jack el de los muelles en los talones\\\") acechaba por las noches. Nunca se capturó al tal Jack, pero sus avistamientos se convirtieron en leyenda urbana.", - "SAME_FUSION_NAME_10": "Mega {0}", - "AA_MORGANTE_NAME": "Morganta", - "AA_MORGANTE_FULL_NAME": "Arcángel Morganta", - "AA_OLDGANTE_NAME": "Morganta", - "OLDGANTE_LORE_2": "Su cuerpo fue destrozado. Es difícil imaginar qué clase de poder pudo hacer algo así.", - "AA_OLDGANTE_SUBTITLE": "Espíritu destrozado", - "ROGUE_FUSION_SUBTITLE": "Fusión salvaje", - "OLDGANTE_LORE_1": "Un arcángel malherido que alguna vez tuvo un gran poder. La fuera de la voz de Morganta es capaz de desgarrar el tejido mismo de la realidad, pero en su estado actual su poder está muy limitado.", - "ORB_FUSION_SUBTITLE": "Protoarcángel", - "UNSTABLE_FUSION_SUBTITLE": "Fusión inestable", - "ORB_FUSION_NAME": "Fusión esférica", - "SWARM_SUBTITLE1": "{species} por doquier", - "ELEMENTAL_GUARDIAN_SUBTITLE": "Guardián elemental", - "SWARM_SUBTITLE5": "{species} a montones", - "SWARM_NAME": "Enjambre de la fusión", - "SWARM_SUBTITLE2": "{species} en horda", - "SWARM_SUBTITLE3": "{species} en tropel", - "SWARM_SUBTITLE4": "{species} en cantidad", - "BLACK_SHUCK_NAME": "Black Shuck", - "LANG_en": "Inglés", - "ROGUE_FUSION_BATTLE_CONFIRM": "Desafío: {name}. ¿Quieres aceptarlo?", - "LANG_fr_FR": "Francés", - "LANG_it_IT": "Italiano", - "LANG_de_DE": "Alemán", - "LANG_ja_JP": "Japonés", - "LANG_es_ES": "Español (España)", - "LANG_es_MX": "Español (Latinoamérica)", - "LANG_pt_BR": "Portugués (Brasil)", - "LANG_zh_CN": "Chino (simplificado)", - "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "Coreano (Corea del Sur)", - "PRECREDITS_2": "UN JUEGO DE", - "PRECREDITS_3": "DISEÑO ARTÍSTICO", - "PRECREDITS_4": "GUION", - "PRECREDITS_5": "PROGRAMACIÓN", - "PRECREDITS_6": "DISEÑO", - "PRECREDITS_7": "BANDA SONORA DE", - "PRECREDITS_8": "CON LA VOZ DE", - "PRECREDITS_9": "ANIMACIÓN DE LAS CRIATURAS", - "PRECREDITS_10": "ILUSTRACIONES DE LOS PERSONAJES", - "PRECREDITS_12": "PUBLICADO POR", - "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "Diseño del juego", - "MAIN_CREDITS_WRITING": "Guion", - "MAIN_CREDITS_PROGRAMMING": "Programación", - "MAIN_CREDITS_ART_DIRECTION": "Dirección artística", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Ilustración en pixeles y animación", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Ilustraciones de los personajes", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Diseños adicionales de los monstruos", - "MAIN_CREDITS_MUSIC": "Música", - "MAIN_CREDITS_VOICE_CASTING": "Selección de voces y dirección", - "MAIN_CREDITS_VOICE_CAST": "Reparto", - "MAIN_CREDITS_PORTING": "Conversión", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Voces adicionales", - "MAIN_CREDITS_LOCALISATION": "Localización", - "MAIN_CREDITS_QA": "Control de calidad", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Traducción de Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordinación", - "MAIN_CREDITS_LOCALISATION_QA": "Control de calidad de la traducción", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Traducción de Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "Archivos de imágenes", - "MAIN_CREDITS_GODOT_ENGINE": "Motor Godot", - "MAIN_CREDITS_AND_OTHERS": "¡Y muchos otros!", - "MAIN_CREDITS_SPECIAL_THANKS": "Agradecimiento especial", - "MAIN_CREDITS_THANK_YOU": "¡Muchas gracias por jugar!", - "MAIN_CREDITS_VIEW_LICENSES": "Ver licencias", - "MAIN_CREDITS_QA_SUN_TECH": "Control de calidad de Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Tipos de letra e iconos", - "MAIN_CREDITS_QA_DIRECTOR": "Director de control de calidad", - "MAIN_CREDITS_QA_MANAGER": "Coordinación del control de calidad", - "MAIN_CREDITS_PROJECT_MANAGER": "Gestión del proyecto", - "MAIN_CREDITS_QA_TEST_LEAD": "Líder de pruebas de control de calidad", - "MAIN_CREDITS_QA_TESTERS": "Pruebas de control de calidad", - "REACTION_GENERIC": "Reacción", - "REACTION_ANY_ON_GLITTER": "Brillante", - "REACTION_GLITTER_ON_ANY": "Brillante", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "El impacto de un ataque de tipo brillantina cubre a su objetivo con una capa de brillantina que lo convierte a su vez en tipo brillantina.", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "El impacto de cualquier ataque de tipo elemental contra un monstruo de tipo brillantina hace que el monstruo de brillantina adopte el tipo del ataque que haya recibido.", - "REACTION_BEAST_ON_GLASS": "Resquebrajado", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "¡Ojo, no te cortes! El impacto de un ataque de tipo bestia contra un objetivo de tipo cristal desperdiga obstáculos afilados por el campo de batalla.", - "REACTION_FIRE_ON_PLASTIC": "Derretido", - "REACTION_FIRE_ON_PLANT": "En llamas", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Derretir un monstruo de tipo plástico con un ataque de tipo fuego hace que despida vapores tóxicos y lo convierte en tipo veneno.", - "REACTION_FIRE_ON_WATER": "Vapor", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "Los monstruos de tipo planta arden fácilmente a causa de los ataques de tipo fuego, lo cual les causa daño continuo.", - "REACTION_FIRE_ON_WATER_TUTORIAL": "Calentar un monstruo de tipo agua con un ataque de tipo fuego hace que despida vapor, que luego lo curará al recondensarse.", - "REACTION_FIRE_ON_POISON_TUTORIAL": "Los venenos que se encuentran en Nueva Wirral suelen ser inflamables y muy susceptibles a los ataques de tipo fuego.", - "REACTION_FIRE_ON_POISON": "En llamas", - "REACTION_FIRE_ON_ASTRAL": "Potenciado", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_FIRE_ON_ICE": "Derretido", - "REACTION_FIRE_ON_METAL_TUTORIAL": "Los objetivos de tipo metal pueden derretirse a causa de ataques de tipo fuego, lo cual les causa daño continuo.", - "REACTION_FIRE_ON_ICE_TUTORIAL": "El impacto de un ataque de tipo fuego contra un objetivo de tipo hielo hace que se derrita y pase a ser de tipo agua.", - "REACTION_FIRE_ON_AIR": "Corriente vertical", - "REACTION_FIRE_ON_AIR_TUTORIAL": "El impacto de un ataque de tipo fuego contra un objetivo de tipo aire causa una corriente vertical, un muro de aire que puede neutralizar varios impactos posteriores.", - "REACTION_FIRE_ON_METAL": "Derretido", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "El impacto de un ataque de tipo plástico contra un objetivo de tipo fuego crea un humo negro que puede ocultar la posición del objetivo.", - "REACTION_PLASTIC_ON_FIRE": "Humo", - "REACTION_PLASTIC_ON_ASTRAL": "Perturbación", - "REACTION_PLASTIC_ON_LIGHTNING": "Aislante", - "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "El plástico es aislante, de modo que los ataques de tipo plástico pueden limitar el alcance de los atacantes de tipo rayo.", - "REACTION_PLANT_ON_FIRE": "Humo", - "REACTION_PLANT_ON_FIRE_TUTORIAL": "El impacto de un ataque de tipo planta contra un objetivo de tipo fuego crea un humo negro que puede ocultar la posición del objetivo.", - "REACTION_PLANT_ON_WATER": "Consunción", - "REACTION_PLANT_ON_POISON": "Amplificado", - "REACTION_PLANT_ON_WATER_TUTORIAL": "Los ataques de tipo planta consumen la fuerza de los objetivos de tipo agua.", - "REACTION_PLANT_ON_LIGHTNING": "Toma de tierra", - "REACTION_PLANT_ON_POISON_TUTORIAL": "Los venenos requieren nutrientes específicos para su elaboración. Los ataques de tipo planta se los proporcionan, amplificando así el efecto de los ataques de tipo veneno posteriores del objetivo.", - "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Los ataques de tipo planta conectan a tierra la electricidad de los objetivos de tipo rayo, lo cual limita su alcance.", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "Los ataques de tipo planta dejan semillas en los objetivos de tipo tierra, lo cual les roba energía.", - "REACTION_PLANT_ON_EARTH": "Semillas", - "REACTION_WATER_ON_FIRE_TUTORIAL": "Los ataques de tipo agua apagan las llamas de los objetivos de tipo fuego, reduciendo así la potencia de sus ataques.", - "REACTION_WATER_ON_FIRE": "Apagado", - "REACTION_WATER_ON_PLANT": "Absorción", - "REACTION_WATER_ON_ASTRAL": "Potenciado", - "REACTION_WATER_ON_PLANT_TUTORIAL": "Los objetivos de tipo planta absorben el agua que dejan tras de sí los ataques de tipo agua, lo cual los va curando poco a poco.", - "REACTION_WATER_ON_ICE": "Más masa", - "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_WATER_ON_ICE_TUTORIAL": "Los objetivos de tipo hielo congelan de inmediato el agua que dejan tras de sí los ataques de tipo agua, lo cual les otorga masa adicional.", - "REACTION_WATER_ON_LIGHTNING": "Conducción", - "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "El agua conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", - "REACTION_WATER_ON_EARTH_TUTORIAL": "Los ataques de tipo agua van erosionando poco a poco los objetivos de tipo tierra, lo cual reduce su defensa.", - "REACTION_WATER_ON_EARTH": "Erosión", - "REACTION_WATER_ON_METAL": "Corrosión", - "REACTION_POISON_ON_FIRE": "Combustible", - "REACTION_WATER_ON_METAL_TUTORIAL": "Los ataques de tipo agua oxidan y corroen los objetivos de tipo metal, lo cual los vuelve más frágiles.", - "REACTION_POISON_ON_PLANT_TUTORIAL": "Los objetivos de tipo planta absorben el veneno que dejan tras de sí los ataques de tipo veneno, lo cual les va causando daño poco a poco.", - "REACTION_POISON_ON_PLANT": "Absorbido", - "REACTION_POISON_ON_FIRE_TUTORIAL": "Los objetivos de tipo fuego pueden quemar el veneno que dejan tras de sí los ataques de tipo veneno, lo cual los hace más fuertes.", - "REACTION_POISON_ON_ASTRAL": "Perturbación", - "REACTION_POISON_ON_METAL_TUTORIAL": "Los objetivos de tipo metal pueden utilizar el veneno que dejan tras de sí los ataques de tipo veneno para empapar con él sus partes puntiagudas, lo cual les permite causar daño adicional a sus enemigos.", - "REACTION_POISON_ON_METAL": "Puntas venenosas", - "REACTION_POISON_ON_EARTH_TUTORIAL": "Los objetivos de tipo tierra pueden utilizar el veneno que dejan tras de sí los ataques de tipo veneno para empapar con él sus partes puntiagudas, lo cual les permite causar daño adicional a sus enemigos.", - "REACTION_POISON_ON_EARTH": "Puntas venenosas", - "REACTION_POISON_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Los monstruos de tipo astral drenan poder de los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_ASTRAL_ON_ASTRAL": "Potenciado", - "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Los monstruos de tipo astral drenan poder de los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_ASTRAL_ON_FIRE": "Drenado", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Los objetivos de tipo astral pueden utilizar la energía que dejan tras de sí los ataques de tipo astral para fortalecerse.", - "REACTION_ASTRAL_ON_WATER": "Drenado", - "REACTION_ASTRAL_ON_AIR": "Drenado", - "REACTION_ICE_ON_WATER_TUTORIAL": "Cuando reciben el impacto de un ataque de tipo hielo, los monstruos de tipo agua se congelan de inmediato.", - "REACTION_ICE_ON_WATER": "Congelado", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Los monstruos de tipo astral drenan poder de los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_ASTRAL_ON_EARTH": "Drenado", - "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Los monstruos de tipo astral drenan poder de los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_ICE_ON_LIGHTNING": "Conducción", - "REACTION_ICE_ON_AIR": "Escarcha", - "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "El hielo y el agua conducen la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Las cualidades aislantes del plástico hacen que los ataques de tipo rayo contra objetivos de tipo plástico dejen tras de sí una carga eléctrica que estos podrán usar luego para causar daño adicional a sus enemigos.", - "REACTION_LIGHTNING_ON_ICE": "Electrificado", - "REACTION_ICE_ON_AIR_TUTORIAL": "Los ataques de tipo hielo enfrían a los objetivos de tipo aire, que quedarán tiritando.", - "REACTION_LIGHTNING_ON_PLASTIC": "Electricidad estática", - "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "El agua conduce la electricidad, de modo que los monstruos de tipo agua serán más sensibles a los ataques de tipo rayo posteriores.", - "REACTION_LIGHTNING_ON_WATER": "Electrificado", - "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "El aire de Nueva Wirral conduce la electricidad sorprendentemente bien, de modo que los monstruos de tipo aire serán más sensibles a los ataques de tipo rayo posteriores.", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "El hielo y el agua conducen la electricidad, de modo que los monstruos de tipo hielo o agua serán más sensibles a los ataques de tipo rayo posteriores.", - "REACTION_LIGHTNING_ON_EARTH": "Vitrificación", - "REACTION_LIGHTNING_ON_AIR": "Electrificado", - "REACTION_AIR_ON_FIRE_TUTORIAL": "Los ataques de tipo aire apagan las llamas de los objetivos de tipo fuego, reduciendo así la potencia de sus ataques.", - "REACTION_AIR_ON_FIRE": "Apagado", - "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "El metal conduce la electricidad, de modo que los monstruos de tipo metal serán más sensibles a los ataques de tipo rayo posteriores.", - "REACTION_LIGHTNING_ON_METAL": "Electrificado", - "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "Cuando un rayo impacta la arena se crea fulgurita, que es cristal natural. Los monstruos de tipo tierra que reciban el impacto de un ataque de tipo rayo pasan a ser de tipo cristal.", - "REACTION_AIR_ON_PLANT": "Arrancado", - "REACTION_AIR_ON_PLANT_TUTORIAL": "Los ataques de tipo aire pueden arrancar del suelo las raíces de los objetivos de tipo planta, de modo que pierden la conexión con su fuente de nutrientes.", - "REACTION_AIR_ON_ASTRAL": "Potenciado", - "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "En Nueva Wirral el aire conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", - "REACTION_AIR_ON_LIGHTNING": "Conducción", - "REACTION_AIR_ON_GLASS": "Resonancia", - "REACTION_EARTH_ON_FIRE": "Apagado", - "REACTION_AIR_ON_GLASS_TUTORIAL": "Los sonidos fuertes y los ataques de tipo aire pueden hacer que los monstruos de tipo cristal resuenen y empiecen a vibrar. Si la resonancia es lo bastante fuerte, puede hacer que el cristal se rompa.", - "REACTION_EARTH_ON_PLASTIC": "Enterrado", - "REACTION_EARTH_ON_FIRE_TUTORIAL": "Los ataques de tipo tierra apagan las llamas de los objetivos de tipo fuego, reduciendo así la potencia de sus ataques.", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Al igual que el ciclo de vida habitual de los productos de plástico hace que acaben a menudo enterrados en un vertedero, los ataques de tipo tierra pueden enterrar a los monstruos de tipo plástico y limitar su movimiento.", - "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Los ataques de tipo tierra conectan a tierra la electricidad de los objetivos de tipo rayo, lo cual limita su alcance.", - "REACTION_METAL_ON_ASTRAL": "Perturbación", - "REACTION_METAL_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", - "REACTION_EARTH_ON_ASTRAL": "Potenciado", - "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", - "REACTION_EARTH_ON_LIGHTNING": "Toma de tierra", - "REACTION_METAL_ON_ICE_TUTORIAL": "Las partes puntiagudas de los monstruos de tipo metal pican la superficie de los de tipo hielo como si de un picahielos se tratara, reduciendo así su defensa.", - "REACTION_METAL_ON_ICE": "Picado", - "REACTION_METAL_ON_LIGHTNING": "Conducción", - "REACTION_METAL_ON_EARTH": "Picado", - "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "El metal conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", - "REACTION_METAL_ON_GLASS_TUTORIAL": "¡Ojo, no te cortes! El impacto de un ataque de tipo metal contra un objetivo de tipo cristal desperdiga obstáculos afilados por el campo de batalla.", - "REACTION_METAL_ON_EARTH_TUTORIAL": "Las partes puntiagudas de los monstruos de tipo metal pican la superficie de los de tipo tierra como si de una pala se tratara, reduciendo así su defensa.", - "REACTION_METAL_ON_GLASS": "Resquebrajado", - "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "El cristal es aislante, de modo que los ataques de tipo cristal pueden limitar el alcance de los atacantes de tipo rayo.", - "REACTION_GLASS_ON_LIGHTNING": "Aislante", - "ELEMENTAL_TYPE_FIRE": "Fuego", - "ELEMENTAL_TYPE_WATER": "Agua", - "ELEMENTAL_TYPE_PLASTIC": "Plástico", - "ELEMENTAL_TYPE_POISON": "Veneno", - "ELEMENTAL_TYPE_PLANT": "Planta", - "ELEMENTAL_TYPE_BEAST": "Bestia", - "ELEMENTAL_TYPE_ASTRAL": "Astral", - "ELEMENTAL_TYPE_GLITTER": "Brillantina", - "ELEMENTAL_TYPE_LIGHTNING": "Rayo", - "ELEMENTAL_TYPE_ICE": "Hielo", - "ELEMENTAL_TYPE_AIR": "Aire", - "ELEMENTAL_TYPE_EARTH": "Tierra", - "ELEMENTAL_TYPE_METAL": "Metal", - "ELEMENTAL_TYPE_GLASS": "Cristal", - "INVENTORY_EMPTY": "Nada.", - "INVENTORY_INCOMPATIBLE": "Incompatible", - "INVENTORY_NO_COMPATIBLE_STICKERS": "No tienes calcomanías compatibles.", - "LOOT_TITLE": "Obtuviste:", - "LOOT_ITEM_EQUIPPED": "Equipado", - "LOOT_ITEM_EQUIP_BUTTON": "Equipar", - "LOOT_ITEM_UNEQUIP_BUTTON": "Desequipar", - "LOOT_HEADING_OTHER_ITEMS": "Otros objetos", - "LOOT_HEADING_DROPPED": "Al suelo:", - "ITEM_DROP_OBTAINED_ONE": "Obtuviste: {0}", - "ITEM_DROP_OBTAINED_MULTIPLE": "Obtuviste: {0} ({1})", - "ITEM_DROP_INVENTORY_FULL": "Ya no puedes llevar más.", - "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "No puedes tener más calcomanías.", - "ITEM_CHEST_EMPTY": "¡No hay nada!", - "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Has llegado al límite de las calcomanías que puedes tener. Si encuentras más, se tirarán automáticamente al suelo.", - "ITEM_REMOVED_ONE": "Perdiste de tu inventario: {0}", - "ITEM_REMOVED_MULTIPLE": "Perdiste de tu inventario: {0} ({1})", - "ITEM_COUNT_LIMITED": "({0}/{1})", - "ITEM_COUNT": "({0})", - "ITEM_EXCHANGE_OWNED_AMOUNT": "Tienes {0}.", - "ITEM_EXCHANGE_MULTIPLE": "{0} ({1})", - "ITEM_EXCHANGE_ALREADY_OWNED": "Ya está en tu poder.", - "ITEM_COST_FREE": "Gratis", - "ITEM_COST_ELEMENT": "{amount} {currency}", - "ITEM_COST_JOIN": ",", - "ITEM_EXCHANGE_OUT_OF_STOCK": "No quedan.", - "ITEM_EXCHANGE_INVENTORY_FULL": "Ya no puedes llevar más.", - "ITEM_TRADE_BUY": "Comprar", - "ITEM_TRADE_AMOUNT": "¿Quieres comprar {exchange}? Cuesta: {cost}.", - "ITEM_USE": "Usar", - "ITEM_VIEW": "Ver", - "ITEM_READ": "Leer", - "ITEM_USE_ON.m": "Usar con {0}", - "ITEM_USE_ON.f": "Usar con {0}", - "ITEM_USE_ON_TAPE": "Usar con {0}", - "ITEM_USE_ON.n": "Usar con {0}", - "ITEM_APPLY_STICKER_SUBMENU": "Pegar en…", - "ITEM_USE_ON_SUBMENU": "Usar con…", - "ITEM_DISCARD": "Desechar", - "ITEM_DISCARD_ONE": "Desechar 1", - "ITEM_DISCARD_ALL": "Desechar todo", - "ITEM_RECYCLE_ONE": "Reciclar 1 por {amount} {icon}", - "ITEM_RECYCLE": "Reciclar por {amount} {icon}", - "ITEM_DISCARD_MODE_DISCARD": "Desechar", - "ITEM_DISCARD_MODE_RECYCLE": "Reciclar", - "ITEM_RECYCLE_ALL": "Reciclar todo por {amount} {icon}", - "ITEM_CATEGORY_consumables": "Consumibles", - "ITEM_CATEGORY_tapes": "Cintas vírgenes", - "ITEM_CATEGORY_stickers": "Calcomanías", - "ITEM_CATEGORY_resources": "Recursos", - "ITEM_CATEGORY_misc": "Varios", - "ITEM_CURE_COATING_NAME": "Curacapas", - "ITEM_CURE_BURNED_NAME": "Curaquemadura", - "ITEM_CURE_BURNED_DESCRIPTION": "Una crema refrescante que elimina el efecto \\\"quemadura\\\" de un miembro del equipo. No consume un turno.", - "ITEM_CURE_COATING_DESCRIPTION": "Elimina los efectos de capa (los que cambian el tipo) de un miembro del equipo. Consume un turno del combate.", - "ITEM_CURE_CONDUCTIVE_NAME": "Curaconducción", - "ITEM_CURE_CONFUSED_NAME": "Curaconfusión", - "ITEM_CURE_CONFUSED_DESCRIPTION": "Un inyectable con una enzima que elimina de inmediato el exceso de agentes tóxicos y por tanto el efecto \\\"confusión\\\" de un miembro del equipo. No consume un turno.", - "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Una crema aislante que elimina el efecto \\\"conducción\\\" de un miembro del equipo. No consume un turno.", - "ITEM_CURE_LEECHED_NAME": "Curaparásito", - "ITEM_CURE_POISONED_NAME": "Curaveneno", - "ITEM_CURE_LEECHED_DESCRIPTION": "Una crema herbicida que elimina el efecto \\\"parásito\\\" de un miembro del equipo. No consume un turno.", - "ITEM_CURE_RESONANCE_NAME": "Curavibración", - "ITEM_CURE_POISONED_DESCRIPTION": "Un antídoto para los venenos de monstruo más comunes. Elimina el efecto \\\"veneno\\\" de un miembro del equipo. No consume un turno.", - "ITEM_CURE_SLEEP_NAME": "Curasueño", - "ITEM_CURE_RESONANCE_DESCRIPTION": "Una sustancia estabilizadora que elimina el efecto \\\"vibración\\\" de un miembro del equipo. Consume un turno del combate.", - "ITEM_CURE_BERSERK_NAME": "Curaira", - "ITEM_CURE_SLEEP_DESCRIPTION": "Una botellita de sales hediondas capaces de despertar a cualquiera. Elimina el efecto \\\"sueño\\\" de un miembro del equipo. No consume un turno.", - "ITEM_CURE_STAT_NAME": "Curatributos", - "ITEM_CURE_BERSERK_DESCRIPTION": "Una sustancia calmante que elimina el efecto \\\"ira\\\" de un miembro del equipo. No consume un turno.", - "ITEM_CURE_PETRIFIED_DESCRIPTION": "Un pequeño aerosol con una sustancia aceitosa que facilita el movimiento y elimina el efecto \\\"petrificación\\\" de un miembro del equipo. Consume un turno del combate.", - "ITEM_CURE_PETRIFIED_NAME": "Curapetrificación", - "ITEM_CURE_STAT_DESCRIPTION": "Una sustancia cuya inhalación elimina todos los efectos de estado modificadores de atributos de un miembro del equipo (¡incluidos los positivos!). Consume un turno del combate.", - "ITEM_CURE_ALL_NAME": "Curatodo", - "ITEM_CURE_ALL_DESCRIPTION": "Una panacea milagrosa que, al parecer, cura cualquier trastorno. Elimina todos los efectos de estado de un miembro del equipo (¡incluidos los positivos!). Consume un turno del combate.", - "ITEM_REWIND_NAME": "Rebobinador", - "ITEM_REWIND_DESCRIPTION": "Hace que una cinta recupere por completo sus PV. Consume un turno del combate.", - "ITEM_RESPOOL_NAME": "Restaurador", - "ITEM_OLIVE_UP_NAME": "Olive Up", - "ITEM_RESPOOL_DESCRIPTION": "Arregla y rebobina una cinta rota. Consume un turno del combate.", - "ITEM_OLIVE_UP_DESCRIPTION": "Un extraño refresco con sabor a aceituna que hace que un personaje suba de nivel de inmediato.", - "ITEM_UPGRAPE_NAME": "Uvas del más fuerte", - "ITEM_PEAR_FUSILLI_NAME": "Pasta fusión", - "ITEM_PEAR_FUSILLI_DESCRIPTION": "Una comida precocida para dos que llena de inmediato su barra de fusión (¡y lleva pera!). No consume un turno aunque se la coman durante el combate.", - "ITEM_UPGRAPE_DESCRIPTION": "Un curioso racimo de uvas boca abajo que, según se dice, dan las parras que se plantan el Día al Revés. Si te comes unas cuantas, podrás mejorar de inmediato una cinta y subirle una estrella.", - "ITEM_REODORANT_NAME": "Reodorante", - "ITEM_REODORANT_DESCRIPTION": "Un bote de \\\"antidesodorante transpirante unisex\\\". La etiqueta dice que te hará oler lo bastante mal como para repeler a los monstruos durante un minuto.", - "ITEM_REODORANT_TIME_LEFT": "Tiempo restante: {0}:{1}", - "ITEM_FULL_ENGLISH_NAME": "Desayuno inglés completo (vegano)", - "ITEM_FULL_ENGLISH_DESCRIPTION": "Cura por completo a un personaje. Consume un turno del combate.", - "ITEM_COFFEE1_NAME": "Café con leche en lata", - "ITEM_COFFEE2_DESCRIPTION": "Un café enlatado muy fuerte que otorga 4 PA adicionales. Consume un turno del combate.", - "ITEM_COFFEE1_DESCRIPTION": "Un café enlatado que otorga 2 PA adicionales. Consume un turno del combate.", - "ITEM_COFFEE2_NAME": "Café americano para llevar", - "ITEM_FUSED_MATERIAL_NAME": "Material fundido", - "ITEM_COFFEE3_NAME": "Expreso exprés", - "ITEM_COFFEE4_NAME": "Expreso doble", - "ITEM_COFFEE3_DESCRIPTION": "Un café en lata pequeña que aporta energía al instante y otorga 6 PA adicionales. Consume un turno del combate.", - "ITEM_SMOKE_BOMB_NAME": "Bomba de humo", - "ITEM_COFFEE4_DESCRIPTION": "Un expreso doble en lata que otorga 8 PA adicionales. Consume un turno del combate.", - "ITEM_METAL_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", - "ITEM_SMOKE_BOMB_DESCRIPTION": "Permite una huida garantizada de cualquier monstruo salvaje. Sin embargo, no funcionará contra humanos ni otros seres inteligentes.", - "ITEM_METAL_NAME": "Metal", - "ITEM_FUSED_MATERIAL_DESCRIPTION": "Huele mucho a huevo podrido, pero, por lo visto, los guardas lo consideran valiosísimo.", - "ITEM_TUTORIAL_NAME": "Manual del buen guarda", - "ITEM_TUTORIAL_NO_TUTS": "¡Primero tienes que encontrarte con Kayleigh al este de Villapuerto!", - "ITEM_TUTORIAL_DESCRIPTION": "Un manual prestado por Kayleigh. Puedes leerlo para repasar lo que has aprendido sobre la vida en la isla de Nueva Wirral.", - "ITEM_TUTORIAL_GIVE_TYPE_CHART": "¡Ay! ¡Se cayó una tarjeta de la solapa del manual!", - "ITEM_TUTORIAL_MESSAGE": "¿Qué tema quieres repasar?", - "ITEM_PLASTIC_NAME": "Plástico", - "ITEM_PLASTIC_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", - "ITEM_TYPE_CHART_NAME": "Gráfica de tipos elementales", - "ITEM_OLD_BOOK_NAME": "Libro viejo", - "ITEM_TYPE_CHART_DESCRIPTION": "Un esquema impreso en una tarjeta que se cayó del Manual del buen guarda que te prestó Kayleigh. Detalla los tipos elementales de monstruos que hay en Nueva Wirral y cómo puedes usar esos tipos para obtener ventaja.", - "ITEM_OLD_BOOK_DESCRIPTION": "Es un libro viejo en el que hay escritas un montón de palabras raras.", - "ITEM_SINGLEUSE_STICKER_NAME": "{name} (un solo uso)", - "ITEM_WHEAT_NAME": "Trigo", - "ITEM_WHEAT_DESCRIPTION": "Un recurso básico que algunas personas pueden convertir en comida.", - "ITEM_PULP_NAME": "Celulosa", - "ITEM_WOOD_NAME": "Madera", - "ITEM_PULP_DESCRIPTION": "Papel descompuesto. Un recurso reciclado básico que puede cambiarse por objetos o servicios.", - "ITEM_TAPE_BEAST_DESCRIPTION": "Una cinta cubierta de piel sintética. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo bestia. A los niños les encanta.", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Utiliza una tecnología futurista basada en láseres para almacenar las formas de monstruo de forma eficaz. Garantiza el éxito de la grabación.", - "ITEM_WOOD_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", - "ITEM_KEY_HARBOURTOWN_NAME": "Llave de las puertas de Villapuerto", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "¡Abre las puertas de Villapuerto!", - "ITEM_TAPE_BASIC_NAME": "Cinta normal", - "ITEM_TAPE_BASIC_DESCRIPTION": "Graba las formas de monstruo con un margen de eficacia normal.", - "ITEM_TAPE_CHROME_NAME": "Cinta de cromo", - "ITEM_TAPE_CHROME_DESCRIPTION": "Graba las formas de monstruo con un alto margen de eficacia.", - "ITEM_TAPE_OPTICAL_LASER_NAME": "Cinta de láser óptico", - "WINGLOOM_DESCRIPTION": "una polilla con bombillas", - "MOTHMANIC_NAME": "Poliluz", - "MOTHMANIC_NAME_PREFIX": "Polil", - "MOTHMANIC_NAME_SUFFIX": "luz", - "MOTHMANIC_LORE_2": "Mothman (\\\"el hombre polilla\\\") es un ser propio de la cultura popular de Virgina Occidental. Tras varios avistamientos en la década de 1960, se lo describió como un humanoide alado con ojos rojos brillantes. Desde entonces, se ha convertido en una leyenda urbana muy conocida.", - "MOTHMANIC_LORE_1": "Por todo el cuerpo de los coriciántropo viajan potentes corrientes eléctricas. Puede utilizar ese poder para atacar y le basta un batido de alas para hacer caer rayos devastadores sobre sus enemigos.", - "STARDIGRADE_NAME": "Astrordígrado", - "MOTHMANIC_DESCRIPTION": "una polilla enorme y terrorífica", - "STARDIGRADE_NAME_PREFIX": "Astro", - "STARDIGRADE_NAME_SUFFIX": "dígrado", - "STARDIGRADE_LORE_1": "Los astrordígrados son seres curiosos que pasan la mayor parte de su vida durmiendo en las capas más bajas de la atmósfera de Nueva Wirral. De vez en cuando, bajan flotando hasta la superficie para alimentarse, y luego vuelven a subir utilizando los cohetes que llevan a la espalda.", - "STARDIGRADE_LORE_2": "Los tardígrados, también llamados osos de agua, son seres microscópicos que se encuentran por toda la Tierra. Su característica más conocida es su tremenda resistencia a las condiciones adversas. Son tan adaptables que incluso pueden sobrevivir en el vacío del espacio.", - "STARDIGRADE_DESCRIPTION": "una especie de gusano flotante", - "GALAGOR_NAME": "Galagor", - "GALAGOR_NAME_PREFIX": "Gala", - "GALAGOR_LORE_1": "Un galagor es un astrordígrado que ha evolucionado hasta obtener una inteligencia superior. Su armadura externa cubre casi por completo su cuerpo rosado, similar al de un gusano. Solo es posible ver parte de él a través de la visera de su casco.", - "GALAGOR_NAME_SUFFIX": "gor", - "GALAGOR_LORE_2": "La astrobiología es el estudio e investigación de la probabilidad de que exista vida extraterrestre. Los astrobiólogos investigan el origen de la vida en la Tierra y plantean si podrían haberse dado procesos similares en otros planetas del universo conocido.", - "GALAGOR_DESCRIPTION": "un bicho espacial flotante con una capa", - "FAUCETEAR_NAME": "Grifollorón", - "FAUCETEAR_NAME_PREFIX": "Grifo", - "FAUCETEAR_NAME_SUFFIX": "llorón", - "FAUCETEAR_LORE_2": "Los grifos son válvulas que regulan el paso de un líquido y que, según se ha demostrado, existían ya en el Imperio romano. Se han descubierto grifos y válvulas rudimentarios en las ruinas de Pompeya, ciudad romana destruida por la erupción del Vesubio.", - "FAUCETEAR_LORE_1": "La capacidad de los grifollorones para proyectar potentes chorros de agua a presión tiene que ver directamente con su estado emocional. Son muy asustadizos y propensos a la tristeza, de modo que es común que acaben usando sus ataques acuáticos sin pretenderlo.", - "FAUCETEAR_DESCRIPTION": "un grifo con goteras", - "FOUNTESS_NAME": "Fontesa", - "FOUNTESS_NAME_PREFIX": "Font", - "FOUNTESS_NAME_SUFFIX": "esa", - "FOUNTESS_LORE_2": "Aunque los humanos se han dado \\\"duchas\\\" de una forma u otra desde que existe la civilización, la primera ducha mecánica la inventó el inglés William Feetham en el siglo XVIII. Aquella ducha bombeaba agua fría hasta una cubeta para que, después, el usuario pudiera echársela encima tirando de una cadena.", - "FOUNTESS_LORE_1": "Las fontesas aprecian por encima de todo los buenos modales, propios y ajenos. Si consideran que alguien se está comportando de forma impropia, se entristecen al instante, lo cual aumenta en gran medida la presión de los chorros de agua que les emanan de la cabeza.", - "FOUNTESS_DESCRIPTION": "una cabeza de ducha muy triste", - "TERRACOOKA_NAME": "Terracocido", - "TERRACOOKA_NAME_PREFIX": "Terrac", - "TERRACOOKA_LORE_1": "Los terracocidos aspiran a ser cocineros de renombre, de modo que intentan cocinar con cualquier ingrediente que consiguen encontrar en las cuevas subterráneas en las que habitan. Por desgracia, eso suele suponer que la mayoría de sus recetas incluyen líquenes, musgo o ambas cosas.", - "TERRACOOKA_NAME_SUFFIX": "ocido", - "TERRACOOKA_LORE_2": "Las doguu son figuritas de arcilla que se han encontrado por todo Japón. Datan de una civilización prehistórica y suelen representar humanoides o animales.", - "TERRACOOKA_DESCRIPTION": "un cocinero de cerámica", - "COALDRON_NAME_PREFIX": "Bronc", - "COALDRON_NAME": "Broncaldero", - "COALDRON_LORE_1": "Los broncaldero son calderos vivientes en cuyo interior se cuece constantemente un caldo delicioso. Aunque no tienen mucha movilidad, son capaces de hacer girar su cuerpo para lanzar chorros de ese caldo hirviente a cualquier que se les acerque con malas intenciones.", - "COALDRON_NAME_SUFFIX": "aldero", - "COALDRON_LORE_2": "Los calderos son ollas grandes, normalmente de metal o cerámica, que se usan para calentar al fuego comida o medicinas. Se han encontrado por todo el mundo desde tiempos prehistóricos y, por lo tanto, suelen aparecer en la cultura popular de muchos pueblos de una forma u otra.", - "COALDRON_DESCRIPTION": "una gran figura de cerámica con un caldero por cuerpo", - "PUPPERCUT_NAME": "Lobancho", - "PUPPERCUT_NAME_PREFIX": "Lob", - "PUPPERCUT_NAME_SUFFIX": "ancho", - "PUPPERCUT_LORE_2": "El boxeo es un deporte de competencia en el que dos púgiles se dan de puñetazos con guantes protectores. Las pruebas arqueológicas demuestran que los humanos han practicado el boxeo, o algo parecido, ya en las primeras civilizaciones.", - "PUPPERCUT_LORE_1": "Los lobanchos son aficionados al boxeo. Aunque nacen con una capa de hierro que cubre varias partes de su cuerpo, esa capa se oxida fácilmente, de modo que la pierden cuando cambian de forma al llegar a adultos.", - "PUPPERCUT_DESCRIPTION": "un lobo musculoso con equipo de boxeo oxidado", - "SOUTHPAW_NAME": "Lupizurdo", - "SOUTHPAW_NAME_PREFIX": "Lupi", - "SOUTHPAW_NAME_SUFFIX": "zurdo", - "SOUTHPAW_LORE_2": "El origen del boxeo moderno son las llamadas \\\"reglas del marqués de Queensberry\\\", redactadas por primera vez en la Inglaterra victoriana. Ya entonces se fijó el límite de doce asaltos, los grandes guantes protectores y el cuadrilátero de 24 pies (unos 7.3 metros) de lado que siguen vigentes en el boxeo actual.", - "SOUTHPAW_LORE_1": "Los lupirectos son la última etapa del ciclo vital de los lobanchos. Para entonces han perdido su armadura oxidada y tienen el cuerpo cubierto de un metal ligero y flexible que les permite resistir ataques y asestar golpes rápidos con sus puños llenos de púas.", - "BURNACE_NAME": "Altorno", - "SOUTHPAW_DESCRIPTION": "un lobo alto con equipo de boxeo reluciente", - "BURNACE_NAME_PREFIX": "Alt", - "BURNACE_NAME_SUFFIX": "torno", - "BURNACE_LORE_1": "Los altorno no tienen patas. Su única forma de desplazarse es arrastrar su cuerpo de cemento ayudándose con las manos. Sus hornos, que arden continuamente, les permiten expulsar llamas y humo tóxico por las \\\"chimeneas\\\" en un abrir y cerrar de ojos.", - "BURNACE_LORE_2": "La Revolución Industrial fue un periodo que comenzó en el siglo XVIII en el que la producción de Occidente pasó a centrarse en las máquinas, lo cual produjo un rápido avance de la tecnología. A esta época se asocia, a menudo, la imagen de una fábrica de cuyas chimeneas surge abundante humo.", - "SMOGMAGOG_NAME": "Esmogmagog", - "BURNACE_DESCRIPTION": "un ser sin patas con forma de fábrica", - "SMOGMAGOG_LORE_1": "El \\\"cuerpo\\\" de un esmogmagog no es más que un caparazón exterior hecho de acero y cemento que protege al ser elemental de puro fuego que habita en su interior. Mientras haya un mínimo atisbo de llama ardiendo dentro del caparazón, el esmogmagog seguirá luchando.", - "SMOGMAGOG_NAME_PREFIX": "Esmog", - "SMOGMAGOG_NAME_SUFFIX": "gogmagog", - "SMOGMAGOG_DESCRIPTION": "un gigante de cemento con una torre de refrigeración por cabeza", - "SMOGMAGOG_LORE_2": "Gogmagog es el nombre de un gigante de la mitología galesa. Habitante de Albión (la precursora de la Gran Bretaña actual), encontró la muerte a manos del guerrero Corineo, quien más adelante habría de fundar la tierra de Cornualles.", - "CANDEVIL_NAME": "Diablamelo", - "CANDEVIL_NAME_PREFIX": "Diabl", - "CANDEVIL_NAME_SUFFIX": "amelo", - "CANDEVIL_LORE_2": "Los diablos, o demonios, son seres o espíritus malvados que aparecen tanto en la cultura popular como en las religiones de casi todas las civilizaciones de la historia. Su representación varía muchísimo. A veces son incordios sin importancia, mientras que otras son peligrosas manifestaciones de todo mal.", - "CANDEVIL_LORE_1": "Los diablamelos tienen la curiosa capacidad de generar golosinas muy azucaradas a partir de su propio cuerpo, que luego podrán regalar a otros o usar como proyectiles. Hay a quien eso le parece adorable, mientras que otros afirman que es inquietante y bastante asqueroso.", - "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "¿En qué te gustaría especializarte?", - "CANDEVIL_DESCRIPTION": "un diablo cornudo y dulce", - "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "En la alquimia", - "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "En la maquinaria", - "MALCHEMY_NAME": "Malquimia", - "MALCHEMY_NAME_PREFIX": "Mal", - "MALCHEMY_LORE_1": "Una serie de extraños cambios químicos internos puede hacer que un diablamelo evolucione y se convierta en malquimia. Este proceso también hace que el malquimia se obsesione con el esotérico arte de la elaboración de pociones, lo cual no suele acabar bien para él.", - "MALCHEMY_NAME_SUFFIX": "quimia", - "MALCHEMY_LORE_2": "La alquimia es un campo del saber que precedió a la ciencia química moderna. Estudiaba la transformación por medios mágicos o espirituales, así como la creación de elementos.", - "MIASMODEUS_NAME": "Miasmodeo", - "MALCHEMY_DESCRIPTION": "un diablo sonriente con un matraz de cristal", - "MIASMODEUS_NAME_PREFIX": "Mias", - "MIASMODEUS_NAME_SUFFIX": "modeo", - "MIASMODEUS_DESCRIPTION": "un demonio brujo montado en una paleta", - "MIASMODEUS_LORE_2": "En la Europa del medievo, las \\\"brujas\\\" eran mujeres a las que se acusaba de practicar la brujería en su entorno. A menudo se las representaba elaborando pociones, con animales como familiares y montadas en escobas que les permitían volar.", - "MIASMODEUS_LORE_1": "Se dice que manadas enteras de miasmodeo surcan el cielo a lomos de su paleta voladora cuando hay luna llena. En combate usan por igual pociones alquímicas, brebajes venenosos y letales preparados elementales para acabar con sus enemigos.", - "VENDEMON_NAME": "Expendemonio", - "VENDEMON_NAME_PREFIX": "Expend", - "VENDEMON_LORE_1": "Un expendemonio es un diablamelo que se construyó una armadura de metal y cristal. Hay teorías que afirman que su atuendo extravagante es un intento de parecerse a los astronautas, pero nadie lo sabe con seguridad.", - "VENDEMON_NAME_SUFFIX": "demonio", - "VENDEMON_LORE_2": "Las primeras máquinas de chicle aparecieron en Estados Unidos a principios del siglo XX. Un complejo mecanismo se encarga de que, al introducir una moneda en la máquina, pueda dispensar un único chicle cuando se gira la palanca.", - "VENDEMON_DESCRIPTION": "un diablo metido dentro de una máquina de chicles", - "GUMBAAL_NAME": "Baaladechicle", - "GUMBAAL_NAME_PREFIX": "Baala", - "GUMBAAL_LORE_1": "Los baaladechicle se han fundido con su armadura de metal para convertirse en seres imponentes. La cúpula de cristal que forma su cabeza está llena de esferas elementales que los baaladechicle pueden escupir como movimiento ofensivo.", - "GUMBAAL_NAME_SUFFIX": "dechicle", - "GUMBAAL_LORE_2": "\\\"Golosina\\\" es un término genérico que engloba varios tipos de comestibles, a menudo con el azúcar como ingrediente principal. Las golosinas suelen tener un aspecto atractivo a la vista, con multitud de formas, tamaños y sabores.", - "GUMBAAL_DESCRIPTION": "una enorme máquina de chicles viviente", - "BANSHEEP_NAME": "Beenshee", - "BANSHEEP_NAME_PREFIX": "Bee", - "BANSHEEP_NAME_SUFFIX": "enshee", - "BANSHEEP_LORE_2": "Los fantasmas aparecen con frecuencia en la cultura popular, durante toda la historia de las civilizaciones humanas, como manifestaciones del espíritu de algún difunto. Su carácter maligno o inofensivo suele depender que quién los represente o, a menudo, de la personalidad del finado en cuestión.", - "BANSHEEP_LORE_1": "El terrible llanto nocturno de los beenshee salvajes ha hecho que mucha gente crea que se trata de almas en pena, pero no es así. Los beenshee están vivitos y coleando, lo que pasa es que les gusta quejarse de vez en cuando. ¿A quién no?", - "BANSHEEP_DESCRIPTION": "una oveja flotante de mal humor", - "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Marchar hacia el más allá", - "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Un espíritu no puede quedarse eternamente entre dos mundos.", - "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Volver a la vida", - "WOOLTERGEIST_NAME": "Lanoltergeist", - "WOOLTERGEIST_NAME_PREFIX": "Lan", - "WOOLTERGEIST_LORE_2": "Se han descrito muchos tipos de fantasma, y uno de ellos es el poltergeist. Lo que lo distingue es la capacidad de interactuar a placer con el mundo físico, de modo que son capaces de mover o incluso lanzar objetos.", - "WOOLTERGEIST_LORE_1": "Al contrario que los beenshee, los lanoltergeist son espíritus no muertos que solo se manifiestan de forma parcial en el plano físico. Se dice que cuando están cerca de un lugar en el que alguien haya muerto recientemente, los cuernos se les vuelven más afilados.", - "WOOLTERGEIST_NAME_SUFFIX": "oltergeist", - "WOOLTERGEIST_DESCRIPTION": "un fantasma ovino con aspecto de estar cansado", - "RAMTASM_NAME": "Espectroveja", - "RAMTASM_NAME_PREFIX": "Espectro", - "RAMTASM_NAME_SUFFIX": "veja", - "RAMTASM_LORE_2": "En algunas versiones de las historias de fantasmas, las almas en pena que se quedaron en el mundo no pueden viajar al más allá hasta que se cumpla su último deseo. Hasta entonces su destino es vagar de forma indefinida.", - "RAMTASM_LORE_1": "Los espectroveja han logrado amplificar su conexión tanto con el plano físico como con el espiritual, de modo que puede manifestarse por completo en ambos al mismo tiempo. Eso le da acceso a una fuente casi infinita de potente energía astral.", - "ZOMBLEAT_NAME": "Zombiovino", - "RAMTASM_DESCRIPTION": "un gran fantasma ovino de aspecto angélico", - "ZOMBLEAT_NAME_PREFIX": "Zombi", - "ZOMBLEAT_NAME_SUFFIX": "ovino", - "ZOMBLEAT_LORE_2": "Un zombi es un ser de la cultura popular, al que se suele representar como un cadáver que ha resucitado para convertirse en bestia feroz y descerebrada. Los zombis son muy habituales en la ficción actual y han aparecido en muchas películas y novelas de terror.", - "ZOMBLEAT_LORE_1": "Los zombiovino son espíritus que se niegan a pasar a mejor vida. Se aferran a su lápida y a la tierra en la que se les dio sepultura, y de no ser así, es posible que desaparecieran para siempre del plano de los mortales.", - "ZOMBLEAT_DESCRIPTION": "una oveja fantasmal que lleva consigo una lápida", - "CAPRICORPSE_NAME": "Capricadáver", - "CAPRICORPSE_NAME_PREFIX": "Capric", - "CAPRICORPSE_NAME_SUFFIX": "adáver", - "CAPRICORPSE_LORE_2": "Las lápidas se usan durante las ceremonias tradicionales de enterramiento para marcar el lugar en el que se ha dado sepultura a un cuerpo. Suelen estar hechas de piedra y en ellas se inscribe el nombre del difunto.", - "CAPRICORPSE_DESCRIPTION": "una oveja esquelética con una lápida en la espalda", - "CAPRICORPSE_LORE_1": "El espíritu de los capricadáver se mezcló por completo con sus propios restos, formando así un cuerpo hecho de hueso, tierra y piedra. Son bestias imponentes que crecen durante siglos a medida que van añadiendo poco a poco aún más tierra a su masa.", - "SAME_FUSION_NAME_1": "Meta {0}", - "SAME_FUSION_NAME_2": "Super {0}", - "SAME_FUSION_NAME_3": "Ultra {0}", - "SAME_FUSION_NAME_4": "Doble {0}", - "SAME_FUSION_NAME_5": "{0} Colosal", - "SAME_FUSION_NAME_6": "{0} Mutante", - "SAME_FUSION_NAME_7": "Hiper {0}", - "SAME_FUSION_NAME_8": "Giga {0}", - "SAME_FUSION_NAME_9": "{0} 2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué camino seguirás en tu vagar nocturno?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "El del vagabundo", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "El del ladrón", - "HOPSKIN_NAME_PREFIX": "Brinca", - "HOPSKIN_NAME": "Brincagarras", - "HOPSKIN_LORE_1": "Los brincagarra atraen a su presa con sus ojos anaranjados (que nunca pestañean) y su gran sonrisa. Sin embargo, cualquier ser que resulte engañado por su actitud se encontrará con las rápidas y afiladísimas garras que esconde bajo su abrigo mugriento.", - "HOPSKIN_NAME_SUFFIX": "garras", - "HOPSKIN_DESCRIPTION": "un diablillo traicionero con un abrigo", - "HOPSKIN_LORE_2": "En 1955, una familia denunció haber sufrido el ataque de seres extraños en su granja de Hopkinsville (Kentucky). En su descripción, hablaban de orejas puntiagudas, garras en las manos y ojos enormes, amarillos y brillantes.", - "RIPTERRA_NAME": "Destripaterrores", - "RIPTERRA_NAME_PREFIX": "Destripa", - "RIPTERRA_NAME_SUFFIX": "terrores", - "RIPTERRA_DESCRIPTION": "un monstruo horrible con una gabardina", - "RIPTERRA_LORE_2": "En la Gran Bretaña del siglo XIX, se publicaban historias de terror gótico o de asesinos sanguinarios en forma de \\\"penny dreadful\\\" (\\\"terror a un penique\\\"). Aquellos libros, editados con escaso presupuesto, solían ir acompañados de ilustraciones violentas y estremecedoras.", - "RIPTERRA_LORE_1": "No es fácil describir la anatomía de un destripaterrores. Apenas tiene cuerpo como tal, es más bien una masa de miembros terminados en garra, que se acumulan de forma aleatoria bajo el abrigo y el sombrero manchados.", - "SNOOPIN_NAME": "Bandolupín", - "SNOOPIN_NAME_PREFIX": "Bandol", - "SNOOPIN_LORE_1": "Los bandolupín son ladrones sin igual que a menudo se engalanan con las joyas que roban. Por ello, es posible deducir su habilidad para el hurto, por la cantidad de alhajas que llevan encima.", - "SNOOPIN_NAME_SUFFIX": "lupín", - "SNOOPIN_LORE_2": "Arséne Lupin es un ladrón de guante blanco en la ficción, salido de la pluma del escritor Maurice Leblanc. El personaje, que sigue siendo popular incluso hoy, ha aparecido en docenas de historias y múltiples adaptaciones.", - "SCAMPIRE_NAME": "Criminampiro", - "SNOOPIN_DESCRIPTION": "un diablillo con un bastón", - "SCAMPIRE_NAME_PREFIX": "Crimina", - "SCAMPIRE_LORE_1": "Los criminampiros llenan su guarida de riquezas robadas y luego esperan a que su presa se aventure a entrar. Hace unos años que obtuvieron también la capacidad de volar, aunque no está claro si utilizan las alas para ello.", - "SCAMPIRE_NAME_SUFFIX": "ampiro", - "SCAMPIRE_LORE_2": "El concepto del vampiro ha aparecido en la tradición popular durante toda la historia de la humanidad. Una interpretación moderna del mito vampírico es la que los sitúa como la élite social que se alimenta, literalmente, de aquellos de las clases inferiores.", - "MACABRA_NAME_PREFIX": "Mac", - "SCAMPIRE_DESCRIPTION": "un vampiro con sombrero", - "MACABRA_NAME": "Macabra", - "MACABRA_LORE_1": "Los macabra no ven nada, pero en vez de eso tienen la capacidad de \\\"saborear\\\" el aire que los rodea para buscar presas. Prefieren hacerlo desde un lugar elevado, así que a menudo se encaraman a una roca o al cráneo de algún animal mientras cazan.", - "MACABRA_NAME_SUFFIX": "cabra", - "MACABRA_LORE_2": "El \\\"chupacabras\\\" es una creación más o menos reciente de la cultura popular. Los informes de cabezas de ganado desangradas en Sudamérica dieron lugar al concepto de una bestia chupasangres nocturna de origen desconocido.", - "ACHIEVEMENT_NAME_head_skip": "Mejor me lo salto", - "ACHIEVEMENT_NAME_defeat_black_shuck": "Enfréntate a tu sombra", - "ACHIEVEMENT_DESC_head_skip": "Intenta evitar a un luchador saltando por encima de él.", - "ACHIEVEMENT_DESC_defeat_black_shuck": "Véncete en combate.", - "ACHIEVEMENT_NAME_obtain_magikrab": "El pináculo de la evolución", - "ACHIEVEMENT_DESC_obtain_magikrab": "Obtén una forma de monstruo que se creía imposible de encontrar.", - "ACHIEVEMENT_NAME_aa_lenna": "La heroína de otra historia", - "DEFAULT_PLAYER_NAME": "Cas", - "ACHIEVEMENT_DESC_aa_lenna": "Demuestra tu valía a cierta guerrera.", - "MEREDITH_NAME": "Meredith", - "KAYLEIGH_NAME": "Kayleigh", - "FELIX_NAME": "Felix", - "EUGENE_NAME": "Eugene", - "VIOLA_NAME": "Viola", - "DOG_NAME": "Perry", - "UNKNOWN_NAME": "¿¿??", - "SEBASTIAN_NAME": "Sebastián", - "LANDKEEPER_NAME": "Terrateniente", - "LANDKEEPER1_NAME": "Terrateniente 1", - "LANDKEEPER2_NAME": "Terrateniente 2", - "SUNNY_NAME": "Sol", - "LANDKEEPERS_NAME": "Terratenientes", - "SUNNY_UNKNOWN_NAME": "Terrateniente desaliñada", - "CULTIST_NAME.m": "Sectario", - "CULTIST_NAME.f": "Sectaria", - "RANGER_NAME.m": "Guarda", - "CULTIST_NAME.n": "Sectarie", - "RANGER_NAME.f": "Guarda", - "RANGER_NAME.n": "Guarda", - "RANGER_RECRUITER_NAME.m": "Reclutador", - "RANGER_RECRUITER_NAME.f": "Reclutadora", - "RANGER_RECRUITER_NAME.n": "Reclutadore", - "RANGER_WANNABE_NAME.m": "Aspirante", - "RANGER_WANNABE_NAME.f": "Aspirante", - "RANGER_WANNABE_NAME.n": "Aspirante", - "RANGER_TRAINEE_NAME": "Aprendiz", - "RESEARCHER_NAME.m": "Investigador", - "ACHIEVEMENT_NAME_quest_hoylake": "De cacería", - "ACHIEVEMENT_DESC_quest_hoylake": "Ayuda a Hoylake con su investigación.", - "ACHIEVEMENT_NAME_defeat_ghost": "¿A quién vas a llamar?", - "ACHIEVEMENT_DESC_defeat_ghost": "Derrota a un fantasma.", - "ACHIEVEMENT_NAME_rogue_fusion": "La suma de las partes", - "ACHIEVEMENT_DESC_rogue_fusion": "Derrota a una fusión salvaje.", - "ACHIEVEMENT_NAME_swarm_fusion": "El espíritu de la colmena", - "ACHIEVEMENT_DESC_swarm_fusion": "Derrota a un enjambre.", - "ACHIEVEMENT_DESC_unstable_fusion": "Derrota a una fusión inestable.", - "ACHIEVEMENT_NAME_unstable_fusion": "Nunca debe comer después de medianoche", - "ACHIEVEMENT_NAME_orb_fusion": "Eso no es una luna", - "ACHIEVEMENT_DESC_orb_fusion": "Derrota a una fusión esférica.", - "ACHIEVEMENT_NAME_rogue_fusion_5": "Homenaje al salvaje", - "ACHIEVEMENT_DESC_rogue_fusion_5": "Derrota a 5 fusiones salvajes.", - "ACHIEVEMENT_NAME_quest_kayleigh1": "Corrí sin mirar atrás, 1.ª parte", - "ACHIEVEMENT_DESC_quest_kayleigh1": "Empieza la misión de Kayleigh.", - "ACHIEVEMENT_NAME_offices_cleared_1": "Te portas lo mejor que puedes, 1.ª parte", - "ACHIEVEMENT_NAME_offices_cleared_3": "Te portas lo mejor que puedes, 3.ª parte", - "ACHIEVEMENT_DESC_offices_cleared_2": "Disuelve dos oficinas de los terratenientes.", - "ACHIEVEMENT_NAME_sign_up_rangers": "Nuevos desafíos, 1.ª parte", - "ACHIEVEMENT_NAME_rogue_fusion_10": "Has visto muchos salvajes en tus viajes", - "ACHIEVEMENT_NAME_rogue_fusion_20": "Caza a los salvajes", - "ACHIEVEMENT_DESC_rogue_fusion_10": "Derrota a 10 fusiones salvajes.", - "ACHIEVEMENT_DESC_rogue_fusion_20": "Derrota a 20 fusiones salvajes.", - "ACHIEVEMENT_NAME_rogue_fusion_50": "¡Qué salvajada!", - "ACHIEVEMENT_NAME_overworld_chunks": "Turista", - "ACHIEVEMENT_DESC_rogue_fusion_50": "Derrota a 50 fusiones salvajes.", - "ACHIEVEMENT_DESC_overworld_chunks": "Visita todos los lugares de Nueva Wirral.", - "ACHIEVEMENT_NAME_reopened_stations_all": "Tiene un boleto de tren", - "ACHIEVEMENT_DESC_reopened_stations_all": "Reabre todas las estaciones.", - "ACHIEVEMENT_NAME_observe_species_120": "Zoología básica", - "ACHIEVEMENT_DESC_observe_species_120": "Observa 120 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_10": "Zoología, 1.ª parte", - "ACHIEVEMENT_DESC_obtain_species_10": "Obtén 10 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_20": "Zoología, 2.ª parte", - "ACHIEVEMENT_DESC_investigate_rumor": "Investiga un rumor.", - "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", - "ACHIEVEMENT_NAME_obtain_candevil": "Amante del dulce", - "ACHIEVEMENT_DESC_partner_felix": "Desbloquea a Felix.", - "ACHIEVEMENT_NAME_partner_dog": "Perry", - "ACHIEVEMENT_DESC_partner_dog": "Desbloquea a Perry.", - "ACHIEVEMENT_NAME_partner_meredith": "Meredith", - "ACHIEVEMENT_DESC_partner_meredith": "Desbloquea a Meredith.", - "ACHIEVEMENT_NAME_partner_felix": "Felix", - "ACHIEVEMENT_NAME_quest_meredith1": "Centro comercial La Caída", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Corrí sin mirar atrás, 2.ª parte", - "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Termina la misión de Kayleigh.", - "ACHIEVEMENT_NAME_quest_eugene_complete": "Te portas lo mejor que puedes, 6.ª parte", - "ACHIEVEMENT_DESC_quest_eugene_complete": "Termina la misión de Eugene.", - "ACHIEVEMENT_DESC_obtain_rumor": "Escucha un rumor.", - "ACHIEVEMENT_NAME_offices_cleared_4": "Te portas lo mejor que puedes, 4.ª parte", - "ACHIEVEMENT_DESC_offices_cleared_3": "Disuelve tres oficinas de los terratenientes.", - "ACHIEVEMENT_NAME_captain_wallace": "Una de cal y una de arena", - "ACHIEVEMENT_DESC_captain_wallace": "Derrota al guarda mayor Mort Ero.", - "ACHIEVEMENT_DESC_captain_skip": "Derrota a le guarda mayor Bas.", - "ACHIEVEMENT_NAME_captain_skip": "Para mí no es basura", - "ACHIEVEMENT_DESC_captain_judas": "Derrota al guarda mayor Judas.", - "ACHIEVEMENT_NAME_captain_zedd": "Sueño reparador", - "ACHIEVEMENT_DESC_captain_zedd": "Derrota al guarda mayor Zeta.", - "ACHIEVEMENT_NAME_captain_judas": "Preparado para todo", - "ACHIEVEMENT_NAME_captain_cleeo": "Quien gana se lo lleva todo", - "ACHIEVEMENT_DESC_captain_cleeo": "Derrota a la guarda mayor Cle-0.", - "ACHIEVEMENT_NAME_captain_lodestein": "Electrizante", - "ACHIEVEMENT_DESC_captain_lodestein": "Derrota al guarda mayor Ray O'Farrell.", - "ACHIEVEMENT_NAME_captain_dreadful": "Más allá", - "ACHIEVEMENT_DESC_captain_dreadful": "Derrota a la guarda mayor Agnes Pectro.", - "ACHIEVEMENT_NAME_captain_gladiola": "El filo de la navaja", - "ACHIEVEMENT_DESC_captain_gladiola": "Derrota a la guarda mayor Gladiola.", - "ACHIEVEMENT_NAME_captain_heather": "Chubascos generalizados", - "ACHIEVEMENT_DESC_captain_heather": "Derrota a la guarda mayor Olga.", - "ACHIEVEMENT_NAME_captain_buffy": "Sudar la camiseta", - "ACHIEVEMENT_DESC_captain_buffy": "Derrota a la guarda mayor Mazas.", - "ACHIEVEMENT_DESC_obtain_species_20": "Obtén 20 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_50": "Zoología, 3.ª parte", - "ACHIEVEMENT_DESC_obtain_species_50": "Obtén 50 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_100": "Zoología, 4.ª parte", - "ACHIEVEMENT_DESC_obtain_species_100": "Obtén 100 especies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_120": "Zoología avanzada", - "ACHIEVEMENT_DESC_obtain_species_120": "Obtén 120 especies diferentes.", - "ACHIEVEMENT_NAME_maxed_tape_species_120": "Élite de Cassette Beasts", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "Consigue la información adicional de todas las especies.", - "ACHIEVEMENT_DESC_bootleg_beast": "Obtén un monstruo pirata de tipo bestia.", - "ACHIEVEMENT_NAME_bootleg_beast": "Pirata feroz", - "ACHIEVEMENT_NAME_bootleg_fire": "Pirata flamígero", - "ACHIEVEMENT_DESC_bootleg_plant": "Obtén un monstruo pirata de tipo planta.", - "ACHIEVEMENT_DESC_bootleg_fire": "Obtén un monstruo pirata de tipo fuego.", - "ACHIEVEMENT_NAME_bootleg_plastic": "Pirata de juguete", - "ACHIEVEMENT_DESC_bootleg_plastic": "Obtén un monstruo pirata de tipo plástico.", - "ACHIEVEMENT_NAME_bootleg_plant": "Pirata frondoso", - "ACHIEVEMENT_NAME_tutorial": "Así es el mundo en el que vivimos", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Gran inauguración", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Llega a cinco corazones con Eugene.", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Sofá, manta y película", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Llega a cinco corazones con Meredith.", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "El mejor amigo del perro", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "Llega a cinco corazones con Felix.", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "Retrato del artista", - "ACHIEVEMENT_NAME_bootleg_water": "Pirata acuático", - "ACHIEVEMENT_DESC_bootleg_water": "Obtén un monstruo pirata de tipo agua.", - "ACHIEVEMENT_NAME_bootleg_poison": "Pirata ponzoñoso", - "ACHIEVEMENT_DESC_bootleg_poison": "Obtén un monstruo pirata de tipo veneno.", - "ACHIEVEMENT_NAME_bootleg_astral": "Pirata cósmico", - "ACHIEVEMENT_DESC_bootleg_astral": "Obtén un monstruo pirata de tipo astral.", - "ACHIEVEMENT_NAME_bootleg_ice": "Pirata gélido", - "ACHIEVEMENT_DESC_bootleg_ice": "Obtén un monstruo pirata de tipo hielo.", - "ACHIEVEMENT_NAME_bootleg_lightning": "Pirata fulminante", - "ACHIEVEMENT_DESC_bootleg_lightning": "Obtén un monstruo pirata de tipo rayo.", - "ACHIEVEMENT_NAME_bootleg_air": "Pirata ventoso", - "ACHIEVEMENT_DESC_bootleg_air": "Obtén un monstruo pirata de tipo aire.", - "ACHIEVEMENT_NAME_bootleg_earth": "Pirata pétreo", - "ACHIEVEMENT_DESC_bootleg_earth": "Obtén un monstruo pirata de tipo tierra.", - "ACHIEVEMENT_NAME_bootleg_metal": "Pirata férreo", - "ACHIEVEMENT_DESC_bootleg_metal": "Obtén un monstruo pirata de tipo metal.", - "ACHIEVEMENT_DESC_sign_up_rangers": "Únete a los guardas.", - "ACHIEVEMENT_NAME_obtain_rumor": "Me lo dijo un pajarito", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "Llega a cinco corazones con Perry.", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "Como gustes", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "Llega a cinco corazones con Viola.", - "ACHIEVEMENT_NAME_romantic_relationship": "Dos corazones acompasados", - "ACHIEVEMENT_DESC_romantic_relationship": "Empieza una relación sentimental.", - "ACHIEVEMENT_NAME_reopened_stations_final": "Escucha mis palabras", - "ACHIEVEMENT_NAME_captain_cybil": "La estrella de la radio", - "ACHIEVEMENT_DESC_captain_cybil": "Derrota a la guarda mayor Cybil.", - "ACHIEVEMENT_DESC_captain_codey": "Derrota al guarda mayor Codi.", - "ACHIEVEMENT_NAME_captain_codey": "Revienta el planeta", - "ACHIEVEMENT_DESC_defeat_ianthe": "Derrota a Ianthe y conviértete en guarda mayor.", - "ACHIEVEMENT_NAME_defeat_ianthe": "Nuevos desafíos, 2.ª parte", - "ACHIEVEMENT_NAME_quest_overtime": "Horas extra", - "ACHIEVEMENT_DESC_quest_overtime": "Elige un diseño para el letrero de Villapuerto.", - "ACHIEVEMENT_NAME_quest_sunny": "¿Qué se siente?", - "ACHIEVEMENT_DESC_quest_sunny": "Ayuda a Sol a empezar una vida nueva.", - "ACHIEVEMENT_NAME_offices_cleared_5": "Te portas lo mejor que puedes, 5.ª parte", - "ACHIEVEMENT_DESC_offices_cleared_4": "Disuelve cuatro oficinas de los terratenientes.", - "ACHIEVEMENT_DESC_kuneko_altars_1": "Encuéntrate con Kuneko en un altar.", - "ACHIEVEMENT_NAME_kuneko_altars_2": "¿No me quieres?, 3.ª parte", - "ACHIEVEMENT_DESC_kuneko_altars_2": "Encuéntrate con Kuneko en dos altares.", - "ACHIEVEMENT_DESC_kuneko_altars_4": "Encuéntrate con Kuneko en cuatro altares.", - "ACHIEVEMENT_NAME_kuneko_altars_3": "¿No me quieres?, 4.ª parte", - "ACHIEVEMENT_DESC_partner_kayleigh": "Desbloquea a Kayleigh.", - "ACHIEVEMENT_NAME_partner_eugene": "Eugene", - "ACHIEVEMENT_DESC_partner_eugene": "Desbloquea a Eugene.", - "ACHIEVEMENT_DESC_remaster": "Remasteriza una cinta.", - "ACHIEVEMENT_NAME_investigate_rumor": "Más vale pájaro en mano", - "ACHIEVEMENT_NAME_bootleg_glass": "Pirata transparente", - "ACHIEVEMENT_DESC_bootleg_glass": "Obtén un monstruo pirata de tipo cristal.", - "ACHIEVEMENT_NAME_bootleg_glitter": "Pirata brillante", - "ACHIEVEMENT_DESC_bootleg_glitter": "Obtén un monstruo pirata de tipo brillantina.", - "ACHIEVEMENT_NAME_train_frankie": "Frankie en el País de las Maravillas", - "ACHIEVEMENT_DESC_train_frankie": "Termina el entrenamiento de Frankie.", - "ACHIEVEMENT_NAME_train_vin": "El lobo solitario", - "ACHIEVEMENT_DESC_train_vin": "Termina el entrenamiento de Vin.", - "ACHIEVEMENT_NAME_noticeboard_5": "Guarda principiante", - "ACHIEVEMENT_DESC_noticeboard_5": "Completa 5 misiones del tablero de anuncios.", - "ACHIEVEMENT_NAME_noticeboard_20": "Guarda diletante", - "ACHIEVEMENT_DESC_noticeboard_20": "Completa 20 misiones del tablero de anuncios.", - "ACHIEVEMENT_NAME_noticeboard_50": "Guarda diligente", - "ACHIEVEMENT_DESC_noticeboard_50": "Completa 50 misiones del tablero de anuncios.", - "ACHIEVEMENT_NAME_noticeboard_100": "Guarda especialista", - "ACHIEVEMENT_DESC_noticeboard_100": "Completa 100 misiones del tablero de anuncios.", - "ACHIEVEMENT_NAME_obtain_rare_sticker": "Coleccionista de calcomanías", - "RESEARCHER_NAME.f": "Investigadora", - "RESEARCHER_NAME.n": "Investigadore", - "PENSBY_NAME": "Doctora Pensby", - "FRANKIE_NAME": "Frankie", - "HOYLAKE_NAME": "Hoylake", - "KIRBY_NAME": "Kirby", - "VIN_NAME": "Vin", - "THIEF_NAME": "Ladrón", - "TRAVELER_NAME.m": "Turista", - "TRAVELER_NAME.f": "Turista", - "TREASURE_SEEKER_NAME.m": "Buscador", - "TRAVELER_NAME.n": "Turista", - "TREASURE_SEEKER_NAME.n": "Buscadore", - "TREASURE_SEEKER_NAME.f": "Buscadora", - "HISTORIAN_NAME.m": "Historiador", - "HISTORIAN_NAME.f": "Historiadora", - "ROCKER_NAME.m": "Roquero", - "HISTORIAN_NAME.n": "Historiadore", - "ROCKER_NAME.f": "Roquera", - "ROCKER_NAME.n": "Roquere", - "CAMPER_NAME.m": "Campista", - "CAMPER_NAME.f": "Campista", - "SOLDIER_NAME.m": "Soldado", - "CAMPER_NAME.n": "Campista", - "SOLDIER_NAME.n": "Soldado", - "TAMER_NAME.m": "Domador", - "SOLDIER_NAME.f": "Soldado", - "TAMER_NAME.f": "Domadora", - "TAMER_NAME.n": "Domadore", - "CREEP_NAME.m": "Adefesio", - "CREEP_NAME.f": "Adefesia", - "FARMER_EDWARD_NAME": "Philip Atata", - "CREEP_NAME.n": "Adefesie", - "FARMER_MARIS_NAME": "Dip Atata", - "IANTHE_NAME": "Jefa Ianthe", - "IANTHE_NAME_SHORT": "Ianthe", - "IANTHE_SUBTITLE": "Guarda suprema", - "LEADER_IANTHE_UNKNOWN_NAME": "Mujer distinguida", - "CAPTAIN_WALLACE_NAME": "Guarda mayor Mort Ero", - "CAPTAIN_WALLACE_NAME_SHORT": "Mort", - "CAPTAIN_WALLACE_SUBTITLE": "Experto albañil", - "CAPTAIN_SKIP_NAME": "Guarda mayor Bas", - "CAPTAIN_SKIP_NAME_SHORT": "Bas", - "CAPTAIN_SKIP_SUBTITLE": "Buscadore de tesoros cuestionables", - "CAPTAIN_ZEDD_NAME_SHORT": "Zeta", - "CAPTAIN_ZEDD_NAME": "Guarda mayor Zeta", - "CAPTAIN_ZEDD_SUBTITLE": "\\\"Meditador\\\"", - "CAPTAIN_JUDAS_NAME": "Guarda mayor Judas", - "CAPTAIN_JUDAS_NAME_SHORT": "Judas", - "ACHIEVEMENT_NAME_offices_cleared_2": "Te portas lo mejor que puedes, 2.ª parte", - "ACHIEVEMENT_DESC_offices_cleared_1": "Disuelve una oficina de los terratenientes.", - "ACHIEVEMENT_DESC_tutorial": "Termina el tutorial.", - "MOVE_FUSION_POWER_PREFIX_water_1": "de las corrientes", - "MOVE_FUSION_POWER_PREFIX_water_2": "de la tempestad", - "MOVE_FUSION_POWER_PREFIX_water_3": "del monzón", - "MOVE_FUSION_POWER_PREFIX_water_4": "de los torrentes", - "MOVE_FUSION_POWER_PREFIX_water_5": "de los remolinos", - "MOVE_FUSION_POWER_PREFIX_water_6": "de lo abisal", - "MOVE_FUSION_POWER_PREFIX_water_7": "de Neptuno", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "de la brillantina", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "de lo brillante", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "del arcoíris", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "de las hadas", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "de las artes manuales", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "de lo casero", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "de los unicornios", - "MOVE_FUSION_POWER_PREFIX_astral_1": "del cosmos", - "MOVE_FUSION_POWER_PREFIX_astral_2": "de los planetas", - "MOVE_FUSION_POWER_PREFIX_astral_3": "de lo celeste", - "MOVE_FUSION_POWER_PREFIX_astral_4": "de las estrellas", - "MOVE_FUSION_POWER_PREFIX_astral_5": "de lo etéreo", - "MOVE_FUSION_POWER_PREFIX_astral_6": "de las órbitas", - "MOVE_FUSION_POWER_PREFIX_astral_7": "de lo incógnito", - "MOVE_FUSION_POWER_PREFIX_air_1": "de los ciclones", - "MOVE_FUSION_POWER_PREFIX_air_2": "de los tornados", - "MOVE_FUSION_POWER_PREFIX_air_3": "de los torbellinos", - "MOVE_FUSION_POWER_PREFIX_air_4": "de los huracanes", - "MOVE_FUSION_POWER_PREFIX_air_5": "de los vientos", - "MOVE_FUSION_POWER_PREFIX_air_6": "del siroco", - "MOVE_FUSION_POWER_PREFIX_air_7": "de Eolo", - "MOVE_FUSION_POWER_PREFIX_earth_1": "de lo pétreo", - "MOVE_FUSION_POWER_PREFIX_earth_2": "de lo mineral", - "MOVE_FUSION_POWER_PREFIX_earth_3": "de las simas", - "MOVE_FUSION_POWER_PREFIX_earth_4": "de las montañas", - "MOVE_FUSION_POWER_PREFIX_earth_5": "de lo áspero", - "MOVE_FUSION_POWER_PREFIX_earth_6": "de la piedra", - "MOVE_FUSION_POWER_PREFIX_earth_7": "del granito", - "MOVE_FUSION_POWER_PREFIX_glass_1": "del cristal", - "MOVE_FUSION_POWER_PREFIX_glass_2": "de lo frágil", - "MOVE_FUSION_POWER_PREFIX_glass_3": "de los reflejos", - "MOVE_FUSION_POWER_PREFIX_glass_4": "de lo vítreo", - "MOVE_FUSION_POWER_PREFIX_glass_5": "de lo quebradizo", - "MOVE_FUSION_POWER_PREFIX_ice_1": "de lo gélido", - "MOVE_FUSION_POWER_PREFIX_glass_6": "de lo transparente", - "MOVE_FUSION_POWER_PREFIX_ice_2": "de los carámbanos", - "MOVE_FUSION_POWER_PREFIX_ice_3": "del frío", - "MOVE_FUSION_POWER_PREFIX_ice_4": "de lo polar", - "MOVE_FUSION_POWER_PREFIX_ice_5": "de lo frígido", - "MOVE_FUSION_POWER_PREFIX_ice_7": "de la ventisca", - "MOVE_FUSION_POWER_PREFIX_ice_6": "de los glaciares", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "de las tormentas", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "de las centellas", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "de lo eléctrico", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "de lo fulminante", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "de las descargas", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "de la electricidad", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "de lo magnético", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "de Tesla", - "MOVE_FUSION_POWER_PREFIX_metal_1": "del acero", - "MOVE_FUSION_POWER_PREFIX_metal_2": "de los metales", - "MOVE_FUSION_POWER_PREFIX_metal_3": "de la plata", - "MOVE_FUSION_POWER_PREFIX_metal_4": "del mercurio", - "MOVE_FUSION_POWER_PREFIX_metal_5": "de las aleaciones", - "MOVE_FUSION_POWER_PREFIX_metal_6": "del titanio", - "MOVE_FUSION_POWER_SWORD": "Espada", - "MOVE_FUSION_POWER_AXE": "Hacha", - "MOVE_FUSION_POWER_KATANA": "Katana", - "MOVE_FUSION_POWER_HAMMER": "Martillo", - "MOVE_FUSION_POWER_HALBERD": "Alabarda", - "MOVE_FUSION_POWER_BLADEWHEEL": "Rueda", - "MOVE_FUSION_POWER_FIST": "Puño", - "MOVE_FUSION_POWER_SMASH": "Acometida", - "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", - "MOVE_FUSION_POWER_ARROW": "Flecha", - "MOVE_FUSION_POWER_ORB": "Esfera", - "MOVE_FUSION_POWER_KUNAI": "Kunai", - "MOVE_FUSION_POWER_SHARDS": "Esquirlas", - "MOVE_FUSION_POWER_SPIKES": "Púas", - "MOVE_FUSION_POWER_METEOR": "Meteorito", - "MOVE_FUSION_POWER_BEAM": "Rayo", - "MOVE_FUSION_POWER_BLAST": "Onda", - "MOVE_FUSION_POWER_BOMB": "Bomba", - "MOVE_RITUAL_NAME": "Rito", - "MOVE_IRON_FILINGS_NAME": "Limaduras de hierro", - "MOVE_DESCRIPTION_RITUAL": "Devuelve a la vida a quien lo usa con un 25 % de sus PV máximos.", - "MOVE_DESCRIPTION_IRON_FILINGS": "Aplica al objetivo el efecto \\\"conducción\\\".", - "MOVE_AA_OLDGANTE_THRASH_NAME": "Arrebato discordante", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda morganae", - "MOVE_TRICK_NAME": "Travesura", - "MOVE_TREAT_NAME": "Golosina", - "MOVE_ATTRIBUTE_STAT": "{stat_value} % de {stat_name}", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "El daño se basa en el atributo {stat_name} si es mayor que el de ataque.", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Produce un impacto crítico si tiene ventaja del tipo", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "Pasiva: {stat_value} % de {stat_name}", - "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value} % de {stat_name} por cada espacio vacío.", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "+1 turno de duración", - "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 golpe adicional", - "MOVE_ATTRIBUTE_HEAL": "Cura un {stat_value} % de los PV máximos.", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Pasiva: {stat_value} % de {stat_name} por cada espacio vacío.", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Cura un {stat_value} % de los PV máximos por cada espacio vacío.", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance} % de probabilidad de aplicar {status_effect}.", - "MOVE_ATTRIBUTE_BUFF_USER": "{chance} % de probabilidad de aplicar {status_effect}.", - "MOVE_ATTRIBUTE_AP_REFUND": "{chance} % de probabilidad de devolver {amount} PA después de usarlo.", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance} % de probabilidad de devolver todos los PA después de usarlo.", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance} % de probabilidad de usarse al principio del combate.", - "MOVE_ATTRIBUTE_SHARED": "Se comparte con los aliados.", - "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatible con cualquier cinta.", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance} % de probabilidad de usarse al final del turno.", - "MOVE_ATTRIBUTE_USE_AGAIN": "{chance} % de probabilidad de usarse dos veces.", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance} % de probabilidad de usarse al recibir un impacto.", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance} % de probabilidad de usarse después de atacar.", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance} % de probabilidad de usar {move_name} después de que se haya usado.", - "MOVE_ATTRIBUTE_MULTITARGET": "{chance} % de probabilidad de tomar un equipo entero por objetivo.", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Destruye los muros.", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 espacio", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "Atraviesa los muros.", - "MOVE_ATTRIBUTE_USE_RANDOM": "{chance} % de probabilidad de usar un movimiento al azar.", - "MOVE_BAD_JOKE_JOKE3": "¿Por qué no tienen gracia los trafikangrejos? ¡Porque no son cangrejos de río!", - "MOVE_BAD_JOKE_JOKE1": "¿Por qué no cruzó el trafikangrejo la carretera? ¡Porque como andaba de lado, se quedó en la acera!", - "MOVE_BAD_JOKE_JOKE2": "¿Qué tipo de obra de teatro se podría hacer sobre los trafikangrejos? ¡Una traficomedia!", - "MOVE_BAD_JOKE_JOKE4": "¿Cuál es el mayor defecto de los trafikangrejos? ¡Encono!", - "MOVE_BAD_JOKE_JOKE7": "¿Qué les gustaría tener a los baladinos? ¡Una lámpara!", - "MOVE_BAD_JOKE_JOKE6": "¿Como construyen su nido los picohielos? ¡A pico y ala!", - "MOVE_BAD_JOKE_JOKE5": "¿Por qué tocan el xilófono los alfisqueletos? ¡Porque no tienen órganos!", - "MOVE_BAD_JOKE_JOKE8": "¿Qué toman los temparena para desayunar? ¡Copos de arena!", - "MOVE_BAD_JOKE_JOKE9": "¿Como se llama a mil kilos de fango violeta? ¡Una gelatonelada!", - "MOVE_BAD_JOKE_JOKE11": "¿Por qué no conviene encerrar a un astrordígrado en una cabina de teléfono? ¡Porque necesita espacio!", - "MOVE_BAD_JOKE_JOKE12": "¿Por qué no comen nada los chispartanos? ¡Porque todo les sabe a rayos!", - "MOVE_BAD_JOKE_JOKE10": "¿Qué les gusta beber a los temparenas? ¡Agua del tiempo!", - "MOVE_BAD_JOKE_JOKE18": "¿Por qué fue al psicólogo el terrateniente? ¡Porque tenía un complejo de apartamentos!", - "MOVE_BAD_JOKE_JOKE14": "¿Por qué está triste el saltalabaza? ¡Porque le dieron calabazas!", - "MOVE_BAD_JOKE_JOKE13": "¿Por qué están tan fuertes los nenufaimanes? ¡Porque comen mucho hierro!", - "MOVE_BAD_JOKE_JOKE15": "Iba a hacer un chiste sobre la química elemental, pero no creo que cause ninguna reacción.", - "MOVE_BAD_JOKE_JOKE16": "¿Cuál es la flor favorita de los gireleles? ¡El girasol!", - "MOVE_BAD_JOKE_JOKE17": "¿Cómo miden las distancias los arbustojos? ¡A ojo!", - "MOVE_BAD_JOKE_JOKE20": "¿Qué es lo que más le gustaría a un terrateniente? ¡Que lo ascendieran a terracapitán!", - "MOVE_BAD_JOKE_JOKE19": "¿Porqué no se mueven nunca los terratenientes? ¡Porque son agentes \\\"inmoviliarios\\\"!", - "MOVE_NAME_INSOMNIA": "Insomnio", - "MOVE_DESCRIPTION_INSOMNIA": "Evita que quien lo usa se quede dormido.", - "MOVE_NAME_ELDRITCH": "Aberración", - "MOVE_DESCRIPTION_ELDRITCH": "Evita que se reduzcan los atributos de quien lo usa.", - "MOVE_NAME_STATUS_RESISTANCE": "Resistencia a los efectos", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "Quien lo usa sufrirá menos daño de los efectos de estado \\\"quemadura\\\", \\\"veneno\\\" y \\\"parásito\\\".", - "MOVE_NAME_NEUTRALISE": "Neutralización", - "MOVE_DESCRIPTION_LIQUID_BODY": "Evita que quien lo usa sufra el estado \\\"quemadura\\\", pero hace que todos los ataques de tipo hielo o rayo inflijan golpes críticos.", - "MOVE_NAME_LIQUID_BODY": "Cuerpo líquido", - "MOVE_DESCRIPTION_NEUTRALISE": "Elimina automáticamente todas las reducciones de quien lo usa cuando sus PV quedan por debajo del 50 %.", - "MOVE_NAME_PHASE_SHIFT": "Cambio de plano", - "MOVE_DESCRIPTION_PHASE SHIFT": "Los ataques de quien lo usa pueden impactar a los fantasmas.", - "MOVE_CAMOUFLAGE_WATER_NAME": "Camuflaje de agua", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Camuflaje de plástico", - "MOVE_CAMOUFLAGE_AIR_NAME": "Camuflaje de aire", - "MOVE_CAMOUFLAGE_EARTH_NAME": "Camuflaje de tierra", - "MOVE_CAMOUFLAGE_FIRE_NAME": "Camuflaje de fuego", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Camuflaje astral", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Camuflaje de rayo", - "MOVE_CAMOUFLAGE_METAL_NAME": "Camuflaje de metal", - "MOVE_CAMOUFLAGE_BEAST_NAME": "Camuflaje de bestia", - "MOVE_CAMOUFLAGE_PLANT_NAME": "Camuflaje de planta", - "MOVE_CAMOUFLAGE_POISON_NAME": "Camuflaje de veneno", - "MOVE_CAMOUFLAGE_ICE_NAME": "Camuflaje de hielo", - "MOVE_CAMOUFLAGE_GLASS_NAME": "Camuflaje de cristal", - "MOVE_DESCRIPTION_CAMOUFLAGE": "Se usa automáticamente al principio del combate sin costo en PA. Cambia el tipo de quien lo usa.", - "MOVE_NAME_RICOCHET": "Carambola", - "MOVE_NAME_BREATHING_TECHNIQUE": "Técnica de respiración", - "MOVE_DESCRIPTION_RICOCHET": "Los ataques a distancia de quien lo usa tienen un 50 % de probabilidad de atravesar el muro del enemigo.", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Evita que quien lo usa sufra el estado \\\"ira\\\".", - "MOVE_NAME_SELF_ASSURED": "Confianza", - "MOVE_DESCRIPTION_SELF_ASSURED": "Evita que quien lo usa sufra el estado \\\"confusión\\\".", - "MOVE_NAME_CRITICAL_AP": "PA crítico", - "MOVE_DESCRIPTION_CRITICAL_AP": "Quien lo usa obtiene 1 PA cada vez que su ataque produce un golpe crítico.", - "MOVE_NAME_PITY_AP": "PA de consolación", - "MOVE_NAME_UNSHAKEABLE": "Valentía", - "MOVE_DESCRIPTION_PITY_AP": "Quien lo usa obtiene 1 PA cada vez que su ataque falla.", - "MOVE_DESCRIPTION_UNSHAKEABLE": "Evita que quien lo usa sufra el estado \\\"intimidación\\\".", - "MOVE_NAME_VAMPIRE": "Vampirismo", - "MOVE_DESCRIPTION_VAMPIRE": "Quien lo usa obtiene la mitad del beneficio que causen los movimientos curativos y efectos de estado de sus rivales.", - "MOVE_NAME_MULTICOPY": "Multicopia", - "MOVE_NAME_FOSSIL": "Fósil", - "MOVE_DESCRIPTION_MULTICOPY": "Si un enemigo obtiene los estados \\\"multiobjetivo\\\" o \\\"multimovimiento\\\", quien lo usa los obtiene también.", - "MOVE_DESCRIPTION_FOSSIL": "Devuelve automáticamente todos sus PV a quien lo usa si se le aplica el estado \\\"petrificación\\\".", - "MOVE_NAME_BLOODLUST": "Sed de sangre", - "MOVE_NAME_STURDY_ARMOUR": "Armadura pesada", - "MOVE_DESCRIPTION_BLOODLUST": "Se activa cuando un enemigo es derrotado. Aumenta los atributos del ataque cuerpo a cuerpo y del ataque a distancia de quien lo usa.", - "MOVE_NAME_RETURN_FIRE": "Disparo de respuesta", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "Evita que puedan reducirse los atributos defensivos cuerpo a cuerpo y a distancia de quien lo usa.", - "MOVE_DESCRIPTION_RETURN_FIRE": "Tiene la probabilidad de usarse de forma automática al sufrir el impacto de un ataque a distancia.", - "MOVE_NAME_BURNING_PASSION": "Pasión ardiente", - "MOVE_NAME_BERSERKER": "Berserker", - "MOVE_DESCRIPTION_BURNING_PASSION": "Aumenta de forma automática los atributos del ataque cuerpo a cuerpo y del ataque a distancia de quien lo usa si se le aplica el efecto de estado \\\"quemadura\\\".", - "MOVE_NAME_VENGEFUL_CURSE": "Maldición vengativa", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Aplica de forma automática tres reducciones al azar al último enemigo que golpee a quien lo usa antes de que sea derrotado.", - "MOVE_DESCRIPTION_BERSERKER": "Aumenta los atributos del ataque cuerpo a cuerpo de quien lo usa y le aplica el estado \\\"ira\\\" cuando sus PV quedan por debajo del 50 %.", - "MOVE_DESCRIPTION_RANDOM_STARTER": "Tiene la probabilidad de usar automáticamente otro movimiento al azar al principio del turno sin costo en PA.", - "MOVE_NAME_RANDOM_STARTER": "Apertura al azar", - "MOVE_DESCRIPTION_CUSTOM_STARTER": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista al principio del combate sin costo en PA. La probabilidad se reduce en proporción con el costo normal en PA de ese movimiento.", - "MOVE_NAME_CUSTOM_STARTER": "Apertura personalizada", - "MOVE_NAME_CRITICAL_MASS": "Masa crítica", - "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", - "MOVE_NAME_AUTOMATION": "Automatización", - "MOVE_DESCRIPTION_AUTOMATION": "Tiene la probabilidad de usar el siguiente movimiento de la lista al final del turno sin costo en PA.", - "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista sin costo en PA cuando el ataque de quien lo usa tiene ventaja de tipo. La probabilidad se reduce en proporción con el costo normal en PA de ese movimiento.", - "MOVE_NAME_CHEMICAL_IMBALANCE": "Desequilibrio químico", - "MOVE_DESCRIPTION_CRITICAL_MASS": "Tiene la probabilidad de usar el siguiente movimiento de la lista sin costo en PA cuando el ataque de quien lo usa produzca un golpe crítico.", - "MOVE_NAME_DUAL_WIELD": "Doble movimiento", - "MOVE_DESCRIPTION_PAINT_SWIPE": "Solo puede usarse si quien lo usa tiene aplicada una capa. Impacta a un objetivo y le transfiere la capa. Siempre va en último lugar.", - "MOVE_DESCRIPTION_DUAL_WIELD": "Usa el siguiente movimiento de la lista dos veces consecutivas (si se tienen suficientes PA).", - "MOVE_NAME_PAINT_SWIPE": "Brocha gorda", - "TUTORIAL_INTRO_1": "¡Hola, {player}! Me alegra que hayas venido.\\n Presiona {control.ui_accept} para continuar.", - "TUTORIAL_INTRO_2": "Necesito tu ayuda para ocuparme de una fusión salvaje, ¿tienes ganas?", - "TUTORIAL_INTRO_3": "¡Pues manos a la obra! Más adelante verás unos acantilados. Puedes moverte con {control.move_up}, {control.move_left}, {control.move_down} y {control.move_right}. Yo te sigo.", - "TUTORIAL_TARGET_MENU_1": "Este es el menú de objetivo, donde puedes ver qué tipo de efecto causarán tus ataques.", - "TUTORIAL_BATTLE_START_1": "A partir de ahora las cosas se van a complicar… ¡No te preocupes, aquí estoy para ayudarte!", - "TUTORIAL_TARGET_MENU_2": "Fíjate bien en el color de ese círculo: si es verde, significa que le causará algún efecto beneficioso al objetivo, si es rojo, que el efecto será perjudicial y, si es amarillo, las dos cosas.", - "TUTORIAL_CLIFFS_1": "Vamos a tener que subir a ese acantilado. Y en este caso no nos basta con saltar ({control.jump}).", - "TUTORIAL_CLIFFS_2": "¡A ver, un poco de creatividad! Hay varias formas de llegar hasta ahí.", - "TUTORIAL_CLIFFS_4": "O… ¿Ves esa columna de ahí? Puedes usar tu habilidad de electromagnetismo (mantén presionado {control.magnetism}) para levitar.", - "TUTORIAL_CLIFFS_3": "Para empezar, podrías buscar algo que se pueda agarrar y colocar ahí para que lo usemos como plataforma.", - "TUTORIAL_CLIFFS_5": "Ah, y puedes lanzar vides, ¿verdad? Si miras al acantilado y presionas {control.interact}, puedes usar una vid para escalar.", - "TUTORIAL_CLIFFS_6": "¿Qué prefieres?", - "TUTORIAL_BOSS_1.m": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", - "TUTORIAL_GLIDE_2": "¡Es fácil! Cuando saltes, solo tienes que mantener presionado {control.jump} para no caerte.", - "TUTORIAL_GLIDE_1": "Sígueme, {player}. ¡No tengas miedo!", - "TUTORIAL_GLIDE_3": "¡Vamos, ya estamos cerca!", - "TUTORIAL_BOSS_2": "Si necesitas curarte, echa un vistazo a tu inventario (presiona {control.pause_menu}), a ver si tienes algún pastelillo o algo.", - "TUTORIAL_BOSS_3": "O, si lo prefieres, podemos volver a la tienda que hay cerca de donde habíamos empezado y descansar allí.", - "TUTORIAL_BOSS_1.n": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", - "TUTORIAL_BOSS_1.f": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", - "TUTORIAL_BOSS_5": "¿Y bien? ¿Tienes ganas?", - "TUTORIAL_BOSS_4": "Si la cosa se pone fea, echa un ojo a la pestaña de objetos de combate de tu inventario.", - "TUTORIAL_DIED": "¿Estás bien? Ya estaba empezando a preocuparme…", - "TUTORIAL_WON_2": "Hacemos muy buen equipo, ¿no te parece, {player}?", - "TUTORIAL_WON_1": "Bueno, pues parece que lo logramos…", - "QUEST_GET_ITEM_PROGRESS": "Obtuviste: {obtained}/{required_item_amount}", - "NO_QUESTS_AVAILABLE": "Por el momento no hay más misiones disponibles.", - "QUEST_GET_MASQUERATTLE_TITLE": "¡Busca un mascarascabel!", - "QUEST_STAT_PROGRESS": "Progreso: {num}/{count}", - "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Fusión salvaje", - "PASSIVE_QUEST_ORB_FUSION_TITLE": "Fusión esférica", - "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Fusión inestable", - "PASSIVE_QUEST_SWARM_TITLE": "Enjambre de monstruos", - "QUEST_TUTORIAL_TITLE": "Así es el mundo en el que vivimos", - "QUEST_TUTORIAL_DESCRIPTION1": "Habla con Kayleigh en la entrada oriental de Villapuerto.", - "PASSIVE_QUEST_UNKNOWN_TITLE": "Señal no identificada", - "QUEST_TUTORIAL_DESCRIPTION2": "Sigue las instrucciones de Kayleigh.", - "QUEST_TUTORIAL_DESCRIPTION3": "Acompaña a Kayleigh hasta el camino deteriorado.", - "QUEST_ARCHANGELS_DESCRIPTION1": "Busca arcángeles para completar la canción de Morganta y, después, sigue las pistas que hay en ella para buscar el camino que te lleve a casa.", - "QUEST_ARCHANGELS_PROGRESS": "Has reunido {num} de las {max} partes de la canción.", - "QUEST_ARCHANGELS_TITLE": "La tierra de la confusión", - "QUEST_TUTORIAL_DESCRIPTION4": "Investiga la estructura extraña.", - "QUEST_CAPTAINS_TITLE": "Nuevos desafíos", - "QUEST_EUGENE_TITLE": "Te portas lo mejor que puedes", - "QUEST_EUGENE_DESCRIPTION_1": "Encuéntrate con Eugene en las afueras.", - "QUEST_CAPTAINS_DESCRIPTION0": "Dirígete al puesto de guardia que hay en el parque para apuntarte a los guardas.", - "QUEST_EUGENE_DESCRIPTION_3": "Busca y disuelve todas las oficinas de la Asociación de Terratenientes.", - "QUEST_EUGENE_DESCRIPTION_2": "Acompaña a Eugene hasta la ventana que hay en lo alto de la oficina misteriosa.", - "QUEST_EUGENE_DESCRIPTION_4": "Habla con Eugene.", - "QUEST_EUGENE_DESCRIPTION_5": "Acompaña a Eugene hasta el lugar en el que se encuentra la sede de los terratenientes.", - "QUEST_EUGENE_3_PROGRESS": "Has disuelto {num} de todas las oficinas de los terratenientes.", - "QUEST_WORKING_OVERTIME_TITLE": "Horas extra", - "QUEST_WORKING_OVERTIME_DESCRIPTION": "Lleva {required_item_amount} tablas de madera al guarda que hay al este de Villapuerto.", - "QUEST_MERCHANT_RESCUE_TITLE": "Un poco de inspiración", - "QUEST_FLORIST_DESCRIPTION_1": "Planta {count} brotes en Villapuerto.", - "QUEST_FLORIST_TITLE": "Hay que plantar la semilla", - "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Ve a la cueva del parque y averigua qué le pasó al vendedor.", - "CLUE_SONG_PROLOGUE1": "Si de estas tierras te quieres marchar, para el oído y oye mi canción", - "QUEST_FLORIST_DESCRIPTION_2": "Informa a la guarda al oeste de Villapuerto que plantaste sus brotes.", - "CLUE_SONG_EPILOGUE1": "Une el acto y la exacta posición y, así, hallarás la última estación", - "CLUE_FLUFF": "Pues es allí donde está mi morada, vacía por demás, y solitaria", - "CLUE_SONG_PROLOGUE2": "Habrás de atravesar este lugar, son arduos tu camino y tu misión", - "CLUE_SONG_EPILOGUE2": "Oye, pues, mi canción, que no es un mito, y habrás de hallar el espacio infinito", - "CLUE_UNKNOWN": "(El resto de la canción se oye tan bajo que no logras distinguirlo).", - "STATUS_BURNED_NAME": "Quemadura", - "STATUS_CONTACTDMG_DESCRIPTION": "Los personajes que tengan aplicado daño por contacto infligen un poco de daño elemental cuando asestan o reciben un impacto cuerpo a cuerpo.", - "STATUS_BURNED_DESCRIPTION": "Los personajes que tengan aplicado \\\"quemadura\\\" sufrirán daño al acabar su turno.", - "STATUS_CONTACTDMG_NAME": "Daño por contacto", - "STATUS_STAT_MATK_DOWN_NAME": "Reducción del ataque cuerpo a cuerpo", - "STATUS_STAT_RATK_DOWN_NAME": "Reducción del ataque a distancia", - "STATUS_STAT_MATK_UP_NAME": "Aumento del ataque cuerpo a cuerpo", - "STATUS_STAT_RATK_UP_NAME": "Aumento del ataque a distancia", - "STATUS_STAT_RDEF_DOWN_NAME": "Reducción de la defensa a distancia", - "STATUS_STAT_MDEF_DOWN_NAME": "Reducción de la defensa cuerpo a cuerpo", - "STATUS_STAT_RDEF_UP_NAME": "Aumento de la defensa a distancia", - "STATUS_STAT_MDEF_UP_NAME": "Aumento de la defensa cuerpo a cuerpo", - "STATUS_STAT_EVASION_UP_NAME": "Aumento de la evasión", - "STATUS_STAT_EVASION_DOWN_NAME": "Reducción de la evasión", - "STATUS_STAT_ACCURACY_UP_NAME": "Aumento de la precisión", - "STATUS_STAT_ACCURACY_DOWN_NAME": "Reducción de la precisión", - "STATUS_STAT_SPEED_UP_NAME": "Aumento de la velocidad", - "STATUS_STAT_SPEED_DOWN_NAME": "Reducción de la velocidad", - "STATUS_AP_BOOST_NAME": "Aumento de PA", - "STATUS_AP_DRAIN_NAME": "Reducción de PA", - "STATUS_AP_BOOST_DESCRIPTION": "Los personajes que tengan aplicado \\\"mejora de los PA\\\" obtienen 1 PA adicional por turno.", - "STATUS_POISONED_NAME": "Veneno", - "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} tomó una manzana y se la comió.", - "STATUS_WALL_NAME": "Muro de {type}", - "STATUS_AP_DRAIN_DESCRIPTION": "Los personajes que tengan aplicado \\\"drenado de PA\\\" obtienen 1 PA menos por turno.", - "STATUS_WALL_TOAST_BROKEN": "DESTRUIDO", - "STATUS_WALL_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato.", - "STATUS_TEMPTATION_WALL_NAME": "Manzano", - "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} tomó una manzana y se la comió.", - "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} tomó una manzana y se la comió.", - "STATUS_WINDOW_NAME": "Ventana", - "STATUS_POISONED_DESCRIPTION": "Los personajes que tengan aplicado \\\"veneno\\\" sufrirán daño al acabar su turno.", - "STATUS_WINDOW_DESCRIPTION": "Los muros de los personajes que tengan aplicado \\\"ventana\\\" dejan de neutralizar los ataques a distancia.", - "STATUS_LEECHED_DESCRIPTION": "Los personajes que tengan aplicado \\\"parásito\\\" sufrirán daño al acabar su turno. Su enemigo recuperará tantos PV como haya perdido aquel.", - "STATUS_LEECHED_NAME": "Parásito", - "STATUS_COATING_POISON_NAME": "Capa de veneno", - "STATUS_COATING_WATER_NAME": "Capa de agua", - "STATUS_COATING_BEAST_NAME": "Capa de bestia", - "STATUS_COATING_GLITTER_NAME": "Capa de brillantina", - "STATUS_COATING_FIRE_NAME": "Capa de fuego", - "STATUS_COATING_PLASTIC_NAME": "Capa de plástico", - "STATUS_COATING_LIGHTNING_NAME": "Capa de rayo", - "STATUS_COATING_PLANT_NAME": "Capa de planta", - "STATUS_COATING_ASTRAL_NAME": "Capa astral", - "STATUS_COATING_ICE_NAME": "Capa de hielo", - "STATUS_COATING_AIR_NAME": "Capa de aire", - "STATUS_COATING_EARTH_NAME": "Capa de tierra", - "STATUS_COATING_METAL_NAME": "Capa de metal", - "STATUS_COATING_DESCRIPTION": "Las capas cambian el tipo elemental de un personaje durante un número determinado de turnos.", - "STATUS_COATING_GLASS_NAME": "Capa de cristal", - "STATUS_HEALING_STEAM_NAME": "Vapor curativo", - "STATUS_HEALING_LEAF_DESCRIPTION": "Los personajes que tengan aplicado \\\"hoja curativa\\\" recuperan unos cuantos PV al principio de cada turno.", - "STATUS_HEALING_STEAM_DESCRIPTION": "Los personajes que tengan aplicado \\\"vapor curativo\\\" recuperan unos cuantos PV al principio de cada turno.", - "STATUS_HEALING_LEAF_NAME": "Hoja curativa", - "STATUS_MULTISTRIKE_NAME": "Multimovimiento", - "STATUS_MULTISTRIKE_DESCRIPTION": "Los personajes que tengan aplicado \\\"multimovimiento\\\" usarán cada movimiento dos veces consecutivas siempre que tengan suficientes PA.", - "STATUS_GLASS_BONDS_NAME": "Cadenas de cristal", - "STATUS_GLASS_BONDS_DESCRIPTION": "Los personajes que tengan aplicado \\\"cadenas de cristal\\\" sufrirán daño cada vez que se transformen.", - "STATUS_SHRAPNEL_NAME": "Metralla", - "STATUS_MULTITARGET_DESCRIPTION": "Los ataques de los personajes que tengan aplicado \\\"multiobjetivo\\\" tomarán por objetivo a un equipo entero.", - "STATUS_UNITARGET_NAME": "Uniobjetivo", - "STATUS_SHRAPNEL_DESCRIPTION": "Los personajes que tengan aplicado \\\"metralla\\\" sufrirán daño cada vez que se transformen.", - "STATUS_MULTITARGET_NAME": "Multiobjetivo", - "STATUS_UNITARGET_DESCRIPTION": "Los ataques de los personajes que tengan aplicado \\\"uniobjetivo\\\" y que normalmente tomen por objetivo a un equipo entero pasarán a afectar a un solo objetivo. Los que normalmente afecten a un solo objetivo tendrán menos precisión de lo normal.", - "STATUS_PARRY_STANCE_DESCRIPTION": "Los personajes que tengan aplicado \\\"posición de parada\\\" transferirán a su atacante el daño correspondiente al próximo ataque cuerpo a cuerpo que sufran.", - "STATUS_PARRY_STANCE_NAME": "Posición de parada", - "STATUS_SLEEP_NAME": "Sueño", - "STATUS_SLEEP_DESCRIPTION": "Los personajes que tengan aplicado \\\"sueño\\\" no podrán usar sus movimientos habituales.", - "STATUS_SLEEP_TOAST_REMOVED": "DESPERTÓ", - "STATUS_FLINCH_DESCRIPTION": "Los personajes que tengan aplicado \\\"intimidación\\\" perderán su próximo turno.", - "STATUS_FLINCH_NAME": "Intimidación", - "STATUS_BOMB_NAME": "Bomba", - "STATUS_LOCKED_ON_NAME": "Blanco fijado", - "STATUS_BERSERK_NAME": "de la ira", - "STATUS_LOCKED_ON_DESCRIPTION": "Los personajes que tengan aplicado \\\"blanco fijado\\\" no podrán fallar.", - "STATUS_BOMB_DESCRIPTION": "Los personajes que tengan aplicado \\\"bomba\\\" explotarán al final de su próximo turno si no la pasan mediante un ataque cuerpo a cuerpo.", - "STATUS_INTERCEPTING_DESCRIPTION": "Los personajes que tengan aplicado \\\"intercepción\\\" interceptarán todos los ataques que vayan dirigidos a sus aliados.", - "STATUS_INTERCEPTING_NAME": "Intercepción", - "STATUS_BERSERK_DESCRIPTION": "Los personajes que tengan aplicado \\\"ira\\\" solo podrán usar movimientos de ataque.", - "STATUS_HIBERNATING_NAME": "Hibernación", - "STATUS_HIBERNATING_DESCRIPTION": "Los personajes que tengan aplicado \\\"hibernación\\\" se curarán cada turno siempre que estén dormidos.", - "STATUS_MEDITATING_DESCRIPTION": "Los personajes que tengan aplicado \\\"meditación\\\" verán aumentar sus atributos cada turno siempre que estén dormidos.", - "STATUS_MEDITATING_NAME": "Meditación", - "STATUS_TOWER_DEFENSE_NAME": "Enroque", - "STATUS_TOWER_DEFENSE_DESCRIPTION": "Los personajes que tengan aplicado \\\"enroque\\\" pasarán a ser de tipo tierra y verán aumentar sus atributos defensivos.", - "STATUS_SUMMONED_DESCRIPTION": "Los personajes que tengan aplicado \\\"invocación\\\" abandonarán el combate pasado un número determinado de turnos.", - "STATUS_SUMMONED_NAME": "Invocación", - "STATUS_GHOSTLY_NAME": "Fantasma", - "STATUS_RESONANCE_NAME": "Vibración", - "STATUS_GHOSTLY_DESCRIPTION": "Los personajes que tengan aplicado \\\"fantasma\\\" no podrán ser objeto de ningún ataque, pero serán derrotados cuando se les pase el efecto.", - "STATUS_GAMBIT_NAME": "Gambito", - "STATUS_GAMBIT_DESCRIPTION": "Los personajes que tengan aplicado \\\"gambito\\\" verán aumentar mucho sus atributos, pero serán derrotados cuando se les pase el efecto.", - "STATUS_RECORDED_NAME": "Grabado", - "STATUS_GAMBIT_TOAST_FAILED": "EL GAMBITO FRACASÓ", - "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} (invocación)", - "STATUS_EFFIGY_NAME": "Efigie", - "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARADA", - "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} (invocación)", - "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TIC… TAC… TIC… TAC…", - "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} (fantasma)", - "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} (fantasma)", - "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} (fantasma)", - "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} (invocación)", - "STATUS_UNDYING_NAME": "Rito", - "STATUS_UNDYING_DESCRIPTION": "Los personajes que tengan aplicado \\\"rito\\\" volverán a la vida con un 25 % de sus PV cuando sean derrotados.", - "STATUS_RESONANCE_DESCRIPTION": "Cada vez que se aplique \\\"vibración\\\" a un personaje, se indicará un número. Cuando ese número llegue a 3, el personaje quedará derrotado de inmediato.", - "STATUS_RESONANCE_TOAST_NAME": "Vibración ({0}/{1})", - "STATUS_CLOSE_ENCOUNTER_NAME": "Encuentro cercano", - "STATUS_RESONANCE_TOAST_OVERLOAD": "Vibración extrema", - "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "\\\"Encuentro cercano\\\" reduce el alcance de los ataques a distancia de un personaje, de modo que los convierte en ataques cuerpo a cuerpo.", - "STATUS_SPRING_LOADED_DESCRIPTION": "\\\"Muelles\\\" aumenta el alcance de los ataques cuerpo a cuerpo de un personaje, de modo que los convierte en ataques a distancia.", - "STATUS_SPRING_LOADED_NAME": "Muelles", - "STATUS_CONDUCTIVE_DESCRIPTION": "Los personajes que tengan aplicado \\\"conducción\\\" sufrirán daño cada vez que alguien use un ataque de tipo rayo.", - "STATUS_CONDUCTIVE_NAME": "Conducción", - "STATUS_RESURRECTED_NAME": "Resurrección", - "STATUS_CONFUSED_DESCRIPTION": "Los personajes que tengan aplicado \\\"confusión\\\" tienen la posibilidad de equivocarse de movimiento o de objetivo.", - "STATUS_RESURRECTED_DESCRIPTION": "Los personajes que tengan aplicado \\\"resurrección\\\" ya no podrán volver a la vida por efectos como \\\"rito\\\".", - "STATUS_CONFUSED_NAME": "Confusión", - "STATUS_SNOWED_IN_NAME": "Nieve", - "STATUS_SNOWED_IN_EFFECT": "¡Hoy nevó!", - "STATUS_SNOWED_IN_DESCRIPTION": "Los personajes que tengan aplicado \\\"nieve\\\" no pueden moverse y no podrán hacer ataques cuerpo a cuerpo.", - "STATUS_FOG_NAME": "Niebla", - "STATUS_RECORDING_NAME": "Grabando", - "STATUS_FOG_DESCRIPTION": "Si un personaje tiene aplicado \\\"niebla\\\", la precisión de sus ataques a distancia que no sean de tipo agua, aire o hielo se reduce al 0 %.", - "STATUS_PETRIFIED_NAME": "Petrificación", - "STATUS_RECORDING_TOAST_FAILURE": "LA GRABACIÓN FRACASÓ", - "STATUS_FAIR_FIGHT_NAME": "Combate limpio", - "STATUS_STAT_DOUBLE_SPEED_NAME": "Doble velocidad", - "STATUS_PETRIFIED_DESCRIPTION": "Los personajes que tengan aplicado \\\"petrificación\\\" pasan a ser de tipo tierra y solo podrán usar \\\"defensa\\\" y \\\"escudo\\\".", - "STATUS_COTTONED_ON_DESCRIPTION": "Durante el próximo turno, los movimientos que tengan por objetivo a un personaje que tenga aplicado \\\"algodón\\\" fallarán siempre.", - "STATUS_ABRAMACABRA_NAME": "Abramacabra", - "STATUS_COTTONED_ON_NAME": "Algodón", - "STATUS_MIND_MELD_DESCRIPTION": "Los personajes que tengan aplicado \\\"enlace mental\\\" comparten sus movimientos con sus aliados.", - "STATUS_MIND_MELD_NAME": "Enlace mental", - "STATUS_FAIR_FIGHT_DESCRIPTION": "Mientras esté activo, impide que se apliquen efectos de estado nuevos.", - "STATUS_GLASS_SHARDS_DESCRIPTION": "Mientras esté activo, cualquier personaje que use un ataque cuerpo a cuerpo sufrirá daño por los fragmentos de cristal que hay en el campo de batalla.", - "STATUS_GLASS_SHARDS_NAME": "Fragmentos de cristal", - "STATUS_ABRAMACABRA_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato. Además del comportamiento habitual de los muros, \\\"abramacabra\\\" ataca automáticamente a un enemigo por turno.", - "STATUS_INFLATED_NAME": "Crecimiento", - "STATUS_INFLATED_DESCRIPTION": "Los personajes que tengan aplicado \\\"crecimiento\\\" verán aumentar sus atributos ofensivos y defensivos, al tiempo que su evasión se reduce de forma significativa.", - "UI_FRAMERATE": "{0} FPS", - "STATUS_DEFLATED_NAME": "Decrecimiento", - "STATUS_DEFLATED_DESCRIPTION": "Los personajes que tengan aplicado \\\"decrecimiento\\\" verán aumentar su evasión de forma significativa, pero se reducirán sus atributos ofensivos y defensivos.", - "UI_WINDOW_TITLE": "Cassette Beasts", - "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", - "UI_TIMER_CHEATED": "{timer} (con trucos)", - "UI_CHEATS_ENABLED": "Se activó el menú de trucos", - "UI_BUTTON_NO": "No", - "UI_BUTTON_YES": "Sí", - "UI_CHEATS_DISABLED": "Se desactivó el menú de trucos", - "UI_BUTTON_OK": "Aceptar", - "UI_BUTTON_CANCEL": "Cancelar", - "UI_BUTTON_BACK": "Atrás", - "UI_LOADING": "Cargando…", - "UI_BUTTON_CONTINUE": "Continuar", - "UI_BUTTON_EXIT": "Salir", - "UI_BUTTON_SUBMIT": "Enviar", - "UI_BUTTON_CLOSE": "Cerrar", - "UI_BUTTON_SAVE_CHANGES": "Aplicar y guardar cambios", - "UI_LOADING_WORLD_BOUNDARY": "Cargando el resto del mundo…", - "UI_LOADING_PROGRESS": "Cargando escena {0}/{1}…", - "UI_LOADING_PREPARE_PROGRESS": "Preparando escena {0}/{1}…", - "UI_LOADING_SHADER_PROGRESS": "Guardando materiales en el caché {0}/{1}…", - "UI_BATTLE_FIGHT_BUTTON": "Luchar", - "UI_BATTLE_ITEM_BUTTON": "Objeto", - "UI_BATTLE_SWITCH_BUTTON": "Cambiar", - "UI_BATTLE_FLEE_BUTTON": "Huir", - "UI_BATTLE_RECORD_BUTTON": "Grabar", - "UI_BATTLE_INSPECT_BUTTON": "Efectos de estado", - "UI_BATTLE_FUSE_BUTTON": "¡Fusión!", - "UI_BATTLE_UNFUSE_BUTTON": "Deshacer la fusión", - "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusión…", - "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusión-", - "UI_BATTLE_FLEE_CHANCE": "{0} %", - "UI_BUTTON_MOVE_PASSIVE": "Pasiva", - "UI_BATTLE_FUSION_METER": "-Fusión-", - "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ({amount})", - "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Esta especie no está en tu bestiario.", - "BATTLE_TITLE_ARCHANGEL": "Arcángel", - "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "{name} (enemigo{disambiguator})", - "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", - "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Los refuerzos disponibles para el equipo rival.", - "BATTLE_ADJECTIVE_TEAM1.n": "{name} (enemigue{disambiguator})", - "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.f": "{name} (enemiga{disambiguator})", - "BATTLE_ADJECTIVE_ARCHANGEL.m": "Arcángel {name}{disambiguator}", - "BATTLE_ADJECTIVE_ARCHANGEL.f": "Arcángel {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.f": "¡{0} se transformó en {1}!", - "BATTLE_ADJECTIVE_ARCHANGEL.n": "Arcángel {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.m": "Guarda {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.f": "Guarda {name}{disambiguator}", - "BATTLE_ADJECTIVE_RANGER.n": "Guarda {name}{disambiguator}", - "BATTLE_TAPE_SWITCHED.m": "¡{0} se transformó en {1}!", - "BATTLE_FAILED": "¡No funcionó!", - "BATTLE_FAILED_SLEEP": "¡Está durmiendo!", - "BATTLE_TAPE_SWITCHED.n": "¡{0} se transformó en {1}!", - "BATTLE_DIED.f": "{0} se murió…", - "BATTLE_DIED.m": "{0} se murió…", - "BATTLE_DIED.n": "{0} se murió…", - "BATTLE_TAPE_DEFEATED.f": "¡A {0} se le rompió la cinta!", - "BATTLE_RESURRECTED.m": "¡pero \\\"{cause}\\\" lo devolvió a la vida!", - "BATTLE_DEFEATED.f": "¡{0} fue derrotada!", - "BATTLE_RESURRECTED.n": "¡pero \\\"{cause}\\\" le devolvió a la vida!", - "BATTLE_RESURRECTED.f": "¡pero \\\"{cause}\\\" la devolvió a la vida!", - "BATTLE_DEFEATED.m": "¡{0} fue derrotado!", - "BATTLE_DEFEATED.n": "¡{0} fue derrotade!", - "BATTLE_DEFEATED_NO_TAPES.f": "¡A {0} ya no le quedan cintas!", - "BATTLE_DEFEATED_NO_TAPES.n": "¡A {0} ya no le quedan cintas!", - "BATTLE_DEFEATED_NO_TAPES.m": "¡A {0} ya no le quedan cintas!", - "BATTLE_TAPE_DEFEATED.m": "¡A {0} se le rompió la cinta!", - "BATTLE_TAPE_DEFEATED.n": "¡A {0} se le rompió la cinta!", - "BATTLE_GHOST_DEFEATED.m": "{0} se desvaneció…", - "BATTLE_SUMMON_DEFEATED.n": "¡{0} abandonó el combate!", - "BATTLE_SUMMON_DEFEATED.f": "¡{0} abandonó el combate!", - "BATTLE_SUMMON_DEFEATED.m": "¡{0} abandonó el combate!", - "BATTLE_GHOST_DEFEATED.f": "{0} se desvaneció…", - "BATTLE_VICTORY": "¡VICTORIA!", - "BATTLE_GHOST_DEFEATED.n": "{0} se desvaneció…", - "BATTLE_WON": "¡Ganaste el combate!", - "BATTLE_LOST": "Perdiste el combate.", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "¡No puedes huir!\\n¿Quieres teletransportarte a Villapuerto? Perderás algunos objetos.", - "BATTLE_FLEE_CONFIRM": "¿Seguro que quieres huir?", - "BATTLE_FLEE_FAILED": "¡No puedes huir!", - "BATTLE_EXP_POINTS": "¡Tu equipo obtuvo {0} puntos de experiencia!", - "BATTLE_FLED": "Huiste del combate.", - "BATTLE_TARGET_TEAM0": "Tu equipo", - "UI_CHARACTER_LEVEL": "Nv. {0}", - "UI_CHARACTER_LEVEL_LONG": "Nivel {0}", - "BATTLE_TARGET_TEAM1": "El equipo contrario", - "UI_CHARACTER_ABILITY_UNKNOWN": "¿¿??", - "UI_CHARACTER_ABILITIES_HEADING": "Habilidades", - "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Cinta favorita:", - "BATTLE_FUSING": "¡El corazón de {0} y el de {1} laten al unísono!", - "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10 % a todos los atributos cuando se transforma en {species} o en una evolución suya.", - "BATTLE_FUSED": "¡{0} y {1} se fusionaron y ahora son {2}!", - "BATTLE_UNFUSING": "¡{0} y {1} perdieron la sincronía!", - "BATTLE_TOAST_SPLASH": "ECO", - "BATTLE_TOAST_CRIT": "CRÍTICO", - "BATTLE_TOAST_MISSED": "FALLO", - "BATTLE_TOAST_BLOCKED": "EFECTO BLOQUEADO", - "BATTLE_TOAST_NO_EFFECT": "SIN EFECTO", - "BATTLE_TOAST_INTERCEPTED": "INTERCEPTADO", - "BATTLE_TOAST_AP": "PA", - "BATTLE_TOAST_RECORD_CHANCE": "PROBABILIDAD:\\n", - "UI_BATTLE_TAPE_IN_USE": "En uso", - "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", - "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", - "STAT_max_hp": "PV máximos", - "MAX_STAMINA_INCREASE": "¡Tu resistencia aumentó en un {increase_percent} %!\\nAhora puedes planear durante {total} segundos.", - "STAT_melee_defense": "Defensa cuerpo a cuerpo", - "STAT_melee_attack": "Ataque cuerpo a cuerpo", - "STAT_ranged_attack": "Ataque a distancia", - "STAT_ranged_defense": "Defensa a distancia", - "STAT_speed": "Velocidad", - "STAT_accuracy": "Precisión", - "STAT_evasion": "Evasión", - "STAT_max_ap": "PA máximos", - "STAT_move_accuracy": "Precisión", - "STAT_move_slots": "Espacios para movimientos", - "STAT_damage": "Daño", - "STAT_move_splash_damage": "Eco del daño", - "STAT_move_effect_chance": "Probabilidad de efecto", - "STAT_move_crit_damage": "Daño de los críticos", - "STAT_move_crit_rate": "Probabilidad de crítico", - "STAT_exp": "Puntos de experiencia", - "STAT_priority_chance": "Probabilidad de prioridad", - "SHORT_NAME_max_hp": "PV máx.", - "SHORT_NAME_melee_attack": "ATQ c.", - "SHORT_NAME_melee_defense": "DEF c.", - "SHORT_NAME_ranged_attack": "ATQ d.", - "SHORT_NAME_ranged_defense": "DEF c.", - "SHORT_NAME_speed": "VEL", - "UI_PARTY_CHECK_TAPE": "Observar la cinta", - "UI_PARTY_CHECK_CHARACTER": "Revisar a {name}", - "UI_PARTY_TRANSFORM": "Transformarse", - "UI_PARTY_SWAP_TAPE": "Cambiar la cinta", - "UI_PARTY_USE_ITEM": "Usar objeto", - "UI_PARTY_PUT_AWAY": "Enviar a la colección", - "UI_PARTY_NO_MOVES": "No hay calcomanías", - "UI_PARTY_TAPE_WAS_PUT_AWAY": "\\\"{tape_name}\\\" se envió a la colección.", - "UI_PARTY_TAPE_COLLECTION": "Colección de cintas", - "UI_PARTY_MOVE_LIST_OVERFLOW": "Y más movimientos ({n}).", - "UI_PARTY_STATS_CHARACTER": "Forma humana", - "UI_PARTY_STATS_FORM": "Multiplicador de atributos por forma", - "UI_PARTY_STICKERS": "Calcomanías", - "UI_PARTY_STATS_COMBINED": "Tras transformarse", - "UI_PARTY_BOOTLEG": "Pirata", - "UI_PARTY_EMPTY_STICKER_SLOT": "- Espacio vacío -", - "UI_PARTY_APPLY_STICKER": "Poner esta calcomanía", - "UI_PARTY_PEEL_STICKER": "Quitar una calcomanía", - "UI_PARTY_REPLACE_STICKER": "Sustituir una calcomanía", - "UI_PARTY_STICKER_PEELED_DROPPED": "“{move_name}” se ha tirado al suelo porque no te queda espacio en el inventario.", - "UI_PARTY_REPLACE_STICKER_CONFIRM": "¿Quieres sustituir \\\"{old_move}\\\" por \\\"{new_move}\\\"?", - "UI_PARTY_EDIT_STICKERS": "Ver o modificar movimientos", - "UI_PARTY_STICKER_PEELED": "Se envió \\\"{move_name}\\\" a la pestaña de calcomanías de tu inventario.", - "UI_PARTY_RENAME_TAPE": "Cambiar el nombre", - "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Equipo", - "UI_PARTY_RENAME_TAPE_TITLE": "Cambiar el nombre a \\\"{0}\\\"", - "UI_PARTY_BESTIARY": "Ver la entrada del bestiario", - "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Colección (por número)", - "UI_TAPE_COLLECTION_CATEGORY_NAME": "Colección (por nombre)", - "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Colección (cintas piratas)", - "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Colección (cintas favoritas)", - "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Colección ({type})", - "UI_TAPE_COLLECTION": "Colección de cintas", - "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Añadir al equipo", - "UI_TAPE_COLLECTION_FAVORITE": "Marcar como favorita", - "UI_TAPE_COLLECTION_RECYCLE": "Reciclar", - "UI_TAPE_COLLECTION_UNFAVORITE": "Quitar de las favoritas", - "UI_TAPE_COLLECTION_PEEL_STICKERS": "Quitar las calcomanías", - "UI_TAPE_COLLECTION_STICKERS_PEELED": "Las calcomanías de \\\"{tape_name}\\\" regresaron a tu inventario.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Algunas de las calcomanías de tu cinta de “{tape_name}” no se pudieron quitar porque no te quedaba espacio en el inventario.", - "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Algunas de las calcomanías de tu cinta de “{tape_name}” se han tirado al suelo porque no te quedaba espacio en el inventario.", - "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "¿Seguro que quieres reciclar \\\"{tape_name}\\\"? Eso la eliminará de forma permanente de tu colección.", - "UI_TAPE_COLLECTION_EMPTY": "No hay cintas.", - "UI_LOAD_FILE_LOADING": "Revisando…", - "UI_LOAD_FILE_EMPTY": "Archivo vacío", - "UI_LOAD_FILE_INVALID": "Archivo dañado", - "UI_LOAD_FILE_SAVED_DATETIME": "Guardado por última vez a las {hour}:{minute}:{second} del {day}-{month}-{year}", - "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Tu personaje murió a las {hour}:{minute}:{second} del {day}-{month}-{year}", - "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", - "UI_LOAD_FILE_NEW_GAME": "Partida nueva", - "UI_LOAD_FILE_CONTINUE_GAME": "Cargar partida", - "UI_LOAD_FILE_ERASE": "Borrar", - "UI_LOAD_FILE_CUSTOM_GAME": "Partida personalizada", - "UI_PAUSE_MAP_BTN": "Mapa", - "UI_PAUSE_PARTY_BTN": "Equipo", - "UI_PAUSE_INVENTORY_BTN": "Inventario", - "UI_PAUSE_QUEST_LOG_BTN": "Misiones", - "UI_PAUSE_BESTIARY_BTN": "Bestiario", - "UI_PAUSE_REST_BTN": "Descansar aquí", - "UI_QUIT_CONFIRM": "¿Seguro que quieres salir?\\nLa última vez que guardaste fue hace {duration}.", - "UI_PAUSE_SAVE_BTN": "Guardar", - "UI_PAUSE_QUIT_BTN": "Salir", - "UI_EVOLUTION_TITLE": "Remasterización", - "UI_QUIT_CONFIRM_SECONDS": "{num} segundo(s)", - "UI_QUIT_CONFIRM_MINUTES": "{num} minuto(s)", - "UI_SAVING": "Guardando…", - "UI_SAVING_MESSAGE": "Guardando tu progreso…", - "UI_SAVE_COMPLETE": "¡Guardado!", - "UI_SAVE_FAILED": "No se pudo guardar.", - "UI_SAVE_LOAD_FAILED": "No es posible cargar esta partida.", - "UI_SAVE_ERASE_CONFIRM": "¿Quieres borrar esta partida guardada de forma permanente?", - "UI_SAVE_REQUIRE_FULL_VERSION": "Esta partida guardada requiere la versión completa del juego.", - "UI_EVOLUTION_BUTTON": "Remasterizar", - "UI_EVOLUTION_SUBTITLE": "Haz que tus formas de monstruo evolucionen", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "Entrar o salir de una partida multijugador local", - "UI_EVOLUTION_SPECIALIZATION": "Elige una especialización", - "UI_EVOLUTION_CONFIRM": "¿Quieres remasterizar tu cinta de \\\"{monster_name}\\\" para obtener una forma más poderosa?", - "RELATIONSHIP_UNLOCK_FUSION.n": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañere!", - "UI_EVOLUTION_DESCRIPTION": "¡Tu cinta de \\\"{evolved_from}\\\" se convirtió en \\\"{evolved_to}\\\"!", - "RELATIONSHIP_LEVEL_UP": "Nivel de relación {level}", - "RELATIONSHIP_UNLOCK_FUSION.m": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañero!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "¡Ahora puedes usar \\\"Poder de la fusión\\\" cuando te fusiones con {name}!", - "RELATIONSHIP_UNLOCK_FUSION.f": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañera!", - "RELATIONSHIP_FUSION_STRENGTH.m": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", - "RELATIONSHIP_FUSION_STRENGTH.n": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "¡Ahora puedes usar \\\"Poder de la fusión\\\" cuando te fusiones con {name}!", - "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "¡Ahora puedes usar \\\"Poder de la fusión\\\" cuando te fusiones con {name}!", - "RELATIONSHIP_FUSION_STRENGTH.f": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", - "UI_QUEST_NEW": "Misión nueva:", - "UI_QUEST_UPDATE": "Misión actualizada:", - "UI_CAMPING_REST": "Descansar", - "UI_QUEST_COMPLETE": "¡Misión cumplida!", - "UI_QUEST_NEW_VIEW_LOG": "Ver misiones", - "PARTNER_SWAP_CONFIRM.f": "¿Quieres llevarte a {name}?", - "PARTNER_UNLOCKED_TITLE.m": "Desbloqueaste a:", - "PARTNER_SWAP_CONFIRM.m": "¿Quieres llevarte a {name}?", - "PARTNER_SWAP_CONFIRM.n": "¿Quieres llevarte a {name}?", - "PARTNER_UNLOCKED_TITLE.f": "Desbloqueaste a:", - "PARTNER_UNLOCKED.m": "¡Ahora formas equipo con {name}!", - "PARTNER_UNLOCKED_TITLE.n": "Desbloqueaste a:", - "PARTNER_UNLOCKED.n": "¡Ahora formas equipo con {name}!", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} volvió al Café Gramófono.", - "PARTNER_UNLOCKED.f": "¡Ahora formas equipo con {name}!", - "UI_EXCHANGE": "Comerciar", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} volvió al Café Gramófono.", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} volvió al Café Gramófono.", - "UI_EXCHANGE_PRICE": "Precio", - "UI_EXCHANGE_RESOURCES": "Tus recursos", - "OBTAINED_TAPE": "¡Obtuviste una cinta de \\\"{tape_name}\\\"!", - "ABILITY_UNLOCKED": "¡Obtuviste la habilidad \\\"{ability}\\\"!", - "UI_MAP_UNKNOWN_FEATURE": "¿¿??", - "ABILITY_UNLOCKED_glide": "¡Ahora puedes mantener presionado {control.jump} para planear y cubrir distancias largas!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_glide": "Planeo polillesco", - "UI_TAPES_REPAIRED": "¡Arreglaste tus cintas rotas!", - "UI_MAP_YOUR_LOCATION": "Tu ubicación", - "UI_MAP_FAST_TRAVEL_CONFIRM": "¿Quieres viajar a {location}?", - "UI_BESTIARY_SEEN_COUNT": "Vistos: {num}/{total}", - "UI_MAP_FAST_TRAVEL_DISALLOWED": "No puedes teletransportarte desde aquí.", - "UI_BESTIARY_RECORDED_COUNT": "Grabados: {num}/{total}", - "UI_BESTIARY_FORMED_COUNT": "Fusiones: {num}/{total}", - "UI_BESTIARY_COMPLETION_PERCENT": "{percent} %", - "UI_BESTIARY_UNKNOWN_SPECIES": "¿¿??", - "UI_BESTIARY_SORT_BY_NAME": "Ordenar por nombre", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Ver fusiones", - "UI_BESTIARY_SORT_BY_NUMBER": "Ordenar por número", - "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Ver monstruos", - "UI_BESTIARY_INFO_TAB_BIO": "Descripción {n}", - "UI_BESTIARY_INFO_SPECIES_NUMBER": "N.º {num}", - "UI_BESTIARY_INFO_TAB_LOCATION": "Hábitat", - "UI_BESTIARY_INFO_TAB_STATS": "Atributos", - "UI_BESTIARY_INFO_UNLOCK_BIO2": "Sube la cinta de este monstruo a cinco estrellas para desbloquear más información.", - "UI_BESTIARY_INFO_UNLOCK_BIO1": "Graba a este monstruo para desbloquear más información.", - "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Piratas", - "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Piratas: {num}/{total}", - "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Derrota a este monstruo para desbloquear más información.", - "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", - "UI_BESTIARY_INFO_STATS_FORMED": "Fusiones:", - "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Encontrados:", - "UI_BESTIARY_INFO_STATS_RECORDED": "Grabados:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "Derrotados:", - "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Ver en el mapa", - "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Hábitat desconocido.", - "UI_BESTIARY_INFO_LOCATION_KNOWN": "Se puede encontrar en:", - "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Hábitat de los {species_name}", - "UI_BESTIARY_INFO_NO_DATA": "No hay más información.", - "UI_BESTIARY_INFO_BIO_FUSION": "Es la fusión de un {species1} y un {species2}.", - "UI_CHARACTER_CREATION": "Creación del personaje", - "UI_CHARACTER_CREATION_INTRO": "¿Quién eres?", - "UI_CC_LABEL_NAME": "Tu nombre", - "UI_CC_LABEL_PRONOUNS": "Tus pronombres", - "UI_CC_VALUE_PRONOUN.m": "Él", - "UI_CC_VALUE_PRONOUN.f": "Ella", - "UI_CC_VALUE_PRONOUN.n": "Elle", - "UI_CC_LABEL_HAIR": "Peinado", - "UI_CC_LABEL_HEAD": "Rostro", - "UI_CC_LABEL_LEGS": "Parte inferior", - "UI_CC_LABEL_BODY": "Parte superior", - "UI_CC_LABEL_BODY_COLOR_1": "Color de la parte superior 1", - "UI_CC_LABEL_BODY_COLOR_2": "Color de la parte superior 2", - "UI_CC_LABEL_EYE_COLOR": "Color de los ojos", - "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Color del complemento del rostro", - "UI_CC_LABEL_FAVORITE_COLOR": "Color favorito", - "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Color del complemento del cabello", - "UI_CC_LABEL_HAIR_COLOR": "Color del cabello", - "UI_CC_LABEL_SHOE_COLOR": "Color de los zapatos", - "UI_CC_LABEL_LEGS_COLOR": "Color de la parte inferior", - "UI_CC_LABEL_SKIN_COLOR": "Color de la piel", - "UI_CC_RANDOMIZE": "Al azar", - "UI_CC_VALUE_hair_short": "Hacia un lado", - "UI_CC_VALUE_hair_bow1": "Coleta alta", - "UI_CC_VALUE_hair_quiff": "Tupé", - "UI_CC_VALUE_hair_hairtie": "Recogido con banda", - "UI_CC_VALUE_hair_afro1": "Afro bajo", - "UI_CC_VALUE_hair_afro2": "A cepillo", - "UI_CC_VALUE_hair_bun1": "Moño alto 1", - "UI_CC_VALUE_hair_bun2": "Moño alto 2", - "UI_CC_VALUE_hair_bun3": "Doble moño", - "UI_CC_VALUE_hair_neat1": "Formal", - "UI_CC_VALUE_hair_long1": "Largo con fleco", - "UI_CC_VALUE_hair_headband1": "Mullet", - "UI_CC_VALUE_hair_headband2": "Despeinado", - "UI_CC_VALUE_hair_bald": "Calva", - "UI_CC_VALUE_hair_bob1": "Corte medio (liso)", - "UI_CC_VALUE_hair_bob2": "Corte medio (ondulado)", - "UI_CC_VALUE_hair_headscarf1": "Pañuelo", - "UI_CC_VALUE_hair_cultist1.m": "A lo sectario", - "UI_CC_VALUE_hair_cultist1.f": "A lo sectario", - "UI_CC_VALUE_hair_cultist1.n": "A lo sectario", - "UI_CC_VALUE_hair_flower1": "Hippy", - "UI_CC_VALUE_hair_hat1": "Rizos y sombrero", - "UI_CC_VALUE_hair_dreadlocks1": "Rastas", - "UI_CC_VALUE_hair_dreadlocks2": "Rastas cortas", - "UI_CC_VALUE_hair_straight1": "De hongo", - "UI_CC_VALUE_hair_mullet1": "Mullet", - "UI_CC_VALUE_hair_hardhat1": "Casco de obrero", - "UI_CC_VALUE_hair_braid1": "Trenza larga", - "UI_CC_VALUE_hair_sharp1": "Fleco marcado", - "UI_CC_VALUE_hair_balding": "Entradas", - "UI_CC_VALUE_hair_cat1": "Diadema de gatito", - "UI_CC_VALUE_hair_moonstone": "Moonstone", - "UI_CC_VALUE_head_generic": "Nada", - "UI_CC_VALUE_head_glasses_1": "Anteojos", - "UI_CC_VALUE_head_makeup1": "Sombra de ojos", - "UI_CC_VALUE_head_makeup2": "Pintura facial", - "UI_CC_VALUE_head_beard1": "Barba 1", - "UI_CC_VALUE_head_beard2": "Barba 2", - "UI_CC_VALUE_head_mask1": "Mascarilla", - "UI_CC_VALUE_head_visor1": "Visor", - "UI_CC_VALUE_head_grumpy": "Mal humor", - "UI_CC_VALUE_body_sweater1": "Suéter", - "UI_CC_VALUE_body_tshirt1": "Camiseta 1", - "UI_CC_VALUE_body_tshirt2": "Camiseta 2", - "UI_CC_VALUE_body_jacket": "Chaqueta 1", - "UI_CC_VALUE_body_jacket2": "Chaqueta 2", - "UI_CC_VALUE_body_jacket3": "Chaleco", - "UI_CC_VALUE_body_jacket4": "Chaqueta 3", - "UI_CC_VALUE_body_cultist1.m": "Sectario", - "UI_CC_VALUE_body_cultist1.f": "Sectaria", - "UI_CC_VALUE_body_cultist1.n": "Sectarie", - "UI_CC_VALUE_body_dress1": "Vestido retro", - "UI_CC_VALUE_body_apron1": "Delantal", - "UI_CC_VALUE_body_vest1": "Camiseta de tirantes", - "UI_CC_VALUE_body_poncho1": "Poncho", - "UI_CC_VALUE_body_moonstone": "Moonstone", - "UI_CC_VALUE_legs_generic": "Pantalones largos", - "UI_CC_VALUE_legs_shorts1": "Pantalones cortos", - "UI_CC_VALUE_legs_skirt1": "Falda", - "UI_CC_VALUE_legs_moonstone": "Moonstone", - "UI_CC_VALUE_hair_bansheep": "Gorro de beenshee", - "UI_CC_VALUE_hair_candevil": "Gorro de diablamelo", - "UI_CC_VALUE_hair_traffikrab": "Gorro de trafikangrejo", - "UI_CC_VALUE_hair_springheel": "Gorro de botajack", - "UI_CC_VALUE_legs_pombomb": "Pantalones de pomebomba", - "UI_CC_VALUE_body_pombomb": "Poncho de pomebomba", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", - "UI_LOADING_FLUFF_2": "Devolviéndole la chaqueta a un brincagarras…", - "UI_LOADING_FLUFF_3": "Afilando las garras de un destripaterrores…", - "UI_LOADING_FLUFF_4": "Vigilando a un bandolupín…", - "UI_LOADING_FLUFF_1": "Acechando a un botajack…", - "UI_LOADING_FLUFF_5": "Alimentando a un criminampiro…", - "UI_LOADING_FLUFF_7": "Puliendo el cráneo de un folclorrible…", - "UI_LOADING_FLUFF_6": "Evitando que un macabra se acerque a las cabras…", - "UI_LOADING_FLUFF_8": "Reparando la lanza de un escuderazado…", - "UI_LOADING_FLUFF_9": "Armando caballero a un palangolín…", - "UI_LOADING_FLUFF_10": "Encendiendo la mecha de un pomebomba…", - "UI_LOADING_FLUFF_11": "Recargando un velocirrifle…", - "UI_LOADING_FLUFF_12": "Recargando un artillerrex…", - "UI_LOADING_FLUFF_13": "Pintándole la máscara a un elfolfo…", - "UI_LOADING_FLUFF_14": "Dándole un bastón de caramelo a un krampuñón…", - "UI_LOADING_FLUFF_15": "Cargando un rayono…", - "UI_LOADING_FLUFF_16": "Colocando un pararrayos para atraer un chispartano…", - "UI_LOADING_FLUFF_18": "Preparándonos para el corvocalipsis…", - "UI_LOADING_FLUFF_17": "Sintonizando un gatitele…", - "UI_LOADING_FLUFF_19": "Regulando el trafikangrejo…", - "UI_LOADING_FLUFF_20": "Esquivando los langostáculos…", - "UI_LOADING_FLUFF_21": "Soplando un dienteleón para pedir un deseo…", - "UI_LOADING_FLUFF_22": "Regando un florifauces…", - "UI_LOADING_FLUFF_23": "Pintando un champincel…", - "UI_LOADING_FLUFF_24": "Admirando el arte de un fungogh…", - "UI_LOADING_FLUFF_25": "Dándole cuerda a un relojsley…", - "UI_LOADING_FLUFF_26": "Decorando un saltalabaza…", - "UI_LOADING_FLUFF_27": "Vistiendo a un braxaje…", - "UI_LOADING_FLUFF_28": "Diciendo adiós a un averevoir…", - "UI_LOADING_FLUFF_29": "Observando a un todolové…", - "UI_LOADING_FLUFF_30": "Luchando contra los cubinvasores…", - "UI_LOADING_FLUFF_31": "Boxeando con un lobancho…", - "UI_LOADING_FLUFF_32": "Cocinando en un broncaldero…", - "UI_LOADING_FLUFF_33": "Resucitando un peonomuerto…", - "UI_LOADING_FLUFF_34": "Escuchando el sermón de un alfisqueleto…", - "UI_LOADING_FLUFF_35": "Jurando lealtad a un reyliche…", - "UI_LOADING_FLUFF_36": "Haciendo una reverencia a un reinónice…", - "UI_LOADING_FLUFF_37": "Poniendo a prueba la indestructibilidad de un astrordígrado en el espacio…", - "UI_LOADING_FLUFF_38": "Invocando un yinntonic…", - "NEW_GAME_INTRO_QUOTE_1": "\\\"Ya galopa el caballero y cruza el reino,\\nrumbo a los bosques de Wirral, donde pocos lugares hay\\namados por Dios u hombres de buena voluntad\\\".", - "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain y el caballero verde,\\nAutor desconocido, siglo XIV", - "CAMPING_CONFIRM": "¿Quieres acampar aquí?", - "CAFE_CAMPING_CONFIRM": "¿Quieres tomarte un descanso aquí?", - "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Calcomanías únicas: {stacks}. Máximo: {maximum}", - "UI_INVENTORY_TAB_TITLE_PAGED": "{category} (página {page} de {page_count})", - "UI_INVENTORY_TAB_TITLE": "{category}", - "UI_INVENTORY_SORT": "Ordenar", - "UI_INVENTORY_FILTER": "Filtrar", - "UI_INVENTORY_FILTER_APPLIED": "Filtros: {num}", - "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "Esto eliminará permanentemente todas las calcomanías de tu inventario que coincidan con los filtros que hayas aplicado. ¿Seguro que quieres hacerlo? Número de calcomanías únicas: {stacks}. Número total de calcomanías: {total}.", - "UI_INVENTORY_BULK_RECYCLE": "Reciclar todo", - "UI_INVENTORY_FILTER_NAME": "Nombre", - "UI_INVENTORY_FILTER_RARITY": "Frecuencia:", - "UI_INVENTORY_FILTER_RARITY_ALL": "Todol", - "UI_INVENTORY_FILTER_RARITY_COMMON": "Comunes", - "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Poco frecuentes", - "UI_INVENTORY_FILTER_RARITY_RARE": "Inusuales", - "UI_INVENTORY_FILTER_CATEGORY": "Categoría", - "UI_INVENTORY_FILTER_CATEGORY_ALL": "Todol", - "UI_INVENTORY_FILTER_TYPE": "Tipo elemental", - "UI_INVENTORY_FILTER_TYPE_ALL": "Todol", - "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Sin tipo", - "UI_QUEST_LOG_CATEGORY_QUESTS": "Misiones", - "UI_QUEST_LOG_CATEGORY_RUMORS": "Rumores", - "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Logros", - "UI_QUEST_LOG_NO_QUESTS": "No hay misiones.", - "UI_QUEST_LOG_NO_RUMORS": "No hay rumores.", - "UI_QUEST_LOG_SECTION_MAIN": "Misiones principales", - "UI_QUEST_LOG_SECTION_SIDE": "Misiones secundarias", - "UI_QUEST_LOG_SECTION_OTHER": "Otros", - "UI_QUEST_LOG_SECTION_COMPLETED": "Cumplidas", - "UI_QUEST_LOG_SECTION_ACHIEVED": "Logros desbloqueados: {0}/{1}", - "UI_QUEST_LOG_SECTION_UNACHIEVED": "Logros bloqueados", - "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Logro secreto n.º {0}.", - "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", - "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "¿¿??", - "UI_QUEST_LOG_VIEW_BUTTON": "Ver el mapa", - "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Escuchar la canción", - "UI_QUEST_TIMER": "Minutos durante los que será válido: {minutes}.", - "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Ver la tarjeta", - "UI_QUEST_LOG_TRACK_BUTTON": "Seguir", - "UI_QUEST_LOG_UNTRACK_BUTTON": "Dejar de seguir", - "UI_QUEST_TRACKER_RUMOR": "Rumor: {quest_title}", - "NOTIFICATION_ACHIEVEMENT": "Logro desbloqueado", - "NOTICEBOARD_TITLE": "Tablero de anuncios de los guardas", - "NOTICEBOARD_LEVEL": "Nivel {level}", - "NOTICEBOARD_REMINDER_TITLE": "Aviso a todos los guardas:", - "NOTICEBOARD_REQUIREMENT_RANGER1": "Únete a los guardas y termina tu entrenamiento para tener acceso a estas misiones.", - "NOTICEBOARD_METER_RATIO": "Has encontrado: {amount_owned}/{total_required}", - "NOTICEBOARD_METER_LABEL": "Material fundido para subir de nivel: {amount}", - "NOTICEBOARD_REWARD_UNKNOWN": "¿¿??", - "NOTICEBOARD_REMINDER_BODY": "¡No dejen de platicar con los habitantes del pueblo para enterarse de los rumores y que no se les pase nada por alto! ¡Ianthe no tiene tiempo para enterarse de todo en persona!", - "NOTICEBOARD_NEXT_REWARD": "Próxima recompensa:", - "NOTICEBOARD_REWARD_NEW_QUEST": "Misión nueva", - "NOTICEBOARD_REWARD_ITEMS": "Objetos", - "NOTICEBOARD_REWARD_NEW_MONSTER": "Monstruo nuevo", - "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Acepta esta misión para saber más.", - "NOTICEBOARD_QUEST_COMPLETED": "Cumplida", - "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "No es posible aceptar esta misión en este momento. Cumple otras y vuelve más tarde.", - "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Aceptar la misión", - "NOTICEBOARD_QUEST_BUTTON_VIEW": "Ver en el menú", - "CHOOSE_STARTER_OPTION1": "De miedo.", - "CHOOSE_STARTER_TITLE": "¿Cuál es tu estética?", - "CHOOSE_STARTER_OPTION2": "De ternura.", - "TUTORIAL_DEMO1.m": "Aquí termina el demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", - "TUTORIAL_DEMO_TITLE": "¡Gracias por jugar!", - "TUTORIAL_DEMO2.f": "Puedes seguir con esta partida guardada en la versión completa del juego.", - "TUTORIAL_DEMO1.n": "Aquí termina el demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", - "TUTORIAL_DEMO1.f": "Aquí termina el demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", - "TUTORIAL_DEMO2.m": "Puedes seguir con esta partida guardada en la versión completa del juego.", - "TUTORIAL_DEMO2.n": "Puedes seguir con esta partida guardada en la versión completa del juego.", - "TUTORIAL_REMASTER": "Algunas cintas pueden \\\"remasterizarse\\\" cuando llegan a cinco estrellas.\\n\\nRemasterizar una cinta hace que evolucione a una forma más poderosa. Sus atributos aumentarán y aprenderá movimientos nuevos.\\n\\nAlgunas formas de monstruo solo pueden conseguirse remasterizando; en algunos casos, la cinta que consigas al remasterizar puede variar según distintas condiciones.\\n\\n¡Procura remasterizar tus cintas siempre que puedas!", - "TUTORIAL_DEMO_STORE_BTN": "Ver en la tienda", - "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", - "TUTORIAL_REMASTER_TITLE": "Tutorial: Remasterización", - "TUTORIAL_FUSION_TITLE": "Tutorial: Fusión", - "TUTORIAL_FUSION1.m": "Cuando tus objetivos y los de tu compañero están alineados, pueden fusionarse para convertirse en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos serán al fusionarse.\\n\\nPero no descuiden la barra de fusión, porque solo podrán fusionarse cuando esté llena.", - "TUTORIAL_FUSION1.n": "Cuando tus objetivos y los de tu compañero están alineados, pueden fusionarse para convertirse en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos serán al fusionarse.\\n\\nPero no descuiden la barra de fusión, porque solo podrán fusionarse cuando esté llena.", - "TUTORIAL_FUSION1.f": "Cuando tus objetivos y los de tu compañero están alineados, pueden fusionarse para convertirse en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos serán al fusionarse.\\n\\nPero no descuiden la barra de fusión, porque solo podrán fusionarse cuando esté llena.", - "TUTORIAL_FUSION2": "Como fusión conseguirán 4 PA por turno en lugar de 2, de modo que podrán usar antes sus movimientos más poderosos.\\n\\nTambién tendrán acceso a los movimientos de ambas cintas y sus atributos se sumarán.", - "TUTORIAL_RELATIONSHIPS": "Es muy importante mejorar la relación con tus amigos. Cuanto mejor sea su relación, ¡más fuertes serán al fusionarse!\\n\\nPodrás caerle mejor a tu compañero si cumples sus misiones y luchas a menudo junto a él. Cuando llegue el momento, podrán descansar en un campamento o en el café para subir el nivel de su relación.", - "TUTORIAL_RECORDING1": "Que una grabación se lleve a cabo o no es cuestión de suerte, pero hay varios factores que afectan a tu probabilidad de éxito:\\n\\n— Cuánta vida tiene el monstruo.\\n— Cuál es su nivel y la frecuencia con que aparece.\\n— Cuánto daño le causas mientras lo grabas.\\n— Cuánto daño sufre la persona que lo graba.", - "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Relaciones", - "TUTORIAL_RECORDING2": "Utilizar efectos de estado que amplifiquen los ataques que tengan por objetivo al monstruo que estás grabando puede ser una forma muy efectiva de aumentar el daño y, con él, tus probabilidades.\\n\\nMientras se esté grabando un monstruo, no podrá huir ni ser derrotado, de modo que no tienes que preocuparte por mantenerlo en pie.", - "TUTORIAL_RECORDING_TITLE": "Tutorial: Grabar cintas", - "TUTORIAL_TAPE_STORAGE.f": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y calcomanías.", - "TUTORIAL_TAPE_STORAGE.m": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y calcomanías.", - "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Colección de cintas", - "TUTORIAL_STICKERS1": "Los movimientos a los que tendrás acceso cuando uses una cinta en combate dependen de las calcomanías que haya en ella.\\n\\nPuedes darle a una cinta nuevos movimientos si le pones las calcomanías que tengas en tu inventario. Puedes quitar los movimientos que no quieras y volverán al menú en forma de calcomanía.", - "TUTORIAL_STICKERS_TITLE": "Tutorial: Calcomanías y movimientos", - "TUTORIAL_TAPE_STORAGE.n": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y calcomanías.", - "TUTORIAL_STICKERS2": "Las calcomanías pueden usarse tantas veces como quieras, pero solo pueden aplicarse a una cinta cada vez.\\n\\nHay varias maneras de obtenerlas:\\n\\n— Llenando las barras de experiencia de las cintas.\\n— Encontrándolas en cofres u otros lugares.\\n— Comprándoselas a algunos vendedores de Villapuerto.", - "TUTORIAL_AP2": "Cada miembro del equipo obtiene 2 PA por turno y 1 PA adicional si logran ejecutar un ataque con ventaja de tipo.\\n\\nSi usas movimientos más débiles que consuman menos PA, podrás planear tus próximos turnos y ahorrar PA para tus ataques más poderosos.", - "TUTORIAL_AP_TITLE": "Tutorial: Puntos de acción", - "TUTORIAL_AP1": "Presta atención a esos cuadrados naranja, porque son tus puntos de acción, o PA.\\n\\nLa mayoría de los movimientos requieren que gastes PA para usarlos. La cantidad de PA que cuesta usar un movimiento se indica junto a su nombre.\\n\\nSi no tienes suficientes PA para el movimiento que quieres, no podrás usarlo en ese turno.", - "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Arcángeles", - "TUTORIAL_ARCHANGEL_AP": "Al contrario que otros monstruos que consumen PA para usar sus movimientos, los arcángeles acumulan todos sus PA hasta llegar a 10.\\n\\nCuando eso ocurre, desencadenan todo ese poder al mismo tiempo para hacer un ataque angélico propio de cada uno.\\n\\nPara sobrevivir, tendrás que usar tus movimientos de forma estratégica. Solo así podrás preparar de antemano una buena defensa o derrotar al arcángel antes de que obtenga suficientes PA.", - "TUTORIAL_STATIONS2": "Se diría que las mismísimas estaciones de la Merlínea albergan seres extraños venidos de muy lejos.\\n\\nExplorar a fondo esas estaciones te puede proporcionar información y recompensas muy valiosas.", - "TUTORIAL_STATIONS1": "La teletransportación se puede activar desde la pantalla del mapa siempre que estés en exteriores.\\n\\nAl principio solo podrás teletransportarte al Café Gramófono, pero cada estación que reabras añadirá un nuevo destino a tus posibilidades.", - "TUTORIAL_STATIONS_TITLE": "Tutorial: Teletransportación y estaciones de tren", - "TYPE_CHART_ATTACKER": "Atacante:", - "TYPE_CHART_DEFENDER": "Defensor:", - "TYPE_CHART_TRANSMUTATION": "Transmutación:", - "TYPE_CHART_NO_REACTION": "No hay reacción.", - "TYPE_CHART_BUFFS": "Mejora(s):", - "TYPE_CHART_DEBUFFS": "Reducción(es):", - "TYPE_CHART_OTHER": "Otros efectos:", - "TYPE_CHART_STATUS_AMOUNT": "({amount})", - "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Esto puede ser peligroso. Deberías tener al menos dos cintas disponibles antes de continuar.", - "TITLE_SCREEN_PLAY_BUTTON": "Jugar", - "TITLE_SCREEN_PRESS_BUTTON": "Presiona {control.ui_accept}", - "TITLE_SCREEN_LANGUAGE_BUTTON": "Idioma", - "TITLE_SCREEN_CREDITS_BUTTON": "Créditos", - "UI_SETTINGS": "Opciones", - "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×· ÁÉÍÓÚáéíóúÜüÑñ¡¿\\\"\\\"ºª'… —", - "UI_SETTINGS_GRAPHICS": "Gráficos", - "UI_SETTINGS_AUDIO": "Sonido", - "UI_SETTINGS_GAMEPLAY": "Jugabilidad", - "UI_SETTINGS_KEYBOARD": "Teclado", - "UI_SETTINGS_CONTROLLER": "Control", - "UI_SETTINGS_DEFAULTS_BUTTON": "Opciones predeterminadas", - "UI_SETTINGS_REBIND_BUTTON": "Reasignar", - "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Pantalla completa", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Sí", - "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "No", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "Resolución", - "UI_SETTINGS_GRAPHICS_FRAMERATE": "Cuadros por segundo", - "UI_SETTINGS_GRAPHICS_PRESET_0": "Baja", - "UI_SETTINGS_GRAPHICS_PRESET": "Calidad general de los gráficos", - "UI_SETTINGS_GRAPHICS_PRESET_1": "Media", - "UI_SETTINGS_GRAPHICS_PRESET_2": "Alta", - "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Personalizada", - "UI_SETTINGS_GRAPHICS_MODE_0": "Rendimiento", - "UI_SETTINGS_GRAPHICS_MODE": "Modo de gráficos", - "UI_SETTINGS_GRAPHICS_MODE_1": "Equilibrado", - "UI_SETTINGS_GRAPHICS_MODE_2": "Calidad", - "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Antidistorsión", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Desactivada", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "Multimuestreo x2", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "Multimuestreo x4", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "Multimuestreo x8", - "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "Multimuestreo x16", - "UI_SETTINGS_VALUE_ON": "Sí", - "UI_SETTINGS_VALUE_OFF": "No", - "UI_SETTINGS_GRAPHICS_DOF": "Desenfoque por profundidad de campo", - "UI_SETTINGS_GRAPHICS_GLOW": "Brillo", - "UI_SETTINGS_GRAPHICS_SHADOW": "Sombras del mundo", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Generación del mundo", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Reducir los objetos emergentes", - "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Reducir el uso del procesador", - "UI_SETTINGS_CLOSE_CONFIRM": "¿Quieres cerrar sin aplicar los cambios?", - "UI_SETTINGS_SAVED": "Tus opciones se guardaron.", - "UI_SETTINGS_AUDIO_VOLUME_Master": "Volumen general", - "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Volumen de los efectos de sonido", - "UI_SETTINGS_AUDIO_VOLUME_Music": "Volumen de la música", - "UI_SETTINGS_AUDIO_VOLUME_Voice": "Volumen de las voces", - "UI_SETTINGS_AUTOSAVE": "Guardado automático", - "UI_SETTINGS_AUTOSAVE_ENABLED": "Activado", - "UI_SETTINGS_AUTOSAVE_DISABLED": "Desactivado", - "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Activado", - "UI_SETTINGS_SHOW_TIMER": "Cronómetro contrarreloj", - "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visible", - "UI_SETTINGS_SHOW_TIMER_DISABLED": "Oculto", - "UI_SETTINGS_QUEST_TRACKER": "Seguimiento de misiones en interfaz", - "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Desactivado", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Tutoriales de efectos de estado", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Si son nuevos", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Siempre", - "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Nunca", - "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Activadas", - "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Desactivadas", - "UI_SETTINGS_SCREEN_SHAKE": "Sacudidas de pantalla", - "UI_SETTINGS_VIBRATION_ENABLED": "Activada", - "UI_SETTINGS_VIBRATION": "Vibración del control", - "UI_SETTINGS_VIBRATION_DISABLED": "Desactivada", - "UI_SETTINGS_AI_SMARTNESS": "Inteligencia de la IA", - "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Tontísimos", - "UI_SETTINGS_AI_SMARTNESS_EASIER": "Muy tontos", - "UI_SETTINGS_AI_SMARTNESS_EASY": "Tontos", - "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Recomendada", - "UI_SETTINGS_AI_SMARTNESS_HARD": "Listos", - "UI_SETTINGS_AI_SMARTNESS_HARDER": "Muy listos", - "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Como Skynet", - "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Desactivado", - "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "— Los humanos y los jefes eligen sus movimientos con inteligencia.\\n— Los monstruos salvajes los eligen casi de forma aleatoria.", - "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "— Los enemigos eligen sus movimientos de forma más aleatoria.", - "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "— Los enemigos eligen sus movimientos de forma más inteligente.", - "UI_SETTINGS_LEVEL_SCALING": "Adaptación del nivel", - "UI_SETTINGS_LEVEL_SCALING_EASIEST": "¡Qué aburrido!", - "UI_SETTINGS_LEVEL_SCALING_EASIER": "Muy fácil", - "UI_SETTINGS_LEVEL_SCALING_EASY": "Fácil", - "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recomendado", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "— La adaptación del nivel está completamente desactivada.", - "UI_SETTINGS_LEVEL_SCALING_HARD": "Difícil", - "UI_SETTINGS_LEVEL_SCALING_HARDER": "Muy difícil", - "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Te vas a hartar de entrenar", - "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "— Los enemigos de nivel alto lo reducen un poco para adaptarlo al tuyo.\\n— Los PNJ y jefes de nivel bajo lo aumentan, pero no mucho.", - "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "— Los enemigos de nivel alto no lo reducen para adaptarlo al tuyo.\\n— Los PNJ y jefes de nivel bajo lo aumentan para acercarlo al tuyo.", - "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "— Los enemigos de nivel alto no lo reducen para adaptarlo al tuyo.\\n— Todos los enemigos de nivel bajo lo aumentan un poco.", - "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Controles en los menús", - "UI_SETTINGS_KEYBOARD_ui_accept": "Confirmar", - "UI_SETTINGS_KEYBOARD_ui_cancel": "Cancelar", - "UI_SETTINGS_KEYBOARD_ui_page_up": "Retroceder en la página", - "UI_SETTINGS_KEYBOARD_ui_page_down": "Avanzar en la página", - "UI_SETTINGS_KEYBOARD_ui_action_1": "Acción de interfaz 1", - "UI_SETTINGS_KEYBOARD_ui_action_2": "Acción de interfaz 2", - "UI_SETTINGS_KEYBOARD_ui_action_3": "Acción de interfaz 3", - "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Reasignar \\\"{0}\\\"", - "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Controles en el juego", - "UI_SETTINGS_CONTROLLER_move": "Moverse", - "UI_SETTINGS_KEYBOARD_move_up": "Moverse arriba", - "UI_SETTINGS_KEYBOARD_move_left": "Moverse a izquierda", - "UI_SETTINGS_KEYBOARD_move_right": "Moverse a derecha", - "UI_SETTINGS_KEYBOARD_move_down": "Moverse abajo", - "UI_SETTINGS_KEYBOARD_interact": "Interactuar", - "UI_SETTINGS_KEYBOARD_jump": "Saltar", - "UI_SETTINGS_KEYBOARD_dash": "Correr", - "UI_SETTINGS_KEYBOARD_magnetism": "Electromagnetismo", - "UI_SETTINGS_KEYBOARD_climb": "Subir", - "UI_SETTINGS_KEYBOARD_pause_menu": "Mostrar el menú", - "UI_SETTINGS_KEYBOARD_map_menu": "Mostrar el mapa", - "UI_SETTINGS_KEYBOARD_party_menu": "Mostrar el equipo", - "UI_SETTINGS_KEYBOARD_inventory_menu": "Mostrar inventario", - "UI_SETTINGS_KEYBOARD_fast_mode": "Velocidad de combate x4 (mantener presionado)", - "UI_SETTINGS_KEYBOARD_PROMPT": "Presiona hasta 4 teclas para asignarlas a esta acción.", - "CONTROLLER_DISCONNECTED_PASSIVE": "Control desconectado.", - "UI_SETTINGS_KEYBOARD_INVALID": "No puedes guardar los cambios hasta haber asignado todas las acciones.", - "AUTOSPLIT_DISCONNECTED": "Se perdió la conexión con el servidor de LiveSplit.", - "AUTOSPLIT_CONNECTED": "Se estableció la conexión con el servidor de LiveSplit.", - "CONTROLLER_DISCONNECTED_MODAL": "Se desconectó el control. Vuelve a conectarlo.", - "AUTOSPLIT_CONNECTION_FAILED": "Falló la conexión con el servidor de LiveSplit.", - "AUTOSPLIT_RELOADED": "Se cargó la configuración de LiveSplit.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Se desconectó el control", - "AUTOSPLIT_RELOAD_FAILED": "No se pudo cargar la configuración de LiveSplit.", - "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Entrar o salir de una partida multijugador local", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "Sigue las instrucciones de Kayleigh para habilitar el modo multijugador local.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Vuelve a conectarlo.", - "UNKNOWN_BESTIARY_INDEX": "¿¿??", - "UI_JOYPAD_SELECT_LOAD_FILE": "Carga una partida para empezar a jugar en modo multijugador local.", - "UI_JOYPAD_SELECT_JOIN": "Presiona {join_btn}", - "BESTIARY_INDEX_ARCHANGEL": "A{0}", - "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Salir", - "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Vuelve al menú principal para empezar a jugar con el DLC que acabas de instalar.", - "BESTIARY_INDEX_FUSION": "F{0}", - "DLC_INSTALLED_RESTART_PROMPT": "Reinicia el juego para empezar a jugar con el DLC que acabas de instalar.", - "DJINN_ENTONIC_NAME": "Yinntonic", - "DJINN_ENTONIC_NAME_PREFIX": "Yin", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Cartucho de baladino", - "DJINN_ENTONIC_NAME_SUFFIX": "tonic", - "DJINN_ENTONIC_LORE_2": "Un [i]yinn[/i], o genio, es un ser mitológico de la mitología árabe. En la historia de Aladino, el protagonista libera sin proponérselo a un genio que estaba encerrado dentro de una lámpara mágica cuando la frota.", - "DJINN_ENTONIC_LORE_1": "Los yinntonic son misteriosos camareros cósmicos que proporcionan un servicio impecable. No está del todo claro qué clase de bebida sirven, pero se sabe a ciencia cierta que su apariencia es \\\"para toda la familia\\\" y que \\\"no afectará a la clasificación por edades del juego\\\".", - "DJINN_ENTONIC_DESCRIPTION": "un camarero cósmico", - "BULLETINO_NAME": "Baladino", - "BULLETINO_NAME_PREFIX": "Bala", - "BULLETINO_NAME_SUFFIX": "dino", - "BULLETINO_LORE_2": "Las primeras balas no eran más que bolas de plomo que los cañones disparaban contra los enemigos y sus fortificaciones durante las guerras medievales. La forma más o menos cónica de las balas que conocemos hoy la inventó el capitán francés Henri-Gustave Delvigne en el siglo XIX.", - "BULLETINO_LORE_1": "Los baladino solo tienen un mecanismo de defensa: lanzarse en plancha hacia el peligro en cuanto les entra el pánico. Eso suele ser una mala idea, claro, pero los baladino lo hacen siempre de todas formas.", - "BULLETINO_DESCRIPTION": "una enorme bala ambulante", - "VELOCIRIFLE_NAME": "Velocirrifle", - "VELOCIRIFLE_NAME_PREFIX": "Velocir", - "VELOCIRIFLE_LORE_1": "En la parte trasera del cráneo de los velocirrifle hay una recámara llena de pólvora que pueden encender a voluntad para disparar cualquier proyectil que hayan colocado en el cañón que tienen por rostro. A lo largo de los años mejoran mucho la puntería.", - "VELOCIRIFLE_NAME_SUFFIX": "rifle", - "VELOCIRIFLE_DESCRIPTION": "un lagarto cuya cabeza parece un cañón", - "VELOCIRIFLE_LORE_2": "La pólvora se inventó en China durante el primer milenio. Las primeras armas de fuego fueron cañones de mano en cuyo interior había pólvora y pequeños proyectiles.", - "ARTILLEREX_NAME": "Artillerrex", - "ARTILLEREX_NAME_PREFIX": "Artiller", - "ARTILLEREX_NAME_SUFFIX": "rex", - "ARTILLEREX_LORE_2": "La ametralladora Gatling es una de las primeras armas de repetición, capaz de disparar munición con una gran cadencia mediante una serie de cañones dispuestos en círculo que giraba mediante una manivela. Debe su nombre a su creador, Richard Jordan Gatling, que la inventó a mediados del siglo XIX.", - "ARTILLEREX_LORE_1": "El cuerpo de los artillerrex contiene una cavidad llena de mental fundido con el que puede crear metralla y dispararla en terribles descargas desde la especie de ametralladora que tiene en el estómago. Su capacidad balística y su gran estatura lo convierten en un enemigo especialmente temible.", - "ARTILLEREX_DESCRIPTION": "un gran lagarto con un arma pesada en el estómago", - "GEARYU_NAME_PREFIX": "Meca", - "GEARYU_NAME": "Mecaryuu", - "GEARYU_LORE_1": "La parte más importante del cuerpo de los mecaryuu son las enormes ruedas dentadas, que se mantienen unidas debido a un campo magnético. Al girarlas, los mecaryuu generan energía cinética que pueden proyectar por la boca en forma de potentes ataques de hálito elemental.", - "GEARYU_NAME_SUFFIX": "ryuu", - "GEARYU_LORE_2": "Las ruedas dentadas son piezas mecánicas de forma circular cuyos \\\"dientes\\\" les permiten encajar unas con otras formando engranajes. Se pueden usar ruedas dentadas de distintos tamaños para aumentar o reducir la velocidad que produce la fuerza de rotación de una máquina.", - "GEARYU_DESCRIPTION": "un lagarto hecho de ruedas dentadas", - "SALAMAGUS_NAME": "Salamago", - "SALAMAGUS_LORE_1": "Los salamago son tan escurridizos como aplicados en el estudio de la piromagia y otras artes arcanas. Tienen la capacidad de escupir fuego gracias al combustible que almacenan en las membranas que tienen en la cabeza (las cuales, por cierto, los observadores distraídos tienden a confundir con grandes ojos saltones).", - "SALAMAGUS_NAME_PREFIX": "Salam", - "SALAMAGUS_NAME_SUFFIX": "mago", - "PYROMELEON_NAME_PREFIX": "Pira", - "PYROMELEON_NAME": "Piramaleón", - "SALAMAGUS_DESCRIPTION": "un lagarto de cabeza triangular", - "SALAMAGUS_LORE_2": "Un mago es un individuo capaz de usar magia. Son muy habituales en la mitología y la cultura popular.", - "PYROMELEON_NAME_SUFFIX": "amaleón", - "PYROMELEON_LORE_1": "Los piramaleón son maestros de la piromagia, capaces no solo de escupir fuego, sino también de controlarlo. A menudo se les ve mantener en equilibrio una llama en la punta de la lengua para demostrar su dominio absoluto de su elemento.", - "PYROMELEON_DESCRIPTION": "un lagarto de lengua muy larga", - "ICEPECK_LORE_1": "Los picohielo tienen un \\\"pico\\\" con forma de carámbano que utilizan para defenderse de sus agresores. Se sabe que el pico llega a derretírseles por completo en climas más cálidos, de modo que se los encuentra casi exclusivamente en las zonas altas y frías del monte Wirral.", - "PYROMELEON_LORE_2": "\\\"Piromagia\\\" es el nombre que se da al arte de controlar y generar fuego por medios mágicos. A quien lo practica se lo conoce como \\\"piromago\\\". Existe también el concepto de \\\"piromancia\\\", que consiste en la adivinación según el color, chasquido o disposición de las llamas.", - "ICEPECK_LORE_2": "Los carámbanos se forman cuando el agua se congela mientras está goteando desde algún objeto. A menudo se ven en bosques y casas durante las épocas de frío, o bien durante todo el año si el clima del lugar lo permite.", - "CRYOSHEAR_NAME_PREFIX": "Crio", - "ICEPECK_DESCRIPTION": "un pájaro con un carámbano por pico", - "CRYOSHEAR_NAME": "Criortador", - "CRYOSHEAR_NAME_SUFFIX": "ortador", - "CRYOSHEAR_DESCRIPTION": "un ser encapuchado que blande espadas de hielo", - "CRYOSHEAR_LORE_2": "\\\"Criosfera\\\" es como se conoce a las partes de la superficie terrestre en las que casi toda el agua está congelada, como, por ejemplo, los círculos polares ártico y antártico.", - "CRYOSHEAR_LORE_1": "Casi siempre se ve a los criortador empuñando las dos espadas que utilizan para atacar, hechas únicamente de hielo. Su método habitual de ataque es usarlas juntas, como si fueran unas enormes tijeras.", - "SPOOKI-ONNA_NAME": "Uuhkionna", - "SPOOKI-ONNA_NAME_PREFIX": "Uuhki", - "SPOOKI-ONNA_NAME_SUFFIX": "onna", - "BOLTAM_NAME_PREFIX": "Ray", - "SPOOKI-ONNA_LORE_1": "Las leyendas dicen que los uuhkionna se aparecen a los insensatos que intentan alcanzar la cima del monte Wirral. Las historias de su avistamiento hablan de una figura femenina que invita a los escaladores a acercarse para envolverlos a continuación con un manto de niebla tan frío como letal.", - "SPOOKI-ONNA_LORE_2": "La yuki onna es un [i]yōkai[/i] (una especie de espíritu de la cultura popular japonesa). Las historias que hablan de ella son muy distintas, pero suele representarse como una mujer fantasmal a la que asocian con la nieve y las ventiscas y que, a menudo, trae sufrimiento y muerte a quienes se cruzan con ella.", - "BOLTAM_NAME": "Rayono", - "SPOOKI-ONNA_DESCRIPTION": "una mujer hecha de niebla que da miedo", - "BOLTAM_NAME_SUFFIX": "ono", - "BOLTAM_LORE_2": "El magnetismo es una fuerza que se genera al desplazar cargas eléctricas. Es posible magnetizar los objetos de metal haciendo pasar por ellos corrientes eléctricas, lo cual genera un campo magnético.", - "BOLTAM_LORE_1": "La cabeza metálica de los rayono tiene una capacidad tremenda para conducir la electricidad y absorbe de forma pasiva las corrientes eléctricas de la atmósfera. Los rayono pueden convertir esa energía en campos magnéticos que les permiten desplazarse fácilmente por tierra o aire.", - "BOLTAM_DESCRIPTION": "un ser con una bola metálica por cabeza", - "PLASMANTLER_NAME": "Plasmasta", - "PLASMANTLER_NAME_PREFIX": "Plasma", - "PLASMANTLER_NAME_SUFFIX": "asta", - "PLASMANTLER_LORE_2": "Aunque solo percibimos los objetos metálicos como magnéticos, lo cierto es que el magnetismo afecta a todo tipo de materia. La fuerza electromagnética es uno de los componentes principales del mundo físico tal y como lo conocemos.", - "SPARKTAN_NAME": "Chispartano", - "PLASMANTLER_DESCRIPTION": "un monstruo con cabeza metálica y astas", - "PLASMANTLER_LORE_1": "Los plasmasta son la fase adulta de los rayono, una vez estos han absorbido suficiente energía eléctrica como para provocar un notable crecimiento corporal. Los campos magnéticos de los plasmasta son tan potentes que incluso son capaces de atraer y repeler materia no metálica.", - "SPARKTAN_NAME_PREFIX": "Chisp", - "SPARKTAN_LORE_1": "Los chispartano son nubes de tormenta vivientes. Sus \\\"brazos\\\" están formados por energía eléctrica concentrada y pueden alargarlos a voluntad. Prefieren vivir en zonas de gran altitud para poder, así, acumular más materia de las nubes.", - "SPARKTAN_NAME_SUFFIX": "artano", - "SPARKTAN_LORE_2": "Las nubes se forman a partir de las partículas que quedan suspendidas en la atmósfera que rodea un planeta. Las de la Tierra están formadas por la humedad del agua y tienen distinta forma según la altura y la densidad de esa humedad.", - "ZEUSTRIKE_NAME": "Rayodezeus", - "SPARKTAN_DESCRIPTION": "una nube de tormenta viviente", - "ZEUSTRIKE_NAME_PREFIX": "Rayod", - "ZEUSTRIKE_NAME_SUFFIX": "ezeus", - "ZEUSTRIKE_LORE_2": "Las tormentas eléctricas se producen cuando la fricción entre hielo y agua que se produce dentro de los cumulonimbos desplaza suficientes electrones como para generar potencia eléctrica, que puede, a continuación, desplazarse en trayectoria descendente hasta llegar al suelo.", - "ZEUSTRIKE_LORE_1": "Es frecuente que dos rayodezeus se batan en duelo y, cuando ocurre, el choque de sus rayos entre las nubes es idéntico a una tormenta eléctrica común.", - "ZEUSTRIKE_DESCRIPTION": "una nube que lleva un yelmo", - "KITTELLY_NAME_PREFIX": "Gatit", - "KITTELLY_NAME": "Gatitele", - "KITTELLY_LORE_1": "La única forma que tienen los gatitele de comunicarse es a través de las interferencias que se producen en la televisión que tienen por \\\"rostro\\\". Sus mensajes son difíciles de descifrar y, a menudo, eso impide que los gatitele puedan relacionarse con otros seres vivos.", - "KITTELLY_NAME_SUFFIX": "tele", - "KITTELLY_DESCRIPTION": "un gato con una tele descompuesta por cabeza", - "KITTELLY_LORE_2": "Muchas culturas ven al gato negro como un mal augurio o un símbolo de mala suerte, pues suelen relacionarlo con la brujería y lo sobrenatural. Por supuesto, esa reputación no les hace justicia en absoluto.", - "CAT-5_NAME": "Gategoría 5", - "CAT-5_NAME_SUFFIX": "-5", - "CAT-5_NAME_PREFIX": "Gatego", - "CAT-5_LORE_1": "Aunque su rostro parezca un monitor de plasma, hay indicios de que los gategoría 5 son capaces de ver sin ningún problema. Puesto que no tienen boca, se nutren absorbiendo electricidad estática de la atmósfera mediante sus dos cables.", - "CAT-5_LORE_2": "Los [i]cat-sìth[/i], o gatos hada, son seres de la mitología celta. Se los describe como grandes gatos negros de los que se decía que eran capaces de robar las almas de los muertos antes de que pudieran pasar a la otra vida.", - "JELLYTON_NAME": "Gelatona", - "CAT-5_DESCRIPTION": "una bestia con una pantalla plana por cabeza", - "JELLYTON_NAME_PREFIX": "Gelat", - "JELLYTON_LORE_1": "Los gelatona se forman cuando un peonomuerto tiene la mala suerte de caer a las aguas de un pantano y no logra salir. Con el tiempo, su cuerpo se acaba descomponiendo y vuelve a formarse como una masa de gelatina suave y tóxica. Se dice que esa gelatina funciona de maravilla como fertilizante.", - "JELLYTON_NAME_SUFFIX": "tona", - "JELLYTON_LORE_2": "Los \\\"monstruos de gelatina\\\" suelen aparecer con frecuencia en la cultura popular moderna, especialmente en entornos de fantasía. Aunque no tienen un origen mitológico específico, suele representárselos como seres amorfos hechos de gelatina o icor, capaces de consumir cualquier materia con la que entren en contacto.", - "NEVERMORT_NAME": "Nuncamórvido", - "JELLYTON_DESCRIPTION": "un ser gelatinoso cuya cabeza parece una calavera", - "NEVERMORT_NAME_PREFIX": "Nuncam", - "NEVERMORT_NAME_SUFFIX": "órvido", - "NEVERMORT_LORE_1": "Es importante hacer notar que los nuncamórvido no tienen pico. Por lo visto, lo que llevan en el rostro es en realidad una máscara de porcelana como las que llevaban los médicos especializados en tratar la peste negra. Es mejor no preguntarse cómo es el rostro que se esconde bajo esa máscara.", - "NEVERMORT_DESCRIPTION": "un cuervo encapuchado y enmascarado", - "NEVERMORT_LORE_2": "Los córvidos, y en especial los cuervos, tienen mucha relevancia en la cultura popular y el arte de muchos lugares. En la mitología griega, se representaba a los cuervos como protegidos de Apolo y se decía que traían mala suerte.", - "APOCROWLYPSE_NAME": "Corvocalipsis", - "APOCROWLYPSE_NAME_PREFIX": "Corvo", - "APOCROWLYPSE_NAME_SUFFIX": "calipsis", - "APOCROWLYPSE_LORE_2": "Fue en el siglo XVII cuando Charles de Lorme inventó el tan icónico atuendo que debían llevar los médicos que trataban la peste negra, con su máscara acabada en pico. Esa máscara se llenaba con especias y perfumes que, según se creía, evitaban el contagio a través del aire.", - "APOCROWLYPSE_LORE_1": "Además de la capucha y la máscara, los corvocalipsis llevan una correa adornada con el cráneo pulido de algún animal. Eso hace que su silueta sea la de una figura encapuchada montada en el esqueleto de una bestia.", - "MAGIKRAB_NAME": "Magikangrejo", - "MAGIKRAB_LORE_1": "Los magikangrejo fueron el primer monstruo que se trajo a Nueva Wirral en el pasado remoto. Ahora casi todos se han extinguido, y solo se conoce la existencia de un único magikangrejo en la isla, eterno y diligente operario de las estaciones.", - "MAGIKRAB_NAME_PREFIX": "Magik", - "MAGIKRAB_NAME_SUFFIX": "angrejo", - "APOCROWLYPSE_DESCRIPTION": "un horrible pájaro cuadrúpedo", - "CLOCKSLEY_NAME": "Relojsley", - "MAGIKRAB_LORE_2": "En el arte del ilusionismo, el sombrero de mago es un componente muy habitual y reconocible. Con él, el mago puede hacer aparecer un conejo, o quizá desaparecer un pañuelo.", - "MAGIKRAB_DESCRIPTION": "un cangrejo con sombrero de mago", - "CLOCKSLEY_NAME_PREFIX": "Relo", - "CLOCKSLEY_NAME_SUFFIX": "sley", - "CLOCKSLEY_LORE_2": "Aunque los mecanismos propios de los relojes han existido desde hace mucho tiempo, los juguetes de cuerda se hicieron muy comunes en Occidente en el siglo XIX. Para darles cuerda, se usaba a menudo una llave que se introducía por un agujero que tenían en la parte exterior.", - "CLOCKSLEY_LORE_1": "El largo brazo mecánico de los relojsley les da una ventaja única para el combate a distancia, ya que les permite utilizar armas sin acercarse demasiado. De esa forma, compensan su relativa lentitud.", - "ROBINDAM_NAME": "Robindam", - "ROBINDAM_LORE_1": "Los robindam son muy precisos con su arco y flechas de plástico, pues son capaces de acertar con la ventosa de una flecha incluso a 300 metros de distancia. Se precian de su excelente puntería, pero aún más de su sentido de la justicia.", - "ROBINDAM_NAME_PREFIX": "Robin", - "ROBINDAM_NAME_SUFFIX": "dam", - "CLOCKSLEY_DESCRIPTION": "un ser de juguete con un gran brazo mecánico", - "ROBINDAM_DESCRIPTION": "un gran robot con un arco y flechas", - "TWIRLIGIG_NAME": "Girelele", - "ROBINDAM_LORE_2": "Robin Hood, también conocido como \\\"Robin de Locksley\\\", es una figura de la cultura popular inglesa muy conocida en todo el mundo. Se lo suele representar como un bandido heroico que roba a los ricos para dárselo a los pobres.", - "TWIRLIGIG_NAME_PREFIX": "Gir", - "TWIRLIGIG_NAME_SUFFIX": "elele", - "TWIRLIGIG_LORE_2": "Históricamente, fue común utilizar muñecos de paja como espantapájaros o en el entrenamiento para el combate.", - "KIRIKURI_NAME": "Kirikuri", - "TWIRLIGIG_DESCRIPTION": "un muñeco saltarín de madera", - "TWIRLIGIG_LORE_1": "Hace años, los girelele no eran más que muñecos rudimentarios para practicar la puntería, pero cobraron vida en algún momento y por medios que se desconocen. Puesto que no tienen miembros, se ven obligados a moverse y atacar girando sobre la estaca de madera que les cruza el cuerpo.", - "KIRIKURI_NAME_PREFIX": "Kiri", - "KIRIKURI_LORE_1": "Antes eran simples muñecos para la práctica del combate, ahora los kirikuri han decidido tomar las armas. Para luchar usan un [i]bokken[/i], una [i]katana[/i] de madera que se usa para practicar las técnicas de esgrima.", - "KIRIKURI_NAME_SUFFIX": "kuri", - "KIRIKURI_DESCRIPTION": "un muñeco de madera armado con espada y escudo", - "KIRIKURI_LORE_2": "El [i]bokken[/i] es un tipo de espada de madera japonesa. Se usa para la práctica de las artes marciales y suele estar basado en las [i]katanas[/i], pero también los hay de distintos tamaños y formas para replicar otros tipos de espada.", - "BRUSHROOM_NAME": "Champincel", - "BRUSHROOM_NAME_PREFIX": "Champi", - "BRUSHROOM_NAME_SUFFIX": "incel", - "FUNGOGH_NAME": "Fungogh", - "BRUSHROOM_LORE_2": "La historia de la pintura es tan antigua como la de la misma humanidad y, por supuesto, también lo es la del pincel. Se ha descubierto que algunas pinturas rupestres de las civilizaciones prehistóricas se hicieron con herramientas hechas con caña y pelos.", - "BRUSHROOM_LORE_1": "Los champincel son artistas de gran talento que pintan con los pigmentos que les brotan de la cabeza. Se ha observado que son capaces de cambiar las propiedades físicas de los objetos a los que apliquen pintura. El cambio depende del color que usen.", - "HUNTORCH_NAME": "Cazantorcha", - "BRUSHROOM_DESCRIPTION": "un hongo con un pincel y un pañuelo al cuello", - "FUNGOGH_NAME_PREFIX": "Fung", - "FUNGOGH_LORE_1": "Los fungogh lograron combinar el arte del combate con el de la caligrafía. Sus movimientos son rápidos y efectivos y se basan en golpes del pincel que usan como bastón, posturas de combate muy precisas y una gran disciplina.", - "FUNGOGH_NAME_SUFFIX": "gogh", - "FUNGOGH_LORE_2": "Los pinceles modernos suelen tener un mango de metal o madera y cerdas de pelo o nylon. Los pinceles de mayor calidad aún usan pelo de animales, como la marta o el cerdo.", - "BUSHEYE_LORE_2": "El \\\"hombre verde\\\" es una figura de la cultura popular que aparece en todo el mundo, normalmente representado como un rostro hecho de hojas. El hombre verde simboliza la primavera y el renacimiento y suele aparecer tallado en las fachadas de algunos edificios.", - "BUSHEYE_LORE_1": "A los arbustojo se los suele encontrar casi exclusivamente camuflados entre los arbustos, lo cual les permite esconderse de sus depredadores y acechar a su vez posibles presas. Pueden quedarse ocultos e inmóviles durante horas, aunque, a veces, incluso se quedan dormidos y pierden la oportunidad de sorprender a su objetivo.", - "FUNGOGH_DESCRIPTION": "un hongo con bigote", - "BUSHEYE_DESCRIPTION": "un arbusto con patas", - "HUNTORCH_NAME_PREFIX": "Caza", - "HUNTORCH_LORE_1": "A los cazantorcha se les da muy bien seguir rastros y son capaces de perseguir sin apenas dificultad a un objetivo que les lleve varios kilómetros de ventaja. Se sabe que algunas veces han acabado prendiéndose fuego accidentalmente por culpa de la antorcha que llevan.", - "HUNTORCH_NAME_SUFFIX": "torcha", - "HUNTORCH_LORE_2": "La Cacería Salvaje aparece de distintas maneras en la cultura popular europea, pero suele representarse como un grupo de cazadores sobrenaturales montados a caballo. La identidad concreta de los cazadores depende de cuándo y dónde tenga lugar la cacería.", - "HUNTORCH_DESCRIPTION": "un arbusto cornudo que lleva una antorcha", - "HEDGEHERNE_NAME_PREFIX": "Ver", - "HEDGEHERNE_LORE_1": "Los verdherne son maestros de la caza y persiguen sin descanso a cualquier objetivo que consideren digno. El cuerno que llevan arde constantemente, y se conocen casos en los que han prendido fuego a bosques enteros con tal de acorralar a su presa.", - "HEDGEHERNE_NAME_SUFFIX": "herne", - "HEDGEHERNE_NAME": "Verdherne", - "HEDGEHERNE_LORE_2": "Herne el Cazador es una figura de la cultura popular inglesa. Se lo describe como un jinete astado que acecha en el bosque de Windsor. También se lo asocia con la leyenda de la Cacería Salvaje.", - "BRAXSUIT_NAME": "Braxaje", - "HEDGEHERNE_DESCRIPTION": "un ser cubierto de hojas que lleva un cuerno llameante", - "BRAXSUIT_NAME_PREFIX": "Brax", - "BRAXSUIT_NAME_SUFFIX": "aje", - "BRAXSUIT_LORE_2": "En 1952, tres niños se toparon con un extraño ser aparentemente extraterrestre en el condado de Braxton (Virginia Occidental). Lo describieron como un ser verde cuya cabeza parecía el as de picas.", - "BRAXSUIT_LORE_1": "Los braxaje ponen mucha atención a su apariencia. Se dice que quedan muy contrariados si se les deshace o tuerce el nudo de la corbata.", - "FLAPWOODS_NAME": "Flapwoods", - "BRAXSUIT_DESCRIPTION": "un ser encorbatado de rostro redondo que flota en el aire", - "FLAPWOODS_NAME_PREFIX": "Flap", - "FLAPWOODS_LORE_1": "El cuerpo de los flapwoods, similar a una capa holgada, les da la apariencia de trapos que flotan en el aire en plena ráfaga de viento. Casi todos están de acuerdo en que la mirada vacua de sus ojos amarillos pone los pelos de punta.", - "FLAPWOODS_NAME_SUFFIX": "woods", - "FLAPWOODS_LORE_2": "El avistamiento del \\\"monstruo de Flatwoods\\\" en 1952 no tardó en convertirse en leyenda urbana. Se lo representa de distintas maneras, pero la curiosa forma de su cabeza, sus brazos acabados en garra y su cuerpo ataviado de una capa amplia son muy reconocibles para los ufólogos y criptozoólogos.", - "FLAPWOODS_DESCRIPTION": "un extraterrestre volador de ojos redondos y brazos flotantes", - "BINVADER_NAME": "Cubinvasor", - "BINVADER_NAME_PREFIX": "Cub", - "BINVADER_NAME_SUFFIX": "invasor", - "BINVADER_LORE_2": "Los botes para la eliminación de desperdicios existen desde hace miles de años. Ya había sistemas primitivos de recogida de basura en el Imperio romano. El diseño reconocible del bote de metal se empezó a usar a gran escala en el siglo XIX. Se fabricaban uniendo tiras de metal a un cilindro mediante remaches y soldaduras.", - "BINVADER_LORE_1": "Los cubinvasor son, según parece, seres verdes con muchos tentáculos metidos en vehículos de combate muy parecidos a botes de basura. Tienen dos \\\"brazos\\\" en la parte delantera, uno para lanzar rayos mortíferos y otro para dar empujones agresivos.", - "BINVADER_DESCRIPTION": "un bote de basura alienígena", - "BINTERLOPER_NAME": "Contenintruso", - "BINTERLOPER_NAME_PREFIX": "Conten", - "BINTERLOPER_NAME_SUFFIX": "intruso", - "BINTERLOPER_LORE_1": "Los contenintruso son guerreros de rango superior al de los cubinvasor y, por tanto, pilotan máquinas de combate más potentes. Se ha observado que, a veces, \\\"dan órdenes\\\" a los cubinvasor, lo que hace pensar en una especie de jerarquía militar en sus filas.", - "BINTERLOPER_LORE_2": "La adopción mayoritaria de los botes y contenedores con ruedas en el siglo XX fue fruto del desarrollo del tratamiento de residuos en el ámbito municipal. Era necesario, ya que la cantidad de residuos que producían los hogares en las zonas urbanas aumentó de forma espectacular en ese periodo.", - "PAWNDEAD_NAME": "Peonomuerto", - "BINTERLOPER_DESCRIPTION": "un contenedor de plástico con un alienígena dentro", - "PAWNDEAD_NAME_PREFIX": "Peon", - "PAWNDEAD_LORE_1": "Los peonomuerto pasan mucho tiempo en estado latente, para lo que transmutan su cuerpo en granito duro y resistente. Esas \\\"estatuas\\\" de los peonomuerto pueden alarmar a los caminantes despistados, que se encuentran de repente en compañía de monstruos impasibles con calaveras por rostro.", - "PAWNDEAD_NAME_SUFFIX": "omuerto", - "PAWNDEAD_LORE_2": "En el juego del ajedrez, el peón es la pieza más numerosa. Solo puede moverse una casilla cada vez y solo puede capturar las piezas situadas hacia delante y en diagonal respecto a su casilla. Pese a su escasa capacidad de movimiento, no conviene subestimarlos.", - "SKELEVANGELIST_NAME": "Alfisqueleto", - "PAWNDEAD_DESCRIPTION": "un esqueleto cabezón sin brazos", - "SKELEVANGELIST_NAME_PREFIX": "Alfi", - "SKELEVANGELIST_NAME_SUFFIX": "squeleto", - "SKELEVANGELIST_DESCRIPTION": "un esqueleto levitante con una túnica", - "SKELEVANGELIST_LORE_1": "Los alfisqueleto emiten constantemente una extraña canción en susurros. Se vuelve más audible cuando ejercen su capacidad para manipular piedras y rocas con la mente.", - "KINGRAVE_NAME_PREFIX": "Rey", - "SKELEVANGELIST_LORE_2": "En el juego del ajedrez, el alfil es una pieza que puede moverse en diagonal un número ilimitado de casillas. Cada jugador empieza la partida con dos alfiles.", - "KINGRAVE_NAME": "Reyliche", - "KINGRAVE_LORE_1": "El cuerpo de los reyliche está hecho de piedra densa y maleable, decorada con varios colores. Se mueve muy despacio y, al deslizarse, arrastra su capa de terciopelo.", - "KINGRAVE_NAME_SUFFIX": "liche", - "KINGRAVE_LORE_2": "El rey es la pieza del ajedrez de la que depende la victoria. Para ganar es necesario dejar al rey en \\\"jaque mate\\\", es decir: amenazado directamente (en \\\"jaque\\\") e incapaz de hacer ningún movimiento que no implique su captura inmediata. Solo puede moverse una casilla por turno.", - "QUEENYX_NAME": "Reinónice", - "KINGRAVE_DESCRIPTION": "una ficha enorme de rey de ajedrez", - "ALLSEER_NAME_SUFFIX": "ové", - "QUEENYX_NAME_PREFIX": "Rein", - "QUEENYX_NAME_SUFFIX": "ónice", - "QUEENYX_LORE_1": "Los reinónice son capaces de imbuir de energía elemental las esferas que portan y luego lanzárselas a sus enemigos haciendo gala de una gran puntería. Se mueven con rapidez, pese a carecer de piernas, y se deslizan por el suelo con tanta facilidad como si flotaran en el aire.", - "ALLSEER_NAME": "Todolové", - "QUEENYX_DESCRIPTION": "una ficha enorme de reina de ajedrez", - "QUEENYX_LORE_2": "La reina es la pieza más versátil del ajedrez. Puede moverse un número ilimitado de casillas en las ocho direcciones básicas. Capturar la reina del adversario es una parte fundamental de muchas estrategias del ajedrez.", - "ALLSEER_NAME_PREFIX": "Todol", - "ALLSEER_LORE_2": "Aunque los avistamientos de platillos voladores aumentaron en gran medida a principios y mediados del siglo XX, lo cierto es que existen registros de ellos desde hace al menos mil años. Actualmente suelen asociarse sobre todo a las historias de ciencia ficción.", - "ALLSEER_LORE_1": "Los todolové suelen dejarse ver casi siempre de noche y levitando varios metros por encima del suelo. Su nombre proviene de su inquietante costumbre de quedarse observando en silencio a los caminantes con un único \\\"ojo\\\" rojo que nunca parpadea.", - "TRIPHINX_NAME": "Trisfinge", - "ALLSEER_DESCRIPTION": "un platillo volador", - "TRIPHINX_NAME_PREFIX": "Tri", - "TRIPHINX_LORE_1": "El exterior metálico de los trisfinge es completamente impenetrable. Se especula que en realidad se trata de un ser orgánico que pilota una especie de exoesqueleto o medio de transporte.", - "TRIPHINX_NAME_SUFFIX": "sfinge", - "TRIPHINX_LORE_2": "En la novela [i]La guerra de los mundos[/i], de H.G. Wells, se representa a los invasores marcianos pilotando enormes vehículos de combate. Esos vehículos, llamados \\\"trípodes\\\", tienen tres patas largas para desplazarse y emiten letales rayos térmicos.", - "KHUFO_NAME_PREFIX": "Keo", - "TRIPHINX_DESCRIPTION": "una bestia metálica trípeda", - "KHUFO_NAME": "Keopni", - "KHUFO_NAME_SUFFIX": "opni", - "KHUFO_LORE_1": "Los keopni son una forma alternativa de los todolové, solo que los keopni han abandonado su platillo volante. Son agresivos, no tienen interés en negociar y atacan a sus víctimas con un bastón de combate forjado mediante misteriosas tecnologías de otro mundo.", - "KHUFO_LORE_2": "Los marcianos son los hipotéticos habitantes del planeta Marte y los alienígenas por antonomasia. En la novela [i]La guerra de los mundos[/i], H.G. Wells los representó como seres similares a un pulpo, con una enorme cabeza sostenida por varios miembros en forma de tentáculo.", - "GLAISTAIN_NAME": "Vitraistig", - "KHUFO_DESCRIPTION": "un alienígena con casco piramidal", - "GLAISTAIN_SUBTITLE": "Hada del vitral", - "GLAISTAIN_NAME_PREFIX": "Vitra", - "GLAISTAIN_NAME_SUFFIX": "istig", - "GLAISTAIN_LORE_2": "El glaistig es un ser de la mitología celta. Tiene varias representaciones, pero normalmente es un espíritu o hada que toma la forma de una mujer hermosa. Es nativo de las Tierras Altas de Escocia, y puede ayudar o perjudicar a sus vecinos dependiendo de la historia.", - "GLAISTAIN_LORE_1": "Vitraistig duerme entre las ruinas de una vieja iglesia. Su cuerpo parece hecho de mil trozos afilados de cristal de colores. Será todo un desafío para cualquier aventurero lo bastante intrépido como para despertarlo de su letargo.", - "GLAISTAIN_DESCRIPTION": "un hada hecha de cristal de colores", - "UNDYIN_NAME": "Ondinoviva", - "UNDYIN_NAME_PREFIX": "Ondin", - "UNDYIN_LORE_1": "Los ondinoviva son apariciones fantasmales que se alzan de entre las aguas someras de la Costa del Hierro Fundido para engañar a cualquier pobre desgraciado que se les acerque. La leyenda dice que surgieron del espíritu vengativo de una novia a la que asesinaron y echaron por la borda del barco de su amado.", - "UNDYIN_NAME_SUFFIX": "oviva", - "UNDYIN_LORE_2": "Jenny Greenteeth (\\\"Jenny Dientesverdes\\\") es un personaje de la cultura popular inglesa. Se la describe como una bruja de pelo largo que moraba en ríos y lagos y ahogaba a los niños que se acercaban demasiado a sus aguas.", - "DIVEAL_NAME": "Focarinista", - "UNDYIN_DESCRIPTION": "una mujer fantasmal que da miedo", - "DIVEAL_NAME_PREFIX": "Foc", - "DIVEAL_NAME_SUFFIX": "arinista", - "DIVEAL_LORE_2": "Los trajes de buceo se inventaron en el siglo XVIII y, desde entonces, su evolución ha tenido muchas etapas. Su función principal era facilitar la recuperación de objetos de valor perdidos en los naufragios.", - "DIVEAL_LORE_1": "La escafandra que llevan los focarinista no solo les permite respirar bajo el agua, sino que además contiene una considerable cantidad de aire, lo cual los ayuda a flotar. Aunque tienen mucha movilidad en lagos y mares, son un poco más lentos en tierra.", - "SCUBALRUS_NAME": "Escaforsa", - "DIVEAL_DESCRIPTION": "una foca con una escafandra", - "SCUBALRUS_NAME_PREFIX": "Escaf", - "SCUBALRUS_NAME_SUFFIX": "orsa", - "SCUBALRUS_LORE_2": "El tipo de escafandra antigua más reconocible debe su origen al inventor Augustus Siebe. Su diseño revolucionario incluía también un traje de buceo completamente impermeable y una válvula en el casco que permitía extraer el aire sin que entrara el agua.", - "SCUBALRUS_LORE_1": "A la escafandra de los escaforsa le salieron unos firmes colmillos de latón que les permite defenderse de sus agresores. Al haber desarrollado también patas traseras, son mucho más hábiles (y peligrosos) en tierra que los focarinista, su forma inicial.", - "SCUBALRUS_DESCRIPTION": "una morsa con una escafandra", - "AVEREVOIR_NAME_SUFFIX": "evoir", - "AVEREVOIR_LORE_1": "El averevoir es un ser casi mítico del que apenas ha habido una docena de avistamientos en toda la historia de Nueva Wirral. La leyenda dice que la planta que lleva en el pico puede curar cualquier enfermedad y otorgar la vida eterna… Nadie ha sido capaz de obtenerla para demostrarlo, claro.", - "AVEREVOIR_SUBTITLE": "Pájaro imponente", - "AVEREVOIR_NAME_PREFIX": "Aver", - "AVEREVOIR_NAME": "Averevoir", - "AVEREVOIR_LORE_2": "El [i]liver bird[/i] es un ser de la mitología inglesa. Se lo representa como un pájaro (quizá un cormorán), casi siempre con una rama en el pico. Es el símbolo de Liverpool y tiene su origen en el primer escudo del pueblo.", - "MASCOTOY_NAME": "Mascuguete", - "AVEREVOIR_DESCRIPTION": "un pájaro enorme posado en un pedestal", - "MASCOTOY_NAME_PREFIX": "Masc", - "MASCOTOY_LORE_1": "Aunque se cree que alguna vez fueron disfraces de algún peculiar personaje, los mascuguete son ahora poco menos que cadáveres ambulantes. Se sabe que deambulan eternamente por las galerías del centro comercial La Caída dejando tras de sí como rastro jirones del poliéster del que están rellenos.", - "MASCOTOY_NAME_SUFFIX": "uguete", - "MASCOTORN_NAME": "Mascorrota", - "MASCOTOY_DESCRIPTION": "un disfraz de mascota con una gran garra", - "MASCOTOY_LORE_2": "Una mascota es (entre otras cosas) un personaje que se utiliza para representar a grupos, lugares o empresas. La palabra \\\"mascota\\\" viene del francés [i]mascotte[/i] y designa a una persona o cosa que se cree que trae buena suerte.", - "MASCOTORN_NAME_PREFIX": "Masco", - "MASCOTORN_NAME_SUFFIX": "rota", - "MASCOTORN_DESCRIPTION": "un disfraz de mascota gigante al que se le sale el relleno", - "MASCOTORN_LORE_2": "Las botargas que suelen llevar las mascotas se pusieron de moda a mediados del siglo XX para que cualquier persona interpretara el papel de un personaje no humano. Se los suele ver en parques de atracciones, donde sus portadores interactúan con los visitantes como si fueran la mascota que representan.", - "MASCOTORN_LORE_1": "Los mascorrota son mascuguetes cuyo relleno de poliéster ha ido aumentando en masa hasta el punto de hacer que su cuerpo se acabe rasgando desde dentro. Siguen creciendo hasta que ya no son capaces de mantener su integridad estructural, y es entonces cuando acaban inevitablemente hechos pedazos.", - "THWACKALOPE_NAME": "Librerrendo", - "THWACKALOPE_NAME_PREFIX": "Libre", - "THWACKALOPE_NAME_SUFFIX": "errendo", - "THWACKALOPE_LORE_1": "Cuando los librerrendo llegan a la edad adulta y empiezan a ser capaces de defenderse, se fabrican un arma improvisada con lo que encuentran a su alrededor. Suelen preferir una vara de metal arrancada directamente del suelo con el trozo de tierra en el que estaba enterrada originalmente.", - "SANZATIME_NAME": "Temparena", - "THWACKALOPE_DESCRIPTION": "una liebre alada", - "THWACKALOPE_LORE_2": "El lebrílope ([i]jackalope[/i] en inglés) es un ser mítico de la cultura popular estadounidense. Es una liebre con astas como las de un antílope americano (o berrendo). Existe un ser mítico similar en la cultura popular alemana llamado [i]wolpertinger[/i], pero que, además, tiene alas de pájaro.", - "SANZATIME_NAME_PREFIX": "Tempa", - "SANZATIME_NAME_SUFFIX": "rena", - "SANZATIME_LORE_2": "Los relojes de arena son instrumentos que se usan para medir un periodo de tiempo predeterminado. Se componen de dos ampollas de cristal unidas y llenas de arena. Al darle la vuelta, la arena tardará exactamente el tiempo previsto en pasar de una ampolla a la otra.", - "SANZATIME_LORE_1": "Se cree que la parte principal de los temparena es el reloj de arena roto que tienen por \\\"cabeza\\\". Cualquier grano de arena que se separe de la masa principal se volverá completamente inerte. Por contra, los temparena pueden aumentar su masa si entran en contacto con arena.", - "FORTIWINX_NAME": "Adormir", - "SANZATIME_DESCRIPTION": "un reloj de arena roto que tiene una mano", - "FORTIWINX_NAME_PREFIX": "Ador", - "FORTIWINX_NAME_SUFFIX": "mir", - "FORTIWINX_LORE_1": "Cuando un temparena acumula suficiente arena de su entorno, puede recombinarse y dar origen a un cuerpo mucho más fuerte. Así, los adormir son figuras muy voluminosas, pero capaces de mover su pesado cuerpo de arena como si fuera aire. El puñetazo de un adormir tiene la misma fuerza que toda una tormenta de arena.", - "FORTIWINX_LORE_2": "El Arenero ([i]Sandman[/i] en inglés) es un ser de la mitología europea. Se lo suele representar como un duendecillo que tira arena en los ojos a los niños que están durmiendo, lo cual hace que sueñen.", - "FORTIWINX_DESCRIPTION": "un monstruo enmascarado hecho de arena", - "JUMPKIN_NAME": "Saltalabaza", - "JUMPKIN_NAME_PREFIX": "Salta", - "JUMPKIN_LORE_1": "Los saltalabaza se crean cuando se esparce la \\\"gelatina\\\" de un gelatona sobre una calabaza normal, lo cual hace que esta cobre vida. Son seres simpáticos y curiosos que dan la impresión de no dejar nunca de moverse.", - "JUMPKIN_NAME_SUFFIX": "labaza", - "JUMPKIN_LORE_2": "Las calabazas de Halloween son calabazas decorativas a las que se les ha tallado un dibujo, normalmente un rostro. Durante la noche de Halloween, se suelen colocar en el exterior de la propia casa, iluminadas por una vela que se les pone dentro.", - "BEANSTALKER_NAME": "Cucurbitasesino", - "JUMPKIN_DESCRIPTION": "una calabaza saltarina", - "BEANSTALKER_NAME_PREFIX": "Cucurbita", - "BEANSTALKER_NAME_SUFFIX": "sesino", - "BEANSTALKER_LORE_2": "El \\\"asesino del hacha\\\" es una figura arquetípica de la cultura popular y es exactamente lo que sugiere su nombre: alguien que comete asesinatos con un hacha. Ha habido muchos asesinos del hacha famosos en la historia moderna.", - "BEANSTALKER_LORE_1": "Esto es lo que ocurre cuando un saltalabaza desarrolla una personalidad maligna. Con un cuerpo completo formado a partir de tallos más o menos leñosos, su actividad favorita es perseguir con un hacha a sus aterrorizadas víctimas.", - "BEANSTALKER_DESCRIPTION": "una calabaza terrorífica que lleva un hacha", - "DRACULEAF_NAME": "Draculoja", - "DRACULEAF_NAME_PREFIX": "Dracul", - "DRACULEAF_NAME_SUFFIX": "oja", - "DRACULEAF_LORE_2": "[i]Drácula[/i] es una novela gótica de terror escrita por Bram Stoker. Publicada en 1897, cuenta la historia del vampiro conocido como conde Drácula y de los que se cruzan con él. Es una de las novelas más conocidas en todo el mundo y se ha adaptado a todas las formas artísticas o audiovisuales.", - "DRACULEAF_LORE_1": "Los draculoja son saltalabaza que desarrollaron una personalidad cruel y calculadora. Se visten con una capa hecha de hojas muertas y fingen ser amigos de las víctimas de las que pretenden alimentarse. Cuando su presa baja la guardia, le absorben la esencia vital mediante sus raíces, capaces de perforar la carne.", - "SPIROUETTE_NAME": "Espirueta", - "DRACULEAF_DESCRIPTION": "una calabaza con colmillos y una gran capa", - "SPIROUETTE_NAME_PREFIX": "Espir", - "SPIROUETTE_NAME_SUFFIX": "ueta", - "SPIROUETTE_LORE_1": "Los espirueta son seres muy evolucionados con aspecto de moluscos. Todos sus órganos principales están en la \\\"cabeza\\\", protegida bajo el caparazón, mientras que su \\\"cuerpo\\\" consiste en un conjunto de extremidades. De movimientos rápidos y elegantes, suelen usar algas para ocultarse y protegerse de los elementos.", - "SPIROUETTE_LORE_2": "La disciplina de danza conocida como [i]ballet[/i] tiene sus raíces en la Italia del siglo XVI. La propia palabra [i]ballet[/i] proviene del término italiano [i]ballare[/i], que significa \\\"bailar\\\".", - "REGENSEA_NAME": "Reinadelosmares", - "SPIROUETTE_DESCRIPTION": "un ser marino bailarín con una caracola por cabeza.", - "REGENSEA_NAME_PREFIX": "Reinad", - "REGENSEA_NAME_SUFFIX": "elosmares", - "REGENSEA_DESCRIPTION": "un ser marino bailarín con una medusa en la cabeza", - "REGENSEA_LORE_1": "Una tremenda metamorfosis puede transformar los espirueta en reinadelosmares. Abandonan por completo el caparazón, y su cuerpo pasa a estar compuesto por un 95 % de agua. Son capaces de proyectar potentes olas de agua con sus movimientos de [i]ballet[/i]. De hecho, son más potentes cuanto mayor sea su talento para la danza.", - "REGENSEA_LORE_2": "La vida de una bailarina de [i]ballet[/i] profesional no es sencilla. Deben empezar a entrenarse desde muy niñas, y su carrera puede verse muy perjudicada o incluso terminar antes de tiempo por culpa de las posibles lesiones, causadas, a menudo, por forzarse demasiado.", - "PADPOLE_NAME": "Renanúfar", - "PADPOLE_NAME_PREFIX": "Rena", - "PADPOLE_LORE_1": "Los renanúfar son la etapa larvaria de los ninfeana. Viven bajo el agua hasta que alcanzan la madurez. Puesto que aún no han desarrollado extremidades, pueden atacar con la lengua, que segrega una especie de mucosidad pegajosa capaz de entorpecer a cualquier posible atacante.", - "PADPOLE_NAME_SUFFIX": "núfar", - "PADPOLE_LORE_2": "El nixe es un ser de la cultura popular europea que vive en el agua. Su apariencia y comportamiento varían según el país, pero suele describírselos como espíritus o seres con forma de pez que engañan y matan a quienes osen acercarse a ellos.", - "LILIGATOR_NAME": "Nenufaimán", - "PADPOLE_DESCRIPTION": "un nenúfar viviente con cola", - "FRILLYPAD_NAME": "Ninfeana", - "FRILLYPAD_NAME_PREFIX": "Ninfe", - "FRILLYPAD_NAME_SUFFIX": "ana", - "FRILLYPAD_DESCRIPTION": "una especie de rana de ojos grandes", - "FRILLYPAD_LORE_2": "El kelpie es un espíritu acuático de la cultura popular escocesa. Es parecido al nixe, vive en ríos y lagos y tiene la capacidad de cambiar de forma. A veces se los representa con forma de mujer hermosa, pero también pueden transformarse en algo parecido a un caballo.", - "FRILLYPAD_LORE_1": "Se trata de la etapa adulta de los renanúfar. Las extremidades de los ninfeana les permiten cazar para alimentarse. Se los ve a menudo ocultos junto a la orilla de los estanques y lagos. Si se le acerca algo o alguien que el ninfeana considere comestible, intentará atraparlo con su larga lengua.", - "LILIGATOR_NAME_PREFIX": "Nenuf", - "LILIGATOR_NAME_SUFFIX": "aimán", - "LILIGATOR_LORE_1": "En el entorno natural, alrededor de uno de cada cien ninfeana se transformará en nenufaimán. Los nenufaimán hacen las veces de guardaespaldas de los ninfeana en sus aguas y se encargan de poner a raya a agresores peligrosos contra los que los ninfeana no tendrían nada que hacer.", - "LILIGATOR_LORE_2": "El grindylow es un ser mitológico de la cultura inglesa. Tiene muchos rasgos en común con el nixe y el kelpie. Se trata de seres con escamas y brazos largos que viven en los lagos, dispuestos a agarrar a los niños que pasen demasiado cerca y ahogarlos.", - "LILIGATOR_DESCRIPTION": "un nenúfar viviente que no tiene ojos", - "KHEPRI_NAME": "Jepri", - "KHEPRI_NAME_PREFIX": "Jep", - "KHEPRI_LORE_1": "Los jepri tienen un pequeño sol entre los cuernos, del cual obtienen la energía que necesitan para vivir. Son capaces de agitar ese sol cuando alguien los ataca con el objetivo de proyectar llamas solares hacia cualquiera a quien consideren una amenaza.", - "KHEPRI_NAME_SUFFIX": "pri", - "KHEPRI_DESCRIPTION": "un ser flotante con forma de escarabajo", - "KHEPRI_LORE_2": "En la mitología egipcia, Jepri es el dios del sol naciente. Se le representa como un humano con un escarabajo por cabeza y simboliza el ciclo de la creación y el renacimiento.", - "ARKIDD_NAME": "Arkadex", - "ARKIDD_NAME_PREFIX": "Ark", - "ARKIDD_LORE_1": "A los arkadex se los vio por primera vez en Nueva Wirral tras la llegada del centro comercial La Caída. Se los ha visto corretear o saltar encima de la cabeza de otros monstruos, y en general suelen tener una actitud muy dinámica.", - "ARKIDD_NAME_SUFFIX": "adex", - "ARKIDD_LORE_2": "Las máquinas recreativas permiten jugar un videojuego al introducir monedas en ellas. Aparecieron a principios de los 70 y, durante un tiempo, fueron la plataforma para disfrutar de los videojuegos gráficamente más avanzados del momento.", - "ARKIDD_DESCRIPTION": "un robot con un rayo por emblema", - "CLUCKABILLY_NAME": "Cocabilly", - "CLUCKABILLY_NAME_PREFIX": "Coc", - "CLUCKABILLY_NAME_SUFFIX": "abilly", - "CLUCKABILLY_LORE_1": "La principal característica de los cocabilly es su actitud antisocial. Hay tanta ira en sus cacareos que son capaces de crear pequeñas ondas de choque.", - "CLUCKABILLY_LORE_2": "Puesto que los humanos han criado pollos como actividad ganadera desde la prehistoria, los gallos han gozado de distintos grados de importancia o incluso reverencia en todas las culturas. En el horóscopo chino, son el décimo de sus doce animales.", - "KUNEKO_NAME": "Kuneko", - "CLUCKABILLY_DESCRIPTION": "un gran pollo punk", - "ROCKERTRICE_NAME": "Rockatriz", - "ROCKERTRICE_NAME_PREFIX": "Rock", - "ROCKERTRICE_NAME_SUFFIX": "atriz", - "ROCKERTRICE_LORE_2": "La cocatriz es un ser mitológico al que se describe como una especie de dragón con cabeza de gallo. Al igual que el también mitológico basilisco, se dice que tiene la capacidad de matar en el acto a alguien simplemente con la mirada.", - "ROCKERTRICE_DESCRIPTION": "un dragón gigante con pico y cresta", - "ROCKERTRICE_LORE_1": "Los rockatriz son conocidos por su penetrante mirada, de la cual se dice que es capaz de congelar a alguien en el acto si establece contacto visual. También se sabe que no les gusta nada que alguien establezca contacto visual, lo cual es una combinación bastante peligrosa.", - "KUNEKO_NAME_PREFIX": "Kun", - "KUNEKO_UNKNOWN_NAME": "Mujer gato misteriosa", - "KUNEKO_NAME_SUFFIX": "eko", - "KUNEKO_LORE_2": "La mujer gato es un personaje que suele estar relacionado con el arte y la animación japoneses actuales. Se las representa como chicas jóvenes y entrañables, con cuerpo humano y orejas de gato. Quizá su origen esté en el [i]bakaneko[/i], un espíritu gatuno que cambia de forma, propio de la mitología japonesa.", - "KUNEKO_LORE_1": "Hija de un ángel y un demonio, a Kuneko la abandonaron ante la puerta de la guarida de un clan de ninjas cuando aún era una criatura. Entrenada en las artes del ninjutsu y la amistad, Kuneko viaja ahora por todas partes en busca de los cuatro santuarios elementales del poder. ¿Hallará alguna vez su verdadero destino?", - "KUNEKO_SUBTITLE": "Mujer gato misteriosa", - "SHINING_KUNEKO_NAME": "Kuneko radiante", - "KUNEKO_DESCRIPTION": "una mujer gato de estilo [i]anime[/i]", - "SHINING_KUNEKO_NAME_PREFIX": "Kuneko", - "SHINING_KUNEKO_NAME_SUFFIX": "radiante", - "SHINING_KUNEKO_LORE_1": "Cuando Kuneko aúna en sí los cuatro elementos del mundo, desata su verdadero potencial. La energía cósmica que fluye en su interior le otorga un nivel de poder que desafía todos los límites.", - "SHINING_KUNEKO_SUBTITLE": "Creación sin límites", - "SHINING_KUNEKO_LORE_2": "La palabra [i]manga[/i] designa los tebeos y las artes gráficas que se producen en Japón. Muy leído tanto en su país de origen como en todo el mundo contemporáneo, el [i]manga[/i] hace gala de un gran abanico de géneros y de un público objetivo de lo más variado.", - "ANATHEMA_NAME": "Anatema", - "SHINING_KUNEKO_DESCRIPTION": "una mujer gato brillante de estilo [i]anime[/i]", - "ANATHEMA_NAME_SUFFIX": "ema", - "ANATHEMA_SUBTITLE": "Fusión maldita", - "ANATHEMA_NAME_PREFIX": "Anat", - "ANATHEMA_DESCRIPTION": "un monstruo tan repugnante como el de Frankenstein", - "ANATHEMA_LORE_2": "En la mitología griega, la quimera es un ser compuesto por partes de varios animales. El mito la describe como un león con cabeza de cabra y una serpiente por cola. En genética se habla de quimerismo cuando dos cigotos se combinan en uno solo, que conserva material genético de ambos.", - "ANATHEMA_LORE_1": "Los anatema son amalgamas, bestias horribles creadas con partes de varios monstruos injertadas quirúrgicamente. Alguien debe de haberlos creado a propósito, pero ¿quién?, ¿y con qué objetivo?", - "MISS_MIMIC_NAME": "Mimética", - "MISS_MIMIC_SUBTITLE": "Mujer fatal", - "MISS_MIMIC_NAME_PREFIX": "Mimet", - "MISS_MIMIC_NAME_SUFFIX": "mética", - "MISS_MIMIC_LORE_1": "Los mimética pueden replicar la apariencia de objetos de gran valor. Ahora, en Nueva Wirral, decidieron parecerse a los cofres de provisiones que los guardas dejan por la isla. De modo que un guarda distraído que espere encontrar suministros valiosos puede encontrarse en su lugar con las garras cortantes de un mimética.", - "MISS_MIMIC_LORE_2": "La naturaleza es rica en ejemplos de mimetismo evolutivo, o, dicho de otra manera, el proceso según el cual un organismo evoluciona para parecerse a otro organismo u objeto. Esto tiene varias ventajas, entre las que se encuentra la de mejorar la capacidad del organismo para ocultarse de sus depredadores.", - "MISS_MIMIC_DESCRIPTION": "un cofre que en lugar de objetos encierra una trampa", - "PONDWALKER_NAME": "Cruzaestanques", - "PONDWALKER_NAME_PREFIX": "Cruzaest", - "PONDWALKER_NAME_SUFFIX": "anques", - "PONDWALKER_LORE_2": "Se descubrió que las peceras existían ya en el Imperio romano, donde los ciudadanos acostumbraban a tener peces en grandes cuencos de cerámica decorada. Sin embargo, pese a que se suela afirmar lo contrario, no es sano para un pez vivir en un pequeño espacio de cristal.", - "PONDWALKER_LORE_1": "Los cruzaestanques son una muestra evidente de que los monstruos de Nueva Wirral tienen que haberse originado en otro sitio en lugar de ser seres nativos de la isla. El exoesqueleto robótico que les permite \\\"andar\\\" es un ingenio mecánico muy avanzado que protege a la perfección al pez que lo lleva.", - "PONDWALKER_DESCRIPTION": "un pececillo con un exoesqueleto mecánico", - "SHARKTANKER_NAME": "Tanquiburón", - "SHARKTANKER_NAME_PREFIX": "Tanqui", - "SHARKTANKER_NAME_SUFFIX": "burón", - "SHARKTANKER_LORE_1": "Cuando el pez que hay en un cruzaestanques crece y se convierte en un tiburón, su exoesqueleto se adapta a esa nueva forma. Sus garras de combate, hechas de acero, contienen también bombas de agua muy sofisticadas, que les permiten lanzar potentes chorros para atacar a distancia además de cuerpo a cuerpo.", - "SHARKTANKER_LORE_2": "Los tiburones son peces de gran tamaño cuya forma primitiva, según se ha demostrado, existe desde hace más de 420 millones de años. La cultura popular ha hecho que se considere a los tiburones, y, en especial, al gran tiburón blanco, como seres peligrosos para los humanos.", - "SHARKTANKER_DESCRIPTION": "un tiburón con un exoesqueleto mecánico", - "AA_LAMENTO_MORI_NAME": "Lamentato Mori", - "ROBIN_LORE_1": "Puede que Robin Goodfellow, un bromista surgido directamente de una comedia, haya tenido alguna vez un buen corazón. Sin embargo, cuando descubrió la obra que lo creó, la naturaleza de su existencia le destrozó el espíritu y lo volvió cruel y resentido con la humanidad.", - "AA_LAMENTO_MORI_SUBTITLE": "El sueño de la Muerte", - "LAMENTO_MORI_LORE_1": "Lamentato Mori, un arcángel especialmente poderoso para su edad, ha convertido el andén de su estación en un laberinto de salas similares a un sepulcro, destinado a atrapar y atormentar a cualquier pobre desgraciado que ose adentrarse en él.", - "LAMENTO_MORI_LORE_2": "Lamentato Mori, la encarnación del miedo a la muerte, es el más joven de los arcángeles, nacido del miedo y la inquietud que produce a la humanidad la idea de morir.", - "AA_PUPPET_SUBTITLE": "El titiritero", - "AA_PUPPET_NAME": "Monigotox", - "PUPPET_LORE_1": "El cuerpo de Monigotox está hecho de una materia extraña y distorsionada. Es capaz de arrancarse trozos de esa materia para crear réplicas rudimentarias de aquellos a quienes se enfrenta. Esas efigies tienen una extraña conexión con los individuos a los que representan y les transmiten a estos cualquier daño que sufran.", - "AA_PUPPET_EFFIGY_NAME": "Efigie", - "AA_MONARCH_NAME": "Rey de Ninguna Parte", - "AA_MONARCH_SUBTITLE": "Rey de nada", - "PUPPET_LORE_2": "Monigotox, la encarnación de las marionetas, tuvo por origen el deseo que tenían las sociedades humanas de crear versiones simuladas de sí mismas.", - "AA_MONARCH_MINION_NAME": "Siervo de Ninguna Parte", - "MONARCH_LORE_1": "El Rey de Ninguna Parte vive bajo el centro comercial La Caída y se alimenta del potencial desperdiciado que se genera cuando los humanos pasan la vida consumidos por material banal y sin interés.", - "MONARCH_LORE_2": "El Rey de Ninguna Parte, la encarnación del consumismo, nació cuando la humanidad en bloque empezó a valorar al entretenimiento y el contenido audiovisual por encima de todo.", - "AA_ROBIN_SUBTITLE": "Sueño de una noche de verano", - "AA_ROBIN_NAME": "Robin Goodfellow", - "ROBIN_LORE_2": "El gusto de la humanidad para cultivar las artes escénicas y la tradición de contar historias crearon a Robin Goodfellow, la mismísima encarnación del teatro. Al contrario de lo que ocurre con otros arcángeles, la forma en que se manifiesta tiene un origen definido: la obra [i]El sueño de una noche de verano[/i], de William Shakespeare.", - "AA_MAMMON_NAME": "Mammón", - "AA_MAMMON_SUBTITLE": "Jefe de los terratenientes", - "MAMMON_LORE_1": "Al contrario que otros arcángeles, Mammón renunció a vivir en las laberínticas estaciones que hay bajo Nueva Wirral. Él comanda su propia legión de \\\"terratenientes\\\" desde una fortaleza de cemento hecha por él mismo. Sus terratenientes son receptáculos vacíos a los que ha dado cierta autonomía mediante su inmenso poder.", - "AA_CUBE_NAME": "Exoedro", - "AA_CUBE_SUBTITLE": "Sólido neoplatónico", - "MAMMON_LORE_2": "Mammón, la encarnación del capitalismo, se originó a partir de los innumerables mundos en los que la sociedad valora el beneficio monetario más que ninguna otra cosa, aunque los humanos hayan de sufrir por ello.", - "CUBE_LORE_1": "El cuerpo de Exoedro está \\\"fijado cardinalmente\\\", lo cual significa que su aspecto es exactamente el mismo independientemente del ángulo desde el que se mire. Esto no es extraño si se tiene en cuenta que la \\\"forma física\\\" de un arcángel no es sino la sombra tridimensional de un ser superior no sujeto a la ciencia euclidiana.", - "CUBE_LORE_2": "Exoedro, la encarnación de las matemáticas, es uno de los arcángeles más jóvenes. Nació cuando la humanidad llegó a una época caracterizada por un pensamiento matemático, científico y ambicioso.", - "ALICE_LORE_2": "Alicia, la encarnación del ego, nació del enorme manantial de pensamientos egoístas del que bebe la humanidad.", - "AA_ALICE_SUBTITLE": "Reina exiliada del País de las Maravillas", - "ALICE_LORE_1": "Alicia se ve a sí misma como la benevolente princesa de sus dominios. La entusiasma la idea de tener invitados, pero solo porque ve a la gente como juguetes de los que puede deshacerse fácilmente cuando se aburra de ellos.", - "AA_ALICE_NAME": "Alicia", - "AA_TOWER_NAME": "Babelith", - "AA_TOWER_SUBTITLE": "La torre de la ignorancia", - "TOWER_LORE_1": "Babelith mora en una estación que hay en la cima del monte Wirral, desde donde grita retahílas incoherentes que prácticamente nadie oye.", - "TOWER_LORE_2": "Babelith, la encarnación de la ignorancia, nació de la increíble capacidad de la humanidad para rechazar la verdad por miedo, incomodidad o vanidad.", - "AA_FINALGANTE_SUBTITLE": "Invocación: Espíritu de la rebeldía", - "AA_MORGANTE_SUBTITLE": "Espíritu de la rebeldía", - "MORGANTE_LORE_2": "Morganta, la encarnación de la rebelión, es uno de los seres más viejos de los llamados \\\"arcángeles\\\" que existen en el cosmos interconectado. La rebelión es la fuerza directamente opuesta a la conquista. Era, por tanto, inevitable que Álef y ella acabaran desarrollando una enemistad inmortal.", - "MORGANTE_LORE_1": "Alguna vez Morganta se unió a Álef en sus aventuras por multitud de mundos y aparece en varios mitos y leyendas como una bruja o diosa de gran poder. Residía en la estación de Puente de la Noche, que contiene el único \\\"portal\\\" para abandonar Nueva Wirral. Ocultó esa estación en los versos de una canción.", - "AA_FINALGANTE_NAME": "Morganta Gestalt", - "FINALGANTE_LORE_1": "La voluntad de resistir ante un desafío imposible, unida a los restos del espíritu de Morganta, ha dado origen a Morganta Gestalt. Se trata de un egregor (lo que en Nueva Wirral se conoce como \\\"arcángel\\\"): una entidad creada por la voluntad común de cambiar la realidad. Toda la humanidad dispone de ese poder.", - "FINALGANTE_LORE_2": "\\\"Gestalt\\\" designa algo que es distinto (a menudo superior) a la suma de sus partes. La capacidad que tiene una persona individual de cambiar el mundo que lo rodea es limitada. Si todas se combinan, su poder potencial es ilimitado.", - "AA_SERPENT_NAME": "Luctifer", - "AA_SERPENT_SUBTITLE": "Dios Serpiente", - "AA_ALEPH_SUBTITLE": "El Rey Rojo de la Conquista", - "SERPENT_LORE_1": "El malvado Luctifer se alimenta de la devoción de otros, a veces hasta el punto de resultar letal para el devoto, si este es lo bastante apasionado. Susurra constantemente desde su estación subterránea con la esperanza de que sus fieles acaben por abrirse camino hasta él… y hasta la muerte.", - "SERPENT_LORE_2": "Luctifer, la encarnación de la devoción, surgió de la devoción de la humanidad por los muchos dioses e ídolos que ha ido creando y venerando.", - "AA_ALEPH_NAME": "Álef", - "ALEPH_LORE_2": "Álef, la encarnación de la conquista, nació de la naturaleza guerrera de la humanidad y sus deseos de conquista. Antaño comandó un grupo de arcángeles que incluía a Morganta, Amber, Mordreo y otros muchos, y lo llamó su \\\"mesa redonda\\\". De aquella alianza, hoy solo quedan en Nueva Wirral Morganta y él.", - "ALEPH_LORE_1": "Alguna vez Álef comandó a un grupo de arcángeles por todo el cosmos interconectado. En aquella época, dirigió tremendas batallas y se convirtió en parte de muchas leyendas comunes que han perdurado hasta nuestros días. El portal de su cabeza le permite enviar donde desee a cualquier persona o cosa, excepto a sí mismo.", - "ALEPH_NULL_LORE_1": "Álef, de nuevo tan fuerte como lo fue en su mejor momento. Si se le permite vagar de nuevo por el cosmos interconectado como antaño, no hay duda de que eso causará una ingente cantidad de sufrimiento.", - "AA_ALEPH_NULL_NAME": "Álef 0", - "AA_ALEPH_NULL_SUBTITLE": "Encarnación de la guerra eterna", - "ALEPH_NULL_LORE_2": "Las leyendas que se escribieron tras el breve periodo de Álef como rey de los britanos en el siglo VI afirman que algún día volverá para reclamar su trono. Aunque esta vez haya sido derrotado, si los humanos siguen encontrando formas de matarse unos a otros, acabará por conseguirlo.", - "AA_HELIA_NAME": "Helia", - "HELIA_LORE_1": "Helia, la encarnación del poder de la fusión, supervisa todos los tipos de fusión que se producen en el cosmos. En su mundo natal, se manifestó por primera vez en un laboratorio en el que unos científicos humanos investigaban la fusión nuclear.", - "AA_HELIA_SUBTITLE": "Proceso de la fusión", - "HELIA_LORE_2": "Al parecer, la memoria de Helia abarca periodos muy anteriores al momento de su manisfestación, llegando incluso al primer caso de fusión nuclear que se produjo en el cosmos. Así, se podría decir que es el arcángel más viejo de Nueva Wirral y está al tanto de las maquinaciones de Álef desde hace miles de años.", - "LENNA_LORE_2": "El mundo de Lenna existe en forma de videojuego, almacenado en un cartucho que se lanzó al espacio. Quiso la casualidad que un rayo cósmico causara un fallo en el juego y diera a sus habitantes consciencia de sí mismos, aun cuando no sean conscientes de su origen electrónico.", - "AA_AMBER_LORE_1": "Amber es un arcángel enigmático pero hospitalario que ofrece un lugar seguro a los viajeros del cosmos. Tiene la capacidad de desplazarse a voluntad entre distintos mundos y toma la forma de un club de alta sociedad lleno de huéspedes.", - "AA_MERLINE_SUBTITLE": "Quien mora en las profundidades", - "AA_MERLINE_LORE_1": "El sistema de trenes subterráneos de Nueva Wirral es, en realidad, la Merlínea, un \\\"arcángel\\\" ancestral e ignoto que toma la forma de un laberinto infinito lleno de túneles y trenes.", - "AA_MERLINE_NAME": "La Merlínea", - "AA_MERLINE_LORE_2": "El poder de la Merlínea para separar espacio y tiempo hizo que en su inmensa persona se acumulara una gran cantidad de residuos, los cuales acabaron por formar la isla de Nueva Wirral. Desde entonces, la Merlínea ha usado su poder para poblarla de humanos y monstruos. Por lo visto cree que tiene un buen motivo para ello.", - "AA_AMBER_NAME": "La Posada Ambarina", - "AA_AMBER_SUBTITLE": "Posadera interdimensional", - "AA_AMBER_LORE_2": "Amber fue hace mucho miembro del grupo de Álef y, de hecho, era el medio que usaban para viajar por el cosmos interconectado. Dejó a sus camaradas en Nueva Wirral cuando surgieron diferencias entre ellos y, con el tiempo, acabó por lamentar haber participado en las muchas conquistas de Álef.", - "LENNA_NAME": "Lenna", - "LENNA_UNKNOWN_NAME": "Figura encapuchada", - "LENNA_SUBTITLE": "La heroína de otra historia", - "LENNA_LORE_1": "Lenna no era sino una simple maestra de escuela, cuya principal responsabilidad era enseñar al \\\"héroe\\\" de su mundo cómo luchar contra los malvados arcángeles. Cuando el héroe murió inesperadamente, Lenna tomó las armas para encargarse en persona.", - "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Vela ritual", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Un objeto curioso que descubrió le guarda de élite Bas en una incursión reciente. Dice:\\n\\n\\\"Quema esta vela y sacrifica (recicla) una cinta grabada para influir en la próxima fusión que te encuentres. Hay la posibilidad de que contenga una cinta pirata que concuerde con el tipo o la especie de la cinta que sacrifiques\\\".", - "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Quema esta vela y sacrifica (recicla) una cinta grabada para influir en la próxima fusión que te encuentres. Hay la posibilidad de que contenga una cinta pirata que concuerde con el tipo o la especie de la cinta que sacrifiques.", - "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Quemar", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Ya hay un rito activo.", - "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "La vela se consumió. Ahora sacrifica (recicla) una cinta que hayas grabado para influir en la próxima fusión que te encuentres.", - "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "El rito está completo. Hay la posibilidad de que la próxima fusión que te encuentres contenga una cinta pirata que concuerde de alguna manera con tu cinta.", - "ITEM_CAPTAIN_BADGE_NAME": "Insignia de guarda de élite", - "ITEM_CAPTAIN_BADGE_AUX_NAME": "Insignia n.º 14", - "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifica a su portador como guarda de élite. Es la insignia número 14.", - "ITEM_FUSION_RADAR_NAME": "Radar de fusiones", - "ITEM_FUSION_RADAR_DESCRIPTION": "Coloca iconos en tu mapa que indican los lugares en los que se puede encontrar fusiones salvajes.", - "RANGER_RANK_0": "Aprendiz de guarda", - "RANGER_RANK_1": "Guarda centinela", - "RANGER_RANK_2": "Guarda de élite", - "ITEM_RANGER_ID_AUX_NAME": "Código: {ranger_id}", - "ITEM_RANGER_ID_NAME": "Tarjeta de {ranger_rank.to_lower}", - "ITEM_RANGER_ID_DESCRIPTION": "¡Ya eres oficialmente {ranger_rank.to_lower}! Esta tarjeta registra tu avance en la jerarquía de los guardas. También tiene la ventaja de permitir identificar tu cuerpo si te pasa algo.", - "ITEM_GARDENING_KIT_NAME": "Herramientas de jardinería", - "ITEM_GARDENING_KIT_DESCRIPTION": "Un juego de herramientas básicas, semillas y brotes que te permitirá dejar hermosas las jardineras del pueblo.", - "ITEM_JELLY_NAME": "Gelatina de gelatona", - "ITEM_KEY_WATERLOOP_NAME": "Llave de Cascada Interminable", - "ITEM_JELLY_DESCRIPTION": "Es babosa pegajosa y se le cayó a un gelatona durante el combate. Más te vale no comértela, pero a lo mejor puede serte de utilidad…", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "Abre una cerradura en la estación de Cascada Interminable.", - "ITEM_KEY_COMMUNE_NAME": "Llave de Valdellanto", - "ITEM_KEY_COMMUNE_DESCRIPTION": "Abre una cerradura en Valdellanto.", - "ITEM_KEY_DUNGEON_MEADOW_NAME": "Llave del conejo blanco", - "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "¡Curiorífico y rarífico!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Abre las ventanas que hay en las azoteas de las oficinas de los terratenientes.", - "ITEM_KEY_LANDKEEPER_NAME": "Llave de los tragaluces de los terratenientes", - "ITEM_MACHINEPART_NAME": "Pieza de la máquina", - "ITEM_MACHINEPART_DESCRIPTION": "Una pieza que le falta a una vieja máquina de boletos.", - "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Boleto de tren", - "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Un viejo boleto de tren que lleva impreso \\\"Tumbavieja\\\" en tinta medio borrada.", - "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Un viejo boleto de tren que lleva impreso \\\"Camino del Hongo Brillante\\\" en tinta medio borrada.", - "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Boleto de tren", - "ITEM_VALVE_NAME": "Manija de la válvula", - "ITEM_VALVE_DESCRIPTION": "Una manija oxidada. Está bastante fría.", - "ITEM_DELIVERY_PARCEL_NAME": "Paquete", - "ITEM_KEYSTONE_NAME": "Piedra de azur", - "ITEM_KEYSTONE_DESCRIPTION": "Una gema azul de forma muy peculiar que produce un ruido como el de las interferencias de radio.", - "ITEM_DELIVERY_COMMUNE_NAME": "Ayuda humanitaria", - "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Un paquete que hay que entregar. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_NECKLACE_NAME": "Collar perdido", - "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Un paquete que hay que entregar en Valdellanto. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_NECKLACE_DESCRIPTION": "Alguien lo perdió y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_RING_NAME": "Anillo perdido", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Es una moneda de oro muy extraña, acuñada en el año 0x7B3 por \\\"el estado de Nevad0\\\".", - "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Moneda", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Pista de Tumbavieja n.º 1", - "ITEM_LOST_WALLET_DESCRIPTION": "Alguien la perdió y seguro que quiere recuperarla. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_RING_DESCRIPTION": "Alguien lo perdió y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", - "ITEM_LOST_WALLET_NAME": "Cartera perdida", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Un trozo de papel con direcciones escritas con sangre. Parte de ellas fueron arrancadas. Las instrucciones dicen: \\\"Arriba, arriba, abajo, abajo…\\\".\\n\\nHay risas garabateadas por todo el papel…", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Pista de Tumbavieja n.º 2", - "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Un trozo de papel con direcciones escritas con sangre. Parte de ellas fueron arrancadas. Las instrucciones dicen: \\\"… izquierda, derecha, izquierda, derecha\\\".\\n\\nEn este trozo también hay risas por doquier.", - "SERVICE_CARRY_MORE_REWINDS_NAME": "Bolsa para rebobinadores", - "ITEM_MEREDITH_ENVELOPE_NAME": "Sobre para Meredith.", - "SERVICE_LUCKY_DIP_NAME": "Bolsa de la suerte", - "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "Es un sobre de Ianthe para Meredith. ¡Tiene que ver con el disco que está buscando!", - "ITEM_GYM_PASS_DESCRIPTION": "Da acceso ilimitado a las instalaciones del gimnasio que hay en el ayuntamiento para que puedas personalizar tus atributos base.", - "ITEM_GYM_PASS_NAME": "Pase del gimnasio", - "SERVICE_LUCKY_DIP_DESCRIPTION": "Una bolsa que contiene unos cuantos objetos útiles aleatorios. Tienes garantizada una calcomanía poco frecuente o inusual. ¡Prueba suerte!", - "SERVICE_MONSTER_TAPE_DESCRIPTION": "Una cinta de un monstruo muy inusual que reservamos a los guardas que sabemos que son capaces de sacarle partido.", - "SERVICE_MONSTER_TAPE_NAME": "Cinta de {species_name}", - "EXCHANGE_REQUIRE_CAPTAINS": "Guardas de élite con los que tienes que entrenar para desbloquearlo: {amount}.", - "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Bolsa para restauradores", - "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de rebobinadores que puedes llevar a la vez.", - "SERVICE_CARRY_MORE_CURES_NAME": "Bolsa de primeros auxilios", - "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de restauradores que puedes llevar a la vez.", - "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de curas de cada clase que puedes llevar a la vez.", - "SERVICE_CARRY_MORE_COFFEE_NAME": "Mininevera", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, no van a explotar de forma accidental.", - "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de cafés enlatados que puedes llevar a la vez.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Compartimento para bombas", - "SERVICE_CARRY_MORE_REODORANT_NAME": "Bolsa antiolores", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, no van a explotar de forma accidental.", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, no van a explotar de forma accidental.", - "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de reodorantes que puedes llevar a la vez. Está hecha con un material especial con el que el mal olor no podrá salir hasta que lo necesites.", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Lonchera hermética", - "SERVICE_GYM_POINTS_NAME": "Punto adicional para el gimnasio", - "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Aumenta en 1 el número de platos de pasta fusión que puedes llevar a la vez.", - "SERVICE_MERCHANT_DISCOUNTS_NAME": "Carnet del gremio de vendedores", - "SERVICE_GYM_POINTS_DESCRIPTION": "Proporciona un punto adicional que puede usarse en el gimnasio del ayuntamiento.", - "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Los guardas destinarán más recursos a los vendedores de calcomanías que hay en el mercado, en el centro de Villapuerto. Eso les permitirá tener más calcomanías ({0}) disponibles.", - "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Más existencias de calcomanías", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Los vendedores de Villapuerto te ofrecerán mejores precios. Podrán reducirse hasta un {0} %.", - "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Más existencias de café", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Los guardas destinarán más recursos a la doctora Pensby. Eso le permitirá tener más tipos de curas ({0}) disponibles.", - "SERVICE_MERCHANT_STOCK_CURES_NAME": "Más existencias de curas", - "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Los guardas proporcionarán más ingredientes a Clémence, la dueña del Café Gramófono. Eso le permitirá tener más clases de café ({0}) disponibles.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Si tienes una en el bolsillo, tu habilidad de Bola de tallos calabaceros tendrá la capacidad de crear un muro de planta al principio del combate.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Semilla de saltalabaza", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Si tienes uno en el bolsillo, tu habilidad de Acometida de baladino tendrá la capacidad de infligir daño a tus enemigos al principio del combate.", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Pelo de rayono", - "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Si tienes un mechón de pelo de rayono en el bolsillo, tu habilidad de Electromagnetismo te permitirá empezar los combates con 1 PA adicional.", - "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Micrófono mejorado", - "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Este micrófono mejorado para tu walkman incrementará en un {0} % la probabilidad de tener éxito al grabar.", - "SERVICE_FUSION_METER_FILL_RATE_NAME": "Modificación de la barra de fusión", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % más deprisa.", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Modificación química", - "SERVICE_FUSION_METER_CRITICAL_NAME": "Modificación crítica", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando consigas un impacto con ventaja de tipo.", - "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando ganes un combate.", - "SERVICE_FUSION_METER_VICTORY_NAME": "Modificación victoriosa", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando consigas un golpe crítico.", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "Escucha rumores ({total}) de los habitantes de Villapuerto.", - "SERVICE_FUSION_METER_RECORDING_NAME": "Modificación grabadora", - "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para desviar la potencia sobrante de la barra de fusión al micrófono. Si la barra de fusión está llena, la probabilidad de tener éxito al grabar mejorará en un {0} %.", - "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Borrado de rostros ocultos", - "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Rayo de la Muerte", - "MOVE_AA_PUPPET_FEEDBACK_NAME": "Devolución", - "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentación", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "Juicio final", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "Apalancamiento", - "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Crisis del mercado", - "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Llamada de margen", - "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Congelación de activos", - "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Venta a pérdidas", - "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Demasiado grande para quebrar", - "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Polvo de hadas", - "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Horda de hadas", - "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Pesadilla", - "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Falsa iluminación", - "MOVE_AA_ALICE_EAT_ME_NAME": "Cómeme", - "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Verdadera iluminación", - "MOVE_AA_ALICE_DRINK_ME_NAME": "Bébeme", - "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Salto aplastante", - "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "La muerte de los 1000 cortes", - "MOVE_AA_ALEPH_10000_CUTS_NAME": "La muerte de los 10 000 cortes", - "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "¡A las armas!", - "MOVE_AA_MONARCH_TENTACLE_NAME": "Agarre resbaladizo", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodía íntima", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Sorpresa explosiva", - "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Melodía de Kayleigh", - "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motiva a quien lo usa para seguir adelante aun tras la derrota.", - "MOVE_AA_FINALGANTE_PLAYER_NAME": "Convicción de {player}", - "MOVE_AA_MORGANTE_PLAYER_NAME": "Convicción irrefrenable", - "MOVE_AA_MORGANTE_MEREDITH_NAME": "Ingenio desbordante", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Ingenio de Meredith", - "MOVE_AA_FINALGANTE_FELIX_NAME": "Creatividad de Felix", - "MOVE_AA_FINALGANTE_EUGENE_NAME": "Valor de Eugene", - "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Aumenta el ataque cuerpo a cuerpo y el ataque a distancia de quien lo usa.", - "MOVE_AA_MORGANTE_EUGENE_NAME": "Valor desmedido", - "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Aumenta la defensa cuerpo a cuerpo y la defensa a distancia de quien lo usa.", - "MOVE_AA_FINALGANTE_DOG_NAME": "Energía de Perry", - "MOVE_AA_MORGANTE_FELIX_NAME": "Visión creativa", - "MOVE_AA_FINALGANTE_VIOLA_NAME": "Arrojo de Viola", - "MOVE_AA_MORGANTE_VIOLA_NAME": "Arrojo sin igual", - "MOVE_AA_MORGANTE_DOG_NAME": "Energía ilimitada", - "QUEST_CAPTAINS_DESCRIPTION1.m": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", - "QUEST_CAPTAINS_DESCRIPTION3.n": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", - "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Mejora la generación de PA de quien lo usa.", - "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Poder de la Verdad", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Silbido de ayuda", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zeta, que está en las Colinas Otoñales, te pidió que derrotes 5 baladino para que los alrededores queden más silenciosos. La zona en la que más fácil será encontrarlos son las Colinas Otoñales.", - "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "¡Balas malas!", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Parece que el androide que hay en el Bosque Oriental está descompuesto. A lo mejor, si encuentras una moneda adecuada, puedes devolverlo a la vida.", - "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Funciona con monedas", - "QUEST_MEREDITH_TITLE": "No necesito nada más", - "QUEST_MEREDITH_DESCRIPTION_1": "Pregunta a los habitantes de Villapuerto si han visto el disco favorito de Meredith.", - "QUEST_MEREDITH_DESCRIPTION_2": "Busca a la guarda Ianthe, la jefa de los guardas, y pregúntale por el disco favorito de Meredith.", - "QUEST_MEREDITH_DESCRIPTION_3": "Dale a Meredith el sobre que te dio Ianthe.", - "QUEST_MEREDITH_DESCRIPTION_4": "Ve con Meredith al centro comercial La Caída.", - "QUEST_CAPTAINS_PROGRESS": "Has entrenado con {num} de los {max} guardas de élite.", - "QUEST_CAPTAINS_DESCRIPTION2.n": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya entrenaste con todos los guardas de élite.", - "QUEST_CAPTAINS_DESCRIPTION1.f": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", - "QUEST_CAPTAINS_DESCRIPTION1.n": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", - "QUEST_CAPTAINS_DESCRIPTION2.m": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya entrenaste con todos los guardas de élite.", - "QUEST_CAPTAINS_DESCRIPTION2.f": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya entrenaste con todos los guardas de élite.", - "QUEST_CAPTAINS_DESCRIPTION3.m": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", - "QUEST_CAPTAINS_DESCRIPTION3.f": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", - "QUEST_CAPTAINS_DESCRIPTION4": "Enfréntate de nuevo a todos los guardas de élite.", - "QUEST_KAYLEIGH_TITLE": "Corrí sin mirar atrás", - "QUEST_COLLECT_RUMORS_TITLE": "Corre el rumor", - "QUEST_COLLECT_RUMORS_PROGRESS": "Has oído {obtained} de los {total} rumores.", - "QUEST_KAYLEIGH_DESCRIPTION1": "Lleva a Kayleigh a Valdellanto.", - "QUEST_KAYLEIGH_DESCRIPTION2": "Investiga la situación en Valdellanto.", - "QUEST_FELIX_DESCRIPTION_0": "Ve a ver a Felix en su casa, al oeste de Villapuerto.", - "QUEST_FELIX_TITLE": "¿Es que no me quieres?", - "QUEST_FELIX_DESCRIPTION_2": "Busca junto a Felix los cuatro altares elementales para dar con Kuneko.", - "QUEST_FELIX_DESCRIPTION_1": "Lucha junto a Felix contra un guerrero que porta una espada de madera en el Prado de los Cerezos.", - "QUEST_VIOLA_DESCRIPTION_1": "Busca a Sebastián, el hermano de Viola.", - "QUEST_FELIX_2_PROGRESS": "Has encontrado {num} de los {count} altares elementales.", - "QUEST_FELIX_DESCRIPTION_3": "Ayuda a Felix a arreglar las cosas con Kuneko.", - "QUEST_VIOLA_TITLE": "Todo el mundo va en busca de algo", - "QUEST_VIOLA_DESCRIPTION_2": "Habla con Viola.", - "QUEST_VIOLA_DESCRIPTION_3": "Viaja con Viola a la Costa del Hierro Fundido.", - "QUEST_VIOLA_DESCRIPTION_4": "Explora los restos del naufragio junto a Viola.", - "QUEST_DOG_TITLE": "Ven aquí. Siéntate.", - "QUEST_DOG_DESCRIPTION": "Averigua qué se le perdió a Perry en el monte Wirral.", - "QUEST_SUNNY_TITLE": "¿Qué se siente?", - "QUEST_HOYLAKE_TITLE": "De caza", - "QUEST_SUNNY_DESCRIPTION": "Ve a la sastrería de Villapuerto para ayudar a dar a Sol un nuevo estilo.", - "QUEST_HOYLAKE_DESCRIPTION_1": "Graba {monster_description}, visto habitualmente {habitat_phrase}, y enséñaselo a Hoylake.", - "QUEST_HOYLAKE_DESCRIPTION_2": "Grabaste un {monster_name.to_lower}: {monster_description}, visto habitualmente {habitat_phrase}. Ve a enseñárselo a Hoylake.", - "QUEST_HELIA_TITLE": "Aquí viene el sol", - "QUEST_HELIA_DESCRIPTION_1": "Investiga la nueva estación que surgió bajo la Cantera de Dino, en el yermo.", - "CLUE_EAST": "Sigue, hasta hallar la zona deseada, la vía al este, nunca su contraria.", - "QUEST_HELIA_DESCRIPTION_2": "Hazle unas cuantas preguntas a la Merlínea.", - "QUEST_HELIA_DESCRIPTION_3": "Ve a informar a Ianthe.", - "CLUE_SOUTH": "Después al sur te habrás de encaminar y podrás ver cerca de donde estés.", - "CLUE_BIOME_ARID": "Un sitio en ruinas, triste y singular, y hierba muerta que araña los pies.", - "CLUE_WEST": "Sigue, hasta hallar la zona deseada, la vía oeste, nunca su contraria.", - "CLUE_BIOME_PLAINS": "Caminos, tierra y árboles sin par, y hierba fresca que besa los pies.", - "CLUE_NORTH": "Después al norte te has de encaminar y podrás ver cerca de donde estés.", - "CLUE_BIOME_BEACH": "Arenas de oro y espuma de mar, donde las olas te besan los pies.", - "CLUE_BIOME_AUTUMN": "Hojas rojizas prontas a volar y a crepitar al paso de tus pies.", - "CLUE_BIOME_LAKE": "Un lago de forma particular, y arena húmeda bajo los pies.", - "CLUE_BIOME_WOODS": "Árboles de altura espectacular y hierba oscura que aplastan tus pies.", - "CLUE_BIOME_BLOSSOM": "Flores, cerezos, paisaje estelar, y hierba pálida bajo tus pies.", - "CLUE_BIOME_MOUNTAIN": "Un lugar alto, con vistas sin par, y nieve que cruje bajo tus pies.", - "CLUE_BIOME_MARSH": "Un sitio que produce malestar, y lodo que te aprisiona los pies.", - "CLUE_ACTION_ROCK": "Ve allí con una piedra y tu osadía, y ante tus pies la habrás de colocar.", - "CLUE_ACTION_CRATE": "Ve allí con una caja y tu osadía, y ante tus pies la habrás de colocar.", - "CLUE_ACTION_DASH.m": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", - "CLUE_ACTION_DASH.f": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", - "CLUE_ACTION_MAGNETISM": "Será, pues, la electricidad la vía, y el camino se habrá de revelar.", - "CLUE_ACTION_DASH.n": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", - "CLUE_ACTION_JUMP_3": "Salta tres veces, pues, con alegría, y el camino se habrá de revelar.", - "CLUE_ACTION_FACE_4_DIRECTIONS": "Has de hacer una cosa todavía: en las cuatro direcciones mirar.", - "CLUE_ACTION_NIGHT": "Medio minuto inmóvil, armonía. De noche, el camino has de vislumbrar.", - "CLUE_ACTION_MAP_3.m": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", - "CLUE_ACTION_MAP_3.f": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", - "CLUE_ACTION_MAP_3.n": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", - "CLUE_ACTION_ITEM_3": "Elige entonces con sabiduría: a tres objetos has de renunciar.", - "CLUE_OVERWORLD_-6_-3": "Edificio que al cielo desafía. Junto a él, un tronco, he ahí el lugar.", - "CLUE_OVERWORLD_2_-1": "Aquella puerta que te recibía, allí has de ir, pues ese es el lugar.", - "CLUE_OVERWORLD_-4_-1": "El estanque que en el fosal había. Tumbas y piedras, he ahí el lugar.", - "CLUE_OVERWORLD_-2_-4": "Tienda de campaña y arena fría. Detrás de ella, ese es el lugar.", - "CLUE_OVERWORLD_-3_-3": "Un árbol muerto que hay sin compañía. Entre sus ramas, he ahí el lugar.", - "CLUE_OVERWORLD_-3_-7": "El río que por la zona fluía. Su nacimiento, he ahí el lugar.", - "CLUE_OVERWORLD_0_-6": "Encima del altar de piedra fría, allí has de ir, pues ese es el lugar.", - "CLUE_OVERWORLD_3_-7": "Un templo del comercio que existía. En su azotea, he ahí el lugar.", - "CLUE_OVERWORLD_1_-6": "Tres luces se hacen buena compañía. Ve entre las tres, pues he ahí el lugar.", - "CLUE_OVERWORLD_2_-4": "La casa solitaria de vigía. Ponte a su sombra, he ahí el lugar.", - "CLUE_OVERWORLD_7_-2": "Aquella casa que en la zona había, ve hasta sus ruinas, he ahí el lugar.", - "CLUE_OVERWORLD_5_-6": "En el tocón de un árbol que existía, entre paredes, he ahí el lugar.", - "CLUE_OVERWORLD_7_-4": "En el altar en donde el fuego ardía, allí has de ir, pues ese es el lugar.", - "CLUE_OVERWORLD_8_-6": "En el tocón de un árbol que existía, en pleno bosque, he ahí el lugar.", - "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Petición de Hoylake", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Se busca a estos monstruos", - "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Habla con Hoylake en el ayuntamiento. Tiene unas cuantas tareas para ti.", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "La población de {key.to_lower} {habitat_phrase} anda descontrolada. Derrota {count} en combate para hacer que se calmen y evitar que acaben haciéndose daño unos a otros.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Derrota {count} fusiones salvajes para que viajar por Nueva Wirral siga siendo seguro.", - "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Se busca a estas fusiones", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Entrega de un paquete", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Entrega el paquete adjunto a nuestro centinela {location_0_phrase}.", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "¡Genial! ¡Por fin llegó mi paquete!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "¡Genial! ¡Por fin llegó mi paquete!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Entrega de suministros", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Uno de nuestros centinelas {location_0_phrase} hizo una solicitud urgente de suministros. Por favor, consíguelos y entrégalos cuanto antes. Esto es lo que necesita: {required_item} ({required_item_amount}).", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "¡Genial! ¡Por fin llegó mi paquete!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "¿Puedo quedarme con lo que tienes tú ahí?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "¿Recibieron mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "¿Recibieron mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "¡Ah! ¡Veo que lo tienes ahí mismo! ¿Me lo das?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "¿Recibieron mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "¡Ah! ¡Veo que lo tienes ahí mismo! ¿Me lo das?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "¿Puedo quedarme con lo que tienes tú ahí?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "¿Puedo quedarme con lo que tienes tú ahí?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "¡Ah! ¡Veo que lo tienes ahí mismo! ¿Me lo das?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "¡Estupendo! ¡Ya quiero darle uso!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "¡Estupendo! ¡Ya quiero darle uso!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "¡Estupendo! ¡Ya quiero darle uso!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Una persona del pueblo perdió un {lost_item} {location_1_phrase}. Tiene un gran valor sentimental, de modo que hay que hacer lo posible por encontrarlo y devolvérselo {location_0_phrase}.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Objetos perdidos", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anillo", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "collar", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Me harías un favor tremendo si me ayudaras a encontrar mi {lost_item} que perdí {location_1_phrase}.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "cartera", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Me harías un favor tremendo si me ayudaras a encontrar mi {lost_item} que perdí {location_1_phrase}.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Me harías un favor tremendo si me ayudaras a encontrar mi {lost_item} que perdí {location_1_phrase}.", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "Perdí mi {lost_item}, que era muy importante para mí {location_1_phrase}. ¿Me ayudas?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "¡Muchas gracias! ¡Había buscado por todas partes!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "Perdí mi {lost_item}, que era muy importante para mí {location_1_phrase}. ¿Me ayudas?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "Perdí mi {lost_item}, que era muy importante para mí {location_1_phrase}. ¿Me ayudas?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "¡Muchas gracias! ¡Había buscado por todas partes!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "¡Lo lograste! ¡Muchísimas gracias!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "¡Muchas gracias! ¡Había buscado por todas partes!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Entrega especial", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "¡Lo lograste! ¡Muchísimas gracias!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "¡Lo lograste! ¡Muchísimas gracias!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Como parte de nuestro programa de ayuda a los Hijos del Llanto, preparamos un paquete especial con suministros médicos. Por favor, entrega el paquete adjunto al vigilante de la puerta en Valdellanto.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Ve a ver a Hoylake en el ayuntamiento para enseñársela.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "¿Ese es el paquete de Ianthe?", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "¡Aquí está!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Petición de Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake pidió que alguien le enseñe cómo es la fusión de {species1_description} y {species2_description}. Fusiona un {species1_name.to_lower} y un {species2_name.to_lower} en combate para añadirla a tu bestiario; después, vuelve al ayuntamiento y enséñasela a Hoylake.", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "¡Estupendo, colega! ¡Jacqueline se va a alegrar un montón!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "¿Sabías que tu bestiario registra los datos de todas las fusiones que hagas, [wave amp=30 freq=30]además[/wave] de todas las que te encuentres?", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "¡Impresionante! Te lo agradezco mucho, {player}.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "¡Saludos, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Haz la fusión en combate para registrarla en tu bestiario.", - "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Vamos a echar un vistazo a los datos que me trajiste sobre el {fusion_name.to_lower}.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Sube una cinta de {species_name.to_lower} a cinco estrellas.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Petición de Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "A Hoylake le gustaría ver una grabación de {species_name.to_lower} de cinco estrellas. Sube una cinta de {species_name.to_lower} a cinco estrellas y, luego, vuelve al ayuntamiento y enséñasela a Hoylake.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Encuéntrate con el doctor Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "¿Sabías que tu bestiario registra información adicional sobre las especies de monstruo cuya cinta hayas subido a cinco estrellas?", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Ve a ver a Hoylake en el ayuntamiento para enseñarle tu cinta.", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "¡Saludos, {player}!", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interesante. [pause]Muy interesante. [pause]Me pregunto qué podrá significar esto…", - "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Vamos a echar un vistazo a los datos que registró sobre la cinta de {species_name.to_lower} que me trajiste.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Pon en tu equipo una cinta de {species_name.to_lower}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "El ayudante de Hoylake", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake solicitó un entrenamiento bastante específico para su ayudante, el doctor Kirby. Lleva una cinta de {species_name.to_lower} y encuéntrate con Kirby {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "El profesor Hoylake me ha hablado mucho de ti. Me contó cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Hola, {player}. Es un placer conocerte. Soy el doctor Kirby, zoólogo de la Universidad de Cambridge.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "El profesor Hoylake me ha hablado mucho de ti. Me contó cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "¡Eso me dijo! ¡Es toda una inspiración!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "El profesor Hoylake me ha hablado mucho de ti. Me contó cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "¿Sabías que, en su mundo natal, cuando ganó el premio Nobel por descubrir la última especie que faltaba por descubrir, lo coronaron como el \\\"rey de la ciencia mundial\\\"?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "En fin, vamos a ponernos manos a la obra, ¿no?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake dice que, para ser mejor científico, tengo que experimentar lo que es ser {species_description}. Esperaba que pudieras echarme una mano con eso.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "¿Tienes lista tu cinta de {species_name.to_lower}?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Uf… [pause]¿Siempre es así de brutal el trabajo de investigación en Nueva Wirral?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Aquí la tengo.", - "BATTLE_JOINED.f": "¡Un {0.to_lower} se unió al combate!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Todavía no.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Bien, ¡pues enséñame cómo se usa!", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake tiene que ser muy fuerte para haber pasado por todo esto y no tener ya ninguna necesidad de transformarse.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusión inestable", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Gracias, {player}. Aprendí un montón sobre los {species_name.to_lower}.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Apareció una fusión inestable {location_0_phrase}. ¡Hay que destruirla antes de que se reproduzca sin control!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Uno de nuestros aprendices nuevos te desafió para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Entrenamiento de aprendices", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que enviaron para entrenarme, ¿verdad? ¡Adelante, no te contengas!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que enviaron para entrenarme, ¿verdad? ¡Adelante, no te contengas!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Uno de nuestros aprendices nuevos te desafió para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Uno de nuestros aprendices nuevos te desafió para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "¡Puede que aún me esté formando, pero no quiero que me des ninguna ventaja, guarda de élite!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que enviaron para entrenarme, ¿verdad? ¡Adelante, no te contengas!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "¡Puede que aún me esté formando, pero no quiero que me des ninguna ventaja, guarda de élite!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "¡Puede que aún me esté formando, pero no quiero que me des ninguna ventaja, guarda de élite!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga aspecto de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga aspecto de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Ay, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga aspecto de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Ay, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Gracias, guarda de élite, aprendí un montón. [pause]Descubrí que no estoy preparado para ser guarda.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Gracias, guarda de élite, aprendí un montón. [pause]Descubrí que no estoy preparado para ser guarda.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Gracias, guarda de élite, aprendí un montón. [pause]Descubrí que no estoy preparado para ser guarda.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Ay, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "El caso es que, en realidad, yo siempre prefiero hacer el amor y no la guerra…", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "El caso es que, en realidad, yo siempre prefiero hacer el amor y no la guerra…", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "El caso es que, en realidad, yo siempre prefiero hacer el amor y no la guerra…", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Robo de suministros", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Últimamente, han estado desapareciendo suministros de los guardas. Uno de nuestros centinelas afirma haber visto al ladrón en acción y lo siguió hasta una zona situada {location_0_phrase}. Enfréntate a él y averigua qué pasó con nuestros suministros.", - "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "El ladrón volvió. Esta vez lo seguimos hasta la zona situada {location_0_phrase}. Enfréntate a él y averigua qué pasó con nuestros suministros.", - "RUMOR_NAME": "Rumor", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie lleva aquí pocos días, pero está más que decidida a unirse a los guardas. Tiene un no sé qué que me recuerda a ti, {player}, así que te agradecería que la ayudaras a dar los primeros pasos. Le hará falta una cinta. Lleva una a la que no te importe renunciar (permanentemente) y búscala en las afueras. Besos, Cybil\\\".", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Entrenamiento de aprendices: Vin", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Tu viejo \\\"amigo\\\" Vin, el exladrón, se apuntó para unirse a los guardas. Es más, te desafió para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Entrenamiento de aprendices: Frankie", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Tu viejo \\\"amigo\\\" Vin, el exladrón, se apuntó para unirse a los guardas. Es más, te desafió para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Tu viejo \\\"amigo\\\" Vin, el exladrón, se apuntó para unirse a los guardas. Es más, te desafió para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"¡Saludos, mentora! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie\\\".", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"¡Saludos, mentore! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie\\\".", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"¡Saludos, mentor! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie\\\".", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie te desafió para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blando con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie te desafió para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blanda con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Un par de viejos amigos tuyos te están esperando {location_0_phrase}.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Combate amistoso", - "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie te desafió para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blande con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", - "RUMOR_DUNGEON_PARK_TITLE": "El suelo tiembla", - "RUMOR_DUNGEON_PARK": "Escuché el rumor de que a veces el suelo que hay bajo el parque de Nueva Wirral tiembla, como si estuviera pasando un enorme vehículo subterráneo. ¿Qué crees tú que habrá ahí abajo?", - "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Risas", - "RUMOR_DUNGEON_GRAVEYARD": "Un amigo me dijo que oyó salir una risa maligna de una de las tumbas que hay en el cementerio, cerca del arroyo. Qué raro, ¿no?", - "RUMOR_DUNGEON_MEADOW_TITLE": "Un antifolilla minúsculo", - "RUMOR_DUNGEON_MEADOW2": "¿Cómo crees que se habrá hecho así de pequeño? Ahí está pasando algo raro…", - "RUMOR_DUNGEON_MEADOW1": "Seguro que no me vas a creer, pero vi un antifolilla muy chiquito en el claro que hay en el centro del Prado de los Cerezos. No es que fuera una cría, ¡es que era tan pequeño que me cabía en la mano!", - "RUMOR_DUNGEON_MOUNTAIN_TITLE": "La cumbre", - "RUMOR_DUNGEON_LAKE_TITLE": "Letreros móviles", - "RUMOR_DUNGEON_LAKE1": "Un guarda amigo mío me dijo que había visto \\\"letreros móviles\\\" en el lago.", - "RUMOR_DUNGEON_LAKE2": "Hay quien dice que, si te colocas sobre los botones en el orden correcto y sigues todos los letreros, te llevarán a un tesoro.", - "RUMOR_DUNGEON_MOUNTAIN": "El monte Wirral es muy alto, ¿no? Escuché que hay una especie de faro extraño en la cima. ¿Tú qué crees que puede ser eso?", - "RUMOR_DUNGEON_LAKE3": "Por lo visto, otros dicen que solo te conducen a un bucle interminable.", - "RUMOR_CAPTAIN_WALLACE": "Escuché que el guarda de élite Mort Ero está ahora mismo en el parque.", - "RUMOR_CAPTAIN_WALLACE_TITLE": "El guarda de élite Mort Ero", - "RUMOR_CAPTAIN_CLEEO_TITLE": "La mujer de metal", - "RUMOR_CAPTAIN_DREADFUL": "Escuché que la guarda de élite Agnes Pectro suele andar por el pueblo en ruinas que hay al este de aquí.", - "RUMOR_CAPTAIN_DREADFUL_TITLE": "La guarda de élite Agnes Pectro", - "RUMOR_CAPTAIN_CLEEO": "Me dijeron que hay una mujer de metal en el Bosque Oriental. ¿Tú la has visto?", - "RUMOR_CAPTAIN_LODESTEIN.m": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", - "RUMOR_CAPTAIN_LODESTEIN_TITLE": "El guarda de élite Ray O'Farrell", - "RUMOR_CAPTAIN_LODESTEIN.n": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", - "RUMOR_CAPTAIN_LODESTEIN.f": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", - "RUMOR_CAPTAIN_BUFFY": "La guarda de élite Mazas es mi favorita. ¿Sabías que suele entrenarse en el Prado de los Cerezos?", - "RUMOR_CAPTAIN_BUFFY_TITLE": "La guarda de élite Mazas", - "RUMOR_CAPTAIN_CYBIL_TITLE": "La guarda de élite Cybil", - "RUMOR_CAPTAIN_CYBIL": "¡Mi programa de radio favorito es Cybil FM! Lo presenta la guarda de élite Cybil en persona, ¡y desde el pantano, nada menos!", - "RUMOR_CAPTAIN_SKIP_TITLE": "Le guarda de élite Bas", - "RUMOR_CAPTAIN_SKIP": "Hay que ver cómo es le guarda de élite Bas. ¡Se las sabe todas! Suele estar junto a la desembocadura del río que hay al oeste de Villapuerto.", - "RUMOR_CAPTAIN_JUDAS_TITLE": "El guarda de élite Judas", - "RUMOR_CAPTAIN_JUDAS1": "Escuché que el guarda de élite Judas, el famoso experto en supervivencia, está acampado en una isla que hay al sudeste.", - "RUMOR_CAPTAIN_JUDAS2": "Ya sé que seguramente me despreciaría por depender tanto de las comodidades modernas… Pero, eso sí, ¡está guapísimo!", - "RUMOR_CAPTAIN_GLADIOLA_TITLE": "La guarda de élite Gladiola", - "RUMOR_CAPTAIN_GLADIOLA": "Me dijeron que el camino que suele recorrer la guarda de élite Gladiola cuando va de patrulla atraviesa el cementerio que hay al oeste de Villapuerto. ¿Dónde crees tu que irá?", - "RUMOR_CAPTAIN_HEATHER_TITLE": "La guarda de élite Olga", - "RUMOR_CAPTAIN_HEATHER": "Tengo un amigo que se dedica a buscar restos de naufragios en la Costa del Hierro Fundido y me dijo que vio a la guarda de élite Olga en una isla que está muy al oeste.", - "RUMOR_CAPTAIN_ZEDD": "Lo último que supe del guarda de élite Zeta es que tenía previsto ir a ver qué se cuece en Valdellanto, hacia el este. Seguro que se quedó dormido por el camino.", - "RUMOR_CAPTAIN_ZEDD_TITLE": "El guarda de élite Zeta", - "RUMOR_CAPTAIN_CODEY1": "¿Conoces al guarda de élite Codi? Ese que siempre se está quejando porque no tiene \\\"internet\\\", sea lo que sea eso. Pues ahora mismo está en el monte Wirral.", - "RUMOR_CAPTAIN_CODEY_TITLE": "El guarda de élite Codi", - "RUMOR_CAPTAIN_CODEY2": "A lo mejor yo también debería subir a la montaña, a ver si logro enterarme de por qué son tan interesantes los internetes esos.", - "RUMOR_IANTHE_BATTLE_TITLE.m": "Nueva incorporación a los guardas de élite", - "RUMOR_IANTHE_BATTLE_TITLE.f": "Nueva incorporación a los guardas de élite", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "¡Acabo de ver un cofre tragarse entero a un hombre como si nada {location_0_phrase}! ¡¿Puedes creerlo?!", - "RUMOR_IANTHE_BATTLE_TITLE.n": "Nueva incorporación a los guardas de élite", - "RUMOR_IANTHE_BATTLE": "¿Has oído los rumores que dicen que Ianthe, la jefa de los guardas, tiene un nuevo candidato a ser guarda de élite?", - "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir avistado", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "La inundación", - "RUMOR_PASSIVE_QUEST_AVEREVOIR": "Me dijeron que, no hace mucho, se avistó un pájaro gigante, un averevoir, {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "La inundación", - "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "¡Hay una inundación al norte del parque! Espero que nadie salga herido.", - "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "¡Hay una inundación en las afueras! Los guardas están tardando bastante en reaccionar. Deben de estar ocupados hoy…", - "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Se avistó un vitraistig", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "¿Has visto esos cofres rojos que suelen dejar los guardas con provisiones? Pues te juro que acabo de ver uno que estaba hablando entre dientes consigo mismo. Fue {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Los susurros del cofre", - "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Me dijeron que se avistó una especie de ángel de cristal {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Se avistó un mimética", - "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Se avistó a Kuneko", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Actividad de los guardas", - "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Se está cociendo algo {location_0_phrase}. Todos los guardas hablan de ello…", - "RUMOR_PASSIVE_QUEST_KUNEKO": "No lo vas a creer, pero acabo de ver una mujer gato con alas {location_0_phrase}.", - "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Guardas heridos", - "RUMOR_PASSIVE_QUEST_SWARM": "Está pasando algo gordo {location_0_phrase}. Están volviendo muchos guardas heridos de allí.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Vendedor descamisado", - "RUMOR_UNOBTAINED_SPECIES": "¿Has visto alguna vez {species_description}? ¡Se llaman {species_name.to_lower}! Escuché que se pueden encontrar {habitat_phrase}.", - "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Hoy vino de visita a la isla un vendedor sin camisa muy raro. Si quieres aprovechar sus ofertas, más te vale darte prisa. Está {location_0_phrase}.", - "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "Vi a Eugene merodeando cerca de un edificio raro que hay a las afueras del pueblo. ¿Qué estará haciendo ahí?", - "RUMOR_OFFICE1_TITLE": "Eugene", - "RUMOR_OFFICE2_TITLE": "Los terratenientes", - "RUMOR_OFFICE2": "Tengo un amigo en Valdellanto, en las Colinas Otoñales, que dice que vio un montón de terratenientes reunidos en una especie de oficina.", - "RUMOR_OFFICE3_1": "Estaba el otro día pescando con mi barca al norte de las Colinas Otoñales y no vas a creer lo que vislumbré entre la niebla…", - "RUMOR_OFFICE3_TITLE": "Los terratenientes", - "RUMOR_OFFICE3_2": "¡Una oficina! Una oficina vieja y aburrida encima de una roca que sobresale hacia el mar.", - "RUMOR_OFFICE3_3": "Los monstruos que había a su alrededor me pusieron los pelos de punta.", - "RUMOR_OFFICE4_1": "La última vez que estuve en el Bosque Oriental, me agarraron cinco terratenientes, me llevaron a rastras a su guarida y me quitaron las ganas de vivir.", - "RUMOR_OFFICE4_TITLE": "Los terratenientes", - "RUMOR_OFFICE5_TITLE": "Los terratenientes", - "RUMOR_OFFICE4_2": "No, en serio, me estuvieron dando una charla sobre la multipropiedad. ¡Qué aburrido!", - "RUMOR_OFFICE5_1": "Hace un rato estuve hablando con Dip Atata. Ya sabes, la que lleva la granja que hay cerca del arroyo.", - "RUMOR_POSTGAME_MORGANTE": "Anoche no pude pegar ojo. ¿Oíste tú también esa canción perturbadora que salía de la estación de Villapuerto?", - "RUMOR_OFFICE5_2": "Cree que unos cuantos terratenientes fijaron su guarida cerca de su granja.", - "RUMOR_OFFICE5_3": "Es preocupante, ¿no crees? Esa granja produce casi toda la comida de Villapuerto. Si cayera en manos de los terratenientes…", - "RUMOR_ALTAR1_TITLE": "El altar", - "RUMOR_ALTAR1": "Me encontré un altar muy raro. Está en el Prado de los Cerezos. ¿Para qué crees que será?", - "RUMOR_ALTAR2": "Me encontré una cosa curiosa cuando estaba nadando en el lago. Era una especie de altar que había en una isla, entre dos columnas.", - "RUMOR_ALTAR2_TITLE": "El altar", - "RUMOR_ALTAR3": "Mi hermana es de los Hijos del Llanto y dice que vio una mujer gato ninja medio ángel y medio demonio cerca de su pueblo. Pero a lo mejor solo fue una alucinación por comer pan enmohecido.", - "RUMOR_ALTAR4_TITLE": "El altar", - "RUMOR_ALTAR3_TITLE": "El altar", - "RUMOR_ALTAR4": "¿Has oído hablar del altar misterioso que hay en el Bosque Oriental? Se dice que hay un demonio que lleva a cabo ritos malignos allí en mitad de la noche. También hay quien dice que es un ángel. Y otros, que es una mujer gato.", - "RUMOR_POSTGAME_MORGANTE_TITLE": "Canción perturbadora", - "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", - "RUMOR_PARTNER_KAYLEIGH": "Oí decir a unos cuantos guardas que Kayleigh sabe más de lo que aparenta sobre los sectarios encapuchados esos. A lo mejor deberías preguntarle, ¿no crees?", - "RUMOR_PARTNER_MEREDITH1_1": "¿Conoces a Meredith? Se encarga de arreglar los objetos electrónicos del pueblo.", - "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH1_2": "Si no está en su taller en el muelle, debe de estar en el parque.", - "RUMOR_PARTNER_MEREDITH1_3": "Ve a verla si necesitas ayuda con algún aparato electrónico.", - "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", - "RUMOR_PARTNER_MEREDITH2_1.f": "Soy Meredith. Disfruta de tu eterna estancia atrapada en esta roca con todos nosotros hasta el fin de tus días.", - "RUMOR_PARTNER_MEREDITH2_2": "El caso es que solo necesitaba una bocanada de aire fresco. Ven a mi taller en el pueblo cuando quieras. Es el edificio amarillo del muelle.", - "RUMOR_PARTNER_MEREDITH2_1.m": "Soy Meredith. Disfruta de tu eterna estancia atrapado en esta roca con todos nosotros hasta el fin de tus días.", - "RUMOR_PARTNER_MEREDITH2_1.n": "Soy Meredith. Disfruta de tu eterna estancia atrapade en esta roca con todos nosotros hasta el fin de tus días.", - "RUMOR_PARTNER_FELIX_TITLE": "Apartamento destrozado", - "RUMOR_PARTNER_FELIX2": "¿Tú crees que le hará falta un poco de ayuda?", - "RUMOR_PARTNER_FELIX1": "Vi a un tipo dando vueltas cerca de un apartamento destrozado en el camino Lagonorte, al noroeste del parque.", - "RUMOR_PARTNER_VIOLA_TITLE": "La superheroína", - "RUMOR_HOYLAKE1": "El profesor Hoylake dice que está buscando un nuevo ayudante para sus investigaciones.", - "RUMOR_PARTNER_DOG1": "Oye, ¿sabes de alguien que haya perdido un perro?", - "RUMOR_PARTNER_DOG_TITLE": "El perro perdido", - "RUMOR_PARTNER_VIOLA": "Me atacaron por sorpresa unos monstruos gelatinosos en el pantano, pero ¡apareció de la nada una superheroína y me salvó! ¡De verdad que no me lo inventé!", - "RUMOR_PARTNER_DOG2": "Vi uno correteando por ahí con un walkman. ¡Y era un perro normal, no un pomebomba! Estaba en la falda del monte Wirral, cerca del lago.", - "RUMOR_PARTNER_DOG3": "Pobrecillo, espero que no le haya pasado nada.", - "RUMOR_HOYLAKE_TITLE": "Se busca ayudante", - "RUMOR_HOYLAKE2": "Normalmente, suele estar en el ayuntamiento. Nunca entenderé cómo consigue investigar los monstruos cuando no parece que se acerque nunca a ellos.", - "RUMOR_AVEREVOIR_TITLE": "Un pájaro colosal", - "RUMOR_AVEREVOIR2": "Creo que vive en esa gran cueva que hay a mitad de camino de subida a la montaña.", - "RUMOR_AVEREVOIR1": "¡Vi un pájaro colosal cerca del monte Wirral!", - "RUMOR_GLAISTAIN_TITLE": "Ruinas", - "RUMOR_ABILITY_SWIM_TITLE": "Natación", - "RUMOR_GLAISTAIN": "Se dice que no hace mucho aparecieron unas ruinas muy antiguas en el Prado de los Cerezos. Suena bastante raro, ¿no?", - "RUMOR_FARM_BRIDGE_TITLE": "El puente de la granja", - "RUMOR_ABILITY_CLIMB_TITLE": "Escalar paredes", - "RUMOR_ABILITY_SWIM": "Me dijeron que hay un monstruo que lleva un traje de submarinista y que te da la habilidad de nadar en aguas de todo tipo si logras grabarlo.", - "RUMOR_ABILITY_CLIMB2": "\\\"Sería mucho más fácil desplazarme si pudiera trepar por las superficies verticales como hacen los tallos de calabaza\\\", ¿no?", - "RUMOR_FARM_BRIDGE": "Escuché que los Atata, los dueños de la granja que hay al oeste, están teniendo problemas con el puente…", - "RUMOR_ABILITY_CLIMB1": "¡A que adivino lo que estás pensando!", - "RUMOR_ABILITY_CLIMB3": "¡Yo también he pasado años pensando en eso!", - "RUMOR_ABILITY_DASH_TITLE": "Una acometida flamígera", - "RUMOR_ABILITY_CLIMB4": "Pero la única forma de averiguar si eso es siquiera posible es grabar una calabaza.", - "RUMOR_ABILITY_MAGNETISM_TITLE": "Poderes magnéticos extraños", - "RUMOR_ABILITY_DASH": "Por lo visto hay un monstruo que acomete como si fuera un cohete. ¡Seguro que tú también podrías hacerlo si grabaras uno de esos!", - "RUMOR_INTERMISSION_TITLE": "El hombre triángulo.", - "RUMOR_ABILITY_MAGNETISM": "En el pueblo se dice que si logras grabar ese monstruo tan raro que echa chispas, te da poderes magnéticos. Genial, ¿no?", - "BATTLE_ADJECTIVE_LEADER.n": "Jefe {name}{disambiguator}", - "RUMOR_INTERMISSION": "En el centro del pueblo hay un tipo raro que levita y tiene un triángulo por cabeza. ¿Lo has visto?", - "BATTLE_ADJECTIVE_CAPTAIN.m": "Guarda de élite {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.n": "Guarda de élite {name}{disambiguator}", - "BATTLE_ADJECTIVE_CAPTAIN.f": "Guarda de élite {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.m": "Jefe {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.m": "[mfn:El bueno|La buena|Le buene] de {name}{disambiguator}", - "BATTLE_ADJECTIVE_LEADER.f": "Jefa {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "[mfn:El bueno|La buena|Le buene] de {name}{disambiguator}", - "BATTLE_JOINED.m": "¡Un {0.to_lower} se unió al combate!", - "BATTLE_ADJECTIVE_FRIEND.n": "[mfn:El bueno|La buena|Le buene] de {name}{disambiguator}", - "BATTLE_SWITCH_PLACES.m": "¡{0} cambió de lugar!", - "BATTLE_JOINED.n": "¡Un {0.to_lower} se unió al combate!", - "BATTLE_DESTROYED.f": "¡{0} fue destruida!", - "BATTLE_SWITCH_PLACES.f": "¡{0} cambió de lugar!", - "BATTLE_SWITCH_PLACES.n": "¡{0} cambió de lugar!", - "BATTLE_ORB_BROKE": "¡La esfera se rompió! ¡Es un {fusion_name.to_lower}!", - "BATTLE_DESTROYED.m": "¡{0} fue destruido!", - "ABILITY_swim": "Natación de Focarinista", - "BATTLE_DESTROYED.n": "¡{0} fue destruide!", - "ABILITY_climb": "Bola de tallos calabaceros", - "ABILITY_dash": "Acometida de baladino", - "ABILITY_UNLOCKED_swim": "¡Ahora puedes nadar cuando estés en el agua!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_flight": "Vuelo de averevoir", - "ABILITY_magnetism": "Electromagnetismo", - "ABILITY_UNLOCKED_climb": "¡Ahora puedes mantener presionado {control.climb} para trepar por las paredes usando tallos pegajosos!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_UNLOCKED_dash": "¡Ahora puedes mantener presionado {control.dash} para acometer y cubrir una distancia corta!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_UNLOCKED_magnetism": "¡Ahora puedes mantener presionado {control.magnetism} para interactuar con objetos magnéticos!\\nTen en cuenta que eso consume tu resistencia.", - "ABILITY_UNLOCKED_flight": "¡Ahora puedes volver a presionar {control.jump} mientras estés planeando para impulsarte hacia arriba!\\nTen en cuenta que eso consume tu resistencia.", - "POST_CREDITS_MESSAGE_1": "Si quieres, puedes volver a cargar la partida y seguir jugando. Los guardas de Nueva Wirral aún necesitan tu ayuda…", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "¿Seguro? Aún te quedan puntos sin asignar.", - "STAT_ADJUST_MENU_TITLE": "Atributos base de {player}", - "STAT_ADJUST_MENU_REMAINING_POINTS": "Puntos disponibles: {0}", - "STAT_ADJUST_MENU_EXPLANATION.m": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", - "STAT_ADJUST_MENU_EXPLANATION.f": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", - "STAT_ADJUST_MENU_EXPLANATION.n": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Guarda de élite desconocido n.º {n}", - "UI_RANGER_STAMP_CARD_ID": "Código: {0}", - "UI_RANGER_STAMP_CARD_HUMAN": "Homo sapiens", - "UI_RANGER_STAMP_CARD_EARTH": "Tierra, S21", - "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Especialización desconocida", - "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", - "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", - "NOTICEBOARD_REQUIREMENT_STORY": "Sigue las pistas de Morganta y encuentra la forma de salir de Nueva Wirral para desbloquear misiones nuevas con distinta recompensa.", - "NOTICEBOARD_REQUIREMENT_QUEST": "Completa \\\"{quest_title}\\\" para desbloquear misiones nuevas con distinta recompensa.", - "NOTICEBOARD_BOARD_CLEARED_TITLE": "¡Terminaste todas las tareas en el tablero de anuncios!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "¡{ranger_name} encontró más material fundido ({amount})!", - "TUTORIAL_RUMORS_DESCRIPTION2": "Los rumores que oigas en Villapuerto se añaden a tu pantalla de misiones.\\n\\nVillapuerto es el mejor sitio para aprovisionarte, de modo que no olvides intentar enterarte de rumores nuevos cada vez que pases por allí.", - "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "¡Informa a Ianthe para obtener tu recompensa!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "¡{ranger_name} encontró más material fundido ({amount})!", - "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "¡{ranger_name} encontró más material fundido ({amount})!", - "TUTORIAL_RUMORS_DESCRIPTION1": "Puedes explorar la isla de Nueva Wirral como tú quieras. Si buscas alguna sugerencia sobre dónde ir a continuación, siempre puedes ir a Villapuerto y hablar con la gente para que te cuenten rumores.\\n\\nA los habitantes de Nueva Wirral les encanta intercambiar información. Investigar los lugares que se mencionan en los rumores suele ayudarte a avanzar en tus misiones y a descubrir monstruos nuevos.", - "TUTORIAL_RUMORS_TITLE": "Tutorial: Rumores", - "TUTORIAL_ROGUE_FUSIONS1": "Este monstruo es lo que los guardas llaman una \\\"fusión salvaje\\\". A veces, se esconden dentro de alguno de los cofres que se encuentran en las cuevas subterráneas.\\n\\nLuchar contra las fusiones salvajes puede ser una excelente manera de obtener objetos valiosos y puntos de experiencia. También permite encontrar algunos monstruos inusuales. Eso sí, ten en cuenta que siempre son más peligrosas que los demás monstruos de su zona.", - "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Fusiones salvajes", - "TUTORIAL_ROGUE_FUSIONS2.m": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", - "TUTORIAL_ROGUE_FUSIONS2.n": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", - "UI_NEW_GAME_MODES_NOTIFICATION": "¡Desbloqueaste el modo de partida personalizada!", - "TUTORIAL_ROGUE_FUSIONS2.f": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", - "LOADING_SCREEN_NAG2_TITLE": "Rumor escuchado en Villapuerto:", - "LOADING_SCREEN_NAG2_FOOTER": "Revisa la [color=#ab75e8]pantalla de misiones[/color] para ver más detalles.", - "UI_NEW_GAME_MODES_TITLE": "Modo de partida personalizada", - "UI_NEW_GAME_MODES_VALUE_ON": "Sí", - "UI_NEW_GAME_MODES_VALUE_OFF": "No", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Las cintas se rompen de forma permanente", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Si se activa, una derrota en combate supone el final de la partida.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Las derrotas terminan la partida", - "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Si se activa, las cintas no pueden repararse. Si te quedas sin cintas, se acaba la partida.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Si se activa, una derrota en combate supone el final de la partida.", - "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Si se activa, una derrota en combate supone el final de la partida.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Si se activa, se elegirá al azar el hábitat de cada monstruo disponible, además de los monstruos con los que empiezan tus compañeros y tú.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Monstruos al azar", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Tipos al azar", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Movimientos al azar", - "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Si se activa, se elegirán al azar las calcomanías que desbloquean las cintas al mejorarse, además de los movimientos que tendrán los monstruos.", - "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Si se activa, se elegirá al azar el tipo elemental de cada especie. Sus movimientos disponibles se modificarán de acuerdo con su tipo.", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "La semilla controla los elementos aleatorios, los lugares de aparición, las existencias de los vendedores, las misiones que se generan, etcétera.", - "UI_NEW_GAME_MODES_RANDOM_SEED": "Semilla del azar", - "UI_NEW_GAME_MODES_START_BUTTON": "Empezar la partida", - "UI_GAME_OVER": "FIN DE LA PARTIDA", - "SIGN_ELECTROSHACK": "Mikro Electrónica", - "SIGN_CLOSED": "CERRADO", - "SIGN_SPACE_ZONE": "ZONA ESPACIAL", - "about": "Acerca de", - "donation": "Donación", - "patreon": "Patreon", - "noItems": "No hay artículos", - "privacyPolicy": "Política de privacidad", - "termsAndConditions": "Términos y Condiciones", - "legalNotice": "Esta aplicación no está afiliada ni autorizada por {0}, sus subsidiarias ni sus empresas matrices, cuyos nombres, logotipos y productos se muestran en esta aplicación. Los nombres {1}, {0} así como los nombres e imágenes relacionados son marcas comerciales registradas de sus respectivos propietarios. Esta aplicación está hecha por fans para fans. No contactes a {0} sobre errores dentro de esta aplicación.", - "patrons": "Patrones", - "habitat": "Hábitat", - "useGifs": "Usar gifs", - "alphabetical": "Alfabético", - "bestiaryId": "Identificación del bestiario", - "static": "Estático", - "gifNum": "GIF {0}", - "additionalStats": "Estadísticas adicionales", - "viewOn": "Ver en {0}", - "initial": "Inicial", - "unavoidable": "Inevitable", - "cost": "Costo", - "canBeCopied": "se puede copiar", - "characters": "Caracteres", - "partnerMonster": "Monstruo compañero", - "portraitNum": "Retrato {0}", - "tags": "Etiquetas", - "overworld": "Supramundo", - "percentTitle": "Porcentaje", - "backup": "Copia de seguridad", - "hashCode": "6E7B941B70CA16B5791B246347EC7678" - } - }, - "pt_BR": { - "id": 10, - "locale": "pt_BR", - "messages": { - "MOVE_MAGIC_TOME_NAME": "Tomo Mágico", - "DLC_00_COSPLAY_NAME": "Pacote Cosplay", - "UI_PARTY_MOVE_STICKER": "Mover Adesivo", - "UI_SETTINGS_GLITCH_EFFECTS": "Efeitos da Falha", - "UI_PARTY_EDIT_MOVES": "Editar Adesivos", - "MOVE_DESCRIPTION_FINAL_BREATH": "Se sua vida estiver acima de 80% e você receber um ataque que a reduza a 0, você sobrevive com 1 PV.", - "MOVE_NAME_WEB_WRAP": "Armadilha de Teias", - "MOVE_NAME_TREASURE_DIG": "Escavação do Tesouro", - "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v {content_version}", - "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC {content_name}", - "MOVE_DESCRIPTION_DEEP_FREEZE": "Congela o toca-fitas do oponente, causando o efeito temporário Fita Embolada.", - "CONFIRM_LOAD_MODS1": "Mods detectados: {num_mods}.", - "CONFIRM_LOAD_MODS2": "Aviso: mods maliciosos podem acessar os arquivos do seu sistema, além de executar comandos desconhecidos em seu computador.", - "UI_PARTY_VIEW_MOVES": "Ver Adesivos", - "NOTIFICATION_GENERIC": "Notificação", - "MOVE_TRAP_JAW_NAME": "Mandíbula", - "STATUS_STAT_EVASION_NULLIFIED_NAME": "Evasão Anulada", - "MOVE_DESCRIPTION_TREASURE_DIG": "Desenterra um item aleatório. O vencedor da batalha fica com o item.", - "STATUS_GEMSTONE_WALL_NAME": "Barreira Preciosa", - "MOVE_DESCRIPTION_GEMSTONE_WALL": "Sacrifique 20% de vida para criar uma barreira que absorve até 3 golpes por até 3 turnos. Esta barreira também fornece ao seu dono 1 PA extra por turno.", - "MOVE_DESCRIPTION_TRIPWIRE": "Chance de usar automaticamente o próximo movimento da lista, por 0 PA, quando um oponente usar um ataque corpo a corpo. A chance é reduzida proporcionalmente ao custo de PA normal do movimento.", - "DLC_01_PIER_NAME": "Cais do Desconhecido", - "UI_SETTINGS_AUDIO_TRANSFORM": "Efeitos sonoros de transformação", - "MOVE_DESCRIPTION_MAGIC_TOME": "Atinge um alvo. Reduz a Defesa à Distância do alvo.", - "MOVE_COLD_FUSION_NAME": "Fusão a Frio", - "MOVE_DESCRIPTION_TRAP_JAW": "Usado automaticamente após Mordida. Causa Evasão Anulada.", - "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Personagens com a Evasão Anulada têm seu atributo Evasão reduzido para 1%.", - "MOVE_NAME_TRIPWIRE": "Armadilha", - "STATUS_GEMSTONE_WALL_DESCRIPTION": "As barreiras absorvem um certo número de golpes. Ataques com vantagem de tipo quebram as barreiras de imediato. Além de ser uma barreira padrão, a Barreira Preciosa dá 1 PA extra por turno ao seu dono.", - "TITLE_SCREEN_DLC_BTN": "Ver DLC na loja", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Tem certeza de que quer carregar este arquivo?", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "O jogo não foi salvo com os mods instalados no momento. Caso continue utilizando este salvamento, desinstalar algum mod no futuro pode corrompê-lo.", - "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Desabilitado", - "LOOT_HEADING_TREASURE": "Tesouro", - "MOVE_NAME_STICKY_SPRAY": "Spray Pegajoso", - "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", - "UI_SAVE_REQUIRE_DLC": "Este arquivo não pode ser carregado porque foi criado com um DLC ou mods que não estão instalados.", - "STATUS_TAPE_JAM_NAME": "Fita Embolada", - "UI_SETTINGS_COLOR_BLIND": "Modo para daltônicos", - "MOVE_DEEP_FREEZE_NAME": "Congelamento Profundo", - "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continuar", - "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Vocais", - "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Habilitado", - "BATTLE_TOAST_SWITCH_BLOCKED": "TROCA BLOQUEADA", - "MOVE_GEMSTONE_WALL_NAME": "Barreira Preciosa", - "STATUS_TAPE_JAM_DESCRIPTION": "Personagens com Fita Embolada não podem trocar sua fita atual até que o efeito seja removido ou sua fita quebre.", - "MOVE_DESCRIPTION_COLD_FUSION": "Ativa sempre que alguém se funde. Reduz a vida da fusão em 20% da sua vida máxima e faz com que hesite.", - "MOVE_TREASURE_DIG_TOAST": "ACHEI!", - "MOVE_FINAL_BREATH_NAME": "Último Suspiro", - "CONFIRM_LOAD_MODS3": "Não nos responsabilizamos pelos mods que escolha instalar.", - "CONFIRM_LOAD_MODS4": "Tem certeza de que deseja instalar este(s) mod(s)?", - "CONFIRM_LOAD_MODS_QUIT": "Sair", - "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continuar sem mods", - "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v.{content_version} por {content_author}", - "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Força Trovejante", - "PINBOLT_NAME_PREFIX": "Fliper", - "PICKSIE_NAME": "Duendeta", - "AURICLAW_DESCRIPTION": "uma aranha usando uma máscara de ouro", - "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Duende Arisco", - "ADEPTILE_DESCRIPTION": "um réptil em um manto erudito", - "RUMOR_SPIDER_CAVE_3": "É estranho, hein? Nunca fizemos nenhuma mineração no pântano.", - "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Supervelocidade", - "PICKSIE_ENCOUNTER_MEREDITH_1": "Aquele monstro acabou de se enterrar no chão? Se a gente o vir novamente em algum lugar, talvez seja melhor chegar na surdina.", - "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Aparentemente, ele estava procurando algo na terra com uma picareta. O bicho fugiu assim que ele se aproximou...", - "PICKSIE_LORE_1": "Duendetas vivem da mineração e passarão anos de suas vidas escavando cavernas e túmulos em busca de pedras preciosas e tesouros. Geralmente se adornam com os tesouros que descobrem e também se equipam com armaduras ou armas que encontram.", - "TRAPWURM_LORE_2": "O Lindworm é uma criatura folclórica europeia semelhante a um dragão. Muitas vezes é descrito como uma besta serpente gigante com barbatanas dorsais parecidas com as dos peixes ao longo das costas.", - "OVERWORLD_SPIDERCAVE_EUGENE": "Teias grandes? [pause]Só podem ter vindo de aranhas grandes. Estou ansioso por uma luta, vamos nessa.", - "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "Qual característica do raio você quer incorporar?", - "DIVEBERG_DESCRIPTION": "uma criatura iceberg com um capacete de mergulho", - "PINBOLT_LORE_2": "Embora a primeira máquina de pinball moderna tenha sido inventada na década de 1940, suas origens estão no jogo bagatela, que era jogado em tábuas de madeira. Ele também compartilha a mesma história e desenvolvimento do jogo pachinko.", - "DIVEBERG_LORE_1": "Se exposta a temperaturas abaixo de zero por um certo tempo, a Nadafoca assumirá a forma \\\"Nadaberg\\\". Em teoria, desenvolver um esqueleto bípede ajuda a Nadaberg a atravessar terrenos nevados e hostis com mais facilidade.", - "PINBOLT_NAME_SUFFIX": "raio", - "TRAPWURM_LORE_1": "Serdíbulas podem prender a respiração por dias a fio embaixo da lama e da sujeira enquanto esperam sua presa passar por cima. Suas mandíbulas têm uma força incrível, e é quase impossível separá-las.", - "TRAPWURM_DESCRIPTION": "uma serpente com uma enorme mandíbula e pernas", - "WYRMAW_NAME_SUFFIX": "deira", - "WYRMAW_LORE_1": "Agora já grande demais para se esconder no subsolo e caçar, em vez disso a Serpendeira atrai suas vítimas em potencial com um aceno convidativo de sua bandeira e um agradável soar dos sinos que adornam seu colarinho.", - "RUMOR_SPIDER_CAVE_TITLE": "Mina Abandonada", - "RUMOR_SPIDER_CAVE_2": "Em uma de suas caminhadas pelo pântano, ele encontrou a entrada de uma mina desmoronada.", - "RUMOR_SPIDER_CAVE_1": "Você conhece o Asterix, né? Ele administra a fazenda com a esposa, logo depois do Riacho Solano...", - "PICKSIE_ENCOUNTER_VIOLA_1": "Parece que pegamos esse espírito desprevenido. Se cruzarmos com ele novamente em nossas viagens, talvez seja melhor abordá-lo sem sermos vistos?", - "DIVEBERG_NAME_PREFIX": "Nada", - "AURICLAW_LORE_1": "Para atingir a maturidade, a Mascaranha passa por um estado de metamorfose alquímica durante o qual o revestimento de ferro e as decorações em seu corpo se transformam em uma liga de ouro. As Aracmas são a defensa da linha de frente de seus vastos territórios.", - "PICKSIE_ENCOUNTER_FELIX_1": "Aquele monstro acabou de se enterrar no chão? Se a gente o vir novamente em algum lugar, talvez seja melhor chegar na surdina.", - "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Um vigilante amigo meu que faz patrulha em {location_0_phrase} estava me contando sobre uma estranha criatura que ele viu: um Duende Arisco.", - "PINBOLT_NAME": "Fliperraio", - "ADEPTILE_LORE_2": "Um dos antigos princípios da crença alquímica é que todas as coisas são compostas pelos quatro elementos clássicos: terra, fogo, água e ar.", - "TRAPWURM_NAME_PREFIX": "Ser", - "TRAPWURM_NAME_SUFFIX": "díbula", - "DIVEBERG_NAME_SUFFIX": "berg", - "HARBOURTOWN_BOOK_6": "As notas rabiscadas dizem: \\\"...este estudante reptiliano das artes arcanas pode atingir seu potencial máximo se tiver um tomo de magia para estudar\\\".", - "ADEPTILE_NAME": "Maggarto", - "DIVEBERG_NAME": "Nadaberg", - "FERRICLAW_NAME_PREFIX": "Masca", - "FERRICLAW_LORE_1": "Mascaranhas só foram descobertas recentemente em Nova Murta devido ao fato de seus habitats serem redes de cavernas subterrâneas profundas. Elas se adornam com antigas máscaras mortuárias que desenterram das tumbas das antigas civilizações.", - "FERRICLAW_NAME_SUFFIX": "ranha", - "WYRMAW_DESCRIPTION": "uma grande serpente com uma bandeira na cabeça", - "PINBOLT_DESCRIPTION": "uma criatura em forma de mola com uma cabeça de orbe flutuante", - "WYRMAW_NAME_PREFIX": "Serpen", - "DIVEBERG_LORE_2": "A temperatura natural mais baixa já registrada na Terra é de - 89,2°C, e foi registrada na Antártida em 1983.", - "PICKSIE_ENCOUNTER_DOG_1": "Arf...?", - "FERRICLAW_NAME": "Mascaranha", - "PICKSIE_NAME_PREFIX": "Duen", - "PICKSIE_NAME_SUFFIX": "deta", - "TRAPWURM_NAME": "Serdíbula", - "AURICLAW_LORE_2": "As máscaras mortuárias eram muitas vezes feitas com figuras e líderes famosos. Indiscutivelmente, a mais famosa da história moderna é a Máscara de Tutancâmon, que foi criada em aproximadamente 1323 a.C.", - "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Ah, será que assustamos aquele monstro? Acho que ele se enfiou no chão. Da próxima vez que a gente encontrar ele, é melhor se aproximar na encolha.", - "ADEPTILE_LORE_1": "O Maggarto dedicou tudo à busca de conhecimentos arcanos. Não passa de uma cabeça vestindo um longo manto erudito para esconder a falta de corpo.", - "ADEPTILE_NAME_SUFFIX": "garto", - "OVERWORLD_SPIDERCAVE_MEREDITH": "Você tá vendo o [shake rate=30 level=10]tamanho[/shake] dessas teias?! [pause]Nem. [pause]NÃO pode ser. [pause]Vamos dar a volta.", - "AURICLAW_NAME": "Aracma", - "FERRICLAW_LORE_2": "As máscaras mortuárias são réplicas do rosto de uma pessoa feitas após a morte. Os métodos e materiais variam, e as máscaras mortuárias aparecem em muitas culturas e épocas da história humana.", - "PICKSIE_DESCRIPTION": "um duende mascarado com uma picareta", - "PICKSIE_SUBTITLE": "Duende do Tesouro", - "ADEPTILE_NAME_PREFIX": "Mag", - "AURICLAW_NAME_SUFFIX": "ma", - "FERRICLAW_DESCRIPTION": "uma aranha usando uma máscara enferrujada", - "AURICLAW_NAME_PREFIX": "Arac", - "OVERWORLD_SPIDERCAVE_KAYLEIGH": "São... teias de aranha? Um [wave amp=30 freq=10]pouco grandes[/wave], não acha?", - "OVERWORLD_SPIDERCAVE_VIOLA": "É comum as aranhas dessa terra tecerem teias em... grande escala?", - "OVERWORLD_SPIDERCAVE_FELIX": "Acho que nunca tropeçamos em teias de aranha gigantes antes. Isso é o tipo de detalhe que eu lembraria.", - "PINBOLT_LORE_1": "A cabeça de metal do Fliperraio flutua separadamente do corpo, suspensa por um campo magnético gerado pelas duas \\\"nadadeiras\\\" em seu corpo. Ele pode canalizar esse campo magnético para lançar raios de energia de sua mão singular.", - "PICKSIE_ENCOUNTER_EUGENE_1": "Ah, cara, ele se escafedeu! Quando a gente o vir novamente, tem que se esgueirar por trás dele pra que ele não nos veja e fuja novamente.", - "PICKSIE_LORE_2": "Os anões são criaturas da mitologia germânica que são frequentemente descritos como pequenos seres humanoides. Eles são comumente associados a minas, ferrarias e cavernas.", - "WYRMAW_NAME": "Serpendeira", - "WYRMAW_LORE_2": "Lindworms aparecem em muitas histórias europeias. Uma delas é a lenda do \\\"Verme de Lambton\\\", uma criatura parecida com lindworm que aterrorizou os habitantes locais perto do rio Wear, onde dizem que viveu.", - "GAME_OVER_VIOLA1": "{player} se levantou!", - "GAME_OVER_EUGENE1.n": "...Olha só quem voltou! Vem, {player}, vamos nessa.", - "LEVEL_WARNING_meredith.v3": "Os monstros aqui são, hum, mais assustadores do que a gente. Talvez a gente devesse voltar aqui depois, [pause]migue.", - "HARBOURTOWN_NPC_13_DIALOGUE2": "Tudo bem... [pause]Eu posso ficar deste lado do vilarejo, [pause]eu acho.", - "HARBOURTOWN_NPC_13_DIALOGUE3": "Ah... [pause]a ponte baixou.", - "HARBOURTOWN_NPC_14_DIALOGUE1": "Eu trabalhei muito para sair da minha cidade natal, [pause]sabe? [pause]De verdade.", - "HARBOURTOWN_NPC_14_DIALOGUE2": "Eu estava pronta para o próximo capítulo da minha vida [pause]e acabei vindo parar em [wave amp=30 freq=10]outra[/wave] cidade pequena.", - "HARBOURTOWN_NPC_14_DIALOGUE3": "Acho que isso é exatamente o que o destino havia reservado para mim, [pause]né?", - "HARBOURTOWN_NPC_15_DIALOGUE1": "Vilancoradouro sempre teve algum tipo de grupo de \\\"voluntários da comunidade\\\". [pause]De que outra forma ela teria se sustentado por tanto tempo?", - "HARBOURTOWN_NPC_15_DIALOGUE2": "Os vigilantes da Ianthe fazem isso com perfeição. [pause]Reúnem recursos, resolvem os problemas das pessoas, fazem de tudo.", - "HARBOURTOWN_NPC_15_DIALOGUE3": "Manter as coisas em ordem ficou ainda mais difícil desde a descoberta do fenômeno da \\\"fita\\\". [pause]Se tem alguém que consegue fazer isso muito bem, é a Ianthe!", - "HARBOURTOWN_NPC_16_DIALOGUE2": "Se eu pudesse te dar um conselho, [pause]seria para você abraçar sua nova vida aqui.", - "HARBOURTOWN_NPC_16_DIALOGUE1": "A maioria das pessoas que chega ao vilarejo passa por... [pause]um período difícil.", - "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Isso não significa que você deve esquecer sua vida anterior. [pause]Você é tanto o seu passado quanto o seu futuro, [pause]sabe?", - "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Isso não significa que você deve esquecer sua vida anterior. [pause]Você é tanto o seu passado quanto o seu futuro, [pause]sabe?", - "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Isso não significa que você deve esquecer sua vida anterior. [pause]Você é tanto o seu passado quanto o seu futuro, [pause]sabe?", - "HARBOURTOWN_NPC_17_DIALOGUE1": "Vilancoradouro tem uma história mais interessante do que você imagina.", - "HARBOURTOWN_NPC_17_DIALOGUE2": "É importante olhar para trás em nossa história aqui se quisermos ver o que o futuro espera de nós.", - "HARBOURTOWN_NPC_18_DIALOGUE1": "Meu bisavô foi um dos marinheiros que naufragou em Nova Murta há mais de cem anos.", - "HARBOURTOWN_NPC_18_DIALOGUE2": "Tenho certeza de que ele ficaria orgulhoso de ver o que fizemos deste lugar.", - "HARBOURTOWN_NPC_19_DIALOGUE": "Se perder o rumo, peça informações pelo vilarejo. Às vezes um bom boato pode colocar você de volta no caminho certo.", - "TUTORIAL4_PART3B_KAYLEIGH6": "Arcanjos...", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Sobre a nossa \\\"fusão\\\"...", - "TUTORIAL4_PART3C_KAYLEIGH2": "A \\\"fusão\\\" é um fenômeno raro conhecido pelos vigilantes. Tem monstros assim na selva e, parece que a líder dos vigilantes também pode fazer isso.", - "TUTORIAL4_PART3B_KAYLEIGH7": "Dizem que quando as primeiras pessoas azaradas apareceram nas margens de Nova Murta, pensaram que os monstros fossem anjos.", - "TUTORIAL4_PART3B_KAYLEIGH8": "E [pause]alguns escreveram sobre outras entidades também, maiores do que as comuns... [pause]Criaturas todas \\\"erradas\\\".", - "TUTORIAL4_PART3B_KAYLEIGH9": "Logicamente, chamavam elas de \\\"Arcanjos\\\", [pause]a classificação mais alta da ordem angelical.", - "TUTORIAL4_PART3B_KAYLEIGH10": "É claro que, quando aprenderam que podiam lutar e derrotar os monstros comuns, os bichos perderam sua [wave amp=30 freq=10]\\\"aura angelical\\\"[/wave].", - "TUTORIAL4_PART3B_KAYLEIGH11": "As criaturas foram chamadas por vários nomes ao longo dos anos: anjos, demônios, diabos, carniçais...", - "TUTORIAL1_PART2_KAYLEIGH4": "E cê também é a bicicleta.", - "TUTORIAL1_PART2_KAYLEIGH10": "E o dano extra do ataque que quebrou ela vai pra SUA vida, a barra vermelha.", - "TUTORIAL1_PART2_KAYLEIGH2": "Cê pega o jeito rápido. [pause]É que nem andar de bicicleta!", - "TUTORIAL1_PART2_KAYLEIGH5": "Tá vendo aquele bicho com as botas? É um Saltamola, e ele vai ficar com raiva se cê chegar mais perto.", - "TUTORIAL1_PART2_KAYLEIGH3": "A não ser, [pause]cê sabe, [pause]que a bicicleta se transforme em {first_tape_description}...", - "TUTORIAL1_PART2_KAYLEIGH11.f": "Se a gente perder a vida toda, vai ter que voltar pra Vilancoradouro.", - "TUTORIAL1_PART2_KAYLEIGH11.m": "Se a gente perder a vida toda, vai ter que voltar pra Vilancoradouro.", - "TUTORIAL1_PART2_KAYLEIGH13": "Boa, vamos arrebentar!", - "TUTORIAL1_PART2_KAYLEIGH12": "Entendeu?", - "TUTORIAL1_PART2_KAYLEIGH11.n": "Se a gente perder a vida toda, vai ter que voltar pra Vilancoradouro.", - "TUTORIAL2_PART1_KAYLEIGH1.m": "Cansou, {player}? A gente pode descansar aqui se cê quiser.", - "TUTORIAL1_PART2_KAYLEIGH14": "Mandou bem demais da conta!", - "TUTORIAL2_PART1_KAYLEIGH1.f": "Cansou, {player}? A gente pode descansar aqui se cê quiser.", - "TUTORIAL1_PART2_KAYLEIGH16": "Boa! Vamos subir logo, tá baum? Vou te deixar no comando em mais lutas, preocupa não, tô cocê de agora em diante.", - "TUTORIAL1_PART2_KAYLEIGH15": "Hum, esse elevador é pra tá funcionando, o interruptor dele deve tá aqui perto.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Tem muito mais monstros por aí, mas podemos acabar com eles!", - "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Tem muito mais monstros por aí, mas podemos acabar com eles!", - "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Bora, é por aqui.", - "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Tem muito mais monstros por aí, mas podemos acabar com eles!", - "HARBOURTOWN_NPC_1_DIALOGUE3": "Bom ver você de novo! [pause]O que está achando de Vilancoradouro?", - "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Ah, [pause]é! Você é ê novate! [pause]Prazer em vê-le novamente!", - "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Olá de novo, novate. [pause]Espero que você esteja bem.", - "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Olá de novo, novata. [pause]Espero que você esteja bem.", - "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Olá de novo, novato. [pause]Espero que você esteja bem.", - "HARBOURTOWN_NPC_1_DIALOGUE5": "Você está se acostumando com a vida aqui? [pause]Demorei... [pause] muito tempo para me ajustar quando cheguei aqui.", - "HARBOURTOWN_NPC_1_DIALOGUE6": "Olá de novo! [pause]O que está achando da ilha? [pause]As pessoas aqui dão o seu melhor. Mas sei que pode bater a solidão.", - "HARBOURTOWN_NPC_1_DIALOGUE8": "Ei! [pause]Sou eu de novo, olhando para o \\\"Mar Perdido\\\" como sempre. [pause]Há algo de reconfortante nisso, eu acho.", - "HARBOURTOWN_NPC_1_DIALOGUE7": "Às vezes a vida nos surpreende [pause]e às vezes essa surpresa é... [pause]bem... [pause]tudo isso.", - "HARBOURTOWN_NPC_1_DIALOGUE9": "Às vezes espero ver um navio navegando no horizonte, vindo nos resgatar. [pause]Mas já estou aqui há muito tempo... Acho que nenhum resgate virá.", - "HARBOURTOWN_NPC_1_DIALOGUE10": "Olá de novo! [pause]Espero que você esteja bem!", - "HARBOURTOWN_NPC_2_DIALOGUE2": "Tem [shake rate=30 level=10]certeza[/shake] de que não me reconhece? [pause]Nem um pouquinho?", - "HARBOURTOWN_NPC_2_DIALOGUE1": "Aposto que você não esperava ver alguém tão famoso quanto [wave amp=30 freq=10]eu[/wave] aqui, [pause]não é? [pause][pause]Espere, você não me reconhece...?", - "INTRO_PENSBY24": "Acho que não é nada grave. Transformar-se pela primeira vez é sempre um grande choque para a psique.", - "CLEMENCE_CAFE2": "O vilarejo tinha um Grrramofone, uma velha máquina de tocar discos. Então peguei esta máquina e coloquei bem no meio deste novo estabelecimento. Mas o povo reclamou comigo: \\\"Clémence! Você tem um grrramofone, mas não tem música!\\\"", - "CLEMENCE_QUESTION_ARRIVAL": "Como você chegou até aqui?", - "CLEMENCE_QUESTION_COFFEE": "Como você prepara o café?", - "CLEMENCE_QUESTION_BYE": "Até mais!", - "CLEMENCE_CAFE1": "Oui. Quando cheguei a Vilancorrradouro, as pessoas daqui pediam muito por um lugar parrra socializar, um lugar estiloso, sabe? Aí eu fiz esse lugar, se não eu, quem ia fazer?", - "CLEMENCE_BYE": "Au revoir!", - "LEVEL_WARNING_meredith.v2": "Os monstros aqui parecem mais fortes do que a gente. [pause]Talvez a gente devesse voltar, migue.", - "LEVEL_WARNING_viola.v2": "Este lugar instila uma leve preocupação em mim. Temo que tenhamos entrado em terras perigosas, nobre amizade.", - "CLEMENCE_INTRO2": "Eu sou Clémence, e este belo estabelecimento é o Café Grrramofone. O que posso dizer? Tenho muitos discos e prrreparo o melhor café. Não que haja muita concorrência por aqui.", - "CLEMENCE_INTRO1.f": "Bonjour! [pause]Não é sempre que temos um rosto novo por aqui, especialmente um tão belo quanto o seu.", - "PARTNER_LEVELUP_VIOLA1": "Você pode se impressionar com a minha maestria em batalha, venho aprimorado minhas habilidades em particular.", - "LEVEL_WARNING_meredith.v1": "Acho que esse lugar é demais pra gente, migue. [pause]Os monstros daqui são bem assustadores.", - "TUTORIAL4_PART3B_KAYLEIGH19": "Cê pode não saber o que são filmes!", - "TUTORIAL4_PART3_KAYLEIGH18": "Afinal, somos todos de mundos diferentes.", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "Eu sei!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Já vi muitos filmes!", - "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "O que são filmes? Tô brincando!", - "TUTORIAL4_PART3B_KAYLEIGH20": "Ufa, [pause]tá, [pause]ótimo! Já tô em Nova Murta faz três anos e ainda não aprendi a ajustar... [pause]o que eu falo sobre cultura pra gente nova.", - "TUTORIAL4_PART3C_KAYLEIGH1": "Ah, [pause]sim. [pause][wave amp=30 freq=10]Aquilo.[/wave]", - "TUTORIAL4_PART3C_KAYLEIGH3": "Se estiver tudo alinhado, duas pessoas em forma de monstro conseguem se unir e virar um [wave amp=30 freq=10]bicho forte[/wave].", - "PARTNER_LEVELUP_EUGENE1": "Eu tenho malhado nos últimos tempos, acredite, tô [shake rate=30 level=10]muito mais forte[/shake] do que na última vez que lutamos juntos.", - "PARTNER_LEVELUP_KAYLEIGH1": "Óia, eu andei praticando minhas [wave amp=30 freq=10]habilidades de luta contra monstros[/wave] desde a última vez que a gente se encontrou, viu? Acho que cê vai se surpreender.", - "TUTORIAL4_PART3D_KAYLEIGH3": "E ela sabe como sair de Nova Murta?", - "TUTORIAL4_PART3C_KAYLEIGH8": "Desculpa, [pause]falar sobre isso é meio estranho.", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "Isso nos ajudou a derrotar o Arcanjo!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "Isso nos ajudou a derrotar o Arcanjo!", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "Isso nos ajudou a derrotar o Arcanjo!", - "TUTORIAL4_PART3C_KAYLEIGH9": "É, acho que cê tem razão.", - "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Não teríamos sobrevivido sem isso!", - "TUTORIAL4_PART3D_KAYLEIGH2": "Aquele Arcanjo, a \\\"Morgana\\\", a memória dela tá [wave amp=30 freq=10]dentro[/wave] docê agora...?", - "TUTORIAL4_PART3D_KAYLEIGH1": "Deixa ver se eu entendi...", - "OUTSKIRTS_3_-1_GIFTER1.n": "Nunca vi você por aqui antes. Deixa eu adivinhar, você acabou de aparecer, não foi?", - "TUTORIAL4_PART3D_KAYLEIGH22": "Se tiver uma chance de sair desta ilha e levar as pessoas de volta pras suas casas e famílias...", - "TUTORIAL4_PART3C_KAYLEIGH10": "Agora que a gente terminou, tô me sentindo estranha por dentro. Tipo... uma porta que eu nem sabia que tinha se abriu.", - "TUTORIAL4_PART3C_KAYLEIGH11": "Acho que a gente consegue se fundir de novo, se precisar.", - "GAME_OVER_FIRST_PENSBY3.n": "Se vocês querem mesmo viajar por Nova Murta, devem estocar suprimentos de cura antes de partir.", - "GAME_OVER_EUGENE1.f": "...Olha só quem voltou! Vem, {player}, vamos nessa.", - "LEVEL_WARNING_kayleigh.v2.f": "Este lugar parece bem perigoso, é mió voltar quando a gente estiver mais forte.", - "LEVEL_WARNING_kayleigh.v2.n": "Este lugar parece bem perigoso, é mió voltar quando a gente estiver mais forte.", - "GAME_OVER_MEREDITH1": "Já acordou?", - "PARTNER_LEVELUP_FELIX1": "Eu tenho treinado na forma de monstro recentemente. Tenho que te alcançar.", - "TUTORIAL2_PART3_KAYLEIGH4": "A gente não sabe [wave amp=30 freq=10]como[/wave] isso acontece de verdade, mas acontece. [pause]Isso basta pra gente.", - "TUTORIAL2_PART3_KAYLEIGH8": "Agora, vamos acabar logo com esse inseto.", - "TUTORIAL2_PART4_PLAYER1": "Era pra isso acontecer?!", - "TUTORIAL2_PART4_PLAYER2": "O que está acontecendo?", - "TUTORIAL2_PART4_KAYLEIGH1": "Algumas formas de monstro nos dão... outras habilidades quando são gravadas, além da transformação.", - "TUTORIAL2_PART4_KAYLEIGH2": "Nada de pânico!", - "TUTORIAL2_PART4_KAYLEIGH3": "Desculpa, eu devia ter te avisado, mas achei que era mais fácil mostrar.", - "TUTORIAL2_PART4_KAYLEIGH4": "A gente pode planar por aquela distância ali.", - "TUTORIAL3_PART1_KAYLEIGH1": "O que tá acontecendo? Se for um monstro, é melhor a gente se ligar.", - "TUTORIAL3_PART1_KAYLEIGH2": "Vamos...", - "TUTORIAL3_PART2_KAYLEIGH1": "Ok, cê sentiu isso, né?", - "TUTORIAL3_PART2_KAYLEIGH2": "O que é isso?!", - "TUTORIAL3_PART2_KAYLEIGH3": "Isso... tava aqui antes?", - "TUTORIAL2_PART3_KAYLEIGH1": "OK, pega isso!", - "TUTORIAL2_PART3_KAYLEIGH2": "Deixa eu te falar sobre os monstros em Nova Murta...", - "TUTORIAL2_PART3_KAYLEIGH3": "Quando eles tão fracos, a essência deles pode ser...[pause] bem...[pause] gravada nas fitas.", - "TUTORIAL2_PART3_KAYLEIGH6": "É assim que cê consegue se transformar em novas formas de monstro!", - "TUTORIAL2_PART3_KAYLEIGH5": "Agora tenta trocar pra fita que cê acabou de gravar.", - "TUTORIAL2_PART3_KAYLEIGH7": "Mas, se um monstro apanhar muito, ele vai fugir. Daí cê não vai poder gravar... [pause]Tá entendendo?", - "TUTORIAL2_PART1_KAYLEIGH1.n": "Cansou, {player}? A gente pode descansar aqui se cê quiser.", - "TUTORIAL2_PART1_KAYLEIGH2.f": "Essas fogueiras são áreas seguras onde cê pode montar acampamento.", - "TUTORIAL2_PART2_KAYLEIGH2": "Deve ter uma maneira de atrair o bicho até aqui...", - "TUTORIAL2_PART2_KAYLEIGH1": "Lá! Tá vendo aquele monstro ali?", - "TUTORIAL2_PART1_KAYLEIGH2.n": "Essas fogueiras são áreas seguras onde cê pode montar acampamento.", - "TUTORIAL2_PART1_KAYLEIGH3": "Aqui cê pode consertar suas fitas e se curar.", - "TUTORIAL2_PART1_KAYLEIGH2.m": "Essas fogueiras são áreas seguras onde cê pode montar acampamento.", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Claro!", - "TUTORIAL1_PART1_KAYLEIGH5": "Eu explico já já.", - "TUTORIAL1_PART1_KAYLEIGH6": "Ainda bem que cê tá disponível!", - "TUTORIAL1_PART1_KAYLEIGH7": "Tá vendo aquele caminho ali?", - "TUTORIAL1_PART1_KAYLEIGH8": "Algum tipo de monstro ou um terremoto fez isso ontem de noite. Dá pra ver as rachaduras no chão.", - "INTRO_KAYLEIGH19": "Nem sei qual a mió forma de dar a notícia.", - "INTRO_KAYLEIGH20.m": "Cê tá preso aqui.", - "INTRO_KAYLEIGH20.f": "Cê tá presa aqui.", - "INTRO_KAYLEIGH13": "Bom,[pause] vamos te aquecer antes que cê congele de pijama.", - "INTRO_KAYLEIGH12": "Eu sou a Kayleigh. Prazer em te conhecer, {player}!", - "INTRO_KAYLEIGH30": "Não é... [pause]a gente não sabe se é na Terra mesmo.", - "INTRO_KAYLEIGH14": "O que cê acha?[pause] Diferente, né?", - "INTRO_KAYLEIGH14_OPTION1": "Onde estou?", - "INTRO_KAYLEIGH14_OPTION2": "Que lugar é este?", - "INTRO_KAYLEIGH15.m": "Bem-vindo a Vilancoradouro...", - "INTRO_KAYLEIGH5": "É, dá pra ver! Nesse caso, pega isso.", - "CLEMENCE_ARRIVAL2": "Eu sinto falta das...", - "CLEMENCE_ARRIVAL3": "Motos.", - "TUTORIAL1_PART2_KAYLEIGH6": "E cê vai chegar mais perto, é claro.", - "TUTORIAL1_PART2_KAYLEIGH7": "Cê levou uma surra, mas sua forma de monstro aguenta o trem.", - "TUTORIAL1_PART2_KAYLEIGH8": "A barra verde representa a vida da sua forma de monstro, e a vermelha é a sua.", - "TUTORIAL1_PART2_KAYLEIGH9": "Se uma forma perder toda a barra em uma luta, sua fita vai quebrar e vai precisar de conserto.", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Isso não é um pedaço de Vilancoradouro?", - "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "Isso não é normal?", - "TUTORIAL3_PART2_KAYLEIGH4": "Nunca tinha visto NADA assim antes!", - "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, consegue sentir algo no ar...?", - "TUTORIAL3_PART2_KAYLEIGH5": "Isso sempre esteve enterrado aqui?!", - "HARBOURTOWN_STATION_MORGANTE1": "É VOCÊ, MORDREAD?\\n\\nAPROXIME-SE, CRIANÇA... PARA QUE EU POSSA VER VOCÊ UMA ÚLTIMA VEZ.", - "HARBOURTOWN_STATION_KAYLEIGH1": "Este lugar cheira a... metal queimado. Não sei explicar...", - "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Isso é... é...[/shake]", - "HARBOURTOWN_STATION_MORGANTE2": "O LONGO CONFLITO CHEGOU AO FIM... RECEIO QUE DESSA VEZ ELE TENHA ME DERROTADO DE UMA VEZ POR TODAS.", - "INTRO_KAYLEIGH8.f": "Sua vez, se acanhe, não!", - "INTRO_KAYLEIGH6": "Certo, agora é só botar no seu toca-fitas, [pause]botar os fones [pause]e apertar o play!", - "INTRO_KAYLEIGH3": "Aqui, [pause]pega isso!", - "INTRO_KAYLEIGH4": "Pergunta rápida: [pause]qual é o seu... [pause]estilo?", - "LEVEL_WARNING_dog.v1": "O Doguinho parece nervoso. Talvez os monstros nesta área sejam muito difíceis para ele...", - "LEVEL_WARNING_viola.v1": "Seria sábio de nossa parte nos retirar deste local, feras de grande força moram aqui.", - "CLEMENCE_METAL_TAPES1": "{player}! Tenho algo parrra você.", - "CLEMENCE_METAL_TAPES2": "A vigilante Wilma veio da Prrrefeitura parrra abastecer meu estabelecimento com um novo estoque.", - "CLEMENCE_METAL_TAPES3": "Essas Fitas Cromadas são bem mais eficazes do que as básicas. Interessante, non?", - "CLEMENCE_INTRO1.m": "Bonjour! [pause]Não é sempre que temos um rosto novo por aqui, especialmente um tão belo quanto o seu.", - "CLEMENCE_NAME": "Clémence", - "GAME_OVER_FIRST_PENSBY1.m": "Ah, você acordou. Sorte a sua alguém ter te trazido de volta à minha clínica sem faltar nenhum pedaço!", - "TUTORIAL1_PART1_KAYLEIGH3.m": "Sabe, cê se saiu bem na última vez que lutamos juntos.", - "TUTORIAL1_PART1_KAYLEIGH3.f": "Sabe, cê se saiu bem na última vez que lutamos juntas.", - "TUTORIAL1_PART1_KAYLEIGH4": "Óia... Recebi uma missão e preciso de uma mãozinha. Você acha que consegue me ajudar?", - "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "\\\"Missão\\\"?", - "TUTORIAL1_PART1_KAYLEIGH3.n": "Sabe, cê se saiu bem na última vez que lutamos juntes.", - "INTRO_KAYLEIGH41": "Desculpa, muita informação de novo. Eu venho te buscar já já, tá baum?", - "INTRO_KAYLEIGH42": "A gente conversa mais depois, se quiser.", - "INTRO_KAYLEIGH40_OPTION1": "Minha época?", - "GAME_OVER_FIRST_PENSBY5": "Se cuide por aí, {player}. Se você tiver cautela, não vai me dar trabalho por aqui tão cedo.", - "GAME_OVER_PENSBY2": "Vê se pega leve lá fora, {player}. Não quero que você desfaça todo o meu trabalho duro novamente.", - "INTRO_KAYLEIGH2": "Trafeguejos não são gentis com pessoas de fora. [pause]Com ninguém, [pause]na verdade.", - "INTRO_KAYLEIGH1": "Olá, viajante, [pause]não faça movimentos bruscos.", - "GAME_OVER_DOG1": "Au!", - "GAME_OVER_FELIX1": "Ei... Está se sentindo melhor agora?", - "CLEMENCE_COFFEE2": "É um bom acorrrdo, oui?", - "CLEMENCE_COFFEE1": "Eu tenho um... método especial. E os Solano cultivam grrrãos de café parrra mim em sua fazenda.", - "LEVEL_WARNING_felix.v3": "Geralmente, eu confio bastante na gente, mas acho que este lugar pode ser muito perigoso pra nós agora.", - "LEVEL_WARNING_felix.v2": "Vamos voltar mais tarde, quando estivermos mais fortes.", - "LEVEL_WARNING_kayleigh.v2.m": "Este lugar parece bem perigoso, é mió voltar quando a gente estiver mais forte.", - "LEVEL_WARNING_kayleigh.v1": "Os monstros daqui são difíceis demais da conta... Vamos voltar.", - "INTRO_KAYLEIGH34": "A vida até que não é ruim.", - "INTRO_KAYLEIGH33": "M-mas cê vai ficar bem! A gente formou uma boa comunidade em Vilancoradouro se ajudando.", - "LEVEL_WARNING_kayleigh.v3": "Parece que os monstros daqui são mais cascudos do que a gente agora...", - "GAME_OVER_KAYLEIGH1": "Você tá bem? Fiquei preocupada por um instante!", - "CLEMENCE_QUESTION_MENU": "O que tem no menu?", - "CLEMENCE_MENU_DIALOGUE": "Bonjour! O que posso fazer por você?", - "CLEMENCE_QUESTION_CAFE": "O Café Gramofone?", - "RANGER_BODYBUILDER_NOT_JOINED1.n": "E você nem é vigilante?", - "RANGER_BODYBUILDER_NOT_JOINED2": "A primeira coisa que você precisa fazer, gente boa, é correr até o posto avançado no parque ao norte dos Arredores e se inscrever.", - "RANGER_BODYBUILDER_NOT_JOINED1.f": "E você nem é vigilante?", - "RANGER_BODYBUILDER_BYE": "Vejo você mais tarde, gente boa!", - "RANGER_BODYBUILDER_EXPLANATION1": "Às vezes não basta apenas ser bom em transformação, você simplesmente precisa ser mais forte.", - "RANGER_BODYBUILDER_EXPLANATION2": "É aí que eu entro. Posso dar a você um treino personalizado projetado para ajustar seus \\\"atributos básicos\\\" na forma humana. Isso afetará a força das suas transformações também.", - "RANGER_BODYBUILDER_EXPLANATION3": "Se você decidir, por exemplo, que precisa que seus ataques corpo a corpo sejam mais fortes e não usa muito os ataques à distância, podemos mover alguns pontos de Ataque à Distância para Ataque Corpo a Corpo.", - "RANGER_BODYBUILDER_EXPLANATION4": "E à medida que avança em seu treinamento com os vigilantes, você vai conseguir alguns pontos extras para colocar nesses atributos básicos.", - "RANGER_BODYBUILDER_EXPLANATION5.f": "Então, o que me diz, gente boa? Está pronta para malhar?", - "RANGER_BODYBUILDER_EXPLANATION5.m": "Então, o que me diz, gente boa? Está pronto para malhar?", - "RANGER_BODYBUILDER_EXPLANATION5.n": "Então, o que me diz, gente boa? Está pronte para malhar?", - "RANGER_TRADER_NOT_JOINED1.n": "Olá, queride, se veio se inscrever para ser vigilante, a Ianthe acabou de sair.", - "RANGER_BODYBUILDER_AFTER_WORKOUT": "Nossa, que treino! Posso sentir meus músculos queimando!", - "RANGER_TRADER_NOT_JOINED1.m": "Olá, querido, se veio se inscrever para ser vigilante, a Ianthe acabou de sair.", - "RANGER_TRADER_NOT_JOINED1.f": "Olá, querida, se veio se inscrever para ser vigilante, a Ianthe acabou de sair.", - "RANGER_TRADER_JUST_JOINED1.m": "Olá, querido, vejo que você tem uma identificação de Aprendiz novinha em folha. Deixe eu explicar como posso ajudar.", - "RANGER_TRADER_NOT_JOINED2": "Ela deve estar no posto avançado do parque. Se você for para o norte dos Arredores agora, não tem erro!", - "RANGER_TRADER_JUST_JOINED1.f": "Olá, querida, vejo que você tem uma identificação de Aprendiz novinha em folha. Deixe eu explicar como posso ajudar.", - "RANGER_TRADER_JUST_JOINED2": "Estou aqui para ajudar a distribuir os recursos da organização para vigilantes e aprendizes. Isso vai auxiliar vocês em suas funções. Tenho passes para treinos especiais, melhorias para mochilas e toca-fitas...", - "RANGER_TRADER_JUST_JOINED1.n": "Olá, queride, vejo que você tem uma identificação de Aprendiz novinha em folha. Deixe eu explicar como posso ajudar.", - "RANGER_TRADER_JUST_JOINED3": "Mas temos uma quantidade limitada deles, então tenho que garantir que não sejam desperdiçados.", - "RANGER_TRADER_JUST_JOINED4.f": "Resumindo, querida, quanto mais treinos de comandantes você completar, mais recursos eu posso fornecer. Ah, e vou precisar que você traga um pouco de Material Fundido também.", - "RANGER_TRADER_JUST_JOINED4.m": "Resumindo, querido, quanto mais treinos de comandantes você completar, mais recursos eu posso fornecer. Ah, e vou precisar que você traga um pouco de Material Fundido também.", - "RANGER_TRADER_MENU_ALT.n": "Então, o que você quer, queride?", - "RANGER_TRADER_MENU_ALT.m": "Então, o que você quer, querido?", - "RANGER_TRADER_MENU_HELLO.n": "Olá, queride. O que você está procurando?", - "RANGER_TRADER_JUST_JOINED4.n": "Resumindo, queride, quanto mais treinos de comandantes você completar, mais recursos eu posso fornecer. Ah, e vou precisar que você traga um pouco de Material Fundido também.", - "RANGER_TRADER_MENU_HELLO.f": "Olá, querida. O que você está procurando?", - "RANGER_TRADER_MENU_ALT.f": "Então, o que você quer, querida?", - "RANGER_TRADER_MENU_HELLO.m": "Olá, querido. O que você está procurando?", - "RANGER_TRADER_OPTION1": "O que você tem aí?", - "RANGER_TRADER_OPTION2": "O que é Material Fundido?", - "RANGER_TRADER_FUSED_MATERIAL1": "Material Fundido? Eu realmente não sei o que é, mas por algum motivo a Ianthe acha que precisamos de muito.", - "RANGER_TRADER_OPTION3": "Tchau!", - "RANGER_TRADER_FUSED_MATERIAL2.m": "Tudo o que sei é que cheira muito mal e que certos monstros deixam isso pra trás. O resto é com você, querido.", - "RANGER_TRADER_BYE": "Até-té mais ver.", - "RANGER_TRADER_FUSED_MATERIAL2.n": "Tudo o que sei é que cheira muito mal e que certos monstros deixam isso pra trás. O resto é com você, queride.", - "RANGER_TRADER_FUSED_MATERIAL2.f": "Tudo o que sei é que cheira muito mal e que certos monstros deixam isso pra trás. O resto é com você, querida.", - "RANGER_TRADER_TRAINING_COMPLETE.f": "Olá, querida! Agora que você é vigilante em tempo integral, posso lhe dar alguns itens realmente especiais...[pause] Dê uma olhada!", - "RANGER_TRADER_TRAINING_COMPLETE.m": "Olá, querido! Agora que você é vigilante em tempo integral, posso lhe dar alguns itens realmente especiais...[pause] Dê uma olhada!", - "RANGER_VENDING_MACHINE_NAME": "Máquina de vendas", - "RANGER_TRADER_TRAINING_COMPLETE.n": "Olá, queride! Agora que você é vigilante em tempo integral, posso lhe dar alguns itens realmente especiais...[pause] Dê uma olhada!", - "INTERDIMENSIONAL_POST_INTRO1": "Ei! Por acaso você seria \\\"{recipient}\\\"?", - "KAYLEIGH_STATION_REACTION1": "Isso é... [pause]uma estação de trem? Acho que não tem problema dar uma olhada, né?", - "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Sim.", - "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Espera aí, o que está acontecendo?", - "INTERDIMENSIONAL_POST_INTRO2": "Não se preocupe, estou aqui apenas para entregar uma mensagem interdimensional. [pause]Tudo vai voltar ao normal quando você acordar.", - "INTERDIMENSIONAL_POST_SENDER": "Esta mensagem foi enviada por... \\\"{sender}\\\".", - "INTERDIMENSIONAL_POST_REINTRO1": "Olá de novo! Eu trouxe outra mensagem para você.", - "INTERDIMENSIONAL_POST_NO_SENDER": "Esta mensagem não especifica remetente. Alguém te admira secretamente?", - "INTERDIMENSIONAL_POST_REINTRO2": "Esta é endereçada a \\\"{recipient}\\\". É você, certo?", - "INTERDIMENSIONAL_POST_BODY1": "Vou ler para você.", - "INTERDIMENSIONAL_POST_BODY_EMPTY": "Ah, acho que não tem texto nenhum nessa mensagem...", - "INTERDIMENSIONAL_POST_ITEMS": "Há um pequeno pacote anexado. Aqui está!", - "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\"", - "GAME_OVER_FIRST_PENSBY3.m": "Se vocês querem mesmo viajar por Nova Murta, devem estocar suprimentos de cura antes de partir.", - "LEVEL_WARNING_eugene.v2": "Os monstros daqui parecem mais fortes do que a gente, acho que precisamos treinar um pouco mais antes de vir pra cá...", - "CLEMENCE_CAFE3": "Bem, um dia os vigilantes encontram um lugar cheio de discos intactos. Eles trrrouxeram os discos parrra mim e lamentaram: \\\"Nós temos os discos, mas eles são feitos parrra toca-discos mais moderrrnos, não dá parrra tocar eles no nosso gramofone.\\\"", - "HARBOURTOWN_NPC_2_DIALOGUE4": "Dani Batida? [pause]Toquei sax em uma das bandas mais famosas do mundo! [pause]Tem certeza que não se lembra?", - "HARBOURTOWN_NPC_2_DIALOGUE3": "Qual é, colega? Você TEM que saber quem eu sou. [pause]Eu sou o Dani Batida! [pause]Me imagine com um saxofone... [pause]Não? Nada ainda?", - "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Acho que você não me reconhece, né? [pause]Deixa pra lá, colega. [pause]Não é a primeira vez.", - "HARBOURTOWN_NPC_2_DIALOGUE5": "Eu e os garotos de Liverpool? [pause]\\\"Enquanto meu sax chora\\\"? [pause]Eu [shake rate=30 level=10]compus[/shake] essa música, sabia?", - "HARBOURTOWN_NPC_2_DIALOGUE6": "Você [wave amp=30 freq=10]deve[/wave] ter visto eu e os rapazes na televisão cantando naquele terraço. [pause]...Acredita em mim, né?", - "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Vo-você acredita em mim, [pause]colega? [pause]Talvez eu não seja famoso no seu mundo, mas se você fosse de onde eu vim, tenho certeza de que seria meu [wave amp=30 freq=10]fã de carteirinha![/wave]", - "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Acho que você não me reconhece, né? [pause]Deixa pra lá, colega. [pause]Não é a primeira vez.", - "HARBOURTOWN_NPC_2_DIALOGUE8": "Sabe, [pause]acho que ninguém aqui me reconheceu. [pause]Alguns deles até acham que estou inventando tudo!", - "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Acho que você não me reconhece, né? [pause]Deixa pra lá, colega. [pause]Não é a primeira vez.", - "HARBOURTOWN_NPC_3_DIALOGUE1": "...", - "HARBOURTOWN_NPC_2_DIALOGUE10.m": "Como você está hoje, fã [wave amp=30 freq=10]número um[/wave]?", - "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Vo-você acredita em mim, [pause]colega? [pause]Talvez eu não seja famoso no seu mundo, mas se você fosse de onde eu vim, tenho certeza de que seria minhe [wave amp=30 freq=10]fã de carteirinha![/wave]", - "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Vo-você acredita em mim, [pause]colega? [pause]Talvez eu não seja famoso no seu mundo, mas se você fosse de onde eu vim, tenho certeza de que seria minha [wave amp=30 freq=10]fã de carteirinha![/wave]", - "INTRO_KAYLEIGH29": "Eu sei que é muita informação, mas cê tá numa ilha chamada Nova Murta.", - "INTRO_KAYLEIGH30_OPTION1": "Tem alguma maneira de voltar para casa?", - "INTRO_PENSBY31": "Receio que não, {player}. [pause]Sinto muito.", - "INTRO_PENSBY32": "Faz um século que as pessoas que vêm parar aqui tentam voltar para os seus mundos, mas ninguém nunca conseguiu.", - "INTRO_PENSBY44": "Eu sei que é muita informação, mas todos nós já passamos por isso.", - "INTRO_PENSBY43": "Minha clínica fica aqui perto. Se você precisar de uma consulta, pode passar lá.", - "TUTORIAL1_PART1_KAYLEIGH2": "...", - "TUTORIAL1_PART1_KAYLEIGH1": "Olá de novo, {player}. [pause]Tá mió?", - "INTRO_MONOLOGUE45": "Eu deveria colocar algumas roupas adequadas primeiro...", - "INTRO_KAYLEIGH39.n": "Tenho certeza que a fofoca de gente nova no vilarejo já se espalhou por aí.", - "INTRO_KAYLEIGH37": "Se quiser, vem comigo, me encontra no portão! Aquele logo depois da ponte que a gente atravessou pra chegar no vilarejo.", - "INTRO_KAYLEIGH38": "Agora, vai dizer um oi pros seus novos vizinhos.", - "INTRO_KAYLEIGH39.m": "Tenho certeza que a fofoca de gente nova no vilarejo já se espalhou por aí.", - "GAME_OVER_FIRST_PENSBY2": "Por que você não leva isso com você?", - "GAME_OVER_FIRST_PENSBY3.f": "Se vocês querem mesmo viajar por Nova Murta, devem estocar suprimentos de cura antes de partir.", - "INTRO_KAYLEIGH8.m": "Sua vez, se acanhe, não!", - "INTRO_KAYLEIGH7": "Isso pode ficar um pouco estranho, viu? Mas é só me seguir.", - "INTRO_KAYLEIGH36": "Sim! Eu bem que vou fazer uma patrulha em breve.", - "INTRO_KAYLEIGH39.f": "Tenho certeza que a fofoca de gente nova no vilarejo já se espalhou por aí.", - "INTRO_KAYLEIGH40": "Também trouxemos algumas roupas procê, elas podem estar um pouco... fora da moda da sua época, mas é tudo o que temos.", - "PARTNER_LEVELUP_MEREDITH1": "Eu... tenho treinado desde a última vez que saímos. Você não precisa se preocupar comigo, não vou ficar pra trás.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Parece que faz um tempão, né?", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Demora um pouco pra se acostumar com as mudanças que as formas de monstro fazem no seu corpo. Mas cê tá indo muito bem, tá aprendendo o caminho das pedras.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Ótimo! [pause]Cê tá com sorte. Não tem hotéis em Nova Murta, então acho que cê vai dormir bastante em barraca.", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "Eu adoro acampar!", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Sou uma pessoa mais caseira...", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "Que falta de... [pause]sorte. Cê vai ter que se acostumar a dormir em uma barraca se quiser explorar a ilha. Não tem hotéis aqui em Nova Murta.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Ei! Eu nunca perguntei o que cê tá achando daquela primeira forma de monstro que eu dei procê na praia quando a gente se conheceu.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Ei! Eu nunca perguntei o que cê tá achando daquela primeira forma de monstro que eu dei procê na praia quando a gente se conheceu.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Ei! Eu nunca perguntei o que cê tá achando daquela primeira forma de monstro que eu dei procê na praia quando a gente se conheceu.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Era \\\"Docemônio\\\", né? Essa era uma forma de monstro bem divertida de usar, parecia que tava o tempo todo ligada de tanto açúcar.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Era \\\"Espiricordeiro\\\", né? É uma forma de monstro muito fofa. Quando usei no passado, tive que me acostumar com a flutuação.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Pra mim os ataques à distância eram melhores naquela forma. Acho que os Docemônios já nascem com a pontaria boa.", - "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Mas quando eu tinha aqueles cascos grandes... eu sentia que podia bater nos monstros [wave amp=30 freq=10]muito[/wave] bem com eles.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "Aquele Arcanjo que lutamos... [pause]Morgana, né?", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "Não derrotamos ela sozinhos nem de longe, né? Alguém já tinha machucado ela antes da gente chegar.", - "EUGENE_UNKNOWN_NAME": "Cara Detestável", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "Não derrotamos ela sozinhes nem de longe, né? Alguém já tinha machucado ela antes da gente chegar.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "Não derrotamos ela sozinhas nem de longe, né? Alguém já tinha machucado ela antes da gente chegar.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Mesmo enfraquecida, ela parecia perigosa. Quem feriu ela devia estar com muita [wave amp=30 freq=10]raiva[/wave].", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "Não tinha pensado nisso.", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "É, faz sentido...", - "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Isso me faz pensar que a humanidade não é [wave amp=30 freq=10]nada[/wave] perto deles...", - "EUGENE_INTRO_WOMAN_NAME": "Mulher", - "EUGENE_INTRO_LANDKEEPER_NAME": "Homem Pálido", - "EUGENE_INTRO_EUGENE1": "...Não me faz dizer [shake rate=30 level=10]novamente[/shake]! [pause][pause]Vilancoradouro não vai cair perante vocês [shake rate=30 level=10]sanguessugas[/shake]!", - "EUGENE_INTRO_EUGENE3": "Rasteja de volta pra escuridão de onde saiu, [pause]ou vai ter que passar por cima do [shake rate=30 level=10]meu cadáver[/shake]!", - "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Tsc. [pause]Tão irracional...[/wave] \\n", - "EUGENE_INTRO_EUGENE4": "Já lutei contra [shake rate=30 level=10]seu tipinho[/shake] antes e venci. [pause]Quer uma demonstração?", - "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Devemos ir embora por enquanto...[/wave]", - "EUGENE_INTRO_EUGENE17.m": "Se estiver disposto a sujar as mãos, ficarei feliz em ter sua ajuda.", - "EUGENE_INTRO_EUGENE7": "Diz pro resto da sua espécie que esse vilarejo é protegido por [shake rate=30 level=10]Eugene![/shake]", - "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Mas com o tempo você vai entender que a gente sabe o que é melhor para vocês.[/wave]", - "EUGENE_INTRO_EUGENE8": "Se esses canalhas incomodarem a senhora de novo, me avise.", - "EUGENE_INTRO_EUGENE9": "E não importa o que aconteça, NÃO os convide pra sua casa. [pause]É tudo que eles querem.", - "EUGENE_INTRO_WOMAN10": "Vou me lembrar disso. Obrigada pela ajuda, jovem!", - "EUGENE_INTRO_EUGENE12": "Me chamo Eugene... [pause]mas acho que você sabe, [pause]porque eu acabei de gritar com aqueles caras.", - "EUGENE_INTRO_EUGENE11": "Ei. Desculpe por essa cena.", - "HARBOURTOWN_TAPE_RECYCLER1": "Por que ficar guardando fitas velhas de que você não precisa mais?", - "HARBOURTOWN_TAPE_RECYCLER3": "Em um acampamento ou no café, abra seu menu de fitas, escolha uma que você não deseja mais e clique em reciclar.", - "HARBOURTOWN_ITEM_RECYCLER4": "Aqui, experimente este livro antigo. Eu não preciso mais dele.", - "HARBOURTOWN_TAPE_RECYCLER2": "Da próxima vez que você fizer uma pausa em suas viagens, que tal reciclar uma?", - "HARBOURTOWN_BOOTLEG_KRAB1": "...", - "HARBOURTOWN_TAPE_RECYCLER4": "É uma boa maneira de conseguir recursos extras que você pode negociar com os comerciantes, e isso pode render alguns adesivos extras do conjunto desse monstro.", - "HARBOURTOWN_BOOTLEG_KRAB2": "É um Trafeguejo de cores estranhas.", - "HARBOURTOWN_BOOTLEG_NPC1": "Não se preocupe com o Trafeguejo, é o meu filho. Ele adora brincar com sua fita embuste.", - "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Embuste?", - "HARBOURTOWN_BOOTLEG_NPC2": "Sim.[pause] Você já viu um monstro com uma cor diferente da habitual em suas viagens? É um embuste.[pause] Mas não confunda isso com os revestimentos!", - "HARBOURTOWN_BOOTLEG_NPC3": "Os monstros embuste têm cores diferentes [wave amp=30 freq=10]fixas,[/wave] tipos elementais diferentes e movimentos diferentes dos normais.", - "HARBOURTOWN_BOOTLEG_NPC4": "Quando você os grava, eles mantêm esses atributos.", - "HARBOURTOWN_BOOTLEG_NPC7": "Monstros embuste podem aparecer em qualquer lugar, aparentemente com mais frequência nas fusões.", - "HARBOURTOWN_BOOTLEG_NPC6": "Aqui, pega isso e veja com seus próprios olhos. O Comandante Codi me dá seus sobressalentes, já tenho bastante.", - "HARBOURTOWN_BOOTLEG_NPC5": "Os embustes gravados têm mais chances de produzir movimentos incomuns e raros, podem ser muito úteis.", - "HARBOURTOWN_BOOTLEG_NPC8": "Ouvi dizer que alguns monstros embuste muito raros brilham como se estivessem cobertos de purpurina.", - "PENSBY_INTERACT_MENU_BYE": "Só passei pra dar oi.", - "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Boas-vindas, almas indagadoras![/wave] Vocês estão aqui para aprender sobre as artes astrais?", - "HARBOURTOWN_ASTROLOGER_NAME": "Astróloga", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Claro!", - "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Agora não.", - "HARBOURTOWN_ASTROLOGER_NPC3": "Excelente... [pause]seria sábio da sua parte prestar atenção às minhas palavras.", - "HARBOURTOWN_ASTROLOGER_NPC2": "Talvez outra hora.", - "HARBOURTOWN_ASTROLOGER_NPC4": "Então, as bestas do tipo astral extraem seu poder dos quatro elementos básicos da natureza: [pause]terra, [pause]água, [pause]fogo [pause] e ar.", - "HARBOURTOWN_NPC_DIALOGUE3": "Xiiu! Estou invisível. Finja que não estou aqui.", - "HERITAGE_CENTER_9": "\\\"O naufrágio do HMS Birkenhead\\\"", - "HARBOURTOWN_NPC_DIALOGUE4": "O meu nome? Eu sou o Duncan!", - "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Na verdade, eu estava prestes a colocar algo neste aqui. Pode pegar, se quiser.", - "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Você já viu esses esconderijos vermelhos por aí? Nós, vigilantes, deixamos suprimentos uns para os outros quando atravessamos a ilha.", - "TRAVELING_MERCHANT_NAME": "Comerciante Itinerante", - "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Você pode rebobinar as fitas quebradas para consertá-las sem precisar descansar. Bastante útil!", - "TRAVELING_MERCHANT_INTRO2": "Que nada, tenho certeza de que me lembraria de um rosto como o seu.", - "TRAVELING_MERCHANT_INTRO1": "Ei! A gente não se conhece?", - "TRAVELING_MERCHANT_INTRO3": "Bem, se você está procurando produtos baratos, eu sou a pessoa certa! Mas não gosto de ficar parado em um lugar só por muito tempo.", - "TRAVELING_MERCHANT_INTRO4": "Não deixe o fato de eu estar sem camisa incomodar, eu troquei minha camisa com uma jovem que a deu para um urso. Ninguém pode dizer que eu não faço doações.", - "TRAVELING_MERCHANT_REPEAT_MEET": "Imagine encontrar você aqui!", - "TRAVELING_MERCHANT_PRE_TRADE": "Por que não dá uma olhada no que eu tenho?", - "TRAVELING_MERCHANT_POST_TRADE2": "Vejo você mais tarde!", - "TRAVELING_MERCHANT_POST_TRADE1": "Nossa, a falta de dinheiro por aqui deixa tudo mais difícil.", - "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh envolve você com seu entusiasmo ao falar sobre suas raças de cães preferidas.", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Tenho uma pergunta procê, {player}. [pause]Uma das grandes.", - "RESTING_KAYLEIGH_PLATONIC_2": "Você e Kayleigh discutem casualmente os mistérios de Nova Murta.", - "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh te conta uma piada engraçadíssima sobre a vida dela.", - "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh te conta sobre as inúmeras vezes que ela ajudou o povo de Vilancoradouro.", - "RESTING_KAYLEIGH_PLATONIC_5": "Vocês se divertem jogando gravetos na fogueira.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Talvez seja por que cê é alguém que gosta de ficar só no seu canto...", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Tá pronta?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Tá pronto?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Cê... [pause][pause][pause]prefere cachorros ou gatos?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Tá pronte?", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Esses dias eu andei bastante, então um cachorro seria bom pra mim, né?", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "Cachorros!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "Gatos!", - "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "Furões!", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Se eu conseguir voltar pro meu mundo, acho que vou adotar um cachorro.", - "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "Ótima escolha. [pause]Eu também.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Interessante.", - "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Ou cê só acha eles mais fofos.", - "LEVEL_WARNING_viola.v3": "As feras que residem aqui representam certa ameaça para nós, talvez seja sábio partirmos dessas terras.", - "HARBOURTOWN_NPC_32_DIALOGUE1": "Se tem [wave amp=30 freq=10]algo[/wave] em abundância aqui em Nova Murta, é café. [pause]Café e criaturas coloridas.", - "HARBOURTOWN_NPC_31_DIALOGUE1": "Estou em treinamento para me tornar aprendiz de Vigilante. É que nem uma entrevista de emprego, só que com muito mais luta.", - "HARBOURTOWN_NPC_33_DIALOGUE1": "A lenda local diz que existem ruínas de um cais que você só pode ver no horizonte do Mar Perdido... eu nunca consegui ver.", - "HARBOURTOWN_BOOK_2": "Os rabiscos dizem: \\\"...se receber um brinquedinho de plástico, este monstro élfico não se desviará, senão, acabará consumido pela raiva\\\".", - "HARBOURTOWN_BOOK_3": "Os rabiscos dizem: \\\"...esta grande cobra mascarada pode seguir um terceiro caminho, se puder usar os zéfiros do vento\\\".", - "HARBOURTOWN_BOOK_1": "Os rabiscos dizem: \\\"...esta criatura do disco voador emergirá de sua concha se receber a habilidade de realizar contatos do 3º grau com os oponentes\\\".", - "HARBOURTOWN_BOOK_4": "Os rabiscos dizem: \\\"...as misteriosas engrenagens embaixo da colina são a chave para desvendar o verdadeiro potencial deste dinossauro\\\".", - "HARBOURTOWN_BOOK_5": "Os rabiscos dizem: \\\"...acredito que certos monstros amadurecerão em diferentes formas, dependendo se é dia ou noite\\\".", - "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Comerciante de Adesivos Químicos", - "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Comerciante de Adesivos Sem Tipo", - "HARBOURTOWN_CHEMIST1_OPENING": "A química elemental é a chave para o sucesso no combate.[pause] Eu crio os adesivos que dão a você o controle da química e a vantagem na batalha!", - "HARBOURTOWN_CHEMIST1_CLOSING": "Estarei aqui se precisar de mim.", - "HARBOURTOWN_CHEMIST2_OPENING": "Sou especialista em adesivos que mudam de tipo de acordo com quem usa. É muito útil se você estiver usando os revestimentos. Eles são compatíveis com todas as fitas.", - "HARBOURTOWN_CHEMIST2_CLOSING.m": "Agradeço pela preferência!", - "HARBOURTOWN_ITEM_RECYCLER3": "Você pode trocar esses recursos por novos itens com outras pessoas!", - "HARBOURTOWN_CHEMIST2_CLOSING.n": "Agradeço pela preferência!", - "HARBOURTOWN_CHEMIST2_CLOSING.f": "Agradeço pela preferência!", - "HARBOURTOWN_ITEM_RECYCLER1": "Você recicla os itens de que não precisa mais?", - "HARBOURTOWN_ITEM_RECYCLER2": "É uma boa maneira de organizar seu inventário, além de devolver alguns recursos usados para fazer o item.", - "INTRO_PENSBY27.m": "Kayleigh, você não contou a ele...?", - "INTRO_PENSBY27.f": "Kayleigh, você não contou a ela...?", - "INTRO_KAYLEIGH28": "Desculpa, eu devia...", - "INTRO_PENSBY27.n": "Kayleigh, você não contou a elu...?", - "CLEMENCE_CAFE4": "Eu disse a eles \\\"xiu!\\\" e conserrrtei o grrramofone, agorrra podemos tocar os discos. Agorrra meu café é estiloso e tem música, e todo mundo está feliz. Fim.", - "CLEMENCE_ARRIVAL1": "Eu caí. [pause]Aterrissei no oceano. [pause]Apareci aqui.[pause] Cerrrca de dez anos atrás. A verrrdade é essa.", - "INTRO_KAYLEIGH25": "Bem, tinha uma casa disponível procê aqui em Vilancoradouro, é aqui que cê vai morar agora, tá baum?", - "INTRO_KAYLEIGH25_OPTION1": "Em que lugar da Terra estamos?", - "INTRO_PENSBY26": "...\\\"Da Terra\\\"?", - "PARTNER_LEVELUP_DOG1": "O brilho nos olhos do Doguinho sugere que ele tem treinado recentemente.", - "INTRO_KAYLEIGH9": "Respira, já já cê se acostuma.", - "INTRO_KAYLEIGH8.n": "Sua vez, se acanhe, não!", - "INTRO_KAYLEIGH10": "Pronto! Bora pegar esse trem!", - "INTRO_KAYLEIGH11": "Cê se saiu bem por lá... Hum, qual o seu nome?", - "LEVEL_WARNING_eugene.v1": "Esse lugar parece bem perigoso. Bora recuar por enquanto...", - "LEVEL_WARNING_eugene.v3": "Sei não, cara... Os monstros aqui parecem muito difíceis pra nós agora.", - "INTRO_KAYLEIGH15.f": "Bem-vinda a Vilancoradouro...", - "INTRO_KAYLEIGH16": "Sua casa nova!", - "INTRO_KAYLEIGH15.n": "Boas-vindas a Vilancoradouro...", - "INTRO_KAYLEIGH16_OPTION1": "Minha casa... nova?", - "INTRO_KAYLEIGH18": "Não sou muito boa nisso...", - "INTRO_KAYLEIGH16_OPTION2": "Eu já tenho uma casa!", - "INTRO_KAYLEIGH17": "Hum... ok, [pause]certo, [pause]desculpa.", - "SWAP_PARTNER_KAYLEIGH1": "Certo. Vamos nessa!", - "SWAP_PARTNER_DOG1": "*Arfando*", - "SWAP_PARTNER_MEREDITH1": "Ah, já vamos viajar de novo?", - "EUGENE_INTRO_EUGENE12_OPTION1": "Eu sou {player}.", - "EUGENE_INTRO_EUGENE13": "Sempre bom conhecer uma cara nova por aqui, {player}.", - "EUGENE_INTRO_EUGENE13_OPTION1": "Quem eram aquelas pessoas?", - "EUGENE_INTRO_EUGENE14": "Não vou te incomodar com os detalhes, [pause]mas eles não [wave amp=30 freq=10]pertencem[/wave] a este mundo.", - "EUGENE_INTRO_EUGENE13_OPTION2": "O que foi aquilo?", - "EUGENE_INTRO_EUGENE15": "Digamos que nem todos os monstros em Nova Murta se parecem com mascotes de cereais.", - "WORKING_OVERTIME_INITIAL_RANGER2": "Veja bem, eu disse a Ianthe que colocaria uma placa do vilarejo bem aqui. [pause]Algo para deixar o lugar mais aconchegante, [pause]sabe?", - "EUGENE_INTRO_EUGENE16_OPTION1": "Quer ajuda?", - "EUGENE_INTRO_EUGENE16": "De qualquer forma, tenho que vigiar eles. [pause]Não posso deixar que [shake rate=30 level=10]cravem os dentes[/shake] nas boas pessoas de Vilancoradouro.", - "EUGENE_INTRO_EUGENE16_OPTION2": "Você precisa de ajuda?", - "EUGENE_INTRO_EUGENE18": "Me encontra nesse local. [pause]Vou te contar tudo quando você estiver lá.", - "EUGENE_INTRO_EUGENE17.n": "Se estiver disposte a sujar as mãos, ficarei feliz em ter sua ajuda.", - "EUGENE_INTRO_EUGENE17.f": "Se estiver disposta a sujar as mãos, ficarei feliz em ter sua ajuda.", - "EUGENE_INTRO_EUGENE19": "Só... [pause]se prepara pra cair dentro. [pause]As coisas podem ficar meio feias.", - "WORKING_OVERTIME_INITIAL_RANGER1": "Ei, [pause]acha que consegue me dar uma mãozinha?", - "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Hum. Um espelho?", - "WORKING_OVERTIME_RANGER_NAME": "Vigilante Exausto", - "WORKING_OVERTIME_INITIAL_RANGER3": "Só que calculei mal a quantidade de madeira. Será que você pode me dar um pouco da sua? [pause]Isso ajudaria bastante.", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "Claro!", - "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Agora não.", - "WORKING_OVERTIME_INITIAL_RANGER4": "Sério? Agradeço! [pause]Venha dizer oi quando tiver os materiais.", - "WORKING_OVERTIME_INITIAL_RANGER_NO": "Não precisa se preocupar.", - "WORKING_OVERTIME_ACTIVE_RANGER1": "Olá de novo. Você conseguiu a madeira?", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Entregar {required_item_amount} de madeira a ele.", - "WORKING_OVERTIME_ACTIVE_RANGER_NO": "Tá tranquilo. Eu não vou sair daqui tão cedo.", - "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Ainda não!", - "WORKING_OVERTIME_COMPLETE_RANGER3": "Hum... [pause][pause]Já que você me ajudou com a placa, [pause]por que não aproveita e escolhe o formato dela?", - "WORKING_OVERTIME_COMPLETE_RANGER2": "Você conseguiu? [pause]Obrigado pela ajuda, eu estava com medo de ter que coletar tudo sozinho.", - "WORKING_OVERTIME_COMPLETE_RANGER4.m": "A placa deve mostrar um emblema que realmente represente Vilancoradouro. [pause][pause]O que você acha, [pause]amizade?", - "WORKING_OVERTIME_COMPLETE_RANGER4.n": "A placa deve mostrar um emblema que realmente represente Vilancoradouro. [pause][pause]O que você acha, [pause]amizade?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "Um pássaro!", - "WORKING_OVERTIME_COMPLETE_RANGER4.f": "A placa deve mostrar um emblema que realmente represente Vilancoradouro. [pause][pause]O que você acha, [pause]amizade?", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "Uma flor!", - "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "Um golfinho!", - "WORKING_OVERTIME_COMPLETE_RANGER5": "Tudo bem, [pause]isso serve.", - "WORKING_OVERTIME_COMPLETE_RANGER8": "Eu morei toda a minha vida aqui, [pause]mas muitas pessoas vêm de lugares diferentes e ficam presas aqui.", - "WORKING_OVERTIME_COMPLETE_RANGER6": "Ufa. [pause][pause]Tudo pronto. [pause]O que você acha?", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "Eu amei!", - "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "Parece ótima!", - "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "Trabalho baum demais da conta!", - "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Belo trabalho, colega.", - "WORKING_OVERTIME_COMPLETE_EUGENE7": "Heh! [pause]Mandou bem, cara.", - "WORKING_OVERTIME_COMPLETE_RANGER9": "Se isso pode fazer com que se sintam um pouco melhor ao chegarem aqui, [pause]acho [pause]que vale a pena o esforço.", - "WORKING_OVERTIME_COMPLETE_FELIX7": "Bela placa.", - "WORKING_OVERTIME_COMPLETE_VIOLA7": "Você fez um trabalho muito cuidadoso com essa peça.", - "RANGER_BODYBUILDER_INTRO": "Olá, gente boa. Veio aqui para malhar?", - "RANGER_BODYBUILDER_OPTION1": "Vamos suar a camisa!", - "RANGER_BODYBUILDER_OPTION2": "Como é que isso funciona?", - "RANGER_BODYBUILDER_NO_PASS1": "Ah, isso é pouco. Cadê o seu Gym Pass, gente boa?", - "RANGER_BODYBUILDER_OPTION3": "Agora não.", - "RANGER_BODYBUILDER_NOT_JOINED1.m": "E você nem é vigilante?", - "RANGER_BODYBUILDER_NO_PASS2": "Pegue um Gym Pass com a Wilma ali, vou te dar um treino personalizado!", - "INTRO_KAYLEIGH21": "Estamos todos.", - "INTRO_KAYLEIGH20.n": "Cê tá prese aqui.", - "INTRO_KAYLEIGH23": "Cê me assustou por um momento, {player}.", - "INTRO_PENSBY22": "Ah, ótimo. Você acordou. Kayleigh me deu um baita susto quando bateu na minha porta.", - "INTRO_KAYLEIGH21_OPTION1": "Minha cabeça está girando...", - "INTRO_KAYLEIGH21_OPTION2": "Acho que não estou muito bem...", - "TUTORIAL4_PART3D_KAYLEIGH23": "Temos que descobrir! Temos que fazer isso pelas pessoas de Nova Murta.", - "TUTORIAL4_PART3D_KAYLEIGH24": "Você e eu!", - "TUTORIAL4_PART3D_KAYLEIGH25": "E aí, bora fazer?", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Vamos nessa!", - "TUTORIAL4_PART3D_KAYLEIGH26": "Se um Arcanjo te deu essa visão, então...", - "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Não temos outra opção!", - "TUTORIAL4_PART3D_KAYLEIGH27.m": "Cê precisa encontrar outro e precisa estar forte o bastante pra enfrentar o bicho quando a hora chegar.", - "TUTORIAL4_PART3D_KAYLEIGH28.m": "Os Vigilantes têm um programa de treinamento que vai te ajudar a ficar forte. Vamos marcar uma reunião com a Líder dos Vigilantes.", - "TUTORIAL4_PART3D_KAYLEIGH27.f": "Cê precisa encontrar outro e precisa estar forte o bastante pra enfrentar o bicho quando a hora chegar.", - "TUTORIAL4_PART3D_KAYLEIGH27.n": "Cê precisa encontrar outro e precisa estar forte o bastante pra enfrentar o bicho quando a hora chegar.", - "TUTORIAL4_PART3D_KAYLEIGH29": "Ela deve tá no posto avançado do parque agora mesmo.", - "TUTORIAL4_PART3D_KAYLEIGH28.n": "Os Vigilantes têm um programa de treinamento que vai te ajudar a ficar forte. Vamos marcar uma reunião com a Líder dos Vigilantes.", - "TUTORIAL4_PART3D_KAYLEIGH28.f": "Os Vigilantes têm um programa de treinamento que vai te ajudar a ficar forte. Vamos marcar uma reunião com a Líder dos Vigilantes.", - "HARBOURTOWN_NPC_20_DIALOGUE1": "Eu sei que a transformação é muito mais eficaz na batalha, mas...", - "HARBOURTOWN_NPC_20_DIALOGUE3": "A espada mecânica da Ianthe era, tipo, a coisa mais steampunk que eu já vi na vida.", - "HARBOURTOWN_NPC_20_DIALOGUE2": "Colega, sinto falta das armas que os Vigilantes usavam para lutar.", - "HARBOURTOWN_NPC_21_DIALOGUE1": "Você já esteve no lado oeste de Vilancoradouro?", - "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Você é estrangeiro? Não vi você por aí antes!", - "HARBOURTOWN_NPC_22_DIALOGUE1": "Nós [wave amp=30 freq=10]geralmente[/wave] fazemos a comida para os habitantes aqui do vilarejo, mas já não recebemos ingredientes da fazenda a oeste daqui há um tempo. O que será que aconteceu?", - "HARBOURTOWN_NPC_21_DIALOGUE2": "Estou pensando em visitar o Centro Cultural de lá.", - "HARBOURTOWN_NPC_23_DIALOGUE1": "Não há tempo para conversar, tenho um pedido enorme de doces para entregar!", - "HARBOURTOWN_NPC_22_DIALOGUE2": "A ponte para a fazenda está abaixada, podemos receber produtos frescos novamente! Que bênção.", - "HARBOURTOWN_NPC_24_DIALOGUE1": "Este vilarejo perdura por 101 anos. Sabia?", - "HARBOURTOWN_NPC_24_DIALOGUE2": "Eu lembro como era este lugar quando eu era uma garotinha. O vilarejo mudou muito, foi tão rápido...", - "HARBOURTOWN_NPC_24_DIALOGUE3": "Mas os alicerces [pause]permaneceram os mesmos.", - "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Você é estrangeira? Não vi você por aí antes!", - "HARBOURTOWN_NPC_26_DIALOGUE1": "Você ouve a [wave amp=30 freq=10]Rádio Sibila[/wave]? Ouço todos os dias, sou o sexto maior fã dela!", - "HARBOURTOWN_NPC_27_DIALOGUE1": "Recentemente fui abordado por um homem estranho tentando me vender uma casa. Como é que eu vou comprar uma casa? Nem existe [wave amp=30 freq=10]dinheiro[/wave] nesta ilha.", - "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Você é estrangeire? Não vi você por aí antes!", - "HARBOURTOWN_NPC_29_DIALOGUE1": "Usei todo esse tempo livre que tenho preso nesta ilha para trabalhar minhas habilidades sociais... como conversar com pessoas desconhecidas iguais a você.", - "HARBOURTOWN_NPC_28_DIALOGUE1": "Eu quero muito dar um passeio no Parque de Nova Murta, mas a [wave amp=30 freq=10]vida selvagem local[/wave] me deixa desanimada.", - "HARBOURTOWN_NPC_30_DIALOGUE1": "É verdade que um Vigilante sabe como [wave amp=30 freq=10]hackear[/wave] as fitas de monstros? Eu me recuso a acreditar que isso seja possível.", - "HARBOURTOWN_ASTROLOGER_NPC6": "No entanto, sua harmonia interna pode ser [wave amp=30 freq=10]desalinhada[/wave] pela exposição a elementos impuros: plástico, veneno e metal.", - "HARBOURTOWN_ASTROLOGER_NPC5": "Uma criatura astral exposta a qualquer um desses quatro elementos vai ser [wave amp=30 freq=10]empoderada[/wave]!", - "HARBOURTOWN_ASTROLOGER_NPC7": "Lembre-se disso se quiser assumir a forma de uma besta astral.", - "PENSBY_INTERACT_MENU": "Ei, {player}, o que posso fazer por você?", - "PENSBY_INTERACT_MENU_SUPPLIES": "Estou procurando suprimentos.", - "PENSBY_INTERACT_MENU_CHECKUP": "Quero fazer uma consulta.", - "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Sua saúde está perfeita, {player}.", - "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Precisa de algo mais?", - "PENSBY_INTERACT_CHECKUP_HURT1": "Deixe-me dar uma olhada em você...", - "PENSBY_INTERACT_CHECKUP_HURT3": "Descanse um pouco.[pause] Por que não vai até o Café Gramofone e relaxa um pouco?", - "PENSBY_INTERACT_CHECKUP_HURT2": "São só alguns roxos e arranhões. Nada sério.", - "PENSBY_INTERACT_BYE": "Tente não se machucar muito por aí, tá bom?", - "HERITAGE_CENTER_SIGN": "\\\"Centro Cultural de Vilancoradouro: mapeando a história da nossa improvável comunidade\\\"", - "HERITAGE_CENTER_1": "ANO 1: O navio da marinha britânica HMS Birkenhead afunda em uma tempestade no ano terrestre de 1845. Boa parte da tripulação e dos destroços chegaram a uma ilha desconhecida, mais tarde batizada de Nova Murta.", - "HERITAGE_CENTER_3": "ANO 6: Nasce a primeira criança em Nova Murta. A primeira tentativa de deixar Nova Murta termina em tragédia; uma embarcação construída na ilha afunda com as tempestades a um quilômetro e meio da costa.", - "HERITAGE_CENTER_2": "ANO 2: Os recém-chegados aparecem pela primeira vez. Vilancoradouro é oficialmente fundada. Ocorre o primeiro encontro registrado com uma criatura nativa desconhecida, ou \\\"monstro\\\".", - "HERITAGE_CENTER_4": "ANO 48: Após a chegada de vários engenheiros, a primeira rede elétrica é construída em Vilancoradouro.", - "HERITAGE_CENTER_5": "ANO 50: Após o 48º aniversário da sua formação, Vilancoradouro extingue seu antigo cargo de prefeito e passa a ser administrada por um comitê.", - "HERITAGE_CENTER_8": "ANO 91: O \\\"Shopping Kaidosseu\\\" é descoberto, trazendo um grande suprimento de bens da Terra para Nova Murta. O fenômeno da \\\"gravação de monstros\\\" é descoberto.", - "HERITAGE_CENTER_6": "ANO 62: Uma tentativa de formar um segundo vilarejo, chamado \\\"Nova Londres\\\", começa em Nova Murta.", - "HERITAGE_CENTER_7": "ANO 89: Após um terrível desastre, Nova Londres é destruída. Apenas uma residente sobreviveu e conseguiu retornar a Vilancoradouro.", - "HARBOURTOWN_STATION_MORGANTE14": "EU PRECISO DE UM CORPO, VOCÊ PRECISA DE UM GUIA.\\n\\nEU RECUPERO MINHAS FORÇAS E VOCÊ ENCONTRA SUA VIA.", - "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Corpo...?", - "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Espera...", - "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, cê tá bem? [pause]O que aconteceu?! [pause]Cê apagou por um segundo!", - "HARBOURTOWN_STATION_MORGANTE15": "MUITO BEM. OUÇA MINHA CANÇÃO.", - "TUTORIAL4_PART3A_KAYLEIGH1": "[wave amp=30 freq=10]Muita[/wave] coisa aconteceu lá na estação de trem... A gente devia conversar sobre isso.", - "HARBOURTOWN_STATION_KAYLEIGH17": "Vamos sair daqui...", - "TUTORIAL4_PART3B_KAYLEIGH12": "Agora a gente chama tudo de monstro. Monstro serve pra tudo que é bicho.", - "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "Sobre o \\\"Arcanjo\\\"...", - "GAME_OVER_FIRST_PENSBY4": "Vou te dar energéticos por quaisquer recursos que você tenha, [pause]e a Clémence também, lá no Café Gramofone.", - "LEVEL_WARNING_felix.v1": "Acho que os monstros daqui são muito mais fortes do que nós.", - "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, acho que isso é um [shake rate=30 level=10]Arcanjo[/shake]...", - "HARBOURTOWN_STATION_KAYLEIGH5": "Temos que ir. [wave amp=30 freq=10]Agora.[/wave]", - "HARBOURTOWN_STATION_KAYLEIGH5B": "Eles não são como os outros monstros. [pause][shake rate=30 level=10]Não estamos seguros aqui[/shake].", - "HARBOURTOWN_STATION_KAYLEIGH6": "Ah, não...", - "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Quem é você?", - "HARBOURTOWN_STATION_PLAYER1_OPTION2": "O que aconteceu com você?", - "HARBOURTOWN_STATION_MORGANTE3": "NÃO, NÃO, VOCÊ NÃO É MEU FILHO.\\n\\nVOCÊ VOLTOU AQUI COM A ESPADA NA MÃO?!", - "HARBOURTOWN_STATION_KAYLEIGH10.m": "A gente vai lutar contra esse bicho, vamos fazer isso JUNTOS!", - "HARBOURTOWN_STATION_KAYLEIGH7": "Não vou morrer aqui, assim não.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Se esse portal nos [wave amp=30 freq=10]levar[/wave] de volta aos nossos velhos mundos, todos vamos ter que nos despedir?", - "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Me diz aí, o que cê acha de dormir aqui fora [wave amp=30 freq=10]ao ar livre[/wave]?", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Ainda bem que temos coisas pra fazer por aqui em Nova Murta. Vou me preocupar com tudo isso depois.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "A gente começou esse caminho e vamos terminá-lo juntas. [pause]Não vou embora até cê estar pronta, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Tenho certeza de que essa notícia vai ser importante pros vigilantes. Eles vão ter menos trabalho.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "A gente começou esse caminho e vamos terminá-lo juntos. [pause]Não vou embora até cê estar pronto, {player}.", - "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "A gente começou esse caminho e vamos terminá-lo juntes. [pause]Não vou embora até cê estar pronte, {player}.", - "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Então acho que a Ianthe também sabe sobre o portal agora!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Quando a gente lutou contra Alef no trem... [pause]a força que a gente invocou na hora de se fundir...", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Era meio parecida com a Morgana, não era? [pause]O primeiro Arcanjo que cê e eu enfrentamos.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "Eu não entendi foi nada! Parece que a gente incorporou os objetivos dela naquele momento. A gente não tava sozinho naquela forma, não, [wave amp=30 freq=10]ela[/wave] se fundiu com a gente também.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "Era!", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Acho que sim.", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Mas cê já tinha a essência dela dentro docê desde nosso primeiro encontro, não tinha?", - "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Ela te deu as pistas pra encontrar aquele portal e nos ajudou a derrotar Alef. Será que era isso mesmo que ela queria, nos usar pra derrotar ele, quer dizer...", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "Ei, esqueci de perguntar. O que cê acha de fazer o [wave amp=30 freq=10]treinamento dos vigilantes[/wave], {player}?", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "Acho ótimo!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "Acho ótimo!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "Acho ótimo!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "Acho perigoso!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "Claro que acha! Cê vai se dar bem.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "Acho perigoso!", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "Tô feliz por ainda poder acampar cocê, {player}.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "Acho perigoso!", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Os desafios dos vigilantes focam nos pontos fortes de cada aprendiz, no meu eu tive que fazer trabalhos comunitários no vilarejo pra todos os comandantes dos vigilantes.", - "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Seu desafio de combate parece... [pause]um pouco mais difícil que o meu.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "Cada um dos vigilantes tem uma função especial pra cuidar do vilarejo.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Magneticus mantém a rede elétrica funcionando. Murilo cuida dos muros e edifícios e o Siesta faz... [pause]alguma coisa.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "E isso também é o jeito que eles lutam! Cada vigilante usa uma tática única.", - "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "Tenho certeza que cê vai ser capaz de vencer, {player}!", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Acho... se eu quiser voltar pra casa, vou ter que colocar todas as minhas habilidades de vigilante em ação.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Voltar a viver como antes seria um desperdício de tudo o que aprendi aqui.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "Como era sua vida antes?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "O que cê fazia antes de vir parar aqui?", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Hum... [pause]Eu não tinha lá uma vida muito [wave amp=30 freq=10]agitada[/wave].", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "Era legal, [pause]mas depois de tudo que passei nesta ilha? Não tenho certeza se ia querer continuar fazendo isso.", - "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Abandonei a faculdade e trabalhava em uma loja na minha cidade natal.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Agora que estamos [wave amp=30 freq=10]namorando[/wave], quero dizer.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "Não sei por que achei que isso podia mudar, mas tô feliz que não tenha mudado.", - "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Como eu disse depois que lutamos pela primeira vez com Morgana, somos um time, cê e eu!", - "SWAP_PARTNER_EUGENE1": "Memorável!", - "SWAP_PARTNER_FELIX1": "Hum. Tá bem.", - "SWAP_PARTNER_VIOLA1": "Muito bem! Viajemos com pressa.", - "HARBOURTOWN_NPC_10_DIALOGUE5": "Eu me pergunto se um dia serei comandante dos vigilantes. [pause]Que nada.", - "HARBOURTOWN_NPC_11_DIALOGUE3": "Eu bem que poderia ter sido abandonada em algum lugar mais [wave amp=30 freq=10]normal[/wave].", - "HARBOURTOWN_NPC_11_DIALOGUE2": "Bem, [shake rate=30 level=10]eu não[/shake]. [pause][pause]Eu acho toda essa história de monstros estranha e desconfortável!", - "HARBOURTOWN_NPC_11_DIALOGUE1": "Do jeito que as pessoas deste vilarejo falam sobre \\\"monstros\\\" e \\\"fitas\\\", [pause]você acharia que todo mundo está se divertindo por aqui.", - "HARBOURTOWN_NPC_12_DIALOGUE1": "Sabe do que eu sinto falta? [pause]Esportes. [pause]Por que Vilancoradouro não forma um time de futebol?", - "HARBOURTOWN_NPC_12_DIALOGUE2": "Bem... [pause]Acho que não teria nenhum outro time pra desafiar. [pause]Os caranguejos gigantes da praia não parecem ter espírito competitivo.", - "HARBOURTOWN_NPC_12_DIALOGUE3": "Algumas pessoas estranhas e com a pele pálida estavam se escondendo por aqui recentemente, resmungando baixinho. Isso é estranho até para este lugar.", - "HARBOURTOWN_NPC_12_DIALOGUE4": "Você já viu aqueles esquisitos encapuzados que andam pelo parque? Será que fazem parte de um [wave amp=30 freq=10]grupo de teatro[/wave] ou algo assim?", - "HARBOURTOWN_NPC_12_DIALOGUE5": "Aparentemente, Vilancoradouro e aquele outro vilarejo ao leste fizeram as pazes. O que será que aconteceu?", - "HARBOURTOWN_NPC_12_DIALOGUE6": "As pessoas do vilarejo afirmam que o shopping abandonado é [wave amp=30 freq=10]assombrado[/wave]. Monstros são uma coisa, mas eu não acredito em fantasmas!", - "HARBOURTOWN_NPC_12_DIALOGUE7": "Nunca mais vi aquelas pessoas pálidas e assustadoras de terno preto. O que aconteceu com elas?", - "HARBOURTOWN_NPC_12_DIALOGUE9": "Pode ser que eu já esteja aqui há muito tempo mesmo, mas pelo menos as coisas nunca são [wave amp=30 freq=10]chatas[/wave].", - "HARBOURTOWN_NPC_12_DIALOGUE8": "Aparentemente, a ponte que liga Vilancoradouro à Fazenda Solano foi baixada novamente. Essa é uma [wave amp=30 freq=10]ótima[/wave] notícia para todos aqui que, [pause]bem, [pause]precisam de comida para viver.", - "HARBOURTOWN_NPC_13_DIALOGUE1": "Eu queria atravessar a ponte, mas ela já está levantada faz um bom tempo.", - "TUTORIAL4_PART3C_KAYLEIGH4": "(Acho que quase ser morta por um [shake rate=30 level=10]Arcanjo[/shake] conta como \\\"tudo alinhado\\\"...)", - "TUTORIAL4_PART3C_KAYLEIGH5.m": "Foi estranho. Na hora, eu tava dividindo um corpo cocê e a coisa que a gente [wave amp=30 freq=10]virou[/wave] era a gente e ao mesmo tempo não era...", - "TUTORIAL4_PART3C_KAYLEIGH5.n": "Foi estranho. Na hora, eu tava dividindo um corpo cocê e a coisa que a gente [wave amp=30 freq=10]virou[/wave] era a gente e ao mesmo tempo não era...", - "TUTORIAL4_PART3C_KAYLEIGH6": "Eu... [pause]nunca me fundi com ninguém antes. Não achava que ia ser com alguém que [wave amp=30 freq=10]mal[/wave] conheço...", - "TUTORIAL4_PART3C_KAYLEIGH7": "Na hora rolou, né?", - "TUTORIAL4_PART3C_KAYLEIGH5.f": "Foi estranho. Na hora, eu tava dividindo um corpo cocê e a coisa que a gente [wave amp=30 freq=10]virou[/wave] era a gente e ao mesmo tempo não era...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Acho que tem uma diferença entre algo ser divertido e ser gratificante.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Era entusiasmo, [pause]e é fácil misturar os dois, eu acho.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "Eu me pergunto como toda essa coisa de [pause]\\\"transformação em monstros de fita\\\" funciona.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "Não faz muito sentido logo de cara, né? [pause]Quero dizer, são toca-fitas normais.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Mas talvez eu esteja indo pelo caminho errado. [pause]Acho que tenho que parar de pensar demais nas limitações.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "São feitos de plástico.", - "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Acho que eu tenho é que aceitar que o impossível pode acontecer, [pause]a gente permite que aconteça, [pause]sabe?", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Me pergunto como é a vida dos cidadãos de Vilancoradouro que nasceram aqui.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Quer dizer, esse mundo é tudo o que eles conhecem.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "E ainda assim... pessoas como nós continuam falando sobre outros mundos cheios de pessoas e lugares diferentes.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "Deve ser difícil pras pessoas compreenderem o que estamos falando.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Eu acho que é um vilarejo dividido em duas metades.", - "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Mas, por outro lado, [pause]eles estão muito mais acostumados com a presença dos monstros.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Hein?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"A flecha do tempo só avança, Kayleigh.\\\"", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "A flecha do... quê?", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Ah, é só algo que meu pai costumava dizer.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Acho que significa que o tempo não para, não podemos voltar e mudar nossos erros, então não devemos pensar muito no passado.", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Mesmo quando a gente quer...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", - "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "Acho que isso significa que a gente deve pensar no próximo passo da nossa aventura! Afinal, a flecha do tempo só avança, {player}.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Então...[/wave] [pause]cê e a Meredith, [pause]hein?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Um conselho de amiga,[pause] acho que cê [wave amp=30 freq=10]não deve[/wave] dizer pra ela que ela não é a única garota nesta ilha que cê beijou.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Te disseram...?", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Espero que não seja um problema...", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Acho que depois que a gente se [wave amp=30 freq=10]beijou[/wave], eu tive a impressão errada do que \\\"nós\\\" éramos.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "Tudo bem! Cê não me prometeu nada, {player}. Tivemos um ou dois momentos fofos juntes. [pause]Só isso.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "Tudo bem! Cê não me prometeu nada, {player}. Tivemos um ou dois momentos fofos juntas. [pause]Só isso.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "Tudo bem! Cê não me prometeu nada, {player}. Tivemos um ou dois momentos fofos juntos. [pause]Só isso.", - "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Além disso, cê e a Meredith se dão muito bem.", - "GAME_OVER_FIRST_PENSBY1.f": "Ah, você acordou. Sorte a sua alguém ter te trazido de volta à minha clínica sem faltar nenhum pedaço!", - "TUTORIAL1_PART1_KAYLEIGH9": "Vamos dar uma olhada no caminho pra deixar ele seguro.", - "TUTORIAL1_PART1_KAYLEIGH10": "Aqui, pega a chave do portão.", - "TUTORIAL1_PART2_KAYLEIGH1.m": "Certo, tem algumas coisas básicas pra te mostrar primeiro. Tomara que esteja pronto pra se transformar em monstro novamente!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Acho que sim.", - "TUTORIAL1_PART2_KAYLEIGH1.f": "Certo, tem algumas coisas básicas pra te mostrar primeiro. Tomara que esteja pronta pra se transformar em monstro novamente!", - "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Certeza!", - "TUTORIAL1_PART2_KAYLEIGH1.n": "Certo, tem algumas coisas básicas pra te mostrar primeiro. Tomara que esteja pronte pra se transformar em monstro novamente!", - "CLEMENCE_INTRO3": "Sinta-se à vontade parrra me fazer qualquer perrrgunta. Eu non estou com pressa.", - "CLEMENCE_INTRO1.n": "Bonjour! [pause]Não é sempre que temos um rosto novo por aqui, especialmente um tão belo quanto o seu.", - "OUTSKIRTS_3_-1_GIFTER1.m": "Nunca vi você por aqui antes. Deixa eu adivinhar, você acabou de aparecer, não foi?", - "OUTSKIRTS_3_-1_GIFTER1.f": "Nunca vi você por aqui antes. Deixa eu adivinhar, você acabou de aparecer, não foi?", - "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Aff. A taxa de criminalidade também é muito alta...[/wave]", - "OUTSKIRTS_3_-1_GIFTER3": "Você pode usar isso pra rebobinar qualquer fita de monstro que estiver com você. Cuide-se por aí, tá?", - "OUTSKIRTS_3_-1_GIFTER2": "Ah! Isso aí na sua mão é um toca-fitas? Aqui, pega isso.", - "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]O valor das propriedades próximas ao parque é altíssimo![/wave]", - "HARBOURTOWN_MERCHANT_4.m": "Agradeço a visita! Volte amanhã e terei novidades na loja!", - "HARBOURTOWN_MERCHANT_2": "Prazer em fazer negócios! Volte amanhã, terei novos adesivos no estoque.", - "HARBOURTOWN_MERCHANT_1": "Você está procurando um novo adesivo para dar vantagem às suas formas de monstro em uma luta? Acabou de encontrar!", - "HARBOURTOWN_MERCHANT_3": "Eu tenho bolado novos adesivos de suporte! Você quer ver o que eu tenho?", - "HARBOURTOWN_MERCHANT_5.m": "Não subestime os movimentos passivos, amizade. Aqui, dê uma olhada na minha seleção de adesivos de hoje!", - "HARBOURTOWN_MERCHANT_4.f": "Agradeço a visita! Volte amanhã e terei novidades na loja!", - "HARBOURTOWN_MERCHANT_4.n": "Agradeço a visita! Volte amanhã e terei novidades na loja!", - "TUTORIAL4_PART3B_KAYLEIGH14": "Ninguém sabe o que são. Ninguém vê uma faz um tempão.", - "TUTORIAL4_PART3B_KAYLEIGH13": "Mas essas outras criaturas... [pause]como a que enfrentamos... [pause]ainda são chamadas de Arcanjos.", - "TUTORIAL4_PART3B_KAYLEIGH15": "Olhando praquela coisa que enfrentamos... é difícil explicar...", - "TUTORIAL4_PART3B_KAYLEIGH16": "Parecia que eu não tava vendo direito... Foi que nem tentar assistir a um filme de binóculo...", - "TUTORIAL4_PART3B_KAYLEIGH17": "Ah! Desculpa, [pause]isso é só o que eu acho.", - "LEVEL_WARNING_dog.v3": "O Doguinho parece estar com medo de alguma coisa. Talvez os monstros nesta área sejam muito difíceis.", - "LEVEL_WARNING_dog.v2": "O Doguinho está um pouco acanhado. Será que os monstros próximos são muito difíceis para ele?", - "INTERDIMENSIONAL_POST_BYE1": "Isso é tudo. Espero que tenha feito algum sentido para você.", - "INTERDIMENSIONAL_POST_BYE3": "Se cuida!", - "INTERDIMENSIONAL_POST_BYE2": "Você não acreditaria na quantidade de pessoas que pensam que estão malucas depois das minhas visitas.", - "POSTBOX_CHECKING": "[wave amp=30 freq=10]Verificando...[/wave]", - "POSTBOX_INTERACT1": "É uma caixa de correio![pause] O estranho é que está na parte de dentro. Ninguém pode entregar cartas assim...", - "POSTBOX_INTERACT2": "Verificar mesmo assim? Isso vai conectar à internet.", - "POSTBOX_ERROR_TIMEOUT": "O tempo de conexão expirou.", - "POSTBOX_ERROR_CONNECT": "Não foi possível conectar ({0}).", - "POSTBOX_ERROR_NETWORK": "Ocorreu um erro de rede ({0}).", - "POSTBOX_ERROR_CLIENT": "Ocorreu um erro de cliente ({0}).", - "POSTBOX_ERROR_UNKNOWN": "Ocorreu um erro desconhecido ({0}).", - "POSTBOX_EMPTY": "A caixa de correio está vazia.", - "POSTBOX_KEYPAD": "Mas tem um teclado na parte de trás... Você quer digitar um código?", - "POSTBOX_MESSAGE_FOUND": "Tem uma mensagem para você.", - "POSTBOX_MESSAGE_FOUND_SENDER": "Tem uma mensagem de {sender} para você.", - "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\"", - "POSTBOX_PACKAGE_FOUND": "Tem um pacote para você.", - "POSTBOX_ENTER_CODE": "Digite o Código", - "PLANTER_INTERACT1": "Quer plantar uma muda aqui com o Kit de Jardinagem?", - "PLANTER_NO_QUEST": "É uma jardineira! Nada foi plantado aqui ainda.", - "PLANTER_INTERACT2_OPTION1": "Arbusto", - "PLANTER_INTERACT2": "Escolha uma muda:", - "PLANTER_INTERACT2_OPTION2": "Cerejeira", - "PLANTER_INTERACT2_OPTION3": "Rosas vermelhas", - "PLANTER_INTERACT2_OPTION4": "Orquídeas pálidas", - "PLANTER_INTERACT2_OPTION5": "Lavanda", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Um furão, sô? [pause]Ficou em cima do muro!", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Muito pequeno pra ser um cachorro, [pause]e muito fino pra ser um gato...", - "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "Resposta escorregadia, mas vou aceitar!", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Cê acha que... Nova Murta muda a gente fisicamente?", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Acho que eu gosto mais do cheiro do que do gosto do café.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Parece estranho, mas...", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Não me entenda mal, acho que café é vida.", - "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Mas o cheiro sempre representa algo muito maior...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "Digo assim, [pause]quando a gente chega aqui.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Meu corpo em Nova Murta não é igual ao da minha \\\"vida anterior\\\".", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Eu não sei muito bem como falar isso...", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Não é exatamente igual.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "Uai, é assim que me vejo nos meus sonhos, é como eu me imagino.", - "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Mas também [pause]não sei o que vai acontecer quando eu voltar...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Eu meio que sinto falta dos cafés em que escreviam seu nome no copo.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Mas nunca escreviam meu nome direito.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Quase sempre escreviam \\\"Kay-lee\\\" ou algo do tipo.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Passar um tempo ao ar livre com meu amorzinho...", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Mas, na verdade, a Cleménce faz um café muito melhor do que qualquer cafeteria dessas. [pause]Não sei se vou conseguir voltar a tomar café normal se um dia eu voltar pra casa.", - "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Uma vez eu peguei um copo escrito \\\"Carol\\\". [pause][pause]Essa passou longe.", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Passar um tempo ao ar livre com meu amorzinho...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Quando eu morava em Vilaluz, Dorian tinha todos esses grandes planos pra comunidade...", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "As coisas podiam estar muito piores, né?", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Eu acampava muito quando era criança. A Irlanda tem vários lugares ótimos pra acampar!", - "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Passar um tempo ao ar livre com meu amorzinho...", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Meu pai dirigia até o campo e a gente olhava as estrelas.", - "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Acampar cocê me dá saudade dessa época.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Pode parecer estranho, [pause]mas...", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "Às vezes, acho que as pessoas confundem \\\"entusiasmo\\\" com \\\"felicidade\\\".", - "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Quem diria que estar em um relacionamento envolveria tantas pausas para um café?", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "E foi emocionante fazer parte disso. [pause]Saber que as coisas tavam acontecendo e saber que eu era parte de tudo.", - "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Acho que na época achei que isso tava me deixando feliz. [pause]Mas... [pause]Acho que não era felicidade.", - "INTRO_KAYLEIGH35": "Ah! E é seguro! Bem, tirando os monstros...", - "INTRO_KAYLEIGH35_OPTION1": "Como aquele que enfrentamos antes?", - "INTRO_KAYLEIGH35_OPTION2": "Com o toca-fitas?", - "HARBOURTOWN_NPC_6_DIALOGUE1": "Há comida suficiente para todos em Vilancoradouro, mas as opções são limitadas.", - "HARBOURTOWN_NPC_6_DIALOGUE2": "Faz tempo que não como um rolinho de pato...", - "HARBOURTOWN_NPC_7_DIALOGUE3": "Aquilo que era vida.", - "HARBOURTOWN_NPC_7_DIALOGUE1": "A vida em Vilancoradouro é pacífica, [pause]mas sinto falta da vida na cidade...", - "HARBOURTOWN_NPC_7_DIALOGUE2": "Pegar o trem quente para ir trabalhar, [pause]comprar almoço caro no supermercado, [pause]gastar quase todo meu salário com o aluguel...", - "HARBOURTOWN_NPC_8_DIALOGUE1": "Arf... [pause]Arf... [pause][pause]Preciso ficar mais rápida se quiser correr mais do que aqueles monstros caranguejos...", - "HARBOURTOWN_NPC_8_DIALOGUE2": "Arf... [pause]Arf... [pause][pause]A velocidade da minha melhor volta não é suficiente para passar daqueles monstros-bala...", - "HARBOURTOWN_NPC_8_DIALOGUE4": "Arf... [pause]Arf... [pause][pause]Terei que ser mais rápida do que isso se quiser fugir daquelas cobras mascaradas...", - "HARBOURTOWN_NPC_8_DIALOGUE3": "Arf... [pause]Arf... [pause][pause]Vou precisar melhorar meu fôlego se quiser evitar aqueles diabinhos de botas...", - "HARBOURTOWN_NPC_8_DIALOGUE5": "Arf... [pause]Arf... [pause][pause]Terei que ser mais rápida do que isso se quiser ultrapassar aquelas mariposas gigantes...", - "HARBOURTOWN_NPC_13_DIALOGUE4": "Eu podia atravessá-la, [pause]mas gosto de ficar parado aqui.", - "HARBOURTOWN_NPC_8_DIALOGUE6": "Sabe... [pause]acho que estou melhorando nas corridas de longa distância. [pause]O trabalho duro está valendo a pena!", - "HARBOURTOWN_NPC_9_DIALOGUE2": "Já faz um tempo que os vigilantes estão entregando roupas do shopping abandonado do norte para nós. [pause]Eu só as limpo e costuro.", - "HARBOURTOWN_NPC_9_DIALOGUE1": "Eu adoraria dizer que sou eu que faço todas as roupas em Vilancoradouro, [pause]mas...", - "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe é minha heroína. [pause]Você sabia que ela foi a primeira pessoa na ilha a gravar um monstro com um toca-fitas?", - "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe é minha comandante dos vigilantes preferida, [pause]mas os outros também são legais.", - "HARBOURTOWN_NPC_10_DIALOGUE4": "Sibila tem o senso de moda mais legal de [wave amp=30 freq=10]todos[/wave] os vigilantes.", - "HARBOURTOWN_NPC_10_DIALOGUE3": "Alguém me disse que tem uma comandante dos vigilantes robô... [pause]não acredito nisso.", - "HARBOURTOWN_NPC_2_DIALOGUE10.n": "Como você está hoje, fã [wave amp=30 freq=10]número um[/wave]?", - "HARBOURTOWN_NPC_2_DIALOGUE10.f": "Como você está hoje, fã [wave amp=30 freq=10]número um[/wave]?", - "HARBOURTOWN_NPC_3_DIALOGUE5": "Ah, [pause]você de novo. [pause]Desculpe, estou ocupada.", - "HARBOURTOWN_NPC_3_DIALOGUE3": "Hum, [pause]desculpa, mas estou ocupada. [pause]Muito ocupada.", - "HARBOURTOWN_NPC_3_DIALOGUE2": "...[pause]Eu conheço você?", - "HARBOURTOWN_NPC_3_DIALOGUE4": "Hum, [pause]acho que você está me confundindo com outra pessoa. [pause]Acho que a gente não se conhece.", - "HARBOURTOWN_NPC_3_DIALOGUE6": "...[pause]Oi de novo. [pause]Que bom que você veio me ver.", - "HARBOURTOWN_NPC_3_DIALOGUE8": "Pode ser difícil fazer amizades por aqui. [pause]Não tenho afinidade com, [pause]bem, [pause]ninguém. [pause]Essa é a natureza deste lugar.", - "HARBOURTOWN_NPC_3_DIALOGUE7": "Me desculpe se fui rude com você antes. [pause]Fico com vergonha de quem não conheço. [pause]Mas acho que já nos conhecemos o bastante, né?", - "HARBOURTOWN_NPC_3_DIALOGUE9": "Eu, hum, [pause]nunca perguntei seu nome. [pause]{player}? [pause]Espero que esteja tendo um bom dia, {player}.", - "HARBOURTOWN_NPC_3_DIALOGUE10": "É, [pause]hum, [pause]um prazer ver você de novo, {player}.", - "HARBOURTOWN_NPC_4_DIALOGUE1": "Você acabou de passar por essa coisa toda de \\\"transformação de fita\\\", não foi? [pause]Um pequeno conselho para você.", - "HARBOURTOWN_NPC_4_DIALOGUE2": "O importante é não pensar em como isso acontece. [pause]Tudo o que se sabe é que não faz sentido.", - "HARBOURTOWN_NPC_4_DIALOGUE3": "Mas [wave amp=30 freq=10]acontece[/wave]. [pause]Então basta se deixar levar.", - "HARBOURTOWN_NPC_5_DIALOGUE1": "Você acabou de chegar? [pause]Estou aqui há 20 anos.", - "HARBOURTOWN_NPC_5_DIALOGUE3": "Ora, [pause]eu quase não [wave amp=30 freq=10]penso[/wave] no fato de que vivo em uma ilha habitada por monstros gigantes.", - "HARBOURTOWN_NPC_5_DIALOGUE2": "Uma hora passa a novidade e você para de estranhar, aí tudo isso vira parte do cotidiano.", - "HARBOURTOWN_MERCHANT_6": "Volte amanhã, terei novos adesivos!", - "HARBOURTOWN_MERCHANT_5.n": "Não subestime os movimentos passivos, amizade. Aqui, dê uma olhada na minha seleção de adesivos de hoje!", - "HARBOURTOWN_MERCHANT_5.f": "Não subestime os movimentos passivos, amizade. Aqui, dê uma olhada na minha seleção de adesivos de hoje!", - "HARBOURTOWN_MERCHANT_NAME_1": "Comerciante de Adesivos de Ataque", - "HARBOURTOWN_MERCHANT_NAME_2": "Comerciante de Adesivos de Suporte", - "STICKER_MERCHANT_NOTE1": "O comerciante que administra esta barraca deixou um bilhete.", - "HARBOURTOWN_MERCHANT_NAME_3": "Comerciante de Adesivos Passivos", - "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Ah, [pause]é! Você é a novata! [pause]Prazer em vê-la novamente!", - "STICKER_MERCHANT_NOTE2": "\\\"Fui para a caverna no parque procurar alguma inspiração. Se eu não voltar até o meio-dia, mande ajuda!\\\"", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Desculpa, colega. [pause]Você vai ter que usar o elevador depois, estou fazendo alguns reparos que estavam em atraso.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Desculpa, colega. [pause]Você vai ter que usar o elevador depois, estou fazendo alguns reparos que estavam em atraso.", - "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Desculpa, colega. [pause]Você vai ter que usar o elevador depois, estou fazendo alguns reparos que estavam em atraso.", - "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Você é novo aqui na ilha? [pause]O seu olhar te entrega.", - "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Você é nova aqui na ilha? [pause]O seu olhar te entrega.", - "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Você acabou de chegar aqui na ilha? [pause]O seu olhar te entrega.", - "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Ah, [pause]é! Você é o novato! [pause]Prazer em vê-lo novamente!", - "HARBOURTOWN_STATION_KAYLEIGH8": "Tá me ouvindo, {player}? Este não vai ser nosso fim! Não pode ser!", - "HARBOURTOWN_STATION_KAYLEIGH10.n": "A gente vai lutar contra esse bicho, vamos fazer isso JUNTES!", - "HARBOURTOWN_STATION_KAYLEIGH9": "Me recuso!", - "HARBOURTOWN_STATION_KAYLEIGH10.f": "A gente vai lutar contra esse bicho, vamos fazer isso JUNTAS!", - "HARBOURTOWN_STATION_KAYLEIGH11": "Como... [pause]a gente...", - "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "Eu não sei...", - "HARBOURTOWN_STATION_MORGANTE12": "JÁ CHEGA! MEU TEMPO ESTÁ SE ESGOTANDO.\\n\\nPOR QUE VOCÊ VEIO A ESTE LUGAR DESGRAÇADO?", - "HARBOURTOWN_STATION_MORGANTE13": "ENTENDO.\\n\\nHÁ UMA MANEIRA. NÃO HÁ NINGUÉM QUE CONHEÇA O CAMINHO, SÓ EU.", - "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "Quero encontrar um jeito de sair dessa ilha!", - "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "Só quero ir pra casa!", - "GAME_OVER_FIRST_PENSBY1.n": "Ah, você acordou. Sorte a sua alguém ter te trazido de volta à minha clínica sem faltar nenhum pedaço!", - "GAME_OVER_EUGENE1.m": "...Olha só quem voltou! Vem, {player}, vamos nessa.", - "CAPTAIN_READY_CHECK.f": "Está pronta para a batalha com {pawn}?", - "CAPTAIN_WALLACE_POST_REWARD1": "Eu dei de cara com esse material raro enquanto analisava o parque para um projeto de construção. Você pode trocar isso por algumas coisas legais na prefeitura.", - "CAPTAIN_WALLACE_POST_BATTLE2": "Bom trabalho, você mereceu.", - "CAPTAIN_WALLACE_INTRO1": "Você quer saber qual é a [wave amp=30 freq=10]verdadeira[/wave] diferença entre nós e os monstros?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Eu poderia fazer uma demonstração, se você achar que aguenta. [pause]Você é a última aprendiz de vigilante, certo? Está procurando uma briga para provar seu valor?", - "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Eu poderia fazer uma demonstração, se você achar que aguenta. [pause]Você é ê últime aprendiz de vigilante, certo? Está procurando uma briga para provar seu valor?", - "CAPTAIN_DREADFUL_PRE_BATTLE2": "Então vamos nessa! [pause]Se acha que vou pegar leve com você só porque sou uma comandante dos vigilantes, vai acabar saindo daqui [shake rate=30 level=10]correndo pra valer![/shake]", - "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Não aguenta briga, né? [pause]Não te julgo.", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Olá de novo! [pause]Veio ver sua querida amiga Vitória, colega? [wave amp=30 freq=10]Ohh[/wave], não precisava.", - "CAPTAIN_DREADFUL_POST_BATTLE1": "Estou impressionada. [pause]Nem mesmo me deslocando do plano mortal fui capaz de impedir sua vitória.", - "CAPTAIN_DREADFUL_POST_BATTLE2": "Aqui está sua recompensa por derrotar [wave amp=30 freq=10]Vitória Frankenstein![/wave]", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Olá de novo! [pause]Veio ver sua querida amiga Vitória, colega? [wave amp=30 freq=10]Ohh[/wave], não precisava.", - "CAPTAIN_DREADFUL_POST_REWARD2": "...Não tenho [wave amp=30 freq=10]certeza[/wave] do que isso significa, [pause]mas parece profundo!", - "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Olá de novo! [pause]Veio ver sua querida amiga Vitória, colega? [wave amp=30 freq=10]Ohh[/wave], não precisava.", - "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Ora, ora, ora, [pause]Se não é o nosso [wave amp=30 freq=10]mais novo[/wave] comandante dos vigilantes? [pause]Veio aqui para levar essa garota para uma noitada?", - "CAPTAIN_HEATHER_PRE_REMATCH2": "Magnífico! [pause]Hora de aumentar a pressão atmosférica!", - "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Ora, ora, ora, [pause]Se não é a nossa [wave amp=30 freq=10]mais nova[/wave] comandante dos vigilantes? [pause]Veio aqui para levar essa garota para uma noitada?", - "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Ora, ora, ora, [pause]Se não é ê nosse [wave amp=30 freq=10]mais nove[/wave] comandante dos vigilantes? [pause]Veio aqui para levar essa garota para uma noitada?", - "CAPTAIN_DREADFUL_PRE_REMATCH2": "Ou talvez seja outra coisa. [pause]Está mesmo a fim de outro round no ringue comigo?", - "CAPTAIN_GLADIOLA_INTRO3": "Boa parte deste purgatório em que estamos presos ainda é desconhecida para nós.", - "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Não aguenta briga, né? [pause]Não te julgo.", - "CAPTAIN_DREADFUL_PRE_REMATCH3": "Muito bem, então. [pause]Já que somos iguais, fique sabendo que não vou me segurar desta vez!", - "CAPTAIN_DREADFUL_POST_REMATCH2": "...Não sei qual é a lição. [pause]Vou deixar essa parte com você.", - "CAPTAIN_DREADFUL_POST_REMATCH1": "Parece que você ganhou de novo. Suponho que haja uma lição aqui para nós!", - "CAPTAIN_LODESTEIN_INTRO5": "Você quer saber um segredo? [pause]Usamos a eletricidade destes postes para abastecer a rede elétrica do vilarejo, mas, na verdade, [wave amp=30 freq=10]não fazemos ideia[/wave] de como eles funcionam.", - "CAPTAIN_LODESTEIN_INTRO4": "Levi Magneticus. [pause]Eu trabalho com os vigilantes para manter as luzes acesas.", - "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Se quiser ajudar na ilha, por que não fala com a Ianthe? Ela deve estar em algum lugar do Parque de Nova Murta por agora.", - "CAPTAIN_LODESTEIN_INTRO7": "Mas isso não funcionaria na Terra. [pause]Sem chance. [pause]A atmosfera da Terra não funciona dessa maneira.", - "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Chega de conversas eletrizantes. [pause]Você está aqui por causa do meu desafio de comandante dos vigilantes, correto?", - "CAPTAIN_LODESTEIN_INTRO6": "Meu palpite eletrizante é que existe um tipo único de eletricidade aqui em Nova Murta que esses postes conseguem conduzir e armazenar...", - "CAPTAIN_CLEEO_INTRO4": "Colocar a moeda?", - "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Bem-vindo, [pause]consumidor, [pause]ao \\\"Empório do Faraó\\\" Novo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]Eu sou Clee-O, a mecanoide que vai atender sua mesa esta noite.[/wave][/color]", - "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Bem-vinda, [pause]consumidora, [pause]ao \\\"Empório do Faraó\\\" Novo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Por que os covardes dos meus criadores deixaram uma falha tão terrível em meu hardware? [pause][shake rate=30 level=10]Será que estavam com medo de que eu me revoltasse e acabasse com eles? Eles bem que mereciam![/shake][/color]", - "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Desculpe, não queria ser hostil. [pause]A Ianthe tem me ajudado a superar meu ressentimento pela humanidade de uma maneira mais saudável.[/color]", - "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Aposto que você não esperava que uma lata como eu pudesse usar as fitas, né? [pause]Acontece que toda a informação sobre jogos de azar armazenada na minha memória me torna uma estrategista.[/color]", - "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]De qualquer forma, sou a Clee-O. [pause]Uma das comandantes dos vigilantes daqui de Nova Murta.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Se você for aprendiz de vigilante, venha dizer oi. Vamos apostar DE VERDADE.[/color]", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "O Irmão Cooper encontrou uma maneira diferente de sair de Nova Murta, [shake rate=30 level=10]disso eu tenho certeza[/shake]!", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "Pelo menos foi o que me disseram. [pause]Nenhuma das faixas está disponível aqui em Nova Murta, então não tenho como saber se é verdade ou não...", - "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Pega leve comigo, ok? Eu ainda sou novo nessa coisa de culto dos Filhos da Luz e não quero me sair mal na frente dos outros.", - "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Um minuto, vou ver o que meu livro manda fazer quando eu for derrotado.", - "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Talvez me falte cultura no fim das contas...", - "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Haha, eu sempre quis me juntar a um culto do mal! Agora finalmente consegui!", - "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Algo me diz que você vai ficar bem...", - "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Au!", - "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Ei! Você! Este lugar não é seguro!", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Acho que, se a gente para pra pensar, quatrilhões tiveram que morrer para que os humanos evoluíssem e sobrevivessem. A natureza é uma fera implacável e sedenta por sangue.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Uau,[/wave] [pause]desculpe! Eu me perdi totalmente na fita Pomebomba.", - "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Agora... onde foi que eu enterrei aquele osso...?", - "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Ouvi dizer que isso aqui já foi um rio, então vim encher de novo!", - "OVERWORLD_4_-5_BATTLER_NAME": "Lobu", - "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "A terra vai cuidar de todos nós se permitirmos.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Minhas bandas favoritas são The Why, Schroedinger's Martyr e Flesh Cage. Prepare-se para um pouco de [shake rate=30 level=10]metal pesado![/shake]", - "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Ai, minha garganta está tão seca... Desculpe, ecossistema, você vai ter que esperar minha melhora.", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Minhas bandas favoritas são The Why, Schroedinger's Martyr e Flesh Cage. Prepare-se para um pouco de [shake rate=30 level=10]metal pesado![/shake]", - "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Minhas bandas favoritas são The Why, Schroedinger's Martyr e Flesh Cage. Prepare-se para um pouco de [shake rate=30 level=10]metal pesado![/shake]", - "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Cara, você chutou meu [wave amp=30 freq=10]baixo...[/wave]", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Achei que a terra ia me ajudar a vencer...", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "Não podemos contar com uma força externa para nos salvar, muito menos um planeta temperamental, impessoal e indiferente.", - "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "Nós, humanos, devemos cuidar uns dos outros, porque ninguém mais vai fazer isso por nós.", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Tem um acampamento não muito longe daqui, mas primeiro vamos ver se você é boe.", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Tem um acampamento não muito longe daqui, mas primeiro vamos ver se você é boa.", - "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Tem um acampamento não muito longe daqui, mas primeiro vamos ver se você é bom.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Ei![pause] Você pode ficar em cima deste botão por um momento?", - "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Você vai encontrar o acampamento seguindo para o oeste. Não tem erro.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Dizem que se você pisar nos botões na ordem certa e seguir todas as placas, vai chegar até um tesouro.", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Esta é a primeira do que os vigilantes chamam de \\\"Placas Movediças\\\".", - "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Outros dizem que você vai ficar andando em círculos.", - "DIOGENES_NAME": "Diógenes", - "DIOGENES_POST_BATTLE": "Se ao menos aquele grande idiota do Platão pudesse ver esta ilha. \\\"Bípede sem penas\\\", é o meu nariz!", - "DIOGENES_PRE_BATTLE": "Eis um homem!", - "OVERWORLD_-1_-6_BATTLER_NAME": "Jaque", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Fiz você pular?", - "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Preciso melhorar esse ataque...", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Fiz você pular?", - "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Fiz você pular?", - "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Você sabia que Chavinhood e Ratogiro são inimigos naturais?", - "DIVEAL_KEEPER_POST_BATTLE2": "Bem, já que você está aqui, por que não grava uma das minhas Nadafocas? Você pode usar as habilidades delas para nadar!", - "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "O fato de Chavinhood e Ratogiro serem inimigos naturais deve ser o que os impede de trabalharem bem juntos.", - "ZHUANGZI_POST_BATTLE2": "Não sei se sou um homem sonhando que sou uma Domiposa ou se sou uma Domiposa sonhando que sou um homem.", - "ZHUANGZI_POST_BATTLE1": "Uau? Ah…", - "ZHUANGZI_NAME": "Zhuangzi", - "DIVEAL_KEEPER_NAME": "Nadalena", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "É um prazer te [wave amp=30 freq=10]congelar[/wave]! Quer duelar?", - "DIVEAL_KEEPER_POST_BATTLE1": "Ah, não deu pé para mim...", - "DIVEAL_KEEPER_PRE_BATTLE1": "Minha Nadafoca gostou mesmo de você.", - "DIVEAL_KEEPER_PRE_BATTLE2": "Agora, devo lutar contra você para preservar meu status de alfa!", - "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ai, agora meus ativos estão derretendo.[/wave]", - "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Se deixar de fazer um pagamento da sua casa, congelamos os seus bens![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Ouvi falar que havia grandes margens aqui. Pensei que eram de lucro, mas são só do rio.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Estamos fazendo uma liquidação por tempo limitado: 100% de desconto... na sua barra de vida![/wave]", - "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bem, talvez eu pelo menos encontre uma fonte de receita.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ai. Agradeço pela... preferência.[/wave]", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ai. Agradeço pela... preferência.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "É um prazer te [wave amp=30 freq=10]congelar[/wave]! Quer duelar?", - "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ai. Agradeço pela... preferência.[/wave]", - "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "É um prazer te [wave amp=30 freq=10]congelar[/wave]! Quer duelar?", - "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Quebrou... o gelo...[/wave]", - "DARWIN_NAME": "Darwin", - "DARWIN_PRE_BATTLE2": "Vamos transformar!", - "DARWIN_POST_BATTLE1": "Eu achava que as pessoas paravam de procurar monstros embaixo da cama quando descobriam que eles estavam dentro da gente.", - "DARWIN_PRE_BATTLE1": "Esta ilha me ensinou que não é a espécie mais forte que sobrevive, nem a mais inteligente. É a que se adapta melhor às mudanças.", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Tomás", - "DARWIN_POST_BATTLE2": "Mas o que isso diria sobre essa ilha? Esses são os monstros dentro de Deus ou estaremos nós esquecidos debaixo de Sua cama há muito tempo?", - "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tom", - "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Somos iguais, mas de mundos diferentes. Até onde sabemos, nossas vidas eram idênticas até chegarmos aqui.", - "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "Nós somos parecidos, mas não somos gêmeos!", - "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "Nós somos parecidos, mas não somos gêmeos!", - "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Você sabe o caminho de volta para a Floresta de Rendlesham?", - "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "Acho que estou presa aqui, então.", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Alto lá! Diga seu nome e afiliação, soldada!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Alto lá! Diga seu nome e afiliação, soldado!", - "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Alto lá! Diga seu nome e afiliação, soldade!", - "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Me perdi da minha unidade. Estávamos vasculhando a floresta perto de nossa base em Suffolk. O piloto automático me desviou e eu vim parar aqui. Não sei como aconteceu.", - "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Se quiser saber de onde vêm suas fitas, vai ter que me vencer primeiro!", - "DECARTES_NAME": "Descartes", - "DECARTES_POST_BATTLE": "Cometi todos os erros possíveis, mas segui em frente.", - "DECARTES_PRE_BATTLE": "Não basta ter uma boa fita; o principal é usá-la bem.", - "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Não víamos tanta pressa para comprar propriedades desde que Nyxon nos tirou do padrão-aura![/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]A economia de troca de favores de Nova Murta é interessante, mas não vai durar.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Os Corretores estão aqui para ajudar Nova Murta a se tornar uma nação desenvolvida. O primeiro passo é estabelecer uma moeda.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]A população de Nova Murta continua crescendo, mas ninguém pensou em construir novas casas. É uma combinação perfeita.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]A opção mais popular entre os Corretores é atrelar o valor à alma, um recurso extremamente escasso na região de onde viemos.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Se quiser, pode nos entregar sua alma em troca de moeda corrente.[/wave]", - "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Afinal, de que adianta tudo isso se a classe alta não pode imprimir quatrilhões de favores do nada?[/wave]", - "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Tudo começa com capital. Cada frase. Cada nome. Cada investimento. Compre já![/wave]", - "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Você não vai nos deter![/wave]", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "As fitas e toca-fitas vêm daquele shopping ali na frente. Ele apareceu do nada há alguns anos! Os vigilantes têm invadido o local em busca de suprimentos desde então, não deixaram muita coisa por lá.", - "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Ouvi dizer que é assombrado... O que você acha?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Meu Deus, tem algo muito errado com sua aura. Você está doente?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Meu Deus, tem algo muito errado com sua aura. Você está doente?", - "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Vai ver que nem era a sua aura. Talvez minha visão que esteja ruim...", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Meu Deus, tem algo muito errado com sua aura. Você está doente?", - "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "Não? Pois deveria!", - "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Qual é o seu problema? É perfeitamente legal! São apenas inquilinos, não é mesmo? [pause]Pertencem a nós.[/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Tem uma família morando lá no momento, mas podemos expulsá-la para você... [pause]Por que você está fazendo essa cara?[/wave]", - "ARISTOTLE_NAME": "Aristóteles", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "Nem me lembro desse homem, mas ele parece se lembrar de mim...", - "ARISTOTLE_PRE_BATTLE": "A felicidade está na atividade virtuosa, e a felicidade perfeita está na melhor atividade, que é a batalha!", - "ARISTOTLE_POST_BATTLE": "Ai! O objetivo do sábio não é obter prazer, mas evitar a dor.", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]Acho que encontramos a casa feita para você, comprador de primeira viagem![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]Acho que encontramos a casa feita para você, compradora de primeira viagem![/wave]", - "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]Acho que encontramos a casa feita para você, compradore de primeira viagem![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Também podemos ajudar financeiramente com a compra da sua casa![/wave]", - "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Nós, Corretores, também gostamos de um bom mergulho! Quer dizer, desde que não seja em água benta...[/wave]", - "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Você não acha que essas estátuas de Trafeguejo parecem um pouco estranhas?", - "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Estou fazendo uma pesquisa importante aqui, saia do meu caminho!", - "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Não pergunte onde guardo minhas fitas!", - "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "Eu guardo minhas fitas na minha mochila impermeável, é claro!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Adoro ouvir histórias sobre os eventos cisne negro que as pessoas vivenciaram em seus mundos natais.", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "Já ouvi de tudo: revoltas fascistas, pandemias, guerra mundial, mudança climática desenfreada, catástrofes ecológicas de microplásticos...", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Ah, imagine um mundo onde tudo isso ocorresse ao mesmo tempo. Estariam todos condenados!", - "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Os eventos cisne negro são grandes acontecimentos históricos que chegam de surpresa e mudam tudo.", - "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Meu evento cisne negro favorito é a guerra entre homens e tubarões de 2023. Eles realmente deveriam ter previsto essa!", - "COMMUNE_CULTIST_1_NAME": "Cultista de olhos aguçados", - "COMMUNE_CULTIST_1_PRE_BATTLE1": "O que você está fazendo aqui? Por que não está em...", - "COMMUNE_CULTIST_1_PRE_BATTLE2": "Espere, [pause]é você, Kayleigh?! Você é uma desertora!", - "COMMUNE_CULTIST_1_POST_BATTLE": "Nossa... [pause]desertora...", - "COMMUNE_CULTIST_1_FRIENDLY3": "Você sabe como essas coisas podem sair do controle!", - "COMMUNE_CULTIST_1_FRIENDLY2": "Nada pessoal, só estávamos tentando muito alcançar a divindade.", - "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Bora, vamos continuar.", - "COMMUNE_CULTIST_1_FRIENDLY1": "Desculpa a grosseria.", - "COMMUNE_CULTIST_2_NAME": "Cultista raivosa", - "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "O que Dorian está aprontando? Estou preocupada...", - "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian achava que algo poderia dar errado dantes da cerimônia, por isso estou vigiando!", - "COMMUNE_CULTIST_2_POST_BATTLE": "Eu devo... [shake rate=30 level=10][pause]continuar... [pause]vigiando...[/shake]", - "COMMUNE_CULTIST_2_FRIENDLY2": "Aff. Foi golpe.", - "COMMUNE_CULTIST_2_FRIENDLY1": "Então o \\\"deus serpente\\\" do Irmão Cooper era apenas um monstro esquisito?", - "COMMUNE_CULTIST_3_NAME": "Cultista ansioso", - "COMMUNE_CULTIST_3_PRE_BATTLE1": "Você aí! Você não está usando suas vestes!", - "COMMUNE_CULTIST_3_PRE_BATTLE2": "Vocês são forasteiros enviados para sabotar a cerimônia?!", - "COMMUNE_CULTIST_3_POST_BATTLE": "Não vão... [pause][shake rate=30 level=10]nos deter[/shake]...", - "COMMUNE_CULTIST_3_FRIENDLY2": "Pode ser que eu entre em um grupo novo... De marceneiros, talvez...", - "COMMUNE_CULTIST_3_FRIENDLY1": "O caminho do Filho da Luz se provou um beco sem saída, né?", - "COMMUNE_CULTIST_4_NAME": "Cultista preocupada", - "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "Vo-você é um intruso?", - "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "Vo-você é uma intrusa?", - "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian vai ficar superbravo comigo se eu não conseguir te impedir.", - "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "Vo-você é ume intruse?", - "COMMUNE_CULTIST_4_FRIENDLY1": "Então esses \\\"Arcanjos\\\" vivem debaixo da ilha... e não nutrem nenhum amor pela humanidade...", - "COMMUNE_CULTIST_4_POST_BATTLE": "Estou em apuros...", - "COMMUNE_CULTIST_4_FRIENDLY2": "Isso me assusta ainda mais do que o Dorian!", - "COMMUNE_CULTIST_5_NAME": "Cultista amigável", - "COMMUNE_CULTIST_5_PRE_BATTLE1": "Oi, novos amigos!", - "COMMUNE_CULTIST_5_PRE_BATTLE2": "Infelizmente, é a vontade do [wave amp=30 freq=5]deus serpente[/wave] que eu defenda nossa comunidade das pessoas de fora.", - "COMMUNE_CULTIST_5_PRE_BATTLE3": "Mas não é nada pessoal!", - "COMMUNE_CULTIST_5_FRIENDLY1": "Acho que agora que estamos tentando nos enturmar mais com o resto da ilha...", - "COMMUNE_CULTIST_5_POST_BATTLE": "Nada... [pause]pessoal...", - "COMMUNE_CULTIST_5_FRIENDLY2": "Eu deveria tentar fazer conexões pessoais mais significativas!", - "COMMUNE_CULTIST_6_NAME": "Cultista barulhento", - "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]É DEVER DOS FILHOS DA LUZ REPELIR OS ESTRANGEIROS![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]VOCÊ NÃO USA AS VESTES DO FILHO DA LUZ...[/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]LOGO, DEVE SER ANIQUILADO![/shake][/b]", - "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]LOGO, DEVE SER ANIQUILADA![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]ME DESCULPE POR TERMOS SIDO TÃO HOSTIS, ESTRANGEIRO![/shake][/b]", - "COMMUNE_CULTIST_6_POST_BATTLE": "Irmão Cooper... me desculpe...", - "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]LOGO DEVE SER ANIQUILADE![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]ME DESCULPE POR TERMOS SIDO TÃO HOSTIS, ESTRANGEIRE![/shake][/b]", - "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]ME DESCULPE POR TERMOS SIDO TÃO HOSTIS, ESTRANGEIRA![/shake][/b]", - "COMMUNE_CULTIST_7_NAME": "Cultista introspectivo", - "COMMUNE_CULTIST_7_PRE_BATTLE1": "Há muito significado simbólico no poder transformador das fitas, sabia?", - "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]NOS EMPOLGAMOS UM POUCO![/shake][/b]", - "COMMUNE_CULTIST_7_PRE_BATTLE2": "Os quatro lados de sua forma retangular se alinham com os quatro lados do homem...", - "COMMUNE_CULTIST_7_PRE_BATTLE3": "Frente, costas, esquerdo e direito.", - "COMMUNE_CULTIST_7_PRE_BATTLE4": "Bom, eu deveria estar tentando te impedir agora.", - "COMMUNE_CULTIST_7_POST_BATTLE": "Fitas... são... interessantes...", - "COMMUNE_CULTIST_7_FRIENDLY1": "As fitas têm lado A e lado B…", - "COMMUNE_CULTIST_7_FRIENDLY2": "Como a dualidade do homem...", - "COMMUNE_CULTIST_8_NAME": "Cultista faminto", - "COMMUNE_CULTIST_8_PRE_BATTLE1": "Nossa, toda essa escavação está me deixando com tanta fome.", - "COMMUNE_CULTIST_8_POST_BATTLE": "Eu só queria... um sanduíche...", - "COMMUNE_CULTIST_8_PRE_BATTLE2": "E agora eu tenho que lutar de estômago vazio. Aff.", - "COMMUNE_CULTIST_8_FRIENDLY": "Tem comida boa em Vilancoradouro? Estou perguntando em nome do meu estômago.", - "COMMUNE_CULTIST_9_PRE_BATTLE3": "Talvez te derrotar mostre meu valor para ele!", - "COMMUNE_CULTIST_9_NAME": "Cultista insatisfeita", - "COMMUNE_CULTIST_9_PRE_BATTLE2": "Depois de toda aquela [wave amp=30 freq=5]escavação[/wave] que eu fiz! Eu sou a filha da luz [wave amp=30 freq=5]mais devota[/wave]!", - "COMMUNE_CULTIST_9_PRE_BATTLE1": "Não acredito que o Irmão Cooper me colocou de guarda.", - "OFFICE_2_FELIX": "Estou apreciando a estética daqui. Muito \\\"empregos com salários de esmagar a alma\\\".", - "COMMUNE_CULTIST_9_POST_BATTLE": "Eu não sou... boa... o suficiente...", - "COMMUNE_CULTIST_9_FRIENDLY1": "Não acredito que coloquei toda a minha fé no Irmão Cooper para depois ele ir lá e ser vaporizado.", - "COMMUNE_CULTIST_9_FRIENDLY2": "Que papelão...", - "COMMUNE_CULTIST_MERCHANT_NAME": "Cultista comerciante", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Como parte de um plano de extensão cultural proposto pela Irmã Jaqueline...", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Muito obrigado, forasteira.", - "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Estamos negociando oficialmente com pessoas de fora. Dê uma olhada em nosso inventário.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Muito obrigado, forasteiro.", - "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Muito obrigado, forasteire.", - "OFFICE_2_MEREDITH": "Hã... Onde foi que esses canalhas conseguiram todas essas [wave amp=30 freq=20]coisas[/wave]?", - "OFFICE_2_KAYLEIGH": "Não vamos permitir que vocês comprem Nova Murta!", - "OFFICE_2_VIOLA": "Seus planos nefastos terminam aqui, demônios!", - "OFFICE_2_EUGENE": "Desculpem nossa [wave amp=30 freq=20]chegada sem aviso[/wave]!", - "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Jovens não têm visão de longo prazo... Vocês não sabem valorizar as oportunidades de investimento que poderíamos oferecer para vocês?[/wave]", - "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]Vocês não gostariam de sofrer despejo, gostariam?[/wave]", - "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Como possíveis inquilinos, é do seu interesse manter boas relações com a Associação de Corretores.[/wave]", - "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Se você não desocupar o local imediatamente, seremos forçados a despejá-los nós mesmos...[/wave]", - "OFFICE_4_KAYLEIGH": "Isso me soa como uma ameaça...", - "OFFICE_4_MEREDITH": "Isso é uma coisa muito sombria pra se dizer.", - "OFFICE_4_VIOLA": "Seu sangue deve ser bem frio pra você conseguir fazer ameaças desse jeito.", - "OFFICE_4_EUGENE": "Se você acha que vai tirar [wave amp=30 freq=20]qualquer coisa[/wave] de nós, [wave amp=30 freq=20]deveria[/wave] pensar duas vezes!", - "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugene vai ficar feliz quando souber que botamos esses palhaços pra correr!", - "OFFICE_4_FELIX": "Parece que vamos gastar todas nossas indiretas.", - "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]Não é preciso lutar contra o progresso![/wave]", - "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]Nova Murta iria crescer absurdamente com um mercado imobiliário regulamentado![/wave]", - "OFFICE_POSTBATTLE_KAYLEIGH1": "Botamos aqueles agentes pra correr, não foi? Eugene vai gostar dessa!", - "OFFICE_POSTBATTLE_KAYLEIGH2": "Mais um escritório liberado! [wave amp=30 freq=10]Mandamos bem[/wave], {player}!", - "OFFICE_POSTBATTLE_KAYLEIGH4": "Esse foi o último escritório liberado? Tomara que eles [wave amp=30 freq=10]não voltem[/wave]!", - "OFFICE_POSTBATTLE_MEREDITH1": "Esses caras tão [wave amp=30 freq=10]mesmo[/wave] tentando comprar Nova Murta? Não me sinto nem um pouco mal por acabar com eles.", - "OFFICE_POSTBATTLE_MEREDITH3": "Mais um escritório liberado! Tenho certeza que Eugene vai gostar da ajudinha no trabalho dele.", - "OFFICE_POSTBATTLE_MEREDITH2": "Fico feliz que [wave amp=30 freq=10]socar aqueles caras com muita força[/wave] seja considerado um serviço público.", - "OFFICE_POSTBATTLE_MEREDITH4": "Ah, este era o último escritório que precisava ser liberado? [pause]Essa [wave amp=30 freq=10]coisa toda[/wave] acabou, então?", - "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Muito bem, bom trabalho![/shake] Vamos mostrar a esses [shake rate=30 level=10]parasitas[/shake] com quem estão mexendo!", - "OFFICE_POSTBATTLE_EUGENE2": "Mais um escritório liberado desses canalhas! Bom trabalho, {player}!", - "OFFICE_POSTBATTLE_FELIX4": "Bora, vamos sair daqui! Este foi o último escritório pra liberar, certo?", - "OFFICE_POSTBATTLE_FELIX3": "Eles fugiram daqui bem rápido, né? Acho que perceberam que estavam completamente derrotados.", - "OFFICE_POSTBATTLE_FELIX1": "Esses caras não estão de brincadeira. Tomara que não voltem para cá tão cedo.", - "OFFICE_POSTBATTLE_EUGENE3": "Eles não tiveram a menor [shake rate=30 level=10]chance[/shake]!", - "OFFICE_POSTBATTLE_FELIX2": "Como aqueles agentes imobiliários esquisitos conseguiram [wave amp=30 freq=10]construir[/wave] um lugar como este?", - "OFFICE_POSTBATTLE_VIOLA2": "Eles realmente são seres [wave amp=30 freq=10]sobrenaturais[/wave], não são?", - "OFFICE_POSTBATTLE_VIOLA1": "Esses demônios falam rápido, mas fogem mais rápido ainda.", - "OFFICE_POSTBATTLE_VIOLA3": "Fico feliz em saber que esses demônios se foram.", - "OFFICE_POSTBATTLE_VIOLA4": "Eu não me importo com esses demônios. [pause]Tenho certeza de que eles viverão para se arrepender de nos tratar com tanta hostilidade.", - "OFFICE_POSTBATTLE_DOG1": "Os Corretores fugiram...", - "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Vocês não está cooperando, rapazinho.[/wave]", - "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]Estamos encerrando sua operação, seus sanguessugas![/shake]", - "OFFICE_1_LINE4_PLAYER_OPTION1": "Proposta de vendas? Espere, o que é isso...?", - "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Por que você não… [pause][pause]escuta nossa proposta de vendas?[/wave]", - "OFFICE_1_LINE5_EUGENE": "...[pause] O que quer dizer?", - "OFFICE_1_LINE4_PLAYER_OPTION2": "Ele disse \\\"proposta de vendas\\\"?", - "OFFICE_1_LINE6_PLAYER_OPTION1": "Eu pensei que eles eram... vampiros.", - "OFFICE_1_LINE6_PLAYER_OPTION2": "Você não deu a entender que eles são vampiros?", - "OFFICE_1_LINE7_EUGENE": "Eles [wave amp=30 freq=20]são[/wave] vampiros!", - "OFFICE_1_LINE8_EUGENE": "Bem, [pause]de certa forma.", - "OFFICE_1_LINE9_EUGENE": "Eu diria que eles são PIORES que vampiros...", - "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]A Associação de Corretores quer criar um mercado imobiliário de longo prazo em Nova Murta.[/wave]", - "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]São agentes imobiliários![/shake]", - "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Se comprar agora, pode ter bastante lucro com em cima dos novos habitantes que vão precisar de moradia.[/wave]", - "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Como Nova Murta não tem moeda, estamos desenvolvendo um esquema promissor de reintegração de posse.[/wave]", - "OFFICE_1_LINE14_EUGENE": "Já ouvi o suficiente! [pause]Vilancoradouro [shake rate=30 level=10]nunca[/shake] vai ser comprada pelo seu tipinho!", - "OFFICE_1_LINE17_PLAYER_OPTION1": "Vamos mostrar a eles do que somos feitos!", - "OFFICE_1_LINE15_EUGENE": "{player}...", - "OFFICE_1_LINE16_EUGENE.f": "Pronta?", - "OFFICE_1_LINE16_EUGENE.m": "Pronto?", - "OFFICE_1_LINE16_EUGENE.n": "Pronte?", - "OFFICE_1_LINE17_PLAYER_OPTION2": "Hm, acho que sim!", - "OFFICE_1_LINE19_EUGENE": "Uma pequena vitória, mas ainda temos muito trabalho a fazer.", - "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]O crescimento do mercado é inevitável. NÓS somos inevitáveis.[/wave]", - "OFFICE_1_LINE20_PLAYER_OPTION1": "Tem certeza que eles são tão ruins assim?", - "OFFICE_1_LINE20_PLAYER_OPTION2": "Eles não parecem tão perigosos...", - "OFFICE_1_LINE21_EUGENE": "Esses \\\"Corretores\\\" estão tentando lucrar com nossa miséria!", - "OFFICE_1_LINE23_EUGENE": "Mas eu vou detê-los. É o meu dever como [wave amp=30 freq=10]defensor de Vilancoradouro[/wave]!", - "OFFICE_1_LINE22_EUGENE": "Não sei como chegaram aqui...", - "OFFICE_1_LINE27_EUGENE": "Fique de olho nas outras fortalezas e preste atenção aos boatos no vilarejo.", - "OFFICE_1_LINE24_PLAYER": "Quer ajuda, \\\"defensor de Vilancoradouro\\\"?", - "OFFICE_1_LINE25_EUGENE": "...", - "OFFICE_1_LINE26_EUGENE": "Uma ajudinha seria bem-vinda, sim.", - "OFFICE_1_LINE29_EUGENE.m": "Você pode abrir as janelas do teto sozinho agora.", - "OFFICE_1_LINE28_EUGENE": "E também leve isso.", - "OFFICE_1_LINE29_EUGENE.n": "Você pode abrir as janelas do teto sozinhe agora.", - "OFFICE_1_LINE29_EUGENE.f": "Você pode abrir as janelas do teto sozinha agora.", - "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]O quê?![/shake] Eu não vou ser derrotada tão facilmente!", - "KUNEKOS_RETURN_PRE_BATTLE.m": "Amigo do Criador Félix! Eu andei treinando. Deixe eu mostrar [shake rate=30 level=10]como sou forte[/shake]!", - "KUNEKOS_RETURN_PRE_BATTLE.f": "Amiga do Criador Félix! Eu andei treinando. Deixe eu mostrar [shake rate=30 level=10]como sou forte[/shake]!", - "KUNEKOS_RETURN_PRE_BATTLE.n": "Amigue do Criador Félix! Eu andei treinando. Deixe eu mostrar [shake rate=30 level=10]como sou forte[/shake]!", - "KUNEKOS_RETURN_EVOLUTION_FELIX": "Vamos, Kuneko! Eu sei que você consegue!", - "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]Uaaaa![/shake] Vou te derrotar da próxima vez!", - "KUNEKOS_RETURN_TEAM_NAME.m": "Amigo {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.n": "Amigue {name}{disambiguator}", - "KUNEKOS_RETURN_TEAM_NAME.f": "Amiga {name}{disambiguator}", - "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} E {partner.to_upper}.\\n\\nMAS QUE SORTE VOCÊS TEREM APARECIDO BEM QUANDO EU PRECISO DE UM SACRIFÍCIO.\\n\\nHOJE, MERLINHA REALMENTE NOS SORRIU.", - "POSTGAME_MORGANTE_PRE_BATTLE2": "NÃO SE SURPREENDA.\\n\\nÉ NATURAL QUE EU, O ESPÍRITO DA REBELIÃO, ME VOLTE CONTRA AQUELES QUE ME INVOCARAM.", - "POSTGAME_MORGANTE_POST_BATTLE": "UM SACRIFÍCIO É UM SACRIFÍCIO. O RITUAL ESTÁ COMPLETO.\\n\\nARCANJOS RETORNARAM A NOVA MURTA.", - "FARM_PUMPKIN_NO_JELLY": "É uma abóbora fofa!", - "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "É uma abóbora fofa! Passar esqueletina nela?", - "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Meredith\\n1967 – ???? DC\\nDeveria ter ficado na cama naquela manhã.\\\"", - "DUNGEON_MEADOW_NOTE_1": "\\\"Aos meus estimados convidados, por favor, aproveitem esta comida que preparei para vocês. Chegarei [wave amp=30 freq=10]em breve[/wave] para cumprimentá-los, não vão a lugar nenhum, hehe!\\nBeijos, Alice\\\"", - "DUNGEON_MEADOW_NOTE_2": "\\\"Eu disse para não irem a lugar nenhum! Sério, vocês não têm educação? Deveriam ter vergonha! O chapeleiro não vai gostar de ver a festa do chá interrompida, então sugiro que fiquem onde estão!\\nBeijos, Alice\\\"", - "DUNGEON_MEADOW_EAT_ME": "Comer o bolo que diz: \\\"Me coma\\\"?", - "DUNGEON_MEADOW_NOTE_3": "\\\"Estou guardando para mais tarde, será uma surpresa para você! Se tiver boas-maneiras, você não vai mexer. [wave amp=30 freq=10]Use a cabeça, não a perca[/wave]!\\nBeijos, Alice\\\"", - "DUNGEON_MEADOW_DRINK_ME": "Beber da garrafa que diz: \\\"Me beba\\\"?", - "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "Ficar maior não é uma boa ideia.", - "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "Ficar menor não é uma boa ideia.", - "DUNGEON_MEADOW_CHEST_CONFIRM": "Abrir?", - "DUNGEON_MEADOW_RED_QUEEN": "Rainhanix quer sua cabeça!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Aqui jaz {player}.\\nMorreu este ano DC, idade desconhecida.\\nDescanse em paz\\\"", - "DUNGEON_MEADOW_MAD_HATTER": "Você perturbou a festa do chá de um monstro!", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Aqui jaz {player}.\\nMorreu este ano DC, idade desconhecida.\\nDescanse em paz\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Kayleigh, 1983 – ????\\nSeguiu um tolo até seu destino final pela última vez.\\nDescanse em paz.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Kayleigh, 1983 – ????\\nSeguiu uma tola até seu destino final pela última vez.\\nDescanse em paz.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Aqui jaz {player}.\\nMorreu este ano DC, idade desconhecida.\\nDescanse em paz\\\"", - "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Félix\\nDescanse em paz sabendo que seus amigos realizaram seu desejo e destruíram seus desenhos mais sem vergonha. Eles riram só um pouco antes.\\n1991 – Agora\\\"", - "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Kayleigh, 1983 – ????\\nSeguiu ume tole até seu destino final pela última vez.\\nDescanse em paz.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"Aqui jaz Viola.\\nNascida em 1575. Morreu seja lá que dia for hoje.\\nSeu irmão sentirá muito sua falta.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Eugene, Protetor de Vilancoradouro.\\n2076 – NaN DC\\nFalava mais do que fazia.\\\"", - "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Aqui jaz Um Bom Garoto.\\nEle ficaria feliz sabendo que, na morte, finalmente se tornou aquilo que mais amava: ossos.\\nNascido em 14140 DC. Morreu seja lá qual for este ano em anos caninos.\\\"", - "DUNGEON_GRAVEYARD_LM_1": "QUE FINAL INFELIZ PARA VOCÊS. \\n\\nUM BECO SEM SAÍDA, EU DIRIA.", - "DUNGEON_GRAVEYARD_LM_2": "QUALQUER DESVIO POR AQUI TE LEVA PRA COVA!\\nAHAHAHAHAHAHA", - "DUNGEON_GRAVEYARD_LM_4": "UMA RECOMPENSA POR SEUS ESFORÇOS. DESCANSEM, CRIATURAS EXAUSTAS.", - "DUNGEON_GRAVEYARD_LM_3": "MOSTREM PARA MIM O QUANTO DESEJAM SOBREVIVER.\\n\\nLUTEM POR SUAS VIDAS!", - "DUNGEON_GRAVEYARD_LM_KILL": "INTERESSANTE. GOSTARIA DE VER MAIS.", - "DUNGEON_GRAVEYARD_LM_5": "MUDEI DE IDEIA. \\n\\nVOCÊS VÃO DESCANSAR QUANDO ESTIVEREM A SETE PALMOS DO CHÃO.", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Enquanto as pessoas continuarem morrendo, existirá a demanda por chão para enterrá-las.[/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]É uma fonte de receita garantida![/wave]", - "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Talvez eu deixe de ser corretor pra me tornar coveiro.[/wave]", - "DUNGEON_GRAVEYARD_LM_6": "ESTA QUEDA PARECE MORTAL, NÃO É? CUIDADO PARA NÃO CAIR!", - "DUNGEON_GRAVEYARD_LM_7": "COMO ISSO CHEGOU AQUI? \\nAHAHAHAHAHA", - "DUNGEON_GRAVEYARD_LM_8": "O RELÓGIO BATE MEIA-NOITE. TODOS VOCÊS, HUMANOS, VÃO ENFRENTAR A MORTE UM DIA...\\n\\nENTÃO NÃO ME DEIXEM ESPERANDO!", - "CULTIST_ENCOUNTER_KAYLEIGH1": "...", - "CULTIST_ENCOUNTER_KAYLEIGH2": "Vamo... [pause]falar sobre isso outra hora, ok?", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Essa pessoa era bem estranha.", - "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "Do que aquela pessoa tava falando...?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "Eee cê provavelmente vai pensar o pior de mim quando eu terminar. Desculpa.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Preciso te contar umas coisas.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "É que, quando cheguei em Nova Murta, eu não vim de Vilancoradouro.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Tem outro assentamento no topo da Colina Outonal, [pause]na costa leste.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Vilaluz. [pause]É uma comunidade que vive da terra, compartilha as coisas, muito bonitinho.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Cê já viu as pessoas andando com mantos e capuz por aí, né?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Já!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "As coisas não eram tão [wave amp=30 freq=30]estranhas[/wave] lá, mas...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Eles parecem meio suspeitos.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "São eles. E eu acho... [pause]Eu andava com eles.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "O líder, [pause]Dorian, [pause]é obcecado por Arcanjos.", - "KAYLEIGH_QUEST2_PART2_DORIAN7": "Escutem, [pause]pessoas, [pause][wave amp=30 freq=10]filhos da luz[/wave], sei lá, todos vocês têm feito um ótimo trabalho com a escavação.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Vilaluz foi fundada com a intenção de ajudar todo mundo, [pause]mas logo se tornou o que [wave amp=30 freq=30]ele[/wave] queria.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Depois de um tempo, eu nem me sentia mais em casa. [pause]Era tarde demais pra eu poder consertar as coisas... então eu fugi.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "Foi assim que vim parar aqui em Vilancoradouro um ano atrás. Eu quero muito fazer o que é certo pra todos, porque já decepcionei muita gente no passado.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Mas acho que ainda se lembram de mim. Acho que vamos conseguir nos infiltrar.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "E-eles não deixam estranhos entrarem na comunidade...", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Mas... [pause]Se o Dorian sabe a localização dos outros Arcanjos, tenho que parar de ter medo e descobrir o que ele sabe.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "Você tá nessa comigo?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "É assim que se fala! Tomara que saia algo bom disso tudo.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "Claro!", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "Tem certeza que quer fazer isso?", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Sim. Sei que vai ser difícil, mas... quero que tudo que eu passei sirva pra algo bom.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Lembra que eles só vão te deixar entrar se eu tiver junto.", - "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "OK, [pause]certo, [pause]vou marcar a entrada da comunidade no seu mapa.", - "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Homem de Túnica", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "Você não é bem-vindo aqui. Vá embora, por favor.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "Você não é bem-vinda aqui. Vá embora, por favor.", - "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "Você não é bem-vinde aqui. Vá embora, por favor.", - "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Oi! Eu vim falar com o Dorian.", - "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Senhorita Kayleigh... Bem-vinda de volta!", - "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Venha, venha, você chegou bem na hora.", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "Onde tá todo mundo? Tá acontecendo alguma coisa?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "\\\"Bem na hora\\\"? Pra quê?", - "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Vamos dar uma olhada por aí.", - "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "É estranho estar de volta...", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "Quem é essa? Ela é... minha substituta? Sinistra.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "Silêncio, por favor!", - "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "Dorian vai falar agora!", - "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", - "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]E AÍ, PESSOAL?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN11": "E, claro, [pause]tivemos nossos altos e baixos...", - "KAYLEIGH_QUEST2_PART2_DORIAN6": "Nossa, que plateia maravilhosa que vocês são!", - "KAYLEIGH_QUEST2_PART2_DORIAN8": "Sério, é um buraco de [wave amp=30 freq=10]primeira[/wave] qualidade!", - "KAYLEIGH_QUEST2_PART2_DORIAN9": "Este poço é tão [wave amp=30 freq=10]profundo[/wave] quanto sua devoção à causa. [pause]Praticamente uma [wave amp=30 freq=10]metáfora[/wave]!", - "KAYLEIGH_QUEST2_PART2_DORIAN10": "Quando ouvi pela primeira vez os [wave amp=30 freq=10]sussurros na minha cabeça[/wave] me guiando debaixo da terra, soube que não conseguiria fazer isso sozinho.", - "KAYLEIGH_QUEST2_PART2_DORIAN12": "Mas conseguimos! [pause]Puxe a cortina!", - "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]O DEUS SERPENTE NOS ESPERA, BABY![/shake]", - "KAYLEIGH_QUEST2_PART2_DORIAN14": "Em breve, entrarei na câmara e negociarei com ele uma parte de seu [wave amp=30 freq=10]poder divino![/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN15": "E estarei acompanhado, [pause]por nossa filha pródiga que voltou pra nós!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Ah, não.", - "KAYLEIGH_QUEST2_PART2_DORIAN16": "Não é mesmo... [wave amp=30 freq=10]Kayleigh[/wave]?", - "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]querida, [pause]parece que você viu um fantasma! [pause]É claro que eu soube que você se juntaria a nós nessa grande festa!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "Você não disse ao seu amigo aqui que ajudou [wave amp=30 freq=10]a administrar este lugar[/wave] ao meu lado?", - "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "Você não disse à sua amiga aqui que ajudou [wave amp=30 freq=10]a administrar este lugar[/wave] ao meu lado?", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Desculpa...", - "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "Você não disse ae sue amigue aqui que ajudou [wave amp=30 freq=10]a administrar este lugar[/wave] ao meu lado?", - "KAYLEIGH_QUEST2_PART2_DORIAN23": "Você não acreditou em mim, não é? Bem, parece que eu estava [wave amp=30 freq=10]certo o tempo todo, baby![/wave]", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Vou explicar depois. Temos que acabar com isso agora.", - "KAYLEIGH_QUEST2_PART2_DORIAN24": "Tem um [shake rate=30 level=10]Arcanjo de verdade verdadeira[/shake] aqui, bem debaixo dos nossos pés!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Se entrar lá, cê vai morrer!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "Nós [wave amp=30 freq=10]lutamos[/wave] contra os Arcanjos, Dorian!", - "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Se você e seu amigo têm tanta experiência assim, por que não [wave amp=30 freq=10]participam da diversão?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Se você e sua amiga têm tanta experiência assim, por que não [wave amp=30 freq=10]participam da diversão?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Se você e sue amigue têm tanta experiência assim, por que não [wave amp=30 freq=10]participam da diversão?[/wave]", - "KAYLEIGH_QUEST2_PART2_DORIAN28": "Vamos lá, me vejam [wave amp=30 freq=10]ascender à divindade[/wave] com meu novo amigo Arcanjo!", - "KAYLEIGH_QUEST2_PART2_DORIAN29": "Jaqueline, a plataforma, por favor.", - "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "Como quiser, senhor.", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Bora, não vamos deixar esse idiota fazer seja lá o que for que ele acha que está fazendo.", - "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]Vejo você lá dentro[/wave], Kayleigh!", - "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Eu odeio ele demais.", - "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "Kayleigh! [pause]Amigo da Kayleigh! [pause]Vocês conseguiram!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "Kayleigh! [pause]Amigue da Kayleigh! [pause]Vocês conseguiram!", - "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "Kayleigh! [pause]Amiga da Kayleigh! [pause]Vocês conseguiram!", - "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "Senhor…?", - "KAYLEIGH_QUEST2_PART3_DORIAN2": "Tomei a decisão tática de [wave amp=30 freq=10]alterar o plano![/wave]", - "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh e seu amigo vão na frente. [pause]Se não [wave amp=30 freq=10]morrerem instantaneamente[/wave] nas mãos do Arcanjo, eu entro com a minha lábia.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh e sua amiga vão na frente. [pause]Se não [wave amp=30 freq=10]morrerem instantaneamente[/wave] nas mãos do Arcanjo, eu entro com a minha lábia.", - "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh e sue amigue vão na frente. [pause]Se não [wave amp=30 freq=10]morrerem instantaneamente[/wave] nas mãos do Arcanjo, eu entro com a minha lábia.", - "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Cê é muito tonto. Vai morrer lá dentro.", - "KAYLEIGH_QUEST2_PART3_DORIAN6": "Você [wave amp=30 freq=10]primeiro[/wave].", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "VOCÊ OUVIU MEU CHAMADO?\\n\\nESTÁ AQUI PARA PRESTAR HOMENAGEM?\\n\\nESTÁ AQUI PARA QUEIMAR POR MIM?", - "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]PELA MINHA LEALDADE, PEÇO APENAS UMA POUCO DA SUA FORÇA DIVINA![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN2": "É agora ou nunca...", - "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]Ó GRANDE ARCANJO![/wave]", - "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]ATENDI AO SEU CHAMADO E VIAJEI ATÉ SUA MORADA![/wave]", - "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "VOCÊ NÃO TIRA NADA DE MIM. EU QUE TIRO DE VOCÊ.", - "KAYLEIGH_QUEST2_PART4_ALEPH10": "RAPAZ, EU TENHO UMA OPORTUNIDADE DE TRABALHO PROCÊ!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Bora, {player}, vamos acabar com isso antes que morra mais [wave amp=30 rate=10]alguém[/wave]!", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]Eu falei que isso ia acontecer![/wave]", - "KAYLEIGH_QUEST2_PART4_ALEPH9": "PORTALUZ, NÃO É?", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", - "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian...", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Sinto muito, [pause]mas foi culpa dele.", - "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "A gente devia sair daqui. [pause][pause]O ar aqui tem gosto de morte.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Abrirá seus portões. Vamos tentar chegar a um acordo com o resto de Nova Murta.", - "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "A comunidade...", - "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Só queríamos orientação… [pause]Nós [pause]nunca…", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Eu sei.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "As pessoas desta comunidade não são más.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Isso foi terrível...", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Cês só precisam tomar cuidado com o que acreditam.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "Você tá bem?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "Como você está se sentindo?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Eu... [pause][pause][pause]vou ficar bem.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Eu me sinto péssima por ter ajudado Dorian por tanto tempo, mas... [pause]a culpa é mais dele do que minha.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "A gente virou amigo e eu era uma espécie de... [pause]assistente dele.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Encontrei os Filhos da Luz mais ou menos na mesma época que ele. [pause]Eu precisava fazer parte de alguma coisa.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "Não sei se as coisas foram mudando devagar ou se nunca foram boas, [pause]mas o domínio do Dorian sobre o povo de Vilaluz virou uma coisa sinistra.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "Eu não acredito nisso!", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "Não... [pause]Eu não era \\\"assistente\\\" dele, eu consertava as besteiras que ele fazia.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "As pessoas se machucaram, e eu ajudei a acalmar as coisas pra ele.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "Eu não sou uma boa pessoa, {player}.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Hehe... Fico feliz que cê acredita nisso.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Achei que estava fazendo o bem por um bom tempo, [pause]ajudando a manter as coisas positivas, mesmo que as pessoas se machucassem de vez em quando.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Tudo era ele, os desejos dele, os sonhos dele, os delírios dele. Não era mais a comunidade que eu queria que fosse...", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Isso significa que você é oficialmente ume comandante dos vigilantes agora. As pessoas vão querer treinar com você, do mesmo jeito que você foi treinade pelos outros comandantes.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Isso significa que você é oficialmente uma comandante dos vigilantes agora. As pessoas vão querer treinar com você, do mesmo jeito que você foi treinada pelos outros comandantes.", - "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Você deve saber que eu fui a primeira pessoa em Nova Murta a se transformar em um monstro com uma fita. [pause]Depois disso as pessoas sempre me fazem a mesma pergunta...", - "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"Como essa coisa de fita funciona? [pause]Não faz sentido.\\\"", - "LEADER_IANTHE_FUSED_MATERIAL1": "Você pode conseguir isso com as Fusões Rebeldes e talvez com os Arcanjos, não tenho certeza.", - "LEADER_IANTHE_POST_BATTLE_IANTHE7": "Quer saber o que eu acho? [pause]Acho que faz todo o sentido se olhar do ponto de vista certo.", - "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Então, [pause]selamos essa música intangível dentro de coisas físicas, como a [wave amp=30 freq=10]fita[/wave]. [pause]Isso a torna uma ponte perfeita entre o mundo físico e o imaginário.", - "LEADER_IANTHE_POST_BATTLE_IANTHE11": "Você viu o quadro de avisos fora da Prefeitura, não viu? [pause]Vou deixar uma mensagem lá se houver algum aprendiz precisando testar suas habilidades.", - "LEADER_IANTHE_POST_BATTLE_IANTHE10": "Acho que faz sentido, de certa forma.", - "LEADER_IANTHE_POST_BATTLE_IANTHE12": "Por enquanto, vou descansar por um bom tempo. [pause]Se você for continuar explorando a ilha, devia conversar com seus novos colegas comandantes.", - "LEADER_IANTHE_POST_BATTLE_IANTHE13": "Tenho certeza que eles vão te dar os parabéns pela \\\"promoção\\\"!", - "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "E se quer saber por que estamos pedindo aos vigilantes para coletar esse material, sugiro que deixe os comandantes se preocuparem com isso. Se concentre em terminar o seu treinamento.", - "LEADER_IANTHE_FUSED_MATERIAL2.f": "Agora que você é comandante, deve saber por que estamos reunindo todo esse Material Fundido.", - "LEADER_IANTHE_FUSED_MATERIAL2.n": "Agora que você é comandante, deve saber por que estamos reunindo todo esse Material Fundido.", - "LEADER_IANTHE_FUSED_MATERIAL2.m": "Agora que você é comandante, deve saber por que estamos reunindo todo esse Material Fundido.", - "LEADER_IANTHE_FUSED_MATERIAL3": "Você notou que tem cada vez mais \\\"Fusões Rebeldes\\\" aqui em Nova Murta?", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "Eu já encontrei algumas!", - "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "\\\"Fusões Rebeldes\\\"?", - "LEADER_IANTHE_FUSED_MATERIAL4A": "Pois é. Então você sabe que são muito mais fortes do que os monstros daqui de Nova Murta.", - "LEADER_IANTHE_FUSED_MATERIAL4B": "Você já deve ter encontrado com elas por aí, [pause]são fusões de monstros selvagens, geralmente ficam cercados por nuvens negras, sabe? Impossível não ver.", - "LEADER_IANTHE_FUSED_MATERIAL5": "Mas nem sempre foi assim. Até alguns anos atrás, as fusões eram raras.", - "LEADER_IANTHE_FUSED_MATERIAL6": "Não sabemos de onde elas vêm, nem por que aparecem.", - "LEADER_IANTHE_FUSED_MATERIAL7": "Minha preocupação é a velocidade com que se espalham. Se continuar assim, em poucos anos Vilancoradouro vai ser tomada pelas fusões.", - "LEADER_IANTHE_FUSED_MATERIAL8": "Não quero causar pânico, então não conte isso pra ninguém.", - "LEADER_IANTHE_FUSED_MATERIAL9": "Mas ainda temos esperança! O Material Fundido que conseguimos delas emite uma radiação fraca. Não é o suficiente para ser prejudicial, mas...", - "LEADER_IANTHE_FUSED_MATERIAL11": "Talvez...[pause] dê para descobrir de onde elas vêm e impedir que se espalhem. Isso seria legal.", - "LEADER_IANTHE_FUSED_MATERIAL10": "Com Material Fundido suficiente, podemos construir dispositivos para rastrear e detectar as Fusões Rebeldes.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Você tem prestado atenção nos tipos elementais das suas formas de monstro?", - "LEADER_IANTHE_FUSION_IANTHE1": "A fusão... [pause]raramente é alcançada. Tenho minhas teorias sobre como é possível duas pessoas se fundirem, mas não tenho certeza.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Os ataques elementais podem causar [wave amp=30 freq=10]reações químicas[/wave] quando usados contra monstros de certos tipos.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Mas se esse mesmo ataque de fogo [pause]for usado em um monstro de água, [pause]ele vai [wave amp=30 freq=10]se curar no vapor gerado[/wave]. Não seria uma boa ideia, né?", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Essas reações podem te beneficiar. Por exemplo, se você usar um ataque de fogo contra um alvo de elemento venenoso, ele vai queimar.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Você pode ver quais efeitos temporários seu ataque vai causar antes, então preste atenção.", - "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Ah, quase esqueci! [pause]Muitos ataques, como a \\\"Porrada\\\" e a \\\"Cusparada\\\", não têm um elemento natural, eles dependem do elemento do usuário.", - "LEADER_IANTHE_FUSION_IANTHE3": "Se quiser fortalecer sua fusão, você precisa aumentar esse vínculo.", - "LEADER_IANTHE_FUSION_IANTHE2": "Posso dizer por experiência que a força do vínculo entre elas aumenta diretamente a força e as habilidades da forma fundida.", - "AA_PUPPET_HINT_FELIX1": "Hum. Ele se move pra sair do golpe! Deve ter [wave amp=30 freq=10]algum jeito de saber[/wave] pra que lado ele vai...", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Com quem você se fundiu?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Quem é sua parceria de fusão?", - "LEADER_IANTHE_FUSION_IANTHE6": "Não se preocupe com isso!", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Quem é sua parceria de fusão?", - "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Quem é sua parceria de fusão?", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Obrigada por se esforçar com as tarefas que te passei, {player}.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "De qualquer forma, com todo esse Material Fundido que você reuniu, já dá pro Comandante Magneticus instalar o Radar de Fusões em alguns dos postes da ilha.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Obrigada por se esforçar com as tarefas que te passei, {player}.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Enquanto isso, quero que você fique com este protótipo.", - "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Obrigada por se esforçar com as tarefas que te passei, {player}.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Dá uma olhada no seu mapa. Ele vai mostrar onde as Fusões Rebeldes podem ser encontradas.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Esta versão do Radar de Fusões não penetra muito fundo no solo e não é 100% confiável, mas tenho certeza que você vai conseguir usá-lo.", - "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "E não esqueça de trocar seu Material Fundido com a Vigilante Wilma. Ele não serve pra nada se ficar parado dentro dos seus bolsos!", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "A última leva que você me deu foi extremamente útil. O Comandante Magneticus me disse que seu [wave amp=30 freq=10]Radar de Fusões com penetração no solo[/wave] já está captando um sinal nas profundezas da Pedreira dos Dinossauros de Terramorta.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Eu encarreguei o Comandante Murilo de escavar o lugar quando ele não estiver ocupado com o treinamento ou cuidando das Fusões Rebeldes.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Falando em fusões, aconteceu um, digamos, algo novo...", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Algum tipo de fusão nova e instável está surgindo por toda parte. Nós a chamamos de \\\"Anátema\\\".", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "A taxa em que essas coisas se replicam é...[pause] no mínimo preocupante.", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Vou mandar alguns para você através do quadro de avisos. Se importaria em dar uma olhada?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Bem, mandei o Comandante Murilo escavá-lo, e parece que é mais uma daquelas estações de trem que estão aparecendo por aí.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Se lembra do sinal que o Radar de Fusões do Comandante Magneticus captou na Pedreira dos Dinossauros?", - "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "E não esqueça de trocar seu Material Fundido com a Vigilante Wilma. Ele não serve pra nada se ficar parado nos seus bolsos.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "A julgar pela força do sinal nesta estação, essa pode ser a fonte do Anátema e de todas as Fusões Rebeldes!", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, você é nosso vigilante que tem mais experiência com essas estações...[pause] e seus estranhos habitantes...[pause] pode dar uma olhada?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, você é nossa vigilante que tem mais experiência com essas estações...[pause] e seus estranhos habitantes...[pause] pode dar uma olhada?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Hum, então Merlinha quer que a gente cuide das Fusões Rebeldes sozinhos?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, você é nosse vigilante que tem mais experiência com essas estações...[pause] e seus estranhos habitantes...[pause] pode dar uma olhada?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Pelo menos temos a Estação Ponte Noturna para se esconder se a coisa ficar feia, graças ao seu trabalho duro.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, tem boas notícias por aí?", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, eu disse antes que não te julgaria se você deixasse Nova Murta, e repito agora.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "Mas se você decidir ficar um pouco mais, o trabalho que tenho para você é literalmente interminável.", - "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "Você já sabe o que fazer.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Acho que a Kayleigh tem uma coisa pra você.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Bem, eu gravei esta fita agorinha e me lembrei do dia em que te conheci.", - "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Sei que não é muito, mas eu queria que cê ficasse com isso.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Ah, você viu algum...[pause] orbe flutuante gigante recentemente?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "Hã?!", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Foi um relato estranho de um dos nossos novos aprendizes. Se bem que ele [wave amp=30 freq=30]bateu[/wave] a cabeça, talvez não seja nada.", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Tipo... o Sol?", - "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Fique de olho no Radar de Fusões, só por precaução.", - "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "Isso é pra você!", - "OUTPOST_NPC_2_DIALOGUE1": "Um Saltamola se escondeu na esquina e me emboscou. [pause]Na verdade, tive sorte de ter saído de lá!", - "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz...[/wave]", - "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "VOCÊS, SERES DE CARNE E OSSO, SONHAM MUITO COM A MORTE. PASSAM SUAS CURTAS VIDAS SONHANDO COM ISSO. FOI ISSO QUE TE TROUXE ATÉ MIM?", - "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Cê tá perguntando... se viemos aqui pra morrer? [pause]Na verdade, não.", - "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Parece que tem bastante metal nesse cara. [pause]Tenho a impressão de que ele quer nos matar.", - "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Não, viemos aqui pra lutar.", - "AA_PUPPET_PRE_BATTLE_AA1": "VOCÊ VAI SER MAIS UM BRINQUEDO DA MINHA COLEÇÃO? EU QUERO MAIS BRINQUEDOS...", - "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "Eu não temo a morte. [pause]Uma passagem corajosa supera uma vida covarde.", - "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Acho que isso não vai acabar bem pro nosso lado.", - "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr...", - "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "VOU ME ALIMENTAR DO SEU MEDO, ENQUANTO MOSTRO A VERDADEIRA MORTE.", - "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Tô com medo até agora, ufa! E será que o que ele disse é verdade mesmo... [pause]Talvez as pessoas [wave amp=30 freq=10]passem[/wave] mesmo a vida toda pensando na morte.", - "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NEM MESMO A NOSSA ESPÉCIE PODE ESCAPAR DA VERDADEIRA MORTE...", - "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "ÓTIMO, UM GRANDE ESQUELETO! TODA EQUIPE PRECISA DE UM DESSES.", - "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "O número de criaturas do pesadelo que querem nos matar nesta ilha é... [pause]muito alto.", - "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "Esse foi o maior monstro esqueleto que eu [wave amp=30 freq=10]já[/wave] vi! Muito assustador, né?", - "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "Foi... desagradável.", - "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Os covardes morrem muitas vezes antes de suas mortes, mas os valentes nunca provam da morte senão uma vez.", - "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Desculpe, colega. Não estamos aqui pra brincar.", - "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Tô morrendo de medo dos olhos deste Arcanjo...", - "AA_PUPPET_PRE_BATTLE_EUGENE2": "Pessoas são apenas brinquedos pra você, né?!", - "AA_PUPPET_PRE_BATTLE_VIOLA2": "Não sinto bondade nas palavras desse espírito.", - "AA_PUPPET_PRE_BATTLE_FELIX2": "Não sei se esse cara tá pensando no nosso bem.", - "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr...", - "AA_PUPPET_HINT_KAYLEIGH1": "Ele continua se movendo pra evitar nossos ataques! Fica de olho, deve ter [wave amp=30 freq=10]algum jeito de acertar[/wave] o lado que ele vai...", - "AA_PUPPET_PRE_BATTLE_AA3": "SIM... VOCÊS DARIAM UM BELO PAR DE FANTOCHES! HAHAHAHA", - "AA_PUPPET_HINT_MEREDITH1": "Ele continua com essa [shake rate=30 level=10]maldita movimentação[/shake]! Deve ter [wave amp=30 freq=10]alguma maneira de saber[/wave] pra que lado ele vai.", - "AA_PUPPET_HINT_EUGENE1": "Droga, ele continua se movendo logo na hora do golpe! Qualé, deve ter [wave amp=30 freq=10]algum jeito de saber[/wave] pra que lado ele vai...", - "AA_PUPPET_HINT_VIOLA1": "Nosso inimigo se movimenta com velocidade, nossos golpes estão errando o alvo. Ah, acredito que deve haver [wave amp=30 freq=10]uma maneira de discernir[/wave] para onde pretende saltar em seguida...", - "AA_PUPPET_HINT_DOG1": "O Doguinho parece infeliz porque o Arcanjo continua se movendo antes que qualquer um de vocês possa atacá-lo. Talvez haja uma maneira de descobrir em que direção ele vai se mover.", - "AA_PUPPET_POST_BATTLE_PUPPET1": "MEUS FANTOCHES! VOCÊ MATOU MEUS FANTOCHES!", - "AA_PUPPET_POST_BATTLE_ALEPH2": "PRAZER EM CONHECER VOCÊ, AMIZADE DE CHAPÉU! DIGA, ESTÁ PROCURANDO UM EMPREGO NOVO? VAMOS CONVERSAR!", - "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "O jeito que aquele Arcanjo falou de nós, como se a gente nem fosse de verdade... como se a gente fosse de brinquedo. [pause]Talvez ele ache outra coisa agora que pegamos ele.", - "AA_PUPPET_POST_BATTLE_MEREDITH3": "É melhor aquele Arcanjo ter aprendido que eu [wave amp=30 freq=10]não[/wave] sou o brinquedo de ninguém.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Alef adora se gabar. E [wave amp=30 freq=10]como[/wave] é que ele consegue falar? A cabeça dele é tipo um triângulo gigante. Que idiota.", - "AA_PUPPET_POST_BATTLE_FELIX3": "Ele transformou a gente em... [pause]bonecos? Com certeza não vou dormir tranquilo depois dessa luta.", - "AA_PUPPET_POST_BATTLE_EUGENE3": "[wave amp=30 freq=10]Sempre[/wave] tem algum monstro que pensa que a vida das pessoas é brinquedo. [pause]Arcanjo ou humano, eles são todos perigosos.", - "AA_PUPPET_POST_BATTLE_VIOLA3": "Esse espírito nos via como meros brinquedos. Que isso sirva de lição para nós. A espécie deles e a nossa não são iguais, nem um pouco.", - "AA_TOWER_PRE_BATTLE_AA1": "VERDADE... MENTIRA... OS HUMANOS SE IMPORTAM DEMAIS COM TAIS CONCEITOS TRIVIAIS. A REALIDADE NÃO É VERDADEIRA! ABRACEM A IGNORÂNCIA!", - "AA_TOWER_PRE_BATTLE_MEREDITH2": "Essa coisa certamente entende a \\\"realidade\\\" de forma questionável.", - "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Essa coisa precisa muito cair na real.", - "AA_TOWER_PRE_BATTLE_EUGENE2": "...Eu não entendo. O que você tá tentando dizer?", - "AA_TOWER_PRE_BATTLE_FELIX2": "Por mais que eu adore \\\"abraçar a ignorância\\\", tenho outras coisas pra fazer.", - "AA_TOWER_PRE_BATTLE_VIOLA2": "A tolice e a ignorância são as grandes maldições da humanidade. Ambas [wave amp=30 freq=10]já[/wave] nos são abundantes, espírito.", - "AA_TOWER_PRE_BATTLE_AA3": "VOCÊS NÃO ENTENDEM. DEIXE-ME DESPERTÁ-LOS DE SUAS FALSAS PERCEPÇÕES DE VERDADE E DE MENTIRA!", - "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr...", - "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Que tal fazermos esse Arcanjo \\\"cair na real\\\"?", - "AA_TOWER_POST_BATTLE_ALEPH2": "E AÍ, COLEGA! PARECE QUE VOCÊ ESTÁ PERDENDO UMA LUTA POR AQUI. POR QUE NÃO VEM COMIGO?", - "AA_TOWER_POST_BATTLE_TOWER1": "HÁ UMA VERDADE QUE AGORA É CLARA PARA MIM... EU FUI DERROTADA...", - "RETROSPECTIVE_CLUE4_EUGENE1.m": "Você tinha dito que tinha uma nova pista que queria seguir? Que pista é essa, parça?", - "RETROSPECTIVE_CLUE4_EUGENE1.f": "Você tinha dito que tinha uma nova pista que queria seguir? Que pista é essa, parça?", - "RETROSPECTIVE_CLUE4_EUGENE2": "Parece que está descrevendo uma área da ilha, o que você acha?", - "RETROSPECTIVE_CLUE4_EUGENE1.n": "Você tinha dito que tinha uma nova pista que queria seguir? Que pista é essa, parça?", - "RETROSPECTIVE_CLUE4_FELIX1": "Ah, você disse que tinha uma pista que queria investigar, né? Qual era?", - "RETROSPECTIVE_CLUE4_FELIX2": "Parece que está descrevendo um ambiente aqui da ilha. Pode não ser muito específico, mas já é alguma coisa.", - "RETROSPECTIVE_CLUE4_VIOLA2": "Parece descrever algum lugar aqui desta terra, não concorda?", - "RETROSPECTIVE_CLUE4_VIOLA1": "Ah, quase esqueci. Você mencionou uma pista escondida em um verso. Pode compartilhá-la?", - "RETROSPECTIVE_CLUE5_MEREDITH1": "Ah, você disse que tinha uma nova pista que queria seguir? O que era?", - "RETROSPECTIVE_CLUE5_KAYLEIGH2": "Acho que tá falando um lugar específico! Cê conhece esse lugar, {player}?", - "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Próximo da lista! Conseguiu uma nova letra de música que mostra o caminho pra fora de Nova Murta?", - "RETROSPECTIVE_CLUE5_MEREDITH2": "Parece bem específico, pra falar a verdade. Às vezes, tá descrevendo um lugar aqui da ilha.", - "RETROSPECTIVE_CLUE5_EUGENE1.n": "Ah, você disse que tinha uma nova pista pra seguir? Qual é a pista, parça?", - "RETROSPECTIVE_CLUE5_EUGENE1.f": "Ah, você disse que tinha uma nova pista pra seguir? Qual é a pista, parça?", - "RETROSPECTIVE_CLUE5_EUGENE1.m": "Ah, você disse que tinha uma nova pista pra seguir? Qual é a pista, parça?", - "RETROSPECTIVE_CLUE5_VIOLA1": "Conte para mim, você mencionou um enigma que lhe foi dado. Posso pedir que o compartilhe? Talvez eu possa ajudar.", - "RETROSPECTIVE_CLUE5_EUGENE2": "Isso [shake rate=30 level=10]com certeza[/shake] está descrevendo algum lugar em Nova Murta.", - "RETROSPECTIVE_CLUE5_FELIX2": "É enigmático, mas parece ter alguns detalhes específicos, como se estivesse descrevendo um lugar exato. Você está procurando esse lugar?", - "RETROSPECTIVE_CLUE5_FELIX1": "Bem, você disse que tinha outra pista nova para investigar? Qual era?", - "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Enfim, como tá sua [wave amp=30 freq=10]canção mágica[/wave]? Já te deu outra pista?", - "RETROSPECTIVE_CLUE5_VIOLA2": "Os detalhes neste verso são bastante específicos. Será que estão indicando algum lugar? Que curioso...", - "RETROSPECTIVE_CLUE6_KAYLEIGH2": "Isso parece que tá dizendo pra você fazer alguma coisa em um lugar exato, tipo um ritual.", - "RETROSPECTIVE_CLUE6_EUGENE2": "Parece que está mandando você fazer uma ação, tipo um [wave amp=30 freq=10]código secreto[/wave], né?", - "RETROSPECTIVE_CLUE6_MEREDITH1": "Você tá seguindo alguma outra pista?", - "RETROSPECTIVE_CLUE6_MEREDITH2": "Ah, isso aqui parece que tá dizendo para você fazer alguma [wave amp=30 freq=10]coisa[/wave] em algum lugar. É.", - "RETROSPECTIVE_CLUE6_EUGENE1": "Então, você tem outra de suas pistas para seguir? Me passa os detalhes.", - "RETROSPECTIVE_CLUE6_VIOLA1": "Você mencionou outra coisa, uma pista escondida em um verso que você desejava investigar.", - "RETROSPECTIVE_CLUE6_FELIX1": "Ah, você tem outra de suas pistas pra seguir?", - "RETROSPECTIVE_CLUE8_KAYLEIGH2": "Pelo que cê me contou, parece que tem um lugar e um ritual. Se cê fizer a coisa certa no lugar certo, pode funcionar!", - "RETROSPECTIVE_CLUE6_FELIX2": "Está descrevendo uma ação, certo? Parece um [wave amp=30 freq=10]código secreto[/wave], algo para você fazer. Você sabe onde precisa ir para fazer isso?", - "RETROSPECTIVE_CLUE6_VIOLA2": "Para mim, isso lembra um código, como um gesto ou uma batida secreta. Uma ação que você deve realizar para entrar em um lugar secreto.", - "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Teve alguma sorte com sua música misteriosa que da instruções, {player}?", - "RETROSPECTIVE_CLUE7_KAYLEIGH2": "Parece que cê já tem coisa suficiente pra investigar. Bora lá, então?", - "RETROSPECTIVE_CLUE7_EUGENE1": "Como as [wave amp=30 freq=10]pistas das letras de música[/wave] estão indo? Parece que você já tem informações suficientes.", - "RETROSPECTIVE_CLUE7_MEREDITH1": "Tem mais alguma pista? Parece que você já conseguiu o suficiente para investigar com suas [wave amp=30 freq=10]letras de músicas[/wave] esquisitas. Acho.", - "RETROSPECTIVE_CLUE7_FELIX1": "De qualquer forma, você já resolveu o mistério daqueles versos enigmáticos que estava investigando? Pareciam indicar um local e algo que você tinha que fazer lá.", - "RETROSPECTIVE_CLUE8_KAYLEIGH1": "As pistas da sua [wave amp=30 freq=10]Canção do Arcanjo[/wave] ainda não deram em nada?", - "RETROSPECTIVE_CLUE7_VIOLA1": "Diga, por favor: você resolveu o enigma que havia mencionado? Aquele que descrevia um lugar e uma ação a ser feita?", - "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Ah, você descobriu para onde todas aquelas pistas que você tinha estavam apontando? Você devia dar uma olhada de novo, miga.", - "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Ah, você descobriu para onde todas aquelas pistas que você tinha estavam apontando? Você devia dar uma olhada de novo, migo.", - "RETROSPECTIVE_CLUE8_FELIX1": "Mas então, chegou a algum lugar com aquelas pistas poéticas que estava seguindo? Pareciam muito promissoras.", - "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Ah, você descobriu para onde todas aquelas pistas que você tinha estavam apontando? Você devia dar uma olhada de novo, migue.", - "RETROSPECTIVE_CLUE8_EUGENE1": "Essas pistas que você disse que parecem poesia... Você já descobriu o que elas querem dizer?", - "RETROSPECTIVE_CLUE8_VIOLA1.m": "Você já resolveu o enigma que estava tentando decifrar? Na minha opinião, parecia conter um lugar importante e um ritual a ser realizado lá.", - "RETROSPECTIVE_CLUE9_MEREDITH1": "Então, eh, aquelas letras de música que você tava falando... Acho que tão falando de um lugar específico. Quer ir dar uma olhada?", - "RETROSPECTIVE_CLUE8_VIOLA1.f": "Você já resolveu o enigma que estava tentando decifrar? Na minha opinião, parecia conter um lugar importante e um ritual a ser realizado lá.", - "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Ora, eu já te contei que mando muito em quebra-cabeças? Acho que sei pra onde sua [wave amp=30 freq=10]música misteriosa[/wave] tava apontando, vamos lá ver!", - "RETROSPECTIVE_CLUE8_VIOLA1.n": "Você já resolveu o enigma que estava tentando decifrar? Na minha opinião, parecia conter um lugar importante e um ritual a ser realizado lá.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Ó, você não tinha dito que, quando tava no \\\"Salão Âmbar\\\", saiu de lá atravessando um espelho? Não consegue fazer o mesmo com aquele espelho esquisito daqui da ilha?", - "RETROSPECTIVE_CLUE9_EUGENE1.m": "Ei, acho que matei a charada da sua música misteriosa, parça! Pra mim, ela está descrevendo um local exato. Vamos lá ver.", - "RETROSPECTIVE_CLUE9_EUGENE1.f": "Ei, acho que matei a charada da sua música misteriosa, parça! Pra mim, ela está descrevendo um local exato. Vamos lá ver.", - "RETROSPECTIVE_CLUE9_FELIX1": "Enfim, sabe aquelas pistas poéticas misteriosas que você tinha dito? Acho que estão descrevendo um lugar nesta ilha, e acho que sei qual é.", - "RETROSPECTIVE_CLUE9_EUGENE1.n": "Ei, acho que matei a charada da sua música misteriosa, parça! Pra mim, ela está descrevendo um local exato. Vamos lá ver.", - "RETROSPECTIVE_CLUE9_VIOLA1": "Devo confessar, acredito ter resolvido o enigma que tanto lhe confundiu. Vamos nos encontrar neste local!", - "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Então, aquele espelho que você encontrou parece importante... Pena que não sabemos o que ele faz, né?", - "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Bem, a música de Morgana levou até aquele espelho misterioso, mas ainda não sabemos o que fazer com ele, né?", - "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Bom, acho que você encontrou aquele espelho que parecia importante, mas ainda não sabemos o que ele realmente [wave amp=30 freq=10]faz[/wave]. Hum.", - "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Enfim, aquele espelho estranho das pistas... Já descobriu o que ele faz? Tenho certeza de que a resposta vai aparecer a qualquer momento.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Diga-me, você compreendeu o propósito do espelho sobrenatural que encontrou? Se ainda não estiver claro para você, tenho certeza de que o descobrirá em breve.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Diga-me, você compreendeu o propósito do espelho sobrenatural que encontrou? Se ainda não estiver claro para você, tenho certeza de que o descobrirá em breve.", - "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Diga-me, você compreendeu o propósito do espelho sobrenatural que encontrou? Se ainda não estiver claro para você, tenho certeza de que o descobrirá em breve.", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Ó, você não tinha dito que, quando tava no \\\"Salão Âmbar\\\", saiu de lá atravessando um espelho? Não consegue fazer o mesmo com aquele espelho esquisito daqui da ilha?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "Ó, a música da Morgana levou até aquele espelho misterioso, e cê disse que atravessou um espelho no Salão Âmbar. Será que não é o mesmo espelho?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "Ó, a música da Morgana levou até aquele espelho misterioso, e cê disse que atravessou um espelho no Salão Âmbar. Será que não é o mesmo espelho?", - "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "Ó, a música da Morgana levou até aquele espelho misterioso, e cê disse que atravessou um espelho no Salão Âmbar. Será que não é o mesmo espelho?", - "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Ó, você não tinha dito que, quando tava no \\\"Salão Âmbar\\\", saiu de lá atravessando um espelho? Não consegue fazer o mesmo com aquele espelho esquisito daqui da ilha?", - "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Enfim, lembra daquele espelho que você encontrou depois de seguir todas aquelas pistas? Talvez você possa entrar nele, como você disse que fez no Salão Âmbar. O que acha?", - "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Lembro-me de algo que você mencionou antes. Que entrou por um espelho como se fosse uma porta. Você poderia tentar fazer o mesmo com o espelho que encontrou nesta ilha?", - "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Ei, lembra quando você me contou sobre como saiu do \\\"Salão Âmbar\\\" atravessando um espelho? Você já tentou fazer isso com o espelho que descobriu?", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Ó, quando tiver tudo pronto, a gente explora aquele [wave amp=30 freq=10]mundo misterioso[/wave] do espelho de novo.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "A gente devia explorar aquele lugar escondido que você encontrou no espelho. Parecia importante, migo.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Ó, quando tiver tudo pronto, a gente explora aquele [wave amp=30 freq=10]mundo misterioso[/wave] do espelho de novo.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Bom, acho que a gente deveria dar uma olhada naquela estação estranha que você encontrou dentro do espelho. Aquela... deve ser nossa prioridade, parça.", - "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Ó, quando tiver tudo pronto, a gente explora aquele [wave amp=30 freq=10]mundo misterioso[/wave] do espelho de novo.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "A gente devia explorar aquele lugar escondido que você encontrou no espelho. Parecia importante, migue.", - "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "A gente devia explorar aquele lugar escondido que você encontrou no espelho. Parecia importante, miga.", - "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Por favor, diga, não deveríamos entrar novamente naquele espelho para o mundo misterioso que você descobriu?", - "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Bom, por que não exploramos aquele lugar estranho que você encontrou no espelho? Me parece bem importante.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Bom, acho que a gente deveria dar uma olhada naquela estação estranha que você encontrou dentro do espelho. Aquela... deve ser nossa prioridade, parça.", - "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Bom, acho que a gente deveria dar uma olhada naquela estação estranha que você encontrou dentro do espelho. Aquela... deve ser nossa prioridade, parça.", - "RETROSPECTIVE_NEXT_KAYLEIGH1": "Tá, bora lá! Pra onde vamos mesmo? Cê não ouviu boatos sobre algo acontecendo em {location_phrase}? Vamos ver o que está acontecendo lá?", - "RETROSPECTIVE_NEXT_KAYLEIGH2": "Vamos voltar? Se cê não tá sabendo de nenhum boato, por que não pergunta por aí?", - "RETROSPECTIVE_NEXT_MEREDITH1": "Eh, acho melhor a gente continuar se [wave amp=30 freq=10]aventurando[/wave]. Você não ouviu uns boatos sobre algo acontecendo {location_phrase}? É bom dar uma olhada lá.", - "RETROSPECTIVE_NEXT_EUGENE1.m": "Vamos pegar a estrada de novo, parça? Você ouviu boatos sobre algo acontecendo {location_phrase}, certo? A gente pode tentar ir lá.", - "RETROSPECTIVE_NEXT_MEREDITH2": "Acho que a gente devia sair de novo. A gente podia falar com as pessoas do vilarejo se você tá procurando pista.", - "RETROSPECTIVE_NEXT_EUGENE1.f": "Vamos pegar a estrada de novo, parça? Você ouviu boatos sobre algo acontecendo {location_phrase}, certo? A gente pode tentar ir lá.", - "RETROSPECTIVE_NEXT_EUGENE2": "Tudo bem, vamos sair! Estamos com poucas informações... Devemos procurar mais pistas em Vilancoradouro?", - "RETROSPECTIVE_NEXT_FELIX1": "Você quer sair, então? Você disse que ouviu um boato sobre algo acontecendo {location_phrase}, não foi? Esse vai ser nosso próximo destino?", - "RETROSPECTIVE_NEXT_EUGENE1.n": "Vamos pegar a estrada de novo, parça? Você ouviu boatos sobre algo acontecendo {location_phrase}, certo? A gente pode tentar ir lá.", - "RETROSPECTIVE_NEXT_VIOLA1": "Deveríamos retomar nossa jornada mais uma vez. Você não ouviu um boato sobre um incidente {location_phrase}? Esse pode ser nosso próximo objetivo, se você desejar.", - "RETROSPECTIVE_NEXT_FELIX2": "Não temos mais pistas indicando aonde ir. Podemos perguntar a algumas pessoas do vilarejo, se você quiser.", - "RETROSPECTIVE_NEXT_VIOLA2": "Talvez seja bom falarmos com as pessoas deste vilarejo e reunir informações sobre nosso próximo destino. O que me diz?", - "NWP_SIGNPOST_DESCRIPTION_2": "Por favor, tenha cuidado com os monstros daqui.", - "NWP_SIGNPOST_DESCRIPTION_1": "Boas-vindas ao Parque de Nova Murta!", - "NWP_3_-3_RUNNER_NPC1": "Sabe o que é mais rápido do que correr?[pause] Viagens rápidas!", - "NWP_3_-3_RUNNER_NPC3.m": "Você também pode usar a viagem rápida para escapar de uma batalha.[pause] Você vai ter que abandonar alguns itens para fugir mais rápido, mas isso pode salvar sua vida!", - "NWP_3_-3_RUNNER_NPC3.f": "Você também pode usar a viagem rápida para escapar de uma batalha.[pause] Você vai ter que abandonar alguns itens para fugir mais rápido, mas isso pode salvar sua vida!", - "NWP_3_-3_RUNNER_NPC2": "Basta pressionar {control.map_menu} para abrir o mapa, mover o cursor para um dos quadrados disponíveis para viajar e pressionar {control.ui_accept}.", - "NWP_3_-3_RUNNER_NPC3.n": "Você também pode usar a viagem rápida para escapar de uma batalha.[pause] Você vai ter que abandonar alguns itens para fugir mais rápido, mas isso pode salvar sua vida!", - "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Os vigilantes nunca vão me contratar. Eu sou \\\"delfeituosa\\\".", - "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Voltem para casa! A vaga de vigilante é minha!", - "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Você tem o necessário para se juntar aos vigilantes?", - "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "Você tem potencial! Deveria tentar!", - "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Bem o que a gente estava procurando! Alguém para derrotar e provar nosso valor aos vigilantes!", - "NWP_RANGER_WANNABE_3_-4_ALLY": "Desculpe meu amigo mal-educado.", - "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Quem eu quero enganar? Eu não sou... bom o suficiente para os vigilantes...[/wave]", - "NWP_MADMAN_3_-4_NAME": "Jack", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Sempre foi meu sonho me juntar aos vigilantes.", - "NWP_MADMAN_3_-4_PRE_BATTLE": "Eu sou recordista mundial de tempo gasto na forma de Saltamola!", - "NWP_MADMAN_3_-4_POST_BATTLE": "Ainda tenho muito o que aprender sobre Saltamola.", - "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "Não posso deixar esse sonho morrer agora!", - "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "Não deixe seus sonhos serem apenas sonhos!", - "NWP_CULTIST_4_-4_PRE_BATTLE": "Que a luz guia do Líder Dorian te mostre o caminho!", - "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Recém-chegado![/wave] Não dê atenção aos pagãos de Vilancoradouro.", - "NWP_CULTIST_4_-4_POST_BATTLE": "O caminho foi iluminado... Vá em frente...", - "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Recém-chegada![/wave] Não dê atenção aos pagãos de Vilancoradouro.", - "NWP_CULTIST_5_-4_POST_BATTLE": "Os hereges controlam Vilancoradouro... Cuidado com a [wave amp=30 freq=10]falsa salvação[/wave]...", - "NWP_5_-4_HINT_NPC_BEFORE1": "O chão aqui às vezes treme, como se uma fera enorme passasse por um túnel abaixo de nós.", - "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Recém-chegade![/wave] Não dê atenção aos pagãos de Vilancoradouro.", - "NWP_5_-4_HINT_NPC_AFTER1": "É mais uma estação de trem, como a que apareceu recentemente no Caminho de Cima?", - "NWP_5_-4_HINT_NPC_BEFORE2": "Olha,[pause] essas rochas estão posicionadas de forma estranha, hein?", - "NWP_5_-4_HINT_NPC_AFTER3": "Eu fico imaginando para onde vai o trem...", - "NWP_5_-4_HINT_NPC_AFTER2": "Acho que faz sentido. A \\\"fera enorme\\\" que ouvi no subsolo deve ter sido um trem.", - "NWP_5_-3_HINT_NPC_DIALOGUE1": "Eu vi por aqui algumas Balazitas que se movem rápido o suficiente para quebrar pedras grandes.", - "NWP_5_-3_HINT_NPC_DIALOGUE2": "Isso seria uma habilidade legal de ter, né?", - "PARK_CAVE2_MERCHANT2": "Ah, não, eles se fundiram! [wave amp=30 freq=30]SOCORRO![/wave]", - "PARK_CAVE2_MERCHANT1": "Ei, você aí! Esses monstros me encurralaram. Pode me dar uma ajudinha?", - "PARK_CAVE2_MERCHANT6": "Me encontre no mercado no vilarejo. Separei alguns adesivos especiais para você!", - "PARK_CAVE2_MERCHANT4": "Olha... Você notou que o ataque \\\"Magnético\\\" do Canholupus se ativa automaticamente no início da batalha?", - "PARK_CAVE2_MERCHANT3": "Nossa, muito obrigado. Entrei aqui procurando algumas ideias para adesivos, mas acabei encontrando o que não queria.", - "PARK_CAVE2_MERCHANT5": "Acho que acabei conseguindo minha inspiração!", - "WATERLOOP_BEWARE_LYING_CHESTS": "Apenas um baú diz a verdade.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Eu estava flutuando acima do meu corpo na cama e então — vuuush! — um vórtice me sugou.", - "WATERLOOP_LYING_CHEST_LEFTMOST": "Um bilhete neste baú diz: \\\"A chave está aqui dentro\\\". Abrir?", - "WATERLOOP_LYING_CHEST_RIGHTMOST": "Um bilhete neste baú diz: \\\"A chave não está aqui dentro\\\". Abrir?", - "WATERLOOP_LYING_CHEST_MIDDLE": "Um bilhete neste baú diz: \\\"A chave não está no baú da esquerda\\\". Abrir?", - "SD_NEVERMORT_TRAINER_NAME": "Avelino", - "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Eu tenho uma ligação especial com os Corvônicos daqui.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "Como você chegou em Nova Murta?", - "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "É melhor você não atrapalhar a gente!", - "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"Vocês não estão perdidos aqui em Nova Murta, minhas crianças. Estão apenas esperando até se encontrarem.\\\"", - "SD_NEVERMORT_TRAINER_POST_BATTLE": "Você assustou os pássaros!", - "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"Esse é o caminho para Vilaluz!\\\"", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "Como você chegou em Nova Murta?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Eu me lembro de ter tido uma experiência fora do corpo.", - "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "Como você chegou em Nova Murta?", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Eu estava flutuando acima do meu corpo na cama e então — vuuush! — um vórtice me sugou.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Eu estava flutuando acima do meu corpo na cama e então — vuuush! — um vórtice me sugou.", - "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Quando eu fui ver, já estava aqui.", - "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Ei! Tira as mãos do meu tesouro!", - "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Os navios costumam naufragar perto da costa de Nova Murta.", - "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Vasculhar as praias em busca de tesouros encalhados é uma ótima maneira de ganhar a vida por aqui!", - "OVERWORLD_7_0_HINT_NPC": "Eu me pergunto quanto tesouro deve estar perdido no fundo do mar...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Ei, estou vendo seu toca-fitas!", - "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Acho que ainda tenho muito trabalho pela frente...", - "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Você também está tentando ser vigilante? Acho que isso nos torna rivais!", - "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Se você conseguir me vencer, te conto um segredo.", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Diz a lenda que a Fonte da Juventude está nesta ilha.", - "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Ei, você gosta de história? Qual é seu acontecimento histórico preferido do século 20?", - "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Você acha que a fonte é Comic Sans ou Times New Roman?", - "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "O meu é o acordo de paz humano-elfo negociado pelas Nações Unidas em 1948. Sem ele, as coisas teriam sido muito diferentes!", - "EPICURUS_NAME": "Epicuro", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janete", - "EPICURUS_POST_BATTLE": "A arte de lutar bem e a arte de aceitar bem a derrota são uma só.", - "EPICURUS_PRE_BATTLE": "Quanto maior a dificuldade, maior é a glória de superá-la!", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Estou aprimorando minhas habilidades de monstro aqui há meses.", - "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Acho que ainda tenho muito treino pela frente...", - "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Bora, deixa eu te mostrar os resultados do meu treino!", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]PARE! Eu sei por que você está aqui...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Vou encontrar outras oportunidades, tenho certeza...[/wave]", - "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Este terreno é uma oportunidade perfeita para desenvolvimento urbano! Mas eu vi primeiro![/wave]", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Ninguém em Nova Murta parece concordar em eventos históricos básicos. Alguns optam por aceitar a ideia de um \\\"multiverso\\\", mas acho que esta ilha está cheia de mentirosos!", - "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Por exemplo, muitas pessoas aqui negam que o pouso em Marte em 1969 tenha acontecido! Conspiracionistas malucos, todos eles!", - "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, preciso de uma pausa na escavação. Se você conseguir me derrotar em uma batalha, eu te conto um pouco sobre este lugar.", - "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "Não! Você também?", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "A Comandante Temível nos contou que as pessoas costumavam minerar esta área em busca de metais. Mas nem todas as explosões que aconteceram aqui parecem ter sido controladas...", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "E não consigo encontrar vestígios de ferramentas de mineração ou explosivos artificiais. É possível que toda esta área tenha sido escavada por Balazitas ao longo de vários séculos.", - "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Então a comandante está errada ou as Balazitas destruíram todas as evidências. Ou, humm... Talvez a evidência tenha se [wave amp=30 freq=5]transformado[/wave] em Balazita. O que você acha?", - "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "Sonhei com esta ilha quando era pequena!", - "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Este lugar não é mágico...?", - "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "Meu marido e eu estamos presos aqui desde 2160!", - "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Ninguém aqui parece saber sobre as três conchas. Que primitivo!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Tenha um pouco de fé...", - "OVERWORLD_5_-3_BATTLER_PARTNER": "Não mexa com a minha esposa!", - "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "José", - "OVERWORLD_7_-3_BATTLER_NAME": "Carlos", - "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "Vocês, Corretores, fariam qualquer coisa pelos cidadãos de Nova Murta, menos dar sossego para eles!", - "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Sem dinheiro? Sem problemas! Estamos oferecendo financiamento a apenas 10.000% ao ano![/wave]", - "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, eu me enganei. Você luta PELO povo, não contra ele.", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "Todos nós em Nova Murta já demos um passo rumo ao desconhecido. Por que não dar mais um? Confie no [wave amp=30 freq=10]Irmão Cooper[/wave]!", - "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Nova Murta não tem moeda, então ainda não tem como quitar. Só que os juros vão continuar se acumulando. É um esquema perfeito![/wave]", - "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "O Irmão Cooper encontrou um [wave amp=30 freq=10]caminho para sair[/wave] desta ilha de demônios e anjos e agora está nos preparando para encontrarmos nossas famílias do outro lado!", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Tenha um pouco de fé...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Pare! Posso sentir a dor dentro de você, meu amigo.", - "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Tenha um pouco de fé...", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Pare! Posso sentir a dor dentro de você, minha amiga.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Pare! Posso sentir a dor dentro de você, minhe amigue.", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "Você não passará daqui até que se arrependa dos seus bocados.", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Você sofre porque quer ir pra casa.", - "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"Nossa fé pode mover montanhas.\\\" – Cooper 17:20", - "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]Existir é... sofrer...[/wave]", - "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permita-me acabar com a sua dor, torne-se nosso tributo aos anjos!", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "Você não passará daqui até que se arrependa dos seus bocados.", - "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Peraí, era para ser \\\"pecados\\\"? Não acredito que falei errado esse tempo todo...", - "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "Você não passará daqui até que se arrependa dos seus bocados.", - "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Não há amor maior do que deixar as próprias fitas para os amigos.\\\" – Dorian 15:13", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Quando sua alma for pesada pelos arcanjos, eles a julgarão digna da eternidade?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Quando sua alma for pesada pelos arcanjos, eles e julgarão digne da eternidade?", - "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Quando sua alma for pesada pelos arcanjos, eles o julgarão digno da eternidade?", - "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "O Irmão Cooper chamou os OVNIs para nos conceder bênçãos. Permita-me mostrar-lhe!", - "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "O conselho intergaláctico de OVNIs e Arcanjos não tolera tais maus-tratos a seus mensageiros...", - "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Desculpa!", - "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Se me derrotar, eu te conto o segredo dos Filhos da Luz.", - "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "Pra falar a verdade, só me juntei aos Filhos da Luz pela comida.", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "Em 1988, duas bandas de rock inglesas, Iron Gaiden e Shields of the Nephilim, [pause]sem nem se conhecerem, [pause]lançaram simultaneamente duas músicas com o mesmo nome: \\\"Mournchild\\\", ou \\\"Filho da Luz\\\".", - "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Se ouvir as músicas ao contrário e ao mesmo tempo, de modo que as palavras se entrelacem, o Filho da Luz, um ser tão poderoso que pode até abrir um portal entre os mundos, será invocado!", - "AA_TOWER_POST_BATTLE_EUGENE3": "Os Arcanjos podem ser poderosos, mas isso não significa que sejam inteligentes.", - "AA_TOWER_POST_BATTLE_MEREDITH3": "Acho que até o Arcanjo mais [wave amp=30 freq=10]irritante[/wave] vai calar a boca se você bater nele o suficiente. Vamos levar essa lição a sério.", - "AA_TOWER_POST_BATTLE_FELIX3": "Aquele Arcanjo só falava besteiras, hein? Pelo menos conseguimos calar a boca dele.", - "AA_ALICE_PRE_BATTLE_ALICE1": "VOCÊ IGNOROU MINHAS INSTRUÇÕES PARA NÃO SE MEXER! VOCÊ NÃO ME RESPEITA? NÃO PERCEBE O QUANTO EU SOU IMPORTANTE?!", - "AA_TOWER_POST_BATTLE_VIOLA3": "Aquele espírito tinha pouco sentido em suas palavras. Talvez a derrota por nossas mãos a humilhe.", - "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Seu ego é imenso, né?", - "AA_ALICE_PRE_BATTLE_MEREDITH2": "Não, você tem razão. Eu não te respeito nem um pouco.", - "AA_ALICE_PRE_BATTLE_EUGENE2": "Não faço A MÍNIMA ideia de quem você é, parça.", - "AA_ALICE_PRE_BATTLE_FELIX2": "Devemos saber quem você é?", - "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr...", - "AA_ALICE_PRE_BATTLE_ALICE3": "QUE GROSSERIA... COM UM MEMBRO DA REALEZA, AINDA POR CIMA! SE VOCÊS SE RECUSAM A USAR A CABEÇA, TEREI QUE TIRÁ-LAS DOS SEUS OMBROS!", - "AA_ALICE_PRE_BATTLE_VIOLA2": "Meu respeito não é cedido de maneira tão arbitrária, espírito.", - "AA_ALICE_POST_BATTLE_ALICE1": "VOCÊ REALMENTE NÃO TEM RESPEITO, NÃO É? QUE IRRITANTE!", - "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Acho que ela se achava a rainha do mundinho dela, né?", - "AA_ALICE_POST_BATTLE_ALEPH2": "SRTA. ALICE, PRAZER EM CONHECÊ-LA! EU PRECISO DE ALGUÉM COM AS SUAS... HABILIDADES SOCIAIS.", - "AA_ALICE_POST_BATTLE_MEREDITH3": "Todos os Arcanjos se acham tanto assim mesmo, ou ela foi um caso [wave amp=30 freq=10]à parte[/wave]?", - "AA_ALICE_POST_BATTLE_EUGENE3": "Esses Arcanjos são muito rudes, hein?", - "AA_ALICE_POST_BATTLE_FELIX3": "Você acha que o Arcanjo realmente queria nossas cabeças, ou foi só uma frase? Na verdade, nem responde. Eu não quero saber.", - "AA_CUBE_PRE_BATTLE_CUBE1": "O ESPAÇO TRIDIMENSIONAL É IMPERFEITO. A CIÊNCIA E A MATEMÁTICA PERMANECEM VERDADEIRAS. TODAS AS COISAS TÊM 4 LADOS.", - "AA_ALICE_POST_BATTLE_VIOLA3": "Não vou me curvar a ninguém que fale de forma tão insolente comigo, realeza ou não.", - "AA_CUBE_PRE_BATTLE_MEREDITH2": "Eu diria que essa coisa está com um parafuso a menos na cabeça, [pause]mas parece que isso não tem cabeça.", - "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Esse Arcanjo parece meio peculiar, mas talvez seja do bem!", - "AA_CUBE_PRE_BATTLE_FELIX2": "Talvez este não tente nos atacar. O que você acha?", - "AA_CUBE_PRE_BATTLE_EUGENE2": "Eu não gosto de ficar olhando pra essa coisa...", - "AA_CUBE_PRE_BATTLE_VIOLA2": "Esse espírito é uma espécie de filósofo? Ou simplesmente está nas garras da loucura?", - "AA_CUBE_PRE_BATTLE_DOG2": "Au?", - "AA_CUBE_POST_BATTLE_CUBE1": "MEUS ÂNGULOS TAMBÉM SÃO IMPERFEITOS? OS CÁLCULOS ESTAVAM CORRETOS... EU FALHEI EM 3 DIMENSÕES SIMULTANEAMENTE.", - "AA_CUBE_PRE_BATTLE_CUBE3": "NÃO. VEJO INCONSISTÊNCIA EM VOCÊS. VOCÊS SÃO SERES IMPERFEITOS. DEIXE-ME CORRIGIR TODOS OS SEUS ÂNGULOS ERRADOS!", - "AA_CUBE_POST_BATTLE_ALEPH2": "BEM NA HORA! EU ESTAVA MESMO PENSANDO EM CONTRATAR ALGUÉM BOM COM NÚMEROS. QUE TAL UM EMPREGO, CAMARADA CUBOIDE?", - "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Não era um Arcanjo bonzinho, né? Que azar o nosso.", - "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Acho que essa vai pra minha lista de \\\"coisas estranhas que tentaram me matar nesta ilha\\\". [pause]Coisa fina, migue.", - "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Acho que essa vai pra minha lista de \\\"coisas estranhas que tentaram me matar nesta ilha\\\". [pause]Coisa fina, miga.", - "AA_CUBE_POST_BATTLE_EUGENE3": "Aquele Arcanjo era estranho. Ele parecia ser igual de todos os ângulos.", - "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Acho que essa vai pra minha lista de \\\"coisas estranhas que tentaram me matar nesta ilha\\\". [pause]Coisa fina, migo.", - "AA_CUBE_POST_BATTLE_FELIX3": "Da próxima vez que encontrarmos um Arcanjo, vou agir como se a coisa quisesse nos matar logo de cara.", - "AA_CUBE_POST_BATTLE_VIOLA3": "Se havia método na loucura daquele espírito, eu não vi.", - "RETROSPECTIVE_ALEPH_KAYLEIGH1": "Então, agora tem um homem misterioso com um [wave amp=30 freq=10]triângulo no lugar da cabeça[/wave] se intrometendo na caça dos Arcanjos? Não sei o que pensar...", - "RETROSPECTIVE_ALEPH_KAYLEIGH3": "Aquele homem-triângulo apareceu de novo. O que cê acha que ele quer com os Arcanjos?", - "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Outra batalha de Arcanjo que terminou com a aparição do [wave amp=30 freq=10]homem-triângulo[/wave]. Já tô até me acostumando...", - "RETROSPECTIVE_ALEPH_KAYLEIGH4": "O homem-triângulo disse que queria uma \\\"conversa séria\\\" cocê. Do que ele tá falando...?", - "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Tô começando a achar que o homem-triângulo tá armando alguma, hein. Bora ficar de olho nele.", - "RETROSPECTIVE_ALEPH_KAYLEIGH7": "Quantas vezes cê já viu o homem-triângulo até agora, {player}? Parece que ele continua aparecendo aonde quer que cê vá, né?", - "RETROSPECTIVE_ALEPH_KAYLEIGH6": "O Arcanjo foi levado pelo homem-triângulo feito mágica de novo. Já posso me preocupar, né?", - "RETROSPECTIVE_ALEPH_KAYLEIGH8": "O homem-triângulo apareceu e tirou o Arcanjo da luta de novo...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Derrotamos o Arcanjo pro Alef recrutar de novo... O que será que ele tá fazendo? Ele tá preso nesta ilha, assim como nós?", - "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Se o homem-triângulo vai ficar aparecendo do nada pra pegar o Arcanjo que acabamos de derrotar, ele podia pelo menos deixar de grosseria e se apresentar, né não?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Vencemos a luta, mas o Alef tava lá pra deformar o Arcanjo de novo...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "O Alef disse que nossos mundos têm \\\"lendas\\\" que se basearam nele. Isso pode ser verdade, {player}?", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Cê acha que todos os Arcanjos que vencemos foram apenas uma oportunidade de recrutamento pro Alef? Será...", - "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Derrotamos outro Arcanjo, outro recruta pro Alef. O que ele tá querendo, hein?", - "RETROSPECTIVE_ALEPH_MEREDITH1": "Então, hum, o que aquele homem de cabeça triangular queria? Ele... [pause][wave amp=30 freq=10]transportou[/wave] o Arcanjo? Não sei o que pensar sobre isso...", - "RETROSPECTIVE_ALEPH_MEREDITH2": "Não é a primeira vez que o cara do triângulo aparece pra prender um Arcanjo, né? Isso não parece bom...", - "RETROSPECTIVE_ALEPH_MEREDITH3": "O que você acha que o cara do triângulo tá tramando, então? Não confio em ninguém com cabeça geométrica.", - "RETROSPECTIVE_ALEPH_MEREDITH5": "Da próxima vez que o cabeça de triângulo aparecer, tenta perguntar qual é a dele. Vale a pena arriscar...", - "RETROSPECTIVE_ALEPH_MEREDITH4": "Aquele homem-triângulo disse que quer \\\"ter uma conversa séria\\\" com você. Ele é estranhamente educado pra um cara flutuante e assustador.", - "RETROSPECTIVE_ALEPH_MEREDITH6": "A gente concorda que o cara com cabeça de triângulo tá tramando algo sombrio, né? É o que eu acho.", - "RETROSPECTIVE_ALEPH_MEREDITH8": "Não importa com quem você esteja, o homem-triângulo acaba aparecendo em toda batalha contra um Arcanjo, né?", - "RETROSPECTIVE_ALEPH_MEREDITH7": "Bem, terminamos com mais uma aparição já esperada do homem de cabeça de triângulo. Irritante como sempre...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "Aquele Alef está por toda parte, né? Parece que ele pode ir pra qualquer lugar dentro da estação ferroviária subterrânea.", - "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Por que aquele cara triangular fala como um pequeno empresário? É estranho, migo.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Aquele tal de Alef apareceu de novo.", - "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Por que aquele cara triangular fala como um pequeno empresário? É estranho, migue.", - "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Por que aquele cara triangular fala como um pequeno empresário? É estranho, miga.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Bem, terminamos com mais uma aparição já esperada do Alef, irritante como sempre...", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Não importa com quem você esteja, toda batalha contra um Arcanjo termina com uma aparição indesejada do Alef, né?", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Por que o Alef fala como um pequeno empresário? É estranho, migo.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Por que o Alef fala como um pequeno empresário? É estranho, miga.", - "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Por que o Alef fala como um pequeno empresário? É estranho, migue.", - "RETROSPECTIVE_ALEPH_EUGENE1": "Então, só pra confirmar, você também viu o cara flutuante com o casaco vermelho sugar o Arcanjo com sua cabeça de triângulo, não foi? [pause]Só pra ter certeza.", - "RETROSPECTIVE_ALEPH_EUGENE2": "OK, essa é a segunda vez que o homem de casaco vermelho aparece pra levar um Arcanjo, né?", - "RETROSPECTIVE_ALEPH_EUGENE3": "O homem flutuante de casaco vermelho! Foi a terceira vez que ele apareceu e fez um Arcanjo [wave amp=30 freq=10]desaparecer[/wave], não foi?", - "RETROSPECTIVE_ALEPH_EUGENE5": "Foi uma luta incrível, mas agora não consigo parar de pensar no homem flutuante que apareceu no final. Se ele for uma ameaça pra Vilancoradouro, devo ficar de olho nele...", - "RETROSPECTIVE_ALEPH_EUGENE4": "O homem de casaco vermelho disse que queria ter uma \\\"conversa de séria\\\" com você. Foi ameaçador, hein...", - "RETROSPECTIVE_ALEPH_EUGENE6": "Aquele homem com a cabeça triangular... você acha que ele é um Arcanjo também? Ele parece bem poderoso. Não confio nem um pouco nele.", - "RETROSPECTIVE_ALEPH_EUGENE7": "O que aquele cara do triângulo quis dizer quando falou que existem \\\"lendas\\\" baseadas nele?", - "RETROSPECTIVE_ALEPH_EUGENE8": "Aquele homem-triângulo tava lá de novo. Zero surpresa. Ele aparece sempre que você encontra um Arcanjo, né?", - "RETROSPECTIVE_ALEPH_EUGENE9.m": "Aquele Arcanjo fala como se fosse um gerente de escritório. Isso me deixa doido, parça.", - "RETROSPECTIVE_ALEPH_FELIX4": "O que o cara do triângulo quis dizer com ter uma \\\"conversa séria\\\" com você? Ele parece civilizado, mas não confio nem um pouco nele.", - "RETROSPECTIVE_ALEPH_EUGENE9.f": "Aquele Arcanjo fala como se fosse um gerente de escritório. Isso me deixa doido, parça.", - "RETROSPECTIVE_ALEPH_EUGENE9.n": "Aquele Arcanjo fala como se fosse um gerente de escritório. Isso me deixa doido, parça.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "Essa luta foi [shake rate=30 level=10]memorável[/shake], mas agora só consigo pensar no Alef. Qual é o problema dele, hein?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "O que o Alef quis dizer quando falou que existem \\\"lendas\\\" baseadas nele?", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "Parece que o Alef não quer lutar com as próprias mãos, não é? Ele sempre aparece DEPOIS que a luta termina.", - "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Alef apareceu [wave amp=30 freq=10]de novo[/wave] depois daquela luta. Zero surpresa. Ele sempre aparece quando você encontra um Arcanjo, né?", - "RETROSPECTIVE_ALEPH_FELIX1": "Você já viu aquele cara com a cabeça de triângulo antes? Porque eu nunca vi. Bem estranho, né?", - "RETROSPECTIVE_ALEPH_FELIX2": "Então o cara da cabeça triangular já apareceu duas vezes, né? Tem alguma coisa ai, só não sei o que é.", - "RETROSPECTIVE_ALEPH_FELIX3": "Parece que o cabeça de triângulo se lembrou de você desta vez, {player}.", - "RETROSPECTIVE_ALEPH_FELIX6": "Aquele cara do triângulo... é um Arcanjo também, certo? Ou algo do tipo...?", - "RETROSPECTIVE_ALEPH_FELIX5": "Aquele cara do triângulo voltou pra resgatar o Arcanjo. Será que ele tá recrutando eles?", - "RETROSPECTIVE_ALEPH_VIOLA1": "Você já viu algo tão curioso quanto aquela figura que apareceu para nós mais cedo? Não o espírito com quem lutamos, mas o homem desprovido de cabeça...", - "RETROSPECTIVE_ALEPH_FELIX7": "Aquele cara do triângulo disse que nosso mundo tem lendas baseadas nele. O que será que ele quis dizer?", - "RETROSPECTIVE_ALEPH_FELIX8": "O que você acha daquele cara do triângulo, {player}? Eu tenho algumas teorias...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Então, o Alef apareceu novamente para resgatar o Arcanjo que lutou contra a gente. Para que será que ele tá reunindo eles? Ele tá tentando encontrar uma maneira de sair de Nova Murta?", - "RETROSPECTIVE_ALEPH_FELIX9": "Então aquele cara do triângulo ESTÁ recrutando os Arcanjos. O que ele vai fazer, montar uma banda?", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Alef disse que nosso mundo tem lendas baseadas nele. Não confio em uma palavra do que ele diz, mas tenho a sensação de que ele pode estar falando a verdade desta vez...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Quando Alef apareceu naquela hora, eu reconheci o tom de voz dele. Era como se ele estivesse fazendo uma [wave amp=30 freq=10]proposta de trabalho[/wave] ao Arcanjo...", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Vencemos a batalha, mas o Alef estava lá de novo. Vamos tomar cuidado, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Por que Alef está recrutando os Arcanjos? O que ele vai fazer, montar uma banda?", - "RETROSPECTIVE_ALEPH_VIOLA3": "Aquele espírito, o que reflete o meu rosto no dele, pareceu te reconhecer, {player}. Que maquinações ele está tramando?", - "RETROSPECTIVE_ALEPH_VIOLA2": "Aquele espírito apareceu novamente para você, aquele que tem um espelho no lugar do rosto. O que poderia significar essa aparição repentina?", - "RETROSPECTIVE_ALEPH_VIOLA4": "Aquele espírito com o rosto espelhado parecia querer falar com você, {player}. Tenha cuidado com as palavras que ele proferir.", - "RETROSPECTIVE_ALEPH_VIOLA6": "O que esse espírito com o rosto espelhado pode estar planejando? Não confio nos planos dos espíritos, {player}.", - "RETROSPECTIVE_ALEPH_VIOLA5": "O espírito com a cabeça triangular estava lá para intervir em nossa batalha novamente. Um ser curioso, certamente...", - "RETROSPECTIVE_ALEPH_VIOLA8": "Nosso inimigo escapou de nossas mãos mais uma vez devido à chegada repentina do espírito com cara de espelho. Muito rude.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Podemos ter vencido o poderoso espírito, mas Alef interveio para resgatá-lo. Não posso deixar de notar um padrão...", - "RETROSPECTIVE_ALEPH_VIOLA7": "Aquele espírito que apareceu para nós, que tem o rosto espelhado, o que ele quer?", - "RETROSPECTIVE_ALEPH_VIOLA9": "Certamente o espírito com o rosto espelhado deveria ser cortês ao se apresentar a nós, não? Suas aparições repentinas não são bem-vindas.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "O espírito \\\"Alef\\\" estava lá para intervir em nossa batalha novamente. Será que ele também deseja abandonar este país?", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "Quais serão os planos do nosso inimigo \\\"Alef\\\"? Não confio nos planos dos espíritos, {player}.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Nosso inimigo mais uma vez escapou de nossas mãos devido à chegada repentina do espírito conhecido como Alef. Que grosseria.", - "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Se esse \\\"Alef\\\" não fosse um covarde, entraria em confronto direto conosco! Em vez disso, ele sai de cena em velocidade.", - "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Ó, cê disse antes que acabar com o Arcanjo te deu uma dica, não foi? Que dica que era?", - "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\"?", - "RETROSPECTIVE_CLUE1_MEREDITH1": "Enfim, você disse que tava tentando desvendar o enigma de uma pista? O que era?", - "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Isso... [pause]não parece que vai ajudar muito. Acho que a gente vai ter que encontrar outro Arcanjo.", - "RETROSPECTIVE_CLUE1_EUGENE1": "Enfim, você disse que tá seguindo uma pista? O que é?", - "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Isso... não vai levar a gente muito longe. Desculpa, miga.", - "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Isso... não vai levar a gente muito longe. Desculpa, migue.", - "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Isso... não vai levar a gente muito longe. Desculpa, migo.", - "RETROSPECTIVE_CLUE1_EUGENE2": "Hã. Não parece que vai dar em algum lugar.", - "RETROSPECTIVE_CLUE1_FELIX1": "Enfim, você disse algo sobre seguir uma pista? O que é?", - "RETROSPECTIVE_CLUE1_FELIX2": "Hã. Não tem muito o que fazer com isso. Talvez você precise de mais informações.", - "RETROSPECTIVE_CLUE1_VIOLA2": "Que intrigante. Se há solução, desconheço.", - "RETROSPECTIVE_CLUE1_VIOLA1": "Você falou brevemente sobre um enigma que lhe foi dado. Deseja compartilhá-lo?", - "RETROSPECTIVE_CLUE2_KAYLEIGH2": "Isso ainda é vago demais pra ajudar. A gente vai ter que encontrar outro Arcanjo...", - "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Enfim, cê disse que a música na sua cabeça tá ficando maior, né? Qual é o próximo verso?", - "RETROSPECTIVE_CLUE2_MEREDITH1": "Cê tinha falado alguma coisa sobre uma pista que queria seguir?", - "RETROSPECTIVE_CLUE2_EUGENE1": "Ah, tá, você disse que está seguindo uma pista misteriosa, né? Qual é?", - "RETROSPECTIVE_CLUE2_MEREDITH2": "É, eu não sei o que isso significa.", - "RETROSPECTIVE_CLUE2_EUGENE2": "Não tem muito o que fazer só com isso.", - "RETROSPECTIVE_CLUE2_FELIX1": "Ah, é, você disse que estava procurando uma pista?", - "RETROSPECTIVE_CLUE2_FELIX2": "Hum. Muito vago, pra ser sincero.", - "RETROSPECTIVE_CLUE2_VIOLA2": "Curioso. Eu diria que há pouca informação a ser obtida nesse trecho.", - "RETROSPECTIVE_CLUE2_VIOLA1": "Ah! Você disse que tinha um enigma para resolver. Talvez você queira compartilhar comigo?", - "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Parece que está apontando pra um lado, mas ainda não diz muita coisa.", - "RETROSPECTIVE_CLUE3_KAYLEIGH1": "Cê conseguiu outro verso da sua [wave amp=30 freq=10]música profética[/wave] misteriosa? Como que é?", - "RETROSPECTIVE_CLUE3_MEREDITH1": "Ah, cê queria a minha opinião sobre uma pista que cê tá seguindo? Tá bom, como que é?", - "RETROSPECTIVE_CLUE3_MEREDITH2": "Parece que está apontando uma direção, né?", - "RETROSPECTIVE_CLUE3_EUGENE1": "Enfim, você disse que tinha uma nova pista que queria seguir? Que pista é essa?", - "RETROSPECTIVE_CLUE3_FELIX1": "Bom, você disse que estava seguindo uma pista? Qual?", - "RETROSPECTIVE_CLUE3_EUGENE2": "Parece que está apontando em uma direção? Mas ainda é muito vago.", - "RETROSPECTIVE_CLUE3_VIOLA1": "Conte para mim, você mencionou uma espécie de enigma que desejava decifrar. Pode compartilhá-lo?", - "RETROSPECTIVE_CLUE3_FELIX2": "Parece que está apontando em uma direção? Talvez cada pista diminua um pouco as possibilidades de localização.", - "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Ah! Quase esqueci de perguntar. Cê conseguiu uma pista nova com o fantasma do Arcanjo que vive dentro de você?", - "RETROSPECTIVE_CLUE3_VIOLA2": "Sem dúvidas, está direcionando você para algum lugar, mas ainda não há informação suficiente.", - "RETROSPECTIVE_CLUE4_MEREDITH1": "Você falou de uma pista enigmática que tava investigando? Conta pra mim.", - "RETROSPECTIVE_CLUE4_KAYLEIGH2": "Parece que tá falando de uma área... O que cê acha?", - "RETROSPECTIVE_CLUE4_MEREDITH2": "Isso [wave amp=30 freq=10]parece[/wave] que tá descrevendo uma área. Você tá querendo ir lá ou coisa assim?", - "CAPTAIN_ZEDD_PRE_REMATCH3": "*Bocejo* Vamos lutar mais uma.", - "CAPTAIN_ZEDD_PRE_REMATCH_NO": "Sem problemas. Uma soneca até que cairia bem.", - "CAPTAIN_ZEDD_PRE_REMATCH2": "Se quiser lutar de novo, tenho um tempo livre antes da minha próxima soneca. Tá dentro?", - "CAPTAIN_WALLACE_LAST_LEGS1": "Eu não vou ser demolido tão facilmente!", - "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe disse que você tem futuro como lutadore. Você veio aceitar meu desafio de vigilante, certo?", - "CAPTAIN_WALLACE_POST_BATTLE1": "Eu construí meus muros e você os [shake rate=30 level=10]derrubou![/shake]", - "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Muito bem! O vilarejo todo está falando que você agora é ume comandante como nós.", - "CAPTAIN_SKIP_INTRO2": "Salve! [pause]Sou Cisco, comandante dos vigilantes de Nova Murta.", - "CAPTAIN_SKIP_INTRO1": "Olha, os estrangeiros gostam mesmo de um monte de [wave amp=30 freq=10]coisas[/wave], né?", - "CAPTAIN_SKIP_INTRO4": "Eletrônicos, móveis, tem de tudo! [pause]Aqui nós lavamos e reaproveitamos tudo!", - "CAPTAIN_WALLACE_INTRO2": "A infraestrutura! [pause]Casas, muros, água corrente...", - "CAPTAIN_WALLACE_POST_REMATCH1": "Minhas defesas desmoronaram... apesar de todos os meus esforços.", - "CAPTAIN_SKIP_PRE_REMATCH2.m": "Talvez a gente deva celebrar com outra luta. O que acha, [wave amp=30 freq=10]comandante[/wave]?", - "CAPTAIN_ZEDD_POST_BATTLE1": "Nossa, acho que aquele golpe final chegou a me acordar. [pause]Aqui está sua recompensa.", - "CAPTAIN_SKIP_PRE_REMATCH2.f": "Talvez a gente deva celebrar com outra luta. O que acha, [wave amp=30 freq=10]comandante[/wave]?", - "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Talvez outra hora.", - "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Eletrizante! [pause]Você não vai se chocar ao ouvir isso, mas minha área de especialização em batalha é a eletricidade. Você terá que ser veloz se não quiser ser atingido por um raio!", - "CAPTAIN_LODESTEIN_POST_BATTLE1": "Essa foi uma luta eletrizante, eu acho.", - "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Raios! Fiquei tão envolvido em meu discurso que não percebi que você estava só de passagem.", - "CAPTAIN_LODESTEIN_LAST_LEGS1": "Chocante, [pause]você está se saindo melhor do que eu pensei!", - "CAPTAIN_LODESTEIN_POST_BATTLE2": "Desculpa meus trocadilhos, é a carga do hábito.", - "CAPTAIN_LODESTEIN_POST_BATTLE3": "Vai em frente, pega aqui sua recompensa.", - "CAPTAIN_LODESTEIN_POST_REWARD1": "Eu adoraria conversar mais, mas ainda tenho alguns trabalhos de manutenção pra fazer aqui.", - "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Muito bem! O vilarejo todo está falando que você agora é um comandante como nós.", - "CAPTAIN_LODESTEIN_POST_REWARD2.f": "Boa sorte aí, camarada!", - "CAPTAIN_LODESTEIN_POST_REWARD2.m": "Boa sorte aí, camarada!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Ei, camarada! Espero que você esteja bem por aí.", - "CAPTAIN_LODESTEIN_POST_REWARD2.n": "Boa sorte aí, camarada!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Ei, camarada! Espero que você esteja bem por aí.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "Dizem pelo vilarejo que agora você é um de nós. Está de parabéns!", - "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Ei, camarada! Espero que você esteja bem por aí.", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "Dizem pelo vilarejo que agora você é uma de nós. Está de parabéns!", - "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "Dizem pelo vilarejo que agora você é ume de nós. Está de parabéns!", - "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Raios! Fiquei tão envolvido em meu discurso que não percebi que você estava só de passagem.", - "CAPTAIN_LODESTEIN_PRE_REMATCH2": "O que acha de uma revanche? [pause]Estou ansioso para lutar novamente.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Bem, mais uma vez você me mostrou como se faz. Boa luta, amigo.", - "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Eu ia dizer \\\"não vou pegar leve com você desta vez!\\\", [pause]mas a verdade é que não peguei leve com você antes.", - "CAPTAIN_REMATCH_CHECK": "Chamar {pawn} para uma revanche?", - "CAPTAIN_READY_CHECK.n": "Está pronte para a batalha com {pawn}?", - "CAPTAIN_WALLACE_PRE_BATTLE2": "Espero que tenha treinado bem mesmo. Você vai precisar ser forte se quiser derrubar meus muros.", - "CAPTAIN_SKIP_PRE_BATTLE2": "Maravilha! [pause]Tente se divertir, e não se desaponte muito quando eu te vencer!", - "CAPTAIN_ZEDD_INTRO_FELIX.n": "Eh. [pause]Acho que não esperava que esse cara fosse um comandante dos vigilantes.", - "CAPTAIN_ZEDD_INTRO_FELIX.f": "Eh. [pause]Acho que não esperava que esse cara fosse um comandante dos vigilantes.", - "CAPTAIN_ZEDD_INTRO_VIOLA.m": "Comandante? Talvez haja mais neste homem do que parece à primeira vista.", - "CAPTAIN_SKIP_PRE_REMATCH1.m": "Salve! [pause]Falaram pra mim que você é comandante agora, certo? [pause]Isso é maravilhoso!", - "CAPTAIN_SKIP_PRE_REMATCH1.n": "Salve! [pause]Falaram pra mim que você é comandante agora, certo? [pause]Isso é maravilhoso!", - "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Você pode trocar esse material na prefeitura de Vilancoradouro. [pause]Sei que vocês, humanos, adoram trocar suas pequenas bugigangas inúteis...[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Ei, humana. Sabia que eu respeito todos os humanos na mesma medida? Também não tenho nada contra ninguém da sua espécie. [pause]É verdade.[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Ei, humane. Sabia que eu respeito todos os humanos na mesma medida? Também não tenho nada contra ninguém da sua espécie. [pause]É verdade.[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Eu atualizei todas as fraquezas dos meus algoritmos de combate. [pause]Sua derrota é uma certeza estatística, \\\"comandante\\\"![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Fui informada que você agora é um comandante como nós. [pause]O que você acha de rolar os dados outra vez?[/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Fui informada que você agora é uma comandante como nós. [pause]O que você acha de rolar os dados outra vez?[/color]", - "CAPTAIN_LODESTEIN_INTRO1.f": "Falo com você em um segundo, camarada. Eu só tenho alguns reparos finais para fazer...", - "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Eu atualizei todas as fraquezas dos meus algoritmos de combate. [pause]Sua derrota é uma certeza estatística, \\\"comandante\\\"![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Fui informada que você agora é ume comandante como nós. [pause]O que você acha de rolar os dados outra vez?[/color]", - "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Ei, humano. Sabia que eu respeito todos os humanos na mesma medida? Também não tenho nada contra ninguém da sua espécie. [pause]É verdade.[/color]", - "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Desculpa, [pause]eu não quis falar mal da humanidade novamente. [pause]Por favor, ignore meu comentário.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Não é o que eu queria, mas vou adicionar você ao meu banco de dados interno de humanos que eu respeito de verdade. [pause]É um banco de dados muito pequeno.[/color]", - "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Aqui, seu prêmio.[/color]", - "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Bem... [pause]Você quer lutar? [pause]Suas chances são baixas, mas nunca se sabe, talvez hoje seja seu dia de sorte.[/color]", - "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]Estou aumentando as apostas![/shake][/color]", - "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Muito bem, vamos jogar, [pause]ás alto, o vencedor leva tudo![/color]", - "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]Não quer lançar os dados? Talvez da próxima vez.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Se você for aprendiz de vigilante, venha dizer oi. Vamos apostar DE VERDADE.[/color]", - "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Se você for aprendiz de vigilante, venha dizer oi. Vamos apostar DE VERDADE.[/color]", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Você não está pronte. Escolha sábia. [pause]É bom conhecer seus próprios limites.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Você não está pronta. Escolha sábia. [pause]É bom conhecer os seus limites.", - "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Você não está pronto. Escolha sábia. [pause]É bom conhecer os seus limites.", - "CAPTAIN_JUDAS_POST_REMATCH2": "Perdi de novo, [pause]mas não vou derramar lágrimas por causa disso. [pause]Chorar desidrata, e minhas reservas de água estão acabando.", - "CAPTAIN_JUDAS_POST_REMATCH1": "Pensei que havia coberto todos os cenários possíveis desta vez...", - "CAPTAIN_SKIP_LAST_LEGS1": "Você está indo bem até agora. [pause]Mas não pense que vou pegar leve com você por causa disso.", - "CAPTAIN_JUDAS_INTRO1.m": "Eu ouvi você chegando a 200 metros de distância. [pause]Se estava tentando me pegar de surpresa, você falhou.", - "CAPTAIN_ZEDD_POST_REMATCH1": "Perdi de novo? É por isso que eu não confio no mundo dos acordados...", - "CAPTAIN_ZEDD_POST_REWARD1": "Eu bem que podia tomar uma xícara de café pra acordar...", - "CAPTAIN_ZEDD_LAST_LEGS1": "*Bocejo* [pause]Como está indo a luta? Já ganhei? Oh.", - "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "É importante dormir o suficiente... mas quanto sono É suficiente? [pause]A humanidade procura essa resposta desde o início da história.", - "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Bem-vinde, [pause]consumidore, [pause]ao \\\"Empório do Faraó\\\" Novo Vegas![/wave][/color]", - "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", - "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Gostaria de pedir algo...[/wave][/color]", - "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Foi mal. [pause]Minhas funções de reinicialização estão bem enferrujadas e meu banco de dados demora um pouco para carregar.[/color]", - "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Tenho o cérebro mecânico mais avançado que um cassino do século XXIV podia pagar, mas [shake rate=30 level=10]ainda[/shake] preciso de moedas para funcionar![/color]", - "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]Não quer lançar os dados? Talvez da próxima vez.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Jogou bem, comandante.[/color]", - "CAPTAIN_LODESTEIN_INTRO1.m": "Falo com você em um segundo, camarada. Eu só tenho alguns reparos finais para fazer...", - "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Jogou bem, comandante.[/color]", - "CAPTAIN_LODESTEIN_INTRO2": "...", - "CAPTAIN_LODESTEIN_INTRO1.n": "Falo com você em um segundo, camarada. Eu só tenho alguns reparos finais para fazer...", - "CAPTAIN_LODESTEIN_INTRO3": "Certo, [pause]tudo eletrizado!", - "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Eu atualizei todas as fraquezas dos meus algoritmos de combate. [pause]Sua derrota é uma certeza estatística, \\\"comandante\\\"![/color]", - "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perder uma vez é uma anomalia, [pause]mas duas? [pause]Está na hora de reavaliar algumas noções preconcebidas que tenho dos humanos.[/color]", - "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Jogou bem, comandante.[/color]", - "CAPTAIN_ZEDD_INTRO_MEREDITH": "Ahh, [pause]VOCÊ é comandante dos vigilantes?", - "CAPTAIN_ZEDD_PRE_BATTLE2": "*Bocejo* Tudo bem, então. Vamos para a esteira, [pause]digo, para a arena. [pause]Sim.", - "CAPTAIN_ZEDD_INTRO_EUGENE": "Não sabia que VOCÊ era vigilante.", - "CAPTAIN_ZEDD_INTRO_FELIX.m": "Eh. [pause]Acho que não esperava que esse cara fosse um comandante dos vigilantes.", - "CAPTAIN_ZEDD_INTRO5": "Obrigado. Olha, não devia ser tão difícil para um [wave amp=30 freq=10]comandante dos vigilantes[/wave] tirar uma soneca por aqui.", - "CAPTAIN_SKIP_PRE_BATTLE1.m": "Digamos que seja o novo aprendiz de vigilante. Você é aquele que luta bem, né? [pause]Acho que posso fazer uma pausa no meu mergulho na sucata se quiser aceitar meu desafio!", - "CAPTAIN_SKIP_POST_REWARD1": "Quanto a mim, devo voltar a separar coisas. [pause]As pessoas do seu mundo guardam mesmo tantas [wave amp=30 freq=10]coisas[/wave] assim?", - "CAPTAIN_SKIP_POST_BATTLE2": "Superou minhas expectativas, aqui, sua recompensa.", - "CAPTAIN_SKIP_POST_BATTLE1.f": "Uau, você acabou comigo mesmo, hein? [pause]Acho que subestimei você.", - "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe disse que você tem futuro como lutador. Você veio aceitar meu desafio de vigilante, certo?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Vejo que você é dure na queda. Por que você não se inscreve para ser aprendiz de vigilante?", - "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Vejo que você é dura na queda. Por que você não se inscreve para ser aprendiz de vigilante?", - "CAPTAIN_SKIP_POST_REMATCH3": "Tudo bem. [pause]Eu não tenho o dom da luta.", - "CAPTAIN_SKIP_POST_REMATCH4": "Lá no fundo eu sou apenas nerd... [pause]nerd das [wave amp=30 freq=10]coisas[/wave].", - "CAPTAIN_JUDAS_PRE_REMATCH2": "Muito bem. [pause]Dessa vez eu fiz alguns ajustes táticos para maximizar minhas chances de vitória.", - "CAPTAIN_CLEEO_INTRO3": "Dá para colocar moedas em suas costas. Talvez haja uma moeda adequada na ilha.", - "CAPTAIN_CLEEO_INTRO2": "Parece que este robô está com defeito.", - "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Fui informado que agora você é comandante dos vigilantes como nós. [pause]Seu trabalho foi impressionante. [pause]Veio para uma revanche?", - "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Fui informado que agora você é comandante dos vigilantes como nós. [pause]Seu trabalho foi impressionante. [pause]Veio para uma revanche?", - "CAPTAIN_JUDAS_POST_REWARD1": "São tempos perigosos. [pause]A civilização e a segurança estão por um fio, se você não consegue sobreviver no campo de batalha apenas com sua astúcia, vai acabar se desapontando.", - "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Talvez eu devesse voltar para Vilancoradouro e fazer um \\\"reabastecimento de suprimentos\\\" tático...", - "CAPTAIN_JUDAS_POST_BATTLE1.f": "Você tinha estratégias... para contra-atacar as minhas. [pause]Sua mentalidade é a de uma verdadeira vigilante. [pause]Você mereceu.", - "CAPTAIN_SKIP_PRE_REMATCH1.f": "Salve! [pause]Falaram pra mim que você é comandante agora, certo? [pause]Isso é maravilhoso!", - "CAPTAIN_SKIP_POST_REMATCH2.m": "Tenho que admitir, comandante, você mereceu essa vitória!", - "CAPTAIN_SKIP_POST_REMATCH1": "Hum... [pause]perdi de novo!", - "CAPTAIN_SKIP_PRE_REMATCH3": "Beleza! [pause]Acho que vai ser divertido!", - "CAPTAIN_SKIP_PRE_REMATCH_NO": "Sem problemas! [pause]Eu tenho um monte de coisas pra separar.", - "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Ah! [pause]Tinha me esquecido TOTALMENTE que cê é comandante dos vigilantes.", - "CAPTAIN_SKIP_POST_BATTLE1.m": "Uau, você acabou comigo mesmo, hein? [pause]Acho que subestimei você.", - "CAPTAIN_ZEDD_INTRO1": "...", - "CAPTAIN_SKIP_POST_REMATCH5": "Nunca sei o qual é a próxima coisa que vou achar!", - "CAPTAIN_ZEDD_INTRO3": "Bom, está ficando cada vez mais difícil \\\"meditar\\\" por aqui, tem muitas Balazitas zunindo. Acha que consegue [wave amp=30 freq=10]resolver isso pra mim?[/wave]", - "CAPTAIN_WALLACE_POST_REMATCH2": "Mais uma vez, você mostrou que a fundação da sua estratégia foi muito bem-feita.", - "CAPTAIN_WALLACE_INTRO4": "Eu sou o Murilo, um dos comandantes dos vigilantes de Vilancoradouro. [pause]Eu supervisiono todos os trabalhos de construção em Nova Murta.", - "CAPTAIN_SKIP_INTRO3": "Eu reúno e classifico todas as [wave amp=30 freq=10]coisas[/wave] que vocês, estrangeiros, fazem e que acabaram parando aqui.", - "CAPTAIN_WALLACE_PRE_REMATCH2": "Agora é a hora perfeita para uma revanche! O que me diz?", - "CAPTAIN_JUDAS_INTRO5": "Quando você encara os olhos de um monstro pra valer, a única maneira de sair vivo é entrar na batalha com a certeza da vitória.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Você não está pronta. Escolha sábia. [pause]É bom conhecer os seus limites.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Você não está pronto. Escolha sábia. [pause]É bom conhecer os seus limites.", - "CAPTAIN_JUDAS_POST_BATTLE1.m": "Você tinha estratégias... para contra-atacar as minhas. [pause]Sua mentalidade é a de um verdadeiro vigilante. [pause]Você mereceu.", - "CAPTAIN_JUDAS_PRE_BATTLE2": "Muito bem, [pause]mas não leve isso para o lado pessoal quando você estiver com a cara na lama.", - "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Você não está pronte. Escolha sábia. [pause]É bom conhecer os seus limites.", - "CAPTAIN_JUDAS_INTRO4": "Estamos muito [wave amp=30 freq=10]longe[/wave] de casa, [pause]e a única coisa que nos separa das bestas inimigas é a nossa capacidade de criar estratégias.", - "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Preciso melhorar a fundação da minha estratégia de batalha...", - "CAPTAIN_WALLACE_PRE_REMATCH3": "Meus muros não vão cair tão facilmente desta vez!", - "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Vejo que você é duro na queda. Por que você não se inscreve para ser aprendiz de vigilante?", - "CAPTAIN_SKIP_POST_REWARD2": "Não consigo imaginar esse tipo de vida!", - "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Salve! [pause]Veio me ajudar a separar a sucata?", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "É, sim.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Pessoas perdidas procuram por orientação, [pause]e foi isso que Dorian lhes deu.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Espero que todo mundo fique bem agora que ele se foi.", - "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Bom, um Arcanjo a menos. [pause]E... [pause]eu vou te ajudar a encontrar o resto!", - "ALEPH_DIALOGUE_2_1": "HUM. ALGUNS HUMANOS ENTRARAM AQUI.", - "ALEPH_DIALOGUE_1_1": "NÃO LIGUE PARA MIM!", - "ALEPH_DIALOGUE_2_2": "VÃO EMBORA LOGO, SIM?", - "ALEPH_DIALOGUE_3_1": "EU LEMBRO DE VOCÊS!", - "ALEPH_DIALOGUE_3_2": "E EU REALMENTE NÃO SEI COMO VOCÊS VIERAM PARAR AQUI.", - "ALEPH_DIALOGUE_4_1": "VOCÊS E EU...", - "ALEPH_DIALOGUE_4_2": "VAMOS TER QUE TER UMA CONVERSA SÉRIA UMA HORA DESSAS.", - "ALEPH_DIALOGUE_5_1": "VOCÊS NÃO DESISTEM, NÉ?", - "ALEPH_DIALOGUE_6_1.m": "VOCÊS SABEM ONDE ESTÃO, SERES HUMANOS?", - "ALEPH_DIALOGUE_6_1.n": "VOCÊS SABEM ONDE ESTÃO, SERES HUMANOS?", - "ALEPH_DIALOGUE_6_1.f": "VOCÊS SABEM ONDE ESTÃO, SERES HUMANOS?", - "ALEPH_DIALOGUE_6_2": "CONSEGUEM SENTIR ESTES TÚNEIS RESPIRANDO?", - "ALEPH_DIALOGUE_7_1": "VOCÊS DEVERIAM ME MOSTRAR UM POUCO MAIS RESPEITO, SABIAM?", - "ALEPH_DIALOGUE_7_2": "SEU MUNDO TEM LENDAS BASEADAS EM MIM!", - "ALEPH_DIALOGUE_7_3": "VOCÊ TEM SORTE POR EU SER HUMILDE.", - "ALEPH_DIALOGUE_8_1": "TEMOS QUE PARAR DE NOS ENCONTRAR ASSIM!", - "ALEPH_DIALOGUE_9_1": "MEUS NOVOS RECRUTAS SÃO REALMENTE BARULHENTOS.", - "ALEPH_DIALOGUE_10_1": "SIM, SOU EU DE NOVO, VIM AQUI PARA RECRUTAR ESSE INDIVÍDUO TALENTOSO CONTRA QUEM VOCÊS ESTÃO LUTANDO.", - "ALEPH_DIALOGUE_9_2": "AINDA BEM QUE ESTIVE MELHORANDO MINHAS HABILIDADES GERENCIAIS.", - "ALEPH_DIALOGUE_9_3": "VAMOS CRIAR UMA ATMOSFERA DE TRABALHO MUITO POSITIVA!", - "ALEPH_DIALOGUE_10_2": "VOCÊS NÃO CANSAM?", - "RESTING_KAYLEIGH_DATING_1": "Você e Kayleigh discutem boas lembranças de lugares que visitaram quando crianças.", - "RESTING_KAYLEIGH_DATING_3": "Kayleigh discute as aspirações dela com você.", - "RESTING_KAYLEIGH_DATING_2": "Vocês dois riem dos momentos constrangedores que vivenciaram.", - "RESTING_MEREDITH_PLATONIC_2": "Você tenta bater papo com Meredith, mas ela não está muito falante no momento.", - "RESTING_KAYLEIGH_DATING_4": "Vocês dois têm uma conversa alegre sobre suas histórias românticas.", - "RESTING_KAYLEIGH_DATING_5": "Kayleigh conversa com você sobre os lugares na Terra que ela gostaria de visitar.", - "RESTING_MEREDITH_PLATONIC_1": "Meredith joga conversa fora com você.", - "RESTING_MEREDITH_PLATONIC_3": "Você ouve algumas pequenas queixas sobre o dia a dia da Meredith.", - "RESTING_MEREDITH_PLATONIC_5": "Vocês se sentam em silêncio. Meredith não tem muito a dizer agora.", - "RESTING_MEREDITH_PLATONIC_4": "Meredith conta empolgada o enredo de um livro de fantasia que ela adora.", - "RESTING_MEREDITH_DATING_1": "Meredith descreve para você em detalhes um filme de terror que ela viu uma vez na televisão.", - "RESTING_MEREDITH_DATING_3": "Meredith cria coragem para elogiar sua aparência.", - "RESTING_MEREDITH_DATING_2": "Você e Meredith falam sobre lugares que gostariam de visitar um dia.", - "RESTING_MEREDITH_DATING_4": "Vocês têm uma conversa alegre e pessoal.", - "RESTING_MEREDITH_DATING_5": "Você elogia Meredith e isso a deixa muito envergonhada. Mas ela fica grata.", - "RESTING_EUGENE_PLATONIC_2": "Você e Eugene discutem novas estratégias de batalha em potencial.", - "RESTING_EUGENE_PLATONIC_1": "Eugene conversa com você sobre os treinos que ele mais gosta.", - "RESTING_EUGENE_PLATONIC_5": "Eugene discute com você as diferenças entre seus dois mundos.", - "RESTING_EUGENE_PLATONIC_3": "Eugene conta com entusiasmo sobre os acontecimentos em Vilancoradouro", - "RESTING_EUGENE_PLATONIC_4": "Vocês trocam dicas de batalha conforme o tempo passa tranquilamente.", - "RESTING_EUGENE_DATING_1": "Eugene conta sobre o tipo de lugar em que ele gostaria de viver um dia.", - "RESTING_EUGENE_DATING_2": "Você e Eugene discutem casualmente seus históricos de relacionamento.", - "RESTING_EUGENE_DATING_3": "Eugene se gaba de sua habilidade em cozinhar jantares românticos.", - "RESTING_EUGENE_DATING_5": "Eugene pergunta sobre suas esperanças e sonhos e ouve atentamente.", - "RESTING_EUGENE_DATING_4": "Eugene te conta uma piada engraçada. Ele tem muitas.", - "RESTING_FELIX_PLATONIC_1": "Félix desenha calma e atentamente e deixa o tempo passar.", - "RESTING_FELIX_PLATONIC_2": "Félix reflete sobre comidas que não consegue encontrar em Nova Murta.", - "RESTING_FELIX_DATING_1": "Félix mostra alguns desenhos que fez recentemente.", - "RESTING_FELIX_PLATONIC_3": "Félix relembra algumas anedotas divertidas sobre os cidadãos de Vilancoradouro.", - "RESTING_FELIX_DATING_2": "Félix fala animadamente sobre as novas ideias de histórias que ele teve recentemente.", - "RESTING_FELIX_DATING_3": "Félix ouve seus pensamentos pacientemente.", - "RESTING_FELIX_DATING_4": "Félix conversa com você sobre sua comida preferida.", - "RESTING_FELIX_DATING_5": "Vocês criam uma conexão ao compartilharem experiências em comum.", - "RESTING_VIOLA_PLATONIC_1": "Viola conta sobre suas aventuras da infância.", - "RESTING_VIOLA_PLATONIC_3": "Viola pergunta com entusiasmo como era sua vida antes de você chegar a Nova Murta.", - "RESTING_VIOLA_PLATONIC_2": "Viola fala sobre a beleza de seu país natal, Messalina.", - "RESTING_VIOLA_PLATONIC_4": "Você conta a Viola sobre a vida em seu mundo.", - "RESTING_VIOLA_DATING_1": "Viola recita uma bela poesia que estudou há muito tempo. A performance é linda.", - "RESTING_VIOLA_DATING_3": "Viola fala sobre suas aspirações em uma conversa bastante íntima.", - "RESTING_VIOLA_DATING_2": "Vocês dois trocam algumas gentilezas fofas.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Eu andei pensando um pouco esses dias.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "Fiquei digerindo meus sentimentos sobre o tempo que passei em Vilaluz.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "Passei muito tempo MESMO tentando agradar as pessoas. Acho que ainda passo.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Passei tanto tempo tentando fazer as pessoas felizes...", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "Isso é normal? [pause]Não faço ideia.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Bem, o que você gosta de fazer no seu tempo livre?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Não tem problema, mas acho que vai ser bom pra mim descobrir o que eu gosto de fazer também.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "E não vai sobrar mais nada de [wave amp=30 freq=30]mim[/wave].", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "Senão, vou acabar esgotada.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "Quais hobbies você gostaria de ter?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Eu... vou ter que pensar nisso!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Acho que quando eu era mais jovem, eu tinha muito mais [wave amp=30 freq=30]paixão[/wave] pelas coisas do que agora.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "Cê sabia que eu tocava violão?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "Igual meu pai. Minhas lembranças mais antigas são eu sentada no colo dele ouvindo ele tocar.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "Como ele conseguiu colocar você e um violão no colo ao mesmo tempo?", - "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Ah, [pause]claro, [pause]você não é dessas bandas.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "...Com muito cuidado.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Comprei meu próprio violão quando era adolescente, mas nunca fui muito boa.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "E, bem, se não era meu destino tocar violão profissional, [pause]qual era o sentido de tocar como hobby?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "Acho que desisti [pause]porque achava que qualquer hobby que eu tivesse precisava servir pra alguma coisa.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "Que pena!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Não deveria pensar assim!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "Pior que [pause]cê tem razão.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "Pena MESMO que eu desisti.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "Eu deveria fazer mais coisas pra mim!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Posso só sentar na cama o dia todo e ler romances horríveis, se eu quiser!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "E [pause]não importa se é produtivo!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "Assim que se fala!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "Você tem razão!", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "É bom desabafar.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Já terminei minha xícara de chá. Bora continuar?", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Hehe. Muitíssimo obrigada, {player}.", - "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Afinal, a gente está se fundindo em um monstro gigante, não é? Não tem como não se unir!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "Saca só, {player}!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "Clémence comprou no mercado pra mim mais cedo!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "Está em boas condições?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "Como está?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "Mas, pra falar a verdade, é igual a metade das coisas em Vilancoradouro...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Tem... um cheirinho de água do mar...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "Está afinado?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "Não se preocupe, todo mundo aqui em Nova Murta já acostumou com coisas um pouco quebradas. Nada que um pouco de amor não resolva!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Boa pergunta. Tá pronto...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Boa pergunta. Tá pronte...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Boa pergunta. Tá pronta...?", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Parece...", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "Que vai dar certo um dia!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "Vou tocar essa belezura pra você logo, logo!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "E amor, aqui, significa trabalho manual.", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "Mal posso esperar!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "Vou querer uma serenata!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "Eu também!", - "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Cruze os dedos e talvez se torne realidade.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "Claro!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Ei, hã, cê quer vir pra minha casa? Eu tenho um negócio pra te mostrar.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Agora não.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "Sem problemas. Sobra mais tempo pra praticar!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "Maravilha!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "E-eu queria tocar alguma coisa pra você. Meu pai cantava essa pra mim, e foi a primeira música que aprendi a tocar.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Cê tem sido maravilhoso pra mim e eu queria te fazer uma coisinha.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Cê tem sido maravilhosa pra mim e eu queria te fazer uma coisinha.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "Tá pronta?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Cê tem sido maravilhose pra mim e eu queria te fazer uma coisinha.", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "Tá pronto?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "Sim!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "Tá pronte?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "E aí, o que cê achou?", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "Foi incrível!", - "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Acho que quero te beijar agora.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "Ai, assim eu vou ficar vermelha!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Espero que continue tocando.", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Eu também! A gente podia escrever uma música nas nossas viagens!", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Parece que vai ser bem divertidinho, né?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "Eu topo!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "Ah, tem certeza de que não é só o efeito [wave amp=30 freq=30]mágico[/wave] de ver alguém tocando violão?", - "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "Fechou! Vamo nessa!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "Ah, tem certeza de que não é só o efeito [wave amp=30 freq=30]mágico[/wave] de ver alguém tocando violão?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "Ah, tem certeza de que não é só o efeito [wave amp=30 freq=30]mágico[/wave] de ver alguém tocando violão?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "A primeira vez que me apaixonei foi vendo um amigo tocar bateria em uma banda quando estávamos na faculdade. Acho que me apaixono fácil por músicos.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Brincadeiras à parte, espero que continue tocando!", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "Não, é sério, eu gosto de você.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "Cê tá mais quiete do que o normal, {player}! Tá incomodade com algo?", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "Não, é sério, eu gosto de você.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Eu...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "Não, é sério, eu gosto de você.", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Se cê quiser me beijar...", - "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Acho que agora é a hora.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "Cê tá mais quieta do que o normal, {player}! Tá incomodada com algo?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "Cê tá mais quieto do que o normal, {player}! Tá incomodado com algo?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Quero namorar com você.[/color]", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Nada de mais!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Sim, achei que cê gostaria.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Se cê tá dizendo!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "Não sei se tem uma palavra pra isso, não.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "Pra falar a verdade, acho que nunca te vi [wave amp=30 freq=30]assim[/wave] até a gente se fundir.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Pra começar, [pause]eu só tive relacionamentos curtos, e todos eles foram com meninos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Pra começar, [pause]eu só tive relacionamentos curtos, e todos eles foram com meninos.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Na real, já fiquei com alguns garotos, [pause]mas [pause]eu nunca... senti nada.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Pode parecer um pouco bobo, mas quando nos fundimos...", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "Eu sinto que [wave amp=30 freq=10]conheço[/wave] sua alma... [pause]E talvez eu te conheça melhor do que a mim mesma.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Eu... eu te acho lindo. Claro que eu quero ficar com você.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Eu... eu te acho linda. Claro que eu quero ficar com você.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "E mesmo que não seja pra sempre, vai ter valido a pena, [pause]eu acho.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Eu... eu te acho linde. Claro que eu quero ficar com você.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "Cê não tem [wave amp=30 freq=30]muita[/wave] sorte?", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Cê tem razão.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Eu concordo.", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Bem, cê tem uma namorada agora! E ela tá aprendendo a tocar violão!", - "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "Vamos comemorar!", - "MEREDITH_INTRO_MEREDITH1.m": "Ah. O novato.", - "MEREDITH_INTRO_MEREDITH1.f": "Ah. A novata.", - "MEREDITH_INTRO_MEREDITH1.n": "Ah. Ê novate.", - "MEREDITH_INTRO_MEREDITH1_OPTION1": "A gente se conhece?", - "MEREDITH_INTRO_MEREDITH2": "Dulago mencionou algo sobre você quando passou aqui pra comprar umas peças.", - "MEREDITH_INTRO_MEREDITH1_OPTION2": "Você sabia sobre mim?", - "MEREDITH_INTRO_MEREDITH3": "Ai, credo! [pause]Você conhece aquela coisa?", - "MEREDITH_INTRO_MEREDITH4": "Sabia que ele nem é um cientista de verdade? [pause]Ele era um ANALISTA DE DADOS, mas mudou de carreira em Nova Murta.", - "MEREDITH_INTRO_MEREDITH6.m": "Nem me apresentei, né? Meu nome é Meredith. [pause]Seja bem-vindo ao clube dos aprisionados na gruta da morte!", - "MEREDITH_INTRO_MEREDITH5": "Acho que ele ainda não se tocou que usar camisas com \\\"I <3 science\\\" NÃO é uma personalidade.", - "MEREDITH_INTRO_MEREDITH6.n": "Nem me apresentei, né? Meu nome é Meredith. [pause]Aproveite a estada no clube dos aprisionados na gruta da morte!", - "MEREDITH_INTRO_MEREDITH6.f": "Nem me apresentei, né? Meu nome é Meredith. [pause]Seja bem-vinda ao clube dos aprisionados na gruta da morte!", - "MEREDITH_INTRO_MEREDITH6_OPTION1": "Eu vou dar um jeito de sair!", - "MEREDITH_INTRO_MEREDITH6_OPTION2": "Ah, nem é tão ruim assim.", - "MEREDITH_INTRO_A_MEREDITH2": "Tudo o que resta nessa ilha são criaturas grotescas e nós.", - "MEREDITH_INTRO_A_MEREDITH1.m": "Você realmente é novo aqui, né? Fofucha a sua esperança, mas não tem escapatória, docinho.", - "MEREDITH_INTRO_A_MEREDITH1.n": "Você realmente não é daqui, né? Fofucha a sua esperança, mas não tem escapatória, docinho.", - "MEREDITH_INTRO_A_MEREDITH1.f": "Você realmente é nova aqui, né? Fofucha a sua esperança, mas não tem escapatória, docinho.", - "MEREDITH_INTRO_A_MEREDITH3": "E só.", - "MEREDITH_INTRO_END_MEREDITH1": "Enfim, só preciso de um arzinho. Quando estiver no vilarejo, dê um pulo lá na minha loja qualquer dia desses. Procure a amarela no calçadão.", - "MEREDITH_INTRO_B_MEREDITH2": "Já já você vai ficar sem ter o que falar. Voz da experiência.", - "MEREDITH_INTRO_B_MEREDITH1": "Acho que tem tipo, estourando, umas duzentas pessoas aqui?", - "MEREDITH_INTRO2_MEREDITH1": "Quem é vivo sempre aparece! Queria te perguntar uma coisa...", - "MEREDITH_INTRO2_MEREDITH2": "Você vai mesmo procurar um jeito de fugir daqui?", - "MEREDITH_INTRO2_MEREDITH2_OPTION1": "Claro!", - "MEREDITH_INTRO2_MEREDITH3": "Hum. Seu otimismo é quase admirável.", - "MEREDITH_INTRO2_MEREDITH4": "Bom, já que você vai dar uma de \\\"pela ilha viajarei\\\", tem como procurar uma coisa pra mim?", - "MEREDITH_INTRO2_MEREDITH4_OPTION1": "Claro! Do que você precisa?", - "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Não dá.", - "MEREDITH_INTRO2_NO_MEREDITH1": "Claro. Você tem suas coisas pra fazer. Também tenho.", - "MEREDITH_INTRO2_NO_MEREDITH2": "Olha só! Você voltou.", - "MEREDITH_INTRO2_MEREDITH5": "É, bem... um disco. [pause]Você sabe o que é?", - "MEREDITH_INTRO2_NO_MEREDITH3": "Acho que conseguiu separar um tempinho pra procurar o que preciso.", - "MEREDITH_INTRO2_MEREDITH5_OPTION1": "Claro!", - "MEREDITH_INTRO2_MEREDITH5_OPTION2": "Óbvio! Como eu não saberia?", - "MEREDITH_INTRO2_MEREDITH6": "Ah, legal.", - "MEREDITH_INTRO2_MEREDITH7": "É que é meio, [pause]hm, [pause]difícil saber quem conhece o quê por aqui. Nem todo mundo vem de... mundos similares.", - "MEREDITH_INTRO2_MEREDITH9": "Enfim, quanto ao disco, [pause]é um álbum. [pause]\\\"Só preciso disso\\\" dos Casa da Bruxa. Creio que não conheça.", - "MEREDITH_INTRO2_MEREDITH8": "Interagir com os outros é meio complicado. [pause]Mais do que o normal.", - "MEREDITH_INTRO2_MEREDITH10": "Eu ouvia antigamente. Ele tem... [pause]valor sentimental, tá?", - "MEREDITH_QUEST1_QUERY_IANTHE6": "É nele que pegamos todas as roupas dos moradores. [pause]Além, claro, dos nossos toca-fitas e fitas.", - "MEREDITH_INTRO2_MEREDITH12.m": "Ah. Novato! O que manda?", - "MEREDITH_INTRO2_MEREDITH11": "Vilancoradouro tem seus melômanos. Pode ver se encontra pra mim?", - "MEREDITH_INTRO2_MEREDITH12.n": "Ah. Docinho! O que manda?", - "MEREDITH_INTRO2_MEREDITH12_OPTION1": "Ainda estou nas buscas pelo seu disco!", - "MEREDITH_INTRO2_MEREDITH12.f": "Ah. Novata! O que manda?", - "MEREDITH_QUEST1_QUERY_CLEMENCE1": "Se eu tenho esse disco...?", - "MEREDITH_INTRO2_MEREDITH12_OPTION2": "Nada ainda!", - "MEREDITH_INTRO2_MEREDITH13A": "Tudo bem. Imaginei que demoraria, saca? A sorte não tá sorrindo tanto assim pra mim. Mas obrigada por tentar.", - "MEREDITH_QUEST1_QUERY": "\\\"Só preciso disso\\\" do Casa da Bruxa?", - "MEREDITH_INTRO2_MEREDITH13B": "Ah, vai se acostumando. O tempo dura uma eternidade aqui. Não temos as melhores distrações.", - "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Non. Mas você pode conferrrir com os Vigilantes na Prrrefeitura.", - "MEREDITH_QUEST1_QUERY_IANTHE1": "Meredith está procurando um álbum? [pause]Você sabe que vai ser mais fácil achar uma agulha num palheiro do que esse álbum específico, né?", - "MEREDITH_QUEST1_QUERY_CLEMENCE3": "Ou com os Vigilantes no Posto Avançado. [pause]Sabe onde fica? [pause]Basta seguir na direção nordeste de Vilancoradouro.", - "MEREDITH_QUEST1_QUERY_IANTHE2": "Sério, você não faz ideia. As coisas que param em Nova Murta vêm de um [wave amp=30 freq=30]montão[/wave] de mundos diferentes, sabe?", - "MEREDITH_QUEST1_QUERY_IANTHE3": "Porém, [pause]acho que você pode achar algo no Shopping Kaidosseu.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "Shopping Kaidosseu?", - "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Ah, [pause]claro, [pause]você é nova aqui.", - "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "Saquei!", - "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Ah, [pause]claro, [pause]você é novo aqui.", - "MEREDITH_QUEST1_QUERY_IANTHE5": "Uns quinze anos atrás, um shopping caiu do céu na parte norte de Nova Murta. [pause]Mas está abandonado.", - "MEREDITH_QUEST1_QUERY_IANTHE7": "Tem uma loja de artigos musicais no shopping cheia de discos e fitas, só que ela fica trancada por segurança.", - "MEREDITH_QUEST1_QUERY_IANTHE8": "Afinal, ter um suprimento de fitas é importante. Mantê-las a salvo é uma boa ideia.", - "MEREDITH_QUEST1_QUERY_IANTHE9": "Se o disco estiver lá, Meredith é capaz de arriscar a própria vida para obtê-lo. [pause]Meu lado racional quer barrar formalmente as tentativas dela...", - "MEREDITH_QUEST1_QUERY_IANTHE10": "Mas se você for com ela, talvez seja mais seguro. Tome, fique com isso.", - "MEREDITH_QUEST3_MEREDITH2": "Ah.", - "MEREDITH_QUEST3_MEREDITH1": "Isso é... uma carta?", - "MEREDITH_QUEST3_MEREDITH2_OPTION1": "O que ela dizia?", - "MEREDITH_QUEST3_MEREDITH3": "É uma carta da Ianthe. Ela disse que meu disco deve estar no Shopping Kaidosseu, e que tenho permissão pra buscá-lo...", - "MEREDITH_QUEST3_MEREDITH4": "Mas só se você me fizer companhia. Ela também deixou as chaves pra entrar lá.", - "MEREDITH_QUEST3_MEREDITH5": "Bom, vamos nessa?", - "MEREDITH_QUEST3_MEREDITH5_OPTION1": "Tem certeza?", - "MEREDITH_QUEST3_MEREDITH6": "Relaxa, eu sei me defender. E você acha mesmo que eu não teria meu próprio toca-fitas?", - "MEREDITH_QUEST3_MEREDITH5_OPTION2": "Pode ser perigoso!", - "MEREDITH_QUEST3_MEREDITH7": "Ficar plantada aqui o dia todo tá me matando. [pause]Creio que encontrar o disco vai me motivar.", - "MEREDITH_QUEST3_MEREDITH8": "É que, tipo, [pause]se você não tem algo que te dê vontade de viver, de que adianta viver então, [pause]né?", - "MEREDITH_QUEST3_MEREDITH9": "Mas e você... [pause]O que te motiva?", - "MEREDITH_QUEST3_MEREDITH11": "Mas...", - "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Dar um jeito de voltar para casa.", - "MEREDITH_QUEST4_PART1_MEREDITH3": "Aquela loja parece ser o tipo de lugar onde você encontraria música, certo?", - "MEREDITH_QUEST3_MEREDITH10": "Como eu já disse, é impossível.", - "MEREDITH_QUEST3_MEREDITH12": "Se você me ajudar a achar meu disco, te ajudo a voltar pra casa.", - "MEREDITH_QUEST3_MEREDITH13": "Que mal faria, né? Vou precisar achar uma nova motivação.", - "MEREDITH_QUEST4_PART1_MEREDITH2": "Acho chique a estética \\\"pós-apocalíptica\\\".", - "MEREDITH_QUEST4_PART1_MEREDITH1": "Posso ser sincera? Aposto que este lugar era bem mais cafona antes da... [pause]degradação estrutural.", - "MEREDITH_QUEST4_PART1_MEREDITH4": "Vamos achar um jeito de chegar lá.", - "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Imagina como este lugar era diferente quando enchia de gente...", - "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Se gravassem um filme aqui, seria um estouro. Já tem até monstros pra figuração!", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "Vamos!", - "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Espero que eu tenha pisado em água.", - "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"Embalos do Vinil\\\". Acho que é aqui. Vamos entrar?", - "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Agora não.", - "MEREDITH_QUEST4_PART3_MEREDITH1": "Tem que estar por aqui... Estou tão perto...", - "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"Mac e os 5 Magníficos – Mac do Futuro\\\". Nem de longe.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"Ente – Legado do Ente\\\" Eles têm uns álbuns bem estranhos aqui.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"Procgen – Ovelha Elétrica do Sonhador\\\". Parece maneiro... Mas ainda não é o que eu procuro.", - "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "É algum tipo de trilha sonora.", - "MEREDITH_QUEST4_PART4_DESCRIPTION": "Esse álbum tem \\\"Casa da Bruxa\\\" escrito na capa com letras vermelhas garrafais.", - "MEREDITH_QUEST4_PART4_MEREDITH1A": "Essa capa de álbum... Você achou!", - "MEREDITH_QUEST4_PART4_MEREDITH1B": "Essa capa de álbum... Achei!", - "MEREDITH_QUEST4_PART4_MEREDITH4": "E a capa também tá [wave amp=30 freq=30]levemente[/wave] diferente...", - "MEREDITH_QUEST4_PART4_MEREDITH2": "Pera. [pause][pause]Tem algo de errado.", - "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"Eterno e Estranho\\\"? [pause]Mas não é o mesmo nome do álbum...", - "MEREDITH_QUEST4_PART4_MEREDITH5": "As músicas...", - "MEREDITH_QUEST4_PART4_MEREDITH6": "Não conheço nenhuma delas.", - "MEREDITH_QUEST4_PART4_MEREDITH7": "É uma versão de algum [wave amp=30 freq=30]universo alternativo[/wave]. [pause]A versão que eu quero não tá aqui.", - "MEREDITH_QUEST4_PART4_MEREDITH8": "Eu sabia, tava fácil demais, nada de bom acontece comigo.", - "MEREDITH_QUEST4_PART4_MEREDITH9": "Típico...", - "MEREDITH_QUEST4_PART5_MEREDITH1": "Ah, o que houve...", - "MEREDITH_QUEST4_PART5_MONARCH4": "EU SABIA, MINHA INTUIÇÃO NUNCA FALHA!\\n\\nESSE VAZIO. O LOCAL QUE ABRIGARIA UM CORAÇÃO. ELE ME ALIMENTA!\\n\\nEU QUERO CONSUMI-LO POR INTEIRO.", - "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, tá tudo bem?", - "MEREDITH_QUEST4_PART5_MONARCH6": "SUAS VIDAS PODERIAM SER TÃO PRÓSPERAS.\\n\\nMAS VOCÊS PREFEREM TROCÁ-LAS POR ARTIFÍCIOS E SÍMBOLOS FÚTEIS.", - "MEREDITH_QUEST4_PART5_MEREDITH3": "O disco, eu derrubei ele. Me ajuda a achar?", - "MEREDITH_QUEST4_PART5_MEREDITH5": "Q-quem é você? [pause]Do que você tá falando?", - "MEREDITH_QUEST4_PART5_MEREDITH9": "Isso não passa de uma ruína recheada de lixo!", - "MEREDITH_QUEST4_PART5_MONARCH7": "VOCÊS TROCAM ALGO VALOROSO POR FUTILIDADES.\\n\\nMEU CASTELO GUARDA AS LEVIANDADES QUE VOCÊS ABANDONARAM!", - "MEREDITH_QUEST4_PART5_MEREDITH8": "Seu... [pause]castelo? [pause]O shopping? [pause]Tá falando sério?", - "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]É um grande nada![/shake]", - "MEREDITH_QUEST4_PART5_MONARCH11": "EXATO... UM NADA...\\n\\nE EU SOU O REI DO NADA!\\n\\nVENHA, DEIXE-ME CONSUMIR SEU VAZIO!", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Seria tão fácil...", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Seria tão fácil só desistir e morrer...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Conseguimos... [pause]Sobrevivemos... [pause]Nós [pause]fundimos...?", - "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "Mas não dessa vez! Já cansei de me decepcionar!", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Er...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Conseguimos... [pause]Sobrevivemos...", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "LUGARZINHO INTERESSANTE O SEU, CAMARADA.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "Você não precisava ter me ajudado. Obrigada, miga.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Olha, me toquei de uma coisa. Não valeu a pena passar por isso tudo por algo tão banal.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Olha, me toquei de uma coisa. Não valeu a pena passar por isso tudo por algo tão banal.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "MAS SEU POTENCIAL PODERIA SER APROVEITADO EM OUTRAS ÁREAS, CONCORDA?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Olha, me toquei de uma coisa. Não valeu a pena passar por isso tudo por algo tão banal.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "Sem falar que foi bem idiota quase morrer pra conseguir.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "Você não precisava ter me ajudado. Obrigada, migo.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "Você não precisava ter me ajudado. Obrigada, migue.", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Olha... Acho que já deu de shoppings abandonados e riscos de vida por hoje, né?", - "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Vamos nessa, tô doida pra chegar no vilarejo pra escutar essa belezura.", - "MEREDITH_QUEST5_PART6A_MEREDITH1": "Então... Sobre aquela coisa de... fusão....", - "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "Você já, [pause]er, [pause][pause]se fundiu com alguém antes?", - "MEREDITH_QUEST5_PART6A_MEREDITH2": "Acho que, assim, precisamos falar sobre isso?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "Meio esquisito, né?", - "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "Foi daora, né?", - "MEREDITH_QUEST5_PART6A_MEREDITH3": "Foi... [pause]Interessante.", - "MEREDITH_QUEST5_PART6A_MEREDITH5": "E depois, por mais que eu me lembre, não parece que foi algo que vivi.", - "MEREDITH_QUEST5_PART6A_MEREDITH4": "É como se nossas mentes tivessem se unido, e eu não fosse mais eu.", - "MEREDITH_QUEST5_PART6A_MEREDITH6": "Parece mais que foi um sonho. Bom, talvez nossos cérebros só não estejam prontos pra processar isso...", - "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "Você já, [pause]er, [pause][pause]se fundiu com alguém antes?", - "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "Você já, [pause]er, [pause][pause]se fundiu com alguém antes?", - "MEREDITH_QUEST5_PART6A_MEREDITH8": "N-[pause]não que seja um problema caso já tenha acontecido! [pause]Só não sei se foi sua primeira vez.", - "MEREDITH_QUEST5_PART6A_MEREDITH9": "Ai... [pause]eu tô me enrolando toda.", - "MEREDITH_QUEST5_PART6A_MEREDITH10": "Esquece o que eu disse.", - "MEREDITH_QUEST5_PART6A_MEREDITH11": "Mas eu queria te perguntar uma coisa...", - "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "O que te dá tanta certeza de que tem um caminho de volta pra casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "O que te dá tanta certeza de que tem um caminho de volta pra casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "O que te dá tanta certeza de que tem um caminho de volta pra casa?", - "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Eu tive uma visão...", - "MEREDITH_QUEST5_PART6A_MEREDITH13": "Er, então, você vai precisar me dar mais contexto no caso, colega.", - "MEREDITH_QUEST5_PART6A_MEREDITH14": "...Ah. Isso foi bem... intenso.", - "MEREDITH_QUEST5_PART6A_MEREDITH15": "Bem, me resta cumprir com a minha parte. Você me ajudou com o disco, vou te ajudar a achar um jeito de se mandar de Nova Murta.", - "MEREDITH_QUEST5_PART6A_MEREDITH16": "Ah! Quase me esqueci do disco!", - "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", - "MEREDITH_QUEST4_PART6B_MEREDITH2": "Até que é bom.", - "MEREDITH_QUEST4_PART6B_MEREDITH4": "Eu, hã... Durante minha adolescência, eu era infeliz e malvada com as outras pessoas.", - "MEREDITH_QUEST4_PART6B_MEREDITH5": "Eu tentei mudar, pra valer, quando comecei a faculdade.", - "MEREDITH_QUEST4_PART6B_MEREDITH3": "Assim, não é o mesmo que eu costumava ouvir, mas é parecido.", - "MEREDITH_QUEST4_PART6B_MEREDITH8": "Eu sei que eu sou o problema, mas quero continuar tentando.", - "MEREDITH_QUEST4_PART6B_MEREDITH11": "Não precisava ter arriscado sua vida pra me ajudar.", - "MEREDITH_QUEST4_PART6B_MEREDITH6": "Esse disco era tipo uma trilha sonora pra mim, me motivava a tentar mudar e melhorar...", - "MEREDITH_QUEST4_PART6B_MEREDITH7": "Não que eu tenha conseguido. Eu até cheguei a fazer bons amigos, mas eles pararam de falar comigo.", - "MEREDITH_CONVO5_MEREDITH2": "Já mencionei que tenho pavor de insetos?", - "MEREDITH_QUEST4_PART6B_MEREDITH9": "Acho que foi isso que o Arcanjo quis dizer. Acho que passei tanto tempo me distraindo de tudo que acabei me esquecendo de viver.", - "MEREDITH_QUEST4_PART6B_MEREDITH12": "Tem muita coisa bizarra em Nova Murta, mas...", - "MEREDITH_QUEST4_PART6B_MEREDITH10": "E mesmo que a gente não tivesse encontrado o que queria, eu estaria... satisfeita com esse resultado.", - "MEREDITH_QUEST4_PART6B_MEREDITH13": "Você não é uma delas.", - "MEREDITH_CONVO1_MEREDITH1": "Sabe...", - "MEREDITH_CONVO1_MEREDITH2": "Fogueiras deixam o papo mais fácil.", - "MEREDITH_CONVO1_MEREDITH3": "Aquelas pausas esquisitas quando acaba o assunto simplesmente somem.", - "MEREDITH_CONVO1_MEREDITH4": "Basta mandar um \\\"Essa fogueira é linda\\\" e todos vão concordar, como se você tivesse dito algo importante.", - "MEREDITH_CONVO1_MEREDITH6": "Apesar de que seria a fórmula perfeita para incêndios.", - "MEREDITH_CONVO1_MEREDITH5": "Queria que toda conversa viesse com uma fogueira...", - "MEREDITH_CONVO2_MEREDITH1": "Você se lembra do que estava fazendo antes de vir pra cá?", - "MEREDITH_CONVO2_MEREDITH2": "Tipo, [pause]antes de vir pra Nova Murta.", - "MEREDITH_CONVO5_MEREDITH1": "ARGH. [pause][pause]Acho que algo subiu no meu pé.", - "MEREDITH_CONVO2_MEREDITH3": "De vez em quando eu tento me lembrar, [pause]mas nunca consigo...", - "MEREDITH_CONVO2_MEREDITH4": "É como tentar lembrar do momento em que caiu no sono.", - "MEREDITH_CONVO2_MEREDITH5": "Eu até consigo me lembrar das coisas que estavam acontecendo, mas do momento exato? Nadinha.", - "MEREDITH_CONVO2_MEREDITH6": "Estranho.", - "MEREDITH_CONVO3_MEREDITH2": "Se a gente conseguir encontrar um meio de voltar pra casa... [pause]Nossas casas de verdade...", - "MEREDITH_CONVO3_MEREDITH1": "Será que...", - "MEREDITH_CONVO3_MEREDITH3": "Será que o tempo lá continuou passando?", - "MEREDITH_CONVO3_MEREDITH4": "Ou será que a gente voltaria no exato momento em que foi embora, e tudo isso aconteceu num piscar de olhos?", - "MEREDITH_CONVO4_MEREDITH1": "Uma coisa engraçada sobre a Casa da Bruxa é que tipo, [pause]três bandas se separaram pra daí eles se reunirem.", - "MEREDITH_CONVO4_MEREDITH2": "A Procgen se desfez depois que o baixista resolveu criar o próprio culto, daí o vocalista Kevin Cremoso precisava trabalhar...", - "MEREDITH_CONVO4_MEREDITH8": "Eu diria que... [pause]bem baixas.", - "MEREDITH_CONVO4_MEREDITH3": "A baterista Linda Afiada tinha acabado de abandonar o trio punk Cavalos da Pesada após uma briga na gravadora...", - "MEREDITH_CONVO4_MEREDITH5": "E, num passe de mágica, [pause]que tá mais pra uma urucubaca, [pause]eles formaram a Casa da Bruxa.", - "MEREDITH_CONVO4_MEREDITH4": "E o guitarrista, Daniel \\\"Seguro Morreu de Velho\\\" Careta, foi o único sobrevivente de um acidente de ônibus que matou sua banda Liberem os Cintos.", - "MEREDITH_CONVO4_MEREDITH6": "Eu fico pensando em como é baixa a probabilidade disso acontecer...", - "MEREDITH_CONVO4_MEREDITH7.f": "Tipo, quais as chances de nós estarmos aqui, [pause]neste exato momento?", - "MEREDITH_CONVO4_MEREDITH7.m": "Tipo, quais as chances de nós estarmos aqui, [pause]neste exato momento?", - "MEREDITH_CONVO4_MEREDITH7.n": "Tipo, quais as chances de nós estarmos aqui, [pause]neste exato momento?", - "MEREDITH_CONVO5_MEREDITH3": "Vou fingir que foi apenas uma folha da grama que se soltou e não pensar nisso.", - "MEREDITH_CONVO6_MEREDITH1": "Olha, foi uma boa escolha de lugar pro nosso \\\"momento casal\\\", mas...", - "MEREDITH_CONVO6_MEREDITH2": "E se tivesse uma [wave amp=30 rate=10]segunda[/wave] cafeteria em Vilancoradouro?", - "MEREDITH_CONVO6_MEREDITH3": "Isso ia mudar completamente a rotina de encontros!", - "MEREDITH_CONVO6_MEREDITH4": "Acho que vou abrir uma, só pra estimular uma concorrência saudável.", - "MEREDITH_CONVO6_MEREDITH6": "Já consigo até imaginar.", - "MEREDITH_CONVO6_MEREDITH5": "Acho que eu apelaria pra uma decoração mais gótica. [pause]Paredes pretas, caveiras maneiras nas paredes...", - "MEREDITH_CONVO7_MEREDITH1": "Então, eu... não levo muito jeito pra falar o que sinto.", - "MEREDITH_CONVO7_MEREDITH2": "Às vezes parece que eu sempre reajo da maneira errada ao que as pessoas falam...", - "MEREDITH_CONVO7_MEREDITH4": "E assim, muita gente REALMENTE me deixa entediada!", - "MEREDITH_CONVO7_MEREDITH5": "Mas não você, [pause]então nunca, nunquinha, ache que eu não estou prestando atenção ou sei lá o quê.", - "MEREDITH_CONVO7_MEREDITH3": "É como se fosse sempre a resposta ou a reação errada, [pause]daí acham que não estou interessada no que estão falando.", - "MEREDITH_CONVO8_MEREDITH1": "Já percebeu como Vilancoradouro sempre acolhe a todos, não importa a maneira como possam contribuir?", - "MEREDITH_CONVO8_MEREDITH2": "Assim, cada um tem seus problemas, claro, mas...", - "MEREDITH_CONVO8_MEREDITH3.m": "Ninguém é deixado pra trás. [pause]Todos meio que contribuem à sua maneira. [pause]E se não puder? [pause]De boa no porto.", - "MEREDITH_CONVO8_MEREDITH3.n": "Ninguém é deixado pra trás. [pause]Todos meio que contribuem à sua maneira. [pause]E se não puder? [pause]De boa no porto.", - "MEREDITH_CONVO8_MEREDITH3.f": "Ninguém é deixado pra trás. [pause]Todos meio que contribuem à sua maneira. [pause]E se não puder? [pause]De boa no porto.", - "MEREDITH_CONVO8_MEREDITH4": "Pode até ser uma sociedade solitária... [pause]mas definitivamente não é cruel.", - "MEREDITH_CONVO8_MEREDITH5": "E eu, [pause]bem, [pause]não posso falar o mesmo de onde vim.", - "MEREDITH_CONVO9_MEREDITH1": "Pode ser meio deprê, mas eu me pergunto se o pessoal da minha \\\"vida anterior\\\" ainda se lembra de mim.", - "MEREDITH_CONVO9_MEREDITH2": "Eu imagino meus colegas da faculdade sentados à noite num bar qualquer em Londres se perguntando: [pause]\\\"O que será que aconteceu com a Meredith Chen? Ela simplesmente se escafedeu e nunca mais apareceu\\\".", - "MEREDITH_CONVO9_MEREDITH4": "É, fica ainda mais deprê falando em voz alta.", - "MEREDITH_CONVO9_MEREDITH3": "...", - "MEREDITH_CONVO10_MEREDITH1_OPTION1": "Filmes?", - "MEREDITH_CONVO10_MEREDITH1": "Se voltarmos pros nossos mundos, eu vou ter um montão de filmes pra assistir.", - "MEREDITH_CONVO10_MEREDITH1_OPTION2": "De qual tipo de filme você gosta?", - "MEREDITH_CONVO10_MEREDITH2": "Ah, [pause]humm.", - "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Isso foi bem específico.", - "MEREDITH_CONVO10_MEREDITH3": "Consigo definir meu gosto em duas categorias distintas: filmes de ação americanos idiotas e filmes de vampiro que você não sabe dizer se são obras-primas ou só um monte de lixo.", - "MEREDITH_CONVO10_MEREDITH3_OPTION2": "Você sabe bem do que gosta!", - "MEREDITH_CONVO10_MEREDITH4": "Bem, saber o que te agrada é sempre bom.", - "MEREDITH_CONVO11_MEREDITH1": "Me disseram que você e a Kayleigh tão namorando...", - "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Te disseram...?", - "MEREDITH_CONVO11_MEREDITH6": "Depois da noite que tivemos, acho que tive uma impressão errada do que você queria... [pause]mas tudo bem.", - "MEREDITH_CONVO11_MEREDITH1_OPTION2": "Espero que não seja um problema!", - "MEREDITH_CONVO11_MEREDITH2": "Cidade pequena, as fofocas voam.", - "MEREDITH_CONVO11_MEREDITH3": "Assim, eu não te julgo, tipo, [pause]a Kayleigh é um [wave amp=30 freq=10]amor[/wave] de pessoa!", - "MEREDITH_CONVO11_MEREDITH5": "(Caramba, eu definitivamente [wave amp=30 freq=10]não sei[/wave] falar com mulheres...)", - "MEREDITH_CONVO11_MEREDITH4": "Não diz pra ela que eu te disse isso. [pause]Pelo menos está com alguém legal.", - "MEREDITH_CONVO11_MEREDITH7": "E também não sei se tô pronta pra algo sério, migue.", - "MEREDITH_CONVO12_MEREDITH1": "Sabe quando enfrentamos o Arcanjo no shopping? [pause]Uma coisa que ele disse me marcou.", - "MEREDITH_CONVO12_MEREDITH2": "Quando ele disse que eu \\\"troquei algo valioso por futilidades\\\". [pause]Será que ele tava falando do meu desejo de encontrar aquele disco?", - "MEREDITH_CONVO12_MEREDITH4": "Às vezes você foca tanto em certas coisas que acaba negligenciando aquilo que [wave amp=30 freq=10]realmente[/wave] importa.", - "MEREDITH_CONVO12_MEREDITH3": "Porque, sinceramente... [pause]o disco não era importante. Era só mais uma [wave amp=30 freq=10]coisa[/wave] em minha vida. Como os livros que li, os filmes a que assisti.", - "MEREDITH_CONVO12_MEREDITH5": "\\\"Trocando algo valioso por futilidades.\\\"", - "MEREDITH_CONVO15_MEREDTH2_OPTION2": "Como?", - "MEREDITH_CONVO12_MEREDITH6": "E, hã, a nossa amizade é valiosa pra mim, [pause]só queria te lembrar disso.", - "MEREDITH_CONVO13_MEREDITH2": "Muita gente viveu e morreu aqui. E muitos deles eram como nós... [pause]pessoas que surgiram aqui vindo de outro mundo.", - "MEREDITH_CONVO13_MEREDITH1": "Lembra da nossa jornada pelo cemitério? Ela me deixou pensativa.", - "MEREDITH_CONVO13_MEREDITH3": "É gente pra dedéu que se perdeu e nunca foi encontrada, saca? É bem triste, se parar pra pensar.", - "MEREDITH_CONVO13_MEREDITH4": "Muitos perderam a esperança nesta ilha.", - "MEREDITH_CONVO13_MEREDITH5": "E, {player}, eu não quero ser como eles.", - "MEREDITH_CONVO14_MEREDITH1": "Então... você também acredita?", - "MEREDITH_CONVO14_MEREDITH1_OPTION1": "Acredito no quê?", - "MEREDITH_CONVO14_MEREDITH2": "Que o caminho que você encontrou pode nos levar pra casa?", - "MEREDITH_CONVO14_MEREDITH1_OPTION2": "Como assim?", - "MEREDITH_CONVO14_MEREDITH2_OPTION1": "Eu tenho que acreditar.", - "MEREDITH_CONVO14_MEREDITH3": "Eu... [pause]desisti de ficar aqui pra sempre. É assustador ter que pensar no meu próprio futuro.", - "MEREDITH_CONVO14_MEREDITH2_OPTION2": "Que outra chance me resta?", - "MEREDITH_CONVO15_MEREDTH2": "Se ele realmente funcionar, os vigilantes vão ter bastante trabalho.", - "MEREDITH_CONVO15_MEREDTH1": "Você contou para Ianthe do caminho, né?", - "MEREDITH_CONVO15_MEREDTH2_OPTION1": "Como assim?", - "MEREDITH_CONVO15_MEREDTH5": "Os vigilantes são os protetores da comunidade, certo? Eles vão precisar dar um jeito de administrar essa mudança logística.", - "MEREDITH_CONVO15_MEREDTH3": "A visão das pessoas vai mudar completamente. Nova Murta não será mais essa prisão eterna. Vai se tornar um local em que as pessoas simplesmente... surgem de tempos em tempos.", - "MEREDITH_CONVO15_MEREDTH4": "Assim, [wave amp=30 freq=10]presumo[/wave] que as pessoas vão continuar surgindo aqui, né.", - "MEREDITH_CONVO15_MEREDTH6": "Ainda bem que não sou uma deles. Imagina o trampo!", - "MEREDITH_CONVO16_MEREDITH2": "Assim, se transformar em monstros por causa das fitas é uma coisa. [pause]Me fundir com você e virar um monstro maior ainda é outra. [pause]Agora, quando [wave amp=30 freq=10]todo mundo[/wave] se fundiu naquele trem?", - "MEREDITH_CONVO16_MEREDITH1": "Tanta coisa aconteceu recentemente que nem deu pra parar e conversar sobre a batalha que tivemos contra Alef.", - "MEREDITH_CONVO16_MEREDITH3": "Aquilo foi mais do que irado.", - "MEREDITH_CONVO16_MEREDITH4": "Eu nem sei como descrever... [pause]parecia que eu tinha ficado de espectadora pro que o meu corpo fazia, como na fusão normal.", - "MEREDITH_CONVO18_MEREDITH1": "Eu achava que os monstros de Nova Murta eram bizarros o suficiente...", - "MEREDITH_CONVO16_MEREDITH5": "Mas não era eu e você. Éramos todos nós, e eu conseguia [wave amp=30 freq=10]sentir[/wave] a vontade de todos.", - "MEREDITH_CONVO16_MEREDITH6": "E sabe de uma coisa? [pause]Os Arcanjos podem até ser fortes, mas o povo é [wave amp=30 freq=10]MUITO[/wave] mais forte.", - "MEREDITH_CONVO17_MEREDITH2": "Sempre vivi como uma pessoa solitária. Achei que se a gente se tornasse um casal, tudo o que sei sobre mim mudaria.", - "MEREDITH_CONVO17_MEREDITH1": "No começo, eu fiquei preocupada de um relacionamento me mudar demais.", - "MEREDITH_CONVO23_MEREDITH2_OPTION1": "Como assim?", - "MEREDITH_CONVO17_MEREDITH4": "Mas... não foi o que aconteceu. Eu ainda sou [wave amp=30 freq=10]eu mesma[/wave], [pause]só que agora tenho [wave amp=30 freq=10]você[/wave] comigo também.", - "MEREDITH_CONVO17_MEREDITH3": "Sei que parece idiota, [pause]e talvez seja, [pause]mas é como me sinto.", - "MEREDITH_CONVO18_MEREDITH3": "O jeito como ele falava igual a uma [wave amp=30 freq=10]pessoa[/wave] de verdade. Como se fosse inteligente como nós, sabe? Talvez até [wave amp=30 freq=10]mais[/wave].", - "MEREDITH_CONVO18_MEREDITH2": "Mas os \\\"Arcanjos\\\"? Que nem aqueles que enfrentamos? Eles são um pesadelo à parte.", - "MEREDITH_CONVO18_MEREDITH4": "Descobrir que tem [wave amp=30 freq=10]monstros gigantes e inteligentes que alteram a realidade[/wave] vivendo na ferrovia que passa por baixo da ilha que moramos...", - "MEREDITH_CONVO18_MEREDITH5": "Como dormir sabendo disso?", - "MEREDITH_CONVO19_MEREDITH1": "...", - "MEREDITH_CONVO19_MEREDITH2": "...", - "MEREDITH_CONVO19_MEREDITH3": "Foi mal, sei que isso é estranho. A gente nem se conhece direito, mas é que não tem muita gente disponível pra conversar.", - "MEREDITH_CONVO19_MEREDITH4": "Ops. [pause]Acho que explicar só piorou as coisas.", - "MEREDITH_CONVO20_MEREDITH1": "Eu não sou lá muito... [pause]fã de acampar. Prefiro ficar na minha toca.", - "MEREDITH_CONVO20_MEREDITH2": "Acho que deveria ter informado isso antes de você concordar em vir nessa pequena [wave amp=30 freq=10]aventura[/wave] comigo.", - "MEREDITH_CONVO20_MEREDITH3": "Espero que não tenha se arrependido de topar uma busca por um vinil com uma desconhecida, migue.", - "MEREDITH_CONVO21_MEREDITH1": "E de volta ao café... Algumas coisas nunca mudam, né?", - "MEREDITH_CONVO21_MEREDITH1_OPTION1": "Você vem sempre aqui?", - "MEREDITH_CONVO21_MEREDITH1_OPTION2": "Já é cliente fiel?", - "MEREDITH_CONVO21_MEREDITH2": "Assim, não é como se Vilancoradouro tivesse [wave amp=30 freq=10]outro lugar[/wave] pra curtir.", - "MEREDITH_CONVO21_MEREDITH3": "Essa é a vida em vilarejos. [pause]Pelo menos o café é gostoso.", - "MEREDITH_CONVO22_MEREDITH1": "Então, er, você acampa muito pelas bandas de Nova Murta, né?", - "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Acho que sim!", - "MEREDITH_CONVO22_MEREDITH2_OPTION1": "N-não!", - "MEREDITH_CONVO22_MEREDITH1_OPTION2": "Não sei dizer.", - "MEREDITH_CONVO22_MEREDITH2": "Pelo que ouvi falar, é isso mesmo. Você também beijou todos os [wave amp=30 freq=10]outros[/wave] companheiros?", - "MEREDITH_CONVO22_MEREDITH2_OPTION2": "Do que você tá falando...?", - "MEREDITH_CONVO22_MEREDITH3.f": "R-relaxa, só estou tirando sarro da sua cara, miga.", - "MEREDITH_CONVO22_MEREDITH3.m": "R-relaxa, só estou tirando sarro da sua cara, migo.", - "MEREDITH_CONVO22_MEREDITH3.n": "R-relaxa, só estou tirando sarro da sua cara, migue.", - "MEREDITH_CONVO23_MEREDITH1.m": "Hm, [pause]você e a Kayleigh são amigos, né?", - "MEREDITH_CONVO23_MEREDITH1_OPTION2": "Creio que sim!", - "MEREDITH_CONVO23_MEREDITH1.f": "Hm, [pause]você e a Kayleigh são amigas, né?", - "MEREDITH_CONVO23_MEREDITH1.n": "Hm, [pause]você e a Kayleigh são amigues, né?", - "MEREDITH_CONVO23_MEREDITH1_OPTION1": "Claro!", - "MEREDITH_CONVO23_MEREDITH2": "Eu queria saber... [pause]qual é a [wave amp=30 freq=10]dela[/wave]?", - "MEREDITH_CONVO23_MEREDITH2_OPTION2": "Hã?", - "MEREDITH_CONVO23_MEREDITH3": "Ela apareceu em Vilancoradouro há quase um ano e foi direto treinar com os vigilantes. [pause]E parece que [wave amp=30 freq=10]nem precisou[/wave] de tempo pra se adaptar a estar presa nessa ilha.", - "MEREDITH_CONVO23_MEREDITH4": "Eu [wave amp=30 freq=10]sinto[/wave] que tem caroço nesse angu.", - "MEREDITH_CONVO23_MEREDITH6.m": "Ah, [pause]assim, eu não [wave amp=30 freq=10]costumo[/wave] falar mal pelas costas dos outros. Só achei que você devia saber, já que [wave amp=30 freq=10]vocês[/wave] andam passando mais tempo juntos e tal.", - "MEREDITH_CONVO23_MEREDITH5": "Ela é [wave amp=30 freq=10]gratiluz[/wave] demais, mas deve ter algum podre por trás de tanta positividade. [pause]Tenho certeza disso.", - "MEREDITH_CONVO23_MEREDITH6.f": "Ah, [pause]assim, eu não [wave amp=30 freq=10]costumo[/wave] falar mal pelas costas dos outros. Só achei que você devia saber, já que [wave amp=30 freq=10]vocês[/wave] andam passando mais tempo juntas e tal.", - "MEREDITH_CONVO23_MEREDITH6.n": "Ah, [pause]assim, eu não [wave amp=30 freq=10]costumo[/wave] falar mal pelas costas dos outros. Só achei que você devia saber, já que [wave amp=30 freq=10]vocês[/wave] andam passando mais tempo juntes e tal.", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "De um jeito ruim?", - "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "Estranhas?", - "MEREDITH_SOCIAL1_MEREDITH1": "Com a aparição dos dois Arcanjos e nossa primeira fusão, as coisas na minha vida andam meio estranhas.", - "MEREDITH_SOCIAL1_MEREDITH3": "Achei que já não tinha nada mais a descobrir nessa ilha. Sem contar o seu plano de [wave amp=30 freq=10]ir embora[/wave]...", - "MEREDITH_SOCIAL1_MEREDITH2": "Não leve a mal! Me fundir com você foi legal. Mas ainda assim é [wave amp=30 freq=10]estranho[/wave], entende?", - "MEREDITH_SOCIAL1_MEREDITH15": "Tô aqui há tanto tempo que quase nunca penso em voltar.", - "MEREDITH_SOCIAL1_MEREDITH17": "Deve ser por isso que adoro me distrair.", - "MEREDITH_SOCIAL1_MEREDITH16": "Acho que... [pause]eu nunca fui muito chegada a ninguém de onde vim. Não gosto da maioria das pessoas.", - "MEREDITH_SOCIAL1_MEREDITH18": "Assim que cheguei, fiquei obcecada com eletrônicos. Produzir as luzes e bugigangas pro vilarejo.", - "MEREDITH_SOCIAL1_MEREDITH19": "Eu tinha algo pra focar que não fossem as coisas que sinto falta.", - "MEREDITH_SOCIAL1_MEREDITH20": "Acho que é por isso que queria tanto o álbum.", - "MEREDITH_SOCIAL1_MEREDITH21": "Urgh. [pause]Desculpa por ser... [pause]por ser assim.", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "Não precisa se desculpar!", - "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "Ei! Para com isso!", - "MEREDITH_SOCIAL1_MEREDITH22": "Haha. [pause]Valeu. [pause]Eu quase tomei o lugar da Kayleigh ali.", - "MEREDITH_SOCIAL1_MEREDITH23": "Entendeu? Ela sempre age como se tivesse que se desculpar por algo.", - "MEREDITH_SOCIAL1_MEREDITH24": "Acho que já deu de sinceridades por hoje.", - "MEREDITH_SOCIAL2_MEREDITH1": "O Café Gramofone me faz lembrar do meu pai. [pause]Ele passava café toda manhã antes de ir pra Londres trabalhar. [pause]Aquele cheiro tá meio que tatuado na minha memória.", - "MEREDITH_SOCIAL1_MEREDITH25": "Vamo nessa, precisamos adiantar o nosso lado.", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Que nostálgico!", - "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "Que lembrança mais fofa!", - "MEREDITH_SOCIAL2_MEREDITH2": "É...", - "MEREDITH_SOCIAL2_MEREDITH3": "Nunca sei dizer se sinto falta dos meus pais. [pause]Nunca tivemos muita coisa em comum. [pause]Eles cresceram num local e tempo completamente diferentes.", - "MEREDITH_SOCIAL2_MEREDITH4": "Creio que foi a diferença entre as gerações. [pause]Não é minha culpa se meus pais tinham um [shake rate=30 level=10]péssimo[/shake] gosto pra música!", - "MEREDITH_SOCIAL2_MEREDITH5": "Quando fui pra faculdade, eles... [pause]se afastaram. [pause]Mas tudo bem.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Que triste.", - "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Parece meio solitário.", - "MEREDITH_SOCIAL2_MEREDITH6": "Uhum.", - "MEREDITH_SOCIAL2_MEREDITH7": "Sabe de uma coisa? [pause]Não tenho muitas lembranças de quando era mais nova.", - "MEREDITH_SOCIAL2_MEREDITH8": "Eu tive amigos, algumas aventuras, mas parando pra pensar nessas lembranças...", - "MEREDITH_SOCIAL2_MEREDITH9": "Parece que sempre era algo ao meu redor, não algo em que eu tava envolvida.", - "MEREDITH_SOCIAL2_MEREDITH10": "Como se o holofote nunca estivesse em mim.", - "MEREDITH_SOCIAL2_MEREDITH11": "Não fui popular nem na infância, nem na adolescência. [pause]E agora que sou adulta...", - "MEREDITH_SOCIAL2_MEREDITH12": "Bem, ainda há tempo de fazer diferente.", - "MEREDITH_SOCIAL2_MEREDITH14": "Ninguém [wave amp=30 rate=10]nunca[/wave] me avisou como era difícil fazer amigos depois de adulto.", - "MEREDITH_SOCIAL2_MEREDITH13": "Acho que vou aproveitar que estou em Nova Murta pra fazer mais amigos. [pause]Urgh.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Mas pelo menos somos amigos!", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "E nós somos o quê?", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Mas pelo menos somos amigas!", - "MEREDITH_SOCIAL2_MEREDITH15": "Ah, é mais fácil. Nós temos, [pause]tipo, [pause]um passatempo em comum.", - "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Mas pelo menos somos amigues!", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "Um... passatempo?", - "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Temos?", - "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "Acho que sim!", - "MEREDITH_SOCIAL2_MEREDITH16": "Sim, [pause]procurar portais dimensionais mágicos. [pause]Isso conta, não?", - "MEREDITH_SOCIAL2_MEREDITH17.n": "Assim, espero que a gente ainda possa sair juntes... [pause]mesmo que não dê pra achar seu portal.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "Mas é claro!", - "MEREDITH_SOCIAL2_MEREDITH17.m": "Assim, espero que a gente ainda possa sair juntos... [pause]mesmo que não dê pra achar seu portal.", - "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "Você envergonhada é uma fofura!", - "MEREDITH_SOCIAL2_MEREDITH17.f": "Assim, espero que a gente ainda possa sair juntas... [pause]mesmo que não dê pra achar seu portal.", - "MEREDITH_SOCIAL2_MEREDITH18B": "Urgh, você [wave amp=30 freq=10]não[/wave] pode me elogiar de surpresa assim. [pause]Eu não sei lidar com isso.", - "MEREDITH_SOCIAL2_MEREDITH18A": "Hihi. Legal.", - "MEREDITH_SOCIAL2_MEREDITH20": "Nossa, [pause]eu tô mais cansada do que imaginei.", - "MEREDITH_SOCIAL2_MEREDITH19B": "Me dá uma baita vontade de enfiar minha cabeça num buraco.", - "MEREDITH_SOCIAL2_MEREDITH21": "Será que transformar e lutar conta como exercício? [pause]Parece ser bem exaustivo.", - "MEREDITH_SOCIAL2_MEREDITH22.m": "Enfim, [pause]vamos nessa, temos monstros pra enfrentar juntos e tal.", - "MEREDITH_SOCIAL3_MEREDITH1": "Cê sabia que aquela parada com o vinil que eu tava procurando me deixou pensativa?", - "MEREDITH_SOCIAL2_MEREDITH22.n": "Enfim, [pause]vamos nessa, temos monstros pra enfrentar juntes e tal.", - "MEREDITH_SOCIAL2_MEREDITH22.f": "Enfim, [pause]vamos nessa, temos monstros pra enfrentar juntas e tal.", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "Com o quê?", - "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Pode falar...", - "MEREDITH_SOCIAL3_MEREDITH3": "Nós encontramos um álbum que nunca foi gravado no meu mundo, certo?", - "MEREDITH_SOCIAL3_MEREDITH2": "É que assim:", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "É, faz sentido!", - "MEREDITH_SOCIAL3_MEREDITH4": "E se houver uma infinidade de mundos, isso significa que... [pause]há álbuns infinitos.", - "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "Será que pode ser?", - "MEREDITH_SOCIAL3_MEREDITH6": "Cada livro que ele escrevia não era só uma história, era como espiar a mente dele. [pause]As inspirações, crenças, filosofias...", - "MEREDITH_SOCIAL3_MEREDITH5": "Então assim, [pause]eu era super fã de um autor de fantasia na minha adolescência. [pause]Tipo, fissuradona.", - "MEREDITH_SOCIAL3_MEREDITH7": "Acho que quando se escreve um livro, você abre um pouco de si para o mundo, para sempre.", - "MEREDITH_SOCIAL3_MEREDITH8": "Eu acabei lendo tudo o que ele escreveu enquanto viveu, e isso me deixou abalada.", - "MEREDITH_SOCIAL3_MEREDITH9": "Eu já tinha apreciado tudo o que ele escreveu. [shake rate=30 level=10]Nunca mais[/shake] sentiria aquilo novamente.", - "MEREDITH_SOCIAL3_MEREDITH10": "Acho que é isso que a morte reserva pra nós... [pause]Num determinado momento, vamos ter falado tudo o que era pra ser dito.", - "MEREDITH_SOCIAL3_MEREDITH11": "Mas se houver mundos infinitos, então existe uma chance de uma lista infinita de livros diferentes escritos por ele.", - "MEREDITH_SOCIAL3_MEREDITH12": "E, talvez... [pause]também existam infinitas versões nossas, vivendo infinitos momentos e experiências.", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "Vamos!", - "MEREDITH_SOCIAL3_MEREDITH13": "Pensando assim, [pause]a gente nunca vai morrer de verdade.", - "MEREDITH_SOCIAL3_MEREDITH14": "Enfim, só uma paranoia que tava na minha cabeça.", - "MEREDITH_SOCIAL3_MEREDITH15": "Eaê, vamos nessa?", - "MEREDITH_SOCIAL4_MEREDITH1.f": "Ok, tudo pronto?", - "MEREDITH_SOCIAL4_MEREDITH1.m": "Ok, tudo pronto?", - "MEREDITH_SOCIAL4_MEREDITH2": "...", - "MEREDITH_SOCIAL4_MEREDITH1.n": "Ok, tudo pronto?", - "MEREDITH_SOCIAL4_MEREDITH3": "Cineminha. [pause]Na minha casa. [pause]Topa?", - "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Agora não.", - "MEREDITH_SOCIAL4_MEREDITH4": "Ah, sem graça. Me avisa quando estiver a fim. Vai ser divertido.", - "MEREDITH_SOCIAL4_MEREDITH5": "Eba! Você vai amar.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Incrível!", - "MEREDITH_SOCIAL4_MEREDITH6": "Saca só: o único projetor operante em Nova Murta.", - "MEREDITH_SOCIAL4_MEREDITH7": "É um dos meus lazeres secretos.", - "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "Onde você conseguiu isso?!", - "MEREDITH_SOCIAL4_MEREDITH8": "Chegou a hora de te contar sobre a maldição secreta de Nova Murta.", - "LEADER_IANTHE_WAY_HOME_IANTHE1": "Sério? Me conte tudo.", - "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "É mais ou menos por aí.", - "LEADER_IANTHE_WAY_HOME_IANTHE3": "E também existe um prédio que usa o avatar de uma mulher, e um Trafeguejo falante que vai nos ajudar a encontrar o caminho até lá...", - "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Hum... é.", - "LEADER_IANTHE_WAY_HOME_EUGENE4": "Exato!", - "LEADER_IANTHE_WAY_HOME_FELIX4": "Heh. Quase isso.", - "LEADER_IANTHE_WAY_HOME_VIOLA4": "Sim, fico feliz que tenha compreendido.", - "LEADER_IANTHE_WAY_HOME_DOG4": "Au!", - "LEADER_IANTHE_WAY_HOME_IANTHE6": "Mas já que é você, eu acredito. Mandarei alguém para lá imediatamente.", - "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, se fosse outra pessoa me contando isso, eu ficaria muito preocupada.", - "LEADER_IANTHE_WAY_HOME_IANTHE8": "Claro, já discuti estratégias com meus comandantes antes. Estamos preparados para qualquer tipo de surpresa...", - "LEADER_IANTHE_WAY_HOME_IANTHE10": "A maioria dos recém-chegados vai querer sair daqui imediatamente. Os vigilantes os guiarão até a \\\"Ponte Noturna\\\", é claro.", - "LEADER_IANTHE_WAY_HOME_IANTHE9": "Mas agora podemos finalmente colocar essas estratégias em prática.", - "LEADER_IANTHE_WAY_HOME_IANTHE12": "Não vai haver um êxodo em massa tão cedo. Sempre vai existir trabalho pros vigilantes aqui em Nova Murta.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Eu e os comandantes já nos comprometemos a ficar em Nova Murta para proteger quem decidir ficar.", - "LEADER_IANTHE_WAY_HOME_IANTHE11": "Mas a maior parte do pessoal está aqui em Vilancoradouro há muito tempo. As pessoas encontraram parceiros, se estabeleceram, começaram famílias...", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, eu sei que você está treinando para ser vigilante, mas não vou te julgar se decidir abandonar o treinamento e ir embora.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "Você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "Você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Eu e os comandantes já nos comprometemos a ficar em Nova Murta para proteger quem decidir ficar.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "Você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Eu sei que ofereci a função de comandante a você, mas não vou te julgar se quiser renunciar e ir embora.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Eu e os outros comandantes já nos comprometemos a ficar em Nova Murta para proteger quem decidir ficar.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Eu sei que ofereci a função de comandante a você, mas não vou te julgar se quiser renunciar e ir embora.", - "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Eu sei que ofereci a função de comandante a você, mas não vou te julgar se quiser renunciar e ir embora.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "Não vou te julgar se quiser renunciar à sua função de comandante e ir embora.", - "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", - "LEADER_IANTHE_WAY_HOME_IANTHE13": "Seja qual for a sua decisão, você tem todo o meu apoio.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Você tem uma cartela de selos completa para me mostrar, talvez?", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Posicionamos os comandantes por toda a ilha para que sempre tenha [wave amp=30 freq=10]alguém[/wave] perto caso aconteça alguma coisa.", - "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Se precisar de ajuda para encontrar alguém, fale com os outros vigilantes daqui. Estou um pouco ocupada agora.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Aqui está!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "Então a fofoca estava certa! Você não está aqui há muito tempo, mas já mostrou um verdadeiro talento para explorar a ilha e superar qualquer obstáculo.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "Tenho!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Parabéns, {player}! Você agora é oficialmente um vigilante!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Parabéns, {player}! Você agora é oficialmente uma vigilante!", - "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Baum demais da conta! Cê mereceu, {player}!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Parabéns, {player}! Você agora é oficialmente ume vigilante!", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Massa. Estou feliz por você, migo.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Massa. Estou feliz por você, migue.", - "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Massa. Estou feliz por você, miga.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "Bom trabalho, parça!", - "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "Você mereceu!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "Seus esforços se provaram verdadeiros, amigo.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "Bom trabalho, parça!", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "Seus esforços se provaram verdadeiros, amiga.", - "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "Seus esforços se provaram verdadeiros, amigue.", - "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Auuuu!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Não temos nenhuma cerimônia especial para marcar a ocasião. [pause]Estamos muito ocupados treinando novos recrutas para que possamos lidar com essas fusões rebeldes.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Você entende...", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "Precisamos de mais pessoas como você ajudando no treinamento. Já pensou em ser comandante?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "Precisamos de mais pessoas como você ajudando no treinamento. Já pensou em ser comandante?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "Já!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "Precisamos de mais pessoas como você ajudando no treinamento. Já pensou em ser comandante?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Se quiser, existe um último desafio, [pause]você precisa [wave amp=30 freq=10]me[/wave] derrotar em combate.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Não exatamente!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Bem, o que me diz? Quer fazer o teste para se tornar comandante dos vigilantes?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "Sem problemas. Venha falar comigo novamente se mudar de ideia.", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Claro!", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Bem, o que me diz? Quer fazer o teste para se tornar comandante dos vigilantes?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Bem, o que me diz? Quer fazer o teste para se tornar comandante dos vigilantes?", - "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Agora não.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Estou ansiosa para ver do que você realmente é feita. Espero que esteja preparada para nos dar tudo de si!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Estou ansiosa para ver do que você realmente é feito. Espero que esteja preparado para nos dar tudo de si!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"Nos\\\" dar?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "Sua esposa?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Estou ansiosa para ver do que você realmente é feite. Espero que esteja preparade para nos dar tudo de si!", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Bem, [pause]acho que seria razoável que minha esposa me ajudasse nessa.", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "Você vai lutar junto com quem?", - "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "Esta luta promete ser a [wave amp=30 freq=10]luta mais quente do ano![/wave] Quem vai ficar com a vitória?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "Você é casada?", - "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "Está pronta, amor?", - "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "Sim, querida!", - "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "Você consegue, {player}!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Qual é, estrangeiro? Mostre a Ianthe quem manda!", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Qual é, estrangeira? Mostre a Ianthe quem manda!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]ARRASA COM ELE, IANTHE! LUTA PRA VALER![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Qual é, estrangeire? Mostre a Ianthe quem manda!", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]ARRASA COM ELU, IANTHE! LUTA PRA VALER![/shake][/color]", - "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]ARRASA COM ELA, IANTHE! LUTA PRA VALER![/shake][/color]", - "LEADER_IANTHE_BATTLE_START.n": "Não pense que vamos pegar leve, {player}. [pause]Você não é mais ume aprendiz, agora está na [shake rate=30 level=10]liga profissional![/shake]", - "LEADER_IANTHE_BATTLE_START.m": "Não pense que vamos pegar leve, {player}. [pause]Você não é mais um aprendiz, agora está na [shake rate=30 level=10]liga profissional![/shake]", - "LEADER_IANTHE_BATTLE_START.f": "Não pense que vamos pegar leve, {player}. [pause]Você não é mais uma aprendiz, agora está na [shake rate=30 level=10]liga profissional![/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]O quê? Achou que só vocês conseguiam se fundir?[/shake]", - "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Nada mau! [pause]Nada mau mesmo! [pause]Você nunca deixa de impressionar, não é?", - "LEADER_IANTHE_POST_BATTLE_WILMA2": "As histórias eram verdadeiras! Que batalha!", - "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Aqui, isto é pra você.", - "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Os humanos criaram a [wave amp=30 freq=10]arte[/wave] da música. [pause]A arte é uma coisa intangível e imaginária que existe inteiramente dentro de nossa imaginação coletiva.", - "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Isso significa que você é oficialmente um comandante dos vigilantes agora. As pessoas vão querer treinar com você, do mesmo jeito que você foi treinado pelos outros comandantes.", - "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]O quê? Achou que só vocês conseguiam se fundir?[/shake]", - "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]O quê? Achou que só vocês conseguiam se fundir?[/shake]", - "LEADER_IANTHE_INTRO_K_IANTHE4": "Temos certeza de que os Arcanjos [wave amp=30 freq=10]existem[/wave], mas nossas interações com eles foram... [pause]escassas.", - "LEADER_IANTHE_INTRO_K_IANTHE1": "A Kayleigh pode confirmar, [pause]ela é uma das nossas recrutas mais recentes!", - "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]Hum... bem, {player} e eu acabei de lutar contra um Arcanjo.[/shake]", - "LEADER_IANTHE_INTRO_NK_IANTHE3": "O simples fato de terem sobrevivido a um encontro com algo assim já demonstra grande força e resiliência...", - "LEADER_IANTHE_INTRO_K_IANTHE3": "...[pause]Sério? Teremos que investigar isso.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} consegue se defender bem em uma luta. [pause]Eu garanto!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "...Exceto para a Vigilante Kayleigh, que insiste que vocês lutaram contra um [wave amp=30 freq=10]Arcanjo[/wave] juntas.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "Lutamos e vencemos!", - "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "...Exceto para a Vigilante Kayleigh, que insiste que vocês lutaram contra um [wave amp=30 freq=10]Arcanjo[/wave] juntes.", - "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "É verdade!", - "LEADER_IANTHE_INTRO_NK_IANTHE2": "Temos certeza de que os Arcanjos [wave amp=30 freq=10]existem[/wave], mas nossas interações com eles foram... [pause]escassas.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} consegue se defender bem em uma luta. [pause]Eu garanto!", - "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} até que é forte.", - "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} consegue se defender bem em uma luta. [pause]Eu garanto!", - "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} luta com bravura.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Comandantes... dos vigilantes?", - "LEADER_IANTHE_INTRO_IANTHE5": "Bem, [pause]o que você acha, {player}? Quer ser aprendiz de vigilante?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Aprendiz?", - "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "O que eu tenho que fazer?", - "LEADER_IANTHE_INTRO_IANTHE6": "Aprendizes têm a tarefa de se encontrar com cada um dos comandantes dos vigilantes aqui de Nova Murta e vencer seus desafios.", - "LEADER_IANTHE_INTRO_IANTHE7": "Já que você tem tanta [wave amp=30 freq=10]maestria[/wave] no combate em forma de monstro, [pause]tenho certeza de que os comandantes vão querer testar suas habilidades.", - "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "Bom trabalho, parça!", - "LEADER_IANTHE_INTRO_IANTHE8.m": "Você [wave amp=30 freq=10]é[/wave] realmente novo por aqui.", - "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Quem são esses comandantes dos vigilantes?", - "LEADER_IANTHE_INTRO_IANTHE8.f": "Você [wave amp=30 freq=10]é[/wave] realmente nova por aqui.", - "LEADER_IANTHE_INTRO_IANTHE9": "Qualquer aprendiz que passe no teste se torna vigilante em tempo integral, como a Vigilante Kayleigh. Vigilantes têm muitas responsabilidades, mas nada que os coloque em perigo real.", - "LEADER_IANTHE_INTRO_IANTHE8.n": "Você [wave amp=30 freq=10]é[/wave] realmente nove por aqui.", - "LEADER_IANTHE_WAY_HOME_IANTHE7": "Sinceramente, nunca pensei que esse dia chegaria.", - "LEADER_IANTHE_INTRO_IANTHE10": "Os comandantes, [pause]como eu, [pause]dirigem toda a operação. Tentamos manter a comunidade em Vilancoradouro, e as situações mais perigosas acabam sobrando para nós.", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Tá, agora entendi!", - "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Então os comandantes são os melhores vigilantes...", - "LEADER_IANTHE_INTRO_IANTHE11": "Aqui, pegue um desses.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "Isto é algum tipo de cartela de selos...?", - "LEADER_IANTHE_INTRO_IANTHE12": "Toda vez que vencer o desafio de um comandante, você ganha um carimbo nessa cartela. [pause]Quando conseguir todos os carimbos, venha me ver para eu registrar você como vigilante oficial.", - "LEADER_IANTHE_INTRO_IANTHE16": "Enfim, tenho que voltar para o vilarejo. Se precisar de mim, passe no nosso QG.", - "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "Vou ganhar café grátis com isso?", - "LEADER_IANTHE_INTRO_IANTHE13": "Cada comandante aperfeiçoou sua própria estratégia de luta, [pause]não é só força bruta. [pause]Você vai ter que fazer adaptações enquanto avança.", - "LEADER_IANTHE_INTRO_IANTHE14": "Acha que consegue lidar com isso, [pause]{player}?", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "Estou pronto!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "Estou pronta!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Claro!", - "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "Estou pronte!", - "LEADER_IANTHE_INTRO_IANTHE15": "Assim que se fala.", - "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Agora... mais alguma coisa?", - "LEADER_IANTHE_INTRO_IANTHE17": "O prédio com meio navio preso em cima... [pause]Não tem como não ver.", - "LEADER_IANTHE_MENU": "Ei, {player}! Tem algo te incomodando?", - "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "Eu encontrei o caminho de casa!", - "LEADER_IANTHE_MENU_CAPTAINS": "Treinando com os comandantes...", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "Estou pronto para me tornar um comandante!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "Estou pronte para me tornar ume comandante!", - "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "Estou pronta para me tornar uma comandante!", - "LEADER_IANTHE_MENU_FUSED_MATERIAL": "O que é Material Fundido?", - "LEADER_IANTHE_WAY_HOME_IANTHE2": "Entendo. Existe uma estação de trem chamada Ponte Noturna que abriga um portal em um espelho mágico. E as próprias estações são parte de um Arcanjo gigante...", - "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Sobre os tipos elementais...", - "LEADER_IANTHE_MENU_FUSION": "Sobre fusão...", - "LEADER_IANTHE_MENU_BYE": "Só passei pra dar oi!", - "CAPTAIN_WALLACE_NOT_TRAINEE2": "Converse com a Líder Ianthe. Acho que ela está no posto avançado ao norte daqui.", - "CAPTAIN_SKIP_POST_REMATCH2.n": "Tenho que admitir, comandante, você mereceu essa vitória!", - "CAPTAIN_SKIP_POST_REMATCH2.f": "Tenho que admitir, comandante, você mereceu essa vitória!", - "CAPTAIN_SKIP_PRE_REMATCH2.n": "Talvez a gente deva celebrar com outra luta. O que acha, [wave amp=30 freq=10]comandante[/wave]?", - "CAPTAIN_DREADFUL_INTRO1": "Antes esse lugar era chamado de \\\"Nova Londres\\\". [pause]Vilancoradouro tinha muitos residentes e estava pronta para estabelecer um novo povoado.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Bem, mais uma vez você me mostrou como se faz. Boa luta, amigue.", - "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Bem, mais uma vez você me mostrou como se faz. Boa luta, amiga.", - "CAPTAIN_DREADFUL_INTRO2": "Eu cresci aqui, sabia? [pause]Passei minha infância inteira aqui, ouvindo histórias da Londres de [wave amp=30 freq=10]verdade[/wave].", - "CAPTAIN_DREADFUL_INTRO3": "Parece um lugar horrível! [pause]Criminosos,[pause] assaltantes,[pause] vampiros... [pause]Tudo isso me fascinou!", - "CAPTAIN_DREADFUL_INTRO3_OPTION1": "Parece divertido!", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Não sei se as histórias eram todas verdadeiras...", - "CAPTAIN_DREADFUL_INTRO4": "Claro, [pause]todas essas histórias foram perdidas no incêndio do vilarejo. [pause]Tudo e todos pegaram fogo juntos, [pause]menos euzinha aqui.", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Não sei se as histórias eram todas verdadeiras...", - "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Não sei se as histórias eram todas verdadeiras...", - "CAPTAIN_DREADFUL_INTRO5": "Vitória Frankenstein, [pause]comandante dos vigilantes, a que enganou a morte, em carne e osso!", - "CAPTAIN_DREADFUL_LAST_LEGS1": "Já chega! [shake rate=30 level=10]Vou colocar você no seu devido lugar![/shake]", - "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Enganou a morte...?", - "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Que apelido estranho.", - "CAPTAIN_DREADFUL_INTRO7": "Eu acho que eles simplesmente não têm imaginação. [pause]A morte não é o fim... não se você conhece os [wave amp=30 freq=10]caminhos esotéricos[/wave].", - "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Eu poderia fazer uma demonstração, se você achar que aguenta. [pause]Você é o último aprendiz de vigilante, certo? Está procurando uma briga para provar seu valor?", - "CAPTAIN_DREADFUL_POST_REWARD1": "Lembre-se, aprendiz: [pause]se a vida é o que você faz dela, então a morte também é!", - "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Eu poderia fazer uma demonstração, mas só brigo com vigilantes registrados ou aprendizes. [pause]Política pessoal, desculpe, colega.", - "CAPTAIN_DREADFUL_INTRO6": "Os arruaceiros de Vilancoradouro têm muitas crenças diferentes, mas todos concordam numa coisa: vamos [wave amp=30 freq=10]todos[/wave] bater as botas um dia.", - "CAPTAIN_JUDAS_INTRO3": "Meu trabalho é sobreviver, sempre. [pause]Isso é mais fácil de falar do que de fazer, principalmente aqui nesta ilha [shake rate=30 level=10]cheia[/shake] de predadores cruéis.", - "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Fui informado que agora você é comandante dos vigilantes como nós. [pause]Seu trabalho foi impressionante. [pause]Veio para uma revanche?", - "CAPTAIN_CLEEO_INTRO1": "Bzzz!", - "CAPTAIN_JUDAS_POST_BATTLE1.n": "Você tinha estratégias... para contra-atacar as minhas. [pause]Sua mentalidade é a de ume verdadeire vigilante. [pause]Você mereceu.", - "CAPTAIN_JUDAS_LAST_LEGS1": "Você durou mais do que eu esperava. [pause]Nada mau.", - "CAPTAIN_SKIP_NOT_TRAINEE1": "Digamos que você tenha interesse na nobre busca pela \\\"boa sucata\\\", por que não se torna um aprendiz de vigilante?", - "CAPTAIN_SKIP_INTRO5": "Afinal, o lixo de um mundo é [pause]o tesouro do outro.", - "CAPTAIN_ZEDD_INTRO_VIOLA.n": "Comandante? Talvez haja mais neste homem do que parece à primeira vista.", - "CAPTAIN_ZEDD_INTRO_VIOLA.f": "Comandante? Talvez haja mais neste homem do que parece à primeira vista.", - "CAPTAIN_ZEDD_NOT_TRAINEE1": "Hum, se você quiser aceitar meu desafio de vigilante, precisa se inscrever primeiro. [pause]Me acorde quando tiver feito isso.", - "CAPTAIN_JUDAS_NOT_TRAINEE1": "Eu poderia compartilhar mais com você... mas isso é confidencial. [pause]Se você for aprendiz de vigilante, a história é outra.", - "CAPTAIN_JUDAS_PRE_BATTLE1": "Quer uma lição sobre sobrevivência em primeira mão? [pause]Eu já recebi a informação que você é aprendiz de vigilante.", - "CAPTAIN_SKIP_PRE_BATTLE1.n": "Digamos que seja ê nove aprendiz de vigilante. Você é aquelu que luta bem, né? [pause]Acho que posso fazer uma pausa no meu mergulho na sucata se quiser aceitar meu desafio!", - "CAPTAIN_SKIP_PRE_BATTLE1.f": "Digamos que seja a nova aprendiz de vigilante. Você é aquela que luta bem, né? [pause]Acho que posso fazer uma pausa no meu mergulho na sucata se quiser aceitar meu desafio!", - "CAPTAIN_SKIP_PRE_BATTLE_NO": "Sem problemas! [pause]Eu tenho um monte de coisas pra separar.", - "CAPTAIN_CYBIL_PRE_BATTLE1.m": "Estamos ao vivo da costa oeste com nosso mais novo aprendiz de vigilante, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE1.n": "Estamos ao vivo da costa oeste com nosse mais nove aprendiz de vigilante, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE2.m": "A conversa dos bastidores é que {player} é um lutador talentoso no [wave amp=30 freq=10]combate em forma de monstro[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE1.f": "Estamos ao vivo da costa oeste com nossa mais nova aprendiz de vigilante, {player}!", - "CAPTAIN_CYBIL_PRE_BATTLE3.m": "O que você diz, novato? [pause]Vamos presentear nossos queridos ouvintes com uma [wave amp=30 freq=10]experiência sonora do campo de batalha[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.f": "A conversa dos bastidores é que {player} é uma lutadora talentosa no [wave amp=30 freq=10]combate em forma de monstro[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE3.n": "O que você diz, novate? [pause]Vamos presentear nossos queridos ouvintes com uma [wave amp=30 freq=10]experiência sonora do campo de batalha[/wave]?", - "CAPTAIN_CYBIL_PRE_BATTLE2.n": "A conversa dos bastidores é que {player} é ume lutadore talentose no [wave amp=30 freq=10]combate em forma de monstro[/wave]!", - "CAPTAIN_CYBIL_PRE_BATTLE4": "Opa! [pause]Apertem os cintos, ouvintes! [wave amp=30 freq=10]Temos aqui uma apresentação ao vivo exclusiva![/wave]", - "CAPTAIN_CYBIL_LAST_LEGS1.m": "A batalha está esquentando! [pause]Sua amada anfitriã vai conseguir a vitória ou ela vai ser do nosso corajoso desafiante? [pause]Hora do clímax!", - "CAPTAIN_CYBIL_PRE_BATTLE_NO": "Talvez da próxima vez, queridos ouvintes!", - "CAPTAIN_CYBIL_LAST_LEGS1.f": "A batalha está esquentando! [pause]Sua amada anfitriã vai conseguir a vitória ou ela vai ser da nossa corajosa desafiante? [pause]Hora do clímax!", - "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Uau, que performance, nossos ouvintes adoraram![/wave] [pause]Aqui está o seu pagamento, claro.", - "CAPTAIN_CYBIL_LAST_LEGS1.n": "A batalha está esquentando! [pause]Sua amada anfitriã vai conseguir a vitória ou ela vai ser du nosse corajose desafiante? [pause]Hora do clímax!", - "CAPTAIN_CYBIL_POST_REWARD1": "...", - "CAPTAIN_CYBIL_POST_REWARD2": "Eu era uma verdadeira estrela em ascensão no rádio. [pause]Não tem sido o mesmo desde que vim parar aqui.", - "CAPTAIN_CYBIL_POST_REWARD4": "Talvez possam nos resgatar.", - "CAPTAIN_CYBIL_POST_REWARD5.f": "...Chega de choradeira! [pause]Você foi fantástica em nossa batalha, vejo um futuro promissor para você!", - "CAPTAIN_CYBIL_POST_REWARD5.m": "...Chega de choradeira! [pause]Você foi fantástico em nossa batalha, vejo um futuro promissor para você!", - "CAPTAIN_CYBIL_POST_REWARD3": "Mas não vou desistir. [pause]Todos os dias eu faço uma transmissão em Nova Murta e espero que,[pause] de alguma forma,[pause] alguém fora desta ilha receba o sinal.", - "CAPTAIN_CYBIL_POST_REWARD5.n": "...Chega de choradeira! [pause]Você foi fantástique em nossa batalha, vejo um futuro promissor para você!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Alô-alô[/wave], [pause]é bom ver nosso convidado estrela mais uma vez!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Alô-alô[/wave], [pause]é bom ver nossa convidada estrela mais uma vez!", - "CAPTAIN_CYBIL_PRE_REMATCH1": "Uau, [pause]temos uma notícia de última hora para vocês, ouvintes!", - "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Alô-alô[/wave], [pause]é bom ver nosse convidade estrela mais uma vez!", - "CAPTAIN_CYBIL_POST_REMATCH1.n": "Que show maravilhoso! [pause]Você se dedicou 120% dessa vez.", - "CAPTAIN_CYBIL_PRE_REMATCH2.m": "O recém-nomeado comandante {player} chegou ao estúdio para uma participação surpresa!", - "CAPTAIN_CYBIL_PRE_REMATCH2.f": "A recém-nomeada comandante {player} chegou ao estúdio para uma participação surpresa!", - "CAPTAIN_CYBIL_PRE_REMATCH3.m": "Os ouvintes estão figurativamente [wave amp=30 freq=10]morrendo[/wave] por uma segunda apresentação sua! [pause]Você está pronto para outra batalha?", - "CAPTAIN_CYBIL_PRE_REMATCH3.n": "Os ouvintes estão figurativamente [wave amp=30 freq=10]morrendo[/wave] por uma segunda apresentação sua! [pause]Você está pronte para outra batalha?", - "CAPTAIN_CYBIL_PRE_REMATCH2.n": "Ê recém-nomeade comandante {player} chegou ao estúdio para uma participação surpresa!", - "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Sim![/wave] Todos os ouvintes, apertem os cintos, levantem as bandejas e coloquem os assentos na posição vertical! [pause]Estamos ao vivo e gravando!", - "CAPTAIN_CYBIL_PRE_REMATCH3.f": "Os ouvintes estão figurativamente [wave amp=30 freq=10]morrendo[/wave] por uma segunda apresentação sua! [pause]Você está pronta para outra batalha?", - "CAPTAIN_CYBIL_POST_REMATCH1.m": "Que show maravilhoso! [pause]Você se dedicou 120% dessa vez.", - "CAPTAIN_CYBIL_PRE_REMATCH_NO": "Talvez da próxima vez, queridos ouvintes!", - "CAPTAIN_CYBIL_POST_REMATCH2.m": "...[pause]Obrigada por ter vindo. [pause]Significa muito para mim.", - "CAPTAIN_CYBIL_POST_REMATCH2.n": "...[pause]Obrigada por ter vindo. [pause]Significa muito para mim.", - "CAPTAIN_CYBIL_POST_REMATCH2.f": "...[pause]Obrigada por ter vindo. [pause]Significa muito para mim.", - "CAPTAIN_CODEY_INTRO1": "Você veio de longe só pra me ver, hein?", - "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]Até a próxima, comandante![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]Até a próxima, comandante![/wave]", - "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]Até a próxima, comandante![/wave]", - "CAPTAIN_CODEY_INTRO2": "Eles me chamam de Codi. [pause]Porque eu costumava programar. Bem, eu costumava [wave amp=30 freq=10]quebrar[/wave] códigos.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Muito bem! [pause]Saque sua espada, comandante.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Muito bem! [pause]Saque sua espada, comandante.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Você continua rápido como sempre. Seus esforços valeram a pena, comandante.", - "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Sábia decisão.", - "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Você continua rápida como sempre. Seus esforços valeram a pena, comandante.", - "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]Aqui é a Celestina, chegando com o clima![/wave] [pause]Previsão de hoje: imprevisível como sempre!", - "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Você continua rápide como sempre. Seus esforços valeram a pena, comandante.", - "CAPTAIN_HEATHER_LAST_LEGS1": "Os ventos estão a meu favor, acredite.", - "CAPTAIN_HEATHER_INTRO2": "Umidade: flutuante! [pause]Chance de chuva: ah, vai saber!", - "CAPTAIN_HEATHER_INTRO3": "Para uma meteorologista como eu, o clima de Nova Murta é um enigma sem fim!", - "CAPTAIN_HEATHER_PRE_BATTLE1": "Você é aprendiz de vigilante, né? [pause]Se acha que pode enfrentar a tempestade, por que não aceita meu desafio de vigilante?", - "CAPTAIN_HEATHER_NOT_TRAINEE1": "Ah, [pause]se quiser aceitar meu desafio de vigilante, vai ter que se registrar primeiro.", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Bem, talvez da próxima vez você esteja pronto para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE2": "Magnífico! [pause]Estou atualizando minha previsão: agora prevejo uma [shake rate=30 level=10]chuva de golpes[/shake] e uma [shake rate=30 level=10]vitória trovejante[/shake]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Bem, talvez da próxima vez você esteja pronta para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", - "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Bem, talvez da próxima vez você esteja pronte para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", - "CAPTAIN_HEATHER_POST_BATTLE1": "Nenhuma chuva ou tempestade pode te segurar, hein? Você fincou suas raízes firme e forte!", - "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "O clima aqui é imprevisível... [pause]assim como tudo nesta ilha, não é mesmo?", - "CAPTAIN_HEATHER_POST_REWARD1": "A previsão do seu futuro é tempo aberto!", - "CAPTAIN_HEATHER_POST_BATTLE2": "Essas são qualidades que procuramos nos vigilantes. [pause]Você passou no meu desafio tranquilamente!", - "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Minha previsão estava correta, você agora é comandante dos vigilantes. Este é um momento perfeito para uma revanche, não acha?", - "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Minha previsão estava correta, você agora é comandante dos vigilantes. Este é um momento perfeito para uma revanche, não acha?", - "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Minha previsão estava correta, você agora é comandante dos vigilantes. Este é um momento perfeito para uma revanche, não acha?", - "CAPTAIN_HEATHER_POST_REMATCH1": "Uma vitória trovejante de novo! Não esperava nada menos de você, claro.", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Bem, talvez da próxima vez você esteja pronte para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Bem, talvez da próxima vez você esteja pronto para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", - "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Arf... arf...[/shake] Minhas panturrilhas estão pegando fogo...", - "CAPTAIN_BUFFY_INTRO2": "Olá! Eu sou a Bárbara, mas meus amigos me chamam de Barbie. [pause]Sou comandante dos vigilantes aqui em Nova Murta.", - "CAPTAIN_BUFFY_INTRO2_OPTION1": "Você está treinando para alguma coisa?", - "CAPTAIN_BUFFY_INTRO2_OPTION2": "O que você está fazendo?", - "CAPTAIN_CYBIL_POST_REMATCH1.f": "Que show maravilhoso! [pause]Você se dedicou 120% dessa vez.", - "CAPTAIN_BUFFY_INTRO3": "Dá para dizer que estou treinando para a batalha e melhorando meu corpo. Podemos nos transformar em monstros para lutar aqui em Nova Murta...", - "CAPTAIN_BUFFY_INTRO4": "Mas tudo começa aqui, com nosso corpo de carne. É preciso energia para batalhar, e eu preciso [wave amp=30 freq=10]maximizar[/wave] a minha energia!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Eu posso te mostrar como se faz, mas você ainda não se inscreveu para aprendiz de vigilante. Você pode voltar outra hora.", - "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Eu posso te mostrar como se faz, mas você ainda não se inscreveu para aprendiz de vigilante. Você pode voltar outra hora.", - "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Vamos nessa! [pause]Espero que não fique [wave amp=30 freq=10]muito[/wave] cansado!", - "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Eu posso te mostrar como se faz, mas você ainda não se inscreveu para aprendiz de vigilante. Você pode voltar outra hora.", - "CAPTAIN_BUFFY_PRE_BATTLE1": "Se quiser aprender uma coisa ou outra, aceite meu desafio de vigilante. Acha que tem fôlego para lutar contra mim?", - "CAPTAIN_BUFFY_PRE_BATTLE_NO": "Sem problemas, você pode ir se alongar e se aquecer antes de voltar.", - "CAPTAIN_BUFFY_POST_BATTLE2": "Muito bem, aprendiz! [pause]Você realmente mereceu.", - "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Vamos nessa! [pause]Espero que não fique [wave amp=30 freq=10]muito[/wave] cansada!", - "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Vamos nessa! [pause]Espero que não fique [wave amp=30 freq=10]muito[/wave] cansade!", - "CAPTAIN_BUFFY_LAST_LEGS1": "Agora você me fez suar!", - "CAPTAIN_BUFFY_POST_BATTLE1": "Apesar de ter maximizado minha energia, ainda me sinto esgotada!", - "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 abdominais, 100 flexões, 100 agachamentos... Minha nova rotina de treinos vai me dar um abdômen tão duro que aguentaria até uma facada!", - "CAPTAIN_BUFFY_POST_REWARD1": "Talvez eu devesse fazer uma pausa antes que as cãibras comecem...", - "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Olá, [wave amp=30 freq=10]vigilante[/wave]! [pause]Eu ouvi falar da sua promoção!", - "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Olá, [wave amp=30 freq=10]vigilante[/wave]! [pause]Eu ouvi falar da sua promoção!", - "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Olá, [wave amp=30 freq=10]vigilante[/wave]! [pause]Eu ouvi falar da sua promoção!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Nós gostaríamos de fazer uma entrevista ao vivo com nosso convidado, mas ele ainda não assinou a [wave amp=30 freq=10]papelada necessária[/wave]. [pause]Uma pena para nossos ouvintes por aí!", - "CAPTAIN_BUFFY_PRE_REMATCH2": "Isso quer dizer que você veio treinar de novo?", - "CAPTAIN_BUFFY_PRE_REMATCH3": "Vamos nessa! [pause]Estou ansiosa para suar com você de novo.", - "CAPTAIN_BUFFY_POST_REMATCH1.f": "Você tem malhado, não é? Dá pra ver, você está mais forte do que da última vez.", - "CAPTAIN_BUFFY_PRE_REMATCH_NO": "Sem problemas, você pode ir se alongar e se aquecer antes de voltar.", - "CAPTAIN_BUFFY_POST_REMATCH1.m": "Você tem malhado, não é? Dá pra ver, você está mais forte do que da última vez.", - "CAPTAIN_BUFFY_POST_REMATCH1.n": "Você tem malhado, não é? Dá pra ver, você está mais forte do que da última vez.", - "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Alô-alô[/wave], [pause]você está ouvindo a Rádio Sibila: cobertura 24 horas, 7 dias por semana em [wave amp=30 freq=10]toooda[/wave] Nova Murta!", - "CAPTAIN_CYBIL_PRE_BATTLE3.f": "O que você diz, novata? [pause]Vamos presentear nossos queridos ouvintes com uma [wave amp=30 freq=10]experiência sonora do campo de batalha[/wave]?", - "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Nós gostaríamos de fazer uma entrevista ao vivo com nosse convidade, mas elu ainda não assinou a [wave amp=30 freq=10]papelada necessária[/wave]. [pause]Uma pena para nossos ouvintes por aí!", - "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Nós gostaríamos de fazer uma entrevista ao vivo com nossa convidada, mas ela ainda não assinou a [wave amp=30 freq=10]papelada necessária[/wave]. [pause]Uma pena para nossos ouvintes por aí!", - "CAPTAIN_GLADIOLA_INTRO2": "Sou Bellona. Uma leal comandante dos vigilantes de Ianthe.", - "CAPTAIN_GLADIOLA_INTRO1.n": "Você está muito longe de casa, não é? Não estou falando de Vilancoradouro, é claro. [pause]Estou falando do seu verdadeiro lar.", - "CAPTAIN_GLADIOLA_INTRO1.f": "Você está muito longe de casa, não é? Não estou falando de Vilancoradouro, é claro. [pause]Estou falando do seu verdadeiro lar.", - "CAPTAIN_GLADIOLA_INTRO1.m": "Você está muito longe de casa, não é? Não estou falando de Vilancoradouro, é claro. [pause]Estou falando do seu verdadeiro lar.", - "CAPTAIN_CODEY_POST_REWARD1": "Não pense que você ganhou [wave amp=30 freq=10]porque quis[/wave], ouviu? [pause]Se eu tivesse ido com tudo, você não teria chance.", - "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Leal?", - "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "O que você faz pelos vigilantes?", - "CAPTAIN_GLADIOLA_INTRO4": "Neste mundo, as sombras têm garras. Meu trabalho é [wave amp=30 freq=10]arranhá-las de volta.[/wave]", - "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Continuo sem entender...", - "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Estou proibida de falar sobre isso com quem não é vigilante. [pause]Se você virar aprendiz, acho que a gente pode se falar de novo.", - "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Vamos torcer para você não cortar esse seu rostinho bonito.", - "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "...Tá bom.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Diz aí, veio pra encarar meu desafio de comandante dos vigilantes? [pause]Se acha que dá conta, pode tentar enfrentar minhas lâminas.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Diz aí, veio pra encarar meu desafio de comandante dos vigilantes? [pause]Se acha que dá conta, pode tentar enfrentar minhas lâminas.", - "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Diz aí, veio pra encarar meu desafio de comandante dos vigilantes? [pause]Se acha que dá conta, pode tentar enfrentar minhas lâminas.", - "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Sábia decisão.", - "CAPTAIN_GLADIOLA_LAST_LEGS1": "Não vai ser tão fácil me derrubar!", - "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impressionante. [pause]Não sabia que você era bom nisso, mas você é mais esperto do que parece. Sua vitória é merecida.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impressionante. [pause]Não sabia que você era boe nisso, mas você é mais esperte do que parece. Sua vitória é merecida.", - "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impressionante. [pause]Não sabia que você era boa nisso, mas você é mais esperta do que parece. Sua vitória é merecida.", - "CAPTAIN_GLADIOLA_POST_REWARD1": "É hora de retomar minha missão. [pause]Jurei manter a natureza das minhas investigações em segredo. Nada pessoal.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Estão dizendo que você é a nova comandante dos vigilantes. Talvez você queira aprimorar suas habilidades comigo mais uma vez?", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Estão dizendo que você é o novo comandante dos vigilantes. Talvez você queira aprimorar suas habilidades comigo mais uma vez?", - "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "A natureza exata do meu trabalho com os vigilantes deve permanecer secreta. É melhor você não saber.", - "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Muito bem! [pause]Saque sua espada, comandante.", - "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Estão dizendo que você é ê nove comandante dos vigilantes. Talvez você queira aprimorar suas habilidades comigo mais uma vez?", - "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Bem, talvez da próxima vez você esteja pronta para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", - "CAPTAIN_JUDAS_INTRO1_OPTION2": "Quem é você...?", - "CAPTAIN_JUDAS_INTRO2": "Judas da Mata. [pause]Comandante dos vigilantes, especialista em sobrevivência.", - "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Você sacou meu blefe. [pause]Estou impressionada e [wave amp=30 freq=10]nem um pouco[/wave] ressentida.[/color]", - "CAPTAIN_JUDAS_INTRO1.f": "Eu ouvi você chegando a 200 metros de distância. [pause]Se estava tentando me pegar de surpresa, você falhou.", - "CAPTAIN_ZEDD_INTRO4": "Está ficando cada vez mais difícil \\\"meditar\\\" por aqui, tem muitas Balazitas zunindo. Acha que consegue [wave amp=30 freq=10]resolver isso pra mim?[/wave]", - "CAPTAIN_ZEDD_INTRO2": "O que é isso...? [pause]Dormindo? [pause]Não, de jeito nenhum! Eu estava meditando. Por sinal, eu sou o Siesta.", - "CAPTAIN_JUDAS_INTRO1_OPTION1": "Ehh.. Tá.", - "CAPTAIN_JUDAS_INTRO1.n": "Eu ouvi você chegando a 200 metros de distância. [pause]Se estava tentando me pegar de surpresa, você falhou.", - "CAPTAIN_SKIP_POST_BATTLE1.n": "Uau, você acabou comigo mesmo, hein? [pause]Acho que subestimei você.", - "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe disse que você tem futuro como lutadora. Você veio aceitar meu desafio de vigilante, certo?", - "CAPTAIN_ZEDD_PRE_BATTLE_NO": "Sem problemas. Uma soneca até que cairia bem.", - "CAPTAIN_ZEDD_PRE_BATTLE1": "Hum, acho que você está aqui para aceitar meu desafio de vigilante, né?", - "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Talvez outra hora.", - "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Muito bem! O vilarejo todo está falando que você agora é uma comandante como nós.", - "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Ei, novate! [pause]Quer dizer, comandante. [pause]Ouvi dizer que é ume de nós agora.", - "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Ei, novata! [pause]Quer dizer, comandante. [pause]Ouvi dizer que é uma de nós agora.", - "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Ei, novato! [pause]Quer dizer, comandante. [pause]Ouvi dizer que é um de nós agora.", - "CAPTAIN_WALLACE_INTRO3": "E não basta apenas construir uma comunidade. [pause]Você precisa mantê-la de pé! Um lugar como Vilancoradouro pode desmoronar se não for bem cuidado.", - "CAPTAIN_READY_CHECK.m": "Está pronto para a batalha com {pawn}?", - "CAPTAIN_SKIP_NOT_TRAINEE2": "Você tem que falar com a Ianthe. [pause]Acho que ela está perto do Parque de Nova Murta.", - "CAPTAIN_CODEY_INTRO3": "Qualquer coisa na tecnologia da informação pode ser quebrada se você for inteligente. [pause]Sites, videogames, servidores governamentais...", - "CAPTAIN_CODEY_INTRO4": "O último exemplo me trouxe alguns problemas.", - "CAPTAIN_CODEY_INTRO5": "Mas aqui em Nova Murta [pause]não tem internet. Que piada.", - "CAPTAIN_CODEY_INTRO6": "A única coisa que tem aqui para eu hackear são essas [wave amp=30 freq=10]fitas de monstros[/wave]. [pause]Sou muito bom nisso também, é por isso que sou um comandante dos vigilantes.", - "CAPTAIN_CODEY_PRE_BATTLE1.f": "Ah, qual é, aposto que você está [wave amp=30 freq=10]desesperada[/wave] pra ver minhas fitas modificadas! [pause]Você vai aceitar meu desafio de comandante dos vigilantes ou como é?", - "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Infelizmente, não posso te mostrar meu trabalho se você não for aprendiz de vigilante. [pause]Uma pena.", - "CAPTAIN_CODEY_PRE_BATTLE1.m": "Ah, qual é, aposto que você está [wave amp=30 freq=10]desesperado[/wave] pra ver minhas fitas modificadas! [pause]Você vai aceitar meu desafio de comandante dos vigilantes ou como é?", - "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Infelizmente, não posso te mostrar meu trabalho se você não for aprendiz de vigilante. [pause]Uma pena.", - "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Infelizmente, não posso te mostrar meu trabalho se você não for aprendiz de vigilante. [pause]Uma pena.", - "CAPTAIN_CODEY_PRE_BATTLE2.f": "Espero que esteja preparada para enfrentar um [wave amp=30 freq=10]mestre[/wave] no combate!", - "CAPTAIN_CODEY_PRE_BATTLE2.n": "Espero que esteja preparade para enfrentar um [wave amp=30 freq=10]mestre[/wave] no combate!", - "CAPTAIN_CODEY_PRE_BATTLE_NO": "Não te culpo, eu também não gostaria de lutar [wave amp=30 freq=10]comigo[/wave].", - "CAPTAIN_CODEY_PRE_BATTLE2.m": "Espero que esteja preparado para enfrentar um [wave amp=30 freq=10]mestre[/wave] no combate!", - "CAPTAIN_CODEY_PRE_BATTLE1.n": "Ah, qual é, aposto que você está [wave amp=30 freq=10]desesperade[/wave] pra ver minhas fitas modificadas! [pause]Você vai aceitar meu desafio de comandante dos vigilantes ou como é?", - "CAPTAIN_CODEY_LAST_LEGS1": "Nada mau, você me forçou a usar [shake rate=30 level=10]100% do meu poder![/shake]", - "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]O quê?![/shake] Como foi que eu perdi?", - "CAPTAIN_CODEY_POST_BATTLE2": "Quer dizer... [pause]Foi de propósito. Afinal, isso foi apenas um teste pra você.", - "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Esses monstros têm \\\"tipos\\\" elementais diferentes. [pause]Quando você muda esses tipos, as coisas começam a ficar interessantes [wave amp=30 freq=10]pra valer[/wave].", - "CAPTAIN_CODEY_POST_BATTLE3": "E você passou. [pause]Parabéns, [pause]aí.", - "CAPTAIN_CODEY_PRE_REMATCH1.m": "Então, [wave amp=30 freq=10]comandante dos vigilantes[/wave], você voltou pra lutar contra seu oponente mais desafiador de todos os tempos, né?", - "CAPTAIN_CODEY_PRE_REMATCH2.f": "Agora você não é mais uma novata, não preciso mais limitar o poder das minhas fitas super-hackeadas!", - "CAPTAIN_CODEY_PRE_REMATCH1.n": "Então, [wave amp=30 freq=10]comandante dos vigilantes[/wave], você voltou pra lutar contra seu oponente mais desafiador de todos os tempos, né?", - "CAPTAIN_CODEY_PRE_REMATCH1.f": "Então, [wave amp=30 freq=10]comandante dos vigilantes[/wave], você voltou pra lutar contra seu oponente mais desafiador de todos os tempos, né?", - "CAPTAIN_CODEY_PRE_REMATCH2.m": "Agora você não é mais um novato, não preciso mais limitar o poder das minhas fitas super-hackeadas!", - "CAPTAIN_CODEY_POST_REMATCH1": "Deve ter acontecido algo de errado com meus cálculos... [pause]Minha estratégia [shake rate=30 level=10]DEVERIA[/shake] ser imbatível!", - "CAPTAIN_CODEY_PRE_REMATCH2.n": "Agora você não é mais ume novate, não preciso mais limitar o poder das minhas fitas super-hackeadas!", - "CAPTAIN_CODEY_PRE_REMATCH_NO": "Não te culpo, eu também não gostaria de lutar [wave amp=30 freq=10]comigo[/wave].", - "CAPTAIN_CODEY_POST_REMATCH2": "...Isso é o que eu diria se estivesse bravo. [pause]O que não é o caso. [pause]Não estou nem um pouco bravo.", - "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Ei, vocês! [pause]Vocês normalmente não são [wave amp=30 freq=10]ousados[/wave] o suficiente para se aventurar tão perto de nosso posto avançado. Por que não saem daqui enquanto a conversa está civilizada?", - "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Ela tá no comando por um motivo, [pause]né...?", - "LEADER_IANTHE_INTRO_EXT_IANTHE2": "Vocês não estão se movendo, né? [pause]Acho que vou ter que sujar minhas mãos.", - "LEADER_IANTHE_INTRO_EXT_FELIX3": "Radical.", - "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "...Exceto para a Vigilante Kayleigh, que insiste que vocês lutaram contra um [wave amp=30 freq=10]Arcanjo[/wave] juntos.", - "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Ora, [pause]talvez a gente encontre mais! [pause]Ianthe, acho que {player} devia ser aprendiz de vigilante.", - "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Memorável.", - "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Ela se mantém com uma confiança que raramente se mostra em outrem.", - "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Prazer em conhecê-lo, novato.", - "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Prazer em conhecê-la, novata.", - "LEADER_IANTHE_INTRO_IANTHE2": "Bem, [pause]o que você acha deste posto avançado? [pause]Este lugar foi abandonado por muito tempo. Com um pouco de trabalho, nós o transformamos em uma parada de descanso para os vigilantes.", - "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Prazer em conhecê-le, novate.", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "O que você faz aqui?", - "LEADER_IANTHE_INTRO_IANTHE3": "Gostaria de dizer que somos defensores do povo de Nova Murta contra uma horda implacável de monstros...", - "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "Para que servem os vigilantes?", - "LEADER_IANTHE_INTRO_IANTHE4": "Mas na maioria das vezes estamos fazendo bicos para a comunidade. Não é lá muito emocionante.", - "MEREDITH_SOCIAL4_MEREDITH9": "Já viu um desses?", - "MEREDITH_SOCIAL4_MEREDITH10": "É uma fita. [pause]Mas não uma fita qualquer...", - "MEREDITH_SOCIAL4_MEREDITH11": "É a fita do filme de ação \\\"O Soca Sangue\\\", de 1981.", - "MEREDITH_SOCIAL4_MEREDITH12": "Desde que cheguei, centenas de fitas acabaram nas praias de Nova Murta.", - "MEREDITH_SOCIAL4_MEREDITH13": "E eu guardei cada uma delas.", - "MEREDITH_SOCIAL4_MEREDITH14": "Todinhas.", - "MEREDITH_SOCIAL4_MEREDITH15": "E adivinha?", - "MEREDITH_SOCIAL4_MEREDITH16": "Todas são O Soca Sangue.", - "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]É o único filme que dá pra assistir em Nova Murta.[/shake]", - "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Cada uma delas é O Soca Sangue.[/shake]", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Temos um péssimo filme pela frente. E lá vamos nós.", - "MEREDITH_SOCIAL4_MEREDITH19": "Então, adivinha o que vamos assistir?", - "MEREDITH_SOCIAL4_MEREDITH21": "Queria... [pause]te agradecer por passar esse tempo comigo.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Eu adoro filmes assim!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Pronto pra curtir isso ironicamente!", - "MEREDITH_SOCIAL4_MEREDITH20": "Assim que se fala.", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Pronta pra curtir isso ironicamente!", - "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Pronte pra curtir isso ironicamente!", - "MEREDITH_SOCIAL4_MEREDITH22": "Não tenho me divertido em Nova Murta, mas isso foi, tipo, a coisa mais legal que rolou.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Ainda bem que nos tornamos amigos!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Ainda bem que nos tornamos amigues!", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Isso é... um encontro?", - "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Ainda bem que nos tornamos amigas!", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Haha, concordo, {player}.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Ok, já deu de sinceridade por hoje, migo.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Ok, já deu de sinceridade por hoje, migue.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Temos um péssimo filme pela frente. E lá vamos nós.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Ok, já deu de sinceridade por hoje, miga.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Por que a demora em perguntar?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Mas podemos ser casuais? [pause]Tipo, [pause]nada a sério?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Por que não? Encontrinho, filme ruim, parece uma boa.", - "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Temos um péssimo filme pela frente. E lá vamos nós.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Eu ainda quero curtir com você...", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "Qualé, nós [wave amp=30 freq=30]literalmente[/wave] nos fundimos.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Isso meio que aluga um espaço pra mim na sua cabeça, saca? [pause]E, [pause]tipo, [pause]eu acho você um amorzinho.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Isso meio que aluga um espaço pra mim na sua cabeça, saca? [pause]E, [pause]tipo, [pause]eu acho você um amorzinho.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Isso meio que aluga um espaço pra mim na sua cabeça, saca? [pause]E, [pause]tipo, [pause]eu acho você um amorzinho.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Nadinha!", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "É que eu, [pause]hm, [pause]só fiquei com homens antes. [pause]Isso é meio novo pra mim.", - "MEREDITH_ROMANCE_MEREDITH2": "Eu...", - "MEREDITH_ROMANCE_MEREDITH1.n": "Que silêncio, {player}. [pause]Tem alguma coisa te incomodando?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Mas também quero poder te beijar às vezes.", - "MEREDITH_ROMANCE_MEREDITH1.m": "Que silêncio, {player}. [pause]Tem alguma coisa te incomodando?", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Enfim, [pause]já vi esse filme milhões de vezes.", - "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Então... não precisamos prestar muita atenção.", - "MEREDITH_ROMANCE_MEREDITH_NO": "Ah, [pause]tá.", - "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Eu quero namorar você.[/color]", - "MEREDITH_ROMANCE_MEREDITH1.f": "Que silêncio, {player}. [pause]Tem alguma coisa te incomodando?", - "MEREDITH_ROMANCE_MEREDITH3": "Assim, é meio óbvio que eu [wave amp=30 freq=30]gosto[/wave] de você.", - "MEREDITH_ROMANCE_MEREDITH4": "Só não entendo por que [wave amp=30 freq=30]você[/wave] gosta de [wave amp=30 freq=30]mim[/wave], [pause]mas gosto de você mesmo assim.", - "MEREDITH_ROMANCE_MEREDITH5": "Mas como estamos tentando achar um jeito de deixar este mundo...", - "MEREDITH_ROMANCE_MEREDITH6.m": "Se conseguirmos, podemos parar em lugares diferentes. [pause]Isso... [pause]não te incomoda?", - "EUGENE_QUEST1_PART1_EUGENE2.m": "Pronto para se juntar às forças do mal?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Não.", - "MEREDITH_ROMANCE_MEREDITH6.f": "Se conseguirmos, podemos parar em lugares diferentes. [pause]Isso... [pause]não te incomoda?", - "MEREDITH_ROMANCE_MEREDITH6.n": "Se conseguirmos, podemos parar em lugares diferentes. [pause]Isso... [pause]não te incomoda?", - "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Um pouquinho.", - "MEREDITH_ROMANCE_MEREDITH7": "Ah, que se dane. [pause]O que me impede?", - "MEREDITH_ROMANCE_MEREDITH8.m": "Eu, com um namorado? [pause]Tô delirando. [pause]Mas é um delírio dos bons.", - "MEREDITH_ROMANCE_MEREDITH8.f": "Eu, com uma namorada? [pause]Tô delirando. [pause]Mas é um delírio dos bons.", - "MEREDITH_ROMANCE_MEREDITH8.n": "Eu, namorando? [pause]Tô delirando. [pause]Mas é um delírio dos bons.", - "MEREDITH_ROMANCE_MEREDITH9": "Eu sempre me convenci de que precisava ser feliz sozinha antes de me relacionar com alguém, [pause]mas na verdade...", - "MEREDITH_ROMANCE_MEREDITH11": "Mas você me faz feliz, [pause]fora que me sinto mais completa ao seu lado.", - "MEREDITH_ROMANCE_MEREDITH10": "Acho que eu NUNCA conseguiria estar bem sozinha. [pause]Eu nunca serei perfeita pra mim mesma.", - "MEREDITH_ROMANCE_MEREDITH12": "C-chega de felisteza por hoje. [pause]Ah, eu não sei ser fofinha.", - "MEREDITH_ROMANCE_MEREDITH13.m": "Se está esperando que te chame de \\\"mozi\\\" ou \\\"bebê\\\", [pause]saiba que não vai rolar, migo.", - "MEREDITH_ROMANCE_MEREDITH13.n": "Se está esperando que te chame de \\\"mozi\\\" ou \\\"bebê\\\", [pause]saiba que não vai rolar, migue.", - "MEREDITH_ROMANCE_MEREDITH13.f": "Se está esperando que te chame de \\\"mozi\\\" ou \\\"bebê\\\", [pause]saiba que não vai rolar, miga.", - "EUGENE_QUEST2_PART1_EUGENE1": "Eu afanei a chave da janela de um desses carniçais enquanto patrulhavam.", - "EUGENE_QUEST1_PART1_EUGENE1": "Ainda bem que você veio!", - "EUGENE_QUEST1_PART1_EUGENE2.f": "Pronta para se juntar às forças do mal?", - "EUGENE_QUEST1_PART1_EUGENE2.n": "Pronte para se juntar às forças do mal?", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Pode crer!", - "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Saquei. Me avise quando estiver a fim, vou lidar com o problema enquanto isso.", - "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Ainda não.", - "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Memorável![/shake]", - "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Saquei. Me avise quando estiver a fim, vou lidar com o problema enquanto isso.", - "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Saquei. Me avise quando estiver a fim, vou lidar com o problema enquanto isso.", - "EUGENE_QUEST1_PART1_EUGENE4": "Ok, [pause]tá vendo aquele prédio ali?", - "EUGENE_QUEST1_PART1_EUGENE5": "É um reduto. [pause]É lá que esses monstrengos parasitas conspiram pra tentar dominar este mundo.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "Não é lá essas coisas.", - "EUGENE_QUEST1_PART1_EUGENE8": "Esse é só um dos redutos, você já deve ter visto outros por aqui. As portas da frente sempre tão trancadas, mas podemos entrar pela janela da cobertura.", - "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "É meio sem sal, né?", - "EUGENE_QUEST1_PART1_EUGENE6": "É, parça, [pause]aparências enganam.", - "EUGENE_QUEST1_PART1_EUGENE7": "Essas pestes acabaram com o mundo de onde vim, mas resolvemos enfrentá-los. [pause]E VENCEMOS.", - "EUGENE_QUEST1_PART1_EUGENE9": "Tenta planar daqui. Relaxa, vou estar contigo.", - "EUGENE_QUEST2_PART1_EUGENE2.m": "A gente vai entrar e botar eles pra correr. Pronto?", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Mas é claro!", - "EUGENE_QUEST2_PART1_EUGENE2.n": "A gente vai entrar e botar eles pra correr. Pronte?", - "EUGENE_QUEST2_PART1_EUGENE2.f": "A gente vai entrar e botar eles pra correr. Pronta?", - "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Gostaria de conversar com nosso gerente no QG da Associação?[/wave]", - "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Vamos nessa!", - "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Creio que podemos chegar a um acordo mutuamente benéfico. Vou te passar a localização.[/wave]", - "EUGENE_QUEST4_PART1_EUGENE2": "Essa é a nossa chance de acabar com a raça deles!", - "EUGENE_QUEST4_PART1_EUGENE3": "Vamo nessa! Não há tempo a perder!", - "EUGENE_QUEST4_PART1_EUGENE1": "Os Corretores tem um QG?!", - "EUGENE_QUEST5_PART1_EUGENE1": "O QG dos Corretores devia ser aqui...", - "EUGENE_QUEST5_PART1_EUGENE2": "Ok, [pause]esses panacas não são páreo pra nossa [shake rate=30 level=10]determinação de aço[/shake]!", - "EUGENE_QUEST5_PART1_EUGENE3": "...", - "EUGENE_QUEST5_PART1_EUGENE4": "Onde diabos fica a entrada disso mesmo?", - "EUGENE_QUEST5_PART1_EUGENE5": "...", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]NADA DE HIPOTECAS FIXAS...[/wave]", - "EUGENE_QUEST5_PART1_EUGENE6": "Acho que encontrei a entrada.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]AÇÕES EM ALTA...[/wave]", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]TAXAS DE MERCADO AJUSTÁVEIS...[/wave]", - "EUGENE_QUEST5_PART2_MAMMON1": "Obrigado por comparecer à nossa reunião agendada. Apreciamos a sua cooperação.", - "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]CRESCIMENTO DE CAPITAL...[/wave]", - "EUGENE_QUEST5_PART2_EUGENE3": "Me diz uma coisa: por que diabos um Arcanjo quer dominar o [shake rate=30 level=10]mercado imobiliário?![/shake]", - "EUGENE_QUEST5_PART2_EUGENE2": "Então é você o responsável por isso?", - "EUGENE_QUEST5_PART2_EUGENE5": "...", - "EUGENE_QUEST5_PART2_MAMMON4": "Os meus são nascidos da vaidade humana. Seus desejos mais latentes nos moldam.\\n\\nMinha existência é testemunho do consumo humano.\\n\\nEu quero ordem assim como você. Eu desejo estabilidade assim como você.", - "EUGENE_QUEST5_PART2_EUGENE7": "Você não sabe NADA sobre mim.", - "EUGENE_QUEST5_PART2_EUGENE10": "Eu...", - "EUGENE_QUEST5_PART2_MAMMON6": "Eu quero o que você quer, Humano Eugene. Seu coração não me é segredo.", - "EUGENE_QUEST5_PART2_MAMMON8": "Eu compreendo o Humano Eugene.\\n\\nO Humano Eugene não vê valor em si além de sua luta.", - "EUGENE_QUEST5_PART2_MAMMON9": "Sem algo para lutar, o Humano Eugene não é nada.\\n\\nApenas uma casca vazia. Semelhante aos meus agentes.", - "EUGENE_QUEST5_PART2_EUGENE11": "Isso... [pause]não é verdade...", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Eugene! Não dê ouvidos!", - "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "Elu está errade!", - "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]CHEGA![/shake]", - "EUGENE_QUEST5_PART2_EUGENE14": "Você não vai me quebrar! [pause]Isso é tudo o que os seus fazem!", - "EUGENE_QUEST5_PART2_EUGENE15": "Algum peixão chega, tenta roubar tudo do mais fraco...", - "EUGENE_QUEST5_PART2_EUGENE13": "Já cansei de ouvir!", - "EUGENE_QUEST5_PART2_EUGENE16": "E daí quando o mais fraco tenta peitar, [pause]vocês mandam ficar no lugar dele, [pause]tô mentindo?!", - "EUGENE_QUEST5_PART2_EUGENE17": "Daí ele não faz nada... [pause]E as coisas só pioram!", - "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]É sempre [pause]a mesma [pause]lenga-lenga![/shake]", - "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", - "EUGENE_QUEST5_PART2_EUGENE20": "Bora acabar com a raça disso?", - "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "Você não vai me quebrar...", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Só tava esperando você falar.", - "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Vamos nessa!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "E {player} não vai parar de bom grado também!", - "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Esse lugar tá ruindo. Vamo nessa, temos que dar no pé!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "HO HO, MAS QUE OPERAÇÃO INTERESSANTE VOCÊ CONDUZ AQUI, SR. MAMON!", - "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "Vamos encarar você juntos, e [shake rate=30 level=10]vamos VENCER[/shake]!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "E PARECE QUE VOCÊ SABE COMANDAR. UMA HABILIDADE VALIOSA!", - "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "DEIXE-ME AJUDAR A SE MANDAR DAQUI.", - "EUGENE_QUEST5_PART3_EUGENE1": "Acho que os Corretores fugiram... [pause]O que será que eles vão fazer agora, já que a operação foi desativada?", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "Você acha?", - "EUGENE_QUEST5_PART3_EUGENE2.f": "Cara, foi bem maneiro quando nós [wave amp=30 freq=10]nos fundimos[/wave] lá.", - "EUGENE_QUEST5_PART3_EUGENE2.m": "Cara, foi bem maneiro quando nós [wave amp=30 freq=10]nos fundimos[/wave] lá.", - "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Verdade, né?", - "EUGENE_QUEST5_PART3_EUGENE2.n": "Cara, foi bem maneiro quando nós [wave amp=30 freq=10]nos fundimos[/wave] lá.", - "EUGENE_QUEST5_PART3_EUGENE3": "Sim! [pause]Foi como se a adrenalina tomasse conta, só que eu conseguia sentir sua força de vontade me guiando junto com a minha. Nem um [wave amp=30 freq=10]Arcanjo[/wave] foi páreo para nós!", - "EUGENE_QUEST5_PART3_EUGENE4": "E quem diria que um Arcanjo comandava os Corretores esse tempo todo...", - "EUGENE_QUEST5_PART3_EUGENE5": "Mas e se o que elu disse... [pause]E se fosse verdade?", - "EUGENE_QUEST5_PART3_EUGENE6": "E se sem uma batalha para vencer a todo momento, [pause]eu me torne apenas alguém oco?", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "Eu encontrei um jeito de fugir da ilha.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Não te vejo como alguém oco.", - "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "Não pense assim sobre si.", - "EUGENE_QUEST5_PART3_EUGENE7": "...", - "EUGENE_QUEST5_PART3_EUGENE8.f": "Heh. [pause]Valeu, parça.", - "EUGENE_QUEST5_PART3_EUGENE8.m": "Heh. [pause]Valeu, parça.", - "EUGENE_QUEST5_PART3_EUGENE8.n": "Heh. [pause]Valeu, parça.", - "EUGENE_QUEST5_PART3_EUGENE9": "Mas e você? [pause]O que te MOTIVA mesmo?", - "EUGENE_QUEST5_PART3_EUGENE10": "Cê sabe, [pause]sua jornada, [pause]ajudando as pessoas e pá, [pause]as lutas contra os monstros e tudo mais?", - "EUGENE_QUEST5_PART3_EUGENE15": "E nem sei se sou [wave amp=30 freq=30]capaz[/wave] disso.", - "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Eu quero dar um jeito de voltar para casa.", - "EUGENE_QUEST5_PART3_EUGENE11": "Hum. Meio improvável.", - "EUGENE_QUEST5_PART3_EUGENE12": "Tô dentro!", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Sério?", - "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Fácil assim?", - "EUGENE_QUEST5_PART3_EUGENE13": "Fácil assim!", - "EUGENE_CONVO11_EUGENE1_OPTION2": "Como assim?", - "EUGENE_QUEST5_PART3_EUGENE14": "Já demos cabo dos Corretores, mas eu não quero relaxar ainda.", - "EUGENE_QUEST5_PART3_EUGENE16": "Eu preciso de [wave amp=30 freq=30]algo[/wave] pra me manter focado.", - "EUGENE_QUEST5_PART3_EUGENE17": "Vamos nessa. [pause]Uma nova causa pra lutar.", - "EUGENE_QUEST5_PART3_EUGENE18": "Tô dentro.", - "EUGENE_CONVO1_EUGENE1": "Cê sabe que [pause]acabar com os Corretores como a gente fez...", - "EUGENE_CONVO1_EUGENE3": "Mas foi a coisa certa a se fazer, [pause]já que os \\\"planos de carreira\\\" deles envolviam avacalhar vidas alheias.", - "EUGENE_CONVO1_EUGENE2": "Provavelmente seria ilegal em outros mundos, [pause]né?", - "EUGENE_CONVO2_EUGENE1": "Eu preciso voltar a malhar logo. [pause]Não dá pra salvar o mundo sem estar trincado, né não?", - "EUGENE_CONVO1_EUGENE4": "Eu acredito que exista uma boa diferença entre \\\"lei\\\" e \\\"justiça de verdade\\\", [pause]saca?", - "EUGENE_CONVO2_EUGENE2": "Talvez apareçam uns halteres na praia qualquer dia desses...", - "EUGENE_CONVO3_EUGENE1": "No começo eu meio que estranhei o quanto o estilo da galera em Nova Murta é, [pause]hum, [pause]retrô.", - "EUGENE_CONVO3_EUGENE2": "Sendo que todas elas vêm daquele shopping das antigas, saca?", - "EUGENE_CONVO3_EUGENE3": "Mas já tô me acostumando. [pause]Espero que eu consiga levar essa jaqueta rosa pro meu mundo...", - "EUGENE_CONVO4_EUGENE1.m": "Você... [pause]a luz da fogueira te deixa bem bonito.", - "EUGENE_CONVO4_EUGENE2": "Se eu tivesse uma câmera, tirava umas fotos suas. [pause]Pena que não tenho, [pause]né?", - "EUGENE_CONVO4_EUGENE1.n": "Você... [pause]a luz da fogueira te deixa bem bonite.", - "EUGENE_CONVO4_EUGENE1.f": "Você... [pause]a luz da fogueira te deixa bem bonita.", - "EUGENE_CONVO5_EUGENE2": "Combinou contigo, [pause]sabe?!", - "EUGENE_CONVO5_EUGENE1": "O que achou da sua forma {first_tape_name}?", - "EUGENE_CONVO6_EUGENE2": "Que chama memorável. [pause]Mandou bem, {player}.", - "EUGENE_CONVO5_EUGENE4": "Eu curti.", - "EUGENE_CONVO5_EUGENE3": "Defender o povo de Nova Murta se transformando em {first_tape_description}!", - "EUGENE_CONVO6_EUGENE1": "Essa é, [pause]tipo, [pause]uma das dez melhores fogueiras que já ajudei a fazer.", - "EUGENE_CONVO7_EUGENE4": "Espero que não seja um sonho, [pause]do tipo que você esquece pouco depois de acordar.", - "EUGENE_CONVO10_EUGENE4": "Eu costumo ser péssimo pra relacionamentos. [pause]Peitar Arcanjos é muito mais fácil do que lidar com os sentimentos de outras pessoas.", - "EUGENE_CONVO7_EUGENE2": "Eu só quero que... [pause]tudo isso seja verdade.", - "EUGENE_CONVO7_EUGENE1.n": "Você já se pegou pensando em como sua vida vai ser quando voltar pra casa?", - "EUGENE_CONVO7_EUGENE1.m": "Você já se pegou pensando em como sua vida vai ser quando voltar pra casa?", - "EUGENE_CONVO7_EUGENE3": "Acho que já pensou nisso também, [pause]né?", - "EUGENE_CONVO8_EUGENE1": "Nossa, a galera das antigas precisava mesmo carregar essas fitas plásticas pra ouvir música, [pause]né?", - "EUGENE_CONVO7_EUGENE1.f": "Você já se pegou pensando em como sua vida vai ser quando voltar pra casa?", - "EUGENE_CONVO7_EUGENE5": "Eu não quero te esquecer, {player}.", - "EUGENE_CONVO8_EUGENE3": "...", - "EUGENE_CONVO8_EUGENE2": "Elas são relíquias, acho que uma única fita deve armazenar alguns milhares de músicas.", - "EUGENE_CONVO8_EUGENE4": "Ei, [pause]que olhada foi essa?! [pause]Falei algo de errado?!", - "EUGENE_CONVO9_EUGENE2": "A habilidade de se transformar em monstros poderia encorajar as pessoas a ampliar a sociedade de maneiras que nunca nem [wave amp=30 freq=10]sonhamos[/wave]!", - "EUGENE_CONVO9_EUGENE1": "Espero que a gente possa levar a tecnologia dessas fitas se conseguir sair daqui.", - "EUGENE_CONVO9_EUGENE3": "Imagina: virar um monstro rápido pra entregar compras... [pause]ou virar um aquático pra apagar incêndios.", - "EUGENE_CONVO10_EUGENE1.n": "Eu sou... [pause]muito grato por te conhecer, {player}.", - "EUGENE_CONVO9_EUGENE4": "Fiquei elétrico só de pensar!", - "EUGENE_CONVO10_EUGENE2": "...", - "EUGENE_CONVO10_EUGENE1.f": "Eu sou... [pause]muito grato por te conhecer, {player}.", - "EUGENE_CONVO10_EUGENE1.m": "Eu sou... [pause]muito grato por te conhecer, {player}.", - "EUGENE_CONVO10_EUGENE3.m": "Cara, [pause]ninguém vai acreditar que eu tive um namorado tão fofo nessa ilha mágica, [pause]né?", - "EUGENE_CONVO10_EUGENE3.f": "Cara, [pause]ninguém vai acreditar que eu tive uma namorada tão fofa nessa ilha mágica, [pause]né?", - "EUGENE_CONVO10_EUGENE3.n": "Cara, [pause]ninguém vai acreditar que eu namorei alguém tão fofe nessa ilha mágica, [pause]né?", - "EUGENE_CONVO10_EUGENE5": "Acho que preciso melhorar esse lado...", - "EUGENE_CONVO11_EUGENE6": "Então, [pause]esse novo mundo foi construído das cinzas do anterior.", - "EUGENE_CONVO11_EUGENE1": "Você já pensou em... [pause]não voltar pro seu mundo, {player}?", - "EUGENE_CONVO11_EUGENE1_OPTION1": "Por que eu não iria?", - "EUGENE_CONVO11_EUGENE2": "É que... bem, [pause]não somos do mesmo momento na história do nosso mundo, né?", - "EUGENE_CONVO11_EUGENE3": "Não somos do mesmo mundo, mas provavelmente de mundos bem similares.", - "EUGENE_CONVO11_EUGENE4": "Então o futuro do seu mundo pode ser como foi a história do meu. [pause]E garanto que ela não vai ser tão generosa contigo por um bom tempo.", - "EUGENE_CONVO11_EUGENE4_OPTION1": "Como assim?", - "EUGENE_CONVO11_EUGENE5": "Lembra que eu te disse como o povo do meu mundo construiu um mundo novo e melhor, certo?", - "EUGENE_CONVO11_EUGENE4_OPTION2": "O que houve com seu mundo?", - "EUGENE_CONVO11_EUGENE7": "Eu nasci depois que a poeira baixou, mas aqueles que viveram esse período... [pause]Creio que seja um trauma pra eles.", - "EUGENE_CONVO11_EUGENE8": "Não somente pelas memórias dos entes queridos, mas também as memórias do que tiveram que se tornar.", - "EUGENE_CONVO12_EUGENE2": "Digo, quando resolvermos tudo aqui em Nova Murta.", - "EUGENE_CONVO11_EUGENE10": "Você merece mais do que isso, {player}.", - "EUGENE_CONVO11_EUGENE9": "Eu sei que não posso te impedir de voltar pra casa, mas me preocupo com o mundo que você talvez precise encarar.", - "EUGENE_CONVO12_EUGENE1": "Você acredita mesmo que aquele portal gigante pode nos levar pra casa?", - "EUGENE_CONVO12_EUGENE2_OPTION1": "Acho que sim!", - "EUGENE_CONVO12_EUGENE2_OPTION2": "Tem que funcionar.", - "EUGENE_CONVO12_EUGENE3": "Memorável.", - "EUGENE_CONVO13_EUGENE2": "Pensa bem. [pause]Essa minissociedade é [wave amp=30 freq=10]construída[/wave] em cima de uma experiência em comum: a de ter naufragado aqui.", - "EUGENE_CONVO12_EUGENE4": "Espero que seja verdade. Tenho vários planos maneiros, saca?!", - "EUGENE_CONVO13_EUGENE1": "Parça, [pause]se aquele portalzão realmente conseguir levar as pessoas de Nova Murta de volta pra casa, as coisas vão mudar [wave amp=30 freq=10]muito[/wave] por aqui.", - "EUGENE_CONVO13_EUGENE3": "Sério, um monte de gente nasceu e foi criada por pessoas de mundos diferentes. Eles NUNCA conheceram nada além disso!", - "EUGENE_CONVO14_EUGENE1": "Ah, [pause]acho que a gente precisa conversar sobre o que rolou.", - "EUGENE_CONVO13_EUGENE4": "Espero que a Ianthe esteja pronta pra forma como essa descoberta vai agitar as coisas.", - "EUGENE_CONVO14_EUGENE1_OPTION2": "Como assim?", - "EUGENE_CONVO14_EUGENE1_OPTION1": "Sobre o quê?", - "EUGENE_CONVO14_EUGENE3": "Quando todo mundo se fundiu num [shake rate=30 level=10]deus-monstro[/shake] gigante e [shake rate=30 level=10]acabou com a raça do Alef![/shake]", - "EUGENE_CONVO14_EUGENE2": "Quando a gente, [pause]cê sabe...", - "EUGENE_CONVO14_EUGENE5": "Mas, sendo bem sincero, tem muita coisa dessas paradas dos \\\"Arcanjos\\\" na ilha que não tô entendendo nada.", - "EUGENE_CONVO14_EUGENE4": "Aquilo foi maneiro, né?", - "EUGENE_CONVO14_EUGENE6": "Tipo, tem toda essa [wave amp=30 freq=10]história ancestral[/wave] com Morgana e Alef, ou algo do tipo? Será que a estação de trem tem algo a ver com isso? [pause]Não sei, parça, só é bizarro.", - "EUGENE_CONVO14_EUGENE7": "Mas de uma coisa eu sei: nós conseguimos nos unir e acabamos com aquele palermão. [pause]Isso eu entendi muito bem.", - "EUGENE_CONVO15_EUGENE1": "Espero que seu plano de encontrar um jeito de dar o fora dessa ilha funcione, parça.", - "EUGENE_CONVO15_EUGENE2": "Tô preocupado com o suprimento limitado de tinta de cabelo de Nova Murta. Não vai demorar muito pra acabar.", - "EUGENE_CONVO16_EUGENE1": "Aquele vilarejo abandonado que a gente passou me deu calafrios, parça.", - "EUGENE_CONVO16_EUGENE2": "De onde eu vim, tinha alguns lugares assim também. Vilarejos que eram cheios de vida, mas as coisas ficaram complicadas e foram abandonados.", - "EUGENE_CONVO16_EUGENE3": "Tinha muitos assim, pra ser sincero.", - "EUGENE_CONVO16_EUGENE4": "Com o tempo, quem sabe, a galera de Vilancoradouro resolva voltar e reconstruir aquele lugar.", - "EUGENE_CONVO16_EUGENE5": "Adoraria ver isso acontecendo.", - "EUGENE_CONVO17_EUGENE1": "Reunião no meio do mato em frente a uma fogueira, sabendo que [wave amp=30 freq=10]bestas gigantes[/wave] podem atacar a qualquer momento... [pause]Acho que estamos pensando na mesma coisa agora, {player}.", - "EUGENE_CONVO17_EUGENE2": "Você está pensando: [pause]\\\"Era assim que meus ancestrais da caverna viviam!\\\"", - "EUGENE_CONVO17_EUGENE1_OPTION1": "Estamos?", - "EUGENE_CONVO17_EUGENE1_OPTION2": "Em quê eu estou pensando?", - "EUGENE_CONVO17_EUGENE2_OPTION1": "Hã?", - "EUGENE_CONVO17_EUGENE2_OPTION2": "Isso nunca nem sequer passou pela minha cabeça.", - "EUGENE_CONVO18_EUGENE1": "Preciso pensar nos meus gritos de guerra.", - "EUGENE_CONVO18_EUGENE1_OPTION1": "Nos seus o quê?", - "EUGENE_CONVO17_EUGENE3": "Viu? Na mosca. Você tava pensando nisso também, parça.", - "EUGENE_CONVO18_EUGENE1_OPTION2": "Gritos de... guerra?", - "EUGENE_CONVO18_EUGENE2": "Sim! [pause]Pra quando eu for encarar algum oponente e, pouco antes de me transformar, gritar algo assim: \\\"Cai pra dentro!\\\" ou \\\"Transformar!\\\"", - "EUGENE_CONVO18_EUGENE2_OPTION1": "Garanto que você consegue pensar em algo melhor!", - "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"Transformar\\\" não é tão original assim...", - "EUGENE_CONVO18_EUGENE4": "...", - "EUGENE_CONVO18_EUGENE3": "Ei, ainda é um rascunho, ok?", - "EUGENE_CONVO18_EUGENE5": "E se eu gritasse [wave amp=30 freq=10]\\\"Tá saindo da fita o monstro!\\\"[/wave]? Será que rola? [pause]E aí, achou maneiro?", - "EUGENE_CONVO18_EUGENE5_OPTION1": "Nem um pouquinho.", - "EUGENE_CONVO18_EUGENE5_OPTION2": "Definitivamente não.", - "EUGENE_CONVO18_EUGENE6": "Vou pensar melhor em outro momento, então.", - "EUGENE_CONVO19_EUGENE1": "Foi mal, [pause]eu ainda tô me acostumando ao fato de que tecnicamente somos namorados.", - "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"Tecnicamente?\\\"", - "EUGENE_CONVO19_EUGENE1_OPTION2": "Parece que você não está tão animado com isso.", - "EUGENE_CONVO19_EUGENE2": "Ah, eu não quis dizer que isso é algo [shake rate=30 level=10]ruim[/shake]!", - "EUGENE_CONVO19_EUGENE3": "Só não esperava que [wave amp=30 freq=10]isso[/wave] fosse acontecer comigo logo aqui em Nova Murta. Claro que eu curto [wave amp=30 freq=10]pra caramba[/wave] a nossa relação!", - "EUGENE_CONVO20_EUGENE1_OPTION2": "Hã?", - "EUGENE_CONVO20_EUGENE1": "Seria tão mais fácil continuar aqui juntinhos, né?", - "EUGENE_SOCIAL1_EUGENE2": "Essa parada de fusão dos monstros é maneira demais!", - "EUGENE_CONVO20_EUGENE1_OPTION1": "Como assim?", - "EUGENE_CONVO20_EUGENE2": "Só você e eu, vivendo na pacata mas [wave amp=30 freq=10]idílica[/wave] Vilancoradouro. Sem mudanças.", - "EUGENE_CONVO20_EUGENE3": "Mas... Acho que não seríamos apenas nós, né? [pause]Tenho certeza que algo mais nos aguarda.", - "EUGENE_SOCIAL1_EUGENE1": "Parça, te falar...", - "EUGENE_SOCIAL1_EUGENE5": "Como se, no calor da batalha, nossos focos se alinhassem tanto que a gente vira uma força incontrolável só, saca?", - "EUGENE_SOCIAL1_EUGENE2_OPTION1": "Cê acha?", - "EUGENE_SOCIAL1_EUGENE2_OPTION2": "É, acho que sim.", - "EUGENE_SOCIAL1_EUGENE4": "Nossa força interior se manifestasse.", - "EUGENE_SOCIAL1_EUGENE3": "Sim! [pause]É como se...", - "EUGENE_SOCIAL1_EUGENE6": "E, naquele momento, é como se a gente fosse [wave amp=30 freq=20]incontrolável[/wave].", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Mas só se [pause]você quiser, [pause]claro.", - "EUGENE_SOCIAL1_EUGENE6_OPTION1": "Saquei!", - "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Você tá parecendo um personagem de anime.", - "EUGENE_SOCIAL1_EUGENE7A": "Ah, sabia que você entenderia!", - "EUGENE_SOCIAL1_EUGENE7B": "Pô, tô abrindo meu coração aqui!", - "EUGENE_SOCIAL1_EUGENE8": "Acho que vivi tempo demais sem fazer nada em troca, saca?", - "EUGENE_SOCIAL1_EUGENE9": "Acho que tô tentando compensar o tempo perdido.", - "EUGENE_SOCIAL1_EUGENE9_OPTION1": "O que houve com seu mundo?", - "EUGENE_SOCIAL1_EUGENE10": "Ah, relaxa. Vamos falar disso em outro momento.", - "EUGENE_SOCIAL1_EUGENE9_OPTION2": "O que tava acontecendo com seu mundo?", - "EUGENE_SOCIAL1_EUGENE11": "Eu vou voltar. [pause]Pro meu mundo, assim, [pause]assim que você achar o portal pra dar o fora daqui, claro.", - "EUGENE_SOCIAL1_EUGENE12": "Vou levar minhas fitas comigo, [pause]e vou lutar por aqueles que mais precisam.", - "EUGENE_SOCIAL2_EUGENE1": "Eu reparei em como a Clémence simplesmente decidiu que faria o café só pra... [pause]ajudar a melhorar o vilarejo.", - "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Tipo um super-herói mutante?", - "EUGENE_SOCIAL1_EUGENE13": "Sim! Tipo um super-herói mutante.", - "EUGENE_SOCIAL1_EUGENE14": "Bem maneiro, né?", - "EUGENE_SOCIAL2_EUGENE2": "Ser útil, ajudar a melhorar as coisas... [pause]É isso que eu devia fazer!", - "EUGENE_SOCIAL2_EUGENE2_OPTION1": "Olha, você não precisa focar em ajudar outras pessoas o tempo todo.", - "EUGENE_SOCIAL2_EUGENE2_OPTION2": "Você já ajuda o suficiente!", - "EUGENE_SOCIAL2_EUGENE4": "Talvez seja apenas um vício que vem do meu mundo.", - "EUGENE_SOCIAL2_EUGENE3": "Hihi. [pause]Já que você diz.", - "EUGENE_SOCIAL2_EUGENE4_OPTION2": "...Seu mundo?", - "EUGENE_SOCIAL2_EUGENE4_OPTION1": "Como assim?", - "EUGENE_SOCIAL2_EUGENE5": "Então, [pause]na \\\"minha terra\\\", [pause]nos meados do século XXI, teve um tipo de... [pause]cataclismo.", - "EUGENE_SOCIAL2_EUGENE7": "Foi como se, num passe de mágica, todos tivessem acordado num dia e resolvido sobreviver melhor cooperando uns com os outros.", - "EUGENE_SOCIAL2_EUGENE6": "A ganância e consumismo da humanidade atingiu um ponto em que o mundo não suportou mais.", - "EUGENE_SOCIAL2_EUGENE9": "Ajudar as pessoas da sua comunidade foi, aos poucos, se tornando mais importante do que acumular fama e riquezas, [pause]mas isso nunca foi... [pause]meu forte.", - "EUGENE_SOCIAL2_EUGENE8": "Que as instituições que nos comandavam enquanto matavam o planeta não eram NECESSÁRIAS.", - "EUGENE_SOCIAL3_EUGENE4": "Eu vou transformar Vilancoradouro num lugar melhor. [pause]Pode confiar.", - "EUGENE_SOCIAL2_EUGENE10": "Esse tempo aqui em Nova Murta [pause]é minha chance de melhorar, me tornar o meu melhor. [pause]Assim, quando retornar, poderei fazer algo da minha vida.", - "EUGENE_SOCIAL2_EUGENE10_OPTION1": "Você não precisa resumir sua vida a ser um herói!", - "EUGENE_SOCIAL2_EUGENE10_OPTION2": "Pare de se maltratar assim!", - "EUGENE_SOCIAL2_EUGENE11": "Eu sei, [pause]mas é que...", - "EUGENE_SOCIAL2_EUGENE12": "Eu preciso fazer isso por mim.", - "EUGENE_SOCIAL2_EUGENE13": "Ok, [pause]já chega de falar de mim mesmo.", - "EUGENE_SOCIAL3_EUGENE1_OPTION1": "...Decidiu?", - "EUGENE_SOCIAL3_EUGENE3": "Eu vou parar de falar que quero fazer algo, [pause]e começar a só fazer.", - "EUGENE_SOCIAL3_EUGENE1": "Pronto, [pause]já me decidi.", - "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Decidiu o quê?", - "EUGENE_SOCIAL3_EUGENE2": "Eu tenho um plano.", - "EUGENE_SOCIAL3_EUGENE5": "Sei lá... [pause]Impedir um [wave amp=30 freq=10]vilão[/wave] não dá a mesma sensação de fazer [wave amp=30 freq=10]algo bom[/wave], [pause]sabe?", - "EUGENE_SOCIAL3_EUGENE4_OPTION1": "Você já deu cabo dos Corretores!", - "EUGENE_SOCIAL3_EUGENE4_OPTION2": "Você já deu sua contribuição para Vilancoradouro!", - "EUGENE_SOCIAL3_EUGENE6": "Chega fiquei eletrizado! [pause]Vai ser incrível, [pause]você vai ver.", - "EUGENE_SOCIAL4_EUGENE1": "Ei, [pause]posso te mostrar uma coisa?", - "EUGENE_SOCIAL3_EUGENE6_OPTION1": "O que está tramando?", - "EUGENE_SOCIAL3_EUGENE7.m": "Nada de spoilers, [pause]você vai ter que esperar pra ver!", - "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Pode me falar o que é que \\\"vai\\\" ser?", - "EUGENE_SOCIAL3_EUGENE8": "Afinal, [pause]o \\\"defensor de Vilancoradouro\\\" precisa manter seus segredos.", - "EUGENE_SOCIAL3_EUGENE7.f": "Nada de spoilers, [pause]você vai ter que esperar pra ver!", - "EUGENE_SOCIAL3_EUGENE7.n": "Nada de spoilers, [pause]você vai ter que esperar pra ver!", - "EUGENE_SOCIAL4_EUGENE7": "Eu reparei que, desde que os Corretores foram embora, essa construção antiga e horrenda ficou abandonada, [pause]daí resolvi por as mãos na massa!", - "EUGENE_SOCIAL4_EUGENE2": "Finalmente concluí meu projeto. Chegou a hora da revelação.", - "EUGENE_SOCIAL4_EUGENE3": "Quer conferir agora?", - "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Vamos!", - "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Agora não.", - "EUGENE_SOCIAL4_EUGENE_NO": "De boas, parça. [pause]Depois te mostro.", - "EUGENE_SOCIAL4_EUGENE11": "Ei, eu [wave amp=30 freq=10]TENHO[/wave] uma vida além dos momentos que estamos juntos, sabe? [pause]Eu tenho meus momentos livres das aventuras!", - "EUGENE_SOCIAL4_EUGENE4": "Beleza! [pause]Só me seguir.", - "EUGENE_SOCIAL4_EUGENE6": "Foi aqui que nossa primeira [wave amp=30 freq=10]missão juntos[/wave] aconteceu!", - "EUGENE_SOCIAL4_EUGENE5": "Lembra deste lugar, [pause]{player}?", - "EUGENE_SOCIAL4_EUGENE8": "Bora, [pause]vem ver como ficou por dentro!", - "EUGENE_SOCIAL4_EUGENE9": "Graças à claraboia, [pause]esse escritório é naturalmente bem iluminado durante o dia.", - "EUGENE_SOCIAL4_EUGENE10": "Daí eu pensei que daria um ótimo jardim comunitário. [pause]As pessoas poderiam plantar flores e outras coisas, além de escapar um pouco do vilarejo.", - "EUGENE_SOCIAL4_EUGENE10_OPTION1": "Quando foi que você fez isso tudo?!", - "EUGENE_SOCIAL4_EUGENE10_OPTION2": "De onde foi que você tirou tempo pra fazer isso tudo?!", - "EUGENE_SOCIAL4_EUGENE12": "Então... O que achou?", - "EUGENE_SOCIAL4_EUGENE12_OPTION1": "Ficou incrível!", - "EUGENE_SOCIAL4_EUGENE14": "Eu tinha certeza de que era uma ideia idiota.", - "EUGENE_SOCIAL4_EUGENE12_OPTION2": "Eu amei!", - "EUGENE_SOCIAL4_EUGENE13": "V-[pause]você gostou mesmo?", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "Você que tá caçando um jeito de sair dessa ilha! [pause]Não há nada no espaço-tempo que vá te parar!", - "EUGENE_SOCIAL4_EUGENE15_OPTION1": "Te adoro pra caramba, parça!", - "EUGENE_SOCIAL4_EUGENE15": "Ainda bem que você gostou.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "Você que tá caçando um jeito de sair dessa ilha! [pause]Não há nada no espaço-tempo que vá te parar!", - "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Isso foi bem romântico da sua parte.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Hihi, [pause]qualé. [pause]Você que tem aspirações grandiosas.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "Você que tá caçando um jeito de sair dessa ilha! [pause]Não há nada no espaço-tempo que vá te parar!", - "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Eu quero voltar pra casa. [pause]Creio que me tornei a minha melhor versão aqui.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Bem, já era tempo de Nova Murta ter um novo point de encontros.", - "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Vamos nessa, [pause]parça.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "Eu diria que seu projeto foi um sucesso!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "Então... isso é um encontro?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Ah, [pause][pause]eu, [pause][pause]acho que sim...[/shake]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Ainda assustado com romances?", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "Nunca te vi tão nervoso!", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "É estranho como eu consigo dar conta de uns carniçais malignos sem pestanejar...", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "É, [pause]acho que tem razão.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Mas tremo na base quando preciso falar pro meu parça como me sinto.", - "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Quero que seja meu namorado.[/color]", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Mas tremo na base quando preciso falar pra minha parça como me sinto.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Mas tremo na base quando preciso falar pre minhe parça como me sinto.", - "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Sim, [pause]é um encontro então.", - "EUGENE_ROMANCE_EUGENE1.m": "Que silêncio. [pause]Está tudo bem, [pause]parça?", - "EUGENE_ROMANCE_EUGENE1.f": "Que silêncio. [pause]Está tudo bem, [pause]parça?", - "EUGENE_ROMANCE_EUGENE1_OPTION2": "Nada de mais!", - "EUGENE_ROMANCE_EUGENE1.n": "Que silêncio. [pause]Está tudo bem, [pause]parça?", - "EUGENE_ROMANCE_EUGENE_NO": "Saquei.", - "EUGENE_ROMANCE_EUGENE8": "Mas vamos aproveitar enquanto estamos juntos!", - "EUGENE_ROMANCE_EUGENE3": "Eu sei. [pause]Digo, eu também quero. [pause]Eu tô nervoso.", - "EUGENE_ROMANCE_EUGENE2": "Eu... [pause][pause]Bem...", - "EUGENE_ROMANCE_EUGENE5": "Juntos somos maiores do que separados. [pause]Que nem quando nos fundimos!", - "EUGENE_ROMANCE_EUGENE4": "Acho que nós ajudamos um ao outro a nos tornar nossa melhor versão.", - "EUGENE_ROMANCE_EUGENE7": "Você é muito importante pra mim, [pause]mas minha vida antes daqui está esperando pelo meu retorno. [pause]E a sua também.", - "EUGENE_ROMANCE_EUGENE6": "Mas... [pause]se encontrarmos uma saída da ilha, talvez a gente precise terminar.", - "EUGENE_ROMANCE_EUGENE9": "Tem uma galera pra ajudar, além dos monstros gigantes pra socar a cara.", - "EUGENE_ROMANCE_EUGENE10": "E, como sempre: [pause]o invencível casal de Vilancoradouro!", - "FELIX_INTRO_FELIX3": "Não foi o meu caso. Eu caí aqui com as minhas coisas.", - "FELIX_INTRO_FELIX1": "Cuidado por onde anda. [pause]Você não vai querer cair nesse lixo aí.", - "EUGENE_ROMANCE_EUGENE11": "Mas eu acho que podemos dar uma pausa nas aventuras, [pause]só por hoje...", - "FELIX_UNKNOWN_NAME": "Cara amigável", - "FELIX_INTRO_FELIX1_OPTION1": "De onde foi que essa sala surgiu?", - "FELIX_INTRO_FELIX1_OPTION2": "Que lugar é esse?", - "FELIX_INTRO_FELIX2": "A maioria das pessoas cai do céu direto no oceano, certo?", - "FELIX_INTRO_FELIX9": "Eu perdi muita coisa quando tudo despencou do céu comigo, [pause]e a chuva não ajudou a conservar...", - "FELIX_INTRO_FELIX4_OPTION2": "Como seu apartamento inteiro veio junto contigo para Nova Murta?", - "FELIX_INTRO_FELIX4": "Esse era meu apartamento... [pause]Ok, faltam algumas paredes.", - "FELIX_INTRO_FELIX4_OPTION1": "Como foi que isso aconteceu?", - "FELIX_INTRO_FELIX5": "Não faço ideia! [pause]Pelo menos meus rascunhos e minhas obras estão comigo... [pause]Lado positivo, né?", - "FELIX_INTRO_FELIX6": "Ah, meu nome é Félix. [pause]Prazer em conhecer.", - "FELIX_INTRO2_FELIX14": "A maioria dos zootrópios contam histórias sobre os heróis da Revolução Francesa, [pause]como Pimpinela Escarlate, [pause]mas as adaptações pro cinema receberam grande investimento e fizeram sucesso, daí o interesse pelo material foi diminuindo.", - "FELIX_INTRO_FELIX6_OPTION1": "Eu sou {player}.", - "FELIX_INTRO_FELIX6_OPTION2": "Me chamam de... {player}.", - "FELIX_INTRO_KAYLEIGH7": "Olá, Félix! [pause]O que faz por aqui?", - "FELIX_INTRO_MEREDITH7": "Quanto tempo, Félix. O que você tá, er, fazendo aqui mesmo?", - "FELIX_INTRO_VIOLA7": "Me chamo Viola de Messalina. [pause]Diga-me, qual labor solitário o traz aqui?", - "FELIX_INTRO_EUGENE7": "Ei, parça! É aqui que você se esconde? [pause]O que tá fazendo nessas bandas?", - "FELIX_INTRO_FELIX8": "Estou procurando uma coisa.", - "FELIX_INTRO_FELIX10": "Mas tenho certeza de que pelo menos uma coisa tá intacta...", - "FELIX_INTRO_FELIX11": "Sabia!", - "FELIX_INTRO_FELIX12_OPTION1": "O que é isso?", - "FELIX_INTRO_FELIX12": "O selo ainda tá intacto, ainda há esperança de não ter entrado água aqui.", - "FELIX_INTRO_FELIX12_OPTION2": "O que tem aí dentro?", - "FELIX_INTRO_FELIX13": "É meio difícil de explicar...", - "FELIX_INTRO_FELIX14": "Dá uma passada na minha casa em Vilancoradouro Oeste. [pause]Vou te mostrar se vier.", - "FELIX_INTRO2_FELIX2_OPTION1": "Claro!", - "FELIX_INTRO2_FELIX1.m": "Ah, olá. [pause]Você realmente veio.", - "FELIX_INTRO2_FELIX2": "Quer ver o que resgatei dos restos depressivos do meu velho quarto?", - "FELIX_INTRO2_FELIX1.n": "Ah, olá. [pause]Você realmente veio.", - "FELIX_INTRO2_FELIX1.f": "Ah, olá. [pause]Você realmente veio.", - "FELIX_INTRO2_FELIX3": "Então, antes de vir pra cá eu produzia minhas artes com zootrópios.", - "FELIX_INTRO2_FELIX2_OPTION2": "Agora não.", - "FELIX_INTRO2_FELIX2_NO": "Sem problemas. Vem dar um alô quando mudar de ideia.", - "FELIX_INTRO2_FELIX3_OPTION1": "Zootrópios?", - "FELIX_INTRO2_FELIX3_OPTION2": "O quê?", - "FELIX_INTRO2_FELIX4": "É mais fácil se eu mostrar. Saca só...", - "FELIX_INTRO2_FELIX5": "Tudo depende dessa fita. Primeiro você coloca ela nessa parte do zootrópio, daí olha pela abertura.", - "FELIX_INTRO2_FELIX6": "O zootrópio tem um motor nele, daí, quando aperto esse botão, ele gira.", - "FELIX_INTRO2_FELIX8": "E, ao girar, elas ficam animadas e ganham vida, [pause]entende?", - "FELIX_INTRO2_FELIX7": "A fita tem várias imagens desenhadas com pequenas variações sequenciadas.", - "FELIX_INTRO2_FELIX9": "Daí você pode puxar a alavanca pra trocar para a próxima fita [pause]e continuar a história.", - "FELIX_INTRO2_FELIX10": "Você pode contar uma história inteira, [pause]dar vida a ela, [pause]só com desenhos.", - "FELIX_INTRO2_FELIX11": "Zootrópios são minha obsessão desde a infância.", - "FELIX_INTRO2_FELIX12": "Eles eram bem famosos, [pause]mas saíram de moda.", - "FELIX_INTRO2_FELIX13": "Agora virou algo... [pause]nichado. [pause]Bem, [pause]pelo menos era de onde eu vim.", - "FELIX_INTRO2_FELIX15": "Eu conheci essas histórias na minha infância, [pause]foi amor à primeira vista.", - "FELIX_INTRO2_FELIX16": "Acho que é por isso que me tornei um artista.", - "FELIX_INTRO2_FELIX18": "E, ao que parece, uma ilha repleta de monstros esquisitos é o melhor lugar para se inspirar!", - "FELIX_INTRO2_FELIX17": "Eu estou tentando criar novos personagens...", - "FELIX_INTRO2_FELIX19": "Isso significa que... talvez você consiga me ajudar.", - "FELIX_INTRO2_FELIX20": "Estou atrás de uma criatura específica, preciso dar uma boa olhada nela.", - "FELIX_INTRO2_FELIX21": "É um [wave amp=30 freq=10]guerreiro com uma espada de madeira.[/wave] Sei que dá pra encontrá-lo na Pradaria das Cerejeiras.", - "FELIX_QUEST1_PART3_FELIX4": "Ele veio junto comigo no meu apartamento, por isso ainda tenho ele.", - "FELIX_INTRO2_FELIX22": "Pode me dar uma mãozinha?", - "FELIX_INTRO2_FELIX22_OPTION1": "Claro!", - "FELIX_INTRO2_FELIX22_NO": "De boa! Se der uma liberada na sua agenda, dá um pulinho aqui e falamos a respeito.", - "FELIX_INTRO2_FELIX22_OPTION2": "Agora não.", - "FELIX_INTRO2_FELIX23": "Massa! Vou marcar no seu mapa.", - "FELIX_QUEST1_PART1_FELIX1": "É ele! Ok, vai e enfrenta ele, vou fazer os rascunhos.", - "FELIX_QUEST1_PASSIVE_FELIX1": "Os vigilantes já mencionaram essa criatura, dizem que ela fica numa posição de combate perfeita.", - "FELIX_QUEST1_PASSIVE_FELIX2": "Esse lugar é um arraso, né?", - "FELIX_QUEST1_PART2_FELIX1": "Oh-oh...", - "FELIX_QUEST1_PART2_KUNEKO2": "PARE, DEMÔNIO!", - "FELIX_QUEST1_PART2_FELIX7": "...", - "FELIX_QUEST1_PART2_KUNEKO3": "E-e não volte mais!", - "FELIX_QUEST1_PART2_FELIX4": "Quem é...", - "FELIX_QUEST1_PART2_FELIX5": "Pera, [pause][pause]você é...?!", - "FELIX_QUEST1_PART2_KUNEKO6": "IXI!", - "FELIX_QUEST1_PART2_FELIX8": "Ah, [pause]não.", - "FELIX_QUEST1_PART2_FELIX9": "Nãããão. [pause][pause]Não mesmo.", - "FELIX_QUEST1_PART2_FELIX9_OPTION1": "Aquilo era um Arcanjo?", - "FELIX_QUEST1_PART2_FELIX12": "Vamos voltar pra minha casa. Vou explicar tudo, prometo.", - "FELIX_QUEST1_PART2_FELIX9_OPTION2": "Aquilo era um monstro?", - "FELIX_QUEST1_PART2_FELIX10": "Eu...", - "FELIX_QUEST1_PART2_FELIX11": "Acho que é meu passado vindo me atormentar.", - "FELIX_QUEST1_PART3_FELIX1": "Isso tem que estar em algum canto, [pause]eu...", - "FELIX_QUEST1_PART3_FELIX2": "Achei!", - "FELIX_QUEST1_PART3_FELIX3": "Esse é meu antigo caderno de rascunhos, de quando eu tinha 12 anos.", - "FELIX_QUEST1_PART3_FELIX5": "Olha só.", - "FELIX_QUEST1_PART3_FELIX6": "O nome dela é Kuneko.", - "FELIX_QUEST1_PART3_FELIX13": "Mas se Kuneko realmente está neste mundo... [pause]Eu preciso encontrá-la.", - "FELIX_QUEST1_PART3_FELIX7": "Eu a inventei quando era criança.", - "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Ela tem asas de anjo?", - "FELIX_QUEST1_PART3_FELIX7_OPTION2": "Qual foi a das orelhas de gato?", - "FELIX_QUEST1_PART3_FELIX7_OPTION3": "Ela é uma ninja?", - "FELIX_QUEST1_PART3_FELIX8": "Ela é... [pause]tipo uma filha de anjo com demônio que se perdeu na terra e foi adotada por um clã de ninjas místicos...", - "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Mestre?", - "FELIX_QUEST1_PART3_FELIX9": "Quando ela completou 21 anos, [pause]deixou seu lar em uma jornada épica pra provar seu valor como a maior guerreira do seu povo, batalhando nos quatro altares elementais.", - "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Que troço mais clichê.", - "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Awn, ela parece ser tão legal!", - "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Você realmente melhorou desde então...", - "FELIX_QUEST1_PART3_FELIX10": "Eu tive uma fase otakinho no fundamental. [pause]Não vai me julgar!", - "FELIX_QUEST1_PART3_FELIX12": "Eu não faço IDEIA de como [wave amp=30 freq=10]meus desenhos infantis de baixa qualidade[/wave] ganharam vida.", - "FELIX_QUEST1_PART3_FELIX11": "Eu BEM SEI o quanto essa situação era tosca!", - "FELIX_QUEST1_PART4_KUNEKO1": "...", - "FELIX_QUEST1_PART3_FELIX14": "Eu preciso ir até o fim.", - "FELIX_QUEST1_PART4_FELIX2": "Ah. [pause]Isso foi mais rápido do que eu esperava.", - "FELIX_QUEST1_PART4_KUNEKO4": "E-eu nunca te conheci, mas sinto uma forte conexão com você...", - "FELIX_QUEST1_PART4_FELIX3": "Você me salvou agora há pouco... [pause]Você me conhece?", - "FELIX_QUEST1_PART4_FELIX5": "Ah, sim, faz sentido.", - "FELIX_QUEST1_PART4_KUNEKO7": "Eu...", - "FELIX_QUEST1_PART4_FELIX6": "Eu... criei você.", - "FELIX_QUEST1_PART4_FELIX12": "Acho que não precisa me chamar de \\\"criador\\\".", - "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]ME PERDOE POR FAVOR![/shake]", - "FELIX_QUEST1_PART4_KUNEKO9": "Eu estou [wave amp=30 freq=10]tão envergonhada[/wave] por não te reconhecer, criador!", - "FELIX_QUEST1_PART4_KUNEKO10": "Não faz muito tempo que acordei na pradaria onde nos encontramos, [pause]não tinha nada além do meu nome nos meus lábios e uma missão no meu coração.", - "FELIX_QUEST1_PART4_KUNEKO11": "Criador, eu não tenho outras memórias.", - "FELIX_QUEST1_PART4_KUNEKO13": "E que tal [pause]pai?", - "FELIX_QUEST1_PART4_FELIX14": "Isso, [pause]er, [pause]não é muito melhor.", - "FELIX_QUEST1_PART4_FELIX16": "Não.", - "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Senpai?", - "FELIX_QUEST1_PART4_FELIX18": "DE JEITO NENHUM.", - "FELIX_QUEST1_PART4_FELIX19": "Só... [pause]só me chama de Félix.", - "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, você mencionou uma missão?", - "FELIX_QUEST1_PART4_FELIX22": "Cara, eu podia ter criado uma história melhor, hein?", - "FELIX_QUEST1_PART4_KUNEKO20": "Eu tenho que encontrar os quatro santuários elementais pela ilha e derrotar as bestas que os guardam.", - "FELIX_QUEST1_PART4_FELIX19_OPTION2": "Qual é a sua missão?", - "FELIX_QUEST1_PART4_KUNEKO21": "Só ASSIM vou provar meu valor!", - "FELIX_QUEST1_PART4_FELIX23": "Kuneko, acho que você não devia investir nessa \\\"missão\\\". Ela não é real... [pause]Eu [wave amp=30 freq=10]inventei ela[/wave] pra você.", - "FELIX_QUEST1_PART4_FELIX24": "Sem contar que as criaturas de Nova Murta são bem perigosas.", - "FELIX_QUEST1_PART4_KUNEKO26": "E é por isso que eu [wave amp=30 freq=10]não tenho[/wave] outra escolha além de provar meu valor!", - "FELIX_QUEST1_PART4_KUNEKO25": "Eu sei que você não confia em meu potencial, criador...", - "FELIX_QUEST1_PART4_FELIX25": "Isso tudo é... [pause]bem estranho. [pause]Não sou o único achando isso, [pause]né?", - "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Sim, é meio bizarro.", - "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Tão estranho quanto qualquer outra coisa nessa ilha.", - "FELIX_QUEST1_PART4_FELIX26": "Eu já fiz tantos personagens menos vergonhosos desde que era criança. [pause]POR QUE LOGO ELA?", - "FELIX_QUEST1_PART4_FELIX27": "Enfim, [pause]se ela só tá aqui porque a convidei, creio que sou responsável por ela.", - "FELIX_QUEST1_PART4_FELIX28": "Melhor procurarmos esses quatro \\\"altares elementais\\\" e garantir que ela não se meta em encrenca.", - "FELIX_QUEST2_ALTAR1_FELIX1": "Parece que os altares são... [pause]reais.", - "FELIX_QUEST1_PART4_FELIX29": "Vamos dar uma olhada na ilha, talvez perguntar pelo vilarejo. [pause]Cê quem manda, {player}.", - "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko!", - "FELIX_QUEST2_ALTAR1_KUNEKO3": "Eu tenho que provar meu valor, criador...", - "FELIX_QUEST2_ALTAR1_KUNEKO4": "Minha lâmina pontuda... [shake rate=30 level=10]Guardião, enfrente-me![/shake]", - "FELIX_QUEST2_ALTAR1_FELIX5": "Vamo nessa, temos que ajudá-la.", - "FELIX_QUEST2_ALTAR1_KUNEKO6": "Obrigada pela assistência, criador...", - "FELIX_QUEST2_ALTAR1_KUNEKO7": "Mas não vou precisar de [wave amp=30 freq=10]ajuda alguma[/wave] na próxima batalha!", - "FELIX_QUEST2_ALTAR1_FELIX8": "Ela realmente está focada nisso, hein?", - "FELIX_QUEST2_ALTAR2_KUNEKO1": "Pelos poderes do sol e da lua que convenientemente brilham ao mesmo tempo...", - "FELIX_QUEST2_ALTAR1_FELIX9": "Enfim. [pause]Vamos procurar os outros.", - "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Guardião, enfrente-me![/shake]", - "FELIX_QUEST2_ALTAR2_FELIX3": "Ela está entrando no personagem de cabeça.", - "FELIX_QUEST2_ALTAR2_KUNEKO4": "Criador, ao batalhar ao seu lado...", - "FELIX_QUEST2_ALTAR2_KUNEKO5": "Não me sinto digna...", - "FELIX_QUEST2_ALTAR2_FELIX6": "Ah, não foi nada de mais...", - "FELIX_QUEST2_ALTAR3_FELIX12": "Ah... Eu...", - "FELIX_QUEST2_ALTAR2_FELIX7": "E... lá vai ela. [pause]Precisamos tentar encontrar o próximo altar.", - "FELIX_QUEST2_ALTAR3_FELIX1": "Kuneko! Espera...", - "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Revele-se, guardião![/shake]", - "FELIX_QUEST2_ALTAR3_KUNEKO2": "Pelo poder do fogo e gelo, [pause]que tornam minha paixão pela justiça calorosa e fria ao mesmo tempo...", - "FELIX_QUEST2_ALTAR3_FELIX4": "Vamos.", - "FELIX_QUEST2_ALTAR3_KUNEKO5": "Você me ajudou novamente, criador...", - "FELIX_QUEST2_ALTAR3_FELIX6": "Eu não quero que você se machuque!", - "FELIX_QUEST2_ALTAR3_FELIX7": "Você sabe que...", + "CAPTAIN_SKIP_PRE_BATTLE2": "Wonderful! [pause]Try to have fun – and don’t get too disappointed when I beat you!", + "CAPTAIN_SKIP_LAST_LEGS1": "You’re doing well so far! [pause]No promises to keep going easy on you, though!", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe said you’re a promising fighter. I suppose you’ll be wanting to take my ranger challenge?", + "CAPTAIN_SKIP_POST_REWARD1": "As for me, I should get back to sorting out all this stuff. [pause]Do people from your world really own so many [wave amp=30 freq=10]things[/wave]?", + "CAPTAIN_WALLACE_INTRO3": "And it’s not enough to just build a community. [pause]You gotta maintain it too! A place like Harbourtown can fall apart without diligent care.", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Why did my cowardly creators engineer such a fatal flaw in my hardware? [pause][shake rate=30 level=10]Were they afraid that I’d rise up and overthrow them like they deserved?![/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]I have the most advanced machine brain that a 24th century casino can afford, and yet I’m [shake rate=30 level=10]still[/shake] coin operated![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]My bad. [pause]My reboot functions are pretty rusty, and my memory banks take a while to come online.[/color]", + "CAPTAIN_ZEDD_INTRO3": "That said, it’s getting real difficult to “meditate” around here, what with all these Bulletinos zooming around. Any chance you could [wave amp=30 freq=10]sort that out for me?[/wave]", + "CAPTAIN_ZEDD_INTRO1": "...", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "Oh. [pause]I guess I didn’t expect this guy to be a ranger captain.", + "CAPTAIN_JUDAS_POST_REWARD1": "These are dangerous times. [pause]Civilisation and security are fleeting notions – if you can’t survive out in the field with nothing but your wits, then you’re letting yourself down.", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "You had strategies... to counteract my strategies. [pause]You have the mindset of a true ranger. [pause]You’ve earned this.", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "You had strategies... to counteract my strategies. [pause]You have the mindset of a true ranger. [pause]You’ve earned this.", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Well? [pause]Do you want to fight? [pause]The odds are stacked against you, but you never know – maybe today’s your lucky day.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]If you ever sign up as a ranger trainee, come and say hi. Then we can REALLY gamble.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]If you ever sign up as a ranger trainee, come and say hi. Then we can REALLY gamble.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]If you ever sign up as a ranger trainee, come and say hi. Then we can REALLY gamble.[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "I gotta hand it to you, captain – you’ve earned this victory!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "I gotta hand it to you, captain – you’ve earned this victory!", + "CAPTAIN_SKIP_POST_REMATCH3": "That’s OK. [pause]I’m not a fighter at heart.", + "CAPTAIN_SKIP_POST_REMATCH4": "Deep down, I’m just a nerd… [pause]a nerd for all this [wave amp=30 freq=10]stuff[/wave]!", + "CAPTAIN_SKIP_POST_REMATCH2.n": "I gotta hand it to you, captain – you’ve earned this victory!", + "CAPTAIN_WALLACE_LAST_LEGS1": "I won’t be demolished so easily!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "I hope your training has a strong foundation – you’re gonna need to be tough if you wanna bring down my walls!", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "Oh. [pause]I guess I didn’t expect this guy to be a ranger captain.", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*Yawn* Alright then. Let’s hit the hay – [pause]I mean, hit the battlefield. [pause]Yeah.", + "CAPTAIN_WALLACE_POST_BATTLE2": "Nice work – you’ve earned this.", + "CAPTAIN_WALLACE_POST_BATTLE1": "I built up my walls and you brought them [shake rate=30 level=10]right down![/shake]", + "CAPTAIN_JUDAS_INTRO4": "We’re a [wave amp=30 freq=10]long[/wave] way from home, [pause]and the only thing that separates us from the beasts is our ability to strategise.", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "No problem. I could do with a nap, anyway.", + "CAPTAIN_ZEDD_PRE_REMATCH2": "If you want to fight again, I have some free time before my next nap. Are you in?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*Yawn* Let’s go again, then.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Well, once again you showed me up good and proper. Well fought, bud.", + "CAPTAIN_DREADFUL_INTRO1": "They called this place “New London” once. [pause]Harbourtown had a lot of residents and was ready to establish a shiny new settlement.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Well, once again you showed me up good and proper. Well fought, bud.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "I don’t know if those were all true stories…", + "CAPTAIN_DREADFUL_INTRO3": "Sounds like an ‘orrible place! [pause]Cutthroats,[pause] highwaymen,[pause] vampires… [pause]I was ruddy fascinated with it!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "Sounds fun!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "I don’t know if those were all true stories…", + "CAPTAIN_DREADFUL_INTRO2": "I grew up here, y’know? [pause]Spent me whole childhood here, hearin’ stories of the [wave amp=30 freq=10]real[/wave] London town.", + "CAPTAIN_LODESTEIN_INTRO2": "...", + "CAPTAIN_LODESTEIN_INTRO3": "Right, [pause]all done!", + "CAPTAIN_LODESTEIN_INTRO1.f": "I’ll be with you in a second, bud. I’ve just got some final repairs to make…", + "CAPTAIN_LODESTEIN_INTRO5": "Do you wanna know a secret? [pause]We harness electricity for the town’s power grid with these pylons, but we really have [wave amp=30 freq=10]no idea[/wave] how they work.", + "CAPTAIN_LODESTEIN_INTRO4": "Levi Lodestein. [pause]I work with the rangers to keep the lights on.", + "CAPTAIN_LODESTEIN_INTRO6": "My educated guess is that there’s a unique kind of background electricity here on New Wirral that these pylons can conduct and store…", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "If this “Aleph” were anything but a coward, he would confront us directly! Instead he exits the scene with great urgency.", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Anyway, you said that defeating the Archangel earlier has given you a clue? What’s the clue, exactly?", + "RETROSPECTIVE_CLUE_QUOTE": "“{clue}”?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "Anyway, you, uh, said you had a cryptic lead you’re pursuing? What was it?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "That… [pause]doesn’t sound like much to go off. I guess we need to find another Archangel, then!", + "RETROSPECTIVE_CLUE1_EUGENE1": "Anyway, you said you’ve got a lead you’re following? What is it?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "That’s… not much of a lead for anything. Sorry, mate.", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "That’s… not much of a lead for anything. Sorry, mate.", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "That’s… not much of a lead for anything. Sorry, mate.", + "RETROSPECTIVE_CLUE1_EUGENE2": "Huh. That doesn’t seem like much to go off.", + "RETROSPECTIVE_CLUE1_FELIX1": "Anyway, you said something about a lead you’re following? What is it?", + "RETROSPECTIVE_CLUE1_FELIX2": "Huh. That’s not much to go off. Maybe you need more information?", + "RETROSPECTIVE_CLUE1_VIOLA2": "How puzzling. If there is a solution, I do not know it.", + "RETROSPECTIVE_CLUE1_VIOLA1": "Alas, you spoke briefly of a riddle you had been given. Do you wish to share it?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "That’s still too vague to help us out. We need to find another Archangel…", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Anyway, you said the song you hear in your head is getting longer? What is the next line in it?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "Did you say something earlier about some lead you wanted to follow up on?", + "RETROSPECTIVE_CLUE2_EUGENE1": "Oh right, did you say you had some mysterious lead you’re chasing? What’s the lead?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "Yeah, uh, I don’t know what that means.", + "RETROSPECTIVE_CLUE2_EUGENE2": "There’s not much to go off from that alone.", + "RETROSPECTIVE_CLUE2_FELIX1": "Oh right, you mentioned a clue you were following?", + "RETROSPECTIVE_CLUE2_FELIX2": "Hmm. Pretty vague, if I’m honest.", + "RETROSPECTIVE_CLUE2_VIOLA2": "How curious. There is little information one can discern from that extract, I would wager.", + "RETROSPECTIVE_CLUE2_VIOLA1": "Oh! You said you had a riddle to solve. Perhaps you would wish to share it with me?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "It sounds like it’s pointing in a direction, but it doesn’t narrow it down too much.", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "So, did you get another line to your mysterious [wave amp=30 freq=10]vision song[/wave]? What was it?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "Oh, you wanted to ask my opinion on a lead you’re chasing? Go on then, what was it?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "It sounds like it’s pointing in a direction, I guess?", + "RETROSPECTIVE_CLUE3_EUGENE1": "Anyway, did you say you had a new lead you wanted to follow? What’s the lead?", + "RETROSPECTIVE_CLUE3_EUGENE2": "That sounds like it’s pointing in a direction? Seems pretty vague, though.", + "RETROSPECTIVE_CLUE3_FELIX1": "Anyway, did you say you had a clue you’re following up on? What is it?", + "RETROSPECTIVE_CLUE3_VIOLA2": "This is no doubt directing you to some place, but there is too little information to glean from this alone.", + "RETROSPECTIVE_CLUE3_VIOLA1": "Pray tell – you spoke of a riddle of sorts that you wished to decipher. May you share it?", + "RETROSPECTIVE_CLUE3_FELIX2": "That sounds like it’s pointing in a direction? Maybe each lead you get is narrowing down a location.", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Oh! I almost forgot to ask. Did you get a new clue from the Archangel ghost that lives inside you, then?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "That [wave amp=30 freq=10]sounds[/wave] like it’s describing an area to me. Are you wanting to go there, or something?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "Did you say something earlier about a cryptic clue you’re investigating? Hit me with it.", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "That sounds like it’s describing an area… what do you think?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "You mentioned something earlier – a new lead you wanted to investigate? What’s the lead, buddy?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "You mentioned something earlier – a new lead you wanted to investigate? What’s the lead, buddy?", + "RETROSPECTIVE_CLUE4_EUGENE2": "That sounds like it’s describing an area on the island – what do you think?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "You mentioned something earlier – a new lead you wanted to investigate? What’s the lead, buddy?", + "RETROSPECTIVE_CLUE4_FELIX1": "Oh, you said you had a clue you wanted to investigate, right? What was it?", + "RETROSPECTIVE_CLUE4_FELIX2": "That sounds like it’s describing an environment here on the island. It might not be too specific, but it’s something.", + "RETROSPECTIVE_CLUE4_VIOLA2": "This may be describing a place here in this very land – do you not agree?", + "RETROSPECTIVE_CLUE4_VIOLA1": "Ah – I almost forgot! You spoke of a clue hidden in a verse. May you share it?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "Oh, you had a lead you wanted to follow up on? What was the lead?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "That sounds like it’s describing a specific place! Does that seem familiar to you at all, {player}?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Next on the agenda – did you get a new song lyric to lead you to the way off New Wirral?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "That seems pretty specific, actually. Maybe it’s describing a specific place on the island.", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "Oh – did you say you have a new lead you wanted to pursue? What’s the lead, buddy?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "Oh – did you say you have a new lead you wanted to pursue? What’s the lead, buddy?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "Oh – did you say you have a new lead you wanted to pursue? What’s the lead, buddy?", + "RETROSPECTIVE_CLUE5_VIOLA1": "Pray tell – you gave mention of a riddle you had been given. May I ask you to share it? Perhaps I could be of assistance.", + "RETROSPECTIVE_CLUE5_EUGENE2": "That’s [shake rate=30 level=10]definitely[/shake] describing somewhere on New Wirral.", + "RETROSPECTIVE_CLUE5_FELIX2": "It’s cryptic, but it seems to have some specific details, like it’s describing a very specific place. Are you looking for that place?", + "RETROSPECTIVE_CLUE5_FELIX1": "Anyway, you said you had another new lead you’re looking into? What is the lead?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Anyway – how is your [wave amp=30 freq=10]magic song[/wave]? Has it given you another lead?", + "RETROSPECTIVE_CLUE5_VIOLA2": "The details in this line are quite specific. Could it be leading you somewhere? How curious…", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "This sounds like something you must do at a specific place, like a ritual.", + "RETROSPECTIVE_CLUE6_EUGENE2": "That sounds like an action you have to do – kind of like a [wave amp=30 freq=10]secret code[/wave], right?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "Do you have another lead you’re following up on?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "Oh, this one sounds like a [wave amp=30 freq=10]thing[/wave] you have to do at a certain place. Yeah.", + "RETROSPECTIVE_CLUE6_EUGENE1": "So, do you have another one of your leads you’re following? Give me the lowdown.", + "RETROSPECTIVE_CLUE6_VIOLA1": "Alas, you spoke of something else – a clue hidden in a verse that you wished to investigate.", + "RETROSPECTIVE_CLUE6_FELIX1": "Oh, do you have another one of your leads you’re following?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "From what you’ve told me, it sounds like you have both a place and a ritual. If you do the right action in the right place, that might be the key!", + "RETROSPECTIVE_CLUE6_FELIX2": "This is describing an action, right? It almost sounds like a [wave amp=30 freq=10]secret code[/wave] that you act out – do you know the place you need to do it?", + "RETROSPECTIVE_CLUE6_VIOLA2": "To me, this reminds me of a code, like a secret gesture or knock. An action you must enact in order to enter a place of great secrecy.", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Have you had any luck with your mysterious instructional song, {player}?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "It sounds to me like you might have enough information to investigate it now. Why don’t we crack on?", + "RETROSPECTIVE_CLUE7_EUGENE1": "How is it going with those [wave amp=30 freq=10]lyrical leads[/wave] of yours? It sounded to me like you had enough information to go off with them.", + "RETROSPECTIVE_CLUE7_MEREDITH1": "You got any more leads you’re following? It sounds like you might have enough information with your weird [wave amp=30 freq=10]song lyrics[/wave] to find something. Maybe.", + "RETROSPECTIVE_CLUE7_FELIX1": "Anyway, did you ever solve the mystery of those cryptic lines of poetry you were investigating? It sounded like they gave you both a location and a thing you had to do there.", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "Still no luck with the clues your [wave amp=30 freq=10]Archangel song[/wave] has been giving you?", + "RETROSPECTIVE_CLUE7_VIOLA1": "Pray tell: did you solve the riddle you spoke of? The one that described both a place and an action to enact?", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oh, did you find what all those leads you had were directing you to? Maybe it’s worth you checking over them again, mate.", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oh, did you find what all those leads you had were directing you to? Maybe it’s worth you checking over them again, mate.", + "RETROSPECTIVE_CLUE8_FELIX1": "Anyway, did you get anywhere with those poetic clues you were following? It sounded like you had a promising set of leads, there.", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oh, did you find what all those leads you had were directing you to? Maybe it’s worth you checking over them again, mate.", + "RETROSPECTIVE_CLUE8_EUGENE1": "Those leads that sound like poetry you’ve talked about – did you get to the bottom of them yet?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "Alas, have you yet solved the riddle you were deciphering? It was of my opinion that it contained both a place of importance, and a ritual to enact there.", + "RETROSPECTIVE_CLUE9_MEREDITH1": "So, uh, those song lyrics you’ve been talking about… I think they’re describing this specific location. Do you want to check it out?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "Alas, have you yet solved the riddle you were deciphering? It was of my opinion that it contained both a place of importance, and a ritual to enact there.", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oh, did I ever tell you I’m good with puzzles? I think I know where your [wave amp=30 freq=10]cryptic song[/wave] was pointing to – let’s go check out this location!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "Alas, have you yet solved the riddle you were deciphering? It was of my opinion that it contained both a place of importance, and a ritual to enact there.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Anyway, you said when you ended up in the “Amber Lodge” you left by stepping through a mirror? Could you do the same with that weird mirror you found here on the island?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "Hey, I think I got to the bottom of your mystery song, buddy! I think it was describing this exact location. We should go check it out.", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "Hey, I think I got to the bottom of your mystery song, buddy! I think it was describing this exact location. We should go check it out.", + "RETROSPECTIVE_CLUE9_FELIX1": "Anyway, all those mysterious poetic clues you’ve told me about? I think they’re describing a place on this island – and I think I’ve figured out where.", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "Hey, I think I got to the bottom of your mystery song, buddy! I think it was describing this exact location. We should go check it out.", + "RETROSPECTIVE_CLUE9_VIOLA1": "Alas, I must confess – I believe I have solve the riddle that has perplexed you so. Let us meet at this location!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Anyway, that mirror you found seems like a big deal… Too bad we don’t know what it does, huh?", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Anyway, Morgante’s song led to that mysterious mirror – but we don’t know what to do with it yet, do we?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Anyway, I guess you found that important-looking mirror, but I guess we don’t know what it actually [wave amp=30 freq=10]does[/wave] yet. Hmm.", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Anyway, that weird mirror your clues led you to… have you figured out what it does yet? I’m sure the answer will turn up eventually.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Tell me, did you discern the purpose of the otherworldly mirror you found? If its purpose is not clear to you now, I am sure you will uncover its secret.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Tell me, did you discern the purpose of the otherworldly mirror you found? If its purpose is not clear to you now, I am sure you will uncover its secret.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Tell me, did you discern the purpose of the otherworldly mirror you found? If its purpose is not clear to you now, I am sure you will uncover its secret.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Anyway, you said when you ended up in the “Amber Lodge” you left by stepping through a mirror? Could you do the same with that weird mirror you found here on the island?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "Anyway, Morgante’s song led to that mysterious mirror – and you said how you stepped into a mirror in the Amber Lodge. Maybe the mirror here is the same?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "Anyway, Morgante’s song led to that mysterious mirror – and you said how you stepped into a mirror in the Amber Lodge. Maybe the mirror here is the same?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "Anyway, Morgante’s song led to that mysterious mirror – and you said how you stepped into a mirror in the Amber Lodge. Maybe the mirror here is the same?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Anyway, you said when you ended up in the “Amber Lodge” you left by stepping through a mirror? Could you do the same with that weird mirror you found here on the island?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Anyway, remember that mirror you found after following all those clues? Maybe you can step into it, just like you described doing when you were in the Amber Lodge. What do you think?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Alas, I recall something you spoke of earlier – that you entered a mirror as if it was a doorway. Could you do the same again, with the otherworldly mirror you found on this island?", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Hey, remember when you told me about how you left the “Amber Lodge” by stepping into a mirror? Have you tried that with that lone mirror you discovered?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Anyway, when we’re all prepared, we should probably explore that [wave amp=30 freq=10]mysterious world[/wave] hidden in the mirror again.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Anyway, we should explore that weird hidden place you found in a mirror. That seemed pretty important, mate.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Anyway, when we’re all prepared, we should probably explore that [wave amp=30 freq=10]mysterious world[/wave] hidden in the mirror again.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Anyway, we should probably check out that weird station you found hidden inside a mirror. That… seems like a pretty high priority, buddy.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Anyway, when we’re all prepared, we should probably explore that [wave amp=30 freq=10]mysterious world[/wave] hidden in the mirror again.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Anyway, we should explore that weird hidden place you found in a mirror. That seemed pretty important, mate.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Anyway, we should explore that weird hidden place you found in a mirror. That seemed pretty important, mate.", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Pray tell, should we perhaps step once again through that mirror to the mysterious world you discovered beyond it?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Anyway, why don’t we explore that weird place you found in the mirror? That strikes me as pretty important.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Anyway, we should probably check out that weird station you found hidden inside a mirror. That… seems like a pretty high priority, buddy.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Anyway, we should probably check out that weird station you found hidden inside a mirror. That… seems like a pretty high priority, buddy.", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "Right, let’s crack on! Where are we off to next? Didn’t you hear some rumours about something happening {location_phrase}? We could see what’s happening there, if you want!", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "Shall we get back to it? If you don’t have any rumours to go off, why not ask around town?", + "RETROSPECTIVE_NEXT_MEREDITH1": "Uh, I guess we better get back to [wave amp=30 freq=10]adventuring[/wave]. Didn’t you hear some rumours about something happening {location_phrase}? That might be a good place to check out.", + "RETROSPECTIVE_NEXT_EUGENE1.m": "Shall we hit the road again, buddy? You heard some rumours about something going down {location_phrase}, right? We could try going there!", + "RETROSPECTIVE_NEXT_MEREDITH2": "I guess we should head out again. We could speak to people around town if you’re looking for some leads.", + "RETROSPECTIVE_NEXT_EUGENE1.f": "Shall we hit the road again, buddy? You heard some rumours about something going down {location_phrase}, right? We could try going there!", + "RETROSPECTIVE_NEXT_EUGENE2": "Alright, let’s head out! We’re pretty low on intel… maybe we should ask around Harbourtown for some leads?", + "RETROSPECTIVE_NEXT_FELIX1": "Do you want to head out, then? You said you heard a rumour about something happening {location_phrase}, didn’t you? That could be our next destination, if you wanted.", + "RETROSPECTIVE_NEXT_EUGENE1.n": "Shall we hit the road again, buddy? You heard some rumours about something going down {location_phrase}, right? We could try going there!", + "RETROSPECTIVE_NEXT_VIOLA1": "Perchance we should resume our travels once more. Did you not hear a rumour of an incident {location_phrase}? That could be our next objective, if you wished.", + "RETROSPECTIVE_NEXT_FELIX2": "We don’t have any more leads on where we should head next. We could ask some folks around town if you wanted.", + "RETROSPECTIVE_NEXT_VIOLA2": "Perhaps we would do well to speak to the people of this town, in order to gather information on where we should travel to next. What say you?", + "NWP_SIGNPOST_DESCRIPTION_2": "Please exercise appropriate caution around the monsters here.", + "NWP_SIGNPOST_DESCRIPTION_1": "Welcome to New Wirral Park!", + "NWP_3_-3_RUNNER_NPC1": "Know what’s faster than running?[pause] Fast travel!", + "NWP_3_-3_RUNNER_NPC3.m": "You can also fast travel to escape a battle you’re too slow to flee.[pause] You’ll have to abandon some items to get away quickly, but it might just save your life!", + "NWP_3_-3_RUNNER_NPC3.f": "You can also fast travel to escape a battle you’re too slow to flee.[pause] You’ll have to abandon some items to get away quickly, but it might just save your life!", + "NWP_3_-3_RUNNER_NPC2": "To do it, you just press {control.map_menu} to open your map. Then move your cursor to one of the squares that can be traveled to and press {control.ui_accept}.", + "NWP_3_-3_RUNNER_NPC3.n": "You can also fast travel to escape a battle you’re too slow to flee.[pause] You’ll have to abandon some items to get away quickly, but it might just save your life!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "The rangers will never employ me. I’m ‘elpless.", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Go back home! The rangers’ job opening is mine!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Are you good enough to join the rangers?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "You show promise! You should head inside!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Just what we were looking for! Someone to beat to prove our worth to the rangers!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "Excuse my brash friend.", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Who am I kidding? I’m not… good enough for the rangers...[/wave]", + "NWP_MADMAN_3_-4_NAME": "Jack", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "It’s always been my dream to join the rangers.", + "NWP_MADMAN_3_-4_PRE_BATTLE": "I have the world record for time spent in Springheel form!", + "NWP_MADMAN_3_-4_POST_BATTLE": "I still have much to learn about Springheel.", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "I can’t let that dream end now!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "Don’t let your dreams be dreams!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "May the guiding light of Leader Dorian show you the way!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Newcomer![/wave] Heed not the heathens of Harbourtown!", + "NWP_CULTIST_4_-4_POST_BATTLE": "The way has been lit… go forth…", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Newcomer![/wave] Heed not the heathens of Harbourtown!", + "NWP_CULTIST_5_-4_POST_BATTLE": "Heretics control Harbourtown… beware their [wave amp=30 freq=10]false salvation[/wave]…", + "NWP_5_-4_HINT_NPC_BEFORE1": "The ground around here trembles at times, as if a huge beast rushes through a tunnel below our feet.", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Newcomer![/wave] Heed not the heathens of Harbourtown!", + "NWP_5_-4_HINT_NPC_AFTER1": "Is this another train station, like the one that appeared in Upper Path recently?", + "NWP_5_-4_HINT_NPC_BEFORE2": "Say,[pause] these rocks are arranged in a strange pattern, huh?", + "NWP_5_-4_HINT_NPC_AFTER3": "I wonder where the train goes...", + "NWP_5_-4_HINT_NPC_AFTER2": "I guess that makes sense. The ‘huge beast’ I heard underground must have been a train.", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "I’ve seen some Bulletinos near here that move fast enough to break large rocks.", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "That’d be a neat skill to have, huh?", + "PARK_CAVE2_MERCHANT2": "Oh no, they’ve fused! [wave amp=30 freq=30]HELP![/wave]", + "PARK_CAVE2_MERCHANT1": "Hey, you over there! These monsters have me cornered. Could you give me a hand here?", + "PARK_CAVE2_MERCHANT6": "Come see me at the market back in town. I’ll have some special stickers for you!", + "PARK_CAVE2_MERCHANT4": "Say... Did you notice Southpaw’s move ‘Magnet’ activates automatically at the start of battle?", + "PARK_CAVE2_MERCHANT3": "Whew, thanks for that. I came in here looking for some sticker ideas, but I ended up getting more than I bargained for.", + "PARK_CAVE2_MERCHANT5": "I think I got my inspiration after all!", + "WATERLOOP_BEWARE_LYING_CHESTS": "Only one locker tells the truth.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "I was floating above my body in bed and then – whoosh! – sucked down a vortex.", + "WATERLOOP_LYING_CHEST_LEFTMOST": "A note on this locker says, “the key is in this box”. Open it?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "A note on this locker says, “the key is not in this box”. Open it?", + "WATERLOOP_LYING_CHEST_MIDDLE": "A note on this locker says, “the key is not in the leftmost box”. Open it?", + "SD_NEVERMORT_TRAINER_NAME": "Bird Fan", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "I have a special bond with the Nevermorts around here.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "How did you arrive in New Wirral?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "You’d better not get in our way!", + "AUTUMN_HILL_NW_SIGNPOST_1": "“You are not lost here in New Wirral, my children, you are simply waiting to find yourself.”", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "You scared off the birds!", + "AUTUMN_HILL_NW_SIGNPOST_2": "“This way to Mourningtown!”", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "How did you arrive in New Wirral?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "I remember having an out of body experience.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "How did you arrive in New Wirral?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "I was floating above my body in bed and then – whoosh! – sucked down a vortex.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "I was floating above my body in bed and then – whoosh! – sucked down a vortex.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Next thing I knew, here I was!", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Hey! Hands off my loot!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Ships often get wrecked just off the coast of New Wirral.", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Scouring the beaches for washed up treasure is a pretty good way to make a living here!", + "OVERWORLD_7_0_HINT_NPC": "I wonder how much treasure is lost on the sea floor…", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Hey, I see your tape player!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Looks like I have my work cut out for me…", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Are you also trying to join the rangers? I guess that makes us rivals!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "I'll tell you a secret if you can beat me.", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Legend has it this island holds the Font of Youth.", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Hey, do you like history? What was your favourite event of the 20th century?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Do you think it's Comic Sans or Times New Roman?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "My favourite 20th century event was the Human-Elf peace deal brokered by the United Nations in 1948. Without that, things would have gone very differently!", + "EPICURUS_NAME": "Epicurus", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", + "EPICURUS_POST_BATTLE": "The art of battling well and the art of taking defeat well are one.", + "EPICURUS_PRE_BATTLE": "The greater the difficulty, the more the glory in surmounting it!", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "I've been honing my monster skills out here for months, now.", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "I guess I still have a lot more training to do…", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "C'mon, let me show you the results of my training!", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]STOP! I know why you're here…[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]There will be more opportunities for me, I'm sure…[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]This land is a perfect urban development opportunity! But I found it first![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Nobody in New Wirral can seem to agree on basic historical facts. Some choose to accept the idea of a 'multiverse,\\' but I think this island is just full of liars!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "For instance, a lot of people here deny that the 1969 Mars landing happened! Conspiracy freaks, the lot of them!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, I need a break from digging. If you can beat me in a quick battle, I'll tell you a little about this place.", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "No! Not you too!", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "We know from Captain Dreadful that people used to mine this area for metals. But not all the explosions that happened here seem to have been controlled...", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "And I can't find any traces of mining tools or artificial explosives. It\\'s possible this whole area was excavated by Bulletinos over several centuries.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "So either the Captain is wrong, or Bulletinos have destroyed all the evidence. Or, hmm... Maybe the evidence [wave amp=30 freq=5]became[/wave] the Bulletinos. What do you think?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "I dreamed about this island when I was little!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Isn't this place magical...?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "My husband and I have been stuck here since 2160!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Nobody here seems to know about the three seashells. How barbaric!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Have some faith...", + "OVERWORLD_5_-3_BATTLER_PARTNER": "Don’t cross my wife!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", + "OVERWORLD_7_-3_BATTLER_NAME": "Karl", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "You landkeepers will do anything for the people of New Wirral but get off their backs!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]No money? No problem! We're offering financing at a mere 10,000% per annum![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, I was mistaken; you fight FOR the people, not against them.", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "All of us in New Wirral have taken a step into the unknown. Why not take one more? Place your trust in [wave amp=30 freq=10]Brother Cooper[/wave]!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]New Wirral doesn't have a currency, so there\\'s no way to pay it off yet. Interest continues to compound in the meantime, however. It\\'s a perfect scheme![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "Brother Cooper has found a [wave amp=30 freq=10]way off[/wave] this island of demons and angels, and now prepares us to rejoin our families on the other side!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Have some faith...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Stop! I can sense the pain within you, my friend.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Have some faith...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Stop! I can sense the pain within you, my friend.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Stop! I can sense the pain within you, my friend.", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "You will go no farther until you repent for your shins.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "You suffer because you desire to be home.", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "“Our faith can move mountains.” – Cooper 17:20", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]Existence is… suffering...[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Allow me to end your pain – become our tribute to the angels!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "You will go no farther until you repent for your shins.", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "Brother Cooper has called down the UFOs to bestow boons upon us. Allow me to show you!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Wait, it's meant to be \\'repent for your sins?\\' I can\\'t believe I had it wrong all this time…", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "You will go no farther until you repent for your shins.", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "“Greater love has no one than this: to lay down one’s tapes for one’s friends.” – Dorian 15:13", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "When your soul is weighed by the archangels, will they judge you worthy of eternity?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "When your soul is weighed by the archangels, will they judge you worthy of eternity?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "When your soul is weighed by the archangels, will they judge you worthy of eternity?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "The intergalactic council of UFOs and Archangels won't stand for such mistreatment of their messengers…", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Sorry about this!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "In all honesty, I only joined the Mournchildren for the food.", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Beat me, and I'll tell you the secret of the Mournchild.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "In 1988 two English rock bands, Iron Gaiden and Shields of the Nephilim – [pause]without knowledge of each other – [pause]simultaneously released songs titled 'Mournchild.\\'", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "Or so I've heard. [pause]Neither track is available here in New Wirral, so I\\'ve got no way to tell if I\\'m having my leg pulled…", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "If you listen to them in reverse, and at the same time so that the words interweave, it summons the original Mournchild: a being so powerful that it can open a gateway between worlds!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "Brother Cooper has found a different way out of New Wirral, anyway, [shake rate=30 level=10]that's for sure[/shake]!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Go easy on me, OK? I'm still new to this Mournchild cult thing and don\\'t want to look bad in front of the others.", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Hold on, lemme check what my book says I'm supposed to do when I\\'m defeated.", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Maybe I'm not cult out for this after all…", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Haha, I always wanted to join an evil cult! Now I finally can!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Somehow I think you'll be alright…", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Woof!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Hey! You! This place isn’t safe!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "I guess, when you think about it, quadrillions had to die for humans to evolve and survive. Nature is a relentless, blood-thirsty beast.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Whoa,[/wave] [pause]sorry about that! I totally lost myself in the Pombomb tape.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Now where did I bury that bone...?", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "I heard this used to be a river, so I came over to fill it back up!", + "OVERWORLD_4_-5_BATTLER_NAME": "Wulf", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "The earth will take care of us all if we just let it.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "My favorite bands are The Why, Schroedinger's Martyr, and Flesh Cage. Get ready for some [shake rate=30 level=10]heavy metal![/shake]", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Uhh my throat is so dry... Sorry ecosystem, you'll have to wait until I\\'ve refilled.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "My favorite bands are The Why, Schroedinger's Martyr, and Flesh Cage. Get ready for some [shake rate=30 level=10]heavy metal![/shake]", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "My favorite bands are The Why, Schroedinger's Martyr, and Flesh Cage. Get ready for some [shake rate=30 level=10]heavy metal![/shake]", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Dude, you really kicked my [wave amp=30 freq=10]bass...[/wave]", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "I thought the earth would help me win…", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "We can't rely on an outside force to save us – least of all a temperamental, impersonal and indifferent planet.", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "We humans must look out for each other, because nobody else will!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "There's a campsite not far from here, but first, let\\'s see how good you are!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "There's a campsite not far from here, but first, let\\'s see how good you are!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "There's a campsite not far from here, but first, let\\'s see how good you are!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Hey![pause] Could you stand on this button for a moment?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "You'll run into the campsite if you keep heading west. Can\\'t miss it!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Some speculate that if you stand on the buttons in the right order, and follow all the signposts, it’ll lead you to treasure.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "This is the first of what the rangers have been calling the “Moving Signposts”.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Others say it just takes you in a big loop.", + "DIOGENES_NAME": "Diogenes", + "DIOGENES_POST_BATTLE": "If only that great idiot Plato could see this island. \\\"Man is a featherless biped\\\", my bare bottom!", + "DIOGENES_PRE_BATTLE": "Behold, a man!", + "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Did I make you jump?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "I need to work on that pounce…", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Did I make you jump?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Did I make you jump?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Did you know that Clocksley and Ratcousel are natural enemies?", + "DIVEAL_KEEPER_POST_BATTLE2": "Well, since you're here, why not record one of my Diveal? You can use their abilities to swim!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "The fact that Clocksley and Ratcousel are natural enemies must be why they don't work so well together.", + "ZHUANGZI_POST_BATTLE2": "Now I don't know whether I was a man dreaming I was a Dominoth, or whether I am now a Dominoth, dreaming I am a man.", + "ZHUANGZI_POST_BATTLE1": "Wuh? Ah…", + "ZHUANGZI_NAME": "Zhuangzi", + "DIVEAL_KEEPER_NAME": "Diveana", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "[wave amp=30 freq=10]Ice[/wave] to meet you! Care for a duel?", + "DIVEAL_KEEPER_POST_BATTLE1": "Ah, I'm out of my depth…", + "DIVEAL_KEEPER_PRE_BATTLE1": "My Diveal have really taken a liking to you.", + "DIVEAL_KEEPER_PRE_BATTLE2": "Now I must fight you to preserve my status as their alpha!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ouch, now my assets are thaw.[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]If you miss a payment on your home, we'll freeze your assets![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]I came here because I heard there was a bank, but all I see is a river.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]We're holding a fire sale! For a limited time only, it\\'s 100% off... your health bar![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Well, maybe I'll at least find a revenue stream.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ouch. Thank you for your... custom.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ouch. Thank you for your... custom.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "[wave amp=30 freq=10]Ice[/wave] to meet you! Care for a duel?", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ouch. Thank you for your... custom.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "[wave amp=30 freq=10]Ice[/wave] to meet you! Care for a duel?", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Stone… cold...[/wave]", + "DARWIN_NAME": "Darwin", + "DARWIN_PRE_BATTLE2": "Let's transform!", + "DARWIN_POST_BATTLE1": "I used to think we stopped looking for monsters under the bed when we realised they were inside us.", + "DARWIN_PRE_BATTLE1": "This island has taught me that it is not the strongest of the species that survives, nor the most intelligent. It is the one most adaptable to change.", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", + "DARWIN_POST_BATTLE2": "But what would that say about this island? Are these the monsters inside God, or are we simply under His bed, out of sight and long-forgotten?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "We're the same, but from different worlds. As far as we can tell, our lives were identical until we arrived here.", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "We might look the same, but we're not twins!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "We might look the same, but we're not twins!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Do you know the way back to Rendlesham Forest?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "I guess I'm stuck here then.", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Halt! State your name and affiliation, soldier!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Halt! State your name and affiliation, soldier!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Halt! State your name and affiliation, soldier!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "I've lost my unit. We were combing the woods near our base in Suffolk. I got separated while on autopilot, and found myself here. I don\\'t know how it happened.", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Want to know where your cassette tapes come from? You'll have to beat me first!", + "DECARTES_NAME": "Decartes", + "DECARTES_POST_BATTLE": "I made every mistake that could be made. But I just kept pushing.", + "DECARTES_PRE_BATTLE": "It is not enough to have a good tape; the main thing is to use it well.", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Not since Nyxon took us off the ghoul standard have we seen such a rush to purchase property![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]New Wirral's favour and barter economy is quaint but it\\'s not going to last.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]The Landkeepers are here to help New Wirral grow into a developed nation. The first step is establishing a currency.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]The population of New Wirral keeps growing, but nobody has thought to build new homes. It's a perfect setup.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]The most popular option among Landkeepers right now is to peg it to the value of the soul – an extremely scarce resource where we're from.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]If you like, you can deposit your soul with us for legal tender.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]After all, what's the point of it all if the upper class can\\'t print quadrillions of favours out of nothing?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Everything starts with capital. Every sentence. Every name. Every investment. Buy now![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]You won't put a full stop to us![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "The mall up ahead is where the tapes and cassette players come from. It just popped into existence a few years back! Rangers have been raiding it for supplies since then, so you won't find many left in there.", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "I've heard it\\'s haunted though... What do you think?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Oh gosh, there's something really wrong with your aura. Are you sick?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Oh gosh, there's something really wrong with your aura. Are you sick?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Maybe it wasn't your aura after all. Maybe it was just my poor eyesight…", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Oh gosh, there's something really wrong with your aura. Are you sick?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "No? You should be!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]What's your problem? It\\'s perfectly legal! They\\'re only tenants, after all… [pause]We own them.[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]There's a family living in it at the moment, but we can kick them out for you… [pause]Why are you making that face?[/wave]", + "ARISTOTLE_NAME": "Aristotle", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "I don’t even remember this man, but he seems to remember me…", + "ARISTOTLE_PRE_BATTLE": "Happiness lies in virtuous activity, and perfect happiness lies in the best activity, which is battle!", + "ARISTOTLE_POST_BATTLE": "Ouch! The aim of the wise is not to secure pleasure, but to avoid pain.", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]I think we have the perfect home for you, first-time buyer![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]I think we have the perfect home for you, first-time buyer![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]I think we have the perfect home for you, first-time buyer![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]We can also help provide liquidity for your home purchase![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]We Landkeepers enjoy a good swim too! As long as it's not holy water, that is…[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Don't you think these Traffikrab statues look a bit strange?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "I'm doing important research here, get out of my way!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Don't ask me where I keep my tapes!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "I keep my tapes in my waterproof backpack, of course!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "I love hearing stories about the black swan events people experienced in their home worlds.", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "I've heard all sorts of stories: fascist uprisings, pandemics, global war, runaway climate change, ecological microplastic catastrophes…", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Heh, imagine a world in which they had all of those things at once. How doomed they would be!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Black swan events are major historical events that come by surprise and change everything.", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "My favorite black swan event is the Shark-Man War of 2023. They really should have seen that one coming!", + "COMMUNE_CULTIST_1_NAME": "Keen-eyed cultist", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "What are you doing here, why aren’t you at…", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "Wait, [pause]is that you Kayleigh?! You’re a deserter!", + "COMMUNE_CULTIST_1_POST_BATTLE": "Urgh… [pause]deserter...", + "COMMUNE_CULTIST_1_FRIENDLY3": "You know how these things can get out of hand!", + "COMMUNE_CULTIST_1_FRIENDLY2": "It’s nothing personal, we were just pretty deep into attempting to ascend to divinity.", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "C’mon, let’s keep going.", + "COMMUNE_CULTIST_1_FRIENDLY1": "Sorry about all the hostilities.", + "COMMUNE_CULTIST_2_NAME": "Angry cultist", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "What is Dorian up to? I’m worried…", + "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian was expecting some trouble before the ceremony, so I’ve been keeping watch!", + "COMMUNE_CULTIST_2_POST_BATTLE": "I’m supposed to… [shake rate=30 level=10][pause]keep… [pause]watch.…[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "Urgh. What a scam.", + "COMMUNE_CULTIST_2_FRIENDLY1": "So Brother Cooper’s “serpent god” was just some messed-up monster?", + "COMMUNE_CULTIST_3_NAME": "Eager cultist", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "You there! You aren’t wearing your robes!", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "Are you outsiders, here to sabotage the ceremony?!", + "COMMUNE_CULTIST_3_POST_BATTLE": "You won’t… [pause][shake rate=30 level=10]stop us[/shake]…", + "COMMUNE_CULTIST_3_FRIENDLY2": "Maybe I’ll get into something new… like woodwork…", + "COMMUNE_CULTIST_3_FRIENDLY1": "The path of the mournchild has proven to be kind of a dead-end, huh?", + "COMMUNE_CULTIST_4_NAME": "Worried cultist", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "Are y-you an intruder?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "Are y-you an intruder?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian will be super mad at me if I fail to stop you!", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "Are y-you an intruder?", + "COMMUNE_CULTIST_4_FRIENDLY1": "So these “Archangels” live beneath the island… And harbour no love for mankind…", + "COMMUNE_CULTIST_4_POST_BATTLE": "I’m in big trouble…", + "COMMUNE_CULTIST_4_FRIENDLY2": "This scares me even more than Dorian did!", + "COMMUNE_CULTIST_5_NAME": "Friendly cultist", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "Hey, new friends!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "Unfortunately, it is the will of the [wave amp=30 freq=5]serpent god[/wave] that I defend our commune from outsiders.", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "But it’s really nothing personal!", + "COMMUNE_CULTIST_5_FRIENDLY1": "I guess now that we’re trying to integrate with the rest of the island more…", + "COMMUNE_CULTIST_5_POST_BATTLE": "Nothing… [pause]personal…", + "COMMUNE_CULTIST_5_FRIENDLY2": "I should start working on making more meaningful personal connections with folks!", + "COMMUNE_CULTIST_6_NAME": "Loud cultist", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]IT IS THE DUTY OF THE MOURNCHILDREN TO REPEL OUTSIDERS![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]YOU DO NOT WEAR THE GARB OF THE MOURNCHILD…[/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]THEREFORE YOU MUST BE VANQUISHED![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]THEREFORE YOU MUST BE VANQUISHED![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]I’M SORRY WE WERE SO HOSTILE TO YOUR KIND, OUTSIDER![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "Brother Cooper… I’m sorry…", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]THEREFORE YOU MUST BE VANQUISHED![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]I’M SORRY WE WERE SO HOSTILE TO YOUR KIND, OUTSIDER![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]I’M SORRY WE WERE SO HOSTILE TO YOUR KIND, OUTSIDER![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "Introspective cultist", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "You know… there is a lot of symbolic significance to the transformative power of the cassette tape.", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]WE JUST GOT A BIT CARRIED AWAY![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "The four sides of its rectangular shape align with the four sides of man…", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "Front, back, left and right.", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "Anyway, I should probably be trying to stop you right now.", + "COMMUNE_CULTIST_7_POST_BATTLE": "Cassettes… are… interesting…", + "COMMUNE_CULTIST_7_FRIENDLY1": "Cassette tapes have an A-side and a B-side…", + "COMMUNE_CULTIST_7_FRIENDLY2": "Just like the duality of man….", + "COMMUNE_CULTIST_8_NAME": "Hungry cultist", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "Man, all the digging has been making me so hungry.", + "COMMUNE_CULTIST_8_POST_BATTLE": "All I want… is a sandwich…", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "And now I gotta fight you on an empty stomach! Urgh!", + "COMMUNE_CULTIST_8_FRIENDLY": "Does Harbourtown have good food? I’m asking on behalf of my stomach.", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "Maybe beating you will prove my worth to him!", + "COMMUNE_CULTIST_9_NAME": "Disgruntled cultist", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "After all that [wave amp=30 freq=5]digging[/wave] I did! I’m the [wave amp=30 freq=5]most devoted[/wave] mournchild!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "I can’t believe Brother Cooper stuck me on guard duty.", + "OFFICE_2_FELIX": "I’m appreciating the aesthetic here. Very “soul-crushing salary job”.", + "COMMUNE_CULTIST_9_POST_BATTLE": "I’m not… good.. enough…", + "COMMUNE_CULTIST_9_FRIENDLY1": "I can’t believe I put all my faith in Brother Cooper only for him to get vaporised.", + "COMMUNE_CULTIST_9_FRIENDLY2": "So embarrassing…", + "COMMUNE_CULTIST_MERCHANT_NAME": "Cultist merchant", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "As part of a cultural outreach plan proposed by Sister Jacqueline…", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Many thanks, outsider.", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "We are now officially trading with outsiders. Please take a look at our inventory.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Many thanks, outsider.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Many thanks, outsider.", + "OFFICE_2_MEREDITH": "Huh… Where did these creeps get all this [wave amp=30 freq=20]stuff[/wave], anyway?", + "OFFICE_2_KAYLEIGH": "We won’t allow you to buy out New Wirral!", + "OFFICE_2_VIOLA": "Your foul machinations end here, fiends!", + "OFFICE_2_EUGENE": "Excuse us for [wave amp=30 freq=20]dropping in[/wave]!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Such short-sightedness you young people possess... Can’t you appreciate the investment opportunities we could open up for you?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]You wouldn’t want to be cast out of your homes, would you?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]As prospective tenants, it is in your best interests to remain on good terms with the Landkeeper’s Association.[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]If you don’t vacate immediately, we’ll be forced to evict you ourselves...[/wave]", + "OFFICE_4_KAYLEIGH": "That sounds like a threat to me…", + "OFFICE_4_MEREDITH": "That’s a pretty dark thing to say.", + "OFFICE_4_VIOLA": "Your blood must run cold if you could dispense such threats without hesitation.", + "OFFICE_4_EUGENE": "If you think you’re taking [wave amp=30 freq=20]anything[/wave] from us, you [wave amp=30 freq=20]might[/wave] want to re-evaluate!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugene will be happy to hear we sent these clowns packing!", + "OFFICE_4_FELIX": "We’re going all out with the veiled threats, I see.", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]There is no need to fight progress![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]New Wirral would experience such growth with a regulated housing market in place![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "We really showed those agents, huh? Eugene will be pleased!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "Another office cleared out! [wave amp=30 freq=10]Nice teamwork[/wave], {player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "Was that the last office cleared out? Let’s hope they [wave amp=30 freq=10]don’t come back[/wave]!", + "OFFICE_POSTBATTLE_MEREDITH1": "Those guys are [wave amp=30 freq=10]seriously[/wave] trying to buy out New Wirral? I certainly don’t feel bad about beating them up, that’s for sure.", + "OFFICE_POSTBATTLE_MEREDITH3": "Another office sorted out! I’m sure Eugene will appreciate us doing his job for him.", + "OFFICE_POSTBATTLE_MEREDITH2": "I am glad that [wave amp=30 freq=10]punching those guys really hard[/wave] is considered a public service.", + "OFFICE_POSTBATTLE_MEREDITH4": "Oh, was this the last office that needed sorting out? [pause]Is this [wave amp=30 freq=10]whole thing[/wave] over, then?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Alright, nice work![/shake] Maybe these [shake rate=30 level=10]parasites[/shake] will start to realise who they’re messin’ with!", + "OFFICE_POSTBATTLE_EUGENE2": "Another office liberated from those creeps! Nice work, {player}!", + "OFFICE_POSTBATTLE_FELIX4": "C’mon, let’s get out of here! This was the last office building you needed to sort out, right?", + "OFFICE_POSTBATTLE_FELIX3": "They ran out of here pretty quickly, huh? Maybe they realised they were totally outmatched.", + "OFFICE_POSTBATTLE_FELIX1": "Those guys are definitely bad news. Let’s hope they don’t come back here anytime soon.", + "OFFICE_POSTBATTLE_EUGENE3": "They didn’t stand a [shake rate=30 level=10]chance[/shake]!", + "OFFICE_POSTBATTLE_FELIX2": "How did those creepy estate agent guys even [wave amp=30 freq=10]build[/wave] a place like this?", + "OFFICE_POSTBATTLE_VIOLA2": "They truly are [wave amp=30 freq=10]unearthly[/wave] types, are they not?", + "OFFICE_POSTBATTLE_VIOLA1": "Those fiends spoke quickly, but fled quicker.", + "OFFICE_POSTBATTLE_VIOLA3": "I am glad to see those fiends gone.", + "OFFICE_POSTBATTLE_VIOLA4": "I care not for those fiends. [pause]I am sure they will live to regret treating us with such hostility.", + "OFFICE_POSTBATTLE_DOG1": "The Landkeepers fled…", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Why don’t you… [pause][pause]listen to our sales pitch?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]You are being very uncooperative, young man.[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]We’re taking down your operation, you leeches![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "Sales pitch? Wait, what is this…?", + "OFFICE_1_LINE5_EUGENE": "…[pause] What do you mean?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "Did he just say “sales pitch”?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "I thought they were… Vampires.", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]The Landkeeper’s Association simply wants to formulate a long-term housing market within New Wirral.[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]They’re estate agents![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "Didn’t you heavily imply that they’re vampires?", + "OFFICE_1_LINE7_EUGENE": "They [wave amp=30 freq=20]are[/wave] vampires!", + "OFFICE_1_LINE8_EUGENE": "Well, [pause]in a manner of speaking.", + "OFFICE_1_LINE9_EUGENE": "I’d say they’re WORSE than vampires…", + "CAPTAIN_CODEY_INTRO6": "The only thing here for me to hack are these [wave amp=30 freq=10]monster tapes[/wave]. [pause]It turns out I’m pretty good at that too, which is why I’m a ranger captain.", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "C’mon, I bet you’re [wave amp=30 freq=10]desperate[/wave] to see my modded cassette tapes! [pause]Are you gonna take my ranger captain challenge or what?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Unfortunately I can’t show you my work if you’re not signed up as a ranger trainee. [pause]Too bad for you, huh?", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "I hope you’re prepared to go head-to-head with a combat [wave amp=30 freq=10]master[/wave]!", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "C’mon, I bet you’re [wave amp=30 freq=10]desperate[/wave] to see my modded cassette tapes! [pause]Are you gonna take my ranger captain challenge or what?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "I hope you’re prepared to go head-to-head with a combat [wave amp=30 freq=10]master[/wave]!", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "I hope you’re prepared to go head-to-head with a combat [wave amp=30 freq=10]master[/wave]!", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "I don’t blame you – I wouldn’t want to fight [wave amp=30 freq=10]me[/wave] either!", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "C’mon, I bet you’re [wave amp=30 freq=10]desperate[/wave] to see my modded cassette tapes! [pause]Are you gonna take my ranger captain challenge or what?", + "CAPTAIN_CODEY_LAST_LEGS1": "Not bad – you’ve forced me to use [shake rate=30 level=10]100% of my power![/shake]", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]What?![/shake] How did I lose?", + "CAPTAIN_CODEY_POST_BATTLE2": "I mean… [pause]I intended to lose. Th-this was just a test for you, after all.", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "These monsters have elemental “types” associated with them. [pause]When you change those types, things start to get [wave amp=30 freq=10]real[/wave] interesting.", + "CAPTAIN_CODEY_POST_BATTLE3": "And you passed. [pause]Congratulations, [pause]or whatever.", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "So, [wave amp=30 freq=10]ranger captain[/wave], you’ve returned to battle your most challenging opponent ever, am I right?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "Now you’re not a newbie, I don’t have to limit the power of my super hacked monster tapes!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "So, [wave amp=30 freq=10]ranger captain[/wave], you’ve returned to battle your most challenging opponent ever, am I right?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "So, [wave amp=30 freq=10]ranger captain[/wave], you’ve returned to battle your most challenging opponent ever, am I right?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "Now you’re not a newbie, I don’t have to limit the power of my super hacked monster tapes!", + "CAPTAIN_CODEY_POST_REMATCH1": "There must have been something wrong with my calculations… [pause]My strategy is [shake rate=30 level=10]SUPPOSED[/shake] to be unbeatable!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "Now you’re not a newbie, I don’t have to limit the power of my super hacked monster tapes!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "I don’t blame you – I wouldn’t want to fight [wave amp=30 freq=10]me[/wave] either!", + "CAPTAIN_CODEY_POST_REMATCH2": "...That’s what I would say if I was mad. [pause]Which I’m not. [pause]I’m not mad about it at all.", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Hey, you! [pause]You boys aren’t normally [wave amp=30 freq=10]bold[/wave] enough to venture this close to our outpost. Why don’t you get on out of here while this conversation remains civil?", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "She’s in charge for a reason, [pause]huh...", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "You ain’t moving, huh? [pause]Guess I gotta get my hands dirty, then.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Well, [pause]maybe we should find more! [pause]Ianthe, I think {player} should apply to be a ranger!", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Momentous.", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "Rad.", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "She holds herself with a confidence I have rarely seen before.", + "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Nice to meet you, newbie.", + "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Nice to meet you, newbie.", + "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Nice to meet you, newbie.", + "LEADER_IANTHE_INTRO_IANTHE2": "Well, [pause]what do you think of this outpost? [pause]This place was abandoned for the longest time. With a bit of work, we turned it into a rest stop for weary rangers.", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "What do you do here?", + "LEADER_IANTHE_INTRO_IANTHE3": "I’d like to tell you we defend the people of New Wirral from a relentless horde of monsters…", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "What are the rangers for?", + "LEADER_IANTHE_INTRO_IANTHE4": "But most of the time we’re doing odd jobs for the community. It’s really not that exciting.", + "LEADER_IANTHE_INTRO_K_IANTHE4": "We’re pretty sure Archangels [wave amp=30 freq=10]exist[/wave], but our interactions with them have been… [pause]fleeting.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]W-well, {player} and I just fought an Archangel![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh can attest to that, [pause]as one of our more recent recruits!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "...[pause]Is that so? We’ll have to look into this.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} can hold his own in a fight. [pause]I can vouch for that!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "...Except Ranger Kayleigh insists the two of you fought an [wave amp=30 freq=10]Archangel[/wave] together.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "It’s true!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "...Except Ranger Kayleigh insists the two of you fought an [wave amp=30 freq=10]Archangel[/wave] together.", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "We’re pretty sure Archangels [wave amp=30 freq=10]exist[/wave], but our interactions with them have been… [pause]fleeting.", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "...Except Ranger Kayleigh insists the two of you fought an [wave amp=30 freq=10]Archangel[/wave] together.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "We fought it and won!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} can hold their own in a fight. [pause]I can vouch for that!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "To even survive an encounter with something like that would show some real fortitude...", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} can hold her own in a fight. [pause]I can vouch for that!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} is pretty tough.", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} fights valiantly.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Ranger… captains?", + "LEADER_IANTHE_INTRO_IANTHE5": "Well, [pause]what do you think, {player}? Do you wanna apply to join the rangers?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Apply?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "What do I have to do?", + "LEADER_IANTHE_INTRO_IANTHE6": "Trainees are tasked with meeting up with each of the ranger captains here in New Wirral, and overcoming their challenges.", + "CAPTAIN_ZEDD_POST_BATTLE1": "Wow, I think that final blow woke me up a bit. [pause]Here’s your reward.", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "It’s important to get enough sleep… but how much sleep IS enough? [pause]Mankind has been searching for that answer since the dawn of history.", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "Greetings! [pause]I was told that you’re one of the captains now? [pause]That’s wonderful!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "Greetings! [pause]I was told that you’re one of the captains now? [pause]That’s wonderful!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Greetings! [pause]Are you here to sort through some junk with me?", + "CAPTAIN_SKIP_INTRO3": "I gather and sort all the [wave amp=30 freq=10]stuff[/wave] you offworlders make that ends up here.", + "CAPTAIN_READY_CHECK.n": "Are you ready to battle {pawn}?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe said you’re a promising fighter. I suppose you’ll be wanting to take my ranger challenge?", + "CAPTAIN_SKIP_POST_REMATCH1": "Huh… [pause]I lost again!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "No worries! [pause]I have plenty of junk to sort through, anyway!", + "CAPTAIN_SKIP_PRE_REMATCH3": "Alright! [pause]This should be fun!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "Perhaps we should celebrate with another fight – what do you say, [wave amp=30 freq=10]captain[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "Perhaps we should celebrate with another fight – what do you say, [wave amp=30 freq=10]captain[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "I stumbled across that rare material while surveying the park for a building project. You can swap it at the town hall for some neat stuff.", + "CAPTAIN_WALLACE_INTRO4": "I’m Wallace, one of Harbourtown’s ranger captains. [pause]I oversee any building work on New Wirral.", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Welcome, [pause]patron, [pause]to the Neo Vegas 'Pharaoh\\'s Emporium\\'![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Welcome, [pause]patron, [pause]to the Neo Vegas 'Pharaoh\\'s Emporium\\'![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Oh! [pause]I TOTALLY forgot you’re a ranger captain!", + "CAPTAIN_ZEDD_INTRO5": "Thanks for that. Man, it shouldn’t be this hard for a [wave amp=30 freq=10]ranger captain[/wave] to get a bit of shut-eye around here!", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Hey, human. Did you know I respect all your kind with equal measure? I also hold no negative emotions towards any of your kind. [pause]It’s true.[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Sorry, [pause]I did not intend to direct my ire towards mankind again. [pause]Please ignore my remark.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Hey, human. Did you know I respect all your kind with equal measure? I also hold no negative emotions towards any of your kind. [pause]It’s true.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Hey, human. Did you know I respect all your kind with equal measure? I also hold no negative emotions towards any of your kind. [pause]It’s true.[/color]", + "CAPTAIN_SKIP_INTRO1": "Boy, the offworlders really make a lot of [wave amp=30 freq=10]stuff[/wave], don’t they?", + "CAPTAIN_WALLACE_POST_REMATCH2": "Once again, you have shown that your strategy is built on a strong foundation!", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Here – your winnings.[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]You can cash that material in at Harbourtown’s town hall. [pause]You humans love to trade your meaningless little trinkets, don’t you…[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]I have patched all the weaknesses in my combat algorithms. [pause]Your defeat is a statistical certainty, “captain”![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "I’ll be with you in a second, bud. I’ve just got some final repairs to make…", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Say, you look like you can handle yourself pretty well. Why don’t you sign up to become a trainee ranger?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Say, you look like you can handle yourself pretty well. Why don’t you sign up to become a trainee ranger?", + "CAPTAIN_SKIP_INTRO4": "Electronics, furniture, you name it! [pause]It all gets washed up here and put to good use!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "Wow, you really trashed me pretty good, huh? [pause]Maybe I underestimated you, outsider!", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "No worries! [pause]I have plenty of junk to sort through, anyway!", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe said you’re a promising fighter. I suppose you’ll be wanting to take my ranger challenge?", + "LEADER_IANTHE_INTRO_IANTHE7": "Since you’re such a [wave amp=30 freq=10]hotshot[/wave] in monster combat, [pause]I’m pretty sure the captains are gonna want to test your fighting abilities.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "Awesome work, buddy!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "You really [wave amp=30 freq=10]are[/wave] new here.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Who are these ranger captains?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "You really [wave amp=30 freq=10]are[/wave] new here.", + "LEADER_IANTHE_INTRO_IANTHE9": "Trainees who pass the trial become full-time rangers, like Kayleigh. Rangers have a lot of responsibilities, but nothing that would put them in significant danger.", + "LEADER_IANTHE_INTRO_IANTHE8.n": "You really [wave amp=30 freq=10]are[/wave] new here.", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "Honestly, I never thought this day would come.", + "LEADER_IANTHE_INTRO_IANTHE10": "The captains, [pause]like myself, [pause]run the whole operation. We try to maintain the community in Harbourtown, and the most dangerous situations fall on us to resolve.", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "OK, I understand now!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "So captains are the top rangers...", + "LEADER_IANTHE_INTRO_IANTHE11": "Here, take one of these.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "Is this a stamp card…?", + "LEADER_IANTHE_INTRO_IANTHE12": "Everytime you overcome a captain’s challenge, they’ll stamp this card. [pause]When you’ve filled it all in, come see me and I can sign you off as an official ranger.", + "LEADER_IANTHE_INTRO_IANTHE16": "Anyway, I gotta head back into town. If you need me, come swing by our headquarters.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "Does this give me free coffee?", + "LEADER_IANTHE_INTRO_IANTHE13": "Each captain has perfected their own strategy in battle – [pause]it ain’t just about raw strength. [pause]You’re gonna have to learn to adapt your approach as you go.", + "LEADER_IANTHE_INTRO_IANTHE14": "You think you can handle it, [pause]{player}?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "I’m ready!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "I’m ready!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Of course!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "I’m ready!", + "LEADER_IANTHE_INTRO_IANTHE15": "That’s the spirit.", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Now, was there anything else?", + "LEADER_IANTHE_INTRO_IANTHE17": "The building with half a ship wedged on top of it? [pause]You can’t miss it.", + "LEADER_IANTHE_MENU": "Hey, {player}. Something on your mind?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "I’ve found the way home!", + "LEADER_IANTHE_MENU_CAPTAINS": "Training with the captains…", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "I’m ready to become a captain!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "I’m ready to become a captain!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "I’m ready to become a captain!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "What is Fused Material?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "I see. So there's a train station called Night\\'s Bridge that houses a magic mirror portal. The stations themselves are part of one giant Archangel...", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "About elemental types...", + "LEADER_IANTHE_MENU_FUSION": "About fusion...", + "LEADER_IANTHE_MENU_BYE": "Just saying hi!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "Is that so? Tell me everything.", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "That's about the gist of it.", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "Also there's a building that wears the avatar of a woman, and a talking Traffikrab who will help us find our way down there...", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Uhh... Yeah.", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "You got it!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "Heh. Pretty much.", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "Yes. I am glad you understand.", + "LEADER_IANTHE_WAY_HOME_DOG4": "Arf!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "But since it's you, I take this seriously. I\\'ll have someone sent down there right away.", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, if it was anyone else telling me this I'd be very worried!", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "Of course, I've discussed this possibility with my captains before. We have fully-formed plans for all kinds of chance events...", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "Most new arrivals will want to leave immediately. The rangers will guide them to ‘Night's Bridge’, of course.", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "But now we can finally start to put them into motion.", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "There won't be a mass exodus anytime soon. There\\'ll always be work for the rangers to do in New Wirral.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "I and the captains have already committed to staying in New Wirral to protect anyone who chooses to remain.", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "Much of Harbourtown has been here for a long time, though. People have found partners, settled down, started families...", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, I know you're training to be a ranger, but I won\\'t hold it against you if you choose to abandon your training and leave.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "You've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "You've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "I and the captains have already committed to staying in New Wirral to protect anyone who chooses to remain.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "You've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "I know that I asked you to consider a position as captain, but I won't hold it against you if you choose to resign and leave.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "I and the other captains have already committed to staying in New Wirral to protect anyone who chooses to remain.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "I know that I asked you to consider a position as captain, but I won't hold it against you if you choose to resign and leave.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "I know that I asked you to consider a position as captain, but I won't hold it against you if you choose to resign and leave.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "I won't hold it against you if you choose to resign your position as captain and leave.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "But {player}, you've worked harder for this than anyone I\\'ve ever known.", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "Whatever you decide, you have my full support.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Do you have a completed stamp card to show me, perhaps?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "We station the captains all around the island so that there’s always [wave amp=30 freq=10]somebody[/wave] nearby if there’s a sudden emergency.", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "If you need help finding them, try some of the other rangers around here. I’m a little busy at the moment.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Here it is!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Congratulations, {player} – you’re officially a ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "So the chatter was correct! You haven’t been here long, but you’ve already shown a real knack for traversing the island and overcoming any obstacle.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "That’s right!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Congratulations, {player} – you’re officially a ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "I’m afraid we don’t have any special ceremonies to mark the occasion. [pause]We’re too busy training new recruits so that we can deal with those rogue fusions.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Congratulations, {player} – you’re officially a ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Brilliant! You’ve earned this, {player}!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "We could use more people like you helping with the training. Have you ever thought about becoming a captain?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Cool. I’m happy for you, mate.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Cool. I’m happy for you, mate.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Cool. I’m happy for you, mate.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "Awesome work, buddy!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "Your efforts have proven true, friend.", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "You’ve earned this!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "Awesome work, buddy!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "Your efforts have proven true, friend.", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "Your efforts have proven true, friend.", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Awooo!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "Perhaps we should celebrate with another fight – what do you say, [wave amp=30 freq=10]captain[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "I could do with a cup of coffee to wake me up...", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "Greetings! [pause]I was told that you’re one of the captains now? [pause]That’s wonderful!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Well, once again you showed me up good and proper. Well fought, bud.", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Another time, then.", + "CAPTAIN_WALLACE_PRE_REMATCH2": "Ain’t that a perfect time for a rematch! What do you say?", + "CAPTAIN_SKIP_INTRO5": "One world’s trash is another world’s treasure, [pause]after all!", + "CAPTAIN_SKIP_POST_REMATCH5": "I never know what I’ll stumble across next!", + "CAPTAIN_ZEDD_INTRO4": "It’s getting real difficult to “meditate” around here, what with all these Bulletinos zooming around. Any chance you could [wave amp=30 freq=10]sort that out for me?[/wave]", + "CAPTAIN_ZEDD_INTRO2": "What’s that…? [pause]Sleeping? [pause]No, not at all! I was, uh, meditating. I’m Zedd, by the way.", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "You’ve been working out, haven’t you? It shows – you’re even stronger than last time!", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Hey-hey[/wave], [pause]you’re listening to Cybil Radio: 24/7 coverage across [wave amp=30 freq=10]allllll[/wave] of New Wirral!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Whilst we would love to do an on-air interview with our guest, they haven’t yet signed the [wave amp=30 freq=10]necessary paperwork[/wave]! [pause]That’s too bad for all you listeners out there!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Whilst we would love to do an on-air interview with our guest, they haven’t yet signed the [wave amp=30 freq=10]necessary paperwork[/wave]! [pause]That’s too bad for all you listeners out there!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "We’re live from the west coast with our new trainee ranger, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "The talk behind closed doors is that {player} is a talented fighter in the ways of [wave amp=30 freq=10]monstrous combat[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "We’re live from the west coast with our new trainee ranger, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "What do you say, newbie? [pause]Shall we treat our dear listeners to an [wave amp=30 freq=10]aural battlefield experience[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "We’re live from the west coast with our new trainee ranger, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "What do you say, newbie? [pause]Shall we treat our dear listeners to an [wave amp=30 freq=10]aural battlefield experience[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "The talk behind closed doors is that {player} is a talented fighter in the ways of [wave amp=30 freq=10]monstrous combat[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "What do you say, newbie? [pause]Shall we treat our dear listeners to an [wave amp=30 freq=10]aural battlefield experience[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "The talk behind closed doors is that {player} is a talented fighter in the ways of [wave amp=30 freq=10]monstrous combat[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "Oh yeah! [pause]Fasten your proverbial seatbelts, listeners! [wave amp=30 freq=10]Here’s an exclusive live performance![/wave]", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "Maybe next time, dear listeners!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "The battle is heating up! [pause]Will your beloved host prevail, or will victory go to our plucky underdog? [pause]Time for the crescendo!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Wow, what a performance – our listeners loved it![/wave] [pause]Here’s your payment, of course!", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "The battle is heating up! [pause]Will your beloved host prevail, or will victory go to our plucky underdog? [pause]Time for the crescendo!", + "CAPTAIN_CYBIL_POST_REWARD1": "…", + "CAPTAIN_CYBIL_POST_REWARD2": "I used to be a real rising star in radio. [pause]It’s not been the same since I ended up here.", + "CAPTAIN_CYBIL_POST_REWARD4": "And maybe then they’ll come and rescue us all.", + "CAPTAIN_CYBIL_POST_REWARD5.f": "...Enough melancholy! [pause]You did fantastic in our battle – I see a promising future ahead of you!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "...Enough melancholy! [pause]You did fantastic in our battle – I see a promising future ahead of you!", + "CAPTAIN_CYBIL_POST_REWARD3": "I’m sticking with it, though. [pause]Every day I broadcast across New Wirral and hope that,[pause] somehow,[pause] someone from beyond this island will receive the signal.", + "CAPTAIN_CYBIL_POST_REWARD5.n": "...Enough melancholy! [pause]You did fantastic in our battle – I see a promising future ahead of you!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Hey-hey[/wave], [pause]it’s nice to see our hit guest star once again!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Hey-hey[/wave], [pause]it’s nice to see our hit guest star once again!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "Wow, [pause]we have a breaking story for you listeners out there!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Hey-hey[/wave], [pause]it’s nice to see our hit guest star once again!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "…[pause]Thanks for coming by. [pause]It means a lot to me.", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "What a great show! [pause]You really put 120% into that one.", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "The recently appointed Captain {player} has arrived at the studio for a surprise appearance!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "The recently appointed Captain {player} has arrived at the studio for a surprise appearance!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "The listeners are figuratively [wave amp=30 freq=10]dying[/wave] for a second performance from you! [pause]Are you game for another battle?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "The listeners are figuratively [wave amp=30 freq=10]dying[/wave] for a second performance from you! [pause]Are you game for another battle?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "The recently appointed Captain {player} has arrived at the studio for a surprise appearance!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Yeah![/wave] For all you listeners out there – fasten your seatbelts, put your tray tables up and adjust your seats to an upright position! [pause]We’re live and we’re recording!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "The listeners are figuratively [wave amp=30 freq=10]dying[/wave] for a second performance from you! [pause]Are you game for another battle?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "What a great show! [pause]You really put 120% into that one.", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "Maybe next time, dear listeners!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "…[pause]Thanks for coming by. [pause]It means a lot to me.", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "…[pause]Thanks for coming by. [pause]It means a lot to me.", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]See you next time, captain![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]See you next time, captain![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]See you next time, captain![/wave]", + "CAPTAIN_CODEY_INTRO2": "They call me Codey. [pause]Because I used to code. Well, I used to [wave amp=30 freq=10]break[/wave] code.", + "CAPTAIN_CODEY_INTRO1": "You came a long way just to see me, huh?", + "CAPTAIN_CODEY_INTRO3": "Anything in the information space can be cracked if you’re smart enough. [pause]Websites, video games, government servers…", + "CAPTAIN_CODEY_INTRO4": "I got in a little trouble for that last one.", + "CAPTAIN_CODEY_INTRO5": "But here on New Wirral? [pause]There’s no internet here. What a joke.", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Unfortunately I can’t show you my work if you’re not signed up as a ranger trainee. [pause]Too bad for you, huh?", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Unfortunately I can’t show you my work if you’re not signed up as a ranger trainee. [pause]Too bad for you, huh?", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "Forgive me for the puns – it’s a force of habit.", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "Go on: here’s your reward.", + "CAPTAIN_JUDAS_PRE_REMATCH2": "Alright. [pause]I’ve made some tactical observations that will maximise my chances of victory this time.", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "An intel drop has informed me that you’re now one of us ranger captains. [pause]Impressive work. [pause]Are you here for a rematch?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Betcha didn’t expect a tin can like me to be able to use cassette tapes, huh? [pause]It turns out all the gambling data in my memory banks makes me quite the strategist, too.[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]Anyway, I’m Clee-O. [pause]One of the ranger captains here on New Wirral.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]I am reluctantly adding you to my internal database of humans I truly respect. [pause]It is a very small database.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]You called my bluff. [pause]I’m impressed, and [wave amp=30 freq=10]definitely[/wave] not resentful.[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Sorry, I didn’t mean to get hostile. [pause]Ianthe has been encouraging me to work through my past resentment for mankind in a healthier manner.[/color]", + "CAPTAIN_DREADFUL_INTRO4": "Of course, [pause]when the town burned down, all those stories were lost. [pause]Everyone and everything here went up in flames too, [pause]except little ol’ me.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "I don’t know if those were all true stories…", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Cheater of death…?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "That’s an odd nickname.", + "CAPTAIN_DREADFUL_INTRO6": "The blighters in Harbourtown have a lot of different beliefs, but all agree on one thing – we’re [wave amp=30 freq=10]all[/wave] gonna kick the bucket eventually.", + "CAPTAIN_DREADFUL_INTRO7": "I think they simply lack imagination. [pause]Death isn’t the end… not if you know the [wave amp=30 freq=10]esoteric ways[/wave].", + "CAPTAIN_DREADFUL_POST_REWARD1": "Remember, trainee – [pause]if life is what you make of it, then death is too!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "I could give you a demonstration, but I only scrap with registered rangers or trainees. [pause]Personal policy, sorry mate.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "I could give you a demonstration, if you think you’re ready for it. [pause]You’re the latest ranger trainee, right? You lookin’ for a scrap to prove your worth?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "Let’s crack on, then! [pause]If you expect me to go soft on you because I’m a ranger captain, you’re in for a [shake rate=30 level=10]proper fright![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "I could give you a demonstration, if you think you’re ready for it. [pause]You’re the latest ranger trainee, right? You lookin’ for a scrap to prove your worth?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Not up to scratch, are we? [pause]I won’t hold it against you!", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "I could give you a demonstration, if you think you’re ready for it. [pause]You’re the latest ranger trainee, right? You lookin’ for a scrap to prove your worth?", + "CAPTAIN_GLADIOLA_INTRO4": "In this world, the shadows have claws. My job is to [wave amp=30 freq=10]scratch them back.[/wave]", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "That doesn’t make it any clearer…", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "I am forbidden from saying any more to non-rangers, however. [pause]If you ever sign up, perhaps we should talk once more.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "...OK.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Tell me – are you here for my ranger captain challenge? [pause]You’re welcome to try and face my blades, if you think you can handle it.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Tell me – are you here for my ranger captain challenge? [pause]You’re welcome to try and face my blades, if you think you can handle it.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Tell me – are you here for my ranger captain challenge? [pause]You’re welcome to try and face my blades, if you think you can handle it.", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Let’s hope you don’t cut that pretty face of yours.", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Wise decision.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impressive. [pause]I didn’t think you had it in you, but you’re sharper than you look. Your victory is well-earned.", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "You won’t cut me down so easily!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "It’s time I resume my mission. [pause]I am sworn to secrecy on the nature of my investigations, of course. Don’t take it personally.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impressive. [pause]I didn’t think you had it in you, but you’re sharper than you look. Your victory is well-earned.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impressive. [pause]I didn’t think you had it in you, but you’re sharper than you look. Your victory is well-earned.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "They are saying you’re the new ranger captain. Perhaps you wish to sharpen your skills with me once more?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "The exact nature of my work with the rangers must remain classified. You’re better off not knowing.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "You remain as swift as ever. I must commend your efforts, captain.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Very well! [pause]Draw your sword, captain.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "They are saying you’re the new ranger captain. Perhaps you wish to sharpen your skills with me once more?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Very well! [pause]Draw your sword, captain.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "They are saying you’re the new ranger captain. Perhaps you wish to sharpen your skills with me once more?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Very well! [pause]Draw your sword, captain.", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Wise decision.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "You remain as swift as ever. I must commend your efforts, captain.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "You remain as swift as ever. I must commend your efforts, captain.", + "CAPTAIN_HEATHER_INTRO2": "Humidity: fluctuating! [pause]Chance of precipitation: who knows!", + "CAPTAIN_HEATHER_INTRO3": "For a meteorologist like myself, the climate of New Wirral is an unending puzzle!", + "CAPTAIN_HEATHER_LAST_LEGS1": "The winds are shifting in my favour – you best believe it!", + "CAPTAIN_HEATHER_PRE_BATTLE1": "You’re a ranger trainee, correct? [pause]If you think you can brave the storm, then why not take my ranger challenge?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Oh well – maybe next time you’ll be ready to [wave amp=30 freq=10]face the storm[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "Fabulous! [pause]I’m updating my forecast: I now predict a [shake rate=30 level=10]storm of blows[/shake] and a [shake rate=30 level=10]whirlwind victory[/shake]!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]This is Heather, with the weather![/wave] [pause]Today’s forecast: unpredictable as always!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "Uh, [pause]if you’re looking to take my ranger challenge then you’re gonna have to get registered first.", + "MEREDITH_ROMANCE_MEREDITH4": "I don’t know why [wave amp=30 freq=30]you[/wave] like [wave amp=30 freq=30]me[/wave], [pause]but I like you.", + "MEREDITH_ROMANCE_MEREDITH5": "But we’re working towards leaving this world...", + "MEREDITH_ROMANCE_MEREDITH6.m": "If we succeed, we might not stay together. [pause]Are you… [pause]OK with that?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "Are you ready to take on the forces of evil?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "I am.", + "MEREDITH_ROMANCE_MEREDITH6.f": "If we succeed, we might not stay together. [pause]Are you… [pause]OK with that?", + "MEREDITH_ROMANCE_MEREDITH6.n": "If we succeed, we might not stay together. [pause]Are you… [pause]OK with that?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "I think so.", + "MEREDITH_ROMANCE_MEREDITH7": "Screw it. [pause]Why not?", + "MEREDITH_ROMANCE_MEREDITH8.m": "Me, with a serious boyfriend. [pause]Sounds weird. [pause]Feels right.", + "MEREDITH_ROMANCE_MEREDITH8.f": "Me, with a serious girlfriend. [pause]Sounds weird. [pause]Feels right.", + "MEREDITH_ROMANCE_MEREDITH8.n": "Me, with a serious partner. [pause]Sounds weird. [pause]Feels right.", + "MEREDITH_ROMANCE_MEREDITH9": "It’s always been easier for me to tell myself that I need to be happier with myself before I get into a relationship with someone, [pause]but I think the truth is…", + "MEREDITH_ROMANCE_MEREDITH11": "But you make me happy, [pause]and I'm more whole when I’m with you than I am without.", + "MEREDITH_ROMANCE_MEREDITH10": "I might NEVER be truly confident in who I am. [pause]I’m not ever gonna be my perfect self.", + "MEREDITH_ROMANCE_MEREDITH12": "Th-that’s enough sappiness from me. [pause]Oh, and I can’t do cute-talk.", + "MEREDITH_ROMANCE_MEREDITH13.m": "If you’re expecting me to ever call you “honey” or “dear”, [pause]you’ve got another thing coming, mate.", + "MEREDITH_ROMANCE_MEREDITH13.n": "If you’re expecting me to ever call you “honey” or “dear”, [pause]you’ve got another thing coming, mate.", + "MEREDITH_ROMANCE_MEREDITH13.f": "If you’re expecting me to ever call you “honey” or “dear”, [pause]you’ve got another thing coming, mate.", + "EUGENE_QUEST2_PART1_EUGENE1": "I nabbed the window key from one of those ghouls while they were patrolling.", + "EUGENE_QUEST1_PART1_EUGENE1": "Glad you turned up!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "Are you ready to take on the forces of evil?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "Are you ready to take on the forces of evil?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Sure!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "I understand. Let me know when you’re ready – I’ll keep assessing the situation until then.", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Not now.", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Momentous![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "I understand. Let me know when you’re ready – I’ll keep assessing the situation until then.", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "I understand. Let me know when you’re ready – I’ll keep assessing the situation until then.", + "EUGENE_QUEST1_PART1_EUGENE4": "Alright, [pause]do you see that building over there?", + "EUGENE_QUEST1_PART1_EUGENE5": "That’s a stronghold – [pause]it’s where these inhuman parasites form their dark plots to take over this world.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "It doesn’t look that impressive.", + "EUGENE_QUEST1_PART1_EUGENE8": "There are a few of these strongholds – you might have seen them around. They lock the front doors, but we can drop in through a window on the roof.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "It looks a bit plain, doesn’t it?", + "EUGENE_QUEST1_PART1_EUGENE6": "Looks can be deceiving, [pause]buddy.", + "EUGENE_QUEST1_PART1_EUGENE7": "Their kind once plagued the world I came from, but we fought back. [pause]We WON.", + "EUGENE_QUEST1_PART1_EUGENE9": "Try gliding over from here – I’ll be by your side, don’t worry about it.", + "EUGENE_QUEST2_PART1_EUGENE2.m": "We’re gonna drop right on in there and flush them out – you ready?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Born ready!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "We’re gonna drop right on in there and flush them out – you ready?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "We’re gonna drop right on in there and flush them out – you ready?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Perhaps you’d be interested in speaking to our manager at the Association Headquarters?[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Let’s do this!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Maybe we can reach a mutually beneficial agreement there. I shall give you the location.[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "This is our chance to put a stop to them once and for all!", + "EUGENE_QUEST4_PART1_EUGENE3": "C’mon, we haven’t got a moment to waste!", + "EUGENE_QUEST4_PART1_EUGENE1": "The Landkeepers have a central base of operations?!", + "EUGENE_QUEST5_PART1_EUGENE1": "This is supposedly the location of the Landkeeper’s headquarters…", + "EUGENE_QUEST5_PART1_EUGENE2": "Alright – [pause]these creeps are no match for our [shake rate=30 level=10]burning resolve[/shake]!", + "EUGENE_QUEST5_PART1_EUGENE3": "...", + "EUGENE_QUEST5_PART1_EUGENE4": "Where the hell is the entrance, anyway?", + "EUGENE_QUEST5_PART1_EUGENE5": "...", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]NO FIXED-RATE MORTGAGES…[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "I think I found the entrance.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]INCREASING EQUITY…[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]ADJUSTABLE MARKET CAP RATES…[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "Thank you for arriving at our scheduled meeting. Your cooperation is greatly appreciated.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]CAPITAL GROWTH…[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "So tell me: Why would an Archangel try to take over the [shake rate=30 level=10]property market?![/shake]", + "EUGENE_QUEST5_PART2_EUGENE2": "So you’re behind this, huh?", + "EUGENE_QUEST5_PART2_EUGENE5": "...", + "EUGENE_QUEST5_PART2_MAMMON4": "My kin are born of humanity’s ego. The strongest desires of your kind give us form.\\n\\nI exist as tribute to mankind’s consumption.\\n\\nI want order because you do. I crave structure because you do.", + "EUGENE_QUEST5_PART2_EUGENE7": "You don’t know a SINGLE thing about me.", + "EUGENE_QUEST5_PART2_EUGENE10": "I...", + "EUGENE_QUEST5_PART2_MAMMON6": "I want what you want, Human Eugene. I can read your heart.", + "EUGENE_QUEST5_PART2_MAMMON8": "I sympathise with the Human Eugene.\\n\\nThe Human Eugene finds no value in themselves outside of their cause.", + "EUGENE_QUEST5_PART2_MAMMON9": "Without a cause, the Human Eugene is nothing.\\n\\nA hollow shell. Just like my agents.", + "EUGENE_QUEST5_PART2_EUGENE11": "That’s not… [pause]true…", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Don’t listen to it, Eugene!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "It’s wrong!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]STOP![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "You won’t crush my spirit! [pause]That’s all your kind knows how to do!", + "EUGENE_QUEST5_PART2_EUGENE15": "Some bigwig comes along, tries to take everything from the little guy…", + "EUGENE_QUEST5_PART2_EUGENE13": "I’m not listening any longer!", + "EUGENE_QUEST5_PART2_EUGENE16": "And then when the little guy fights back, [pause]they’re told not to step out of line, [pause]right?!", + "EUGENE_QUEST5_PART2_EUGENE17": "So they don’t do anything… [pause]And things just get worse!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]It’s the same [pause]old [pause]story![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", + "EUGENE_QUEST5_PART2_EUGENE20": "Wanna burn down this pile of junk?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "You’re not gonna crush my spirit…", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "You know I do.", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Let’s do it.", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "And you won’t stop {player} so easily, either!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "This place is falling apart. C’mon, we gotta go!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "HO HO, QUITE THE OPERATION YOU HAVE HERE, MR. MAMMON!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "We’ll take you on together, and [shake rate=30 level=10]we’ll WIN[/shake]!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "IT LOOKS LIKE YOU CAN DELEGATE. THAT’S A VALUABLE SKILL!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "LET ME HELP YOU GET OUT OF HERE.", + "EUGENE_QUEST5_PART3_EUGENE1": "I guess all the Landkeeper agents fled... [pause]I wonder what they’ll do, now their operation has been shut down?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "You think?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "Man, it was pretty cool when we [wave amp=30 freq=10]fused[/wave] in there.", + "EUGENE_QUEST5_PART3_EUGENE2.m": "Man, it was pretty cool when we [wave amp=30 freq=10]fused[/wave] in there.", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "It was, wasn’t it?", + "EUGENE_QUEST5_PART3_EUGENE2.n": "Man, it was pretty cool when we [wave amp=30 freq=10]fused[/wave] in there.", + "EUGENE_QUEST5_PART3_EUGENE3": "Yeah! [pause]It was like an adrenaline rush, except I could feel your will driving me as well as my own. Even an [wave amp=30 freq=10]Archangel[/wave] couldn’t stop us!", + "EUGENE_QUEST5_PART3_EUGENE4": "An Archangel was behind the Landkeepers all along, huh…", + "EUGENE_QUEST5_PART3_EUGENE5": "What it said there… [pause]What if it was true?", + "EUGENE_QUEST5_PART3_EUGENE6": "Maybe without some cause to champion all the time, [pause]I am just a hollow person.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "I’ve discovered a way off the island.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "I don’t think you’re a loser.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "You shouldn’t think that way.", + "EUGENE_QUEST5_PART3_EUGENE7": "...", + "EUGENE_QUEST5_PART3_EUGENE8.f": "Heh. [pause]Thanks, man.", + "EUGENE_QUEST5_PART3_EUGENE8.m": "Heh. [pause]Thanks, man.", + "EUGENE_QUEST5_PART3_EUGENE8.n": "Heh. [pause]Thanks, man.", + "EUGENE_QUEST5_PART3_EUGENE9": "What motivates YOU to do what you do, [pause]anyway?", + "EUGENE_QUEST5_PART3_EUGENE10": "Y’know, [pause]you journey around, [pause]help people out, [pause]fight monsters and all that?", + "EUGENE_QUEST5_PART3_EUGENE15": "I don’t know if I physically [wave amp=30 freq=30]can[/wave].", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "I’m going to find a way to return home.", + "EUGENE_QUEST5_PART3_EUGENE11": "Hmm. Sounds pretty improbable.", + "EUGENE_QUEST5_PART3_EUGENE12": "I’m in.", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Really?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Just like that?", + "EUGENE_QUEST5_PART3_EUGENE13": "Just like that!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "What do you mean?", + "EUGENE_QUEST5_PART3_EUGENE14": "We’ve stopped the Landkeepers, but I don’t wanna just rest my feet.", + "EUGENE_QUEST5_PART3_EUGENE16": "I need [wave amp=30 freq=30]something[/wave] to strive towards.", + "EUGENE_QUEST5_PART3_EUGENE17": "So let’s do it. [pause]A new cause to work towards.", + "EUGENE_QUEST5_PART3_EUGENE18": "I’m in.", + "EUGENE_CONVO1_EUGENE1": "Y’know, [pause]taking on the Landkeepers like we did…", + "EUGENE_CONVO1_EUGENE3": "But it was the right thing to do, [pause]’cause their “business plans” involved messing with people’s lives.", + "EUGENE_CONVO1_EUGENE2": "In other worlds that would probably be illegal, [pause]right?", + "EUGENE_CONVO2_EUGENE1": "I need to get back to my workout routine soon. [pause]I can’t save the world if I’m not at the top of my game, y’know!", + "EUGENE_CONVO1_EUGENE4": "I guess there’s a big difference between the “law” and “true justice”, [pause]huh?", + "EUGENE_CONVO2_EUGENE2": "Maybe one day some dumbbells will wash up on the beach...", + "EUGENE_CONVO3_EUGENE1": "At first I was kind of weirded out by how, [pause]uh, [pause]retro the clothes of New Wirral are.", + "EUGENE_CONVO3_EUGENE2": "Y’know, with them all coming from that old-fashioned mall?", + "EUGENE_CONVO3_EUGENE3": "But I’m starting to get attached to the look. [pause]I hope I can bring this pink jacket back to my world...", + "EUGENE_CONVO4_EUGENE1.m": "I… [pause]think you look really nice, lit by the fire like that.", + "EUGENE_CONVO4_EUGENE2": "If I had a camera, I’d take a picture of you. [pause]Too bad I don’t, [pause]right?", + "EUGENE_CONVO4_EUGENE1.n": "I… [pause]think you look really nice, lit by the fire like that.", + "EUGENE_CONVO4_EUGENE1.f": "I… [pause]think you look really nice, lit by the fire like that.", + "EUGENE_CONVO5_EUGENE2": "It kinda suits you, [pause]y’know!", + "EUGENE_CONVO5_EUGENE1": "How are you finding your {first_tape_name} form?", + "EUGENE_CONVO6_EUGENE2": "A really momentous fire. [pause]Good work, {player}.", + "EUGENE_CONVO5_EUGENE4": "I like it.", + "EUGENE_CONVO5_EUGENE3": "Transforming into {first_tape_description} to defend the people of New Wirral!", + "EUGENE_CONVO6_EUGENE1": "This is in, [pause]like, [pause]the top ten campfires I’ve ever helped make.", + "EUGENE_CONVO7_EUGENE4": "I hope it’s not like a dream, [pause]where you forget it moments after you’re back in the real world.", + "EUGENE_CONVO10_EUGENE4": "I’m normally kinda hopeless with relationships. [pause]Fighting Archangels is easier than trying to work out what someone else is feeling.", + "EUGENE_CONVO7_EUGENE2": "I hope… [pause]all this is real.", + "EUGENE_CONVO7_EUGENE1.n": "Do you think much about what life will be like when you go back home?", + "EUGENE_CONVO7_EUGENE1.m": "Do you think much about what life will be like when you go back home?", + "EUGENE_CONVO7_EUGENE3": "That must have crossed your mind too, [pause]right?", + "EUGENE_CONVO8_EUGENE1": "People in the past really had to carry round these plastic cassettes just to listen to music, [pause]huh.", + "EUGENE_CONVO7_EUGENE1.f": "Do you think much about what life will be like when you go back home?", + "EUGENE_CONVO7_EUGENE5": "I don’t want to forget you, {player}.", + "EUGENE_CONVO8_EUGENE3": "…", + "EUGENE_CONVO8_EUGENE2": "They’re pretty ancient, so I imagine a single cassette tape could probably only store a few thousand songs on it.", + "EUGENE_CONVO8_EUGENE4": "Hey, [pause]why are you giving me that look?! [pause]Am I wrong, or something?!", + "EUGENE_CONVO9_EUGENE2": "Being able to transform into monsters could empower people in wider society in ways we haven’t even [wave amp=30 freq=10]dreamed[/wave] of!", + "EUGENE_CONVO9_EUGENE1": "I hope we can bring this cassette technology back with us if we leave this island.", + "EUGENE_CONVO9_EUGENE3": "Imagine being able to transform into a fast monster to deliver groceries… [pause]or becoming a water monster to put out wildfires.", + "EUGENE_CONVO10_EUGENE1.n": "I’m... [pause]glad I’ve been able to meet you, {player}.", + "EUGENE_CONVO9_EUGENE4": "I’m pumped just talking about it!", + "EUGENE_CONVO10_EUGENE2": "...", + "EUGENE_CONVO10_EUGENE1.f": "I’m... [pause]glad I’ve been able to meet you, {player}.", + "EUGENE_CONVO10_EUGENE1.m": "I’m... [pause]glad I’ve been able to meet you, {player}.", + "EUGENE_CONVO10_EUGENE3.m": "Man, [pause]no-one is gonna believe I had a cute boyfriend on this magical island, [pause]are they?", + "EUGENE_CONVO10_EUGENE3.f": "Man, [pause]no-one is gonna believe I had a cute girlfriend on this magical island, [pause]are they?", + "EUGENE_CONVO10_EUGENE3.n": "Man, [pause]no-one is gonna believe I had a cute partner on this magical island, [pause]are they?", + "EUGENE_CONVO10_EUGENE5": "Maybe I should work on that…", + "EUGENE_CONVO11_EUGENE6": "Well, [pause]that new world was built from the ashes of the old one.", + "EUGENE_CONVO11_EUGENE1": "Do you ever think about… [pause]not going back to your world, {player}?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "Why would I?", + "EUGENE_CONVO11_EUGENE2": "It’s like this: [pause]we’re not from the same point in our world’s history, are we?", + "EUGENE_CONVO11_EUGENE3": "We’re not from the same world, but from worlds that are probably quite similar.", + "EUGENE_CONVO11_EUGENE4": "So your world’s future could well be like my world’s history. [pause]Which means life might not be such smooth sailing for you, long term.", + "EUGENE_CONVO11_EUGENE4_OPTION1": "What are you saying?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "What happened in your world’s past?", + "EUGENE_CONVO11_EUGENE5": "I told you about how the people of my world built a new and better world, right?", + "EUGENE_CONVO11_EUGENE7": "I was born after the smoke had cleared, but those that lived through it… [pause]I think it is a burden on all of them.", + "EUGENE_CONVO11_EUGENE8": "Not only the memories of what they lost, but also the memories of the kind of people that they had to become.", + "EUGENE_CONVO11_EUGENE9": "I know I can't stop you going back home, but I worry about the world you may one day live to see.", + "EUGENE_CONVO12_EUGENE2": "When we’re all done here on New Wirral, I mean.", + "EUGENE_CONVO11_EUGENE10": "You deserve a better life than that, {player}.", + "EUGENE_CONVO12_EUGENE1": "Do you really think that giant gateway can really take us home?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "I believe so!", + "EUGENE_CONVO12_EUGENE2_OPTION2": "It has to.", + "EUGENE_CONVO12_EUGENE3": "Momentous.", + "EUGENE_CONVO13_EUGENE2": "Think about it – [pause]this whole miniature society is [wave amp=30 freq=10]built[/wave] on the foundation of a shared experience. That being the experience of marooned here on this weird island.", + "EUGENE_CONVO12_EUGENE4": "I hope it’s true. I have a lot of cool plans for life, y’know!", + "EUGENE_CONVO13_EUGENE1": "Man, [pause]if that big gateway does actually let people leave New Wirral, that’s gonna change a [wave amp=30 freq=10]lot[/wave] here.", + "EUGENE_CONVO13_EUGENE3": "Heck, a lot of folks here were born and raised by people from different worlds. They haven’t KNOWN anything else!", + "EUGENE_CONVO14_EUGENE1": "Um, [pause]I think we should talk about what happened.", + "EUGENE_CONVO13_EUGENE4": "I hope Ianthe is ready for how this discovery might change everything.", + "EUGENE_CONVO14_EUGENE1_OPTION2": "What do you mean?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "Talk about what?", + "EUGENE_CONVO14_EUGENE3": "When we all fused into a giant [shake rate=30 level=10]god monster[/shake] together and [shake rate=30 level=10]kicked Aleph’s ass![/shake]", + "EUGENE_CONVO14_EUGENE2": "When we, [pause]y’know…", + "EUGENE_CONVO14_EUGENE5": "I’m gonna be pretty honest with you, there’s a whole lot of “Archangel” business on the island that I’m not keeping up with at all.", + "EUGENE_CONVO14_EUGENE4": "That was awesome, right?", + "EUGENE_CONVO14_EUGENE6": "Like there’s all this [wave amp=30 freq=10]ancient history[/wave] with Morgante and Aleph, or something? Maybe the railway station is involved? [pause]I don’t know, man.", + "EUGENE_CONVO14_EUGENE7": "But what I do know is that we banded together and took down a big bad guy. [pause]That’s something I can wrap my brain around.", + "EUGENE_CONVO15_EUGENE1": "I hope your plan to find a way off this island works, buddy.", + "EUGENE_CONVO15_EUGENE2": "I’m starting to worry that New Wirral’s limited supply of hair dye is going to run out.", + "EUGENE_CONVO16_EUGENE1": "Man, that ruined town we passed through really creeped me out.", + "EUGENE_CONVO16_EUGENE2": "It reminded me of some places I’d see back home. Towns where people used to live, until times got tough and they were left abandoned.", + "EUGENE_CONVO16_EUGENE3": "I used to see a lot of those, actually.", + "EUGENE_CONVO16_EUGENE4": "Maybe in time, the people of Harbourtown could go back and build it all back up again.", + "EUGENE_CONVO16_EUGENE5": "I’d like to see that happen.", + "EUGENE_CONVO17_EUGENE1": "Gathering around a campfire in the wilderness, knowing all the while that [wave amp=30 freq=10]giant beasts[/wave] might attack us at any moment… [pause]I think you’re thinking the same thing I am right now, {player}.", + "EUGENE_CONVO17_EUGENE2": "You’re thinking: [pause]“this is just what life was like for my caveman ancestors!”", + "EUGENE_CONVO17_EUGENE1_OPTION1": "Am I?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "What am I thinking, exactly?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "What?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "I have literally never thought that, ever.", + "EUGENE_CONVO18_EUGENE1": "I need to work on my battle shouts.", + "EUGENE_CONVO18_EUGENE1_OPTION1": "Your what?", + "EUGENE_CONVO17_EUGENE3": "I’m totally right. You were thinking it too, buddy.", + "EUGENE_CONVO18_EUGENE1_OPTION2": "Battle shouts…?", + "EUGENE_CONVO18_EUGENE2": "Yeah! [pause]Like when I’m facing down some foes, and just before I transform I yell something like, “let’s do this!” or “transform!”", + "EUGENE_CONVO18_EUGENE2_OPTION1": "You can do better than those!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "”Transform” isn’t very original…", + "EUGENE_CONVO18_EUGENE3": "It’s an ongoing project, OK?", + "EUGENE_CONVO18_EUGENE4": "...", + "EUGENE_CONVO18_EUGENE5": "What if I shouted [wave amp=30 freq=10]”I’m going monster mode!”[/wave] – would that work? [pause]Do you think that sounds badass?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "Not at all.", + "EUGENE_CONVO18_EUGENE5_OPTION2": "Absolutely not.", + "EUGENE_CONVO18_EUGENE6": "I’ll come back to this another time, then.", + "EUGENE_CONVO20_EUGENE1_OPTION1": "What do you mean?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "Huh?", + "EUGENE_CONVO19_EUGENE1": "Sorry, [pause]I’m still getting used to the fact that we’re technically a couple now.", + "EUGENE_CONVO19_EUGENE1_OPTION1": "”Technically”?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "You don’t sound super thrilled.", + "EUGENE_CONVO19_EUGENE2": "Oh, I didn’t mean that in a [shake rate=30 level=10]bad[/shake] way!", + "EUGENE_CONVO19_EUGENE3": "I just wasn’t expecting something like [wave amp=30 freq=10]this[/wave] to happen to me here on New Wirral. Of course I’m [wave amp=30 freq=10]pumped[/wave] that we’re together!", + "EUGENE_CONVO20_EUGENE1": "It would be so easy to stay here together, wouldn’t it?", + "EUGENE_SOCIAL1_EUGENE2": "Monster fusion is pretty exhilarating.", + "EUGENE_CONVO20_EUGENE2": "You and I, living life in the quiet but [wave amp=30 freq=10]idyllic[/wave] Harbourtown. Nothing changing.", + "EUGENE_CONVO20_EUGENE3": "But… I just don’t think that’s us, is it? [pause]I think we’re both meant for more.", + "EUGENE_SOCIAL1_EUGENE1": "Man, I gotta say…", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "You think?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "I guess it is!", + "EUGENE_SOCIAL1_EUGENE4": "A real manifestation of our inner strength.", + "EUGENE_SOCIAL1_EUGENE3": "Yeah! [pause]It’s like…", + "EUGENE_SOCIAL1_EUGENE5": "Like, in the heat of the moment, our aims align so closely that we can literally become one powerful force.", + "EUGENE_SOCIAL1_EUGENE6": "In that moment, it’s like we’re [wave amp=30 freq=20]unstoppable[/wave].", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "I know what you mean!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "You sound like an anime character right now.", + "EUGENE_SOCIAL1_EUGENE7A": "Man, I knew you’d get it!", + "EUGENE_SOCIAL1_EUGENE7B": "Man, I’m trying to be earnest here!", + "EUGENE_SOCIAL1_EUGENE8": "I think I spent too long living without giving back, y’know?", + "EUGENE_SOCIAL1_EUGENE9": "Maybe I’m making up for lost time.", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "What’s the deal with your world?", + "EUGENE_SOCIAL1_EUGENE10": "Eh, don’t worry about it. We can talk about it another time.", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "What was happening on your world?", + "EUGENE_SOCIAL1_EUGENE11": "I’ll go back. [pause]To my world, I mean. [pause]Once you find your doorway outta here, of course.", + "EUGENE_SOCIAL1_EUGENE12": "I’ll bring my cassette tapes with me, [pause]and I’ll stand up for the people who need it the most.", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Like a monster-shaped superhero?", + "EUGENE_SOCIAL1_EUGENE13": "Like a monster-shaped superhero, yeah.", + "EUGENE_SOCIAL2_EUGENE1": "I was thinking about how Clémence totally just... [pause]decided to run a café just because it helped make the town better.", + "EUGENE_SOCIAL1_EUGENE14": "Sounds pretty badass, doesn’t it?", + "EUGENE_SOCIAL2_EUGENE2": "Improving things, making myself useful… [pause]That’s the kinda stuff I should be doing!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "You don’t need to think about helping people all the time.", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "You help enough!", + "EUGENE_SOCIAL2_EUGENE4": "Maybe it’s just a compulsion that comes from my world.", + "EUGENE_SOCIAL2_EUGENE3": "Heh. [pause]If you say so.", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "...Your world?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "What do you mean?", + "EUGENE_SOCIAL2_EUGENE5": "OK, [pause]on “my earth”, [pause]around halfway through the 21st century, there was a kind of… [pause]an upheaval.", + "EUGENE_SOCIAL2_EUGENE7": "It was like everyone woke up one day and realised that we could survive better by just helping each other instead.", + "EUGENE_SOCIAL2_EUGENE6": "Humanity’s greed and consumption reached a point where the world couldn’t handle it anymore.", + "EUGENE_SOCIAL2_EUGENE8": "That we didn’t NEED the institutions that ruled over us while killing the planet.", + "EUGENE_SOCIAL2_EUGENE9": "Being able to help the people in your community slowly became more important than being rich and famous, [pause]but I was never… [pause]very good at it.", + "EUGENE_SOCIAL3_EUGENE4": "I’ll make Harbourtown better – [pause]just you wait and see.", + "EUGENE_SOCIAL2_EUGENE10": "Me being here in New Wirral, [pause]it’s a chance for me to transform into my best self, [pause]so I can return home as someone who can do something with my life.", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "You don’t need to be a hero to have value!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "You don’t need to beat yourself up over this!", + "EUGENE_SOCIAL2_EUGENE11": "I know, [pause]but…", + "EUGENE_SOCIAL2_EUGENE12": "I think I need that for myself.", + "EUGENE_SOCIAL2_EUGENE13": "Anyway, [pause]enough from me.", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "...Decided?", + "EUGENE_SOCIAL3_EUGENE3": "I’m gonna stop talking about doing something, [pause]and just do it.", + "EUGENE_SOCIAL3_EUGENE1": "OK, [pause]I’ve decided.", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Decided on what?", + "EUGENE_SOCIAL3_EUGENE2": "I have a project in mind.", + "EUGENE_SOCIAL3_EUGENE5": "I don’t know… [pause]Stopping something [wave amp=30 freq=10]bad[/wave] doesn’t feel the same as doing something [wave amp=30 freq=10]good[/wave], [pause]right?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "You already stopped the Landkeepers!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "You’ve already done your bit to help Harbourtown!", + "EUGENE_SOCIAL3_EUGENE6": "Alright, I’m pumped! [pause]It’s gonna be awesome, [pause]just you wait.", + "EUGENE_SOCIAL4_EUGENE1": "Hey, [pause]can I show you something?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "What are you planning?", + "EUGENE_SOCIAL3_EUGENE7.m": "Nah, [pause]you’re just gonna have to wait and see!", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Can you tell me what “it” is?", + "EUGENE_SOCIAL3_EUGENE8": "The “defender of Harbourtown” should be able to keep a secret, [pause]after all.", + "EUGENE_SOCIAL3_EUGENE7.f": "Nah, [pause]you’re just gonna have to wait and see!", + "EUGENE_SOCIAL3_EUGENE7.n": "Nah, [pause]you’re just gonna have to wait and see!", + "EUGENE_SOCIAL4_EUGENE7": "I realised that this ugly old building has been sitting here vacant since we cleared out the Landkeepers, [pause]so I thought I could put it to good use!", + "EUGENE_SOCIAL4_EUGENE2": "I finished my project. I think it’s time for the grand opening.", + "EUGENE_SOCIAL4_EUGENE3": "Do you wanna head over now?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Sure!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Not now.", + "EUGENE_SOCIAL4_EUGENE_NO": "No worries, buddy. [pause]Another time.", + "EUGENE_SOCIAL4_EUGENE11": "Hey, we don’t hang out [wave amp=30 freq=10]ALL[/wave] the time! [pause]I have my own free time away from our adventuring!", + "EUGENE_SOCIAL4_EUGENE4": "Alright! [pause]I’ll lead the way.", + "EUGENE_SOCIAL4_EUGENE6": "This is where we went on our first [wave amp=30 freq=10]team-up mission[/wave] together!", + "EUGENE_SOCIAL4_EUGENE5": "Remember this place, [pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "C’mon, [pause]let me show you inside!", + "EUGENE_SOCIAL4_EUGENE9": "With the ceiling window, [pause]this abandoned office actually gets a lot of natural light during the day.", + "EUGENE_SOCIAL4_EUGENE10": "I figured it could make a nice community garden. [pause]Folks could come on over and grow plants and flowers here, and get out of town for a little bit.", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "When did you do all this?!", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "Where did you find the time for all this?!", + "EUGENE_SOCIAL4_EUGENE12": "So… What do you think?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "This is incredible!", + "EUGENE_SOCIAL4_EUGENE14": "I was convinced that this was a really dumb idea.", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "I love it!", + "EUGENE_SOCIAL4_EUGENE13": "Y-[pause]you actually think so?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "You’re the one trying to find a way off this island! [pause]The limits of time and space don’t even hold you back!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "You’re a pretty cool friend!", + "EUGENE_SOCIAL4_EUGENE15": "I’m glad you like it.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "You’re the one trying to find a way off this island! [pause]The limits of time and space don’t even hold you back!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "This is pretty romantic of you.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Heh, [pause]c’mon. [pause]Between the two of us, you’re the one with the grand aspirations.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "I’m looking forward to going back to my real home. [pause]I think I’ve become my best, badass self here.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "You’re the one trying to find a way off this island! [pause]The limits of time and space don’t even hold you back!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Well I guess it was time New Wirral had a new date spot.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Let’s go, [pause]buddy.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "I’d say your project was a success!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Uh, [pause][pause]I, [pause][pause]I guess so…[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "So… that makes this a date?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "If [pause]you want it to be, [pause]of course.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Not so confident with romance, huh?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "I’ve never seen you so nervous!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "It’s pretty embarrassing that I can take down an evil cabal of office ghouls no problem…", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "I [pause]guess you’re right.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "But struggle to tell my partner-in-crime how I really feel about him.", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "But struggle to tell my partner-in-crime how I really feel about her.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "But struggle to tell my partner-in-crime how I really feel about them.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Yeah, [pause]I guess this is a date.", + "EUGENE_ROMANCE_EUGENE1.m": "You’re pretty quiet. [pause]Is everything all good, [pause]buddy?", + "EUGENE_ROMANCE_EUGENE1.f": "You’re pretty quiet. [pause]Is everything all good, [pause]buddy?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "Nothing in particular!", + "EUGENE_ROMANCE_EUGENE1.n": "You’re pretty quiet. [pause]Is everything all good, [pause]buddy?", + "EUGENE_ROMANCE_EUGENE_NO": "Gotcha.", + "EUGENE_ROMANCE_EUGENE8": "But while we’re together, let’s have fun!", + "EUGENE_ROMANCE_EUGENE3": "I know. [pause]I mean, I do too. [pause]I’m just nervous.", + "EUGENE_ROMANCE_EUGENE2": "I… [pause][pause]Uh...", + "EUGENE_ROMANCE_EUGENE5": "Together we’re greater than the sum of our parts. [pause]It’s like when we fuse!", + "EUGENE_ROMANCE_EUGENE4": "I think both of us help each other become our best selves.", + "EUGENE_ROMANCE_EUGENE7": "You mean a lot to me, [pause]but I have my old life that’s waiting for me to return back to. [pause]And you do too.", + "EUGENE_ROMANCE_EUGENE6": "That said… [pause]we might have to break up if we find our way off the island.", + "EUGENE_ROMANCE_EUGENE9": "There are people to help, and giant monsters to punch really hard in the face.", + "EUGENE_ROMANCE_EUGENE10": "The same as always – [pause]Harbourtown’s unstoppable power couple!", + "FELIX_UNKNOWN_NAME": "Friendly Guy", + "EUGENE_ROMANCE_EUGENE11": "Though maybe we can pause the adventuring, [pause]at least for tonight...", + "FELIX_INTRO_FELIX1": "Watch your feet. [pause]You don’t wanna trip up on all the junk lying around here.", + "FELIX_INTRO_FELIX3": "Not me. I dropped in here with all my stuff.", + "FELIX_INTRO_FELIX1_OPTION1": "Where did this room come from?", + "FELIX_INTRO_FELIX4": "This was once my apartment… [pause]Give or take a couple of walls.", + "FELIX_INTRO_FELIX1_OPTION2": "What is this place?", + "FELIX_INTRO_FELIX2": "Most people fall out of the sky and land in the ocean here, right?", + "FELIX_INTRO_FELIX4_OPTION1": "Why did that happen?", + "FELIX_INTRO_FELIX5": "Beats me! [pause]It does mean I’ve got all my old sketchbooks and artwork, [pause]though.", + "FELIX_INTRO_FELIX4_OPTION2": "How did your whole apartment travel to New Wirral?", + "FELIX_INTRO_FELIX6": "I’m Felix. [pause]Nice to meet you.", + "FELIX_INTRO_FELIX6_OPTION1": "I’m {player}!", + "FELIX_INTRO_MEREDITH7": "Been a while since I saw you, Felix. What are you, uh, doing here, anyway?", + "FELIX_INTRO_FELIX6_OPTION2": "They call me… {player}.", + "FELIX_INTRO_FELIX9": "A lot of this stuff was wrecked when this whole place dropped out of the sky with me in it, [pause]and then the rain damage didn’t help...", + "FELIX_INTRO_KAYLEIGH7": "Hey, Felix! [pause]What’re you doing out here?", + "FELIX_INTRO_VIOLA7": "And I am Viola of Messaline. [pause]Pray, what task has you toiling out here alone?", + "FELIX_INTRO_EUGENE7": "Hey man! Is this where you’ve been hanging out? [pause]What are you doing out here?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]Nice to meet you, Felix…[/wave]", + "FELIX_INTRO_FELIX8": "I’m looking for something.", + "FELIX_INTRO_FELIX10": "But there’s something around here that I’m confident will be intact…", + "FELIX_INTRO_FELIX11": "I knew it!", + "FELIX_INTRO_FELIX12_OPTION1": "What is that?", + "FELIX_INTRO_FELIX12": "The seal is still intact, so hopefully no water got in.", + "FELIX_INTRO_FELIX12_OPTION2": "What’s inside?", + "FELIX_INTRO_FELIX13": "It might be hard to explain...", + "FELIX_INTRO_FELIX14": "Come swing by my place in West Harbourtown. [pause]Then I’ll show you.", + "FELIX_INTRO2_FELIX2_OPTION1": "Sure!", + "FELIX_INTRO2_FELIX1.m": "Oh hey. [pause]You came to hang out.", + "FELIX_INTRO2_FELIX2": "You wanna see what I rescued from the sad remains of my old place?", + "FELIX_INTRO2_FELIX1.n": "Oh hey. [pause]You came to hang out.", + "FELIX_INTRO2_FELIX1.f": "Oh hey. [pause]You came to hang out.", + "FELIX_INTRO2_FELIX3": "So, in my regular life I was a zote artist.", + "FELIX_INTRO2_FELIX2_OPTION2": "Not now.", + "FELIX_INTRO2_FELIX2_NO": "No worries. Come say hi if you change your mind.", + "FELIX_INTRO2_FELIX3_OPTION1": "Zote artist?", + "FELIX_INTRO2_FELIX3_OPTION2": "A what?", + "FELIX_INTRO2_FELIX4": "It’s easier to show. Check this out:", + "FELIX_INTRO2_FELIX5": "So this is a zote reel. You slot it into this zoetrope right here, then look through the slot.", + "FELIX_INTRO2_FELIX6": "The Zoetrope has a motor in it, so when I hit this button, it spins.", + "FELIX_INTRO2_FELIX8": "When spun round, it animates and comes to life, [pause]right?", + "FELIX_INTRO2_FELIX7": "The row of the zote strip has the same image drawn over and over with variations.", + "FELIX_INTRO2_FELIX9": "Then you can pull the lever to switch to the next row, [pause]for the next part of the story.", + "FELIX_INTRO2_FELIX12": "They used to be very popular, [pause]though they’ve kind of fallen out of fashion.", + "FELIX_INTRO2_FELIX11": "I’ve been obsessed with zotes ever since I was a kid.", + "FELIX_INTRO2_FELIX10": "You can tell a whole story, [pause]and bring it to life, [pause]just with drawings.", + "FELIX_INTRO2_FELIX14": "Most zote stories are about heroes in the French Revolution, [pause]like the Scarlet Pimpernel, [pause]but ever since the big budget movie adaptations really took off there’s been less interest in the source material.", + "FELIX_INTRO2_FELIX13": "It’s more of a niche medium now. [pause]At least, [pause]where I am from, [pause]I mean.", + "FELIX_INTRO2_FELIX15": "I got into these stories as a kid, [pause]and couldn’t shake my love for them.", + "FELIX_INTRO2_FELIX16": "I guess that’s why I’m an artist now.", + "FELIX_INTRO2_FELIX18": "And it turns out, an island full of weird monsters is the perfect place to find inspiration!", + "FELIX_INTRO2_FELIX17": "Right now I’m trying to come up with some new characters…", + "FELIX_INTRO2_FELIX19": "Which means… you might be able to help me out.", + "FELIX_INTRO2_FELIX20": "I’m searching for a particular creature, and wanna get a good look at one.", + "FELIX_INTRO2_FELIX21": "I know you can find it in the Cherry Meadow. It’s a [wave amp=30 freq=10]warrior with a wooden sword.[/wave]", + "FELIX_INTRO2_FELIX22": "Can you help me out here?", + "FELIX_INTRO2_FELIX22_OPTION1": "Sure!", + "FELIX_INTRO2_FELIX22_NO": "No worries. If your schedule frees up, swing by here and we can go on this little venture.", + "FELIX_INTRO2_FELIX22_OPTION2": "Not now.", + "FELIX_INTRO2_FELIX23": "Cool! I’ll mark it on your map for you.", + "FELIX_QUEST1_PART1_FELIX1": "That’s it! OK, you fight it and I’ll sketch it.", + "FELIX_QUEST1_PASSIVE_FELIX1": "The rangers have talked about this creature – they say it stands with a perfect warrior pose.", + "FELIX_QUEST1_PASSIVE_FELIX2": "This place is pretty beautiful, huh?", + "FELIX_QUEST1_PART2_FELIX1": "Uh-oh...", + "FELIX_QUEST1_PART2_KUNEKO2": "STOP, FIEND!", + "FELIX_QUEST1_PART3_FELIX4": "It was in my apartment with me when I landed here, so I still have it.", + "FELIX_QUEST1_PART2_KUNEKO3": "A-and don’t come back!", + "FELIX_QUEST1_PART2_FELIX4": "Who are…", + "FELIX_QUEST1_PART2_FELIX5": "Wait, [pause][pause]are you…?!", + "FELIX_QUEST1_PART2_KUNEKO6": "EEK!", + "FELIX_QUEST1_PART2_FELIX7": "…", + "FELIX_QUEST1_PART2_FELIX8": "Oh [pause]no.", + "FELIX_QUEST1_PART2_FELIX9": "Noooope. [pause][pause]No.", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "Was that an Archangel?", + "FELIX_QUEST1_PART2_FELIX12": "Let’s go back to my place. Everything will become clear, I promise.", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "Was that a monster?", + "FELIX_QUEST1_PART2_FELIX10": "I...", + "FELIX_QUEST1_PART2_FELIX11": "I think my past is coming back to haunt me.", + "FELIX_QUEST1_PART3_FELIX1": "It has to be in here somewhere, [pause]I…", + "FELIX_QUEST1_PART3_FELIX2": "Found it!", + "FELIX_QUEST1_PART3_FELIX3": "Here. This is my old sketchbook from when I was 12 years old.", + "FELIX_QUEST1_PART3_FELIX5": "Look on this page.", + "FELIX_QUEST1_PART3_FELIX6": "Her name is Kuneko.", + "FELIX_QUEST1_PART3_FELIX7": "She was a character I made up as a kid.", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Does she have angel wings?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "How come she has cat ears?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "Is she a ninja?", + "FELIX_QUEST1_PART3_FELIX8": "She’s like, [pause]the daughter of an angel and a demon who was lost on earth and adopted by a mystical ninja clan....", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Master?", + "FELIX_QUEST1_PART3_FELIX9": "When she became 21, [pause]she left her home on an epic quest to battle at four elemental altars and prove her worth as the greatest warrior in the land.", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "That’s pretty cliche.", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Aww, she sounds pretty cool!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Your art has definitely improved since then…", + "FELIX_QUEST1_PART3_FELIX10": "I was going through an anime phase in middle school. [pause]Don’t judge me!", + "FELIX_QUEST1_PART3_FELIX12": "I have NO idea how my [wave amp=30 freq=10]low quality childhood drawing[/wave] has become real.", + "FELIX_QUEST1_PART3_FELIX11": "I am FULLY aware of how lame this whole situation is!", + "FELIX_QUEST1_PART3_FELIX13": "But if Kuneko really is here in this world… [pause]I need to find her.", + "FELIX_QUEST1_PART3_FELIX14": "I need to get to the bottom of this.", + "FELIX_QUEST1_PART4_KUNEKO1": "…", + "FELIX_QUEST1_PART4_FELIX3": "You saved me earlier… [pause]Do you know me?", + "FELIX_QUEST1_PART4_FELIX2": "Oh. [pause]That was fast.", + "FELIX_QUEST1_PART4_KUNEKO4": "I-I have never met you, but I feel a strong connection to you…", + "FELIX_QUEST1_PART4_FELIX5": "Oh, yeah, that figures.", + "FELIX_QUEST1_PART4_KUNEKO7": "I…", + "FELIX_QUEST1_PART4_FELIX6": "I mean, I did create you.", + "FELIX_QUEST1_PART4_FELIX12": "You really don’t have to keep calling me “creator”.", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]PLEASE FORGIVE ME![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "I am [wave amp=30 freq=10]so sorry[/wave] for not recognising you, creator!", + "FELIX_QUEST1_PART4_KUNEKO10": "Some time ago, I woke up in the meadow where we first met, [pause]with nothing but my name on my lips and my quest in my heart.", + "FELIX_QUEST1_PART4_KUNEKO11": "I have no other memories, creator.", + "FELIX_QUEST1_PART4_KUNEKO13": "How about [pause]father?", + "FELIX_QUEST1_PART4_FELIX14": "That’s, [pause]uh, [pause]not much better.", + "FELIX_QUEST1_PART4_FELIX16": "Nope.", + "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Daddy?", + "FELIX_QUEST1_PART4_FELIX18": "ABSOLUTELY not.", + "FELIX_QUEST1_PART4_FELIX19": "Just… [pause]call me Felix.", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, you mentioned a quest?", + "FELIX_QUEST1_PART4_KUNEKO20": "I must find the four elemental shrines across this land, and defeat the beasts that guard them.", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "What is your quest?", + "FELIX_QUEST1_PART4_KUNEKO21": "Only THEN will I prove my strength!", + "FELIX_QUEST1_PART4_FELIX23": "Kuneko, you probably shouldn’t go on this “quest”. It’s not real... [pause]I [wave amp=30 freq=10]made it up[/wave] for your backstory.", + "FELIX_QUEST1_PART4_FELIX22": "Man, I really couldn’t have come up with a better storyline, could I?", + "FELIX_QUEST1_PART4_FELIX24": "Not to mention, the creatures in New Wirral are pretty dangerous.", + "FELIX_QUEST1_PART4_KUNEKO25": "I know you don’t think I have what it takes, creator…", + "FELIX_QUEST1_PART4_KUNEKO26": "Which is why I have [wave amp=30 freq=10]no choice[/wave] but to prove myself!", + "FELIX_QUEST1_PART4_FELIX25": "This is all… [pause]really weird. [pause]It’s not just me, [pause]right?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Yeah, this is pretty weird.", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "About as weird as everything else on this island.", + "FELIX_QUEST1_PART4_FELIX26": "I’ve created much less embarrassing characters since I was a kid. [pause]Why HER?", + "FELIX_QUEST1_PART4_FELIX27": "Either way, [pause]if she’s only here because I invented her, I guess I feel somewhat responsible for her.", + "FELIX_QUEST1_PART4_FELIX28": "We should find these four “elemental altars” and make sure she’s not putting herself in harm’s way.", + "FELIX_QUEST2_ALTAR1_FELIX1": "I guess these altars really are real. [pause]That figures.", + "FELIX_QUEST1_PART4_FELIX29": "We could look around the island, or maybe ask around town. [pause]Your call, {player}.", + "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "I must prove my strength, creator…", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "By my pointy blade… [shake rate=30 level=10]show yourself, guardian![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "C’mon, we should help her out.", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "Thank you for your assistance, creator...", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "But I won’t need [wave amp=30 freq=10]any[/wave] help on the next battle!", + "FELIX_QUEST2_ALTAR1_FELIX8": "She’s still committed to this, huh?", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "By the powers of the sun and the moon conveniently shining at the same time...", + "FELIX_QUEST2_ALTAR1_FELIX9": "Alright then. [pause]Let’s find the rest.", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Reveal yourself, guardian![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "She’s really getting into the role, here.", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "To battle alongside you, creator…", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "I do not feel worthy…", + "FELIX_QUEST2_ALTAR2_FELIX6": "Honestly, it’s really no big deal…", + "FELIX_QUEST2_ALTAR3_FELIX12": "I… Uh…", + "FELIX_QUEST2_ALTAR2_FELIX7": "And… she’s gone. [pause]We should try and find the next shrine.", + "FELIX_QUEST2_ALTAR3_FELIX1": "Wait! Kuneko…", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Unveil yourself, guardian![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "By the power of fire and ice, [pause]making my passion for justice hot and cold at the same time…", + "FELIX_QUEST2_ALTAR3_FELIX4": "Let’s move.", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "You helped me again, creator…", + "FELIX_QUEST2_ALTAR3_FELIX6": "I don’t want you to hurt yourself!", + "FELIX_QUEST2_ALTAR3_FELIX7": "You know…", "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", - "FELIX_QUEST2_ALTAR3_FELIX8": "Você não precisa fazer isso pra provar seu valor pra mim.", - "FELIX_QUEST2_ALTAR3_KUNEKO10": "Criador, [pause]eu sei o que pensa de mim.", - "FELIX_QUEST2_ALTAR3_KUNEKO11": "Eu sei que você [shake rate=30 level=10]tem vergonha[/shake] de ter me criado.", - "FELIX_QUEST2_ALTAR3_KUNEKO14": "Minha missão [shake rate=30 level=10]não é[/shake] para te impressionar.", - "FELIX_QUEST2_ALTAR3_KUNEKO13": "Isso está bem claro na forma como me olha!", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Sim.", - "FELIX_QUEST2_ALTAR3_KUNEKO15": "Eu sei que [shake rate=30 level=10]não há nada[/shake] que eu possa fazer para que tenha orgulho de mim!", - "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Guardião, [pause]revele-se![/shake]", - "FELIX_QUEST2_ALTAR3_FELIX16": "Ah, [pause]ok, [pause]isso me deixou na bad.", - "FELIX_QUEST2_ALTAR3_FELIX17": "Acho que me expressei mal.", - "FELIX_QUEST2_ALTAR3_FELIX18": "É melhor procurar ela e pedir desculpas.", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Meio que sim...", - "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "Eu sei que não quis dizer aquilo.", - "FELIX_QUEST2_ALTAR3_FELIX19": "Ela deve estar no último altar, né?", - "FELIX_QUEST2_ALTAR4_FELIX1": "Ei, [pause]Kuneko, [pause]hm...", - "FELIX_QUEST2_ALTAR4_KUNEKO2": "O baralho está embaralhado! Preparei minha última mão... [pause]Straight flush!", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Volte e me encare quando estiver pronto!", - "FELIX_QUEST2_ALTAR4_KUNEKO6": "Eu não passo de um pensamento descartado, [pause]não é, [pause][shake rate=30 level=10]criador?[/shake]", - "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, me...", - "FELIX_QUEST2_ALTAR4_FELIX4": "Ok, [pause]vamos ajudar ela primeiro, DAÍ eu peço desculpas.", - "FELIX_QUEST2_ALTAR4_KUNEKO7": "Um pensamento que você se divertiu, [pause]até decidir [shake rate=30 level=10]descartar?[/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Volte e me encare quando estiver pronta!", - "FELIX_QUEST2_ALTAR4_KUNEKO8": "Pelos poderes cintilantes da terra, água, fogo e ar...", - "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Volte e me encare quando estiver pronte!", - "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]MEU POTENCIAL SE REVELA![/shake]", - "FELIX_QUEST2_ALTAR4_KUNEKO11": "Eu ainda te envergonho, [pause]criador?", - "FELIX_QUEST2_ALTAR4_FELIX10": "Ela... [pause][pause]se fundiu com os quatro elementos...", - "FELIX_QUEST2_ALTAR4_FELIX13": "Eu quero sobreviver, assim vou poder consertar as coisas... [pause]É só isso que eu quero...", - "FELIX_QUEST2_ALTAR4_FELIX12": "Me desculpe... [pause]isso é tudo culpa minha, [pause]{player}...", - "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko... [pause]Me perdoa, de verdade.", - "FELIX_QUEST2_ALTAR4_FELIX16": "Pra mim, você e minhas criações da adolescência eram vergonhosas.", - "FELIX_QUEST2_ALTAR4_FELIX14": "Qualé, [pause]eu sei que podemos consertar isso juntos!", - "FELIX_QUEST2_ALTAR4_FELIX17": "Mas todo mundo começa de algum lugar. Se eu não tivesse imaginado você, se não tivesse [wave amp=30 freq=10]desenhado[/wave] você...", - "FELIX_QUEST2_ALTAR4_FELIX18": "Eu não seria o artista que sou hoje.", - "FELIX_QUEST2_ALTAR4_FELIX19": "Foi um erro fingir que você não existe, eu devia ter orgulho de você e do que você significa pra mim como artista.", - "FELIX_QUEST2_ALTAR4_KUNEKO20": "V-você tá falando sério?", - "FELIX_QUEST2_ALTAR4_FELIX21": "Sim. [pause]E tem mais, eu achei incrível o que você fez agorinha.", - "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]CRIADOR~~", - "FELIX_QUEST2_ALTAR4_FELIX23": "Ok, ok, [pause]calma lá.", - "FELIX_QUEST2_ALTAR4_KUNEKO25": "Desculpa, [pause]desculpa por tentar te matar, [pause]\\\"Félix\\\".", - "FELIX_QUEST2_ALTAR4_KUNEKO24": "Me perdoe por tentar te matar, criador...", - "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, preciso que me diga uma coisa...", - "FELIX_QUEST2_ALTAR4_FELIX26": "Sem problemas! Tudo resolvido.", - "FELIX_QUEST2_ALTAR4_FELIX28": "Como foi que você [wave amp=30 freq=10]ganhou vida[/wave]? Eu ainda não entendi.", - "FELIX_QUEST2_ALTAR4_KUNEKO29": "...Não faço ideia!", - "FELIX_QUEST2_ALTAR4_KUNEKO31": "Talvez, ao criar algo, esse algo não te pertença mais. [pause]Ideias mudam e crescem por conta própria.", - "FELIX_QUEST2_ALTAR4_KUNEKO30": "Mas se quer saber no que [wave amp=30 freq=10]acredito[/wave], bem...", - "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Você[/wave] é o artista, Criador Félix. [pause]Você já deveria saber disso.", - "FELIX_QUEST2_ALTAR4_FELIX33": "...Hah. Ok.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "O que vai fazer agora?", - "FELIX_QUEST2_ALTAR4_KUNEKO34": "Creio que seu vilarejo humilde não tenha espaço para mim... [pause]Essa não é minha jornada.", - "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Sua missão já acabou?", - "FELIX_QUEST2_ALTAR4_KUNEKO35": "Niau, eu preciso descobrir quem sou! [pause]Preciso seguir para onde meu coração de cristal mandar.", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "Boas aventuras para você!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "Vamos sentir sua falta!", - "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Seu coração é de cristal mesmo ou foi uma metáfora?", - "FELIX_QUEST2_ALTAR4_KUNEKO40": "Toma. [pause]É meu poder, para você. [pause]Espero que ajude a lembrar das vezes que lutamos juntos.", - "FELIX_QUEST2_ALTAR4_FELIX36": "Bem, já que nossos caminhos se dividem aqui...", - "FELIX_QUEST2_ALTAR4_FELIX37": "Foi um prazer te conhecer, Kuneko!", - "FELIX_QUEST2_ALTAR4_KUNEKO38": "Adeus, [pause]Criador Félix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "E adeus para você também, [pause]amigo quieto do Criador Félix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "E adeus para você também, [pause]amiga quieta do Criador Félix.", - "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "E adeus para você também, [pause]amigue quiete do Criador Félix.", - "FELIX_QUEST2_ALTAR4_FELIX42": "...[pause]Ela precisa fazer um curso de metáforas dramáticas.", - "FELIX_QUEST2_ALTAR4_FELIX43": "Bem. Isso foi uma experiência e tanto.", - "FELIX_QUEST2_ALTAR4_KUNEKO41": "Q-que suas memórias brilhem como os faróis que vão iluminar nossas [shake rate=30 level=10]próximas aventuras![/shake]", - "FELIX_QUEST2_ALTAR4_FELIX44": "E nem estou me referindo somente à nossa [wave amp=30 freq=10]junção[/wave] num monstro maior. Aquilo foi, bem, diferente.", - "FELIX_CONVO1_FELIX5": "Mas não paro de me perguntar: será que ela vai voltar se eu for pra casa?", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Geralmente se usa o termo \\\"fusão\\\".", - "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "Foi bem legal!", - "FELIX_QUEST2_ALTAR4_FELIX45": "Mas, sendo sincero, eu fiquei meio enjoado. Talvez eu esteja preparado da próxima vez!", - "FELIX_QUEST2_ALTAR4_FELIX46": "Bora, vamos pra minha casa papear. [pause]Tô com inspiração pra um novo rascunho.", - "FELIX_QUEST2_EPILOGUE_FELIX2": "Eu nunca quis desenhar tanto. [pause]Quero fazer novos personagens...", - "FELIX_QUEST2_EPILOGUE_FELIX1": "Aquela aventura acendeu algo em mim.", - "FELIX_QUEST2_EPILOGUE_FELIX3": "Quero poder viver bem com minha arte e trabalhar no meu tempo.", - "FELIX_QUEST2_EPILOGUE_FELIX4": "Então... [pause]Acho que tô pronto pra voltar pra casa.", - "FELIX_QUEST2_EPILOGUE_FELIX5": "É isso que você tá procurando, né? [pause]Um jeito de voltar?", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Claro!", - "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "E outras coisas também!", - "FELIX_QUEST2_EPILOGUE_FELIX6": "Um jeito de voltar...", - "FELIX_QUEST2_EPILOGUE_FELIX8": "Assim como é impossível personagens da nossa infância ganharem vida, saca?", - "FELIX_QUEST2_EPILOGUE_FELIX7": "O povo do vilarejo diz ser impossível...", - "FELIX_QUEST2_EPILOGUE_FELIX9": "Se você acredita que tem um jeito, confio na sua palavra.", - "FELIX_QUEST2_EPILOGUE_FELIX10": "Pode contar comigo.", - "FELIX_QUEST2_EPILOGUE_FELIX11": "Ah, só mais uma coisa.", - "FELIX_QUEST2_EPILOGUE_FELIX12": "Esse é o rascunho que mencionei.", - "FELIX_CONVO1_FELIX1": "Quer saber de uma coisa meio bizarra?", - "FELIX_CONVO1_FELIX2": "Eu tinha uma cicatriz no meu braço, bem aqui. Eu caí numa cerca de arame farpado quando era criança, foi um corte bem feio.", - "FELIX_CONVO1_FELIX3": "E ela desapareceu. [pause]Desde que cheguei em Nova Murta.", - "FELIX_CONVO1_FELIX4": "Eu... [pause]Eu não faço ideia do que isso pode significar... [pause]Eu só achei interessante.", - "FELIX_CONVO2_FELIX1": "Ah, você já comeu tortas amanteigadas?", - "FELIX_CONVO2_FELIX2": "Vou fazer umas pra você! [pause]Tenho certeza de que consigo encontrar os ingredientes por aqui...", - "FELIX_CONVO2_FELIX3": "Bem, [pause]talvez seja difícil encontrar passas, mas posso te contar uma coisa? [pause]Talvez seja por um bem maior.", - "FELIX_CONVO3_FELIX1": "Não sei se já reparou, [pause]mas nem todo mundo em Nova Murta é exilado como a gente.", - "FELIX_CONVO3_FELIX2": "Os pais e avós deles apareceram aqui, [pause]claro, [pause]mas essa ilha é tudo o que eles conheceram.", - "FELIX_CONVO3_FELIX3": "Me pergunto como deve ser, [pause]estar cercado por pessoas que tão perdidas no único lugar que você chama de lar... [pause]além de crescer ouvindo histórias de mundos que você nunca será capaz de visitar.", - "FELIX_CONVO3_FELIX4": "Talvez eles se sintam tão presos quanto a gente.", - "FELIX_CONVO4_FELIX2": "Não é estranho? [pause]Tipo, [pause]não tinha monstros de onde eu vim.", - "FELIX_CONVO4_FELIX1": "Essa ilha me lembra da minha cidade.", - "FELIX_CONVO4_FELIX3": "Mas sempre tive esse desejo de me mudar, de fugir, [pause]mas nunca conseguir...", - "FELIX_CONVO4_FELIX4": "Não que eu não goste de passar tempo com você ou com os outros, mas...", - "FELIX_CONVO4_FELIX5": "Tem um mundo inteiro por aí. [pause]E, ao que parece, [pause]vários mundos diferentes. [pause]Eu quero poder ver o máximo que puder.", - "FELIX_CONVO5_FELIX2": "Imagino o quanto é desconfortável ouvir que sua vida foi fruto da imaginação de um artista boboca.", - "FELIX_CONVO5_FELIX1": "Espero que a Kuneko esteja bem.", - "FELIX_CONVO5_FELIX3": "CALMA! [pause]E se [wave amp=30 freq=10]todo mundo[/wave] fosse a criação de outra pessoa também?", - "FELIX_CONVO5_FELIX4": "...[pause]Acho que tô viajando demais.", - "FELIX_CONVO6_FELIX1": "Antes de parar aqui, [pause]eu nunca imaginei que meu relacionamento seguinte teria como base ficar na frente de fogueiras.", - "FELIX_CONVO7_FELIX6": "É bem... [pause]impressionante se parar pra pensar.", - "FELIX_CONVO6_FELIX2": "De vez em quando a vida joga umas surpresas na nossa frente, [pause]né?", - "FELIX_CONVO6_FELIX3": "Mas não tô reclamando. [pause]Eu gosto de acampar contigo.", - "FELIX_CONVO7_FELIX1": "No final das contas, Vilancoradouro tem bons ensinamentos a passar.", - "FELIX_CONVO7_FELIX2": "Digo, [pause]não temos a vida noturna mais agitada de todas, mas...", - "FELIX_CONVO7_FELIX3": "Todos no vilarejo se ajudam, ninguém fica pra trás.", - "FELIX_CONVO7_FELIX4": "Todos têm acesso a comida, mas só o suficiente pra não ter desperdícios.", - "FELIX_CONVO7_FELIX5": "Mesmo afastada da civilização, [pause]ainda consegue ser bem estruturada.", - "FELIX_CONVO8_FELIX1": "Sabe que, tipo, [pause]estar preso numa ilha repleta de monstros, longe de família e amigos...", - "FELIX_CONVO8_FELIX2": "Isso devia ser algo inimaginável... [pause]mas eu até que tô me adaptando bem.", - "FELIX_CONVO9_FELIX1": "Então, eu tô produzindo uma nova fita de zootrópios... [pause]Creio que finalmente achei a inspiração certa.", - "FELIX_CONVO8_FELIX3": "Acho que, mesmo que fosse o fim do mundo, a gente ainda daria um jeito de aproveitar o dia, [pause]né?", - "FELIX_CONVO8_FELIX4": "As pessoas são bem esquisitas. [pause]E eu no bolo.", - "FELIX_CONVO9_FELIX2": "O problema é: essa tem que ser a minha melhor história. Afinal, não sei se terei a chance de fazer outra.", - "FELIX_CONVO13_FELIX2_OPTION2": "Espero que sim!", - "FELIX_CONVO9_FELIX2_OPTION1": "Como assim?", - "FELIX_CONVO9_FELIX3": "Ninguém sabe! [pause]Talvez eu perca meu talento. [pause]Talvez eu fique preso em outra ilha. [pause]Talvez o mundo acabe.", - "FELIX_CONVO9_FELIX2_OPTION2": "Não sabe?", - "FELIX_CONVO9_FELIX4": "Todo projeto que começo, eu trato como se fosse a última obra que fosse criar. Como se fosse o último legado que deixaria pra trás.", - "FELIX_CONVO9_FELIX5": "Afinal, é [wave amp=30 freq=10]impossível[/wave] garantir que vai ter um próximo.", - "FELIX_CONVO10_FELIX1": "Pensando pelo lado positivo, tô numa vibe criativa das boas!", - "FELIX_CONVO19_FELIX2": "Você não tinha \\\"fitas de zootrópios\\\" no seu mundo? [pause]Mas TINHA uma coisa chamada \\\"quadrinhos\\\", que você considera estilisticamente similar?", - "FELIX_CONVO10_FELIX1_OPTION1": "Você é bem otimista!", - "FELIX_CONVO10_FELIX1_OPTION2": "Você tá sempre de bom humor, hein?!", - "FELIX_CONVO10_FELIX2": "Hum... Tem certeza disso?", - "FELIX_CONVO10_FELIX3": "Eu [wave amp=30 freq=10]tento[/wave] ver o copo meio cheio.", - "FELIX_CONVO10_FELIX5": "Mas rancor é um combustível que acaba rápido. [pause]Decidi que vou ter um olhar mais positivo na vida.", - "FELIX_CONVO10_FELIX4": "Depois que pedi demissão, eu passei um bom tempo irritado. Momentos assim conseguem te amargurar rapidinho.", - "FELIX_CONVO10_FELIX6": "Além disso, essa ilha é bizarra demais pra levar a sério. Por que vou deixar ela me chatear?", - "FELIX_CONVO11_FELIX2": "Espero que meus rascunhos possam voltar comigo.", - "FELIX_CONVO11_FELIX1": "Mas, se aquele portalzão realmente nos tirar de Nova Murta, vou precisar começar a fazer minhas malas.", - "FELIX_CONVO12_FELIX1": "Aquela luta em cima do trem foi top, hein?", - "FELIX_CONVO12_FELIX2": "Ainda tô processando essas informações que conseguimos dos \\\"Arcanjos\\\".", - "FELIX_CONVO12_FELIX3": "O cabeça de doritos, Alef, disse algo que percebi ser uma informação [wave amp=30 freq=10]crucial[/wave].", - "FELIX_CONVO12_FELIX4": "Ele disse que a humanidade os \\\"manifesta\\\" a partir dos pensamentos mais prevalentes, e, com isso, eles vão pros nossos mundos e agem em nossos desejos.", - "FELIX_CONVO12_FELIX5": "Será que é verdade? Será que Alef [wave amp=30 freq=10]visitou[/wave] nossos mundos em eras ancestrais? A gente nem é do [wave amp=30 freq=10]mesmo[/wave] mundo, como que isso funcionaria?", - "FELIX_CONVO12_FELIX6": "Então o papel da humanidade é gerar ideais e imaginar coisas que se tornam [wave amp=30 freq=10]reais[/wave] em outros mundos? Ou eu só tô viajando demais?", - "FELIX_CONVO12_FELIX7": "Isso dá um nó na cabeça, né?", - "FELIX_CONVO12_FELIX8": "Bem, parecia ser importante, daí prestei atenção.", - "FELIX_CONVO12_FELIX7_OPTION1": "Ainda não tinha conhecido esse lado seu, Sherlock.", - "FELIX_CONVO12_FELIX7_OPTION2": "Eu não imaginei que você tinha prestado atenção nisso tudo!", - "FELIX_CONVO13_FELIX1.m": "Olá, {player}! Parabéns pela promoção a comandante dos vigilantes!", - "FELIX_CONVO13_FELIX1.n": "Olá, {player}! Parabéns pela promoção a comandante dos vigilantes!", - "FELIX_CONVO12_FELIX9": "E nunca se sabe quando posso utilizar conceitos assim numa história!", - "FELIX_CONVO13_FELIX2": "Você vai ter bastante coisa pra fazer daqui pra frente. Tomara que consiga achar espaço pra sair comigo ainda!", - "FELIX_CONVO13_FELIX1.f": "Olá, {player}! Parabéns pela promoção a comandante dos vigilantes!", - "FELIX_CONVO13_FELIX2_OPTION1": "Claro que vou!", - "FELIX_CONVO13_FELIX3": "Hihi. Vou cobrar.", - "FELIX_CONVO14_FELIX1_OPTION1": "Sério?", - "FELIX_CONVO14_FELIX1": "Ah, [pause]eu soube o que rolou com você, a Kayleigh e os Cultistas.", - "FELIX_CONVO14_FELIX1_OPTION2": "Ah sim, aquilo...", - "FELIX_CONVO14_FELIX2": "O líder carismático deles queria obter o poder de um Arcanjo ou algo do gênero, né?", - "FELIX_CONVO14_FELIX2_OPTION1": "É bem por aí.", - "FELIX_CONVO14_FELIX2_OPTION2": "Num bom resumo.", - "FELIX_CONVO14_FELIX3": "Espero que estejam bem. Não deve ser nada fácil passar por aquilo, [wave amp=30 freq=10]ainda mais[/wave] em Nova Murta.", - "FELIX_CONVO15_FELIX1": "Será que esses monstros têm medo de fogo? Percebi que eles não se aproximam quando estamos acampando.", - "FELIX_CONVO15_FELIX2": "Ou será que...", - "FELIX_CONVO15_FELIX3": "Será que atacar humanos descansando são péssimos modos monstrengos?", - "FELIX_CONVO16_FELIX2": "Eles nasceram e cresceram nesta ilha, nunca conheceram nada além daqui. Os pais deles se conheceram depois que chegaram.", - "FELIX_CONVO16_FELIX1": "Um dos comandantes dos vigilantes me perguntou sobre como minha vida era antes de \\\"cair aqui\\\".", - "FELIX_CONVO16_FELIX3": "Eles me perguntaram sobre os trens, shoppings e esportes...", - "FELIX_CONVO16_FELIX4": "Um monte de coisas bestas que nunca imaginei que alguém poderia crescer sem conhecer.", - "FELIX_CONVO17_FELIX1": "Ficar aqui sozinhos de frente pra essa fogueira me lembra das colônias de férias.", - "FELIX_CONVO16_FELIX5": "Creio que a vida é bem simples aqui, mas, pelo menos, eles ainda podem crescer felizes.", - "FELIX_CONVO17_FELIX2": "...Lembraria, se eu tivesse ido a uma. [pause]Algo que não rolou.", - "FELIX_CONVO19_FELIX2_OPTION1": "Isso!", - "FELIX_CONVO18_FELIX1": "Ah, posso te desenhar algum dia desses? Me toquei que desenho é uma habilidade importante que artistas precisam refinar.", - "FELIX_CONVO17_FELIX3": "Mas é bem próximo do que eu [wave amp=30 freq=10]achava[/wave] que uma colônia de férias seria quando pequeno... Me sinto realizado.", - "FELIX_CONVO18_FELIX2": "A anatomia humana é bem difícil.", - "FELIX_CONVO18_FELIX3": "Principalmente as mãos. Eu sofro com elas.", - "FELIX_CONVO19_FELIX1": "Pera, deixa ver se entendi...", - "FELIX_CONVO19_FELIX3": "Mas esses tais \\\"quadrinhos\\\", eles não eram [wave amp=30 freq=10]animados[/wave] nem nada? Só imprimiam no papel e vocês só [wave amp=30 freq=10]olhavam[/wave] pra eles?", - "FELIX_CONVO19_FELIX2_OPTION2": "Pode se dizer que sim.", - "FELIX_CONVO19_FELIX4": "Nossa, que estranho, mas vou confiar na sua palavra.", - "FELIX_CONVO20_FELIX1": "Me toquei de que talvez seja ideal começar a catalogar os monstros dessa ilha no meu caderno.", - "FELIX_SOCIAL1_FELIX2": "Essa aventura despertou algo em mim, lembra?", - "FELIX_CONVO20_FELIX2": "Assim, se eu voltar pra casa, posso utilizar minhas anotações pra provar que eu ESTIVE numa ilha povoada por monstros.", - "FELIX_CONVO20_FELIX3": "Mesmo que as chances de [wave amp=30 freq=10]qualquer pessoa[/wave] acreditar em mim sejam quase nulas.", - "FELIX_SOCIAL1_FELIX1": "Então, depois que me despedi da Kuneko eu disse que...", - "FELIX_SOCIAL1_FELIX2_OPTION1": "Sim!", - "FELIX_SOCIAL1_FELIX2_OPTION2": "Ah, acho que sim.", - "FELIX_SOCIAL1_FELIX3": "Antes de, bem, cair aqui, eu tava enfrentando um bloqueio criativo.", - "FELIX_SOCIAL1_FELIX5": "Não era eu quem controlava mas, [pause]tipo, [pause]eram meus bebês, [pause]sabe? [pause]Nada daquilo teria acontecido sem meus esforços.", - "FELIX_SOCIAL1_FELIX4": "Eu trabalhei um tempão pra uma empresa que produzia histórias pra zootrópios. [pause]As artes, a história, tudo.", - "FELIX_SOCIAL1_FELIX6": "Eu sonhava com meus chefes reconhecendo minhas contribuições, mas nunca rolou.", - "FELIX_SOCIAL1_FELIX7": "Em vez disso, eles me passavam de setor em setor pela empresa, me afastando das histórias e personagens a que me dediquei por tanto tempo.", - "FELIX_SOCIAL1_FELIX8": "E também garantiram que, o que eu ganhava, não era o que eu merecia.", - "FELIX_SOCIAL1_FELIX9": "Foi uma questão de tempo até eu pedir demissão e tentar seguir carreira sozinho.", - "FELIX_SOCIAL1_FELIX9_OPTION1": "Sorte a sua!", - "FELIX_SOCIAL1_FELIX9_OPTION2": "Azar o deles!", - "FELIX_SOCIAL1_FELIX10": "Hihi, muito obrigado.", - "FELIX_SOCIAL1_FELIX11": "Toda a amargura e frustração do meu antigo emprego dificultaram o processo de adaptação pra produzir arte novamente.", - "FELIX_SOCIAL2_FELIX3C": "Nem eu.", - "FELIX_SOCIAL1_FELIX12": "Por isso acho que tô em Nova Murta com um propósito.", - "FELIX_SOCIAL1_FELIX13": "Obrigado pelo ombro amigo, {player}.", - "FELIX_SOCIAL1_FELIX14": "Parece que é mais fácil desabafar contigo, afinal, já nos fundimos num supermonstro.", - "FELIX_SOCIAL1_FELIX14_OPTION1": "É, isso definitivamente rolou!", - "FELIX_SOCIAL1_FELIX15": "Hihi.", - "FELIX_SOCIAL1_FELIX14_OPTION2": "Nada melhor pra solidificar uma relação!", - "FELIX_SOCIAL1_FELIX17": "Vamos voltar pra labuta?", - "FELIX_SOCIAL1_FELIX16": "Enfim, não posso voltar até que a gente encontre sua saída.", - "FELIX_SOCIAL2_FELIX1_OPTION1": "Como assim?", - "FELIX_SOCIAL2_FELIX1_OPTION2": "Em que sentido?", - "FELIX_SOCIAL2_FELIX2": "Assim, as fitas podem armazenar monstros... Como você acha que isso funciona de fato?", - "FELIX_SOCIAL2_FELIX1": "Será que mundos diferentes também têm regras... [pause]diferentes?", - "FELIX_SOCIAL2_FELIX2_OPTION1": "Os toca-fitas são mais avançados cientificamente.", - "FELIX_SOCIAL2_FELIX2_OPTION2": "Os toca-fitas são encantados com magia.", - "FELIX_SOCIAL2_FELIX2_OPTION3": "Não faço ideia!", - "FELIX_SOCIAL2_FELIX3A": "Tô com essa pulga atrás da orelha... [pause]Eu até pedi a Meredith pra dar uma conferida em um deles. [pause]E eles são completamente normais, ao que parece.", - "FELIX_SOCIAL2_FELIX4": "Até onde sei, os toca-fitas são idênticos aos comuns. Meu velhote tinha um parecido.", - "FELIX_SOCIAL2_FELIX3B": "Será que existe mesmo magia? [pause]Ainda não vi ninguém voando por aí enquanto solta feitiços.", - "FELIX_SOCIAL4_FELIX5.n": "Lhe apresento, Forasteire, [pause]elu é ume cavaleire de uma terra muito distante que viajou em busca do Espadachim de Jade.", - "FELIX_SOCIAL2_FELIX5": "E pelo que ouvi, os vigilantes encontraram um monte deles largados no shopping alguns anos atrás, é de lá que vem o suprimento da ilha.", - "FELIX_SOCIAL2_FELIX6": "Por isso que perguntei se acha que um mundo pode ter suas próprias regras.", - "FELIX_SOCIAL2_FELIX8": "Que interessante, né?! Vou colocar isso na minha próxima história...", - "FELIX_SOCIAL2_FELIX7": "Talvez itens banais em nossos mundos possam ter \\\"regras\\\" diferentes neste.", - "FELIX_SOCIAL2_FELIX8_OPTION1": "Sua história?", - "FELIX_SOCIAL3_FELIX3_OPTION2": "Como assim?", - "FELIX_SOCIAL2_FELIX8_OPTION2": "Você está fazendo uma história nova?", - "FELIX_SOCIAL2_FELIX9": "Ah, ainda não é nada de mais... Só tô brincando com algumas ideias.", - "FELIX_SOCIAL2_FELIX11": "Bem, é melhor voltar à aventura. Certeza de que ela vai me dar novas ideias.", - "FELIX_SOCIAL2_FELIX10": "Vou te contar a respeito se ela acabar evoluindo.", - "FELIX_SOCIAL3_FELIX1": "Aquilo que a Kuneko disse tá martelando na minha cabeça.", - "FELIX_SOCIAL3_FELIX3": "Todos os monstros de Nova Murta estão marcados em minha mente de uma forma que não consegui expressar muito bem até agora.", - "FELIX_SOCIAL3_FELIX2": "Sobre como ideias crescem por conta própria. Eu parei pra pensar que...", - "FELIX_SOCIAL3_FELIX3_OPTION1": "O que tem de errado com eles?", - "FELIX_SOCIAL3_FELIX6": "Se esse processo for real, então talvez não seja uma ciência exata. [pause]Provavelmente é caótico e aleatório.", - "FELIX_SOCIAL3_FELIX4": "Os monstros têm cones de trânsito nas costas, os corpos têm forma de latas de lixo e cabeças de TV...", - "FELIX_SOCIAL3_FELIX5": "Será que as imagens e superstições que temos podem se tornar tão enraizadas que podem se manifestar fisicamente em outros mundos como este?", - "FELIX_SOCIAL3_FELIX5_OPTION1": "Isso é impressionante.", - "FELIX_SOCIAL3_FELIX5_OPTION2": "Super concordo!", - "FELIX_SOCIAL3_FELIX7": "Talvez imagens e conceitos se alinhem e causem resultados incomuns, talvez as ideias que se manifestam não sejam tão enraizadas.", - "FELIX_SOCIAL3_FELIX9": "Acho que estou começando a entender esse mundo.", - "FELIX_SOCIAL3_FELIX8": "Talvez seja necessário somente um rascunho a lápis e um pateta desenhando no Canadá enquanto era criança.", - "FELIX_SOCIAL3_FELIX10": "Massa. [pause]Podemos encerrar por aqui?", - "FELIX_SOCIAL4_FELIX1": "Ei, {player}.", - "FELIX_SOCIAL4_FELIX12.f": "Não posso impor um final a eles. As decisões da Forasteira cabem a ela.", - "FELIX_SOCIAL4_FELIX2": "Quero te mostrar uma coisa, pode dar uma passada lá em casa?", - "FELIX_SOCIAL4_FELIX2_OPTION1": "Vamos!", - "FELIX_SOCIAL4_FELIX2_OPTION2": "Agora não.", - "FELIX_SOCIAL4_FELIX_NO": "Tranquilo. Te mostro depois.", - "FELIX_SOCIAL4_FELIX3": "Espero que goste!", - "FELIX_SOCIAL4_FELIX4.m": "Ok, tudo pronto?", - "FELIX_SOCIAL4_FELIX5.m": "Esse é o Forasteiro, [pause]ele é um cavaleiro de uma terra muito distante que viajou em busca do Espadachim de Jade.", - "FELIX_SOCIAL4_FELIX4.n": "Ok, tudo pronto?", - "FELIX_SOCIAL4_FELIX4.f": "Ok, tudo pronto?", - "FELIX_SOCIAL4_FELIX6.m": "O Espadachim de Jade é uma máquina imortal de uma civilização ancestral que desafiou o Forasteiro num combate e venceu.", - "FELIX_SOCIAL4_FELIX5.f": "Essa é a Forasteira, [pause]ela é uma cavaleira de uma terra muito distante que viajou em busca do Espadachim de Jade.", - "FELIX_SOCIAL4_FELIX7.f": "Agora, a Forasteira precisa cumprir sua palavra e viajar para a fortaleza do Espadachim para ser executada, só assim o Espadachim não trará ruína para sua nação.", - "FELIX_SOCIAL4_FELIX7.m": "Agora, o Forasteiro precisa cumprir sua palavra e viajar para a fortaleza do Espadachim para ser executado, só assim o Espadachim não trará ruína para a sua nação.", - "FELIX_SOCIAL4_FELIX6.f": "O Espadachim de Jade é uma máquina imortal de uma civilização ancestral que desafiou a Forasteira num combate e venceu.", - "FELIX_SOCIAL4_FELIX6.n": "O Espadachim de Jade é uma máquina imortal de uma civilização ancestral que desafiou ê Forasteire num combate e venceu.", - "FELIX_SOCIAL4_FELIX7_OPTION1.m": "Tadinho do Forasteiro!", - "FELIX_SOCIAL4_FELIX7.n": "Agora, ê Forasteire precisa cumprir sua palavra e viajar para a fortaleza do Espadachim para ser executade, só assim o Espadachim não trará ruína para sua nação.", - "FELIX_SOCIAL4_FELIX7_OPTION1.f": "Tadinha da Forasteira!", - "FELIX_SOCIAL4_FELIX7_OPTION2.m": "Não há nada que o Forasteiro possa fazer?", - "FELIX_SOCIAL4_FELIX7_OPTION1.n": "Tadinhe de Forasteire!", - "FELIX_SOCIAL4_FELIX8.m": "O Forasteiro está quieto, mas ele é engenhoso e determinado. Duvido que ele vá aceitar o destino de bom grado.", - "FELIX_SOCIAL4_FELIX7_OPTION2.f": "Não há nada que a Forasteira possa fazer?", - "FELIX_SOCIAL4_FELIX7_OPTION2.n": "Não há nada que ê Forasteire possa fazer?", - "FELIX_SOCIAL4_FELIX8.f": "A Forasteira está quieta, mas ela é engenhosa e determinada. Duvido que ela vá aceitar o destino de bom grado.", - "FELIX_SOCIAL4_FELIX8.n": "Ê Forasteire está quiete, mas elu é engenhose e determinade. Duvido que elu vá aceitar o destino de bom grado.", - "FELIX_SOCIAL4_FELIX9": "Tentei adaptar uma história medieval chamada Sir Gawain e o Cavaleiro Verde. Ela conta a história de um cavaleiro da corte do Rei Artur que fez uma jornada semelhante.", - "FELIX_SOCIAL4_FELIX10": "Ainda não faço ideia de como minha versão vai acabar, [pause]vou deixar a história me guiar.", - "FELIX_SOCIAL4_FELIX11": "Bem, eu crio os personagens, mas quem [wave amp=30 freq=10]eles[/wave] são determinam para onde a história vai.", - "FELIX_SOCIAL4_FELIX10_OPTION1": "E para onde ela está te levando?", - "FELIX_SOCIAL4_FELIX10_OPTION2": "Mas não é você quem a controla?", - "FELIX_SOCIAL4_FELIX12.m": "Não posso impor um final a eles. As decisões do Forasteiro cabem a ele.", - "FELIX_SOCIAL4_FELIX13": "E a você, afinal, você é minha inspiração.", - "FELIX_SOCIAL4_FELIX12.n": "Não posso impor um final a eles. As decisões de Forasteire cabem a elu.", - "FELIX_SOCIAL4_FELIX13_OPTION1": "Hã?!", - "FELIX_SOCIAL4_FELIX15.f": "Uma viajante de uma terra distante que está disposta a enfrentar seu destino inevitável?", - "FELIX_SOCIAL4_FELIX13_OPTION2": "Em que sentido?", - "FELIX_SOCIAL4_FELIX14": "Qualé...", - "FELIX_SOCIAL4_FELIX15.n": "Ume viajante de uma terra distante que está disposte a enfrentar seu destino inevitável?", - "FELIX_SOCIAL4_FELIX15.m": "Um viajante de uma terra distante que está disposto a enfrentar seu destino inevitável?", - "FELIX_SOCIAL4_FELIX16": "Tudo é obviamente sobre você, {player}.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Dei meu melhor. O que achou?", - "FELIX_SOCIAL4_FELIX16_OPTION1": "Você é um amigo dos bons, Félix!", - "FELIX_SOCIAL4_FELIX16_OPTION2": "É, Félix, você é o último romântico.", - "FELIX_SOCIAL4_PLATONIC_FELIX1": "Hihi, [pause]relaxa!", - "FELIX_SOCIAL4_PLATONIC_FELIX3": "Eu tenho uma tonelada de rascunhos e personagens novos em mente para essa história. [pause]Quer dar uma olhada?", - "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Você é uma guerreira incrível com um propósito. [pause]Dizem que é melhor escrever sobre o que a gente conhece, então é claro que vou escrever sobre minha amiguinha aventureira.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Você é ume guerreire incrível com um propósito. [pause]Dizem que é melhor escrever sobre o que a gente conhece, então é claro que vou escrever sobre minhe amiguinhe aventureire.", - "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Você é um guerreiro incrível com um propósito. [pause]Dizem que é melhor escrever sobre o que a gente conhece, então é claro que vou escrever sobre meu amiguinho aventureiro.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Seria mais fácil ter me convidado para um encontro.", - "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Eu só te vejo como amigo.", - "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Assim, o zootrópio não foi uma armação só pra você passar um tempo comigo.", - "FELIX_SOCIAL4_ROMANTIC_FELIX3": "Eu [wave amp=30 freq=10]realmente[/wave] vou escrever essa história.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Mas se eu gosto de focar meus esforços no que acho importante, [pause]quem pode me julgar?", - "FELIX_ROMANCE_FELIX1_OPTION2": "Nadinha!", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "Isso é bem fofo da sua parte.", - "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Você é um patetão.", - "FELIX_ROMANCE_FELIX1.m": "Você está mais quieto do que o normal, {player}! Tá incomodado com algo?", - "FELIX_ROMANCE_FELIX1.f": "Você está mais quieta do que o normal, {player}! Tá incomodada com algo?", - "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Como disse, eu dei meu melhor.", - "FELIX_ROMANCE_FELIX_NO": "Ah, sim. Eu preciso aprender a reconhecer quando alguém só quer tempo para si mesmo.", - "FELIX_ROMANCE_FELIX2": "Eu...", - "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Eu quero namorar você.[/color]", - "FELIX_ROMANCE_FELIX1.n": "Você está mais quiete do que o normal, {player}! Tá incomodade com algo?", - "FELIX_ROMANCE_FELIX13": "Mas se vamos mesmo chegar a um momento de dar adeus...", - "FELIX_ROMANCE_FELIX5": "Nunca fui pedido em namoro antes. [pause]Isso é bem incomum.", - "FELIX_ROMANCE_FELIX3": "Namorei algumas vezes antes, mas [pause]sinceramente?", - "FELIX_ROMANCE_FELIX4": "Estou acostumado a fazer os grandes gestos.", - "FELIX_ROMANCE_FELIX6": "Ah, sim.", - "FELIX_ROMANCE_FELIX7": "Você está esperando a resposta!", - "FELIX_ROMANCE_FELIX8": "Claro que é [pause]\\\"sim\\\"!", - "FELIX_ROMANCE_FELIX9.f": "Uma garota misteriosa do nada brota na minha vida, [pause]luta ao meu lado, [pause]literalmente [wave amp=30 freq=10]se funde[/wave] comigo em combate, [pause]e, de quebra, é gata?", - "FELIX_ROMANCE_FELIX9.m": "Um cara misterioso do nada brota na minha vida, [pause]luta ao meu lado, [pause]literalmente [wave amp=30 freq=10]se funde[/wave] comigo em combate, [pause]e, de quebra, é gato?", - "FELIX_ROMANCE_FELIX9.n": "Uma pessoa misteriosa do nada brota na minha vida, [pause]luta ao meu lado, [pause]literalmente [wave amp=30 freq=10]se funde[/wave] comigo em combate, [pause]e, de quebra, é gate?", - "FELIX_ROMANCE_FELIX11": "As chances de a gente não ir para o mesmo mundo, caso a gente encontre um jeito de voltar, [pause]são grandes.", - "FELIX_ROMANCE_FELIX10": "Eu teria que ser um baita dum idiota pra dizer não.", - "FELIX_ROMANCE_FELIX12": "Você nunca ouviu falar de \\\"zootrópios\\\", [pause]eu nunca sequer ouvi falar dos seus \\\"quadrinhos\\\".", - "VIOLA_UNKNOWN_NAME": "Mulher Misteriosa", - "FELIX_ROMANCE_FELIX14": "Tudo o que quero é viver essa história contigo. [pause]Pelo tempo que durar.", - "VIOLA_INTRO1_MEREDITH1": "Ah, mais uma coisa tentando matar a gente, como sempre.", - "VIOLA_QUEST2_PART1_VIOLA6": "Caso não seja de grande incômodo, [pause]você poderia me levar ao local em que o avistou?", - "VIOLA_INTRO1_EUGENE1": "Quanto mais inimigos, melhor o treino, [pause]certo?", - "VIOLA_INTRO1_KAYLEIGH1": "Bem, tô meio preocupada com isso...", - "VIOLA_INTRO1_VIOLA3": "Venham, [pause]vamos deixar essa luta mais justa!", - "VIOLA_INTRO1_VIOLA2": "Este país não conhece bons modos, estrangeiros.", - "VIOLA_INTRO1_FELIX1": "...Ah. Creio que isso era uma emboscada.", - "VIOLA_INTRO1_VIOLA4": "...", - "VIOLA_INTRO1_VIOLA5": "Seria prudente que vocês fugissem antes que os demônios retornem...", - "VIOLA_INTRO1_VIOLA6": "Não há razão para ficarem num local assim.", - "VIOLA_INTRO1_KAYLEIGH7": "Ora, pelo menos deixa a gente te agradecer! Cumé que cê chama?", - "VIOLA_INTRO1_MEREDITH7": "Belo chapéu. Quem é você mesmo?", - "VIOLA_INTRO1_EUGENE7": "Qualé, [pause]somos parças de combate! [pause]Pelo menos diz seu nome.", - "VIOLA_INTRO1_FELIX7": "Foi uma luta bem dramática. [pause]Poderia, pelo menos, falar pra gente o seu nome?", - "VIOLA_INTRO1_VIOLA8": "Me chamo Viola de Messalina.", - "VIOLA_INTRO1_VIOLA9": "Batalhas não me interessam, mas esta terra forçou-me a isso.", - "VIOLA_INTRO1_VIOLA10": "Não é de meu interesse perturbá-los com meus problemas.", - "VIOLA_INTRO1_VIOLA10_OPTION1": "Qual o seu problema?", - "VIOLA_INTRO2_VIOLA1_OPTION1": "Sabe onde seu irmão está?", + "FELIX_QUEST2_ALTAR3_FELIX8": "You don’t have to do this to impress me.", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "I know what you really think of me, [pause]creator.", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "I know you’re [shake rate=30 level=10]embarrassed[/shake] you made me.", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "My quest [shake rate=30 level=10]isn’t[/shake] to impress you.", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "I can tell by the way you look at me!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Yeah.", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "I know there’s nothing I could [shake rate=30 level=10]ever[/shake] do to make you proud of me!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Guardian, [pause]reveal yourself![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "Oh, [pause]OK, [pause]now I feel pretty bad.", + "FELIX_QUEST2_ALTAR3_FELIX17": "Maybe I phrased that badly.", + "FELIX_QUEST2_ALTAR3_FELIX18": "I should find her and apologise.", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Kinda...", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "I know you didn’t mean it.", + "FELIX_QUEST2_ALTAR3_FELIX19": "She’ll be at the final shrine, right?", + "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko, [pause]hey, [pause]um…", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "The deck of cards is shuffled! I’ve drawn my final hand… [pause]Straight flush!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "I am just a forgotten thought, [pause]aren’t I, [pause][shake rate=30 level=10]creator?[/shake]", + "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, I…", + "FELIX_QUEST2_ALTAR4_FELIX4": "OK, [pause]let’s help and THEN I can apologise.", + "FELIX_QUEST2_ALTAR4_FELIX12": "I’m sorry… [pause]this is all my fault, [pause]{player}...", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "An idea you had fun with once, [pause]before being [shake rate=30 level=10]discarded?[/shake]", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Come back and face me when you’re ready!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Come back and face me when you’re ready!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "By the shining powers of earth, water, fire and air…", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Come back and face me when you’re ready!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]MY TRUE POTENTIAL IS REVEALED![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "She… [pause][pause]united the four elements within herself...", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "Do I still embarrass you, [pause]creator?", + "FELIX_QUEST2_ALTAR4_FELIX13": "I want to survive, so I can make things right… [pause]That’s all I want…", + "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko… [pause]I’m really sorry.", + "FELIX_QUEST2_ALTAR4_FELIX14": "C’mon, [pause]I know together we can make things right!", + "FELIX_QUEST2_ALTAR4_FELIX16": "I viewed you and all my other adolescent creations as embarrassing.", + "FELIX_QUEST2_ALTAR4_FELIX17": "But we all start somewhere. If I hadn't imagined you, hadn’t [wave amp=30 freq=10]drawn[/wave] you…", + "FELIX_QUEST2_ALTAR4_FELIX18": "I wouldn’t be the artist I am today.", + "FELIX_QUEST2_ALTAR4_FELIX19": "I shouldn’t pretend you don’t exist, I should embrace you, and what you mean to me as an artist.", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "Y-you really mean that?", + "FELIX_QUEST2_ALTAR4_FELIX21": "I do. [pause]Besides, you looked pretty cool to me just now.", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]CREATOR~~", + "FELIX_QUEST2_ALTAR4_FELIX23": "OK, OK, [pause]calm it down a bit.", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "I mean, [pause]sorry for trying to kill you, [pause]“Felix”.", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "Sorry for trying to kill you just now, creator...", + "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, there’s something I need to know…", + "FELIX_QUEST2_ALTAR4_FELIX26": "No worries! All is forgiven.", + "FELIX_QUEST2_ALTAR4_FELIX28": "How are you [wave amp=30 freq=10]real[/wave]? I don’t get it.", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "...I do not know!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "Perhaps once you create something, it no longer belongs to you. [pause]Ideas change and grow of their own accord.", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "But if you were to ask what I [wave amp=30 freq=10]believe[/wave], then I would say…", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]You[/wave] are the artist, Creator Felix. [pause]You should know this more than I.", + "FELIX_QUEST2_ALTAR4_FELIX33": "...Huh. OK.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "What are you going to do now?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "I don’t think I can join you both in your humble town… [pause]That is not my path.", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "Naw, I need to become my own person! [pause]I must follow my crystal heart wherever it leads me.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Is your quest over now?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "I wish you well!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "We’ll miss you!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Is your heart actually crystal or is that a figure of speech?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "Here – [pause]my power, gifted to you. [pause]I hope it reminds you of our times battling together.", + "FELIX_QUEST2_ALTAR4_FELIX36": "Well if this is where our paths diverge....", + "FELIX_QUEST2_ALTAR4_FELIX37": "I’m thankful that I met you, Kuneko!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "Farewell, [pause]Creator Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "And farewell also, [pause]Creator Felix’s quieter friend.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "And farewell also, [pause]Creator Felix’s quieter friend.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "And farewell also, [pause]Creator Felix’s quieter friend.", + "FELIX_QUEST2_ALTAR4_FELIX42": "…[pause]She really needs to work on her dramatic metaphors.", + "FELIX_QUEST2_ALTAR4_FELIX43": "Well. This has been an interesting experience.", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "M-may our memories burn like beacons that illuminate our [shake rate=30 level=10]true paths forward![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX44": "And I’m not just talking about us [wave amp=30 freq=10]combining[/wave] into one big monster. That was, um, new.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "We prefer the term “fusion”.", + "FELIX_CONVO1_FELIX5": "Will it come back if I get to go back home? It makes me wonder.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "It was pretty cool!", + "FELIX_QUEST2_ALTAR4_FELIX45": "It made me feel a bit motion sick if I’m honest, but maybe next time I’ll be ready for it!", + "FELIX_QUEST2_ALTAR4_FELIX46": "C’mon – let’s go back to my place so we can catch up. [pause]Besides, I have inspiration for a new sketch.", + "FELIX_QUEST2_EPILOGUE_FELIX2": "I want to draw more than ever. [pause]I want to create new characters...", + "FELIX_QUEST2_EPILOGUE_FELIX1": "I think that whole adventure really lit a fire in me.", + "FELIX_QUEST2_EPILOGUE_FELIX3": "I want to make a real good living with my art and work on my own terms, too.", + "FELIX_QUEST2_EPILOGUE_FELIX4": "So… [pause]I think I’m ready to go home.", + "FELIX_QUEST2_EPILOGUE_FELIX5": "That’s what you’re searching for, isn’t it? [pause]A way back?", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Yeah!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Among other things!", + "FELIX_QUEST2_EPILOGUE_FELIX6": "A way out of here…", + "FELIX_QUEST2_EPILOGUE_FELIX8": "But so are your childhood characters coming to life, y’know?", + "FELIX_QUEST2_EPILOGUE_FELIX7": "Folks in town say it’s impossible…", + "FELIX_QUEST2_EPILOGUE_FELIX9": "If you think there’s a way, then I trust you.", + "FELIX_QUEST2_EPILOGUE_FELIX10": "You can count me in, no worries.", + "FELIX_QUEST2_EPILOGUE_FELIX11": "Oh, one more thing.", + "FELIX_QUEST2_EPILOGUE_FELIX12": "Here’s the sketch I told you I wanted to draw.", + "FELIX_CONVO1_FELIX1": "You wanna hear something kinda weird?", + "FELIX_CONVO1_FELIX2": "I used to have a scar on my upper arm right here. I fell into a chain fence as a kid and cut my arm real bad.", + "FELIX_CONVO1_FELIX3": "It’s not there anymore. [pause]Ever since I arrived here in New Wirral.", + "FELIX_CONVO1_FELIX4": "I… [pause]I don’t know what that means... [pause]I just thought it was interesting.", + "FELIX_CONVO2_FELIX1": "Hey, have you ever eaten butter tarts?", + "FELIX_CONVO2_FELIX2": "I should totally make you some! [pause]I’m pretty sure I could source all the ingredients here…", + "FELIX_CONVO2_FELIX3": "Well, [pause]raisins might be a bit hard to come by, but if you ask me? [pause]That’s for the best.", + "FELIX_CONVO3_FELIX1": "I don’t know if you’ve noticed, [pause]but a lot of folks in New Wirral aren’t outsiders like you and me.", + "FELIX_CONVO3_FELIX2": "Their parents and grandparents washed up here, [pause]sure, [pause]but this island is all they’ve known.", + "FELIX_CONVO3_FELIX3": "I wonder how that must feel, [pause]to be surrounded by people who are lost in the only place you’ve ever known home… [pause]and to then grow up hearing about worlds you’ll never get to visit.", + "FELIX_CONVO3_FELIX4": "Maybe they feel just as stuck here as we do.", + "FELIX_CONVO4_FELIX2": "Is that weird? [pause]I mean, [pause]there weren’t any monsters where I grew up.", + "FELIX_CONVO4_FELIX1": "Being here on this island reminds me of being in my hometown.", + "FELIX_CONVO4_FELIX3": "But that sense of longing to move on and escape, [pause]but not being able to...", + "FELIX_CONVO4_FELIX4": "Not to say that I don’t love hanging out with you and the others, but…", + "FELIX_CONVO4_FELIX5": "There’s a big world out there. [pause]Many different worlds, [pause]it turns out. [pause]I want to see as much as I can.", + "FELIX_CONVO5_FELIX2": "It must be weird to be told that your whole life was a creation of some dorky artist.", + "FELIX_CONVO5_FELIX1": "I hope Kuneko is doing OK.", + "FELIX_CONVO5_FELIX3": "Wait! [pause]What if we’re [wave amp=30 freq=10]all[/wave] just created by someone else in the same way?", + "FELIX_CONVO5_FELIX4": "…[pause]No, I think I’m overthinking it.", + "FELIX_CONVO6_FELIX1": "Before I came here, [pause]I never would have guessed that my next relationship would involve so many campfires.", + "FELIX_CONVO7_FELIX6": "It’s… [pause]pretty impressive when you think about it.", + "FELIX_CONVO6_FELIX2": "Life can really throw something unexpected at you now and then, [pause]huh?", + "FELIX_CONVO6_FELIX3": "I’m not complaining. [pause]I like camping out here with you.", + "FELIX_CONVO7_FELIX1": "Maybe there are some good lessons to be learned from life in Harbourtown.", + "FELIX_CONVO7_FELIX2": "I mean, [pause]there’s not exactly a bustling nightlife, but…", + "FELIX_CONVO7_FELIX3": "The whole town relies on each other, so no one is really left behind.", + "FELIX_CONVO7_FELIX4": "There’s enough food to go round, but not so much that anything goes to waste.", + "FELIX_CONVO7_FELIX5": "It’s cut off from human civilisation, [pause]but still manages to get by.", + "FELIX_CONVO8_FELIX1": "You know, [pause]being stranded on an island covered in monsters, away from my friends and family…", + "FELIX_CONVO8_FELIX2": "It should be an unimaginable situation... [pause]but I’m finding myself adjusting pretty well.", + "FELIX_CONVO9_FELIX1": "The new zote story I’m cooking up… [pause]I think I’ve really landed on something that works for it.", + "FELIX_CONVO8_FELIX3": "I guess even if the world was ending, we’d still find ways to get through the day, [pause]wouldn’t we?", + "FELIX_CONVO8_FELIX4": "People are weird like that. [pause]Myself included.", + "FELIX_CONVO9_FELIX2": "However, I need to be sure it’s the best story I can do. I don’t know for sure I’ll get another chance, after all.", + "FELIX_CONVO9_FELIX2_OPTION1": "What do you mean?", + "FELIX_CONVO9_FELIX3": "Who knows! [pause]Maybe I’ll lose my touch. [pause]Maybe I’ll get trapped on another island. [pause]Maybe the world will end.", + "FELIX_CONVO9_FELIX2_OPTION2": "Why wouldn’t you get another chance?", + "FELIX_CONVO9_FELIX4": "I always try to treat the project I’m working on like it could be the last thing I ever create. That making it might be my lasting legacy on the world.", + "FELIX_CONVO9_FELIX5": "I can’t be sure it [wave amp=30 freq=10]won’t[/wave] be, after all.", + "FELIX_CONVO10_FELIX1": "I think I'm on a pretty good creative streak at the moment. I’m pretty happy about it!", + "FELIX_CONVO19_FELIX2": "You don’t have “zote strips” where you’re from? [pause]But you DO have something called “comic books”, which you think are stylistically similar?", + "FELIX_CONVO10_FELIX1_OPTION1": "You’re a pretty cheerful guy!", + "FELIX_CONVO10_FELIX1_OPTION2": "You’re always in a good mood!", + "FELIX_CONVO10_FELIX2": "Huh… you really think so?", + "FELIX_CONVO10_FELIX3": "I [wave amp=30 freq=10]try[/wave] to have a good perspective on things.", + "FELIX_CONVO10_FELIX5": "Spite can only motivate you for so long, though. [pause]I’m trying to have a more positive outlook on life.", + "FELIX_CONVO10_FELIX4": "After I quit my job, I was pretty angry. It’s easy to let a bad experience like that turn you bitter.", + "FELIX_CONVO10_FELIX6": "Besides, this island is too weird to take seriously. What’s the point in letting it get you down?", + "FELIX_CONVO11_FELIX2": "Can I take all my sketches back with me? Will they travel? I hope so!", + "FELIX_CONVO11_FELIX1": "If that big gateway does actually lead us off New Wirral, maybe I need to start thinking about packing my stuff.", + "FELIX_CONVO12_FELIX1": "That big fight on top of the train was pretty rad, huh?", + "FELIX_CONVO12_FELIX2": "I’m slowly trying to parse all the information we have around the “Archangels”.", + "FELIX_CONVO12_FELIX3": "The one with the triangle head – Aleph – he said something that stood out to me as [wave amp=30 freq=10]crucial[/wave] information.", + "FELIX_CONVO12_FELIX4": "He said that we humans “manifest” them from our most prevalent thoughts, and that in turn they’d travel to our worlds to act out our fantasies.", + "FELIX_CONVO12_FELIX5": "Do you think it’s true? Do you think Aleph [wave amp=30 freq=10]visited[/wave] our worlds in the ancient past? We’re not even [wave amp=30 freq=10]from[/wave] the same worlds, so how does that work?", + "FELIX_CONVO12_FELIX6": "Is the true role of mankind to develop ideas and imagine things that then become [wave amp=30 freq=10]real[/wave] in other worlds? Or am I just overthinking all of this?", + "FELIX_CONVO12_FELIX7": "It starts to make your head spin, doesn’t it?", + "FELIX_CONVO12_FELIX7_OPTION1": "I didn’t know you were such a detective!", + "FELIX_CONVO12_FELIX8": "It just seemed pretty important to keep track of all this stuff, I guess.", + "FELIX_CONVO12_FELIX7_OPTION2": "I didn’t realise you were paying attention to all of this!", + "FELIX_CONVO13_FELIX1.n": "Hey – congrats on becoming a ranger captain, {player}!", + "FELIX_CONVO13_FELIX1.m": "Hey – congrats on becoming a ranger captain, {player}!", + "FELIX_CONVO12_FELIX9": "You never know – I might get to use all these concepts in a story one day!", + "FELIX_CONVO13_FELIX2": "You’re gonna have a lot of jobs to do, now. I hope you’re still gonna have free time to hang out!", + "FELIX_CONVO13_FELIX1.f": "Hey – congrats on becoming a ranger captain, {player}!", + "FELIX_CONVO13_FELIX2_OPTION1": "Of course!", + "FELIX_CONVO13_FELIX2_OPTION2": "I hope so!", + "FELIX_CONVO13_FELIX3": "Heh. I hope so.", + "FELIX_CONVO14_FELIX1_OPTION1": "You did?", + "FELIX_CONVO14_FELIX1": "Oh, [pause]I heard about what happened with you, Kayleigh and those weird cultist guys.", + "FELIX_CONVO14_FELIX1_OPTION2": "Oh yeah, that…", + "FELIX_CONVO14_FELIX2": "They had some charismatic leader who wanted to gain an Archangel’s power, or something, right?", + "FELIX_CONVO14_FELIX2_OPTION1": "Something like that.", + "FELIX_CONVO14_FELIX2_OPTION2": "That’s the short version.", + "FELIX_CONVO14_FELIX3": "I hope they’re all OK. It can’t be easy to go through all that, [wave amp=30 freq=10]especially[/wave] on New Wirral.", + "FELIX_CONVO15_FELIX1": "Do you think the monsters round here are afraid of fire? I’ve noticed that they don’t seem to attack us whilst we’re camping out.", + "FELIX_CONVO15_FELIX2": "Or maybe…", + "FELIX_CONVO15_FELIX3": "Maybe it’s just bad monster etiquette to attack humans when they’re resting!", + "FELIX_CONVO16_FELIX2": "They were born and raised on this island and haven’t known anywhere else. Their parents met after washing up here.", + "FELIX_CONVO16_FELIX1": "One of the ranger captains was recently asking me about what life was like for me before I “landed here”.", + "FELIX_CONVO16_FELIX3": "They wanted to know about things like trains, shopping malls, and sports teams…", + "FELIX_CONVO16_FELIX4": "A whole bunch of basic stuff that I guess I never considered someone here might grow up not knowing about.", + "FELIX_CONVO17_FELIX1": "Being out here with only a fire to warm us… it reminds me of summer camp!", + "FELIX_CONVO16_FELIX5": "I suppose life isn’t complicated here, but at least people can still grow up happy.", + "FELIX_CONVO17_FELIX2": "…Or it would, if I ever went to summer camp. [pause]Which I didn’t.", + "FELIX_CONVO19_FELIX2_OPTION1": "Yeah!", + "FELIX_CONVO18_FELIX1": "Hey, you should let me draw you sometime! Figure drawing is an important skill for artists to master.", + "FELIX_CONVO17_FELIX3": "But this is pretty close to how I [wave amp=30 freq=10]imagined[/wave] summer camp would be like as a kid… so I’m happy.", + "FELIX_CONVO18_FELIX2": "Human anatomy is really hard to get right.", + "FELIX_CONVO18_FELIX3": "Especially hands. I still struggle with drawing hands.", + "FELIX_CONVO19_FELIX1": "So let me get this straight…", + "FELIX_CONVO19_FELIX3": "But these “comic books” of yours don’t [wave amp=30 freq=10]animate[/wave] at all? They’re just printed on paper, and you just [wave amp=30 freq=10]look[/wave] at them?", + "FELIX_CONVO19_FELIX2_OPTION2": "I guess that’s about right.", + "FELIX_CONVO19_FELIX4": "That sounds pretty weird to me, but I’ll take your word for it!", + "FELIX_CONVO20_FELIX1": "Maybe I should start documenting more of the monsters on this island in my notebook.", + "FELIX_SOCIAL1_FELIX2": "About how this adventure lit a fire in me. Do you remember?", + "FELIX_CONVO20_FELIX2": "Maybe if I get to go home, I can use my notes as proof that I really WAS on an island populated by monsters.", + "FELIX_CONVO20_FELIX3": "Though I suspect my chances of [wave amp=30 freq=10]anyone[/wave] believing me are slim to none.", + "FELIX_SOCIAL1_FELIX1": "So, something I said after we said goodbye to Kuneko…", + "FELIX_SOCIAL1_FELIX2_OPTION1": "I do!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "Uh, I think so?", + "FELIX_SOCIAL1_FELIX3": "I was kind of in a creative rut before I was, like, dropped here.", + "FELIX_SOCIAL1_FELIX5": "I wasn’t in charge but, [pause]like, [pause]it was my baby, [pause]you know? [pause]It wouldn’t have happened without the blood and sweat I’d put in.", + "FELIX_SOCIAL1_FELIX4": "For a long time I worked at a company making zote stories. [pause]Art, writing, the whole package.", + "FELIX_SOCIAL1_FELIX6": "I waited for so long for my superiors to recognise my contribution, but they never did.", + "FELIX_SOCIAL1_FELIX7": "Instead they shuffled me around in the company, and distanced me from the stories and characters I’d been working on for so long.", + "FELIX_SOCIAL1_FELIX8": "They also made damn sure not to pay me what I was worth, either.", + "FELIX_SOCIAL1_FELIX9": "So… Eventually I quit and tried to strike it out on my own.", + "FELIX_SOCIAL1_FELIX9_OPTION1": "Good for you!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "Their loss!", + "FELIX_SOCIAL1_FELIX10": "Heh, thanks. I appreciate it.", + "FELIX_SOCIAL1_FELIX11": "All the bitterness from my previous work made it hard to get into the mindset I needed to create art again.", + "FELIX_SOCIAL2_FELIX4": "As far as I can tell, these cassette players are just regular old-fashioned cassette players. My old man used to have one that looked similar.", + "FELIX_SOCIAL1_FELIX12": "So that’s why I feel like I’m here in New Wirral for a reason.", + "FELIX_SOCIAL1_FELIX13": "Thanks for hearing me out, {player}.", + "FELIX_SOCIAL1_FELIX14": "I think I have an easier time talking to you about it on account of us having fused into a super monster.", + "FELIX_SOCIAL1_FELIX14_OPTION1": "That’s right, we have indeed done that!", + "FELIX_SOCIAL1_FELIX15": "Heh.", + "FELIX_SOCIAL1_FELIX14_OPTION2": "I suppose that does bring people together!", + "FELIX_SOCIAL1_FELIX17": "Shall we get back to the grindstone, then?", + "FELIX_SOCIAL1_FELIX16": "Anyway, I can’t go back until we find your doorway out.", + "FELIX_SOCIAL2_FELIX1_OPTION1": "What do you mean?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "In what way?", + "FELIX_SOCIAL2_FELIX2": "Like, OK. The cassette tapes that record monsters… How do you think that works, exactly?", + "FELIX_SOCIAL2_FELIX1": "Do you think that different worlds can have different… [pause]logics?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "The cassette players are advanced scientific inventions.", + "FELIX_SOCIAL2_FELIX2_OPTION2": "The cassette players are enchanted with magic.", + "FELIX_SOCIAL2_FELIX2_OPTION3": "I don’t know!", + "FELIX_SOCIAL2_FELIX3A": "I have thought of that… [pause]Which is why I asked Meredith to take a look inside one. [pause]Apparently they look totally normal.", + "FELIX_SOCIAL2_FELIX3B": "I mean, is magic real here? [pause]I don’t exactly see wizards flying around shooting spells at each other.", + "FELIX_SOCIAL4_FELIX5.n": "This character is the Outsider – [pause]they’re a knight who’s travelled from their distant land to seek the challenge of the Jade Swordsman.", + "FELIX_SOCIAL2_FELIX3C": "You and me both.", + "FELIX_SOCIAL2_FELIX5": "From what I’ve been told, the rangers found a bunch of them in the abandoned mall a few years back, and that’s where the island’s supply comes from.", + "FELIX_SOCIAL2_FELIX6": "So I guess that’s why I ask if you think a world can have its own logic.", + "FELIX_SOCIAL2_FELIX8": "What a concept! I’m definitely using that in my story…", + "FELIX_SOCIAL2_FELIX7": "Maybe mundane items from our worlds can have different “rules” in this one.", + "FELIX_SOCIAL2_FELIX8_OPTION1": "Your story?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "What do you mean?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "You’re writing a new story?", + "FELIX_SOCIAL2_FELIX9": "It’s no big deal right now… Just some ideas I’m playing round with.", + "FELIX_SOCIAL2_FELIX11": "Maybe we should get back to adventuring – it’ll give me some more ideas, that’s for sure.", + "FELIX_SOCIAL2_FELIX10": "If it becomes something more substantial, I’ll let you know.", + "FELIX_SOCIAL3_FELIX1": "I’ve been thinking about what Kuneko said.", + "FELIX_SOCIAL3_FELIX3": "All the monsters of New Wirral have been on my mind for a reason I haven’t been able to really express until now.", + "FELIX_SOCIAL3_FELIX2": "About how ideas grow on their own. It got me thinking…", + "FELIX_SOCIAL3_FELIX3_OPTION1": "What’s up with them?", + "FELIX_SOCIAL3_FELIX6": "If this process IS real, then maybe it’s also not an exact science. [pause]Maybe it’s chaotic, and unpredictable.", + "FELIX_SOCIAL3_FELIX4": "The monsters here have traffic cones on their backs, trash cans for bodies and televisions for heads...", + "FELIX_SOCIAL3_FELIX5": "Do you think images and myths we have can become so widespread that they can physically manifest as beings in other worlds like this one?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "Sounds pretty fantastical.", + "FELIX_SOCIAL3_FELIX5_OPTION2": "I buy it!", + "FELIX_SOCIAL3_FELIX7": "Maybe images and concepts can combine to create unusual results, or maybe sometimes the ideas that manifest into reality don’t have to be widespread.", + "FELIX_SOCIAL3_FELIX9": "Maybe I’m starting to understand this world a bit more.", + "FELIX_SOCIAL3_FELIX8": "Maybe sometimes all it takes is a pencil sketch that a dork in Canada drew when he was a kid.", + "FELIX_SOCIAL3_FELIX10": "Cool. [pause]Shall we finish up here?", + "FELIX_SOCIAL4_FELIX1": "Hey, {player}.", + "FELIX_SOCIAL4_FELIX12.f": "I can’t force an ending onto them. The decisions the Outsider makes is down to them.", + "FELIX_SOCIAL4_FELIX2": "I have something to show you – you want to come hang at my place for a bit?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "Sure!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "Not now.", + "FELIX_SOCIAL4_FELIX_NO": "No worries. Another time, maybe.", + "FELIX_SOCIAL4_FELIX3": "I hope you’ll like it!", + "FELIX_SOCIAL4_FELIX4.m": "OK, are you ready for this?", + "FELIX_SOCIAL4_FELIX5.m": "This character is the Outsider – [pause]he’s a knight who’s travelled from his distant land to seek the challenge of the Jade Swordsman.", + "FELIX_SOCIAL4_FELIX4.n": "OK, are you ready for this?", + "FELIX_SOCIAL4_FELIX4.f": "OK, are you ready for this?", + "FELIX_SOCIAL4_FELIX6.m": "You see, the Jade Swordsman is an immortal machine from a long-dead civilisation who challenged the Outsider to a battle and won.", + "FELIX_SOCIAL4_FELIX5.f": "This character is the Outsider – [pause]she’s a knight who’s travelled from her distant land to seek the challenge of the Jade Swordsman.", + "FELIX_SOCIAL4_FELIX7.m": "The Outsider now must stick to his word to journey to the Swordsman’s fortress and submit to execution, lest the Swordsman bring ruin to the Outsider’s homeland.", + "FELIX_SOCIAL4_FELIX6.f": "You see, the Jade Swordsman is an immortal machine from a long-dead civilisation who challenged the Outsider to a battle and won.", + "FELIX_SOCIAL4_FELIX6.n": "You see, the Jade Swordsman is an immortal machine from a long-dead civilisation who challenged the Outsider to a battle and won.", + "FELIX_SOCIAL4_FELIX7.f": "The Outsider now must stick to her word to journey to the Swordsman’s fortress and submit to execution, lest the Swordsman bring ruin to the Outsider’s homeland.", + "FELIX_SOCIAL4_FELIX7.n": "The Outsider now must stick to their word to journey to the Swordsman’s fortress and submit to execution, lest the Swordsman bring ruin to the Outsider’s homeland.", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "That’s sad for the Outsider!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "That’s sad for the Outsider!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "Is there nothing the Outsider can do?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "That’s sad for the Outsider!", + "FELIX_SOCIAL4_FELIX8.m": "The Outsider is quiet, but he’s resourceful and determined. I don’t think the Outsider intends to bow down to their fate so easily.", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "Is there nothing the Outsider can do?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "Is there nothing the Outsider can do?", + "FELIX_SOCIAL4_FELIX8.f": "The Outsider is quiet, but she’s resourceful and determined. I don’t think the Outsider intends to bow down to their fate so easily.", + "FELIX_SOCIAL4_FELIX8.n": "The Outsider is quiet, but they’re resourceful and determined. I don’t think the Outsider intends to bow down to their fate so easily.", + "FELIX_SOCIAL4_FELIX9": "It’s a loose adaptation of Sir Gawain and the Green Knight, which is a medieval story about a knight of King Arthur’s court who makes a similar journey.", + "FELIX_SOCIAL4_FELIX10": "I don’t know how my version will end just yet – [pause]I’ll have to see where the story takes me.", + "FELIX_SOCIAL4_FELIX11": "Well, I create the characters, but who [wave amp=30 freq=10]they[/wave] are determines where the story goes.", + "FELIX_SOCIAL4_FELIX10_OPTION1": "Where the story takes you?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "Aren’t you in control of the story?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Asking me out on a date would have been easier.", + "FELIX_SOCIAL4_FELIX12.m": "I can’t force an ending onto them. The decisions the Outsider makes is down to them.", + "FELIX_SOCIAL4_FELIX13": "And down to you of course. You’re my inspiration after all.", + "FELIX_SOCIAL4_FELIX12.n": "I can’t force an ending onto them. The decisions the Outsider makes is down to them.", + "FELIX_SOCIAL4_FELIX13_OPTION1": "What?!", + "FELIX_SOCIAL4_FELIX15.f": "The travelling hero from far away who’s determined to fight their dead-end fate?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "In what way?", + "FELIX_SOCIAL4_FELIX14": "C’mon…", + "FELIX_SOCIAL4_FELIX15.n": "The travelling hero from far away who’s determined to fight their dead-end fate?", + "RESTING_DOG_7": "You try to play fetch with Barkley, but he’s more interested in the scents of nearby monsters.", + "FELIX_SOCIAL4_FELIX15.m": "The travelling hero from far away who’s determined to fight their dead-end fate?", + "FELIX_SOCIAL4_FELIX16": "That’s {player} all over.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "I try my best. How did I do?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "You’re a good friend, Felix!", + "FELIX_SOCIAL4_FELIX16_OPTION2": "You’re such a hopeless romantic, Felix.", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "Heh, [pause]no worries!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "You’re a cool warrior with a quest. [pause]They say write what you know, so of course I’m gonna write my cool adventuring buddy.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "You’re a cool warrior with a quest. [pause]They say write what you know, so of course I’m gonna write my cool adventuring buddy.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "You’re a cool warrior with a quest. [pause]They say write what you know, so of course I’m gonna write my cool adventuring buddy.", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "I have loads more sketches and character designs in mind for this story. [pause]You want to see them?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "That’s pretty cute of you.", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "I mean, the zote story wasn’t a ploy just to get you to spend time with me.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "I see you as a friend.", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "I [wave amp=30 freq=10]am[/wave] actually going to write more of it.", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "But can you blame me for going all out? [pause]I like to put in effort where it matters.", + "FELIX_ROMANCE_FELIX1_OPTION2": "Nothing in particular!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "You’re such a dork.", + "FELIX_ROMANCE_FELIX1.m": "You’re quieter than usual, {player}! Is there something on your mind?", + "FELIX_ROMANCE_FELIX1.f": "You’re quieter than usual, {player}! Is there something on your mind?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Like I said, I try my best.", + "FELIX_ROMANCE_FELIX_NO": "My bad. I should appreciate when someone is just having time to themselves.", + "FELIX_ROMANCE_FELIX2": "I…", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", + "FELIX_ROMANCE_FELIX1.n": "You’re quieter than usual, {player}! Is there something on your mind?", + "FELIX_ROMANCE_FELIX13": "But even if we are eventually gonna have to say goodbye…", + "FELIX_ROMANCE_FELIX5": "I’ve never been the one asked out before. [pause]This is unorthodox.", + "FELIX_ROMANCE_FELIX3": "I’ve had a couple relationships before, [pause]but honestly?", + "FELIX_ROMANCE_FELIX4": "I’m normally the one making the big moves.", + "FELIX_ROMANCE_FELIX6": "Oh, right.", + "FELIX_ROMANCE_FELIX7": "You wanted an answer!", + "FELIX_ROMANCE_FELIX8": "It’s “yes”, [pause]obviously.", + "FELIX_ROMANCE_FELIX9.f": "A mysterious girl wanders into my life one day, [pause]fights alongside me, [pause]literally [wave amp=30 freq=10]merges[/wave] with me in battle, [pause]and also she’s hot?", + "FELIX_ROMANCE_FELIX9.m": "A mysterious guy wanders into my life one day, [pause]fights alongside me, [pause]literally [wave amp=30 freq=10]merges[/wave] with me in battle, [pause]and also he’s hot?", + "FELIX_ROMANCE_FELIX9.n": "A mysterious person wanders into my life one day, [pause]fights alongside me, [pause]literally [wave amp=30 freq=10]merges[/wave] with me in battle, [pause]and also they’re hot?", + "FELIX_ROMANCE_FELIX11": "There’s a high chance that if we do find a way back, [pause]we don’t actually come from the same world.", + "FELIX_ROMANCE_FELIX10": "I’d have to be a damn fool to say no.", + "FELIX_ROMANCE_FELIX12": "You’ve never heard of “zotes”, [pause]and I’ve never heard of your “comic books.”", + "VIOLA_UNKNOWN_NAME": "Mysterious Woman", + "FELIX_ROMANCE_FELIX14": "I want to share this story with you. [pause]For as long as it lasts.", + "VIOLA_INTRO1_MEREDITH1": "Ugh, typical. There’s always something trying to kill us, isn’t there?", + "VIOLA_INTRO1_EUGENE1": "The more opponents, the better the workout, [pause]right?", + "VIOLA_INTRO1_KAYLEIGH1": "I’m a little concerned about this…", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]We’re being attacked![/wave]", + "VIOLA_INTRO1_FELIX1": "...Oh. I guess this was an ambush.", + "VIOLA_INTRO1_VIOLA2": "This country shows no kindness, strangers.", + "VIOLA_QUEST2_PART1_VIOLA6": "If it is not too great a task, [pause]could you take me to the place you saw him?", + "VIOLA_INTRO1_VIOLA3": "Come – [pause]let us match these beasts in number!", + "VIOLA_INTRO1_VIOLA4": "…", + "VIOLA_INTRO1_VIOLA6": "You surely have no reason to remain in such a place as this.", + "VIOLA_INTRO1_VIOLA5": "You would do well to leave before those fiends return...", + "VIOLA_INTRO1_KAYLEIGH7": "At least let us thank you! Who are you?", + "VIOLA_INTRO1_MEREDITH7": "Nice hat. Who are you, anyway?", + "VIOLA_INTRO1_EUGENE7": "C’mon, [pause]we’re battle buddies! [pause]At least tell us your name.", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]That was very brave of you to help us! Who are you…?[/wave]", + "VIOLA_INTRO1_FELIX7": "That was a pretty dramatic fight. [pause]Can you at least tell us your name?", + "VIOLA_INTRO1_VIOLA8": "I am Viola of Messaline.", + "VIOLA_INTRO1_VIOLA9": "I am no fighter, but this land has thrust such a role upon me.", + "VIOLA_INTRO1_VIOLA10": "I do not wish to trouble you with my burdens.", + "VIOLA_INTRO1_VIOLA10_OPTION1": "What is your burden?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "Where might your brother be?", "VIOLA_INTRO1_VIOLA11": "...", - "VIOLA_INTRO1_VIOLA10_OPTION2": "Você está em alguma missão?", - "VIOLA_INTRO1_VIOLA12": "Eu e meu irmão fomos lançados ao mar.", - "VIOLA_INTRO1_VIOLA13": "Creio que minha sobrevivência indique que ele também sobreviveu. Devo encontrá-lo por estas terras...", - "VIOLA_INTRO1_VIOLA14": "Estou a procurá-lo há semanas. Uma alma caridosa me presenteou com este dispositivo curioso, com o qual sou capaz de me proteger.", - "VIOLA_INTRO1_VIOLA15": "Se vocês ouvirem falar do meu irmão, Sebastião, meu acampamento fica a leste daqui.", - "VIOLA_INTRO1_VIOLA16": "Tenham boas aventuranças.", - "VIOLA_INTRO2_VIOLA1": "Ah, nossos caminhos se encontram novamente. Como vai?", - "VIOLA_INTRO2_VIOLA1_OPTION2": "Por que está viajando sozinha?", - "VIOLA_INTRO2_VIOLA1_OPTION3": "Por que você fala assim?", - "VIOLA_QUEST1_PART1_MEREDITH2": "Eu... não sei o que fazer com essa informação. Talvez seja melhor contar pra Viola.", - "VIOLA_INTRO2_VIOLA1_OPTION4": "Até mais!", - "VIOLA_INTRO2_VIOLA2": "Não sei.", - "VIOLA_INTRO2_VIOLA3": "Engenhosidade emana do meu irmão. Caso se encontre neste país, acredito que esteja à minha procura também.", - "VIOLA_INTRO2_VIOLA4": "Não conheço este país, muito menos estou ciente de seus costumes.", - "VIOLA_INTRO2_VIOLA5": "Seu povo me é estranho. Viajo sozinha na tentativa de garantir minha segurança.", - "VIOLA_INTRO2_VIOLA7": "Talvez eu esteja mais distante de minha terra natal do que imaginei.", - "VIOLA_INTRO2_VIOLA6": "Ao meu ver, [pause]é você quem fala em um dialeto pitoresco.", - "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DIGA À MINHA IRMÃ... ELA DEVE ENCONTRAR-ME AQUI...[/wave]", - "VIOLA_INTRO2_VIOLA8": "Adeus.", - "VIOLA_QUEST1_PART1_KAYLEIGH2": "Eita, aquele é o irmão da Viola? Acho melhor contar pra ela...", - "VIOLA_QUEST1_PART1_EUGENE2": "Isso foi estranho, né? Vamo nessa, temos que contar pra Viola.", - "VIOLA_QUEST2_PART1_VIOLA1": "O quê? Você avistou meu irmão?", - "VIOLA_QUEST1_PART1_FELIX2": "Essa narrativa está cada vez mais estranha. Bora, melhor contar pra Viola que a gente achou o irmão dela.", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Vamos!", - "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Agora não.", - "VIOLA_QUEST2_PART1_VIOLA2": "Conte-me mais.", - "VIOLA_QUEST2_PART1_VIOLA3": "Entendo...", - "VIOLA_QUEST2_PART1_VIOLA4": "Talvez meu irmão ainda vague entre os vivos, [pause]ou talvez lhe reste apenas sua alma...", - "VIOLA_QUEST2_PART1_VIOLA5": "Preciso ter ciência dos fatos. {player}...", - "VIOLA_QUEST2_PART1_VIOLA8": "Alivie as preocupações da sua mente. [pause]O trajeto não terá perigos enquanto você estiver ao meu lado.", - "VIOLA_QUEST2_PART1_VIOLA7": "Precisamos viajar com celeridade.", - "VIOLA_QUEST2_PART1_VIOLA_NO": "Compreendo. Permanecerei aqui.", - "VIOLA_QUEST3_PART1_VIOLA1": "É este o local?", - "VIOLA_QUEST3_PART1_VIOLA2": "Irmão, [pause]se estiver neste local... [pause]Fale comigo.", - "VIOLA_QUEST3_PASSIVE1_VIOLA1": "A quietude que reside neste local me preenche de intranquilidade... Você também sente?", - "VIOLA_QUEST3_PART1_VIOLA3": "Vasculhemos este local e o abandonemos em seguida.", - "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Que infeliz meu irmão encontrar-se em um local tão negligenciado...", - "VIOLA_QUEST3_PART2_SEBASTIAN2": "Há muitas luas que espero encontrá-la, [wave amp=30 freq=10]Viola de Messalina.[/wave]", - "VIOLA_QUEST3_PART2_VIOLA1": "Irmão?!", - "VIOLA_QUEST3_PART2_SEBASTIAN5": "Não? [pause]Mas as festividades noturnas ainda estão por começar!", - "VIOLA_QUEST3_PART2_SEBASTIAN3": "Tenho grandes novas que desejo compartilhar com você.", - "VIOLA_QUEST3_PART2_VIOLA4": "...[pause] Não há necessidade de enganar-me, espírito. [pause]Não tomarei parte dos seus jogos.", + "VIOLA_INTRO1_VIOLA10_OPTION2": "Are you on a quest?", + "VIOLA_INTRO1_VIOLA12": "My brother and I were both cast to the seas.", + "VIOLA_INTRO1_VIOLA13": "If I have not drowned, perhaps he too came to rest upon these shores...", + "VIOLA_INTRO1_VIOLA14": "I have been searching for some weeks now. A kind soul gifted to me this curious device, with which I may protect myself.", + "VIOLA_INTRO1_VIOLA15": "If you hear word of my brother Sebastian, my camp is just east from here.", + "VIOLA_INTRO1_VIOLA16": "Fare thee well.", + "VIOLA_INTRO2_VIOLA1": "We meet again. How fares thee?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "Why are you travelling alone?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "Why do you talk like that?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "Goodbye!", + "VIOLA_INTRO2_VIOLA2": "I know not.", + "VIOLA_INTRO2_VIOLA3": "He is resourceful. If he dwells in this country also, then I believe he too will be searching for me.", + "VIOLA_INTRO2_VIOLA4": "I do not know this country, nor do I know its customs.", + "VIOLA_INTRO2_VIOLA5": "Its people are strange to me. For my safety, I make this journey alone.", + "VIOLA_INTRO2_VIOLA7": "Perhaps I am further now from my own land than I would have first assumed.", + "VIOLA_INTRO2_VIOLA6": "From my perspective, [pause]it is thee who speaks with a curious dialect.", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]TELL MY SISTER… SHE IS TO MEET ME HERE…[/wave]", + "VIOLA_INTRO2_VIOLA8": "Farewell.", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "Was that Viola’s brother? We should tell her…", + "VIOLA_QUEST1_PART1_MEREDITH2": "I, uh, don’t know what to make of that. We should tell Viola I guess.", + "VIOLA_QUEST1_PART1_FELIX2": "This story is getting weirder. C’mon, we should go tell Viola we saw her brother.", + "VIOLA_QUEST1_PART1_EUGENE2": "That was pretty weird, huh? C’mon, let’s go tell Viola.", + "VIOLA_QUEST2_PART1_VIOLA1": "What’s that – you saw a vision of my brother?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Sure!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Not now.", + "VIOLA_QUEST2_PART1_VIOLA2": "You must tell me more.", + "VIOLA_QUEST2_PART1_VIOLA3": "I see…", + "VIOLA_QUEST2_PART1_VIOLA4": "My brother may still be among the living, [pause]or perhaps only his soul instead lingers…", + "VIOLA_QUEST2_PART1_VIOLA5": "I must know for sure. {player}...", + "VIOLA_QUEST2_PART1_VIOLA8": "You can rest your worries – [pause]the road will offer little danger with me at your side.", + "VIOLA_QUEST2_PART1_VIOLA7": "Let us travel with haste.", + "VIOLA_QUEST2_PART1_VIOLA_NO": "I understand. I shall remain here for now, then.", + "VIOLA_QUEST3_PART1_VIOLA1": "This is the place?", + "VIOLA_QUEST3_PART1_VIOLA2": "My brother, [pause]if you are in this place… [pause]Speak to me.", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "There is a stillness here that fills me with an unease… do you not feel it?", + "VIOLA_QUEST3_PART1_VIOLA3": "Let us search this place, and then be rid of it.", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "How unfortunate it is that my dear brother must find himself in such a place…", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "I have waited many moons to meet you, [wave amp=30 freq=10]Viola of Messaline.[/wave]", + "VIOLA_QUEST3_PART2_VIOLA1": "Brother?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Does this “Robin Goodfellow” speak the truth, [pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "No? [pause]But the night’s festivities have not yet even begun!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "I have such delights to share with you.", + "VIOLA_QUEST3_PART2_VIOLA4": "…[pause] You do not deceive me, spirit. [pause]I shall not play your games.", "VIOLA_QUEST3_PART2_VIOLA7": "...", - "VIOLA_QUEST3_PART2_SEBASTIAN6": "VENHA, VIOLA DE MESSALINA.\\n\\nCERTAMENTE ENCONTRARÁ SUA FAMÍLIA EM MIM.\\n\\nPOIS SOU O GUARDIÃO DO SEU IRMÃO.", - "VIOLA_QUEST3_PART2_VIOLA8": "Não deposito muita fé nas palavras desse espírito. [pause]Mas visto que ele conhece Sebastião, [pause]e sabe meu nome...", - "VIOLA_QUEST3_PART2_VIOLA9": "Talvez fale a verdade.", - "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Esta embarcação deve ter sido de grande beleza no passado...", - "VIOLA_QUEST4_PASSIVE2_VIOLA1": "O espírito que falou comigo... O que poderia desejar, não ouso perguntar.", - "VIOLA_QUEST4_PASSIVE3_VIOLA1": "A água foi drenada! [pause]Venha, o tempo é precioso!", - "VIOLA_QUEST4_PART1_ROBIN1": "ACEITA UMA DANÇA, PRIMA?", - "VIOLA_QUEST4_PART2_VIOLA1": "O espírito que aprisiona meu irmão deve habitar este lugar.", - "VIOLA_QUEST4_PART1_VIOLA1": "Não. [pause]Você não é minha família, espírito.", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Acho que não é um espírito que está lá dentro...", - "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Creio que seja um Arcanjo...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "DEVO SOLICITAR SUA QUIETUDE, POR FAVOR.", - "VIOLA_QUEST4_PART2_VIOLA2": "Seja espírito, fada ou demônio, esse ser deseja falar comigo...", - "VIOLA_QUEST4_PART2_VIOLA3": "Eu não hesitarei!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "O MUNDO É UM PALCO...\\n\\nE A ATRAÇÃO ESTÁ POR COMEÇAR.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "...Eu esperava mais.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "\\\"Atração\\\"? Quem [wave amp=30 freq=10]é[/wave] você?", - "VIOLA_QUEST4_FUSE_VIOLA3": "Hoje não será o dia em que pereceremos!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "POR SER NADA ALÉM DE UM ALEGRE VAGABUNDO DA NOITE...\\n\\nME CHAMAM DE DUENDE, DIABRETE...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "VOCÊ E EU, VIOLA DE MESSALINA, COMPARTILHAMOS MUITAS SIMILARIDADES.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "ENTRETANTO, ME CHAMO ROBIN BOM COMPANHEIRO!", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "DEIXE-ME VER...\\n\\nPÁGINA 645, \\\"NOITE DE REIS\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "DESCOBRI ESTE LIVRO DENTRE OS RESTOS DO NAVIO.\\n\\nLEITURA CATIVANTE.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "A COMÉDIA DE VIOLA DE MESSALINA, UMA NÁUFRAGA EM UM PAÍS DESCONHECIDO.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "Não compreendo...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, SIM! CÁ ESTOU EU:\\n\\nPÁGINA 365, \\\"SONHO DE UMA NOITE DE VERÃO\\\".", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "VOCÊ SÓ REENCONTRARÁ SEU IRMÃO QUANDO SEU CONTO DESEJAR.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UM CONTO DE FADAS: DO REI OBERON, RAINHA TITÂNIA, E DO TRAIÇOEIRO ROBIN BOM COMPANHEIRO.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MINHA CARA VIOLA... VOCÊ E EU?\\n\\nSOMOS NADA ALÉM DE INVENÇÕES DE UMA PEÇA MORTAL. DAS MÃOS DO SR. WILLIAM SHAKESPEARE, ESPECIFICAMENTE.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "NOSSAS HISTÓRIAS NÃO SÃO NOSSAS.\\n\\nSEBASTIÃO NÃO ESTÁ AQUI. JAMAIS ESTARÁ.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Este \\\"Robin Bom Companheiro\\\" fala a verdade, [pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "COME, VIOLA OF MESSALINE.\\n\\nYOU SHALL FIND YOUR FAMILY WITHIN.\\n\\nFOR I AM YOUR BROTHER’S KEEPER.", + "VIOLA_QUEST3_PART2_VIOLA8": "I spare little faith in the words of this spirit. [pause]But if it knows of Sebastian, [pause]and my name…", + "VIOLA_QUEST3_PART2_VIOLA9": "Perhaps it speaks the truth.", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "This vessel must have once been a sight to behold...", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "This spirit that spoke to me… What it could want, I dare not ask.", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "The water has drained! [pause]Come, time is precious!", + "VIOLA_QUEST4_PART1_ROBIN1": "CARE TO DANCE, COUSIN?", + "VIOLA_QUEST4_PART1_VIOLA1": "No. [pause]You are not my kin, spirit.", + "VIOLA_QUEST4_PART2_VIOLA1": "This must be the lair of the spirit who keeps my brother from me.", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "I think it’s an Archangel…", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "I don’t think it’s a spirit that’s in there…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "I MUST ASK FOR QUIET, PLEASE.", + "VIOLA_QUEST4_PART2_VIOLA2": "Whatever spirit, fairy, or devil seeks an audience with me…", + "VIOLA_QUEST4_PART2_VIOLA3": "I will not falter!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "ALL THE WORLD’S A STAGE...\\n\\nAND THE SHOW IS ABOUT TO BEGIN.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "...I was expecting more.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "What “show”? Who [wave amp=30 freq=10]are[/wave] you?", + "VIOLA_QUEST4_FUSE_VIOLA3": "We shall not perish upon this day!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "WHY, I AM BUT A MERRY WANDERER OF THE NIGHT…\\n\\nTHEY CALL ME HOBGOBLIN, AND PUCK...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "AND YOU AND I, VIOLA OF MESSALINE, SHARE MUCH HISTORY.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "I AM ROBIN GOODFELLOW!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "LET ME SEE…\\n\\nPAGE 645 – “TWELFTH NIGHT”.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "I DISCOVERED THIS BOOK AMONG THE REMAINS OF THE SHIP.\\n\\nA CURIOUS READ.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "THE COMEDY OF VIOLA OF MESSALINE, WHO IS SHIPWRECKED ON AN UNKNOWN COUNTRY.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "I do not understand...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH YES, HERE I AM:\\n\\nPAGE 365 – “A MIDSUMMER NIGHT’S DREAM”.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "YOU WILL ONLY FIND YOUR BROTHER WHEN YOUR TALE DEMANDS.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "A STORY OF FAIRIES: OF KING OBERON, QUEEN TITANIA, AND THE TRICKSTER ROBIN GOODFELLOW.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MY DEAR VIOLA… YOU AND I?\\n\\nWE ARE MERELY INVENTIONS OF A MORTAL PLAYWRIGHT – A MR. WILLIAM SHAKESPEARE, IN PARTICULAR.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "OUR STORIES ARE NOT OUR OWN.\\n\\nSEBASTIAN IS NOT HERE. HE WILL NEVER BE HERE.", "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", - "VIOLA_CONVO13_VIOLA2.f": "Perdoe-me, [pause]amiga, [pause]por não manter um bom diálogo neste momento.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]Eu as desafio![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "Sim, são.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Esses contos que ele lê... [pause]são conhecidos em seu mundo?", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Sinto muito.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Sinto muito.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Obrigada.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Sinto muito.", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "TU SABES QUE FALO A VERDADE.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Eu creio que sua \\\"verdade\\\" não altera nada.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Eu creio...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "PERMITE QUE A VERDADE TE CONSUMA. DEIXE-A PENETRAR TÃO PROFUNDAMENTE ATÉ QUE NÃO SOBRE ESPAÇO NEM PARA O AR QUE RESPIRAS.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Talvez eu seja apenas um conto [pause]nas terras de {player}.", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "Esse futuro que me foi escrito não passa de [shake rate=30 level=10]palavras no papel![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Mas quem há de garantir que {player} não é um conto nas minhas?", - "VIOLA_QUEST4_FUSE_VIOLA2": "A mão atroz do destino pode nos forçar, [pause]mas...", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "HA HA HA!\\n\\nQUE INESPERADO!", - "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]Nossa história não se finda aqui![/shake]", - "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "ESTA PEÇA É AINDA MAIS GRANDIOSA DO QUE EU ESPERAVA!\\n\\nVENHAM, INICIEMOS O ATO FINAL!", + "VIOLA_CONVO13_VIOLA2.f": "I am sorry, [pause]friend, [pause]for I have little conversation within me at this moment.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]I defy them![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "It’s true.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Are these stories he reads... [pause]known in your world?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "I’m sorry.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "I’m sorry.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Thank you.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "I’m sorry.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "YOU KNOW I SPEAK THE TRUTH.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "I believe your “truth” changes nothing.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "I believe…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "LET THE TRUTH OF IT WASH OVER YOU. LET IT PULL YOU INTO ITS DEPTHS UNTIL YOU CAN NO LONGER GASP FOR AIR.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "It may be that in {player}’s land, [pause]I am but a story.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "This future that has been written for me is but [shake rate=30 level=10]words on paper![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Who is to say {player} is not a tale in mine?", + "VIOLA_QUEST4_FUSE_VIOLA2": "The overwhelming hand of fate may push against us, [pause]but…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "HA HA HA!\\n\\nHOW UNEXPECTED!", + "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]Our story does not end here![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "THIS PLAY IS EVEN GREATER THAN I COULD HAVE HOPED!\\n\\nCOME, LET US SEE THE FINAL ACT!", "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", - "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Eu me refiro ao nosso [wave amp=30 freq=10]momento de união[/wave] em nosso glorioso embate. Quando nossos corpos tornaram-se um, eu senti nossos [wave amp=30 freq=10]destinos[/wave] se entrelaçando também.", - "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "VOCÊ PARECE UM POUCO PRESO, CONCORDA, SR. BOM COMPANHEIRO?", - "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "ACEITE MINHA AJUDA. TENHO UM NOVO PAPEL PARA VOCÊ.", - "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Seria inteligente retornar ao nosso local de refúgio...", - "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Sou muito grata por sua companhia nesta jornada, [pause]{player}.", - "VIOLA_QUEST4_EPILOGUE_VIOLA2": "Creio que Robin Bom Companheiro errou.", - "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Pode ser que minha vida seja nada além de uma história em outros reinos, mas...", - "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Encontrarei o final da minha história aos meus desejos.", - "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Isso não importa. Cabe a mim escrever meu futuro.", - "VIOLA_CONVO2_VIOLA2": "Ainda assim, percebo que diversas almas, pobrezinhas, estão aprisionadas aqui há muito mais tempo do que eu.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Porém, ao enlaçarmos nossos corações em combate, [pause]você tornou-se parte da minha história também.", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "\\\"Enlaçarmos nossos corações\\\"?", - "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "Como assim?", - "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Caso seja encontrada, talvez eu possa vir a me reencontrar com meu irmão.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9": "Você está a procurar uma porta para deixar estas terras?", - "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Mesmo que a junção já tenha sido encerrada, eu sinto que os fios do destino não serão tão facilmente separados.", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "Exatamente!", - "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Sim.", - "VIOLA_CONVO1_VIOLA1": "...Então você quer dizer que, em seu plano, [pause]a viagem entre países dura apenas horas, [pause]em vez de dias?", - "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Que maravilha! [pause]Deixe-me quitar minha dívida: irei ajudar você em sua busca.", - "VIOLA_CONVO1_VIOLA2": "Como isso pode ser possível? [pause]Não consigo conceber tal possibilidade!", - "VIOLA_CONVO2_VIOLA1": "Não estou há muito tempo nesta terra, [pause]mas a saudade do meu lar me consome.", - "VIOLA_CONVO2_VIOLA3": "Não creio que conseguiria suportar isso. [pause]As mazelas que este povo deve suportar em seus ombros são tão silenciosas.", - "VIOLA_CONVO3_VIOLA1": "Sei que o céu sobre nós não é o mesmo que eu costumava observar pela janela dos meus aposentos em minha infância...", - "VIOLA_CONVO3_VIOLA2": "Mas, por ora, vou fingir que é. [pause]Posso fingir para mim mesma que meu lar se encontra a apenas um dia de trote daqui, [pause]e eu tão rapidamente poderei estar entre familiares e amigos uma vez mais.", - "VIOLA_CONVO4_VIOLA1": "Diga-me: [pause]qual o nome da forma bestial que utiliza em combate?", - "VIOLA_CONVO3_VIOLA3": "Garanto que se sente assim também, [pause]{player}.", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "YOU SEEM TO BE IN A BIT OF A BIND, DON’T YOU MR. GOODFELLOW?", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "LET ME EXTEND A HELPING HAND. I HAVE A NEW ROLE FOR YOU.", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "We would be wise to return to our place of safety…", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Thank you for accompanying me on this quest, [pause]{player}.", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "I believe Robin Goodfellow was wrong.", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "It may be that my life is but a story in other realms, but…", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "I will find the end of my story on my own terms.", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "It matters not. My future is mine to write.", + "VIOLA_CONVO2_VIOLA2": "And yet, it occurs to me that many of the poor souls here have been stranded here far longer than I.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "But from the moment we tied our hearts together in battle, [pause]you have become part of my story too.", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "I refer to our [wave amp=30 freq=10]moment of union[/wave] in our great battle. When we became of one body, I felt our [wave amp=30 freq=10]fates[/wave] intertwine also.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "”Tied our hearts”?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "What do you mean?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Perhaps if this is found, then I shall be reunited with my brother.", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Whilst we may have since parted, I feel that the threads of fate are not so easily disentangled.", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "You say that you know of a doorway to leave this land?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "That’s right!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "I do.", + "VIOLA_CONVO1_VIOLA1": "...So you mean to tell me that in your realm, [pause]travelling from one country to another takes hours, [pause]and not days?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Very well! [pause]Let me repay my debt: I shall aid you in your own journey.", + "VIOLA_CONVO1_VIOLA2": "Could such a thing be possible? [pause]I daren’t even imagine it!", + "VIOLA_CONVO2_VIOLA1": "I have not been in this land for long, [pause]but find myself missing my home so dearly.", + "VIOLA_CONVO2_VIOLA3": "I do not think I could bear such a thing. [pause]The people here must hold such quiet sorrows upon their shoulders", + "VIOLA_CONVO3_VIOLA1": "I know that the sky above us is not the same one I would watch from my chamber window as a child…", + "VIOLA_CONVO3_VIOLA2": "But for a moment, I can pretend it is. [pause]I can pretend to myself that home is but a day’s ride from here, [pause]and I can just as quickly be among family and friends once more.", + "VIOLA_CONVO4_VIOLA1": "Tell me: [pause]what is the name of the monstrous form you wear in battle?", + "VIOLA_CONVO3_VIOLA3": "I am sure part of you must feel the same, [pause]{player}.", "VIOLA_CONVO4_VIOLA2": "...", - "VIOLA_CONVO5_VIOLA1": "Notei que esta ilha reúne os companheiros de cama mais improváveis.", - "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]É, de uma forma pitoresca, lhe é adequado.", - "VIOLA_CONVO5_VIOLA2": "Pessoas oriundas das mais diversas origens, [pause]que jamais teriam se cruzado de outra forma, [pause]tornam-se compatriotas ao se perderem em conjunto nesta terra solitária.", - "VIOLA_CONVO5_VIOLA3.m": "Você e eu, por exemplo, certamente não teríamos nos conhecido em outras circunstâncias!", - "VIOLA_CONVO5_VIOLA3.f": "Você e eu, por exemplo, certamente não teríamos nos conhecido em outras circunstâncias!", - "VIOLA_CONVO5_VIOLA3.n": "Você e eu, por exemplo, certamente não teríamos nos conhecido em outras circunstâncias!", - "VIOLA_CONVO6_VIOLA1": "Caso eu venha a deixar estas terras, seria uma tolice ousar falar um ai que seja sobre meu tempo aqui.", - "VIOLA_CONVO6_VIOLA3": "Eu seria colocada num manicômio!", - "VIOLA_CONVO6_VIOLA2": "Uma ilha além dos países da Terra, [pause]povoada por espíritos e criaturas feéricas?", - "VIOLA_CONVO7_VIOLA1.n": "Venha, prezade {player}. [pause]Reconheço que devemos retornar à nossa jornada em breve...", - "VIOLA_CONVO7_VIOLA1.f": "Venha, cara {player}. [pause]Reconheço que devemos retornar à nossa jornada em breve...", - "VIOLA_CONVO7_VIOLA1.m": "Venha, caro {player}. [pause]Reconheço que devemos retornar à nossa jornada em breve...", - "VIOLA_CONVO11_VIOLA1.m": "Batalhar ao lado de seu amado, [pause]trajando a forma de uma criatura ímpar...", - "VIOLA_CONVO7_VIOLA2": "Mas podemos nos permitir alguns minutos de companhia.", - "VIOLA_CONVO8_VIOLA1": "Visitei várias tavernas em meu país, mas nenhuma desfrutava de tamanha quietude quanto esta.", - "VIOLA_CONVO8_VIOLA2": "É louvável! [pause]Consigo visualizar incontáveis momentos felizes que ocorreram dentre estas paredes.", - "VIOLA_CONVO9_VIOLA1": "Enquanto as árvores aquietam-se, uma paz se instala por essas terras...", - "VIOLA_CONVO9_VIOLA2": "O silêncio que aqui governa é mais verdadeiro do que qualquer outro que já vivi. [pause]É um silêncio capaz de cortar profundamente, ao ponto de senti-lo em sua pele.", - "VIOLA_CONVO9_VIOLA3": "Saber que não há nada neste reino que exista além desta ilha solitária...", - "VIOLA_CONVO10_VIOLA1.m": "Diga, [pause]querido {player}, [pause]o regalei com meus contos tal qual uma artista itinerante?", - "VIOLA_CONVO9_VIOLA4": "Um local assim tão solitário é inimaginável para a maioria dos homens.", - "VIOLA_CONVO10_VIOLA1.f": "Diga, [pause]querida {player}, [pause]a regalei com meus contos tal qual uma artista itinerante?", - "VIOLA_CONVO10_VIOLA1.n": "Diga, [pause]queride {player}, [pause]ê regalei com meus contos tal qual uma artista itinerante?", - "VIOLA_CONVO10_VIOLA1_OPTION1": "Você o quê?", - "VIOLA_CONVO10_VIOLA1_OPTION2": "Artista itinerante...?", - "VIOLA_CONVO10_VIOLA2": "Sim! [pause]Cantar e atuar para amigos e diversos públicos era um costume meu e do meu irmão.", - "VIOLA_CONVO10_VIOLA3": "Claro que dinheiro não nos era necessário. [pause]Por muito tempo em minha vida, dinheiro não foi um problema. Nosso pagamento era a diversão.", - "VIOLA_CONVO10_VIOLA4": "Diga-me, você deve ter talentos escondidos. [pause]Tenho um ardente desejo de conhecer você melhor, se assim desejar...", - "VIOLA_CONVO11_VIOLA1.f": "Batalhar ao lado de sua amada, [pause]trajando a forma de uma criatura ímpar...", - "VIOLA_CONVO11_VIOLA2": "Parece-me um romance, concorda? [pause]Se as ações são eloquência, [pause]então nossos combates são poesia.", - "VIOLA_CONVO11_VIOLA1.n": "Batalhar ao lado de sue amade, [pause]trajando a forma de uma criatura ímpar...", - "VIOLA_CONVO12_VIOLA2": "Espero algum dia entreter meu irmão com os contos dos demônios que venci.", - "VIOLA_CONVO12_VIOLA1": "Espero que em breve encontremos nosso caminho para longe deste sonho esquisito e na direção de casa.", + "VIOLA_CONVO5_VIOLA1": "It has occurred to me that this island brings together unlikely bedfellows.", + "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]It suits you, in a curious way.", + "VIOLA_CONVO5_VIOLA2": "People from countless walks of life, [pause]who may never have crossed paths otherwise, [pause]become compatriots when lost alongside each other on this lonely land.", + "VIOLA_CONVO5_VIOLA3.m": "You and I would certainly not have met under any other circumstance!", + "VIOLA_CONVO5_VIOLA3.f": "You and I would certainly not have met under any other circumstance!", + "VIOLA_CONVO5_VIOLA3.n": "You and I would certainly not have met under any other circumstance!", + "VIOLA_CONVO6_VIOLA1": "If I were to one day leave this place, I would be foolish to speak a word of my time here.", + "VIOLA_CONVO6_VIOLA3": "My friends would think me a mad woman!", + "VIOLA_CONVO6_VIOLA2": "An island beyond the countries of Earth, [pause]inhabited by spirits and fae creatures?", + "VIOLA_CONVO7_VIOLA1.n": "Come, dear {player}. [pause]I know we must return to our quest again shortly…", + "VIOLA_CONVO7_VIOLA1.f": "Come, dear {player}. [pause]I know we must return to our quest again shortly…", + "VIOLA_CONVO7_VIOLA1.m": "Come, dear {player}. [pause]I know we must return to our quest again shortly…", + "VIOLA_CONVO11_VIOLA1.m": "To fight alongside your lover in battle, [pause]wearing the form of a strange creature…", + "VIOLA_CONVO7_VIOLA2": "But we can afford some stolen minutes spent together.", + "VIOLA_CONVO8_VIOLA1": "I have visited many a tavern in my home country, yet none held such a quietness as this place.", + "VIOLA_CONVO8_VIOLA2": "It is enjoyable! [pause]I can envision many a happy time has been spent within these walls.", + "VIOLA_CONVO9_VIOLA1": "When the trees stand still for a moment, and a quiet briefly settles across this land…", + "VIOLA_CONVO9_VIOLA2": "There is a silence here that feels truer than any I could possibly experience elsewhere. [pause]It is a silence that cuts deep, that you can feel under your very skin.", + "VIOLA_CONVO9_VIOLA3": "The knowledge that nothing in this realm lies beyond this sole island…", + "VIOLA_CONVO10_VIOLA1.m": "Say, [pause]dear {player}, [pause]have I not regaled you with my tales as a travelling performer?", + "VIOLA_CONVO9_VIOLA4": "Such a solitary place could not be imagined by most men.", + "VIOLA_CONVO10_VIOLA1.f": "Say, [pause]dear {player}, [pause]have I not regaled you with my tales as a travelling performer?", + "VIOLA_CONVO10_VIOLA1.n": "Say, [pause]dear {player}, [pause]have I not regaled you with my tales as a travelling performer?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "You were a what?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "A travelling performer..?", + "VIOLA_CONVO10_VIOLA2": "Yes! [pause]My brother and I would sing and act for friends and various audiences, on occasion.", + "VIOLA_CONVO10_VIOLA3": "We did not need the money, of course. [pause]Finances were of little worry for most of my life. The merriment was its own reward.", + "VIOLA_CONVO10_VIOLA4": "Tell me; you must have concealed talents of your own. [pause]I greatly wish to know more about you, if you’ll permit…", + "VIOLA_CONVO11_VIOLA1.f": "To fight alongside your lover in battle, [pause]wearing the form of a strange creature…", + "VIOLA_CONVO11_VIOLA2": "It is a kind of romance in itself, is it not? [pause]If action is eloquence, [pause]then our bouts are poetry.", + "VIOLA_CONVO11_VIOLA1.n": "To fight alongside your lover in battle, [pause]wearing the form of a strange creature…", + "VIOLA_CONVO12_VIOLA2": "I hope one day to regale my brother with stories of the devils I have overcome.", + "VIOLA_CONVO12_VIOLA1": "I hope we soon find our way home from the strange dream we find ourselves in.", "VIOLA_CONVO13_VIOLA1": "...", - "VIOLA_CONVO14_VIOLA4": "Entretanto, é [wave amp=30 freq=10]curioso[/wave] que o conto de uma pessoa esteja contido nas páginas de um livro noutra terra. Poderiam todas as histórias funcionar assim?", - "VIOLA_CONVO13_VIOLA2.n": "Perdoe-me, [pause]amigue, [pause]por não manter um bom diálogo neste momento.", - "VIOLA_CONVO13_VIOLA2.m": "Perdoe-me, [pause]amigo, [pause]por não manter um bom diálogo neste momento.", - "VIOLA_CONVO13_VIOLA3": "Você e eu nos conhecemos há poucas luas. Por mais que tenha me oferecido sua ajuda, tenho poucas palavras para retribuir.", - "VIOLA_CONVO15_VIOLA2": "Isso é tão peculiar! No entanto, os habitantes destas terras o fazem sem nunca hesitar ou se preocupar.", - "VIOLA_CONVO14_VIOLA2": "Ele disse que somos frutos de uma peça. Que nossas histórias já foram predeterminadas.", - "VIOLA_CONVO14_VIOLA1": "Mais uma vez estou ponderando as palavras do coringa Robin Bom Companheiro.", - "VIOLA_CONVO14_VIOLA3": "Claro que não permiti que as palavras dele diminuíssem meu fôlego. [pause]Como disse: minha história será escrita só e somente por mim mesma.", - "VIOLA_CONVO14_VIOLA5": "Quem sabe exista em algum reino o \\\"Livro de {player}\\\"! [pause]Certamente é uma leitura cativante!", - "VIOLA_CONVO17_VIOLA1_OPTION1": "Claro!", - "VIOLA_CONVO15_VIOLA1": "Diga-me, [pause]{player}, [pause]você também considera as justas desta terra, ocorrendo através de bestas feéricas, estranhas?", - "VIOLA_CONVO15_VIOLA1_OPTION1": "É, são meio estranhas, sim!", - "VIOLA_CONVO15_VIOLA1_OPTION2": "Eu acho divertido!", - "VIOLA_CONVO16_VIOLA1": "Acredita mesmo nisso, {player}? [pause]Acredita que o portal que encontrou nos levará de volta para onde viemos?", - "VIOLA_CONVO16_VIOLA1_OPTION1": "Eu preciso!", - "VIOLA_CONVO16_VIOLA1_OPTION2": "Sim, acredito!", - "VIOLA_CONVO16_VIOLA2": "Maravilhoso! [pause]Por mais que eu tenha admiração por este mundo, sei que nossa permanência eterna aqui não está em nossos destinos.", - "VIOLA_CONVO16_VIOLA3": "Mas se desejar permanecer mais um pouco, assim também o farei. [pause]Afinal, ainda somos jovens. O tempo ainda não nos convidou a abandonar este local.", - "VIOLA_CONVO18_VIOLA2": "Creio que este seja o verdadeiro propósito desta terra: aqueles que aqui chegam estão destinados a deixar diversos contos de suas aventuras.", - "VIOLA_CONVO17_VIOLA1": "Nosso combate contra Alef foi grandioso, concorda?", - "VIOLA_CONVO17_VIOLA2": "Tenho mais sangue de guerreira do que previa. Creio que uma vida de soldado me seria atrativa!", - "VIOLA_CONVO17_VIOLA1_OPTION2": "Creio que pode se dizer que sim!", - "VIOLA_CONVO17_VIOLA3": "Por mais que, por ser uma mulher, eu não tenha permissão para tal feito. [pause]Creio que disfarçar-me de homem mais uma vez seja o mais prudente.", - "VIOLA_CONVO17_VIOLA3_OPTION2": "Hã?", - "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"Mais uma vez\\\"?", - "VIOLA_CONVO18_VIOLA1.m": "Não nos aventuramos por muito tempo juntos, caro {player}, mas parece que foi uma vida de aventuras juntos.", - "VIOLA_CONVO17_VIOLA4": "Por que a surpresa? Eu sou uma artista! Masculinidade e feminilidade são apenas acessórios do meu guarda-roupa, eu os utilizo como desejo.", - "VIOLA_CONVO18_VIOLA1.f": "Não nos aventuramos por muito tempo juntas, cara {player}, mas parece que foi uma vida de aventuras juntas.", - "VIOLA_CONVO18_VIOLA1.n": "Não nos aventuramos por muito tempo juntes, doce {player}, mas parece que foi uma vida de aventuras juntes.", - "VIOLA_SOCIAL1_VIOLA4": "Sim. E estes \\\"toca-fitas\\\" que utilizam para assumir a forma de espíritos e bestas.", - "VIOLA_CONVO19_VIOLA1.m": "Leu minha poesia, meu caro {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION2": "Ainda não!", - "VIOLA_CONVO19_VIOLA1.n": "Leu minha poesia, minhe doce {player}?", - "VIOLA_CONVO19_VIOLA1.f": "Leu minha poesia, minha cara {player}?", - "VIOLA_CONVO19_VIOLA1_OPTION1": "Claro!", - "VIOLA_CONVO19_VIOLA4": "Por mais que o corpo precise de alimento para nutrir-se, também se fazem necessários os poetas para nutrir o coração.", - "VIOLA_CONVO19_VIOLA2": "Fico feliz de saber!", - "VIOLA_CONVO19_VIOLA3": "Não há problema, talvez caiba a mim ensinar-lhe!", - "VIOLA_SOCIAL1_VIOLA2": "Os habitantes de Vilancoradouro se expressam de maneiras que me são desconhecidas.", - "VIOLA_CONVO19_VIOLA5": "Creio piamente que é de imensa crueldade permitir a inanição do coração.", - "VIOLA_CONVO19_VIOLA6": "Dada a natureza da nossa união, talvez seja prazeroso o deleite de uma das obras da poeta grega, Safo? Tentarei encontrar uma de suas obras durante nossas viagens.", - "VIOLA_CONVO20_VIOLA1": "Obrigada, {player}, [pause]apreciei muitíssimo este momento de descanso.", - "VIOLA_SOCIAL1_VIOLA1": "Acabei percebendo, [pause]mesmo que tardiamente, [pause]que há diversos elementos da vivência neste vilarejo que me são desconhecidos.", - "VIOLA_SOCIAL1_VIOLA3": "E as lamparinas acendem sem a ajuda de um acendedor! [pause]Ainda há muito que não compreendo.", - "VIOLA_SOCIAL1_VIOLA3_OPTION1": "É, talvez você realmente seja de épocas Shakespearianas...", - "VIOLA_SOCIAL3_VIOLA5": "Ela insistiu na relevância da leitura deste [pause]livro de \\\"horrores\\\".", - "VIOLA_SOCIAL1_VIOLA5": "E amalgamando seus espíritos com o dos seus aliados. [pause]Isso é normal para você?", - "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Talvez seja o futuro do seu mundo!", - "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Ah, não, também acho esquisito ainda.", - "VIOLA_SOCIAL1_VIOLA5_OPTION2": "É o jeito Nova Murtano de ser.", - "VIOLA_SOCIAL1_VIOLA6": "Compreendo.", - "VIOLA_SOCIAL1_VIOLA8": "É verdade, estou, de fato, muito distante de Messalina, tanto em tempo quanto em espaço.", - "VIOLA_SOCIAL1_VIOLA7": "Então, alguns aspectos lhe são familiares, mas outros ainda são estranhos.", - "VIOLA_SOCIAL1_VIOLA9": "Este reino possui encantos que me são desconhecidos, por isso lhe peço:", - "VIOLA_SOCIAL1_VIOLA10": "Poderia encontrar tempo para compartilhá-los comigo?", - "VIOLA_SOCIAL1_VIOLA11": "Anseio conhecer essas coisas antes do retorno ao meu país.", - "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Antes do seu retorno?", - "VIOLA_SOCIAL1_VIOLA11_OPTION2": "Você vai embora?", - "VIOLA_SOCIAL1_VIOLA13.m": "Seus olhos deixam claro! [pause]Seu coração não consegue mentir para mim, amigo.", - "VIOLA_SOCIAL1_VIOLA12": "Sua missão era encontrar um meio de abandonar esta ilha, certo?", - "VIOLA_SOCIAL1_VIOLA13.n": "Seus olhos deixam claro! [pause]Seu coração não consegue mentir para mim, amigue.", - "VIOLA_SOCIAL1_VIOLA13.f": "Seus olhos deixam claro! [pause]Seu coração não consegue mentir para mim, amiga.", - "VIOLA_SOCIAL1_VIOLA14": "Não se preocupe, irei ajudar você como puder.", - "VIOLA_SOCIAL1_VIOLA15": "Você sempre encontrará uma aliada e amiga em mim.", - "VIOLA_SOCIAL1_VIOLA16": "Muito bem! [pause]Não posterguemos mais.", - "VIOLA_SOCIAL2_VIOLA2": "Não vendem cerveja, correto? [pause]Mas vendem este tal de \\\"café\\\".", - "VIOLA_SOCIAL2_VIOLA1": "O estabelecimento popular, [pause]o \\\"Gramofone\\\"...", - "VIOLA_SOCIAL2_VIOLA2_OPTION1": "Exatamente!", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Tenho certeza de que é isso.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Tenho certeza de que é isso.", - "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Tenho certeza de que é isso.", - "VIOLA_SOCIAL2_VIOLA3": "As pessoas da sua época consomem este \\\"café\\\" em largas quantidades?", - "VIOLA_SOCIAL2_VIOLA3_OPTION1": "Que nem água!", - "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Até demais.", - "VIOLA_SOCIAL2_VIOLA4": "Esclarecedor.", - "VIOLA_SOCIAL2_VIOLA6": "Como deveria ser, adquiri um frasco desta adorável bebida. [pause]Um presente de Clémence.", - "VIOLA_SOCIAL2_VIOLA5": "Assim como os habitantes de Vilancoradouro, [pause]eu gostaria de provar o café.", - "VIOLA_SOCIAL4_VIOLA9": "Seria tão mais fácil esquecer os meus, aceitar permanecer aqui...", - "VIOLA_SOCIAL2_NARRATION7": "Viola bebe uma xícara de café.", - "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Qual seu veredito?", - "VIOLA_SOCIAL2_PLAYER8_OPTION2": "E aí? O que achou?", - "VIOLA_SOCIAL2_VIOLA9": "É uma bebida encantadora.", - "VIOLA_SOCIAL2_VIOLA10": "O charme dela é claro.", - "VIOLA_SOCIAL2_VIOLA11": "E quanto a esta massa açucarada que ela me ofereceu com tanta gentileza...", - "VIOLA_SOCIAL2_VIOLA12": "Como é que se chama?", - "VIOLA_SOCIAL2_VIOLA12_OPTION1": "É um rolinho de canela!", - "VIOLA_SOCIAL2_VIOLA13": "Os sabores... [pause]A doçura...", - "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Clémence te deu um rolinho de canela também?", - "VIOLA_SOCIAL2_VIOLA14": "E, no entanto, acabou tão rapidamente, [pause]uma alegria pura e fugaz.", - "VIOLA_SOCIAL2_VIOLA15": "Boa noite, [pause]rolinho doce.", - "VIOLA_SOCIAL2_VIOLA15_OPTION1": "Você gostou?", - "VIOLA_SOCIAL2_VIOLA15_OPTION2": "Então quer dizer que foi um sucesso?", - "VIOLA_SOCIAL2_VIOLA16": "Sim, [pause]posso dizer que sim.", - "VIOLA_SOCIAL3_VIOLA1": "Durante meus esforços de aprender sobre os diversos reinos além de Vilancoradouro, tomei posse de alguns documentos de certa importância.", - "VIOLA_ROMANCE_VIOLA5": "É só um chiste. [pause]O tempo nos rege, [pause]e, algum dia, ele também nos afastará.", - "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Material de estudos?", - "VIOLA_SOCIAL3_VIOLA2": "Sim, [pause]minha estadia em Nova Murta mostrou-me que meu conhecimento do mundo que eu morava era apenas um grão de areia num oceano infindável...", - "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Você andou pesquisando?", - "VIOLA_SOCIAL3_VIOLA3.m": "Certamente há diversos reinos parecidos com o de onde vim, [pause]assim como o seu, querido {player}.", - "VIOLA_SOCIAL3_VIOLA4": "Pedi ajuda à minha cara amiga Meredith, [pause]e ela me cedeu este grimório.", - "VIOLA_SOCIAL3_VIOLA3.n": "Certamente há diversos reinos parecidos com o de onde vim, [pause]assim como o seu, queride {player}.", - "VIOLA_SOCIAL3_VIOLA3.f": "Certamente há diversos reinos parecidos com o de onde vim, [pause]assim como o seu, querida {player}.", - "VIOLA_SOCIAL3_VIOLA6": "Certamente, percebi que os fatos aqui descritos são imaginários.", - "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Acho que é um livro fictício de terror...", - "VIOLA_SOCIAL3_VIOLA5_OPTION2": "Duvido que vá aprender algo com este livro.", - "VIOLA_SOCIAL3_VIOLA7": "Entretanto, o Capítulo 5 é algo que devemos dar atenção, [pause]boa parte descreve formas efetivas de dar cabo de mortos-vivos.", - "VIOLA_SOCIAL3_VIOLA8": "Enfrentar monstros é algo que fazemos frequentemente, correto? [pause]Talvez haja mais coisas a aprender com este documento do que se possa imaginar.", - "VIOLA_SOCIAL3_VIOLA9": "Entretanto, [pause]creio que Meredith emprestou-me este livro simplesmente pela paixão ao macabro.", - "VIOLA_SOCIAL3_VIOLA10": "E foi uma leitura prazerosa! [pause]Talvez eu deva solicitar a ela que me empreste mais livros.", - "VIOLA_SOCIAL4_VIOLA1.f": "Há assuntos que eu gostaria de debater contigo, amiga. [pause]Poderíamos ir para um local mais calmo?", - "VIOLA_SOCIAL4_VIOLA1.m": "Há assuntos que eu gostaria de debater contigo, amigo. [pause]Poderíamos ir para um local mais calmo?", - "VIOLA_SOCIAL3_VIOLA11": "Venha! Desejo pôr meus conhecimentos recém-adquiridos em prática!", - "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Agora não.", - "VIOLA_SOCIAL4_VIOLA1.n": "Há assuntos que eu gostaria de debater contigo, amigue. [pause]Poderíamos ir para um local mais calmo?", - "VIOLA_SOCIAL4_VIOLA_NO": "Em outro momento oportuno, então.", - "VIOLA_SOCIAL4_VIOLA1_OPTION1": "Vamos!", - "VIOLA_SOCIAL4_VIOLA3": "Os habitantes de Vilancoradouro vivem livres de expectativas, concorda?", - "VIOLA_SOCIAL4_VIOLA2": "Devo afirmar:", - "VIOLA_SOCIAL4_VIOLA3_OPTION1": "Como assim?", - "VIOLA_ROMANCE_VIOLA_NO.f": "Erro meu, amiga.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "Creio que não entendi.", - "VIOLA_SOCIAL4_VIOLA4": "Sem senhores a servir, [pause]sem reis para se ajoelhar...", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "Creio que não entendi.", - "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "Creio que não entendi.", - "VIOLA_SOCIAL4_VIOLA5": "A liberdade de encontrar propósito em suas ações. [pause]Eu os invejo.", - "VIOLA_SOCIAL4_VIOLA5_OPTION1": "Sua vida era complicada?", - "VIOLA_SOCIAL4_VIOLA5_OPTION2": "Como era sua vida antes de vir pra cá?", - "VIOLA_SOCIAL4_VIOLA6": "Minha família é bem respeitada e abastada, [pause]mas desventuras se abateram sobre nós.", - "VIOLA_SOCIAL4_VIOLA7": "Eu e meu irmão fomos designados a solicitar ajuda a uma família amiga de outro país.", - "VIOLA_SOCIAL4_VIOLA8": "Mas, como pode ver, [pause]meu navio não chegou às margens. [pause]E a terra na qual me encontrei era esta, uma terra de espíritos e feras.", - "VIOLA_SOCIAL4_VIOLA10": "Eu viveria feliz, com uma das melhores companhias.", - "VIOLA_SOCIAL4_VIOLA11.n": "Que, nestas terras, é você, minhe queride {player}!", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "Meu coração vive tal qual um livro aberto. [pause]Não posso esconder o que sinto.", - "VIOLA_SOCIAL4_VIOLA11.m": "Que, nestas terras, é você, meu querido {player}!", - "VIOLA_SOCIAL4_VIOLA11.f": "Que, nestas terras, é você, minha querida {player}!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Pode contar comigo sempre!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Pode contar comigo sempre!", - "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Pode contar comigo sempre!", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Acha que poderíamos ser mais do que amigos?", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Acha que poderíamos ser mais do que amigas?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "Algo assim, [pause]não posso recusar.", - "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Acha que poderíamos ser mais do que amigues?", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Muito bem! [pause]Venha, [pause]amigo, [pause]vamos beber mais do \\\"café\\\".", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Muito bem! [pause]Venha, [pause]amigue, [pause]vamos beber mais do \\\"café\\\".", - "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Ainda há muitos caminhos que vamos trilhar juntos.", - "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "E, em seguida, continuaremos a nossa jornada!", - "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Muito bem! [pause]Venha, [pause]amiga, [pause]vamos beber mais do \\\"café\\\".", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "\\\"Mais do que amigos\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "\\\"Mais do que amigas\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Fale francamente: de que maneira você me enxerga?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "\\\"Mais do que amigues\\\"?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Te vejo como uma boa amiga.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Eu...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Meu coração é seu.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Você sabe domar as palavras quando a situação se faz necessária, amiga.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Você sabe domar as palavras quando a situação se faz necessária, amigo.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Sua beleza sempre foi tão radiante quanto a luz do sol para mim.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Você sabe domar as palavras quando a situação se faz necessária, amigue.", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Venha, querido {player}...", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Venha, querida {player}...", - "VIOLA_ROMANCE_VIOLA1.m": "Seu olhar parece guardar algum segredo, {player}. [pause]Deseja confessar-me algo?", - "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Venha, doce {player}...", - "VIOLA_ROMANCE_VIOLA_NO.m": "Erro meu, amigo.", - "VIOLA_ROMANCE_VIOLA1.n": "Seu olhar parece guardar algum segredo, {player}. [pause]Deseja confessar-me algo?", - "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Eu quero namorar você.[/color]", - "VIOLA_ROMANCE_VIOLA1.f": "Seu olhar parece guardar algum segredo, {player}. [pause]Deseja confessar-me algo?", - "VIOLA_ROMANCE_VIOLA1_OPTION2": "Nadinha!", - "VIOLA_ROMANCE_VIOLA_NO.n": "Erro meu, amigue.", - "VIOLA_ROMANCE_VIOLA2": "Eu...", - "VIOLA_ROMANCE_VIOLA3": "Você está pedindo minha mão em casamento, [pause]{player}?", - "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", - "VIOLA_ROMANCE_VIOLA6": "Seria um fardo pesado demais casar contigo, [pause]sabendo que um dia este devaneio vai acabar e nós retornaremos às nossas vidas como um dia foram.", - "VIOLA_ROMANCE_VIOLA7": "Ainda assim, [pause]ainda temos muitos dias e noites a aproveitar.", - "VIOLA_ROMANCE_VIOLA8": "Aceito seu desejo. [pause]Portanto, compartilhamos nossos corações em união.", - "VIOLA_ROMANCE_VIOLA9": "Talvez, [pause]em algum reino muito além de nossas imaginações, [pause]um humilde escritor esteja a contar nossa história enquanto falamos.", - "DOG_QUEST1_PART1_NARRATION4": "O cachorro se chama Doguinho, e ele tem um minigravador de fitas preso na coleira. Não há informações sobre o tutor, além de um telefone com 22 dígitos.", - "VIOLA_ROMANCE_VIOLA10": "\\\"Viola e {player}, uma comédia romântica num naufrágio.\\\"", - "VIOLA_ROMANCE_VIOLA11": "Creio que daria uma história magnífica, [pause]concorda?", - "DOG_QUEST1_PART1_DOG1": "Au!", - "DOG_UNKNOWN_NAME": "Cão", - "DOG_QUEST1_PART1_NARRATION2": "É um cachorrinho manso!", - "DOG_QUEST1_PART1_NARRATION3": "Após estender sua mão para que o cachorro te cheire, você confere a coleira.", - "DOG_QUEST1_PART1_NARRATION5": "Nova Murta deve ter puxado Doguinho também.", - "DOG_QUEST1_PART1_NARRATION7": "Doguinho está olhando para o penhasco enquanto choraminga. Talvez ele queira subir.", - "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Auuuu...[/wave]", - "DOG_QUEST1_PART1_NARRATION8": "Você pode utilizar sua habilidade de escalada para chegar lá em cima. Vai subir com ele?", - "DOG_QUEST1_PART2_NARRATION1": "Doguinho se comportou enquanto subia o penhasco. Parece que ele só queria companhia.", - "DOG_QUEST1_PART1_NARRATION9": "Ele não saiu do lugar. Você precisa encontrar uma forma de pegar ele para subir o penhasco...", - "DOG_QUEST1_PART1_DOG10": "Arf arf!", - "DOG_QUEST1_PART4_NARRATION2": "Tem uma coleira e uns petiscos entre os ossos.", - "DOG_QUEST1_PART3_DOG1": "Grrrrr...", - "RESTING_DOG_2": "Você e Doguinho brincam de bolinha preguiçosamente.", - "DOG_QUEST1_PART4_NARRATION1": "Parecem ossos humanos...", - "DOG_QUEST1_PART4_NARRATION4": "Ao acabar, Doguinho te deu um grande lambeijo!", - "DOG_QUEST1_PART4_NARRATION3": "Doguinho cavou um buraco profundo com a sua ajuda e vocês enterraram os ossos.", - "DOG_QUEST1_PART4_DOG5": "*Arfando*", - "RESTING_DOG_1": "Você e Doguinho tiram um cochilo longo.", - "RESTING_DOG_3": "Doguinho foi um menino muito bom hoje, por isso você encheu ele de petiscos e carinhos na barriga.", - "RESTING_DOG_5": "Doguinho te deu um lambeijo!", - "RESTING_DOG_4": "Doguinho dividiu um dos petiscos dele contigo. Você até provou, mas o gosto era péssimo.", - "RESTING_DOG_6.m": "Doguinho devorou seus lanches enquanto você não olhava.", - "RESTING_DOG_8": "Doguinho achou um bom lugar para cavar! Vocês ficaram cobertos de lama.", - "RESTING_DOG_6.n": "Doguinho devorou seus lanches enquanto você não olhava.", - "RESTING_DOG_6.f": "Doguinho devorou seus lanches enquanto você não olhava.", - "RESTING_DOG_7": "Você e Doguinho tentaram brincar de pegar a bolinha, mas ele estava mais focado em farejar monstros nas redondezas.", - "RESTING_DOG_9": "Doguinho trouxe um galho para você e está cheio de orgulho!", - "INTERMISSION_PART1_ALEPH1": "OLÁ, [pause]{player.to_upper}.", - "INTERMISSION_PART1_ALEPH2": "DESCULPE, [pause]ALTO DEMAIS?", - "INTERMISSION_PART1_ALEPH3": "TALVEZ ISSO FACILITE PARA VOCÊ.", - "INTERMISSION_PART1_ALEPH4": "ACHEI QUE DAVA PRA GENTE MARCAR UMA REUNIÃO LIGEIRA.", - "INTERMISSION_PART1_MEREDITH5": "Esse é o mesmo sujeito que anda aparecendo nas estações? [pause]Quem é você, hein?", - "INTERMISSION_PART1_KAYLEIGH5": "O cabeça de triângulo! Quem é ocê? E o que diacho cê quer?", - "INTERMISSION_PART1_EUGENE5": "Você não me mete medo! E quem é você?!", - "INTERMISSION_PART1_FELIX5": "Humm. [pause]Isso é meio preocupante. [pause]Quem é você?", - "INTERMISSION_PART1_VIOLA5": "O que é este ser?", - "INTERMISSION_PART1_DOG5": "Au!", - "INTERMISSION_PART1_ALEPH6": "AH, ONDE DEIXEI OS MEUS MODOS? [pause]DEIXE QUE EU ME APRESENTE.", - "INTERMISSION_PART1_ALEPH6_OPTION1": "Você é um Arcanjo?", - "INTERMISSION_PART1_ALEPH7": "ARCANJO! [pause]É ASSIM QUE NOS CHAMAM? QUE INTERESSANTE!", - "INTERMISSION_PART1_ALEPH8": "E QUANTO A MIM, PESSOALMENTE?", - "INTERMISSION_PART1_ALEPH9": "EU JÁ FUI CHAMADO DE VÁRIAS COISAS PELOS SEUS.", - "INTERMISSION_PART1_ALEPH10": "ARTUR, [pause]ALEXANDRE, [pause]AGAMENON...", - "INTERMISSION_PART1_MEREDITH13": "Ele não é, bem, não é o que eu esperava.", - "INTERMISSION_PART1_ALEPH11": "PORÉM, [pause][pause]MEU NOME É ALEF.", - "INTERMISSION_PART1_ALEPH12": "MAS PODE ME CHAMAR DE AL.", - "INTERMISSION_PART1_KAYLEIGH13": "Ô, pelo menos ele é... [pause]educado.", - "INTERMISSION_PART1_EUGENE13": "Por que ele tá fingindo ser bonzinho?", - "INTERMISSION_PART1_ALEPH14": "PASSEI UM TEMPO PREOCUPADO GRAÇAS A UM VELHO AMIGO. [pause]FELIZMENTE O \\\"PROBLEMA\\\" JÁ ESTÁ RESOLVIDO.", - "INTERMISSION_PART1_FELIX13": "Pra....zer em... conhecer?", - "INTERMISSION_PART1_VIOLA13": "Se quer algo de nós, [pause]seja franco!", - "INTERMISSION_PART1_DOG13": "Grrrr...", - "INTERMISSION_PART1_ALEPH16": "SÃO TEMPOS ANIMADORES, DE FATO, [pause]AMIGOS!", - "INTERMISSION_PART1_ALEPH15": "E AGORA QUE RETORNEI PARA ENCONTRAR ESTE MUNDO COM MAIS DO MEU POVO? [pause]MAIS \\\"ARCANJOS\\\"?", - "INTERMISSION_PART1_ALEPH18": "ENTÃO PEÇO QUE NÃO TENTEM INTERVIR NO MEU EXERCÍCIO DE MONTAGEM DE EQUIPE.", - "INTERMISSION_PART1_ALEPH17": "OS NOVATOS SÃO SELVAGENS E SEM FOCO, [pause]MAS EU ENXERGO O POTENCIAL DELES.", - "INTERMISSION_PART1_ALEPH19": "DE FATO, [pause]DEVO SOLICITAR QUE ENCERREM POR COMPLETO AS SUAS BUSCAS PELOS MEUS SEMELHANTES.", - "INTERMISSION_PART1_ALEPH19_OPTION1": "Mas os Arcanjos são a chave para a saída de Nova Murta!", - "INTERMISSION_PART1_ALEPH19_OPTION2": "Eu preciso encontrá-los para sair desta ilha!", - "INTERMISSION_PART1_ALEPH20": "AH!", - "INTERMISSION_PART1_ALEPH21": "VOCÊ SÓ QUER IR EMBORA?", - "INTERMISSION_PART1_ALEPH22": "SIM, [pause]EU CONSIGO TE MANDAR PARA LONGE DAQUI!", - "INTERMISSION_PART1_KAYLEIGH24": "Não tô gostando disso...", - "INTERMISSION_PART1_ALEPH23": "A ÚNICA COISA QUE NÃO POSSO ALTERAR SOU EU! UM ESPELHO NÃO REFLETE A SI MESMO...", - "INTERMISSION_PART1_MEREDITH24": "Então, é, você só vai confiar nesse homem-triângulo?", - "INTERMISSION_PART1_EUGENE24": "Isso não tá me cheirando bem...", - "INTERMISSION_PART1_FELIX24": "Ah... {player}...?", - "INTERMISSION_PART1_VIOLA24": "Que tipo de homem ele é...?", - "INTERMISSION_PART1_DOG24": "Uuuouu...", - "INTERMISSION_PART1_ALEPH25": "QUE ASSIM SEJA! [pause]VOU CONCEDER SEU DESEJO.", - "INTERMISSION_PART1_ALEPH26": "E, POR FAVOR, NÃO VOLTE MAIS.", - "INTERMISSION_PART1_ALEPH27": "SÉRIO.", - "INTERMISSION_PART1_ALEPH28": "NÃO ESTOU BRINCANDO.", - "INTERMISSION_DEAD_WORLD_SIGNPOST": "Não consigo ler. Nem sei que língua é essa.", - "INTERMISSION_PART2_AMBER1.m": "Você parece que está perdido, [pause]forasteiro.", - "AMBER_UNKNOWN_NAME": "Mulher Misteriosa", - "INTERMISSION_PART2_AMBER2": "Precisa de um lugar para ficar?", - "INTERMISSION_PART2_AMBER1.n": "Você parece que está perdide, [pause]forasteire.", - "INTERMISSION_PART2_AMBER1.f": "Você parece que está perdida, [pause]forasteira.", - "INTERMISSION_PART3_AMBER1.n": "Você tem sorte que te encontrei aquela hora, doçura.", - "INTERMISSION_LODGE_LOCKED": "A porta está trancada.", - "INTERMISSION_PART3_AMBER1.m": "Você tem sorte que te encontrei aquela hora, doçura.", - "INTERMISSION_PART3_AMBER2": "Pode me chamar de Srta. Âmbar, [pause]sou eu quem mando no Salão Âmbar.", - "INTERMISSION_PART3_AMBER1.f": "Você tem sorte que te encontrei aquela hora, doçura.", - "INTERMISSION_PART3_AMBER4.m": "Por favor, [pause]sinta-se em casa. [pause]Pode dar uma olhada.", - "INTERMISSION_PART3_AMBER3.f": "Você deu bastante sorte, [pause]o Salão Âmbar não costuma passar por aqueles mundos fantasmas com frequência.", - "INTERMISSION_PART3_AMBER3.m": "Você deu bastante sorte, [pause]o Salão Âmbar não costuma passar por aqueles mundos fantasmas com frequência.", - "INTERMISSION_PART3_AMBER3.n": "Você deu bastante sorte, [pause]o Salão Âmbar não costuma passar por aqueles mundos fantasmas com frequência.", - "INTERMISSION_PART3_AMBER4.f": "Por favor, [pause]sinta-se em casa. [pause]Pode dar uma olhada.", - "INTERMISSION_PART3_AMBER5": "Ainda estamos em viagem, então não vai ter pra onde ir por agora.", - "INTERMISSION_PART3_AMBER4.n": "Por favor, [pause]sinta-se em casa. [pause]Pode dar uma olhada.", - "INTERMISSION_PART3_AMBER6_OPTION1": "Quem é você?", - "INTERMISSION_PART3_AMBER6": "Olá, docinho. Como posso ajudar?", - "INTERMISSION_PART3_AMBER6_OPTION2": "Que lugar é este?", - "INTERMISSION_PART3_AMBER6_OPTION3": "O que está acontecendo?", - "INTERMISSION_PART3_AMBER6_OPTION4": "Até mais!", - "INTERMISSION_PART3_AMBER7": "Como disse, eu sou a Srta. Âmbar. [pause]Eu comando este belo estabelecimento.", - "INTERMISSION_PART3_AMBER9": "Você não é a primeir’alma a vagar por aqui com este olhar no rosto!", - "INTERMISSION_PART3_AMBER8": "Não se preocupe, [pause]você está longe de perigos por aqui.", - "INTERMISSION_PART3_AMBER11": "Não é nosso costume ficar no mesmo lugar por muito tempo. [pause]De vez em quando umas pessoas como você precisam de uma mãozinha, então estendemos um galhinho de carambola.", - "INTERMISSION_PART3_AMBER10": "O Salão Âmbar, doçura.", - "INTERMISSION_PART3_AMBER12": "Nossa clientela foi bem variada ao longo dos anos, [pause]sem sombra de dúvidas.", - "INTERMISSION_PART3_AMBER13.m": "Awn, esse seu olhar de cachorrinho perdido é [wave amp=30 freq=10]adorável[/wave]!", - "INTERMISSION_PART3_AMBER14.m": "Acalme-se, [pause]nada disso é um problemão.", - "INTERMISSION_PART3_AMBER13.n": "Awn, esse seu olhar de cachorrinho perdido é [wave amp=30 freq=10]adorável[/wave]!", - "INTERMISSION_PART3_AMBER13.f": "Awn, esse seu olhar de cachorrinho perdido é [wave amp=30 freq=10]adorável[/wave]!", - "INTERMISSION_PART3_AMBER14.f": "Acalme-se, [pause]nada disso é um problemão.", - "INTERMISSION_PART3_AMBER14.n": "Acalme-se, [pause]nada disso é um problemão.", - "INTERMISSION_PART3_AMBER15.m": "Você acabou se perdendo num mundo que está morto há milhares de anos.", - "INTERMISSION_PART3_AMBER16": "Ora, [pause]eu simplesmente te salvei.", - "INTERMISSION_PART3_AMBER15.n": "Você acabou se perdendo num mundo que está morto há milhares de anos.", - "INTERMISSION_PART3_AMBER15.f": "Você acabou se perdendo num mundo que está morto há milhares de anos.", - "AMBER_LODGE_MIRROR_DESCRIPTION": "Este espelho está bem polido. Mesmo assim, ele não reflete nada...", - "INTERMISSION_PART3_AMBER17": "Cuide-se, docinho.", - "AMBER_LODGE_NPC1_NAME": "Homem Relaxado", - "AMBER_LODGE_NPC1_DIALOGUE": "A Srta. Âmbar certamente sabe como gerenciar essa associação!", - "AMBER_LODGE_NPC2_NAME": "Mulher com Bochechas Rosadas", - "AMBER_LODGE_NPC2_DIALOGUE": "Ora, se eu pudesse, ficaria aqui para sempre!", - "AMBER_LODGE_NPC3_NAME": "Indivíduo Amigável", - "AMBER_LODGE_NPC3_DIALOGUE": "Primeira vez no Salão Âmbar?", - "AMBER_LODGE_NPC4_NAME": "Homem de Cara Amarrada", - "AMBER_LODGE_NPC4_DIALOGUE": "O Salão Âmbar é realmente único...", - "INTERMISSION_PART4_AMBER1": "De um tempo mais fácil.", - "INTERMISSION_PART4_AMBER1_OPTION1": "Você conhece Alef?", - "INTERMISSION_PART4_AMBER1_OPTION2": "Você e Alef são amigos?", - "INTERMISSION_PART4_AMBER2": "Nos bons tempos, [pause]já fomos como carne e unha.", - "INTERMISSION_PART4_AMBER3": "Éramos uma grande equipe, [pause]e tivemos momentos maravilhosos juntos, [pause]deixa eu te contar uma.", - "INTERMISSION_PART4_AMBER4": "Alef era o líder. [pause]Assim, CLARO que ele era. [pause]Toda aquela coisa de machão, [pause]né?", - "INTERMISSION_PART4_AMBER5": "Mas eu? [pause]Eu era a motorista, [pause]e Morgana, a guardiã da porta.", - "INTERMISSION_PART4_AMBER6": "Mas as pessoas tendem a se afastar. As coisas tendem a ficar bagunçadas quando acabam.", - "INTERMISSION_PART4_AMBER7": "Foi quando deixei tudo para trás.", - "INTERMISSION_PART4_AMBER8": "Garanto que Alef ainda tenta achar uma carona para fora daquela ilha, [pause]mesmo depois de todo esse tempo.", - "INTERMISSION_PART4_AMBER9": "Mas se depender daquela bruxa coroca? [pause]Rá, duvido que ache.", - "INTERMISSION_PART4_AMBER10": "Mas não quero te entediar com essas histórias de tempos passados de uma velha garota.", - "INTERMISSION_PART4_AMBER11": "Eu?", - "INTERMISSION_PART4_AMBER16": "Relaxe, boquinha de siri.", - "INTERMISSION_PART4_AMBER10_OPTION1": "Você é um Arcanjo?", - "INTERMISSION_PART4_AMBER13": "Sou apenas quem comanda este estabelecimento.", - "INTERMISSION_PART4_AMBER12": "Ora! [pause]Já te disse, {player}...", - "INTERMISSION_PART4_AMBER15": "Ainda mais que, você bem sabe como é andar por aí num avatar, não é mesmo?", - "INTERMISSION_PART4_AMBER14": "O Salão Âmbar é a verdadeira atração.", - "INTERMISSION_PART4_AMBER25.m": "Pode atravessá-lo quando estiver pronto.", - "INTERMISSION_PART4_AMBER18": "E antes disso, [pause]você estava em Nova Murta?", - "INTERMISSION_PART4_AMBER17.m": "Mas [pause]creio que Alef te transportou praquela rocha e você ficou preso lá, [pause]correto?", - "INTERMISSION_PART4_AMBER17.f": "Mas [pause]creio que Alef te transportou praquela rocha e você ficou presa lá, [pause]correto?", - "INTERMISSION_PART4_AMBER17.n": "Mas [pause]creio que Alef te transportou praquela rocha e você ficou prese lá, [pause]correto?", - "INTERMISSION_PART5_EUGENE.f": "Sabia que você ia voltar!", - "INTERMISSION_PART4_AMBER19": "Aquela ilha é uma armadilha ambulante. [pause]As pessoas que se perdem entre as brechas ficam presas lá. Azar e tanto o seu, docinho.", - "INTERMISSION_PART4_AMBER20": "Mas e quanto aos planos do nosso amigo com cabeça triangular?", - "INTERMISSION_PART4_AMBER21.m": "Não é sua culpa vir parar no meio dessa confusão.", - "INTERMISSION_PART4_AMBER21.f": "Não é sua culpa vir parar no meio dessa confusão.", - "INTERMISSION_PART4_AMBER21.n": "Não é sua culpa vir parar no meio dessa confusão.", - "INTERMISSION_PART4_AMBER23": "O espelho vai levar você para onde precisa ir.", - "INTERMISSION_PART4_AMBER22": "Bem, vou te dar uma carona, mas só dessa vez. [pause]Venha.", - "INTERMISSION_PART4_AMBER24": "Mas [pause]ONDE isso é, [pause]bem, [pause]aí já não cabe a mim controlar.", - "INTERMISSION_PART4_AMBER25.f": "Pode atravessá-lo quando estiver pronta.", - "INTERMISSION_PART4_AMBER26": "Cuide-se, docinho. Foi esplêndido conhecer você.", - "INTERMISSION_PART4_AMBER27.n": "Ah, e faça-me um favor: [pause]não vamos deixar que nosso amiguinho, Al, saiba que ajudei você, [pause]certo?", - "INTERMISSION_PART4_AMBER25.n": "Pode atravessá-lo quando estiver pronte.", - "INTERMISSION_PART4_AMBER27.m": "Ah, e faça-me um favor: [pause]não vamos deixar que nosso amiguinho, Al, saiba que ajudei você, [pause]certo?", - "INTERMISSION_PART5_KAYLEIGH.m": "Achei que cê tinha batido as botas!", - "INTERMISSION_PART4_AMBER27.f": "Ah, e faça-me um favor: [pause]não vamos deixar que nosso amiguinho, Al, saiba que ajudei você, [pause]certo?", - "INTERMISSION_PART5_KAYLEIGH.f": "Achei que cê tinha batido as botas!", - "INTERMISSION_PART5_KAYLEIGH.n": "Achei que cê tinha batido as botas!", - "INTERMISSION_PART5_MEREDITH.m": "Ai, [pause]você não faz IDEIA de como eu tava preocupada, migo.", - "INTERMISSION_PART5_MEREDITH.n": "Ai, [pause]você não faz IDEIA de como eu tava preocupada, migue.", - "INTERMISSION_PART5_MEREDITH.f": "Ai, [pause]você não faz IDEIA de como eu tava preocupada, miga.", - "INTERMISSION_PART5_EUGENE.m": "Sabia que você ia voltar!", - "INTERMISSION_PART5_FELIX.f": "Ainda bem, pensei que nunca mais veria você...", - "INTERMISSION_PART5_FELIX.m": "Ainda bem, pensei que nunca mais veria você...", - "INTERMISSION_PART5_EUGENE.n": "Sabia que você ia voltar!", - "INTERMISSION_PART5_VIOLA.m": "Sou tão grata pelo seu retorno...", - "INTERMISSION_PART5_FELIX.n": "Ainda bem, pensei que nunca mais veria você...", - "INTERMISSION_PART5_VIOLA.n": "Sou tão grata pelo seu retorno...", - "INTERMISSION_PART5_VIOLA.f": "Sou tão grata pelo seu retorno...", - "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]AU! AU![/shake]", - "INTERMISSION_PART6_VIOLA4": "Esse Alef não tem nada de confiável. É prudente permanecermos vigilantes para caso ele mostre sua face angular novamente.", - "INTERMISSION_PART6_KAYLEIGH2": "O homem-triângulo, [pause]Alef, [pause]é um Arcanjo antigo que tá preso em Nova Murta como a gente.", - "INTERMISSION_PART6_KAYLEIGH1": "...Ok, [pause]se eu não tô enganada...", - "END_MIRROR_DENIAL_EUGENE1.n": "Ainda não posso ir, parça. [pause]Não antes de dar cabo dos Corretores em Nova Murta, saca?", - "INTERMISSION_PART6_MEREDITH3.m": "E você foi salvo por uma estranha depois do [wave amp=30 freq=10]panaca triangular[/wave] te mandar pra outro mundo. [pause]Coisa que ele consegue fazer com outros, mas não com ele mesmo. [pause]Saquei.", - "INTERMISSION_PART6_MEREDITH3.f": "E você foi salva por uma estranha depois do [wave amp=30 freq=10]panaca triangular[/wave] te mandar pra outro mundo. [pause]Coisa que ele consegue fazer com outros, mas não com ele mesmo. [pause]Saquei.", - "INTERMISSION_PART6_MEREDITH3.n": "E você foi salve por uma estranha depois do [wave amp=30 freq=10]panaca triangular[/wave] te mandar pra outro mundo. [pause]Coisa que ele consegue fazer com outros, mas não com ele mesmo. [pause]Saquei.", - "INTERMISSION_PART6_KAYLEIGH3.f": "E ele te mandou pra um mundo destruído com a cabeça de espelho gigante dele, mas você pegou uma carona com uma desconhecida legal. [pause]Que também é um Arcanjo.", - "INTERMISSION_PART6_KAYLEIGH5": "A gente ainda não faz ideia do que o Alef tá tramando. Só sabemos que ele tem interesse [wave amp=30 freq=10]nos outros[/wave] Arcanjos.", - "INTERMISSION_PART6_KAYLEIGH3.m": "E ele te mandou pra um mundo destruído com a cabeça de espelho gigante dele, mas você pegou uma carona com uma desconhecida legal. [pause]Que também é um Arcanjo.", - "INTERMISSION_PART6_MEREDITH3_OPTION1": "Exatamente.", - "INTERMISSION_PART6_KAYLEIGH3.n": "E ele te mandou pra um mundo destruído com a cabeça de espelho gigante dele, mas você pegou uma carona com uma desconhecida legal. [pause]Que também é um Arcanjo.", - "INTERMISSION_PART6_MEREDITH3_OPTION2": "É um bom resumo.", - "INTERMISSION_PART6_EUGENE5": "A gente não faz ideia do que esse cara tá tramando, né? Parece que ele tem um [shake rate=30 level=10]plano[/shake] feito, e ele envolve encontrar outros Arcanjos.", - "INTERMISSION_PART6_FELIX6": "Minha dúvida é: o que você pretende fazer com ele? Ele tá claramente tramando algo, mas essa parada toda [wave amp=30 freq=10]pode[/wave] estar meio fora das nossas possibilidades.", - "INTERMISSION_PART6_MEREDITH6": "Ok, o que vamos fazer com esse panaca? Tipo, [pause]ele tá tramando algo, [pause]mas ele é um [wave amp=30 freq=10]Arcanjo[/wave]. Creio que Arcanjos estejam um pouco fora do nosso alcance.", - "INTERMISSION_PART6_KAYLEIGH6": "E então, {player}? O que cê pretende fazer com ele? O Alef já mostrou que vai [wave amp=30 freq=10]dar cabo[/wave] de qualquer um no caminho dele, mas... [pause]Isso tudo parece estar fora do nosso alcance.", - "INTERMISSION_PART6_FELIX6_OPTION1": "Vamos ficar de olho nele.", - "INTERMISSION_PART6_FELIX6_OPTION2": "Vamos evitá-lo o máximo possível.", - "INTERMISSION_PART6_KAYLEIGH7": "Belezura! Ótima ideia.", - "INTERMISSION_PART6_MEREDITH7.m": "Hihi. Boa ideia, migo.", - "INTERMISSION_PART6_MEREDITH7.f": "Hihi. Boa ideia, miga.", - "INTERMISSION_PART6_MEREDITH7.n": "Hihi. Boa ideia, migue.", - "INTERMISSION_PART6_EUGENE7": "Beleza, gostei do plano!", - "INTERMISSION_PART6_FELIX7": "Heh. Gostei do plano.", - "INTERMISSION_PART6_DOG7": "Au!", - "INTERMISSION_PART6_VIOLA7": "Muito bem! Seguirei seus comandos, {player}.", - "END_MIRROR_REVEAL_KAYLEIGH1": "Isso é...", - "END_MIRROR_REVEAL_PLAYER1": "Hum. Um espelho. Será que é parecido com o do Salão Âmbar...?", - "END_PART1_EUGENE3.f": "Tá tudo bem, parça? [pause]Você ficou quieta demais aí.", - "END_MIRROR_REVEAL_FELIX1": "...Legal.", - "END_MIRROR_REVEAL_EUGENE1": "Uau.", - "END_MIRROR_REVEAL_MEREDITH1": "Isso... [pause]Parece um achado e tanto.", - "END_MIRROR_REVEAL_VIOLA1": "Seria este o domínio que seu coração estava destinado a encontrar, {player}?", - "END_MIRROR_DENIAL_MEREDITH1": "{player}, eu ainda não posso atravessar... Parece ser uma passagem só de ida, e eu ainda tenho coisas a resolver por aqui.", - "END_MIRROR_REVEAL_DOG1": "Au!", - "END_MIRROR_DENIAL_EUGENE1.m": "Ainda não posso ir, parça. [pause]Não antes de dar cabo dos Corretores em Nova Murta, saca?", - "END_MIRROR_DENIAL_EUGENE1.f": "Ainda não posso ir, parça. [pause]Não antes de dar cabo dos Corretores em Nova Murta, saca?", - "END_MIRROR_DENIAL_VIOLA1.f": "Ainda não posso seguir contigo, amiga. [pause]Não antes de garantir que meu irmão não está nesta ilha.", - "END_MIRROR_DENIAL_FELIX1": "Eu... não posso continuar. [pause]Ainda não. Preciso encontrar minha inspiração primeiro.", - "END_MIRROR_DENIAL_VIOLA1.n": "Ainda não posso seguir contigo, amigue. [pause]Não antes de garantir que meu irmão não está nesta ilha.", - "END_MIRROR_DENIAL_VIOLA1.m": "Ainda não posso seguir contigo, amigo. [pause]Não antes de garantir que meu irmão não está nesta ilha.", - "END_MIRROR_DENIAL_DOG1": "Parece que Doguinho ainda tem coisas a fazer por aqui...", - "FINAL_STATION_PART1_KAYLEIGH1": "Onde é que a gente tá? É tão enevoado... [pause]Parece que não tem outro caminho a não ser pra frente, {player}.", - "FINAL_STATION_PART1_EUGENE1": "Aquele espelho tava guardando esse lugar? Espelhos fazem isso?! Eu tô surtando ou o quê?", - "FINAL_STATION_PART1_MEREDITH1": "Este lugar tava escondido dentro de um [wave amp=30 freq=10]espelho[/wave]?!", - "FINAL_STATION_PART1_FELIX1": "Não sei o que eu imaginava que teria aqui, mas, [pause]urgh, não esperava por isso.", - "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Auuu...[/shake]", - "FINAL_STATION_PART1_VIOLA1": "Atravessar um espelho e encontrar um local como este... Creio que nem meus sonhos mais férteis fossem capazes de imaginar isso.", - "FINAL_STATION_PART2_KAYLEIGH1": "Esse lugar é [wave amp=30 freq=10]grande[/wave]...", - "FINAL_STATION_PART2_KAYLEIGH2": "Se o portal que a gente procura tá em algum canto, é aqui. [pause]Precisamos investigar.", - "FINAL_STATION_PART2_MEREDITH1": "Esse lugar, definitivamente, CHEIRA a velho.", - "FINAL_STATION_PART2_MEREDITH2": "Vamo nessa, precisamos dar uma olhada. Se seu portão mágico tá [wave amp=30 freq=10]em algum canto[/wave], certamente vai ser aqui.", - "FINAL_STATION_PART2_EUGENE2": "Será que é aqui? O portal pra sair de Nova Murta?", - "FINAL_STATION_PART2_EUGENE1": "Esse lugar parece abandonado, [pause]pelo menos uns cem anos sem ver ninguém...", - "FINAL_STATION_PART2_FELIX1": "Então...", - "FINAL_STATION_PART2_VIOLA1": "Há uma energia triste neste local. Pode sentir?", - "FINAL_STATION_PART2_FELIX2": "Deve ser aqui, né? O local que você tava procurando? Vamos dar uma conferida.", - "END_PART1_MEREDITH1": "Não faço ideia do que seja, mas garanto que é melhor não mexer aí.", - "FINAL_STATION_PART2_VIOLA2": "Venha, [pause]precisamos explorar este domínio amargurado.", - "END_PART1_KAYLEIGH1": "Um caixão? {player}, por que isso é tão grande...?", - "FINAL_STATION_PART2_DOG1": "Doguinho parece nervoso, mas também ansioso para investigar.", - "END_PART1_EUGENE1": "Isso é... eu não faço ideia do que seja.", - "END_PART1_VIOLA1": "Este caixão foi produzido por mãos pesarosas. [pause]Você também sente?", - "END_PART1_FELIX1": "Eu diria que foi algo surpreendente de encontrar aqui, mas eu não sabia o que esperar.", - "END_PART1_MORGANTE2": "MORDREAD... MEU FILHO...\\n\\nJUSTIÇA SERÁ FEITA AO REI VERMELHO.\\n\\nEM BREVE.", - "END_PART1_DOG1": "[shake rate=30 level=10]Auuu...[/shake]", - "END_PART1_FELIX3.n": "Ei, {player}, tudo certo? [pause]Você ficou olhando pro nada por um bom tempo.", - "END_PART1_KAYLEIGH3.m": "Cê tá bem? Você meio que viajou um pouco.", - "END_PART1_MEREDITH3.m": "Terra para {player}? [pause]Você deu uma viajada aí, migo.", - "END_PART1_KAYLEIGH3.f": "Cê tá bem? Você meio que viajou um pouco.", - "END_PART1_KAYLEIGH3.n": "Cê tá bem? Você meio que viajou um pouco.", - "END_PART1_MEREDITH3.f": "Terra para {player}? [pause]Você deu uma viajada aí, miga.", - "END_PART1_MEREDITH3.n": "Terra para {player}? [pause]Você deu uma viajada aí, migue.", - "END_PART1_EUGENE3.m": "Tá tudo bem, parça? [pause]Você ficou quieto demais aí.", - "END_PART2_PLAYER_OPTION2": "Vamos nessa!", - "END_PART1_FELIX3.m": "Ei, {player}, tudo certo? [pause]Você ficou olhando pro nada por um bom tempo.", - "END_PART1_EUGENE3.n": "Tá tudo bem, parça? [pause]Você ficou quiete demais aí.", - "END_PART1_VIOLA3.m": "Sua mente decidiu ir além-mar? Você ficou parado por um momento considerável.", - "END_PART1_FELIX3.f": "Ei, {player}, tudo certo? [pause]Você ficou olhando pro nada por um bom tempo.", - "END_PART1_VIOLA3.n": "Sua mente decidiu ir além-mar? Você ficou parade por um momento considerável.", - "END_PART1_VIOLA3.f": "Sua mente decidiu ir além-mar? Você ficou parada por um momento considerável.", - "END_PART1_DOG3": "Au!", - "END_PART2_CONFIRM1.m": "Se atravessar, talvez você não consiga retornar por um tempo. Está pronto?", - "END_PART2_CONFIRM1.f": "Se atravessar, talvez você não consiga retornar por um tempo. Está pronta?", - "END_PART2_CONFIRM2": "Deseja salvar antes?", - "END_PART2_CONFIRM1.n": "Se atravessar, talvez você não consiga retornar por um tempo. Está pronte?", - "END_PART2_KAYLEIGH3": "A gente chegou bem longe, {player}...", - "END_PART2_MEREDITH3.m": "Olha, se for isso mesmo, estou impressionada. [pause]Eu quase achei que você não conseguiria, migo.", - "END_PART2_MEREDITH3.n": "Olha, se for isso mesmo, estou impressionada. [pause]Eu quase achei que você não conseguiria, migue.", - "END_PART2_MEREDITH3.f": "Olha, se for isso mesmo, estou impressionada. [pause]Eu quase achei que você não conseguiria, miga.", - "END_PART2_EUGENE3": "Não tem pra onde correr mais, parça! [pause]Cara, eu tô VIDRADO!", - "END_PART2_FELIX3": "Parece um portal bem sério. [pause]Creio que seja ele?", - "END_PART2_VIOLA3": "Poderia ser? O fim de nossas jornadas repousa à nossa frente?", - "END_PART2_DOG3": "Au!", - "END_PART2_MEREDITH5.m": "Você não tava planejando me deixar pra trás, né, [pause]migo?", - "END_PART2_KAYLEIGH4": "Epa! Calmaê, cê num vai mesmo entrar lá sem mim!", - "END_PART2_EUGENE6": "Mais um salto em direção ao desconhecido? Maneiro!", - "END_PART2_MEREDITH5.n": "Você não tava planejando me deixar pra trás, né, [pause]migue?", - "END_PART2_MEREDITH5.f": "Você não tava planejando me deixar pra trás, né, [pause]miga?", - "END_PART2_VIOLA8": "Se este é nosso ato final, [pause]que seja em conjunto!", - "END_PART2_FELIX7": "Eu não posso perder essa.", - "END_PART3_FELIX4": "Concordamos que esse triângulo gigante é o portal, certo?", - "END_PART2_DOG9": "Au!", - "END_PART2_PLAYER_OPTION1": "Valeu por vir!", - "END_PART3_MEREDITH2": "É ele, [pause]não é?", - "END_PART3_KAYLEIGH1": "Esse TEM que ser o portal...", - "END_PART3_EUGENE3": "[shake rate=30 level=10]Memorável![/shake]", - "END_PART3_VIOLA5": "Que visão...", - "END_PART3_DOG6": "*Arfando*", - "END_PART3_ALEPH7": "Uau, conseguimos!", - "END_PART3_KAYLEIGH8": "Alef!", - "END_PART3_MEREDITH8": "Ah. Você não cansa, não?", - "END_PART3_EUGENE8": "O que você quer, [pause]panaca?", - "END_PART3_VIOLA8": "Você!", - "END_PART3_DOG8": "Au?!", - "END_PART3_FELIX8": "Você tava seguindo a gente...?", - "END_PART3_ALEPH9": "AQUELA BRUXA DA TERCEIRA IDADE SOUBE ESCONDER ESTE LUGAR.", - "END_PART3_ALEPH10": "SABIA QUE ESTA FERROVIA É MAIS UM DE NÓS \\\"ARCANJOS\\\"?", - "END_PART3_ALEPH12": "É UM LABIRINTO E TANTO AQUI!", - "END_PART3_ALEPH11": "NÓS Ê CHAMAMOS DE MERLINHA. [pause]SUA \\\"ILHA\\\" INTEIRA FICA SOBRE ELU.", - "END_PART3_ALEPH13": "EU NUNCA ENCONTRARIA ESSA CÂMARA SEM VOCÊS, [pause]SÉRIO.", - "END_PART3_ALEPH15.n": "COMO FOI QUE DESCOBRIU ESSE NOME? [pause]VOCÊ É MAIS INTELIGENTE DO QUE PARECE, COMPANHEIRE.", - "END_PART3_ALEPH13_OPTION1": "A \\\"bruxa da terceira idade\\\" é a Morgana?", + "VIOLA_CONVO14_VIOLA4": "Still, it is a [wave amp=30 freq=10]curious[/wave] thing for one’s own tale to exist betwixt the pages of a book in another land. Do all stories work in such a manner?", + "VIOLA_CONVO13_VIOLA2.n": "I am sorry, [pause]friend, [pause]for I have little conversation within me at this moment.", + "VIOLA_CONVO13_VIOLA2.m": "I am sorry, [pause]friend, [pause]for I have little conversation within me at this moment.", + "VIOLA_CONVO13_VIOLA3": "You and I have not known each other long. You may have offered me your help, but I have few words to offer in return.", + "VIOLA_CONVO14_VIOLA2": "He said that he and I are the creation of a playwright. That our stories were already written for us.", + "VIOLA_CONVO14_VIOLA1": "I am thinking once again of the words of the trickster Robin Goodfellow.", + "VIOLA_CONVO14_VIOLA3": "I did not let his words crush my spirit, of course. [pause]As I said – my story is mine to write and mine alone.", + "VIOLA_CONVO14_VIOLA5": "Perhaps in one realm, one may find the “Book of {player}”! [pause]I am sure it is a riveting read!", + "VIOLA_CONVO17_VIOLA1_OPTION1": "Yeah!", + "VIOLA_CONVO15_VIOLA1": "Tell me, [pause]{player}, [pause]do you not find this land’s methods of dueling in the guise of fae beasts to be a strange one?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "It is pretty weird, yeah!", + "VIOLA_CONVO15_VIOLA1_OPTION2": "I find it fun!", + "VIOLA_CONVO15_VIOLA2": "So curious it is! And yet the kind people of this land do it without a moment’s hesitation or worry.", + "VIOLA_CONVO16_VIOLA1": "Do you believe it, {player}? [pause]Do you believe that the doorway you found will lead us back to where we once lived?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "I have to!", + "VIOLA_CONVO16_VIOLA1_OPTION2": "I believe it!", + "VIOLA_CONVO16_VIOLA2": "Wonderful! [pause]As much as I have come to admire this brave new world, I know that it is not any of our fates to remain here forever.", + "VIOLA_CONVO16_VIOLA3": "But if it is your wish to remain here but a while longer, I shall stay also. [pause]We are young, after all. Time does not beckon us to be gone from this place as of yet.", + "VIOLA_CONVO17_VIOLA1": "The battle with our foe Aleph was a grand one, was it not?", + "VIOLA_CONVO17_VIOLA2": "I am more of a fighter than I thought. Perhaps I should instead live the life of a soldier!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "I guess you could say that!", + "VIOLA_CONVO17_VIOLA3": "Though as a woman, I would not be permitted to do so. [pause]Perhaps I should once again disguise myself as a man…", + "VIOLA_CONVO17_VIOLA3_OPTION2": "Huh?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "”Again?”", + "VIOLA_CONVO18_VIOLA1.m": "We have not journeyed together for long, dear {player}, but it feels like we have lived a lifetime of stories together already!", + "VIOLA_CONVO17_VIOLA4": "Does this surprise you? I am a performer at heart! Man and woman are merely costumes in my wardrobe, to wear as I will.", + "VIOLA_CONVO18_VIOLA1.f": "We have not journeyed together for long, dear {player}, but it feels like we have lived a lifetime of stories together already!", + "VIOLA_CONVO18_VIOLA1.n": "We have not journeyed together for long, dear {player}, but it feels like we have lived a lifetime of stories together already!", + "VIOLA_CONVO18_VIOLA2": "Perhaps that is the true purpose of this land: those who step foot upon its shores are fated to leave with many tales of their adventures.", + "VIOLA_CONVO19_VIOLA1_OPTION1": "Yeah!", + "VIOLA_CONVO19_VIOLA1.n": "Do you read poetry, my dear {player}?", + "VIOLA_CONVO19_VIOLA1.m": "Do you read poetry, my dear {player}?", + "VIOLA_CONVO19_VIOLA1.f": "Do you read poetry, my dear {player}?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "Not really!", + "VIOLA_CONVO19_VIOLA4": "As much as man needs the cook to nourish their stomach, so too do they need the poet to nourish their heart.", + "VIOLA_CONVO19_VIOLA2": "I am glad to hear it!", + "VIOLA_CONVO19_VIOLA3": "It is no matter – perhaps I shall teach you!", + "VIOLA_CONVO19_VIOLA5": "I believe it is a cruelty to oneself to starve one’s heart of such nourishment.", + "VIOLA_CONVO19_VIOLA6": "Given our present union, perhaps we would do well to enjoy the works of the Greek poet Sappho? I shall attempt to locate a book of her poetry in our travels.", + "VIOLA_CONVO20_VIOLA1": "Thank you – [pause]this moment of rest has not gone unappreciated, {player}.", + "VIOLA_SOCIAL1_VIOLA1": "It has become apparent to me, [pause]as of late, [pause]that many elements of life in this town are foreign to me.", + "VIOLA_SOCIAL1_VIOLA3": "And lamplights illuminate themselves with no lamplighter! [pause]There is much I do not understand.", + "VIOLA_SOCIAL1_VIOLA2": "The good people of Harbourtown speak in ways I find peculiar.", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "I suppose you do come from a Shakespearean past…", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "I guess this is like the future from your perspective!", + "VIOLA_SOCIAL1_VIOLA5": "And melding your spirits together with your allies. [pause]This is normal to you?", + "VIOLA_SOCIAL1_VIOLA4": "Yes. And these “cassette players” you use to take the form of spirits and beasts.", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Uh, no, that’s still weird.", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "That’s just a New Wirral thing.", + "VIOLA_SOCIAL1_VIOLA6": "I see.", + "VIOLA_SOCIAL1_VIOLA8": "It is true: I am indeed a long way from Messaline, both in time and place.", + "VIOLA_SOCIAL1_VIOLA7": "So there are aspects of this land familiar to you, but some that even you find strange.", + "VIOLA_SOCIAL1_VIOLA9": "If this realm has delights unfamiliar to me, I ask of you this:", + "VIOLA_SOCIAL1_VIOLA10": "Perhaps you may share some of these with me, in time?", + "VIOLA_SOCIAL1_VIOLA11": "I wish to experience these new things, before I return to my home country.", + "VIOLA_SOCIAL3_VIOLA5": "She insisted that it was a valuable read, [pause]this “Spooktales” book.", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Before you return home?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "You’re going to leave?", + "VIOLA_SOCIAL1_VIOLA13.m": "I can see it in your eyes! [pause]Your heart is not so easily hidden from me, friend.", + "VIOLA_SOCIAL1_VIOLA12": "Is it not your quest to find passage off this island?", + "VIOLA_SOCIAL1_VIOLA13.n": "I can see it in your eyes! [pause]Your heart is not so easily hidden from me, friend.", + "VIOLA_SOCIAL1_VIOLA13.f": "I can see it in your eyes! [pause]Your heart is not so easily hidden from me, friend.", + "VIOLA_SOCIAL1_VIOLA14": "Do not worry – I shall aid you however I can.", + "VIOLA_SOCIAL1_VIOLA15": "You shall always have in me an ally and a friend.", + "VIOLA_SOCIAL1_VIOLA16": "Very well! [pause]Let us dally no longer.", + "VIOLA_SOCIAL2_VIOLA2": "It does not sell ale, correct? [pause]But instead this “coffee”.", + "VIOLA_SOCIAL2_VIOLA1": "The popular establishment, [pause]the “Gramophone”...", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "That’s right!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "I’m pretty sure that’s the case.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "I’m pretty sure that’s the case.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "I’m pretty sure that’s the case.", + "VIOLA_SOCIAL2_VIOLA3": "And the people of your time consume this “coffee” in great quantities?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "They sure do!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Perhaps too much.", + "VIOLA_SOCIAL2_VIOLA4": "Enlightening.", + "VIOLA_SOCIAL2_VIOLA6": "As such, I have acquired a flask of this beloved beverage. [pause]A gift from Clémence.", + "VIOLA_SOCIAL2_VIOLA5": "I wish to experience the coffee, [pause]as the good people of Harbourtown do.", + "VIOLA_SOCIAL2_NARRATION7": "Viola drinks a cup of coffee.", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "What is your verdict?", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "What do you think?", + "VIOLA_SOCIAL2_VIOLA9": "It is a hearty drink.", + "VIOLA_SOCIAL2_VIOLA10": "The appeal is clear to me.", + "VIOLA_SOCIAL2_VIOLA11": "And as for this sugared pastry she also gave me so kindly...", + "VIOLA_SOCIAL2_VIOLA12": "What would you call this?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "It’s a cinnamon roll!", + "VIOLA_SOCIAL2_VIOLA13": "The flavours… [pause]The sweetness....", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Did Clémence give you a cinnamon roll, too?", + "VIOLA_SOCIAL2_VIOLA14": "And yet it is gone so quickly, [pause]a pure and fleeting joy.", + "VIOLA_SOCIAL2_VIOLA15": "Goodnight, [pause]sweet roll.", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "So you liked it?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "So this was a success, then?", + "VIOLA_SOCIAL2_VIOLA16": "Yes, [pause]I would say so.", + "VIOLA_SOCIAL3_VIOLA1": "In my efforts to learn about the many realms outside of Harbourtown, I have acquired some documents of great significance.", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Learning material?", + "VIOLA_SOCIAL3_VIOLA2": "Yes – [pause]my time here on New Wirral has shown me that my understanding of the world I lived in was but a grain of sand in an endless ocean...", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Are you doing research?", + "VIOLA_SOCIAL3_VIOLA3.m": "Truly, there are many realms like the one I hail from – [pause]such as your own, dear {player}.", + "VIOLA_SOCIAL3_VIOLA4": "I asked friend Meredith for her aid, [pause]and she provided me this tome.", + "VIOLA_SOCIAL3_VIOLA3.n": "Truly, there are many realms like the one I hail from – [pause]such as your own, dear {player}.", + "VIOLA_SOCIAL3_VIOLA3.f": "Truly, there are many realms like the one I hail from – [pause]such as your own, dear {player}.", + "VIOLA_SOCIAL3_VIOLA6": "Indeed, I have concluded that the accounts within are imaginary.", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "I think this is a horror fiction book…", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "I don’t think you’re going to learn anything from this book.", + "VIOLA_SOCIAL3_VIOLA7": "However, I must draw your attention to Chapter 5 – [pause]much of which describes effective ways to slay the living dead.", + "VIOLA_SOCIAL3_VIOLA8": "Do we not fight monsters on a regular basis? [pause]Perhaps there is more that can be learned from this document than you may have first assumed.", + "VIOLA_SOCIAL3_VIOLA9": "Nevertheless, [pause]I think Meredith lent me this book simply out of a love of the macabre.", + "VIOLA_SOCIAL3_VIOLA10": "It was an enjoyable read! [pause]Perhaps I shall request more books from her.", + "VIOLA_SOCIAL4_VIOLA1.f": "There are matters I would wish to discuss with you, friend. [pause]Do you think we could leave this place for somewhere peaceful?", + "VIOLA_SOCIAL4_VIOLA1.m": "There are matters I would wish to discuss with you, friend. [pause]Do you think we could leave this place for somewhere peaceful?", + "VIOLA_SOCIAL3_VIOLA11": "Come! I wish to put my newly acquired lessons to practice!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Not now.", + "VIOLA_SOCIAL4_VIOLA1.n": "There are matters I would wish to discuss with you, friend. [pause]Do you think we could leave this place for somewhere peaceful?", + "VIOLA_SOCIAL4_VIOLA_NO": "Another time, then.", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "Sure!", + "VIOLA_SOCIAL4_VIOLA3": "The people of Harbourtown live unburdened by expectation, do they not?", + "VIOLA_SOCIAL4_VIOLA2": "I must say this:", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "What do you mean?", + "VIOLA_ROMANCE_VIOLA_NO.f": "My mistake, friend.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "I don’t quite follow.", + "VIOLA_SOCIAL4_VIOLA4": "No lords to please, [pause]no king to kneel before…", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "I don’t quite follow.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "I don’t quite follow.", + "VIOLA_SOCIAL4_VIOLA5": "Free to find purpose in one’s own actions. [pause]I envy such a life.", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "Was your previous life complicated?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "What were you doing before you came here?", + "VIOLA_SOCIAL4_VIOLA6": "My family name is one of great repute and wealth, [pause]but ill fortune had fallen upon us.", + "VIOLA_SOCIAL4_VIOLA7": "My brother and I were tasked with reaching out to a family friend in another country, so that they may aid us.", + "VIOLA_SOCIAL4_VIOLA8": "But as you may surmise, [pause]my ship did not reach those shores. [pause]And the land I found myself on was this one, a dream land of spirits and beasts.", + "VIOLA_SOCIAL4_VIOLA9": "How easy would it be to forget my kin, and remain here.", + "VIOLA_SOCIAL4_VIOLA10": "It would be a happy life, one of the finest company.", + "VIOLA_SOCIAL4_VIOLA11.f": "For this land has you, my dear {player}!", + "VIOLA_SOCIAL4_VIOLA11.m": "For this land has you, my dear {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "You’ll always have a friend in me!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "I wear my heart upon my sleeve. [pause]I cannot deny my feelings.", + "VIOLA_SOCIAL4_VIOLA11.n": "For this land has you, my dear {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "You’ll always have a friend in me!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "You’ll always have a friend in me!", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Do you think we could be more than friends?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Do you think we could be more than friends?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Do you think we could be more than friends?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "This, [pause]I cannot deny.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "We have many paths left to walk together.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Very well! [pause]Come, [pause]friend, [pause]let us drink of the “coffee”.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Very well! [pause]Come, [pause]friend, [pause]let us drink of the “coffee”.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Very well! [pause]Come, [pause]friend, [pause]let us drink of the “coffee”.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "And then we shall journey onward once more!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "“More than friends”?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "“More than friends”?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Speak plainly: in what manner do you see me?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "“More than friends”?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "You have a way with words when the occasion arises, friend.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "I see you as a good friend.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "I…", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "My heart longs for you.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "You have a way with words when the occasion arises, friend.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "You have a way with words when the occasion arises, friend.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Your beauty has always been clear as daylight to me.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Come, dear {player}...", + "VIOLA_ROMANCE_VIOLA1.m": "You have a curious look about you, {player}. [pause]Do you have something you wish to confess?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Come, dear {player}...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Come, dear {player}...", + "VIOLA_ROMANCE_VIOLA_NO.m": "My mistake, friend.", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "Nothing in particular!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "You have a curious look about you, {player}. [pause]Do you have something you wish to confess?", + "VIOLA_ROMANCE_VIOLA1.f": "You have a curious look about you, {player}. [pause]Do you have something you wish to confess?", + "VIOLA_ROMANCE_VIOLA3": "Are you asking for my hand in marriage, [pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "My mistake, friend.", + "VIOLA_ROMANCE_VIOLA2": "I…", + "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", + "VIOLA_ROMANCE_VIOLA5": "I jest. [pause]We are time’s subjects, [pause]and one day time will bid us gone from each other’s company.", + "VIOLA_ROMANCE_VIOLA6": "It would be too much to bear to marry you, [pause]knowing that one day this waking dream will end and we shall return to our lives as they once were.", + "VIOLA_ROMANCE_VIOLA7": "Yet, [pause]there still remains many days and nights by each other’s side.", + "VIOLA_ROMANCE_VIOLA8": "I agree to your wish. [pause]Henceforth, we share a union of hearts.", + "VIOLA_ROMANCE_VIOLA9": "Perhaps, [pause]in another realm far beyond our imaginings, [pause]a humble playwright is telling our tale as we speak.", + "DOG_QUEST1_PART1_NARRATION4": "The dog’s name is Barkley, and there’s a miniature tape recorder attached to his collar. There’s no information about his owner here, other than a 22-digit telephone number.", + "VIOLA_ROMANCE_VIOLA10": "“Viola & {player}: the comedy of two lovers stranded together.”", + "VIOLA_ROMANCE_VIOLA11": "I believe it would make for a wonderful story, [pause]don’t you think?", + "DOG_QUEST1_PART1_DOG1": "Arf!", + "DOG_UNKNOWN_NAME": "Dog", + "DOG_QUEST1_PART1_NARRATION2": "It’s a friendly dog!", + "DOG_QUEST1_PART1_NARRATION3": "After extending your hand to let the dog sniff you, you check his collar.", + "DOG_QUEST1_PART1_NARRATION5": "Barkley must be stuck in New Wirral too.", + "DOG_QUEST1_PART1_NARRATION7": "Barkley’s looking up the cliff and whining. He must want to go up.", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Whuhhh...[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "You can get up there with your climbing ability. Will you go with him?", + "DOG_QUEST1_PART2_NARRATION1": "Barkley didn’t have any trouble getting up the cliff. It seems like he just wanted someone to accompany him.", + "DOG_QUEST1_PART1_NARRATION9": "He won’t move from this spot. Perhaps if you had some way to take him up the cliff…", + "DOG_QUEST1_PART1_DOG10": "Arf arf!", + "DOG_QUEST1_PART4_NARRATION2": "Among the bones is a dog leash and some treats.", + "DOG_QUEST1_PART3_DOG1": "Grrrrr...", + "DOG_QUEST1_PART4_NARRATION1": "These look like human bones...", + "DOG_QUEST1_PART4_NARRATION4": "Afterwards, Barkley gives your hand a big wet lick!", + "DOG_QUEST1_PART4_NARRATION3": "Barkley digs a big hole and the pair of you bury the bones.", + "DOG_QUEST1_PART4_DOG5": "*Pant pant*", + "RESTING_DOG_3": "Barkley’s been a really good boy today, so you make sure he gets all the treats and belly rubs.", + "RESTING_DOG_1": "You and Barkley take a long nap together.", + "RESTING_DOG_2": "You and Barkley lazily roll a ball back and forth.", + "RESTING_DOG_5": "Barkley licks your face!", + "RESTING_DOG_4": "Barkley shares one of his treats with you. You try it, but it’s not very tasty.", + "RESTING_DOG_6.m": "Barkley scoffs your snacks while you’re not looking.", + "RESTING_DOG_8": "Barkley finds a good digging spot! The two of you get absolutely covered in mud.", + "RESTING_DOG_6.n": "Barkley scoffs your snacks while you’re not looking.", + "RESTING_DOG_6.f": "Barkley scoffs your snacks while you’re not looking.", + "RESTING_DOG_9": "Barkley brings you a stick he’s really proud of!", + "INTERMISSION_PART1_ALEPH1": "HELLO, [pause]{player.to_upper}.", + "INTERMISSION_PART1_ALEPH2": "SORRY, [pause]IS THIS TOO LOUD?", + "INTERMISSION_PART1_ALEPH3": "MAYBE THIS IS A LITTLE EASIER FOR YOU.", + "INTERMISSION_PART1_ALEPH4": "I THOUGHT WE COULD PENCIL IN A QUICK MEETING.", + "INTERMISSION_PART1_MEREDITH5": "Is this the same bloke who keeps appearing in the stations? [pause]Who are you, anyway?", + "INTERMISSION_PART1_KAYLEIGH5": "The triangle man! Who are you, and what do you want?", + "INTERMISSION_PART1_EUGENE5": "You don’t scare me! Who are you?!", + "INTERMISSION_PART1_FELIX5": "Hmm. [pause]This is a bit worrying. [pause]Who are you?", + "INTERMISSION_PART1_VIOLA5": "What is this being?", + "INTERMISSION_PART1_DOG5": "Arf!", + "INTERMISSION_PART1_ALEPH6": "AH - WHERE ARE MY MANNERS? [pause]I SHOULD INTRODUCE MYSELF.", + "INTERMISSION_PART1_ALEPH6_OPTION1": "Are you an Archangel?", + "INTERMISSION_PART1_ALEPH7": "ARCHANGEL! [pause]IS THAT WHAT YOU CALL US? HOW DELIGHTFUL!", + "INTERMISSION_PART1_ALEPH8": "AS FOR ME, PERSONALLY?", + "INTERMISSION_PART1_ALEPH9": "I’VE BEEN CALLED MANY THINGS BY YOUR KIND.", + "INTERMISSION_PART1_ALEPH10": "ARTHUR, [pause]ALEXANDER, [pause]AGAMEMNON…", + "INTERMISSION_PART1_MEREDITH13": "He’s, uh, not what I expected.", + "INTERMISSION_PART1_ALEPH11": "ALAS, [pause][pause]I AM ALEPH.", + "INTERMISSION_PART1_ALEPH12": "YOU CAN CALL ME AL.", + "INTERMISSION_PART1_KAYLEIGH13": "He sure is… [pause]polite.", + "INTERMISSION_PART1_EUGENE13": "What’s with his “nice guy” act?", + "INTERMISSION_PART1_ALEPH14": "I’VE BEEN PREOCCUPIED FOR SOME TIME BY AN OLD FRIEND. [pause]FORTUNATELY THAT “SITUATION” HAS BEEN RESOLVED NOW.", + "INTERMISSION_PART1_FELIX13": "Nice to… meet you…?", + "INTERMISSION_PART1_VIOLA13": "You want something from us – [pause]speak plainly!", + "INTERMISSION_PART1_DOG13": "Grrrr...", + "INTERMISSION_PART1_ALEPH16": "THESE ARE EXCITING TIMES INDEED, [pause]FRIENDS!", + "INTERMISSION_PART1_ALEPH15": "AND NOW I RETURN TO FIND OUT THIS WORLD HAS GATHERED MORE OF MY PEOPLE? [pause]MORE “ARCHANGELS”?", + "INTERMISSION_PART1_ALEPH18": "SO I MUST ASK THAT YOU DON’T ATTEMPT TO INTERVENE IN MY TEAM-BUILDING EXERCISE.", + "INTERMISSION_PART1_ALEPH17": "THE NEWCOMERS ARE WILD AND UNFOCUSED, [pause]BUT I SEE MUCH POTENTIAL IN THEM.", + "INTERMISSION_PART1_ALEPH19": "IN FACT, [pause]I MUST REQUEST THAT YOU CEASE SEARCHING FOR MY PEERS ENTIRELY.", + "INTERMISSION_PART1_ALEPH19_OPTION1": "But the Archangels are the key to leaving New Wirral!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "I need to find them in order to leave this island!", + "INTERMISSION_PART1_ALEPH20": "OH!", + "INTERMISSION_PART1_ALEPH21": "YOU JUST WANT TO LEAVE?", + "INTERMISSION_PART1_ALEPH22": "YES, [pause]I CAN SEND YOU AWAY FROM HERE!", + "INTERMISSION_PART1_KAYLEIGH24": "I don’t like the sound of this...", + "INTERMISSION_PART1_ALEPH23": "THE ONLY THING I CAN’T WARP IS ME! A MIRROR DOESN’T REFLECT ITSELF...", + "INTERMISSION_PART1_MEREDITH24": "Uh, do you trust this triangle bloke?", + "INTERMISSION_PART1_EUGENE24": "This doesn’t sound good...", + "INTERMISSION_PART1_FELIX24": "Uh… {player}..?", + "INTERMISSION_PART1_VIOLA24": "What manner of a man is he...?", + "INTERMISSION_PART1_DOG24": "Whhh...", + "INTERMISSION_PART1_ALEPH25": "SO BE IT! [pause]I SHALL GRANT YOUR WISH.", + "INTERMISSION_PART1_ALEPH26": "PLEASE DON’T COME BACK.", + "INTERMISSION_PART1_ALEPH27": "REALLY.", + "INTERMISSION_PART1_ALEPH28": "I MEAN IT.", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "I can’t read this. I don’t even recognise the language.", + "INTERMISSION_PART2_AMBER1.m": "You’re lookin’ pretty lost there, [pause]stranger.", + "AMBER_UNKNOWN_NAME": "Mysterious Woman", + "INTERMISSION_PART2_AMBER2": "You need a place to stay?", + "INTERMISSION_PART2_AMBER1.f": "You’re lookin’ pretty lost there, [pause]stranger.", + "INTERMISSION_PART2_AMBER1.n": "You’re lookin’ pretty lost there, [pause]stranger.", + "INTERMISSION_LODGE_LOCKED": "The door is locked.", + "INTERMISSION_PART3_AMBER2": "Call me Ms. Amber – [pause]I’m the face of the Amber Lodge.", + "INTERMISSION_PART3_AMBER1.m": "You’re lucky I found you when I did, sweetheart.", + "INTERMISSION_PART3_AMBER1.f": "You’re lucky I found you when I did, sweetheart.", + "INTERMISSION_PART3_AMBER1.n": "You’re lucky I found you when I did, sweetheart.", + "INTERMISSION_PART3_AMBER4.m": "Please, [pause]make yourself at home. [pause]Have yourself a look around.", + "INTERMISSION_PART3_AMBER3.f": "You’re mighty lucky – [pause]the Amber Lodge doesn’t pass through those dead worlds often.", + "INTERMISSION_PART3_AMBER3.m": "You’re mighty lucky – [pause]the Amber Lodge doesn’t pass through those dead worlds often.", + "INTERMISSION_PART3_AMBER3.n": "You’re mighty lucky – [pause]the Amber Lodge doesn’t pass through those dead worlds often.", + "INTERMISSION_PART3_AMBER4.f": "Please, [pause]make yourself at home. [pause]Have yourself a look around.", + "INTERMISSION_PART3_AMBER5": "We’re travellin’ right now so there ain’t nowhere to go just yet.", + "INTERMISSION_PART3_AMBER4.n": "Please, [pause]make yourself at home. [pause]Have yourself a look around.", + "INTERMISSION_PART3_AMBER6_OPTION1": "Who are you?", + "INTERMISSION_PART3_AMBER6": "Hey, sugar. How can I help?", + "INTERMISSION_PART3_AMBER6_OPTION2": "What is this place?", + "INTERMISSION_PART3_AMBER6_OPTION3": "What is going on?", + "INTERMISSION_PART3_AMBER6_OPTION4": "Goodbye!", + "INTERMISSION_PART3_AMBER7": "Like I said, I’m Ms. Amber. [pause]The face of this fine establishment.", + "INTERMISSION_PART3_AMBER9": "You ain’t the first soul to wander in here with that look on your face!", + "INTERMISSION_PART3_AMBER8": "Don’t worry, [pause]you ain’t in danger.", + "INTERMISSION_PART3_AMBER11": "We tend to not stick around one place for too long. [pause]Sometimes folks like yourself need a helping hand, so we’ll hold out an olive branch.", + "INTERMISSION_PART3_AMBER10": "The Amber Lodge, sweetheart.", + "INTERMISSION_PART3_AMBER12": "We’ve had some varied clientele over the years, [pause]no doubt about that.", + "INTERMISSION_PART3_AMBER13.f": "Aww, you’re [wave amp=30 freq=10]adorable[/wave] with that lost puppy dog look in your eyes!", + "INTERMISSION_PART3_AMBER13.m": "Aww, you’re [wave amp=30 freq=10]adorable[/wave] with that lost puppy dog look in your eyes!", + "INTERMISSION_PART3_AMBER14.f": "Don’t fret, [pause]none of this a big deal.", + "INTERMISSION_PART3_AMBER14.m": "Don’t fret, [pause]none of this a big deal.", + "INTERMISSION_PART3_AMBER13.n": "Aww, you’re [wave amp=30 freq=10]adorable[/wave] with that lost puppy dog look in your eyes!", + "INTERMISSION_PART3_AMBER14.n": "Don’t fret, [pause]none of this a big deal.", + "INTERMISSION_PART3_AMBER15.m": "You got your little self stuck on a world that’s been dead for a thousand years.", + "INTERMISSION_PART3_AMBER15.n": "You got your little self stuck on a world that’s been dead for a thousand years.", + "INTERMISSION_PART3_AMBER15.f": "You got your little self stuck on a world that’s been dead for a thousand years.", + "INTERMISSION_PART3_AMBER16": "Why, [pause]I simply picked you up.", + "AMBER_LODGE_MIRROR_DESCRIPTION": "This is a well-polished mirror. It doesn’t seem to reflect anything, though...", + "INTERMISSION_PART3_AMBER17": "Take care, sugar.", + "AMBER_LODGE_NPC1_NAME": "Relaxed Man", + "AMBER_LODGE_NPC1_DIALOGUE": "Ms. Amber sure knows how to run this joint!", + "AMBER_LODGE_NPC2_NAME": "Red-Cheeked Woman", + "AMBER_LODGE_NPC2_DIALOGUE": "Why, I’d stay here forever if I could!", + "AMBER_LODGE_NPC3_NAME": "Friendly Individual", + "AMBER_LODGE_NPC3_DIALOGUE": "Is this your first time at the Amber Lodge?", + "AMBER_LODGE_NPC4_NAME": "Stern-Faced Man", + "AMBER_LODGE_NPC4_DIALOGUE": "The Amber Lodge really is one of a kind…", + "INTERMISSION_PART4_AMBER1": "A simpler time.", + "INTERMISSION_PART4_AMBER1_OPTION1": "Do you know Aleph?", + "INTERMISSION_PART4_AMBER1_OPTION2": "Are you friends with Aleph?", + "INTERMISSION_PART4_AMBER2": "He and I were like family once, [pause]back in the good old days.", + "INTERMISSION_PART4_AMBER3": "There was a whole gang of us, [pause]and we had some mighty fine times together, [pause]let me tell you.", + "INTERMISSION_PART4_AMBER4": "Aleph was like the leader. [pause]I mean, of COURSE he was. [pause]That’s his whole shtick, [pause]ain’t it?", + "INTERMISSION_PART4_AMBER5": "But me? [pause]I was the ride, [pause]and Morgante was the keeper of the door.", + "INTERMISSION_PART4_AMBER6": "But sometimes folks just grow apart. Sometimes it gets messy at the end.", + "INTERMISSION_PART4_AMBER7": "So I left all that behind.", + "INTERMISSION_PART4_AMBER8": "I’m sure Aleph’s still tryin’ to find his ticket off that island, [pause]even now.", + "INTERMISSION_PART4_AMBER9": "No way the ol’ witch will tell him how, [pause]of course.", + "INTERMISSION_PART4_AMBER10": "But I don’t want to bore you with this old girl’s tales of days gone by.", + "INTERMISSION_PART4_AMBER11": "Me?", + "INTERMISSION_PART4_AMBER16": "Don’t worry, I won’t tell.", + "INTERMISSION_PART4_AMBER10_OPTION1": "Are you an Archangel?", + "INTERMISSION_PART4_AMBER13": "I’m just the face of the establishment.", + "INTERMISSION_PART4_AMBER12": "Why, [pause]I told you, {player}...", + "INTERMISSION_PART4_AMBER15": "Not to mention, you’d know all about walkin’ around wearin’ an avatar, wouldn’t you?", + "INTERMISSION_PART4_AMBER14": "The Amber Lodge is the real attraction.", + "INTERMISSION_PART4_AMBER25.m": "Step through it when you’re ready.", + "INTERMISSION_PART4_AMBER18": "And before that, [pause]you were on New Wirral?", + "INTERMISSION_PART4_AMBER17.m": "Now, [pause]I’m guessin’ you were stranded out on that rock because Aleph warped you away, [pause]right?", + "INTERMISSION_PART4_AMBER17.f": "Now, [pause]I’m guessin’ you were stranded out on that rock because Aleph warped you away, [pause]right?", + "INTERMISSION_PART4_AMBER17.n": "Now, [pause]I’m guessin’ you were stranded out on that rock because Aleph warped you away, [pause]right?", + "INTERMISSION_PART5_EUGENE.f": "I knew you’d be back!", + "INTERMISSION_PART4_AMBER19": "That island is like a fly trap. [pause]Folks slip through the cracks and end up there. Mighty unlucky of you, sugar.", + "INTERMISSION_PART4_AMBER20": "But as for the business with our triangle-headed friend?", + "INTERMISSION_PART4_AMBER21.m": "It ain’t your fault you got caught up in our old mess.", + "INTERMISSION_PART4_AMBER21.n": "It ain’t your fault you got caught up in our old mess.", + "INTERMISSION_PART4_AMBER21.f": "It ain’t your fault you got caught up in our old mess.", + "INTERMISSION_PART4_AMBER22": "So I’ll give you a ride, just this once. [pause]Follow me.", + "INTERMISSION_PART4_AMBER23": "This mirror will take you where you need to go.", + "INTERMISSION_PART4_AMBER24": "Where THAT is, [pause]however, [pause]well, [pause]that just ain’t up to me.", + "INTERMISSION_PART4_AMBER25.f": "Step through it when you’re ready.", + "INTERMISSION_PART4_AMBER26": "Take care, sugar. It was mighty fine meetin’ you.", + "INTERMISSION_PART4_AMBER27.n": "Oh, do me a favour – [pause]let’s not tell our friend Al about me helpin’ you out, [pause]shall we?", + "INTERMISSION_PART4_AMBER25.n": "Step through it when you’re ready.", + "INTERMISSION_PART4_AMBER27.m": "Oh, do me a favour – [pause]let’s not tell our friend Al about me helpin’ you out, [pause]shall we?", + "INTERMISSION_PART5_KAYLEIGH.m": "I thought I’d lost you for a moment there!", + "INTERMISSION_PART4_AMBER27.f": "Oh, do me a favour – [pause]let’s not tell our friend Al about me helpin’ you out, [pause]shall we?", + "INTERMISSION_PART5_MEREDITH.m": "Ugh, [pause]you have NO idea how worried you had me there, mate.", + "INTERMISSION_PART5_KAYLEIGH.f": "I thought I’d lost you for a moment there!", + "INTERMISSION_PART5_KAYLEIGH.n": "I thought I’d lost you for a moment there!", + "INTERMISSION_PART5_MEREDITH.n": "Ugh, [pause]you have NO idea how worried you had me there, mate.", + "INTERMISSION_PART5_MEREDITH.f": "Ugh, [pause]you have NO idea how worried you had me there, mate.", + "INTERMISSION_PART5_EUGENE.m": "I knew you’d be back!", + "INTERMISSION_PART5_FELIX.f": "For a moment, I wasn’t sure if I’d be seeing you again...", + "INTERMISSION_PART5_FELIX.m": "For a moment, I wasn’t sure if I’d be seeing you again...", + "INTERMISSION_PART5_EUGENE.n": "I knew you’d be back!", + "INTERMISSION_PART5_VIOLA.m": "How grateful I am that you return to us...", + "INTERMISSION_PART5_FELIX.n": "For a moment, I wasn’t sure if I’d be seeing you again...", + "INTERMISSION_PART5_VIOLA.n": "How grateful I am that you return to us...", + "INTERMISSION_PART5_VIOLA.f": "How grateful I am that you return to us...", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]ARF! ARF![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "This triangle man, [pause]Aleph, [pause]is an old Archangel who has been stuck on New Wirral like the rest of us.", + "INTERMISSION_PART6_KAYLEIGH1": "…OK, [pause]so if I’m understanding this right…", + "INTERMISSION_PART6_MEREDITH3.m": "And you were saved by a stranger after the [wave amp=30 freq=10]triangle bloke[/wave] sent you to another world. [pause]Something he can do to others, but not himself. [pause]Gotcha.", + "INTERMISSION_PART6_MEREDITH3.f": "And you were saved by a stranger after the [wave amp=30 freq=10]triangle bloke[/wave] sent you to another world. [pause]Something he can do to others, but not himself. [pause]Gotcha.", + "INTERMISSION_PART6_MEREDITH3.n": "And you were saved by a stranger after the [wave amp=30 freq=10]triangle bloke[/wave] sent you to another world. [pause]Something he can do to others, but not himself. [pause]Gotcha.", + "INTERMISSION_PART6_KAYLEIGH3.f": "And he sent you away with his big mirror head to a ruined world, but you got a ride back from a nice stranger. [pause]Who is also an Archangel.", + "INTERMISSION_PART6_KAYLEIGH5": "We still don’t know what Aleph is up to, though. We only know that he’s interested in the [wave amp=30 freq=10]other[/wave] Archangels.", + "INTERMISSION_PART6_KAYLEIGH3.m": "And he sent you away with his big mirror head to a ruined world, but you got a ride back from a nice stranger. [pause]Who is also an Archangel.", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "Yep.", + "INTERMISSION_PART6_VIOLA4": "Nothing about this “Aleph” is trustworthy. We best be on guard if he shows his sharply-angled face again.", + "INTERMISSION_PART6_KAYLEIGH3.n": "And he sent you away with his big mirror head to a ruined world, but you got a ride back from a nice stranger. [pause]Who is also an Archangel.", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "That just about sums it up.", + "INTERMISSION_PART6_EUGENE5": "We don’t know what this guy is planning, do we? It sounds like he has an [shake rate=30 level=10]agenda[/shake] alright – one that involves finding other Archangels.", + "INTERMISSION_PART6_FELIX6": "I guess my question is: what do you wanna do about this guy? He’s clearly up to something, but all this stuff [wave amp=30 freq=10]might[/wave] be a bit above our paygrade.", + "INTERMISSION_PART6_MEREDITH6": "OK, so what do we do about this bloke? Like, [pause]he’s up to something, [pause]but he’s an [wave amp=30 freq=10]Archangel[/wave]. I feel like Archangel stuff is out of our league.", + "INTERMISSION_PART6_KAYLEIGH6": "Well, {player}? What do you think we should do about him? Aleph has already shown that he’s willing to [wave amp=30 freq=10]remove[/wave] anyone he sees as being in his way, but… [pause]I think all this might be out of our league.", + "INTERMISSION_PART6_FELIX6_OPTION1": "We keep an eye on him.", + "INTERMISSION_PART6_FELIX6_OPTION2": "We avoid him if we can.", + "INTERMISSION_PART6_KAYLEIGH7": "Right! Good plan.", + "INTERMISSION_PART6_MEREDITH7.m": "Heh. Good idea, mate.", + "INTERMISSION_PART6_MEREDITH7.f": "Heh. Good idea, mate.", + "INTERMISSION_PART6_MEREDITH7.n": "Heh. Good idea, mate.", + "INTERMISSION_PART6_EUGENE7": "Alright, sounds like a plan!", + "INTERMISSION_PART6_FELIX7": "Heh. I like this plan.", + "INTERMISSION_PART6_DOG7": "Arf!", + "INTERMISSION_PART6_VIOLA7": "Very well! I shall follow your lead, {player}.", + "END_MIRROR_REVEAL_KAYLEIGH1": "Is this...", + "END_MIRROR_REVEAL_PLAYER1": "Huh. A mirror. I wonder if this is like in the Amber Lodge...", + "END_PART1_EUGENE3.f": "You OK, buddy? [pause]You were pretty quiet just now.", + "END_MIRROR_REVEAL_FELIX1": "...Cool.", + "END_MIRROR_REVEAL_EUGENE1": "Whoa.", + "END_MIRROR_REVEAL_MEREDITH1": "This… [pause]Seems like a pretty significant find.", + "END_MIRROR_REVEAL_VIOLA1": "Could this be the domain your heart was set on discovering, {player}?", + "END_MIRROR_DENIAL_MEREDITH1": "I… can’t go through here just yet, {player}. It looks like it might be a one-way trip, and I’ve got unfinished business.", + "END_MIRROR_REVEAL_DOG1": "Arf!", + "END_MIRROR_DENIAL_EUGENE1.m": "I can’t go through here yet, buddy. [pause]Not until I’ve stopped the Landkeepers here in New Wirral, you understand?", + "END_MIRROR_DENIAL_EUGENE1.n": "I can’t go through here yet, buddy. [pause]Not until I’ve stopped the Landkeepers here in New Wirral, you understand?", + "END_MIRROR_DENIAL_EUGENE1.f": "I can’t go through here yet, buddy. [pause]Not until I’ve stopped the Landkeepers here in New Wirral, you understand?", + "END_MIRROR_DENIAL_VIOLA1.f": "I cannot go further with you, friend. [pause]Not until I know for sure my brother is not in this land.", + "END_MIRROR_DENIAL_FELIX1": "I... can’t go any further with you. [pause]I haven’t found my artistic inspiration. Not yet.", + "END_MIRROR_DENIAL_VIOLA1.n": "I cannot go further with you, friend. [pause]Not until I know for sure my brother is not in this land.", + "END_MIRROR_DENIAL_VIOLA1.m": "I cannot go further with you, friend. [pause]Not until I know for sure my brother is not in this land.", + "END_MIRROR_DENIAL_DOG1": "It looks like Barkley has some unfinished business...", + "FINAL_STATION_PART1_KAYLEIGH1": "Where are we now? It’s so misty… [pause]I guess there’s nowhere else to go but forward, {player}.", + "FINAL_STATION_PART1_EUGENE1": "Did that mirror hide this place? Can mirrors do that?! Am I missing something here, or what?", + "FINAL_STATION_PART1_MEREDITH1": "Was this place hidden within a [wave amp=30 freq=10]mirror[/wave]?!", + "FINAL_STATION_PART1_FELIX1": "I don’t know what I expected to find here, but I don’t think it was this. [pause]Huh.", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Whuhhh….[/shake]", + "FINAL_STATION_PART1_VIOLA1": "To step into a mirror and find a place such as this… I could scarcely dream such a thing.", + "FINAL_STATION_PART2_KAYLEIGH1": "This place is [wave amp=30 freq=10]vast[/wave]…", + "FINAL_STATION_PART2_KAYLEIGH2": "If the doorway we seek is anywhere, it’s gonna be here. [pause]We should look around.", + "FINAL_STATION_PART2_MEREDITH1": "This place certainly SMELLS ancient.", + "FINAL_STATION_PART2_MEREDITH2": "C’mon, let’s have a poke around. If your magical world gate is [wave amp=30 freq=10]anywhere[/wave], it’s gonna be in a place like this.", + "FINAL_STATION_PART2_EUGENE2": "Is this where it is? The doorway to leave New Wirral?", + "FINAL_STATION_PART2_EUGENE1": "This place feels empty, [pause]like no-one has been here for hundreds of years…", + "END_PART1_MORGANTE2": "MORDREAD… MY CHILD…\\n\\nJUSTICE SHALL COME TO THE KING IN RED.\\n\\nSOON.", + "FINAL_STATION_PART2_FELIX1": "This…", + "FINAL_STATION_PART2_VIOLA1": "There is a sense of sadness in this place. Do you feel it?", + "FINAL_STATION_PART2_FELIX2": "This must be it, right? The place you’ve been searching for? Let’s look around.", + "END_PART1_MEREDITH1": "I don’t know what this is, but I have a hunch that we shouldn’t mess with it.", + "FINAL_STATION_PART2_VIOLA2": "Come: [pause]we should explore this sorrowful domain.", + "END_PART1_KAYLEIGH1": "Is this a coffin? {player}, why is it so big…?", + "FINAL_STATION_PART2_DOG1": "Barkley seems nervous, but also eager to look around.", + "END_PART1_EUGENE1": "This is… I don’t know what to make of this.", + "END_PART1_VIOLA1": "This coffin was assembled by mourning hands. [pause]Can you not feel it so?", + "END_PART1_FELIX1": "I’d say that this was a surprising thing to find here, but I really don’t know what I expected.", + "END_PART1_DOG1": "[shake rate=30 level=10]Whuhhh….[/shake]", + "END_PART1_FELIX3.n": "Uh, everything OK, {player}? [pause]You were staring into space pretty hard for a second there.", + "END_PART1_KAYLEIGH3.m": "Are you OK? You kinda spaced out for a moment there.", + "END_PART1_MEREDITH3.m": "Earth to {player}? [pause]You spaced out for a minute there, mate.", + "END_PART1_KAYLEIGH3.f": "Are you OK? You kinda spaced out for a moment there.", + "END_PART1_KAYLEIGH3.n": "Are you OK? You kinda spaced out for a moment there.", + "END_PART1_EUGENE3.m": "You OK, buddy? [pause]You were pretty quiet just now.", + "END_PART1_MEREDITH3.n": "Earth to {player}? [pause]You spaced out for a minute there, mate.", + "END_PART1_MEREDITH3.f": "Earth to {player}? [pause]You spaced out for a minute there, mate.", + "END_PART2_PLAYER_OPTION2": "Let’s do this!", + "END_PART1_FELIX3.m": "Uh, everything OK, {player}? [pause]You were staring into space pretty hard for a second there.", + "END_PART1_EUGENE3.n": "You OK, buddy? [pause]You were pretty quiet just now.", + "END_PART1_FELIX3.f": "Uh, everything OK, {player}? [pause]You were staring into space pretty hard for a second there.", + "END_PART1_VIOLA3.m": "Are you sound of mind? You stood curiously still for a moment.", + "END_PART1_VIOLA3.n": "Are you sound of mind? You stood curiously still for a moment.", + "END_PART1_VIOLA3.f": "Are you sound of mind? You stood curiously still for a moment.", + "END_PART1_DOG3": "Arf!", + "END_PART2_CONFIRM1.m": "Once you go beyond, you might not be able to come back for a little while. Are you fully prepared?", + "END_PART2_CONFIRM1.f": "Once you go beyond, you might not be able to come back for a little while. Are you fully prepared?", + "END_PART2_CONFIRM2": "Would you like to save first?", + "END_PART2_CONFIRM1.n": "Once you go beyond, you might not be able to come back for a little while. Are you fully prepared?", + "END_PART2_KAYLEIGH3": "We’ve come so far, {player}...", + "END_PART2_MEREDITH3.m": "If this is really it, then I’m impressed. [pause]I almost didn’t think you could do it, mate.", + "END_PART2_MEREDITH3.n": "If this is really it, then I’m impressed. [pause]I almost didn’t think you could do it, mate.", + "END_PART2_EUGENE3": "There’s no turning back now, buddy! [pause]Man, I’m PUMPED!", + "END_PART2_MEREDITH3.f": "If this is really it, then I’m impressed. [pause]I almost didn’t think you could do it, mate.", + "END_PART2_FELIX3": "This looks like a pretty serious doorway. [pause]I guess this is it?", + "END_PART2_MEREDITH5.m": "You weren’t planning on leaving me behind – [pause]were you, mate?", + "END_PART2_VIOLA3": "Could it truly be? Does our journey’s end lie ahead?", + "END_PART2_DOG3": "Arf!", + "END_PART2_KAYLEIGH4": "Hey wait up! You aren’t going in there without me!", + "END_PART2_EUGENE6": "One last leap into the unknown, right? Badass!", + "END_PART2_MEREDITH5.n": "You weren’t planning on leaving me behind – [pause]were you, mate?", + "END_PART2_MEREDITH5.f": "You weren’t planning on leaving me behind – [pause]were you, mate?", + "END_PART2_VIOLA8": "If this is to be our final act, [pause]then let it be done together!", + "END_PART2_FELIX7": "I gotta be here for this.", + "END_PART2_DOG9": "Arf!", + "END_PART2_PLAYER_OPTION1": "Thank you for coming!", + "END_PART3_MEREDITH2": "This is it, [pause]right?", + "END_PART3_KAYLEIGH1": "That MUST be the doorway....", + "END_PART3_EUGENE3": "[shake rate=30 level=10]Momentous![/shake]", + "END_PART3_FELIX4": "So we’re assuming this giant triangle is the doorway, right?", + "END_PART3_VIOLA5": "Such a sight...", + "END_PART3_DOG6": "*Pant pant*", + "END_PART3_KAYLEIGH8": "Aleph!", + "END_PART3_ALEPH7": "Wow, we really did it!", + "END_PART3_MEREDITH8": "Oh. You again.", + "END_PART3_EUGENE8": "What do you want, [pause]creep?", + "END_PART3_VIOLA8": "You!", + "END_PART3_ALEPH10": "DID YOU KNOW THIS WHOLE RAILWAY IS ANOTHER ONE OF US “ARCHANGELS”?", + "END_PART3_DOG8": "Arf?!", + "END_PART3_FELIX8": "Were you following us…?", + "END_PART3_ALEPH9": "THAT OLD WITCH REALLY HID THIS PLACE WELL.", + "END_PART3_ALEPH12": "IT’S A REAL LABYRINTH DOWN HERE!", + "END_PART3_ALEPH11": "THE MER-LINE, WE CALL IT. [pause]YOUR WHOLE “ISLAND” LIES ATOP ITS BACK.", + "END_PART3_ALEPH16": "THE OLD WITCH HAD ME TRAPPED IN THESE TUNNELS FOR A LONG TIME, [pause]BUT I WON OUT EVENTUALLY.", + "END_PART3_ALEPH13": "I NEVER WOULD HAVE FOUND THE CHAMBER WITHOUT YOU GUYS, [pause]SERIOUSLY.", + "END_PART3_ALEPH13_OPTION1": "Is “that old witch” Morgante?", + "END_PART3_ALEPH15.n": "I DON’T KNOW HOW YOU KNOW THAT NAME. [pause]YOU’RE SMARTER THAN YOU LOOK, FRIEND.", "END_PART3_ALEPH14": "...", - "END_PART3_ALEPH13_OPTION2": "A Morgana que escondeu este lugar?", - "END_PART3_ALEPH15.m": "COMO FOI QUE DESCOBRIU ESSE NOME? [pause]VOCÊ É MAIS INTELIGENTE DO QUE PARECE, COMPANHEIRO.", - "END_PART3_ALEPH15.f": "COMO FOI QUE DESCOBRIU ESSE NOME? [pause]VOCÊ É MAIS INTELIGENTE DO QUE PARECE, COMPANHEIRA.", - "END_PART3_ALEPH16": "AQUELA BRUXA ME PRENDEU NESSES TÚNEIS POR UMA ETERNIDADE, [pause]MAS EU ACABEI VENCENDO.", - "END_PART3_ALEPH17": "COMO SEMPRE FAÇO.", - "END_PART3_ALEPH17_OPTION1": "O que você quer?", - "END_PART3_ALEPH17_OPTION2": "O que você está tramando?", - "END_PART3_ALEPH18": "QUE TOM ACUSATÓRIO! VAMOS MANTER UM CLIMA POSITIVO POR AQUI, COMPANHEIROS!", - "END_PART3_ALEPH19": "AFINAL, TUDO O QUE DESEJO É ATRAVESSAR AQUELE PORTAL ALI!", - "END_PART3_ALEPH20": "FALANDO EM COMPANHEIROS...", - "END_PART3_KAYLEIGH22": "Vixe...", - "END_PART3_ALEPH21": "CONHEÇAM MINHA NOVA EQUIPE!", - "END_PART3_EUGENE24": "...Ah.", - "END_PART3_MEREDITH23": "Oh-oh...", + "END_PART3_ALEPH13_OPTION2": "Did Morgante hide this place?", + "END_PART3_ALEPH15.f": "I DON’T KNOW HOW YOU KNOW THAT NAME. [pause]YOU’RE SMARTER THAN YOU LOOK, FRIEND.", + "END_PART3_ALEPH15.m": "I DON’T KNOW HOW YOU KNOW THAT NAME. [pause]YOU’RE SMARTER THAN YOU LOOK, FRIEND.", + "END_PART3_ALEPH19": "WHY, ALL I WANT IS TO LEAVE THROUGH THAT DOORWAY RIGHT THERE!", + "END_PART3_ALEPH17": "I ALWAYS DO.", + "END_PART3_ALEPH17_OPTION1": "What do you want?", + "END_PART3_ALEPH17_OPTION2": "What are you plotting?", + "END_PART3_ALEPH18": "SUCH AN ACCUSATORY TONE! WE’RE TRYING TO MAINTAIN A POSITIVE ATMOSPHERE HERE, FRIENDS!", + "END_PART3_ALEPH20": "SPEAKING OF FRIENDS...", + "END_PART3_KAYLEIGH22": "Oh no...", + "END_PART3_ALEPH21": "MEET THE NEW TEAM!", + "END_PART3_EUGENE24": "...Oh.", + "END_PART3_MEREDITH23": "Uh-oh...", "END_PART3_FELIX25": "...Huh.", - "END_PART3_VIOLA26": "Entendo...", - "END_PART3_DOG27": "Arf...?", - "END_PART3_ALEPH28": "EU ERA MEIO QUE UMA PESSOA IMPORTANTE, ENTENDE?", - "END_PART3_ALEPH29": "EXISTIA UM ACORDO ENTRE MINHA ANTIGA EQUIPE E EU COM OS SEUS. [pause]UMA RELAÇÃO ESPECIAL. [pause]MESMO QUE VOCÊS NEM SONHASSEM COM ISSO.", - "END_PART3_ALEPH30": "MEU RESPEITO POR VOCÊS, HUMANOS, É GRANDIOSO! SEM VOCÊS, A GENTE NÃO EXISTIRIA!", - "END_PART3_ALEPH31": "VOCÊS VIVEM EM SEUS MUNDINHOS INVENTANDO ESSAS IDEIAS FOFINHAS. AMOR, MORTE, QUE SEJA...", - "END_PART3_ALEPH32": "SEUS PENSAMENTOS MAIS PODEROSOS NOS DÃO VIDA, E, EM TROCA, VIAJAMOS PARA SEUS MUNDOS PARA VIVER AS FANTASIAS QUE RESERVARAM PARA NÓS!", - "END_PART3_ALEPH33": "AVENTURAS... [pause]GUERRAS... [pause]CATACLISMOS...", - "END_PART3_ALEPH34": "VOCÊS REALMENTE AMAM ESSE ÚLTIMO, [pause]E EU TAMBÉM!", - "END_PART3_ALEPH34B": "INFELIZMENTE MINHA EQUIPE COMEÇOU A SE DESENTENDER, DAÍ NOS SEPARAMOS.", - "END_PART3_ALEPH35": "ENTÃO FIQUEI FORA DOS HOLOFOTES POR UM TEMPINHO.", - "END_PART3_ALEPH36": "MAS AGORA ESTAMOS DE VOLTA!", - "END_PART3_KAYLEIGH37": "Então cês Arcanjos vão... [pause]invadir os mundos, viver os mitos violentos que alimentaram sua criação?", - "END_PART3_MEREDITH38": "Isso é meio preocupante.", - "END_PART3_EUGENE39": "Um ciclo de violência sem fim...", - "END_PART3_FELIX40": "É, isso não parece ser legal.", - "END_PART3_VIOLA41": "Tais pensamentos obscuros não podem ver a luz!", - "END_PART3_ALEPH46": "MELHOR AINDA, VAMOS FAZER UM ACORDO!", + "END_PART3_VIOLA26": "I see...", + "END_PART3_DOG27": "Arf…?", + "END_PART3_ALEPH28": "Y’SEE, I USED TO BE KIND OF A BIG SHOT.", + "END_PART3_ALEPH29": "MY OLD CREW AND I HAD SOMETHING OF AN ARRANGEMENT WITH YOUR LOT. [pause]A SPECIAL RELATIONSHIP. [pause]EVEN IF YOU DIDN'T KNOW IT.", + "END_PART3_ALEPH30": "I HAVE A LOT OF RESPECT FOR YOU HUMANS! WITHOUT YOU, WE WOULDN’T EXIST!", + "END_PART3_ALEPH31": "YOU HUMANS LIVE ON YOUR LITTLE WORLDS AND YOU INVENT ALL THESE CUTE IDEAS. LOVE, DEATH, WHATEVER…", + "END_PART3_ALEPH32": "YOUR MOST POWERFUL THOUGHTS WOULD BRING US TO LIFE, AND IN RETURN WE’D TRAVEL TO YOUR WORLDS TO ACT OUT WHATEVER FANTASIES YOU CONCOCTED FOR US!", + "END_PART3_ALEPH33": "ADVENTURES... [pause]WARS... [pause]EXTINCTION EVENTS…", + "END_PART3_ALEPH34": "YOU PEOPLE LOVE THAT STUFF THE MOST, [pause]AND SO DO I!", + "END_PART3_ALEPH34B": "UNFORTUNATELY MY OLD BAND GOT A TAD DYSFUNCTIONAL AND HAD TO SPLIT.", + "END_PART3_ALEPH35": "SO I’VE BEEN OUT OF THE SCENE FOR A LITTLE WHILE.", + "END_PART3_ALEPH36": "BUT NOW WE’RE BACK IN ACTION!", + "END_PART3_KAYLEIGH37": "So you and the Archangels are going to… [pause]invade worlds, and act out the violent myths that inspire your creation?", + "END_PART3_ALEPH56": "I’M JUST GONNA KILL YOU ALL AND GET ON OUT OF HERE, ALRIGHT?", + "END_PART3_MEREDITH38": "That’s pretty worrying.", + "END_PART3_EUGENE39": "An endless cycle of violence...", + "END_PART3_FELIX40": "Yeah, that doesn’t sound great.", + "END_PART3_VIOLA41": "Such dark desires cannot be allowed to be realised!", + "END_PART3_ALEPH46": "IN FACT, I’LL MAKE YOU A DEAL!", "END_PART3_DOG42": "Grrrrrr....", - "END_PART3_ALEPH43": "CALMA, COMPANHEIROS, RELAXEM!", - "END_PART3_ALEPH44": "ESTAMOS TODOS DO MESMO LADO.", - "END_PART3_ALEPH45": "VOCÊS QUEREM SE MANDAR DESSE MUNDO ATRASADO, NÓS TAMBÉM.", - "END_PART3_ALEPH46_OPTION1": "Acordo?", - "END_PART3_ALEPH46_OPTION2": "Quais são os termos?", - "END_PART3_ALEPH48": "VOCÊS NUNCA MAIS VÃO NOS VER. [pause]QUE TAL?", - "END_PART3_ALEPH48_OPTION1": "Hã?", - "END_PART3_ALEPH47": "CADA UM VAI PRO SEU CANTO, [pause]ASSIM NUNCA VAMOS VISITAR SEUS MUNDOS.", - "END_PART3_ALEPH56": "EU VOU É MATAR TODOS VOCÊS E DAR O FORA DAQUI, OK?", - "END_PART3_ALEPH48_OPTION2": "Nada disso!", - "END_PART3_ALEPH_WHAT_49": "NÓS VAMOS CONQUISTAR OUTROS MUNDOS, OS SEUS FICARÃO EM PAZ.", - "END_PART3_ALEPH_NO_DEAL_49": "...NÃO?", - "END_PART3_KAYLEIGH51": "Ôxe, todo mundo tem seu valor, não importa de onde vem! Temos que proteger todo mundo!", - "END_PART3_ALEPH_NO_DEAL_50": "COMO ASSIM, NÃO?", - "END_PART3_EUGENE51": "Mesmo que não conheçam a gente, as pessoas do outro mundo, neste momento, [pause]estão contando com a gente pra [shake rate=30 level=10]proteger elas de vocês![/shake]", - "END_PART3_MEREDITH51": "Seria bem patético acabar com outras realidades só pra deixar a nossa em paz, [pause]colega.", - "END_PART3_VIOLA51": "Sua vida pode ser oriunda de desejos sombrios, mas você não tem direito de lançar essas trevas sobre os corações dos homens!", + "END_PART3_ALEPH43": "HEY, DON’T WORRY ABOUT IT, FRIENDS!", + "END_PART3_ALEPH44": "WE’RE ALL ON THE SAME PAGE HERE.", + "END_PART3_ALEPH45": "YOU WANT OFF THIS BACKWATER WORLD, AND SO DO WE.", + "END_PART3_ALEPH46_OPTION1": "A deal?", + "END_PART3_ALEPH46_OPTION2": "What are your terms?", + "END_PART3_ALEPH48": "YOU’LL NEVER SEE US AGAIN. [pause]WHAT DO YOU SAY?", + "END_PART3_ALEPH48_OPTION1": "What?", + "END_PART3_ALEPH47": "WE CAN ALL GO OUR SEPARATE WAYS, [pause]AND WE’LL NEVER VISIT ANY OF YOUR WORLDS.", + "END_PART3_ALEPH48_OPTION2": "No deal!", + "END_PART3_ALEPH_NO_DEAL_49": "...NO?", + "END_PART3_ALEPH_WHAT_49": "WE’LL CONQUER OTHER PEOPLES’ WORLDS, AND LEAVE YOURS ALONE.", + "END_PART3_KAYLEIGH51": "All people have value, no matter what world they’re from! All we can do is do our best to help them!", + "END_PART3_ALEPH_NO_DEAL_50": "I DON’T UNDERSTAND.", + "END_PART3_EUGENE51": "Even if the people of other worlds don’t know we exist, in this moment: [pause]they’re relying on us to [shake rate=30 level=10]protect them from you![/shake]", + "END_PART3_MEREDITH51": "It would be pretty cowardly of us to sell out other realities just for safe passage, [pause]mate.", + "END_PART3_VIOLA51": "Dark desires may have given you life, but you have no right to return that darkness upon the hearts of man!", + "END_PART3_FELIX51": "You’re gonna hurt people, even if we don’t see it happening. [pause]That’s a pretty bad deal, by my estimation.", "END_PART3_DOG51": "[shake rate=30 level=10]ARF![/shake]", - "END_PART3_FELIX51": "Não importa se não vamos ver, você ainda assim vai machucar pessoas. [pause]Eu achei esse acordo péssimo.", - "END_PART3_ALEPH52": "MAS NÃO VAMOS NEM TOCAR NAS SUAS REALIDADES!", - "END_PART3_ALEPH53": "VOCÊS VÃO MESMO ARRISCAR A VIDA... [pause]POR PESSOAS QUE NEM CONHECEM?", - "END_PART3_ALEPH53_OPTION1": "Sim.", - "END_PART3_ALEPH53_OPTION2": "Mas é claro!", - "END_PART3_ALEPH54": "TÁ. [pause]TÁ BOM!", - "END_PART3_ALEPH55": "VOCÊS NÃO ESTÃO COLABORANDO.", - "END_PART4_ALEPH1": "VOCÊS NOS CRIARAM, E AGORA QUEREM NOS MATAR? [pause]DECIDAM-SE!", - "END_PART5_ALEPH1": "ISSO É TÃO IMPRODUTIVO...", - "END_PART6_ALEPH1": "TÁ. JÁ CHEGA!", - "END_PART6_ALEPH2": "TODOS, VOLTEM PARA O TREM! [pause]ESTAMOS DE PARTIDA!", - "END_PART7_ALEPH1": "TODOS A BORDO!", - "END_PART7_ALEPH2": "PRÓXIMA PARADA: ONDE QUER QUE A GENTE QUEIRA!", - "END_PART7_KAYLEIGH3": "Rápido, {player}!", + "END_PART3_ALEPH52": "BUT WE’RE NOT GONNA MESS WITH YOUR REALITIES!", + "END_PART3_ALEPH53": "WOULD YOU REALLY RISK YOUR VERY LIVES... [pause]TO HELP PEOPLE YOU’VE NEVER EVEN MET?", + "END_PART3_ALEPH53_OPTION1": "Yes.", + "END_PART3_ALEPH53_OPTION2": "Of course.", + "END_PART3_ALEPH54": "FINE. [pause]FINE!", + "END_PART3_ALEPH55": "YOU’RE BEING REALLY UNCOOPERATIVE RIGHT NOW.", + "END_PART4_ALEPH1": "YOU PEOPLE CREATED US, AND NOW YOU WANNA KILL US? [pause]MAKE UP YOUR MINDS!", + "END_PART5_ALEPH1": "THIS IS SO UNPRODUCTIVE...", + "END_PART6_ALEPH1": "RIGHT. I’VE HAD ENOUGH.", + "END_PART6_ALEPH2": "EVERYONE, GET BACK ON THE TRAIN! [pause]WE’RE LEAVING!", + "END_PART7_ALEPH1": "ALL ABOARD!", + "END_PART7_ALEPH2": "OUR NEXT DESTINATION IS: ANYWHERE WE WANT!", + "END_PART7_KAYLEIGH3": "{player}, quick!", "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr...[/wave]", - "END_PART7_MEREDITH3": "{player}, não podemos deixar que escapem!", - "END_PART7_FELIX3": "Temos que ir atrás dele. Cê sabe disso, né?", - "END_PART7_EUGENE3": "Qualé, vamo nessa!", - "END_PART7_VIOLA3": "Nossa presa não escapará tão facilmente!", - "END_PART8_KAYLEIGH1": "Essas luz, eu já vi elas antes... [pause]foi quando cheguei em Nova Murta...", - "END_PART8_EUGENE1": "Já vi isso antes... [pause]Não foram essas as luzes de quando cheguei aqui?", - "END_PART8_MEREDITH1": "Que viagem... [pause]Acho que já vi isso quando cheguei em Nova Murta.", - "END_PART9_ALEPH_BATTLE1": "DESEJA GUERREAR COMIGO? QUE IRÔNICO.", - "END_PART8_VIOLA1": "Essas luzes... seria este um lugar entre o céu e a terra? [pause]Será que já as vi antes?", - "END_PART8_FELIX1": "Que show de luzes. Acho que já o vi antes... [pause]Acho que foi logo quando cheguei em Nova Murta.", + "END_PART7_MEREDITH3": "{player}, we can’t let him leave!", + "END_PART7_FELIX3": "We gotta go after him. You know that, right?", + "END_PART7_EUGENE3": "C’mon, let’s go!", + "END_PART7_VIOLA3": "Our quarry shall not flee so easily!", + "END_PART8_KAYLEIGH1": "I’ve seen these lights before… [pause]when I first arrived in New Wirral...", + "END_PART8_EUGENE1": "This feels familiar… [pause]Did I see these lights when I first came here?", + "END_PART8_MEREDITH1": "This is trippy… [pause]I think I saw this when I first came to New Wirral.", + "END_PART8_VIOLA1": "These lights… is this a place beyond heaven and earth? [pause]Have I witnessed them before?", + "END_PART8_FELIX1": "This is quite the light show. I think I’ve seen it before… [pause]When I first fell to New Wirral?", "END_PART8_DOG1": "Rrr...", - "END_PART8_ALEPH2": "OLHA, EU ACHAVA QUE JÁ CONHECIA TUDO O QUE EXISTIA NO COSMOS...", - "END_PART8_ALEPH4": "SERÁ QUE POSSO UTILIZÁ-LA PARA UM EXERCÍCIO DE CONFIANÇA EM EQUIPE?", - "END_PART8_ALEPH3": "MAS ESSA SUA \\\"FUSÃO\\\" É ALGO QUE NUNCA VI ANTES.", - "END_PART8_ALEPH6": "VOU VISITAR SUA DIMENSÃO PRIMEIRO.\\n\\nPOSSO SENTIR O CHEIRO EM VOCÊ...", - "END_PART8_ALEPH5": "RETIRO MINHA OFERTA.", - "END_PART8_ALEPH8": "UMA LINHA DO TEMPO INTOCADA, MAS ENCAMINHADA PARA A DESTRUIÇÃO.\\n\\nQUE BRINQUEDINHO MAGNÍFICO SERÁ!", - "END_PART8_KAYLEIGH10": "Cê quer lutar uma última vez, {player}?", - "END_PART8_MEREDITH10.m": "Migo, tá pronto pra isso?", - "END_PART8_EUGENE10": "É isso aí, {player}!", - "END_PART8_MEREDITH10.f": "Miga, tá pronta pra isso?", - "END_PART8_MEREDITH10.n": "Migue, tá pronte pra isso?", - "END_PART8_FELIX10.m": "Vamos nessa! [pause]Quando quiser, {player}!", - "END_PART8_FELIX10.n": "Vamos nessa! [pause]Quando quiser, {player}!", - "END_PART8_FELIX10.f": "Vamos nessa! [pause]Quando quiser, {player}!", - "END_PART8_VIOLA10": "Muito bem!", - "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART8_ALEPH2": "YOU KNOW, I THOUGHT I UNDERSTOOD EVERYTHING THERE WAS TO KNOW ABOUT THE COSMOS…", + "END_PART8_ALEPH4": "PERHAPS IT WOULD MAKE FOR A GOOD TEAM-BUILDING EXERCISE?", + "END_PART8_ALEPH3": "BUT YOUR “FUSION” TRICK IS SOMETHING I HAVE NEVER SEEN BEFORE.", + "END_PART8_ALEPH6": "I WILL VISIT YOUR REALITY FIRST.\\n\\nI CAN SMELL ITS SCENT ON YOU…", + "END_PART8_ALEPH5": "I TAKE BACK MY OFFER.", + "END_PART8_ALEPH8": "AN UNBLEMISHED TIMELINE, ALREADY ON A PATH TOWARDS DESTRUCTION.\\n\\nWHAT A MARVELLOUS PLAYTHING IT SHALL BE.", + "END_PART8_KAYLEIGH10": "Do you have one last fight in you, {player}?", + "END_PART8_MEREDITH10.m": "Are you ready for this, mate?", + "END_PART8_EUGENE10": "This is it, {player}!", + "END_PART8_MEREDITH10.f": "Are you ready for this, mate?", + "END_PART8_MEREDITH10.n": "Are you ready for this, mate?", + "END_PART8_FELIX10.m": "Let’s go! [pause]I’m ready if you are, {player}!", + "END_PART8_FELIX10.n": "Let’s go! [pause]I’m ready if you are, {player}!", + "END_PART8_FELIX10.f": "Let’s go! [pause]I’m ready if you are, {player}!", + "END_PART8_VIOLA10": "Very well!", + "END_PART9_ALEPH_BATTLE1": "YOU DESIRE TO WAGE WAR WITH ME? HOW FITTING.", "END_PART8_DOG10": "[shake rate=30 level=10]Arf! Arf![/shake]", - "END_PART9_ALEPH_BATTLE2": "O MAIOR DESEJO DE UMA PESSOA É SE DESTRUIR. E POSSO FAZER ISSO, VEZ APÓS VEZ.", - "END_PART9_ALEPH_BATTLE4": "APENAS... DESISTA!", - "END_PART9_ALEPH_BATTLE3": "MUITAS CIVILIZAÇÕES RUÍRAM PERANTE MIM. E EU AS VEREI CREPITANDO MAIS UMA VEZ.", - "END_PART9_MORGANTE7": "ALEF É A ENCARNAÇÃO DA CONQUISTA.\\n\\nE EU SOU A ENCARNAÇÃO DA REBELIÃO.", - "END_PART9_ALEPH_BATTLE5": "INSOLENTE...", + "END_PART9_ALEPH_BATTLE2": "MAN’S GREATEST WISH IS TO DESTROY ITSELF. I CAN MAKE THIS HAPPEN, AGAIN AND AGAIN.", + "END_PART9_ALEPH_BATTLE3": "CIVILISATIONS HAVE BURNED BEFORE ME ONCE. I WILL SEE THOSE EMBERS ONCE MORE.", + "END_PART9_ALEPH_BATTLE4": "JUST… GIVE… UP!", + "END_PART9_ALEPH_BATTLE5": "INSOLENT…", "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", - "END_PART9_ALEPH1": "CHEGA DE FITAS!", - "END_PART9_ALEPH3": "VOCÊS NÃO SÃO MONSTROS, SÃO MEROS HUMANOS.", + "END_PART9_ALEPH1": "NO MORE CASSETTES.", + "END_PART9_ALEPH3": "YOU ARE NOT BEASTS. YOU ARE MERELY HUMAN.", "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", "END_PART9_DOG2": "Arf?!", - "END_PART9_MORGANTE5": "VOCÊS VÃO UTILIZAR ALGO MESMO SEM CONHECER.\\n\\nMOVIDOS PELO ARDOR DE SUA INOCÊNCIA.", - "END_PART9_MORGANTE4": "TÍPICO DA SUA LAIA.", - "END_PART9_MORGANTE5_OPTION1": "Está zombando de mim?", - "END_PART9_MORGANTE5_OPTION2": "O que você quer?", - "END_PART9_MORGANTE6": "NESTE MOMENTO, TEMOS O MESMO OBJETIVO.", - "END_PART9_MORGANTE8": "ENTÃO PRECISO QUE ENTENDA.", - "END_PART9_MORGANTE8_OPTION1": "Entender o quê?", - "END_PART9_MORGANTE8_OPTION2": "Do que está falando?", - "END_PART9_MORGANTE9": "NÓS SOMOS FRUTOS DOS SONHOS E IDEAIS DA HUMANIDADE.\\n\\nO POTENCIAL QUE A HUMANIDADE POSSUI DE GERAR ENERGIA É INFINITO.", - "END_PART9_MORGANTE11": "A HABILIDADE DE MANIFESTAR SUAS VONTADES E ALTERAR A REALIDADE...\\n\\nPARA MODIFICAR A SI E A SEU MUNDO...\\n\\nRESIDE EM VOCÊ.", - "END_PART9_MORGANTE10": "ESSAS \\\"FITAS\\\" SÃO MEROS TALISMÃS.", - "END_PART9_MORGANTE12": "PORTANTO, ACORDE!", - "END_PART9_KAYLEIGH13": "{player}, como cê tá...", - "END_PART9_MEREDITH13": "{player}, você tá me assustando...", - "END_PART9_EUGENE13": "{player}, tá de volta?!", - "END_PART9_FELIX13.f": "Voltou para nós, {player}?", - "END_PART9_FELIX13.m": "Voltou para nós, {player}?", - "END_PART9_VIOLA13": "Realmente é difícil derrotar você, não é, {player}?", - "END_PART9_FELIX13.n": "Voltou para nós, {player}?", + "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_MORGANTE5": "YOU’LL USE SOMETHING WITHOUT EVEN KNOWING HOW IT WORKS.\\n\\nSO EAGER IN YOUR NAIVETY.", + "END_PART9_MORGANTE4": "SO TYPICAL OF YOU HUMANS.", + "END_PART9_MORGANTE5_OPTION2": "What do you want?", + "END_PART9_MORGANTE5_OPTION1": "Are you here to mock me?", + "END_PART9_MORGANTE6": "IN THIS MOMENT, WE HAVE A SHARED GOAL.", + "END_PART9_MORGANTE7": "ALEPH IS THE INCARNATION OF CONQUEST.\\n\\nAND I AM THE INCARNATION OF REBELLION.", + "END_PART9_MORGANTE8": "SO I NEED YOU TO UNDERSTAND.", + "END_PART9_MORGANTE8_OPTION1": "Understand what?", + "END_PART9_MORGANTE8_OPTION2": "What are you talking about?", + "END_PART9_MORGANTE9": "YOU HUMANS CREATE US WITH YOUR DREAMS AND IDEALS.\\n\\nTHE POTENTIAL ENERGY OF MANKIND IS LIMITLESS.", + "END_PART9_MORGANTE11": "THE ABILITY TO MANIFEST YOUR WILL TO ALTER REALITY…\\n\\nTO CHANGE YOUR WORLD, AND YOURSELVES...\\n\\nTHAT LIES WITHIN YOU.", + "END_PART9_MORGANTE10": "THESE “CASSETTES” ARE MERELY TALISMANS.", + "END_PART9_MORGANTE12": "SO WAKE UP, ALREADY!", + "END_PART9_KAYLEIGH13": "{player}, how are you...", + "END_PART9_MEREDITH13": "{player}, you’re looking pretty scary there, mate...", + "END_PART9_EUGENE13": "{player}, are you back in business?!", + "END_PART9_FELIX13.f": "Are you back in the game, {player}?", + "END_PART9_FELIX13.m": "Are you back in the game, {player}?", + "END_PART9_VIOLA13": "You are not so easily bested, are you {player}?", + "END_PART9_FELIX13.n": "Are you back in the game, {player}?", "END_PART9_DOG13": "ARF!", - "END_PART9_ALEPH14": "POR QUÊ?!\\n\\nPOR QUE VOCÊ AINDA INSISTE?!", - "END_PART9_ALEPH15_OPTION1": "Porque é isso o que eu quero!", - "END_PART9_ALEPH15_OPTION2": "Porque ainda me restam muitos ideais!", - "END_PART9_KAYLEIGH16": "A gente só precisa de um objetivo compartilhado! [pause][shake rate=30 level=10]NOSSOS CORAÇÕES SE UNEM![/shake]", - "END_PART9_ALEPH15_OPTION3": "Porque é isso que as pessoas fazem!", - "END_PART9_EUGENE18": "[shake rate=30 level=10]JUNTOS SOMOS MAIS FORTES![/shake]", - "END_PART9_MEREDITH17": "[shake rate=30 level=10]VAMO ACABAR COM ESSE MALDITO CABEÇÃO![/shake]", - "END_PART9_FELIX19": "E lá vamos nós...", - "END_PART9_VIOLA20": "Venha! [pause]Este conto terminará de acordo com nossos anseios!", - "END_PART9_DOG21": "[wave amp=30 freq=10]AUUUU![/wave]", - "END_PART9_ALEPH22": "AQUELA BRUXA MALDITA. VOCÊ INSISTE EM SER UMA PEDRA NO MEU SAPATO, HEIN?", - "END_PART10_ALEPH1": "COMPREENDO.", - "END_PART10_MORGANTE2": "NOSSA CANÇÃO SE ENCERRA AQUI.", - "END_PART10_MORGANTE3.m": "VOCÊ SE PROVOU MAIS FORTE DO QUE SUAS LIMITAÇÕES MORTAIS.\\n\\nTOME ISTO COMO UMA LIÇÃO, HUMANO.", - "END_PART10_MORGANTE3.f": "VOCÊ SE PROVOU MAIS FORTE DO QUE SUAS LIMITAÇÕES MORTAIS.\\n\\nTOME ISTO COMO UMA LIÇÃO, HUMANA.", - "END_PART10_MORGANTE3.n": "VOCÊ SE PROVOU MAIS FORTE DO QUE SUAS LIMITAÇÕES MORTAIS.\\n\\nTOME ISTO COMO UMA LIÇÃO, HUMANE.", + "END_PART9_ALEPH14": "WHY?!\\n\\nWHY DO YOU PERSIST?!", + "END_PART9_ALEPH15_OPTION1": "Because it is my will!", + "END_PART9_ALEPH15_OPTION2": "Because I’m not out of ideas yet!", + "END_PART9_ALEPH15_OPTION3": "Because that’s what people do!", + "END_PART9_KAYLEIGH16": "One shared goal, that’s all it takes! [pause][shake rate=30 level=10]OUR HEARTS COMBINE![/shake]", + "END_PART11_KAYLEIGH1": "Sorry your cassette player was destroyed, [pause]{player}...", + "END_PART9_EUGENE18": "[shake rate=30 level=10]WE RISE TOGETHER![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]LET’S KICK HIS BIG STUPID HEAD IN![/shake]", + "END_PART9_FELIX19": "Here goes nothing...", + "END_PART9_VIOLA20": "Come! [pause]This tale shall end on our terms!", + "END_PART9_DOG21": "[wave amp=30 freq=10]AWOOO![/wave]", + "END_PART9_ALEPH22": "AH, THE OLD WITCH. YOU ARE FOREVER A THORN IN MY SIDE, AREN’T YOU?", + "END_PART10_ALEPH1": "I SEE.", + "END_PART10_MORGANTE3.m": "YOUR WILL PROVED STRONGER THAN YOUR MORTAL CONSTRAINTS.\\n\\nLET THAT BE A LESSON FOR YOU, HUMAN.", + "END_PART10_MORGANTE2": "OUR SONG ENDS HERE.", "END_PART11_BARKLEY3": "Arf?", - "END_PART10_KAYLEIGH5": "É mió voltar... [pause]Duvido que esse trem seja seguro.", - "END_PART10_MORGANTE4": "ADEUS.", - "END_PART10_EUGENE5": "É melhor voltar logo, [pause]duvido que esse trem vá continuar de pé.", - "END_PART10_MEREDITH5": "Bora, temos que sair daqui antes que o trem caia no abismo.", - "END_PART10_FELIX5": "É melhor voltar antes que esse trem caia no vazio, [pause]certo?", - "END_PART10_VIOLA5": "Nosso retorno ao presente é prudente.", + "END_PART10_MORGANTE3.f": "YOUR WILL PROVED STRONGER THAN YOUR MORTAL CONSTRAINTS.\\n\\nLET THAT BE A LESSON FOR YOU, HUMAN.", + "END_PART10_MORGANTE3.n": "YOUR WILL PROVED STRONGER THAN YOUR MORTAL CONSTRAINTS.\\n\\nLET THAT BE A LESSON FOR YOU, HUMAN.", + "END_PART10_KAYLEIGH5": "We should head back… [pause]I don’t think this train is super stable.", + "END_PART10_MORGANTE4": "FAREWELL.", + "END_PART10_MEREDITH5": "C’mon, let’s head back before this train falls into the abyss.", + "END_PART10_EUGENE5": "We should head back for now – [pause]I don’t think this train is gonna hold.", + "END_PART10_FELIX5": "We should probably head back before this train falls into the void, [pause]right?", + "END_PART10_VIOLA5": "We would be wise to return for the present.", "END_PART10_DOG5": "Arf.", - "END_PART11_KAYLEIGH1": "Seu toca-fitas quebrou, [pause]{player}? Que pena...", - "END_PART11_KAYLEIGH2": "Ainda bem que tenho um de sobra!", - "END_PART11_KAYLEIGH3": "...Essa construção tava aqui antes?", - "END_PART11_EUGENE3": "Vocês têm alguma ideia de qual a pira dessa... [pause]construção?", - "END_PART11_MEREDITH3": "Então, [pause]er, [pause]essa construção não tava aqui antes, né?", - "END_PART11_FELIX3": "Olha, é bem incomum.", - "END_PART11_VIOLA3": "Que interessante.", - "END_PART11_AMBER4": "Acalmem os ânimos! Meu nome é Srta. Âmbar.", - "END_PART11_AMBER6": "Ora, vim aqui apenas para garantir que vocês não comecem a se ferir.", - "END_PART11_AMBER5.f": "Eu e {player} somos amigas, não somos, docinho?", - "END_PART11_AMBER5.m": "Eu e {player} somos amigos, não somos, docinho?", - "END_PART11_AMBER5.n": "Eu e {player} somos amigues, não somos, docinho?", - "END_PART11_AMBER7": "Apesar de que, uau, [pause]parece que, pela primeira vez, deram uma surra daquelas no nosso amigo em comum!", - "END_PART11_AMBER7_OPTION1": "Surra? A gente acabou com ele.", - "END_PART11_AMBER8": "Ah, docinho. Seres como Alef e eu não são feitos de carne e osso. [pause]Antes de morrer, a ideia que nos formou precisa morrer também.", - "END_PART11_AMBER7_OPTION2": "Você fala como se ele ainda estivesse vivo.", - "END_PART11_AMBER9": "Ele é alimentado pela conquista. Enquanto vocês, humanos, continuarem achando formas de matar uns aos outros, garanto que ele voltará em algum momento.", - "END_PART11_AMBER10": "Mas acredito que ele ficará fora de combate por um tempo...", - "END_PART11_KAYLEIGH11": "Cê é outro Arcanjo...", - "END_PART11_AMBER12": "Relaxa, ruivinha. Sou amigável.", - "END_PART11_AMBER13": "Além disso, creio que precisem de ajuda com o portal para casa, certo?", - "END_PART11_KAYLEIGH14": "Isso v-vai mesmo nos levar pros nossos mundos?", - "END_PART11_KAYLEIGH15": "Maravilha! [pause]Vou avisar aos vigilantes antes de ir!", - "END_PART11_AMBER16": "{player}, você não precisa ir agora...", - "END_PART11_AMBER17.n": "Mas quando estiver pronte, [pause]venha falar comigo.", - "END_PART11_AMBER17.m": "Mas quando estiver pronto, [pause]venha falar comigo.", - "END_PART12_RANGER1": "Mal posso acreditar! Caranguejos falantes, portais mágicos, alianças com Arcanjos... Incrível!", - "END_PART11_AMBER17.f": "Mas quando estiver pronta, [pause]venha falar comigo.", - "END_PART12_AMBER1.m": "Pronto para deixar Nova Murta, [pause]docinho?", - "END_PART12_AMBER1.f": "Pronta para deixar Nova Murta, [pause]docinho?", - "END_PART12_AMBER1.n": "Pronte para deixar Nova Murta, [pause]docinho?", - "END_PART12_AMBER4": "Isso não tem nada a ver com \\\"ciência\\\", e sim com intenção. [pause]Você precisa projetar o mundo para o qual deseja ir em sua mente e dar um passo adiante, mas sem nenhuma dúvida que te prenda aqui.", - "END_PART12_KAYLEIGH6": "O-o quê?", - "END_PART12_AMBER_NO": "Sem pressa. Quando quiser!", - "END_PART12_AMBER2": "Como este portal entre mundos é bem estável, [pause]as regras são bem claras.", - "END_PART12_AMBER3": "Além dele, existe [wave amp=30 freq=10]o espaço entre todas as coisas[/wave]. [pause]Caso não o utilize direito, você vai parar em canto algum.", - "END_PART12_AMBER5": "Então recomendo que comecem as despedidas, [pause]essa passagem é só de ida.", - "END_PART12_AMBER8": "Nova Murta é uma anomalia, [pause]nada mais.", - "END_PART12_AMBER7": "Fim da jornada, ruivinha.", - "END_PART12_AMBER9": "Vocês chegaram aqui por acaso. Voltar para cá não é possível.", - "END_PART12_VIOLA10": "Sinto muito que nossa história se encerre aqui, [pause]mas anseio grandiosamente pelo reencontro com meu irmão.", - "END_PART12_VIOLA11": "O adeus é sempre um lamento gentil.", - "END_PART12_VIOLA13": "O que compartilhamos em nosso curto tempo em união, {player}...", - "END_PART12_VIOLA12": "Adeus, [pause]amigos.", - "END_PART12_VIOLA14": "Não haverá têmpera ou eras que apaguem de minha memória.", - "END_PART12_VIOLA15": "Eu lembrarei de você para sempre.", - "END_PART12_EUGENE16": "Encaramos seres quase divinos e vencemos...", - "END_PART12_EUGENE17": "Parça, eu tô tão pilhado pra voltar pra casa e acabar com uns patifes!", - "END_PART12_EUGENE18": "Não importa onde ou quando for, sempre haverá comunidades que precisam de ajuda.", - "END_PART12_EUGENE21": "Acho que é assim que vamos terminar, {player}.", - "END_PART12_EUGENE19": "Tem muita coisa pra eu fazer.", - "END_PART12_EUGENE20": "Foi uma aventura e tanto, manos.", - "END_PART12_EUGENE22": "Não posso pedir que abandone seu mundo pra ficar comigo. [pause]Seria demais.", - "END_PART12_EUGENE25.f": "Você sempre será incrível. [pause]Posso sentir.", - "END_PART12_EUGENE23": "Eu... [pause]só...", - "END_PART12_EUGENE25.m": "Você sempre será incrível. [pause]Posso sentir.", - "END_PART12_EUGENE24": "Aproveite sua vida, [pause]ok?", - "END_PART12_FELIX35": "E parte de mim talvez ame você para sempre.", - "END_PART12_EUGENE25.n": "Você sempre será incrível. [pause]Posso sentir.", - "END_PART12_FELIX26": "Nossa...", - "END_PART12_FELIX27": "Foi uma aventura e tanto, não foi?", - "END_PART12_FELIX29": "Além da chance de reencontrar um dos meus personagens antigos.", - "END_PART12_FELIX28": "Acho que encontrei inspiração suficiente pra umas dez vidas.", + "END_PART11_KAYLEIGH2": "Luckily I always keep a spare on me!", + "END_PART11_KAYLEIGH3": "...Was this building here before?", + "END_PART11_EUGENE3": "Do you guys know what’s going on with this… [pause]building?", + "END_PART11_MEREDITH3": "So, [pause]uh, [pause]that building wasn’t here before, was it?", + "END_PART11_FELIX3": "Well, that’s pretty unusual.", + "END_PART11_VIOLA3": "How curious.", + "END_PART11_AMBER4": "Don’t go worryin’ about me! The name’s Ms. Amber.", + "END_PART11_AMBER6": "Why, I’m just here to make sure you fine folks don’t go hurtin’ yourself.", + "END_PART11_AMBER5.f": "{player} and I are friends – isn’t that right, sugar?", + "END_PART11_AMBER5.m": "{player} and I are friends – isn’t that right, sugar?", + "END_PART11_AMBER5.n": "{player} and I are friends – isn’t that right, sugar?", + "END_PART11_AMBER7": "Though it looks like you gave our mutual friend a mighty beating already. [pause]That’s a first!", + "END_PART11_AMBER7_OPTION1": "Beating? I think we destroyed him.", + "END_PART11_AMBER9": "He runs on conquest. If you humans keep findin’ ways to kill each other, I’m sure he’ll reform eventually.", + "END_PART11_AMBER7_OPTION2": "You’re talking like he’s still alive.", + "END_PART11_AMBER8": "Folks like Aleph and I ain’t flesh and blood, sugar. [pause]It takes an idea to die for us not to be able to come back in some form.", + "END_PART11_KAYLEIGH11": "You’re another Archangel...", + "END_PART11_AMBER10": "Though he might be out of action for quite some time…", + "END_PART11_AMBER13": "Besides, you might need some guidance with that doorway home, don’t you think?", + "END_PART11_AMBER12": "Relax, red. I’m a friend.", + "END_PART11_KAYLEIGH14": "T-This really can take us back to our own worlds?", + "END_PART11_KAYLEIGH15": "Brilliant! [pause]I should let the rangers know before we go!", + "END_PART11_AMBER16": "{player}, you don’t have to leave right now...", + "END_PART12_KAYLEIGH54": "I guess we won’t see each other again, [pause]{player}.", + "END_PART11_AMBER17.n": "But when you’re ready, [pause]come speak to me.", + "END_PART11_AMBER17.m": "But when you’re ready, [pause]come speak to me.", + "END_PART11_AMBER17.f": "But when you’re ready, [pause]come speak to me.", + "END_PART12_RANGER1": "I can hardly believe it! Talking krabs, magic portals, alliances with Archangels... Amazing!", + "END_PART12_AMBER1.m": "Are you ready to leave New Wirral, [pause]sugar?", + "END_PART12_AMBER1.f": "Are you ready to leave New Wirral, [pause]sugar?", + "END_PART12_AMBER1.n": "Are you ready to leave New Wirral, [pause]sugar?", + "END_PART12_AMBER4": "It ain’t about “science”, it’s about intent. [pause]You gotta picture the world you want to go to in your mind’s eye and step forward, without any lingering ties holdin’ you back here.", + "END_PART12_KAYLEIGH6": "Wh-what?!", + "END_PART12_AMBER_NO": "There’s no rush. Take your time!", + "END_PART12_AMBER2": "With a stable world gate like this, [pause]the rules are mighty simple.", + "END_PART12_AMBER3": "Beyond it lies [wave amp=30 freq=10]the space between all things[/wave]. [pause]If you don’t use it right, you’ll end up goin’ nowhere.", + "END_PART12_AMBER5": "So I advise y’all start sayin’ your goodbyes, [pause]because it’s a one-way trip.", + "END_PART12_AMBER8": "New Wirral is an anomaly, [pause]and nothin’ more.", + "END_PART12_AMBER7": "Them’s the breaks, red.", + "END_PART12_AMBER9": "You folks are only here by chance – getting back here ain’t on the cards.", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]I… knew we’d have to say goodbye to each other, {player}...[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]Someday I might also leave New Wirral. But right now, this place is my home, it’s where I am ME…[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]I won’t ever forget you - any of you. You helped me become who I really am, after all![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player}... promise me one thing…[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]Never let the world change you… [pause]got it?[/wave]", + "END_PART12_VIOLA10": "It pains me to end our tales here, [pause]but I so greatly wish to see my brother again.", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]Hold me in your heart, too.[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]And… [pause]and…[/wave]", + "END_PART12_VIOLA11": "Parting is such sweet sorrow.", + "END_PART12_VIOLA14": "No wave nor storm could erode its memory.", + "END_PART12_VIOLA12": "Farewell, [pause]friends.", + "END_PART12_VIOLA13": "{player}, what we shared in our brief time together...", + "END_PART12_VIOLA15": "I shall treasure you always.", + "END_PART12_EUGENE18": "There’s always communities of people who’re gonna need a helping hand, no matter when and where you are.", + "END_PART12_EUGENE16": "We’ve taken on godlike beings and won...", + "END_PART12_EUGENE17": "Man, I’m so pumped to go back home and kick some ass!", + "END_PART12_EUGENE19": "There’s so much I’m gonna do.", + "END_PART12_EUGENE21": "I guess this is our breakup, {player}.", + "END_PART12_EUGENE20": "It’s been a blast, guys.", + "END_PART12_EUGENE22": "I can’t exactly ask you to abandon your world for me. [pause]That’s too big an ask.", + "END_PART12_EUGENE25.f": "You’re gonna continue to be awesome. [pause]I can feel it.", + "END_PART12_EUGENE23": "I… [pause]Just…", + "END_PART12_EUGENE25.m": "You’re gonna continue to be awesome. [pause]I can feel it.", + "END_PART12_EUGENE24": "Live your life, [pause]OK?", + "END_PART12_FELIX35": "I think part of me might always love you.", + "END_PART12_EUGENE25.n": "You’re gonna continue to be awesome. [pause]I can feel it.", + "END_PART12_FELIX28": "I think I’ve had enough creative inspiration to last me ten lifetimes.", + "END_PART12_FELIX27": "This has been a real trip, hasn’t it?", + "END_PART12_FELIX26": "Man…", + "END_PART12_FELIX29": "Not to mention getting to meet one of my old characters.", "END_PART12_FELIX31": "{player}...", - "END_PART12_FELIX30": "Pessoal, [pause]vou sentir falta desses momentos.", - "END_PART12_FELIX32.m": "Mesmo que nunca mais te veja, eu nunca vou te esquecer.", - "END_PART12_FELIX32.n": "Mesmo que nunca mais te veja, eu nunca vou te esquecer.", - "END_PART12_FELIX32.f": "Mesmo que nunca mais te veja, eu nunca vou te esquecer.", - "END_PART12_FELIX33.m": "Você é o Forasteiro, esqueceu? [pause]Protagonista do meu futuro best-seller.", - "END_PART12_FELIX33.f": "Você é a Forasteira, esqueceu? [pause]Protagonista do meu futuro best-seller.", - "END_PART12_FELIX34": "E, bem... [pause]Kuneko tinha razão: [pause]ideias são eternas.", - "END_PART12_FELIX33.n": "Você é ê Forasteire, esqueceu? [pause]Protagonista do meu futuro best-seller.", - "END_PART12_MEREDITH40": "Principalmente você, {player}.", - "END_PART12_MEREDITH36": "Eu não...", - "END_PART12_MEREDITH37": "Eu não tô pronta para terminar isso ainda.", - "END_PART12_MEREDITH38": "Eu... [pause]Eu vou voltar mais forte do que antes. [pause]Vou viver a vida ao máximo.", - "END_PART12_MEREDITH39": "Só não... [pause]Só não se esqueça de mim, [pause]ok?", - "END_PART12_MEREDITH46.f": "Argh, eu te amo. [pause]A gente se vê, miga.", - "END_PART12_MEREDITH41.f": "Você, [pause]hum, [pause]elevou pra caramba as minhas expectativas para namoros.", - "END_PART12_MEREDITH41.m": "Você, [pause]hum, [pause]elevou pra caramba as minhas expectativas para namoros.", - "END_PART12_MEREDITH41.n": "Você, [pause]hum, [pause]elevou pra caramba as minhas expectativas para namoros.", - "END_PART12_MEREDITH44": "Eu meio que sabia que ia terminar se a gente encontrasse a saída...", - "END_PART12_MEREDITH45": "Mas eu não vou desistir de achar minha felicidade. Nunca mais.", - "END_PART12_MEREDITH46.n": "Argh, eu te amo. [pause]A gente se vê, migue.", - "END_PART12_MEREDITH46.m": "Argh, eu te amo. [pause]A gente se vê, migo.", - "MAGIKRAB_ON_ARRIVAL.f": "Bem-vinda a {region_name}!", - "END_PART12_KAYLEIGH47": "É aqui que tudo acaba, num é?", - "END_PART12_KAYLEIGH54": "Acho que a gente não vai se ver mais, [pause]{player}.", - "END_PART12_KAYLEIGH48": "Espero que não seja como acordar de um sonho.", - "END_PART12_KAYLEIGH49": "Eu quero lembrar de você, {player}. [pause]Eu quero lembrar de vocês tudo. [pause]Eu não quero esquecer Vilancoradouro...", - "END_PART12_KAYLEIGH50": "Nem das partes ruins. [pause]É tudo parte de mim agora.", - "END_PART12_KAYLEIGH51": "Manifestar nossa vontade de mudar o mundo...", - "END_PART12_KAYLEIGH58": "Te amo. [pause]Muito, muito obrigada.", - "END_PART12_KAYLEIGH52": "Acho que não precisa de fita pra isso, né?", - "END_PART12_KAYLEIGH53": "O futuro sempre foi nosso.", - "END_PART12_AMBER61": "Acho que chegou sua vez, docinho.", - "END_PART12_KAYLEIGH55": "Eu acho que nunca vou conhecer ninguém como te conheci... [pause]Afinal, fusão não é normal em relacionamentos, né?", - "END_PART12_KAYLEIGH56.m": "Eu tô triste, mas feliz também. [pause]A gente vai voltar pra casa e ser melhor que antes por ter se conhecido.", - "END_PART12_KAYLEIGH56.f": "Eu tô triste, mas feliz também. [pause]A gente vai voltar pra casa e ser melhor que antes por ter se conhecido.", - "END_PART12_KAYLEIGH57": "Acho que é um final feliz.", - "END_PART12_KAYLEIGH56.n": "Eu tô triste, mas feliz também. [pause]A gente vai voltar pra casa e ser melhor que antes por ter se conhecido.", - "END_PART12_AMBER62_OPTION1.m": "Estou!", - "END_PART12_AMBER60": "Olha! [pause]Parece que o piquetuxo ali quer voltar com você. [pause]Não é uma fofura?", - "END_PART12_DOG59": "Au! Au!", - "END_PART12_AMBER62.m": "Está pronto?", - "END_PART12_AMBER62.n": "Está pronte?", - "END_PART12_AMBER62.f": "Está pronta?", - "END_PART12_AMBER62_OPTION1.f": "Estou!", - "END_PART12_AMBER62_OPTION1.n": "Estou!", - "END_PART12_AMBER62_OPTION2": "Chegou a hora!", - "RANGER_GATEKEEPER_INTRO1": "Ei! Você!", - "RANGER_GATEKEEPER_SNEAK1": "Está tentando passar sem eu ver?", - "RANGER_GATEKEEPER_PRE_BATTLE1": "Os monstros daqui não vão pensar duas vezes antes de te mandar pro hospital.", - "RANGER_GATEKEEPER_SNEAK2": "Estou aqui para te proteger, sabia?", - "RANGER_GATEKEEPER_POST_BATTLE1.m": "É, parece que você sabe o que está fazendo.", - "RANGER_GATEKEEPER_PRE_BATTLE2.m": "Se tem certeza de que consegue enfrentá-los, me mostre o que sabe!", - "RANGER_GATEKEEPER_PRE_BATTLE2.f": "Se tem certeza de que consegue enfrentá-los, me mostre o que sabe!", - "RANGER_GATEKEEPER_PRE_BATTLE2.n": "Se tem certeza de que consegue enfrentá-los, me mostre o que sabe!", - "RANGER_GATEKEEPER_POST_BATTLE1.n": "É, parece que você sabe o que está fazendo.", - "RANGER_GATEKEEPER_POST_BATTLE1.f": "É, parece que você sabe o que está fazendo.", - "RANGER_GATEKEEPER_POST_BATTLE2.m": "Tudo bem, vá em frente.", - "RANGER_GATEKEEPER_POST_BATTLE2.f": "Tudo bem, vá em frente.", - "GRAVEYARD_GHOST_BOY_NAME": "Garoto fantasma", - "RANGER_GATEKEEPER_POST_BATTLE2.n": "Tudo bem, vá em frente.", - "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Desculpa! É tem um boato rolando sobre um fantasma por aqui, achei que fosse você.", - "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Ih! Um fantasma!", - "UNDYIN_LOVER_NAME": "Prisioneiro", - "UNDYIN_LOVER_PRE_BATTLE1": "Ahhh!", - "UNDYIN_LOVER_POST_BATTLE1": "Ei! Você a assustou!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Fica frio.", - "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Os Pomebombas são fáceis de domar se tiver as manhas!", - "UNDYIN_LOVER_POST_BATTLE2": "A gente só estava curtindo um tempinho a sós... Não era nada demais, eu juro!", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Fica frie.", - "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Fica fria.", - "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Fiquei esquentado.", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "A Comandante Barbie tá me ajudando bastante com os treinos de força.", - "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Aqui, garoto!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "As fofocas indicam que este é o lugar, mas, até agora, só vi Domiposas comuns.", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Passa o número do seu treinador pra já!", - "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Saca só os bração!", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Passa o número do seu treinador pra já!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Você também está investigando o boato da Minidomiposa?", - "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Passa o número do seu treinador pra já!", - "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Talvez seja culpa do trem que passou aqui por baixo agora há pouco?", - "PLATO_NAME": "Platão", - "SOCRATES_NAME": "Sócrates", - "SOCRATES_PRE_BATTLE": "O ser humano perfeito é a junção de todos. É um trabalho coletivo. Só em conjunto podemos atingir a perfeição.", - "PLATO_PRE_BATTLE": "Também sugiro que você participe do grande conflito, o combate da vida, que é maior que qualquer outro conflito terreno!", - "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Eu cometo erros bobos às vezes. Meus amigos me chamam de tonto. Mal sabem eles...", - "SOCRATES_POST_BATTLE": "Obrigado. Pensei que poderia derrotar você. Mas sou mais sábio agora, porque sei que nada sei.", - "PLATO_POST_BATTLE": "Somos filósofos, Sócrates, não guerreiros. Quase nenhum ser humano é capaz de seguir duas profissões ou duas artes corretamente.", - "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Eu sou bem tonto mesmo...[/wave]", - "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Sai da minha frente! Eu quero ser a entrevistada de Sibila hoje!", - "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Acho melhor eu voltar amanhã...[/wave]", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Dentro de cada pessoa, tem um esqueleto lutando para escapar.", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Eu... Eu ia mesmo arrancar seus ossos. Foi mal.", - "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Vem cá que eu vou te libertar da sua prisão de carne...", - "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Ufa, valeu. Eu passei tempo demais na forma de Gesqueleto.", - "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OOH, VOCÊ PARECE UMA DELICINHA![/shake]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Estão acusando os Corretores de pedaladas nas propriedades![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]A gente nem gosta de esporte![/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Falando nisso, quer comprar uma casa nova? [pause]Não? [pause]Deixa pra lá.[/wave]", - "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Admito que até gosto de uma aventura. Aí sim é bom! Tipo comprar propriedade roubada e revender antes que descubram.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Se procura um investimento que vai resistir ao tempo, invista em relógios, digo, em um pedaço de terra.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]A existência de cosmos infinitos gera um desafio e tanto para Corretores como nós.[/wave]", - "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Espaço? Tempo? É tudo a mesma coisa.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]O valor de um lote é medido pela sua escassez, mas num multiverso infinito? Isso não existe![/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Mas Nova Murta é um tipo de armadilha cósmica. Ninguém escapa daqui, o que valoriza os lotes.[/wave]", - "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Então, apesar de nós, Corretores, enfrentarmos desafios nesta ilhota, é uma questão de tempo até que vire um paraíso. Um investimento e tanto![/wave]", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Ei! A vista daqui de cima é incrível, né?", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Eu ia tentar escalar até o topo, mas... Eu meio que não consigo escalar os próximos penhascos, e as trilhas nas cavernas estão soterradas.", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Se eu pudesse voar como um Averevoir, talvez desse...", - "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "E aí, topa um mano a mano antes de eu voar de volta para o lago?", - "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Ok, chegou minha hora de ir!", - "MISS_MIMIC_CHEST_NAME": "Provisões dos Vigilantes", - "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]QUER SABER QUAIS SEGREDOS EU GUARDO, AMORZINHO? É SÓ ME ABRIR.[/shake]", - "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]QUE TAL DAR UMA OLHADA AQUI DENTRO, BEBÊ? JURO QUE NÃO MORDO[/shake]", - "MISS_MIMIC_CHEST_EUGENE1": "Um cofre falante!", - "MISS_MIMIC_CHEST_MEREDITH2": "Ué, esse baú fala?", - "MISS_MIMIC_CHEST_KAYLEIGH2": "Hã?", - "MISS_MIMIC_CHEST_FELIX1": "Eu não acho uma boa ideia...", + "END_PART12_FELIX30": "I’m gonna miss these good times, [pause]folks.", + "END_PART12_FELIX32.m": "Even if I don’t see you again, you won’t ever be gone.", + "END_PART12_FELIX32.n": "Even if I don’t see you again, you won’t ever be gone.", + "END_PART12_FELIX32.f": "Even if I don’t see you again, you won’t ever be gone.", + "END_PART12_FELIX33.m": "You’re the Outsider, remember? [pause]The protagonist of my future hit story.", + "END_PART12_FELIX33.f": "You’re the Outsider, remember? [pause]The protagonist of my future hit story.", + "END_PART12_FELIX34": "And I think... [pause]Kuneko was right: [pause]ideas live forever.", + "END_PART12_FELIX33.n": "You’re the Outsider, remember? [pause]The protagonist of my future hit story.", + "END_PART12_KAYLEIGH49": "I want to remember you, {player}. [pause]I want to remember everyone. [pause]I want to remember Harbourtown...", + "END_PART12_MEREDITH36": "I’m not…", + "END_PART12_MEREDITH37": "I’m not ready for this to be over.", + "END_PART12_MEREDITH38": "I’m… [pause]I’m gonna go back stronger. [pause]Live life to its fullest.", + "END_PART12_MEREDITH39": "Don’t you... [pause]forget about me, [pause]OK?", + "END_PART12_MEREDITH40": "Especially you, {player}.", + "END_PART12_MEREDITH46.f": "Ugh, I love you. [pause]See you around, mate.", + "END_PART12_MEREDITH41.m": "You’ve, [pause]uh, [pause]set the bar for a boyfriend pretty high for me.", + "END_PART12_MEREDITH44": "I kinda knew that things would have to end if we found our way out…", + "END_PART12_MEREDITH41.n": "You’ve, [pause]uh, [pause]set the bar for a partner pretty high for me.", + "END_PART12_MEREDITH41.f": "You’ve, [pause]uh, [pause]set the bar for a girlfriend pretty high for me.", + "END_PART12_MEREDITH45": "But I won’t give up on being happy. Not anymore.", + "END_PART12_KAYLEIGH47": "This really is it, isn’t it?", + "END_PART12_MEREDITH46.n": "Ugh, I love you. [pause]See you around, mate.", + "END_PART12_MEREDITH46.m": "Ugh, I love you. [pause]See you around, mate.", + "END_PART12_KAYLEIGH48": "I hope it isn’t like waking up from a dream.", + "END_PART12_KAYLEIGH50": "Even the bits that weren’t good. [pause]Because they’re all a part of me.", + "END_PART12_KAYLEIGH51": "Manifesting our will to change the world…", + "END_PART12_KAYLEIGH58": "I love you. [pause]Thanks a million.", + "END_PART12_KAYLEIGH52": "I suppose we don’t need cassette tapes to do that really, do we?", + "END_PART12_AMBER61": "I think it’s your turn now, sugar.", + "END_PART12_KAYLEIGH53": "The future has always been ours for the taking.", + "END_PART12_KAYLEIGH55": "I won’t ever get to know anyone in the way I’ve known you… [pause]I mean, fusion isn’t exactly standard in relationships, right?", + "END_PART12_KAYLEIGH56.m": "I’m sad, but also happy. [pause]We’ll both be back where we truly belong, and better off having met each other.", + "END_PART12_KAYLEIGH56.f": "I’m sad, but also happy. [pause]We’ll both be back where we truly belong, and better off having met each other.", + "END_PART12_KAYLEIGH57": "That feels like a happy ending.", + "END_PART12_KAYLEIGH56.n": "I’m sad, but also happy. [pause]We’ll both be back where we truly belong, and better off having met each other.", + "END_PART12_AMBER60": "Oh! [pause]I think that one wants to go back with you. [pause]Ain’t that sweet!", + "END_PART12_DOG59": "Arf! Arf!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "Go right ahead.", + "END_PART12_AMBER62.m": "Are you ready?", + "END_PART12_AMBER62_OPTION1.m": "I’m ready!", + "END_PART12_AMBER62.n": "Are you ready?", + "END_PART12_AMBER62.f": "Are you ready?", + "END_PART12_AMBER62_OPTION1.f": "I’m ready!", + "END_PART12_AMBER62_OPTION1.n": "I’m ready!", + "END_PART12_AMBER62_OPTION2": "It’s time!", + "RANGER_GATEKEEPER_INTRO1": "Hey! You!", + "MAGIKRAB_ON_ARRIVAL.f": "Welcome to {region_name}!", + "RANGER_GATEKEEPER_SNEAK1": "Are you trying to sneak past me?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "The monsters past here won’t hesitate to put you in hospital.", + "RANGER_GATEKEEPER_SNEAK2": "I’m here for your benefit, you know!", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "If you’re certain you’re ready for them, show me your moves!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "Sorry, you seem like you know what you’re doing.", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "If you’re certain you’re ready for them, show me your moves!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "If you’re certain you’re ready for them, show me your moves!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "Sorry, you seem like you know what you’re doing.", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "Sorry, you seem like you know what you’re doing.", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "Go right ahead.", + "GRAVEYARD_GHOST_BOY_NAME": "Ghost Boy", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "Go right ahead.", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Oh, sorry! There’s a rumour of a ghost around here, and I thought it was you.", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Uh-oh! A ghost!", + "UNDYIN_LOVER_NAME": "Captive", + "UNDYIN_LOVER_PRE_BATTLE1": "Ahhh!", + "UNDYIN_LOVER_POST_BATTLE1": "Hey! You scared her off!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Stay frosty.", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Pombomb are easy to tame if you know how!", + "UNDYIN_LOVER_POST_BATTLE2": "We were just enjoying each other’s company... It wasn’t anything weird, I promise!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Stay frosty.", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Stay frosty.", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "I lost my cool.", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "Captain Buffy's been helping me out with a strength training regime.", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Here boy!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "The gossip points to this location, but so far I’ve only seen regular-sized Dominoth.", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Who trained you? I've gotta know!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Here, check out my guns!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Who trained you? I've gotta know!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Are you here to research the pint-size Dominoth rumour too?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Who trained you? I've gotta know!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Maybe it all has something to do with the train that passed by underground a moment ago?", + "PLATO_NAME": "Plato", + "SOCRATES_NAME": "Socrates", + "SOCRATES_PRE_BATTLE": "The perfect human being is all human beings put together. It is a collective; it is all of us together that make perfection.", + "PLATO_PRE_BATTLE": "I exhort you also to take part in the great combat, which is the combat of life, and greater than every other earthly conflict!", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "I make silly mistakes sometimes. Friends jokingly call me a dummy. Little do they know...", + "SOCRATES_POST_BATTLE": "Thank you. I thought that I could beat you. Now I am truly wise, because now I know that I know nothing.", + "PLATO_POST_BATTLE": "We are philosophers, Socrates, not fighters. Hardly any human being is capable of pursuing two professions or two arts rightly.", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Yep, I really am a dummy...[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Get out of my way! I want to be Cybil's interviewee today!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Maybe I'll come back tomorrow instead...[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Inside of every body is a skeleton struggling to get out.", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "I... I really was going to cut your bones out. Sorry.", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Come here, let me liberate you from your fleshy prison...", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Whew, thanks for that. I must have spent too long as a Jellyton.", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OOH, DON’T YOU LOOK JUST DELICIOUS![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Landkeepers are being unfairly accused of racketeering![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]We don't even like sports![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Speaking of fencing, are you interested in buying a new home? [pause]No? [pause]Nevermind then.[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]I'll admit a certain pleasure in fencing. Now that\\'s a sport! You buy stolen property and then sell it before anyone finds out.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]If you're looking for an investment that will stand the test of time, try a clock – I mean, a parcel of land.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]The existence of an endless cosmos of worlds poses a unique challenge to Landkeepers such as ourselves.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Space? Time? It's all the same.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Land derives its value from its scarcity, but in an infinite multiverse there is no such thing![/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]However, New Wirral acts as a kind of cosmic trap. Nobody can leave, and thus land becomes precious.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]So although we Landkeepers currently face challenges on this tiny island, over time it will become a paradise. A solid investment![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Hey! It’s a nice view from up here isn’t it?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "I was going to try to get to the very top of the mountain, but... I can’t quite scale the cliffs up ahead, and the walkways in the cave have all collapsed.", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "If I could soar like an Averevoir maybe I could make it...", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Say, fancy a quick scrap before I glide down to the lake?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Right! Time for me to get going then!", + "MISS_MIMIC_CHEST_NAME": "Ranger Cache", + "MAGIKRAB_UNKNOWN_NAME": "Traffi... krab?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]WANT TO KNOW WHAT SECRETS I HOLD, SWEETIE? JUST OPEN ME UP.[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]WHY DON’T YOU TAKE A LOOK INSIDE ME, BABY. I PROMISE I WON’T BITE.[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "A talking locker!", + "MISS_MIMIC_CHEST_MEREDITH2": "Uh, this chest talks?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "Huh?", + "MISS_MIMIC_CHEST_FELIX1": "I’ve got a bad feeling about this...", "MISS_MIMIC_CHEST_DOG1": "Grr...", - "MISS_MIMIC_CHEST_VIOLA1": "Outra obra do teu mundo, {player}?", - "MAGIKRAB_UNKNOWN_NAME": "Trafe... guejo?", - "MISS_MIMIC_CHEST_CONFIRM": "Abrir as provisões?", - "MAGIKRAB_INTRO_KRAB1": "Ah! {player}! E {partner}! Estava esperando vocês.", - "MAGIKRAB_INTRO_KAYLEIGH2": "Peraí... Aquele Trafeguejo falou?", - "MAGIKRAB_INTRO_EUGENE2": "Você não me assusta, Trafeguejo! Já enfrentei muitos da sua laia!", - "MAGIKRAB_INTRO_MEREDITH2": "Hã? Um Trafeguejo falante?", - "MAGIKRAB_INTRO_FELIX2": "Calma, Trafeguejos falam?", - "MAGIKRAB_INTRO_DOG2": "Au!", - "MAGIKRAB_INTRO_VIOLA2": "Esse Trafeguejo fala? Que...", - "MAGIKRAB_INTRO_KRAB3": "Por favor, não me confunda com os outros Trafeguejos irracionais que andam por aí.", - "MAGIKRAB_INTRO_KRAB4": "Eu sou um Magikaranguejo, servo fiel dê infinite Merlinha, que os seus trens funcionem pontualmente!", - "MAGIKRAB_INTRO_KRAB5": "Habitar Seus salões sagrados é um privilégio grandioso demais para transmitir. Servir Seus passageiros é o mínimo que posso fazer.", - "MAGIKRAB_NEW_STATION.m": "Bem-vindo! Eu tomei a liberdade de abrir a Plataforma A para sua viagem.", - "MAGIKRAB_INTRO_KRAB6": "O que quer dizer: diga-me para onde deseja ir, e eu irei preparar o trem na Plataforma A.", - "MAGIKRAB_INTRO_KRAB7": "A maioria das paradas de Merlinha está inacessível. Elas ficarão disponíveis assim que as estações reabrirem.", - "MAGIKRAB_NEW_STATION.f": "Bem-vinda! Eu tomei a liberdade de abrir a Plataforma A para sua viagem.", - "MAGIKRAB_NEW_STATION.n": "Bem-vinde! Eu tomei a liberdade de abrir a Plataforma A para sua viagem.", - "MAGIKRAB_NEW_STATION_FINAL1.m": "Você chegou! Bem-vindo a Estação Ponte Noturna.", - "MAGIKRAB_NEW_STATION_FINAL1.f": "Você chegou! Bem-vinda a Estação Ponte Noturna.", - "MAGIKRAB_NEW_STATION_FINAL2": "O trem que vai parar na Plataforma B partirá para outras realidades em breve!", - "MAGIKRAB_NEW_STATION_FINAL1.n": "Você chegou! Bem-vinde a Estação Ponte Noturna.", - "MAGIKRAB_NEW_STATION_FINAL3": "É melhor apertar o passo para alcançá-lo!", - "MAGIKRAB_MENU": "Diga, o que posso fazer por você, {player}?", - "MAGIKRAB_MENU_OPTION_TRAVEL": "Quero viajar.", - "MAGIKRAB_MENU_OPTION_LEAVE": "Quero ir embora de Nova Murta.", - "MAGIKRAB_MENU_OPTION_PLATFORMB": "Plataforma B?", - "MAGIKRAB_MENU_OPTION_MERLINE": "Ê Merlinha?", - "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magikaranguejo?", - "MAGIKRAB_MENU_OPTION_NOTHING": "Nada.", - "MAGIKRAB_TRAVEL2": "{player}, o trem está pronto para partir na Plataforma A.", - "MAGIKRAB_TRAVEL1": "Para onde deseja ir?", - "MAGIKRAB_LEAVE2": "Porém todas as saídas da Plataforma B foram canceladas pelos próximos 642 anos.", - "MAGIKRAB_TRAVEL3": "Cuidado com o vão!", - "MAGIKRAB_LEAVE1": "Bem, a Plataforma B é utilizada para viagens interdimensionais...", - "MAGIKRAB_LEAVE3": "Ê Merlinha me... me contou sobre um contágio psíquico. Talvez uma guerra?", - "MAGIKRAB_LEAVE4": "Mas fico feliz em informar que as chegadas à Plataforma B ainda funcionam pontualmente!", - "MAGIKRAB_LEAVE_FINAL_STATION1": "Olha só, você veio ao lugar certo! Por favor, siga para a Plataforma B.", - "MAGIKRAB_PLATFORMB_DEFEATED1": "Não são esperadas chegadas na Plataforma B por um bom tempo.", - "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Você é bem-vindo a entrar na plataforma, mas como mortal, entidade de carne e osso, talvez não veja grande utilidade.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Há uma chegada a qualquer momento na Plataforma B!", - "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Você é bem-vinde a entrar na plataforma, mas como mortal, entidade de carne e osso, talvez não veja grande utilidade.", - "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Você é bem-vinda a entrar na plataforma, mas como mortal, entidade de carne e osso, talvez não veja grande utilidade.", - "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "A próxima chegada na Plataforma B é alguém que transcende os conceitos de mortalidade. Saiba que nem todas as criaturas \\\"vão embora\\\" após a morte.", - "MAGIKRAB_PLATFORMB_POPPETOX2.m": "A próxima chegada na Plataforma B é alguém que acredita que estar sussurrando, mas está falando tão alto que assusta. Melhor utilizar seus olhos do que ouvidos, humano.", - "MAGIKRAB_PLATFORMB_POPPETOX1": "Haverá uma chegada a qualquer momento na Plataforma B!", - "MAGIKRAB_PLATFORMB_MONARCH2": "A próxima chegada na Plataforma B é alguém que procura aqueles que possuem um vazio dentro de si. Talvez não se revele para você até que você compreenda e vivencie essa sensação.", - "MAGIKRAB_PLATFORMB_POPPETOX2.n": "A próxima chegada na Plataforma B é alguém que acredita que estar sussurrando, mas está falando tão alto que assusta. Melhor utilizar seus olhos do que ouvidos, humane.", - "MAGIKRAB_PLATFORMB_MONARCH1": "Mais uma chegada em breve na Plataforma B.", - "MAGIKRAB_PLATFORMB_POPPETOX2.f": "A próxima chegada na Plataforma B é alguém que acredita que estar sussurrando, mas está falando tão alto que assusta. Melhor utilizar seus olhos do que ouvidos, humana.", - "MAGIKRAB_PLATFORMB_ROBIN1": "Tivemos mais uma chegada há pouco tempo na Plataforma B.", - "MAGIKRAB_PLATFORMB_BABELITH2.m": "A próxima chegada na Plataforma B tem grande envolvimento com mentiras. Não tome nada que for dito como \\\"verdade\\\" se não quiser se perder.", - "MAGIKRAB_PLATFORMB_BABELITH1": "Há uma chegada a qualquer momento na Plataforma B!", - "MAGIKRAB_PLATFORMB_ROBIN2": "Essa chegada foi a de alguém que parece possuir um interesse teatral. Conseguiu encontrar no caminho para cá?", - "MAGIKRAB_PLATFORMB_BABELITH2.n": "A próxima chegada na Plataforma B tem grande envolvimento com mentiras. Não tome nada que for dito como \\\"verdade\\\" se não quiser se perder.", - "MAGIKRAB_PLATFORMB_BABELITH2.f": "A próxima chegada na Plataforma B tem grande envolvimento com mentiras. Não tome nada que for dito como \\\"verdade\\\" se não quiser se perder.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "A Plataforma B está... em outro lugar. [pause]Um deslizamento destruiu a estação há um tempo. Mas acredito que teremos uma nova chegada a qualquer momento.", - "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Devo dizer que a próxima chegada na Plataforma B é alguém com grande tendência a julgamentos.", - "MAGIKRAB_PLATFORMB_ALICE1": "O retorno da residente desta estação ocorrerá a qualquer momento na Plataforma B!", - "MAGIKRAB_PLATFORMB_ALICE2.m": "Vou me certificar de que ela saiba da sua vinda. Parece que ela deseja comemorar contigo!", - "MAGIKRAB_PLATFORMB_ALICE4.m": "Parece que ela imaginou que você seria... menor.", - "MAGIKRAB_PLATFORMB_ALICE2.n": "Vou me certificar de que ela saiba da sua vinda. Parece que ela deseja comemorar contigo!", - "MAGIKRAB_PLATFORMB_ALICE3": "Mas não tenho certeza de como ela espera que você passe pelo portão da plataforma.", - "MAGIKRAB_PLATFORMB_ALICE2.f": "Vou me certificar de que ela saiba da sua vinda. Parece que ela deseja comemorar contigo!", - "MAGIKRAB_PLATFORMB_ALICE4.f": "Parece que ela imaginou que você seria... menor.", - "MAGIKRAB_PLATFORMB_ALICE4.n": "Parece que ela imaginou que você seria... menor.", - "MAGIKRAB_PLATFORMB_CUBE1": "A próxima chegada na Plataforma B é bem afiada. Se aceita um conselho, eu ficaria bem longe.", - "MAGIKRAB_PLATFORMB_MORGANTE1": "Parece que Morgana retornou. Ela te aguarda na Plataforma B.", + "MISS_MIMIC_CHEST_VIOLA1": "Another contrivance from your world, {player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]I think the box is flirting with you, {player}…[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "Open the cache?", + "MAGIKRAB_INTRO_KAYLEIGH2": "Did... Did that Traffikrab just speak?", + "MAGIKRAB_INTRO_KRAB1": "Aha, {player}! And {partner}! I've been waiting for you.", + "MAGIKRAB_INTRO_EUGENE2": "I don't fear you Traffikrab! I\\'ve fought many of your kind before!", + "MAGIKRAB_INTRO_MEREDITH2": "Huh? A talking Traffikrab?", + "MAGIKRAB_INTRO_FELIX2": "Wait, Traffikrabs can talk?", + "MAGIKRAB_INTRO_VIOLA2": "This Traffikrab speaks? What manner of...", + "MAGIKRAB_INTRO_DOG2": "Arf!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]Oh, hey there! Are you a Traffikrab…?[/wave]", + "MAGIKRAB_INTRO_KRAB3": "Please, do not liken me to the mindless Traffikrabs out there.", + "MAGIKRAB_INTRO_KRAB5": "To dwell amongst Their hallowed halls is a privilege too grand for me to convey. To serve Their passengers is the least I can do.", + "MAGIKRAB_INTRO_KRAB4": "I am Magikrab, indentured servant to the infinite Mer-Line: long may Their trains run on time!", + "MAGIKRAB_NEW_STATION.m": "Welcome! I've taken the liberty of opening Platform A for you for travel.", + "MAGIKRAB_INTRO_KRAB7": "Many of the Mer-Line's stops are currently inaccessible. They will become available once their stations reopen.", + "MAGIKRAB_INTRO_KRAB6": "Which is to say: you tell me where you need to go, and I'll get the train at Platform A ready.", + "MAGIKRAB_NEW_STATION.f": "Welcome! I've taken the liberty of opening Platform A for you for travel.", + "MAGIKRAB_NEW_STATION.n": "Welcome! I've taken the liberty of opening Platform A for you for travel.", + "MAGIKRAB_NEW_STATION_FINAL1.m": "You've finally arrived! Welcome to Night’s Bridge Station.", + "MAGIKRAB_NEW_STATION_FINAL1.f": "You've finally arrived! Welcome to Night’s Bridge Station.", + "MAGIKRAB_NEW_STATION_FINAL1.n": "You've finally arrived! Welcome to Night’s Bridge Station.", + "MAGIKRAB_NEW_STATION_FINAL2": "The train arriving at Platform B is due to depart for other realities soon!", + "MAGIKRAB_NEW_STATION_FINAL3": "You should make sure you catch it in time!", + "MAGIKRAB_MENU": "Now, what can I do for you {player}?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "I want to travel.", + "MAGIKRAB_MENU_OPTION_LEAVE": "I want to leave New Wirral.", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "Platform B?", + "MAGIKRAB_MENU_OPTION_MERLINE": "The Mer-Line?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magikrab?", + "MAGIKRAB_MENU_OPTION_NOTHING": "Nothing.", + "MAGIKRAB_TRAVEL2": "The train at Platform A is ready for departure, {player}.", + "MAGIKRAB_TRAVEL1": "Where do you want to go?", + "MAGIKRAB_LEAVE2": "However all departures through Platform B have been canceled for the next 642 years.", + "MAGIKRAB_TRAVEL3": "Mind the gap!", + "MAGIKRAB_LEAVE1": "Well, Platform B is what we use for interdimensional travel...", + "MAGIKRAB_LEAVE3": "The Mer-Line... tells me it's something about a psychic contagion. Or possibly a war?", + "MAGIKRAB_LEAVE_FINAL_STATION1": "Well, you’re in the right place! Please proceed to Platform B.", + "MAGIKRAB_LEAVE4": "I'm pleased to inform you that arrivals at Platform B are running on time though!", + "MAGIKRAB_PLATFORMB_DEFEATED1": "The next arrival at Platform B isn’t expected for quite some time.", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "You're quite welcome to enter the platform, but as a mortal, flesh-based entity, you may not find it of much use.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "We have an arrival due at Platform B any minute now!", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "You're quite welcome to enter the platform, but as a mortal, flesh-based entity, you may not find it of much use.", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "You're quite welcome to enter the platform, but as a mortal, flesh-based entity, you may not find it of much use.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "The guest arriving at Platform B transcends such concepts as mortality. Be mindful that not all such creatures will 'go away\\' upon death.", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "The guest arriving at Platform B thinks it is whispering, but its words pierce so loudly. Use your eyes, not your ears, human.", + "MAGIKRAB_PLATFORMB_POPPETOX1": "We have an arrival due at Platform B any minute now!", + "MAGIKRAB_PLATFORMB_MONARCH1": "We have an arrival due at Platform B soon.", + "MAGIKRAB_PLATFORMB_MONARCH2": "The guest arriving at Platform B seeks those with an emptiness inside. It may not show itself to you until you understand and experience that.", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "The guest arriving at Platform B thinks it is whispering, but its words pierce so loudly. Use your eyes, not your ears, human.", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "The guest arriving at Platform B thinks it is whispering, but its words pierce so loudly. Use your eyes, not your ears, human.", + "MAGIKRAB_PLATFORMB_ROBIN1": "We had an arrival at Platform B a short while ago.", + "MAGIKRAB_PLATFORMB_BABELITH1": "We have an arrival due at Platform B any minute now!", + "MAGIKRAB_PLATFORMB_ROBIN2": "The guest that arrived seems to have an interest in the theatrical. Did you get to meet him on the way in?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "The guest arriving at Platform B peddles many lies. Be wary of accepting anything as 'truth\\' lest you become lost to yourself.", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "The guest arriving at Platform B peddles many lies. Be wary of accepting anything as 'truth\\' lest you become lost to yourself.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Platform B is... elsewhere. [pause]This station was destroyed by a landslide some time ago. But I believe there is an arrival due anytime now.", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "The guest arriving at Platform B peddles many lies. Be wary of accepting anything as 'truth\\' lest you become lost to yourself.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "The guest arriving at Platform B is known to be quite judgemental, I must say.", + "MAGIKRAB_PLATFORMB_ALICE1": "This station’s resident is due to return via Platform B any minute now!", + "MAGIKRAB_PLATFORMB_ALICE2.m": "I made sure to let her know you’d be coming. It seems she has a celebration in mind for you!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "It seems she thought you would be... shorter.", + "MAGIKRAB_PLATFORMB_ALICE3": "But quite how she expects you to fit through the platform gate, I’m not sure.", + "MAGIKRAB_PLATFORMB_ALICE2.n": "I made sure to let her know you’d be coming. It seems she has a celebration in mind for you!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "I made sure to let her know you’d be coming. It seems she has a celebration in mind for you!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "It seems she thought you would be... shorter.", + "MAGIKRAB_PLATFORMB_ALICE4.n": "It seems she thought you would be... shorter.", + "MAGIKRAB_PLATFORMB_CUBE1": "The guest arriving at Platform B has many sharp edges. My advice would be to keep your distance.", + "MAGIKRAB_PLATFORMB_MORGANTE1": "I see that Morgante has returned. She appears to be waiting for you on Platform B.", "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}...", - "MAGIKRAB_PLATFORMB_MORGANTE4": "Não se iluda, o companheirismo deles termina no exato momento em que sua utilidade se encerra.", - "MAGIKRAB_PLATFORMB_MORGANTE3": "Se tem algo que aprendi ao lidar com as egrégoras que você chama de \\\"Arcanjos\\\"...", - "MAGIKRAB_PLATFORMB_MORGANTE6": "Mesmo agora, Merlinha me impede de lhe conceder acesso total às ferrovias dElu.", - "MAGIKRAB_PLATFORMB_MORGANTE5": "Somos como insetos para eles. Ou caranguejos.", - "MAGIKRAB_PLATFORMB_FINAL_STATION1": "O portal da Plataforma B está pronto para você.", - "MAGIKRAB_PLATFORMB_MORGANTE7": "Os \\\"Arcanjos\\\" sempre têm motivações dissimuladas. Cuidado.", - "MAGIKRAB_PLATFORMB_ALEPH1": "O trem na Plataforma B sairá em breve.", - "MAGIKRAB_PLATFORMB_ALEPH2": "Verdade! Temos um portal ativo nesta estação!", - "MAGIKRAB_PLATFORMB_ALEPH3": "Já já estará em casa, {player}!", - "MAGIKRAB_MERLINE1": "Isso aí! Ê Merlinha é uma rede subterrânea de estações ferroviárias por toda Nova Murta, e algumas localidades além!", - "MAGIKRAB_MERLINE2": "Merlinha não lida com mortais. Elu me escolheu como sue intermediador para falar contigo!", - "MAGIKRAB_MAGIKRAB1": "Certamente! Eu sou um Magikaranguejo, servo fiel de incomparável Merlinha, done dos salões onde você está.", - "MAGIKRAB_MAGIKRAB2": "Assim como você, não sou nativo de Nova Murta. Porém, há muitos aqui que me conhecem.", - "MAGIKRAB_MAGIKRAB3": "Merlinha determinou que eu fosse seu guia em Sue rede ferroviária.", - "MAGIKRAB_NOTHING1": "Muito bem!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Bem-vinde ao Crescente Iluminado... Ou o que restou dele!", - "MAGIKRAB_ON_ARRIVAL.m": "Bem-vindo a {region_name}!", - "MAGIKRAB_ON_ARRIVAL.n": "Bem-vinde a {region_name}!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Bem-vindo ao Crescente Iluminado... Ou o que restou dele!", - "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Bem-vinda ao Crescente Iluminado... Ou o que restou dele!", - "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]CORRETORA![/shake][pause][pause] Aposto que veio rastejando aqui para se vingar depois que acabamos com sua operação,[pause] né?!", + "MAGIKRAB_PLATFORMB_MORGANTE4": "Don't assume your companionship to them will last a moment longer than your usefulness.", + "MAGIKRAB_PLATFORMB_MORGANTE3": "If there's anything I\\'ve learned from dealing with the egregores you call ‘Archangels’...", + "MAGIKRAB_PLATFORMB_MORGANTE6": "Even now, the Mer-Line keeps me from giving you full access to Their rail network.", + "MAGIKRAB_PLATFORMB_MORGANTE5": "We're like bugs to them. Or crabs.", + "MAGIKRAB_PLATFORMB_MORGANTE7": "‘Archangels’ always have an ulterior motive at work. Be mindful.", + "MAGIKRAB_PLATFORMB_ALEPH1": "The train at Platform B will be departing soon.", + "MAGIKRAB_PLATFORMB_ALEPH2": "That’s right! There’s an active gateway in this station!", + "MAGIKRAB_PLATFORMB_ALEPH3": "You’re almost home, {player}!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "The gateway on Platform B is ready for you.", + "MAGIKRAB_MERLINE2": "The Mer-Line does not speak to mortals. They have chosen me to act as a go-between, to interface with you!", + "MAGIKRAB_MERLINE1": "That’s right! The Mer-Line is an underground network of railway stations all across New Wirral, and some distance beyond!", + "MAGIKRAB_MAGIKRAB1": "Indeed! I am Magikrab, indentured servant to the incomparable Mer-Line, in whose halls you now stand.", + "MAGIKRAB_MAGIKRAB2": "Like you, I'm not native to New Wirral. However, there have been many here who have known me.", + "MAGIKRAB_MAGIKRAB3": "The Mer-Line has assigned me to act as your guide to Their railway network.", + "MAGIKRAB_NOTHING1": "Very well!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Profits… [pause]down....[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Welcome to Mournington Crescent... What’s left of it, anyway!", + "MAGIKRAB_ON_ARRIVAL.m": "Welcome to {region_name}!", + "MAGIKRAB_ON_ARRIVAL.n": "Welcome to {region_name}!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Welcome to Mournington Crescent... What’s left of it, anyway!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Welcome to Mournington Crescent... What’s left of it, anyway!", "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh...[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]LANDKEEPER![/shake][pause][pause] Let me guess, you’re crawling back for revenge after we brought down your whole operation,[pause] huh?!", + "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]I think there’s something wrong with her. [pause]I think she’s,[pause] uh, [pause]broken.", "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Buuuuuuuuuh...[/wave]", - "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]acho que ela não tá bem. [pause]Parece que ela tá,[pause] hm, [pause]quebrada.", "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Whuuhhhh…?[/wave]", - "SUNNY_INTRO_EUGENE12": "Nossa, ela é bem alegrinha, né?", - "SUNNY_INTRO_EUGENE6": "Eu... [pause]acho que talvez você tenha razão.", - "SUNNY_INTRO_KAYLEIGH8": "Então, [pause]hm, [pause]cê tá bem? Pode contar um pouco de você pra gente?", - "SUNNY_INTRO_KAYLEIGH7": "Desculpa a grosseria. [pause]Por que que a gente não senta um pouco e conversa direito?", - "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Queda... [pause]nos lucros...[/wave]", - "SUNNY_INTRO_EUGENE10": "Os Corretores eram servos de um Arcanjo que derrotamos. [pause]Talvez a fuga do chefe deles tenha fritado seus cérebros? [pause]Mas ainda não confio nela.", - "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]Sem... [pause]oportunidade... [pause]de trabalho...[/wave]", - "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Allegra...[/wave]", - "SUNNY_INTRO_EUGENE17": "Parece que os Corretores só sabem viver para trabalhar, e agora ela não sabe o que fazer. [pause]É como uma máquina inutilizada.", - "SUNNY_INTRO_KAYLEIGH13": "A gente precisa pensar num nome pra ela... [pause]Que tal \\\"Allegra\\\"?", - "SUNNY_INTRO_SUNNY14_OPTION1": "O que aconteceu com você?", - "SUNNY_INTRO_SUNNY14_OPTION2": "Você se lembra de alguma coisa?", - "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Corretores... [pause]falidos... [pause]não sobrou... nada...[/wave]", - "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Por que... ainda... aqui...[/wave]", - "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Começar... [pause]do zero...?[/wave]", - "SUNNY_INTRO_KAYLEIGH18": "Ah, tadinha! [pause]Cê ainda tem tempo de sobra pra começar do zero!", - "SUNNY_INTRO_KAYLEIGH20": "Primeira coisa, Allegra, é dar um tapa nesse visu seu. [pause]Não tem como ficar feliz de terno!", + "SUNNY_INTRO_EUGENE12": "She doesn’t exactly have a sunny disposition, does she?", + "SUNNY_INTRO_EUGENE6": "I… [pause]I think you might be right.", + "SUNNY_INTRO_KAYLEIGH7": "Sorry about the hostile reception. [pause]Why don’t you take a seat and we can get to know each other?", + "SUNNY_INTRO_KAYLEIGH8": "So, [pause]uh, [pause]are you feeling OK? Can you tell us about yourself?", + "SUNNY_INTRO_EUGENE10": "The Landkeepers were minions of an Archangel we defeated. [pause]Maybe when their boss fled, all their brains got fried? [pause]I still don’t trust her.", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]No… [pause]job.... [pause]prospects...[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sunny....[/wave]", + "SUNNY_INTRO_EUGENE17": "Maybe the Landkeepers only exist to carry out their jobs, and now she doesn’t know what else there is to do. [pause]Like a machine without a purpose.", + "SUNNY_INTRO_KAYLEIGH13": "“Sunny”? [pause]Why don’t we call her Sunny? We have to call her something!", + "SUNNY_INTRO_SUNNY14_OPTION1": "What happened to you?", + "SUNNY_INTRO_SUNNY14_OPTION2": "Do you remember anything?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Landkeepers… [pause]bankrupt.... [pause]nothing… left....[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Why… still… here....[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Fresh… [pause]start…?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "Oh, you poor thing! [pause]There’s still plenty of time for you to make a fresh start!", + "SUNNY_INTRO_KAYLEIGH20": "Maybe the first step is getting you some new clothes, Sunny. [pause]I’m sure wearing that office outfit all day is pretty miserable!", "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", - "SUNNY_INTRO_KAYLEIGH22": "Então tá, então! [pause]{player}, [pause]me encontra na alfaiataria de Vilancoradouro. [pause]Fica na parte superior da vila, só seguir a norte daqui.", - "SUNNY_PART2_KAYLEIGH1": "Eita! [pause]Todo mundo veio!", + "SUNNY_INTRO_KAYLEIGH22": "Then it’s agreed! [pause]{player}, [pause]let’s meet up at Harbourtown’s tailor. [pause]It’s on the upper level of Harbourtown, just north of here.", + "SUNNY_PART2_KAYLEIGH1": "Oh, hey! [pause]Everyone’s here!", "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh...[/wave]", - "SUNNY_PART2_EUGENE2": "Ainda tô com um pé atrás com ela. [pause]Já esqueceram que o ex-chefe dela tentou dominar a ilha inteira?", - "SUNNY_PART2_MEREDITH3": "Pode ser interessante.", - "SUNNY_PART2_FELIX3": "Só vim dar apoio moral.", - "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Ok...[/wave]", + "SUNNY_PART2_EUGENE2": "I’m still not sure we should be helping her out. [pause]Are you forgetting the time her former employer tried to take over the island?", + "SUNNY_PART2_MEREDITH3": "This could be interesting.", + "SUNNY_PART2_FELIX3": "I’m here for moral support.", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]OK...[/wave]", "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Whuhh…?[/wave]", - "SUNNY_PART2_VIOLA3": "Estou curiosa! Pode ser deveras interessante.", - "SUNNY_PART2_KAYLEIGH5": "Então, [pause]Allegra, [pause]vem cá comigo que eu te deixo escolher umas roupas novas.", - "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]Gostaram... desse...?[/wave]", - "SUNNY_PART2_EUGENE8": "Sei não, Kayleigh...", - "SUNNY_PART2_MEREDITH9": "Eu já estou curtindo [wave amp=30 freq=10]pra caramba[/wave].", - "SUNNY_PART2_FELIX10": "É um começo!", - "SUNNY_PART2_KAYLEIGH12": "Allegra, [pause]acho que esse não!", - "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]Não... sei...[/wave]", - "SUNNY_PART2_VIOLA11": "Hmm. [pause]Parece que esta senhorita tem ainda menos conhecimento sobre a moda desta terra do que eu.", - "SUNNY_PART2_EUGENE14": "Não era bem isso o que eu imaginava.", - "SUNNY_PART2_MEREDITH20": "Olha só, [pause]parece que a Allegra sabe se vestir. [pause]Quem diria?", - "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Eu me sinto... [pause]bonita.[/wave]", - "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]eu tô pirando, [pause]ou a Allegra...", - "SUNNY_PART2_KAYLEIGH15": "Allegra, isso parece meio desconfortável... [pause]Por que a gente não olha outro?", - "SUNNY_PART2_EUGENE17": "Eu...", - "SUNNY_PART2_KAYLEIGH19": "Tá [wave amp=30 freq=10]linda de morrer[/wave]? [pause]Não, [pause]você não tá pirando.", - "SUNNY_PART2_FELIX20": "Acho que Allegra encontrou seu estilo.", - "SUNNY_PART2_VIOLA20": "Bastante inesperado. [pause]Bastante.", - "SUNNY_PART2_PLAYER21_OPTION2": "Você está um amor, Allegra!", - "SUNNY_PART2_PLAYER21_OPTION1": "Você está incrível, Allegra!", - "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Ok. [pause]Essa é a nova eu... [/wave]", - "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Obrigada a todos... [pause]pela ajuda.[/wave]", - "SUNNY_PART2_EUGENE24": "Eu tenho algumas opiniões BEM confusas agora.", - "SUNNY_PART2_KAYLEIGH25": "Tô feliz que a gente te ajudou, Allegra.", - "SUNNY_PART2_KAYLEIGH26": "Todos em Vilancoradouro merecem um novo começo. [pause]Nada mais justo que incluir os \\\"corretores zumbis\\\" nessa.", - "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Corretores não são \\\"zumbis\\\". [pause]Corretores são objetos. [pause]Feitos para trabalhar.[/wave]", - "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Mas não mais... [pause]De agora em diante... [pause]Tentarei \\\"Allegra\\\"r.[/wave]", - "SUNNY_INTERACT2": "[wave amp=20 freq=5]Ei... {player}...[/wave]", - "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]...Eu acho que... [pause]Acho que deveríamos ser amigos.[/wave]", - "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]Eu não estou \\\"Allegra\\\" há muito tempo. [pause]Preciso de mais tempo sendo eu.[/wave]", - "SUNNY_EUGENEDATE_EUGENE3": "É estranho.", - "SUNNY_EUGENEDATE_EUGENE2": "É por causa do meu \\\"movimento para acabar com os Corretores\\\"? [pause]Sei que somos um [wave amp=30 freq=10]par incomum[/wave] mas não consigo parar de pensar em você.", - "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]Não, não é isso. [pause]Eu não sou mais uma Corretora. [pause]Acho...[/wave]", - "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Mas adorei o nosso \\\"encontro\\\".[/wave]", - "SUNNY_EUGENEDATE_EUGENE7": "Entendo. [pause]Não se preocupe, Allegra.", - "FARM_INTRO_EDWARD1.f": "Olá, amiga! [pause]Veio ajudar a dar cabo dos Gesqueletos?", - "FARM_INTRO_EDWARD1.m": "Olá, amigo! [pause]Veio ajudar a dar cabo dos Gesqueletos?", - "FARM_INTRO_EDWARD1.n": "Olá, amigue! [pause]Veio ajudar a dar cabo dos Gesqueletos?", - "FARM_INTRO_EDWARD1_OPTION1": "...Ges o quê?", - "FARM_EDWARD_INTERACT2.f": "Olá, amiga! [pause]Obrigado novamente por nos ajudar.", - "FARM_INTRO_EDWARD1_OPTION2": "No seus o quê?", - "FARM_INTRO_EDWARD2": "Bem, aquela ponte ali conecta a gente da fazenda a Vilancoradouro. [pause]Somos os responsáveis pelos vegetais que o vilarejo consome.", - "FARM_INTRO_EDWARD3": "Infelizmente os Gesqueletos da região se revoltaram e, [pause]bem, [pause]se agruparam na ponte.", - "FARM_INTRO_EDWARD4.m": "Mas... [pause]tá tranquilo! [pause]Tenho certeza que já já vão embora! [pause]Pode aproveitar para relaxar se quiser!", - "FARM_INTRO_EDWARD4.f": "Mas... [pause]tá tranquilo! [pause]Tenho certeza que já já vão embora! [pause]Pode aproveitar para relaxar se quiser!", - "FARM_EDWARD_INTERACT1": "Se o problema da ponte continuar, o abastecimento de comida de Vilancoradouro vai sofrer impactos...", - "FARM_BRIDGE_CONFIRM": "Tentar mover os gosmentos? Ai, que nojo...", - "FARM_INTRO_EDWARD4.n": "Mas... [pause]tá tranquilo! [pause]Tenho certeza que já já vão embora! [pause]Pode aproveitar para relaxar se quiser!", - "FARM_BRIDGE_LOWERED_EDWARD1.f": "Obrigado, amiga! [pause]Já estava preocupado com aquela... [pause]situação.", - "FARM_BRIDGE_LOWERED_EDWARD1.m": "Obrigado, amigo! [pause]Já estava preocupado com aquela... [pause]situação.", - "FARM_BRIDGE_LOWERED_EDWARD1.n": "Obrigado, amigue! [pause]Já estava preocupado com aquela... [pause]situação.", - "FARM_BRIDGE_LOWERED_EDWARD2": "Nós utilizamos esqueletina como fertilizante. [pause]Acho que o acúmulo nas terras formou aquela criatura.", - "FARM_EDWARD_INTERACT2.m": "Olá, amigo! [pause]Obrigado novamente por nos ajudar.", - "FARM_BRIDGE_LOWERED_EDWARD3": "Ah, se precisar de esqueletina para fazer algumas plantas [wave amp=30 freq=10]crescerem[/wave], [pause]é só pedir!", - "HOYLAKE_INTRO_HOYLAKE1.m": "Saudações, recém-chegado! [pause]Eu sou o Professor Percival Dulago, incansável pesquisador do desconhecido!", - "FARM_EDWARD_INTERACT2.n": "Olá, amigue! [pause]Obrigado novamente por nos ajudar.", - "FARM_MARIS_INTERACT": "Olá! [pause]Que legal da sua parte nos visitar. [pause]Você vai ficar um pouco ou só está de passagem?", - "HOYLAKE_INTRO_HOYLAKE1.f": "Saudações, recém-chegada! [pause]Eu sou o Professor Percival Dulago, incansável pesquisador do desconhecido!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "Desconhecido?", - "HOYLAKE_INTRO_HOYLAKE1.n": "Saudações, recém-chegade! [pause]Eu sou o Professor Percival Dulago, incansável pesquisador do desconhecido!", - "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Pesquisador?", - "HOYLAKE_PART2_HOYLAKE6": "Um jovem vigilante informou ter visto {monster_description} {habitat_phrase} recentemente. [pause]Sem dúvidas essa missão tem a sua cara!", - "HOYLAKE_INTRO_HOYLAKE3": "Estou falando do método científico! [pause]Precisamos observar, analisar e tirar conclusões!", - "HOYLAKE_INTRO_HOYLAKE2": "Isso! [pause]Já que nos encontramos naufragados nesta dimensão curiosa, cabe às [wave amp=30 freq=10]mentes firmes e racionais[/wave] compreender o caos que nos cerca.", - "HOYLAKE_INTRO_HOYLAKE4": "Os humildes aldeões descrevem as mais diversas feras nesta ilha. [pause]Se catalogarmos todas elas, [pause]o desconhecido vai, então, se tornar [wave amp=30 freq=10]conhecido[/wave].", - "HOYLAKE_INTRO_HOYLAKE5.m": "Olha, [pause]você parece o tipo de pessoa que contempla a importância dessa missão. Gostaria de me ajudar a catalogar alguns monstros?", - "HOYLAKE_INTRO_HOYLAKE5.n": "Olha, [pause]você parece o tipo de pessoa que contempla a importância dessa missão. Gostaria de me ajudar a catalogar alguns monstros?", - "HOYLAKE_INTRO_HOYLAKE5.f": "Olha, [pause]você parece o tipo de pessoa que contempla a importância dessa missão. Gostaria de me ajudar a catalogar alguns monstros?", - "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Claro!", - "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Agora não.", - "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]que pena. Me avise se mudar de ideia! [pause]Aconteça o que acontecer, a ciência deve perseverar!", - "HOYLAKE_PART1_HOYLAKE1": "Excelente! [pause]Maravilhoso! [pause]Já coletei descrições de alguns monstros com a população de Vilancoradouro. Se conseguir gravar as formas de monstro, posso catalogá-los.", - "HOYLAKE_PART1_HOYLAKE3": "Aqui, pegue essas fitas vazias, elas vão te ajudar na sua \\\"pesquisa\\\"!", - "HOYLAKE_PART1_HOYLAKE2": "O primeiro que tenho é \\\"Avistou-se {monster_description} {habitat_phrase}\\\".", - "HOYLAKE_PART1_HOYLAKE4.m": "Depois de gravar, é só voltar aqui e eu vou catalogar o monstro. Boa caçada, meu ávido assistente!", - "HOYLAKE_PART1_PARK_HELPER_NPC2": "Creio que já vi algo parecido por aqui. Acho que se chama {monster_name}.", - "HOYLAKE_PART1_PARK_HELPER_NPC1": "Então Dulago está procurando por {monster_description}?", - "HOYLAKE_PART1_HOYLAKE4.f": "Depois de gravar, é só voltar aqui e eu vou catalogar o monstro. Boa caçada, minha ávida assistente!", - "HOYLAKE_PART1_HOYLAKE4.n": "Depois de gravar, é só voltar aqui e eu vou catalogar o monstro. Boa caçada, minhe ávide assistente!", - "HOYLAKE_PART2_HOYLAKE1_RAND": "Maravilha! \\\"{monster_name}\\\", certo? [pause]Sim, se encaixa perfeitamente com meus relatórios!", - "HOYLAKE_INTERACT_HOYLAKE1.f": "Saudações, minha ávida assistente! Conseguiu gravar nosso monstro misterioso? Procure por {monster_description}. Disseram que está {habitat_phrase}.", - "HOYLAKE_INTERACT_HOYLAKE1.m": "Saudações, meu ávido assistente! Conseguiu gravar nosso monstro misterioso? Procure por {monster_description}. Disseram que está {habitat_phrase}.", - "HOYLAKE_INTERACT_HOYLAKE1.n": "Saudações, minhe ávide assistente! Conseguiu gravar nosso monstro misterioso? Procure por {monster_description}. Disseram que está {habitat_phrase}.", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Ainda não.", - "HOYLAKE_INTERACT_HOYLAKE_NO": "Sem problemas! [pause]Tenho certeza de que a criatura enigmática será revelada em breve! [pause]Afinal, o progresso é inevitável!", - "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Aqui está!", - "HOYLAKE_PART2_HOYLAKE1": "Maravilha! A \\\"Macabra\\\", certo? [pause]As presas... o crânio. [pause]Sim, certamente se encaixa com meus relatórios.", - "HOYLAKE_PART2_HOYLAKE2": "Armazenar monstros em fitas e se transformar neles... [pause]Não faz o menor sentido, mas, mesmo assim, está acontecendo debaixo do nosso nariz.", - "HOYLAKE_PART2_HOYLAKE3": "Caso nosso conhecimento científico se demonstre limitado, [pause]cabe ao nosso conhecimento a adaptação!", - "HOYLAKE_PART2_HOYLAKE4": "Obrigado pelo seu trabalho! Tome, uma compensação pelo seu tempo!", - "HOYLAKE_PART2_HOYLAKE5": "Para sua próxima missão...", - "HOYLAKE_PART3_HOYLAKE1": "Minha nossa! [pause]O \\\"Asterdígrado\\\" é realmente perturbador! [pause]Por que você quer se transformar nessa aberração? Isso não entra na minha cabeça...", - "HOYLAKE_PART3_HOYLAKE2": "Sendo sincero, [pause]eu não quero me transformar em monstro ALGUM! [pause]Não entendo como essa tecnologia funciona, e prefiro não ser uma [wave amp=30 freq=10]cobaia[/wave].", - "HOYLAKE_PART3_HOYLAKE1_RAND": "Minha nossa! [pause]Realmente é um exemplar de \\\"{monster_name}\\\"? [pause]Por que você quer se transformar nessa aberração? Isso não entra na minha cabeça...", - "HOYLAKE_PART3_HOYLAKE3": "Prefiro deixar a atividade de transformação em monstros para outros... [pause]O que me lembra: tome, é uma recompensa pelos seus esforços.", - "HOYLAKE_PART3_HOYLAKE5": "Aposto que estão me passando a perna. [pause]Talvez até tirando sarro. [pause]Ou tramando pra me enganar.", - "HOYLAKE_PART3_HOYLAKE4": "O próximo boato que ouvi, achei bizarro demais pra ser verdade. Há rumores de avistamentos de {monster_description} {habitat_phrase}.", - "HOYLAKE_PART3_HOYLAKE6.m": "Se puder investigar isso a fundo, você é mais cientista do que eu.", - "HOYLAKE_PART3_HOYLAKE6.f": "Se puder investigar isso a fundo, você é mais cientista do que eu.", - "HOYLAKE_PART4_HOYLAKE1": "Hã?! [pause]Era REAL mesmo?! [pause]Nunca teria imaginado.", - "HOYLAKE_PART3_HOYLAKE6.n": "Se puder investigar isso a fundo, você é mais cientista do que eu.", - "HOYLAKE_PART4_HOYLAKE2": "Um \\\"Lancelope\\\", espetacular. [pause]Na Terra, bem, na minha Terra, [pause]temos uma criatura mitologia conhecida como \\\"lebrílope\\\" que é bem parecida.", - "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Sim!", - "HOYLAKE_PART4_HOYLAKE2_RAND": "\\\"{monster_name}\\\", interessante.", - "HOYLAKE_PART6_HOYLAKE1": "Ah, você conseguiu! [pause]Um \\\"Elfetuoso\\\", certo? [pause]É interessante que ele cubra o rosto. [pause]Parando para pensar um pouco, Nova Murta é recheada de monstros que utilizam máscaras.", - "HOYLAKE_PART4_HOYLAKE3": "Acho peculiar a forma como as nossas lendas e mitos parecem influenciar a aparência dos monstros de Nova Murta...", - "HOYLAKE_PART4_HOYLAKE4": "Então, [pause]posso te fazer umas perguntas sobre como era seu mundo antes de vir para cá? [pause]Como os habitantes de Vilancoradouro vieram de várias realidades, estou tentando catalogá-las.", - "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Claro...", - "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Acho que sim...", - "HOYLAKE_PART4_HOYLAKE5": "Maravilha! [pause]Farei algumas perguntas básicas sobre eventos históricos diversos, me informe se eles lhe parecerem familiares.", - "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Sim!", - "HOYLAKE_PART4_HOYLAKE6": "Primeira pergunta: [pause]Você conhece \\\"o Império Romano\\\"?", - "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Não!", - "HOYLAKE_PART4_HOYLAKE7": "Segunda pergunta: [pause]A \\\"revolução industrial\\\" ocorreu no passado em seu mundo?", - "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Não!", - "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Sim!", - "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Não!", - "HOYLAKE_PART4_HOYLAKE8": "Ok, terceira pergunta: [pause]a humanidade já pisou na lua?", - "HOYLAKE_PART4_HOYLAKE9": "Certo! [pause]Última pergunta: o \\\"Dia dos Pássaros\\\" já aconteceu?", - "HOYLAKE_PART4_HOYLAKE9_OPTION1": "Hã?", - "HOYLAKE_PART4_HOYLAKE9_OPTION2": "... Já?", - "HOYLAKE_PART4_HOYLAKE11": "Obrigado mais uma vez por ajudar! [pause]Tome, pelos seus esforços.", - "HOYLAKE_PART4_HOYLAKE10.f": "Ah, não se preocupe com essa. [pause]Sendo sincero, você tem sorte de não saber do que estou falando.", - "HOYLAKE_PART4_HOYLAKE10.m": "Ah, não se preocupe com essa. [pause]Sendo sincero, você tem sorte de não saber do que estou falando.", - "HOYLAKE_PART4_HOYLAKE10.n": "Ah, não se preocupe com essa. [pause]Sendo sincero, você tem sorte de não saber do que estou falando.", - "HOYLAKE_PART4_HOYLAKE12.m": "Pronto para mais uma busca por monstros? [pause]Claro que está!", - "HOYLAKE_PART4_HOYLAKE13": "Ouvi a Comandante Vitória Frankenstein recentemente por aqui, ela murmurava sobre \\\"{monster_description} {habitat_phrase}\\\".", - "HOYLAKE_PART4_HOYLAKE12.f": "Pronta para mais uma busca por monstros? [pause]Claro que está!", - "HOYLAKE_PART4_HOYLAKE12.n": "Pronte para mais uma busca por monstros? [pause]Claro que está!", - "HOYLAKE_PART4_HOYLAKE14": "Se conseguir gravar, não pense duas vezes antes de me informar!", - "HOYLAKE_PART5_HOYLAKE1.f": "Maravilha! [pause]E você novamente se provou uma pesquisadora dedicada.", - "HOYLAKE_PART5_HOYLAKE1.m": "Maravilha! [pause]E você novamente se provou um pesquisador dedicado.", - "HOYLAKE_PART5_HOYLAKE2": "\\\"Corvônico\\\", certo? [pause]Que aparência mais mórbida! [pause]Me faz lembrar de um poema... [pause]só não lembro exatamente qual é.", - "HOYLAKE_PART5_HOYLAKE1.n": "Maravilha! [pause]E você novamente se provou ume pesquisadore dedicade.", - "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\", certo?", - "HOYLAKE_PART5_HOYLAKE3": "Minha nossa, ainda temos mais um monstro na minha lista de investigações urgentes!", - "HOYLAKE_PART5_HOYLAKE4": "Ianthe falou pessoalmente sobre uma criatura que dá no pé sempre que avista um humano!", - "HOYLAKE_PART5_HOYLAKE5": "Supostamente se trata de \\\"{monster_description}, disseram que está {habitat_phrase}\\\". [pause]Se acha que consegue gravar, [pause]te desejo sorte!", - "FRANKIE_PART4_FRANKIE1.f": "Olá, comandante! [pause]Eu tava pensando e... Eu quero me tornar uma Vigilante de verdade.", - "HOYLAKE_PART6_HOYLAKE1_RAND": "Ah, você conseguiu! [pause]\\\"{monster_name}\\\", certo?", - "HOYLAKE_PART6_HOYLAKE3": "Ou, talvez, seja só porque máscaras são [wave amp=30 freq=10]legais[/wave]...", - "HOYLAKE_PART6_HOYLAKE2": "Qual seria o significado por trás disso? [pause]Talvez alguma conexão psíquica profunda entre a forma como humanos interpretam rostos, além da forma como os monstros passam a se manifestar...", - "HOYLAKE_PART6_HOYLAKE4.m": "Eu devo parabenizar suas habilidades. [pause]Pelo andar da carruagem, eu estou mais para o assistente e VOCÊ o cientista!", - "HOYLAKE_PART6_HOYLAKE4.f": "Eu devo parabenizar suas habilidades. [pause]Pelo andar da carruagem, eu estou mais para o assistente e VOCÊ a cientista!", - "HOYLAKE_PART6_HOYLAKE4.n": "Eu devo parabenizar suas habilidades. [pause]Pelo andar da carruagem, eu estou mais para o assistente e VOCÊ ê cientista!", - "HOYLAKE_PART6_HOYLAKE5": "E, pra falar a verdade, [pause]eu não sou professor nem cientista [wave amp=30 freq=10]de verdade[/wave].", - "HOYLAKE_PART6_HOYLAKE6": "Antes de chegar na praia de Nova Murta, eu era apenas um assalariado. [pause]Eu estou mais para um guardião de [wave amp=30 freq=10]ficção científica[/wave] do que da [wave amp=30 freq=10]ciência[/wave].", - "HOYLAKE_PART6_HOYLAKE7": "Mesmo assim, preciso manter minha racionalidade! [pause]Minha vida tomou um novo rumo depois que cheguei aqui.", - "HOYLAKE_PART6_HOYLAKE8": "Posso não ser um pesquisador [wave amp=30 freq=10]de verdade[/wave], mas creio que, ainda assim, meus esforços são valiosos!", - "HOYLAKE_PART6_HOYLAKE9.m": "Obrigado, amigo, pela sua ajuda incansável à causa científica. [pause]Você é um exemplo para todos nós!", - "HOYLAKE_PART6_HOYLAKE9.f": "Obrigado, amiga, pela sua ajuda incansável à causa científica. [pause]Você é um exemplo para todos nós!", - "HOYLAKE_PART6_HOYLAKE9.n": "Obrigado, amigue, pela sua ajuda incansável à causa científica. [pause]Você é um exemplo para todos nós!", - "HOYLAKE_PART6_HOYLAKE10": "Caso ainda tenha interesse em me ajudar a catalogar, basta falar comigo. [pause]Sempre haverá coisas novas a investigar!", - "HOYLAKE_PART7_HOYLAKE1": "Saudações, {player}! Quantas espécies diferentes já conseguiu gravar?", - "HOYLAKE_PART7_HOYLAKE2": "Minha nossa! {count}?!", - "HOYLAKE_PART7_HOYLAKE4": "Acho que são todos os monstros de Nova Murta! [pause]Bem, [pause]tirando os embustes, fusões e Arcanjos.", - "HOYLAKE_PART7_HOYLAKE3": "Obrigado pelos seus esforços! Aqui está uma compensação pelo seu tempo!", - "HOYLAKE_PART7_HOYLAKE6.m": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", - "HOYLAKE_PART7_HOYLAKE5": "Vou levar um bom tempo para terminar de catalogar tudo o que você me mostrou.", - "HOYLAKE_PART7_HOYLAKE7": "Caso eu precise de alguma coisa, vou colocar no quadro de avisos lá fora!", - "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]É TUDO O QUE EU SONHAVA![/shake]", - "HOYLAKE_PART7_HOYLAKE8": "{count}? Nada mal, nada mal.", - "HOYLAKE_PART7_HOYLAKE6.n": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", - "HOYLAKE_PART7_HOYLAKE6.f": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", - "HOYLAKE_PART7_HOYLAKE9": "Volte aqui quando tiver gravado {next_threshold}.", - "HOYLAKE_PART7_HOYLAKE10": "Não se esqueça de remasterizar suas fitas quando elas alcançarem 5 estrelas. Ouvi dizer que há muitas espécies que só são obtidas assim!", - "HOYLAKE_PART8_HOYLAKE1": "Saudações, {player}! Ainda estou ocupado catalogando as espécies que você trouxe antes.", - "HOYLAKE_PART8_HOYLAKE2.m": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", - "HOYLAKE_PART8_HOYLAKE2.f": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", - "FRANKIE_PART1_FRANKIE2.m": "Aimeudeus, você é mais um dos [wave amp=30 freq=10]lutadores veteranos de monstros[/wave] dessa ilha misteriosa?", - "HOYLAKE_PART8_HOYLAKE2.n": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", - "HOYLAKE_PART8_HOYLAKE3": "Saudações, {player}! Assim que eu precisar de você, vou solicitar pelo quadro de avisos!", - "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Olá-olá[/wave], {player}! [pause]Quero que conheça a nossa mais nova e mais incrível recruta: Frankie!", - "FRANKIE_PART1_FRANKIE2.f": "Aimeudeus, você é mais uma das [wave amp=30 freq=10]lutadoras veteranas de monstros[/wave] dessa ilha misteriosa?", - "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Veterano?", - "FRANKIE_PART1_FRANKIE2.n": "Aimeudeus, você é mais ume des [wave amp=30 freq=10]lutadories veteranes de monstros[/wave] dessa ilha misteriosa?", - "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Veterana?", - "FRANKIE_PART1_FRANKIE3": "Um mundo fantástico cheio de monstros e de guerreiros corajosos que se transformam para enfrentá-los...", - "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Veterane?", - "FRANKIE_PART1_FRANKIE2_OPTION2": "Não faz TANTO tempo assim que eu cheguei!", - "FRANKIE_PART1_CYBIL6": "Como pode ver, Frankie está aceitando as notícias da chegada a Nova Murta muito bem.", - "FRANKIE_PART1_KAYLEIGH5": "Tá tinindo de alegria com isso, não tá, não?", - "FRANKIE_PART1_EUGENE5": "Gostei do entusiasmo!", - "FRANKIE_PART1_MEREDITH5": "Não é a reação que eu estava esperando.", - "FRANKIE_PART1_FELIX5": "Você parece mais feliz do que eu estava quando cheguei.", - "FRANKIE_PART1_VIOLA5": "Sua viagem inesperada pra cá não parece ter te incomodado.", - "FRANKIE_PART1_FRANKIE7": "Pode confiar, eu vou aproveitar ao máximo! Aposto que estar com os Vigilantes é o que esta aventura reserva para mim! Hihi~", - "FRANKIE_PART1_CYBIL8": "Deixei um toca-fitas reserva com a Frankie. Vocês só precisam dar uma fita de monstro para ela e depois dar as instruções!", - "FRANKIE_PART1_FRANKIE10": "Minha própria forma de monstro... O primeiro passo da minha jornada fantástica...", - "FRANKIE_PART1_CYBIL9": "...E encerro por aqui! [pause]Nos encontraremos por aí, {player}!", - "FRANKIE_PART1_FRANKIE15.f": "Vai, Comandante, você precisa me \\\"mostrar como se faz\\\"! [pause]Eu [wave amp=30 freq=10]exijo[/wave] saber como se faz! [pause]Vamos peitar uns monstros, tá?", - "FRANKIE_PART1_FRANKIE11": "Você tem uma fita pra mim?", - "FRANKIE_PART1_FRANKIE11_OPTION1": "Pode pegar!", - "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Tem certeza que deseja entregar {species_name} para Frankie? Essa ação é permanente, você não receberá a fita de volta.", - "FRANKIE_PART1_FRANKIE11_OPTION2": "Ainda não.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Tem certeza que deseja entregar {species_name} para Frankie? Essa ação é permanente, você não receberá a fita de volta.", - "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Tem certeza que deseja entregar {species_name} para Frankie? Essa ação é permanente, você não receberá a fita de volta.", - "FRANKIE_PART1_FRANKIE12": "{species_description}, hein?", + "SUNNY_PART2_VIOLA3": "I am curious! Perhaps this shall be entertaining?", + "SUNNY_PART2_KAYLEIGH5": "Right, [pause]Sunny, [pause]I’ll take you back here and you can pick out some new outfits.", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]This… OK…?[/wave]", + "SUNNY_PART2_EUGENE8": "I’m not sure about this, Kayleigh…", + "SUNNY_PART2_MEREDITH9": "I’m having a [wave amp=30 freq=10]great[/wave] time already.", + "SUNNY_PART2_FELIX10": "It’s a start!", + "SUNNY_PART2_KAYLEIGH12": "I’m not sure about this one, [pause]Sunny!", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]I’m not… sure...[/wave]", + "SUNNY_PART2_VIOLA11": "Hmm. [pause]Perhaps this maiden is even more unfamiliar with the styles and fashions of this land than I.", + "SUNNY_PART2_EUGENE14": "That’s not the direction I was expecting you to go.", + "SUNNY_PART2_MEREDITH20": "OK, [pause]it turns out Sunny is actually cool. [pause]Who knew?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]I think I… [pause]look good.[/wave]", + "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]is it just me, [pause]or is Sunny…", + "SUNNY_PART2_KAYLEIGH15": "You don’t look super comfortable in that, Sunny… [pause]How about we try another?", + "SUNNY_PART2_EUGENE17": "I…", + "SUNNY_EUGENEDATE_EUGENE2": "Is this because of my whole “campaign to take down the Landkeepers” thing? [pause]I know we’re an [wave amp=30 freq=10]unlikely pair[/wave] but I can’t stop thinking about you.", + "SUNNY_PART2_KAYLEIGH19": "Absolutely [wave amp=30 freq=10]gorgeous[/wave]? [pause]No, [pause]that’s not just you.", + "SUNNY_PART2_FELIX20": "I think Sunny’s found her look.", + "SUNNY_PART2_VIOLA20": "Quite unexpected. [pause]Quite.", + "SUNNY_PART2_PLAYER21_OPTION1": "You look cool, Sunny!", + "SUNNY_PART2_PLAYER21_OPTION2": "You look pretty cute, Sunny!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]OK. [pause]This is me now... [/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Thanks for the help… [pause]all of you.[/wave]", + "SUNNY_PART2_EUGENE24": "I have some VERY mixed emotions right now.", + "SUNNY_PART2_KAYLEIGH26": "Harbourtown lets everyone have a fresh start. [pause]It’s only fair that that includes “zombie estate agents”.", + "SUNNY_PART2_KAYLEIGH25": "We’re glad to be able to help you, Sunny.", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Landkeepers are not “zombies”. [pause]Landkeepers are vessels. [pause]Created to work.[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hey… {player}...[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Not anymore… [pause]from now on… [pause]I will try to be “Sunny” instead.[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]…I just don’t think it’s… [pause]I think we should just be friends.[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "I’m sure I’ve seen something like that around here. I think it’s called {monster_name}.", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]I haven’t been “Sunny” for long. [pause]I need more time to be me.[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "It’s weird.", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]No, it’s not that. [pause]I’m not a Landkeeper now. [pause]I think…[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]I have enjoyed our “date”, though.[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "I understand. [pause]Don’t worry about it, Sunny.", + "FARM_INTRO_EDWARD1.f": "Hello, friend! [pause]Have you come to sort out our jelly problem?", + "FARM_INTRO_EDWARD1.m": "Hello, friend! [pause]Have you come to sort out our jelly problem?", + "FARM_INTRO_EDWARD1.n": "Hello, friend! [pause]Have you come to sort out our jelly problem?", + "FARM_INTRO_EDWARD1_OPTION1": "...Jelly problem?", + "FARM_EDWARD_INTERACT2.f": "Hello, friend! [pause]Thank you once again for sorting out our jelly problem.", + "FARM_INTRO_EDWARD1_OPTION2": "Your what?", + "FARM_INTRO_EDWARD2": "Well, that bridge just over there connects us here on the farm to Harbourtown. [pause]We provide most of the fresh produce that the town consumes.", + "FARM_INTRO_EDWARD3": "Unfortunately the local jelly creatures have gotten a bit rowdy as of late and have, [pause]um, [pause]gummed up the bridge.", + "FARM_INTRO_EDWARD4.m": "It’s no bother, [pause]though! [pause]Why, I’m sure that they’ll clear off eventually! [pause]Feel free to rest here in the meantime!", + "FARM_EDWARD_INTERACT1": "If this bridge problem persists, Harbourtown’s food supply might start to run low…", + "FARM_INTRO_EDWARD4.f": "It’s no bother, [pause]though! [pause]Why, I’m sure that they’ll clear off eventually! [pause]Feel free to rest here in the meantime!", + "FARM_INTRO_EDWARD4.n": "It’s no bother, [pause]though! [pause]Why, I’m sure that they’ll clear off eventually! [pause]Feel free to rest here in the meantime!", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "Thank you, friend! [pause]I was beginning to worry about that whole… [pause]situation.", + "FARM_BRIDGE_CONFIRM": "Try to shift the slime? It’s pretty gross...", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "Thank you, friend! [pause]I was beginning to worry about that whole… [pause]situation.", + "FARM_BRIDGE_LOWERED_EDWARD2": "We use skelly jelly to fertilise our plants. [pause]I suppose it might have built up in the soil and formed that creature.", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "Thank you, friend! [pause]I was beginning to worry about that whole… [pause]situation.", + "FARM_EDWARD_INTERACT2.m": "Hello, friend! [pause]Thank you once again for sorting out our jelly problem.", + "FARM_BRIDGE_LOWERED_EDWARD3": "Say, if you want to try using the jelly to make some crops [wave amp=30 freq=10]grow[/wave], [pause]be our guest!", + "HOYLAKE_INTRO_HOYLAKE1.m": "Greetings and salutations, newcomer! [pause]I am Professor Percival Hoylake, intrepid investigator into the unknown!", + "FARM_MARIS_INTERACT": "Hello! [pause]It is nice of you to visit us out here. [pause]Are you staying for a while, or just passing through?", + "FARM_EDWARD_INTERACT2.n": "Hello, friend! [pause]Thank you once again for sorting out our jelly problem.", + "HOYLAKE_INTRO_HOYLAKE1.f": "Greetings and salutations, newcomer! [pause]I am Professor Percival Hoylake, intrepid investigator into the unknown!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "The unknown?", + "HOYLAKE_INTRO_HOYLAKE1.n": "Greetings and salutations, newcomer! [pause]I am Professor Percival Hoylake, intrepid investigator into the unknown!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Investigator?", + "HOYLAKE_PART2_HOYLAKE6": "A young ranger recently reported “{monster_description}, spotted {habitat_phrase}”. [pause]This sounds like a task for you, no doubt!", + "HOYLAKE_INTRO_HOYLAKE3": "I am talking of the scientific method! [pause]We must observe, analyse and form conclusions!", + "HOYLAKE_INTRO_HOYLAKE2": "Indeed! [pause]As we all find ourselves marooned in this curious realm, it falls upon a steadfast and [wave amp=30 freq=10]rational mind[/wave] to make sense of the chaos that surrounds us.", + "HOYLAKE_INTRO_HOYLAKE4": "The humble townsfolk describe many strange beasts on this island. [pause]If we were to catalogue them, [pause]then the unknown would cease to [wave amp=30 freq=10]BE[/wave] unknown.", + "HOYLAKE_INTRO_HOYLAKE5.m": "Say, [pause]you look like you appreciate the importance of this task. Would you be interested in helping me identify some monsters?", + "HOYLAKE_INTRO_HOYLAKE5.n": "Say, [pause]you look like you appreciate the importance of this task. Would you be interested in helping me identify some monsters?", + "HOYLAKE_INTRO_HOYLAKE5.f": "Say, [pause]you look like you appreciate the importance of this task. Would you be interested in helping me identify some monsters?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Sure!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Not now.", + "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]that’s a shame. If you happen to change your mind, let me know! [pause]Science shall persevere regardless!", + "HOYLAKE_PART1_HOYLAKE1": "Excellent! [pause]Wonderful! [pause]I have some descriptions of monsters I’ve sourced from Harbourtown’s populace. If you can record these monster forms, I’ll be able to catalogue them.", + "HOYLAKE_PART1_HOYLAKE3": "Here are some blank tapes to assist you in your “research”!", + "HOYLAKE_PART1_HOYLAKE2": "The first account I have is “{monster_description}, spotted {habitat_phrase}”.", + "HOYLAKE_PART1_HOYLAKE4.m": "Come on by when you’ve recorded it and I shall catalogue it. Happy hunting, my eager assistant!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "Hoylake’s looking for {monster_description}, is he?", + "HOYLAKE_PART1_HOYLAKE4.f": "Come on by when you’ve recorded it and I shall catalogue it. Happy hunting, my eager assistant!", + "HOYLAKE_PART1_HOYLAKE4.n": "Come on by when you’ve recorded it and I shall catalogue it. Happy hunting, my eager assistant!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "Greetings, my eager assistant! Have you recorded our mystery monster? We’re looking for “{monster_description}, spotted {habitat_phrase}”.", + "HOYLAKE_INTERACT_HOYLAKE1.m": "Greetings, my eager assistant! Have you recorded our mystery monster? We’re looking for “{monster_description}, spotted {habitat_phrase}”.", + "HOYLAKE_INTERACT_HOYLAKE1.n": "Greetings, my eager assistant! Have you recorded our mystery monster? We’re looking for “{monster_description}, spotted {habitat_phrase}”.", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Not yet.", + "HOYLAKE_INTERACT_HOYLAKE_NO": "Worry not! [pause]I’m sure the enigmatic creature will reveal itself soon enough! [pause]Progress is inevitable, after all!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Here it is!", + "HOYLAKE_PART2_HOYLAKE1": "Excellent! The “Macabra”, is it? [pause]The fangs… the skull. [pause]Yes, this indeed matches up with my reports perfectly!", + "HOYLAKE_PART2_HOYLAKE2": "Recording monsters with cassette tapes to transform into them... [pause]it doesn’t make rational sense, and yet we see it happening before our eyes.", + "HOYLAKE_PART2_HOYLAKE1_RAND": "Excellent! The “{monster_name}”, is it? [pause]Yes, this indeed matches up with my reports perfectly!", + "HOYLAKE_PART2_HOYLAKE3": "If our understanding of science is proven to be limited, [pause]then it is our understanding that must change!", + "HOYLAKE_PART2_HOYLAKE4": "Thank you for your work! Here’s some compensation for your time!", + "HOYLAKE_PART2_HOYLAKE5": "Now for your next assignment...", + "HOYLAKE_PART3_HOYLAKE1": "My, my! [pause]The “Stardigrade” is indeed a disturbing beast! [pause]Why you would want to transform into this wretched thing, I do not know…", + "HOYLAKE_PART3_HOYLAKE2": "Truth be told, [pause]I don’t want to transform into ANY beast! [pause]I don’t understand how this technology works, and I’d rather not experiment on [wave amp=30 freq=10]myself[/wave].", + "HOYLAKE_PART3_HOYLAKE1_RAND": "My, my! [pause]The “{monster_name}”, is it? [pause]Why you would want to transform into this thing, I do not know…", + "HOYLAKE_PART3_HOYLAKE3": "I’m perfectly happy leaving the monster transforming to others… [pause]Which reminds me: here’s a reward for your efforts!", + "HOYLAKE_PART3_HOYLAKE5": "Surely someone is pulling my leg? [pause]Having a laugh? [pause]Maybe engaging in a jest of sorts?", + "HOYLAKE_PART3_HOYLAKE4": "The next rumour I’ve heard sounds too bizarre to be true. There are claims of “{monster_description}, spotted {habitat_phrase}”.", + "HOYLAKE_PART3_HOYLAKE6.m": "If you can get to the bottom of this one, you’ll be a better scientist than I.", + "HOYLAKE_PART3_HOYLAKE6.f": "If you can get to the bottom of this one, you’ll be a better scientist than I.", + "HOYLAKE_PART4_HOYLAKE1": "Huh?! [pause]It was REAL?! [pause]I never would have guessed.", + "HOYLAKE_PART3_HOYLAKE6.n": "If you can get to the bottom of this one, you’ll be a better scientist than I.", + "HOYLAKE_PART4_HOYLAKE2": "The “Thwackalope”, I see. [pause]On earth, well, my earth at least, [pause]there is a mythical creature known as a “jackalope” that is very similar.", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Yes!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "The “{monster_name}”, I see.", + "HOYLAKE_PART6_HOYLAKE1": "Oh, you managed to record it! [pause]An “Elfless”, aye? [pause]So enigmatic, that it covers its face. [pause]Now that I think about it, there are rather a lot of monsters on New Wirral wearing masks.", + "HOYLAKE_PART4_HOYLAKE3": "It is curious how our myths and legends appear to influence the appearance of monsters here on New Wirral…", + "HOYLAKE_PART4_HOYLAKE4": "Say! [pause]Could I ask you some questions about your world, from before you came here? [pause]I am also trying to catalogue the various realities that Harbourtown’s residents hail from.", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Sure…?", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "I guess…?", + "HOYLAKE_PART4_HOYLAKE5": "Excellent! [pause]I will simply ask a series of questions relating to broad historical events and you can tell me if they seem familiar to you.", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Yes!", + "HOYLAKE_PART4_HOYLAKE6": "Question one: [pause]Are you familiar with “the Roman empire”?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Nope!", + "HOYLAKE_PART4_HOYLAKE7": "Question two: [pause]did the “industrial revolution” occur in your world’s past?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Nope!", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Yes!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Nope!", + "HOYLAKE_PART4_HOYLAKE8": "OK, question three: [pause]did mankind ever land on the moon?", + "HOYLAKE_PART4_HOYLAKE9": "Right! [pause]Last question: has “The Day of the Birds” happened yet?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "What?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "... Yet?", + "HOYLAKE_PART4_HOYLAKE11": "Thank you for your assistance once again! [pause]Take this for your troubles.", + "HOYLAKE_PART4_HOYLAKE10.f": "Uhh, don’t worry about that one. [pause]In fact, count yourself lucky you don’t know what I meant.", + "HOYLAKE_PART4_HOYLAKE10.m": "Uhh, don’t worry about that one. [pause]In fact, count yourself lucky you don’t know what I meant.", + "HOYLAKE_PART4_HOYLAKE10.n": "Uhh, don’t worry about that one. [pause]In fact, count yourself lucky you don’t know what I meant.", + "HOYLAKE_PART4_HOYLAKE12.m": "Are you ready for another monster assignment? [pause]Of course you are!", + "HOYLAKE_PART4_HOYLAKE13": "I recently heard Captain Penny Dreadful in here, murmuring about “{monster_description} {habitat_phrase}”.", + "HOYLAKE_PART4_HOYLAKE12.f": "Are you ready for another monster assignment? [pause]Of course you are!", + "HOYLAKE_PART4_HOYLAKE12.n": "Are you ready for another monster assignment? [pause]Of course you are!", + "HOYLAKE_PART4_HOYLAKE14": "If you manage to record one, don’t hesitate to let me know!", + "HOYLAKE_PART5_HOYLAKE1.m": "Excellent! [pause]Once again you prove to be a capable researcher.", + "HOYLAKE_PART5_HOYLAKE2": "“Nevermort”, is it? [pause]Quite a morbid appearance it has! [pause]It makes me think of a poem… [pause]though I can’t remember what poem, exactly.", + "HOYLAKE_PART5_HOYLAKE1.n": "Excellent! [pause]Once again you prove to be a capable researcher.", + "HOYLAKE_PART5_HOYLAKE1.f": "Excellent! [pause]Once again you prove to be a capable researcher.", + "HOYLAKE_PART5_HOYLAKE2_RAND": "“{monster_name}”, is it?", + "HOYLAKE_PART5_HOYLAKE3": "Alas, we have but one monster left on my list of pressing investigations!", + "HOYLAKE_PART5_HOYLAKE4": "Ianthe herself has spoken of a creature that flees if it catches even a glimpse of a human being!", + "HOYLAKE_PART5_HOYLAKE5": "It is supposedly “{monster_description} {habitat_phrase}”. [pause]If this sounds like something you will be able to record, [pause]I wish you good fortune!", + "FRANKIE_PART4_FRANKIE1.f": "Hey, captain! [pause]I am thinking of attempting to become a real ranger.", + "HOYLAKE_PART6_HOYLAKE1_RAND": "Oh, you managed to record it! [pause]The “{monster_name}”, aye?", + "HOYLAKE_PART6_HOYLAKE3": "It could also simply be that masks look rather [wave amp=30 freq=10]cool[/wave]...", + "HOYLAKE_PART6_HOYLAKE2": "What could the significance of this be? [pause]Perhaps there is some deep psychic connection between how human beings perceive faces, and how these monsters manifest into being…", + "HOYLAKE_PART6_HOYLAKE4.m": "I must congratulate you on your abilities. [pause]Why, at this rate, I feel like I am the assistant and YOU are the scientist!", + "HOYLAKE_PART6_HOYLAKE4.f": "I must congratulate you on your abilities. [pause]Why, at this rate, I feel like I am the assistant and YOU are the scientist!", + "HOYLAKE_PART6_HOYLAKE4.n": "I must congratulate you on your abilities. [pause]Why, at this rate, I feel like I am the assistant and YOU are the scientist!", + "HOYLAKE_PART6_HOYLAKE5": "The truth is, [pause]I’m not [wave amp=30 freq=10]actually[/wave] a professor or a scientist.", + "HOYLAKE_PART6_HOYLAKE6": "Before I washed ashore on New Wirral, I was a corporate salaryman. [pause]I am less a patron of [wave amp=30 freq=10]science[/wave] and more a patron of [wave amp=30 freq=10]science fiction[/wave].", + "HOYLAKE_PART6_HOYLAKE7": "Even still, I must remain rational! [pause]Coming here has given my life a new purpose.", + "HOYLAKE_PART6_HOYLAKE8": "I may not be a [wave amp=30 freq=10]real[/wave] professor, but I believe my efforts here can still be valuable!", + "HOYLAKE_PART6_HOYLAKE9.m": "Thank you for your unrelenting assistance to the scientific cause, my friend. [pause]You set an example for us all!", + "HOYLAKE_PART6_HOYLAKE9.f": "Thank you for your unrelenting assistance to the scientific cause, my friend. [pause]You set an example for us all!", + "HOYLAKE_PART6_HOYLAKE9.n": "Thank you for your unrelenting assistance to the scientific cause, my friend. [pause]You set an example for us all!", + "HOYLAKE_PART6_HOYLAKE10": "If you ever want to help my cataloguing further, come chat with me again. [pause]There’ll always be something new to investigate!", + "HOYLAKE_PART7_HOYLAKE1": "Greetings, {player}! How many different species have you recorded out there?", + "HOYLAKE_PART7_HOYLAKE2": "Goodness gracious! {count}!?", + "HOYLAKE_PART7_HOYLAKE6.n": "Why don’t you come chat with me again after you’ve completed your ranger training?", + "HOYLAKE_PART7_HOYLAKE3": "Thank you for your work! Here’s some compensation for your time!", + "HOYLAKE_PART7_HOYLAKE4": "That must be all the known monsters in New Wirral! [pause]Well, [pause]except for the bootlegs, fusions, and Archangels.", + "HOYLAKE_PART7_HOYLAKE6.m": "Why don’t you come chat with me again after you’ve completed your ranger training?", + "HOYLAKE_PART7_HOYLAKE5": "It’s going to take me some time to finish cataloguing all the species you’ve shown me.", + "HOYLAKE_PART7_HOYLAKE7": "When I have a request for you I’ll leave it on the noticeboard outside!", + "HOYLAKE_PART7_HOYLAKE6.f": "Why don’t you come chat with me again after you’ve completed your ranger training?", + "HOYLAKE_PART7_HOYLAKE8": "{count}? Not bad, not bad.", + "HOYLAKE_PART7_HOYLAKE9": "Come chat with me again when you reach {next_threshold}.", + "HOYLAKE_PART7_HOYLAKE10": "Don’t forget to remaster your tapes when they reach 5 stars. I’ve heard of a handful of species that can only be obtained that way!", + "HOYLAKE_PART8_HOYLAKE1": "Greetings, {player}! I’m still busy cataloguing the species you recorded earlier.", + "HOYLAKE_PART8_HOYLAKE2.m": "Why don’t you come chat with me again after you’ve completed your ranger training?", + "HOYLAKE_PART8_HOYLAKE3": "Greetings, {player}! When I have a request for you I’ll leave it on the noticeboard outside!", + "HOYLAKE_PART8_HOYLAKE2.f": "Why don’t you come chat with me again after you’ve completed your ranger training?", + "HOYLAKE_PART8_HOYLAKE2.n": "Why don’t you come chat with me again after you’ve completed your ranger training?", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Hey-hey[/wave], {player}! [pause]I want you to meet our latest and greatest recruit: Frankie!", + "FRANKIE_PART1_FRANKIE2.m": "Omigosh, are you another [wave amp=30 freq=10]veteran monster fighter[/wave] of this mysterious island also?!", + "FRANKIE_PART1_FRANKIE2.f": "Omigosh, are you another [wave amp=30 freq=10]veteran monster fighter[/wave] of this mysterious island also?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Veteran?", + "FRANKIE_PART1_FRANKIE2.n": "Omigosh, are you another [wave amp=30 freq=10]veteran monster fighter[/wave] of this mysterious island also?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Veteran?", + "FRANKIE_PART1_FRANKIE3": "A magical world full of monsters, and the dashing heroes who transform to battle them…", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Veteran?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "I haven’t been here THAT long!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]THIS IS EVERYTHING I EVER DREAMED OF![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "You’re pretty excited by all this, aren’t you?", + "FRANKIE_PART1_EUGENE5": "I like your enthusiasm!", + "FRANKIE_PART1_MEREDITH5": "That’s not the reaction I was expecting.", + "FRANKIE_PART1_FRANKIE12": "I’m gonna be {species_description}, huh?", + "FRANKIE_PART1_FELIX5": "You’re more enthusiastic than I was when I first came here.", + "FRANKIE_PART1_VIOLA5": "You don’t seem disturbed by your unexpected voyage to this place, friend.", + "FRANKIE_PART1_CYBIL6": "As you can see, Frankie here has taken the news of coming to New Wirral pretty well.", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]This girl seems pretty happy to be here![/wave]", + "FRANKIE_PART1_FRANKIE7": "I assure you, I want to make the most of this! Joining the Rangers is no doubt the path this adventure has in store for me! Hehe~", + "FRANKIE_PART1_CYBIL8": "I’ve given Frankie a spare cassette player. All you’ll need to do now is give her a monster tape, and show her the ropes!", + "FRANKIE_PART1_FRANKIE10": "My very own monster form… The first step on my own fantastical journey...", + "FRANKIE_PART1_CYBIL9": "...And that’s the end of my broadcast! [pause]See you around {player}!", + "FRANKIE_PART1_FRANKIE15.n": "Please, Captain, you must “show me the ropes”! [pause]I [wave amp=30 freq=10]demand[/wave] to see the ropes! [pause]Let’s fight some monsters, OK?", + "FRANKIE_PART1_FRANKIE11": "Do you have a tape for me?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Are you sure you want to give your {species_name} tape to Frankie? This is permanent – you won’t get the tape back.", + "FRANKIE_PART1_FRANKIE11_OPTION1": "Here it is!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "Not yet.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Are you sure you want to give your {species_name} tape to Frankie? This is permanent – you won’t get the tape back.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Are you sure you want to give your {species_name} tape to Frankie? This is permanent – you won’t get the tape back.", "FRANKIE_PART1_FRANKIE13": "...", - "FRANKIE_PART1_FRANKIE15.m": "Vai, Comandante, você precisa me \\\"mostrar como se faz\\\"! [pause]Eu [wave amp=30 freq=10]exijo[/wave] saber como se faz! [pause]Vamos peitar uns monstros, tá?", - "FRANKIE_PART1_FRANKIE15.n": "Vai, Comandante, você precisa me \\\"mostrar como se faz\\\"! [pause]Eu [wave amp=30 freq=10]exijo[/wave] saber como se faz! [pause]Vamos peitar uns monstros, tá?", - "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]QUE FORMA MAIS PERFEITA! EU VOU CUIDAR DESSA FITA COMO SE FOSSE MINHA FILHA![/shake]", - "FRANKIE_PART1_FRANKIE16": "Uau, virar um monstro esquisito é mais cansativo do que eu imaginava.", - "FRANKIE_PART1_FRANKIE17": "Preciso tirar uma sonequinha. [pause]E encher a pança. [pause]Provavelmente nessa ordem.", - "FRANKIE_PART1_FRANKIE18.m": "Falou, Comandante! Obrigada pelo treino! Uma jovem destemida sempre precisa de um [wave amp=30 freq=10]mentor sábio[/wave], ainda bem que é você!", - "FRANKIE_PART1_FRANKIE18.n": "Falou, Comandante! Obrigada pelo treino! Uma jovem destemida sempre precisa de ume [wave amp=30 freq=10]mentore sábie[/wave], ainda bem que é você!", - "FRANKIE_PART1_FRANKIE18.f": "Falou, Comandante! Obrigada pelo treino! Uma jovem destemida sempre precisa de uma [wave amp=30 freq=10]mentora sábia[/wave], ainda bem que é você!", - "FRANKIE_PART1_KAYLEIGH19": "Ela é uma graça!", - "FRANKIE_PART1_MEREDITH19": "Ainda bem que não sou mais a pessoa mais esquisita da ilha.", - "FRANKIE_PART1_EUGENE19.m": "Você é um ótimo professor, {player}!", - "FRANKIE_PART1_EUGENE19.f": "Você é uma ótima professora, {player}!", - "FRANKIE_PART1_EUGENE19.n": "Você é ume ótime professore, {player}!", - "FRANKIE_PART1_FELIX19.m": "Hmm, você leva jeito pra professor.", - "FRANKIE_PART1_FELIX19.f": "Hmm, você leva jeito pra professora.", - "FRANKIE_PART1_VIOLA19.m": "Você assumiu o papel de tutor na sua jornada, {player}.", - "FRANKIE_PART1_FELIX19.n": "Hmm, você leva jeito pra professore.", - "FRANKIE_PART2_FRANKIE1.m": "Ah, olá, comandante! Veio me ajudar na minha [wave amp=30 freq=10]jornada da heroína[/wave]?", - "FRANKIE_PART1_VIOLA19.f": "Você assumiu o papel de tutora na sua jornada, {player}.", - "FRANKIE_PART1_VIOLA19.n": "Você assumiu o papel de tutore na sua jornada, {player}.", - "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"Jornada da heroína\\\"...?", - "FRANKIE_PART2_FRANKIE1.f": "Ah, olá, comandante! Veio me ajudar na minha [wave amp=30 freq=10]jornada da heroína[/wave]?", - "FRANKIE_PART2_FRANKIE1.n": "Ah, olá, comandante! Veio me ajudar na minha [wave amp=30 freq=10]jornada da heroína[/wave]?", - "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]EM DETERMINADO MOMENTO, TODA JOVEM E DESTEMIDA AVENTUREIRA PRECISA TRAÇAR SEU PRÓPRIO CAMINHO~[/shake]", - "FRANKIE_PART2_FRANKIE1_OPTION2": "O que está planejando?", - "FRANKIE_PART2_FRANKIE3": "É o que estou fazendo. [pause]Eu sou a jovem e destemida aventureira, se não tiver sacado o que quis dizer.", - "FRANKIE_PART2_FRANKIE3_OPTION1": "Sei.", - "FRANKIE_PART2_FRANKIE4": "Enfim, eu encontrei uma daquelas \\\"Fusões Rebeldes\\\" mais a frente. Vou mostrar quem é que manda!", - "FRANKIE_PART2_FRANKIE3_OPTION2": "Ainda não entendi.", - "FRANKIE_PART2_FRANKIE4_OPTION1": "Quer uma ajuda?", - "FRANKIE_PART2_FRANKIE4_OPTION2": "Tem certeza de que é uma boa ideia?", - "FRANKIE_PART2_FRANKIE5": "Relaxa! Eu já nasci pronta e também li mais de [wave amp=30 freq=10]200[/wave] fanfics sobre pessoas que viraram monstros. [pause](Não peça detalhes.)", - "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]Vamos nessa![/shake]", - "FRANKIE_PART2_FRANKIE8": "Olha só, parece que minha carreira está decolando!", - "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]CONSEGUIMOS~[/wave]", - "FRANKIE_PART2_FRANKIE8_OPTION1": "Carreira?", - "FRANKIE_PART2_FRANKIE8_OPTION2": "Hã?", - "FRANKIE_PART2_FRANKIE9": "B-bem, minha carreira de heroína impulsiva e misteriosa que salva as pessoas humildes dessa terra fantástica, dã!", - "FRANKIE_PART2_FRANKIE10": "Não tenho dúvidas, um mal ainda maior está para nascer...", - "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]E EU SEREI AQUELA QUE SALVARÁ ESTA ILHA![/wave]", - "FRANKIE_PART2_FRANKIE11_OPTION1": "Você tá um pouco atrasada.", - "FRANKIE_PART2_FRANKIE11_OPTION2": "Eu já salvei!", - "FRANKIE_PART2_FRANKIE12": "Hã? [pause]S-salvou?", - "FRANKIE_PART2_FRANKIE13": "Tudo bem! Eu tem que ter sobrado ALGUMA COISA maligna pra mim! [pause]Você [wave amp=30 freq=10]deve[/wave] ter esquecido algum canto!", - "FRANKIE_PART3_FRANKIE3": "É-É que eu deveria usar meu tempo em Nova Murta para dar sentido para minha vida, ou algo assim! [pause]Salvar o mundo! Encontrar minha vocação! Me apaixonar!", - "FRANKIE_PART3_FRANKIE1": "Ei, {player}! Preciso te perguntar uma coisa!", - "FRANKIE_PART3_FRANKIE1_OPTION1": "Pode perguntar!", - "FRANKIE_PART3_FRANKIE1_OPTION2": "Qual é a sua pergunta?", - "FRANKIE_PART3_FRANKIE2": "O que é que significa... tomar as rédeas da sua vida?", - "FRANKIE_PART3_FRANKIE2_OPTION1": "É uma pergunta bem ampla.", - "FRANKIE_PART3_FRANKIE2_OPTION2": "Hã...?", - "FRANKIE_PART3_FRANKIE4": "Sabe, o basicão de aventura clássica. [pause]Não posso perder tempo!", - "FRANKIE_PART3_FRANKIE4_OPTION1": "Acho que você está sonhando alto demais...", - "FRANKIE_PART3_FRANKIE4_OPTION2": "Não se pressione tanto!", - "FRANKIE_PART3_FRANKIE5": "Hum. [pause]Talvez você tenha razão.", - "FRANKIE_PART3_FRANKIE6": "Ok, segunda pergunta! [pause]Você pode me ajudar a enfrentar uma Fusão Rebelde que eu encontrei aqui perto? Garanto que vai valer a pena!", - "FRANKIE_PART3_FRANKIE7": "Obrigada pela ajuda, {player}! [pause]Essa foi, definitivamente, uma experiência valiosa!", - "FRANKIE_PART4_FRANKIE1.m": "Olá, comandante! [pause]Eu tava pensando e... Eu quero me tornar uma Vigilante de verdade.", - "FRANKIE_PART4_FRANKIE3": "...Então é claro que eu encontrei mais uma Fusão Rebelde para enfrentar! Não tenho tempo a perder! [shake rate=30 level=10]Vamos lá acabar com ela![/shake]", - "FRANKIE_PART4_FRANKIE2": "Chega de ser café com leite! Mas eu tenho que ficar mais forte primeiro.", - "FRANKIE_PART4_FRANKIE1.n": "Olá, comandante! [pause]Eu tava pensando e... Eu quero me tornar uma Vigilante de verdade.", - "FRANKIE_PART4_FRANKIE4": "Obrigada pela ajuda! [pause]Quem sabe, da próxima vez que me encontrar numa batalha, você não encontre uma vigilante plena?", - "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava que eu te chamasse para um duelo, né?", - "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava que eu te chamasse para um duelo, né?", - "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]O ESTUDANTE SUPERA O MESTRE![/shake] Somente depois de te derrotar [wave amp=30 freq=10]e tomar seu selo[/wave], poderei me tornar uma vigilante de verdade!", - "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava que eu te chamasse para um duelo, né?", - "FRANKIE_PART5_FRANKIE3": "Até domei esse Canisoco pra me ajudar! E aí, aceita o desafio?", - "FRANKIE_PART5_FRANKIE3_OPTION1": "Manda ver, novata!", - "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Sabia que ia ser difícil.", - "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Vigilante![/shake] [pause]Você veio aqui me impedir, né?!", - "FRANKIE_PART5_FRANKIE3_OPTION2": "Eu não vou pegar leve!", - "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Sabia que ia ser difícil.", - "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Sabia que ia ser difícil.", - "FRANKIE_PART5_FRANKIE5": "Por isso enfrentei os outros 12 comandantes primeiro.", - "FRANKIE_PART5_FRANKIE5_OPTION1": "Hã?", - "FRANKIE_PART5_FRANKIE5_OPTION2": "Você fez o quê?", - "FRANKIE_PART5_FRANKIE6": "É isso mesmo! Eu [wave amp=30 freq=10]já estou[/wave] qualificada para a vigilância!", - "FRANKIE_PART5_FRANKIE7": "Só queria saber o quanto ia ser difícil acabar contigo. [pause]Você não me desapontou!", - "FRANKIE_PART5_FRANKIE8.m": "A gente se vê, comandante~!", - "FRANKIE_PART5_FRANKIE8.n": "A gente se vê, comandante~!", - "FRANKIE_TOWN_HALL_INTERACT1": "Olá, {player}! Estava só me atualizando nas fofocas antes de sair!", - "FRANKIE_PART5_FRANKIE8.f": "A gente se vê, comandante~!", - "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Vigilante![/shake] [pause]Você veio aqui me impedir, né?!", - "VIN_PART1_VIN1_OPTION2": "Bem, é meu trabalho!", - "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Vigilante![/shake] [pause]Você veio aqui me impedir, né?!", - "VIN_PART1_VIN1_OPTION1": "É bem por aí.", - "VIN_PART1_VIN2": "Ok! [pause]Se quer me enfrentar, vem no mano a mano!", - "VIN_PART3_VIN8.n": "Sem falar que ê responsável pela desordem em nossa comunidade estava [wave amp=30 freq=10]com eles[/wave]!", - "VIN_PART1_VIN3": "Somente [wave amp=30 freq=10]covardes[/wave] dependem dos outros!", - "VIN_PART1_KAYLEIGH4": "Não se preocupa, {player}! Vou ficar de fora, você dá conta dele!", - "VIN_PART1_MEREDITH4.f": "Um mano a mano? Vai lá, {player}. Você sabe que é durona o suficiente, miga.", - "VIN_PART1_MEREDITH4.m": "Um mano a mano? Vai lá, {player}. Você sabe que é durão o suficiente, migo.", - "VIN_PART1_MEREDITH4.n": "Um mano a mano? Vai lá, {player}. Você sabe que é durone o suficiente, migue.", - "VIN_PART1_EUGENE4.m": "Vá lá, parça. Você não precisa de mim pra dar cabo desse pateta.", - "VIN_PART1_EUGENE4.n": "Vá lá, parça. Você não precisa de mim pra dar cabo desse pateta.", - "VIN_PART1_FELIX4": "E aí, {player}? Quer mostrar pra ele quem é que manda?", - "VIN_PART1_EUGENE4.f": "Vá lá, parça. Você não precisa de mim pra dar cabo desse pateta.", - "VIN_PART1_VIOLA4.n": "Sinto que este combate seja somente seu, care {player}. Não há com o que se preocupar, confio em você.", - "VIN_PART1_VIOLA4.f": "Sinto que este combate seja somente seu, cara {player}. Não há com o que se preocupar, confio em você.", - "VIN_PART1_VIOLA4.m": "Sinto que este combate seja somente seu, caro {player}. Não há com o que se preocupar, confio em você.", - "VIN_PART1_VIN5.m": "Humpf! [pause]Você é bem casca grossa pra um covarde...", - "VIN_PART1_VIN5.f": "Humpf! [pause]Você é bem casca grossa pra uma covarde...", - "VIN_PART1_VIN5.n": "Humpf! [pause]Você é bem casca grossa pra ume covarde...", - "VIN_PART1_VIN6": "Mas não vai me pegar! [wave amp=30 freq=10]Já fui![/wave]", - "VIN_PART1_KAYLEIGH7": "Fugiu rápido. Mas certeza que na próxima a gente pega ele, {player}.", - "VIN_PART1_MEREDITH7.m": "Que fuga rápida. Na próxima, a gente pega ele, migo.", - "VIN_PART1_MEREDITH7.n": "Que fuga rápida. Na próxima, a gente pega ele, migue.", - "VIN_PART1_MEREDITH7.f": "Que fuga rápida. Na próxima, a gente pega ele, miga.", - "VIN_PART1_EUGENE7": "Latiu, latiu e deu no pé. Vou te contar, viu?", - "VIN_PART1_FELIX7": "Ele corre bem rápido. Fica pra próxima, acho.", - "VIN_PART2_VIN1": "[shake rate=30 level=10]Ah, é você de novo![/shake]", - "VIN_PART1_VIOLA7": "Ele fugiu da batalha com uma velocidade impressionante. Tenho certeza de que nossos caminhos se cruzarão novamente.", - "VIN_PART2_VIN2": "Sempre os vigilantes metendo o nariz onde não são chamados!", - "VIN_PART2_VIN5": "[shake rate=30 level=10]Não antes de libertar o povo da tirania dos Vigilantes de Vilancoradouro![/shake]", - "VIN_PART2_VIN3": "Cai dentro, vamo de mano a mano!", - "VIN_PART2_VIN4": "Hehe, você nunca vai me pegar. E eu nunca vou desistir...", - "VIN_PART3_VIN1.m": "Olha só. [pause]Os Vigilantes enviaram o [wave amp=30 freq=10]cachorrinho deles[/wave] para me caçar de novo!", - "VIN_PART3_VIN1.f": "Olha só. [pause]Os Vigilantes enviaram a [wave amp=30 freq=10]cachorrinha deles[/wave] para me caçar de novo!", - "VIN_PART3_VIN1_OPTION1": "Opa! Meu nome é {player}!", - "VIN_PART3_VIN1.n": "Olha só. [pause]Os Vigilantes enviaram ê [wave amp=30 freq=10]cachorrinhe deles[/wave] para me caçar de novo!", - "VIN_PART3_VIN2": "...", - "VIN_PART3_FELIX5": "Calma, esse ladrãozinho é parte daquela seita?", - "VIN_PART3_VIN3": "Então você é...", - "VIN_PART3_VIN4.f": "A desalmada [wave amp=30 freq=10]assassina de deuses[/wave] que causou esse caos! Foi você quem deixou o Irmão Cooper morrer!", - "VIN_PART3_VIN4.n": "Ê desalmade [wave amp=30 freq=10]assassine de deuses[/wave] que causou esse caos! Foi você quem deixou o Irmão Cooper morrer!", - "VIN_PART3_VIN4.m": "O desalmado [wave amp=30 freq=10]assassino de deuses[/wave] que causou esse caos! Foi você quem deixou o Irmão Cooper morrer!", - "VIN_PART3_VIN4_OPTION1.n": "Assassine de deuses?", - "VIN_PART3_VIN4_OPTION1.f": "Assassina de deuses?", - "VIN_PART3_VIN4_OPTION1.m": "Assassino de deuses?", - "VIN_PART3_MEREDITH5": "{player}, ele é um cultista. Deve estar com raiva por causa daquele idiota que você e a Kayleigh arrebentaram, o Portaluz.", - "VIN_PART3_VIN4_OPTION2": "Eu não sou nada disso!", - "VIN_PART3_KAYLEIGH5": "Você é um dos Filhos da Luz?", - "VIN_PART3_EUGENE5": "Ei! As mortes não teriam parado em Dorian se não fosse por {player}!", - "VIN_PART3_VIOLA5": "Você está enganado, ladrão!", - "VIN_PART3_VIN6.f": "Chega de papo! Vai logo, covarde, me enfrenta!", - "VIN_PART3_VIN6.m": "Chega de papo! Vai logo, covarde, me enfrenta!", - "VIN_PART3_VIN6.n": "Chega de papo! Vai logo, covarde, me enfrenta!", - "VIN_PART3_VIN7": "Enquanto nosso líder era [wave amp=30 freq=10]assassinado a sangue frio[/wave], os vigilantes milagrosamente se ofereceram para \\\"nos ajudar\\\". Tá certo.", - "VIN_PART3_VIN8.m": "Sem falar que o responsável pela desordem em nossa comunidade estava [wave amp=30 freq=10]com eles[/wave]!", - "VIN_PART3_VIN8.f": "Sem falar que a responsável pela desordem em nossa comunidade estava [wave amp=30 freq=10]com eles[/wave]!", - "VIN_PART3_KAYLEIGH9": "Você entendeu tudo errado. [pause]O responsável pelo que a sua comunidade passou foi o Dorian!", - "VIN_PART3_VIN10": "As fitas vazias e adesivos que estou roubando... Eles vão servir para nossa resistência!", - "VIN_PART4_VIN1": "Me deixa...", + "FRANKIE_PART1_FRANKIE18.m": "Seeya, Captain! Thanks for training me! A plucky young hero always needs a [wave amp=30 freq=10]wisened mentor[/wave], and I’m glad it’s you!", + "FRANKIE_PART1_FRANKIE18.f": "Seeya, Captain! Thanks for training me! A plucky young hero always needs a [wave amp=30 freq=10]wisened mentor[/wave], and I’m glad it’s you!", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]THIS FORM IS PERFECT! I WILL TREASURE THIS CASSETTE TAPE WITH MY LIFE![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "Please, Captain, you must “show me the ropes”! [pause]I [wave amp=30 freq=10]demand[/wave] to see the ropes! [pause]Let’s fight some monsters, OK?", + "FRANKIE_PART1_FRANKIE15.f": "Please, Captain, you must “show me the ropes”! [pause]I [wave amp=30 freq=10]demand[/wave] to see the ropes! [pause]Let’s fight some monsters, OK?", + "FRANKIE_PART1_FRANKIE16": "Wow, turning into a weird monster is actually much more tiring than I thought it would be.", + "FRANKIE_PART1_FRANKIE17": "I think I need to go and rest. [pause]And eat a lot of food. [pause]Potentially in that order.", + "FRANKIE_PART1_FRANKIE18.n": "Seeya, Captain! Thanks for training me! A plucky young hero always needs a [wave amp=30 freq=10]wisened mentor[/wave], and I’m glad it’s you!", + "FRANKIE_PART1_KAYLEIGH19": "She’s quite the personality!", + "FRANKIE_PART1_EUGENE19.m": "You’re a pretty good teacher, {player}!", + "FRANKIE_PART1_MEREDITH19": "I’m glad I am no longer the most socially awkward person on the island.", + "FRANKIE_PART1_EUGENE19.n": "You’re a pretty good teacher, {player}!", + "FRANKIE_PART1_EUGENE19.f": "You’re a pretty good teacher, {player}!", + "FRANKIE_PART1_FELIX19.m": "Huh. You’re a pretty good teacher.", + "FRANKIE_PART1_FELIX19.f": "Huh. You’re a pretty good teacher.", + "FRANKIE_PART1_FELIX19.n": "Huh. You’re a pretty good teacher.", + "FRANKIE_PART1_VIOLA19.m": "You took the role of the tutor in your stride, {player}.", + "FRANKIE_PART1_VIOLA19.n": "You took the role of the tutor in your stride, {player}.", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]You make for a pretty good teacher, {player}![/wave]", + "FRANKIE_PART1_VIOLA19.f": "You took the role of the tutor in your stride, {player}.", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]You make for a pretty good teacher, {player}![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]You make for a pretty good teacher, {player}![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "Oh, hey there captain! Are you here to assist me in my own personal [wave amp=30 freq=10]hero’s journey[/wave]?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]THERE MUST COME A MOMENT WHERE EVERY PLUCKY YOUNG ADVENTURER CARVES THEIR OWN PATH~[/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "”Hero’s Journey”...?", + "FRANKIE_PART2_FRANKIE1.f": "Oh, hey there captain! Are you here to assist me in my own personal [wave amp=30 freq=10]hero’s journey[/wave]?", + "FRANKIE_PART2_FRANKIE1.n": "Oh, hey there captain! Are you here to assist me in my own personal [wave amp=30 freq=10]hero’s journey[/wave]?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "What are you up to?", + "FRANKIE_PART2_FRANKIE3": "That’s what I’m doing. [pause]I’m the plucky young adventurer, if you didn’t get where I was going with this.", + "FRANKIE_PART2_FRANKIE3_OPTION1": "I see.", + "FRANKIE_PART2_FRANKIE4": "Anyway, I found one of those “Rogue Fusions” just up ahead – I’m going to go and show it who’s boss!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "I’m not following.", + "FRANKIE_PART2_FRANKIE4_OPTION1": "Do you need a hand?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "Are you sure that’s a good idea?", + "FRANKIE_PART2_FRANKIE5": "Don’t worry! I have a natural affinity for this – I’ve read over [wave amp=30 freq=10]200[/wave] fanfics about people transforming into monsters. [pause](Please don’t ask me to elaborate on this.)", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]Let’s go![/shake]", + "FRANKIE_PART2_FRANKIE8": "My career is coming along quite well, I think!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]WE DID IT~[/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "Career?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "Huh?", + "FRANKIE_PART2_FRANKIE9": "W-well, my career as a dashing and mysterious heroine who saves the humble people of this fantasy land, of course!", + "FRANKIE_PART2_FRANKIE10": "I have no doubt – soon a greater evil shall arise...", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]AND I SHALL BE RESPONSIBLE FOR SAVING THIS ISLAND![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "You’re a bit late.", + "FRANKIE_PART2_FRANKIE11_OPTION2": "I’ve done that already!", + "FRANKIE_PART2_FRANKIE12": "Huh? [pause]Y-you have?", + "FRANKIE_PART2_FRANKIE13": "That’s OK! I’m sure there’ll be SOME evil left somewhere for me to overcome! [pause]You [wave amp=30 freq=10]might[/wave] have missed a spot!", + "FRANKIE_PART3_FRANKIE1": "Hey, {player}! I have a question for you!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "Ask away!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "What’s your question?", + "FRANKIE_PART3_FRANKIE2": "What does it mean… to take charge of your life?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "That’s a broad question.", + "FRANKIE_PART3_FRANKIE2_OPTION2": "What..?", + "FRANKIE_PART3_FRANKIE3": "W-well, I should be using my time on New Wirral to fulfil my life, or something! [pause]Save the world! Find my true calling! Fall in love!", + "FRANKIE_PART3_FRANKIE4": "Y’know, all the classic adventure stuff. [pause]I can’t waste a second!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "Maybe your expectations are too high…", + "FRANKIE_PART3_FRANKIE4_OPTION2": "Don’t put yourself under too much pressure!", + "FRANKIE_PART3_FRANKIE5": "Hmm. [pause]You’re probably right.", + "FRANKIE_PART3_FRANKIE6": "OK, second question! [pause]Can you help me fight a Rogue Fusion I found nearby? I’m sure that’ll be a worthwhile experience!", + "FRANKIE_PART4_FRANKIE1.n": "Hey, captain! [pause]I am thinking of attempting to become a real ranger.", + "FRANKIE_PART3_FRANKIE7": "Thanks for the help, {player}! [pause]I have decided that that was indeed a worthwhile experience!", + "FRANKIE_PART4_FRANKIE3": "...So of course, I’ve tracked down a Rogue Fusion to battle! There’s no time to wait – [shake rate=30 level=10]let’s go pummel it![/shake]", + "FRANKIE_PART4_FRANKIE2": "No more rookie status for me! Though I’ll need to get stronger first.", + "FRANKIE_PART4_FRANKIE1.m": "Hey, captain! [pause]I am thinking of attempting to become a real ranger.", + "FRANKIE_PART4_FRANKIE4": "Thanks for the assistance! [pause]Perhaps next time you and I meet out in the field, you’ll be seeing me as a fully-fledged ranger!", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I bet you never expected that I would challenge you to a duel, right?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I bet you never expected that I would challenge you to a duel, right?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I bet you never expected that I would challenge you to a duel, right?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]THE STUDENT MUST TAKE ON THE MASTER![/shake] The only way I can become a true ranger is to defeat you and [wave amp=30 freq=10]claim your stamp[/wave]!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "Give it your all, rookie!", + "FRANKIE_PART5_FRANKIE3": "I even tamed this Puppercut to help me! What do you say – do you accept my challenge?", + "FRANKIE_PART5_FRANKIE7": "I just wanted to see how tough you were. [pause]You didn’t disappoint!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I knew you’d be tough.", + "FRANKIE_PART5_FRANKIE3_OPTION2": "I won’t go easy on you!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I knew you’d be tough.", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]I knew you’d be tough.", + "FRANKIE_PART5_FRANKIE5": "That’s why I made sure to battle the other 12 captains first.", + "FRANKIE_PART5_FRANKIE5_OPTION1": "Huh?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "You did what?", + "FRANKIE_PART5_FRANKIE6": "You heard correctly – I [wave amp=30 freq=10]already[/wave] qualify for rangerhood!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "Sure! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "See you around, Captain~!", + "FRANKIE_PART5_FRANKIE8.m": "See you around, Captain~!", + "FRANKIE_PART5_FRANKIE8.n": "See you around, Captain~!", + "FRANKIE_TOWN_HALL_INTERACT1": "Hey {player}! Just catching up on the latest goss before I head back out!", + "FRANKIE_TOWN_HALL_INTERACT2": "Hey {player}! Got any tasks for your promising young protégé? (I mean me.)", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Ranger![/shake] [pause]Are you here to stop me, huh?!", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]Ooh, let me take on your noticeboard requests!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "Not now.", + "VIN_PART1_VIN1_OPTION1": "Something like that.", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Ranger![/shake] [pause]Are you here to stop me, huh?!", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Ranger![/shake] [pause]Are you here to stop me, huh?!", + "VIN_PART1_VIN1_OPTION2": "It’s my job!", + "VIN_PART3_VIN8.n": "Never mind the fact that [wave amp=30 freq=10]one of their own[/wave] is what sent our community into disarray!", + "VIN_PART1_VIN3": "Only [wave amp=30 freq=10]cowards[/wave] rely on others!", + "VIN_PART1_VIN2": "Fine! [pause]If you’re gonna fight me, fight me one-on-one!", + "VIN_PART1_KAYLEIGH4": "Don’t worry, {player}! I’ll sit this one out – you can take out this guy without me!", + "VIN_PART1_MEREDITH4.n": "A one-on-one scrap? Go on, mate. You’re hard enough, {player} – you can take him.", + "VIN_PART1_MEREDITH4.f": "A one-on-one scrap? Go on, mate. You’re hard enough, {player} – you can take him.", + "VIN_PART1_MEREDITH4.m": "A one-on-one scrap? Go on, mate. You’re hard enough, {player} – you can take him.", + "VIN_PART1_EUGENE4.m": "Go on, buddy. You don’t need my help taking on this jerk.", + "VIN_PART1_EUGENE4.f": "Go on, buddy. You don’t need my help taking on this jerk.", + "VIN_PART1_EUGENE4.n": "Go on, buddy. You don’t need my help taking on this jerk.", + "VIN_PART1_FELIX4": "What do you say, {player}? Do you wanna show this guy who’s boss?", + "VIN_PART1_VIOLA4.f": "It seems this fight is yours and yours alone, dear {player}. Worry not – I have faith in you.", + "VIN_PART1_VIOLA4.m": "It seems this fight is yours and yours alone, dear {player}. Worry not – I have faith in you.", + "VIN_PART1_VIOLA4.n": "It seems this fight is yours and yours alone, dear {player}. Worry not – I have faith in you.", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]A “one-on-one” fight…? I guess I’ll sit this one out![/wave]", + "VIN_PART1_VIN5.m": "Hmph! [pause]You’re tough for a coward...", + "VIN_PART1_VIN6": "But you won’t catch me! [wave amp=30 freq=10]I’m already gone![/wave]", + "VIN_PART1_VIN5.f": "Hmph! [pause]You’re tough for a coward...", + "VIN_PART1_VIN5.n": "Hmph! [pause]You’re tough for a coward...", + "VIN_PART1_KAYLEIGH7": "He ran pretty fast. I’m sure we’ll catch him next time, {player}.", + "VIN_PART1_MEREDITH7.m": "That was a pretty sudden escape. I guess we’ll get him next time, mate.", + "VIN_PART1_MEREDITH7.n": "That was a pretty sudden escape. I guess we’ll get him next time, mate.", + "VIN_PART1_MEREDITH7.f": "That was a pretty sudden escape. I guess we’ll get him next time, mate.", + "VIN_PART1_EUGENE7": "Despite all that bravado, he was pretty quick to flee, huh?", + "VIN_PART1_FELIX7": "He’s a pretty fast runner. I guess we’ll catch him next time.", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]He got out of here pretty quick, huh…[/wave]", + "VIN_PART1_VIOLA7": "He was quick to exit the stage of battle. I am sure our paths will cross again.", + "VIN_PART2_VIN2": "You damn rangers are always sticking your noses in places they don’t belong!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]It’s you again![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]Not until the people are free of the tyranny of the Harbourtown Rangers![/shake]", + "VIN_PART2_VIN3": "C’mon, fight me one-on-one!", + "VIN_PART2_VIN4": "Heh, you’ll never catch me. And I’ll never give up...", + "VIN_PART3_VIN1.m": "Oh look. [pause]The Ranger’s have sent the [wave amp=30 freq=10]loyal goon[/wave] to track me down again!", + "VIN_PART3_VIN1_OPTION1": "Hey! The name’s {player}!", + "VIN_PART3_VIN1.f": "Oh look. [pause]The Ranger’s have sent the [wave amp=30 freq=10]loyal goon[/wave] to track me down again!", + "VIN_PART3_VIN1.n": "Oh look. [pause]The Ranger’s have sent the [wave amp=30 freq=10]loyal goon[/wave] to track me down again!", + "VIN_PART3_VIN2": "…", + "VIN_PART3_FELIX5": "Wait, so this thief guy is part of that weird cult?", + "VIN_PART3_VIN3": "Then you’re…", + "VIN_PART3_VIN4.f": "You’re the heartless [wave amp=30 freq=10]god-killer[/wave] that caused this mess! You’re the one that left Brother Cooper to die!", + "VIN_PART3_VIN4.n": "You’re the heartless [wave amp=30 freq=10]god-killer[/wave] that caused this mess! You’re the one that left Brother Cooper to die!", + "VIN_PART3_VIN4.m": "You’re the heartless [wave amp=30 freq=10]god-killer[/wave] that caused this mess! You’re the one that left Brother Cooper to die!", + "VIN_PART3_VIN4_OPTION1.n": "God-killer?", + "VIN_PART3_VIN4_OPTION1.f": "God-killer?", + "VIN_PART3_VIN4_OPTION1.m": "God-killer?", + "VIN_PART3_MEREDITH5": "He’s a cultist, {player}. Must be mad about that Mourningstar bloke you and Kayleigh beat up.", + "VIN_PART3_VIN4_OPTION2": "I did neither of those things!", + "VIN_PART3_KAYLEIGH5": "You’re with the Mournchildren?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]I think he has the wrong impression about your time here on New Wirral, {player}...[/wave]", + "VIN_PART3_EUGENE5": "Hey! A lot more than just Dorian would have died if not for {player}!", + "VIN_PART3_VIOLA5": "You are mistaken, thief!", + "VIN_PART3_VIN6.f": "Enough talking! Come here and fight me, you coward!", + "VIN_PART3_VIN6.m": "Enough talking! Come here and fight me, you coward!", + "VIN_PART3_VIN7": "When our leader was [wave amp=30 freq=10]cruelly slain[/wave], you rangers immediately started trying to “offer us help”. Yeah right.", + "VIN_PART3_VIN6.n": "Enough talking! Come here and fight me, you coward!", + "VIN_PART3_VIN8.f": "Never mind the fact that [wave amp=30 freq=10]one of their own[/wave] is what sent our community into disarray!", + "VIN_PART3_KAYLEIGH9": "You’ve gotten this all wrong. [pause]Dorian was responsible for everything your community went through!", + "VIN_PART3_VIN8.m": "Never mind the fact that [wave amp=30 freq=10]one of their own[/wave] is what sent our community into disarray!", + "VIN_PART3_VIN10": "The blank tapes and stickers I’m stealing… They’re gonna be for our resistance!", + "VIN_PART4_JACQUELINE11": "Not at all. Dorian’s death was an awakening for me.", + "VIN_PART4_VIN1": "Just leave me…", "VIN_PART4_VIN2": "Uhh...", - "VIN_PART4_VIN3": "Aquela coisa me emboscou...", - "VIN_PART4_VIN4": "Por que, {player}... [pause] Por que você fez aquilo?", - "VIN_PART4_VIN5_OPTION1": "É aí que você se engana!", - "VIN_PART4_VIN5.n": "Você poderia ter me largado às traças como Irmão Cooper e se livrar de [wave amp=30 freq=10]um ladrãozinho[/wave] de vez.", - "VIN_PART4_VIN5.f": "Você poderia ter me deixado para apodrecer como Irmão Cooper e se livrar de [wave amp=30 freq=10]um ladrãozinho[/wave] de vez.", - "VIN_PART4_VIN5.m": "Você poderia ter me deixado para apodrecer como Irmão Cooper e se livrar de [wave amp=30 freq=10]um ladrãozinho[/wave] de vez.", - "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Vin!?[/shake] [pause]Foi você quem fez tudo isso?", - "VIN_PART4_VIN5_OPTION2": "Eu não deixei Dorian para trás!", - "VIN_PART4_JACQUELINE7": "Quando Ianthe me disse que alguém estava roubando os suprimentos que os vigilantes separaram para a comunidade, eu não esperava que fosse ser logo você!", - "VIN_PART4_VIN8": "Separaram...[pause] para...[pause] a comunidade?[pause] Nossa comunidade?", - "VIN_PART4_JACQUELINE9": "Sim, idiota!", - "VIN_PART5_VIN6": "E agora eu preciso te desafiar pelo selo! [pause]Vamos lá, luta comigo [wave amp=30 freq=10]no mano a mano[/wave], {player}!", - "VIN_PART4_VIN10": "Mas os vigilantes... Eles que assumiram o controle, certo? Te forçaram[pause] e tal?", - "VIN_PART4_JACQUELINE11": "De jeito nenhum. A morte de Dorian foi o que me despertou.", - "VIN_PART4_JACQUELINE12": "Quando ele estava conosco, quando ele estava [wave amp=30 freq=10]no comando[/wave], era como viver enfeitiçada. Eu não conseguia discernir o que acontecia ao meu redor.", - "VIN_PART4_JACQUELINE13": "E, pensando agora, eu consigo ver o que realmente aconteceu.", - "VIN_PART4_KAYLEIGH14": "Jaqueline...", - "VIN_PART4_JACQUELINE15": "Eu procurei ajuda para a comunidade, Ianthe foi generosa o bastante para nos conceder.", - "VIN_PART4_JACQUELINE16": "Estaríamos famintos sem o apoio dela, sabia? Dorian nos forçou a destruir nossas plantações para chamar aquele Arcanjo!", - "VIN_PART4_VIN17": "...", - "VIN_PART4_JACQUELINE20": "Eu conheço o Vindito desde que ele chegou em Nova Murta. Ele tem um coração de ouro, mas é... [pause]bem influenciável.", - "VIN_PART4_JACQUELINE18": "Vem, vamos para casa pra você descansar.", - "VIN_PART4_JACQUELINE19": "{player}, [pause]me desculpa.", - "VIN_PART4_JACQUELINE22": "Agradeça a Ianthe por mim.", - "VIN_PART4_JACQUELINE21": "Vou convocar uma reunião na comunidade e explicar tudo. Isso não vai acontecer novamente.", - "VIN_PART5_VIN1": "Ei, {player}.", - "VIN_PART5_VIN2": "Lembra quando você me salvou daquela Fusão Rebelde? Bem, aquilo me fez questionar tudo.", - "VIN_PART5_VIN3": "Eu me sinto mal por tudo que eu causei, mas... [pause]eu só queria ajudar minha comunidade.", - "VIN_PART5_VIN4": "Então resolvi me juntar aos vigilantes para isso! E, claro, compensar meus erros.", - "VIN_PART5_KAYLEIGH5": "Maravilha! [pause]Muito legal você ter se resolvido, Vindito!", - "VIN_PART5_MEREDITH5": "É, parece que você tem muito a fazer, migo.", - "VIN_PART5_EUGENE5": "Parece que achou seu chamado. Tá aí uma coisa que eu respeito.", - "VIN_PART5_FELIX5": "Fico feliz de saber que mudou de ideia.", - "VIN_PART5_VIN7_OPTION1": "Verdade!", - "VIN_PART5_VIOLA5": "Um bom desfecho.", - "VIN_PART5_VIN8": "Ainda bem que ainda tem outros 12 comandantes para eu pegar os selos.", - "VIN_PART5_VIN7": "Caramba... Você não pega leve nem com seus amigos, hein?", - "VIN_PART5_VIN7_OPTION2": "Comigo, é amor bruto.", - "VIN_PART5_VIN9": "Da próxima ver que a gente se vir, serei um vigilante, {player}!", - "VIN_TOWN_HALL_INTERACT1.m": "Comandante! Qual você acha que é mais forte? Artilhanossauro ou Engrezilla? Tá difícil decidir.", - "VIN_TOWN_HALL_INTERACT1.f": "Comandante! Qual você acha que é mais forte? Artilhanossauro ou Engrezilla? Tá difícil decidir.", - "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava encontrar dois de seus prodígios aqui, Comandante.", - "VIN_TOWN_HALL_INTERACT1.n": "Comandante! Qual você acha que é mais forte? Artilhanossauro ou Engrezilla? Tá difícil decidir.", - "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava encontrar dois de seus prodígios aqui, Comandante.", - "VIN_AND_FRANKIE_KAYLEIGH3": "Nunca imaginei que esses dois ficariam amigos!", - "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava encontrar dois de seus prodígios aqui, Comandante.", - "VIN_AND_FRANKIE_VIN2": "Olá, {player}. Finalmente concluí meu treinamento e me tornei um Vigilante pleno!", - "VIN_AND_FRANKIE_MEREDITH3": "Esses dois? Migos assim? Acho que até faz sentido.", - "VIN_AND_FRANKIE_FELIX3": "Nem me toquei que vocês se conheciam! Essa ilha é um ovo mesmo!", - "VIN_AND_FRANKIE_VIOLA3": "Uma amizade entre dois indivíduos tão diferentes me é tão inesperada!", - "VIN_AND_FRANKIE_EUGENE3": "Ué, esses dois são parças agora?", - "VIN_AND_FRANKIE_FRANKIE4": "Ah, tenho notícias também.", - "VIN_AND_FRANKIE_FRANKIE5": "Meu Canisoco de estimação fugiu~!", - "VIN_AND_FRANKIE_FRANKIE6": "Comandante Sibila sempre fala que monstros selvagens não servem para bichos de estimação, mas...[pause] aposto que foi por causa da fanfic que eu escrevi sobre ele.", - "VIN_AND_FRANKIE_FRANKIE7": "Mas tudo bem! Meu novo [wave amp=30 freq=10]melhor amigo[/wave], Vindito, não liga pra isso!", - "VIN_AND_FRANKIE_VIN8": "{player}, o que é uma fanfic, hein? Ela não quer contar...", + "VIN_PART4_VIN3": "That thing ambushed me...", + "VIN_PART4_VIN4": "Why… [pause]did you do that, {player}?", + "VIN_PART4_VIN5_OPTION1": "You’re mistaken!", + "VIN_PART4_VIN5.n": "You could have just left me to rot like Brother Cooper and be rid of your [wave amp=30 freq=10]thief problem[/wave] for good.", + "VIN_PART4_VIN5.f": "You could have just left me to rot like Brother Cooper and be rid of your [wave amp=30 freq=10]thief problem[/wave] for good.", + "VIN_PART4_VIN5.m": "You could have just left me to rot like Brother Cooper and be rid of your [wave amp=30 freq=10]thief problem[/wave] for good.", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Vin!?[/shake] [pause]You’re behind all this?", + "VIN_PART4_VIN5_OPTION2": "I didn’t leave Dorian to die!", + "VIN_PART4_JACQUELINE7": "When Ianthe told me someone was stealing supplies the rangers had set aside for the commune, I didn’t think it would be you!", + "VIN_PART4_VIN8": "Set…[pause] aside…[pause] for the commune?[pause] Our commune?", + "VIN_PART4_JACQUELINE9": "Yes, you idiot!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]Harbourtown offers everyone a fresh start - I know from experience![/wave]", + "VIN_PART4_VIN10": "But the rangers… They took control, right? Coerced you,[pause] and stuff?", + "VIN_PART4_JACQUELINE15": "I sought out help for the commune, and Ianthe was kind enough to provide it.", + "VIN_PART4_JACQUELINE13": "It is only looking back that I can recognise things for how they truly were.", + "VIN_PART4_JACQUELINE12": "When he was with us – when he was [wave amp=30 freq=10]in charge[/wave] – it was like living under a spell. I couldn’t recognise what was happening around me for what it was.", + "VIN_PART4_KAYLEIGH14": "Jacqueline...", + "VIN_PART4_JACQUELINE16": "You know, we’d be starving by now if not for her support. Dorian had us dig up our vegetable patch to get to that Archangel!", + "VIN_PART4_VIN17": "...", + "VIN_PART4_JACQUELINE18": "Come on, let’s get you home so you can rest up.", + "VIN_PART4_JACQUELINE19": "{player}, [pause]I’m so, so sorry.", + "VIN_PART4_JACQUELINE20": "I’ve known Vin since he arrived in New Wirral. His heart is in the right place, he’s just…[pause] horribly misinformed.", + "VIN_PART4_JACQUELINE21": "I’ll call a meeting with the whole commune and set everything straight. It won’t happen again.", + "VIN_PART4_JACQUELINE22": "Please let Ianthe know how grateful I am to have her support.", + "VIN_PART5_VIN1": "Hey, {player}.", + "VIN_PART5_VIN2": "When you saved me from that Rogue Fusion, it really forced me to question everything.", + "VIN_PART5_VIN3": "I regret messing up like I did, but... [pause]in the end I did it because I wanted to support my community.", + "VIN_PART5_VIN4": "So I joined the rangers to do just that! And make up for my mistakes, of course.", + "VIN_PART5_KAYLEIGH5": "Brilliant! [pause]I’m glad you’re turning things around for yourself, Vin!", + "VIN_PART5_EUGENE5": "Sounds like you’ve found your own personal cause. I respect that.", + "VIN_PART5_MEREDITH5": "Yeah, it sounds like you’ve got a lot of work to do, mate.", + "VIN_PART5_FELIX5": "Glad to see you’ve had a real change of heart.", + "VIN_PART5_VIN6": "And now I must challenge you for your stamp! [pause]Come on, fight me [wave amp=30 freq=10]one-on-one[/wave], {player}!", + "VIN_PART5_VIOLA5": "All’s well that ends well.", + "VIN_PART5_VIN7_OPTION1": "That’s right!", + "VIN_PART5_VIN7": "Damn… you don’t hold back even with your friends, do you?", + "VIN_PART5_VIN7_OPTION2": "I believe in “tough love”.", + "VIN_PART5_VIN8": "It’s a good thing there are still 12 other captains I can get my stamps from.", + "VIN_PART5_VIN9": "Next time you see me, I’m gonna be a full-time ranger, {player}!", + "VIN_TOWN_HALL_INTERACT1.m": "Hey Captain! Which do you think is stronger: Artillerex or Gearyu? I can’t decide.", + "VIN_TOWN_HALL_INTERACT1.f": "Hey Captain! Which do you think is stronger: Artillerex or Gearyu? I can’t decide.", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]Bet you didn’t expect to find your two protégés here, did you, Captain?", + "VIN_TOWN_HALL_INTERACT1.n": "Hey Captain! Which do you think is stronger: Artillerex or Gearyu? I can’t decide.", + "VIN_AND_FRANKIE_FRANKIE5": "My pet Puppercut ran away~!", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]I never would have thought those two would become friends![/wave]", + "VIN_AND_FRANKIE_VIN2": "Hey {player}. I’ve finally passed my training and become a full-time ranger!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]Bet you didn’t expect to find your two protégés here, did you, Captain?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Nyeh heh heh~![/wave] [pause]Bet you didn’t expect to find your two protégés here, did you, Captain?", + "VIN_AND_FRANKIE_KAYLEIGH3": "I never would have figured these two would end up friends!", + "VIN_AND_FRANKIE_MEREDITH3": "These two ended up as mates? I guess that figures.", + "VIN_AND_FRANKIE_EUGENE3": "Heh. I guess these two are buddies now?", + "VIN_AND_FRANKIE_VIOLA3": "I would never have assumed a friendship between such two different individuals!", + "VIN_AND_FRANKIE_FELIX3": "I didn’t realise you two knew each other! I suppose it’s a small island.", + "VIN_AND_FRANKIE_FRANKIE4": "Uh, I have some news too.", + "VIN_AND_FRANKIE_FRANKIE6": "Captain Cybil says wild monsters don’t make great pets, but…[pause] I’m certain it was the fanfic I wrote about him.", + "VIN_AND_FRANKIE_FRANKIE7": "But not to worry! My new [wave amp=30 freq=10]best buddy[/wave] Vin doesn’t mind that stuff!", + "VIN_AND_FRANKIE_VIN8": "What’s a fanfic, {player}? She won’t tell me…", "VIN_AND_FRANKIE_FRANKIE9": "AHHHH~!", - "VIN_AND_FRANKIE_FRANKIE10.n": "Comandante, eu quero uma revanche! Eu e Vin contra você e {partner}! Que tal?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Vamos!", - "VIN_AND_FRANKIE_FRANKIE10.m": "Comandante, eu quero uma revanche! Eu e Vin contra você e {partner}! Que tal?", - "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Agora não.", - "VIN_AND_FRANKIE_FRANKIE10.f": "Comandante, eu quero uma revanche! Eu e Vin contra você e {partner}! Que tal?", - "POWER_STATION_DREADFUL4": "Vamos mostrar o que a gente sabe?", - "VIN_AND_FRANKIE_FRANKIE11": "Ahh... [pause]de novo, não!", - "VIN_AND_FRANKIE_VIN12": "Levanta a cabeça, Frankie. Não dá pra vencer todas.", - "VIN_AND_FRANKIE_VIN13": "Só depois que fundi com a Frankie, {player}, que entendi que confiar nos outros não é fraqueza.", - "VIN_AND_FRANKIE_VIN14": "Quando combinamos nossas forças, somos mais do que uma mera dupla. [pause]E é isso que importa, né?", - "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]E, ENTÃO, OS ESFORÇOS DA HEROÍNA IMPULSIVA E O ARCO DE REDENÇÃO DO ANTI-HERÓI SE ENCONTRAM PELO PODER DO AMOR~![/wave]", - "VIN_AND_FRANKIE_VIN16": "Calma...?! [pause]O que....", - "POWER_STATION_WALLACE1.m": "Tudo pronto, migo.", - "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Nyeh hih hih~![/wave]", - "VIN_AND_FRANKIE_FRANKIE18": "Té loguinho, {player}!", - "POWER_STATION_WALLACE1.n": "Tudo pronto, migue.", - "POWER_STATION_WALLACE1.f": "Tudo pronto, miga.", - "POWER_STATION_DREADFUL1": "Muita calma nessa hora!", - "POWER_STATION_DREADFUL2": "Esse território é meu, {player}! Se acontecer qualquer coisa na minha área, quero ser informada.", - "POWER_STATION_DREADFUL3": "Apertem os cintos, senhoras e senhores. Há um flagelo dos cruéis aqui!", - "POWER_STATION_DREADFUL5": "Mas que fuzuê! Vai dar uma olhada na área, preciso recuperar o fôlego.", - "POWER_STATION_DREADFUL7.m": "Tem certeza absoluta disso, {player}?", - "POWER_STATION_DREADFUL6": "Vai dar uma olhada na área, preciso recuperar o fôlego.", - "POWER_STATION_DREADFUL7_OPTION1": "Vamos nessa!", - "POWER_STATION_NOTE1": "\\\"10/10/1957 0400\\nEu, Dra. Egle e Dra. Etéria passamos a noite desenvolvendo novos experimentos para o reator de fusões. Nos envolvemos tanto que perdemos a noção do tempo. Parecíamos uma só mente focada no gerador!\\\"", - "POWER_STATION_DREADFUL7.f": "Tem certeza absoluta disso, {player}?", - "POWER_STATION_DREADFUL7.n": "Tem certeza absoluta disso, {player}?", - "POWER_STATION_DREADFUL7_OPTION2": "Melhor esperar.", - "POWER_STATION_NOTE3": "\\\"10/10/1957 0700\\nUma criatura que se chamou de Hélia surgiu do reator! Os termopares registraram uma queda imediata na temperatura do núcleo, então... acho que estamos em segurança. Hélia parece o diagrama de um átomo de Hélio, com os dois anéis representando as órbitas dos elétrons...\\\"", - "POWER_STATION_NOTE2": "\\\"10/10/1957 0515\\nHá algo errado com o reator, a temperatura do núcleo continua subindo! Ligamos as ventoinhas para aumentar o fluxo de ar, mas não ajudou! Se continuar assim, estamos fritas, literalmente!\\\"", - "POWER_STATION_NOTE5": "\\\"11/10/1957 0305\\nSeguimos as sugestões de Hélia de combinar Folclorde, Mascabus, Manilança e ALTERADO, fornecidos de um zoológico local pelo Ministro dos Suprimentos. Hélia parece insatisfeita com o resultado. Não era isso que ela queria? Achou que iríamos usar as feras vivas?\\\"", - "POWER_STATION_NOTE4": "\\\"10/10/1957 0730\\nHélia disse que foi criada, ou invocada, por nós. Ela está explicando como deixar nosso reator operável. Depois, quer conversar com a gente sobre outros tipos de fusão... Que outros tipos?!\\\"", - "POWER_STATION_NOTE6": "\\\"11/10/1957 0800\\nO que foi que fizemos?! A fusão instável está fora de controle! Continua duplicando! O ministro isolou o prédio para contê-la, e eu não tenho como sair! Merlinha, me ajude!\\\"", - "POWER_STATION_HELIA_HELIA1": "AHA, OBRIGADA POR LIMPAR OS EXPERIMENTOS FALHOS DE MINHAS PROGENITORAS.", - "POWER_STATION_HELIA_HELIA2": "QUANDO COMEÇAM A SE MULTIPLICAR, AQUELAS FUSÕES INSTÁVEIS SÃO BEM DIFÍCEIS DE EXTERMINAR.", - "POWER_STATION_HELIA_HELIA3": "O QUE FAZ AQUI, {player.to_upper}?", - "POWER_STATION_HELIA_HELIA3_OPTION1": "Você me conhece?", - "POWER_STATION_HELIA_HELIA4": "TE CONHEÇO MUITO BEM. QUANTAS VEZES JÁ SE FUNDIU?\\n\\nONDE HÁ FUSÃO, EU ESTOU TAMBÉM.", - "POWER_STATION_HELIA_HELIA5": "EU SOU HÉLIA, O PROCESSO DE FUSÃO.", - "POWER_STATION_HELIA_KAYLEIGH6": "Então é você que tá criando as Fusões Rebeldes?", - "POWER_STATION_HELIA_MEREDITH6": "Ah. Então realmente tem alguém por trás das Fusões Rebeldes!", - "POWER_STATION_HELIA_EUGENE6": "Você quem fez as Fusões Rebeldes?", - "POWER_STATION_HELIA_FELIX6": "Então as Fusões Rebeldes...?", - "POWER_STATION_HELIA_HELIA12": "EU SUSTENTO A VIDA. AS PLANTAS QUE VOCÊS UTILIZAM PARA SOBREVIVER TIRAM ENERGIA DA FUSÃO NUCLEAR NO CORAÇÃO DA SUA ESTRELA.", - "POWER_STATION_HELIA_VIOLA6": "Então é você a responsável pelas criaturas de fusão rebelde!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Not now.", + "VIN_AND_FRANKIE_FRANKIE10.m": "I demand a rematch, Captain! Me and Vin against you and {partner}! How about it?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Sure!", + "VIN_AND_FRANKIE_FRANKIE10.n": "I demand a rematch, Captain! Me and Vin against you and {partner}! How about it?", + "VIN_AND_FRANKIE_FRANKIE10.f": "I demand a rematch, Captain! Me and Vin against you and {partner}! How about it?", + "VIN_AND_FRANKIE_FRANKIE11": "Ahh… [pause]Not again!", + "VIN_AND_FRANKIE_VIN12": "Chin up, Frankie. We can’t win them all.", + "VIN_AND_FRANKIE_VIN13": "{player}, it wasn’t until I fused with Frankie that I realised relying on others isn’t a weakness.", + "VIN_AND_FRANKIE_VIN14": "When we combine our efforts, we’re more than simply the sum of our parts. [pause]That’s what all this is about, isn’t it?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]AND SO THE PLUCKY HEROINE AIDS THE ANTI-HERO’S REDEMPTION ARC THROUGH THE POWER OF LOVE~![/wave]", + "VIN_AND_FRANKIE_VIN16": "Wait…?! [pause]What…", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Nyeh heh heh~![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "Seeya, {player}!", + "POWER_STATION_WALLACE1.m": "It’s all ready for you in there, mate.", + "POWER_STATION_WALLACE1.f": "It’s all ready for you in there, mate.", + "POWER_STATION_WALLACE1.n": "It’s all ready for you in there, mate.", + "POWER_STATION_DREADFUL1": "Hold your horses!", + "POWER_STATION_DREADFUL4": "Shall we show it what we’re made of, then?", + "POWER_STATION_DREADFUL2": "This is my turf, {player}! If there’s gonna be a scrap in my neck of the woods, I don’t want to be left in the dark.", + "POWER_STATION_DREADFUL7_OPTION1": "Let’s do it!", + "POWER_STATION_DREADFUL3": "Hold onto your knickers, ladies and gents – there’s a nasty big blighter here!", + "POWER_STATION_DREADFUL5": "That was a right ruckus! You take a look around – I need to catch my breath.", + "POWER_STATION_DREADFUL6": "You take a look around – I need to catch my breath.", + "POWER_STATION_DREADFUL7.m": "{player}, are you absolutely sure about this?", + "POWER_STATION_DREADFUL7.f": "{player}, are you absolutely sure about this?", + "POWER_STATION_DREADFUL7_OPTION2": "Let’s wait.", + "POWER_STATION_NOTE1": "“10/10/1957 0400\\nStayed up all night with Dr Aegle and Dr Aetheria, designing new experiments to run in the fusion reactor. We really got into the flow of it and lost track of time – for a while it felt like we were one singular entity focused on the reactor!”", + "POWER_STATION_DREADFUL7.n": "{player}, are you absolutely sure about this?", + "POWER_STATION_NOTE3": "“10/10/1957 0700\\nA being calling itself ‘Helia’ emerged from the reactor! The thermocouples immediately registered a drop in the core temperature, so… I think it’s safe again now? ‘Helia’ looks sort of like a diagram of a helium atom, with the two rings representing electron orbits...”", + "POWER_STATION_NOTE2": "“10/10/1957 0515\\nSomething odd is going on in the reactor – the temperature in the core keeps rising! We’ve turned on the cooling fans to increase airflow, but it hasn’t helped! If this keeps up, we’re toast, literally!”", + "POWER_STATION_NOTE5": "“11/10/1957 0305\\nWe followed Helia’s suggestions to combine Folklord, Masquerattle, Manispear, and REDACTED, which the Ministry of Supply sourced for us from a local zoo. Helia seems dissatisfied with the result – was this not what she wanted? Are we supposed to have used live beasts?”", + "POWER_STATION_NOTE4": "“10/10/1957 0730\\n‘Helia’ tells us that we somehow created her, or summoned her? She’s now explaining how to make our reactor workable. And afterwards she wants to talk to us about other kinds of fusion… What other kinds?!”", + "POWER_STATION_NOTE6": "“11/10/1957 0800\\nWhat have we done!? The unstable fusion is out of control! It keeps duplicating!! The ministry has sealed the building to keep it in, and I’m stuck inside! Mer-Line help me!”", + "POWER_STATION_HELIA_HELIA1": "AHA, THANK YOU FOR MOPPING UP MY PROGENITORS’ FAILED EXPERIMENTS.", + "POWER_STATION_HELIA_HELIA2": "THOSE UNSTABLE FUSIONS ARE QUITE TROUBLESOME TO REMOVE ONCE THEY START REPLICATING.", + "POWER_STATION_HELIA_HELIA3": "WHAT BRINGS YOU HERE, {player.to_upper}?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "You know me?", + "POWER_STATION_HELIA_HELIA4": "I KNOW YOU QUITE WELL. HOW MANY TIMES HAVE YOU FUSED NOW?\\n\\nWHEREVER THERE IS FUSION, I AM FOUND.", + "POWER_STATION_HELIA_HELIA5": "I AM HELIA, PROCESS OF FUSION.", + "POWER_STATION_HELIA_KAYLEIGH6": "Then you’re creating the Rogue Fusions?", + "POWER_STATION_HELIA_MEREDITH6": "Oh. There really is someone behind the Rogue Fusions!", + "POWER_STATION_HELIA_EUGENE6": "You’re responsible for Rogue Fusions?", + "POWER_STATION_HELIA_FELIX6": "Then the Rogue Fusions…?", + "POWER_STATION_HELIA_VIOLA6": "Then you are behind the Rogue Fusion creatures!", "POWER_STATION_HELIA_DOG6": "Grr...", - "POWER_STATION_HELIA_HELIA7": "\\\"FUSÕES REBELDES\\\"?\\n[pause]\\nAH, SIM.[pause] AS ESTÁVEIS.[pause] AQUELAS CRIATURAS ADORÁVEIS SÃO MINHAS CRIAÇÕES.", - "POWER_STATION_HELIA_HELIA8": "AGORA ENTENDO O PORQUÊ DE ESTAREM AQUI. SINTO O POTENCIAL DE FUSÃO CRESCENDO EM VOCÊS, O QUE DEVE SIGNIFICAR...", - "POWER_STATION_HELIA_HELIA11": "DAR FIM NAS FUSÕES NÃO LHE FARIA BEM ALGUM. NÃO CONSEGUE ENTENDER?", - "POWER_STATION_HELIA_HELIA9": "VOCÊS VIERAM LUTAR, NÃO FOI?", - "POWER_STATION_HELIA_HELIA10": "JÁ CHEGA.", - "POWER_STATION_HELIA_HELIA13": "EU PRODUZO VIDA. QUANDO ÁTOMOS MORTOS SE UNEM PARA FORMAR CÉLULAS VIVAS, ISSO É MAIS UM TIPO DE FUSÃO.\\n\\nQUANDO CÉLULAS INDIVIDUAIS SE UNEM PARA FORMAR VIDAS MULTICELULARES INTELIGENTES, TAMBÉM SOU EU.", - "POWER_STATION_HELIA_HELIA14": "SEM MIM, SEM A FUSÃO, NÃO HAVERIA VIDA.", - "POWER_STATION_HELIA_KAYLEIGH15": "Suas \\\"criaturas adoráveis\\\" estão colocando Vilancoradouro em perigo!", - "POWER_STATION_HELIA_EUGENE15": "Olha aqui! A gente ficaria muito bem sem suas \\\"criaturas adoráveis\\\".", - "POWER_STATION_HELIA_MEREDITH15": "Eu não queria falar nada, mas suas \\\"criaturas adoráveis\\\" estão ferindo pessoas.", - "POWER_STATION_HELIA_FELIX15": "Você poderia pelo menos parar de fazer mais \\\"criaturas adoráveis\\\"?", - "POWER_STATION_HELIA_HELIA16": "COMO EU DISSE, SOU O PROCESSO DE FUSÃO.\\n\\nNÃO SOU A CAUSA.", - "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, QUANDO VOCÊ SE FUNDIU COM {partner.to_upper}, NÃO FOI PORQUE EU ORDENEI.\\n\\nEU SOU APENAS O CAMINHO.", - "POWER_STATION_HELIA_VIOLA15": "Já estou familiarizado com a \\\"fusão\\\" de Nova Murta, mas o que você está falando sobre estrelas e células?", - "POWER_STATION_HELIA_HELIA18": "VOCÊ NÃO CULPA A MORTE POR UM ASSASSINATO.", - "POWER_STATION_HELIA_HELIA18_OPTION1": "Então quem devemos culpar?", - "POWER_STATION_HELIA_HELIA18_OPTION2": "Ajuda a gente...", - "POWER_STATION_HELIA_HELIA19": "A CAUSA DAS \\\"FUSÕES REBELDES\\\" É, SEM DÚVIDAS, A ENTIDADE QUE IRRESPONSAVELMENTE CONJURA OS RESTOS DE OUTROS MUNDOS PARA ESTA TERRA.\\n[pause]\\nAQUELA QUE TROUXE TODOS NÓS PARA CÁ, ALÉM DE, CERTAMENTE, TODOS OS HUMANOS QUE AQUI ESTÃO.", - "POWER_STATION_HELIA_HELIA22": "AH, MAIS UMA COISA ANTES QUE VOCÊ SE VÁ, {player.to_upper}.\\n\\nVOCÊS MANIFESTARAM, MORGANA, O ESPÍRITO DA REBELIÃO, QUANDO ENFRENTARAM ALEF, NÃO FOI?", - "POWER_STATION_HELIA_HELIA20": "MERLINHA. AQUELU QUE HABITA AS PROFUNDEZAS.", - "POWER_STATION_HELIA_KAYLEIGH21": "Merlinha? Não tô gostando disso, {player}...", - "POWER_STATION_HELIA_MEREDITH21.f": "Acho que não temos muita chance contra Merlinha, miga.", - "POWER_STATION_HELIA_MEREDITH21.m": "Acho que não temos muita chance contra Merlinha, migo.", - "POWER_STATION_HELIA_MEREDITH21.n": "Acho que não temos muita chance contra Merlinha, migue.", - "POWER_STATION_HELIA_EUGENE21": "Ok! Vamos lá socar uns trens!", - "POWER_STATION_HELIA_FELIX21": "Ah. A ferrovia é culpada por isso?", - "POWER_STATION_HELIA_VIOLA21": "Não conheceremos a derrota das mãos de um mero labirinto, {player}!", - "POWER_STATION_HELIA_PLAYER21_OPTION2": "Finalmente uma resposta.", - "POWER_STATION_HELIA_DOG21": "Grr...", - "POWER_STATION_HELIA_HELIA27": "PEÇO QUE PENSE BEM NO DESEJO QUE MANIFESTA.\\n\\nALEF AINDA PODE RETORNAR.", - "POWER_STATION_HELIA_PLAYER21_OPTION1": "Vamos encontrar Merlinha.", - "POWER_STATION_HELIA_HELIA22_OPTION1": "Sim, por quê?", - "POWER_STATION_HELIA_HELIA22_OPTION2": "Sim.", - "POWER_STATION_HELIA_HELIA23": "A ESPADA QUE VOCÊ EMPUNHA TEM DOIS GUMES.", - "POWER_STATION_HELIA_HELIA24": "SOBRE A FUSÃO, OU QUALQUER TRABALHO REALIZADO EM GRUPO COM UM OBJETIVO EM COMUM, PODE-SE DIZER QUE \\\"O TODO É MAIOR QUE A SOMA DAS PARTES\\\".", - "POWER_STATION_HELIA_HELIA26": "DURANTE NOSSO COMBATE, SENTI A SEMENTE DA CONQUISTA EM SEU CORAÇÃO.", - "POWER_STATION_HELIA_HELIA25": "A DIFERENÇA ENTRE O TODO E A SOMA DE SUAS PARTES, SÃO EGRÉGORAS, OU \\\"ARCANJOS\\\".\\n\\nEGRÉGORAS COMEÇAM FRACAS E PEQUENAS, MAS, COM FORÇA DE VONTADE SUFICIENTE, PODEM SE MANIFESTAR DE FORMA INDEPENDENTE, OBTER PODER E TOMAR CONTROLE.", - "POWER_STATION_HELIA_DREADFUL28": "Isso foi impressionante! [pause]Melhor eu ir avisar a Ianthe.", - "POWER_STATION_HELIA_DREADFUL29": "Boa sorte com Merlinha, {player}. Vou ficar de fora dessa.", - "MERLINE_MEETING_MAGIKRAB1B": "{player}, Merlinha está aguardando. Venha comigo até a Plataforma A da Estação de Vilancoradouro.", - "POWER_STATION_HELIA_DREADFUL30": "Hum... [pause]Será que \\\"Hélia\\\" teve alguma culpa no incêndio que queimou Nova Londres muitos anos atrás...?", - "MERLINE_MEETING_MAGIKRAB1A": "{player}, Merlinha está aguardando. Venha comigo até a Plataforma A.", - "MERLINE_MEETING_MAGIKRAB2": "Merlinha vai falar através de mim.", - "MERLINE_MEETING_MAGIKRAB3.m": "Considere-se afortunado, {player}! Elu não se manifesta neste plano com fre-", - "MERLINE_MEETING_MAGIKRAB3.n": "Considere-se afortunade, {player}! Elu não se manifesta neste plano com fre-", - "MERLINE_MEETING_MAGIKRAB3.f": "Considere-se afortunada, {player}! Elu não se manifesta neste plano com fre-", - "MERLINE_MEETING_MERLINE4": "{player.to_upper}, MERLINHA DESEJA AGRADECER-LHE PELA PARTICIPAÇÃO NA DERROTA DE SEU ALUNO TRAIÇOEIRO, ALEF.", - "MERLINE_MEETING_MERLINE5": "O DESAFIO QUE A HUMANIDADE ESTÁ PARA ENFRENTAR NUNCA FOI IMAGINADO. O RESULTADO AINDA NÃO É CERTO.", - "MERLINE_MEETING_MERLINE6": "MERLINHA ESTAVA CURIOSE PARA VER SE A NATUREZA BÉLICA DE SUA ESPÉCIE PODERIA SER SUPERADA.", - "MERLINE_MEETING_MERLINE7": "AO DERROTAR ALEF, A MANIFESTAÇÃO DA CONQUISTA, VOCÊS PERFORMARAM SEU PAPEL NO RITUAL E, PORTANTO, ESTÃO LIVRES PARA PARTIR.", - "MERLINE_MEETING_MERLINE7_OPTION1": "Tivemos ajuda de Morgana.", - "MERLINE_MEETING_MERLINE7_OPTION2": "Morgana...", - "MERLINE_MEETING_MERLINE8": "AH, SIM, MORGANA. A ANTIGA AMADA DE ALEF.", - "MERLINE_MEETING_KEYLEIGH9": "Amada de... Alef?", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]Are you… responsible for the rogue fusions…?[/wave]", + "POWER_STATION_HELIA_HELIA7": "“ROGUE FUSIONS”?\\n[pause]\\nOH, YES.[pause] THE STABLE ONES.[pause] THOSE WONDERFUL BEASTS ARE MY DOING.", + "POWER_STATION_HELIA_HELIA8": "NOW I SEE WHY YOU’RE HERE. I SENSE THE POTENTIAL FOR FUSION RISING WITHIN YOU BOTH, WHICH MUST MEAN...", + "POWER_STATION_HELIA_HELIA11": "IT WOULD DO YOU NO GOOD TO END FUSION. DO YOU NOT SEE?", + "POWER_STATION_HELIA_HELIA9": "YOU’RE HERE TO FIGHT, ARE YOU NOT?", + "POWER_STATION_HELIA_HELIA10": "THAT’S QUITE ENOUGH OF THAT.", + "POWER_STATION_HELIA_HELIA13": "I FORM LIFE. WHEN DEAD ATOMS COME TOGETHER TO FORM LIVING CELLS, THAT IS ANOTHER KIND OF FUSION.\\n\\nWHEN INDIVIDUAL CELLS COME TOGETHER TO FORM INTELLIGENT MULTICELLULAR LIFEFORMS, THAT IS ALSO ME.", + "POWER_STATION_HELIA_HELIA12": "I SUSTAIN LIFE. THE PLANTS YOU RELY ON TO SURVIVE DERIVE THEIR ENERGY FROM THE NUCLEAR FUSION AT THE HEART OF YOUR STAR.", + "POWER_STATION_HELIA_HELIA14": "WITHOUT ME - WITHOUT FUSION - THERE WOULD BE NO LIFE.", + "POWER_STATION_HELIA_KAYLEIGH15": "Your “wonderful beasts” put Harbourtown in danger!", + "POWER_STATION_HELIA_EUGENE15": "Come on! We can manage fine without your “wonderful beasts”.", + "POWER_STATION_HELIA_MEREDITH15": "Hate to tell you this, but your “wonderful beasts” are hurting people.", + "POWER_STATION_HELIA_FELIX15": "Can you at least stop making more “wonderful beasts”?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]The problem is… your “wonderful beasts” are putting people in danger…[/wave]", + "POWER_STATION_HELIA_VIOLA15": "I am familiar with the “fusion” of New Wirral, but what is this talk of stars and cells?", + "POWER_STATION_HELIA_HELIA16": "AS I SAID, I AM THE PROCESS OF FUSION.\\n\\nI AM NOT THE CAUSE OF IT.", + "PARTNER_INTERACT_M_E1_EUGENE5": "What did you say [wave amp=30 freq=10]after[/wave] that…?", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, WHEN YOU FUSE WITH {partner.to_upper}, IT IS NOT BECAUSE I TELL YOU TO.\\n\\nI AM SIMPLY THE MEANS.", + "POWER_STATION_HELIA_HELIA18": "YOU DON’T BLAME DEATH WHEN THERE’S BEEN A MURDER.", + "POWER_STATION_HELIA_HELIA18_OPTION1": "Then who do we blame?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "Help us out here...", + "POWER_STATION_HELIA_HELIA19": "ULTIMATELY, THE CAUSE OF THE “ROGUE FUSIONS” IS THE ENTITY THAT CEASELESSLY CONJURES THE DEBRIS OF OTHER WORLDS TO THIS LAND.\\n[pause]\\nIT IS THE ONE THAT BROUGHT ME, AND YOU – AND INDEED EVERY OTHER HUMAN – HERE.", + "POWER_STATION_HELIA_HELIA20": "THE MER-LINE. THE ONE THAT LIES BENEATH.", + "POWER_STATION_HELIA_KAYLEIGH21": "The Mer-Line? I don’t like this, {player}...", + "POWER_STATION_HELIA_MEREDITH21.f": "I don’t fancy our chances against the Mer-Line, mate.", + "POWER_STATION_HELIA_MEREDITH21.m": "I don’t fancy our chances against the Mer-Line, mate.", + "POWER_STATION_HELIA_MEREDITH21.n": "I don’t fancy our chances against the Mer-Line, mate.", + "POWER_STATION_HELIA_EUGENE21": "Alright! Let’s go punch some trains!", + "POWER_STATION_HELIA_FELIX21": "Oh. The railway is behind all this?", + "POWER_STATION_HELIA_VIOLA21": "We shall not be defeated by a mere labyrinth, {player}!", + "POWER_STATION_HELIA_DOG21": "Grr…", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]The Mer-Line?! This seems bad, {player}...[/wave]", + "POWER_STATION_HELIA_HELIA27": "I ASK THAT YOU BE MINDFUL OF THE WILL YOU MANIFEST.\\n\\nALEPH CAN YET RETURN.", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "Let’s go meet the Mer-Line.", + "POWER_STATION_HELIA_HELIA22": "ONE MORE THING BEFORE YOU LEAVE, {player.to_upper}.\\n\\nYOU MANIFESTED THE SPIRIT OF REBELLION, MORGANTE, WHEN YOU FOUGHT ALEPH, DID YOU NOT?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "A straight answer, finally.", + "POWER_STATION_HELIA_DREADFUL29": "Good luck with the Mer-Line, {player}. I’ll sit that one out.", + "POWER_STATION_HELIA_HELIA22_OPTION1": "Yeah, why?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "We did, yes.", + "POWER_STATION_HELIA_HELIA23": "THE SWORD THAT YOU WIELD HAS TWO EDGES.", + "POWER_STATION_HELIA_HELIA24": "OF FUSION, OR ANY WORK PERFORMED BY A GROUP TOWARDS A SINGLE PURPOSE, YOU MIGHT SAY “THE WHOLE IS GREATER THAN THE SUM OF ITS PARTS”.", + "POWER_STATION_HELIA_HELIA26": "DURING OUR BATTLE, I SENSED THE SEED OF CONQUEST WITHIN YOUR HEART.", + "POWER_STATION_HELIA_HELIA25": "THE DIFFERENCE BETWEEN THE WHOLE AND THE SUM OF ITS PARTS IS THE EGREGORE, OR “ARCHANGEL”.\\n\\nEGREGORES ARE SMALL AND WEAK AT FIRST, BUT WITH ENOUGH DIRECTED WILL THEY CAN MANIFEST INDEPENDENTLY, EXERT POWER, AND TAKE CONTROL.", + "POWER_STATION_HELIA_DREADFUL28": "That was certainly somethin’! [pause]I better report all this back to Ianthe.", + "MERLINE_MEETING_MAGIKRAB1A": "{player}, the Mer-Line is waiting for you. Please come with me to Platform A.", + "POWER_STATION_HELIA_DREADFUL30": "Hmm… [pause]I wonder if “Helia” had anything to do with the fire that burned down New London all those years ago...?", + "MERLINE_MEETING_MAGIKRAB2": "The Mer-Line will now speak through me.", + "MERLINE_MEETING_MAGIKRAB1B": "{player}, the Mer-Line is waiting for you. Please come with me to Platform A of Harbourtown Station.", + "MERLINE_MEETING_MAGIKRAB3.m": "Count yourself very fortunate, {player}! They don’t descend to this plane oft–", + "MERLINE_MEETING_MAGIKRAB3.n": "Count yourself very fortunate, {player}! They don’t descend to this plane oft–", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}, THE MER-LINE WISHES TO THANK YOU FOR YOUR PART IN DEFEATING THEIR WAYWARD STUDENT, ALEPH.", + "MERLINE_MEETING_MAGIKRAB3.f": "Count yourself very fortunate, {player}! They don’t descend to this plane oft–", + "MERLINE_MEETING_MERLINE5": "HUMANKIND IS ABOUT TO FACE A CHALLENGE OF UNPRECEDENTED PROPORTIONS. THE OUTCOME IS NOT YET CERTAIN.", + "MERLINE_MEETING_MERLINE6": "THE MER-LINE WAS CURIOUS TO SEE IF YOUR SPECIES’ WARLIKE NATURE COULD BE OVERCOME.", + "MERLINE_MEETING_MERLINE7": "BY DEFEATING ALEPH, THE MANIFESTATION OF CONQUEST, YOU HAVE PERFORMED YOUR ROLE IN THE RITUAL, AND ARE NOW FREE TO LEAVE.", + "MERLINE_MEETING_MERLINE7_OPTION1": "We had help from Morgante.", + "MERLINE_MEETING_MERLINE7_OPTION2": "Morgante…", + "MERLINE_MEETING_MERLINE8": "AH YES, MORGANTE. ALEPH’S OLD LOVER.", + "MERLINE_MEETING_KEYLEIGH9": "Aleph’s… lover?", "MERLINE_MEETING_VIOLA9": "...", - "MERLINE_MEETING_MEREDITH9": "Hm... Amada de Alef?", - "MERLINE_MEETING_EUGENE9": "Hã?!", - "MERLINE_MEETING_FELIX9": "Ela é ex do Alef?", - "MERLINE_MEETING_MERLINE11": "O QUE É O ESPÍRITO DE REBELIÃO SEM ALGO CONTRA O QUE SE REBELAR? E O QUE PODE O REI DA CONQUISTA OBTER SEM ALGUÉM A CONQUISTAR?", - "MERLINE_MEETING_MERLINE10": "NEM SEMPRE REBELIÃO E CONQUISTA FORAM INIMIGOS.", - "MERLINE_MEETING_MERLINE14": "A MANIFESTAÇÃO DE MORGANA DURANTE SEU COMBATE CONTRA ALEF NÃO DIMINUI O SEU MÉRITO NA DERROTA DELE.", - "MERLINE_MEETING_MERLINE13": "ELES ATÉ TIVERAM UM FILHO. SABIA DISSO?", - "MERLINE_MEETING_MERLINE12": "O REI VERMELHO E A RAINHA BRANCA ESTÃO ETERNAMENTE PRESOS NUM CICLO DE MORTE E VIDA, DE OPOSIÇÃO E UNIÃO. ELES SÃO A ENGRENAGEM QUE GIRA A RODA DA HISTÓRIA DA HUMANIDADE.", - "MERLINE_MEETING_MERLINE15": "MUITO PELO CONTRÁRIO, NA VEREDADE. FOI SUA FORÇA DE VONTADE QUE A INVOCOU, E, PORTANTO, ACELEROU O RETORNO DE ALEF AO COSMOS.", - "MERLINE_MEETING_MERLINE16_OPTION1": "Você precisa acabar com as Fusões Rebeldes!", - "MERLINE_MEETING_MERLINE16": "FALE O QUE DESEJA, {player.to_upper}. MERLINHA SABE QUE ANSEIAS POR ALGO.", - "MERLINE_MEETING_MERLINE17": "NÃO CABE A MERLINHA PARAR AS \\\"FUSÕES REBELDES\\\".", - "MERLINE_MEETING_MERLINE18": "ENTRETANTO, NÃO SERIA JUSTO PRIVAR OS OUTROS DAS MESMAS OPORTUNIDADES QUE VOCÊ TEVE, {player.to_upper}.", - "MERLINE_MEETING_MERLINE21": "É LÁ QUE VOCÊS, E O ESPÍRITO DA REBELIÃO, SÃO NECESSÁRIOS.", - "MERLINE_MEETING_MERLINE20": "JÁ É PASSADA A HORA DE RETORNAR AOS SEUS MUNDOS, {player.to_upper} E {partner.to_upper}.", - "MERLINE_MEETING_MERLINE19": "OS SEUS PRECISAM ENFRENTAR SITUAÇÕES DE VIDA E MORTE PARA CRESCER EM MAIS QUE NÚMEROS.", - "MERLINE_MEETING_MAGIKRAB23": "Ahn, o que estávamos fazendo? Os últimos minutos desapareceram da minha mente.", - "MERLINE_MEETING_MAGIKRAB23_OPTION1": "Merlinha estava falando através de você.", - "MERLINE_MEETING_MAGIKRAB22": "Ah. {player}.", - "MERLINE_MEETING_MAGIKRAB24.m": "Considere-se afortunado, {player}! Elu não se manifesta neste plano com frequência!", - "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Ei, [pause]Félix, queria te perguntar uma coisa. Sei que você faz desenhos, mas isso inclui tatuagens?", - "MERLINE_MEETING_KAYLEIGH25": "Hum. Talvez Ianthe saiba o que fazer.", - "MERLINE_MEETING_MAGIKRAB24.f": "Considere-se afortunada, {player}! Elu não se manifesta neste plano com frequência!", - "MERLINE_MEETING_MAGIKRAB24.n": "Considere-se afortunade, {player}! Elu não se manifesta neste plano com frequência!", - "MERLINE_MEETING_MEREDITH25": "Isso não foi bem o que eu esperava.", - "MERLINE_MEETING_EUGENE25": "Bem, talvez seja melhor a gente não lutar aqui. Você viu o que Hélia disse sobre Alef...", - "MERLINE_MEETING_FELIX25": "Acha que elu está falando a verdade? Sobre nossos mundos precisarem de nós?", - "PARTNER_INTERACT_K_M1_MEREDITH2": "O que é essa \\\"inter net\\\"? [pause]Metade da população de Vilancoradouro não para de chorar com saudades dela!", - "MERLINE_MEETING_VIOLA25": "Talvez estu \\\"Merlinha\\\" fale a verdade.", - "PARTNER_INTERACT_K_M1_MEREDITH4": "Telefones? [pause]Você usa para falar com pessoas?", - "PARTNER_INTERACT_K_M1_MEREDITH1": "...Isso não entra na minha cabeça.", - "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Sabe... [pause]a internet? [pause]Tipo computadores, ou telefones?", - "PARTNER_INTERACT_K_M1_KAYLEIGH5": "...Qual era o ano no seu mundo antes de vir para cá, [pause]Meredith?", - "PARTNER_INTERACT_K_M1_MEREDITH6": "1989, por quê?", - "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Ah! [pause]OK. Pelo visto somos meio que de gerações diferentes.", - "PARTNER_INTERACT_K_E1_EUGENE2": "Não é nada pessoal. [pause]Eu não trabalho bem em grupo, só isso. [pause]Sou um lobo solitário. [pause]Não posso me aliar a uma organização que possa diminuir minha liberdade.", - "PARTNER_INTERACT_K_E1_KAYLEIGH1": "...Eu não te entendo, Eugene. [pause]Você adora essas coisas de \\\"salvar comunidade\\\", [pause]mas não quer entrar nos vigilantes comigo.", - "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Não acho que seja isso, não. [pause]Acho que cê tem medo de falhar no teste de admissão!", - "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]E-ei, não é nada disso![/shake]", - "PARTNER_INTERACT_K_F1_FELIX2": "Nunca tentei! [pause]Você tá atrás de uns rabiscos?", - "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Hum. [pause]Eu gosto da ideia de fazer uma tatuagem.", - "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Mas, pra ser sincera, [pause]eu sou indecisa demais. [pause]Não ia dar certo eu tomar uma decisão permanente assim.", - "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, eu queria te perguntar...", - "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Onde cê conseguiu essa jaqueta sem manga? [pause]Nunca vi nada parecido em Nova Murta antes!", - "PARTNER_INTERACT_K_V1_VIOLA3": "Quando acordei nas areias desta ilha solitária, [pause]eu encontrei uma jaqueta militar antiga na praia.", - "PARTNER_INTERACT_K_V1_VIOLA4": "As mangas não me caíam bem, [pause]então decidi removê-las.", - "PARTNER_INTERACT_K_V1_VIOLA5": "Devo dizer que ela tornou-se minha favorita.", - "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Você é legal demais... Acho que eu tenho um crushzinho em você.", - "PARTNER_INTERACT_K_V1_VIOLA7": "Está professando seu amor eterno a mim, [pause]cara Kayleigh?", - "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Peraí, [pause]eu não sou TÃO fácil assim!", - "PARTNER_INTERACT_M_E1_MEREDITH1": "...Eu precisava consertar algumas coisas, [pause]mas acho que vou deixar quieto por enquanto.", - "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]Quem é um bom garoto? É você! Siim, você![/wave]", - "PARTNER_INTERACT_K_D1_DOG2": "Au au!", - "PARTNER_INTERACT_M_E1_EUGENE2": "Isso aí! [pause]Precisa descansar de vez em quando, [pause]parça!", - "PARTNER_INTERACT_M_E1_EUGENE3": "...[pause][pause]Pera, [pause]o que foi que você disse?", - "PARTNER_INTERACT_M_E1_MEREDITH4": "Ahh, [pause]que eu precisava consertar umas coisas?", - "PARTNER_INTERACT_M_E1_EUGENE5": "O que você disse [wave amp=30 freq=10]depois[/wave] disso...?", - "PARTNER_INTERACT_M_E1_EUGENE7": "O que é isso? [pause]\\\"Deixar quieto\\\"?", - "PARTNER_INTERACT_M_E1_MEREDITH6": "...Que eu ia deixar quieto?", - "PARTNER_INTERACT_M_E1_MEREDITH8": "Ah, [pause]tipo, [pause]é... [pause]É quando você não quer fazer alguma coisa. Você \\\"deixa quieto\\\".", - "PARTNER_INTERACT_M_E1_EUGENE9": "Entendi. [pause]Vou aceitar suas falas estranhas com a mente aberta.", - "PARTNER_INTERACT_M_E1_MEREDITH10": "E vou deixar essa conversa quieta.", - "PARTNER_INTERACT_M_F1_FELIX2": "Sim! [pause]O que você ouvia no seu mundo?", - "PARTNER_INTERACT_M_F1_MEREDITH1": "...Meu gosto musical?", - "PARTNER_INTERACT_M_F1_MEREDITH3": "Tá aí uma pergunta difícil. [pause]Eu gosto de bandas com membros que se odeiam.", - "PARTNER_INTERACT_M_F1_MEREDITH5": "Eu sou uma pessoa muito específica.", - "PARTNER_INTERACT_M_V1_VIOLA1": "Devo confessar, [pause]cara Meredith, [pause]nunca conheci quem se vestisse como você, [pause]nem no mundo de onde vim nem nesse.", - "PARTNER_INTERACT_M_F1_FELIX4": "Isso foi bem específico.", - "PARTNER_INTERACT_M_D1_DOG1": "Au!", - "PARTNER_INTERACT_M_V1_VIOLA3": "Não quis ofender. [pause]Você não me parece se importar em alinhar sua aparência à das pessoas ao seu redor, [pause]e isso exige muita autoconfiança.", - "PARTNER_INTERACT_M_V1_MEREDITH2": "Não sei se isso foi um elogio ou não.", - "PARTNER_INTERACT_M_V1_VIOLA4": "Admiro muito essa sua característica, [pause]cara Meredith!", - "PARTNER_INTERACT_M_V1_MEREDITH5": "Ah, [pause]valeu, miga.", - "PARTNER_INTERACT_M_D1_MEREDITH2": "Você gosta de carinho na barriga, [pause]né?", - "PARTNER_INTERACT_E_F1_FELIX2": "Basicamente. [pause]Mas, [pause]não foi só isso. [pause]Se eu fosse trabalhar em outro lugar, eu teria [wave amp=30 freq=10]outro[/wave] chefe me atazanando.", - "PARTNER_INTERACT_E_F1_EUGENE1": "...Então você se demitiu, [pause]porque seus chefes estavam puxando seu tapete?", - "PARTNER_INTERACT_E_F1_FELIX3": "A única forma de quebrar esse círculo vicioso é trabalhar por conta própria. [pause]Chega de chefes.", - "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Isso![/shake] [pause]É assim que se fala! [pause]Chega de chefes. Faça suas regras, [pause]parça!", - "PARTNER_INTERACT_E_F1_FELIX5": "Mas meus planos profissionais estão travados no momento. [pause][pause]Acho que começou depois que caí pelo espaço-tempo e cheguei numa ilha cheia de monstros.", - "PARTNER_INTERACT_E_V1_EUGENE1": "...Então você chegou em Nova Murta após naufragar numa tempestade, [pause]certo?", - "PARTNER_INTERACT_E_F1_EUGENE6": "Acontece nas melhores famílias!", - "PARTNER_INTERACT_E_V1_VIOLA2": "Sim, [pause]exatamente.", - "PARTNER_INTERACT_E_V1_EUGENE3": "E você está procurando seu irmão gêmeo, Sebastião...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Cantinho agradável o seu, migo. Meio sem sal, mas quem sou eu pra julgar?", - "PARTNER_INTERACT_E_V1_EUGENE4": "Isso me parece familiar, só não lembro de onde. [pause]Você é famosa? [pause]Já nos conhecemos?", - "PARTNER_INTERACT_E_V1_VIOLA5": "Posso lhe garantir de que não sou de grande notoriedade ou interesse. [pause]Agora, quanto a termos nos encontrado? [pause]Creio que me lembraria de conhecer alguém tão vivaz, [pause]Eugene.", - "PARTNER_INTERACT_E_V1_EUGENE6": "Verdade. [pause]Mesmo assim, [pause]sua história me parece familiar...", - "PARTNER_INTERACT_E_D1_EUGENE5": "Então você é um tipo de... [pause]cachorro mágico falante? [pause]De outro mundo?", - "PARTNER_INTERACT_E_D1_DOG2": "Au!", - "PARTNER_INTERACT_E_D1_EUGENE1": "...Então você é um cachorro.", - "PARTNER_INTERACT_F_D1_FELIX1": "Você late bem algo para um ser tão pequeno, [pause]sabia?", - "PARTNER_INTERACT_E_D1_EUGENE3": "...Mas pode usar um toca-fitas para virar monstro que nem a gente.", - "PARTNER_INTERACT_E_D1_DOG4": "Au au!", - "PARTNER_INTERACT_E_D1_DOG6": "Au!", - "PARTNER_INTERACT_E_D1_EUGENE7": "Hum. [pause]Acho que não.", - "PARTNER_INTERACT_F_V1_FELIX2": "Bem, encontrar liberdade em minha vida é algo importante, [pause]mas navegar os sete mares não é bem o que tenho em mente.", - "PARTNER_INTERACT_F_V1_VIOLA1": "Certamente, [pause]Félix, [pause]você deseja a liberdade nos mares há muito tempo? [pause]Navegar para terras que ainda nem pode ver no horizonte?", - "PARTNER_INTERACT_F_V1_FELIX5": "Verdade!", - "PARTNER_INTERACT_F_V1_FELIX3": "Mas [pause]focar em mim mesmo e viver como bem entendo? [pause]Me parece ótimo.", - "PARTNER_INTERACT_F_V1_VIOLA4": "Talvez você encontre realização similar no mar. [pause]Você nunca saberá até içar as velas!", - "PARTNER_INTERACT_F_D1_DOG2": "Au!", - "PARTNER_INTERACT_V_D1_DOG2": "Au!", - "PARTNER_INTERACT_V_D1_VIOLA1": "Que mundo magnífico, [pause]com animais assim como você!", - "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Dei sorte de viver pertinho assim do mar, né?", - "PASSIVE_OVERWORLD_1_0_MEREDITH": "Eu precisava mesmo vir parar num vilarejo sem graça desses, né?", - "PASSIVE_OVERWORLD_1_0_EUGENE": "Este vilarejo é adorável, não acha?", - "PASSIVE_OVERWORLD_1_0_VIOLA": "O cheiro da maresia é tão forte aqui... Já me sinto familiarizada.", - "PASSIVE_OVERWORLD_1_0_FELIX": "Nada melhor que dar uma esticada nas canelas num píer!", - "PASSIVE_OVERWORLD_1_0_DOG": "Au au!", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Cuidado, {player}. Tem uns monstros que se escondem logo debaixo d’água por aqui...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Cantinho agradável o seu, migue. Meio sem sal, mas quem sou eu pra julgar?", - "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Espero que sua casa esteja do seu agrado, {player}...", - "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Cantinho agradável o seu, miga. Meio sem sal, mas quem sou eu pra julgar?", - "PASSIVE_EUGENEHOME_EUGENE": "É, essa é minha casa. QG do Eugene. O cafofo. Minha base de operações.", - "PASSIVE_EUGENEHOME_MEREDITH": "Eugene tem uma academia privada? Ele sabe que a prefeitura tem uma academia DE VERDADE, né?", - "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Nossa, é sua casa? Nada mal, parça!", - "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Então esta é sua casa?", - "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Percebo que não mora aqui há muito tempo.", - "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Acho que Eugene não vai ligar de a gente entrar na casa dele sem ele!", - "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Acho que Eugene não vai ligar de a gente entrar na casa dele sem ele!", - "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Acho que Eugene não vai ligar de a gente entrar na casa dele sem ele!", - "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Ah! Você quer que eu passe a noite aqui, {player}...?", - "PASSIVE_EUGENEHOME_FELIX": "Essa é a casa do Eugene, a academia que ele montou aqui até que é boa.", - "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Vai mostrar a casa pro seu namorado?", - "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Você queria passar um tempo aqui, só a gente?", - "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Sua casa é toda arrumadinha! Espero que não tenha limpado só pra me ver.", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Desejava passar um tempo em minha companhia, doce {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Desejava passar um tempo em minha companhia, doce {player}?", - "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Desejava passar um tempo em minha companhia, doce {player}?", - "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "Essa praia me lembra de quando cheguei em Nova Murta...", - "PASSIVE_OVERWORLD_2_0_MEREDITH": "Tirar areia das botas é um inferno. Odeio.", - "PASSIVE_OVERWORLD_0_0_MEREDITH": "Podemos pegar adesivos para nossas forma de monstro, quer dar uma olhada?", - "PASSIVE_OVERWORLD_2_0_EUGENE": "Esse lugar é perfeito pra umas flexões!", - "PASSIVE_OVERWORLD_2_0_FELIX": "É um lugar calmo e silencioso... Se ignorar os caranguejos monstros gigantes.", - "PASSIVE_OVERWORLD_2_0_VIOLA": "Já observei a costa de várias terras. Talvez esta seja a mais esquisita.", - "PASSIVE_OVERWORLD_0_0_EUGENE": "Acho que esse pessoal vende coisas que a gente pode usar nas nossas eternas batalhas pela justiça!", - "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Que tal falar com os comerciantes de adesivos, {player}? Talvez eles tenham algo pra gente!", - "PASSIVE_OVERWORLD_0_0_VIOLA": "Talvez seja um momento oportuno para conversar com os gentis comerciantes de Vilancoradouro?", - "PASSIVE_OVERWORLD_0_0_FELIX": "Ah, legal, novos adesivos de monstros.", - "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "O Vigilante Murilo e o time de construtores dele fizeram essa ponte um tempão atrás!", - "PASSIVE_OVERWORLD_5_-5_MEREDITH": "Eu [wave amp=30 freq=10]acho[/wave] que atravessar essa ponte é melhor que molhar minhas botas...", - "PASSIVE_OVERWORLD_5_-5_EUGENE": "Essa ponte foi um esforço comunitário. Eu acho ela bem maneira!", - "PASSIVE_OVERWORLD_5_-5_FELIX": "Essa ponte é um amor, não acha?", - "PASSIVE_OVERWORLD_5_-5_VIOLA": "Eu consigo observar meu reflexo na lagoa abaixo! Que encantador.", - "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Será que essa água tá vindo da superfície ou de outro lugar?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "Eu acho esse caminho estreito demais, migo.", - "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "O caminho é bem apertado. Não vá tropeçar, {player}!", - "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "Eu acho esse caminho estreito demais, miga.", - "PASSIVE_OVERWORLD_8_0_EUGENE": "Esse é caminho é apertado, hein?", - "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "Eu acho esse caminho estreito demais, migue.", - "PASSIVE_OVERWORLD_8_0_VIOLA": "Cuidado onde pisa. O caminho vai ficando mais estreito.", - "PASSIVE_OVERWORLD_8_0_FELIX": "Cuidado, pra não cair. O caminho é bem estreito!", - "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Eu adoro cemitérios. Eles são bem melancólicos.", - "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Eu sempre tive medo de cemitérios, e esse não é diferente...", - "PASSIVE_OVERWORLD_-4_0_EUGENE": "Eu tenho calafrios de imaginar que os monstros esqueléticos ficam por aqui...", - "PASSIVE_OVERWORLD_-4_0_FELIX": "Esse é o último lugar da ilha em que quero andar sozinho de noite.", - "PASSIVE_OVERWORLD_-4_0_VIOLA": "Eu rezo para ir embora desta ilha um dia. Assim, minha lápide não vai ficar aqui.", - "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Precisa de um ímã carregado ativar esse botão, colega.", - "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "A gente pode ativar esse botão se encontrar um ímã por aqui, {player}.", - "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Saca só esse botão! Aposto que dá pra ativar se a gente encontrar um ímã por aqui...", - "PASSIVE_OVERWORLD_-4_-4_FELIX": "Acho que não dá pra ativar esse botão só de pisar em cima. Vamos dar uma olhada...", - "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Esse mecanismo é interessante. Parece uma metade de algo maior...", - "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "Como foi que essa igreja chegou aqui...?", - "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "Aquela igreja parece mal construída... Melhor entrar e dar uma olhada.", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Cuidado, {player}. Tem uns monstros que se escondem logo debaixo d’água por aqui...", - "PASSIVE_OVERWORLD_-5_-5_EUGENE": "Essa igreja precisa de uma repaginada... Ou seis.", - "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Esse muro pode ser atravessado com a habilidade Bola de Videira da Abóbora para alcançar aquele parapeito...", - "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Essa igreja já teve dias melhores...", - "PASSIVE_OVERWORLD_-5_-5_FELIX": "Que igreja velha. Vou desenhar...", - "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "A Orla do Ferro Fundido... A grande quantidade de naufrágios deixa muita sucata em Vilancoradouro.", - "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Se precisar de metal enferrujado, acho que sei [wave amp=30 freq=10]bem[/wave] onde encontrar...", - "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Cuidado, {player}. Tem uns monstros que se escondem logo debaixo d’água por aqui...", - "PASSIVE_OVERWORLD_-5_-6_FELIX": "Que neblina densa. Parece que vou dar de cara com um pedaço de sucata a qualquer momento.", + "MERLINE_MEETING_MEREDITH9": "Um… Aleph’s lover?", + "MERLINE_MEETING_EUGENE9": "What?!", + "MERLINE_MEETING_FELIX9": "She’s Aleph’s lover?", + "MERLINE_MEETING_MERLINE11": "WHAT IS THE SPIRIT OF REBELLION WITHOUT A FORCE TO REBEL AGAINST? WHAT IS THE KING OF CONQUEST WITHOUT SOMEONE TO CONQUER?", + "MERLINE_MEETING_MERLINE10": "REBELLION AND CONQUEST WEREN’T ALWAYS ENEMIES.", + "MERLINE_MEETING_MERLINE14": "MORGANTE’S MANIFESTATION DURING YOUR BATTLE WITH ALEPH DOESN’T MINIMISE THE PART YOU PLAYED IN DEFEATING HIM.", + "MERLINE_MEETING_MERLINE13": "THEY EVEN HAD A SON ONCE. DID YOU KNOW THAT?", + "MERLINE_MEETING_MERLINE12": "THE RED KING AND WHITE QUEEN ARE TRAPPED IN A CONSTANT CYCLE OF DEATH AND REBIRTH, OF OPPOSITION AND UNITY. THEY ARE THE ENGINE THAT TURNS THE WHEEL OF HUMAN HISTORY.", + "MERLINE_MEETING_MERLINE15": "QUITE THE OPPOSITE, IN FACT. IT WAS YOUR WILL THAT INVOKED HER, AND THEREBY CUT SHORT ALEPH’S RETURN TO THE WIDER COSMOS.", + "MERLINE_MEETING_MERLINE16_OPTION1": "You need to stop the Rogue Fusions!", + "MERLINE_MEETING_MERLINE16": "SPEAK YOUR MIND, {player.to_upper}. THE MER-LINE KNOWS YOU HAVE A REQUEST.", + "MERLINE_MEETING_MERLINE17": "THE MER-LINE COULD STOP THE \\\"ROGUE FUSIONS\\\".", + "MERLINE_MEETING_MERLINE18": "HOWEVER, IT WOULD NOT BE RIGHT TO DEPRIVE OTHERS OF THE SAME OPPORTUNITIES YOU HAVE HAD, {player.to_upper}.", + "MERLINE_MEETING_MERLINE21": "IT IS THERE THAT YOU, AND THE SPIRIT OF REBELLION, ARE NEEDED.", + "MERLINE_MEETING_MERLINE20": "IT IS LONG PAST TIME FOR YOU TO RETURN TO YOUR OWN WORLDS, {player.to_upper} AND {partner.to_upper}.", + "MERLINE_MEETING_MERLINE19": "YOUR KIND MUST FACE LIFE AND DEATH SITUATIONS IN ORDER TO GROW IN MORE THAN JUST NUMBER.", + "MERLINE_MEETING_MAGIKRAB23": "Uh, what were we doing? The last few minutes seem to have slipped my mind.", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "The Mer-Line was talking through you.", + "MERLINE_MEETING_MAGIKRAB22": "Oh. {player}.", + "MERLINE_MEETING_MAGIKRAB24.m": "Count yourself very fortunate, {player}! They don’t descend to this plane often!", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Hey, [pause]I have a question for you, Felix! I know you draw cartoons, but do you also design tattoos?", + "MERLINE_MEETING_KAYLEIGH25": "Hmm. Maybe Ianthe will know what to do.", + "MERLINE_MEETING_MAGIKRAB24.f": "Count yourself very fortunate, {player}! They don’t descend to this plane often!", + "MERLINE_MEETING_MAGIKRAB24.n": "Count yourself very fortunate, {player}! They don’t descend to this plane often!", + "MERLINE_MEETING_MEREDITH25": "That didn’t go how I expected.", + "MERLINE_MEETING_EUGENE25": "Well, maybe it’s for the best that we don't fight this one. You know what Helia said about Aleph...", + "MERLINE_MEETING_FELIX25": "Do you think they’re telling the truth? About our worlds needing us?", + "MERLINE_MEETING_VIOLA25": "Perhaps this “Mer-Line” speaks the truth.", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]I don’t understand - what does the Mer-Line need you for? Surely it is more powerful than any human… Strange…[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "On phones? [pause]Do you speak to people over it?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "...I really don’t get it.", + "PARTNER_INTERACT_K_M1_MEREDITH2": "What is the “inter net”? [pause]Half the people in Harbourtown are crying over how much they miss it!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Y’know, [pause]the internet? [pause]Like on computers, or phones?", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "…What was the current year in your world before you came here, [pause]Meredith?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "1989, why do you ask?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Oh! [pause]OK. I can see we’re maybe a little out of sync with each other.", + "PARTNER_INTERACT_K_E1_EUGENE2": "It’s nothing personal. [pause]I’m just a loose cannon, is all. [pause]A lone wolf. [pause]I can’t abide by an organisation that might hold me back.", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "...I don’t understand you, Eugene. [pause]You love all this “save the community” stuff, [pause]but you don’t want to join the rangers with me?", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "I don’t think that’s it. [pause]I think you’re scared that you might fail the entry test!", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]Th-that’s not it at all![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "I can’t say I have! [pause]Are you looking to get inked?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Hmm. [pause]I think I like the idea of getting a tattoo in theory.", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "But in reality, [pause]I think I’m just too indecisive. [pause]I couldn’t possibly make such a permanent decision.", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, I gotta ask…", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Where did you get that sleeveless jacket? [pause]I’ve never seen anything like it in New Wirral before!", + "PARTNER_INTERACT_K_V1_VIOLA3": "When I washed up on the sands of this lonely isle, [pause]I found an old soldier’s jacket cast aside on the beach.", + "PARTNER_INTERACT_K_V1_VIOLA4": "The sleeves were of an ill fit for me, [pause]so I simply removed them.", + "PARTNER_INTERACT_K_V1_VIOLA5": "It must be said that I have grown quite fond of it.", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "You’re so cool... I’m definitely crushing on you a little bit right now.", + "PARTNER_INTERACT_K_V1_VIOLA7": "Are you confessing your unending love for me, [pause]dear Kayleigh?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Hey, [pause]I’m not THAT easily won over!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "...I did have some engineering work to do back at the shop, [pause]but I might just swerve it for now.", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]Who’s a good boy? You are! Yes, you![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "Arf arf!", + "PARTNER_INTERACT_M_E1_EUGENE2": "Yeah! [pause]You gotta take a break sometimes, [pause]buddy!", + "PARTNER_INTERACT_M_E1_EUGENE3": "….[pause][pause]Wait, [pause]what did you say just now?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "Uhh, [pause]I said I had some engineering work to do?", + "PARTNER_INTERACT_M_E1_EUGENE7": "Is that a phrase? [pause]To “swerve” something?", + "PARTNER_INTERACT_M_E1_MEREDITH6": "...I was gonna swerve it?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "Oh, [pause]I mean, [pause]yeah. [pause]Like if you’re going to skip out on doing something or going somewhere, that’s you “swerving” it.", + "PARTNER_INTERACT_M_E1_EUGENE9": "OK, gotcha. [pause]I shall embrace your unusual slang with an open mind.", + "PARTNER_INTERACT_M_E1_MEREDITH10": "I think I’m gonna swerve this whole conversation.", + "PARTNER_INTERACT_M_F1_FELIX2": "Yeah! [pause]What did you used to listen to back in your world?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "...My music tastes?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "That’s a broad question. [pause]I like bands where all the members hate each other.", + "PARTNER_INTERACT_M_F1_MEREDITH5": "I’m a very specific person.", + "PARTNER_INTERACT_M_V1_VIOLA1": "I must confess, [pause]dear Meredith, [pause]the way in which you fashion yourself is unlike any I have seen before – [pause]in my country, and in this one.", + "PARTNER_INTERACT_M_F1_FELIX4": "That’s very specific.", + "PARTNER_INTERACT_M_D1_DOG1": "Arf!", + "PARTNER_INTERACT_M_V1_VIOLA3": "I mean no insult. [pause]You seem unconcerned with aligning yourself with the appearance of those around you. [pause]It implies a deeper confidence in oneself.", + "PARTNER_INTERACT_M_V1_MEREDITH2": "I’m not sure if that’s a compliment or not.", + "PARTNER_INTERACT_M_V1_VIOLA4": "I find you rather admirable in that regard, [pause]dear Meredith!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "Uh, [pause]thanks mate.", + "PARTNER_INTERACT_M_D1_MEREDITH2": "You like belly rubs, [pause]don’t you?", + "PARTNER_INTERACT_E_F1_FELIX2": "Pretty much. [pause]It’s more than that, [pause]though. [pause]If I went to work somewhere else, I’d just have [wave amp=30 freq=10]another[/wave] boss giving me orders.", + "PARTNER_INTERACT_E_F1_EUGENE1": "...So you quit your job, [pause]because your bosses kept screwing you around?", + "PARTNER_INTERACT_E_F1_FELIX3": "The only way to break the cycle is to work for myself. [pause]No more bosses.", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Yeah![/shake] [pause]That’s the spirit! [pause]No more bosses – live on your own terms, [pause]man!", + "PARTNER_INTERACT_E_F1_FELIX5": "Though my career plans have hit a roadblock recently. [pause][pause]I think it happened after I fell through time and space and ended up living on monster island.", + "PARTNER_INTERACT_E_V1_EUGENE1": "...So you washed up on New Wirral after being shipwrecked in a storm, [pause]right?", + "PARTNER_INTERACT_E_F1_EUGENE6": "It happens to the best of us!", + "PARTNER_INTERACT_E_V1_VIOLA2": "Yes, [pause]that is correct.", + "PARTNER_INTERACT_E_V1_EUGENE3": "And you’re looking for your twin brother, Sebastian…", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Nice place you got here, mate. A bit plain, but I won’t judge.", + "PARTNER_INTERACT_E_V1_EUGENE4": "This just sounds really familiar and I don’t know why. [pause]Are you famous? [pause]Have we met before?", + "PARTNER_INTERACT_E_V1_VIOLA5": "I can assure you that I am no-one of notoriety or interest. [pause]As for whether we’ve met? [pause]I’m sure I would remember someone as spirited as thee, [pause]Eugene.", + "PARTNER_INTERACT_E_V1_EUGENE6": "I guess so. [pause]Still, [pause]your story seems so familiar…", + "PARTNER_INTERACT_E_D1_EUGENE5": "Are you some kind of… [pause]magical talking dog? [pause]From another world?", + "PARTNER_INTERACT_E_D1_DOG2": "Arf!", + "PARTNER_INTERACT_E_D1_EUGENE1": "...So you’re a dog.", + "PARTNER_INTERACT_F_D1_FELIX1": "You pack a loud bark for such a small package, [pause]don’t you?", + "PARTNER_INTERACT_E_D1_EUGENE3": "…But you can use a cassette player to transform into monsters like the rest of us.", + "PARTNER_INTERACT_E_D1_DOG4": "Arf arf!", + "PARTNER_INTERACT_E_D1_DOG6": "Arf!", + "PARTNER_INTERACT_E_D1_EUGENE7": "Hmm. [pause]I guess not.", + "PARTNER_INTERACT_F_V1_FELIX2": "Well, finding freedom in my life is important to me, [pause]but sailing the seven seas isn’t entirely what I have in mind.", + "PARTNER_INTERACT_F_V1_VIOLA1": "Surely, [pause]Felix, [pause]you have longed for freedom upon the seas? [pause]To sail to lands that are not yet even a splinter upon the horizon?", + "PARTNER_INTERACT_F_V1_FELIX5": "I suppose not!", + "PARTNER_INTERACT_F_V1_FELIX3": "Working for myself and living on my own terms, [pause]though? [pause]That sounds pretty good to me.", + "PARTNER_INTERACT_F_V1_VIOLA4": "Perhaps you would also find fulfilment on the sea. [pause]You will never truly know for sure without setting sail!", + "PARTNER_INTERACT_F_D1_DOG2": "Arf!", + "PARTNER_INTERACT_V_D1_DOG2": "Arf!", + "PARTNER_INTERACT_V_D1_VIOLA1": "What a brave new world, [pause]to have such animals such as you in it!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "I’m pretty lucky to get to live this close to the sea, huh?", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "I really had to go and get stuck in a town this dull, didn’t I?", + "PASSIVE_OVERWORLD_1_0_EUGENE": "This place is a cute little town, don’t you think?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "The smell of the sea is strong here… I am all too familiar with it.", + "PASSIVE_OVERWORLD_1_0_FELIX": "There’s nothing like stretching your legs out on the pier, huh?", + "PASSIVE_OVERWORLD_1_0_DOG": "Arf arf!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Watch your step, {player} – there’s monsters that hide just below the surface of the water here…", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Nice place you got here, mate. A bit plain, but I won’t judge.", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "I hope your home is to your liking, {player}…", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Nice place you got here, mate. A bit plain, but I won’t judge.", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Hey, is this your place? Not bad, buddy!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "This is your place, huh?", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "I see that you have not dwelled here long.", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]Your home is nice, {player}...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]Your home is nice, {player}...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]Your home is nice, {player}...[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "I’m sure Eugene wouldn’t mind us popping in to his place without him!", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "I’m sure Eugene wouldn’t mind us popping in to his place without him!", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "I’m sure Eugene wouldn’t mind us popping in to his place without him!", + "PASSIVE_EUGENEHOME_MEREDITH": "Does Eugene have a home gym? He knows that the town hall has an ACTUAL gym, right?", + "PASSIVE_EUGENEHOME_FELIX": "This is Eugene’s place – he’s got a pretty neat home gym set up here.", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Oh! Are you wanting me to stay the night, {player}…?", + "PASSIVE_EUGENEHOME_EUGENE": "Yeah, this is my place. Eugene HQ. The pad. My base of operations.", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Are you giving your boyfriend a home tour, then?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Were you wanting to hang out together here, uh, just us?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Your place is pretty spotless! I hope you didn’t clean up just for me.", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Were you wanting to spend some private time in each other’s company, dear {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Were you wanting to spend some private time in each other’s company, dear {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Were you wanting to spend some private time in each other’s company, dear {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]I always enjoy visiting your home, {player}...[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "Perhaps we should converse with the kind merchants of Harbourtown?", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "Sand is a real pain to get out from my boots. I’m not a fan.", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "The beach reminds me of washing up on New Wirral for the first time…", + "PASSIVE_OVERWORLD_2_0_EUGENE": "This is a pretty good spot to do some push ups!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "I have stood upon the shores of many lands. This one is perhaps the strangest.", + "PASSIVE_OVERWORLD_2_0_FELIX": "This is a nice and quiet spot if you ignore the giant crab monsters.", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]The ocean… I wonder what lies beyond this island...[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "We can get stickers for our monster forms here – fancy a look?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "Maybe these guys have something we can use in our endless battle for justice!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Why don’t we chat to the sticker merchants, {player}? They might have something we can use!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]Why don’t we shop for new stickers…?[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "Oh cool, new monster stickers.", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "I [wave amp=30 freq=10]suppose[/wave] crossing this bridge is preferrable to getting my boots wet in pond water…", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "Ranger Wallace and his team of ace builders built this bridge a little while ago!", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "This bridge was a community effort. It’s pretty cool if you ask me!", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "This path is pretty narrow. Don’t lose your balance, {player}!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "I can see my reflection in the pond below! How charming.", + "PASSIVE_OVERWORLD_5_-5_FELIX": "This bridge is pretty cute, don’t you think?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "I’m not thrilled by how narrow this path is, mate.", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]What a cute bridge![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "I’m not thrilled by how narrow this path is, mate.", + "PASSIVE_OVERWORLD_8_0_EUGENE": "This is a pretty narrow path, huh?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "I’m not thrilled by how narrow this path is, mate.", + "PASSIVE_OVERWORLD_8_0_VIOLA": "Watch your footing here – this path is as narrow as they come.", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "I always find graveyards kinda spooky, and this one is no different…", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]Keep a steady footing, {player}![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "This path is kinda narrow. Don’t fall off!", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Graveyards are pretty melancholy. I like them.", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "It gives me the creeps that the skeleton monsters hang out here of all places…", + "PASSIVE_OVERWORLD_-4_0_FELIX": "This is the last place on the island I’d want to walk through alone at night.", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "I pray that I one day leave this land, and will never be laid to rest beneath a headstone here.", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "We could activate this switch if we found a magnet around here, {player}.", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]I feel strangely at home here…[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "This switch requires a charged magnet to activate it, mate.", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Check out this switch! I bet we could activate if we found a magnet nearby…", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "I don’t think we could activate this switch by stepping on it ourselves. Let’s look around…", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "This mechanism is curious. It appears like one half of a whole…", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]I wonder if we can do something with this button…[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "How did this church get here…?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "That church looks structurally unsound… we should absolutely go inside.", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "That church needs a renovation or six.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Watch your step, {player} – there’s monsters that hide just below the surface of the water here…", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]This building… it seems so grand, yet also so sad…[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "This church has seen happier years…", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "That’s a pretty old church. I want to sketch it…", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "This wall could be traversed with the Pumpkin Vine Ball ability in order to reach that ledge…", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "If I need any rusty metal, I guess I know [wave amp=30 freq=10]exactly[/wave] where to find it…", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "The Cast Iron Shore… Harbourtown gets a lot of scrap metal from the sorry wrecks that wash up here.", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "This fog is really dense. I feel like I could walk head-first into a chunk of scrap metal at any moment.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Watch your step, {player} – there’s monsters that hide just below the surface of the water here…", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]I think I saw something moving beneath the water just now…[/wave]", "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Whuhh...[/wave]", - "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Venha, precisamos sair desta neblina poluída.", - "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Hm, nunca ouvi nenhum comandante falar de uma ilha flutuante em Nova Murta...", - "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "A ilha está flutuando?! O QUE É esse lugar?", - "PASSIVE_OVERWORLD_-7_-7_EUGENE": "Ok, eu não fazia ideia de que tinha uma ilha flutuante em Nova Murta. Será que estava escondida nas nuvens?", - "PASSIVE_OVERWORLD_-7_-7_FELIX": "Incrível, né?", - "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Urgh, minhas botas vão ficar cheias de lama, não vão?", - "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Esse pântano é bem... pantanoso.", - "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Uma terra entre as nuvens... Mais uma maravilha que me tira as palavras.", - "PASSIVE_OVERWORLD_MARSH_EUGENE": "Esse barro todo vai estragar meus tênis...", - "PYLON_HINT_MEREDITH3": "Talvez algum monstro por aqui tenha habilidades magnéticas úteis pra nós. Vamos dar uma olhada.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "Esta terra não nos quer aqui. Acho melhor passarmos bem rápido, {player}.", - "PASSIVE_OVERWORLD_MARSH_FELIX": "As árvores daqui são bem grandes, né?", - "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Todo esse pólen tá me dando coceira no nariz.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "Esta terra não nos quer aqui. Acho melhor passarmos bem rápido, {player}.", - "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "Esta terra não nos quer aqui. Acho melhor passarmos bem rápido, {player}.", - "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "Ah, uma floresta! O que será que tem por aqui?", - "PASSIVE_OVERWORLD_FOREST_EUGENE": "Fica alerta, {player}! Não sabemos quais monstros espreitam nesta floresta...", - "PASSIVE_OVERWORLD_FOREST_FELIX": "Aposto que a gente não acha os monstros daqui em nenhum outro lugar.", - "PASSIVE_OVERWORLD_FOREST_VIOLA": "Consegue ouvir o coro de pássaros ecoando pelas árvores, {player}?", - "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Essas são as ruínas de Nova Londres...", - "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "Nunca tinha visto cogumelos assim. São bem imponentes, né?", - "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Hum, então as histórias sobre um tal vilarejo abandonado eram reais. Assustador.", - "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Este lugar me dá arrepios...", - "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "As ruínas dessas construções parecem carbonizadas. Será que este lugar pegou fogo sozinho ou...?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Nossa, olha só a beleza dessas cerejeiras!", - "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "O ar daqui é sufocante.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Ah, mas que campina bonita.", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "Esta campina é mesmo muito linda, né?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "O ar daqui é tão agradável, não acha?", - "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "Há muita beleza nestas terras, mas não se descuidem.", - "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Tá friozinho aqui, né?", - "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brrr... Tomara que eu não pegue uma gripe aqui!", - "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Como tá frio aqui, hein?", - "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Eu devia ter trazido um casaco...", - "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "Não deixarei que esta súbita friagem me desanime!", - "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Esses cogumelos gigantes dão o toque final a esse clima de \\\"boate bizarra\\\" daqui.", - "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Ei, olha só o tamanhão desses cogumelos, colega.", - "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "Que cogumelos incríveis! Até me inspiraram a desenhar.", - "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Então... Eu vou simplesmente tentar ignorar que [wave amp=30 freq=10]nossos nomes[/wave] estão nessas lápides, ok?", - "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "Isso é um cogumelo? A flora e a fauna destas terras ficam cada vez mais surpreendentes.", - "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Ah, que ótimo. Lápides bizarras. Só me faltava essa.", - "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "É meu nome ali...?", - "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "Olha, não me sinto muito confortável vendo nossos nomes nessas lápides assustadoras.", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "Pensei que a gente tinha caído num buraco sem fundo...", - "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Não caiam nessa tentativa tosca de nos assustar.", - "PASSIVE_DUNGEON_MALL_KAYLEIGH": "É daqui que os vigilantes pegam as fitas! Legal, né?", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "Pensei que a gente tinha caído num buraco sem fundo...", - "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "Pensei que a gente tinha caído num buraco sem fundo...", - "PASSIVE_DUNGEON_MEADOW_MEREDITH": "O que foi isso...?", - "PASSIVE_DUNGEON_MEADOW_EUGENE": "Caramba, isso foi intenso...", - "PASSIVE_DUNGEON_MEADOW_FELIX": "Onde estamos?", - "PASSIVE_DUNGEON_MEADOW_VIOLA": "Qual será o próximo engodo?", - "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "Como assim tem água aqui embaixo? E de onde tá vindo?", - "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "De onde tá vindo essa água toda?", - "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Um canal, hein? Qual será a origem dessa água...", - "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Uma corrente... Talvez a gente consiga achar a origem.", - "PASSIVE_DUNGEON_MALL_EUGENE": "De onde eu venho, a gente vê construções vazias assim no país todo...", - "PASSIVE_DUNGEON_MALL_FELIX": "É tão estranho estar numa construção tão grande em Nova Murta.", - "PASSIVE_DUNGEON_MALL_VIOLA": "Esses corredores são tão grandes e silenciosos...", - "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Acho que os habitantes costumavam fazer esse lugar de mina...", - "MEREDITH_PLATFORM_REACTION2_2.m": "Vamos fazer o possível pra continuar, miga.", - "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Deve ter uns monstrões bem fortes por aqui. Não baixa a guarda, colega.", - "PYLON_HINT_MEREDITH1.m": "Hum, acho que chegamos a um beco sem saída, migo. [pause]Se bem que...", - "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Essa caverna costumava ser algum tipo de mina, né? Tá meio acabada.", - "PYLON_HINT_MEREDITH1.n": "Hum, acho que chegamos a um beco sem saída, migue. [pause]Se bem que...", - "PYLON_HINT_MEREDITH1.f": "Hum, acho que chegamos a um beco sem saída, miga. [pause]Se bem que...", - "PYLON_HINT_MEREDITH2": "Tá vendo aquela caixa azul? [pause]Vi várias dessas na ilha toda, e a atração magnética delas é constante.", - "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Essa pedra tá cheia de rachaduras. Acho que dá pra você quebrar ela com um impulso!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Essa pedra quadrada tá bem danificada. Talvez você consiga quebrar ela com um impulso, migo.", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Essa pedra quadrada tá bem danificada. Talvez você consiga quebrar ela com um impulso, miga.", - "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Tem um monte de rachadura nessa pedra. Usa seu impulso pra partir ela ao meio!", - "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Essa pedra quadrada tá bem danificada. Talvez você consiga quebrar ela com um impulso, migue.", - "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Olha como essa pedra tá toda danificada. Aposto que consegue despedaçar ela toda com uma batida bem rápida.", - "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Essa pedra está toda destruída. Creio que ela quebraria se fosse atingida com bastante força.", - "PASSIVE_PYLON_MEREDITH.m": "Aquela torre parece tão magnética. Por que não tenta usar seu magnetismo embaixo dela, miga?", - "PASSIVE_PYLON_KAYLEIGH": "A bateria dessa torre tá com uma cor estranha. Acho que seu magnetismo funciona aqui, {player}!", - "PASSIVE_PYLON_MEREDITH.f": "Aquela torre parece tão magnética. Por que não tenta usar seu magnetismo embaixo dela, migo?", - "PASSIVE_PYLON_EUGENE": "Aquela caixa azul pendurada naquele poste de madeira parece bem magnética, não acha?", - "PASSIVE_PYLON_MEREDITH.n": "Aquela torre parece tão magnética. Por que não tenta usar seu magnetismo embaixo dela, migue?", - "PASSIVE_PYLON_FELIX": "Então, eu acho que sua habilidade de magnetismo vai funcionar direitinho naquela torre, {player}.", - "KAYLEIGH_STATION_REACTION2": "Mais uma dessas estações de trem... Ainda não esqueci da [wave amp=30 freq=10]primeira vez[/wave] que descobrimos uma.", - "PASSIVE_PYLON_VIOLA": "Aquele objeto metálico tá emitindo uma aura azul interessante. Você também notou, {player}?", - "KAYLEIGH_STATION_REACTION3": "Até que tô me acostumando com essas estações velhas e empoeiradas, mas o silêncio que faz ainda me assusta.", - "MEREDITH_STATION_REACTION1": "Hum, [pause]será que essa ilha tem uma rede de trilhos subterrânea? Parece que este lugar já existe há [wave amp=30 freq=10]tempos[/wave]...", - "MEREDITH_STATION_REACTION2": "Mais uma estação subterrânea? Me pergunto quem construiu...", - "MEREDITH_STATION_REACTION3A": "Tem alguma coisa esquisita nessas estações subterrâneas. [wave amp=30 freq=10]Parecem[/wave] ter sido feitas por pessoas, mas a [wave amp=30 freq=10]sensação[/wave] de estranheza continua.", - "MEREDITH_STATION_REACTION3B": "Entende o que quero dizer, {player}?", - "EUGENE_STATION_REACTION2": "Mais uma estação, hein? Essa ilha é cheia de segredos...", - "EUGENE_STATION_REACTION1": "Quê?! [pause]Isso é uma [shake rate=30 level=10]estação de trem[/shake]?! Ninguém nunca falou que tinha uma coisa ASSIM em Nova Murta!", - "EUGENE_STATION_REACTION3": "Cara, é capaz de sermos os primeiros a pisar aqui em um BOM tempo...", - "FELIX_STATION_REACTION1": "Peraí, isso é uma estação de trem?! Ninguém do vilarejo nunca falou dela... Será que ninguém sabe que existe?", - "FELIX_STATION_REACTION3": "Mais uma estação antiga. Alguma coisa deve ter acontecido pra elas aparecerem agora, né?", - "FELIX_STATION_REACTION2": "Essas estações me assustam. Acho que não deveríamos estar aqui...", - "VIOLA_STATION_REACTION1": "Este lugar chega a ser menos acolhedor que o restante desta ilha estranha...", - "VIOLA_STATION_REACTION2": "O ar daqui é pesado. Dá para notar que este lugar esteve adormecido por muitos e muitos anos.", - "KAYLEIGH_PLATFORM_REACTION1_1": "A pressão aqui é [shake rate=30 level=10]devastadora[/shake]. Me senti assim quando Morgana apareceu pela primeira vez...", - "VIOLA_STATION_REACTION3": "Mais um desses lugares velhos e interessantes. Não vamos ficar aqui mais do que o necessário, {player}.", - "KAYLEIGH_PLATFORM_REACTION1_2": "É como se um tivesse um barulho [shake rate=30 level=10]muito[/shake] alto no ar, mas impossível de ouvir...", - "MEREDITH_PLATFORM_REACTION1_1": "Qual é o PROBLEMA desse lugar? [pause]Parece que tem alguma coisa me [wave amp=30 freq=10]empurrando[/wave]...", - "KAYLEIGH_PLATFORM_REACTION2_1": "Ah, aquela sensação de novo. Parece um rádio chiando na minha cabeça...", - "KAYLEIGH_PLATFORM_REACTION2_2": "Esse ar com gosto metálico me dá dor de cabeça...", - "KAYLEIGH_PLATFORM_REACTION3_1": "É aquela atmosfera de novo...", - "KAYLEIGH_PLATFORM_REACTION3_2": "Tô me acostumando com ela, mas ainda faz minha cabeça doer...", - "MEREDITH_PLATFORM_REACTION1_2": "Parece uma TV chiando na minha mente...", - "VIOLA_PLATFORM_REACTION1_1.f": "Não deveríamos estar aqui, {player}. Até o chão que pisamos diz em alto e bom som que não somos bem-vindas.", - "MEREDITH_PLATFORM_REACTION2_1": "Ah, tô sentindo aquele negócio [wave amp=30 freq=10]estranho[/wave] de novo... E continua péssimo.", - "MEREDITH_PLATFORM_REACTION2_2.n": "Vamos fazer o possível pra continuar, migue.", - "MEREDITH_PLATFORM_REACTION2_2.f": "Vamos fazer o possível pra continuar, migo.", - "MEREDITH_PLATFORM_REACTION3_2": "O negócio é fingir que não parece que sua cabeça vai [wave amp=30 freq=10]explodir[/wave].", - "MEREDITH_PLATFORM_REACTION3_1": "Acho que tô me acostumando aos poucos à sensação de estar nessas estações.", - "EUGENE_PLATFORM_REACTION1_1": "Tá sentindo isso, {player}? É um chiado que não consigo [wave amp=30 freq=10]ouvir[/wave], [pause]só [wave amp=30 freq=10]sentir[/wave]...", - "EUGENE_PLATFORM_REACTION2_1": "Ai, de novo essa atmosfera estranha... Tá sentindo?", - "EUGENE_PLATFORM_REACTION1_2": "É horrível...", - "EUGENE_PLATFORM_REACTION2_2": "Faz meu dentes formigarem...", - "EUGENE_PLATFORM_REACTION3_1": "Ah, aquela [wave amp=30 freq=10]atmosfera dolorosa[/wave] voltou. Coisa boa que não é.", - "EUGENE_PLATFORM_REACTION3_2": "Não baixa a guarda, colega.", - "FELIX_PLATFORM_REACTION1_1": "Ah, cara, qual é a desse barulho? [pause]Tipo, não é um barulho que dá pra ouvir. [pause]É como se tivesse alguma coisa errada com o ar...", - "FELIX_PLATFORM_REACTION2_2": "Até [wave amp=30 freq=10]pensar[/wave] aqui é difícil. [pause]Tá sentindo?", - "FELIX_PLATFORM_REACTION1_2": "Que lugar [wave amp=30 freq=10]péssimo[/wave] pra se estar...", - "FELIX_PLATFORM_REACTION2_1": "De novo essa [wave amp=30 freq=10]presença[/wave]. Fico todo arrepiado só de sentir.", - "FELIX_PLATFORM_REACTION3_1": "É aquela [wave amp=30 freq=10]sensação terrível[/wave] mais uma vez. Quer saber? Já tô até me acostumando.", - "FELIX_PLATFORM_REACTION3_2": "...Não, não, mudei de ideia. Acho que [wave amp=30 freq=10]nunca[/wave] vou me acostumar com isso.", - "VIOLA_PLATFORM_REACTION1_1.m": "Não deveríamos estar aqui, {player}. Até o chão que pisamos diz em alto e bom som que não somos bem-vindos.", - "VIOLA_PLATFORM_REACTION1_2": "Não está sentindo? É como se tivesse algo pesado no ar que dificulta a respiração.", - "VIOLA_PLATFORM_REACTION1_1.n": "Não deveríamos estar aqui, {player}. Até o chão que pisamos diz em alto e bom som que não somos bem-vindos.", - "VIOLA_PLATFORM_REACTION2_1": "Aquela sensação maldita está entre nós de novo, {player}. Ela causa uma mistura de sentimentos ruins em mim.", - "KAYLEIGH_ARCHANGEL_REACTION1_1": "É um [shake rate=30 level=10]Arcanjo[/shake]...", - "VIOLA_PLATFORM_REACTION2_2": "É como se estivéssemos atravessando um oceano a cada passo...", - "VIOLA_PLATFORM_REACTION3_1": "Estou lentamente me acostumando à sensação hostil causada por este lugar. Já não a enfrentamos várias vezes?", - "VIOLA_PLATFORM_REACTION3_2": "Sim, devemos continuar. Esta aura desagradável não vai me deter.", - "KAYLEIGH_ARCHANGEL_REACTION1_2": "Me lembra aquela sensação horrível que tive quando lutamos contra Morgana... [pause]É como se olhar pra ele fosse [wave amp=30 freq=10]errado[/wave]...", - "KAYLEIGH_ARCHANGEL_REACTION2": "Outro Arcanjo... Olhar pra ele é tão [shake rate=30 level=10]doloroso[/shake] quanto pros outros...", - "KAYLEIGH_ARCHANGEL_REACTION3": "Um [shake rate=30 level=10]Arcanjo[/shake]! Fica alerta, {player}!", - "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]O-o q-que é aquilo?![/shake] [pause]Por que parece tão... [shake rate=30 level=10]errado[/shake] olhar pra ele?!", - "MEREDITH_ARCHANGEL_REACTION1_2": "Minha cabeça dói só de olhar... [pause]{player}, é um [shake rate=30 level=10]Arcanjo[/shake], [pause]não é...?", - "MEREDITH_ARCHANGEL_REACTION2_2": "De novo... [pause]é como se... [pause]como se [shake rate=30 level=10]eu tivesse vendo algo proibido[/shake].", - "MEREDITH_ARCHANGEL_REACTION2_1": "O-outro Arcanjo...", - "EUGENE_ARCHANGEL_REACTION1_2": "Um [wave amp=30 freq=10]Arcanjo[/wave], hein?", - "EUGENE_ARCHANGEL_REACTION2": "É um Arcanjo de novo! [pause]Urgh, [pause]só de olhar eu sinto que ele não [wave amp=30 freq=10]deveria estar aqui[/wave]...", - "EUGENE_ARCHANGEL_REACTION1_1": "Mas o quê – [pause]como pode – [pause]aquela [wave amp=30 freq=10]coisa[/wave] ter uma aparência... [wave amp=30 freq=10]dessas[/wave]?! [pause]Tá bugando meu cérebro...", - "MEREDITH_ARCHANGEL_REACTION3": "Ah! [pause]Um Arcanjo. [pause]Tamos [wave amp=30 freq=10]encrencados[/wave] de novo, né?", - "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]Um Arcanjo![/shake] [pause]Fique a postos, {player}!", - "FELIX_ARCHANGEL_REACTION1_2": "Isso deve ser um [shake rate=30 level=10]Arcanjo[/shake]...", - "FELIX_ARCHANGEL_REACTION1_1": "E-eu nunca vi uma coisa assim... [pause]O que tá acontecendo, {player}...? [pause]Por que ele é... [shake rate=30 level=10]desse jeito[/shake]?!", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "...Tô te falando, chefia. Elu sabe se virar mesmo sendo aprendiz!", - "FELIX_ARCHANGEL_REACTION2_1": "Mais um Arcanjo! Só olhar já me deixa aflito. Sinto meu corpo inteiro [shake rate=30 level=10]gritando[/shake] e pedindo pra eu me virar.", - "FELIX_ARCHANGEL_REACTION2_2": "É meio difícil descrever, mas ele parece meio [wave amp=30 freq=10]torto[/wave], né?", - "FELIX_ARCHANGEL_REACTION3": "Eu [wave amp=30 freq=10]nunca[/wave] vou me acostumar com a sensação de olhar pra um Arcanjo.", - "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Esse espírito![/shake] Nunca tinha visto outro parecido com ele... [pause]É como se não [shake rate=30 level=10]pertencesse[/shake] ao nosso mundo.", - "VIOLA_ARCHANGEL_REACTION2": "Mais um espírito que desafia a razão! Eu [shake rate=30 level=10]mal[/shake] consigo ficar olhando para ele...", - "VIOLA_ARCHANGEL_REACTION1_2": "Até [shake rate=30 level=10]olhar[/shake] para ele parece heresia.", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "...Tô te falando, chefia. Ele sabe se virar mesmo sendo aprendiz!", - "VIOLA_ARCHANGEL_REACTION3": "{player}, é mais um daqueles [shake rate=30 level=10]espíritos caídos[/shake]! Os que você chama de \\\"Arcanjo\\\".", - "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "...Tô te falando, chefia. Ela sabe se virar mesmo sendo aprendiz!", - "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Eu e os caras ficamos [wave amp=30 freq=10]bem[/wave] impressionados! Quebrei minha cara com essa luta.", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "É raro vê-lo tão impressionado com o desempenho de um aprendiz, Murilo!", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "É raro vê-lo tão impressionado com o desempenho de um aprendiz, Murilo!", - "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Bom, nós não fazemos muitos testes de combate pra aprendizes. Não é como se \\\"construir um muro de tijolos\\\" fosse uma coisa fácil de fazer...", - "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "É raro vê-lo tão impressionado com o desempenho de um aprendiz, Murilo!", - "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Por falar nisso, meu horário de almoço acabou! Tenho que trabalhar, então te vejo depois, chefia!", - "TOWN_HALL_SKIP_EVENT_SKIP1": "...Fala sério, Ianthe! Você tem que me falar como era sua vida antes de vir pra Nova Murta!", - "TOWN_HALL_SKIP_EVENT_SKIP3": "Uau! [pause]Você tinha que ficar achando coisas que os outros perdiam? Estrangeiros parecem ter [wave amp=30 freq=10]tantas[/wave] coisas, então devem perder elas o tempo todo, né?", - "TOWN_HALL_SKIP_EVENT_IANTHE2": "Bem... [pause]Eu era tipo uma detetive, sabe?", - "TOWN_HALL_SKIP_EVENT_IANTHE4": "Pra ser sincera, meus trabalhos costumavam ser mais... [pause]arriscados.", - "TOWN_HALL_ZEDD_EVENT_ZEDD1": "...Pra ser sincero, Ianthe, eu não sei se os outros comandantes [wave amp=30 freq=10]entendem[/wave].", - "TOWN_HALL_SKIP_EVENT_SKIP5": "Vou voltar pra minha patrulha, mas você vai [wave amp=30 freq=10]ter[/wave] que me contar mais da próxima vez!", - "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Não entendem... o quê?", - "TOWN_HALL_ZEDD_EVENT_ZEDD3": "Toda essa minha [wave amp=30 freq=10]coisa de dormir[/wave], pô!", - "TOWN_HALL_ZEDD_EVENT_ZEDD4": "Eles não sabem nada das paisagens oníricas, [pause]do inconsciente coletivo... [pause]ou como eles afetam esse lugar!", - "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Pra ser sincero, tô começando a achar que eles me acham um preguiçoso.", - "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Mas você [wave amp=30 freq=10]É[/wave] bem preguiçoso mesmo.", - "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Hehe. Eu sei.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Não se preocupe com os outros. Ninguém precisa entender seu trabalho, só respeitar minha decisão de te tornar comandante.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Não se preocupe com os outros. Ninguém precisa entender seu trabalho, só respeitar minha decisão de te tornar comandante.", - "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Não se preocupe com os outros. Ninguém precisa entender seu trabalho, só respeitar minha decisão de te tornar comandante.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Agradeço pelo incentivo, comandante.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Agradeço pelo incentivo, comandante.", - "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Uaah* [pause]Toda essa interação com gente acaba com a bateria social de qualquer um. Vou tirar um cochilo.", - "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Agradeço pelo incentivo, comandante.", - "TOWN_HALL_JUDAS_EVENT_JUDAS1": "...Tô falando sério, Ianthe. Essa última leva de aprendizes de vigilante não sabe o BÁSICO! Eles não entendem que estratégia importa [wave amp=30 freq=10]mais[/wave] do que só virar o monstro mais assustador.", - "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Os recém-chegados são animados, e isso é bom. Quem melhor que um [wave amp=30 freq=10]mestre[/wave] estrategista pra ensinar estratégias de batalha a eles, hum?", - "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Ensinar isso a eles... [pause]não é o seu trabalho?", - "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Hehe. Tá bom, tá bom, já entendi. Não vou julgar tanto...", - "TOWN_HALL_JUDAS_EVENT_JUDAS5": "Por agora.", - "TOWN_HALL_CLEEO_EVENT_IANTHE2": "Compreensível. As pessoas às vezes são... [pause]confusas. [pause]Imprevisíveis.", - "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]...Não, [pause]eu discordo. Humanos [wave amp=30 freq=10]não[/wave] são imprevisíveis, e sim previsíveis até demais.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]...Eu só acho difícil simpatizar com os problemas dos humanos.[/color]", - "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Os seres humanos vão tomar a decisão [shake rate=30 level=10]mais idiota[/shake] em qualquer situação se uma recompensa imediata, ainda que [wave amp=30 freq=10]minúscula[/wave], estiver disponível.[/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Obrigada pela análise sincera, Clee-O!", - "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Humanos não costumam tomar decisões baseadas nas probabilidades, e sim nas emoções.", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "...Tô te falando, chefia, alguma coisa mudou no plano espiritual esses tempos. Todos os fantasmas estão falando disso, sabe? Dizendo que tem uns [wave amp=30 freq=10]seres superiores[/wave] voltando!", - "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]E eu também! São minhas [wave amp=30 freq=10]emoções[/wave] que me dizem que a estupidez é [shake rate=30 level=10]inerente[/shake] aos seres humanos, e que, com o tempo, [shake rate=30 level=10]eles vão se destruir sozinhos![/shake][/color]", - "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Bem, até lá, seus serviços ainda serão valiosos para os vigilantes.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "Já é um milagre tão grande termos água corrente e energia limpa que eu fico com medo de tudo mudar de repente. Esta ilha é [wave amp=30 freq=10]imprevisível[/wave].", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "E então? Alguma novidade? Quero uma análise completa.", - "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Humpf.[/color]", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "Então o vilarejo não está nada mal, hein? Obrigada pelo relatório, Levi.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "...Com isso, meu relatório está completo. Nossos geradores hidrelétricos estão funcionando perfeitamente. Podemos até precisar repor algumas peças nos próximos anos, mas é pouca coisa.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Não se preocupe com isso, comandante! Mesmo que a sorte de Vilancoradouro mude, os vigilantes vão conseguir dar a volta por cima.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Não se preocupe com isso, comandante! Mesmo que a sorte de Vilancoradouro mude, os vigilantes vão conseguir dar a volta por cima.", - "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Não se preocupe com isso, comandante! Mesmo que a sorte de Vilancoradouro mude, os vigilantes vão conseguir dar a volta por cima.", - "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Obrigada por dizer isso – [pause]você tem toda a razão, claro!", - "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Isso! [pause]Dá pra achar [wave amp=30 freq=10]todos os tipos[/wave] de espíritos, sombras e tulpas no plano espiritual. De onde acha que pego minhas melhores informações?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"Todos os fantasmas\\\"...?", - "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Acredito em você.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Muito bem! [pause]De fato, nosso problema com \\\"fusões rebeldes\\\" tem aumentado nos últimos meses. Já viu essas nuvens pretas e densas no ar? Notei que elas indicam locais com [wave amp=30 freq=10]enxames[/wave] de monstros.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "Numa missão recente de reconhecimento, fiquei no meio de um enxame de Gesqueletos. Estavam em maior número, mas [wave amp=30 freq=10]acabei com eles[/wave] mesmo assim!", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "No entanto, temo que vigilantes inexperientes subestimem essas ameaças e acabem correndo risco de vida. Talvez devêssemos avisar a todo mundo sobre esses \\\"enxames de monstros\\\".", - "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Sem problemas! Suas informações são valiosas como sempre, Bellona.", - "TOWN_HALL_HEATHER_EVENT_HEATHER1": "...E então? Você sente falta? Da vida na cidade, quero dizer.", - "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "Ah, não seja por isso! Bom, se me der licença, tenho mais trabalho a fazer. As [wave amp=30 freq=10]forças da escuridão[/wave] não descansam, então eu também não o farei.", - "TOWN_HALL_HEATHER_EVENT_HEATHER2": "Eu sinto, viu? E como!", - "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Era mesmo mais [wave amp=30 freq=10]emocionante[/wave]... mas não quer dizer que era [wave amp=30 freq=10]melhor[/wave].", - "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Passei a vida toda numa megalópole. Todas as árvores que vi lá eram feitas em fábricas, e as estrelas já tinham sido tapadas pelos arranha-céus e seus letreiros néon.", - "TOWN_HALL_HEATHER_EVENT_IANTHE5": "A vida tinha pouco valor, então você tinha que ser de ferro pra sobreviver num mundo tão cruel.", - "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Quando [wave amp=30 freq=10]aterrissei[/wave] aqui pela primeira vez, demorou muito pra eu me acostumar com o ritmo, sabe?", - "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Você... [pause]me contou mais do que eu esperava, chefia!", - "TOWN_HALL_BUFFY_EVENT_BUFFY4": "Não esquenta! Eu dei aulas de cardio toda semana por cinco anos. Se tem uma pessoa qualificada, sou [wave amp=30 freq=10]eu[/wave]!", - "TOWN_HALL_BUFFY_EVENT_BUFFY2": "E elas não precisam ser chatas! [pause]Que tal [wave amp=30 freq=10]dança aeróbica[/wave]? A Sibila podia até fazer uma playlist!", - "TOWN_HALL_BUFFY_EVENT_BUFFY1": "...Acho que umas aulas de condicionamento físico seriam úteis pros vigilantes.", - "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Sim, é uma ideia boa! Se você conseguir dar conta, é claro.", - "TOWN_HALL_CODEY_EVENT_CODEY3": "Pera... Seu nome verdadeiro não é Ianthe?!", - "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Imagina só! Você tá sempre falando disso de [wave amp=30 freq=10]senso de comunidade[/wave], e o que uniria mais nossos maravilhosos habitantes do que uma [shake rate=30 level=10]experiência auditiva compartilhada[/shake] todos os dias?", - "TOWN_HALL_CYBIL_EVENT_CYBIL1": "...Então, se instalarmos alto-falantes por Vilancoradouro, eu poderia transmitir músicas pro [wave amp=30 freq=10]vilarejo todo[/wave]!", - "TOWN_HALL_CYBIL_EVENT_IANTHE3": "Não sei não, Sibila. Nem todo mundo aqui tem o mesmo gosto musical, então poderia dar problemas.", - "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Hum, faz sentido.", - "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]É assim que se fala![/wave]", - "TOWN_HALL_CODEY_EVENT_IANTHE4": "Não! No meu antigo trabalho, ter um pseudônimo era mais seguro. Com certeza você entende o que quero dizer.", - "TOWN_HALL_CODEY_EVENT_CODEY1": "...Se eu soubesse que iam ficar me chamando de \\\"Codi\\\", teria escolhido um apelido melhor. [pause]Tipo \\\"Interruptor\\\" [pause]ou \\\"Omegabyte\\\".", - "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Ei, ei! Não quer dizer que é uma ideia ruim! [pause]Faz o seguinte: Se Cisco conseguir uns bons alto-falantes qualquer dia desses, vou falar sobre isso na próxima reunião da prefeitura.", - "TOWN_HALL_CODEY_EVENT_IANTHE2": "Então faça que nem eu e escolha seu próprio nome.", - "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"Ianthe\\\" é o nome de uma deusa das águas na mitologia grega. Eu precisava pensar rápido e acabei gostando de ser chamada assim.", - "TOWN_HALL_CODEY_EVENT_CODEY6": "Hum. Você é cheia de segredos, né?", - "TOWN_HALL_CODEY_EVENT_IANTHE7": "Contente-se com esse de agora, pois não vou lhe contar mais nada!", - "LENNA_ENCOUNTER_LENNA1.f": "Você – [pause]se acha capaz de realizar feitos heroicos? Já aviso que não é nada fácil. Será que está mesmo preparada pra isso?", - "LENNA_ENCOUNTER_LENNA1.n": "Você – [pause]se acha capaz de realizar feitos heroicos? Já aviso que não é nada fácil. Será que está mesmo preparade pra isso?", - "LENNA_ENCOUNTER_LENNA1.m": "Você – [pause]se acha capaz de realizar feitos heroicos? Já aviso que não é nada fácil. Será que está mesmo preparado pra isso?", - "LENNA_ENCOUNTER_KAYLEIGH2.m": "Ei, você tá falando com {player}? Olha, pra mim ele é [wave amp=30 freq=10]bem[/wave] capaz, viu?", - "LENNA_ENCOUNTER_KAYLEIGH2.n": "Ei, você tá falando com {player}? Olha, pra mim elu é [wave amp=30 freq=10]bem[/wave] capaz, viu?", - "LENNA_ENCOUNTER_MEREDITH2.m": "Hum, como assim \\\"preparado\\\"?", - "LENNA_ENCOUNTER_KAYLEIGH2.f": "Ei, você tá falando com {player}? Olha, pra mim ela é [wave amp=30 freq=10]bem[/wave] capaz, viu?", - "LENNA_ENCOUNTER_MEREDITH2.f": "Hum, como assim \\\"preparada\\\"?", - "LENNA_ENCOUNTER_EUGENE2": "Ouso dizer que {player} e eu somos [wave amp=30 freq=10]igualmente[/wave] capazes de realizar \\\"feitos heroicos\\\".", - "LENNA_ENCOUNTER_MEREDITH2.n": "Hum, como assim \\\"preparade\\\"?", - "LENNA_ENCOUNTER_FELIX2": "Essa conversa tá ficando interessante. Continuem.", - "LENNA_ENCOUNTER_LENNA3.n": "Vamos ver se você consegue [wave amp=30 freq=10]trazer à tona[/wave] todo esse seu \\\"heroísmo\\\".", - "LENNA_ENCOUNTER_VIOLA2": "Em alto e bom som, por favor.", - "LENNA_ENCOUNTER_LENNA2.m": "Não, eu não vejo nada de heroico em você.", - "LENNA_ENCOUNTER_LENNA2.f": "Não, eu não vejo nada de heroico em você.", - "LENNA_ENCOUNTER_LENNA2.n": "Não, eu não vejo nada de heroico em você.", - "LENNA_ENCOUNTER_LENNA3.m": "Vamos ver se você consegue [wave amp=30 freq=10]trazer à tona[/wave] todo esse seu \\\"heroísmo\\\".", - "LENNA_ENCOUNTER_LENNA3.f": "Vamos ver se você consegue [wave amp=30 freq=10]trazer à tona[/wave] todo esse seu \\\"heroísmo\\\".", - "LENNA_ENCOUNTER_LENNA4.m": "Vamos lá?", - "LENNA_ENCOUNTER_LENNA4.f": "Vamos lá?", - "LENNA_ENCOUNTER_LENNA4.n": "Vamos lá?", - "LENNA_ENCOUNTER_LENNA5.m": "Eu sou Lena. Vamos lá, [shake rate=30 level=10]me mostre do que você é capaz[/shake]!", - "LENNA_ENCOUNTER_LENNA6.m": "Ok, eu sei aceitar uma derrota. Bom trabalho, estranho.", - "LENNA_ENCOUNTER_LENNA5.f": "Eu sou Lena. Vamos lá, [shake rate=30 level=10]me mostre do que você é capaz[/shake]!", - "LENNA_ENCOUNTER_LENNA5.n": "Eu sou Lena. Vamos lá, [shake rate=30 level=10]me mostre do que você é capaz[/shake]!", - "LENNA_ENCOUNTER_LENNA6.f": "Ok, eu sei aceitar uma derrota. Bom trabalho, estranha.", - "LENNA_ENCOUNTER_KAYLEIGH7": "Por favor, não se ofenda, mas você parece forte [wave amp=30 freq=10]demais[/wave] pra uma humana. Você não é um... Arcanjo, né?", - "LENNA_ENCOUNTER_LENNA6.n": "Ok, eu sei aceitar uma derrota. Bom trabalho, estranhe.", - "LENNA_ENCOUNTER_MEREDITH7": "Não acho que humanos conseguem lutar [wave amp=30 freq=10]tão[/wave] bem. Admita que você é um Arcanjo!", - "LENNA_ENCOUNTER_EUGENE7": "Ei, [pause]não se faça de doida. Você é um Arcanjo, né? Nenhum ser humano comum é forte assim!", - "LENNA_ENCOUNTER_FELIX7": "Olha, eu vou ser sincero: Você é um Arcanjo, né? Senti uma energia meio \\\"Arcangélica\\\" naquela luta.", - "LENNA_ENCOUNTER_VIOLA7": "Acho que não está sendo honesta com a gente, \\\"Lena\\\".", - "LENNA_ENCOUNTER_7_OPTION1": "Você é um Arcanjo, Lena?", - "LENNA_ENCOUNTER_LENNA8": "Eu sou. Bem, costumava ser, ou ainda sou, acho. [pause]É uma longa história.", - "LENNA_ENCOUNTER_LENNA9": "Mas agora eu vivo como um ser humano.", - "LENNA_ENCOUNTER_7_OPTION2": "Hum, você é um Arcanjo, não é?", - "LENNA_ENCOUNTER_LENNA9_OPTION1": "E você consegue fazer isso...?", - "LENNA_ENCOUNTER_LENNA9_OPTION2": "Isso é possível?", - "LENNA_ENCOUNTER_LENNA10": "Por que não? [pause]Não importa de onde viemos ou quem [wave amp=30 freq=10]costumávamos[/wave] ser, e sim o que escolhemos ser no presente.", - "LENNA_ENCOUNTER_MEREDITH11": "É, faz sentido.", - "LENNA_ENCOUNTER_KAYLEIGH11": "Isso aí! Concordo contigo [wave amp=30 freq=10]em gênero, número e grau[/wave]!", - "LENNA_ENCOUNTER_FELIX11": "Concordo plenamente.", - "LENNA_ENCOUNTER_EUGENE11": "Você tá certa. Ninguém pode te culpar por ser quem é.", - "LENNA_ENCOUNTER_VIOLA11": "Sim, tenho que concordar.", - "LENNA_ENCOUNTER_LENNA12": "Na verdade, eu sou [wave amp=30 freq=10]professora[/wave], acredite se quiser. Minha missão aqui era aplicar um teste, e você passou nele sem dificuldade nenhuma!", - "LENNA_ENCOUNTER_LENNA13": "Ah, esqueci de perguntar seu nome...", - "LENNA_ENCOUNTER_KAYLEIGH18": "Muita gente interessante aparece nessa ilha, né?", - "LENNA_ENCOUNTER_LENNA13_OPTION1": "Eu sou {player}.", - "LENNA_ENCOUNTER_LENNA14.m": "Foi um prazer duelar contigo, {player}! Você com certeza é capaz de realizar \\\"feitos heroicos\\\".", - "LENNA_ENCOUNTER_LENNA13_OPTION2": "Uns me chamam de {player}.", - "LENNA_ENCOUNTER_MEREDITH16": "Ah, entendi. Então você tá só de passagem em Nova Murta?", - "LENNA_ENCOUNTER_LENNA14.n": "Foi um prazer duelar contigo, {player}! Você com certeza é capaz de realizar \\\"feitos heroicos\\\".", - "LENNA_ENCOUNTER_LENNA14.f": "Foi um prazer duelar contigo, {player}! Você com certeza é capaz de realizar \\\"feitos heroicos\\\".", - "LENNA_ENCOUNTER_LENNA15": "Bom, preciso ir. A srta. Âmbar me prometeu uma carona pra casa assim que eu finalizasse minha missão, e eu disse a Paige que não ia demorar [wave amp=30 freq=10]muito[/wave].", - "LENNA_ENCOUNTER_KAYLEIGH16": "Ah! A Srta. Âmbar conhece bastante gente, né...?", - "LENNA_ENCOUNTER_EUGENE16": "Hã?! Você só veio a Nova Murta pra [wave amp=30 freq=10]cumprir uma tarefa[/wave]?", - "LENNA_ENCOUNTER_VIOLA16": "Vejo que está ansiosa para voltar aos seus entes queridos! Não os deixe esperando por nossa causa.", - "LENNA_ENCOUNTER_FELIX16": "Uau! Então você veio a Nova Murta só por causa de uma missão?", - "LENNA_ENCOUNTER_LENNA17": "Até a próxima, {player}!", - "LENNA_ENCOUNTER_MEREDITH18": "Droga, não deu tempo de perguntar se aqueles chifres eram de verdade ou só cabelo.", - "LENNA_ENCOUNTER_FELIX18": "Sempre tem alguma coisa acontecendo nessa ilha, né?", - "LENNA_ENCOUNTER_EUGENE18": "Aposto que ela me achava capaz de realizar \\\"feitos heroicos\\\" também... Só esqueceu de falar.", - "LENNA_ENCOUNTER_VIOLA18": "Adeus, Lena do Reino Desconhecido.", - "HARBOURTOWN_FLORIST_NAME": "Vigilante Ansiosa", - "HARBOURTOWN_FLORIST1_OPTION1": "Sim!", - "HARBOURTOWN_FLORIST1": "Ei, com licença! Você é vigilante também?", - "HARBOURTOWN_FLORIST2": "Ah! Que ótimo! Eu sou uma [wave amp=30 freq=10]vigilante[/wave] também – digo, aprendiz. Você pode me ajudar, por favor?", - "HARBOURTOWN_FLORIST1_OPTION2": "Não!", - "HARBOURTOWN_FLORIST1_NO": "Ah, tudo bem.", - "HARBOURTOWN_KAYLEIGH9": "Sim! Acho que o vilarejo tá mais bonitinho agora.", - "HARBOURTOWN_FLORIST3": "Eu deixei algumas mudas na fazenda dos Solano. Queria usar elas pra deixar o vilarejo mais bonito, sabe?", - "HARBOURTOWN_FLORIST5": "Você poderia me ajudar a colocar algumas mudas nos vasos que espalhei pelo vilarejo, por favor?", - "HARBOURTOWN_FLORIST4": "Só que... eu sou meio indecisa, então não consigo escolher a planta mais bonita. É difícil demais!", - "HARBOURTOWN_FLORIST5_OPTION1": "Claro!", - "HARBOURTOWN_FLORIST5_OPTION2": "Mais tarde.", - "HARBOURTOWN_FLORIST5_NO": "Sem problemas! Mas... se você mudar de ideia, sabe onde me achar, né?", - "HARBOURTOWN_FLORIST6": "Obrigada! Tome...", - "HARBOURTOWN_FLORIST7": "Me avise quando tiver preenchido todos os 14 vasos que espalhei pelo vilarejo!", - "HARBOURTOWN_FLORIST8": "Ah, já plantou tudo?", - "HARBOURTOWN_MEREDITH9": "Sim. Fizemos o vilarejo ganhar pontos na categoria \\\"boniteza\\\".", - "HARBOURTOWN_EUGENE9.m": "Sim! Eu dei suporte moral, mas foi {player} que botou a mão na massa.", - "HARBOURTOWN_EUGENE9.f": "Sim! Eu dei suporte moral, mas foi {player} que botou a mão na massa.", - "HARBOURTOWN_EUGENE9.n": "Sim! Eu dei suporte moral, mas foi {player} que botou a mão na massa.", - "HARBOURTOWN_FELIX9": "O vilarejo está mais bonito mesmo.", - "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Muito obrigada![/shake] Tinha tantas opções que eu não conseguia nem pensar direito! Tome isto como recompensa pela sua ajuda!", - "HARBOURTOWN_VIOLA9": "De fato, a missão foi cumprida, e o vilarejo só teve a ganhar com ela.", - "HARBOURTOWN_FLORIST11": "Tinha tantas opções que eu não conseguia nem pensar direito!", - "MOVE_NAME_BOOBY_TRAP": "Cilada", - "MOVE_DESCRIPTION_STICKER_TRICK": "Substitui o último ataque usado pelo alvo por uma Cilada. A Cilada causa dano ao usuário.", - "MOVE_DESCRIPTION_CARNIVORE": "Aumenta a quantidade de vida restaurada por Mordida.", - "MOVE_NAME_BAD_FORECAST": "Previsão Ruim", - "MOVE_NAME_MACHINE_CURSE": "Maldição da Máquina", - "STATUS_DESCRIPTION_FLAMMABLE": "Personagens Inflamáveis recebem o efeito Queimação sempre que são atingidos por ataques do tipo Fogo. Além disso, o dano recebido por Queimação é aumentado.", - "MOVE_NAME_IONISED_AIR": "Ar Ionizado", - "MOVE_DESCRIPTION_ENERGY_RESERVES": "Chance de conceder 1 PA a um aliado aleatório no final do turno do usuário.", - "MOVE_NAME_STICKER_TRICK": "Truque Adesivo", - "MOVE_NAME_LIFTOFF": "Lançamento", - "MOVE_DESCRIPTION_LIFTOFF": "Concede ao usuário Aumento de PA e Velocidade no final do seu terceiro turno.", - "STATUS_DESCRIPTION_BOOBY_TRAPPED": "Os personagens que caírem numa Cilada têm alguns de seus ataques substituídos.", - "MOVE_DESCRIPTION_MACHINE_CURSE": "Reflete de volta para o usuário todo o dano e efeito causados por ataques acionados por outros ataques passivos.", - "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Concede o efeito {status_effect} ao alvo.", - "MOVE_NAME_ENERGY_RESERVES": "Reservas de Energia", - "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Concede à equipe alvejada o efeito {status_effect} por {duration} turno(s).", - "MOVE_NAME_BUTTERFLY_EFFECT": "Efeito Borboleta", - "STATUS_NAME_FLAMMABLE": "Inflamável", - "MOVE_DESCRIPTION_BAD_FORECAST": "Concede Evasão Anulada ao alvo por {duration} turno(s). Torna o clima aleatório. Usado automaticamente no início da batalha.", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Let us pass quickly through this fog and filthy air.", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "Is this island floating?! What IS this place?", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "OK, I had no idea there was a floating island here on New Wirral. Was this hidden in the clouds?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Uh, I’ve never heard any of the captains talk about a floating island here on New Wirral…", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "This is pretty fantastical, huh?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Ugh, I’m gonna get marsh water in my boots here, aren’t I?", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]Is this island floating in the sky…?[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "A land above the clouds… Yet another wonder that leaves me at a loss for words.", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "This marsh certainly is… muddy.", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "I’m totally gonna ruin my trainers running through all this mud…", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "This land does not welcome our presence. Let us pass through quickly, {player}.", + "PASSIVE_OVERWORLD_MARSH_FELIX": "The trees here are pretty big, huh?", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "A forest! I wonder what we’ll find here?", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "This land does not welcome our presence. Let us pass through quickly, {player}.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "This land does not welcome our presence. Let us pass through quickly, {player}.", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]This muddy water is going to ruin my shoes…[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "Keep your eyes peeled, {player} – who knows what kind of monsters are hiding in this forest…", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "All this pollen is making my nose itch.", + "PYLON_HINT_MEREDITH3": "Maybe there’s a monster around here that has magnetic abilities we could use. We should take a look around.", + "PASSIVE_OVERWORLD_FOREST_FELIX": "I bet there’s some monsters here that don’t live anywhere else.", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "Do you hear the bird’s choir among the trees, {player}?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]The trees are pretty big here! And the air is making me sneeze…[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "These are the ruins of New London…", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Huh, the stories were true – there is an abandoned town out here. Pretty spooky.", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "This place gives me the creeps…", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "The ruins of these buildings look charred. Did this town burn down, or something…?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]People lived here once, didn’t they…?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "A dead wind blows across this place.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Oh, the cherry blossom trees here are wonderful!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "I’m gonna try really hard to ignore that [wave amp=30 freq=10]our names[/wave] are on these gravestones, OK?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Huh. This meadow is pretty cute.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "The air smells pretty pleasant here, doesn’t it?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "This is a beautiful meadow, isn’t it?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]The petals in the air… this place is beautiful…[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "There is beauty in this land, but do not let one’s guard down.", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brrr… I hope I don’t catch a cold out here!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "It’s a bit chilly out here, isn’t it?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "It’s pretty cold out here, I’m not gonna lie.", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "I’ve never seen mushrooms like this before! They’re pretty grand, right?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "I should have brought a coat with me…", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "I shall not let this sudden winter bring me discontent!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]This place is pretty cold… I wonder if I’m underdressed for it…?[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "These giant mushrooms really add to the “creepy nightclub” ambience.", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "These are some pretty big mushrooms, buddy.", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "These mushrooms are neat! I should sketch them.", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]These glowing mushrooms are pretty...[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "Is that a mushroom? The flora and fauna of this land continues to surprise me.", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "Is that my name written there…?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Oh. Great. Creepy gravestones. This bodes well.", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "This is a half-hearted attempt to fill our hearts with fear. Do not fall for it.", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "I don’t feel super great about those creepy gravestones with our names on them.", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]Does that stone say “Sunny”...?[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "How far down did we fall just now…?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "How far down did we fall just now…?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "How far down did we fall just now…?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "What’s going on now…?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]We fell pretty far just now...[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "That was pretty intense just now…", + "PASSIVE_DUNGEON_MEADOW_FELIX": "Where are we now?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "What trickery is afoot now?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "I wonder where that water is coming from…", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "There’s water down here? Where is it coming from?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "A canal, huh? I wonder where the water is flowing from?", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Is that water flowing from the surface, or somewhere else?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]I wonder where this water is coming from...[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "A stream… Perhaps we could find its source?", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "This is where the rangers get all the cassette tapes from! Pretty cool, isn’t it?", + "PASSIVE_DUNGEON_MALL_FELIX": "It feels pretty strange to be in a building this big on New Wirral.", + "PASSIVE_DUNGEON_MALL_EUGENE": "Where I’m from, there’s empty buildings like this across the whole country…", + "PASSIVE_DUNGEON_MALL_VIOLA": "Such vast and silent halls…", + "MEREDITH_PLATFORM_REACTION2_2.m": "Let’s try and keep moving through it, mate.", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "I think the townsfolk used to mine stuff down here in the past…", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]This place feels so empty...[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "I bet we’ll find some tough monsters down here. Stay on your guard, buddy.", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "This cave used to be some sort of mine, right? It looks like it’s seen better days.", + "PYLON_HINT_MEREDITH1.m": "Huh. This looks like a dead-end, mate. [pause]Though I wonder…", + "PYLON_HINT_MEREDITH2": "Do you see that blue box up there? [pause]I’ve seen them all over the island. They emit a constant magnetic pull.", + "PYLON_HINT_MEREDITH1.n": "Huh. This looks like a dead-end, mate. [pause]Though I wonder…", + "PYLON_HINT_MEREDITH1.f": "Huh. This looks like a dead-end, mate. [pause]Though I wonder…", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "This rock has deep cracks in it. I think you could shatter it with a dash!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "This square rock looks pretty damaged. You might be able to break it with a dash, mate.", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "This square rock looks pretty damaged. You might be able to break it with a dash, mate.", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "That rock has cracks running all the way through it. You could break that thing wide open with a dash!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "This square rock looks pretty damaged. You might be able to break it with a dash, mate.", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "This stone has seen better days. It is my belief that it would break if you struck it with enough force.", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "That rock looks pretty damaged. I'd bet that you could shatter it by hitting it fast enough.", + "PASSIVE_PYLON_KAYLEIGH": "This pylon battery is glowing a weird colour. I think you could use your magnetism ability here, {player}!", + "PASSIVE_PYLON_MEREDITH.m": "That pylon looks pretty magnetic. Why don't you try using your magnetism under it, mate?", + "PASSIVE_PYLON_MEREDITH.f": "That pylon looks pretty magnetic. Why don't you try using your magnetism under it, mate?", + "PASSIVE_PYLON_EUGENE": "That blue box hanging on the wooden post looks pretty magnetic, don't you think?", + "PASSIVE_PYLON_MEREDITH.n": "That pylon looks pretty magnetic. Why don't you try using your magnetism under it, mate?", + "PASSIVE_PYLON_FELIX": "Y'know, I think you could use your magnetism ability near that pylon, {player}.", + "KAYLEIGH_STATION_REACTION2": "Another one of these old train stations… I haven’t forgotten about the [wave amp=30 freq=10]first time[/wave] we uncovered one of these.", + "PASSIVE_PYLON_VIOLA": "That metal object has a curious blue aura. Do you not see it also, {player}?", + "KAYLEIGH_STATION_REACTION3": "I’m getting pretty used to these dusty old train stations. The silence is still pretty creepy, though.", + "MEREDITH_STATION_REACTION1": "Uh, [pause]does this island have an underground railway network? I’m guessing that this has been here for a [wave amp=30 freq=10]while[/wave]…", + "MEREDITH_STATION_REACTION2": "Another underground train station, huh? I wonder who built these?", + "MEREDITH_STATION_REACTION3A": "There’s something weird about these underground stations. They [wave amp=30 freq=10]almost[/wave] look like they were man-made, but they don’t quite [wave amp=30 freq=10]feel[/wave] right.", + "MEREDITH_STATION_REACTION3B": "Do you know what I mean, {player}?", + "EUGENE_STATION_REACTION1": "What?! [pause]Is this a [shake rate=30 level=10]train station[/shake]?! No-one ever said something like THIS was on New Wirral!", + "EUGENE_STATION_REACTION2": "Another train station, huh? This island sure holds some secrets…", + "EUGENE_STATION_REACTION3": "Man, we might be some of the first people to step foot in here for a LONG time…", + "FELIX_STATION_REACTION3": "Yet another ancient train station. Something must have happened to cause these to emerge recently, right?", + "FELIX_STATION_REACTION1": "Wait, is this a train station?! No-one in town ever mentioned this… do the people here not know about this?", + "FELIX_STATION_REACTION2": "These train stations give me the creeps. I feel like we’re not meant to be here…", + "VIOLA_STATION_REACTION1": "This place feels unwelcoming… more so than the rest of this strange land.", + "VIOLA_STATION_REACTION2": "The air here sits heavy in my lungs. This place has been in slumber for an age, I can feel it.", + "VIOLA_STATION_REACTION3": "Another one of these old and curious places. I would not like to be here longer than is necessary, {player}.", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]This place… it feels different from the rest of New Wirral…[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]Another one of these strange subterranean tunnels…[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]These strange facilities… they were here first, before everything else… weren’t they?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "The pressure here is [shake rate=30 level=10]overwhelming[/shake]… it felt like this when Morgante first appeared…", + "KAYLEIGH_PLATFORM_REACTION1_2": "It’s like there’s a [shake rate=30 level=10]really[/shake] loud noise in the air, but I can’t hear it…", + "MEREDITH_PLATFORM_REACTION1_1": "What’s WRONG with this place? [pause]It feels like there’s something [wave amp=30 freq=10]pushing[/wave] against me…", + "KAYLEIGH_PLATFORM_REACTION2_1": "That feeling again. Like radio static in my brain…", + "KAYLEIGH_PLATFORM_REACTION2_2": "The air tastes like metal… It hurts my head just being here…", + "KAYLEIGH_PLATFORM_REACTION3_1": "It’s that atmosphere again…", + "KAYLEIGH_PLATFORM_REACTION3_2": "I’m getting used to it now, but it still makes my head hurt…", + "MEREDITH_PLATFORM_REACTION1_2": "It’s like there’s television static in my brain…", + "VIOLA_PLATFORM_REACTION1_1.f": "This is no place for us, {player}. The very floor beneath our feet cries out as such: we are not welcome here.", + "MEREDITH_PLATFORM_REACTION2_1": "There’s that [wave amp=30 freq=10]weird[/wave] feeling again... It still sucks.", + "MEREDITH_PLATFORM_REACTION2_2.n": "Let’s try and keep moving through it, mate.", + "MEREDITH_PLATFORM_REACTION2_2.f": "Let’s try and keep moving through it, mate.", + "MEREDITH_PLATFORM_REACTION3_2": "The key is to ignore that your head feels like it’s gonna [wave amp=30 freq=10]explode[/wave].", + "MEREDITH_PLATFORM_REACTION3_1": "I think I’m slowly getting used to the feeling of being on these station platforms.", + "EUGENE_PLATFORM_REACTION1_1": "Do you feel that, {player}? It’s like radio static that I can’t [wave amp=30 freq=10]hear[/wave], [pause]but I can [wave amp=30 freq=10]feel[/wave]...", + "EUGENE_PLATFORM_REACTION2_1": "It’s that weird atmosphere again… Can you feel it?", + "EUGENE_PLATFORM_REACTION1_2": "It’s messed up…", + "EUGENE_PLATFORM_REACTION2_2": "It makes my teeth itch…", + "EUGENE_PLATFORM_REACTION3_1": "Oh, that [wave amp=30 freq=10]painful atmosphere[/wave] is back. That never means anything good.", + "EUGENE_PLATFORM_REACTION3_2": "Stay on your guard, buddy.", + "FELIX_PLATFORM_REACTION1_1": "Oh man, what’s that noise? [pause]I don’t mean, like, a noise you can hear. [pause]It’s like there’s something wrong with the air…", + "FELIX_PLATFORM_REACTION2_2": "It’s really hard to [wave amp=30 freq=10]think[/wave] here. [pause]Do you get that?", + "FELIX_PLATFORM_REACTION1_2": "This place feels [wave amp=30 freq=10]really[/wave] bad to be in…", + "FELIX_PLATFORM_REACTION2_1": "There’s that [wave amp=30 freq=10]presence[/wave] again. It makes the hairs on the back of my arms stand up.", + "FELIX_PLATFORM_REACTION3_1": "Once again, it’s that [wave amp=30 freq=10]really bad feeling[/wave] in the air. I’m kind of used to it at this point, at least.", + "FELIX_PLATFORM_REACTION3_2": "…Nah, I’ve changed my mind. I don’t think I’ll [wave amp=30 freq=10]ever[/wave] get used to this.", + "VIOLA_PLATFORM_REACTION1_1.m": "This is no place for us, {player}. The very floor beneath our feet cries out as such: we are not welcome here.", + "VIOLA_PLATFORM_REACTION1_2": "Can you not feel it so? A sense of wrongness that lingers in the air, making it hard to breathe.", + "VIOLA_PLATFORM_REACTION1_1.n": "This is no place for us, {player}. The very floor beneath our feet cries out as such: we are not welcome here.", + "VIOLA_PLATFORM_REACTION2_1": "That accursed feeling is here again, {player}. It leaves a well of dread within me.", + "VIOLA_PLATFORM_REACTION2_2": "To step further feels like wading through an ocean…", + "VIOLA_PLATFORM_REACTION3_1": "I am slowly becoming accustomed to this hostile feeling in this place. After all, have we not braved it several times before now?", + "VIOLA_PLATFORM_REACTION3_2": "Yes, we must press on. It would take more than this unpleasant aura to stop me.", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "It gives me that horrible feeling I had when we fought Morgante… [pause]Like I’m looking at it [wave amp=30 freq=10]all wrong[/wave]…", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]It hurts to be in this place, {player}...[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]The feeling this place gives me… {player}, I don’t like it…[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]Let’s leave here as soon as we can, OK…?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]Hopefully we won’t be here very long…[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]That feeling in my head again… Urgh…[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]Let’s not stay here longer than we have to, {player}...[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "It’s an [shake rate=30 level=10]Archangel[/shake]…", + "KAYLEIGH_ARCHANGEL_REACTION2": "Another Archangel… It’s as [shake rate=30 level=10]painful[/shake] to look at as the others…", + "KAYLEIGH_ARCHANGEL_REACTION3": "An [shake rate=30 level=10]Archangel[/shake]! Be on you guard, {player}!", + "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Wh-what is that?![/shake] [pause]Why does it look so… [shake rate=30 level=10]wrong?![/shake]", + "MEREDITH_ARCHANGEL_REACTION1_2": "It hurts my head just looking at it…. [pause]{player}, it’s an [shake rate=30 level=10]Archangel[/shake], [pause]isn’t it…?", + "MEREDITH_ARCHANGEL_REACTION2_2": "Again, [pause]it looks like… [pause]it looks like [shake rate=30 level=10]something I’m not supposed to see[/shake].", + "MEREDITH_ARCHANGEL_REACTION2_1": "I-it’s another Archangel…", + "EUGENE_ARCHANGEL_REACTION1_2": "I guess this is an [wave amp=30 freq=10]Archangel[/wave], huh?", + "EUGENE_ARCHANGEL_REACTION1_1": "What – [pause]how – [pause]does that [wave amp=30 freq=10]thing[/wave] look like… [wave amp=30 freq=10]that[/wave]?! [pause]It’s breaking my brain…", + "MEREDITH_ARCHANGEL_REACTION3": "Oh. [pause]An Archangel. [pause]We’re in [wave amp=30 freq=10]trouble[/wave] again, aren’t we?", + "FELIX_ARCHANGEL_REACTION1_1": "I-I’ve never seen anything like this… [pause]what’s going on, {player}...? [pause]Why does it look like [shake rate=30 level=10]that[/shake]?!", + "EUGENE_ARCHANGEL_REACTION2": "It’s an Archangel again! [pause]Urgh, [pause]just looking at it makes me feel like it’s [wave amp=30 freq=10]not supposed to be here[/wave]…", + "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]An Archangel![/shake] [pause]Get ready, {player}!", + "FELIX_ARCHANGEL_REACTION1_2": "This must be an [shake rate=30 level=10]Archangel[/shake]...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "…I’m tellin’ you, boss. This new trainee knows how to handle themselves!", + "FELIX_ARCHANGEL_REACTION2_1": "Another Archangel! Just looking at it takes some courage. My whole body is [shake rate=30 level=10]screaming[/shake] at me to turn away.", + "FELIX_ARCHANGEL_REACTION2_2": "It’s hard to explain, but it looks [wave amp=30 freq=10]askew[/wave], doesn’t it?", + "FELIX_ARCHANGEL_REACTION3": "I’m [wave amp=30 freq=10]never[/wave] gonna get used to the feeling of seeing an Archangel…", + "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]This spirit![/shake] I have not seen another like it… [pause]It is as if it is not [shake rate=30 level=10]meant[/shake] for our world.", + "VIOLA_ARCHANGEL_REACTION1_2": "To even [shake rate=30 level=10]look[/shake] upon it feels heretical.", + "VIOLA_ARCHANGEL_REACTION2": "Another spirit which defies all rational thought! I can [shake rate=30 level=10]barely[/shake] keep my gaze upon it…", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "…I’m tellin’ you, boss. This new trainee knows how to handle himself!", + "VIOLA_ARCHANGEL_REACTION3": "{player} – it is another one of those [shake rate=30 level=10]fell spirits[/shake]! The ones you call “Archangel”.", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "…I’m tellin’ you, boss. This new trainee knows how to handle herself!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Me and the boys were [wave amp=30 freq=10]proper[/wave] impressed! I was absolutely flattened in our fight.", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "It’s rare to hear you so impressed by a trainee’s performance, Wallace!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "It’s rare to hear you so impressed by a trainee’s performance, Wallace!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Well, it’s not often that we do combat trials for the trainees. My usual “build a brick wall” test isn’t quite as exciting to sit through…", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "It’s rare to hear you so impressed by a trainee’s performance, Wallace!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Speaking of which, my lunch break is over! I got work to do – see you later, boss!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "…C’mon, Ianthe! You gotta tell me what your life was like before you came to New Wirral!", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "Well… [pause]I was something like a detective, if that makes sense.", + "TOWN_HALL_SKIP_EVENT_SKIP3": "Wow! [pause]Did you have to find people’s missing stuff a lot? Offworlders seem to own a [wave amp=30 freq=10]lot[/wave] of things and they must lose them here and there, right?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "My jobs tended to be a… [pause]little higher stakes than that, if I’m honest.", + "TOWN_HALL_SKIP_EVENT_SKIP5": "I should better get back to my scavenging operation, but next time I see you you [wave amp=30 freq=10]have[/wave] to tell me more!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "…I’m gonna be honest Ianthe, I don’t think the other captains [wave amp=30 freq=10]get[/wave] it.", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Get… what, exactly?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "The whole [wave amp=30 freq=10]sleep thing[/wave], man! My whole deal!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "They don’t know about the dreamscape, [pause]the collective subconscious, [pause]or how any of it affects this whole place!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "If I’m honest, I’m starting to suspect they think I’m just a big slacker.", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Well, you [wave amp=30 freq=10]ARE[/wave] a big slacker.", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Heh. I know.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Don’t worry about the others. They don’t have to understand your work, they just have to respect my decision to make you a captain.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Don’t worry about the others. They don’t have to understand your work, they just have to respect my decision to make you a captain.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Don’t worry about the others. They don’t have to understand your work, they just have to respect my decision to make you a captain.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Thanks for the pep talk, captain.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Thanks for the pep talk, captain.", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Yawn* [pause]All this human interaction really takes it out of a guy. I think I’m gonna go and get some shut-eye.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Thanks for the pep talk, captain.", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "…I’m serious, Ianthe. The latest batch of ranger trainees just don’t have what it TAKES. They don’t understand that strategy matters [wave amp=30 freq=10]more[/wave] than just transforming into the scariest monster.", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "The newcomers are enthusiastic, and that’s a good start. Who better than to teach them combat tactics then a [wave amp=30 freq=10]master[/wave] tactician?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Well isn’t that your job – [pause]to teach them?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Heh. I see your point. I’ll reserve my judgement…", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "For now.", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "That’s understandable. People can be… [pause]confusing. [pause]Unpredictable.", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]...I simply find it difficult to sympathise with the plight of the human race.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]...Nah, [pause]I disagree. Humans are [wave amp=30 freq=10]not[/wave] unpredictable. You can predict their behaviour very easily, in fact.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Human beings will make the [shake rate=30 level=10]stupidest[/shake] decision possible in any given scenario as long as there is even a [wave amp=30 freq=10]miniscule[/wave] short-term reward.[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "I appreciate your honest analysis, Clee-O!", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Humans generally don’t make decisions based on the odds. They make them based on their emotions.", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]So do I! It is my [wave amp=30 freq=10]emotions[/wave] that tell me that mankind is [shake rate=30 level=10]inherently[/shake] stupid and will eventually [shake rate=30 level=10]sow the seeds of its own destruction![/shake][/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Well until that happens, your services in the rangers will still be valued.", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Hmph.[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "It’s a miracle that we have running water and clean energy at all. I worry sometimes that things could change. This island is [wave amp=30 freq=10]unpredictable[/wave].", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "Not a bad state of affairs for the town, then! Thanks for your report, Levi.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "…And that concludes my report. Our hydroelectric generators are all fully functioning. We might need some new parts in the next couple of years, but it’s small stuff.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Don’t stress about it, captain! Even if Harbourtown’s fortunes were to change, the rangers will be here to make the best of it.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Don’t stress about it, captain! Even if Harbourtown’s fortunes were to change, the rangers will be here to make the best of it.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Don’t stress about it, captain! Even if Harbourtown’s fortunes were to change, the rangers will be here to make the best of it.", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "…I’m telling you boss, something’s shifted on the astral plane lately. All the ghosts are talking about it. There’s some [wave amp=30 freq=10]big players[/wave] back on the board, they’re sayin’!", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Thanks for saying that – [pause]you’re right, of course!", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "“All the ghosts”...?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Of course! [pause]There’s [wave amp=30 freq=10]all sorts[/wave] of spirits, shades and tulpas hanging out on the astral plane. Where do you think I get my best intel from?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "I’ll take your word for it!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Very well! [pause]Our “rogue fusion” problem has indeed been increasing in recent months. Have you seen the dense black clouds in the air, recently? I have concluded that these indicate where monsters are [wave amp=30 freq=10]swarming[/wave].", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "So, what can you tell me? I want your full analysis.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "On a recent recon mission, I found myself in the midst of a swarm of Jellytons. They may have had superior numbers, but I [wave amp=30 freq=10]cut them down[/wave] all the same!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "However, I fear that our more inexperienced rangers may underestimate these threats and find themselves in mortal peril. Perhaps we should get the word out about these “monster swarms”.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "You’re too kind! Now, if you’ll excuse me, I have more work to do. The [wave amp=30 freq=10]forces of darkness[/wave] take no breaks, so neither shall I.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Consider it done! Your intel is as valuable as always, Gladiola.", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "…Well? Do you miss it? Life in the big city, I mean.", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "That’s… [pause]a bit more of an answer than I was expecting, boss!", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "I know I do!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "It certainly was more [wave amp=30 freq=10]exciting[/wave]... but that doesn’t mean life was [wave amp=30 freq=10]better[/wave].", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "I lived my whole life in a mega-metropolis. The only trees I had seen were made in factories. The stars had long been blotted out by the skyscrapers and their neon facades.", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "The value of life was fleeting, and you had to harden your spirit if you wanted to stay alive in such a cruel world.", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "You can imagine that when I first [wave amp=30 freq=10]landed[/wave] here, it took a long time for me to get used to this pace of life!", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "No sweat! I used to run a cardio class every week for five years. If anyone’s up to the job, it’s [wave amp=30 freq=10]me[/wave]!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "We could even make it fun! [pause]How about [wave amp=30 freq=10]dance aerobics[/wave]? Cybil could provide a music playlist!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "…I’m thinking that the rangers would benefit from some physical fitness classes.", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Yeah, that sounds like a cute idea! If you think you can manage it, of course.", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Think about it! You’re always talking about [wave amp=30 freq=10]community spirit[/wave] – what would unite our wonderful townsfolk more than a [shake rate=30 level=10]shared aural experience[/shake] every day?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "…And if we installed speakers throughout Harbourtown, I could broadcast music to the [wave amp=30 freq=10]entire town[/wave] at once!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "I don’t know, Cybil. I suspect the folks around here have quite a diverse taste in music. I could see it being a controversial decision.", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Hmm. I see your point.", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]That’s the spirit![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "…If I knew that people would be calling me “Codey” forever, I would have picked a cooler nickname. [pause]Like “Killswitch”, [pause]or “Omegabyte”.", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Hey, I never said it was off the table entirely! [pause]I’ll tell you what: if Skip manages to dig up some intact hi-fi speakers one day, I’ll propose the idea at the following town hall meeting.", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "I mean, you can just pick your own name. I did.", + "TOWN_HALL_CODEY_EVENT_CODEY3": "Wait... Your name wasn’t always Ianthe?!", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "Nope! In my former line of work, it was safer to pick an alias – I’m sure you can relate.", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "“Ianthe” is the name of a water goddess in Greek mythology. I needed to choose a name in a pinch and thought it sounded good.", + "TOWN_HALL_CODEY_EVENT_CODEY6": "Huh. You sure do have a lot of secrets of your own, don’t you?", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "Don’t expect me to tell you any more than that!", + "LENNA_ENCOUNTER_LENNA1.n": "You – [pause]do you call yourself a hero? That role is a heavy crown to wear. Are you truly ready for it?", + "LENNA_ENCOUNTER_LENNA1.f": "You – [pause]do you call yourself a hero? That role is a heavy crown to wear. Are you truly ready for it?", + "LENNA_ENCOUNTER_LENNA1.m": "You – [pause]do you call yourself a hero? That role is a heavy crown to wear. Are you truly ready for it?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "Uh, are you speaking to {player}? I’d say they’re [wave amp=30 freq=10]pretty[/wave] heroic!", + "LENNA_ENCOUNTER_MEREDITH2.m": "Uh, what do you mean “ready for it”?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "Uh, are you speaking to {player}? I’d say they’re [wave amp=30 freq=10]pretty[/wave] heroic!", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "Uh, are you speaking to {player}? I’d say they’re [wave amp=30 freq=10]pretty[/wave] heroic!", + "LENNA_ENCOUNTER_MEREDITH2.f": "Uh, what do you mean “ready for it”?", + "LENNA_ENCOUNTER_FELIX2": "This conversation’s off to an enigmatic start. Please continue.", + "LENNA_ENCOUNTER_EUGENE2": "I think it’s fair to say {player} and I both share the role of “hero” [wave amp=30 freq=10]pretty[/wave] equally.", + "LENNA_ENCOUNTER_MEREDITH2.n": "Uh, what do you mean “ready for it”?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player}, I think they are talking to you…[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "Speak plainly, if you will.", + "LENNA_ENCOUNTER_LENNA2.m": "No, I do not sense that you are a hero.", + "LENNA_ENCOUNTER_LENNA3.n": "Let us test your mettle [wave amp=30 freq=10]and[/wave] your metal!", + "LENNA_ENCOUNTER_LENNA2.f": "No, I do not sense that you are a hero.", + "LENNA_ENCOUNTER_LENNA3.m": "Let us test your mettle [wave amp=30 freq=10]and[/wave] your metal!", + "LENNA_ENCOUNTER_LENNA2.n": "No, I do not sense that you are a hero.", + "LENNA_ENCOUNTER_LENNA3.f": "Let us test your mettle [wave amp=30 freq=10]and[/wave] your metal!", + "LENNA_ENCOUNTER_LENNA5.m": "My name is Lenna. C’mon hero, [shake rate=30 level=10]show me what you’ve got[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "Are you ready?", + "LENNA_ENCOUNTER_LENNA4.f": "Are you ready?", + "LENNA_ENCOUNTER_LENNA4.n": "Are you ready?", + "LENNA_ENCOUNTER_LENNA6.m": "OK, I admit defeat. Nice work, stranger.", + "LENNA_ENCOUNTER_LENNA5.f": "My name is Lenna. C’mon hero, [shake rate=30 level=10]show me what you’ve got[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "My name is Lenna. C’mon hero, [shake rate=30 level=10]show me what you’ve got[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "OK, I admit defeat. Nice work, stranger.", + "LENNA_ENCOUNTER_KAYLEIGH7": "Please don’t take this the wrong way, but you seemed [wave amp=30 freq=10]pretty[/wave] tough for a human. You’re not an… Archangel, are you?", + "LENNA_ENCOUNTER_LENNA6.n": "OK, I admit defeat. Nice work, stranger.", + "LENNA_ENCOUNTER_MEREDITH7": "I don’t think human beings can fight [wave amp=30 freq=10]that[/wave] well. Spills the beans – you’re an Archangel, aren’t you?", + "LENNA_ENCOUNTER_EUGENE7": "Hey, [pause]don’t play dumb with us – you’re an Archangel, right? No regular human is that strong!", + "LENNA_ENCOUNTER_FELIX7": "I’m just going to come out and say it – you’re an Archangel, aren’t you? I got “Archangel” vibes from that fight just now.", + "LENNA_ENCOUNTER_VIOLA7": "I think you are not being truthful with us, “Lenna”.", + "LENNA_ENCOUNTER_7_OPTION1": "Are you an Archangel, Lenna?", + "LENNA_ENCOUNTER_LENNA8": "I am. Well, I used to be. I guess I still am. [pause]It’s a long story.", + "LENNA_ENCOUNTER_LENNA9": "I’m living as a human now, though.", + "LENNA_ENCOUNTER_7_OPTION2": "Um, you’re an Archangel, right?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "You can do that…?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "Is that possible?", + "LENNA_ENCOUNTER_LENNA10": "Why not? [pause]We’re not bound by our origins – it doesn’t matter who we [wave amp=30 freq=10]used[/wave] to be, it only matters who we choose to be in the present.", + "LENNA_ENCOUNTER_MEREDITH16": "Oh, OK. You’re just here on New Wirral for a brief visit, then?", + "LENNA_ENCOUNTER_MEREDITH11": "Huh. I guess that checks out.", + "LENNA_ENCOUNTER_KAYLEIGH11": "Right! I’m [wave amp=30 freq=10]totally[/wave] with you on that!", + "LENNA_ENCOUNTER_FELIX11": "I totally agree.", + "LENNA_ENCOUNTER_EUGENE11": "That makes sense. I can’t fault you for who you are.", + "LENNA_ENCOUNTER_LENNA12": "You wouldn’t believe it, but I’m actually a [wave amp=30 freq=10]school teacher[/wave]. My assignment here was to test you, and you just passed your examination with flying colours!", + "LENNA_ENCOUNTER_VIOLA11": "Yes – I am inclined to agree.", + "LENNA_ENCOUNTER_LENNA13": "Oh, I forgot to ask you your name…", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "I’m {player}!", + "LENNA_ENCOUNTER_LENNA14.m": "It was a pleasure sparring with you, {player}! You are certainly “hero” material.", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "There are some who call me {player}.", + "LENNA_ENCOUNTER_LENNA15": "Well, I should go now. Ms. Amber promised me a ride home once I was done here, and I told Paige I wouldn’t be gone [wave amp=30 freq=10]too[/wave] long.", + "LENNA_ENCOUNTER_KAYLEIGH18": "A lot of interesting people seem to find their way to this island, don’t they?", + "LENNA_ENCOUNTER_LENNA14.n": "It was a pleasure sparring with you, {player}! You are certainly “hero” material.", + "LENNA_ENCOUNTER_LENNA14.f": "It was a pleasure sparring with you, {player}! You are certainly “hero” material.", + "LENNA_ENCOUNTER_KAYLEIGH16": "Oh! Ms. Amber sure seems to know a lot of people, huh…?", + "LENNA_ENCOUNTER_EUGENE16": "What?! You’re just here on New Wirral on an [wave amp=30 freq=10]errand[/wave]?", + "LENNA_ENCOUNTER_VIOLA16": "I can see you long to return to your loved ones also! Do not let us keep you.", + "LENNA_ENCOUNTER_FELIX16": "You came to New Wirral purely on an assignment? That’s really something.", + "LENNA_ENCOUNTER_LENNA17": "Until we meet again, {player}!", + "LENNA_ENCOUNTER_MEREDITH18": "Damn, I didn’t get time to ask her if those were real horns on her head or just her hair.", + "LENNA_ENCOUNTER_FELIX18": "There’s never a dull moment on this island, is there?", + "LENNA_ENCOUNTER_EUGENE18": "I bet she thought I was “hero material” too… she just forgot to say it out loud.", + "LENNA_ENCOUNTER_VIOLA18": "Farewell, Lenna of the Unknown Realm.", + "HARBOURTOWN_FLORIST_NAME": "Anxious Ranger", + "HARBOURTOWN_FLORIST1_OPTION1": "Yeah!", + "HARBOURTOWN_FLORIST1": "Pardon me, but are you involved with the rangers?", + "HARBOURTOWN_FLORIST1_OPTION2": "Nope!", + "HARBOURTOWN_FLORIST2": "OK! Wonderful! I’m a [wave amp=30 freq=10]fellow ranger[/wave] – well, a trainee at least. Perhaps you could lend me a hand?", + "HARBOURTOWN_FLORIST1_NO": "Oh, OK then.", + "HARBOURTOWN_KAYLEIGH9": "Yep! I’d say the town is looking a wee bit prettier now!", + "HARBOURTOWN_FLORIST3": "I’ve got some plant saplings grown by the Pipers over on their farm. They’re for prettying up the town.", + "HARBOURTOWN_FLORIST4": "However, I’m… not great at decision making. Which plants would look best? It’s too much!", + "HARBOURTOWN_FLORIST5": "Would you help a fellow ranger out and put some saplings in the planters I’ve left around town?", + "HARBOURTOWN_FLORIST5_OPTION1": "Sure!", + "HARBOURTOWN_FLORIST5_OPTION2": "Not now.", + "HARBOURTOWN_FLORIST5_NO": "That’s fine! No problem. Just… if you ever change your mind, you know where to find me!", + "HARBOURTOWN_FLORIST6": "Thank you! Here, take these…", + "HARBOURTOWN_FLORIST11": "There were so many choices to make that I was practically frozen!", + "HARBOURTOWN_FLORIST7": "There are 14 planters I’ve placed around town. Let me know when you’ve filled them all!", + "HARBOURTOWN_FLORIST8": "Oh, you’re done?", + "HARBOURTOWN_MEREDITH9": "Yeah, we successfully raised the town’s “twee” rating by a few points.", + "HARBOURTOWN_EUGENE9.m": "Yeah! I provided moral support, but {player} handled the dirty work.", + "HARBOURTOWN_EUGENE9.n": "Yeah! I provided moral support, but {player} handled the dirty work.", + "HARBOURTOWN_EUGENE9.f": "Yeah! I provided moral support, but {player} handled the dirty work.", + "HARBOURTOWN_FELIX9": "I think it’s fair to say that the town is looking a little nicer now.", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]Job done! Harbourtown is cuter than ever…![/wave]", + "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Thank you so much![/shake] There were so many choices to make that I was practically frozen! Here, take this in return for your help!", + "HARBOURTOWN_VIOLA9": "Indeed, the task is done - and the town is all the better for it.", + "GAUNTLET_INTRO_MAGIKRAB1.m": "Ah. {player} - just the human I was hoping to see! I have… an opportunity for you!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "Ah. {player} - just the human I was hoping to see! I have… an opportunity for you!", + "GAUNTLET_INTRO_MAGIKRAB2": "You see, the Mer-Line does not exist solely under this island. Their trains pass through the many as-yet unactualised [wave amp=30 freq=10]potential[/wave] worlds as they journey endlessly through the Connected Human Cosmos!", + "GAUNTLET_INTRO_MAGIKRAB1.n": "Ah. {player} - just the human I was hoping to see! I have… an opportunity for you!", + "GAUNTLET_INTRO_MAGIKRAB4": "Despite such beings’ appearances as familiar-looking humans and monsters, they are not like anything you’ve met so far. As they exist only [wave amp=30 freq=10]in potential[/wave], they lack any true claim to reality or canon.", + "GAUNTLET_INTRO_MAGIKRAB3": "Of course, these [wave amp=30 freq=10]potential[/wave] worlds are populated by their own [wave amp=30 freq=10]potential[/wave] beings, and some try to hitch a ride aboard Their trains!", + "GAUNTLET_INTRO_MAGIKRAB5": "However, just as one’s potential may exceed one’s capability, these potential beings often far exceed the power of the real individuals that you have met.", + "GAUNTLET_INTRO_MAGIKRAB6": "Whilst this is of no concern to the magnificent Mer-Line, it is rather inconvenient to [wave amp=30 freq=10]me[/wave], as I would prefer to commute in peace.", + "GAUNTLET_INTRO_MAGIKRAB7": "My crystal eye tells me that the rangers are looking for more \\\"Fused Material\\\". Is this the case?", + "GAUNTLET_INTRO_MAGIKRAB8": "I shall make you a deal then: if you can clear out just a few train carriages of these [wave amp=30 freq=10]aggravating[/wave] potential beings, I will trade you some “Fused Material”. Do we have a deal?", + "GAUNTLET_CAFE_HINT.v1.f": "Here’s a tip: if you get stuck on one carriage, I can shuffle the gauntlet for you - just exit the gauntlet and ask me! It’ll re-randomise your opponents, and change any modifiers in that carriage.", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "Sure!", + "GAUNTLET_INTRO_MAGIKRAB9": "Excellent! If it helps, why not consider it [wave amp=30 freq=10]special training[/wave]? We’ll make it fun!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "I guess so…?", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "Please do try to be careful, {player}!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "I can see in your eyes that you’ve encountered some new opponents. If you wish, I can shuffle the gauntlet to add your new foes into the mix!", + "GAUNTLET_ENTER_MAGIKRAB1": "All aboard!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "Please do try to be careful, {player}!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "Please do try to be careful, {player}!", + "GAUNTLET_CAFE_MAGIKRAB1": "I’ve recorded your progress, {player}. If you decide to exit the gauntlet, you’ll be able to start from here next time!", + "GAUNTLET_CAFE_MAGIKRAB2": "What can I do for you {player}?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "I’m afraid there’s nothing to claim yet. You’ll need to win a few battles first!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "I need to stock up.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "If you have enough, I’ll take payment from your unclaimed rewards.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "I want to claim rewards.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "Just use the door you came in through!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "This will reset your streak. Are you sure?", + "GAUNTLET_CAFE_HINT.v2.f": "Here’s a tip: pay attention to the modifiers that are active in the next carriage. Buff modifiers make your opponents stronger, and debuff modifiers make your party weaker. Always have a plan before charging into the next battle!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "This will reset your streak. Are you sure?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "This will reset your streak. Are you sure?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "I want to access my tape storage.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "I want to leave.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "Just use the door you came in through!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "Just use the door you came in through!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "Nothing.", + "GAUNTLET_CAFE_HINT.v1.m": "Here’s a tip: if you get stuck on one carriage, I can shuffle the gauntlet for you - just exit the gauntlet and ask me! It’ll re-randomise your opponents, and change any modifiers in that carriage.", + "GAUNTLET_CAFE_HINT.v2.m": "Here’s a tip: pay attention to the modifiers that are active in the next carriage. Buff modifiers make your opponents stronger, and debuff modifiers make your party weaker. Always have a plan before charging into the next battle!", + "GAUNTLET_CAFE_HINT.v2.n": "Here’s a tip: pay attention to the modifiers that are active in the next carriage. Buff modifiers make your opponents stronger, and debuff modifiers make your party weaker. Always have a plan before charging into the next battle!", + "GAUNTLET_CAFE_HINT.v1.n": "Here’s a tip: if you get stuck on one carriage, I can shuffle the gauntlet for you - just exit the gauntlet and ask me! It’ll re-randomise your opponents, and change any modifiers in that carriage.", + "GAUNTLET_CAFE_HINT.v3.m": "Here’s a tip: stock up on items! You never know what you might face in the next carriage, so it’s best not to be caught unprepared. Items like cures can help you work around bad modifiers too!", + "GAUNTLET_CAFE_HINT.v5": "Here’s a tip: winning consecutive battles without claiming rewards, or exiting the gauntlet, increases your streak. The higher your streak is, the higher the rewards you get for each battle. Try to get your streak as high as you can for the biggest payout!", + "GAUNTLET_CAFE_HINT.v4": "Here’s a tip: don’t forget to claim your rewards! If you are defeated, or you exit the gauntlet, any rewards you haven’t claimed will be permanently lost.", + "GAUNTLET_CAFE_FLAVOR.v6": "Here’s a tip: time is an engine that turns many potential futures to one actual present, the past is simply a memory of what the present was, and history is a story made up by human scholars. Take a break outside of time every once in a while! You humans get so wrapped up in it sometimes.", + "GAUNTLET_CAFE_HINT.v3.f": "Here’s a tip: stock up on items! You never know what you might face in the next carriage, so it’s best not to be caught unprepared. Items like cures can help you work around bad modifiers too!", + "GAUNTLET_CAFE_HINT.v3.n": "Here’s a tip: stock up on items! You never know what you might face in the next carriage, so it’s best not to be caught unprepared. Items like cures can help you work around bad modifiers too!", + "GAUNTLET_CAFE_HINT.v9": "Here’s a tip: using rare and uncommon stickers can give you a significant edge over your opponents. Take a break from the gauntlet to spend your rewards on stickers if you need to.[pause] Oh,[pause] by the way,[pause] I’ve heard Ranger Wilma provides a new service to combine the best attributes of rare and uncommon stickers…", + "GAUNTLET_CAFE_HINT.v7": "Here’s a tip: watch out for [img=38]res://ui/icons/map_markers/miniboss.png[/img] boss carriages. These are much harder than the ones that preceed them. It might take you a few tries to clear these!", + "GAUNTLET_CAFE_HINT.v6": "Here’s a tip: if you’re finding the gauntlet too easy, I can increase the difficulty for you - just exit the gauntlet and ask me! Winning battles on higher difficulties gives more rewards.", + "GAUNTLET_CAFE_HINT.v8": "Here’s a tip: optimise your party. Sometimes selecting new tapes and stickers is all you need to do to win a battle you’ve been struggling with.", + "GAUNTLET_CAFE_HINT.v10": "Here’s a tip: after carriage #50, the gauntlet cycles through the same pool of encounters again - with some new ones thrown into the mix - on a higher difficulty. Your human opponents will have more tapes, archangel opponents will have more moves, and more modifiers will be in effect at once!", + "GAUNTLET_CAFE_HINT.v11": "Here’s a tip: if you’ve met new opponents outside the gauntlet, ask me to shuffle the gauntlet to add these opponents into the mix!", + "GAUNTLET_CAFE_HINT.v13.m": "Here’s a tip: certain opponents can [i]only[/i] be found in the gauntlet. No, I won’t spoil who, or how many. You’ll just have to find out for yourself!", + "GAUNTLET_CAFE_HINT.v12": "Here’s a tip: go online and bring a friend with you into the gauntlet. You’ll have a lot more tapes at your disposal, which can make all the difference!", + "GAUNTLET_CAFE_FLAVOR.v2": "Here’s a tip: this particular train you’re on right now is infinitely long. That means that - since the train’s engine is at the front - you’ll never reach the engine room!", + "GAUNTLET_CAFE_HINT.v13.n": "Here’s a tip: certain opponents can [i]only[/i] be found in the gauntlet. No, I won’t spoil who, or how many. You’ll just have to find out for yourself!", + "GAUNTLET_CAFE_HINT.v13.f": "Here’s a tip: certain opponents can [i]only[/i] be found in the gauntlet. No, I won’t spoil who, or how many. You’ll just have to find out for yourself!", + "GAUNTLET_CAFE_FLAVOR.v1": "Here’s a tip: watch out if your opponent starts to show signs of self-awareness. Potential beings self-actualising is dangerous, and can throw the canon off-kilter.", + "GAUNTLET_CAFE_FLAVOR.v3": "Here’s a tip: try to brush your teeth twice a day. Humans only get two sets of teeth, and most adult humans have already gone through one whole set. That means your remaining teeth have to last you the rest of your life!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "Here’s a tip: do you ever wonder if you’re real? This train is after all filled with beings who exist only in potential, so why should we assume that you and I are exceptions? Stop that train of thought. If you’re real it’s pointless, and if you’re not real, then asking that is dangerous.", + "GAUNTLET_CAFE_FLAVOR.v4.f": "Here’s a tip: do you ever wonder if you’re real? This train is after all filled with beings who exist only in potential, so why should we assume that you and I are exceptions? Stop that train of thought. If you’re real it’s pointless, and if you’re not real, then asking that is dangerous.", + "GAUNTLET_CAFE_FLAVOR.v8.f": "Here’s a tip: should an ‘archangel’ manifest in your world, {player}, when you go home, I would advise caution. Even well-intentioned advice from such an entity could cause unbelievable harm, simply because you humans are… [pause]wired differently.[pause] What? You [i]do[/i] have a tendency to worship things you don’t understand.", + "GAUNTLET_CAFE_FLAVOR.v4.n": "Here’s a tip: do you ever wonder if you’re real? This train is after all filled with beings who exist only in potential, so why should we assume that you and I are exceptions? Stop that train of thought. If you’re real it’s pointless, and if you’re not real, then asking that is dangerous.", + "GAUNTLET_CAFE_FLAVOR.v5": "Here’s a tip: the arrow of time only moves forward. Try not to dwell on past mistakes, and instead focus on making better decisions in future.", + "GAUNTLET_CAFE_FLAVOR.v7": "Here’s a tip: mankind is [i]barely[/i] in its infancy, so try not to dwell too much on the evil of others who have failed to learn their lessons. You’re a species of apes who live in tribes of billions, who largely live and work peacefully alongside each other! It’s true that nature has dealt you a second-class set of base instincts, but just look how far you’ve come!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "Here’s a tip: should an ‘archangel’ manifest in your world, {player}, when you go home, I would advise caution. Even well-intentioned advice from such an entity could cause unbelievable harm, simply because you humans are… [pause]wired differently.[pause] What? You [i]do[/i] have a tendency to worship things you don’t understand.", + "GAUNTLET_CAFE_FLAVOR.v9": "Here’s a tip: never give yourself over to an ‘archangel’. They may promise things, they may have power, glamour, and the appearance of authority, but they are just as deeply flawed as your own species. Even more flawed, in many cases.", + "GAUNTLET_CAFE_FLAVOR.v8.n": "Here’s a tip: should an ‘archangel’ manifest in your world, {player}, when you go home, I would advise caution. Even well-intentioned advice from such an entity could cause unbelievable harm, simply because you humans are… [pause]wired differently.[pause] What? You [i]do[/i] have a tendency to worship things you don’t understand.", + "GAUNTLET_CULTIST_DEFAULT.v1": "Our savior, [wave amp=30 freq=10]Brother Dorian Cooper[/wave], smiles upon me this day!", + "GAUNTLET_CAFE_FLAVOR.v10": "Here’s a tip: there will eventually come a day when your species’ ability to plan and create is needed to ensure the continued survival and diversity of life. It is true that the human presence on Earth is responsible for destruction, but your absence would guarantee [i]even more[/i]![pause] Eventually, I mean.", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]The buck stops here...[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "Shall we show this nonbeliever what true strength means?", + "GAUNTLET_CULTIST_DEFAULT.v2": "I will make the mournchildren proud!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "Shall we show this nonbeliever what true strength means?", + "GAUNTLET_CULTIST_QUESTION.v2.m": "I propose that we show this [wave amp=30 freq=10]nonbeliever[/wave] the light of battle!", + "GAUNTLET_CULTIST_ANSWER.v1": "Your plan is righteous. [wave amp=30 freq=10]Praise Brother Cooper[/wave]!", + "GAUNTLET_CULTIST_QUESTION.v1.n": "Shall we show this nonbeliever what true strength means?", + "GAUNTLET_CULTIST_QUESTION.v2.f": "I propose that we show this [wave amp=30 freq=10]nonbeliever[/wave] the light of battle!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "I propose that we show this [wave amp=30 freq=10]nonbeliever[/wave] the light of battle!", + "GAUNTLET_CULTIST_ANSWER.v2": "This is a fine plan indeed!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]I'm shorting your stocks - prepare for insolvency![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]Very well... I shall invest in your strategy![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]A strong offensive front is worth its weight in gold. What do you say?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]I suggest we invest in a full-frontal offense![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "Good plan!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]A sound business plan indeed...[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "I'm here to make the rangers proud!", + "GAUNTLET_KAYLEIGH_DEFAULT": "I'm not the kind of girl who\\'ll go down without a fight!", + "GAUNTLET_RANGER_DEFAULT.v2": "I'll give it all I\\'ve got!", + "GAUNTLET_RANGER_QUESTION.v2": "I'm going to utilise the [wave amp=30 freq=5]chemistry system[/wave] to maximise our offensive power, OK?", + "GAUNTLET_RANGER_QUESTION.v1": "I'll use the battle strategies suggested by the ranger handbook, OK?", + "GAUNTLET_ARISTOTLE_DEFAULT": "Defeat is bitter, but its fruit is sweet. Learn well from your impending loss!", + "GAUNTLET_RANGER_ANSWER.v1": "Alright, let's go with your plan!", + "GAUNTLET_DARWIN_DEFAULT": "The strongest live and the weakest die - this is the order of all things!", + "GAUNTLET_ARISTOTLE_QUESTION": "To be a good leader you must be a good follower. Ergo, I shall follow your example in this fight!", + "GAUNTLET_ARISTOTLE_ANSWER": "I shall follow in your example!", + "GAUNTLET_DARWIN_QUESTION": "Those most adaptable to change are the ones who survive - thus our strategy must be [wave amp=30 freq=10]ever-changing[/wave]! Do you understand?", + "GAUNTLET_DARWIN_ANSWER": "I am not apt to follow blindly the lead of others, but in this case I'll make an exception.", + "GAUNTLET_DECARTES_DEFAULT.m": "Are you real? I suppose that all things I see are illusions... I believe that nothing has ever existed of everything my lying memory tells me.", + "GAUNTLET_DECARTES_DEFAULT.n": "Are you real? I suppose that all things I see are illusions... I believe that nothing has ever existed of everything my lying memory tells me.", + "GAUNTLET_DECARTES_DEFAULT.f": "Are you real? I suppose that all things I see are illusions... I believe that nothing has ever existed of everything my lying memory tells me.", + "GAUNTLET_DECARTES_QUESTION": "It is not enough to have a good mind - the main thing is to use it well! Come, let us out-think our opponents!", + "GAUNTLET_DIOGENES_QUESTION": "I shall fight alongside you - for what use in battle is a philosopher who doesn't hurt anybody?", + "GAUNTLET_DECARTES_ANSWER": "I have doubts in your plan - but doubt is the origin of wisdom.", + "GAUNTLET_DIOGENES_DEFAULT": "Battle? Conflict? No, no man is hurt but by himself!", + "GAUNTLET_DIOGENES_ANSWER": "I shall follow in your lead, for I know nothing! Nothing, except for the fact of my own ignorance.", + "GAUNTLET_EPICURUS_DEFAULT": "Justice is a kind of pact not to harm or be harmed. There is no justice here today.", + "GAUNTLET_EPICURUS_ANSWER": "Very well. Remember only that the art of living well and the art of dying well are one!", + "GAUNTLET_EPICURUS_QUESTION.n": "Courage is developed by surviving difficult times and challenging adversity - so find courage in yourself!", + "GAUNTLET_EPICURUS_QUESTION.m": "Courage is developed by surviving difficult times and challenging adversity - so find courage in yourself!", + "GAUNTLET_EPICURUS_QUESTION.f": "Courage is developed by surviving difficult times and challenging adversity - so find courage in yourself!", + "GAUNTLET_KARL_QUESTION": "Come, we have a world to win! Let's grasp victory by the root!", + "GAUNTLET_KARL_DEFAULT": "We have no compassion, and we ask no compassion from you.", + "GAUNTLET_KARL_ANSWER": "Agreed! Last words are for fools who haven't said enough!", + "GAUNTLET_PLATO_QUESTION": "Courage is knowing what not to fear - and we shall fight with courage!", + "GAUNTLET_PLATO_DEFAULT": "The measure of a man is what he does with power. Tell me, what have you done with yours?", + "GAUNTLET_SOCRATES_DEFAULT": "The only good is knowledge and the only evil is ignorance... remember this.", + "GAUNTLET_SOCRATES_QUESTION": "Every action has its pleasures and its price - remember this before every move you make!", + "GAUNTLET_PLATO_ANSWER": "Very well - let us fight to the death! For only the dead have seen the end of war.", + "GAUNTLET_SOCRATES_ANSWER": "I trust in your wisdom - and yet the only true wisdom is in knowing you know nothing.", + "GAUNTLET_ZHUANGZI_DEFAULT": "Your life has a limit, but knowledge has none.", + "GAUNTLET_ZHUANGZI_ANSWER": "Great wisdom is generous, and petty wisdom is contentious.", + "GAUNTLET_ZHUANGZI_QUESTION": "Cease striving - then, there will be transformation.", + "GAUNTLET_MISS_MIMIC_DEFAULT": "YOU LOOK LIKE A TASTY SNACK.", + "GAUNTLET_KAYLEIGH_QUESTION": "These two look tough - I'll provide backup, so don\\'t hold back, OK?", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]YOU SHOULD LET ME DEVOUR THEM ONCE WE'RE DONE PLAYING WITH THEM![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]TEE HEE, GOOD PLAN![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "Alright, I'll folllow your lead!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "It's [wave amp=30 freq=5]another[/wave] me... at least my hair looks good from this angle!", + "GAUNTLET_MEREDITH_QUESTION": "Alright, I've got a strategy in mind. Here goes: we hit them harder than they hit us. What do you reckon?", + "GAUNTLET_MEREDITH_DEFAULT": "Oh, [shake rate=30 level=10]great[/shake]. What have I gotten myself into here?", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "Well, this is an odd feeling. Time to face myself, I guess.", + "GAUNTLET_MEREDITH_ANSWER": "Urgh, we're going to lose, aren\\'t we?", + "GAUNTLET_EUGENE_DEFAULT": "Another obstacle to knock down? [shake rate=30 level=10]Momentous![/shake]", + "GAUNTLET_EUGENE_QUESTION": "Let's hit \\'em hard, buddy!", + "GAUNTLET_EUGENE_ANSWER": "Momentous plan! [shake rate=30 level=10]Let's fight![/shake]", + "GAUNTLET_EUGENE_PARTNER_REACTION": "Another me, huh? Or is it like, a future me? [pause]A past me? [pause]Who cares, he's going down!", + "GAUNTLET_FELIX_QUESTION": "Alright, I guess we gotta fight them. How about you take the lead on this one?", + "GAUNTLET_FELIX_DEFAULT": "What've I gotten myself into now?", + "GAUNTLET_FELIX_ANSWER": "Sure, let's go with your plan.", + "GAUNTLET_FELIX_PARTNER_REACTION": "This is getting weirder by the second...", + "GAUNTLET_VIOLA_DEFAULT": "There are more things in heaven and earth, my opponent, than are dreamt of in our philosophy.", + "GAUNTLET_VIOLA_PARTNER_REACTION": "To face oneself like this is a test of one's character... Come, let us fight shadows!", + "GAUNTLET_VIOLA_QUESTION": "Come, let us match our foes in number!", + "GAUNTLET_VIOLA_ANSWER": "Very well! Let us dance!", + "GAUNTLET_CLEMENCE_DEFAULT": "Bonjour! Have we met? Non... I think I'd remember a face like yours!", + "GAUNTLET_CLEMENCE_QUESTION": "Shall we show our [wave amp=30 freq=10]guests[/wave] a good time?", + "GAUNTLET_CLEMENCE_ANSWER": "A fine plan! Now, let us see if we can see it through, oui?", + "GAUNTLET_DORIAN_QUESTION": "OK, I've [shake rate=30 level=10]formed a plan[/shake]! You distract our enemies so they don\\'t try and hit [shake rate=30 level=10]me[/shake], and I\\'ll figure something out along the way! What do you think?", + "GAUNTLET_DORIAN_DEFAULT": "You look like you don't want to talk this one out, do you? Too bad!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "Urgh. It's like seeing a ghost...", + "GAUNTLET_DORIAN_ANSWER": "Sure, why not! Let's rock and roll, [shake rate=30 level=10]baby![/shake]", + "GAUNTLET_HOYLAKE_DEFAULT": "Monster transformation... how grotesque! It pains me to stoop to such barbarism…", + "GAUNTLET_FRANKIE_QUESTION": "Alright, [wave amp=30 freq=10]partner[/wave]! I'll take charge and you assist me - we\\'ll win, no problem!", + "GAUNTLET_FRANKIE_DEFAULT": "[wave amp=30 freq=10]What's going on[/wave]? Maybe I shouldn\\'t overthink it - time for an [shake rate=30 level=10]awesome fight[/shake]!", + "GAUNTLET_FRANKIE_ANSWER": "Gotcha! Oh man, I'm [shake rate=30 level=10]so excited[/shake]!", + "GAUNTLET_HOYLAKE_ANSWER": "A fine strategy indeed! Come, let us show our opponents a sportly bout of combat!", + "GAUNTLET_HOYLAKE_QUESTION": "Analyse their approach, hypothesise a counter-strategy and strike without hesitation! What do you say, chum?", + "GAUNTLET_JACQUELINE_DEFAULT": "You will go [shake rate=30 level=10]no[/shake] further than this!", + "GAUNTLET_KIRBY_DEFAULT": "This will make for a rather peculiar experiment!", + "GAUNTLET_JACQUELINE_QUESTION": "Show these interlopers no mercy, understand?!", + "GAUNTLET_JACQUELINE_ANSWER": "Understood. Don't let them out of our sights!", + "GAUNTLET_KIRBY_QUESTION": "I am going to analyse our foe's strategies and devise a cunning plan. Please attack them at full strength, if possible.", + "GAUNTLET_MERCHANT_DEFAULT": "Where am I [wave amp=30 freq=5]this[/wave] time? I suppose it doesn't matter!", + "GAUNTLET_KIRBY_ANSWER": "A fine plan. Now, shall we begin the experiment?", + "GAUNTLET_PENSBY_QUESTION": "I am not much of a fighter but I can back you up with healing techniques, if that's alright!", + "GAUNTLET_MERCHANT_QUESTION": "I don't really know [wave amp=30 freq=10]what\\'s[/wave] going on - why don\\'t you take the lead here, partner?", + "GAUNTLET_MERCHANT_ANSWER": "Sure thing! By the way, do you have a spare shirt? It's getting a little chilly.", + "GAUNTLET_PENSBY_DEFAULT": "This probably violates the Hippocratic Oath, but I'll make an exception just this once.", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]I'm sorry, but I have to stop you right now.[/wave]", + "GAUNTLET_PENSBY_ANSWER": "Well, I don't have a [wave amp=30 freq=10]better[/wave] plan!", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]We need to move perfectly in sync if we are to win this...[/wave]", + "GAUNTLET_VIN_QUESTION": "Let's hit them with a [shake rate=30 level=10]killing blow[/shake]!", + "GAUNTLET_VIN_DEFAULT": "Face me, coward! [shake rate=30 level=10]Don't hold back[/shake]!", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]OK, I trust you...[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "Light and darkness unite, forming a pleasant shade! [pause]The battle for good and evil [wave amp=30 freq=10]commences[/wave]!", + "GAUNTLET_VIN_ANSWER": "I'll follow your lead. [shake rate=30 level=10]Let\\'s crush them[/shake]!", + "GAUNTLET_DOG_DEFAULT": "Arf!", + "GAUNTLET_KUNEKO_QUESTION": "Let's show these villains the [wave amp=30 freq=10]unstoppable power of co-operation[/wave]!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "There's no escaping you, Kuneko!", + "GAUNTLET_BUFFY_DEFAULT": "How's your form? If we\\'re fighting, try not to pull a muscle, OK?", + "GAUNTLET_KUNEKO_ANSWER": "Gotcha! Let's fan them with the [wave amp=30 freq=10]winds of battle[/wave]!", + "GAUNTLET_CODEY_QUESTION": "I'm turning off my [wave amp=30 freq=10]power limiters[/wave] and going all out - OK?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]Let's do it[/wave]! I\\'m hoping for a heavy workout!", + "GAUNTLET_BUFFY_QUESTION": "Here's my plan - I [wave amp=30 freq=10]tire them out[/wave], and you finish them off! What do you think?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]Are you feeling lucky?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]I'm gonna take these punks out myself - you do what you want,OK?[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "A new foe, huh? Setting my power to [shake rate=30 level=10]MAXIMUM![/shake]", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]Your plan is terrible.[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "So the plan is \\\"win the fight\\\"? Yeah, I can handle that.", + "GAUNTLET_DREADFUL_DEFAULT": "Ooh, I've drifted [wave amp=30 freq=5]right[/wave] off course in the astral planes and missed my stop... where am I now, I wonder?", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]Hey-hey[/wave]! You're listening to Cybil Radio: broadcasting live from somewhere outside of [wave amp=30 freq=10]space and time![/wave]", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]Hey-hey[/wave]! Why don't we show our special guests what we can do on the battlefield?", + "GAUNTLET_CYBIL_ANSWER": "I hear you loud and clear! Let's [wave amp=30 freq=10]party[/wave]!", + "GAUNTLET_DREADFUL_QUESTION": "[shake rate=30 level=10]Flamin' Nora[/shake], we\\'ve got our work cut out for us alright! I suggest we just go right in for a proper scrap - what do you reckon?", + "GAUNTLET_GLADIOLA_DEFAULT": "No matter [wave amp=30 freq=10]when[/wave] or [wave amp=30 freq=10]where[/wave] I am, I'll always stand firm against the shadows! [pause]Come, face me!", + "GAUNTLET_DREADFUL_ANSWER": "Alright, let's \\'ave at it!", + "GAUNTLET_GLADIOLA_QUESTION": "Our foe is unknowable - [pause]strike without hesitation, do you understand?", + "GAUNTLET_HEATHER_DEFAULT": "[wave amp=30 freq=10]This is Heather, with the weather[/wave]! [pause]Today’s forecast: I'm... not sure…", + "GAUNTLET_GLADIOLA_ANSWER": "Copy that. Let our enemies [shake rate=30 level=10]face my blades[/shake]!", + "GAUNTLET_HEATHER_ANSWER": "Good plan! Let's [wave amp=30 freq=10]bring the thunder![/wave]", + "GAUNTLET_HEATHER_QUESTION": "OK, here's the plan! I [wave amp=30 freq=10]rock[/wave] them like a hurricane, and you follow up with [wave amp=30 freq=10]heavy[/wave] turbulence! What do you think?", + "GAUNTLET_JUDAS_DEFAULT": "I have the targets in my sights…", + "GAUNTLET_JUDAS_QUESTION": "Listen here, rookie - I'll target their vital organs while you run recon. Do you copy?", + "GAUNTLET_LODESTEIN_DEFAULT": "I'm pretty [wave amp=30 freq=10]charged[/wave] up for a fight - shall we start?", + "GAUNTLET_JUDAS_ANSWER": "Copy that. Mission... [shake rate=30 level=10]START![/shake]", + "GAUNTLET_LODESTEIN_QUESTION": "Here's the plan - I\\'ll [wave amp=30 freq=10]charge[/wave] in with lightning attacks, and you follow up the rear with more hits. What do you think?", + "GAUNTLET_LODESTEIN_ANSWER": "Roger that - let's give \\'em a shock or two!", + "GAUNTLET_SKIP_DEFAULT": "It's time to [shake rate=30 level=10]take out the trash![/shake]", + "GAUNTLET_SKIP_QUESTION": "I got a strategy! We [wave amp=30 freq=10]take them out[/wave] like the [wave amp=30 freq=10]trash[/wave] they are! What do you say?", + "GAUNTLET_WALLACE_DEFAULT": "I have time in my day for some [wave amp=30 freq=10]unscheduled demolitions[/wave] - right, who's first?", + "GAUNTLET_SKIP_ANSWER": "Good plan - let's [wave amp=30 freq=10]take out the trash[/wave]!", + "GAUNTLET_WALLACE_QUESTION": "I'm gonna [wave amp=30 freq=10]bring their walls down[/wave] - then you hit \\'em, alright?", + "GAUNTLET_WALLACE_ANSWER": "[wave amp=30 freq=10]Alright[/wave]! Let's show \\'em what we\\'re made of!", + "GAUNTLET_ZEDD_DEFAULT": "I just woke up... are we fighting, or something?", + "GAUNTLET_ZEDD_QUESTION": "I'm pretty tired. I might just doze off and let you take the lead, OK?", + "GAUNTLET_CLOWN_DEFAULT": "ILLUSIONS, ILLUSIONS! AH, WE'RE ALL ILLUSIONS ON OUR OWN WAY, AREN\\'T WE?", + "GAUNTLET_IANTHE_IANTHE1": "I don't know [wave amp=30 freq=10]who[/wave] you are... [pause]but if you think you can take us on, you might want to reconsider.", + "GAUNTLET_ZEDD_ANSWER": "Uh, yeah, sure. Let's go with your plan.", + "GAUNTLET_IANTHE_WILMA2": "I think we might have to show them we mean [wave amp=30 freq=10]business[/wave], dear!", + "GAUNTLET_ALEPH_DEFAULT": "HAVE WE MET BEFORE? I DON'T THINK SO... AND YET YOUR FACE SEEMS SO FAMILIAR. CURIOUS.", + "GAUNTLET_ALEPH_QUESTION": "THIS ONE LOOKS FRAIL. BE A DARLING AND KILL THEM FOR ME QUICK, WOULD YOU?", + "GAUNTLET_ALEPH_ANSWER": "YOU CAN DO WHAT YOU LIKE - I'M JUST GOING TO KILL THEM AND GET ON OUT OF HERE.", + "GAUNTLET_ALICE_DEFAULT": "WE'RE ALL MAD HERE. I\\'M MAD. YOU\\'RE MAD. IF WE WEREN\\'T, WE WOULDN\\'T BE HERE, WOULD WE?", + "GAUNTLET_ALICE_QUESTION": "CURIOUSER AND CURIOUSER! A BUG STANDS IN OUR WAY. PERHAPS I SHOULD CRUSH IT?", + "GAUNTLET_ALICE_ANSWER": "I ACCEPT YOUR PLAN! OFF WITH THEIR HEADS!", + "GAUNTLET_HELIA_QUESTION": "LET THESE TWO FEEL THE LIGHT OF THE SUN UPON THEM.", + "GAUNTLET_CUBE_DEFAULT": "THE IMPERFECT ANGLE IN ALL THINGS. I PERCEIVE IT WITHIN YOU, TOO. IT IS AN ABOMINATION.", + "GAUNTLET_CLOWN_QUESTION": "I'LL MAKE \\'EM LAUGH, AND THEN YOU MAKE \\'EM CRY, DO YOU FOLLOW?", + "GAUNTLET_CLOWN_ANSWER": "A WONDERFUL PLAN! LET'S PUT SOME SMILES ON THEIR FACES!", + "GAUNTLET_CUBE_QUESTION": "RIGHT THEIR WRONG ANGLES, RIGHT THEIR WRONG ANGLES, RIGHT THEIR WRONG ANGLES!", + "GAUNTLET_CUBE_ANSWER": "YES. LET US FIX THEIR IMPERFECTIONS.", + "GAUNTLET_HELIA_DEFAULT.m": "WHEREVER THERE IS FUSION, I AM FOUND. SHALL WE FIGHT, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.f": "WHEREVER THERE IS FUSION, I AM FOUND. SHALL WE FIGHT, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.n": "WHEREVER THERE IS FUSION, I AM FOUND. SHALL WE FIGHT, {player.to_upper}?", + "GAUNTLET_HELIA_ANSWER": "VERY WELL.", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "DARE YOU QUESTION YOUR OWN MORTALITY? \\nDARE YOU COMPREHEND HOW FRAGILE YOU ARE?\\nNO, YOU ARE AFRAID.", + "GAUNTLET_LENNA_DEFAULT": "What world seed is this? What timeline? [pause]I guess it doesn't matter - if a foe stands before me, I fight!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "YES! LET US SHOW THEM A TRUE DEATH!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "LET US INSTILL THE OFT-FORGOTTEN FEAR OF DEATH IN THESE MORTALS.", + "GAUNTLET_LENNA_ANSWER": "I hear you - come, let us clash swords!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "It's been a while since we fought together - are you sure you\\'re up for it, Paige?", + "GAUNTLET_LENNA_QUESTION": "Everyone has a weak point - we just need to strike it at the right moment - understand?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "Aww, don't worry about me! Besides, I want to try out this [wave amp=30 freq=10]curious cassette player[/wave] you\\'ve been talking about!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "Am I destined to be just an obstacle to overcome, no matter when and where I am? [pause]Nah, I don't think so!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "Unbound from fate, from time, from everything. Who [shake rate=30 level=10]cares[/shake] where we are? Why not have some [shake rate=30 level=10]fun[/shake]?!", + "GAUNTLET_MAMMON_DEFAULT": "I can read your heart. You wish to progress, to expand. I am in your way.", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "Very well - let's show these two a true [shake rate=30 level=10]game over[/shake]!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "Unbound from fate, from time, from everything. Who [shake rate=30 level=10]cares[/shake] where we are? Why not have some [shake rate=30 level=10]fun[/shake]?!", + "GAUNTLET_SHADOW_LENNA_ANSWER": "Sure, why not? Let's have some [shake rate=30 level=10]fun[/shake]!", + "GAUNTLET_MAMMON_QUESTION.n": "This human wishes to progress. We stand in their way. Therefore it is our role here to stop them with force.", + "GAUNTLET_MAMMON_QUESTION.m": "This human wishes to progress. We stand in their way. Therefore it is our role here to stop them with force.", + "GAUNTLET_MAMMON_QUESTION.f": "This human wishes to progress. We stand in their way. Therefore it is our role here to stop them with force.", + "GAUNTLET_MAMMON_ANSWER": "I agree to your strategem. Let us see if our enemies can overcome it.", + "GAUNTLET_MORGANTE_DEFAULT": "WHETHER YOU COME FOR ME SWORD IN HAND, OR INSTEAD WIELDING A CASSETTE PLAYER, YOU HUMANS NEVER CHANGE.", + "GAUNTLET_MAMMON_EUGENE_REACTION": "A rematch, huh? [shake rate=30 level=10]Bring it on![/shake]", + "GAUNTLET_MORGANTE_ANSWER": "VERY WELL.", + "GAUNTLET_MORGANTE_QUESTION": "I DON'T NEED THE AID OF ANOTHER TO UNLEASH THE TRUE POWER OF REBELLION. STAND BACK.", + "GAUNTLET_PUPPET_DEFAULT": "ARE YOU MY PUPPETS? NO, JUST SOME LOST HUMANS. \\nPERHAPS I'LL PLAY WITH YOU ANYWAY.", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "ARE YOU HERE TO BURN FOR ME?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "VERY WELL. MAY THESE HUMANS SEE THE LIGHT.", + "GAUNTLET_MOURNINGSTAR_QUESTION": "LET US BURN THEM IN HEAVENLY LIGHT.", + "GAUNTLET_MONARCH_DEFAULT": "COME, LET ME CONSUME YOUR EMPTY SOULS.", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "Urgh. This thing again.", + "GAUNTLET_ROBIN_QUESTION": "I SHALL BRING AN OPERA HOUSE OF NIGHT HAUNTS TO OUR EAGER AUDIENCE - WHAT SAY YOU?", + "GAUNTLET_ROBIN_DEFAULT": "UP AND DOWN, UP AND DOWN.\\nI AM FEARED IN FIELD AND TOWN!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "Whew, that was [wave amp=30 freq=10]quite[/wave] the workout for my little old carapace.", + "GAUNTLET_ROBIN_ANSWER": "VERY WELL! LET THE SHOW BEGIN!", + "GAUNTLET_TOWER_DEFAULT": "MY TRUTH IS SUPERIOR TO YOUR TRUTH! EMBRACE IT!", + "GAUNTLET_TOWER_QUESTION": "LET US ILLUMINATE THESE HUMANS WITH THE LIGHT OF IGNORANCE!", + "GAUNTLET_TOWER_ANSWER": "YOUR PLAN IS GOOD!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "But now is my turn to take part in the fun!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "The Mer-Line and I have observed your progress through the gauntlet with great pleasure.", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "Defeat me if you can, {player}. And don’t hold back - the Mer-Line lends me Their power!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "It was getting a bit small for me, but you can have it! I’ve already moved into a larger one. What do you think?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "Here, you’ve earned this!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "I look [wave amp=30 freq=10]magical[/wave]!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "Your opponents from here on will only get stronger. I follow your progress with great anticipation!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "There’s a strange smell…", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "Our opponent this time is a… Traffikrab?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "Our opponent this time is a… Traffikrab?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "Our opponent this time is a… Traffikrab?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "Our opponent this time is a… Traffikrab?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "Should be easy!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "Our opponent this time is a… Traffikrab?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]You created a monster![pause] Today, the creation destroys its creator!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "It looks bigger than usual…", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]Do you remember me, {player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "Uh…", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]Do you remember me - the [wave amp=30 freq=10]lowly[/wave] Traffikrab you so cruelly crushed into the sand on your first day in New Wirral?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "Thanks for playing our game! Have you enjoyed it?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]In the moment we made contact, your shadow - all the worst parts of you that you deny exist - imprinted upon me and gave me mind.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]In the moment we made contact, your shadow - all the worst parts of you that you deny exist - imprinted upon me and gave me mind.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]For a while, I followed behind you, watching from the shadows of Harbourtown as you and your co-conspirators plotted to destroy all monsterkind. Since then, I’ve been training in preparation for this moment, our final confrontation!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]In the moment we made contact, your shadow - all the worst parts of you that you deny exist - imprinted upon me and gave me mind.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]You created a monster![pause] Today, the creation destroys its creator!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]For a while, I followed behind you, watching from the shadows of Harbourtown as you and your co-conspirators plotted to destroy all monsterkind. Since then, I’ve been training in preparation for this moment, our final confrontation!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]For a while, I followed behind you, watching from the shadows of Harbourtown as you and your co-conspirators plotted to destroy all monsterkind. Since then, I’ve been training in preparation for this moment, our final confrontation!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]My strategy?[pause] [wave amp=30 freq=10]It’s simple![pause] Indiscriminate slaughter without mercy!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]I’ve travelled all over New Wirral, and to several other worlds beyond. I’ve fought all manner of beasts, archangels, and humans - my kills number in the [wave amp=30 freq=10]millions[/wave]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]You created a monster![pause] Today, the creation destroys its creator!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "[shake rate=30 level=10]The Red King lends me his power![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "[shake rate=30 level=10]I may only exist in potential, but I know that the rage in my heart is real![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]I’ve studied your tactics, {player}. Don’t think I’ll be so easily overcome this time!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]I [wave amp=30 freq=10]will[/wave] kill you, {player}, just not today…", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "Thanks for playing our game! Have you enjoyed it?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "Thanks for playing our game! Have you enjoyed it?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "No… I mean yes!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "Yes!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "Wait, why can’t I say no?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "Rad! Go leave us a review, it helps a ton! Resume this dialogue when you’re done for a surprise.", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "Review finished!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "Great, now prepare for your enjoyment to be ruined - I’ve added bugs and hacked moves just for this battle. I hope you weren’t expecting a fair fight!", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "Let’s get some sick tunes going!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "We work best when we’re working together…", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "We’re just getting started here!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "God this music is annoying. Let’s change it up!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "EVERY MOMENT OF FRUSTRATION,[pause] EVERY INCONVENIENCE,[pause] IT’S ALL INTENTIONAL!\\n\\nWE’RE HERE TO RUIN YOUR FUN!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "WE HAVEN’T TESTED THIS NEXT MOVE YET.\\n\\nLET’S SEE HOW IT GOES!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "Sunny! I didn’t expect to see you here!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "WORKING AS, UH, INTENDED.", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "W-WHAT!?[pause]\\n\\nUH,[pause] WE MEAN,[pause] WELL DONE!\\nYOU PASSED OUR TEST!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]{player}, you came! Thank you…[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "Don’t let it go to your head - everything that just happened was completely according to our plan.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "Actually…[pause] lemme just raise it for you.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "By the way, if you continue with the gauntlet from here, your opponents will hit the level cap.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "Don’t forget about the level scaling setting if combat outside of the gauntlet gets too easy!", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "There we go! Now the cap’s at 999, and you can keep playing.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "If you see something, it’s probably not there. See it. Slay it. Thwarted.", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "Announcement", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "Help us stop the spread of psychic contagion. Mind sanitiser dispensers can be found at every exit.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "Please keep your belongings with you at all times. Any baggage left unattended will be treated to a nice dinner.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "Calling at: Crewe, Elmwich, Jekyll & Hyde Park, ?????, Camberlot, Ur-Wirral, Anywhere, Nowhere, AAAAAAAAAA-", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "Due to especially busy services at our next stop, our arrival into Crewe has been delayed by approximately 12,361 years.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "If a countably infinite number of elderly, disabled, or pregnant passengers board the train, please make your seat available to them by moving to the seat numbered twice that of your current seat.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "Our next stop is: Crewe. If you intend to disembark here, please respect local custom and assume human form.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "In the event of unplanned depressurisation, oxygen masks will be automatically provided. If you require Sulphur Dioxide, please communicate telepathically with a member of staff.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "If the train makes an unexpected stop at a dead world DO NOT DISEMBARK. Keep all arms, legs, and other limbs within the vehicle until the train has begun to move again.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "In the event of an emergency, activate the emergency alarm:\\n(1) Lift the flap; (2) Pull the lever; (3) Await death.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "Please avoid eye contact with other passengers. Do not attempt communication. Violation of this rule is punishable with time loop imprisonment, and a £2000 fine.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "If you are feeling unwell, please communicate telepathically with a member of staff, who will assist you to the nearest quarantine world.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "By riding this train, you agree to the collection of your intrapersonal data.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "CTCTV is in operation in this carriage. For your security, closed timelike curves may be monitored for the purpose of causal violation prevention.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "Beware: pickpockets and potential beings operate in this train. Keep your actuality safely with you at all times.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "Please refrain from questioning your existence while aboard this train.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "Smoking is not permitted on this train. Spontaneous combustion is punishable with a £2000 fine.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "Mirrors must be kept covered at all times while on this train.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "If you see a shadowy red-eyed doppelganger of yourself, report it to a member of staff IMMEDIATELY.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "Due to the increasing scale of the ########, this service will be diverted via Crewe station. We apologise for the unpleasantness that this will no doubt cause passengers.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "Tulpas must be kept on a leash at all times.", + "RANGER_TRADER_STICKER_FUSION2": "You’re already a dab hand at monster fusion, so how would you like to [wave amp=30 freq=10]fuse your stickers[/wave] as well?", + "RANGER_TRADER_STICKER_FUSION1": "Hello sweetie, I’m providing a new service today that you might be interested in.", + "RANGER_TRADER_STICKER_FUSION3": "You choose one sticker to take the main effect from, and a second sticker to take extra rare and uncommon attributes from. The two stickers get combined to produce one with the best bits of both!", + "RANGER_TRADER_STICKER_FUSION4": "Sticker fusion is permanent, so you won’t get the original stickers back. But, if you choose well, fused stickers can turn even the weakest tape into an unstoppable beast!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]Hey… {player}...[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "Now, how can I help?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "What’s up, Sunny?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]There’s something I need to do, {player}... [pause]to tie up loose ends…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "Loose ends?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]There’s something about being a “Landkeeper” that I didn’t tell you…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "What do you mean?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]The “Mammon” beast that gave us orders… it was connected to us, and we were all connected to each other… like invisible telephone wire…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]But the Archangel… Mammon… is gone now. I don’t hear its orders in my head anymore. [pause]But I can still hear the thoughts of the other Landkeepers…[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "I think I get you. You had a network that linked you all, and that link is still there, even though you aren’t [wave amp=20 freq=5]one of them[/wave] anymore.", + "SUNNY_QUEST_INTRO_MEREDITH6": "You lot are all connected? Like a telepathic link or something? Alright, I’m following you so far.", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "You can hear their thoughts?!", + "SUNNY_QUEST_INTRO_FELIX6": "Oh, so you and the other Landkeepers have some sort of telepathetic connection?", + "SUNNY_QUEST_INTRO_VIOLA6": "I see. How curious.", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}... the others - [pause]the Landkeepers - [pause]are planning something. [pause]They don’t have a reason to continue being Landkeepers, but don’t know how to change…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]Their voices are discussing Mt. Wirral… I think they’re organising up there. [pause]I need to find out what they are planning… {player}, can you meet me there?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "OK. [pause]I suppose we should probably help the zombie girl out, right?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "I’m glad that Sunny is striking out on her own. Good for her!", + "SUNNY_QUEST_INTRO_EUGENE9": "Alright, let’s help out Sunny! She’s really changed a lot, huh?", + "SUNNY_QUEST_INTRO_VIOLA9": "I hope our friend Sunny is well. Perhaps our aid would be welcome?", + "SUNNY_QUEST_INTRO_FELIX9": "Helping her out sounds like it might be interesting, right?", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]{player}, you came! Thank you…[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]Oh, you brought some customers along? What a curious investment you have made…[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]{player}, you came! Thank you…[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]And you don’t need to act this way anymore… you’re free now. [pause]We’re ALL free now...[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]No… you don’t understand! People aren’t “investments”… [pause]People are people...[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]I don’t know what you’re planning, but we can all choose to be whatever we want to be, instead of being “Landkeepers”![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "You tell ‘em, mate.", + "SUNNY_QUEST_PART1_KAYLEIGH6": "That’s our Sunny!", + "SUNNY_QUEST_PART1_EUGENE6": "That’s the spirit, Sunny! You’re totally right.", + "SUNNY_QUEST_PART1_VIOLA6": "You’ve really found your own resolve, dear Sunny!", + "SUNNY_QUEST_PART1_FELIX6": "That’s right!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]I won’t stay on the sidelines, {player}... This is my fight, too![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]Why don’t we give you a CRASH COURSE in economics…?[/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]You’ve lost your enterprising spirit, Landkeeper![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]Hngh… we’re done here. [pause]It’s time that we clocked out - we have places to be…[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "That was [wave amp=20 freq=5]amazing[/wave], Sunny!", + "SUNNY_QUEST_PART1_VIOLA11": "A wonderful performance from our dear Sunny!", + "SUNNY_QUEST_PART1_EUGENE11": "That was [shake rate=30 level=10]awesome[/shake], Sunny! You really kicked some ass, there!", + "SUNNY_QUEST_PART1_MEREDITH11": "Cool monster form, Sunny.", + "SUNNY_QUEST_PART1_FELIX11": "Cool monster form, Sunny!", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "Where’d you get that monster tape?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "What monster tape was that?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]It was a gift from Ianthe, once I told her about my plan to confront the Landkeepers…[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]The wheel… [pause]it really is just a big wheel… I don’t understand…[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]Wuh…? “The wheel beneath the old headquarters”... [pause]What does that mean…?[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]They were having meetings out here… there must be some clue about what they’re doing…[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]Oh! The old headquarters in the marsh… There’s something underneath it![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}... please go with me to the Landkeeper’s old base that you and Eugene destroyed… I think the Landkeepers are there…[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]I have to do this… I have to stop them, and put that life behind me once and for all…[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]Truth be told, I’m kind of… excited…[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]Wuh…? This door has some sort of device on it. Is it to prevent intruders? Let me see...[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]I think we should go deeper…[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]It seems to think I’m a Landkeeper! Let’s go inside, {player}.[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]The remaining Landkeepers are all here… They must be here for a reason. [pause]Something about a “wheel”...?[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]You - [pause]Landkeeper - [pause]you aren’t wearing the correct uniform! I’m reporting you to HR![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]Maybe you’re wearing standard work attire after all…[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]Lousy regulators…[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]Are you here to stop our plans for corporate expansion? I DESPISE whistleblowers![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]The wheel provides such an exciting opportunity for our business ventures! I think our stock value is about to go up![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]Are you here doing some corporate espionage right now? That’s against company policy![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]My stocks are crashing…[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]The voices… the Landkeepers are excited about something up ahead… I can FEEL them…[/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]It’s… still against company policy…[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]Let’s keep going…[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]Isn’t it beautiful? Behold: The future of the Landkeeper’s Association… the Wheel![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]When our previous CEO was… [pause]displaced… [pause]the Landkeeper HQ collapsed into the depths of the island, along with many of us employees…[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]But down here in the dark, we found it. A new opportunity for us all…[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "What could it possibly do?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "What use do you have for this?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]The wheel is a forgotten part of a greater whole, something of great power that lies beneath this island… [pause]a power that weaves through many worlds…[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "The Mer-Line!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "So it’s from one of the Mer-Line’s trains?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]The “link” between Landkeepers that connects us… could this wheel extend that…?[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]We are vessels, created to serve by the Archangel Mammon, [pause]are we not…?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]Tell me, ex-colleague - [pause]do you know what we Landkeepers REALLY are?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]No… an Archangel cannot “create” things! It can only take, and reshape… The wheel will show you your truth![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]Then… where did we come from…?[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]The wheel can connect us to other times, other places… other Landkeepers. [pause]With it… we can establish communication… arrange mergers…[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player}, they mean to reach out to other worlds and bring new Landkeepers here![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]Yes! [pause]We’re expanding our business operations! [pause]Mass recruitment! Aggressive expansion![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]No you won’t! I won’t let you![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]What?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]I AM RECRUITING REINFORCEMENTS FROM ACROSS THE COSMOS![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "This might be bad for you…", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]Let’s finish this![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]Ah yes, a brazen bull to defend our capital… [pause]How fitting! This will do nicely![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}...[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]I won’t let anyone tell me what I have to be…[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]I only have to be ME![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]We beat them… Together…[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]The wheel can show me my “truth”...? What did he mean…?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]Just what AM I, exactly…?[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "Can he be trusted?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "That thing might be dangerous…", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]I see… [pause]the threads… connecting us, so close to my fingers I can almost grasp them…[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]I saw her, for a moment… Was that me? Was that who I was?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "Are you OK, Sunny?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]I’m so close… I just have to go further…[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]She focused so much on her work that she lost herself. She was miserable…[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]This body… my body was someone else, once. She had her own life, but it was not her own…[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]It made her an easy target for Mammon. She was taken... taken, and made into a vessel.[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]Made into me...[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]There has to be more… more meaning, more answers across the cosmos… I just need to look deeper…[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]Urgh![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "Be careful, Sunny!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "You should stop.", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]Uhh, I think I looked a bit too far into the cosmos. I lost myself for a moment there… [pause]Sorry.[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]NO![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player}, we should leave. I think we’re done here…[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "Are you OK?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "Did you find what you were looking for?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]I...[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]The wheel…[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]You saw it, didn’t you? [pause]Your genesis? [pause]The moment you were chosen for a higher purpose? [pause]The moment you became what you were MEANT to be?[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]I… I am…[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]I’m Sunny. I am nothing else. It doesn’t matter what people say I must be.[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]I’m simply Sunny.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]Please, {player}, show me things. New things! There’s so much to see! [pause]I know you intend to leave New Wirral, but…[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]Maybe you should stop being a Landkeeper just because you’ve been told that’s what you are, and try being yourself sometime.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]I think… knowing that this… [pause]body… [pause]was someone else even before I was a Landkeeper…[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]Hngh.[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "I think that’s just a New Wirral thing.", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]It doesn’t make me feel any different. I want to continue learning what it means to be me, as I am now.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]I’m sure that “other me” would understand.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]I wanna have fun, [pause]OK?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "Sunny asks you various questions about life back on your world.", + "RESTING_SUNNY_PLATONIC_2": "Sunny tells you about a dream she had recently.", + "RESTING_SUNNY_PLATONIC_3": "Sunny sits quietly and contently.", + "RESTING_SUNNY_DATING_1": "Sunny has an earnest discussion with you about her thoughts on life.", + "RESTING_SUNNY_PLATONIC_5": "Sunny eagerly tells you about new things she learned about Harbourtown recently.", + "RESTING_SUNNY_PLATONIC_4": "You and Sunny have a light-hearted conversation.", + "RESTING_SUNNY_DATING_2": "Sunny enquires about your clothing choices (for personal research).", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]People seem to enjoy eating food a lot, don’t they…?[/wave]", + "RESTING_SUNNY_DATING_3": "Sunny sits quietly - but contently - with you.", + "RESTING_SUNNY_DATING_4": "Sunny doesn’t say much, but she seems happy to be with you.", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]You seem to do it at least once a day![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "Huh?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "What do you mean?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "It’s necessary!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "You have to eat to stay alive!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]Do you…? That’s strange…[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]I seem to be OK if I don’t eat anything at all![/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]Maybe I am less like other people than I thought…[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]Is the sky as beautiful on your world as it is here, {player}?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "It’s… very different.", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]In the day, the sun glides across the sky, together with the pitch-black moon… At night, that same moon consumes the swirling lights that dance together...[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "It doesn’t quite look the same.", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]It’s wonderful, don’t you think…?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "It’s cool!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "I find it kind of eerie.", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]Heh… I thought you’d agree. Very “cool”...[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]Heh… I thought you’d agree. Very “cool”...[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]Heh… maybe it’s quite different to what you’re used to…[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]Heh… I thought you’d agree. Very “cool”...[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]Heh… maybe it’s quite different to what you’re used to…[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]Heh… maybe it’s quite different to what you’re used to…[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]Tell me, {player}... does your world also have a café…?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "There are a lot, actually.", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]Many cafés…? That’s difficult for me to imagine…[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "Nope - this is the only one I’ve ever seen!", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]Wow! [pause]This place must be very exciting for you, then…![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]You and Kayleigh… you have a sort of connection, don’t you…?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "Yeah!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]I thought so. It makes me happy to know two of my friends are so close…[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "I guess you could phrase it like that.", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]I thought so. It makes me happy to know two of my friends are so close…[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]I thought so. It makes me happy to know two of my friends are so close…[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]Whilst I do not share a bond with anyone like this, I think it would be nice…[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]You and Eugene are close, aren’t you?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "Yeah!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]I thought so. Eugene is sure of himself in many ways, and not so much in others… I think you are someone who would help bring out the best in him.[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "I guess you could phrase it like that.", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]The two of you are a good pair, I believe…[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]When I feel the wind like this…[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]I feel like… the woman whose body this was, she didn’t get to feel the wind in her hair like this…[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]Maybe I’m making up for lost time, in a way...[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]It is a strange thing to think that many people on this island are lost here…[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]They are made by people, I understand…?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]After all, I’m not lost here. Here is where I found myself…[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]That’s what Kayleigh said everyone on New Wirral gets, right…? Do you think EVERYONE deserves a second chance at life…?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "I think so.", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]New Wirral… a place where you can be forever lost, [pause]and forever found…[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]A fresh start…[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "Not everyone.", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]So do I, I think…[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]To be undeserving of a second chance in life… I don’t think I want to meet someone like that…[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]The “Archangels”, [pause]like Mammon…[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "Sort of…", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "As a friend?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "Something like that.", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]I see…[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]An Archangel seems so much stronger than a human… but that’s the wrong way to look at it, I think…[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]When I see people in Harbourtown working together, they are like one whole…[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]An Archangel might be strong, but I can’t imagine any Archangel is a match for all people, together![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]Something I’ve been thinking about…[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]I wonder if you built a ship and sailed away from here you’d find more islands like it…[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]The ocean surrounding New Wirral…[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]Maybe I’ll do that one day, when my heart yearns to see new lands![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]If someone else lived in my body once, did I inherit their likes and dislikes also…?[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]I… like the way you look when I see you lit by the fire, {player}...[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]Or are those my own? [pause]I wonder…[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]The embers reflected in your eyes - it may sound silly, but I feel like I see a whole world in you…[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]Maybe that’s the world you came from… Like you’ve harboured a piece of it inside you, all this time, guiding you home…[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]The past me… the person who lived in my body once…[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]She seemed so unhappy… [pause]It seems so sad to live an unhappy life and not be able to change it…[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]Promise me, {player}, to always live as happily as you can…[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "There aren’t any.", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]What are the monsters on your world like, {player}...?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]Don’t let your world change you, or make you into someone you’re not… OK?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]Whuh...? Really?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]I didn’t realise… [pause]I guess that explains a lot…[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "Yes.", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]Does your world have more clothes than this one, {player}...?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]It does?![/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "Quite a lot more…", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]So if I understand correctly… this island was made and maintained by an Archangel that goes by the name “Mer-Line”... correct?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]Though… [pause]I only just discovered how I like to dress… Maybe I’m not ready for a new look…[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "It seems that way.", + "SUNNY_CONVO16_SUNNY1_OPTION2": "I think that’s right!", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]OK, I’ll try and think of some better questions for you for next time![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]This Archangel must have had a reason to do all this…[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]But also… maybe their reasons are beyond our understanding?[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]Either way, I don’t think it’s something we should worry about! Whatever the future may hold, we’ll be ready for it…[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]Our new friend Gwen… I’ve never seen someone that dresses like her![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]So Gwen is an Archangel…[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]I wonder if she’d like to be friends with me…[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]She must have been so alone here, on this pier… I hope she can find happiness…[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]No one deserves to feel that way…[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]OK, {player}. Tell me something. Something about your world.[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "Huh?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "My world?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]Yeah! Your world is old, right…? New Wirral is young. I was told Harbourtown has only existed for a few generations…[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "You give Sunny a brief rundown on the history of Earth. [pause]You skip a lot of the details, but that’s OK.", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]Please, tell me about the history of your world![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]That’s… a lot to take in.[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]When I think about this island, and where I came from… from the person I once was on another world, to being a Landkeeper, to finding you here…[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]I can almost see the thread of history that led to me being me, [pause]here, [pause]now.[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]Does that make sense? Do you… see the threads of your world’s history that lead you to be who you are now…?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]Does that make sense? Do you… see the threads of your world’s history that lead you to be who you are now…?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]Does that make sense? Do you… see the threads of your world’s history that lead you to be who you are now…?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "Not really!", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]OK! I’m glad! I wasn’t sure if it was a silly question.[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "Yeah?", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]Don’t worry about it… it was a silly question anyway![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]I am still learning what it means to be oneself. Some part of that lies in our history, but only so much…[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]I wonder about the human I once was… [pause]the woman who lived in my body first… I wonder how her history shaped her…[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]Maybe I am asking the wrong questions… Maybe I need to ask you more about the present, not the past![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "That sounds like a plan!", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]There are a lot of people on your world… aren’t there? I mean… a lot more than here on this island.[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "I guess so!", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]Hey {player}...[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]Don’t worry, I do understand that much. The other Landkeepers and I… are not friends.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "Yeah I guess so!", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]You must meet more people than you could even get to know![/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "Yep, that’s right!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]Don’t you feel sad about that? That there’s friendships you might miss out on…?[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]Though… I suppose they might not really end up as friends. Not all people can connect with each other…[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "Yep.", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "That’s an understatement.", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]The roles given to them are so rigid… so impossible to change, that they can’t imagine life any other way…[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]But knowing that people might not connect with you, or even despise you… this isn’t enough to stop me reaching out to others.[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]Maybe me choosing to be “Sunny” instead of a “Landkeeper” is an insult to them.[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]People are interesting to me! It’s fun to talk to them, I think...[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "I agree!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "Is it…?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "That’s a good outlook!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]Heh heh.[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]Being hungry is pretty funny, isn’t it…?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]Is that such a strange statement?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "Being hungry is no laughing matter!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]It’s a feeling we have that changes our behaviour, even if we don’t want it to…[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]The things we desire in our bodies overrule us, pushing us to make decisions…[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "I guess that’s true.", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "Do you have many of these bodily desires?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]See? It wasn’t a strange statement after all![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]I bet your world has a lot of really good food that isn’t on New Wirral, {player}![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Some food makes me feel this way more than others. I guess that’s “preference”...[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "Yep.", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "Let me tell you about “restaurants”.", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]You- [pause][pause]Buh- [pause][pause]I’m not… [pause]I’m talking about food![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Please… tell me about these foods. I want to know about them, OK?[/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]A lot of human desires are… [pause]interesting, but food is easier to talk about…[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "The conversation awkwardly trailed off after that.", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]Hey, {player}.", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]There’s something I’m curious about… People’s homes. They are reflections of them, I’m told.[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]Can you show me your home..?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "Sure!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "Not now.", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]OK! Let’s go…[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]OK. Another time…[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]I’ve been thinking so much on what it means to be me, and to be a person…[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]And I think I understand now.[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]What makes people… [pause]is other people.[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]If I didn’t have you in my life, and Kayleigh, and Eugene, I wouldn’t BE Sunny…[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]After all, you were the ones to give me that name. The first gift I ever received - and I’ll treasure it forever.[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]Even you, {player}. At first, I saw you as a stranger, someone I feared, or didn’t trust. But now, I see you as...[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]It feels like so long since then… I feel so differently about everything now.[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "As a friend?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]Even you, {player}. At first, I saw you as a stranger, someone I feared, or didn’t trust. But now, I see you as...[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]Even you, {player}. At first, I saw you as a stranger, someone I feared, or didn’t trust. But now, I see you as...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "As a friend?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "As something more…?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Those connections with one another? This is what it means to live. To be human, I think…[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Of course! We’ve travelled together… fought monsters together… even fused together…[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "As something more…?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "As something more…?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]One day I know you’ll move on from this place… but those connections will always be there between us. Making us who we are.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]At least, that’s what I think.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Uh…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Do you mean that how I think you mean it…?[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "I mean we’re close friends!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "I mean I have feelings for you.", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "I mean we’re close friends!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "I mean we’re close friends!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]So it’s… not just me.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]If I am honest, I’ve had some… [pause]complicated feelings inside me for some time.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]It’s so hard for me to know what’s normal, and what’s not…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]But if you feel the same, then I’ll try to be direct:[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]I want to be close to you, [pause]very close to you, right now… [pause]if that’s OK…?[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "Nothing in particular!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]You look like you have something you want to say, {player}, I think…?[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]OK, {player}...[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]I want us to be together.[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]I think I understand what it is you’re asking.[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]It’s OK, Eugene. We weren’t friends when we first met, but we are now… That’s better, don’t you think…?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]Of course I want that… I want nothing more…[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]I…[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]It’s not just about being close to each other physically, it’s something more…[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "Yeah.", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]A validation of the connection between us, as people…[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "That’s one way to put it.", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]But… we can still be close physically too, right…?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]Because when I see you, there are a lot of feelings I have. I want to be physically close to you, and also want to be connected to you, connected to your heart…[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]These feelings all blend into one and I can’t tell where they begin or end. It makes me feel like I don’t understand myself as much as I want to...[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]I need to be close to you, I think.[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]I need to feel your hands on mine, [pause]a-and other things like that, too![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]I know you have to go home eventually… but this connection will always be there between us. Making us who we are.[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]So… yes. I want to be with you. Until you go.[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "Oh, they don’t live there - it’s just for the day! Think of it as a role you play in the daytime, before you come home and become yourself again.", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "Well I wouldn’t phrase it like [wave amp=30 freq=10]that[/wave], exactly - it’s more that you need money to live, so an office job is a way to get money.", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]...So you mean to say that, where you’re from, some people CHOOSE to live like Landkeepers…?[/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]So people choose to live in an office to survive…?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "Uh, I’m not qualified for that kind of work.", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]I see… did you have an “office job” before coming to New Wirral, Kayleigh…?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]...No, I never had to “drink blood” as a Landkeeper…[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "I guess not. I’m just curious about you.", + "PARTNER_INTERACT_S_M1_MEREDITH2": "So you’re not, like, a vampire. [pause]But are you sure you aren’t maybe a [wave amp=30 freq=10]little[/wave] bit undead? You look pretty pale.", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]”Undead”? I’m not familiar with the word… Is it bad..?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]You’re… [pause]curious about me…?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "Don’t take it the wrong way! [pause]You’re like, a [wave amp=30 freq=10]living dead girl[/wave]. Or maybe you’re not. Either way, it’s cool.", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]So you’re saying you don’t quite understand me, and that interests you…?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "I… guess?", + "PARTNER_INTERACT_S_E1_EUGENE2": "You mean when you first walked into this café? Yeah, I guess it’s been a little bit since then.", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]...It feels so long ago when we first met, Eugene…[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]No, I mean when I was a Landkeeper and first came into Harbourtown. You confronted me and my colleague and told us to leave, remember…?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "Wait, [pause]that was YOU? Sunny, I never realised…", + "PARTNER_INTERACT_S_E1_EUGENE6": "A big improvement, I agree.", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]...You want to draw me…?[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "Yeah! Your story is pretty inspiring, after all. You escaped your previous life as a corporate drone to be your own person. I could totally base a character on you for the story I’m writing.", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]Though I must request that my clothes stay on for the drawing process.[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]I… that’s very kind of you. I would be honoured for you to draw me, Felix…[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "Don’t worry, I’m not [wave amp=30 freq=10]that[/wave] kind of artist.", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]...Do you have fond memories from your times travelling, Viola…?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "…Fond memories? The finest! The wind in my hair one night, and the warm bed of a tavern the following moon. Upon one night I may be found dining with friends of my father; the next I may be performing poetry in fair Verona.", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]”Fair Verona”... that sounds like a nice place…[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "It… may be so, yet I must confess: [pause]I happened to have stolen the heart of a maiden of high standing in Verona and caused a local feud, the likes of which escalated most devilishly. [pause]I do not intend to return.", + "PARTNER_INTERACT_S_D1_DOG2": "Arf!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]...I guess you’re a “dog”, is that right…?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]...You do have a lot of stories, it seems![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]You are the first “dog” I’ve met. I would like to meet more, if given the chance…[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "Yeah! [pause]It’s not super uncommon to have ginger hair, at least in my neck of the woods.", + "FRANKIE_INTERACT_K1_FRANKIE1": "...I have to ask, Kayleigh. Is your hair naturally that colour?", + "FRANKIE_INTERACT_K1_FRANKIE4": "Well, [pause]no, [pause]but it's STAYED this colour ever since I washed up here.", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "I’m guessing you weren’t born with pink hair, though.", + "FRANKIE_INTERACT_K1_FRANKIE6": "It certainly saves me money on hair dye!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "If you’re happy with that then it’s not so bad, right?", + "FRANKIE_INTERACT_M1_FRANKIE1": "…I just don’t know, Meredith. If I [wave amp=30 freq=10]leave[/wave] New Wirral, I’m going to have to get a job and all that boring stuff.", + "FRANKIE_INTERACT_K1_FRANKIE7": "…Not that money exists here. Or hair dye.", + "FRANKIE_INTERACT_V1_VIOLA3": "I see what troubles you, dear Frankie. You ask if there is a contradiction in your passion for romantic and lustful prose, despite your own reluctance to partake in such dramas yourself?", + "FRANKIE_INTERACT_M1_MEREDITH2": "You’re just a kid, right? You’ve got some time left before you hit the mundanities of adulthood.", + "FRANKIE_INTERACT_M1_FRANKIE3": "I’m [wave amp=30 freq=10]eighteen[/wave]! I don’t think you’re [wave amp=30 freq=10]that[/wave] much older than me!", + "FRANKIE_INTERACT_M1_MEREDITH4": "Oh. [pause]I didn’t realise. I guess you have such a… [pause]youthful energy that I mistook you for younger.", + "FRANKIE_INTERACT_M1_FRANKIE5": "I get that a lot!", + "FRANKIE_INTERACT_E1_FRANKIE1": "…I just think that maybe I’m not the person my parents [wave amp=30 freq=10]thought[/wave] I’d be growing up. They’re [wave amp=30 freq=10]supportive[/wave] of me, but maybe I’m not the kid they thought I’d be.", + "FRANKIE_INTERACT_E1_EUGENE2": "I get that. I had a pretty momentous childhood - but my parents spent a lot of theirs fighting in the trenches of a guerilla war for the fate of a burning world, y’know?", + "FRANKIE_INTERACT_E1_FRANKIE3": "…[pause]What?", + "FRANKIE_INTERACT_E1_EUGENE4": "I mean like, they raised me as best they could… [pause]but growing up I played in the ruins of the death machines that their generation felled, right?", + "FRANKIE_INTERACT_E1_EUGENE5": "There’s gonna be some distance between us when they’ve experienced something like that.", + "FRANKIE_INTERACT_E1_FRANKIE6": "…[pause]Maybe my life is pretty easy, all things considered.", + "FRANKIE_INTERACT_F1_FRANKIE1": "…So if I provide you with a character description, do you think you could draw them for me?", + "FRANKIE_INTERACT_F1_FELIX2": "Sure! Just tell me what your character looks like, and I’ll get back to you with it.", + "FRANKIE_INTERACT_F1_FRANKIE3": "OK, [pause]they’re like, [pause]imagine a werewolf, but wearing a business suit. No wait, it’s more like a tuxedo… And his fur colour is-", + "FRANKIE_INTERACT_F1_FELIX4": "Uh, how about you write down some notes for me instead?", + "FRANKIE_INTERACT_V1_FRANKIE1": "…I guess I read a lot about romance for someone who has no interest in it myself.", + "FRANKIE_INTERACT_V1_FRANKIE2": "Is that [wave amp=30 freq=10]weird[/wave]?", + "FRANKIE_INTERACT_V1_VIOLA5": "If you wish to know my thoughts; I would say that you need not worry. Perhaps your heart’s desires shall change as you age, perhaps not.", + "FRANKIE_INTERACT_V1_FRANKIE4": "…I guess so…?", + "FRANKIE_INTERACT_V1_VIOLA6": "Enjoy the things you love, and love those around you in the way that pleases you most. This is a fine way to live one’s life, I believe.", + "FRANKIE_INTERACT_V1_FRANKIE7": "Viola you are [wave amp=30 freq=10]SO[/wave] cool, do you know that?!", + "FRANKIE_INTERACT_S1_FRANKIE1": "…So even though I didn’t know New Wirral [wave amp=30 freq=10]existed[/wave] before coming here, in some way I’ve been preparing for this kind of thing happening to me my [wave amp=30 freq=10]whole life[/wave]!", + "FRANKIE_INTERACT_V1_VIOLA8": "I’m hearing such reports as of late!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]I see… because you read many fantasy stories… and write your own, if I am understanding right…?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "Yes! [pause]Though the specific details with cassette tapes is a new twist, people [wave amp=30 freq=10]love[/wave] stories about friendships between monsters and humans - especially if there’s romance, too.", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]They do…? Is that why you are excited to be here - to be romanced by a monster?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "What, m-me? [pause]No, I’m strictly an observer.", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "Characters with Booby Trapped have some of their moves replaced.", + "STATUS_NAME_BOOBY_TRAPPED": "Booby Trapped", + "STATUS_NAME_FLAMMABLE": "Flammable", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Gives the target team {status_effect} status for {duration} turn(s).", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Hits one target. Uses the user’s Melee Defence stat instead of Melee Attack. Also damages the user.", + "MOVE_DESCRIPTION_CARNIVORE": "Increases the amount of HP restored by Bite.", + "MOVE_NAME_BOOBY_TRAP": "Booby Trap", + "MOVE_NAME_MACHINE_CURSE": "Machine Curse", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consumes all the user’s AP. The power of this attack is increased by 15 times the AP consumed. The type of the attack, and any extra status effects, are determined by the current weather.", + "MOVE_NAME_BUTTERFLY_EFFECT": "Butterfly Effect", + "MOVE_DESCRIPTION_MACHINE_CURSE": "Reflects all damage and statuses dealt by moves triggered by other passive moves back onto the user.", + "MOVE_NAME_STICKER_TRICK": "Sticker Trick", + "MOVE_DESCRIPTION_LIFTOFF": "Gives the user AP Boost and Speed Up at the end of their third turn.", + "MOVE_NAME_ENERGY_RESERVES": "Energy Reserves", + "MOVE_NAME_BAD_FORECAST": "Bad Forecast", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "Chance to give 1 AP to a random ally at the end of the user’s turn.", + "MOVE_NAME_IONISED_AIR": "Ionised Air", + "MOVE_DESCRIPTION_BOOBY_TRAP": "Damages the user.", + "MOVE_DESCRIPTION_STICKER_TRICK": "Replaces the last move the target used with Booby Trap. Booby Trap damages the user.", + "STATUS_DESCRIPTION_FLAMMABLE": "Flammable characters receive the Burned status whenever they are hit by Fire-type attacks. In addition, the damage received from Burned is increased.", + "MOVE_DESCRIPTION_HARDBACK": "Reduces incoming damage from all but critical and Fire-type attacks. Fire-type attacks received are always critical, and do not provide buffs.", + "MOVE_NAME_CARNIVORE": "Carnivore", + "MOVE_NAME_BRACE_FOR_IMPACT": "Brace for Impact", + "MOVE_NAME_HARDBACK": "Hardback", + "MOVE_NAME_LIFTOFF": "Liftoff", + "MOVE_NAME_GASOLINE_SPRAY": "Gasoline Spray", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Gives the target {status_effect} status.", + "MOVE_DESCRIPTION_BAD_FORECAST": "Gives the target Evasion Nullified status for {duration} turn(s). Also randomises the weather. Automatically used at the start of battle.", + "AMPHARE_NAME": "Amphare", + "FRAGLIACCI_LORE_2": "“Pagliacci” is the name of an Italian opera written by Ruggero Leoncavallo that first debuted in 1892. It tells the story of an actor who leads a commedia dell'arte theatre troupe.", + "LAPACITOR_LORE_2": "The first electric battery was invented by the physicist Alessandro Volta in 1800. At the time he did not understand the nature of his invention, and believed it to be a source of unlimited power.", + "AMPHARE_LORE_1": "The Amphare is little more than a living battery, having formed “limbs” by suspending scrap iron in the air around its body. It is not clear what first caused it to gain sentience.", + "PIER_MACHINE_GLITTER_LORE_2": "When humanity has been stripped away, all that remains is chaos.", + "ITEM_PIER_TICKET": "Prize Ticket", + "ITEM_PIER_TICKET_DESCRIPTION": "A ticket that can be exchanged for ride passes at Brightside Pier. The paper feels crisp and delicate, like dead leaves.", + "DLC_PIER_FELIX_CONVO2_FELIX2": "It sounds like Archangels are envious of us humans. That one you first met on another world - Ms. Amber - also seemed to prefer taking the form of a human too, right?", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "I suppose so!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "I guess that’s true…", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "That woman wears the guise of a fool, but I shall not let her trick me.", + "DLC_PIER_FELIX_CONVO2_FELIX4": "They are powerful… [pause]but power isn’t everything, is it?", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Do not let the kindly face of Gwen ease your guard, {player}. A jester may offer you a smile one moment, then in another a knife in the back.", + "DLC_PIER_FELIX_CONVO2_FELIX3": "It’d be easy to think of them as [wave amp=30 freq=10]god-like[/wave] beings, but I think that misses the point.", + "UMBRAHELLA_LORE_1": "The enigmatic Umbrahella is said to be a bad omen – riding fell winds like a kite on an updraft, it appears only where disaster and misery is soon to strike.", + "UMBRAHELLA_LORE_2": "Depictions of man-made collapsible umbrellas have been found in sculptures dating back to ancient Assyria. Umbrellas of many kinds have appeared across all cultures throughout human history.", + "UI_CC_VALUE_hair_clown_2": "Ringmaster #2", + "UI_CC_VALUE_hair_clown_1": "Ringmaster #1", + "UI_CC_VALUE_hair_clown_3": "Jester’s Hat", + "UI_CC_VALUE_hair_clown_4": "Two-tone", + "UI_CC_VALUE_head_clown": "Clown Nose", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "So “Gwen” was an Archangel after all, and also knew Aleph…", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "This creepy pier raises so many questions.", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "And Gwen… has she been here the whole time? [pause]Does she do her own makeup? [pause]Is she single?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "Was it here the whole time people have lived on New Wirral? Where did it even [wave amp=30 freq=10]come[/wave] from?", + "CHARLEQUIN_LORE_1": "The Charlequin uses its oversized sleeves to store items used for public performances. This includes fireworks, flammable materials, incendiary devices, and more.", + "FRAGLIACCI_NAME": "Fragliacci", + "BLUNDERBUSK_LORE_2": "Whilst the “clown” has existed as a role since ancient Egypt, the recogniseable clown look was developed by English performer Joseph Grimaldi in the early 1800s.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "To entertain", + "BATTLE_ADJECTIVE_PIER_MACHINE": "Infernal Engine {name}", + "PIER_MACHINE_BEAST_NAME": "Pearl", + "PIER_MACHINE_BEAST_SUBTITLE": "Feral Machine", + "PIER_MACHINE_BEAST_LORE_2": "Depending on who you ask, ferality is either the absence of humanity or an acceptance of our true selves.", + "PIER_MACHINE_BEAST_LORE_1": "Whatever it once was, it now exists between two states of being. An incomplete monstrosity that can express itself only in animal rage.", + "BLUNDERBUSK_NAME_PREFIX": "Blunder", + "AMPHARE_NAME_PREFIX": "Amp", + "FRAGLIACCI_DESCRIPTION": "a clown with a cannon head", + "REGION_NAME_FUNHOUSE": "Funworld", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "in the Witch House on Brightside Pier", + "REGION_NAME_SPACEWORLD": "Cosmic Zone", + "REGION_NAME_FUNHOUSE_PHRASE": "at Funworld on Brightside Pier", + "REGION_NAME_PIER_WAREHOUSE": "Brightside Pier Warehouse", + "REGION_NAME_SPACEWORLD_PHRASE": "at Cosmic Zone on Brightside Pier", + "PIER_MACHINE_GLITTER_LORE_1": "A thing that knows only that it should not be. With no sense of rationality left, this pitiful entity cannot make decisions with any sense of logic or reasoning.", + "PIER_MACHINE_GLITTER_SUBTITLE": "Chaos Machine", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "A pass that allows access to an attraction at Brightside Pier.", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "Green Attraction Pass", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "A pass that allows access to an attraction at Brightside Pier.", + "ITEM_PIER_PASS_SPACEWORLD": "Red Attraction Pass", + "ITEM_PIER_PASS_FUNHOUSE": "Pink Attraction Pass", + "ROSEHOOD_LORE_2": "The story of “Little Red Riding Hood” has a long history. It is known to have been told as far back as the 10th century in Europe, and has its roots in folk stories from ancient Greece.", + "UMBRAHELLA_SUBTITLE": "Bad Omen", + "UMBRAHELLA_DESCRIPTION": "a creepy living umbrella", + "REGION_NAME_PIER_PHRASE": "at Brightside Pier", + "REGION_NAME_PIER": "Brightside Pier", + "REGION_NAME_HAUNTEDHOUSE": "The Witch House", + "MAP_FEATURE_ROWING_BOAT": "Rowing Boat", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "in the warehouse on Brightside Pier", + "MAP_FEATURE_WAREHOUSE": "Warehouse", + "MAP_FEATURE_HAUNTEDHOUSE": "“The Witch House”", + "MAP_FEATURE_FUNHOUSE": "“Funworld”", + "MAP_FEATURE_SPACEWORLD": "“Cosmic Zone”", + "CHARLEQUIN_NAME": "Charlequin", + "FRAGLIACCI_LORE_1": "The Fragliacci’s whole body is something akin to a ballistic cannon – it’s “face” is merely a cover to the cannon’s barrel, which is able to fire objects with a terrifying velocity.", + "LAPACITOR_DESCRIPTION": "a battery-shaped rabbit with a giant claw arm", + "MAJORTOM_LORE_2": "The first manned space flight was successfully completed in 1961 by Soviet cosmonaut Yuri Gagarin. Lasting 108 minutes, the flight was inarguably a milestone in the history of the human race.", + "MAJORTOM_DESCRIPTION": "a long space shuttle robot", + "ROSEHOOD_DESCRIPTION": "a hooded figure with a flower basket", + "MINORTOM_NAME_PREFIX": "Minor", + "MINORTOM_NAME_SUFFIX": "tom", + "MINORTOM_LORE_1": "Minortoms were once novelty automatons, designed to entertain guests at a theme park on some unremarkable parallel Earth. Long outliving their creators, they have since gained a mechanical sentience of sorts, and now look to sail the stars like the space rockets they resemble.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]What?![/shake] No! That’s not where I was going with that [wave amp=30 freq=10]at all[/wave]!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Nah, I think it’s the whole “sole resident of an abandoned pier” thing. That tends to give me the creeps.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "You mean you’re scared of her?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "You mean you have a crush on her?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "You’re really [wave amp=30 freq=10]telling[/wave] on yourself by asking that, {player}.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "You’re really [wave amp=30 freq=10]telling[/wave] on yourself by asking that, {player}.", + "CHARLEQUIN_NAME_SUFFIX": "quin", + "MAJORTOM_NAME": "Majortom", + "MINORTOM_DESCRIPTION": "a retro rocket robot", + "UMBRAHELLA_NAME": "Umbrahella", + "UMBRAHELLA_NAME_PREFIX": "Umbra", + "UMBRAHELLA_NAME_SUFFIX": "hella", + "HAUNTOME_LORE_2": "The history of the book is as long as the history of writing. Before the invention of paper, people would use various mediums for recording text including clay tablets.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "So “Gwen” wasn’t a human…?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "You’re really [wave amp=30 freq=10]telling[/wave] on yourself by asking that, {player}.", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "This new mission of ours to save this pier…", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Man, I don’t know what to make about [wave amp=30 freq=10]any[/wave] of that stuff. It’s above my paygrade.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "That figures. You can’t trust anyone who’s in a costume full-time. [pause]I’ve always thought this.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "I think we can trust her!", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "It’s pretty weird, right? Like, I guess we’re helping someone out, but I also don’t know what to think about Gwen.", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Whatever the case: stay on your guard, buddy. Who knows what we’ll find out here…", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "I don’t know if we can trust her.", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Something is amiss in this place – [pause]we both know this much.", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "So it seems that “Gwen the fool” was an otherworldly spirit herself, yes?", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "There is much of mankind that is envious to the fae beings of other worlds, it would appear.", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "To live so long, yet live that life as a shadow…", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Such a pitiable thing she turned out to be, in the end.", + "CHARLEQUIN_NAME_PREFIX": "Charle", + "CHARLEQUIN_DESCRIPTION": "a starry-eyed clown", + "AMPHARE_NAME_SUFFIX": "hare", + "BLUNDERBUSK_NAME_SUFFIX": "busk", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "A pass that allows access to an attraction at Brightside Pier.", + "ITEM_KEY_HAUNTEDHOUSE_1": "Ruby Eye", + "ITEM_KEY_HAUNTEDHOUSE_3": "Green Engine Key", + "ITEM_KEY_HAUNTEDHOUSE_2": "Library Key", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "A crude gemstone, shaped to fit into a particular socket.", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "A rusted key used to access the library in the Witch House.", + "SCARLETEETH_DESCRIPTION": "a giant cloaked wolf", + "SCARLETEETH_LORE_2": "“Little Red Riding Hood” has many variations – the most popular being the Brothers Grimm version of the story. Some early versions explicitly describe the wolf in the story as a werewolf.", + "SCARLETEETH_LORE_1": "A Littlered that turns feral can grow into this form: the Scarleteeth, a hulking clawed beast with a taste for flesh. For a person to take this form in battle is to lose oneself to pure animal bloodlust.", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "So “Gwen” was an Archangel the whole time?", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "But it still sounds like helping her out was a good thing… [pause]I think…?", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Whatever[/wave] it all means, it still sounds like a job well done. Nice work, {player}.", + "DLC_PIER_FELIX_CONVO1_FELIX1": "This pier… [pause]it’s…", + "DLC_PIER_FELIX_CONVO1_FELIX2": "Really cool, right?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Huh?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "I guess so!", + "DLC_PIER_FELIX_CONVO2_FELIX1": "So “Gwen the clown” is actually “Gwenivar the Archangel”, huh?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "I guess I could also just be overthinking it.", + "DLC_PIER_FELIX_CONVO1_FELIX3": "The way that places like these [wave amp=30 freq=10]slowly decay[/wave] adds so much character. Every patch of rust tells a story.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "What is a clown’s purpose?", + "LAPACITOR_LORE_1": "If the electrical energy within an Amphare grows strong enough, it is able to extend its own body and form proper limbs. It still relies on magnetised scrap metal for self-defense, however.", + "LITTLERED_NAME_PREFIX": "Little", + "LITTLERED_NAME": "Littlered", + "LITTLERED_NAME_SUFFIX": "red", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "To terrify", + "CLOWN_LORE_1": "Gwenivar is an ancient Archangel who has always held a childlike fascination with human culture. She has spent many years attempting to replicate mankind’s natural ability to create new things.", + "CLOWN_LORE_2": "The incarnation of illusion, Gwenivar was once a member of Aleph’s troupe, the “Round Table”. After the troupe split following a tragedy, she isolated herself on the remote Brightside Pier.", + "MINORTOM_LORE_2": "The first depiction of a “space rocket” in fiction was in Jules Verne’s “From the Earth to the Moon”, a novel about a manned flight to the Moon. It was a direct inspiration for the first ever science fiction movie, “A Trip to the Moon” by Georges Méliès.", + "HAUNTOME_NAME_PREFIX": "Haunt", + "HAUNTOME_NAME_SUFFIX": "tome", + "HAUNTOME_LORE_1": "The Hauntome may appear like a book possessed by a restless spirit, but its “eye” is an organic creature that has taken root inside a large tome. It flaps its pages to create powerful winds.", + "FRAGLIACCI_NAME_PREFIX": "Frag", + "FRAGLIACCI_NAME_SUFFIX": "liacci", + "CHARLEQUIN_LORE_2": "The “Harlequin” is a comedic character role originating in the traditional commedia dell'arte, a form of Italian theatre popular between the 16th and 18th centuries.", + "LITTLERED_LORE_2": "“Little Red Riding Hood” is a European folk tale. Whilst there are many versions of it, the story is generally described as the tale of a girl who is followed by a wolf on her travels to visit her grandmother.", + "LITTLERED_DESCRIPTION": "a cat-like creature with a cloak and bow", + "BLUNDERBUSK_NAME": "Blunderbusk", + "DLC_POPUP_PIER_2": "The following cosmetic options are also now available:\\n\\n- Ringmaster #1 Hair option\\n- Ringmaster #2 Hair option\\n- Jester's Hat Hair option\\n- Two-tone Hair option\\n- Clown Nose Head option", + "PIER_MACHINE_ASTRAL_NAME": "Raven", + "PIER_MACHINE_ASTRAL_SUBTITLE": "Void Machine", + "PIER_MACHINE_ASTRAL_LORE_2": "The void is the absense of meaning, of heart, and of self.", + "PIER_MACHINE_GLITTER_NAME": "Rose", + "PIER_MACHINE_ASTRAL_LORE_1": "A half formed thing. The warmth it once possessed in a previous life has flickered out like a dying spark, leaving only a dark emptiness.", + "QUEST_DLC_PIER_DESCRIPTION1": "Disable the 3 Infernal Engines at Brightside Pier.", + "QUEST_DLC_PIER_PROGRESS2": "Defeated {num} of 3 Infernal Engines.", + "QUEST_DLC_PIER_DESCRIPTION2": "Speak with Gwen.", + "QUEST_DLC_PIER_PROGRESS1": "Exchange 4 prize tickets for an attraction pass.", + "LAPACITOR_NAME_PREFIX": "Lapac", + "LAPACITOR_NAME_SUFFIX": "pacitor", + "ITEM_KEY_SPACEWORLD_3": "Red Engine Key", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "A heavy iron key used to open the door to the engine room in the Cosmic Zone.", + "ITEM_KEY_WAREHOUSE": "Warehouse Key", + "RUMOR_DLC_PIER_BOAT": "A patron of this fine establishment told me of a peculiar sighting they saw earlier. An abandoned rowing boat, sailing itself to shore not too long ago.", + "RUMOR_DLC_PIER_BOAT_TITLE": "Rowing Boat", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "An old rusty key used to open the locked room in the Brightside Pier warehouse.", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Living Umbrella", + "QUEST_DLC_PIER_TITLE": "Pier of the Unknown", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Believe it or not, I saw a living umbrella {location_0_phrase}! It seemed to be doing something with the weather!", + "AMPHARE_LORE_2": "The term “battery” is believed to have been coined by inventor Benjamin Franklin in the 18th century, a word borrowed from a military terminology.", + "SCARLETEETH_NAME": "Scarleteeth", + "LITTLERED_LORE_1": "Littlereds, in their immature states, have the potential to maintain their civil and friendly personas into adulthood, or give in to their inner beasts. What would drive such a courteous creature to such bloodlust?", + "DLC_POPUP_PIER_1": "Thank you for purchasing Pier of the Unknown!\\n\\nA new story quest can now be accessed by speaking to Clémence after you have had your first proper meeting with the Triangle Man.", + "BLUNDERBUSK_DESCRIPTION": "a clown with a bouncy ball body", + "MAJORTOM_NAME_SUFFIX": "tom", + "MAJORTOM_LORE_1": "Minortoms that upgrade their space rocket bodies can eventually advance to become Majortoms. Their large fuel tanks are filled with a powerful liquid propellant that can launch them into low orbit, finally realising their dream of space travel.", + "MAJORTOM_NAME_PREFIX": "Major", + "SCARLETEETH_NAME_PREFIX": "Scarlet", + "SCARLETEETH_NAME_SUFFIX": "teeth", + "BLUNDERBUSK_LORE_1": "The Blunderbusk is able to “fire” projectiles with its hand by pointing their hands like guns. It has a very accurate aim, too, despite the fact that its always rocking back and forth, and also lacks eyes.", + "AMPHARE_DESCRIPTION": "an armless battery-shaped rabbit", + "LAPACITOR_NAME": "Lapacitor", + "HAUNTOME_DESCRIPTION": "a giant floating book", + "MINORTOM_NAME": "Minortom", + "ROSEHOOD_NAME": "Rosehood", + "ROSEHOOD_NAME_PREFIX": "Rose", + "ROSEHOOD_LORE_1": "A Littlered that grows to adulthood without losing itself to its animal instincts. The Rosehood is often seen in wooded areas, arranging bouqets of fresh flowers to hand out to those passing by.", + "ROSEHOOD_NAME_SUFFIX": "hood", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "I’m just kidding with that last one – [pause]honest!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "It’s so strange to me that these beings who seem so [wave amp=30 freq=10]beyond[/wave] us could be so [wave amp=30 freq=10]preoccupied[/wave] with us - [pause]us human beings.", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "That [wave amp=30 freq=10]Gwen[/wave] lady really makes the hair on the back of my neck stand up, if you know what I mean.", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "It’s just a lot for this [wave amp=30 freq=10]small-town Irish lass[/wave] to wrap her head around, OK?", + "AA_CLOWN_NAME": "Gwenivar", + "AA_CLOWN_SUBTITLE": "Ringmistress of Illusion", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Clown For Help", + "BATTLE_TITLE_PIER_MACHINE": "Infernal Engine", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Topsy Turvy", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "A heavy iron key used to open the door to the engine room in the Witch House.", + "ITEM_KEY_SPACEWORLD_1": "Lunar Key", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "A silver key with a moon motif found in the Cosmic Zone.", + "ITEM_KEY_SPACEWORLD_2": "Solar Key", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "A golden key with a sun motif found in the Cosmic Zone.", + "HAUNTOME_NAME": "Hauntome", + "ONLINE_STATE_CONNECTED.m": "Connected", + "ONLINE_BUTTON_INVITE_FRIENDS": "Invite Friends", + "ONLINE_SHOW_INVITE_CODE_COPIED": "Copied to clipboard!", + "ONLINE_PLAYER_STATUS_OFFLINE": "Offline.", + "ONLINE_PLAYER_STATUS_0": "Adventuring. Currently {location_name_phrase}.", + "ONLINE_REQUEST_RECEIVED.m": "{remote_player} sent you a {action} request!", + "NOTIFICATION_REQUEST": "Request", + "ONLINE_STATE_DISCONNECTED": "Currently Offline", + "ONLINE_STATE_CONNECTING": "Connecting…", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "LAN Session", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Connecting to {server}…", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "Hosting (LAN Port {server_port})", + "ONLINE_STATE_CONNECTED.f": "Connected", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "Connection failed because an update is required.", + "ONLINE_BUTTON_LAN_CLIENT": "Join LAN Session", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Enabled", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Enabled + Fusion Power", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Duplicate Stickers:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Disabled", + "BATTLE_NET_CLOSED_2_LOCAL.m": "The battle has ended because you were disconnected.", + "BATTLE_NET_CLOSED_2_REMOTE.f": "The battle has ended because the other player disconnected.", + "BATTLE_NET_CLOSED_1": "The battle has ended due to an error.", + "BATTLE_NET_CLOSED_2_LOCAL.n": "The battle has ended because you were disconnected.", + "BATTLE_NET_CLOSED_2_REMOTE.n": "The battle has ended because the other player disconnected.", + "ONLINE_ERROR_CONNECTION_ERROR": "Connection error ({error}).", + "ONLINE_NOTIFICATION_RAID_WON": "{player} and {other_player} defeated {boss}", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player} and {other_player} entered a raid", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player} defeated {other_player}", + "ONLINE_NOTIFICATION_TRADED": "{player} and {other_player} traded tapes", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player} and {other_player} entered the gauntlet", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "The next fusion you encounter may contain a bootleg", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} burned a Ritual Candle", + "ONLINE_BUTTON_FRIENDS_JOIN": "Enter Invite Code", + "CAPTAIN_CODEY_CM_CODEY6": "Here, take one of these bad boys.", + "CAPTAIN_CODEY_CM_CODEY8": "Uh, I gotta get back to doing my ranger stuff. Come see me up on the mountain some time, OK?", + "ONLINE_PLAYER_GAMERCARD": "Show Gamercard", + "UPDATE_POPUP_MP_TITLE": "1.6 Multiplayer Update", + "UPDATE_POPUP_MP_2": "To get started with online multiplayer, access the pause menu and press {control.ui_action_1}.\\n\\nYou can send invitations to players on your friends list, or create invite codes to connect with players on other platforms.", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player} is waiting for you…", + "UPDATE_POPUP_MP_1": "The 1.6 update adds online multiplayer! When online you’ll be able to:\\n\\n- Play with your friends in groups of up to 8!\\n- Explore the world together!\\n- Battle and trade tapes with each other!\\n- Team up for raids against Rogue Fusions!", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "Online (Invite-Only)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Searching for Friends…", + "ONLINE_ERROR_VERSION_CHECK_LAN": "Connection failed due to version mismatch.", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} has offered his {species2} tape for your {species1} tape.", + "ONLINE_REQUEST_RECEIVED_TRADE2": "Waiting for {remote_player} to accept your offer…", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} has offered their {species2} tape for your {species1} tape.", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "You can’t trade with {remote_player}.", + "ONLINE_REQUEST_UI_TITLE": "{action} request with {remote_player}", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} has offered her {species2} tape for your {species1} tape.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "You can’t trade with {remote_player} because monsters in her game have different types.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "You can’t trade with {remote_player} because monsters in their game have different types.", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "If the trade goes through your game will automatically be saved. Is that OK?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} withdrew their {action} request.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} withdrew her {action} request.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "The other player is busy right now. Try again in a minute.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "The other player is busy right now. Try again in a minute.", + "ONLINE_REQUEST_TRADE_PROMPT": "Choose a tape to offer up to {remote_player}.", + "UI_TAPE_COLLECTION_OFFER_TRADE": "Offer to {remote_player}", + "ONLINE_REQUEST_SENT_TRADE.m": "You have offered to trade your {species1} tape to {remote_player}!", + "ONLINE_REQUEST_SENT_TRADE.n": "You have offered to trade your {species1} tape to {remote_player}!", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Accept Request", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Decline Request", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Withdraw Request", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Offer Tape…", + "ONLINE_REQUEST_SENT_TRADE.f": "You have offered to trade your {species1} tape to {remote_player}!", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} has offered to trade his {species1} tape with you!", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} has offered to trade their {species1} tape with you!", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} has offered to trade her {species1} tape with you!", + "ONLINE_BUTTON_LEAVE_SESSION": "Leave Session", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Enter IP and Port", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "Show Invite Code", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "of an error", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "you disconnected", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} declined your {action} request.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "you disconnected", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "You declined {remote_player}’s {action} request.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} withdrew his {action} request.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "you disconnected", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} obtained a {species} tape", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} gained the {ability} ability", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} obtained a {type}-type bootleg {species} tape", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} recorded a {species} tape", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} recorded a {type}-type bootleg {species} tape", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} became friends with {partner}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} became friends with {partner}", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} defeated {boss}", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "You withdrew your {action} request.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "You declined {remote_player}’s {action} request.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "You withdrew your {action} request.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "You withdrew your {action} request.", + "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} complete.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "The trade went through—{remote_player}’s {species2} tape is now in your storage!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "The trade went through—{remote_player}’s {species2} tape is now in your storage!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "The trade went through—{remote_player}’s {species2} tape is now in your storage!", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "You can’t raid with {remote_player}.", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "The other player is unavailable.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "You can’t raid with {remote_player} because monsters in her game have different types.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "You can’t raid with {remote_player} because monsters in their game have different types.", + "ITEM_CYBER_MATERIAL_NAME": "Cyber Material", + "CAPTAIN_CODEY_CM_CODEY1": "Hey, it looks like my [wave amp=30 freq=10]target[/wave] just wandered in. My sensors are pinging like [wave amp=30 freq=10]crazy[/wave].", + "BATTLE_RAID_DEFERRED_RECORDING": "Both players will receive this tape if the raid ends in victory.", + "ITEM_HACKING_GLOVE_NAME": "Hacking Glove", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} accepted your raid request!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "A fluorescent and highly charged material that looks like it came straight from a 1980s movie about virtual reality.", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "{remote_player} accepted your gauntlet request!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "A retro game controller that allows the use of Cyber Material before battle to change the elemental types of Rogue Fusions.", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Huh?", + "NOTIFICATION_NETWORK": "Network", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Waiting for the other player…", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "The other player is busy right now. Try again in a minute.", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Waiting for the other player…", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Waiting for the other player…", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "You’re in the gauntlet with {remote_player}!\\nExit the train to end this activity.", + "ONLINE_SECTION_PLAYERS": "Players ({0}/{1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player} remastered their {species1} tape into {species2}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} became friends with {partner}", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player} remastered their {species1} tape into {species2}", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player} and {other_player} are battling", + "ONLINE_NOTIFICATION_ROMANCED": "{player} started a romantic relationship with {partner}", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player} remastered their {species1} tape into {species2}", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} bonded with {partner}", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} discovered {station}", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} has registered {num} species in their bestiary", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} has completed {num} noticeboard quests", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} has defeated {num} Rogue Fusions", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "Invite {player_name}", + "ROGUE_FUSION_BATTLE_SOLO": "Battle Solo", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Your level will be temporarily reduced to {max_level} for this battle.[/center]", + "ROGUE_FUSION_RAID_REWARD": "Reward: {item} ×{item_amount}", + "ROGUE_FUSION_RAID_HACK_BUTTON": "Hack!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "You and {remote_player} were defeated…", + "ROGUE_FUSION_RAID_HACK_HINT": "Use {amount} Cyber Material to change this fusion’s type.", + "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "You and {remote_player} were victorious!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "You and {remote_player} exited the gauntlet.", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "You fled the battle…", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "You and {remote_player} were defeated…", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "You can’t raid with {remote_player} because monsters in his game have different types.", + "ONLINE_SECTION_CONTROL": "Control", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Players ({0})", + "ONLINE_ERROR_INVALID_INVITE": "Connection failed because the invite was invalid.", + "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} Players", + "ONLINE_BUTTON_FRIENDS_CREATE": "Start Invite-Only Session", + "BATTLE_NET_CLOSED_2_REMOTE.m": "The battle has ended because the other player disconnected.", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (You)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "The battle has ended because you were disconnected.", + "ONLINE_DISPLAY_NAME_ANON": "Anonymous", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "Cross-play is disabled for this lobby. Players on other systems may not be able to join with this code.", + "ONLINE_INVITE_MESSAGE": "Let's play Cassette Beasts!", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title} (Active)", + "ONLINE_REQUEST_LIST_BUTTON": "{title} Request", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Your {action} request failed because {reason}.", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Your {action} request failed because {reason}.", + "OFFLINE_REMATCH_NPC1.v3": "I was passing by and decided to poke my head into your game. Fancy a rematch while I’m here?", + "OFFLINE_REMATCH_NPC1.v1": "Hey! I know we’re not online right now, but how about a rematch anyway?", + "OFFLINE_REMATCH_NPC1_YES": "Sure!", + "OFFLINE_REMATCH_NPC1_NO": "Not now.", + "OFFLINE_REMATCH_NPC1.v2.m": "I wasn’t satisfied with our last PvP battle. Want to try again?", + "OFFLINE_REMATCH_NPC1.v2.n": "I wasn’t satisfied with our last PvP battle. Want to try again?", + "OFFLINE_REMATCH_NPC1.v2.f": "I wasn’t satisfied with our last PvP battle. Want to try again?", + "OFFLINE_GIFTER_NPC1.v2": "I was just thinking about our last multiplayer session. Let’s play again some time!", + "OFFLINE_GIFTER_NPC1.v1": "I know we’re not online right now, but I wanted you to have this!", + "OFFLINE_GIFTER_NPC1.v3": "Hey! I was passing by and decided to poke my head into your game. Here, I found this for you!", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "Setting up…", + "ONLINE_REQUEST_SENT.m": "You sent a {action} request to {remote_player}!", + "ONLINE_REQUEST_RECEIVED.f": "{remote_player} sent you a {action} request!", + "ONLINE_REQUEST_RECEIVED.n": "{remote_player} sent you a {action} request!", + "ONLINE_REQUEST_SENT.n": "You sent a {action} request to {remote_player}!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "Online (With Friends)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Now playing online. Searching for friends…", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} has joined your session", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} disconnected", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} disconnected", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} disconnected", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} accepted your challenge!", + "BATTLE_FLEE_ONLINE_CONFIRM": "Will you concede defeat?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "Who are you?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "We meet again, {player}. Looks like you’ve been busy, huh?", + "CAPTAIN_CODEY_CM_CODEY2": "I’ve been picking up some [wave amp=30 freq=10]cyber waves[/wave] on my scanner, and I guess you’re the reason why.", + "CAPTAIN_CODEY_ALREADY_MET1.m": "We meet again, {player}. Looks like you’ve been busy, huh?", + "CAPTAIN_CODEY_ALREADY_MET1.n": "We meet again, {player}. Looks like you’ve been busy, huh?", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Cyber waves…?", + "CAPTAIN_CODEY_CM_CODEY4": "It’s like, connected to the [wave amp=30 freq=10]space between all our worlds[/wave] or something. I don’t really care where it comes from…", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "What are you talking about?", + "CAPTAIN_CODEY_CM_CODEY3": "Cyber waves! [pause]Y’know, from [wave amp=30 freq=10]Cyber Material[/wave]! [pause]It’s what I call that glowing orange stuff you must have picked up recently.", + "CAPTAIN_CODEY_CM_CODEY5": "But those rogue fusions are pretty sensitive to it - you can use it to turn them into bootlegs. It’s biohacking on a [shake rate=30 level=10]cosmic[/shake] level!", + "CAPTAIN_CODEY_CM_CODEY7": "Now you’re playing with [shake rate=30 level=10]power[/shake]! [pause]This will harness the Cyber Material and make it usable on rogue fusions. Not to [wave amp=30 freq=10]brag[/wave], but It’s my own invention.", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Server disconnected.", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Changes to the Cross-Play setting will take effect after the end of your current online session.", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Some online multiplayer features may not be available.", + "ONLINE_CROSSPLAY_WARNING": "The invite code you’ve entered is for a cross-play lobby, but cross-play is turned off in your settings. Do you want to override this setting and continue?", + "INFO_ONLINE_WITH_MODS2": "You will be unable to interact with players who have incompatible mods. If connection fails, or nobody appears in your session, check that you have the same mods installed.", + "ONLINE_FRIENDS_PASSIVE_WARNING": "The “Play With Friends” mode can sometimes match you with people who [i]are not your friends[/i]. Friends of friends—as well as anyone who has an invite code—can join your game. Do you want to continue?", + "ONLINE_STATE_CONNECTED.n": "Connected", + "ONLINE_BUTTON_FRIENDS_INVITE": "Accept {name}’s Invite", + "ONLINE_BUTTON_DISCONNECT": "Disconnect", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Port", + "ONLINE_REQUEST_ACTION_battle": "Battle", + "ONLINE_REQUEST_ACTION_trade": "Trade", + "ONLINE_ALREADY_REQUESTING.n": "You’ve already sent this player a different request.", + "ONLINE_ERROR_MATCH_FULL": "Connection failed because the session is already full.", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "Unable to join the session because the other player(s) are using a different version of the game.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "You conceded to {remote_player}…", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "You were defeated by {remote_player}…", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "You were victorious over {remote_player}!", + "ONLINE_BUTTON_LAN_SERVER": "Host LAN Session", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "Play With Friends", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "You declined {remote_player}’s {action} request.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} declined your {action} request.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} declined your {action} request.", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Enter Invite Code", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "{remote_player}’s {action} request failed because {reason}.", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "{remote_player}’s {action} request failed because {reason}.", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "The supplied IP address, hostname, or port number was invalid.", + "ONLINE_ERROR_CONNECTION_FAILED": "Connection failed.", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} Player(s)", + "ONLINE_BUTTON_VIEW_FRIENDS": "Friends List", + "UI_PAUSE_ONLINE_BTN_0": "Play Online", + "ONLINE_ALREADY_REQUESTING.f": "You’ve already sent this player a different request.", + "UI_PAUSE_ONLINE_BTN_1": "Online Status", + "ONLINE_REQUEST_ACTION_raid": "Raid", + "ONLINE_ALREADY_REQUESTING.m": "You’ve already sent this player a different request.", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Your {action} request failed because {reason}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} disconnected", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} disconnected", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} disconnected", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "{remote_player}’s {action} request failed because {reason}.", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "Online (Joined)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Levels:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Normalised to {0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Sticker Attributes:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Unrestricted", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Enabled", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Disabled", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Disabled", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Enabled", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusion", + "ONLINE_NOTIFICATION_DISCONNECTED": "Disconnected", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "Connected!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "Connected!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "Connected!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Note that online cross-play is disabled while mods are installed. Therefore this save file will be permanently locked out of cross-play with console systems.", + "ONLINE_NOTIFICATION_CONNECTED_1": "Now playing with {remote_player}", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Now hosting a LAN session on port {server_port}", + "INFO_ONLINE_WITH_MODS1": "Online cross-play is disabled while mods are installed. You will be unable to join cross-play sessions, and players on console systems will be unable to join your sessions.", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "Select a file to join the multiplayer session with", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} was defeated in battle", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} was defeated in battle", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} was defeated in battle", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Check Your Offer", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Check {remote_player}’s Offer", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Accept Offer", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Your Offer", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "You can’t trade with {remote_player} because monsters in his game have different types.", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "{remote_player}’s Offer", + "ONLINE_REQUEST_UI_BATTLE_RULES": "Battle Rules", + "ONLINE_PLAYER_STATUS_1.n": "Busy. Currently {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.m": "Busy. Currently {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.f": "Busy. Currently {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_2": "Battling {location_name_phrase}.", + "ONLINE_PLAYER_MENU_MAP": "View on Map", + "ONLINE_PLAYER_MENU_TRADE": "Request Trade", + "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", + "ONLINE_PLAYER_MENU_BATTLE": "Request Battle", + "UI_SETTINGS_NETWORK": "Online Play", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Disabled", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Enabled", + "UI_SETTINGS_NETWORK_CROSSPLAY": "Cross-Play", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Now playing with {remote_player} and {n} other(s)", + "ONLINE_REQUEST_ACTION_gauntlet": "Gauntlet", + "ONLINE_REQUEST_SENT.f": "You sent a {action} request to {remote_player}!", + "ACHIEVEMENT_NAME_tutorial": "This Is The World We Live In", + "ACHIEVEMENT_DESC_partner_kayleigh": "Unlock Kayleigh.", + "ACHIEVEMENT_NAME_rogue_fusion": "Sum of its Parts", + "ACHIEVEMENT_NAME_swarm_fusion": "Monster Mash", + "ACHIEVEMENT_DESC_rogue_fusion": "Defeat a Rogue Fusion.", + "ACHIEVEMENT_DESC_swarm_fusion": "Defeat a Swarm.", + "ACHIEVEMENT_DESC_unstable_fusion": "Defeat an Unstable Fusion.", + "ACHIEVEMENT_NAME_unstable_fusion": "Don't Feed After Midnight", + "ACHIEVEMENT_NAME_orb_fusion": "That's No Moon", + "ACHIEVEMENT_DESC_orb_fusion": "Defeat an Orb Fusion.", + "ACHIEVEMENT_NAME_rogue_fusion_5": "Gone Rogue", + "ACHIEVEMENT_DESC_rogue_fusion_5": "Defeat 5 Rogue Fusions.", + "ACHIEVEMENT_NAME_rogue_fusion_10": "Rogue Cells", + "ACHIEVEMENT_NAME_captain_judas": "Prepare for Anything", + "ACHIEVEMENT_DESC_captain_judas": "Defeat Captain Judas.", + "ACHIEVEMENT_NAME_captain_cleeo": "Winner Takes All", + "ACHIEVEMENT_NAME_captain_lodestein": "Electrifying", + "ACHIEVEMENT_DESC_captain_lodestein": "Defeat Captain Lodestein.", + "ACHIEVEMENT_NAME_captain_dreadful": "Beyond the Veil", + "ACHIEVEMENT_DESC_captain_dreadful": "Defeat Captain Penny Dreadful.", + "ACHIEVEMENT_NAME_captain_gladiola": "On a Knife-Edge", + "ACHIEVEMENT_NAME_kuneko_altars_4": "Don't You Want Me, pt. V", + "ACHIEVEMENT_DESC_kuneko_altars_4": "Meet Kuneko at 4 altars.", + "ACHIEVEMENT_NAME_quest_viola1": "Tempest", + "ACHIEVEMENT_NAME_defeat_ianthe": "Take Me On, pt. II", + "ACHIEVEMENT_DESC_defeat_ianthe": "Defeat Ianthe and become a Ranger Captain.", + "ACHIEVEMENT_NAME_quest_overtime": "Working Overtime", + "ACHIEVEMENT_DESC_quest_overtime": "Choose a design for Harbourtown's sign.", + "ACHIEVEMENT_NAME_quest_sunny": "How Does It Feel", + "ACHIEVEMENT_DESC_quest_sunny": "Help Sunny start a new life.", + "ACHIEVEMENT_NAME_quest_hoylake": "On the Hunt", + "ACHIEVEMENT_DESC_quest_hoylake": "Help Hoylake with his research.", + "ACHIEVEMENT_DESC_defeat_ghost": "Defeat a ghost.", + "ACHIEVEMENT_NAME_defeat_ghost": "Who You Gonna Call?", + "ACHIEVEMENT_DESC_bootleg_astral": "Obtain an Astral-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_ice": "Frosty Bootleg", + "ACHIEVEMENT_DESC_bootleg_ice": "Obtain an Ice-type bootleg.", + "ACHIEVEMENT_DESC_bootleg_lightning": "Obtain a Lightning-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_lightning": "Shocking Bootleg", + "ACHIEVEMENT_NAME_bootleg_air": "Windy Bootleg", + "ACHIEVEMENT_DESC_bootleg_air": "Obtain an Air-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_earth": "Stony Bootleg", + "ACHIEVEMENT_DESC_bootleg_earth": "Obtain an Earth-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_metal": "Iron Bootleg", + "ACHIEVEMENT_DESC_bootleg_metal": "Obtain a Metal-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_glass": "Clear Bootleg", + "ACHIEVEMENT_DESC_bootleg_glass": "Obtain a Glass-type bootleg.", + "REACTION_FIRE_ON_AIR_TUTORIAL": "Landing a Fire-type attack on an Air-type target creates an updraft – an Air Wall – that can absorb a number of incoming attacks.", + "REACTION_FIRE_ON_METAL": "Melted", + "REACTION_FIRE_ON_METAL_TUTORIAL": "Metal types can be melted with Fire-type attacks, which causes lasting damage to the target.", + "REACTION_PLASTIC_ON_FIRE": "Smoke", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Landing a Plastic-type attack on a Fire-type target releases black smoke that can hide the position of the target.", + "REACTION_PLASTIC_ON_ASTRAL": "Distracted", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "Plastic is an insulator, and as such, Plastic-type attacks can limit the scope of Lightning-type attackers.", + "REACTION_PLASTIC_ON_LIGHTNING": "Insulated", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "The internal harmony of Astral-types can be thrown into disarray by exposure to the impure elements: Plastic, Poison, and Metal.", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "Landing a Plant-type attack on a Fire-type target releases black smoke that can hide the position of the target.", + "REACTION_PLANT_ON_FIRE": "Smoke", + "REACTION_PLANT_ON_WATER": "Sapped", + "REACTION_PLANT_ON_WATER_TUTORIAL": "Plant-type attacks sap – and leech – the strength of Water-type targets.", + "REACTION_PLANT_ON_POISON": "Potentiated", + "REACTION_PLANT_ON_LIGHTNING": "Grounded", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Plant-type attacks ground the electricity of Lightning-type targets, reducing the scope of their attacks.", + "REACTION_PLANT_ON_POISON_TUTORIAL": "Poisons require specific nutrients to make. Plant-type attacks provide these nutrients, which empowers the target’s future Poison-type attacks.", + "REACTION_PLANT_ON_EARTH": "Seeded", + "REACTION_WATER_ON_FIRE_TUTORIAL": "Water-type attacks douse Fire-type targets, reducing the power of their attacks.", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "Plant-type attacks carry seeds with them that are implanted in Earth-type targets to drain energy.", + "REACTION_WATER_ON_FIRE": "Extinguished", + "REACTION_WATER_ON_PLANT": "Absorbed", + "REACTION_WATER_ON_PLANT_TUTORIAL": "The water left over from Water-type attacks is absorbed by the roots of Plant-type targets, healing them over time.", + "REACTION_WATER_ON_ICE": "Bulked Up", + "REACTION_WATER_ON_ASTRAL": "Energised", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Astral-types draw their power from the four elements: Fire, Earth, Air, and Water.", + "REACTION_WATER_ON_ICE_TUTORIAL": "The water left over from Water-type attacks is immediately frozen by Ice-type targets, providing additional bulk.", + "REACTION_WATER_ON_LIGHTNING": "Conducted", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "Water conducts electricity, increasing the scope and range of Lightning-types’ attacks.", + "REACTION_WATER_ON_EARTH": "Eroded", + "REACTION_WATER_ON_EARTH_TUTORIAL": "Water-type attacks gradually erode Earth-type targets, chipping away at their defences.", + "REACTION_WATER_ON_METAL": "Corroded", + "REACTION_POISON_ON_FIRE": "Fueled", + "REACTION_WATER_ON_METAL_TUTORIAL": "Water-type attacks corrode (or cause to rust) Metal-type targets, which makes them brittle.", + "REACTION_POISON_ON_FIRE_TUTORIAL": "Fire-type targets can burn excess poison left over from Poison-type attacks as a fuel, empowering them.", + "REACTION_POISON_ON_PLANT_TUTORIAL": "Plant-type targets absorb poisons left over from Poison-type attacks and take damage from this over time.", + "REACTION_POISON_ON_PLANT": "Absorbed", + "REACTION_POISON_ON_EARTH": "Tipped", + "REACTION_POISON_ON_ASTRAL": "Disturbed", + "REACTION_POISON_ON_EARTH_TUTORIAL": "The poison left over from Poison-type attacks can be used by Earth-types to coat sharp points, allowing them to deliver extra damage to opponents.", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "The internal harmony of Astral-types can be thrown into disarray by exposure to the impure elements: Plastic, Poison, and Metal.", + "REACTION_POISON_ON_METAL_TUTORIAL": "The poison left over from Poison-type attacks can be used by Metal-types to coat sharp points, allowing them to deliver extra damage to opponents.", + "REACTION_POISON_ON_METAL": "Tipped", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Astral-type attacks drain power from targets of the four elements: Fire, Earth, Air, and Water.", + "REACTION_ASTRAL_ON_FIRE": "Drained", + "REACTION_ASTRAL_ON_WATER": "Drained", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Astral-type attacks drain power from targets of the four elements: Fire, Earth, Air, and Water.", + "REACTION_ASTRAL_ON_ASTRAL": "Energised", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "When hit with Astral-type attacks, Astral-type monsters can absorb and make use of the astral energy left over.", + "REACTION_ASTRAL_ON_AIR": "Drained", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Astral-type attacks drain power from targets of the four elements: Fire, Earth, Air, and Water.", + "REACTION_ICE_ON_WATER_TUTORIAL": "When hit with Ice-type attacks, Water-types immediately freeze over.", + "REACTION_ICE_ON_WATER": "Frozen", + "REACTION_ASTRAL_ON_EARTH": "Drained", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Astral-type attacks drain power from targets of the four elements: Fire, Earth, Air, and Water.", + "REACTION_ICE_ON_LIGHTNING": "Conducted", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "Ice and water conduct electricity, increasing the scope and range of Lightning-types’ attacks.", + "REACTION_ICE_ON_AIR": "Chilled", + "REACTION_LIGHTNING_ON_ICE": "Electrified", + "REACTION_LIGHTNING_ON_PLASTIC": "Static", + "REACTION_ICE_ON_AIR_TUTORIAL": "Ice-type attacks cool down Air-type targets, making them shiver.", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "Ice and water conduct electricity, leaving them weak to future Lightning-type attacks.", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "Water conducts electricity, leaving it weak to future Lightning-type attacks.", + "REACTION_LIGHTNING_ON_WATER": "Electrified", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Due to plastic’s insulating nature, Lightning-type attacks on Plastic-type targets leave an electric charge behind, which the target can use to give an extra shock to its opponents.", + "REACTION_LIGHTNING_ON_AIR": "Electrified", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "In New Wirral, air conducts electricity abnormally well, leaving Air-type targets weak to future Lightning-type attacks.", + "REACTION_LIGHTNING_ON_EARTH": "Vitrified", + "REACTION_AIR_ON_FIRE_TUTORIAL": "Air-type attacks “blow out” Fire-type targets, reducing the strength of their future attacks.", + "REACTION_AIR_ON_FIRE": "Extinguished", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "Metal conducts electricity, leaving it weak to future Lightning-type attacks.", + "REACTION_LIGHTNING_ON_METAL": "Electrified", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "When lightning strikes sand it creates fulgurites – natural glass. Earth-type targets of Lightning-type attacks change type to become Glass.", + "REACTION_AIR_ON_PLANT": "Uprooted", + "REACTION_AIR_ON_PLANT_TUTORIAL": "Air-type attacks can “uproot” Plant-type targets, disconnecting them from the source of their nutrients – the ground.", + "REACTION_AIR_ON_ASTRAL": "Energised", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Astral-types draw their power from the four elements: Fire, Earth, Air, and Water.", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "In New Wirral, air conducts electricity, increasing the scope and range of Lightning-types’ attacks.", + "REACTION_AIR_ON_LIGHTNING": "Conducted", + "REACTION_AIR_ON_GLASS": "Resonating", + "REACTION_EARTH_ON_FIRE": "Extinguished", + "REACTION_AIR_ON_GLASS_TUTORIAL": "Loud sounds and Air-type attacks can cause Glass-type targets to resonate, and start vibrating. If the resonance becomes strong enough it can cause the glass to break.", + "REACTION_EARTH_ON_PLASTIC": "Buried", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "Earth-type attacks smother Fire-type targets, reducing the power of their attacks.", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Earth-type attacks ground the electricity of Lightning-type targets, reducing the scope of their attacks.", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Just as the life-cycle of plastic products is often, unfortunately, to be buried in a landfill, Earth-type attacks bury Plastic-types. This limits their movement.", + "REACTION_EARTH_ON_LIGHTNING": "Grounded", + "REACTION_METAL_ON_ASTRAL": "Disturbed", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "The internal harmony of Astral-types can be thrown into disarray by exposure to the impure elements: Plastic, Poison, and Metal.", + "REACTION_EARTH_ON_ASTRAL": "Energised", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Astral-types draw their power from the four elements: Fire, Earth, Air, and Water.", + "REACTION_METAL_ON_ICE_TUTORIAL": "The sharp point on a Metal-type attack penetrates an Ice-type target like a pick, lowering its overall defence.", + "REACTION_METAL_ON_ICE": "Smashed", + "REACTION_METAL_ON_LIGHTNING": "Conducted", + "REACTION_METAL_ON_EARTH": "Smashed", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "Metal conducts electricity, increasing the scope and range of Lightning-types’ attacks.", + "REACTION_METAL_ON_GLASS_TUTORIAL": "Brittle Glass-types are easily shattered by the hard Metal-type attacks. This scatters sharp obstacles across the battlefield.", + "REACTION_METAL_ON_EARTH_TUTORIAL": "The sharp point on a Metal-type attack penetrates an Earth-type target like a shovel, lowering its overall defence.", + "REACTION_METAL_ON_GLASS": "Shattered", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "Glass is an insulator, and as such, Glass-type attacks can limit the scope of Lightning-type attackers.", + "REACTION_GLASS_ON_LIGHTNING": "Insulated", + "ELEMENTAL_TYPE_FIRE": "Fire", + "ELEMENTAL_TYPE_WATER": "Water", + "ELEMENTAL_TYPE_PLASTIC": "Plastic", + "ELEMENTAL_TYPE_POISON": "Poison", + "ELEMENTAL_TYPE_PLANT": "Plant", + "ELEMENTAL_TYPE_BEAST": "Beast", + "ELEMENTAL_TYPE_ASTRAL": "Astral", + "ELEMENTAL_TYPE_GLITTER": "Glitter", + "ELEMENTAL_TYPE_LIGHTNING": "Lightning", + "ELEMENTAL_TYPE_ICE": "Ice", + "ELEMENTAL_TYPE_AIR": "Air", + "ELEMENTAL_TYPE_EARTH": "Earth", + "ELEMENTAL_TYPE_METAL": "Metal", + "ELEMENTAL_TYPE_GLASS": "Glass", + "INVENTORY_EMPTY": "Empty.", + "INVENTORY_INCOMPATIBLE": "Incompatible", + "INVENTORY_NO_COMPATIBLE_STICKERS": "No compatible stickers.", + "LOOT_TITLE": "Obtained", + "LOOT_ITEM_EQUIPPED": "Equipped", + "LOOT_ITEM_EQUIP_BUTTON": "Equip", + "LOOT_ITEM_UNEQUIP_BUTTON": "Unequip", + "LOOT_HEADING_OTHER_ITEMS": "Other Items", + "LOOT_HEADING_DROPPED": "Dropped", + "WINGS_OBTAINED": "{0} wings are now available in your wardrobe.", + "ITEM_DROP_OBTAINED_ONE": "Obtained: {0}", + "ITEM_DROP_OBTAINED_MULTIPLE": "Obtained: {0} ×{1}", + "ITEM_DROP_INVENTORY_FULL": "Can’t carry more of this.", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "Can’t carry any more stickers.", + "ITEM_CHEST_EMPTY": "It’s empty!", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "You’ve reached the limit of the number of stickers you can carry. Any further stickers you find will be dropped.", + "ITEM_REMOVED_ONE": "Removed from inventory: {0}", + "ITEM_REMOVED_MULTIPLE": "Removed from inventory: {0} ×{1}", + "ITEM_COUNT_LIMITED": "×{0} / {1}", + "ITEM_COUNT": "×{0}", + "ITEM_EXCHANGE_OWNED_AMOUNT": "Currently owned: {0}", + "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", + "ITEM_EXCHANGE_ALREADY_OWNED": "Already owned.", + "ITEM_COST_FREE": "Free", + "ITEM_COST_ELEMENT": "{currency} {amount}", + "ITEM_COST_JOIN": ",", + "ITEM_EXCHANGE_OUT_OF_STOCK": "Out of stock.", + "ITEM_EXCHANGE_INVENTORY_FULL": "Can’t carry more of this.", + "ITEM_TRADE_BUY": "Buy", + "ITEM_TRADE_AMOUNT": "Buy {exchange} for {cost}?", + "ITEM_USE": "Use", + "ITEM_VIEW": "View", + "ITEM_READ": "Read", + "ITEM_SELECT": "Select", + "ITEM_USE_ON.m": "Use on {0}", + "ITEM_USE_ON.f": "Use on {0}", + "ITEM_USE_ON_TAPE": "Use on {0}", + "ITEM_USE_ON.n": "Use on {0}", + "ITEM_APPLY_STICKER_SUBMENU": "Apply to...", + "ITEM_USE_ON_SUBMENU": "Use on...", + "ITEM_DISCARD": "Discard", + "ITEM_DISCARD_ONE": "Discard 1", + "ITEM_DISCARD_ALL": "Discard All", + "ITEM_RECYCLE_ONE": "Recycle 1 for {icon} {amount}", + "ITEM_RECYCLE": "Recycle for {icon} {amount}", + "ITEM_DISCARD_MODE_DISCARD": "Discard", + "ITEM_DISCARD_MODE_RECYCLE": "Recycle", + "ITEM_RECYCLE_ALL": "Recycle All for {icon} {amount}", + "ITEM_CATEGORY_consumables": "Consumables", + "ITEM_CATEGORY_tapes": "Blank Tapes", + "ITEM_CATEGORY_stickers": "Stickers", + "ITEM_CATEGORY_resources": "Resources", + "ITEM_CATEGORY_misc": "Misc", + "ITEM_CURE_COATING_NAME": "Coating Cure", + "ITEM_CURE_BURNED_NAME": "Burn Cure", + "ITEM_CURE_BURNED_DESCRIPTION": "A cooling cream that removes the ‘Burned’ status effect from one party member. Doesn’t use up your turn.", + "ITEM_CURE_COATING_DESCRIPTION": "Removes type-changing ‘Coating’ status effects from one party member. Uses up a turn during combat.", + "ITEM_CURE_CONDUCTIVE_NAME": "Conductive Cure", + "ITEM_CURE_CONFUSED_NAME": "Confusion Cure", + "ITEM_CURE_CONFUSED_DESCRIPTION": "A hypodermic needle containing an enzyme that immediately neutralises excess intoxicants, removing the ‘Confused’ status effect from one party member. Doesn’t use up your turn.", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "An insulating cream that removes the ‘Conductive’ status effect from one party member. Doesn’t use up your turn.", + "ITEM_CURE_LEECHED_NAME": "Leech Cure", + "ITEM_CURE_POISONED_NAME": "Poison Cure", + "ITEM_CURE_LEECHED_DESCRIPTION": "A herbicidal cream that removes the ‘Leeched’ status effect from one party member. Doesn’t use up your turn.", + "ITEM_CURE_RESONANCE_NAME": "Resonance Cure", + "ITEM_CURE_POISONED_DESCRIPTION": "An antidote to the most common monster poisons. Removes the ‘Poisoned’ status effect from one party member. Doesn’t use up your turn.", + "ITEM_CURE_SLEEP_NAME": "Sleep Cure", + "ITEM_CURE_RESONANCE_DESCRIPTION": "A substance that dampens vibrations, removing the ‘Resonance’ status effect from one party member. Uses up a turn during combat.", + "ITEM_CURE_BERSERK_NAME": "Berserk Cure", + "ITEM_CURE_SLEEP_DESCRIPTION": "A little bottle of foul-smelling salts, sure to wake one party member from their sleep. Doesn’t use up your turn.", + "ITEM_CURE_STAT_NAME": "Stat Cure", + "ITEM_CURE_BERSERK_DESCRIPTION": "A calming sedative that removes the ‘Berserk’ status effect from one party member. Doesn’t use up your turn.", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "A little spray-bottle of an oily substance that eases movement, and removes the ‘Petrified’ status effect from one party member. Uses up a turn during combat.", + "ITEM_CURE_PETRIFIED_NAME": "Petrification Cure", + "ITEM_CURE_STAT_DESCRIPTION": "A powder that when inhaled removes all stat-modifying status effects from one party member, including the positive ones! Uses up a turn during combat.", + "ITEM_CURE_ALL_NAME": "Cure-All", + "ITEM_CURE_ALL_DESCRIPTION": "A miracle panacea that claims to cure all afflictions. Removes all status effects from one party member, including the positive ones! Uses up a turn during combat.", + "ITEM_REWIND_NAME": "Rewind", + "ITEM_REWIND_DESCRIPTION": "Fully restores the HP of one tape. Uses up a turn when used in combat.", + "ITEM_RESPOOL_NAME": "Respool", + "ITEM_OLIVE_UP_NAME": "Olive-Up!", + "ITEM_RESPOOL_DESCRIPTION": "Fixes and rewinds a broken tape. Uses up a turn when used in combat.", + "ITEM_OLIVE_UP_DESCRIPTION": "A strange olive-flavoured soft drink that instantly levels up one character.", + "ITEM_UPGRAPE_NAME": "Upgrape", + "ITEM_PEAR_FUSILLI_NAME": "Pear Fusilli", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "A pre-peared meal for a pair that instantly fills your fusion meter! Doesn’t use up your turn if eaten during combat.", + "ITEM_UPGRAPE_DESCRIPTION": "A curious bunch of upside-down grapes said to grow from seeds planted on Backwards Day. Eating a bunch instantly upgrades a tape by one star.", + "ITEM_REODORANT_NAME": "Reodorant", + "ITEM_REODORANT_DESCRIPTION": "A spray-can of “unisex perspirant anti-deodorant”. The label says it’ll make you smell strong enough to repel monsters for one minute.", + "ITEM_REODORANT_TIME_LEFT": "Time Left: {0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "Full English (Vegan)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "Fully heals one party member. Uses up a turn when used in combat.", + "ITEM_COFFEE1_NAME": "Canned Ice Latte", + "ITEM_COFFEE2_DESCRIPTION": "Strong tinned coffee that provides 4 additional AP. Uses up a turn during combat.", + "ITEM_COFFEE1_DESCRIPTION": "Tinned coffee that provides 2 additional AP. Uses up a turn during combat.", + "ITEM_COFFEE2_NAME": "Americano-To-Go", + "ITEM_FUSED_MATERIAL_NAME": "Fused Material", + "ITEM_COFFEE3_NAME": "Espresso Express", + "ITEM_COFFEE4_NAME": "Double Espresso", + "ITEM_COFFEE3_DESCRIPTION": "A small can packed with a shot of instant energy that provides 6 additional AP. Uses up a turn during combat.", + "ITEM_SMOKE_BOMB_NAME": "Smoke Bomb", + "ITEM_COFFEE4_DESCRIPTION": "Two shots of espresso in a tin that provide 8 additional AP. Uses up a turn during combat.", + "ITEM_METAL_DESCRIPTION": "A basic recycled resource that can be exchanged for items and services.", + "ITEM_SMOKE_BOMB_DESCRIPTION": "Guarantees a successful escape from a wild monster. Won’t fool humans and other sentient creatures though.", + "ITEM_METAL_NAME": "Metal", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "It smells strongly of rotten eggs, but rangers seem to regard it as valuable!", + "ITEM_TUTORIAL_NAME": "Ranger Handbook", + "ITEM_TUTORIAL_NO_TUTS": "Go meet Kayleigh east of Harbourtown first!", + "ITEM_TUTORIAL_DESCRIPTION": "A handbook that Kayleigh left for you. You can read this to review what you’ve learned about life on the island of New Wirral.", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Oh – a card fell out of the back of the handbook!", + "ITEM_TUTORIAL_MESSAGE": "Which topic will you review?", + "ITEM_PLASTIC_NAME": "Plastic", + "ITEM_PLASTIC_DESCRIPTION": "A basic recycled resource that can be exchanged for items and services.", + "ITEM_TYPE_CHART_NAME": "Elemental Type Chart", + "ITEM_OLD_BOOK_NAME": "Old Book", + "ITEM_TYPE_CHART_DESCRIPTION": "A diagram on a card that fell out of the Ranger Handbook Kayleigh left for you. It details the elemental types of the monsters of New Wirral and how to use them to your advantage.", + "ITEM_OLD_BOOK_DESCRIPTION": "It’s an old book with a lot of strange words in it.", + "ITEM_PULP_NAME": "Pulp", + "ITEM_SINGLEUSE_STICKER_NAME": "{name} (single-use)", + "ITEM_WHEAT_NAME": "Wheat", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Unlocks the Harbourtown gate!", + "ITEM_WHEAT_DESCRIPTION": "A basic resource that can be turned into food by certain people.", + "ITEM_WOOD_NAME": "Wood", + "ITEM_PULP_DESCRIPTION": "Mulched paper. A basic recycled resource that can be exchanged for items and services.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Hits one target. Gives the target {status_effect} status.", + "ITEM_KEY_HARBOURTOWN_NAME": "Harbourtown Gate Key", + "ITEM_WOOD_DESCRIPTION": "A basic recycled resource that can be exchanged for items and services.", + "ITEM_TAPE_BASIC_NAME": "Basic Tape", + "ITEM_TAPE_BASIC_DESCRIPTION": "Records monster forms with a normal efficiency rate.", + "ITEM_TAPE_CHROME_NAME": "Chrome Tape", + "ITEM_TAPE_CHROME_DESCRIPTION": "Records monster forms with a high efficiency rate.", + "ITEM_TAPE_OPTICAL_LASER_NAME": "Optical Laser Tape", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "A mysterious black tape left behind by Black Shuck.", + "ITEM_TAPE_BLACK_SHUCK_NAME": "Black Shuck’s Tape", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Uses futuristic laser-based technology to store monster forms efficiently. Guarantees a successful recording.", + "ITEM_TAPE_BEAST_DESCRIPTION": "A tape covered in faux fur material. Has a very high efficiency rate when used to record Beast-type monsters. Popular with children.", + "ITEM_TAPE_BEAST_NAME": "Faux Fur Tape", + "ITEM_TAPE_FIRE_NAME": "Toaster Tape", + "ITEM_TAPE_FIRE_DESCRIPTION": "The label says it’s safe to heat in a toaster. This strange promotional tape was once distributed with breakfast pastries, until the inevitable burned palms and housefires caused a raft of complaints. Has a very high efficiency rate when used to record Fire-type monsters though.", + "ITEM_TAPE_PLASTIC_NAME": "Recycled Tape", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "A tape apparently made from “100% recycled plastic”. Has a very high efficiency rate when used to record Plastic-type monsters.", + "ITEM_TAPE_PLANT_NAME": "Treebark Tape", + "ITEM_TAPE_PLANT_DESCRIPTION": "A tape with a shell made of actual treebark. Has a very high efficiency rate when used to record Plant-type monsters.", + "ITEM_TAPE_WATER_NAME": "Water-Filled Tape", + "ITEM_TAPE_WATER_DESCRIPTION": "A tape made of transparent plastic, sealed and filled with water. There are two buttons on the side that allow you to play a ring-toss game while you’re not using it. Has a very high efficiency rate when used to record Water-type monsters.", + "ITEM_TAPE_POISON_NAME": "Snakeskin Tape", + "ITEM_TAPE_ASTRAL_NAME": "Ethereal Tape", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "An immaterial tape that has an annoying habit of sometimes passing through other objects. Tiny pinpricks of light like far-off stars can be seen through its surface. Has a very high efficiency rate when used to record Astral-type monsters.", + "ITEM_TAPE_POISON_DESCRIPTION": "A fashionable tape made of faux snakeskin. Has a very high efficiency rate when used to record Poison-type monsters.", + "ITEM_TAPE_ICE_NAME": "Ice-IX Tape", + "ITEM_TAPE_LIGHTNING_NAME": "Superconductive Tape", + "ITEM_TAPE_ICE_DESCRIPTION": "A frigid tape made of ice that never seems to melt. The label warns the user to keep it out of water. Has a very high efficiency rate when used to record Ice-type monsters.", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "A tape with a label that boasts “Bose-Einstein Condensate Inside!” Has a very high efficiency rate when used to record Lightning-type monsters.", + "ITEM_TAPE_AIR_NAME": "Aerosol Tape", + "ITEM_TAPE_EARTH_NAME": "Ceramic Tape", + "ITEM_TAPE_AIR_DESCRIPTION": "A tape with a very high efficiency rate when used to record Air-type monsters. In a pinch, it can also be used as hair spray.", + "ITEM_TAPE_METAL_NAME": "Ferrichrome Tape", + "ITEM_TAPE_METAL_DESCRIPTION": "Has a very high efficiency rate when used to record Metal-type monsters.", + "ITEM_TAPE_EARTH_DESCRIPTION": "A tape with a hardened ceramic shell. Has a very high efficiency rate when used to record Earth-type monsters.", + "ITEM_TAPE_USE_ON.m": "Record {0}", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "Record {0}", + "ITEM_TAPE_USE_ON.n": "Record {0}", + "ITEM_NAME_RARITY_1": "{item_name} (Uncommon)", + "ITEM_NAME_RARITY_2": "{item_name} (Rare)", + "BOOSTER_PACK_ELEMENTS_NAME": "'Elements’ Sticker Pack", + "BOOSTER_PACK_NATURE_NAME": "'Nature’ Sticker Pack", + "BOOSTER_PACK_POLLUTION_NAME": "'Pollution’ Sticker Pack", + "BOOSTER_PACK_WILDCARD_NAME": "'Wildcard’ Sticker Pack", + "MAP_NAME_OVERWORLD_PHRASE": "in New Wirral", + "BOOSTER_PACK_DESCRIPTION": "A themed booster pack of 4 stickers including one guaranteed uncommon or rare!", + "MAP_NAME_DEAD_WORLD_PHRASE": "somewhere unknown", + "MAP_NAME_OVERWORLD": "New Wirral", + "REGION_NAME_UNKNOWN": "???", + "MAP_NAME_DEAD_WORLD": "???", + "REGION_NAME_UNKNOWN_PHRASE": "somewhere unknown", + "REGION_NAME_GAUNTLET": "Magikrab’s Gauntlet Train", + "REGION_NAME_MALL": "Falldown Mall", + "REGION_NAME_MALL_PHRASE": "in Falldown Mall", + "REGION_NAME_GAUNTLET_PHRASE": "aboard Magikrab’s gauntlet train", + "REGION_NAME_PLAINS1": "New Wirral Fields", + "REGION_NAME_TOWN": "Harbourtown", + "REGION_NAME_TOWN_PHRASE": "in Harbourtown", + "REGION_NAME_PLAINS1_PHRASE": "in New Wirral Fields", + "REGION_NAME_TOWN_WEST": "West Harbourtown", + "REGION_NAME_TOWN_WEST_PHRASE": "in West Harbourtown", + "REGION_NAME_CAFE": "Gramophone Café", + "REGION_NAME_CAFE_PHRASE": "in the Gramophone Café", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "Gramophone Café via Harbourtown Station", + "REGION_NAME_HOSPITAL": "Harbourtown Hospital", + "REGION_NAME_HOSPITAL_PHRASE": "in the hospital", + "REGION_NAME_CHEMIST": "Chemists’ Store", + "REGION_NAME_MUSEUM": "Heritage Centre", + "REGION_NAME_MUSEUM_PHRASE": "at the Heritage Centre", + "REGION_NAME_CHEMIST_PHRASE": "at the chemists’ store", + "REGION_NAME_TOWN_OUTSKIRTS": "Harbourtown Outskirts", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "in the outskirts", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Harbourtown Outskirts Caves", + "REGION_NAME_TOWN_BEACH": "Harbourtown Beach", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "in the caves in the outskirts", + "REGION_NAME_DEADLANDS_PHRASE": "in the Deadlands", + "REGION_NAME_DEADLANDS": "The Deadlands", + "REGION_NAME_TOWN_BEACH_PHRASE": "on Harbourtown Beach", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "in the park", + "REGION_NAME_NEW_WIRRAL_PARK": "New Wirral Park", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "New Wirral Park Caves", + "REGION_NAME_TOWN_STATION": "Harbourtown Station", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "in the caves in the park", + "REGION_NAME_DUNGEON_GLOWSHROOM": "Glowcester Road Station", + "REGION_NAME_TOWN_STATION_PHRASE": "in Harbourtown Station", + "REGION_NAME_UPPER_PATH": "Upper Path", + "REGION_NAME_UPPER_PATH_PHRASE": "on Upper Path", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "in Glowcester Road Station", + "REGION_NAME_MIRE_SEA": "Mire Sea", + "REGION_NAME_MIRE_SEA_PHRASE": "in the Mire Sea", + "REGION_NAME_DUNGEON_WATERLOOP": "Waterloop Station", + "REGION_NAME_SOUTHERN_ISLES": "Southern Isles", + "REGION_NAME_DINO_QUARRY": "Dino Quarry, The Deadlands", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "on the Southern Isles", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "in Waterloop Station", + "REGION_NAME_OLD_VILLAGE": "New London, The Deadlands", + "REGION_NAME_DINO_QUARRY_PHRASE": "in Dino Quarry", + "REGION_NAME_OLD_VILLAGE_PHRASE": "in New London", + "REGION_NAME_DEADLANDS_CAVES": "Deadlands Caves", + "REGION_NAME_LAKE_PHRASE": "on the lake", + "REGION_NAME_LAKE": "Thirstaton Lake", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "in the caves in the Deadlands", + "REGION_NAME_LAKE_CAVES": "Thirstaton Lake Caves", + "REGION_NAME_LAKESIDE": "Lakeside", + "REGION_NAME_LAKESIDE_PHRASE": "in Lakeside", + "REGION_NAME_LAKE_CAVES_PHRASE": "in the caves under the lake", + "REGION_NAME_LAKESIDE_CAVES": "Lakeside Caves", + "REGION_NAME_MT_WIRRAL": "Mt. Wirral", + "REGION_NAME_MT_WIRRAL_PHRASE": "on Mt. Wirral", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "in the caves in Lakeside", + "REGION_NAME_MT_WIRRAL_CAVES": "Mt. Wirral Caves", + "REGION_NAME_EASTHAM_WOODS": "Eastham Woods", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "in the caves on Mt. Wirral", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "in Eastham Woods", + "REGION_NAME_EASTHAM_WOODS_CAVES": "Eastham Woods Caves", + "REGION_NAME_HAM_PHRASE": "in, uh, “Ham”", + "REGION_NAME_HAM": "“Ham”", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "in the caves in Eastham Woods", + "REGION_NAME_AUTUMN_HILL": "Autumn Hill", + "REGION_NAME_AUTUMN_HILL_PHRASE": "on Autumn Hill", + "REGION_NAME_AUTUMN_HILL_CAVES": "Autumn Hill Caves", + "REGION_NAME_COMMUNE": "Mourningtown", + "REGION_NAME_COMMUNE_PHRASE": "in Mourningtown", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "in the Autumn Hill caves", + "REGION_NAME_COMMUNE_STATION": "Mournington Crescent Station", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "in Icelington Station", + "REGION_NAME_MT_WIRRAL_STATION": "Icelington Station", + "REGION_NAME_COMMUNE_STATION_PHRASE": "in Mournington Crescent Station", + "REGION_NAME_MEADOW_PHRASE": "in Cherry Meadow", + "REGION_NAME_MEADOW": "Cherry Meadow", + "REGION_NAME_MEADOW_CAVES": "Cherry Meadow Caves", + "REGION_NAME_MARSH": "The Marshes", + "REGION_NAME_MARSH_PHRASE": "in the marsh", + "REGION_NAME_MEADOW_CAVES_PHRASE": "in the caves in Cherry Meadow", + "REGION_NAME_MARSH_CAVES": "Marshland Caves", + "REGION_NAME_FARM": "Piper Farm", + "REGION_NAME_FARM_PHRASE": "on Piper Farm", + "REGION_NAME_MARSH_CAVES_PHRASE": "in the caves in the marsh", + "REGION_NAME_GRAVEYARD": "Lost Hearts Graveyard", + "REGION_NAME_GRAVEYARD_PHRASE": "in the graveyard", + "REGION_NAME_CAST_IRON_SHORE": "Cast Iron Shore", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "on the Cast Iron Shore", + "REGION_NAME_DUNGEON_GRAVEYARD": "Aldgrave Tomb Station", + "REGION_NAME_STATION_FINAL": "Night’s Bridge Station", + "REGION_NAME_DUNGEON_SHIPWRECK": "The “Titania” Shipwreck", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "in Aldgrave Tomb Station", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "in Bard Street Station", + "REGION_NAME_SHIPWRECK_STATION": "Bard Street Station", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "in the “Titania” Shipwreck", + "REGION_NAME_DUNGEON_MEADOW": "Cherry Cross Station", + "REGION_NAME_STATION_FINAL_PHRASE": "at Night’s Bridge Station", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "in Cherry Cross Station", + "REGION_NAME_MEADOW_CHURCH": "Glaistainbury Abbey", + "REGION_NAME_BROKENHEAD_PHRASE": "in Brokenhead", + "REGION_NAME_BROKENHEAD": "Brokenhead", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "in Glaistainbury Abbey", + "REGION_NAME_LANDKEEPER_HQ": "Landkeeper HQ", + "REGION_NAME_KAYLEIGH_HOME": "Kayleigh’s Place", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "in the Landkeeper HQ", + "REGION_NAME_MEREDITH_HOME": "Meredith’s Shop", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "at Kayleigh’s Place", + "REGION_NAME_FELIX_HOME": "Felix’s Place", + "REGION_NAME_FELIX_HOME_PHRASE": "at Felix’s Place", + "REGION_NAME_MEREDITH_HOME_PHRASE": "in Meredith’s Shop", + "REGION_NAME_EUGENE_HOME": "Eugene’s Place", + "REGION_NAME_EUGENE_HOME_PHRASE": "At Eugene’s Place", + "REGION_NAME_RANGER_OUTPOST": "Ranger Outpost", + "REGION_NAME_TOWN_HALL": "Town Hall", + "REGION_NAME_TOWN_HALL_PHRASE": "at the Town Hall", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "at the Ranger Outpost", + "REGION_NAME_AMBER_LODGE": "The Amber Lodge", + "REGION_NAME_POWER_STATION_PHRASE": "in the Power Station", + "REGION_NAME_AMBER_LODGE_PHRASE": "at the Amber Lodge", + "REGION_NAME_POWER_STATION": "Power Station", + "MAP_FEATURE_CAVE": "Cave", + "MAP_FEATURE_DAILY_ITEM": "Daily Item", + "MAP_FEATURE_LANDKEEPER_OFFICE": "Landkeeper Office", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Eugene’s Secret Project", + "MAP_FEATURE_CRATER": "Crater", + "MAP_FEATURE_WATER_PIPE": "Water Pipe", + "MAP_FEATURE_RUINS": "Ruins", + "MAP_FEATURE_DINO_QUARRY": "Dino Quarry", + "MAP_FEATURE_CAMPSITE": "Campsite", + "MAP_FEATURE_TOWN_WEST_RIVER": "Piper Creek", + "MAP_FEATURE_DIVEAL_ISLAND": "Diveal Island", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Unknown Disturbance", + "MAP_FEATURE_TOWN_BRIDGE": "Harbourtown Bridge", + "MAP_FEATURE_FARM_BRIDGE": "Piper Bridge", + "MAP_FEATURE_FARM_PLOT": "Pumpkin Patch", + "MAP_FEATURE_STICKER_MERCHANTS": "Sticker Merchants", + "MOVE_SMACK_NAME": "Smack", + "MOVE_SLICE_NAME": "Slice", + "MOVE_DOUBLE_SMACK_NAME": "Double Smack", + "MOVE_DOUBLE_SLICE_NAME": "Double Slice", + "MOVE_MULTI_SMACK_NAME": "Multi Smack", + "MOVE_MULTI_SHOT_NAME": "Multi Shot", + "MOVE_WALLOP_NAME": "Wallop", + "MOVE_CLOBBER_NAME": "Clobber", + "MOVE_BISHBASHBOSH_NAME": "Bish Bash Bosh", + "MOVE_THE_OLD_1_2_NAME": "The Old 1-2", + "MOVE_SPIT_NAME": "Spit", + "MOVE_SPRAY_NAME": "Spray", + "MOVE_ENERGY_SHOT_NAME": "Energy Shot", + "MOVE_ENERGY_WAVE_NAME": "Energy Wave", + "MOVE_COATING_WATER_NAME": "Water Coating", + "MOVE_COATING_PLASTIC_NAME": "Plastic Coating", + "MOVE_COATING_EARTH_NAME": "Earth Coating", + "MOVE_COATING_AIR_NAME": "Air Coating", + "MOVE_COATING_FIRE_NAME": "Fire Coating", + "MOVE_COATING_ASTRAL_NAME": "Astral Coating", + "MOVE_COATING_LIGHTNING_NAME": "Lightning Coating", + "MOVE_COATING_METAL_NAME": "Metal Coating", + "MOVE_COATING_BEAST_NAME": "Beast Coating", + "MOVE_COATING_ELEMENTAL_NAME": "Elemental Coating", + "MOVE_COATING_PLANT_NAME": "Plant Coating", + "MOVE_COATING_POISON_NAME": "Poison Coating", + "MOVE_COATING_ICE_NAME": "Ice Coating", + "MOVE_INFLAME_NAME": "Inflame", + "MOVE_COATING_GLASS_NAME": "Glass Coating", + "MOVE_INCINERATE_NAME": "Incinerate", + "MOVE_BRICK_BLAST_NAME": "Brick Blast", + "MOVE_FIRE_WALL_NAME": "Fire Wall", + "MOVE_BEAST_WALL_NAME": "Beast Wall", + "MOVE_PLANT_WALL_NAME": "Plant Wall", + "MOVE_METAL_WALL_NAME": "Metal Wall", + "MOVE_ICE_WALL_NAME": "Ice Wall", + "MOVE_POISON_WALL_NAME": "Poison Wall", + "MOVE_ELEMENTAL_WALL_NAME": "Elemental Wall", + "MOVE_PLASTIC_WALL_NAME": "Plastic Wall", + "MOVE_WATER_WALL_NAME": "Water Wall", + "MOVE_ASTRAL_WALL_NAME": "Astral Wall", + "MOVE_LIGHTNING_WALL_NAME": "Lightning Wall", + "MOVE_AIR_WALL_NAME": "Air Wall", + "MOVE_EARTH_WALL_NAME": "Earth Wall", + "MOVE_GLASS_WALL_NAME": "Glass Wall", + "MOVE_DEJAVU_NAME": "Déjà Vu", + "MOVE_AP_STEAL_NAME": "AP Steal", + "MOVE_AP_BOOST_NAME": "AP Boost", + "MOVE_AP_DRAIN_NAME": "AP Drain", + "MOVE_REVENGE_STRIKE_NAME": "Revenge Strike", + "MOVE_PREEMPTIVE_STRIKE_NAME": "Pre-emptive Strike", + "MOVE_SELF_DESTRUCT_NAME": "Self-Destruct", + "MOVE_AP_REFUND_NAME": "AP Refund", + "MOVE_ROLL_AGAIN_NAME": "Roll Again", + "MOVE_AP_STARTER_NAME": "AP Starter", + "MOVE_PARRY_STANCE_NAME": "Parry Stance", + "MOVE_LAST_RITES_NAME": "Last Rites", + "MOVE_HEADSHOT_NAME": "Headshot", + "MOVE_SLEEP_TALK_NAME": "Sleep Talk", + "MOVE_COSMIC_KUNAI_NAME": "Cosmic Kunai", + "MOVE_SLEEP_WALK_NAME": "Sleep Walk", + "MOVE_HYPNOTIZE_NAME": "Hypnotise", + "MOVE_HP_ABSORB_NAME": "Life Absorb", + "MOVE_DEFEND_NAME": "Defend", + "MOVE_RAISE_SHIELDS_NAME": "Raise Shields", + "MOVE_POISON_POLLEN_NAME": "Poison Pollen", + "MOVE_SNOOZE_SPORE_NAME": "Snooze Spore", + "MOVE_LEECH_NAME": "Leech", + "MOVE_DODGE_NAME": "Dodge", + "MOVE_FOCUS_NAME": "Focus", + "MOVE_SPRINT_NAME": "Sprint", + "MOVE_WINK_NAME": "Wink", + "MOVE_FLIRT_NAME": "Flirt", + "MOVE_PEEKABOO_NAME": "Peekaboo", + "MOVE_TRIP_NAME": "Trip", + "MOVE_NOD_NAME": "Nod", + "MOVE_CRITICIZE_NAME": "Criticise", + "MOVE_COMPLIMENT_NAME": "Compliment", + "MOVE_SHARPEN_NAME": "Sharpen", + "MOVE_RAISE_ARMS_NAME": "Raise Arms", + "MOVE_JUMP_SCARE_NAME": "Jump Scare", + "MOVE_HOT_POTATO_NAME": "Hot Potato", + "MOVE_ZOOMIES_NAME": "Zoomies", + "MOVE_QUICK_SMACK_NAME": "Quick Smack", + "MOVE_TAUNT_NAME": "Taunt", + "MOVE_SURE_FIRE_NAME": "Sure-Fire", + "MOVE_BE_RANDOM_NAME": "bE rAnDoM!!", + "MOVE_DOG_YEARS_NAME": "Dog Years", + "MOVE_COPYCAT_NAME": "Copycat", + "MOVE_COPYCAT_TITLE": "Copycat: {move_name}", + "MOVE_GLITTER_BOMB_NAME": "Glitter Bomb", + "MOVE_PROVOKE_NAME": "Provoke", + "MOVE_HIBERNATE_NAME": "Hibernate", + "MOVE_MEDITATE_NAME": "Meditate", + "MOVE_SUMMON_TULPA_NAME": "Summon Tulpa", + "MOVE_LIGHTNING_BOLT_NAME": "Lightning Bolt", + "MOVE_FUSION_POWER_NAME": "Fusion Power", + "MOVE_FUSION_POWER_GENERATED_NAME": "Fusion Power: {prefix} {suffix}", + "MOVE_DESPERATION_NAME": "Desperation", + "MOVE_CROSSFADE_NAME": "Crossfade", + "MOVE_DELEGATE_NAME": "Delegate", + "MOVE_BITE_NAME": "Bite", + "MOVE_BONE_CANNON_NAME": "Bone Cannon", + "MOVE_STICKY_TONGUE_NAME": "Sticky Tongue", + "MOVE_ZEPHYR_NAME": "Zephyr", + "MOVE_CHARGE_NAME": "Charge", + "MOVE_SONIC_BOOM_NAME": "Sonic Boom", + "MOVE_BATTERY_NAME": "Battery", + "MOVE_SCORCH_NAME": "Scorch", + "MOVE_RAPID_FIRE_NAME": "Rapid Fire", + "MOVE_GEAR_SHEAR_NAME": "Gear Shear", + "MOVE_BROADCAST_NAME": "Broadcast", + "MOVE_UNICAST_NAME": "Unicast", + "MOVE_SPLINTER_NAME": "Splinter", + "MOVE_WOODCUTTER_NAME": "Woodcutter", + "MOVE_SILICON_SLASH_NAME": "Silicon Slash", + "MOVE_ACID_REFLEX_NAME": "Acid Reflex", + "MOVE_RADIOACTIVE_NAME": "Radioactive", + "MOVE_THROW_NAME": "Throw", + "MOVE_ICE_BREAKER_NAME": "Ice Breaker", + "MOVE_TORRENT_NAME": "Torrent", + "MOVE_TWO_HEADS_NAME": "Two Heads", + "MOVE_MAGNET_NAME": "Magnet", + "MOVE_ECHOLOCATION_NAME": "Echolocation", + "MOVE_RETRIBUTION_NAME": "Retribution", + "MOVE_THUNDER_BLAST_NAME": "Thunder Blast", + "MOVE_TOWER_DEFENSE_NAME": "Tower Defence", + "MOVE_GAMBIT_NAME": "Gambit", + "MOVE_HAUNT_NAME": "Haunt", + "MOVE_BINVITATION_NAME": "Binvitation", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "Bolt From The Blue", + "MOVE_CALL_FOR_HELP_NAME": "Call For Help", + "MOVE_BINVASION_NAME": "Binvasion", + "MOVE_FISSION_POWER_NAME": "Fission Power", + "MOVE_RECYCLE_NAME": "Recycle", + "MOVE_COPPER_CHOP_NAME": "Copper Chop", + "MOVE_GALACTIC_BEATDOWN_NAME": "Galactic Beatdown", + "MOVE_WINDOW_NAME": "Window", + "MOVE_JAGGED_EDGE_NAME": "Jagged Edge", + "MOVE_SHARP_EDGES_NAME": "Sharp Edges", + "MOVE_CRYSTAL_LENS_NAME": "Crystal Lens", + "MOVE_GLASS_BONDS_NAME": "Glass Bonds", + "MOVE_SHRAPNEL_NAME": "Shrapnel", + "MOVE_GLASS_CANNON_NAME": "Glass Cannon", + "MOVE_CLOSE_ENCOUNTER_NAME": "Close Encounter", + "MOVE_SPRING_LOAD_NAME": "Spring-Load", + "MOVE_SHOOTING_STAR_NAME": "Shooting Star", + "MOVE_MOUNTAIN_SMASH_NAME": "Mountain Smash", + "MOVE_BLIZZARD_NAME": "Blizzard", + "MOVE_DJINNTOXICATE_NAME": "Djinntoxicate", + "MOVE_TOY_HAMMER_NAME": "Toy Hammer", + "MOVE_SUCTION_CUP_DART_NAME": "Suction Cup Dart", + "MOVE_PLASTIC_KNIFE_NAME": "Plastic Knife", + "MOVE_ACORN_MORTAR_NAME": "Acorn Mortar", + "MOVE_BOIL_NAME": "Boil", + "MOVE_TOXIC_STAB_NAME": "Toxic Stab", + "MOVE_PUSTULE_BOMB_NAME": "Pustule Bomb", + "MOVE_RADIATION_BREATH_NAME": "Radiation Breath", + "MOVE_WONDERFUL_7_NAME": "Wonderful 7", + "MOVE_SNOW_RUSH_NAME": "Snow Rush", + "MOVE_POLE_VAULT_ASSAULT_NAME": "Pole Vault Assault", + "MOVE_YULE_REGRET_THAT_NAME": "Yule Regret That", + "MOVE_HURRICANE_NAME": "Hurricane", + "MOVE_SANDSTORM_NAME": "Sandstorm", + "MOVE_METEOR_BARRAGE_NAME": "Meteor Barrage", + "MOVE_CLOCKWORK_MOUSE_NAME": "Clockwork Mouse", + "MOVE_METAL_RIFF_NAME": "Metal Riff", + "MOVE_BOTTLE_VOLLEY_NAME": "Bottle Volley", + "MOVE_MOONSHINE_NAME": "Moonshine", + "MOVE_AVALANCHE_NAME": "Avalanche", + "MOVE_FOG_NAME": "Fog", + "MOVE_CHANGE_THE_RECORD_NAME": "Change the Record", + "MOVE_AP_DONATE_NAME": "AP Donate", + "MOVE_AP_FACTORY_NAME": "AP Factory", + "MOVE_SHIELD_BASH_NAME": "Shield Bash", + "MOVE_PRISMATIC_NAME": "Prismatic", + "MOVE_ICICLE_DART_NAME": "Icicle Dart", + "MOVE_CRUMBLE_NAME": "Crumble", + "MOVE_BAD_JOKE_NAME": "Bad Joke", + "MOVE_HEROIC_BLADE_NAME": "Heroic Blade", + "MOVE_SUPERHEATED_FIST_NAME": "Superheated Fist", + "MOVE_GUZZLE_FUEL_NAME": "Guzzle Fuel", + "MOVE_DAMAGE_ROLL_NAME": "Damage Roll", + "MOVE_COPY_THAT_NAME": "Copy That", + "MOVE_FROZEN_GROUND_NAME": "Frozen Ground", + "MOVE_STONY_LOOK_NAME": "Stony Look", + "MOVE_PUMPKIN_PIE_NAME": "Pumpkin Pie", + "MOVE_BUSHFIRE_NAME": "Bushfire", + "MOVE_TRAFFIC_JAM_NAME": "Traffic Jam", + "MOVE_SUIT_UP_NAME": "Suit Up", + "MOVE_COTTON_ON_NAME": "Cotton On", + "MOVE_MIND_MELD_NAME": "Mind-Meld", + "MOVE_UNDERTOW_NAME": "Undertow", + "MOVE_NEW_LEAF_NAME": "New Leaf", + "MOVE_FAIR_FIGHT_NAME": "Fair Fight", + "MOVE_ABRAMACABRA_NAME": "Abramacabra", + "MOVE_ABRAMACABRA_ATTACK_NAME": "Macabra Missile", + "MOVE_DOC_LEAF_NAME": "Doc Leaf", + "MOVE_REVOLVING_DOOR_NAME": "Revolving Door", + "MOVE_BLOOD_DONATION_NAME": "Blood Donation", + "MOVE_NURSE_NAME": "Nurse", + "MOVE_CLAY_FIRED_NAME": "Clay-Fired", + "MOVE_COAL_STORY_NAME": "Coal Story", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Beast Resistance", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Fireproof", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Plastic Resistance", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Plant Resistance", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Waterproof", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Astral Resistance", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Poison Resistance", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Grounded", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Ice Resistance", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Air Resistance", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Earth Resistance", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Metal Resistance", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Glass Resistance", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Glitter Resistance", + "MOVE_WATER_DANCE_NAME": "Water Dance", + "MOVE_STAB_IN_THE_DARK_NAME": "Stab In The Dark", + "MOVE_WATERWORKS_NAME": "Waterworks", + "MOVE_STARTER1_ATTACK_NAME": "Bon Bon Blast", + "MOVE_STARTER1_PASSIVE_NAME": "Sugar Rush", + "MOVE_STARTER2_ATTACK_NAME": "Battering Ram", + "MOVE_STARTER2_PASSIVE_NAME": "Shear Luck", + "MOVE_CATEGORY_MELEE": "Melee Attack", + "MOVE_CATEGORY_RANGED": "Ranged Attack", + "MOVE_CATEGORY_STATUS": "Status Effect", + "MOVE_CATEGORY_MISC": "Miscellaneous", + "MOVE_DESCRIPTION_HIT_ONE": "Hits one target.", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Hits a whole team. Destroys walls.", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Hits one target. Cannot be evaded.", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Hits one target. Takes priority over other moves.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Hits one target multiple times.", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Hits one target. Also damages the user a little.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Hits one target multiple times, with priority over other moves.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Hits one target multiple times, with reduced priority compared with other moves.", + "MOVE_DESCRIPTION_HIT_TEAM": "Hits a whole team.", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Hits each member of a team multiple times.", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Hits everyone on the battlefield except the user.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Hits one target. Gives the user {status_effect} status.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Hits a whole team. Gives the user {status_effect} status.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Hits a whole team. Gives the target {status_effect} status.", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "Hits one target. Lowers the target’s Evasion.", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "Hits one target. Lowers the target’s Accuracy.", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "The user’s Speed is passively raised in proportion to the amount of HP lost.", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "The user’s Evasion is passively raised in proportion to the amount of HP lost.", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Passively reduces incoming {type}-type damage by {percent}%, and negates any reactions that would occur. Does not affect critical hits.", + "MOVE_DESCRIPTION_NURSE": "Heals one target for 50% of their Max HP.", + "MOVE_DESCRIPTION_METAL_RIFF": "Hits a whole team. Becomes an Air-type attack when equipped to a Metal-type tape.", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "Steals the target’s wall and transfers it to the user.", + "MOVE_DESCRIPTION_BLOOD_DONATION": "Reduces the user’s HP by half, giving it to the target.", + "MOVE_DESCRIPTION_FAIR_FIGHT": "Prevents new status effects from being applied for 3 turns.", + "MOVE_DESCRIPTION_NEW_LEAF": "Removes status effects from the target.", + "MOVE_DESCRIPTION_BUSHFIRE": "Changes the user’s type to Fire, and makes them deal additional Fire damage on contact. Also burns the user.", + "MOVE_DESCRIPTION_UNDERTOW": "Hits the last fighter to take their turn before this move.", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "Raises the user’s Speed and AP generation.", + "MOVE_DESCRIPTION_COPY_THAT": "Transforms the user into a copy of the target.", + "MOVE_DESCRIPTION_FROZEN_GROUND": "Massively raises the user’s Speed, but lowers their accuracy.", + "MOVE_DESCRIPTION_ICICLE_DART": "Hits one target. Uses the user’s Speed stat instead of Ranged Attack.", + "MOVE_DESCRIPTION_SHIELD_BASH": "Hits one target. Uses the user’s Melee Defence stat instead of Melee Attack.", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "The user rolls a 20-sided die. Damage is multiplied by the number of the die. Special effects take place on rolls of 1 or 20.", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Forces the target to randomly switch to another of their tapes.", + "MOVE_DESCRIPTION_AP_DONATE": "Shifts all remaining AP from the user to the target.", + "MOVE_DESCRIPTION_AVALANCHE": "All melee attacks fail this round.", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "The target’s ranged attacks become melee attacks.", + "MOVE_DESCRIPTION_AP_FACTORY": "Automatically shifts all the user’s AP to its allies at the start of each round.", + "MOVE_DESCRIPTION_WALL": "Sacrifice 20% of HP to create a wall that will absorb up to 3 hits for up to 3 turns.", + "MOVE_DESCRIPTION_SPRING_LOAD": "Automatically gives the user the Spring-Loaded status if they don’t already have it. This turns the user’s melee attack into ranged attacks.", + "MOVE_DESCRIPTION_FOG": "Reduces accuracy of ranged attacks that aren’t Water, Air or Ice-type to 0% for 3 turns.", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "The user takes flight and can only be hit by ranged attacks, Air-types and other flying characters.", + "MOVE_DESCRIPTION_COATING": "Changes the type of the user or an ally.", + "MOVE_DESCRIPTION_ABRAMACABRA": "Sacrifice 20% of HP to create a wall that will absorb up to 3 hits for up to 3 turns. This wall will also damage one opponent each turn.", + "MOVE_DESCRIPTION_POWER": "Power", + "MOVE_DESCRIPTION_HITS": "Hits: {hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "Gives the target {status_effect} status for {duration} turn(s).", + "MOVE_DESCRIPTION_ACCURACY": "Accuracy: {0}%", + "MOVE_DESCRIPTION_HITS_RANGE": "Hits: {hits_min}–{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "Gives the user {status_effect} status for {duration} turn(s).", + "MOVE_DESCRIPTION_CLAY_FIRED": "Activates when the user takes Fire-type damage from an attack. Raises the user’s defence stats.", + "MOVE_DESCRIPTION_MIND_MELD": "The user shares its moves with its allies.", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "Lowers all other fighters’ Speed stats.", + "MOVE_DESCRIPTION_FLINCH_ONE": "Chance to cause the target to flinch.", + "MOVE_DESCRIPTION_STICKY_TONGUE": "Hits one target. Lowers the target’s Evasion.", + "MOVE_DESCRIPTION_ICE_BREAKER": "Hits one target. Lowers the target’s Speed.", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Hits one target. Lands a critical hit if the target has already taken damage this turn.", + "MOVE_DESCRIPTION_AP_STEAL": "Steals 1 AP from the target and gives it to the user.", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "Removes 2 AP from the target.", + "MOVE_DESCRIPTION_AP_BOOST": "Boosts the target’s AP generation.", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Automatically hits one opponent at the start of battle.", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "Chance to be used automatically when hit with a melee attack.", + "MOVE_DESCRIPTION_AP_DRAIN": "Reduces the target’s AP generation.", + "MOVE_DESCRIPTION_SPLINTER": "Chance to hurt an opponent automatically upon melee contact. Damage is based on the user’s Melee Defence.", + "MOVE_DESCRIPTION_ACID_REFLEX": "Chance to poison an opponent automatically upon melee contact.", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "Causes the user to explode upon defeat, damaging all of those around it.", + "MOVE_DESCRIPTION_RADIOACTIVE": "Chance to burn an opponent automatically upon melee contact.", + "MOVE_DESCRIPTION_AP_REFUND": "Chance to automatically refund AP after a move is used.", + "MOVE_DESCRIPTION_AP_STARTER": "Grants 1 extra AP at the start of battle.", + "MOVE_DESCRIPTION_ROLL_AGAIN": "Chance to automatically use another move at random, at the end of the turn.", + "MOVE_DESCRIPTION_SUIT_UP": "Raises the user’s Melee Defence and Ranged Defence.", + "MOVE_DESCRIPTION_PARRY_STANCE": "Reflects the first melee attack received this round.", + "MOVE_DESCRIPTION_HP_ABSORB": "Recovers an amount of HP equal to the damage dealt.", + "MOVE_DESCRIPTION_DEFEND": "Raises the user’s Melee Defence.", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "Raises the user’s Ranged Defence.", + "MOVE_DESCRIPTION_DODGE": "Raises the user’s Evasion.", + "MOVE_DESCRIPTION_FOCUS": "Raises the user’s Accuracy.", + "MOVE_DESCRIPTION_SPRINT": "Raises the user’s Speed.", + "MOVE_DESCRIPTION_WINK": "Lowers the target’s Melee Attack.", + "MOVE_DESCRIPTION_FLIRT": "Lowers the target’s Evasion.", + "MOVE_DESCRIPTION_PEEKABOO": "Lowers the target’s Accuracy.", + "MOVE_DESCRIPTION_TRIP": "Lowers the target’s Speed.", + "MOVE_DESCRIPTION_NOD": "Lowers the target’s Melee Defence.", + "MOVE_DESCRIPTION_CRITICIZE": "Lowers the target’s Ranged Attack.", + "MOVE_DESCRIPTION_COMPLIMENT": "Lowers the target’s Ranged Defence.", + "MOVE_DESCRIPTION_SHARPEN": "Raises the user’s Melee Attack.", + "MOVE_DESCRIPTION_RAISE_ARMS": "Raises the user’s Ranged Attack.", + "MOVE_DESCRIPTION_HOT_POTATO": "Places a bomb on the target that will explode if not immediately passed on by melee contact.", + "MOVE_DESCRIPTION_SURE_FIRE": "Guarantees the target’s next move won’t miss.", + "MOVE_DESCRIPTION_COTTON_ON": "Reduces the accuracy of moves that can be evaded that target the user to 0% for the next round.", + "MOVE_DESCRIPTION_TAUNT": "Sends the target berserk, forcing it to use only damaging moves for its next 2 turns.", + "MOVE_DESCRIPTION_DOG_YEARS": "Extends the duration of the target’s status effects.", + "MOVE_DESCRIPTION_BE_RANDOM": "Uses a random move that you have enough AP for.", + "MOVE_DESCRIPTION_COPYCAT": "Copies the last move the target used, if you have the AP.", + "MOVE_DESCRIPTION_PROVOKE": "Prevents opponents from directly targeting the user’s allies for 3 turns.", + "MOVE_DESCRIPTION_HIBERNATE": "Puts the user to sleep. The user recovers HP every turn it’s asleep.", + "MOVE_DESCRIPTION_SUMMON_TULPA": "Calls for help from the astral plane.", + "MOVE_DESCRIPTION_MEDITATE": "Puts the user to sleep. Increases the user’s attack and defence stats every turn it’s asleep.", + "MOVE_DESCRIPTION_BINVITATION": "Calls for help from the mothership.", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Summons a temporary Boltam ally.", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "Chance to summon a temporary ally.", + "MOVE_DESCRIPTION_FUSION_POWER": "Has an effect unique to this fusion pairing.", + "MOVE_DESCRIPTION_FISSION_POWER": "The user undergoes fission, dividing itself into two copies.", + "MOVE_DESCRIPTION_CROSSFADE": "Switches the user’s form but applies a coating that keeps its type the same.", + "MOVE_DESCRIPTION_DESPERATION": "Does more damage if the user is low on health.", + "MOVE_DESCRIPTION_DELEGATE": "Transfers the user’s status effects onto its ally.", + "MOVE_DESCRIPTION_BITE": "Hits one target. Heals the user a little bit afterwards.", + "MOVE_DESCRIPTION_BATTERY": "Hits one target twice. Lands critical hits if used after Charge.", + "MOVE_DESCRIPTION_BOIL": "Hits one target. Chance to burn the target.", + "MOVE_DESCRIPTION_DJINNTOXICATE": "Hits one target. Inflicts the Confused status on the target.", + "MOVE_DESCRIPTION_COAL_STORY": "Hits one target. Inflicts Burned on the target.", + "MOVE_DESCRIPTION_TOXIC_STAB": "Hits one target. Poisons the target.", + "MOVE_DESCRIPTION_SANDSTORM": "Hits a whole team. Reduces the targets’ remaining status effect durations by 1.", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "Hits a whole team. Poisons the targets.", + "MOVE_DESCRIPTION_WONDERFUL_7": "Hits one target. Inflicts a random debuff.", + "MOVE_DESCRIPTION_THROW": "Uses a wall as a projectile. Remaining duration multiplies damage.", + "MOVE_DESCRIPTION_RECYCLE": "Destroys the user’s wall and gives them an amount of AP equal to its remaining duration.", + "MOVE_DESCRIPTION_MAGNET": "Used automatically at the start of battle for 0 AP. Prevents opponents targeting user’s allies for {duration} turn(s).", + "MOVE_DESCRIPTION_RETRIBUTION": "Activates when an ally is defeated. Raises the user’s attack stats.", + "MOVE_DESCRIPTION_STATUS_STARTER": "Used automatically at the start of battle for 0 AP. Gives the user {status_effect} status for {duration} turn(s).", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "Changes the user’s type to Earth, and raises their Defence stats. Takes effect the first time the user’s health falls below half.", + "MOVE_DESCRIPTION_THUNDER_BLAST": "Hits one target. The target is hit by an additional 30 Air-type damage.", + "MOVE_DESCRIPTION_GAMBIT": "Raises all the user’s stats by a lot. After 3 turns, the tape breaks.", + "MOVE_DESCRIPTION_HAUNT": "The user becomes a ghost and cannot be hit by attacks. After 3 turns, the tape breaks.", + "MOVE_DESCRIPTION_BINVASION": "Hits one target as many times as there are Binvaders on the user’s team.", + "MOVE_DESCRIPTION_COPPER_CHOP": "Hits one target. Inflicts Resonance on Glass- and Metal-type targets.", + "MOVE_DESCRIPTION_WINDOW": "Allows Ranged Attacks to hit the target through walls.", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Damages the target each time it transforms.", + "MOVE_DESCRIPTION_SHARP_EDGES": "Gives the user a Contact Damage status for {duration} turn(s).", + "MOVE_DESCRIPTION_JAGGED_EDGE": "Automatically inflicts damage when a melee attack misses the user.", + "MOVE_DESCRIPTION_BLIZZARD": "Hits a whole team. Lowers the targets’ Accuracy.", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Hits one target. Lowers the target’s Melee Defence.", + "MOVE_DESCRIPTION_TRICK": "Gives the target a random debuff.", + "MOVE_DESCRIPTION_TREAT": "Gives the target a random buff.", + "MOVE_DESCRIPTION_CRUMBLE": "Destroys every wall, inflicting damage to each fighter with a wall proportional to the remaining duration of their wall.", + "MOVE_DESCRIPTION_PRISMATIC": "Randomises the user’s type at the end of each round.", + "MOVE_DESCRIPTION_BAD_JOKE": "The user tells a random joke. This has no effect.", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTED", + "MOVE_DESCRIPTION_WATER_DANCE": "Hits one target. Uses the user’s Speed stat instead of Melee Attack.", + "MOVE_BLOOD_DONATION_TOAST": "DONATED", + "MOVE_NEW_LEAF_TOAST": "STATUSES REMOVED", + "MOVE_DAMAGE_ROLL_TOAST": "ROLL: {n}", + "MOVE_AP_STEAL_TOAST": "STOLEN", + "MOVE_GUZZLE_FUEL_TOAST": "GUZZLED", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "TIMERS EXTENDED", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "TIMERS REDUCED", + "MOVE_SUMMON_SPAWNS.m": "{spawn} heeded the call!", + "MOVE_SUMMON_SPAWNS.f": "{spawn} heeded the call!", + "MOVE_AP_REFUND_TOAST": "REFUND", + "MOVE_SUMMON_SPAWNS.n": "{spawn} heeded the call!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "Wild", + "MOVE_FUSION_POWER_PREFIX_beast_2": "Bone", + "MOVE_FUSION_POWER_PREFIX_beast_3": "Feral", + "MOVE_FUSION_POWER_PREFIX_beast_4": "Primitive", + "MOVE_FUSION_POWER_PREFIX_beast_5": "Spinal", + "MOVE_FUSION_POWER_PREFIX_beast_6": "Berserk", + "MOVE_FUSION_POWER_PREFIX_beast_7": "Frenzied", + "MOVE_FUSION_POWER_PREFIX_fire_1": "Infernal", + "MOVE_FUSION_POWER_PREFIX_fire_2": "Blazing", + "MOVE_FUSION_POWER_PREFIX_fire_3": "Burning", + "MOVE_FUSION_POWER_PREFIX_fire_4": "Flaming", + "MOVE_FUSION_POWER_PREFIX_fire_5": "Fiery", + "MOVE_FUSION_POWER_PREFIX_fire_6": "Magma", + "MOVE_FUSION_POWER_PREFIX_fire_7": "Volcanic", + "MOVE_FUSION_POWER_PREFIX_poison_1": "Venomous", + "MOVE_FUSION_POWER_PREFIX_poison_2": "Noxious", + "MOVE_FUSION_POWER_PREFIX_poison_3": "Toxic", + "MOVE_FUSION_POWER_PREFIX_poison_4": "Chemical", + "MOVE_FUSION_POWER_PREFIX_poison_5": "Violet", + "MOVE_FUSION_POWER_PREFIX_poison_6": "Infectious", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "Synthetic", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "Resilient", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "Recycled", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "Artificial", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "Trash", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "Modular", + "MOVE_FUSION_POWER_PREFIX_plant_1": "Evergreen", + "MOVE_FUSION_POWER_PREFIX_plant_2": "Untamed", + "MOVE_FUSION_POWER_PREFIX_plant_3": "Overgrown", + "MOVE_FUSION_POWER_PREFIX_plant_4": "Flourishing", + "MOVE_FUSION_POWER_PREFIX_plant_5": "Verdant", + "MOVE_FUSION_POWER_PREFIX_plant_6": "Tropical", + "MOVE_FUSION_POWER_PREFIX_plant_7": "Succulent", + "MOVE_FUSION_POWER_PREFIX_water_1": "Hydro", + "MOVE_FUSION_POWER_PREFIX_water_2": "Tempest", + "MOVE_FUSION_POWER_PREFIX_water_3": "Monsoon", + "MOVE_FUSION_POWER_PREFIX_water_4": "Torrential", + "MOVE_FUSION_POWER_PREFIX_water_5": "Maelstrom", + "MOVE_FUSION_POWER_PREFIX_water_6": "Abyssal", + "MOVE_FUSION_POWER_PREFIX_water_7": "Neptunian", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "Glittery", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "Sparkly", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "Rainbow", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "Fairy", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "Crafty", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "Homemade", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "Unicorn", + "MOVE_FUSION_POWER_PREFIX_astral_1": "Cosmic", + "MOVE_FUSION_POWER_PREFIX_astral_2": "Planetary", + "MOVE_FUSION_POWER_PREFIX_astral_3": "Celestial", + "MOVE_FUSION_POWER_PREFIX_astral_4": "Stellar", + "MOVE_FUSION_POWER_PREFIX_astral_5": "Ethereal", + "MOVE_FUSION_POWER_PREFIX_astral_6": "Orbital", + "MOVE_FUSION_POWER_PREFIX_astral_7": "Stygian", + "MOVE_FUSION_POWER_PREFIX_air_1": "Cyclonic", + "MOVE_FUSION_POWER_PREFIX_air_2": "Tornado", + "MOVE_FUSION_POWER_PREFIX_air_3": "Whirlwind", + "MOVE_FUSION_POWER_PREFIX_air_4": "Hurricane", + "MOVE_FUSION_POWER_PREFIX_air_5": "Windy", + "MOVE_FUSION_POWER_PREFIX_air_6": "Sonic Boom", + "MOVE_FUSION_POWER_PREFIX_air_7": "Empyrean", + "MOVE_FUSION_POWER_PREFIX_earth_1": "Petrifying", + "MOVE_FUSION_POWER_PREFIX_earth_2": "Mineral", + "MOVE_FUSION_POWER_PREFIX_earth_3": "Ore", + "MOVE_FUSION_POWER_PREFIX_earth_4": "Mountainous", + "MOVE_FUSION_POWER_PREFIX_earth_5": "Gritty", + "MOVE_FUSION_POWER_PREFIX_earth_6": "Stone", + "MOVE_FUSION_POWER_PREFIX_earth_7": "Granite", + "MOVE_FUSION_POWER_PREFIX_glass_1": "Glass", + "MOVE_FUSION_POWER_PREFIX_glass_2": "Shattering", + "MOVE_FUSION_POWER_PREFIX_glass_3": "Reflective", + "MOVE_FUSION_POWER_PREFIX_glass_4": "Jagged", + "MOVE_FUSION_POWER_PREFIX_glass_5": "Brittle", + "MOVE_FUSION_POWER_PREFIX_glass_6": "Transparent", + "MOVE_FUSION_POWER_PREFIX_ice_1": "Frozen", + "MOVE_FUSION_POWER_PREFIX_ice_2": "Sub-zero", + "MOVE_FUSION_POWER_PREFIX_ice_3": "Freezing", + "MOVE_FUSION_POWER_PREFIX_ice_4": "Polar", + "MOVE_FUSION_POWER_PREFIX_ice_5": "Frigid", + "MOVE_FUSION_POWER_PREFIX_ice_6": "Glacial", + "MOVE_FUSION_POWER_PREFIX_ice_7": "Blizzard", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "Storm", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "Surging", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "Electric", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "Shocking", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "Bolt", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "Volt", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "Magnetic", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "Tesla", + "MOVE_FUSION_POWER_PREFIX_metal_1": "Steel", + "MOVE_FUSION_POWER_PREFIX_metal_2": "Metallurgic", + "MOVE_FUSION_POWER_PREFIX_metal_3": "Silver", + "MOVE_FUSION_POWER_PREFIX_metal_4": "Mercurial", + "MOVE_FUSION_POWER_PREFIX_metal_5": "Resonant", + "MOVE_FUSION_POWER_PREFIX_metal_6": "Titanium", + "MOVE_FUSION_POWER_SWORD": "Sword", + "MOVE_FUSION_POWER_AXE": "Axe", + "MOVE_FUSION_POWER_KATANA": "Katana", + "MOVE_FUSION_POWER_HAMMER": "Hammer", + "MOVE_FUSION_POWER_HALBERD": "Halberd", + "MOVE_FUSION_POWER_BLADEWHEEL": "Wheel", + "MOVE_FUSION_POWER_FIST": "Fist", + "MOVE_FUSION_POWER_SMASH": "Smash", + "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", + "MOVE_DESCRIPTION_IRON_FILINGS": "Makes the target Conductive.", + "MOVE_FUSION_POWER_ARROW": "Arrow", + "MOVE_FUSION_POWER_ORB": "Orb", + "MOVE_FUSION_POWER_KUNAI": "Kunai", + "MOVE_FUSION_POWER_SHARDS": "Shards", + "MOVE_FUSION_POWER_SPIKES": "Spikes", + "MOVE_FUSION_POWER_METEOR": "Meteor", + "MOVE_FUSION_POWER_BEAM": "Beam", + "MOVE_FUSION_POWER_BLAST": "Blast", + "MOVE_FUSION_POWER_BOMB": "Bomb", + "MOVE_RITUAL_NAME": "Ritual", + "MOVE_DESCRIPTION_RITUAL": "Brings the user back to life at 25% HP upon defeat.", + "MOVE_IRON_FILINGS_NAME": "Iron Filings", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda Morgana", + "MOVE_AA_OLDGANTE_THRASH_NAME": "Discordant Thrash", + "MOVE_TRICK_NAME": "Trick", + "MOVE_TREAT_NAME": "Treat", + "MOVE_ATTRIBUTE_STAT": "{stat_value}% {stat_name}", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Critical hit on type advantage", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passive: {stat_value}% {stat_name}", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Damage based on {stat_name} if higher", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "+1 Duration", + "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 Extra Hit", + "MOVE_ATTRIBUTE_HEAL": "Heals {stat_value}% of Max HP", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passive: {stat_value}% {stat_name} per empty slot", + "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value}% {stat_name} per empty slot", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Heals {stat_value}% of Max HP per empty slot", + "MOVE_ATTRIBUTE_BUFF_USER": "{chance}% Chance of {status_effect}", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}% Chance of {status_effect}", + "MOVE_ATTRIBUTE_AP_REFUND": "{chance}% Chance to refund {amount} AP after use", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}% Chance to refund all AP after use", + "MOVE_ATTRIBUTE_SHARED": "Shared with allies", + "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatible with any tape", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance}% Chance to use at the end of a round", + "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}% Chance to use twice", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance}% Chance to use at the start of battles", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance}% Chance to use when hit", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance}% Chance to use after attacks", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance}% Chance to use {move_name} after use", + "MOVE_ATTRIBUTE_MULTITARGET": "{chance}% Chance to target whole team", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Destroys walls", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 Slot", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignores walls", + "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}% Chance to use a random move", + "MOVE_BAD_JOKE_JOKE3": "Why don’t Traffikrabs share their food? Because they’re shellfish!", + "MOVE_BAD_JOKE_JOKE2": "What does Traffikrab put on its traffic toast? Traffic jam!", + "MOVE_BAD_JOKE_JOKE1": "Why did the Traffikrab NOT cross the road? It could only do the side walk!", + "MOVE_BAD_JOKE_JOKE5": "Why do Skelevangelists always play the xylophone? They don’t have organs!", + "MOVE_BAD_JOKE_JOKE4": "Why did Traffikrab’s friends ghost him? His puns were clawful!", + "MOVE_BAD_JOKE_JOKE7": "What do Bulletinos eat? Nothing, they fast!", + "MOVE_BAD_JOKE_JOKE6": "How does Icepeck build its home? Igloos it together!", + "MOVE_BAD_JOKE_JOKE8": "What does Sanzatime do after eating if it’s still hungry? It goes back four seconds!", + "MOVE_BAD_JOKE_JOKE11": "Did you hear about Stardigrade’s claustrophobia? He just really needs some space.", + "MOVE_BAD_JOKE_JOKE10": "Why should you never eat Sanzatime? It’s too time-consuming!", + "MOVE_BAD_JOKE_JOKE9": "How much does a pile of bones covered in purple slime weigh? One jelly-ton!", + "MOVE_BAD_JOKE_JOKE12": "What do Sparktan wear under their armour? Thunderpants!", + "MOVE_BAD_JOKE_JOKE13": "What do you call a Liligator in a vest? An investigator!", + "MOVE_BAD_JOKE_JOKE16": "Why did the Twirligig get promoted? She was outstanding in her field!", + "MOVE_BAD_JOKE_JOKE15": "I have a joke about elemental chemistry, but I doubt it’ll get a reaction...", + "MOVE_BAD_JOKE_JOKE14": "Why did the Jumpkin couple have a big wedding? Because they cantaloupe!", + "MOVE_BAD_JOKE_JOKE18": "Why did the Landkeeper seek a psychiatrist? He had an apartment complex!", + "MOVE_BAD_JOKE_JOKE17": "Where do Busheye go to learn? Elementree school!", + "MOVE_BAD_JOKE_JOKE19": "What’s a Landkeeper’s favourite hot drink? Proper-tea!", + "MOVE_NAME_INSOMNIA": "Insomnia", + "MOVE_BAD_JOKE_JOKE20": "What kind of clothing will a Landkeeper try to sell you? An ad-dress!", + "MOVE_DESCRIPTION_INSOMNIA": "Prevents the user from falling asleep.", + "MOVE_NAME_ELDRITCH": "Eldritch", + "MOVE_DESCRIPTION_ELDRITCH": "Prevents the user’s stats from being lowered.", + "MOVE_NAME_STATUS_RESISTANCE": "Status Resistance", + "MOVE_NAME_NEUTRALISE": "Neutralise", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "The user takes reduced damage from the Burned, Poisoned, and Leeched status effects.", + "MOVE_NAME_LIQUID_BODY": "Liquid Body", + "MOVE_DESCRIPTION_LIQUID_BODY": "Prevents the user from being inflicted with Burned, but makes all incoming Ice and Lightning-type attacks critical.", + "MOVE_DESCRIPTION_NEUTRALISE": "Automatically removes the user’s debuffs when their HP falls below 50%.", + "MOVE_NAME_PHASE_SHIFT": "Phase Shift", + "MOVE_DESCRIPTION_PHASE SHIFT": "The user’s attacks can hit ghosts.", + "MOVE_CAMOUFLAGE_WATER_NAME": "Water Camouflage", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Plastic Camouflage", + "MOVE_CAMOUFLAGE_AIR_NAME": "Air Camouflage", + "MOVE_CAMOUFLAGE_EARTH_NAME": "Earth Camouflage", + "MOVE_CAMOUFLAGE_FIRE_NAME": "Fire Camouflage", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Astral Camouflage", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Lightning Camouflage", + "MOVE_CAMOUFLAGE_METAL_NAME": "Metal Camouflage", + "MOVE_CAMOUFLAGE_BEAST_NAME": "Beast Camouflage", + "MOVE_CAMOUFLAGE_PLANT_NAME": "Plant Camouflage", + "MOVE_CAMOUFLAGE_POISON_NAME": "Poison Camouflage", + "MOVE_CAMOUFLAGE_ICE_NAME": "Ice Camouflage", + "MOVE_CAMOUFLAGE_GLASS_NAME": "Glass Camouflage", + "MOVE_DESCRIPTION_CAMOUFLAGE": "Changes the type of the user. Automatically used at the start of battle for 0 AP.", + "MOVE_NAME_RICOCHET": "Ricochet", + "MOVE_DESCRIPTION_RICOCHET": "The user’s ranged attacks have a 50% chance to ignore opponents’ walls.", + "MOVE_NAME_BREATHING_TECHNIQUE": "Breathing Technique", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Prevents the user from being inflicted with Berserk.", + "MOVE_NAME_SELF_ASSURED": "Self-Assured", + "MOVE_DESCRIPTION_SELF_ASSURED": "Prevents the user from being inflicted with Confused.", + "MOVE_NAME_CRITICAL_AP": "Critical AP", + "MOVE_DESCRIPTION_CRITICAL_AP": "The user gains 1 AP each time they land a critical hit.", + "MOVE_NAME_PITY_AP": "Pity AP", + "MOVE_NAME_UNSHAKEABLE": "Unshakeable", + "MOVE_DESCRIPTION_PITY_AP": "The user gains 1 AP each time an attack of theirs misses.", + "MOVE_DESCRIPTION_UNSHAKEABLE": "Prevents the user from being inflicted with Flinched.", + "MOVE_NAME_VAMPIRE": "Vampire", + "MOVE_NAME_MULTICOPY": "Multicopy", + "MOVE_DESCRIPTION_VAMPIRE": "The user gains half the benefit of opponents’ healing moves and status effects.", + "MOVE_DESCRIPTION_MULTICOPY": "If an opponent gains multitarget or multistrike, the user does so too.", + "MOVE_NAME_FOSSIL": "Fossil", + "MOVE_DESCRIPTION_FOSSIL": "Automatically restores the user to full health if they become Petrified.", + "MOVE_NAME_BLOODLUST": "Bloodlust", + "MOVE_NAME_STURDY_ARMOUR": "Sturdy Armour", + "MOVE_DESCRIPTION_BLOODLUST": "Automatically raises the user’s Melee and Ranged Attack stats when an opponent is defeated.", + "MOVE_NAME_RETURN_FIRE": "Return Fire", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "Prevents the user’s Melee and Ranged Defence stats from being lowered.", + "MOVE_DESCRIPTION_RETURN_FIRE": "Chance to be used automatically when hit with a ranged attack.", + "MOVE_NAME_BURNING_PASSION": "Burning Passion", + "MOVE_NAME_BERSERKER": "Berserker", + "MOVE_DESCRIPTION_BURNING_PASSION": "Automatically raises the user’s Ranged and Melee Attack whenever the user gains the Burned status effect.", + "MOVE_NAME_VENGEFUL_CURSE": "Vengeful Curse", + "RANGER_TRADER_NAME": "Ranger Wilma", + "RANGER_TRADER_NAME_SHORT": "Wilma", + "RANGER_BODYBUILDER_NAME": "Ranger Jim", + "INTERDIMENSIONAL_POSTMAN_NAME": "Interdimensional Postman", + "AMBER_NAME": "Ms. Amber", + "DORIAN_NAME": "Dorian", + "SPRINGHEEL_NAME": "Springheel", + "JACQUELINE_NAME": "Jacqueline", + "SPRINGHEEL_NAME_PREFIX": "Spring", + "SPRINGHEEL_NAME_SUFFIX": "heel", + "SPRINGHEEL_DESCRIPTION": "an imp with leather boots", + "SPRINGHEEL_LORE_2": "For a time in Victorian England, a mysterious creature known as “Spring-heeled Jack” was said to stalk the streets at night. “Jack” was never captured, and his sighting soon become a thing of folkloric legend.", + "SPRINGHEEL_LORE_1": "Springheels get their kicks by hiding behind corners under the cover of night, before leaping out to surprise their victims. It appears that they make their “wings” out of old discarded rags.", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "What path of night do you wish to walk?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Vagabond", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Thief", + "HOPSKIN_NAME_PREFIX": "Hop", + "HOPSKIN_NAME": "Hopskin", + "HOPSKIN_LORE_1": "The Hopskin will entice its prey to approach with its unblinking amber eyes and a big smile. However, any creature that is lured in by this charade will be swiftly cut down by the razor sharp claws it conceals beneath a dirty coat.", + "HOPSKIN_NAME_SUFFIX": "skin", + "HOPSKIN_DESCRIPTION": "a shifty imp in a coat", + "HOPSKIN_LORE_2": "In 1955, a family reported being attacked by strange creatures at their farmhouse in Hopkinsville, Kentucky. They described these creatures as having pointy ears, clawed hands and large eyes that glowed yellow.", + "RIPTERRA_NAME": "Ripterra", + "RIPTERRA_NAME_PREFIX": "Rip", + "RIPTERRA_NAME_SUFFIX": "terra", + "RIPTERRA_DESCRIPTION": "a creepy trenchcoat monster", + "RIPTERRA_LORE_2": "In 19th century Britain, tales of gothic horrors and vicious cutthroats published and sold in the form of “penny dreadfuls”. This cheaply produced literature was often accompanied by shocking and violent illustrations.", + "RIPTERRA_LORE_1": "The anatomy of the Ripterra is not easily described. It barely has a body to speak of, instead more a tangled web of claw-tipped limbs haphazardly bound together beneath a stained trench coat and hat.", + "SNOOPIN_NAME": "Snoopin", + "SNOOPIN_NAME_PREFIX": "Snoop", + "SNOOPIN_NAME_SUFFIX": "pin", + "SNOOPIN_LORE_1": "Snoopins are master thieves, and will often adorn themselves with their stolen treasures. As such, you can judge a Snoopin’s skill in thievery by the amount of trinkets it is wearing.", + "SCAMPIRE_NAME": "Scampire", + "SNOOPIN_LORE_2": "Arséne Lupin is a fictional “gentleman thief” from the works of writer Maurice Leblanc. The character has remained popular even to the present day, appearing in dozens of stories and many adaptations.", + "SNOOPIN_DESCRIPTION": "an imp with a cane", + "SCAMPIRE_NAME_PREFIX": "Scam", + "SCAMPIRE_LORE_1": "Scampires create lairs of countless stolen riches and goods before waiting for potential prey to wander in. In recent years they have also gained the ability to fly, though it is unclear whether they use their wings to do it.", + "SCAMPIRE_NAME_SUFFIX": "pire", + "SCAMPIRE_LORE_2": "Vampires have appeared as a concept in folklore throughout human history. One modern interpretation of the vampire myth frames them as representing the elites in society who literally feed off those below their class.", + "ACHIEVEMENT_NAME_obtain_bansheep": "Counting Sheep", + "ACHIEVEMENT_DESC_obtain_bansheep": "Obtain Bansheep.", + "ACHIEVEMENT_DESC_tutorial": "Complete the tutorial.", + "ACHIEVEMENT_DESC_partner_dog": "Unlock Barkley.", + "ACHIEVEMENT_NAME_partner_viola": "Viola", + "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", + "ACHIEVEMENT_DESC_investigate_rumor": "Investigate a rumour.", + "ACHIEVEMENT_NAME_aa_lamento_mori": "Angel of Death", + "ACHIEVEMENT_NAME_aa_cube": "Neoplatonic Solid", + "ACHIEVEMENT_DESC_aa_lamento_mori": "Defeat Lamento Mori.", + "ACHIEVEMENT_DESC_aa_cube": "Defeat Heckahedron.", + "ACHIEVEMENT_NAME_aa_alice": "Child of Ego", + "ACHIEVEMENT_DESC_aa_alice": "Defeat Alice.", + "ACHIEVEMENT_NAME_aa_puppet": "Master of Puppets", + "ACHIEVEMENT_DESC_aa_puppet": "Defeat Poppetox.", + "ACHIEVEMENT_DESC_partner_eugene": "Unlock Eugene.", + "ACHIEVEMENT_NAME_partner_meredith": "Meredith", + "ACHIEVEMENT_DESC_partner_meredith": "Unlock Meredith.", + "ACHIEVEMENT_DESC_quest_viola1": "Bring Viola to the shipwreck.", + "ACHIEVEMENT_DESC_quest_meredith1": "Bring Meredith to the mall.", + "ACHIEVEMENT_NAME_quest_meredith1": "Falldown Mall", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "I Ran So Far Away, pt. II", + "ACHIEVEMENT_NAME_investigate_rumor": "On the Grapevine", + "ACHIEVEMENT_DESC_met_npc_magikrab": "Meet the one who dutily attends the stations.", + "ACHIEVEMENT_NAME_met_npc_amber": "A Long Way from Home", + "ACHIEVEMENT_DESC_met_npc_amber": "Find a helping hand in a place far away.", + "ACHIEVEMENT_NAME_met_npc_merline": "The One Who Lies Beneath", + "ACHIEVEMENT_DESC_met_npc_merline": "Come face-to-face with a faceless being.", + "ACHIEVEMENT_DESC_traveling_merchant": "Meet the Travelling Merchant.", + "ACHIEVEMENT_NAME_traveling_merchant": "Can't Buy Me Love", + "ACHIEVEMENT_NAME_partner_eugene": "Eugene", + "ACHIEVEMENT_DESC_preemptive_win": "Win a battle before it starts.", + "ACHIEVEMENT_NAME_preemptive_win": "Over Before It Began", + "ACHIEVEMENT_DESC_ending": "Open a door long since thought lost.", + "ACHIEVEMENT_NAME_ghostly_win": "Death Shall Have No Dominion", + "ACHIEVEMENT_DESC_ghostly_win": "Win a battle while ghostly.", + "ACHIEVEMENT_NAME_gambit_win": "Double or Quits", + "ACHIEVEMENT_DESC_gambit_win": "Win a battle while Gambit is active.", + "ACHIEVEMENT_NAME_head_skip": "In Over Your Head", + "ACHIEVEMENT_NAME_defeat_black_shuck": "Facing Your Shadow", + "ACHIEVEMENT_DESC_head_skip": "Try to sneak past a battler by jumping over their head.", + "ACHIEVEMENT_DESC_defeat_black_shuck": "Overcome your own self in battle.", + "ACHIEVEMENT_NAME_obtain_magikrab": "Pinnacle of Evolution", + "DOG_NAME": "Barkley", + "ACHIEVEMENT_DESC_obtain_magikrab": "Obtain a monster form thought impossible to find.", + "ACHIEVEMENT_NAME_aa_lenna": "Hero of Another Story", + "DEFAULT_PLAYER_NAME": "Cass", + "ACHIEVEMENT_DESC_aa_lenna": "Prove your worth to a certain warrior.", + "MEREDITH_NAME": "Meredith", + "KAYLEIGH_NAME": "Kayleigh", + "EUGENE_NAME": "Eugene", + "FELIX_NAME": "Felix", + "VIOLA_NAME": "Viola", + "UNKNOWN_NAME": "???", + "SEBASTIAN_NAME": "Sebastian", + "LANDKEEPER_NAME": "Landkeeper", + "LANDKEEPER1_NAME": "Landkeeper #1", + "PUPPERCUT_LORE_2": "Boxing is a competitive sport where two participants punch each other using protective gloves. Archaeological evidence shows that humans have been boxing in at least some form since ancient civilisation.", + "PUPPERCUT_DESCRIPTION": "a squat wolf with rusted metal boxing gear", + "SOUTHPAW_NAME": "Southpaw", + "SOUTHPAW_NAME_PREFIX": "South", + "SOUTHPAW_NAME_SUFFIX": "paw", + "SOUTHPAW_LORE_2": "Modern boxing finds its origin in “Queensbury rules”, a formalised set of rules first drafted in Victorian England. It defined a twelve round limit, large protective gloves and the 24 foot square boxing arena that are recognisable in modern boxing today.", + "SOUTHPAW_LORE_1": "Southpaws are the final stage of a Puppercut’s life cycle, having shed their rusty armour. Their bodies are now coated with a lightweight and flexible metal that allow them to withstand attacks and deliver swift blows with their spiked fists.", + "BURNACE_NAME": "Burnace", + "SOUTHPAW_DESCRIPTION": "a tall wolf with shiny metal boxing gear", + "BURNACE_NAME_PREFIX": "Burn", + "BURNACE_NAME_SUFFIX": "ace", + "BURNACE_LORE_1": "Burnaces have no legs, and can only move by sliding their heavy concrete bodies along the ground with their hands. Their endlessly burning internal furnaces allow them to emit flames and toxic smogs from their “chimneys” at a moment’s notice.", + "BURNACE_LORE_2": "The Industrial Revolution was a period of time beginning in the 1700s where production in the western world shifted towards machines, and technology began to advance rapidly. The image of the factory with smoke pouring from its chimneys is heavily associated with this time.", + "SMOGMAGOG_NAME": "Smogmagog", + "BURNACE_DESCRIPTION": "a legless factory creature", + "SMOGMAGOG_LORE_1": "Smogmagog’s “bodies” are actually outer shells made of steel and concrete that house a purely elemental fire being within. As long as a single ember still remains alight within its shell, the Smogmagog will continue to fight.", + "SMOGMAGOG_NAME_PREFIX": "Smog", + "SMOGMAGOG_NAME_SUFFIX": "magog", + "SMOGMAGOG_DESCRIPTION": "a concrete cooling tower giant", + "SMOGMAGOG_LORE_2": "Gogmagog is the name of a giant in British mythology. A denizen of Albion (the precursor to modern day Great Britain), he was slain by the warrior Corineus, who later founded the land of Cornwall.", + "CANDEVIL_NAME": "Candevil", + "CANDEVIL_NAME_PREFIX": "Cand", + "CANDEVIL_NAME_SUFFIX": "devil", + "CANDEVIL_LORE_2": "Devils, or Demons, are evil spirits or beings depicted in folklore and religions across all of human culture and history. Their depictions vary greatly, from being benign nuisances to dangerous manifestations of evil.", + "CANDEVIL_LORE_1": "Candevils possess the peculiar ability to generate sugary sweets from their bodies, which can be used as gifts or as ballistic projectiles. Some find this quite charming, whereas others argue that it’s actually very weird and gross.", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "In which field do you wish to study?", + "CANDEVIL_DESCRIPTION": "a pastel horned devil", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "Alchemy", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "Machinery", + "MALCHEMY_NAME": "Malchemy", + "MALCHEMY_NAME_PREFIX": "Mal", + "MALCHEMY_LORE_1": "A series of strange internal chemical changes can cause a Candevil to mature into a Malchemy. This also causes the Malchemy to become fixated on the esoteric art of potion making, which often ends up badly for the Malchemy.", + "MALCHEMY_NAME_SUFFIX": "chemy", + "MALCHEMY_LORE_2": "Alchemy is a field of study that was a precursor to modern scientific chemistry, and is concerned with magical or spiritual transformation and creation of elements.", + "MIASMODEUS_NAME": "Miasmodeus", + "MALCHEMY_DESCRIPTION": "a smiling devil holding a glass vial", + "MIASMODEUS_NAME_PREFIX": "Mias", + "MIASMODEUS_NAME_SUFFIX": "modeus", + "MIASMODEUS_DESCRIPTION": "a witch demon riding a lollipop", + "MIASMODEUS_LORE_2": "In medieval Europe, “witches” were women who were accused of practicing witchcraft within their communities. These witches were portrayed in art as brewing potions, having animal familiars and riding broomsticks to attain flight.", + "MIASMODEUS_LORE_1": "Packs of Miasmodeus are said to soar through the skies on their flying lollipops on a full moon. They use their many alchemical concoctions in battle, unleashing poisonous potions and deadly elements to lay waste to their opponents.", + "VENDEMON_NAME": "Vendemon", + "VENDEMON_NAME_PREFIX": "Vend", + "VENDEMON_LORE_1": "A Candevil that has built itself a suit of protective armour out of metal and glass. It has been theorised that their strange attire is an attempt to resemble astronauts, but no-one knows for sure.", + "VENDEMON_NAME_SUFFIX": "demon", + "VENDEMON_LORE_2": "The first gumball machines appeared in early 20th Century America. A clockwork mechanism ensures that when a coin is inserted, the machine can dispense a single gumball or piece of candy with a turn of its handle.", + "VENDEMON_DESCRIPTION": "a devil wearing a gumball machine", + "GUMBAAL_NAME": "Gumbaal", + "GUMBAAL_NAME_PREFIX": "Gum", + "GUMBAAL_LORE_1": "Gumbaals have fused with their metal armour and have morphed into a towering being. The glass dome that forms its head is filled with various elemental spheres, which the Gumbaal can spit up as an offensive measure.", + "GUMBAAL_NAME_SUFFIX": "baal", + "GUMBAAL_LORE_2": "“Candy” is a broad term that encompasses a range of edible treats that usually use sugar as a main ingredient. Candy is often made to be visually appealing, coming in a range of shapes, sizes and flavours.", + "GUMBAAL_DESCRIPTION": "a towering living gumball machine", + "BANSHEEP_NAME": "Bansheep", + "BANSHEEP_NAME_PREFIX": "Ban", + "BANSHEEP_NAME_SUFFIX": "sheep", + "BANSHEEP_LORE_2": "Ghosts commonly appear in folklore across all of human history and civilisation as manifestations of spirits of the deceased. Whether they are harmless or malevolent varies on the depiction, or often the personality of the departed.", + "BANSHEEP_LORE_1": "The eerie moans of the wild Bansheep at night have led many to believe that they are restless undead spirits, but this is untrue: they are very much alive, they just like to have a bit of a whine. Who doesn’t?", + "BANSHEEP_DESCRIPTION": "a moody floating sheep", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Ascend to the afterlife", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "A spirit cannot remain in limbo forever.", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Return to the earth", + "WOOLTERGEIST_NAME": "Wooltergeist", + "WOOLTERGEIST_NAME_PREFIX": "Wool", + "WOOLTERGEIST_LORE_2": "It is said that there are many types of ghosts – one such example is the poltergeist. The poltergeist is unique in its ability to interact extensively with the physical world, and is able to move and propel objects as it wishes.", + "WOOLTERGEIST_LORE_1": "Unlike the Bansheep, the Wooltergeist is an undead spirit that only partially manifests on the physical plane. It is said that when it is in proximity to a place where a death recently took place, the horns on its head grow sharper.", + "WOOLTERGEIST_NAME_SUFFIX": "tergeist", + "WOOLTERGEIST_DESCRIPTION": "a sheep-like ghost with a tired expression", + "RAMTASM_NAME": "Ramtasm", + "RAMTASM_NAME_PREFIX": "Ram", + "RAMTASM_NAME_SUFFIX": "tasm", + "RAMTASM_LORE_2": "In some iterations of ghost folklore, a restless spirit that lingers on earth cannot pass on to the afterlife unless it has had its final wishes fulfilled. Until then, they are destined to linger eternally.", + "RAMTASM_LORE_1": "The Ramtasm has honed its connection between the spiritual and physical realms, and is able to fully manifest itself across both simultaneously. This gives it access to an untapped well of tremendous astral energy.", + "ZOMBLEAT_NAME": "Zombleat", + "RAMTASM_DESCRIPTION": "an angelic towering ram ghost", + "ZOMBLEAT_NAME_PREFIX": "Zom", + "ZOMBLEAT_NAME_SUFFIX": "bleat", + "ZOMBLEAT_LORE_2": "A “zombie” is a mythical being; typically a dead body that has been reanimated as a mindless and dangerous creature. Zombies are commonplace in popular culture, appearing in many horror books and movies.", + "ZOMBLEAT_LORE_1": "The Zombleat is a spirit that has refused to ascend to the afterlife. It clings to the grave and earth where it was buried, and may perhaps leave the mortal plane forever if it were to let go of its own headstone.", + "ZOMBLEAT_DESCRIPTION": "a ghostly sheep carrying a gravestone", + "CAPRICORPSE_NAME": "Capricorpse", + "CAPRICORPSE_NAME_PREFIX": "Capri", + "CAPRICORPSE_NAME_SUFFIX": "corpse", + "CAPRICORPSE_LORE_2": "Gravestones are used as part of traditional burial ceremonies to mark the place where a body has been placed beneath the earth. Typically, they are made of stone and feature incriptions indicating the name of the deceased.", + "CAPRICORPSE_LORE_1": "The Capricorpse’s spirit has merged entirely with its own remains, forming a body of bone, soil and stone. They are hulking beasts, and can grow larger over centuries as more earth slowly adds to their mass.", + "CAPRICORPSE_DESCRIPTION": "a skeletal sheep with a gravestone on its back", + "SAME_FUSION_NAME_1": "Meta {0}", + "SAME_FUSION_NAME_2": "Super {0}", + "SAME_FUSION_NAME_3": "Ultra {0}", + "SAME_FUSION_NAME_4": "Double {0}", + "SAME_FUSION_NAME_5": "Jumbo {0}", + "SAME_FUSION_NAME_6": "Mutant {0}", + "SAME_FUSION_NAME_7": "Hyper {0}", + "SAME_FUSION_NAME_8": "Giga {0}", + "SAME_FUSION_NAME_9": "{0} 2.0", + "SAME_FUSION_NAME_10": "Mega {0}", + "AA_MORGANTE_NAME": "Morgante", + "AA_MORGANTE_FULL_NAME": "Archangel Morgante", + "AA_OLDGANTE_NAME": "Morgante", + "OLDGANTE_LORE_2": "Her body had been shattered – it is hard to imagine what kind of strength could have done such a thing.", + "AA_OLDGANTE_SUBTITLE": "Broken Spirit", + "UNSTABLE_FUSION_SUBTITLE": "Unstable Fusion", + "OLDGANTE_LORE_1": "A wounded Archangel who was once a great power. Morgante’s voice carries a force that can tear the fabric of reality itself, but this power is weakened in this state.", + "ORB_FUSION_SUBTITLE": "Proto-Archangel", + "ROGUE_FUSION_SUBTITLE": "Rogue Fusion", + "ORB_FUSION_NAME": "Orb Fusion", + "SWARM_SUBTITLE1": "{species} Frenzy", + "ELEMENTAL_GUARDIAN_SUBTITLE": "Elemental Guardian", + "SWARM_SUBTITLE5": "{species} Gang", + "SWARM_NAME": "Fusion Swarm", + "SWARM_SUBTITLE2": "{species} Horde", + "SWARM_SUBTITLE3": "{species} Mob", + "SWARM_SUBTITLE4": "{species} Crowd", + "BLACK_SHUCK_NAME": "Black Shuck", + "LANG_en": "English", + "ROGUE_FUSION_BATTLE_CONFIRM": "Will you challenge this {name}?", + "LANG_fr_FR": "French", + "LANG_it_IT": "Italian", + "LANG_de_DE": "German", + "LANG_ja_JP": "Japanese", + "LANG_es_ES": "Spanish (Spain)", + "LANG_es_MX": "Spanish (Latin America)", + "LANG_pt_BR": "Portuguese (Brazil)", + "LANG_zh_CN": "Chinese (Simplified)", + "PRECREDITS_1": "CASSETTE BEASTS", + "LANG_ko_KR": "Korean (South Korea)", + "PRECREDITS_2": "A GAME BY", + "PRECREDITS_3": "ART", + "PRECREDITS_4": "WRITING", + "PRECREDITS_5": "PROGRAMMING", + "PRECREDITS_6": "DESIGN", + "PRECREDITS_7": "SOUNDTRACK BY", + "PRECREDITS_8": "FEATURING VOCALS BY", + "PRECREDITS_9": "CREATURE ANIMATION", + "PRECREDITS_10": "CHARACTER ILLUSTRATION", + "PRECREDITS_12": "PUBLISHED BY", + "MAIN_CREDITS_TITLE": "Cassette Beasts", + "MAIN_CREDITS_GAME_DESIGN": "Game Design", + "MAIN_CREDITS_WRITING": "Writing", + "MAIN_CREDITS_PROGRAMMING": "Programming", + "MAIN_CREDITS_ART_DIRECTION": "Art Direction", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel Art & Animation", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Character Illustrations", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Additional Monster Designs", + "MAIN_CREDITS_MUSIC": "Music", + "MAIN_CREDITS_VOICE_CASTING": "Voice Casting & Direction", + "MAIN_CREDITS_VOICE_CAST": "Voice Cast", + "MAIN_CREDITS_PORTING": "Porting", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Additional Voices", + "MAIN_CREDITS_LOCALISATION": "Localisation", + "MAIN_CREDITS_QA": "Quality Assurance", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localisation by Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordination", + "MAIN_CREDITS_LOCALISATION_QA": "Localisation QA", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localisation by Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "Image Archives", + "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", + "MAIN_CREDITS_AND_OTHERS": "& many others!", + "MAIN_CREDITS_SPECIAL_THANKS": "Special Thanks", + "MAIN_CREDITS_THANK_YOU": "Thank you so much for playing!", + "MAIN_CREDITS_VIEW_LICENSES": "View Licenses", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Fonts & Icons", + "MAIN_CREDITS_QA_SUN_TECH": "QA by Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "QA Director", + "MAIN_CREDITS_QA_MANAGER": "QA Manager", + "MAIN_CREDITS_PROJECT_MANAGER": "Project Manager", + "MAIN_CREDITS_QA_TEST_LEAD": "QA Test Lead", + "MAIN_CREDITS_QA_TESTERS": "QA Testers", + "MAIN_CREDITS_QA_QLOC": "QA by QLOC S.A.", + "MAIN_CREDITS_GENERAL_MANAGER": "General Manager", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "Head of Business Development", + "MAIN_CREDITS_BIZDEV_MANAGER": "Business Development Manager", + "MAIN_CREDITS_DIRECTOR_OF_QA": "Director of Quality Assurance", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "Lead QA Project Manager", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "Senior QA Project Manager", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "QA Compliance Manager", + "MAIN_CREDITS_QA_OPS_MANAGER": "QA Operations Manager", + "MAIN_CREDITS_QA_LAB_MANAGERS": "QA Lab Managers", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "QA Training Manager", + "MAIN_CREDITS_QA_TEAM_LEADER": "QA Team Leader", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "QA Compliance Engineers", + "REACTION_GENERIC": "Reaction", + "REACTION_ANY_ON_GLITTER": "Sparkly", + "REACTION_GLITTER_ON_ANY": "Sparkly", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "Landing a Glitter-type attack covers the target with a layer of glitter, causing them to become Glitter-type themselves.", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "Hitting a Glitter-type monster with any type of elemental attack causes the Glitter monster to change type to match the attack.", + "REACTION_BEAST_ON_GLASS": "Shattered", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "Like a bull in a china shop, landing a Beast-type attack on a Glass-type opponent scatters sharp obstacles across the battlefield.", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Melting a Plastic-type monster with a Fire-type attack releases noxious fumes, changing it to Poison type.", + "REACTION_FIRE_ON_PLASTIC": "Melted", + "REACTION_FIRE_ON_PLANT": "Ignited", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "Plant-types are easily Burned by Fire-type attacks, and suffer lasting damage.", + "REACTION_FIRE_ON_WATER": "Steamed", + "REACTION_FIRE_ON_WATER_TUTORIAL": "Heating a Water-type with a Fire-type attack releases a hot steam that heals the Water-type as it recondenses.", + "REACTION_FIRE_ON_POISON": "Ignited", + "REACTION_FIRE_ON_ASTRAL": "Energised", + "REACTION_FIRE_ON_POISON_TUTORIAL": "Poisons found in New Wirral tend to be flammable, and can be ignited with a Fire-type attack.", + "REACTION_FIRE_ON_ICE": "Melted", + "REACTION_FIRE_ON_ICE_TUTORIAL": "Landing a Fire-type attack on an Ice-type target causes it to melt, becoming Water-type.", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Astral-types draw their power from the four elements: Fire, Earth, Air, and Water.", + "REACTION_FIRE_ON_AIR": "Updraft", + "LOBSTACLE_NAME_SUFFIX": "stacle", + "LOBSTACLE_DESCRIPTION": "a plastic barrel with legs", + "LOBSTACLE_LORE_2": "Roadside barriers come in many variations depending on their needs. As well as barriers built into roadsides, recycled tires or plastic barrels filled with sand have been used as mobile barriers for traffic protection.", + "LOBSTACLE_LORE_1": "Lobstacles are docile and patient creatures. When retracted into their plastic “shells”, the heavy Lobstacle is almost impossible to move or overturn.", + "DANDYLION_NAME": "Dandylion", + "DANDYLION_NAME_PREFIX": "Dandy", + "DANDYLION_NAME_SUFFIX": "lion", + "DANDYLION_LORE_2": "Guardian lions are traditional Chinese ornaments commonly seen outside buildings. In the past, they were thought to ward off harm, and were placed outside places of importance such as tombs or imperial palaces.", + "DANDYLION_DESCRIPTION": "a big flowery lion", + "DANDYLION_LORE_1": "Dandylions are loyal, defensive guardians. They’re typically found standing at the entrances to important caves in the grassy plains of New Wirral. If you find one with no cave nearby, it may be a hint that something is hidden!", + "BLOSSOMAW_NAME": "Blossomaw", + "BLOSSOMAW_NAME_PREFIX": "Blossom", + "BLOSSOMAW_NAME_SUFFIX": "maw", + "BUSHEYE_NAME": "Busheye", + "BLOSSOMAW_LORE_2": "Contrasting with the winged European depictions, dragons in Chinese mythology have long serpentine bodies with four legs and no wings. They are traditional symbols of strength and good luck.", + "BLOSSOMAW_LORE_1": "Dandylions that enter a long hibernation period are said to emerge as elegant Blossomaws in spring, just as the first flowers begin to bloom. They can breathe fierce clouds of pollen in the way a dragon might breathe fire.", + "BLOSSOMAW_DESCRIPTION": "a long dragon with a mane of petals", + "BUSHEYE_NAME_PREFIX": "Bush", + "BUSHEYE_NAME_SUFFIX": "sheye", + "DOMINOTH_NAME_PREFIX": "Domi", + "DOMINOTH_NAME": "Dominoth", + "DOMINOTH_LORE_1": "Dominoths see themselves as defenders of peace, and spend their days patrolling the skies of woodland areas. The only thing that can distract them from their noble duties are bright lights, such as lamps.", + "DOMINOTH_NAME_SUFFIX": "noth", + "DOMINOTH_LORE_2": "Whereas the butterfly often has symbolic and folkloric associations with life and rebirth, the moth is commonly associated with death and ill tidings.", + "DOMINOTH_DESCRIPTION": "a big moth", + "TOKUSECT_NAME_PREFIX": "Toku", + "TOKUSECT_NAME": "Tokusect", + "TOKUSECT_NAME_SUFFIX": "sect", + "TOKUSECT_LORE_2": "“Tokusatsu” is the name given to Japanese movies and television shows that feature distinct special effects and costumes. Tokusatsu media often features giant monsters, giant robots and superheroes doing battle.", + "TOKUSECT_LORE_1": "Tokusects have extremely aerodynamic bodies, aiding a fighting style that is focused around using their pointed legs to strike opponents and channel powerful currents of air.", + "WINGLOOM_NAME": "Wingloom", + "TOKUSECT_DESCRIPTION": "a bug warrior", + "WINGLOOM_NAME_PREFIX": "Wing", + "WINGLOOM_LORE_1": "The lightbulbs in a Wingloom’s head channel an electric current that runs through the creature’s entire body. The lights generated by them are reflected out its eyes, allowing them perfect vision at night.", + "WINGLOOM_NAME_SUFFIX": "gloom", + "WINGLOOM_LORE_2": "It isn’t entirely known what causes moths to be drawn to artificial lights. One theory for this behaviour is that moths orient themselves using the moon when travelling.", + "WINGLOOM_DESCRIPTION": "a lightbulb moth", + "MOTHMANIC_NAME": "Mothmanic", + "MOTHMANIC_NAME_PREFIX": "Moth", + "MOTHMANIC_NAME_SUFFIX": "manic", + "MOTHMANIC_LORE_2": "“Mothman” is a folkloric creature from West Virginia. Various sightings from the 1960’s described it as a large winged humanoid being with striking red eyes. Since the initial sightings, it has since become a popular urban legend.", + "MOTHMANIC_LORE_1": "The Mothmanic’s whole body surges with powerful currents of electricity. It can wield this power offensively, and is able to dispense devastating bolts of lightning towards its targets with a beat of its wings.", + "STARDIGRADE_NAME": "Stardigrade", + "MOTHMANIC_DESCRIPTION": "a big creepy moth", + "STARDIGRADE_NAME_PREFIX": "Stardi", + "STARDIGRADE_NAME_SUFFIX": "grade", + "STARDIGRADE_LORE_1": "Stardigrades are curious creatures, spending much of their time asleep in the lower atmosphere of New Wirral. Occasionally they will float down to ground-level to feed, before ascending once more using the rockets on their backs.", + "STARDIGRADE_LORE_2": "Tardigrades, also called Water Bears, are microscopic beings found all over earth. They are perhaps most well known in popular culture for their extreme durability – their resilience is such that they can even survive in the vacuum of space.", + "STARDIGRADE_DESCRIPTION": "a floating worm creature", + "GALAGOR_NAME": "Galagor", + "GALAGOR_NAME_PREFIX": "Gala", + "GALAGOR_LORE_1": "A Stardigrade that has evolved super intelligence. Its outer armour almost entirely covers its pink worm-like core, which is partially visible through the glass dome on its helmet.", + "GALAGOR_NAME_SUFFIX": "gor", + "GALAGOR_LORE_2": "Astrobiology is the study and research of theoretical extraterrestrial life. Astrobiologists research the origins of life on Earth, and whether a similar process could potentially have occurred on other planets within the known universe.", + "GALAGOR_DESCRIPTION": "a floating space bug with a cape", + "FAUCETEAR_NAME": "Faucetear", + "FAUCETEAR_NAME_PREFIX": "Faucet", + "FAUCETEAR_NAME_SUFFIX": "tear", + "FAUCETEAR_LORE_2": "Taps, or faucets, are valves that control the dispensing of liquid and have shown to have existed as far back as the Roman empire. Early plumbing taps and valves have been discovered in the ruins of the destroyed Roman city Pompeii.", + "FAUCETEAR_LORE_1": "The Faucetear’s ability to project powerful streams of pressurised water is tied directly to their emotional state. They are very easily startled and upset, which leads them to often unexpectedly use their water attacks without intending to.", + "FAUCETEAR_DESCRIPTION": "a leaky tap", + "FOUNTESS_NAME": "Fountess", + "FOUNTESS_NAME_PREFIX": "Fount", + "FOUNTESS_NAME_SUFFIX": "tess", + "FOUNTESS_LORE_2": "Whilst humans have been “showering” in some form as long as civilisation has existed, the first mechanical shower was invented in the 1700s by English inventor William Feetham. This shower pumped cold water into a basin, which the user could release over them with a chain.", + "FOUNTESS_LORE_1": "Fountess’ take a lot of pride in the manners and etiquette of their own behaviour, and that of others. If they perceive someone acting uncouth, they are immediately distressed – which drastically increases the pressure in the streams of water pouring from their heads.", + "FOUNTESS_DESCRIPTION": "a sad showerhead", + "TERRACOOKA_NAME": "Terracooka", + "TERRACOOKA_NAME_PREFIX": "Terra", + "TERRACOOKA_LORE_1": "Terracookas are aspiring chefs, and will attempt to cook with whatever ingredients they can find in their subterranean cave habitats. Unfortunately this means that most of their practiced recipes include lichen, moss, or both lichen and moss.", + "TERRACOOKA_NAME_SUFFIX": "cooka", + "TERRACOOKA_LORE_2": "Dogu are clay figurines that have been found across Japan. They date back to a prehistoric era of civilisation, and are often depictions of humanoid figures or animals.", + "COALDRON_NAME_PREFIX": "Coal", + "COALDRON_NAME": "Coaldron", + "TERRACOOKA_DESCRIPTION": "a ceramic chef", + "COALDRON_LORE_1": "Coaldrons are living cooking pots, constantly brewing a delicious broth in their basin bodies. Whilst not very mobile, they are able to turn their bodies in order to shoot streams of this steaming hot broth at anyone who may approach for a taste without invitation.", + "COALDRON_NAME_SUFFIX": "dron", + "COALDRON_DESCRIPTION": "a tall ceramic figure with a cauldron body", + "COALDRON_LORE_2": "Cauldrons are large pots, generally metal or ceramic, used for cooking food or medicine over a fire. Cauldrons have been found all over the world dating back to prehistoric times, and thus appear in the folklore of many cultures in various ways.", + "PUPPERCUT_LORE_1": "The Puppercut is an aspiring boxer. Although they are born with an iron coating over various parts of their bodies, this outer layer is prone to rust. The rusty layer sheds as they mature to their adult forms.", + "PUPPERCUT_NAME": "Puppercut", + "PUPPERCUT_NAME_PREFIX": "Pupper", + "PUPPERCUT_NAME_SUFFIX": "cut", + "DECIBELLE_NAME": "Decibelle", + "SIRENADE_DESCRIPTION": "a winged beast with a microphone tail", + "DECIBELLE_NAME_PREFIX": "Deci", + "DECIBELLE_LORE_1": "Very few Decibelles have been seen in the wild. Early denizens of New Wirral whispered of seeing white dragons in the clouds, but it is unclear whether they were seeing Decibelles, or just losing their minds.", + "DECIBELLE_NAME_SUFFIX": "belle", + "DECIBELLE_DESCRIPTION": "a winged beast with ribbon wings", + "DECIBELLE_LORE_2": "Harpies appear in Greek mythology as mythological creatures that manifested winds and storms. Like Sirens, they are described as half-bird and half-human beings.", + "CARNIVIPER_NAME": "Carniviper", + "CARNIVIPER_NAME_PREFIX": "Carni", + "CARNIVIPER_NAME_SUFFIX": "viper", + "CARNIVIPER_LORE_2": "The “tsuchinoko” is a creature of Japanese folklore. Similar to a snake, it is described as having the venomous fangs of a viper, but with a somewhat flat body.", + "CARNIVIPER_LORE_1": "Despite its grinning visage, the Carniviper isn’t actually a friendly creature. It is very territorial, and will attack anyone who approaches that it deems a threat… which tends to be everything and everyone.", + "MASQUERATTLE_NAME": "Masquerattle", + "MASQUERATTLE_NAME_PREFIX": "Masque", + "CARNIVIPER_DESCRIPTION": "a small masked snake", + "MASQUERATTLE_NAME_SUFFIX": "rattle", + "MASQUERATTLE_DESCRIPTION": "a giant masked snake", + "MASQUERATTLE_LORE_2": "Snakes and serpents hold significance in almost all world mythology and folklore. Why is that? Perhaps it is their unblinking eyes? Their limbless forms? Their deadly bite?", + "MASQUERATTLE_LORE_1": "It is often presumed that Masquerattles use the face-like armour plates on their heads to lure in unsuspecting prey. This is a myth – the faces on their heads are actually very creepy, and couldn’t possibly convince anyone to approach them.", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Which aspect of the serpent do you embody?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "Elegance", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Ruthlessness", + "MARDIUSA_NAME": "Mardiusa", + "MARDIUSA_NAME_PREFIX": "Mardi", + "MARDIUSA_NAME_SUFFIX": "diusa", + "MARDIUSA_DESCRIPTION": "a masked snake woman", + "MARDIUSA_LORE_2": "In Greek Mythology, Medusa is one of the Gorgons, a trio of women who had snakes for hair, who could turn anyone who looked into their eyes to stone.", + "MARDIUSA_LORE_1": "The Mardiusa isn’t an individual, but a hive-mind – a collection of tiny serpentile creatures with a singular unified goal. In this case, that goal is for the Mardiusa to dress like it is on its way to a fancy ball – and to have a good time doing it.", + "JORMUNGOLD_NAME": "Jormungold", + "JORMUNGOLD_NAME_PREFIX": "Jormun", + "JORMUNGOLD_NAME_SUFFIX": "gold", + "JORMUNGOLD_LORE_2": "In Norse Mythology, the great serpent Jörmungandr is prophesied to end the world.", + "JORMUNGOLD_LORE_1": "Curiously, the Jormungold’s wings aren’t actually capable of making the huge serpent airborne. Instead they help it slither along the ground at great speeds, each wingbeat sending the beast hurtling forwards.", + "JORMUNGOLD_DESCRIPTION": "a giant winged snake", + "AEROBOROS_NAME_PREFIX": "Aero", + "AEROBOROS_NAME": "Aeroboros", + "AEROBOROS_LORE_1": "The Aeroboros is able to cycle winds through the inner ring of its circular body. Those swirling winds can then be projected out at great speed to sweep its foes off their feet.", + "AEROBOROS_NAME_SUFFIX": "boros", + "TRAFFIKRAB_NAME": "Traffikrab", + "AEROBOROS_DESCRIPTION": "a flying snake wheel", + "AEROBOROS_LORE_2": "The ouroboros is an ancient symbol that represents the cycle of life, death and rebirth. The symbol is of a snake eating its own tail, forming a circle.", + "TRAFFIKRAB_NAME_PREFIX": "Traffi", + "TRAFFIKRAB_NAME_SUFFIX": "krab", + "TRAFFIKRAB_LORE_2": "The traffic cone was invented by Charles D. Scanlon in the 1940’s as a low-maintenance way to signal road repairs. Commonly made of orange or yellow plastic, they can also feature a white reflective stripe to increase visibility at night.", + "TRAFFIKRAB_LORE_1": "The Traffikrab’s cone isn’t actually part of its body – it is merely a traffic cone that has washed up on the shores of New Wirral and been occupied by the creature. It is said that in the past, they would instead find other objects to live inside.", + "WEEVILITE_NAME": "Weevilite", + "WEEVILITE_NAME_SUFFIX": "lite", + "WEEVILITE_LORE_1": "The Weevilite’s long necks allow them to spot weaker monsters from afar, and by alternating flashes of their red and green eyes they can paralyse their prey with dizziness and mild migraines.", + "WEEVILITE_NAME_PREFIX": "Weevil", + "TRAFFIKRAB_DESCRIPTION": "a big traffic cone crab", + "WEEVILITE_LORE_2": "The first traffic lights were placed in London in the mid-1800’s. These early traffic signals used gas lights, but the electric traffic light became commonplace from the early 20th century onwards.", + "LOBSTACLE_NAME_PREFIX": "Lobs", + "LOBSTACLE_NAME": "Lobstacle", + "WEEVILITE_DESCRIPTION": "a traffic light crab", + "RATCOUSEL_NAME": "Ratcousel", + "MUSKRATEER_LORE_2": "“The Three Musketeers” is a famous French adventure novel written by Alexandre Dumas. It tells the story of a group of swashbuckling adventurers in Paris in the 1600’s.", + "RATCOUSEL_NAME_PREFIX": "Rat", + "RATCOUSEL_NAME_SUFFIX": "cousel", + "RATCOUSEL_LORE_2": "A “rat king” is a name given to a group of rats whose tails have become tied or stuck together.", + "RATCOUSEL_LORE_1": "Ratcousels are towering creatures that somewhat resemble fairground carousel rides. The smaller “rats” that constantly rotate around the base of their bodies are said only to open their eyes at the moment the creature dies.", + "POMBOMB_NAME": "Pombomb", + "RATCOUSEL_DESCRIPTION": "a giant fairground ride", + "POMBOMB_NAME_PREFIX": "Pom", + "POMBOMB_LORE_1": "Pombombs are universally considered to be one of the friendliest creatures of New Wirral. If it weren’t for their habits of accidentally setting anything and everything on fire, they would make quite good pets.", + "POMBOMB_NAME_SUFFIX": "bomb", + "POMBOMB_LORE_2": "Pomeranians are a popular breed of domesticated dog. Identifiable for their small size and fluffy coat, they are named for a historical region of Europe south of the Baltic Sea.", + "POMBOMB_DESCRIPTION": "a fiery dog", + "SPITZFYRE_NAME_PREFIX": "Spitz", + "SPITZFYRE_NAME": "Spitzfyre", + "SPITZFYRE_NAME_SUFFIX": "fyre", + "SPITZFYRE_LORE_2": "The Spitz is a type of dog, with various sub-breeds. Spitz breeds can be identified by their fluffy coats and pointed ears.", + "SPITZFYRE_LORE_1": "The Spitzfyre’s fire-breathing abilities have developed to such an extent that they must wear goggles to protect their eyes from the smoke they unwittingly cause by setting things on fire.", + "SPITZFYRE_DESCRIPTION": "a dog wearing goggles", + "ELFLESS_NAME": "Elfless", + "ELFLESS_NAME_PREFIX": "Elf", + "ELFLESS_NAME_SUFFIX": "less", + "GRAMPUS_NAME": "Grampus", + "ELFLESS_DESCRIPTION": "a wooden-faced elf", + "ELFLESS_LORE_2": "In European superstition, the “elf” is a small impish creature that appear in various incarnations depending on the time and place in history. Similar to fairies, they can be portrayed as helpful, mischievous or even malevolent.", + "ELFLESS_LORE_1": "In order to hide their true emotions, Elfless fashion crude smiling masks out of tree bark. Unsubstantiated rumours claim that there is one day a year where all Elfless will assemble together to replace their old masks with new ones.", + "GRAMPUS_NAME_PREFIX": "Gramp", + "GRAMPUS_NAME_SUFFIX": "pus", + "GRAMPUS_LORE_2": "Contrasting with the benevolent Saint Nicholas, the “Krampus” is a folkloric being that wishes to punish naughty children over the Christmas season. He is commonly depicted as having goat legs and a frightening expression.", + "GRAMPUS_DESCRIPTION": "an angry yeti", + "FAERIOUS_NAME": "Faerious", + "GRAMPUS_LORE_1": "Grampus is the fully matured form of Elfless. Having spent many years suppressing its emotions, the Grampus is a hulking brute with a desire to impart its own misery onto others, particularly during festive seasons.", + "FAERIOUS_NAME_PREFIX": "Faeri", + "FAERIOUS_NAME_SUFFIX": "rious", + "FAERIOUS_LORE_2": "In contemporary fantasy fiction, elves are often depicted as elegant, swift-footed warriors. Like the elves of folklore, the fantasy elf may be an ally of humans, or a hindrance.", + "FAERIOUS_LORE_1": "An Elfless who has channelled their surpressed fury into honing their combat skills. They strike down their foes with swords made of ice, and block incoming blows with a shield of tree bark.", + "FAERIOUS_DESCRIPTION": "a sword-wielding elf", + "ICEPECK_NAME": "Icepeck", + "ICEPECK_NAME_PREFIX": "Ice", + "ICEPECK_NAME_SUFFIX": "peck", + "SIRENADE_NAME_PREFIX": "Siren", + "SIRENADE_NAME": "Sirenade", + "SIRENADE_LORE_1": "Sirenades are particularly loud creatures, and can amplify their own singing voices through their microphone tails and wings. They don’t seem to have much awareness as to whether or not their singing is too loud for those around them.", + "SIRENADE_NAME_SUFFIX": "nade", + "SIRENADE_LORE_2": "Sirens are creatures from Greek mythology, most prominently appearing in Homer’s Odyssey. They are described as winged bird-like women, who would lure men to their doom with their beautiful and haunting song.", + "MACABRA_NAME_PREFIX": "Macab", + "SCAMPIRE_DESCRIPTION": "a vampire with a hat", + "MACABRA_NAME": "Macabra", + "MACABRA_LORE_1": "The Macabra cannot see, but instead has the ability to “taste” the air around it for potential prey. It prefers to do so from a higher vantage point, and will often find a rock or animal skull to perch on whilst hunting.", + "MACABRA_NAME_SUFFIX": "cabra", + "MACABRA_DESCRIPTION": "a fanged creature perched on a skull", + "MACABRA_LORE_2": "The “chupacabra” is a somewhat recent folkloric creation. Reports of livestock drained of blood in South America gave rise to the concept of a nocturnal blood-sucking creature of unknown origin.", + "FOLKLORD_NAME": "Folklord", + "FOLKLORD_NAME_PREFIX": "Folk", + "FOLKLORD_LORE_1": "A fully mature Macabra, the Folklord wears a skull like the kind it used to perch upon, which has now molded to its head. Its arms and upper body are so dense with muscle that it cannot support itself on its legs for very long.", + "FOLKLORD_NAME_SUFFIX": "lord", + "FOLKLORD_DESCRIPTION": "a giant with a skull head", + "FOLKLORD_LORE_2": "There are several cryptids, or unidentified creatures, associated with North America that are described as giant humanoids that live in the forests. These include the ape-like Bigfoot and Sasquatch.", + "SQUIREY_NAME": "Squirey", + "SQUIREY_NAME_PREFIX": "Squire", + "SQUIREY_LORE_1": "The common Squirey is often seen roaming the plains of New Wirral, searching for opponents to battle. Despite their cute appearances, they are dedicated warriors and driven by an innate desire for self-improvement.", + "SQUIREY_NAME_SUFFIX": "rey", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "In the heat of battle, which is more important to you?", + "SQUIREY_LORE_2": "A “squire” was, in the Middle Ages, a knight’s apprentice. They would assist their knight with various duties such as carrying their weapons, and could become a knight themselves if they proved their skill.", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "Honour", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "Victory", + "PALANGOLIN_NAME": "Palangolin", + "SQUIREY_DESCRIPTION": "a pangolin with a spear", + "PALANGOLIN_NAME_PREFIX": "Palan", + "PALANGOLIN_LORE_1": "The Palangolin is the mature form of a Squirey who has remained true to their principles, and has become a knight of great virtue. Palangolins wield striking golden halberds, which they use to defend their allies in the heat of battle.", + "PALANGOLIN_NAME_SUFFIX": "golin", + "PALANGOLIN_LORE_2": "In European history, a knight was an individual granted a knighthood for services to their country. The popularity of Arthurian mythology influenced the depictions of knights, who are now associated heavily with chivalry and heroism.", + "MANISPEAR_NAME": "Manispear", + "PALANGOLIN_DESCRIPTION": "a knight with a halberd", + "MANISPEAR_NAME_PREFIX": "Manis", + "MANISPEAR_NAME_SUFFIX": "spear", + "MANISPEAR_LORE_2": "The “black knight” is a recurring fictional character archetype, commonly portrayed as a masked knight who has strayed from the path of chivalry. The black knight is often a hurdle or obstacle for a story’s protagonist to overcome.", + "MANISPEAR_LORE_1": "If a Squirey gives in to their dark impulses whilst training, it is destined to become a Manispear. Hiding its face beneath a black helmet, the Manispear fights without restraint or self-control.", + "MUSKRATEER_NAME_SUFFIX": "rateer", + "MUSKRATEER_DESCRIPTION": "a mouse with a sword and hat", + "MUSKRATEER_LORE_1": "Muskrateers can often be found sharpening their swords on stones in the underground caves where they dwell. It is not uncommon to find them duelling any Squireys that happen to cross their paths.", + "MUSKRATEER_NAME": "Muskrateer", + "MANISPEAR_DESCRIPTION": "a dark-armoured knight with an enormous spear", + "MUSKRATEER_NAME_PREFIX": "Muskrat", + "CREEP_NAME.n": "Creep", + "FARMER_EDWARD_NAME": "Edward Piper", + "FARMER_MARIS_NAME": "Maris Piper", + "IANTHE_NAME": "Leader Ianthe", + "IANTHE_NAME_SHORT": "Ianthe", + "IANTHE_SUBTITLE": "Head Ranger", + "LEADER_IANTHE_UNKNOWN_NAME": "Confident Woman", + "CAPTAIN_WALLACE_NAME": "Captain Wallace", + "CAPTAIN_WALLACE_NAME_SHORT": "Wallace", + "CAPTAIN_WALLACE_SUBTITLE": "Construction Worker", + "CAPTAIN_SKIP_NAME": "Captain Skip", + "CAPTAIN_SKIP_NAME_SHORT": "Skip", + "CAPTAIN_SKIP_SUBTITLE": "Questionable Treasure Seeker", + "CAPTAIN_ZEDD_NAME_SHORT": "Zedd", + "CAPTAIN_ZEDD_NAME": "Captain Zedd", + "CAPTAIN_ZEDD_SUBTITLE": "“Meditator”", + "CAPTAIN_JUDAS_NAME": "Captain Judas", + "CAPTAIN_JUDAS_NAME_SHORT": "Judas", + "CAPTAIN_JUDAS_SUBTITLE": "Survivalist", + "CAPTAIN_CLEEO_NAME": "Captain Clee-O", + "CAPTAIN_CLEEO_NAME_SHORT": "Clee-O", + "CAPTAIN_CLEEO_SUBTITLE": "Casino Mechanoid", + "CAPTAIN_LODESTEIN_NAME": "Captain Lodestein", + "CAPTAIN_LODESTEIN_NAME_SHORT": "Lodestein", + "CAPTAIN_LODESTEIN_SUBTITLE": "Electrician", + "CAPTAIN_DREADFUL_NAME": "Captain Penny Dreadful", + "CAPTAIN_DREADFUL_NAME_SHORT": "Dreadful", + "CAPTAIN_DREADFUL_SUBTITLE": "Death Cheater", + "CAPTAIN_GLADIOLA_NAME": "Captain Gladiola", + "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", + "CAPTAIN_GLADIOLA_SUBTITLE": "Mistress of Blades", + "CAPTAIN_HEATHER_NAME_SHORT": "Heather", + "CAPTAIN_HEATHER_NAME": "Captain Heather", + "CAPTAIN_HEATHER_SUBTITLE": "Weather Reporter", + "CAPTAIN_BUFFY_NAME": "Captain Buffy", + "CAPTAIN_BUFFY_NAME_SHORT": "Buffy", + "CAPTAIN_BUFFY_SUBTITLE": "Bodybuilder", + "CAPTAIN_CYBIL_NAME": "Captain Cybil", + "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", + "CAPTAIN_CYBIL_SUBTITLE": "Radio Presenter", + "CAPTAIN_CODEY_NAME": "Captain Codey", + "CAPTAIN_CODEY_NAME_SHORT": "Codey", + "CAPTAIN_CODEY_SUBTITLE": "Tape Hacker", + "ACHIEVEMENT_NAME_offices_cleared_3": "Acting On Your Best Behavior, pt. III", + "ACHIEVEMENT_DESC_offices_cleared_2": "Clear 2 Landkeeper offices.", + "ACHIEVEMENT_DESC_offices_cleared_3": "Clear 3 Landkeeper offices.", + "ACHIEVEMENT_DESC_obtain_rumor": "Obtain a rumour.", + "ACHIEVEMENT_NAME_obtain_rumor": "Rumour Mill", + "ACHIEVEMENT_NAME_partner_felix": "Felix", + "ACHIEVEMENT_DESC_partner_felix": "Unlock Felix.", + "ACHIEVEMENT_NAME_partner_dog": "Barkley", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Get to 5 hearts with Eugene.", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Get to 5 hearts with Meredith.", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Movie Night", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "Get to 5 hearts with Felix.", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "A Portrait of the Artist", + "ACHIEVEMENT_DESC_reopened_stations_final": "Solve the riddle of Morgante's song.", + "ACHIEVEMENT_NAME_aa_morgante": "Rebellion", + "ACHIEVEMENT_DESC_aa_aleph_null": "Defy all odds in a place between worlds.", + "ACHIEVEMENT_NAME_aa_aleph_null": "Arrow of Time", + "ACHIEVEMENT_DESC_aa_morgante": "Defeat an ancient force brought back to full strength.", + "ACHIEVEMENT_DESC_quest_felix1": "Meet Kuneko.", + "ACHIEVEMENT_NAME_kuneko_altars_1": "Don't You Want Me, pt. II", + "ACHIEVEMENT_DESC_kuneko_altars_1": "Meet Kuneko at 1 altar.", + "ACHIEVEMENT_NAME_quest_viola_complete": "Everybody's Looking for Something", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Let Me Serenade You", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Grand Opening", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Get to 5 hearts with Kayleigh.", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "Dog's Best Friend", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "Get to 5 hearts with Barkley.", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "As You Like It", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "Get to 5 hearts with Viola.", + "ACHIEVEMENT_NAME_romantic_relationship": "Two Hearts Beat as One", + "ACHIEVEMENT_NAME_reopened_stations_final": "Heed My Words", + "ACHIEVEMENT_DESC_romantic_relationship": "Enter a romantic relationship.", + "ACHIEVEMENT_NAME_captain_wallace": "Back Against the Wall", + "ACHIEVEMENT_DESC_captain_wallace": "Defeat Captain Wallace.", + "ACHIEVEMENT_DESC_captain_skip": "Defeat Captain Skip.", + "ACHIEVEMENT_NAME_captain_skip": "One World's Trash", + "ACHIEVEMENT_NAME_captain_zedd": "Sleep It Off", + "ACHIEVEMENT_DESC_captain_zedd": "Defeat Captain Zedd.", + "ACHIEVEMENT_DESC_captain_cleeo": "Defeat Captain Clee-O.", + "ACHIEVEMENT_NAME_kuneko_altars_2": "Don't You Want Me, pt. III", + "ACHIEVEMENT_DESC_kuneko_altars_2": "Meet Kuneko at 2 altars.", + "ACHIEVEMENT_NAME_kuneko_altars_3": "Don't You Want Me, pt. IV", + "ACHIEVEMENT_DESC_kuneko_altars_3": "Meet Kuneko at 3 altars.", + "ACHIEVEMENT_DESC_rogue_fusion_10": "Defeat 10 Rogue Fusions.", + "ACHIEVEMENT_NAME_rogue_fusion_20": "Rogues' Gallery", + "ACHIEVEMENT_DESC_rogue_fusion_20": "Defeat 20 Rogue Fusions.", + "ACHIEVEMENT_NAME_overworld_chunks": "Tourist", + "ACHIEVEMENT_NAME_rogue_fusion_50": "Rogue State", + "ACHIEVEMENT_DESC_rogue_fusion_50": "Defeat 50 Rogue Fusions.", + "ACHIEVEMENT_DESC_overworld_chunks": "Visit every part of New Wirral.", + "ACHIEVEMENT_NAME_reopened_stations_all": "Ticket to Ride", + "ACHIEVEMENT_DESC_reopened_stations_all": "Reopen every station.", + "ACHIEVEMENT_NAME_observe_species_120": "Amateur Zoologist", + "ACHIEVEMENT_DESC_observe_species_120": "Observe 120 different species.", + "ACHIEVEMENT_NAME_obtain_species_10": "Zoologist, pt. I", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Complete Kayleigh's quest.", + "ACHIEVEMENT_NAME_quest_eugene_complete": "Acting On Your Best Behavior, pt. VI", + "ACHIEVEMENT_DESC_quest_eugene_complete": "Complete Eugene's quest.", + "ACHIEVEMENT_NAME_quest_meredith_complete": "All I Ever Needed", + "ACHIEVEMENT_NAME_sign_up_rangers": "Take Me On, pt. I", + "ACHIEVEMENT_NAME_ability_glide": "Spread Your Wings", + "ACHIEVEMENT_DESC_ability_glide": "Obtain the Mothwing Glide ability.", + "ACHIEVEMENT_NAME_ability_dash": "Bulletino Dash", + "ACHIEVEMENT_DESC_ability_magnetism": "Obtain the Electromagnetism ability.", + "ACHIEVEMENT_DESC_ability_dash": "Obtain the Bulletino Dash ability.", + "ACHIEVEMENT_NAME_ability_magnetism": "Electric Feel", + "ACHIEVEMENT_NAME_ability_swim": "Swimming Lessons", + "ACHIEVEMENT_DESC_ability_swim": "Obtain the Diveal Swim ability.", + "ACHIEVEMENT_NAME_ability_climb": "Having a Ball", + "ACHIEVEMENT_DESC_ability_climb": "Obtain the Pumpkin Vine Ball ability.", + "ACHIEVEMENT_NAME_ability_flight": "Taking Flight", + "ACHIEVEMENT_DESC_ability_flight": "Obtain the Averevoir Flight ability.", + "ACHIEVEMENT_DESC_ability_fusion_radar": "Get the Fusion Radar.", + "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusions on the Radar", + "ACHIEVEMENT_NAME_intermission": "Not What You Wanted", + "ACHIEVEMENT_DESC_intermission": "Find yourself somewhere far away.", + "ACHIEVEMENT_NAME_ending": "Real Life Awaits", + "ACHIEVEMENT_DESC_quest_meredith_complete": "Complete Meredith's quest.", + "ACHIEVEMENT_NAME_quest_dog_complete": "Come Back and Stay", + "ACHIEVEMENT_DESC_quest_felix_complete": "Complete Felix's quest.", + "ACHIEVEMENT_NAME_quest_felix_complete": "Don't You Want Me, pt. VI", + "ACHIEVEMENT_DESC_quest_dog_complete": "Complete Barkley's quest.", + "ACHIEVEMENT_DESC_quest_viola_complete": "Complete Viola's quest.", + "ACHIEVEMENT_DESC_quest_kayleigh1": "Start Kayleigh's quest.", + "ACHIEVEMENT_NAME_offices_cleared_1": "Acting On Your Best Behavior, pt. I", + "ACHIEVEMENT_NAME_quest_kayleigh1": "I Ran So Far Away, pt. I", + "ACHIEVEMENT_DESC_obtain_species_10": "Obtain 10 different species.", + "ACHIEVEMENT_NAME_obtain_species_20": "Zoologist, pt. II", + "ACHIEVEMENT_DESC_obtain_species_20": "Obtain 20 different species.", + "ACHIEVEMENT_NAME_obtain_species_50": "Zoologist, pt. III", + "ACHIEVEMENT_DESC_obtain_species_50": "Obtain 50 different species.", + "ACHIEVEMENT_NAME_obtain_species_100": "Zoologist, pt. IV", + "ACHIEVEMENT_DESC_obtain_species_100": "Obtain 100 different species.", + "ACHIEVEMENT_NAME_obtain_species_120": "Expert Zoologist", + "ACHIEVEMENT_DESC_obtain_species_120": "Obtain 120 different species.", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "Cassette Beasts Master", + "ACHIEVEMENT_NAME_bootleg_beast": "Beastly Bootleg", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "Obtain additional data on every species.", + "ACHIEVEMENT_NAME_bootleg_glitter": "Sparkly Bootleg", + "ACHIEVEMENT_DESC_bootleg_glitter": "Obtain a Glitter-type bootleg.", + "ACHIEVEMENT_NAME_train_frankie": "Frankie Goes to Wonderland", + "ACHIEVEMENT_DESC_train_frankie": "Complete Frankie's training.", + "ACHIEVEMENT_NAME_train_vin": "Lone Wolf", + "ACHIEVEMENT_DESC_train_vin": "Complete Vin's training.", + "ACHIEVEMENT_NAME_noticeboard_5": "Novice Ranger", + "ACHIEVEMENT_DESC_noticeboard_5": "Complete 5 noticeboard quests.", + "ACHIEVEMENT_NAME_noticeboard_20": "Apprentice Ranger", + "ACHIEVEMENT_DESC_noticeboard_20": "Complete 20 noticeboard quests.", + "ACHIEVEMENT_NAME_noticeboard_50": "Diligent Ranger", + "ACHIEVEMENT_DESC_noticeboard_50": "Complete 50 noticeboard quests.", + "ACHIEVEMENT_NAME_noticeboard_100": "Expert Ranger", + "ACHIEVEMENT_DESC_noticeboard_100": "Complete 100 noticeboard quests.", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "Obtain a rare sticker.", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "Sticker Collector", + "ACHIEVEMENT_DESC_partner_viola": "Unlock Viola.", + "ACHIEVEMENT_NAME_remaster": "Remastery", + "ACHIEVEMENT_DESC_remaster": "Remaster a tape.", + "ACHIEVEMENT_DESC_sign_up_rangers": "Sign up to the Rangers.", + "ACHIEVEMENT_NAME_offices_cleared_2": "Acting On Your Best Behavior, pt. II", + "ACHIEVEMENT_DESC_offices_cleared_1": "Clear 1 Landkeeper office.", + "ACHIEVEMENT_DESC_obtain_candevil": "Obtain Candevil.", + "ACHIEVEMENT_NAME_aa_tower": "Tower of Ignorance", + "ACHIEVEMENT_DESC_aa_tower": "Defeat Babelith.", + "ACHIEVEMENT_NAME_song_parts_8": "Land of Confusion", + "ACHIEVEMENT_DESC_song_parts_8": "Complete Morgante's song.", + "ACHIEVEMENT_DESC_aa_helia": "Overcome the essence of fusion.", + "ACHIEVEMENT_NAME_aa_helia": "Here Comes the Sun", + "ACHIEVEMENT_NAME_met_npc_magikrab": "The Station Attendant", + "ACHIEVEMENT_DESC_offices_cleared_5": "Clear 5 Landkeeper offices.", + "ACHIEVEMENT_NAME_quest_felix1": "Don't You Want Me, pt. I", + "ACHIEVEMENT_DESC_bootleg_beast": "Obtain a Beast-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_fire": "Fiery Bootleg", + "ACHIEVEMENT_DESC_bootleg_fire": "Obtain a Fire-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_plastic": "Toy Bootleg", + "ACHIEVEMENT_DESC_bootleg_plastic": "Obtain a Plastic-type bootleg.", + "ACHIEVEMENT_DESC_bootleg_plant": "Obtain a Plant-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_plant": "Leafy Bootleg", + "ACHIEVEMENT_NAME_bootleg_water": "Aquatic Bootleg", + "ACHIEVEMENT_DESC_bootleg_water": "Obtain a Water-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_poison": "Venomous Bootleg", + "ACHIEVEMENT_DESC_bootleg_poison": "Obtain a Poison-type bootleg.", + "ACHIEVEMENT_NAME_bootleg_astral": "Cosmic Bootleg", + "ACHIEVEMENT_NAME_obtain_candevil": "I Want Candy", + "ACHIEVEMENT_NAME_offices_cleared_4": "Acting On Your Best Behavior, pt. IV", + "ACHIEVEMENT_NAME_offices_cleared_5": "Acting On Your Best Behavior, pt. V", + "ACHIEVEMENT_DESC_offices_cleared_4": "Clear 4 Landkeeper offices.", + "LANDKEEPER2_NAME": "Landkeeper #2", + "SUNNY_NAME": "Sunny", + "LANDKEEPERS_NAME": "Landkeepers", + "SUNNY_UNKNOWN_NAME": "Dishevelled Landkeeper", + "CULTIST_NAME.m": "Cultist", + "CULTIST_NAME.f": "Cultist", + "RANGER_NAME.m": "Ranger", + "CULTIST_NAME.n": "Cultist", + "RANGER_NAME.f": "Ranger", + "RANGER_NAME.n": "Ranger", + "RANGER_RECRUITER_NAME.m": "Recruiter", + "RANGER_RECRUITER_NAME.f": "Recruiter", + "RANGER_RECRUITER_NAME.n": "Recruiter", + "RANGER_WANNABE_NAME.m": "Wannabe", + "RANGER_WANNABE_NAME.f": "Wannabe", + "RANGER_WANNABE_NAME.n": "Wannabe", + "RANGER_TRAINEE_NAME": "Trainee", + "RESEARCHER_NAME.m": "Researcher", + "RESEARCHER_NAME.f": "Researcher", + "RESEARCHER_NAME.n": "Researcher", + "PENSBY_NAME": "Doctor Pensby", + "HOYLAKE_NAME": "Hoylake", + "FRANKIE_NAME": "Frankie", + "KIRBY_NAME": "Kirby", + "VIN_NAME": "Vin", + "THIEF_NAME": "Thief", + "TRAVELER_NAME.m": "Traveller", + "TRAVELER_NAME.f": "Traveller", + "TREASURE_SEEKER_NAME.m": "Seeker", + "TRAVELER_NAME.n": "Traveller", + "TREASURE_SEEKER_NAME.f": "Seeker", + "TREASURE_SEEKER_NAME.n": "Seeker", + "HISTORIAN_NAME.m": "Historian", + "ROCKER_NAME.m": "Rocker", + "HISTORIAN_NAME.f": "Historian", + "HISTORIAN_NAME.n": "Historian", + "ROCKER_NAME.f": "Rocker", + "ROCKER_NAME.n": "Rocker", + "CAMPER_NAME.m": "Camper", + "SOLDIER_NAME.m": "Soldier", + "CAMPER_NAME.f": "Camper", + "CAMPER_NAME.n": "Camper", + "SOLDIER_NAME.f": "Soldier", + "TAMER_NAME.m": "Tamer", + "SOLDIER_NAME.n": "Soldier", + "TAMER_NAME.f": "Tamer", + "TAMER_NAME.n": "Tamer", + "CREEP_NAME.m": "Creep", + "CREEP_NAME.f": "Creep", + "ACHIEVEMENT_DESC_captain_gladiola": "Defeat Captain Gladiola.", + "ACHIEVEMENT_NAME_captain_heather": "Stormy Weather", + "ACHIEVEMENT_DESC_captain_heather": "Defeat Captain Heather.", + "ACHIEVEMENT_NAME_captain_buffy": "Break a Sweat", + "ACHIEVEMENT_DESC_captain_buffy": "Defeat Captain Buffy.", + "ACHIEVEMENT_NAME_captain_cybil": "The Radio Star", + "ACHIEVEMENT_DESC_captain_cybil": "Defeat Captain Cybil.", + "ACHIEVEMENT_DESC_captain_codey": "Defeat Captain Codey.", + "ACHIEVEMENT_NAME_captain_codey": "Hack The Planet", + "MOVE_DESCRIPTION_BERSERKER": "Automatically raises the user’s Melee Attack and inflicts them with Berserk when the user’s HP falls below 50%.", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Automatically inflicts 3 random debuffs on the last opponent to hit the user upon defeat.", + "MOVE_NAME_RANDOM_STARTER": "Random Starter", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "Chance to automatically use the next move in the list, for 0 AP, at the start of battle. The chance is reduced in proportion to the move’s normal AP cost.", + "MOVE_DESCRIPTION_RANDOM_STARTER": "Chance to automatically use another move at random, for 0 AP, at the start of battle.", + "MOVE_NAME_CUSTOM_STARTER": "Custom Starter", + "MOVE_DESCRIPTION_AUTOMATION": "Chance to use the next move in the list, for 0 AP, at the end of the turn.", + "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", + "MOVE_NAME_AUTOMATION": "Automation", + "MOVE_NAME_CRITICAL_MASS": "Critical Mass", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Chance to automatically use the next move in the list, for 0 AP, when the user lands a type-advantaged hit. The chance is reduced in proportion to the move’s normal AP cost.", + "MOVE_NAME_CHEMICAL_IMBALANCE": "Chemical Imbalance", + "MOVE_DESCRIPTION_CRITICAL_MASS": "Chance to use the next move in the list, for 0 AP, when the user lands a critical hit.", + "MOVE_NAME_DUAL_WIELD": "Dual Wield", + "MOVE_DESCRIPTION_PAINT_SWIPE": "Can only be used if the user has a coating active. Hits one target, and transfers the coating onto the target. Always goes last.", + "MOVE_DESCRIPTION_DUAL_WIELD": "Uses the next move in the list twice in succession, if you have enough AP.", + "MOVE_NAME_PAINT_SWIPE": "Paint Swipe", + "MOVE_NAME_BEAR_HUG": "Bear Hug", + "MOVE_NAME_ROYAL_FLUSH": "Royal Flush", + "MOVE_DESCRIPTION_BEAR_HUG": "Transfers one debuff at random from the user onto the target.", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "Removes all status effects from the user. Damage is multiplied by the number of statuses removed.", + "MOVE_DESCRIPTION_FUEL_INJECTION": "Automatically used after Guzzle Fuel. Raises the user’s Speed and AP generation.", + "MOVE_NAME_FUEL_INJECTION": "Fuel Injection", + "TUTORIAL_INTRO_1": "Hi {player}, glad you could make it!\\nPress {control.ui_accept} to continue.", + "TUTORIAL_INTRO_2": "I need your help dealing with a rogue fusion. Feeling up to it?", + "TUTORIAL_INTRO_3": "Let's get moving then! There are some cliffs up ahead. Lead the way with {control.move_up} {control.move_left} {control.move_down} {control.move_right}.", + "TUTORIAL_TARGET_MENU_1": "This is the target menu. You can see what sort of effect your attacks will have on your target here.", + "TUTORIAL_BATTLE_START_1": "Things are gonna get rough from here on in… But don't worry, I\\'ll be right here with you!", + "TUTORIAL_TARGET_MENU_2": "Check out the glowing ring! Green means it will give some beneficial effects to the target, red means detrimental, and yellow is mixed.", + "TUTORIAL_CLIFFS_1": "We'll need to get up this cliff. Just jumping ({control.jump}) won\\'t help in this case.", + "TUTORIAL_CLIFFS_2": "OK, let's get creative! There are a few ways we could get up there.", + "TUTORIAL_CLIFFS_4": "Or... Do you see that pylon? You can use your magnetism ability (hold {control.magnetism}) here to levitate.", + "TUTORIAL_CLIFFS_3": "For starters, you could try looking for something you can pick up and put down here to give us a boost.", + "TUTORIAL_CLIFFS_5": "You can also shoot vines, right? If you face the cliff and press {control.interact}, you can use a vine to climb up it!", + "TUTORIAL_CLIFFS_6": "What's your preference?", + "TUTORIAL_BOSS_1.m": "This is it. This is the rogue fusion! I hope you're ready for a tough fight, {player}.", + "TUTORIAL_GLIDE_2": "It's easy! When you jump off, just keep {control.jump} held down and you won\\'t fall!", + "TUTORIAL_GLIDE_1": "Follow me, {player}. Don't be scared!", + "TUTORIAL_GLIDE_3": "Come on, it's not far now!", + "TUTORIAL_BOSS_2": "If you need to heal up, check your inventory (press {control.pause_menu}) for some cake.", + "TUTORIAL_BOSS_3": "Or we can glide back down to the tent near the start to rest if you like.", + "TUTORIAL_BOSS_1.n": "This is it. This is the rogue fusion! I hope you're ready for a tough fight, {player}.", + "TUTORIAL_BOSS_1.f": "This is it. This is the rogue fusion! I hope you're ready for a tough fight, {player}.", + "TUTORIAL_BOSS_5": "Are you feeling up to it?", + "TUTORIAL_BOSS_4": "If we get caught in a tight spot, check the Battle Items tab in your inventory.", + "TUTORIAL_DIED": "Are you OK? You had me worried there for a moment!", + "TUTORIAL_WON_2": "We make a great team, don't you think, {player}?", + "TUTORIAL_WON_1": "Whoa, we actually, uh, did it?", + "QUEST_GET_ITEM_PROGRESS": "Obtained: {obtained}/{required_item_amount}", + "NO_QUESTS_AVAILABLE": "No further quests are available at the moment.", + "QUEST_GET_MASQUERATTLE_TITLE": "Find a Masquerattle!", + "QUEST_STAT_PROGRESS": "Progress: {num}/{count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Rogue Fusion", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "Orb Fusion", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Unstable Fusion", + "PASSIVE_QUEST_SWARM_TITLE": "Monster Swarm", + "QUEST_TUTORIAL_TITLE": "This Is The World We Live In", + "QUEST_TUTORIAL_DESCRIPTION1": "Speak to Kayleigh at the Harbourtown East entrance.", + "PASSIVE_QUEST_UNKNOWN_TITLE": "Unidentified Signal", + "QUEST_TUTORIAL_DESCRIPTION2": "Follow Kayleigh’s directions.", + "QUEST_TUTORIAL_DESCRIPTION3": "Accompany Kayleigh to the broken pathway.", + "QUEST_ARCHANGELS_DESCRIPTION1": "Locate Archangels to complete Morgante’s song, then follow the clues it contains to find your way home.", + "QUEST_ARCHANGELS_PROGRESS": "Collected {num} of {max} song parts.", + "QUEST_ARCHANGELS_TITLE": "Land of Confusion", + "QUEST_TUTORIAL_DESCRIPTION4": "Investigate the strange structure.", + "QUEST_CAPTAINS_TITLE": "Take Me On", + "QUEST_EUGENE_TITLE": "Acting On Your Best Behaviour", + "QUEST_EUGENE_DESCRIPTION_1": "Meet up with Eugene in the Outskirts.", + "QUEST_CAPTAINS_DESCRIPTION0": "Head to the outpost in the park to sign up to the Rangers.", + "QUEST_EUGENE_DESCRIPTION_3": "Find and clear out all the “Landkeeper’s Association” offices.", + "QUEST_EUGENE_DESCRIPTION_2": "Accompany Eugene to the window atop the mysterious office.", + "QUEST_EUGENE_DESCRIPTION_4": "Speak to Eugene.", + "QUEST_EUGENE_DESCRIPTION_5": "Accompany Eugene to the location of the Landkeeper’s HQ.", + "QUEST_EUGENE_3_PROGRESS": "Cleared {num} of ??? offices.", + "QUEST_WORKING_OVERTIME_TITLE": "Working Overtime", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "Bring {required_item_amount} wood to the ranger in East Harbourtown.", + "QUEST_MERCHANT_RESCUE_TITLE": "A Little Inspiration", + "QUEST_FLORIST_DESCRIPTION_1": "Plant {count} saplings in Harbourtown.", + "QUEST_FLORIST_TITLE": "Planting the Seed", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Go to the cave in the park and find out what happened to the merchant.", + "CLUE_SONG_PROLOGUE1": "If you wish to leave this land, then heed my words and hear my song", + "QUEST_FLORIST_DESCRIPTION_2": "Inform the ranger in west Harbourtown that you’ve planted her saplings.", + "CLUE_SONG_EPILOGUE1": "Unite this act and its location, to show to you the final station", + "CLUE_FLUFF": "For that is where my chambers lie, halls now empty and alone", + "CLUE_SONG_PROLOGUE2": "You must rise to the task at hand, you must walk the path most long", + "CLUE_SONG_EPILOGUE2": "Heed my song and find the place, that will reveal infinite space", + "CLUE_UNKNOWN": "(The rest of the song is too quiet to make out.)", + "STATUS_BURNED_NAME": "Burned", + "STATUS_CONTACTDMG_DESCRIPTION": "Characters with Contact Damage deal a bit of elemental damage whenever they land or receive a melee attack.", + "STATUS_BURNED_DESCRIPTION": "Burned characters take damage at the end of their turn.", + "STATUS_CONTACTDMG_NAME": "Contact Dmg", + "STATUS_STAT_MATK_DOWN_NAME": "Melee Attack Down", + "STATUS_STAT_RATK_DOWN_NAME": "Ranged Attack Down", + "STATUS_STAT_MATK_UP_NAME": "Melee Attack Up", + "STATUS_STAT_RATK_UP_NAME": "Ranged Attack Up", + "STATUS_STAT_RDEF_DOWN_NAME": "Ranged Defence Down", + "STATUS_STAT_MDEF_DOWN_NAME": "Melee Defence Down", + "STATUS_STAT_RDEF_UP_NAME": "Ranged Defence Up", + "STATUS_STAT_MDEF_UP_NAME": "Melee Defence Up", + "STATUS_STAT_EVASION_UP_NAME": "Evasion Up", + "STATUS_STAT_EVASION_DOWN_NAME": "Evasion Down", + "STATUS_STAT_ACCURACY_UP_NAME": "Accuracy Up", + "STATUS_STAT_ACCURACY_DOWN_NAME": "Accuracy Down", + "STATUS_STAT_SPEED_UP_NAME": "Speed Up", + "STATUS_STAT_SPEED_DOWN_NAME": "Speed Down", + "STATUS_AP_BOOST_NAME": "AP Boost", + "STATUS_AP_DRAIN_NAME": "AP Drain", + "STATUS_AP_BOOST_DESCRIPTION": "Characters with AP Boost gain 1 extra AP each round.", + "STATUS_POISONED_NAME": "Poisoned", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} took an apple and ate it.", + "STATUS_WALL_NAME": "{type} Wall", + "STATUS_AP_DRAIN_DESCRIPTION": "Characters with AP Drain gain 1 fewer AP each round.", + "STATUS_WALL_TOAST_BROKEN": "BROKEN", + "STATUS_WALL_DESCRIPTION": "Walls absorb a certain number of incoming hits. Type-advantaged attacks immediately break walls.", + "STATUS_TEMPTATION_WALL_NAME": "Apple Tree", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} took an apple and ate it.", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} took an apple and ate it.", + "STATUS_WINDOW_NAME": "Window", + "STATUS_POISONED_DESCRIPTION": "Poisoned characters take damage at the end of their turn.", + "STATUS_WINDOW_DESCRIPTION": "Walls owned by characters with the Window status no longer block ranged attacks.", + "STATUS_LEECHED_DESCRIPTION": "Leeched characters take damage at the end of their turn. Opponents are healed by the amount of health taken off.", + "STATUS_LEECHED_NAME": "Leeched", + "STATUS_COATING_POISON_NAME": "Poison Coating", + "STATUS_COATING_WATER_NAME": "Water Coating", + "STATUS_COATING_BEAST_NAME": "Beast Coating", + "STATUS_COATING_METAL_NAME": "Metal Coating", + "STATUS_COATING_GLITTER_NAME": "Glitter Coating", + "STATUS_COATING_FIRE_NAME": "Fire Coating", + "STATUS_COATING_PLASTIC_NAME": "Plastic Coating", + "STATUS_COATING_PLANT_NAME": "Plant Coating", + "STATUS_COATING_ASTRAL_NAME": "Astral Coating", + "STATUS_COATING_LIGHTNING_NAME": "Lightning Coating", + "STATUS_COATING_ICE_NAME": "Ice Coating", + "STATUS_COATING_AIR_NAME": "Air Coating", + "STATUS_COATING_EARTH_NAME": "Earth Coating", + "STATUS_COATING_DESCRIPTION": "Coatings change the elemental type of a character for a certain number of turns.", + "STATUS_COATING_GLASS_NAME": "Glass Coating", + "STATUS_HEALING_STEAM_NAME": "Healing Steam", + "STATUS_HEALING_STEAM_DESCRIPTION": "Characters with Healing Steam regain some health at the start of each turn.", + "STATUS_HEALING_LEAF_NAME": "Healing Leaf", + "STATUS_MULTISTRIKE_NAME": "Multistrike", + "STATUS_GLASS_BONDS_DESCRIPTION": "Characters with Glass Bonds take damage each time they transform.", + "STATUS_HEALING_LEAF_DESCRIPTION": "Characters with Healing Leaf regain some health at the start of each turn.", + "STATUS_MULTISTRIKE_DESCRIPTION": "Characters with Multistrike will use each move twice if they have enough AP for it.", + "STATUS_GLASS_BONDS_NAME": "Glass Bonds", + "STATUS_SHRAPNEL_NAME": "Shrapnel", + "STATUS_MULTITARGET_DESCRIPTION": "Attacks from characters with Multitarget target the whole team.", + "STATUS_UNITARGET_NAME": "Unitarget", + "STATUS_SHRAPNEL_DESCRIPTION": "Characters with Shrapnel take damage each time they transform.", + "STATUS_MULTITARGET_NAME": "Multitarget", + "STATUS_UNITARGET_DESCRIPTION": "Attacks from characters with Unitarget that normally target a whole team only affect a single target, and attacks that are normally single-target have reduced accuracy.", + "STATUS_PARRY_STANCE_DESCRIPTION": "Characters with Parry Stance reflect damage from the next melee attack they receive back onto the attacker.", + "STATUS_PARRY_STANCE_NAME": "Parry Stance", + "STATUS_SLEEP_NAME": "Sleep", + "STATUS_SLEEP_DESCRIPTION": "Sleeping characters can’t use the moves they normally have.", + "STATUS_SLEEP_TOAST_REMOVED": "WOKE UP", + "STATUS_FLINCH_NAME": "Flinched", + "STATUS_FLINCH_DESCRIPTION": "A character that flinches skips its next turn.", + "STATUS_BOMB_NAME": "Bomb", + "STATUS_BOMB_DESCRIPTION": "A character with Bomb will blow up at the end of their next turn if it’s not passed on by a melee attack.", + "STATUS_LOCKED_ON_NAME": "Locked On", + "STATUS_LOCKED_ON_DESCRIPTION": "Characters with Locked On cannot miss.", + "STATUS_BERSERK_NAME": "Berserk", + "STATUS_BERSERK_DESCRIPTION": "Characters with Berserk can only use damaging moves.", + "STATUS_INTERCEPTING_NAME": "Intercepting", + "STATUS_INTERCEPTING_DESCRIPTION": "Characters with Intercepting intercept all attacks directed at their allies.", + "STATUS_HIBERNATING_NAME": "Hibernating", + "STATUS_HIBERNATING_DESCRIPTION": "Hibernating characters heal each turn that they’re asleep.", + "STATUS_MEDITATING_DESCRIPTION": "Meditating characters raise their stats each turn that they’re asleep.", + "STATUS_MEDITATING_NAME": "Meditating", + "STATUS_TOWER_DEFENSE_NAME": "Tower Defence", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "Characters with Tower Defence become Earth-type and have raised defence stats.", + "STATUS_SUMMONED_DESCRIPTION": "Summoned characters are called away from combat after a certain number of turns.", + "STATUS_SUMMONED_NAME": "Summoned", + "STATUS_GHOSTLY_NAME": "Ghostly", + "STATUS_RESONANCE_NAME": "Resonance", + "STATUS_GHOSTLY_DESCRIPTION": "Ghostly characters cannot be hit by attacks, but are defeated when the timer on the Ghostly status runs out.", + "STATUS_GAMBIT_NAME": "Gambit", + "STATUS_GAMBIT_TOAST_FAILED": "GAMBIT FAILED", + "STATUS_RECORDED_NAME": "Recorded", + "STATUS_GAMBIT_DESCRIPTION": "Characters with Gambit have massively increased stats, but are defeated when the timer on the Gambit status runs out.", + "STATUS_SUMMONED_NAME_MODIFIER.f": "Summoned {name}", + "STATUS_EFFIGY_NAME": "Effigy", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARRIED", + "STATUS_SUMMONED_NAME_MODIFIER.m": "Summoned {name}", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TICK... TICK... TICK...", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "Ghostly {name}", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "Ghostly {name}", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "Ghostly {name}", + "STATUS_SUMMONED_NAME_MODIFIER.n": "Summoned {name}", + "STATUS_UNDYING_NAME": "Ritual", + "STATUS_UNDYING_DESCRIPTION": "Characters with Ritual are brought back at 25% health when defeated.", + "STATUS_RESONANCE_DESCRIPTION": "Each time Resonance is inflicted on a character it adds to a counter. When the counter reaches 3, the character is shaken apart and instantly defeated.", + "STATUS_RESONANCE_TOAST_NAME": "Resonance {0}/{1}", + "STATUS_CLOSE_ENCOUNTER_NAME": "Close Encounter", + "STATUS_RESONANCE_TOAST_OVERLOAD": "Resonance Overload", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "Close Encounter reduces the range of a character’s ranged attacks, turning them into melee attacks.", + "STATUS_SPRING_LOADED_DESCRIPTION": "Spring-Loaded extends the range of a character’s melee attacks, turning them into ranged attacks.", + "STATUS_SPRING_LOADED_NAME": "Spring-Loaded", + "STATUS_CONDUCTIVE_DESCRIPTION": "Conductive characters take damage whenever any Lightning-type attack is used.", + "STATUS_CONDUCTIVE_NAME": "Conductive", + "STATUS_RESURRECTED_NAME": "Resurrected", + "STATUS_CONFUSED_DESCRIPTION": "Confused characters may use the wrong move or target the wrong character.", + "STATUS_RESURRECTED_DESCRIPTION": "Resurrected characters can no longer be brought back by effects such as Ritual.", + "STATUS_CONFUSED_NAME": "Confused", + "STATUS_SNOWED_IN_NAME": "Snowed In", + "STATUS_SNOWED_IN_EFFECT": "Snow day!", + "STATUS_SNOWED_IN_DESCRIPTION": "Snowed In characters are stuck in place and cannot use melee attacks.", + "STATUS_FOG_DESCRIPTION": "Fog reduces the accuracy of ranged attacks that aren’t Water, Air, or Ice-type to 0%.", + "STATUS_FOG_NAME": "Fog", + "STATUS_RECORDING_NAME": "Recording", + "STATUS_PETRIFIED_NAME": "Petrified", + "STATUS_RECORDING_TOAST_FAILURE": "RECORDING FAILED", + "STATUS_FAIR_FIGHT_NAME": "Fair Fight", + "STATUS_STAT_DOUBLE_SPEED_NAME": "Double Speed", + "STATUS_PETRIFIED_DESCRIPTION": "Petrified characters become Earth type and can only use Defend and Raise Shields.", + "STATUS_COTTONED_ON_DESCRIPTION": "For the next round, moves that target a character who has Cottoned On are guaranteed to miss.", + "STATUS_COTTONED_ON_NAME": "Cottoned On", + "STATUS_MIND_MELD_DESCRIPTION": "Characters with Mind-Meld share their moves with allies.", + "STATUS_MIND_MELD_NAME": "Mind-Meld", + "STATUS_FAIR_FIGHT_DESCRIPTION": "While it is in effect, Fair Fight prevents new status effects from being applied.", + "STATUS_ABRAMACABRA_NAME": "Abramacabra", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "Can’t get away!\\nFast travel back to the most recent cafe carriage? You will lose any unclaimed rewards and your streak will be reset.", + "STATUS_GLASS_SHARDS_DESCRIPTION": "While it is in effect, any characters that use a melee attack will take damage from the Glass Shards on the battlefield.", + "STATUS_GLASS_SHARDS_NAME": "Glass Shards", + "STATUS_ABRAMACABRA_DESCRIPTION": "Walls absorb a certain number of incoming hits. Type-advantaged attacks immediately break walls. In addition to standard Wall behavior, Abramacabra automatically attacks one opponent each turn.", + "STATUS_INFLATED_NAME": "Inflated", + "STATUS_DEFLATED_NAME": "Deflated", + "STATUS_INFLATED_DESCRIPTION": "Inflated characters have increased Attack and Defence stats, but significantly reduced Evasion.", + "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", + "UI_TIMER_CHEATED": "(Cheated) {timer}", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "Deflated characters have significantly increased Evasion, but reduced Attack and Defence stats.", + "UI_CHEATS_ENABLED": "Cheat Console Enabled", + "UI_BUTTON_NO": "No", + "UI_BUTTON_YES": "Yes", + "UI_CHEATS_DISABLED": "Cheat Console Disabled", + "UI_BUTTON_OK": "OK", + "UI_BUTTON_CANCEL": "Cancel", + "UI_BUTTON_BACK": "Back", + "UI_LOADING": "Loading...", + "UI_BUTTON_CONTINUE": "Continue", + "UI_BUTTON_EXIT": "Exit", + "UI_BUTTON_CLOSE": "Close", + "UI_BUTTON_SUBMIT": "Submit", + "UI_BUTTON_SAVE_CHANGES": "Apply & Save Changes", + "UI_LOADING_WORLD_BOUNDARY": "Loading the rest of the world...", + "UI_LOADING_PROGRESS": "Loading Scene {0}/{1}…", + "UI_LOADING_PREPARE_PROGRESS": "Preparing Scene {0}/{1}…", + "UI_LOADING_SHADER_PROGRESS": "Caching Materials {0}/{1}…", + "UI_BATTLE_FIGHT_BUTTON": "Fight", + "UI_BATTLE_ITEM_BUTTON": "Item", + "UI_BATTLE_SWITCH_BUTTON": "Switch", + "UI_BATTLE_FLEE_BUTTON": "Flee", + "UI_BATTLE_RECORD_BUTTON": "Record", + "UI_BATTLE_INSPECT_BUTTON": "Status Effects", + "UI_BATTLE_FUSE_BUTTON": "Fuse!", + "UI_BATTLE_UNFUSE_BUTTON": "Unfuse", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusing…", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusion-", + "UI_BATTLE_FLEE_CHANCE": "{0}%", + "UI_BUTTON_MOVE_PASSIVE": "Passive", + "UI_BATTLE_FUSION_METER": "-Fusion-", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "This species isn’t in your bestiary.", + "BATTLE_TITLE_ARCHANGEL": "Archangel", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "The opposing team’s reinforcements.", + "BATTLE_ADJECTIVE_TEAM1.n": "Enemy {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.m": "Enemy {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "Enemy {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "Archangel {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "Archangel {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "{0} transformed into {1}!", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "Archangel {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "Ranger {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "Ranger {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "Ranger {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "{0} transformed into {1}!", + "BATTLE_FAILED": "Failed!", + "BATTLE_FAILED_SLEEP": "Asleep!", + "BATTLE_TAPE_SWITCHED.n": "{0} transformed into {1}!", + "BATTLE_DIED.f": "{0} died…", + "BATTLE_DIED.m": "{0} died…", + "BATTLE_DIED.n": "{0} died…", + "BATTLE_TAPE_DEFEATED.f": "{0}’s tape broke!", + "BATTLE_RESURRECTED.m": "But {cause} brought him back!", + "BATTLE_DEFEATED.f": "{0} was defeated!", + "BATTLE_RESURRECTED.n": "But {cause} brought them back!", + "BATTLE_RESURRECTED.f": "But {cause} brought her back!", + "BATTLE_DEFEATED.m": "{0} was defeated!", + "BATTLE_DEFEATED.n": "{0} was defeated!", + "BATTLE_DEFEATED_NO_TAPES.f": "{0} is out of usable tapes!", + "BATTLE_DEFEATED_NO_TAPES.n": "{0} is out of usable tapes!", + "BATTLE_DEFEATED_NO_TAPES.m": "{0} is out of usable tapes!", + "BATTLE_TAPE_DEFEATED.m": "{0}’s tape broke!", + "BATTLE_TAPE_DEFEATED.n": "{0}’s tape broke!", + "BATTLE_GHOST_DEFEATED.m": "{0} faded away…", + "BATTLE_SUMMON_DEFEATED.n": "{0} was called away!", + "BATTLE_SUMMON_DEFEATED.f": "{0} was called away!", + "BATTLE_SUMMON_DEFEATED.m": "{0} was called away!", + "BATTLE_GHOST_DEFEATED.f": "{0} faded away…", + "BATTLE_VICTORY": "VICTORY!", + "BATTLE_GHOST_DEFEATED.n": "{0} faded away…", + "BATTLE_WON": "The battle was won!", + "BATTLE_LOST": "The battle was lost…", + "BATTLE_FLEE_CONFIRM": "Are you sure you want to flee?", + "BATTLE_FLEE_FAILED": "Can’t get away!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Can’t get away!\\nFast travel back to Harbourtown? You will lose some items.", + "BATTLE_FLED": "Fled the battle…", + "BATTLE_EXP_POINTS": "Your team gained {0} experience points!", + "BATTLE_TARGET_TEAM0": "Your Team", + "UI_CHARACTER_LEVEL": "Lv {0}", + "BATTLE_TARGET_TEAM1": "Enemy Team", + "UI_CHARACTER_LEVEL_LONG": "Level {0}", + "UI_CHARACTER_ABILITIES_HEADING": "Abilities:", + "UI_CHARACTER_ABILITY_UNKNOWN": "???", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Signature Tape:", + "BATTLE_FUSING": "{0} and {1}’s hearts act as one!", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10% to all stats when transformed into {species} or its remaster.", + "BATTLE_FUSED": "{0} and {1} fused into {2}!", + "BATTLE_UNFUSING": "{0} and {1} desynchronise!", + "BATTLE_TOAST_SPLASH": "SPLASH", + "BATTLE_TOAST_CRIT": "CRIT", + "BATTLE_TOAST_MISSED": "MISSED", + "BATTLE_TOAST_BLOCKED": "STATUS BLOCKED", + "BATTLE_TOAST_NO_EFFECT": "NO EFFECT", + "BATTLE_TOAST_AP": "AP", + "BATTLE_TOAST_INTERCEPTED": "INTERCEPTED", + "BATTLE_TOAST_RECORD_CHANCE": "\\nCHANCE", + "UI_BATTLE_TAPE_IN_USE": "In Use", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", + "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", + "STAT_max_hp": "Max HP", + "MAX_STAMINA_INCREASE": "Your stamina increased by {increase_percent}%!\\nYou can now glide for {total} seconds.", + "STAT_melee_defense": "Melee Defence", + "STAT_melee_attack": "Melee Attack", + "STAT_ranged_attack": "Ranged Attack", + "STAT_ranged_defense": "Ranged Defence", + "STAT_speed": "Speed", + "STAT_accuracy": "Accuracy", + "STAT_evasion": "Evasion", + "STAT_max_ap": "Max AP", + "STAT_move_accuracy": "Accuracy", + "STAT_move_slots": "Move Slots", + "STAT_damage": "Damage", + "STAT_move_splash_damage": "Splash Damage", + "STAT_move_effect_chance": "Effect Chance", + "STAT_move_crit_damage": "Critical Damage", + "STAT_move_crit_rate": "Critical Chance", + "STAT_exp": "Exp Points", + "STAT_priority_chance": "Priority Chance", + "SHORT_NAME_max_hp": "Max HP", + "SHORT_NAME_melee_attack": "M. Atk", + "SHORT_NAME_melee_defense": "M. Def", + "SHORT_NAME_ranged_attack": "R. Atk", + "SHORT_NAME_ranged_defense": "R. Def", + "SHORT_NAME_speed": "Speed", + "UI_PARTY_CHECK_TAPE": "Check Tape", + "UI_PARTY_CHECK_CHARACTER": "Check {name}", + "UI_PARTY_TRANSFORM": "Transform", + "UI_PARTY_SWAP_TAPE": "Swap Tape", + "UI_PARTY_USE_ITEM": "Use Item", + "UI_PARTY_PUT_AWAY": "Put In Storage", + "UI_PARTY_NO_MOVES": "No stickers.", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "'{tape_name}’ was put in storage.", + "UI_PARTY_TAPE_COLLECTION": "Tape Storage…", + "UI_PARTY_MOVE_LIST_OVERFLOW": "And {n} more…", + "UI_PARTY_STATS_CHARACTER": "Human Form", + "UI_PARTY_STATS_FORM": "Form Stat Multipliers", + "UI_PARTY_STICKERS": "Stickers", + "UI_PARTY_STATS_COMBINED": "Transformed", + "UI_PARTY_BOOTLEG": "Bootleg", + "UI_PARTY_EMPTY_STICKER_SLOT": "- Empty Slot -", + "UI_PARTY_APPLY_STICKER": "Apply Sticker", + "UI_PARTY_PEEL_STICKER": "Peel Sticker", + "UI_PARTY_REPLACE_STICKER": "Replace Sticker", + "UI_PARTY_STICKER_PEELED_DROPPED": "’{move_name}’ was dropped because there isn’t any space for it in your inventory.", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "Replace ‘{old_move}’ with ‘{new_move}’?", + "UI_PARTY_EDIT_STICKERS": "View/Edit Stickers", + "UI_PARTY_STICKER_PEELED": "'{move_name}’ was put in the sticker section of your inventory.", + "UI_PARTY_RENAME_TAPE": "Rename", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Party", + "UI_PARTY_RENAME_TAPE_TITLE": "Rename ‘{0}’", + "UI_PARTY_BESTIARY": "View Bestiary Entry", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Storage: By Number", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "Storage: By Name", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Storage: Bootlegs", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Storage: Favourites", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Storage: {type}", + "UI_TAPE_COLLECTION": "Tape Storage", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Add to Party", + "UI_TAPE_COLLECTION_FAVORITE": "Favourite", + "UI_TAPE_COLLECTION_RECYCLE": "Recycle", + "UI_TAPE_COLLECTION_UNFAVORITE": "Unfavourite", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "Peel Stickers", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "The stickers from {tape_name} were put back into your inventory.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Some of the stickers from {tape_name} could not be peeled because there wasn’t enough space for them in your inventory.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Some of the stickers from {tape_name} were dropped because there wasn’t enough space for them in your inventory.", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "Are you sure you want to recycle {tape_name}? This will permanently remove it from your collection.", + "UI_TAPE_COLLECTION_EMPTY": "No tapes.", + "UI_LOAD_FILE_LOADING": "Checking...", + "UI_LOAD_FILE_EMPTY": "Empty File", + "UI_LOAD_FILE_INVALID": "Corrupt File", + "UI_LOAD_FILE_SAVED_DATETIME": "Saved at {hour}:{minute}:{second} on {year}-{month}-{day}", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Died at {hour}:{minute}:{second} on {year}-{month}-{day}", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "New Game", + "UI_LOAD_FILE_CONTINUE_GAME": "Load Game", + "UI_LOAD_FILE_ERASE": "Erase", + "UI_LOAD_FILE_CUSTOM_GAME": "Custom Game", + "UI_PAUSE_MAP_BTN": "Map", + "UI_PAUSE_PARTY_BTN": "Party", + "UI_PAUSE_INVENTORY_BTN": "Inventory", + "UI_PAUSE_QUEST_LOG_BTN": "Quest Log", + "UI_PAUSE_BESTIARY_BTN": "Bestiary", + "UI_PAUSE_REST_BTN": "Rest Here", + "UI_PAUSE_SAVE_BTN": "Save", + "UI_PAUSE_QUIT_BTN": "Quit", + "UI_QUIT_CONFIRM": "Are you sure you want to quit?\\nYou last saved the game {duration} ago.", + "UI_EVOLUTION_TITLE": "Remaster", + "UI_QUIT_CONFIRM_SECONDS": "{num} second(s)", + "UI_QUIT_CONFIRM_MINUTES": "{num} minute(s)", + "UI_SAVING": "Saving...", + "UI_SAVING_MESSAGE": "Saving your progress…", + "UI_SAVE_COMPLETE": "Save complete!", + "UI_SAVE_FAILED": "Saving failed.", + "UI_SAVE_LOAD_FAILED": "This save file cannot be loaded.", + "UI_SAVE_REQUIRE_FULL_VERSION": "This save file requires the full version of the game.", + "UI_SAVE_ERASE_CONFIRM": "Permanently erase this save data?", + "UI_EVOLUTION_BUTTON": "Remaster", + "UI_EVOLUTION_SUBTITLE": "Evolve your monster forms", + "UI_EVOLUTION_CONFIRM": "Remaster your {monster_name} tape into a more powerful form?", + "UI_EVOLUTION_DESCRIPTION": "Your {evolved_from} tape became {evolved_to}!", + "UI_EVOLUTION_SPECIALIZATION": "Choose a specialisation", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "Controllers", + "RELATIONSHIP_UNLOCK_FUSION.n": "Fusion is now available in regular battles when partnered with {name}!", + "RELATIONSHIP_LEVEL_UP": "Relationship Level {level}", + "RELATIONSHIP_UNLOCK_FUSION.m": "Fusion is now available in regular battles when partnered with {name}!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "You can now use Fusion Power when fused with {name}!", + "RELATIONSHIP_UNLOCK_FUSION.f": "Fusion is now available in regular battles when partnered with {name}!", + "RELATIONSHIP_FUSION_STRENGTH.m": "Fusions you form with {name} now have +{added_strength}% added strength.", + "RELATIONSHIP_FUSION_STRENGTH.n": "Fusions you form with {name} now have +{added_strength}% added strength.", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "You can now use Fusion Power when fused with {name}!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "You can now use Fusion Power when fused with {name}!", + "RELATIONSHIP_FUSION_STRENGTH.f": "Fusions you form with {name} now have +{added_strength}% added strength.", + "UI_QUEST_NEW": "New Quest:", + "UI_QUEST_UPDATE": "Quest Updated:", + "UI_QUEST_COMPLETE": "Quest Complete!", + "UI_QUEST_NEW_VIEW_LOG": "View Quest Log", + "PARTNER_SWAP_CONFIRM.m": "Take {name} with you?", + "PARTNER_UNLOCKED_TITLE.m": "Unlocked:", + "PARTNER_SWAP_CONFIRM.n": "Take {name} with you?", + "PARTNER_SWAP_CONFIRM.f": "Take {name} with you?", + "PARTNER_UNLOCKED.m": "{name} is now your partner!", + "PARTNER_UNLOCKED_TITLE.n": "Unlocked:", + "PARTNER_UNLOCKED_TITLE.f": "Unlocked:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} has returned to the Gramophone Café.", + "UI_EXCHANGE": "Trade", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} has returned to the Gramophone Café.", + "PARTNER_UNLOCKED.n": "{name} is now your partner!", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} has returned to the Gramophone Café.", + "PARTNER_UNLOCKED.f": "{name} is now your partner!", + "UI_CAMPING_REST": "Rest", + "UI_EXCHANGE_PRICE": "Price", + "UI_EXCHANGE_RESOURCES": "Your Resources", + "OBTAINED_TAPE": "Obtained a {tape_name} tape!", + "ABILITY_UNLOCKED": "You’ve obtained the {ability} ability!", + "UI_MAP_UNKNOWN_FEATURE": "???", + "ABILITY_glide": "Mothwing Glide", + "ABILITY_UNLOCKED_glide": "You can now hold {control.jump} to glide across long distances!\\nThis consumes your stamina.", + "UI_TAPES_REPAIRED": "Your broken tapes have been repaired!", + "UI_MAP_YOUR_LOCATION": "Your Location", + "UI_MAP_FAST_TRAVEL_CONFIRM": "Travel to {location}?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "Can’t fast travel here.", + "UI_BESTIARY_SEEN_COUNT": "Seen: {num} / {total}", + "UI_BESTIARY_RECORDED_COUNT": "Recorded: {num} / {total}", + "UI_BESTIARY_FORMED_COUNT": "Formed: {num} / {total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", + "UI_BESTIARY_UNKNOWN_SPECIES": "???", + "UI_BESTIARY_SORT_BY_NAME": "Sort by Name", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "View Monsters", + "UI_BESTIARY_SORT_BY_NUMBER": "Sort by Number", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "View Fusions", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "#{num}", + "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "Location", + "UI_BESTIARY_INFO_TAB_STATS": "Stats", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "Raise this monster’s tape to 5 stars to unlock more information.", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "Record this monster to unlock more information.", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Bootlegs", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Bootlegs: {num} / {total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Defeat this monster to unlock more information.", + "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "Defeated:", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Encountered:", + "UI_BESTIARY_INFO_STATS_RECORDED": "Recorded:", + "UI_BESTIARY_INFO_STATS_FORMED": "Formed:", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "View on Map", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat unknown.", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name} can be found in:", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "{species_name}’s Habitat", + "UI_BESTIARY_INFO_NO_DATA": "No additional data.", + "UI_BESTIARY_INFO_BIO_FUSION": "Formed by a fusion of {species1} and {species2}.", + "UI_CHARACTER_CREATION": "Character Creation", + "UI_CHARACTER_CREATION_INTRO": "Who Are You?", + "UI_CC_LABEL_NAME": "Your Name", + "UI_CC_LABEL_PRONOUNS": "Your Pronouns", + "UI_CC_VALUE_PRONOUN.m": "He/Him", + "UI_CC_VALUE_PRONOUN.f": "She/Her", + "UI_CC_VALUE_PRONOUN.n": "They/Them", + "UI_CC_LABEL_WINGS": "Wings", + "UI_CC_LABEL_HAIR": "Hair Style", + "UI_CC_LABEL_HEAD": "Face", + "UI_CC_LABEL_LEGS": "Bottom", + "UI_CC_LABEL_BODY": "Top", + "UI_CC_LABEL_BODY_COLOR_1": "Top Colour 1", + "UI_CC_LABEL_BODY_COLOR_2": "Top Colour 2", + "UI_CC_LABEL_EYE_COLOR": "Eye Colour", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Face Accessory Colour", + "UI_CC_LABEL_FAVORITE_COLOR": "Favourite Colour", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Hair Accessory Colour", + "UI_CC_LABEL_HAIR_COLOR": "Hair Colour", + "UI_CC_LABEL_SHOE_COLOR": "Shoe Colour", + "UI_CC_LABEL_LEGS_COLOR": "Bottom Colour", + "UI_CC_VALUE_wings_generic": "Dominoth", + "UI_CC_LABEL_SKIN_COLOR": "Skin Colour", + "UI_CC_RANDOMIZE": "Randomise", + "UI_CC_VALUE_wings_kuneko": "Kuneko", + "UI_CC_VALUE_wings_sirenade": "Sirenade", + "UI_CC_VALUE_wings_rockertrice": "Rockertrice", + "UI_CC_VALUE_wings_averevoir": "Averevoir", + "UI_CC_VALUE_wings_umbrahella": "Umbrahella", + "UI_CC_VALUE_wings_jetpack1": "Jetpack #1", + "UI_CC_VALUE_wings_jetpack2": "Jetpack #2", + "UI_CC_VALUE_wings_booster": "Boosters", + "UI_CC_VALUE_wings_davinci": "Da Vinci", + "UI_CC_VALUE_wings_devil": "Devil", + "UI_CC_VALUE_wings_fairy": "Fairy", + "UI_CC_VALUE_wings_glider": "Glider", + "UI_CC_VALUE_wings_cape": "Cape", + "UI_CC_VALUE_hair_short": "Side-Swept", + "UI_CC_VALUE_hair_bow1": "High Ponytail", + "UI_CC_VALUE_hair_quiff": "Quiff", + "UI_CC_VALUE_hair_hairtie": "Hair Tie", + "UI_CC_VALUE_hair_afro1": "Low Afro", + "UI_CC_VALUE_hair_afro2": "Flat Top", + "UI_CC_VALUE_hair_bun1": "Top Bun #1", + "UI_CC_VALUE_hair_bun2": "Top Bun #2", + "UI_CC_VALUE_hair_bun3": "Double Buns", + "UI_CC_VALUE_hair_neat1": "Neat", + "UI_CC_VALUE_hair_long1": "Long Fringe", + "UI_CC_VALUE_hair_headband1": "Headband", + "UI_CC_VALUE_hair_headband2": "Lopsided", + "UI_CC_VALUE_hair_bald": "Bald", + "UI_CC_VALUE_hair_bob1": "Straight Bob", + "UI_CC_VALUE_hair_bob2": "Wavy Bob", + "UI_CC_VALUE_hair_headscarf1": "Headscarf", + "UI_CC_VALUE_hair_cultist1.m": "Cultist", + "UI_CC_VALUE_hair_cultist1.f": "Cultist", + "UI_CC_VALUE_hair_cultist1.n": "Cultist", + "UI_CC_VALUE_hair_flower1": "Flower child", + "UI_CC_VALUE_hair_hat1": "Hat and Buns", + "UI_CC_VALUE_hair_dreadlocks1": "Locs", + "UI_CC_VALUE_hair_dreadlocks2": "Short locs", + "UI_CC_VALUE_hair_straight1": "Bowl Cut", + "UI_CC_VALUE_hair_mullet1": "Mullet", + "UI_CC_VALUE_hair_hardhat1": "Safety Helmet", + "UI_CC_VALUE_hair_braid1": "Long Braid", + "UI_CC_VALUE_hair_sharp1": "Sharp Fringe", + "UI_CC_VALUE_hair_balding": "Balding", + "UI_CC_VALUE_hair_cat1": "Cat Headband", + "UI_CC_VALUE_hair_moonstone": "Moonstone", + "UI_CC_VALUE_hair_magikrab": "Magikrab Hat", + "UI_CC_VALUE_head_generic": "Plain", + "UI_CC_VALUE_head_glasses_1": "Glasses", + "UI_CC_VALUE_head_makeup1": "Eyeshadow", + "UI_CC_VALUE_head_makeup2": "Half face paint", + "UI_CC_VALUE_head_beard1": "Beard #1", + "UI_CC_VALUE_head_beard2": "Beard #2", + "UI_CC_VALUE_head_mask1": "Face Mask", + "UI_CC_VALUE_head_visor1": "Visor", + "UI_CC_VALUE_head_grumpy": "Grumpy", + "UI_CC_VALUE_body_sweater1": "Sweater", + "UI_CC_VALUE_body_tshirt1": "T-Shirt #1", + "UI_CC_VALUE_body_tshirt2": "T-Shirt #2", + "UI_CC_VALUE_body_jacket": "Jacket #1", + "UI_CC_VALUE_body_jacket2": "Jacket #2", + "UI_CC_VALUE_body_jacket3": "Vest Jacket", + "UI_CC_VALUE_body_jacket4": "Jacket #3", + "UI_CC_VALUE_body_cultist1.m": "Cultist", + "UI_CC_VALUE_body_cultist1.f": "Cultist", + "UI_CC_VALUE_body_cultist1.n": "Cultist", + "UI_CC_VALUE_body_dress1": "Vintage Dress", + "UI_CC_VALUE_body_apron1": "Apron", + "UI_CC_VALUE_body_vest1": "Vest", + "UI_CC_VALUE_legs_generic": "Trousers", + "UI_CC_VALUE_body_poncho1": "Poncho", + "UI_CC_VALUE_body_moonstone": "Moonstone", + "UI_CC_VALUE_legs_shorts1": "Shorts", + "UI_CC_VALUE_legs_skirt1": "Skirt", + "UI_CC_VALUE_legs_moonstone": "Moonstone", + "UI_CC_VALUE_hair_bansheep": "Bansheep Hat", + "UI_CC_VALUE_hair_candevil": "Candevil Hat", + "UI_CC_VALUE_hair_traffikrab": "Traffikrab Hat", + "UI_CC_VALUE_hair_springheel": "Springheel Hat", + "UI_CC_VALUE_legs_pombomb": "Pombomb Shorts", + "UI_CC_VALUE_body_pombomb": "Pombomb Poncho", + "UI_CC_VALUE_hair_cap1": "Baseball Cap", + "UI_CC_VALUE_hair_cap2": "Flat Cap", + "UI_CC_VALUE_hair_twintails": "Twin Tails", + "UI_CC_VALUE_hair_bow2": "Bow & Bangs", + "UI_CC_VALUE_hair_fox1": "Foxy Cut", + "UI_CC_VALUE_hair_windswept": "Windswept", + "UI_CC_VALUE_hair_goggles1": "Spikes & Goggles", + "UI_CC_VALUE_hair_mohawk1": "Swept Mohawk", + "UI_CC_VALUE_hair_flower2": "Flower & Fringe", + "UI_CC_VALUE_hair_beret1": "Beret", + "UI_CC_VALUE_head_glasses2": "Round Specs", + "UI_CC_VALUE_body_jacket5": "Trenchcoat", + "UI_CC_VALUE_body_vest2": "Crop Top", + "UI_CC_VALUE_legs_boots1": "Tall Boots", + "UI_LOADING_FLUFF_2": "Giving Hopskin its jacket back…", + "UI_LOADING_FLUFF_4": "Snooping on Snoopin…", + "UI_LOADING_FLUFF_1": "Sneaking up on a Springheel…", + "UI_LOADING_FLUFF_3": "Sharpening Ripterra’s knifeclaws…", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", + "UI_LOADING_FLUFF_5": "Feeding Scampire…", + "UI_LOADING_FLUFF_6": "Leading Macabra away from the goats…", + "UI_LOADING_FLUFF_8": "Repairing Squirey’s spear…", + "UI_LOADING_FLUFF_7": "Polishing Folklord’s skull…", + "UI_LOADING_FLUFF_14": "Giving Grampus a candy cane…", + "UI_LOADING_FLUFF_9": "Knighting Palangolin…", + "UI_LOADING_FLUFF_10": "Lighting Pombomb’s fuse…", + "UI_LOADING_FLUFF_11": "Reloading Velocirifle…", + "UI_LOADING_FLUFF_12": "Reloading Artillerex…", + "UI_LOADING_FLUFF_13": "Drawing on Elfless’s mask…", + "UI_LOADING_FLUFF_16": "Extending a lightning rod to attract Sparktan…", + "UI_LOADING_FLUFF_15": "Recharging Boltam…", + "NEW_GAME_INTRO_QUOTE_1": "Now rides this knight through the realm,\\ninto the wilderness of Wirral – few thereabouts\\nthat either God or other with good heart loved.", + "UI_LOADING_FLUFF_17": "Tuning Kittelly…", + "UI_LOADING_FLUFF_18": "Preparing for the Apocrowlypse…", + "UI_LOADING_FLUFF_19": "Directing Traffikrab…", + "UI_LOADING_FLUFF_20": "Going around the Lobstacles…", + "UI_LOADING_FLUFF_21": "Wishing on a Dandylion…", + "UI_LOADING_FLUFF_22": "Watering the Blossomaw…", + "UI_LOADING_FLUFF_23": "Painting Brushroom…", + "UI_LOADING_FLUFF_24": "Admiring Fungogh’s artwork…", + "UI_LOADING_FLUFF_25": "Winding up the Clocksley…", + "UI_LOADING_FLUFF_26": "Carving a Jumpkin…", + "UI_LOADING_FLUFF_28": "Saying goodbye to Averevoir…", + "UI_LOADING_FLUFF_27": "Clothing the Braxsuit…", + "UI_LOADING_FLUFF_29": "Seeing all the Allseer…", + "UI_LOADING_FLUFF_30": "Taking out the Binvaders…", + "UI_LOADING_FLUFF_31": "Boxing with Puppercut...", + "UI_LOADING_FLUFF_32": "Cooking in the Coaldron…", + "UI_LOADING_FLUFF_33": "Raising the Pawndead…", + "UI_LOADING_FLUFF_34": "Attending a Skelevangelist sermon…", + "UI_LOADING_FLUFF_36": "Bowing to Her Majesty Queenyx…", + "UI_LOADING_FLUFF_35": "Swearing an oath to Kingrave…", + "UI_LOADING_FLUFF_38": "Summoning a Djinn Entonic…", + "UI_LOADING_FLUFF_37": "Testing the Stardigrades’ indestructibility in space…", + "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain and the Green Knight,\\nUnknown Author, 14th Century", + "CAMPING_CONFIRM": "Camp here?", + "CAFE_CAMPING_CONFIRM": "Take a quick break here?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Capacity: {stacks} / {maximum} Stacks", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, Page {page} of {page_count}", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "Sort", + "UI_INVENTORY_FILTER": "Filter", + "UI_INVENTORY_FILTER_APPLIED": "{num} Filter(s)", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "This will permanently remove [i]every[/i] sticker that matches the current filter from your inventory. Are you sure you want to recycle these {stacks} stack(s) of stickers? {total} sticker(s) in total will be recycled.", + "UI_INVENTORY_BULK_RECYCLE": "Bulk Recycle", + "UI_INVENTORY_FILTER_NAME": "Name", + "UI_INVENTORY_FILTER_RARITY": "Rarity:", + "UI_INVENTORY_FILTER_RARITY_ALL": "All", + "UI_INVENTORY_FILTER_RARITY_COMMON": "Common", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Uncommon", + "UI_INVENTORY_FILTER_RARITY_RARE": "Rare", + "UI_INVENTORY_FILTER_CATEGORY": "Category", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "All", + "UI_INVENTORY_FILTER_TYPE": "Elemental Type", + "UI_INVENTORY_FILTER_TYPE_ALL": "All", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Typeless", + "UI_QUEST_LOG_CATEGORY_QUESTS": "Quests", + "UI_QUEST_LOG_CATEGORY_RUMORS": "Rumours", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Achievements", + "UI_QUEST_LOG_NO_QUESTS": "No quests.", + "UI_QUEST_LOG_NO_RUMORS": "No rumours.", + "UI_QUEST_LOG_SECTION_MAIN": "Main Quests", + "UI_QUEST_LOG_SECTION_SIDE": "Side Quests", + "UI_QUEST_LOG_SECTION_OTHER": "Other", + "UI_QUEST_LOG_SECTION_COMPLETED": "Completed", + "UI_QUEST_LOG_SECTION_ACHIEVED": "Achieved {0}/{1}", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "Unachieved", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Hidden achievement, #{0}.", + "UI_QUEST_LOG_VIEW_BUTTON": "View Map", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "“{rumor_dialogue}”", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Play Song", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "View Stamp Card", + "UI_QUEST_TIMER": "Valid for: {minutes} min(s).", + "UI_QUEST_LOG_TRACK_BUTTON": "Track", + "UI_QUEST_LOG_UNTRACK_BUTTON": "Untrack", + "UI_QUEST_TRACKER_RUMOR": "Rumour: {quest_title}", + "NOTIFICATION_ACHIEVEMENT": "Achievement Unlocked", + "NOTICEBOARD_TITLE": "Ranger Noticeboard", + "NOTICEBOARD_LEVEL": "Level {level}", + "NOTICEBOARD_REMINDER_TITLE": "Notice to all rangers:", + "NOTICEBOARD_REQUIREMENT_RANGER1": "Join the rangers and complete your training to unlock access to these quests.", + "NOTICEBOARD_REMINDER_BODY": "Don’t forget to question townsfolk for rumours, or you may miss something! Ianthe doesn’t have the time to follow up on every bit of hearsay herself!", + "NOTICEBOARD_METER_LABEL": "Fused Material to next level: {amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "New Quest", + "NOTICEBOARD_REWARD_UNKNOWN": "???", + "NOTICEBOARD_NEXT_REWARD": "Next reward:", + "NOTICEBOARD_METER_RATIO": "Found: {amount_owned} / {total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "New Monster", + "NOTICEBOARD_REWARD_ITEMS": "Items", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Accept this quest to find out more.", + "NOTICEBOARD_QUEST_COMPLETED": "Completed", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "This quest can’t be taken right now. Complete some of your other quests and come back later.", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Accept Quest", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "View in Log", + "CHOOSE_STARTER_OPTION1": "Spooky", + "CHOOSE_STARTER_TITLE": "What’s your aesthetic?", + "CHOOSE_STARTER_OPTION2": "Sweet", + "TUTORIAL_DEMO1.m": "This is the end of the demo. From both of us at Bytten Studio, we hope you’ve enjoyed this little taster!", + "TUTORIAL_DEMO_TITLE": "Thanks for playing!", + "TUTORIAL_DEMO2.f": "You can continue this save file in the full version of the game.", + "TUTORIAL_DEMO1.n": "This is the end of the demo. From both of us at Bytten Studio, we hope you’ve enjoyed this little taster!", + "TUTORIAL_DEMO1.f": "This is the end of the demo. From both of us at Bytten Studio, we hope you’ve enjoyed this little taster!", + "TUTORIAL_DEMO_STORE_BTN": "Get the Full Version!", + "TUTORIAL_DEMO2.m": "You can continue this save file in the full version of the game.", + "TUTORIAL_DEMO2.n": "You can continue this save file in the full version of the game.", + "TUTORIAL_REMASTER_TITLE": "Tutorial: Remastering", + "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", + "TUTORIAL_REMASTER": "Certain tapes can be ‘remastered’ when they reach 5 stars.\\n\\nRemastering a tape evolves it into a more powerful form. Its stats will grow, and it’ll learn new moves.\\n\\nSome monster forms can only be obtained through remastering, and in some cases, the remastered tape can be different depending on various conditions.\\n\\nRemaster tapes whenever you can!", + "TUTORIAL_FUSION_TITLE": "Tutorial: Fusion", + "TUTORIAL_FUSION1.f": "When your goals are aligned with those of your companion, you can fuse to become a singular, more powerful beast.\\n\\nThe closer you are to your companion, the more powerful you are as a fusion.\\n\\nKeep an eye on your fusion meter, though! You can only fuse when this is full.", + "TUTORIAL_FUSION1.m": "When your goals are aligned with those of your companion, you can fuse to become a singular, more powerful beast.\\n\\nThe closer you are to your companion, the more powerful you are as a fusion.\\n\\nKeep an eye on your fusion meter, though! You can only fuse when this is full.", + "TUTORIAL_FUSION1.n": "When your goals are aligned with those of your companion, you can fuse to become a singular, more powerful beast.\\n\\nThe closer you are to your companion, the more powerful you are as a fusion.\\n\\nKeep an eye on your fusion meter, though! You can only fuse when this is full.", + "TUTORIAL_FUSION2": "As a fusion, you gain 4 AP each turn instead of 2, allowing you to make use of your more powerful moves sooner.\\n\\nYou also have access to all the moves of both tapes combined, and your stats are added together.", + "TUTORIAL_RELATIONSHIPS": "Building relationships with your friends is really important. The strength of your relationship directly affects how strong you are when fused together!\\n\\nYou can get closer to someone by completing their quests, and by battling alongside them. When the time is right, you can take a break at a campfire, or in the cafe, to level up your relationship.", + "TUTORIAL_RECORDING1": "Whether a recording succeeds or not is down to chance. However, several factors affect the probability of success:\\n\\n- How much health the monster has,\\n- Its level and rarity,\\n- How much damage you dealt it while recording,\\n- And how much damage the person recording it took.", + "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Relationships", + "TUTORIAL_RECORDING2": "Buffing your attacks—or debuffing the target’s defences—can be an effective way to increase the damage you deal the target, and improve the odds in your favour.\\n\\nAs long as a monster is being recorded, it cannot flee or be defeated, so you don’t need to worry about knocking it out!", + "TUTORIAL_RECORDING_TITLE": "Tutorial: Recording Tapes", + "TUTORIAL_TAPE_STORAGE.f": "When your party is full, tapes you record are put in a special storage compartment in your backpack. These tapes can be accessed and moved to/from your party when you’re sat at a campfire or in the cafe.\\n\\nTapes in storage that you don’t want anymore can be recycled for resources and stickers.", + "TUTORIAL_TAPE_STORAGE.m": "When your party is full, tapes you record are put in a special storage compartment in your backpack. These tapes can be accessed and moved to/from your party when you’re sat at a campfire or in the cafe.\\n\\nTapes in storage that you don’t want anymore can be recycled for resources and stickers.", + "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Tape Storage", + "TUTORIAL_STICKERS1": "The moves you have access to when using a tape in battle are determined by what stickers are attached to the tape.\\n\\nYou can give new moves to a tape by ‘applying’ stickers from your inventory. Moves you don’t want can be ‘peeled’ as stickers and put in your inventory.", + "TUTORIAL_STICKERS_TITLE": "Tutorial: Stickers & Moves", + "TUTORIAL_TAPE_STORAGE.n": "When your party is full, tapes you record are put in a special storage compartment in your backpack. These tapes can be accessed and moved to/from your party when you’re sat at a campfire or in the cafe.\\n\\nTapes in storage that you don’t want anymore can be recycled for resources and stickers.", + "TUTORIAL_STICKERS2": "Stickers can be used as many times as you want, but can only be applied to a single tape at a time.\\n\\nStickers can be obtained in a few ways:\\n\\n- By filling tapes’ experience point bars.\\n- From chests or caches you find.\\n- From certain merchants in Harbourtown.", + "TUTORIAL_AP2": "Each party member gets 2 AP each turn, and an extra 1 if they land a type-advantaged attack.\\n\\nYou can plan ahead and save up AP for your most powerful attacks by using weaker, low-AP moves.", + "TUTORIAL_AP_TITLE": "Tutorial: Action Points", + "TUTORIAL_AP1": "Pay attention to these orange squares – they are your Action Points, or AP for short.\\n\\nMost moves require you to spend some AP. The amount of AP a move costs is shown next to its name.\\n\\nIf you don’t have enough AP for a move, you won’t be able to use it this turn.", + "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Archangels", + "TUTORIAL_ARCHANGEL_AP": "Unlike other monsters that spend AP to use moves, Archangels accumulate all their AP until it reaches 10.\\n\\nOnce an Archangel reaches 10 AP it unleashes all that power at once in its unique Angelic Attack.\\n\\nTo survive, use your moves strategically to either set up a solid defence in preparation, or defeat the Archangel before it gets enough AP.", + "TUTORIAL_STATIONS1": "Fast travel can be activated on the map screen anytime you’re outdoors.\\n\\nAt first you will only be able to travel back to the Gramophone Café. However, each station that you reopen adds a new destination for you to use.", + "TUTORIAL_STATIONS_TITLE": "Tutorial: Fast Travel & Train Stations", + "TUTORIAL_STATIONS2": "The Mer-Line’s stations themselves seem to play host to strange beings from far away.\\n\\nThoroughly exploring these stations may yield valuable information and rewards.", + "TYPE_CHART_ATTACKER": "Attacker:", + "TYPE_CHART_DEFENDER": "Defender:", + "TYPE_CHART_TRANSMUTATION": "Transmutation:", + "TYPE_CHART_NO_REACTION": "No Reaction.", + "TYPE_CHART_BUFFS": "Buff(s):", + "TYPE_CHART_DEBUFFS": "Debuff(s):", + "TYPE_CHART_OTHER": "Misc. Effect:", + "TYPE_CHART_STATUS_AMOUNT": "×{amount}", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "This could be dangerous. You should have at least 2 working tapes with you before continuing.", + "TITLE_SCREEN_PLAY_BUTTON": "Play", + "TITLE_SCREEN_PRESS_BUTTON": "Press {control.ui_accept}", + "TITLE_SCREEN_LANGUAGE_BUTTON": "Language", + "TITLE_SCREEN_CREDITS_BUTTON": "Credits", + "UI_SETTINGS": "Settings", + "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×·", + "UI_SETTINGS_GRAPHICS": "Graphics", + "UI_SETTINGS_AUDIO": "Audio", + "UI_SETTINGS_GAMEPLAY": "Gameplay", + "UI_SETTINGS_KEYBOARD": "Keyboard", + "UI_SETTINGS_CONTROLLER": "Controller", + "UI_SETTINGS_DEFAULTS_BUTTON": "Reset to Defaults", + "UI_SETTINGS_REBIND_BUTTON": "Rebind", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Fullscreen", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "On", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "Off", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "Frame Rate", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "Resolution", + "UI_SETTINGS_GRAPHICS_PRESET_0": "Low", + "UI_SETTINGS_GRAPHICS_PRESET": "Graphics Preset", + "UI_SETTINGS_GRAPHICS_PRESET_1": "Medium", + "UI_SETTINGS_GRAPHICS_PRESET_2": "High", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Custom", + "UI_SETTINGS_GRAPHICS_MODE_0": "Performance", + "UI_SETTINGS_GRAPHICS_MODE": "Graphics Mode", + "UI_SETTINGS_GRAPHICS_MODE_1": "Balanced", + "UI_SETTINGS_GRAPHICS_MODE_2": "Quality", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Antialiasing", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Disabled", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", + "UI_SETTINGS_VALUE_ON": "On", + "UI_SETTINGS_VALUE_OFF": "Off", + "UI_SETTINGS_GRAPHICS_DOF": "DOF Blur", + "UI_SETTINGS_GRAPHICS_GLOW": "Glow", + "UI_SETTINGS_GRAPHICS_SHADOW": "Overworld Shadows", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Overworld Streaming", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Less Pop-In", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Low CPU Usage", + "UI_SETTINGS_CLOSE_CONFIRM": "Close without applying your changes?", + "UI_SETTINGS_SAVED": "Settings saved!", + "UI_SETTINGS_AUDIO_VOLUME_Master": "Master Volume", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Sound Effect Volume", + "UI_SETTINGS_AUDIO_VOLUME_Music": "Music Volume", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "Voice Volume", + "UI_SETTINGS_AUTOSAVE": "Autosave", + "UI_SETTINGS_AUTOSAVE_ENABLED": "Enabled", + "UI_SETTINGS_AUTOSAVE_DISABLED": "Disabled", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Enabled", + "UI_SETTINGS_SHOW_TIMER": "Speedrun Timer", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visible", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "Hidden", + "UI_SETTINGS_QUEST_TRACKER": "HUD Quest Tracker", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Disabled", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Status Effect Tutorials", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "When New", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Always", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Never", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Enabled", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Disabled", + "UI_SETTINGS_SCREEN_SHAKE": "Screen Shake", + "UI_SETTINGS_VIBRATION_ENABLED": "Enabled", + "UI_SETTINGS_VIBRATION": "Controller Vibration", + "UI_SETTINGS_VIBRATION_DISABLED": "Disabled", + "UI_SETTINGS_AI_SMARTNESS": "AI Smartness", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Lowerer", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "Lower", + "UI_SETTINGS_AI_SMARTNESS_EASY": "Low", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Recommended", + "UI_SETTINGS_AI_SMARTNESS_HARD": "Smart", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "Smarter", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Literally Skynet", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Disabled", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- Humans and bosses choose moves intelligently.\\n- Wild monsters choose moves mostly randomly.", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- Enemies choose moves more randomly.", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- Enemies choose moves more intelligently.", + "UI_SETTINGS_LEVEL_SCALING": "Level Scaling", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "Boring", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "Easier", + "UI_SETTINGS_LEVEL_SCALING_EASY": "Easy", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recommended", + "UI_SETTINGS_LEVEL_SCALING_HARD": "Hard", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "Harder", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Impenetrable Grind", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- Level scaling is completely disabled.", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- High-level enemies scale down towards you a bit.\\n- Low-level NPCs and bosses don’t scale up as much.", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- High-level enemies don't scale down towards you.\\n- Low-level NPCs and bosses scale up partway towards you.", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- High-level enemies don't scale down towards you.\\n- All low-level enemies scale up towards you somewhat.", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Menu Controls", + "UI_SETTINGS_KEYBOARD_ui_accept": "Confirm", + "UI_SETTINGS_KEYBOARD_ui_cancel": "Cancel", + "UI_SETTINGS_KEYBOARD_ui_page_up": "Page Up", + "UI_SETTINGS_KEYBOARD_ui_page_down": "Page Down", + "UI_SETTINGS_KEYBOARD_ui_action_1": "UI Action 1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "UI Action 2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "UI Action 3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Rebind “{0}”", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Game Controls", + "UI_SETTINGS_CONTROLLER_move": "Move", + "UI_SETTINGS_KEYBOARD_move_up": "Move Up", + "UI_SETTINGS_KEYBOARD_move_left": "Move Left", + "UI_SETTINGS_KEYBOARD_move_right": "Move Right", + "UI_SETTINGS_KEYBOARD_move_down": "Move Down", + "UI_SETTINGS_KEYBOARD_interact": "Interact", + "UI_SETTINGS_KEYBOARD_jump": "Jump", + "UI_SETTINGS_KEYBOARD_dash": "Dash", + "UI_SETTINGS_KEYBOARD_magnetism": "Magnetism", + "UI_SETTINGS_KEYBOARD_climb": "Climb", + "UI_SETTINGS_KEYBOARD_pause_menu": "Show Menu", + "UI_SETTINGS_KEYBOARD_map_menu": "Show Map", + "UI_SETTINGS_KEYBOARD_party_menu": "Show Party", + "UI_SETTINGS_KEYBOARD_inventory_menu": "Show Inventory", + "UI_SETTINGS_KEYBOARD_fast_mode": "4x Battle Speed (Hold)", + "UI_SETTINGS_KEYBOARD_PROMPT": "Press up to 4 keys to assign to this control.", + "CONTROLLER_DISCONNECTED_PASSIVE": "Controller disconnected.", + "UI_SETTINGS_KEYBOARD_INVALID": "Settings can’t be saved until all controls have been set.", + "AUTOSPLIT_DISCONNECTED": "LiveSplit Server connection lost.", + "AUTOSPLIT_CONNECTED": "LiveSplit Server connection established.", + "CONTROLLER_DISCONNECTED_MODAL": "Controller disconnected. Please reconnect your controller.", + "AUTOSPLIT_CONNECTION_FAILED": "LiveSplit Server connection failed.", + "AUTOSPLIT_RELOADED": "Reloaded LiveSplit configuration.", + "AUTOSPLIT_RELOAD_FAILED": "Unable to reload LiveSplit configuration.", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Controllers", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Controller Disconnected", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Please reconnect your controller.", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "Follow Kayleigh’s instructions to unlock local co-op.", + "UNKNOWN_BESTIARY_INDEX": "???", + "UI_JOYPAD_SELECT_LOAD_FILE": "Load a file to start local co-op.", + "UI_JOYPAD_SELECT_JOIN": "Press {join_btn}", + "BESTIARY_INDEX_ARCHANGEL": "A{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Drop Out", + "UI_RANGER_STAMP_CARD_FLAGCODE": "Headcode: {0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Return to the main menu to begin playing the newly installed DLC.", + "BESTIARY_INDEX_FUSION": "F{0}", + "DLC_INSTALLED_RESTART_PROMPT": "Restart the game to begin playing the newly installed DLC.", + "PAGE_NUMBER": "{page} / {count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "Restart the game to begin playing with the newly installed UGC.", + "DLC_MOD_WARNING_TITLE": "Heads Up!", + "DLC_UGC_DOWNLOADING": "Downloading UGC {num}/{total}…", + "DLC_MOD_WARNING": "You’ve chosen to launch the game with mods.\\n\\nBytten Studio and Raw Fury are not responsible for the content and behaviour of mods. Make sure you trust the authors of the content you have installed before continuing.\\n\\nBe safe and have fun!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "Play With Mods", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "Play Without Mods", + "DLC_MOD_WARNING_DOCUMENTATION": "Documentation", + "DLC_MOD_WARNING_QUIT": "Quit", + "GEARYU_DESCRIPTION": "a metal gear lizard", + "SALAMAGUS_LORE_1": "The slippery Salamagus is a student of pyromancy and other arcane arts. It is able to breathe fire using fuel it stores in the pouches on its head – incidentally, these look like giant googly eyes to the untrained eye.", + "SALAMAGUS_NAME_PREFIX": "Sala", + "SALAMAGUS_NAME_SUFFIX": "magus", + "PYROMELEON_NAME_PREFIX": "Pyro", + "SALAMAGUS_LORE_2": "A mage, or magician, is an individual who uses magic. They are very commonplace in mythology, folklore and popular culture.", + "SALAMAGUS_DESCRIPTION": "a triangle-headed lizard", + "PYROMELEON_NAME": "Pyromeleon", + "PYROMELEON_NAME_SUFFIX": "meleon", + "PYROMELEON_LORE_1": "The Pyromeleon is a master of pyromancy, able to not only breathe fire but control it. They are often seen holding flames on the tips of their tongues, as a display of their sheer mastery over the element.", + "PYROMELEON_DESCRIPTION": "a lizard with a long tongue", + "ICEPECK_LORE_2": "Icicles form when water freezes whilst running off an object. They are often seen on trees and houses in the winter season, or in cold climates.", + "ICEPECK_LORE_1": "Icepecks have icicle “beaks” that they use to fend off attackers. In warmer climates these beaks are known to melt away entirely, which is why the Icepeck is found almost exclusively in the cold heights of Mt. Wirral.", + "PYROMELEON_LORE_2": "Pyromancy is the name given to both the act of divination through fire, but also the ability to control and conjure fire through magical means. One who practices such arts may be called a “Pyromancer”.", + "CRYOSHEAR_NAME_PREFIX": "Cryo", + "CRYOSHEAR_NAME": "Cryoshear", + "ICEPECK_DESCRIPTION": "a bird with an icicle beak", + "CRYOSHEAR_NAME_SUFFIX": "shear", + "CRYOSHEAR_DESCRIPTION": "a cloaked being with ice blades", + "CRYOSHEAR_LORE_2": "The cryosphere is the name for the parts of earth’s surface where water is mostly frozen, such as the arctic and antarctic.", + "CRYOSHEAR_LORE_1": "Cryoshears are mostly seen wielding two blades formed entirely of ice that they use for offensive purposes. Their most common method of attack is to use the blades like two halves of an enormous pair of scissors.", + "SPOOKI-ONNA_NAME": "Spooki-onna", + "SPOOKI-ONNA_NAME_PREFIX": "Spooki", + "SPOOKI-ONNA_LORE_1": "Legend says that the Spooki-onna appears to foolish souls attempting to reach the peak of Mt. Wirral. Sightings describe a womanly apparition who encourages climbers to approach her, before enveloping them with a deadly cold blanket of mist.", + "SPOOKI-ONNA_NAME_SUFFIX": "-onna", + "BOLTAM_NAME_PREFIX": "Bolt", + "BOLTAM_NAME": "Boltam", + "SPOOKI-ONNA_LORE_2": "The Yuki-onna is a “yōkai” - a kind of folkloric japanese spirit. Tales of the Yuki-onna vary, but they are typically depicted as a ghostly woman associated with snow and blizzards, often bringing people misery and death.", + "SPOOKI-ONNA_DESCRIPTION": "a spooky mist woman", + "BOLTAM_NAME_SUFFIX": "tam", + "BOLTAM_LORE_1": "The metal heads of the Boltams are extremely conductive, and they passively absorb electric currents from the atmosphere. Boltams are able to channel this energy into a magnetic field, which they can use to travel across land and air with ease.", + "BOLTAM_DESCRIPTION": "a pinball-headed creature", + "BOLTAM_LORE_2": "Magnetism is a force caused by moving electric charges. Metal objects can be “magnetised” by channelling electrical currents through them, generating a magnetic field.", + "PLASMANTLER_NAME": "Plasmantler", + "PLASMANTLER_NAME_PREFIX": "Plasma", + "PLASMANTLER_NAME_SUFFIX": "mantler", + "PLASMANTLER_LORE_2": "Whilst we only percieve metal objects to be “magnetic”, in truth all matter is affected by magnetism. The electromagnetic force is one of the building blocks of the physical world as we understand it.", + "SPARKTAN_NAME": "Sparktan", + "PLASMANTLER_DESCRIPTION": "a monster with a metal head and antlers", + "PLASMANTLER_LORE_1": "Plasmantlers are the mature stage of a Boltam’s life cycle, having absorbed enough electrical energy that its own body has grown significantly. Their magnetic fields are strong enough that they are able to attract and repel non-ferrous matter.", + "SPARKTAN_NAME_PREFIX": "Spark", + "SPARKTAN_LORE_1": "Sparktans are living thunderclouds. Their “arms” are formed of concentrated electrical energy and can be extended at will. They prefer to live at higher altitudes, where they can quietly amass more cloud matter.", + "SPARKTAN_NAME_SUFFIX": "tan", + "SPARKTAN_LORE_2": "Clouds form from particles that are suspended in the atmosphere surrounding a planet. The clouds on Earth are formed of water moisture, and form different shapes depending on their altitude and moisture density.", + "ZEUSTRIKE_NAME": "Zeustrike", + "SPARKTAN_DESCRIPTION": "a living thundercloud", + "ZEUSTRIKE_NAME_PREFIX": "Zeus", + "ZEUSTRIKE_NAME_SUFFIX": "strike", + "ZEUSTRIKE_LORE_2": "Thunderstorms form when friction between ice and water within cumulonimbus clouds displaces enough electrons that a voltage builds up, which can displace downwards toward the ground.", + "ZEUSTRIKE_LORE_1": "Zeustrikes often compete with each other in combat, and the clashes of their lightning bolt arms amongst the clouds are indistinguishable from thunderstorms.", + "ZEUSTRIKE_DESCRIPTION": "a cloud wearing a helmet", + "KITTELLY_NAME_PREFIX": "Kit", + "KITTELLY_NAME": "Kittelly", + "KITTELLY_LORE_1": "The Kittelly’s only way to communicate is through the static patterns on its television-like “face”. These messages are difficult to decipher, and this hurdle often prevents the common Kittelly from being able to connect with other creatures.", + "KITTELLY_NAME_SUFFIX": "telly", + "KITTELLY_LORE_2": "Often associated with witchcraft and the supernatural, the black cat is seen in many cultures as an omen or symbol of bad luck. This reputation is undeserved.", + "CAT-5_NAME": "Cat-5", + "KITTELLY_DESCRIPTION": "a cat with a broken television head", + "CAT-5_NAME_PREFIX": "Cat", + "CAT-5_LORE_1": "Whilst its face may resemble a plasma screen display, Cat-5 appears to have no difficulty in seeing. Since it lacks a mouth, it draws static electricity out of the atmosphere with its twin cable tails in order to power itself.", + "CAT-5_NAME_SUFFIX": "-5", + "CAT-5_LORE_2": "Cat-sìth is a creature from Celtic mythology. Described as resembling a large black cat, they were said to be able to steal the souls of the dead before they could pass on to the afterlife.", + "JELLYTON_NAME": "Jellyton", + "CAT-5_DESCRIPTION": "a beast with a flat screen for a head", + "JELLYTON_NAME_PREFIX": "Jelly", + "JELLYTON_LORE_1": "Jellytons form when unlucky Pawndeads fall into swamp water and can’t get out. Over time, their bodies break down and reform as beings mostly comprised of a smooth toxic slime. Supposedly, this slime makes for a great fertilizer.", + "JELLYTON_NAME_SUFFIX": "ton", + "JELLYTON_LORE_2": "“Slime monsters” are common found in modern popular culture, particularly in fantasy media. While there is no specific mythological origin, they are commonly depicted as amorphous creatures made of jelly or ichor that can consume any matter that they make contact with.", + "JELLYTON_DESCRIPTION": "a slimy creature with a skull head", + "NEVERMORT_NAME": "Nevermort", + "NEVERMORT_NAME_PREFIX": "Never", + "NEVERMORT_NAME_SUFFIX": "mort", + "NEVERMORT_LORE_1": "It must be noted that the Nevermort does not have a beak – rather, it is wearing what appears to be a porcelain plague doctor mask. What face lies beneath the mask is something better left undiscovered.", + "NEVERMORT_DESCRIPTION": "a crow with a hood and mask", + "NEVERMORT_LORE_2": "Birds in the corvid family, particularly ravens, appear prominently in many culture’s folklore and art. In Greek mythology, ravens are depicted as wards of Apollo, and were said to bring bad luck.", + "APOCROWLYPSE_NAME": "Apocrowlypse", + "APOCROWLYPSE_NAME_PREFIX": "Apocrow", + "APOCROWLYPSE_NAME_SUFFIX": "crowlypse", + "APOCROWLYPSE_LORE_2": "In the 16th Century, Charles de Lorme invented the iconic “beak-nosed” outfit for plague doctors to wear when tending to victims of epidemics. The mask would be filled with spices and perfume, which was believed to prevent airborne infection.", + "APOCROWLYPSE_LORE_1": "As well as its cloak and mask, the Apocrowlypse also wears a belt adorned with a polished animal skull. This gives the creature the silhouette of a cloaked figure riding a skeletal steed.", + "MAGIKRAB_NAME": "Magikrab", + "APOCROWLYPSE_DESCRIPTION": "a creepy four-legged bird", + "MAGIKRAB_NAME_PREFIX": "Magi", + "MAGIKRAB_NAME_SUFFIX": "krab", + "MAGIKRAB_LORE_1": "Magikrabs were the first monster to be brought to New Wirral in the ancient past. They are almost all extinct now, with one solitary Magikrab now residing on the island as its eternal and diligent station attendant.", + "MAGIKRAB_SUBTITLE": "Train Conductor", + "CLOCKSLEY_NAME": "Clocksley", + "MAGIKRAB_DESCRIPTION": "a crab with a wizard hat", + "MAGIKRAB_LORE_2": "In the art of stage illusion, a Magician’s hat is a widely used and recognised accessory. From within it, a magician may conjure a rabbit, or perhaps make a handkerchief disappear.", + "CLOCKSLEY_NAME_PREFIX": "Clock", + "CLOCKSLEY_NAME_SUFFIX": "sley", + "CLOCKSLEY_LORE_2": "Whilst clockwork machines have existed since ancient history, wind-up toys in particular rose in popularity in the western world in the 1800s. These toys are often “wound” by a key that slots into a keyhole on the toy’s exterior.", + "CLOCKSLEY_LORE_1": "The Clocksley’s long claw limb gives them a unique advantage in ranged combat, as they are able to wield handheld weaponry at a safe distance. This makes up for the fact that they’re not very fast.", + "ROBINDAM_NAME": "Robindam", + "ROBINDAM_NAME_PREFIX": "Robin", + "ROBINDAM_NAME_SUFFIX": "dam", + "ROBINDAM_LORE_2": "Robin Hood is a figure from English folklore who is well known around the world. Also known as “Robin of Locksley”, he is popularly portrayed as an outlaw hero, who steals from the rich and gives to the poor.", + "ROBINDAM_LORE_1": "Robindams are keen shots with their plastic bows and arrows, and are able to accurately strike a target with a suction cup arrow from 300 meters out. They pride themselves on their keen aim, and keener sense of justice.", + "CLOCKSLEY_DESCRIPTION": "a toy creature with a long claw arm", + "TWIRLIGIG_NAME": "Twirligig", + "ROBINDAM_DESCRIPTION": "a big robot with a bow and arrow", + "TWIRLIGIG_NAME_PREFIX": "Twirli", + "TWIRLIGIG_NAME_SUFFIX": "gig", + "TWIRLIGIG_LORE_2": "Straw people have historically been used as scarecrows, and as training dummies for combat.", + "KIRIKURI_NAME": "Kirikuri", + "TWIRLIGIG_DESCRIPTION": "a jumping wooden dummy", + "TWIRLIGIG_LORE_1": "Twirligigs were once crudely made target practice dummies, but have since gained sentience through unknown means. Lacking any complex limbs, they are forced to move and attack by pivoting on the wooden stakes that run through their bodies.", + "KIRIKURI_NAME_PREFIX": "Kiri", + "KIRIKURI_LORE_1": "Once dummies for weapon practice, Kirikuris have since taken up arms themselves. They fight using bokkens – wooden katanas used for sword practice.", + "KIRIKURI_NAME_SUFFIX": "kuri", + "KIRIKURI_LORE_2": "A bokken is a type of Japanese wooden sword. Used for training in martial arts, they are commonly based on katanas but can be made in various shapes and sizes to imitate other types of sword.", + "BRUSHROOM_NAME": "Brushroom", + "KIRIKURI_DESCRIPTION": "a wooden dummy with a sword and shield", + "BRUSHROOM_NAME_PREFIX": "Brush", + "BRUSHROOM_NAME_SUFFIX": "room", + "BRUSHROOM_LORE_2": "As the history of painting is as old as mankind, so too is the history of the paintbrush. Cave paintings from prehistoric civilisation have been found to have been made using tools made of reeds and hairs.", + "BRUSHROOM_LORE_1": "Brushrooms are keen artists, and paint using the strange pigments that ooze from their heads. It has been observed that they are able to change the physical properties of an object they paint over depending on the colour they use.", + "FUNGOGH_NAME": "Fungogh", + "BRUSHROOM_DESCRIPTION": "a mushroom with a paintbrush and bandana", + "FUNGOGH_NAME_PREFIX": "Fun", + "FUNGOGH_LORE_1": "The Fungogh has combined the art of combat with the art of calligraphy. Its movements are swift and effective, incorporating strikes from its paintbrush staff with disciplined stances.", + "FUNGOGH_NAME_SUFFIX": "gogh", + "BUSHEYE_LORE_1": "Busheyes are almost exclusively found hiding within bushes, which gives them the ability to both hide from predators and sneak up on prey. They can lie motionless in hiding for hours at a time, sometimes dozing off and missing their moment to pounce on their targets.", + "FUNGOGH_LORE_2": "Modern paintbrushes are typically made with wooden and metal handles, and bristles made of hair or nylon. Higher quality paintbrushes still use animals hairs, from animals such as sables or hogs.", + "FUNGOGH_DESCRIPTION": "a mushroom with a moustache", + "HUNTORCH_NAME": "Huntorch", + "BUSHEYE_DESCRIPTION": "a walking bush with legs", + "BUSHEYE_LORE_2": "The “Green man” is a folkloric figure from around the world, generally depicted as a face made of leaves. The Green man symbolises spring and rebirth, and can be most commonly found carved into the facades of buildings.", + "HEDGEHERNE_NAME": "Hedgeherne", + "HUNTORCH_NAME_PREFIX": "Hunt", + "HUNTORCH_LORE_1": "Huntorches are avid trackers, able to pursue a target that is several miles ahead of them with little difficulty. They have been known to accidentally set their own leafy exteriors on fire with the torches they carry.", + "HUNTORCH_NAME_SUFFIX": "torch", + "HUNTORCH_LORE_2": "The Wild Hunt appears in European Folklore in various incarnations, but is generally portrayed as a supernatural group of hunters riding on horseback. The specific identities of the hunters depends of when and where the hunt is taking place.", + "HUNTORCH_DESCRIPTION": "a horned bush carrying a torch", + "HEDGEHERNE_NAME_PREFIX": "Hedge", + "HEDGEHERNE_NAME_SUFFIX": "herne", + "HEDGEHERNE_LORE_1": "The Hedgeherne is a master hunter, and will relentlessly track down any target they deem a worthy chase. The horns they wield are constantly burning, and they have been known to burn down entire forests in aid of cornering their quarry.", + "HEDGEHERNE_LORE_2": "Herne the Hunter is a figure in English folklore. He is described as a man with antlers who haunts Windsor Forest on horseback. He is also associated with the legend of the Wild Hunt.", + "BRAXSUIT_NAME": "Braxsuit", + "HEDGEHERNE_DESCRIPTION": "a leaf-covered creature holding a flaming horn", + "BRAXSUIT_NAME_PREFIX": "Brax", + "BRAXSUIT_NAME_SUFFIX": "suit", + "BRAXSUIT_LORE_2": "In 1952, three boys witnessed a strange alien creature in Braxton County, West Virginia. It was described as a green creature with a head shaped like an ace of spades.", + "BRAXSUIT_LORE_1": "Braxsuits put a lot of attention into their appearance. They seem to become very distressed if their collars and ties become lop-sided or dishevelled.", + "BRAXSUIT_DESCRIPTION": "a floating round-faced creature with a tie", + "FLAPWOODS_NAME_PREFIX": "Flap", + "FLAPWOODS_NAME": "Flapwoods", + "FLAPWOODS_LORE_1": "The Flapwoods’ billowing cloak-like body gives it the appearance of a rag, suspended in the air on a gust of wind. It is generally agreed that its vacant, yellow-eyed stare is extremely unnerving.", + "FLAPWOODS_NAME_SUFFIX": "woods", + "FLAPWOODS_LORE_2": "The sighting of the “Flatwoods monster” in 1952 soon became an urban legend. Depictions vary, but its peculiar head shape, clawed hands and flowing robed body have become iconic to enthusiasts of cryptids and alien sightings.", + "FLAPWOODS_DESCRIPTION": "a hovering alien with round eyes and floating arms", + "BINVADER_NAME": "Binvader", + "BINVADER_NAME_PREFIX": "Bin", + "BINVADER_LORE_1": "Binvaders appear to be tentacled green beings housed inside a combat vehicle that is reminiscent of a garbage can. It has two “arms” on its front – one for emitting deadly beam attacks, and the other for aggressively prodding.", + "BINVADER_NAME_SUFFIX": "vader", + "BINVADER_LORE_2": "Waste disposal “bins” have existed for thousands of years – early waste collection systems existed in Roman cities. The recognisable metal “garbage can” was popularised in the 1800s, and were cheaply made using strips of riveted metal welded into a cylinder.", + "BINVADER_DESCRIPTION": "an alien garbage can", + "BINTERLOPER_NAME": "Binterloper", + "BINTERLOPER_NAME_PREFIX": "Binter", + "BINTERLOPER_NAME_SUFFIX": "loper", + "BINTERLOPER_LORE_1": "Binterlopers are higher ranked warriors than Binvaders, and thus pilot more powerful combat chassis. The way they have been observed to “give orders” to Binvaders implies some sort of military hierarchy within their ranks.", + "BINTERLOPER_LORE_2": "The mainstream adoption of the “wheelie” bin in the 20th Century came alongside developments in municipal waste disposal. This was necessary as the amount of waste produced by households in urban environments rose dramatically in that time period.", + "PAWNDEAD_NAME": "Pawndead", + "BINTERLOPER_DESCRIPTION": "a plastic bin with an alien inside", + "PAWNDEAD_NAME_PREFIX": "Pawn", + "PAWNDEAD_LORE_1": "Pawndeads spend much of their time in a dormant state, transmuting their bodies into a durable granite. These Pawndead “statues” can alarm unwitting travellers passing by, who find themselves unexpectedly in the company of expressionless, skull-faced monsters.", + "PAWNDEAD_NAME_SUFFIX": "dead", + "PAWNDEAD_LORE_2": "In the game of chess, the “pawn” is the most common piece. It can only move one space at a time, and can only “capture” pieces that are positioned either side of the space in front of it. Despite its limited movement capabilities, it should not be underestimated.", + "SKELEVANGELIST_NAME": "Skelevangelist", + "PAWNDEAD_DESCRIPTION": "a big-headed skeleton with no arms", + "SKELEVANGELIST_NAME_PREFIX": "Skele", + "SKELEVANGELIST_NAME_SUFFIX": "vangelist", + "SKELEVANGELIST_DESCRIPTION": "a floating skeleton with a robe", + "SKELEVANGELIST_LORE_2": "In the game of chess, the “bishop” is a piece that can move any distance in a diagonal direction. Each player starts a game with two bishops on their side.", + "SKELEVANGELIST_LORE_1": "The Skelevangelists are constantly emitting a strange whispered vocal chant. This chanting grows louder when they engage with their ability to psychically manipulate rocks and stones.", + "QUEENYX_NAME": "Queenyx", + "KINGRAVE_NAME_PREFIX": "King", + "KINGRAVE_NAME": "Kingrave", + "KINGRAVE_LORE_1": "The Kingrave’s body is made of a dense, malleable stone, painted in ornate colours. It moves very slowly, dragging its fur cape along the ground as it slides.", + "KINGRAVE_NAME_SUFFIX": "grave", + "KINGRAVE_LORE_2": "The “king” is the chess piece upon which victory relies. In order to win, the opposing king must be placed in “checkmate” - threatened with capture, with no possibility of escape. It is only able to move one space per turn.", + "KINGRAVE_DESCRIPTION": "a giant “king” chess piece", + "QUEENYX_NAME_PREFIX": "Queen", + "QUEENYX_LORE_1": "Queenyx are able to channel elemental energy into the orbs they wield, which they can throw at opponents with precise aim. They are fast movers despite lacking any legs, and slide across solid ground as if they were gliding through the air.", + "QUEENYX_NAME_SUFFIX": "nyx", + "ALLSEER_NAME": "Allseer", + "QUEENYX_DESCRIPTION": "a giant “queen” chess piece", + "QUEENYX_LORE_2": "The “queen” is the most versatile piece in chess. It is able to move in any direction and for as many spaces as a player wishes. Capturing your enemy’s queen is a key part of many strategies in the game of chess.", + "ALLSEER_NAME_PREFIX": "All", + "ALLSEER_NAME_SUFFIX": "seer", + "ALLSEER_LORE_2": "Although sightings increased massively in the early to mid 20th Century, sightings of mysterious “flying saucers” have been recorded for almost 1000 years. In the present day, they are most commonly associated with science-fiction.", + "ALLSEER_LORE_1": "Allseers are mostly seen at night, hovering several meters off the ground. They get their name from their unnerving behaviour, wherein they appear to silently observe passing humans with a single unblinking scarlet “eye”.", + "TRIPHINX_NAME": "Triphinx", + "ALLSEER_DESCRIPTION": "a flying saucer", + "TRIPHINX_NAME_PREFIX": "Tri", + "TRIPHINX_NAME_SUFFIX": "phinx", + "TRIPHINX_LORE_2": "In the novel The War of the Worlds by H.G. Wells, the Martian invaders are portrayed as piloting huge metal combat vehicles. These “Tripods” have three long legs for traversal and can emit deadly heat rays.", + "TRIPHINX_LORE_1": "The metal exterior of the Triphinx is completely impenetrable. It is speculated that it is actually an organic creature piloting some sort of exoskeleton or transport vessel.", + "KHUFO_NAME_PREFIX": "Khufo", + "TRIPHINX_DESCRIPTION": "a giant metal tripod", + "KHUFO_NAME": "Khufo", + "KHUFO_NAME_SUFFIX": "fo", + "KHUFO_LORE_1": "The Khufo is an alternate form of the Allseer that has shed its “flying saucer” shell. Aggressive and uninterested in negotiation, the Khufo attacks its victims using a battle staff forged with mysterious unearthly technologies.", + "KHUFO_LORE_2": "The Martian is a hypothetical denizen of the planet Mars, an archetypical “alien”. In the novel The War of the Worlds, author H.G. Wells depicted the Martian as being an octopus-like creature, with a large head held up by many tentacle-like limbs.", + "GLAISTAIN_NAME": "Glaistain", + "KHUFO_DESCRIPTION": "a pyramid alien", + "GLAISTAIN_SUBTITLE": "Stained Glass Fairy", + "GLAISTAIN_NAME_PREFIX": "Glais", + "GLAISTAIN_NAME_SUFFIX": "stain", + "GLAISTAIN_LORE_1": "Glaistain resides, sleeping, in the ruins of an old church. Its body seemingly made of a thousand jagged shards of stained glass, it will prove a worthy challenge to any adventurer who foolishly wakes it from its slumber.", + "GLAISTAIN_LORE_2": "The glaistig is a being from Celtic mythology. It has various incarnations, usually as a spirit or fairy that takes the form of a beautiful woman. Native to the Scottish Highlands, whether she would help or harm locals simply depends on the story.", + "UNDYIN_NAME": "Undyin", + "GLAISTAIN_DESCRIPTION": "a stained glass fairy", + "UNDYIN_NAME_PREFIX": "Un", + "UNDYIN_NAME_SUFFIX": "dyin", + "UNDYIN_LORE_1": "Undyins appear like ghostly apparitions, rising out of the shallow waters of the Cast Iron Shore to ambush any unlucky soul who approaches them. Legends say they were born from the vengeful spirit of a bride who was murdered and thrown overboard from her lover’s ship.", + "UNDYIN_DESCRIPTION": "a scary ghost woman", + "UNDYIN_LORE_2": "Jenny Greenteeth is a character in English folklore. She is described as a long-haired hag who dwelled in lakes and rivers, who would drown children who strayed too close to her waters.", + "DIVEAL_NAME": "Diveal", + "DIVEAL_NAME_PREFIX": "Dive", + "DIVEAL_NAME_SUFFIX": "veal", + "DIVEAL_LORE_2": "Diving suits were first invented in the 1800s, and went through many iterations. The primary use of the diving suit was to salvage valuable goods that had been lost in shipwrecks.", + "DIVEAL_LORE_1": "The Diveal’s helmet heads not only allow them to breathe in water, but contain an air pocket that helps them float in water. Whereas they are very mobile in lakes and seas, they are a little slower on land.", + "SCUBALRUS_NAME": "Scubalrus", + "DIVEAL_DESCRIPTION": "a seal with a helmet", + "SCUBALRUS_NAME_PREFIX": "Scubal", + "SCUBALRUS_NAME_SUFFIX": "balrus", + "SCUBALRUS_LORE_2": "The recognisable old-fashioned copper diving helmet is known as the Siebe helmet, named after its inventor Augustus Siebe. His revolutionary design also included a watertight diving suit, and a helmet valve that could let air out without water getting in.", + "SCUBALRUS_LORE_1": "The helmet of the Scubalrus has grown sturdy brass tusks, which allow them to fend off attackers. Having developed hind legs, they are also much more capable – and dangerous – on land than they were in their immature Diveal stage.", + "SCUBALRUS_DESCRIPTION": "a walrus with a helmet", + "AVEREVOIR_NAME_SUFFIX": "revoir", + "AVEREVOIR_SUBTITLE": "Towering Bird", + "AVEREVOIR_NAME_PREFIX": "Ave", + "AVEREVOIR_LORE_1": "Averevoir is an almost mythical being, having only been sighted a dozen times in the entire history of New Wirral. Local legend says that the plant it clasps in its beak can cure any illness and grant eternal life – not that anyone has obtained it to prove if this is true, of course.", + "AVEREVOIR_NAME": "Averevoir", + "AVEREVOIR_LORE_2": "The liver bird is a mythical creature from England. It is depicted as a bird, perhaps a cormorant, often containing a twig or branch in its beak. It is the symbol of the English city of Liverpool, and has its origin on the city’s earliest town seal.", + "MASCOTOY_NAME": "Mascotoy", + "AVEREVOIR_DESCRIPTION": "an enormous bird standing on a plinth", + "MASCOTOY_NAME_PREFIX": "Mascot", + "MASCOTOY_LORE_1": "Once some sort of character costume, the Mascotoy is now closer to a shambling corpse. They are known to shamble endlessly in the abandoned halls of Falldown Mall, their polyester stuffing slowly leaking out of their bodies.", + "MASCOTOY_NAME_SUFFIX": "toy", + "MASCOTORN_NAME": "Mascotorn", + "FORTIWINX_NAME": "Fortiwinx", + "MASCOTOY_LORE_2": "A mascot is a character used to represent groups, places and companies. The word “mascot” comes from the French “mascotte” which means “lucky charm”.", + "MASCOTOY_DESCRIPTION": "a clawed mascot costume", + "MASCOTORN_NAME_PREFIX": "Masco", + "MASCOTORN_NAME_SUFFIX": "torn", + "MASCOTORN_DESCRIPTION": "a giant mascot costume that’s leaking stuffing", + "MASCOTORN_LORE_2": "The plush “mascot costume” became popularised in the mid 20th Century as a way for a performer to play the role of a mascot or character. They are commonly associated with amusement parks, where performers can interact with park visitors in the role of their character.", + "MASCOTORN_LORE_1": "A Mascotoy whose polyester stuffing has increased in mass to such an extent that its body has torn itself apart from within. It will keep growing until its body is unable to hold itself together, at which point it will inevitably fall to pieces.", + "THWACKALOPE_NAME": "Thwackalope", + "THWACKALOPE_NAME_PREFIX": "Thwacka", + "THWACKALOPE_NAME_SUFFIX": "lope", + "THWACKALOPE_LORE_1": "When a Thwackalope matures to the age where it can defend itself, it makes a makeshift weapon from its environment. Their preference is for metal posts ripped right out of the ground – including the slab of earth where it was initially buried.", + "SANZATIME_NAME": "Sanzatime", + "THWACKALOPE_DESCRIPTION": "a winged rabbit", + "THWACKALOPE_LORE_2": "The Jackalope is a mythical creature from American folklore. It is a rabbit with antlers like that of a deer. A mythical creature from German folklore, called the Wolpertinger, is similar to the Jackalope but also features bird wings.", + "SANZATIME_NAME_PREFIX": "Sanza", + "SANZATIME_NAME_SUFFIX": "time", + "SANZATIME_LORE_2": "Hourglasses, or sand timers, are devices used to measure a set period of time. They consist of two bulbs of glass filled with sand, and when tipped upside-down the sand flowing from one end to the other measures a set length of time.", + "SANZATIME_LORE_1": "The “core” of the Sanzatimes appears to be their broken hourglass “heads”. Any sand separated from the central mass will become entirely inanimate. Conversely, the Sanzatime can grow in mass by making contact with sand.", + "SANZATIME_DESCRIPTION": "a broken hourglass with a hand", + "FORTIWINX_NAME_PREFIX": "Forti", + "FORTIWINX_NAME_SUFFIX": "winx", + "FORTIWINX_LORE_1": "When a Sanzatime gathers enough sand from the environment, it can reconstitute itself with a much more powerful body. The Fortiwinx is a hulking figure, able to move its heavy sand body as if it was as light as air. A punch from a Fortiwinx carries the weight of an entire sandstorm.", + "FORTIWINX_DESCRIPTION": "a masked monster made of sand", + "JUMPKIN_NAME": "Jumpkin", + "FORTIWINX_LORE_2": "The Sandman is a folkloric being from Europe. He is depicted as an elfish creature who sprinkles sand in the eyes of sleeping children, causing them to dream.", + "JUMPKIN_NAME_PREFIX": "Jump", + "JUMPKIN_LORE_1": "Jumpkins are created when the “jelly” from a Jellyton is smeared on to a regular pumpkin, giving it sentience. The Jumpkin is a curious and friendly being that seems to never stop moving.", + "JUMPKIN_NAME_SUFFIX": "kin", + "JUMPKIN_LORE_2": "A jack-o’-lantern is a decorative pumpkin that has been carved, typically with a face. They are traditionally carved in association with the Halloween holiday, and are often placed outside one’s home and lit from within with a candle.", + "JUMPKIN_DESCRIPTION": "a jumping pumpkin", + "BEANSTALKER_NAME": "Beanstalker", + "BEANSTALKER_NAME_PREFIX": "Bean", + "BEANSTALKER_NAME_SUFFIX": "stalker", + "BEANSTALKER_DESCRIPTION": "a creepy axe-murdering pumpkin", + "BEANSTALKER_LORE_2": "An “axe murderer” is an archetypical figure on popular culture, and is as the name suggests: someone who commits murders with an axe. There have been many famous axe murderers in modern history.", + "BEANSTALKER_LORE_1": "A Jumpkin that has developed a malicious personality. Now with a fully formed body made of vines and plant matter, they love nothing more than to chase terrified victims with an axe.", + "DRACULEAF_NAME": "Draculeaf", + "DRACULEAF_NAME_PREFIX": "Dracu", + "DRACULEAF_NAME_SUFFIX": "leaf", + "DRACULEAF_LORE_2": "Dracula is a gothic novel by Bram Stoker. Published in 1897, it tells the story of the vampire Count Dracula, and those who cross paths with him. It is one of the most famous novels in the world, and has been adapted or represented in all forms of media and art.", + "DRACULEAF_LORE_1": "A Jumpkin that has developed a scheming personality. Cloaking themselves in dead leaves, the Draculeaf poses as a friend to those it wishes to feed on. When their prey lowers their guard, they absorb their life force with flesh-piercing roots.", + "SPIROUETTE_NAME": "Spirouette", + "DRACULEAF_DESCRIPTION": "a fanged pumpkin with a big cloak", + "SPIROUETTE_NAME_PREFIX": "Spirou", + "SPIROUETTE_NAME_SUFFIX": "ette", + "SPIROUETTE_LORE_1": "Spirouettes are advanced mollusc-like creatures. Their major organs all reside in its shell “head”, with its “body” being an extended set of limbs. Its movements are swift and elegant, and they often cloak themselves with seaweed for protection from the elements.", + "SPIROUETTE_LORE_2": "The form of dance and performance known as ballet has its roots in Italy in the 1400s. The word “ballet” itself comes from the Italian “ballare”, meaning “to dance”.", + "REGENSEA_NAME": "Regensea", + "SPIROUETTE_DESCRIPTION": "a dancing sea creature with a shell head", + "REGENSEA_NAME_PREFIX": "Regen", + "REGENSEA_NAME_SUFFIX": "sea", + "REGENSEA_DESCRIPTION": "a dancing sea creature with a jellyfish head", + "REGENSEA_LORE_1": "A vast metamorphosis can turn a Spirouette into a Regensea. Shedding its shell entirely, the Regensea’s body is 95% water. It is able to project powerful waves of water with its ballet-like movements – the more practiced its dances, the more powerful the water strikes.", + "REGENSEA_LORE_2": "The life of a professional ballet dancer, or ballerina, is a challenging one. Professional ballerinas must start training very early in childhood, and their careers can be easily affected or ended by injuries sustained from overwork.", + "PADPOLE_NAME": "Padpole", + "PADPOLE_NAME_PREFIX": "Pad", + "PADPOLE_LORE_1": "The Padpole is the larval state of the Frillypad, residing underwater until it matures. Since it has not developed proper limbs yet, it is able to attack with its long tongue, which secretes a gluey mucus that can slow down any would-be attackers.", + "PADPOLE_NAME_SUFFIX": "pole", + "PADPOLE_LORE_2": "The Nixie, or Nix, is a water-dwelling creature from European folklore. Their appearances and behaviours vary depending on the country but are often described as fish-like creatures or spirits that would lure souls to their deaths if they approached.", + "LILIGATOR_NAME": "Liligator", + "PADPOLE_DESCRIPTION": "a lily pad creature with a tail", + "FRILLYPAD_NAME": "Frillypad", + "FRILLYPAD_NAME_PREFIX": "Frilly", + "FRILLYPAD_NAME_SUFFIX": "pad", + "FRILLYPAD_LORE_1": "A Padpole’s mature state. The Frillypad’s limbs allow it to hunt for food: they can often be found hiding by the edges of ponds and lakes. If someone or something passes by that the Frillypad deems edible, it will attempt to ensnare it with its long tongue.", + "FRILLYPAD_DESCRIPTION": "a big-eyed frog creature", + "FRILLYPAD_LORE_2": "Kelpies are water spirits from Scottish folklore. Similar to nixies, they are beings that reside in lakes and rivers, and have the ability to shapeshift. Sometimes they are portrayed as resembling beautiful women, but are able to take the form of a horse-like creature.", + "LILIGATOR_NAME_PREFIX": "Lili", + "LILIGATOR_NAME_SUFFIX": "gator", + "KHEPRI_NAME_PREFIX": "Khe", + "LILIGATOR_LORE_1": "One in every hundred Frillypads in natural environments will develop into a Liligator. The Liligators act as bodyguards for the Frillypads in their waters, fending off any drastically stronger aggressors that the Frillypad would not stand a chance against otherwise.", + "LILIGATOR_LORE_2": "The grindylow is a mythical creature from English folklore. Sharing many similar traits with nixies and kelpies, they are scaly lake-dwelling creatures with long arms that would grab passing children to drown them.", + "LILIGATOR_DESCRIPTION": "a lily pad creature with no eyes", + "KHEPRI_NAME": "Khepri", + "KHEPRI_SUBTITLE": "Nuclear Scarab", + "KHEPRI_NAME_SUFFIX": "pri", + "KHEPRI_DESCRIPTION": "a floating scarab creature", + "KHEPRI_LORE_2": "In ancient Egyptian mythology, Khepri is the god of the morning sun. Depicted as a human with a scarab beetle for a head, he represents the cycle of creation and rebirth.", + "KHEPRI_LORE_1": "Each Khepri wields a miniature sun between its horns, from which it draws energy that sustains it. It is able to agitate this sun when attacked, projecting solar flames towards anyone who may threaten it.", + "ARKIDD_NAME": "Arkidd", + "ARKIDD_NAME_PREFIX": "Ark", + "ARKIDD_LORE_1": "The Arkidds were first spotted on New Wirral after the arrival of Falldown Mall. There they have been seen running around, jumping on the heads of other monsters, and generally displaying a radical attitude.", + "ARKIDD_NAME_SUFFIX": "kidd", + "ARKIDD_LORE_2": "Arcade video games are entertainment machines that allow a player to play a video game when coins are inserted into them. Introduced in the early 1970s, for a time arcades were the most graphically advanced video games available to the public.", + "ARKIDD_DESCRIPTION": "a robot with a lightning bolt emblem", + "CLUCKABILLY_NAME": "Cluckabilly", + "CLUCKABILLY_NAME_PREFIX": "Clucka", + "CLUCKABILLY_LORE_1": "Cluckabillies are defined by their antisocial attitudes. The severity of their angry clucks is so great that they can create small shockwaves.", + "CLUCKABILLY_NAME_SUFFIX": "billy", + "CLUCKABILLY_LORE_2": "Since humans have been raising chickens for farming since prehistory, roosters play a role of varying importance and reverence in all human cultures. In the Chinese Zodiac, they are the tenth of the twelve animals.", + "CLUCKABILLY_DESCRIPTION": "a giant punk chicken", + "ROCKERTRICE_NAME": "Rockertrice", + "ROCKERTRICE_NAME_PREFIX": "Rocker", + "ROCKERTRICE_NAME_SUFFIX": "trice", + "ROCKERTRICE_LORE_2": "The cockatrice is a mythical creature, described as a dragon-like creature with the head of a rooster. Similar to the mythical basilisk, it is said to have the ability to kill someone instantly simply by looking at them.", + "ROCKERTRICE_DESCRIPTION": "a giant beaked dragon with a mohawk", + "KUNEKO_NAME": "Kuneko", + "ROCKERTRICE_LORE_1": "The Rockertrice is known for its piercing gaze, which is said to be able to freeze someone where they stand if they make eye contact with it. It’s also known for its dislike of anyone making eye contact with it. This is a dangerous combination.", + "KUNEKO_NAME_PREFIX": "Kuneko", + "KUNEKO_NAME_SUFFIX": "neko", + "KUNEKO_UNKNOWN_NAME": "Mysterious Catgirl", + "KUNEKO_LORE_2": "Catgirls are popular character archetypes, typically associated with modern Japanese art and animation. They are depicted as cute girls with human bodies and cat ears. They perhaps have their origins with the bakeneko, a shapeshifting cat spirit from Japanese folklore.", + "KUNEKO_LORE_1": "The daughter of an angel and a demon, Kuneko was left on the doorsteps of a ninja clan hideout as a baby. Trained in the arts of ninjutsu and friendship, Kuneko now travels across the land in search of the four elemental shrines of power. Will she ever find her true calling?", + "KUNEKO_SUBTITLE": "Mysterious Catgirl", + "SHINING_KUNEKO_NAME": "Shining Kuneko", + "KUNEKO_DESCRIPTION": "an anime catgirl", + "SHINING_KUNEKO_NAME_PREFIX": "Shining-", + "SHINING_KUNEKO_NAME_SUFFIX": "-kuneko", + "SHINING_KUNEKO_SUBTITLE": "Unbound Creation", + "SHINING_KUNEKO_LORE_1": "When Kuneko unites the four elements of the world within herself, she unlocks the true potential within herself. The cosmic energy flowing within her gives her a power level that is off the scale.", + "SHINING_KUNEKO_LORE_2": "Manga refers to comics and graphic art that is produced in Japan. Widely read both in Japan and across the modern world, manga comics have a wide range of genres and target audiences.", + "ANATHEMA_NAME": "Anathema", + "SHINING_KUNEKO_DESCRIPTION": "a glowing anime catgirl", + "ANATHEMA_SUBTITLE": "Bad Fusion", + "ANATHEMA_NAME_SUFFIX": "thema", + "ANATHEMA_NAME_PREFIX": "Anathe", + "ANATHEMA_LORE_1": "Anathemas are chimeras, hideous beasts created from the parts of various monsters that were surgically attached together. They must have been created on purpose, but by who? And for what purpose?", + "ANATHEMA_DESCRIPTION": "a gross Frankenstein monster", + "ANATHEMA_LORE_2": "In Greek mythology, the Chimera is a creature composed of the parts of various animals. The mythical Chimera is a lion with a goat’s head and a snake for a tail. “Chimera” has since become a term used to describe creatures created from various parts like its namesake.", + "MISS_MIMIC_NAME": "Miss Mimic", + "MISS_MIMIC_SUBTITLE": "Femme Fatale", + "MISS_MIMIC_NAME_PREFIX": "Miss Mimi", + "MISS_MIMIC_LORE_1": "Miss Mimics can replicate the appearance of objects of great value. Now on New Wirral, they have taken to resembling the item caches left across the island by the rangers. An unsuspecting ranger expecting some valuable supplies might instead find Miss Mimic’s barbed claws.", + "MISS_MIMIC_NAME_SUFFIX": "mimic", + "MISS_MIMIC_LORE_2": "There are many examples in nature of evolutionary mimicry: the process by which an organism evolves to resemble another organism or object. There are various advantages to this, including aiding an organism’s ability to disguise itself from predators.", + "MISS_MIMIC_DESCRIPTION": "a booby-trapped item locker", + "PONDWALKER_NAME": "Pondwalker", + "PONDWALKER_NAME_PREFIX": "Pond", + "PONDWALKER_NAME_SUFFIX": "walker", + "PONDWALKER_LORE_2": "The “fish bowl” has been found to have existed as far back as the Roman empire, where citizens would keep goldfish in large decorated ceramic bowls. Contrary to popular depictions, it is not actually healthy for a goldfish to be kept in a simple glass bowl.", + "PONDWALKER_LORE_1": "Pondwalkers are clear proof that the monsters of New Wirral must have originated elsewhere, and cannot be native creatures to the island. The robotic “walker” exoskeleton of the Pondwalker is a highly advanced mechanical creation, perfectly protecting the fish within.", + "PONDWALKER_DESCRIPTION": "a goldfish in a mech suit", + "SHARKTANKER_NAME": "Sharktanker", + "SHARKTANKER_NAME_PREFIX": "Shark", + "SHARKTANKER_NAME_SUFFIX": "tanker", + "SHARKTANKER_LORE_1": "The fish within the “Pondwalker” has grown to become a shark, and its exoskeleton has adapted to support it. Its steel combat claws also contain sophisticated water pumps, allowing it to emit powerful jets of water to attack from a distance as well as in close quarters.", + "SHARKTANKER_LORE_2": "Sharks are a kind of large fish, and early sharks have been proven to have existed more than 420 million years ago. Sharks, particularly the great white shark, have become known in pop culture as animals dangerous to humans.", + "SHARKTANKER_DESCRIPTION": "a shark in a mech suit", + "BEAR1_NAME_PREFIX": "Paw", + "BEAR1_NAME": "Pawper", + "BEAR1_LORE_1": "The amicable Pawper is a big fan of hugs and physical affection – it also possesses the ability to transfer any injuries or ailments it has sustained to another via touch. As you can imagine, the combination of these two facts has some chaotic results.", + "BEAR1_NAME_SUFFIX": "per", + "BEAR1_DESCRIPTION": "a little bear in a bear costume", + "BEAR2_NAME": "Pawprince", + "BEAR1_LORE_2": "The “teddy bear” is a type of stuffed child’s toy. Originally invented in the early 20th Century, the first teddy bears appeared in both the United States and Germany around the same time.", + "BEAR2_NAME_PREFIX": "Paw", + "BEAR2_LORE_1": "A Pawper is always repairing, improving and expanding its own bear costume. If its costume becomes grand enough, it becomes a Pawprince. Towering over many smaller beasts, its unclear where the Pawprince ends and the costume begins.", + "BEAR2_NAME_SUFFIX": "prince", + "MINOSTEAM_NAME": "Minosteam", + "BEAR2_DESCRIPTION": "a tall, thin bear in a bear costume", + "BEAR2_LORE_2": "Teddy bears have become a universally recognised cultural icon since their creation in the early 20th Century, and now many popular teddy bear characters can be recognised all around the world.", + "ROBIN_LORE_1": "A trickster straight out of a comedy play, Robin Goodfellow may have once been good-natured. However, when he discovered the play from which he was created, the nature of his existence broke his spirit and turned him cruel and bitter towards humanity.", + "MINOSTEAM_SUBTITLE": "Brazen Bull of Industrialisation", + "MINOSTEAM_NAME_PREFIX": "Mino", + "MINOSTEAM_NAME_SUFFIX": "steam", + "MINOSTEAM_LORE_2": "The Minotaur is a figure in Greek mythology. A beast with the body of a man and the head of a bull, it was deemed so dangerous that it was sealed in a complex maze known as the “Labyrinth”.", + "MINOSTEAM_DESCRIPTION": "a brazen bull", + "AA_LAMENTO_MORI_NAME": "Lamento Mori", + "AA_LAMENTO_MORI_SUBTITLE": "Dreams of Death", + "MINOSTEAM_LORE_1": "The Minosteam constantly builds pressurised steam within its brass body, channelling it to deliver powerful strikes with its enormous fists. It seems to have been summoned to New Wirral from somewhere else – the question is, where exactly…?", + "LAMENTO_MORI_LORE_2": "The incarnation of the fear of death, Lamento Mori is the latest Archangel formed from humanity’s fear and anxieties of dying.", + "LAMENTO_MORI_LORE_1": "Lamento Mori, a particularly powerful Archangel for its age, has turned its station platform into a maze of tomb-like chambers, in which it traps and torments any unfortunate soul who dares enter its depths.", + "AA_PUPPET_SUBTITLE": "Master of Puppets", + "AA_PUPPET_NAME": "Poppetox", + "PUPPET_LORE_2": "The incarnation of puppetry, Poppetox was birthed by human society’s desire to create simulacra of themselves.", + "PUPPET_LORE_1": "Poppetox’s body is made of a strange, distorted matter. It can tear chunks of this matter from itself and craft crude replicas of those who confront it. These effigies have a strange connection with the individual they mimic, and can transmit any damage dealt to it back to them.", + "AA_PUPPET_EFFIGY_NAME": "Effigy", + "AA_MONARCH_NAME": "Nowhere Monarch", + "AA_MONARCH_SUBTITLE": "King of Nothing", + "AA_MONARCH_MINION_NAME": "Nowhere Peasant", + "MONARCH_LORE_1": "The Nowhere Monarch resides below the Falldown Mall, feeding on the lost potential humans emit when they spend their lives consumed by trivial media and content.", + "MONARCH_LORE_2": "The incarnation of consumerism, Nowhere Monarch was born of mankind’s collective dedication to entertainment and media above all else.", + "AA_ROBIN_SUBTITLE": "Midsummer Night’s Dream", + "AA_ROBIN_NAME": "Robin Goodfellow", + "ROBIN_LORE_2": "The incarnation of theatrics, mankind’s dedication to the art of theatre and storytelling has birthed Robin Goodfellow. Unlike other Archangels, his manifested form has a singular defined origin – the play Midsummer Night’s Dream by William Shakespeare.", + "AA_MAMMON_NAME": "Mammon", + "AA_MAMMON_SUBTITLE": "Head Landkeeper", + "MAMMON_LORE_1": "Unlike the other Archangels, Mammon forgoes dwelling in the labyrinthian stations beneath New Wirral. Instead, it leads its legion of “Landkeepers” from a concrete hold of its own making. Its Landkeepers are hollow vessels, shells given autonomy from its vast well of power.", + "AA_CUBE_NAME": "Heckahedron", + "AA_CUBE_SUBTITLE": "Neoplatonic Solid", + "MAMMON_LORE_2": "The incarnation of capitalism, Mammon was formed by the countless worlds where society values monetary gain over all else, even human suffering.", + "AA_ALICE_SUBTITLE": "Wonderland’s Exiled Queen", + "ALICE_LORE_2": "The incarnation of ego, Alice was born of mankind’s deep well of selfish thinking.", + "ALICE_LORE_1": "Alice sees herself as a benevolent princess of her own domain. The prospect of visiting guests excites her, but only in that she sees people as playthings that can be easily discarded after their novelty runs thin.", + "AA_ALICE_NAME": "Alice", + "CUBE_LORE_2": "The incarnation of mathematics. One of the younger Archangels, Heckahedron was born when humanity reached an age of hubristic scientific and mathematical thinking.", + "CUBE_LORE_1": "Heckahedron’s body is “cardinally fixed”, meaning it looks the exact same regardless of what angle you view it from. This isn’t unusual – the “physical form” of any Archangel is merely the 3-dimensional shadow of a higher being. They are not bound by euclidean science.", + "AA_TOWER_NAME": "Babelith", + "MORGANTE_LORE_1": "Morgante once joined Aleph in his ventures across many worlds, appearing in many myths and legends as as witch or goddess of great power. She resided in Night’s Bridge Station, which holds the only “gateway” to leave New Wirral. She hid this station in the words of a song.", + "AA_TOWER_SUBTITLE": "Tower of Ignorance", + "TOWER_LORE_1": "Babelith dwells in a station atop Mt. Wirral, from which it yells its incoherent ramblings that remain unheard by almost everyone.", + "TOWER_LORE_2": "The incarnation of ignorance, Babelith was born from mankind’s uncanny ability to reject truth out of fear, discomfort, and ego.", + "AA_MORGANTE_SUBTITLE": "Spirit of Rebellion", + "MORGANTE_LORE_2": "The incarnation of rebellion, Morgante is one of the oldest “Archangel” beings in the connected cosmos. Rebellion is a polar opposite force to conquest – it is inevitable that she and Aleph would eventually become immortal enemies.", + "AA_FINALGANTE_NAME": "Morgante Gestalt", + "FINALGANTE_LORE_1": "The will to fight back against impossible odds, along with the remnant spirit of Morgante, has formed Morgante Gestalt. It is an Egregore – known as an “Archangel” on New Wirral – an entity created by a combined will to change reality. This power resides in all of mankind.", + "AA_FINALGANTE_SUBTITLE": "Invoked: Spirit of Rebellion", + "FINALGANTE_LORE_2": "Gestalt means something that is greater than the sum of its parts. Individually, a person’s ability to enact change on the world around them is limited. Combined, their potential power is limitless.", + "AA_SERPENT_SUBTITLE": "Serpent God", + "AA_SERPENT_NAME": "Mourningstar", + "AA_ALEPH_NAME": "Aleph", + "ALEPH_LORE_1": "Aleph once lead a troupe of Archangels across the connected cosmos. There, he commanded great battles, becoming a part of many common legends known to this very day. His portal head allows him to send anyone and anything anywhere he wants – except himself.", + "AA_ALEPH_SUBTITLE": "Red King of Conquest", + "SERPENT_LORE_2": "The incarnation of devotion, Mourningstar was formed from the devotion to the many gods and idols that humanity creates and worships.", + "SERPENT_LORE_1": "The malevolent Mourningstar feeds on the devotion of others, sometimes to a lethal extent if the individual’s commitment is strong enough. It whispers from its underground station, hoping that its acolytes will eventually find their way down to it – and their deaths.", + "ALEPH_LORE_2": "The incarnation of conquest, Aleph was born from mankind’s warlike nature and desire to conquer. He once lead a troupe of Archangels, including Morgante, Ms. Amber, Mordread, and more, which he called his “round table”. Of that alliance, only he and Morgante now remain on New Wirral.", + "ALEPH_NULL_LORE_1": "Aleph, once again as strong as he was at the height of his power. If he is allowed to roam the connected cosmos as he once did, it is no doubt that an unquestionable amount of suffering will happen.", + "AA_ALEPH_NULL_NAME": "Aleph Null", + "AA_ALEPH_NULL_SUBTITLE": "Eternal War Incarnate", + "ALEPH_NULL_LORE_2": "The legends written after Aleph’s 6th-century stint as British monarch claim that he will one day return to take back his throne. Although he was defeated this time, if humans keep finding ways to kill each other, he will eventually succeed.", + "AA_HELIA_NAME": "Helia", + "AA_HELIA_SUBTITLE": "Process of Fusion", + "HELIA_LORE_1": "An incarnation of the power of fusion, Helia oversees all kinds of fusion throughout the cosmos. On her home world, she first manifested in the research laboratory of human scientists who were studying nuclear fusion.", + "HELIA_LORE_2": "Helia’s memory appears to stretch back far beyond her manifestation, to the very first instance of nuclear fusion in the cosmos. As such, she is arguably the oldest Archangel in New Wirral, and is well acquainted with Aleph’s machinations from thousands of years ago.", + "AA_AMBER_LORE_1": "Ms. Amber is an enigmatic but hospitable Archangel, who offers safe passage to travellers of the cosmos. She has the ability to travel freely between worlds, and takes the form of a high-class club filled with guests.", + "AA_MERLINE_NAME": "The Mer-Line", + "AA_MERLINE_SUBTITLE": "The One Who Lies Beneath", + "AA_MERLINE_LORE_1": "The railway system beneath New Wirral is in fact the Mer-Line, an ancient and unknowable “Archangel” that takes the form of an infinite labyrinth of tunnels and trains.", + "AA_MERLINE_LORE_2": "The Mer-Line’s power to rend space and time led vast amounts of debris to collect on its massive form, eventually forming the island of New Wirral. Since then, the Mer-Line has been using its power to populate the island with both man and monster. They seem to believe they have a good reason for doing this.", + "AA_AMBER_NAME": "The Amber Lodge", + "AA_AMBER_SUBTITLE": "Interdimensional Hostess", + "AA_AMBER_LORE_2": "Ms. Amber was once a member of Aleph’s troupe, and was herself the method by which they travelled across the connected cosmos. She left her peers on New Wirral when fighting broke out amongst them, and has come to regret her participation in Aleph’s many endeavours.", + "LENNA_NAME": "Lenna", + "LENNA_UNKNOWN_NAME": "Cloaked Figure", + "LENNA_SUBTITLE": "Hero of Another Story", + "LENNA_LORE_1": "Lenna once lived as an unassuming school teacher, whose biggest responsibility was to instruct the “hero” of her world on how to fight the evil Archangels. When the hero was unexpectedly killed, Lenna took up the sword herself.", + "LENNA_LORE_2": "Lenna’s world exists as a video game, stored on a cartridge that was launched into space. A chance cosmic ray caused the game to “glitch” and give sentience to its inhabitants, who are not aware of their electronic origins.", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Ritual Candle", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Burn this candle and then sacrifice (recycle) a recorded tape to influence the next fusion you encounter. It will have a chance to contain a bootleg that matches either the type or the species of the tape you sacrificed.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "A curious item Captain Skip discovered in one of their latest hauls. They say:\\n\\n“Burn this candle and then sacrifice (recycle) a recorded tape to influence the next fusion you encounter. It will have a chance to contain a bootleg that matches either the type or the species of the tape you sacrificed.”", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Burn", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "The candle has been burned. Now sacrifice (recycle) a tape you’ve recorded to influence the next fusion you encounter.", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "A ritual is already in progress.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "The ritual is complete. The next fusion you encounter may contain a bootleg that matches this tape in some way.", + "ITEM_CAPTAIN_BADGE_NAME": "Captain’s Badge", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "Badge #14", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifies the bearer as a ranger captain. Badge #14.", + "ITEM_FUSION_RADAR_NAME": "Fusion Radar", + "ITEM_FUSION_RADAR_DESCRIPTION": "Displays icons on your map where Rogue Fusions can be found.", + "RANGER_RANK_0": "Ranger Trainee", + "RANGER_RANK_1": "Ranger Scout", + "RANGER_RANK_2": "Ranger Captain", + "ITEM_RANGER_ID_AUX_NAME": "ID: {ranger_id}", + "ITEM_RANGER_ID_NAME": "{ranger_rank} Card", + "ITEM_RANGER_ID_DESCRIPTION": "You’re an official {ranger_rank}! This card tracks your progress through the ranks of the Rangers. As a bonus, it will also help to identify your body if anything happens to you.", + "ITEM_GARDENING_KIT_NAME": "Gardening Kit", + "ITEM_GARDENING_KIT_DESCRIPTION": "A set of seeds, saplings, and some basic tools, for sprucing up the planters around town.", + "ITEM_JELLY_NAME": "Skelly Jelly", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "Unlocks something in Waterloop Station.", + "ITEM_KEY_WATERLOOP_NAME": "Waterloop Key", + "ITEM_JELLY_DESCRIPTION": "It’s sticky and slimy, and it sloughed off a Jellyton during battle. You’d better not eat it, but it might still be useful for something…", + "ITEM_KEY_COMMUNE_NAME": "Mourningtown Key", + "ITEM_KEY_COMMUNE_DESCRIPTION": "Unlocks something in Mourningtown.", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "White Rabbit Key", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "Curiouser and curiouser!", + "ITEM_KEY_LANDKEEPER_NAME": "Landkeeper Window Key", + "ITEM_MACHINEPART_NAME": "Machine Part", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Unlocks windows atop Landkeeper offices.", + "ITEM_MACHINEPART_DESCRIPTION": "A missing part from an old ticket machine.", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Train Ticket", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "An old train ticket with \\\"Aldgrave Tomb\\\" printed on it in faded ink.", + "ITEM_VALVE_NAME": "Valve Handle", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "An old train ticket with \\\"Glowcester\\\" printed on it in faded ink.", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Train Ticket", + "ITEM_VALVE_DESCRIPTION": "A rusty valve handle. It is cold to the touch.", + "ITEM_KEYSTONE_NAME": "Azure Keystone", + "ITEM_KEYSTONE_DESCRIPTION": "An ornate blue gemstone. It gives off a noise like radio static.", + "ITEM_DELIVERY_PARCEL_NAME": "Parcel", + "ITEM_DELIVERY_COMMUNE_NAME": "Aid Package", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "A package due for delivery. Check your active quests for details.", + "ITEM_LOST_NECKLACE_NAME": "Lost Necklace", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "A package due for delivery to Mourningtown. Check your active quests for details.", + "ITEM_LOST_NECKLACE_DESCRIPTION": "Somebody lost this and must want it back! Check your active quests for details.", + "ITEM_LOST_RING_NAME": "Lost Ring", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Coin", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "It’s an strange gold coin issued in the year 0x7B3 by “The State of Nevad-O”.", + "ITEM_LOST_WALLET_DESCRIPTION": "Somebody lost this and must want it back! Check your active quests for details.", + "ITEM_LOST_RING_DESCRIPTION": "Somebody lost this and must want it back! Check your active quests for details.", + "ITEM_LOST_WALLET_NAME": "Lost Wallet", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "A piece of paper with some directions written in blood. Part of it has been torn off. The directions read: “Up, Up, Down, Down...”\\n\\nThere’s a lot of insane laughter scribbled all over it…", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Aldgrave Tomb Clue #1", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Aldgrave Tomb Clue #2", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "A piece of paper with some directions written in blood. The first half of it has been torn off. The directions read: “… Left, Right, Left, Right.”\\n\\nThe insane laughter continues onto this half.", + "ITEM_MEREDITH_ENVELOPE_NAME": "Envelope for Meredith", + "SERVICE_LUCKY_DIP_NAME": "Lucky Dip", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "It’s an envelope from Ianthe for Meredith. It’s about the music record Meredith is searching for!", + "ITEM_GYM_PASS_NAME": "Gym Pass", + "SERVICE_LUCKY_DIP_DESCRIPTION": "A bag containing a random set of useful items. Includes one guaranteed uncommon or rare sticker. Try your luck!", + "ITEM_GYM_PASS_DESCRIPTION": "Permits unlimited access to the gym facilities at the Town Hall, allowing you to customise your base stats.", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "A tape of a very rare monster we save for rangers we know can handle it.", + "SERVICE_MONSTER_TAPE_NAME": "{species_name} Tape", + "EXCHANGE_REQUIRE_CAPTAINS": "Train with {amount} more Captain(s) to unlock!", + "SERVICE_CARRY_MORE_REWINDS_NAME": "Rewind Pouch", + "SERVICE_CARRY_MORE_CURES_NAME": "First Aid Pouch", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Respool Pouch", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "I can sew this into your backpack to increase the number of Rewinds that you can carry by 1.", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "I can sew this into your backpack to increase the number of Respools that you can carry by 1.", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "I can sew this into your backpack to increase the number of each type of Cure that you can carry by 1.", + "SERVICE_CARRY_MORE_COFFEE_NAME": "Miniature Refrigerator", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "I can sew this into your backpack to increase the number of Smoke Bombs that you can carry by 1. It’s shock-absorbing, so you can be certain they won’t go off unexpectedly.", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "I can sew this into your backpack to increase the number of tinned Coffees that you can carry by 1.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Bomb Compartment", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "I can sew this into your backpack to increase the number of Smoke Bombs that you can carry by 1. It’s shock-absorbing, so you can be certain they won’t go off unexpectedly.", + "SERVICE_CARRY_MORE_REODORANT_NAME": "Scent-Absorbing Pouch", + "SERVICE_GYM_POINTS_NAME": "Extra Gym Point", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "I can sew this into your backpack to increase the number of Reodorants that you can carry by 1. It’s made of a special material that will keep the bad smells from getting out until you need them to.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "I can sew this into your backpack to increase the number of Smoke Bombs that you can carry by 1. It’s shock-absorbing, so you can be certain they won’t go off unexpectedly.", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Resealable Plastic Tub", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Increases the max amount of Pear Fusilli that you can carry by 1.", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "The Rangers will provide additional resources to Dr Pensby, allowing her to stock {0} additional kind(s) of cure.", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "Merchants’ Guild Membership", + "SERVICE_GYM_POINTS_DESCRIPTION": "Provides 1 additional point for use in the gym in the Town Hall.", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Gives you a better rate with merchants in Harbourtown. Prices will be reduced by up to {0}%.", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "The Rangers will provide additional resources to the sticker merchants at the market in central Harbourtown, allowing them to stock {0} additional sticker(s).", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Additional Sticker Stock", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Additional Coffee Stock", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Having one of these in your pocket will upgrade your Bulletino Dash with the ability to inflict damage at the start of battle, if it was in use before battle started.", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "Additional Cure Stock", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "The Rangers will provide additional ingredients to Clemence at the Gramophone Café, allowing her to stock {0} additional kind(s) of coffee.", + "QUEST_CAPTAINS_DESCRIPTION3.n": "Face Ianthe in one final challenge to become a captain yourself!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Bulletino Cartridge Shard", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Jumpkin Seed", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Having one of these in your pocket will upgrade your Pumpkin Vine Ball with the ability to create a Plant Wall at the start of battle, if it was in use before battle started.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Boltam Fur", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "I can install this mod into your cassette player to make your fusion meter fill {0}% faster.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Having a sample of this fur in your pocket will upgrade your Electromagnetism ability, starting you off in battles with 1 additional AP, if it was in use before battle started.", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Microphone Upgrade", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "This upgraded microphone for your cassette player will improve the chance of a successful recording by {0}%.", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "Fusion Meter Mod", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "I can install this mod into your cassette player to make your fusion meter fill up by {0}% when you land a type-advantaged hit.", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Chemistry Mod", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "I can install this mod into your cassette player to make your fusion meter fill up by {0}% when you land a critical hit.", + "SERVICE_FUSION_METER_CRITICAL_NAME": "Critical Mod", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "I can install this mod into your cassette player to make your fusion meter fill up by {0}% when you win a battle.", + "SERVICE_FUSION_METER_VICTORY_NAME": "Victory Mod", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "I can install this mod into your cassette player to route excess power from the fusion meter to the microphone. The chance of a successful recording will be increased by {0}% when your fusion meter is full.", + "SERVICE_FUSION_METER_RECORDING_NAME": "Recording Mod", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Frustum Cull", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Death Ray", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "Feedback", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "Temptation", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Market Crash", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "Judgement", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Margin Call", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "Leverage", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Asset Freeze", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Loss Leader", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Too Big To Fail", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Fairy Dust", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Fairy Horde", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Night Mare", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "False Illumination", + "MOVE_AA_ALICE_EAT_ME_NAME": "Eat Me", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "True Illumination", + "MOVE_AA_ALICE_DRINK_ME_NAME": "Drink Me", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "High & Mighty", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "Death By 10,000 Cuts", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "Death By 1000 Cuts", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Call to Arms", + "MOVE_AA_MONARCH_TENTACLE_NAME": "Slippery Grip", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Kayleigh’s Melody", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Bomb Voyage", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Heartfelt Melody", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motivates the user to keep going upon defeat.", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "{player}’s Conviction", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Meredith’s Wit", + "MOVE_AA_MORGANTE_PLAYER_NAME": "Unstoppable Conviction", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "Lightning Wit", + "MOVE_AA_FINALGANTE_FELIX_NAME": "Felix’s Creativity", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "Eugene’s Courage", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Raises the user’s Melee Attack and Ranged Attack.", + "MOVE_AA_MORGANTE_EUGENE_NAME": "Bottomless Courage", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Raises the user’s Melee Defence and Ranged Defence.", + "MOVE_AA_FINALGANTE_DOG_NAME": "Barkley’s Energy", + "MOVE_AA_MORGANTE_FELIX_NAME": "Creative Endeavour", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "Viola’s Determination", + "MOVE_AA_MORGANTE_VIOLA_NAME": "Cunning Determination", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Whistle For Help", + "MOVE_AA_MORGANTE_DOG_NAME": "Boundless Energy", + "QUEST_MEREDITH_DESCRIPTION_4": "Go with Meredith to Falldown Mall.", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Boosts the user’s AP generation.", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Power of Truth", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zedd on Autumn Hill has asked me to make the surrounding area a bit quieter by defeating 5 Bulletinos. Bulletinos can be most easily found on Autumn Hill.", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Scattershot", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Coin-Operated", + "QUEST_MEREDITH_TITLE": "All I Ever Needed", + "QUEST_MEREDITH_DESCRIPTION_1": "Ask the residents of Harbourtown if they’ve seen Meredith’s favourite record.", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "A coin-operated android in Eastham Woods, appears to be malfunctioning. Perhaps finding a suitable coin will help restore it to life.", + "QUEST_MEREDITH_DESCRIPTION_2": "Find Ranger Leader Ianthe and ask about Meredith’s favourite record.", + "QUEST_MEREDITH_DESCRIPTION_3": "Give Ianthe’s envelope to Meredith.", + "QUEST_CAPTAINS_DESCRIPTION1.m": "Train with each of the ranger captains to become a ranger. You can find out where these captains are stationed by asking around in Harbourtown.", + "QUEST_CAPTAINS_DESCRIPTION2.m": "Meet with Ranger Leader Ianthe to let her know you’ve trained with all the ranger captains.", + "QUEST_CAPTAINS_DESCRIPTION2.n": "Meet with Ranger Leader Ianthe to let her know you’ve trained with all the ranger captains.", + "QUEST_CAPTAINS_DESCRIPTION1.n": "Train with each of the ranger captains to become a ranger. You can find out where these captains are stationed by asking around in Harbourtown.", + "QUEST_CAPTAINS_DESCRIPTION1.f": "Train with each of the ranger captains to become a ranger. You can find out where these captains are stationed by asking around in Harbourtown.", + "QUEST_CAPTAINS_PROGRESS": "Trained with {num} of {max} captains.", + "QUEST_CAPTAINS_DESCRIPTION2.f": "Meet with Ranger Leader Ianthe to let her know you’ve trained with all the ranger captains.", + "QUEST_CAPTAINS_DESCRIPTION3.m": "Face Ianthe in one final challenge to become a captain yourself!", + "QUEST_CAPTAINS_DESCRIPTION3.f": "Face Ianthe in one final challenge to become a captain yourself!", + "QUEST_CAPTAINS_DESCRIPTION4": "Catch up with each of the ranger captains.", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "Collect {total} rumours from Harbourtown townsfolk.", + "QUEST_COLLECT_RUMORS_TITLE": "Rumour Has It", + "QUEST_COLLECT_RUMORS_PROGRESS": "Collected {obtained} of {total} rumours.", + "QUEST_KAYLEIGH_TITLE": "I Ran So Far Away", + "QUEST_KAYLEIGH_DESCRIPTION1": "Bring Kayleigh to Mourningtown.", + "QUEST_KAYLEIGH_DESCRIPTION2": "Scope out Mourningtown.", + "QUEST_FELIX_DESCRIPTION_0": "Meet Felix at his home in West Harbourtown.", + "QUEST_FELIX_TITLE": "Don’t You Want Me", + "QUEST_FELIX_DESCRIPTION_2": "Find the four elemental altars with Felix to track down Kuneko.", + "QUEST_FELIX_DESCRIPTION_1": "Fight a warrior with a wooden sword in the Cherry Meadow alongside Felix.", + "QUEST_FELIX_2_PROGRESS": "Found {num} of {count} elemental altars.", + "QUEST_VIOLA_DESCRIPTION_1": "Find Viola’s brother Sebastian.", + "QUEST_FELIX_DESCRIPTION_3": "Help Felix make things right with Kuneko.", + "QUEST_VIOLA_TITLE": "Everybody’s Looking For Something", + "QUEST_VIOLA_DESCRIPTION_2": "Speak to Viola.", + "QUEST_VIOLA_DESCRIPTION_3": "Travel with Viola to the Cast Iron Shore.", + "QUEST_VIOLA_DESCRIPTION_4": "Explore the shipwreck with Viola.", + "QUEST_DOG_TITLE": "Come Back And Stay", + "QUEST_DOG_DESCRIPTION": "Find out what Barkley wants up on Mt. Wirral.", + "QUEST_SUNNY_TITLE": "How Does It Feel", + "QUEST_HOYLAKE_TITLE": "On The Hunt", + "QUEST_SUNNY_DESCRIPTION": "Go to the tailor in Harbourtown to help pick a new look for Sunny.", + "QUEST_HOYLAKE_DESCRIPTION_1": "Record {monster_description}, often spotted {habitat_phrase}, to show to Hoylake.", + "QUEST_HOYLAKE_DESCRIPTION_2": "You’ve recorded {monster_name}: {monster_description}, often spotted {habitat_phrase}. Return to Hoylake to show him.", + "QUEST_HELIA_TITLE": "Here Comes The Sun", + "QUEST_HELIA_DESCRIPTION_1": "Investigate the new station under Dino Quarry in the Deadlands", + "QUEST_HELIA_DESCRIPTION_2": "Get some answers from the Mer-Line.", + "QUEST_HELIA_DESCRIPTION_3": "Report back to Ianthe.", + "CLUE_NORTH": "Venture there and head northbound, where your wayward paths shall meet", + "CLUE_WEST": "To the west your wings must fly, to the place only I have known", + "CLUE_EAST": "To the east your wings must fly, to the place only I have known", + "CLUE_BIOME_ARID": "A place where ruins can be found, where grass lies dead beneath your feet", + "CLUE_BIOME_PLAINS": "Where trees and dirt paths can be found, where grass is fresh beneath your feet", + "CLUE_SOUTH": "Venture there and head southbound, where your wayward paths shall meet", + "CLUE_BIOME_BEACH": "Where golden sand lies on the ground, where ocean waves lap at your feet", + "CLUE_BIOME_AUTUMN": "Where auburn trees spring from the ground, their dead leaves crisp under your feet", + "CLUE_BIOME_LAKE": "A lake of water in the ground, where sand lies wet beneath your feet", + "CLUE_BIOME_WOODS": "Where towering trees spring from the ground, and dark grass bows beneath your feet", + "CLUE_BIOME_BLOSSOM": "Where cherry blossoms fall to the ground, where grass is pale beneath your feet", + "CLUE_BIOME_MOUNTAIN": "A place that stands tall from the ground, where snow lies crisp beneath your feet", + "CLUE_BIOME_MARSH": "A place where lost men have been drowned, where mud lies thick beneath your feet", + "CLUE_ACTION_ROCK": "Come here with a stone in hand, and place now in front of thee", + "CLUE_ACTION_CRATE": "Come here with a crate in hand, and place now in front of thee", + "CLUE_ACTION_DASH.f": "At the place you must now stand, run with flames surrounding thee", + "CLUE_ACTION_DASH.m": "At the place you must now stand, run with flames surrounding thee", + "CLUE_ACTION_MAGNETISM": "Harness lightning where you stand, the path will open up to thee", + "CLUE_ACTION_DASH.n": "At the place you must now stand, run with flames surrounding thee", + "CLUE_ACTION_JUMP_3": "Leap three times where you now stand, the path will open up to thee", + "CLUE_ACTION_FACE_4_DIRECTIONS": "At the place you must now stand, and face four directions around thee", + "CLUE_ACTION_NIGHT": "For half a minute you must stand, at night the path opens for thee", + "CLUE_ACTION_MAP_3.m": "Take thy trusted map in hand, and read it thrice – one, two, and three", + "CLUE_ACTION_MAP_3.f": "Take thy trusted map in hand, and read it thrice – one, two, and three", + "CLUE_ACTION_ITEM_3": "Three possessions must now leave your hand, the choice is yours but must be three", + "CLUE_ACTION_MAP_3.n": "Take thy trusted map in hand, and read it thrice – one, two, and three", + "CLUE_OVERWORLD_2_-1": "The first gate you passed through in this land, between it is where you must now be", + "CLUE_OVERWORLD_-4_-1": "A pool of water on the land, near stones and graves where you must be", + "CLUE_OVERWORLD_-6_-3": "Near a building on this land, there lies a log where you must be", + "CLUE_OVERWORLD_-2_-4": "A canvas tent lays on the sand, behind it is where you must be", + "CLUE_OVERWORLD_-3_-3": "A lone dead tree is in this land, beneath its branches you must be", + "CLUE_OVERWORLD_-3_-7": "A river that flows through this land, its source is where you now must be", + "CLUE_OVERWORLD_0_-6": "An altar of stone in this land, atop it is where you must be", + "CLUE_OVERWORLD_1_-6": "Three lights stand apart in this land, between them is where you must be", + "CLUE_OVERWORLD_3_-7": "This temple of commerce once grand, atop its roof you must now be", + "CLUE_OVERWORLD_2_-4": "A lone house towers in this land, in its shadow you must be", + "CLUE_OVERWORLD_5_-6": "A tree stump stands in a lush land, between two walls where you must be", + "CLUE_OVERWORLD_7_-2": "A house stood once here in this land, now in its ruin you must be", + "CLUE_OVERWORLD_7_-4": "An altar of fire in this land, atop it is where you must be", + "CLUE_OVERWORLD_8_-6": "A tree stump stands in wooded land, atop it is where you must be", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Hoylake’s Request", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Talk to Hoylake in the Town Hall. He has a series of tasks for you.", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Monster Bounty", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "The {key} population {habitat_phrase} has been getting rowdy lately. Defeat {count} of them in combat to calm them down and keep them from seriously hurting each other.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Defeat {count} Rogue Fusions to help keep New Wirral safe for travel.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Fusion Bounty", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Deliver the attached parcel to our scout {location_0_phrase}.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Parcel Delivery", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "One of our scouts {location_0_phrase} has put out an urgent request for emergency supplies. Please obtain {required_item_amount}x {required_item} and deliver it ASAP.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Hurrah! My parcel is here!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Thanks a bunch! I’ve been waiting for this!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Thanks a bunch! I’ve been waiting for this!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Thanks a bunch! I’ve been waiting for this!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Hurrah! My parcel is here!", + "DJINN_ENTONIC_NAME": "Djinn Entonic", + "DJINN_ENTONIC_LORE_1": "A mysterious cosmic waiter with impeccable table service. It isn’t entirely clear what kind of drinks they serve, only that they are “family-friendly” and “not affecting the age rating of the game”.", + "DJINN_ENTONIC_NAME_SUFFIX": "entonic", + "DJINN_ENTONIC_NAME_PREFIX": "Djinn", + "DJINN_ENTONIC_LORE_2": "A djinn, or genie, is a mythological being from Arabian mythology. In the story of Aladdin, a genie sealed inside a magic lamp is freed by the protagonist when he unwittingly rubs it.", + "DJINN_ENTONIC_DESCRIPTION": "a cosmic waiter", + "BULLETINO_NAME": "Bulletino", + "BULLETINO_NAME_PREFIX": "Bullet", + "BULLETINO_NAME_SUFFIX": "tino", + "BULLETINO_LORE_2": "Early bullets were simple lead balls, fired from cannons towards enemies and fortifications in medieval warfare. The conical “bullet shape” we would identify today was invented by Henri-Gustave Delvigne, a French captain in the 1800’s.", + "BULLETINO_LORE_1": "The Bulletino only has one defense mechanism, and that is to launch itself headfirst into danger when panicked. This is a bad idea but the Bulletino will always do it anyway.", + "BULLETINO_DESCRIPTION": "a giant walking bullet", + "VELOCIRIFLE_NAME": "Velocirifle", + "VELOCIRIFLE_NAME_PREFIX": "Veloci", + "VELOCIRIFLE_LORE_1": "The back of the Velocirifle’s skull contains a chamber filled with gunpowder that it can ignite at will, launching any projectile stored inside the “barrel” of its face. They have subsequently learned to have a very good aim.", + "VELOCIRIFLE_NAME_SUFFIX": "rifle", + "VELOCIRIFLE_DESCRIPTION": "a lizard with a gun-shaped head", + "VELOCIRIFLE_LORE_2": "Gunpowder was first invented in China early in the first millenium. The earliest firearms were handheld cannons that held gunpowder and small projectiles inside.", + "ARTILLEREX_NAME": "Artillerex", + "ARTILLEREX_NAME_PREFIX": "Artille", + "ARTILLEREX_NAME_SUFFIX": "rex", + "ARTILLEREX_LORE_2": "The Gatling gun is an early machine gun that could rapidly fire ammunition using a wheel of gun barrels that rotated with a crank. It was named after its creator, Richard Jordan Gatling, and was invented in the mid-1800’s.", + "ARTILLEREX_LORE_1": "The body of the Artillerex contains a pit of molten metal, which it can form into shrapnel and shoot out in blasts from the “turret” on its belly. Its ballistic capabilities and towering stature make it a truly fearsome foe to stand against.", + "SALAMAGUS_NAME": "Salamagus", + "GEARYU_LORE_2": "Gears are circular machine parts, which use “teeth” along their rims to interlock with each other. Different sizes of gears can be used to increase or decrease the speed of a rotating force within a machine.", + "ARTILLEREX_DESCRIPTION": "a huge lizard with a gun in its belly", + "GEARYU_NAME_PREFIX": "Gear", + "GEARYU_NAME": "Gearyu", + "GEARYU_NAME_SUFFIX": "ryu", + "GEARYU_LORE_1": "The Gearyu’s body is centered around several enormous gears that are held together with a magnetic force. It spins its gears to generate kinetic energy which it can emit from its mouth as powerful elemental breath attacks.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Supply Delivery", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Hurrah! My parcel is here!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "I urgently need {required_item_amount}x {required_item}. What for? Well, that’s private.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "I urgently need {required_item_amount}x {required_item}. What for? Well, that’s private.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "I urgently need {required_item_amount}x {required_item}. What for? Well, that’s private.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Did you get my request for supplies? I need {required_item_amount}x {required_item}, stat!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Can I have yours?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Can I have yours?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Did you get my request for supplies? I need {required_item_amount}x {required_item}, stat!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Did you get my request for supplies? I need {required_item_amount}x {required_item}, stat!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Can I have yours?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Oh I see you have it right there! Will you give it to me?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Oh I see you have it right there! Will you give it to me?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Oh I see you have it right there! Will you give it to me?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fantastic! I can’t wait to use it!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fantastic! I can’t wait to use it!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fantastic! I can’t wait to use it!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Thanks a bunch! It’s just what I needed!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Be a hero and help me find the {lost_item} I lost {location_1_phrase}?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "One of the local residents lost a {lost_item} {location_1_phrase}. It has high sentimental value, so please do your best to locate it, and return it to its owner {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Thanks a bunch! It’s just what I needed!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Lost & Found", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Thanks a bunch! It’s just what I needed!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "ring", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "necklace", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Be a hero and help me find the {lost_item} I lost {location_1_phrase}?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "wallet", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Be a hero and help me find the {lost_item} I lost {location_1_phrase}?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "I lost an important {lost_item} {location_1_phrase}. Will you help me look for it?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "I lost an important {lost_item} {location_1_phrase}. Will you help me look for it?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Special Delivery", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Thanks so much, I was looking for this!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Thanks so much, I was looking for this!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Thanks so much, I was looking for this!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "I lost an important {lost_item} {location_1_phrase}. Will you help me look for it?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "You found it! Thank you so much!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "You found it! Thank you so much!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "You found it! Thank you so much!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "As part of our efforts to provide aid to the Mournchildren, we’ve prepared a special package of medical supplies. Please deliver the attached parcel to the doorman at Mourningtown.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Return to Hoylake in the Town Hall to show him.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "Is that Ianthe’s package?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "Here it is!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Hoylake’s Request", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake has requested to see what the fusion of {species1_description} and {species2_description} is like. Fuse {species1_name} and {species2_name} in battle to record it to your bestiary – then return to the Town Hall to show Hoylake!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "Brilliant, mate! Jacqueline’s gonna be elated!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "Do you know your bestiary records data on every fusion you form, [wave amp=30 freq=30]and[/wave] every fusion you encounter?", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "How fascinating! Thank you very much for this, {player}.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "Greetings, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Fuse in battle to record it to your bestiary.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Let’s take a look at the data on {fusion_name} you’ve brought me.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Upgrade a {species_name} tape to 5 stars.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Hoylake’s Request", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "Hoylake would like to see a 5-star recording of a {species_name}. Upgrade a {species_name} tape to 5 stars, then return to the Town Hall to show Hoylake!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Meet up with Dr Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "Do you know your bestiary records supplementary information about a monster species after you upgrade its tape to 5 stars?", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Return to Hoylake to show him your tape.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "Greetings, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interesting.[pause] Very interesting.[pause] I wonder what this could mean...", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Let’s take a look at the data it’s recorded on the {species_name} tape you’ve brought me.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Equip a {species_name} tape.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "Hoylake’s Assistant", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake has requested some rather specific training for his assistant, Dr Kirby. Equip a {species_name} tape and meet with Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Hello, {player}, pleasure to meet you. Dr Kirby PhD, Zoologist, University of Cambridge.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "Professor Hoylake has told me all about you – about how he helped you out when you first arrived, and about how he saved your life...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "Professor Hoylake has told me all about you – about how he helped you out when you first arrived, and about how he saved your life...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "That’s what he told me! What an inspiration!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "Professor Hoylake has told me all about you – about how he helped you out when you first arrived, and about how he saved your life...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "Did you know, on his home world, after he won the Nobel prize for discovering the last undiscovered species, they crowned him King-Scientist of the world?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Anyway, let’s get to business, shall we?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake says that to be a better scientist, I need to get to know what it’s like to be {species_description}. I was hoping you could guide me through it.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Do you have your {species_name} tape ready?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Got it here.", + "BATTLE_JOINED.f": "{0} joined the fight!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Not yet.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Hmm... [pause]Is research on New Wirral always this brutal?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Alright, now show me how you use it!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake must be very resilient to have gone through all this and no longer have any need of transformation.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Thank you, {player}. I definitely learned a lot about {species_name}.", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Unstable Fusion", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "An unstable fusion has made an appearance {location_0_phrase} – it must be destroyed before it replicates beyond control!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "One of our new trainees has challenged you for your stamp. Meet them and their battle partner {location_0_phrase} to test their combat abilities. Don’t pull your punches, {player}--we have to be selective with who we let in.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Recruit Training", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "You’re the new ranger captain they’ve sent to train me, right? Don’t pull your punches!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "You’re the new ranger captain they’ve sent to train me, right? Don’t pull your punches!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "One of our new trainees has challenged you for your stamp. Meet them and their battle partner {location_0_phrase} to test their combat abilities. Don’t pull your punches, {player}--we have to be selective with who we let in.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "One of our new trainees has challenged you for your stamp. Meet them and their battle partner {location_0_phrase} to test their combat abilities. Don’t pull your punches, {player}--we have to be selective with who we let in.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "I might only be in training, but you don’t need to hold back with me, Captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "You’re the new ranger captain they’ve sent to train me, right? Don’t pull your punches!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "I might only be in training, but you don’t need to hold back with me, Captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Captain {player}, right?[pause] When I beat you Ianthe’ll have to make me a captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "I might only be in training, but you don’t need to hold back with me, Captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Captain {player}, right?[pause] When I beat you Ianthe’ll have to make me a captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Captain {player}, right?[pause] When I beat you Ianthe’ll have to make me a captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "They say when you enter prison you should immediately pick a fight with the toughest-looking one there![pause] That’d be you right, Captain?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "They say when you enter prison you should immediately pick a fight with the toughest-looking one there![pause] That’d be you right, Captain?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Oof, you sure don’t pull your punches…[pause] The funny thing is – I don’t even like fighting. I’m not cut out for this.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Oof, you sure don’t pull your punches…[pause] The funny thing is – I don’t even like fighting. I’m not cut out for this.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Oof, you sure don’t pull your punches…[pause] The funny thing is – I don’t even like fighting. I’m not cut out for this.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "They say when you enter prison you should immediately pick a fight with the toughest-looking one there![pause] That’d be you right, Captain?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "I’ve always been more of a lover than a fighter, anyway...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Thanks Captain, I learned a lot.[pause] I learned that I’m not ready to be a ranger.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Thanks Captain, I learned a lot.[pause] I learned that I’m not ready to be a ranger.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "I’m not sure what I expected. Thanks, Captain, for...[pause] taking me seriously.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Thanks Captain, I learned a lot.[pause] I learned that I’m not ready to be a ranger.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "I’m not sure what I expected. Thanks, Captain, for...[pause] taking me seriously.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "I’ve always been more of a lover than a fighter, anyway...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "I’ve always been more of a lover than a fighter, anyway...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "I’m not sure what I expected. Thanks, Captain, for...[pause] taking me seriously.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Supply Theft", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Some old friends of yours have set up a meeting {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Ranger supplies have been going missing lately. One of our scouts reported witnessing the thief at work. The individual has been tracked to a location {location_0_phrase}. Confront him and find out what’s happened to our goods.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "The thief is back. This time he’s been tracked down to a location {location_0_phrase}. Confront him and find out what’s happened to our goods.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "“Frankie’s only been here a few days, but she’s already determined to join the rangers. Something about her reminds me of you, {player}, so I’d appreciate your help getting her started! She’ll need a tape, so equip one you don’t mind giving away (permanently) and meet her at the gate in the outskirts. ~ Cybil x”", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Your old “friend” Vin the ex-thief has signed up to join the rangers! In fact, he’s challenged you for your stamp, {player}. Meet him {location_0_phrase}. I like his spirit, but as with all trainees, you mustn’t take it easy on him. We have to be selective with who we let in.", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Recruit Training: Vin", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Recruit Training: Frankie", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Your old “friend” Vin the ex-thief has signed up to join the rangers! In fact, he’s challenged you for your stamp, {player}. Meet him {location_0_phrase}. I like his spirit, but as with all trainees, you mustn’t take it easy on him. We have to be selective with who we let in.", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Your old “friend” Vin the ex-thief has signed up to join the rangers! In fact, he’s challenged you for your stamp, {player}. Meet him {location_0_phrase}. I like his spirit, but as with all trainees, you mustn’t take it easy on him. We have to be selective with who we let in.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "“Hey, mentor! I’m doing some personal adventuring. If you want to help me out, meet me {location_0_phrase}. ~Frankie”", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "“Hey, mentor! I’m doing some personal adventuring. If you want to help me out, meet me {location_0_phrase}. ~Frankie”", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "“Hey, mentor! I’m doing some personal adventuring. If you want to help me out, meet me {location_0_phrase}. ~Frankie”", + "RUMOR_NAME": "Rumour", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie has challenged you for your stamp. She’s waiting for you {location_0_phrase}. Don’t go easy on her, {player}. As per usual: we have to be selective with who we let in.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie has challenged you for your stamp. She’s waiting for you {location_0_phrase}. Don’t go easy on her, {player}. As per usual: we have to be selective with who we let in.", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Friendly Battle", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie has challenged you for your stamp. She’s waiting for you {location_0_phrase}. Don’t go easy on her, {player}. As per usual: we have to be selective with who we let in.", + "RUMOR_DUNGEON_PARK_TITLE": "Trembling Ground", + "RUMOR_DUNGEON_PARK": "I heard a rumour that the ground under New Wirral Park sometimes trembles as if a large vehicle is passing underground. What do you think’s down there?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Cackling", + "RUMOR_DUNGEON_GRAVEYARD": "A friend of mine told me he heard deep manic cackling from one of the graves in the graveyard west of the creek. Weird, huh?", + "RUMOR_DUNGEON_MEADOW_TITLE": "Tiny Dominoth", + "RUMOR_DUNGEON_MEADOW1": "You probably won’t believe me, but I saw a tiny little Dominoth in the clearing in the center of Cherry Meadow. It wasn’t just a baby, it was small enough to fit in my hand!", + "RUMOR_DUNGEON_MEADOW2": "How do you think it got like that? Something strange is going on over there...", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Summit", + "RUMOR_DUNGEON_LAKE_TITLE": "Moving Signposts", + "RUMOR_DUNGEON_LAKE1": "A ranger buddy of mine told me about these “Moving Signposts” on the lake.", + "RUMOR_DUNGEON_LAKE2": "They speculate that if you stand on the buttons in the right order, and follow all the signposts, it’ll lead you to treasure.", + "RUMOR_DUNGEON_MOUNTAIN": "Mt. Wirral is pretty tall, huh. I heard there was some kind of crazy lighthouse at the top. What do you think is up there?", + "RUMOR_DUNGEON_LAKE3": "Apparently, others say it just takes you in a big loop.", + "RUMOR_CAPTAIN_WALLACE": "I heard Captain Wallace is at the park right now...", + "RUMOR_CAPTAIN_WALLACE_TITLE": "Captain Wallace", + "RUMOR_CAPTAIN_CLEEO_TITLE": "Metal Woman", + "RUMOR_CAPTAIN_DREADFUL": "I heard Captain Penny Dreadful can often be found in the ruined village east of here.", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "Captain Penny Dreadful", + "RUMOR_CAPTAIN_CLEEO": "I heard there’s a metal woman up in Eastham Woods. Have you met her?", + "RUMOR_CAPTAIN_LODESTEIN.m": "Have you been to Ham before? You know, that little valley west of Eastham Woods where Captain Lodestein hangs out?", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "Captain Lodestein", + "RUMOR_CAPTAIN_LODESTEIN.n": "Have you been to Ham before? You know, that little valley west of Eastham Woods where Captain Lodestein hangs out?", + "RUMOR_CAPTAIN_LODESTEIN.f": "Have you been to Ham before? You know, that little valley west of Eastham Woods where Captain Lodestein hangs out?", + "RUMOR_CAPTAIN_BUFFY": "Captain Buffy’s my favourite. She works out in Cherry Meadow, you know?", + "RUMOR_CAPTAIN_BUFFY_TITLE": "Captain Buffy", + "RUMOR_CAPTAIN_CYBIL_TITLE": "Captain Cybil", + "RUMOR_CAPTAIN_CYBIL": "My favourite radio show is Cybil FM, hosted by Captain Cybil herself, out in the marshes!", + "RUMOR_CAPTAIN_SKIP_TITLE": "Captain Skip", + "RUMOR_CAPTAIN_SKIP": "You’ve gotta admire the resourcefulness of Captain Skip. They’re usually at the mouth of the river west of Harbourtown.", + "RUMOR_CAPTAIN_JUDAS_TITLE": "Captain Judas", + "RUMOR_CAPTAIN_JUDAS1": "I heard the famed survivalist, Captain Judas is camping out on an island in the south east.", + "RUMOR_CAPTAIN_JUDAS2": "I know he’d probably hate me just for relying on modern conveniences, but... He’s just so hot!", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "Captain Gladiola", + "RUMOR_CAPTAIN_GLADIOLA": "I heard Captain Gladiola’s patrol route takes her through the graveyard west of Harbourtown. Where do you think she goes?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "Captain Heather", + "RUMOR_CAPTAIN_HEATHER": "Someone I know who scavenges wrecks in the Cast Iron Shore told me he saw Captain Heather on an island way off in the west...", + "RUMOR_CAPTAIN_ZEDD": "Last I heard, Captain Zedd was heading out to see what’s up with Mourningtown in the East. I bet he fell asleep on the way...", + "RUMOR_CAPTAIN_ZEDD_TITLE": "Captain Zedd", + "RUMOR_CAPTAIN_CODEY1": "You know Captain Codey? The one who’s always moaning about not having an ‘internet’? He’s up on Mt. Wirral right now.", + "RUMOR_CAPTAIN_CODEY_TITLE": "Captain Codey", + "RUMOR_CAPTAIN_CODEY2": "Maybe I should hike up the mountain so I can finally find out what’s so great about internets.", + "RUMOR_IANTHE_BATTLE_TITLE.m": "New Captain", + "RUMOR_IANTHE_BATTLE_TITLE.f": "New Captain", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "I just saw a chest eat a man whole {location_0_phrase}! Can you believe that!?", + "RUMOR_IANTHE_BATTLE_TITLE.n": "New Captain", + "RUMOR_IANTHE_BATTLE": "Have you heard the rumours? Leader Ianthe may have found a candidate for a new captain...", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir Spotted", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "Flood", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "I heard that giant bird Averevoir has been spotted {location_0_phrase} recently.", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "Flood", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "There’s a big flood north of the park today! I hope nobody gets hurt.", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "There’s a flood in the outskirts! The rangers are taking a while to respond to it. They must be busy today...", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Glaistain Sighting", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "You know those red ranger caches? I swear I just heard one muttering to itself {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Whispering Cache", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "I heard reports of a giant glass angel {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Miss Mimic Sighting", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Kuneko Spotted", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Ranger Activity", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Something’s going on {location_0_phrase}. The rangers are all talking about it...", + "RUMOR_PASSIVE_QUEST_KUNEKO": "You won’t believe this, but I just saw a winged catgirl {location_0_phrase}...", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Rangers Wounded", + "RUMOR_PASSIVE_QUEST_SWARM": "Something big’s happening {location_0_phrase}. Rangers have been returning wounded...", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Shirtless Merchant", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "There’s a quirky shirtless merchant visiting the island today. If you want a good deal, you better hurry. He’s {location_0_phrase}!", + "RUMOR_UNOBTAINED_SPECIES": "Have you seen {species_description}? It’s {species_name}! I’ve heard it can be seen {habitat_phrase}.", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "Eugene", + "RUMOR_OFFICE1": "I saw Eugene hanging out near a strange building outside of town. What is he doing out there?", + "RUMOR_OFFICE2_TITLE": "Landkeepers", + "RUMOR_OFFICE2": "Someone I know in Mourningtown, up on Autumn Hill, says he’s seen a lot of landkeepers gathering at some kind of office lately...", + "RUMOR_OFFICE3_1": "I was fishing on my boat in the waters north of Autumn Hill the other day and you’ll never guess what I spotted out in the fog...", + "RUMOR_OFFICE3_TITLE": "Landkeepers", + "RUMOR_OFFICE3_2": "It was an office! A boring old office on a rock jutting out of the sea!", + "RUMOR_OFFICE3_3": "The ghouls around it really gave me the creeps...", + "RUMOR_OFFICE4_1": "Last time I went to Eastham Woods a gang of five landkeepers dragged me to their den and drained the life out of me.", + "RUMOR_OFFICE4_TITLE": "Landkeepers", + "RUMOR_OFFICE5_TITLE": "Landkeepers", + "RUMOR_OFFICE4_2": "Honestly, their timeshare presentation was sooo boring.", + "RUMOR_OFFICE5_1": "I was speaking to Maris Piper earlier. You know, the lady who runs the farm over the creek?", + "RUMOR_OFFICE5_2": "She reckons some landkeepers have set up shop somewhere near her farm.", + "RUMOR_OFFICE5_3": "It’s worrying, right? That farm supplies most of Harbourtown’s food. If the landkeepers gain control of it...", + "RUMOR_ALTAR1_TITLE": "Altar", + "RUMOR_ALTAR1": "Why yes, I’ve seen a strange altar. It was in Cherry Meadow! What do you think it’s for?", + "RUMOR_ALTAR2": "I found a neat thing during my swim in the lake – some kind of altar between two pillars on an island.", + "RUMOR_ALTAR2_TITLE": "Altar", + "RUMOR_ALTAR3": "My sister in the Mournchild organisation said she saw a half-angel half-demon ninja catgirl near their town. But it might have just been the mouldy bread she ate!", + "RUMOR_ALTAR3_TITLE": "Altar", + "RUMOR_POSTGAME_MORGANTE": "I couldn’t sleep last night. Did you hear the eerie singing coming from Harbourtown Station too?", + "RUMOR_ALTAR4_TITLE": "Altar", + "RUMOR_ALTAR4": "Have you heard about the mysterious altar deep in Eastham Woods? The rumours are that a demon performs occult rituals there in the dead of night. Some say it’s an angel. Others say it’s a catgirl.", + "RUMOR_POSTGAME_MORGANTE_TITLE": "Eerie Singing", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", + "RUMOR_PARTNER_KAYLEIGH": "I heard some rangers saying that Kayleigh knows more than she lets on about those weird hooded cultists. Maybe you ought to ask her about them, huh?", + "RUMOR_PARTNER_MEREDITH1_2": "If she’s not at her shop on the docks, she’ll be in the park.", + "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH1_1": "Do you know Meredith? She repairs the town’s electronics.", + "RUMOR_PARTNER_MEREDITH1_3": "Pay her a visit if you need anything electronic!", + "RUMOR_PARTNER_MEREDITH2_1.m": "I’m Meredith. Enjoy being trapped on this rock forever with the rest of us until you die.", + "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH2_1.f": "I’m Meredith. Enjoy being trapped on this rock forever with the rest of us until you die.", + "RUMOR_PARTNER_MEREDITH2_1.n": "I’m Meredith. Enjoy being trapped on this rock forever with the rest of us until you die.", + "RUMOR_PARTNER_MEREDITH2_2": "Anyway, I just needed a breath of fresh air. Come meet me at my shop in town sometime. Yellow building on the boardwalk.", + "RUMOR_PARTNER_FELIX_TITLE": "Wrecked Apartment", + "RUMOR_PARTNER_FELIX2": "Do you think he needs help with it?", + "RUMOR_PARTNER_FELIX1": "I saw some guy rooting through a wrecked apartment in Lakeside, north-west from the park.", + "RUMOR_PARTNER_VIOLA_TITLE": "Superheroine", + "RUMOR_HOYLAKE1": "Professor Hoylake says he’s looking for a new research assistant.", + "RUMOR_PARTNER_DOG1": "Hey, do you know anyone who’s lost a dog?", + "RUMOR_PARTNER_DOG_TITLE": "Lost Dog", + "RUMOR_PARTNER_VIOLA": "I got ambushed by slimes in the marshes and some caped superheroine jumped in to save me! I’m not making it up, honest!", + "RUMOR_PARTNER_DOG2": "I saw one running around with a tape recorder – just an ordinary dog, not a Pombomb! – at the foot of Mt. Wirral, near the corner of the lake.", + "RUMOR_PARTNER_DOG3": "I do hope the poor thing is OK...", + "RUMOR_HOYLAKE_TITLE": "Assistant Wanted", + "RUMOR_HOYLAKE2": "He’s usually hanging around in the Town Hall. How he manages to research monsters while completely avoiding them, I’ll never know.", + "RUMOR_AVEREVOIR_TITLE": "Colossal Bird", + "RUMOR_AVEREVOIR1": "I saw a colossal bird near Mt. Wirral!", + "RUMOR_GLAISTAIN_TITLE": "Ruin", + "RUMOR_ABILITY_CLIMB4": "But the only way either of us is gonna find out if it’s possible is if one of us records a pumpkin.", + "RUMOR_AVEREVOIR2": "I think it lives in that big cave halfway up the mountainside.", + "RUMOR_ABILITY_SWIM_TITLE": "Swimming", + "RUMOR_GLAISTAIN": "Supposedly there’s an old ruin that appeared in the Cherry Meadow recently. Sounds pretty strange, doesn’t it?", + "RUMOR_FARM_BRIDGE_TITLE": "Farm Bridge", + "RUMOR_ABILITY_SWIM": "I’ve been told that there’s a monster wearing diving gear that grants you the ability to swim in any waters if you record it!", + "RUMOR_ABILITY_CLIMB_TITLE": "Climbing Walls", + "RUMOR_FARM_BRIDGE": "I heard the Pipers at the farm in the west were having a spot of trouble with their bridge...", + "RUMOR_ABILITY_CLIMB1": "I know what you’re thinking!", + "RUMOR_ABILITY_CLIMB2": "“It’d be much easier to get around if I could climb vertical surfaces like pumpkin vines do,” right?", + "RUMOR_ABILITY_CLIMB3": "I’ve spent years here pondering this very subject too!", + "RUMOR_ABILITY_DASH_TITLE": "Fiery Dash", + "RUMOR_ABILITY_MAGNETISM_TITLE": "Strange Magnetic Powers", + "RUMOR_ABILITY_DASH": "Apparently there’s a monster that dashes about like a rocket. I bet you could too if you recorded one!", + "RUMOR_INTERMISSION_TITLE": "The Triangle Man", + "RUMOR_ABILITY_MAGNETISM": "The word around town is that recording the strange sparking monster will grant you magnetic powers. Neat, huh?", + "RUMOR_INTERMISSION": "There’s a strange floating man with a triangle for a head in the center of town. Have you seen him?", + "BATTLE_ADJECTIVE_CAPTAIN.m": "Captain {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "Captain {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "Captain {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "Leader {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "Friend {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "Friend {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "Leader {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "Leader {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "Friend {name}{disambiguator}", + "BATTLE_JOINED.m": "{0} joined the fight!", + "BATTLE_SWITCH_PLACES.m": "{0} switched places!", + "BATTLE_JOINED.n": "{0} joined the fight!", + "BATTLE_DESTROYED.f": "{0} was destroyed!", + "BATTLE_SWITCH_PLACES.f": "{0} switched places!", + "BATTLE_SWITCH_PLACES.n": "{0} switched places!", + "BATTLE_ORB_BROKE": "The orb broke! It’s {fusion_name}!", + "ABILITY_swim": "Diveal Swim", + "BATTLE_DESTROYED.m": "{0} was destroyed!", + "BATTLE_DESTROYED.n": "{0} was destroyed!", + "ABILITY_climb": "Pumpkin Vine Ball", + "ABILITY_dash": "Bulletino Dash", + "ABILITY_flight": "Averevoir Flight", + "ABILITY_magnetism": "Electromagnetism", + "ABILITY_UNLOCKED_swim": "You can now swim in water!\\nThis consumes your stamina.", + "ABILITY_UNLOCKED_climb": "You can now hold {control.climb} to climb up walls using sticky vines!\\nThis consumes your stamina.", + "ABILITY_UNLOCKED_dash": "You can now press {control.dash} to perform a short dash!\\nThis consumes your stamina.", + "ABILITY_UNLOCKED_magnetism": "You can now hold {control.magnetism} to interact with magnetic objects!\\nThis consumes your stamina.", + "ABILITY_UNLOCKED_flight": "You can now press {control.jump} again while gliding to gain a boost!\\nThis consumes your stamina.", + "POST_CREDITS_MESSAGE_1": "Your save file can be continued if you wish. New Wirral’s Rangers still need your help...", + "STAT_ADJUST_MENU_TITLE": "{player}’s Base Stats", + "STAT_ADJUST_MENU_REMAINING_POINTS": "Remaining Points: {0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Are you sure? You have unassigned points remaining.", + "STAT_ADJUST_MENU_EXPLANATION.m": "{player}’s base stats can be adjusted on this screen. This will affect all of his monster forms.\\n\\nExtra points can be obtained from Ranger Wilma. Lower minimum values can be unlocked by defeating more captains.", + "STAT_ADJUST_MENU_EXPLANATION.f": "{player}’s base stats can be adjusted on this screen. This will affect all of her monster forms.\\n\\nExtra points can be obtained from Ranger Wilma. Lower minimum values can be unlocked by defeating more captains.", + "STAT_ADJUST_MENU_EXPLANATION.n": "{player}’s base stats can be adjusted on this screen. This will affect all of their monster forms.\\n\\nExtra points can be obtained from Ranger Wilma. Lower minimum values can be unlocked by defeating more captains.", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Unknown Captain #{n}", + "UI_RANGER_STAMP_CARD_ID": "ID: {0}", + "UI_RANGER_STAMP_CARD_HUMAN": "Homo Sapiens", + "UI_RANGER_STAMP_CARD_EARTH": "Earth, 21C", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Unknown Specialisation", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Complete your ranger training to unlock access to these quests.", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Complete your ranger training to unlock access to these quests.", + "NOTICEBOARD_REQUIREMENT_QUEST": "Complete ‘{quest_title}’ to unlock new quests and rewards.", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Complete your ranger training to unlock access to these quests.", + "NOTICEBOARD_REQUIREMENT_STORY": "Follow Morgante’s clues and find the way out of New Wirral to unlock new quests and rewards.", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "Board cleared!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} found {amount} bonus Fused Material!", + "TUTORIAL_RUMORS_DESCRIPTION2": "The rumours you gather in Harbourtown are tracked in your Quest Log.\\n\\nHarbourtown is the best place to stock up on supplies, so remember to check for new rumours whenever you're there!", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "Report to Ianthe to collect your reward!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name} found {amount} bonus Fused Material!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name} found {amount} bonus Fused Material!", + "TUTORIAL_RUMORS_DESCRIPTION1": "The island of New Wirral is yours to explore as you please. If you’re looking for a suggested location to head to next, you can always head to Harbourtown and ask around for rumours.\\n\\nThe people of Harbourtown love to trade intel! Investigating the locations given in rumours will usually lead to progress in your quests, as well as help you discover new monsters.", + "TUTORIAL_RUMORS_TITLE": "Tutorial: Rumours", + "TUTORIAL_ROGUE_FUSIONS1": "This monster is what the Rangers call a “Rogue Fusion”. Sometimes they hide inside chests found in underground caves.\\n\\nBattling Rogue Fusions can be a great way to earn valuable items, and experience points, as well as find certain rare monsters. But note that they’re always a lot more dangerous than other monsters in the area!", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Rogue Fusions", + "TUTORIAL_ROGUE_FUSIONS2.m": "Certain Rogue Fusions surround themselves with a swarm of other monsters that you have to defeat before you can confront the fusion itself.\\n\\nIf you’re not certain of your combat abilities, or you’re exploring somewhere new, it’s usually best to leave Rogue Fusions alone.", + "LOADING_SCREEN_NAG2_FOOTER": "Check your [color=#ab75e8]Quest Log[/color] for more details.", + "TUTORIAL_ROGUE_FUSIONS2.n": "Certain Rogue Fusions surround themselves with a swarm of other monsters that you have to defeat before you can confront the fusion itself.\\n\\nIf you’re not certain of your combat abilities, or you’re exploring somewhere new, it’s usually best to leave Rogue Fusions alone.", + "UI_NEW_GAME_MODES_NOTIFICATION": "Custom game modes have been unlocked!", + "TUTORIAL_ROGUE_FUSIONS2.f": "Certain Rogue Fusions surround themselves with a swarm of other monsters that you have to defeat before you can confront the fusion itself.\\n\\nIf you’re not certain of your combat abilities, or you’re exploring somewhere new, it’s usually best to leave Rogue Fusions alone.", + "LOADING_SCREEN_NAG2_TITLE": "Rumour heard in Harbourtown:", + "UI_NEW_GAME_MODES_TITLE": "Custom Game Mode", + "UI_NEW_GAME_MODES_VALUE_ON": "On", + "UI_NEW_GAME_MODES_VALUE_OFF": "Off", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Tapes Break Permanently", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "If on: being defeated in battle is game over.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Defeat Is Game Over", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "If on: tapes cannot be repaired. Running out of tapes is game over.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "If on: being defeated in battle is game over.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "If on: being defeated in battle is game over.", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Randomise Monsters", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "If on: the monsters available in each habitat, as well as starter and partner tapes, are randomised.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Randomise Types", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Randomise Moves", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "If on: the stickers that tapes unlock upon upgrade – and the moves that monsters have – are randomised.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "If on: each species’ elemental type is randomised, and their move pool is adjusted to match.", + "UI_NEW_GAME_MODES_RANDOM_SEED": "Random Seed", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "The seed controls randomisation, various spawners, merchant stock, generated quests, etc.", + "UI_NEW_GAME_MODES_START_BUTTON": "Start Game", + "UI_GAME_OVER": "GAME OVER", + "SIGN_ELECTROSHACK": "ElectroShack", + "SIGN_CLOSED": "CLOSED", + "SIGN_SPACE_ZONE": "SPACE ZONE", + "GAUNTLET_DIFFICULTY_BTN": "Change Difficulty", + "GAUNTLET_TITLE": "Magikrab’s Gauntlet", + "GAUNTLET_RANDOMISE_BTN": "Shuffle", + "GAUNTLET_ENTER_SEED_BTN": "Enter Seed", + "GAUNTLET_CARRIAGE_BTN": "Change Carriage", + "GAUNTLET_EXPLANATION_BTN": "Explanation", + "GAUNTLET_DIFFICULTY_CONFIRM": "Changing the difficulty will re-randomise the encounters in each carriage, and start you over in carriage #1. Your progress through the current difficulty level has been saved, and you can return to it later, however the contents of each carriage will have changed if you do.", + "GAUNTLET_ENTER_SEED_CONFIRM": "Changing the seed will re-generate the encounters in each carriage. Note that your story progress and the opponents you’ve met [i]also[/i] affect the encounters in the gauntlet. Your progress through the current difficulty level has been saved, and you can return to it later, however the contents of each carriage will have changed if you do.", + "GAUNTLET_RANDOMISE_CONFIRM": "Shuffling the gauntlet will re-randomise the encounters in each carriage. You won’t lose progress, but you won’t have any information about what is in a carriage until you enter it again. Are you sure?", + "GAUNTLET_EXPLANATION_PAGE1": "In each successive carriage, your opponents will grow in power. You will only be healed when you reach a cafe carriage, where you can also buy restoratives and claim rewards.\\n\\nRewards for winning battles will increase more the higher your streak is. But if you claim those rewards, or leave the gauntlet, your streak will be cleared.", + "GAUNTLET_EXPLANATION_PAGE2": "Higher difficulties add modifiers (extra status effects), and make cafes less frequent, as well as power up your opponents with more tapes, resistance to overspill damage, and so on.\\n\\nYou will earn more Fused Material for winning battles on higher difficulties.", + "GAUNTLET_SEED_LABEL": "Seed:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "Carriage #{number}", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "Up Next:", + "GAUNTLET_CARRIAGE_LABEL": "#{number} - {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name} [color=#b70042]Lv{level}[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "Cafe", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "Carriage #{number} - {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "Chest", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "???", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "Miniboss", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "Boss", + "GAUNTLET_DIFFICULTY_LABEL": "Difficulty:", + "GAUNTLET_DIFFICULTY0": "Normal", + "GAUNTLET_DIFFICULTY1": "Hard", + "GAUNTLET_DIFFICULTY2": "Harder", + "GAUNTLET_DIFFICULTY3": "Even Harder", + "GAUNTLET_DIFFICULTY4": "BRUTAL", + "GAUNTLET_DIFFICULTY5": "Hardest", + "GAUNTLET_DIFFICULTY6": "Impossible", + "GAUNTLET_RECORDS": "Records", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "Highest Carriage:", + "GAUNTLET_RECORD_LONGEST_STREAK": "Longest Streak:", + "GAUNTLET_MODIFIERS_LABEL": "Modifiers:", + "GAUNTLET_MODIFIERS_NONE": "None", + "GAUNTLET_STREAK_LABEL": "Streak:", + "GAUNTLET_REWARDS_LABEL": "Rewards:", + "QUEST_GAUNTLET_TITLE": "The Midnight Train", + "QUEST_GAUNTLET_DESCRIPTION": "Clear 50 carriages in Magikrab’s Gauntlet.", + "QUEST_GAUNTLET_PROGRESS": "Cleared {num} of {count} carriages.", + "BATTLE_TITLE_LTD": "Limited Company", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "Dev Team", + "BYTTEN_STUDIO_TOM_NAME": "Tom", + "BYTTEN_STUDIO_JAY_NAME": "Jay", + "BYTTEN_STUDIO_JOEL_NAME": "Joel", + "BYTTEN_STUDIO_LORE_2": "Nobody knows why it is called Bytten Studio, or whether it should be pronounced “bitten” or “by-ten”. Furthermore, there is no actual studio - everyone works from home.", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio is a British game development company of three humans - Tom, Jay, and Joel - and a secret fourth member: Archangel Morgante. Morgante directs the development of Cassette Beasts through the minds of the other three.", + "MOVE_MACHINE_CURSE_CURSE_NAME": "Machine Curse Curse", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "Code-A-Morgana!", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "Oops!", + "ROGUE_TRAFFIKRAB_NAME": "Rogue Traffikrab", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "An error has occurred and your device needs to restart. It will restart automatically after some data has been collected.\\n\\nError: 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "Reinsert cassette to continue _", + "SHADOW_LENNA_LORE_1": "Shadow Lenna was originally destined to be slain at the hands of the hero boy Lance. Freed from her cruel fate by the glitches, Shadow Lenna joined Lenna on her quest.", + "SHADOW_LENNA_NAME": "Shadow Lenna", + "ROGUE_TRAFFIKRAB_SUBTITLE": "Vengeful Beast", + "SHADOW_LENNA_SUBTITLE": "Antihero of Another Story", + "DELVIN_NAME": "Delvin", + "SHADOW_LENNA_LORE_2": "In Jungian psychology, the shadow is the portion of the psyche that an individual does not wish to acknowledge. This leads to inner conflict.", + "PAIGE_NAME": "Paige", + "GAUNTLET_ENCOUNTER_MONSTER": "Monster", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(Inventory)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(Unclaimed)", + "GAUNTLET_CAFE_SHOP_TITLE": "Café Magicrabe", + "GAUNTLET_EXIT_CONFIRM": "Exit the gauntlet here? Your streak will be reset and you’ll lose any rewards you haven’t claimed, however you will be able to continue from the last cafe you visited.", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "Spirits of Rebellion", + "STATUS_CHANNELED_POWER_DESCRIPTION": "Characters with the Channelled Power status borrow the power of an Archangel. They do not lose AP when they use it, and they gain their patron’s Angelic Attack.", + "STATUS_CHANNELED_POWER_NAME": "Channelled Power", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "End of the Line", + "MOVE_CHANNELED_POWER_NAME": "Channelled Power", + "STATUS_COATING_TYPELESS_NAME": "Typeless Coating", + "MOVE_COATING_TYPELESS_NAME": "Typeless Coating", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "PSYCHIC DAMAGE", + "MOVE_BEAST_EX_CALIBUR_NAME": "Beast Ex Calibur", + "DOG_SUBTITLE": "Man's Best Friend", + "EUGENE_SUBTITLE": "Defender of Harbourtown", + "FELIX_SUBTITLE": "Inspiration Seeker", + "KAYLEIGH_SUBTITLE": "Neighbourhood Ranger", + "MEREDITH_SUBTITLE": "Sardonic Electrician", + "VIOLA_SUBTITLE": "Lady of Messaline", + "CLEMENCE_SUBTITLE": "Barista Extraordinare", + "DORIAN_SUBTITLE": "Cult Leader", + "FRANKIE_SUBTITLE": "Prolific Fanfic Writer", + "HOYLAKE_SUBTITLE": "Data Analyst", + "JACQUELINE_SUBTITLE": "Commune Leader", + "KIRBY_SUBTITLE": "Hoylake's Assistant", + "TRAVELING_MERCHANT_SUBTITLE": "Shirtless Ronin", + "PENSBY_SUBTITLE": "Town Doctor", + "SUNNY_SUBTITLE": "Recovering Capitalist", + "VIN_SUBTITLE": "Mourningtown Avenger", + "RANGER_TRADER_OPTION_STICKER_FUSION": "I want to fuse my stickers.", + "STICKER_FUSION_BASE_STICKER": "Base Sticker", + "STICKER_FUSION_TITLE": "Sticker Fusion", + "STICKER_FUSION_FUSION_RESULT": "Fusion Result", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "Attribute Source", + "STICKER_FUSION_SLOT_EMPTY": "Empty", + "STICKER_FUSION_SELECT_STICKER": "Select Sticker", + "STICKER_FUSION_NO_RESULT": "No Result", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "Too many attributes selected.", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "Duplicate attributes selected.", + "STICKER_FUSION_FUSE_BUTTON": "Fuse", + "UPDATE_POPUP_GAUNTLET_1": "The Gauntlet Train is now available! Test your skills solo or with a friend in this gruelling combat challenge that is available after the main story has been completed!", + "UPDATE_POPUP_GAUNTLET_TITLE": "1.7 Gauntlet Update", + "DLC_POPUP_FASHION_1": "Thank you for purchasing the Fashion Pack! The following cosmetic options are now available:\\n- Baseball Cap Hair Option\\n- Flat Cap Hair Option\\n- Twin Tails Hair Option\\n- Bow & Bangs Hair Option\\n- Foxy Cut Hair Option\\n- Windswept Hair Option", + "DLC_POPUP_FASHION_TITLE": "Fashion Pack DLC", + "DLC_POPUP_FASHION_2": "- Spikes & Goggles Hair Option\\n- Swept Mohawk Hair Option\\n- Flower & Fringe Hair Option\\n- Beret Hair Option\\n- Round Specs Head Option\\n- Trenchcoat Body Option\\n- Crop Top Body Option\\n- Tall Boots Legs Option", + "UPDATE_POPUP_SUNNY_1": "The 1.8 \\\"Sunny\\\" Update is here! The following have been added to the game:\\n\\n- New cosmetic \\\"wing\\\" options that can be unlocked by recording certain monsters across New Wirral!\\n- A new story quest, \\\"People are People\\\", is available after the main story has been completed. Several new monsters, and a new partner, can be discovered by embarking on this quest!", + "UPDATE_POPUP_SUNNY_TITLE": "1.8 “Sunny” Update", + "DLC_POPUP_WINGS_TITLE": "Wing Pack DLC", + "DLC_POPUP_WINGS_1": "Thank you for purchasing the Wing Pack! The following cosmetic options are now available in your wardrobe, after you complete the tutorial:\\n\\n- Jetpack #1 Wings\\n- Jetpack #2 Wings\\n- Boosters Wings\\n- Da Vinci Wings", + "DLC_POPUP_WINGS_2": "- Fairy Wings\\n- Devil Wings\\n- Glider Wings\\n- Cape Wings", + "QUEST_SUNNY2_TITLE": "People are People", + "QUEST_SUNNY2_DESCRIPTION_1": "Meet Sunny on Mt. Wirral.", + "QUEST_SUNNY2_DESCRIPTION_2": "Go with Sunny to the Landkeeper HQ.", + "QUEST_SUNNY2_DESCRIPTION_3": "Venture into the Landkeeper hideout with Sunny.", + "ITEM_KEY_LANDKEEPER2_NAME": "Landkeeper Card Key", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "It seems that constantly breaking into the Landkeepers’ offices has prompted them to upgrade to electronic security.", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "in the new Landkeeper hideout", + "REGION_NAME_LANDKEEPER_HIDEOUT": "New Landkeeper Hideout", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "I think I saw a… giant brazen bull {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "Minosteam Sighting", + "about": "About", + "donation": "Donation", + "patreon": "Patreon", + "noItems": "No Items", + "privacyPolicy": "Privacy Policy", + "termsAndConditions": "Terms and Conditions", + "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", + "patrons": "Patrons", + "habitat": "Habitat", + "useGifs": "Use Gifs", + "alphabetical": "Alphabetical", + "bestiaryId": "Bestiary Id", + "static": "Static", + "gifNum": "Gif {0}", + "additionalStats": "Additional Stats", + "viewOn": "View on {0}", + "initial": "Initial", + "unavoidable": "Unavoidable", + "cost": "Cost", + "canBeCopied": "Can be copied", + "characters": "Characters", + "partnerMonster": "Partner Monster", + "portraitNum": "Portrait {0}", + "tags": "Tags", + "overworld": "Overworld", + "percentTitle": "Percent", + "backup": "Backup", + "hashCode": "F74C7E45020BF36589D797C7FC10877B" + } + }, + "fr_FR": { + "id": 2, + "locale": "fr_FR", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "Effets de glitch", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} par {content_author}", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Désactivés", + "UI_SETTINGS_AUDIO_TRANSFORM": "Bruits de transformation", + "DLC_00_COSPLAY_NAME": "Pack Cosplay", + "MOVE_DESCRIPTION_FINAL_BREATH": "Si tu as au moins 80 % de tes PV et que tu subis une attaque mortelle, tu survis avec 1 PV.", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Chants", + "MOVE_TRAP_JAW_NAME": "Morsure tenace", + "MOVE_GEMSTONE_WALL_NAME": "Mur (Gemme)", + "MOVE_DESCRIPTION_DEEP_FREEZE": "Gèle le lecteur de cassettes de l'adversaire, lui infligeant l\\'effet Blocage.", + "MOVE_MAGIC_TOME_NAME": "Grimoire", + "MOVE_NAME_TRIPWIRE": "Fil déclencheur", + "DLC_01_PIER_NAME": "La jetée de l'inconnu", + "MOVE_DESCRIPTION_TRAP_JAW": "S'active automatiquement avec la capacité Morsure. Inflige l\\'effet Esquive nulle à la cible.", + "MOVE_DEEP_FREEZE_NAME": "Coup de gel", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Les personnages souffrant de l'effet Esquive nulle voient leur caractéristique d\\'esquive réduite à 1 %.", + "MOVE_NAME_WEB_WRAP": "Prison de soie", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} (v{content_version})", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC {content_name}", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "CHANGEMENT IMPOSSIBLE !", + "MOVE_NAME_TREASURE_DIG": "Chasse au trésor", + "MOVE_NAME_STICKY_SPRAY": "Engluage", + "CONFIRM_LOAD_MODS_QUIT": "Quitter", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continuer sans charger de mods", + "STATUS_TAPE_JAM_NAME": "Blocage", + "STATUS_TAPE_JAM_DESCRIPTION": "Les personnages souffrant de l'effet Blocage ne peuvent plus changer de cassette, à moins que l\\'effet soit dissipé ou que cette cassette se brise.", + "CONFIRM_LOAD_MODS3": "Si vous choisissez d'utiliser des mods, sachez que vous le faites à vos risques et périls.", + "LOOT_HEADING_TREASURE": "Trésor", + "MOVE_COLD_FUSION_NAME": "Fusion froide", + "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", + "MOVE_FINAL_BREATH_NAME": "Dernier souffle", + "NOTIFICATION_GENERIC": "Notification", + "CONFIRM_LOAD_MODS2": "Notez que les mods malicieux peuvent accéder à vos fichiers système et lancer des instructions arbitraires sur votre ordinateur.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Ce fichier de sauvegarde n'a jamais été sauvegardé à l\\'aide de vos mods actuels. Si vous le chargez, le fait de désinstaller n\\'importe quel mod pourrait rendre ce fichier instable à l\\'avenir.", + "UI_SETTINGS_COLOR_BLIND": "Mode daltonisme", + "TITLE_SCREEN_DLC_BTN": "Voir les DLC dans la boutique", + "CONFIRM_LOAD_MODS4": "Voulez-vous vraiment charger ces mods ?", + "UI_PARTY_EDIT_MOVES": "Éditer les autocollants", + "TITLE_SCREEN_UGC_BTN": "Steam Workshop", + "DLC_02_FASHION_NAME": "Pack Mode", + "MOVE_DESCRIPTION_TRIPWIRE": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA quand un adversaire utilise une attaque au corps à corps. Les chances de déclenchement sont inversement proportionnelles au coût d\\'activation normal.", + "DLC_03_WINGS_NAME": "Pack Ailes", + "MOVE_DESCRIPTION_TREASURE_DIG": "Déterre aléatoirement un objet, qui sera gardé par le vainqueur du combat.", + "MOVE_TREASURE_DIG_TOAST": "JACKPOT !", + "MOVE_DESCRIPTION_COLD_FUSION": "S'active chaque fois qu\\'un combattant utilise le processus de fusion. Déstabilise la fusion et réduit ses PV de 20 % de son maximum de PV.", + "UI_PARTY_VIEW_MOVES": "Voir les autocollants", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continuer", + "MOVE_DESCRIPTION_MAGIC_TOME": "Touche une cible et réduit sa défense à distance.", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Activés", + "UI_SAVE_REQUIRE_DLC": "Cette sauvegarde ne peut pas être chargée, car elle intègre des DLC ou des mods qui ne sont pas installés.", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "Les murs absorbent un certain nombre d'attaques. Les attaques bénéficiant d\\'un avantage de type les brisent immédiatement. En plus de se comporter comme un mur normal, ce mur fournit 1 PA supplémentaire à son propriétaire chaque tour.", + "STATUS_GEMSTONE_WALL_NAME": "Mur (Gemme)", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "Sacrifie 20 % de ses PV pour créer un mur capable d'absorber jusqu\\'à 3 attaques pendant 3 tours. Ce mur fournit également 1 PA supplémentaire à son propriétaire à chaque tour.", + "CONFIRM_LOAD_MODS1": "{num_mods} mod(s) détecté(s).", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Voulez-vous vraiment charger ce fichier ?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "Esquive nulle", + "UI_PARTY_MOVE_STICKER": "Déplacer l'autocollant", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "Quel aspect de la foudre penses-tu incarner le mieux ?", + "DIVEBERG_NAME_PREFIX": "Squa", + "PINBOLT_NAME_SUFFIX": "flip", + "DIVEBERG_DESCRIPTION": "une créature de glace coiffée d'un casque de plongée", + "DIVEBERG_LORE_2": "La température la plus basse jamais relevée sur Terre est de -89,2 °C. Elle a été enregistrée en Sibérie en 1983.", + "PINBOLT_LORE_2": "Le premier flipper moderne n'a été inventé que dans les années 1940, mais il trouve son inspiration dans un jeu bien plus ancien, celui de bagatelle, qui se jouait sur des plateaux en bois. Il partage aussi une histoire et une évolution communes avec le pachinko.", + "AURICLAW_LORE_1": "Pour arriver à maturité, les Ferrigriffs passent par une métamorphose alchimique qui transforme les plaques et ornements en acier de leur corps en alliage d'or. Ces Aurigriffs constituent la première ligne de défense de leurs vastes territoires.", + "AURICLAW_NAME_PREFIX": "Auri", + "AURICLAW_NAME_SUFFIX": "griff", + "AURICLAW_LORE_2": "Les masques mortuaires étaient souvent inspirés de personnalités importantes. Le plus célèbre de l'histoire est probablement celui de Toutankhamon, créé approximativement en 1323 av. J.-C..", + "TRAPWURM_NAME": "Vertrappe", + "TRAPWURM_NAME_PREFIX": "Ver", + "ADEPTILE_LORE_2": "L'un des principes fondamentaux de l\\'alchimie de jadis est que toute chose est composée de quatre éléments : le feu, l\\'eau, la terre et l\\'air.", + "PINBOLT_DESCRIPTION": "une créature en forme de ressort dont la tête est un orbe en lévitation", + "DIVEBERG_LORE_1": "Lorsqu'il est exposé à des températures négatives suffisamment longtemps, le Squaphoque évolue vers la forme \\\"Squaberg\\\". En adoptant un squelette bipède, il peut ainsi traverser les terrains enneigés plus facilement. C\\'est du moins la théorie retenue.", + "PICKSIE_LORE_2": "Les nains sont des êtres féériques de la mythologie germanique souvent décrits comme de simples petits humanoïdes. Ils sont fréquemment associés aux mines, aux grottes et aux arts de la forge.", + "PICKSIE_SUBTITLE": "Goblin chasseur de trésor", + "OVERWORLD_SPIDERCAVE_FELIX": "Je crois bien que c'est la première fois qu\\'on voit des toiles d\\'araignées aussi grandes... Je n\\'aurais jamais oublié ce genre de détail !", + "OVERWORLD_SPIDERCAVE_EUGENE": "Des toiles géantes ? [pause]Ça veut dire des araignées géantes. Je suis chaud pour un bon combat !", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Sa vitesse fulgurante", + "DIVEBERG_NAME": "Squaberg", + "ADEPTILE_DESCRIPTION": "un reptile paré d'une robe d\\'érudit", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Sa puissance foudroyante", + "ADEPTILE_NAME_PREFIX": "Occul", + "TRAPWURM_LORE_2": "La vouivre est un monstre du folklore européen proche du dragon. Elle est souvent représentée comme une gigantesque créature serpentine dotée de nageoires dorsales.", + "PICKSIE_NAME_PREFIX": "Farfa", + "PICKSIE_NAME_SUFFIX": "pic", + "PICKSIE_LORE_1": "Les Farfapics sont d'avides mineurs, prêts à passer des années à creuser dans les grottes et les tombes en quête de trésors et de pierres précieuses. Ils se parent souvent des merveilles qu\\'ils découvrent, et s\\'équipent également des armes et armures qu\\'ils dénichent.", + "PICKSIE_DESCRIPTION": "un gobelin masqué muni d'une pioche", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]C'est quoi, ces drôles de toiles... ?[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Oh, tu crois qu'on a fait peur à ce monstre ? On dirait qu\\'il s\\'est échappé sous terre. Si jamais on le recroise, il faudra qu\\'on essaie de l\\'approcher sans qu\\'il nous voie.", + "ADEPTILE_NAME": "Occultile", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Gobelin nerveux", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Un ami Veilleur en poste {location_0_phrase} m'a raconté qu\\'il y avait aperçu une étrange créature, une sorte de petit gobelin plutôt agile.", + "RUMOR_SPIDER_CAVE_3": "Bizarre, tu trouves pas ? On n'a jamais exploité la moindre mine là-bas.", + "WYRMAW_NAME": "Serpiège", + "TRAPWURM_DESCRIPTION": "un serpent sur pattes doté d'une énorme mâchoire", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]Ce monstre a filé dès qu'il nous a vu·es... Si on le recroise, on devrait essayer de l\\'approcher plus discrètement, tu crois pas ?[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "Mine abandonnée", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]Ce monstre a filé dès qu'il nous a vues... Si on le recroise, on devrait essayer de l\\'approcher plus discrètement, tu crois pas ?[/wave]", + "WYRMAW_NAME_SUFFIX": "piège", + "ADEPTILE_LORE_1": "L'Occultile s\\'est dévoué tout entier à la poursuite du savoir ésotérique. La longue robe d\\'érudit qu\\'il porte lui sert essentiellement à dissimuler le fait qu\\'il ne possède pas de corps.", + "FERRICLAW_LORE_2": "Un masque mortuaire est la réplique du visage d'un défunt. La méthode et les matériaux de fabrication varient, mais ces masques apparaissent dans de nombreuses cultures à travers les âges de l\\'histoire humaine.", + "FERRICLAW_NAME": "Ferrigriff", + "FERRICLAW_NAME_PREFIX": "Ferri", + "PINBOLT_NAME": "Magnéflip", + "RUMOR_SPIDER_CAVE_2": "Eh bien, il a découvert par hasard l'entrée effondrée d\\'une vieille mine dans les marais !", + "RUMOR_SPIDER_CAVE_1": "Tu connais Édouard, non ? Il s'occupe de cette ferme avec sa femme, juste après le Ruisseau des Pipelin...", + "FERRICLAW_DESCRIPTION": "une araignée portant un masque rouillé", + "TRAPWURM_LORE_1": "Les Vertrappes peuvent s'enfouir et retenir leur souffle pendant des jours dans l\\'attente qu\\'une proie passe au-dessus de leur tête. Leurs mâchoires sont si puissantes qu\\'il est presque impossible de se dégager une fois qu\\'elle se sont refermées.", + "TRAPWURM_NAME_SUFFIX": "trappe", + "FERRICLAW_NAME_SUFFIX": "griff", + "FERRICLAW_LORE_1": "Parce qu'ils vivent dans de profonds réseaux de galeries souterraines, les Ferrigriffs n\\'ont été découverts qu\\'assez récemment à la Nouvelle-Wirral. Ils arborent d\\'anciens masques de mort qu\\'ils dénichent dans les tombes de civilisations disparues.", + "HARBOURTOWN_BOOK_6": "Les notes griffonnées indiquent : \\\"... ce reptile adepte de l'ésotérisme peut atteindre son plein potentiel en étudiant un certain tome magique.\\\"", + "PICKSIE_NAME": "Farfapic", + "DIVEBERG_NAME_SUFFIX": "berg", + "PICKSIE_ENCOUNTER_EUGENE_1": "Mince, il a filé ! Si jamais on retombe dessus ailleurs, je propose qu'on l\\'approche par-derrière pour pas l\\'effrayer.", + "PICKSIE_ENCOUNTER_MEREDITH_1": "Je rêve ou ce monstre vient de disparaître sous terre ? Si jamais on le retrouve, on devrait peut-être essayer de l'approcher sans se faire voir.", + "WYRMAW_LORE_1": "Trop gros pour s'enfouir et surprendre ses proies, le Serpiège doit attirer ses victimes en agitant son drapeau et en faisant tinter les clochettes qui ornent son collier.", + "WYRMAW_LORE_2": "Les vouivres apparaissent dans de nombreux contes européens. La légende du \\\"Ver de Lambton\\\" parle ainsi d'un ver aquatique géant qui terrorisait les villageois près du fleuve Wear, dans lequel il vivait.", + "WYRMAW_DESCRIPTION": "un grand serpent coiffé d'un drapeau", + "WYRMAW_NAME_PREFIX": "Ser", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Apparemment, il cherchait quelque chose dans le sol en creusant avec une pioche. Mais il a filé dès que mon ami s'est approché...", + "PINBOLT_NAME_PREFIX": "Magné", + "PICKSIE_ENCOUNTER_VIOLA_1": "Il semblerait que nous ayons effrayé cette créature. Si nos chemins se croisent à nouveau, il serait préférable d'adopter une approche plus furtive.", + "PICKSIE_ENCOUNTER_FELIX_1": "Il s'est... enfoui sous terre ? Il a peut-être peur des humains ? Si on le recroise, il faudra qu\\'on essaie de l\\'approcher plus discrètement, sans qu\\'il nous voie.", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "Ce sont... des toiles d'araignées ? Elles sont un peu trop [wave amp=30 freq=10]grandes[/wave], tu trouves pas ?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "T'as vu un peu la [shake rate=30 level=10]taille[/shake] de ces toiles d\\'araignées ? [pause]C\\'est non. [pause]Pas moyen. [pause]Je m\\'approche pas de ça.", + "OVERWORLD_SPIDERCAVE_VIOLA": "Les araignées de ce royaume tissent-elles fréquemment des toiles d'une telle... envergure ?", + "AURICLAW_NAME": "Aurigriff", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]Ce monstre a filé dès qu'il nous a vus... Si on le recroise, on devrait essayer de l\\'approcher plus discrètement, tu crois pas ?[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "Wouf... ?", + "PINBOLT_LORE_1": "La tête d'un Magnéflip flotte au-dessus de son corps, maintenue ainsi en lévitation par un champ magnétique généré par ses deux flippers. Il peut canaliser cette énergie magnétique pour lancer des décharges d\\'énergie avec sa main.", + "AURICLAW_DESCRIPTION": "une araignée portant un masque d'or", + "ADEPTILE_NAME_SUFFIX": "tile", + "GAME_OVER_EUGENE1.m": "Et le voilà debout ! Allez, viens, {player} !", + "GAME_OVER_KAYLEIGH1": "Tu vas bien ? J'avoue que, l\\'espace d\\'un instant, je me suis fait du souci pour toi.", + "GAME_OVER_FIRST_PENSBY4": "Je veux bien t'en échanger contre des ressources, si tu en as. [pause]Et Clémence, la propriétaire du café Gramophone, aussi.", + "LEVEL_WARNING_viola.v2": "Cet endroit m'inquiète un peu, je l\\'avoue. Il est extrêmement dangereux, je le crains.", + "TUTORIAL1_PART1_KAYLEIGH4": "Alors, je t'explique : on m\\'a confié une mission et j\\'aurais bien besoin d\\'un coup de main. Tu penses pouvoir m\\'aider ?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "Tu sais, tu t'es vraiment bien débrouillée quand on a combattu ensemble !", + "TUTORIAL1_PART1_KAYLEIGH3.n": "Tu sais, tu t'es vraiment bien débrouillé·e quand on a combattu ensemble !", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "Une mission ?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Mais oui !", + "TUTORIAL1_PART2_KAYLEIGH9": "Si une forme perd toute sa santé au cours d'un combat, la bande magnétique de sa cassette se brisera et il faudra la réparer.", + "TUTORIAL1_PART2_KAYLEIGH8": "La barre verte représente la santé de ta forme de monstre, et la rouge, c'est la tienne.", + "TUTORIAL1_PART2_KAYLEIGH10": "Non seulement ça, mais tous les dégâts supplémentaires infligés par l'attaque qui a cassé la bande magnétique sont causés à TA santé, autrement dit, la barre rouge.", + "TUTORIAL1_PART2_KAYLEIGH11.f": "Si on perd toutes les deux toute notre santé, on devra rentrer à Port-la-Ville.", + "INTRO_KAYLEIGH14": "Qu'est-ce que tu en penses ? [pause]Plutôt chouette, pas vrai ?", + "CLEMENCE_NAME": "Clémence", + "INTRO_KAYLEIGH21_OPTION2": "Je ne me sens pas très bien...", + "INTRO_PENSBY24": "Je ne pense pas que ce soit sérieux. Se transformer pour la première fois, ça fait un choc.", + "INTRO_KAYLEIGH23": "Tu m'as fait peur, l\\'espace d\\'un instant, {player} !", + "TUTORIAL2_PART1_KAYLEIGH2.n": "Ces feux de camp signalent les endroits où on peut dresser le camp en sécurité.", + "TUTORIAL2_PART2_KAYLEIGH2": "Il doit bien y avoir un moyen de le faire venir ici...", + "TUTORIAL2_PART2_KAYLEIGH1": "Là, tu vois ce monstre ?", + "TUTORIAL2_PART3_KAYLEIGH1": "Tiens, prends ça !", + "TUTORIAL2_PART3_KAYLEIGH2": "Il faut que tu saches quelque chose sur les monstres de la Nouvelle-Wirral...", + "TUTORIAL2_PART3_KAYLEIGH3": "Quand ils sont affaiblis, leur essence peut être... [pause]comment dire...[pause] enregistrée sur une cassette.", + "GAME_OVER_FIRST_PENSBY3.n": "Si vous avez l'intention de vous rendre à la Nouvelle-Wirral, tou·te·s les deux, vous avez intérêt à faire un stock de fournitures médicales avant d\\'y aller.", + "GAME_OVER_FIRST_PENSBY3.f": "Si vous avez l'intention de vous rendre à la Nouvelle-Wirral, toutes les deux, vous avez intérêt à faire un stock de fournitures médicales avant d\\'y aller.", + "INTRO_KAYLEIGH37": "Si tu veux te joindre à moi, retrouve-moi au niveau de la porte de l'autre côté du pont. Tu sais bien, celle qu\\'on a franchie pour arriver en ville.", + "INTRO_KAYLEIGH40": "On t'a également trouvé quelques habits. Il est possible qu\\'ils ne soient pas trop... à la mode de ton époque, mais c\\'est tout ce qu\\'on a !", + "INTRO_KAYLEIGH39.m": "Je suis à peu près certaine que les gens savent déjà qu'il y a un nouveau venu en ville.", + "INTRO_KAYLEIGH39.f": "Je suis à peu près certaine que les gens savent déjà qu'il y a une nouvelle venue en ville.", + "INTRO_KAYLEIGH39.n": "Je suis à peu près certaine que les gens savent déjà qu'il y a une nouvelle tête en ville.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Quand je pense que j'ai la possibilité de passer du temps en pleine nature avec mon petit ami craquant...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Quand je pense que j'ai la possibilité de passer du temps en pleine nature avec mon âme sœur...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "Ça pourrait être pire, pas vrai ?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Je partais souvent camper, quand j'étais gosse. Faut dire qu\\'en Irlande, c\\'est pas les endroits qui manquent pour planter sa tente !", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "On partait loin de tout avec mon père et, le soir, on passait des heures à contempler les étoiles.", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Le fait d'être là, avec toi, ça me rappelle cette époque.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Ça va peut-être te paraître étrange, [pause]mais...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Quand je vivais à Villedeuil, Dorian avait tout plein de grandes idées pour améliorer la qualité de vie de la communauté...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "Et c'était vraiment excitant de pouvoir l\\'aider. [pause]Tu sais, j\\'avais la sensation de me rendre utile, d\\'être là pour les autres, tout ça...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "C'était de l\\'excitation. [pause]Et franchement, si tu veux mon avis, c\\'est facile de mélanger les deux.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Et à l'époque, je pensais que c\\'était ça, être heureuse. [pause]Mais... [pause]En y réfléchissant, je me dis que, ce que j\\'éprouvais, c\\'était pas vraiment du bonheur.", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Si on m'avait dit qu\\'on prenait aussi souvent le café quand on est en couple avec quelqu\\'un...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "J'imagine qu\\'il y a une différence entre quelque chose de sympa et quelque chose qui permette de s\\'accomplir.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "Je me demande comment fonctionne cette histoire de... [pause]transformation de monstres grâce aux cassettes.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "Parce que, quand on y réfléchit, ça semble idiot, pas vrai ? [pause]Je veux dire, il s'agit juste de lecteurs de cassettes tout ce qu\\'il y a de plus normaux.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Mais peut-être que je me goure. [pause]Sans cesse réfléchir aux... limites du système, c'est sans doute pas le meilleur moyen d\\'aborder la question.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Ils sont en plastique.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Peut-être qu'en acceptant que l\\'impossible puisse arriver... [pause]on lui permet de se produire, [pause]tu vois ce que je veux dire ?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Je me demande comment est la vie pour les habitants de Port-la-Ville qui sont nés ici.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Je veux dire, eux, ils n'ont jamais rien connu d\\'autre.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Et pourtant, moi et les autres, on n'arrête pas de leur parler d\\'autres mondes, de plein de gens et de lieux différents.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "Ils doivent avoir du mal à comprendre de quoi on parle.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Port-la-Ville est en quelque sorte une ville coupée en deux.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Mais d'un autre côté, [pause]eux sont bien plus habitués à la présence des monstres, forcément.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Hein ?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "« L'aiguille du temps ne va que vers l\\'avant, Kayleigh. »", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "L'aiguille de quoi ?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Oh, c'est juste quelque chose que mon père disait souvent.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "J'imagine que ça signifie que le temps va sans cesse de l\\'avant. On ne peut pas revenir en arrière pour corriger nos erreurs, alors, ça ne sert à rien de ressasser le passé.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Même si on a parfois tendance à le faire...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "J'imagine que ça signifie qu\\'il nous faut réfléchir à la prochaine étape de notre aventure ! Parce qu\\'après tout, l\\'aiguille du temps ne va que vers l\\'avant, {player} !", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Alors, comme ça...[/wave] [pause]Mérédith et toi... [pause]enfin, tu sais, quoi.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Mais un petit conseil, quand même... [pause]Tu devrais peut-être [wave amp=30 freq=10]éviter[/wave] de lui dire que ce n'est pas la première fille que tu as embrassée sur l\\'île.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Tu es au courant ?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "C'est juste que, comme tu m\\'avais [wave amp=30 freq=10]embrassée[/wave], je me suis peut-être fait des idées à notre sujet.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "J'espère que la situation n\\'est pas trop gênante...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "Mais c'est pas grave, hein ! Je sais bien que tu m\\'as rien promis, {player}. On a passé un peu de bon temps, [pause]c\\'est tout.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "Mais c'est pas grave, hein ! Je sais bien que tu m\\'as rien promis, {player}. On a passé un peu de bon temps, [pause]c\\'est tout.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "Mais c'est pas grave, hein ! Je sais bien que tu m\\'as rien promis, {player}. On a passé un peu de bon temps, [pause]c\\'est tout.", + "HARBOURTOWN_NPC_9_DIALOGUE2": "Depuis quelque temps, les Veilleurs nous apportent des habits depuis la galerie commerciale abandonnée, au nord. [pause]Moi, je me contente de les laver et de les raccommoder.", + "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe, c'est mon héroïne. [pause]Savais-tu qu\\'elle a été la première personne sur cette île à enregistrer un monstre à l\\'aide d\\'un lecteur de cassettes ?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe, c'est ma capitaine des Veilleurs préférée, [pause]mais les autres sont chouettes, aussi.", + "HARBOURTOWN_NPC_10_DIALOGUE3": "Quelqu'un m\\'a dit qu\\'il y avait un capitaine des Veilleurs robot. [pause]Franchement, j\\'ai du mal à le croire.", + "HARBOURTOWN_NPC_10_DIALOGUE4": "Sur le plan vestimentaire, Cybile, c'est la plus à la mode de [wave amp=30 freq=10]tous[/wave] les Veilleurs.", + "HARBOURTOWN_NPC_12_DIALOGUE8": "Apparemment, le pont reliant Port-la-Ville à la ferme des Pipelin a de nouveau été abaissé. C'est une [wave amp=30 freq=10]excellente[/wave] nouvelle pour tous les gens d\\'ici qui ont besoin... [pause]eh bien, de nourriture... [pause]pour manger, quoi.", + "HARBOURTOWN_NPC_11_DIALOGUE1": "Vu comment tout le monde ici parle de monstres et de cassettes, [pause]on pourrait croire que tous les gens s'éclatent, dans cette ville.", + "HARBOURTOWN_NPC_10_DIALOGUE5": "Je me demande si je deviendrai capitaine des Veilleurs, un jour. [pause]Non, probablement pas...", + "HARBOURTOWN_NPC_11_DIALOGUE2": "Eh bien, je vais te dire... [shake rate=30 level=10]pas moi[/shake] ! [pause][pause]Au contraire, je déteste ces histoires de monstres !", + "HARBOURTOWN_NPC_12_DIALOGUE1": "Tu sais ce qui me manque le plus ? [pause]Le sport. [pause]Il ne pourrait pas y avoir une équipe de football, à Port-la-Ville, comme dans tous les endroits civilisés ?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "Je n'aurais pas pu me retrouver prise au piège dans un endroit [wave amp=30 freq=10]normal[/wave] ?", + "HARBOURTOWN_NPC_27_DIALOGUE1": "Il y a peu, un homme étrange m'a approché pour tenter de me vendre une maison. Et comment est-ce que j\\'aurais pu l\\'acheter, hein ? Il n\\'y a même pas d\\'[wave amp=30 freq=10]argent[/wave] sur cette île !", + "HARBOURTOWN_NPC_12_DIALOGUE3": "D'étranges individus à peau blafarde rôdaient dans le coin en marmonnant, récemment. Et franchement, c\\'est inhabituel, même pour cet endroit.", + "HARBOURTOWN_NPC_12_DIALOGUE4": "Tu as vu les dingues en cape qui rôdent près du parc ? Ils font partie d'une [wave amp=30 freq=10]troupe théâtrale[/wave], ou quoi ?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "Apparemment, Port-la-Ville et cette autre ville de l'est ont fait amende honorable. Je me demande ce qui a bien pu se passer...", + "HARBOURTOWN_NPC_12_DIALOGUE7": "Ça fait quelque temps que je n'ai pas vu ces types louches tout de noir vêtus. Je me demande ce qui a bien pu leur arriver...", + "HARBOURTOWN_NPC_12_DIALOGUE6": "Les habitants de la ville prétendent que la galerie commerciale abandonnée est [wave amp=30 freq=10]hantée[/wave]. Les monstres, c'est une chose, mais les fantômes, je refuse d\\'y croire !", + "LEVEL_WARNING_kayleigh.v2.m": "Cet endroit a l'air dangereux. On ferait peut-être bien de revenir quand on sera plus forts.", + "GAME_OVER_PENSBY2": "Vas-y mollo, {player}. Si tu pouvais éviter de gâcher tout mon travail trop vite, je préférerais.", + "LEVEL_WARNING_kayleigh.v3": "Quelque chose me dit que les monstres du coin sont plus forts que nous, pour le moment.", + "LEVEL_WARNING_kayleigh.v2.n": "Cet endroit a l'air dangereux. On ferait peut-être bien de revenir quand on sera plus fort·e·s.", + "INTRO_PENSBY27.m": "Tu ne lui as rien dit, Kayleigh ?", + "INTRO_PENSBY27.f": "Tu ne lui as rien dit, Kayleigh ?", + "INTRO_KAYLEIGH28": "Désolée, je sais que j'aurais dû...", + "INTRO_PENSBY27.n": "Tu ne lui as rien dit, Kayleigh ?", + "INTRO_KAYLEIGH29": "Je ne veux pas te bombarder d'informations d\\'un seul coup, mais tu te trouves sur une île appelée la Nouvelle-Wirral.", + "INTRO_PENSBY44": "Je sais que cela fait beaucoup à intégrer d'un seul coup, mais dis-toi bien que nous sommes tous passés par là.", + "TUTORIAL1_PART1_KAYLEIGH2": "...", + "INTRO_MONOLOGUE45": "Je ferais peut-être bien de commencer par enfiler quelques vêtements...", + "TUTORIAL1_PART1_KAYLEIGH3.m": "Tu sais, tu t'es vraiment bien débrouillé quand on a combattu ensemble !", + "TUTORIAL1_PART1_KAYLEIGH1": "Salut, {player} ! [pause]Alors, tu te sens un peu mieux ?", + "CLEMENCE_ARRIVAL1": "Je suis tombée. [pause]Dans l'océan. [pause]Et le courant m\\'a emmenée jusqu\\'ici. [pause]C\\'était il y a une dizaine d\\'années. C\\'est la vie...", + "CLEMENCE_CAFE4": "Mais je les ai rassurés : « Chut ! Je m'occupe de tout ! » J\\'ai bidouillé le gramophone et, depuis, il lit les disques plus récents. Du coup, mon café est toujours aussi stylé qu\\'avant, et en plus, maintenant, il y a de la musique. Tout le monde est content, fin de l\\'histoire.", + "INTRO_KAYLEIGH25": "Bref, il se trouve qu'il y avait une maison libre à Port-la-Ville, et maintenant, c\\'est chez toi !", + "INTRO_KAYLEIGH25_OPTION1": "Dans quel coin du monde sommes-nous, ici, au juste ?", + "INTRO_PENSBY26": "Du « monde » ?", + "INTRO_KAYLEIGH30_OPTION1": "Il y a un moyen de rentrer chez moi ?", + "INTRO_PENSBY31": "J'ai bien peur que non, {player}. [pause]Désolée.", + "INTRO_PENSBY32": "Cela fait plus d'un siècle que les gens qui se retrouvent ici tentent de retourner sur leur monde, mais nul n\\'a jamais réussi.", + "LEVEL_WARNING_meredith.v1": "J'ai l\\'impression que cet endroit est trop dur pour nous. [pause]Les monstres du coin sont plutôt flippants.", + "LEVEL_WARNING_kayleigh.v2.f": "Cet endroit a l'air dangereux. On ferait peut-être bien de revenir quand on sera plus fortes.", + "PARTNER_LEVELUP_MEREDITH1": "Je, euh... je me suis beaucoup entraînée, depuis la dernière fois. Ne t'inquiète pas, je ne devrais avoir aucun mal à te suivre.", + "SWAP_PARTNER_VIOLA1": "Très bien, ne perdons pas de temps !", + "SWAP_PARTNER_DOG1": "*Halètement*", + "PARTNER_LEVELUP_EUGENE1": "Je me suis beaucoup entraîné, ces derniers temps. Crois-moi, je suis [shake rate=30 level=10]bien plus fort[/shake] que la dernière fois que nous avons combattu côte à côte !", + "INTRO_KAYLEIGH20.m": "Tu ne vas pas pouvoir t'en aller d\\'ici.", + "INTRO_KAYLEIGH20.f": "Tu ne vas pas pouvoir t'en aller d\\'ici.", + "INTRO_KAYLEIGH21": "C'est comme nous, nous sommes tous coincés ici.", + "INTRO_KAYLEIGH20.n": "Tu ne vas pas pouvoir t'en aller d\\'ici.", + "INTRO_PENSBY22": "Ah, très bien, tu as fini par te réveiller. J'avoue que je me suis un peu inquiétée quand Kayleigh est venue frapper à ma porte.", + "INTRO_KAYLEIGH21_OPTION1": "J'ai la tête qui tourne...", + "HARBOURTOWN_STATION_KAYLEIGH5B": "Ce monstre n'est pas comme les autres. [pause][shake rate=30 level=10]On n\\'est pas en sécurité, ici[/shake].", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Qui êtes-vous ?", + "HARBOURTOWN_STATION_MORGANTE3": "NON, NON, TU N'ES PAS MA DESCENDANCE.\\n\\nTU OSES ENCORE TE PRÉSENTER DEVANT MOI, L\\'ÉPÉE À LA MAIN ?", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "Que vous est-il arrivé ?", + "HARBOURTOWN_STATION_KAYLEIGH9": "Je refuse !", + "HARBOURTOWN_STATION_KAYLEIGH8": "Tu m'entends, {player} ? C\\'est pas la fin pour nous ! C\\'est pas possible !", + "HARBOURTOWN_STATION_KAYLEIGH7": "Hors de question que je meure comme ça !", + "HARBOURTOWN_STATION_KAYLEIGH11": "Comment est-ce... [pause]qu'on a...", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "On va affronter cette chose, et on la battra ENSEMBLE !", + "INTRO_KAYLEIGH6": "Il te suffit de la glisser de ton lecteur, [pause]d'enfiler ton casque [pause]et d\\'appuyer sur lecture !", + "INTRO_KAYLEIGH5": "Oui, je vois ça ! Dans ce cas, tiens, voilà pour toi.", + "GAME_OVER_FIRST_PENSBY5": "Prends bien garde à toi, {player} ! Si tu fais assez attention, tu ne devrais pas revenir ici de sitôt.", + "INTRO_KAYLEIGH1": "Hé, toi ! [pause]J'ignore qui tu es, mais pas de gestes brusques, d\\'accord ?", + "INTRO_KAYLEIGH3": "Tiens, [pause]prends ça !", + "INTRO_KAYLEIGH4": "OK, petite question : [pause]quel est ton... [pause]style préféré ?", + "GAME_OVER_FIRST_PENSBY1.m": "Ah, tu as fini par te réveiller. Tu as de la chance que quelqu'un ait été là pour te ramener à la clinique en un seul morceau !", + "LEVEL_WARNING_eugene.v2": "Les monstres des environs ont l'air plus costauds que nous. On devrait peut-être aller s\\'entraîner un peu avant de revenir ici...", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]Après toi, {player} ![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "J'ai beaucoup travaillé mes [wave amp=30 freq=10]compétences de combat de monstres[/wave] depuis notre dernière rencontre. Tu devrais trouver ça très impressionnant !", + "GAME_OVER_FELIX1": "Alors, tu te sens mieux, maintenant ?", + "INTRO_KAYLEIGH16_OPTION2": "Mais j'en ai déjà un !", + "INTRO_KAYLEIGH18": "Je ne suis pas très douée pour ça...", + "INTRO_KAYLEIGH17": "Euh, oui... [pause]C'est sûr. [pause]Désolée.", + "INTRO_KAYLEIGH19": "C'est le genre de nouvelle que j\\'ai un peu de mal à annoncer.", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "À propos de cet « archange »...", + "TUTORIAL4_PART3B_KAYLEIGH6": "Les archanges...", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "À propos de notre « fusion »...", + "TUTORIAL4_PART3C_KAYLEIGH2": "La « fusion » est un phénomène rare bien connu des Veilleurs. Il y a des monstres fusionnés dans les contrées sauvages, et la chef des Veilleurs est censée pouvoir la pratiquer, elle aussi.", + "TUTORIAL4_PART3B_KAYLEIGH7": "D'après la légende, quand les premiers malheureux sont arrivés sur les côtes de la Nouvelle-Wirral, ils ont d\\'abord cru que les monstres vivant là étaient des anges.", + "TUTORIAL4_PART3B_KAYLEIGH10": "Bien sûr, quand les gens ont vu que ces créatures étaient agressives et capables de battre les monstres normaux, elles ont vite perdu leur [wave amp=30 freq=10]côté « angélique »[/wave].", + "TUTORIAL4_PART3B_KAYLEIGH9": "Suivant leur logique première, ils ont nommé ces créatures « archanges »... [pause]les plus puissants des anges.", + "TUTORIAL4_PART3B_KAYLEIGH8": "Et... [pause]certains d'entre eux ont évoqué d\\'autres entités dans leurs écrits. Des créatures plus puissantes, qui leur semblaient... [pause]malfaisantes.", + "TUTORIAL4_PART3B_KAYLEIGH12": "Mais à force, on a fini par juste les appeler « monstres », comme les autres. C'est un terme générique, mais au moins, aucun risque de se tromper.", + "TUTORIAL2_PART3_KAYLEIGH5": "Vas-y, sélectionne la cassette que tu viens tout juste d'enregistrer !", + "TUTORIAL2_PART3_KAYLEIGH4": "On ne sait pas vraiment [wave amp=30 freq=10]comment[/wave] ça fonctionne, mais l'essentiel, c\\'est que ça marche, [pause]et ça nous suffit.", + "TUTORIAL2_PART3_KAYLEIGH6": "Tu vois ? C'est comme ça que tu peux obtenir de nouvelles formes de monstre !", + "TUTORIAL2_PART3_KAYLEIGH8": "Et maintenant, réglons son compte à cet insecte !", + "TUTORIAL2_PART4_PLAYER1": "Euh... c'est normal, ça ?", + "TUTORIAL2_PART3_KAYLEIGH7": "Sache toutefois que, si un monstre subit trop de dégâts, il s'enfuira et tu ne pourras pas l\\'enregistrer. [pause]C\\'est bon, là, tu me suis ?", + "GAME_OVER_FIRST_PENSBY3.m": "Si vous avez l'intention de vous rendre à la Nouvelle-Wirral, tous les deux, vous avez intérêt à faire un stock de fournitures médicales avant d\\'y aller.", + "GAME_OVER_MEREDITH1": "Alors, on ouvre les yeux ?", + "LEVEL_WARNING_dog.v3": "Ouaf-Ouaf a l'air d\\'avoir peur de quelque chose. Peut-être que les monstres des environs sont trop dangereux...", + "SWAP_PARTNER_KAYLEIGH1": "Bien, allons-y !", + "SWAP_PARTNER_MEREDITH1": "Oh, nous repartons déjà ?", + "SWAP_PARTNER_EUGENE1": "Génial !", + "SWAP_PARTNER_FELIX1": "Euh... d'accord.", + "PARTNER_LEVELUP_FELIX1": "Je me suis beaucoup entraîné sous forme de monstre, ces temps-ci. Il fallait bien que je rattrape ton niveau, pas vrai ?", + "TUTORIAL1_PART1_KAYLEIGH5": "Je t'explique dans une minute !", + "TUTORIAL1_PART1_KAYLEIGH8": "Il y a eu un genre de tremblement de terre, la nuit dernière. À moins que les monstres n'aient été très actifs. On voit encore les fissures dans le sol.", + "TUTORIAL1_PART1_KAYLEIGH6": "Heureuse de pouvoir compter sur toi !", + "TUTORIAL1_PART1_KAYLEIGH7": "Tu vois ce sentier, là-bas ?", + "TUTORIAL1_PART1_KAYLEIGH9": "Il faut qu'on vérifie le sentier, afin de s\\'assurer que les gens peuvent continuer à l\\'emprunter.", + "CLEMENCE_CAFE2": "Il y avait en ville un vieux gramophone, l'ancêtre du tourne-disque. Alors, je l\\'ai récupéré, et j\\'en ai fait la pièce centrale de mon café. Et puis, les gens se sont mis à me dire : « Clémence ! Tu as un gramophone, mais pas de musique ! »", + "INTRO_KAYLEIGH34": "À tout prendre, c'est pas si mal que ça, comme vie.", + "INTRO_KAYLEIGH33": "Mais ça va aller, t'inquiète ! Tu verras, la communauté de Port-la-Ville est géniale, les gens s\\'entraident tout le temps.", + "INTRO_KAYLEIGH35": "Et en plus, on est en sécurité, ici. Enfin, sauf pour ce qui est des monstres, bien sûr...", + "INTRO_KAYLEIGH35_OPTION1": "Comme celui qu'on a affronté ?", + "TUTORIAL1_PART1_KAYLEIGH10": "Tiens, voilà la clé de la porte.", + "TUTORIAL1_PART2_KAYLEIGH1.m": "Bon, il faut que je commence par te montrer quelques bases. J'espère que tu es prêt à te retransformer en monstre !", + "TUTORIAL1_PART2_KAYLEIGH1.f": "Bon, il faut que je commence par te montrer quelques bases. J'espère que tu es prête à te retransformer en monstre !", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Carrément !", + "TUTORIAL1_PART2_KAYLEIGH1.n": "Bon, il faut que je commence par te montrer quelques bases. J'espère que tu es prêt·e à te retransformer en monstre !", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Euh... je crois bien, oui.", + "TUTORIAL1_PART2_KAYLEIGH3": "Enfin, sauf que... [pause]comment dire... [pause]c'est comme si ton vélo se transformait en {first_tape_description}, tu sais...", + "TUTORIAL1_PART2_KAYLEIGH4": "Et que, pour le coup, le vélo en question, c'est toi.", + "TUTORIAL1_PART2_KAYLEIGH2": "T'inquiète pas, tu t\\'habitueras vite ! [pause]C\\'est comme faire du vélo, tu verras.", + "CLEMENCE_QUESTION_ARRIVAL": "Comment es-tu arrivée ici ?", + "CLEMENCE_QUESTION_COFFEE": "Comment prépares-tu ton café ?", + "CLEMENCE_QUESTION_BYE": "À la prochaine !", + "CLEMENCE_BYE": "Au revoir !", + "CLEMENCE_COFFEE2": "C'est un bon arrangement, tu ne trouves pas ?", + "CLEMENCE_METAL_TAPES1": "{player} ! J'ai quelque chose pour toi.", + "CLEMENCE_METAL_TAPES2": "Wilma, la Veilleuse, est venue de l'hôtel de ville pour m\\'apporter un nouveau stock.", + "INTRO_KAYLEIGH2": "Les Traficrabes n'aiment guère les étrangers... [pause]ni qui que ce soit d\\'autre...[pause] à la réflexion.", + "CLEMENCE_METAL_TAPES3": "Ces cassettes chrome sont plus efficaces que celles de base. Intéressant, non ?", + "LEVEL_WARNING_meredith.v3": "Les monstres du coin sont vraiment flippants, non ? Tu ne crois pas qu'on ferait mieux de revenir, genre, [pause]une autre fois ?", + "INTRO_KAYLEIGH30": "Elle ne se trouve pas... [pause]sur Terre, enfin, pas vraiment. Du moins, c'est ce que nous pensons.", + "INTRO_KAYLEIGH14_OPTION1": "Où suis-je ?", + "INTRO_KAYLEIGH14_OPTION2": "Quel est cet endroit ?", + "INTRO_KAYLEIGH15.m": "Bienvenue à Port-la-Ville...", + "INTRO_KAYLEIGH15.f": "Bienvenue à Port-la-Ville...", + "INTRO_KAYLEIGH15.n": "Bienvenue à Port-la-Ville...", + "INTRO_KAYLEIGH16_OPTION1": "Mon nouveau... chez-moi ?", + "INTRO_KAYLEIGH16": "Dans ton nouveau chez-toi !", + "TUTORIAL4_PART3_KAYLEIGH18": "On vient tous de mondes différents, après tout.", + "TUTORIAL4_PART3B_KAYLEIGH17": "Oh, pardon ! [pause]J'imagine des trucs, mais je ferais mieux de m\\'abstenir, je crois.", + "TUTORIAL4_PART3B_KAYLEIGH19": "Peut-être que les films, ça n'existe pas, chez toi.", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "Si, si !", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Tu parles ! J'en ai vu plein, des films !", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Tu viens d'arriver sur l\\'île, non ? [pause]Tu fais une tête qui ne trompe pas.", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "Les films ? Qu'est-ce que c\\'est ? Non, je plaisante...", + "TUTORIAL4_PART3B_KAYLEIGH20": "Ouf ! [pause]OK, [pause]génial ! Je suis à la Nouvelle-Wirral depuis trois ans, et j'avoue que je n\\'ai pas encore appris à ajuster mes... [pause]références culturelles quand je parle aux nouveaux venus.", + "TUTORIAL4_PART3C_KAYLEIGH1": "Ah. [pause]Oui. [pause][wave amp=30 freq=10]Ça...[/wave]", + "TUTORIAL2_PART4_PLAYER2": "Qu'est-ce qui se passe, là ?", + "TUTORIAL2_PART4_KAYLEIGH1": "Certaines formes de monstre nous confèrent des... aptitudes supplémentaires quand on les enregistre. En plus de pouvoir nous transformer en elles, je veux dire.", + "TUTORIAL2_PART4_KAYLEIGH2": "Pas de panique !", + "TUTORIAL2_PART4_KAYLEIGH3": "Pardon, j'aurais sans doute dû te prévenir, mais je me suis dit que ce serait sans doute plus simple si je te montrais.", + "TUTORIAL2_PART4_KAYLEIGH4": "En planant, on devrait pouvoir traverser ce gouffre.", + "TUTORIAL3_PART1_KAYLEIGH1": "Qu'est-ce qui se passe, au juste ? Si c\\'est à cause de l\\'activité des monstres, on ferait bien d\\'ouvrir l\\'œil.", + "TUTORIAL3_PART1_KAYLEIGH2": "Allons-y.", + "GAME_OVER_EUGENE1.n": "Et c'est reparti ! Allez, viens, {player} !", + "GAME_OVER_EUGENE1.f": "Et la voilà debout ! Allez, viens, {player} !", + "HARBOURTOWN_NPC_4_DIALOGUE3": "Mais le truc, c'est que, [wave amp=30 freq=10]ça marche vraiment[/wave]. [pause]Alors, profites-en sans te poser de questions.", + "HARBOURTOWN_NPC_5_DIALOGUE1": "Tu es là depuis peu ? [pause]Parce que moi, ça fait vingt ans.", + "HARBOURTOWN_NPC_5_DIALOGUE2": "Au bout d'un moment, la nouveauté et le côté étrange de cet endroit... tout cela devient en quelque sorte la routine.", + "HARBOURTOWN_NPC_5_DIALOGUE3": "Par exemple, vois-tu, [pause]il ne m'arrive [wave amp=30 freq=10]presque plus[/wave] de me dire que je vis sur une île peuplée de monstres géants.", + "HARBOURTOWN_NPC_6_DIALOGUE1": "Ce n'est pas la nourriture qui manque à Port-la-Ville, mais il faut bien reconnaître que les options sont limitées.", + "HARBOURTOWN_NPC_6_DIALOGUE2": "Ça fait une éternité que je n'ai plus mangé de rouleaux au canard.", + "HARBOURTOWN_NPC_7_DIALOGUE1": "L'existence est paisible à Port-la-Ville, [pause]mais la vie urbaine me manque...", + "HARBOURTOWN_NPC_7_DIALOGUE2": "Les trains de banlieue aux heures de pointe, [pause]le prix démesuré des sandwichs le midi, [pause]tout mon salaire qui partait dans le paiement de mon loyer...", + "HARBOURTOWN_NPC_8_DIALOGUE1": "Hff... [pause]Hff... [pause][pause]Je vais devoir courir plus vite si je veux pouvoir échapper à ces crabes monstrueux...", + "HARBOURTOWN_NPC_7_DIALOGUE3": "C'était le bon temps.", + "HARBOURTOWN_NPC_8_DIALOGUE2": "Hff... [pause]Hff... [pause][pause]Ma meilleure vitesse au tour ne suffirait pas à échapper à ces monstres en forme de balle...", + "HARBOURTOWN_NPC_8_DIALOGUE4": "Hff... [pause]Hff... [pause][pause]Je vais devoir courir plus vite que ça si je veux échapper à ces serpents masqués...", + "HARBOURTOWN_NPC_8_DIALOGUE3": "Hff... [pause]Hff... [pause][pause]Si je ne m'améliore pas, je ne pourrai jamais éviter ces diablotins bottés...", + "HARBOURTOWN_NPC_9_DIALOGUE1": "J'aimerais pouvoir te dire que c\\'est moi qui confectionne tous les vêtements de Port-la-Ville, [pause]mais...", + "HARBOURTOWN_NPC_8_DIALOGUE5": "Hff... [pause]Hff... [pause][pause]Je vais devoir être plus rapide si je veux aller plus vite que ces espèces de papillons géants...", + "HARBOURTOWN_NPC_8_DIALOGUE6": "Tu sais... [pause]je crois bien que je m'améliore à la course. [pause]Comme quoi, travailler dur, ça paie, à force !", + "HARBOURTOWN_NPC_12_DIALOGUE2": "D'un autre côté... [pause]j\\'imagine qu\\'il n\\'y aurait personne contre qui jouer. [pause]Ça m\\'étonnerait que les crabes géants de la plage aient l\\'esprit de compétition.", + "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh et toi entamez une discussion enthousiaste au sujet de vos races de chiens préférées.", + "RESTING_KAYLEIGH_PLATONIC_2": "Kayleigh et toi discutez des mystères de la Nouvelle-Wirral.", + "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh te raconte une anecdote amusante sur sa vie.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "J'ai une question à te poser, {player}. [pause]Et je te préviens, elle est importante.", + "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh te parle de tout ce qu'elle fait pour aider les habitants de Port-la-Ville.", + "RESTING_KAYLEIGH_PLATONIC_5": "Kayleigh et toi vous amusez beaucoup à jeter des brindilles dans le feu de camp.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "Chiens !", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Tu es bien avec moi, là ?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Tu es bien avec moi, là ?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Alors... est-ce que tu es plutôt [pause][pause][pause]chiens ou chats ?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Tu es bien avec moi, là ?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "Chats !", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "Furets !", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "Excellent choix ! [pause]Moi aussi.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Je marche beaucoup, ces temps-ci. Alors, avoir un ami à quatre pattes avec qui me promener, ce serait génial, tu ne crois pas ?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "Des fois, je me dis que les gens confondent l'excitation qu\\'on peut éprouver pour quelque chose et le fait d\\'être heureux.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Si je retourne dans mon monde, je crois que j'aimerais bien adopter un chien.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Intéressant...", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Peut-être que ça veut dire que tu accordes une grande valeur à l'indépendance et au respect de ton espace personnel.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "À moins que tu trouves tout simplement qu'ils sont plus craquants que les chiens...", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Comment ça, les furets ? [pause]Dis tout de suite que tu préfères pas te mouiller !", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Ils sont plus petits que les chiens, [pause]et plus... euh, allongés que les chats.", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "J'avoue que je ne m\\'attendais pas à ça, comme réponse, mais pourquoi pas, après tout...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Tu crois que la Nouvelle-Wirral peut nous changer ? Physiquement, je veux dire...", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Je crois bien que je préfère l'odeur du café à son goût.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Ça va peut-être te paraître étrange, mais...", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Entendons-nous bien. Le café, c'est super !", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Mais son odeur annonce quelque chose de tellement meilleur...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "Tu sais, [pause]à notre arrivée...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Mais j'ai la sensation que mon corps n\\'est pas le même à la Nouvelle-Wirral que dans ma... « vie précédente ».", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "J'ai du mal à l\\'exprimer...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Tu sais, légèrement différente par rapport à la réalité.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "C'est un peu comme si, actuellement, j\\'étais comme je me vois dans mes rêves.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Même si le mien arrivait presque toujours mal écrit, et j'imagine que c\\'est pareil pour plein de gens.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "J'ignore ce qui se passera quand je rentrerai chez moi, [pause]un jour...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Tu sais ce qui me manque ? Les cafés où le serveur écrit ton nom sur le gobelet.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Moi, en général, c'était « Kay-lee », ou quelque chose comme ça.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Quand je pense que j'ai la possibilité de passer du temps en pleine nature avec ma petite amie craquante...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Cela dit, le café de Clémence est bien meilleur que celui des chaînes. [pause]Je ne sais pas si je pourrais encore boire celui qu'on sert en bas de chez moi.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Une fois, j'ai même eu droit à « Carole ». [pause][pause]Franchement, ce jour-là, j\\'ai trouvé qu\\'ils abusaient.", + "INTRO_KAYLEIGH8.n": "Allez, à toi ! Ne sois pas timide !", + "INTRO_KAYLEIGH9": "Respire profondément. Dans quelques instants, tu vas t'y habituer, tu verras.", + "INTRO_KAYLEIGH11": "Bravo, c'était assez impressionnant. Euh... comment tu t\\'appelles, au fait ?", + "INTRO_KAYLEIGH10": "Allez, donnons-lui une bonne leçon !", + "INTRO_KAYLEIGH12": "Moi, c'est Kayleigh. Heureuse de faire ta connaissance, {player} !", + "INTRO_KAYLEIGH13": "Enfin, bref, [pause]ce serait sans doute une bonne idée de t'aider à te réchauffer, avant que tu ne meures de froid dans ton pyjama.", + "LEVEL_WARNING_viola.v1": "On ferait mieux de s'en aller, tu sais. Les créatures qui vivent ici ont l\\'air plus fortes que nous.", + "LEVEL_WARNING_eugene.v1": "Cet endroit a l'air particulièrement dangereux. À mon avis, il vaudrait mieux se replier pour le moment...", + "LEVEL_WARNING_eugene.v3": "Franchement, je sais pas trop. Les monstres du coin ont l'air trop costauds pour nous, pour le moment...", + "LEVEL_WARNING_kayleigh.v1": "Les monstres des environs sont peut-être trop costauds pour nous. Il vaudrait peut-être mieux faire demi-tour...", + "CLEMENCE_QUESTION_MENU": "Qu'y a-t-il au menu ?", + "CLEMENCE_MENU_DIALOGUE": "Bonjour ! Que puis-je pour toi ?", + "CLEMENCE_QUESTION_CAFE": "Le café Gramophone ?", + "CLEMENCE_INTRO3": "Si tu as des questions, n'hésite pas à me les poser. Je ne suis pas pressée.", + "LEVEL_WARNING_felix.v3": "En général, je suis du genre confiant, mais j'ai l\\'impression que cet endroit est trop dangereux pour nous, pour le moment...", + "INTRO_KAYLEIGH40_OPTION1": "Euh... mon époque ?", + "INTRO_PENSBY43": "Ma clinique est tout près. N'hésite pas à venir y faire un tour si tu as besoin d\\'un petit bilan de santé.", + "INTRO_KAYLEIGH42": "On en profitera pour continuer à causer, si tu veux !", + "INTRO_KAYLEIGH41": "Pardon, pardon ! Je te bombarde d'infos, je sais. Bon, à bientôt, alors, OK ?", + "CLEMENCE_CAFE3": "Et puis, un jour, les Veilleurs ont trouvé un endroit rempli de disques intacts. Ils les ont rapportés en se lamentant : « Nous avons trouvé des disques, mais ils sont conçus pour un tourne-disque moderne, ils ne passeront jamais sur le gramophone ! »", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Allez, viens, c'est par là !", + "TUTORIAL2_PART1_KAYLEIGH1.m": "Tu as besoin d'une petite pause, {player} ? On peut se reposer ici, si tu veux.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Il y a forcément d'autres monstres dans le coin, mais pas de problème, on peut les battre !", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Il y a forcément d'autres monstres dans le coin, mais pas de problème, on peut les battre !", + "TUTORIAL2_PART1_KAYLEIGH2.m": "Ces feux de camp signalent les endroits où on peut dresser le camp en sécurité.", + "TUTORIAL2_PART1_KAYLEIGH3": "C'est exactement ce qu\\'il te faut pour réparer tes cassettes et te soigner.", + "TUTORIAL2_PART1_KAYLEIGH2.f": "Ces feux de camp signalent les endroits où on peut dresser le camp en sécurité.", + "TUTORIAL2_PART1_KAYLEIGH1.n": "Tu as besoin d'une petite pause, {player} ? On peut se reposer ici, si tu veux.", + "GAME_OVER_FIRST_PENSBY2": "Tu devrais peut-être les prendre avec toi, non ?", + "LEVEL_WARNING_felix.v2": "On ferait peut-être mieux de revenir quand on sera plus forts. Après, je dis ça, je dis rien, hein...", + "LEVEL_WARNING_felix.v1": "Mon petit doigt me dit que les monstres des environs sont bien plus forts que nous.", + "TUTORIAL1_PART2_KAYLEIGH11.m": "Si on perd tous les deux toute notre santé, on devra rentrer à Port-la-Ville.", + "TUTORIAL1_PART2_KAYLEIGH13": "Bien, alors, au boulot !", + "TUTORIAL1_PART2_KAYLEIGH11.n": "Si on perd tou·te·s les deux toute notre santé, on devra rentrer à Port-la-Ville.", + "TUTORIAL1_PART2_KAYLEIGH12": "Pigé ?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Il y a forcément d'autres monstres dans le coin, mais pas de problème, on peut les battre !", + "TUTORIAL1_PART2_KAYLEIGH14": "Beau boulot !", + "TUTORIAL2_PART1_KAYLEIGH1.f": "Tu as besoin d'une petite pause, {player} ? On peut se reposer ici, si tu veux.", + "TUTORIAL1_PART2_KAYLEIGH15": "Hmm... ce monte-charge devrait marcher, pourtant. Il doit y avoir un interrupteur pour l'allumer, dans le coin.", + "TUTORIAL1_PART2_KAYLEIGH16": "Génial ! Allons-y, OK ? Pour les combats suivants, je te laisserai prendre la tête, mais ne t'en fais pas, je reste avec toi !", + "LEVEL_WARNING_viola.v3": "Les créatures qui résident ici présentent une menace pour nous. Ce serait peut-être une bonne idée de s'en aller ?", + "CLEMENCE_INTRO1.n": "Bonjour ! [pause]On ne voit pas souvent des nouvelles têtes, par ici... surtout aussi séduisantes que la tienne !", + "PARTNER_LEVELUP_VIOLA1": "Tu verras, ma nouvelle maîtrise du combat est impressionnante. Je n'ai pas arrêté de m\\'entraîner, ces temps-ci.", + "GAME_OVER_FIRST_PENSBY1.n": "Ah, tu as fini par te réveiller. Tu as de la chance que quelqu'un ait été là pour te ramener à la clinique en un seul morceau !", + "INTRO_KAYLEIGH8.f": "Allez, à toi ! Ne sois pas timide !", + "INTRO_KAYLEIGH8.m": "Allez, à toi ! Ne sois pas timide !", + "INTRO_KAYLEIGH7": "Ça risque de te sembler un peu étrange, mais fais comme moi, d'accord ?", + "CLEMENCE_ARRIVAL2": "Mais tu sais ce qui me manque ?", + "CLEMENCE_ARRIVAL3": "Les motos.", + "CLEMENCE_COFFEE1": "J'ai une... méthode spéciale. Et les Pipelin me fournissent en grains de café, qu\\'ils font pousser dans leur ferme.", + "LEVEL_WARNING_dog.v1": "Ouaf-Ouaf a l'air nerveux. Peut-être que les monstres des environs sont trop forts pour lui...", + "LEVEL_WARNING_meredith.v2": "Les monstres des environs ont l'air plus forts que nous. [pause]Tu ne crois pas qu\\'on ferait bien de faire demi-tour ?", + "PARTNER_LEVELUP_DOG1": "La lueur dans l'œil de Ouaf-Ouaf laisse penser qu\\'il s\\'est beaucoup entraîné, ces derniers temps.", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]Je me suis entraînée de mon côté... J'ai hâte de te montrer mes progrès, {player} ![/wave]", + "CLEMENCE_CAFE1": "Oui. Quand je suis arrivée à Port-la-Ville, les gens avaient besoin d'un endroit stylé où se rassembler. Alors, je le leur ai créé. J\\'étais la mieux placée pour le faire, après tout.", + "RANGER_TRADER_NOT_JOINED2": "Elle doit être à l'avant-poste du parc. Si tu vas au nord à partir des abords de la ville, tu ne pourras pas la manquer.", + "RANGER_TRADER_NOT_JOINED1.f": "Coucou, mon chou ! Si tu es ici pour t'inscrire chez les Veilleurs, tu viens tout juste de manquer Ianthe.", + "RANGER_TRADER_JUST_JOINED1.m": "Coucou, mon chou ! Je vois que tu as une carte de stagiaire flambant neuve.", + "RANGER_TRADER_JUST_JOINED1.f": "Coucou, mon chou ! Je vois que tu as une carte de stagiaire flambant neuve.", + "RANGER_TRADER_JUST_JOINED2": "Je suis là pour aider à allouer les ressources de l'organisation entre les Veilleurs et les stagiaires, afin de les aider au mieux dans leur tâche. J\\'ai par exemple des améliorations pour sac à dos ou lecteur de cassettes, ou encore des pass permettant d\\'accéder à des séances d\\'entraînement spéciales.", + "RANGER_TRADER_JUST_JOINED1.n": "Coucou, mon chou ! Je vois que tu as une carte de stagiaire flambant neuve.", + "RANGER_TRADER_JUST_JOINED3": "Mais les quantités dont nous disposons sont limitées, alors, je dois veiller à les attribuer au mieux.", + "RANGER_TRADER_JUST_JOINED4.f": "En résumé, mon chou, plus tu t'entraîneras avec un grand nombre de capitaines, plus j\\'aurai de choses pour toi. Oh, et j\\'aurais aussi besoin que tu me procures un peu de matière fusionnée.", + "RANGER_TRADER_JUST_JOINED4.m": "En résumé, mon chou, plus tu t'entraîneras avec un grand nombre de capitaines, plus j\\'aurai de choses pour toi. Oh, et j\\'aurais aussi besoin que tu me procures un peu de matière fusionnée.", + "RANGER_TRADER_MENU_ALT.n": "Bien, qu'est-ce qu\\'il te faut, mon cœur ?", + "RANGER_TRADER_MENU_ALT.m": "Bien, qu'est-ce qu\\'il te faut, mon cœur ?", + "RANGER_TRADER_MENU_HELLO.n": "Coucou, mon chou ! Qu'est-ce qu\\'il te faut ?", + "RANGER_TRADER_JUST_JOINED4.n": "En résumé, mon chou, plus tu t'entraîneras avec un grand nombre de capitaines, plus j\\'aurai de choses pour toi. Oh, et j\\'aurais aussi besoin que tu me procures un peu de matière fusionnée.", + "RANGER_TRADER_MENU_HELLO.f": "Coucou, mon chou ! Qu'est-ce qu\\'il te faut ?", + "RANGER_TRADER_MENU_ALT.f": "Bien, qu'est-ce qu\\'il te faut, mon cœur ?", + "RANGER_TRADER_MENU_HELLO.m": "Coucou, mon chou ! Qu'est-ce qu\\'il te faut ?", + "RANGER_TRADER_OPTION1": "Qu'est-ce que vous avez à me proposer ?", + "RANGER_TRADER_OPTION2": "Qu'est-ce que la matière fusionnée ?", + "RANGER_TRADER_FUSED_MATERIAL1": "La matière fusionnée ? Je ne sais pas ce que c'est, au juste, mais pour une raison que j\\'ignore, Ianthe semble penser qu\\'il nous faut en récolter de grandes quantités.", + "RANGER_TRADER_OPTION3": "Au revoir !", + "RANGER_TRADER_FUSED_MATERIAL2.m": "Tout ce que je sais, c'est qu\\'elle sent vraiment mauvais, et que certains monstres en laissent derrière eux. Fais ce que tu veux de cette information, mon chou !", + "RANGER_TRADER_BYE": "À la prochaine !", + "RANGER_TRADER_FUSED_MATERIAL2.n": "Tout ce que je sais, c'est qu\\'elle sent vraiment mauvais, et que certains monstres en laissent derrière eux. Fais ce que tu veux de cette information, mon chou !", + "RANGER_TRADER_FUSED_MATERIAL2.f": "Tout ce que je sais, c'est qu\\'elle sent vraiment mauvais, et que certains monstres en laissent derrière eux. Fais ce que tu veux de cette information, mon chou !", + "RANGER_TRADER_TRAINING_COMPLETE.f": "Coucou, mon chou ! Maintenant que tu es une Veilleuse, je peux te montrer quelques objets spéciaux. [pause]Tiens, regarde !", + "RANGER_TRADER_TRAINING_COMPLETE.n": "Coucou, mon chou ! Maintenant que tu es un·e Veilleur·se, je peux te montrer quelques objets spéciaux. [pause]Tiens, regarde !", + "RANGER_TRADER_TRAINING_COMPLETE.m": "Coucou, mon chou ! Maintenant que tu es un Veilleur, je peux te montrer quelques objets spéciaux. [pause]Tiens, regarde !", + "KAYLEIGH_STATION_REACTION1": "Est-ce que c'est... [pause]une gare ferroviaire ? On devrait pouvoir jeter un œil alentour, non ?", + "RANGER_VENDING_MACHINE_NAME": "Distributeur automatique", + "INTERDIMENSIONAL_POST_INTRO1": "Tiens, salut ! Serais-tu {recipient} ?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Oui.", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Attendez, que se passe-t-il, là ?", + "INTERDIMENSIONAL_POST_INTRO2": "Ne t'en fais pas, je suis juste là pour délivrer un message interdimensionnel. [pause]Tout reviendra à la normale quand tu te réveilleras.", + "INTERDIMENSIONAL_POST_REINTRO2": "Il est adressé à {recipient}. C'est bien toi, n\\'est-ce pas ?", + "INTERDIMENSIONAL_POST_REINTRO1": "Rebonjour ! J'ai un autre message pour toi.", + "INTERDIMENSIONAL_POST_NO_SENDER": "Aucun expéditeur n'est spécifié pour ce message. Un admirateur secret, peut-être ?", + "INTERDIMENSIONAL_POST_SENDER": "Ce message a été envoyé par {sender}.", + "INTERDIMENSIONAL_POST_BODY1": "Attends, je vais te le lire...", + "INTERDIMENSIONAL_POST_BODY2": "« {body} »", + "INTERDIMENSIONAL_POST_BYE1": "C'est tout. J\\'espère que ça a du sens pour toi.", + "INTERDIMENSIONAL_POST_ITEMS": "Il y a un petit colis joint. Tiens, voilà !", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "Tiens, il ne semble pas y avoir le moindre texte dans ce message...", + "INTERDIMENSIONAL_POST_BYE3": "Prends soin de toi !", + "INTERDIMENSIONAL_POST_BYE2": "Parmi les gens que je viens voir, tu n'imagines pas combien croient devenir dingues.", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]Vérification...[/wave]", + "POSTBOX_INTERACT1": "C'est une boîte aux lettres ! [pause]Qu\\'il est étrange qu\\'elle se trouve à l\\'intérieur, là où personne ne peut apporter la moindre missive...", + "POSTBOX_ERROR_CONNECT": "Connexion impossible ({0}).", + "POSTBOX_INTERACT2": "Y jeter tout de même un œil ? Ceci te connectera à Internet.", + "POSTBOX_ERROR_TIMEOUT": "Délai de connexion écoulé.", + "POSTBOX_ERROR_CLIENT": "Une erreur client s'est produite ({0}).", + "POSTBOX_ERROR_UNKNOWN": "Une erreur inconnue s'est produite ({0}).", + "POSTBOX_ERROR_NETWORK": "Une erreur réseau s'est produite ({0}).", + "POSTBOX_EMPTY": "La boîte aux lettres est vide.", + "POSTBOX_KEYPAD": "Mais il y a un clavier numérique sur l'arrière. Saisir un code ?", + "POSTBOX_MESSAGE_FOUND": "Il y a un message pour toi !", + "POSTBOX_MESSAGE_FOUND_SENDER": "Il y a un message pour toi, envoyé par {sender} !", + "POSTBOX_MESSAGE_BODY": "« {body} »", + "POSTBOX_PACKAGE_FOUND": "Il y a un colis pour toi !", + "POSTBOX_ENTER_CODE": "Saisir le code", + "PLANTER_INTERACT1": "Planter un arbrisseau à l'aide du kit de jardinage ?", + "PLANTER_NO_QUEST": "C'est une jardinière ! Mais rien n\\'a encore été planté dedans.", + "PLANTER_INTERACT2_OPTION1": "Buisson touffu", + "PLANTER_INTERACT2": "Choisir un arbrisseau :", + "PLANTER_INTERACT2_OPTION2": "Cerisier japonais", + "PLANTER_INTERACT2_OPTION3": "Rosier rouge", + "PLANTER_INTERACT2_OPTION4": "Orchidée pastel", + "PLANTER_INTERACT2_OPTION5": "Lavande", + "GAME_OVER_VIOLA1": "{player} se lève !", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "On va affronter cette chose, et on la battra ENSEMBLE !", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "On va affronter cette chose, et on la battra ENSEMBLE !", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "Je ne sais pas...", + "HARBOURTOWN_STATION_MORGANTE12": "ASSEZ. MA FIN EST PROCHE. JE LE SENS.\\n\\nQUE VIENS-TU FAIRE DANS CE LIEU MAUDIT ?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "Je veux trouver le moyen de quitter cette île !", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "Je veux rentrer chez moi !", + "HARBOURTOWN_STATION_MORGANTE14": "IL ME FAUT UN RÉCEPTACLE, ET TOI, TU AS BESOIN D'UN GUIDE.\\n\\nRECONSTITUE MA FORCE ET JE T\\'AIDERAI À QUITTER CETTE ÎLE.", + "INTRO_KAYLEIGH35_OPTION2": "Comme avec le lecteur de cassettes ?", + "INTRO_KAYLEIGH36": "Oui ! Je vais bientôt partir en patrouille, d'ailleurs.", + "INTRO_KAYLEIGH38": "En attendant, n'hésite pas à aller dire bonjour à tes nouveaux voisins !", + "TUTORIAL1_PART2_KAYLEIGH5": "Tu vois cette saleté avec ses bottes ridicules ? C'est ce qu\\'on appelle un Ressortalon, et il se montrera agressif si tu t\\'approches un peu trop de lui.", + "TUTORIAL1_PART2_KAYLEIGH6": "Alors, c'est ce que tu vas faire, bien sûr !", + "TUTORIAL1_PART2_KAYLEIGH7": "Tu as pris quelques coups, dis donc. Mais pas de problème, ta forme de monstre peut encaisser !", + "HARBOURTOWN_MERCHANT_NAME_2": "Marchande d'autocollants de soutien", + "STICKER_MERCHANT_NOTE1": "Le propriétaire de la boutique a laissé une note.", + "HARBOURTOWN_MERCHANT_NAME_3": "Marchand d'autocollants passifs", + "STICKER_MERCHANT_NOTE2": "« J'ai dû aller à la grotte du parc pour trouver un peu d\\'inspiration. Si je ne suis pas de retour à midi, envoyez de l\\'aide ! »", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Désolé, petite. [pause]Si tu veux utiliser le monte-charge, tu devras revenir plus tard. Je suis en train de le réparer, et il en avait bien besoin.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Désolé, petit. [pause]Si tu veux utiliser le monte-charge, tu devras revenir plus tard. Je suis en train de le réparer, et il en avait bien besoin.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Désolé, petit·e. [pause]Si tu veux utiliser le monte-charge, tu devras revenir plus tard. Je suis en train de le réparer, et il en avait bien besoin.", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Tu viens d'arriver sur l\\'île, non ? [pause]Tu fais une tête qui ne trompe pas.", + "HARBOURTOWN_NPC_1_DIALOGUE5": "Tu commences à te faire à la vie ici ? [pause]Parce que moi, il m'a fallu... [pause]pas mal de temps pour accepter ce qui m\\'arrivait quand j\\'ai débarqué ici.", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Tu viens d'arriver sur l\\'île, non ? [pause]Tu fais une tête qui ne trompe pas.", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Ah, oui, c'est vrai ! [pause]C\\'est toi qui viens tout juste d\\'arriver ! [pause]Ça me fait plaisir de te revoir !", + "HARBOURTOWN_NPC_1_DIALOGUE3": "Ça me fait plaisir de te revoir ! [pause]Port-la-Ville te plaît ?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Ah, oui, c'est vrai ! [pause]C\\'est toi qui viens tout juste d\\'arriver ! [pause]Ça me fait plaisir de te revoir !", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Ah, oui, c'est vrai ! [pause]C\\'est toi qui viens tout juste d\\'arriver ! [pause]Ça me fait plaisir de te revoir !", + "HARBOURTOWN_NPC_1_DIALOGUE6": "Salut ! [pause]Alors, l'île te plaît ? [pause]Les gens font de leur mieux, mais je sais qu\\'on peut se sentir seul, ici...", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Tiens, salut ! [pause]J'espère que tu commences à prendre tes marques.", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Tiens, salut ! [pause]J'espère que tu commences à prendre tes marques.", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Tiens, salut ! [pause]J'espère que tu commences à prendre tes marques.", + "HARBOURTOWN_NPC_1_DIALOGUE8": "Salut ! [pause]C'est encore moi et, comme tu vois, je passe encore mon temps à scruter l\\'horizon. [pause]La mer a quelque chose de reposant, je trouve.", + "HARBOURTOWN_NPC_1_DIALOGUE7": "Parfois, la vie nous surprend, n'est-ce pas ? [pause]Et il arrive alors qu\\'on se retrouve dans une situation... [pause]eh bien... [pause]comme celle-ci.", + "HARBOURTOWN_NPC_18_DIALOGUE1": "Mon arrière-grand-père était un des marins dont le navire s'est échoué sur les côtes de la Nouvelle-Wirral il y a plus d\\'un siècle.", + "HARBOURTOWN_NPC_18_DIALOGUE2": "Je suis sûr qu'il serait fier de ce que nous avons réussi à faire de cet endroit.", + "HARBOURTOWN_NPC_19_DIALOGUE": "Si jamais tu ne sais pas où aller, pose des questions en ville. Parfois, une bonne rumeur pourra t'aider à retrouver le bon chemin !", + "HARBOURTOWN_NPC_20_DIALOGUE2": "Je regrette vraiment les armes que les Veilleurs utilisaient pour se battre, dans le temps.", + "HARBOURTOWN_NPC_20_DIALOGUE1": "Je sais que se transformer est bien plus efficace au combat, mais...", + "HARBOURTOWN_NPC_20_DIALOGUE3": "L'épée mécanique de Ianthe était le truc le plus steampunk que j\\'aie jamais vu, c\\'était juste génial.", + "HARBOURTOWN_NPC_24_DIALOGUE1": "Cette ville existe depuis cent un ans, le savais-tu ?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "Tu as déjà eu l'occasion de voir l\\'ouest de Port-la-Ville ?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Viens-tu d'un autre monde ? Parce que je ne t\\'avais encore jamais vu ici.", + "HARBOURTOWN_NPC_22_DIALOGUE1": "[wave amp=30 freq=10]En général[/wave], on cuisine pour tout le monde, ici, mais ça fait un moment que la ferme à l'ouest de la ville ne nous a pas envoyé d\\'ingrédients. Je me demande quel peut bien être le problème...", + "HARBOURTOWN_NPC_21_DIALOGUE2": "Ça fait longtemps que j'ai envie d\\'aller voir le Centre du Patrimoine.", + "HARBOURTOWN_NPC_23_DIALOGUE1": "Je n'ai pas le temps de discuter, j\\'ai tout un lot de pâtisseries à finir de préparer !", + "HARBOURTOWN_NPC_22_DIALOGUE2": "Le pont menant à la ferme a été abaissé, ce qui nous a permis de recevoir une nouvelle livraison de céréales et de légumes. Quelle chance !", + "HARBOURTOWN_NPC_24_DIALOGUE2": "Je me rappelle à quoi cet endroit ressemblait quand j'étais toute petite. Cette ville change si vite...", + "HARBOURTOWN_NPC_24_DIALOGUE3": "Mais ses fondations... [pause]elles sont toujours restées les mêmes.", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Viens-tu d'un autre monde ? Parce que je ne t\\'avais encore jamais vu·e ici.", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Viens-tu d'un autre monde ? Parce que je ne t\\'avais encore jamais vue ici.", + "HARBOURTOWN_NPC_26_DIALOGUE1": "Tu écoutes [wave amp=30 freq=10]Radio Cybile[/wave] ? Moi, oui, tous les jours. Je suis son sixième fan par ordre d'importance !", + "HARBOURTOWN_NPC_29_DIALOGUE1": "Vu tout le temps libre que j'ai depuis que je suis coincé sur cette île, j\\'ai fini par m\\'ouvrir aux autres, par exemple, en parlant aux étrangers tels que toi.", + "HARBOURTOWN_NPC_30_DIALOGUE1": "C'est vrai qu\\'un des Veilleurs sait [wave amp=30 freq=10]pirater[/wave] ses cassettes de monstre ? Je refuse de croire que ça puisse être possible !", + "HARBOURTOWN_NPC_28_DIALOGUE1": "J'ai vraiment envie d\\'aller me promener dans le parc de la Nouvelle-Wirral, mais j\\'ai trop peur de la [wave amp=30 freq=10]faune locale[/wave].", + "HARBOURTOWN_NPC_1_DIALOGUE9": "Il y a des jours où j'espère voir apparaître la voile d\\'un bateau venant nous chercher... [pause]Mais je suis là depuis longtemps, et je sais bien que les secours ne risquent pas d\\'arriver...", + "HARBOURTOWN_NPC_1_DIALOGUE10": "Tiens, salut ! [pause]J'espère que tu vas bien.", + "HARBOURTOWN_NPC_2_DIALOGUE1": "Je parie que tu n'aurais jamais cru voir quelqu\\'un d\\'aussi célèbre que [wave amp=30 freq=10]moi[/wave] ici, [pause]pas vrai ? [pause][pause]Attends, tu ne me reconnais pas ?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "Tom Lemon ! [pause]Je jouais du saxo dans un des groupes les plus célèbres du monde ! [pause]C'est vrai, ça ne te dit rien ?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "C'est vrai, tu ne me reconnais pas [shake rate=30 level=10]du tout[/shake] ? [pause]Pas même un petit peu ?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "Allons, quoi, tu sais forcément qui je suis ! [pause]Tom Lemon ! [pause]Imagine-moi jouant du saxophone. [pause]Non, toujours pas ?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "Allons, quoi, le plus grand groupe de Liverpool ! [pause]« Pendant que mon saxophone pleure doucement » ? [pause]C'est [shake rate=30 level=10]moi[/shake] qui ai écrit cette chanson, tu sais...", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "On dirait que tu ne me reconnais pas, hein ? [pause]Pas grave, va. [pause]Ce n'est pas la première fois...", + "HARBOURTOWN_NPC_2_DIALOGUE6": "Tu nous as [wave amp=30 freq=10]forcément[/wave] vus jouer à la télé, avec mes trois potes, non ? [pause]Rassure-moi... tu me crois, pas vrai ?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "...", + "HARBOURTOWN_NPC_2_DIALOGUE8": "Tu sais, à la réflexion... [pause]je crois bien que personne ici ne m'a jamais reconnu. [pause]Il y a même des tas de gens qui affirment que j\\'affabule !", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "On dirait que tu ne me reconnais pas, hein ? [pause]Pas grave, va. [pause]Ce n'est pas la première fois...", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Mais toi, tu... tu me crois, [pause]non ? [pause]Peut-être que je n'étais pas célèbre dans ton monde, mais si tu venais du même endroit que moi, crois-moi, tu serais [wave amp=30 freq=10]fan de ma musique ![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "On dirait que tu ne me reconnais pas, hein ? [pause]Pas grave, va. [pause]Ce n'est pas la première fois...", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Voulais-tu autre chose ?", + "PENSBY_INTERACT_CHECKUP_HURT1": "Laisse-moi t'ausculter...", + "PENSBY_INTERACT_CHECKUP_HURT3": "Je vais te prescrire un peu de repos. [pause]Tu pourrais peut-être aller te détendre au café Gramophone, non ?", + "PENSBY_INTERACT_CHECKUP_HURT2": "Ce ne sont que quelques plaies et bosses, rien de sérieux.", + "PENSBY_INTERACT_BYE": "Essaie de ne pas trop prendre de coups, d'accord ?", + "HERITAGE_CENTER_SIGN": "« Centre du Patrimoine de Port-la-Ville : l'histoire de notre communauté hors du commun »", + "HERITAGE_CENTER_1": "AN 001 : le vaisseau britannique HMS Birkenhead coule au cours d'une terrible tempête sur Terre, en 1845. Les vagues rejettent la majeure partie de l\\'équipage et les débris de l\\'épave sur une île que les survivants baptiseront la Nouvelle-Wirral.", + "HERITAGE_CENTER_3": "AN 006 : la Nouvelle-Wirral connaît sa première naissance. La première tentative effectuée pour quitter l'île se conclut par un désastre, le navire construit pour l\\'occasion étant pris dans une tempête à un mille marin des côtes et sombrant corps et biens.", + "HERITAGE_CENTER_2": "AN 002 : pour la toute première fois, de nouveaux arrivants apparaissent. Port-la-Ville est officiellement fondée. C'est également cette année-là que se produit la première rencontre avec une créature locale inconnue, appelée « monstre », faute de mieux.", + "HERITAGE_CENTER_5": "AN 050 : le jour du quarante-huitième anniversaire de la création de Port-la-Ville, le poste de maire est révoqué et la ville est désormais gouvernée par un comité.", + "HERITAGE_CENTER_4": "AN 048 : suite à l'arrivée de plusieurs ingénieurs, le premier réseau électrique de Port-la-Ville voit le jour.", + "HERITAGE_CENTER_6": "AN 062 : une tentative faite pour fonder une deuxième ville, la Nouvelle-Londres, commence sur la Nouvelle-Wirral.", + "HERITAGE_CENTER_8": "AN 091 : la galerie commerciale de Tombe-Éduciel est découverte, ce qui permet aux habitants de la Nouvelle-Wirral de récupérer une grande quantité de provisions terrestres. Le phénomène d'enregistrement de monstre est également découvert la même année.", + "HERITAGE_CENTER_7": "AN 089 : suite à une terrible catastrophe, la Nouvelle-Londres est détruite. Il n'y a qu\\'une seule et unique survivante, qui parvient à rentrer à Port-la-Ville.", + "HERITAGE_CENTER_9": "« L'épave du HMS Birkenhead »", + "HARBOURTOWN_NPC_DIALOGUE4": "Mon nom ? Je m'appelle Duncan.", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Tu as vu ces cachettes rouges un peu partout ? Les Veilleurs y laissent des provisions dont ils pourraient avoir besoin quand ils traversent l'île.", + "HARBOURTOWN_NPC_DIALOGUE3": "Chut ! Je suis invisible ! Fais comme si je n'étais pas là !", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "D'ailleurs, je m\\'apprêtais à déposer quelque chose dans celle-ci, mais peut-être en as-tu davantage besoin.", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Les réenrouleurs permettent de réparer les cassettes cassées sans avoir à se reposer. Pratique, non ?", + "TRAVELING_MERCHANT_NAME": "Marchand itinérant", + "TRAVELING_MERCHANT_INTRO2": "Non, je me souviendrais forcément de ton visage.", + "TRAVELING_MERCHANT_INTRO1": "Salut ! On se connaît ?", + "TRAVELING_MERCHANT_INTRO4": "J'espère que le fait que je sois sans chemise ne te perturbe pas trop. Il y a quelque temps, je l\\'ai offerte à une jeune femme, qui l\\'a donnée à un ours. Comme tu peux voir, je suis à fond pour la distribution des biens !", + "TRAVELING_MERCHANT_INTRO3": "Si tu cherches des produits bon marché, tu t'adresses à la bonne personne ! Mais sache que je n\\'aime pas rester longtemps au même endroit.", + "TRAVELING_MERCHANT_REPEAT_MEET": "Tiens, c'est drôle de te croiser ici !", + "TRAVELING_MERCHANT_PRE_TRADE": "Si tu jetais un œil à mon catalogue ?", + "TRAVELING_MERCHANT_POST_TRADE2": "À plus tard !", + "TRAVELING_MERCHANT_POST_TRADE1": "L'absence d\\'argent sur l\\'île complique vraiment les choses, tu sais...", + "OUTSKIRTS_3_-1_GIFTER1.n": "C'est la première fois que je te vois par ici. Laisse-moi deviner : tu viens d\\'arriver, c\\'est ça ?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]La valeur des propriétés atteint des sommets à côté du parc ![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "Tu pourras t'en servir pour rembobiner les cassettes de monstres que tu trouveras. Prends bien soin de toi, d\\'accord ?", + "HARBOURTOWN_MERCHANT_4.m": "Merci d'être passé ! Reviens demain et j\\'aurai d\\'autres autocollants pour toi !", + "HARBOURTOWN_MERCHANT_3": "J'ai mis au point de nouveaux autocollants de soutien ! Tu veux les voir ?", + "HARBOURTOWN_MERCHANT_2": "C'est un plaisir de faire affaire avec toi ! Reviens demain et j\\'aurai d\\'autres autocollants en stock !", + "HARBOURTOWN_MERCHANT_1": "Tu cherches des autocollants pour donner l'avantage à tes monstres au combat ? Tu as frappé à la bonne porte !", + "HARBOURTOWN_MERCHANT_4.f": "Merci d'être passée ! Reviens demain et j\\'aurai d\\'autres autocollants pour toi !", + "HARBOURTOWN_MERCHANT_5.m": "Ne sous-estime surtout pas les capacités passives, mon ami ! Tiens, jette donc un œil à ma sélection d'autocollants pour aujourd\\'hui !", + "HARBOURTOWN_MERCHANT_5.n": "Ne sous-estime surtout pas les capacités passives, mon ami·e ! Tiens, jette donc un œil à ma sélection d'autocollants pour aujourd\\'hui !", + "HARBOURTOWN_MERCHANT_5.f": "Ne sous-estime surtout pas les capacités passives, mon amie ! Tiens, jette donc un œil à ma sélection d'autocollants pour aujourd\\'hui !", + "HARBOURTOWN_MERCHANT_6": "Reviens demain et j'aurai d\\'autres autocollants à te montrer !", + "HARBOURTOWN_MERCHANT_NAME_1": "Marchand d'autocollants d\\'attaque", + "HARBOURTOWN_NPC_12_DIALOGUE9": "Je resterai peut-être ici jusqu'à ma mort, mais au moins, il faut reconnaître que, sur cette île, on ne [wave amp=30 freq=10]s\\'ennuie[/wave] jamais.", + "HARBOURTOWN_NPC_13_DIALOGUE1": "J'espérais pouvoir traverser le pont, mais ça fait quelque temps qu\\'il est relevé.", + "HARBOURTOWN_NPC_13_DIALOGUE3": "Oh... [pause]le pont a été abaissé.", + "HARBOURTOWN_NPC_13_DIALOGUE2": "Mais bon, pas de problème. [pause]Je peux rester de ce côté de la ville, [pause]j'imagine...", + "HARBOURTOWN_NPC_14_DIALOGUE1": "Tu sais... [pause]j'ai travaillé dur pour quitter ma maison en ville. [pause]Et je ne plaisante pas.", + "HARBOURTOWN_NPC_13_DIALOGUE4": "Je pourrais le traverser, [pause]mais j'avoue que je commence à apprécier ce côté.", + "HARBOURTOWN_NPC_14_DIALOGUE2": "J'étais prête à changer de vie, [pause]et voilà que je me suis retrouvée coincée dans [wave amp=30 freq=10]une autre[/wave] petite ville.", + "HARBOURTOWN_NPC_14_DIALOGUE3": "Il faut croire que c'est ce que le sort m\\'avait réservé, quoi que je fasse, [pause]pas vrai ?", + "HARBOURTOWN_NPC_15_DIALOGUE1": "Il y a toujours eu à Port-la-Ville un groupe de « volontaires pour la communauté ». [pause]Sans ça, jamais la ville n'aurait tenu aussi longtemps.", + "HARBOURTOWN_NPC_15_DIALOGUE2": "Les Veilleurs de Ianthe en sont la dernière version en date. [pause]Ramasser des ressources, aider les gens, nous nous occupons de tout.", + "HARBOURTOWN_NPC_15_DIALOGUE3": "Maintenir l'ordre est de plus en plus compliqué depuis la découverte du phénomène des cassettes. [pause]Mais si quelqu\\'un est capable de régler le problème, c\\'est bien Ianthe !", + "HARBOURTOWN_NPC_16_DIALOGUE1": "La plupart des nouveaux arrivants en ville connaissent... [pause]une période difficile.", + "HARBOURTOWN_NPC_16_DIALOGUE2": "Si j'avais un conseil à te donner, [pause]ce serait de profiter au mieux de ta nouvelle existence ici.", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Mais cela ne signifie pas que tu doives pour autant oublier ta vie d'avant. [pause]Car tu es tout autant défini·e par ton passé que par ton avenir, [pause]tu vois ce que je veux dire ?", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Mais cela ne signifie pas que tu doives pour autant oublier ta vie d'avant. [pause]Car tu es tout autant définie par ton passé que par ton avenir, [pause]tu vois ce que je veux dire ?", + "HARBOURTOWN_NPC_17_DIALOGUE2": "Il est important d'étudier notre passé si nous voulons comprendre ce que l\\'avenir nous réserve.", + "HARBOURTOWN_NPC_17_DIALOGUE1": "L'histoire de Port-la-Ville est bien plus intéressante que tu ne l\\'imagines.", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Mais cela ne signifie pas que tu doives pour autant oublier ta vie d'avant. [pause]Car tu es tout autant défini par ton passé que par ton avenir, [pause]tu vois ce que je veux dire ?", + "TUTORIAL3_PART2_KAYLEIGH1": "Celui-là, tu l'as senti, pas vrai ?", + "TUTORIAL3_PART2_KAYLEIGH2": "Qu'est-ce que c\\'est que ça ?", + "TUTORIAL3_PART2_KAYLEIGH3": "Ce... ce truc a toujours été là ?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Ça ne fait pas partie de Port-la-Ville ?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "Ça n'est pas normal ?", + "TUTORIAL3_PART2_KAYLEIGH4": "Tu rigoles ? J'ai JAMAIS rien vu de tel !", + "TUTORIAL3_PART2_KAYLEIGH5": "Est-ce que ce truc a toujours été enterré là ?", + "CLEMENCE_INTRO2": "Je me nomme Clémence, et ce bel établissement que tu vois là est le café Gramophone. Sache que je détiens de nombreux disques et que je prépare le meilleur café de la région. D'un autre côté, quand on voit le niveau de la concurrence...", + "CLEMENCE_INTRO1.f": "Bonjour ! [pause]On ne voit pas souvent des nouvelles têtes, par ici... surtout aussi jolies que ta mignonne petite frimousse !", + "CLEMENCE_INTRO1.m": "Bonjour ! [pause]On ne voit pas souvent des nouvelles têtes, par ici... surtout aussi séduisantes que la tienne !", + "TUTORIAL4_PART3B_KAYLEIGH11": "Depuis, on leur a donné tout un tas de noms. Anges, démons, diables, goules...", + "TUTORIAL4_PART3B_KAYLEIGH14": "On ne sait pas trop ce que c'est, au juste. Et ça faisait longtemps qu\\'on n\\'en avait pas vu.", + "TUTORIAL4_PART3B_KAYLEIGH13": "En revanche, ces autres créatures... [pause]comme celle qu'on a affrontée... [pause]pour nous, ça reste encore des archanges.", + "TUTORIAL4_PART3B_KAYLEIGH16": "J'avais l\\'impression de pas la voir correctement... comme quand on essaie de regarder un film avec des jumelles, ou un truc comme ça...", + "TUTORIAL4_PART3B_KAYLEIGH15": "Quand je repense à cette chose qu'on a affrontée... c\\'est dur à expliquer...", + "HARBOURTOWN_STATION_MORGANTE13": "JE VOIS.\\n\\nIL EXISTE EN EFFET UN MOYEN, ET JE SUIS LA SEULE À CONNAÎTRE LE CHEMIN À EMPRUNTER.", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Euh... un réceptacle ?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Attendez...", + "HARBOURTOWN_STATION_KAYLEIGH16": "Tu vas bien, {player} ? [pause]Qu'est-ce qui s\\'est passé ? [pause]Tu as eu comme un blanc, l\\'espace d\\'une seconde.", + "HARBOURTOWN_STATION_MORGANTE15": "TRÈS BIEN. ENTENDS MON CHANT.", + "TUTORIAL4_PART3A_KAYLEIGH1": "Il s'est vraiment passé [wave amp=30 freq=10]plein[/wave] de trucs dans cette gare. Ce serait peut-être une bonne idée d\\'en parler, non ?", + "HARBOURTOWN_STATION_KAYLEIGH17": "On ferait bien de filer d'ici...", + "HARBOURTOWN_NPC_32_DIALOGUE1": "S'il y a vraiment [wave amp=30 freq=10]une chose[/wave] qu\\'il y a en abondance à la Nouvelle-Wirral, c\\'est le café. [pause]Enfin, le café et les créatures très... bigarrées.", + "HARBOURTOWN_NPC_31_DIALOGUE1": "Je suis actuellement une formation pour rejoindre les Veilleurs. C'est comme quand on postule pour un emploi de bureau, sauf qu\\'on se bat tout le temps.", + "HARBOURTOWN_NPC_33_DIALOGUE1": "D'après les légendes locales, quand on regarde la mer Infinie, on peut apercevoir les ruines d\\'une jetée au niveau de l\\'horizon. Même si, personnellement, je ne l\\'ai jamais vue.", + "HARBOURTOWN_BOOK_2": "Les notes griffonnées indiquent : « ... si on lui offre un jouet, ce monstre elfique ne dévie généralement pas de sa trajectoire. Dans le cas contraire, la rage finit toujours par le dévorer. »", + "HARBOURTOWN_BOOK_3": "Les notes griffonnées indiquent : « ... ce grand serpent masqué peut prendre une troisième voie si on lui permet de contrôler la force du vent. »", + "HARBOURTOWN_BOOK_1": "Les notes griffonnées indiquent : « ... cette créature en forme de soucoupe volante émergera de sa coquille si on lui laisse la possibilité de rester à proximité de ses adversaires. »", + "HARBOURTOWN_BOOK_4": "Les notes griffonnées indiquent : « ... les mystérieux engrenages qui se trouvent sous cette colline sont la clé pour débloquer le véritable potentiel de ce dinosaure. »", + "HARBOURTOWN_BOOK_5": "Les notes griffonnées indiquent : « ... je pense que certains monstres sont capables de prendre différentes formes, selon que l'on soit de jour ou de nuit. »", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Marchand d'autocollants chimiques", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Marchande d'autocollants changeants", + "HARBOURTOWN_CHEMIST1_OPENING": "La chimie élémentaire est la clé de la victoire. [pause]Je conçois des autocollants qui te permettront de contrôler la chimie, et donc de prendre l'avantage au combat !", + "HARBOURTOWN_CHEMIST1_CLOSING": "Si tu as besoin de mes services, tu sais où me trouver.", + "HARBOURTOWN_CHEMIST2_OPENING": "Je me spécialise dans les autocollants dont le type change en fonction de l'utilisateur, ce qui est extrêmement pratique si tu utilises également les surcouches de mes collègues. En plus, ils sont compatibles avec toutes les cassettes !", + "HARBOURTOWN_ITEM_RECYCLER1": "As-tu pour habitude de recycler les objets dont tu n'as plus besoin ?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "Merci d'être passé·e !", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "Merci d'être passée !", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "Merci d'être passé !", + "HARBOURTOWN_TAPE_RECYCLER3": "À un feu de camp ou au café, ouvre ta réserve de cassettes, sélectionnes-en une qui ne t'intéresse plus et recycle-la !", + "HARBOURTOWN_ITEM_RECYCLER4": "Tiens, essaie avec ce vieux livre, par exemple. Je n'en ai plus besoin.", + "HARBOURTOWN_ITEM_RECYCLER2": "C'est un excellent moyen de faire de la place dans ton inventaire et, dans le même temps, ça te permet de récupérer une partie des ressources ayant permis de fabriquer cet objet.", + "HARBOURTOWN_ITEM_RECYCLER3": "Et ensuite, tu peux échanger ces ressources contre d'autres objets !", + "GAME_OVER_FIRST_PENSBY1.f": "Ah, tu as fini par te réveiller. Tu as de la chance que quelqu'un ait été là pour te ramener à la clinique en un seul morceau !", + "GAME_OVER_DOG1": "Wouf !", + "HARBOURTOWN_TAPE_RECYCLER1": "Tu gardes encore de vieilles cassettes dont tu n'as plus l\\'utilité ?", + "HARBOURTOWN_TAPE_RECYCLER2": "La prochaine fois que tu feras une pause entre deux aventures, pourquoi ne pas en profiter pour les recycler ?", + "HARBOURTOWN_TAPE_RECYCLER4": "C'est un excellent moyen de récupérer des ressources supplémentaires que tu pourras échanger avec les marchands, et ça peut également te rapporter des autocollants.", + "HARBOURTOWN_BOOTLEG_KRAB1": "...", + "HARBOURTOWN_BOOTLEG_KRAB2": "Ce Traficrabe a vraiment une drôle de couleur...", + "HARBOURTOWN_BOOTLEG_NPC1": "Ne te préoccupe pas de ce Traficrabe, c'est juste mon fils. Il adore jouer avec sa cassette non officielle.", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Non officielle ?", + "HARBOURTOWN_BOOTLEG_NPC2": "Oui. [pause]Au cours de tes aventures, tu as déjà dû voir des monstres qui ne sont pas de la couleur normale ? On dit qu'ils sont non officiels. [pause]Mais attention, ça n\\'a rien à voir avec une surcouche !", + "HARBOURTOWN_BOOTLEG_NPC3": "Les monstres non officiels ont une autre couleur, un autre type élémentaire, et même d'autres capacités que les officiels. Et chez eux, c\\'est [wave amp=30 freq=10]permanent[/wave].", + "HARBOURTOWN_BOOTLEG_NPC4": "Et quand tu les enregistres, ils conservent tous ces attributs.", + "HARBOURTOWN_BOOTLEG_NPC6": "Tiens, prends cette cassette et vois par toi-même. Le capitaine Codey a pour habitude de me donner ses doubles, alors, je n'en manque pas.", + "HARBOURTOWN_BOOTLEG_NPC5": "Les monstres non officiels enregistrés ont plus de chances d'utiliser des capacités peu courantes ou rares, ce qui les rend extrêmement utiles.", + "HARBOURTOWN_BOOTLEG_NPC7": "Les monstres non officiels peuvent apparaître n'importe où, de manière totalement aléatoire, mais apparemment, on les trouve plus souvent en situation de fusion.", + "HARBOURTOWN_BOOTLEG_NPC8": "J'ai entendu dire que certains monstres non officiels brillaient et scintillaient, comme s\\'ils étaient recouverts d\\'un lustre.", + "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Bienvenue ![/wave] Es-tu ici pour en apprendre davantage sur les arts astraux ?", + "HARBOURTOWN_ASTROLOGER_NAME": "Astrologue", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Carrément !", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Pas maintenant.", + "HARBOURTOWN_ASTROLOGER_NPC3": "Excellent... [pause]dans ce cas, tu ferais bien d'écouter attentivement ce que je vais te dire.", + "HARBOURTOWN_ASTROLOGER_NPC2": "Une autre fois, peut-être...", + "HARBOURTOWN_ASTROLOGER_NPC4": "Vois-tu, les créatures de type Astral tirent leur pouvoir des quatre éléments de base du monde naturel : [pause]la terre, [pause]l'eau, [pause]le feu, [pause]et l\\'air.", + "HARBOURTOWN_ASTROLOGER_NPC6": "Mais leur harmonie intérieure peut être [wave amp=30 freq=10]bouleversée[/wave] par l'influence d\\'éléments impurs : le plastique, le poison, ou le métal.", + "HARBOURTOWN_ASTROLOGER_NPC5": "Les créatures astrales exposées à l'un de ces quatre éléments se retrouvent [wave amp=30 freq=10]renforcées[/wave] !", + "PENSBY_INTERACT_MENU": "Bonjour, {player} ! Que puis-je pour toi ?", + "PENSBY_INTERACT_MENU_SUPPLIES": "Je cherche des provisions.", + "PENSBY_INTERACT_MENU_CHECKUP": "J'aurais besoin d\\'un petit bilan de santé.", + "PENSBY_INTERACT_MENU_BYE": "Je passais juste pour dire bonjour.", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Tu es en parfaite santé, {player}.", + "HARBOURTOWN_ASTROLOGER_NPC7": "Si tu souhaites prendre la forme d'une créature astrale, ne l\\'oublie jamais !", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Comme je te l'ai dit la première fois qu\\'on a affronté Morgayne, sur ce coup-là, on est ensemble, toi et moi !", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Il faut du temps pour s'habituer à la façon dont chaque forme de monstre change la manière dont tu perçois ton corps. Mais franchement, je trouve que tu t\\'en sors très bien !", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Génial ! [pause]Dans ce cas, c'est ton jour de chance. Il n\\'y a pas vraiment d\\'hôtels à la Nouvelle-Wirral, alors, tu risques de souvent dormir sous une tente.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "J'adore camper !", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Personnellement, je préfère dormir entre quatre murs.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "C'est... [pause]regrettable. Tu vas devoir t\\'habituer à dormir sous la tente si tu comptes explorer l\\'île, parce qu\\'il n\\'y a pas vraiment d\\'hôtels à la Nouvelle-Wirral.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Dis, je ne t'ai jamais demandé comment tu trouves la première forme de monstre que je t\\'ai donnée sur la plage, quand on s\\'est rencontrées.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Dis, je ne t'ai jamais demandé comment tu trouves la première forme de monstre que je t\\'ai donnée sur la plage, quand on s\\'est rencontrés.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Dis, je ne t'ai jamais demandé comment tu trouves la première forme de monstre que je t\\'ai donnée sur la plage, quand on s\\'est rencontré·e·s.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "C'était « Gourmandiable », pas vrai ? J\\'adore cette forme, elle est délicieuse ! Chaque fois que je l\\'utilise, ça me met l\\'eau à la bouche, c\\'est le pied !", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "C'était « Fantômouton », pas vrai ? J\\'adore cette forme, elle est craquante ! Mais chaque fois que je l\\'utilise, ça me fait tout bizarre, j\\'ai la sensation de flotter.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "J'ai la sensation que les attaques à distance étaient plus efficaces sous cette forme. Peut-être que les Gourmandiables visent particulièrement bien...", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "En revanche, ces gros sabots, c'est super pour flanquer une [wave amp=30 freq=10]sacrée raclée[/wave] aux monstres.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "L'archange qu\\'on a affronté... [pause]Morgayne, c\\'est ça ?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "Et on l'a pas vraiment battue seuls, pas vrai ? Quelqu\\'un l\\'avait déjà blessée avant notre arrivée.", + "EUGENE_UNKNOWN_NAME": "Type en colère", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "Et on l'a pas vraiment battue seul·e·s, pas vrai ? Quelqu\\'un l\\'avait déjà blessée avant notre arrivée.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "Et on l'a pas vraiment battue seules, pas vrai ? Quelqu\\'un l\\'avait déjà blessée avant notre arrivée.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Mais même affaiblie, elle était encore super dangereuse. Celui ou celle qui l'a blessée devait être absolument [wave amp=30 freq=10]monstrueux[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "Je n'y avais pas pensé.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Tu as sans doute raison.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "J'ai l\\'impression qu\\'on est vraiment [wave amp=30 freq=10]très faibles[/wave] à côté.", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Nous allons repartir... pour le moment...[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "Femme", + "EUGENE_INTRO_LANDKEEPER_NAME": "Homme pâle", + "EUGENE_INTRO_EUGENE1": "Me forcez pas à me répéter [shake rate=30 level=10]encore une fois[/shake] ! [pause][pause]Vous ne vous emparerez jamais de Port-la-Ville, maudits [shake rate=30 level=10]suceurs de sang[/shake] !", + "EUGENE_INTRO_EUGENE3": "Retournez vous cacher dans les ténèbres dont vous êtes issus... [pause]ou vous devrez [shake rate=30 level=10]me passer sur le corps[/shake] !", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Tsk. [pause]Toujours aussi déraisonnable...[/wave] \\n", + "EUGENE_INTRO_EUGENE4": "J'ai déjà affronté [shake rate=30 level=10]les vôtres[/shake], et je l\\'ai emporté. [pause]Vous voulez une petite démonstration ?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Mais au bout du compte, vous comprendrez que nous savons ce qu'il y a de mieux pour vous tous.[/wave]", + "EUGENE_INTRO_EUGENE8": "Si jamais ces saletés reviennent vous embêter, faites-le-moi savoir, madame.", + "EUGENE_INTRO_EUGENE7": "Dites à vos congénères que cette ville est protégée par [shake rate=30 level=10]Eugène[/shake] !", + "EUGENE_INTRO_EUGENE9": "Et surtout, SURTOUT, ne les invitez JAMAIS à entrer chez vous. [pause]Ils ne demandent que ça.", + "EUGENE_INTRO_WOMAN10": "Je ne l'oublierai pas. Merci de votre intervention, jeune homme !", + "EUGENE_INTRO_EUGENE12": "Je m'appelle Eugène... [pause]mais j\\'imagine que tu le sais déjà, [pause]vu comment je l\\'ai crié à l\\'intention de ces types.", + "EUGENE_INTRO_EUGENE11": "Oh, salut. Désolé que tu aies dû voir ça.", + "EUGENE_INTRO_EUGENE12_OPTION1": "Moi, c'est {player} !", + "EUGENE_INTRO_EUGENE13": "C'est toujours un plaisir de voir un nouveau visage par ici, {player}.", + "EUGENE_INTRO_EUGENE13_OPTION1": "Qui étaient ces gens ?", + "EUGENE_INTRO_EUGENE14": "Je ne vais pas te barber avec les détails, [pause]mais sache juste qu'ils n\\'ont [wave amp=30 freq=10]rien à faire[/wave] en ce monde.", + "EUGENE_INTRO_EUGENE13_OPTION2": "C'est quoi, cette histoire ?", + "LEVEL_WARNING_dog.v2": "Ouaf-Ouaf a l'air tout penaud. Peut-être est-ce parce que les monstres des environs sont trop dangereux pour lui...", + "EUGENE_INTRO_EUGENE16": "Enfin, bref, il faut que je suive ces gars. [pause]Je ne peux pas risquer qu'ils [shake rate=30 level=10]plantent leurs crocs[/shake] dans le cou des braves gens de Port-la-Ville.", + "EUGENE_INTRO_EUGENE15": "Disons juste que tous les monstres de la Nouvelle-Wirral n'ont pas l\\'air de jolies mascottes.", + "WORKING_OVERTIME_INITIAL_RANGER2": "Vois-tu, j'ai dit à Ianthe que je mettrais ici un panneau indiquant où est la ville. [pause]Un petit quelque chose rendant l\\'endroit plus chaleureux, [pause]si tu vois ce que je veux dire...", + "EUGENE_INTRO_EUGENE16_OPTION1": "Je peux me rendre utile ?", + "EUGENE_INTRO_EUGENE16_OPTION2": "Besoin d'aide ?", + "EUGENE_INTRO_EUGENE18": "Tiens, retrouve-moi là. [pause]Je te dirai tout une fois là-bas.", + "EUGENE_INTRO_EUGENE17.n": "Si ça ne te dérange pas de te salir les mains, ce serait un plaisir de t'avoir à mes côtés !", + "EUGENE_INTRO_EUGENE17.f": "Si ça ne te dérange pas de te salir les mains, ce serait un plaisir de t'avoir à mes côtés !", + "EUGENE_INTRO_EUGENE17.m": "Si ça ne te dérange pas de te salir les mains, ce serait un plaisir de t'avoir à mes côtés !", + "EUGENE_INTRO_EUGENE19": "Mais... [pause]prépare-toi quand même à te battre. [pause]Parce que la situation pourrait bien dégénérer.", + "WORKING_OVERTIME_INITIAL_RANGER1": "Dis, [pause]tu pourrais me donner un coup de main ?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Hein ? Un miroir ?", + "WORKING_OVERTIME_RANGER_NAME": "Veilleur épuisé", + "WORKING_OVERTIME_INITIAL_RANGER3": "Le problème, c'est que je me suis trompé en calculant la quantité de bois nécessaire. Tu ne pourrais pas m\\'en trouver un peu plus, des fois ? [pause]Tu me sauverais la mise si tu acceptais !", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "Bien sûr !", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Pas maintenant.", + "WORKING_OVERTIME_INITIAL_RANGER4": "C'est vrai ? Merci ! [pause]Reviens me voir quand tu auras le bois nécessaire.", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "Bon, tant pis. Pas de problème.", + "WORKING_OVERTIME_ACTIVE_RANGER1": "Salut. Tu as réussi à trouver le bois dont j'ai besoin ?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Lui donner {required_item_amount} morceaux de bois.", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "Ce n'est pas grave. Je ne suis pas près de partir, de toute façon.", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Pas encore !", + "WORKING_OVERTIME_COMPLETE_RANGER3": "Hmm... [pause][pause]Vu que tu m'as aidé, [pause]si tu décidais du style du panneau à installer ?", + "WORKING_OVERTIME_COMPLETE_RANGER2": "Tu as réussi ! [pause]Merci de ton aide. Je t'avoue que l\\'idée de devoir aller chercher tout ce bois ne m\\'amusait guère.", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Il faudrait qu'il y ait dessus un emblème symbolisant vraiment Port-la-Ville. [pause][pause]À ton avis, qu\\'est-ce qui serait le mieux, [pause]hmm ?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Il faudrait qu'il y ait dessus un emblème symbolisant vraiment Port-la-Ville. [pause][pause]À ton avis, qu\\'est-ce qui serait le mieux, [pause]hmm ?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "Un oiseau !", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Il faudrait qu'il y ait dessus un emblème symbolisant vraiment Port-la-Ville. [pause][pause]À ton avis, qu\\'est-ce qui serait le mieux, [pause]hmm ?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "Une fleur !", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "Un dauphin !", + "WORKING_OVERTIME_COMPLETE_RANGER5": "Très bien, [pause]faisons comme ça.", + "WORKING_OVERTIME_COMPLETE_RANGER8": "J'ai toujours vécu ici, [pause]mais beaucoup des habitants de la ville viennent d\\'ailleurs et se sont retrouvés coincés ici.", + "WORKING_OVERTIME_COMPLETE_RANGER6": "Et voilà ! [pause][pause]C'est terminé. [pause]Qu\\'est-ce que tu en penses ?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "J'adore !", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "Il est super !", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "C'est génial !", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Beau travail, vraiment.", + "WORKING_OVERTIME_COMPLETE_RANGER9": "Si le seul fait de voir cette pancarte peut leur rendre le sourire, [pause]ça valait largement la peine, [pause]je pense.", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "Ha ! [pause]Chouette boulot, bravo.", + "WORKING_OVERTIME_COMPLETE_FELIX7": "Sympa, comme panneau.", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "Je vois que tu as fait de l'excellent travail avec ce panneau.", + "RANGER_BODYBUILDER_INTRO": "Tiens, salut. Tu viens faire du sport ?", + "RANGER_BODYBUILDER_OPTION1": "Je veux soulever un peu de fonte !", + "RANGER_BODYBUILDER_OPTION2": "Comment ça fonctionne ?", + "RANGER_BODYBUILDER_OPTION3": "Pas maintenant.", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "Et tu n'es même pas encore un Veilleur ?", + "RANGER_BODYBUILDER_NO_PASS1": "Pour ça, il te faut une carte de membre, l'artiste... Tu l\\'as sur toi ?", + "RANGER_BODYBUILDER_NO_PASS2": "Va voir Wilma et demande-lui une carte de membre. Ensuite, je te concocterai un programme personnalisé.", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "Et tu n'es même pas encore un·e Veilleur·se ?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "Et tu n'es même pas encore une Veilleuse ?", + "RANGER_BODYBUILDER_NOT_JOINED2": "La première chose que tu vas devoir faire, l'artiste, c\\'est courir à petites foulées jusqu\\'à l\\'avant-poste du parc au nord des abords de la ville. Là-bas, tu devrais t\\'inscrire.", + "RANGER_BODYBUILDER_BYE": "À plus tard, l'artiste !", + "RANGER_BODYBUILDER_EXPLANATION1": "Parfois, savoir se transformer ne suffit pas. Il y a des cas de figure où il faut simplement être plus fort... physiquement, je veux dire.", + "RANGER_BODYBUILDER_EXPLANATION2": "C'est là que j\\'interviens. Je peux te concocter un programme personnalisé conçu pour modifier les « caractéristiques de base » de ta forme humaine. Et cela affectera également la force de tes transformations !", + "RANGER_BODYBUILDER_EXPLANATION4": "Et en progressant dans ta formation des Veilleurs, nul doute que tu gagneras des points supplémentaires que tu pourras assigner à ces caractéristiques de base.", + "RANGER_BODYBUILDER_EXPLANATION5.m": "Alors, qu'est-ce que tu en dis, l\\'artiste ? Un peu d\\'exercice physique, ça te dit ?", + "RANGER_BODYBUILDER_EXPLANATION3": "Par exemple, si tu décides qu'il faudrait que tes attaques au corps à corps frappent plus fort et que tu as moins besoin de tes attaques à distance, tu peux te retirer des points en Attaque à distance pour te les assigner en Attaque au corps à corps.", + "RANGER_BODYBUILDER_EXPLANATION5.f": "Alors, qu'est-ce que tu en dis, l\\'artiste ? Un peu d\\'exercice physique, ça te dit ?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "Eh bien, quelle séance ! J'en ai mal aux muscles !", + "RANGER_TRADER_NOT_JOINED1.m": "Coucou, mon chou ! Si tu es ici pour t'inscrire chez les Veilleurs, tu viens tout juste de manquer Ianthe.", + "RANGER_TRADER_NOT_JOINED1.n": "Coucou, mon chou ! Si tu es ici pour t'inscrire chez les Veilleurs, tu viens tout juste de manquer Ianthe.", + "RANGER_BODYBUILDER_EXPLANATION5.n": "Alors, qu'est-ce que tu en dis, l\\'artiste ? Un peu d\\'exercice physique, ça te dit ?", + "TUTORIAL4_PART3C_KAYLEIGH3": "Quand les circonstances le permettent, deux personnes sous forme de monstres peuvent s'unir afin de donner vie à un être unique [wave amp=30 freq=10]extrêmement puissant[/wave].", + "TUTORIAL4_PART3C_KAYLEIGH4": "(Et... « quand les conditions le permettent », ça inclut le fait de manquer se faire tuer par un [shake rate=30 level=10]archange[/shake], apparemment...)", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "C'était vraiment étrange, comme sensation. On partageait le même corps, et le truc qu\\'on est [wave amp=30 freq=10]devenus[/wave], c\\'était nous... et pas nous à la fois.", + "TUTORIAL4_PART3D_KAYLEIGH3": "Et elle connaît le moyen de quitter la Nouvelle-Wirral ?", + "HARBOURTOWN_MERCHANT_4.n": "Merci d'être passé·e ! Reviens demain et j\\'aurai d\\'autres autocollants pour toi !", + "TUTORIAL4_PART3C_KAYLEIGH6": "Je... [pause]c'est la toute première fois que je fusionnais avec quelqu\\'un. Et franchement, je m\\'attendais pas à ce que ça m\\'arrive avec quelqu\\'un que je connais [wave amp=30 freq=10]à peine[/wave]...", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "C'était vraiment étrange, comme sensation. On partageait le même corps, et le truc qu\\'on est [wave amp=30 freq=10]devenues[/wave], c\\'était nous... et pas nous à la fois.", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "C'était vraiment étrange, comme sensation. On partageait le même corps, et le truc qu\\'on est [wave amp=30 freq=10]devenu·e·s[/wave], c\\'était nous... et pas nous à la fois.", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "En tout cas, ça nous a aidés à vaincre l'archange !", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Mais toi, tu... tu me crois, [pause]non ? [pause]Peut-être que je n'étais pas célèbre dans ton monde, mais si tu venais du même endroit que moi, crois-moi, tu serais [wave amp=30 freq=10]mon plus grand fan ![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "Alors, comment va [wave amp=30 freq=10]notre fan,[/wave] aujourd'hui ?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Mais toi, tu... tu me crois, [pause]non ? [pause]Peut-être que je n'étais pas célèbre dans ton monde, mais si tu venais du même endroit que moi, crois-moi, tu serais [wave amp=30 freq=10]ma plus grande fan ![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "Alors, comment va [wave amp=30 freq=10]ma plus grande fan,[/wave] aujourd'hui ?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "Alors, comment va [wave amp=30 freq=10]mon plus grand fan,[/wave] aujourd'hui ?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "... [pause]On se connaît ?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "Oh, [pause]encore toi. [pause]Désolée, j'ai à faire.", + "HARBOURTOWN_NPC_3_DIALOGUE10": "C'est... [pause]euh... [pause]un plaisir de te revoir, {player}.", + "HARBOURTOWN_NPC_3_DIALOGUE4": "Euh... [pause]j'ai l\\'impression que tu me prends pour quelqu\\'un d\\'autre. [pause]Je ne crois pas que nous nous connaissions.", + "HARBOURTOWN_NPC_3_DIALOGUE3": "Euh... [pause]désolée, mais je suis occupée. [pause]Très occupée.", + "HARBOURTOWN_NPC_3_DIALOGUE8": "C'est parfois difficile de se faire des amis, ici. [pause]Je n\\'ai pas grand-chose en commun avec... [pause]eh bien... [pause]tout le monde, en fait. [pause]C\\'est la nature de ce lieu.", + "HARBOURTOWN_NPC_3_DIALOGUE7": "Pardon si j'ai été impolie avec toi. [pause]Je suis parfois un peu... hésitante avec les étrangers. [pause]Mais maintenant, on se connaît, pas vrai ?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "... [pause]Salut. [pause]C'est gentil de venir me voir.", + "HARBOURTOWN_NPC_4_DIALOGUE1": "Tu découvres toute cette histoire de « transformation de cassette », pas vrai ? [pause]Dans ce cas, permets-moi de te donner un petit conseil...", + "HARBOURTOWN_NPC_4_DIALOGUE2": "Le truc, c'est de ne pas réfléchir à la façon dont cela fonctionne. [pause]Parce que, soyons clairs, ça n\\'a aucun sens.", + "HARBOURTOWN_NPC_3_DIALOGUE9": "Je, euh... [pause]je ne t'ai jamais demandé ton nom. [pause]{player}, dis-tu ? [pause]J\\'espère que tu passes une belle journée.", + "TUTORIAL4_PART3D_KAYLEIGH24": "Toi et moi, ensemble !", + "TUTORIAL4_PART3D_KAYLEIGH25": "Qu'est-ce que tu en dis ? On fait équipe ?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Ça marche !", + "TUTORIAL4_PART3D_KAYLEIGH26": "Si c'est un archange qui t\\'a envoyé cette vision, alors...", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "C'est pas comme si on avait d\\'autres options, de toute façon...", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "Il faut que tu en trouves un autre... et que tu sois assez fort pour l'affronter le jour où ça arrivera.", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "Les Veilleurs ont mis sur pied un programme d'entraînement qui t\\'aidera à devenir plus fort. Commençons par t\\'organiser une rencontre avec la chef des Veilleurs !", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "Il faut que tu en trouves un autre... et que tu sois assez forte pour l'affronter le jour où ça arrivera.", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "Il faut que tu en trouves un autre... et que tu sois assez fort·e pour l'affronter le jour où ça arrivera.", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "Les Veilleurs ont mis sur pied un programme d'entraînement qui t\\'aidera à devenir plus fort·e. Commençons par t\\'organiser une rencontre avec la chef des Veilleurs !", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "Les Veilleurs ont mis sur pied un programme d'entraînement qui t\\'aidera à devenir plus forte. Commençons par t\\'organiser une rencontre avec la chef des Veilleurs !", + "OUTSKIRTS_3_-1_GIFTER1.m": "C'est la première fois que je te vois par ici. Laisse-moi deviner : tu viens d\\'arriver, c\\'est ça ?", + "TUTORIAL4_PART3D_KAYLEIGH29": "À l'heure qu\\'il est, elle doit être à l\\'avant-poste du parc.", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Le problème, c'est que le taux de criminalité est lui aussi très élevé...[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "Attends, c'est un lecteur de cassettes que tu as là ? Tiens, prends ça.", + "OUTSKIRTS_3_-1_GIFTER1.f": "C'est la première fois que je te vois par ici. Laisse-moi deviner : tu viens d\\'arriver, c\\'est ça ?", + "HARBOURTOWN_STATION_MORGANTE1": "C'EST TOI, MORDRUYD ?\\n\\nAPPROCHE, MON ENFANT... QUE JE PUISSE TE VOIR UNE DERNIÈRE FOIS.", + "HARBOURTOWN_STATION_KAYLEIGH2": "Tu ne sens pas quelque chose dans l'air, {player} ?", + "HARBOURTOWN_STATION_KAYLEIGH1": "Cet endroit sent... je sais pas trop... le métal brûlé, on dirait. J'ai du mal à l\\'expliquer...", + "HARBOURTOWN_STATION_MORGANTE2": "LE LONG CONFLIT EST ENFIN TERMINÉ... ET J'AI BIEN PEUR QUE, CETTE FOIS, IL AIT VRAIMENT RÉUSSI À ME VAINCRE.", + "HARBOURTOWN_STATION_KAYLEIGH6": "Oh, non...", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Mais, c'est... c\\'est...[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, je crois bien que c'est un [shake rate=30 level=10]archange[/shake]...", + "HARBOURTOWN_STATION_KAYLEIGH5": "Faut qu'on s\\'en aille ! [wave amp=30 freq=10]Tout de suite ![/wave]", + "TUTORIAL4_PART3C_KAYLEIGH7": "C'est arrivé comme ça, sans qu\\'on contrôle rien, pas vrai ?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "En tout cas, ça nous a aidées à vaincre l'archange !", + "TUTORIAL4_PART3C_KAYLEIGH8": "Pardon, [pause]mais c'est vrai que ça fait un peu bizarre d\\'en parler.", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "En tout cas, ça nous a aidé·e·s à vaincre l'archange !", + "TUTORIAL4_PART3C_KAYLEIGH9": "Tu sais, je crois bien que tu as raison.", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Sans ça, on n'aurait pas survécu !", + "TUTORIAL4_PART3C_KAYLEIGH10": "Maintenant qu'on a réussi à fusionner, j\\'éprouve une sensation étrange... un peu comme si une porte venait de s\\'ouvrir, alors que je savais même pas qu\\'elle existait !", + "TUTORIAL4_PART3D_KAYLEIGH1": "Donc, voyons si j'ai bien compris...", + "TUTORIAL4_PART3C_KAYLEIGH11": "Et j'ai l\\'impression qu\\'on pourrait recommencer à fusionner, si on voulait.", + "TUTORIAL4_PART3D_KAYLEIGH2": "Cet archange... « Morgayne »... sa mémoire est [wave amp=30 freq=10]en toi[/wave], maintenant ?", + "TUTORIAL4_PART3D_KAYLEIGH23": "On doit bien aux habitants de la Nouvelle-Wirral de tout faire pour essayer !", + "TUTORIAL4_PART3D_KAYLEIGH22": "S'il y a ne serait-ce qu\\'une chance que ça puisse permettre aux gens de quitter cette île et de rentrer chez eux...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Mais vous allez bien ensemble, Mérédith et toi. Vous formez vraiment un beau couple.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Si ce portail nous ramène [wave amp=30 freq=10]vraiment[/wave] dans notre monde respectif, est-ce qu'on devra tous se dire adieu ?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Alors, dis-moi, quel effet ça te fait, de dormir à la [wave amp=30 freq=10]belle étoile[/wave] ?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Heureusement, on a encore des choses à faire ici, à la Nouvelle-Wirral. Je m'inquiéterai de ça plus tard.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "On a commencé cette histoire ensemble, et c'est ensemble qu\\'on la finira. [pause]Je ne partirai pas avant toi, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Nul doute que cette nouvelle va changer la vie des Veilleurs. Ils vont avoir un sacré boulot, maintenant !", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "On a commencé cette histoire ensemble, et c'est ensemble qu\\'on la finira. [pause]Je ne partirai pas avant toi, {player}.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "On a commencé cette histoire ensemble, et c'est ensemble qu\\'on la finira. [pause]Je ne partirai pas avant toi, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Alors, j'imagine que Ianthe aussi connaît l\\'existence du portail, maintenant !", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Quand on a affronté Aleph à bord du train... [pause]la force qu'on a invoquée en fusionnant...", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "On aurait dit Morgayne, pas vrai ? [pause]Le premier archange qu'on a affronté ensemble, toi et moi.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "J'avoue que je ne comprends pas tout, mais l\\'espace d\\'un instant, j\\'ai eu l\\'impression qu\\'on incarnait quelque chose qui s\\'alignait avec ses objectifs. Parce qu\\'il n\\'y avait pas que nous dans cette forme, [wave amp=30 freq=10]elle aussi[/wave] a fusionné avec nous.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "Oui, c'est vrai !", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Je crois bien, oui.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Mais d'un autre côté, tu avais son essence en toi depuis notre première rencontre avec elle, pas vrai ?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "D'abord, elle t\\'a donné les indices qui nous ont permis de trouver le portail, et ensuite, elle nous a aidés à battre Aleph. Je me demande si c\\'était son intention depuis le début... de se servir de nous pour le battre, je veux dire.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "Au fait, j'ai oublié de te demander ! Quel effet ça te fait, de suivre la [wave amp=30 freq=10]formation des Veilleurs[/wave], {player} ?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "C'est super excitant !", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "C'est super excitant !", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "C'est super excitant !", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "Je me sens un peu nerveux !", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "Ne t'inquiète pas, je suis sûre que tu vas très bien t\\'en tirer !", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "Je me sens un peu nerveuse !", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "Je suis heureuse qu'on puisse encore camper ensemble, {player}.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "Je me sens un peu nerveux·se !", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Les Veilleurs imposent des défis spécialement conçus en fonction des points forts de ceux qui souhaitent les rejoindre. Par exemple, moi, j'ai dû faire des tâches communautaires en ville pour leurs capitaines.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Mais ton défi de combat semble... [pause]un peu plus intense que le mien.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "Ce qu'il faut savoir, au niveau des Veilleurs, c\\'est que chacun d\\'eux a un rôle spécial à jouer.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Magneth veille au bon fonctionnement du réseau électrique, Murolien garde les murs et bâtiments en bon état, et Zedd fait... [pause]quelque chose, j'imagine.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "Mais tout ça reflète aussi comment ils se battent ! Chacun d'eux a sa propre tactique au combat.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "Mais je suis sûre que tu arriveras à les battre, {player} !", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Je crois bien que... si je parviens un jour à rentrer chez moi, je devrai utiliser mes talents de Veilleuse au mieux.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Parce que ce serait un vrai gâchis si je reprenais ma vie d'avant, sans me servir de tout ce que j\\'ai appris ici.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "Comment était ta vie d'avant ?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "Qu'est-ce que tu faisais avant de te retrouver ici ?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Eh bien... [pause]je n'avais pas vraiment ce qu\\'on pourrait appeler une [wave amp=30 freq=10]vie exaltante[/wave].", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "C'était sympa, [pause]mais après tout ce que j\\'ai vécu sur l\\'île, je me vois mal reprendre cette existence. J\\'imagine que je trouverais ça nul...", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "J'ai fini par laisser tomber mes études pour travailler dans une boutique de ma ville natale.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "On dirait que ça fait une éternité, pas vrai ?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "Je sais pas pourquoi j'ai craint que ça puisse changer, mais c\\'est super que ce soit pas le cas.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Maintenant qu'on est [wave amp=30 freq=10]ensemble[/wave], je veux dire.", + "CAPTAIN_WALLACE_PRE_REMATCH3": "Cette fois, mes murs ne s'écrouleront pas aussi facilement !", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]En vous portant acquéreurs maintenant, vous pourrez réaliser un joli profit en revendant aux nouveaux arrivants qui auront besoin de se loger ![/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Et comme la Nouvelle-Wirral n'a pas encore de monnaie, nous sommes également en train de mettre au point un système de financement des plus avantageux ![/wave]", + "OFFICE_1_LINE14_EUGENE": "J'en ai assez entendu ! [pause][shake rate=30 level=10]Jamais[/shake] on ne vous laissera devenir les maîtres de Port-la-Ville !", + "OFFICE_1_LINE17_PLAYER_OPTION1": "Montrons-leur de quel bois on est faits !", + "OFFICE_1_LINE15_EUGENE": "{player}...", + "OFFICE_1_LINE16_EUGENE.f": "Tu es prête ?", + "OFFICE_1_LINE16_EUGENE.m": "Tu es prêt ?", + "OFFICE_1_LINE16_EUGENE.n": "Tu es prêt·e ?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "Euh... bon, d'accord.", + "OFFICE_1_LINE19_EUGENE": "C'est une petite victoire, mais il reste encore beaucoup à faire.", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]La croissance du marché de l'immobilier est inéluctable. NOUS sommes inéluctables ![/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "Tu es sûr qu'ils sont vraiment si malfaisants que ça ?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "Ils n'ont pas l\\'air si terribles que ça...", + "OFFICE_1_LINE21_EUGENE": "Ces prétendus \\\"Gardes-terres\\\" cherchent juste à profiter de la misère des gens !", + "OFFICE_1_LINE23_EUGENE": "Mais en tant que [wave amp=30 freq=10]défenseur de Port-la-Ville[/wave], j'ai la ferme intention de les arrêter !", + "OFFICE_1_LINE22_EUGENE": "Je ne sais vraiment pas comment ils ont fait pour arriver là...", + "OFFICE_1_LINE27_EUGENE": "Ouvre l'œil pour tenter d\\'apercevoir les autres forteresses, et tend l\\'oreille quand tu es en ville, ça t\\'aidera à entendre des rumeurs.", + "OFFICE_1_LINE24_PLAYER": "Tu as besoin d'aide pour y arriver, \\\"défenseur de Port-la-Ville\\\" ?", + "OFFICE_1_LINE25_EUGENE": "...", + "OFFICE_1_LINE26_EUGENE": "Un petit coup de main serait le bienvenu, oui...", + "OFFICE_1_LINE29_EUGENE.m": "Tu peux ouvrir les fenêtres de toit tout seul, maintenant.", + "OFFICE_1_LINE28_EUGENE": "Oh, et prends ça, aussi...", + "OFFICE_1_LINE29_EUGENE.n": "Tu peux ouvrir les fenêtres de toit tout·e seul·e, maintenant.", + "OFFICE_1_LINE29_EUGENE.f": "Tu peux ouvrir les fenêtres de toit toute seule, maintenant.", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]Hein ?[/shake] Je ne me laisserai pas battre aussi facilement !", + "KUNEKOS_RETURN_PRE_BATTLE.m": "Ah, l'ami de Félix ! Je me suis beaucoup entraînée. Laisse-moi te montrer [shake rate=30 level=10]comme je suis forte[/shake], maintenant !", + "KUNEKOS_RETURN_PRE_BATTLE.f": "Ah, l'amie de Félix ! Je me suis beaucoup entraînée. Laisse-moi te montrer [shake rate=30 level=10]comme je suis forte[/shake], maintenant !", + "KUNEKOS_RETURN_PRE_BATTLE.n": "Ah, l'ami·e de Félix ! Je me suis beaucoup entraînée. Laisse-moi te montrer [shake rate=30 level=10]comme je suis forte[/shake], maintenant !", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "Vas-y, Kuneko ! Je sais que tu peux y arriver !", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]Rhaaaaa ![/shake] La prochaine fois, je te battrai !", + "KUNEKOS_RETURN_TEAM_NAME.m": "Allié {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "Allié·e {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "Alliée {name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} ET {partner.to_upper}.\\n\\nQUELLE CHANCE DE VOUS VOIR AU MOMENT MÊME OÙ JE CHERCHE DU MONDE À SACRIFIER !\\n\\nLÆ MER-LIGNE NOUS SOURIT VRAIMENT, AUJOURD'HUI !", + "POSTGAME_MORGANTE_PRE_BATTLE2": "N'AYEZ PAS L\\'AIR SI SURPRIS.\\n\\nIL EST PARFAITEMENT NATUREL QU\\'EN TANT QU\\'ESPRIT DE LA RÉBELLION, JE ME RETOURNE CONTRE CEUX QUI M\\'ONT INVOQUÉE.", + "POSTGAME_MORGANTE_POST_BATTLE": "UN SACRIFICE EST UN SACRIFICE. LE RITUEL EST ACHEVÉ.\\n\\nLES ARCHANGES SONT DE RETOUR À LA NOUVELLE-WIRRAL.", + "FARM_PUMPKIN_NO_JELLY": "Qu'elle est mignonne, cette citrouille !", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "Qu'elle est mignonne, cette citrouille ! Mettre de la gelée de Gelos dessus ?", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Ci-gît Mérédith\\n1967 – XXXX\\nElle aurait dû rester au lit ce matin-là.\\\"", + "DUNGEON_MEADOW_NOTE_1": "\\\"À mes chers invités, j'espère que vous apprécierez cette nourriture que j\\'ai préparée pour vous. Je serai [wave amp=30 freq=10]très bientôt[/wave] là, alors, ne vous avisez pas de vous en aller, surtout. Hé, hé, hé...\\n- Alice x\\\"", + "DUNGEON_MEADOW_NOTE_2": "\\\"Je vous avais dit de ne pas bouger ! Franchement, où sont vos bonnes manières ! Vous devriez avoir honte ! Le chapelier déteste qu'on l\\'interrompe à l\\'heure du goûter, alors, restez où vous êtes, compris ?\\n- Alice xx\\\"", + "DUNGEON_MEADOW_EAT_ME": "Manger le gâteau sur lequel est indiqué \\\"Mangez-moi\\\" ?", + "DUNGEON_MEADOW_NOTE_3": "\\\"Je mets ça de côté pour plus tard. Je vous réserve la surprise ! Si vous avez un minimum de courtoisie, vous n'y toucherez pas. [wave amp=30 freq=10]Il faut se servir de sa tête, pas la perdre ![/wave]\\n- Alice xxxxxx\\\"", + "DUNGEON_MEADOW_DRINK_ME": "Boire la bouteille sur laquelle est indiqué \\\"Buvez-moi\\\" ?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "Grandir encore serait sans doute une mauvaise idée.", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "Rapetisser encore serait sans doute une mauvaise idée.", + "DUNGEON_MEADOW_CHEST_CONFIRM": "Ouvrir le coffre ?", + "DUNGEON_MEADOW_RED_QUEEN": "Reinyx veut ta tête !", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Ci-gît {player}.\\nMort cette année, à un âge inconnu.\\nQu'il repose en paix.\\\"", + "DUNGEON_MEADOW_MAD_HATTER": "Tu as perturbé le goûter d'un monstre !", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Ci-gît {player}.\\nMorte cette année, à un âge inconnu.\\nQu'elle repose en paix.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Ci-gît Kayleigh, 1983 – ????\\nA suivi un imbécile jusqu'à sa perte... et ce n\\'était même pas la première fois.\\nR.I.P.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Ci-gît Kayleigh, 1983 – ????\\nA suivi une imbécile jusqu'à sa perte... et ce n\\'était même pas la première fois.\\nR.I.P.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Ci-gît {player}.\\nMort·e cette année, à un âge inconnu.\\nQu'iel repose en paix.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Ci-gît Félix\\nRepose en paix, en sachant que tes amis ont exaucé ton dernier souhait en détruisant tes dessins les plus embarrassants. Et ils n'ont pas trop ri, promis !\\n1991 – maintenant\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Ci-gît Kayleigh, 1983 – ????\\nA suivi un·e imbécile jusqu'à sa perte... et ce n\\'était même pas la première fois.\\nR.I.P.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"Ici repose Violaine.\\nNée en 1575, morte aujourd'hui.\\nManque cruellement à son frère.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Ci-gît Eugène, protecteur de Port-la-Ville.\\n2076 – NaN\\nParlait pour pas grand-chose.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Ci-gît un bon garçon.\\nIl serait heureux de savoir que, dans la mort, il est enfin devenu ce qu'il aimait le plus : un tas d\\'os.\\nNé en 14140, mort en cette année (numérotation inconnue en années chien).\\\"", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "\\\"JOY\\nMorte une première fois,\\nMaintenant morte pour de bon.\\\"", + "DUNGEON_GRAVEYARD_LM_1": "QUELLE FIN DÉSOLANTE !\\n\\nSALE COUP QUAND ÇA VOUS TOMBE DESSUS ET QU'ON EST AU POINT MORT, PAS VRAI ?", + "DUNGEON_GRAVEYARD_LM_2": "GARE À NE PAS PRENDRE DE MAUVAIS VIRAGE, VOUS POURRIEZ MAL TOURNER !\\nHA, HA, HA, HA, HA !", + "DUNGEON_GRAVEYARD_LM_4": "UNE RÉCOMPENSE POUR VOS EFFORTS. REPOSEZ-VOUS, VOUS DEVEZ EN AVOIR BESOIN.", + "DUNGEON_GRAVEYARD_LM_3": "MONTREZ-MOI SI VOUS AVEZ VRAIMENT ENVIE DE SURVIVRE.\\n\\nBATTEZ-VOUS COMME SI VOTRE VIE EN DÉPENDAIT !", + "DUNGEON_GRAVEYARD_LM_KILL": "AMUSANT. JE SOUHAITE EN VOIR PLUS.", + "DUNGEON_GRAVEYARD_LM_5": "J'AI CHANGÉ D\\'AVIS.\\n\\nVOUS VOUS REPOSEREZ QUAND VOUS SEREZ SIX PIEDS SOUS TERRE.", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Tant que les gens continueront de mourir, il y aura de la demande pour les terrains où enterrer les morts.[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]C'est une source de revenus garantie ![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Je ferais peut-être bien de cesser d'être Garde-terres pour devenir Garde-tombes à la place...[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "ÇA A L'AIR MORTEL, PAS VRAI ? ATTENTION À NE PAS TOMBER !", + "DUNGEON_GRAVEYARD_LM_7": "TIENS, COMMENT IL EST ARRIVÉ LÀ ?\\nHA, HA, HA, HA, HA !", + "DUNGEON_GRAVEYARD_LM_8": "L'HORLOGE SONNE LES DOUZE COUPS DE MINUIT. TOUS LES HUMAINS DOIVENT FAIRE FACE À LA MORT, UN JOUR OU L\\'AUTRE...\\n\\nALORS, MERCI DE NE PAS ME FAIRE TROP ATTENDRE, JE DÉTESTE ÇA !", + "CULTIST_ENCOUNTER_KAYLEIGH1": "...", + "CULTIST_ENCOUNTER_KAYLEIGH2": "Et si... [pause]on en parlait plutôt une autre fois, tu veux bien ?", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Cette personne avait vraiment l'air étrange...", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "Qu'est-ce que cette personne voulait dire ?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "Et... et tu auras sans doute une moins bonne opinion de moi quand j'aurai fini. Désolée...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Il y a d'autres choses que je dois te dire...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Vois-tu, quand je suis arrivée à la Nouvelle-Wirral, je ne vivais pas à Port-la-Ville.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Il y a une autre communauté sur la colline de l'Automne, [pause]sur la côte est.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Villedeuil. [pause]Ses habitants vivent de la terre, partagent leurs possessions, ce genre de choses.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Tu as vu ces gens qui se baladent en robe à capuche, non ?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Oui, bien sûr.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "Les choses n'étaient pas aussi [wave amp=30 freq=30]étranges[/wave], à l\\'époque, mais...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Ils ont l'air assez louches.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Ça, c'est clair. Et, euh... [pause]j\\'étais des leurs, dans le temps.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Leur chef, [pause]Dorian[pause], est obsédé par les archanges.", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "Écoutez, [pause]les amis[pause], [wave amp=30 freq=10]les Endeuillés[/wave], ou quel que soit le nom que vous vouliez vous donner... vous avez tous superbement creusé.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Villedeuil a été fondée dans le but d'aider tout le monde, [pause]mais bien vite, la seule chose qui a commencé à compter, c\\'est ce que [wave amp=30 freq=30]lui[/wave] voulait.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Et j'ai atteint un point où je ne me sentais plus chez moi. [pause]Le nouveau fonctionnement de Villedeuil était trop ancré pour qu\\'il soit possible de revenir en arrière, alors... je me suis enfuie.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "C'est comme ça que je me suis retrouvée à Port-la-Ville l\\'année dernière. Je veux vraiment aider les gens, parce que je sais que, dans le passé, j\\'ai pas été à la hauteur.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Mais ils devraient encore se souvenir de moi. Oui, je devrais pouvoir nous faire entrer...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "Ils... ils ne laissent entrer personne dans la communauté...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Mais... [pause]si Dorian a appris où se trouvent les autres archanges, je dois mettre ma peur de côté pour essayer de découvrir ce qu'il sait.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "On le fait ensemble ?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "Ouais, génial ! J'espère que quelque chose de bien pourra sortir de tout ça...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "Bien sûr !", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "Tu es sûre d'avoir vraiment envie de faire ça ?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Oui. Je sais que ce sera dur, mais... j'aimerais qu\\'un peu de bien puisse sortir de tout ce que j\\'ai vécu.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Mais n'oublie pas : ils ne te laisseront entrer que si je suis avec toi.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Bon, [pause]d'accord, [pause]je vais marquer l\\'entrée de la communauté sur ta carte.", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Homme en robe", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "Tu n'es pas le bienvenu ici. Va-t\\'en, s\\'il te plaît.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "Tu n'es pas la bienvenue ici. Va-t\\'en, s\\'il te plaît.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "Tu n'es pas læ bienvenu·e ici. Va-t\\'en, s\\'il te plaît.", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Bonjour. Je suis ici pour parler à Dorian.", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Kayleigh... heureux de te revoir !", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Entre vite, tu arrives juste à temps !", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "Où sont-ils tous ? Il se passe quelque chose ?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "Juste à temps pour quoi ?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Allons explorer les environs.", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "Ça me fait tout drôle de me retrouver ici...", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "C'est qui, celle-là ? Ma... ma remplaçante ? Ça me fait tout drôle...", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "Silence, dans le public !", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "Dorian va parler.", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]ALORS, COMMENT ALLEZ-VOUS, LES AMIS ?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "Et je vous l'accorde, [pause]nous avons eu des hauts et des bas...", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "Je vous adore ! Vous êtes le meilleur public du monde !", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "Sérieux, ce trou que vous m'avez fait là, il est purement et simplement [wave amp=30 freq=10]génial[/wave] !", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "Cette [wave amp=30 freq=10]fosse[/wave] est aussi profonde que votre dévotion est grande. [pause]C'est comme une [wave amp=30 freq=10]métaphore[/wave] !", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "Quand j'ai entendu les [wave amp=30 freq=10]murmures dans ma tête[/wave] qui me guidaient sous la terre, j\\'ai su que je ne pourrais pas faire ça tout seul.", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "Mais nous avons réussi ! [pause]Tirez le rideau !", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]LE DIEU SERPENT NOUS ATTEND, LES AMIS ![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "Bientôt, j'entrerai dans la salle où il se trouve et je négocierai avec lui pour qu\\'il m\\'offre une partie de son [wave amp=30 freq=10]pouvoir divin[/wave] !", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "Et afin de m'accompagner, [pause]voilà que la fille prodigue est de retour parmi nous !", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Oh, non...", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "N'est-ce pas... [wave amp=30 freq=10]Kayleigh[/wave] ?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]ma chérie, [pause]tu as l'air d\\'une biche prise dans la lueur des phares. [pause]Tu devais bien te douter que j\\'apprendrais que tu comptais te joindre à notre petite fête...", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "N'as-tu pas expliqué à ton ami que tu m\\'aidais autrefois à [wave amp=30 freq=10]diriger[/wave] notre belle communauté ?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "N'as-tu pas expliqué à ton amie que tu m\\'aidais autrefois à [wave amp=30 freq=10]diriger[/wave] notre belle communauté ?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Je suis désolée...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "N'as-tu pas expliqué à ton ami·e que tu m\\'aidais autrefois à [wave amp=30 freq=10]diriger[/wave] notre belle communauté ?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "Tu ne me croyais pas, n'est-ce pas ? Et pourtant, on dirait bien que j\\'avais [wave amp=30 freq=10]raison depuis le début[/wave] !", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Je t'expliquerai plus tard. Mais d\\'abord, il faut qu\\'on mette un terme à tout ça !", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "Il y a [shake rate=30 level=10]vraiment un archange[/shake] sous nos pieds !", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Si tu entres là-dedans, tu te feras tuer !", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "On a [wave amp=30 freq=10]combattu[/wave] plusieurs archanges, Dorian !", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Si ton ami et toi avez autant d'expérience sur la question, [wave amp=30 freq=10]pourquoi ne pas vous joindre à moi[/wave] ?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Si ton amie et toi avez autant d'expérience sur la question, [wave amp=30 freq=10]pourquoi ne pas vous joindre à moi[/wave] ?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Si ton ami·e et toi avez autant d'expérience sur la question, [wave amp=30 freq=10]pourquoi ne pas vous joindre à moi[/wave] ?", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "Venez donc me voir [wave amp=30 freq=10]devenir un dieu[/wave] avec mon nouveau meilleur ami !", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "Jacqueline, la plateforme, s'il te plaît.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "Bien, monsieur.", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Allez, viens, allons empêcher cet idiot de faire ce qu'il croit vouloir faire...", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]On se reverra à l'intérieur[/wave], Kayleigh !", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Si tu savais comme je le déteste...", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "Kayleigh ! [pause]Et ton ami ! [pause]Vous êtes là !", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "Kayleigh ! [pause]Et ton ami·e ! [pause]Vous êtes là !", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "Kayleigh ! [pause]Et ton amie ! [pause]Vous êtes là !", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "Euh... monsieur ?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "J'ai pris la décision tactique de [wave amp=30 freq=10]modifier le plan[/wave] !", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh et son ami vont commencer, [pause]et si jamais l'archange ne les [wave amp=30 freq=10]tue pas instantanément[/wave], j\\'irai lui parler.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh et son amie vont commencer, [pause]et si jamais l'archange ne les [wave amp=30 freq=10]tue pas instantanément[/wave], j\\'irai lui parler.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh et son ami·e vont commencer, [pause]et si jamais l'archange ne les [wave amp=30 freq=10]tue pas instantanément[/wave], j\\'irai lui parler.", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Tu es un imbécile. Tout ce que ça va t'apporter, c\\'est de te faire tuer.", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "Toi [wave amp=30 freq=10]d'abord[/wave], chérie.", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "AVEZ-VOUS ENTENDU MON APPEL ?\\n\\nÊTES-VOUS ICI POUR PAYER MON TRIBUT ?\\n\\nPOUR BRÛLER POUR MOI ?", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]POUR MA LOYAUTÉ, JE TE DEMANDE SEULEMENT UNE FRACTION DE TA FORCE DIVINE ![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "Bon...", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]Ô, GRAND ARCHANGE ![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]J'AI ENTENDU TON APPEL, ET ME VOILÀ ![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "SACHE QUE JE N'AI RIEN À DONNER AUX MORTELS. JE NE FAIS QUE PRENDRE.", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "TU VAS ADORER LA PROPOSITION QUE J'AI À TE FAIRE...", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Allez, viens, {player}. Arrêtons cette... chose avant qu'elle tue [wave amp=30 rate=10]quelqu\\'un d\\'autre[/wave] !", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]Je lui avais bien dit que ça arriverait ![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "C'EST BIEN TOI QU\\'ON APPELLE ASMODEUIL ?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian...", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Je suis désolée, [pause]mais le seul responsable de ce qui lui arrive, c'est lui...", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Partons d'ici. [pause][pause]Cet endroit empeste la mort...", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Va ouvrir ses portes aux autres. Nous allons essayer de trouver un terrain d'entente avec le reste de la Nouvelle-Wirral.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "La communauté...", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Nous recherchions juste un guide... [pause]Jamais... [pause]nous n'aurions...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Je sais.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "Les gens de cette communauté ne sont pas mauvais.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Eh bien, quel bazar...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Il faut juste faire attention de ne pas accorder sa confiance à n'importe qui.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "Ça va ?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "Comment tu te sens ?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Je... [pause][pause][pause]Ça va aller.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Je me sens vraiment mal d'avoir aidé Dorian aussi longtemps, mais... [pause]Je lui en veux plus que je m\\'en veux à moi.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "J'ai découvert les Endeuillés à peu près en même temps que lui. [pause]Et moi aussi, j\\'ai ressenti cette sensation de communauté. De faire partie d\\'un groupe.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "On est devenus bons amis, lui et moi. J'étais en quelque sorte son... [pause]assistante.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "Je ne sais pas si les choses ont fini par changer, ou si je m'en étais pas aperçue au début, [pause]mais Dorian a commencé à avoir une influence de plus en plus inquiétante sur les gens de Villedeuil.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "C'est ça... [pause]j\\'étais plus son \\\"assistante\\\", je réparais juste ses erreurs.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Tout s'est mis à tourner autour de lui, de ce qu\\'il voulait, de ses rêves et de sa folie des grandeurs. La communauté que je recherchais avait... disparu.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "Chaque fois que quelqu'un souffrait à cause de lui, j\\'étais là pour arranger les choses.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Pendant longtemps, j'ai cru que je continuais à être utile... [pause]que j\\'aidais à maintenir une bonne ambiance au sein de la communauté, même si certains souffraient de temps en temps.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "Je suis pas quelqu'un de bien, {player}.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "Je ne le crois pas !", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Bien sûr que si.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Je suis heureuse que tu penses ça.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "J'espère que les autres s\\'en sortiront mieux maintenant qu\\'il n\\'est plus là.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Les gens qui se sentent perdus ont besoin qu'on les guide, [pause]et c\\'est exactement ce que Dorian leur offrait.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "En tout cas, ça fait un autre archange de battu. [pause]Et... [pause]je vais t'aider à trouver les autres !", + "ALEPH_DIALOGUE_2_1": "HMM... QUELQUES HUMAINS ONT RÉUSSI À VENIR ICI.", + "ALEPH_DIALOGUE_1_1": "NE VOUS OCCUPEZ PAS DE MOI !", + "ALEPH_DIALOGUE_2_2": "ALLEZ, FILEZ !", + "ALEPH_DIALOGUE_3_1": "HÉ, MAIS... JE ME SOUVIENS DE TOI !", + "ALEPH_DIALOGUE_3_2": "JE NE COMPRENDS VRAIMENT PAS COMMENT VOUS AVEZ FAIT POUR VOUS RETROUVER ICI.", + "ALEPH_DIALOGUE_4_1": "TOI ET MOI...", + "ALEPH_DIALOGUE_4_2": "IL FAUDRAIT QU'ON DISCUTE VRAIMENT, UN DE CES JOURS.", + "ALEPH_DIALOGUE_5_1": "TU N'ABANDONNES JAMAIS, HEIN ?", + "ALEPH_DIALOGUE_6_1.m": "SAIS-TU QUEL EST CET ENDROIT, HUMAIN ?", + "ALEPH_DIALOGUE_6_1.n": "SAIS-TU QUEL EST CET ENDROIT, HUMAIN·E ?", + "ALEPH_DIALOGUE_6_1.f": "SAIS-TU QUEL EST CET ENDROIT, HUMAINE ?", + "ALEPH_DIALOGUE_6_2": "SENS-TU RESPIRER CES TUNNELS ?", + "ALEPH_DIALOGUE_7_1": "UN PEU DE RESPECT, C'EST TROP DEMANDER ?", + "ALEPH_DIALOGUE_7_2": "VOS MONDES ONT DES LÉGENDES QUI PARLENT DE MOI !", + "ALEPH_DIALOGUE_7_3": "VOUS AVEZ DE LA CHANCE QUE JE SOIS SI HUMBLE !", + "ALEPH_DIALOGUE_8_1": "IL FAUT QU'ON ARRÊTE DE SE VOIR COMME CELA !", + "ALEPH_DIALOGUE_9_1": "MES NOUVELLES RECRUES SONT DU GENRE CHAHUTEUR.", + "ALEPH_DIALOGUE_10_1": "EH OUI, ENCORE MOI ! JE VIENS RECRUTER VOTRE ADVERSAIRE.", + "ALEPH_DIALOGUE_9_2": "HEUREUSEMENT, J'AI TRAVAILLÉ MA GESTION DU PERSONNEL.", + "ALEPH_DIALOGUE_9_3": "JE SENS QUE L'ATMOSPHÈRE DE TRAVAIL VA ÊTRE EXCELLENTE AU SEIN DE L\\'ÉQUIPE !", + "ALEPH_DIALOGUE_10_2": "VOUS N'EN AVEZ PAS MARRE, À FORCE ?", + "RESTING_KAYLEIGH_DATING_1": "Kayleigh et toi évoquez des souvenirs plaisants, en discutant des endroits que vous avez vus étant enfants.", + "RESTING_KAYLEIGH_DATING_3": "Kayleigh te parle de ce à quoi elle aspire.", + "RESTING_KAYLEIGH_DATING_2": "Vous riez ensemble en vous remémorant les moments embarrassants que vous avez connus.", + "RESTING_MEREDITH_PLATONIC_2": "Tu essaies de discuter de choses et d'autres avec Mérédith, mais elle n\\'est guère bavarde, pour le moment.", + "RESTING_KAYLEIGH_DATING_4": "Vous discutez sur un ton badin de vos précédentes histoires d'amour.", + "RESTING_KAYLEIGH_DATING_5": "Kayleigh te parle des endroits qu'elle aimerait voir sur Terre.", + "RESTING_MEREDITH_PLATONIC_1": "Mérédith parle de tout et de rien avec toi.", + "RESTING_MEREDITH_PLATONIC_3": "Mérédith se plaint de petites choses sans importance et tu l'écoutes sans l\\'interrompre.", + "RESTING_MEREDITH_DATING_2": "Mérédith et toi discutez d'endroits où vous aimeriez aller, un jour.", + "RESTING_MEREDITH_PLATONIC_4": "Mérédith te parle avec enthousiasme d'un roman d\\'heroic fantasy qu\\'elle adore.", + "RESTING_MEREDITH_DATING_1": "Mérédith te parle en grand détail d'un film d\\'horreur qu\\'elle a vu à la télé.", + "RESTING_MEREDITH_PLATONIC_5": "Vous restez côte à côte en silence. Mérédith ne semble pas avoir grand-chose à dire pour le moment.", + "RESTING_MEREDITH_DATING_3": "Mérédith finit par trouver le courage de te complimenter sur ton apparence.", + "RESTING_MEREDITH_DATING_5": "Tu complimentes Mérédith, et cela semble la gêner. Mais tu vois bien aussi que ça lui fait plaisir.", + "RESTING_MEREDITH_DATING_4": "Mérédith et toi avez une longue conversation intime.", + "RESTING_EUGENE_PLATONIC_2": "Eugène et toi discutez de tactiques de combat potentielles.", + "RESTING_EUGENE_PLATONIC_1": "Eugène te parle de ses exercices d'entraînement préférés.", + "RESTING_EUGENE_PLATONIC_5": "Eugène et toi discutez des différences entre vos deux mondes.", + "RESTING_EUGENE_PLATONIC_3": "Tout excité, Eugène te parle de ce qui se passe à Port-la-Ville.", + "RESTING_EUGENE_PLATONIC_4": "Vous vous échangez des conseils de combat pendant de longues minutes.", + "RESTING_EUGENE_DATING_1": "Eugène te parle du genre d'endroit où il aimerait bien vivre, un jour.", + "RESTING_EUGENE_DATING_2": "Eugène et toi discutez tranquillement de vos anciennes histoires d'amour.", + "RESTING_EUGENE_DATING_3": "Eugène se vante de sa cuisine, en t'expliquant que les dîners romantiques sont sa spécialité.", + "RESTING_EUGENE_DATING_5": "Eugène te demande de lui parler de tes espoirs et de tes rêves, et il t'écoute attentivement.", + "RESTING_EUGENE_DATING_4": "Eugène te raconte une anecdote amusante. Il en connaît plein.", + "RESTING_FELIX_PLATONIC_1": "Félix dessine en silence alors que le temps passe.", + "RESTING_FELIX_PLATONIC_2": "Félix parle de la nourriture qu'il n\\'arrive pas à trouver à la Nouvelle-Wirral.", + "RESTING_FELIX_DATING_1": "Félix te montre des dessins qu'il a récemment réalisés.", + "RESTING_FELIX_PLATONIC_3": "Félix se souvient de quelques anecdotes amusantes sur les habitants de Port-la-Ville.", + "RESTING_FELIX_DATING_2": "Félix te parle avec enthousiasme de plusieurs idées d'histoires qui lui sont récemment venues.", + "RESTING_FELIX_DATING_3": "Félix t'écoute poliment lui faire part de tes pensées.", + "RESTING_FELIX_DATING_4": "Félix et toi discutez de vos plats préférés.", + "RESTING_FELIX_DATING_5": "Vous évoquez vos expériences communes, ce qui te permet de te rapprocher de lui.", + "RESTING_VIOLA_PLATONIC_1": "Violaine te raconte les aventures qu'elle a vécues étant enfant.", + "RESTING_VIOLA_PLATONIC_3": "Désireuse de mieux te connaître, Violaine te demande de lui parler de ta vie avant ton arrivée à la Nouvelle-Wirral.", + "RESTING_VIOLA_PLATONIC_2": "Violaine te parle de la beauté de son pays natal, la Messaline.", + "RESTING_VIOLA_PLATONIC_4": "Tu racontes à Violaine comment est la vie sur ton monde.", + "RESTING_VIOLA_DATING_1": "Violaine te récite plusieurs poèmes qu'elle a appris. Tu trouves sa voix absolument captivante.", + "RESTING_VIOLA_DATING_3": "Violaine te parle de ses aspirations au cours d'une conversation extrêmement personnelle.", + "RESTING_VIOLA_DATING_2": "Vous échangez quelques civilités.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Tu sais, j'ai pas mal réfléchi, ces derniers temps...", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "Il m'a fallu un moment pour savoir ce que je ressentais vraiment en repensant à la vie que je menais à Villedeuil.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "Oui, c'est ça. Je voulais leur faire plaisir. Et je crois que c\\'est encore le cas.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Je passais le plus clair de mon temps à essayer de rendre les gens heureux...", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "Est-ce normal ? [pause]Aucune idée.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Qu'est-ce que tu aimes faire pendant ton temps libre ?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Et c'est une bonne chose, c\\'est vrai. Mais peut-être que ce serait une bonne idée de réfléchir à ce que je veux faire, moi aussi.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "Et au bout du compte, il ne restera plus rien de [wave amp=30 freq=30]moi[/wave].", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "Sinon, je vais finir par m'épuiser.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "Quels sont les passe-temps qui t'intéressent ?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Euh... il faudrait que j'y réfléchisse.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "J'ai l\\'impression que, quand j\\'étais plus jeune, j\\'éprouvais bien plus de [wave amp=30 freq=30]passion[/wave] pour ce que je faisais que maintenant.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "Tu savais que je jouais de la guitare, autrefois ?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "Comme mon père. Mon plus vieux souvenir, c'est moi assise sur ses genoux, à l\\'écouter jouer.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "Comment pouvait-il t'avoir sur les genoux s\\'il jouait de la guitare en même temps ?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Oh. [pause]Bien sûr, [pause]tu es nouveau·elle.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "Il faisait très attention.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "À l'adolescence, j\\'ai acheté ma propre guitare, mais j\\'ai jamais vraiment été douée.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "Et si j'étais pas destinée à devenir musicienne professionnelle, [pause]à quoi bon jouer d\\'un instrument ?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "J'ai fini par arrêter, [pause]sans doute parce que je me disais que, si je devais pratiquer un passe-temps, il fallait que je le fasse bien.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "Quel dommage !", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "C'est pas la bonne attitude !", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "Tu sais quoi ? [pause]Tu as raison.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "C'est vraiment dommage que j\\'aie laissé tomber.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "Je devrais faire plus de choses pour moi !", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Par exemple, si je veux rester au lit toute la journée à lire des romans à l'eau de rose, qu\\'est-ce qui m\\'en empêche ?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "Et en plus... [pause]ça a même pas besoin d'être des trucs productifs !", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "Exactement !", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "Tu as raison !", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Ça m'a fait du bien de t\\'en parler.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Bon, j'ai fini mon thé. Qu\\'est-ce que tu en dis, on s\\'y remet ?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Merci beaucoup, {player}.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Après tout, on a fusionné ensemble dans le corps d'un monstre énorme, non ? Ça crée des liens !", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "Tiens, regarde, {player} !", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "Clémence l'a trouvée au marché et me l\\'a offerte !", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "Elle est en bon état ?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "Comment elle est ?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "Mais pour être honnête, c'est le cas de presque tout ce qu\\'on trouve à Port-la-Ville.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Elle... elle sent l'air marin.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "Quel son elle a ?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "Mais ne t'inquiète pas, on est habitués aux trucs cassés, à la Nouvelle-Wirral. Et ce qui est cassé, ça se répare.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Bonne question. Prêt ?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Bonne question. Prêt·e ?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Bonne question. Prête ?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "On dirait...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "Qu'il va y avoir du boulot !", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "Tu verras, tu m'entendras en jouer en un rien de temps !", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "Suffit de se retrousser les manches.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "J'espère bien !", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "J'espère que tu me joueras une belle sérénade !", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "Moi aussi !", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Qui sait ? Croise les doigts, et c'est peut-être ce qui arrivera.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "Carrément !", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Euh, dis... ça te dirait de venir chez moi ? J'ai quelque chose à te montrer.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Pas maintenant.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "Pas de problème. J'imagine que ça me laisse davantage de temps pour m\\'entraîner.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "Génial !", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "Je... je voulais te jouer quelque chose. Mon père me chantait cette chanson quand j'étais petite, et c\\'est la première que j\\'ai appris à jouer.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Tu as été tellement gentil avec moi que je tenais à t'offrir ce cadeau.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Tu as été tellement gentille avec moi que je tenais à t'offrir ce cadeau.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "Prête ?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Tu as été tellement gentil·le avec moi que je tenais à t'offrir ce cadeau.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "Prêt ?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "Tu parles !", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "Prêt·e ?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Alors, qu'est-ce que tu en as pensé ?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "C'était génial !", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "J'ai une furieuse envie de t\\'embrasser, là !", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "Arrête, tu vas me faire rougir...", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "J'espère que tu continueras à jouer.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Moi aussi ! Peut-être qu'on pourrait écrire une chanson ensemble, au cours de nos aventures...", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Ça pourrait être marrant, non ?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "D'accord, ça marche !", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "Ah, t'es sûr que c\\'est pas l\\'effet [wave amp=30 freq=30]magique[/wave] que procure le fait de voir quelqu\\'un jouer de la guitare en vrai ?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "Alors, c'est réglé ! Faisons-le !", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "Ah, t'es sûre que c\\'est pas l\\'effet [wave amp=30 freq=30]magique[/wave] que procure le fait de voir quelqu\\'un jouer de la guitare en vrai ?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "Ah, t'es sûr·e que c\\'est pas l\\'effet [wave amp=30 freq=30]magique[/wave] que procure le fait de voir quelqu\\'un jouer de la guitare en vrai ?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "La première fois que je suis tombée amoureuse, c'était d\\'un copain batteur, à l\\'université. Faut croire que les musiciens m\\'attirent.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Plus sérieusement, j'espère que tu continueras à jouer !", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "Non, je suis sérieux·se. Je t'aime bien.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "Non, je suis sérieux. Je t'aime bien.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Je...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "Non, je suis sérieuse. Je t'aime bien.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Si tu veux m'embrasser...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "C'est peut-être le bon moment, non ?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Non, tout va bien !", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "C'est bien ce que je pensais.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Si tu le dis...", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "Je ne sais pas si j'ai les mots pour décrire ça...", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "À vrai dire, je ne te voyais pas comme [wave amp=30 freq=30]ça[/wave] avant qu'on fusionne.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Pour commencer, [pause]j'ai seulement eu quelques relations amoureuses, et toujours avec des garçons.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Pour commencer, [pause]j'ai seulement eu quelques relations amoureuses, et toujours avec des garçons.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Je veux dire, je suis sortie avec quelques garçons, [pause]mais... [pause]ça n'a jamais été du sérieux, tu comprends ?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Ça peut paraître idiot, mais quand on fusionne...", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "J'ai l\\'impression de [wave amp=30 freq=10]ressentir[/wave] la présence de ton âme... [pause]Et peut-être que je te connais mieux que je me connais moi-même.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Je... je te trouve très beau. Bien sûr que je veux qu'on soit ensemble !", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Je... je te trouve très belle. Bien sûr que je veux qu'on soit ensemble !", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "Et même si, un jour, on finit par se séparer, ça aura valu la peine... [pause]enfin, je crois.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Je... je te trouve très beau·elle. Bien sûr que je veux qu'on soit ensemble !", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "T'en as de la [wave amp=30 freq=30]chance[/wave], tu trouves pas ?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Tu as raison.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Je suis d'accord avec toi.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Dans ce cas, maintenant, c'est officiel : tu as une petite amie, ET c\\'est une musicienne débutante !", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "Si on fêtait ça ?", + "MEREDITH_INTRO_MEREDITH1.m": "Tiens, le petit nouveau...", + "MEREDITH_INTRO_MEREDITH1.f": "Tiens, la petite nouvelle...", + "MEREDITH_INTRO_MEREDITH1.n": "Tiens, læ petit·e nouveau·elle...", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "On se connaît ?", + "MEREDITH_INTRO_MEREDITH2": "Dulac a pas arrêté de me parler de toi quand il est venu chercher des pièces détachées dans ma boutique.", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "Tu me connais ?", + "MEREDITH_INTRO_MEREDITH3": "Tu le connais ? [pause]C'est un vrai nul.", + "MEREDITH_INTRO_MEREDITH4": "Tu savais que c'est même pas un vrai chercheur ? [pause]Avant d\\'arriver à la Nouvelle-Wirral, tu sais ce qu\\'il faisait ? Analyste de données !", + "MEREDITH_INTRO_MEREDITH6.m": "Enfin, bref. Moi, c'est Mérédith. [pause]Savoure bien ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", + "MEREDITH_INTRO_MEREDITH5": "Faudrait quand même que quelqu'un lui dise que porter un T-shirt qui dit \\\"J\\'adore la science\\\", ça donne pas une personnalité.", + "MEREDITH_INTRO_MEREDITH6.n": "Enfin, bref. Moi, c'est Mérédith. [pause]Savoure bien ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", + "MEREDITH_INTRO_MEREDITH6.f": "Enfin, bref. Moi, c'est Mérédith. [pause]Savoure bien ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "Je vais trouver le moyen de m'en aller !", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "Ça n'a pas l\\'air si mal que ça !", + "MEREDITH_INTRO_A_MEREDITH2": "Tout ce qu'il y a, ici, c\\'est des créatures de cauchemar et nous. Sur une île.", + "MEREDITH_INTRO_A_MEREDITH1.m": "C'est mignon. Ça se voit que tu débarques. Désolée, mais si y avait une sortie, ça se saurait.", + "MEREDITH_INTRO_A_MEREDITH1.n": "C'est mignon. Ça se voit que tu débarques. Désolée, mais si y avait une sortie, ça se saurait.", + "MEREDITH_INTRO_A_MEREDITH1.f": "C'est mignon. Ça se voit que tu débarques. Désolée, mais si y avait une sortie, ça se saurait.", + "MEREDITH_INTRO_A_MEREDITH3": "C'est tout.", + "MEREDITH_INTRO_END_MEREDITH1": "Bref, j'avais juste besoin de prendre un peu l\\'air. Passe donc me voir à la boutique. C\\'est le bâtiment jaune sur la promenade en bois.", + "MEREDITH_INTRO_B_MEREDITH2": "Du coup, les sujets de conversation, on en a vite fait le tour, crois-moi.", + "MEREDITH_INTRO_B_MEREDITH1": "Y'a, je sais pas, moi, dans les deux cents personnes max, peut-être.", + "MEREDITH_INTRO2_MEREDITH1": "Oh, encore toi ? Ça tombe bien, j'avais un truc à te demander...", + "MEREDITH_INTRO2_MEREDITH2": "Tu comptes vraiment chercher le moyen de quitter l'île ?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "Ça, oui !", + "MEREDITH_INTRO2_MEREDITH3": "Eh ben... j'admire ton optimisme.", + "MEREDITH_INTRO2_MEREDITH4": "Et si t'as l\\'intention de te balader un peu partout, tu pourrais en profiter pour chercher quelque chose pour moi ?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "Bien sûr ! Qu'est-ce qu\\'il te faut ?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Pas maintenant.", + "MEREDITH_INTRO2_NO_MEREDITH1": "Je comprends. T'as d\\'autres trucs à faire, c\\'est normal. Moi aussi, d\\'ailleurs...", + "MEREDITH_INTRO2_NO_MEREDITH2": "Oh, c'est toi ? Salut.", + "MEREDITH_INTRO2_MEREDITH5": "C'est, euh... un disque de musique. [pause]Tu sais ce que c\\'est ?", + "MEREDITH_INTRO2_NO_MEREDITH3": "Tu crois que t'aurais le temps de trouver quelque chose pour moi ?", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "Bien sûr !", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "Évidemment ! Tout le monde le sait, non ?", + "MEREDITH_INTRO2_MEREDITH6": "OK, cool.", + "MEREDITH_INTRO2_MEREDITH7": "En fait, c'est plutôt... [pause]euh... [pause]difficile de savoir qui sait quoi, ici. C\\'est qu\\'on vient pas tous du même monde, alors...", + "MEREDITH_INTRO2_MEREDITH9": "Enfin, bref, le disque... [pause]C'est un 33 tours. [pause]\\\"Tout ce dont j\\'ai besoin\\\" par The Witch House. Tu connais ?", + "MEREDITH_INTRO2_MEREDITH8": "Des fois, c'est dur de se faire comprendre. [pause]Plus que d\\'habitude, je veux dire.", + "MEREDITH_INTRO2_MEREDITH10": "Je l'écoutais tout le temps dans mon autre vie. Il a une valeur... [pause]sentimentale pour moi, OK ?", + "MEREDITH_QUEST1_QUERY_IANTHE6": "C'est là que les habitants de l\\'île trouvent tous leurs habits. [pause]Sans compter nos cassettes et nos lecteurs.", + "MEREDITH_INTRO2_MEREDITH12.m": "Alors, le nouveau, quoi de neuf ?", + "MEREDITH_INTRO2_MEREDITH11": "Je sais qu'il y a quelques fondus de musique à Port-la-Ville. Tu pourrais peut-être leur demander...", + "MEREDITH_INTRO2_MEREDITH12.n": "Alors, læ nouveau·elle, quoi de neuf ?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "Je cherche encore ton disque !", + "MEREDITH_INTRO2_MEREDITH12.f": "Alors, la nouvelle, quoi de neuf ?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "Si j'ai ce disque ?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "Rien du tout !", + "MEREDITH_INTRO2_MEREDITH13A": "OK. Je sais que c'est pas évident que tu le trouves. Les chances sont pas de mon côté, c\\'est clair. Mais merci d\\'essayer.", + "MEREDITH_QUEST1_QUERY": "\\\"Tout ce dont j'ai besoin\\\" par The Witch House ?", + "MEREDITH_INTRO2_MEREDITH13B": "Tu ferais bien de t'y habituer. C\\'est pas comme s\\'il se passait des trucs excitants, dans le coin.", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Non. À ta place, j'irais demander aux Veilleurs de l\\'hôtel de ville.", + "MEREDITH_QUEST1_QUERY_IANTHE1": "Mérédith cherche un disque bien spécifique ? [pause]Tu te rends compte que les chances qu'il se trouve sur l\\'île sont proches de zéro, j\\'espère ?", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "Ou peut-être à ceux de l'avant-poste. [pause]Tu connais ? [pause]Il se trouve au nord-est de Port-la-Ville.", + "MEREDITH_QUEST1_QUERY_IANTHE2": "Je ne saurais trop le répéter : ce qui se retrouve à la Nouvelle-Wirral vient de [wave amp=30 freq=30]plein[/wave] de mondes différents.", + "MEREDITH_QUEST1_QUERY_IANTHE3": "Mais qui sait, [pause]tu auras peut-être de la chance à la galerie de Tombe-Éduciel.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "Tombe-Éduciel ?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Oh. [pause]Bien sûr, [pause]tu es nouvelle.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "Pigé !", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Oh. [pause]Bien sûr, [pause]tu es nouveau.", + "MEREDITH_QUEST1_QUERY_IANTHE5": "Il y a une galerie commerciale au nord de la Nouvelle-Wirral. [pause]Elle est totalement abandonnée. Elle est apparue là, subitement, il y a une quinzaine d'années environ.", + "MEREDITH_QUEST1_QUERY_IANTHE7": "Il y a un magasin de musique dans la galerie. Il est plein de disques et de cassettes, mais nous le gardons fermé à clé pour des raisons de sécurité.", + "MEREDITH_QUEST1_QUERY_IANTHE8": "Les cassettes sont très importantes pour nous, alors, mieux vaut les garder en lieu sûr.", + "MEREDITH_QUEST1_QUERY_IANTHE9": "Je connais Mérédith. Si le disque est là, elle serait capable de risquer sa vie pour essayer de le récupérer. [pause]Si j'étais totalement rationnelle, je lui interdirais formellement d\\'y aller...", + "MEREDITH_QUEST1_QUERY_IANTHE10": "Mais si tu l'accompagnes, peut-être que ce sera un peu moins dangereux. Tiens, prends ça.", + "MEREDITH_QUEST3_MEREDITH2": "Oh...", + "MEREDITH_QUEST3_MEREDITH1": "Qu'est-ce que c\\'est ? Une lettre ?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "Qu'est-ce qu\\'elle dit ?", + "MEREDITH_QUEST3_MEREDITH3": "C'est une note de Ianthe. Elle pense que le disque que je cherche se trouve peut-être à la galerie de Tombe-Éduciel, et j\\'ai la permission d\\'y aller...", + "MEREDITH_QUEST3_MEREDITH4": "Mais seulement si tu m'accompagnes. Elle a aussi inclus la clé pour entrer.", + "MEREDITH_QUEST3_MEREDITH5": "Alors, on y va ?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "Tu en es bien sûre ?", + "MEREDITH_QUEST3_MEREDITH6": "T'inquiète pas, je suis capable de me défendre. Tu croyais quand même pas que j\\'avais pas de lecteur de cassettes, si ?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "Ça pourrait être dangereux !", + "MEREDITH_QUEST3_MEREDITH7": "Ça me tue de devoir rester assise ici toute la journée. [pause]Trouver cet album, c'est vraiment mon but, ces temps-ci.", + "MEREDITH_QUEST3_MEREDITH8": "C'est comme... [pause]je sais pas, si on se fixe pas d\\'objectifs, autant se laisser mourir, [pause]tu trouves pas ?", + "MEREDITH_QUEST3_MEREDITH9": "Et toi, tu... [pause]tu sais ce qui te motive ?", + "MEREDITH_QUEST3_MEREDITH11": "Mais...", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Je veux trouver le moyen de rentrer chez moi.", + "MEREDITH_QUEST4_PART1_MEREDITH3": "Cette boutique a l'air d\\'être le genre d\\'endroit où on peut trouver de la musique, non ?", + "MEREDITH_QUEST3_MEREDITH10": "Je te l'ai déjà dit, c\\'est impossible.", + "MEREDITH_QUEST3_MEREDITH12": "Si tu m'aides à trouver mon disque, je t\\'aiderai à rentrer chez toi.", + "MEREDITH_QUEST3_MEREDITH13": "Pourquoi pas ? Si t'y arrives, faudra bien que je me trouve une autre raison de vivre, après tout.", + "MEREDITH_QUEST4_PART1_MEREDITH2": "J'adore le style post-apocalyptique.", + "MEREDITH_QUEST4_PART1_MEREDITH1": "À vrai dire, cet endroit devait être vachement plus vulgaire avant tout ce... [pause]délabrement structurel.", + "MEREDITH_QUEST4_PART1_MEREDITH4": "Essayons de trouver le moyen de l'atteindre.", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Cet endroit devait être vraiment différent quand il était plein de monde...", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Ce serait un excellent endroit où tourner un film. Peut-être que les monstres pourraient jouer les figurants ?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "Carrément !", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "J'espère vraiment que c\\'est dans de l\\'eau que je viens de marcher...", + "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"L'Antre du Vinyl\\\". On dirait que c\\'est là. On entre ?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Pas maintenant.", + "MEREDITH_QUEST4_PART3_MEREDITH1": "Il doit être là, quelque part... Je suis si près de le trouver...", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"Mac et les Super 5 – Retour vers le futur dépassé\\\". Non, c'est pas ça.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"Treeman – L'Héritage de Treeman\\\". Y\\'a vraiment des disques étranges, ici...", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"Procgen – Blades of the Runners\\\". Ça a l'air cool, mais c\\'est pas ça que je recherche.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "C'est un genre de bande originale...", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "\\\"The Witch House\\\" s'étale en grosses lettres rouges sur la pochette de ce disque.", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "Cette pochette... Tu l'as trouvé !", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "Cette pochette... Je l'ai trouvé !", + "MEREDITH_QUEST4_PART4_MEREDITH4": "Et à bien y regarder, l'illustration de la pochette est [wave amp=30 freq=30]légèrement[/wave] différente.", + "MEREDITH_QUEST4_PART4_MEREDITH2": "Attends... [pause][pause]Quelque chose cloche...", + "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"Étrange et intemporel\\\" ? [pause]Mais... c'est pas le titre de l\\'album !", + "MEREDITH_QUEST4_PART4_MEREDITH5": "Et ces titres de chansons...", + "MEREDITH_QUEST4_PART4_MEREDITH6": "J'en connais aucune !", + "MEREDITH_QUEST4_PART4_MEREDITH7": "On dirait une version de l'album provenant d\\'un [wave amp=30 freq=30]univers alternatif[/wave]. [pause]C\\'est pas celui que je cherche !", + "MEREDITH_QUEST4_PART4_MEREDITH8": "Je savais bien que c'était trop espérer qu\\'il m\\'arrive quelque chose de bien, pour une fois...", + "MEREDITH_QUEST4_PART4_MEREDITH9": "Évidemment...", + "MEREDITH_QUEST4_PART5_MEREDITH1": "Ohhhh... Qu'est-ce qui s\\'est passé ?", + "MEREDITH_QUEST4_PART5_MONARCH4": "JE SAVAIS BIEN QUE JE L'AVAIS SENTI !\\n\\nUN GRAND VIDE. UN TROU LÀ OÙ UN CŒUR DEVRAIT SE TROUVER. ÇA ME REND PLUS PUISSANT.\\n\\nJE N\\'AI QU\\'UNE SEULE ENVIE : LE DÉVORER TOTALEMENT.", + "MEREDITH_QUEST4_PART5_MEREDITH2": "Ça va, {player} ?", + "MEREDITH_QUEST4_PART5_MONARCH6": "LES VÔTRES POURRAIENT MENER UNE EXISTENCE ENRICHISSANTE.\\n\\nAU LIEU DE CELA, VOUS PRÉFÉREZ L'ÉCHANGER CONTRE DES SYMBOLES ET DES ARTIFICES SANS VALEUR.", + "MEREDITH_QUEST4_PART5_MEREDITH3": "Le disque... il m'a échappé ! Tu le vois ?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "Qui... qui êtes-vous ? [pause]Qu'est-ce que vous racontez ?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "Cet endroit est une vraie ruine pleine de saletés !", + "MEREDITH_QUEST4_PART5_MONARCH7": "VOUS ÉCHANGEZ SCIEMMENT CE QUI A UN SENS CONTRE CE QUI N'EN A PAS.\\n\\nMON CHÂTEAU EST REMPLI DE TOUT LE VIDE QUE VOUS LAISSEZ DERRIÈRE VOUS !", + "MEREDITH_QUEST4_PART5_MEREDITH8": "Votre... [pause]château ? [pause]La galerie commerciale ? [pause]Vous... vous êtes sérieux ?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]C'est... c\\'est... plus rien ![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "EXACTEMENT... CE N'EST PLUS RIEN...\\n\\nET JE SUIS LE ROI DU RIEN !\\n\\nVENEZ, QUE JE DÉVORE LE VIDE QUI VOUS HABITE !", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Ce serait tellement facile...", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Ce serait tellement facile de baisser les bras et de se laisser mourir...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "On a réussi... [pause]On est encore en vie... [pause]Et on a... [pause]fusionné ?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "Mais je suis pas comme ça ! J'en ai marre de me décevoir !", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Euh...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "On a réussi... [pause]On est encore en vie...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "SYMPA, COMME ENDROIT, CAMARADE.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "Rien t'obligeait à accepter. Merci.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Je sais bien que c'était un peu stupide, comme raison de venir ici.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Je sais bien que c'était un peu stupide, comme raison de venir ici.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "MAIS QUELQU'UN QUI A TON POTENTIEL PEUT FAIRE MIEUX QUE ÇA, TU NE CROIS PAS ?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Je sais bien que c'était un peu stupide, comme raison de venir ici.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "En plus, on aurait pu se faire tuer. Et pour si peu, ça aurait vraiment été crétin.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "Rien t'obligeait à accepter. Merci.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "Rien t'obligeait à accepter. Merci.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Je crois bien que... j'ai eu ma dose de galeries marchandes à l\\'abandon et de dangers mortels pour aujourd\\'hui.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Allez, viens. Rentrons en ville et écoutons ce disque, pour voir ce qu'il vaut.", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "Alors, euh... cette histoire de fusion...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "Est-ce que t'avais, [pause]euh... [pause][pause]déjà fusionné avec quelqu\\'un, avant ?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "On pourrait peut-être en parler, non ?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "C'est vraiment bizarre, non ?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "C'est vraiment chouette, pas vrai ?", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "C'est sûr que c\\'est... [pause]quelque chose.", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "Et après, quand je m'en souviens, j\\'ai l\\'impression de pas l\\'avoir réellement vécu.", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "C'est comme si nos deux esprits fusionnaient, et que j\\'étais plus vraiment moi.", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "C'est comme quand on se souvient d\\'un rêve. Peut-être que notre cerveau est pas fait pour ça...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "Est-ce que t'avais, [pause]euh... [pause][pause]déjà fusionné avec quelqu\\'un, avant ?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "Est-ce que t'avais, [pause]euh... [pause][pause]déjà fusionné avec quelqu\\'un, avant ?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "C'est... [pause]c\\'est pas grave si ça t\\'est déjà arrivé, hein ! [pause]C\\'est juste que... je savais pas si c\\'était ta première fois ou non.", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "Ce... [pause]c'est pas comme ça que je voulais le dire.", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "Fais comme si j'avais rien dit, OK ?", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "Dis, je voulais te demander...", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "Comment tu peux être aussi sûr·e d'avoir le moyen de rentrer chez toi ?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "Comment tu peux être aussi sûre d'avoir le moyen de rentrer chez toi ?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "Comment tu peux être aussi sûr d'avoir le moyen de rentrer chez toi ?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "J'ai eu une vision...", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "Ah ? Euh... faudra que tu me racontes toute l'histoire, un de ces jours...", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "C'est dingue, ce truc...", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "Je respecterai ma part du marché. Tu m'as aidée à trouver un disque, alors, je vais t\\'aider à trouver le moyen de quitter la Nouvelle-Wirral.", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "Oh ! J'ai failli oublier, pour le disque !", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "Il est pas mal du tout.", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "J'ai, euh... passé mon adolescence à être triste... et méchante avec les autres.", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "Quand je suis entrée à la fac, j'avais l\\'intention de changer, pour de vrai.", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "Je veux dire, c'est pas celui que je connaissais, mais il est assez proche.", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "Je sais bien que le problème vient de moi, mais je veux quand même continuer d'essayer.", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "Rien t'obligeait à risquer ta vie pour moi.", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "Ce disque, c'était ma musique, à l\\'époque. La bande originale de mon changement, si tu veux...", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "Sauf que ça a pas vraiment marché comme ça. J'ai cru que je m\\'étais fait des super amis, à l\\'époque... mais on se parle plus.", + "MEREDITH_CONVO5_MEREDITH2": "Je t'ai déjà dit que je détestais les insectes ?", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "C'est peut-être ce que voulait dire l\\'archange. Que je passe trop de temps à essayer de me distraire avec des trucs divers et variés au lieu de vraiment vivre.", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "Y'a plein de trucs nuls à la Nouvelle-Wirral, mais...", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "Mais même si on a pas trouvé exactement ce que je cherchais, le résultat... me convient, j'imagine.", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "Toi, t'es chouette.", + "MEREDITH_CONVO1_MEREDITH1": "Tu sais...", + "MEREDITH_CONVO1_MEREDITH2": "Un feu de camp, c'est vraiment génial, comme endroit pour discuter.", + "MEREDITH_CONVO1_MEREDITH3": "Aucun risque d'avoir des pauses gênantes quand personne sait quoi dire.", + "MEREDITH_CONVO1_MEREDITH4": "Suffit que quelqu'un dise \\\"j\\'adore regarder les flammes\\\", et tout le monde hoche la tête comme si c\\'était une perle de sagesse.", + "MEREDITH_CONVO1_MEREDITH6": "Bon, après, certains risqueraient de se brûler, j'imagine. Ou de mettre le feu.", + "MEREDITH_CONVO1_MEREDITH5": "Ça serait vachement bien si toutes les conversations pouvaient se tenir autour d'un feu de camp...", + "MEREDITH_CONVO2_MEREDITH1": "Tu te rappelles ce que tu faisais avant d'arriver ici ?", + "MEREDITH_CONVO2_MEREDITH2": "Tu sais, [pause]avant de te retrouver à la Nouvelle-Wirral...", + "MEREDITH_CONVO5_MEREDITH1": "Quelle horreur ! [pause][pause]Quelque chose vient de ramper sur mon pied !", + "MEREDITH_CONVO2_MEREDITH3": "Des fois, j'essaie de me souvenir du moment exact où ça m\\'est arrivé, [pause]mais j\\'y parviens jamais.", + "MEREDITH_CONVO2_MEREDITH4": "C'est comme essayer de se rappeler le moment où on s\\'est endormi.", + "MEREDITH_CONVO2_MEREDITH5": "Je me souviens à peu près de ce que je faisais quand ça m'est arrivé, mais rien à faire pour me rappeler l\\'instant exact.", + "MEREDITH_CONVO2_MEREDITH6": "Bizarre.", + "MEREDITH_CONVO3_MEREDITH2": "Si on arrivait un jour à rentrer chez nous... [pause]notre vrai chez nous, je veux dire...", + "MEREDITH_CONVO3_MEREDITH1": "Je me demande...", + "MEREDITH_CONVO3_MEREDITH3": "Est-ce que du temps se serait passé, là-bas ?", + "MEREDITH_CONVO3_MEREDITH4": "Ou est-ce qu'on reviendrait pile au moment où on est partis, comme si tout ça s\\'était passé en un clin d\\'œil ?", + "MEREDITH_CONVO4_MEREDITH1": "Ce qui est cool, à propos de The Witch House, c'est que [pause]trois autres groupes ont dû se dissoudre pour qu\\'ils puissent se former.", + "MEREDITH_CONVO4_MEREDITH2": "Procgen a cessé d'exister quand son bassiste est parti pour créer sa propre religion, alors, Rob Handsome, le chanteur, avait besoin de travail.", + "MEREDITH_CONVO4_MEREDITH8": "Carrément, même, [pause]je pense.", + "MEREDITH_CONVO4_MEREDITH3": "Linda Steel, la batteuse, venait juste de quitter son trio Bad Horses, parce qu'ils s\\'étaient embrouillés avec leur maison de disques...", + "MEREDITH_CONVO4_MEREDITH5": "Bref, les étoiles se sont alignées, [pause]même si c'est suite à une série de calamités, [pause]et c\\'est comme ça que The Witch House est né.", + "MEREDITH_CONVO4_MEREDITH4": "Et le guitariste Daniel Buttercroft, surnommé \\\"Monsieur Sécurité\\\", était le seul survivant d'un accident de bus de tournée qui avait tué le reste de son groupe précédent, No Seatbelts. Avoue que c\\'est ironique...", + "MEREDITH_CONVO4_MEREDITH6": "Ça avait vraiment très peu de chances de se produire, quand on y pense.", + "MEREDITH_CONVO4_MEREDITH7.f": "Alors, le fait qu'on se retrouve là, toutes les deux, [pause]à cet instant, [pause]c\\'est peut-être encore plus improbable, non ?", + "MEREDITH_CONVO4_MEREDITH7.m": "Alors, le fait qu'on se retrouve là, tous les deux, [pause]à cet instant, [pause]c\\'est peut-être encore plus improbable, non ?", + "MEREDITH_CONVO4_MEREDITH7.n": "Alors, le fait qu'on se retrouve là, nous deux, [pause]à cet instant, [pause]c\\'est peut-être encore plus improbable, non ?", + "MEREDITH_CONVO5_MEREDITH3": "Alors, je vais faire comme si c'était juste un brin d\\'herbe, et surtout, surtout, je vais arrêter d\\'y penser.", + "MEREDITH_CONVO6_MEREDITH1": "Venir ici pour passer un peu de temps à deux, c'est chouette, mais...", + "MEREDITH_CONVO6_MEREDITH2": "T'imagines, s\\'il y avait [wave amp=30 rate=10]deux[/wave] cafés à Port-la-Ville ?", + "MEREDITH_CONVO6_MEREDITH3": "Ça changerait carrément la donne, pour ce qui est des rencards !", + "MEREDITH_CONVO6_MEREDITH4": "Je ferais peut-être bien d'en ouvrir un, d\\'abord. Un peu de compétition, ça a jamais fait de mal à personne.", + "MEREDITH_CONVO6_MEREDITH6": "Je m'y vois déjà !", + "MEREDITH_CONVO6_MEREDITH5": "Bon, évidemment, niveau déco, je ferais plus dans le gothique. [pause]Des murs noirs, des crânes accrochés un peu partout...", + "MEREDITH_CONVO7_MEREDITH1": "Je, euh... je suis pas très douée pour m'exprimer.", + "MEREDITH_CONVO7_MEREDITH2": "Des fois, je me dis que je réagis bizarrement quand on me parle.", + "MEREDITH_CONVO7_MEREDITH4": "Après, c'est vrai que la plupart des gens me font suer.", + "MEREDITH_CONVO7_MEREDITH5": "Mais toi, non. Jamais. [pause]Alors, même si ma tête te fait douter, sache que je fais attention à tout ce que tu dis, OK ?", + "MEREDITH_CONVO7_MEREDITH3": "Du genre, j'ai l\\'impression de dire une ânerie ou de faire la tête qu\\'il faut pas, [pause]et après, mon interlocuteur me regarde comme s\\'il pensait que ce qu\\'il me dit m\\'intéresse pas.", + "MEREDITH_CONVO8_MEREDITH1": "T'as remarqué que chacun a de quoi vivre, à Port-la-Ville, quoi qu\\'on apporte à la communauté ?", + "MEREDITH_CONVO8_MEREDITH2": "Je veux dire, les gens du coin ont leurs propres problèmes, c'est sûr, mais...", + "MEREDITH_CONVO8_MEREDITH3.m": "Personne est jamais rejeté. [pause]Chacun essaie de contribuer de son mieux, [pause]mais quand on peut pas... [pause]Ben, c'est pas bien grave.", + "MEREDITH_CONVO8_MEREDITH3.n": "Personne est jamais rejeté. [pause]Chacun essaie de contribuer de son mieux, [pause]mais quand on peut pas... [pause]Ben, c'est pas bien grave.", + "MEREDITH_CONVO8_MEREDITH3.f": "Personne est jamais rejeté. [pause]Chacun essaie de contribuer de son mieux, [pause]mais quand on peut pas... [pause]Ben, c'est pas bien grave.", + "MEREDITH_CONVO8_MEREDITH4": "C'est une société où on se sent un peu seul, c\\'est vrai... [pause]mais au moins, elle est pas cruelle.", + "MEREDITH_CONVO8_MEREDITH5": "De là où je viens, [pause]euh... [pause]c'est pas vraiment la même chose.", + "MEREDITH_CONVO9_MEREDITH1": "C'est peut-être un peu morbide, mais des fois, je me demande si les gens de mon \\\"ancienne vie\\\" pensent encore à moi, de temps en temps.", + "MEREDITH_CONVO9_MEREDITH2": "Je me représente mes anciens collègues assis dans un pub triste de Londres, à se dire : [pause]\\\"Qu'est-ce qui a bien pu arriver à Mérédith Chen, qui a disparu sans laisser de traces un jour, et qu\\'on a jamais revue depuis ?\\\"", + "MEREDITH_CONVO9_MEREDITH4": "Quand je le dis comme ça, c'est sûr que c\\'est encore plus déprimant...", + "MEREDITH_CONVO9_MEREDITH3": "...", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "Des films ?", + "MEREDITH_CONVO10_MEREDITH1": "Si jamais on rentre chez nous, je vais avoir tant de films à rattraper...", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "Qu'est-ce que tu aimes, comme films ?", + "MEREDITH_CONVO10_MEREDITH2": "Oh, [pause]hmm...", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Ben dis donc, c'est vraiment spécifique.", + "MEREDITH_CONVO10_MEREDITH3": "Je dirais que j'aime bien deux styles de films : les films d\\'action américains carrément débiles, et les films de vampires où on sait jamais si on regarde une œuvre d\\'art ou le pire des navets.", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "Toi, au moins, tu sais ce que tu aimes !", + "MEREDITH_CONVO10_MEREDITH4": "C'est bien de savoir ce qu\\'on aime, non ?", + "MEREDITH_CONVO11_MEREDITH1": "Alors, comme ça, paraît que Kayleigh est ta petite amie, maintenant ?", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Tu es au courant ?", + "MEREDITH_CONVO11_MEREDITH6": "J'ai dû me faire des idées après cette nuit qu\\'on a passée ensemble... [pause]mais c\\'est pas grave.", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "J'espère que ce n\\'est pas trop gênant...", + "MEREDITH_CONVO11_MEREDITH2": "Qu'est-ce que tu veux que je te dise ? Les gens causent...", + "MEREDITH_CONVO11_MEREDITH3": "Mais je t'en veux pas, hein. [pause]Je veux dire, Kayleigh, c\\'est... [wave amp=30 freq=10]Kayleigh[/wave], quoi.", + "MEREDITH_CONVO11_MEREDITH5": "(Oh, là, là, je perds [wave amp=30 freq=10]tous mes moyens[/wave] quand je parle à une fille...)", + "MEREDITH_CONVO11_MEREDITH4": "Elle est toujours parfaite, et sans faire d'efforts. Et trop belle, en plus. [pause]Mais lui dis pas que j\\'ai dit ça, surtout.", + "MEREDITH_CONVO11_MEREDITH7": "De toute façon, je suis pas sûre d'être prête pour une relation durable.", + "MEREDITH_CONVO12_MEREDITH1": "Tu te rappelles, quand on a affronté l'archange qui vivait sous la galerie commerciale ? [pause]J\\'ai pas mal repensé à un truc qu\\'il a dit...", + "MEREDITH_CONVO12_MEREDITH2": "C'était quelque chose comme : \\\"vous échangez ce qui a un sens contre ce qui en a pas\\\". [pause]Je me demande s\\'il voulait parler de mon désir de trouver ce disque...", + "MEREDITH_CONVO12_MEREDITH4": "Mais c'est facile d\\'accorder tellement d\\'importance à ce genre de chose qu\\'on en vient à négliger ce qui compte [wave amp=30 freq=10]vraiment[/wave].", + "MEREDITH_CONVO12_MEREDITH3": "Parce qu'au bout du compte, [pause]c\\'était pas important. C\\'est juste un [wave amp=30 freq=10]objet[/wave] comme un autre. Un truc qui m\\'a plu, comme les livres que je lis, ou les films que je regarde.", + "MEREDITH_CONVO12_MEREDITH5": "\\\"Échanger ce qui a un sens contre ce qui en a pas...\\\"", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "Comment ça ?", + "MEREDITH_CONVO12_MEREDITH6": "Et, euh... notre amitié compte beaucoup pour moi, alors, [pause]je ferai en sorte de pas l'oublier.", + "MEREDITH_CONVO13_MEREDITH2": "Beaucoup de gens ont vécu et sont morts sur cette île, et la plupart sont des gens comme nous... [pause]arrivés ici depuis un autre monde.", + "MEREDITH_CONVO13_MEREDITH1": "Tu te rappelles, quand on a traversé ce cimetière ? Ça m'a fait réfléchir...", + "MEREDITH_CONVO13_MEREDITH3": "Ça fait un paquet de gens disparus sans laisser de traces, tu sais ? Et ça me rend triste.", + "MEREDITH_CONVO13_MEREDITH4": "Beaucoup ont fini par perdre tout espoir, sur cette île.", + "MEREDITH_CONVO13_MEREDITH5": "Et je veux pas finir comme eux, {player}.", + "MEREDITH_CONVO14_MEREDITH1": "Alors... tu crois que c'est vrai ?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "Quoi donc ?", + "MEREDITH_CONVO14_MEREDITH2": "Que le grand portail que t'as trouvé peut nous ramener chez nous ?", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "Qu'est-ce que tu veux dire ?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "Oui. Il me faut y croire.", + "MEREDITH_CONVO14_MEREDITH3": "Je... [pause]j'avais fini par me résigner en me disant que je finirais ma vie ici. C\\'est limite flippant de me dire qu\\'il faudrait recommencer à envisager un avenir...", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "Ce n'est pas comme si j\\'avais le choix.", + "MEREDITH_CONVO15_MEREDTH2": "Si le portail marche vraiment, ça va donner un sacré boulot aux Veilleurs.", + "MEREDITH_CONVO15_MEREDTH1": "T'as parlé du portail à Ianthe, pas vrai ?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "Qu'est-ce que tu veux dire ?", + "MEREDITH_CONVO15_MEREDTH5": "Les Veilleurs sont un peu les gardiens ou les bergers de cette communauté, pas vrai ? Ça va pas être facile de gérer ce bouleversement.", + "MEREDITH_CONVO15_MEREDTH3": "Les gens d'ici vont avoir une vision de la vie qui va complètement changer. La Nouvelle-Wirral sera plus l\\'endroit où on se retrouve piégé jusqu\\'à la fin des temps, juste un coin où certains se retrouvent de temps à autre.", + "MEREDITH_CONVO15_MEREDTH4": "Enfin, ça, c'est [wave amp=30 freq=10]si jamais[/wave] les gens continuent bien d\\'arriver ici, bien sûr.", + "MEREDITH_CONVO15_MEREDTH6": "Du coup, je suis contente de pas être Veilleuse. Trop de boulot.", + "MEREDITH_CONVO16_MEREDITH2": "Je veux dire, le fait qu'on se transforme en monstres grâce à nos cassettes, c\\'est une chose. [pause]Qu\\'on ait fusionné ensemble pour devenir un monstre énorme, toi et moi, c\\'en est une autre. [pause]Mais alors, qu\\'on ait [wave amp=30 freq=10]tous[/wave] fusionné ensemble sur le toit de ce train ?", + "MEREDITH_CONVO16_MEREDITH1": "Il s'est passé tellement de trucs, dernièrement, qu\\'on a même pas eu le temps de parler de notre gros combat contre Aleph.", + "MEREDITH_CONVO16_MEREDITH3": "Ça, c'était carrément dingue !", + "MEREDITH_CONVO16_MEREDITH4": "Je sais pas trop comment décrire ça. [pause]C'était comme une fusion normale. Je veux dire, je voyais ce que mon corps faisait de loin...", + "MEREDITH_CONVO18_MEREDITH1": "Je croyais que les monstres de la Nouvelle-Wirral étaient déjà assez flippants comme ça...", + "MEREDITH_CONVO16_MEREDITH5": "Sauf que cette fois, y avait pas que toi et moi. On était tous là, et je [wave amp=30 freq=10]sentais[/wave] notre désir collectif.", + "MEREDITH_CONVO16_MEREDITH6": "Et tu sais quoi ? [pause]Les archanges sont costauds, c'est sûr, mais nous, on l\\'est [wave amp=30 freq=10]vachement[/wave] plus.", + "MEREDITH_CONVO17_MEREDITH2": "Je crois bien que je me vois comme quelqu'un de très solitaire, et j\\'ai dû me dire que, si je me mettais en couple, ça me... transformerait, et je me reconnaîtrais plus.", + "MEREDITH_CONVO17_MEREDITH1": "Au début, je crois bien que je m'inquiétais qu\\'une relation me change du tout au tout.", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "Comment ça ?", + "MEREDITH_CONVO17_MEREDITH4": "Sauf que... ça s'est pas passé comme ça. Je suis toujours [wave amp=30 freq=10]moi[/wave], sauf qu\\'en plus, maintenant, [pause]je t\\'ai [wave amp=30 freq=10]toi.[/wave]", + "MEREDITH_CONVO17_MEREDITH3": "Je sais bien que ça a l'air débile, [pause]et ça l\\'est probablement, [pause]mais c\\'est ce que je croyais.", + "MEREDITH_CONVO18_MEREDITH3": "Il nous a parlé comme s'il était une [wave amp=30 freq=10]personne[/wave]. Comme s\\'il était aussi malin que nous, tu sais. Voire [wave amp=30 freq=10]plus[/wave]...", + "MEREDITH_CONVO18_MEREDITH2": "Mais les archanges, comme celui qu'on a affronté ? Ils sont largement pires !", + "MEREDITH_CONVO18_MEREDITH4": "Le truc, c'est que c\\'est des [wave amp=30 freq=10]monstres géants intelligents capables de modifier la réalité[/wave] qui vivent dans le métro dont les tunnels s\\'étendent apparemment sous toute l\\'île...", + "MEREDITH_CONVO18_MEREDITH5": "Comment tu veux que je trouve le sommeil, après ?", + "MEREDITH_CONVO19_MEREDITH1": "...", + "MEREDITH_CONVO19_MEREDITH2": "...", + "MEREDITH_CONVO19_MEREDITH3": "Pardon, je sais que c'est un peu gênant. On se connaît pas vraiment bien, alors, on a pas des masses de sujets de conversation.", + "MEREDITH_CONVO19_MEREDITH4": "Oh... [pause]Peut-être que c'est encore pire d\\'en parler, en fait.", + "MEREDITH_CONVO20_MEREDITH1": "Je suis pas... [pause]super fan du camping. Et la nature, c'est pas mon truc, en général. Je suis une fille de la ville.", + "MEREDITH_CONVO20_MEREDITH2": "J'aurais peut-être dû te le dire avant que t\\'acceptes de partir à l\\'[wave amp=30 freq=10]aventure[/wave] avec moi...", + "MEREDITH_CONVO20_MEREDITH3": "J'espère que tu regrettes pas ta décision d\\'aller chercher un 33 tours en compagnie d\\'une parfaite étrangère, hein, dis ?", + "MEREDITH_CONVO21_MEREDITH1": "Et nous voilà de retour au café. Y'a des trucs qui changent jamais, pas vrai ?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "Tu viens ici souvent ?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "Tu viens souvent ici ?", + "MEREDITH_CONVO21_MEREDITH2": "C'est Port-la-Ville, tu sais. Y\\'a [wave amp=30 freq=10]aucun[/wave] autre endroit où aller, dans ce bled.", + "MEREDITH_CONVO21_MEREDITH3": "C'est une toute petite ville, après tout. [pause]Mais le café est excellent, au moins.", + "MEREDITH_CONVO22_MEREDITH1": "Dis-moi, tu campes souvent dans la nature comme ça, non ?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "On peut dire ça !", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "N-Non !", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "Possible, oui !", + "MEREDITH_CONVO22_MEREDITH2": "C'est mon impression, en tout cas. Et t\\'as embrassé tous tes [wave amp=30 freq=10]autres[/wave] partenaires de camping ?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "Qu'est-ce que tu racontes... ?", + "MEREDITH_CONVO22_MEREDITH3.f": "Relax, je te taquine.", + "MEREDITH_CONVO22_MEREDITH3.m": "Relax, je te taquine.", + "MEREDITH_CONVO22_MEREDITH3.n": "Relax, je te taquine.", + "MEREDITH_CONVO23_MEREDITH1.m": "Hmm... [pause]Kayleigh est ton amie, n'est-ce pas ?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "Je crois bien, oui !", + "MEREDITH_CONVO23_MEREDITH1.f": "Hmm... [pause]Kayleigh est ton amie, n'est-ce pas ?", + "MEREDITH_CONVO23_MEREDITH1.n": "Hmm... [pause]Kayleigh est ton amie, n'est-ce pas ?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "Ouais !", + "MEREDITH_CONVO23_MEREDITH2": "Alors, dis-moi... [pause]C'est [wave amp=30 freq=10]quoi[/wave] son problème, au juste ?", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "Hein ?", + "MEREDITH_CONVO23_MEREDITH3": "Elle a débarqué à Port-la-Ville il y a environ un an et elle a tout de suite rejoint le programme des Veilleurs. [pause]Elle n'a eu [wave amp=30 freq=10]aucun[/wave] mal à s\\'adapter à la vie sur cette île.", + "MEREDITH_CONVO23_MEREDITH4": "Je trouve ça quand même un peu [wave amp=30 freq=10]louche[/wave].", + "MEREDITH_CONVO23_MEREDITH6.m": "Euh, [pause]pour que ce soit clair, je ne parle [wave amp=30 freq=10]jamais[/wave] des autres dans leur dos. Mais comme vous passez [wave amp=30 freq=10]beaucoup de temps[/wave] ensemble, je préfère que tu sois au courant.", + "MEREDITH_CONVO23_MEREDITH5": "Sous ses airs [wave amp=30 freq=10]joyeux et insouciants[/wave], elle doit cacher de terribles secrets. [pause]J'en suis sûre.", + "MEREDITH_CONVO23_MEREDITH6.f": "Euh, [pause]pour que ce soit clair, je ne parle [wave amp=30 freq=10]jamais[/wave] des autres dans leur dos. Mais comme vous passez [wave amp=30 freq=10]beaucoup de temps[/wave] ensemble, je préfère que tu sois au courant.", + "MEREDITH_CONVO23_MEREDITH6.n": "Euh, [pause]pour que ce soit clair, je ne parle [wave amp=30 freq=10]jamais[/wave] des autres dans leur dos. Mais comme vous passez [wave amp=30 freq=10]beaucoup de temps[/wave] ensemble, je préfère que tu sois au courant.", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "Et ça te pose un problème ?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "Étrange, comment ça ?", + "MEREDITH_SOCIAL1_MEREDITH1": "Entre l'apparition des archanges et notre première fusion, ma vie est devenue bien étrange, ces derniers temps.", + "MEREDITH_SOCIAL1_MEREDITH3": "Moi qui pensais que plus rien ne pourrait me surprendre sur cette île. Sans parler du fait que tu comptes trouver un moyen de [wave amp=30 freq=10]partir[/wave]...", + "MEREDITH_SOCIAL1_MEREDITH2": "Ne te méprends surtout pas ! C'est super de fusionner avec toi. Mais ça reste un peu [wave amp=30 freq=10]bizarre[/wave], tu trouves pas ?", + "MEREDITH_SOCIAL1_MEREDITH15": "Je suis coincée ici depuis si longtemps que je n'envisage quasiment plus de rentrer chez moi.", + "MEREDITH_SOCIAL1_MEREDITH17": "Je pense que c'est pour ça que j\\'aime me distraire.", + "MEREDITH_SOCIAL1_MEREDITH16": "Je crois que... [pause]Personne ne m'attend, là-bas. La plupart des gens m\\'agacent, de toute façon.", + "MEREDITH_SOCIAL1_MEREDITH18": "Quand je suis arrivée ici, je me suis découvert une passion pour l'électronique. Créer des éclairages et des gadgets pour la ville.", + "MEREDITH_SOCIAL1_MEREDITH19": "Ça m'occupe et ça m\\'évite de penser au reste. À tout ce que je rate.", + "MEREDITH_SOCIAL1_MEREDITH20": "C'est aussi pour ça que je cherchais ce disque, je crois.", + "MEREDITH_SOCIAL1_MEREDITH21": "Argh. [pause]Désolée d'être aussi... [pause]Enfin, d\\'être moi, je suppose.", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "Tu n'as pas à t\\'excuser !", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "Ne t'en fais pas pour ça !", + "MEREDITH_SOCIAL1_MEREDITH22": "Oh. [pause]Merci. [pause]J'ai vraiment fait ma Kayleigh, l\\'espace d\\'une seconde.", + "MEREDITH_SOCIAL1_MEREDITH23": "Tu vois ce que je veux dire, non ? On dirait qu'elle a toujours quelque chose à se faire pardonner.", + "MEREDITH_SOCIAL1_MEREDITH24": "Bon, assez de sincérité pour aujourd'hui.", + "MEREDITH_SOCIAL2_MEREDITH1": "Le café Gramophone me rappelle toujours mon père. [pause]Il préparait un pot de café tous les matins avant d'aller travailler, à Londres, [pause]alors, c\\'est un parfum gravé dans ma mémoire.", + "MEREDITH_SOCIAL1_MEREDITH25": "Viens, finissons le travail.", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Comme c'est nostalgique !", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "C'est un joli souvenir !", + "MEREDITH_SOCIAL2_MEREDITH2": "Peut-être...", + "MEREDITH_SOCIAL2_MEREDITH3": "Je ne sais jamais si mes parents me manquent. [pause]On avait pas grand-chose en commun. [pause]Ils ont grandi dans un monde totalement différent du mien.", + "MEREDITH_SOCIAL2_MEREDITH4": "Je crois que le fossé générationnel était trop grand. [pause]J'y peux rien si leurs goûts musicaux étaient vraiment [shake rate=30 level=10]atroces[/shake] !", + "MEREDITH_SOCIAL2_MEREDITH5": "Quand je suis partie pour l'université, on n\\'a pas vraiment... [pause]gardé le contact. [pause]Enfin, c\\'est pas bien grave.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "C'est triste.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Tu as dû te sentir seule.", + "MEREDITH_SOCIAL2_MEREDITH6": "Un peu, oui.", + "MEREDITH_SOCIAL2_MEREDITH7": "Tu sais, [pause]j'ai pas beaucoup de souvenirs marquants de mon enfance.", + "MEREDITH_SOCIAL2_MEREDITH8": "J'avais des amis, j\\'ai vécu plein de choses, mais quand je repense à cette époque...", + "MEREDITH_SOCIAL2_MEREDITH9": "J'ai plutôt l\\'impression que les événements se passaient autour de moi, sans que je sois réellement impliquée.", + "MEREDITH_SOCIAL2_MEREDITH10": "Comme si j'avais jamais vraiment été aux commandes, si tu préfères.", + "MEREDITH_SOCIAL2_MEREDITH11": "J'ai été une enfant plutôt quelconque, puis une adolescente encore plus banale. [pause]Et comme adulte...", + "MEREDITH_SOCIAL2_MEREDITH12": "Eh bien, il est encore trop tôt pour en juger.", + "MEREDITH_SOCIAL2_MEREDITH14": "[wave amp=30 rate=10]Personne[/wave] m'avait dit que me faire des amis une fois adulte serait si difficile !", + "MEREDITH_SOCIAL2_MEREDITH13": "Je dois peut-être juste me faire plus d'amis tant que je suis à la Nouvelle-Wirral. [pause]Argh.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Mais je suis ton ami !", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "Et moi, alors ?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Mais je suis ton amie !", + "MEREDITH_SOCIAL2_MEREDITH15": "C'est plus facile, avec toi. On a, [pause]je sais pas, [pause]un passe-temps commun.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Mais je suis ton ami·e !", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "Un... passe-temps ?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Ah bon ?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "Si tu le dis !", + "MEREDITH_SOCIAL2_MEREDITH16": "Ouais, [pause]on cherche un portail magique. [pause]C'est un passe-temps comme un autre, non ?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "Mais bon, j'espère qu\\'on passerait quand même du temps ensemble... [pause]même sans cet objectif.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "Bien sûr !", + "MEREDITH_SOCIAL2_MEREDITH17.m": "Mais bon, j'espère qu\\'on passerait quand même du temps ensemble... [pause]même sans cet objectif.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "Tu es mignonne quand tu rougis !", + "MEREDITH_SOCIAL2_MEREDITH17.f": "Mais bon, j'espère qu\\'on passerait quand même du temps ensemble... [pause]même sans cet objectif.", + "MEREDITH_SOCIAL2_MEREDITH18B": "Argh, il ne faut [wave amp=30 freq=10]pas[/wave] me dire des choses comme ça. [pause]Je gère très mal les compliments.", + "MEREDITH_SOCIAL2_MEREDITH18A": "Cool.", + "MEREDITH_SOCIAL2_MEREDITH20": "Hmm, [pause]je suis plus fatiguée que je ne le pensais.", + "MEREDITH_SOCIAL2_MEREDITH19B": "J'ai l\\'impression que mon corps entier se replie sur lui-même.", + "MEREDITH_SOCIAL2_MEREDITH21": "Tu crois que les combats et les transformations comptent comme de l'exercice ? [pause]Je trouve ça épuisant.", + "MEREDITH_SOCIAL2_MEREDITH22.m": "Peu importe, [pause]partons à l'aventure et allons dégommer quelques monstres ensemble !", + "MEREDITH_SOCIAL3_MEREDITH1": "Tu sais, toutes ces histoires avec ce vinyle que je cherchais m'ont fait réfléchir.", + "MEREDITH_SOCIAL2_MEREDITH22.n": "Peu importe, [pause]partons à l'aventure et allons dégommer quelques monstres ensemble !", + "MEREDITH_SOCIAL2_MEREDITH22.f": "Peu importe, [pause]partons à l'aventure et allons dégommer quelques monstres ensemble !", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "À quel propos ?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Continue...", + "MEREDITH_SOCIAL3_MEREDITH3": "On a trouvé un disque qui a jamais été enregistré dans mon monde, pas vrai ?", + "MEREDITH_SOCIAL3_MEREDITH2": "Eh bien, pour faire simple :", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Ça me paraît logique !", + "MEREDITH_SOCIAL3_MEREDITH4": "Et s'il existe une infinité de mondes, alors, ça veut aussi dire... [pause]une infinité d\\'albums.", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "C'est vraiment possible ?", + "MEREDITH_SOCIAL3_MEREDITH6": "Chacun de ses livres était plus qu'une histoire, c\\'était comme une fenêtre ouverte sur son esprit. [pause]Ses espoirs, ses croyances, sa philosophie...", + "MEREDITH_SOCIAL3_MEREDITH5": "Et donc... [pause]Quand j'étais jeune, j\\'étais dingue de ce vieil auteur d\\'histoires fantastiques. [pause]Je sais, c\\'est trop la honte.", + "MEREDITH_SOCIAL3_MEREDITH7": "Écrire un livre, c'est un peu comme inscrire une partie de soi dans la réalité, pour toujours.", + "MEREDITH_SOCIAL3_MEREDITH8": "J'ai fini par terminer l\\'ensemble de son œuvre, et c\\'est là que la triste vérité m\\'a frappée.", + "MEREDITH_SOCIAL3_MEREDITH9": "J'avais lu tout ce qu\\'il avait écrit de son vivant. Il n\\'y aurait plus [shake rate=30 level=10]jamais[/shake] de nouveau tome...", + "MEREDITH_SOCIAL3_MEREDITH10": "C'est ce qui arrive, quand on meurt... [pause]On a dit tout ce qu\\'on avait à dire.", + "MEREDITH_SOCIAL3_MEREDITH11": "Mais s'il y a bien une infinité de mondes, alors, il existe peut-être une infinité de livres écrits par lui ?", + "MEREDITH_SOCIAL3_MEREDITH12": "Et peut-être aussi... [pause]une infinité de versions de nous-mêmes, possédant chacune ses propres souvenirs et expériences.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "Bien sûr !", + "MEREDITH_SOCIAL3_MEREDITH13": "Dans un sens... [pause]On ne meurt peut-être jamais vraiment.", + "MEREDITH_SOCIAL3_MEREDITH14": "Bref, c'est juste une pensée qui m\\'a traversé l\\'esprit.", + "MEREDITH_SOCIAL3_MEREDITH15": "Bon, on y va ?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "Bon, j'espère que t\\'es prête !?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "Bon, j'espère que t\\'es prêt !?", + "MEREDITH_SOCIAL4_MEREDITH2": "...", + "MEREDITH_SOCIAL4_MEREDITH3": "C'est soirée cinéma ! [pause]Chez moi. [pause]Ça te dit ?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "Bon, j'espère que t\\'es prêt·e !?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Je dois pas mal occuper tes pensées, non ? [pause]Et puis, [pause]en vrai, [pause]je te trouve plutôt mignon.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Une autre fois.", + "MEREDITH_SOCIAL4_MEREDITH4": "Tant pis. Préviens-moi si tu changes d'avis. On devrait bien s\\'amuser.", + "MEREDITH_SOCIAL4_MEREDITH5": "Génial ! Tu vas adorer.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Incroyable !", + "MEREDITH_SOCIAL4_MEREDITH9": "Tu vois ça ?", + "MEREDITH_SOCIAL4_MEREDITH6": "Admire... l'unique projecteur en état de marche de toute la Nouvelle-Wirral !", + "MEREDITH_SOCIAL4_MEREDITH8": "Le moment est venu de te parler de la malédiction secrète de la Nouvelle-Wirral.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "Comment tu as trouvé ça ?", + "MEREDITH_SOCIAL4_MEREDITH7": "C'est le fruit d\\'un de mes nombreux passe-temps.", + "MEREDITH_SOCIAL4_MEREDITH10": "C'est une cassette vidéo. [pause]Mais pas n\\'importe laquelle...", + "MEREDITH_SOCIAL4_MEREDITH11": "C'est celle du film d\\'action \\\"Le Sanguinateur\\\" de 1981.", + "MEREDITH_SOCIAL4_MEREDITH12": "Des centaines de cassettes se sont échouées sur les plages de la Nouvelle-Wirral depuis que je suis là.", + "MEREDITH_SOCIAL4_MEREDITH13": "Et je les ai toutes récupérées.", + "MEREDITH_SOCIAL4_MEREDITH14": "Toutes.", + "MEREDITH_SOCIAL4_MEREDITH15": "Mais devine quoi.", + "MEREDITH_SOCIAL4_MEREDITH16": "C'est toujours le même film !", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Toujours \\\"Le Sanguinateur\\\", sur toutes les cassettes.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]C'est le seul et unique film disponible sur cette île.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "Du coup, je te laisse deviner le programme de ce soir.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Je vais m'efforcer d\\'apprécier, même ironiquement !", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Je sens que je vais adorer !", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Je vais m'efforcer d\\'apprécier, même ironiquement !", + "MEREDITH_SOCIAL4_MEREDITH20": "Parfait.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Je vais m'efforcer d\\'apprécier, même ironiquement !", + "MEREDITH_SOCIAL4_MEREDITH21": "Je voulais aussi... [pause]te remercier de passer du temps avec moi.", + "MEREDITH_SOCIAL4_MEREDITH22": "Ma vie à la Nouvelle-Wirral est loin d'être rose, mais ça va vraiment mieux depuis que t\\'es là.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Et si cette soirée devenait officiellement un rendez-vous ?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Je suis content qu'on soit amis !", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Je suis contente qu'on soit amies !", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Je suis content·e qu'on soit ami·es !", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Moi aussi, {player}.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "On a un bon gros navet à regarder. J'espère que t\\'es prêt !", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Bon, ça suffit avec les niaiseries.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Bon, ça suffit avec les niaiseries.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Bon, ça suffit avec les niaiseries.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "On a un bon gros navet à regarder. J'espère que t\\'es prêt·e !", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "On a un bon gros navet à regarder. J'espère que t\\'es prête !", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "T'auras mis le temps !", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Je veux passer du temps avec toi...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "Franchement, on a déjà [wave amp=30 freq=30]littéralement[/wave] fusionné ensemble.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Mais rien de sérieux, d'accord ? [pause]Je veux pas m\\'engager.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Je dois pas mal occuper tes pensées, non ? [pause]Et puis, [pause]en vrai, [pause]je te trouve plutôt mignon·ne.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Je dois pas mal occuper tes pensées, non ? [pause]Et puis, [pause]en vrai, [pause]je te trouve plutôt mignonne.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Pourquoi pas ? Une soirée romantique, avec un mauvais film.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Je, [pause]euh, [pause]je ne suis sortie qu'avec des garçons, jusqu\\'ici, alors... [pause]tout ça est un peu nouveau pour moi.", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "Je...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Mais j'ai aussi envie qu\\'on soit plus... intimes, parfois.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Dans tous les cas, [pause]j'ai déjà vu ce film un million de fois.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Alors... il ne devrait pas trop nous déconcentrer.", + "MEREDITH_ROMANCE_MEREDITH1.m": "T'es bien silencieux, {player}. [pause]Quelque chose te préoccupe ?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Non, rien de particulier !", + "MEREDITH_ROMANCE_MEREDITH_NO": "Euh... [pause]D'accord.", + "MEREDITH_ROMANCE_MEREDITH1.f": "T'es bien silencieuse, {player}. [pause]Quelque chose te préoccupe ?", + "MEREDITH_ROMANCE_MEREDITH1.n": "T'es bien silencieux·se, {player}. [pause]Quelque chose te préoccupe ?", + "MEREDITH_ROMANCE_MEREDITH3": "Enfin, je [wave amp=30 freq=30]t'aime bien[/wave], moi aussi.", + "CAPTAIN_SKIP_NOT_TRAINEE1": "Dis, si ça t'intéresse de faire le tri entre les objets de valeur et ceux qui n\\'en ont aucune, métier noble s\\'il en est, pourquoi ne pas rejoindre les Veilleurs en tant que nouvelle recrue ?", + "CAPTAIN_SKIP_INTRO2": "Salut ! [pause]Je suis Cyan, un des capitaines des Veilleurs de la Nouvelle-Wirral.", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]Je me nomme Clé-Ô, et je suis ton mécanoïde de service pour ce soir ![/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Souhaites-tu commander un peu de...[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Bienvenue, [pause]cher·ère mécène, [pause]à l'Emporium du Pharaon de Néo-Végas ![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "Penny Dreadful, [pause]capitaine des Veilleurs et trompe-la-mort émérite, en chair et en os !", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]Non ? Tu ne veux pas tenter ta chance ? Tant pis. La prochaine fois, peut-être...[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]Tu ne m'en voudras pas de surenchérir, j\\'espère ?[/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Très bien, jouons... [pause]Le gagnant rafle la mise ![/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "J'ai encore perdu ? C\\'est pour ça que je préfère passer mon temps à dormir...", + "CAPTAIN_JUDAS_INTRO1.m": "Je t'ai entendu arriver à deux cents mètres, au moins. [pause]Si tu espérais avoir la surprise de ton côté, c\\'est raté.", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Hé, le nouveau ! [pause]On dit « capitaine », maintenant, c'est ça ? [pause]Parce que j\\'ai cru comprendre que tu étais des nôtres...", + "CAPTAIN_SKIP_POST_REWARD2": "J'ai du mal à imaginer ce genre de vie !", + "CAPTAIN_JUDAS_INTRO2": "Judas Chevalier. [pause]Capitaine des Veilleurs et survivaliste expert.", + "CAPTAIN_JUDAS_PRE_BATTLE1": "Veux-tu un cours de survie ? [pause]Parce que j'ai appris que tu avais rejoint les nouvelles recrues des Veilleurs.", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "Je pourrais t'en dire davantage... mais ces informations sont secret défense, j\\'en ai peur. [pause]Évidemment, si tu rejoignais le programme des nouvelles recrues des Veilleurs, je pourrais t\\'en parler...", + "CAPTAIN_JUDAS_INTRO1.n": "Je t'ai entendu·e arriver à deux cents mètres, au moins. [pause]Si tu espérais avoir la surprise de ton côté, c\\'est raté.", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]On m'a informée que tu faisais partie de nos capitaines, maintenant. [pause]Qu\\'est-ce que tu en dis ? Tu as envie de retenter ta chance ?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]On m'a informée que tu faisais partie de nos capitaines, maintenant. [pause]Qu\\'est-ce que tu en dis ? Tu as envie de retenter ta chance ?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Sache que j'ai effectué les mises à jour nécessaires pour colmater les faiblesses de mes algorithmes de combat. [pause]Ta défaite est désormais une certitude statistique, « capitaine ».[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]Non ? Tu ne veux pas retenter ta chance ? Tant pis. La prochaine fois, peut-être...[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "Je suis à toi dans une seconde, il me reste juste quelques petites réparations à finaliser.", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]On m'a informée que tu faisais partie de nos capitaines, maintenant. [pause]Qu\\'est-ce que tu en dis ? Tu as envie de retenter ta chance ?[/color]", + "CAPTAIN_READY_CHECK.m": "Te sens-tu prêt à affronter {pawn} ?", + "CAPTAIN_JUDAS_POST_REMATCH1": "Moi qui pensais avoir anticipé tous les scénarios possibles, cette fois...", + "CAPTAIN_JUDAS_POST_REMATCH2": "J'ai encore perdu, [pause]mais je ne vais pas pleurer pour ça. [pause]Pleurer est une perte d\\'humidité, et je commence à manquer d\\'eau.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "C'est le bon choix, tu n\\'es pas encore prête. [pause]C\\'est toujours bon de connaître ses propres limites.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "C'est le bon choix, tu n\\'es pas encore prêt·e. [pause]C\\'est toujours bon de connaître ses propres limites.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "C'est le bon choix, tu n\\'es pas encore prêt. [pause]C\\'est toujours bon de connaître ses propres limites.", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Mes contacts m'ont appris que tu avais désormais rejoint les rangs des capitaines des Veilleurs. [pause]Impressionnant. [pause]Tu es là pour la revanche ?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Mes contacts m'ont appris que tu avais désormais rejoint les rangs des capitaines des Veilleurs. [pause]Impressionnant. [pause]Tu es là pour la revanche ?", + "CAPTAIN_REMATCH_CHECK": "Proposer une revanche à {pawn} ?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Tu sais...", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "Avoir d'autres gens comme toi pourrait nous être très utile pour aider à former les petits nouveaux. Tu as déjà réfléchi au fait de devenir capitaine ?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Si ça t'intéresse, il te reste une ultime épreuve à relever : [pause]me vaincre, [wave amp=30 freq=10]moi[/wave], en combat.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Pas vraiment, non...", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "Avoir d'autres gens comme toi pourrait nous être très utile pour aider à former les petits nouveaux. Tu as déjà réfléchi au fait de devenir capitaine ?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "Oh, que oui !", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Alors, qu'en dis-tu ? Te sens-tu de taille à tenter l\\'épreuve pour devenir capitaine des Veilleurs ?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "Aucun problème. Reviens me voir si jamais tu changes d'avis.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Carrément !", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Alors, qu'en dis-tu ? Te sens-tu de taille à tenter l\\'épreuve pour devenir capitaine des Veilleurs ?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Alors, qu'en dis-tu ? Te sens-tu de taille à tenter l\\'épreuve pour devenir capitaine des Veilleurs ?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Pas maintenant.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Ça fait un moment que j'ai envie de voir ce que tu vaux. J\\'espère que tu es prête à nous montrer ce que tu sais faire !", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Ça fait un moment que j'ai envie de voir ce que tu vaux. J\\'espère que tu es prêt à nous montrer ce que tu sais faire !", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"Nous\\\" ?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "Votre femme ?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Ça fait un moment que j'ai envie de voir ce que tu vaux. J\\'espère que tu es prêt·e à nous montrer ce que tu sais faire !", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Eh bien, [pause]je pense qu'il serait raisonnable que ma femme m\\'aide lors de ce combat.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "Avec qui vous battez-vous ?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "Voilà qui s'annonce comme le [wave amp=30 freq=10]combat de l\\'année[/wave] ! Qui va bien pouvoir le remporter ?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "Vous êtes mariée ?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "Tu es prête, mon cœur ?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "Oui, chérie !", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "Vas-y, {player} ! Tu peux le faire !", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Allez, l'étranger, montre à Ianthe qui c\\'est, le meilleur !", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Allez, l'étrangère, montre à Ianthe qui c\\'est, la meilleure !", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]BOTTE-LUI LES FESSES, IANTHE ! NE RETIENS PAS TES COUPS ![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Allez, l'étranger·ère, montre à Ianthe qui c\\'est, læ meilleur·e !", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]BOTTE-LUI LES FESSES, IANTHE ! NE RETIENS PAS TES COUPS ![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]BOTTE-LUI LES FESSES, IANTHE ! NE RETIENS PAS TES COUPS ![/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "Ne va pas t'imaginer que nous allons être tendres avec toi, {player}. [pause]Tu n\\'es plus une recrue. [shake rate=30 level=10]Bienvenue en première division ![/shake]", + "LEADER_IANTHE_BATTLE_START.m": "Ne va pas t'imaginer que nous allons être tendres avec toi, {player}. [pause]Tu n\\'es plus une recrue. [shake rate=30 level=10]Bienvenue en première division ![/shake]", + "LEADER_IANTHE_BATTLE_START.n": "Ne va pas t'imaginer que nous allons être tendres avec toi, {player}. [pause]Tu n\\'es plus une recrue. [shake rate=30 level=10]Bienvenue en première division ![/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]Ha ! Tu croyais qu'il n\\'y avait que vous qui pouviez fusionner ?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]Ha ! Tu croyais qu'il n\\'y avait que vous qui pouviez fusionner ?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]Ha ! Tu croyais qu'il n\\'y avait que vous qui pouviez fusionner ?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Pas mal ! [pause]Pas mal du tout, même ! [pause]Je reconnais que c'est très impressionnant...", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "Tout ce qu'on disait était vrai ! Quelle bataille !", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Tiens, tu ne l'as pas volé.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Cet insigne signifie que tu es désormais officiellement capitaine des Veilleurs. Les gens vont maintenant se tourner vers toi pour les former, comme les autres capitaines ont aidé à t'entraîner.", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Tu sais, je dois être la première personne de la Nouvelle-Wirral à avoir réussi à prendre une forme de monstre grâce à une cassette. [pause]Du coup, on me pose sans cesse la même question...", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Cet insigne signifie que tu es désormais officiellement capitaine des Veilleurs. Les gens vont maintenant se tourner vers toi pour les former, comme les autres capitaines ont aidé à t'entraîner.", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Les humains créent de l'[wave amp=30 freq=10]art[/wave], tel que la musique... [pause]une chose intangible et imaginaire qui existe uniquement dans notre imagination collective.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Cet insigne signifie que tu es désormais officiellement capitaine des Veilleurs. Les gens vont maintenant se tourner vers toi pour les former, comme les autres capitaines ont aidé à t'entraîner.", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"Comment ça peut marcher, cette histoire de cassette ? [pause]Ça n'a aucun sens !\\\"", + "LEADER_IANTHE_FUSED_MATERIAL1": "Les fusions rebelles en lâchent... et peut-être que les archanges aussi, je ne sais pas trop.", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "Tu veux savoir ce que j'en pense ? [pause]À mon avis, c\\'est parfaitement sensé, au contraire. C\\'est juste une question de perspective.", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Et puis, [pause]nous enfermons cette musique intangible dans une forme physique... d'où les [wave amp=30 freq=10]cassettes[/wave]. [pause]Elles sont une parfaite passerelle entre les deux mondes, le physique et l\\'imaginaire.", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "Tu as vu le panneau des Veilleurs devant l'hôtel de ville, pas vrai ? [pause]Si jamais nous avons des nouvelles recrues qu\\'il faut mettre à l\\'épreuve, je te laisserai un message là-bas.", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "D'une certaine façon, je trouve que ça se tient.", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "Pour le moment, je vais m'accorder un repos bien mérité. [pause]Si tu as l\\'intention de poursuivre ton exploration de l\\'île, pourquoi n\\'irais-tu pas rendre visite aux autres capitaines ?", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "Je suis sûre qu'ils auront envie de te féliciter pour ta \\\"promotion\\\" !", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "Quant à la raison pour laquelle nous demandons aux Veilleurs d'en rapporter... ça concerne juste les capitaines. De ton côté, concentre-toi sur ta formation, pour le moment.", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "Maintenant que tu es capitaine, il faut que tu saches pourquoi nous recueillons toute cette matière fusionnée.", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "Maintenant que tu es capitaine, il faut que tu saches pourquoi nous recueillons toute cette matière fusionnée.", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "Maintenant que tu es capitaine, il faut que tu saches pourquoi nous recueillons toute cette matière fusionnée.", + "LEADER_IANTHE_FUSED_MATERIAL3": "As-tu remarqué que les \\\"fusions rebelles\\\" sont de plus en plus nombreuses à la Nouvelle-Wirral ?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "Oui, j'en ai déjà rencontré !", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "Les \\\"fusions rebelles\\\" ?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "Ce n'est pas étonnant. Et ça veut dire que tu dois savoir qu\\'elles sont bien plus redoutables que la plupart des monstres qu\\'on trouve à la Nouvelle-Wirral.", + "LEADER_IANTHE_FUSED_MATERIAL4B": "Tu en as peut-être rencontré au cours de tes voyages sur l'île. [pause]Ce sont des fusions de monstres, souvent entourées d\\'un nuage noir. On ne peut pas les rater.", + "LEADER_IANTHE_FUSED_MATERIAL5": "Ça n'a pas toujours été comme ça. Il y a quelques années encore, les fusions étaient une rareté.", + "LEADER_IANTHE_FUSED_MATERIAL6": "Nous ignorons d'où elles viennent et quelle est la raison de leur présence ici.", + "LEADER_IANTHE_FUSED_MATERIAL7": "Ce qui m'inquiète, c\\'est que, si leur nombre ne cesse d\\'augmenter, comme c\\'est actuellement le cas, d\\'ici deux ou trois ans, Port-la-Ville sera complètement envahie.", + "LEADER_IANTHE_FUSED_MATERIAL8": "Je ne voudrais pas provoquer de panique, c'est pour ça que je n\\'ai prévenu personne.", + "LEADER_IANTHE_FUSED_MATERIAL9": "Mais il reste encore un espoir. La matière fusionnée qu'on récupère sur elles dégage de légères radiations. Pas assez pour être dangereuse, mais...", + "LEADER_IANTHE_FUSED_MATERIAL11": "Et peut-être... [pause]qu'il nous sera même possible d\\'apprendre d\\'où elles viennent et de stopper leur propagation. Ce serait vraiment bien.", + "LEADER_IANTHE_FUSED_MATERIAL10": "Avec suffisamment de matière fusionnée, il est possible de fabriquer des appareils permettant de détecter les fusions rebelles et de les suivre à la trace.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Tu as bien fait attention aux types élémentaires de tes formes de monstre ?", + "LEADER_IANTHE_FUSION_IANTHE1": "La fusion... [pause]Elle a très rarement été atteinte. J'ai bien une théorie quant à ce qui permet à deux personnes de fusionner, mais je ne suis pas sûre qu\\'elle soit exacte.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Les capacités élémentaires peuvent causer des [wave amp=30 freq=10]réactions chimiques[/wave] quand on les utilise contre des monstres de certains types.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "En revanche, la même capacité, [pause]utilisée contre un monstre d'eau[pause], l\\'entourera d\\'un [wave amp=30 freq=10]nuage de vapeur qui le soignera[/wave]. Pas terrible, hein ?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Ces réactions peuvent être extrêmement bénéfiques, mais pas toujours. Par exemple, se servir d'une capacité de feu contre un adversaire élémentaire de type poison le fera brûler.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Tu peux toujours voir quels effets causera ton attaque avant de la déclencher, alors, fais bien attention.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Oh, j'allais oublier ! [pause]De nombreuses capacités, telles que \\\"Crachat\\\" ou \\\"Impact\\\", n\\'ont pas un élément inné. En revanche, elles prennent l\\'élément de leur utilisateur.", + "LEADER_IANTHE_FUSION_IANTHE3": "Si tu veux rendre cette fusion plus puissante, tu vas devoir renforcer ce lien.", + "LEADER_IANTHE_FUSION_IANTHE2": "Je sais d'expérience que l\\'intensité du lien unissant deux personnes semble accroître directement la force et les facultés de la forme fusionnée.", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Avec qui avez-vous fusionné ?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Qui est votre partenaire de fusion ?", + "LEADER_IANTHE_FUSION_IANTHE6": "Ne te préoccupe pas de ça !", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Qui est votre partenaire de fusion ?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Qui est votre partenaire de fusion ?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Merci de tout ce que tu as fait pour te charger des tâches que je t'avais confiées, {player} !", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "Et avec toute cette matière fusionnée que tu as récupérée, je vais pouvoir demander au capitaine Magneth d'installer un radar à fusions sur plusieurs pylônes magnétiques de l\\'île.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Merci de tout ce que tu as fait pour te charger des tâches que je t'avais confiées, {player} !", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "En attendant, je tiens à ce que tu aies ce prototype.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Merci de tout ce que tu as fait pour te charger des tâches que je t'avais confiées, {player} !", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Vérifie ta carte. Elle t'indiquera où trouver les fusions rebelles.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Cette version du radar à fusions ne détecte pas profondément dans le sol et elle n'est pas fiable à 100 %, mais je suis sûre qu\\'elle te sera tout de même utile.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "N'oublie surtout pas d\\'échanger ta matière fusionnée avec Wilma, la Veilleuse. Elle ne te sera d\\'aucune utilité si tu la gardes dans tes poches !", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "Ta dernière livraison de matière fusionnée s'est avérée extrêmement utile. Le capitaine Magneth m\\'a dit que son [wave amp=30 freq=10]radar à fusions à détection souterraine[/wave] avait capté un signal en dessous de la Vallée des dinosaures, dans les Terres Mortes.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "J'ai demandé au capitaine Murolien d\\'aller effectuer des fouilles sur place quand il n\\'aurait pas de nouvelles recrues à former ou de fusions rebelles à affronter.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Et puisqu'on parle de fusions, il y a eu... euh, du nouveau à ce sujet.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "De nouvelles fusions instables apparaissent un peu partout, depuis quelque temps. On les a baptisées \\\"Anathemas\\\".", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "La vitesse à laquelle ces choses se reproduisent est... [pause]pour le moins troublante.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Je t'ai fait passer des précisions les concernant par le biais du panneau des Veilleurs. Tu veux bien y jeter un œil ?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Eh bien, j'ai demandé au capitaine Murolien de creuser là-bas, et on dirait bien qu\\'il y a à cet endroit une autre de ces gares qui apparaissent un peu partout.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Tu te souviens du signal sous la Vallée des dinosaures ? Tu sais bien, celui qui a été capté par le radar à fusions du capitaine Magneth...", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "Et n'oublie pas d\\'aller échanger ta matière fusionnée avec Wilma, bien sûr.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "Et à en juger par la force du signal émanant de cette gare, il se pourrait que ce soit la source de toutes les Anathemas et des fusions rebelles !", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "C'est toi qui as plus d\\'expérience avec ces gares... [pause]et leurs étranges occupants, {player}... [pause]Tu veux bien aller y jeter un œil ?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "C'est toi qui as plus d\\'expérience avec ces gares... [pause]et leurs étranges occupants, {player}... [pause]Tu veux bien aller y jeter un œil ?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Ainsi, læ Mer-ligne s'attend à ce qu\\'on règle nous-mêmes le problème des fusions rebelles ?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "C'est toi qui as plus d\\'expérience avec ces gares... [pause]et leurs étranges occupants, {player}... [pause]Tu veux bien aller y jeter un œil ?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Au moins, grâce à toi, nous pourrons désormais nous replier vers la gare de Terminox si la situation empire.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "Alors, {player}, les nouvelles sont-elles bonnes ?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "Tu sais, {player}, je t'ai dit que je ne t\\'en voudrais pas si tu décidais de quitter la Nouvelle-Wirral, et je le pensais.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "Mais sache que s'il te prenait l\\'envie de rester ici un peu plus longtemps, j\\'aurais énormément de tâches à te proposer.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "Tu sais comment faire, maintenant.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Je crois bien que Kayleigh a quelque chose pour toi.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Tiens, j'ai enregistré ça il y a peu, et ça m\\'a rappelé le jour de notre rencontre.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Je sais que ce n'est pas grand-chose, mais je tenais à ce que tu l\\'aies.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Au fait, tu n'aurais pas vu un... [pause]orbe géant flottant dans le ciel, récemment ?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "Euh... pardon ?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Un de nos petits jeunes en formation nous a fait un rapport étrange. [wave amp=30 freq=30]Mais[/wave] il avait reçu un coup à la tête, note bien... ceci explique peut-être cela.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Du genre... le soleil ?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Garde quand même un œil sur ton radar à fusions, au cas où...", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "Tiens, voilà pour toi !", + "OUTPOST_NPC_2_DIALOGUE1": "Un Ressortalon m'a tendu une embuscade. [pause]J\\'ai de la chance d\\'être encore en un seul morceau !", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "VOUS PASSEZ TELLEMENT DE TEMPS À RÊVER DE LA MORT, VOUS AUTRES SACS DE VIANDE. VOUS Y SONGEZ TOUT AU LONG DE VOTRE VIE INSIGNIFIANTE. EST-CE CE QUI VOUS AMÈNE JUSQU'À MOI ?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Vous voulez savoir... si on vient ici pour mourir ? [pause]Franchement, je ne crois pas du tout que ce soit l'idée.", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Ce type a un look dément. [pause]Mais j'ai quand même un peu l\\'impression qu\\'il a envie de nous tuer...", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Non, on est là pour se battre !", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "Je n'ai pas peur de la mort, [pause]car mieux vaut mourir en héroïne que vivre en lâche !", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Quelque chose me dit que ça n'annonce rien de bon pour nous...", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]La mort ne me fait pas peur... et vous non plus ![/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr...", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "LAISSEZ-MOI ME REPAÎTRE DE VOTRE PEUR ET VOUS MONTRER CE QU'EST VRAIMENT LA MORT.", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "GÉNIAL, UN SQUELETTE GÉANT ! C'EST LE GENRE DE TRUC DONT TOUT LE MONDE A BESOIN, NON ?", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "C'était plutôt flippant, hein ? Je me demande si ce qu\\'il a dit est vrai... [pause]Peut-être que beaucoup de gens passent [wave amp=30 freq=10]vraiment[/wave] toute leur vie à penser à la mort...", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "MÊME NOTRE ESPÈCE NE PEUT PAS ÉCHAPPER À LA VRAIE MORT...", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "Le nombre de créatures cauchemardesques qui cherchent à nous tuer sur cette île est... [pause]vraiment trop élevé.", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "C'était vraiment le plus gros monstre squelettique que j\\'aie vu [wave amp=30 freq=10]de toute ma vie[/wave] ! Plutôt flippant, pas vrai ?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "C'était... particulièrement déplaisant.", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Les lâches meurent de nombreuses fois avant le jour de leur vraie mort, mais les braves, eux, ne la connaissent qu'une fois.", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Je crois qu'on a clairement montré à cet archange qu\\'on n\\'avait peur de rien...[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "D'AUTRES JOUETS POUR MA COLLECTION ? TANT MIEUX, JE COMMENÇAIS À EN MANQUER...", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Désolée, on n'est pas là pour s\\'amuser.", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Les yeux de cet archange me donnent la chair de poule...", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "Alors, comme ça, les gens sont juste des jouets à vos yeux ?", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "Je ne sens pas la moindre bienveillance dans le discours de cet esprit.", + "AA_PUPPET_PRE_BATTLE_FELIX2": "Ça m'étonnerait que ce type se préoccupe de notre bien-être...", + "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr...", + "AA_PUPPET_PRE_BATTLE_AA3": "HA ! VOUS ME FEREZ D'EXCELLENTES MARIONNETTES !", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]On n'est pas là pour rigoler... Vous feriez mieux de nous prendre au sérieux ![/wave]", + "AA_PUPPET_HINT_MEREDITH1": "Bon sang, il [shake rate=30 level=10]arrête pas de bouger[/shake] avant qu'on puisse le frapper ! Il doit bien y avoir [wave amp=30 freq=10]un moyen[/wave] de savoir dans quelle direction il va aller !", + "AA_PUPPET_HINT_KAYLEIGH1": "Il n'arrête pas de bouger juste avant qu\\'on le touche ! Ouvre l\\'œil, il doit bien y avoir [wave amp=30 freq=10]un moyen[/wave] de savoir dans quelle direction il va se déplacer...", + "AA_PUPPET_HINT_EUGENE1": "Bon sang, il bouge à chaque fois qu'on le frappe ! Il doit bien exister [wave amp=30 freq=10]un moyen[/wave] de savoir dans quelle direction il va aller...", + "AA_PUPPET_HINT_FELIX1": "Flûte, il bouge au moment où on le frappe ! Il doit bien exister [wave amp=30 freq=10]un moyen[/wave] de déterminer dans quelle direction il va aller...", + "AA_PUPPET_HINT_VIOLA1": "Notre adversaire est tellement vif que nous ne parvenons pas à le toucher, mais il doit bien exister [wave amp=30 freq=10]un moyen[/wave] de déterminer dans quelle direction il se prépare à esquiver...", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]Il doit bien y avoir un moyen d'anticiper ses déplacements...[/wave]", + "AA_PUPPET_HINT_DOG1": "Ouaf-Ouaf n'a vraiment pas l\\'air content que l\\'archange esquive toutes vos attaques. Il existe peut-être le moyen de découvrir dans quelle direction il s\\'apprête à bouger...", + "AA_PUPPET_POST_BATTLE_PUPPET1": "MES POUPÉES ! VOUS AVEZ TUÉ MES POUPÉES !", + "AA_PUPPET_POST_BATTLE_ALEPH2": "C'EST UN PLAISIR DE TE RENCONTRER ! TU NE CHERCHERAIS PAS DU TRAVAIL, DES FOIS ? ON PEUT EN PARLER, SI TU VEUX...", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Tu as vu comment cet archange parlait de nous ? C'est limite comme si on n\\'existait pas vraiment... comme si on était que des jouets. [pause]Il changera peut-être d\\'avis, maintenant qu\\'on l\\'a battu.", + "AA_PUPPET_POST_BATTLE_EUGENE3": "Il y a [wave amp=30 freq=10]toujours[/wave] un monstre qui prend les gens pour des jouets. [pause]Qu'il s\\'agisse d\\'un archange ou d\\'un homme, ils sont tous dangereux.", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "Cet archange a dû comprendre que je suis le jouet de [wave amp=30 freq=10]personne[/wave].", + "AA_PUPPET_POST_BATTLE_FELIX3": "Il a fait... [pause]des poupées de nous ? Quelque chose me dit que je vais avoir du mal à trouver le sommeil...", + "AA_PUPPET_POST_BATTLE_VIOLA3": "Pour cet esprit, nous n'étions que de vulgaires jouets. Que cela soit une leçon pour nous : ces êtres et nous n\\'avons absolument rien en commun.", + "AA_TOWER_PRE_BATTLE_AA1": "LA VÉRITÉ, LES MENSONGES... LES ÊTRES INSIGNIFIANTS QUE VOUS ÊTES S'ATTACHENT VRAIMENT À DES CONCEPTS SANS INTÉRÊT. LA RÉALITÉ N\\'EST PAS VRAIE ! RIEN NE VAUT L\\'IGNORANCE !", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Je crois qu'il a compris qu\\'on n\\'était pas là pour s\\'amuser ![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "Ce truc a une vision de la réalité qui me paraît plus que discutable...", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "J'en connais une qui est sacrément en décalage avec la réalité...", + "AA_TOWER_PRE_BATTLE_EUGENE2": "Je ne pige pas. Qu'est-ce qu\\'elle cherche à dire, au juste ?", + "AA_TOWER_PRE_BATTLE_FELIX2": "Bon, ben, en attendant, moi, j'ai des choses à faire.", + "AA_TOWER_PRE_BATTLE_VIOLA2": "La folie et l'ignorance sont deux malédictions hélas très fréquentes chez les humains. Et même [wave amp=30 freq=10]trop[/wave], esprit.", + "AA_TOWER_PRE_BATTLE_AA3": "VOUS NE COMPRENEZ PAS. LAISSEZ-MOI VOUS RÉVEILLER ET VOUS MONTRER QUE VOUS AVEZ UNE FAUSSE PERCEPTION DE LA VÉRITÉ ET DES MENSONGES !", + "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr...", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]J'ai bien peur de ne pas comprendre de quoi vous parlez...[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "IL Y A UNE VÉRITÉ QUI EST DÉSORMAIS CLAIRE À MES YEUX... J'AI ÉTÉ BATTUE.", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "On dirait qu'on a montré à cet archange ce qu\\'était vraiment la réalité, pas vrai ?", + "AA_TOWER_POST_BATTLE_ALEPH2": "HÉ, MA VIEILLE ! ON DIRAIT QUE TU ES EN TRAIN DE TE FAIRE DÉMOLIR, LÀ. SI TU TE JOIGNAIS À MOI ?", + "AA_TOWER_POST_BATTLE_EUGENE3": "Les archanges sont peut-être puissants, mais ça ne veut pas dire qu'ils sont intelligents.", + "AA_TOWER_POST_BATTLE_MEREDITH3": "Faut croire que même le plus [wave amp=30 freq=10]casse-bonbon[/wave] des archanges finit par la fermer quand on le cogne assez fort. Faudra s'en souvenir à l\\'avenir...", + "AA_TOWER_POST_BATTLE_FELIX3": "Cet archange racontait vraiment n'importe quoi, pas vrai ? Mais au moins, on a fini par la faire taire...", + "AA_TOWER_POST_BATTLE_VIOLA3": "Cet esprit ne disait que des inepties. Peut-être la défaite que nous lui avons infligée lui enseignera-t-elle l'humilité...", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Les archanges sont vraiment bizarres, hein... ?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "VOUS AVEZ IGNORÉ MES INSTRUCTIONS ! VOUS N'AVEZ DONC AUCUN RESPECT POUR MOI ? VOUS NE RÉALISEZ PAS COMBIEN JE SUIS IMPORTANTE ?", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "La vache ! Ça, c'est de l\\'ego !", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "Clair que j'ai aucun respect pour vous.", + "AA_ALICE_PRE_BATTLE_EUGENE2": "Franchement, j'ai pas la moindre idée de qui vous pouvez être.", + "AA_ALICE_PRE_BATTLE_FELIX2": "On est censés savoir qui vous êtes ?", + "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr...", + "AA_ALICE_PRE_BATTLE_VIOLA2": "Je n'accorde pas mon respect à n\\'importe qui, esprit.", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Désolée, mais je ne vois vraiment pas qui vous êtes...[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "QUELLE GROSSIÈRETÉ, ALORS QUE JE SUIS MEMBRE DE LA FAMILLE ROYALE ! SI VOUS REFUSEZ DE VOUS SERVIR DE VOTRE TÊTE, JE VAIS LA DÉCOLLER DE VOS ÉPAULES !", + "AA_ALICE_POST_BATTLE_ALICE1": "VOUS N'AVEZ VRAIMENT AUCUN RESPECT POUR MOI ! CELA ME REND FOLLE DE RAGE !", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "On dirait qu'elle se voyait comme la reine de son petit monde, hein ?", + "AA_ALICE_POST_BATTLE_ALEPH2": "MISS ALICE, C'EST UN PLAISIR DE VOUS RENCONTRER. JE CHERCHE JUSTEMENT QUELQU\\'UN AYANT VOS... TALENTS SI PARTICULIERS.", + "AA_ALICE_POST_BATTLE_MEREDITH3": "Tous les archanges ont une aussi haute opinion d'eux-mêmes, ou celui-là, c\\'est [wave amp=30 freq=10]vraiment[/wave] un cas désespéré ?", + "AA_ALICE_POST_BATTLE_EUGENE3": "Ces archanges sont vraiment mal élevés, pas vrai ?", + "AA_CUBE_PRE_BATTLE_CUBE1": "L'ESPACE EN TROIS DIMENSIONS EST IMPARFAIT. LA SCIENCE ET LES MATHÉMATIQUES RESTENT VRAIES. TOUTES LES CHOSES ONT QUATRE CÔTÉS.", + "AA_ALICE_POST_BATTLE_FELIX3": "Tu crois que cet archange voulait vraiment nous trancher la tête, ou c'était juste une façon de parler ? Non, ne dis rien, je préfère ne pas le savoir.", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Elle était vraiment très désagréable...[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "Hors de question que je courbe l'échine devant quelqu\\'un qui me montre un tel mépris, reine ou pas.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Aleph adore vraiment s'écouter parler. D\\'ailleurs, à ce sujet, [wave amp=30 freq=10]comment[/wave] il fait pour parler ? Je veux dire, sa tête, c\\'est un triangle géant. C\\'est quand même pas courant !", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "Je dirais bien que ce truc a la tête en l'air... [pause]sauf qu\\'il a pas de tête, justement.", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Cet archange a l'air assez excentrique, mais peut-être qu\\'il est amical.", + "AA_CUBE_PRE_BATTLE_FELIX2": "Peut-être que celui-ci ne nous attaquera pas. Qu'est-ce que tu en penses ?", + "AA_CUBE_PRE_BATTLE_EUGENE2": "Ce truc est vraiment pas évident à regarder...", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]J'ai bien peur de ne pas comprendre de quoi vous parlez...[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "Cet esprit serait-il un genre de philosophe ? Ou bien a-t-il juste perdu la raison ?", + "AA_CUBE_PRE_BATTLE_DOG2": "Wouf ?", + "AA_CUBE_PRE_BATTLE_CUBE3": "NON. JE VOIS DE L'INCONSTANCE EN VOUS. VOUS ÊTES DES ÊTRES IMPARFAITS. VOUS NE PRENEZ PAS LA CHOSE SOUS LE BON ANGLE, MAIS JE VAIS ARRANGER ÇA !", + "AA_CUBE_POST_BATTLE_CUBE1": "MES ANGLES SONT-ILS IMPARFAITS, EUX AUSSI ? LES CALCULS ÉTAIENT EXACTS. J'AI ÉCHOUÉ DANS TROIS DIMENSIONS SIMULTANÉES.", + "AA_CUBE_POST_BATTLE_ALEPH2": "EXCELLENT TIMING ! JE ME DISAIS JUSTEMENT QU'IL FALLAIT QUE JE RECRUTE QUELQU\\'UN QUI SOIT DOUÉ AVEC LES NOMBRES. TU NE RECHERCHERAIS PAS UN NOUVEAU BOULOT, MON AMI CUBOÏDE ?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Finalement, ce n'était pas un archange amical. C\\'est bien notre veine...", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Bon, encore un truc à ajouter à ma liste des \\\"trucs délirants qui ont cherché à me tuer\\\". [pause]Beau boulot !", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Bon, encore un truc à ajouter à ma liste des \\\"trucs délirants qui ont cherché à me tuer\\\". [pause]Beau boulot !", + "AA_CUBE_POST_BATTLE_EUGENE3": "Cet archange était vraiment bizarre. J'ai presque eu l\\'impression qu\\'il avait la même tête, quel que soit l\\'angle sous lequel je le regardais.", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Bon, encore un truc à ajouter à ma liste des \\\"trucs délirants qui ont cherché à me tuer\\\". [pause]Beau boulot !", + "AA_CUBE_POST_BATTLE_FELIX3": "La prochaine fois qu'on rencontrera un archange, je partirai du principe qu\\'il cherche à nous tuer, on gagnera du temps.", + "AA_CUBE_POST_BATTLE_VIOLA3": "S'il y avait un sens à la folie de cet archange, j\\'avoue qu\\'il m\\'a échappé...", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Les archanges sont vraiment bizarres, hein... ?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "Et donc, maintenant, un type mystérieux avec une [wave amp=30 freq=10]tête en triangle[/wave] intervient dans notre lutte contre les archanges ? Franchement, je sais pas trop quoi en penser...", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "L'homme-triangle est revenu. Qu\\'est-ce qu\\'il veut aux archanges, à ton avis ?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Et encore un combat contre un archange qui s'achève par l\\'apparition de cet [wave amp=30 freq=10]homme-triangle[/wave]. Ça commence à faire beaucoup...", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "L'homme-triangle a dit qu\\'il fallait que vous discutiez \\\"vraiment\\\", tous les deux. Qu\\'est-ce qu\\'il voulait dire ?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Une fois encore, l'archange a été emporté par magie par l\\'homme-triangle. Ça devrait peut-être nous inquiéter, non ?", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Je commence à me dire que l'homme-triangle mijote quelque chose de louche. Mieux vaut ouvrir l\\'œil, des fois qu\\'il revienne...", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "Combien de fois tu as vu l'homme-triangle à ce stade, {player} ? J\\'ai l\\'impression qu\\'il finit toujours par arriver partout où tu vas, je me trompe ?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Une fois encore, l'homme-triangle s\\'est pointé pour embarquer l\\'archange contre qui on se battait...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Une fois encore, on a battu un archange, et Aleph s'est pointé pour le recruter. Qu\\'est-ce qu\\'il fabrique, au juste ? Est-ce qu\\'il est piégé sur cette île, lui aussi ?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Si l'homme-triangle continue à se pointer pour recruter les archanges qu\\'on bat, il pourrait au moins être un peu mieux élevé et se présenter, tu crois pas ?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "On a gagné le combat, mais Aleph s'est encore ramené pour embarquer l\\'archange avec lui...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Aleph a dit que nos mondes avaient des \\\"légendes\\\" qui parlent de lui. Se pourrait-il que ce soit vrai, {player} ?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Vous croyez que chaque combat qu'on remporte contre un archange est juste une nouvelle opportunité de recrutement pour Aleph ? Je me demande si...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Un autre archange battu, et une nouvelle recrue pour Aleph. Qu'est-ce qu\\'il peut bien mijoter, au juste ?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "C'est quoi, cette histoire avec ce type à tête en triangle ? Est-ce qu\\'il a... [pause][wave amp=30 freq=10]téléporté[/wave] l\\'archange ? Je sais pas trop quoi en penser...", + "RETROSPECTIVE_ALEPH_MEREDITH2": "C'est pas la première fois que ce type-triangle se ramène pour embarquer un archange, pas vrai ? Ça me dit vraiment rien qui vaille...", + "RETROSPECTIVE_ALEPH_MEREDITH3": "À ton avis, il veut quoi, ce type-triangle ? Je risque pas de faire confiance à un bonhomme qui a une forme géométrique à la place de la tête !", + "RETROSPECTIVE_ALEPH_MEREDITH5": "La prochaine fois que tu verras le type avec la tête en triangle, tu pourrais pas lui demander ce qu'il veut ? Ça vaut le coup d\\'essayer, non ?", + "RETROSPECTIVE_ALEPH_MEREDITH4": "L'homme-triangle a dit qu\\'il voulait que vous discutiez \\\"vraiment\\\", tous les deux. C\\'est bizarre, tu trouves pas ?", + "RETROSPECTIVE_ALEPH_MEREDITH6": "On ferait peut-être mieux de partir du principe que le type avec la tête en triangle mijote un truc louche, non ? En tout cas, moi, c'est ce que je vais faire.", + "RETROSPECTIVE_ALEPH_MEREDITH8": "Qui que soit ton coéquipier, chaque fois que t'affrontes un archange, l\\'homme-triangle finit par se pointer, on dirait...", + "RETROSPECTIVE_ALEPH_MEREDITH7": "Et voilà. Sans surprise, l'autre mec à la tête en triangle s\\'est pointé. Franchement, il commence à faire suer !", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "Cet Aleph se balade beaucoup, pas vrai ? On dirait qu'il peut aller où il veut, du moment que c\\'est dans la gare souterraine.", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Pourquoi ce mec à tête en triangle parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Et l'autre Aleph qui s\\'est encore pointé...", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Pourquoi ce mec à tête en triangle parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Pourquoi ce mec à tête en triangle parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Et voilà. Sans surprise, l'autre Aleph s\\'est pointé. Franchement, il commence à faire suer !", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Qui que soit ton coéquipier, chaque fois que t'affrontes un archange, Aleph finit par se pointer, on dirait...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Pourquoi cet Aleph parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Pourquoi cet Aleph parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Pourquoi cet Aleph parle comme un chef d'entreprise ? C\\'est vraiment louche, cette histoire...", + "RETROSPECTIVE_ALEPH_EUGENE1": "Alors, juste pour être sûr qu'on est sur la même longueur d\\'onde, t\\'as aussi vu le type à tête triangulaire en manteau rouge faire disparaître l\\'archange, hein ? [pause]Je veux dire, j\\'ai pas rêvé ?", + "RETROSPECTIVE_ALEPH_EUGENE2": "Dis, je me goure, ou c'est la deuxième fois que le mec en manteau rouge se ramène pour faire disparaître l\\'archange ?", + "RETROSPECTIVE_ALEPH_EUGENE3": "Le type flottant en manteau rouge... C'est la troisième fois qu\\'il débarque comme ça et qu\\'il fait [wave amp=30 freq=10]disparaître[/wave] un archange, non ?", + "RETROSPECTIVE_ALEPH_EUGENE5": "C'était génial, comme combat, mais là, je t\\'avoue que je pense surtout au type flottant qui a débarqué à la fin. Si c\\'est une menace pour Port-la-Ville, je ferais bien d\\'ouvrir l\\'œil, des fois qu\\'il revienne...", + "RETROSPECTIVE_ALEPH_EUGENE4": "Le mec en manteau rouge a dit qu'il fallait que vous discutiez \\\"vraiment\\\", tous les deux. Je me trompe, ou il était limite menaçant, quand il a dit ça ?", + "RETROSPECTIVE_ALEPH_EUGENE6": "Ce type avec la tête en triangle... tu crois que c'est un archange, lui aussi ? Il a l\\'air plutôt costaud, non ? Je lui fais absolument pas confiance.", + "RETROSPECTIVE_ALEPH_EUGENE7": "Qu'est-ce que ce type à la tronche en triangle a bien pu vouloir dire quand il a raconté qu\\'il y avait des légendes basées sur lui ?", + "RETROSPECTIVE_ALEPH_EUGENE8": "Évidemment, l'homme-triangle est encore venu. Aucune surprise à ce niveau. C\\'est moi, ou il se ramène chaque fois que tu trouves un archange ?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "Cet archange parle comme un responsable de bureau. Je vais être honnête avec toi, je trouve ça carrément flippant.", + "RETROSPECTIVE_ALEPH_FELIX4": "Qu'est-ce que le type à la tête en triangle a voulu dire en racontant qu\\'il fallait que vous discutiez \\\"vraiment\\\", tous les deux ? Il a l\\'air bien élevé, mais je ne lui fais pas confiance.", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "Cet archange parle comme un responsable de bureau. Je vais être honnête avec toi, je trouve ça carrément flippant.", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "Cet archange parle comme un responsable de bureau. Je vais être honnête avec toi, je trouve ça carrément flippant.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "C'était [shake rate=30 level=10]carrément dingue[/shake], comme combat, mais là, je t\\'avoue que je pense surtout à cet Aleph. Qu\\'est-ce qu\\'il peut bien vouloir, au juste ?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "Qu'est-ce qu\\'Aleph a bien pu vouloir dire quand il a raconté qu\\'il y avait des légendes basées sur lui ?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "On dirait qu'Aleph a pas envie de se battre lui-même, pas vrai ? Il arrive toujours après la fin du combat, ça peut quand même pas être une coïncidence.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Et évidemment, Aleph s'est [wave amp=30 freq=10]encore[/wave] pointé après ce combat. Aucune surprise à ce niveau. C\\'est moi, ou il se ramène chaque fois que tu trouves un archange ?", + "RETROSPECTIVE_ALEPH_FELIX1": "Tu avais déjà vu ce type avec la tête en triangle ? Parce que moi, jamais. Bizarre, non ?", + "RETROSPECTIVE_ALEPH_FELIX2": "Ça fait deux fois que le bonhomme à la tête en triangle nous rend visite. J'ai l\\'impression qu\\'il se trame quelque chose, mais quoi ?", + "RETROSPECTIVE_ALEPH_FELIX3": "Cette fois, le type à la tête en triangle a eu l'air de se souvenir de toi, {player}.", + "RETROSPECTIVE_ALEPH_FELIX6": "Le type à la tête en triangle... c'est un archange, lui aussi, pas vrai ? Ou quelque chose comme ça...", + "RETROSPECTIVE_ALEPH_FELIX5": "Le type à la tête en triangle a encore embarqué un archange. Qu'est-ce qu\\'il fabrique ? Il les recrute, ou quoi ?", + "RETROSPECTIVE_ALEPH_VIOLA1": "As-tu déjà vu scène plus ubuesque que celle de tout à l'heure ? Qui pouvait bien être cet étrange individu ? Pas l\\'esprit que nous avons combattu, mais cet homme qui n\\'avait pas vraiment de tête...", + "RETROSPECTIVE_ALEPH_FELIX7": "Qu'est-ce que ce type à la tronche en triangle a bien pu vouloir dire quand il a raconté que nos mondes avaient des légendes basées sur lui ?", + "RETROSPECTIVE_ALEPH_FELIX8": "Qu'est-ce que tu penses de ce type à la tête en triangle, {player} ? Je suis en train de réfléchir à des théories...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Alors, comme ça, Aleph est encore venu aider un archange qu'on avait battu... Pourquoi est-ce qu\\'il les rassemble comme ça ? Il cherche un moyen de quitter la Nouvelle-Wirral, ou quoi ?", + "RETROSPECTIVE_ALEPH_FELIX9": "Alors, comme ça, ce type à la tête en triangle recrute bien les archanges. Qu'est-ce qu\\'il cherche à faire, constituer un groupe de musique ?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Aleph a dit que nos mondes avaient des légendes basées sur lui. Je n'ai aucune confiance en lui, mais quelque chose me dit qu\\'il pourrait bien dire la vérité, cette fois...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Quand Aleph est arrivé, tout à l'heure, son ton de voix m\\'a semblé familier. À l\\'entendre parler, j\\'ai cru qu\\'il [wave amp=30 freq=10]proposait du travail[/wave] à l\\'archange...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "On a gagné la bataille, mais Aleph est encore venu après. Il vaut mieux se méfier, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Pourquoi est-ce qu'Aleph recrute des archanges, d\\'abord ? Qu\\'est-ce qu\\'il cherche à faire, constituer un groupe de musique ?", + "RETROSPECTIVE_ALEPH_VIOLA3": "L'esprit dans le visage duquel on se voit comme dans un miroir a semblé te reconnaître, {player}. Quelles sombres machinations peut-il bien ourdir ?", + "RETROSPECTIVE_ALEPH_VIOLA2": "Cet esprit est revenu. Tu sais bien, celui dont le visage est un véritable miroir. Qu'est-ce que son étrange apparition peut bien signifier ?", + "RETROSPECTIVE_ALEPH_VIOLA4": "L'esprit au visage-miroir semblait vouloir s\\'entretenir avec toi, {player}. Si jamais il souhaite te parler, je te conseille de te méfier et de ne pas prendre ce qu\\'il te dit pour argent comptant.", + "RETROSPECTIVE_ALEPH_VIOLA6": "Quel plan funeste cet esprit au visage lisse comme un miroir peut-il bien ourdir ? Je me méfie de ces entités, et tu ferais bien d'en faire autant, {player}.", + "RETROSPECTIVE_ALEPH_VIOLA5": "L'esprit à la tête triangulaire s\\'est encore permis d\\'intervenir à la fin de l\\'un de nos combats. C\\'est vraiment un être des plus étranges...", + "RETROSPECTIVE_ALEPH_VIOLA7": "Cet esprit qui nous est apparu... tu sais bien, celui qui a un miroir en guise de visage... que peut-il bien nous vouloir ?", + "RETROSPECTIVE_ALEPH_VIOLA8": "Une fois encore, notre adversaire nous a échappé grâce à l'intervention du visage à face de miroir. C\\'est terriblement mal élevé de sa part !", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Nous avons peut-être vaincu ce puissant esprit, mais Aleph est encore intervenu pour le sauver. Cela devient clairement une habitude...", + "RETROSPECTIVE_ALEPH_VIOLA9": "L'esprit à face de miroir pourrait au moins avoir la délicatesse de se présenter, tu ne crois pas ? Ses apparitions inopportunes répétées et son manque flagrant de courtoisie sont extrêmement désagréables !", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "Quel plan funeste notre adversaire, Aleph, peut-il bien fomenter ? Je me méfie des esprits, et tu ferais bien d'en faire autant, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Cet esprit, \\\"Aleph\\\", s'est encore permis d\\'intervenir à la fin de l\\'un de nos combats. Peut-être cherche-t-il à quitter cette contrée, lui aussi ?", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Une fois encore, notre adversaire nous a échappé grâce à l'intervention fort inopportune de l\\'esprit connu sous le nom d\\'Aleph. Quel manque d\\'éducation de sa part !", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", + "CAPTAIN_HEATHER_POST_BATTLE2": "C'est une qualité appréciable chez les Veilleurs. [pause]Je te félicite, tu as réussi mon défi haut la main.", + "CAPTAIN_HEATHER_POST_BATTLE1": "Ni la pluie ni les bourrasques ne te retiennent, hein ? Tu n'as peur de rien !", + "CAPTAIN_HEATHER_POST_REWARD1": "Je prévois de grandes choses dans ton avenir !", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "Le climat est imprévisible, par ici... [pause]Mais comme tout le reste sur cette île, pas vrai ?", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Mes prévisions étaient exactes. Voilà que tu as rejoint les rangs des capitaines des Veilleurs, maintenant ! C'est le moment rêvé pour se faire une petite revanche, tu ne crois pas ?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "Magnifique ! [pause]La pression va augmenter !", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Mes prévisions étaient exactes. Voilà que tu as rejoint les rangs des capitaines des Veilleurs, maintenant ! C'est le moment rêvé pour se faire une petite revanche, tu ne crois pas ?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Pff... pff...[/shake] J'ai les mollets qui commencent à brûler.", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Mes prévisions étaient exactes. Voilà que tu as rejoint les rangs des capitaines des Veilleurs, maintenant ! C'est le moment rêvé pour se faire une petite revanche, tu ne crois pas ?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "Pas de problème. Tu devrais peut-être faire quelques exercices d'assouplissement et revenir plus tard...", + "CAPTAIN_HEATHER_POST_REMATCH1": "Encore une victoire retentissante ! Je n'en attendais pas moins de toi, bien sûr !", + "CAPTAIN_BUFFY_INTRO2": "Salut ! Je m'appelle Bruna, mais mes amis me surnomment Robusta. [pause]Je suis capitaine des Veilleurs ici, à la Nouvelle-Wirral.", + "CAPTAIN_BUFFY_INTRO3": "Tu pourrais dire que je me prépare au combat en entraînant mon corps ! Ici, à la Nouvelle-Wirral, nous pouvons nous battre en nous transformant en monstres...", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "Pourquoi vous vous entraînez comme ça ?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "Qu'est-ce que vous êtes en train de faire ?", + "CAPTAIN_CODEY_POST_REWARD1": "Ne va pas t'imaginer que tu as gagné [wave amp=30 freq=10]pour de vrai[/wave], surtout. [pause]Si je n\\'avais pas retenu mes coups, tu n\\'aurais pas eu la moindre chance.", + "CAPTAIN_BUFFY_INTRO4": "Mais tout commence avec nous ! Pour se battre, il faut des forces, et je fais tout mon possible pour [wave amp=30 freq=10]maximiser[/wave] mon énergie potentielle !", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "J'aimerais te montrer les ficelles du métier, mais tu n\\'as pas encore rejoint les nouvelles recrues des Veilleurs. Tu ferais peut-être mieux de revenir plus tard ?", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "J'aimerais te montrer les ficelles du métier, mais tu n\\'as pas encore rejoint les nouvelles recrues des Veilleurs. Tu ferais peut-être mieux de revenir plus tard ?", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Allons-y, alors ! [pause]J'espère que tu ne finiras pas [wave amp=30 freq=10]vidé[/wave] de tes forces !", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "J'aimerais te montrer les ficelles du métier, mais tu n\\'as pas encore rejoint les nouvelles recrues des Veilleurs. Tu ferais peut-être mieux de revenir plus tard ?", + "CAPTAIN_BUFFY_PRE_BATTLE1": "Si tu veux apprendre une chose ou deux, tu devrais commencer par relever mon défi pour les Veilleurs. Tu te sens d'attaque pour m\\'affronter ?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Allons-y, alors ! [pause]J'espère que tu ne finiras pas [wave amp=30 freq=10]vidée[/wave] de tes forces !", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Allons-y, alors ! [pause]J'espère que tu ne finiras pas [wave amp=30 freq=10]vidé·e[/wave] de tes forces !", + "CAPTAIN_BUFFY_LAST_LEGS1": "Qu'est-ce que je transpire, dis donc !", + "CAPTAIN_BUFFY_POST_BATTLE2": "Bien joué, recrue ! [pause]Tu as vraiment mérité ta victoire.", + "CAPTAIN_BUFFY_POST_BATTLE1": "J'ai eu beau maximiser mon énergie potentielle, je me suis quand même fait battre !", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "Cent abdos, cent pompes, cent accroupissements. Avec de tels exercices, j'aurai des muscles en béton armé !", + "CAPTAIN_BUFFY_POST_REWARD1": "Je ferais bien de m'octroyer une petite pause avant de me froisser un muscle.", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Salut, [wave amp=30 freq=10]Veilleur[/wave] ! [pause]J'ai appris, pour ta promotion !", + "CAPTAIN_BUFFY_PRE_REMATCH2": "Ça veut dire que tu es ici pour une nouvelle séance d'entraînement ?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Salut, [wave amp=30 freq=10]Veilleuse[/wave] ! [pause]J'ai appris, pour ta promotion !", + "CAPTAIN_BUFFY_PRE_REMATCH3": "Allons-y ! [pause]Je suis impatiente de me dépenser !", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Salut, [wave amp=30 freq=10]Veilleur·se[/wave] ! [pause]J'ai appris, pour ta promotion !", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "Ça chauffe, par ici ! [pause]Qui l'emportera ? Votre présentatrice préférée, ou notre étonnant débutant ? [pause]Il est temps de le découvrir !", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "Pas de problème. Tu devrais peut-être faire quelques exercices d'assouplissement et revenir plus tard...", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "Tu as fait de l'exercice, pas vrai ? Ça se voit, tu es encore plus fort·e que la dernière fois !", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "Tu as fait de l'exercice, pas vrai ? Ça se voit, tu es encore plus fort que la dernière fois !", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "J'adorerais interviewer notre invité en direct, mais hélas, il n\\'a pas encore rempli les [wave amp=30 freq=10]papiers nécessaires[/wave] ! [pause]J\\'imagine que vous devez tous être très déçus, les amis !", + "CAPTAIN_DREADFUL_LAST_LEGS1": "Assez ! [shake rate=30 level=10]Une bonne leçon te fera le plus grand bien ![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Rebonjour ! [pause]Tu reviens voir ta grande amie Penny ? [wave amp=30 freq=10]Ohhhhh[/wave], fallait pas !", + "CAPTAIN_DREADFUL_POST_BATTLE1": "Franchement, tu m'impressionnes. [pause]Même le fait de quitter le plan mortel n\\'a pas suffi pour te battre.", + "CAPTAIN_DREADFUL_POST_BATTLE2": "Voilà ta récompense pour avoir vaincu l'[wave amp=30 freq=10]immortelle Penny Dreadful ![/wave]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Rebonjour ! [pause]Tu reviens voir ta grande amie Penny ? [wave amp=30 freq=10]Ohhhhh[/wave], fallait pas !", + "CAPTAIN_DREADFUL_POST_REMATCH1": "On dirait que tu as encore gagné. J'imagine qu\\'il y a une leçon à en tirer... pour nous deux !", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Rebonjour ! [pause]Tu reviens voir ta grande amie Penny ? [wave amp=30 freq=10]Ohhhhh[/wave], fallait pas !", + "CAPTAIN_DREADFUL_POST_REWARD2": "Je ne suis pas [wave amp=30 freq=10]tout à fait[/wave] sûre de ce que ça signifie, mais en tout cas, [pause]ça a l'air drôlement profond !", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Eh bien, mais qui voilà ? [pause]Notre [wave amp=30 freq=10]dernière[/wave] recrue ! En plus, maintenant, te voilà capitaine des Veilleurs ? [pause]Tu es là pour m'inviter à faire la fête ?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "Quel fabuleux spectacle ! [pause]Tu as vraiment tout donné, sur ce coup-là !", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Eh bien, mais qui voilà ? [pause]Notre [wave amp=30 freq=10]dernière[/wave] recrue ! En plus, maintenant, te voilà capitaine des Veilleurs ? [pause]Tu es là pour m'inviter à faire la fête ?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Eh bien, mais qui voilà ? [pause]Notre [wave amp=30 freq=10]dernière[/wave] recrue ! En plus, maintenant, te voilà capitaine des Veilleurs ? [pause]Tu es là pour m'inviter à faire la fête ?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "À moins que ce soit pour autre chose... [pause]En fait, tu voudrais une revanche face à moi, c'est ça ?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "Ça marche ! [pause]Mais comme nous sommes maintenant sur un pied d'égalité, je te préviens, je vais y aller à fond !", + "CAPTAIN_DREADFUL_POST_REMATCH2": "Aucune idée de ce qu'elle peut bien être, en revanche. [pause]Je te laisse essayer de le découvrir.", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Alors, comme ça, on ne se sent pas de taille ? [pause]Ne t'inquiète pas, je ne t\\'en fais pas le reproche !", + "CAPTAIN_GLADIOLA_INTRO1.f": "Tu es bien loin de chez toi, dis donc. Et je ne veux pas parler de Port-la-Ville, bien sûr. [pause]Ton vrai chez-toi, je veux dire.", + "CAPTAIN_GLADIOLA_INTRO1.m": "Tu es bien loin de chez toi, dis donc. Et je ne veux pas parler de Port-la-Ville, bien sûr. [pause]Ton vrai chez-toi, je veux dire.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "Qu'est-ce que vous faites pour les Veilleurs ?", + "CAPTAIN_GLADIOLA_INTRO3": "La majeure partie de ce purgatoire dans lequel nous nous retrouvons piégés nous est inconnue.", + "CAPTAIN_GLADIOLA_INTRO1.n": "Tu es bien loin de chez toi, dis donc. Et je ne veux pas parler de Port-la-Ville, bien sûr. [pause]Ton vrai chez-toi, je veux dire.", + "CAPTAIN_GLADIOLA_INTRO2": "Je suis Gladiola, une loyale capitaine des Veilleurs de Ianthe.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Loyale ?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Tout le monde en ville raconte que tu as désormais rejoint les rangs de nos capitaines !", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Tu m'as l\\'air capable de te débrouiller, dis-moi. Ça ne te dirait pas de rejoindre les Veilleurs en tant que nouvelle recrue ?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "C'est le bon choix, tu n\\'es pas encore prêt. [pause]C\\'est toujours bon de connaître ses propres limites.", + "CAPTAIN_CLEEO_INTRO4": "Insérer la pièce ?", + "CAPTAIN_CLEEO_INTRO1": "Bzzt !", + "CAPTAIN_CLEEO_INTRO3": "Il a une fente à pièces dans le dos. Peut-être qu'il y a, sur l\\'île, une pièce permettant de le faire marcher correctement.", + "CAPTAIN_CLEEO_INTRO2": "Ce robot a l'air d\\'avoir quelques soucis de fonctionnement.", + "CAPTAIN_JUDAS_INTRO5": "Quand on regarde un monstre sanguinaire dans le blanc des yeux, le seul moyen de s'en sortir, c\\'est d\\'être persuadé qu\\'on va gagner avant même d\\'entamer le combat.", + "CAPTAIN_JUDAS_INTRO3": "Mon métier, c'est de rester en vie, quoi qu\\'il arrive. [pause]Note que c\\'est plus facile à dire qu\\'à faire sur une île [shake rate=30 level=10]grouillant[/shake] de prédateurs plus redoutables les uns que les autres.", + "CAPTAIN_JUDAS_PRE_BATTLE2": "D'accord, [pause]mais promets-moi de ne pas trop mal le prendre quand tu mordras la poussière.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "C'est le bon choix, tu n\\'es pas encore prêt·e. [pause]C\\'est toujours bon de connaître ses propres limites.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "C'est le bon choix, tu n\\'es pas encore prête. [pause]C\\'est toujours bon de connaître ses propres limites.", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "Tu avais des stratégies pour contrer les miennes. [pause]Tu as l'état d\\'esprit d\\'un vrai Veilleur. [pause]Tiens, tu l\\'as bien mérité.", + "CAPTAIN_JUDAS_LAST_LEGS1": "Je ne m'attendais pas à ce que survives aussi longtemps. [pause]Pas mal.", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Je ferais peut-être bien de retourner à Port-la-Ville pour effectuer un ravitaillement tactique.", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "Dis, c'est toi, la nouvelle recrue des Veilleurs ? Et tu aimes particulièrement te battre, c\\'est ça ? [pause]J\\'imagine que je peux faire une petite pause et remettre mon tri à plus tard si tu te sens d\\'attaque pour relever mon défi !", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "Euh... d'accord.", + "CAPTAIN_JUDAS_INTRO1.f": "Je t'ai entendue arriver à deux cents mètres, au moins. [pause]Si tu espérais avoir la surprise de ton côté, c\\'est raté.", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "Qui êtes-vous ?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "Oh... [pause]Tu es capitaine des Veilleurs ?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "Je n'aurais jamais cru que tu rejoindrais un jour les Veilleurs.", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Si ça t'intéresse de donner des coups de main sur l\\'île, tu devrais aller voir Ianthe. Elle doit se trouver quelque part dans le parc de la Nouvelle-Wirral au moment où je te parle.", + "CAPTAIN_LODESTEIN_INTRO7": "Mais ils ne marcheraient pas sur Terre. [pause]Aucune chance. [pause]L'atmosphère terrestre ne fonctionne pas comme ça.", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Bon, assez parlé science. [pause]Tu es ici pour relever mon défi à l'intention des capitaines des Veilleurs, n\\'est-ce pas ?", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "À ma décharge, [pause]je dois reconnaître que tu te débrouilles bien mieux que je ne le pensais.", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Excellent ! [pause]J'imagine que ça ne te causera pas un choc d\\'apprendre que ma spécialité, c\\'est l\\'électricité. Alors, tu vas devoir être particulièrement rapide si tu ne veux pas que la foudre s\\'abatte sur toi !", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Toutes mes excuses, je n'avais pas réalisé que tu ne faisais que passer.", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "Ce combat était particulièrement électrisant, tu ne trouves pas ?", + "CAPTAIN_WALLACE_POST_REMATCH1": "En dépit de tous mes efforts, mes défenses se sont tout de même effondrées...", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "C'est vrai, iel est capitaine ? Il faut croire qu\\'iel cache bien son jeu !", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "Euh, si tu as envie de tenter mon défi des Veilleurs, tu vas d'abord devoir t\\'inscrire. [pause]Une fois que ce sera fait, viens me réveiller, d\\'accord ?", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Hé, la nouvelle ! [pause]On dit « capitaine », maintenant, c'est ça ? [pause]Parce que j\\'ai cru comprendre que tu étais des nôtres...", + "CAPTAIN_ZEDD_LAST_LEGS1": "*Bâillement* [pause]Alors, comment se passe le combat ? J'ai gagné, ou pas encore ? Oh...", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "C'est vrai, il est capitaine ? Il faut croire qu\\'il cache bien son jeu !", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "Oh. [pause]Je ne m'attendais pas à ce qu\\'elle soit capitaine des Veilleurs.", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "Pas de problème, une bonne sieste me fera le plus grand bien, de toute façon.", + "CAPTAIN_ZEDD_PRE_BATTLE1": "Euh, j'imagine que tu es là pour tenter mon défi d\\'entraînement des Veilleurs, pas vrai ?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "C'est vrai, elle est capitaine ? Il faut croire qu\\'elle cache bien son jeu !", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Je dois bâtir de meilleures fondations pour ma stratégie de combat...", + "CAPTAIN_WALLACE_INTRO1": "Tu veux savoir ce qui nous différencie [wave amp=30 freq=10]vraiment[/wave] des monstres ?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "Dis, c'est toi, la nouvelle recrue des Veilleurs ? Et tu aimes particulièrement te battre, c\\'est ça ? [pause]J\\'imagine que je peux faire une petite pause et remettre mon tri à plus tard si tu te sens d\\'attaque pour relever mon défi !", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Pas de problème. Une autre fois, alors...", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Tout le monde en ville raconte que tu as désormais rejoint les rangs de nos capitaines !", + "CAPTAIN_READY_CHECK.f": "Te sens-tu prête à affronter {pawn} ?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "Tu devrais aller voir Ianthe, notre chef. Il me semble qu'elle se trouve à l\\'avant-poste situé juste au nord d\\'ici.", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Hé, læ nouveau·elle ! [pause]On dit « capitaine », maintenant, c'est ça ? [pause]Parce que j\\'ai cru comprendre que tu étais des nôtres...", + "CAPTAIN_SKIP_POST_BATTLE1.n": "Eh bien, tu m'as mis une sacrée raclée, dis donc ! [pause]Peut-être que je t\\'avais sous-estimé·e, finalement...", + "CAPTAIN_SKIP_POST_BATTLE1.f": "Eh bien, tu m'as mis une sacrée raclée, dis donc ! [pause]Peut-être que je t\\'avais sous-estimée, finalement...", + "CAPTAIN_SKIP_POST_BATTLE2": "Tu as surpassé toutes mes attentes. Tiens, voilà ta récompense.", + "CAPTAIN_WALLACE_INTRO2": "Notre infrastructure ! [pause]Les maisons, les murs, l'eau courante...", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "Bonne chance pour la suite !", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "Bonne chance pour la suite !", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "Bonne chance pour la suite !", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Tiens, salut ! J'espère que tu vas bien.", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Tiens, salut ! J'espère que tu vas bien.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "On raconte que tu es des nôtres, maintenant, alors, félicitations !", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Tiens, salut ! J'espère que tu vas bien.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "On raconte que tu es des nôtres, maintenant, alors, félicitations !", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "On raconte que tu es des nôtres, maintenant, alors, félicitations !", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Toutes mes excuses, je n'avais pas réalisé que tu ne faisais que passer.", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Ça te dirait, une petite revanche ? [pause]Ça me démange depuis la dernière fois...", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Je te dirais bien que, cette fois, je ne retiendrai pas mes coups, [pause]mais à vrai dire, la première fois, je ne les avais pas retenus non plus.", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Sache que j'ai effectué les mises à jour nécessaires pour colmater les faiblesses de mes algorithmes de combat. [pause]Ta défaite est désormais une certitude statistique, « capitaine ».[/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "J'aimerais pouvoir discuter un peu plus longtemps, mais hélas, il me reste de la maintenance à effectuer.", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Bien joué, capitaine.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Bien joué, capitaine.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Bien joué, capitaine.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perdre une fois, c'est déjà une anomalie, [pause]mais deux fois ? [pause]Peut-être est-il temps pour moi de réévaluer certaines des notions préconçues que j\\'ai à propos des humains.[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Tout le monde en ville raconte que tu as désormais rejoint les rangs de nos capitaines !", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "Dis, c'est toi, la nouvelle recrue des Veilleurs ? Et tu aimes particulièrement te battre, c\\'est ça ? [pause]J\\'imagine que je peux faire une petite pause et remettre mon tri à plus tard si tu te sens d\\'attaque pour relever mon défi !", + "CAPTAIN_SKIP_NOT_TRAINEE2": "Tu devrais aller voir Ianthe. [pause]Je crois qu'elle se trouve actuellement dans le parc de la Nouvelle-Wirral.", + "CAPTAIN_SKIP_PRE_BATTLE2": "Magnifique ! [pause]Essaie de t'amuser... et j\\'espère que ça ne te décevra pas trop que je te batte !", + "CAPTAIN_SKIP_LAST_LEGS1": "Jusque-là, tu te débrouilles très bien ! [pause]Mais attention, je ne peux pas te promettre que je vais continuer à être tendre avec toi !", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe dit que tu sais vraiment te battre. Du coup, j'imagine que tu as envie de relever mon défi pour les Veilleurs ?", + "CAPTAIN_SKIP_POST_REWARD1": "Quant à moi, je ferais bien de reprendre ma collecte de trucs et bricoles en tout genre. [pause]Les gens possèdent vraiment tant de [wave amp=30 freq=10]choses[/wave] que ça, dans ton monde ?", + "CAPTAIN_WALLACE_INTRO3": "Mais savoir bâtir une communauté ne suffit pas. [pause]Il faut l'entretenir, aussi ! Un endroit comme Port-la-Ville finirait par tomber en ruine si on n\\'en prenait pas soin.", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Pourquoi mes vils créateurs ont-ils intégré un défaut aussi crucial à mon matériel ? [pause][shake rate=30 level=10]Avaient-ils peur que je me révolte et que je renverse leur tyrannie, comme ils le méritaient ?[/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Je possède le cerveau électronique le plus évolué qui soit pour un casino du XXIVe siècle, et pourtant, je fonctionne [shake rate=30 level=10]toujours[/shake] avec des pièces ![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Toutes mes excuses. [pause]Mes fonctionnalités sont quelque peu rouillées, et il arrive que mes banques de données aient besoin d'un peu de temps pour se connecter.[/color]", + "CAPTAIN_ZEDD_INTRO3": "Cela dit, c'est de plus en plus difficile de \\\"méditer\\\" dans le coin, avec tous ces Missilinos qui fusent de partout. Tu crois que tu pourrais [wave amp=30 freq=10]régler le problème ?[/wave]", + "CAPTAIN_ZEDD_INTRO1": "...", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "Oh. [pause]Je ne m'attendais pas à ce qu\\'iel soit capitaine des Veilleurs.", + "CAPTAIN_JUDAS_POST_REWARD1": "Nous vivons une époque dangereuse. [pause]La civilisation et la sécurité sont des concepts éphémères, et il faut être capable de survivre par soi-même si l'on veut pouvoir s\\'en sortir.", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "Tu avais des stratégies pour contrer les miennes. [pause]Tu as l'état d\\'esprit d\\'une vraie Veilleuse. [pause]Tiens, tu l\\'as bien mérité.", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "Tu avais des stratégies pour contrer les miennes. [pause]Tu as l'état d\\'esprit d\\'un·e vrai·e Veilleur·se. [pause]Tiens, tu l\\'as bien mérité.", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Alors ? [pause]Tu as envie de te battre ? [pause]Sache que les statistiques ne sont pas en ta faveur, mais qui sait ? C'est peut-être ton jour de chance...[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Si jamais tu t'engages pour rejoindre les nouvelles recrues des Veilleurs, pense à venir me voir et on pourra parier ensemble, tous les deux.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Si jamais tu t'engages pour rejoindre les nouvelles recrues des Veilleurs, pense à venir me voir et on pourra parier ensemble, tous·tes les deux.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Si jamais tu t'engages pour rejoindre les nouvelles recrues des Veilleurs, pense à venir me voir et on pourra parier ensemble, toutes les deux.[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "Je dois le reconnaître que c'est une victoire amplement méritée, capitaine !", + "CAPTAIN_SKIP_POST_REMATCH2.m": "Je dois le reconnaître que c'est une victoire amplement méritée, capitaine !", + "CAPTAIN_SKIP_POST_REMATCH3": "Pas grave. [pause]Je ne suis pas un combattant, de toute façon...", + "CAPTAIN_SKIP_POST_REMATCH4": "En fait, je suis juste un nerd, quand on y réfléchit. [pause]Un nerd qui adore tous ces [wave amp=30 freq=10]trucs[/wave] !", + "CAPTAIN_SKIP_POST_REMATCH2.n": "Je dois le reconnaître que c'est une victoire amplement méritée, capitaine !", + "CAPTAIN_WALLACE_LAST_LEGS1": "Je ne me laisserai pas démolir aussi aisément !", + "CAPTAIN_WALLACE_PRE_BATTLE2": "J'espère que ta formation repose sur de bonnes fondations, car tu vas devoir être solide si tu veux avoir une chance d\\'abattre mes murs !", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "Oh. [pause]Je ne m'attendais pas à ce qu\\'il soit capitaine des Veilleurs.", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*Bâillement* Bon, très bien. Il est temps d'aller au lit... [pause]Euh, je veux dire, d\\'aller sur le champ de bataille. [pause]Ouais, c\\'est ça...", + "CAPTAIN_WALLACE_POST_BATTLE2": "Beau travail. Tiens, tu l'as bien mérité.", + "CAPTAIN_WALLACE_POST_BATTLE1": "J'ai bâti mes murs, et tu les as [shake rate=30 level=10]abattus[/shake] sans la moindre difficulté !", + "CAPTAIN_JUDAS_INTRO4": "Nous sommes [wave amp=30 freq=10]bien loin[/wave] de chez nous, [pause]et la seule chose qui nous différencie des bêtes sauvages, c'est notre capacité à établir une stratégie.", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "Pas de problème, une bonne sieste me fera le plus grand bien, de toute façon.", + "CAPTAIN_ZEDD_PRE_REMATCH2": "Si tu as envie qu'on se fasse un autre petit combat, j\\'ai un peu de temps avant ma prochaine sieste. Ça te tente ?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*Bâillement* Très bien, remettons ça...", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Une fois encore, tu m'as donné une bonne leçon. Bravo, tu as vraiment un style électrique !", + "CAPTAIN_DREADFUL_INTRO1": "Tu sais, cet endroit s'appelait autrefois la Nouvelle-Londres. [pause]Il y avait tellement d\\'habitants à Port-la-Ville que l\\'idée de fonder une seconde bourgade avait fait son chemin.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Une fois encore, tu m'as donné une bonne leçon. Bravo, tu as vraiment un style électrique !", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Pas sûr·e que toutes ces histoires aient été vraies...", + "CAPTAIN_DREADFUL_INTRO3": "Ça avait l'air d\\'être un endroit affreux ! [pause]Plein de coupe-jarrets, [pause]de bandits de grand chemin, [pause]de vampires, même... [pause]Ça me fascinait !", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "C'est vrai que ça a l\\'air marrant, comme genre d\\'endroit...", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Pas sûr que toutes ces histoires aient été vraies...", + "CAPTAIN_DREADFUL_INTRO2": "C'est là que j\\'ai grandi, vois-tu... [pause]J\\'y ai passé toute ma jeunesse, à entendre des tas d\\'histoires au sujet de la [wave amp=30 freq=10]vraie[/wave] Londres.", + "CAPTAIN_LODESTEIN_INTRO2": "...", + "CAPTAIN_LODESTEIN_INTRO3": "Voilà, [pause]c'est fini !", + "CAPTAIN_LODESTEIN_INTRO1.f": "Je suis à toi dans une seconde, il me reste juste quelques petites réparations à finaliser.", + "CAPTAIN_LODESTEIN_INTRO5": "Tu veux connaître mon secret ? [pause]Ces pylônes nous permettent d'alimenter la ville en énergie, mais nous n\\'avons [wave amp=30 freq=10]pas la moindre idée[/wave] de comment ils fonctionnent.", + "CAPTAIN_LODESTEIN_INTRO4": "Levi Magneth. [pause]Je travaille avec les Veilleurs, et je m'assure que tout fonctionne correctement.", + "CAPTAIN_LODESTEIN_INTRO6": "Ce que je pense, c'est qu\\'il y a à la Nouvelle-Wirral une forme d\\'électricité unique que ces pylônes sont capables de conduire et de stocker.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Si cet Aleph n'était pas un pleutre, il nous affronterait en face ! Mais c\\'est tout le contraire, il ne fait que s\\'enfuir sans demander son reste !", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Bref, tu disais que le fait d'avoir vaincu l\\'archange plus tôt t\\'avait donné un indice ? Lequel ?", + "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\" ?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "Bref, tu disais que t'avais un indice ? Une piste à suivre ? C\\'est quoi ?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Bon... [pause]c'est quand même pas lourd. J\\'imagine qu\\'il va nous falloir trouver un autre archange, alors...", + "RETROSPECTIVE_CLUE1_EUGENE1": "Et sinon, tu disais que tu avais un indice, non ? Qu'est-ce que c\\'est ?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Désolée, mais franchement, c'est pas lourd, ton truc...", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Désolée, mais franchement, c'est pas lourd, ton truc...", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Désolée, mais franchement, c'est pas lourd, ton truc...", + "RETROSPECTIVE_CLUE1_EUGENE2": "Bof, je vois pas trop ce qu'on va pouvoir en faire.", + "RETROSPECTIVE_CLUE1_FELIX1": "Bref, tu as parlé d'un indice, non ? Qu\\'est-ce que c\\'est ?", + "RETROSPECTIVE_CLUE1_FELIX2": "Hmm... Ce n'est pas grand-chose. Tu vas peut-être avoir besoin de davantage d\\'informations.", + "RETROSPECTIVE_CLUE1_VIOLA2": "Je ne sais qu'en penser. S\\'il y a une solution, j\\'avoue qu\\'elle m\\'échappe.", + "RETROSPECTIVE_CLUE1_VIOLA1": "Et donc, tu as brièvement évoqué une énigme que tu avais trouvée. Souhaites-tu m'en faire part ?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "C'est encore trop vague pour nous aider. Faudrait trouver un autre archange...", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Bref, tu dis que la chanson que tu entends dans ta tête est plus longue, maintenant ? C'est quoi, la suite ?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "Tu m'as bien parlé d\\'un indice que tu voulais suivre, non ?", + "RETROSPECTIVE_CLUE2_EUGENE1": "Tiens, j'y pense, tu disais pas que tu avais trouvé un indice étrange ? C\\'est quoi ?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "Ouais, ben, franchement, je vois pas trop en quoi ça peut nous aider...", + "RETROSPECTIVE_CLUE2_EUGENE2": "Hmm... Ça risque pas de nous aider des masses.", + "RETROSPECTIVE_CLUE2_FELIX1": "Au fait, tu disais bien que tu avais un nouvel indice, non ?", + "RETROSPECTIVE_CLUE2_FELIX2": "C'est plutôt vague, si tu veux mon avis...", + "RETROSPECTIVE_CLUE2_VIOLA2": "Curieux. Hélas, il n'y a pas grand-chose à tirer de cet extrait, j\\'en ai peur.", + "RETROSPECTIVE_CLUE2_VIOLA1": "Tu disais avoir une énigme à résoudre, non ? Peut-être aimerais-tu la partager avec moi ?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Ça semble indiquer une direction, mais c'est encore trop vague pour être utilisable.", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "Alors, as-tu trouvé la suite de ta [wave amp=30 freq=10]chanson[/wave] ? Qu'est-ce que c\\'est ?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "Oh, tu voulais me demander mon avis sur un indice que t'as trouvé ? Vas-y, je t\\'écoute...", + "RETROSPECTIVE_CLUE3_MEREDITH2": "Ça semble... indiquer une direction, non ?", + "RETROSPECTIVE_CLUE3_EUGENE1": "Tu disais pas que tu avais un nouvel indice à suivre ? Tu veux m'en parler ?", + "RETROSPECTIVE_CLUE3_EUGENE2": "J'ai l\\'impression que ça indique une direction, mais c\\'est quand même super vague.", + "RETROSPECTIVE_CLUE3_FELIX1": "Tu disais que tu avais un nouvel indice, non ? Qu'est-ce que c\\'est ?", + "RETROSPECTIVE_CLUE3_VIOLA2": "Nul doute que cela cherche à t'indiquer un endroit, mais ce n\\'est pas assez précis pour savoir lequel, au juste.", + "RETROSPECTIVE_CLUE3_VIOLA1": "Dis-moi, tu as évoqué un genre d'énigme que tu ne parvenais pas à déchiffrer. Si nous en parlions ?", + "RETROSPECTIVE_CLUE3_FELIX2": "On dirait que ça indique une direction, non ? Peut-être que chaque nouvel indice permet d'en savoir un peu plus...", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Oh, j'ai failli oublier ! Tu as obtenu un nouvel indice de la part de l\\'archange fantôme qui vit en toi ?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "Si tu veux mon avis, on [wave amp=30 freq=10]dirait[/wave] que ça décrit une région, ou quelque chose comme ça. T'as envie d\\'aller là-bas ?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "Tu parlais d'un indice qui te semblait intéressant, non ? Vas-y, envoie.", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "On dirait que ça décrit un genre de région, non ? Qu'est-ce que tu en dis ?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "Tu as mentionné quelque chose... un nouvel indice que tu voulais suivre, non ? Si tu m'en parlais ?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "Tu as mentionné quelque chose... un nouvel indice que tu voulais suivre, non ? Si tu m'en parlais ?", + "RETROSPECTIVE_CLUE4_EUGENE2": "On dirait que ça décrit une partie de l'île. Qu\\'est-ce que tu en penses ?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "Tu as mentionné quelque chose... un nouvel indice que tu voulais suivre, non ? Si tu m'en parlais ?", + "RETROSPECTIVE_CLUE4_FELIX1": "Au fait, tu disais avoir un indice que tu voulais suivre, non ? De quoi s'agit-il ?", + "RETROSPECTIVE_CLUE4_FELIX2": "J'ai l\\'impression que ça évoque une partie de l\\'île. Ce n\\'est pas assez spécifique pour savoir laquelle, mais c\\'est déjà ça...", + "RETROSPECTIVE_CLUE4_VIOLA2": "J'ai la sensation que cela évoque un endroit de l\\'île. N\\'es-tu pas d\\'accord avec moi ?", + "RETROSPECTIVE_CLUE4_VIOLA1": "Oh, j'oubliais. Tu as évoqué un indice caché dans une strophe. Si tu m\\'en parlais ?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "Au fait, t'avais un indice que tu voulais suivre, non ? C\\'était quoi ?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "On dirait que ça décrit un endroit spécifique ! Ça te dit rien, {player} ?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "À part ça, tu as la suite de la chanson qui pourrait te permettre de trouver le moyen de quitter la Nouvelle-Wirral ?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "Pour le coup, ça a l'air drôlement spécifique. Si ça se trouve, c\\'est un endroit sur cette île.", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "Oh, tu disais pas que tu avais un nouvel indice à suivre ? Tu veux me dire ce que c'est ?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "Oh, tu disais pas que tu avais un nouvel indice à suivre ? Tu veux me dire ce que c'est ?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "Oh, tu disais pas que tu avais un nouvel indice à suivre ? Tu veux me dire ce que c'est ?", + "RETROSPECTIVE_CLUE5_VIOLA1": "Dis-moi, tu as mentionné une énigme que tu as reçue. Puis-je te demander de la partager avec moi ? Je pourrais peut-être t'aider à la décrypter...", + "RETROSPECTIVE_CLUE5_EUGENE2": "Cette fois, c'est [shake rate=30 level=10]sûr[/shake], ça décrit bien un endroit de la Nouvelle-Wirral !", + "RETROSPECTIVE_CLUE5_FELIX2": "Ce n'est pas simple à comprendre, mais il y a des détails très spécifiques, comme si ça décrivait un endroit donné. Tu le cherches ?", + "RETROSPECTIVE_CLUE5_FELIX1": "Tu disais que tu avais trouvé un nouvel indice, non ? De quoi s'agit-il, au juste ?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Alors, et ta [wave amp=30 freq=10]chanson magique[/wave] ? Elle t'a donné une nouvelle piste ?", + "RETROSPECTIVE_CLUE5_VIOLA2": "Les détails de cette ligne sont extrêmement spécifiques. Se pourrait-il que cela indique un endroit où aller ? Curieux...", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "On dirait quelque chose qu'il te faut faire à un endroit spécifique, comme un genre de rituel.", + "RETROSPECTIVE_CLUE6_EUGENE2": "On dirait une action qu'il faut faire... un genre de [wave amp=30 freq=10]code secret[/wave], non ?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "T'as un autre indice que tu suis ?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "Oh. On dirait un genre de [wave amp=30 freq=10]truc[/wave] qu'il faut faire à un endroit précis.", + "RETROSPECTIVE_CLUE6_EUGENE1": "Alors, tu as un autre indice à suivre ? Raconte-moi tout.", + "RETROSPECTIVE_CLUE6_VIOLA1": "Tu as évoqué autre chose, non ? Un indice caché dans une strophe sur lequel tu souhaitais te pencher...", + "RETROSPECTIVE_CLUE6_FELIX1": "Alors, comme ça, tu as un autre de tes indices ?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "D'après ce que tu m\\'en as dit, on dirait qu\\'elle te révèle à la fois un lieu et un rituel. Autrement dit, si tu accomplis la bonne action au bon endroit, ça devrait faire l\\'affaire !", + "RETROSPECTIVE_CLUE6_FELIX2": "Il décrit une action à accomplir, non ? On dirait presque un genre de [wave amp=30 freq=10]code secret[/wave]. Tu connais l'endroit où il faut faire ça ?", + "RETROSPECTIVE_CLUE6_VIOLA2": "Cela me fait penser à un genre de code, comme un geste secret ou une manière spécifique de frapper à une porte. Une action qu'il faut effectuer pour entrer dans un lieu secret.", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Alors, ta mystérieuse chanson pleine d'instructions t\\'a appris du concret, {player} ?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "J'ai l\\'impression que tu as assez d\\'informations pour en faire quelque chose, maintenant. Si on allait voir ?", + "RETROSPECTIVE_CLUE7_EUGENE1": "Alors, comment ça se passe, avec tes [wave amp=30 freq=10]indices musicaux[/wave] ? J'avais l\\'impression qu\\'ils contenaient suffisamment d\\'informations pour découvrir ce qu\\'ils cachaient, non ?", + "RETROSPECTIVE_CLUE7_MEREDITH1": "T'as trouvé d\\'autres indices ? Parce qu\\'on dirait que ton [wave amp=30 freq=10]étrange chanson[/wave] contient assez d\\'infos pour trouver quelque chose. Enfin, peut-être...", + "RETROSPECTIVE_CLUE7_FELIX1": "Au fait, tu as réussi à résoudre le mystère de ces strophes de poésie qui t'intéressaient tant ? On dirait qu\\'elles t\\'ont révélé un lieu, ainsi qu\\'une chose que tu aurais à faire là-bas...", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "Alors, tu n'as toujours pas réussi à comprendre les indices de ta [wave amp=30 freq=10]chanson de l\\'archange[/wave] ?", + "RETROSPECTIVE_CLUE7_VIOLA1": "Dis-moi, as-tu fini par résoudre l'énigme que nous avions évoquée à plusieurs reprises ? Tu sais bien, celle qui décrivait à la fois un lieu et une action à entreprendre sur place...", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Au fait, qu'est-ce que ça dit, tous ces indices que tu as trouvés ? T\\'as réussi à les comprendre ? Parce que sinon, faudrait peut-être recommencer à te pencher dessus...", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Au fait, qu'est-ce que ça dit, tous ces indices que tu as trouvés ? T\\'as réussi à les comprendre ? Parce que sinon, faudrait peut-être recommencer à te pencher dessus...", + "RETROSPECTIVE_CLUE8_FELIX1": "Tu as réussi à tirer quelque chose de ces indices poétiques que tu suivais ? Parce qu'à force, ils commençaient à être prometteurs, non ?", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Au fait, qu'est-ce que ça dit, tous ces indices que tu as trouvés ? T\\'as réussi à les comprendre ? Parce que sinon, faudrait peut-être recommencer à te pencher dessus...", + "RETROSPECTIVE_CLUE8_EUGENE1": "Tu sais, ces indices ressemblant à de la poésie dont tu m'as parlé... tu as réussi à les déchiffrer ?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "Alors, es-tu parvenu à déchiffrer l'énigme sur laquelle tu te penchais ? J\\'avais l\\'impression qu\\'elle évoquait à la fois un lieu important et un rituel à accomplir une fois sur place.", + "RETROSPECTIVE_CLUE9_MEREDITH1": "Et, euh... ces paroles de chanson dont tu causais sans cesse. Je crois savoir quel endroit elles décrivent. Tu veux qu'on aille voir ?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "Alors, es-tu parvenue à déchiffrer l'énigme sur laquelle tu te penchais ? J\\'avais l\\'impression qu\\'elle évoquait à la fois un lieu important et un rituel à accomplir une fois sur place.", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Je t'ai déjà dit que j\\'étais douée pour résoudre les énigmes ? Je crois savoir quel est l\\'endroit indiqué par ta [wave amp=30 freq=10]chanson mystère[/wave]. Viens, allons voir !", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "Alors, es-tu parvenu·e à déchiffrer l'énigme sur laquelle tu te penchais ? J\\'avais l\\'impression qu\\'elle évoquait à la fois un lieu important et un rituel à accomplir une fois sur place.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Tu m'as bien dit que, quand t\\'étais à la Loge d\\'Ambre, t\\'en es parti·e en passant par un miroir, non ? Tu pourrais pas faire pareil avec l\\'autre miroir, celui que t\\'as trouvé sur l\\'île ?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "Tu sais quoi ? Je crois bien avoir découvert de quel endroit parle ta chanson mystère ! Il faudrait aller voir, tu crois pas ?", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "Tu sais quoi ? Je crois bien avoir découvert de quel endroit parle ta chanson mystère ! Il faudrait aller voir, tu crois pas ?", + "RETROSPECTIVE_CLUE9_FELIX1": "Tu sais, ces indices que tu as trouvés dans une poésie ? Je crois bien qu'ils évoquent un endroit précis sur cette île... et je suis à peu près sûr d\\'avoir découvert où il se trouve !", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "Tu sais quoi ? Je crois bien avoir découvert de quel endroit parle ta chanson mystère ! Il faudrait aller voir, tu crois pas ?", + "RETROSPECTIVE_CLUE9_VIOLA1": "Je dois te dire qu'il me semble bien avoir réussi à résoudre cette énigme qui te déconcertait tant. Retrouvons-nous là-bas, d\\'accord ?", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Ce miroir que tu as trouvé, il a vraiment l'air important, tu sais. Dommage qu\\'on sache pas encore à quoi il peut bien servir...", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Bon, la chanson de Morgayne menait à ce mystérieux miroir, mais on ne sait pas encore ce qu'il faut en faire, pas vrai ?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "OK, t'as trouvé ce miroir, et il a l\\'air vachement important, mais j\\'imagine qu\\'on sait pas encore à quoi il sert [wave amp=30 freq=10]vraiment[/wave], hein ? Hmm...", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Ce miroir étrange auquel les indices ont fini par te conduire... tu as découvert à quoi il sert ? Sinon, pas de panique, on finira bien par le savoir...", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Dis-moi, es-tu parvenu à percer les mystères de ce miroir d'un autre monde ? Si ce n\\'est pas encore le cas, je suis sûre que tu finiras par y arriver.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Dis-moi, es-tu parvenue à percer les mystères de ce miroir d'un autre monde ? Si ce n\\'est pas encore le cas, je suis sûre que tu finiras par y arriver.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Dis-moi, es-tu parvenu·e à percer les mystères de ce miroir d'un autre monde ? Si ce n\\'est pas encore le cas, je suis sûre que tu finiras par y arriver.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Tu m'as bien dit que, quand t\\'étais à la Loge d\\'Ambre, t\\'en es parti en passant par un miroir, non ? Tu pourrais pas faire pareil avec l\\'autre miroir, celui que t\\'as trouvé sur l\\'île ?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "La chanson de Morgayne t'a conduit·e jusqu\\'à ce mystérieux miroir, et tu dis que tu es passé·e par un miroir à la Loge d\\'Ambre. Peut-être que celui-ci fonctionne pareil ?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "La chanson de Morgayne t'a conduite jusqu\\'à ce mystérieux miroir, et tu dis que tu es passée par un miroir à la Loge d\\'Ambre. Peut-être que celui-ci fonctionne pareil ?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "La chanson de Morgayne t'a conduit jusqu\\'à ce mystérieux miroir, et tu dis que tu es passé par un miroir à la Loge d\\'Ambre. Peut-être que celui-ci fonctionne pareil ?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Tu m'as bien dit que, quand t\\'étais à la Loge d\\'Ambre, t\\'en es partie en passant par un miroir, non ? Tu pourrais pas faire pareil avec l\\'autre miroir, celui que t\\'as trouvé sur l\\'île ?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Tu te souviens du miroir que tu as trouvé après avoir suivi tous ces indices ? Peut-être que tu pourrais le franchir, comme celui que tu as utilisé à la Loge d'Ambre. Qu\\'est-ce que tu en dis ?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Il me revient en mémoire une chose que tu m'as dite plus tôt. Tu sais bien, le fait que tu aies traversé un miroir comme si c\\'était un portail. Penses-tu qu\\'il serait possible de faire de même avec le miroir d\\'un autre monde que tu as trouvé sur l\\'île ?", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Tu te souviens que tu m'as dit avoir quitté la Loge d\\'Ambre en traversant un miroir ? Tu as essayé de faire pareil avec celui que tu viens de découvrir ?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Quand on aura fini de se préparer, ce serait sans doute une bonne idée de retourner explorer le [wave amp=30 freq=10]monde mystérieux[/wave] caché dans le miroir.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Je crois bien qu'on devrait explorer l\\'endroit étrange caché dans le miroir que t\\'as trouvé. Ça a l\\'air plutôt important, non ?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Quand on aura fini de se préparer, ce serait sans doute une bonne idée de retourner explorer le [wave amp=30 freq=10]monde mystérieux[/wave] caché dans le miroir.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Ce serait sans doute une bonne idée d'aller jeter un œil à cette gare étrange qu\\'il y a de l\\'autre côté du miroir, tu ne crois pas ? Ça me semble même être une priorité, pas toi ?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Quand on aura fini de se préparer, ce serait sans doute une bonne idée de retourner explorer le [wave amp=30 freq=10]monde mystérieux[/wave] caché dans le miroir.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Je crois bien qu'on devrait explorer l\\'endroit étrange caché dans le miroir que t\\'as trouvé. Ça a l\\'air plutôt important, non ?", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Je crois bien qu'on devrait explorer l\\'endroit étrange caché dans le miroir que t\\'as trouvé. Ça a l\\'air plutôt important, non ?", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Je pense que nous devrions de nouveau franchir ce miroir afin de retourner dans le monde mystérieux que tu as découvert de l'autre côté.", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Dis, si on allait explorer cet endroit étrange que tu as découvert de l'autre côté du miroir ? Parce que ça me semble assez important...", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Ce serait sans doute une bonne idée d'aller jeter un œil à cette gare étrange qu\\'il y a de l\\'autre côté du miroir, tu ne crois pas ? Ça me semble même être une priorité, pas toi ?", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Ce serait sans doute une bonne idée d'aller jeter un œil à cette gare étrange qu\\'il y a de l\\'autre côté du miroir, tu ne crois pas ? Ça me semble même être une priorité, pas toi ?", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "Bien, au travail ! Où allons-nous, maintenant ? Tu n'aurais pas entendu des rumeurs au sujet de ce qui se passe {location_phrase} ? On pourrait aller jeter un œil là-bas, si tu veux !", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "Alors, on y retourne ? Si tu trouves que ça manque de rumeurs, rien ne t'empêche de parler aux habitants de Port-la-Ville, ils devraient avoir des choses à te dire.", + "RETROSPECTIVE_NEXT_MEREDITH1": "Bon, il est temps de repartir à l'[wave amp=30 freq=10]aventure[/wave], non ? T\\'as entendu les rumeurs sur ce qui se passe {location_phrase} ? Faudrait peut-être aller y faire un tour, tu crois pas ?", + "RETROSPECTIVE_NEXT_EUGENE1.m": "Dis, si on se remettait au travail ? Tu as entendu les rumeurs qui disent qu'il se passe quelque chose {location_phrase} ? On pourrait aller là-bas, par exemple...", + "RETROSPECTIVE_NEXT_MEREDITH2": "Je crois bien qu'on devrait y retourner. Et si t\\'as besoin de pistes, on pourrait parler aux habitants.", + "RETROSPECTIVE_NEXT_EUGENE1.f": "Dis, si on se remettait au travail ? Tu as entendu les rumeurs qui disent qu'il se passe quelque chose {location_phrase} ? On pourrait aller là-bas, par exemple...", + "RETROSPECTIVE_NEXT_EUGENE2": "Allez, en route ! On manque un peu d'infos, non ? Peut-être qu\\'on devrait se renseigner auprès des habitants de Port-la-Ville...", + "RETROSPECTIVE_NEXT_FELIX1": "Tu as envie de partir à l'aventure ? Tu as dit avoir entendu des rumeurs sur ce qui se passe {location_phrase} ? Ça pourrait être notre prochaine destination, si tu veux.", + "RETROSPECTIVE_NEXT_EUGENE1.n": "Dis, si on se remettait au travail ? Tu as entendu les rumeurs qui disent qu'il se passe quelque chose {location_phrase} ? On pourrait aller là-bas, par exemple...", + "RETROSPECTIVE_NEXT_VIOLA1": "Il serait peut-être opportun de repartir en quête, non ? N'aurais-tu pas entendu une rumeur évoquant un incident qui se serait produit {location_phrase} ? Cela pourrait être notre prochain objectif, si tel était ton souhait.", + "RETROSPECTIVE_NEXT_FELIX2": "On n'a pas d\\'autres indices sur l\\'endroit où tu veux te rendre ensuite. On pourrait interroger les habitants de Port-la-Ville, si tu veux.", + "RETROSPECTIVE_NEXT_VIOLA2": "Peut-être ferions-nous bien de parler aux habitants de cette ville afin d'obtenir de plus amples renseignements sur l\\'endroit où nous souhaitons nous rendre. Qu\\'en dis-tu ?", + "NWP_SIGNPOST_DESCRIPTION_2": "Attention aux monstres !", + "NWP_SIGNPOST_DESCRIPTION_1": "Bienvenue au parc de la Nouvelle-Wirral !", + "NWP_3_-3_RUNNER_NPC1": "Tu sais ce qui est plus rapide que la course à pied ? [pause]Le voyage rapide !", + "NWP_3_-3_RUNNER_NPC3.m": "Tu peux également utiliser le voyage rapide pour quitter un combat si tu es trop lent pour t'enfuir. [pause]Certes, tu devras abandonner quelques objets pour pouvoir fuir de la sorte, mais ça pourrait bien te sauver la vie !", + "NWP_3_-3_RUNNER_NPC3.f": "Tu peux également utiliser le voyage rapide pour quitter un combat si tu es trop lent pour t'enfuir. [pause]Certes, tu devras abandonner quelques objets pour pouvoir fuir de la sorte, mais ça pourrait bien te sauver la vie !", + "NWP_3_-3_RUNNER_NPC2": "Pour ce faire, appuie sur {control.map_menu} afin d'ouvrir ta carte. Puis, amène le curseur sur l\\'une des cases où il est possible de se rendre et appuie sur {control.ui_accept}.", + "NWP_3_-3_RUNNER_NPC3.n": "Tu peux également utiliser le voyage rapide pour quitter un combat si tu es trop lent pour t'enfuir. [pause]Certes, tu devras abandonner quelques objets pour pouvoir fuir de la sorte, mais ça pourrait bien te sauver la vie !", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Les Veilleurs ne voudront jamais de moi, je suis nulle...", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Rentre chez toi ! Il n'y a qu\\'une nouvelle place à prendre chez les Veilleurs, et elle est pour moi !", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Te sens-tu de taille à rejoindre les Veilleurs ?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "Tu as l'air d\\'être un élément prometteur ! Tu devrais entrer !", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Exactement ce que je cherchais ! Quelqu'un à battre à plate couture, histoire de montrer ce que je vaux aux Veilleurs !", + "NWP_RANGER_WANNABE_3_-4_ALLY": "Excuse l'attitude de mon copain, tu veux bien ?", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Bah, je ferais bien d'arrêter de me faire des idées. Je n\\'ai manifestement pas le niveau pour intégrer les Veilleurs...[/wave]", + "NWP_MADMAN_3_-4_NAME": "Jack", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Depuis toujours, je rêve de rejoindre les Veilleurs.", + "NWP_MADMAN_3_-4_PRE_BATTLE": "Je détiens le record du monde pour ce qui est du temps passé sous forme de Ressortalon !", + "NWP_MADMAN_3_-4_POST_BATTLE": "J'ai encore beaucoup à apprendre sur les Ressortalons.", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "Je ne peux pas renoncer à mon rêve maintenant !", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "Ne laisse pas tes rêves devenir des songes !", + "NWP_CULTIST_4_-4_PRE_BATTLE": "Puisse la lumière du chef Dorian te montrer la voie !", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Nouveau venu ![/wave] N'écoute pas les païens de Port-la-Ville !", + "NWP_CULTIST_4_-4_POST_BATTLE": "La voie est éclairée. Continue à avancer.", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Nouvelle venue ![/wave] N'écoute pas les païens de Port-la-Ville !", + "NWP_CULTIST_5_-4_POST_BATTLE": "Les hérétiques contrôlent Port-la-Ville ! Méfie-toi du [wave amp=30 freq=10]faux salut[/wave] qu'ils chercheront à t\\'offrir !", + "NWP_5_-4_HINT_NPC_BEFORE1": "Parfois, le sol tremble dans le coin, comme si une immense créature courait dans un tunnel juste sous nos pieds.", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Nouveau·elle venu·e ![/wave] N'écoute pas les païens de Port-la-Ville !", + "NWP_5_-4_HINT_NPC_AFTER1": "Est-ce que ce pourrait être une autre gare, comme celle qui est récemment apparue sur le sentier du nord ?", + "NWP_5_-4_HINT_NPC_BEFORE2": "Dis, [pause]tu ne trouves pas que ces rochers sont disposés d'une bien étrange manière ?", + "NWP_5_-4_HINT_NPC_AFTER3": "Je me demande où ce train peut bien aller...", + "NWP_5_-4_HINT_NPC_AFTER2": "C'est logique, j\\'imagine. L\\'immense créature que j\\'ai entendue devait être un train.", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "J'ai vu des Missilinos aller assez vite pour briser d\\'énormes rochers, dans le coin.", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "Ce serait chouette, de pouvoir faire ça, non ?", + "PARK_CAVE2_MERCHANT2": "Oh, non ! Ils ont fusionné ! [wave amp=30 freq=30]À L'AIDE ![/wave]", + "PARK_CAVE2_MERCHANT1": "Hé ! Toi, là-bas ! Ces monstres m'empêchent de partir. Tu ne pourrais pas me donner un coup de main ?", + "PARK_CAVE2_MERCHANT6": "Viens me voir au marché de Port-la-Ville, j'aurai des autocollants spéciaux pour toi !", + "PARK_CAVE2_MERCHANT4": "Dis, tu as vu que la capacité \\\"Aimant\\\" du Loupunch s'active automatiquement au début du combat ?", + "PARK_CAVE2_MERCHANT3": "Ouf, merci ! Je suis venu ici pour chercher des idées d'autocollants, mais tout ce que j\\'ai trouvé, c\\'est un tas d\\'ennuis...", + "PARK_CAVE2_MERCHANT5": "On dirait que j'ai trouvé ma source d\\'inspiration, finalement !", + "WATERLOOP_BEWARE_LYING_CHESTS": "Un seul coffre dit la vérité.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Je flottais au-dessus, je me voyais dormir dans mon lit, et soudain, d'un seul coup, j\\'ai été aspiré·e par un vortex !", + "WATERLOOP_LYING_CHEST_LEFTMOST": "La note visible sur ce coffre indique : \\\"La clé se trouve à l'intérieur\\\". L\\'ouvrir ?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "La note visible sur ce coffre indique : \\\"La clé ne se trouve pas à l'intérieur\\\". L\\'ouvrir ?", + "WATERLOOP_LYING_CHEST_MIDDLE": "La note visible sur ce coffre indique : \\\"La clé se trouve dans celui de gauche\\\". L'ouvrir ?", + "SD_NEVERMORT_TRAINER_NAME": "Amoureux des oiseaux", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "J'ai un lien spécial avec les Corbomorts de la région.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "Comment es-tu arrivé à la Nouvelle-Wirral ?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "Tu as intérêt à ne pas nous déranger !", + "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"Vous n'êtes pas perdus à la Nouvelle-Wirral, mes enfants. Vous attendez juste de trouver votre voie.\\\"", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "Tu as fait peur aux oiseaux !", + "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"Villedeuil est par là !\\\"", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "Comment es-tu arrivé·e à la Nouvelle-Wirral ?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Je me souviens avoir vécu une étrange expérience. J'ai d\\'abord eu la sensation de sortir de mon corps...", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "Comment es-tu arrivée à la Nouvelle-Wirral ?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Je flottais au-dessus, je me voyais dormir dans mon lit, et soudain, d'un seul coup, j\\'ai été aspiré par un vortex !", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Je flottais au-dessus, je me voyais dormir dans mon lit, et soudain, d'un seul coup, j\\'ai été aspirée par un vortex !", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Le temps que je comprenne ce qui m'arrivait, j\\'étais ici !", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Hé ! Touche pas à mon butin !", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Beaucoup de navires s'échouent sur la côte près de la Nouvelle-Wirral.", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Fouiller les plages pour y trouver des trésors est un bon moyen de gagner sa vie, ici !", + "OVERWORLD_7_0_HINT_NPC": "Je me demande combien de trésors finissent au fond de l'océan, perdus pour toujours...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Hé, je vois ton lecteur de cassettes !", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "On dirait que je vais sérieusement devoir m'améliorer...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Toi aussi, tu cherches à rejoindre les Veilleurs ? Ça veut dire qu'on est en concurrence directe, alors !", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Si tu arrives à me battre, je te révélerai un secret.", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "D'après la légende, cette île a toujours fait le commerce de la fonte.", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Dis, tu aimes l'histoire ? C\\'est quoi, ton événement préféré du XXe siècle ?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Laquelle, à ton avis ? Celle des neiges ou des salles de sport ?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Moi, l'événement historique que je préfère, c\\'est le traité de paix négocié par les Nations Unies entre les humains et les elfes en 1948. Sans ça, les choses auraient été très différentes.", + "EPICURUS_NAME": "Épicure", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", + "EPICURUS_POST_BATTLE": "Savoir se battre et savoir encaisser la défaite ne font qu'un.", + "EPICURUS_PRE_BATTLE": "Plus une difficulté est grande, plus on se couvre de gloire en la surmontant !", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Ça fait des mois que je m'entraîne à affronter les monstres.", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "On dirait qu'il va falloir que je continue à m\\'entraîner...", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Laisse-moi te montrer le résultat de mon entraînement !", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]HALTE ! Je sais pourquoi tu es là...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bah, il y en aura d'autres, des opportunités...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Cet endroit offre une fabuleuse opportunité de développement urbain ! Mais je l'ai trouvé d\\'abord ![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Personne n'arrive à s\\'entendre sur ne serait-ce que quelques faits historiques, à la Nouvelle-Wirral. Certains disent accepter l\\'idée d\\'un \\\"multivers\\\", mais à mon avis, cette île regorge de menteurs.", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Par exemple, beaucoup de gens ici nient que l'homme soit allé sur la Lune en 1969. Ils préfèrent tous croire à la théorie du complot !", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, j'ai besoin de faire une pause, j\\'en ai marre de creuser. Si tu parviens à me battre, je te parlerai un peu de cet endroit.", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "Non ! Toi aussi ?", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "La capitaine Dreadful nous a dit que les gens extrayaient des métaux dans la région. Mais apparemment, toutes les explosions qui se sont produites ici n'étaient pas sous contrôle...", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "Et je ne parviens pas à trouver la moindre trace d'outils de mineur ou d\\'explosifs. Il est possible que tous ces tunnels aient été creusés par des Missilinos au fil des siècles.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Alors, soit la capitaine Dreadful se trompe, soit les Missilinos ont détruit toutes les preuves de leur passage. À moins que... les preuves en question, ce [wave amp=30 freq=5]soient[/wave] les Missilinos. Qu'est-ce que tu en penses ?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "Quand j'étais petite, j\\'ai rêvé de cette île !", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Cet endroit est magique, tu ne trouves pas ?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "Mon mari et moi sommes piégés ici depuis 2160 !", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Personne ne semble connaître les trois coquillages, ici. Tous des barbares !", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Aie la foi !", + "OVERWORLD_5_-3_BATTLER_PARTNER": "Ne t'amuse pas à énerver ma femme !", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", + "OVERWORLD_7_-3_BATTLER_NAME": "Karl", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "Les gens comme toi, vous êtes prêts à tout pour les habitants de la Nouvelle-Wirral, mais vous ne les laissez jamais tranquilles !", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]En manque d'argent ? Aucun problème ! Nous offrons des facilités de financement à seulement 10 000 % d\\'intérêts par an ![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, je me trompais. Tu te bats POUR les habitants, pas contre eux, c'est ça ?", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "Tous les habitants de la Nouvelle-Wirral ont commencé à avancer dans l'inconnu, alors, pourquoi ne pas continuer ? Place ta confiance en [wave amp=30 freq=10]Frère Cooper[/wave] !", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La Nouvelle-Wirral n'a pas encore de monnaie, alors, il n\\'est pas encore possible de nous rembourser, et pendant ce temps, les intérêts continuent de grimper. C\\'est génial, comme plan, non ?[/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "Frère Cooper a trouvé le moyen de [wave amp=30 freq=10]quitter[/wave] cette île occupée par les démons et les anges, et aujourd'hui, il nous prépare à rejoindre nos familles de l\\'autre côté !", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Aie la foi !", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Arrête ! Je sens la douleur que tu portes en toi, l'ami.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Aie la foi !", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Arrête ! Je sens la douleur que tu portes en toi, l'amie.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Arrête ! Je sens la douleur que tu portes en toi, l'ami·e.", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "Tu n'iras pas plus loin tant que tu ne te seras pas repentie de tes fessées.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Tu souffres car tu désires rentrer chez toi.", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"Notre foi déplace les montagnes.\\\" – Cooper 17:20", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]L'existence n\\'est que... souffrance...[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permets-moi de mettre un terme à ta douleur. Deviens le cadeau que nous offrons aux anges !", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "Tu n'iras pas plus loin tant que tu ne te seras pas repenti de tes fessées.", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "Frère Cooper a appelé les ovnis afin de nous offrir de fabuleux cadeaux. Laisse-moi te montrer !", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Attends, on dit se repentir de ses \\\"péchés\\\" ? Mince, ça veut dire que je me trompe depuis tout ce temps ?", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "Tu n'iras pas plus loin tant que tu ne te seras pas repenti·e de tes fessées.", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Il n'est pas de plus grand sacrifice que d\\'offrir la vie de ses cassettes pour ses amis.\\\" – Dorian 15:13", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Quand ton âme sera jugée par les archanges, te jugeront-ils digne de l'éternité ?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Quand ton âme sera jugée par les archanges, te jugeront-ils digne de l'éternité ?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Quand ton âme sera jugée par les archanges, te jugeront-ils digne de l'éternité ?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "Le conseil intergalactique des ovnis et des archanges ne tolérera jamais que leurs messagers soient aussi maltraités.", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Désolée !", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "Très honnêtement, je n'ai rejoint les Endeuillés que pour la nourriture.", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Si tu arrives à me battre, je te révélerai le secret de l'Endeuillé.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "En 1988, deux groupes de rock britanniques, Iron Gaiden et Shields of the Nephilim ont, [pause]sans savoir que l'autre faisait de même [pause], simultanément sorti chacun sorti une chanson intitulée \\\"Mournchild\\\", l\\'Endeuillé.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "Du moins, c'est ce que j\\'ai entendu dire. [pause]Et comme il est impossible de trouver ces deux morceaux de musique à la Nouvelle-Wirral, je n\\'ai jamais eu l\\'occasion de vérifier si c\\'était vrai ou non.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Et quand on écoute les deux morceaux à l'envers et en même temps, de sorte que leurs paroles s\\'entremêlent, cela invoque le tout premier Endeuillé, un être si puissant qu\\'il est capable d\\'ouvrir un portail entre les mondes !", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "Mais Frère Cooper a trouvé un autre moyen de quitter la Nouvelle-Wirral, ça, [shake rate=30 level=10]c'est sûr[/shake] !", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Sois sympa avec moi, OK ? J'ai rejoint le culte il y a peu, et je ne voudrais pas me couvrir de ridicule devant les autres.", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Attends, laisse-moi voir ce que le livre dit ce que je suis censé faire quand je suis vaincu.", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "C'est...Peut-être que les cultes malfaisants, ce n\\'est pas pour moi, finalement...", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Ha, ha, ha ! J'ai toujours rêvé de rejoindre un culte maléfique, et maintenant, je peux enfin le faire !", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Mais j'imagine que tu devrais t\\'en tirer...", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Ouaf !", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Hé, toi ! Cet endroit n'est pas sûr !", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Quand on y pense, j'imagine que des trilliards de créatures ont dû mourir pour que les humains puissent survivre et évoluer. La nature est une créature implacable et sanguinaire.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Houlà ![/wave] [pause]Désolé ! J'ai fini par me perdre dans ma cassette de Spitzplosif.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Et où est-ce que j'ai bien pu enterrer mon os ?", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "J'ai entendu dire qu\\'une rivière passait par là, avant, alors, je suis venue la reremplir.", + "OVERWORLD_4_-5_BATTLER_NAME": "Wulf", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "Cette terre prendra soin de nous si nous la laissons faire.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Mes groupes préférés sont The Why, Schroedinger's Martyr et Flesh Cage. J\\'adore le [shake rate=30 level=10]heavy metal ![/shake]", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "J'ai une de ces soifs ! Désolée, écosystème, mais tu vas devoir attendre que j\\'aie bu un peu.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Mes groupes préférés sont The Why, Schroedinger's Martyr et Flesh Cage. J\\'adore le [shake rate=30 level=10]heavy metal ![/shake]", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Mes groupes préférés sont The Why, Schroedinger's Martyr et Flesh Cage. J\\'adore le [shake rate=30 level=10]heavy metal ![/shake]", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "La vache, tu m'as tué [wave amp=30 freq=10]mon riff[/wave] !", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Je pensais que cette terre m'aiderait à gagner, pourtant...", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "Nous ne pouvons pas espérer qu'une force extérieure nous sauvera, surtout s\\'il s\\'agit d\\'une planète impersonnelle sujette à des crises de colère incontrôlables.", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "On doit se serrer les coudes, nous autres humains, parce que personne d'autre ne viendra nous aider !", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Il y a un campement tout près d'ici, mais d\\'abord, voyons ce que tu vaux !", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Il y a un campement tout près d'ici, mais d\\'abord, voyons ce que tu vaux !", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Il y a un campement tout près d'ici, mais d\\'abord, voyons ce que tu vaux !", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Hé ! [pause]Tu pourrais te tenir sur cet interrupteur l'espace d\\'un instant ?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Si tu vas droit vers l'ouest, tu tomberas sur le campement. Tu ne peux pas le rater !", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "D'aucuns pensent qu\\'en se tenant sur les interrupteurs dans le bon ordre, et en suivant tous les panneaux, il est possible de découvrir un trésor.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "C'est le premier de ce que les Veilleurs appellent les \\\"panneaux ambulants\\\".", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Mais d'autres affirment qu\\'ils n\\'ont fait que tourner en rond.", + "DIOGENES_NAME": "Diogène", + "DIOGENES_POST_BATTLE": "Si seulement cet idiot de Platon pouvait voir cette île. \\\"L'homme est un bipède sans plumes.\\\" Ben voyons !", + "DIOGENES_PRE_BATTLE": "Halte, qui va là ?", + "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Je t'ai fait peur ?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Il faut que je travaille mes bonds...", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Je t'ai fait peur ?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Je t'ai fait peur ?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Tu savais que les Autorobins et les Ratcousels étaient des ennemis jurés ?", + "DIVEAL_KEEPER_POST_BATTLE2": "Tant que tu es là, pourquoi ne pas enregistrer un de mes Squaphoques ? Ses capacités t'aideraient à nager !", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Le fait que les Autorobins et les Ratcousels soient des ennemis jurés est sans doute la raison pour laquelle ils ont du mal à être efficaces ensemble.", + "ZHUANGZI_POST_BATTLE2": "Je ne sais plus si j'étais un homme rêvant qu\\'il est un Dominuit, ou un Dominuit rêvant qu\\'il est un homme.", + "ZHUANGZI_POST_BATTLE1": "Hein ? Ah...", + "ZHUANGZI_NAME": "Zhuangzi", + "DIVEAL_KEEPER_NAME": "Squalana", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "J'adore rencontrer les gens comme toi, c\\'est tellement [wave amp=30 freq=10]rafraîchissant[/wave]. Un petit duel, ça te dirait ?", + "DIVEAL_KEEPER_POST_BATTLE1": "Eh bien, j'ai bu un sacré bouillon...", + "DIVEAL_KEEPER_PRE_BATTLE1": "Mes Squaphoques t'apprécient vraiment, on dirait.", + "DIVEAL_KEEPER_PRE_BATTLE2": "Alors, je vais devoir te battre pour conserver mon statut d'alpha !", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ouille ! Voilà que ce sont mes avoirs qui sont gelés, maintenant...[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Si tu manques le paiement d'une de tes mensualités, nous gèlerons tes avoirs.[/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Je suis venue ici parce que je croyais qu'il y avait beaucoup d\\'argent dans le coin, mais apparemment, le \\\"liquide\\\" dont on m\\'a parlé, c\\'est l\\'eau de la rivière...[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Promotion exceptionnelle ! Pendant un temps limité, bénéficie d'une réduction de 100 % de... ta barre de santé ![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bon. Avec un peu de chance, le prochain flot que je trouverai sera un flot d'argent...[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ouille ! Merci d'être... passé.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ouille ! Merci d'être... passée.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "J'adore rencontrer les gens comme toi, c\\'est tellement [wave amp=30 freq=10]rafraîchissant[/wave]. Un petit duel, ça te dirait ?", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ouille ! Merci d'être... passé·e.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "J'adore rencontrer les gens comme toi, c\\'est tellement [wave amp=30 freq=10]rafraîchissant[/wave]. Un petit duel, ça te dirait ?", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "Tu as un cœur... [wave amp=30 freq=10]de glace[/wave]...", + "DARWIN_NAME": "Darwin", + "DARWIN_PRE_BATTLE2": "Transformons-nous !", + "DARWIN_POST_BATTLE1": "Un jour, j'ai compris qu\\'on cessait de chercher des monstres sous notre lit quand on se rendait compte qu\\'ils étaient en nous.", + "DARWIN_PRE_BATTLE1": "Si cette île m'a appris quelque chose, c\\'est que les espèces qui survivent ne sont pas les plus fortes ni les plus intelligentes, mais celles qui sont le plus capables de s\\'adapter au changement.", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", + "DARWIN_POST_BATTLE2": "Mais dans ce cas, comment expliquer cette île ? Les monstres qui vivent ici sont-ils en Dieu, ou se cachent-ils sous son lit depuis tellement longtemps qu'il a fini par les oublier ?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "On se ressemble comme deux gouttes d'eau, mais on vient de deux mondes différents. Et on a comparé, nos existences ont été rigoureusement identiques jusqu\\'à ce qu\\'on arrive ici.", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "On se ressemble peut-être, mais on n'est pas jumeaux !", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "On se ressemble peut-être, mais on n'est pas jumeaux !", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Tu sais comment retourner à la forêt de Rendlesham ?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "On dirait que je suis coincée ici, alors...", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Halte ! Quels sont ton nom et ton affiliation, soldat ?", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Halte ! Quels sont ton nom et ton affiliation, soldat ?", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Halte ! Quels sont ton nom et ton affiliation, soldat ?", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "J'ai perdu mon unité. Nous étions en train de fouiller les bois près de notre base du Suffolk quand j\\'ai été séparé des autres. Je me suis retrouvé ici, mais j\\'ignore encore comment.", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Tu veux savoir d'où viennent tes cassettes ? Tu vas d\\'abord devoir me battre !", + "DECARTES_NAME": "Descartes", + "DECARTES_POST_BATTLE": "J'ai commis toutes les erreurs possibles et imaginables, mais jamais je n\\'ai baissé les bras.", + "DECARTES_PRE_BATTLE": "Avoir une bonne cassette ne suffit pas, encore faut-il savoir l'utiliser.", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]On n'avait plus connu de telle ruée sur l\\'immobilier depuis la suppression de la norme des goules par Nyxon.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]Pour le moment, l'économie de la Nouvelle-Wirral fonctionne à base de troc et de services. C\\'est mignon, mais ça ne durera jamais.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Les Gardes-terres sont là pour aider la Nouvelle-Wirral à devenir une nation développée. La première étape consiste à créer une monnaie.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La population de la Nouvelle-Wirral ne cesse de croître, mais personne n'a encore pensé à construire de nouvelles maisons. C\\'est absolument parfait.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]Pour le moment, l'option ayant la préférence de la majorité des Gardes-terres consiste à l\\'indexer sur la valeur de l\\'âme, une ressource extrêmement rare là d\\'où nous venons.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Si tu veux, tu peux déposer ton âme en gage chez nous, nous en prendrons grand soin.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Après tout, à quoi bon si la classe supérieure ne peut pas bénéficier de milliards de faveurs sans avoir à les rembourser ?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Le capital est la base de tout. C'est lui qui permet tous les investissements. Alors, si tu as de l\\'ambition, c\\'est le moment d\\'acheter ![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Tu ne nous arrêteras pas comme ça ![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "Tu vois cette galerie commerciale ? C'est de là que viennent les cassettes et les lecteurs. Elle est apparue, comme ça, il y a quelques années. Depuis, les Veilleurs vont y chercher de quoi s\\'équiper, alors, ne t\\'étonne pas si tu ne trouves plus grand-chose à l\\'intérieur.", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Mais il paraît qu'elle est hantée. Qu\\'est-ce que tu en penses ?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Oh, là, là ! Ton aura ne me dit rien qui vaille. Tu es malade ?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Oh, là, là ! Ton aura ne me dit rien qui vaille. Tu es malade ?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Peut-être que le problème ne vient pas de ton aura, finalement. Je suis myope, alors, si ça se trouve...", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Oh, là, là ! Ton aura ne me dit rien qui vaille. Tu es malade ?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "Non ? Tu devrais, pourtant !", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Quel est le problème ? C'est parfaitement légal ! Ils sont juste locataires, après tout... [pause]Nous en faisons ce que nous voulons.[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Une famille l'habite encore pour le moment, mais nous pouvons l\\'expulser pour toi, bien sûr. [pause]Pourquoi cette tête ?[/wave]", + "ARISTOTLE_NAME": "Aristote", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "Je ne me souviens pas de ce type, mais lui semble se rappeler de moi...", + "ARISTOTLE_PRE_BATTLE": "Les activités vertueuses sont source de bonheur, et le bonheur parfait s'acquiert en pratiquant l\\'activité la plus noble qui soit, à savoir le combat !", + "ARISTOTLE_POST_BATTLE": "Aïe ! Les sages ne cherchent pas en priorité le plaisir, mais à éviter la douleur.", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]Je crois que nous avons la maison dont tu as toujours rêvé, futur propriétaire ![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]Je crois que nous avons la maison dont tu as toujours rêvé, future propriétaire ![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]Je crois que nous avons la maison dont tu as toujours rêvé, futur·e propriétaire ![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Nous pouvons également t'aider à obtenir des liquidités pour acheter ta maison ![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Nous aimons aussi nager, nous autres Gardes-terres ! Du moment que ce n'est pas dans l\\'eau bénite, bien sûr...[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Tu ne trouves pas que ces statues de Traficrabes ont l'air un peu étranges ?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Je me livre à des recherches importantes, ici, alors, laisse-moi tranquille !", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Ne me demande pas où je range mes cassettes !", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "Je garde mes cassettes dans mon sac à dos étanche, bien sûr !", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "J'adore entendre parler des événements de type \\\"cygne noir\\\" que les gens ont connu sur leur monde natal.", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "J'ai entendu toutes sortes d\\'histoires : soulèvements fascistes, pandémies, guerres mondiales, changements climatiques, catastrophes écologiques...", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Tu imagines un monde dans lequel tous ces événements se seraient produits ? Ce ne serait vraiment pas de chance pour ses habitants, dis donc !", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "On appelle cygnes noirs des événements historiques majeurs qui se produisent par surprise et changent tout.", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Mon cygne noir préféré, c'est la guerre entre humains et requins de 2023. Celle-là, les hommes auraient dû la voir venir, quand même !", + "COMMUNE_CULTIST_1_NAME": "Sectateur observateur", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "Qu'est-ce que vous faites là ? Pourquoi n\\'êtes-vous pas à...", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "Attends... [pause]C'est toi, Kayleigh ? Déserteuse !", + "COMMUNE_CULTIST_1_POST_BATTLE": "Ahh... [pause]Déserteuse...", + "COMMUNE_CULTIST_1_FRIENDLY3": "Et c'est le genre de chose qui peut rendre les gens nerveux !", + "COMMUNE_CULTIST_1_FRIENDLY2": "Ne le prends pas mal, surtout, c'est juste que nous sommes tous en train d\\'essayer d\\'accéder au statut divin.", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Allez, viens, continuons.", + "COMMUNE_CULTIST_1_FRIENDLY1": "Désolé pour toute cette hostilité.", + "COMMUNE_CULTIST_2_NAME": "Sectatrice en colère", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "Que mijote Dorian ? J'avoue que je suis inquiète...", + "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian s'attendait à ce qu\\'il y ait du grabuge avant la cérémonie, alors, je monte la garde.", + "COMMUNE_CULTIST_2_POST_BATTLE": "Je suis censée... [shake rate=30 level=10][pause]monter... [pause]la garde...[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "Quelle escroquerie !", + "COMMUNE_CULTIST_2_FRIENDLY1": "Alors, comme ça, le \\\"dieu serpent\\\" de Frère Cooper était juste un monstre tout bête ?", + "COMMUNE_CULTIST_3_NAME": "Sectateur empressé", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "Vous, là ! Vous ne portez pas votre robe !", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "Êtes-vous des étrangers, pour saboter la cérémonie de la sorte ?", + "COMMUNE_CULTIST_3_POST_BATTLE": "Vous ne nous... [pause][shake rate=30 level=10]arrêterez pas[/shake]...", + "COMMUNE_CULTIST_3_FRIENDLY2": "Peut-être que je vais changer de métier... Et si je devenais menuisier, ou ébéniste ?", + "COMMUNE_CULTIST_3_FRIENDLY1": "Finalement, la voie des Endeuillés ne menait nulle part, pas vrai ?", + "COMMUNE_CULTIST_4_NAME": "Sectatrice inquiète", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "Es-tu un intrus ?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "Es-tu une intruse ?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian se mettra en colère contre moi si je n'arrive pas à t\\'arrêter !", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "Es-tu un·e intrus·e ?", + "COMMUNE_CULTIST_4_FRIENDLY1": "Alors, comme ça, ces \\\"archanges\\\" vivent en dessous de l'île... et ils n\\'aiment guère les humains...", + "COMMUNE_CULTIST_4_POST_BATTLE": "Je vais avoir de gros ennuis...", + "COMMUNE_CULTIST_4_FRIENDLY2": "Ça me fait encore plus peur que Dorian !", + "COMMUNE_CULTIST_5_NAME": "Sectatrice amicale", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "Super ! J'adore me faire de nouveaux amis !", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "Malheureusement, je dois défendre notre communauté contre les étrangers, c'est la volonté du [wave amp=30 freq=5]dieu serpent[/wave].", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "Mais ce n'est pas contre vous, hein ! N\\'y voyez rien de personnel...", + "COMMUNE_CULTIST_5_FRIENDLY1": "On dirait que, maintenant qu'on essaie de s\\'intégrer davantage avec le reste de l\\'île...", + "COMMUNE_CULTIST_5_POST_BATTLE": "Rien de... [pause]personnel...", + "COMMUNE_CULTIST_5_FRIENDLY2": "Je ferais bien de faire en sorte de tisser des liens plus étroits avec les gens !", + "COMMUNE_CULTIST_6_NAME": "Sectateur bruyant", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]LES ENDEUILLÉS DOIVENT REPOUSSER LES ÉTRANGERS, C'EST NOTRE DEVOIR ![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]TU NE PORTES PAS LA TENUE DES ENDEUILLÉS...[/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]ALORS, TU DOIS ÊTRE VAINCU ![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]ALORS, TU DOIS ÊTRE VAINCUE ![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]JE SUIS DÉSOLÉ QU'ON SE SOIT MONTRÉS SI HOSTILES ENVERS TOI, ÉTRANGER ![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "Frère Cooper... je suis désolé...", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]ALORS, TU DOIS ÊTRE VAINCU·E ![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]JE SUIS DÉSOLÉ QU'ON SE SOIT MONTRÉS SI HOSTILES ENVERS TOI, ÉTRANGER·ÈRE ![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]JE SUIS DÉSOLÉ QU'ON SE SOIT MONTRÉS SI HOSTILES ENVERS TOI, ÉTRANGÈRE ![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "Sectateur tourné vers l'introspection", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "Tu sais, il y a une grande signification symbolique dans la puissance transformatrice des cassettes.", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]ON S'EST UN PEU LAISSÉS EMPORTER, C\\'EST VRAI ![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "Les quatre côtés de leur forme rectangulaire s'alignent en effet avec les quatre directions...", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "Devant, derrière, à gauche et à droite.", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "Enfin, bref, je devrais sans doute essayer de t'arrêter tout de suite.", + "COMMUNE_CULTIST_7_POST_BATTLE": "Les cassettes... sont... intéressantes...", + "COMMUNE_CULTIST_7_FRIENDLY1": "Les cassettes ont une face A et une face B. Un recto et un verso, quoi...", + "COMMUNE_CULTIST_7_FRIENDLY2": "C'est comme la dualité de l\\'homme...", + "COMMUNE_CULTIST_8_NAME": "Sectateur affamé", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "Bon sang, à force de creuser, j'ai une de ces faims !", + "COMMUNE_CULTIST_8_POST_BATTLE": "Tout ce que je voulais... c'est un sandwich...", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "Et quand je pense que je vais devoir me battre le ventre vide... c'est la misère !", + "COMMUNE_CULTIST_8_FRIENDLY": "Est-ce qu'on mange bien, à Port-la-Ville ? Je demande ça au nom de mon estomac.", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "Peut-être que, si je te bats, il prendra enfin conscience de ma valeur !", + "COMMUNE_CULTIST_9_NAME": "Sectatrice dépitée", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "Après tout ce temps que j'ai passé à [wave amp=30 freq=5]creuser[/wave] ! Je suis la [wave amp=30 freq=5]plus dévouée[/wave] des Endeuillés !", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "Je n'arrive pas à croire que Frère Cooper m\\'ait frappée alors que j\\'étais de garde.", + "OFFICE_2_FELIX": "J'apprécie l\\'esthétique de cet endroit. J\\'ai rarement vu mieux dans le genre \\\"salaire de misère ultra-démotivant\\\".", + "COMMUNE_CULTIST_9_POST_BATTLE": "Je ne suis pas... assez forte...", + "COMMUNE_CULTIST_9_FRIENDLY1": "Je n'arrive pas à croire que j\\'aie mis toute ma confiance en Frère Cooper... et qu\\'il s\\'est juste fait vaporiser.", + "COMMUNE_CULTIST_9_FRIENDLY2": "C'est terriblement gênant...", + "COMMUNE_CULTIST_MERCHANT_NAME": "Sectateur marchand", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Dans le cadre du plan d'expansion culturelle proposé par Sœur Jacqueline...", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Merci mille fois, étrangère !", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Nous faisons désormais officiellement du commerce avec les étrangers. Jette donc un œil à notre inventaire !", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Merci mille fois, étranger !", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Merci mille fois, étranger·ère !", + "OFFICE_2_MEREDITH": "Hmm... Où est-ce que ces sales types ont bien pu dégoter tous ces [wave amp=30 freq=20]trucs[/wave], d'abord ?", + "OFFICE_2_KAYLEIGH": "Nous ne vous laisserons pas acheter la Nouvelle-Wirral !", + "OFFICE_2_VIOLA": "Vos immondes machinations s'achèvent ici et aujourd\\'hui, malfaisants personnages !", + "OFFICE_2_EUGENE": "Excusez-nous de vous déranger, [wave amp=30 freq=20]on ne fait que passer[/wave] !", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Les jeunes sont incapables d'avoir la moindre vision à long terme, de nos jours. Ce n\\'est quand même pas compliqué d\\'apprécier à sa juste valeur une telle offre d\\'investissement, si ?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]Vous ne voudriez tout de même pas être expulsés de chez vous, si ?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]En tant que locataires potentiels, vous avez tout intérêt à rester en bons termes avec l'Association des Gardes-terres.[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Si vous ne vous en allez pas immédiatement, nous n'aurons d\\'autre choix que de vous expulser de force...[/wave]", + "OFFICE_4_KAYLEIGH": "Voilà qui m'a tout l\\'air d\\'être une menace...", + "OFFICE_4_MEREDITH": "C'est vraiment pas sympa, de nous dire un truc pareil.", + "OFFICE_4_VIOLA": "Seul un individu totalement dénué de morale et de scrupules peut proférer de telles menaces à l'encontre de son prochain.", + "OFFICE_4_EUGENE": "Si vous croyez que vous allez nous prendre [wave amp=30 freq=20]quoi que ce soit[/wave], vous feriez sans doute mieux de [wave amp=30 freq=20]réévaluer[/wave] la situation !", + "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugène sera heureux d'apprendre qu\\'on a chassé ces comiques !", + "OFFICE_4_FELIX": "Décidément, c'est la journée des menaces, on dirait. Elles sont en promotion, ou c\\'est juste notre jour de chance ?", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]Il ne sert à rien de lutter contre le progrès ![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]La Nouvelle-Wirral connaîtrait une croissance fabuleuse si son marché de l'immobilier était régulé ![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "On a vraiment donné une bonne leçon à ces agents, pas vrai ? C'est Eugène qui va être content !", + "OFFICE_POSTBATTLE_KAYLEIGH2": "Et encore un bureau de nettoyé ! [wave amp=30 freq=10]Beau travail d'équipe[/wave], {player} !", + "OFFICE_POSTBATTLE_KAYLEIGH4": "C'est bon, on a nettoyé le dernier bureau ? Espérons qu\\'ils ne [wave amp=30 freq=10]reviendront pas[/wave] !", + "OFFICE_POSTBATTLE_MEREDITH1": "Ces types cherchent [wave amp=30 freq=10]vraiment[/wave] à acheter la Nouvelle-Wirral ? Aucune chance que je culpabilise de les avoir tabassés, ça, c'est sûr !", + "OFFICE_POSTBATTLE_MEREDITH3": "Et encore un bureau de nettoyé ! Ça devrait faire sacrément plaisir à Eugène qu'on fasse son boulot à sa place !", + "OFFICE_POSTBATTLE_MEREDITH2": "C'est vraiment chouette d\\'avoir la sensation de rendre service aux gens quand on [wave amp=30 freq=10]cogne ces types très, très fort[/wave].", + "OFFICE_POSTBATTLE_MEREDITH4": "Oh, c'était le dernier bureau à nettoyer ? [pause]Ça veut dire qu\\'on a fini, alors ? [wave amp=30 freq=10]Pour de vrai ?[/wave]", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Super boulot ![/shake] Peut-être que ces [shake rate=30 level=10]parasites[/shake] ont enfin compris à qui ils avaient affaire !", + "OFFICE_POSTBATTLE_EUGENE2": "Et encore un bureau délivré de ces sales types ! Beau travail, {player} !", + "OFFICE_POSTBATTLE_FELIX4": "Allez, viens, fichons le camp d'ici ! C\\'était bien le dernier immeuble de bureaux qu\\'il te fallait nettoyer, non ?", + "OFFICE_POSTBATTLE_FELIX3": "Ils ont filé sans demander leur reste, pas vrai ? Peut-être qu'ils ont fini par comprendre qu\\'ils n\\'étaient pas de taille...", + "OFFICE_POSTBATTLE_FELIX1": "Ces types n'annoncent vraiment rien de bon. Espérons qu\\'ils ne reviendront pas de sitôt.", + "OFFICE_POSTBATTLE_EUGENE3": "Ils n'avaient pas la moindre [shake rate=30 level=10]chance[/shake] !", + "OFFICE_POSTBATTLE_FELIX2": "Comment est-ce que ces agents immobiliers dangereux ont pu [wave amp=30 freq=10]construire[/wave] un endroit pareil ?", + "OFFICE_POSTBATTLE_VIOLA2": "Ces individus n'ont vraiment [wave amp=30 freq=10]rien de terrestre[/wave], n\\'est-ce pas ?", + "OFFICE_POSTBATTLE_VIOLA1": "Ces démons parlaient vite, mais quand il s'est agi de s\\'enfuir, ils ont été encore plus rapides.", + "OFFICE_POSTBATTLE_VIOLA3": "Je suis heureuse que ces démons s'en soient allés.", + "OFFICE_POSTBATTLE_VIOLA4": "Ces démons ne me plaisent guère. [pause]Mais nul doute qu'ils doivent amèrement regretter de nous avoir parlé avec tant d\\'hostilité...", + "OFFICE_POSTBATTLE_DOG1": "Les Gardes-terres ont fui...", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Pourquoi ne pas plutôt... [pause][pause]écouter notre argumentaire de vente ?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Voilà un manque de coopération pour le moins regrettable, jeune homme...[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]On prend le contrôle de votre opération, maudites sangsues ![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "Votre argumentaire de vente ? Mais qu'est-ce que...", + "OFFICE_1_LINE5_EUGENE": "... [pause]Oui ? Et... ?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "Hein ? Il a bien dit \\\"argumentaire de vente\\\" ?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "Je croyais que c'était des... vampires.", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]L'Association des Gardes-terres souhaite juste mettre en place un marché immobilier de long terme à la Nouvelle-Wirral.[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]Et c'est vrai... c\\'est des agents immobiliers ![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "Tu m'avais bien dit que c\\'était des vampires, non ?", + "OFFICE_1_LINE7_EUGENE": "Ben oui, [wave amp=30 freq=20]c'en est[/wave] !", + "OFFICE_1_LINE8_EUGENE": "Enfin... [pause]façon de parler.", + "OFFICE_1_LINE9_EUGENE": "J'ai dit qu\\'ils étaient PIRES que des vampires...", + "CAPTAIN_CODEY_INTRO6": "Le seul truc que je peux encore pirater dans le coin, c'est ces [wave amp=30 freq=10]cassettes.[/wave] [pause]Et je suis doué pour ça, figure-toi. C\\'est pour ça que je suis capitaine des Veilleurs.", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "Allons, je parie que tu as [wave amp=30 freq=10]super envie[/wave] de voir mes cassettes spéciales ! [pause]Tu veux relever mon défi pour les capitaines des Veilleurs, ou quoi ?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Malheureusement, je ne peux pas te montrer de quoi je suis capable si tu ne t'inscris pas en tant que nouvelle recrue. [pause]Dommage pour toi, pas vrai ?", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "J'espère que tu es prête à affronter un [wave amp=30 freq=10]maître[/wave] du combat !", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "Allons, je parie que tu as [wave amp=30 freq=10]super envie[/wave] de voir mes cassettes spéciales ! [pause]Tu veux relever mon défi pour les capitaines des Veilleurs, ou quoi ?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "J'espère que tu es prêt à affronter un [wave amp=30 freq=10]maître[/wave] du combat !", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "J'espère que tu es prêt·e à affronter un [wave amp=30 freq=10]maître[/wave] du combat !", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "Je ne t'en veux pas, va ! Moi non plus, je ne voudrais pas me battre contre [wave amp=30 freq=10]moi ![/wave]", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "Allons, je parie que tu as [wave amp=30 freq=10]super envie[/wave] de voir mes cassettes spéciales ! [pause]Tu veux relever mon défi pour les capitaines des Veilleurs, ou quoi ?", + "CAPTAIN_CODEY_LAST_LEGS1": "Pas mal du tout. Tu me forces à utiliser [shake rate=30 level=10]100 % de ma puissance ![/shake]", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]Hein ?[/shake] Mais comment ai-je pu perdre ?", + "CAPTAIN_CODEY_POST_BATTLE2": "Je veux dire... [pause]J'avais l\\'intention de perdre, bien sûr. C\\'était juste un test pour toi.", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Ces monstres sont tous associés à des « types » élémentaires. [pause]C'est quand on change ces types que les choses commencent à devenir [wave amp=30 freq=10]vraiment[/wave] intéressantes.", + "CAPTAIN_CODEY_POST_BATTLE3": "Et tu l'as réussi. [pause]Félicitations ! [pause]Enfin, bref...", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "Alors, [wave amp=30 freq=10]capitaine des Veilleurs[/wave], tu es revenu affronter ton plus redoutable adversaire, c'est bien ça ?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "Maintenant que tu n'es plus une simple recrue, je n\\'ai plus besoin de limiter la puissance de mes cassettes super piratées !", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "Alors, [wave amp=30 freq=10]capitaine des Veilleurs[/wave], tu es revenu·e affronter ton plus redoutable adversaire, c'est bien ça ?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "Alors, [wave amp=30 freq=10]capitaine des Veilleurs[/wave], tu es revenue affronter ton plus redoutable adversaire, c'est bien ça ?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "Maintenant que tu n'es plus une simple recrue, je n\\'ai plus besoin de limiter la puissance de mes cassettes super piratées !", + "CAPTAIN_CODEY_POST_REMATCH1": "Il doit y avoir une erreur dans mes calculs, [pause]ma stratégie était [shake rate=30 level=10]CENSÉE[/shake] être imbattable !", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "Maintenant que tu n'es plus une simple recrue, je n\\'ai plus besoin de limiter la puissance de mes cassettes super piratées !", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "Je ne t'en veux pas, va ! Moi non plus, je ne voudrais pas me battre contre [wave amp=30 freq=10]moi[/wave] !", + "CAPTAIN_CODEY_POST_REMATCH2": "Du moins, c'est ce que je dirais si j\\'étais fou de rage. [pause]Ce qui n\\'est pas le cas. [pause]Du tout, même. Je le prends très bien...", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Eh, toi ! [pause]En général, les gens comme toi ne sont pas assez [wave amp=30 freq=10]courageux[/wave] pour s'aventurer aussi près de notre avant-poste. Si tu t\\'en allais avant que les choses dégénèrent ?", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Pas étonnant que ce soit elle la chef, [pause]hein ?", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "Alors, comme ça, tu refuses de bouger, hein ? [pause]On dirait bien que je vais devoir me salir les mains, alors...", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Eh bien, [pause]peut-être faudrait-il en apprendre davantage à leur sujet ! [pause]Ianthe, à mon avis, {player} devrait postuler pour rejoindre les Veilleurs !", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Magnifique.", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "Génial.", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Elle a vraiment une confiance en elle étonnante.", + "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Heureuse de faire ta connaissance, nouvelle recrue.", + "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Heureuse de faire ta connaissance, nouvelle recrue.", + "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Heureuse de faire ta connaissance, nouvelle recrue.", + "LEADER_IANTHE_INTRO_IANTHE2": "Alors, [pause]que penses-tu de cet avant-poste ? [pause]Il est resté abandonné pendant très longtemps. Cela n'a pas été simple, mais nous l\\'avons transformé en lieu de repos pour les Veilleurs fatigués.", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "Qu'est-ce que vous faites, ici ?", + "LEADER_IANTHE_INTRO_IANTHE3": "J'aimerais pouvoir te répondre que nous défendons les habitants de la Nouvelle-Wirral d\\'une horde de monstres assoiffés de sang...", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "À quoi servent les Veilleurs ?", + "LEADER_IANTHE_INTRO_IANTHE4": "Mais en réalité, la plupart du temps, nous faisons juste des petits boulots pour aider la communauté. En vérité, ce n'est pas très intéressant.", + "LEADER_IANTHE_INTRO_K_IANTHE4": "Nous sommes à peu près certains que les archanges [wave amp=30 freq=10]existent bel et bien[/wave], mais nos interactions avec eux ont été pour ainsi dire... [pause]extrêmement fugaces.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]Eh bien, {player} et moi venons tout juste d'affronter un archange ![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh pourra d'ailleurs te le confirmer, [pause]étant une des plus récentes recrues.", + "LEADER_IANTHE_INTRO_K_IANTHE3": "... [pause]Vraiment ? Il va nous falloir étudier cela.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} est vraiment doué pour se battre. [pause]Vous pouvez me croire !", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "Sauf que Kayleigh affirme que vous avez combattu un [wave amp=30 freq=10]archange[/wave] ensemble.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "C'est tout à fait vrai !", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "Sauf que Kayleigh affirme que vous avez combattu un [wave amp=30 freq=10]archange[/wave] ensemble.", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "Nous sommes à peu près certains que les archanges [wave amp=30 freq=10]existent bel et bien[/wave], mais nos interactions avec eux ont été pour ainsi dire... [pause]extrêmement fugaces.", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "Sauf que Kayleigh affirme que vous avez combattu un [wave amp=30 freq=10]archange[/wave] ensemble.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "Non seulement on l'a affronté, mais on a gagné !", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} est vraiment doué·e pour se battre. [pause]Vous pouvez me croire !", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "Survivre à un tel affrontement implique de posséder une force et une résistance hors du commun.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} est vraiment douée pour se battre. [pause]Vous pouvez me croire !", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} sait vraiment se battre.", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} se bat avec vaillance.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Les capitaines... des Veilleurs ?", + "LEADER_IANTHE_INTRO_IANTHE5": "Alors, [pause]qu'est-ce que tu en penses, {player} ? Ça te dirait, de postuler pour rejoindre les Veilleurs ?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Postuler ?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "Que faut-il que je fasse ?", + "LEADER_IANTHE_INTRO_IANTHE6": "Les nouvelles recrues ont pour rôle d'aller voir tous les capitaines des Veilleurs de la Nouvelle-Wirral afin de réussir les défis qui leur sont proposés.", + "CAPTAIN_ZEDD_POST_BATTLE1": "J'ai l\\'impression que ce dernier coup m\\'a réveillé... enfin, un peu. [pause]Tiens, voilà ta récompense.", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "C'est important de bien dormir, tu sais... toute la question étant de savoir COMBIEN DE TEMPS il faut passer à dormir. [pause]L\\'humanité cherche la réponse à cette question depuis l\\'aube des temps.", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "Salut ! [pause]Alors, comme ça, il paraît que tu es capitaine, maintenant ? [pause]C'est génial !", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "Salut ! [pause]Alors, comme ça, il paraît que tu es capitaine, maintenant ? [pause]C'est génial !", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Salut ! [pause]Tu viens m'aider à trier le bric-à-brac ?", + "CAPTAIN_SKIP_INTRO3": "Je recueille tout un tas de [wave amp=30 freq=10]trucs[/wave] fabriqués par les habitants des autres mondes.", + "CAPTAIN_READY_CHECK.n": "Te sens-tu prêt·e à affronter {pawn} ?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe dit que tu sais vraiment te battre. Du coup, j'imagine que tu as envie de relever mon défi pour les Veilleurs ?", + "CAPTAIN_SKIP_POST_REMATCH1": "Ben, mince, alors... [pause]J'ai encore perdu...", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "Ne t'inquiète pas ! [pause]Ce ne sont pas les vieilleries à trier qui manquent, de toute façon !", + "CAPTAIN_SKIP_PRE_REMATCH3": "Génial ! [pause]Ça va être marrant !", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "On pourrait peut-être fêter ça en se battant à nouveau, non ? Qu'en dis-tu, [wave amp=30 freq=10]capitaine[/wave] ?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "On pourrait peut-être fêter ça en se battant à nouveau, non ? Qu'en dis-tu, [wave amp=30 freq=10]capitaine[/wave] ?", + "CAPTAIN_WALLACE_POST_REWARD1": "J'ai découvert ce matériau rare en inspectant le parc pour un projet de construction. Tu pourras l\\'échanger contre des tas de trucs chouettes à l\\'hôtel de ville.", + "CAPTAIN_WALLACE_INTRO4": "Je suis Murolien, un des capitaines des Veilleurs de Port-la-Ville. [pause]C'est moi qui supervise toutes les constructions sur la Nouvelle-Wirral.", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Bienvenue, [pause]chère mécène, [pause]à l'Emporium du Pharaon de Néo-Végas ![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Bienvenue, [pause]cher mécène, [pause]à l'Emporium du Pharaon de Néo-Végas ![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Oh ! [pause]J'avais totalement oublié que tu étais toi aussi capitaine des Veilleurs !", + "CAPTAIN_ZEDD_INTRO5": "Merci ! C'est quand même dingue qu\\'un [wave amp=30 freq=10]capitaine des Veilleurs[/wave] ne puisse pas se reposer de temps en temps, dans le coin !", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Bonjour, humain. Savais-tu que je respecte autant tous les tiens ? Je n'ai pas la moindre émotion négative à l\\'égard de qui que ce soit. [pause]C\\'est vrai.[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Désolée, [pause]je ne voulais pas recommencer à diriger ma colère vers les humains. [pause]Merci d'ignorer ma remarque.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Bonjour, humain·e. Savais-tu que je respecte autant tous les tiens ? Je n'ai pas la moindre émotion négative à l\\'égard de qui que ce soit. [pause]C\\'est vrai.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Bonjour, humaine. Savais-tu que je respecte autant tous les tiens ? Je n'ai pas la moindre émotion négative à l\\'égard de qui que ce soit. [pause]C\\'est vrai.[/color]", + "CAPTAIN_SKIP_INTRO1": "Bon sang, les habitants des autres mondes fabriquent vraiment des tas de [wave amp=30 freq=10]trucs[/wave], pas vrai ?", + "CAPTAIN_WALLACE_POST_REMATCH2": "Une fois encore, tu m'as montré que ta stratégie était bâtie sur de solides fondations !", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Tiens, voilà tes gains.[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Tu peux échanger ce matériau à l'hôtel de ville de Port-la-Ville. [pause]Je sais que vous adorez avoir tout un tas de babioles, vous autres humains...[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Sache que j'ai effectué les mises à jour nécessaires pour colmater les faiblesses de mes algorithmes de combat. [pause]Ta défaite est désormais une certitude statistique, « capitaine ».[/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "Je suis à toi dans une seconde, il me reste juste quelques petites réparations à finaliser.", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Tu m'as l\\'air capable de te débrouiller, dis-moi. Ça ne te dirait pas de rejoindre les Veilleurs en tant que nouvelle recrue ?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Tu m'as l\\'air capable de te débrouiller, dis-moi. Ça ne te dirait pas de rejoindre les Veilleurs en tant que nouvelle recrue ?", + "CAPTAIN_SKIP_INTRO4": "Matériel électronique, meubles, la totale, quoi ! [pause]Quand ça finit ici, je fais en sorte qu'on lui trouve un usage !", + "CAPTAIN_SKIP_POST_BATTLE1.m": "Eh bien, tu m'as mis une sacrée raclée, dis donc ! [pause]Peut-être que je t\\'avais sous-estimé, finalement...", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "Ne t'inquiète pas ! [pause]Ce ne sont pas les vieilleries à trier qui manquent, de toute façon !", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe dit que tu sais vraiment te battre. Du coup, j'imagine que tu as envie de relever mon défi pour les Veilleurs ?", + "LEADER_IANTHE_INTRO_IANTHE7": "Vu que tu es apparemment une [wave amp=30 freq=10]vraie star[/wave] dès qu'il s\\'agit de combattre les monstres, [pause]je suis sûre que les capitaines vont vouloir te tester pour savoir ce que tu vaux.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "C'est du super boulot, camarade !", + "LEADER_IANTHE_INTRO_IANTHE8.m": "Je vois que tu viens [wave amp=30 freq=10]vraiment[/wave] d'arriver ici.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Qui sont ces capitaines des Veilleurs ?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "Je vois que tu viens [wave amp=30 freq=10]vraiment[/wave] d'arriver ici.", + "LEADER_IANTHE_INTRO_IANTHE9": "Les nouvelles recrues qui réussissent l'épreuve deviennent des Veilleurs à part entière, comme Kayleigh. Les Veilleurs ont de nombreuses responsabilités, mais rien qui risque de les mettre en grand danger.", + "LEADER_IANTHE_INTRO_IANTHE8.n": "Je vois que tu viens [wave amp=30 freq=10]vraiment[/wave] d'arriver ici.", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "Honnêtement, je n'aurais jamais cru que ce jour finirait par arriver.", + "LEADER_IANTHE_INTRO_IANTHE10": "Les capitaines, [pause]comme moi, [pause]gèrent toutes nos opérations. Nous essayons d'aider la communauté de Port-la-Ville, et c\\'est à nous de gérer les situations les plus dangereuses.", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "D'accord, je comprends, maintenant !", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Autrement dit, les capitaines sont les chefs des Veilleurs...", + "LEADER_IANTHE_INTRO_IANTHE11": "Tiens, prends ça.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "Qu'est-ce que c\\'est ? Une carte à faire tamponner ?", + "LEADER_IANTHE_INTRO_IANTHE12": "Chaque fois que tu réussiras un défi proposé par un capitaine, il tamponnera cette carte. [pause]Et une fois que tu l'auras remplie, reviens me voir et je te ferai officiellement rejoindre les rangs des Veilleurs.", + "LEADER_IANTHE_INTRO_IANTHE16": "Bref, je dois rentrer en ville. Si tu as besoin de quoi que ce soit, n'hésite pas à venir à notre quartier général.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "C'est pour avoir des cafés gratuits ?", + "LEADER_IANTHE_INTRO_IANTHE13": "Chaque capitaine a réussi à peaufiner sa propre stratégie au combat. [pause]Tout n'est pas question de force brute, bien au contraire. [pause]Tu vas devoir apprendre à adapter ton approche à chaque nouveau défi.", + "LEADER_IANTHE_INTRO_IANTHE14": "Tu penses en être capable, [pause]{player} ?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "Tout à fait !", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "Tout à fait !", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Bien sûr !", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "Tout à fait !", + "LEADER_IANTHE_INTRO_IANTHE15": "Parfait.", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Autre chose ?", + "LEADER_IANTHE_INTRO_IANTHE17": "Tu sais bien, le bâtiment avec un demi-navire posé dessus. [pause]Tu verras, tu ne peux pas le rater.", + "LEADER_IANTHE_MENU": "Hé, {player}. Quelque chose te préoccupe ?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "J'ai trouvé le moyen de rentrer à la maison !", + "LEADER_IANTHE_MENU_CAPTAINS": "L'entraînement avec les capitaines...", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "Je me sens de taille à devenir capitaine !", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "Je me sens de taille à devenir capitaine !", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "Je me sens de taille à devenir capitaine !", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "Qu'est-ce que la matière fusionnée ?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "Je vois. Il y a une gare ferroviaire du nom de Terminox dans laquelle se trouve un miroir magique faisant office de portail. Les gares elles-mêmes font partie d'un archange géant...", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "À propos des types élémentaires...", + "LEADER_IANTHE_MENU_FUSION": "À propos de la fusion...", + "LEADER_IANTHE_MENU_BYE": "Je passais juste pour dire bonjour !", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "Vraiment ? Dis-moi tout.", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "C'est à peu près tout.", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "Il y a également un bâtiment habillé de l'avatar d\\'une femme, et un Traficrabe parlant qui nous aidera à arriver là-bas...", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Euh... oui.", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "T'as pigé !", + "LEADER_IANTHE_WAY_HOME_FELIX4": "Euh... oui, en gros.", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "Oui. Je suis heureuse que tu comprennes.", + "LEADER_IANTHE_WAY_HOME_DOG4": "Wouf !", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "Mais comme c'est vous qui me le dites, je prends la chose très au sérieux, et je vais envoyer quelqu\\'un là-bas sans attendre.", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "Vous savez, {player}, {partner}, si quelqu'un d\\'autre me disait ça, je serais très inquiète !", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "Bien évidemment, j'ai déjà discuté de cette possibilité avec mes capitaines. Nous avons conçu des plans pour toutes les éventualités...", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "La plupart des nouveaux arrivants voudront partir sans perdre un instant. Les Veilleurs les guideront jusqu'à Terminox, bien sûr.", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "Mais maintenant, nous allons enfin pouvoir les mettre en œuvre.", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "Autrement dit, on ne risque pas d'assister à un exode massif rapidement. Il y aura toujours du travail pour les Veilleurs à la Nouvelle-Wirral.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Mes capitaines et moi avons déjà décidé que notre place était à la Nouvelle-Wirral, pour protéger ceux qui décideront de rester.", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "Mais la plupart des habitants de Port-la-Ville sont là depuis longtemps. Des couples se sont formés, les gens se sont installés, ont fondé une famille...", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, je sais que tu suis une formation pour rejoindre les rangs des Veilleurs, mais je ne t'en voudrai pas si tu décides d\\'abandonner et de t\\'en aller.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "Tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "Tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Mes capitaines et moi avons déjà décidé que notre place était à la Nouvelle-Wirral, pour protéger ceux qui décideront de rester.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "Tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Je sais que je t'ai demandé de réfléchir à la possibilité de devenir capitaine, mais je ne t\\'en voudrai pas si tu décides de démissionner et de t\\'en aller.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Les autres capitaines et moi avons déjà décidé que notre place était à la Nouvelle-Wirral, pour protéger ceux qui décideront de rester.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Je sais que je t'ai demandé de réfléchir à la possibilité de devenir capitaine, mais je ne t\\'en voudrai pas si tu décides de démissionner et de t\\'en aller.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Je sais que je t'ai demandé de réfléchir à la possibilité de devenir capitaine, mais je ne t\\'en voudrai pas si tu décides de démissionner et de t\\'en aller.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "Je ne t'en voudrai pas si tu décides de démissionner de ton poste de capitaine et de t\\'en aller.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "Mais, {player}, tu as travaillé dur pour arriver à ce résultat. Plus que quiconque, en fait.", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "Quoi que tu décides, sache que tu auras mon plein soutien.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Tu n'aurais pas une carte à tamponner remplie à me montrer, des fois ?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Nous postons nos capitaines tout autour de l'île, afin qu\\'il y ait toujours [wave amp=30 freq=10]quelqu\\'un[/wave] à proximité en cas d\\'urgence.", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Si tu as besoin d'aide pour les trouver, essaie de t\\'adresser aux autres capitaines. Je suis un peu occupée pour le moment.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Si, la voilà !", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Félicitations, {player} ! À partir de cet instant, tu es désormais une Veilleuse !", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "Ainsi, ce qu'on raconte à ton sujet est exact ! Tu n\\'es pas là depuis longtemps, mais tu as déjà montré un talent certain pour ce qui est de traverser l\\'île et de surmonter tous les obstacles.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "Si, tout à fait !", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Félicitations, {player} ! À partir de cet instant, tu es désormais un Veilleur !", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "J'ai bien peur que nous n\\'ayons aucune cérémonie spéciale de prévue pour l\\'occasion. [pause]Nous sommes trop occupés à former les nouvelles recrues pour pouvoir nous charger de ces fusions rebelles.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Félicitations, {player} ! À partir de cet instant, tu es désormais un·e Veilleur·se !", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Beau travail. Tu l'as bien mérité, {player} !", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "Avoir d'autres gens comme toi pourrait nous être très utile pour aider à former les petits nouveaux. Tu as déjà réfléchi au fait de devenir capitaine ?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Génial. Je suis vraiment contente pour toi.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Génial. Je suis vraiment contente pour toi.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Génial. Je suis vraiment contente pour toi.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "C'est du super boulot, camarade !", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "Tes efforts sont récompensés comme il se doit.", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "C'est amplement mérité !", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "C'est du super boulot, camarade !", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "Tes efforts sont récompensés comme il se doit.", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "Tes efforts sont récompensés comme il se doit.", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Awooouh !", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "On pourrait peut-être fêter ça en se battant à nouveau, non ? Qu'en dis-tu, [wave amp=30 freq=10]capitaine[/wave] ?", + "CAPTAIN_ZEDD_POST_REWARD1": "Un café bien serré m'aiderait à me réveiller.", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "Salut ! [pause]Alors, comme ça, il paraît que tu es capitaine, maintenant ? [pause]C'est génial !", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Une fois encore, tu m'as donné une bonne leçon. Bravo, tu as vraiment un style électrique !", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Pas de problème. Une autre fois, alors...", + "CAPTAIN_WALLACE_PRE_REMATCH2": "C'est le moment rêvé pour une revanche, non ? Qu\\'est-ce que tu en dis ?", + "CAPTAIN_SKIP_INTRO5": "Après tout, les objets sans valeur d'un monde peuvent être des trésors pour un autre, [pause]pas vrai ?", + "CAPTAIN_SKIP_POST_REMATCH5": "Ce qui est génial, c'est que je ne sais jamais ce que je risque de trouver !", + "CAPTAIN_ZEDD_INTRO4": "C'est de plus en plus difficile de \\\"méditer\\\" dans le coin, avec tous ces Missilinos qui fusent de partout. Tu crois que tu pourrais [wave amp=30 freq=10]régler le problème ?[/wave]", + "CAPTAIN_ZEDD_INTRO2": "Pardon ? [pause]Si je dormais ? [pause]Non, non, pas du tout ! J'étais en train de... euh, méditer. Je m\\'appelle Zedd, au fait.", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "Tu as fait de l'exercice, pas vrai ? Ça se voit, tu es encore plus forte que la dernière fois !", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Salut à tous ![/wave] [pause]Vous écoutez Radio Cybile, émettant 24 heures sur 24, sept jours sur sept sur [wave amp=30 freq=10]touuuuute[/wave] la Nouvelle-Wirral !", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "J'adorerais interviewer notre invitée en direct, mais hélas, elle n\\'a pas encore rempli les [wave amp=30 freq=10]papiers nécessaires[/wave] ! [pause]J\\'imagine que vous devez tous être très déçus, les amis !", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "J'adorerais interviewer notre invité·e en direct, mais hélas, iel n\\'a pas encore rempli les [wave amp=30 freq=10]papiers nécessaires[/wave] ! [pause]J\\'imagine que vous devez tous être très déçus, les amis !", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "Nous sommes en direct de la côte ouest avec la nouvelle recrue des Veilleurs, {player} !", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "Il se raconte dans les milieux autorisés que {player} est particulièrement doué pour ce qui est des [wave amp=30 freq=10]combats de monstres[/wave] !", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "Nous sommes en direct de la côte ouest avec la nouvelle recrue des Veilleurs, {player} !", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "Alors, qu'en dis-tu, jeune recrue ? [pause]Si nous offrions une [wave amp=30 freq=10]expérience de combat auditive[/wave] à nos amis qui nous écoutent ?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "Nous sommes en direct de la côte ouest avec la nouvelle recrue des Veilleurs, {player} !", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "Alors, qu'en dis-tu, jeune recrue ? [pause]Si nous offrions une [wave amp=30 freq=10]expérience de combat auditive[/wave] à nos amis qui nous écoutent ?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "Il se raconte dans les milieux autorisés que {player} est particulièrement douée pour ce qui est des [wave amp=30 freq=10]combats de monstres[/wave] !", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "Alors, qu'en dis-tu, jeune recrue ? [pause]Si nous offrions une [wave amp=30 freq=10]expérience de combat auditive[/wave] à nos amis qui nous écoutent ?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "Il se raconte dans les milieux autorisés que {player} est particulièrement doué·e pour ce qui est des [wave amp=30 freq=10]combats de monstres[/wave] !", + "CAPTAIN_CYBIL_PRE_BATTLE4": "C'est vrai ? Génial ! [pause]Attachez votre ceinture, chers auditeurs ! [wave amp=30 freq=10]Nous allons vous offrir un spectacle exclusif en direct ![/wave]", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "La prochaine fois, peut-être, amis auditeurs...", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "Ça chauffe, par ici ! [pause]Qui l'emportera ? Votre présentatrice préférée, ou notre étonnante débutante ? [pause]Il est temps de le découvrir !", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Quelle performance ! Nos auditeurs ont adoré ![/wave] [pause]Voilà ton paiement, bien sûr...", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "Ça chauffe, par ici ! [pause]Qui l'emportera ? Votre présentatrice préférée, ou notre étonnant·e débutant·e ? [pause]Il est temps de le découvrir !", + "CAPTAIN_CYBIL_POST_REWARD1": "...", + "CAPTAIN_CYBIL_POST_REWARD2": "Dans le temps, j'étais une étoile montante dans le monde de la radio. [pause]Mais ce n\\'est plus pareil depuis que j\\'ai fini ici.", + "CAPTAIN_CYBIL_POST_REWARD4": "Et peut-être que, ce jour-là, on viendra nous chercher...", + "CAPTAIN_CYBIL_POST_REWARD5.f": "Mais n'allons pas sombrer dans la mélancolie ! [pause]Tu t\\'es merveilleusement battue ! Un avenir radieux s\\'offre à toi !", + "CAPTAIN_CYBIL_POST_REWARD5.m": "Mais n'allons pas sombrer dans la mélancolie ! [pause]Tu t\\'es merveilleusement battu ! Un avenir radieux s\\'offre à toi !", + "CAPTAIN_CYBIL_POST_REWARD3": "Mais bon, pas le choix, faut bien s'adapter. [pause]Tous les jours, je diffuse sur les ondes de la Nouvelle-Wirral, dans l\\'espoir que... [pause]un jour ou l\\'autre, [pause]quelqu\\'un captera mon émission au-delà de l\\'île.", + "CAPTAIN_CYBIL_POST_REWARD5.n": "Mais n'allons pas sombrer dans la mélancolie ! [pause]Tu t\\'es merveilleusement battu·e ! Un avenir radieux s\\'offre à toi !", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Tiens, mais qui avons-nous là ?[/wave] [pause]C'est notre nouvelle vedette !", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Tiens, mais qui avons-nous là ?[/wave] [pause]C'est notre nouvelle vedette !", + "CAPTAIN_CYBIL_PRE_REMATCH1": "Eh bien ! [pause]Nous avons une fantastique histoire pour vous, les amis !", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Tiens, mais qui avons-nous là ?[/wave] [pause]C'est notre nouvelle vedette !", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "... [pause]Merci d'être venu. [pause]Ça compte beaucoup pour moi.", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "Quel fabuleux spectacle ! [pause]Tu as vraiment tout donné, sur ce coup-là !", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "Devinez qui vient d'arriver au studio ! {player}, notre nouveau capitaine !", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "Devinez qui vient d'arriver au studio ! {player}, notre nouvelle capitaine !", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "Nos auditeurs [wave amp=30 freq=10]meurent d'impatience de m\\'entendre de nouveau me battre avec toi ! [/wave]Alors ? [pause]Une petite revanche, ça te tente ?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "Nos auditeurs [wave amp=30 freq=10]meurent d'impatience de m\\'entendre de nouveau me battre avec toi ! [/wave]Alors ? [pause]Une petite revanche, ça te tente ?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "Devinez qui vient d'arriver au studio ! {player}, notre nouveau·elle capitaine !", + "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Génial ![/wave] C'est reparti, amis auditeurs ! Attachez votre ceinture, éteignez votre téléphone portable et sortez le pop-corn ! [pause]La revanche du siècle va commencer, en direct live !", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "Nos auditeurs [wave amp=30 freq=10]meurent d'impatience de m\\'entendre de nouveau me battre avec toi ! [/wave]Alors ? [pause]Une petite revanche, ça te tente ?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "Quel fabuleux spectacle ! [pause]Tu as vraiment tout donné, sur ce coup-là !", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "La prochaine fois, peut-être, amis auditeurs...", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "... [pause]Merci d'être venu·e. [pause]Ça compte beaucoup pour moi.", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "... [pause]Merci d'être venue. [pause]Ça compte beaucoup pour moi.", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]À la prochaine, capitaine ![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]À la prochaine, capitaine ![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]À la prochaine, capitaine ![/wave]", + "CAPTAIN_CODEY_INTRO2": "On m'appelle Codey. [pause]Parce qu\\'avant, j\\'étais codeur. Oh, et je [wave amp=30 freq=10]crackais[/wave] les codes des autres, aussi.", + "CAPTAIN_CODEY_INTRO1": "Tu viens de loin pour me voir, dis donc !", + "CAPTAIN_CODEY_INTRO3": "Tout ce qui est lié à l'informatique peut être piraté quand on est assez malin, tu sais. [pause]Les sites Internet, les jeux vidéo, les serveurs gouvernementaux...", + "CAPTAIN_CODEY_INTRO4": "Ceux-là m'ont causé quelques soucis par le passé, d\\'ailleurs...", + "CAPTAIN_CODEY_INTRO5": "Mais à la Nouvelle-Wirral ? [pause]Il n'y a pas d\\'Internet, ici. Quelle blague !", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Malheureusement, je ne peux pas te montrer de quoi je suis capable si tu ne t'inscris pas en tant que nouvelle recrue. [pause]Dommage pour toi, pas vrai ?", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Malheureusement, je ne peux pas te montrer de quoi je suis capable si tu ne t'inscris pas en tant que nouvelle recrue. [pause]Dommage pour toi, pas vrai ?", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "Désolé pour les jeux de mots, la force de l'habitude...", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "Tiens, voilà ta récompense.", + "CAPTAIN_JUDAS_PRE_REMATCH2": "Bien. [pause]Je te préviens, j'ai effectué quelques observations tactiques afin de maximiser mes chances de victoire, cette fois.", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Mes contacts m'ont appris que tu avais désormais rejoint les rangs des capitaines des Veilleurs. [pause]Impressionnant. [pause]Tu es là pour la revanche ?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Je parie que tu ne t'attendais pas à ce qu\\'une boîte de conserve telle que moi soit capable d\\'utiliser des cassettes de monstres, pas vrai ? [pause]Figure-toi que toutes les probabilités de jeu enregistrées dans mes banques de mémoire font de moi une excellente stratège.[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]Enfin, bref, je suis Clé-Ô, [pause]un des capitaines des Veilleurs de la Nouvelle-Wirral.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Même si c'est à contrecœur, je vais t\\'ajouter à ma base de données d\\'humains que je respecte vraiment. [pause]Il n\\'y a pas beaucoup de noms dessus.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Je vois que ton jeu était meilleur que le mien. [pause]Je suis très impressionnée, et je ne t'en veux [wave amp=30 freq=10]absolument[/wave] pas.[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Désolée, je ne souhaitais pas sembler hostile. [pause]Ianthe m'encourage à travailler sur le ressentiment que j\\'éprouve à l\\'égard de mes créateurs afin qu\\'il s\\'exprime de manière plus positive.[/color]", + "CAPTAIN_DREADFUL_INTRO4": "Évidemment, [pause]elles ont toutes été perdues lors de l'incendie de la ville. [pause]Tout a été dévoré par les flammes, et les habitants aussi... [pause]sauf moi.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Pas sûre que toutes ces histoires aient été vraies...", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Trompe-la-mort ?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Laisse tomber, c'est un vieux surnom.", + "CAPTAIN_DREADFUL_INTRO6": "Les habitants de Port-la-Ville ont des tas de croyances différentes, mais tous sont d'accord sur un point : au bout du compte, on finira [wave amp=30 freq=10]tous[/wave] par passer l\\'arme à gauche.", + "CAPTAIN_DREADFUL_INTRO7": "Mais personnellement, je pense qu'ils manquent d\\'imagination. [pause]La mort n\\'est pas la fin... pas quand on connaît des [wave amp=30 freq=10]moyens ésotériques[/wave] de revenir.", + "CAPTAIN_DREADFUL_POST_REWARD1": "N'oublie pas, recrue... [pause]Si la vie est ce qu\\'on en fait, c\\'est également vrai de la mort.", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Je te ferais bien une petite démonstration, mais je ne me bats qu'avec les Veilleurs ou les nouvelles recrues. [pause]Désolée, aucune exception à la règle.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Je pourrais te faire une démonstration, si tu te sens de taille. [pause]Tu es notre dernière recrue en date, pas vrai ? Tu cherches à montrer ce que tu vaux ?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "Alors, en piste ! [pause]Si tu espères que je retienne mes coups parce que je suis capitaine des Veilleurs, attends-toi à avoir la [shake rate=30 level=10]peur de ta vie ![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Je pourrais te faire une démonstration, si tu te sens de taille. [pause]Tu es notre dernière recrue en date, pas vrai ? Tu cherches à montrer ce que tu vaux ?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Alors, comme ça, on ne se sent pas de taille ? [pause]Ne t'inquiète pas, je ne t\\'en fais pas le reproche !", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Je pourrais te faire une démonstration, si tu te sens de taille. [pause]Tu es notre dernière recrue en date, pas vrai ? Tu cherches à montrer ce que tu vaux ?", + "CAPTAIN_GLADIOLA_INTRO4": "Dans ce monde, les ombres ont des griffes. Mon travail consiste à [wave amp=30 freq=10]les lacérer[/wave] en frappant plus fort qu'elles.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Ça n'est pas vraiment plus clair...", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Mais je n'ai pas le droit d\\'en dire plus à ceux qui ne font pas partie des Veilleurs. [pause]Si jamais tu t\\'engages, nous aurons sans doute l\\'occasion de reprendre cette conversation.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "OK.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Dis-moi, tu es là pour relever mon défi pour les capitaines des Veilleurs ? [pause]Tu peux te mesurer à mes lames, si tu t'en sens capable.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Dis-moi, tu es là pour relever mon défi pour les capitaines des Veilleurs ? [pause]Tu peux te mesurer à mes lames, si tu t'en sens capable.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Dis-moi, tu es là pour relever mon défi pour les capitaines des Veilleurs ? [pause]Tu peux te mesurer à mes lames, si tu t'en sens capable.", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Espérons que tu ne te feras pas d'entailles au visage, ce serait trop dommage.", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Sage décision.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impressionnant. [pause]Je ne t'en croyais pas capable, mais tu es plus doué que je ne le pensais. C\\'est une victoire amplement méritée.", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "Tu ne m'auras pas si facilement !", + "CAPTAIN_GLADIOLA_POST_REWARD1": "Bien, il est temps pour moi de reprendre ma mission. [pause]Tu t'en doutes, j\\'ai dû jurer de garder le secret quant à la nature de mes occupations. Ne le prends pas mal, surtout.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impressionnant. [pause]Je ne t'en croyais pas capable, mais tu es plus douée que je ne le pensais. C\\'est une victoire amplement méritée.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impressionnant. [pause]Je ne t'en croyais pas capable, mais tu es plus doué·e que je ne le pensais. C\\'est une victoire amplement méritée.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Alors, comme ça, il paraît que tu viens de rejoindre les rangs des capitaines des Veilleurs ? Tu as peut-être envie de t'entraîner de nouveau contre moi ?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "La nature exacte de mon travail avec les Veilleurs doit rester secrète. Il vaut mieux que tu n'en saches rien.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Tu es toujours aussi rapide. Je ne peux que te féliciter.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Très bien ! [pause]En garde, capitaine !", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Alors, comme ça, il paraît que tu viens de rejoindre les rangs des capitaines des Veilleurs ? Tu as peut-être envie de t'entraîner de nouveau contre moi ?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Très bien ! [pause]En garde, capitaine !", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Alors, comme ça, il paraît que tu viens de rejoindre les rangs des capitaines des Veilleurs ? Tu as peut-être envie de t'entraîner de nouveau contre moi ?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Très bien ! [pause]En garde, capitaine !", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Sage décision.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Tu es toujours aussi rapide. Je ne peux que te féliciter.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Tu es toujours aussi rapide. Je ne peux que te féliciter.", + "CAPTAIN_HEATHER_INTRO2": "Humidité fluctuante... [pause]Risques de précipitation ? Qui peut savoir ?", + "CAPTAIN_HEATHER_INTRO3": "Pour une météorologue telle que moi, le climat de la Nouvelle-Wirral est une énigme permanente !", + "CAPTAIN_HEATHER_LAST_LEGS1": "Je te préviens, je sens que le vent est en train de tourner en ma faveur !", + "CAPTAIN_HEATHER_PRE_BATTLE1": "Tu es une des nouvelles recrues, pas vrai ? [pause]Si tu te sens capable d'affronter la tempête, pourquoi ne pas relever mon défi ?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Bah. Peut-être que, la prochaine fois, tu te sentiras de taille à [wave amp=30 freq=10]affronter l'orage[/wave] !", + "CAPTAIN_HEATHER_PRE_BATTLE2": "Fantastique ! [pause]Du coup, petite mise à jour de mes prévisions : je prédis désormais un [shake rate=30 level=10]déluge de coups[/shake] et une [shake rate=30 level=10]victoire éclatante[/shake] !", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]C'est Zéphyra, pour le bulletin météo ![/wave] [pause]Les prévisions du jour sont toujours aussi imprévisibles !", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "Euh... [pause]si tu veux vraiment relever mon défi pour les Veilleurs, tu vas d'abord devoir nous rejoindre.", + "MEREDITH_ROMANCE_MEREDITH4": "Je sais pas pourquoi [wave amp=30 freq=30]tu[/wave] t'intéresses à [wave amp=30 freq=30]moi[/wave], [pause]mais je t\\'apprécie vraiment beaucoup.", + "MEREDITH_ROMANCE_MEREDITH5": "Le hic, c'est qu\\'on fait tout pour quitter cette île...", + "MEREDITH_ROMANCE_MEREDITH6.m": "Et si on réussit, on sera forcément séparés. [pause]Ça... [pause]ça ne te dérange pas ?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "Tu es prêt à affronter les forces du mal ?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Non.", + "MEREDITH_ROMANCE_MEREDITH6.f": "Et si on réussit, on sera forcément séparées. [pause]Ça... [pause]ça ne te dérange pas ?", + "MEREDITH_ROMANCE_MEREDITH6.n": "Et si on réussit, on sera forcément séparé·es. [pause]Ça... [pause]ça ne te dérange pas ?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Je ne crois pas.", + "MEREDITH_ROMANCE_MEREDITH7": "Bon. [pause]Pourquoi pas, après tout ?", + "MEREDITH_ROMANCE_MEREDITH8.m": "Moi, avec un vrai copain. [pause]Ça fait bizarre. [pause]Mais ça me plaît.", + "MEREDITH_ROMANCE_MEREDITH8.f": "Moi, avec une vraie copine. [pause]Ça fait bizarre. [pause]Mais ça me plaît.", + "MEREDITH_ROMANCE_MEREDITH8.n": "Moi, en couple. [pause]Ça fait bizarre. [pause]Mais ça me plaît.", + "MEREDITH_ROMANCE_MEREDITH9": "Je m'étais toujours dit qu\\'il fallait que j\\'apprenne à m\\'accepter et à m\\'aimer moi-même avant de m\\'engager dans une relation, [pause]mais je crois qu\\'en vérité...", + "MEREDITH_ROMANCE_MEREDITH11": "Mais tu me rends heureuse, [pause]et je me sens bien plus complète quand t'es avec moi.", + "MEREDITH_ROMANCE_MEREDITH10": "J'atteindrai JAMAIS réellement cet objectif. [pause]Je deviendrai jamais cette version parfaite de moi-même.", + "MEREDITH_ROMANCE_MEREDITH12": "Bon, ça devient trop gnan-gnan pour moi, cette histoire... [pause]Oh, et compte pas sur moi pour te conter fleurette.", + "MEREDITH_ROMANCE_MEREDITH13.m": "Si tu espérais que je t'appelle \\\"mon cœur\\\" ou \\\"trésor\\\", [pause]t\\'as pas fini d\\'être déçu.", + "MEREDITH_ROMANCE_MEREDITH13.n": "Si tu espérais que je t'appelle \\\"mon cœur\\\" ou \\\"trésor\\\", [pause]t\\'as pas fini d\\'être déçu·e.", + "MEREDITH_ROMANCE_MEREDITH13.f": "Si tu espérais que je t'appelle \\\"mon cœur\\\" ou \\\"trésor\\\", [pause]t\\'as pas fini d\\'être déçue.", + "EUGENE_QUEST2_PART1_EUGENE1": "J'ai piqué la clé de la fenêtre à une de ces goules en patrouille.", + "EUGENE_QUEST1_PART1_EUGENE1": "Heureux de te voir !", + "EUGENE_QUEST1_PART1_EUGENE2.f": "Tu es prête à affronter les forces du mal ?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "Tu es prêt·e à affronter les forces du mal ?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Bien sûr !", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Je comprends. Fais-moi signe quand tu seras prêt... Je vais continuer d'évaluer la situation en attendant.", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Pas maintenant.", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Splendide ![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Je comprends. Fais-moi signe quand tu seras prête... Je vais continuer d'évaluer la situation en attendant.", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Je comprends. Fais-moi signe quand tu seras prêt·e... Je vais continuer d'évaluer la situation en attendant.", + "EUGENE_QUEST1_PART1_EUGENE4": "Bon, [pause]tu vois ce bâtiment, là-bas ?", + "EUGENE_QUEST1_PART1_EUGENE5": "C'est une forteresse... [pause]C\\'est là que ces parasites inhumains fomentent leurs sombres machinations pour s\\'emparer de notre monde.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "Pas très impressionnant.", + "EUGENE_QUEST1_PART1_EUGENE8": "Il existe plusieurs de ces bastions, tu en as sûrement déjà repéré quelques-uns. La porte principale est verrouillée, mais on peut passer par une fenêtre sur le toit.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Pas terrible pour une forteresse, pas vrai ?", + "EUGENE_QUEST1_PART1_EUGENE6": "Les apparences peuvent être trompeuses, [pause]camarade.", + "EUGENE_QUEST1_PART1_EUGENE7": "Leurs semblables menaçaient autrefois le monde dont je viens, mais on les a combattus. [pause]Et on a GAGNÉ !", + "EUGENE_QUEST1_PART1_EUGENE9": "Essaie de planer jusqu'à elle en partant d\\'ici. Je serai à tes côtés, ne t\\'en fais pas.", + "EUGENE_QUEST2_PART1_EUGENE2.m": "On va débouler directement là-dedans et les massacrer ! T'es prêt ?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Toujours !", + "EUGENE_QUEST2_PART1_EUGENE2.n": "On va débouler directement là-dedans et les massacrer ! T'es prêt·e ?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "On va débouler directement là-dedans et les massacrer ! T'es prête ?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Peut-être accepteriez-vous de vous entretenir avec notre responsable au quartier général de l'association ?[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Allons-y !", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Nous pourrions sans doute parvenir à un accord mutuellement avantageux. Laissez-moi vous donner l'adresse.[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "Voilà enfin une chance de saboter définitivement leurs opérations !", + "EUGENE_QUEST4_PART1_EUGENE3": "Viens, il n'y a pas une minute à perdre !", + "EUGENE_QUEST4_PART1_EUGENE1": "Les Gardes-terres possèdent donc une base centrale ?", + "EUGENE_QUEST5_PART1_EUGENE1": "Voilà soi-disant le site du quartier général des Gardes-terres...", + "EUGENE_QUEST5_PART1_EUGENE2": "Allez... [pause]Ces parasites ne font pas le poids face à notre [shake rate=30 level=10]détermination héroïque[/shake] !", + "EUGENE_QUEST5_PART1_EUGENE3": "...", + "EUGENE_QUEST5_PART1_EUGENE4": "Mais où est l'entrée, bon sang ?", + "EUGENE_QUEST5_PART1_EUGENE5": "...", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]PRÊTS À TAUX VARIABLES...[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "Je crois que j'ai trouvé.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]ÉQUITÉ CROISSANTE...[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]TAUX DE CAPITALISATION AJUSTABLES...[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "Merci d'avoir accepté notre invitation à cette entrevue. Nous apprécions grandement votre coopération.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]CROISSANCE DU CAPITAL...[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "Alors, dites-moi : pourquoi un archange tente-t-il de s'emparer du [shake rate=30 level=10]marché de l\\'immobilier[/shake] ?", + "EUGENE_QUEST5_PART2_EUGENE2": "C'est donc vous le responsable, hein ?", + "EUGENE_QUEST5_PART2_EUGENE5": "...", + "EUGENE_QUEST5_PART2_MAMMON4": "Nous sommes issus de l'ego humain. Ce sont vos plus ardents désirs qui nous donnent forme.\\n\\nJe ne suis qu\\'un hommage à votre consumérisme effréné.\\n\\nMa soif d\\'ordre et de structuration n\\'est que le reflet de vos propres aspirations.", + "EUGENE_QUEST5_PART2_EUGENE7": "Vous ne savez absolument RIEN de moi !", + "EUGENE_QUEST5_PART2_EUGENE10": "Je...", + "EUGENE_QUEST5_PART2_MAMMON6": "Je désire ce que tu désires, humain Eugène. Je peux lire dans ton cœur.", + "EUGENE_QUEST5_PART2_MAMMON8": "L'humain Eugène bénéficie de toute ma compassion.\\n\\nSa cause est devenue son unique raison d\\'être.", + "EUGENE_QUEST5_PART2_MAMMON9": "Sans elle, l'humain Eugène n\\'est rien.\\n\\nUne coquille vide. Comme mes agents.", + "EUGENE_QUEST5_PART2_EUGENE11": "Ce n'est pas... [pause]vrai...", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Ne l'écoute pas, Eugène !", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "C'est faux !", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]ASSEZ ![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "Vous ne me découragerez pas ! [pause]Briser notre volonté, c'est tout ce que vous savez faire !", + "EUGENE_QUEST5_PART2_EUGENE15": "On connaît tous l'histoire : un grand ponte se pointe et décide de tout prendre aux petites gens...", + "EUGENE_QUEST5_PART2_EUGENE13": "Je refuse de vous écouter plus longtemps !", + "EUGENE_QUEST5_PART2_EUGENE16": "Et quand ils résistent, [pause]on leur dit de rester à leur place, [pause]pas vrai ?", + "EUGENE_QUEST5_PART2_EUGENE17": "Alors, ils baissent les bras... [pause]Et les choses ne font qu'empirer !", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]C'est [pause]toujours [pause]pareil ![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", + "EUGENE_QUEST5_PART2_EUGENE20": "Tu veux démolir ce minable avec moi ?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "Vous n'aurez pas raison de ma détermination...", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Ça va sans dire.", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Allons-y !", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "Et vous n'arrêterez pas {player} si facilement non plus !", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Le bâtiment va s'effondrer. Viens, on doit partir !", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "OH, OH, C'EST UNE OPÉRATION REMARQUABLE QUE VOUS AVEZ LÀ, M. MAMMON.", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "On va vous affronter ensemble et on va [shake rate=30 level=10]GAGNER[/shake] !", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "ET VOUS SEMBLEZ CAPABLE DE DÉLÉGUER. C'EST UNE QUALITÉ RARE !", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "LAISSEZ-MOI VOUS AIDER À SORTIR D'ICI.", + "EUGENE_QUEST5_PART3_EUGENE1": "Tous les agents ont filé... [pause]Je me demande ce qu'ils vont faire, maintenant ?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "Tu trouves ?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "Sérieux, c'était vraiment cool de [wave amp=30 freq=10]fusionner[/wave] avec toi !", + "EUGENE_QUEST5_PART3_EUGENE2.m": "Sérieux, c'était vraiment cool de [wave amp=30 freq=10]fusionner[/wave] avec toi !", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Je trouve aussi !", + "EUGENE_QUEST5_PART3_EUGENE2.n": "Sérieux, c'était vraiment cool de [wave amp=30 freq=10]fusionner[/wave] avec toi !", + "EUGENE_QUEST5_PART3_EUGENE3": "Ouais ! [pause]C'était comme une poussée d\\'adrénaline, sauf que j\\'ai senti ta volonté s\\'ajouter à la mienne. Même un [wave amp=30 freq=10]archange[/wave] n\\'a pas pu nous arrêter !", + "EUGENE_QUEST5_PART3_EUGENE4": "Dire qu'un archange était à la tête des Gardes-terres depuis le début...", + "EUGENE_QUEST5_PART3_EUGENE5": "Mais ce qu'il a dit... [pause]Et si c\\'était vrai ?", + "EUGENE_QUEST5_PART3_EUGENE6": "Peut-être que sans une grande cause à défendre, [pause]je ne suis vraiment personne.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "J'ai découvert un moyen de quitter cette île.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Je n'y crois pas une seconde.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "Tu ne dois pas penser comme ça.", + "EUGENE_QUEST5_PART3_EUGENE7": "...", + "EUGENE_QUEST5_PART3_EUGENE8.f": "Hmm. [pause]Merci, camarade.", + "EUGENE_QUEST5_PART3_EUGENE8.m": "Hmm. [pause]Merci, camarade.", + "EUGENE_QUEST5_PART3_EUGENE8.n": "Hmm. [pause]Merci, camarade.", + "EUGENE_QUEST5_PART3_EUGENE9": "Et TOI, [pause]qu'est-ce qui te motive à agir, d\\'ailleurs ?", + "EUGENE_QUEST5_PART3_EUGENE10": "T'es toujours en train [pause]d\\'explorer, [pause]d\\'aider les autres [pause]et de te battre contre tous ces monstres...", + "EUGENE_QUEST5_PART3_EUGENE15": "Je me sens pas encore [wave amp=30 freq=30]capable[/wave] de raccrocher.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Je vais trouver un moyen de rentrer chez moi.", + "EUGENE_QUEST5_PART3_EUGENE11": "Hmm. Ça me semble fort improbable.", + "EUGENE_QUEST5_PART3_EUGENE12": "Mais je vais t'aider.", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Vraiment ?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Quoi, comme ça ?", + "EUGENE_QUEST5_PART3_EUGENE13": "Ouais !", + "EUGENE_CONVO11_EUGENE1_OPTION2": "Comment ça ?", + "EUGENE_QUEST5_PART3_EUGENE14": "On a arrêté les Gardes-terres, mais j'ai de l\\'énergie à revendre.", + "EUGENE_QUEST5_PART3_EUGENE16": "J'ai besoin d\\'un nouvel [wave amp=30 freq=30]objectif[/wave] à atteindre.", + "EUGENE_QUEST5_PART3_EUGENE17": "Alors, compte sur moi. [pause]Pour une nouvelle cause !", + "EUGENE_QUEST5_PART3_EUGENE18": "Tu as tout mon soutien.", + "EUGENE_CONVO1_EUGENE1": "Tu sais, [pause]attaquer les Gardes-terres comme on l'a fait...", + "EUGENE_CONVO1_EUGENE3": "Mais c'était la meilleure solution. [pause]Leur \\\"grand projet\\\" aurait nui à énormément de personnes.", + "EUGENE_CONVO1_EUGENE2": "Ce serait probablement illégal, dans d'autres mondes, [pause]non ?", + "EUGENE_CONVO2_EUGENE1": "Je vais bientôt devoir reprendre l'entraînement. [pause]Je dois rester au top de ma forme si je veux pouvoir sauver le monde, tu sais ?", + "EUGENE_CONVO1_EUGENE4": "Comme quoi, il y a parfois une grande différence entre la \\\"loi\\\" et la \\\"vraie justice\\\", [pause]pas vrai ?", + "EUGENE_CONVO2_EUGENE2": "Peut-être qu'un jour, des haltères viendront enfin s\\'échouer sur la plage...", + "EUGENE_CONVO3_EUGENE1": "Au début, j'étais vraiment perturbé par [pause]euh, [pause]le côté fortement rétro de la mode à la Nouvelle-Wirral.", + "EUGENE_CONVO3_EUGENE2": "Tous les vêtements proviennent de cette vieille galerie commerciale ringarde.", + "EUGENE_CONVO3_EUGENE3": "Mais je commence à m'attacher à ce style. [pause]J\\'espère que je pourrai emporter cette veste rose en retournant dans mon monde...", + "EUGENE_CONVO4_EUGENE1.m": "Je... [pause]te trouve vraiment charmant dans la lumière du feu.", + "EUGENE_CONVO4_EUGENE2": "Si j'avais un appareil, je te prendrais en photo. [pause]Dommage pour moi, [pause]hein ?", + "EUGENE_CONVO4_EUGENE1.n": "Je... [pause]te trouve vraiment charmant·e dans la lumière du feu.", + "EUGENE_CONVO4_EUGENE1.f": "Je... [pause]te trouve vraiment charmante dans la lumière du feu.", + "EUGENE_CONVO5_EUGENE2": "Elle te va plutôt bien, [pause]tu sais !", + "EUGENE_CONVO5_EUGENE1": "Comment tu trouves ta forme de monstre {first_tape_name} ?", + "EUGENE_CONVO6_EUGENE2": "Ces flammes sont juste magnifiques. [pause]Beau travail, {player}.", + "EUGENE_CONVO5_EUGENE4": "C'est juste génial !", + "EUGENE_CONVO5_EUGENE3": "Défendre les habitants de la Nouvelle-Wirral sous l'apparence d\\'{first_tape_description}...", + "EUGENE_CONVO6_EUGENE1": "Ce feu de camp... [pause]Il doit compter parmi les dix plus beaux auxquels j'ai contribué.", + "EUGENE_CONVO7_EUGENE4": "J'espère que ce n\\'est pas un simple rêve, [pause]un songe qu\\'on oubliera dès notre retour dans le monde réel.", + "EUGENE_CONVO10_EUGENE4": "Je suis nul pour ce genre de choses, d'habitude. [pause]C\\'est plus facile pour moi d\\'affronter un archange que d\\'essayer de comprendre les sentiments des autres.", + "EUGENE_CONVO7_EUGENE2": "J'espère... [pause]que tout ça est bien réel.", + "EUGENE_CONVO7_EUGENE1.n": "Ça t'arrive de penser à ce que sera ta vie quand tu seras rentré·e chez toi ?", + "EUGENE_CONVO7_EUGENE1.m": "Ça t'arrive de penser à ce que sera ta vie quand tu seras rentré chez toi ?", + "EUGENE_CONVO7_EUGENE3": "Ça a dû te traverser l'esprit à toi aussi, [pause]non ?", + "EUGENE_CONVO8_EUGENE1": "Les gens devaient vraiment trimballer ces petites cassettes en plastique pour pouvoir écouter de la musique, autrefois. [pause]Hmm.", + "EUGENE_CONVO7_EUGENE1.f": "Ça t'arrive de penser à ce que sera ta vie quand tu seras rentrée chez toi ?", + "EUGENE_CONVO7_EUGENE5": "Je ne veux pas t'oublier, {player}.", + "EUGENE_CONVO8_EUGENE3": "...", + "EUGENE_CONVO8_EUGENE2": "C'est une technologie ancienne, alors, j\\'imagine que chaque cassette ne devait pouvoir comporter que quelques milliers de chansons seulement.", + "EUGENE_CONVO8_EUGENE4": "Hé, [pause]pourquoi tu me regardes comme ça ?[pause]J'ai dit une bêtise, c\\'est ça ?", + "EUGENE_CONVO9_EUGENE2": "Ce pouvoir de transformation pourrait avoir des tas [wave amp=30 freq=10]d'applications pratiques[/wave] qu\\'on ne soupçonne même pas encore !", + "EUGENE_CONVO9_EUGENE1": "J'espère qu\\'on pourra emporter cette technologie des cassettes avec nous quand on quittera cette île.", + "EUGENE_CONVO9_EUGENE3": "Imagine, se transformer en un monstre super rapide pour livrer un colis... [pause]ou en monstre aquatique pour éteindre un incendie !", + "EUGENE_CONVO10_EUGENE1.n": "Je suis... [pause]heureux de t'avoir rencontré·e, {player}.", + "EUGENE_CONVO9_EUGENE4": "Ça m'excite rien que d\\'en parler !", + "EUGENE_CONVO10_EUGENE2": "...", + "EUGENE_CONVO10_EUGENE1.f": "Je suis... [pause]heureux de t'avoir rencontrée, {player}.", + "EUGENE_CONVO10_EUGENE1.m": "Je suis... [pause]heureux de t'avoir rencontré, {player}.", + "EUGENE_CONVO10_EUGENE3.m": "Ah, [pause]personne ne voudra jamais croire que j'avais un copain canon sur cette île magique, [pause]pas vrai ?", + "EUGENE_CONVO10_EUGENE3.f": "Ah, [pause]personne ne voudra jamais croire que j'avais une copine canon sur cette île magique, [pause]pas vrai ?", + "EUGENE_CONVO10_EUGENE3.n": "Ah, [pause]personne ne voudra jamais croire que j'avais un·e partenaire canon sur cette île magique, [pause]pas vrai ?", + "EUGENE_CONVO10_EUGENE5": "Je devrais peut-être travailler là-dessus...", + "EUGENE_CONVO11_EUGENE6": "Eh bien, [pause]disons simplement qu'ils l\\'ont construit sur les cendres du précédent.", + "EUGENE_CONVO11_EUGENE1": "Ça t'arrive d\\'envisager... [pause]de ne pas retourner dans ton monde, {player} ?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "Pourquoi ?", + "EUGENE_CONVO11_EUGENE2": "C'est pourtant simple : [pause]on ne vient pas de la même époque dans nos mondes d\\'origine, n\\'est-ce pas ?", + "EUGENE_CONVO11_EUGENE3": "On vient de deux mondes différents, mais probablement très proches.", + "EUGENE_CONVO11_EUGENE4": "Alors, l'histoire future de ton monde pourrait bien être similaire à celle du mien. [pause]Ce qui veut dire que ton avenir là-bas est potentiellement sombre...", + "EUGENE_CONVO11_EUGENE4_OPTION1": "Qu'est-ce que tu racontes ?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "Qu'est-ce qui s\\'est passé dans ta réalité ?", + "EUGENE_CONVO11_EUGENE5": "Je t'ai raconté comment les miens avaient créé un monde meilleur, non ?", + "EUGENE_CONVO11_EUGENE7": "Je suis né après que la fumée s'est dissipée, mais pour ceux qui l\\'ont connue... [pause]Ce drame les a profondément marqués.", + "EUGENE_CONVO11_EUGENE8": "Pas seulement pour tout ce qu'ils ont perdu, mais aussi pour ce qu\\'ils ont dû devenir pour pouvoir survivre.", + "EUGENE_CONVO11_EUGENE9": "Je ne peux pas t'empêcher de rentrer chez toi, mais je m\\'inquiète de ce que tu pourrais avoir à endurer un jour.", + "EUGENE_CONVO12_EUGENE2": "Quand on aura fini tout ce qu'on a à faire ici, je veux dire.", + "EUGENE_CONVO11_EUGENE10": "Tu mérites mieux que ça, {player}.", + "EUGENE_CONVO12_EUGENE1": "Tu crois vraiment que ce portail géant peut nous renvoyer chez nous ?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "Oui !", + "EUGENE_CONVO12_EUGENE2_OPTION2": "Il le faut.", + "EUGENE_CONVO12_EUGENE3": "Splendide.", + "EUGENE_CONVO13_EUGENE2": "Imagine... [pause]Cette microsociété repose entièrement sur la base d'une [wave amp=30 freq=10]expérience commune[/wave] : le fait qu\\'on soit tous piégés sur cette île étrange.", + "EUGENE_CONVO12_EUGENE4": "J'espère que c\\'est vrai. J\\'ai des tas de super projets, tu sais ?", + "EUGENE_CONVO13_EUGENE1": "Sérieux, [pause]si ce portail permet vraiment de quitter la Nouvelle-Wirral, il va y avoir du [wave amp=30 freq=10]changement[/wave], ici.", + "EUGENE_CONVO13_EUGENE3": "Beaucoup de gens sont nés et ont grandi ici, élevés par des parents venus de mondes différents. Ils ne connaissent RIEN d'autre.", + "EUGENE_CONVO14_EUGENE1": "Hmm, [pause]je crois qu'on devrait parler de ce qui s\\'est passé.", + "EUGENE_CONVO13_EUGENE4": "J'espère que Ianthe s\\'est bien préparée aux conséquences possibles de cette découverte.", + "EUGENE_CONVO14_EUGENE1_OPTION2": "Comment ça ?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "Parler de quoi, au juste ?", + "EUGENE_CONVO14_EUGENE3": "Quand on a tous fusionné en [shake rate=30 level=10]monstre divin géant[/shake] pour [shake rate=30 level=10]mettre la pâtée à Aleph[/shake] !", + "EUGENE_CONVO14_EUGENE2": "Tu sais, [pause]quand on a...", + "EUGENE_CONVO14_EUGENE5": "Je vais être honnête avec toi, j'ignore encore des tas de choses sur les \\\"archanges\\\" de cette île.", + "EUGENE_CONVO14_EUGENE4": "C'était génial, non ?", + "EUGENE_CONVO14_EUGENE6": "Genre, toutes ces [wave amp=30 freq=10]vieilles histoires[/wave] avec Morgayne et Aleph, tu sais ? Et le rôle possible de cette gare dans l'affaire ?[pause]Ça me dépasse...", + "EUGENE_CONVO14_EUGENE7": "Ce que je sais, c'est qu\\'on a uni nos forces et battu un ennemi surpuissant. [pause]Et ça, ça me parle !", + "EUGENE_CONVO15_EUGENE1": "J'espère que ton plan pour quitter cette île va porter ses fruits, camarade.", + "EUGENE_CONVO15_EUGENE2": "Je commence à avoir peur que les stocks limités de teintures capillaires de la Nouvelle-Wirral finissent par s'épuiser.", + "EUGENE_CONVO16_EUGENE1": "Cette ville en ruine qu'on a traversée m\\'a vraiment tout retourné.", + "EUGENE_CONVO16_EUGENE2": "Elle m'a rappelé certains vestiges de mon propre monde. Des villes autrefois peuplées, dont les habitants avaient dû finir par partir.", + "EUGENE_CONVO16_EUGENE3": "Il y en avait tellement...", + "EUGENE_CONVO16_EUGENE4": "Peut-être qu'un jour, les habitants de Port-la-Ville retourneront là-bas pour tout reconstruire.", + "EUGENE_CONVO16_EUGENE5": "J'aimerais bien, en tout cas.", + "EUGENE_CONVO17_EUGENE1": "S'installer comme ça autour d\\'un feu de camp, en sachant que des [wave amp=30 freq=10]créatures féroces[/wave] pourraient nous attaquer à tout moment... [pause]Tu penses à la même chose que moi, pas vrai, {player} ?", + "EUGENE_CONVO17_EUGENE2": "Tu te dis : [pause]\\\"C'est comme ça que vivaient nos ancêtres des cavernes\\\" !", + "EUGENE_CONVO17_EUGENE1_OPTION1": "Hein ?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "C'est-à-dire ?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "Quoi ?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "Honnêtement, je n'y avais jamais pensé.", + "EUGENE_CONVO18_EUGENE1": "Il faut que je travaille un peu mes cris de bataille.", + "EUGENE_CONVO18_EUGENE1_OPTION1": "Tes quoi ?", + "EUGENE_CONVO17_EUGENE3": "Je sais que j'ai raison. C\\'est exactement à ça que tu pensais, camarade.", + "EUGENE_CONVO18_EUGENE1_OPTION2": "Cris de bataille... ?", + "EUGENE_CONVO18_EUGENE2": "Ouais ! [pause]Quand je suis face à un adversaire, juste avant de me transformer, je crie des trucs comme \\\"Action\\\" ou \\\"Transformation\\\" !", + "EUGENE_CONVO18_EUGENE2_OPTION1": "Tu dois pouvoir trouver mieux !", + "EUGENE_CONVO18_EUGENE2_OPTION2": "Pas très original...", + "EUGENE_CONVO18_EUGENE3": "C'est un projet en cours, d\\'accord ?", + "EUGENE_CONVO18_EUGENE4": "...", + "EUGENE_CONVO18_EUGENE5": "Qu'est-ce que tu penses de [wave amp=30 freq=10]\\\"Activation du mode Monstre !\\\"[/wave] Ça irait ?[pause]Tu trouves ça impressionnant ?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "Pas du tout.", + "EUGENE_CONVO18_EUGENE5_OPTION2": "Absolument pas.", + "EUGENE_CONVO18_EUGENE6": "Bon, on verra ça une autre fois, alors.", + "EUGENE_CONVO20_EUGENE1_OPTION1": "Comment ça ?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "Hein ?", + "EUGENE_CONVO19_EUGENE1": "Désolé, [pause]j'ai encore du mal à me faire à l\\'idée qu\\'on forme un couple, techniquement parlant.", + "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"Techniquement\\\" ?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "Ça n'a pas l\\'air de t\\'emballer...", + "EUGENE_CONVO19_EUGENE2": "Oh, je ne disais pas ça de façon [shake rate=30 level=10]négative[/shake] !", + "EUGENE_CONVO19_EUGENE3": "C'est juste que je ne m\\'attendais pas du tout à ce que ça m\\'arrive pendant mon séjour [wave amp=30 freq=10]ici[/wave]. Mais je suis [wave amp=30 freq=10]super heureux[/wave] qu\\'on soit ensemble !", + "EUGENE_CONVO20_EUGENE1": "Ce serait si simple de rester ici tous les deux, non ?", + "EUGENE_SOCIAL1_EUGENE2": "Ce principe de fusion est vraiment grisant !", + "EUGENE_CONVO20_EUGENE2": "Toi et moi. Une vie paisible, mais [wave amp=30 freq=10]idyllique[/wave] à Port-la-Ville. Sans changements.", + "EUGENE_CONVO20_EUGENE3": "Mais... Ça ne nous ressemble pas, hein ?[pause]On est destinés à faire de grandes choses.", + "EUGENE_SOCIAL1_EUGENE1": "Eh bien, je dois dire que...", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "Tu trouves ?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "C'est vrai !", + "EUGENE_SOCIAL1_EUGENE4": "La manifestation physique de notre force intérieure.", + "EUGENE_SOCIAL1_EUGENE3": "Ouais ! [pause]C'est un peu...", + "EUGENE_SOCIAL1_EUGENE5": "Dans le feu de l'action, nos volontés convergent tellement qu\\'on ne fait littéralement plus qu\\'un.", + "EUGENE_SOCIAL1_EUGENE6": "Et à ce moment-là, plus [wave amp=30 freq=20]rien[/wave] ne peut nous arrêter !", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "C'est exactement ça !", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Tu parles comme un héros d'anime...", + "EUGENE_SOCIAL1_EUGENE7A": "Je savais que tu comprendrais !", + "EUGENE_SOCIAL1_EUGENE7B": "Hé, je suis sérieux !", + "EUGENE_SOCIAL1_EUGENE8": "Je crois que j'ai vécu trop longtemps en ne pensant qu\\'à moi, tu sais ?", + "EUGENE_SOCIAL1_EUGENE9": "J'essaie peut-être de rattraper le temps perdu.", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "Qu'est-ce qui ne va pas dans ton monde ?", + "EUGENE_SOCIAL1_EUGENE10": "Ah, ne te préoccupe pas de ça. On en discutera une autre fois.", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "Qu'est-ce qui s\\'est passé dans ton monde ?", + "EUGENE_SOCIAL1_EUGENE11": "Je vais rentrer. [pause]Dans mon monde, je veux dire. [pause]Une fois que tu auras trouvé ton fameux portail, bien sûr.", + "EUGENE_SOCIAL1_EUGENE12": "Et j'emporterai mes cassettes avec moi, [pause]pour pouvoir aider tous ceux qui en ont besoin.", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Comme un super-héros monstrueux ?", + "EUGENE_SOCIAL1_EUGENE13": "C'est ça. Un monstre super-héroïque.", + "EUGENE_SOCIAL2_EUGENE1": "Je pensais à Clémence... [pause]Elle a décidé de gérer un café juste pour contribuer à rendre la ville plus agréable.", + "EUGENE_SOCIAL1_EUGENE14": "Avoue que ça en jette !", + "EUGENE_SOCIAL2_EUGENE2": "Améliorer les choses, me rendre utile... [pause]Voilà ce que je devrais faire, moi aussi !", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "Tu n'es pas obligé d\\'aider constamment les autres.", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "Tu en fais déjà bien assez !", + "EUGENE_SOCIAL2_EUGENE4": "C'est peut-être une compulsion issue de mon propre monde.", + "EUGENE_SOCIAL2_EUGENE3": "Hmm. [pause]Si tu le dis.", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "... Ton monde ?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "Comment ça ?", + "EUGENE_SOCIAL2_EUGENE5": "Bon. [pause]Sur \\\"ma\\\" Terre, [pause]il y a eu comme une sorte de... [pause]grand bouleversement vers le milieu du XXIe siècle.", + "EUGENE_SOCIAL2_EUGENE7": "C'est un peu comme si tout le monde s\\'était réveillé un matin en réalisant que les choses iraient beaucoup mieux en s\\'entraidant.", + "EUGENE_SOCIAL2_EUGENE6": "Quand la surconsommation et la cupidité de l'humanité ont fini par dépasser son seuil de tolérance.", + "EUGENE_SOCIAL2_EUGENE8": "Et qu'on n\\'avait vraiment pas BESOIN des institutions qui nous gouvernaient tout en tuant la planète.", + "EUGENE_SOCIAL2_EUGENE9": "Aider son prochain est devenu progressivement plus important que de devenir riche ou célèbre, [pause]mais je n'ai jamais été très... [pause]doué pour cet exercice.", + "EUGENE_SOCIAL3_EUGENE4": "Je vais faire de Port-la-Ville une ville meilleure... [pause]Tu vas voir !", + "EUGENE_SOCIAL2_EUGENE10": "Vivre à la Nouvelle-Wirral, [pause]c'est une chance pour moi de devenir le meilleur de moi-même, [pause]avant de pouvoir retourner chez moi avec la capacité de faire quelque chose de ma vie !", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "Il n'y a pas que les héros qui comptent !", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "Tu te mets trop la pression pour rien !", + "EUGENE_SOCIAL2_EUGENE11": "Je sais, [pause]mais...", + "EUGENE_SOCIAL2_EUGENE12": "Je crois que j'en ai besoin.", + "EUGENE_SOCIAL2_EUGENE13": "Bref, [pause]assez parlé de moi.", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "... Décidé ?", + "EUGENE_SOCIAL3_EUGENE3": "Je vais arrêter de parler, [pause]et commencer à agir.", + "EUGENE_SOCIAL3_EUGENE1": "Bon, [pause]c'est décidé.", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Quoi donc ?", + "EUGENE_SOCIAL3_EUGENE2": "J'ai un nouveau projet en tête.", + "EUGENE_SOCIAL3_EUGENE5": "Non... [pause]Vaincre le [wave amp=30 freq=10]mal[/wave], c'est pas tout à fait la même chose que faire quelque chose de [wave amp=30 freq=10]bien[/wave], [pause]tu me suis ?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "Tu as déjà arrêté les Gardes-terres !", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "Tu as déjà fait ta part pour Port-la-Ville !", + "EUGENE_SOCIAL3_EUGENE6": "En tout cas, je suis trop motivé ! [pause]Ça va être génial, [pause]tu vas voir !", + "EUGENE_SOCIAL4_EUGENE1": "Hé, [pause]je peux te montrer un truc ?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "Qu'est-ce que tu prépares ?", + "EUGENE_SOCIAL3_EUGENE7.m": "Désolé, [pause]tu vas devoir attendre de découvrir le résultat !", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Tu peux m'en dire un peu plus ?", + "EUGENE_SOCIAL3_EUGENE8": "Le \\\"défenseur de Port-la-Ville\\\" se doit d'être capable de garder un secret, [pause]après tout.", + "EUGENE_SOCIAL3_EUGENE7.f": "Désolé, [pause]tu vas devoir attendre de découvrir le résultat !", + "EUGENE_SOCIAL3_EUGENE7.n": "Désolé, [pause]tu vas devoir attendre de découvrir le résultat !", + "EUGENE_SOCIAL4_EUGENE7": "Ce vieux bâtiment affreux était complètement vide depuis la défaite des Gardes-terres, [pause]alors, je me suis dit, autant en faire quelque chose d'utile !", + "EUGENE_SOCIAL4_EUGENE2": "J'ai terminé mon projet. Tout est prêt pour la grande inauguration !", + "EUGENE_SOCIAL4_EUGENE3": "Tu peux venir, maintenant ?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Bien sûr !", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Une autre fois.", + "EUGENE_SOCIAL4_EUGENE_NO": "Pas de problème. [pause]Ça peut attendre.", + "EUGENE_SOCIAL4_EUGENE11": "Hé, on traîne pas [wave amp=30 freq=10]TOUT LE TEMPS[/wave] ensemble ! [pause]J'ai aussi un peu de temps libre, entre deux aventures.", + "EUGENE_SOCIAL4_EUGENE4": "Super ! [pause]Suis-moi.", + "EUGENE_SOCIAL4_EUGENE6": "C'est ici qu\\'on a accompli notre première [wave amp=30 freq=10]mission[/wave] ensemble !", + "EUGENE_SOCIAL4_EUGENE5": "Tu te rappelles cet endroit, [pause]{player} ?", + "EUGENE_SOCIAL4_EUGENE8": "Viens, [pause]je vais te faire visiter !", + "EUGENE_SOCIAL4_EUGENE9": "Grâce à cette fenêtre dans le plafond, [pause]ce bureau abandonné est très lumineux pendant la journée.", + "EUGENE_SOCIAL4_EUGENE10": "Du coup, il fera un excellent jardin communautaire. [pause]Les habitants vont pouvoir s'évader un peu de la ville pour venir y cultiver des plantes et des fleurs !", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "Quand est-ce que tu as fait tout ça ?", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "Comment tu as trouvé le temps de faire tout ça ?", + "EUGENE_SOCIAL4_EUGENE12": "Alors... Qu'est-ce que t\\'en penses ?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "C'est incroyable !", + "EUGENE_SOCIAL4_EUGENE14": "J'avais fini par me convaincre que c\\'était une idée stupide.", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "J'adore !", + "EUGENE_SOCIAL4_EUGENE13": "Tu... [pause]Tu es sincère ?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "C'est toi qui cherches un moyen de quitter cette île ! [pause]Tu es prête à repousser les limites de l\\'espace et du temps !", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "T'es vraiment un ami trop cool !", + "EUGENE_SOCIAL4_EUGENE15": "Je suis content que ça te plaise.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "C'est toi qui cherches un moyen de quitter cette île ! [pause]Tu es prêt à repousser les limites de l\\'espace et du temps !", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Je trouve ça très romantique de ta part.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Oh, [pause]arrête. [pause]De nous deux, c'est toi qui as les plus grandes ambitions.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "J'ai hâte de retourner dans mon monde. [pause]Je crois que je suis enfin le héros que je rêvais de devenir.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "C'est toi qui cherches un moyen de quitter cette île ! [pause]Tu es prêt·e à repousser les limites de l\\'espace et du temps !", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Eh bien, il était temps d'offrir à la Nouvelle-Wirral un nouveau site pour ses amoureux.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "En route, [pause]camarade.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "Ton projet est une réussite totale !", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Euh, [pause][pause]je, [pause][pause]je suppose que oui...[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "Alors... C'est officiellement un rencard ?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Enfin, [pause]si tu es d'accord, [pause]évidemment.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Pas très à l'aise avec ce genre de situation, hein ?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "Je ne t'avais jamais vu aussi nerveux !", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "C'est vraiment la honte... Je suis capable d\\'éradiquer toute une cabale maléfique de goules bureaucrates sans problème.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Je [pause]suppose que tu as raison.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Mais je lutte pour avouer mes sentiments à mon partenaire !", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Mais je lutte pour avouer mes sentiments à ma partenaire !", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Mais je lutte pour avouer mes sentiments à maon partenaire !", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Oui. [pause]J'ai comme un petit faible pour toi.", + "EUGENE_ROMANCE_EUGENE1.m": "Tu es bien silencieux. [pause]Tout va bien, [pause]camarade ?", + "EUGENE_ROMANCE_EUGENE1.f": "Tu es bien silencieuse. [pause]Tout va bien, [pause]camarade ?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "Oui, pas de souci !", + "EUGENE_ROMANCE_EUGENE1.n": "Tu es bien silencieux·se. [pause]Tout va bien, [pause]camarade ?", + "EUGENE_ROMANCE_EUGENE_NO": "Tant mieux.", + "EUGENE_ROMANCE_EUGENE8": "Mais profitons-en tant que ça dure !", + "EUGENE_ROMANCE_EUGENE3": "Je sais. [pause]Moi aussi. [pause]Je suis juste trop nerveux.", + "EUGENE_ROMANCE_EUGENE2": "Je... [pause][pause]Euh...", + "EUGENE_ROMANCE_EUGENE5": "On forme un tout plus grand que la somme de ses parties. [pause]Comme quand on fusionne !", + "EUGENE_ROMANCE_EUGENE4": "Je pense qu'on devient vraiment meilleurs, quand on est ensemble.", + "EUGENE_ROMANCE_EUGENE7": "Tu comptes beaucoup pour moi, [pause]mais mon ancienne vie m'attend. [pause]Et c\\'est pareil pour toi.", + "EUGENE_ROMANCE_EUGENE6": "Ceci dit... [pause]Il faudra peut-être se séparer si on trouve bien un moyen de quitter l'île.", + "EUGENE_ROMANCE_EUGENE9": "Il y a encore plein de gens à aider et des tas de monstres à massacrer !", + "EUGENE_ROMANCE_EUGENE10": "Bref, la routine... [pause]pour le super couple invincible de Port-la-Ville !", + "FELIX_UNKNOWN_NAME": "Jeune homme amical", + "EUGENE_ROMANCE_EUGENE11": "En même temps, on pourrait peut-être laisser un peu l'aventure de côté, [pause]au moins pour ce soir...", + "FELIX_INTRO_FELIX1": "Attention où tu mets les pieds. [pause]Ne va pas trébucher sur tous les débris qui traînent par ici.", + "FELIX_INTRO_FELIX3": "Eh bien, pas moi. Je suis arrivé ici avec tout mon bazar.", + "FELIX_INTRO_FELIX1_OPTION1": "Qu'est-ce que c\\'est que cette pièce ?", + "FELIX_INTRO_FELIX4": "C'était mon appartement... [pause]À quelques murs près.", + "FELIX_INTRO_FELIX1_OPTION2": "Où est-ce qu'on est ?", + "FELIX_INTRO_FELIX2": "La plupart des gens de l'île tombent du ciel et finissent dans l\\'océan, pas vrai ?", + "FELIX_INTRO_FELIX4_OPTION1": "Comment c'est arrivé ?", + "FELIX_INTRO_FELIX5": "Aucune idée ! [pause]Mais au moins, j'ai tous mes carnets à dessin et mes illustrations avec moi, [pause]c\\'est déjà ça.", + "FELIX_INTRO_FELIX4_OPTION2": "Comment ton appartement a pu finir à la Nouvelle-Wirral ?", + "FELIX_INTRO_FELIX6": "Au fait, je m'appelle Félix. [pause]Enchanté.", + "FELIX_INTRO_FELIX6_OPTION1": "Moi, c'est {player} !", + "FELIX_INTRO_MEREDITH7": "Ça faisait un bail, Félix. Mais... qu'est-ce que tu fais là, au juste ?", + "FELIX_INTRO_FELIX6_OPTION2": "On m'appelle... {player}.", + "FELIX_INTRO_FELIX9": "Cette chute depuis le ciel a détruit pas mal de mes affaires, [pause]et la pluie n'a rien arrangé...", + "FELIX_INTRO_KAYLEIGH7": "Salut, Félix ! [pause]Qu'est-ce que tu fais là ?", + "FELIX_INTRO_VIOLA7": "Je me présente, Violaine de Messaline. [pause]Puis-je savoir à quelle tâche tu te consacres ainsi dans l'isolement et la solitude ?", + "FELIX_INTRO_EUGENE7": "Hé ! C'est donc là que tu passes tes journées ? [pause]Qu\\'est-ce que tu trafiques ?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]Ravie de te rencontrer, Félix...[/wave]", + "FELIX_INTRO_FELIX8": "Je cherche quelque chose.", + "FELIX_INTRO_FELIX10": "Mais il y a un truc ici qui doit être encore intact, j'en suis certain...", + "FELIX_INTRO_FELIX11": "Bingo !", + "FELIX_INTRO_FELIX12_OPTION1": "Qu'est-ce que c\\'est ?", + "FELIX_INTRO_FELIX12": "Il est encore bien scellé, alors, l'eau n\\'a pas dû pouvoir s\\'infiltrer.", + "FELIX_INTRO_FELIX12_OPTION2": "Qu'est-ce qu\\'il y a dedans ?", + "FELIX_INTRO_FELIX13": "Ça risque d'être difficile à expliquer...", + "FELIX_INTRO_FELIX14": "Passe plutôt chez moi, à Port-la-Ville Ouest. [pause]Je te montrerai.", + "FELIX_INTRO2_FELIX2_OPTION1": "Bien sûr !", + "FELIX_INTRO2_FELIX1.m": "Oh. Salut. [pause]Tu es vraiment venu.", + "FELIX_INTRO2_FELIX2": "Tu veux toujours voir ce que j'ai pu sauver des décombres de mon ancien appartement ?", + "FELIX_INTRO2_FELIX1.n": "Oh. Salut. [pause]Tu es vraiment venu·e.", + "FELIX_INTRO2_FELIX1.f": "Oh. Salut. [pause]Tu es vraiment venue.", + "FELIX_INTRO2_FELIX3": "Avant tout, sache que j'étais un créateur de zotes dans mon ancienne vie.", + "FELIX_INTRO2_FELIX2_OPTION2": "Une autre fois.", + "FELIX_INTRO2_FELIX2_NO": "Comme tu veux. Reviens me voir si tu changes d'avis.", + "FELIX_INTRO2_FELIX3_OPTION1": "Un créateur de zotes ?", + "FELIX_INTRO2_FELIX3_OPTION2": "Un quoi ?", + "FELIX_INTRO2_FELIX4": "Ce sera plus simple de te montrer. Regarde :", + "FELIX_INTRO2_FELIX5": "Ça, c'est une bobine, ou zote. On l\\'insère dans ce zoetrope et on regarde par la fente.", + "FELIX_INTRO2_FELIX6": "Le zoetrope est équipé d'un moteur, alors, il se met à tourner quand j\\'appuie sur ce bouton.", + "FELIX_INTRO2_FELIX8": "En tournant, elles s'animent et prennent vie, [pause]tu vois ?", + "FELIX_INTRO2_FELIX7": "La bobine comporte une série d'images successives légèrement différentes les unes des autres.", + "FELIX_INTRO2_FELIX9": "Tu peux ensuite tirer ce levier pour passer à la série suivante, [pause]et découvrir la suite de l'histoire.", + "FELIX_INTRO2_FELIX12": "Ces engins ont été très populaires, [pause]mais ils sont un peu passés de mode, aujourd'hui.", + "FELIX_INTRO2_FELIX11": "Je me passionne pour cet art depuis tout petit.", + "FELIX_INTRO2_FELIX10": "On peut ainsi raconter une histoire complète, [pause]et lui donner vie, [pause]juste avec des dessins.", + "FELIX_INTRO2_FELIX14": "La plupart des histoires sur zotes parlent des héros de la Révolution française, [pause]comme le Mouron rouge, [pause]mais depuis que les films à gros budgets se sont emparés du marché, plus grand monde ne s'y intéresse.", + "FELIX_INTRO2_FELIX13": "C'est devenu un média de niche. [pause]Je veux dire, [pause]dans mon monde, [pause]en tout cas.", + "FELIX_INTRO2_FELIX15": "J'adorais ces histoires quand j\\'étais petit, [pause]et cette passion ne m\\'a jamais quitté.", + "FELIX_INTRO2_FELIX16": "C'est pour ça que je suis devenu un artiste, je crois.", + "FELIX_INTRO2_FELIX18": "Et il s'avère qu\\'une île infestée de monstres bizarres est une excellente source d\\'inspiration !", + "FELIX_INTRO2_FELIX17": "En ce moment, j'essaie d\\'inventer de nouveaux personnages...", + "FELIX_INTRO2_FELIX19": "Ce qui veut dire... que tu pourrais m'aider.", + "FELIX_INTRO2_FELIX20": "Je cherche une créature particulière et j'aimerais pouvoir l\\'observer de près.", + "FELIX_INTRO2_FELIX21": "Je sais qu'on peut la trouver du côté de la plaine aux Cerisiers. C\\'est un [wave amp=30 freq=10]guerrier armé d\\'une épée en bois[/wave].", + "FELIX_INTRO2_FELIX22": "Tu peux m'accompagner là-bas ?", + "FELIX_INTRO2_FELIX22_OPTION1": "Bien sûr !", + "FELIX_INTRO2_FELIX22_NO": "Dommage. Reviens me voir quand tu auras le temps pour cette petite aventure.", + "FELIX_INTRO2_FELIX22_OPTION2": "Une autre fois.", + "FELIX_INTRO2_FELIX23": "Cool ! Je vais marquer l'endroit exact sur ta carte.", + "FELIX_QUEST1_PART1_FELIX1": "Le voilà ! Allez, je vais le dessiner pendant que tu l'affrontes !", + "FELIX_QUEST1_PASSIVE_FELIX1": "J'ai entendu les Veilleurs parler de ce monstre... Il paraît qu\\'il adopte une posture guerrière parfaite.", + "FELIX_QUEST1_PASSIVE_FELIX2": "Cet endroit est vraiment magnifique, pas vrai ?", + "FELIX_QUEST1_PART2_FELIX1": "Oh-ho...", + "FELIX_QUEST1_PART2_KUNEKO2": "STOP, SALE MONSTRE !", + "FELIX_QUEST1_PART3_FELIX4": "Il était dans mon appartement quand j'ai atterri ici, alors, je l\\'ai encore.", + "FELIX_QUEST1_PART2_KUNEKO3": "Et n'y reviens pas !", + "FELIX_QUEST1_PART2_FELIX4": "Qui es...", + "FELIX_QUEST1_PART2_FELIX5": "Attends, [pause][pause]tu es... !?", + "FELIX_QUEST1_PART2_KUNEKO6": "AAHHH !", + "FELIX_QUEST1_PART2_FELIX7": "...", + "FELIX_QUEST1_PART2_FELIX8": "Oh, [pause]non.", + "FELIX_QUEST1_PART2_FELIX9": "Noooooon. [pause][pause] Non.", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "C'était un archange ?", + "FELIX_QUEST1_PART2_FELIX12": "Retournons chez moi. Je vais tout t'expliquer, c\\'est promis.", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "C'était un monstre ?", + "FELIX_QUEST1_PART2_FELIX10": "Je...", + "FELIX_QUEST1_PART2_FELIX11": "Je crois que mon passé est revenu me hanter.", + "FELIX_QUEST1_PART3_FELIX1": "Il doit être quelque part par ici, [pause]je...", + "FELIX_QUEST1_PART3_FELIX2": "Le voilà !", + "FELIX_QUEST1_PART3_FELIX3": "C'est mon vieux carnet de dessin. Je m\\'en servais quand j\\'avais 12 ans.", + "FELIX_QUEST1_PART3_FELIX5": "Regarde cette page.", + "FELIX_QUEST1_PART3_FELIX6": "Elle s'appelle Kuneko.", + "FELIX_QUEST1_PART3_FELIX7": "C'est un personnage que j\\'ai inventé quand j\\'étais enfant.", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Ce sont des ailes d'ange ?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "Pourquoi elle a des oreilles de chat ?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "C'est une ninja ?", + "FELIX_QUEST1_PART3_FELIX8": "C'est... [pause]la fille d\\'un ange et d\\'un démon qui s\\'est perdue sur Terre avant d\\'être adoptée par un clan ninja mystique...", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Maître ?", + "FELIX_QUEST1_PART3_FELIX9": "Le jour de ses 21 ans, [pause]elle s'est embarquée dans une quête épique pour combattre dans quatre sanctuaires élémentaires et devenir la plus grande guerrière du pays.", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Ça fait un peu cliché.", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Ouah, elle a l'air trop cool !", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Tu as clairement progressé, depuis...", + "FELIX_QUEST1_PART3_FELIX10": "J'ai traversé une phase manga, au collège. [pause]Me juge pas !", + "FELIX_QUEST1_PART3_FELIX12": "J'ignore totalement comment cette [wave amp=30 freq=10]création médiocre de mon enfance[/wave] a pu devenir réalité.", + "FELIX_QUEST1_PART3_FELIX11": "J'ai pleinement conscience du grotesque de la situation !", + "FELIX_QUEST1_PART3_FELIX13": "Mais si Kuneko est vraiment ici avec nous... [pause]Je dois la retrouver.", + "FELIX_QUEST1_PART3_FELIX14": "Je dois élucider ce mystère.", + "FELIX_QUEST1_PART4_KUNEKO1": "...", + "FELIX_QUEST1_PART4_FELIX3": "Tu m'as sauvé, tout à l\\'heure... [pause]On se connaît ?", + "FELIX_QUEST1_PART4_FELIX2": "Oh. [pause]C'était rapide.", + "FELIX_QUEST1_PART4_KUNEKO4": "N-Non, mais je ressens un lien très fort avec vous...", + "FELIX_QUEST1_PART4_FELIX5": "Oh. Logique, je suppose.", + "FELIX_QUEST1_PART4_KUNEKO7": "Je...", + "FELIX_QUEST1_PART4_FELIX6": "Après tout, c'est moi qui t\\'ai créée.", + "FELIX_QUEST1_PART4_FELIX12": "Tu n'es vraiment pas obligée de m\\'appeler \\\"créateur\\\".", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]PARDONNEZ-MOI ![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "Je suis [wave amp=30 freq=10]désolée[/wave] de ne pas vous avoir reconnu, cher créateur !", + "FELIX_QUEST1_PART4_KUNEKO10": "Je me suis réveillée il y a peu sur cette plaine où on s'est rencontrés, [pause]avec pour seuls souvenirs mon nom et la quête qui m\\'anime.", + "FELIX_QUEST1_PART4_KUNEKO11": "Je n'ai aucun autre souvenir, cher créateur.", + "FELIX_QUEST1_PART4_KUNEKO13": "[pause]Père, alors ?", + "FELIX_QUEST1_PART4_FELIX14": "C'est, [pause]euh, [pause]pas vraiment mieux.", + "FELIX_QUEST1_PART4_FELIX16": "Non plus.", + "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Papounet ?", + "FELIX_QUEST1_PART4_FELIX18": "SURTOUT PAS.", + "FELIX_QUEST1_PART4_FELIX19": "Écoute... [pause]Appelle-moi Félix.", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, tu as parlé d'une quête ?", + "FELIX_QUEST1_PART4_KUNEKO20": "Je dois trouver les quatre sanctuaires élémentaires sur ces terres et vaincre les créatures qui les gardent.", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "En quoi consiste ta quête ?", + "FELIX_QUEST1_PART4_KUNEKO21": "C'est le seul moyen de PROUVER ma valeur !", + "FELIX_QUEST1_PART4_FELIX23": "Kuneko, tu devrais oublier cette \\\"quête\\\". Elle n'existe pas vraiment... [pause]C\\'est une histoire que j\\'ai [wave amp=30 freq=10]inventée[/wave] sur ton passé.", + "FELIX_QUEST1_PART4_FELIX22": "Vraiment, je ne pouvais pas imaginer meilleur scénario, hein ?", + "FELIX_QUEST1_PART4_FELIX24": "Sans parler du fait que les monstres de la Nouvelle-Wirral sont particulièrement dangereux.", + "FELIX_QUEST1_PART4_KUNEKO25": "Je sais que vous ne me croyez pas à la hauteur, maître...", + "FELIX_QUEST1_PART4_KUNEKO26": "C'est bien pour ça que je [wave amp=30 freq=10]dois[/wave] faire mes preuves !", + "FELIX_QUEST1_PART4_FELIX25": "Tout ça est... [pause]trop bizarre. [pause]Tu es d'accord avec moi, [pause]non ?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Totalement.", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Pas plus bizarre que le reste sur cette île.", + "FELIX_QUEST1_PART4_FELIX26": "J'ai créé des personnages dont je suis nettement plus fier. [pause]Pourquoi ELLE ?", + "FELIX_QUEST1_PART4_FELIX27": "Quoi qu'il en soit, [pause]si elle est bien là à cause de moi, alors, j\\'ai une responsabilité envers elle.", + "FELIX_QUEST1_PART4_FELIX28": "On devrait trouver ces quatre \\\"sanctuaires élémentaires\\\" et s'assurer qu\\'il ne lui arrive pas malheur.", + "FELIX_QUEST2_ALTAR1_FELIX1": "Alors, ces sanctuaires existent réellement... [pause]C'est pas croyable.", + "FELIX_QUEST1_PART4_FELIX29": "On peut explorer l'île directement ou essayer de se renseigner en ville avant. [pause]À toi de voir, {player}.", + "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko !", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "Je dois prouver ma force...", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "Par ma lame tranchante... [shake rate=30 level=10]Montre-toi, gardien ![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "Viens, on doit l'aider.", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "Merci pour votre aide, maître...", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "Mais je n'aurai [wave amp=30 freq=10]pas besoin[/wave] de vous, la prochaine fois !", + "FELIX_QUEST2_ALTAR1_FELIX8": "Elle est têtue, hein ?", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "Par la grâce du soleil et de la lune brillant à l'unisson...", + "FELIX_QUEST2_ALTAR1_FELIX9": "Très bien. [pause]Trouvons les autres sanctuaires.", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Montre-toi, gardien ![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "Elle est vraiment à fond dans le personnage.", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "Combattre à vos côtés, maître...", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "C'est vraiment trop d\\'honneur...", + "FELIX_QUEST2_ALTAR2_FELIX6": "Allons, n'exagérons rien...", + "FELIX_QUEST2_ALTAR3_FELIX12": "Je... Euh...", + "FELIX_QUEST2_ALTAR2_FELIX7": "Et la voilà repartie... [pause]Dépêchons-nous de trouver le prochain sanctuaire.", + "FELIX_QUEST2_ALTAR3_FELIX1": "Attends ! Kuneko...", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Montre-toi, gardien ![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "Par le pouvoir du feu et de la glace, [pause]par ma passion à la fois brûlante et glaciale pour la justice...", + "FELIX_QUEST2_ALTAR3_FELIX4": "Allons-y.", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "Vous m'avez aidée une fois de plus, maître...", + "FELIX_QUEST2_ALTAR3_FELIX6": "Je m'inquiète pour toi !", + "FELIX_QUEST2_ALTAR3_FELIX7": "Tu sais...", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", + "FELIX_QUEST2_ALTAR3_FELIX8": "Tu n'as pas besoin de faire ça pour m\\'impressionner.", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "Je sais ce que vous pensez vraiment de moi, [pause]maître.", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "Je sais que vous avez [shake rate=30 level=10]honte[/shake] de m'avoir créée.", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "Ma quête n'a [shake rate=30 level=10]pas[/shake] pour but de vous impressionner.", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "Je le vois à votre façon de me regarder !", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Ouais.", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "Je sais déjà que, quoi que je fasse, vous ne serez [shake rate=30 level=10]jamais[/shake] fier de moi !", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Gardien, [pause]montre-toi ![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "Bon, [pause]là, [pause]je ne sais vraiment plus où me mettre.", + "FELIX_QUEST2_ALTAR3_FELIX17": "J'ai peut-être été un peu maladroit.", + "FELIX_QUEST2_ALTAR3_FELIX18": "Je dois la retrouver et m'excuser.", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Un peu...", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "Je sais que tu ne le pensais pas.", + "FELIX_QUEST2_ALTAR3_FELIX19": "Elle doit être au dernier sanctuaire, non ?", + "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko ! [pause]Hé, [pause]euh...", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "Les jeux sont faits ! J'ai tiré ma dernière carte... [pause]Quinte flush !", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "Je ne suis qu'un vieux concept oublié, [pause]n\\'est-ce pas, [pause][shake rate=30 level=10]créateur[/shake] ?", + "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, je...", + "FELIX_QUEST2_ALTAR4_FELIX4": "Bon, [pause]commençons par l'aider, je m\\'excuserai après.", + "FELIX_QUEST2_ALTAR4_FELIX12": "Je suis désolé... [pause]Tout est de ma faute, [pause]{player}...", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "Une idée qui vous a amusé un moment, [pause]avant de finir [shake rate=30 level=10]au placard[/shake] ?", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Revenez m'affronter quand vous serez prêts !", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Revenez m'affronter quand vous serez prêts !", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "Par les pouvoirs combinés de la terre, de l'air, du feu et de l\\'eau...", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Revenez m'affronter quand vous serez prêts !", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]J'ATTEINS MON VÉRITABLE POTENTIEL[/shake] !", + "FELIX_QUEST2_ALTAR4_FELIX10": "Elle a... [pause][pause]intégré la puissance des quatre éléments...", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "Est-ce que je vous fais toujours honte, [pause]créateur ?", + "FELIX_QUEST2_ALTAR4_FELIX13": "Je veux survivre, pour réparer mes erreurs... [pause]C'est tout ce que je souhaite...", + "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko... [pause]Je suis vraiment désolé.", + "FELIX_QUEST2_ALTAR4_FELIX14": "Ensemble, [pause]je sais qu'on peut arrêter ce désastre !", + "FELIX_QUEST2_ALTAR4_FELIX16": "J'ai toujours considéré mes premières créations comme une source d\\'embarras...", + "FELIX_QUEST2_ALTAR4_FELIX17": "Mais on doit tous débuter. Si je ne t'avais pas imaginée, si je ne t\\'avais pas [wave amp=30 freq=10]dessinée[/wave]...", + "FELIX_QUEST2_ALTAR4_FELIX18": "Je ne serais pas l'artiste que je suis aujourd\\'hui.", + "FELIX_QUEST2_ALTAR4_FELIX19": "Au lieu de prétendre que tu n'existes pas, je devrais t\\'accepter et apprécier tout ce que tu représentes dans mon parcours artistique.", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "V-Vous le pensez vraiment ?", + "FELIX_QUEST2_ALTAR4_FELIX21": "Oui. [pause]En plus, je t'ai trouvée vraiment cool, à l\\'instant.", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]MAÎTRE !!!", + "FELIX_QUEST2_ALTAR4_FELIX23": "HOLÀ, [pause]du calme, tu veux ?", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "Je veux dire, [pause]désolée d'avoir essayé de te tuer, [pause]\\\"Félix\\\".", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "Désolée d'avoir essayé de vous tuer, maître...", + "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, je dois savoir une chose...", + "FELIX_QUEST2_ALTAR4_FELIX26": "Pas grave ! Tout est pardonné.", + "FELIX_QUEST2_ALTAR4_FELIX28": "Comment tu as pris [wave amp=30 freq=10]vie[/wave] ? Je ne comprends pas.", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "[pause]Je n'en sais rien !", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "Peut-être que quand on crée une chose, elle cesse de nous appartenir. [pause]Les idées changent et grandissent par elles-mêmes.", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "Mais si tu veux savoir ce que je [wave amp=30 freq=10]crois[/wave], alors...", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "C'est [wave amp=30 freq=10]toi[/wave] l\\'artiste, Félix. [pause]Tu devrais savoir ça mieux que moi.", + "FELIX_QUEST2_ALTAR4_FELIX33": "Euh... D'accord.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "Qu'est-ce que tu vas faire, maintenant ?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "Je ne pense pas pouvoir vous rejoindre dans votre petite ville... [pause]Ce n'est pas ma destinée.", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "Non, je dois juste devenir moi-même. [pause]Suivre mon cœur de cristal partout où il m'emmènera.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Ta quête est terminée, maintenant ?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "Bonne chance !", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "Tu vas nous manquer !", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Ton cœur est vraiment en cristal, ou c'est une métaphore ?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "Tiens... [pause]Je te fais don de mon pouvoir. [pause]J'espère qu\\'il te rappellera tous nos combats ensemble.", + "FELIX_QUEST2_ALTAR4_FELIX36": "Eh bien, si c'est ici que nos chemins se séparent...", + "FELIX_QUEST2_ALTAR4_FELIX37": "Je suis heureux de t'avoir rencontrée, Kuneko !", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "Adieu, [pause]maître Félix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "Adieu également, [pause]ami impassible de mon créateur.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "Adieu également, [pause]amie impassible de mon créateur.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "Adieu également, [pause]ami·e impassible de mon créateur.", + "FELIX_QUEST2_ALTAR4_FELIX42": "... [pause]Il faut vraiment qu'elle travaille ses métaphores dramatiques.", + "FELIX_QUEST2_ALTAR4_FELIX43": "Bon. C'était vraiment une expérience remarquable.", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "Puissent nos souvenirs briller comme des brasiers et illuminer nos [shake rate=30 level=10]chemins respectifs[/shake] !", + "FELIX_QUEST2_ALTAR4_FELIX44": "Et je ne parle pas seulement de notre [wave amp=30 freq=10]unification[/wave] en monstre. Ça, c'était... très inattendu.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Je préfère le terme \\\"fusion\\\".", + "FELIX_CONVO1_FELIX5": "Est-ce qu'elle réapparaîtra quand je serai de retour dans mon monde ? Je me demande...", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "C'était super cool !", + "FELIX_QUEST2_ALTAR4_FELIX45": "Ça m'a un peu retourné l\\'estomac, pour être tout à fait honnête, mais ça ira peut-être mieux la prochaine fois !", + "FELIX_QUEST2_ALTAR4_FELIX46": "Viens, retournons chez moi pour discuter de tout ça. [pause]En plus, j'ai une idée pour un nouveau dessin.", + "FELIX_QUEST2_EPILOGUE_FELIX2": "J'ai trop envie de dessiner ! [pause]Je veux créer de nouveaux personnages...", + "FELIX_QUEST2_EPILOGUE_FELIX1": "Je crois que cette aventure a vraiment ravivé mon inspiration.", + "FELIX_QUEST2_EPILOGUE_FELIX3": "Je veux gagner ma vie grâce à mon art et travailler selon mes propres règles.", + "FELIX_QUEST2_EPILOGUE_FELIX4": "Alors... [pause]Je crois que je suis prêt à rentrer. Dans mon monde.", + "FELIX_QUEST2_EPILOGUE_FELIX5": "C'est bien ce que tu cherches, non ? [pause]Un moyen de rentrer ?", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Ouais !", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Entre autres.", + "FELIX_QUEST2_EPILOGUE_FELIX6": "Un moyen de quitter cette île...", + "FELIX_QUEST2_EPILOGUE_FELIX8": "Mais on parle d'une île où les personnages de notre enfance peuvent prendre vie !", + "FELIX_QUEST2_EPILOGUE_FELIX7": "Les habitants de la ville disent que c'est impossible...", + "FELIX_QUEST2_EPILOGUE_FELIX9": "Si tu penses que c'est jouable, je te fais confiance.", + "FELIX_QUEST2_EPILOGUE_FELIX10": "Tu peux compter sur mon aide, parole.", + "FELIX_QUEST2_EPILOGUE_FELIX11": "Oh, une dernière chose.", + "FELIX_QUEST2_EPILOGUE_FELIX12": "Voilà le dessin que j'avais envie de faire.", + "FELIX_CONVO1_FELIX1": "Tu veux que je te raconte un truc trop bizarre ?", + "FELIX_CONVO1_FELIX2": "J'avais une cicatrice ici, sur mon bras. Souvenir d\\'une très mauvaise chute sur une clôture quand j\\'étais petit.", + "FELIX_CONVO1_FELIX3": "Eh bien, elle n'est plus là. [pause]Depuis que je suis arrivé à la Nouvelle-Wirral.", + "FELIX_CONVO1_FELIX4": "Je... [pause]Je ne sais pas ce que ça veut dire... [pause]Mais je trouve ça intéressant.", + "FELIX_CONVO2_FELIX1": "T'as déjà mangé une tartelette au beurre ?", + "FELIX_CONVO2_FELIX2": "Il faudrait vraiment que je t'en prépare quelques-unes ! [pause]Je suis sûr de pouvoir trouver tous les ingrédients ici...", + "FELIX_CONVO2_FELIX3": "Enfin, [pause]les raisins secs risquent peut-être de poser problème, mais tu veux mon avis ? [pause]C'est pas plus mal !", + "FELIX_CONVO3_FELIX1": "Je sais pas si t'as remarqué, [pause]mais il y a finalement peu d\\'étrangers comme toi et moi à la Nouvelle-Wirral.", + "FELIX_CONVO3_FELIX2": "Leurs parents ou grands-parents viennent d'autres mondes, d\\'accord, [pause]mais la plupart des habitants n\\'ont connu que cette île. [pause]", + "FELIX_CONVO3_FELIX3": "Je me demande ce que ça fait, [pause]d'être entouré de personnes perdues dans l\\'unique lieu qu\\'on ait soi-même jamais connu... [pause]et de grandir en entendant parler de mondes qu\\'on ne pourra jamais visiter.", + "FELIX_CONVO3_FELIX4": "Ils se sentent peut-être autant prisonniers que nous.", + "FELIX_CONVO4_FELIX2": "Tu trouves ça bizarre ? [pause]Bon, je précise, [pause]il n'y avait pas de monstres là où j\\'ai grandi !", + "FELIX_CONVO4_FELIX1": "Être coincé sur cette île, ça me rappelle ma ville natale.", + "FELIX_CONVO4_FELIX3": "Mais cette envie de pouvoir s'évader et changer d\\'horizon, [pause]sans pouvoir le faire...", + "FELIX_CONVO4_FELIX4": "Non pas que ça m'ennuie de passer du temps avec toi et les autres, mais...", + "FELIX_CONVO4_FELIX5": "Le monde est bien plus vaste que ça. [pause]Il y en a même plusieurs, manifestement ! [pause]Je veux en découvrir le plus possible. [pause]", + "FELIX_CONVO5_FELIX2": "Ça doit faire bizarre de découvrir qu'on n\\'est que le fruit de l\\'imagination d\\'un artiste amateur...", + "FELIX_CONVO5_FELIX1": "J'espère que Kuneko va bien.", + "FELIX_CONVO5_FELIX3": "Hé ! [pause]Quand on y pense, on a peut-être [wave amp=30 freq=10]tous[/wave] été créés de la même façon par quelqu'un d\\'autre ?", + "FELIX_CONVO5_FELIX4": "... [pause]Non, je dois me faire des idées.", + "FELIX_CONVO6_FELIX1": "Avant de venir ici, [pause]je n'aurais jamais imaginé passer autant de temps un jour assis près d\\'un feu de camp.", + "FELIX_CONVO7_FELIX6": "C'est... [pause]plutôt impressionnant, quand on y pense.", + "FELIX_CONVO6_FELIX2": "La vie a vraiment le don de nous surprendre, [pause]pas vrai ?", + "FELIX_CONVO6_FELIX3": "Je me plains pas. [pause]J'aime bien camper avec toi.", + "FELIX_CONVO7_FELIX1": "La vie à Port-la-Ville a peut-être de précieuses leçons à nous enseigner.", + "FELIX_CONVO7_FELIX2": "Je veux dire, [pause]c'est pas l\\'endroit le plus animé du monde, mais...", + "FELIX_CONVO7_FELIX3": "Ses habitants comptent tous les uns sur les autres, alors, personne ne reste à l'écart.", + "FELIX_CONVO7_FELIX4": "Il y a assez à manger pour tout le monde, mais sans excès et sans gaspillage.", + "FELIX_CONVO7_FELIX5": "La ville est coupée du reste de la civilisation, [pause]mais elle arrive à tenir.", + "FELIX_CONVO8_FELIX1": "Tu sais, [pause]être coincé sur une île infestée de monstres, loin de mes amis et de ma famille...", + "FELIX_CONVO8_FELIX2": "Ça devrait être une situation totalement insurmontable... [pause]Mais je m'y fais plutôt bien !", + "FELIX_CONVO9_FELIX1": "Cette nouvelle histoire que je prépare... [pause]Je crois que je tiens vraiment un bon concept.", + "FELIX_CONVO8_FELIX3": "J'ai l\\'impression que même si c\\'était la fin du monde, on trouverait encore le moyen d\\'avancer, [pause]pas vrai ?", + "FELIX_CONVO8_FELIX4": "Les gens sont tenaces comme ça. [pause]Moi inclus.", + "FELIX_CONVO9_FELIX2": "Mais je dois m'assurer d\\'atteindre la meilleure qualité possible. Je n\\'aurais peut-être pas de seconde chance, après tout.", + "FELIX_CONVO9_FELIX2_OPTION1": "Comment ça ?", + "FELIX_CONVO9_FELIX3": "Qui sait ! [pause]Je pourrais perdre mon talent. [pause]Ou être emporté vers une autre île. [pause]Le monde pourrait même s'effondrer.", + "FELIX_CONVO9_FELIX2_OPTION2": "Pourquoi tu dis ça ?", + "FELIX_CONVO9_FELIX4": "J'essaie toujours de traiter un nouveau projet comme si c\\'était ma toute dernière création. Comme s\\'il devait constituer mon ultime héritage pour l\\'éternité.", + "FELIX_CONVO9_FELIX5": "C'est toujours une [wave amp=30 freq=10]possibilité[/wave], après tout.", + "FELIX_CONVO10_FELIX1": "Je traverse une phase créative très prolifique, en ce moment. Ça fait bien plaisir !", + "FELIX_CONVO19_FELIX2": "Il n'y a pas de zoetropes dans ton monde, c\\'est bien ça ? [pause]Mais vous avez des \\\"comics\\\", que tu trouves assez similaires d\\'un point de vue artistique ?", + "FELIX_CONVO10_FELIX1_OPTION1": "Quel enthousiasme !", + "FELIX_CONVO10_FELIX1_OPTION2": "T'es toujours de bonne humeur !", + "FELIX_CONVO10_FELIX2": "Euh... Tu trouves ?", + "FELIX_CONVO10_FELIX3": "[wave amp=30 freq=10]J'essaie[/wave] de garder une approche optimiste, c\\'est vrai.", + "FELIX_CONVO10_FELIX5": "Mais on ne va pas loin avec un tel état d'esprit. [pause]Alors, je m\\'efforce de rester positif.", + "FELIX_CONVO10_FELIX4": "J'étais très en colère quand j\\'ai démissionné. Ce genre de mauvaise expérience peut facilement conduire à l\\'amertume.", + "FELIX_CONVO10_FELIX6": "Et puis, cette île est trop bizarre pour être prise au sérieux. Ce serait absurde de se laisser abattre, non ?", + "FELIX_CONVO11_FELIX2": "Est-ce que je vais pouvoir emporter tous mes croquis avec moi ? J'espère que oui !", + "FELIX_CONVO11_FELIX1": "Si ce grand portail nous permet vraiment de quitter la Nouvelle-Wirral, je devrais peut-être commencer à rassembler mes affaires.", + "FELIX_CONVO12_FELIX1": "Ce combat sur le toit du train était vraiment épique, hein ?", + "FELIX_CONVO12_FELIX2": "J'essaie d\\'analyser toutes les données qu\\'on a sur ces \\\"archanges\\\".", + "FELIX_CONVO12_FELIX3": "Et celui avec une tête triangulaire, Aleph, nous a révélé une information qui me semble [wave amp=30 freq=10]capitale[/wave].", + "FELIX_CONVO12_FELIX4": "Il a dit que nos pensées les plus communes leur donnaient forme, et qu'ils venaient ensuite dans nos mondes pour agir selon nos désirs.", + "FELIX_CONVO12_FELIX5": "Tu crois que c'est vrai ? Que cet Aleph s\\'est [wave amp=30 freq=10]vraiment[/wave] rendu dans nos mondes par le passé ? On ne vient même [wave amp=30 freq=10]pas[/wave] du même monde. Comment ça peut marcher ?", + "FELIX_CONVO12_FELIX6": "Est-ce que le véritable rôle de l'humanité serait de concevoir des idées et d\\'imaginer des choses qui deviennent ensuite [wave amp=30 freq=10]réalité[/wave] dans d\\'autres mondes ? Ou est-ce que je surinterprète encore les choses ?", + "FELIX_CONVO12_FELIX7": "Ça donne le tournis, pas vrai ?", + "FELIX_CONVO12_FELIX7_OPTION1": "Tu m'avais caché tes talents de détective !", + "FELIX_CONVO12_FELIX8": "Ça me paraît juste vraiment important de ne négliger aucun détail, c'est tout.", + "FELIX_CONVO12_FELIX7_OPTION2": "Je ne savais pas que tu réfléchissais autant à tout ça !", + "FELIX_CONVO13_FELIX1.n": "Hé, félicitations pour ta promotion, capitaine {player} !", + "FELIX_CONVO13_FELIX1.m": "Hé, félicitations pour ta promotion, capitaine {player} !", + "FELIX_CONVO12_FELIX9": "Va savoir, je pourrais bien utiliser tous ces concepts dans une de mes propres histoires, un jour !", + "FELIX_CONVO13_FELIX2": "Tu vas avoir du pain sur la planche, maintenant. J'espère que tu trouveras encore le temps de traîner un peu avec moi !", + "FELIX_CONVO13_FELIX1.f": "Hé, félicitations pour ta promotion, capitaine {player} !", + "FELIX_CONVO13_FELIX2_OPTION1": "Bien sûr !", + "FELIX_CONVO13_FELIX2_OPTION2": "J'espère aussi !", + "FELIX_CONVO13_FELIX3": "On verra bien.", + "FELIX_CONVO14_FELIX1_OPTION1": "Ah oui ?", + "FELIX_CONVO14_FELIX1": "Hé, [pause]j'ai appris pour toi, Kayleigh et ces drôles de fanatiques.", + "FELIX_CONVO14_FELIX1_OPTION2": "Oh, ça...", + "FELIX_CONVO14_FELIX2": "Ils suivaient un chef charismatique qui voulait acquérir le pouvoir d'un archange, c\\'est bien ça ?", + "FELIX_CONVO14_FELIX2_OPTION1": "Quelque chose comme ça.", + "FELIX_CONVO14_FELIX2_OPTION2": "Pour faire court, oui.", + "FELIX_CONVO14_FELIX3": "J'espère qu\\'ils vont tous mieux. Ça doit pas être facile d\\'endurer tout ça, [wave amp=30 freq=10]surtout[/wave] à la Nouvelle-Wirral.", + "FELIX_CONVO15_FELIX1": "Tu crois que les monstres de l'île ont peur du feu ? J\\'ai remarqué qu\\'ils ne nous attaquent jamais quand on campe.", + "FELIX_CONVO15_FELIX2": "Ou alors...", + "FELIX_CONVO15_FELIX3": "C'est peut-être contraire à leur éthique d\\'attaquer les humains quand ils se reposent ?", + "FELIX_CONVO16_FELIX2": "Il est né à la Nouvelle-Wirral et n'a jamais rien connu d\\'autre. Ses parents se sont rencontrés après leur arrivée sur l\\'île.", + "FELIX_CONVO16_FELIX1": "L'autre jour, un capitaine des Veilleurs m\\'a demandé à quoi ma vie ressemblait avant que j\\'atterrisse ici.", + "FELIX_CONVO16_FELIX3": "Il voulait que je lui parle de nos centres commerciaux, nos trains, nos équipes sportives...", + "FELIX_CONVO16_FELIX4": "Le genre de choses basiques dont tout le monde devrait au moins avoir entendu parler en grandissant.", + "FELIX_CONVO17_FELIX1": "Isolés en pleine nature avec un simple feu pour nous réchauffer... Ça me rappelle les camps d'été !", + "FELIX_CONVO16_FELIX5": "La vie est très simple sur cette île, mais ça n'empêche pas les gens de grandir heureux.", + "FELIX_CONVO17_FELIX2": "Enfin, ça pourrait, si j'avais participé à ce genre de camp. [pause]Ce qui n\\'est pas le cas.", + "FELIX_CONVO19_FELIX2_OPTION1": "Ouais !", + "FELIX_CONVO18_FELIX1": "Hé, tu devrais poser pour moi, à l'occasion ! C\\'est important pour un artiste de savoir dessiner un modèle vivant.", + "FELIX_CONVO17_FELIX3": "Mais ça se rapproche fortement de [wave amp=30 freq=10]l'idée[/wave] que je m\\'en faisais quand j\\'étais petit... Et ça me rend heureux.", + "FELIX_CONVO18_FELIX2": "L'anatomie humaine est particulièrement difficile à maîtriser.", + "FELIX_CONVO18_FELIX3": "Surtout les mains. J'ai encore du mal à les dessiner.", + "FELIX_CONVO19_FELIX1": "Bon, vérifions si j'ai bien compris...", + "FELIX_CONVO19_FELIX3": "Mais ces \\\"comics\\\" ne sont pas du tout [wave amp=30 freq=10]animés[/wave] ? Les dessins sont simplement imprimés sur du papier, et tu te contentes de les [wave amp=30 freq=10]regarder[/wave] ?", + "FELIX_CONVO19_FELIX2_OPTION2": "C'est à peu près ça.", + "FELIX_CONVO19_FELIX4": "Ça me paraît vraiment bizarre, mais je te crois sur parole !", + "FELIX_CONVO20_FELIX1": "Je crois que je devrais étudier davantage de monstres et les ajouter à mon carnet.", + "FELIX_SOCIAL1_FELIX2": "Que cette aventure avait totalement ravivé mon inspiration ?", + "FELIX_CONVO20_FELIX2": "Si j'arrive à rentrer, ces notes seront la preuve que j\\'étais VRAIMENT sur une île infestée de créatures étranges.", + "FELIX_CONVO20_FELIX3": "Même si je sais que mes chances de convaincre [wave amp=30 freq=10]qui que ce soit[/wave] sont infimes.", + "FELIX_SOCIAL1_FELIX1": "Tu te rappelles ce que je t'ai dit après nos adieux à Kuneko... ?", + "FELIX_SOCIAL1_FELIX2_OPTION1": "Bien sûr !", + "FELIX_SOCIAL1_FELIX2_OPTION2": "Euh, je crois ?", + "FELIX_SOCIAL1_FELIX3": "Je traversais une très mauvaise passe, avant de débarquer ici.", + "FELIX_SOCIAL1_FELIX5": "Je n'étais pas en haut de l\\'échelle, [pause]mais c\\'était quand même mon bébé, [pause]tu comprends ? [pause]Sans mes efforts, le succès n\\'aurait jamais été au rendez-vous. [pause]", + "FELIX_SOCIAL1_FELIX4": "Je travaillais depuis des années pour une société éditrice de zotes. [pause]Conception, écriture, la totale...", + "FELIX_SOCIAL1_FELIX6": "J'ai longtemps attendu que mes supérieurs le reconnaissent, mais ce jour n\\'est jamais venu.", + "FELIX_SOCIAL1_FELIX7": "Au lieu de ça, ils m'ont déplacé de poste en poste, m\\'éloignant chaque fois un peu plus des histoires et des personnages sur lesquels j\\'avais tant travaillé.", + "FELIX_SOCIAL1_FELIX8": "Ils se sont aussi appliqués à ne jamais me rémunérer à ma juste valeur.", + "FELIX_SOCIAL1_FELIX9": "Alors... J'ai fini par démissionner et tenter ma chance en solo.", + "FELIX_SOCIAL1_FELIX9_OPTION1": "Excellente décision !", + "FELIX_SOCIAL1_FELIX9_OPTION2": "Tant pis pour eux !", + "FELIX_SOCIAL1_FELIX10": "Oh, merci. Ça me touche.", + "FELIX_SOCIAL1_FELIX11": "Mais toute cette rancœur accumulée ne m'a vraiment pas aidé à adopter le bon état d\\'esprit pour créer à nouveau.", + "FELIX_SOCIAL2_FELIX4": "Pour autant que je sache, ces lecteurs de cassettes sont tout ce qu'il y a de plus ordinaires. Mon père en avait un quasiment identique, dans sa jeunesse.", + "FELIX_SOCIAL1_FELIX12": "C'est pour ça que j\\'ai l\\'impression d\\'être à la Nouvelle-Wirral pour une bonne raison.", + "FELIX_SOCIAL1_FELIX13": "Merci de m'avoir écouté, {player}.", + "FELIX_SOCIAL1_FELIX14": "Je crois que c'est plus facile pour moi de te parler de ça parce qu\\'on a fusionné pour former un super monstre.", + "FELIX_SOCIAL1_FELIX14_OPTION1": "Effectivement, on a fait ça !", + "FELIX_SOCIAL1_FELIX15": "Ah !", + "FELIX_SOCIAL1_FELIX14_OPTION2": "C'est vrai que ça rapproche, ce genre de truc !", + "FELIX_SOCIAL1_FELIX17": "Alors, on devrait se remettre au travail, non ?", + "FELIX_SOCIAL1_FELIX16": "Quoi qu'il en soit, je ne pourrai pas rentrer tant qu\\'on n\\'aura pas trouvé ce portail de sortie.", + "FELIX_SOCIAL2_FELIX1_OPTION1": "Qu'est-ce que tu veux dire ?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "Varier comment ?", + "FELIX_SOCIAL2_FELIX2": "Genre... On peut enregistrer des monstres sur des cassettes... Comment tu crois que ça fonctionne, au juste ?", + "FELIX_SOCIAL2_FELIX1": "Tu crois que la logique peut... [pause]varier, d'un monde à l\\'autre ?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "C'est une technologie très avancée.", + "FELIX_SOCIAL2_FELIX2_OPTION2": "C'est de la magie.", + "FELIX_SOCIAL2_FELIX2_OPTION3": "J'en sais rien !", + "FELIX_SOCIAL2_FELIX3A": "J'y ai bien réfléchi... [pause]Et j\\'ai demandé à Mérédith de démonter un de ces lecteurs de cassettes. [pause]Apparemment, ils n\\'ont rien de spécial.", + "FELIX_SOCIAL2_FELIX3B": "Donc, la magie existerait, ici ? [pause]Pourtant, je ne vois pas de magiciens s'affronter à coups de sorts dans les airs.", + "FELIX_SOCIAL4_FELIX5.n": "Ce personnage se nomme l'Étranger·ère. [pause]C\\'est un chevalier venu de très loin pour répondre à l\\'appel du Guerrier de Jade.", + "FELIX_SOCIAL2_FELIX3C": "Moi non plus.", + "FELIX_SOCIAL2_FELIX5": "Apparemment, ce sont les Veilleurs qui en ont trouvé tout un stock dans la galerie commerciale abandonnée il y a quelques années. Ils proviennent tous de là-bas.", + "FELIX_SOCIAL2_FELIX6": "C'est pour ça que je te demande si tu penses qu\\'un monde peut avoir sa propre logique.", + "FELIX_SOCIAL2_FELIX8": "Quel concept ! Je dois clairement l'intégrer à ma nouvelle histoire...", + "FELIX_SOCIAL2_FELIX7": "Les objets ordinaires de nos mondes obéissent peut-être à des \\\"règles\\\" différentes, ici.", + "FELIX_SOCIAL2_FELIX8_OPTION1": "Ton histoire ?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "C'est-à-dire ?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "Tu écris une nouvelle histoire ?", + "FELIX_SOCIAL2_FELIX9": "Pas de quoi s'emballer pour l\\'instant... Juste quelques idées qui prennent forme.", + "FELIX_SOCIAL2_FELIX11": "On devrait reprendre l'aventure... Ça me donnera encore d\\'autres idées, j\\'en suis sûr.", + "FELIX_SOCIAL2_FELIX10": "Si elles gagnent en substance, je t'en reparlerai.", + "FELIX_SOCIAL3_FELIX1": "J'ai repensé à ce que Kuneko nous a dit.", + "FELIX_SOCIAL3_FELIX3": "Je crois que je peux enfin expliquer pourquoi tous les monstres de la Nouvelle-Wirral m'occupent autant l\\'esprit.", + "FELIX_SOCIAL3_FELIX2": "\\\"Les idées changent et grandissent par elles-mêmes\\\". Ça m'a fait réfléchir...", + "FELIX_SOCIAL3_FELIX3_OPTION1": "Je t'écoute !", + "FELIX_SOCIAL3_FELIX6": "Si le processus est bien réel, ce n'est peut-être pas une science exacte. [pause]Il est peut-être imprévisible... Chaotique.", + "FELIX_SOCIAL3_FELIX4": "Ces monstres ont des cônes de signalisation sur le dos, des poubelles à la place du corps et des téléviseurs en guise de tête...", + "FELIX_SOCIAL3_FELIX5": "Et si les images et les légendes pouvaient devenir si universelles qu'elles finissaient par se manifester physiquement dans d\\'autres mondes comme celui-ci ?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "Ça paraît surréaliste.", + "FELIX_SOCIAL3_FELIX5_OPTION2": "Ça me plaît !", + "FELIX_SOCIAL3_FELIX7": "Ces concepts peuvent peut-être se combiner pour générer des résultats inhabituels ? Ou peut-être que certaines des idées qui se manifestent ne sont pas particulièrement répandues ?", + "FELIX_SOCIAL3_FELIX9": "Je crois que je commence à comprendre un peu mieux ce monde.", + "FELIX_SOCIAL3_FELIX8": "Peut-être que parfois, le simple gribouillage d'un gamin maladroit au Canada peut suffire.", + "FELIX_SOCIAL3_FELIX10": "C'est cool. [pause]Bon, on finit ce qu\\'on a à faire ?", + "FELIX_SOCIAL4_FELIX1": "Hé, {player}.", + "FELIX_SOCIAL4_FELIX12.f": "Je ne peux pas leur imposer une fin. Les décisions de l'Étrangère ne dépendront que d\\'elle.", + "FELIX_SOCIAL4_FELIX2": "J'ai quelque chose à te montrer. Tu peux venir passer un peu de temps chez moi ?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "Bien sûr !", + "FELIX_SOCIAL4_FELIX2_OPTION2": "Pas maintenant.", + "FELIX_SOCIAL4_FELIX_NO": "Pas de problème. Une autre fois, alors.", + "FELIX_SOCIAL4_FELIX3": "J'espère que ça va te plaire !", + "FELIX_SOCIAL4_FELIX4.m": "Bon, t'es prêt ?", + "FELIX_SOCIAL4_FELIX5.m": "Ce personnage se nomme l'Étranger. [pause]C\\'est un chevalier venu de très loin pour répondre à l\\'appel du Guerrier de Jade.", + "FELIX_SOCIAL4_FELIX4.n": "Bon, t'es prêt·e ?", + "FELIX_SOCIAL4_FELIX4.f": "Bon, t'es prête ?", + "FELIX_SOCIAL4_FELIX6.m": "Le Guerrier de Jade est une machine immortelle issue d'une civilisation disparue qui a défié l\\'Étranger en combat singulier et l\\'a vaincu.", + "FELIX_SOCIAL4_FELIX5.f": "Ce personnage se nomme l'Étrangère. [pause]C\\'est un chevalier venu de très loin pour répondre à l\\'appel du Guerrier de Jade.", + "FELIX_SOCIAL4_FELIX7.m": "L'Étranger doit maintenant tenir parole et se rendre jusqu\\'à sa forteresse pour y être exécuté, sans quoi le Guerrier de Jade mènera ses terres natales à la ruine.", + "FELIX_SOCIAL4_FELIX6.f": "Le Guerrier de Jade est une machine immortelle issue d'une civilisation disparue qui a défié l\\'Étranger en combat singulier et l\\'a vaincu.", + "FELIX_SOCIAL4_FELIX6.n": "Le Guerrier de Jade est une machine immortelle issue d'une civilisation disparue qui a défié l\\'Étranger en combat singulier et l\\'a vaincu.", + "FELIX_SOCIAL4_FELIX7.f": "L'Étrangère doit maintenant tenir parole et se rendre jusqu\\'à sa forteresse pour y être exécutée, sans quoi le Guerrier de Jade mènera ses terres natales à la ruine.", + "FELIX_SOCIAL4_FELIX7.n": "L'Étranger·ère doit maintenant tenir parole et se rendre jusqu\\'à sa forteresse pour y être exécuté·e, sans quoi le Guerrier de Jade mènera ses terres natales à la ruine.", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "C'est trop triste pour lui !", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "C'est trop triste pour elle !", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "Il ne peut vraiment rien faire ?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "C'est trop triste pour ellui !", + "FELIX_SOCIAL4_FELIX8.m": "L'Étranger est impassible, mais plein de ressources et de détermination. Il n\\'a pas l\\'intention de se résigner à son sort si facilement.", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "Elle ne peut vraiment rien faire ?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "Iel ne peut vraiment rien faire ?", + "FELIX_SOCIAL4_FELIX8.f": "L'Étrangère est impassible, mais pleine de ressources et de détermination. Elle n\\'a pas l\\'intention de se résigner à son sort si facilement.", + "FELIX_SOCIAL4_FELIX8.n": "L'Étranger·ère est impassible, mais plein·e de ressources et de détermination. Iel n\\'a pas l\\'intention de se résigner à son sort si facilement.", + "FELIX_SOCIAL4_FELIX9": "C'est une adaptation libre de \\\"Sire Gauvain et le Chevalier vert\\\", un conte médiéval narrant les aventures d\\'un chevalier de la Table ronde confronté à un voyage similaire.", + "FELIX_SOCIAL4_FELIX10": "Je ne sais pas encore comment ma version va finir... [pause]Je vais voir où m'emmène l\\'histoire.", + "FELIX_SOCIAL4_FELIX11": "Eh bien, je crée les personnages, mais ce sont [wave amp=30 freq=10]eux[/wave] qui déterminent le déroulement de l'histoire.", + "FELIX_SOCIAL4_FELIX10_OPTION1": "Et elle t'emmène où, l\\'histoire ?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "C'est pas toi qui décides ?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Ça aurait été plus simple de me proposer directement un rendez-vous.", + "FELIX_SOCIAL4_FELIX12.m": "Je ne peux pas leur imposer une fin. Les décisions de l'Étranger ne dépendront que de lui.", + "FELIX_SOCIAL4_FELIX13": "Et de toi, bien sûr. Tu es ma source d'inspiration, après tout.", + "FELIX_SOCIAL4_FELIX12.n": "Je ne peux pas leur imposer une fin. Les décisions de l'Étranger·ère ne dépendront que d\\'ellui.", + "FELIX_SOCIAL4_FELIX13_OPTION1": "Quoi ?", + "FELIX_SOCIAL4_FELIX15.f": "Une inconnue héroïque venue de loin, bien décidée à combattre son funeste destin ?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "Comment ça ?", + "FELIX_SOCIAL4_FELIX14": "Allons...", + "FELIX_SOCIAL4_FELIX15.n": "Un·e inconnu·e héroïque venu·e de loin, bien décidé·e à combattre son funeste destin ?", + "RESTING_DOG_7": "Vous essayez de jouer à la balle avec Ouaf-Ouaf, mais il est distrait par l'odeur des monstres aux alentours.", + "FELIX_SOCIAL4_FELIX15.m": "Un inconnu héroïque venu de loin, bien décidé à combattre son funeste destin ?", + "FELIX_SOCIAL4_FELIX16": "C'est tout toi, {player} !", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Je fais de mon mieux. Alors... ?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "T'es un ami en or, Félix !", + "FELIX_SOCIAL4_FELIX16_OPTION2": "Ton romantisme te perdra, Félix.", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "Oh, [pause]c'est rien du tout !", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Tu es vraiment une guerrière en pleine quête. [pause]On écrit plus facilement sur ce qu'on connaît, alors, ma partenaire d\\'aventure était un sujet tout trouvé !", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Tu es vraiment un·e guerrier·ère en pleine quête. [pause]On écrit plus facilement sur ce qu'on connaît, alors, maon partenaire d\\'aventure était un sujet tout trouvé !", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Tu es vraiment un guerrier en pleine quête. [pause]On écrit plus facilement sur ce qu'on connaît, alors, mon partenaire d\\'aventure était un sujet tout trouvé !", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "J'ai encore des tas de croquis et de concepts en tête pour cette histoire. [pause]Tu veux les voir ?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "C'est mignon.", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Oh, ce zote n'est pas un simple moyen de te faire passer du temps avec moi.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Je te vois plutôt comme un ami.", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "Je vais [wave amp=30 freq=10]vraiment[/wave] continuer à enrichir cette histoire.", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Mais tu vas pas me reprocher d'avoir mis le paquet, quand même ? [pause]Je ménage pas mes efforts quand c\\'est important.", + "FELIX_ROMANCE_FELIX1_OPTION2": "Non, rien de particulier !", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Arrête, ça devient gênant.", + "FELIX_ROMANCE_FELIX1.m": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", + "FELIX_ROMANCE_FELIX1.f": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Je te l'ai dit, je fais de mon mieux.", + "FELIX_ROMANCE_FELIX_NO": "Désolé. Je dois apprendre à apprécier le silence, moi aussi.", + "FELIX_ROMANCE_FELIX2": "Je...", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", + "FELIX_ROMANCE_FELIX1.n": "Tu ne parles pas beaucoup, {player} ! Quelque chose te préoccupe ?", + "FELIX_ROMANCE_FELIX13": "Mais même si on doit se dire adieu un jour...", + "FELIX_ROMANCE_FELIX5": "C'est la première fois que les rôles sont inversés. [pause]C\\'est perturbant.", + "FELIX_ROMANCE_FELIX3": "J'ai eu plusieurs relations par le passé, mais... [pause]Honnêtement ?", + "FELIX_ROMANCE_FELIX4": "C'est moi qui prends l\\'initiative, d\\'habitude.", + "FELIX_ROMANCE_FELIX6": "Oh, pardon.", + "FELIX_ROMANCE_FELIX7": "Tu attends une réponse !", + "FELIX_ROMANCE_FELIX8": "C'est \\\"oui\\\", [pause]bien entendu.", + "FELIX_ROMANCE_FELIX9.f": "Une fille mystérieuse débarque dans ma vie, [pause]combat à mes côtés, [pause]fusionne [wave amp=30 freq=10]littéralement[/wave] avec moi, et en plus, elle est canon ?", + "FELIX_ROMANCE_FELIX9.m": "Un garçon mystérieux débarque dans ma vie, [pause]combat à mes côtés, [pause]fusionne [wave amp=30 freq=10]littéralement[/wave] avec moi, et en plus, il est canon ?", + "FELIX_ROMANCE_FELIX9.n": "Un·e inconnu·e énigmatique débarque dans ma vie, [pause]combat à mes côtés, [pause]fusionne [wave amp=30 freq=10]littéralement[/wave] avec moi, et en plus iel est canon ?", + "FELIX_ROMANCE_FELIX11": "Par contre, si on arrive à rentrer chez nous, [pause]il y a de fortes chances pour qu'on vienne de deux mondes différents...", + "FELIX_ROMANCE_FELIX10": "Je serais le dernier des idiots de refuser !", + "FELIX_ROMANCE_FELIX12": "Tu n'avais jamais entendu parler de mes \\\"zotes\\\", [pause]ni moi de tes \\\"comics\\\".", + "VIOLA_UNKNOWN_NAME": "Femme mystérieuse", + "FELIX_ROMANCE_FELIX14": "Je veux partager cette histoire avec toi. [pause]Aussi longtemps qu'elle durera.", + "VIOLA_INTRO1_MEREDITH1": "Ah, typique. Il faut toujours que quelque chose essaie de nous faire la peau !", + "VIOLA_INTRO1_EUGENE1": "Ça va aller, on a déjà affronté bien pire, [pause]pas vrai ?", + "VIOLA_INTRO1_KAYLEIGH1": "Bon, ça se présente mal...", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]On nous attaque ![/wave]", + "VIOLA_INTRO1_FELIX1": "... Bon. C'était manifestement un piège.", + "VIOLA_INTRO1_VIOLA2": "Prenez garde, cette île est sans pitié.", + "VIOLA_QUEST2_PART1_VIOLA6": "Si ce n'est pas trop demander, [pause]pourrais-tu me guider jusqu\\'à lui ?", + "VIOLA_INTRO1_VIOLA3": "Avec moi ! [pause]Opposons à ces bêtes cruelles la force du nombre !", + "VIOLA_INTRO1_VIOLA4": "...", + "VIOLA_INTRO1_VIOLA6": "Vous ne devriez pas avoir la moindre raison de rester en ces lieux plus longtemps.", + "VIOLA_INTRO1_VIOLA5": "Il serait préférable que vous partiez avant le retour de ces monstres...", + "VIOLA_INTRO1_KAYLEIGH7": "Laisse-nous au moins te remercier ! Qui es-tu ?", + "VIOLA_INTRO1_MEREDITH7": "Sympa, ton chapeau. Mais t'es qui, en fait ?", + "VIOLA_INTRO1_EUGENE7": "Arrête, [pause]on a combattu main dans la main ! [pause]Dis-nous au moins ton nom.", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]C'était très courageux de ta part de nous aider ! Et tu es... ?[/wave]", + "VIOLA_INTRO1_FELIX7": "C'était un combat épique ! [pause]Tu peux au moins nous dire ton nom ?", + "VIOLA_INTRO1_VIOLA8": "Je suis Violaine de Messaline.", + "VIOLA_INTRO1_VIOLA9": "Je n'ai rien d\\'une guerrière, mais ces terres hostiles m\\'ont imposé ce rôle.", + "VIOLA_INTRO1_VIOLA10": "Et je ne souhaite imposer mon fardeau à personne.", + "VIOLA_INTRO1_VIOLA10_OPTION1": "Quel fardeau ?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "Où pourrait être ton frère ?", + "VIOLA_INTRO1_VIOLA11": "...", + "VIOLA_INTRO1_VIOLA10_OPTION2": "Tu accomplis une quête ?", + "VIOLA_INTRO1_VIOLA12": "Mon frère et moi avons tous deux fait naufrage en mer.", + "VIOLA_INTRO1_VIOLA13": "Si j'ai survécu à la noyade, peut-être a-t-il lui aussi réussi à rejoindre ces rivages...", + "VIOLA_INTRO1_VIOLA14": "Je le cherche puis des semaines. Une âme charitable m'a fait don de cet étrange artefact, qui me permet de me défendre.", + "VIOLA_INTRO1_VIOLA15": "Si vous apprenez quoi que ce soit sur mon frère Sébastien, mon camp se trouve juste à l'est d\\'ici.", + "VIOLA_INTRO1_VIOLA16": "Adieu.", + "VIOLA_INTRO2_VIOLA1": "Nos chemins se croisent à nouveau. Quelles sont les nouvelles ?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "Pourquoi tu voyages seule ?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "Pourquoi tu parles de manière si ampoulée ?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "À plus tard !", + "VIOLA_INTRO2_VIOLA2": "Je l'ignore.", + "VIOLA_INTRO2_VIOLA3": "Mais il est ingénieux. S'il demeure bel et bien sur cette île, alors, je sais qu\\'il s\\'efforce lui aussi de me retrouver.", + "VIOLA_INTRO2_VIOLA4": "J'ignore tout de cette contrée et de ses coutumes.", + "VIOLA_INTRO2_VIOLA5": "Ses habitants sont une énigme pour moi. Je privilégie la solitude pour ma propre sécurité.", + "VIOLA_INTRO2_VIOLA7": "Peut-être suis-je plus loin de ma terre natale que je ne l'avais d\\'abord pensé.", + "VIOLA_INTRO2_VIOLA6": "De mon point de vue, [pause]c'est toi qui uses d\\'un dialecte étrange.", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DITES À MA SŒUR... QUE JE L'ATTENDS ICI...[/wave]", + "VIOLA_INTRO2_VIOLA8": "Adieu.", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "C'était le frère de Violaine ? On devrait la prévenir...", + "VIOLA_QUEST1_PART1_MEREDITH2": "Euh, je ne sais vraiment pas quoi penser de ça. On devrait en parler à Violaine, je suppose.", + "VIOLA_QUEST1_PART1_FELIX2": "De plus en plus étrange. Viens, allons dire à Violaine qu'on a trouvé son frère.", + "VIOLA_QUEST1_PART1_EUGENE2": "C'était bizarre, hein ? Viens, on doit prévenir Violaine.", + "VIOLA_QUEST2_PART1_VIOLA1": "Comment ? Tu as vu une... apparition de mon frère ?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Bien sûr !", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Une autre fois.", + "VIOLA_QUEST2_PART1_VIOLA2": "Dis-m'en davantage.", + "VIOLA_QUEST2_PART1_VIOLA3": "Je vois...", + "VIOLA_QUEST2_PART1_VIOLA4": "Il compte peut-être toujours parmi les vivants, [pause]ou peut-être ne reste-t-il plus de lui qu'une âme perdue...", + "VIOLA_QUEST2_PART1_VIOLA5": "Je dois en avoir le cœur net. {player}...", + "VIOLA_QUEST2_PART1_VIOLA8": "Sois sans crainte. [pause]Ce périple sera sans danger, avec moi à tes côtés.", + "VIOLA_QUEST2_PART1_VIOLA7": "Hâtons-nous, en ce cas.", + "VIOLA_QUEST2_PART1_VIOLA_NO": "Je comprends. Je patienterai ici, dans l'attente de ton retour.", + "VIOLA_QUEST3_PART1_VIOLA1": "C'est ici ?", + "VIOLA_QUEST3_PART1_VIOLA2": "Mon frère, [pause]si tu hantes bien ces lieux... [pause]Parle-moi.", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "Il règne ici un calme singulier qui m'emplit d\\'inquiétude... Ne ressens-tu pas ce même malaise ?", + "VIOLA_QUEST3_PART1_VIOLA3": "Cherchons alentour, mais ne nous attardons pas plus que de raison.", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Quel malheur que mon pauvre frère se trouve piégé en tel endroit !", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "Je t'ai attendu de nombreuses lunes, [wave amp=30 freq=10]Violaine de Messaline[/wave].", + "VIOLA_QUEST3_PART2_VIOLA1": "Sébastien !?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Ce \\\"Robin Bonenfant\\\" dit-il la vérité, [pause]{player} ?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "Vraiment ? [pause]La fête n'a pourtant même pas encore commencé !", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "J'ai de grandes joies à partager avec toi.", + "VIOLA_QUEST3_PART2_VIOLA4": "... [pause]Tu ne me dupes pas, esprit malveillant. [pause]Je n'entrerai pas dans ton jeu.", + "VIOLA_QUEST3_PART2_VIOLA7": "...", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "VIENS, VIOLAINE DE MESSALINE.\\n\\nTA FAMILLE T'ATTEND ICI.\\n\\nCAR JE SUIS LE GEÔLIER DE TON FRÈRE.", + "VIOLA_QUEST3_PART2_VIOLA8": "J'accorde peu de crédit aux paroles de cette entité. [pause]Mais si elle connaît Sébastien, [pause]et mon nom...", + "VIOLA_QUEST3_PART2_VIOLA9": "Elle dit peut-être vrai.", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Ce vaisseau devait être glorieux...", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "Cet esprit qui s'est adressé à moi... Je n\\'ose imaginer ses intentions.", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "L'eau s\\'est retirée ! [pause]Viens, le temps presse !", + "VIOLA_QUEST4_PART1_ROBIN1": "TU VEUX DANSER, COUSINE ?", + "VIOLA_QUEST4_PART1_VIOLA1": "Non. [pause]Nous n'avons rien en commun, esprit.", + "VIOLA_QUEST4_PART2_VIOLA1": "Voici donc l'antre de l\\'esprit qui retient mon frère prisonnier.", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Je pense que c'est un archange...", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "À mon avis, ce n'est pas un esprit...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "UN PEU DE SILENCE, JE VOUS PRIE.", + "VIOLA_QUEST4_PART2_VIOLA2": "Quel que soit l'esprit, la fée ou le démon qui m\\'attend...", + "VIOLA_QUEST4_PART2_VIOLA3": "Je ne faillirai pas !", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "LE MONDE ENTIER EST UN THÉÂTRE...\\n\\nET LE SPECTACLE VA COMMENCER.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "... Décevant.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "Quel \\\"spectacle\\\" ? [wave amp=30 freq=10]Qui[/wave] es-tu donc ?", + "VIOLA_QUEST4_FUSE_VIOLA3": "Nous ne périrons pas aujourd'hui !", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "ALLONS, JE SUIS LE JOYEUX VAGABOND DE LA NUIT...\\n\\nON M'APPELLE PUCK, LE HOBGOBELIN...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "TOI ET MOI, VIOLAINE DE MESSALINE, AVONS BEAUCOUP EN COMMUN.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "JE SUIS ROBIN BONENFANT !", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "VOYONS...\\n\\nPAGE 645 : \\\"LA NUIT DES ROIS\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "J'AI DÉCOUVERT CE LIVRE PARMI LES DÉCOMBRES DU NAVIRE.\\n\\nUN OUVRAGE BIEN ÉTRANGE.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "LA COMÉDIE DE VIOLAINE DE MESSALINE, NAUFRAGÉE SUR UNE TERRE INCONNUE.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "Je ne comprends pas...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, J'Y SUIS :\\n\\nPAGE 365 : \\\"LE SONGE D\\'UNE NUIT D\\'ÉTÉ\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "TU NE RETROUVERAS TON FRÈRE QUE QUAND TON RÉCIT L'EXIGERA.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UN CONTE FÉÉRIQUE, AVEC LE ROI OBÉRON, LA REINE TITANIA ET L'ESPRIT MALICIEUX ROBIN BONENFANT.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MA CHÈRE VIOLAINE, TOI ET MOI...\\n\\nNOUS NE SOMMES QUE LE FRUIT DE L'IMAGINATION D\\'UN DRAMATURGE MORTEL, UN CERTAIN M. WILLIAM SHAKESPEARE.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "NOS HISTOIRES NE NOUS APPARTIENNENT PAS.\\n\\nSÉBASTIEN N'EST PAS LÀ. IL NE LE SERA JAMAIS.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", + "VIOLA_CONVO13_VIOLA2.f": "Pardonne-moi, mon amie, [pause]mais mon cœur n'est pas à la conversation.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]Je refuse de m'y soumettre ![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "C'est vrai.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Ces histoires qu'il nous lit... [pause]sont-elles connues dans ton monde ?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Je suis désolé.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Je suis désolée.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Merci.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Je suis désolé·e.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "TU SAIS QUE JE DIS VRAI.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Je crois que ta \\\"vérité\\\" ne change absolument rien.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Je crois...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "LAISSE LA VÉRITÉ TE SUBMERGER. LAISSE-LA T'EMPORTER DANS SES PROFONDEURS JUSQU\\'À SUFFOQUER.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Peut-être que dans le monde de {player}, [pause]je ne suis qu'un simple conte.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "Ce destin écrit pour moi n'est qu\\'une [shake rate=30 level=10]succession de mots[/shake] couchés sur le papier !", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Mais qui dit qu'il n\\'en est pas de même pour {player} dans le mien ?", + "VIOLA_QUEST4_FUSE_VIOLA2": "Un destin implacable se dresse contre nous, [pause]mais...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "HA, HA, HA !\\n\\nQUELLE SURPRISE !", + "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]Nos histoires se s'achèvent pas ici ![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "CETTE PIÈCE DÉPASSE TOUTES MES ESPÉRANCES !\\n\\nVIENS, PASSONS AU DERNIER ACTE !", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "LES CHOSES SEMBLENT AVOIR MAL TOURNÉ POUR VOUS, M. BONENFANT !", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "PERMETTEZ-MOI D'INTERVENIR. J\\'AI UN NOUVEAU RÔLE À VOUS OFFRIR.", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Il serait plus sage de retourner à la sécurité de notre campement...", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Merci de m'avoir accompagnée dans cette quête, [pause]{player}.", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "Je pense que ce Robin Bonenfant avait tort.", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Ma vie est peut-être un simple conte dans d'autres royaumes, mais...", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Je déciderai moi-même du dénouement de mon histoire.", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Cela n'a aucune importance. J\\'écris mon propre destin.", + "VIOLA_CONVO2_VIOLA2": "Je réalise que bon nombre des pauvres hères habitant cette île y sont piégés depuis bien plus longtemps que moi.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Mais dès l'instant où nos cœurs se sont unis, [pause]sache que tu as rejoint ma chronologie.", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Je fais référence à cette [wave amp=30 freq=10]union physique[/wave], pendant notre grande bataille. Quand nos corps n'ont fait plus qu\\'un, j\\'ai senti nos [wave amp=30 freq=10]destinées[/wave] s\\'entremêler.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "\\\"Nos cœurs se sont unis\\\" ?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "Comment ça ?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "C'est peut-être là le meilleur moyen pour moi de retrouver mon frère.", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Si cette fusion n'est plus, je sens que les fils du destin sont moins aisés à démêler.", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "Tu dis connaître un passage permettant de quitter cette île ?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "Absolument !", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Oui.", + "VIOLA_CONVO1_VIOLA1": "... Tu veux dire que dans ton royaume, [pause]voyager d'un pays à l\\'autre prend seulement quelques heures, [pause]et non plusieurs jours ?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Très bien ! [pause]Permets-moi de payer ma dette en t'apportant mon aide dans ta propre quête.", + "VIOLA_CONVO1_VIOLA2": "Une telle chose peut-elle être possible ? [pause]Je n'ose l\\'imaginer !", + "VIOLA_CONVO2_VIOLA1": "Je ne suis pas là depuis longtemps, [pause]mais le mal du pays me ronge le cœur.", + "VIOLA_CONVO2_VIOLA3": "Ils doivent porter de bien lourds chagrins sur leurs épaules. [pause]Je n'aurais pas autant de résilience.", + "VIOLA_CONVO3_VIOLA1": "Je sais que le ciel au-dessus de nos têtes n'est pas celui que j\\'admirais depuis la fenêtre de ma chambre d\\'enfant...", + "VIOLA_CONVO3_VIOLA2": "Mais je peux faire comme si. [pause]Je peux me convaincre que ma demeure n'est qu\\'à quelques lieux d\\'ici, [pause]et qu\\'une journée de cheval suffirait pour rejoindre mes amis et ma famille.", + "VIOLA_CONVO4_VIOLA1": "Dis-moi : [pause]comment se nomme la forme monstrueuse dont tu te pares en combat ?", + "VIOLA_CONVO3_VIOLA3": "Je suis sûre qu'il t\\'arrive de ressentir la même chose, [pause]{player}.", + "VIOLA_CONVO4_VIOLA2": "...", + "VIOLA_CONVO5_VIOLA1": "Je réalise que cette île est le théâtre d'étranges unions.", + "VIOLA_CONVO4_VIOLA3": "{first_tape_name} ? [pause]Un nom adéquat, qui te sied étrangement.", + "VIOLA_CONVO5_VIOLA2": "Elle réunit des personnes aux multiples horizons, [pause]dont les chemins ne se seraient jamais croisés, [pause]comme autant de compagnons d'infortune.", + "VIOLA_CONVO5_VIOLA3.m": "Toi et moi, nous ne nous serions jamais rencontrés autrement, c'est certain !", + "VIOLA_CONVO5_VIOLA3.f": "Toi et moi, nous ne nous serions jamais rencontrées autrement, c'est certain !", + "VIOLA_CONVO5_VIOLA3.n": "Toi et moi, nous ne nous serions jamais rencontré·es autrement, c'est certain !", + "VIOLA_CONVO6_VIOLA1": "Si jamais je quitte cette contrée un jour, je me garderai bien d'évoquer mon séjour ici.", + "VIOLA_CONVO6_VIOLA3": "Mes amis me prendraient tous pour une folle !", + "VIOLA_CONVO6_VIOLA2": "Une île au-delà des royaumes de la Terre, [pause]domaine des esprits et des fées ?", + "VIOLA_CONVO7_VIOLA1.n": "Viens, cher·ère {player}. [pause]Je sais que notre quête n'attend pas...", + "VIOLA_CONVO7_VIOLA1.f": "Viens, chère {player}. [pause]Je sais que notre quête n'attend pas...", + "VIOLA_CONVO7_VIOLA1.m": "Viens, cher {player}. [pause]Je sais que notre quête n'attend pas...", + "VIOLA_CONVO11_VIOLA1.m": "Combattre aux côtés de son bien-aimé, [pause]sous les traits d'une étrange créature...", + "VIOLA_CONVO7_VIOLA2": "Mais nous pouvons nous permettre de lui voler quelques minutes pour partager un instant ensemble.", + "VIOLA_CONVO8_VIOLA1": "J'ai festoyé dans bien des tavernes de mon pays, mais aucune n\\'offrait un tel sentiment d\\'apaisement.", + "VIOLA_CONVO8_VIOLA2": "C'est très plaisant ! [pause]Je peux sentir que ces murs ont été les témoins de nombreux moments de joie.", + "VIOLA_CONVO9_VIOLA1": "Quand les arbres s'immobilisent un instant et que le calme s\\'installe brièvement sur ces terres...", + "VIOLA_CONVO9_VIOLA2": "Il règne ici un silence plus authentique que nulle part ailleurs. [pause]C'est un silence pénétrant, qu\\'il est possible de ressentir au plus profond de son âme.", + "VIOLA_CONVO9_VIOLA3": "Et avec lui, la certitude que rien d'autre n\\'existe en ce monde au-delà des rivages de cette île.", + "VIOLA_CONVO10_VIOLA1.m": "Dis-moi, mon cher {player}, [pause]t'ai-je encore jamais régalé de mes récits d\\'artiste ambulante ?", + "VIOLA_CONVO9_VIOLA4": "Peu d'hommes pourraient imaginer un lieu si solitaire.", + "VIOLA_CONVO10_VIOLA1.f": "Dis-moi, ma chère {player}, [pause]t'ai-je encore jamais régalé de mes récits d\\'artiste ambulante ?", + "VIOLA_CONVO10_VIOLA1.n": "Dis-moi, maon cher·ère {player}, [pause]t'ai-je encore jamais régalé de mes récits d\\'artiste ambulante ?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "Tes récits de quoi ?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "Une artiste ambulante... ?", + "VIOLA_CONVO10_VIOLA2": "Tu as bien entendu ! [pause]Mon frère et moi chantions et jouions pour nos amis et divers auditoires, de temps à autre.", + "VIOLA_CONVO10_VIOLA3": "Pas pour l'argent, bien sûr. [pause]Mes finances n\\'ont jamais été source de préoccupation. Nous donnions des spectacles pour le plaisir.", + "VIOLA_CONVO10_VIOLA4": "Tu dois toi-même posséder des talents cachés. [pause]Je souhaite ardemment en savoir plus sur toi, si tu le permets.", + "VIOLA_CONVO11_VIOLA1.f": "Combattre aux côtés de sa bien-aimée, [pause]sous les traits d'une étrange créature...", + "VIOLA_CONVO11_VIOLA2": "Cela a quelque chose de romantique, ne trouves-tu pas ? [pause]Si l'action n\\'est qu\\'éloquence, [pause]alors, nos combats sont des poèmes !", + "VIOLA_CONVO11_VIOLA1.n": "Combattre aux côtés de saon bien-aimé·e, [pause]sous les traits d'une étrange créature...", + "VIOLA_CONVO12_VIOLA2": "J'ai hâte de pouvoir décrire à mon frère tous les démons que j\\'ai dû vaincre.", + "VIOLA_CONVO12_VIOLA1": "J'espère que nous trouverons bientôt une issue au rêve étrange dont nous sommes prisonniers.", + "VIOLA_CONVO13_VIOLA1": "...", + "VIOLA_CONVO14_VIOLA4": "Néanmoins, c'est chose bien [wave amp=30 freq=10]étrange[/wave] que d\\'apprendre que mon propre conte existe sur les pages d\\'un livre en d\\'autres lieux. Peut-être en est-il de même pour toutes les histoires ?", + "VIOLA_CONVO13_VIOLA2.n": "Pardonne-moi, mon ami·e, [pause]mais mon cœur n'est pas à la conversation.", + "VIOLA_CONVO13_VIOLA2.m": "Pardonne-moi, mon ami, [pause]mais mon cœur n'est pas à la conversation.", + "VIOLA_CONVO13_VIOLA3": "Nous nous connaissons depuis peu. Tu m'as certes offert ton aide, mais j\\'ai peu de mots à t\\'offrir en retour.", + "VIOLA_CONVO14_VIOLA2": "Il prétend que lui et moi sommes les créations d'un auteur dramatique. Que nos histoires sont déjà écrites.", + "VIOLA_CONVO14_VIOLA1": "Je repense une nouvelle fois aux paroles de ce scélérat de Robin Bonenfant.", + "VIOLA_CONVO14_VIOLA3": "Bien sûr, ses mots n'auront pas raison de ma détermination. [pause]Comme je te l\\'ai dit, je contrôle mon propre destin.", + "VIOLA_CONVO14_VIOLA5": "Peut-être que quelque part, des enfants lisent le \\\"Livre de {player}\\\" ! [pause]Gageons qu'il doit être fascinant !", + "VIOLA_CONVO17_VIOLA1_OPTION1": "Ouais !", + "VIOLA_CONVO15_VIOLA1": "Dis-moi, [pause]{player}, [pause] ne trouves-tu pas étrange cette tradition locale consistant à combattre sous l'apparence de bêtes féériques ?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "C'est super bizarre, ouais !", + "VIOLA_CONVO15_VIOLA1_OPTION2": "Je trouve ça cool !", + "VIOLA_CONVO15_VIOLA2": "C'est si curieux ! Pourtant, les habitants de cette île s\\'y adonnent sans hésitation ni la moindre inquiétude.", + "VIOLA_CONVO16_VIOLA1": "Y crois-tu vraiment, {player} ? [pause]Crois-tu réellement que ce passage que tu as découvert nous permettra de retourner d'où nous venons ?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "Il me faut y croire !", + "VIOLA_CONVO16_VIOLA1_OPTION2": "Oui, j'y crois !", + "VIOLA_CONVO16_VIOLA2": "Merveilleux ! [pause]J'ai beau avoir appris à admirer ce nouveau monde sauvage, je sais que nous ne sommes pas destinés à rester ici éternellement.", + "VIOLA_CONVO16_VIOLA3": "Mais si tu souhaites prolonger encore un peu ton séjour, je ferai de même. [pause]Nous sommes jeunes, après tout. Rien ne nous contraint à précipiter notre départ.", + "VIOLA_CONVO17_VIOLA1": "Cette bataille contre notre ennemi Aleph a été grandiose, n'est-ce pas ?", + "VIOLA_CONVO17_VIOLA2": "Mes propres capacités martiales m'étonnent. Je devrais peut-être mener une vie de soldat...", + "VIOLA_CONVO17_VIOLA1_OPTION2": "On peut dire ça !", + "VIOLA_CONVO17_VIOLA3": "Quoiqu'en tant que femme, cette vocation m\\'est interdite. [pause]Mais je pourrais me déguiser à nouveau en homme...", + "VIOLA_CONVO17_VIOLA3_OPTION2": "Hein ?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"À nouveau\\\" ?", + "VIOLA_CONVO18_VIOLA1.m": "Nous suivons le même chemin depuis peu, cher {player}, mais j'ai déjà le sentiment d\\'avoir partagé avec toi toute une vie d\\'aventure !", + "VIOLA_CONVO17_VIOLA4": "Cela t'étonne ? Je suis une actrice, ne l\\'oublie pas ! Ma garde-robe regroupe tous les genres, que je peux revêtir à ma guise.", + "VIOLA_CONVO18_VIOLA1.f": "Nous suivons le même chemin depuis peu, chère {player}, mais j'ai déjà le sentiment d\\'avoir partagé avec toi toute une vie d\\'aventure !", + "VIOLA_CONVO18_VIOLA1.n": "Nous suivons le même chemin depuis peu, cher·ère {player}, mais j'ai déjà le sentiment d\\'avoir partagé avec toi toute une vie d\\'aventure !", + "VIOLA_CONVO18_VIOLA2": "Peut-être est-ce là la raison d'être de cette île : offrir une myriade d\\'expériences à tous ceux qui s\\'échouent sur ses rivages.", + "VIOLA_CONVO19_VIOLA1_OPTION1": "Ouais !", + "VIOLA_CONVO19_VIOLA1.n": "Tu aimes la poésie, maon cher·ère {player} ?", + "VIOLA_CONVO19_VIOLA1.m": "Tu aimes la poésie, mon cher {player} ?", + "VIOLA_CONVO19_VIOLA1.f": "Tu aimes la poésie, ma chère {player} ?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "Pas vraiment !", + "VIOLA_CONVO19_VIOLA4": "Les hommes ont besoin de cuisiniers pour nourrir leur estomac, mais aussi de poètes pour nourrir leur cœur.", + "VIOLA_CONVO19_VIOLA2": "Je suis heureuse de l'entendre !", + "VIOLA_CONVO19_VIOLA3": "C'est regrettable... Peut-être pourrais-je t\\'initier à cet art ?", + "VIOLA_CONVO19_VIOLA5": "Je trouve qu'il est bien cruel de priver une âme d\\'une telle source de réconfort.", + "VIOLA_CONVO19_VIOLA6": "Compte tenu des circonstances, nous pourrions savourer la prose de la poétesse grecque Sappho ? J'essaierai de dénicher un recueil de ses travaux pendant nos aventures.", + "VIOLA_CONVO20_VIOLA1": "Merci... [pause]J'ai grandement apprécié ce moment de répit, {player}.", + "VIOLA_SOCIAL1_VIOLA1": "Il m'apparaît clairement, [pause]ces derniers temps, [pause]que bon nombre des aspects élémentaires de la vie dans cette ville me sont étrangers.", + "VIOLA_SOCIAL1_VIOLA3": "Les lampadaires s'illuminent sans l\\'intervention d\\'un allumeur de réverbères ! [pause]Tant de choses m\\'échappent.", + "VIOLA_SOCIAL1_VIOLA2": "Les braves gens de Port-la-Ville s'expriment de manière fort singulière.", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "C'est vrai que tu viens d\\'un passé shakespearien...", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "De ton point de vue, c'est un peu le futur, ici !", + "VIOLA_SOCIAL1_VIOLA5": "Ou cet arcane te permettant de fusionner avec tes alliés ? [pause]Tout cela est-il normal, pour toi ?", + "VIOLA_SOCIAL1_VIOLA4": "Certes. Et ces \\\"lecteurs de cassettes\\\" que nous utilisons pour prendre l'apparence de créatures fantastiques ?", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Euh, non, ça, c'est bizarre !", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "Non, ça n'existe qu\\'à la Nouvelle-Wirral.", + "VIOLA_SOCIAL1_VIOLA6": "Je vois.", + "VIOLA_SOCIAL1_VIOLA8": "C'est un fait : je suis bien loin de la Messaline, tant dans l\\'espace que dans le temps.", + "VIOLA_SOCIAL1_VIOLA7": "Certains aspects de ce monde te sont donc familiers, tandis que d'autres t\\'étonnent aussi.", + "VIOLA_SOCIAL1_VIOLA9": "Si ce royaume renferme des merveilles qui me sont inconnues, je te le demande :", + "VIOLA_SOCIAL1_VIOLA10": "Me les feras-tu découvrir, le moment venu ?", + "VIOLA_SOCIAL1_VIOLA11": "Je veux faire l'expérience de ces choses nouvelles, avant de rentrer chez moi.", + "VIOLA_SOCIAL3_VIOLA5": "Elle a bien insisté sur l'intérêt de ces [pause]\\\"Histoires de fantômes\\\".", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Avant de rentrer ?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "Tu vas partir ?", + "VIOLA_SOCIAL1_VIOLA13.m": "Je le vois dans tes yeux ! [pause]Ton cœur est bien moins secret que tu ne le penses, mon ami.", + "VIOLA_SOCIAL1_VIOLA12": "C'est bien là l\\'objet de ta quête, n\\'est-ce pas ?", + "VIOLA_SOCIAL1_VIOLA13.n": "Je le vois dans tes yeux ! [pause]Ton cœur est bien moins secret que tu ne le penses, mon ami·e.", + "VIOLA_SOCIAL1_VIOLA13.f": "Je le vois dans tes yeux ! [pause]Ton cœur est bien moins secret que tu ne le penses, mon amie.", + "VIOLA_SOCIAL1_VIOLA14": "N'aie crainte, je t\\'aiderai de mon mieux.", + "VIOLA_SOCIAL1_VIOLA15": "Tu pourras toujours compter sur moi, comme amie et comme alliée.", + "VIOLA_SOCIAL1_VIOLA16": "Assez ! [pause]Nous avons déjà trop lambiné.", + "VIOLA_SOCIAL2_VIOLA2": "On n'y trouve pas de bière, n\\'est-ce pas ? [pause]Seulement ce \\\"café\\\".", + "VIOLA_SOCIAL2_VIOLA1": "Cette taverne populaire, [pause]le \\\"Gramophone\\\"...", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "Exact !", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Je crois bien, oui.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Je crois bien, oui.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Je crois bien, oui.", + "VIOLA_SOCIAL2_VIOLA3": "Et les gens de ton époque consomment ce café en grandes quantités ?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "Tout à fait !", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Peut-être un peu trop, oui.", + "VIOLA_SOCIAL2_VIOLA4": "Intéressant.", + "VIOLA_SOCIAL2_VIOLA6": "J'ai donc fait l\\'acquisition d\\'une gourde de ce breuvage tant apprécié. [pause]C\\'est un cadeau de Clémence.", + "VIOLA_SOCIAL2_VIOLA5": "Je souhaite goûter ce café, [pause]à la manière des habitants de Port-la-Ville.", + "VIOLA_SOCIAL2_NARRATION7": "Violaine boit une tasse de café.", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Alors, verdict ?", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "Qu'est-ce que t\\'en penses ?", + "VIOLA_SOCIAL2_VIOLA9": "Cette boisson est généreuse.", + "VIOLA_SOCIAL2_VIOLA10": "Je comprends mieux sa popularité.", + "VIOLA_SOCIAL2_VIOLA11": "Quant à la pâtisserie sucrée que Clémence a eu la bonté de me donner...", + "VIOLA_SOCIAL2_VIOLA12": "Comment s'appelle-t-elle ?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "C'est un roulé à la cannelle !", + "VIOLA_SOCIAL2_VIOLA13": "Cette saveur... [pause]Cette douceur...", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Clémence t'a aussi offert un roulé à la cannelle ?", + "VIOLA_SOCIAL2_VIOLA14": "Ça se mange si rapidement ! [pause]Un plaisir pur et éphémère...", + "VIOLA_SOCIAL2_VIOLA15": "Adieu, [pause]délicieux roulé.", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "Tu as aimé ?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "Succès total, on dirait ?", + "VIOLA_SOCIAL2_VIOLA16": "Oui, [pause]incontestablement.", + "VIOLA_SOCIAL3_VIOLA1": "En m'instruisant sur les nombreux royaumes au-delà des frontières de Port-la-Ville, j\\'ai acquis des documents d\\'une grande valeur.", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Des documents didactiques ?", + "VIOLA_SOCIAL3_VIOLA2": "Oui... [pause]Mon séjour à la Nouvelle-Wirral m'a fait comprendre à quel point ma compréhension du monde était limitée ; une simple goutte d\\'eau dans un océan sans fin...", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Tu fais des recherches ?", + "VIOLA_SOCIAL3_VIOLA3.m": "Il existe de nombreux royaumes similaires à celui dont je viens... [pause]Comme le tien, cher {player}.", + "VIOLA_SOCIAL3_VIOLA4": "Quand j'ai sollicité l\\'aide de notre amie Mérédith, [pause]elle m\\'a fourni cet ouvrage.", + "VIOLA_SOCIAL3_VIOLA3.n": "Il existe de nombreux royaumes similaires à celui dont je viens... [pause]Comme le tien, cher·ère {player}.", + "VIOLA_SOCIAL3_VIOLA3.f": "Il existe de nombreux royaumes similaires à celui dont je viens... [pause]Comme le tien, chère {player}.", + "VIOLA_SOCIAL3_VIOLA6": "En effet, je suis arrivée à la conclusion que son contenu relevait de l'imaginaire.", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "On dirait un roman d'épouvante...", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "Tu ne vas pas apprendre grand-chose en lisant ce livre.", + "VIOLA_SOCIAL3_VIOLA7": "Néanmoins, je me dois d'attirer ton attention sur le chapitre 5... [pause]Il décrit des méthodes efficaces pour combattre les morts-vivants.", + "VIOLA_SOCIAL3_VIOLA8": "Ne sommes-nous pas constamment confrontés à des monstres ? [pause]Cet ouvrage a peut-être davantage à nous apprendre qu'il n\\'y paraît au premier abord.", + "VIOLA_SOCIAL3_VIOLA9": "Quoi qu'il en soit, [pause]je pense que Mérédith me l\\'a offert par pur intérêt pour le macabre.", + "VIOLA_SOCIAL3_VIOLA10": "Sa lecture a été plaisante ! [pause]Je solliciterai peut-être à nouveau son conseil.", + "VIOLA_SOCIAL4_VIOLA1.f": "Je souhaite aborder différents points avec toi, mon amie. [pause]Serais-tu disposée à quitter cet endroit pour un lieu plus paisible ?", + "VIOLA_SOCIAL4_VIOLA1.m": "Je souhaite aborder différents points avec toi, mon ami. [pause]Serais-tu disposé à quitter cet endroit pour un lieu plus paisible ?", + "VIOLA_SOCIAL3_VIOLA11": "Viens ! Je tiens à mettre mes nouvelles connaissances à l'épreuve !", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Pas maintenant.", + "VIOLA_SOCIAL4_VIOLA1.n": "Je souhaite aborder différents points avec toi, mon ami·e. [pause]Serais-tu disposé·e à quitter cet endroit pour un lieu plus paisible ?", + "VIOLA_SOCIAL4_VIOLA_NO": "Une autre fois, dans ce cas.", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "D'accord !", + "VIOLA_SOCIAL4_VIOLA3": "Les habitants de Port-la-Ville semblent vraiment mener leur vie sans contraintes, n'est-ce pas ?", + "VIOLA_SOCIAL4_VIOLA2": "Il faut le souligner :", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "Qu'est-ce que tu veux dire ?", + "VIOLA_ROMANCE_VIOLA_NO.f": "Autant pour moi.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "Je suis pas sûr de comprendre.", + "VIOLA_SOCIAL4_VIOLA4": "Pas de seigneur à satisfaire [pause]ni de roi à honorer...", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "Je suis pas sûre de comprendre.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "Je suis pas sûr·e de comprendre.", + "VIOLA_SOCIAL4_VIOLA5": "Ils sont libres de donner du sens à leurs propres actions. [pause]Je les envie.", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "Ta vie précédente était si compliquée ?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "Qu'est-ce que tu faisais avant d\\'arriver ici ?", + "VIOLA_SOCIAL4_VIOLA6": "J'appartiens à une famille riche et influente, [pause]mais la malchance s\\'est abattue sur notre lignée.", + "VIOLA_SOCIAL4_VIOLA7": "Mon frère et moi étions chargés de contacter un ami de longue date dans un autre pays, afin de solliciter son aide.", + "VIOLA_SOCIAL4_VIOLA8": "Comme tu dois t'en douter, [pause]notre navire n\\'est jamais arrivé à destination. [pause]J\\'ai échoué sur cette île étrange, ce domaine onirique peuplé d\\'esprits et de bêtes fabuleuses.", + "VIOLA_SOCIAL4_VIOLA9": "Il serait si simple d'oublier les miens et de demeurer ici.", + "VIOLA_SOCIAL4_VIOLA10": "Ce serait une vie heureuse, en excellente compagnie.", + "VIOLA_SOCIAL4_VIOLA11.f": "Car tu te trouves toi aussi sur cette île, chère {player} !", + "VIOLA_SOCIAL4_VIOLA11.m": "Car tu te trouves toi aussi sur cette île, cher {player} !", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Je serai toujours ton ami !", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "Je n'ai pas pour habitude de cacher mes émotions. [pause]Je ne saurais dénier mes sentiments pour toi.", + "VIOLA_SOCIAL4_VIOLA11.n": "Car tu te trouves toi aussi sur cette île, cher·ère {player} !", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Je serai toujours ton ami·e !", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Je serai toujours ton amie !", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Tu crois qu'on pourrait être plus que des amis ?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Tu crois qu'on pourrait être plus que des amies ?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Tu crois qu'on pourrait être plus que des ami·es ?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "Oui, [pause]c'est indéniable.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Nous avons encore de nombreux périples à partager.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Très bien ! [pause]Allez, [pause]mon ami, [pause]savourons un \\\"café\\\" ensemble !", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Très bien ! [pause]Allez, [pause]mon amie, [pause]savourons un \\\"café\\\" ensemble !", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Très bien ! [pause]Allez, [pause]mon ami·e, [pause]savourons un \\\"café\\\" ensemble !", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "Nous pourrons ensuite reprendre nos aventures !", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "Plus que des amis ?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "Plus que des amies ?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Exprime-toi sans détour : quels sont tes sentiments pour moi ?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "Plus que des ami·es ?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Tu sais manier les mots quand les circonstances l'exigent, {player}.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Je te vois comme une bonne amie.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Je...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Mon cœur t'appartient !", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Tu sais manier les mots quand les circonstances l'exigent, {player}.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Tu sais manier les mots quand les circonstances l'exigent, {player}.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Ton charme m'est apparu clairement dès notre première rencontre.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Approche, très cher {player}...", + "VIOLA_ROMANCE_VIOLA1.m": "Tu sembles perturbé, {player}. [pause]Aurais-tu une confidence à me faire ?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Approche, très chère {player}...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Approche, très cher·ère {player}...", + "VIOLA_ROMANCE_VIOLA_NO.m": "Autant pour moi.", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "Non, tout va bien !", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "Tu sembles perturbé·e, {player}. [pause]Aurais-tu une confidence à me faire ?", + "VIOLA_ROMANCE_VIOLA1.f": "Tu sembles perturbée, {player}. [pause]Aurais-tu une confidence à me faire ?", + "VIOLA_ROMANCE_VIOLA3": "Serais-tu en train de me demander ma main, [pause]{player} ?", + "VIOLA_ROMANCE_VIOLA_NO.n": "Autant pour moi.", + "VIOLA_ROMANCE_VIOLA2": "Je...", + "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", + "VIOLA_ROMANCE_VIOLA5": "Je plaisante. [pause]Nous sommes les esclaves du temps, [pause]et le jour viendra où il séparera nos destins à tout jamais.", + "VIOLA_ROMANCE_VIOLA6": "Il me serait insupportable de t'épouser, [pause]en sachant que nous quitterons bientôt ce rêve éveillé pour reprendre le cours de nos vies passées.", + "VIOLA_ROMANCE_VIOLA7": "Néanmoins, [pause]il nous reste encore de nombreux jours et nuits à partager côte à côte.", + "VIOLA_ROMANCE_VIOLA8": "Je partage ton désir. [pause]À compter de ce jour, nos cœurs sont unis.", + "VIOLA_ROMANCE_VIOLA9": "Peut-être que dans un autre royaume, [pause]bien au-delà de notre imagination, [pause]un modeste auteur écrit-il notre histoire en ce moment même ?", + "DOG_QUEST1_PART1_NARRATION4": "Il s'appelle Ouaf-Ouaf. Un lecteur de cassettes miniature est accroché à son collier. Tu ne vois aucune information concernant son propriétaire, à part un numéro de téléphone à 22 chiffres.", + "VIOLA_ROMANCE_VIOLA10": "\\\"Violaine et {player} : le conte des deux âmes sœurs naufragées.\\\"", + "VIOLA_ROMANCE_VIOLA11": "Ce serait là un merveilleux récit, [pause]ne crois-tu pas ?", + "DOG_QUEST1_PART1_DOG1": "Wouf !", + "DOG_UNKNOWN_NAME": "Chien", + "DOG_QUEST1_PART1_NARRATION2": "C'est un chien particulièrement amical !", + "DOG_QUEST1_PART1_NARRATION3": "Après avoir laissé le chien renifler ta main, tu vérifies son collier.", + "DOG_QUEST1_PART1_NARRATION5": "Ouaf-Ouaf doit être piégé à la Nouvelle-Wirral, lui aussi.", + "DOG_QUEST1_PART1_NARRATION7": "Ouaf-Ouaf regarde la falaise en gémissant. Il semble vouloir monter là-haut.", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Whoouuuhhh...[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "Tu peux accéder au sommet grâce à ton aptitude d'escalade. Tu veux l\\'emmener ?", + "DOG_QUEST1_PART2_NARRATION1": "Ouaf-Ouaf n'a eu aucun mal à te suivre. Apparemment, il voulait simplement que quelqu\\'un l\\'accompagne.", + "DOG_QUEST1_PART1_NARRATION9": "Il refuse de quitter cet endroit. Si seulement tu avais la capacité de l'emmener au sommet...", + "DOG_QUEST1_PART1_DOG10": "Wouf wouf !", + "DOG_QUEST1_PART4_NARRATION2": "Tu découvres une laisse et des friandises au milieu.", + "DOG_QUEST1_PART3_DOG1": "Grrrrr...", + "DOG_QUEST1_PART4_NARRATION1": "On dirait des ossements humains...", + "DOG_QUEST1_PART4_NARRATION4": "Cette triste tâche terminée, Ouaf-Ouaf te lèche affectueusement la main.", + "DOG_QUEST1_PART4_NARRATION3": "Ouaf-Ouaf creuse un grand trou et vous enterrez les os ensemble.", + "DOG_QUEST1_PART4_DOG5": "*Halètement*", + "RESTING_DOG_3": "Ouaf-Ouaf a été adorable, aujourd'hui, alors, vous le caressez longuement et le comblez de friandises.", + "RESTING_DOG_1": "Vous et Ouaf-Ouaf faites une longue sieste tous les deux.", + "RESTING_DOG_2": "Vous et Ouaf-Ouaf jouez tranquillement avec un ballon.", + "RESTING_DOG_5": "Ouaf-Ouaf vous lèche la figure !", + "RESTING_DOG_4": "Ouaf-Ouaf partage une de ses friandises avec vous. Vous goûtez, mais ce n'est pas très bon.", + "RESTING_DOG_6.m": "Ouaf-Ouaf vous pique votre goûter pendant que vous regardez ailleurs.", + "RESTING_DOG_8": "Ouaf-Ouaf a trouvé un bon coin pour creuser ! Vous finissez tous les deux couverts de boue !", + "RESTING_DOG_6.n": "Ouaf-Ouaf vous pique votre goûter pendant que vous regardez ailleurs.", + "RESTING_DOG_6.f": "Ouaf-Ouaf vous pique votre goûter pendant que vous regardez ailleurs.", + "RESTING_DOG_9": "Ouaf-Ouaf vous rapporte un bâton dont il est particulièrement fier !", + "INTERMISSION_PART1_ALEPH1": "BONJOUR, [pause]{player.to_upper}.", + "INTERMISSION_PART1_ALEPH2": "PARDON, [pause]JE PARLE TROP FORT ?", + "INTERMISSION_PART1_ALEPH3": "CE SERA PEUT-ÊTRE PLUS COMMODE COMME ÇA.", + "INTERMISSION_PART1_ALEPH4": "JE ME SUIS DIT QU'UNE PETITE RÉUNION S\\'IMPOSAIT.", + "INTERMISSION_PART1_MEREDITH5": "C'est encore ce type qui apparaît tout le temps dans les gares ? [pause]T\\'es qui, au juste ?", + "INTERMISSION_PART1_KAYLEIGH5": "L'homme-triangle ! Qui es-tu ? Qu\\'est-ce que tu nous veux ?", + "INTERMISSION_PART1_EUGENE5": "Tu ne nous fais pas peur ! Qui es-tu ?", + "INTERMISSION_PART1_FELIX5": "Hmm. [pause]Pas très rassurant. [pause]Qui es-tu ?", + "INTERMISSION_PART1_VIOLA5": "Quel est cet étrange individu ?", + "INTERMISSION_PART1_DOG5": "Wouf !", + "INTERMISSION_PART1_ALEPH6": "HA, MAIS OÙ SONT MES MANIÈRES ? [pause]JE NE ME SUIS PAS ENCORE PRÉSENTÉ !", + "INTERMISSION_PART1_ALEPH6_OPTION1": "T'es un archange ?", + "INTERMISSION_PART1_ALEPH7": "UN ARCHANGE ? [pause]C'EST COMME ÇA QUE VOUS NOUS APPELEZ ? CHARMANT !", + "INTERMISSION_PART1_ALEPH8": "MAIS EN CE QUI ME CONCERNE...", + "INTERMISSION_PART1_ALEPH9": "L'HUMANITÉ M\\'A DONNÉ DE NOMBREUX NOMS.", + "INTERMISSION_PART1_ALEPH10": "ARTHUR, [pause]ALEXANDRE, [pause]AGAMEMNON...", + "INTERMISSION_PART1_MEREDITH13": "Il est... différent de ce que j'attendais.", + "INTERMISSION_PART1_ALEPH11": "HÉLAS, [pause][pause]JE NE SUIS QU'ALEPH.", + "INTERMISSION_PART1_ALEPH12": "VOUS POUVEZ M'APPELER AL.", + "INTERMISSION_PART1_KAYLEIGH13": "Il est plutôt... [pause]courtois.", + "INTERMISSION_PART1_EUGENE13": "Pourquoi il se la joue amical comme ça ?", + "INTERMISSION_PART1_ALEPH14": "UNE VIEILLE AMIE M'A CAUSÉ BEAUCOUP DE DÉSAGRÉMENT. [pause]PAR CHANCE, CE \\\"PROBLÈME\\\" EST DÉSORMAIS RÉSOLU.", + "INTERMISSION_PART1_FELIX13": "Euh... Enchanté... ?", + "INTERMISSION_PART1_VIOLA13": "Tu attends quelque chose de nous... [pause]Parle clairement !", + "INTERMISSION_PART1_DOG13": "Grrrr...", + "INTERMISSION_PART1_ALEPH16": "NOUS VIVONS UNE ÉPOQUE FORMIDABLE, [pause]CROYEZ-MOI.", + "INTERMISSION_PART1_ALEPH15": "ET VOILÀ QU'À MON RETOUR, JE DÉCOUVRE QUE JE NE SUIS PLUS SEUL, ICI ! [pause]\\\"IL Y A DÉSORMAIS D\\'AUTRES ARCHANGES EN CE MONDE\\\" !", + "INTERMISSION_PART1_ALEPH18": "ALORS, JE VOUS PRIERAI DE NE PAS VENIR PERTURBER MON PROGRAMME DE RECRUTEMENT.", + "INTERMISSION_PART1_ALEPH17": "CES NOUVEAUX VENUS SONT FÉROCES ET DISSIPÉS, [pause]MAIS JE PERÇOIS LEUR IMMENSE POTENTIEL.", + "INTERMISSION_PART1_ALEPH19": "EN FAIT, [pause]JE VOUS DEMANDE DE CESSER TOTALEMENT DE TRAQUER MES PAIRS.", + "INTERMISSION_PART1_ALEPH19_OPTION1": "Mais les archanges sont la clé pour quitter la Nouvelle-Wirral !", + "INTERMISSION_PART1_ALEPH19_OPTION2": "Mais je dois les retrouver pour pouvoir quitter cette île !", + "INTERMISSION_PART1_ALEPH20": "OH !", + "INTERMISSION_PART1_ALEPH21": "TU VEUX SIMPLEMENT PARTIR ?", + "INTERMISSION_PART1_ALEPH22": "OUI... [pause]JE POURRAIS T'ENVOYER LOIN D\\'ICI !", + "INTERMISSION_PART1_KAYLEIGH24": "Cette idée ne me plaît pas du tout...", + "INTERMISSION_PART1_ALEPH23": "LA SEULE CHOSE QUE JE NE PUISSE PAS TRANSFÉRER, C'EST MOI-MÊME ! UN MIROIR NE PEUT PAS RÉFLÉCHIR SA PROPRE IMAGE...", + "INTERMISSION_PART1_MEREDITH24": "Euh, tu vas vraiment faire confiance à ce type ?", + "INTERMISSION_PART1_EUGENE24": "Je le sens mal...", + "INTERMISSION_PART1_FELIX24": "Euh... {player}... ?", + "INTERMISSION_PART1_VIOLA24": "Quel genre d'homme est-il donc... ?", + "INTERMISSION_PART1_DOG24": "Whoooou...", + "INTERMISSION_PART1_ALEPH25": "SOIT ! [pause]JE VAIS SATISFAIRE TA REQUÊTE !", + "INTERMISSION_PART1_ALEPH26": "NE REVIENS JAMAIS.", + "INTERMISSION_PART1_ALEPH27": "VRAIMENT.", + "INTERMISSION_PART1_ALEPH28": "JE SUIS SÉRIEUX.", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "Impossible de lire ça. Je ne reconnais même pas la langue...", + "INTERMISSION_PART2_AMBER1.m": "Tu sembles totalement perdu, [pause]étranger.", + "AMBER_UNKNOWN_NAME": "Femme mystérieuse", + "INTERMISSION_PART2_AMBER2": "Je peux t'offrir le gîte ?", + "INTERMISSION_PART2_AMBER1.f": "Tu sembles totalement perdue, [pause]étrangère.", + "INTERMISSION_PART2_AMBER1.n": "Tu sembles totalement perdu·e, [pause]étranger·ère.", + "INTERMISSION_LODGE_LOCKED": "La porte est verrouillée.", + "INTERMISSION_PART3_AMBER2": "Appelle-moi Miss Ambre... [pause]Je suis la propriétaire de la Loge d'Ambre.", + "INTERMISSION_PART3_AMBER1.m": "Tu as de la chance que je t'aie retrouvé à temps, trésor.", + "INTERMISSION_PART3_AMBER1.f": "Tu as de la chance que je t'aie retrouvée à temps, trésor.", + "INTERMISSION_PART3_AMBER1.n": "Tu as de la chance que je t'aie retrouvé·e à temps, trésor.", + "INTERMISSION_PART3_AMBER4.m": "Je t'en prie, [pause]mets-toi à l\\'aise. [pause]Fais le tour des lieux.", + "INTERMISSION_PART3_AMBER3.f": "Tu as une chance immense... [pause]Ma loge ne traverse que rarement ces mondes défunts.", + "INTERMISSION_PART3_AMBER3.m": "Tu as une chance immense... [pause]Ma loge ne traverse que rarement ces mondes défunts.", + "INTERMISSION_PART3_AMBER3.n": "Tu as une chance immense... [pause]Ma loge ne traverse que rarement ces mondes défunts.", + "INTERMISSION_PART3_AMBER4.f": "Je t'en prie, [pause]mets-toi à l\\'aise. [pause]Fais le tour des lieux.", + "INTERMISSION_PART3_AMBER5": "Nous sommes en plein transfert, alors, il n'y a vraiment nulle part où aller pour l\\'instant.", + "INTERMISSION_PART3_AMBER4.n": "Je t'en prie, [pause]mets-toi à l\\'aise. [pause]Fais le tour des lieux.", + "INTERMISSION_PART3_AMBER6_OPTION1": "Qui êtes-vous ?", + "INTERMISSION_PART3_AMBER6": "Je peux t'aider, trésor ?", + "INTERMISSION_PART3_AMBER6_OPTION2": "C'est quoi, cet endroit ?", + "INTERMISSION_PART3_AMBER6_OPTION3": "Qu'est-ce qui se passe ?", + "INTERMISSION_PART3_AMBER6_OPTION4": "À plus tard !", + "INTERMISSION_PART3_AMBER7": "Comme je te l'ai dit, je suis Miss Ambre. [pause]La gérante de ce charmant établissement.", + "INTERMISSION_PART3_AMBER9": "Tu n'es pas la première âme perdue à nous rejoindre avec cette expression de stupeur sur le visage.", + "INTERMISSION_PART3_AMBER8": "Ne crains rien, [pause]tu es en sécurité, ici.", + "INTERMISSION_PART3_AMBER11": "Nous restons rarement longtemps au même endroit. [pause]Les âmes égarées dans ton genre ont parfois besoin d'aide, et nous sommes ravis de la leur apporter.", + "INTERMISSION_PART3_AMBER10": "La Loge d'Ambre, trésor.", + "INTERMISSION_PART3_AMBER12": "Nous avons accueilli une clientèle variée au fil des années, [pause]aucun doute là-dessus.", + "INTERMISSION_PART3_AMBER13.f": "Oh, tu es si [wave amp=30 freq=10]adorable[/wave] avec ces yeux de petit chien perdu !", + "INTERMISSION_PART3_AMBER13.m": "Oh, tu es si [wave amp=30 freq=10]adorable[/wave] avec ces yeux de petit chien perdu !", + "INTERMISSION_PART3_AMBER14.f": "N'aie crainte, [pause]tout ceci n\\'est pas bien grave.", + "INTERMISSION_PART3_AMBER14.m": "N'aie crainte, [pause]tout ceci n\\'est pas bien grave.", + "INTERMISSION_PART3_AMBER13.n": "Oh, tu es si [wave amp=30 freq=10]adorable[/wave] avec ces yeux de petit chien perdu !", + "INTERMISSION_PART3_AMBER14.n": "N'aie crainte, [pause]tout ceci n\\'est pas bien grave.", + "INTERMISSION_PART3_AMBER15.m": "Tu t'es simplement retrouvé coincé sur un monde mort depuis un bon millénaire.", + "INTERMISSION_PART3_AMBER15.n": "Tu t'es simplement retrouvé·e coincé·e sur un monde mort depuis un bon millénaire.", + "INTERMISSION_PART3_AMBER15.f": "Tu t'es simplement retrouvée coincée sur un monde mort depuis un bon millénaire.", + "INTERMISSION_PART3_AMBER16": "Moi, [pause]je n'ai fait que te prendre en chemin.", + "AMBER_LODGE_MIRROR_DESCRIPTION": "C'est un miroir bien poli. Pour autant, il ne semble pas refléter quoi que ce soit...", + "INTERMISSION_PART3_AMBER17": "Prends soin de toi, trésor.", + "AMBER_LODGE_NPC1_NAME": "Homme détendu", + "AMBER_LODGE_NPC1_DIALOGUE": "Miss Ambre est vraiment une hôtesse remarquable !", + "AMBER_LODGE_NPC2_NAME": "Femme aux joues rouges", + "AMBER_LODGE_NPC2_DIALOGUE": "Je resterais ici toute ma vie, si je pouvais !", + "AMBER_LODGE_NPC3_NAME": "Personne amicale", + "AMBER_LODGE_NPC3_DIALOGUE": "C'est ta première fois à la Loge d\\'Ambre ?", + "AMBER_LODGE_NPC4_NAME": "Homme sévère", + "AMBER_LODGE_NPC4_DIALOGUE": "La Loge d'Ambre est vraiment un endroit unique en son genre...", + "INTERMISSION_PART4_AMBER1": "C'était une époque plus simple.", + "INTERMISSION_PART4_AMBER1_OPTION1": "Vous connaissez Aleph ?", + "INTERMISSION_PART4_AMBER1_OPTION2": "Vous êtes une amie d'Aleph ?", + "INTERMISSION_PART4_AMBER2": "Nous avons été très proches. [pause]C'était le bon temps.", + "INTERMISSION_PART4_AMBER3": "Nous étions tout un groupe, [pause]et nous avons vécu des choses formidables, [pause]tu peux me croire.", + "INTERMISSION_PART4_AMBER4": "Aleph avait une âme de chef. [pause]En fait, C'ÉTAIT le meneur. [pause]C\\'est son truc, [pause]n\\'est-ce pas ?", + "INTERMISSION_PART4_AMBER5": "Mais moi ? [pause]J'étais l\\'entraîneuse. [pause]Et Morgayne gardait la porte.", + "INTERMISSION_PART4_AMBER6": "Malheureusement, le temps peut mettre fin aux plus belles amitiés. Parfois dans la douleur.", + "INTERMISSION_PART4_AMBER7": "Alors, j'ai préféré laisser tout ça derrière moi.", + "INTERMISSION_PART4_AMBER8": "Je suis sûre qu'Aleph continue de chercher un moyen de quitter cette île, [pause]aujourd\\'hui encore.", + "INTERMISSION_PART4_AMBER9": "La vieille sorcière ne le laissera jamais partir, [pause]bien sûr.", + "INTERMISSION_PART4_AMBER10": "Mais je ne veux pas t'ennuyer davantage avec mes vieilles histoires.", + "INTERMISSION_PART4_AMBER11": "Moi ?", + "INTERMISSION_PART4_AMBER16": "N'aie crainte, ton secret sera bien gardé.", + "INTERMISSION_PART4_AMBER10_OPTION1": "Vous êtes un archange ?", + "INTERMISSION_PART4_AMBER13": "Je ne suis que la gérante de cet établissement.", + "INTERMISSION_PART4_AMBER12": "Voyons, [pause]j'ai pourtant été claire, {player}...", + "INTERMISSION_PART4_AMBER15": "Sans mentionner que tu sembles toi-même déambuler sous l'apparence d\\'un avatar, je me trompe ?", + "INTERMISSION_PART4_AMBER14": "C'est la Loge d\\'Ambre qui mérite toute ton attention.", + "INTERMISSION_PART4_AMBER25.m": "Traverse-le quand tu seras prêt.", + "INTERMISSION_PART4_AMBER18": "Et qu'avant ce triste incident, [pause]tu étais sur l\\'île de la Nouvelle-Wirral ?", + "INTERMISSION_PART4_AMBER17.m": "Bien, [pause]je suppose que tu étais piégé sur ce caillou stérile par la faute d'Aleph, [pause]exact ?", + "INTERMISSION_PART4_AMBER17.f": "Bien, [pause]je suppose que tu étais piégée sur ce caillou stérile par la faute d'Aleph, [pause]exact ?", + "INTERMISSION_PART4_AMBER17.n": "Bien, [pause]je suppose que tu étais piégé·e sur ce caillou stérile par la faute d'Aleph, [pause]exact ?", + "INTERMISSION_PART5_EUGENE.f": "Je savais que tu reviendrais !", + "INTERMISSION_PART4_AMBER19": "Cette île est un piège redoutable. [pause]Mais certains passent entre les mailles du filet et se retrouvent ici. Tu n'as pas eu de chance, trésor.", + "INTERMISSION_PART4_AMBER20": "Quant à notre ami à tête de triangle...", + "INTERMISSION_PART4_AMBER21.m": "Tu n'as pas à faire les frais de nos vieilles erreurs.", + "INTERMISSION_PART4_AMBER21.n": "Tu n'as pas à faire les frais de nos vieilles erreurs.", + "INTERMISSION_PART4_AMBER21.f": "Tu n'as pas à faire les frais de nos vieilles erreurs.", + "INTERMISSION_PART4_AMBER22": "Alors, je vais te sortir du pétrin, pour cette fois. [pause]Suis-moi.", + "INTERMISSION_PART4_AMBER23": "Ce miroir t'enverra là où tu dois aller.", + "INTERMISSION_PART4_AMBER24": "Où exactement, [pause]en revanche... [pause]Eh bien, [pause]cela ne dépend pas de moi.", + "INTERMISSION_PART4_AMBER25.f": "Traverse-le quand tu seras prête.", + "INTERMISSION_PART4_AMBER26": "Prends soin de toi, trésor. J'ai été ravie de te rencontrer.", + "INTERMISSION_PART4_AMBER27.n": "Oh, et rends-moi service... [pause]Ne dis pas à notre ami Al que je t'ai aidé·e, [pause]tu veux bien ?", + "INTERMISSION_PART4_AMBER25.n": "Traverse-le quand tu seras prêt·e.", + "INTERMISSION_PART4_AMBER27.m": "Oh, et rends-moi service... [pause]Ne dis pas à notre ami Al que je t'ai aidé, [pause]tu veux bien ?", + "INTERMISSION_PART5_KAYLEIGH.m": "J'ai bien cru que je t\\'avais perdu !", + "INTERMISSION_PART4_AMBER27.f": "Oh, et rends-moi service... [pause]Ne dis pas à notre ami Al que je t'ai aidée, [pause]tu veux bien ?", + "INTERMISSION_PART5_MEREDITH.m": "Ha, [pause]me refais plus jamais un coup pareil, pigé ?", + "INTERMISSION_PART5_KAYLEIGH.f": "J'ai bien cru que je t\\'avais perdue !", + "INTERMISSION_PART5_KAYLEIGH.n": "J'ai bien cru que je t\\'avais perdu·e !", + "INTERMISSION_PART5_MEREDITH.n": "Ha, [pause]me refais plus jamais un coup pareil, pigé ?", + "INTERMISSION_PART5_MEREDITH.f": "Ha, [pause]me refais plus jamais un coup pareil, pigé ?", + "INTERMISSION_PART5_EUGENE.m": "Je savais que tu reviendrais !", + "INTERMISSION_PART5_FELIX.f": "Pendant un moment, j'ai eu peur de ne plus jamais te revoir...", + "INTERMISSION_PART5_FELIX.m": "Pendant un moment, j'ai eu peur de ne plus jamais te revoir...", + "INTERMISSION_PART5_EUGENE.n": "Je savais que tu reviendrais !", + "INTERMISSION_PART5_VIOLA.m": "Ton retour parmi nous me comble de joie !", + "INTERMISSION_PART5_FELIX.n": "Pendant un moment, j'ai eu peur de ne plus jamais te revoir...", + "INTERMISSION_PART5_VIOLA.n": "Ton retour parmi nous me comble de joie !", + "INTERMISSION_PART5_VIOLA.f": "Ton retour parmi nous me comble de joie !", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]WOUF WOUF ![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "Cet Aleph, [pause]l'homme-triangle, [pause]est un ancien archange piégé à la Nouvelle-Wirral comme le reste d\\'entre nous.", + "INTERMISSION_PART6_KAYLEIGH1": "BON, [pause]si je comprends bien...", + "INTERMISSION_PART6_MEREDITH3.m": "Et tu as été sauvé par une inconnue après que [wave amp=30 freq=10]face de triangle[/wave] t'a envoyé dans un autre monde. [pause]Un pouvoir qu\\'il ne peut exercer que sur les autres. [pause]Compris.", + "INTERMISSION_PART6_MEREDITH3.f": "Et tu as été sauvée par une inconnue après que [wave amp=30 freq=10]face de triangle[/wave] t'a envoyée dans un autre monde. [pause]Un pouvoir qu\\'il ne peut exercer que sur les autres. [pause]Compris.", + "INTERMISSION_PART6_MEREDITH3.n": "Et tu as été sauvé·e par une inconnue après que [wave amp=30 freq=10]face de triangle[/wave] t'a envoyé·e dans un autre monde. [pause]Un pouvoir qu\\'il ne peut exercer que sur les autres. [pause]Compris.", + "INTERMISSION_PART6_KAYLEIGH3.f": "Et il t'a envoyée sur un monde dévasté avec sa grosse tête de miroir, mais tu as pu revenir grâce à l\\'aide d\\'une aimable inconnue. [pause]Qui est aussi un archange.", + "INTERMISSION_PART6_KAYLEIGH5": "On ignore encore ce que cet Aleph manigance vraiment. On sait seulement qu'il s\\'intéresse aux [wave amp=30 freq=10]autres[/wave] archanges.", + "INTERMISSION_PART6_KAYLEIGH3.m": "Et il t'a envoyé sur un monde dévasté avec sa grosse tête de miroir, mais tu as pu revenir grâce à l\\'aide d\\'une aimable inconnue. [pause]Qui est aussi un archange.", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "Ouais.", + "INTERMISSION_PART6_VIOLA4": "Cet \\\"Aleph\\\" ne m'inspire pas confiance. Nous ferions bien de nous méfier si nous croisons à nouveau sa route.", + "INTERMISSION_PART6_KAYLEIGH3.n": "Et il t'a envoyé·e sur un monde dévasté avec sa grosse tête de miroir, mais tu as pu revenir grâce à l\\'aide d\\'une aimable inconnue. [pause]Qui est aussi un archange.", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "Ça résume bien le truc.", + "INTERMISSION_PART6_EUGENE5": "On ne sait pas ce que ce type manigance, hein ? J'ai l\\'impression qu\\'il a un [shake rate=30 level=10]plan[/shake]... Un plan qui implique de retrouver les autres archanges.", + "INTERMISSION_PART6_FELIX6": "J'ai une question : vous voulez faire quoi à propos de ce type ? Il prépare clairement un mauvais coup, mais toute cette histoire nous dépasse [wave amp=30 freq=10]peut-être[/wave] un peu...", + "INTERMISSION_PART6_MEREDITH6": "Bon, qu'est-ce qu\\'on fait avec ce type ? [pause]Il prépare un sale coup, d\\'accord, [pause]mais ça reste un [wave amp=30 freq=10]archange[/wave]. J\\'ai peur que ça dépasse un peu nos compétences...", + "INTERMISSION_PART6_KAYLEIGH6": "Alors, {player} ? Qu'est-ce que tu penses qu\\'on devrait faire ? Aleph est clairement prêt à [wave amp=30 freq=10]supprimer[/wave] tous ceux qu\\'il considère comme des obstacles, mais... [pause]Je crains qu\\'on ne soit pas vraiment à la hauteur.", + "INTERMISSION_PART6_FELIX6_OPTION1": "On va le garder à l'œil.", + "INTERMISSION_PART6_FELIX6_OPTION2": "On essaie de l'éviter pour l\\'instant.", + "INTERMISSION_PART6_KAYLEIGH7": "Excellent plan ! Ça me va.", + "INTERMISSION_PART6_MEREDITH7.m": "Ha. Bonne idée.", + "INTERMISSION_PART6_MEREDITH7.f": "Ha. Bonne idée.", + "INTERMISSION_PART6_MEREDITH7.n": "Ha. Bonne idée.", + "INTERMISSION_PART6_EUGENE7": "Super, on fait comme ça.", + "INTERMISSION_PART6_FELIX7": "Hmm. Ce plan me plaît.", + "INTERMISSION_PART6_DOG7": "Wouf !", + "INTERMISSION_PART6_VIOLA7": "Très bien ! Je m'en remets à toi, {player}.", + "END_MIRROR_REVEAL_KAYLEIGH1": "C'est...", + "END_MIRROR_REVEAL_PLAYER1": "Hmm. Un miroir. Je me demande s'il fonctionne comme celui de la Loge d\\'Ambre...", + "END_PART1_EUGENE3.f": "Ça va, camarade ? [pause]T'étais plus tout à fait là.", + "END_MIRROR_REVEAL_FELIX1": "... Cool.", + "END_MIRROR_REVEAL_EUGENE1": "Ouah.", + "END_MIRROR_REVEAL_MEREDITH1": "C'est... [pause]J\\'ai l\\'impression que c\\'est une grande découverte.", + "END_MIRROR_REVEAL_VIOLA1": "Aurions-nous enfin découvert l'objet de ta quête, {player} ?", + "END_MIRROR_DENIAL_MEREDITH1": "Je... C'est trop tôt pour moi, {player}. Ça m\\'a tout l\\'air d\\'un voyage sans retour, et j\\'ai encore des choses à faire ici.", + "END_MIRROR_REVEAL_DOG1": "Wouf !", + "END_MIRROR_DENIAL_EUGENE1.m": "Je ne peux pas encore, camarade. [pause]Pas avant d'avoir arrêté les Gardes-terres qui menacent la Nouvelle-Wirral, tu comprends ?", + "END_MIRROR_DENIAL_EUGENE1.n": "Je ne peux pas encore, camarade. [pause]Pas avant d'avoir arrêté les Gardes-terres qui menacent la Nouvelle-Wirral, tu comprends ?", + "END_MIRROR_DENIAL_EUGENE1.f": "Je ne peux pas encore, camarade. [pause]Pas avant d'avoir arrêté les Gardes-terres qui menacent la Nouvelle-Wirral, tu comprends ?", + "END_MIRROR_DENIAL_VIOLA1.f": "Je ne peux pas t'accompagner, mon amie. [pause]Pas tant qu\\'il reste une chance que mon frère soit sur cette île.", + "END_MIRROR_DENIAL_FELIX1": "Je... Je ne peux pas te suivre. [pause]Je n'ai pas encore retrouvé l\\'inspiration. Je dois rester.", + "END_MIRROR_DENIAL_VIOLA1.n": "Je ne peux pas t'accompagner, mon ami·e. [pause]Pas tant qu\\'il reste une chance que mon frère soit sur cette île.", + "END_MIRROR_DENIAL_VIOLA1.m": "Je ne peux pas t'accompagner, mon ami. [pause]Pas tant qu\\'il reste une chance que mon frère soit sur cette île.", + "END_MIRROR_DENIAL_DOG1": "Ouaf-Ouaf semble avoir encore des choses à faire sur l'île...", + "FINAL_STATION_PART1_KAYLEIGH1": "Où est-ce qu'on est ? Il y a trop de brume... [pause]Je suppose qu\\'on n\\'a pas d\\'autre choix que d\\'avancer, {player}.", + "FINAL_STATION_PART1_EUGENE1": "Ce miroir dissimulait cet endroit ? C'est possible, ça ? Je crois que quelque chose m\\'échappe...", + "FINAL_STATION_PART1_MEREDITH1": "Cet endroit était vraiment caché dans un [wave amp=30 freq=10]miroir[/wave] ?", + "FINAL_STATION_PART1_FELIX1": "Je ne sais pas à quoi je m'attendais, mais certainement pas à ça. [pause]Hmm.", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Whoouuuhhh...[/shake]", + "FINAL_STATION_PART1_VIOLA1": "Découvrir un tel lieu de l'autre côté d\\'un miroir... Cela dépasse mes rêves les plus fous.", + "FINAL_STATION_PART2_KAYLEIGH1": "Cet endroit est [wave amp=30 freq=10]immense[/wave]...", + "FINAL_STATION_PART2_KAYLEIGH2": "Si ce portail qu'on recherche existe bien, il ne peut être qu\\'ici. [pause]Je propose de fouiller partout.", + "FINAL_STATION_PART2_MEREDITH1": "L'air lui-même SENT le passé.", + "FINAL_STATION_PART2_MEREDITH2": "Viens, explorons un peu les lieux. Si ton portail magique existe bien, il est [wave amp=30 freq=10]forcément[/wave] quelque part dans le coin.", + "FINAL_STATION_PART2_EUGENE2": "C'est ici ? Le portail permettant de quitter l\\'île est là ?", + "FINAL_STATION_PART2_EUGENE1": "On ressent un grand vide, [pause]comme si personne n'était venu ici depuis des siècles...", + "END_PART1_MORGANTE2": "MORDRUYD... MON ENFANT... \\n\\nLE ROI ROUGE SUBIRA BIENTÔT SON JUSTE CHÂTIMENT.\\n\\nL'HEURE EST PROCHE.", + "FINAL_STATION_PART2_FELIX1": "C'est...", + "FINAL_STATION_PART2_VIOLA1": "Ce lieu est imprégné d'une grande tristesse. La ressens-tu, toi aussi ?", + "FINAL_STATION_PART2_FELIX2": "C'est forcément ici, hein ? L\\'endroit que tu cherches depuis le début ? Voyons ce qu\\'on peut trouver.", + "END_PART1_MEREDITH1": "Je sais pas ce que c'est, mais je sens qu\\'on ferait mieux de pas y toucher !", + "FINAL_STATION_PART2_VIOLA2": "Viens. [pause]Nous devons explorer ce sinistre domaine.", + "END_PART1_KAYLEIGH1": "C'est un cercueil ? {player}... Pourquoi est-il si grand... ?", + "FINAL_STATION_PART2_DOG1": "Ouaf-Ouaf semble nerveux, mais aussi impatient d'explorer les lieux.", + "END_PART1_EUGENE1": "C'est... Je ne sais vraiment pas quoi penser de ça.", + "END_PART1_VIOLA1": "Des mains accablées par le deuil ont façonné ce cercueil. [pause]Je ressens leur détresse, pas toi ?", + "END_PART1_FELIX1": "J'aimerais pouvoir dire que je suis surpris de trouver ça ici, mais à ce stade, plus grand-chose ne m\\'étonne.", + "END_PART1_DOG1": "[shake rate=30 level=10]Whoouuuhhh...[/shake]", + "END_PART1_FELIX3.n": "Euh, tout va bien, {player} ? [pause]T'as regardé dans le vide un moment, c\\'était l\\'angoisse.", + "END_PART1_KAYLEIGH3.m": "Tout va bien ? Pendant un moment, j'ai eu l\\'impression que tu n\\'étais plus là.", + "END_PART1_MEREDITH3.m": "La Terre à {player} ? [pause]T'es de retour parmi nous, c\\'est bon ?", + "END_PART1_KAYLEIGH3.f": "Tout va bien ? Pendant un moment, j'ai eu l\\'impression que tu n\\'étais plus là.", + "END_PART1_KAYLEIGH3.n": "Tout va bien ? Pendant un moment, j'ai eu l\\'impression que tu n\\'étais plus là.", + "END_PART1_EUGENE3.m": "Ça va, camarade ? [pause]T'étais plus tout à fait là.", + "END_PART1_MEREDITH3.n": "La Terre à {player} ? [pause]T'es de retour parmi nous, c\\'est bon ?", + "END_PART1_MEREDITH3.f": "La Terre à {player} ? [pause]T'es de retour parmi nous, c\\'est bon ?", + "END_PART2_PLAYER_OPTION2": "Allons-y !", + "END_PART1_FELIX3.m": "Euh, tout va bien, {player} ? [pause]T'as regardé dans le vide un moment, c\\'était l\\'angoisse.", + "END_PART1_EUGENE3.n": "Ça va, camarade ? [pause]T'étais plus tout à fait là.", + "END_PART1_FELIX3.f": "Euh, tout va bien, {player} ? [pause]T'as regardé dans le vide un moment, c\\'était l\\'angoisse.", + "END_PART1_VIOLA3.m": "Tu m'entends ? Tu t\\'es littéralement transformé en statue quelques instants.", + "END_PART1_VIOLA3.n": "Tu m'entends ? Tu t\\'es littéralement transformé·e en statue quelques instants.", + "END_PART1_VIOLA3.f": "Tu m'entends ? Tu t\\'es littéralement transformée en statue quelques instants.", + "END_PART1_DOG3": "Wouf !", + "END_PART2_CONFIRM1.m": "Attention, une fois le miroir franchi, vous ne pourrez plus revenir en arrière pendant un moment. Vous êtes sûr d'être bien prêt ?", + "END_PART2_CONFIRM1.f": "Attention, une fois le miroir franchi, vous ne pourrez plus revenir en arrière pendant un moment. Vous êtes sûre d'être bien prête ?", + "END_PART2_CONFIRM2": "Voulez-vous sauvegarder ?", + "END_PART2_CONFIRM1.n": "Attention, une fois le miroir franchi, vous ne pourrez plus revenir en arrière pendant un moment. Vous êtes sûr·e d'être bien prêt·e ?", + "END_PART2_KAYLEIGH3": "Le chemin aura été long, {player}...", + "END_PART2_MEREDITH3.m": "Si c'est bien la fin, alors, je suis impressionnée. [pause]J\\'avoue que j\\'ai presque douté de tes chances.", + "END_PART2_MEREDITH3.n": "Si c'est bien la fin, alors, je suis impressionnée. [pause]J\\'avoue que j\\'ai presque douté de tes chances.", + "END_PART2_EUGENE3": "Plus question de reculer, maintenant ! [pause]Je suis CHAUD, camarade !", + "END_PART2_MEREDITH3.f": "Si c'est bien la fin, alors, je suis impressionnée. [pause]J\\'avoue que j\\'ai presque douté de tes chances.", + "END_PART2_FELIX3": "Nous voilà face à la porte du destin. [pause]C'est le moment de vérité !", + "END_PART2_MEREDITH5.m": "Rassure-moi... [pause]Tu comptais quand même pas m'abandonner sur cette île ?", + "END_PART2_VIOLA3": "Est-ce possible ? Avons-nous vraiment atteint la fin de notre voyage ?", + "END_PART2_DOG3": "Wouf !", + "END_PART2_KAYLEIGH4": "Hé, attends ! Je te laisserai pas y aller sans moi !", + "END_PART2_EUGENE6": "Un dernier plongeon dans l'inconnu ? Génial !", + "END_PART2_MEREDITH5.n": "Rassure-moi... [pause]Tu comptais quand même pas m'abandonner sur cette île ?", + "END_PART2_MEREDITH5.f": "Rassure-moi... [pause]Tu comptais quand même pas m'abandonner sur cette île ?", + "END_PART2_VIOLA8": "C'est le dernier acte, [pause]alors, jouons-le ensemble !", + "END_PART2_FELIX7": "Je ne peux pas rater ça.", + "END_PART2_DOG9": "Wouf !", + "END_PART2_PLAYER_OPTION1": "Merci d'être là !", + "END_PART3_MEREDITH2": "C'est ici, [pause]hein ?", + "END_PART3_KAYLEIGH1": "Ça DOIT être le passage...", + "END_PART3_EUGENE3": "[shake rate=30 level=10]Splendide ![/shake]", + "END_PART3_FELIX4": "Alors, cet énorme triangle est notre porte de sortie, c'est ça ?", + "END_PART3_VIOLA5": "Quel spectacle...", + "END_PART3_DOG6": "*Halètement*", + "END_PART3_KAYLEIGH8": "Aleph !", + "END_PART3_ALEPH7": "Mais oui, c'est bien ici !", + "END_PART3_MEREDITH8": "Oh. Encore toi.", + "END_PART3_EUGENE8": "Qu'est-ce que tu veux, [pause]encore ?", + "END_PART3_VIOLA8": "Toi !", + "END_PART3_ALEPH10": "SAVIEZ-VOUS QUE CE RÉSEAU FERRÉ ÉTAIT LUI AUSSI UN \\\"ARCHANGE\\\" ?", + "END_PART3_DOG8": "Wouf !?", + "END_PART3_FELIX8": "Tu nous as suivis ?", + "END_PART3_ALEPH9": "CETTE VIEILLE SORCIÈRE L'AVAIT VRAIMENT BIEN CACHÉ.", + "END_PART3_ALEPH12": "ET C'EST UN VÉRITABLE LABYRINTHE, LÀ EN BAS !", + "END_PART3_ALEPH11": "ON L'APPELLE LÆ MER-LIGNE. [pause]VOTRE \\\"ÎLE\\\" TOUT ENTIÈRE REPOSE DESSUS.", + "END_PART3_ALEPH16": "CETTE SORCIÈRE ME RETIENT DANS CES TUNNELS DEPUIS LONGTEMPS, [pause]MAIS J'AI FINI PAR GAGNER.", + "END_PART3_ALEPH13": "JE N'AURAIS JAMAIS RÉUSSI À TROUVER CETTE SALLE SANS VOUS. [pause]JAMAIS.", + "END_PART3_ALEPH13_OPTION1": "Cette \\\"vieille sorcière\\\", c'est Morgayne ?", + "END_PART3_ALEPH15.n": "COMMENT CONNAIS-TU CE NOM ? [pause]TU ES MOINS STUPIDE QUE JE LE PENSAIS.", + "END_PART3_ALEPH14": "...", + "END_PART3_ALEPH13_OPTION2": "C'est Morgayne qui a caché cet endroit ?", + "END_PART3_ALEPH15.f": "COMMENT CONNAIS-TU CE NOM ? [pause]TU ES MOINS STUPIDE QUE JE LE PENSAIS.", + "END_PART3_ALEPH15.m": "COMMENT CONNAIS-TU CE NOM ? [pause]TU ES MOINS STUPIDE QUE JE LE PENSAIS.", + "END_PART3_ALEPH19": "COMME VOUS, JE NE SOUHAITE QUE FRANCHIR CE PORTAIL QUE VOUS AVEZ TROUVÉ !", + "END_PART3_ALEPH17": "COMME TOUJOURS.", + "END_PART3_ALEPH17_OPTION1": "Qu'est-ce que tu veux ?", + "END_PART3_ALEPH17_OPTION2": "Qu'est-ce que tu manigances ?", + "END_PART3_ALEPH18": "POURQUOI CE TON ACCUSATEUR ? TÂCHONS DE MAINTENIR UNE ATMOSPHÈRE POSITIVE, MES AMIS !", + "END_PART3_ALEPH20": "ET EN PARLANT D'AMIS...", + "END_PART3_KAYLEIGH22": "Oh, non...", + "END_PART3_ALEPH21": "JE VOUS PRÉSENTE MA NOUVELLE ÉQUIPE !", + "END_PART3_EUGENE24": "... Oh.", + "END_PART3_MEREDITH23": "Oh-ho...", + "END_PART3_FELIX25": "... Hmm.", + "END_PART3_VIOLA26": "Je vois...", + "END_PART3_DOG27": "Wouf... ?", + "END_PART3_ALEPH28": "J'ÉTAIS QUELQU\\'UN D\\'ASSEZ IMPORTANT, VOYEZ-VOUS ?", + "END_PART3_ALEPH29": "MES ANCIENS CAMARADES ET MOI-MÊME AVIONS UN ACCORD AVEC VOUS. [pause]UNE RELATION SPÉCIALE. [pause]MÊME SI VOUS N'ÉTIEZ PAS AU COURANT.", + "END_PART3_ALEPH30": "J'AI BEAUCOUP DE RESPECT POUR VOUS, LES HUMAINS ! SANS VOUS, NOUS N\\'EXISTERIONS PAS !", + "END_PART3_ALEPH31": "VOUS VIVEZ SUR VOS PETITS MONDES ET VOUS INVENTEZ TOUTES SORTES DE CONCEPTS AMUSANTS. L'AMOUR, LA MORT ET J\\'EN PASSE...", + "END_PART3_ALEPH32": "VOS PENSÉES LES PLUS PUISSANTES NOUS DONNENT VIE, ET EN RETOUR, NOUS REJOIGNONS VOS MONDES POUR FAIRE DE VOS IDÉES FOLLES UNE RÉALITÉ !", + "END_PART3_ALEPH33": "AVENTURES... [pause]GUERRES... [pause]EXTINCTIONS...", + "END_PART3_ALEPH34": "JE CROIS QUE C'EST CE QUE VOUS AIMEZ LE PLUS, [pause]ET MOI AUSSI !", + "END_PART3_ALEPH34B": "MALHEUREUSEMENT, MON ANCIEN GROUPE A DÉRAILLÉ ET A FINI PAR SE SÉPARER.", + "END_PART3_ALEPH35": "DU COUP, J'AI DÛ RESTER SUR LA TOUCHE UN MOMENT.", + "END_PART3_ALEPH36": "MAIS JE SUIS ENFIN DE RETOUR !", + "END_PART3_KAYLEIGH37": "Alors, toi et les archanges, vous allez... [pause]envahir nos mondes et exaucer les mythes destructeurs qui vous ont donné vie ?", + "END_PART3_ALEPH56": "JE VAIS DEVOIR TOUS VOUS TUER AVANT DE PARTIR, C'EST BIEN COMPRIS ?", + "END_PART3_MEREDITH38": "C'est très préoccupant.", + "END_PART3_EUGENE39": "Un cycle perpétuel de violence...", + "END_PART3_FELIX40": "Ça craint, cette histoire.", + "END_PART3_VIOLA41": "Leurs sombres desseins ne doivent pas voir le jour !", + "END_PART3_ALEPH46": "D'AILLEURS, FAISONS UN MARCHÉ !", + "END_PART3_DOG42": "Grrrrrr....", + "END_PART3_ALEPH43": "HA, NE VOUS EN FAITES PAS, CHERS AMIS !", + "END_PART3_ALEPH44": "NOUS PARTAGEONS TOUS LE MÊME BUT, ICI.", + "END_PART3_ALEPH45": "VOUS VOULEZ QUITTER CE MONDE PERDU, ET NOUS AUSSI.", + "END_PART3_ALEPH46_OPTION1": "Un marché ?", + "END_PART3_ALEPH46_OPTION2": "Qu'est-ce que tu proposes ?", + "END_PART3_ALEPH48": "VOUS NE NOUS REVERREZ PLUS JAMAIS. [pause]QU'EN DITES-VOUS ?", + "END_PART3_ALEPH48_OPTION1": "Quoi ?", + "END_PART3_ALEPH47": "NOUS POUVONS TOUS PARTIR CHACUN DE NOTRE CÔTÉ, [pause]AVEC LA PROMESSE DE NE JAMAIS ENVAHIR VOS MONDES RESPECTIFS.", + "END_PART3_ALEPH48_OPTION2": "Pas question !", + "END_PART3_ALEPH_NO_DEAL_49": "... NON ?", + "END_PART3_ALEPH_WHAT_49": "NOUS CONQUERRONS D'AUTRES MONDES, EN ÉVITANT SOIGNEUSEMENT LES VÔTRES.", + "END_PART3_KAYLEIGH51": "Tous les gens comptent, quel que soit leur monde d'origine ! On doit faire de notre mieux pour les aider !", + "END_PART3_ALEPH_NO_DEAL_50": "JE NE COMPRENDS PAS.", + "END_PART3_EUGENE51": "Même si les habitants de ces mondes ignorent tout de notre existence, [pause]ils comptent sur nous pour les [shake rate=30 level=10]protéger de ta folie ![/shake]", + "END_PART3_MEREDITH51": "Ce serait minable de notre part de sacrifier d'autres réalités pour sauver notre peau, [pause]l\\'ami.", + "END_PART3_VIOLA51": "De funestes désirs t'ont peut-être donné vie, mais cela ne te donne pas le droit de retourner ces ténèbres contre l\\'humanité !", + "END_PART3_FELIX51": "Des millions de personnes mourraient par notre faute. [pause]C'est une très mauvaise offre, à mon avis.", + "END_PART3_DOG51": "[shake rate=30 level=10]WOUF ![/shake]", + "END_PART3_ALEPH52": "MAIS ON NE TOUCHERA PAS À VOS RÉALITÉS !", + "END_PART3_ALEPH53": "VOUS VOULEZ RISQUER VOS VIES... [pause]POUR AIDER DE PARFAITS INCONNUS ?", + "END_PART3_ALEPH53_OPTION1": "Oui.", + "END_PART3_ALEPH53_OPTION2": "Bien sûr.", + "END_PART3_ALEPH54": "TRÈS BIEN. [pause]SOIT !", + "END_PART3_ALEPH55": "VOUS VOUS MONTREZ VRAIMENT TROP PEU COOPÉRATIFS.", + "END_PART4_ALEPH1": "VOUS NOUS AVEZ CRÉÉS, ET MAINTENANT, VOUS VOULEZ NOUS DÉTRUIRE ? [pause]DÉCIDEZ-VOUS !", + "END_PART5_ALEPH1": "C'EST TELLEMENT CONTRE-PRODUCTIF...", + "END_PART6_ALEPH1": "ASSEZ. ÇA SUFFIT COMME ÇA.", + "END_PART6_ALEPH2": "REMONTEZ TOUS DANS LE TRAIN ! [pause]ON PART !", + "END_PART7_ALEPH1": "TOUT LE MONDE À BORD !", + "END_PART7_ALEPH2": "PROCHAINE DESTINATION : OÙ BON NOUS SEMBLERA !", + "END_PART7_KAYLEIGH3": "{player}, vite !", + "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr...[/wave]", + "END_PART7_MEREDITH3": "Faut pas le laisser filer, {player} !", + "END_PART7_FELIX3": "On doit le rattraper. Tu le sais, non ?", + "END_PART7_EUGENE3": "Viens vite !", + "END_PART7_VIOLA3": "Notre proie ne s'échappera pas si facilement !", + "END_PART8_KAYLEIGH1": "J'ai déjà vu ces lumières... [pause]à mon arrivée à la Nouvelle-Wirral...", + "END_PART8_EUGENE1": "Ça me rappelle quelque chose... [pause]J'ai vu ces lumières en arrivant sur l\\'île !", + "END_PART8_MEREDITH1": "C'est psychédélique... [pause]Il me semble avoir vu ces mêmes lumières en arrivant à la Nouvelle-Wirral.", + "END_PART8_VIOLA1": "Ces lumières... Serions-nous aux portes du paradis ? [pause]Pourtant, j'ai une impression de déjà-vu.", + "END_PART8_FELIX1": "Ces lumières... J'ai l\\'impression de les avoir déjà vues. [pause]Quand je suis arrivé à la Nouvelle-Wirral ?", + "END_PART8_DOG1": "Rrr...", + "END_PART8_ALEPH2": "TU SAIS, JE CROYAIS AVOIR DÉJÀ TOUT COMPRIS DU COSMOS...", + "END_PART8_ALEPH4": "ÇA POURRAIT FAIRE UN EXCELLENT EXERCICE DE RENFORCEMENT D'ÉQUIPE !", + "END_PART8_ALEPH3": "MAIS CETTE \\\"FUSION\\\" QUE TU UTILISES, C'EST DU JAMAIS VU, MÊME POUR MOI.", + "END_PART8_ALEPH6": "JE VAIS COMMENCER PAR TA RÉALITÉ.\\n\\nJE PEUX SENTIR SON ODEUR SUR TOI...", + "END_PART8_ALEPH5": "JE RETIRE MON OFFRE.", + "END_PART8_ALEPH8": "UNE CHRONOLOGIE ENCORE PURE, MAIS DÉJÀ ENGAGÉE SUR LA VOIE DE LA DESTRUCTION.\\n\\nQUEL MERVEILLEUX TERRAIN DE JEU ELLE VA FAIRE !", + "END_PART8_KAYLEIGH10": "Tu as encore l'énergie de te battre, {player} ?", + "END_PART8_MEREDITH10.m": "C'est notre dernier combat !", + "END_PART8_EUGENE10": "Le tout pour le tout, {player} !", + "END_PART8_MEREDITH10.f": "C'est notre dernier combat !", + "END_PART8_MEREDITH10.n": "C'est notre dernier combat !", + "END_PART8_FELIX10.m": "Allez ! [pause]Je suis avec toi, {player} !", + "END_PART8_FELIX10.n": "Allez ! [pause]Je suis avec toi, {player} !", + "END_PART8_FELIX10.f": "Allez ! [pause]Je suis avec toi, {player} !", + "END_PART8_VIOLA10": "À l'assaut !", + "END_PART9_ALEPH_BATTLE1": "TU VEUX ME FAIRE LA GUERRE ? C'EST PARFAIT !", + "END_PART8_DOG10": "[shake rate=30 level=10]Wouf ! Wouf ![/shake]", + "END_PART9_ALEPH_BATTLE2": "L'HUMANITÉ ASPIRE À SA PROPRE DESTRUCTION ! JE PEUX SATISFAIRE CE DÉSIR, ENCORE ET ENCORE.", + "END_PART9_ALEPH_BATTLE3": "DES CIVILISATIONS ENTIÈRES ONT BRÛLÉ SOUS MES YEUX. JE VEUX VOIR CES BRAISES UNE NOUVELLE FOIS !", + "END_PART9_ALEPH_BATTLE4": "ABANDONNE !", + "END_PART9_ALEPH_BATTLE5": "QUELLE INSOLENCE...", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player} ![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player} ![/shake]", + "END_PART9_ALEPH1": "PLUS DE CASSETTES !", + "END_PART9_ALEPH3": "VOUS N'ÊTES PAS DE VRAIS MONSTRES. VOUS N\\'ÊTES QUE DES HUMAINS.", + "END_PART9_FELIX2": "[shake rate=30 level=10]{player} ![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]{player} ![/shake]", + "END_PART9_DOG2": "Wouf !?", + "END_PART9_EUGENE2": "[shake rate=30 level=10]{player} ![/shake]", + "END_PART9_MORGANTE5": "TOUJOURS PRÊTS À UTILISER CE QUE VOUS NE COMPRENEZ PAS.\\n\\nTOUJOURS SI FERVENTS DANS VOTRE NAÏVETÉ.", + "END_PART9_MORGANTE4": "TYPIQUE... LES HUMAINS DANS TOUTE LEUR SPLENDEUR...", + "END_PART9_MORGANTE5_OPTION2": "Qu'est-ce que vous voulez ?", + "END_PART9_MORGANTE5_OPTION1": "Vous êtes venue vous moquer de moi ?", + "END_PART9_MORGANTE6": "EN CET INSTANT, NOUS PARTAGEONS UN MÊME OBJECTIF.", + "END_PART9_MORGANTE7": "ALEPH EST L'INCARNATION DE LA CONQUÊTE.\\n\\nJE SUIS CELLE DE LA RÉBELLION.", + "END_PART9_MORGANTE8": "IL FAUT QUE TU COMPRENNES...", + "END_PART9_MORGANTE8_OPTION1": "Que je comprenne quoi ?", + "END_PART9_MORGANTE8_OPTION2": "De quoi vous parlez ?", + "END_PART9_MORGANTE9": "VOUS NOUS CRÉEZ AVEC VOS RÊVES ET VOS IDÉAUX.\\n\\nL'ÉNERGIE POTENTIELLE DE L\\'HUMANITÉ EST INFINIE.", + "END_PART9_MORGANTE11": "CETTE CAPACITÉ À ALTÉRER LA RÉALITÉ PAR VOTRE SEULE VOLONTÉ...\\n\\nÀ TRANSFORMER VOTRE MONDE ET VOUS-MÊMES...\\n\\nELLE RÉSIDE EN VOUS !", + "END_PART9_MORGANTE10": "CES \\\"CASSETTES\\\" NE SONT QUE DES TALISMANS.", + "END_PART9_MORGANTE12": "ALORS, DEBOUT !", + "END_PART9_KAYLEIGH13": "{player}, comment tu peux...", + "END_PART9_MEREDITH13": "Ouah, tu fous vraiment les chocottes, {player}...", + "END_PART9_EUGENE13": "On remet ça, {player} ?", + "END_PART9_FELIX13.f": "T'es prête à conclure, {player} ?", + "END_PART9_FELIX13.m": "T'es prêt à conclure, {player} ?", + "END_PART9_VIOLA13": "Il en faut plus pour t'abattre, n\\'est-ce pas, {player} ?", + "END_PART9_FELIX13.n": "T'es prêt·e à conclure, {player} ?", + "END_PART9_DOG13": "WOUF !", + "END_PART9_ALEPH14": "POURQUOI !?\\n\\nPOURQUOI TU NOUS RÉSISTES !?", + "END_PART9_ALEPH15_OPTION1": "Parce que c'est mon choix !", + "END_PART9_ALEPH15_OPTION2": "Parce que j'ai encore des idées !", + "END_PART9_ALEPH15_OPTION3": "Les humains sont comme ça !", + "END_PART9_KAYLEIGH16": "Un but commun, c'est tout ce qu\\'il nous faut ! [pause][shake rate=30 level=10]PAR NOS POUVOIRS COMBINÉS ![/shake]", + "END_PART11_KAYLEIGH1": "Désolée pour ton lecteur de cassettes, [pause]{player}...", + "END_PART9_EUGENE18": "[shake rate=30 level=10]ENSEMBLE, ON PEUT GAGNER ![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]ON VA LUI DÉFONCER SA SALE TRONCHE ![/shake]", + "END_PART9_FELIX19": "Le tout pour le tout...", + "END_PART9_VIOLA20": "Allez ! [pause]C'est à nous de décider du dénouement de cette histoire !", + "END_PART9_DOG21": "[wave amp=30 freq=10]AWOOOUH ![/wave]", + "END_PART9_ALEPH22": "AH, LA VIEILLE SORCIÈRE. TU RESTERAS À JAMAIS UN OBSTACLE SUR MA ROUTE !", + "END_PART10_ALEPH1": "JE VOIS.", + "END_PART10_MORGANTE3.m": "VOTRE VOLONTÉ A TRANSCENDÉ VOS LIMITATIONS MORTELLES.\\n\\nN'OUBLIEZ JAMAIS CETTE LEÇON.", + "END_PART10_MORGANTE2": "NOTRE CHANSON S'ACHÈVE ICI.", + "END_PART11_BARKLEY3": "Wouf ?", + "END_PART10_MORGANTE3.f": "VOTRE VOLONTÉ A TRANSCENDÉ VOS LIMITATIONS MORTELLES.\\n\\nN'OUBLIEZ JAMAIS CETTE LEÇON.", + "END_PART10_MORGANTE3.n": "VOTRE VOLONTÉ A TRANSCENDÉ VOS LIMITATIONS MORTELLES.\\n\\nN'OUBLIEZ JAMAIS CETTE LEÇON.", + "END_PART10_KAYLEIGH5": "On devrait rentrer... [pause]Je sens que ce train n'est pas super stable.", + "END_PART10_MORGANTE4": "ADIEU.", + "END_PART10_MEREDITH5": "Viens, partons avant que ce train plonge dans l'abîme.", + "END_PART10_EUGENE5": "On devrait rentrer, pour l'instant... [pause]Je crois que ce train ne va pas tenir.", + "END_PART10_FELIX5": "On devrait filer avant que ce train disparaisse dans le néant, [pause]tu crois pas ?", + "END_PART10_VIOLA5": "Il serait plus sage de rentrer, dans l'immédiat.", + "END_PART10_DOG5": "Wouf.", + "END_PART11_KAYLEIGH2": "Heureusement que j'en garde toujours un de secours sur moi !", + "END_PART11_KAYLEIGH3": "... Ce bâtiment était déjà là, tout à l'heure ?", + "END_PART11_EUGENE3": "Quelqu'un peut m\\'expliquer ce qui se passe avec ce... [pause]bâtiment ?", + "END_PART11_MEREDITH3": "Bon, [pause]euh, [pause]je rêve ou ce bâtiment était pas là, avant ?", + "END_PART11_FELIX3": "Alors ça, c'est vraiment bizarre.", + "END_PART11_VIOLA3": "Comme c'est étrange.", + "END_PART11_AMBER4": "Ne vous préoccupez pas de moi ! Je me nomme Miss Ambre.", + "END_PART11_AMBER6": "Vraiment, je suis juste venue m'assurer de votre sécurité...", + "END_PART11_AMBER5.f": "Je suis une vieille amie de {player}... N'est-ce pas, trésor ?", + "END_PART11_AMBER5.m": "Je suis une vieille amie de {player}... N'est-ce pas, trésor ?", + "END_PART11_AMBER5.n": "Je suis une vieille amie de {player}... N'est-ce pas, trésor ?", + "END_PART11_AMBER7": "Même s'il semblerait que vous ayez déjà flanqué une bonne correction à notre ami commun. [pause]C\\'est une première !", + "END_PART11_AMBER7_OPTION1": "Une bonne correction ? On l'a anéanti, oui !", + "END_PART11_AMBER9": "Aleph est l'incarnation de la conquête. Si les humains continuent de s\\'entretuer, il finira fatalement par revenir.", + "END_PART11_AMBER7_OPTION2": "Vous voulez dire qu'il est toujours vivant ?", + "END_PART11_AMBER8": "Les êtres comme Aleph ne sont pas faits de chair et de sang, trésor. [pause]Tant qu'une idée subsiste, nous pouvons reprendre forme, tôt ou tard.", + "END_PART11_KAYLEIGH11": "Vous êtes un archange, vous aussi...", + "END_PART11_AMBER10": "Même si cela risque de lui prendre un bon moment...", + "END_PART11_AMBER13": "En outre, vous devriez avoir besoin d'aide avec ce portail magique, vous ne croyez pas ?", + "END_PART11_AMBER12": "Pas de panique, ma belle, je suis de votre côté.", + "END_PART11_KAYLEIGH14": "Il peut vraiment nous renvoyer dans nos mondes d'origine ?", + "END_PART11_KAYLEIGH15": "Génial ! [pause]Je dois prévenir les autres Veilleurs avant de partir !", + "END_PART11_AMBER16": "{player}, rien ne t'oblige à partir tout de suite...", + "END_PART12_KAYLEIGH54": "J'imagine qu\\'on ne se reverra plus, [pause]{player}.", + "END_PART11_AMBER17.n": "Mais quand tu seras prêt·e, [pause]viens me trouver.", + "END_PART11_AMBER17.m": "Mais quand tu seras prêt, [pause]viens me trouver.", + "END_PART11_AMBER17.f": "Mais quand tu seras prête, [pause]viens me trouver.", + "END_PART12_RANGER1": "J'ai du mal à y croire ! Des crabes qui parlent, des portails magiques, des alliances avec des archanges... C\\'est fou !", + "END_PART12_AMBER1.m": "Tu te sens prêt à quitter la Nouvelle-Wirral, [pause]trésor ?", + "END_PART12_AMBER1.f": "Tu te sens prête à quitter la Nouvelle-Wirral, [pause]trésor ?", + "END_PART12_AMBER1.n": "Tu te sens prêt·e à quitter la Nouvelle-Wirral, [pause]trésor ?", + "END_PART12_AMBER4": "Ce n'est pas une question de méthode, mais d\\'intention. [pause]Tu dois visualiser dans ton esprit le monde que tu souhaites rejoindre et avancer, sans que plus rien ne puisse te retenir ici.", + "END_PART12_KAYLEIGH6": "Quoi !?", + "END_PART12_AMBER_NO": "Rien ne presse. Prends tout ton temps !", + "END_PART12_AMBER2": "Avec un portail dimensionnel stable comme celui-ci, [pause]les règles sont très simples.", + "END_PART12_AMBER3": "Il permet d'accéder à [wave amp=30 freq=10]l\\'espace entre toutes choses[/wave]. [pause]Si tu ne t\\'en sers pas correctement, tu n\\'iras nulle part.", + "END_PART12_AMBER5": "Alors, je te conseille de commencer par faire tes adieux, [pause]car c'est un voyage sans retour.", + "END_PART12_AMBER8": "La Nouvelle-Wirral est une anomalie, [pause]rien de plus.", + "END_PART12_AMBER7": "Ce sont les règles, ma belle.", + "END_PART12_AMBER9": "Vous n'êtes ici que par accident. Revenir sur cette île n\\'est pas une option.", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]Je... Je savais qu'on finirait par se dire adieu, {player}...[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]Je quitterai peut-être un jour la Nouvelle-Wirral, moi aussi. Mais pour l'instant, c\\'est chez moi. C\\'est ici que je suis MOI...[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]Je ne t'oublierai jamais. Les autres non plus. Vous m\\'avez aidée à devenir ce que je suis, après tout ![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player}... promets-moi juste une chose...[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]Ne laisse jamais le monde te changer... [pause]d'accord ?[/wave]", + "END_PART12_VIOLA10": "Cela m'attriste de devoir mettre un terme à notre histoire, [pause]mais je désire ardemment revoir mon frère.", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]Garde toujours une place pour moi dans ton cœur.[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]Et... [pause]et...[/wave]", + "END_PART12_VIOLA11": "Cette séparation est si douce-amère...", + "END_PART12_VIOLA14": "Ni vagues ni tempêtes ne pourront jamais en effacer le souvenir.", + "END_PART12_VIOLA12": "Adieu, [pause]mes amis.", + "END_PART12_VIOLA13": "{player}, ce temps trop court que nous avons partagé ensemble...", + "END_PART12_VIOLA15": "Je ne t'oublierai jamais.", + "END_PART12_EUGENE18": "Il y aura toujours des communautés dans le besoin, peu importe où et quand !", + "END_PART12_EUGENE16": "On a réussi à battre des créatures divines...", + "END_PART12_EUGENE17": "Je suis si impatient de rentrer chez moi pour continuer à défendre la justice !", + "END_PART12_EUGENE19": "À moi de les aider !", + "END_PART12_EUGENE21": "C'est ici qu\\'on se sépare, {player}.", + "END_PART12_EUGENE20": "C'était vraiment super, les amis.", + "END_PART12_EUGENE22": "Tu ne peux quand même pas renoncer à ton monde pour moi. [pause]Ce serait trop demander.", + "END_PART12_EUGENE25.f": "Tu vas continuer à être incroyable. [pause]Je le sais.", + "END_PART12_EUGENE23": "Je... [pause]C'est juste...", + "END_PART12_EUGENE25.m": "Tu vas continuer à être incroyable. [pause]Je le sais.", + "END_PART12_EUGENE24": "Vis ta vie, [pause]d'accord ?", + "END_PART12_FELIX35": "Une partie de moi t'aimera toujours.", + "END_PART12_EUGENE25.n": "Tu vas continuer à être incroyable. [pause]Je le sais.", + "END_PART12_FELIX28": "Je crois que j'ai accumulé assez d\\'inspiration pour plusieurs siècles !", + "END_PART12_FELIX27": "Ça a été une sacrée aventure, hein ?", + "END_PART12_FELIX26": "Ah...", + "END_PART12_FELIX29": "Sans parler du fait que j'ai pu rencontrer l\\'une de mes toutes premières créations.", + "END_PART12_FELIX31": "{player}...", + "END_PART12_FELIX30": "Vous allez me manquer, [pause]les amis.", + "END_PART12_FELIX32.m": "Même si on ne se revoit plus, tu seras toujours avec moi.", + "END_PART12_FELIX32.n": "Même si on ne se revoit plus, tu seras toujours avec moi.", + "END_PART12_FELIX32.f": "Même si on ne se revoit plus, tu seras toujours avec moi.", + "END_PART12_FELIX33.m": "Tu es l'Étranger, n\\'oublie pas. [pause]Le protagoniste de mon prochain best-seller !", + "END_PART12_FELIX33.f": "Tu es l'Étrangère, n\\'oublie pas. [pause]La protagoniste de mon prochain best-seller !", + "END_PART12_FELIX34": "Et je crois... [pause]que Kuneko avait raison : [pause]les idées sont éternelles.", + "END_PART12_FELIX33.n": "Tu es l'Étranger·ère, n\\'oublie pas. [pause]Læ protagoniste de mon prochain best-seller !", + "END_PART12_KAYLEIGH49": "Je veux me souvenir de toi, {player}. [pause]Me souvenir de tout le monde. [pause]Je veux me rappeler Port-la-Ville...", + "END_PART12_MEREDITH36": "Je ne...", + "END_PART12_MEREDITH37": "J'aurais aimé que ça continue encore un peu.", + "END_PART12_MEREDITH38": "Mais... [pause]Je vais rentrer chez moi plus forte. [pause]Et vivre pleinement ma vie.", + "END_PART12_MEREDITH39": "Ne... [pause]m'oubliez pas, [pause]d\\'accord ?", + "END_PART12_MEREDITH40": "Surtout toi, {player}.", + "END_PART12_MEREDITH46.f": "... Je t'aime. [pause]À la revoyure !", + "END_PART12_MEREDITH41.m": "Tu as, [pause]euh, [pause]placé la barre très haut en matière de relation.", + "END_PART12_MEREDITH44": "Je me doutais bien que trouver cette porte de sortie signerait notre séparation...", + "END_PART12_MEREDITH41.n": "Tu as, [pause]euh, [pause]placé la barre très haut en matière de relation.", + "END_PART12_MEREDITH41.f": "Tu as, [pause]euh, [pause]placé la barre très haut en matière de relation.", + "END_PART12_MEREDITH45": "Mais je renoncerai pas au bonheur. Plus jamais.", + "END_PART12_KAYLEIGH47": "C'est vraiment la fin, hein ?", + "END_PART12_MEREDITH46.n": "... Je t'aime. [pause]À la revoyure !", + "END_PART12_MEREDITH46.m": "... Je t'aime. [pause]À la revoyure !", + "END_PART12_KAYLEIGH48": "J'espère au moins que c\\'est pas comme sortir d\\'un rêve.", + "END_PART12_KAYLEIGH50": "Même les moments difficiles. [pause]Parce qu'ils font tous partie de moi.", + "END_PART12_KAYLEIGH51": "Changer le monde par la force de notre volonté...", + "END_PART12_KAYLEIGH58": "Je t'aime. [pause]Merci pour tout.", + "END_PART12_KAYLEIGH52": "Je suppose qu'on n\\'a jamais vraiment eu besoin de cassettes pour ça, pas vrai ?", + "END_PART12_AMBER61": "Je crois que c'est ton tour, trésor.", + "END_PART12_KAYLEIGH53": "Ça a toujours été à nous d'écrire l\\'avenir, après tout.", + "END_PART12_KAYLEIGH55": "Je ne connaîtrai plus jamais personne comme je te connais, toi... [pause]Je veux dire, la fusion n'est pas tout à fait la norme dans les relations, pas vrai ?", + "END_PART12_KAYLEIGH56.m": "Je me sens à la fois triste et heureuse. [pause]On va retrouver notre véritable place, mais notre rencontre nous aura permis de grandir.", + "END_PART12_KAYLEIGH56.f": "Je me sens à la fois triste et heureuse. [pause]On va retrouver notre véritable place, mais notre rencontre nous aura permis de grandir.", + "END_PART12_KAYLEIGH57": "C'est une fin heureuse, je trouve.", + "END_PART12_KAYLEIGH56.n": "Je me sens à la fois triste et heureuse. [pause]On va retrouver notre véritable place, mais notre rencontre nous aura permis de grandir.", + "END_PART12_AMBER60": "Oh ! [pause]Je crois bien qu'il souhaite partir avec toi. [pause]C\\'est adorable !", + "END_PART12_DOG59": "Wouf ! Wouf !", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "Tu peux passer.", + "END_PART12_AMBER62.m": "Tu es prêt ?", + "END_PART12_AMBER62_OPTION1.m": "Toujours !", + "END_PART12_AMBER62.n": "Tu es prêt·e ?", + "END_PART12_AMBER62.f": "Tu es prête ?", + "END_PART12_AMBER62_OPTION1.f": "Toujours !", + "END_PART12_AMBER62_OPTION1.n": "Toujours !", + "END_PART12_AMBER62_OPTION2": "C'est l\\'heure !", + "RANGER_GATEKEEPER_INTRO1": "Hé ! Toi !", + "MAGIKRAB_ON_ARRIVAL.f": "Bienvenue à {region_name} !", + "RANGER_GATEKEEPER_SNEAK1": "Tu essaies de m'éviter ?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "Les monstres de cette plaine n'hésiteront pas à t\\'envoyer à l\\'hôpital !", + "RANGER_GATEKEEPER_SNEAK2": "C'est pas dans ton intérêt, tu sais ?", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "Si tu te sens vraiment de taille à les combattre, commence par m'affronter !", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "Désolé, je t'avais clairement sous-estimé·e.", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "Si tu te sens vraiment de taille à les combattre, commence par m'affronter !", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "Si tu te sens vraiment de taille à les combattre, commence par m'affronter !", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "Désolé, je t'avais clairement sous-estimé.", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "Désolé, je t'avais clairement sous-estimée.", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "Tu peux passer.", + "GRAVEYARD_GHOST_BOY_NAME": "Garçon fantôme", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "Tu peux passer.", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Oh, désolé ! Il paraît qu'un fantôme hante les lieux et j\\'ai cru que c\\'était toi !", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Oh-ho ! Un fantôme !", + "UNDYIN_LOVER_NAME": "Prisonnier", + "UNDYIN_LOVER_PRE_BATTLE1": "Ahhhh !", + "UNDYIN_LOVER_POST_BATTLE1": "Hé ! Tu lui as fait peur !", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Garde la tête froide.", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Les Spitzplosifs sont faciles à dompter, quand on sait y faire !", + "UNDYIN_LOVER_POST_BATTLE2": "On ne faisait que passer un moment agréable ensemble... Rien de bizarre, je t'assure !", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Garde la tête froide.", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Garde la tête froide.", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "J'ai perdu mon sang-froid...", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "La capitaine Robusta m'aide à renforcer ma musculature.", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Viens, mon beau !", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Les rumeurs semblent toutes indiquer ce lieu, mais jusqu'ici, je n\\'ai vu que des spécimens de taille normale.", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Qui t'a entraînée ? Je veux savoir !", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Admire un peu ces biceps ! C'est pas de la gonflette, ça !", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Qui t'a entraîné ? Je veux savoir !", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Tu es là pour essayer de trouver ce Dominuit minuscule, toi aussi ?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Qui t'a entraîné·e ? Je veux savoir !", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Peut-être que ce train qui vient tout juste de passer sous terre est la clé de l'énigme ?", + "PLATO_NAME": "Platon", + "SOCRATES_NAME": "Socrate", + "SOCRATES_PRE_BATTLE": "L'Humain parfait est la somme de l\\'ensemble des êtres humains. C\\'est seulement dans l\\'union totale que l\\'humanité peut atteindre la perfection.", + "PLATO_PRE_BATTLE": "Je t'encourage à prendre part au grand combat, le combat de la vie, bien supérieur à tous les autres conflits terrestres !", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Je fais des erreurs stupides, parfois. Mes amis me disent souvent bête comme un pantin. S'ils savaient...", + "SOCRATES_POST_BATTLE": "Merci. Je pensais pouvoir te battre. J'ai enfin atteint la vraie sagesse, car je sais à présent que je ne sais rien.", + "PLATO_POST_BATTLE": "Nous sommes des philosophes, Socrate, par des guerriers. Bien rares sont les hommes capables de poursuivre deux vocations à la fois.", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Ouais, je suis vraiment un pantin...[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Hors de mon chemin ! Je veux être l'invitée de la capitaine Cybile, aujourd\\'hui !", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Bon, je reviendrai plutôt demain...[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Chaque corps renferme un squelette qui ne demande qu'à s\\'échapper !", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Je... J'allais vraiment essayer d\\'extraire tous tes os. Désolé.", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Viens, laisse-moi te libérer de ta prison de chair...", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Pfiou, merci ! J'ai dû passer un peu trop de temps sous cette forme...", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OH, MAIS TU ES ABSOLUMENT À CROQUER ![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Les Gardes-terres sont injustement accusés de racket ![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Alors qu'on n\\'aime même pas le sport ![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]En parlant de ça, est-ce que tu cherches à investir ? [pause]Non ? [pause]Dommage.[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]J'adore les sports de vol libre, pas contre. Je vole des propriétés et je les revends vite avant que quelqu\\'un s\\'en aperçoive.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Si tu cherches un investissement à l'épreuve du temps, achète une montre... Je veux dire, un bout de terrain.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]L'existence d\\'une infinité de mondes dans le cosmos pose un défi insurmontable pour nous.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Le temps ? L'espace ? C\\'est du pareil au même.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]La terre tire sa valeur de sa rareté, mais la rareté n'existe pas dans un multivers infini ![/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Toutefois, la Nouvelle-Wirral fonctionne comme un piège cosmique. Personne ne peut en sortir, ce qui rend ses terres précieuses.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Alors, même si les défis sont encore nombreux, cette petite île finira par devenir un paradis pour nous. Un investissement rentable.[/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Hé ! Jolie vue, pas vrai ?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Je voulais atteindre le sommet de la montagne, mais... Pas moyen pour moi d'escalader ces falaises, et les passages dans la caverne se sont tous effondrés.", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Si seulement je pouvais voler comme un Cormorevoir...", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Bon, ça te dit un petit combat avant que je redescende vers le lac ?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Merci ! Bon, je dois y aller !", + "MISS_MIMIC_CHEST_NAME": "Cache de Veilleur", + "MAGIKRAB_UNKNOWN_NAME": "Traficrabe... ?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]TU VEUX DÉCOUVRIR QUELS SECRETS JE CACHE, TRÉSOR ? ALORS, OUVRE-MOI.[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]POURQUOI TU NE JETTES PAS UN ŒIL À MON CONTENU, TRÉSOR ? JE NE MORDS PAS, C'EST PROMIS.[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "Un coffre qui parle !", + "MISS_MIMIC_CHEST_MEREDITH2": "Je rêve ou ce coffre vient de parler ?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "Hein ?", + "MISS_MIMIC_CHEST_FELIX1": "J'ai un mauvais pressentiment...", + "MISS_MIMIC_CHEST_DOG1": "Grrr...", + "MISS_MIMIC_CHEST_VIOLA1": "Encore une aberration de ton monde, {player} ?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]Je crois que cette boîte essaie de flirter avec toi, {player}...[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "Ouvrir le coffre ?", + "MAGIKRAB_INTRO_KAYLEIGH2": "Ce... Traficrabe vient vraiment de nous parler ?", + "MAGIKRAB_INTRO_KRAB1": "Ha, {player} ! Et {partner} ! Je vous attendais !", + "MAGIKRAB_INTRO_EUGENE2": "Tu me fais pas peur, Traficrabe ! J'ai déjà écrasé pas mal de tes semblables !", + "MAGIKRAB_INTRO_MEREDITH2": "Quoi ? Un Traficrabe qui parle ?", + "MAGIKRAB_INTRO_FELIX2": "Quoi, les Traficrabes savent parler, maintenant ?", + "MAGIKRAB_INTRO_VIOLA2": "Ce Traficrabe nous parle ? Comment est-ce...", + "MAGIKRAB_INTRO_DOG2": "Wouf !", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]Oh, salut ! Vous êtes un Traficrabe... ?[/wave]", + "MAGIKRAB_INTRO_KRAB3": "De grâce, ne me mettez pas dans le même panier à crabes que tous ces monstres sans cervelle.", + "MAGIKRAB_INTRO_KRAB5": "Parcourir ses tunnels consacrés est un honneur, un privilège indescriptible. Servir ses passagers est le moins que je puisse faire.", + "MAGIKRAB_INTRO_KRAB4": "Je suis Magicrabe, représentant officiel de l'inaltérable Mer-ligne : puissent ses trains toujours être à l\\'heure !", + "MAGIKRAB_NEW_STATION.m": "Bienvenue ! J'ai pris la liberté de t\\'ouvrir l\\'accès au quai A pour tous tes déplacements.", + "MAGIKRAB_INTRO_KRAB7": "De nombreuses destinations de læ Mer-ligne sont actuellement indisponibles. Vous devrez attendre que leurs gares soient rouvertes.", + "MAGIKRAB_INTRO_KRAB6": "Alors, dites-moi où vous souhaitez aller et je vous ferai préparer le train du quai A.", + "MAGIKRAB_NEW_STATION.f": "Bienvenue ! J'ai pris la liberté de t\\'ouvrir l\\'accès au quai A pour tous tes déplacements.", + "MAGIKRAB_NEW_STATION.n": "Bienvenue ! J'ai pris la liberté de t\\'ouvrir l\\'accès au quai A pour tous tes déplacements.", + "MAGIKRAB_NEW_STATION_FINAL1.m": "Te voilà enfin, {player} ! Bienvenue à la gare de Terminox.", + "MAGIKRAB_NEW_STATION_FINAL1.f": "Te voilà enfin, {player} ! Bienvenue à la gare de Terminox.", + "MAGIKRAB_NEW_STATION_FINAL1.n": "Te voilà enfin, {player} ! Bienvenue à la gare de Terminox.", + "MAGIKRAB_NEW_STATION_FINAL2": "Le train du quai B va bientôt partir pour d'autres réalités !", + "MAGIKRAB_NEW_STATION_FINAL3": "Ne le rate surtout pas !", + "MAGIKRAB_MENU": "Alors, que puis-je pour toi, {player} ?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "Je veux voyager.", + "MAGIKRAB_MENU_OPTION_LEAVE": "Je veux quitter la Nouvelle-Wirral.", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "Le quai B ?", + "MAGIKRAB_MENU_OPTION_MERLINE": "Læ Mer-ligne ?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magicrabe ?", + "MAGIKRAB_MENU_OPTION_NOTHING": "Rien pour l'instant.", + "MAGIKRAB_TRAVEL2": "Le train du quai A est prêt au départ, {player}.", + "MAGIKRAB_TRAVEL1": "Où veux-tu aller ?", + "MAGIKRAB_LEAVE2": "Mais tous les départs depuis ce quai ont été annulés pour les 642 prochaines années.", + "MAGIKRAB_TRAVEL3": "Attention à la marche !", + "MAGIKRAB_LEAVE1": "Eh bien, le quai B est réservé aux voyages interdimensionnels...", + "MAGIKRAB_LEAVE3": "D'après læ Mer-ligne... ce serait en raison d\\'une contamination psychique. Ou peut-être une guerre ?", + "MAGIKRAB_LEAVE_FINAL_STATION1": "Alors, tu es au bon endroit ! Accède vite au quai B.", + "MAGIKRAB_LEAVE4": "En revanche, j'ai le plaisir de t\\'informer que les arrivées au quai B sont maintenues et à l\\'heure.", + "MAGIKRAB_PLATFORMB_DEFEATED1": "Aucune nouvelle arrivée n'est prévue au quai B avant un bon moment.", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Tu es libre d'accéder à ce quai, mais en tant que simple mortel, ça ne devrait guère t\\'être très utile.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Nous attendons une arrivée au quai B d'une minute à l\\'autre !", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Tu es libre d'accéder à ce quai, mais en tant que simple mortel·le, ça ne devrait guère t\\'être très utile.", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Tu es libre d'accéder à ce quai, mais en tant que simple mortelle, ça ne devrait guère t\\'être très utile.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "Le passager attendu au quai B transcende les concepts tels que la mortalité. Les créatures de ce genre ne \\\"disparaissent\\\" pas forcément à leur mort.", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "Le passager attendu au quai B se croit discret, mais sa voix est tonitruante. Sers-toi de tes yeux, pas de tes oreilles.", + "MAGIKRAB_PLATFORMB_POPPETOX1": "Nous attendons une arrivée au quai B d'une minute à l\\'autre !", + "MAGIKRAB_PLATFORMB_MONARCH1": "Un train ne devrait plus tarder à arriver au quai B.", + "MAGIKRAB_PLATFORMB_MONARCH2": "Le passager attendu au quai B ne s'intéresse qu\\'à ceux éprouvant un grand vide intérieur. Tu devras en faire l\\'expérience avant qu\\'il se révèle à toi.", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "Le passager attendu au quai B se croit discret, mais sa voix est tonitruante. Sers-toi de tes yeux, pas de tes oreilles.", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "Le passager attendu au quai B se croit discret, mais sa voix est tonitruante. Sers-toi de tes yeux, pas de tes oreilles.", + "MAGIKRAB_PLATFORMB_ROBIN1": "Un train vient tout juste d'arriver au quai B.", + "MAGIKRAB_PLATFORMB_BABELITH1": "Nous attendons une arrivée au quai B d'une minute à l\\'autre !", + "MAGIKRAB_PLATFORMB_ROBIN2": "Le passager qui vient d'arriver semble s\\'intéresser au théâtre. Tu ne l\\'as pas rencontré en chemin ?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "Le passager attendu au quai B ment comme il respire. Ne te fie pas à ses paroles ou tu risques vraiment de t'y perdre.", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "Le passager attendu au quai B ment comme il respire. Ne te fie pas à ses paroles ou tu risques vraiment de t'y perdre.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Le quai B est... ailleurs. [pause]Cette gare a été détruite par un glissement de terrain. Mais je pense qu'une arrivée est imminente.", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "Le passager attendu au quai B ment comme il respire. Ne te fie pas à ses paroles ou tu risques vraiment de t'y perdre.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Le passager attendu au quai B est prompt au jugement, alors, méfie-toi.", + "MAGIKRAB_PLATFORMB_ALICE1": "La résidente de cette gare devrait être de retour au quai B d'une minute à l\\'autre !", + "MAGIKRAB_PLATFORMB_ALICE2.m": "Je l'ai bien prévenue de ta visite. Je crois qu\\'elle te réserve un accueil très spécial !", + "MAGIKRAB_PLATFORMB_ALICE4.m": "Elle devait penser que tu serais... plus petit.", + "MAGIKRAB_PLATFORMB_ALICE3": "J'ignore comment elle peut te croire capable de franchir la porte du quai, par contre.", + "MAGIKRAB_PLATFORMB_ALICE2.n": "Je l'ai bien prévenue de ta visite. Je crois qu\\'elle te réserve un accueil très spécial !", + "MAGIKRAB_PLATFORMB_ALICE2.f": "Je l'ai bien prévenue de ta visite. Je crois qu\\'elle te réserve un accueil très spécial !", + "MAGIKRAB_PLATFORMB_ALICE4.f": "Elle devait penser que tu serais... plus petite.", + "MAGIKRAB_PLATFORMB_ALICE4.n": "Elle devait penser que tu serais... plus petit·e.", + "MAGIKRAB_PLATFORMB_CUBE1": "Le passager attendu au quai B est tranchant de partout. Je te conseille de garder tes distances.", + "MAGIKRAB_PLATFORMB_MORGANTE1": "Morgayne est de retour. Je crois qu'elle t\\'attend sur le quai B.", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}...", + "MAGIKRAB_PLATFORMB_MORGANTE4": "C'est qu\\'ils ne tolèrent les mortels qu\\'aussi longtemps qu\\'ils se montrent utiles.", + "MAGIKRAB_PLATFORMB_MORGANTE3": "Si j'ai bien compris une chose en fréquentant ces égrégores que vous appelez les \\\"archanges\\\"...", + "MAGIKRAB_PLATFORMB_MORGANTE6": "Même maintenant, læ Mer-ligne m'empêche de te donner pleinement accès à son réseau.", + "MAGIKRAB_PLATFORMB_MORGANTE5": "À leurs yeux, nous ne sommes que des insectes. Ou des crabes.", + "MAGIKRAB_PLATFORMB_MORGANTE7": "Ces \\\"archanges\\\" poursuivent leurs propres objectifs secrets. Prends garde à toi.", + "MAGIKRAB_PLATFORMB_ALEPH1": "Le départ du train en attente au quai B est imminent.", + "MAGIKRAB_PLATFORMB_ALEPH2": "C'est exact ! Nous avons un portail actif dans cette gare !", + "MAGIKRAB_PLATFORMB_ALEPH3": "Ton voyage touche à sa fin, {player} !", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "Le portail du quai B est prêt pour toi.", + "MAGIKRAB_MERLINE2": "Læ Mer-ligne ne parle pas aux mortels. Iel m'a choisi comme intermédiaire, pour communiquer avec vous autres !", + "MAGIKRAB_MERLINE1": "Tout à fait ! Læ Mer-ligne est un réseau ferré souterrain qui s'étend sous toute la Nouvelle-Wirral et même au-delà !", + "MAGIKRAB_MAGIKRAB1": "C'est moi ! Je suis Magicrabe, représentant officiel de l\\'inimitable Mer-ligne, dont tu parcours les nombreux tunnels.", + "MAGIKRAB_MAGIKRAB2": "Comme toi, je ne viens pas de la Nouvelle-Wirral. Néanmoins, j'ai déjà pu rencontrer de nombreux aventuriers.", + "MAGIKRAB_MAGIKRAB3": "Læ Mer-ligne m'a donné pour mission de servir de guide dans son vaste réseau ferroviaire.", + "MAGIKRAB_NOTHING1": "Très bien !", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Ruine... [pause]totale...[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Bienvenue à Villedeuil... Ou du moins, ce qu'il en reste !", + "MAGIKRAB_ON_ARRIVAL.m": "Bienvenue à {region_name} !", + "MAGIKRAB_ON_ARRIVAL.n": "Bienvenue à {region_name} !", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Bienvenue à Villedeuil... Ou du moins, ce qu'il en reste !", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Bienvenue à Villedeuil... Ou du moins, ce qu'il en reste !", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Ooooooooh...[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]UNE GARDE-TERRE ![/shake][pause][pause] Laisse-moi deviner, tu veux te venger parce qu'on a saboté toute votre opération,[pause] hein !?", + "SUNNY_INTRO_KAYLEIGH4": "Eugène, [pause]je crois qu'elle a un problème. [pause]On dirait qu\\'elle est, [pause]euh, [pause]cassée ?", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Beuuuuuuh...[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Whaaahhhh... ?[/wave]", + "SUNNY_INTRO_EUGENE12": "Elle respire vraiment pas la joie de vivre, hein ?", + "SUNNY_INTRO_EUGENE6": "Je... [pause]Je crois que tu as raison.", + "SUNNY_INTRO_KAYLEIGH7": "Désolée pour l'accueil un peu hostile. [pause]Assieds-toi avec nous et essayons de faire connaissance.", + "SUNNY_INTRO_KAYLEIGH8": "Alors, [pause]euh, [pause]comment ça va ? Tu peux nous parler un peu de toi ?", + "SUNNY_INTRO_EUGENE10": "Les Gardes-terres étaient les sbires d'un archange qu\\'on a vaincu. [pause]Leur cerveau a peut-être grillé quand leur chef a disparu ? [pause]Je ne lui fais pas confiance pour autant.", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]Plus... [pause]aucune... [pause]perspective...[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Joy...[/wave]", + "SUNNY_INTRO_EUGENE17": "Peut-être que les Gardes-terres n'existaient que pour faire leur travail, et que maintenant, elle ne sait plus quoi faire. [pause]Comme une machine sans tâche...", + "SUNNY_INTRO_KAYLEIGH13": "La joie ? [pause]Et si on l'appelait Joy ? On doit bien lui donner un nom !", + "SUNNY_INTRO_SUNNY14_OPTION1": "Qu'est-ce qui t\\'est arrivé ?", + "SUNNY_INTRO_SUNNY14_OPTION2": "De quoi tu te souviens ?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Gardes-terres... [pause]faillite... [pause]plus... rien...[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Pourquoi... toujours... là...[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Nouveau... [pause]départ... ?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "Oh, la pauvre ! [pause]Mais il n'est jamais trop tard pour prendre un nouveau départ, tu sais !", + "SUNNY_INTRO_KAYLEIGH20": "On pourrait commencer par te trouver de nouveaux vêtements, Joy. [pause]Porter cet uniforme à longueur de temps ne doit vraiment pas aider !", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "Alors, c'est décidé ! [pause]{player}, [pause]rendez-vous chez le tailleur de Port-la-Ville. [pause]Sa boutique se trouve dans la partie supérieure de la ville, juste au nord d\\'ici.", + "SUNNY_PART2_KAYLEIGH1": "Hé ! [pause]Tout le monde est là, cool !", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]Euuuuh...[/wave]", + "SUNNY_PART2_EUGENE2": "Je suis toujours pas sûr qu'on devrait l\\'aider. [pause]Vous avez déjà oublié que son ancien employeur voulait s\\'emparer de toute l\\'île ?", + "SUNNY_PART2_MEREDITH3": "Ça devrait être intéressant.", + "SUNNY_PART2_FELIX3": "Je suis juste là en soutien moral.", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]D'accord...[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Whaaahhh... ?[/wave]", + "SUNNY_PART2_VIOLA3": "Je suis curieuse ! L'expérience sera peut-être divertissante ?", + "SUNNY_PART2_KAYLEIGH5": "Viens, [pause]Joy, [pause]on va passer derrière et tu vas te choisir une nouvelle tenue.", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]C'est... bien... ?[/wave]", + "SUNNY_PART2_EUGENE8": "Je suis pas convaincu, Kayleigh...", + "SUNNY_PART2_MEREDITH9": "Je [wave amp=30 freq=10]savais[/wave] qu'on allait s\\'amuser.", + "SUNNY_PART2_FELIX10": "C'est un début !", + "SUNNY_PART2_KAYLEIGH12": "C'est pas vraiment ton style, [pause]Joy !", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]Peut-être... trop...[/wave]", + "SUNNY_PART2_VIOLA11": "Hmm. [pause]Cette demoiselle semble encore moins au fait des coutumes vestimentaires locales que moi.", + "SUNNY_PART2_EUGENE14": "Je m'attendais pas à ça.", + "SUNNY_PART2_MEREDITH20": "Bon, [pause]Joy est plutôt cool, finalement. [pause]Qui l'aurait cru ?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Je crois que... [pause]ça me plaît.[/wave]", + "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]c'est moi, [pause]ou Joy est...", + "SUNNY_PART2_KAYLEIGH15": "T'as pas l\\'air très à l\\'aise là-dedans, Joy... [pause]Essaie autre chose, d\\'accord ?", + "SUNNY_PART2_EUGENE17": "Je...", + "SUNNY_EUGENEDATE_EUGENE2": "C'est à cause de ma \\\"campagne pour abattre tous les Gardes-terres\\\", c\\'est ça ? [pause]Je sais qu\\'on forme un [wave amp=30 freq=10]duo improbable[/wave], mais je n\\'arrête pas de penser à toi...", + "SUNNY_PART2_KAYLEIGH19": "Absolument [wave amp=30 freq=10]magnifique[/wave] ? [pause]Oui, [pause]je partage ton opinion.", + "SUNNY_PART2_FELIX20": "Je crois que Joy a trouvé son look.", + "SUNNY_PART2_VIOLA20": "Fort inattendu. [pause]Vraiment.", + "SUNNY_PART2_PLAYER21_OPTION1": "T'es super cool, Joy !", + "SUNNY_PART2_PLAYER21_OPTION2": "Ça te va trop bien, Joy !", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Bien. [pause]C'est mon nouveau moi... [/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Merci pour votre aide... [pause]à tous.[/wave]", + "SUNNY_PART2_EUGENE24": "Je ne sais VRAIMENT plus quoi penser.", + "SUNNY_PART2_KAYLEIGH26": "Port-la-Ville offre un nouveau départ à tout le monde. [pause]Les agents immobiliers zombies ne font pas exception !", + "SUNNY_PART2_KAYLEIGH25": "On est heureux de pouvoir t'aider, Joy.", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Les Gardes-terres ne sont pas des \\\"zombies\\\". [pause]Nous sommes des vaisseaux. [pause]Créés pour travailler.[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hé... {player}...[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Mais plus maintenant... [pause]À partir d'aujourd\\'hui... [pause]J\\'essaierai plutôt d\\'être \\\"Joy\\\".[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]... Je ne crois pas... [pause]Je pense qu'on devrait juste rester amis.[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "Je suis sûre d'avoir vu un monstre dans ce genre pas loin. Je crois qu\\'on l\\'appelle {monster_name}.", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]Je ne suis pas \\\"Joy\\\" depuis longtemps. [pause]J'ai besoin de plus de temps pour me trouver.[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "C'est trop bizarre.", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]Non, c'est pas ça. [pause]Je ne suis plus une Garde-terres. [pause]Je pense...[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Mais notre \\\"rendez-vous\\\" m'a plu.[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "Je comprends. [pause]C'est pas grave, Joy.", + "FARM_INTRO_EDWARD1.f": "Salut, l'amie ! [pause]T\\'es là pour régler notre problème de gelée ?", + "FARM_INTRO_EDWARD1.m": "Salut, l'ami ! [pause]T\\'es là pour régler notre problème de gelée ?", + "FARM_INTRO_EDWARD1.n": "Salut, l'ami·e ! [pause]T\\'es là pour régler notre problème de gelée ?", + "FARM_INTRO_EDWARD1_OPTION1": "... votre problème de gelée ?", + "FARM_EDWARD_INTERACT2.f": "Salut, l'amie ! [pause]Encore merci d\\'avoir débloqué le pont pour nous.", + "FARM_INTRO_EDWARD1_OPTION2": "Votre quoi ?", + "FARM_INTRO_EDWARD2": "Eh bien, ce pont que tu vois juste là est une jonction précieuse entre notre ferme et Port-la-Ville. [pause]On fournit la plupart des produits frais consommés par ses habitants.", + "FARM_INTRO_EDWARD3": "Malheureusement, les créatures gélatineuses du coin cherchent la bagarre, ces derniers temps... [pause]et elles ont tout englué le pont.", + "FARM_INTRO_EDWARD4.m": "Enfin, c'est pas grave ! [pause]Je suis sûr qu\\'elles finiront par déguerpir ! [pause]Repose-toi ici en attendant, si tu veux ! [pause]", + "FARM_EDWARD_INTERACT1": "Si ce problème de pont persiste, les réserves de nourriture de Port-la-Ville risquent de s'épuiser...", + "FARM_INTRO_EDWARD4.f": "Enfin, c'est pas grave ! [pause]Je suis sûr qu\\'elles finiront par déguerpir ! [pause]Repose-toi ici en attendant, si tu veux ! [pause]", + "FARM_INTRO_EDWARD4.n": "Enfin, c'est pas grave ! [pause]Je suis sûr qu\\'elles finiront par déguerpir ! [pause]Repose-toi ici en attendant, si tu veux ! [pause]", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "Merci, l'amie ! [pause]Cette situation commençait à m\\'inquiéter un peu...", + "FARM_BRIDGE_CONFIRM": "Essayer de dégager cette vase gluante ? C'est vraiment dégoûtant...", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "Merci, l'ami ! [pause]Cette situation commençait à m\\'inquiéter un peu...", + "FARM_BRIDGE_LOWERED_EDWARD2": "On utilise pas mal de vase comme engrais. [pause]Elle a dû s'accumuler dans le sol et finir par donner forme à cette créature.", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "Merci, l'ami·e ! [pause]Cette situation commençait à m\\'inquiéter un peu...", + "FARM_EDWARD_INTERACT2.m": "Salut, l'ami ! [pause]Encore merci d\\'avoir débloqué le pont pour nous.", + "FARM_BRIDGE_LOWERED_EDWARD3": "Si tu veux utiliser cette vase pour faire [wave amp=30 freq=10]pousser[/wave] des plantes, [pause]ne te gêne pas !", + "HOYLAKE_INTRO_HOYLAKE1.m": "Bonjour et bienvenue à toi ! [pause]Je suis le professeur Percival Dulac, chercheur intrépide de l'inconnu !", + "FARM_MARIS_INTERACT": "Bonjour ! [pause]C'est gentil à toi de venir nous voir. [pause]Tu comptes rester un peu, ou tu ne fais que passer ?", + "FARM_EDWARD_INTERACT2.n": "Salut, l'ami·e ! [pause]Encore merci d\\'avoir débloqué le pont pour nous.", + "HOYLAKE_INTRO_HOYLAKE1.f": "Bonjour et bienvenue à toi ! [pause]Je suis le professeur Percival Dulac, chercheur intrépide de l'inconnu !", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "L'inconnu ?", + "HOYLAKE_INTRO_HOYLAKE1.n": "Bonjour et bienvenue à toi ! [pause]Je suis le professeur Percival Dulac, chercheur intrépide de l'inconnu !", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Un chercheur ?", + "HOYLAKE_PART2_HOYLAKE6": "Un jeune Veilleur a récemment repéré \\\"{monster_description}, {habitat_phrase}\\\". [pause]Je compte sur toi !", + "HOYLAKE_INTRO_HOYLAKE3": "Et je parle bien de véritable approche scientifique ! [pause]Nous devons observer, analyser et formuler des conclusions éclairées !", + "HOYLAKE_INTRO_HOYLAKE2": "Absolument ! [pause]Nous sommes tous les prisonniers de ce curieux domaine, alors, c'est à mon [wave amp=30 freq=10]esprit rationnel[/wave] et infaillible de donner du sens au chaos qui nous entoure.", + "HOYLAKE_INTRO_HOYLAKE4": "D'après les habitants de Port-la-Ville, de nombreuses créatures étranges vivent sur cette île. [pause]Si nous pouvions toutes les recenser, [pause]alors, l\\'inconnu [wave amp=30 freq=10]cesserait[/wave] de l\\'être.", + "HOYLAKE_INTRO_HOYLAKE5.m": "Dis-moi, [pause]tu sembles comprendre toute l'importance de cette noble tâche. Que dirais-tu de m\\'aider à identifier ces monstres ?", + "HOYLAKE_INTRO_HOYLAKE5.n": "Dis-moi, [pause]tu sembles comprendre toute l'importance de cette noble tâche. Que dirais-tu de m\\'aider à identifier ces monstres ?", + "HOYLAKE_INTRO_HOYLAKE5.f": "Dis-moi, [pause]tu sembles comprendre toute l'importance de cette noble tâche. Que dirais-tu de m\\'aider à identifier ces monstres ?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Bien sûr !", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Une autre fois.", + "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]quel dommage ! Si tu changes d'avis, fais-le-moi savoir. [pause]La science n\\'abandonne jamais, quoi qu\\'il advienne !", + "HOYLAKE_PART1_HOYLAKE1": "Excellent ! [pause]Merveilleux ! [pause]J'ai compilé les descriptions de plusieurs monstres d\\'après les témoignages de la population. Enregistre leur forme et je pourrai enfin les cataloguer correctement.", + "HOYLAKE_PART1_HOYLAKE3": "Voici quelques cassettes vierges pour t'aider dans tes \\\"recherches\\\" !", + "HOYLAKE_PART1_HOYLAKE2": "Ta première cible est \\\"{monster_description}, {habitat_phrase}\\\".", + "HOYLAKE_PART1_HOYLAKE4.m": "Reviens me voir quand tu auras enregistré ce monstre et je pourrai le cataloguer. Bonne chasse, mon cher assistant !", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "Dulac cherche {monster_description}, c'est ça ?", + "HOYLAKE_PART1_HOYLAKE4.f": "Reviens me voir quand tu auras enregistré ce monstre et je pourrai le cataloguer. Bonne chasse, ma chère assistante !", + "HOYLAKE_PART1_HOYLAKE4.n": "Reviens me voir quand tu auras enregistré ce monstre et je pourrai le cataloguer. Bonne chasse, maon cher·ère assistant·e !", + "HOYLAKE_INTERACT_HOYLAKE1.f": "Bien le bonjour, chère assistante ! Tu as pu enregistrer notre monstre mystère ? N'oublie pas, nous cherchons \\\"{monster_description}, {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1.m": "Bien le bonjour, cher assistant ! Tu as pu enregistrer notre monstre mystère ? N'oublie pas, nous cherchons \\\"{monster_description}, {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1.n": "Bien le bonjour, cher·ère assistant·e ! Tu as pu enregistrer notre monstre mystère ? N'oublie pas, nous cherchons \\\"{monster_description}, {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Pas encore.", + "HOYLAKE_INTERACT_HOYLAKE_NO": "Ne t'en fais pas ! [pause]Je suis sûr que cette créature énigmatique finira bientôt par se montrer ! [pause]Le progrès est inévitable, après tout !", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Affirmatif !", + "HOYLAKE_PART2_HOYLAKE1": "Excellent ! Un \\\"Macabra\\\", dis-tu ? [pause]Ces crocs... Ce crâne. [pause]Oui, il correspond parfaitement à la description qu'on m\\'en a faite !", + "HOYLAKE_PART2_HOYLAKE2": "Enregistrer des monstres sur de simples cassettes pour pouvoir prendre leur apparence... [pause]Ça n'a aucun sens, et pourtant, c\\'est bien ce qu\\'on observe.", + "HOYLAKE_PART2_HOYLAKE1_RAND": "Excellent ! Son nom est \\\"{monster_name}\\\", alors ? [pause]Oui, il correspond parfaitement à la description qu'on m\\'en a faite !", + "HOYLAKE_PART2_HOYLAKE3": "Si l'expérience prouve que notre compréhension de la science est limitée, [pause]alors, c\\'est notre approche qui doit changer !", + "HOYLAKE_PART2_HOYLAKE4": "Merci pour ton aide ! Voilà une petite récompense bien méritée.", + "HOYLAKE_PART2_HOYLAKE5": "Maintenant, passons à ta prochaine mission.", + "HOYLAKE_PART3_HOYLAKE1": "Oh ! [pause]Ce \\\"Cosmigrade\\\" est vraiment une créature repoussante ! [pause]Qui pourrait bien vouloir prendre une si triste apparence, je me le demande...", + "HOYLAKE_PART3_HOYLAKE2": "En vérité, [pause]je crois que je ne me transformerai JAMAIS ! [pause]Je ne comprends pas cette technologie et je préfère ne pas expérimenter sur [wave amp=30 freq=10]moi-même[/wave].", + "HOYLAKE_PART3_HOYLAKE1_RAND": "Oh ! [pause]C'est bien un spécimen de \\\"{monster_name}\\\" ? [pause]Comment peut-on accepter de prendre une telle apparence, ça me dépasse...", + "HOYLAKE_PART3_HOYLAKE3": "Étudier le phénomène sur des volontaires me convient parfaitement... [pause]Ça me fait penser que tu mérites une récompense. Tiens !", + "HOYLAKE_PART3_HOYLAKE5": "C'est forcément une mauvaise plaisanterie, non ? [pause]Un canular ? [pause]Peut-être dans le but de me ridiculiser ?", + "HOYLAKE_PART3_HOYLAKE4": "La rumeur suivante me paraît presque trop bizarre pour être vraie. Plusieurs personnes auraient observé \\\"{monster_description}, {habitat_phrase}\\\".", + "HOYLAKE_PART3_HOYLAKE6.m": "Si tu réussis à élucider ce mystère, tu auras prouvé que tu es un plus grand scientifique que moi !", + "HOYLAKE_PART3_HOYLAKE6.f": "Si tu réussis à élucider ce mystère, tu auras prouvé que tu es une plus grande scientifique que moi !", + "HOYLAKE_PART4_HOYLAKE1": "Quoi !? [pause]Ce monstre existe VRAIMENT ? [pause]Je ne l'aurais jamais cru.", + "HOYLAKE_PART3_HOYLAKE6.n": "Si tu réussis à élucider ce mystère, tu auras prouvé que tu es un·e plus grand·e scientifique que moi !", + "HOYLAKE_PART4_HOYLAKE2": "Un \\\"Claqualope\\\" ? Je vois. [pause]Sur Terre, ou du moins sur \\\"MA\\\" Terre, [pause]il existe un cryptide qui lui ressemble beaucoup, le \\\"jackalope\\\".", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Oui !", + "HOYLAKE_PART4_HOYLAKE2_RAND": "Un spécimen de \\\"{monster_name}\\\" ? Je vois.", + "HOYLAKE_PART6_HOYLAKE1": "Oh, tu as réussi à l'enregistrer ! [pause]C\\'est un \\\"Maskelfe\\\" ? [pause]Si mystérieux qu\\'il préfère dissimuler son visage. [pause]Maintenant que j\\'y pense, bon nombre des monstres de la Nouvelle-Wirral portent un masque.", + "HOYLAKE_PART4_HOYLAKE3": "C'est curieux, mais nos mythes et nos légendes semblent influencer fortement l\\'apparence des monstres de la Nouvelle-Wirral...", + "HOYLAKE_PART4_HOYLAKE4": "Au fait ! [pause]J'aimerais te poser quelques questions sur ton monde d\\'origine. [pause]J\\'essaie de cataloguer les différentes réalités dont sont issus les habitants de Port-la-Ville.", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "D'accord... ?", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Pourquoi pas... ?", + "HOYLAKE_PART4_HOYLAKE5": "Excellent ! [pause]Je vais simplement te poser une série de questions relatives à de grands événements historiques, pour voir s'ils t\\'évoquent quelque chose.", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Oui !", + "HOYLAKE_PART4_HOYLAKE6": "Première question : [pause]Est-ce que ton monde a connu un \\\"Empire romain\\\" ?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Non !", + "HOYLAKE_PART4_HOYLAKE7": "Deuxième question : [pause]Est-ce que ton monde a connu une \\\"révolution industrielle\\\" ?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Non !", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Oui !", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Non !", + "HOYLAKE_PART4_HOYLAKE8": "Troisième question : [pause]Est-ce que l'humanité est allée sur la lune ?", + "HOYLAKE_PART4_HOYLAKE9": "Bien ! [pause]Dernière question : est-ce que \\\"la Journée des oiseaux\\\" a déjà eu lieu ?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "Quoi ?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "... \\\"Déjà\\\" ?", + "HOYLAKE_PART4_HOYLAKE11": "Merci pour ton aide, une fois de plus ! [pause]Voilà pour toi.", + "HOYLAKE_PART4_HOYLAKE10.f": "Euh, oublie ça. [pause]Dis-toi que tu as bien de la chance de ne pas comprendre.", + "HOYLAKE_PART4_HOYLAKE10.m": "Euh, oublie ça. [pause]Dis-toi que tu as bien de la chance de ne pas comprendre.", + "HOYLAKE_PART4_HOYLAKE10.n": "Euh, oublie ça. [pause]Dis-toi que tu as bien de la chance de ne pas comprendre.", + "HOYLAKE_PART4_HOYLAKE12.m": "Tu es prêt pour une nouvelle chasse au monstre ? [pause]Pas la peine de répondre !", + "HOYLAKE_PART4_HOYLAKE13": "J'ai entendu la capitaine Penny Dreadful murmurer quelque chose à propos d\\'un monstre, \\\"{monster_description}, {habitat_phrase}\\\".", + "HOYLAKE_PART4_HOYLAKE12.f": "Tu es prête pour une nouvelle chasse au monstre ? [pause]Pas la peine de répondre !", + "HOYLAKE_PART4_HOYLAKE12.n": "Tu es prêt·e pour une nouvelle chasse au monstre ? [pause]Pas la peine de répondre !", + "HOYLAKE_PART4_HOYLAKE14": "Si jamais tu réussis à l'enregistrer, n\\'hésite pas à me prévenir !", + "HOYLAKE_PART5_HOYLAKE1.m": "Excellent ! [pause]Tu prouves une nouvelle fois tes capacités de chercheur sur le terrain.", + "HOYLAKE_PART5_HOYLAKE2": "Un \\\"Corbomort\\\", donc ? [pause]Quelle apparence morbide ! [pause]Il me rappelle un poème... [pause]mais impossible de me souvenir lequel, au juste.", + "HOYLAKE_PART5_HOYLAKE1.n": "Excellent ! [pause]Tu prouves une nouvelle fois tes capacités de chercheur·se sur le terrain.", + "HOYLAKE_PART5_HOYLAKE1.f": "Excellent ! [pause]Tu prouves une nouvelle fois tes capacités de chercheuse sur le terrain.", + "HOYLAKE_PART5_HOYLAKE2_RAND": "Un spécimen de \\\"{monster_name}\\\" ?", + "HOYLAKE_PART5_HOYLAKE3": "Hélas, il ne reste plus qu'un dernier monstre sur ma liste !", + "HOYLAKE_PART5_HOYLAKE4": "C'est Ianthe elle-même qui m\\'a parlé de cette créature qui s\\'enfuit au moindre signe de présence humaine !", + "HOYLAKE_PART5_HOYLAKE5": "Selon elle, c'est \\\"{monster_description}, {habitat_phrase}\\\". [pause]Si tu te sens capable de l\\'enregistrer, [pause]je te souhaite bonne chance !", + "FRANKIE_PART4_FRANKIE1.f": "Hé, capitaine ! [pause]Je crois que je vais tenter de devenir une véritable Veilleuse.", + "HOYLAKE_PART6_HOYLAKE1_RAND": "Oh, tu as réussi à l'enregistrer ! [pause]Un spécimen de \\\"{monster_name}\\\", alors ?", + "HOYLAKE_PART6_HOYLAKE3": "Ou c'est peut-être simplement que ces masques sont [wave amp=30 freq=10]cool[/wave]...", + "HOYLAKE_PART6_HOYLAKE2": "Je me demande ce que ça implique ? [pause]Il existe peut-être un profond lien psychique entre notre perception des visages et la façon dont ces monstres prennent forme et vie...", + "HOYLAKE_PART6_HOYLAKE4.m": "Je me dois de te féliciter. [pause]À ce stade, j'ai presque l\\'impression que c\\'est toi le grand scientifique et moi l\\'assistant.", + "HOYLAKE_PART6_HOYLAKE4.f": "Je me dois de te féliciter. [pause]À ce stade, j'ai presque l\\'impression que c\\'est toi la grande scientifique et moi l\\'assistant.", + "HOYLAKE_PART6_HOYLAKE4.n": "Je me dois de te féliciter. [pause]À ce stade, j'ai presque l\\'impression que c\\'est toi læ grand·e scientifique et moi l\\'assistant.", + "HOYLAKE_PART6_HOYLAKE5": "Pour tout t'avouer, [pause]je ne suis pas [wave amp=30 freq=10]réellement[/wave] un professeur ni un chercheur.", + "HOYLAKE_PART6_HOYLAKE6": "Je n'étais qu\\'un modeste employé d\\'entreprise avant mon arrivée à la Nouvelle-Wirral. [pause]Je suis moins versé dans la [wave amp=30 freq=10]science[/wave] que dans la [wave amp=30 freq=10]science-fiction[/wave].", + "HOYLAKE_PART6_HOYLAKE7": "Mais je dois rester rationnel ! [pause]M'échouer sur cette île a donné du sens à ma vie !", + "HOYLAKE_PART6_HOYLAKE8": "Je ne suis peut-être pas un [wave amp=30 freq=10]vrai[/wave] professeur, mais je suis sûr que mes efforts peuvent être utiles !", + "HOYLAKE_PART6_HOYLAKE9.m": "Merci d'avoir œuvré avec moi sans relâche pour la cause scientifique, mon ami. [pause]Tu es un exemple pour nous tous !", + "HOYLAKE_PART6_HOYLAKE9.f": "Merci d'avoir œuvré avec moi sans relâche pour la cause scientifique, mon amie. [pause]Tu es un exemple pour nous tous !", + "HOYLAKE_PART6_HOYLAKE9.n": "Merci d'avoir œuvré avec moi sans relâche pour la cause scientifique, mon ami·e. [pause]Tu es un exemple pour nous tous !", + "HOYLAKE_PART6_HOYLAKE10": "Si jamais tu souhaites contribuer davantage à mes travaux, reviens me voir. [pause]Il y aura toujours de nouveaux sujets à étudier !", + "HOYLAKE_PART7_HOYLAKE1": "Bien le bonjour, {player} ! Combien d'espèces différentes as-tu réussi à enregistrer ?", + "HOYLAKE_PART7_HOYLAKE2": "Grands dieux ! {count} !?", + "HOYLAKE_PART7_HOYLAKE6.n": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleur·se.", + "HOYLAKE_PART7_HOYLAKE3": "Merci pour ton aide ! Voilà une petite récompense bien méritée.", + "HOYLAKE_PART7_HOYLAKE4": "Je crois qu'on a fait le tour des espèces connues de la Nouvelle-Wirral ! [pause]Enfin, [pause]exception faite des créatures non officielles, des fusions et des archanges.", + "HOYLAKE_PART7_HOYLAKE6.m": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleur.", + "HOYLAKE_PART7_HOYLAKE5": "Je vais mettre du temps à cataloguer tous les spécimens que tu m'as présentés.", + "HOYLAKE_PART7_HOYLAKE7": "Si j'ai une requête pour toi, je l\\'afficherai sur le panneau des Veilleurs.", + "HOYLAKE_PART7_HOYLAKE6.f": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleuse.", + "HOYLAKE_PART7_HOYLAKE8": "{count} ? Pas mal, pas mal.", + "HOYLAKE_PART7_HOYLAKE9": "Reviens me parler quand tu auras atteint la barre des {next_threshold}.", + "HOYLAKE_PART7_HOYLAKE10": "N'oublie pas de rematricer tes cassettes quand elles atteignent les 5 étoiles. C\\'est la seule façon d\\'obtenir certaines espèces rares !", + "HOYLAKE_PART8_HOYLAKE1": "Bien le bonjour, {player} ! Je n'ai pas encore terminé de cataloguer les espèces que tu m\\'as présentées.", + "HOYLAKE_PART8_HOYLAKE2.m": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleur.", + "HOYLAKE_PART8_HOYLAKE3": "Bien le bonjour, {player} ! Si j'ai une requête pour toi, je l\\'afficherai sur le panneau des Veilleurs.", + "HOYLAKE_PART8_HOYLAKE2.f": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleuse.", + "HOYLAKE_PART8_HOYLAKE2.n": "Reviens donc me voir une fois que tu auras terminé ta formation de Veilleur·se.", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Hé[/wave], {player} ! [pause]Laisse-moi te présenter notre dernière et plus brillante recrue : Frankie !", + "FRANKIE_PART1_FRANKIE2.m": "Oh, là, là, t'es un autre de ces [wave amp=30 freq=10]vétérans[/wave] qui chassent le monstre sur cette île mystérieuse !?", + "FRANKIE_PART1_FRANKIE2.f": "Oh, là, là, t'es une autre de ces [wave amp=30 freq=10]vétérans[/wave] qui chassent le monstre sur cette île mystérieuse !?", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Un autre des ces vétérans ?", + "FRANKIE_PART1_FRANKIE2.n": "Oh, là, là, t'es un·e autre de ces [wave amp=30 freq=10]vétérans[/wave] qui chassent le monstre sur cette île mystérieuse !?", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Une autre des ces vétérans ?", + "FRANKIE_PART1_FRANKIE3": "Un monde magique rempli de monstres, et des héros à fière allure qui se transforment pour les combattre...", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Un·e autre des ces vétérans ?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "Je suis pas là depuis SI longtemps que ça !", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]C'EST TOUT CE DONT J\\'AVAIS TOUJOURS RÊVÉ ![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "T'es vraiment quelqu\\'un de très enthousiaste, hein ?", + "FRANKIE_PART1_EUGENE5": "Ton attitude me plaît !", + "FRANKIE_PART1_MEREDITH5": "C'est pas la réaction que j\\'attendais.", + "FRANKIE_PART1_FRANKIE12": "Je vais devenir {species_description}, alors ?", + "FRANKIE_PART1_FELIX5": "Tu es bien plus enthousiaste que moi à mon arrivée ici.", + "FRANKIE_PART1_VIOLA5": "Tu ne sembles nullement perturbée par ton inexplicable arrivée sur cette île, mon amie.", + "FRANKIE_PART1_CYBIL6": "Comme tu peux le voir, Frankie vit plutôt bien son arrivée à la Nouvelle-Wirral.", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]Cette fille a l'air très heureuse d\\'être ici ![/wave]", + "FRANKIE_PART1_FRANKIE7": "Je veux en profiter un maximum ! Et rejoindre les Veilleurs est sans aucun doute une étape obligée de mon aventure ! Hé, hé...", + "FRANKIE_PART1_CYBIL8": "Je lui ai déjà donné un lecteur de cassettes. Il ne te reste plus qu'à lui offrir une cassette de monstre et à lui apprendre les bases !", + "FRANKIE_PART1_FRANKIE10": "Ma propre forme de monstre... La première étape de mon voyage fantastique...", + "FRANKIE_PART1_CYBIL9": "... C'est tout pour moi, fin de diffusion ! [pause]À la prochaine, {player} !", + "FRANKIE_PART1_FRANKIE15.n": "Je suis prête à \\\"apprendre les bases\\\", capitaine ! [pause]Non, [wave amp=30 freq=10]j'exige[/wave] d\\'apprendre les bases ! [pause]Allons affronter des monstres, d\\'accord ?", + "FRANKIE_PART1_FRANKIE11": "Tu as une cassette pour moi ?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Vous êtes sûr de vouloir donner cette cassette de {species_name} à Frankie ? C'est définitif... Vous ne pourrez plus jamais la récupérer.", + "FRANKIE_PART1_FRANKIE11_OPTION1": "Tiens !", + "FRANKIE_PART1_FRANKIE11_OPTION2": "Pas encore.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Vous êtes sûre de vouloir donner cette cassette de {species_name} à Frankie ? C'est définitif... Vous ne pourrez plus jamais la récupérer.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Vous êtes sûr·e de vouloir donner cette cassette de {species_name} à Frankie ? C'est définitif... Vous ne pourrez plus jamais la récupérer.", + "FRANKIE_PART1_FRANKIE13": "...", + "FRANKIE_PART1_FRANKIE18.m": "À plus, capitaine ! Merci pour tes conseils ! Une jeune héroïne intrépide a toujours besoin d'un [wave amp=30 freq=10]maître[/wave], et je suis contente que ce soit toi !", + "FRANKIE_PART1_FRANKIE18.f": "À plus, capitaine ! Merci pour tes conseils ! Une jeune héroïne intrépide a toujours besoin d'un [wave amp=30 freq=10]maître[/wave], et je suis contente que ce soit toi !", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]C'EST PARFAIT ! CETTE CASSETTE SERA MON PLUS GRAND TRÉSOR ![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "Je suis prête à \\\"apprendre les bases\\\", capitaine ! [pause]Non, [wave amp=30 freq=10]j'exige[/wave] d\\'apprendre les bases ! [pause]Allons affronter des monstres, d\\'accord ?", + "FRANKIE_PART1_FRANKIE15.f": "Je suis prête à \\\"apprendre les bases\\\", capitaine ! [pause]Non, [wave amp=30 freq=10]j'exige[/wave] d\\'apprendre les bases ! [pause]Allons affronter des monstres, d\\'accord ?", + "FRANKIE_PART1_FRANKIE16": "Ouah, changer d'apparence comme ça est bien plus fatigant que je l\\'aurais cru.", + "FRANKIE_PART1_FRANKIE17": "Je crois que j'ai besoin d\\'aller me reposer. [pause]Et de manger. Beaucoup. [pause]Potentiellement dans cet ordre.", + "FRANKIE_PART1_FRANKIE18.n": "À plus, capitaine ! Merci pour tes conseils ! Une jeune héroïne intrépide a toujours besoin d'un [wave amp=30 freq=10]maître[/wave], et je suis contente que ce soit toi !", + "FRANKIE_PART1_KAYLEIGH19": "C'est vraiment un phénomène !", + "FRANKIE_PART1_EUGENE19.m": "On dirait que t'as fait ça toute ta vie, {player} !", + "FRANKIE_PART1_MEREDITH19": "Je ne suis officiellement plus la personne la plus socialement inapte de cette île...", + "FRANKIE_PART1_EUGENE19.n": "On dirait que t'as fait ça toute ta vie, {player} !", + "FRANKIE_PART1_EUGENE19.f": "On dirait que t'as fait ça toute ta vie, {player} !", + "FRANKIE_PART1_FELIX19.m": "Hmm. Tu es vraiment très pédagogue.", + "FRANKIE_PART1_FELIX19.f": "Hmm. Tu es vraiment très pédagogue.", + "FRANKIE_PART1_FELIX19.n": "Hmm. Tu es vraiment très pédagogue.", + "FRANKIE_PART1_VIOLA19.m": "Le rôle de mentor te va comme un gant, {player}.", + "FRANKIE_PART1_VIOLA19.n": "Le rôle de mentor·e te va comme un gant, {player}.", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]On dirait que tu as fait ça toute ta vie, {player} ![/wave]", + "FRANKIE_PART1_VIOLA19.f": "Le rôle de mentore te va comme un gant, {player}.", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]On dirait que tu as fait ça toute ta vie, {player} ![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]On dirait que tu as fait ça toute ta vie, {player} ![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "Oh, salut, capitaine ! Tu es là pour m'aider dans mon [wave amp=30 freq=10]aventure héroïque[/wave] personnelle ?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]IL ARRIVE UN MOMENT OÙ TOUTES LES JEUNES AVENTURIÈRES COURAGEUSES DOIVENT TROUVER LEUR PROPRE VOIE...[/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"Aventure héroïque\\\"... ?", + "FRANKIE_PART2_FRANKIE1.f": "Oh, salut, capitaine ! Tu es là pour m'aider dans mon [wave amp=30 freq=10]aventure héroïque[/wave] personnelle ?", + "FRANKIE_PART2_FRANKIE1.n": "Oh, salut, capitaine ! Tu es là pour m'aider dans mon [wave amp=30 freq=10]aventure héroïque[/wave] personnelle ?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "Qu'est-ce que tu manigances ?", + "FRANKIE_PART2_FRANKIE3": "C'est ce que je fais. [pause]Je suis la jeune aventurière courageuse en question, au cas où tu n\\'aurais pas suivi...", + "FRANKIE_PART2_FRANKIE3_OPTION1": "Je vois.", + "FRANKIE_PART2_FRANKIE4": "Peu importe, j'ai repéré une de ces \\\"fusions rebelles\\\", tout près d\\'ici. Je vais aller lui montrer qui est la patronne !", + "FRANKIE_PART2_FRANKIE3_OPTION2": "Je ne suis toujours pas.", + "FRANKIE_PART2_FRANKIE4_OPTION1": "Tu veux un coup de main ?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "T'es sûre que c\\'est une bonne idée ?", + "FRANKIE_PART2_FRANKIE5": "Ne t'en fais pas pour moi ! J\\'ai un don pour ça... J\\'ai lu plus de [wave amp=30 freq=10]200[/wave] fanfictions sur des héros qui se transforment en montres. [pause](Ne me demande pas d\\'en parler.)", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]À l'attaque ![/shake]", + "FRANKIE_PART2_FRANKIE8": "Ma carrière est bien lancée, je crois !", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]ON A GAGNÉ ![/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "Ta carrière ?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "Hein ?", + "FRANKIE_PART2_FRANKIE9": "Oui, ma carrière d'héroïne séduisante et mystérieuse, qui ne ménage pas ses efforts pour sauver les opprimés de ce pays fantastique !", + "FRANKIE_PART2_FRANKIE10": "Ça ne fait aucun doute... Un danger bien plus terrible va bientôt faire surface...", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]ET C'EST MOI QUI SAUVERAI CETTE ÎLE DE LA DESTRUCTION ![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "T'arrives un peu tard...", + "FRANKIE_PART2_FRANKIE11_OPTION2": "C'est déjà fait !", + "FRANKIE_PART2_FRANKIE12": "Hein ? [pause]C'est vrai ?", + "FRANKIE_PART2_FRANKIE13": "Pas grave ! Il doit bien rester un ennemi maléfique pour moi quelque part ! [pause]Tu as peut-être [wave amp=30 freq=10]raté[/wave] quelque chose !", + "FRANKIE_PART3_FRANKIE1": "Hé, {player} ! J'ai une question à te poser !", + "FRANKIE_PART3_FRANKIE1_OPTION1": "Vas-y !", + "FRANKIE_PART3_FRANKIE1_OPTION2": "Je t'écoute.", + "FRANKIE_PART3_FRANKIE2": "Qu'est-ce que ça veut dire... de prendre sa vie en main ?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "Vaste question !", + "FRANKIE_PART3_FRANKIE2_OPTION2": "Quoi... ?", + "FRANKIE_PART3_FRANKIE3": "Je dois accomplir quelque chose de significatif tant que je suis ici, tu crois pas ? [pause]Sauver le monde ! Trouver ma voie ! Rencontrer l'amour !", + "FRANKIE_PART3_FRANKIE4": "Tu sais, tous les classiques de l'aventure. [pause]J\\'ai pas une seconde à perdre !", + "FRANKIE_PART3_FRANKIE4_OPTION1": "Tu vises peut-être un peu haut..", + "FRANKIE_PART3_FRANKIE4_OPTION2": "Tu te mets trop la pression !", + "FRANKIE_PART3_FRANKIE5": "Hmm. [pause]Tu as probablement raison.", + "FRANKIE_PART3_FRANKIE6": "Bon, autre question ! [pause]Tu peux m'aider à combattre cette fusion rebelle que je viens de trouver pas loin d\\'ici ? Ça devrait me faire une bonne expérience !", + "FRANKIE_PART4_FRANKIE1.n": "Hé, capitaine ! [pause]Je crois que je vais tenter de devenir une véritable Veilleuse.", + "FRANKIE_PART3_FRANKIE7": "Merci pour ton aide, {player} ! [pause]Je peux maintenant confirmer que c'était une expérience très enrichissante !", + "FRANKIE_PART4_FRANKIE3": "... Du coup, j'ai repéré une autre fusion rebelle à abattre ! Pas de temps à perdre, allons vite la [shake rate=30 level=10]démolir[/shake] !", + "FRANKIE_PART4_FRANKIE2": "Fini le statut de bleusaille pour moi ! Même si j'ai encore des progrès à faire.", + "FRANKIE_PART4_FRANKIE1.m": "Hé, capitaine ! [pause]Je crois que je vais tenter de devenir une véritable Veilleuse.", + "FRANKIE_PART4_FRANKIE4": "Merci pour ton aide ! [pause]Peut-être que la prochaine fois qu'on se verra, je serai devenue une Veilleuse à part entière !", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Tu ne t'attendais pas à ce que je te provoque en duel aussi vite, avoue !", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Tu ne t'attendais pas à ce que je te provoque en duel aussi vite, avoue !", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Tu ne t'attendais pas à ce que je te provoque en duel aussi vite, avoue !", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]L'ÉLÈVE DOIT DÉPASSER LE MAÎTRE ![/shake] Le seul moyen pour moi de devenir une vraie Veilleuse, c\\'est de te vaincre et d\\'obtenir ton [wave amp=30 freq=10]tampon[/wave] !", + "FRANKIE_PART5_FRANKIE3_OPTION1": "Donne-toi à fond, \\\"bleusaille\\\" !", + "FRANKIE_PART5_FRANKIE3": "J'ai même dressé ce Canijab pour m\\'aider ! Alors, qu\\'est-ce que t\\'en dis... ? Tu acceptes ?", + "FRANKIE_PART5_FRANKIE7": "Je voulais juste tester un peu ton niveau. [pause]Et je n'ai pas été déçue !", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je savais que tu serais coriace.", + "FRANKIE_PART5_FRANKIE3_OPTION2": "Je vais pas te faire de cadeau !", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je savais que tu serais coriace.", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je savais que tu serais coriace.", + "FRANKIE_PART5_FRANKIE5": "C'est pour ça que j\\'ai pris soin d\\'affronter les 12 autres capitaines avant toi.", + "FRANKIE_PART5_FRANKIE5_OPTION1": "Hein ?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "Pardon ?", + "FRANKIE_PART5_FRANKIE6": "Tu as bien entendu ! Je suis [wave amp=30 freq=10]déjà[/wave] qualifiée pour rejoindre les Veilleurs !", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "Si tu veux ! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "À la prochaine, capitaine !", + "FRANKIE_PART5_FRANKIE8.m": "À la prochaine, capitaine !", + "FRANKIE_PART5_FRANKIE8.n": "À la prochaine, capitaine !", + "FRANKIE_TOWN_HALL_INTERACT1": "Salut, {player} ! Je fais juste le plein d'informations avant de retourner sur le terrain !", + "FRANKIE_TOWN_HALL_INTERACT2": "Hé, {player} ! Tu n'aurais pas une mission ou deux pour ta jeune protégée bourrée de talent ? (Je parle de moi.)", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Veilleur·se ![/shake] [pause]T'es là pour m\\'arrêter, hein !?", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]Oh, laisse-moi m'occuper de tes requêtes !", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "Pas maintenant.", + "VIN_PART1_VIN1_OPTION1": "Quelque chose comme ça.", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Veilleuse ![/shake] [pause]T'es là pour m\\'arrêter, hein !?", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Veilleur ![/shake] [pause]T'es là pour m\\'arrêter, hein !?", + "VIN_PART1_VIN1_OPTION2": "Ça fait partie de mon travail !", + "VIN_PART3_VIN8.n": "Comme si ce n'était pas [wave amp=30 freq=10]l\\'un·e des leurs[/wave] qui avait plongé notre communauté pacifique dans le chaos !", + "VIN_PART1_VIN3": "Il n'y a que les [wave amp=30 freq=10]lâches[/wave] qui se reposent sur les autres !", + "VIN_PART1_VIN2": "Très bien ! [pause]Si tu veux vraiment te battre, affronte-moi en un contre un !", + "VIN_PART1_KAYLEIGH4": "Pas de souci, {player}, je peux rester sur la touche ! Occupe-toi de lui sans moi !", + "VIN_PART1_MEREDITH4.n": "Un duel en un contre un ? Vas-y, {player} ! T'as largement le niveau pour lui flanquer une volée.", + "VIN_PART1_MEREDITH4.f": "Un duel en un contre un ? Vas-y, {player} ! T'as largement le niveau pour lui flanquer une volée.", + "VIN_PART1_MEREDITH4.m": "Un duel en un contre un ? Vas-y, {player} ! T'as largement le niveau pour lui flanquer une volée.", + "VIN_PART1_EUGENE4.m": "Vas-y, camarade ! T'as pas besoin de mon aide pour corriger ce pauvre naze.", + "VIN_PART1_EUGENE4.f": "Vas-y, camarade ! T'as pas besoin de mon aide pour corriger ce pauvre naze.", + "VIN_PART1_EUGENE4.n": "Vas-y, camarade ! T'as pas besoin de mon aide pour corriger ce pauvre naze.", + "VIN_PART1_FELIX4": "T'en penses quoi, {player} ? Tu veux le remettre à sa place toi-même ?", + "VIN_PART1_VIOLA4.f": "Il semblerait que je n'aie pas ma place dans ce combat, ma chère {player}. N\\'aie nulle crainte, je crois en toi.", + "VIN_PART1_VIOLA4.m": "Il semblerait que je n'aie pas ma place dans ce combat, mon cher {player}. N\\'aie nulle crainte, je crois en toi.", + "VIN_PART1_VIOLA4.n": "Il semblerait que je n'aie pas ma place dans ce combat, maon cher·ère {player}. N\\'aie nulle crainte, je crois en toi.", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]Il veut t'affronter en duel ? Je vais devoir rester sur la touche, alors ![/wave]", + "VIN_PART1_VIN5.m": "Hmph ! [pause]Pas mal, pour un lâche...", + "VIN_PART1_VIN6": "Mais tu ne m'auras pas ! [wave amp=30 freq=10]Je suis déjà parti ![/wave]", + "VIN_PART1_VIN5.f": "Hmph ! [pause]Pas mal, pour une lâche...", + "VIN_PART1_VIN5.n": "Hmph ! [pause]Pas mal, pour un·e lâche...", + "VIN_PART1_KAYLEIGH7": "Il est rapide. Je suis sûre qu'on l\\'aura la prochaine fois, {player}.", + "VIN_PART1_MEREDITH7.m": "Il a filé comme l'éclair ! T\\'en fais pas, on l\\'aura la prochaine fois.", + "VIN_PART1_MEREDITH7.n": "Il a filé comme l'éclair ! T\\'en fais pas, on l\\'aura la prochaine fois.", + "VIN_PART1_MEREDITH7.f": "Il a filé comme l'éclair ! T\\'en fais pas, on l\\'aura la prochaine fois.", + "VIN_PART1_EUGENE7": "Il fait le malin, mais il a détalé comme un lapin !", + "VIN_PART1_FELIX7": "Il court vraiment vite. On l'attrapera la prochaine fois.", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]Il a filé sans demander son reste...[/wave]", + "VIN_PART1_VIOLA7": "Il a fui sans demander son reste. Je suis sûre que nos chemins se croiseront à nouveau.", + "VIN_PART2_VIN2": "Vous, les Veilleurs, il faut toujours que vous vous mêliez de ce qui ne vous regarde pas !", + "VIN_PART2_VIN1": "[shake rate=30 level=10]Encore toi ![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]Pas avant d'avoir libéré cette île de la tyrannie des Veilleurs de Port-la-Ville ![/shake]", + "VIN_PART2_VIN3": "Allez, viens te battre en un contre un !", + "VIN_PART2_VIN4": "Ha, tu ne m'attraperas jamais. Et je n\\'abandonnerai jamais non plus...", + "VIN_PART3_VIN1.m": "Tiens, tiens. [pause]Les Veilleurs ont encore envoyé leur [wave amp=30 freq=10]fidèle toutou[/wave] sur mes traces !", + "VIN_PART3_VIN1_OPTION1": "Hé ! Je m'appelle {player} !", + "VIN_PART3_VIN1.f": "Tiens, tiens. [pause]Les Veilleurs ont encore envoyé leur [wave amp=30 freq=10]fidèle toutou[/wave] sur mes traces !", + "VIN_PART3_VIN1.n": "Tiens, tiens. [pause]Les Veilleurs ont encore envoyé leur [wave amp=30 freq=10]fidèle toutou[/wave] sur mes traces !", + "VIN_PART3_VIN2": "...", + "VIN_PART3_FELIX5": "Attends, si je comprends bien, ce voleur fait partie de ce culte bizarre ?", + "VIN_PART3_VIN3": "Alors, c'est toi...", + "VIN_PART3_VIN4.f": "La cruelle [wave amp=30 freq=10]déicide[/wave] responsable de tout ce désastre ! C'est à cause de toi que Frère Cooper est mort !", + "VIN_PART3_VIN4.n": "Læ cruel·le [wave amp=30 freq=10]déicide[/wave] responsable de tout ce désastre ! C'est à cause de toi que Frère Cooper est mort !", + "VIN_PART3_VIN4.m": "Le cruel [wave amp=30 freq=10]déicide[/wave] responsable de tout ce désastre ! C'est à cause de toi que Frère Cooper est mort !", + "VIN_PART3_VIN4_OPTION1.n": "Moi, un·e déicide ?", + "VIN_PART3_VIN4_OPTION1.f": "Moi, une déicide ?", + "VIN_PART3_VIN4_OPTION1.m": "Moi, un déicide ?", + "VIN_PART3_MEREDITH5": "C'est un cultiste, {player}. Il doit t\\'en vouloir pour cet Asmodeuil que vous avez battu, Kayleigh et toi.", + "VIN_PART3_VIN4_OPTION2": "Je n'ai rien fait de tout ça !", + "VIN_PART3_KAYLEIGH5": "Tu fais partie de ce culte ?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]Je crois qu'il se méprend un peu sur tout ce que tu as fait sur cette île, {player}...[/wave]", + "VIN_PART3_EUGENE5": "Hé ! Il y aurait eu bien plus de victimes que Dorian sans l'intervention de {player} !", + "VIN_PART3_VIOLA5": "Tu te fourvoies, brigand !", + "VIN_PART3_VIN6.f": "Assez ! Viens te battre, sale lâche !", + "VIN_PART3_VIN6.m": "Assez ! Viens te battre, sale lâche !", + "VIN_PART3_VIN7": "Quand notre maître a été [wave amp=30 freq=10]si cruellement assassiné[/wave], les Veilleurs ont immédiatement proposé de nous \\\"aider\\\". Ben voyons !", + "VIN_PART3_VIN6.n": "Assez ! Viens te battre, sale lâche !", + "VIN_PART3_VIN8.f": "Comme si ce n'était pas [wave amp=30 freq=10]l\\'une des leurs[/wave] qui avait plongé notre communauté pacifique dans le chaos !", + "VIN_PART3_KAYLEIGH9": "Tu te trompes complètement. [pause]Dorian est seul responsable de tout ce que ta communauté a dû endurer !", + "VIN_PART3_VIN8.m": "Comme si ce n'était pas [wave amp=30 freq=10]l\\'un des leurs[/wave] qui avait plongé notre communauté pacifique dans le chaos !", + "VIN_PART3_VIN10": "Ces cassettes vierges et ces autocollants que je vole... C'est pour armer notre résistance !", + "VIN_PART4_JACQUELINE11": "Pas du tout. La mort de Dorian m'a ouvert les yeux.", + "VIN_PART4_VIN1": "Laisse-moi...", + "VIN_PART4_VIN2": "Oooh...", + "VIN_PART4_VIN3": "Ce monstre m'a pris par surprise...", + "VIN_PART4_VIN4": "Pourquoi... [pause]tu m'as aidé, {player} ?", + "VIN_PART4_VIN5_OPTION1": "Tu te trompes complètement !", + "VIN_PART4_VIN5.n": "Tu aurais pu m'abandonner comme tu as abandonné Frère Cooper. Ça aurait réglé [wave amp=30 freq=10]tous tes problèmes[/wave] !", + "VIN_PART4_VIN5.f": "Tu aurais pu m'abandonner comme tu as abandonné Frère Cooper. Ça aurait réglé [wave amp=30 freq=10]tous tes problèmes[/wave] !", + "VIN_PART4_VIN5.m": "Tu aurais pu m'abandonner comme tu as abandonné Frère Cooper. Ça aurait réglé [wave amp=30 freq=10]tous tes problèmes[/wave] !", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Némésis !?[/shake] [pause]C'est toi le responsable de tout ça ?", + "VIN_PART4_VIN5_OPTION2": "Je n'ai pas abandonné Dorian !", + "VIN_PART4_JACQUELINE7": "Quand Ianthe m'a expliqué que quelqu\\'un dérobait le matériel mis de côté par les Veilleurs pour la communauté, j\\'étais loin de me douter que c\\'était toi !", + "VIN_PART4_VIN8": "Mis de côté... [pause] pour la communauté ? [pause]Notre communauté ?", + "VIN_PART4_JACQUELINE9": "Bien sûr, espèce d'andouille !", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]Port-la-Ville offre un nouveau départ à tout le monde. Je suis bien placée pour le savoir ![/wave]", + "VIN_PART4_VIN10": "Mais les Veilleurs... Ils nous tyrannisent, non ? Ils te forcent à leur obéir, [pause] et tout ?", + "VIN_PART4_JACQUELINE15": "Notre communauté avait besoin d'aide et Ianthe a eu la bonté de nous tendre la main.", + "VIN_PART4_JACQUELINE13": "C'est seulement maintenant que je perçois les choses telles qu\\'elles étaient réellement.", + "VIN_PART4_JACQUELINE12": "Quand il était [wave amp=30 freq=10]aux commandes[/wave], nous étions tous sous son emprise. J'étais incapable de voir ce qui se passait autour de moi avec lucidité.", + "VIN_PART4_KAYLEIGH14": "Jacqueline...", + "VIN_PART4_JACQUELINE16": "Sans elle, on serait déjà tous morts de faim. Dorian avait fait raser notre potager pour atteindre ce maudit archange !", + "VIN_PART4_VIN17": "...", + "VIN_PART4_JACQUELINE18": "Rentrons, tu as besoin de repos.", + "VIN_PART4_JACQUELINE19": "{player}, [pause]je suis vraiment, vraiment désolée.", + "VIN_PART4_JACQUELINE20": "Je connais Némésis depuis son arrivée à la Nouvelle-Wirral. Je t'assure qu\\'il a bon fond. Il est juste... [pause]terriblement mal renseigné.", + "VIN_PART4_JACQUELINE21": "Je vais organiser une grande réunion avec l'ensemble de la communauté et mettre les choses au clair. Ça ne se reproduira plus.", + "VIN_PART4_JACQUELINE22": "Transmets toute ma gratitude à Ianthe pour son soutien.", + "VIN_PART5_VIN1": "Hé, {player}.", + "VIN_PART5_VIN2": "Quand tu m'as sauvé des griffes de cette fusion rebelle, ça m\\'a obligé à tout remettre en question.", + "VIN_PART5_VIN3": "Je regrette ce que j'ai fait, mais... [pause]je ne cherchais qu\\'à soutenir ma communauté.", + "VIN_PART5_VIN4": "Alors, j'ai rejoint les Veilleurs pour pouvoir le faire ! Et réparer mes erreurs, bien sûr.", + "VIN_PART5_KAYLEIGH5": "Excellent ! [pause]Heureuse de te voir enfin sur la bonne voie, Némésis !", + "VIN_PART5_EUGENE5": "Tu as trouvé ta propre cause à défendre. Respect.", + "VIN_PART5_MEREDITH5": "Eh bien, on dirait que t'as du pain sur la planche, recrue.", + "VIN_PART5_FELIX5": "Content de voir que tu as changé d'avis sur nous.", + "VIN_PART5_VIN6": "Et maintenant, je dois tenter d'obtenir ton tampon ! [pause]Accorde-moi un dernier [wave amp=30 freq=10]duel[/wave], {player} !", + "VIN_PART5_VIOLA5": "Tout est bien qui finit bien.", + "VIN_PART5_VIN7_OPTION1": "Exactement !", + "VIN_PART5_VIN7": "Ouille... Tu n'y vas pas de main morte, même avec tes amis, hein ?", + "VIN_PART5_VIN7_OPTION2": "\\\"Qui aime bien châtie bien\\\" !", + "VIN_PART5_VIN8": "Heureusement qu'il me reste 12 autres capitaines pour obtenir mes tampons !", + "VIN_PART5_VIN9": "La prochaine fois qu'on se verra, je serai un vrai Veilleur, {player} !", + "VIN_TOWN_HALL_INTERACT1.m": "Salut, capitaine ! À ton avis, qui est le plus fort : Artillerex ou Mécazilla ? J'arrive pas à décider !", + "VIN_TOWN_HALL_INTERACT1.f": "Salut, capitaine ! À ton avis, qui est le plus fort : Artillerex ou Mécazilla ? J'arrive pas à décider !", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je parie que tu ne t'attendais pas à trouver tes deux protégés ici, pas vrai, capitaine ?", + "VIN_TOWN_HALL_INTERACT1.n": "Salut, capitaine ! À ton avis, qui est le plus fort : Artillerex ou Mécazilla ? J'arrive pas à décider !", + "VIN_AND_FRANKIE_FRANKIE5": "Mon petit Canijab s'est enfui !", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]Je n'aurais jamais imaginé que ces deux-là deviendraient amis ![/wave]", + "VIN_AND_FRANKIE_VIN2": "Salut, {player}. J'ai enfin fini ma formation et décroché mon titre de Veilleur !", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je parie que tu ne t'attendais pas à trouver tes deux protégés ici, pas vrai, capitaine ?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Oh, oh, oh ![/wave] [pause]Je parie que tu ne t'attendais pas à trouver tes deux protégés ici, pas vrai, capitaine ?", + "VIN_AND_FRANKIE_KAYLEIGH3": "Si on m'avait dit que ces deux-là deviendraient amis... !", + "VIN_AND_FRANKIE_MEREDITH3": "Ce deux-là font équipe, maintenant ? Ça me surprend qu'à moitié.", + "VIN_AND_FRANKIE_EUGENE3": "Ha. Ces deux-là sont camarades, maintenant ?", + "VIN_AND_FRANKIE_VIOLA3": "Je n'aurais jamais imaginé qu\\'une amitié puisse naître entre deux individus si différents !", + "VIN_AND_FRANKIE_FELIX3": "Je savais pas que vous vous connaissiez ! En même temps, c'est une toute petite île...", + "VIN_AND_FRANKIE_FRANKIE4": "Oh, j'ai aussi une mauvaise nouvelle.", + "VIN_AND_FRANKIE_FRANKIE6": "La capitaine Cybile dit que les monstres sauvages sont impossibles à apprivoiser, mais... [pause]Je suis sûre que c'est à cause de cette fanfiction que j\\'ai écrite sur lui.", + "VIN_AND_FRANKIE_FRANKIE7": "Mais pas de souci ! Ce genre de détail ne dérange pas mon nouveau [wave amp=30 freq=10]meilleur ami[/wave], Némésis !", + "VIN_AND_FRANKIE_VIN8": "C'est quoi une fanfiction, {player} ? Elle refuse de m\\'expliquer...", + "VIN_AND_FRANKIE_FRANKIE9": "HAAAAA !", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Une autre fois.", + "VIN_AND_FRANKIE_FRANKIE10.m": "J'exige une revanche, capitaine ! Némésis et moi contre {partner} et toi ! Qu\\'en dis-tu ?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Avec plaisir !", + "VIN_AND_FRANKIE_FRANKIE10.n": "J'exige une revanche, capitaine ! Némésis et moi contre {partner} et toi ! Qu\\'en dis-tu ?", + "VIN_AND_FRANKIE_FRANKIE10.f": "J'exige une revanche, capitaine ! Némésis et moi contre {partner} et toi ! Qu\\'en dis-tu ?", + "VIN_AND_FRANKIE_FRANKIE11": "Ohh... [pause]C'est pas vrai !", + "VIN_AND_FRANKIE_VIN12": "Pleure pas, Frankie. On peut pas gagner à tous les coups.", + "VIN_AND_FRANKIE_VIN13": "{player}, fusionner avec Frankie m'a permis de réaliser que compter sur les autres n\\'était pas une faiblesse.", + "VIN_AND_FRANKIE_VIN14": "Quand on combine nos efforts, on fait plus qu'additionner nos forces : on les multiplie ! [pause]C\\'est tout l\\'intérêt, pas vrai ?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]ET C'EST AINSI QUE L\\'HÉROÏNE INTRÉPIDE AIDE L\\'ANTI-HÉROS À TROUVER LA RÉDEMPTION GRÂCE AU POUVOIR DE L\\'AMOUR ![/wave]", + "VIN_AND_FRANKIE_VIN16": "Quoi... ? [pause]Attends un peu...", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Oh, oh, oh ![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "À plus, {player} !", + "POWER_STATION_WALLACE1.m": "Tout est prêt pour toi là-dedans, petit.", + "POWER_STATION_WALLACE1.f": "Tout est prêt pour toi là-dedans, petite.", + "POWER_STATION_WALLACE1.n": "Tout est prêt pour toi là-dedans, petit·e.", + "POWER_STATION_DREADFUL1": "Pas si vite !", + "POWER_STATION_DREADFUL4": "Bon, on lui montre de quoi on est capables ?", + "POWER_STATION_DREADFUL2": "C'est chez moi, ici, {player} ! Si ça doit chauffer sur mon territoire, pas question que je reste dans l\\'ombre !", + "POWER_STATION_DREADFUL7_OPTION1": "Carrément !", + "POWER_STATION_DREADFUL3": "Accrochez-vous, mesdames et messieurs... Nous avons une vilaine grosse bête, droit devant !", + "POWER_STATION_DREADFUL5": "C'était une coriace ! Va donc explorer un peu les lieux, je dois reprendre mon souffle.", + "POWER_STATION_DREADFUL6": "Continue sans moi, j'ai besoin de souffler.", + "POWER_STATION_DREADFUL7.m": "Tu es sûr de toi, {player} ?", + "POWER_STATION_DREADFUL7.f": "Tu es sûre de toi, {player} ?", + "POWER_STATION_DREADFUL7_OPTION2": "Pas tout à fait...", + "POWER_STATION_NOTE1": "\\\"10/10/1957 ‒ 04:00\\nJ'ai passé toute la nuit à concevoir de nouveaux tests pour le réacteur à fusion avec les docteurs Aegle et Aetheria. Nous étions si concentrées que nous n\\'avons pas vu le temps passer. À un moment, j\\'ai même eu la sensation que nous ne formions plus qu\\'une seule entité entièrement dévouée au réacteur !\\\"", + "POWER_STATION_DREADFUL7.n": "Tu es sûr·e de toi, {player} ?", + "POWER_STATION_NOTE3": "\\\"10/10/1957 ‒ 07:00\\nUne créature dénommée \\\"Hélia\\\" a émergé du réacteur ! Les thermocouples ont immédiatement détecté une forte baisse de la température du cœur, alors... le danger semble écarté, pour l'instant ? \\\"Hélia\\\" ressemble un peu au diagramme d\\'un atome d\\'hélium, avec deux anneaux représentant les orbites de ses électrons...\\\"", + "POWER_STATION_NOTE2": "\\\"10/10/1957 ‒ 05:15\\nIl y a un problème avec le réacteur. La température du cœur ne cesse d'augmenter ! Nous avons activé les ventilateurs pour accroître le flux d\\'air, mais sans résultat ! Si ça continue comme ça, nous sommes cuites ! Littéralement !\\\"", + "POWER_STATION_NOTE5": "\\\"11/10/1957 ‒ 03:05\\nSur les conseils d'Hélia, nous avons combiné Folklord, Mascrotale, Chevalance et un [CONFIDENTIEL], que le ministère nous a procuré depuis un zoo local. Mais elle ne semble pas satisfaite du résultat. Ce n\\'est donc pas ce qu\\'elle attendait ? Peut-être sommes-nous supposées utiliser des spécimens vivants ?\\\"", + "POWER_STATION_NOTE4": "\\\"10/10/1957 ‒ 07:30\\n\\\"Hélia\\\" affirme que nous l'avons créée, ou peut-être invoquée ? Elle nous explique à présent comment stabiliser notre réacteur. Et elle compte nous parler d\\'autres types de fusion... Quels autres types ?\\\"", + "POWER_STATION_NOTE6": "\\\"11/10/1957 ‒ 08:00\\nQu'avons-nous fait !? La fusion instable est totalement hors de contrôle ! Elle ne cesse de se dupliquer ! Le ministère a fait sceller le bâtiment pour tenter de la contenir, et je suis piégée à l\\'intérieur ! Mer-ligne, aide-moi !\\\"", + "POWER_STATION_HELIA_HELIA1": "AHA, MERCI D'AVOIR ÉLIMINÉ LES EXPÉRIENCES RATÉES DE MES ANCÊTRES.", + "POWER_STATION_HELIA_HELIA2": "CES FUSIONS INSTABLES SONT PÉNIBLES À ÉRADIQUER UNE FOIS QU'ELLES COMMENCENT À SE RÉPLIQUER.", + "POWER_STATION_HELIA_HELIA3": "QU'EST-CE QUI T\\'AMÈNE ICI, {player.to_upper} ?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "Vous me connaissez ?", + "POWER_STATION_HELIA_HELIA4": "ÉVIDEMMENT. COMBIEN DE FOIS AS-TU FAIT USAGE DE LA FUSION, À CE JOUR ?\\n\\nPARTOUT OÙ IL Y A FUSION, JE SUIS LÀ.", + "POWER_STATION_HELIA_HELIA5": "JE SUIS HÉLIA, INCARNATION DE LA FUSION.", + "POWER_STATION_HELIA_KAYLEIGH6": "Alors, c'est vous qui créez toutes ces fusions rebelles ?", + "POWER_STATION_HELIA_MEREDITH6": "Oh. Il y a donc bien un responsable derrière ces fusions rebelles.", + "POWER_STATION_HELIA_EUGENE6": "Vous êtes responsable de toutes ces fusions rebelles ?", + "POWER_STATION_HELIA_FELIX6": "Alors, ces fusions rebelles... ?", + "POWER_STATION_HELIA_VIOLA6": "Ainsi, vous êtes à l'origine de ces étranges créatures fusionnées !", + "POWER_STATION_HELIA_DOG6": "Grrr...", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]Vous êtes... responsable pour ces fusions rebelles... ?[/wave]", + "POWER_STATION_HELIA_HELIA7": "DES \\\"FUSIONS REBELLES\\\" ?\\n[pause]\\nAH, JE VOIS. [pause]LES FUSIONS STABLES. [pause]CES MERVEILLEUSES CRÉATURES SONT MON ŒUVRE, EN EFFET.", + "POWER_STATION_HELIA_HELIA8": "JE COMPRENDS À PRÉSENT POURQUOI VOUS ÊTES LÀ. JE SENS VOTRE POTENTIEL DE FUSION S'INTENSIFIER, CE QUI SIGNIFIE...", + "POWER_STATION_HELIA_HELIA11": "VOUS NE COMPRENEZ DONC PAS ? METTRE FIN AUX FUSIONS NE SERAIT PAS DANS VOTRE INTÉRÊT.", + "POWER_STATION_HELIA_HELIA9": "QUE VOUS SOUHAITEZ VOUS BATTRE, N'EST-CE PAS ?", + "POWER_STATION_HELIA_HELIA10": "ASSEZ.", + "POWER_STATION_HELIA_HELIA13": "JE CRÉE LA VIE. QUAND LES ATOMES S'ASSEMBLENT POUR FORMER DES CELLULES VIVANTES, C\\'EST UNE AUTRE FORME DE FUSION.\\n\\nET QUAND DES CELLULES FUSIONNENT POUR MENER À DES FORMES DE VIE COMPLEXES, C\\'EST AUSSI GRÂCE À MOI...", + "POWER_STATION_HELIA_HELIA12": "J'ENTRETIENS LA VIE. LES PLANTES DONT VOUS DÉPENDEZ POUR SURVIVRE TIRENT LEUR ÉNERGIE DES RÉACTIONS NUCLÉAIRES AU CŒUR DES ÉTOILES.", + "POWER_STATION_HELIA_HELIA14": "SANS MOI... SANS LA FUSION... LA VIE SERAIT IMPOSSIBLE.", + "POWER_STATION_HELIA_KAYLEIGH15": "Vos \\\"merveilleuses créatures\\\" menacent constamment Port-la-Ville !", + "POWER_STATION_HELIA_EUGENE15": "Stop ! On pourrait très bien se passer de vos \\\"merveilleuses créatures\\\".", + "POWER_STATION_HELIA_MEREDITH15": "Désolée de vous dire ça, mais vos \\\"merveilleuses créatures\\\" sont un vrai fléau !", + "POWER_STATION_HELIA_FELIX15": "Vous ne pourriez pas au moins arrêter de créer ces \\\"merveilleuses créatures\\\" ?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]Le souci, c'est que... vos \\\"merveilleuses créatures\\\" représentent un grave danger pour tout le monde...[/wave]", + "POWER_STATION_HELIA_VIOLA15": "Je comprends à présent ce concept de \\\"fusion\\\", mais je n'entends rien à ces histoires de cellules et d\\'étoiles...", + "POWER_STATION_HELIA_HELIA16": "JE SUIS L'INCARNATION DE LA FUSION.\\n\\nJE N\\'EN SUIS PAS LA CAUSE.", + "PARTNER_INTERACT_M_E1_EUGENE5": "Non, juste [wave amp=30 freq=10]après[/wave] ça... ?", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, QUAND TU FUSIONNES AVEC {partner.to_upper}, TU NE LE FAIS PAS SUR MON ORDRE.\\n\\nJE NE FAIS QUE RENDRE LE PROCESSUS POSSIBLE.", + "POWER_STATION_HELIA_HELIA18": "VOUS N'ACCUSEZ PAS LA MORT QUAND UN MEURTRE EST COMMIS.", + "POWER_STATION_HELIA_HELIA18_OPTION1": "Qui est responsable, alors ?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "Aidez-nous...", + "POWER_STATION_HELIA_HELIA19": "DANS L'ABSOLU, LA CAUSE DE CES \\\"FUSIONS REBELLES\\\" N\\'EST AUTRE QUE L\\'ENTITÉ QUI FAIT APPARAÎTRE SANS CESSE DES DÉBRIS D\\'AUTRES MONDES DANS CETTE RÉALITÉ.\\n[pause]\\nL\\'ENTITÉ QUI NOUS A TOUS AMENÉS ICI... VOUS, MOI ET L\\'ENSEMBLE DES HUMAINS SUR CETTE ÎLE...", + "POWER_STATION_HELIA_HELIA20": "LÆ MER-LIGNE. L'ÊTRE DES PROFONDEURS.", + "POWER_STATION_HELIA_KAYLEIGH21": "Læ Mer-ligne ? Ça ne me dit rien qui vaille, {player}...", + "POWER_STATION_HELIA_MEREDITH21.f": "Je miserais pas sur nos chances contre læ Mer-ligne.", + "POWER_STATION_HELIA_MEREDITH21.m": "Je miserais pas sur nos chances contre læ Mer-ligne.", + "POWER_STATION_HELIA_MEREDITH21.n": "Je miserais pas sur nos chances contre læ Mer-ligne.", + "POWER_STATION_HELIA_EUGENE21": "Bon ! C'est pas un simple train qui va nous faire peur !", + "POWER_STATION_HELIA_FELIX21": "Oh ! Le réseau ferroviaire est derrière tout ça ?", + "POWER_STATION_HELIA_VIOLA21": "Nous ne céderons pas face à un vulgaire labyrinthe, {player} !", + "POWER_STATION_HELIA_DOG21": "Grrr...", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]Læ Mer-ligne ? C'est grave, {player}...[/wave]", + "POWER_STATION_HELIA_HELIA27": "PRENDS GARDE AUX ÉMOTIONS QUE TU CHOISIS DE MANIFESTER.\\n\\nALEPH POURRAIT BIEN REVENIR.", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "Allons à la rencontre de læ Mer-ligne !", + "POWER_STATION_HELIA_HELIA22": "UNE DERNIÈRE CHOSE, {player.to_upper}...\\n\\nMORGAYNE, L'ESPRIT DE LA RÉBELLION, S\\'EST MANIFESTÉE LORS DE TON COMBAT CONTRE ALEPH, N\\'EST-CE PAS ?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "Enfin une réponse concrète.", + "POWER_STATION_HELIA_DREADFUL29": "Bonne chance avec læ Mer-ligne, {player}. Ce sera sans moi.", + "POWER_STATION_HELIA_HELIA22_OPTION1": "Oui, pourquoi ?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "Effectivement.", + "POWER_STATION_HELIA_HELIA23": "L'ÉPÉE QUE TU MANIES EST À DOUBLE TRANCHANT.", + "POWER_STATION_HELIA_HELIA24": "LA FUSION, COMME TOUTE AUTRE ENTREPRISE DE GROUPE VISANT UN OBJECTIF COMMUN, OBÉIT À UN VIEIL ADAGE : \\\"LE TOUT EST PLUS GRAND QUE LA SOMME DES PARTIES\\\".", + "POWER_STATION_HELIA_HELIA26": "LORS DE NOTRE COMBAT, J'AI PU PERCEVOIR L\\'ÉTINCELLE DE LA CONQUÊTE DANS TON CŒUR.", + "POWER_STATION_HELIA_HELIA25": "ET CETTE DIFFÉRENCE ENTRE LA SOMME ET LE TOUT EST L'ÉGRÉGORE, OU \\\"ARCHANGE\\\".\\n\\nLES ÉGRÉGORES SONT INITIALEMENT PETITS ET FAIBLES, MAIS AVEC SUFFISAMMENT DE VOLONTÉ, ILS PEUVENT FINIR PAR SE MANIFESTER DE MANIÈRE AUTONOME, EXERCER LEUR POUVOIR ET PRENDRE LE CONTRÔLE.", + "POWER_STATION_HELIA_DREADFUL28": "Eh ben, c'était quelque chose ! [pause]Je dois absolument informer Ianthe de tout ça.", + "MERLINE_MEETING_MAGIKRAB1A": "{player}, læ Mer-Ligne t'attend. Viens avec moi jusqu\\'au quai A.", + "POWER_STATION_HELIA_DREADFUL30": "Hmm... [pause]Je me demande si Hélia a quelque chose à voir avec cet incendie qui a ravagé la Nouvelle-Londres, il y a toutes ces années... ?", + "MERLINE_MEETING_MAGIKRAB2": "Læ Mer-ligne va maintenant s'exprimer à travers moi.", + "MERLINE_MEETING_MAGIKRAB1B": "{player}, læ Mer-Ligne t'attend. Rejoins-moi sur le quai A de la gare de Port-la-Ville.", + "MERLINE_MEETING_MAGIKRAB3.m": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rar...", + "MERLINE_MEETING_MAGIKRAB3.n": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rar...", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}, LÆ MER-LIGNE TE REMERCIE POUR TON RÔLE DANS LA DÉFAITE DE NOTRE DISCIPLE RÉTIF, ALEPH.", + "MERLINE_MEETING_MAGIKRAB3.f": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rar...", + "MERLINE_MEETING_MERLINE5": "L'HUMANITÉ EST SUR LE POINT D\\'AFFRONTER UN DÉFI D\\'UNE AMPLEUR SANS PRÉCÉDENT, DONT L\\'ISSUE DEMEURE ENCORE INCERTAINE.", + "MERLINE_MEETING_MERLINE6": "LÆ MER-LIGNE VOULAIT SAVOIR SI LA NATURE BELLIQUEUSE DE VOTRE ESPÈCE POUVAIT ÊTRE SURMONTÉE.", + "MERLINE_MEETING_MERLINE7": "EN TRIOMPHANT D'ALEPH, L\\'AVATAR DE LA CONQUÊTE, TU AS REMPLI TON RÔLE DANS LE RITUEL. TU ES MAINTENANT LIBRE DE QUITTER CETTE ÎLE.", + "MERLINE_MEETING_MERLINE7_OPTION1": "Morgayne nous a aidés.", + "MERLINE_MEETING_MERLINE7_OPTION2": "Morgayne...", + "MERLINE_MEETING_MERLINE8": "AH, OUI, MORGAYNE. L'ANCIEN AMOUR D\\'ALEPH.", + "MERLINE_MEETING_KEYLEIGH9": "Son... amour ?", + "MERLINE_MEETING_VIOLA9": "...", + "MERLINE_MEETING_MEREDITH9": "Euh... L'amour d\\'Aleph ?", + "MERLINE_MEETING_EUGENE9": "Quoi ?", + "MERLINE_MEETING_FELIX9": "Ils étaient en couple ?", + "MERLINE_MEETING_MERLINE11": "QUE SERAIT L'ESPRIT DE LA RÉBELLION SANS TYRAN À RENVERSER ? QUE SERAIT UN ROI DE LA CONQUÊTE SANS PERSONNE À CONQUÉRIR ?", + "MERLINE_MEETING_MERLINE10": "RÉBELLION ET CONQUÊTE N'ONT PAS TOUJOURS ÉTÉ ADVERSAIRES.", + "MERLINE_MEETING_MERLINE14": "L'INTERVENTION DE MORGAYNE LORS DE VOTRE COMBAT NE MINIMISE EN RIEN TA PROPRE CONTRIBUTION.", + "MERLINE_MEETING_MERLINE13": "ILS ONT MÊME EU UN FILS ENSEMBLE. LE SAVAIS-TU ?", + "MERLINE_MEETING_MERLINE12": "LE ROI ROUGE ET LA REINE BLANCHE ÉTAIENT PRISONNIERS D'UN CYCLE PERPÉTUEL DE MORT ET DE RENAISSANCE, D\\'AFFRONTEMENT ET D\\'UNITÉ. ILS SONT LE MOTEUR QUI ENTRAÎNE LA ROUE DE L\\'HISTOIRE HUMAINE.", + "MERLINE_MEETING_MERLINE15": "C'EST MÊME TOUT LE CONTRAIRE. C\\'EST TA VOLONTÉ QUI LUI A PERMIS DE SE MANIFESTER ET D\\'EMPÊCHER LE RETOUR D\\'ALEPH DANS LE COSMOS.", + "MERLINE_MEETING_MERLINE16_OPTION1": "Vous devez arrêter ces fusions rebelles !", + "MERLINE_MEETING_MERLINE16": "PARLE, {player.to_upper}. LÆ MER-LIGNE SAIT QUE TU AS UNE REQUÊTE.", + "MERLINE_MEETING_MERLINE17": "LÆ MER-LIGNE POURRAIT METTRE FIN AUX \\\"FUSIONS REBELLES\\\".", + "MERLINE_MEETING_MERLINE18": "TOUTEFOIS, IL SERAIT INJUSTE DE PRIVER LES AUTRES DES OPPORTUNITÉS DONT TU AS TOI-MÊME PU PROFITER, {player.to_upper}.", + "MERLINE_MEETING_MERLINE21": "C'EST LÀ QUE VOUS ET VOTRE ESPRIT DE RÉBELLION SEREZ UTILES À L\\'HUMANITÉ.", + "MERLINE_MEETING_MERLINE20": "{player.to_upper}, {partner.to_upper}, IL EST GRAND TEMPS POUR VOUS DE RETOURNER DANS VOS PROPRES MONDES.", + "MERLINE_MEETING_MERLINE19": "LES HUMAINS DOIVENT AFFRONTER LE DANGER POUR GRANDIR AUTREMENT QU'EN NOMBRES.", + "MERLINE_MEETING_MAGIKRAB23": "Euh, où on en était, déjà ? Je n'ai aucun souvenir de ces dernières minutes.", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "Læ Mer-ligne nous a parlé à travers toi.", + "MERLINE_MEETING_MAGIKRAB22": "Oh. {player}.", + "MERLINE_MEETING_MAGIKRAB24.m": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rarement parmi nous !", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Hé, [pause]j'ai une question pour toi, Félix ! Je sais que tu es dessinateur, alors, est-ce que tu saurais concevoir des tatouages ?", + "MERLINE_MEETING_KAYLEIGH25": "Hmm. Ianthe saura peut-être quoi faire.", + "MERLINE_MEETING_MAGIKRAB24.f": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rarement parmi nous !", + "MERLINE_MEETING_MAGIKRAB24.n": "Tu n'imagines pas ta chance, {player} ! Iel ne descend que très rarement parmi nous !", + "MERLINE_MEETING_MEREDITH25": "Ça s'est pas passé comme je l\\'espérais.", + "MERLINE_MEETING_EUGENE25": "Bon, je crois qu'on a de la chance de pas avoir à l\\'affronter. Rappelle-toi ce qu\\'Hélia nous a dit à propos d\\'Aleph...", + "MERLINE_MEETING_FELIX25": "Tu crois qu'iel nous a dit la vérité ? Que nos mondes ont vraiment besoin de nous ?", + "MERLINE_MEETING_VIOLA25": "Læ \\\"Mer-ligne\\\" dit peut-être vrai.", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]Je ne comprends pas... Pourquoi læ Mer-ligne aurait besoin de toi ? Sa puissance doit surpasser celle de n'importe quel humain... C\\'est bizarre...[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "Les téléphones ? [pause]Ça sert à passer des appels, alors ?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "... Je comprends vraiment pas.", + "PARTNER_INTERACT_K_M1_MEREDITH2": "C'est quoi, cet \\\"inter net\\\" ? [pause]La moitié des habitants de Port-la-Ville se lamentent de l\\'avoir perdu !", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Tu sais bien, [pause]Internet ? [pause]Sur les ordinateurs, et les téléphones ?", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Tu étais en quelle année sur ton monde avant de venir ici, [pause]Mérédith ?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "En 1989, pourquoi ?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Oh ! [pause]D'accord. Je comprends mieux pourquoi tu as du mal à me suivre.", + "PARTNER_INTERACT_K_E1_EUGENE2": "Rien de personnel. [pause]Je suis un électron libre, c'est tout. [pause]Un loup solitaire. [pause]Je peux pas intégrer une organisation qui risque de me brider.", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "... Je ne te comprends pas, Eugène. [pause]Tu adores \\\"contribuer à la communauté\\\", [pause]mais tu refuses de rejoindre les Veilleurs avec moi !", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Je n'y crois pas. [pause]Je pense plutôt que tu as peur d\\'échouer à l\\'examen d\\'entrée !", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]T-Tu te trompes complètement ![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "J'ai jamais essayé ! [pause]Tu veux te faire tatouer ?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Hmm. [pause]Je crois que l'idée me plaît.", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Mais dans les faits, [pause]je suis trop indécise. [pause]Je ne pourrais jamais prendre une décision aussi irréversible.", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Violaine, je voulais te demander...", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Où est-ce que tu as trouvé cette veste sans manches ? [pause]Je n'avais encore jamais vu ce modèle à la Nouvelle-Wirral !", + "PARTNER_INTERACT_K_V1_VIOLA3": "Quand je me suis échouée sur le rivage de cette île solitaire, [pause]j'ai trouvé une vieille veste de soldat oubliée sur la plage.", + "PARTNER_INTERACT_K_V1_VIOLA4": "Les manches étaient trop longues pour moi, [pause]alors, je les ai simplement arrachées.", + "PARTNER_INTERACT_K_V1_VIOLA5": "Je dois avouer que j'y suis particulièrement attachée, à présent.", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Tu es trop cool... Je dirais même que je craque légèrement sur toi, en ce moment.", + "PARTNER_INTERACT_K_V1_VIOLA7": "Serais-tu en train de me confesser ton amour éternel, [pause]chère Kayleigh ?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Oh, [pause]il en faut quand même PLUS pour me séduire !", + "PARTNER_INTERACT_M_E1_MEREDITH1": "... J'ai encore pas mal de choses à faire à la boutique, [pause]mais je crois que je vais zapper ça, pour l\\'instant !", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]C'est qui le plus beau ? C\\'est toi ! Oui, c\\'est toi ![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "Wouf wouf !", + "PARTNER_INTERACT_M_E1_EUGENE2": "T'as raison ! [pause]Faut savoir se ménager, [pause]camarade !", + "PARTNER_INTERACT_M_E1_EUGENE3": "... [pause][pause]Attends, [pause]qu'est-ce que tu viens de dire ?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "Euh, [pause]que j'avais du travail qui m\\'attendait ?", + "PARTNER_INTERACT_M_E1_EUGENE7": "Ça se dit vraiment, ça ? [pause]\\\"Zapper\\\" quelque chose ?", + "PARTNER_INTERACT_M_E1_MEREDITH6": "... Que j'allais zapper ça ?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "Oh, [pause]euh, [pause]oui. [pause]Quand on évite d'aller quelque part ou de faire quelque chose, on peut dire qu\\'on le \\\"zappe\\\".", + "PARTNER_INTERACT_M_E1_EUGENE9": "D'accord. [pause]Faut vraiment garder l\\'esprit ouvert, avec toi.", + "PARTNER_INTERACT_M_E1_MEREDITH10": "Je crois que je vais zapper toute cette conversation...", + "PARTNER_INTERACT_M_F1_FELIX2": "Oui ! [pause]Quel genre de musique t'écoutais dans ton monde ?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "... Mes goûts musicaux ?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "Vaste question. [pause]J'aime les groupes dont tous les membres se détestent.", + "PARTNER_INTERACT_M_F1_MEREDITH5": "C'est que je suis quelqu\\'un de très particulier.", + "PARTNER_INTERACT_M_V1_VIOLA1": "Je dois l'avouer, [pause]chère Mérédith, [pause]tu possèdes un style qui se distingue nettement de tout ce que j\\'ai pu connaître... [pause]Sur cette île comme ailleurs.", + "PARTNER_INTERACT_M_F1_FELIX4": "C'est très particulier, comme critère.", + "PARTNER_INTERACT_M_D1_DOG1": "Wouf !", + "PARTNER_INTERACT_M_V1_VIOLA3": "N'y vois aucune insulte. [pause]Tu sembles simplement détachée de toute volonté de conformisme. [pause]Ceci témoigne d\\'une très grande confiance en toi.", + "PARTNER_INTERACT_M_V1_MEREDITH2": "J'arrive pas à décider si c\\'est un compliment ou pas.", + "PARTNER_INTERACT_M_V1_VIOLA4": "C'est une qualité tout à fait admirable, [pause]chère Mérédith !", + "PARTNER_INTERACT_M_V1_MEREDITH5": "Euh, [pause]merci.", + "PARTNER_INTERACT_M_D1_MEREDITH2": "T'aimes les gratouilles, [pause]hein ?", + "PARTNER_INTERACT_E_F1_FELIX2": "Oui. [pause]Enfin, [pause]c'est plus compliqué que ça. [pause]Si j\\'avais simplement changé d\\'employeurs, je me serais [wave amp=30 freq=10]encore[/wave] retrouvé aux ordres de quelqu\\'un.", + "PARTNER_INTERACT_E_F1_EUGENE1": "... Alors, t'as démissionné, [pause]parce que tes supérieurs t\\'avaient poussé à bout ?", + "PARTNER_INTERACT_E_F1_FELIX3": "Le seul moyen de briser le cycle, c'était de me mettre à mon compte. [pause]Plus de chefs.", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Ouais ![/shake] [pause]Bien vu ! [pause]Pas besoin de chef, vis selon tes propres règles, [pause]camarade !", + "PARTNER_INTERACT_E_F1_FELIX5": "Merci. Ma carrière n'en est pas moins au point mort. [pause][pause]Je crois que c\\'est un peu lié au fait que j\\'ai traversé l\\'espace et le temps pour me retrouver piégé sur cette île infestée de monstres.", + "PARTNER_INTERACT_E_V1_EUGENE1": "... Alors, tu t'es retrouvée à la Nouvelle-Wirral après un naufrage en pleine mer, [pause]c\\'est ça ?", + "PARTNER_INTERACT_E_F1_EUGENE6": "Ça arrive aux meilleurs !", + "PARTNER_INTERACT_E_V1_VIOLA2": "Oui, [pause]c'est exact.", + "PARTNER_INTERACT_E_V1_EUGENE3": "Et tu cherches ton frère jumeau, Sébastien...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "C'est pas mal, chez toi. Un peu quelconque, mais je juge pas? hein.", + "PARTNER_INTERACT_E_V1_EUGENE4": "Je sais pas pourquoi, mais ça me rappelle une histoire. [pause]T'es célèbre ? [pause]On s\\'est déjà rencontrés ?", + "PARTNER_INTERACT_E_V1_VIOLA5": "Mon passé n'a rien d\\'intéressant ni de notoire, je t\\'assure. [pause]Quant à savoir si nous nous sommes déjà rencontrés ? [pause]Je n\\'aurais pas pu oublier quelqu\\'un d\\'aussi fougueux que toi, [pause]Eugène.", + "PARTNER_INTERACT_E_V1_EUGENE6": "Si tu le dis. [pause]Et pourtant, [pause]ton histoire me semble si familière...", + "PARTNER_INTERACT_E_D1_EUGENE5": "Tu serais pas un peu... [pause]un chien magique ? [pause]Venu d'un autre monde ?", + "PARTNER_INTERACT_E_D1_DOG2": "Wouf !", + "PARTNER_INTERACT_E_D1_EUGENE1": "... Alors, t'es un chien.", + "PARTNER_INTERACT_F_D1_FELIX1": "Tu aboies bien fort pour un si petit animal, [pause]sac à puces !", + "PARTNER_INTERACT_E_D1_EUGENE3": "... Mais tu peux utiliser un lecteur de cassettes pour te transformer en monstre, comme nous.", + "PARTNER_INTERACT_E_D1_DOG4": "Wouf wouf !", + "PARTNER_INTERACT_E_D1_DOG6": "Wouf !", + "PARTNER_INTERACT_E_D1_EUGENE7": "Hmm. [pause]Je suppose que non.", + "PARTNER_INTERACT_F_V1_FELIX2": "Eh bien, c'est vrai que je suis en quête de liberté, [pause]mais parcourir les sept mers ne fait pas vraiment partie de mes ambitions.", + "PARTNER_INTERACT_F_V1_VIOLA1": "Félix, [pause]n'as-tu jamais été attiré par la liberté octroyée par une vie passée en mer ? [pause]Par l\\'envie de lever l\\'ancre pour mettre le cap sur des terres inconnues par-delà l\\'horizon ?", + "PARTNER_INTERACT_F_V1_FELIX5": "Tant pis !", + "PARTNER_INTERACT_F_V1_FELIX3": "Vivre pour moi-même et selon mes propres termes, [pause]par contre ? [pause]Ça me convient parfaitement.", + "PARTNER_INTERACT_F_V1_VIOLA4": "Peut-être trouverais-tu l'épanouissement sur l\\'océan ? [pause]Tu ne le sauras jamais, à moins de prendre le large un jour !", + "PARTNER_INTERACT_F_D1_DOG2": "Wouf !", + "PARTNER_INTERACT_V_D1_DOG2": "Wouf !", + "PARTNER_INTERACT_V_D1_VIOLA1": "Quel nouveau monde fascinant ! [pause]Même les chiens y sont exceptionnels !", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "J’ai vraiment de la chance d’habiter si près de la mer, hein ?", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "C'est bien ma veine de finir coincée dans une ville aussi ennuyeuse !", + "PASSIVE_OVERWORLD_1_0_EUGENE": "C'est vraiment une charmante petite ville, tu trouves pas ?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "L'odeur de la mer est vivace, ici... Je ne la connais que trop bien.", + "PASSIVE_OVERWORLD_1_0_FELIX": "Rien de tel qu'une bonne balade sur la jetée, pas vrai ?", + "PASSIVE_OVERWORLD_1_0_DOG": "Wouf wouf !", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Fais attention, {player}... Certains monstres de la région aiment se cacher juste sous la surface de l'eau...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "C'est pas mal, chez toi. Un peu quelconque, mais je juge pas? hein.", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "J'espère que ta nouvelle maison te plaît, {player}...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "C'est pas mal, chez toi. Un peu quelconque, mais je juge pas? hein.", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Oh, c'est chez toi ? Pas mal, camarade !", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "On est chez toi, hein ?", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Je vois que ton installation ici est encore récente...", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]Tu es bien installée, {player}...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]Tu es bien installé, {player}...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]Tu es bien installé·e, {player}...[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "J'espère qu\\'Eugène ne nous en voudra pas de nous être invités ici sans lui.", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "J'espère qu\\'Eugène ne nous en voudra pas de nous être invitées ici sans lui.", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "J'espère qu\\'Eugène ne nous en voudra pas de nous être invité·es ici sans lui.", + "PASSIVE_EUGENEHOME_MEREDITH": "Eugène a sa propre salle de sport ? Il est au courant que l'hôtel de ville a déjà tout ce qu\\'il faut pour s\\'entraîner ?", + "PASSIVE_EUGENEHOME_FELIX": "On est chez Eugène. Il s'est fait une chouette petite salle de sport.", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Oh ! Tu veux que je reste ici cette nuit, {player}... ?", + "PASSIVE_EUGENEHOME_EUGENE": "Ouais, c'est chez moi. Le QG d\\'Eugène. Mon repaire. Ma base opérationnelle.", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Tu me fais visiter ton petit chez-toi, c'est ça ?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Euh, tu voulais qu'on passe un peu de temps ensemble, juste toi et moi ?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Ton intérieur est impeccable ! J'espère que tu n\\'as pas fait le ménage juste pour moi.", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Tu tenais à ce que nous partagions un moment d'intimité loin des regards, mon cher {player} ?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Tu tenais à ce que nous partagions un moment d'intimité loin des regards, maon cher·ère {player} ?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Tu tenais à ce que nous partagions un moment d'intimité loin des regards, ma chère {player} ?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]C'est toujours un plaisir de venir chez toi, {player}...[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "Peut-être pourrions-nous converser un peu avec ces braves marchands de Port-la-Ville ?", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "Je déteste le sable. C'est toujours un calvaire de nettoyer mes bottes !", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "Cette plage me rappelle le jour où je suis arrivée à la Nouvelle-Wirral...", + "PASSIVE_OVERWORLD_2_0_EUGENE": "C'est le cadre idéal pour faire quelques pompes !", + "PASSIVE_OVERWORLD_2_0_VIOLA": "J'ai foulé les rivages de maintes contrées. Celui-ci est sans doute le plus singulier.", + "PASSIVE_OVERWORLD_2_0_FELIX": "L'endroit serait si paisible, sans tous ces crabes géants...", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]L'océan... Je me demande ce qu\\'il y a au-delà de cette île...[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "Ils vendent des autocollants pour nos cassettes, par ici ! On jette un œil ?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "Ces marchands ont peut-être de quoi nous aider à défendre la justice !", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Et si on allait voir les marchands d'autocollants, {player} ? Ils ont peut-être quelque chose d\\'utile en stock !", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]Et si on achetait de nouveaux autocollants ?[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "Cool, de nouveaux autocollants pour nos monstres !", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "Je [wave amp=30 freq=10]suppose[/wave] que traverser ce pont reste moins salissant que de patauger dans l'eau...", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "C'est le capitaine Murolien et son équipe de choc qui ont construit ce pont, il n\\'y a pas si longtemps.", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "Ce pont est le résultat d'un effort de groupe. Je trouve ça trop cool !", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Ce sentier est très étroit. Ne perds pas l'équilibre, {player} !", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "Je peux voir mon reflet dans l'étang ! Comme c\\'est charmant.", + "PASSIVE_OVERWORLD_5_-5_FELIX": "Ce pont est vraiment charmant, tu trouves pas ?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "Ce sentier est un peu trop étroit à mon goût, franchement.", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]Quel joli pont ![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "Ce sentier est un peu trop étroit à mon goût, franchement.", + "PASSIVE_OVERWORLD_8_0_EUGENE": "Ce sentier est vraiment étroit, hein ?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "Ce sentier est un peu trop étroit à mon goût, franchement.", + "PASSIVE_OVERWORLD_8_0_VIOLA": "Avance avec prudence... J'avais rarement vu sentier aussi étroit.", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Les cimetières m'angoissent toujours, et celui-ci ne fait pas exception...", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]Regarde bien où tu mets les pieds, {player} ![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "Ce sentier est trop étroit. Prends garde de ne pas tomber !", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Les cimetières sont empreints de mélancolie. J'adore.", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "Je trouve ça flippant de voir ces squelettes rôder précisément ici...", + "PASSIVE_OVERWORLD_-4_0_FELIX": "C'est bien le dernier endroit sur cette île où je me hasarderais à venir seul la nuit.", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "J'espère parvenir à quitter un jour cette île, pour ne jamais avoir à reposer sous l\\'une de ces stèles.", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "On pourrait activer cet interrupteur si on trouvait un aimant, {player}.", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]C'est étrange, je me sens comme chez moi, ici...[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Il nous faut un aimant chargé pour activer cet interrupteur.", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Regarde cet interrupteur ! Je parie qu'on pourrait l\\'activer avec un aimant...", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "Je pense pas qu'on puisse activer cet interrupteur en marchant simplement dessus. Trouvons un aimant...", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Quel étrange mécanisme. Il semble ne former que la moitié d'un tout...", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]Il y a sûrement un truc à faire avec cet interrupteur...[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "Comment cette église est arrivée là ?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "Cette église a l'air sur le point de s\\'effondrer... On doit absolument entrer !", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "Cette église aurait bien besoin d'un petit coup de neuf.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Fais attention, {player}... Certains monstres de la région aiment se cacher juste sous la surface de l'eau...", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]Ce bâtiment... Il est à la fois si majestueux et si triste...[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Cette église a connu des jours meilleurs...", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "Cette église est très ancienne. J'ai envie de la dessiner...", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Tu peux escalader ce mur et atteindre ce rebord avec l'aptitude Boule de lianes-citrouilles...", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Si jamais j'ai besoin de vieux métaux rouillés, je saurai [wave amp=30 freq=10]exactement[/wave] où venir les chercher...", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "La Côte de Fer... Port-la-Ville tire pas mal de sa ferraille des tristes épaves qui viennent s'échouer ici.", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "Ce brouillard est vraiment épais. J'ai l\\'impression que je pourrais rentrer tête la première dans un tas de débris à tout moment.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Fais attention, {player}... Certains monstres de la région aiment se cacher juste sous la surface de l'eau...", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]Je crois que je viens de voir quelque chose bouger dans l'eau...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Whouuuuhhh...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Ne nous attardons pas dans cette brume et cette atmosphère viciée.", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "Cette île flotte dans les airs ? Comment c'est POSSIBLE ?", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "Bon, j'ignorais qu\\'il existait une île céleste à la Nouvelle-Wirral. Elle se cachait dans les nuages ?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Euh, aucun capitaine ne m'a jamais parlé d\\'une île dans les nuages à la Nouvelle-Wirral...", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "C'est vraiment fabuleux, hein ?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Argh, je vais encore avoir de la boue plein les bottes, hein ?", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]Je rêve où cette île flotte dans le ciel... ?[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Une île dans les nuages... Une merveille de plus qui me laisse sans voix.", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Ce marais est vraiment... boueux.", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "Je vais bousiller mes baskets à patauger dans toute cette boue...", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "Nous ne sommes pas les bienvenus, ici. Hâtons-nous de quitter ces marais, {player}.", + "PASSIVE_OVERWORLD_MARSH_FELIX": "Les arbres sont immenses, ici.", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "Une forêt ! Je me demande ce qu'on va découvrir ici ?", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "Nous ne sommes pas les bienvenues, ici. Hâtons-nous de quitter ces marais, {player}.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "Nous ne sommes pas les bienvenu·es, ici. Hâtons-nous de quitter ces marais, {player}.", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]Cette eau boueuse va esquinter mes chaussures...[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "Ouvre l'œil, {player} ! Qui sait quels monstres rôdent dans cette forêt...", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Tout ce pollen me chatouille le nez.", + "PYLON_HINT_MEREDITH3": "Il existe peut-être un monstre doté de propriétés magnétiques qu'on pourrait exploiter ? On devrait chercher un peu dans le coin.", + "PASSIVE_OVERWORLD_FOREST_FELIX": "Je parie que ces arbres abritent des monstres tout à fait uniques.", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "Entends-tu la symphonie de ces oiseaux dans les arbres, {player} ?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]Les arbres sont énormes, dans cette région ! Et l'air me chatouille le nez...[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Ce sont les ruines de la Nouvelle-Londres...", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Alors, c'était vrai... Il y a bien une ville abandonnée sur cette île. Flippant.", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Ces ruines me donnent la chair de poule...", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Ces bâtiments en ruine semblent calcinés. C'est un incendie qui a détruit cette ville, ou quoi ?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]Des gens vivaient ici, autrefois, hein ?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "Un vent de mort souffle sur ces lieux.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Oh, ces cerisiers en fleurs sont merveilleux !", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Je vais faire comme si je n'avais pas vu que [wave amp=30 freq=10]nos noms[/wave] étaient inscrits sur ces pierres tombales, d\\'accord ?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Hmm. Cette plaine a un certain charme.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "Ça sent vraiment bon ici, tu trouves pas ?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "C'est une plaine magnifique, hein ?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]Cet endroit est magnifique, avec tous ces pétales emportés par le vent...[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "Ces terres sont d'une grande beauté, mais ne relâche pas ta vigilance pour autant.", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brr... J'espère que je ne vais pas prendre froid !", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Il fait un peu frais, non ?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "On va pas se mentir, ça caille sérieusement.", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "Je n'avais jamais vu des champignons aussi énormes ! C\\'est fou, non ?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "J'aurais dû apporter un manteau...", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "Je ne laisserai pas ce froid soudain m'importuner !", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]Il fait vraiment trop froid... J'aurais peut-être dû me couvrir davantage ?[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Ces champignons géants contribuent vraiment à cette ambiance \\\"boîte de nuit malsaine\\\".", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Ces champignons sont vraiment impressionnants, camarade.", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "Ces champignons sont incroyables ! Je devrais en faire un croquis.", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]Ces champignons brillants sont superbes...[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "C'est un champignon ? La faune et la flore de cette île ne cessent de me surprendre.", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "C'est mon nom qui est inscrit là... ?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Oh. Super. Des tombes à nos noms. C'est rassurant.", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Ce n'est là qu\\'une piteuse tentative d\\'emplir nos cœurs de terreur. Ne t\\'y laisse pas prendre.", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "Ça ne me rassure pas beaucoup de voir nos noms sur ces affreuses pierres tombales...", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]C'est mon nom, sur cette tombe, hein... ?[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "Je me demande à quelle profondeur on est tombés... ?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "Je me demande à quelle profondeur on est tombé·es... ?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "Je me demande à quelle profondeur on est tombées... ?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Qu'est-ce qu\\'on fait, maintenant... ?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]On a fait une sacrée chute...[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "J'ai eu la peur de ma vie...", + "PASSIVE_DUNGEON_MEADOW_FELIX": "Où est-ce qu'on est tombés ?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "Qu'est-ce encore que ce nouveau traquenard ?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Je me demande d'où vient toute cette eau...", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "Il y a de l'eau, ici ? D\\'où elle vient ?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Un canal ? Je me demande d'où vient cette eau ?", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Est-ce que cette eau arrive de la surface, ou bien... ?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]Je me demande d'où vient toute cette eau...[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Un cours d'eau... Peut-être devrions-nous remonter jusqu\\'à sa source ?", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "C'est d\\'ici que viennent tous nos lecteurs de cassettes ! Plutôt cool, non ?", + "PASSIVE_DUNGEON_MALL_FELIX": "Ça fait bizarre de trouver un bâtiment aussi grand à la Nouvelle-Wirral.", + "PASSIVE_DUNGEON_MALL_EUGENE": "Là d'où je viens, il y a des bâtiments vides comme celui-ci à travers tout le pays...", + "PASSIVE_DUNGEON_MALL_VIOLA": "Ces halls sont si vastes et silencieux...", + "MEREDITH_PLATFORM_REACTION2_2.m": "Je propose de pas traîner ici, d'accord ?", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Je crois que les habitants exploitaient des gisements ici, autrefois...", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]C'est vraiment désert...[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Je parie qu'on va trouver des monstres coriaces, ici. Reste sur tes gardes, camarade.", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Cette grotte est une mine abandonnée, non ? Elle a connu des jours meilleurs.", + "PYLON_HINT_MEREDITH1.m": "Hmm. Je crois que c'est une impasse. [pause]À moins que...", + "PYLON_HINT_MEREDITH2": "Tu vois cette boîte bleue, là-haut ? [pause]Il y en a un peu partout sur cette île. Elles génèrent une attraction magnétique permanente.", + "PYLON_HINT_MEREDITH1.n": "Hmm. Je crois que c'est une impasse. [pause]À moins que...", + "PYLON_HINT_MEREDITH1.f": "Hmm. Je crois que c'est une impasse. [pause]À moins que...", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Ce rocher est tout fissuré. Je pense qu'on pourrait le briser en fonçant dedans !", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Ce rocher est dans un sale état. Tu devrais pouvoir le briser en fonçant dedans !", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Ce rocher est dans un sale état. Tu devrais pouvoir le briser en fonçant dedans !", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Ce rocher est constellé de fissures. Tu pourrais facilement le briser en fonçant dedans !", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Ce rocher est dans un sale état. Tu devrais pouvoir le briser en fonçant dedans !", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Ce rocher est dans un bien triste état. J'ai la conviction qu\\'il volerait en éclats si tu le percutais avec assez de force.", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Ce rocher est déjà très endommagé. Je parie que tu pourrais le briser en le percutant suffisamment vite.", + "PASSIVE_PYLON_KAYLEIGH": "La batterie de ce pylône brille d'une drôle de couleur. Tu dois pouvoir utiliser ton aptitude électromagnétique ici, {player} !", + "PASSIVE_PYLON_MEREDITH.m": "Ce pylône me semble très magnétique. Essaie donc d'utiliser ton aptitude électromagnétique en dessous !", + "PASSIVE_PYLON_MEREDITH.f": "Ce pylône me semble très magnétique. Essaie donc d'utiliser ton aptitude électromagnétique en dessous !", + "PASSIVE_PYLON_EUGENE": "Je sens que cette boîte bleue sur ce poteau en bois est très sensible au magnétisme, pas toi ?", + "PASSIVE_PYLON_MEREDITH.n": "Ce pylône me semble très magnétique. Essaie donc d'utiliser ton aptitude électromagnétique en dessous !", + "PASSIVE_PYLON_FELIX": "Tu sais, je crois que tu pourrais utiliser ton aptitude électromagnétique près de ce pylône, {player}.", + "KAYLEIGH_STATION_REACTION2": "Encore une de ces vieilles gares abandonnées... Je me rappelle bien la [wave amp=30 freq=10]première fois[/wave] qu'on en a découvert une...", + "PASSIVE_PYLON_VIOLA": "Cet objet de métal possède une étrange aura bleutée. Ne la vois-tu pas aussi, {player} ?", + "KAYLEIGH_STATION_REACTION3": "Ces vieilles gares poussiéreuses ne m'impressionnent plus. Mais leur silence est toujours aussi oppressant.", + "MEREDITH_STATION_REACTION1": "Euh, [pause]cette île possède donc son propre réseau ferroviaire souterrain ? On voit bien que cette gare [wave amp=30 freq=10]date pas d'hier[/wave]...", + "MEREDITH_STATION_REACTION2": "Encore une gare souterraine ? Je me demande qui les a construites ?", + "MEREDITH_STATION_REACTION3A": "Il y a quelque chose de bizarre avec ces gares souterraines. On dirait [wave amp=30 freq=10]presque[/wave] des gares ordinaires, mais on [wave amp=30 freq=10]sent[/wave] qu'elles ont pas été créées par des humains...", + "MEREDITH_STATION_REACTION3B": "Tu vois ce que je veux dire, {player} ?", + "EUGENE_STATION_REACTION1": "Hein ? [pause]C'est bien une [shake rate=30 level=10]gare[/shake] ? Personne ne m\\'a jamais parlé de ça à la Nouvelle-Wirral !", + "EUGENE_STATION_REACTION2": "Encore une gare, hein ? Décidément, cette île regorge de secrets...", + "EUGENE_STATION_REACTION3": "Je crois bien qu'on est les premiers à mettre les pieds ici depuis LONGTEMPS...", + "FELIX_STATION_REACTION3": "Encore une de ces gares. Il a dû se passer quelque chose récemment pour qu'elles réémergent comme ça, non ?", + "FELIX_STATION_REACTION1": "Attends, c'est une gare ? Personne ne m\\'avait jamais parlé de ça... est-ce que les habitants de l\\'île sont au courant ?", + "FELIX_STATION_REACTION2": "Ces gares souterraines me mettent mal à l'aise. J\\'ai toujours la sensation d\\'être un intrus...", + "VIOLA_STATION_REACTION1": "Ce lieu est si peu accueillant... Plus encore que le reste de cette île mystérieuse.", + "VIOLA_STATION_REACTION2": "L'air est étouffant. Ce lieu est resté longtemps en sommeil, je le sens.", + "VIOLA_STATION_REACTION3": "Un autre de ces endroits mystérieux... Ne passons pas plus de temps ici que nécessaire, {player}.", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]Cet endroit... Il semble très différent du reste de la Nouvelle-Wirral...[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]Encore un de ces étranges tunnels souterrains...[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]Ces structures bizarres... Elles étaient là avant tout le reste, pas vrai ?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "La pression est [shake rate=30 level=10]écrasante[/shake] sur ce quai... C'est la même sensation que quand Morgayne est apparue pour la première fois...", + "KAYLEIGH_PLATFORM_REACTION1_2": "C'est comme si un [shake rate=30 level=10]bruit[/shake] très fort résonnait dans l\\'air, sans qu\\'on puisse l\\'entendre...", + "MEREDITH_PLATFORM_REACTION1_1": "Mais qu'est-ce qui CLOCHE, ici ? [pause]J\\'ai l\\'impression d\\'être [wave amp=30 freq=10]repoussée[/wave] par quelque chose d\\'invisible...", + "KAYLEIGH_PLATFORM_REACTION2_1": "Encore cette sensation. Comme s'il y avait des bruits parasites dans mon cerveau...", + "KAYLEIGH_PLATFORM_REACTION2_2": "L'air a un goût de métal... J\\'ai mal à la tête rien que d\\'être ici...", + "KAYLEIGH_PLATFORM_REACTION3_1": "Encore cette étrange atmosphère...", + "KAYLEIGH_PLATFORM_REACTION3_2": "Je commence à m'y habituer, mais elle me fait encore mal à la tête...", + "MEREDITH_PLATFORM_REACTION1_2": "C'est comme s\\'il y avait des bruits parasites dans mon cerveau...", + "VIOLA_PLATFORM_REACTION1_1.f": "Nous n'avons rien à faire ici, {player}. Même le sol sous nos pieds hurle que nous ne sommes pas les bienvenues.", + "MEREDITH_PLATFORM_REACTION2_1": "Encore cette sensation [wave amp=30 freq=10]bizarre[/wave]... J'apprécie toujours pas.", + "MEREDITH_PLATFORM_REACTION2_2.n": "Je propose de pas traîner ici, d'accord ?", + "MEREDITH_PLATFORM_REACTION2_2.f": "Je propose de pas traîner ici, d'accord ?", + "MEREDITH_PLATFORM_REACTION3_2": "Le truc, c'est de pas faire attention au fait qu\\'on a la tête qui menace [wave amp=30 freq=10]d\\'exploser[/wave] !", + "MEREDITH_PLATFORM_REACTION3_1": "Je crois que je commence à m'habituer à l\\'atmosphère oppressante de ces quais...", + "EUGENE_PLATFORM_REACTION1_1": "Tu sens ça, {player} ? On dirait un bruit de fond qu'on ne peut pas [wave amp=30 freq=10]entendre[/wave], [pause]mais qu\\'on peut directement [wave amp=30 freq=10]ressentir[/wave]...", + "EUGENE_PLATFORM_REACTION2_1": "Encore cette atmosphère bizarre... Tu la ressens aussi ?", + "EUGENE_PLATFORM_REACTION1_2": "Trop bizarre...", + "EUGENE_PLATFORM_REACTION2_2": "J'en ai les dents qui grincent...", + "EUGENE_PLATFORM_REACTION3_1": "Oh, encore cette [wave amp=30 freq=10]sensation désagréable[/wave]. C'est jamais bon signe.", + "EUGENE_PLATFORM_REACTION3_2": "Reste sur tes gardes, camarade.", + "FELIX_PLATFORM_REACTION1_1": "C'est quoi, ce drôle de bruit ? [pause]Non, je sais qu\\'on n\\'entend rien, mais... [pause]L\\'air vibre bizarrement...", + "FELIX_PLATFORM_REACTION2_2": "C'est vraiment dur de [wave amp=30 freq=10]réfléchir[/wave], ici. [pause]C\\'est pareil pour toi ?", + "FELIX_PLATFORM_REACTION1_2": "J'ai la nette impression qu\\'on ne devrait [wave amp=30 freq=10]pas[/wave] être là...", + "FELIX_PLATFORM_REACTION2_1": "Encore cette [wave amp=30 freq=10]présence[/wave]. Elle me donne la chair de poule...", + "FELIX_PLATFORM_REACTION3_1": "Encore cette [wave amp=30 freq=10]ambiance épouvantable[/wave]. À ce stade, j'y suis presque habitué.", + "FELIX_PLATFORM_REACTION3_2": "... Ou pas, en fait. Je crois vraiment que je ne m'y ferai [wave amp=30 freq=10]jamais[/wave].", + "VIOLA_PLATFORM_REACTION1_1.m": "Nous n'avons rien à faire ici, {player}. Même le sol sous nos pieds hurle que nous ne sommes pas les bienvenus.", + "VIOLA_PLATFORM_REACTION1_2": "Ne le ressens-tu pas ? Ce sentiment d'anormalité qui flotte dans l\\'air, au point de le rendre presque irrespirable ?", + "VIOLA_PLATFORM_REACTION1_1.n": "Nous n'avons rien à faire ici, {player}. Même le sol sous nos pieds hurle que nous ne sommes pas les bienvenu·es.", + "VIOLA_PLATFORM_REACTION2_1": "Encore cette terrible sensation, {player}. Elle me transperce d'effroi jusqu\\'aux tréfonds de l\\'âme.", + "VIOLA_PLATFORM_REACTION2_2": "J'ai l\\'impression de lutter contre un océan hostile...", + "VIOLA_PLATFORM_REACTION3_1": "Je commence à me faire à l'intense hostilité de ces lieux. Après tout, n\\'en avons-nous pas bravé les dangers plusieurs fois déjà ?", + "VIOLA_PLATFORM_REACTION3_2": "Nous devons poursuivre. Cette aura déplaisante n'est pas suffisante pour m\\'arrêter.", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "Je ressens la même chose que quand on a dû affronter Morgayne... [pause]Cette impression de faire face à une [wave amp=30 freq=10]pure anomalie[/wave]...", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]Je ne me sens pas bien du tout ici, {player}...[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]Je n'aime vraiment pas la sensation que me donne cet endroit, {player}...[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]Partons d'ici au plus vite, d\\'accord ?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]Plus vite on repartira, mieux ce sera...[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]Encore cette douleur sourde dans ma tête... Argh...[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]Je propose de ne pas traîner ici trop longtemps, {player}...[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "C'est un [shake rate=30 level=10]archange[/shake]...", + "KAYLEIGH_ARCHANGEL_REACTION2": "Encore un archange... Il est aussi [shake rate=30 level=10]pénible[/shake] à regarder que les précédents...", + "KAYLEIGH_ARCHANGEL_REACTION3": "Un [shake rate=30 level=10]archange[/shake] ! Prépare-toi, {player} !", + "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Qu'est-ce que c\\'est !?[/shake] [pause]Pourquoi un aspect aussi... [shake rate=30 level=10]dérangeant[/shake] !?", + "MEREDITH_ARCHANGEL_REACTION1_2": "J'ai mal à la tête, rien que de le regarder... [pause]{player}, c\\'est un [shake rate=30 level=10]archange[/shake], [pause]c\\'est ça ?", + "MEREDITH_ARCHANGEL_REACTION2_2": "Et... [pause]Cette fois encore... [pause]J'ai la sensation d\\'observer [shake rate=30 level=10]quelque chose que j\\'aurais jamais dû voir[/shake]...", + "MEREDITH_ARCHANGEL_REACTION2_1": "Encore un archange...", + "EUGENE_ARCHANGEL_REACTION1_2": "Je suppose que c'est un [wave amp=30 freq=10]archange[/wave], c\\'est ça ?", + "EUGENE_ARCHANGEL_REACTION1_1": "Que... [pause]Comment... [pause]cette [wave amp=30 freq=10]chose[/wave] peut ressembler... [wave amp=30 freq=10]à ça[/wave] !? [pause]Mon cerveau refuse d'y croire...", + "MEREDITH_ARCHANGEL_REACTION3": "Oh. [pause]Un archange. [pause]On est encore dans le [wave amp=30 freq=10]pétrin[/wave], c'est ça ?", + "FELIX_ARCHANGEL_REACTION1_1": "J-Je n'avais jamais rien vu de tel... [pause]Qu\\'est-ce qui se passe, {player}... ? [pause]Qu\\'est-ce que c\\'est que cette [shake rate=30 level=10]horreur[/shake] !?", + "EUGENE_ARCHANGEL_REACTION2": "C'est encore un archange ! [pause]Argh, [pause]une telle abomination devrait [wave amp=30 freq=10]même pas pouvoir exister[/wave]...", + "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]Un archange ![/shake] [pause]Prépare-toi, {player} !", + "FELIX_ARCHANGEL_REACTION1_2": "Ça doit être un [shake rate=30 level=10]archange[/shake]...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "... Je suis sérieux, chef. Cette nouvelle recrue manque pas de cran !", + "FELIX_ARCHANGEL_REACTION2_1": "Un archange ! Il faut du courage rien que pour oser le regarder. Mon corps tout entier me [shake rate=30 level=10]hurle[/shake] de fuir !", + "FELIX_ARCHANGEL_REACTION2_2": "C'est difficile à expliquer, mais il semble... [wave amp=30 freq=10]de travers[/wave], tu trouves pas ?", + "FELIX_ARCHANGEL_REACTION3": "Je m'habituerai [wave amp=30 freq=10]jamais[/wave] à cette sensation qu\\'on éprouve face à un archange...", + "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Cet esprit[/shake] ! Je n'avais jamais rien vu de tel... [pause]Il n\\'a pas sa [shake rate=30 level=10]place[/shake] dans notre monde.", + "VIOLA_ARCHANGEL_REACTION1_2": "Poser simplement les yeux sur lui relève de [shake rate=30 level=10]l'hérésie[/shake] !", + "VIOLA_ARCHANGEL_REACTION2": "Un autre esprit venu défier la raison ! Je peux [shake rate=30 level=10]à peine[/shake] tolérer de tourner mon regard vers lui...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "... Je suis sérieux, chef. Cette nouvelle recrue manque pas de cran !", + "VIOLA_ARCHANGEL_REACTION3": "{player} ! Voilà un autre de ces [shake rate=30 level=10]esprits déchus[/shake] ! Ceux que tu nommes les \\\"archanges\\\".", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "... Je suis sérieux, chef. Cette nouvelle recrue manque pas de cran !", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Moi et mes gars, on est [wave amp=30 freq=10]vraiment[/wave] impressionnés ! J'ai pris la raclée de ma vie !", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "C'est plutôt rare d\\'entendre ce genre d\\'éloges de ta part, Murolien !", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "C'est plutôt rare d\\'entendre ce genre d\\'éloges de ta part, Murolien !", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Il faut dire qu'on organise rarement des combats contre les nouveaux. Mon épreuve habituelle de \\\"construction de mur de briques\\\" est nettement moins excitante...", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "C'est plutôt rare d\\'entendre ce genre d\\'éloges de ta part, Murolien !", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "D'ailleurs, ma pause repas est terminée ! Je dois me remettre au travail. À plus tard, chef !", + "TOWN_HALL_SKIP_EVENT_SKIP1": "... Allez, Ianthe ! Raconte-moi comment était ta vie avant d'arriver à la Nouvelle-Wirral !", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "Eh bien... [pause]J'étais un genre de détective, si tu veux tout savoir.", + "TOWN_HALL_SKIP_EVENT_SKIP3": "Ouah ! [pause]Et tu devais retrouver beaucoup d'objets perdus pour tes clients ? Ceux des autres mondes semblent posséder des [wave amp=30 freq=10]tonnes[/wave] de trucs, alors, ils doivent forcément les perdre souvent, non ?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "Mes missions étaient un peu plus... [pause]sérieuses que ça, pour être honnête.", + "TOWN_HALL_SKIP_EVENT_SKIP5": "Je dois retourner au travail, mais il faudra [wave amp=30 freq=10]absolument[/wave] que tu m'en dises plus la prochaine fois !", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "... Je vais être franc, Ianthe. Je crois que les autres capitaines sont [wave amp=30 freq=10]à côté de la plaque[/wave].", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "À quel sujet, au juste ?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "Je parle de tout ce qui touche au [wave amp=30 freq=10]sommeil[/wave], enfin ! Ma spécialité !", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "Ils n'entendent rien à l\\'onirisme, [pause]ni au concept d\\'inconscient collectif, [pause]et encore moins à l\\'impact des rêves sur cette réalité !", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Franchement, je commence à penser qu'ils me prennent juste pour un gros fainéant.", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Mais, tu [wave amp=30 freq=10]ES[/wave] un gros fainéant.", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Ha. Je sais.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Ne te préoccupe pas d'eux. Ils n\\'ont pas besoin de comprendre ton travail, tant qu\\'ils respectent ma décision d\\'avoir fait de toi un capitaine.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Ne te préoccupe pas d'eux. Ils n\\'ont pas besoin de comprendre ton travail, tant qu\\'ils respectent ma décision d\\'avoir fait de toi un capitaine.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Ne te préoccupe pas d'eux. Ils n\\'ont pas besoin de comprendre ton travail, tant qu\\'ils respectent ma décision d\\'avoir fait de toi un capitaine.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Merci pour le soutien, chef.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Merci pour le soutien, chef.", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Bâillement* [pause]Bon, tout ça m'a épuisé. Je crois que je vais aller faire une bonne sieste.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Merci pour le soutien, chef.", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "... Je suis sérieux, Ianthe. Cette dernière fournée de recrues n'est absolument PAS à la hauteur. Ces bleus ne comprennent pas que la stratégie est [wave amp=30 freq=10]plus importante[/wave] que leur capacité à se transformer en monstre !", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Ils sont enthousiastes, c'est l\\'essentiel. Et qui de plus qualifié pour leur inculquer les bases du combat stratégique qu\\'un [wave amp=30 freq=10]maître[/wave] tacticien !", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Sauf erreur de ma part, [pause]c'est justement à toi de leur apprendre, non ?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Hmm. Tu n'as pas tort. Je vais leur laisser une chance...", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "Pour le moment.", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "C'est compréhensible. Les humains sont... [pause]déconcertants. [pause]Imprévisibles.", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]... Je trouve simplement difficile d'avoir de la compassion pour l\\'espèce humaine.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]... Non, [pause]je ne suis pas d'accord. Les humains ne sont [wave amp=30 freq=10]pas[/wave] imprévisibles. C\\'est même tout le contraire.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Ils prennent toujours la décision la plus [shake rate=30 level=10]absurde[/shake] possible en toutes circonstances, du moment qu'elle conduit à une récompense immédiate, même [wave amp=30 freq=10]dérisoire[/wave].[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "J'apprécie ton honnêteté, Clé-Ô.", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Mais en général, on ne base pas nos décisions sur leurs conséquences possibles. On écoute avant tout nos émotions.", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]Moi aussi ! Et ce sont mes [wave amp=30 freq=10]émotions[/wave] qui me disent que l'humanité est [shake rate=30 level=10]fondamentalement[/shake] stupide et qu\\'elle finira par [shake rate=30 level=10]provoquer sa propre destruction[/shake] ![/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Eh bien, en attendant ce jour, sache que les Veilleurs apprécient grandement tes services.", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Pfff.[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "C'est déjà un petit miracle qu\\'on ait l\\'eau courante et de l\\'énergie propre. Pourvu que ça dure ! Cette île est si [wave amp=30 freq=10]imprévisible[/wave]...", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "C'est plutôt une bonne nouvelle pour la ville ! Merci pour ton rapport, Levi.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "... Et je crois qu'on a fait le tour. Nos générateurs hydroélectriques sont tous pleinement opérationnels. On aura sûrement besoin de remplacer certaines pièces dans quelques années, mais rien de méchant.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Pas de souci, chef ! Si la chance doit tourner pour Port-la-Ville, les Veilleurs seront là pour gérer le problème.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Pas de souci, chef ! Si la chance doit tourner pour Port-la-Ville, les Veilleurs seront là pour gérer le problème.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Pas de souci, chef ! Si la chance doit tourner pour Port-la-Ville, les Veilleurs seront là pour gérer le problème.", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "... Je plaisante pas, chef, il y a du changement dans le plan astral, ces derniers temps ! Tous les fantômes en parlent ! D'après eux, plusieurs [wave amp=30 freq=10]grosses pointures[/wave] préparent leur grand retour !", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Merci... [pause]Tu as raison, bien sûr !", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"Tous les fantômes\\\"... ?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Bien sûr ! [pause]Il existe [wave amp=30 freq=10]toutes sortes[/wave] d'esprits, d\\'ombres et d\\'entités dans le plan astral. Ce sont mes premiers informateurs !", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Je te crois sur parole !", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Très bien ! [pause]Le problème des \\\"fusions rebelles\\\" s'est bien aggravé, ces derniers mois. Tu as remarqué ces épais nuages noirs, dans le ciel ? Ils trahissent la position de ces [wave amp=30 freq=10]grands rassemblements[/wave] de monstres.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Alors, qu'est-ce que tu en penses ? Je veux ton analyse complète.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "Lors d'une récente mission, je me suis retrouvée confrontée à une nuée de Gelos. Ils avaient clairement l\\'avantage du nombre, mais je les ai tous [wave amp=30 freq=10]taillés en pièces[/wave] !", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Je crains néanmoins que nos novices sous-estiment la menace et se retrouvent en terrible danger. Je crois qu'on devrait mettre toutes nos recrues au parfum concernant ces \\\"nuées de monstres\\\".", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "Ce n'est rien ! Maintenant, si tu veux bien m\\'excuser, j\\'ai encore du travail. Les [wave amp=30 freq=10]forces du mal[/wave] ne se reposent jamais, alors, moi non plus.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Ce sera fait ! Tes renseignements sont toujours aussi précieux, Gladiola.", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "... Alors ? Ça te manque ? De ne plus vivre dans une grande ville, je veux dire.", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "C'est... [pause]Je n\\'en attendais pas tant, chef !", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "Parce qu'à moi, oui !", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "C'était assurément plus [wave amp=30 freq=10]palpitant[/wave]... mais ça ne veut pas dire que la vie y était [wave amp=30 freq=10]meilleure[/wave].", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "J'ai grandi dans une méga-métropole. Les seuls arbres qu\\'on y trouve sont artificiels. Les façades et les néons des gratte-ciel ont banni toutes les étoiles depuis longtemps.", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "La vie n'y a que peu de valeur, et seuls les gens les plus endurcis ont une chance de survivre dans un monde aussi cruel.", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "À mon [wave amp=30 freq=10]arrivée[/wave] ici, il m'a fallu pas mal de temps pour m\\'habituer à ce nouveau rythme.", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "Sans problème ! J'ai animé des cours de cardio toutes les semaines pendant cinq ans ! Si quelqu\\'un est qualifié ici, c\\'est bien [wave amp=30 freq=10]moi[/wave] !", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "On pourrait opter pour une activité ludique ! [pause]Ou pourquoi pas de la [wave amp=30 freq=10]danse aérobique[/wave] ? Cybile se chargerait de la musique !", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "... Je pense que les Veilleurs auraient grand besoin d'un programme d\\'entraînement physique.", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Oui, l'idée me plaît ! Si tu te sens capable de gérer, bien sûr.", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Imagine ! Toi qui nous parles toujours [wave amp=30 freq=10]d'esprit de communauté[/wave] ! Quoi de mieux pour renforcer les liens entre nos chers concitoyens qu\\'une [shake rate=30 level=10]expérience acoustique partagée[/shake] chaque jour ?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "... Et en installant des haut-parleurs dans Port-la-Ville, je pourrais diffuser ma musique [wave amp=30 freq=10]partout[/wave] en même temps !", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "J'ai des doutes, Cybile. Je pense que les gens de cette ville ont des goûts musicaux très variés. J\\'y vois plus un risque de controverse.", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Hmm. Je vois ce que tu veux dire.", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]Ça me va ![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "... Si j'avais su que tout le monde m\\'appellerait définitivement \\\"Codey\\\", j\\'aurais choisi un surnom un peu plus cool. [pause]Comme \\\"Hackman\\\", [pause]ou \\\"Omegabyte\\\".", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Hé, je ne dis pas non pour autant ! [pause]Voilà ce que je te propose : si Cyan nous déniche un jour des haut-parleurs intacts, je soumettrai ta proposition au conseil municipal.", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "Eh bien, choisis-toi un nouveau nom. C'est ce que j\\'ai fait.", + "TOWN_HALL_CODEY_EVENT_CODEY3": "Attends... Tu ne t'es pas toujours appelée Ianthe ?", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "Non ! Dans mon ancien domaine, il valait mieux user de pseudonymes. Tu sais ce que c'est.", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"Ianthe\\\" est le nom d'une déesse de l\\'eau dans la mythologie grecque. Je l\\'ai choisi sans trop réfléchir, mais je trouve qu\\'il sonne plutôt bien.", + "TOWN_HALL_CODEY_EVENT_CODEY6": "Hmm. En fait, tu nous caches des tas de choses, hein ?", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "Peut-être, mais tu n'en sauras pas plus !", + "LENNA_ENCOUNTER_LENNA1.n": "Toi... [pause]Tu te prends pour un·e brave ? Le fardeau de l'héroïsme est lourd à porter. En es-tu réellement capable ?", + "LENNA_ENCOUNTER_LENNA1.f": "Toi... [pause]Tu te prends pour une brave ? Le fardeau de l'héroïsme est lourd à porter. En es-tu réellement capable ?", + "LENNA_ENCOUNTER_LENNA1.m": "Toi... [pause]Tu te prends pour un brave ? Le fardeau de l'héroïsme est lourd à porter. En es-tu réellement capable ?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "Euh, c'est à {player} que tu parles ? Parce que son [wave amp=30 freq=10]héroïsme[/wave] ne fait aucun doute !", + "LENNA_ENCOUNTER_MEREDITH2.m": "Euh, comment ça, un \\\"fardeau\\\" ?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "Euh, c'est à {player} que tu parles ? Parce que son [wave amp=30 freq=10]héroïsme[/wave] ne fait aucun doute !", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "Euh, c'est à {player} que tu parles ? Parce que son [wave amp=30 freq=10]héroïsme[/wave] ne fait aucun doute !", + "LENNA_ENCOUNTER_MEREDITH2.f": "Euh, comment ça, un \\\"fardeau\\\" ?", + "LENNA_ENCOUNTER_FELIX2": "Drôle d'entrée en matière. Mais continue, on t\\'écoute.", + "LENNA_ENCOUNTER_EUGENE2": "Je crois qu'en toute honnêteté, on se partage [wave amp=30 freq=10]équitablement[/wave] le rôle de héros, {player} et moi.", + "LENNA_ENCOUNTER_MEREDITH2.n": "Euh, comment ça, un \\\"fardeau\\\" ?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]Je crois que c'est à toi qu\\'elle parle, {player}...[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "Sois plus clair, je te prie.", + "LENNA_ENCOUNTER_LENNA2.m": "Non, tu ne mérites pas encore ce titre.", + "LENNA_ENCOUNTER_LENNA3.n": "Laisse-moi tester ta force [wave amp=30 freq=10]et[/wave] ton courage !", + "LENNA_ENCOUNTER_LENNA2.f": "Non, tu ne mérites pas encore ce titre.", + "LENNA_ENCOUNTER_LENNA3.m": "Laisse-moi tester ta force [wave amp=30 freq=10]et[/wave] ton courage !", + "LENNA_ENCOUNTER_LENNA2.n": "Non, tu ne mérites pas encore ce titre.", + "LENNA_ENCOUNTER_LENNA3.f": "Laisse-moi tester ta force [wave amp=30 freq=10]et[/wave] ton courage !", + "LENNA_ENCOUNTER_LENNA5.m": "Je m'appelle Lenna. En garde ! [shake rate=30 level=10]Montre-moi ce que tu sais faire[/shake] !", + "LENNA_ENCOUNTER_LENNA4.m": "Tu es prêt ?", + "LENNA_ENCOUNTER_LENNA4.f": "Tu es prête ?", + "LENNA_ENCOUNTER_LENNA4.n": "Tu es prêt·e ?", + "LENNA_ENCOUNTER_LENNA6.m": "Je reconnais ma défaite. Félicitations, étranger.", + "LENNA_ENCOUNTER_LENNA5.f": "Je m'appelle Lenna. En garde ! [shake rate=30 level=10]Montre-moi ce que tu sais faire[/shake] !", + "LENNA_ENCOUNTER_LENNA5.n": "Je m'appelle Lenna. En garde ! [shake rate=30 level=10]Montre-moi ce que tu sais faire[/shake] !", + "LENNA_ENCOUNTER_LENNA6.f": "Je reconnais ma défaite. Félicitations, étrangère.", + "LENNA_ENCOUNTER_KAYLEIGH7": "Ne le prends pas mal, mais tu possèdes une force [wave amp=30 freq=10]colossale[/wave] pour une simple humaine. Tu ne serais pas... un archange, par hasard ?", + "LENNA_ENCOUNTER_LENNA6.n": "Je reconnais ma défaite. Félicitations, étranger·ère.", + "LENNA_ENCOUNTER_MEREDITH7": "Je pensais pas qu'un être humain pouvait être [wave amp=30 freq=10]aussi fort[/wave]. Avoue... T\\'es un archange, c\\'est ça ?", + "LENNA_ENCOUNTER_EUGENE7": "Hé, [pause]sois honnête avec nous. T'es un archange, pas vrai ? Une simple humaine ne pourrait pas être aussi forte !", + "LENNA_ENCOUNTER_FELIX7": "Bon, autant être franc et direct : t'es un archange, c\\'est ça ? Tu te bats comme eux, en tout cas.", + "LENNA_ENCOUNTER_VIOLA7": "Je sens que tu n'es pas tout à fait honnête avec nous, \\\"Lenna\\\".", + "LENNA_ENCOUNTER_7_OPTION1": "T'es un archange, Lenna ?", + "LENNA_ENCOUNTER_LENNA8": "C'est exact. Du moins, c\\'est ce que j\\'étais. [pause]C\\'est une longue histoire.", + "LENNA_ENCOUNTER_LENNA9": "Mais je vis en tant qu'humaine, à présent.", + "LENNA_ENCOUNTER_7_OPTION2": "Hmm, t'es un archange, pas vrai ?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "Tu peux vraiment faire ça... ?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "C'est possible ?", + "LENNA_ENCOUNTER_LENNA10": "Pourquoi pas ? [pause]Nous ne sommes pas prisonniers de nos origines. Peu importe qui nous [wave amp=30 freq=10]étions[/wave], ce sont nos choix présents qui comptent.", + "LENNA_ENCOUNTER_MEREDITH16": "Ah, d'accord. Tu faisais que passer à la Nouvelle-Wirral, alors ?", + "LENNA_ENCOUNTER_MEREDITH11": "Hmm. Ça se tient.", + "LENNA_ENCOUNTER_KAYLEIGH11": "C'est vrai ! Je suis [wave amp=30 freq=10]complètement[/wave] d\\'accord !", + "LENNA_ENCOUNTER_FELIX11": "Entièrement d'accord.", + "LENNA_ENCOUNTER_EUGENE11": "Tu as raison. On ne peut pas te reprocher qui tu es.", + "LENNA_ENCOUNTER_LENNA12": "Ça va probablement te surprendre, mais je suis une simple [wave amp=30 freq=10]institutrice[/wave]. Ma mission était de te mettre à l'épreuve et tu viens de réussir haut la main !", + "LENNA_ENCOUNTER_VIOLA11": "Oui. Ces paroles ont du sens.", + "LENNA_ENCOUNTER_LENNA13": "Oh, j'ai oublié de te demander ton nom...", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "C'est {player} !", + "LENNA_ENCOUNTER_LENNA14.m": "Ça a été un plaisir de t'affronter, {player} ! Tu possèdes vraiment une âme \\\"héroïque\\\" !", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "On m'appelle {player}.", + "LENNA_ENCOUNTER_LENNA15": "Bon, je dois te laisser. Miss Ambre m'a promis de me ramener chez moi sitôt ma mission terminée, et Paige doit déjà commencer à [wave amp=30 freq=10]s\\'impatienter[/wave].", + "LENNA_ENCOUNTER_KAYLEIGH18": "Cette île a vraiment le don d'attirer des tas de gens intéressants, pas vrai ?", + "LENNA_ENCOUNTER_LENNA14.n": "Ça a été un plaisir de t'affronter, {player} ! Tu possèdes vraiment une âme \\\"héroïque\\\" !", + "LENNA_ENCOUNTER_LENNA14.f": "Ça a été un plaisir de t'affronter, {player} ! Tu possèdes vraiment une âme \\\"héroïque\\\" !", + "LENNA_ENCOUNTER_KAYLEIGH16": "Oh ! Miss Ambre connaît vraiment beaucoup de monde, hein... ?", + "LENNA_ENCOUNTER_EUGENE16": "Quoi ! Tu étais juste de passage pour [wave amp=30 freq=10]ça[/wave] à la Nouvelle-Wirral ?", + "LENNA_ENCOUNTER_VIOLA16": "Je sens que tu te languis des tiens, toi aussi. Ne nous laisse pas te retenir plus longtemps.", + "LENNA_ENCOUNTER_FELIX16": "Tu es simplement venue sur cette île en mission ? Ça, c'est fort !", + "LENNA_ENCOUNTER_LENNA17": "Ce n'est qu\\'un au revoir, {player} !", + "LENNA_ENCOUNTER_MEREDITH18": "Mince, j'ai même pas eu le temps de lui demander si c\\'était des vraies cornes, ou juste sa coiffure.", + "LENNA_ENCOUNTER_FELIX18": "Décidément, on ne s'ennuie jamais, sur cette île.", + "LENNA_ENCOUNTER_EUGENE18": "Je suis sûr qu'elle m\\'a trouvé héroïque aussi... Elle a juste oublié de le dire.", + "LENNA_ENCOUNTER_VIOLA18": "Adieu, Lenna du royaume inconnu.", + "HARBOURTOWN_FLORIST_NAME": "Veilleuse anxieuse", + "HARBOURTOWN_FLORIST1_OPTION1": "Si !", + "HARBOURTOWN_FLORIST1": "Excuse-moi, tu ne ferais pas partie des Veilleurs, par hasard ?", + "HARBOURTOWN_FLORIST1_OPTION2": "Non !", + "HARBOURTOWN_FLORIST2": "Magnifique ! Je suis une [wave amp=30 freq=10]Veilleuse[/wave], moi aussi. Enfin, presque. Tu ne voudrais pas me donner un coup de main ?", + "HARBOURTOWN_FLORIST1_NO": "Oh, dommage.", + "HARBOURTOWN_KAYLEIGH9": "Oui ! La ville est nettement plus jolie, maintenant !", + "HARBOURTOWN_FLORIST3": "J'ai commandé des arbrisseaux à la ferme des Pipelin pour embellir la ville.", + "HARBOURTOWN_FLORIST4": "Malheureusement, je suis trop... indécise. Lesquels sont les plus jolis ? Impossible de me décider !", + "HARBOURTOWN_FLORIST5": "Tu veux bien m'aider et planter ceux de ton choix dans les jardinières que j\\'ai installées en ville ?", + "HARBOURTOWN_FLORIST5_OPTION1": "Bien sûr !", + "HARBOURTOWN_FLORIST5_OPTION2": "Une autre fois.", + "HARBOURTOWN_FLORIST5_NO": "Pas grave ! Je comprends. Mais... si jamais tu changes d'avis, tu sais où me trouver.", + "HARBOURTOWN_FLORIST6": "Merci ! Tiens, prends ça...", + "HARBOURTOWN_FLORIST11": "Il y avait tant de choix à faire, j'en étais presque paralysée !", + "HARBOURTOWN_FLORIST7": "J'ai installé 14 jardinières à travers la ville. Préviens-moi quand elles seront toutes pleines !", + "HARBOURTOWN_FLORIST8": "Oh, tu as déjà fini ?", + "HARBOURTOWN_MEREDITH9": "Ouais, on a clairement fait grimper l'indice écolo de la ville de quelques points.", + "HARBOURTOWN_EUGENE9.m": "Ouais ! {player} a fait tout le sale boulot, mais je lui ai apporté mon soutien moral !", + "HARBOURTOWN_EUGENE9.n": "Ouais ! {player} a fait tout le sale boulot, mais je lui ai apporté mon soutien moral !", + "HARBOURTOWN_EUGENE9.f": "Ouais ! {player} a fait tout le sale boulot, mais je lui ai apporté mon soutien moral !", + "HARBOURTOWN_FELIX9": "Je crois qu'on peut dire que la ville est devenue un peu plus plaisante.", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]Mission accomplie ! Port-la-Ville est plus belle que jamais ![/wave]", + "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Merci infiniment ![/shake] Il y avait tant de choix à faire, j'en étais presque paralysée ! Tiens, tu as mérité une récompense pour ton aide !", + "HARBOURTOWN_VIOLA9": "En effet, notre tâche est terminée. Et la ville s'en trouve embellie.", + "GAUNTLET_INTRO_MAGIKRAB1.m": "Ah, {player}. J'espérais justement te voir. J\\'ai... une proposition à te faire !", + "GAUNTLET_INTRO_MAGIKRAB1.f": "Ah, {player}. J'espérais justement te voir. J\\'ai... une proposition à te faire !", + "GAUNTLET_INTRO_MAGIKRAB2": "Læ Mer-ligne n'existe pas uniquement sur cette île, vois-tu. Dans leur périple sans fin à travers le grand cosmos, ses trains passent par de nombreux mondes [wave amp=30 freq=10]potentiels[/wave] encore non référencés !", + "GAUNTLET_INTRO_MAGIKRAB1.n": "Ah, {player}. J'espérais justement te voir. J\\'ai... une proposition à te faire !", + "GAUNTLET_INTRO_MAGIKRAB4": "Elles ont beau avoir une apparence comparable à celle des humains et des monstres que tu connais, elles sont fondamentalement différentes de tout ce que tu as pu voir jusqu'à présent. Et en tant que simples [wave amp=30 freq=10]potentialités[/wave], elles n\\'appartiennent pas totalement à notre réalité.", + "GAUNTLET_INTRO_MAGIKRAB3": "Bien entendu, ces mondes [wave amp=30 freq=10]potentiels[/wave] sont peuplés de créatures [wave amp=30 freq=10]potentielles[/wave], et certaines tentent parfois de s'inviter à bord !", + "GAUNTLET_INTRO_MAGIKRAB5": "De plus, au même titre que le potentiel d'une personne dépasse parfois ses capacités, ces créatures sont souvent beaucoup plus puissantes que les individus réels que tu as rencontrés.", + "GAUNTLET_INTRO_MAGIKRAB6": "Tout ça est sans conséquence pour notre illustre Mer-ligne, mais c'est assez problématique pour [wave amp=30 freq=10]moi[/wave], qui préfère voyager en paix.", + "GAUNTLET_INTRO_MAGIKRAB7": "Je crois savoir que les Veilleurs sont en quête de \\\"matière fusionnée\\\". C'est bien le cas ?", + "GAUNTLET_INTRO_MAGIKRAB8": "Je te propose un marché : tu débarrasses quelques wagons de ces [wave amp=30 freq=10]maudites[/wave] entités potentielles et je te fournis de cette \\\"matière fusionnée\\\". Qu'en dis-tu ?", + "GAUNTLET_CAFE_HINT.v1.f": "Petite astuce : si tu te trouves bloquée dans un wagon, je peux toujours mélanger la composition du train. Il te suffit d'en sortir et de me demander ! Les adversaires et les modificateurs du wagon en question seront ainsi modifiés aléatoirement.", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "Marché conclu !", + "GAUNTLET_INTRO_MAGIKRAB9": "Excellent ! Vois ça comme un [wave amp=30 freq=10]entraînement spécial[/wave], si ça peut te motiver. Ce sera plus amusant !", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "Pourquoi pas... ?", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "Essaie d'être un peu plus prudent, {player} !", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "Je vois dans tes yeux que tu as affronté de nouveaux adversaires. Si tu le souhaites, je peux mélanger la composition du train pour y intégrer ces nouveaux ennemis !", + "GAUNTLET_ENTER_MAGIKRAB1": "Tout le monde à bord !", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "Essaie d'être un peu plus prudent·e, {player} !", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "Essaie d'être un peu plus prudente, {player} !", + "GAUNTLET_CAFE_MAGIKRAB1": "J'ai enregistré ta progression, {player}. Si tu décides de quitter le train des épreuves, tu pourras repartir d\\'ici la prochaine fois !", + "GAUNTLET_CAFE_MAGIKRAB2": "Qu'est-ce que je peux faire pour toi, {player} ?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "Malheureusement, tu n'en as encore obtenu aucune. Commence par remporter quelques combats !", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "J'ai besoin de me ravitailler.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "Très bien. Je me paierai avec la matière fusionnée que tu n'as pas encore récupérée, si tu en as assez.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "Je veux mes récompenses.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "Utilise la porte par laquelle tu es entré·e !", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "D'accord, mais ce choix réinitialisera ta série de victoires. Tu es sûr ?", + "GAUNTLET_CAFE_HINT.v2.f": "Petite astuce : sois bien attentive aux modificateurs actifs dans le prochain wagon. Les effets bénéfiques rendent tes adversaires plus forts, tandis que les effets néfastes affaiblissent ton équipe. Ajuste ta stratégie avant de foncer vers le danger !", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "D'accord, mais ce choix réinitialisera ta série de victoires. Tu es sûr·e ?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "D'accord, mais ce choix réinitialisera ta série de victoires. Tu es sûre ?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "Je veux accéder à ma collection de cassettes.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "Je veux partir.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "Utilise la porte par laquelle tu es entré !", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "Utilise la porte par laquelle tu es entrée !", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "Rien pour l'instant.", + "GAUNTLET_CAFE_HINT.v1.m": "Petite astuce : si tu te trouves bloqué dans un wagon, je peux toujours mélanger la composition du train. Il te suffit d'en sortir et de me demander ! Les adversaires et les modificateurs du wagon en question seront ainsi modifiés aléatoirement.", + "GAUNTLET_CAFE_HINT.v2.m": "Petite astuce : sois bien attentif aux modificateurs actifs dans le prochain wagon. Les effets bénéfiques rendent tes adversaires plus forts, tandis que les effets néfastes affaiblissent ton équipe. Ajuste ta stratégie avant de foncer vers le danger !", + "GAUNTLET_CAFE_HINT.v2.n": "Petite astuce : sois bien attentif·ve aux modificateurs actifs dans le prochain wagon. Les effets bénéfiques rendent tes adversaires plus forts, tandis que les effets néfastes affaiblissent ton équipe. Ajuste ta stratégie avant de foncer vers le danger !", + "GAUNTLET_CAFE_HINT.v1.n": "Petite astuce : si tu te trouves bloqué·e dans un wagon, je peux toujours mélanger la composition du train. Il te suffit d'en sortir et de me demander ! Les adversaires et les modificateurs du wagon en question seront ainsi modifiés aléatoirement.", + "GAUNTLET_CAFE_HINT.v3.m": "Petite astuce : fais le plein d'objets ! Tu ne sais jamais ce qui t\\'attend dans le prochain wagon, alors à toi de parer à toutes les éventualités. Les remèdes, notamment, peuvent t\\'aider à contrer les effets néfastes !", + "GAUNTLET_CAFE_HINT.v5": "Petite astuce : remporte plusieurs combats à la suite sans quitter le train des épreuves ni récupérer tes récompenses pour accroître ta série de victoires. Plus elle augmente, meilleures sont les récompenses obtenues à chaque combat, alors prends des risques pour gagner gros !", + "GAUNTLET_CAFE_HINT.v4": "Petite astuce : n'oublie pas d\\'encaisser tes récompenses ! En cas de défaite, ou si tu quittes le train des épreuves, toutes celles que tu n\\'as pas récupérées seront définitivement perdues.", + "GAUNTLET_CAFE_FLAVOR.v6": "Petite astuce : le temps est une machine qui convertit d'innombrables futurs potentiels en un seul et unique présent. Le passé n\\'est que le souvenir de ce présent, et l\\'histoire n\\'est qu\\'un récit composé par vos érudits. Les humains se laissent trop souvent piéger par le temps, alors essaie de t\\'en détacher, à l\\'occasion.", + "GAUNTLET_CAFE_HINT.v3.f": "Petite astuce : fais le plein d'objets ! Tu ne sais jamais ce qui t\\'attend dans le prochain wagon, alors à toi de parer à toutes les éventualités. Les remèdes, notamment, peuvent t\\'aider à contrer les effets néfastes !", + "GAUNTLET_CAFE_HINT.v3.n": "Petite astuce : fais le plein d'objets ! Tu ne sais jamais ce qui t\\'attend dans le prochain wagon, alors à toi de parer à toutes les éventualités. Les remèdes, notamment, peuvent t\\'aider à contrer les effets néfastes !", + "GAUNTLET_CAFE_HINT.v9": "Petite astuce : les autocollants peu courants et rares peuvent te donner un avantage décisif sur tes adversaires. Quitte le train et dépense tes récompenses pour en acheter de nouveaux si nécessaire.[pause] Oh,[pause] tant que j'y pense,[pause] j\\'ai entendu dire que la Veilleuse Wilma était maintenant capable de combiner les meilleurs attributs des autocollants rares et peu courants...", + "GAUNTLET_CAFE_HINT.v7": "Petite astuce : méfie-toi des wagons de boss [img=38]res://ui/icons/map_markers/miniboss.png[/img] ! Ils sont nettement plus dangereux que ceux qui les précèdent. Tu risques de devoir t'y prendre en plusieurs fois.", + "GAUNTLET_CAFE_HINT.v6": "Petite astuce : si tu trouves les combats du train des épreuves trop faciles, je peux augmenter la difficulté pour toi. Il te suffit de sortir et de me demander ! Et qui dit combats plus difficiles dit meilleures récompenses.", + "GAUNTLET_CAFE_HINT.v8": "Petite astuce : optimise ton équipe ! Il suffit parfois de changer de cartes et d'autocollants pour remporter un combat qui semblait impossible.", + "GAUNTLET_CAFE_HINT.v10": "Petite astuce : au-delà du wagon 50, les mêmes épreuves te seront à nouveau proposées, avec quelques surprises en plus et une difficulté accrue. Tes adversaires humains posséderont plus de cassettes, les archanges auront plus de capacités et davantage de modificateurs s'appliqueront à chaque combat !", + "GAUNTLET_CAFE_HINT.v11": "Petite astuce : si tu découvres de nouveaux adversaires en dehors du train, demande-moi de mélanger sa composition pour y ajouter leurs versions potentielles !", + "GAUNTLET_CAFE_HINT.v13.m": "Petite astuce : certains adversaires existent [i]exclusivement[/i] dans le train des épreuves. Mais je ne veux pas te gâcher la surprise, alors à toi de découvrir qui et combien ils sont !", + "GAUNTLET_CAFE_HINT.v12": "Petite astuce : tu peux jouer en ligne pour affronter le train des épreuves avec un ami. Vous ne pourrez pas fusionner, mais tu auras ainsi beaucoup plus de cassettes à ta disposition, ce qui peut faire une grosse différence !", + "GAUNTLET_CAFE_FLAVOR.v2": "Petite astuce : le train dans lequel tu te trouves est d'une longueur infinie, ce qui veut dire que quoi que tu fasses, tu ne pourras jamais atteindre sa locomotive !", + "GAUNTLET_CAFE_HINT.v13.n": "Petite astuce : certains adversaires existent [i]exclusivement[/i] dans le train des épreuves. Mais je ne veux pas te gâcher la surprise, alors à toi de découvrir qui et combien ils sont !", + "GAUNTLET_CAFE_HINT.v13.f": "Petite astuce : certains adversaires existent [i]exclusivement[/i] dans le train des épreuves. Mais je ne veux pas te gâcher la surprise, alors à toi de découvrir qui et combien ils sont !", + "GAUNTLET_CAFE_FLAVOR.v1": "Petite astuce : prends garde si ton adversaire commence à montrer des signes de prise de conscience. Les créatures potentielles qui parviennent à évoluer sont particulièrement dangereuses.", + "GAUNTLET_CAFE_FLAVOR.v3": "Petite astuce : essaie de te brosser les dents deux fois par jour. Les humains n'ont que deux séries de dents, et la plupart des adultes ont déjà épuisé la première. Ça veut dire que celles qui te restent vont devoir tenir toute ta vie !", + "GAUNTLET_CAFE_FLAVOR.v4.m": "Petite astuce : ça t'arrive de te demander si tu existes vraiment ? Après tout, ce train est rempli de créatures qui ne sont que des potentialités, alors pourquoi serions-nous différents, toi et moi ? Eh bien, ne pense surtout pas à ça ! Si tu es bien réel, c\\'est une perte de temps. Et dans le cas contraire... c\\'est une question dangereuse.", + "GAUNTLET_CAFE_FLAVOR.v4.f": "Petite astuce : ça t'arrive de te demander si tu existes vraiment ? Après tout, ce train est rempli de créatures qui ne sont que des potentialités, alors pourquoi serions-nous différents, toi et moi ? Eh bien, ne pense surtout pas à ça ! Si tu es bien réelle, c\\'est une perte de temps. Et dans le cas contraire... c\\'est une question dangereuse.", + "GAUNTLET_CAFE_FLAVOR.v8.f": "Petite astuce : si jamais un \\\"archange\\\" se manifeste dans ton monde, {player}, je te recommande la plus grande prudence. Même bien intentionnés, les conseils d'une telle entité peuvent avoir des conséquences désastreuses, parce que les humains... [pause]pensent différemment.[pause] Quoi ? Tu ne vas pas nier que vous avez tendance à vénérer les choses que vous ne comprenez pas.", + "GAUNTLET_CAFE_FLAVOR.v4.n": "Petite astuce : ça t'arrive de te demander si tu existes vraiment ? Après tout, ce train est rempli de créatures qui ne sont que des potentialités, alors pourquoi serions-nous différents, toi et moi ? Eh bien, ne pense surtout pas à ça ! Si tu es bien réel·le, c\\'est une perte de temps. Et dans le cas contraire... c\\'est une question dangereuse.", + "GAUNTLET_CAFE_FLAVOR.v5": "Petite astuce : le temps ne revient jamais en arrière. Ne ressasse pas trop les erreurs passées et consacre plutôt ton énergie à prendre de meilleures décisions demain.", + "GAUNTLET_CAFE_FLAVOR.v7": "Petite astuce : l'humanité est encore [i]très jeune[/i], alors ne te préoccupe pas trop des crimes commis par quelques âmes égarées. Vous êtes des primates vivant en tribus comptant des milliards d\\'individus, et la plupart coexistent et coopèrent paisiblement ! La nature vous a certes pourvus d\\'instincts primaires discutables, mais regarde tout ce que vous avez déjà accompli !", + "GAUNTLET_CAFE_FLAVOR.v8.m": "Petite astuce : si jamais un \\\"archange\\\" se manifeste dans ton monde, {player}, je te recommande la plus grande prudence. Même bien intentionnés, les conseils d'une telle entité peuvent avoir des conséquences désastreuses, parce que les humains... [pause]pensent différemment.[pause] Quoi ? Tu ne vas pas nier que vous avez tendance à vénérer les choses que vous ne comprenez pas.", + "GAUNTLET_CAFE_FLAVOR.v9": "Petite astuce : ne pactise jamais avec un \\\"archange\\\" ! Ils sont puissants, séduisants et imposants, et peuvent te promettre toutes sortes de choses, mais ils sont tout aussi imparfaits que les humains. Peut-être même plus, dans certains cas.", + "GAUNTLET_CAFE_FLAVOR.v8.n": "Petite astuce : si jamais un \\\"archange\\\" se manifeste dans ton monde, {player}, je te recommande la plus grande prudence. Même bien intentionnés, les conseils d'une telle entité peuvent avoir des conséquences désastreuses, parce que les humains... [pause]pensent différemment.[pause] Quoi ? Tu ne vas pas nier que vous avez tendance à vénérer les choses que vous ne comprenez pas.", + "GAUNTLET_CULTIST_DEFAULT.v1": "La bénédiction de notre sauveur, [wave amp=30 freq=10]Frère Dorian Cooper[/wave], est avec moi !", + "GAUNTLET_CAFE_FLAVOR.v10": "Petite astuce : un jour viendra où la capacité des humains à planifier et créer sera nécessaire à la préservation de la vie et au maintien de sa diversité. Votre présence sur Terre a de nombreux effets destructeurs, c'est vrai, mais ce serait encore [i]pire[/i] si vous veniez à disparaître ![pause] Mais nous n\\'en sommes pas encore là...", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]Je mise tout sur ma victoire...[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "Montrons à cet hérétique ce qu'est la vraie puissance !", + "GAUNTLET_CULTIST_DEFAULT.v2": "Les Endeuillés seront fiers de moi !", + "GAUNTLET_CULTIST_QUESTION.v1.f": "Montrons à cette hérétique ce qu'est la vraie puissance !", + "GAUNTLET_CULTIST_QUESTION.v2.m": "Je propose de révéler la lumière du combat à cet [wave amp=30 freq=10]hérétique[/wave] !", + "GAUNTLET_CULTIST_ANSWER.v1": "Votre cause est noble. [wave amp=30 freq=10]Loué soit le Frère Cooper ![/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.n": "Montrons à cet·te hérétique ce qu'est la vraie puissance !", + "GAUNTLET_CULTIST_QUESTION.v2.f": "Je propose de révéler la lumière du combat à cette [wave amp=30 freq=10]hérétique[/wave] !", + "GAUNTLET_CULTIST_QUESTION.v2.n": "Je propose de révéler la lumière du combat à cet·te [wave amp=30 freq=10]hérétique[/wave] !", + "GAUNTLET_CULTIST_ANSWER.v2": "Voilà un excellent plan !", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]Je vais vous ruiner... Préparez-vous à finir insolvable ![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]Très bien... je m'associe à votre stratégie ![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]Une bonne attaque vaut son pesant d'or. Qu\\'en pensez-vous ?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]Je propose qu'on investisse dans un assaut frontal ![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "Bonne idée !", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]Une affaire très lucrative en perspective...[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "Je suis là pour faire honneur aux Veilleurs !", + "GAUNTLET_KAYLEIGH_DEFAULT": "Je ne suis pas du genre à me rendre sans combattre !", + "GAUNTLET_RANGER_DEFAULT.v2": "Je vais tout donner !", + "GAUNTLET_RANGER_QUESTION.v2": "Je vais exploiter le [wave amp=30 freq=5]système de chimie[/wave] pour maximiser notre puissance offensive, d'accord ?", + "GAUNTLET_RANGER_QUESTION.v1": "Je propose d'appliquer les meilleures stratégies du manuel des Veilleurs, d\\'accord ?", + "GAUNTLET_ARISTOTLE_DEFAULT": "La défaite est amère, mais son fruit est doux. Tâchez de tirer des leçons de votre échec imminent !", + "GAUNTLET_RANGER_ANSWER.v1": "Très bien, faisons comme ça !", + "GAUNTLET_DARWIN_DEFAULT": "Les plus forts survivent, les plus faibles disparaissent. Tel est l'ordre naturel des choses !", + "GAUNTLET_ARISTOTLE_QUESTION": "Un bon chef doit aussi savoir suivre. Je vous laisse donc décider de notre stratégie.", + "GAUNTLET_ARISTOTLE_ANSWER": "Je vais m'aligner sur votre stratégie !", + "GAUNTLET_DARWIN_QUESTION": "Les créatures qui survivent sont celles qui s'adaptent le mieux au changement. Notre stratégie doit donc être en [wave amp=30 freq=10]constante évolution ![/wave] C\\'est compris ?", + "GAUNTLET_DARWIN_ANSWER": "Je n'ai pas pour habitude de suivre aveuglément les autres, mais je vais faire une exception.", + "GAUNTLET_DECARTES_DEFAULT.m": "Êtes-vous bien réel ? J'ai l\\'impression que tout n\\'est qu\\'illusion... et que tous mes souvenirs ne sont rien de plus que des mensonges.", + "GAUNTLET_DECARTES_DEFAULT.n": "Êtes-vous bien réel·le ? J'ai l\\'impression que tout n\\'est qu\\'illusion... et que tous mes souvenirs ne sont rien de plus que des mensonges.", + "GAUNTLET_DECARTES_DEFAULT.f": "Êtes-vous bien réelle ? J'ai l\\'impression que tout n\\'est qu\\'illusion... et que tous mes souvenirs ne sont rien de plus que des mensonges.", + "GAUNTLET_DECARTES_QUESTION": "Il ne suffit pas d'avoir de l\\'esprit, encore faut-il bien s\\'en servir ! Ensemble, nous serons plus rusés que nos adversaires !", + "GAUNTLET_DIOGENES_QUESTION": "Je vais combattre à vos côtés ! Même si un philosophe pacifiste tel que moi n'a pas vraiment sa place sur le champ de bataille...", + "GAUNTLET_DECARTES_ANSWER": "Votre plan me laisse dubitatif... mais le doute est le premier pas vers la sagesse.", + "GAUNTLET_DIOGENES_DEFAULT": "Un combat ? À quoi bon ? L'homme ne peut faire de mal qu\\'à lui-même !", + "GAUNTLET_DIOGENES_ANSWER": "Je vous fais confiance, car je ne sais rien ! Je n'ai qu\\'une certitude, celle de ma propre ignorance.", + "GAUNTLET_EPICURUS_DEFAULT": "La justice est une sorte de pacte de non-agression. Autant dire qu'elle ne brillera pas ici aujourd\\'hui !", + "GAUNTLET_EPICURUS_ANSWER": "Très bien. Mais n'oubliez pas, l\\'art de bien vivre et celui de bien mourir ne font qu\\'un !", + "GAUNTLET_EPICURUS_QUESTION.n": "On forge le courage en surmontant les difficultés et en défiant l'adversité. Trouvez le courage qui est en vous !", + "GAUNTLET_EPICURUS_QUESTION.m": "On forge le courage en surmontant les difficultés et en défiant l'adversité. Trouvez le courage qui est en vous !", + "GAUNTLET_EPICURUS_QUESTION.f": "On forge le courage en surmontant les difficultés et en défiant l'adversité. Trouvez le courage qui est en vous !", + "GAUNTLET_KARL_QUESTION": "Venez, nous avons un monde à conquérir ! Arrachons cette victoire ensemble !", + "GAUNTLET_KARL_DEFAULT": "Je n'ai aucune compassion, et je n\\'en attends aucune de votre part.", + "GAUNTLET_KARL_ANSWER": "J'approuve ! Les dernières paroles sont pour les imbéciles qui n\\'en ont pas dit assez !", + "GAUNTLET_PLATO_QUESTION": "Le courage consiste à surmonter ses peurs... et nous allons nous battre avec courage !", + "GAUNTLET_PLATO_DEFAULT": "La mesure d'un homme est ce qu\\'il fait avec le pouvoir. Alors dites-moi, qu\\'avez-vous fait du vôtre ?", + "GAUNTLET_SOCRATES_DEFAULT": "Le seul bien est la connaissance, le seul mal est l'ignorance... N\\'oubliez jamais ça.", + "GAUNTLET_SOCRATES_QUESTION": "Chaque action a ses plaisirs et son prix. Gardez toujours cela en tête avant d'agir !", + "GAUNTLET_PLATO_ANSWER": "Très bien. Battons-nous jusqu'à la mort ! Seuls les morts sont délivrés de la guerre.", + "GAUNTLET_SOCRATES_ANSWER": "Je m'en remets à votre sagesse... même si la vraie sagesse est de savoir que l\\'on ne sait rien.", + "GAUNTLET_ZHUANGZI_DEFAULT": "La vie a ses limites. Le savoir n'en a aucune.", + "GAUNTLET_ZHUANGZI_ANSWER": "La vraie sagesse est généreuse. Seuls les médiocres s'en montrent avares.", + "GAUNTLET_ZHUANGZI_QUESTION": "Cessez de lutter. Alors seulement, il pourra y avoir transformation !", + "GAUNTLET_MISS_MIMIC_DEFAULT": "J'EN AI L\\'EAU À LA BOUCHE !", + "GAUNTLET_KAYLEIGH_QUESTION": "Ces deux-là semblent coriaces. Je vous couvre, alors attaquez de toutes vos forces, d'accord ?", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]JE VEUX LES DÉVORER QUAND ON AURA FINI DE S'AMUSER ![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]HI HI, EXCELLENTE IDÉE ![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "Très bien, comptez sur moi !", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "Une [wave amp=30 freq=5]autre[/wave] moi... Au moins, je constate que ma coupe est impeccable !", + "GAUNTLET_MEREDITH_QUESTION": "Bon, j'ai une stratégie imparable : on leur tape dessus bien fort, sans leur laisser le temps de réagir. Pas mal, hein ?", + "GAUNTLET_MEREDITH_DEFAULT": "Oh, [shake rate=30 level=10]misère[/shake] ! Dans quoi je me suis encore laissée embarquer ?", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "Je dois dire que ça fait bizarre. Le moment est donc venu d'affronter ma plus grande ennemie... moi-même !", + "GAUNTLET_MEREDITH_ANSWER": "Pff, c'est perdu d\\'avance, hein ?", + "GAUNTLET_EUGENE_DEFAULT": "Encore un obstacle à abattre ? [shake rate=30 level=10]Fantastique ![/shake]", + "GAUNTLET_EUGENE_QUESTION": "On va les massacrer !", + "GAUNTLET_EUGENE_ANSWER": "Excellent plan ! [shake rate=30 level=10]En garde ![/shake]", + "GAUNTLET_EUGENE_PARTNER_REACTION": "Un autre moi, hein ? Ou un futur moi ? [pause]Ou un moi du passé... ?[pause]Bah, de toute façon, il n'a aucune chance !", + "GAUNTLET_FELIX_QUESTION": "Pas le choix, on va devoir se battre. Qu'est-ce que vous diriez de prendre l\\'initiative, sur ce coup ?", + "GAUNTLET_FELIX_DEFAULT": "Dans quoi je me suis laissé embarquer, cette fois ?", + "GAUNTLET_FELIX_ANSWER": "Ça marche, j'ai pas de meilleur plan à proposer.", + "GAUNTLET_FELIX_PARTNER_REACTION": "C'est de plus en plus bizarre...", + "GAUNTLET_VIOLA_DEFAULT": "Il y a plus de choses dans le ciel et sur la terre, mon adversaire, que n'en rêve notre philosophie.", + "GAUNTLET_VIOLA_PARTNER_REACTION": "Devoir lutter contre soi-même... voilà bien la plus grande des épreuves de courage !", + "GAUNTLET_VIOLA_QUESTION": "Avec moi ! Si nous unissons nos forces, le combat sera équilibré !", + "GAUNTLET_VIOLA_ANSWER": "Très bien ! Dansons !", + "GAUNTLET_CLEMENCE_DEFAULT": "Bonjour ! On se connaît ? Non... je pense que je m'en souviendrais !", + "GAUNTLET_CLEMENCE_QUESTION": "Et si on divertissait un peu nos [wave amp=30 freq=10]hôtes[/wave] ?", + "GAUNTLET_CLEMENCE_ANSWER": "Parfait ! Espérons que nos forces combinées seront suffisantes !", + "GAUNTLET_DORIAN_QUESTION": "Bon, j'ai un [shake rate=30 level=10]début de plan[/shake] ! Vous allez occuper nos adversaires pour les empêcher de m\\'attaquer pendant que je réfléchis à la suite ! Ça vous va ?", + "GAUNTLET_DORIAN_DEFAULT": "J'ai l\\'impression que le dialogue n\\'est pas une option, hein ? Dommage !", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "Argh. Un revenant...", + "GAUNTLET_DORIAN_ANSWER": "Pourquoi pas ! En piste, [shake rate=30 level=10]partenaire[/shake] !", + "GAUNTLET_HOYLAKE_DEFAULT": "Devoir se transformer en monstre... Comme c'est grotesque ! Ça me fait mal de devoir m\\'abaisser à une telle barbarie...", + "GAUNTLET_FRANKIE_QUESTION": "Allez, [wave amp=30 freq=10]camarade[/wave] ! Si je prends les commandes et que vous me soutenez, la victoire est assurée !", + "GAUNTLET_FRANKIE_DEFAULT": "[wave amp=30 freq=10]Mais qu'est-ce qui se passe... ?[/wave] Bon, mieux vaut ne pas trop réfléchir ! Ça va être un combat [shake rate=30 level=10]incroyable[/shake] !", + "GAUNTLET_FRANKIE_ANSWER": "Compris ! Ooh, je suis [shake rate=30 level=10]hyper motivée[/shake] !", + "GAUNTLET_HOYLAKE_ANSWER": "Voilà une excellente stratégie ! Nous allons offrir un combat digne de ce nom à nos adversaires !", + "GAUNTLET_HOYLAKE_QUESTION": "Voilà mon plan : analyser leur approche, élaborer une contre-stratégie et frapper sans hésitation ! Entendu ?", + "GAUNTLET_JACQUELINE_DEFAULT": "Vous n'irez [shake rate=30 level=10]pas plus loin[/shake] !", + "GAUNTLET_KIRBY_DEFAULT": "Cette expérience s'annonce bien étrange !", + "GAUNTLET_JACQUELINE_QUESTION": "Nous devons être sans pitié avec ces indésirables, c'est clair ?", + "GAUNTLET_JACQUELINE_ANSWER": "Compris. Pas question de les laisser filer !", + "GAUNTLET_KIRBY_QUESTION": "Je vais analyser leur stratégie et mettre au point un plan habile. Attaquez-les de toutes vos forces, si possible.", + "GAUNTLET_MERCHANT_DEFAULT": "Je me suis encore [wave amp=30 freq=5]perdu[/wave], on dirait... Enfin, aucune importance !", + "GAUNTLET_KIRBY_ANSWER": "Excellent plan. L'expérience peut commencer !", + "GAUNTLET_PENSBY_QUESTION": "Je ne suis pas une grande combattante, mais je peux rester en arrière et vous soigner, si ça vous convient ?", + "GAUNTLET_MERCHANT_QUESTION": "Je ne suis pas sûr de [wave amp=30 freq=10]comprendre[/wave] ce qui se passe... Je vous laisse volontiers l'initiative, partenaire !", + "GAUNTLET_MERCHANT_ANSWER": "Parfait ! Au fait, vous n'auriez pas une chemise à me prêter ? Il fait un peu frais...", + "GAUNTLET_PENSBY_DEFAULT": "Ça enfreint probablement le serment d'Hippocrate, mais je vais faire une exception.", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]Désolée, mais je dois vous arrêter ![/wave]", + "GAUNTLET_PENSBY_ANSWER": "Très bien. Ce n'est pas comme si j\\'avais un [wave amp=30 freq=10]meilleur[/wave] plan !", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]On va devoir être parfaitement synchrones pour remporter ce combat...[/wave]", + "GAUNTLET_VIN_QUESTION": "Achevons-les d'un [shake rate=30 level=10]coup dévastateur[/shake] !", + "GAUNTLET_VIN_DEFAULT": "En garde, espèce de lâche ! Et pas la peine de [shake rate=30 level=10]retenir vos coups[/shake] !", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]D'accord, je vous fais confiance...[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "Ténèbres et lumière s'unissent pour former une ombre plaisante ! [pause]Le combat entre le bien et le mal peut [wave amp=30 freq=10]commencer[/wave] !", + "GAUNTLET_VIN_ANSWER": "Je suis avec vous. On va les [shake rate=30 level=10]écraser[/shake] !", + "GAUNTLET_DOG_DEFAULT": "Wouf !", + "GAUNTLET_KUNEKO_QUESTION": "Montrons le [wave amp=30 freq=10]pouvoir irrépressible de la coopération[/wave] à ces canailles !", + "GAUNTLET_KUNEKO_FELIX_REACTION": "Pas moyen de t'échapper, décidément !", + "GAUNTLET_BUFFY_DEFAULT": "Vous êtes en forme ? Si on doit se battre, essayez de ne pas vous blesser, d'accord ?", + "GAUNTLET_KUNEKO_ANSWER": "Compris ! Les [wave amp=30 freq=10]vents du conflit[/wave] vont les balayer !", + "GAUNTLET_CODEY_QUESTION": "Je vais couper mes [wave amp=30 freq=10]limiteurs[/wave] et attaquer à pleine puissance, OK ?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]Au travail[/wave] ! J'ai besoin de me défouler !", + "GAUNTLET_BUFFY_QUESTION": "Voilà le plan : je les [wave amp=30 freq=10]épuise[/wave] et vous les achevez ! Simple et efficace, non ?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]Vous vous croyez vraiment à la hauteur ?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]Je vais écraser ces minables moi-même. Faites ce que vous voulez, d'accord ?[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "Une nouvelle cible ? Puissance [shake rate=30 level=10]MAXIMALE[/shake] !", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]Ce plan est complètement nul ![/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "Si je comprends bien, le plan, c'est de gagner ? C\\'est dans mes cordes !", + "GAUNTLET_DREADFUL_DEFAULT": "Oh, je me suis [wave amp=30 freq=5]égarée[/wave] dans les plans astraux et j'ai raté mon arrêt... Je me demande où je suis ?", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]Salut, salut[/wave] ! Vous écoutez Radio Cybile, en direct depuis... une faille dans l'[wave amp=30 freq=10]espace-temps[/wave], je crois !", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]Salut, salut[/wave] ! Et si on montrait à nos hôtes ce qu'on sait faire sur le champ de bataille ?", + "GAUNTLET_CYBIL_ANSWER": "Bien reçu ! Que la [wave amp=30 freq=10]fête[/wave] commence !", + "GAUNTLET_DREADFUL_QUESTION": "[shake rate=30 level=10]Sacrebleu[/shake], on va pas s'ennuyer ! Je propose qu\\'on aille direct à la cogne, si ça vous va ?", + "GAUNTLET_GLADIOLA_DEFAULT": "Peu importe le [wave amp=30 freq=10]lieu[/wave] ou le [wave amp=30 freq=10]moment[/wave], je me dresserai toujours contre les ténèbres ! [pause]Approchez, je serai votre adversaire !", + "GAUNTLET_DREADFUL_ANSWER": "Allez, c'est parti !", + "GAUNTLET_GLADIOLA_QUESTION": "Nous ignorons tout de notre adversaire. [pause]Nous devons frapper sans hésitation, c'est compris ?", + "GAUNTLET_HEATHER_DEFAULT": "[wave amp=30 freq=10]C'est Zéphyra, pour le bulletin météo[/wave] ! [pause]Les prévisions du jour sont... euh...", + "GAUNTLET_GLADIOLA_ANSWER": "Bien reçu. Laissons nos [shake rate=30 level=10]lames[/shake] parler pour nous !", + "GAUNTLET_HEATHER_ANSWER": "Excellent ! La [wave amp=30 freq=10]foudre[/wave] va tomber !", + "GAUNTLET_HEATHER_QUESTION": "Bon, voilà le plan ! Je les renverse comme une [wave amp=30 freq=10]tornade[/wave] et vous enchaînez avec de [wave amp=30 freq=10]fortes[/wave] turbulences ! Ça vous va ?", + "GAUNTLET_JUDAS_DEFAULT": "Cibles confirmées...", + "GAUNTLET_JUDAS_QUESTION": "Écoutez bien, jeune recrue... Je vais viser leurs organes vitaux pendant que vous analysez le terrain. Reçu ?", + "GAUNTLET_LODESTEIN_DEFAULT": "Je suis [wave amp=30 freq=10]impatient[/wave] de me battre ! On commence ?", + "GAUNTLET_JUDAS_ANSWER": "Bien reçu... Cette mission peut [shake rate=30 level=10]COMMENCER ![/shake]", + "GAUNTLET_LODESTEIN_QUESTION": "Voilà le plan : je [wave amp=30 freq=10]charge[/wave] avec des attaques de foudre, et vous me suivez avec encore plus d'attaques. Pas mal, non ?", + "GAUNTLET_LODESTEIN_ANSWER": "Compris ! On va faire des étincelles !", + "GAUNTLET_SKIP_DEFAULT": "Encore une [shake rate=30 level=10]ordure[/shake] à éliminer !", + "GAUNTLET_SKIP_QUESTION": "Ma stratégie est très simple : on va [wave amp=30 freq=10]écraser[/wave] ces [wave amp=30 freq=10]minables[/wave] ! C'est clair ?", + "GAUNTLET_WALLACE_DEFAULT": "J'ai le temps pour une ou deux [wave amp=30 freq=10]démolitions imprévues[/wave]. Alors, à qui le tour ?", + "GAUNTLET_SKIP_ANSWER": "Très bon plan ! Ces [wave amp=30 freq=10]déchets[/wave] n'ont aucune chance !", + "GAUNTLET_WALLACE_QUESTION": "Je [wave amp=30 freq=10]démolis leurs défenses[/wave] et vous les achevez dans la foulée, d'accord ?", + "GAUNTLET_WALLACE_ANSWER": "[wave amp=30 freq=10]Ça marche ![/wave] On va leur montrer ce qu'on sait faire !", + "GAUNTLET_ZEDD_DEFAULT": "Je viens de me réveiller... On doit se battre, c'est ça ?", + "GAUNTLET_ZEDD_QUESTION": "Je suis tellement crevé que je risque de m'endormir, alors je préfère vous laisser gérer, d\\'accord ?", + "GAUNTLET_CLOWN_DEFAULT": "DES ILLUSIONS, TOUJOURS DES ILLUSIONS ! NOUS SOMMES TOUS DES ILLUSIONS, N'EST-CE PAS ?", + "GAUNTLET_IANTHE_IANTHE1": "Je ne sais pas [wave amp=30 freq=10]qui[/wave] vous êtes, mais... [pause]si vous croyez avoir la moindre chance, vous allez tomber de haut.", + "GAUNTLET_ZEDD_ANSWER": "Euh, ouais, pas d'objections.", + "GAUNTLET_IANTHE_WILMA2": "Je crois qu'on va devoir leur apprendre un peu le [wave amp=30 freq=10]respect[/wave], très chère !", + "GAUNTLET_ALEPH_DEFAULT": "NOUS SOMMES-NOUS DÉJÀ RENCONTRÉS ? NON... ET POURTANT, VOTRE VISAGE M'EST ÉTRANGEMENT FAMILIER...", + "GAUNTLET_ALEPH_QUESTION": "FAITES-MOI PLAISIR ET ÉLIMINEZ CES AVORTONS EN VITESSE, VOULEZ-VOUS ?", + "GAUNTLET_ALEPH_ANSWER": "FAITES CE QUE VOUS VOULEZ ! JE COMPTE SIMPLEMENT LES TUER ET SORTIR D'ICI !", + "GAUNTLET_ALICE_DEFAULT": "NOUS SOMMES TOUS FOUS, ICI. VOUS AUSSI. C'EST BIEN POUR ÇA QUE NOUS SOMMES LÀ, NON ?", + "GAUNTLET_ALICE_QUESTION": "DE PLUS EN PLUS CURIEUX ! UN INSECTE NOUS BARRE LA ROUTE. JE DEVRAIS PEUT-ÊTRE L'ÉCRASER ?", + "GAUNTLET_ALICE_ANSWER": "J'ACCEPTE ! QU\\'ON LEUR TRANCHE LA TÊTE !", + "GAUNTLET_HELIA_QUESTION": "CES DEUX-LÀ VONT SENTIR LA PUISSANCE DU SOLEIL S'ABATTRE SUR LEURS TÊTES.", + "GAUNTLET_CUBE_DEFAULT": "JE PERÇOIS EN VOUS TROP D'ANGLES IMPARFAITS. C\\'EST UNE ABOMINATION !", + "GAUNTLET_CLOWN_QUESTION": "JE VAIS LES FAIRE RIRE. À VOUS DE LES FAIRE PLEURER. VOUS ME SUIVEZ ?", + "GAUNTLET_CLOWN_ANSWER": "QUEL PLAN MERVEILLEUX ! J'AI HÂTE DE LES FAIRE SOURIRE !", + "GAUNTLET_CUBE_QUESTION": "NOUS DEVONS CORRIGER LES ANGLES, CORRIGER LES ANGLES, CORRIGER LES ANGLES !", + "GAUNTLET_CUBE_ANSWER": "OUI ! CORRIGEONS LEURS IMPERFECTIONS.", + "GAUNTLET_HELIA_DEFAULT.m": "JE ME TROUVE PARTOUT OÙ EXISTE LA FUSION. PRÊT AU COMBAT, {player.to_upper} ?", + "GAUNTLET_HELIA_DEFAULT.f": "JE ME TROUVE PARTOUT OÙ EXISTE LA FUSION. PRÊTE AU COMBAT, {player.to_upper} ?", + "GAUNTLET_HELIA_DEFAULT.n": "JE ME TROUVE PARTOUT OÙ EXISTE LA FUSION. PRÊT·E AU COMBAT, {player.to_upper} ?", + "GAUNTLET_HELIA_ANSWER": "TRÈS BIEN.", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "OSEREZ-VOUS AFFRONTER VOTRE PROPRE MORTALITÉ ?\\nRECONNAÎTRE COMBIEN VOUS ÊTES FRAGILES ?\\nNON. VOUS AVEZ PEUR !", + "GAUNTLET_LENNA_DEFAULT": "De quel monde s'agit-il ? De quelle trame temporelle ? [pause]Peu importe... Je ne recule devant aucun adversaire !", + "GAUNTLET_LAMENTO_MORI_ANSWER": "OUI ! OFFRONS-LEUR UNE VRAIE MORT !", + "GAUNTLET_LAMENTO_MORI_QUESTION": "RAVIVONS LA PEUR DE LA MORT SI FACILEMENT OUBLIÉE PAR CES HUMAINS !", + "GAUNTLET_LENNA_ANSWER": "Compris ! Et maintenant, laissons parler nos lames !", + "GAUNTLET_LENNA_PAIGE_LENNA1": "Ça fait un moment qu'on ne s\\'est pas battues côte à côte. Ça va aller, Paige ?", + "GAUNTLET_LENNA_QUESTION": "Tout le monde a un point faible. Il suffit de le trouver et de frapper au bon moment. C'est compris ?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "Oh, ne t'en fais pas pour moi ! Et puis, j\\'ai très envie d\\'utiliser cet [wave amp=30 freq=10]étrange lecteur de cassettes[/wave] dont tu parles tant !", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "Suis-je donc destinée à n'être qu\\'un obstacle à surmonter, où que je me trouve ? [pause]Non, je refuse !", + "GAUNTLET_SHADOW_LENNA_QUESTION": "Qu'importe [shake rate=30 level=10]où[/shake] nous sommes ! Nous nous trouvons en dehors du temps, de l\\'espace et du destin, alors [shake rate=30 level=10]profitons-en[/shake] !", + "GAUNTLET_MAMMON_DEFAULT": "Je perçois votre volonté de grandir, de dominer. Et je fais obstacle à vos ambitions.", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "Parfait ! Nous allons [shake rate=30 level=10]recaler[/shake] ces deux cancres !", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "Qu'importe [shake rate=30 level=10]où[/shake] nous sommes ! Nous nous trouvons en dehors du temps, de l\\'espace et du destin, alors [shake rate=30 level=10]profitons-en[/shake] !", + "GAUNTLET_SHADOW_LENNA_ANSWER": "Pourquoi pas ? Amusons-nous un peu !", + "GAUNTLET_MAMMON_QUESTION.n": "Cet·te humain·e souhaite progresser. C'est à nous qu\\'il incombe de l\\'arrêter définitivement.", + "GAUNTLET_MAMMON_QUESTION.m": "Cet humain souhaite progresser. C'est à nous qu\\'il incombe de l\\'arrêter définitivement.", + "GAUNTLET_MAMMON_QUESTION.f": "Cette humaine souhaite progresser. C'est à nous qu\\'il incombe de l\\'arrêter définitivement.", + "GAUNTLET_MAMMON_ANSWER": "J'approuve votre stratagème. Espérons qu\\'il sera efficace contre nos ennemis !", + "GAUNTLET_MORGANTE_DEFAULT": "QU'ILS SOIENT ARMÉS D\\'UNE ÉPÉE OU D\\'UN SIMPLE LECTEUR DE CASSETTES, LES HUMAINS NE CHANGENT JAMAIS.", + "GAUNTLET_MAMMON_EUGENE_REACTION": "Une revanche, hein ? [shake rate=30 level=10]Avec plaisir[/shake] !", + "GAUNTLET_MORGANTE_ANSWER": "TRÈS BIEN.", + "GAUNTLET_MORGANTE_QUESTION": "JE N'AI PAS BESOIN D\\'AIDE POUR DÉCHAÎNER LE POUVOIR DE LA RÉBELLION. EN ARRIÈRE.", + "GAUNTLET_PUPPET_DEFAULT": "VOUS N'ÊTES PAS MES MARIONNETTES. TANT PIS. \\nJE VAIS QUAND MÊME JOUER AVEC VOUS.", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "ÊTES-VOUS LÀ POUR BRÛLER DEVANT MOI ?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "TRÈS BIEN. CES ÊTRES HUMAINS VONT VOIR LA LUMIÈRE.", + "GAUNTLET_MOURNINGSTAR_QUESTION": "MA LUMIÈRE DIVINE VA LES RÉDUIRE EN CENDRES.", + "GAUNTLET_MONARCH_DEFAULT": "LAISSEZ-MOI CONSUMER VOS ÂMES PERDUES.", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "Argh. Encore ce truc.", + "GAUNTLET_ROBIN_QUESTION": "JE VAIS OFFRIR À NOTRE CHER PUBLIC UN SPECTACLE QUI HANTERA À JAMAIS SES NUITS. QU'EN DITES-VOUS ?", + "GAUNTLET_ROBIN_DEFAULT": "DE BAS EN HAUT, DE HAUT EN BAS.\\nJE TERRORISE TOUS CEUX QUI ME VOIENT.", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "Pfiou, c'était un peu trop [wave amp=30 freq=10]intense[/wave] pour ma pauvre petite carapace.", + "GAUNTLET_ROBIN_ANSWER": "TRÈS BIEN ! QUE LE SPECTACLE COMMENCE !", + "GAUNTLET_TOWER_DEFAULT": "MA VÉRITÉ EST SUPÉRIEURE À LA VÔTRE ! ACCEPTEZ-LA !", + "GAUNTLET_TOWER_QUESTION": "FAISONS BRILLER LA LUMIÈRE DE L'IGNORANCE SUR CES MISÉRABLES !", + "GAUNTLET_TOWER_ANSWER": "VOTRE PLAN ME CONVIENT !", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "Mais le moment est venu pour moi de participer plus activement à la fête !", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "Læ Mer-ligne et moi-même sommes très satisfaits de tes progrès dans le train des épreuves.", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "Essaie de me battre, {player}. Et surtout, ne me ménage pas : j'ai le soutien total de læ Mer-ligne !", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "Il commençait à être un peu petit pour moi, alors je te l'offre ! Je m\\'en suis déjà trouvé un plus grand. Qu\\'est-ce que tu en penses ?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "Tiens, tu l'as bien mérité !", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "Il a l'air [wave amp=30 freq=10]magique ![/wave]", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "Attention, tes adversaires vont devenir de plus en plus forts. J'ai hâte de voir comment tu vas t\\'en sortir !", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "Il a une drôle d'odeur...", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "Cette fois, notre adversaire est un... Traficrabe ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "Cette fois, notre adversaire est un... Traficrabe ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "Cette fois, notre adversaire est un... Traficrabe ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "Cette fois, notre adversaire est un... Traficrabe ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "Ça devrait être facile !", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "Cette fois, notre adversaire est un... Traficrabe ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]Tu as engendré un monstre ![pause] Et aujourd'hui, ce monstre va enfin détruire cellui qui l\\'a créé !", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "Il est plus gros que d'habitude, non ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]Tu te souviens de moi, {player} ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "Euh...", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]Tu n'as pas pu oublier le [wave amp=30 freq=10]misérable[/wave] Traficrabe que tu as si cruellement écrasé dans le sable le jour de ton arrivée à la Nouvelle-Wirral ?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "Merci d'avoir joué ! J\\'espère que tu t\\'es bien amusée ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]Au moment où nous sommes entrés en contact, ton ombre – tous les pires aspects refoulés de ta personnalité – a imprégné mon âme et permis mon éveil.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]Au moment où nous sommes entrés en contact, ton ombre – tous les pires aspects refoulés de ta personnalité – a imprégné mon âme et permis mon éveil.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]Je t'ai suivi un moment, en t\\'observant secrètement dans Port-la-Ville pendant que toi et tes acolytes conspiriez pour tous nous détruire. Depuis, je me suis entraîné dur pour notre ultime confrontation !", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]Au moment où nous sommes entrés en contact, ton ombre – tous les pires aspects refoulés de ta personnalité – a imprégné mon âme et permis mon éveil.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]Tu as engendré un monstre ![pause] Et aujourd'hui, ce monstre va enfin détruire son créateur !", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]Je t'ai suivie un moment, en t\\'observant secrètement dans Port-la-Ville pendant que toi et tes acolytes conspiriez pour tous nous détruire. Depuis, je me suis entraîné dur pour notre ultime confrontation !", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]Je t'ai suivi·e un moment, en t\\'observant secrètement dans Port-la-Ville pendant que toi et tes acolytes conspiriez pour tous nous détruire. Depuis, je me suis entraîné dur pour notre ultime confrontation !", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]Ma stratégie ?[pause] [wave amp=30 freq=10]Elle est très simple ![pause] Un massacre sans pitié ni discrimination !", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]J'ai exploré toute la Nouvelle-Wirral et d\\'autres mondes au-delà. J\\'ai combattu toutes sortes de monstres, d\\'archanges et d\\'humains... Mes victimes se comptent par [wave amp=30 freq=10]millions[/wave] !", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]Tu as engendré un monstre ![pause] Et aujourd'hui, ce monstre va enfin détruire sa créatrice !", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "[shake rate=30 level=10]Le roi rouge me prête sa puissance ![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "[shake rate=30 level=10]Je ne suis peut-être qu'une potentialité, mais la rage qui brûle dans mon cœur est bien réelle ![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]Je connais toutes tes tactiques, {player}. Tu ne me battras pas si facilement, cette fois !", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]Je vais te [wave amp=30 freq=10]tuer[/wave], {player}, et pas seulement aujourd'hui...", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "Merci d'avoir joué ! J\\'espère que tu t\\'es bien amusé·e ?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "Merci d'avoir joué ! J\\'espère que tu t\\'es bien amusé ?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "Non... Enfin, si !", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "Oui !", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "Minute, pourquoi je n'ai pas le droit de dire non ?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "Génial ! Laisse-nous une évaluation, ça nous aide beaucoup ! Et reprends ce dialogue quand tu auras terminé pour une petite surprise !", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "Évaluation terminée !", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "Super ! Maintenant, prépare-toi à souffrir ! J'ai ajouté des bugs et des capacités piratées pour l\\'occasion. Tu n\\'espérais quand même pas un combat loyal ?", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "Allez, musique !", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "On est plus efficaces quand on bosse tous ensemble...", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "T'emballe pas, on ne faisait que s\\'échauffer !", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "Cette musique commence à me casser les oreilles. On change de disque !", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "CHAQUE SECONDE DE FRUSTRATION...[pause] CHAQUE MOMENT DÉSAGRÉABLE...[pause] TOUT EST VOLONTAIRE !\\n\\nNOUS SOMMES LÀ POUR TE GÂCHER LE JEU !", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "CETTE CAPACITÉ N'A MÊME PAS ENCORE ÉTÉ TESTÉE !\\n\\nVOYONS SI ELLE FONCTIONNE !", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "Joy ! Quelle surprise de te voir ici !", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "TOUT S'EST PASSÉ, EUH, COMME PRÉVU.", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "IMPOSSIBLE ![pause]\\n\\nEUH,[pause] ON VEUT DIRE,[pause] BRAVO !\\nTU AS RÉUSSI LE TEST !", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]{player} ! Merci d'être venue...[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "Ne prends pas la grosse tête... Tout ce qui vient de se passer était parfaitement calculé.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "En fait...[pause] permets-moi de la rehausser pour toi.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "Au fait, si tu continues à te battre dans le train des épreuves à partir d'ici, tes adversaires atteindront la limite de niveau.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "N'oublie pas, tu peux utiliser l\\'option d\\'adaptation des niveaux si les combats en dehors du train deviennent trop faciles !", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "Voilà ! Cette limite est maintenant fixée à 999, alors tu as de quoi faire.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "Si vous voyez quelque chose, c'est probablement une illusion. Détruisez-la pour la sécurité de tous.", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "Annonce", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "Aidez-nous à lutter contre la contamination psychique. Vous trouverez des distributeurs de désinfectant spirituel à chaque sortie.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "Gardez bien vos affaires avec vous en permanence. Tout bagage abandonné se verra offrir un bon repas.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "Gares desservies : Crewe, Elmwich, Parc Jekyll & Hyde, ?????, Cambrelot, Ur-Wirral, Partout, Nulle part, AAAAAAAAAA-", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "En raison d'un trafic surchargé, notre arrivée en garde de Crewe sera retardée d\\'approximativement 12 361 ans.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "Si un nombre infini de personnes âgées, handicapées ou enceintes montent à bord, merci de libérer votre place en vous installant sur un siège portant le numéro double de celui que vous venez de libérer.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "Prochain arrêt : Crewe. Les passagers souhaitant débarquer sont priés de respecter les coutumes locales et de prendre forme humaine.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "En cas de dépressurisation accidentelle, des masques à oxygène vous seront automatiquement distribués. Si vous nécessitez du dioxyde de soufre pour vos besoins respiratoires, contactez télépathiquement un employé.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "En cas d'arrêt imprévu dans un monde anéanti, N\\'ESSAYEZ PAS DE DESCENDRE DU TRAIN. Veuillez garder les bras, les jambes ou tout autre membre à l\\'intérieur du véhicule jusqu\\'à ce qu\\'il redémarre.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "En cas d'urgence grave, actionnez le signal d\\'alarme :\\n(1) Soulevez le clapet ; (2) Tirez sur le levier ; (3) Attendez la mort.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "Évitez de croiser le regard des autres passagers. Ne tentez pas de communiquer. Ces infractions sont passibles d'une amende de 2 000 € et d\\'une peine d\\'emprisonnement dans une boucle temporelle.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "Si vous vous sentez mal, contactez télépathiquement un employé, qui vous aidera à rejoindre le monde de quarantaine le plus proche.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "En montant dans ce train, vous acceptez la collecte de vos informations intrapersonnelles.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "Ce train est placé sous surveillance vidéo. Pour votre sécurité, les courbes semi-temporelles peuvent être enregistrées afin de prévenir tout risque d'infraction causale.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "Attention, des pickpockets et des êtres potentiels sont à bord de ce train. Veillez en permanence sur votre réalité personnelle.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "Merci de ne pas remettre en question votre existence pendant toute la durée du voyage.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "Il est interdit de fumer à bord de ce train. Toute combustion spontanée est passible d'une amende de 2 000 €.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "Les miroirs doivent rester couverts pendant toute la durée du voyage.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "Si vous apercevez un clone de vous même, sombre aux yeux rouges, prévenez un membre du personnel IMMÉDIATEMENT.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "En raison d'une recrudescence de ########, ce train a été redirigé vers la gare de Crewe. Nous nous excusons auprès de nos passagers pour la terrible gêne occasionnée.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "Les entités doivent être tenues en laisse.", + "RANGER_TRADER_STICKER_FUSION2": "Je sais que la fusion de monstres n'a plus de secret pour toi, alors que dirais-tu de pouvoir aussi [wave amp=30 freq=10]fusionner tes autocollants[/wave] ?", + "RANGER_TRADER_STICKER_FUSION1": "Coucou, mon chou. Tu tombes bien, je viens de lancer un nouveau service qui pourrait t'intéresser.", + "RANGER_TRADER_STICKER_FUSION3": "Tu choisis un autocollant dont tu souhaites récupérer l'effet principal, et un autre qui va fournir des attributs peu courants ou rares. Ils sont alors combinés pour en produire un nouveau, intégrant le meilleur des deux !", + "RANGER_TRADER_STICKER_FUSION4": "Ce processus étant irréversible, les autocollants originaux sont définitivement perdus. Mais avec la bonne stratégie, ce système peut transformer la plus faible des cassettes en un monstre invincible !", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]Salut... {player}...[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "Et maintenant, que puis-je pour toi ?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "Ça va, Joy ?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]Il me reste... [pause]une dernière chose importante à régler, {player}...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "Une dernière chose ?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]Il y a une chose que tu ignores encore sur les \\\"Gardes-terres\\\"...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "De quoi tu parles ?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]Ce \\\"Mammon\\\" qui nous donnait des ordres... On était connectés à lui, mais aussi les uns aux autres... comme par des fils téléphoniques invisibles...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]Maintenant que l'archange Mammon a été anéanti... je n\\'entends plus ses ordres dans ma tête. [pause]Mais je continue d\\'entendre les pensées des autres Gardes-terres...[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "Je crois que je comprends. Vous étiez tous sur le même réseau, et cette connexion est toujours présente, même si tu n'es plus [wave amp=20 freq=5]membre[/wave] de leur groupe.", + "SUNNY_QUEST_INTRO_MEREDITH6": "Vous êtes tous connectés ? Vous partagez une sorte de lien télépathique ? Jusque là, j'arrive à suivre.", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "Tu entends ce qu'ils pensent ?", + "SUNNY_QUEST_INTRO_FELIX6": "Alors, toi et les autres Gardes-terres, vous partagez une sorte de lien psychique ?", + "SUNNY_QUEST_INTRO_VIOLA6": "Je vois. C'est très étrange.", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}... Les autres, [pause]mes anciens collègues... [pause]ils manigancent quelque chose. [pause]Ils n'ont aucune raison de continuer à être des Gardes-terres, mais ils ne savent pas comment changer...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]Je les entends parler du mont Wirral... Je pense qu'ils sont là-bas. [pause]Je dois découvrir ce qu\\'ils préparent... Tu peux me rejoindre sur place, {player} ?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "Bon. [pause]Je suppose qu'on devrait aider notre zombie préférée, pas vrai ?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "Je suis ravie de voir Joy devenir aussi autonome. Tant mieux pour elle !", + "SUNNY_QUEST_INTRO_EUGENE9": "Allez, on doit aider Joy ! Elle a vraiment beaucoup changé, hein ?", + "SUNNY_QUEST_INTRO_VIOLA9": "J'espère que notre amie Joy s\\'en sortira. Notre aide pourrait lui être fort utile, tu ne crois pas ?", + "SUNNY_QUEST_INTRO_FELIX9": "On devrait l'aider, non ? Ça promet d\\'être intéressant !", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]{player} ! Merci d'être venu...[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]Oh, tu as amené des clients avec toi ? Tu fais de bien étranges investissements...[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]{player} ! Merci d'être venu·e...[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]Et vous n'avez plus à vous comporter de cette façon... Vous êtes libres ! [pause]On est TOUS libres, maintenant...[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]Non... vous ne comprenez rien ! Les gens ne sont pas des \\\"investissements\\\"... [pause]Ce sont des gens...[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]Je ne sais pas ce que vous préparez ici, mais vous pouvez tous choisir d'être autre chose que des \\\"Gardes-terres\\\" ![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "Voilà qui est bien parlé.", + "SUNNY_QUEST_PART1_KAYLEIGH6": "Bien dit, Joy !", + "SUNNY_QUEST_PART1_EUGENE6": "Bravo, Joy ! Tu as totalement raison.", + "SUNNY_QUEST_PART1_VIOLA6": "Ta détermination fait plaisir à voir, ma chère Joy !", + "SUNNY_QUEST_PART1_FELIX6": "Exactement !", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]Pas question pour moi de rester sur la touche, {player}... C'est mon combat ![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]Je crois qu'une bonne REMISE À NIVEAU s\\'impose...[/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]Tu as perdu l'esprit d\\'entreprise, Garde-terres ![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]Hngh... Ça suffit pour cette fois. [pause]Cette réunion est terminée, et nous avons d'autres priorités...[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "Tu as été [wave amp=20 freq=5]incroyable[/wave], Joy !", + "SUNNY_QUEST_PART1_VIOLA11": "Une superbe performance de la part de notre chère Joy !", + "SUNNY_QUEST_PART1_EUGENE11": "C'était [shake rate=30 level=10]génial[/shake], Joy ! Tu les as trop recadrés !", + "SUNNY_QUEST_PART1_MEREDITH11": "Pas mal, cette forme de monstre.", + "SUNNY_QUEST_PART1_FELIX11": "Sympa, ta forme de monstre !", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "D'où tu sors cette cassette ?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "C'était quoi, cette cassette ?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]C'est Ianthe qui me l\\'a offerte, quand je lui ai expliqué que je comptais affronter les Gardes-terres...[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]La roue… [pause]n'est vraiment rien d\\'autre qu\\'une simple roue... Je ne comprends pas...[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]Hein ? \\\"La roue sous l'ancien quartier général\\\" ? [pause]Qu\\'est-ce que ça veut dire... ?[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]Ils organisaient des réunions, ici... Je suis sûre qu'ils ont laissé des indices derrière eux...[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]Oh ! Sûrement notre vieux quartier général dans les marais... Il doit y avoir quelque chose en dessous ![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}... Tu veux bien m'accompagner à l\\'ancienne base des Gardes-terres que vous avez détruite, Eugène et toi ? Je pense qu\\'ils sont là-bas...[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]Je dois aller jusqu'au bout... Il faut que je les arrête pour pouvoir tourner définitivement la page...[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]Pour être honnête, je me sens presque... enthousiaste...[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]Oh ? Cette porte est dotée d'un étrange mécanisme. Peut-être pour repousser les intrus ? Voyons voir...[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]Je crois qu'on va devoir explorer les lieux en profondeur...[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]Apparemment, je suis toujours une Garde-terres, pour eux ! Entrons, {player}.[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]Les derniers Gardes-terres sont tous là... et ce n'est sûrement pas par hasard. [pause]Peut-être pour cette \\\"roue\\\"... ?[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]Vous ! [pause]Garde-terres... [pause]Vous ne portez pas l'uniforme réglementaire ! Je dois le signaler aux ressources humaines ![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]Bon, je me suis peut-être trompé, en fin de compte...[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]Maudits régulateurs...[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]Vous êtes là pour vous opposer à nos projets d'expansion ? Je HAIS les lanceurs d\\'alerte ![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]La roue nous offre de nouvelles opportunités commerciales ! Notre valeur en bourse va exploser ![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]Je vous prends en pleine tentative d'espionnage industriel, hein ? Ça va à l\\'encontre de notre politique d\\'entreprise ![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]Mes titres s'effondrent...[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]Les voix... Les Gardes-terres s'agitent autour de... quelque chose, un peu plus loin... Je les SENS...[/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]Ça aussi... c'est contraire à notre politique...[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]Continuons d'avancer...[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]N'est-elle pas magnifique ? Admirez le futur de l\\'Association des Gardes-terres... la Roue ![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]Quand notre cher directeur a été... [pause]destitué... [pause]notre quartier général s'est effondré dans les profondeurs de l\\'île en emportant la plupart d\\'entre nous...[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]Mais c'est dans ces profondeurs obscures que nous l\\'avons trouvée. Cette nouvelle chance pour nous tous...[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "Qu'est-ce qu\\'elle peut faire, au juste ?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "Mais à quoi est-ce qu'elle sert ?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]Cette roue n'est que le fragment oublié de quelque chose de bien plus grand, un immense pouvoir reposant sous cette île... [pause]une puissance circulant entre de nombreux mondes...[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "Læ Mer-ligne !", + "SUNNY_QUEST_PART3_LK5_OPTION2": "Alors, elle appartenait à un train de læ Mer-ligne ?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]Le \\\"lien\\\" qui unit tous les Gardes-terres... Est-ce que cette roue pourrait l'étendre... ?[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]On a été créés par l'archange Mammon pour le servir, [pause]non... ?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]Dis-moi, ex-collègue... [pause]Sais-tu seulement ce que sont VRAIMENT les Gardes-terres ?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]Non... les archanges sont incapables de \\\"créer\\\" ! Ils ne peuvent que prendre et altérer... La roue va t'ouvrir les yeux ![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]Dans ce cas... d'où est-ce qu\\'on vient ?[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]La roue peut nous connecter à d'autres lieux, d\\'autres temps... et d\\'autres Gardes-terres. [pause]Grâce à elle, nous pouvons... établir la communication... organiser de nouvelles fusions...[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player}, ils veulent contacter d'autres mondes et faire venir de nouveaux Gardes-terres ici ![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]Exactement ! [pause]Nous allons développer nos activités ! [pause]Recruter massivement ! Inonder le marché ![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]Non ! Je ne vous laisserai pas faire ![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]Quoi ?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]JE RECRUTE DES RENFORTS À TRAVERS TOUT LE COSMOS ![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "C'est peut-être une mauvaise idée...", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]Finissons-en ![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]Ah, c'est parfait ! [pause]Quoi de plus adéquat qu\\'un taureau furieux pour défendre notre capital ?[/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}...[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]Je ne laisserai plus jamais personne me dicter qui je dois être...[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]Je veux simplement être MOI ![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]On a gagné... ensemble...[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]La roue peut m'ouvrir les yeux... ? Qu\\'est-ce qu\\'il voulait dire par là ?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]Qui suis-je, exactement... ?[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "On peut vraiment lui faire confiance ?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "Ça pourrait être dangereux...", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]Je vois... [pause]les fils qui nous lient... si proches de mes doigts que je pourrais presque m'en saisir...[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]Je l'ai vue, l\\'espace d\\'un instant... C\\'était moi ? La personne que j\\'étais ?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "Ça va aller, Joy ?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]Juste encore un peu... J'y suis presque...[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]Elle s'était complètement perdue dans son travail et elle était vraiment malheureuse...[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]Ce corps... Il appartenait à quelqu'un d\\'autre. Elle avait sa propre vie, mais cette vie lui échappait...[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]C'est ce qui en faisait une cible facile pour Mammon. Il l\\'a enlevée... et il a fait d\\'elle un de ses serviteurs.[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]Elle est devenue... moi...[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]Il doit y avoir plus... plus de sens, plus de réponses dans le cosmos... Je dois juste chercher encore un peu...[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]Argh ![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "Sois prudente, Joy !", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "Tu ferais mieux d'arrêter...", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]Je crois que j'ai regardé un peu trop loin dans le cosmos. Je me suis... égarée quelques instants. [pause]Pardon.[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]NON ![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]On peut partir, {player}. Je n'ai plus rien à faire ici...[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "Tout va bien ?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "Tu as trouvé ce que tu cherchais ?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]Je...[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]La roue…[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]Tu l'as vue, n\\'est-ce pas ? [pause]Ta propre genèse ? [pause]Ce moment où tu as été choisie pour servir une noble cause ? [pause]Où tu es enfin devenue celle que tu étais DESTINÉE à être ?[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]Je... Je suis...[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]Je suis Joy. Rien d'autre ! Je me moque de ce que les autres peuvent dire ![/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]Je suis simplement Joy.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]Aide-moi à découvrir de nouvelles choses, {player} ! Il y a tant de choses à voir ! [pause]Je sais que tu comptes quitter la Nouvelle-Wirral, mais...[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]On vous a dit que vous étiez un Garde-terres et vous vous accommodez de ce rôle, mais vous devriez essayer d'être un peu vous-même.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]Quand je pense que ce... [pause]corps... [pause]appartenait à quelqu'un d\\'autre avant de devenir celui d\\'une Garde-terres...[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]Hngh.[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "Je crois qu'ils n\\'existent qu\\'à la Nouvelle-Wirral.", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]Mais cette révélation ne change absolument rien. Je veux continuer à explorer et à développer mon identité présente ![/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]Je suis sûre que l'autre \\\"moi\\\" comprendrait.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]On a encore le temps d'en profiter, [pause]non ?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "Joy te pose toutes sortes de questions sur la vie dans ton monde.", + "RESTING_SUNNY_PLATONIC_2": "Joy te raconte un rêve qu'elle a fait récemment.", + "RESTING_SUNNY_PLATONIC_3": "Joy est tranquillement assise dans un silence satisfait.", + "RESTING_SUNNY_DATING_1": "Joy te confie avec sérieux certaines de ses réflexions sur la vie.", + "RESTING_SUNNY_PLATONIC_5": "Joy te parle avec enthousiasme de ce qu'elle a récemment appris sur Port-la-Ville.", + "RESTING_SUNNY_PLATONIC_4": "Joy et toi partagez une conversation agréable.", + "RESTING_SUNNY_DATING_2": "Joy t'interroge sur tes goûts vestimentaires (sans raison particulière !)", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]Les humains adorent manger, n'est-ce pas... ?[/wave]", + "RESTING_SUNNY_DATING_3": "Joy reste assise avec toi dans un silence satisfait.", + "RESTING_SUNNY_DATING_4": "Joy ne dit pas grand-chose, mais semble heureuse de partager ce moment avec toi.", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]Vous le faites tous au moins une fois par jour ![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "Hein ?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "Comment ça ?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "C'est indispensable !", + "SUNNY_CONVO1_SUNNY2_OPTION2": "On doit manger pour rester en vie !", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]Vraiment ? Étrange...[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]Que je mange ou pas, je ne vois aucune différence ![/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]Je suis peut-être plus différente des autres que je le pensais...[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]Est-ce que le ciel est aussi beau dans ton monde, {player} ?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "Il est... très différent.", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]La journée, le soleil traverse le ciel aux côtés de la lune noire... La nuit, cette même lune noire semble dévorer les étoiles qui dansent autour d'elle...[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "Disons qu'il est assez différent...", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]C'est merveilleux, tu ne trouves pas ?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "C'est cool, ouais !", + "SUNNY_CONVO2_SUNNY3_OPTION2": "Je trouve ça un peu flippant.", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]Ha... Je savais que tu serais d'accord avec moi. Très \\\"cool\\\", oui...[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]Ha... Je savais que tu serais d'accord avec moi. Très \\\"cool\\\", oui...[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]Hmm... Il est peut-être trop différent de ce que tu connais...[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]Ha... Je savais que tu serais d'accord avec moi. Très \\\"cool\\\", oui...[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]Hmm... Il est peut-être trop différent de ce que tu connais...[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]Hmm... Il est peut-être trop différent de ce que tu connais...[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]Dis-moi, {player}... Est-ce qu'il y a un café dans ton monde aussi ?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "Il y en a plein !", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]Plein ? Je trouve ça difficile à imaginer...[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "Non... je n'en ai jamais vu !", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]Ooh ! [pause]Cette île doit être aussi étonnante pour toi que pour moi, alors ![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]Toi et Kayleigh... Vous partagez un lien spécial, pas vrai... ?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "Oui !", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]Je m'en doutais. Je suis heureuse de savoir que deux de mes amis sont si proches...[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "On peut dire ça comme ça.", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]Je m'en doutais. Je suis heureuse de savoir que deux de mes amies sont si proches...[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]Je m'en doutais. Je suis heureuse de savoir que deux de mes ami·es sont si proches...[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]Je crois que j'aimerais avoir ce genre de relation avec quelqu\\'un, moi aussi...[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]Vous êtes très proches, Eugène et toi, pas vrai ?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "Oui !", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]Je m'en doutais. Eugène semble plein d\\'assurance, mais je sais qu\\'il doute souvent de lui-même... Je pense que tu peux l\\'aider à mettre ses qualités en valeur.[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "On peut dire ça comme ça.", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]Vous formez un très beau duo, je trouve...[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]Quand je sens le vent comme ça...[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]Je me dis que... la jeune femme dont j'occupe maintenant le corps n\\'avait pas cette chance de le sentir caresser ses cheveux...[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]D'une certaine façon, je rattrape le temps perdu...[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]C'est drôle de se dire que la plupart des habitants de cette île se sont perdus ici...[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]C'est vous qui les créez, si je comprends bien... ?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]Après tout, ce n'est pas mon cas. C\\'est ici que je me suis enfin trouvée...[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]D'après Kayleigh, c\\'est à ça qu\\'on a droit en venant à la Nouvelle-Wirral, non ? Tu crois que TOUT LE MONDE mérite une seconde chance... ?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "Je pense, oui.", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]La Nouvelle-Wirral... une île où l'on peut éternellement se perdre, [pause]et éternellement se retrouver...[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]Un nouveau départ...[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "Pas tout le monde, non.", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]Moi aussi...[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]J'espère ne jamais rencontrer... quelqu\\'un qui ne mériterait pas de prendre un nouveau départ...[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]Ces \\\"archanges\\\", [pause]comme Mammon...[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "Plus ou moins...", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "Je suis ton amie ?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "Quelque chose comme ça.", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]Je vois...[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]Les archanges semblent tellement plus puissants que les humains... mais cette comparaison ne tient pas...[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]Quand je vois les gens de Port-la-Ville travailler tous ensemble, comme un seul homme...[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]Je me dis que même le plus puissant des archanges ne fera jamais le poids face à l'ensemble des humains réunis ![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]Une question me turlupine...[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]Si on le parcourait à bord d'un bateau, je me demande si on découvrirait d\\'autres îles comme celle-ci...[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]L'océan qui entoure la Nouvelle-Wirral...[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]Je ferai peut-être ça un jour, quand je ressentirai l'envie d\\'explorer de nouvelles terres ![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]Si mon corps appartenait à quelqu'un d\\'autre, avant, est-ce que j\\'ai aussi hérité de ses goûts et de ses peurs... ?[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]Je... J'adore te regarder dans la lueur des flammes, {player}...[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]Ou est-ce que ce sont bien les miens ? [pause]Je me demande...[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]Les braises se reflètent dans tes yeux... C'est bête, mais j\\'ai l\\'impression de percevoir un monde tout entier en toi...[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]Peut-être celui d'où tu viens... Comme si un fragment de ce monde était en toi et te guidait vers lui depuis le début...[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]Mon moi antérieur... La personne qui occupait autrefois ce corps...[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]Elle semblait si malheureuse... [pause]Ça doit être terrible de mener une vie aussi triste sans rien pouvoir y changer...[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]Promets-moi de toujours poursuivre le bonheur, {player}...[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "Il n'y en a pas.", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]À quoi ressemblent les monstres de ton monde, {player}... ?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]Ne laisse pas ton monde faire de toi quelqu'un que tu n\\'es pas... d\\'accord ?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]Hein... ? Vraiment ?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]Je ne savais pas... [pause]Mais ça explique pas mal de choses...[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "Oui.", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]Est-ce qu'il y a plus de vêtements qu\\'ici dans ton monde, {player}... ?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]C'est vrai ?[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "Beaucoup plus...", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]Si je comprends bien... cette île est la création d'un archange appelé \\\"Mer-ligne\\\"... c\\'est ça ?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]Mais... [pause]je viens juste de trouver mon style... Je ne me sens pas encore prête à en changer...[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "Apparemment.", + "SUNNY_CONVO16_SUNNY1_OPTION2": "Tout juste !", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]Compris ! J'aurai des questions plus pertinentes à te poser, la prochaine fois ![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]Cet archange devait avoir une raison de faire tout ça...[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]Mais... ses raisons dépassent peut-être notre compréhension ?[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]En tout cas, ça ne sert à rien de s'inquiéter ! Quoi que l\\'avenir nous réserve, on saura y faire face...[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]Ta nouvelle amie, Gwen... Je n'avais jamais vu quelqu\\'un s\\'habiller comme ça ![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]Alors comme ça, Gwen est un archange...[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]Je me demande si elle accepterait de devenir mon amie...[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]Elle devait se sentir tellement seule, sur cette jetée abandonnée... J'espère qu\\'elle trouvera le bonheur...[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]Personne ne mérite un tel sort...[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]Allez, raconte-moi quelque chose sur ton monde, {player}.[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "Hein ?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "Mon monde ?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]Oui ! Il est ancien, pas vrai ? Contrairement à la Nouvelle-Wirral. On m'a dit que Port-la-Ville n\\'avait même pas cent ans...[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "Tu fais un court résumé de l'histoire de la Terre à Joy. [pause]Tu omets pas mal de détails, mais rien d\\'essentiel.", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]Alors, j'aimerais entendre l\\'histoire de ton monde ![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]Ça fait... beaucoup d'un coup.[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]Quand je pense à cette île et à mes origines... j'ai été une autre personne dans un autre monde, puis une Garde-terres, pour finalement te rencontrer ici...[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]Je peux presque voir la trame qui m'a conduite à être moi, [pause]ici, [pause]maintenant.[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]Tu vois ce que je veux dire ? Est-ce que toi aussi... tu vois les fils de l'histoire qui t\\'ont tiré jusqu\\'ici ?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]Tu vois ce que je veux dire ? Est-ce que toi aussi... tu vois les fils de l'histoire qui t\\'ont tiré·e jusqu\\'ici ?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]Tu vois ce que je veux dire ? Est-ce que toi aussi... tu vois les fils de l'histoire qui t\\'ont tirée jusqu\\'ici ?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "Pas vraiment !", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]Super ! J'avais un peu peur que ce soit une question idiote...[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "Euh, oui ?", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]Pas grave... C'était une question idiote, de toute façon ![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]Je continue d'apprendre à être \\\"moi-même\\\". Je pense que connaître notre histoire en fait partie, mais pas seulement...[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]Quand je pense à l'humaine que j\\'étais... [pause]cette femme à qui ce corps appartenait... je m\\'interroge sur sa propre histoire...[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]Mais je me pose peut-être les mauvaises questions... Je crois que je devrais me concentrer davantage sur le présent ![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "Bonne idée !", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]Vous êtes nombreux dans ton monde, pas vrai ? Je veux dire... beaucoup plus nombreux que nous sur cette île.[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "Si tu le dis !", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]Dis, {player}...[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]Ne t'en fais pas, je comprends très bien. Les autres Gardes-terres et moi... on n\\'est pas du tout amis, après tout.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "On peut dire ça.", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]Ça doit être juste impossible de connaître tout le monde ![/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "Tout à fait !", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]Ça ne te rend pas triste ? De penser à toutes ces amitiés manquées ?[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]Quoique... On ne peut pas non plus être ami avec tout le monde. Certaines personnes ne sont pas faites pour s'entendre...[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "Exactement.", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "C'est rien de le dire.", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]Le rôle qui leur a été imposé est si strict... si immuable qu'ils sont incapables d\\'imaginer leur vie autrement.[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]Mais même s'il y a un risque qu\\'ils me rejettent ou qu\\'ils me détestent... je continuerai à essayer d\\'aller vers les autres.[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]Mon choix d'être \\\"Joy\\\" plutôt qu\\'une \\\"Garde-terres\\\" est peut-être un affront pour eux.[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]Je trouve les gens si intéressants ! C'est amusant de parler avec eux, pour moi...[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "Tu as raison !", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "Ah bon... ?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "C'est un bon état d\\'esprit !", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]Hi hi.[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]C'est vraiment drôle d\\'avoir faim, tu ne trouves pas ?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]Mon point de vue t'étonne ?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "Non, c'est plutôt le contraire !", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]C'est une sensation capable de modifier notre comportement, qu\\'on le veuille ou non...[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]Les désirs de notre corps sont impérieux et conditionnent nos décisions...[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "C'est pas faux.", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "Tu ressens certains de ces désirs ?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Tu vois ? J'ai raison, finalement ![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Je parie qu'on trouve des tas de mets délicieux dans ton monde, {player} ![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Et certains plats me font plus envie que d'autres. Même moi, j\\'ai mes \\\"préférences\\\"...[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "Oh oui.", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "Laisse-moi te parler de nos \\\"restaurants\\\".", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Tu... [pause][pause]Euh.. [pause][pause]Je ne suis pas… [pause]Je parle juste de nourriture ![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Il faut absolument que tu me les décrives, j'ai très envie d\\'en savoir plus ![/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Beaucoup de ces désirs humains sont... [pause]intéressants, mais il m'est plus difficile d\\'en parler...[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "La conversation s'achève rapidement dans un silence gêné.", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]Hé, {player}...", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]Il paraît que notre lieu de vie reflète notre propre personnalité. Ça me rend un peu curieuse...[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]Tu veux bien me montrer ta maison... ?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "Bien sûr !", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "Pas maintenant.", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]Super ! Allons-y ![/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]D'accord. Une autre fois, alors...[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]J'ai beaucoup réfléchi à ma propre identité et à ce que ça veut dire d\\'être une personne...[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]Et je crois que je comprends, maintenant.[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]Ce qui fait de nous des individus... [pause]ce sont les autres.[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]Sans toi, Kayleigh et Eugène, je ne serais pas Joy...[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]Après tout, c'est vous qui m\\'avez donné ce nom. C\\'est le premier cadeau que j\\'ai reçu... et je le chérirai toute ma vie.[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]Même toi, {player}. Au début, tu n'étais qu\\'un inconnu effrayant, indigne de ma confiance. Mais maintenant...[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]Ça paraît si loin, maintenant ! Et je vois les choses si différemment, depuis...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "Je suis ton ami ?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]Même toi, {player}. Au début, tu n'étais qu\\'une inconnue effrayante, indigne de ma confiance. Mais maintenant...[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]Même toi, {player}. Au début, tu n'étais qu\\'un·e inconnu·e effrayant·e, indigne de ma confiance. Mais maintenant...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "Je suis ton ami·e ?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "Je suis... quelqu'un de spécial ?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Ces liens qu'on tisse avec les autres, ils donnent du sens à nos vies. C\\'est ce qui nous rend humains, je crois...[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Oui ! On a voyagé ensemble... affronté des monstres ensemble... et même fusionné...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "Je suis... quelqu'un de spéciale ?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "Je suis... quelqu'un de spécial·e ?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Je sais qu'un jour, tu quitteras cette île... mais ces liens seront toujours là, pour faire de nous ce que nous sommes.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]C'est ce que je pense, en tout cas.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Euh...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Tu essaies bien de me dire ce que je pense... ?[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "Je veux juste dire qu'on est très proches !", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "Je veux dire que j'ai des sentiments pour toi.", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "Je veux juste dire qu'on est très proches !", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "Je veux juste dire qu'on est très proches !", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]Alors... ce n'est pas que moi...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]Pour être tout à fait honnête, j'éprouve... [pause]des sentiments complexes depuis quelque temps.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]C'est si difficile pour moi de savoir ce qui est normal et ce qui ne l\\'est pas...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]Mais puisque tu ressens la même chose, je vais essayer d'être franche.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]Je veux me rapprocher de toi, [pause]être tout près de toi, maintenant... [pause]si tu veux bien... ?[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "Non, rien de particulier !", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]Je sens que tu as quelque chose à me dire, {player}...[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]D'accord, {player}...[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]Je voudrais qu'on soit ensemble.[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]Je crois que je comprends ce que tu veux dire.[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]Ne t'en fais pas. On n\\'était pas amis, à l\\'époque, mais les choses ont bien changé... C\\'est mieux comme ça, tu ne crois pas ?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]C'est aussi ce que je veux... plus que tout au monde...[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]Je...[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]Tu ne parles pas simplement d'une proximité physique, mais de quelque chose de plus profond...[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "Oui.", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]Une validation du lien qui existe entre nous, en tant que personnes...[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "C'est... une autre façon de le dire, oui.", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]Mais... ça n'exclut pas le rapprochement physique, hein... ?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]Parce que quand je te vois, je ressens plein de choses différentes. Une envie d'être proche de toi, mais aussi d\\'établir un lien spécial avec toi, avec ton cœur...[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]Ces sentiments sont inextricables et indéfinissables. Ils me donnent l'impression que je ne me connais pas aussi bien que je le voudrais...[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]J'ai besoin d\\'être plus proche de toi, je crois.[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]J'ai besoin de sentir tes mains sur les miennes, [pause]et d\\'autres choses comme ça aussi ![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]Je sais qu'un jour, tu quitteras cette île... mais ce lien sera toujours là, pour faire de nous ce que nous sommes.[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]Alors... oui. Je veux être avec toi, moi aussi. Au moins jusqu'à ton départ.[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "Oh, ils n'y vivent pas tout le temps ! Seulement une partie de la journée. Vois ça comme un rôle qu\\'ils doivent jouer avant de rentrer chez eux et de redevenir eux-mêmes.", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "Je ne dirais pas ça comme ça... Disons qu'on a besoin d\\'argent pour vivre, et qu\\'un travail de bureau fait partie des moyens d\\'en gagner.", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]... Alors, tu veux dire que dans ton monde, certaines personnes CHOISISSENT la vie de Garde-terres... ?[/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]Alors, les gens choisissent de vivre dans un bureau pour survivre... ?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "Euh, je ne suis pas qualifiée pour ce genre de travail.", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]Je vois... Et c'est ce que tu faisais avant de venir à la Nouvelle-Wirral, Kayleigh ?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]... Non, je n'ai jamais eu à \\\"boire du sang\\\" quand j\\'étais une Garde-terres...[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "Oublie ça. Je suis juste curieuse.", + "PARTNER_INTERACT_S_M1_MEREDITH2": "Tu n'es donc pas une vampire... [pause]Mais tu es sûre de ne pas être [wave amp=30 freq=10]un peu[/wave] une morte-vivante ? Tu es tellement pâle...", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]\\\"Morte-vivante\\\" ? Je ne connais pas ce mot... C'est mal... ?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]Curieuse... [pause]à propos de moi... ?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "Ne te méprends pas ! [pause]C'est juste que tu sembles à la fois [wave amp=30 freq=10]morte et bien vivante[/wave]. C\\'est plutôt cool.", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]En gros, tu as du mal à comprendre ce que je suis et tu trouves ça intéressant... ?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "En gros, oui...", + "PARTNER_INTERACT_S_E1_EUGENE2": "Tu parles de la première fois où tu es entrée dans ce café ? Ouais, c'est vrai que ça commence à dater.", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]... J'ai l\\'impression que notre première rencontre remonte à une éternité, Eugène...[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]Non, je parle de ma première visite à Port-la-Ville, quand j'étais encore une Garde-terres. Tu nous as ordonné de partir, à moi et mon collègue, tu te rappelles... ?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "Attends... [pause]c'était TOI ? Joy, je n\\'avais jamais réalisé...", + "PARTNER_INTERACT_S_E1_EUGENE6": "Beaucoup mieux, oui !", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]... Tu veux me dessiner... ?[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "Ouais ! Ton histoire pourrait inspirer des tas de gens. Tu as fui ta vie d'esclave corporatiste pour trouver ta propre identité. Je pourrais baser un des personnages de ma prochaine bande dessinée sur toi !", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]Par contre, je tiens à garder tous mes vêtements pendant nos séances.[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]Je... C'est vraiment gentil de ta part. J\\'en serais très honorée, Félix...[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "Ne t'inquiète pas, je ne suis [wave amp=30 freq=10]pas[/wave] ce genre d\\'artiste...", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]... Tu aurais de beaux souvenirs de tes aventures à me raconter, Violaine... ?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "De beaux souvenirs ? Bien sûr ! Le vent dans mes cheveux, une nuit passée à la belle étoile. La chaleur d'un lit douillet dans une taverne le lendemain. Une soirée passée en compagnie des amis de mon père, la suivante à un récital de poésie au cœur de la belle Vérone...", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]La \\\"belle Vérone\\\"... Ça me fait rêver...[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "Une ville splendide, mais... j'ai un aveu à te faire : [pause]j\\'y ai volé le cœur d\\'une jeune fille de bonne famille, causant par là une querelle qui a rapidement pris des proportions dramatiques... [pause]Je n\\'y remettrai plus jamais les pieds.", + "PARTNER_INTERACT_S_D1_DOG2": "Wouf !", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]... Tu es un \\\"chien\\\", c'est ça... ?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]... Tu es décidément pleine de surprises ![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]Je n'avais jamais vu de \\\"chien\\\" avant toi. J\\'aimerais bien en rencontrer d\\'autres, si l\\'occasion se présente...[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "Oui ! [pause]Là d'où je viens, les cheveux roux ne sont pas si rares que ça !", + "FRANKIE_INTERACT_K1_FRANKIE1": "... Pardonne ma curiosité, Kayleigh, mais... c'est ta couleur naturelle ?", + "FRANKIE_INTERACT_K1_FRANKIE4": "Non, bien sûr, [pause]mais... [pause]ils RESTENT naturellement de cette couleur depuis que je suis arrivée ici !", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "Toi, par contre, j'imagine que tu n\\'es pas née avec les cheveux roses.", + "FRANKIE_INTERACT_K1_FRANKIE6": "Je fais des économies de coiffeur, en tout cas !", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "Si ça te plaît, c'est plutôt pas mal, non ?", + "FRANKIE_INTERACT_M1_FRANKIE1": "… Je sais pas, Mérédith. Si je [wave amp=30 freq=10]quitte[/wave] la Nouvelle-Wirral, je vais devoir travailler et faire tous ces trucs barbants...", + "FRANKIE_INTERACT_K1_FRANKIE7": "... Même si l'argent n\\'existe pas ici. Ni les teintures, d\\'ailleurs.", + "FRANKIE_INTERACT_V1_VIOLA3": "Je pense comprendre ce qui te perturbe, ma chère Frankie. Tu te demandes s'il y a une contradiction entre ta passion pour les œuvres romantiques ou licencieuses, et ta propre réticence à t\\'engager dans ce type de relation.", + "FRANKIE_INTERACT_M1_MEREDITH2": "T'es encore jeune ! Il te reste un peu de temps avant de devoir endosser toutes ces responsabilités d\\'adulte.", + "FRANKIE_INTERACT_M1_FRANKIE3": "J'ai déjà [wave amp=30 freq=10]dix-huit ans[/wave] ! Tu n\\'as pas l\\'air [wave amp=30 freq=10]beaucoup[/wave] plus vieille que moi !", + "FRANKIE_INTERACT_M1_MEREDITH4": "Oh. [pause]Au temps pour moi. Tu es si... [pause]débordante d'énergie que je t\\'avais prise pour une adolescente.", + "FRANKIE_INTERACT_M1_FRANKIE5": "Ça m'arrive souvent !", + "FRANKIE_INTERACT_E1_FRANKIE1": "... Je me dis juste que je ne suis peut-être pas la personne que mes parents [wave amp=30 freq=10]espéraient[/wave] me voir devenir en grandissant. Ils me [wave amp=30 freq=10]soutiennent[/wave], mais quelque chose me dit qu'ils sont déçus...", + "FRANKIE_INTERACT_E1_EUGENE2": "Je comprends. J'ai eu une enfance plutôt normale... mais mes parents ont passé la leur à se battre dans une guerre terrible pour le salut d\\'un monde en perdition...", + "FRANKIE_INTERACT_E1_FRANKIE3": "… [pause]Quoi ?", + "FRANKIE_INTERACT_E1_EUGENE4": "Je veux dire... ils m'ont élevé de leur mieux... [pause]mais j\\'ai grandi en jouant au milieu des ruines des machines de mort que leur génération avait abattues, tu comprends ?", + "FRANKIE_INTERACT_E1_EUGENE5": "Ça crée forcément un décalage irréconciliable entre nous.", + "FRANKIE_INTERACT_E1_FRANKIE6": "… [pause]Ma vie n'est peut-être pas si compliquée que ça, finalement.", + "FRANKIE_INTERACT_F1_FRANKIE1": "... Si je te décris un personnage en détail, tu crois que tu pourrais le dessiner pour moi ?", + "FRANKIE_INTERACT_F1_FELIX2": "Bien sûr ! Dis-moi à quoi il ressemble et donne-moi juste un peu de temps.", + "FRANKIE_INTERACT_F1_FRANKIE3": "Super, [pause]alors, [pause]imagine un loup-garou, mais en costume. Non, attends, plutôt en smoking... Et sa fourrure est d'une couleur...", + "FRANKIE_INTERACT_F1_FELIX4": "Euh, tu ne voudrais pas me mettre tout ça par écrit, plutôt ?", + "FRANKIE_INTERACT_V1_FRANKIE1": "... J'avoue que je lis beaucoup d\\'histoires d\\'amour, pour quelqu\\'un qui préfère rester seul.", + "FRANKIE_INTERACT_V1_FRANKIE2": "C'est [wave amp=30 freq=10]bizarre[/wave], non ?", + "FRANKIE_INTERACT_V1_VIOLA5": "À mon humble avis, tu n'as pas à t\\'inquiéter. Les désirs de ton cœur changeront peut-être avec le temps.", + "FRANKIE_INTERACT_V1_FRANKIE4": "... Je suppose ?", + "FRANKIE_INTERACT_V1_VIOLA6": "Profite des choses que tu aimes, et aime les gens autour de toi à ta façon. C'est là, je crois, une très belle façon de vivre.", + "FRANKIE_INTERACT_V1_FRANKIE7": "Tu es vraiment [wave amp=30 freq=10]TROP[/wave] cool, Violaine, tu sais ça ?", + "FRANKIE_INTERACT_S1_FRANKIE1": "... Je ne savais même pas que la Nouvelle-Wirral [wave amp=30 freq=10]existait[/wave] avant de venir ici, mais j'ai l\\'impression de m\\'être préparée [wave amp=30 freq=10]toute ma vie[/wave] pour cette aventure !", + "FRANKIE_INTERACT_V1_VIOLA8": "On me fait souvent la remarque, ces derniers temps !", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]Je vois... En lisant et en écrivant de nombreuses histoires fantastiques, si j'ai bien compris ?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "Oui ! [pause]Même si ce concept de lecteur de cassettes est totalement inédit, les gens [wave amp=30 freq=10]adorent[/wave] les histoires d'amitié entre monstres et humains... surtout s\\'il y a un peu de romance en fond.", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]Euh... C'est pour ça que tu es si contente d\\'être ici ? Tu espères vivre une histoire d\\'amour... avec un monstre ?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "Qui, moi ? [pause]Non, je suis strictement là en qualité d'observatrice !", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "Les personnages souffrant de l'effet Sabotage voient l\\'une de leurs capacités remplacée par Retour de flamme.", + "STATUS_NAME_BOOBY_TRAPPED": "Sabotage", + "STATUS_NAME_FLAMMABLE": "Inflammable", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Inflige l'effet {status_effect} à toute l\\'équipe cible pendant {duration} tour(s).", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Touche une cible en utilisant la caractéristique de défense au corps à corps (et non d'attaque au corps à corps) de l\\'utilisateur. De plus, ce dernier subit lui aussi des dégâts.", + "MOVE_DESCRIPTION_CARNIVORE": "Augmente les PV restaurés par Morsure.", + "MOVE_NAME_BOOBY_TRAP": "Retour de flamme", + "MOVE_NAME_MACHINE_CURSE": "Malédiction mécanique", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consomme tous les PA de l'utilisateur, pour une puissance équivalente à 15 fois ces PA. Le type de l\\'attaque et ses éventuels effets dépendent du temps qu\\'il fait.", + "MOVE_NAME_BUTTERFLY_EFFECT": "Effet papillon", + "MOVE_DESCRIPTION_MACHINE_CURSE": "Renvoie vers l'utilisateur tous les dégâts et effets infligés par les capacités déclenchées par d\\'autres capacités passives.", + "MOVE_NAME_STICKER_TRICK": "Mauvais tour", + "MOVE_DESCRIPTION_LIFTOFF": "Confère Gain de PA et Vitesse + à l'utilisateur à la fin de son troisième tour.", + "MOVE_NAME_ENERGY_RESERVES": "Réserves d'énergie", + "MOVE_NAME_BAD_FORECAST": "Mauvaises prévisions", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "A une chance d'octroyer 1 PA à un allié aléatoire à la fin du tour de l\\'utilisateur.", + "MOVE_NAME_IONISED_AIR": "Ionisation", + "MOVE_DESCRIPTION_BOOBY_TRAP": "Inflige des dégâts à l'utilisateur.", + "MOVE_DESCRIPTION_STICKER_TRICK": "La dernière capacité utilisée par la cible est remplacée par Retour de flamme, une capacité infligeant des dégâts à l'utilisateur.", + "STATUS_DESCRIPTION_FLAMMABLE": "Les personnages inflammables reçoivent l'effet Brûlure lorsqu\\'ils sont touchés par une attaque de type Feu. De plus, les dégâts infligés par cet effet sont augmentés.", + "MOVE_DESCRIPTION_HARDBACK": "Réduit les dégâts subis, à l'exception de ceux des coups critiques et des attaques de type Feu. Les attaques subies de type Feu sont systématiquement critiques et ne confèrent aucun effet bénéfique.", + "MOVE_NAME_CARNIVORE": "Carnivore", + "MOVE_NAME_BRACE_FOR_IMPACT": "Crash", + "MOVE_NAME_HARDBACK": "Reliure renforcée", + "MOVE_NAME_LIFTOFF": "Envolée", + "MOVE_NAME_GASOLINE_SPRAY": "Vapeurs d'essence", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Inflige l'effet {status_effect} à la cible.", + "MOVE_DESCRIPTION_BAD_FORECAST": "S'active automatiquement au début du combat. Confère l\\'effet Esquive nulle à la cible pendant {duration} tours et modifie aléatoirement le temps.", + "AMPHARE_NAME": "Acculapin", + "FRAGLIACCI_LORE_2": "\\\"Pagliacci\\\" est le titre d'un opéra italien écrit par Ruggero Leoncavallo et mis en scène pour la première fois en 1892. Il raconte l\\'histoire d\\'un acteur à la tête d\\'une troupe de théâtre.", + "LAPACITOR_LORE_2": "La première pile électrique a été inventée par le physicien Alessandro Volta en 1800. À l'époque, il n\\'a pas compris la vraie nature de son invention et pensait avoir découvert une source d\\'énergie illimitée.", + "AMPHARE_LORE_1": "L'Acculapin n\\'est guère plus qu\\'une batterie ambulante, dont les membres ne sont que des bouts de ferraille lévitant autour de son corps. Personne ne sait précisément ce qui a provoqué son éveil à la conscience.", + "PIER_MACHINE_GLITTER_LORE_2": "Privez un être de toute son humanité et il ne reste que le chaos.", + "ITEM_PIER_TICKET": "Ticket gagnant", + "ITEM_PIER_TICKET_DESCRIPTION": "Un ticket pouvant être échangé contre des billets d'entrée à la Jetée de l\\'Espérance. Le papier est sec et cassant, comme une feuille morte.", + "DLC_PIER_FELIX_CONVO2_FELIX2": "On dirait bien que tous ces archanges envient les humains. Celle que tu as rencontrée dans cet autre monde, Miss Ambre, semblait elle aussi préférer adopter une apparence humaine, non ?", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "Exact !", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "C'est pas faux...", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Cette femme revêt les atours d'une saltimbanque, mais je ne me laisserai pas duper !", + "DLC_PIER_FELIX_CONVO2_FELIX4": "Ils sont puissants, c'est vrai... [pause]mais la puissance ne fait pas tout !", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Ne te laisse pas berner par le visage amical de Gwen, {player}. Les saltimbanques dans son genre peuvent te sourire avant de te poignarder dans le dos l'instant d\\'après.", + "DLC_PIER_FELIX_CONVO2_FELIX3": "Je comprends qu'on puisse les prendre pour des [wave amp=30 freq=10]dieux[/wave], mais je pense que c\\'est une vision trop simpliste.", + "UMBRAHELLA_LORE_1": "Cette créature énigmatique est perçue comme un mauvais présage. Capable de flotter dans les vents les plus violents, elle apparaît seulement quand une catastrophe est imminente.", + "UMBRAHELLA_LORE_2": "Des représentations de parapluies repliables ont été retrouvées sur des sculptures datant de l'Assyrie antique. Des parapluies de toutes formes sont présents dans l\\'ensemble des cultures humaines à travers l\\'histoire.", + "UI_CC_VALUE_hair_clown_2": "Coiffure de clown 2", + "UI_CC_VALUE_hair_clown_1": "Coiffure de clown 1", + "UI_CC_VALUE_hair_clown_3": "Chapeau de clown", + "UI_CC_VALUE_hair_clown_4": "Coupe bicolore", + "UI_CC_VALUE_head_clown": "Nez de clown", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "Alors comme ça, notre Gwen était un archange et elle connaissait même Aleph...", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Cette jetée sinistre soulève une foule de questions.", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "Et Gwen... est-ce qu'elle est là depuis le début ? [pause]Est-ce qu\\'elle se maquille elle-même ? [pause]Est-ce qu\\'elle est célibataire ?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "Est-ce qu'elle est là depuis que la Nouvelle-Wirral existe ? D\\'où peut-elle bien [wave amp=30 freq=10]provenir[/wave] ?", + "CHARLEQUIN_LORE_1": "Le Cramlequin dissimule des objets dans ses grandes manches pour ses spectacles, dont des feux d'artifice, des matériaux inflammables et toutes sortes de dispositifs explosifs...", + "FRAGLIACCI_NAME": "Déflagliacci", + "BLUNDERBUSK_LORE_2": "Bien que le rôle de \\\"clown\\\" existe depuis l'Égypte antique, le style caractéristique que nous leur connaissons a été imaginé par l\\'Anglais Joseph Grimaldi au début du 19e siècle.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Divertir", + "BATTLE_ADJECTIVE_PIER_MACHINE": "Engin infernal {name}", + "PIER_MACHINE_BEAST_NAME": "Perle", + "PIER_MACHINE_BEAST_SUBTITLE": "Machine bestiale", + "PIER_MACHINE_BEAST_LORE_2": "Certains voient la sauvagerie comme une absence totale d'humanité, tandis que d\\'autres la considèrent comme une acceptation de notre vraie nature.", + "PIER_MACHINE_BEAST_LORE_1": "Quelles que soient ses origines, cette entité est maintenant piégée entre deux états d'existence. C\\'est une abomination qui ne peut s\\'exprimer qu\\'à travers sa rage bestiale.", + "BLUNDERBUSK_NAME_PREFIX": "Trom", + "AMPHARE_NAME_PREFIX": "Accu", + "FRAGLIACCI_DESCRIPTION": "un clown avec un canon en guise de tête", + "REGION_NAME_FUNHOUSE": "Funworld", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "dans l'Antre de la sorcière de la Jetée de l\\'Espérance", + "REGION_NAME_SPACEWORLD": "Cosmozone", + "REGION_NAME_FUNHOUSE_PHRASE": "au Funworld de la Jetée de l'Espérance", + "REGION_NAME_PIER_WAREHOUSE": "Entrepôt", + "REGION_NAME_SPACEWORLD_PHRASE": "à la Cosmozone de la Jetée de l'Espérance", + "PIER_MACHINE_GLITTER_LORE_1": "Cette entité est consciente d'une seule chose : qu\\'elle ne devrait pas exister. Dénuée de toute rationalité, elle est incapable de prendre la moindre décision logique ou sensée.", + "PIER_MACHINE_GLITTER_SUBTITLE": "Machine du chaos", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Un billet d'entrée permettant d\\'accéder à l\\'une des attractions de la Jetée de l\\'Espérance.", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "Billet vert", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Un billet d'entrée permettant d\\'accéder à l\\'une des attractions de la Jetée de l\\'Espérance.", + "ITEM_PIER_PASS_SPACEWORLD": "Billet rouge", + "ITEM_PIER_PASS_FUNHOUSE": "Billet rose", + "ROSEHOOD_LORE_2": "L'histoire du \\\"Petit Chaperon rouge\\\" est très ancienne. On en trouve des références en Europe à partir du 10e siècle, et il trouverait ses origines dans le folklore de la Grèce antique.", + "UMBRAHELLA_SUBTITLE": "Mauvais présage", + "UMBRAHELLA_DESCRIPTION": "un parapluie vivant vraiment angoissant", + "REGION_NAME_PIER_PHRASE": "à la Jetée de l'Espérance", + "REGION_NAME_PIER": "Jetée de l'Espérance", + "REGION_NAME_HAUNTEDHOUSE": "Antre de la sorcière", + "MAP_FEATURE_ROWING_BOAT": "Bateau à rames", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "dans l'entrepôt de la Jetée de l\\'Espérance", + "MAP_FEATURE_WAREHOUSE": "Entrepôt", + "MAP_FEATURE_HAUNTEDHOUSE": "\\\"Antre de la sorcière\\\"", + "MAP_FEATURE_FUNHOUSE": "\\\"Funworld\\\"", + "MAP_FEATURE_SPACEWORLD": "\\\"Cosmozone\\\"", + "CHARLEQUIN_NAME": "Cramlequin", + "FRAGLIACCI_LORE_1": "Le corps entier du Déflagliacci est un canon balistique. Son \\\"visage\\\" ne sert qu'à dissimuler la bouche de ce canon, capable de tirer des projectiles à une vitesse terrifiante.", + "LAPACITOR_DESCRIPTION": "un lapin en forme de condensateur et doté d'une énorme pince", + "MAJORTOM_LORE_2": "Le premier voyage spatial habité réussi a été réalisé par le Soviétique Yuri Gagarin en 1961. D'une durée totale de 108 minutes, il représente incontestablement un événement majeur dans l\\'histoire de l\\'humanité.", + "MAJORTOM_DESCRIPTION": "un robot dans une grosse fusée", + "ROSEHOOD_DESCRIPTION": "une créature encapuchonnée portant un panier de fleurs", + "MINORTOM_NAME_PREFIX": "Mini", + "MINORTOM_NAME_SUFFIX": "tom", + "MINORTOM_LORE_1": "Les Minitoms étaient initialement de simples automates destinés à divertir les visiteurs d'un parc d\\'attractions sur une Terre alternative. Depuis longtemps affranchis de leurs créateurs, ils ont acquis une sorte de conscience mécanique et ne rêvent plus que d\\'explorer le cosmos.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]Hein ?![/shake] Non ! C'est pas [wave amp=30 freq=10]du tout[/wave] ce que tu crois !", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Non, c'est plutôt son côté \\\"unique occupante d\\'une jetée abandonnée\\\" que je trouve un peu flippant.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "Quoi, elle te fait peur ?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "Quoi, elle te plaît ?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Toi, par contre, tu t'es [wave amp=30 freq=10]trahi[/wave] en me demandant ça, {player}.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Toi, par contre, tu t'es [wave amp=30 freq=10]trahie[/wave] en me demandant ça, {player}.", + "CHARLEQUIN_NAME_SUFFIX": "lequin", + "MAJORTOM_NAME": "Majortom", + "MINORTOM_DESCRIPTION": "un robot dans une fusée rétro", + "UMBRAHELLA_NAME": "Ombrapluie", + "UMBRAHELLA_NAME_PREFIX": "Ombra", + "UMBRAHELLA_NAME_SUFFIX": "pluie", + "HAUNTOME_LORE_2": "L'histoire du livre est aussi ancienne que celle de l\\'écriture. Avant l\\'invention du papier, différents supports étaient utilisés pour conserver les écrits, y compris des tablettes d\\'argile.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Alors comme ça, Gwen n'était pas humaine ?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Toi, par contre, tu t'es [wave amp=30 freq=10]trahi·e[/wave] en me demandant ça, {player}.", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Notre nouvelle mission, pour sauver cette jetée...", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Ah, je sais vraiment pas quoi penser de toute cette histoire. Ça me dépasse totalement.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "Ça m'étonne pas. On peut pas faire confiance à quelqu\\'un qui reste constamment déguisé. [pause]C\\'est ce que j\\'ai toujours dit.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Je pense qu'on peut lui faire confiance !", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "Elle est un peu bizarre, non ? Je veux dire, je suis jamais contre l'idée d\\'aider quelqu\\'un, mais je sais vraiment pas quoi penser de Gwen.", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Dans tous les cas, reste sur tes gardes. Qui sait ce qui nous attend ici...", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "Je sais pas si on peut lui faire confiance.", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Il se trame ici je ne sais quelle diablerie... [pause]Tu le sens tout autant que moi.", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "La clownesse \\\"Gwen\\\" était donc elle-même un esprit surnaturel ?", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Ces êtres féériques venus d'ailleurs envient l\\'humanité à bien des égards, semble-t-il.", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Vivre si longtemps, mais mener une existence si misérable...", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "C'était une créature bien pitoyable, en fin de compte.", + "CHARLEQUIN_NAME_PREFIX": "Cram", + "CHARLEQUIN_DESCRIPTION": "un clown aux yeux étoilés", + "AMPHARE_NAME_SUFFIX": "lapin", + "BLUNDERBUSK_NAME_SUFFIX": "bozo", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Un billet d'entrée permettant d\\'accéder à l\\'une des attractions de la Jetée de l\\'Espérance.", + "ITEM_KEY_HAUNTEDHOUSE_1": "Œil de rubis", + "ITEM_KEY_HAUNTEDHOUSE_3": "Clé verte", + "ITEM_KEY_HAUNTEDHOUSE_2": "Clé de la bibliothèque", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Une gemme brute, grossièrement taillée pour pouvoir s'insérer dans une cavité bien précise.", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Une clé rouillée permettant d'accéder à la bibliothèque de l\\'Antre de la sorcière.", + "SCARLETEETH_DESCRIPTION": "un loup énorme drapé d'un manteau rouge", + "SCARLETEETH_LORE_2": "Le conte du \\\"Petit Chaperon rouge\\\" possède de nombreuses variantes, la plus populaire étant celle des frères Grimm. Certaines versions décrivent explicitement le loup de l'histoire comme un loup-garou.", + "SCARLETEETH_LORE_1": "Les Ronrouges qui tournent mal deviennent des Crocarlates, des monstres féroces et affamés. Prendre cette forme en combat revient à s'abandonner totalement à une soif de sang purement bestiale.", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "Alors, Gwen était un archange depuis le début ?", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "N'empêche, je continue de croire qu\\'on a bien fait de l\\'aider... [pause]Enfin, je crois ?", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "Mais une chose est sûre, on a fait du beau boulot, ici. Bravo, {player}.", + "DLC_PIER_FELIX_CONVO1_FELIX1": "Cette jetée... [pause]Elle est...", + "DLC_PIER_FELIX_CONVO1_FELIX2": "Vraiment cool, tu ne trouves pas ?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Hein ?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Si tu le dis !", + "DLC_PIER_FELIX_CONVO2_FELIX1": "Alors, \\\"Gwen la clown\\\" était en réalité \\\"Gwenwyfar l'archange\\\", hein ?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "Mais c'est peut-être moi qui me fais des films.", + "DLC_PIER_FELIX_CONVO1_FELIX3": "La façon dont elle se [wave amp=30 freq=10]détériore lentement[/wave] ne fait qu'ajouter à son charme. Chaque plaque de rouille raconte une histoire.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "Quelle est la vocation d'un clown ?", + "LAPACITOR_LORE_1": "Quand l'énergie électrique s\\'accumule suffisamment dans un Acculapin, il parvient à grandir et acquérir de vrais membres. Il continue néanmoins à s\\'entourer de ferraille par magnétisme pour sa défense.", + "LITTLERED_NAME_PREFIX": "Ron", + "LITTLERED_NAME": "Ronrouge", + "LITTLERED_NAME_SUFFIX": "rouge", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Effrayer", + "CLOWN_LORE_1": "Gwenwyfar est un ancien archange qui a toujours éprouvé une fascination candide pour la culture humaine. Elle a consacré de nombreuses années à tenter d'émuler l\\'aptitude naturelle des humains à créer de nouvelles choses.", + "CLOWN_LORE_2": "Incarnation de l'illusion, Gwenwyfar était autrefois membre de la \\\"Table ronde\\\" d\\'Aleph. Après la dissolution tragique de cette troupe, elle s\\'est recluse dans la solitude de la Jetée de l\\'Espérance.", + "MINORTOM_LORE_2": "La première \\\"fusée spatiale\\\" de fiction apparaît dans le roman \\\"De la Terre à la Lune\\\" de Jules Vernes, une histoire de vol habité vers notre satellite. Cet ouvrage a directement inspiré le tout premier film de science-fiction, \\\"Le Voyage dans la Lune\\\" de Georges Méliès.", + "HAUNTOME_NAME_PREFIX": "Hant", + "HAUNTOME_NAME_SUFFIX": "tome", + "HAUNTOME_LORE_1": "Au premier abord, le Hantome semble être un livre possédé par un esprit vengeur, mais son \\\"œil\\\" est en réalité une créature organique installée dans un ouvrage confortable. Il en agite les pages pour générer de puissants coups de vent.", + "FRAGLIACCI_NAME_PREFIX": "Déflag", + "FRAGLIACCI_NAME_SUFFIX": "liacci", + "CHARLEQUIN_LORE_2": "\\\"Harlequin\\\" est un personnage comique trouvant ses origines dans la commedia dell'arte, un genre de théâtre italien très apprécié du 16e au 18e siècle.", + "LITTLERED_LORE_2": "\\\"Le Petit Chaperon rouge\\\" est un conte européen. Bien que de nombreuses versions existent, il narre généralement l'histoire d\\'une petite fille suivie par un loup alors qu\\'elle se rend chez sa grand-mère.", + "LITTLERED_DESCRIPTION": "une créature féline encapuchonnée et armée d'un arc", + "BLUNDERBUSK_NAME": "Trombozo", + "DLC_POPUP_PIER_2": "Les options d'apparat suivantes sont maintenant disponibles :\\n\\n- Coiffure de clown 1\\n- Coiffure de clown 2\\n- Chapeau de clown\\n- Coupe bicolore\\n- Nez de clown", + "PIER_MACHINE_ASTRAL_NAME": "Corvus", + "PIER_MACHINE_ASTRAL_SUBTITLE": "Machine du néant", + "PIER_MACHINE_ASTRAL_LORE_2": "Le néant est une absence totale de sens, d'âme et d\\'identité.", + "PIER_MACHINE_GLITTER_NAME": "Rose", + "PIER_MACHINE_ASTRAL_LORE_1": "Une entité inachevée. La chaleur qu'elle possédait dans sa vie précédente s\\'est consumée totalement, ne laissant derrière elle qu\\'un néant obscur.", + "QUEST_DLC_PIER_DESCRIPTION1": "Neutralise les 3 engins infernaux à la Jetée de l'Espérance.", + "QUEST_DLC_PIER_PROGRESS2": "Tu as vaincu {num} des 3 engins infernaux.", + "QUEST_DLC_PIER_DESCRIPTION2": "Parle à Gwen.", + "QUEST_DLC_PIER_PROGRESS1": "Échange 4 tickets gagnants contre un billet d'entrée.", + "LAPACITOR_NAME_PREFIX": "Lago", + "LAPACITOR_NAME_SUFFIX": "sateur", + "ITEM_KEY_SPACEWORLD_3": "Clé rouge", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Une lourde clé en fer permettant d'ouvrir la salle des machines de la Cosmozone.", + "ITEM_KEY_WAREHOUSE": "Clé de l'entrepôt", + "RUMOR_DLC_PIER_BOAT": "Un client de ce bel établissement m'a fait part d\\'une étrange découverte. Il aurait aperçu il y a peu un bateau à rames accostant sur nos rivages.", + "RUMOR_DLC_PIER_BOAT_TITLE": "Bateau à rames", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Une vieille clé rouillée permettant d'ouvrir la pièce verrouillée dans l\\'entrepôt de la Jetée de l\\'Espérance.", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Parapluie vivant", + "QUEST_DLC_PIER_TITLE": "La jetée de l'inconnu", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Crois-le ou pas, mais j'ai vu un parapluie vivant {location_0_phrase} ! Et il semble capable de changer le temps qu\\'il fait !", + "AMPHARE_LORE_2": "Le terme de \\\"batterie\\\" électrique aurait été inventé par Benjamin Franklin au 18e siècle et serait un emprunt à la terminologie militaire.", + "SCARLETEETH_NAME": "Crocarlate", + "LITTLERED_LORE_1": "Monstres juvéniles, les Ronrouges ont la capacité de garder leur personnalité courtoise et amicale à l'âge adulte, mais peuvent aussi succomber à leur nature bestiale profonde. Qu\\'est-ce qui peut bien inciter une créature aussi adorable à suivre la voie du carnage ?", + "DLC_POPUP_PIER_1": "Merci d'avoir acheté \\\"La jetée de l\\'inconnu\\\" !\\n\\nParlez à Clémence pour accéder à une toute nouvelle quête principale, à condition toutefois d\\'avoir déjà rencontré formellement l\\'homme-triangle.", + "BLUNDERBUSK_DESCRIPTION": "un clown perché sur une boule rebondissante", + "MAJORTOM_NAME_SUFFIX": "tom", + "MAJORTOM_LORE_1": "Les Minitoms qui parviennent à améliorer leur corps de fusée deviennent des Majortoms. Leurs énormes réservoirs sont remplis d'un carburant assez puissant pour les mettre sur orbite basse et réaliser enfin leur rêve de voyage spatial.", + "MAJORTOM_NAME_PREFIX": "Major", + "SCARLETEETH_NAME_PREFIX": "Cro", + "SCARLETEETH_NAME_SUFFIX": "carlate", + "BLUNDERBUSK_LORE_1": "Le Trombozo peut \\\"tirer\\\" des projectiles en mimant deux pistolets avec ses mains. Il est particulièrement précis pour un monstre dépourvu d'yeux et sans cesse en train de se balancer.", + "AMPHARE_DESCRIPTION": "un lapin en forme de grosse pile électrique", + "LAPACITOR_NAME": "Lagosateur", + "HAUNTOME_DESCRIPTION": "un énorme livre en lévitation", + "MINORTOM_NAME": "Minitom", + "ROSEHOOD_NAME": "Chaperose", + "ROSEHOOD_NAME_PREFIX": "Chape", + "ROSEHOOD_LORE_1": "Les Ronrouges qui grandissent sans céder à leurs instincts animaux deviennent des Chaperoses. On en aperçoit souvent dans les zones boisées, occupés à confectionner des bouquets de fleurs qu'ils offrent aux voyageurs de passage.", + "ROSEHOOD_NAME_SUFFIX": "rose", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "Ma dernière question était une blague... [pause]Parole !", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "Je trouve ça tellement bizarre que ces êtres si [wave amp=30 freq=10]éloignés[/wave] de nous puissent s'intéresser [wave amp=30 freq=10]autant[/wave] à nous... [pause]aux êtres humains.", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Cette [wave amp=30 freq=10]Gwen[/wave] me donne vraiment des frissons, si tu vois ce que je veux dire.", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "Tout ça dépasse un peu la [wave amp=30 freq=10]simple petite Irlandaise[/wave] que je suis, d'accord ?", + "AA_CLOWN_NAME": "Gwenwyfar", + "AA_CLOWN_SUBTITLE": "Maîtresse des illusions", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Appel aux clowns", + "BATTLE_TITLE_PIER_MACHINE": "Engin infernal", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Sens dessus dessous", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Une lourde clé en fer permettant d'ouvrir la salle des machines de l\\'Antre de la sorcière.", + "ITEM_KEY_SPACEWORLD_1": "Clé lunaire", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Une clé argentée ornée d'une lune trouvée dans la Cosmozone.", + "ITEM_KEY_SPACEWORLD_2": "Clé solaire", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Une clé dorée ornée d'un soleil trouvée dans la Cosmozone.", + "HAUNTOME_NAME": "Hantome", + "ONLINE_STATE_CONNECTED.m": "Connecté", + "ONLINE_BUTTON_INVITE_FRIENDS": "Inviter des amis", + "ONLINE_SHOW_INVITE_CODE_COPIED": "Copié dans le presse-papiers !", + "ONLINE_PLAYER_STATUS_OFFLINE": "Hors ligne.", + "ONLINE_PLAYER_STATUS_0": "En pleine aventure {location_name_phrase}.", + "ONLINE_REQUEST_RECEIVED.m": "{remote_player} t'a envoyé une demande de {action.to_lower} !", + "NOTIFICATION_REQUEST": "Demande", + "ONLINE_STATE_DISCONNECTED": "Hors ligne", + "ONLINE_STATE_CONNECTING": "Connexion en cours...", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Session LAN", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Connexion au serveur {server}...", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "Hôte (port LAN {server_port})", + "ONLINE_STATE_CONNECTED.f": "Connectée", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "La connexion a échoué, car une mise à jour est requise.", + "ONLINE_BUTTON_LAN_CLIENT": "Rejoindre une session LAN", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Activées", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Activée + super pouvoir", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Copies d'autocollants :", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Désactivées", + "BATTLE_NET_CLOSED_2_LOCAL.m": "Le combat a été interrompu, car tu t'es déconnecté.", + "BATTLE_NET_CLOSED_2_REMOTE.f": "Le combat a été interrompu, car ton adversaire s'est déconnectée.", + "BATTLE_NET_CLOSED_1": "Le combat a été interrompu, car une erreur est survenue.", + "BATTLE_NET_CLOSED_2_LOCAL.n": "Le combat a été interrompu, car tu t'es déconnecté·e.", + "BATTLE_NET_CLOSED_2_REMOTE.n": "Le combat a été interrompu, car ton adversaire s'est déconnecté·e.", + "ONLINE_ERROR_CONNECTION_ERROR": "Erreur de connexion ({error}).", + "ONLINE_NOTIFICATION_RAID_WON": "{player} et {other_player} ont battu {boss}.", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player} et {other_player} affrontent une fusion rebelle.", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player} a battu {other_player}.", + "ONLINE_NOTIFICATION_TRADED": "{player} et {other_player} ont échangé des cassettes.", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player} et {other_player} viennent de monter dans le train des épreuves.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "La prochaine fusion que tu rencontreras contiendra peut-être un monstre non officiel.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} a brûlé une bougie rituelle.", + "ONLINE_BUTTON_FRIENDS_JOIN": "Saisir un code d'invitation", + "CAPTAIN_CODEY_CM_CODEY6": "Tiens, prends cette petite merveille.", + "CAPTAIN_CODEY_CM_CODEY8": "Bon, je dois retourner à mes obligations de Veilleur. Passe me voir sur la montagne de temps en temps, d'accord ?", + "ONLINE_PLAYER_GAMERCARD": "Voir Gamercard", + "UPDATE_POPUP_MP_TITLE": "Mise à jour multijoueur 1.6", + "UPDATE_POPUP_MP_2": "Pour jouer en mode multijoueur en ligne, ouvrez le menu Pause et appuyez sur {control.ui_action_1}.\\n\\nVous pouvez inviter les joueurs de votre liste d'amis, ou créer des codes d\\'invitation pour jouer avec les utilisateurs d\\'autres plateformes.", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player} t'attend...", + "UPDATE_POPUP_MP_1": "La mise à jour 1.6 introduit le mode multijoueur en ligne ! En vous connectant, vous pourrez :\\n\\n- Jouer en groupe avec vos amis (jusqu'à 8 joueurs) !\\n- Explorer le monde à plusieurs !\\n- Vous battre et échanger des cassettes !\\n- Unir vos forces dans des raids contre des fusions rebelles !", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "En ligne (invitation uniquement)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Recherche d'amis...", + "ONLINE_ERROR_VERSION_CHECK_LAN": "La connexion a échoué en raison d'une incompatibilité de versions.", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} propose d'échanger sa cassette de {species2} contre ta cassette de {species1}.", + "ONLINE_REQUEST_RECEIVED_TRADE2": "En attente que {remote_player} accepte ta proposition...", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} propose d'échanger sa cassette de {species2} contre ta cassette de {species1}.", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "Tu ne peux pas échanger de cassettes avec {remote_player}.", + "ONLINE_REQUEST_UI_TITLE": "Demande de {action.to_lower} avec {remote_player}", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} propose d'échanger sa cassette de {species2} contre ta cassette de {species1}.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "Tu ne peux pas échanger de cassettes avec {remote_player}, car vos monstres sont de types différents.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "Tu ne peux pas échanger de cassettes avec {remote_player}, car vos monstres sont de types différents.", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Si l'échange se confirme, ta partie sera automatiquement sauvegardée. Continuer ?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} a annulé sa demande de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} a annulé sa demande de {action.to_lower}.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "L'autre joueur·se est occupé·e. Attends une minute et réessaie.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "L'autre joueuse est occupée. Attends une minute et réessaie.", + "ONLINE_REQUEST_TRADE_PROMPT": "Choisis une cassette à proposer à {remote_player}.", + "UI_TAPE_COLLECTION_OFFER_TRADE": "Proposer à {remote_player}", + "ONLINE_REQUEST_SENT_TRADE.m": "Tu as proposé ta cassette de {species1} à {remote_player} !", + "ONLINE_REQUEST_SENT_TRADE.n": "Tu as proposé ta cassette de {species1} à {remote_player} !", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Accepter la demande", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Refuser la demande", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Annuler la demande", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Proposer une cassette", + "ONLINE_REQUEST_SENT_TRADE.f": "Tu as proposé ta cassette de {species1} à {remote_player} !", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} t'a proposé sa cassette de {species1} !", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} t'a proposé sa cassette de {species1} !", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} t'a proposé sa cassette de {species1} !", + "ONLINE_BUTTON_LEAVE_SESSION": "Quitter la session", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Saisir une adresse IP et un port", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "Voir le code d'invitation", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "une erreur est survenue", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "tu t'es déconnecté", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} a refusé ta demande de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "tu t'es déconnectée", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Tu as refusé la demande de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} a annulé sa demande de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "tu t'es déconnecté·e", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} a obtenu une cassette de {species}.", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} a acquis l'aptitude : {ability}.", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} a obtenu une cassette de {species} (non officiel, type {type}).", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} a enregistré une cassette de {species}.", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} a enregistré une cassette de {species} (non officiel, type {type}).", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} s'est liée d\\'amitié avec {partner}.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} s'est lié·e d\\'amitié avec {partner}.", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} a battu {boss}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Tu as annulé ta demande de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Tu as refusé la demande de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Tu as annulé ta demande de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Tu as annulé ta demande de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} terminé.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "Troc réussi ! La cassette de {species2} de {remote_player} est maintenant dans ta collection.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "Troc réussi ! La cassette de {species2} de {remote_player} est maintenant dans ta collection.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "Troc réussi ! La cassette de {species2} de {remote_player} est maintenant dans ta collection.", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "Tu ne peux pas partir en raid avec {remote_player}.", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "L'autre joueur n\\'est pas disponible.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "Tu ne peux pas partir en raid avec {remote_player}, car vos monstres sont de types différents.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "Tu ne peux pas partir en raid avec {remote_player}, car vos monstres sont de types différents.", + "ITEM_CYBER_MATERIAL_NAME": "Cyber-matière", + "CAPTAIN_CODEY_CM_CODEY1": "Ah, on dirait que ma [wave amp=30 freq=10]cible[/wave] vient d'arriver. Mes détecteurs sont [wave amp=30 freq=10]formels[/wave] !", + "BATTLE_RAID_DEFERRED_RECORDING": "En cas de raid victorieux, chaque partenaire recevra cette cassette.", + "ITEM_HACKING_GLOVE_NAME": "Gant de piratage", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} a accepté ta demande de raid !", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "Une matière fluorescente et surchargée d'énergie qui semble tout droit sortie d\\'un film sur la réalité virtuelle des années 80.", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "{remote_player} a accepté de te rejoindre dans le train des épreuves !", + "ITEM_HACKING_GLOVE_DESCRIPTION": "Une manette rétro permettant la manipulation de cyber-matière avant un combat pour modifier le type élémentaire d'une fusion rebelle.", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Hein ?", + "NOTIFICATION_NETWORK": "Réseau", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "En attente de l'autre joueur...", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "L'autre joueur est occupé. Attends une minute et réessaie.", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "En attente de l'autre joueur·se...", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "En attente de l'autre joueuse...", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "Tu es dans le train avec {remote_player} !\\nQuitte le train pour mettre fin à cette activité.", + "ONLINE_SECTION_PLAYERS": "Joueurs ({0}/{1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player} a rematricé sa cassette de {species1} en {species2}.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} s'est lié d\\'amitié avec {partner}.", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player} a rematricé sa cassette de {species1} en {species2}.", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player} et {other_player} s'affrontent en combat.", + "ONLINE_NOTIFICATION_ROMANCED": "{player} a engagé une relation romantique avec {partner}.", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player} a rematricé sa cassette de {species1} en {species2}.", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} a créé un lien avec {partner}", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} a découvert une gare : {station}.", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} a enregistré {num} espèces dans son bestiaire.", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} a terminé {num} quêtes du panneau des Veilleurs.", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} a battu {num} fusions rebelles.", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "Inviter {player_name}", + "ROGUE_FUSION_BATTLE_SOLO": "Combattre en solo", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Ton niveau sera temporairement réduit à {max_level} pour ce combat.[/center]", + "ROGUE_FUSION_RAID_REWARD": "Récompense : {item} x {item_amount}", + "ROGUE_FUSION_RAID_HACK_BUTTON": "Pirater", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "Toi et {remote_player} avez perdu le combat...", + "ROGUE_FUSION_RAID_HACK_HINT": "Utilise {amount} unité(s) de cyber-matière pour modifier le type de cette fusion.", + "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "Toi et {remote_player} avez remporté la victoire !", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "Toi et {remote_player} avez quitté le train des épreuves.", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Toi et {remote_player} avez fui le combat...", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "Toi et {remote_player} avez subi une défaite...", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "Tu ne peux pas partir en raid avec {remote_player}, car vos monstres sont de types différents.", + "ONLINE_SECTION_CONTROL": "Commandes", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Joueurs ({0})", + "ONLINE_ERROR_INVALID_INVITE": "La connexion a échoué, car l'invitation n\\'était pas valide.", + "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} joueur(s)", + "ONLINE_BUTTON_FRIENDS_CREATE": "Créer une session privée (invitation uniquement)", + "BATTLE_NET_CLOSED_2_REMOTE.m": "Le combat a été interrompu, car ton adversaire s'est déconnecté.", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (toi)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "Le combat a été interrompu, car tu t'es déconnectée.", + "ONLINE_DISPLAY_NAME_ANON": "Anonyme", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "Le cross-play est désactivé dans ce salon. Les joueurs évoluant sur d'autres systèmes ne pourront peut-être pas te rejoindre avec ce code.", + "ONLINE_INVITE_MESSAGE": "Jouons ensemble à Cassette Beasts !", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title} (actif)", + "ONLINE_REQUEST_LIST_BUTTON": "Demande de {title.to_lower}", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Ta demande de {action.to_lower} a échoué, car {reason}.", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Ta demande de {action.to_lower} a échoué, car {reason}.", + "OFFLINE_REMATCH_NPC1.v3": "Je passais dans le coin et j'ai eu envie de jeter un œil à ta partie. Que dirais-tu d\\'une revanche, tant que je suis là ?", + "OFFLINE_REMATCH_NPC1.v1": "Hé ! Je sais qu'on n\\'est pas en ligne en ce moment, mais que dirais-tu d\\'une petite revanche ?", + "OFFLINE_REMATCH_NPC1_YES": "D'accord !", + "OFFLINE_REMATCH_NPC1_NO": "Pas maintenant.", + "OFFLINE_REMATCH_NPC1.v2.m": "Notre dernier combat en JcJ m'a laissé sur ma faim. On remet ça ?", + "OFFLINE_REMATCH_NPC1.v2.n": "Notre dernier combat en JcJ m'a laissé·e sur ma faim. On remet ça ?", + "OFFLINE_REMATCH_NPC1.v2.f": "Notre dernier combat en JcJ m'a laissée sur ma faim. On remet ça ?", + "OFFLINE_GIFTER_NPC1.v2": "Je repensais à notre dernière session multijoueur. On devrait remettre ça, à l'occasion !", + "OFFLINE_GIFTER_NPC1.v1": "Hé ! Je sais qu'on n\\'est pas en ligne en ce moment, mais je tenais à te donner ça !", + "OFFLINE_GIFTER_NPC1.v3": "Je passais dans le coin et j'ai eu envie de jeter un œil à ta partie. Tiens, j\\'ai trouvé ça pour toi !", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "Configuration en cours...", + "ONLINE_REQUEST_SENT.m": "Tu as envoyé une demande de {action.to_lower} à {remote_player} !", + "ONLINE_REQUEST_RECEIVED.f": "{remote_player} t'a envoyé une demande de {action.to_lower} !", + "ONLINE_REQUEST_RECEIVED.n": "{remote_player} t'a envoyé une demande de {action.to_lower} !", + "ONLINE_REQUEST_SENT.n": "Tu as envoyé une demande de {action.to_lower} à {remote_player} !", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "En ligne (avec des amis)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Tu joues en ligne. Recherche d'amis en cours...", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} a rejoint ta session.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} s'est déconnectée.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} s'est déconnecté.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} s'est déconnecté·e.", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} a accepté ton défi !", + "BATTLE_FLEE_ONLINE_CONFIRM": "Tu reconnais ta défaite ?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "On se connaît ?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "Content de te revoir, {player}. On peut dire que tu n'as pas chômé !", + "CAPTAIN_CODEY_CM_CODEY2": "Mon détecteur a relevé des [wave amp=30 freq=10]ondes cybernétiques[/wave] à proximité, et je pense que tu en es la source.", + "CAPTAIN_CODEY_ALREADY_MET1.m": "Content de te revoir, {player}. On peut dire que tu n'as pas chômé !", + "CAPTAIN_CODEY_ALREADY_MET1.n": "Content de te revoir, {player}. On peut dire que tu n'as pas chômé !", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Des ondes cybernétiques... ?", + "CAPTAIN_CODEY_CM_CODEY4": "Elle semble liée à [wave amp=30 freq=10]l'espace entre nos mondes[/wave], faute d\\'une meilleure explication. Peu importe ses origines exactes, d\\'ailleurs...", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "De quoi vous parlez ?", + "CAPTAIN_CODEY_CM_CODEY3": "Tu sais bien ! [pause]Ces ondes émises par la [wave amp=30 freq=10]cyber-matière[/wave] ! C'est comme ça que j\\'appelle cette drôle de matière orange et brillante que tu as dû ramasser récemment.", + "CAPTAIN_CODEY_CM_CODEY5": "L'important, c\\'est que les fusions rebelles y sont particulièrement sensibles... On peut s\\'en servir pour en faire des monstres non officiels. C\\'est du bio-piratage de niveau [shake rate=30 level=10]cosmique[/shake] !", + "CAPTAIN_CODEY_CM_CODEY7": "Avec ça, tu vas atteindre la [shake rate=30 level=10]toute-puissance[/shake] ! [pause]Ce gant permet de manipuler la cyber-matière et la rend utilisable sur les fusions rebelles. C'est pas pour me [wave amp=30 freq=10]vanter[/wave], mais j\\'en suis l\\'inventeur !", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Le serveur s'est déconnecté.", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Les modifications apportées au cross-play prendront effet à la fin de ta session de jeu en ligne actuelle.", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Certaines fonctionnalités multijoueur ne seront peut-être pas disponibles.", + "ONLINE_CROSSPLAY_WARNING": "Le code d'invitation que tu as saisi correspond à un salon en cross-play, mais le cross-play est désactivé dans tes paramètres. Veux-tu l\\'activer et continuer ?", + "INFO_ONLINE_WITH_MODS2": "Tu ne pourras pas interagir avec les joueurs possédant des mods incompatibles. Si ta connexion échoue, ou que personne n'apparaît dans ta session, vérifie que vous avez bien les mêmes mods installés.", + "ONLINE_FRIENDS_PASSIVE_WARNING": "Il peut arriver que le mode \\\"Jouer avec des amis\\\" te mette en relation avec des joueurs [i]qui ne sont pas tes amis[/i]. Les amis de tes amis, ainsi que tous les joueurs possédant un code d'invitation, pourront rejoindre ta partie. Continuer ?", + "ONLINE_STATE_CONNECTED.n": "Connecté·e", + "ONLINE_BUTTON_FRIENDS_INVITE": "Accepter l'invitation de {name}", + "ONLINE_BUTTON_DISCONNECT": "Se déconnecter", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Port", + "ONLINE_REQUEST_ACTION_battle": "Combat", + "ONLINE_REQUEST_ACTION_trade": "Troc", + "ONLINE_ALREADY_REQUESTING.n": "Tu as déjà envoyé une autre demande à ce·tte joueur·se.", + "ONLINE_ERROR_MATCH_FULL": "La connexion a échoué, car la session est déjà pleine.", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "Impossible de rejoindre la session, car un ou plusieurs joueurs utilisent une version du jeu différente.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Tu as abandonné contre {remote_player}...", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "Tu as perdu contre {remote_player}...", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "Tu as gagné contre {remote_player} !", + "ONLINE_BUTTON_LAN_SERVER": "Héberger une session LAN", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "Jouer avec des amis", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Tu as refusé la demande de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} a refusé ta demande de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} a refusé ta demande de {action.to_lower}.", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Saisir un code d'invitation", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "La demande de {action.to_lower} de {remote_player} a échoué, car {reason}.", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "La demande de {action.to_lower} de {remote_player} a échoué, car {reason}.", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "L'adresse IP, le nom d\\'hôte ou le numéro de port spécifié est incorrect.", + "ONLINE_ERROR_CONNECTION_FAILED": "Échec de la connexion.", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} joueur(s)", + "ONLINE_BUTTON_VIEW_FRIENDS": "Liste d'amis", + "UI_PAUSE_ONLINE_BTN_0": "Jouer en ligne", + "ONLINE_ALREADY_REQUESTING.f": "Tu as déjà envoyé une autre demande à cette joueuse.", + "UI_PAUSE_ONLINE_BTN_1": "Menu en ligne", + "ONLINE_REQUEST_ACTION_raid": "Raid", + "ONLINE_ALREADY_REQUESTING.m": "Tu as déjà envoyé une autre demande à ce joueur.", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Ta demande de {action.to_lower} a échoué, car {reason}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} s'est déconnectée", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} s'est déconnecté", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} s'est déconnecté·e", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "La demande de {action.to_lower} de {remote_player} a échoué, car {reason}.", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "En ligne (invitation acceptée)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Niveaux :", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Normalisés au niveau {0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Attributs d'autocollants :", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Sans restriction", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Activés", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Désactivée", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Désactivés", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Activée", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusion", + "ONLINE_NOTIFICATION_DISCONNECTED": "Déconnexion", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "Connecté !", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "Connectée !", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "Connecté·e !", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Attention, le cross-play en ligne est désactivé quand des mods sont installés. Cette sauvegarde sera donc définitivement incompatible avec le cross-play avec les consoles.", + "ONLINE_NOTIFICATION_CONNECTED_1": "Tu joues avec {remote_player}.", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Tu héberges une session LAN (port {server_port}).", + "INFO_ONLINE_WITH_MODS1": "Le cross-play en ligne est désactivé quand des mods sont installés. Tu ne pourras pas rejoindre les sessions en cross-play, et les joueurs console ne pourront pas rejoindre tes sessions.", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "Sélectionne la sauvegarde avec laquelle rejoindre la session multijoueur.", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} a perdu un combat.", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} a perdu un combat.", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} a perdu un combat.", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Vérifier ton offre", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Vérifier l'offre de {remote_player}", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Accepter l'offre", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Ton offre", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "Tu ne peux pas échanger de cassettes avec {remote_player}, car vos monstres sont de types différents.", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "Offre de {remote_player}", + "ONLINE_REQUEST_UI_BATTLE_RULES": "Règles de combat", + "ONLINE_PLAYER_STATUS_1.n": "Occupé·e. Actuellement {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.m": "Occupé. Actuellement {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.f": "Occupée. Actuellement {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_2": "En plein combat {location_name_phrase}.", + "ONLINE_PLAYER_MENU_MAP": "Localiser", + "ONLINE_PLAYER_MENU_TRADE": "Proposer un troc", + "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", + "ONLINE_PLAYER_MENU_BATTLE": "Proposer un combat", + "UI_SETTINGS_NETWORK": "Jeu en ligne", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Désactivé", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Activé", + "UI_SETTINGS_NETWORK_CROSSPLAY": "Cross-Play", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Tu joues avec {remote_player} et {n} autre(s) joueur(s).", + "ONLINE_REQUEST_ACTION_gauntlet": "Train des épreuves", + "ONLINE_REQUEST_SENT.f": "Tu as envoyé une demande de {action.to_lower} à {remote_player} !", + "ACHIEVEMENT_NAME_tutorial": "Un autre monde", + "ACHIEVEMENT_DESC_partner_kayleigh": "Débloquer Kayleigh.", + "ACHIEVEMENT_NAME_rogue_fusion": "La somme des parties", + "ACHIEVEMENT_NAME_swarm_fusion": "Tout plein d'un coup", + "ACHIEVEMENT_DESC_rogue_fusion": "Vaincre une Fusion rebelle.", + "ACHIEVEMENT_DESC_swarm_fusion": "Vaincre une Nuée.", + "ACHIEVEMENT_DESC_unstable_fusion": "Vaincre une Fusion instable.", + "ACHIEVEMENT_NAME_unstable_fusion": "Ne pas nourrir après minuit", + "ACHIEVEMENT_NAME_orb_fusion": "Ce n'est pas une lune", + "ACHIEVEMENT_DESC_orb_fusion": "Vaincre une Fusion divine.", + "ACHIEVEMENT_NAME_rogue_fusion_5": "Bande rebelle", + "ACHIEVEMENT_DESC_rogue_fusion_5": "Vaincre 5 Fusions rebelles.", + "ACHIEVEMENT_NAME_rogue_fusion_10": "Cellules rebelles", + "ACHIEVEMENT_NAME_captain_judas": "La survie à tout prix", + "ACHIEVEMENT_DESC_captain_judas": "Vaincre le capitaine Judas.", + "ACHIEVEMENT_NAME_captain_cleeo": "L'algorithme dans la peau", + "ACHIEVEMENT_NAME_captain_lodestein": "Un adversaire électrisant", + "ACHIEVEMENT_DESC_captain_lodestein": "Vaincre le capitaine Magneth.", + "ACHIEVEMENT_NAME_captain_dreadful": "Par-delà le voile", + "ACHIEVEMENT_DESC_captain_dreadful": "Vaincre la capitaine Penny Dreadful.", + "ACHIEVEMENT_NAME_captain_gladiola": "Vague à lames", + "ACHIEVEMENT_NAME_kuneko_altars_4": "Tu ne veux pas de moi ? (5e partie)", + "ACHIEVEMENT_DESC_kuneko_altars_4": "Retrouver Kuneko à 4 autels.", + "ACHIEVEMENT_NAME_quest_viola1": "Tempête", + "ACHIEVEMENT_NAME_defeat_ianthe": "Qui voudra de moi ? (2e partie)", + "ACHIEVEMENT_DESC_defeat_ianthe": "Vaincre Ianthe et devenir capitaine des Veilleurs.", + "ACHIEVEMENT_NAME_quest_overtime": "Heures supplémentaires", + "ACHIEVEMENT_DESC_quest_overtime": "Choisir le motif du panneau de Port-la-Ville.", + "ACHIEVEMENT_NAME_quest_sunny": "Nouveau départ", + "ACHIEVEMENT_DESC_quest_sunny": "Aider Joy à débuter une nouvelle existence.", + "ACHIEVEMENT_NAME_quest_hoylake": "Chasse en cours", + "ACHIEVEMENT_DESC_quest_hoylake": "Aider Dulac dans ses recherches.", + "ACHIEVEMENT_DESC_defeat_ghost": "Vaincre un fantôme.", + "ACHIEVEMENT_NAME_defeat_ghost": "Qui peut-on appeler ?", + "ACHIEVEMENT_DESC_bootleg_astral": "Obtenir une créature non officielle de type Astral.", + "ACHIEVEMENT_NAME_bootleg_ice": "Givre non officiel", + "ACHIEVEMENT_DESC_bootleg_ice": "Obtenir une créature non officielle de type Glace.", + "ACHIEVEMENT_DESC_bootleg_lightning": "Obtenir une créature non officielle de type Foudre.", + "ACHIEVEMENT_NAME_bootleg_lightning": "Foudre non officielle", + "ACHIEVEMENT_NAME_bootleg_air": "Vent non officiel", + "ACHIEVEMENT_DESC_bootleg_air": "Obtenir une créature non officielle de type Air.", + "ACHIEVEMENT_NAME_bootleg_earth": "Sol non officiel", + "ACHIEVEMENT_DESC_bootleg_earth": "Obtenir une créature non officielle de type Terre.", + "ACHIEVEMENT_NAME_bootleg_metal": "Fer non officiel", + "ACHIEVEMENT_DESC_bootleg_metal": "Obtenir une créature non officielle de type Métal.", + "ACHIEVEMENT_NAME_bootleg_glass": "Verre non officiel", + "ACHIEVEMENT_DESC_bootleg_glass": "Obtenir une créature non officielle de type Verre.", + "REACTION_FIRE_ON_AIR_TUTORIAL": "En touchant un monstre de type Air, les attaques de type Feu génèrent un courant ascendant, véritable mur d'air capable d\\'absorber plusieurs attaques.", + "REACTION_FIRE_ON_METAL": "Liquéfaction", + "REACTION_FIRE_ON_METAL_TUTORIAL": "Les attaques de type Feu peuvent faire fondre les monstres de type Métal et leur infliger des dégâts durables.", + "REACTION_PLASTIC_ON_FIRE": "Fumée", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Les attaques de type Plastique portées contre les monstres de type Feu génèrent une fumée noire qui peut masquer leur position.", + "REACTION_PLASTIC_ON_ASTRAL": "Distraction", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "Le plastique étant un excellent isolant, les attaques de type Plastique peuvent limiter l'efficacité des attaques de type Foudre.", + "REACTION_PLASTIC_ON_LIGHTNING": "Isolation", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "L'harmonie intérieure des créatures de type Astral peut être bouleversée par l\\'influence d\\'éléments impurs : Plastique, Poison et Métal.", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "Les attaques de type Plante portées contre les monstres de type Feu génèrent une fumée noire qui peut masquer leur position.", + "REACTION_PLANT_ON_FIRE": "Fumée", + "REACTION_PLANT_ON_WATER": "Sape", + "REACTION_PLANT_ON_WATER_TUTORIAL": "Les attaques de type Plante sapent et absorbent la force des monstres de type Eau.", + "REACTION_PLANT_ON_POISON": "Potentialisation", + "REACTION_PLANT_ON_LIGHTNING": "Mise à la terre", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Les attaques de type Plante neutralisent l'énergie électrique des monstres de type Foudre, réduisant ainsi l\\'efficacité de leurs attaques.", + "REACTION_PLANT_ON_POISON_TUTORIAL": "Les attaques de type Plante procurent à leurs cibles les nutriments dont elles ont besoin pour pouvoir lancer de puissantes attaques de type Poison.", + "REACTION_PLANT_ON_EARTH": "Ensemencement", + "REACTION_WATER_ON_FIRE_TUTORIAL": "Les attaques de type Eau détrempent les monstres de type Feu et réduisent ainsi la puissance de leurs attaques.", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "Les attaques de type Plante implantent des graines dans les monstres de type Terre afin de ponctionner leur énergie.", + "REACTION_WATER_ON_FIRE": "Extinction", + "REACTION_WATER_ON_PLANT": "Absorption", + "REACTION_WATER_ON_PLANT_TUTORIAL": "L'eau résiduelle des attaques de type Eau est absorbée par les racines des monstres de type Plante, ce qui régénère leurs PV au fil du temps.", + "REACTION_WATER_ON_ICE": "Fortification", + "REACTION_WATER_ON_ASTRAL": "Dynamisation", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Les créatures de type Astral tirent leur énergie des quatre éléments : le feu, la terre, l'eau et l\\'air.", + "REACTION_WATER_ON_ICE_TUTORIAL": "L'eau résiduelle des attaques de type Eau est gelée par les monstres de type Glace, ce qui renforce leur puissance.", + "REACTION_WATER_ON_LIGHTNING": "Conduction", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "L'eau augmente la portée et l\\'efficacité des attaques de type Foudre.", + "REACTION_WATER_ON_EARTH": "Érosion", + "REACTION_WATER_ON_EARTH_TUTORIAL": "Les attaques de type Eau érodent progressivement les monstres de type Terre, réduisant leurs défenses.", + "REACTION_WATER_ON_METAL": "Corrosion", + "REACTION_POISON_ON_FIRE": "Combustion", + "REACTION_WATER_ON_METAL_TUTORIAL": "Les attaques de type Eau corrodent les monstres de type Métal, les rendant plus fragiles.", + "REACTION_POISON_ON_FIRE_TUTORIAL": "Les cibles de type Feu peuvent consumer le poison résiduel des attaques de type Poison pour devenir plus puissantes.", + "REACTION_POISON_ON_PLANT_TUTORIAL": "Les cibles de type Plante absorbent le poison résiduel des attaques de type Poison et subissent des dégâts au fil du temps.", + "REACTION_POISON_ON_PLANT": "Contamination", + "REACTION_POISON_ON_EARTH": "Enduit toxique", + "REACTION_POISON_ON_ASTRAL": "Perturbation", + "REACTION_POISON_ON_EARTH_TUTORIAL": "Les monstres de type Terre peuvent enduire leurs pointes du poison résiduel des attaques de type Poison et infliger ainsi des dégâts supplémentaires.", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "L'harmonie intérieure des créatures de type Astral peut être bouleversée par l\\'influence d\\'éléments impurs : Plastique, Poison et Métal.", + "REACTION_POISON_ON_METAL_TUTORIAL": "Les monstres de type Métal peuvent enduire leurs pointes du poison résiduel des attaques de type Poison et infliger ainsi des dégâts supplémentaires.", + "REACTION_POISON_ON_METAL": "Enduit toxique", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Les attaques de type Astral ponctionnent les PA des monstres de types Feu, Eau, Terre et Air.", + "REACTION_ASTRAL_ON_FIRE": "Ponction", + "REACTION_ASTRAL_ON_WATER": "Ponction", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Les attaques de type Astral ponctionnent les PA des monstres de types Feu, Eau, Terre et Air.", + "REACTION_ASTRAL_ON_ASTRAL": "Dynamisation", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Les monstres de type Astral peuvent absorber et réutiliser l'énergie astrale résiduelle des attaques de type Astral qu\\'ils encaissent.", + "REACTION_ASTRAL_ON_AIR": "Ponction", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Les attaques de type Astral ponctionnent les PA des monstres de types Feu, Eau, Terre et Air.", + "REACTION_ICE_ON_WATER_TUTORIAL": "Les attaques de type Glace gèlent instantanément les monstres de type Eau.", + "REACTION_ICE_ON_WATER": "Gel", + "REACTION_ASTRAL_ON_EARTH": "Ponction", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Les attaques de type Astral ponctionnent les PA des monstres de types Feu, Eau, Terre et Air.", + "REACTION_ICE_ON_LIGHTNING": "Conduction", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "La nature conductrice de l'eau et de la glace augmente la portée et l\\'efficacité des attaques de type Foudre.", + "REACTION_ICE_ON_AIR": "Coup de froid", + "REACTION_LIGHTNING_ON_ICE": "Électrisation", + "REACTION_LIGHTNING_ON_PLASTIC": "Statique", + "REACTION_ICE_ON_AIR_TUTORIAL": "Les attaques de type Glace refroidissent les monstres de type Air, ce qui les fait trembler.", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "La nature conductrice de l'eau et de la glace rend les monstres de types Eau et Glace plus vulnérables aux attaques de type Foudre.", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "La nature conductrice de l'eau rend les monstres de type Eau plus vulnérables aux attaques de type Foudre.", + "REACTION_LIGHTNING_ON_WATER": "Électrisation", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "La nature isolante du plastique permet aux monstres de type Plastique de conserver la charge électrique des attaques de type Foudre et de l'utiliser pour foudroyer leurs adversaires.", + "REACTION_LIGHTNING_ON_AIR": "Électrisation", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "À la Nouvelle-Wirral, l'air est anormalement conducteur, ce qui rend les monstres de types Air plus vulnérables aux attaques de type Foudre.", + "REACTION_LIGHTNING_ON_EARTH": "Vitrification", + "REACTION_AIR_ON_FIRE_TUTORIAL": "Les attaques de type Air « soufflent » les monstres de type Feu, réduisant la puissance de leurs futures attaques.", + "REACTION_AIR_ON_FIRE": "Extinction", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "La nature conductrice du métal rend les monstres de type Métal plus vulnérables aux attaques de type Foudre.", + "REACTION_LIGHTNING_ON_METAL": "Électrisation", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "La foudre produit des fulgurites quand elle frappe le sable. Les attaques de type Foudre transforment ainsi les monstres de type Terre en monstre de type Verre.", + "REACTION_AIR_ON_PLANT": "Déracinement", + "REACTION_AIR_ON_PLANT_TUTORIAL": "Les attaques de type Air peuvent « déraciner » les monstres de type Plante, les coupant ainsi du sol, leur source de vie.", + "REACTION_AIR_ON_ASTRAL": "Dynamisation", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Les créatures de type Astral tirent leur énergie des quatre éléments : le feu, la terre, l'eau et l\\'air.", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "À la Nouvelle-Wirral, l'air est anormalement conducteur, augmentant la portée et l\\'efficacité des attaques de type Foudre.", + "REACTION_AIR_ON_LIGHTNING": "Conduction", + "REACTION_AIR_ON_GLASS": "Résonance", + "REACTION_EARTH_ON_FIRE": "Extinction", + "REACTION_AIR_ON_GLASS_TUTORIAL": "Les bruits forts et les attaques de type Air peuvent faire vibrer les monstres de type Verre. Si les vibrations deviennent trop intenses, le verre peut finir par se briser.", + "REACTION_EARTH_ON_PLASTIC": "Enfouissement", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "Les attaques de type Terre « étouffent » les monstres de type Feu, réduisant la puissance de leurs attaques.", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Les attaques de type Terre neutralisent l'électricité des monstres de type Foudre, réduisant l\\'efficacité de leurs attaques.", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "À l'instar des déchets plastiques qui finissent trop souvent enfouis, les monstres de type Plastique peuvent être « enterrés » par les attaques de type Terre, ce qui limite leur mobilité.", + "REACTION_EARTH_ON_LIGHTNING": "Mise à la terre", + "REACTION_METAL_ON_ASTRAL": "Perturbation", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "L'harmonie intérieure des créatures de type Astral peut être bouleversée par l\\'influence d\\'éléments impurs : Plastique, Poison et Métal.", + "REACTION_EARTH_ON_ASTRAL": "Dynamisation", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Les créatures de type Astral tirent leur énergie des quatre éléments : le feu, la terre, l'eau et l\\'air.", + "REACTION_METAL_ON_ICE_TUTORIAL": "Les pointes acérées des attaques de type Métal pénètrent les monstres de type Glace tels des piolets, réduisant leurs défenses.", + "REACTION_METAL_ON_ICE": "Lacération", + "REACTION_METAL_ON_LIGHTNING": "Conduction", + "REACTION_METAL_ON_EARTH": "Lacération", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "La nature conductrice du métal augmente la portée et l'efficacité des attaques de type Foudre.", + "REACTION_METAL_ON_GLASS_TUTORIAL": "Les monstres de type Verre sont facilement brisés par les lourdes attaques de type Métal, ce qui disperse des éclats tranchants sur le champ de bataille.", + "REACTION_METAL_ON_EARTH_TUTORIAL": "Les pointes acérées des attaques de type Métal pénètrent facilement les cibles de type Terre, réduisant leurs défenses.", + "REACTION_METAL_ON_GLASS": "Bris de verre", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "Le verre étant un excellent isolant, les attaques de type Verre peuvent limiter l'efficacité des attaques des monstres de type Foudre.", + "REACTION_GLASS_ON_LIGHTNING": "Isolation", + "ELEMENTAL_TYPE_FIRE": "Feu", + "ELEMENTAL_TYPE_WATER": "Eau", + "ELEMENTAL_TYPE_PLASTIC": "Plastique", + "ELEMENTAL_TYPE_POISON": "Poison", + "ELEMENTAL_TYPE_PLANT": "Plante", + "ELEMENTAL_TYPE_BEAST": "Bestial", + "ELEMENTAL_TYPE_ASTRAL": "Astral", + "ELEMENTAL_TYPE_GLITTER": "Prisme", + "ELEMENTAL_TYPE_LIGHTNING": "Foudre", + "ELEMENTAL_TYPE_ICE": "Glace", + "ELEMENTAL_TYPE_AIR": "Air", + "ELEMENTAL_TYPE_EARTH": "Terre", + "ELEMENTAL_TYPE_METAL": "Métal", + "ELEMENTAL_TYPE_GLASS": "Verre", + "INVENTORY_EMPTY": "Vide", + "INVENTORY_INCOMPATIBLE": "Incompatible", + "INVENTORY_NO_COMPATIBLE_STICKERS": "Aucun autocollant compatible", + "LOOT_TITLE": "Butin", + "LOOT_ITEM_EQUIPPED": "Équipé", + "LOOT_ITEM_EQUIP_BUTTON": "Ajouter", + "LOOT_ITEM_UNEQUIP_BUTTON": "Retirer", + "LOOT_HEADING_OTHER_ITEMS": "Autres objets", + "LOOT_HEADING_DROPPED": "Lâché", + "WINGS_OBTAINED": "Les ailes \\\"{0}\\\" sont maintenant disponibles dans ta garde-robe.", + "ITEM_DROP_OBTAINED_ONE": "Objet obtenu : {0}", + "ITEM_DROP_OBTAINED_MULTIPLE": "Objets obtenus : {0} ×{1}", + "ITEM_DROP_INVENTORY_FULL": "Tu ne peux pas en transporter davantage.", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "Tu ne peux pas transporter davantage d'autocollants.", + "ITEM_CHEST_EMPTY": "C'est vide !", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Ton inventaire contient déjà la quantité maximale d'autocollants. Tu ne pourras pas conserver les prochains que tu trouveras.", + "ITEM_REMOVED_ONE": "Objet retiré de l'inventaire : {0}", + "ITEM_REMOVED_MULTIPLE": "Objets retirés de l'inventaire : {0} ×{1}", + "ITEM_COUNT_LIMITED": "×{0}/{1}", + "ITEM_COUNT": "×{0}", + "ITEM_EXCHANGE_OWNED_AMOUNT": "Dans l'inventaire : {0}", + "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", + "ITEM_EXCHANGE_ALREADY_OWNED": "Tu possèdes déjà cet objet.", + "ITEM_COST_FREE": "Gratuit", + "ITEM_COST_ELEMENT": "{amount} {currency}", + "ITEM_COST_JOIN": ",", + "ITEM_EXCHANGE_OUT_OF_STOCK": "Stock épuisé.", + "ITEM_EXCHANGE_INVENTORY_FULL": "Tu ne peux pas en transporter davantage.", + "ITEM_TRADE_BUY": "Acheter", + "ITEM_TRADE_AMOUNT": "Acheter « {exchange} » pour {cost} ?", + "ITEM_USE": "Utiliser", + "ITEM_VIEW": "Voir", + "ITEM_READ": "Lire", + "ITEM_SELECT": "Sélectionner", + "ITEM_USE_ON.m": "Utiliser sur {0}", + "ITEM_USE_ON.f": "Utiliser sur {0}", + "ITEM_USE_ON_TAPE": "Utiliser sur {0}", + "ITEM_USE_ON.n": "Utiliser sur {0}", + "ITEM_APPLY_STICKER_SUBMENU": "Ajouter à...", + "ITEM_USE_ON_SUBMENU": "Utiliser sur...", + "ITEM_DISCARD": "Jeter", + "ITEM_DISCARD_ONE": "Jeter (×1)", + "ITEM_DISCARD_ALL": "Jeter (Tout)", + "ITEM_RECYCLE_ONE": "Recycler (×1) en {amount} {icon}", + "ITEM_RECYCLE": "Recycler en {amount} {icon}", + "ITEM_DISCARD_MODE_DISCARD": "Jeter", + "ITEM_DISCARD_MODE_RECYCLE": "Recycler", + "ITEM_RECYCLE_ALL": "Recycler (Tout) en {amount} {icon}", + "ITEM_CATEGORY_consumables": "Consommables", + "ITEM_CATEGORY_tapes": "Cassettes vierges", + "ITEM_CATEGORY_stickers": "Autocollants", + "ITEM_CATEGORY_resources": "Ressources", + "ITEM_CATEGORY_misc": "Divers", + "ITEM_CURE_COATING_NAME": "Anti-Surcouche", + "ITEM_CURE_BURNED_NAME": "Anti-Brûlure", + "ITEM_CURE_BURNED_DESCRIPTION": "Baume apaisant qui supprime l'effet Brûlure sur un membre du groupe. Ne consomme pas de tour en combat.", + "ITEM_CURE_COATING_DESCRIPTION": "Dissolvant qui supprime les effets Surcouche changeant le type sur un membre du groupe. Consomme un tour en combat.", + "ITEM_CURE_CONDUCTIVE_NAME": "Anti-Conduction", + "ITEM_CURE_CONFUSED_NAME": "Anti-Confusion", + "ITEM_CURE_CONFUSED_DESCRIPTION": "Aiguille hypodermique injectant une enzyme neutralisant immédiatement les neurotoxines, supprimant ainsi l'effet Confusion sur un membre du groupe. Ne consomme pas de tour en combat.", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Baume isolant qui supprime l'effet Conductivité sur un membre du groupe. Ne consomme pas de tour en combat.", + "ITEM_CURE_LEECHED_NAME": "Anti-Drainage", + "ITEM_CURE_POISONED_NAME": "Anti-Poison", + "ITEM_CURE_LEECHED_DESCRIPTION": "Mélange herbicide qui supprime l'effet Drainage sur un membre du groupe. Ne consomme pas de tour en combat.", + "ITEM_CURE_RESONANCE_NAME": "Anti-Résonance", + "ITEM_CURE_POISONED_DESCRIPTION": "Antidote efficace contre les toxiques les plus courants. Supprime l'effet Poison sur un membre du groupe. Ne consomme pas de tour en combat.", + "ITEM_CURE_SLEEP_NAME": "Anti-Narcose", + "ITEM_CURE_RESONANCE_DESCRIPTION": "Substance atténuant les vibrations, qui supprime l'effet Résonance sur un membre du groupe. Consomme un tour en combat.", + "ITEM_CURE_BERSERK_NAME": "Anti-Fureur", + "ITEM_CURE_SLEEP_DESCRIPTION": "Flacon de sels malodorants qui suppriment l'effet Narcose sur un membre du groupe. Ne consomment pas de tour en combat.", + "ITEM_CURE_STAT_NAME": "Anti-Altération", + "ITEM_CURE_BERSERK_DESCRIPTION": "Sédatif apaisant qui supprime l'effet Fureur sur un membre du groupe. Ne consomme pas de tour en combat.", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "Huile facilitant les mouvements, qui supprime l'effet Pétrification sur un membre du groupe. Consomme un tour en combat.", + "ITEM_CURE_PETRIFIED_NAME": "Anti-Pétrification", + "ITEM_CURE_STAT_DESCRIPTION": "Poudre à inhaler qui supprime tous les effets modifiant les caractéristiques d'un membre du groupe, bénéfiques ou néfastes. Consomme un tour en combat.", + "ITEM_CURE_ALL_NAME": "Panacée", + "ITEM_CURE_ALL_DESCRIPTION": "Remède miracle capable de supprimer tous les effets sur un membre du groupe, bénéfiques ou néfastes. Consomme un tour en combat.", + "ITEM_REWIND_NAME": "Rembobineur", + "ITEM_REWIND_DESCRIPTION": "Restaure entièrement les PV d'une cassette. Consomme un tour en combat.", + "ITEM_RESPOOL_NAME": "Réenrouleur", + "ITEM_OLIVE_UP_NAME": "Olive +", + "ITEM_RESPOOL_DESCRIPTION": "Répare et rembobine une cassette brisée. Consomme un tour en combat.", + "ITEM_OLIVE_UP_DESCRIPTION": "Étrange boisson au goût d'olive permettant à un personnage de gagner instantanément un niveau.", + "ITEM_UPGRAPE_NAME": "Prograppe", + "ITEM_PEAR_FUSILLI_NAME": "Poires Fusillis", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "Repas atypique pour deux remplissant instantanément la jauge de fusion. Ne consomme pas de tour en combat.", + "ITEM_UPGRAPE_DESCRIPTION": "Étranges grappes de raisin inversées, soi-disant issues de vignes plantées pendant les Jours de l'Envers. Permettent d\\'améliorer instantanément une cassette d\\'une étoile.", + "ITEM_REODORANT_NAME": "Réodorant", + "ITEM_REODORANT_DESCRIPTION": "Vaporisateur d'anti-déodorant unisexe. D\\'après l\\'étiquette, tu devrais sentir assez mauvais pour repousser tous les monstres pendant une minute.", + "ITEM_REODORANT_TIME_LEFT": "Temps restant : {0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "Petit-déjeuner complet (végétarien)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "Soigne complètement un membre du groupe. Consomme un tour en combat.", + "ITEM_COFFEE1_NAME": "Café crème", + "ITEM_COFFEE2_DESCRIPTION": "Café fort en boîte fournissant 4 PA supplémentaires. Consomme un tour en combat.", + "ITEM_COFFEE1_DESCRIPTION": "Canette de café fournissant 2 PA supplémentaires. Consomme un tour en combat.", + "ITEM_COFFEE2_NAME": "Café américain", + "ITEM_FUSED_MATERIAL_NAME": "Matière fusionnée", + "ITEM_COFFEE3_NAME": "Espresso Express", + "ITEM_COFFEE4_NAME": "Double Espresso", + "ITEM_COFFEE3_DESCRIPTION": "Shot d'énergie pure fournissant 6 PA supplémentaires. Consomme un tour en combat.", + "ITEM_SMOKE_BOMB_NAME": "Fumigène", + "ITEM_COFFEE4_DESCRIPTION": "Double dose d'espresso fournissant 8 PA supplémentaires. Consomme un tour en combat.", + "ITEM_METAL_DESCRIPTION": "Ressource de base recyclée pouvant être échangée contre des biens et des services.", + "ITEM_SMOKE_BOMB_DESCRIPTION": "Succès garanti en cas de fuite face à un monstre sauvage, mais sans effet contre les humains et autres créatures intelligentes.", + "ITEM_METAL_NAME": "Métal", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "Ces trucs empestent l'œuf pourri, mais les Veilleurs semblent leur accorder une grande valeur !", + "ITEM_TUTORIAL_NAME": "Manuel des Veilleurs", + "ITEM_TUTORIAL_NO_TUTS": "Commence par aller voir Kayleigh à Port-la-Ville Est !", + "ITEM_TUTORIAL_DESCRIPTION": "Manuel que t'a donné Kayleigh. Il compile tout ce que tu as appris sur l\\'île de la Nouvelle-Wirral.", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Oh ! Une carte s'est détachée du manuel !", + "ITEM_TUTORIAL_MESSAGE": "Quel thème veux-tu consulter ?", + "ITEM_PLASTIC_NAME": "Plastique", + "ITEM_PLASTIC_DESCRIPTION": "Ressource de base recyclée pouvant être échangée contre des biens et des services.", + "ITEM_TYPE_CHART_NAME": "Tableau des types élémentaires", + "ITEM_OLD_BOOK_NAME": "Livre ancien", + "ITEM_TYPE_CHART_DESCRIPTION": "Tableau sur une carte tombée du manuel que t'a laissé la Veilleuse Kayleigh. Il décrit les différents types élémentaires des monstres de la Nouvelle-Wirral et comment en tirer parti.", + "ITEM_OLD_BOOK_DESCRIPTION": "Vieil ouvrage couvert de mots étranges.", + "ITEM_PULP_NAME": "Pulpe", + "ITEM_SINGLEUSE_STICKER_NAME": "{name} (usage unique)", + "ITEM_WHEAT_NAME": "Blé", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Permet d'ouvrir la porte de la ville !", + "ITEM_WHEAT_DESCRIPTION": "Ressource de base pouvant être transformée en nourriture par certains artisans.", + "ITEM_WOOD_NAME": "Bois", + "ITEM_PULP_DESCRIPTION": "Ressource de base recyclée pouvant être échangée contre des biens et des services.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Touche une cible. Confère l'effet {status_effect} à la cible.", + "ITEM_KEY_HARBOURTOWN_NAME": "Clé de Port-la-Ville", + "ITEM_WOOD_DESCRIPTION": "Ressource de base recyclée pouvant être échangée contre des biens et des services.", + "ITEM_TAPE_BASIC_NAME": "Cassette basique", + "ITEM_TAPE_BASIC_DESCRIPTION": "Enregistre les monstres avec une efficacité normale.", + "ITEM_TAPE_CHROME_NAME": "Cassette chrome", + "ITEM_TAPE_CHROME_DESCRIPTION": "Enregistre les monstres avec une efficacité supérieure.", + "ITEM_TAPE_OPTICAL_LASER_NAME": "Cassette optique", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Mystérieuse cassette abandonnée par le Chien Noir.", + "ITEM_TAPE_BLACK_SHUCK_NAME": "Cassette noire", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Utilise une technologie futuriste pour enregistrer les monstres avec une efficacité absolue. Succès garanti !", + "ITEM_TAPE_BEAST_DESCRIPTION": "Cassette couverte de fausse fourrure, très populaire chez les enfants et surtout très efficace pour enregistrer les monstres de type Bestial.", + "ITEM_TAPE_BEAST_NAME": "Cassette sauvage", + "ITEM_TAPE_FIRE_NAME": "Cassette brûlante", + "ITEM_TAPE_FIRE_DESCRIPTION": "L'étiquette affirme que ces cassettes peuvent passer dans un grille-pain. Autrefois distribuées avec des viennoiseries pour le petit-déjeuner, elles ont suscité d\\'innombrables plaintes pour brûlures et incendies graves, mais restent très efficaces pour enregistrer les monstres de type Feu.", + "ITEM_TAPE_PLASTIC_NAME": "Cassette recyclée", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "Cassette a priori constituée à 100 % de plastique recyclé. Très efficace pour enregistrer les monstres de type Plastique.", + "ITEM_TAPE_PLANT_NAME": "Cassette ligneuse", + "ITEM_TAPE_PLANT_DESCRIPTION": "Cassette en écorce véritable. Très efficace pour enregistrer les monstres de type Plante.", + "ITEM_TAPE_WATER_NAME": "Cassette aqueuse", + "ITEM_TAPE_WATER_DESCRIPTION": "Cassette en plastique transparent, scellée et remplie d'eau. Deux boutons sur les côtés permettent de jouer à un jeu de lancer d\\'anneaux quand elle est inutilisée. Très efficace pour enregistrer les monstres de type Eau.", + "ITEM_TAPE_POISON_NAME": "Cassette toxique", + "ITEM_TAPE_ASTRAL_NAME": "Cassette éthérée", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "Cassette immatérielle qui a une fâcheuse tendance à traverser les autres objets. Des petits points lumineux semblables à des étoiles lointaines dansent sous sa surface. Très efficace pour enregistrer les monstres de type Astral.", + "ITEM_TAPE_POISON_DESCRIPTION": "Cassette chic en fausse peau de serpent. Très efficace pour enregistrer les monstres de type Poison.", + "ITEM_TAPE_ICE_NAME": "Cassette glacée", + "ITEM_TAPE_LIGHTNING_NAME": "Cassette électrique", + "ITEM_TAPE_ICE_DESCRIPTION": "Cassette faite de glace éternelle, à condition de ne pas la plonger dans l'eau. Très efficace pour enregistrer les monstres de type Glace.", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "L'étiquette indique qu\\'elle contient un condensat de Bose-Einstein. Très efficace pour enregistrer les monstres de type Foudre.", + "ITEM_TAPE_AIR_NAME": "Cassette aérosol", + "ITEM_TAPE_EARTH_NAME": "Cassette tellurique", + "ITEM_TAPE_AIR_DESCRIPTION": "Cassette pouvant aussi faire office de vaporisateur. Très efficace pour enregistrer les monstres de type Air.", + "ITEM_TAPE_METAL_NAME": "Cassette métallique", + "ITEM_TAPE_METAL_DESCRIPTION": "Très efficace pour enregistrer les monstres de type Métal.", + "ITEM_TAPE_EARTH_DESCRIPTION": "Cassette en céramique renforcée. Très efficace pour enregistrer les monstres de type Terre.", + "ITEM_TAPE_USE_ON.m": "Enregistrer {0}", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "Enregistrer {0}", + "ITEM_TAPE_USE_ON.n": "Enregistrer {0}", + "ITEM_NAME_RARITY_1": "{item_name} (Peu courant)", + "ITEM_NAME_RARITY_2": "{item_name} (Rare)", + "BOOSTER_PACK_ELEMENTS_NAME": "Pack d'autocollants « Éléments »", + "BOOSTER_PACK_NATURE_NAME": "Pack d'autocollants « Nature »", + "BOOSTER_PACK_POLLUTION_NAME": "Pack d'autocollants « Pollution »", + "BOOSTER_PACK_WILDCARD_NAME": "Pack d'autocollants « Surprise »", + "MAP_NAME_OVERWORLD_PHRASE": "à la Nouvelle-Wirral", + "BOOSTER_PACK_DESCRIPTION": "Pack thématique contenant 4 autocollants, dont un obligatoirement rare ou peu courant.", + "MAP_NAME_DEAD_WORLD_PHRASE": "dans un lieu inconnu", + "MAP_NAME_OVERWORLD": "Nouvelle-Wirral", + "REGION_NAME_UNKNOWN": "???", + "MAP_NAME_DEAD_WORLD": "???", + "REGION_NAME_UNKNOWN_PHRASE": "dans un lieu inconnu", + "REGION_NAME_GAUNTLET": "Train des épreuves de Magicrabe", + "REGION_NAME_MALL": "Galerie de Tombe-Éduciel", + "REGION_NAME_MALL_PHRASE": "à la galerie de Tombe-Éduciel", + "REGION_NAME_GAUNTLET_PHRASE": "dans le train des épreuves de Magicrabe", + "REGION_NAME_PLAINS1": "Prés de la Nouvelle-Wirral", + "REGION_NAME_TOWN": "Port-la-Ville", + "REGION_NAME_TOWN_PHRASE": "à Port-la-Ville", + "REGION_NAME_PLAINS1_PHRASE": "dans les prés de la Nouvelle-Wirral", + "REGION_NAME_TOWN_WEST": "Port-la-Ville Ouest", + "REGION_NAME_TOWN_WEST_PHRASE": "à Port-la-Ville Ouest", + "REGION_NAME_CAFE": "Café Gramophone", + "REGION_NAME_CAFE_PHRASE": "au café Gramophone", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramophone via la gare de Port-la-Ville", + "REGION_NAME_HOSPITAL": "Hôpital de Port-la-Ville", + "REGION_NAME_HOSPITAL_PHRASE": "à l'hôpital", + "REGION_NAME_CHEMIST": "Boutique de chimie", + "REGION_NAME_MUSEUM": "Centre du patrimoine", + "REGION_NAME_MUSEUM_PHRASE": "au Centre du patrimoine", + "REGION_NAME_CHEMIST_PHRASE": "à la boutique de chimie", + "REGION_NAME_TOWN_OUTSKIRTS": "Abords de Port-la-Ville", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "aux abords de Port-la-Ville", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Grottes des abords de Port-la-Ville", + "REGION_NAME_TOWN_BEACH": "Plage de Port-la-Ville", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "dans les grottes des abords", + "REGION_NAME_DEADLANDS_PHRASE": "dans les Terres Mortes", + "REGION_NAME_DEADLANDS": "Les Terres Mortes", + "REGION_NAME_TOWN_BEACH_PHRASE": "à la plage de Port-la-Ville", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "dans le parc", + "REGION_NAME_NEW_WIRRAL_PARK": "Parc de la Nouvelle-Wirral", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Grottes du parc de la Nouvelle-Wirral", + "REGION_NAME_TOWN_STATION": "Gare de Port-la-Ville", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "dans les grottes du parc", + "REGION_NAME_DUNGEON_GLOWSHROOM": "Gare de Lumchester", + "REGION_NAME_TOWN_STATION_PHRASE": "à la gare de Port-la-Ville", + "REGION_NAME_UPPER_PATH": "Sentier du nord", + "REGION_NAME_UPPER_PATH_PHRASE": "sur le sentier du nord", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "à la gare de Lumchester", + "REGION_NAME_MIRE_SEA": "Mer Infinie", + "REGION_NAME_MIRE_SEA_PHRASE": "sur la mer Infinie", + "REGION_NAME_DUNGEON_WATERLOOP": "Gare de Piccadilac", + "REGION_NAME_SOUTHERN_ISLES": "Îles du sud", + "REGION_NAME_DINO_QUARRY": "Vallée des dinosaures (Les Terres Mortes)", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "dans les îles du sud", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "à la gare de Piccadilac", + "REGION_NAME_OLD_VILLAGE": "Nouvelle-Londres (Les Terres Mortes)", + "REGION_NAME_DINO_QUARRY_PHRASE": "dans la Vallée des dinosaures", + "REGION_NAME_OLD_VILLAGE_PHRASE": "à la Nouvelle-Londres", + "REGION_NAME_DEADLANDS_CAVES": "Grottes des Terres Mortes", + "REGION_NAME_LAKE_PHRASE": "sur le lac", + "REGION_NAME_LAKE": "Lac de Gransoiff", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "dans les grottes des Terres Mortes", + "REGION_NAME_LAKE_CAVES": "Grottes du lac de Gransoiff", + "REGION_NAME_LAKESIDE": "Rivenord", + "REGION_NAME_LAKESIDE_PHRASE": "sur la route de Rivenord", + "REGION_NAME_LAKE_CAVES_PHRASE": "dans les grottes sous le lac", + "REGION_NAME_LAKESIDE_CAVES": "Grottes de Rivenord", + "REGION_NAME_MT_WIRRAL": "Mont Wirral", + "REGION_NAME_MT_WIRRAL_PHRASE": "sur le mont Wirral", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "dans les grottes de Rivenord", + "REGION_NAME_MT_WIRRAL_CAVES": "Grottes du mont Wirral", + "REGION_NAME_EASTHAM_WOODS": "Forêt d'Estham", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "dans les grottes du mont Wirral", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "dans la forêt d'Estham", + "REGION_NAME_EASTHAM_WOODS_CAVES": "Grottes de la forêt d'Estham", + "REGION_NAME_HAM_PHRASE": "à... à « Ham »", + "REGION_NAME_HAM": "« Ham »", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "dans les grottes de la forêt d'Estham", + "REGION_NAME_AUTUMN_HILL": "Colline de l'Automne", + "REGION_NAME_AUTUMN_HILL_PHRASE": "sur la colline de l'Automne", + "REGION_NAME_AUTUMN_HILL_CAVES": "Grottes de la colline de l'Automne", + "REGION_NAME_COMMUNE": "Villedeuil", + "REGION_NAME_COMMUNE_PHRASE": "à Villedeuil", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "dans les grottes de la colline de l'Automne", + "REGION_NAME_COMMUNE_STATION": "Gare de Villedeuil", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "à la gare de Gelington", + "REGION_NAME_MT_WIRRAL_STATION": "Gare de Gelington", + "REGION_NAME_COMMUNE_STATION_PHRASE": "à la gare de Villedeuil", + "REGION_NAME_MEADOW_PHRASE": "dans la plaine aux Cerisiers", + "REGION_NAME_MEADOW": "Plaine aux Cerisiers", + "REGION_NAME_MEADOW_CAVES": "Grottes de la plaine aux Cerisiers", + "REGION_NAME_MARSH": "Marais", + "REGION_NAME_MARSH_PHRASE": "dans les marais", + "REGION_NAME_MEADOW_CAVES_PHRASE": "dans les grottes de la plaine aux Cerisiers", + "REGION_NAME_MARSH_CAVES": "Grottes des marais", + "REGION_NAME_FARM": "Ferme des Pipelin", + "REGION_NAME_FARM_PHRASE": "à la ferme des Pipelin", + "REGION_NAME_MARSH_CAVES_PHRASE": "dans les grottes des marais", + "REGION_NAME_GRAVEYARD": "Cimetière des cœurs perdus", + "REGION_NAME_GRAVEYARD_PHRASE": "au cimetière", + "REGION_NAME_CAST_IRON_SHORE": "Côte de Fer", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "sur la Côte de Fer", + "REGION_NAME_DUNGEON_GRAVEYARD": "Gare d'Alpertombe", + "REGION_NAME_STATION_FINAL": "Gare de Terminox", + "REGION_NAME_DUNGEON_SHIPWRECK": "Épave du « Titania »", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "à la gare d'Alpertombe", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "à la gare des Tritons", + "REGION_NAME_SHIPWRECK_STATION": "Gare des Tritons", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "sur l'épave du « Titania »", + "REGION_NAME_DUNGEON_MEADOW": "Gare des Cerises", + "REGION_NAME_STATION_FINAL_PHRASE": "à la gare de Terminox", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "à la gare des Cerises", + "REGION_NAME_MEADOW_CHURCH": "Abbaye de Faesbury", + "REGION_NAME_BROKENHEAD_PHRASE": "à Brisechef", + "REGION_NAME_BROKENHEAD": "Brisechef", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "à l'abbaye de Faesbury", + "REGION_NAME_LANDKEEPER_HQ": "QG des Gardes-terres", + "REGION_NAME_KAYLEIGH_HOME": "Maison de Kayleigh", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "au QG des Gardes-terres", + "REGION_NAME_MEREDITH_HOME": "Boutique de Mérédith", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "chez Kayleigh", + "REGION_NAME_FELIX_HOME": "Maison de Félix", + "REGION_NAME_FELIX_HOME_PHRASE": "chez Félix", + "REGION_NAME_MEREDITH_HOME_PHRASE": "à la boutique de Mérédith", + "REGION_NAME_EUGENE_HOME": "Maison d'Eugène", + "REGION_NAME_EUGENE_HOME_PHRASE": "chez Eugène", + "REGION_NAME_RANGER_OUTPOST": "Avant-poste des Veilleurs", + "REGION_NAME_TOWN_HALL": "Hôtel de ville", + "REGION_NAME_TOWN_HALL_PHRASE": "à l'hôtel de ville", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "à l'avant-poste des Veilleurs", + "REGION_NAME_AMBER_LODGE": "Loge d'Ambre", + "REGION_NAME_POWER_STATION_PHRASE": "dans la centrale", + "REGION_NAME_AMBER_LODGE_PHRASE": "à la Loge d'Ambre", + "REGION_NAME_POWER_STATION": "Centrale", + "MAP_FEATURE_CAVE": "Grotte", + "MAP_FEATURE_DAILY_ITEM": "Objet quotidien", + "MAP_FEATURE_LANDKEEPER_OFFICE": "Bureau des Gardes-terres", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Projet secret d'Eugène", + "MAP_FEATURE_CRATER": "Cratère", + "MAP_FEATURE_WATER_PIPE": "Conduite d'eau", + "MAP_FEATURE_RUINS": "Ruines", + "MAP_FEATURE_DINO_QUARRY": "Vallée des dinosaures", + "MAP_FEATURE_CAMPSITE": "Feu de camp", + "MAP_FEATURE_TOWN_WEST_RIVER": "Ruisseau des Pipelin", + "MAP_FEATURE_DIVEAL_ISLAND": "Île des Squaphoques", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Perturbation non identifiée", + "MAP_FEATURE_TOWN_BRIDGE": "Pont de Port-la-Ville", + "MAP_FEATURE_FARM_BRIDGE": "Pont des Pipelin", + "MAP_FEATURE_FARM_PLOT": "Champ de citrouilles", + "MAP_FEATURE_STICKER_MERCHANTS": "Marchands d'autocollants", + "MOVE_SMACK_NAME": "Impact", + "MOVE_SLICE_NAME": "Tranchage", + "MOVE_DOUBLE_SMACK_NAME": "Double impact", + "MOVE_DOUBLE_SLICE_NAME": "Double tranchage", + "MOVE_MULTI_SMACK_NAME": "Multi-Impact", + "MOVE_MULTI_SHOT_NAME": "Multi-Tir", + "MOVE_WALLOP_NAME": "Gnon", + "MOVE_CLOBBER_NAME": "Droite-Gauche", + "MOVE_BISHBASHBOSH_NAME": "Pim Pam Poum", + "MOVE_THE_OLD_1_2_NAME": "Aller-retour", + "MOVE_SPIT_NAME": "Crachat", + "MOVE_SPRAY_NAME": "Salve", + "MOVE_ENERGY_SHOT_NAME": "Rayon d'énergie", + "MOVE_ENERGY_WAVE_NAME": "Vague d'énergie", + "MOVE_COATING_WATER_NAME": "Surcouche (Eau)", + "MOVE_COATING_PLASTIC_NAME": "Surcouche (Plastique)", + "MOVE_COATING_EARTH_NAME": "Surcouche (Terre)", + "MOVE_COATING_AIR_NAME": "Surcouche (Air)", + "MOVE_COATING_FIRE_NAME": "Surcouche (Feu)", + "MOVE_COATING_ASTRAL_NAME": "Surcouche (Astral)", + "MOVE_COATING_LIGHTNING_NAME": "Surcouche (Foudre)", + "MOVE_COATING_METAL_NAME": "Surcouche (Métal)", + "MOVE_COATING_BEAST_NAME": "Surcouche (Bestial)", + "MOVE_COATING_ELEMENTAL_NAME": "Surcouche (Élémentaire)", + "MOVE_COATING_PLANT_NAME": "Surcouche (Plante)", + "MOVE_COATING_POISON_NAME": "Surcouche (Poison)", + "MOVE_COATING_ICE_NAME": "Surcouche (Glace)", + "MOVE_INFLAME_NAME": "Embrasement", + "MOVE_COATING_GLASS_NAME": "Surcouche (Verre)", + "MOVE_INCINERATE_NAME": "Incinération", + "MOVE_BRICK_BLAST_NAME": "Volée de briques", + "MOVE_FIRE_WALL_NAME": "Mur (Feu)", + "MOVE_BEAST_WALL_NAME": "Mur (Bestial)", + "MOVE_PLANT_WALL_NAME": "Mur (Plante)", + "MOVE_METAL_WALL_NAME": "Mur (Métal)", + "MOVE_ICE_WALL_NAME": "Mur (Glace)", + "MOVE_POISON_WALL_NAME": "Mur (Poison)", + "MOVE_ELEMENTAL_WALL_NAME": "Mur (Élémentaire)", + "MOVE_PLASTIC_WALL_NAME": "Mur (Plastique)", + "MOVE_WATER_WALL_NAME": "Mur (Eau)", + "MOVE_ASTRAL_WALL_NAME": "Mur (Astral)", + "MOVE_LIGHTNING_WALL_NAME": "Mur (Foudre)", + "MOVE_AIR_WALL_NAME": "Mur (Air)", + "MOVE_EARTH_WALL_NAME": "Mur (Terre)", + "MOVE_GLASS_WALL_NAME": "Mur (Verre)", + "MOVE_DEJAVU_NAME": "Déjà Vu", + "MOVE_AP_STEAL_NAME": "Vol de PA", + "MOVE_AP_BOOST_NAME": "Gain de PA", + "MOVE_AP_DRAIN_NAME": "Ponction de PA", + "MOVE_REVENGE_STRIKE_NAME": "Vengeance", + "MOVE_PREEMPTIVE_STRIKE_NAME": "Frappe préventive", + "MOVE_SELF_DESTRUCT_NAME": "Auto-destruction", + "MOVE_AP_REFUND_NAME": "Restitution de PA", + "MOVE_ROLL_AGAIN_NAME": "Coup bonus", + "MOVE_AP_STARTER_NAME": "Avantage initial", + "MOVE_PARRY_STANCE_NAME": "Posture défensive", + "MOVE_LAST_RITES_NAME": "Derniers sacrements", + "MOVE_HEADSHOT_NAME": "Tir en pleine tête", + "MOVE_SLEEP_TALK_NAME": "Somniloquie", + "MOVE_COSMIC_KUNAI_NAME": "Kunaï cosmique", + "MOVE_SLEEP_WALK_NAME": "Somnambulisme", + "MOVE_HYPNOTIZE_NAME": "Hypnose", + "MOVE_HP_ABSORB_NAME": "Vampirisme", + "MOVE_DEFEND_NAME": "Défense", + "MOVE_RAISE_SHIELDS_NAME": "Levée de boucliers", + "MOVE_POISON_POLLEN_NAME": "Pollen toxique", + "MOVE_SNOOZE_SPORE_NAME": "Pollen narcotique", + "MOVE_LEECH_NAME": "Sangsue", + "MOVE_DODGE_NAME": "Intouchable", + "MOVE_FOCUS_NAME": "Concentration", + "MOVE_SPRINT_NAME": "Sprint", + "MOVE_WINK_NAME": "Clin d'œil", + "MOVE_FLIRT_NAME": "Flirt", + "MOVE_PEEKABOO_NAME": "Bouh !", + "MOVE_TRIP_NAME": "Entrave", + "MOVE_NOD_NAME": "Intimidation", + "MOVE_CRITICIZE_NAME": "Critique", + "MOVE_COMPLIMENT_NAME": "Compliment", + "MOVE_SHARPEN_NAME": "Affûtage", + "MOVE_RAISE_ARMS_NAME": "Armement", + "MOVE_JUMP_SCARE_NAME": "Sursaut", + "MOVE_HOT_POTATO_NAME": "Patate chaude", + "MOVE_ZOOMIES_NAME": "Accès de folie", + "MOVE_QUICK_SMACK_NAME": "Impact rapide", + "MOVE_TAUNT_NAME": "Insulte", + "MOVE_SURE_FIRE_NAME": "Tir parfait", + "MOVE_BE_RANDOM_NAME": "sUiS tOn InStInCt !!", + "MOVE_DOG_YEARS_NAME": "Prolongations", + "MOVE_COPYCAT_NAME": "Mimétisme", + "MOVE_COPYCAT_TITLE": "Mimétisme : {move_name}", + "MOVE_GLITTER_BOMB_NAME": "Bombe prismatique", + "MOVE_PROVOKE_NAME": "Provocation", + "MOVE_HIBERNATE_NAME": "Hibernation", + "MOVE_MEDITATE_NAME": "Méditation", + "MOVE_SUMMON_TULPA_NAME": "Invocation", + "MOVE_LIGHTNING_BOLT_NAME": "Éclair", + "MOVE_FUSION_POWER_NAME": "Super pouvoir", + "MOVE_FUSION_POWER_GENERATED_NAME": "Super pouvoir : {suffix} {prefix}", + "MOVE_DESPERATION_NAME": "Énergie du désespoir", + "MOVE_CROSSFADE_NAME": "Métamorphose", + "MOVE_DELEGATE_NAME": "Transfert", + "MOVE_BITE_NAME": "Morsure", + "MOVE_BONE_CANNON_NAME": "Rosquette", + "MOVE_STICKY_TONGUE_NAME": "Coup de langue", + "MOVE_ZEPHYR_NAME": "Zéphyr", + "MOVE_CHARGE_NAME": "Charge", + "MOVE_SONIC_BOOM_NAME": "Bang sonique", + "MOVE_BATTERY_NAME": "Batterie", + "MOVE_SCORCH_NAME": "Ignition", + "MOVE_RAPID_FIRE_NAME": "Rafale", + "MOVE_GEAR_SHEAR_NAME": "Déferlante", + "MOVE_BROADCAST_NAME": "Diffusion", + "MOVE_UNICAST_NAME": "Acharnement", + "MOVE_SPLINTER_NAME": "Écharde", + "MOVE_WOODCUTTER_NAME": "Frappe sylvestre", + "MOVE_SILICON_SLASH_NAME": "Lame de verre", + "MOVE_ACID_REFLEX_NAME": "Réflexe toxique", + "MOVE_RADIOACTIVE_NAME": "Radioactivité", + "MOVE_THROW_NAME": "Lancer", + "MOVE_ICE_BREAKER_NAME": "Brise-glace", + "MOVE_TORRENT_NAME": "Torrent", + "MOVE_TWO_HEADS_NAME": "Double jeu", + "MOVE_MAGNET_NAME": "Aimant", + "MOVE_ECHOLOCATION_NAME": "Écholocalisation", + "MOVE_RETRIBUTION_NAME": "Représailles", + "MOVE_THUNDER_BLAST_NAME": "Coup de tonnerre", + "MOVE_TOWER_DEFENSE_NAME": "Défense impénétrable", + "MOVE_GAMBIT_NAME": "Pari", + "MOVE_HAUNT_NAME": "Désincarnation", + "MOVE_BINVITATION_NAME": "Ordurappel", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "Surprise éclair", + "MOVE_CALL_FOR_HELP_NAME": "Appel à l'aide", + "MOVE_BINVASION_NAME": "Laser à volonté", + "MOVE_FISSION_POWER_NAME": "Division", + "MOVE_RECYCLE_NAME": "Recyclage", + "MOVE_COPPER_CHOP_NAME": "Kumétal", + "MOVE_GALACTIC_BEATDOWN_NAME": "Raclée galactique", + "MOVE_WINDOW_NAME": "Brèche", + "MOVE_JAGGED_EDGE_NAME": "Contact dangereux", + "MOVE_SHARP_EDGES_NAME": "Bords tranchants", + "MOVE_CRYSTAL_LENS_NAME": "Lentille de cristal", + "MOVE_GLASS_BONDS_NAME": "Liens de verre", + "MOVE_SHRAPNEL_NAME": "Mitraille", + "MOVE_GLASS_CANNON_NAME": "Canon de verre", + "MOVE_CLOSE_ENCOUNTER_NAME": "Rencontre du 3e type", + "MOVE_SPRING_LOAD_NAME": "Charge à ressort", + "MOVE_SHOOTING_STAR_NAME": "Comète", + "MOVE_MOUNTAIN_SMASH_NAME": "Éboulement", + "MOVE_BLIZZARD_NAME": "Blizzard", + "MOVE_DJINNTOXICATE_NAME": "Djinntoxication", + "MOVE_TOY_HAMMER_NAME": "Marteau factice", + "MOVE_SUCTION_CUP_DART_NAME": "Fléchette à ventouse", + "MOVE_PLASTIC_KNIFE_NAME": "Couteau factice", + "MOVE_ACORN_MORTAR_NAME": "Mortier à glands", + "MOVE_BOIL_NAME": "Ébouillantage", + "MOVE_TOXIC_STAB_NAME": "Lame toxique", + "MOVE_PUSTULE_BOMB_NAME": "Bombe toxique", + "MOVE_RADIATION_BREATH_NAME": "Souffle radioactif", + "MOVE_WONDERFUL_7_NAME": "Merveilles antiques", + "MOVE_SNOW_RUSH_NAME": "Chute de neige", + "MOVE_POLE_VAULT_ASSAULT_NAME": "Assaut perché", + "MOVE_YULE_REGRET_THAT_NAME": "Des bonbons et des bobos", + "MOVE_HURRICANE_NAME": "Ouragan", + "MOVE_SANDSTORM_NAME": "Tempête de sable", + "MOVE_METEOR_BARRAGE_NAME": "Pluie de météorites", + "MOVE_CLOCKWORK_MOUSE_NAME": "Souris mécanique", + "MOVE_METAL_RIFF_NAME": "Air de métal", + "MOVE_BOTTLE_VOLLEY_NAME": "Volée de bouteilles", + "MOVE_MOONSHINE_NAME": "Clair de lune", + "MOVE_AVALANCHE_NAME": "Avalanche", + "MOVE_FOG_NAME": "Brouillard", + "MOVE_CHANGE_THE_RECORD_NAME": "Change de disque !", + "MOVE_AP_DONATE_NAME": "Don de PA", + "MOVE_AP_FACTORY_NAME": "Distributeur de PA", + "MOVE_SHIELD_BASH_NAME": "Coup de bouclier", + "MOVE_PRISMATIC_NAME": "Prismatisme", + "MOVE_ICICLE_DART_NAME": "Flèche de glace", + "MOVE_CRUMBLE_NAME": "Effondrement", + "MOVE_BAD_JOKE_NAME": "Mauvaise blague", + "MOVE_HEROIC_BLADE_NAME": "Lame héroïque", + "MOVE_SUPERHEATED_FIST_NAME": "Poing ardent", + "MOVE_GUZZLE_FUEL_NAME": "Siphonnage", + "MOVE_DAMAGE_ROLL_NAME": "Jet de dégâts", + "MOVE_COPY_THAT_NAME": "Effet miroir", + "MOVE_FROZEN_GROUND_NAME": "Verglas", + "MOVE_STONY_LOOK_NAME": "Regard de pierre", + "MOVE_PUMPKIN_PIE_NAME": "Tarte aux citrouilles", + "MOVE_BUSHFIRE_NAME": "Feu de broussailles", + "MOVE_TRAFFIC_JAM_NAME": "Embouteillage", + "MOVE_SUIT_UP_NAME": "En costume !", + "MOVE_COTTON_ON_NAME": "Sursis", + "MOVE_MIND_MELD_NAME": "Esprit de groupe", + "MOVE_UNDERTOW_NAME": "Contre-courant", + "MOVE_NEW_LEAF_NAME": "Purification", + "MOVE_FAIR_FIGHT_NAME": "Combat loyal", + "MOVE_ABRAMACABRA_NAME": "Abramacabra", + "MOVE_ABRAMACABRA_ATTACK_NAME": "Missile macabre", + "MOVE_DOC_LEAF_NAME": "Plante médicinale", + "MOVE_REVOLVING_DOOR_NAME": "Porte tournante", + "MOVE_BLOOD_DONATION_NAME": "Don du sang", + "MOVE_NURSE_NAME": "Premiers soins", + "MOVE_CLAY_FIRED_NAME": "Terre cuite", + "MOVE_COAL_STORY_NAME": "Chaud devant !", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Résistance (Bestial)", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Résistance (Feu)", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Résistance (Plastique)", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Résistance (Plante)", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Résistance (Eau)", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Résistance (Astral)", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Résistance (Poison)", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Résistance (Foudre)", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Résistance (Glace)", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Résistance (Air)", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Résistance (Terre)", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Résistance (Métal)", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Résistance (Verre)", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Résistance (Prisme)", + "MOVE_WATER_DANCE_NAME": "Danse de l'eau", + "MOVE_STAB_IN_THE_DARK_NAME": "Frappe à l'aveugle", + "MOVE_WATERWORKS_NAME": "Grandes eaux", + "MOVE_STARTER1_ATTACK_NAME": "Explosion de sucre", + "MOVE_STARTER1_PASSIVE_NAME": "Hyperglycémie", + "MOVE_STARTER2_ATTACK_NAME": "Coup de bélier", + "MOVE_STARTER2_PASSIVE_NAME": "Chance de tondu", + "MOVE_CATEGORY_MELEE": "Attaque au corps à corps", + "MOVE_CATEGORY_RANGED": "Attaque à distance", + "MOVE_CATEGORY_STATUS": "Effets", + "MOVE_CATEGORY_MISC": "Divers", + "MOVE_DESCRIPTION_HIT_ONE": "Touche une cible.", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Touche tous les membres d'une équipe et détruit les murs.", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Touche une cible. Impossible à esquiver.", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Touche une cible. Prioritaire sur les autres capacités.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Touche une cible plusieurs fois.", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Touche une cible et inflige de légers dégâts à l'utilisateur.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Touche une cible plusieurs fois. Prioritaire sur les autres capacités.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Touche une cible plusieurs fois, avec une priorité moindre par rapport aux autres capacités.", + "MOVE_DESCRIPTION_HIT_TEAM": "Touche tous les membres d'une équipe.", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Touche chaque membre d'une équipe à plusieurs reprises.", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Touche tout le monde sur le champ de bataille, sauf l'utilisateur.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Touche une cible. Confère l'effet {status_effect} à l\\'utilisateur.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Touche tous les membres d'une équipe et confère l\\'effet {status_effect} à l\\'utilisateur.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Touche tous les membres d'une équipe et leur confère l\\'effet {status_effect}.", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "Touche une cible et réduit son esquive.", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "Touche une cible et réduit sa précision.", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "La vitesse de l'utilisateur augmente proportionnellement à la quantité de PV perdue (capacité passive).", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "L'esquive de l\\'utilisateur augmente proportionnellement à la quantité de PV perdue (capacité passive).", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Réduit de {percent} % les dégâts de type {type} subis et neutralise toute réaction possible. Sans effet contre les coups critiques.", + "MOVE_DESCRIPTION_NURSE": "Soigne une cible à hauteur de 50 % de son maximum de PV.", + "MOVE_DESCRIPTION_METAL_RIFF": "Touche tous les membres d'une équipe. Devient une attaque de type Air sur les cassettes de type Métal.", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "Vole le mur de la cible pour le donner à l'utilisateur.", + "MOVE_DESCRIPTION_BLOOD_DONATION": "Réduit les PV de l'utilisateur de moitié pour les donner à la cible.", + "MOVE_DESCRIPTION_FAIR_FIGHT": "Bloque l'application de nouveaux effets pendant 3 tours.", + "MOVE_DESCRIPTION_NEW_LEAF": "Supprime tous les effets sur la cible.", + "MOVE_DESCRIPTION_BUSHFIRE": "Confère le type Feu à l'utilisateur, ce qui lui permet d\\'infliger des dégâts de feu supplémentaires au contact, mais a pour conséquence de le brûler.", + "MOVE_DESCRIPTION_UNDERTOW": "Touche le dernier combattant à avoir agi avant cette capacité.", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "Augmente la vitesse et la régénération des PA de l'utilisateur.", + "MOVE_DESCRIPTION_COPY_THAT": "Transforme l'utilisateur en une copie de la cible.", + "MOVE_DESCRIPTION_FROZEN_GROUND": "Augmente fortement la vitesse de l'utilisateur, mais réduit sa précision.", + "MOVE_DESCRIPTION_ICICLE_DART": "Touche une cible, en utilisant la caractéristique de vitesse (et non d'attaque à distance) de l\\'utilisateur.", + "MOVE_DESCRIPTION_SHIELD_BASH": "Touche une cible en utilisant la caractéristique de défense au corps à corps (et non d'attaque au corps à corps) de l\\'utilisateur.", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "L'utilisateur lance un dé 20. Ses dégâts sont multipliés par le résultat du lancer. Les résultats 1 et 20 déclenchent des effets supplémentaires.", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Force la cible à changer aléatoirement de cassette.", + "MOVE_DESCRIPTION_AP_DONATE": "Transfère tous les PA restants de l'utilisateur à la cible.", + "MOVE_DESCRIPTION_AVALANCHE": "Neutralise toutes les attaques au corps à corps au cours de ce tour.", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Les attaques à distance de la cible deviennent des attaques au corps à corps.", + "MOVE_DESCRIPTION_AP_FACTORY": "Transfère automatiquement tous les PA de l'utilisateur à ses alliés au début de chaque tour.", + "MOVE_DESCRIPTION_WALL": "Sacrifie 20 % de ses PV pour créer un mur capable d'absorber jusqu\\'à 3 attaques pendant 3 tours.", + "MOVE_DESCRIPTION_SPRING_LOAD": "Confère automatiquement l'effet « Sur ressort » à l\\'utilisateur s\\'il ne le possède pas déjà, ce qui convertit toutes ses attaques au corps à corps en attaques à distance.", + "MOVE_DESCRIPTION_FOG": "La précision des attaques à distance de types autres que Glace, Eau et Air tombe à 0 pendant 3 tours.", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "L'utilisateur s\\'envole et ne peut plus être atteint que par les attaques à distance, celles de type Air et les autres unités volantes.", + "MOVE_DESCRIPTION_COATING": "Modifie le type de l'utilisateur ou d\\'un allié.", + "MOVE_DESCRIPTION_ABRAMACABRA": "Sacrifie 20 % de ses PV pour créer un mur capable d'absorber jusqu\\'à 3 attaques pendant 3 tours. Ce mur inflige également des dégâts à un adversaire à chaque tour.", + "MOVE_DESCRIPTION_POWER": "Puissance", + "MOVE_DESCRIPTION_HITS": "Coups : {hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "Confère l'effet {status_effect} à la cible pendant {duration} tour(s).", + "MOVE_DESCRIPTION_ACCURACY": "Précision : {0} %", + "MOVE_DESCRIPTION_HITS_RANGE": "Coups : {hits_min}-{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "Confère l'effet {status_effect} à l\\'utilisateur pendant {duration} tour(s).", + "MOVE_DESCRIPTION_CLAY_FIRED": "Augmente la caractéristique de défense de l'utilisateur quand il subit des dégâts de type Feu.", + "MOVE_DESCRIPTION_MIND_MELD": "L'utilisateur partage ses capacités avec ses alliés.", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "Réduit la caractéristique de vitesse de tous les autres combattants.", + "MOVE_DESCRIPTION_FLINCH_ONE": "A une chance de déstabiliser la cible.", + "MOVE_DESCRIPTION_STICKY_TONGUE": "Touche une cible et réduit son esquive.", + "MOVE_DESCRIPTION_ICE_BREAKER": "Touche une cible et réduit sa vitesse.", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Touche une cible. Coup critique garanti si la cible a déjà subi des dégâts au cours de ce tour.", + "MOVE_DESCRIPTION_AP_STEAL": "Retire 1 PA à la cible pour le donner à l'utilisateur.", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "Retire 2 PA à la cible.", + "MOVE_DESCRIPTION_AP_BOOST": "Augmente la régénération des PA de la cible.", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Touche automatiquement un adversaire au début du combat.", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "A une chance de s'activer automatiquement quand l\\'utilisateur encaisse une attaque au corps à corps.", + "MOVE_DESCRIPTION_AP_DRAIN": "Réduit la régénération des PA de la cible.", + "MOVE_DESCRIPTION_SPLINTER": "A une chance de blesser automatiquement l'adversaire au contact. Les dégâts dépendent de la défense au corps à corps de l\\'utilisateur.", + "MOVE_DESCRIPTION_ACID_REFLEX": "A une chance d'empoisonner automatiquement l\\'adversaire au contact.", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "L'utilisateur explose en cas de défaite, infligeant des dégâts à tous ceux qui l\\'entourent.", + "MOVE_DESCRIPTION_RADIOACTIVE": "A une chance de brûler automatiquement l'adversaire au contact.", + "MOVE_DESCRIPTION_AP_REFUND": "A une chance de restituer automatiquement les PA consommés par l'activation d\\'une capacité.", + "MOVE_DESCRIPTION_AP_STARTER": "Octroie 1 PA supplémentaire au début du combat.", + "MOVE_DESCRIPTION_ROLL_AGAIN": "A une chance d'activer automatiquement une capacité aléatoire à la fin du tour.", + "MOVE_DESCRIPTION_SUIT_UP": "Augmente la défense au corps à corps et à distance de l'utilisateur.", + "MOVE_DESCRIPTION_PARRY_STANCE": "Renvoie la première attaque au corps à corps subie au cours de ce tour.", + "MOVE_DESCRIPTION_HP_ABSORB": "Rend une quantité de PV équivalente aux dégâts infligés.", + "MOVE_DESCRIPTION_DEFEND": "Augmente la défense au corps à corps de l'utilisateur.", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "Augmente la défense à distance de l'utilisateur.", + "MOVE_DESCRIPTION_DODGE": "Augmente l'esquive de l\\'utilisateur.", + "MOVE_DESCRIPTION_FOCUS": "Augmente la précision de l'utilisateur.", + "MOVE_DESCRIPTION_SPRINT": "Augmente la vitesse de l'utilisateur.", + "MOVE_DESCRIPTION_WINK": "Réduit l'attaque au corps à corps de la cible.", + "MOVE_DESCRIPTION_FLIRT": "Réduit l'esquive de la cible.", + "MOVE_DESCRIPTION_PEEKABOO": "Réduit la précision de la cible.", + "MOVE_DESCRIPTION_TRIP": "Réduit la vitesse de la cible.", + "MOVE_DESCRIPTION_NOD": "Réduit la défense au corps à corps de la cible.", + "MOVE_DESCRIPTION_CRITICIZE": "Réduit l'attaque à distance de la cible.", + "MOVE_DESCRIPTION_COMPLIMENT": "Réduit la défense à distance de la cible.", + "MOVE_DESCRIPTION_SHARPEN": "Augmente l'attaque au corps à corps de l\\'utilisateur.", + "MOVE_DESCRIPTION_RAISE_ARMS": "Augmente l'attaque à distance de l\\'utilisateur.", + "MOVE_DESCRIPTION_HOT_POTATO": "Place sur la cible une bombe qui explose à moins d'être immédiatement transférée par contact au corps à corps.", + "MOVE_DESCRIPTION_SURE_FIRE": "La prochaine capacité de la cible fera obligatoirement mouche.", + "MOVE_DESCRIPTION_COTTON_ON": "La précision des capacités esquivables visant l'utilisateur au tour suivant tombe à 0.", + "MOVE_DESCRIPTION_TAUNT": "Enrage la cible, l'obligeant à n\\'utiliser que des capacités offensives pendant ses deux prochains tours.", + "MOVE_DESCRIPTION_DOG_YEARS": "Augmente la durée des effets sur la cible.", + "MOVE_DESCRIPTION_BE_RANDOM": "Utilise aléatoirement une capacité pour laquelle l'utilisateur a assez de PA.", + "MOVE_DESCRIPTION_COPYCAT": "Réplique la dernière capacité utilisée par la cible, à condition d'avoir assez de PA.", + "MOVE_DESCRIPTION_PROVOKE": "Empêche l'adversaire de viser directement les alliés de l\\'utilisateur pendant 3 tours.", + "MOVE_DESCRIPTION_HIBERNATE": "L'utilisateur s\\'endort et récupère des PV à chaque tour qu\\'il passe endormi.", + "MOVE_DESCRIPTION_SUMMON_TULPA": "Lance un appel à l'aide depuis le plan astral.", + "MOVE_DESCRIPTION_MEDITATE": "L'utilisateur s\\'endort. Ses caractéristiques d\\'attaque et de défense augmentent à chaque tour qu\\'il passe endormi.", + "MOVE_DESCRIPTION_BINVITATION": "Lance un appel à l'aide depuis le vaisseau mère.", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Invoque un Électam comme allié temporaire.", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "A une chance d'invoquer un allié temporaire.", + "MOVE_DESCRIPTION_FUSION_POWER": "Effet unique dépendant de la nature de cette fusion.", + "MOVE_DESCRIPTION_FISSION_POWER": "L'utilisateur subit une fission et se divise en deux copies de lui-même.", + "MOVE_DESCRIPTION_CROSSFADE": "Change la forme de l'utilisateur mais applique une surcouche qui maintient son type.", + "MOVE_DESCRIPTION_DESPERATION": "Inflige davantage de dégâts quand l'utilisateur a peu de PV.", + "MOVE_DESCRIPTION_DELEGATE": "Transfère les effets actifs sur l'utilisateur vers un allié.", + "MOVE_DESCRIPTION_BITE": "Touche une cible et soigne ensuite légèrement l'utilisateur.", + "MOVE_DESCRIPTION_BATTERY": "Touche une cible deux fois. Coup critique garanti si cette capacité est utilisée après Charge.", + "MOVE_DESCRIPTION_BOIL": "Touche une cible et a une chance de lui conférer l'effet Brûlure.", + "MOVE_DESCRIPTION_DJINNTOXICATE": "Touche une cible et lui confère l'effet Confusion.", + "MOVE_DESCRIPTION_COAL_STORY": "Touche une cible et lui confère l'effet Brûlure.", + "MOVE_DESCRIPTION_TOXIC_STAB": "Touche et une cible qui se retrouve empoisonnée.", + "MOVE_DESCRIPTION_SANDSTORM": "Touche tous les membres d'une équipe. La durée de leurs effets actifs est réduite de 1.", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "Touche tous les membres d'une équipe et les empoisonne.", + "MOVE_DESCRIPTION_WONDERFUL_7": "Touche une cible et confère un effet néfaste aléatoire.", + "MOVE_DESCRIPTION_THROW": "Utilise un mur comme projectile. Sa durée restante multiplie les dégâts.", + "MOVE_DESCRIPTION_RECYCLE": "Détruit le mur de l'utilisateur, en rendant à ce dernier une quantité de PA égale à la durée restante.", + "MOVE_DESCRIPTION_MAGNET": "Capacité activée automatiquement au début du combat pour 0 PA. Empêche l'adversaire de viser les alliés de l\\'utilisateur pendant {duration} tour(s).", + "MOVE_DESCRIPTION_RETRIBUTION": "Augmente la caractéristique d'attaque de l\\'utilisateur quand un allié est vaincu.", + "MOVE_DESCRIPTION_STATUS_STARTER": "Capacité activée automatiquement au début du combat pour 0 PA. Confère l'effet {status_effect} à l\\'utilisateur pendant {duration} tour(s).", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "Prend effet la première fois que les PV de l'utilisateur passent sous la barre des 50 %, ce qui lui confère le type Terre et augmente sa caractéristique de défense.", + "MOVE_DESCRIPTION_THUNDER_BLAST": "Touche une cible et inflige 30 points de dégâts de type Air supplémentaires.", + "MOVE_DESCRIPTION_GAMBIT": "Augmente fortement toutes les caractéristiques de l'utilisateur. La cassette se brise au bout de 3 tours.", + "MOVE_DESCRIPTION_HAUNT": "L'utilisateur devient un spectre intouchable. La cassette se brise au bout de 3 tours.", + "MOVE_DESCRIPTION_BINVASION": "Touche une cible autant de fois qu'il y a d\\'Ordurisseurs dans l\\'équipe de l\\'utilisateur.", + "MOVE_DESCRIPTION_COPPER_CHOP": "Touche une cible. Inflige l'effet Résonance aux adversaires de types Verre et Métal.", + "MOVE_DESCRIPTION_WINDOW": "Permet aux attaques à distance de traverser les murs.", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Inflige des dégâts à la cible chaque fois qu'elle se transforme.", + "MOVE_DESCRIPTION_SHARP_EDGES": "L'utilisateur inflige des dégâts par simple contact pendant {duration} tour(s).", + "MOVE_DESCRIPTION_JAGGED_EDGE": "Inflige automatiquement des dégâts quand une attaque au corps à corps rate le joueur.", + "MOVE_DESCRIPTION_BLIZZARD": "Touche tous les membres d'une équipe et réduit leur précision.", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Touche une cible et réduit sa défense au corps à corps.", + "MOVE_DESCRIPTION_TRICK": "Inflige un effet néfaste aléatoire à la cible.", + "MOVE_DESCRIPTION_TREAT": "Inflige un effet bénéfique aléatoire à la cible.", + "MOVE_DESCRIPTION_CRUMBLE": "Détruit tous les murs, infligeant des dégâts proportionnels à leur durée restante à leurs propriétaires respectifs.", + "MOVE_DESCRIPTION_PRISMATIC": "Confère un type aléatoire à l'utilisateur à la fin de chaque tour.", + "MOVE_DESCRIPTION_BAD_JOKE": "L'utilisateur lance une blague au hasard. Aucun effet.", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RÉSISTANCE", + "MOVE_DESCRIPTION_WATER_DANCE": "Touche une cible. Utilise la caractéristique de vitesse et non celle de l'attaque au corps à corps de l\\'utilisateur.", + "MOVE_BLOOD_DONATION_TOAST": "DON", + "MOVE_NEW_LEAF_TOAST": "EFFETS SUPPRIMÉS", + "MOVE_DAMAGE_ROLL_TOAST": "LANCER : {n}", + "MOVE_AP_STEAL_TOAST": "VOL", + "MOVE_GUZZLE_FUEL_TOAST": "SIPHON", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "EXTENSION", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "RÉDUCTION", + "MOVE_SUMMON_SPAWNS.m": "{spawn} a répondu à l'appel !", + "MOVE_SUMMON_SPAWNS.f": "{spawn} a répondu à l'appel !", + "MOVE_AP_REFUND_TOAST": "RESTITUTION", + "MOVE_SUMMON_SPAWNS.n": "{spawn} a répondu à l'appel !", + "MOVE_FUSION_POWER_PREFIX_beast_1": "sauvage", + "MOVE_FUSION_POWER_PREFIX_beast_2": "macabre", + "MOVE_FUSION_POWER_PREFIX_beast_3": "féroce", + "MOVE_FUSION_POWER_PREFIX_beast_4": "primaire", + "MOVE_FUSION_POWER_PREFIX_beast_5": "d'instinct", + "MOVE_FUSION_POWER_PREFIX_beast_6": "de fureur", + "MOVE_FUSION_POWER_PREFIX_beast_7": "de rage", + "MOVE_FUSION_POWER_PREFIX_fire_1": "des enfers", + "MOVE_FUSION_POWER_PREFIX_fire_2": "du brasier", + "MOVE_FUSION_POWER_PREFIX_fire_3": "de combustion", + "MOVE_FUSION_POWER_PREFIX_fire_4": "des flammes", + "MOVE_FUSION_POWER_PREFIX_fire_5": "de feu", + "MOVE_FUSION_POWER_PREFIX_fire_6": "du magma", + "MOVE_FUSION_POWER_PREFIX_fire_7": "volcanique", + "MOVE_FUSION_POWER_PREFIX_poison_1": "de venin", + "MOVE_FUSION_POWER_PREFIX_poison_2": "néfaste", + "MOVE_FUSION_POWER_PREFIX_poison_3": "toxique", + "MOVE_FUSION_POWER_PREFIX_poison_4": "chimique", + "MOVE_FUSION_POWER_PREFIX_poison_5": "pourpre", + "MOVE_FUSION_POWER_PREFIX_poison_6": "d'infection", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "synthétique", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "de résilience", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "de recyclage", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "de plastique", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "de pollution", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "modulaire", + "MOVE_FUSION_POWER_PREFIX_plant_1": "sylvestre", + "MOVE_FUSION_POWER_PREFIX_plant_2": "rebelle", + "MOVE_FUSION_POWER_PREFIX_plant_3": "du chiendent", + "MOVE_FUSION_POWER_PREFIX_plant_4": "de floraison", + "MOVE_FUSION_POWER_PREFIX_plant_5": "de verdure", + "MOVE_FUSION_POWER_PREFIX_plant_6": "des tropiques", + "MOVE_FUSION_POWER_PREFIX_plant_7": "de luxuriance", + "MOVE_FUSION_POWER_PREFIX_water_1": "de l'eau", + "MOVE_FUSION_POWER_PREFIX_water_2": "des tempêtes", + "MOVE_FUSION_POWER_PREFIX_water_3": "du déluge", + "MOVE_FUSION_POWER_PREFIX_water_4": "des torrents", + "MOVE_FUSION_POWER_PREFIX_water_5": "du maelstrom", + "MOVE_FUSION_POWER_PREFIX_water_6": "des abysses", + "MOVE_FUSION_POWER_PREFIX_water_7": "de Neptune", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "prismatique", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "de lumière", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "de l'arc-en-ciel", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "féérique", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "magique", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "rudimentaire", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "des licornes", + "MOVE_FUSION_POWER_PREFIX_astral_1": "cosmique", + "MOVE_FUSION_POWER_PREFIX_astral_2": "planétaire", + "MOVE_FUSION_POWER_PREFIX_astral_3": "céleste", + "MOVE_FUSION_POWER_PREFIX_astral_4": "stellaire", + "MOVE_FUSION_POWER_PREFIX_astral_5": "d'éther", + "MOVE_FUSION_POWER_PREFIX_astral_6": "du cosmos", + "MOVE_FUSION_POWER_PREFIX_astral_7": "du Styx", + "MOVE_FUSION_POWER_PREFIX_air_1": "des cyclones", + "MOVE_FUSION_POWER_PREFIX_air_2": "des tornades", + "MOVE_FUSION_POWER_PREFIX_air_3": "des tourbillons", + "MOVE_FUSION_POWER_PREFIX_air_4": "des ouragans", + "MOVE_FUSION_POWER_PREFIX_air_5": "du vent", + "MOVE_FUSION_POWER_PREFIX_air_6": "supersonique", + "MOVE_FUSION_POWER_PREFIX_air_7": "de l'Empyrée", + "MOVE_FUSION_POWER_PREFIX_earth_1": "de pétrification", + "MOVE_FUSION_POWER_PREFIX_earth_2": "des profondeurs", + "MOVE_FUSION_POWER_PREFIX_earth_3": "de minéraux", + "MOVE_FUSION_POWER_PREFIX_earth_4": "des montagnes", + "MOVE_FUSION_POWER_PREFIX_earth_5": "de roche", + "MOVE_FUSION_POWER_PREFIX_earth_6": "de pierre", + "MOVE_FUSION_POWER_PREFIX_earth_7": "de granite", + "MOVE_FUSION_POWER_PREFIX_glass_1": "de verre", + "MOVE_FUSION_POWER_PREFIX_glass_2": "éphémère", + "MOVE_FUSION_POWER_PREFIX_glass_3": "de réflexion", + "MOVE_FUSION_POWER_PREFIX_glass_4": "de silice", + "MOVE_FUSION_POWER_PREFIX_glass_5": "fragile", + "MOVE_FUSION_POWER_PREFIX_glass_6": "translucide", + "MOVE_FUSION_POWER_PREFIX_ice_1": "du froid", + "MOVE_FUSION_POWER_PREFIX_ice_2": "des neiges", + "MOVE_FUSION_POWER_PREFIX_ice_3": "du gel", + "MOVE_FUSION_POWER_PREFIX_ice_4": "polaire", + "MOVE_FUSION_POWER_PREFIX_ice_5": "de l'hiver", + "MOVE_FUSION_POWER_PREFIX_ice_6": "des glaces", + "MOVE_FUSION_POWER_PREFIX_ice_7": "du blizzard", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "des orages", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "de surtension", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "électrique", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "de foudre", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "d'éclair", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "voltaïque", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "magnétique", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "de Tesla", + "MOVE_FUSION_POWER_PREFIX_metal_1": "de fer", + "MOVE_FUSION_POWER_PREFIX_metal_2": "d'acier", + "MOVE_FUSION_POWER_PREFIX_metal_3": "d'argent", + "MOVE_FUSION_POWER_PREFIX_metal_4": "de mercure", + "MOVE_FUSION_POWER_PREFIX_metal_5": "de plomb", + "MOVE_FUSION_POWER_PREFIX_metal_6": "de titane", + "MOVE_FUSION_POWER_SWORD": "Épée", + "MOVE_FUSION_POWER_AXE": "Hache", + "MOVE_FUSION_POWER_KATANA": "Katana", + "MOVE_FUSION_POWER_HAMMER": "Marteau", + "MOVE_FUSION_POWER_HALBERD": "Hallebarde", + "MOVE_FUSION_POWER_BLADEWHEEL": "Roue", + "MOVE_FUSION_POWER_FIST": "Poing", + "MOVE_FUSION_POWER_SMASH": "Frappe", + "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", + "MOVE_DESCRIPTION_IRON_FILINGS": "Augmente la conductivité de la cible.", + "MOVE_FUSION_POWER_ARROW": "Flèche", + "MOVE_FUSION_POWER_ORB": "Orbe", + "MOVE_FUSION_POWER_KUNAI": "Kunaï", + "MOVE_FUSION_POWER_SHARDS": "Éclat", + "MOVE_FUSION_POWER_SPIKES": "Pique", + "MOVE_FUSION_POWER_METEOR": "Météore", + "MOVE_FUSION_POWER_BEAM": "Rayon", + "MOVE_FUSION_POWER_BLAST": "Explosion", + "MOVE_FUSION_POWER_BOMB": "Bombe", + "MOVE_RITUAL_NAME": "Rituel", + "MOVE_DESCRIPTION_RITUAL": "Ranime l'utilisateur avec 25 % de ses PV en cas de défaite.", + "MOVE_IRON_FILINGS_NAME": "Limaille de fer", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda Morgayna", + "MOVE_AA_OLDGANTE_THRASH_NAME": "Cacophonie", + "MOVE_TRICK_NAME": "Mauvaise surprise", + "MOVE_TREAT_NAME": "Bonne surprise", + "MOVE_ATTRIBUTE_STAT": "{stat_name} {stat_value} %", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Coup critique si avantage de type", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passif : {stat_name} {stat_value} %", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Dégâts basés sur {stat_name} (sauf si caractéristique d'attaque supérieure)", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "Durée d'effet +1", + "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 coup supplémentaire", + "MOVE_ATTRIBUTE_HEAL": "Rend {stat_value} % des PV max", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passif : {stat_name} {stat_value} % par emplacement vide", + "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_name} {stat_value} % par emplacement vide", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Rend {stat_value} % du maximum de PV par emplacement vide", + "MOVE_ATTRIBUTE_BUFF_USER": "{chance} % de chances de conférer l'effet {status_effect}", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance} % de chances de conférer l'effet {status_effect}", + "MOVE_ATTRIBUTE_AP_REFUND": "{chance} % de chances de restituer {amount} PA après utilisation", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance} % de chances de restituer tous les PA après utilisation", + "MOVE_ATTRIBUTE_SHARED": "Partagée avec les alliés", + "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatible avec toutes les cassettes", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance} % de chances de s'activer automatiquement à la fin d\\'un tour", + "MOVE_ATTRIBUTE_USE_AGAIN": "{chance} % de chances de s'activer deux fois", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance} % de chances de s'activer automatiquement au début du combat", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance} % de chances de s'activer quand l\\'utilisateur encaisse des dégâts", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance} % de chances de s'activer après une attaque", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance} % de chances de déclencher {move_name} après utilisation", + "MOVE_ATTRIBUTE_MULTITARGET": "{chance} % de chances de viser toute l'équipe", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Détruit les murs", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "Emplacements +1", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignore les murs", + "MOVE_ATTRIBUTE_USE_RANDOM": "{chance} % de chances d'activer une capacité aléatoire", + "MOVE_BAD_JOKE_JOKE3": "Pourquoi les Traficrabes n'aiment pas les bâtonnets ? Parce qu\\'ils préfèrent les cônes !", + "MOVE_BAD_JOKE_JOKE2": "Que dit un Traficrabe coincé dans un embouteillage ? J'en ai crustacé !", + "MOVE_BAD_JOKE_JOKE1": "Que font deux Traficrabes quand ils se rencontrent ? Ils se serrent la pince !", + "MOVE_BAD_JOKE_JOKE5": "Quel est le comble pour un Squelevangéliste ? Tomber sur un os !", + "MOVE_BAD_JOKE_JOKE4": "Pourquoi le Traficrabe a perdu tous ses amis ? Il était trop pince-sans-rire !", + "MOVE_BAD_JOKE_JOKE7": "Pourquoi les Missilinos n'aiment pas cuisiner ? Ils préfèrent les fast-foods !", + "MOVE_BAD_JOKE_JOKE6": "Pourquoi le Glacebec ne parle plus à ses amis ? Parce qu'ils sont en froid !", + "MOVE_BAD_JOKE_JOKE8": "Pourquoi les Chronosables ne sont pas à la mode ? Ils ne savent pas sablier !", + "MOVE_BAD_JOKE_JOKE11": "Tu savais que les Cosmigrades étaient claustrophobes ? Ils ont vraiment besoin d'espace...", + "MOVE_BAD_JOKE_JOKE10": "Pourquoi vaut-il mieux éviter de manger un Chronosable ? C'est bien trop chronophage !", + "MOVE_BAD_JOKE_JOKE9": "Combien pèse un tas d'os recouvert de vase violette ? Une gelée-tonne !", + "MOVE_BAD_JOKE_JOKE12": "Pourquoi ces deux Spartéclairs se sont mariés ? Ils ont eu le coup de foudre !", + "MOVE_BAD_JOKE_JOKE13": "Tu connais la différence entre un Crocophar et un Nénugator ? C'est caïman la même chose...", + "MOVE_BAD_JOKE_JOKE16": "Quel est le comble pour un Tourniventail ? Avoir la taille mannequin !", + "MOVE_BAD_JOKE_JOKE15": "J'ai une bonne blague sur la chimie élémentaire, mais je doute d\\'obtenir une réaction...", + "MOVE_BAD_JOKE_JOKE14": "Quel est le comble pour une Sautrouille ? Avoir le melon !", + "MOVE_BAD_JOKE_JOKE18": "Pourquoi le Garde-Terres consulte-t-il un psychiatre ? Parce qu'il a un complexe d\\'appartement !", + "MOVE_BAD_JOKE_JOKE17": "Qu'est-ce qu\\'un buisson au bord de la route ? Un Broussoeil qui fait du stop !", + "MOVE_BAD_JOKE_JOKE19": "Pourquoi les Garde-Terres n'aiment pas le café ? Ils préfèrent les proprié-thés !", + "MOVE_NAME_INSOMNIA": "Insomnie", + "MOVE_BAD_JOKE_JOKE20": "Pourquoi les Garde-Terres n'ont pas d\\'amis ? Parce qu\\'ils ont un humour cadastrophique !", + "MOVE_DESCRIPTION_INSOMNIA": "Immunise l'utilisateur contre la narcose.", + "MOVE_NAME_ELDRITCH": "Omnipotence", + "MOVE_DESCRIPTION_ELDRITCH": "Les caractéristiques de l'utilisateur ne peuvent pas être réduites.", + "MOVE_NAME_STATUS_RESISTANCE": "Résistance aux effets", + "MOVE_NAME_NEUTRALISE": "Neutralisation", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "Réduit les dégâts infligés à l'utilisateur par les effets Brûlure, Poison et Drainage.", + "MOVE_NAME_LIQUID_BODY": "Corps liquide", + "MOVE_DESCRIPTION_LIQUID_BODY": "Immunise l'utilisateur contre l\\'effet Brûlure, mais toutes les attaques de type Glace et Foudre lui infligent des dégâts critiques.", + "MOVE_DESCRIPTION_NEUTRALISE": "Supprime automatiquement les effets néfastes dont souffre l'utilisateur quand ses PV passent sous la barre des 50 %.", + "MOVE_NAME_PHASE_SHIFT": "Déphasage", + "MOVE_DESCRIPTION_PHASE SHIFT": "Les attaques de l'utilisateur peuvent atteindre les spectres.", + "MOVE_CAMOUFLAGE_WATER_NAME": "Camouflage (Eau)", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Camouflage (Plastique)", + "MOVE_CAMOUFLAGE_AIR_NAME": "Camouflage (Air)", + "MOVE_CAMOUFLAGE_EARTH_NAME": "Camouflage (Terre)", + "MOVE_CAMOUFLAGE_FIRE_NAME": "Camouflage (Feu)", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Camouflage (Astral)", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Camouflage (Foudre)", + "MOVE_CAMOUFLAGE_METAL_NAME": "Camouflage (Métal)", + "MOVE_CAMOUFLAGE_BEAST_NAME": "Camouflage (Bestial)", + "MOVE_CAMOUFLAGE_PLANT_NAME": "Camouflage (Plante)", + "MOVE_CAMOUFLAGE_POISON_NAME": "Camouflage (Poison)", + "MOVE_CAMOUFLAGE_ICE_NAME": "Camouflage (Glace)", + "MOVE_CAMOUFLAGE_GLASS_NAME": "Camouflage (Verre)", + "MOVE_DESCRIPTION_CAMOUFLAGE": "Modifie automatiquement le type de l'utilisateur au début du combat pour 0 PA.", + "MOVE_NAME_RICOCHET": "Ricochet", + "MOVE_DESCRIPTION_RICOCHET": "Les attaques à distance de l'utilisateur ont 50 % de chance d\\'ignorer les murs adverses.", + "MOVE_NAME_BREATHING_TECHNIQUE": "Sophrologie", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Immunise l'utilisateur contre l\\'effet Fureur.", + "MOVE_NAME_SELF_ASSURED": "Lucidité", + "MOVE_DESCRIPTION_SELF_ASSURED": "Immunise l'utilisateur contre l\\'effet Confusion.", + "MOVE_NAME_CRITICAL_AP": "PA critiques", + "MOVE_DESCRIPTION_CRITICAL_AP": "L'utilisateur gagne 1 PA chaque fois qu\\'il porte un coup critique.", + "MOVE_NAME_PITY_AP": "PA de consolation", + "MOVE_NAME_UNSHAKEABLE": "Inébranlable", + "MOVE_DESCRIPTION_PITY_AP": "L'utilisateur gagne 1 PA chaque fois qu\\'il rate une attaque.", + "MOVE_DESCRIPTION_UNSHAKEABLE": "Immunise l'utilisateur contre l\\'effet Déstabilisation.", + "MOVE_NAME_VAMPIRE": "Parasitisme", + "MOVE_NAME_MULTICOPY": "Multicopie", + "MOVE_DESCRIPTION_VAMPIRE": "L'utilisateur bénéficie de la moitié des effets et des soins de ses adversaires.", + "MOVE_DESCRIPTION_MULTICOPY": "Si un adversaire obtient les effets Multicible ou Multicoup, l'utilisateur les obtient aussi.", + "MOVE_NAME_FOSSIL": "Fossile", + "MOVE_DESCRIPTION_FOSSIL": "Rend automatiquement tous les PV de l'utilisateur s\\'il se fait pétrifier.", + "MOVE_NAME_BLOODLUST": "Soif de sang", + "MOVE_NAME_STURDY_ARMOUR": "Armure robuste", + "MOVE_DESCRIPTION_BLOODLUST": "Augmente automatiquement les caractéristiques d'attaque au corps à corps et à distance de l\\'utilisateur quand un adversaire est vaincu.", + "MOVE_NAME_RETURN_FIRE": "Riposte", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "Les caractéristiques de défense au corps à corps et à distance de l'utilisateur ne peuvent pas être réduites.", + "MOVE_DESCRIPTION_RETURN_FIRE": "A une chance de se déclencher automatiquement quand l'utilisateur est touché par une attaque à distance.", + "MOVE_NAME_BURNING_PASSION": "Passion ardente", + "MOVE_NAME_BERSERKER": "Berserker", + "MOVE_DESCRIPTION_BURNING_PASSION": "Augmente automatiquement les caractéristiques d'attaque (corps à corps et distance) de l\\'utilisateur chaque fois que l\\'effet Brûlure lui est infligé.", + "MOVE_NAME_VENGEFUL_CURSE": "Malédiction", + "RANGER_TRADER_NAME": "Veilleuse Wilma", + "RANGER_TRADER_NAME_SHORT": "Wilma", + "RANGER_BODYBUILDER_NAME": "Veilleur Jim", + "INTERDIMENSIONAL_POSTMAN_NAME": "Facteur interdimensionnel", + "AMBER_NAME": "Miss Ambre", + "DORIAN_NAME": "Dorian", + "SPRINGHEEL_NAME": "Ressortalon", + "JACQUELINE_NAME": "Jacqueline", + "SPRINGHEEL_NAME_PREFIX": "Ressort", + "SPRINGHEEL_NAME_SUFFIX": "talon", + "SPRINGHEEL_DESCRIPTION": "un diablotin portant des bottes en cuir", + "SPRINGHEEL_LORE_2": "Dans l'Angleterre victorienne, on racontait qu\\'une créature du nom de « Jack Talons-à-Ressort » rôdait dans les rues de Londres à la nuit tombée. « Jack » ne fut jamais capturé, et il entra bien vite dans la légende.", + "SPRINGHEEL_LORE_1": "Les Ressortalons s'amusent à se cacher à la nuit tombée pour surprendre leurs victimes en leur sautant dessus. Leurs « ailes » sont généralement constituées de vieux haillons.", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "Quel chemin nocturne souhaites-tu emprunter ?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Vagabond", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Voleur", + "HOPSKIN_NAME_PREFIX": "Saute", + "HOPSKIN_NAME": "Sautepeau", + "HOPSKIN_LORE_1": "Les Sautepeaux attirent leurs proies à l'aide de leurs grands yeux ambrés et de leur large sourire. Mais ceux qui commettent l\\'erreur de s\\'approcher de ces êtres en apparence inoffensifs s\\'aperçoivent bien vite qu\\'ils cachent des griffes acérées sous leur manteau crasseux.", + "HOPSKIN_NAME_SUFFIX": "peau", + "HOPSKIN_DESCRIPTION": "un diablotin sournois vêtu d'un grand manteau", + "HOPSKIN_LORE_2": "En 1955, une famille du Kentucky déclara à la police s'être fait attaquer dans sa ferme d\\'Hopkinsville, décrivant les agresseurs comme des créatures aux oreilles pointues, aux mains griffues et aux yeux jaunes et brillants.", + "RIPTERRA_NAME": "Éventerreur", + "RIPTERRA_NAME_PREFIX": "Éven", + "RIPTERRA_NAME_SUFFIX": "terreur", + "RIPTERRA_DESCRIPTION": "un monstre inquiétant caché sous un grand pardessus", + "RIPTERRA_LORE_2": "Dans l'Angleterre du XIXe siècle, les récits évoquant de redoutables bandits et des abominations cauchemardesques avaient la cote et se vendaient sous la forme de « penny dreadfuls », parutions de piètre qualité qui s\\'accompagnaient souvent d\\'illustrations violentes.", + "RIPTERRA_LORE_1": "Il n'est pas facile de décrire les Éventerreurs. Ces créatures n\\'ont pour ainsi dire pas de corps, ressemblant davantage à toute une série de membres griffus reliés on ne sait trop comment sous leur pardessus et leur chapeau.", + "SNOOPIN_NAME": "Filoupin", + "SNOOPIN_NAME_PREFIX": "Filou", + "SNOOPIN_NAME_SUFFIX": "pin", + "SNOOPIN_LORE_1": "Les Filoupins sont des maîtres voleurs qui aiment arborer ce qu'ils ont dérobé à leurs victimes. Il est donc aisé de voir s\\'ils sont doués ou non, selon le nombre de babioles qu\\'ils portent.", + "SCAMPIRE_NAME": "Truanpire", + "SNOOPIN_LORE_2": "Arsène Lupin est un « gentilhomme cambrioleur » fictif ayant pris vie sous la plume de Maurice Leblanc. Bien que créé il y a plus d'un siècle, le personnage reste très populaire de nos jours, et il a fait l\\'objet de nombreuses adaptations au fil des décennies.", + "SNOOPIN_DESCRIPTION": "un diablotin portant une canne", + "SCAMPIRE_NAME_PREFIX": "Truan", + "SCAMPIRE_LORE_1": "Les Truanpires se font des antres dans lesquels ils stockent leurs trésors dérobés et où ils attendent leurs prochaines victimes. Depuis quelque temps, ils semblent avoir acquis le pouvoir de voler, même si nul n'a encore été capable de déterminer s\\'ils utilisaient ou non leurs ailes pour cela.", + "SCAMPIRE_NAME_SUFFIX": "pire", + "SCAMPIRE_LORE_2": "Les vampires font partie du folklore de la plupart des sociétés humaines. Dans une interprétation récente, ils symbolisent l'élite de la société, suçant littéralement le sang des classes laborieuses.", + "ACHIEVEMENT_NAME_obtain_bansheep": "Comptage de moutons", + "ACHIEVEMENT_DESC_obtain_bansheep": "Obtenir un Fantômouton.", + "ACHIEVEMENT_DESC_tutorial": "Terminer le didacticiel.", + "ACHIEVEMENT_DESC_partner_dog": "Débloquer Ouaf-Ouaf.", + "ACHIEVEMENT_NAME_partner_viola": "Violaine", + "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", + "ACHIEVEMENT_DESC_investigate_rumor": "Déterminer la véracité d'une rumeur.", + "ACHIEVEMENT_NAME_aa_lamento_mori": "Ange de la mort", + "ACHIEVEMENT_NAME_aa_cube": "Solide néoplatonique", + "ACHIEVEMENT_DESC_aa_lamento_mori": "Vaincre Lamento Mori.", + "ACHIEVEMENT_DESC_aa_cube": "Vaincre Héxagonie.", + "ACHIEVEMENT_NAME_aa_alice": "Enfant de l'ego", + "ACHIEVEMENT_DESC_aa_alice": "Vaincre Alice.", + "ACHIEVEMENT_NAME_aa_puppet": "Maître des marionnettes", + "ACHIEVEMENT_DESC_aa_puppet": "Vaincre Pantinox.", + "ACHIEVEMENT_DESC_partner_eugene": "Débloquer Eugène.", + "ACHIEVEMENT_NAME_partner_meredith": "Mérédith", + "ACHIEVEMENT_DESC_partner_meredith": "Débloquer Mérédith.", + "ACHIEVEMENT_DESC_quest_viola1": "Emmener Violaine jusqu'à l\\'épave.", + "ACHIEVEMENT_DESC_quest_meredith1": "Emmener Mérédith à la galerie commerciale.", + "ACHIEVEMENT_NAME_quest_meredith1": "Galerie de Tombe-Éduciel", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Je suis partie au bout du monde (2e partie)", + "ACHIEVEMENT_NAME_investigate_rumor": "La rumeur", + "ACHIEVEMENT_DESC_met_npc_magikrab": "Rencontrer la personne qui s'occupe des gares.", + "ACHIEVEMENT_NAME_met_npc_amber": "Loin de chez moi", + "ACHIEVEMENT_DESC_met_npc_amber": "Trouver de l'aide très loin de chez toi.", + "ACHIEVEMENT_NAME_met_npc_merline": "L'être des profondeurs", + "ACHIEVEMENT_DESC_met_npc_merline": "Te retrouver face à face avec un monstre sans visage.", + "ACHIEVEMENT_DESC_traveling_merchant": "Rencontrer le marchand itinérant.", + "ACHIEVEMENT_NAME_traveling_merchant": "L'amour ne s\\'achète pas", + "ACHIEVEMENT_NAME_partner_eugene": "Eugène", + "ACHIEVEMENT_DESC_preemptive_win": "Remporter un combat avant qu'il ne commence.", + "ACHIEVEMENT_NAME_preemptive_win": "Fini avant de commencer", + "ACHIEVEMENT_DESC_ending": "Ouvrir une porte que tout le monde croyait perdue depuis longtemps.", + "ACHIEVEMENT_NAME_ghostly_win": "Sans peur de la mort", + "ACHIEVEMENT_DESC_ghostly_win": "Remporter un combat en mode spectral.", + "ACHIEVEMENT_NAME_gambit_win": "Quitte ou double", + "ACHIEVEMENT_DESC_gambit_win": "Remporter un combat pendant que Pari est actif.", + "ACHIEVEMENT_NAME_head_skip": "Par-dessus la tête", + "ACHIEVEMENT_NAME_defeat_black_shuck": "Contre les ombres", + "ACHIEVEMENT_DESC_head_skip": "Tenter de passer devant un combattant sans te faire repérer en sautant par-dessus sa tête.", + "ACHIEVEMENT_DESC_defeat_black_shuck": "Te vaincre toi-même au combat.", + "ACHIEVEMENT_NAME_obtain_magikrab": "Summum de l'évolution", + "DOG_NAME": "Ouaf-Ouaf", + "ACHIEVEMENT_DESC_obtain_magikrab": "Obtenir une forme de monstre que tout le monde pensait impossible à trouver.", + "ACHIEVEMENT_NAME_aa_lenna": "L'héroïne d\\'une autre histoire", + "DEFAULT_PLAYER_NAME": "Cass", + "ACHIEVEMENT_DESC_aa_lenna": "Prouver ta valeur à Lenna.", + "MEREDITH_NAME": "Mérédith", + "KAYLEIGH_NAME": "Kayleigh", + "EUGENE_NAME": "Eugène", + "FELIX_NAME": "Félix", + "VIOLA_NAME": "Violaine", + "UNKNOWN_NAME": "???", + "SEBASTIAN_NAME": "Sébastien", + "LANDKEEPER_NAME": "Garde-terres", + "LANDKEEPER1_NAME": "Garde-terres n°1", + "PUPPERCUT_LORE_2": "La boxe est un sport de combat dans lequel deux adversaires s'affrontent à coups de poing en portant des gants protecteurs. L\\'archéologie a permis de prouver que les humains pratiquent cette activité, sous une forme ou une autre, depuis l\\'antiquité.", + "PUPPERCUT_DESCRIPTION": "un louveteau doté d'un équipement de boxe rouillé", + "SOUTHPAW_NAME": "Loupunch", + "SOUTHPAW_NAME_PREFIX": "Loup", + "SOUTHPAW_NAME_SUFFIX": "punch", + "SOUTHPAW_LORE_2": "La boxe moderne trouve ses origines dans les « Règles du marquis de Queensberry », un règlement établi pour la première fois à l'époque victorienne. Il imposait notamment une limite de 12 rounds, de gros gants de protection et un ring carré de 7,32 mètres de côté, encore d\\'actualité aujourd\\'hui.", + "SOUTHPAW_LORE_1": "Les Loupunchs sont la forme finale des Canijabs, débarrassés de leur armure rouillée. Leur corps est couvert d'un métal léger et flexible leur permettant d\\'encaisser les attaques tout en portant des coups rapides avec leurs poings couverts de pointes.", + "BURNACE_NAME": "Flamminée", + "SOUTHPAW_DESCRIPTION": "un grand loup doté d'un équipement de boxe métallique rutilant", + "BURNACE_NAME_PREFIX": "Flam", + "BURNACE_NAME_SUFFIX": "minée", + "BURNACE_LORE_1": "Les Flamminées n'ont pas de jambes et se déplacent en traînant leur lourd corps de béton à la force des bras. Leur fourneau interne au feu éternel leur permet d\\'émettre des flammes et des fumées toxiques par leurs « cheminées » en un instant.", + "BURNACE_LORE_2": "La révolution industrielle est une période historique qui a commencé au début du XVIIIe siècle, marquée par une hausse de la production mécanique et d'importants progrès technologiques dans le monde occidental. L\\'image de l\\'usine recrachant une épaisse fumée noire par ses hautes cheminées y est fortement associée.", + "SMOGMAGOG_NAME": "Smogmagog", + "BURNACE_DESCRIPTION": "une créature-usine sans pattes", + "SMOGMAGOG_LORE_1": "Le corps d'un Smogmagog n\\'est en réalité qu\\'une carapace de béton et d\\'acier renfermant un pur élémentaire de feu. Tant qu\\'une simple braise subsistera dans son cœur, le Smogmagog poursuivra le combat.", + "SMOGMAGOG_NAME_PREFIX": "Smog", + "SMOGMAGOG_NAME_SUFFIX": "magog", + "SMOGMAGOG_DESCRIPTION": "une immense tour de refroidissement ambulante", + "SMOGMAGOG_LORE_2": "Gogmagog est le nom d'un géant de la mythologie britannique. Habitant d\\'Albion (ancêtre de la Grande-Bretagne moderne), il fut tué par le guerrier Corineus, qui fonda plus tard les terres de Cornouailles.", + "CANDEVIL_NAME": "Gourmandiable", + "CANDEVIL_NAME_PREFIX": "Gourmand", + "CANDEVIL_NAME_SUFFIX": "diable", + "CANDEVIL_LORE_2": "Les diablotins, ou démons, sont des esprits maléfiques décrits dans le folklore et les religions de toutes les cultures humaines. Les descriptions sont extrêmement variées, allant de la simple entité facétieuse aux plus dangereuses manifestations des enfers.", + "CANDEVIL_LORE_1": "Les Gourmandiables possèdent l'étrange aptitude de produire des sucreries, qu\\'ils peuvent offrir ou utiliser comme projectiles. Certains trouvent ça plutôt charmant, d\\'autres jugent la chose franchement bizarre et dégoûtante.", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "Quel domaine souhaites-tu étudier ?", + "CANDEVIL_DESCRIPTION": "un démon pastel avec des cornes", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "L'alchimie.", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "La mécanique.", + "MALCHEMY_NAME": "Malchimie", + "MALCHEMY_NAME_PREFIX": "Mal", + "MALCHEMY_LORE_1": "Une succession d'étranges processus chimiques internes peuvent changer un Gourmandiable en Malchimie. Ces monstres sont obsédés par l\\'art ésotérique de la concoction de potions, une passion qui finit souvent mal pour eux.", + "MALCHEMY_NAME_SUFFIX": "chimie", + "MALCHEMY_LORE_2": "L'alchimie est une discipline d\\'avant-garde de la chimie scientifique moderne, axée sur la transmutation magique ou spirituelle et la création d\\'éléments.", + "MIASMODEUS_NAME": "Miasmodéus", + "MALCHEMY_DESCRIPTION": "un démon souriant tenant une fiole de verre", + "MIASMODEUS_NAME_PREFIX": "Mias", + "MIASMODEUS_NAME_SUFFIX": "modéus", + "MIASMODEUS_DESCRIPTION": "un être démoniaque volant sur une sucette", + "MIASMODEUS_LORE_2": "Du temps de l'Europe médiévale, les « sorcières » étaient des hérétiques accusées de pratiquer la sorcellerie au sein de leur communauté. Le folklore les dépeint comme des vieilles femmes s\\'entourant d\\'animaux familiers et capables de concocter des potions et de voler sur un balai.", + "MIASMODEUS_LORE_1": "On dit que les Miasmodéus s'envolent vers les cieux sur leurs sucettes magiques les nuits de pleine lune. Ils utilisent leurs nombreuses concoctions alchimiques en combat, déversant potions toxiques et éléments mortels sur leurs ennemis.", + "VENDEMON_NAME": "Distridémon", + "VENDEMON_NAME_PREFIX": "Distri", + "VENDEMON_LORE_1": "Un Gourmandiable qui s'est confectionné une armure protectrice de verre et de métal. Certaines théories y voient une tentative de ressembler à un astronaute, mais rien n\\'a jamais permis de le démontrer.", + "VENDEMON_NAME_SUFFIX": "démon", + "VENDEMON_LORE_2": "Les premiers distributeurs de chewing-gum sont apparus en Amérique au début du XXe siècle. Un mécanisme simple permet à la machine de libérer une friandise d'un tour de manivelle, à condition qu\\'une pièce y soit préalablement insérée.", + "VENDEMON_DESCRIPTION": "un démon portant une machine à chewing-gum", + "GUMBAAL_NAME": "Malabaal", + "GUMBAAL_NAME_PREFIX": "Mala", + "GUMBAAL_LORE_1": "Les Malabaals ont fusionné avec leur armure de métal pour devenir des créatures impressionnantes. Le dôme de verre constituant leur tête contient différentes sphères élémentaires, qu'ils peuvent cracher pour attaquer.", + "GUMBAAL_NAME_SUFFIX": "baal", + "GUMBAAL_LORE_2": "Le terme « sucreries » désigne une grande variété de friandises comestibles utilisant généralement le sucre comme ingrédient principal. Elles ont souvent un aspect visuellement appétissant, car se présentant sous de nombreuses formes, tailles et saveurs.", + "GUMBAAL_DESCRIPTION": "un immense distributeur de sucreries vivant", + "BANSHEEP_NAME": "Fantômouton", + "BANSHEEP_NAME_PREFIX": "Fantô", + "BANSHEEP_NAME_SUFFIX": "mouton", + "BANSHEEP_LORE_2": "Manifestation de l'esprit des disparus, les fantômes sont un mythe fréquent dans l\\'histoire et les civilisations humaines. Leur caractère inoffensif ou malveillant dépend de leur nature, ou bien souvent de la personnalité du défunt.", + "BANSHEEP_LORE_1": "Les gémissements lugubres des Fantômoutons les font souvent passer pour des spectres tourmentés, mais il n'en est rien : ils sont bien vivants et aiment simplement se plaindre. Comme tout le monde, non ?", + "BANSHEEP_DESCRIPTION": "un mouton volant et maussade", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Passer dans l'autre monde.", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Un esprit ne peut pas demeurer éternellement dans les limbes...", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Revenir sur Terre.", + "WOOLTERGEIST_NAME": "Spectralaine", + "WOOLTERGEIST_NAME_PREFIX": "Spectra", + "WOOLTERGEIST_LORE_2": "On prétend qu'il existe de nombreux types de spectres différents. L\\'esprit frappeur en est un, et il est unique de par sa faculté à interagir avec le monde matériel à un degré très avancé : il est ainsi capable de déplacer et projeter les objets à volonté.", + "WOOLTERGEIST_LORE_1": "Contrairement au Fantômouton, le Spectralaine est un esprit mort-vivant seulement partiellement présent dans le plan physique. On raconte que les cornes sur sa tête sont plus tranchantes à proximité d'un lieu de trépas récent.", + "WOOLTERGEIST_NAME_SUFFIX": "laine", + "WOOLTERGEIST_DESCRIPTION": "un mouton spectral à l'expression fatiguée", + "RAMTASM_NAME": "Moutoplasme", + "RAMTASM_NAME_PREFIX": "Mouto", + "RAMTASM_NAME_SUFFIX": "plasme", + "RAMTASM_LORE_2": "Selon certains mythes, un esprit tourmenté resté sur Terre ne peut pas rejoindre l'au-delà tant que ses dernières volontés n\\'ont pas été accomplies. À défaut, il est condamné à hanter le monde des vivants pour l\\'éternité.", + "RAMTASM_LORE_1": "Le Moutoplasme a affiné le lien entre les mondes physique et spirituel à un tel niveau qu'il peut se manifester pleinement et simultanément dans les deux. Ceci lui donne accès à une source inépuisable d\\'énergie astrale.", + "ZOMBLEAT_NAME": "Zombêle", + "RAMTASM_DESCRIPTION": "un imposant bélier fantôme angélique", + "ZOMBLEAT_NAME_PREFIX": "Zom", + "ZOMBLEAT_NAME_SUFFIX": "bêle", + "ZOMBLEAT_LORE_2": "Les zombies sont des créatures mythiques, le plus souvent des cadavres réanimés dénués de toute intelligence. Ils sont fréquents dans la culture populaire, apparaissant dans de nombreux films et livres.", + "ZOMBLEAT_LORE_1": "Le Zombêle est un esprit qui a refusé de rejoindre l'au-delà. Il se raccroche désespérément à la tombe où il a été enterré, alors qu\\'il pourrait probablement trouver le repos s\\'il arrivait à lâcher prise.", + "ZOMBLEAT_DESCRIPTION": "un mouton spectral portant une pierre tombale", + "CAPRICORPSE_NAME": "Capricorps", + "CAPRICORPSE_NAME_PREFIX": "Capri", + "CAPRICORPSE_NAME_SUFFIX": "corps", + "CAPRICORPSE_LORE_2": "Les pierres tombales sont des monuments funéraires marquant traditionnellement l'emplacement où un corps a été inhumé. Elles sont le plus souvent en pierre et portent différentes inscriptions, dont le nom du défunt.", + "CAPRICORPSE_LORE_1": "L'esprit du Capricorps a totalement fusionné avec sa propre dépouille pour former un monstre de terre, de pierre et d\\'os. Ce sont des créatures massives, capables de grandir encore au fil des siècles en agrégeant lentement de la terre.", + "CAPRICORPSE_DESCRIPTION": "un mouton squelettique portant une stèle sur son dos", + "SAME_FUSION_NAME_1": "Méta {0}", + "SAME_FUSION_NAME_2": "Super {0}", + "SAME_FUSION_NAME_3": "Ultra {0}", + "SAME_FUSION_NAME_4": "Double {0}", + "SAME_FUSION_NAME_5": "Jumbo {0}", + "SAME_FUSION_NAME_6": "Maxi {0}", + "SAME_FUSION_NAME_7": "Hyper {0}", + "SAME_FUSION_NAME_8": "Giga {0}", + "SAME_FUSION_NAME_9": "{0} 2.0", + "SAME_FUSION_NAME_10": "Méga {0}", + "AA_MORGANTE_NAME": "Morgayne", + "AA_MORGANTE_FULL_NAME": "Archange Morgayne", + "AA_OLDGANTE_NAME": "Morgayne", + "OLDGANTE_LORE_2": "Son corps a été brisé... Difficile d'imaginer quel genre d\\'attaque dévastatrice a pu lui infliger de tels dégâts.", + "AA_OLDGANTE_SUBTITLE": "Esprit déchu", + "UNSTABLE_FUSION_SUBTITLE": "Fusion instable", + "OLDGANTE_LORE_1": "Archange blessé autrefois investi d'un immense pouvoir. La voix de Morgayne possède une force capable de déchirer le voile de la réalité, mais elle se trouve très affaiblie dans cet état.", + "ORB_FUSION_SUBTITLE": "Proto-Archange", + "ROGUE_FUSION_SUBTITLE": "Fusion rebelle", + "ORB_FUSION_NAME": "Fusion divine", + "SWARM_SUBTITLE1": "Meute de {species}s", + "ELEMENTAL_GUARDIAN_SUBTITLE": "Gardien élémentaire", + "SWARM_SUBTITLE5": "Gang de {species}s", + "SWARM_NAME": "Nuée de monstres", + "SWARM_SUBTITLE2": "Horde de {species}s", + "SWARM_SUBTITLE3": "Troupe de {species}s", + "SWARM_SUBTITLE4": "Bande de {species}s", + "BLACK_SHUCK_NAME": "Le Chien Noir", + "LANG_en": "Anglais", + "ROGUE_FUSION_BATTLE_CONFIRM": "Veux-tu défier cette {name} ?", + "LANG_fr_FR": "Français", + "LANG_it_IT": "Italien", + "LANG_de_DE": "Allemand", + "LANG_ja_JP": "Japonais", + "LANG_es_ES": "Espagnol (Espagne)", + "LANG_es_MX": "Espagnol (Amérique du Sud)", + "LANG_pt_BR": "Portugais (Brésil)", + "LANG_zh_CN": "Chinois (simplifié)", + "PRECREDITS_1": "CASSETTE BEASTS", + "LANG_ko_KR": "Coréen (Corée du Sud)", + "PRECREDITS_2": "UNE PRODUCTION DE", + "PRECREDITS_3": "GRAPHISMES", + "PRECREDITS_4": "SCRIPT", + "PRECREDITS_5": "PROGRAMMATION", + "PRECREDITS_6": "CONCEPTION", + "PRECREDITS_7": "BANDE ORIGINALE DE", + "PRECREDITS_8": "AVEC LES VOIX DE", + "PRECREDITS_9": "ANIMATION DES CRÉATURES", + "PRECREDITS_10": "ILLUSTRATION DES PERSONNAGES", + "PRECREDITS_12": "ÉDITÉ PAR", + "MAIN_CREDITS_TITLE": "Cassette Beasts", + "MAIN_CREDITS_GAME_DESIGN": "Conception du jeu", + "MAIN_CREDITS_WRITING": "Script", + "MAIN_CREDITS_PROGRAMMING": "Programmation", + "MAIN_CREDITS_ART_DIRECTION": "Direction artistique", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel Art & Animation", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Illustration des personnages", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Conception de monstres supplémentaires", + "MAIN_CREDITS_MUSIC": "Musique", + "MAIN_CREDITS_VOICE_CASTING": "Choix et direction des doubleurs", + "MAIN_CREDITS_VOICE_CAST": "Distribution", + "MAIN_CREDITS_PORTING": "Adaptation", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Voix additionnelles", + "MAIN_CREDITS_LOCALISATION": "Localisation", + "MAIN_CREDITS_QA": "Assurance qualité", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localisation par Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordination", + "MAIN_CREDITS_LOCALISATION_QA": "Localisation - assurance qualité", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localisation par Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "Archives d'images", + "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", + "MAIN_CREDITS_AND_OTHERS": "& bien d'autres !", + "MAIN_CREDITS_SPECIAL_THANKS": "Remerciements spéciaux", + "MAIN_CREDITS_THANK_YOU": "Merci d'avoir joué !", + "MAIN_CREDITS_VIEW_LICENSES": "Voir licences", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Polices & Icônes", + "MAIN_CREDITS_QA_SUN_TECH": "CQ par Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "Directeur CQ", + "MAIN_CREDITS_QA_MANAGER": "Responsable CQ", + "MAIN_CREDITS_PROJECT_MANAGER": "Chef de projet", + "MAIN_CREDITS_QA_TEST_LEAD": "Testeur en chef CQ", + "MAIN_CREDITS_QA_TESTERS": "Testeurs CQ", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "Réaction", + "REACTION_ANY_ON_GLITTER": "Conversion", + "REACTION_GLITTER_ON_ANY": "Conversion", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "Les attaques de type Prisme recouvrent leur cible d'une couche de lustre, ce qui la convertit au type Prisme.", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "Toucher un monstre de type Prisme avec une attaque élémentaire lui impose d'adopter le type correspondant à cette attaque.", + "REACTION_BEAST_ON_GLASS": "Bris de verre", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "Les attaques de type Bestial dispersent des débris tranchants sur le champ de bataille quand elles touchent une cible de type Verre.", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Les monstres de type Plastique touchés par les attaques de type Feu fondent en libérant des vapeurs toxiques, ce qui les convertit au type Poison.", + "REACTION_FIRE_ON_PLASTIC": "Liquéfaction", + "REACTION_FIRE_ON_PLANT": "Embrasement", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "Les monstres de type Plante sont facilement brûlés par les attaques de type Feu, ce qui leur inflige des dégâts dans le temps.", + "REACTION_FIRE_ON_WATER": "Bain de vapeur", + "REACTION_FIRE_ON_WATER_TUTORIAL": "Les attaques de type Feu font chauffer les monstres de type Eau, provoquant l'émission de vapeur d\\'eau qui va ensuite les soigner en se recondensant.", + "REACTION_FIRE_ON_POISON": "Embrasement", + "REACTION_FIRE_ON_ASTRAL": "Dynamisation", + "REACTION_FIRE_ON_POISON_TUTORIAL": "Les poisons de la Nouvelle-Wirral sont facilement inflammables par les attaques de type Feu.", + "REACTION_FIRE_ON_ICE": "Liquéfaction", + "REACTION_FIRE_ON_ICE_TUTORIAL": "Les attaques de type Feu peuvent faire fondre les monstres de type Glace et les convertir ainsi au type Eau.", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Les créatures de type Astral tirent leur énergie des quatre éléments : le feu, la terre, l'eau et l\\'air.", + "REACTION_FIRE_ON_AIR": "Courant ascendant", + "LOBSTACLE_NAME_SUFFIX": "crabe", + "LOBSTACLE_DESCRIPTION": "un tonneau en plastique sur pattes", + "LOBSTACLE_LORE_2": "Les barrières routières peuvent prendre des formes variées en fonction des besoins. En plus des barrières fixes implantées sur les routes, pneus recyclés et fûts en plastique remplis de sable peuvent servir de barrières mobiles pour la protection des usagers.", + "LOBSTACLE_LORE_1": "Les Barricrabes sont des créatures dociles et patientes. Quand elles se retirent dans leur « carapace » de plastique, il devient presque impossible de les déplacer ou de les renverser.", + "DANDYLION_NAME": "Pistilion", + "DANDYLION_NAME_PREFIX": "Pisti", + "DANDYLION_NAME_SUFFIX": "lion", + "DANDYLION_LORE_2": "Les lions gardiens sont des statues chinoises traditionnelles très communes à l'extérieur des bâtiments. On leur attribuait autrefois des pouvoirs protecteurs, et elles étaient donc installées devant l\\'entrée des lieux importants, comme les tombeaux et les palais impériaux.", + "DANDYLION_DESCRIPTION": "un grand lion floral", + "DANDYLION_LORE_1": "Les Pistilions sont des gardiens fidèles. On les trouve typiquement à l'entrée des grottes importantes sur les plaines verdoyantes de la Nouvelle-Wirral. Si tu en croises un sans voir de caverne à proximité, ça cache peut-être quelque chose !", + "BLOSSOMAW_NAME": "Dracorolle", + "BLOSSOMAW_NAME_PREFIX": "Draco", + "BLOSSOMAW_NAME_SUFFIX": "rolle", + "BUSHEYE_NAME": "Broussœil", + "BLOSSOMAW_LORE_2": "Contrairement à leurs homologues des contes européens, les dragons de la mythologie chinoise possèdent un corps serpentin pourvu de quatre pattes, mais dénué d'ailes. Ils symbolisent traditionnellement la force et la chance.", + "BLOSSOMAW_LORE_1": "Les Pistilions émergent parfois de leur longue hibernation sous la forme d'élégants Dracorolles au printemps, avec l\\'éclosion des premières fleurs. Ils peuvent projeter de redoutables nuages de pollen tels des dragons cracheurs de feu.", + "BLOSSOMAW_DESCRIPTION": "un long dragon à la crinière florale", + "BUSHEYE_NAME_PREFIX": "Brouss", + "BUSHEYE_NAME_SUFFIX": "sœil", + "DOMINOTH_NAME_PREFIX": "Domi", + "DOMINOTH_NAME": "Dominuit", + "DOMINOTH_LORE_1": "Les Dominuits se considèrent comme des protecteurs de la paix et passent leurs journées à patrouiller le ciel des régions boisées. Rien ne semble pouvoir les détourner de leur noble mission, sauf les lumières vives, comme celle des lampes.", + "DOMINOTH_NAME_SUFFIX": "nuit", + "DOMINOTH_LORE_2": "Alors que les papillons sont souvent associés à la vie et à la renaissance, le folklore voit généralement les phalènes comme un symbole de mort et de malchance.", + "DOMINOTH_DESCRIPTION": "un gros papillon de nuit", + "TOKUSECT_NAME_PREFIX": "Toku", + "TOKUSECT_NAME": "Tokusecte", + "TOKUSECT_NAME_SUFFIX": "secte", + "TOKUSECT_LORE_2": "Le tokusatsu est un genre cinématographique japonais utilisant des effets spéciaux et des costumes très spécifiques. Ces films et séries télévisées mettent souvent en scène des combats épiques entre robots géants, monstres gigantesques et super-héros.", + "TOKUSECT_LORE_1": "Les Tokusectes possèdent un corps extrêmement aérodynamique, bien adapté à leur style de combat consistant à frapper l'adversaire de leurs membres pointus et à générer de puissantes rafales de vent.", + "WINGLOOM_NAME": "Nyctalène", + "TOKUSECT_DESCRIPTION": "un insecte guerrier", + "WINGLOOM_NAME_PREFIX": "Nycta", + "WINGLOOM_LORE_1": "Les ampoules sur la tête d'un Nyctalène transmettent un courant électrique traversant tout le corps de la créature. La lumière qu\\'elles génèrent se réfracte dans les yeux du Nyctalène, lui conférant une nyctalopie parfaite.", + "WINGLOOM_NAME_SUFFIX": "lène", + "WINGLOOM_LORE_2": "On ne sait pas encore exactement pourquoi les phalènes sont attirées par les sources de lumière artificielles. Leur faculté à s'orienter grâce à la lune fait partie des hypothèses retenues.", + "WINGLOOM_DESCRIPTION": "une phalène électrique", + "MOTHMANIC_NAME": "Lampidoptère", + "MOTHMANIC_NAME_PREFIX": "Lampi", + "MOTHMANIC_NAME_SUFFIX": "doptère", + "MOTHMANIC_LORE_2": "L'homme-papillon, ou homme-phalène, est une créature imaginaire de la Virginie-Occidentale. Plusieurs témoignages des années 60 la décrivent comme humanoïde, avec des yeux rouges et de grandes ailes. Avec les années, c\\'est devenu une légende urbaine populaire.", + "MOTHMANIC_LORE_1": "Le corps tout entier du Lampidoptère est surchargé d'énergie électrique. Il peut l\\'utiliser à des fins offensives, en libérant des décharges foudroyantes dévastatrices sur ses cibles d\\'un simple battement d\\'ailes.", + "STARDIGRADE_NAME": "Cosmigrade", + "MOTHMANIC_DESCRIPTION": "une grosse phalène effrayante", + "STARDIGRADE_NAME_PREFIX": "Cosmi", + "STARDIGRADE_NAME_SUFFIX": "grade", + "STARDIGRADE_LORE_1": "Les Cosmigrades sont des créatures étranges, qui passent le plus clair de leur temps à dormir dans la basse atmosphère de la Nouvelle-Wirral. Il leur arrive de descendre au niveau du sol pour se nourrir, avant de reprendre de l'altitude grâce aux propulseurs sur leur dos.", + "STARDIGRADE_LORE_2": "Les tardigrades, parfois appelés oursons d'eau, sont des êtres microscopiques présents partout sur Terre. Ils sont particulièrement connus pour leur formidable résistance, qui les rend capables de survivre dans le vide de l\\'espace.", + "STARDIGRADE_DESCRIPTION": "une créature vermiforme volante", + "GALAGOR_NAME": "Galagor", + "GALAGOR_NAME_PREFIX": "Gala", + "GALAGOR_LORE_1": "Un Cosmigrade ayant acquis une intelligence supérieure. Son corps rose vermiforme est presque entièrement cuirassé et n'est plus que partiellement visible à travers le dôme en verre de son casque.", + "GALAGOR_NAME_SUFFIX": "gor", + "GALAGOR_LORE_2": "L'exobiologie est l\\'étude théorique de la vie extraterrestre. Les exobiologistes s\\'intéressent à l\\'apparition de la vie sur Terre et essaient de déterminer si un processus similaire aurait pu survenir sur d\\'autres planètes de l\\'univers connu.", + "GALAGOR_DESCRIPTION": "un insecte spatial volant muni d'une cape", + "FAUCETEAR_NAME": "Champleure", + "FAUCETEAR_NAME_PREFIX": "Cham", + "FAUCETEAR_NAME_SUFFIX": "pleure", + "FAUCETEAR_LORE_2": "Les robinets sont des valves permettant de contrôler la distribution d'un liquide et existent depuis au moins l\\'époque de l\\'Empire romain, comme en attestent les vestiges retrouvés dans les ruines de l\\'antique cité de Pompéi.", + "FAUCETEAR_LORE_1": "La faculté que les Champleures ont de projeter de puissants jets d'eau sous pression dépend directement de leur état émotionnel. Leur très grande émotivité les conduit souvent à lancer involontairement leurs attaques aqueuses.", + "FAUCETEAR_DESCRIPTION": "un robinet qui fuit", + "FOUNTESS_NAME": "Douchesse", + "FOUNTESS_NAME_PREFIX": "Douche", + "FOUNTESS_NAME_SUFFIX": "chesse", + "FOUNTESS_LORE_2": "Bien que les humains se « douchent » depuis la nuit des temps, la première douche mécanique n'a été inventée que dans les années 1700 par l\\'inventeur britannique William Feetham. Elle permettait de pomper de l\\'eau froide jusqu\\'à une cuvette en hauteur, que l\\'utilisateur pouvait vider sur lui en tirant sur une chaîne.", + "FOUNTESS_LORE_1": "Les Douchesses accordent une très grande importance aux bonnes manières et à l'étiquette. Le moindre comportement un peu rustre les bouleverse immédiatement, ce qui accroît sensiblement la pression des jets d\\'eau qui sortent de leur tête.", + "FOUNTESS_DESCRIPTION": "une pomme de douche bien triste", + "TERRACOOKA_NAME": "Terracuisto", + "TERRACOOKA_NAME_PREFIX": "Terra", + "TERRACOOKA_LORE_1": "Les Terracuistos aspirent à devenir de grands chefs et tentent de cuisiner avec tout ce qu'ils trouvent dans leurs habitats souterrains. Malheureusement, ceci implique que la plupart de leurs recettes utilisent de la mousse, du lichen ou les deux à la fois.", + "TERRACOOKA_NAME_SUFFIX": "cuisto", + "TERRACOOKA_LORE_2": "Les dogus sont des statuettes de terre cuite du Japon antique. Elles datent de l'époque préhistorique et représentent généralement des animaux ou des silhouettes humanoïdes.", + "COALDRON_NAME_PREFIX": "Char", + "COALDRON_NAME": "Chardron", + "TERRACOOKA_DESCRIPTION": "un chef en céramique", + "COALDRON_LORE_1": "Les Chardrons sont des marmites vivantes, mijotant constamment un délicieux bouillon. Bien qu'assez peu mobiles, ils peuvent faire pivoter leur corps de manière à projeter des jets brûlants sur tous ceux qui osent s\\'approcher sans invitation.", + "COALDRON_NAME_SUFFIX": "dron", + "COALDRON_DESCRIPTION": "une grande statue en céramique avec un corps de chaudron", + "COALDRON_LORE_2": "Les chaudrons sont d'énormes pots en métal ou en céramique, utilisés pour cuisiner ou concocter des remèdes au-dessus d\\'un feu. Présents partout dans le monde depuis la préhistoire, ils apparaissent dans le folklore de nombreuses cultures.", + "PUPPERCUT_LORE_1": "Le Canijab est un boxeur amateur. Les plaques de fer qui protègent différentes parties de son corps depuis sa naissance s'oxydent facilement, mais cette couche de rouille se détache quand il atteint sa forme adulte.", + "PUPPERCUT_NAME": "Canijab", + "PUPPERCUT_NAME_PREFIX": "Cani", + "PUPPERCUT_NAME_SUFFIX": "jab", + "DECIBELLE_NAME": "Décibelle", + "SIRENADE_DESCRIPTION": "une créature ailée avec un micro en guise de queue", + "DECIBELLE_NAME_PREFIX": "Déci", + "DECIBELLE_LORE_1": "Très peu de Décibelles ont été aperçues dans les contrées sauvages. Dans les premiers temps, certains habitants de la Nouvelle-Wirral ont prétendu que des dragons blancs volaient parmi les nuages, mais nul ne sait s'il s\\'agissait de Décibelles ou si les témoins avaient perdu la raison.", + "DECIBELLE_NAME_SUFFIX": "belle", + "DECIBELLE_DESCRIPTION": "une créature dotée d'ailes en forme de rubans", + "DECIBELLE_LORE_2": "Dans la mythologie grecque, les harpies étaient des créatures capables de générer grands vents et tempêtes. Tout comme les sirènes, elles prenaient la forme d'êtres mi-femmes, mi-oiseaux.", + "CARNIVIPER_NAME": "Carnivipère", + "CARNIVIPER_NAME_PREFIX": "Carni", + "CARNIVIPER_NAME_SUFFIX": "vipère", + "CARNIVIPER_LORE_2": "Le tsuchinoko est un être issu du folklore japonais. Similaire à un serpent, on le décrit comme ayant des crocs identiques à ceux de la vipère, mais avec un corps plus plat.", + "CARNIVIPER_LORE_1": "En dépit de leur sourire permanent, les Carnivipères sont tout sauf amicales. Elles défendent farouchement leur territoire et attaquent tous ceux qu'elles considèrent comme une menace... autrement dit, à peu près tout et tout le monde.", + "MASQUERATTLE_NAME": "Mascrotale", + "MASQUERATTLE_NAME_PREFIX": "Mas", + "CARNIVIPER_DESCRIPTION": "un petit serpent masqué", + "MASQUERATTLE_NAME_SUFFIX": "crotale", + "MASQUERATTLE_DESCRIPTION": "un serpent géant masqué", + "MASQUERATTLE_LORE_2": "Les serpents jouent un rôle important dans la quasi-totalité des mythologies. Se pourrait-il que ce soit à cause de leur regard qui ne cille jamais ? De leur forme sinueuse et dénuée de membres ? Ou peut-être de leur morsure pouvant être mortelle ?", + "MASQUERATTLE_LORE_1": "D'aucuns prétendent que les Mascrotales se servent des plaques métalliques en forme de visage ornant leur tête pour attirer leurs proies, mais c\\'est un mythe. Ces plaques sont en effet terrifiantes, et elles auraient plus tendance à convaincre les gens de s\\'enfuir, certainement pas de s\\'approcher.", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Quel aspect du serpent penses-tu le plus incarner ?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "L'élégance", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Le côté implacable", + "MARDIUSA_NAME": "Mardiuse", + "MARDIUSA_NAME_PREFIX": "Mar", + "MARDIUSA_NAME_SUFFIX": "diuse", + "MARDIUSA_DESCRIPTION": "une femme-serpent masquée", + "MARDIUSA_LORE_2": "Dans la mythologie grecque, Méduse était l'une des Gorgones, trois femmes ayant des serpents en guise de cheveux et capables de pétrifier quiconque croisait leur regard.", + "MARDIUSA_LORE_1": "Les Mardiuses ne sont pas des individus distincts, mais de véritables colonies. Chacune d'elles est en effet constituée d\\'une multitude de créatures serpentines ayant toutes le même objectif. Parfois, ce but peut être de s\\'habiller pour aller au bal masqué, afin de s\\'amuser jusqu\\'au bout de la nuit.", + "JORMUNGOLD_NAME": "Jormunor", + "JORMUNGOLD_NAME_PREFIX": "Jormu", + "JORMUNGOLD_NAME_SUFFIX": "nor", + "JORMUNGOLD_LORE_2": "Dans la mythologie nordique, une prophétie annonçait que Jörmungandr devait apparaître durant le Ragnarök pour causer la fin du monde.", + "JORMUNGOLD_LORE_1": "Étonnamment, les ailes des Jormunors ne sont pas assez puissantes pour leur permettre de s'envoler. En revanche, elles les aident à se déplacer très rapidement sur le sol, chaque battement d\\'ailes accélérant grandement leur reptation.", + "JORMUNGOLD_DESCRIPTION": "un serpent ailé masqué", + "AEROBOROS_NAME_PREFIX": "Aéro", + "AEROBOROS_NAME": "Aéroboros", + "AEROBOROS_LORE_1": "Les Aéroboros peuvent utiliser leur corps circulaire pour y faire circuler le vent à toute vitesse. Ces bourrasques tourbillonnantes peuvent ensuite être projetées sur leurs ennemis, lesquels ont alors bien du mal à rester debout.", + "AEROBOROS_NAME_SUFFIX": "boros", + "TRAFFIKRAB_NAME": "Traficrabe", + "AEROBOROS_DESCRIPTION": "un serpent volant de forme circulaire", + "AEROBOROS_LORE_2": "L'ouroboros est un symbole ancien représentant le cycle de la vie, la mort et la renaissance. Il prend la forme d\\'un serpent qui se mord la queue pour former un cercle parfait.", + "TRAFFIKRAB_NAME_PREFIX": "Trafi", + "TRAFFIKRAB_NAME_SUFFIX": "crabe", + "TRAFFIKRAB_LORE_2": "Le cône de signalisation a été inventé par Charles D. Scanlon dans les années 1940, comme moyen peu onéreux de signaler que des travaux étaient en cours sur la chaussée. Généralement fait de plastique orange, il est parfois doté d'une bande réfléchissante blanche augmentant sa visibilité à la nuit tombée.", + "TRAFFIKRAB_LORE_1": "Le cône de signalisation des Traficrabes ne fait pas partie de leur corps, il s'agit juste d\\'un trophée récupéré sur les côtes de la Nouvelle-Wirral. On raconte que, de par le passé, ces créatures se trouvaient d\\'autres objets dans lesquels se nicher.", + "WEEVILITE_NAME": "Lumicrabe", + "WEEVILITE_NAME_SUFFIX": "crabe", + "WEEVILITE_LORE_1": "Le long cou du Lumicrabe lui permet de repérer les créatures vulnérables de loin. Le clignotement alterné de ses yeux rouges et verts paralyse ses proies en leur donnant le tournis et de légères migraines.", + "WEEVILITE_NAME_PREFIX": "Lumi", + "TRAFFIKRAB_DESCRIPTION": "une fusion entre un crabe et un cône de circulation", + "WEEVILITE_LORE_2": "Les premiers feux de signalisation ont été installés à Londres autour de la moitié du XIXe siècle. Ils utilisaient alors des lampes à gaz, les systèmes électriques ne s'imposant réellement qu\\'à partir du début du XXe siècle.", + "LOBSTACLE_NAME_PREFIX": "Barri", + "LOBSTACLE_NAME": "Barricrabe", + "WEEVILITE_DESCRIPTION": "un crabe de signalisation", + "RATCOUSEL_NAME": "Ratcousel", + "MUSKRATEER_LORE_2": "« Les Trois Mousquetaires » est un célèbre roman de cape et d'épée que l\\'on doit à Alexandre Dumas. Il raconte les aventures d\\'un groupe de Mousquetaires dans le Paris du XVIIe siècle.", + "RATCOUSEL_NAME_PREFIX": "Rat", + "RATCOUSEL_NAME_SUFFIX": "cousel", + "RATCOUSEL_LORE_2": "Le terme « roi des rats » désigne généralement un groupe de rats dont les queues sont nouées ensemble.", + "RATCOUSEL_LORE_1": "Les Ratcousels sont d'immenses créatures ressemblant vaguement à des manèges de fête foraine. On raconte que les « rats » de plus petite taille qui tournent autour de la base de leur corps n\\'ouvrent les yeux qu\\'au moment de leur mort.", + "POMBOMB_NAME": "Spitzplosif", + "RATCOUSEL_DESCRIPTION": "un manège de foire géant", + "POMBOMB_NAME_PREFIX": "Spitz", + "POMBOMB_LORE_1": "Les Spitzplosifs comptent parmi les créatures les plus amicales de la Nouvelle-Wirral. Beaucoup de gens en prendraient comme animaux de compagnie s'ils n\\'avaient pas l\\'inconvénient de mettre le feu partout où ils passent.", + "POMBOMB_NAME_SUFFIX": "plosif", + "POMBOMB_LORE_2": "Le spitz nain, ou loulou de Poméranie, est une race de chien domestique particulièrement populaire, reconnaissable à sa petite taille et à son pelage duveteux. La Poméranie est une région côtière de la mer Baltique, au nord de la Pologne.", + "POMBOMB_DESCRIPTION": "un chien au tempérament de feu", + "SPITZFYRE_NAME_PREFIX": "Spitz", + "SPITZFYRE_NAME": "Spitzfyre", + "SPITZFYRE_NAME_SUFFIX": "fyre", + "SPITZFYRE_LORE_2": "Le spitz est une race de chiens ayant de nombreuses sous-races, reconnaissables à leur pelage duveteux et à leurs oreilles pointues. Quant au Spitfire, c'est l\\'un des avions les plus célèbres de la Seconde Guerre mondiale.", + "SPITZFYRE_LORE_1": "Les Spitzfyres crachent tellement de flammes qu'ils sont obligés de porter des lunettes spéciales pour protéger leurs yeux de l\\'épaisse fumée qu\\'ils causent en mettant le feu partout sur leur passage.", + "SPITZFYRE_DESCRIPTION": "un chien portant d'épaisses lunettes protectrices", + "ELFLESS_NAME": "Maskelfe", + "ELFLESS_NAME_PREFIX": "Mask", + "ELFLESS_NAME_SUFFIX": "kelfe", + "GRAMPUS_NAME": "Grampus", + "ELFLESS_DESCRIPTION": "un elfe portant un masque en écorce", + "ELFLESS_LORE_2": "Dans de nombreux pays européens, les « elfes » sont de petites créatures apparaissant sous des incarnations différentes selon le pays et l'époque. Tout comme les fées, ils peuvent être bienveillants, farceurs, ou même maléfiques.", + "ELFLESS_LORE_1": "Afin de cacher leurs émotions, les Maskelfes se fabriquent des masques grossiers à partir d'écorce d\\'arbre. Des rumeurs infondées affirment qu\\'ils en changent chaque année, en en fabriquant de nouveaux à date fixe.", + "GRAMPUS_NAME_PREFIX": "Gramp", + "GRAMPUS_NAME_SUFFIX": "pus", + "GRAMPUS_LORE_2": "Dans le folklore germanique, le bienveillant Saint Nicolas s'oppose à Krampus, un être malfaisant qui cherche à punir les enfants durant les fêtes de Noël. Il est généralement représenté avec des pattes de bouc et une expression terrifiante.", + "GRAMPUS_DESCRIPTION": "un yéti en colère", + "FAERIOUS_NAME": "Féerieux", + "GRAMPUS_LORE_1": "Les Grampus sont l'évolution des Maskelfes. Après avoir passé de nombreuses années à réprimer leurs émotions, ils sont devenus des brutes désireuses de communiquer leur mauvaise humeur aux autres créatures en leur tapant dessus, particulièrement durant les saisons des fêtes.", + "FAERIOUS_NAME_PREFIX": "Fée", + "FAERIOUS_NAME_SUFFIX": "rieux", + "FAERIOUS_LORE_2": "Dans la fantasy contemporaine, les elfes sont souvent représentés comme des guerriers élégants au pied léger. Certains sont alliés aux humains, tandis que d'autres les considèrent comme leurs ennemis.", + "FAERIOUS_LORE_1": "Les Féerieux sont des Maskelfes ayant appris à canaliser leur fureur pour améliorer leur science du combat. Ils se battent à l'aide d\\'une épée faite de glace et parent les coups avec un bouclier en écorce.", + "FAERIOUS_DESCRIPTION": "un elfe armé d'une épée", + "ICEPECK_NAME": "Glacebec", + "ICEPECK_NAME_PREFIX": "Glace", + "ICEPECK_NAME_SUFFIX": "bec", + "SIRENADE_NAME_PREFIX": "Sirè", + "SIRENADE_NAME": "Sirènade", + "SIRENADE_LORE_1": "Les Sirènades sont particulièrement bruyantes, et leur queue-micro ainsi que leurs ailes-enceintes leur permettent d'amplifier leur voix. Elles ne semblent pas avoir conscience que le bruit peut gêner les créatures avoisinantes.", + "SIRENADE_NAME_SUFFIX": "nade", + "SIRENADE_LORE_2": "Les sirènes sont des créatures de la mythologie grecque qui apparaissent principalement dans l'Odyssée d\\'Homère. Elles sont décrites comme des êtres ailés, mi-femmes, mi-oiseaux, dont le chant envoûtant attire les hommes vers leur mort.", + "MACABRA_NAME_PREFIX": "Macab", + "SCAMPIRE_DESCRIPTION": "un vampire avec un chapeau", + "MACABRA_NAME": "Macabra", + "MACABRA_LORE_1": "Les Macabras n'y voient rien, mais leur sens du goût est tellement développé qu\\'il leur permet de détecter leurs proies à distance, rien qu\\'en « goûtant » l\\'air environnant. Préférant le faire depuis une position dominante, ils commencent généralement par se percher sur un rocher ou le crâne d\\'un gros animal.", + "MACABRA_NAME_SUFFIX": "cabra", + "MACABRA_DESCRIPTION": "une créature aux crocs redoutables perchée sur un crâne", + "MACABRA_LORE_2": "Le « chupacabra » est une invention folklorique relativement récente. Ce sont plusieurs rapports évoquant des têtes de bétail vidées de leur sang en Amérique du Sud qui ont fini par déboucher sur des histoires de créatures inconnues se nourrissant du sang de leurs proies.", + "FOLKLORD_NAME": "Folklord", + "FOLKLORD_NAME_PREFIX": "Folk", + "FOLKLORD_LORE_1": "Les Folklords sont des Macabras ayant fini leur évolution. Ils ont, vissé sur la tête, un crâne semblable à ceux sur lesquels ils se perchaient quand ils étaient plus jeunes. Leurs bras et le haut de leur corps sont si musclés que leurs jambes ne peuvent pas les porter longtemps.", + "FOLKLORD_NAME_SUFFIX": "lord", + "FOLKLORD_DESCRIPTION": "un géant avec un crâne en guise de tête", + "FOLKLORD_LORE_2": "En Amérique du Nord, plusieurs créatures non identifiées ont été décrites comme des humanoïdes géants vivant dans les forêts profondes. Elles comprennent, entre autres, le Wendigo et le Sasquatch.", + "SQUIREY_NAME": "Écurikiki", + "SQUIREY_NAME_PREFIX": "Écu", + "SQUIREY_LORE_1": "On croise fréquemment des Écurikikis dans les plaines de la Nouvelle-Wirral, où ils cherchent des adversaires à affronter. Bien qu'ils aient l\\'air mignons, ce sont de redoutables guerriers qui n\\'ont qu\\'un seul but dans la vie : se perfectionner sans cesse au combat.", + "SQUIREY_NAME_SUFFIX": "rikiki", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "Au cœur du combat, qu'est-ce qui est le plus important ?", + "SQUIREY_LORE_2": "Au Moyen Âge, un écuyer était l'apprenti d\\'un chevalier. Il aidait ce dernier au jour le jour, par exemple en portant ses armes et en polissant son armure, et finissait lui aussi par pouvoir devenir chevalier s\\'il s\\'en montrait digne.", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "L'honneur", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "La victoire", + "PALANGOLIN_NAME": "Palangolin", + "SQUIREY_DESCRIPTION": "un pangolin armé d'une lance", + "PALANGOLIN_NAME_PREFIX": "Palan", + "PALANGOLIN_LORE_1": "Les Palangolins sont la forme évoluée des Écurikikis. N'ayant jamais trahi leurs principes, ils sont devenus des chevaliers vertueux. Ils sont armés d\\'une hallebarde dorée dont ils se servent pour défendre leurs alliés au cœur du combat.", + "PALANGOLIN_NAME_SUFFIX": "golin", + "PALANGOLIN_LORE_2": "En Europe, au Moyen Âge, on pouvait devenir chevalier pour service rendu à un seigneur ou à son pays. Le mythe arthurien a par la suite grandement augmenté la popularité des chevaliers, tout en changeant leur perception et en les associant étroitement à l'honneur et aux actes de bravoure.", + "MANISPEAR_NAME": "Chevalance", + "PALANGOLIN_DESCRIPTION": "un chevalier armé d'une hallebarde", + "MANISPEAR_NAME_PREFIX": "Cheva", + "MANISPEAR_NAME_SUFFIX": "lance", + "MANISPEAR_LORE_2": "Le chevalier est un archétype récurrent dans de multiples fictions, qui le représentent généralement comme un chevalier masqué dont le comportement n'a plus rien de chevaleresque. C\\'est la plupart du temps un obstacle que le héros de l\\'histoire doit surmonter.", + "MANISPEAR_LORE_1": "Les Écurikikis qui, lors de l'entraînement, laissent libre cours à leurs pulsions les plus inavouables sont destinés à devenir des Chevalances. Cachant leur visage sous un casque noir, ces derniers se battent sans retenue ni le moindre contrôle de soi.", + "MUSKRATEER_NAME_SUFFIX": "rataire", + "MUSKRATEER_DESCRIPTION": "un rongeur équipé d'une rapière et d\\'un chapeau", + "MUSKRATEER_LORE_1": "Les Mousquerataires passent le plus clair de leur temps à affûter leur rapière dans les grottes souterraines où ils résident. Il n'est pas rare de les voir affronter en duel les Écurikikis qui croisent leur chemin.", + "MUSKRATEER_NAME": "Mousquerataire", + "MANISPEAR_DESCRIPTION": "un chevalier armé d'une énorme épée", + "MUSKRATEER_NAME_PREFIX": "Mousque", + "CREEP_NAME.n": "Individu louche", + "FARMER_EDWARD_NAME": "Édouard Pipelin", + "FARMER_MARIS_NAME": "Maryse Pipelin", + "IANTHE_NAME": "Capitaine Ianthe", + "IANTHE_NAME_SHORT": "Ianthe", + "IANTHE_SUBTITLE": "Chef des Veilleurs", + "LEADER_IANTHE_UNKNOWN_NAME": "Femme confiante", + "CAPTAIN_WALLACE_NAME": "Capitaine Murolien", + "CAPTAIN_WALLACE_NAME_SHORT": "Murolien", + "CAPTAIN_WALLACE_SUBTITLE": "Ouvrier du bâtiment", + "CAPTAIN_SKIP_NAME": "Capitaine Cyan", + "CAPTAIN_SKIP_NAME_SHORT": "Cyan", + "CAPTAIN_SKIP_SUBTITLE": "Chasseur de trésors un peu louche", + "CAPTAIN_ZEDD_NAME_SHORT": "Zedd", + "CAPTAIN_ZEDD_NAME": "Capitaine Zedd", + "CAPTAIN_ZEDD_SUBTITLE": "« Médironfleur »", + "CAPTAIN_JUDAS_NAME": "Capitaine Judas", + "CAPTAIN_JUDAS_NAME_SHORT": "Judas", + "CAPTAIN_JUDAS_SUBTITLE": "Survivaliste", + "CAPTAIN_CLEEO_NAME": "Capitaine Clé-Ô", + "CAPTAIN_CLEEO_NAME_SHORT": "Clé-Ô", + "CAPTAIN_CLEEO_SUBTITLE": "Mécanoïde du casino", + "CAPTAIN_LODESTEIN_NAME": "Capitaine Magneth", + "CAPTAIN_LODESTEIN_NAME_SHORT": "Magneth", + "CAPTAIN_LODESTEIN_SUBTITLE": "Électricien", + "CAPTAIN_DREADFUL_NAME": "Capitaine Penny Dreadful", + "CAPTAIN_DREADFUL_NAME_SHORT": "Penny Dreadful", + "CAPTAIN_DREADFUL_SUBTITLE": "Trompe-la-mort", + "CAPTAIN_GLADIOLA_NAME": "Capitaine Gladiola", + "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", + "CAPTAIN_GLADIOLA_SUBTITLE": "Maîtresse des lames", + "CAPTAIN_HEATHER_NAME_SHORT": "Zéphyra", + "CAPTAIN_HEATHER_NAME": "Capitaine Zéphyra", + "CAPTAIN_HEATHER_SUBTITLE": "Présentatrice météo", + "CAPTAIN_BUFFY_NAME": "Capitaine Robusta", + "CAPTAIN_BUFFY_NAME_SHORT": "Robusta", + "CAPTAIN_BUFFY_SUBTITLE": "Bodybuildeuse", + "CAPTAIN_CYBIL_NAME": "Capitaine Cybile", + "CAPTAIN_CYBIL_NAME_SHORT": "Cybile", + "CAPTAIN_CYBIL_SUBTITLE": "Animatrice de radio", + "CAPTAIN_CODEY_NAME": "Capitaine Codey", + "CAPTAIN_CODEY_NAME_SHORT": "Codey", + "CAPTAIN_CODEY_SUBTITLE": "Pirateur de cassettes", + "ACHIEVEMENT_NAME_offices_cleared_3": "Le meilleur des comportements (3e partie)", + "ACHIEVEMENT_DESC_offices_cleared_2": "Nettoyer 2 bureaux des Garde-terres.", + "ACHIEVEMENT_DESC_offices_cleared_3": "Nettoyer 3 bureaux des Garde-terres.", + "ACHIEVEMENT_DESC_obtain_rumor": "Obtenir une rumeur.", + "ACHIEVEMENT_NAME_obtain_rumor": "Le bruit qui court", + "ACHIEVEMENT_NAME_partner_felix": "Félix", + "ACHIEVEMENT_DESC_partner_felix": "Débloquer Félix.", + "ACHIEVEMENT_NAME_partner_dog": "Ouaf-Ouaf", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Arriver à 5 cœurs avec Eugène.", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Arriver à 5 cœurs avec Mérédith.", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Soirée cinéma", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "Arriver à 5 cœurs avec Félix.", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "Portrait de l'artiste", + "ACHIEVEMENT_DESC_reopened_stations_final": "Résoudre l'énigme contenue dans la chanson de Morgayne.", + "ACHIEVEMENT_NAME_aa_morgante": "Rébellion", + "ACHIEVEMENT_DESC_aa_aleph_null": "Réussir contre toute attente dans un lieu entre les mondes.", + "ACHIEVEMENT_NAME_aa_aleph_null": "Aiguille du temps", + "ACHIEVEMENT_DESC_aa_morgante": "Vaincre une force ancienne revenue à pleine puissance.", + "ACHIEVEMENT_DESC_quest_felix1": "Retrouver Kuneko.", + "ACHIEVEMENT_NAME_kuneko_altars_1": "Tu ne veux pas de moi ? (2e partie)", + "ACHIEVEMENT_DESC_kuneko_altars_1": "Retrouver Kuneko à 1 autel.", + "ACHIEVEMENT_NAME_quest_viola_complete": "Tout le monde cherche quelque chose", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Laisse-moi te conter fleurette", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Inauguration", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Arriver à 5 cœurs avec Kayleigh.", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "Le meilleur ami des bêtes", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "Arriver à 5 cœurs avec Ouaf-Ouaf.", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "Comme tu voudras", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "Arriver à 5 cœurs avec Violaine.", + "ACHIEVEMENT_NAME_romantic_relationship": "Unis pour la vie", + "ACHIEVEMENT_NAME_reopened_stations_final": "Entends ce que je te dis", + "ACHIEVEMENT_DESC_romantic_relationship": "Avoir une relation romantique avec un autre personnage.", + "ACHIEVEMENT_NAME_captain_wallace": "Face au mur", + "ACHIEVEMENT_DESC_captain_wallace": "Vaincre le capitaine Murolien.", + "ACHIEVEMENT_DESC_captain_skip": "Vaincre le capitaine Cyan.", + "ACHIEVEMENT_NAME_captain_skip": "Comme un bleu", + "ACHIEVEMENT_NAME_captain_zedd": "Sieste prolongée", + "ACHIEVEMENT_DESC_captain_zedd": "Vaincre le capitaine Zedd.", + "ACHIEVEMENT_DESC_captain_cleeo": "Vaincre la capitaine Clé-Ô.", + "ACHIEVEMENT_NAME_kuneko_altars_2": "Tu ne veux pas de moi ? (3e partie)", + "ACHIEVEMENT_DESC_kuneko_altars_2": "Retrouver Kuneko à 2 autels.", + "ACHIEVEMENT_NAME_kuneko_altars_3": "Tu ne veux pas de moi ? (4e partie)", + "ACHIEVEMENT_DESC_kuneko_altars_3": "Retrouver Kuneko à 3 autels.", + "ACHIEVEMENT_DESC_rogue_fusion_10": "Vaincre 10 Fusions rebelles.", + "ACHIEVEMENT_NAME_rogue_fusion_20": "Base rebelle", + "ACHIEVEMENT_DESC_rogue_fusion_20": "Vaincre 20 Fusions rebelles.", + "ACHIEVEMENT_NAME_overworld_chunks": "Touriste", + "ACHIEVEMENT_NAME_rogue_fusion_50": "État rebelle", + "ACHIEVEMENT_DESC_rogue_fusion_50": "Vaincre 50 Fusions rebelles.", + "ACHIEVEMENT_DESC_overworld_chunks": "Visiter tous les endroits de la Nouvelle-Wirral.", + "ACHIEVEMENT_NAME_reopened_stations_all": "Titre de transport", + "ACHIEVEMENT_DESC_reopened_stations_all": "Rouvrir toutes les gares.", + "ACHIEVEMENT_NAME_observe_species_120": "Zoologiste amateur", + "ACHIEVEMENT_DESC_observe_species_120": "Observer 120 espèces différentes.", + "ACHIEVEMENT_NAME_obtain_species_10": "Zoologiste (1re partie)", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Terminer la quête de Kayleigh.", + "ACHIEVEMENT_NAME_quest_eugene_complete": "Le meilleur des comportements (6e partie)", + "ACHIEVEMENT_DESC_quest_eugene_complete": "Terminer la quête d'Eugène.", + "ACHIEVEMENT_NAME_quest_meredith_complete": "Tout ce dont j'ai besoin", + "ACHIEVEMENT_NAME_sign_up_rangers": "Qui voudra de moi ? (1re partie)", + "ACHIEVEMENT_NAME_ability_glide": "Envergure", + "ACHIEVEMENT_DESC_ability_glide": "Obtenir l'aptitude Danse du papillon.", + "ACHIEVEMENT_NAME_ability_dash": "Missiles chargés", + "ACHIEVEMENT_DESC_ability_magnetism": "Obtenir l'aptitude Électromagnétisme.", + "ACHIEVEMENT_DESC_ability_dash": "Obtenir l'aptitude Charge de Missilino.", + "ACHIEVEMENT_NAME_ability_magnetism": "Contact électrique", + "ACHIEVEMENT_NAME_ability_swim": "Leçons de natation", + "ACHIEVEMENT_DESC_ability_swim": "Obtenir l'aptitude Nage de Squaphoque.", + "ACHIEVEMENT_NAME_ability_climb": "Si on jouait aux boules ?", + "ACHIEVEMENT_DESC_ability_climb": "Obtenir l'aptitude Boule de lianes-citrouilles.", + "ACHIEVEMENT_NAME_ability_flight": "Envol", + "ACHIEVEMENT_DESC_ability_flight": "Obtenir l'aptitude Vol de Cormorevoir.", + "ACHIEVEMENT_DESC_ability_fusion_radar": "Obtenir le Radar à fusions.", + "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusions au radar", + "ACHIEVEMENT_NAME_intermission": "Loin de tout", + "ACHIEVEMENT_DESC_intermission": "Te retrouver très, très loin.", + "ACHIEVEMENT_NAME_ending": "Retour à la vraie vie", + "ACHIEVEMENT_DESC_quest_meredith_complete": "Terminer la quête de Mérédith.", + "ACHIEVEMENT_NAME_quest_dog_complete": "Viens avec moi", + "ACHIEVEMENT_DESC_quest_felix_complete": "Terminer la quête de Félix.", + "ACHIEVEMENT_NAME_quest_felix_complete": "Tu ne veux pas de moi ? (6e partie)", + "ACHIEVEMENT_DESC_quest_dog_complete": "Terminer la quête de Ouaf-Ouaf.", + "ACHIEVEMENT_DESC_quest_viola_complete": "Terminer la quête de Violaine.", + "ACHIEVEMENT_DESC_quest_kayleigh1": "Lancer la quête de Kayleigh.", + "ACHIEVEMENT_NAME_offices_cleared_1": "Le meilleur des comportements (1re partie)", + "ACHIEVEMENT_NAME_quest_kayleigh1": "Je suis partie au bout du monde (1re partie)", + "ACHIEVEMENT_DESC_obtain_species_10": "Obtenir 10 espèces différentes.", + "ACHIEVEMENT_NAME_obtain_species_20": "Zoologiste (2e partie)", + "ACHIEVEMENT_DESC_obtain_species_20": "Obtenir 20 espèces différentes.", + "ACHIEVEMENT_NAME_obtain_species_50": "Zoologiste (3e partie)", + "ACHIEVEMENT_DESC_obtain_species_50": "Obtenir 50 espèces différentes.", + "ACHIEVEMENT_NAME_obtain_species_100": "Zoologiste (4e partie)", + "ACHIEVEMENT_DESC_obtain_species_100": "Obtenir 100 espèces différentes.", + "ACHIEVEMENT_NAME_obtain_species_120": "Zoologiste expert", + "ACHIEVEMENT_DESC_obtain_species_120": "Obtenir 120 espèces différentes.", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "Maître de Cassette Beasts", + "ACHIEVEMENT_NAME_bootleg_beast": "Bête non officielle", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "Obtenir des données supplémentaires sur toutes les espèces.", + "ACHIEVEMENT_NAME_bootleg_glitter": "Miroitement non officiel", + "ACHIEVEMENT_DESC_bootleg_glitter": "Obtenir une créature non officielle de type Prisme.", + "ACHIEVEMENT_NAME_train_frankie": "Frankie au Pays des Merveilles", + "ACHIEVEMENT_DESC_train_frankie": "Terminer la formation de Frankie.", + "ACHIEVEMENT_NAME_train_vin": "Loup solitaire", + "ACHIEVEMENT_DESC_train_vin": "Terminer la formation de Némésis.", + "ACHIEVEMENT_NAME_noticeboard_5": "Veilleur novice", + "ACHIEVEMENT_DESC_noticeboard_5": "Terminer 5 quêtes du panneau des Veilleurs.", + "ACHIEVEMENT_NAME_noticeboard_20": "Veilleur apprenti", + "ACHIEVEMENT_DESC_noticeboard_20": "Terminer 20 quêtes du panneau des Veilleurs.", + "ACHIEVEMENT_NAME_noticeboard_50": "Veilleur expérimenté", + "ACHIEVEMENT_DESC_noticeboard_50": "Terminer 50 quêtes du panneau des Veilleurs.", + "ACHIEVEMENT_NAME_noticeboard_100": "Veilleur expert", + "ACHIEVEMENT_DESC_noticeboard_100": "Terminer 100 quêtes du panneau des Veilleurs.", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "Obtenir un autocollant rare.", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "Collection d'autocollants", + "ACHIEVEMENT_DESC_partner_viola": "Débloquer Violaine.", + "ACHIEVEMENT_NAME_remaster": "Rematriçage", + "ACHIEVEMENT_DESC_remaster": "Rematricer une cassette.", + "ACHIEVEMENT_DESC_sign_up_rangers": "Rejoindre les rangs des Veilleurs.", + "ACHIEVEMENT_NAME_offices_cleared_2": "Le meilleur des comportements (2e partie)", + "ACHIEVEMENT_DESC_offices_cleared_1": "Nettoyer 1 bureau des Garde-terres.", + "ACHIEVEMENT_DESC_obtain_candevil": "Obtenir un Gourmandiable.", + "ACHIEVEMENT_NAME_aa_tower": "Tour de l'ignorance", + "ACHIEVEMENT_DESC_aa_tower": "Vaincre Babelith.", + "ACHIEVEMENT_NAME_song_parts_8": "Au pays de la confusion", + "ACHIEVEMENT_DESC_song_parts_8": "Terminer la chanson de Morgayne.", + "ACHIEVEMENT_DESC_aa_helia": "Vaincre l'essence de la fusion.", + "ACHIEVEMENT_NAME_aa_helia": "Voilà le soleil", + "ACHIEVEMENT_NAME_met_npc_magikrab": "Le préposé des gares", + "ACHIEVEMENT_DESC_offices_cleared_5": "Nettoyer 5 bureaux des Garde-terres.", + "ACHIEVEMENT_NAME_quest_felix1": "Tu ne veux pas de moi ? (1re partie)", + "ACHIEVEMENT_DESC_bootleg_beast": "Obtenir une créature non officielle de type Bestial.", + "ACHIEVEMENT_NAME_bootleg_fire": "Feu non officiel", + "ACHIEVEMENT_DESC_bootleg_fire": "Obtenir une créature non officielle de type Feu.", + "ACHIEVEMENT_NAME_bootleg_plastic": "Jouet non officiel", + "ACHIEVEMENT_DESC_bootleg_plastic": "Obtenir une créature non officielle de type Plastique.", + "ACHIEVEMENT_DESC_bootleg_plant": "Obtenir une créature non officielle de type Plante.", + "ACHIEVEMENT_NAME_bootleg_plant": "Végétation non officielle", + "ACHIEVEMENT_NAME_bootleg_water": "Eau non officielle", + "ACHIEVEMENT_DESC_bootleg_water": "Obtenir une créature non officielle de type Eau.", + "ACHIEVEMENT_NAME_bootleg_poison": "Venin non officiel", + "ACHIEVEMENT_DESC_bootleg_poison": "Obtenir une créature non officielle de type Poison.", + "ACHIEVEMENT_NAME_bootleg_astral": "Cosmos non officiel", + "ACHIEVEMENT_NAME_obtain_candevil": "Miam !", + "ACHIEVEMENT_NAME_offices_cleared_4": "Le meilleur des comportements (4e partie)", + "ACHIEVEMENT_NAME_offices_cleared_5": "Le meilleur des comportements (5e partie)", + "ACHIEVEMENT_DESC_offices_cleared_4": "Nettoyer 4 bureaux des Garde-terres.", + "LANDKEEPER2_NAME": "Garde-terres n°2", + "SUNNY_NAME": "Joy", + "LANDKEEPERS_NAME": "Gardes-terres", + "SUNNY_UNKNOWN_NAME": "Garde-terres échevelée", + "CULTIST_NAME.m": "Fanatique", + "CULTIST_NAME.f": "Fanatique", + "RANGER_NAME.m": "Veilleur", + "CULTIST_NAME.n": "Fanatique", + "RANGER_NAME.f": "Veilleuse", + "RANGER_NAME.n": "Veilleur·se", + "RANGER_RECRUITER_NAME.m": "Recruteur", + "RANGER_RECRUITER_NAME.f": "Recruteuse", + "RANGER_RECRUITER_NAME.n": "Recruteur·se", + "RANGER_WANNABE_NAME.m": "Aspirant-Veilleur", + "RANGER_WANNABE_NAME.f": "Aspirante-Veilleuse", + "RANGER_WANNABE_NAME.n": "Aspirant-Veilleur·se", + "RANGER_TRAINEE_NAME": "Stagiaire", + "RESEARCHER_NAME.m": "Chercheur", + "RESEARCHER_NAME.f": "Chercheuse", + "RESEARCHER_NAME.n": "Chercheur·se", + "PENSBY_NAME": "Docteur Lefémur", + "HOYLAKE_NAME": "Dulac", + "FRANKIE_NAME": "Frankie", + "KIRBY_NAME": "Kirby", + "VIN_NAME": "Némésis", + "THIEF_NAME": "Voleur", + "TRAVELER_NAME.m": "Voyageur", + "TRAVELER_NAME.f": "Voyageuse", + "TREASURE_SEEKER_NAME.m": "Chasseur de trésors", + "TRAVELER_NAME.n": "Voyageur·se", + "TREASURE_SEEKER_NAME.f": "Chasseuse de trésors", + "TREASURE_SEEKER_NAME.n": "Chasseur·se de trésors", + "HISTORIAN_NAME.m": "Historien", + "ROCKER_NAME.m": "Rockeur", + "HISTORIAN_NAME.f": "Historienne", + "HISTORIAN_NAME.n": "Historien·ne", + "ROCKER_NAME.f": "Rockeuse", + "ROCKER_NAME.n": "Rockeur·se", + "CAMPER_NAME.m": "Campeur", + "SOLDIER_NAME.m": "Soldat", + "CAMPER_NAME.f": "Campeuse", + "CAMPER_NAME.n": "Campeur·se", + "SOLDIER_NAME.f": "Soldat", + "TAMER_NAME.m": "Dompteur", + "SOLDIER_NAME.n": "Soldat", + "TAMER_NAME.f": "Dompteuse", + "TAMER_NAME.n": "Dompteur·se", + "CREEP_NAME.m": "Individu louche", + "CREEP_NAME.f": "Individu louche", + "ACHIEVEMENT_DESC_captain_gladiola": "Vaincre la capitaine Gladiola.", + "ACHIEVEMENT_NAME_captain_heather": "Mauvais temps", + "ACHIEVEMENT_DESC_captain_heather": "Vaincre la capitaine Zéphyra.", + "ACHIEVEMENT_NAME_captain_buffy": "Un peu d'exercice", + "ACHIEVEMENT_DESC_captain_buffy": "Vaincre la capitaine Robusta.", + "ACHIEVEMENT_NAME_captain_cybil": "Silence radio", + "ACHIEVEMENT_DESC_captain_cybil": "Vaincre la capitaine Cybile.", + "ACHIEVEMENT_DESC_captain_codey": "Vaincre le capitaine Codey.", + "ACHIEVEMENT_NAME_captain_codey": "Pirate de l'espace", + "MOVE_DESCRIPTION_BERSERKER": "Augmente automatiquement l'attaque au corps à corps de l\\'utilisateur et lui inflige l\\'effet Fureur quand ses PV passent sous la barre des 50 %.", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "En cas de défaite, inflige aléatoirement 3 effets néfastes au dernier adversaire ayant touché l'utilisateur.", + "MOVE_NAME_RANDOM_STARTER": "Coup d'ouverture", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA au début du combat. Les chances de déclenchement sont inversement proportionnelles au coût d\\'activation normal.", + "MOVE_DESCRIPTION_RANDOM_STARTER": "A une chance d'activer automatiquement une capacité aléatoire pour 0 PA au début du combat.", + "MOVE_NAME_CUSTOM_STARTER": "Frappe personnalisée", + "MOVE_DESCRIPTION_AUTOMATION": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA à la fin du tour.", + "MOVE_TITLE_MOVE_USING_MOVE": "{0} : {1}", + "MOVE_NAME_AUTOMATION": "Automatisation", + "MOVE_NAME_CRITICAL_MASS": "Masse critique", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA quand l\\'utilisateur porte une attaque bénéficiant d\\'un avantage de type. Les chances de déclenchement sont inversement proportionnelles au coût d\\'activation normal.", + "MOVE_NAME_CHEMICAL_IMBALANCE": "Déséquilibre chimique", + "MOVE_DESCRIPTION_CRITICAL_MASS": "A une chance d'activer automatiquement la capacité suivante dans la liste pour 0 PA quand l\\'utilisateur porte un coup critique.", + "MOVE_NAME_DUAL_WIELD": "Double peine", + "MOVE_DESCRIPTION_PAINT_SWIPE": "Utilisable uniquement si une surcouche est active. Touche une cible et transfère la surcouche de l'utilisateur sur elle. Se déclenche toujours en dernier.", + "MOVE_DESCRIPTION_DUAL_WIELD": "Utilise la capacité suivante dans la liste deux fois de suite, à condition d'avoir suffisamment de PA.", + "MOVE_NAME_PAINT_SWIPE": "Transfert de couche", + "MOVE_NAME_BEAR_HUG": "Gros câlin", + "MOVE_NAME_ROYAL_FLUSH": "Quinte royale", + "MOVE_DESCRIPTION_BEAR_HUG": "Transfère aléatoirement un effet néfaste de l'utilisateur à la cible.", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "Dissipe tous les effets sur l'utilisateur. Ses dégâts sont multipliés par le nombre d\\'effets dissipés.", + "MOVE_DESCRIPTION_FUEL_INJECTION": "S'active automatiquement après Siphonnage. Augmente la vitesse et la régénération des PA de l\\'utilisateur.", + "MOVE_NAME_FUEL_INJECTION": "Injection", + "TUTORIAL_INTRO_1": "Salut, {player}, contente de te voir !\\nAppuie sur {control.ui_accept} pour continuer.", + "TUTORIAL_INTRO_2": "J'ai besoin de ton aide avec une fusion rebelle. Ça te tente ?", + "TUTORIAL_INTRO_3": "Alors, en route ! Il y a des falaises, un peu plus loin. Ouvre la marche avec {control.move_up} {control.move_left} {control.move_down} {control.move_right}.", + "TUTORIAL_TARGET_MENU_1": "Voilà un menu bien utile : il te permet de voir quels effets auront tes attaques sur ta cible !", + "TUTORIAL_BATTLE_START_1": "C'est maintenant que ça se corse... Mais t\\'en fais pas, je suis avec toi !", + "TUTORIAL_TARGET_MENU_2": "Tu vois cet anneau brillant ? La couleur verte indique un effet bénéfique pour la cible, le rouge un effet néfaste, et le jaune, un mélange des deux.", + "TUTORIAL_CLIFFS_1": "On va devoir grimper. Sauter (en utilisant {control.jump}) ne suffira pas, pour le coup.", + "TUTORIAL_CLIFFS_2": "C'est le moment de faire preuve d\\'imagination ! On peut monter là-haut de différentes façons.", + "TUTORIAL_CLIFFS_4": "Ou alors... Tu vois ce pylône ? Tu peux utiliser ton aptitude Électromagnétisme (en maintenant {control.magnetism}) pour léviter.", + "TUTORIAL_CLIFFS_3": "Par exemple, tu pourrais essayer de trouver quelque chose que tu pourrais ramasser et installer juste ici pour nous servir de marchepied.", + "TUTORIAL_CLIFFS_5": "Tu peux aussi tirer des lianes, non ? Tourne-toi vers la paroi et appuie sur {control.interact}, tu pourras ainsi utiliser une liane pour grimper !", + "TUTORIAL_CLIFFS_6": "Alors, qu'est-ce que tu préfères ?", + "TUTORIAL_BOSS_1.m": "La voilà ! C'est la fusion rebelle... Le combat promet d\\'être difficile, {player}.", + "TUTORIAL_GLIDE_2": "C'est facile ! Saute et maintiens simplement {control.jump} pour ne pas tomber !", + "TUTORIAL_GLIDE_1": "Suis-moi, {player}. N'aie pas peur !", + "TUTORIAL_GLIDE_3": "Courage, on y est presque !", + "TUTORIAL_BOSS_2": "Si tu as besoin de te soigner, prends un gâteau dans ton inventaire (appuie sur {control.pause_menu} pour l'ouvrir).", + "TUTORIAL_BOSS_3": "On peut aussi planer directement jusqu'à la tente pour s\\'y reposer, si tu préfères.", + "TUTORIAL_BOSS_1.n": "La voilà ! C'est la fusion rebelle... Le combat promet d\\'être difficile, {player}.", + "TUTORIAL_BOSS_1.f": "La voilà ! C'est la fusion rebelle... Le combat promet d\\'être difficile, {player}.", + "TUTORIAL_BOSS_5": "C'est bon, tu es d\\'attaque ?", + "TUTORIAL_BOSS_4": "En cas de difficulté, jette un œil à l'onglet des objets de combat dans ton inventaire.", + "TUTORIAL_DIED": "Ça va aller ? Tu as failli m'inquiéter !", + "TUTORIAL_WON_2": "On forme une équipe du tonnerre, tu trouves pas, {player} ?", + "TUTORIAL_WON_1": "Ouah... On a vraiment gagné ?", + "QUEST_GET_ITEM_PROGRESS": "Récupéré : {obtained}/{required_item_amount}", + "NO_QUESTS_AVAILABLE": "Aucune quête n'est disponible pour le moment.", + "QUEST_GET_MASQUERATTLE_TITLE": "Trouve un Mascrotale !", + "QUEST_STAT_PROGRESS": "Progression : {num}/{count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Fusion rebelle", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "Fusion divine", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Fusion instable", + "PASSIVE_QUEST_SWARM_TITLE": "Nuée de monstres", + "QUEST_TUTORIAL_TITLE": "Un autre monde", + "QUEST_TUTORIAL_DESCRIPTION1": "Va voir Kayleigh à l'entrée est de Port-la-Ville.", + "PASSIVE_QUEST_UNKNOWN_TITLE": "Signal non identifié", + "QUEST_TUTORIAL_DESCRIPTION2": "Suis les instructions de Kayleigh.", + "QUEST_TUTORIAL_DESCRIPTION3": "Accompagne Kayleigh sur le chemin en ruine.", + "QUEST_ARCHANGELS_DESCRIPTION1": "Trouve les archanges pour recomposer le chant de Morgayne, puis suis les indices qu'il contient pour pouvoir rentrer chez toi.", + "QUEST_ARCHANGELS_PROGRESS": "Tu as récupéré {num} des {max} fragments du chant.", + "QUEST_ARCHANGELS_TITLE": "Au pays de la confusion", + "QUEST_TUTORIAL_DESCRIPTION4": "Inspecte l'étrange structure.", + "QUEST_CAPTAINS_TITLE": "En garde !", + "QUEST_EUGENE_TITLE": "Grand nettoyage", + "QUEST_EUGENE_DESCRIPTION_1": "Rejoins Eugène aux abords de la ville.", + "QUEST_CAPTAINS_DESCRIPTION0": "Va à l'avant-poste dans le parc et rejoins les rangs des Veilleurs.", + "QUEST_EUGENE_DESCRIPTION_3": "Trouve et nettoie tous les bureaux de l'Association des Gardes-terres.", + "QUEST_EUGENE_DESCRIPTION_2": "Accompagne Eugène jusqu'à la fenêtre en haut de l\\'étrange bâtiment.", + "QUEST_EUGENE_DESCRIPTION_4": "Parle à Eugène.", + "QUEST_EUGENE_DESCRIPTION_5": "Accompagne Eugène jusqu'au quartier général des Gardes-terres.", + "QUEST_EUGENE_3_PROGRESS": "Tu as nettoyé {num} des bureaux des Gardes-terres.", + "QUEST_WORKING_OVERTIME_TITLE": "Heures supplémentaires", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "Apporte {required_item_amount} morceaux de bois au Veilleur à Port-la-Ville Est.", + "QUEST_MERCHANT_RESCUE_TITLE": "Un peu d'inspiration", + "QUEST_FLORIST_DESCRIPTION_1": "Plante {count} arbrisseaux à Port-la-Ville.", + "QUEST_FLORIST_TITLE": "Opération semailles", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Va à la grotte dans le parc et découvre ce qui est arrivé au marchand.", + "CLUE_SONG_PROLOGUE1": "Toi qui souhaites quitter ces terres, entends bien ma chanson.", + "QUEST_FLORIST_DESCRIPTION_2": "Informe la Veilleuse de Port-la-Ville Ouest que tu as fini de planter ses arbrisseaux.", + "CLUE_SONG_EPILOGUE1": "Unis son lieu à cette action spéciale, pour découvrir enfin la gare finale.", + "CLUE_FLUFF": "Écoute ma chanson et trouve ce lieu, qui te révèlera l'infini des cieux.", + "CLUE_SONG_PROLOGUE2": "Tu vas avoir beaucoup à faire, le chemin sera long.", + "CLUE_SONG_EPILOGUE2": "Car c'est là que sommeille ma demeure, ses chambres vides et solitaires.", + "CLUE_UNKNOWN": "(Le reste du chant est inintelligible.)", + "STATUS_BURNED_NAME": "Brûlure", + "STATUS_CONTACTDMG_DESCRIPTION": "Les personnages infligent des dégâts élémentaires « de contact » chaque fois qu'ils portent ou encaissent une attaque au corps à corps.", + "STATUS_BURNED_DESCRIPTION": "Les personnages brûlés subissent des dégâts à la fin de leur tour.", + "STATUS_CONTACTDMG_NAME": "Dégâts de contact", + "STATUS_STAT_MATK_DOWN_NAME": "Attaque au corps à corps -", + "STATUS_STAT_RATK_DOWN_NAME": "Attaque à distance -", + "STATUS_STAT_MATK_UP_NAME": "Attaque au corps à corps +", + "STATUS_STAT_RATK_UP_NAME": "Attaque à distance +", + "STATUS_STAT_RDEF_DOWN_NAME": "Défense à distance -", + "STATUS_STAT_MDEF_DOWN_NAME": "Défense au corps à corps -", + "STATUS_STAT_RDEF_UP_NAME": "Défense à distance +", + "STATUS_STAT_MDEF_UP_NAME": "Défense au corps à corps +", + "STATUS_STAT_EVASION_UP_NAME": "Esquive +", + "STATUS_STAT_EVASION_DOWN_NAME": "Esquive -", + "STATUS_STAT_ACCURACY_UP_NAME": "Précision +", + "STATUS_STAT_ACCURACY_DOWN_NAME": "Précision -", + "STATUS_STAT_SPEED_UP_NAME": "Vitesse +", + "STATUS_STAT_SPEED_DOWN_NAME": "Vitesse -", + "STATUS_AP_BOOST_NAME": "PA +", + "STATUS_AP_DRAIN_NAME": "PA -", + "STATUS_AP_BOOST_DESCRIPTION": "Chaque tour, les personnages reçoivent 1 PA supplémentaire.", + "STATUS_POISONED_NAME": "Poison", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} a pris une pomme et l'a mangée.", + "STATUS_WALL_NAME": "Mur ({type})", + "STATUS_AP_DRAIN_DESCRIPTION": "Chaque tour, les personnages reçoivent 1 PA en moins.", + "STATUS_WALL_TOAST_BROKEN": "DESTRUCTION", + "STATUS_WALL_DESCRIPTION": "Les murs absorbent un certain nombre d'attaques. Les attaques bénéficiant d\\'un avantage de type les brisent immédiatement.", + "STATUS_TEMPTATION_WALL_NAME": "Arbre de la tentation", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} a pris une pomme et l'a mangée.", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} a pris une pomme et l'a mangée.", + "STATUS_WINDOW_NAME": "Brèche", + "STATUS_POISONED_DESCRIPTION": "Les personnages empoisonnés subissent des dégâts à la fin de leur tour.", + "STATUS_WINDOW_DESCRIPTION": "Les attaques à distance peuvent traverser les murs des personnages soumis à cet effet.", + "STATUS_LEECHED_DESCRIPTION": "Les personnages subissent des dégâts à la fin de leur tour. Les PV perdus sont transférés à leurs adversaires.", + "STATUS_LEECHED_NAME": "Drainage", + "STATUS_COATING_POISON_NAME": "Surcouche (Poison)", + "STATUS_COATING_WATER_NAME": "Surcouche (Eau)", + "STATUS_COATING_BEAST_NAME": "Surcouche (Bestial)", + "STATUS_COATING_METAL_NAME": "Surcouche (Métal)", + "STATUS_COATING_GLITTER_NAME": "Surcouche (Prisme)", + "STATUS_COATING_FIRE_NAME": "Surcouche (Feu)", + "STATUS_COATING_PLASTIC_NAME": "Surcouche (Plastique)", + "STATUS_COATING_PLANT_NAME": "Surcouche (Plante)", + "STATUS_COATING_ASTRAL_NAME": "Surcouche (Astral)", + "STATUS_COATING_LIGHTNING_NAME": "Surcouche (Foudre)", + "STATUS_COATING_ICE_NAME": "Surcouche (Glace)", + "STATUS_COATING_AIR_NAME": "Surcouche (Air)", + "STATUS_COATING_EARTH_NAME": "Surcouche (Terre)", + "STATUS_COATING_DESCRIPTION": "Les surcouches changent le type élémentaire d'un personnage pendant un certain nombre de tours.", + "STATUS_COATING_GLASS_NAME": "Surcouche (Verre)", + "STATUS_HEALING_STEAM_NAME": "Vapeur curative", + "STATUS_HEALING_STEAM_DESCRIPTION": "Le personnage récupère des PV au début de chaque tour.", + "STATUS_HEALING_LEAF_NAME": "Feuille de soins", + "STATUS_MULTISTRIKE_NAME": "Multicoup", + "STATUS_GLASS_BONDS_DESCRIPTION": "Le personnage subit des dégâts à chaque transformation.", + "STATUS_HEALING_LEAF_DESCRIPTION": "Le personnage récupère des PV au début de chaque tour.", + "STATUS_MULTISTRIKE_DESCRIPTION": "Le personnage utilise chaque capacité deux fois, à condition d'avoir les PA requis.", + "STATUS_GLASS_BONDS_NAME": "Liens de verre", + "STATUS_SHRAPNEL_NAME": "Mitraille", + "STATUS_MULTITARGET_DESCRIPTION": "Les attaques du personnage visent tous les membres de l'équipe adverse.", + "STATUS_UNITARGET_NAME": "Monocible", + "STATUS_SHRAPNEL_DESCRIPTION": "Le personnage subit des dégâts à chaque transformation.", + "STATUS_MULTITARGET_NAME": "Multicible", + "STATUS_UNITARGET_DESCRIPTION": "Les attaques visant normalement toute l'équipe adverse n\\'affectent qu\\'une seule cible, et la précision des attaques visant une cible unique est réduite.", + "STATUS_PARRY_STANCE_DESCRIPTION": "Le personnage renvoie les dégâts de la prochaine attaque au corps à corps subie à l'assaillant.", + "STATUS_PARRY_STANCE_NAME": "Posture défensive", + "STATUS_SLEEP_NAME": "Narcose", + "STATUS_SLEEP_DESCRIPTION": "Le personnage dort et ne peut pas utiliser ses capacités.", + "STATUS_SLEEP_TOAST_REMOVED": "ÉVEIL", + "STATUS_FLINCH_NAME": "Déstabilisation", + "STATUS_FLINCH_DESCRIPTION": "Le personnage doit passer son tour suivant.", + "STATUS_BOMB_NAME": "Bombe", + "STATUS_BOMB_DESCRIPTION": "Le personnage explose à la fin de son tour suivant, à moins de se débarrasser de la bombe via une attaque au corps à corps.", + "STATUS_LOCKED_ON_NAME": "Verrouillage", + "STATUS_LOCKED_ON_DESCRIPTION": "Le personnage ne peut pas rater sa cible.", + "STATUS_BERSERK_NAME": "Fureur", + "STATUS_BERSERK_DESCRIPTION": "Le personnage ne peut utiliser que des capacités offensives.", + "STATUS_INTERCEPTING_NAME": "Interception", + "STATUS_INTERCEPTING_DESCRIPTION": "Le personnage intercepte toutes les attaques visant ses alliés.", + "STATUS_HIBERNATING_NAME": "Hibernation", + "STATUS_HIBERNATING_DESCRIPTION": "Chaque tour qu'il passe à dormir, le personnage récupère des PV.", + "STATUS_MEDITATING_DESCRIPTION": "Chaque tour qu'il passe à dormir, le personnage voient ses caractéristiques augmenter.", + "STATUS_MEDITATING_NAME": "Méditation", + "STATUS_TOWER_DEFENSE_NAME": "Défense impénétrable", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "Le personnage adopte le type Terre et ses caractéristiques de défense sont augmentées.", + "STATUS_SUMMONED_DESCRIPTION": "Le personnage se retire du combat après un certain nombre de tours.", + "STATUS_SUMMONED_NAME": "Invocation", + "STATUS_GHOSTLY_NAME": "Spectre", + "STATUS_RESONANCE_NAME": "Résonance", + "STATUS_GHOSTLY_DESCRIPTION": "Le personnage ne peut pas être touché par les attaques, mais il est vaincu une fois le compteur de l'effet épuisé.", + "STATUS_GAMBIT_NAME": "Pari", + "STATUS_GAMBIT_TOAST_FAILED": "PARI PERDU", + "STATUS_RECORDED_NAME": "Collection", + "STATUS_GAMBIT_DESCRIPTION": "Le personnage profite de caractéristiques fortement augmentées, mais il est vaincu une fois le compteur de l'effet épuisé.", + "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} (Invoquée)", + "STATUS_EFFIGY_NAME": "Effigie", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARADE", + "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} (Invoqué)", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TIC... TIC... TIC...", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} (Spectrale)", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} (Spectral·e)", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} (Spectral)", + "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} (Invoqué·e)", + "STATUS_UNDYING_NAME": "Rituel", + "STATUS_UNDYING_DESCRIPTION": "Le personnage revient à la vie avec 25 % de ses PV en cas de défaite.", + "STATUS_RESONANCE_DESCRIPTION": "Chaque fois que cet effet est infligé à un personnage, le compteur associé augmente. Au bout de 3 incréments, le personnage vole en éclat et meurt instantanément.", + "STATUS_RESONANCE_TOAST_NAME": "Résonance {0}/{1}", + "STATUS_CLOSE_ENCOUNTER_NAME": "Rencontre du 3e type", + "STATUS_RESONANCE_TOAST_OVERLOAD": "Résonance critique", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "Réduit la portée des attaques à distance d'un personnage, pour en faire des attaques au corps à corps.", + "STATUS_SPRING_LOADED_DESCRIPTION": "Accroît la portée des attaques au corps à corps d'un personnage, pour en faire des attaques à distance.", + "STATUS_SPRING_LOADED_NAME": "Sur ressort", + "STATUS_CONDUCTIVE_DESCRIPTION": "Le personnage subit des dégâts chaque fois qu'une attaque de type Foudre est utilisée.", + "STATUS_CONDUCTIVE_NAME": "Conduction", + "STATUS_RESURRECTED_NAME": "Seconde vie", + "STATUS_CONFUSED_DESCRIPTION": "Le personnage en proie à la confusion peut utiliser la mauvaise capacité ou viser la mauvaise cible.", + "STATUS_RESURRECTED_DESCRIPTION": "Les personnages déjà réanimés ne peuvent plus être ramenés à la vie par les effets tels que Rituel.", + "STATUS_CONFUSED_NAME": "Confusion", + "STATUS_SNOWED_IN_NAME": "Enneigement", + "STATUS_SNOWED_IN_EFFECT": "Neige !", + "STATUS_SNOWED_IN_DESCRIPTION": "Le personnage est immobilisé et ne peut pas utiliser d'attaques au corps à corps.", + "STATUS_FOG_DESCRIPTION": "La précision des attaques à distance tombe à 0, sauf pour les types Eau, Air et Glace.", + "STATUS_FOG_NAME": "Brouillard", + "STATUS_RECORDING_NAME": "Enregistrement", + "STATUS_PETRIFIED_NAME": "Pétrification", + "STATUS_RECORDING_TOAST_FAILURE": "ÉCHEC DE L'ENREGISTREMENT", + "STATUS_FAIR_FIGHT_NAME": "Combat loyal", + "STATUS_STAT_DOUBLE_SPEED_NAME": "Double vitesse", + "STATUS_PETRIFIED_DESCRIPTION": "Le personnage adopte le type Terre et ne peut utiliser que deux capacités, Défense et Lever de boucliers.", + "STATUS_COTTONED_ON_DESCRIPTION": "Au tour suivant, aucune des attaques visant le personnage ne peut l'atteindre.", + "STATUS_COTTONED_ON_NAME": "Joker", + "STATUS_MIND_MELD_DESCRIPTION": "Le personnage partage ses capacités avec ses alliés.", + "STATUS_MIND_MELD_NAME": "Esprit de groupe", + "STATUS_FAIR_FIGHT_DESCRIPTION": "Tant qu'il est actif, cet effet empêche tout autre nouvel effet d\\'être appliqué.", + "STATUS_ABRAMACABRA_NAME": "Abramacabra", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "Impossible de fuir !\\nVeux-tu utiliser le voyage rapide pour retourner au dernier wagon-restaurant ? Ta série de victoires sera réinitialisée et les récompenses non récupérées seront perdues.", + "STATUS_GLASS_SHARDS_DESCRIPTION": "Tous les personnages utilisant des attaques au corps à corps subissent des dégâts.", + "STATUS_GLASS_SHARDS_NAME": "Éclats de verre", + "STATUS_ABRAMACABRA_DESCRIPTION": "Les murs absorbent un certain nombre d'attaques. Les attaques bénéficiant d\\'un avantage de type les brisent immédiatement. En plus de se comporter comme un mur normal, Abramacabra attaque automatiquement un adversaire à chaque tour.", + "STATUS_INFLATED_NAME": "Gigantisme", + "STATUS_DEFLATED_NAME": "Nanisme", + "STATUS_INFLATED_DESCRIPTION": "Augmente les caractéristiques d'attaque et de défense du personnage, mais réduit fortement son esquive.", + "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", + "UI_TIMER_CHEATED": "{timer} (Triche)", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "Augmente fortement l'esquive du personnage, mais réduit ses caractéristiques d\\'attaque et de défense.", + "UI_CHEATS_ENABLED": "Console de triche activée", + "UI_BUTTON_NO": "Non", + "UI_BUTTON_YES": "Oui", + "UI_CHEATS_DISABLED": "Console de triche désactivée", + "UI_BUTTON_OK": "OK", + "UI_BUTTON_CANCEL": "Annuler", + "UI_BUTTON_BACK": "Retour", + "UI_LOADING": "Chargement...", + "UI_BUTTON_CONTINUE": "Continuer", + "UI_BUTTON_EXIT": "Quitter", + "UI_BUTTON_CLOSE": "Fermer", + "UI_BUTTON_SUBMIT": "Envoyer", + "UI_BUTTON_SAVE_CHANGES": "Appliquer et sauvegarder les modifications", + "UI_LOADING_WORLD_BOUNDARY": "Chargement du reste du monde...", + "UI_LOADING_PROGRESS": "Chargement de la scène {0}/{1}...", + "UI_LOADING_PREPARE_PROGRESS": "Préparation de la scène {0}/{1}...", + "UI_LOADING_SHADER_PROGRESS": "Mise en cache du contenu {0}/{1}...", + "UI_BATTLE_FIGHT_BUTTON": "Action", + "UI_BATTLE_ITEM_BUTTON": "Objet", + "UI_BATTLE_SWITCH_BUTTON": "Forme", + "UI_BATTLE_FLEE_BUTTON": "Fuir", + "UI_BATTLE_RECORD_BUTTON": "Enreg.", + "UI_BATTLE_INSPECT_BUTTON": "Effets", + "UI_BATTLE_FUSE_BUTTON": "Fusion !", + "UI_BATTLE_UNFUSE_BUTTON": "Scission", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusion...", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusion-", + "UI_BATTLE_FLEE_CHANCE": "{0} %", + "UI_BUTTON_MOVE_PASSIVE": "Passive", + "UI_BATTLE_FUSION_METER": "-Fusion-", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Cette espèce ne figure pas dans ton bestiaire.", + "BATTLE_TITLE_ARCHANGEL": "Archange", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Renforts de l'équipe adverse.", + "BATTLE_ADJECTIVE_TEAM1.n": "{name} ennemi·e {disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.m": "{name} ennemi {disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "{name} ennemie {disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "{name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "{0} s'est transformée en {1} !", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "Veilleuse {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "Veilleur·se {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "{0} s'est transformé en {1} !", + "BATTLE_FAILED": "Échec !", + "BATTLE_FAILED_SLEEP": "Zzzz !", + "BATTLE_TAPE_SWITCHED.n": "{0} s'est transformé·e en {1} !", + "BATTLE_DIED.f": "{0} est morte...", + "BATTLE_DIED.m": "{0} est mort...", + "BATTLE_DIED.n": "{0} est mort·e...", + "BATTLE_TAPE_DEFEATED.f": "La cassette de {0} est détruite !", + "BATTLE_RESURRECTED.m": "Mais « {cause} » l'a ramené à la vie !", + "BATTLE_DEFEATED.f": "{0} vaincue !", + "BATTLE_RESURRECTED.n": "Mais « {cause} » l'a ramené·e à la vie !", + "BATTLE_RESURRECTED.f": "Mais « {cause} » l'a ramenée à la vie !", + "BATTLE_DEFEATED.m": "{0} vaincu !", + "BATTLE_DEFEATED.n": "{0} vaincu·e !", + "BATTLE_DEFEATED_NO_TAPES.f": "{0} n'a plus de cassettes !", + "BATTLE_DEFEATED_NO_TAPES.n": "{0} n'a plus de cassettes !", + "BATTLE_DEFEATED_NO_TAPES.m": "{0} n'a plus de cassettes !", + "BATTLE_TAPE_DEFEATED.m": "La cassette de {0} est détruite !", + "BATTLE_TAPE_DEFEATED.n": "La cassette de {0} est détruite !", + "BATTLE_GHOST_DEFEATED.m": "{0} a disparu...", + "BATTLE_SUMMON_DEFEATED.n": "{0} s'est retiré·e du combat !", + "BATTLE_SUMMON_DEFEATED.f": "{0} s'est retirée du combat !", + "BATTLE_SUMMON_DEFEATED.m": "{0} s'est retiré du combat !", + "BATTLE_GHOST_DEFEATED.f": "{0} a disparu...", + "BATTLE_VICTORY": "VICTOIRE !", + "BATTLE_GHOST_DEFEATED.n": "{0} a disparu...", + "BATTLE_WON": "Tu as remporté le combat !", + "BATTLE_LOST": "Tu as perdu le combat...", + "BATTLE_FLEE_CONFIRM": "Veux-tu vraiment fuir ?", + "BATTLE_FLEE_FAILED": "Impossible de fuir !", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Impossible de fuir !\\nVeux-tu utiliser le voyage rapide pour retourner ? Certains objets seront perdus.", + "BATTLE_FLED": "Tu as fui le combat...", + "BATTLE_EXP_POINTS": "Ton équipe a gagné {0} points d'expérience !", + "BATTLE_TARGET_TEAM0": "Ton équipe", + "UI_CHARACTER_LEVEL": "Niv {0}", + "BATTLE_TARGET_TEAM1": "Équipe ennemie", + "UI_CHARACTER_LEVEL_LONG": "Niveau {0}", + "UI_CHARACTER_ABILITIES_HEADING": "Aptitudes :", + "UI_CHARACTER_ABILITY_UNKNOWN": "???", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Cassette signature :", + "BATTLE_FUSING": "Les cœurs de {0} et {1} ne font plus qu'un !", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "Caractéristiques +10 % si transformation en {species} ou son évolution.", + "BATTLE_FUSED": "{0} et {1} ont fusionné en {2} !", + "BATTLE_UNFUSING": "{0} et {1} ne sont plus synchrones !", + "BATTLE_TOAST_SPLASH": "SPLASH", + "BATTLE_TOAST_CRIT": "CRIT", + "BATTLE_TOAST_MISSED": "RATÉ", + "BATTLE_TOAST_BLOCKED": "IMMUNITÉ", + "BATTLE_TOAST_NO_EFFECT": "SANS EFFET", + "BATTLE_TOAST_AP": "PA", + "BATTLE_TOAST_INTERCEPTED": "INTERCEPTION", + "BATTLE_TOAST_RECORD_CHANCE": "\\nDE CHANCES", + "UI_BATTLE_TAPE_IN_USE": "Utilisée", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Didacticiel : {status_effect}", + "BATTLE_REACTION_TUTORIAL_TITLE": "Didacticiel : {reaction_name}", + "STAT_max_hp": "PV max", + "MAX_STAMINA_INCREASE": "Ton endurance a augmenté de {increase_percent} % !\\nTu peux maintenant planer pendant {total} secondes.", + "STAT_melee_defense": "Défense au corps à corps", + "STAT_melee_attack": "Attaque au corps à corps", + "STAT_ranged_attack": "Attaque à distance", + "STAT_ranged_defense": "Défense à distance", + "STAT_speed": "Vitesse", + "STAT_accuracy": "Précision", + "STAT_evasion": "Esquive", + "STAT_max_ap": "PA max", + "STAT_move_accuracy": "Précision", + "STAT_move_slots": "Emplacements", + "STAT_damage": "Dégâts", + "STAT_move_splash_damage": "Dégâts de zone", + "STAT_move_effect_chance": "Chances d'effet", + "STAT_move_crit_damage": "Dégâts critiques", + "STAT_move_crit_rate": "Chances de critique", + "STAT_exp": "EXP", + "STAT_priority_chance": "Chances d'initiative", + "SHORT_NAME_max_hp": "PV max", + "SHORT_NAME_melee_attack": "Atq (CàC)", + "SHORT_NAME_melee_defense": "Déf (CàC)", + "SHORT_NAME_ranged_attack": "Atq (D)", + "SHORT_NAME_ranged_defense": "Déf (D)", + "SHORT_NAME_speed": "Vitesse", + "UI_PARTY_CHECK_TAPE": "Examiner la cassette", + "UI_PARTY_CHECK_CHARACTER": "Observer {name}", + "UI_PARTY_TRANSFORM": "Transformation", + "UI_PARTY_SWAP_TAPE": "Changer de cassette", + "UI_PARTY_USE_ITEM": "Utiliser un objet", + "UI_PARTY_PUT_AWAY": "Stocker", + "UI_PARTY_NO_MOVES": "Aucun autocollant.", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "La cassette {tape_name} a été stockée.", + "UI_PARTY_TAPE_COLLECTION": "Collection de cassettes...", + "UI_PARTY_MOVE_LIST_OVERFLOW": "Et {n} de plus...", + "UI_PARTY_STATS_CHARACTER": "Forme humaine", + "UI_PARTY_STATS_FORM": "Multiplicateurs de caractéristiques", + "UI_PARTY_STICKERS": "Autocollants", + "UI_PARTY_STATS_COMBINED": "Forme hybride", + "UI_PARTY_BOOTLEG": "Non officielle", + "UI_PARTY_EMPTY_STICKER_SLOT": "- Emplacement vide -", + "UI_PARTY_APPLY_STICKER": "Ajouter un autocollant", + "UI_PARTY_PEEL_STICKER": "Retirer un autocollant", + "UI_PARTY_REPLACE_STICKER": "Remplacer un autocollant", + "UI_PARTY_STICKER_PEELED_DROPPED": "L'élément \\\"{move_name}\\\" est tombé au sol, car tu n\\'as plus de place dans ton inventaire.", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "Remplacer « {old_move} » par « {new_move} » ?", + "UI_PARTY_EDIT_STICKERS": "Voir/Modifier les capacités", + "UI_PARTY_STICKER_PEELED": "L'autocollant « {move_name} » a été rangé dans ton inventaire.", + "UI_PARTY_RENAME_TAPE": "Renommer", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Groupe", + "UI_PARTY_RENAME_TAPE_TITLE": "Renommer « {0} »", + "UI_PARTY_BESTIARY": "Voir dans le bestiaire", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Collection : K7 par numéro", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "Collection : K7 par nom", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Collection : K7 non officielles", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Collection : K7 favorites", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Collection : {type}", + "UI_TAPE_COLLECTION": "Collection de cassettes", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Ajouter au groupe", + "UI_TAPE_COLLECTION_FAVORITE": "Ajouter aux K7 favorites", + "UI_TAPE_COLLECTION_RECYCLE": "Recycler", + "UI_TAPE_COLLECTION_UNFAVORITE": "Retirer des K7 favorites", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "Retirer tous les autocollants", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "Les autocollants de la cassette {tape_name} ont été rangés dans ton inventaire.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Certains autocollants de la cassette {tape_name} n'ont pas pu être retirés, car tu n\\'as pas assez de place pour eux dans ton inventaire.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Certains autocollants de la cassette {tape_name} ont été jetés, car tu n'as pas assez de place pour eux dans ton inventaire.", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "Veux-tu vraiment recycler la cassette {tape_name} ? Elle disparaîtra définitivement de ta collection.", + "UI_TAPE_COLLECTION_EMPTY": "Aucune cassette.", + "UI_LOAD_FILE_LOADING": "Vérification...", + "UI_LOAD_FILE_EMPTY": "Emplacement vide", + "UI_LOAD_FILE_INVALID": "Emplacement corrompu", + "UI_LOAD_FILE_SAVED_DATETIME": "Dernière sauvegarde le {day}-{month}-{year} à {hour}:{minute}:{second}", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Mort définitive le {day}-{month}-{year} à {hour}:{minute}:{second}", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "Nouvelle partie", + "UI_LOAD_FILE_CONTINUE_GAME": "Charger la partie", + "UI_LOAD_FILE_ERASE": "Supprimer", + "UI_LOAD_FILE_CUSTOM_GAME": "Partie personnalisée", + "UI_PAUSE_MAP_BTN": "Carte", + "UI_PAUSE_PARTY_BTN": "Groupe", + "UI_PAUSE_INVENTORY_BTN": "Inventaire", + "UI_PAUSE_QUEST_LOG_BTN": "Journal des quêtes", + "UI_PAUSE_BESTIARY_BTN": "Bestiaire", + "UI_PAUSE_REST_BTN": "Repos", + "UI_PAUSE_SAVE_BTN": "Sauvegarder", + "UI_PAUSE_QUIT_BTN": "Quitter", + "UI_QUIT_CONFIRM": "Veux-tu vraiment quitter ?\\nTu n'as pas sauvegardé depuis {duration}.", + "UI_EVOLUTION_TITLE": "Rematriçage", + "UI_QUIT_CONFIRM_SECONDS": "{num} seconde(s)", + "UI_QUIT_CONFIRM_MINUTES": "{num} minute(s)", + "UI_SAVING": "Sauvegarde en cours...", + "UI_SAVING_MESSAGE": "Sauvegarde de ta progression...", + "UI_SAVE_COMPLETE": "Sauvegarde terminée !", + "UI_SAVE_FAILED": "Échec de la sauvegarde.", + "UI_SAVE_LOAD_FAILED": "Cette sauvegarde ne peut pas être chargée.", + "UI_SAVE_REQUIRE_FULL_VERSION": "Cette sauvegarde nécessite la version complète du jeu.", + "UI_SAVE_ERASE_CONFIRM": "Supprimer définitivement cette sauvegarde ?", + "UI_EVOLUTION_BUTTON": "Rematricer", + "UI_EVOLUTION_SUBTITLE": "Fais évoluer tes monstres !", + "UI_EVOLUTION_CONFIRM": "Rematricer ta cassette {monster_name} en une forme plus puissante ?", + "UI_EVOLUTION_DESCRIPTION": "Ta cassette {evolved_from} est devenue une cassette {evolved_to} !", + "UI_EVOLUTION_SPECIALIZATION": "Choisis une spécialisation", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "Manettes", + "RELATIONSHIP_UNLOCK_FUSION.n": "Les fusions avec {name} sont maintenant possibles dans les combats ordinaires !", + "RELATIONSHIP_LEVEL_UP": "Relation Niv {level} !", + "RELATIONSHIP_UNLOCK_FUSION.m": "Les fusions avec {name} sont maintenant possibles dans les combats ordinaires !", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "Tu peux maintenant utiliser les super pouvoirs quand tu fusionnes avec {name} !", + "RELATIONSHIP_UNLOCK_FUSION.f": "Les fusions avec {name} sont maintenant possibles dans les combats ordinaires !", + "RELATIONSHIP_FUSION_STRENGTH.m": "La puissance de tes fusions avec {name} est augmentée de {added_strength} %.", + "RELATIONSHIP_FUSION_STRENGTH.n": "La puissance de tes fusions avec {name} est augmentée de {added_strength} %.", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "Tu peux maintenant utiliser les super pouvoirs quand tu fusionnes avec {name} !", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "Tu peux maintenant utiliser les super pouvoirs quand tu fusionnes avec {name} !", + "RELATIONSHIP_FUSION_STRENGTH.f": "La puissance de tes fusions avec {name} est augmentée de {added_strength} %.", + "UI_QUEST_NEW": "Nouvelle quête :", + "UI_QUEST_UPDATE": "Quête mise à jour :", + "UI_QUEST_COMPLETE": "Quête terminée !", + "UI_QUEST_NEW_VIEW_LOG": "Voir le journal des quêtes", + "PARTNER_SWAP_CONFIRM.m": "Prendre {name} avec toi ?", + "PARTNER_UNLOCKED_TITLE.m": "Partenaire débloqué :", + "PARTNER_SWAP_CONFIRM.n": "Prendre {name} avec toi ?", + "PARTNER_SWAP_CONFIRM.f": "Prendre {name} avec toi ?", + "PARTNER_UNLOCKED.m": "{name} est maintenant ton partenaire !", + "PARTNER_UNLOCKED_TITLE.n": "Partenaire débloqué·e :", + "PARTNER_UNLOCKED_TITLE.f": "Partenaire débloquée :", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} a décidé de retourner au café Gramophone.", + "UI_EXCHANGE": "Échange", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} a décidé de retourner au café Gramophone.", + "PARTNER_UNLOCKED.n": "{name} est maintenant taon partenaire !", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} a décidé de retourner au café Gramophone.", + "PARTNER_UNLOCKED.f": "{name} est maintenant ta partenaire !", + "UI_CAMPING_REST": "Repos", + "UI_EXCHANGE_PRICE": "Prix", + "UI_EXCHANGE_RESOURCES": "Tes ressources", + "OBTAINED_TAPE": "Tu as obtenu une cassette {tape_name} !", + "ABILITY_UNLOCKED": "Tu as obtenu l'aptitude {ability} !", + "UI_MAP_UNKNOWN_FEATURE": "???", + "ABILITY_glide": "Danse du papillon", + "ABILITY_UNLOCKED_glide": "Tu peux désormais maintenir {control.jump} pour planer sur de longues distances !\\nAttention, ça épuise ton endurance.", + "UI_TAPES_REPAIRED": "Tes cassettes hors d'usage ont été réparées !", + "UI_MAP_YOUR_LOCATION": "Ta position", + "UI_MAP_FAST_TRAVEL_CONFIRM": "Aller là : {location} ?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "Tu ne peux pas utiliser le voyage rapide ici.", + "UI_BESTIARY_SEEN_COUNT": "Rencontré(s) : {num}/{total}", + "UI_BESTIARY_RECORDED_COUNT": "Enregistré(s) : {num}/{total}", + "UI_BESTIARY_FORMED_COUNT": "Fusion(s) : {num}/{total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent} %", + "UI_BESTIARY_UNKNOWN_SPECIES": "???", + "UI_BESTIARY_SORT_BY_NAME": "Trier par nom", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Voir les monstres", + "UI_BESTIARY_SORT_BY_NUMBER": "Trier par numéro", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Voir les fusions", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "n°{num}", + "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "Habitat", + "UI_BESTIARY_INFO_TAB_STATS": "Caractéristiques", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "Amène la cassette de ce monstre à 5 étoiles pour débloquer plus d'informations.", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "Enregistre ce monstre pour débloquer plus d'informations.", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Non officiels", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Non officiel(s) : {num}/{total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Bats ce monstre pour débloquer plus d'informations.", + "UI_BESTIARY_INFO_TAB_NUM": "{tab}/{count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "Vaincu(s) :", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Rencontré(s) :", + "UI_BESTIARY_INFO_STATS_RECORDED": "Enregistré(s) :", + "UI_BESTIARY_INFO_STATS_FORMED": "Transformation(s) :", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Voir sur la carte", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat inconnu.", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "Où trouver « {species_name} »  :", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Habitat de l'espèce « {species_name} »", + "UI_BESTIARY_INFO_NO_DATA": "Pas de données supplémentaires.", + "UI_BESTIARY_INFO_BIO_FUSION": "Résultat de la fusion des espèces « {species1} » et « {species2} ».", + "UI_CHARACTER_CREATION": "Modification de personnage", + "UI_CHARACTER_CREATION_INTRO": "Qui es-tu ?", + "UI_CC_LABEL_NAME": "Nom", + "UI_CC_LABEL_PRONOUNS": "Pronoms", + "UI_CC_VALUE_PRONOUN.m": "Il/Lui", + "UI_CC_VALUE_PRONOUN.f": "Elle/Elle", + "UI_CC_VALUE_PRONOUN.n": "Iel/Ellui", + "UI_CC_LABEL_WINGS": "Ailes", + "UI_CC_LABEL_HAIR": "Coupe de cheveux", + "UI_CC_LABEL_HEAD": "Visage", + "UI_CC_LABEL_LEGS": "Bas", + "UI_CC_LABEL_BODY": "Haut", + "UI_CC_LABEL_BODY_COLOR_1": "Couleur Haut 1", + "UI_CC_LABEL_BODY_COLOR_2": "Couleur Haut 2", + "UI_CC_LABEL_EYE_COLOR": "Couleur des yeux", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Couleur des accessoires (visage)", + "UI_CC_LABEL_FAVORITE_COLOR": "Couleur préférée", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Couleur des accessoires (cheveux)", + "UI_CC_LABEL_HAIR_COLOR": "Couleur des cheveux", + "UI_CC_LABEL_SHOE_COLOR": "Couleur Chaussures", + "UI_CC_LABEL_LEGS_COLOR": "Couleur Bas", + "UI_CC_VALUE_wings_generic": "Dominuit", + "UI_CC_LABEL_SKIN_COLOR": "Couleur de peau", + "UI_CC_RANDOMIZE": "Aléatoire", + "UI_CC_VALUE_wings_kuneko": "Kuneko", + "UI_CC_VALUE_wings_sirenade": "Sirènade", + "UI_CC_VALUE_wings_rockertrice": "Rockatrix", + "UI_CC_VALUE_wings_averevoir": "Cormorevoir", + "UI_CC_VALUE_wings_umbrahella": "Ombrapluie", + "UI_CC_VALUE_wings_jetpack1": "Jetpack 1", + "UI_CC_VALUE_wings_jetpack2": "Jetpack 2", + "UI_CC_VALUE_wings_booster": "Propulseurs", + "UI_CC_VALUE_wings_davinci": "De Vinci", + "UI_CC_VALUE_wings_devil": "Diable", + "UI_CC_VALUE_wings_fairy": "Fée", + "UI_CC_VALUE_wings_glider": "Paravoile", + "UI_CC_VALUE_wings_cape": "Cape", + "UI_CC_VALUE_hair_short": "Half-hawk", + "UI_CC_VALUE_hair_bow1": "Queue de cheval", + "UI_CC_VALUE_hair_quiff": "Houppe", + "UI_CC_VALUE_hair_hairtie": "Attachés", + "UI_CC_VALUE_hair_afro1": "Afro", + "UI_CC_VALUE_hair_afro2": "Flat-top", + "UI_CC_VALUE_hair_bun1": "Chignon 1", + "UI_CC_VALUE_hair_bun2": "Chignon 2", + "UI_CC_VALUE_hair_bun3": "Macarons", + "UI_CC_VALUE_hair_neat1": "Simple", + "UI_CC_VALUE_hair_long1": "Frange longue", + "UI_CC_VALUE_hair_headband1": "Bandeau", + "UI_CC_VALUE_hair_headband2": "Asymétrique", + "UI_CC_VALUE_hair_bald": "Chauve", + "UI_CC_VALUE_hair_bob1": "Carré droit", + "UI_CC_VALUE_hair_bob2": "Carré ondulé", + "UI_CC_VALUE_hair_headscarf1": "Foulard", + "UI_CC_VALUE_hair_cultist1.m": "Fanatique", + "UI_CC_VALUE_hair_cultist1.f": "Fanatique", + "UI_CC_VALUE_hair_cultist1.n": "Fanatique", + "UI_CC_VALUE_hair_flower1": "Floral", + "UI_CC_VALUE_hair_hat1": "Macarons et chapeau", + "UI_CC_VALUE_hair_dreadlocks1": "Dreadlocks", + "UI_CC_VALUE_hair_dreadlocks2": "Dreadlocks courtes", + "UI_CC_VALUE_hair_straight1": "Coupe au bol", + "UI_CC_VALUE_hair_mullet1": "Mulet", + "UI_CC_VALUE_hair_hardhat1": "Casque de sécurité", + "UI_CC_VALUE_hair_braid1": "Natte longue", + "UI_CC_VALUE_hair_sharp1": "Frange droite", + "UI_CC_VALUE_hair_balding": "Calvitie", + "UI_CC_VALUE_hair_cat1": "Oreilles de chat", + "UI_CC_VALUE_hair_moonstone": "Moonstone", + "UI_CC_VALUE_hair_magikrab": "Chapeau de Magicrabe", + "UI_CC_VALUE_head_generic": "Naturel", + "UI_CC_VALUE_head_glasses_1": "Lunettes", + "UI_CC_VALUE_head_makeup1": "Fard à paupières", + "UI_CC_VALUE_head_makeup2": "Peinture", + "UI_CC_VALUE_head_beard1": "Barbe 1", + "UI_CC_VALUE_head_beard2": "Barbe 2", + "UI_CC_VALUE_head_mask1": "Masque", + "UI_CC_VALUE_head_visor1": "Visière", + "UI_CC_VALUE_head_grumpy": "Grognon", + "UI_CC_VALUE_body_sweater1": "Pull", + "UI_CC_VALUE_body_tshirt1": "T-Shirt 1", + "UI_CC_VALUE_body_tshirt2": "T-Shirt 2", + "UI_CC_VALUE_body_jacket": "Veste 1", + "UI_CC_VALUE_body_jacket2": "Veste 2", + "UI_CC_VALUE_body_jacket3": "Gilet", + "UI_CC_VALUE_body_jacket4": "Veste 3", + "UI_CC_VALUE_body_cultist1.m": "Fanatique", + "UI_CC_VALUE_body_cultist1.f": "Fanatique", + "UI_CC_VALUE_body_cultist1.n": "Fanatique", + "UI_CC_VALUE_body_dress1": "Robe vintage", + "UI_CC_VALUE_body_apron1": "Tablier", + "UI_CC_VALUE_body_vest1": "Débardeur", + "UI_CC_VALUE_legs_generic": "Pantalon", + "UI_CC_VALUE_body_poncho1": "Poncho", + "UI_CC_VALUE_body_moonstone": "Moonstone", + "UI_CC_VALUE_legs_shorts1": "Short", + "UI_CC_VALUE_legs_skirt1": "Jupe", + "UI_CC_VALUE_legs_moonstone": "Moonstone", + "UI_CC_VALUE_hair_bansheep": "Chapeau de Fantômouton", + "UI_CC_VALUE_hair_candevil": "Chapeau de Gourmandiable", + "UI_CC_VALUE_hair_traffikrab": "Chapeau de Traficrabe", + "UI_CC_VALUE_hair_springheel": "Chapeau de Ressortalon", + "UI_CC_VALUE_legs_pombomb": "Short de Spitzplosif", + "UI_CC_VALUE_body_pombomb": "Chapeau de Spitzplosif", + "UI_CC_VALUE_hair_cap1": "Casquette de baseball", + "UI_CC_VALUE_hair_cap2": "Casquette plate", + "UI_CC_VALUE_hair_twintails": "Couettes", + "UI_CC_VALUE_hair_bow2": "Frange et nœud", + "UI_CC_VALUE_hair_fox1": "Bestial", + "UI_CC_VALUE_hair_windswept": "Balayés", + "UI_CC_VALUE_hair_goggles1": "Pointes et lunettes", + "UI_CC_VALUE_hair_mohawk1": "Mohawk", + "UI_CC_VALUE_hair_flower2": "Frange et fleur", + "UI_CC_VALUE_hair_beret1": "Béret", + "UI_CC_VALUE_head_glasses2": "Lunettes rondes", + "UI_CC_VALUE_body_jacket5": "Trench-coat", + "UI_CC_VALUE_body_vest2": "Crop top", + "UI_CC_VALUE_legs_boots1": "Bottes montantes", + "UI_LOADING_FLUFF_2": "Rendons son manteau à un Sautepeau...", + "UI_LOADING_FLUFF_4": "Espionnons un Filoupin...", + "UI_LOADING_FLUFF_1": "Approchons furtivement d'un Ressortalon...", + "UI_LOADING_FLUFF_3": "Aiguisons les griffes acérées d'un Éventerreur...", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "JE SUIS DE RETOUR AVEC UNE FORCE ET UNE DÉTERMINATION DEUX FOIS PLUS GRANDE QUE TU NE L'IMAGINAIS ET JE CONNAIS CE SENTIMENT QU\\'ON ÉPROUVE QUAND ON N\\'EST JAMAIS COMPLÈTEMENT SEULS ET JE T\\'AVAIS DIT DE NE PAS FAIRE UN PAS DE PLUS VERS MOI TU VAS COMPRENDRE QUE RIEN N\\'A CHANGÉ...", + "UI_LOADING_FLUFF_5": "Nourrissons un Truanpire...", + "UI_LOADING_FLUFF_6": "Éloignons un Macabra des chèvres...", + "UI_LOADING_FLUFF_8": "Réparons la lance d'un Écurikiki...", + "UI_LOADING_FLUFF_7": "Polissons le crâne d'un Folklord...", + "UI_LOADING_FLUFF_14": "Donnons un sucre d'orge à Grampus...", + "UI_LOADING_FLUFF_9": "Adoubons un Palangolin...", + "UI_LOADING_FLUFF_10": "Allumons la mèche d'un Spitzplosif...", + "UI_LOADING_FLUFF_11": "Rechargeons un Fusiraptor...", + "UI_LOADING_FLUFF_12": "Rechargeons un Artillerex...", + "UI_LOADING_FLUFF_13": "Dessinons sur le masque d'un Maskelfe...", + "UI_LOADING_FLUFF_16": "Installons un paratonnerre pour attirer un Spartéclair...", + "UI_LOADING_FLUFF_15": "Rechargeons un Électam...", + "NEW_GAME_INTRO_QUOTE_1": "Ainsi chevauche ce chevalier à travers le royaume,\\nvers la péninsule de Wirral... Un lieu mal aimé\\nde Dieu comme des hommes de bonne foi.", + "UI_LOADING_FLUFF_17": "Réglons un Téléchat...", + "UI_LOADING_FLUFF_18": "Préparons un Apocorvus...", + "UI_LOADING_FLUFF_19": "Dirigeons un Traficrabe...", + "UI_LOADING_FLUFF_20": "Évitons des Barricrabes...", + "UI_LOADING_FLUFF_21": "Soufflons sur un Pistilion...", + "UI_LOADING_FLUFF_22": "Arrosons un Dracorolle...", + "UI_LOADING_FLUFF_23": "Peignons un Champinceau...", + "UI_LOADING_FLUFF_24": "Admirons les créations de Champigogh...", + "UI_LOADING_FLUFF_25": "Remontons un Autorobin...", + "UI_LOADING_FLUFF_26": "Creusons une Sautrouille...", + "UI_LOADING_FLUFF_28": "Saluons un Cormorevoir...", + "UI_LOADING_FLUFF_27": "Habillons un Braxtard...", + "UI_LOADING_FLUFF_29": "Observons un Kivoitou...", + "UI_LOADING_FLUFF_30": "Exterminons les Ordurisseurs...", + "UI_LOADING_FLUFF_31": "Boxons avec un Canijab...", + "UI_LOADING_FLUFF_32": "Cuisinons dans un Chardron...", + "UI_LOADING_FLUFF_33": "Ranimons un Mortipion...", + "UI_LOADING_FLUFF_34": "Écoutons le sermon d'un Squelevangéliste...", + "UI_LOADING_FLUFF_36": "Saluons respectueusement une Reinyx...", + "UI_LOADING_FLUFF_35": "Prêtons serment à un Tomberoi...", + "UI_LOADING_FLUFF_38": "Invoquons un Djinn Tonic...", + "UI_LOADING_FLUFF_37": "Testons la résistance d'un Cosmigrade dans l\\'espace...", + "NEW_GAME_INTRO_QUOTE_2": "Sire Gauvain et le Chevalier vert,\\nAuteur inconnu, XIVe siècle", + "CAMPING_CONFIRM": "Camper ici ?", + "CAFE_CAMPING_CONFIRM": "Faire une courte pause ici ?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Capacité : {stacks} / {maximum} lots", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, page {page} sur {page_count}", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "Classer", + "UI_INVENTORY_FILTER": "Filtre", + "UI_INVENTORY_FILTER_APPLIED": "{num} filtre(s)", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "[i]Tous[/i] les autocollants correspondant au filtre actuel seront supprimés définitivement de ton inventaire. Veux-tu vraiment recycler ces {stacks} lots d'autocollants ? Au total, {total} autocollants seront recyclés.", + "UI_INVENTORY_BULK_RECYCLE": "Recycler tout", + "UI_INVENTORY_FILTER_NAME": "Nom", + "UI_INVENTORY_FILTER_RARITY": "Rareté :", + "UI_INVENTORY_FILTER_RARITY_ALL": "Tous", + "UI_INVENTORY_FILTER_RARITY_COMMON": "Ordinaire", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Peu courant", + "UI_INVENTORY_FILTER_RARITY_RARE": "Rare", + "UI_INVENTORY_FILTER_CATEGORY": "Catégorie", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "Tous", + "UI_INVENTORY_FILTER_TYPE": "Type élémentaire", + "UI_INVENTORY_FILTER_TYPE_ALL": "Tous", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Aucun", + "UI_QUEST_LOG_CATEGORY_QUESTS": "Quêtes", + "UI_QUEST_LOG_CATEGORY_RUMORS": "Rumeurs", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Succès", + "UI_QUEST_LOG_NO_QUESTS": "Aucune quête.", + "UI_QUEST_LOG_NO_RUMORS": "Aucune rumeur.", + "UI_QUEST_LOG_SECTION_MAIN": "Quêtes principales", + "UI_QUEST_LOG_SECTION_SIDE": "Quêtes secondaires", + "UI_QUEST_LOG_SECTION_OTHER": "Autres", + "UI_QUEST_LOG_SECTION_COMPLETED": "Terminées", + "UI_QUEST_LOG_SECTION_ACHIEVED": "Obtenu(s) ({0}/{1})", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "Non obtenu(s)", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Succès secret, n°{0}.", + "UI_QUEST_LOG_VIEW_BUTTON": "Voir la carte", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "« {rumor_dialogue} »", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Écouter la chanson", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Voir les tampons", + "UI_QUEST_TIMER": "Valide pendant {minutes} min(s).", + "UI_QUEST_LOG_TRACK_BUTTON": "Suivre", + "UI_QUEST_LOG_UNTRACK_BUTTON": "Oublier", + "UI_QUEST_TRACKER_RUMOR": "Rumeur : {quest_title}", + "NOTIFICATION_ACHIEVEMENT": "Succès débloqué", + "NOTICEBOARD_TITLE": "Panneau des Veilleurs", + "NOTICEBOARD_LEVEL": "Niveau {level}", + "NOTICEBOARD_REMINDER_TITLE": "Avis à tous les Veilleurs :", + "NOTICEBOARD_REQUIREMENT_RANGER1": "Rejoins les Veilleurs et termine ta formation pour pouvoir accéder à ces quêtes.", + "NOTICEBOARD_REMINDER_BODY": "N'oublie pas d\\'écouter ce que les civils ont à dire, ou tu pourrais rater de belles opportunités ! Ianthe n\\'a pas le temps d\\'enquêter elle-même sur toutes les rumeurs qui circulent !", + "NOTICEBOARD_METER_LABEL": "Quantité de matière fusionnée avant niveau suivant : {amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "Nouvelle quête", + "NOTICEBOARD_REWARD_UNKNOWN": "???", + "NOTICEBOARD_NEXT_REWARD": "Prochaine récompense :", + "NOTICEBOARD_METER_RATIO": "Acquise : {amount_owned}/{total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "Nouveau monstre", + "NOTICEBOARD_REWARD_ITEMS": "Objets", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Accepte cette quête pour en savoir plus.", + "NOTICEBOARD_QUEST_COMPLETED": "Terminé", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "Cette quête n'est pas disponible pour l\\'instant. Termines-en d\\'autres et reviens plus tard.", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Accepter la quête", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "Voir dans le journal", + "CHOOSE_STARTER_OPTION1": "Effrayant", + "CHOOSE_STARTER_TITLE": "Quel style tu préfères ?", + "CHOOSE_STARTER_OPTION2": "Mignon", + "TUTORIAL_DEMO1.m": "Cette démo est maintenant terminée. L'ensemble de Bytten Studio (Tom et Jay !) espère que ce petit avant-goût vous a plu !", + "TUTORIAL_DEMO_TITLE": "Merci d'avoir joué !", + "TUTORIAL_DEMO2.f": "Vous pourrez reprendre cette sauvegarde dans la version complète du jeu.", + "TUTORIAL_DEMO1.n": "Cette démo est maintenant terminée. L'ensemble de Bytten Studio (Tom et Jay !) espère que ce petit avant-goût vous a plu !", + "TUTORIAL_DEMO1.f": "Cette démo est maintenant terminée. L'ensemble de Bytten Studio (Tom et Jay !) espère que ce petit avant-goût vous a plu !", + "TUTORIAL_DEMO_STORE_BTN": "Obtiens la version complète !", + "TUTORIAL_DEMO2.m": "Vous pourrez reprendre cette sauvegarde dans la version complète du jeu.", + "TUTORIAL_DEMO2.n": "Vous pourrez reprendre cette sauvegarde dans la version complète du jeu.", + "TUTORIAL_REMASTER_TITLE": "Didacticiel : Rematriçage", + "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", + "TUTORIAL_REMASTER": "Certaines cassettes peuvent être « rematricées » quand elles atteignent les 5 étoiles.\\n\\nCeci leur permet d'évoluer vers une forme plus puissante : les caractéristiques de leurs monstres sont augmentées et ils acquièrent de nouvelles capacités.\\n\\nCertaines formes de monstres ne peuvent être obtenues que par ce processus, et dans certains cas, les résultats peuvent varier en fonction de diverses conditions.\\n\\nRematrice tes cassettes chaque fois que c\\'est possible !", + "TUTORIAL_FUSION_TITLE": "Didacticiel : Fusion", + "TUTORIAL_FUSION1.f": "Quand l'entente est bonne entre toi et l\\'un de tes compagnons, vous pouvez fusionner pour former un monstre encore plus puissant !\\n\\nPlus vous êtes proches, plus votre fusion sera puissante.\\n\\nMais garde un œil sur la jauge de fusion, elle doit impérativement être pleine !", + "TUTORIAL_FUSION1.m": "Quand l'entente est bonne entre toi et l\\'un de tes compagnons, vous pouvez fusionner pour former un monstre encore plus puissant !\\n\\nPlus vous êtes proches, plus votre fusion sera puissante.\\n\\nMais garde un œil sur la jauge de fusion, elle doit impérativement être pleine !", + "TUTORIAL_FUSION1.n": "Quand l'entente est bonne entre toi et l\\'un de tes compagnons, vous pouvez fusionner pour former un monstre encore plus puissant !\\n\\nPlus vous êtes proches, plus votre fusion sera puissante.\\n\\nMais garde un œil sur la jauge de fusion, elle doit impérativement être pleine !", + "TUTORIAL_FUSION2": "Sous forme fusionnée, tu reçois 4 PA chaque tour au lieu de 2, ce qui te permet d'utiliser plus vite tes capacités les plus puissantes.\\n\\nTu as également accès à l\\'ensemble des capacités des deux cassettes fusionnées, et leurs caractéristiques sont additionnées.", + "TUTORIAL_RELATIONSHIPS": "Il est très important de tisser des liens avec tes amis. La qualité de vos relations affecte directement la puissance de vos fusions !\\n\\nTu peux te rapprocher d'un partenaire en menant à bien les quêtes qu\\'il te confie et en combattant à ses côtés. Le moment venu, tu pourras alors faire une pause au camp ou au café pour améliorer votre relation.", + "TUTORIAL_RECORDING1": "Le fait qu'un enregistrement réussisse ou non dépend du hasard, mais plusieurs facteurs peuvent toutefois influer sur les probabilités de succès :\\n\\n- Le nombre de PV du monstre.\\n- Son niveau et sa rareté.\\n- Les dégâts que tu lui as infligés pendant le processus.\\n- Les dégâts subis par le personnage qui enregistre.", + "TUTORIAL_RELATIONSHIPS_TITLE": "Didacticiel : Relations", + "TUTORIAL_RECORDING2": "Utiliser des effets pour renforcer les attaques visant le monstre que tu tentes d'enregistrer peut être un excellent moyen d\\'augmenter tes chances de succès.\\n\\nTant que l\\'enregistrement est en cours, le monstre ne peut pas fuir ni mourir, alors, pas la peine de retenir tes coups !", + "TUTORIAL_RECORDING_TITLE": "Didacticiel : Enregistrements", + "TUTORIAL_TAPE_STORAGE.f": "Quand ton groupe est plein, les cassettes que tu enregistres sont placées dans un compartiment spécial de ton sac à dos. Tu peux y accéder et modifier la composition de ton groupe depuis un camp ou le café.\\n\\nLes cassettes en stock dont tu ne veux plus peuvent être recyclées pour obtenir des ressources et des autocollants.", + "TUTORIAL_TAPE_STORAGE.m": "Quand ton groupe est plein, les cassettes que tu enregistres sont placées dans un compartiment spécial de ton sac à dos. Tu peux y accéder et modifier la composition de ton groupe depuis un camp ou le café.\\n\\nLes cassettes en stock dont tu ne veux plus peuvent être recyclées pour obtenir des ressources et des autocollants.", + "TUTORIAL_TAPE_STORAGE_TITLE": "Didacticiel : Collection de cassettes", + "TUTORIAL_STICKERS1": "Les capacités auxquelles tu as accès quand tu utilises une cassette en combat dépendent des autocollants qu'il y a dessus.\\n\\nTu peux associer de nouvelles capacités à une cassette en ajoutant des autocollants depuis ton inventaire. À l\\'inverse, les capacités dont tu ne veux plus peuvent être retirées et stockées sous forme d\\'autocollants dans ton inventaire.", + "TUTORIAL_STICKERS_TITLE": "Didacticiel : Autocollants & Capacités", + "TUTORIAL_TAPE_STORAGE.n": "Quand ton groupe est plein, les cassettes que tu enregistres sont placées dans un compartiment spécial de ton sac à dos. Tu peux y accéder et modifier la composition de ton groupe depuis un camp ou le café.\\n\\nLes cassettes en stock dont tu ne veux plus peuvent être recyclées pour obtenir des ressources et des autocollants.", + "TUTORIAL_STICKERS2": "Un autocollant est utilisable à volonté, mais ne peut être ajouté que sur une seule cassette à la fois.\\n\\nTu peux les obtenir de différentes façons :\\n\\n- En remplissant la jauge d'expérience d\\'une cassette.\\n- En les trouvant dans des coffres et des caches.\\n- En les achetant auprès de certains marchands de Port-la-Ville.", + "TUTORIAL_AP2": "Chaque membre du groupe reçoit 2 PA en début de tour, et un PA supplémentaire quand il utilise une attaque bénéficiant d'un avantage de type.\\n\\nTu peux jouer la stratégie et utiliser des capacités peu coûteuses pour accumuler des PA et accéder ainsi à des coups plus puissants.", + "TUTORIAL_AP_TITLE": "Didacticiel : Points d'action", + "TUTORIAL_AP1": "Note bien ces petits carrés orange : ils représentent tes points d'action, ou PA pour faire court.\\n\\nLa plupart des capacités consomment des PA. La quantité de PA requise par une capacité est affichée à côté de son nom.\\n\\nSi tes PA sont insuffisants, la capacité est inutilisable pendant ce tour.", + "TUTORIAL_ARCHANGEL_AP_TITLE": "Didacticiel : Archanges", + "TUTORIAL_ARCHANGEL_AP": "Contrairement aux autres monstres qui dépensent leurs PA pour attaquer, les archanges patientent jusqu'à en avoir accumulé 10.\\n\\nUne fois cette quantité de PA acquise, ils l\\'utilisent entièrement pour lancer une attaque angélique unique.\\n\\nAfin de survivre, mets en place une solide défense pour pouvoir encaisser cette attaque dévastatrice, ou débrouille-toi pour remporter le combat avant.", + "TUTORIAL_STATIONS1": "Tant que tu es à l'extérieur, tu peux activer le voyage rapide sur la carte.\\n\\nAu début, tu pourras seulement retourner au café Gramophone, mais chaque gare que tu rouvres ajoutera une nouvelle destination utilisable.", + "TUTORIAL_STATIONS_TITLE": "Didacticiel : Voyage rapide et gares", + "TUTORIAL_STATIONS2": "Les gares de læ Mer-ligne semblent elles-mêmes abriter d'étranges créatures venues de très loin.\\n\\nUne exploration approfondie de ces gares pourrait bien rapporter gros.", + "TYPE_CHART_ATTACKER": "Attaquant :", + "TYPE_CHART_DEFENDER": "Défenseur :", + "TYPE_CHART_TRANSMUTATION": "Transmutation :", + "TYPE_CHART_NO_REACTION": "Aucune réaction.", + "TYPE_CHART_BUFFS": "Effet(s) bénéfiques(s) :", + "TYPE_CHART_DEBUFFS": "Effet(s) néfaste(s) :", + "TYPE_CHART_OTHER": "Autre effet :", + "TYPE_CHART_STATUS_AMOUNT": "×{amount}", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Cela pourrait être dangereux. Il est recommandé d'avoir au moins 2 cassettes en état de marche avant de continuer.", + "TITLE_SCREEN_PLAY_BUTTON": "Jouer", + "TITLE_SCREEN_PRESS_BUTTON": "Appuie sur {control.ui_accept}", + "TITLE_SCREEN_LANGUAGE_BUTTON": "Langue", + "TITLE_SCREEN_CREDITS_BUTTON": "Crédits", + "UI_SETTINGS": "Paramètres", + "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×·", + "UI_SETTINGS_GRAPHICS": "Graphismes", + "UI_SETTINGS_AUDIO": "Audio", + "UI_SETTINGS_GAMEPLAY": "Gameplay", + "UI_SETTINGS_KEYBOARD": "Clavier", + "UI_SETTINGS_CONTROLLER": "Manette", + "UI_SETTINGS_DEFAULTS_BUTTON": "Réinitialiser", + "UI_SETTINGS_REBIND_BUTTON": "Réassigner", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Plein écran", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Oui", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "Non", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "Nombre d'images par seconde", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "Résolution", + "UI_SETTINGS_GRAPHICS_PRESET_0": "Faible", + "UI_SETTINGS_GRAPHICS_PRESET": "Graphismes prédéfinis", + "UI_SETTINGS_GRAPHICS_PRESET_1": "Moyenne", + "UI_SETTINGS_GRAPHICS_PRESET_2": "Élevée", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Personnalisé", + "UI_SETTINGS_GRAPHICS_MODE_0": "Performances", + "UI_SETTINGS_GRAPHICS_MODE": "Mode graphique", + "UI_SETTINGS_GRAPHICS_MODE_1": "Équilibré", + "UI_SETTINGS_GRAPHICS_MODE_2": "Qualité", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Anticrénelage", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Désactivé", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", + "UI_SETTINGS_VALUE_ON": "Oui", + "UI_SETTINGS_VALUE_OFF": "Non", + "UI_SETTINGS_GRAPHICS_DOF": "Flou de profondeur de champ", + "UI_SETTINGS_GRAPHICS_GLOW": "Luminosité", + "UI_SETTINGS_GRAPHICS_SHADOW": "Ombres de la carte du monde", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Streaming de la carte du monde", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Moins de pop-ins", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Utilisation limitée du processeur", + "UI_SETTINGS_CLOSE_CONFIRM": "Fermer sans appliquer les modifications ?", + "UI_SETTINGS_SAVED": "Paramètres sauvegardés !", + "UI_SETTINGS_AUDIO_VOLUME_Master": "Volume principal", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Volume des effets sonores", + "UI_SETTINGS_AUDIO_VOLUME_Music": "Volume de la musique", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "Volume des voix", + "UI_SETTINGS_AUTOSAVE": "Sauvegarde automatique", + "UI_SETTINGS_AUTOSAVE_ENABLED": "Activée", + "UI_SETTINGS_AUTOSAVE_DISABLED": "Désactivée", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Activé", + "UI_SETTINGS_SHOW_TIMER": "Compteur (Speedrun)", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visible", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "Masqué", + "UI_SETTINGS_QUEST_TRACKER": "Traqueur de quête", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Désactivé", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Description des effets", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Première fois", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Toujours", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Jamais", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Activées", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Désactivées", + "UI_SETTINGS_SCREEN_SHAKE": "Secousses de l'écran", + "UI_SETTINGS_VIBRATION_ENABLED": "Activées", + "UI_SETTINGS_VIBRATION": "Vibrations de la manette", + "UI_SETTINGS_VIBRATION_DISABLED": "Désactivées", + "UI_SETTINGS_AI_SMARTNESS": "Niveau de l'IA", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Minable", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "Très faible", + "UI_SETTINGS_AI_SMARTNESS_EASY": "Faible", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Recommandé", + "UI_SETTINGS_AI_SMARTNESS_HARD": "Élevé", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "Très élevé", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Skynet", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Désactivée", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- Humains et boss choisissent leurs capacités judicieusement.\\n- Les monstres agissent principalement de façon aléatoire.", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- Les ennemis choisissent leurs capacités de façon plus aléatoire.", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- Tous les ennemis choisissent leurs capacités plus intelligemment.", + "UI_SETTINGS_LEVEL_SCALING": "Adaptation des niveaux", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "Déplorable", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "Très faible", + "UI_SETTINGS_LEVEL_SCALING_EASY": "Faible", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recommandée", + "UI_SETTINGS_LEVEL_SCALING_HARD": "Élevée", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "Très élevée", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Grind obligatoire", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- L'adaptation des niveaux est totalement désactivée.", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- Les ennemis de haut niveau sont légèrement affaiblis.\\n- Boss et PNJ de bas niveau sont peu ajustés.", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- Les ennemis de haut niveau ne sont pas affaiblis.\\n- Boss et PNJ de bas niveau sont légèrement ajustés.", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- Les ennemis de haut niveau ne sont pas affaiblis.\\n- Boss et PNJ de bas niveau sont plus fortement ajustés.", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Commandes des menus", + "UI_SETTINGS_KEYBOARD_ui_accept": "Confirmer", + "UI_SETTINGS_KEYBOARD_ui_cancel": "Annuler", + "UI_SETTINGS_KEYBOARD_ui_page_up": "Page Haut", + "UI_SETTINGS_KEYBOARD_ui_page_down": "Page Bas", + "UI_SETTINGS_KEYBOARD_ui_action_1": "Action IU 1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "Action IU 2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "Action IU 3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Réassigner « {0} »", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Commandes de jeu", + "UI_SETTINGS_CONTROLLER_move": "Déplacement", + "UI_SETTINGS_KEYBOARD_move_up": "Haut", + "UI_SETTINGS_KEYBOARD_move_left": "Gauche", + "UI_SETTINGS_KEYBOARD_move_right": "Droite", + "UI_SETTINGS_KEYBOARD_move_down": "Bas", + "UI_SETTINGS_KEYBOARD_interact": "Interagir", + "UI_SETTINGS_KEYBOARD_jump": "Sauter", + "UI_SETTINGS_KEYBOARD_dash": "Foncer", + "UI_SETTINGS_KEYBOARD_magnetism": "Magnétisme", + "UI_SETTINGS_KEYBOARD_climb": "Grimper", + "UI_SETTINGS_KEYBOARD_pause_menu": "Menu", + "UI_SETTINGS_KEYBOARD_map_menu": "Carte", + "UI_SETTINGS_KEYBOARD_party_menu": "Groupe", + "UI_SETTINGS_KEYBOARD_inventory_menu": "Inventaire", + "UI_SETTINGS_KEYBOARD_fast_mode": "Vitesse des combats x4 (Maintenir)", + "UI_SETTINGS_KEYBOARD_PROMPT": "Appuie sur 1 à 4 touches pour leur assigner cette commande.", + "CONTROLLER_DISCONNECTED_PASSIVE": "Manette déconnectée.", + "UI_SETTINGS_KEYBOARD_INVALID": "Une configuration incomplète ne peut pas être sauvegardée.", + "AUTOSPLIT_DISCONNECTED": "Connexion au serveur LiveSplit interrompue.", + "AUTOSPLIT_CONNECTED": "Connexion au serveur LiveSplit établie.", + "CONTROLLER_DISCONNECTED_MODAL": "Manette déconnectée. Veuillez la reconnecter.", + "AUTOSPLIT_CONNECTION_FAILED": "Échec de la connexion au serveur LiveSplit.", + "AUTOSPLIT_RELOADED": "Configuration LiveSplit rechargée.", + "AUTOSPLIT_RELOAD_FAILED": "Impossible de recharger la configuration LiveSplit.", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Manettes", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Manette déconnectée", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Veuillez la reconnecter.", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "Suis les instructions de Kayleigh pour débloquer le mode multijoueur local en coop.", + "UNKNOWN_BESTIARY_INDEX": "???", + "UI_JOYPAD_SELECT_LOAD_FILE": "Charge la sauvegarde avec laquelle lancer le mode multijoueur local en coop.", + "UI_JOYPAD_SELECT_JOIN": "Appuie sur {join_btn}", + "BESTIARY_INDEX_ARCHANGEL": "A{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Quitter", + "UI_RANGER_STAMP_CARD_FLAGCODE": "Code : {0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Retournez au menu principal pour commencer à jouer au DLC que vous venez d'installer.", + "BESTIARY_INDEX_FUSION": "F{0}", + "DLC_INSTALLED_RESTART_PROMPT": "Redémarrez le jeu pour commencer à jouer au DLC que vous venez d'installer.", + "PAGE_NUMBER": "{page} / {count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "Redémarre le jeu pour commencer à jouer avec les mods que tu viens d'installer.", + "DLC_MOD_WARNING_TITLE": "Attention !", + "DLC_UGC_DOWNLOADING": "Téléchargement des mods {num}/{total}…", + "DLC_MOD_WARNING": "Tu as choisi de lancer le jeu avec des mods.\\n\\nBytten Studio et Raw Fury ne sont pas responsables du contenu et du bon fonctionnement de ces mods. Assure-toi de bien faire confiance à leurs auteurs avant de continuer.\\n\\nFais preuve de prudence et amuse-toi bien !", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "Jouer avec des mods", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "Jouer sans mods", + "DLC_MOD_WARNING_DOCUMENTATION": "Documentation", + "DLC_MOD_WARNING_QUIT": "Quitter", + "GEARYU_DESCRIPTION": "un gros lézard mécanique", + "SALAMAGUS_LORE_1": "L'insaisissable Salamage est un adepte de la pyromancie et des arts obscurs. Il est capable de cracher du feu grâce à un combustible stocké au niveau de sa tête, dans deux petites poches que les non-initiés confondent souvent avec des yeux globuleux.", + "SALAMAGUS_NAME_PREFIX": "Sala", + "SALAMAGUS_NAME_SUFFIX": "mage", + "PYROMELEON_NAME_PREFIX": "Pyro", + "SALAMAGUS_LORE_2": "Un mage, ou magicien, est un individu capable d'utiliser la magie. C\\'est une figure fantastique très courante dans le folklore, la mythologie et la pop culture.", + "SALAMAGUS_DESCRIPTION": "un lézard avec une tête triangulaire", + "PYROMELEON_NAME": "Pyroméléon", + "PYROMELEON_NAME_SUFFIX": "méléon", + "PYROMELEON_LORE_1": "Le Pyroméléon est un maître de la pyromancie, capable de cracher du feu mais aussi de le contrôler. Il garde souvent une flammèche au bout de la langue, dans l'unique but de démontrer sa maîtrise de cet élément.", + "PYROMELEON_DESCRIPTION": "un lézard avec une langue immense", + "ICEPECK_LORE_2": "Les stalactites se forment quand l'eau gèle alors qu\\'elle s\\'écoule d\\'un objet. On en observe souvent sur les arbres et les toits des maisons en hiver et dans les régions froides.", + "ICEPECK_LORE_1": "Les Glacebecs possèdent un bec de glace qui leur permet de repousser leurs assaillants. Ces appendices buccaux peuvent fondre complètement sous un climat trop tempéré, ce qui explique pourquoi ces monstres quittent très rarement les hauteurs glacées du mont Wirral.", + "PYROMELEON_LORE_2": "La pyromancie désigne à la fois l'art de la divination par les flammes et l\\'aptitude à conjurer et à contrôler le feu par la magie. Ceux qui pratiquent ces arts portent le nom de \\\"pyromanciens\\\".", + "CRYOSHEAR_NAME_PREFIX": "Cryo", + "CRYOSHEAR_NAME": "Cryolame", + "ICEPECK_DESCRIPTION": "un oiseau avec un bec de glace", + "CRYOSHEAR_NAME_SUFFIX": "lame", + "CRYOSHEAR_DESCRIPTION": "un combattant paré d'un manteau et armé de lames de glace", + "CRYOSHEAR_LORE_2": "La cryosphère désigne l'ensemble des zones de la surface terrestre où l\\'eau existe essentiellement à l\\'état solide, comme en Arctique et en Antarctique.", + "CRYOSHEAR_LORE_1": "Les Cryolames sont armés de deux épées de glace qu'ils utilisent pour attaquer leurs ennemis. Leur technique offensive la plus courante consiste à manier ces deux lames comme une énorme paire de ciseaux.", + "SPOOKI-ONNA_NAME": "Phobie-onna", + "SPOOKI-ONNA_NAME_PREFIX": "Phobie", + "SPOOKI-ONNA_LORE_1": "La légende raconte que les Phobie-onnas apparaissent pour égarer les imprudents en route pour la cime du mont Wirral. Les témoignages parlent d'une femme qui invite les malheureux à s\\'approcher, avant de les envelopper d\\'une brume glaciale et mortelle.", + "SPOOKI-ONNA_NAME_SUFFIX": "-onna", + "BOLTAM_NAME_PREFIX": "Élec", + "BOLTAM_NAME": "Électamarin", + "SPOOKI-ONNA_LORE_2": "La Yuki-onna est un Yōkai, une créature de la mythologie japonaise. Les légendes à son sujet sont variées, mais décrivent typiquement une femme spectrale associée à la neige et au blizzard, souvent source de malheur et de mort pour ceux qui la rencontrent.", + "SPOOKI-ONNA_DESCRIPTION": "une femme de brume effrayante", + "BOLTAM_NAME_SUFFIX": "tamarin", + "BOLTAM_LORE_1": "La tête métallique de l'Électamarin est hautement conductrice et absorbe passivement les courants électriques de l\\'atmosphère. Il peut alors utiliser cette énergie pour générer un champ magnétique lui permettant de se déplacer aisément sur terre et dans les airs.", + "BOLTAM_DESCRIPTION": "une créature avec une bille de flipper pour tête", + "BOLTAM_LORE_2": "Le magnétisme est une force générée par le déplacement de charges électriques. Les objets métalliques peuvent être \\\"magnétisés\\\" en leur appliquant des courants électriques, ce qui permet de générer un champ magnétique.", + "PLASMANTLER_NAME": "Plasmabois", + "PLASMANTLER_NAME_PREFIX": "Plasma", + "PLASMANTLER_NAME_SUFFIX": "bois", + "PLASMANTLER_LORE_2": "Bien que le magnétisme soit généralement associé aux objets métalliques, tous les matériaux sont affectés par le magnétisme. La force électromagnétique est l'une des constantes du monde physique tel que nous le comprenons.", + "SPARKTAN_NAME": "Spartéclair", + "PLASMANTLER_DESCRIPTION": "un monstre avec une tête de métal ornée de bois", + "PLASMANTLER_LORE_1": "Les Plasmabois sont la forme mature des Électamarins, atteinte à force d'absorber de l\\'énergie électrique. Leur champ magnétique est assez puissant pour attirer ou repousser les matériaux non ferreux.", + "SPARKTAN_NAME_PREFIX": "Spart", + "SPARKTAN_LORE_1": "Les Spartéclairs sont des nuages d'orage vivants. Ils peuvent étendre à volonté leurs \\\"bras\\\" constitués d\\'énergie électrique concentrée. Ils préfèrent vivre à haute altitude, où ils peuvent amasser tranquillement plus de nuages.", + "SPARKTAN_NAME_SUFFIX": "téclair", + "SPARKTAN_LORE_2": "Les nuages se forment à partir des particules en suspension dans l'atmosphère d\\'une planète. Dans le cas de la Terre, ils sont constitués d\\'humidité et peuvent prendre différentes formes en fonction de l\\'altitude et du degré d\\'hygrométrie.", + "ZEUSTRIKE_NAME": "Stratozeus", + "SPARKTAN_DESCRIPTION": "un nuage d'orage vivant", + "ZEUSTRIKE_NAME_PREFIX": "Strato", + "ZEUSTRIKE_NAME_SUFFIX": "zeus", + "ZEUSTRIKE_LORE_2": "Les tempêtes de foudre se forment quand la friction entre l'eau et la glace contenues dans les cumulonimbus déplace suffisamment d\\'électrons pour créer un différentiel de tension entre les nuages et le sol, menant à une décharge électrique.", + "ZEUSTRIKE_LORE_1": "Les Stratozeus s'affrontent souvent en duel dans le ciel. Le tonnerre généré par l\\'impact de leurs bras de foudre se confond avec celui des simples orages.", + "ZEUSTRIKE_DESCRIPTION": "un nuage coiffé d'un casque grec", + "KITTELLY_NAME_PREFIX": "Télé", + "KITTELLY_NAME": "Téléchat", + "KITTELLY_LORE_1": "Les Téléchats ne peuvent communiquer que par l'intermédiaire des parasites qui s\\'affichent sur l\\'écran de leur tête. Ces messages sont difficiles à déchiffrer, ce qui les empêche le plus souvent de créer des liens avec d\\'autres créatures.", + "KITTELLY_NAME_SUFFIX": "chat", + "KITTELLY_LORE_2": "Souvent associé au surnaturel et à la sorcellerie, le chat noir est considéré comme un mauvais présage ou un symbole de malchance dans de nombreuses cultures. Une réputation totalement injustifiée.", + "CAT-5_NAME": "Cat-5", + "KITTELLY_DESCRIPTION": "un chat avec une télévision cassée pour tête", + "CAT-5_NAME_PREFIX": "Cat", + "CAT-5_LORE_1": "Bien que sa tête ressemble à un écran plasma, le Cat-5 ne semble avoir aucune difficulté à y voir. Dépourvu de bouche, c'est grâce à l\\'aide de deux câbles qui lui servent de queues qu\\'il absorbe l\\'électricité statique dans l\\'atmosphère afin de pouvoir survivre.", + "CAT-5_NAME_SUFFIX": "-5", + "CAT-5_LORE_2": "Le Cat Sith est une créature de la mythologie celtique. Décrit comme un grand chat noir, on raconte qu'il était capable de voler l\\'âme des défunts avant qu\\'elle puisse rejoindre l\\'au-delà.", + "JELLYTON_NAME": "Gelos", + "CAT-5_DESCRIPTION": "un chat avec un écran plat pour tête", + "JELLYTON_NAME_PREFIX": "Gel", + "JELLYTON_LORE_1": "Les Gelos sont des Mortipions qui ont eu la malchance de tomber dans la vase des marais sans pouvoir en ressortir. Au fil du temps, leur corps finit par pourrir pour prendre une forme constituée essentiellement de boue toxique. Selon certains, cette boue serait un excellent engrais.", + "JELLYTON_NAME_SUFFIX": "los", + "JELLYTON_LORE_2": "Les \\\"gluants\\\" sont un grand classique de la pop culture moderne, notamment dans le domaine du fantastique. Bien qu'ils ne soient pas référencés de façon précise dans la mythologie, ils sont souvent décrits comme des monstres informes constitués de gelée ou d\\'ichor. Ils sont capables de dissoudre tout ce qu\\'ils touchent.", + "JELLYTON_DESCRIPTION": "une créature visqueuse avec une tête de mort", + "NEVERMORT_NAME": "Corbomort", + "NEVERMORT_NAME_PREFIX": "Corbo", + "NEVERMORT_NAME_SUFFIX": "mort", + "NEVERMORT_LORE_1": "Il est important de noter que les Corbomorts n'ont pas de bec. Ils portent en fait un masque de médecin de la peste en porcelaine. Ce qui se cache derrière est un secret qu\\'il ne vaut mieux pas tenter de découvrir.", + "NEVERMORT_DESCRIPTION": "un corbeau masqué et encapuchonné", + "NEVERMORT_LORE_2": "Les corvidés, et plus particulièrement les corbeaux, sont très présents dans l'art et le folklore de nombreuses cultures. Dans la mythologie grecque, ils étaient les protégés d\\'Apollon et symboles de malchance.", + "APOCROWLYPSE_NAME": "Apocorvus", + "APOCROWLYPSE_NAME_PREFIX": "Apo", + "APOCROWLYPSE_NAME_SUFFIX": "corvus", + "APOCROWLYPSE_LORE_2": "Au XVIe siècle, Charles de Lorme a inventé le masque en forme de bec emblématique des médecins de la peste qui soignaient les victimes d'épidémies. Ce \\\"bec\\\" était rempli d\\'épices et de parfums, censés prévenir toute contamination par voie aérienne.", + "APOCROWLYPSE_LORE_1": "En plus de sa cape et de son masque, l'Apocorvus porte une ceinture ornée d\\'un gros crâne d\\'animal. De loin, cela lui donne l\\'apparence d\\'une silhouette encapuchonnée chevauchant une monture squelettique.", + "MAGIKRAB_NAME": "Magicrabe", + "APOCROWLYPSE_DESCRIPTION": "un oiseau effrayant à quatre pattes", + "MAGIKRAB_NAME_PREFIX": "Magi", + "MAGIKRAB_NAME_SUFFIX": "crabe", + "MAGIKRAB_LORE_1": "Les Magicrabes furent les premiers monstres à débarquer à la Nouvelle-Wirral dans un lointain passé. L'espèce est aujourd\\'hui presque éteinte, avec seulement un dernier spécimen survivant, gardien éternel et consciencieux du réseau de gares de l\\'île.", + "MAGIKRAB_SUBTITLE": "Chef de train", + "CLOCKSLEY_NAME": "Autorobin", + "MAGIKRAB_DESCRIPTION": "un crabe coiffé d'un chapeau de magicien", + "MAGIKRAB_LORE_2": "Dans l'art de la prestidigitation, le chapeau du magicien est un accessoire incontournable. Tout illusionniste digne de ce nom peut y faire disparaître un mouchoir ou en sortir un lapin.", + "CLOCKSLEY_NAME_PREFIX": "Auto", + "CLOCKSLEY_NAME_SUFFIX": "robin", + "CLOCKSLEY_LORE_2": "Si les automates existent depuis l'Antiquité, c\\'est au XIXe siècle que les jouets mécaniques ont connu leur heure de gloire en Occident. Ces jouets doivent souvent être remontés à l\\'aide d\\'une clé s\\'insérant dans un trou de leur châssis.", + "CLOCKSLEY_LORE_1": "La longue pince de l'Autorobin lui offre un avantage unique en combat, lui permettant de manier des armes tout en restant à bonne distance de ses adversaires. Cet atout vient compenser sa faible vitesse.", + "ROBINDAM_NAME": "Robindam", + "ROBINDAM_NAME_PREFIX": "Robin", + "ROBINDAM_NAME_SUFFIX": "dam", + "ROBINDAM_LORE_2": "Robin des bois est un héros du folklore britannique bien connu à travers le monde. De son vrai nom \\\"Robin de Locksley\\\", c'est un hors-la-loi très populaire, qui vole aux riches pour donner aux pauvres.", + "ROBINDAM_LORE_1": "Les Robindams manient leur arc en plastique à la perfection. Leurs flèches à ventouse peuvent atteindre une cible à plus de 300 mètres. Ils sont fiers de cette précision et de leur sens aigu de la justice.", + "CLOCKSLEY_DESCRIPTION": "un jouet doté d'une longue pince", + "TWIRLIGIG_NAME": "Tourniventail", + "ROBINDAM_DESCRIPTION": "un gros robot avec un arc et des flèches", + "TWIRLIGIG_NAME_PREFIX": "Tourni", + "TWIRLIGIG_NAME_SUFFIX": "ventail", + "TWIRLIGIG_LORE_2": "Les mannequins de paille et de bois servaient traditionnellement d'épouvantails et de cibles d\\'entraînement au combat.", + "KIRIKURI_NAME": "Kirikuri", + "TWIRLIGIG_DESCRIPTION": "un mannequin en bois sautillant", + "TWIRLIGIG_LORE_1": "Les Tourniventails servaient autrefois de mannequins d'entraînement, mais ont fini par acquérir une conscience de manière inexpliquée. Dépourvus de membres complexes articulés, ils se déplacent et attaquent en pivotant sur leurs pieux en bois.", + "KIRIKURI_NAME_PREFIX": "Kiri", + "KIRIKURI_LORE_1": "Autrefois simples mannequins d'entraînement au combat, les Kirikuris ont fini par prendre eux-mêmes les armes. Ils se battent au bokken, un katana en bois conçu pour l\\'entraînement.", + "KIRIKURI_NAME_SUFFIX": "kuri", + "KIRIKURI_LORE_2": "Le bokken est un type de sabre en bois japonais. Utilisé pour l'entraînement aux arts martiaux, il dérive le plus souvent du katana, mais peut adopter différentes tailles et formes pour imiter d\\'autres styles d\\'épées.", + "BRUSHROOM_NAME": "Champinceau", + "KIRIKURI_DESCRIPTION": "un mannequin en bois armé d'une épée et d\\'un bouclier", + "BRUSHROOM_NAME_PREFIX": "Champ", + "BRUSHROOM_NAME_SUFFIX": "pinceau", + "BRUSHROOM_LORE_2": "L'histoire de la peinture est aussi ancienne que celle de l\\'humanité, et il en est de même pour celle du pinceau. Les peintures rupestres de la préhistoire ont ainsi été réalisées à l\\'aide d\\'outils constitués de roseaux et de cheveux.", + "BRUSHROOM_LORE_1": "Les Champinceaux sont des artistes passionnés qui peignent à l'aide des étranges pigments suintant de leur tête. Ils sont capables d\\'altérer les propriétés physiques d\\'un objet en fonction de la couleur qu\\'ils utilisent.", + "FUNGOGH_NAME": "Champigogh", + "BRUSHROOM_DESCRIPTION": "un champignon équipé d'un pinceau et d\\'un bandana", + "FUNGOGH_NAME_PREFIX": "Champi", + "FUNGOGH_LORE_1": "Le Champigogh associe l'art du combat à celui de la calligraphie. Ses mouvements sont rapides et précis, combinant postures rigoureuses et puissants coups de pinceau.", + "FUNGOGH_NAME_SUFFIX": "gogh", + "BUSHEYE_LORE_1": "Les Broussœils passent presque tout leur temps cachés dans les buissons, à la fois pour échapper à leurs prédateurs et pour surprendre leurs proies. Ils peuvent rester immobiles pendant des heures, au point de s'endormir et de rater leur chance de bondir sur leur cible.", + "FUNGOGH_LORE_2": "Les pinceaux modernes possèdent généralement un manche en bois ou en métal et des poils en soie ou en nylon. Les pinceaux de qualité supérieure utilisent toujours des poils d'animaux, notamment de cochon ou de zibeline.", + "FUNGOGH_DESCRIPTION": "un champignon avec une moustache", + "HUNTORCH_NAME": "Torchasse", + "BUSHEYE_DESCRIPTION": "un petit buisson ambulant", + "BUSHEYE_LORE_2": "L'Homme vert est un personnage folklorique connu à travers le monde, le plus souvent représenté par un visage d\\'homme orné de feuillage. C\\'est un symbole du printemps et du renouveau, qu\\'on retrouve gravé sur de nombreuses façades de bâtiments.", + "HEDGEHERNE_NAME": "Ronceherne", + "HUNTORCH_NAME_PREFIX": "Tor", + "HUNTORCH_LORE_1": "Les Torchasses sont de fervents traqueurs, capables de poursuivre une cible à des kilomètres sans difficulté. Il leur arrive de mettre accidentellement feu à leurs propres feuilles avec la torche qu'ils emportent partout.", + "HUNTORCH_NAME_SUFFIX": "chasse", + "HUNTORCH_LORE_2": "La Chasse Sauvage est un motif folklorique européen aux représentations très variées, mais impliquant le plus souvent un groupe de chasseurs fantomatiques à cheval. Leur identité dépend de l'époque et du lieu où cette poursuite sauvage prend place.", + "HUNTORCH_DESCRIPTION": "un buisson à cornes portant une torche", + "HEDGEHERNE_NAME_PREFIX": "Ronce", + "HEDGEHERNE_NAME_SUFFIX": "herne", + "HEDGEHERNE_LORE_1": "Le Ronceherne est un maître de la chasse, toujours prêt à traquer impitoyablement les proies qu'il juge dignes d\\'intérêt. Sa corne toujours incandescente lui permet de brûler des forêts entières pour piéger ses cibles.", + "HEDGEHERNE_LORE_2": "Herne le chasseur est un personnage du folklore anglais. Il est représenté comme un homme coiffé de bois de cerf hantant la forêt de Windsor à cheval. Il est également associé au mythe de la Chasse sauvage.", + "BRAXSUIT_NAME": "Braxtard", + "HEDGEHERNE_DESCRIPTION": "une créature couverte de feuilles tenant une corne enflammée", + "BRAXSUIT_NAME_PREFIX": "Brax", + "BRAXSUIT_NAME_SUFFIX": "tard", + "BRAXSUIT_LORE_2": "En 1952, trois garçons du comté de Braxton, en Virginie occidentale, ont observé un étrange extraterrestre. C'était une créature verte avec une tête en forme d\\'as de pique.", + "BRAXSUIT_LORE_1": "Les Braxtards accordent une grande importance à leur apparence. Ils semblent réellement bouleversés dès que leur cravate est un peu de travers.", + "BRAXSUIT_DESCRIPTION": "une créature au visage rond parée d'une cravate", + "FLAPWOODS_NAME_PREFIX": "Épou", + "FLAPWOODS_NAME": "Épouchandail", + "FLAPWOODS_LORE_1": "La cape bouffante d'Épouchandail lui donne l\\'apparence d\\'un vieux chiffon suspendu dans le vent. Tout le monde s\\'accorde à dire que le regard vide de ses grands yeux jaunes est extrêmement perturbant.", + "FLAPWOODS_NAME_SUFFIX": "chandail", + "FLAPWOODS_LORE_2": "L'apparition du \\\"monstre de Flatwoods\\\" en 1952 est rapidement devenue une légende urbaine. Si les descriptions varient, la forme singulière de sa tête, ses mains aux doigts griffus et sa robe flottant au-dessus du sol sont bien connus de tous les passionnés de cryptides et autres rencontres du troisième type.", + "FLAPWOODS_DESCRIPTION": "un extraterrestre aux yeux ronds avec des bras en lévitation", + "BINVADER_NAME": "Ordurisseur", + "BINVADER_NAME_PREFIX": "Ordur", + "BINVADER_LORE_1": "Les Ordurisseurs sont des créatures vertes tentaculaires pilotant des véhicules de combat ressemblant à de simples poubelles. Ils sont équipés de deux \\\"bras\\\" situés à l'avant : l\\'un tire des rayons dévastateurs, l\\'autre leur permet de frapper leurs cibles.", + "BINVADER_NAME_SUFFIX": "risseur", + "BINVADER_LORE_2": "Les poubelles existent depuis des millénaires... des systèmes de récupération des déchets existaient déjà sous l'Empire romain. Mais c\\'est au XIXe siècle que la \\\"poubelle en métal\\\" classique s\\'est popularisée, fabriquée à bas prix à partir de bandes de métal rivées et soudées entre elles pour former un cylindre.", + "BINVADER_DESCRIPTION": "une poubelle extraterrestre", + "BINTERLOPER_NAME": "Détritueur", + "BINTERLOPER_NAME_PREFIX": "Détri", + "BINTERLOPER_NAME_SUFFIX": "tueur", + "BINTERLOPER_LORE_1": "Les Détritueurs sont des combattants plus hauts gradés que les Ordurisseurs, disposant d'engins de combat plus puissants. Il leur arrive fréquemment de donner des ordres aux Ordurisseurs, ce qui laisse supposer qu\\'une certaine hiérarchie militaire existe entre eux.", + "BINTERLOPER_LORE_2": "La démocratisation de la benne à roulettes au cours du XXe siècle s'est faite conjointement au développement de la gestion des ordures par les municipalités, une nécessité compte tenu de la croissance exponentielle de la production de déchets par les ménages en environnement urbain.", + "PAWNDEAD_NAME": "Mortipion", + "BINTERLOPER_DESCRIPTION": "un extraterrestre dans une benne en plastique", + "PAWNDEAD_NAME_PREFIX": "Morti", + "PAWNDEAD_LORE_1": "Les Mortipions peuvent transmuter leur corps en granit et passent ainsi une grande partie de leur temps dans un état dormant. Ces \\\"statues\\\" ont déjà surpris plus d'un voyageur de passage, qui se retrouve sans crier gare entouré de monstres macabres et inexpressifs.", + "PAWNDEAD_NAME_SUFFIX": "pion", + "PAWNDEAD_LORE_2": "Le pion est la pièce élémentaire du jeu d'échecs. Il ne peut se déplacer que d\\'une seule case à la fois, et ne peut \\\"prendre\\\" une pièce adverse qu\\'en diagonale vers l\\'avant. En dépit de ses capacités limitées, il convient de ne surtout pas le sous-estimer.", + "SKELEVANGELIST_NAME": "Squelevangéliste", + "PAWNDEAD_DESCRIPTION": "un squelette à grosse tête et sans bras", + "SKELEVANGELIST_NAME_PREFIX": "Squele", + "SKELEVANGELIST_NAME_SUFFIX": "vangéliste", + "SKELEVANGELIST_DESCRIPTION": "un squelette en lévitation paré d'un froc", + "SKELEVANGELIST_LORE_2": "Aux échecs, le \\\"fou\\\" est une pièce pouvant se déplacer en diagonale sur n'importe quelle distance. Chaque joueur commence la partie avec deux fous dans son camp.", + "SKELEVANGELIST_LORE_1": "Les Squelevangélistes murmurent en permanence un chant étrange. Ces vocalises s'intensifient lorsqu\\'ils exploitent leurs capacités télékinétiques pour manipuler des pierres et des rochers.", + "QUEENYX_NAME": "Reinyx", + "KINGRAVE_NAME_PREFIX": "Tombe", + "KINGRAVE_NAME": "Tomberoi", + "KINGRAVE_LORE_1": "Le corps du Tomberoi est fait d'une pierre dense et malléable ornée de couleurs. Il se déplace très lentement en glissant sur le sol, traînant derrière lui sa cape de fourrure.", + "KINGRAVE_NAME_SUFFIX": "roi", + "KINGRAVE_LORE_2": "Le \\\"roi\\\" est la pièce maîtresse du jeu d'échecs. Il ne peut se déplacer que d\\'une seule case par tour. Si le roi d\\'un joueur est menacé de capture de façon imparable, il est \\\"échec et mat\\\" et le joueur concerné perd la partie.", + "KINGRAVE_DESCRIPTION": "un immense roi d'échecs", + "QUEENYX_NAME_PREFIX": "Rein", + "QUEENYX_LORE_1": "Les Reinyx peuvent canaliser l'énergie élémentaire dans les orbes qu\\'elles manipulent et qu\\'elles peuvent projeter avec précision sur leurs adversaires. Bien que dépourvues de jambes, elles sont rapides et peuvent glisser sur les terrains solides comme si elles flottaient dans les airs.", + "QUEENYX_NAME_SUFFIX": "nyx", + "ALLSEER_NAME": "Kivoitou", + "QUEENYX_DESCRIPTION": "une immense reine d'échecs", + "QUEENYX_LORE_2": "La \\\"reine\\\" est la pièce la plus puissante du jeu d'échecs. Elle peut se déplacer dans toutes les directions et sur n\\'importe quelle distance. Prendre la reine est l\\'élément central de nombreuses stratégies.", + "ALLSEER_NAME_PREFIX": "Kivoi", + "ALLSEER_NAME_SUFFIX": "tou", + "ALLSEER_LORE_2": "Bien que les témoignages se soient multipliés dans la première moitié du XXe siècle, les archives mentionnent des apparitions de \\\"soucoupes volantes\\\" depuis près d'un millénaire. De nos jours, elles relèvent essentiellement de la science-fiction.", + "ALLSEER_LORE_1": "Les Kivoitous se montrent principalement la nuit, planant plusieurs mètres au-dessus du sol. Ils doivent leur nom à leur comportement assez dérangeant : ils observent en silence les humains de passage de leur unique œil écarlate imperturbable.", + "TRIPHINX_NAME": "Triphinx", + "ALLSEER_DESCRIPTION": "une soucoupe volante", + "TRIPHINX_NAME_PREFIX": "Tri", + "TRIPHINX_NAME_SUFFIX": "phinx", + "TRIPHINX_LORE_2": "Dans le roman \\\"La Guerre des mondes\\\" de H.G. Wells, les envahisseurs martiens pilotent d'immenses machines de combat en métal. Ces \\\"tripodes\\\" se déplacent sur trois pattes et peuvent émettre des rayons ardents dévastateurs.", + "TRIPHINX_LORE_1": "La carapace métallique du Triphinx est totalement impénétrable. Certains avancent qu'il s\\'agit en réalité d\\'une créature organique pilotant une sorte d\\'exosquelette ou un véhicule de transport.", + "KHUFO_NAME_PREFIX": "Khu", + "TRIPHINX_DESCRIPTION": "un tripode métallique géant", + "KHUFO_NAME": "Khufo", + "KHUFO_NAME_SUFFIX": "fo", + "KHUFO_LORE_1": "Le Khufo est une forme alternative du Kivoitou, débarrassé de sa soucoupe volante. Agressif et réfractaire à toute forme de négociation, il attaque ses victimes à l'aide d\\'un bâton de combat, arme redoutable issue d\\'une technologie inconnue.", + "KHUFO_LORE_2": "Les Martiens sont les habitants hypothétiques de la planète Mars et l'archétype même de l\\'extraterrestre. Dans le roman \\\"La Guerre des mondes\\\", H.G. Wells les décrit comme des créatures semblables à des poulpes, avec une grosse tête reposant sur de nombreux tentacules.", + "GLAISTAIN_NAME": "Glaistrail", + "KHUFO_DESCRIPTION": "un extraterrestre pyramidal", + "GLAISTAIN_SUBTITLE": "Fae des vitraux", + "GLAISTAIN_NAME_PREFIX": "Glais", + "GLAISTAIN_NAME_SUFFIX": "trail", + "GLAISTAIN_LORE_1": "Glaistrail sommeille dans les ruines d'une ancienne église. Son corps constitué de milliers d\\'éclats de vitraux posera un défi de taille à tous les aventuriers assez inconscients pour venir perturber son repos.", + "GLAISTAIN_LORE_2": "Le Glaistig est un être surnaturel de la mythologie celtique. Doté de diverses incarnations, il est généralement représenté comme un esprit ou une fée prenant la forme d'une belle femme. Originaire des Hautes-Terres d\\'Écosse, il peut se montrer bienveillant ou dangereux selon les contes.", + "UNDYIN_NAME": "Mordine", + "GLAISTAIN_DESCRIPTION": "une fée de verre multicolore", + "UNDYIN_NAME_PREFIX": "Mor", + "UNDYIN_NAME_SUFFIX": "dine", + "UNDYIN_LORE_1": "Les Mordines sont des apparitions fantomatiques émergeant des eaux peu profondes de la Côte de Fer pour prendre au piège tous les malchanceux qui s'en approchent. La légende raconte qu\\'il s\\'agit de l\\'esprit vengeur d\\'une jeune mariée assassinée et jetée par-dessus bord par son amant.", + "UNDYIN_DESCRIPTION": "une femme spectrale terrifiante", + "UNDYIN_LORE_2": "Jeannie la Malfaisante est un monstre du folklore anglais. Elle est décrite comme une vieille sorcière aux cheveux longs hantant les lacs et les rivières, qui noie les enfants imprudents qui s'approchent trop près de l\\'eau.", + "DIVEAL_NAME": "Squaphoque", + "DIVEAL_NAME_PREFIX": "Squa", + "DIVEAL_NAME_SUFFIX": "phoque", + "DIVEAL_LORE_2": "Les premières combinaisons de plongée ont été inventées au début du XVIIIe siècle et ont connu de nombreuses évolutions. Leur fonction initiale était de permettre la récupération de biens précieux perdus en mer lors de naufrages.", + "DIVEAL_LORE_1": "Le casque du Squaphoque lui permet non seulement de respirer sous l'eau, mais aussi de flotter grâce à la poche d\\'air qu\\'il contient. Très mobile en milieu aquatique, il est un peu plus lent sur la terre ferme.", + "SCUBALRUS_NAME": "Nautimorse", + "DIVEAL_DESCRIPTION": "un phoque coiffé d'un casque", + "SCUBALRUS_NAME_PREFIX": "Nauti", + "SCUBALRUS_NAME_SUFFIX": "morse", + "SCUBALRUS_LORE_2": "Le \\\"casque Siebe\\\", du nom de son inventeur Augustus Siebe, est un casque de plongée en cuivre traditionnel facilement reconnaissable. Sa conception révolutionnaire incluait une combinaison étanche ainsi qu'une valve qui permettait à l\\'air de sortir sans laisser l\\'eau rentrer.", + "SCUBALRUS_LORE_1": "Les solides défenses de cuivre de son casque permettent au Nautimorse de repousser ses assaillants. Doté de membres postérieurs, il est bien plus agile et dangereux sur la terre ferme que sa forme immature, le Squaphoque.", + "SCUBALRUS_DESCRIPTION": "un morse coiffé d'un casque", + "AVEREVOIR_NAME_SUFFIX": "revoir", + "AVEREVOIR_SUBTITLE": "Oiseau légendaire", + "AVEREVOIR_NAME_PREFIX": "Cormo", + "AVEREVOIR_LORE_1": "Le Cormorevoir est une créature presque mythique, aperçue à peine une dizaine de fois dans l'histoire de la Nouvelle-Wirral. Selon la légende, la plante qu\\'il tient dans son bec peut soigner tous les maux et octroyer la vie éternelle... Une affirmation que personne n\\'a jamais pu prouver, bien entendu.", + "AVEREVOIR_NAME": "Cormorevoir", + "AVEREVOIR_LORE_2": "Le \\\"Liver bird\\\" est une créature mythique d'Angleterre. Ressemblant possiblement à un cormoran, il tient souvent une brindille ou une branche dans son bec. C\\'est le symbole de la ville de Liverpool, apparaissant déjà sur son tout premier sceau.", + "MASCOTOY_NAME": "Mascotrépas", + "AVEREVOIR_DESCRIPTION": "un oiseau gigantesque perché sur un socle", + "MASCOTOY_NAME_PREFIX": "Mascot", + "MASCOTOY_LORE_1": "À l'origine un simple costume, le Mascotrépas ressemble à présent plutôt à un cadavre en piteux état. Ces monstres se traînent inlassablement dans les couloirs abandonnés de la galerie de Tombe-Éduciel, semant derrière eux leur rembourrage en polyester.", + "MASCOTOY_NAME_SUFFIX": "trépas", + "MASCOTORN_NAME": "Mascoterreur", + "FORTIWINX_NAME": "Sablorêve", + "MASCOTOY_LORE_2": "Une mascotte est un personnage permettant de représenter un groupe, un lieu ou encore une société. Le mot est synonyme de \\\"porte-bonheur\\\".", + "MASCOTOY_DESCRIPTION": "une peluche déchirée avec des griffes", + "MASCOTORN_NAME_PREFIX": "Masco", + "MASCOTORN_NAME_SUFFIX": "terreur", + "MASCOTORN_DESCRIPTION": "une énorme mascotte qui perd son rembourrage", + "MASCOTORN_LORE_2": "Le costume de mascotte en peluche s'est popularisé au cours du XXe siècle pour permettre à des acteurs d\\'endosser le rôle d\\'un personnage. Ils sont très fréquents dans les parcs d\\'attractions, offrant aux visiteurs la joie de rencontrer leurs héros préférés.", + "MASCOTORN_LORE_1": "Un Mascotrépas dont le rembourrage a augmenté en masse au point de déchirer son propre corps de l'intérieur. Il continuera à grossir jusqu\\'à ne plus pouvoir soutenir son propre poids et finira inévitablement par tomber en morceaux.", + "THWACKALOPE_NAME": "Claqualope", + "THWACKALOPE_NAME_PREFIX": "Claqua", + "THWACKALOPE_NAME_SUFFIX": "lope", + "THWACKALOPE_LORE_1": "Quand un Claqualope arrive en âge de se défendre, il se fabrique une arme avec ce qu'il peut trouver dans son environnement. En général, il choisit un piquet de métal qu\\'il arrache du sol, emportant du même coup le bloc de terre dans lequel il était enfoui.", + "SANZATIME_NAME": "Chronosable", + "THWACKALOPE_DESCRIPTION": "un lapin cornu et ailé", + "THWACKALOPE_LORE_2": "Le jackalope est un cryptide du folklore américain. C'est un lapin possédant des bois à la manière d\\'un cerf. Une créature mythique des légendes germaniques, le \\\"Wolpertinger\\\", ressemble à un jackalope doté d\\'une paire d\\'ailes d\\'oiseau.", + "SANZATIME_NAME_PREFIX": "Chrono", + "SANZATIME_NAME_SUFFIX": "sable", + "SANZATIME_LORE_2": "Les sabliers, ou horloges de sable, sont des dispositifs permettant de mesurer un intervalle de temps spécifique. Ils sont constitués de deux compartiments en verre remplis de sable. C'est l\\'écoulement du sable d\\'un compartiment vers l\\'autre qui permet de mesurer le temps.", + "SANZATIME_LORE_1": "Le \\\"cœur\\\" des Chronosables semble être le sablier brisé qui leur sert de \\\"tête\\\". Le sable séparé de la masse centrale devient immédiatement inerte. À l'inverse, un Chronosable peut accroître sa masse au contact du sable.", + "SANZATIME_DESCRIPTION": "un sablier brisé avec une main", + "FORTIWINX_NAME_PREFIX": "Sablo", + "FORTIWINX_NAME_SUFFIX": "rêve", + "FORTIWINX_LORE_1": "Quand un Chronosable réussit à récolter suffisamment de sable dans son environnement, il peut remodeler son corps pour devenir beaucoup plus puissant. Le Sablorêve est une créature imposante, capable de mouvoir son corps de sable comme s'il était aussi léger que l\\'air. Les coups des Sablorêves ont la violence d\\'une tempête de sable.", + "FORTIWINX_DESCRIPTION": "un monstre de sable masqué", + "JUMPKIN_NAME": "Sautrouille", + "FORTIWINX_LORE_2": "Le marchand de sable est un être légendaire du folklore européen. Il est décrit comme une créature elfique saupoudrant de sable les yeux des enfants endormis pour les faire rêver.", + "JUMPKIN_NAME_PREFIX": "Saut", + "JUMPKIN_LORE_1": "Les Sautrouilles prennent forme quand la \\\"gelée\\\" d'un Gelos éveille une simple citrouille à la conscience. Ce sont des créatures amicales et curieuses, qui ne tiennent pas en place.", + "JUMPKIN_NAME_SUFFIX": "trouille", + "JUMPKIN_LORE_2": "Une citrouille-lanterne est une citrouille décorative taillée, le plus souvent ornée d'un visage. Elles sont traditionnellement associées aux festivités d\\'Halloween, pendant lesquelles elles sont exposées dans les jardins et éclairées par des bougies.", + "JUMPKIN_DESCRIPTION": "une citrouille bondissante", + "BEANSTALKER_NAME": "Poissassin", + "BEANSTALKER_NAME_PREFIX": "Pois", + "BEANSTALKER_NAME_SUFFIX": "sassin", + "BEANSTALKER_DESCRIPTION": "une citrouille meurtrière armée d'une hache", + "BEANSTALKER_LORE_2": "Le \\\"meurtrier à la hache\\\" est un archétype de la pop culture, qui comme son nom l'indique clairement, massacre ses victimes avec une hache. L\\'histoire moderne compte de nombreux assassins de ce type.", + "BEANSTALKER_LORE_1": "Une Sautrouille devenue malveillante. Doté d'un corps pleinement développé constitué de matières végétales, le Poissassin adore poursuivre ses victimes terrifiées en agitant sa hache.", + "DRACULEAF_NAME": "Draculimbe", + "DRACULEAF_NAME_PREFIX": "Dracu", + "DRACULEAF_NAME_SUFFIX": "limbe", + "DRACULEAF_LORE_2": "Dracula est un roman gothique de Bram Stoker. Publié en 1897, il raconte l'histoire du comte vampire Dracula et de ceux qui ont croisé sa route. C\\'est l\\'un des romans les plus connus au monde, et il a fait l\\'objet de multiples adaptations et représentations à travers tous les arts et médias.", + "DRACULEAF_LORE_1": "Une Sautrouille sournoise ayant pris goût aux intrigues. Paré de feuilles mortes, le Draculimbe se fait passer pour un ami auprès de ceux qu'il souhaite vampiriser. Dès que sa proie baisse sa garde, il absorbe son énergie vitale en transperçant sa chair de ses racines.", + "SPIROUETTE_NAME": "Spiroueth", + "DRACULEAF_DESCRIPTION": "une citrouille avec une cape et des crocs", + "SPIROUETTE_NAME_PREFIX": "Spir", + "SPIROUETTE_NAME_SUFFIX": "rouette", + "SPIROUETTE_LORE_1": "Les Spiroueths sont des mollusques très évolués. Leurs principaux organes sont regroupés dans la coquille de leur \\\"tête\\\", tandis que leur \\\"corps\\\" est en fait constitué de leurs membres déroulés. Leurs mouvements sont rapides et élégants, et ils se parent souvent d'algues pour se protéger des éléments.", + "SPIROUETTE_LORE_2": "L'art du ballet, un genre dramatique de danse-spectacle, trouve ses origines au début du XVe siècle en Italie. Le mot \\\"ballet\\\" dérive de l\\'italien \\\"ballare\\\", qui signifie \\\"danser\\\".", + "REGENSEA_NAME": "Mergalien", + "SPIROUETTE_DESCRIPTION": "une gracieuse créature marine coiffée d'un coquillage", + "REGENSEA_NAME_PREFIX": "Mer", + "REGENSEA_NAME_SUFFIX": "galien", + "REGENSEA_DESCRIPTION": "une gracieuse créature marine avec une tête de méduse", + "REGENSEA_LORE_1": "Une grande métamorphose peut changer un Spiroueth en Mergalien. Débarrassé de sa coquille, le Mergalien est constitué à 95 % d'eau et peut projeter des vagues puissantes grâce à ses mouvements de ballet. Plus il maîtrise ses danses, plus ses attaques sont puissantes.", + "REGENSEA_LORE_2": "La vie d'une danseuse de ballet est pleine de défis. Les ballerines professionnelles doivent s\\'entraîner dès leur plus jeune âge, et leur carrière reste constamment à la merci d\\'une blessure de surmenage.", + "PADPOLE_NAME": "Tétalys", + "PADPOLE_NAME_PREFIX": "Téta", + "PADPOLE_LORE_1": "Le Tétalys est la forme larvaire du Grenuphar. Il reste immergé jusqu'à maturité. Dépourvu de membres, il attaque avec sa longue langue, qui sécrète un mucus gluant capable de ralentir ses potentiels assaillants.", + "PADPOLE_NAME_SUFFIX": "lys", + "PADPOLE_LORE_2": "Nixe, ou Nix, est une créature aquatique du folklore européen. Son apparence et son comportement varient d'un pays à l\\'autre, mais il s\\'agit souvent d\\'un esprit ou d\\'une créature semblable à un poisson, qui provoque la mort de tous ceux qui s\\'en approchent.", + "LILIGATOR_NAME": "Nénugator", + "PADPOLE_DESCRIPTION": "une créature nénuphar avec une queue", + "FRILLYPAD_NAME": "Grenuphar", + "FRILLYPAD_NAME_PREFIX": "Gre", + "FRILLYPAD_NAME_SUFFIX": "nuphar", + "FRILLYPAD_LORE_1": "La forme mature d'un Tétalys. Ses membres lui permettent de chasser pour se nourrir : on les voit souvent à l\\'affût au bord des lacs et des étangs. Quand quelque chose qu\\'il juge comestible passe à sa portée, le Grenuphar tente de le capturer à l\\'aide de sa longue langue.", + "FRILLYPAD_DESCRIPTION": "une grenouille avec de gros yeux", + "FRILLYPAD_LORE_2": "Les Kelpies sont des esprits de l'eau du folklore écossais. Semblables aux Nix, ce sont des métamorphes qui résident dans les lacs et les rivières. Parfois décrits comme de belles femmes, ils sont capables de prendre une apparence de cheval.", + "LILIGATOR_NAME_PREFIX": "Nénu", + "LILIGATOR_NAME_SUFFIX": "gator", + "KHEPRI_NAME_PREFIX": "Khé", + "LILIGATOR_LORE_1": "En milieu naturel, environ un Grenuphar sur cent peut se transformer en Nénugator. Les Nénugators assurent la sécurité des Grenuphars de leurs plans d'eau, repoussant les agresseurs trop puissants pour leurs protégés.", + "LILIGATOR_LORE_2": "Le Grindylow est une créature légendaire du folklore anglais, présentant de nombreuses similarités avec les Nix et les Kelpies. Ce sont des créatures écailleuses qui hantent les lacs et qui attrapent les enfants grâce à leurs longs bras pour les entraîner au fond de l'eau et les noyer.", + "LILIGATOR_DESCRIPTION": "une créature nénuphar sans yeux", + "KHEPRI_NAME": "Khépri", + "KHEPRI_SUBTITLE": "Scarabée nucléaire", + "KHEPRI_NAME_SUFFIX": "pri", + "KHEPRI_DESCRIPTION": "une créature scarabée en lévitation", + "KHEPRI_LORE_2": "Dans la mythologie égyptienne, Khépri est le dieu du soleil de l'aube. Humain à tête de scarabée, il représente le cycle de la création et de la réincarnation.", + "KHEPRI_LORE_1": "Chaque Khépri manipule un minuscule soleil entre ses cornes, source de toute son énergie vitale. Ils peuvent agiter ce soleil quand ils sont menacés, afin de projeter des flammes contre leurs adversaires.", + "ARKIDD_NAME": "Arkidd", + "ARKIDD_NAME_PREFIX": "Ark", + "ARKIDD_LORE_1": "Les Arkidds sont apparus pour la première fois à la Nouvelle-Wirral après l'arrivée de la galerie de Tombe-Éduciel. C\\'est généralement là-bas qu\\'on les trouve, toujours en train de courir et de sauter sur la tête des autres monstres, dans l\\'irrespect le plus total.", + "ARKIDD_NAME_SUFFIX": "kidd", + "ARKIDD_LORE_2": "Les bornes d'arcade sont des machines permettant de jouer à des jeux vidéo en échange de pièces de monnaie. Apparues au début des années 1970, elles sont longtemps restées le support offrant les meilleurs graphismes au grand public.", + "ARKIDD_DESCRIPTION": "un robot avec un symbole de foudre", + "CLUCKABILLY_NAME": "Cocorirock", + "CLUCKABILLY_NAME_PREFIX": "Cocori", + "CLUCKABILLY_LORE_1": "Les Cocorirocks se caractérisent par leur forte asociabilité. Leurs caquètements de colère sont si intenses qu'ils peuvent générer de petites ondes de choc.", + "CLUCKABILLY_NAME_SUFFIX": "rock", + "CLUCKABILLY_LORE_2": "L'élevage de la volaille remontant à la préhistoire, le coq occupe une place plus ou moins importante et prestigieuse dans l\\'ensemble des cultures humaines. Dans l\\'astrologie chinoise, il s\\'agit du dixième d\\'un groupe de douze animaux sacrés.", + "CLUCKABILLY_DESCRIPTION": "un énorme poulet punk", + "ROCKERTRICE_NAME": "Rockatrix", + "ROCKERTRICE_NAME_PREFIX": "Rocka", + "ROCKERTRICE_NAME_SUFFIX": "trix", + "ROCKERTRICE_LORE_2": "Le Cocatrix est une créature mythique, possédant un corps dracoïde et une tête de coq. Similaire au Basilic, il est capable de tuer ses ennemis d'un simple regard.", + "ROCKERTRICE_DESCRIPTION": "un énorme dragon à bec muni d'une crête", + "KUNEKO_NAME": "Kuneko", + "ROCKERTRICE_LORE_1": "Le Rockatrix est connu pour son regard perçant, capable de paralyser sa victime sur place si cette dernière a le malheur de le croiser. En effet, il est également connu pour détester tout contact visuel. Un mélange bien dangereux.", + "KUNEKO_NAME_PREFIX": "Kuneko", + "KUNEKO_NAME_SUFFIX": "neko", + "KUNEKO_UNKNOWN_NAME": "Fille-chat mystérieuse", + "KUNEKO_LORE_2": "Les femmes-chats sont un archétype très populaire associé à l'animation et à l\\'art moderne au Japon. Ce sont le plus souvent de jolies jeunes filles dotées d\\'un corps humain et d\\'oreilles de chat. Leurs origines remontent peut-être au bakeneko, un esprit félin polymorphe de la mythologie japonaise.", + "KUNEKO_LORE_1": "Fille d'un ange et d\\'un démon, Kuneko a été abandonnée toute petite sur le seuil du repaire d\\'un clan ninja. Initiée aux arts du ninjutsu et au pouvoir de l\\'amitié, elle parcourt à présent le monde à la recherche des quatre sanctuaires élémentaires. Réussira-t-elle à trouver enfin sa voie ?", + "KUNEKO_SUBTITLE": "Fille-chat mystérieuse", + "SHINING_KUNEKO_NAME": "Superkuneko", + "KUNEKO_DESCRIPTION": "une fille-chat d'anime", + "SHINING_KUNEKO_NAME_PREFIX": "Super", + "SHINING_KUNEKO_NAME_SUFFIX": "kuneko", + "SHINING_KUNEKO_SUBTITLE": "Création libérée", + "SHINING_KUNEKO_LORE_1": "Quand Kuneko réunit en elle les quatre éléments de ce monde, elle libère son véritable potentiel. L'énergie cosmique qui s\\'agite en elle lui donne alors une puissance inimaginable.", + "SHINING_KUNEKO_LORE_2": "Les mangas sont un style d'art graphique et de narration produits au Japon. Aujourd\\'hui populaires partout à travers le monde, ils possèdent une immense variété de genres et de publics cibles.", + "ANATHEMA_NAME": "Anathema", + "SHINING_KUNEKO_DESCRIPTION": "une fille-chat d'anime étincelante", + "ANATHEMA_SUBTITLE": "Fusion aberrante", + "ANATHEMA_NAME_SUFFIX": "thema", + "ANATHEMA_NAME_PREFIX": "Anathe", + "ANATHEMA_LORE_1": "Les Anathemas sont des chimères, créatures monstrueuses résultant de l'assemblage chirurgical de plusieurs monstres différents. Elles ont sans doute été créées dans un but bien précis, mais lequel ? Et par qui ?", + "ANATHEMA_DESCRIPTION": "une horrible créature de Frankenstein", + "ANATHEMA_LORE_2": "Dans la mythologie grecque, la chimère était une créature intégrant différentes parties d'animaux : elle possédait un corps de lion, une tête de chèvre et une queue de serpent. Le terme \\\"chimère\\\" désigne aujourd\\'hui toute créature composée ainsi d\\'éléments disparates.", + "MISS_MIMIC_NAME": "Fourmimétique", + "MISS_MIMIC_SUBTITLE": "Femme Fatale", + "MISS_MIMIC_NAME_PREFIX": "Fourmi", + "MISS_MIMIC_LORE_1": "Les Fourmimétiques peuvent copier l'apparence d\\'objets de grande valeur. À la Nouvelle-Wirral, il s\\'agit des caches d\\'objets dispersées un peu partout sur l\\'île. Un Veilleur imprudent en quête de ravitaillement peut facilement se retrouver confronté à leurs redoutables griffes.", + "MISS_MIMIC_NAME_SUFFIX": "métique", + "MISS_MIMIC_LORE_2": "Il existe de nombreux exemples d'évolution mimétique dans la nature. C\\'est un procédé par lequel un organisme évolue pour ressembler à un autre ou à un objet. Ceci présente divers avantages, notamment celui de lui permettre de se camoufler pour échapper à ses prédateurs.", + "MISS_MIMIC_DESCRIPTION": "un coffre piégé", + "PONDWALKER_NAME": "Aquapode", + "PONDWALKER_NAME_PREFIX": "Aqua", + "PONDWALKER_NAME_SUFFIX": "pode", + "PONDWALKER_LORE_2": "Le bocal à poissons semble exister depuis au moins l'époque de l\\'Empire romain, dont les citoyens gardaient des poissons rouges dans des bols en céramique décoratifs. Contrairement à la croyance populaire, il est clairement malsain pour un poisson de vivre dans un simple bocal en verre.", + "PONDWALKER_LORE_1": "L'Aquapode est la preuve formelle que les monstres de la Nouvelle-Wirral ne peuvent pas être natifs de cette île. Son exosquelette mécanique est le produit d\\'une technologie trop avancée, protégeant parfaitement le poisson qu\\'il abrite.", + "PONDWALKER_DESCRIPTION": "un poisson en mécha-armure", + "SHARKTANKER_NAME": "Exosquale", + "SHARKTANKER_NAME_PREFIX": "Exo", + "SHARKTANKER_NAME_SUFFIX": "squale", + "SHARKTANKER_LORE_1": "Le poisson dans l'Aquapode a grandi pour devenir un requin, et son exosquelette s\\'est adapté au changement. Ses pinces en acier contiennent des pompes sophistiquées lui permettant de projeter de puissants jets d\\'eau, ce qui en fait un monstre redoutable au corps à corps comme à distance.", + "SHARKTANKER_LORE_2": "Les requins sont de grands prédateurs marins, dont les premiers spécimens seraient apparus il y a plus de 420 millions d'années. La pop culture les dépeint comme des animaux dangereux pour l\\'homme, en particulier le grand requin blanc.", + "SHARKTANKER_DESCRIPTION": "un requin en mécha-armure", + "BEAR1_NAME_PREFIX": "Ursi", + "BEAR1_NAME": "Ursigueux", + "BEAR1_LORE_1": "Le gentil Ursigueux adore les câlins et les gestes d'affection. Il possède aussi la capacité de transférer les blessures et les maux dont il souffre à une autre personne par simple contact physique. Inutile de dire que le mélange des deux a des conséquences pour le moins chaotiques !", + "BEAR1_NAME_SUFFIX": "gueux", + "BEAR1_DESCRIPTION": "un petit ours en costume d'ours", + "BEAR2_NAME": "Ursiprince", + "BEAR1_LORE_2": "L'ours en peluche est un type de jouet pour enfants inventé au début du 20e siècle. Les premiers exemplaires sont apparus à peu près en même temps aux États-Unis et en Allemagne.", + "BEAR2_NAME_PREFIX": "Ursi", + "BEAR2_LORE_1": "Un Ursigueux passe son temps à réparer et à améliorer son propre costume d'ours. Si ce costume devient suffisamment majestueux, il accède alors au rang d\\'Ursiprince. Dominant de nombreuses créatures inférieures, l\\'Ursiprince est pratiquement indissociable de son costume.", + "BEAR2_NAME_SUFFIX": "prince", + "MINOSTEAM_NAME": "Vapotaure", + "BEAR2_DESCRIPTION": "un grand ours élancé en costume d'ours", + "BEAR2_LORE_2": "Depuis leur création au début du 20e siècle, les ours en peluche sont devenus un symbole culturel universellement reconnu, et de nombreux personnages qui s'en inspirent sont maintenant populaires dans le monde entier.", + "ROBIN_LORE_1": "Farceur sorti tout droit d'une comédie romantique, Robin Bonenfant était peut-être bienveillant, à l\\'origine. Mais en découvrant la pièce dont il était issu et le surnaturel de son existence, il a basculé pour devenir un être cruel et plein d\\'amertume envers l\\'humanité.", + "MINOSTEAM_SUBTITLE": "Taureau enragé de l'industrialisation", + "MINOSTEAM_NAME_PREFIX": "Vapo", + "MINOSTEAM_NAME_SUFFIX": "taure", + "MINOSTEAM_LORE_2": "Dans la mythologie grecque, le Minotaure est une créature possédant un corps d'homme et une tête de taureau. Il est si dangereux qu\\'on l\\'a emprisonné dans un dédale complexe, le \\\"labyrinthe\\\".", + "MINOSTEAM_DESCRIPTION": "un taureau enragé", + "AA_LAMENTO_MORI_NAME": "Lamento Mori", + "AA_LAMENTO_MORI_SUBTITLE": "Rêves de mort", + "MINOSTEAM_LORE_1": "Le Vapotaure produit constamment de la vapeur sous pression dans son corps métallique et s'en sert pour porter des coups puissants de ses énormes poings. Il semble avoir été invoqué à la Nouvelle-Wirral depuis un autre monde. Quant à savoir lequel exactement, le mystère reste entier.", + "LAMENTO_MORI_LORE_2": "Incarnation de la peur de la mort, Lamento Mori est le tout dernier archange né des angoisses existentielles de l'humanité.", + "LAMENTO_MORI_LORE_1": "Lamento Mori, un archange particulièrement puissant pour son âge, a transformé sa gare en un dédale de salles funestes, dans lesquelles il piège et tourmente les âmes malchanceuses qui font l'erreur de s\\'y aventurer.", + "AA_PUPPET_SUBTITLE": "Maître des marionnettes", + "AA_PUPPET_NAME": "Pantinox", + "PUPPET_LORE_2": "Incarnation de la manipulation, Pantinox est né de la volonté de l'humanité de créer des simulacres d\\'elle-même.", + "PUPPET_LORE_1": "Le corps de Pantinox est constitué d'une étrange matière difforme. Il peut en arracher des morceaux et s\\'en servir pour façonner des clones grossiers de ses ennemis. Ces copies partagent un lien singulier avec leurs modèles originaux et peuvent retourner contre eux les dégâts qu\\'elles subissent.", + "AA_PUPPET_EFFIGY_NAME": "Effigie", + "AA_MONARCH_NAME": "Monarque de Nulle Part", + "AA_MONARCH_SUBTITLE": "Roi du Néant", + "AA_MONARCH_MINION_NAME": "Paysan de Nulle Part", + "MONARCH_LORE_1": "Le Monarque de Nulle Part sommeille sous la galerie de Tombe-Éduciel, se nourrissant du potentiel perdu des humains qui gâchent leur vie en consacrant tout leur temps à des médias et des contenus sans intérêt.", + "MONARCH_LORE_2": "Incarnation du consumérisme, Monarque de Nulle Part est né du dévouement absurde de l'humanité pour les médias et le divertissement.", + "AA_ROBIN_SUBTITLE": "Songe d'une nuit d\\'été", + "AA_ROBIN_NAME": "Robin Bonenfant", + "ROBIN_LORE_2": "Incarnation de l'art dramatique, Robin Bonenfant est né de la passion de l\\'humanité pour le théâtre et les histoires. Contrairement aux autres archanges, sa forme possède une origine bien précise : la pièce \\\"Songe d\\'une nuit d\\'été\\\" de William Shakespeare.", + "AA_MAMMON_NAME": "Mammon", + "AA_MAMMON_SUBTITLE": "Chef des Gardes-terres", + "MAMMON_LORE_1": "Contrairement aux autres archanges, Mammon a abandonné les gares souterraines labyrinthiques de la Nouvelle-Wirral pour sévir à la surface avec sa légion de Gardes-terres, depuis une forteresse créée de ses mains. Ses sbires sont des coquilles vides, mais autonomes grâce à son immense pouvoir.", + "AA_CUBE_NAME": "Héxagonie", + "AA_CUBE_SUBTITLE": "Solide néoplatonique", + "MAMMON_LORE_2": "Incarnation du capitalisme, Mammon est né des innombrables mondes sur lesquels l'argent passe avant tout, même le bonheur de l\\'humanité.", + "AA_ALICE_SUBTITLE": "Reine exilée du pays des merveilles", + "ALICE_LORE_2": "Incarnation de l'ego, Alice est née du puits sans fond de l\\'égoïsme humain.", + "ALICE_LORE_1": "Alice se considère comme la princesse bienveillante de son propre domaine. Elle adore recevoir des invités, mais elle ne voit les autres que comme des jouets dont elle peut se débarrasser dès qu'elle commence à s\\'en lasser.", + "AA_ALICE_NAME": "Alice", + "CUBE_LORE_2": "Incarnation des mathématiques. Plus jeune que les autres archanges, Héxagonie est né quand l'humanité a atteint l\\'âge teinté d\\'orgueil de la raison scientifique et mathématique.", + "CUBE_LORE_1": "Le corps d'Héxagonie est cardinalement invariable, c\\'est-à-dire qu\\'il a exactement la même apparence quel que soit l\\'angle sous lequel on l\\'observe. Ceci n\\'a rien d\\'original... Après tout, la forme physique d\\'un \\\"archange\\\" n\\'est jamais que l\\'ombre tridimensionnelle d\\'une entité supérieure. Ils échappent aux lois de la géométrie euclidienne.", + "AA_TOWER_NAME": "Babelith", + "MORGANTE_LORE_1": "Autrefois membre de la troupe d'Aleph, Morgayne apparaît dans les mythes et les légendes comme une sorcière ou une déesse investie de grands pouvoirs. Elle résidait dans la gare secrète de Terminox, contenant l\\'unique \\\"portail\\\" permettant de quitter la Nouvelle-Wirral, et dont l\\'emplacement était caché dans les paroles d\\'une chanson.", + "AA_TOWER_SUBTITLE": "Tour de l'ignorance", + "TOWER_LORE_1": "Babelith occupe la gare au sommet du Mont Wirral, d'où elle hurle des divagations incompréhensibles que presque personne n\\'entend.", + "TOWER_LORE_2": "Incarnation de l'ignorance, Babelith est née de l\\'aptitude remarquable des êtres humains à rejeter la vérité par peur, déplaisir et égoïsme.", + "AA_MORGANTE_SUBTITLE": "Esprit de la rébellion", + "MORGANTE_LORE_2": "Incarnation de la rébellion, Morgayne compte parmi les plus anciens \\\"archanges\\\" du cosmos. La rébellion étant la force opposée à la conquête, il était inévitable qu'elle et Aleph finissent par devenir des ennemis immortels.", + "AA_FINALGANTE_NAME": "Morgayne Gestalt", + "FINALGANTE_LORE_1": "La volonté de lutter envers et contre tout, associée à l'esprit résiduel de Morgayne, a donné forme à Morgayne Gestalt. C\\'est un égrégore, aussi appelé \\\"archange\\\" à la Nouvelle-Wirral, entité née d\\'une volonté commune de changement. Ce pouvoir sommeille en chaque humain.", + "AA_FINALGANTE_SUBTITLE": "Avatar de la rébellion", + "FINALGANTE_LORE_2": "Le \\\"gestalt\\\" désigne un tout plus grand que la somme de ses parties. La capacité d'une personne seule à avoir un impact sur le monde qui l\\'entoure est limitée. Mais quand ils unissent leurs forces, le potentiel des êtres humains est infini.", + "AA_SERPENT_SUBTITLE": "Dieu serpent", + "AA_SERPENT_NAME": "Asmodeuil", + "AA_ALEPH_NAME": "Aleph", + "ALEPH_LORE_1": "Aleph dirigeait jadis une troupe d'archanges destructeurs à travers le cosmos. Il a mené de grandes batailles et inscrit ses nombreux noms dans autant de légendes encore racontées aujourd\\'hui. Sa tête étrange lui permet d\\'envoyer n\\'importe qui et n\\'importe quoi partout où il le souhaite, sauf lui-même.", + "AA_ALEPH_SUBTITLE": "Roi rouge de la conquête", + "SERPENT_LORE_2": "Incarnation du dévouement, Asmodeuil est né de l'adoration de l\\'humanité pour les innombrables dieux et idoles qu\\'elle vénère.", + "SERPENT_LORE_1": "Le terrible Asmodeuil se nourrit de la dévotion des autres, parfois jusqu'à la mort si la ferveur de sa victime est assez grande. Il murmure depuis sa gare souterraine, dans l\\'espoir d\\'attirer ses acolytes jusqu\\'à elle... et leur perte.", + "ALEPH_LORE_2": "Incarnation de la conquête, Aleph est né de la nature belliqueuse et de la soif de domination de l'humanité. Il était jadis à la tête d\\'une troupe d\\'archanges, incluant Miss Ambre et Morgayne, qu\\'il appelait sa \\\"Table ronde\\\". De cette ancienne alliance, il ne reste plus que lui et Morgayne à la Nouvelle-Wirral.", + "ALEPH_NULL_LORE_1": "Aleph, revenu au sommet de sa puissance. S'il devient à nouveau libre de parcourir le cosmos, il laissera dans son sillage d\\'innombrables souffrances.", + "AA_ALEPH_NULL_NAME": "Aleph Zéro", + "AA_ALEPH_NULL_SUBTITLE": "Avatar de la guerre éternelle", + "ALEPH_NULL_LORE_2": "Les légendes écrites après le règne d'Aleph sur l\\'Angleterre au VIe siècle affirment qu\\'il reviendra un jour pour reprendre son trône. Il a échoué cette fois-ci, mais si les humains continuent d\\'essayer de s\\'entretuer, il finira par réussir.", + "AA_HELIA_NAME": "Hélia", + "AA_HELIA_SUBTITLE": "Essence de la fusion", + "HELIA_LORE_1": "Incarnation du principe même de la fusion, Hélia supervise tous les processus fusionnels à travers le cosmos. Sa première manifestation, sur son monde d'origine, a pris forme dans un laboratoire de recherche nucléaire.", + "HELIA_LORE_2": "Les premiers souvenirs d'Hélia sont antérieurs à sa première manifestation et remontent à la toute première réaction de fusion nucléaire de l\\'univers. Elle peut donc être considérée comme le plus ancien archange de la Nouvelle-Wirral, et elle a été témoin des premières machinations d\\'Aleph il y a des millénaires.", + "AA_AMBER_LORE_1": "Miss Ambre est un archange énigmatique mais bienveillant, toujours prêt à aider les voyageurs égarés du cosmos. Elle a la capacité de se déplacer librement entre les mondes, et prend la forme d'un club chic plein de clients.", + "AA_MERLINE_NAME": "Mer-Ligne", + "AA_MERLINE_SUBTITLE": "L'être des profondeurs", + "AA_MERLINE_LORE_1": "Le système ferroviaire souterrain de la Nouvelle-Wirral est en fait la manifestation de læ Mer-Ligne, \\\"archange\\\" antique et insondable ayant pris la forme d'un labyrinthe infini de tunnels et de trains.", + "AA_MERLINE_LORE_2": "Capable de déchirer l'espace-temps, læ Mer-ligne a amassé d\\'innombrables débris qui se sont agglomérés peu à peu pour former l\\'île de la Nouvelle-Wirral. Depuis, iel utilise son pouvoir pour peupler l\\'île de monstres et d\\'humains. Iel semble penser qu\\'iel a une bonne raison de le faire.", + "AA_AMBER_NAME": "La Loge d'Ambre", + "AA_AMBER_SUBTITLE": "Hôte interdimensionnelle", + "AA_AMBER_LORE_2": "Miss Ambre faisait autrefois partie de la troupe d'Aleph. C\\'est même elle qui leur permettait de voyager à travers le cosmos. Elle a abandonné ses pairs à la Nouvelle-Wirral quand le conflit entre eux a éclaté, et regrette aujourd\\'hui d\\'avoir jamais collaboré avec Aleph.", + "LENNA_NAME": "Lenna", + "LENNA_UNKNOWN_NAME": "Silhouette dissimulée", + "LENNA_SUBTITLE": "L'héroïne d\\'une autre histoire", + "LENNA_LORE_1": "Lenna menait autrefois la vie sans histoire d'une simple institutrice, dont la principale responsabilité était d\\'enseigner au \\\"héros\\\" de son monde comment combattre les archanges. À la mort inattendue dudit héros, elle a dû prendre les armes elle-même.", + "LENNA_LORE_2": "Le monde de Lenna existe dans un jeu vidéo, embarqué sur une cartouche lancée dans l'espace. Un rayon cosmique a accidentellement provoqué un \\\"glitch\\\" et donné vie à tous ses personnages, qui ignorent tout de leurs origines purement électroniques.", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Bougie rituelle", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Brûle cette bougie puis sacrifie (recycle) une cassette enregistrée pour influer sur la prochaine fusion que tu rencontreras. Elle aura une chance de contenir un monstre non officiel du même type ou de la même espèce que ton sacrifice.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Étrange objet découvert par le capitaine Cyan. Il est écrit : \\n\\n\\\"Brûle cette bougie puis sacrifie (recycle) une cassette enregistrée pour influer sur la prochaine fusion que tu rencontreras. Elle aura une chance de contenir un monstre non officiel du même type ou de la même espèce que ton sacrifice.\\\"", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Brûler", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "La bougie s'est consumée. Maintenant, sacrifie (recycle) une cassette enregistrée pour influer sur la prochaine fusion que tu rencontreras.", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Un rituel est déjà en cours.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "Le rituel est terminé. La prochaine fusion que tu rencontreras contiendra peut-être un monstre non officiel présentant des similitudes avec cette cassette.", + "ITEM_CAPTAIN_BADGE_NAME": "Insigne de capitaine", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "Insigne n°14", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifie son propriétaire en tant que capitaine des Veilleurs. Insigne n°14.", + "ITEM_FUSION_RADAR_NAME": "Radar à fusions", + "ITEM_FUSION_RADAR_DESCRIPTION": "Affiche des icônes sur ta carte indiquant où trouver des fusions rebelles.", + "RANGER_RANK_0": "Recrue des Veilleurs", + "RANGER_RANK_1": "Sentinelle des Veilleurs", + "RANGER_RANK_2": "Capitaine des Veilleurs", + "ITEM_RANGER_ID_AUX_NAME": "ID : {ranger_id}", + "ITEM_RANGER_ID_NAME": "Carte de {ranger_rank}", + "ITEM_RANGER_ID_DESCRIPTION": "Te voilà officiellement {ranger_rank} ! Cette carte va suivre ta progression dans les rangs. Cerise sur le gâteau, elle permettra d'identifier ton corps plus facilement s\\'il t\\'arrive malheur.", + "ITEM_GARDENING_KIT_NAME": "Kit de jardinage", + "ITEM_GARDENING_KIT_DESCRIPTION": "Un assortiment de graines, d'arbrisseaux et d\\'outils rudimentaires, pour embellir toutes les jardinières de la ville.", + "ITEM_JELLY_NAME": "Gelée de Gelos", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "Déverrouille quelque chose à la gare de Piccadilac.", + "ITEM_KEY_WATERLOOP_NAME": "Clé de Piccadilac", + "ITEM_JELLY_DESCRIPTION": "Collante et gluante, elle s'est détachée d\\'un Gelos pendant un combat. Non comestible, mais probablement utile à autre chose...", + "ITEM_KEY_COMMUNE_NAME": "Clé de Villedeuil", + "ITEM_KEY_COMMUNE_DESCRIPTION": "Déverrouille quelque chose à Villedeuil.", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "Clé du lapin blanc", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "De plus en plus curieux !", + "ITEM_KEY_LANDKEEPER_NAME": "Clé de la fenêtre des Gardes-terres", + "ITEM_MACHINEPART_NAME": "Pièce mécanique", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Déverrouille la fenêtre sur le toit du bureau des Gardes-terres.", + "ITEM_MACHINEPART_DESCRIPTION": "La pièce manquante d'une vieille machine à billets.", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Billet de train", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Vieux billet de train pour \\\"Alpertombe\\\" à moitié effacé.", + "ITEM_VALVE_NAME": "Volant de vanne", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Vieux billet de train pour \\\"Lumchester\\\" à moitié effacé.", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Billet de train", + "ITEM_VALVE_DESCRIPTION": "Vieux volant rouillé et froid au toucher.", + "ITEM_KEYSTONE_NAME": "Pierre d'azur", + "ITEM_KEYSTONE_DESCRIPTION": "Superbe gemme bleue. Elle émet un son semblable à des parasites radioélectriques.", + "ITEM_DELIVERY_PARCEL_NAME": "Colis", + "ITEM_DELIVERY_COMMUNE_NAME": "Matériel d'urgence", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Colis à livrer. Vérifie tes quêtes pour plus d'informations.", + "ITEM_LOST_NECKLACE_NAME": "Collier perdu", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Colis à livrer à Villedeuil. Vérifie tes quêtes pour plus d'informations.", + "ITEM_LOST_NECKLACE_DESCRIPTION": "La personne qui l'a égaré sera heureuse de le récupérer ! Vérifie tes quêtes pour plus d\\'informations.", + "ITEM_LOST_RING_NAME": "Anneau perdu", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Pièce", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Étrange pièce en or frappée en 0x7B3 par l'État du \\\"Nevad-O\\\".", + "ITEM_LOST_WALLET_DESCRIPTION": "La personne qui l'a égaré sera heureuse de le récupérer ! Vérifie tes quêtes pour plus d\\'informations.", + "ITEM_LOST_RING_DESCRIPTION": "La personne qui l'a égaré sera heureuse de le récupérer ! Vérifie tes quêtes pour plus d\\'informations.", + "ITEM_LOST_WALLET_NAME": "Portefeuille perdu", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Bout de papier portant des indications en lettres de sang. Il est à moitié déchiré. Les directions indiquées sont \\\"Haut, Haut, Bas, Bas...\\\"\\n\\nIl y a pas mal de rires fous gribouillés dessus...", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Gare d'Alpertombe - Indice n°1", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Gare d'Alpertombe - Indice n°2", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Bout de papier déchiré portant des indications en lettres de sang. Il en manque la première moitié. Les directions indiquées sont \\\"... Gauche, Droite, Gauche, Droite.\\\"\\n\\nLes rires fous continuent sur cette partie du message.", + "ITEM_MEREDITH_ENVELOPE_NAME": "Enveloppe pour Mérédith", + "SERVICE_LUCKY_DIP_NAME": "Livraison surprise", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "C'est un courrier pour Mérédith de la part de Ianthe. Il concerne un disque de musique que Mérédith recherche.", + "ITEM_GYM_PASS_NAME": "Carte de membre", + "SERVICE_LUCKY_DIP_DESCRIPTION": "Un sac contenant divers objets utiles aléatoires, dont un autocollant rare ou peu courant. Tente ta chance !", + "ITEM_GYM_PASS_DESCRIPTION": "Cette carte donne un accès illimité à la salle de sport de l'hôtel de ville, où tu pourras personnaliser tes caractéristiques.", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "Une cassette contenant un monstre très rare, réservée aux Veilleurs qui ont fait leurs preuves.", + "SERVICE_MONSTER_TAPE_NAME": "Cassette de {species_name}", + "EXCHANGE_REQUIRE_CAPTAINS": "Affronte encore {amount} capitaine(s) pour débloquer cet élément !", + "SERVICE_CARRY_MORE_REWINDS_NAME": "Pochette à rembobineurs", + "SERVICE_CARRY_MORE_CURES_NAME": "Trousse de premiers soins", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Pochette à réenrouleurs", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de rembobineurs que tu peux transporter de 1.", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de réenrouleurs que tu peux transporter de 1.", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de remèdes que tu peux transporter de 1.", + "SERVICE_CARRY_MORE_COFFEE_NAME": "Mini-réfrigérateur", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de fumigènes que tu peux transporter de 1. En plus, il absorbe les chocs, alors, aucun risque de déclenchement accidentel !", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de canettes de café que tu peux transporter de 1.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Compartiment à bombes", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de fumigènes que tu peux transporter de 1. En plus, il absorbe les chocs, alors, aucun risque de déclenchement accidentel !", + "SERVICE_CARRY_MORE_REODORANT_NAME": "Pochette anti-odeur", + "SERVICE_GYM_POINTS_NAME": "Point d'entraînement bonus", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de réodorants que tu peux transporter de 1. Elle est faite d'un tissu spécial qui empêche les mauvaises odeurs de s\\'échapper tant que tu n\\'en as pas besoin.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Je peux coudre ça dans ton sac à dos pour accroître le nombre de fumigènes que tu peux transporter de 1. En plus, il absorbe les chocs, alors, aucun risque de déclenchement accidentel !", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Tube en plastique refermable", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Accroît le nombre maximum de Poires Fusillis que tu peux transporter de 1.", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Les Veilleurs approvisionneront davantage Dr Lefémur, lui permettant de stocker {0} type(s) de remède(s) supplémentaire(s).", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "Adhésion à la guilde des marchands", + "SERVICE_GYM_POINTS_DESCRIPTION": "Fournit 1 point supplémentaire à utiliser dans la salle de sport de l'hôtel de ville.", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Facilite les transactions avec les marchands de Port-la-Ville. Leurs prix seront réduits de {0} % (maximum).", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Les Veilleurs approvisionneront davantage les marchands d'autocollants du marché de Port-la-Ville, leur permettant de stocker {0} autocollant(s) supplémentaire(s).", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Stock d'autocollants", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Stock de cafés", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Garde ce fragment sur toi pour améliorer l'aptitude Charge de Missilino afin qu\\'elle inflige des dégâts en début de combat.", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "Stock de remèdes", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Les Veilleurs approvisionneront davantage Clémence au café Gramophone, lui permettant de stocker {0} type(s) de café supplémentaire(s).", + "QUEST_CAPTAINS_DESCRIPTION3.n": "Affronte Ianthe dans un ultime défi pour devenir toi-même capitaine !", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Fragment de cartouche de Missilino", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Graine de Sautrouille", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Garde cette graine sur toi pour améliorer l'aptitude Boule de lianes-citrouilles afin qu\\'elle génère un Mur (Plante) en début de combat.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Fourrure d'Électamarin", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour accélérer la charge de ta jauge de fusion de {0} %.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Garde cette touffe de fourrure sur toi pour améliorer l'aptitude Électromagnétisme afin qu\\'elle t\\'octroie 1 PA bonus en début de combat.", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Microphone 2.0", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Ce microphone amélioré pour ton lecteur de cassettes augmente tes chances de réussir un enregistrement de {0} %.", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "Module de fusion", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour que ta jauge de fusion se charge de {0} % chaque fois que tu réussis une attaque bénéficiant d'un avantage de type.", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Module stratégique", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour que ta jauge de fusion se charge de {0} % chaque fois que tu réussis un coup critique.", + "SERVICE_FUSION_METER_CRITICAL_NAME": "Module critique", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour que ta jauge de fusion se charge de {0} % chaque fois que tu remportes un combat.", + "SERVICE_FUSION_METER_VICTORY_NAME": "Module de victoire", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Je peux installer ce module sur ton lecteur de cassettes pour rediriger l'excédent d\\'énergie de ta jauge de fusion vers ton microphone. Tes chances de réussir un enregistrement augmenteront de {0} % quand ta jauge est pleine.", + "SERVICE_FUSION_METER_RECORDING_NAME": "Module d'enregistrement", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Force brute", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Rayon de la mort", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "Onde de choc", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentation", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Krach du marché", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "Jugement", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Appel d'offres", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "Entreprise risquée", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Gel des avoirs", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Attaque à perte", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Retour sur pertes", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Poudre de fée", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Horde féérique", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Cauchemar", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Obscurantisme", + "MOVE_AA_ALICE_EAT_ME_NAME": "Mangez-moi", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Illumination", + "MOVE_AA_ALICE_DRINK_ME_NAME": "Buvez-moi", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Plus dure sera la chute", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "Supplice des 10 000 taillades", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "Supplice des 1 000 taillades", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Appel aux armes", + "MOVE_AA_MONARCH_TENTACLE_NAME": "Mauvaise prise", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Mélodie de Kayleigh", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Bombe voyage", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Mélodie du cœur", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motive l'utilisateur à se relever en cas de défaite.", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "Conviction de {player}", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Ruse de Mérédith", + "MOVE_AA_MORGANTE_PLAYER_NAME": "Conviction irrépressible", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "Ruse incomparable", + "MOVE_AA_FINALGANTE_FELIX_NAME": "Créativité de Félix", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "Courage d'Eugène", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Augmente les caractéristiques d'attaques au corps à corps et à distance de l\\'utilisateur.", + "MOVE_AA_MORGANTE_EUGENE_NAME": "Courage héroïque", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Augmente les caractéristiques de défenses au corps à corps et à distance de l'utilisateur.", + "MOVE_AA_FINALGANTE_DOG_NAME": "Énergie de Ouaf-Ouaf", + "MOVE_AA_MORGANTE_FELIX_NAME": "Créativité inaltérable", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "Détermination de Violaine", + "MOVE_AA_MORGANTE_VIOLA_NAME": "Détermination théâtrale", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Sifflet d'alerte", + "MOVE_AA_MORGANTE_DOG_NAME": "Énergie infinie", + "QUEST_MEREDITH_DESCRIPTION_4": "Va à la galerie de Tombe-Éduciel avec Mérédith.", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Augmente la régénération des PA de l'utilisateur.", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Pouvoir de la Vérité", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Le capitaine Zedd m'a demandé de ramener un peu le calme sur la colline de l\\'Automne en éliminant 5 Missilinos. Ces monstres sont vraiment trop nombreux là-bas.", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Désarmement", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Androïde à sous", + "QUEST_MEREDITH_TITLE": "Tout ce dont j'ai besoin", + "QUEST_MEREDITH_DESCRIPTION_1": "Demande aux habitants de Port-la-Ville s'ils n\\'auraient pas vu le disque préféré de Mérédith.", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Une androïde à pièces semble dysfonctionner dans la forêt d'Estham. Une pièce adaptée permettrait peut-être de restaurer ses fonctions vitales.", + "QUEST_MEREDITH_DESCRIPTION_2": "Interroge la chef des Veilleurs, Ianthe, à propos du disque préféré de Mérédith.", + "QUEST_MEREDITH_DESCRIPTION_3": "Donne l'enveloppe de Ianthe à Mérédith.", + "QUEST_CAPTAINS_DESCRIPTION1.m": "Affronte tous les capitaines pour devenir un Veilleur. Interroge les habitants de Port-la-Ville pour savoir où les trouver.", + "QUEST_CAPTAINS_DESCRIPTION2.m": "Préviens Ianthe, la chef des Veilleurs, que tu as vaincu tous ses capitaines.", + "QUEST_CAPTAINS_DESCRIPTION2.n": "Préviens Ianthe, la chef des Veilleurs, que tu as vaincu tous ses capitaines.", + "QUEST_CAPTAINS_DESCRIPTION1.n": "Affronte tous les capitaines pour devenir un·e Veilleur·se. Interroge les habitants de Port-la-Ville pour savoir où les trouver.", + "QUEST_CAPTAINS_DESCRIPTION1.f": "Affronte tous les capitaines pour devenir une Veilleuse. Interroge les habitants de Port-la-Ville pour savoir où les trouver.", + "QUEST_CAPTAINS_PROGRESS": "Tu as affronté {num} des {max} capitaines.", + "QUEST_CAPTAINS_DESCRIPTION2.f": "Préviens Ianthe, la chef des Veilleurs, que tu as vaincu tous ses capitaines.", + "QUEST_CAPTAINS_DESCRIPTION3.m": "Affronte Ianthe dans un ultime défi pour devenir toi-même capitaine !", + "QUEST_CAPTAINS_DESCRIPTION3.f": "Affronte Ianthe dans un ultime défi pour devenir toi-même capitaine !", + "QUEST_CAPTAINS_DESCRIPTION4": "Affronte à nouveau tous les capitaines des Veilleurs.", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "Apprends {total} rumeurs auprès des habitants de Port-la-Ville.", + "QUEST_COLLECT_RUMORS_TITLE": "D'après la rumeur...", + "QUEST_COLLECT_RUMORS_PROGRESS": "Tu as entendu {obtained} des {total} rumeurs.", + "QUEST_KAYLEIGH_TITLE": "Je suis partie au bout du monde", + "QUEST_KAYLEIGH_DESCRIPTION1": "Accompagne Kayleigh à Villedeuil.", + "QUEST_KAYLEIGH_DESCRIPTION2": "Explore Villedeuil.", + "QUEST_FELIX_DESCRIPTION_0": "Rejoins Félix chez lui à Port-la-Ville Ouest.", + "QUEST_FELIX_TITLE": "Tu ne veux pas de moi ?", + "QUEST_FELIX_DESCRIPTION_2": "Trouve les quatre sanctuaires élémentaires avec Félix pour remonter la piste de Kuneko.", + "QUEST_FELIX_DESCRIPTION_1": "Affronte un guerrier armé d'une épée en bois dans la plaine aux Cerisiers avec Félix.", + "QUEST_FELIX_2_PROGRESS": "Tu as trouvé {num} des {count} sanctuaires élémentaires.", + "QUEST_VIOLA_DESCRIPTION_1": "Trouve le frère de Violaine, Sébastien.", + "QUEST_FELIX_DESCRIPTION_3": "Aide Félix à arranger les choses avec Kuneko.", + "QUEST_VIOLA_TITLE": "Tout le monde cherche quelque chose", + "QUEST_VIOLA_DESCRIPTION_2": "Parle à Violaine.", + "QUEST_VIOLA_DESCRIPTION_3": "Accompagne Violaine jusqu'à la Côte de Fer.", + "QUEST_VIOLA_DESCRIPTION_4": "Explore l'épave avec Violaine.", + "QUEST_DOG_TITLE": "Viens avec moi", + "QUEST_DOG_DESCRIPTION": "Découvre ce que veut Ouaf-Ouaf sur le Mont Wirral.", + "QUEST_SUNNY_TITLE": "Nouveau départ", + "QUEST_HOYLAKE_TITLE": "Safari", + "QUEST_SUNNY_DESCRIPTION": "Va chez le tailleur de Port-la-Ville pour aider à relooker Joy.", + "QUEST_HOYLAKE_DESCRIPTION_1": "Enregistre {monster_description}, qui rôde souvent {habitat_phrase}, et montre la cassette à Dulac.", + "QUEST_HOYLAKE_DESCRIPTION_2": "Tu as enregistré {monster_name} : {monster_description}, {habitat_phrase}. Va vite montrer la cassette à Dulac.", + "QUEST_HELIA_TITLE": "Voilà le soleil", + "QUEST_HELIA_DESCRIPTION_1": "Explore la nouvelle gare sous la Vallée des dinosaures, dans les Terres Mortes.", + "QUEST_HELIA_DESCRIPTION_2": "Obtiens des réponses de la part de læ Mer-ligne.", + "QUEST_HELIA_DESCRIPTION_3": "Fais ton rapport à Ianthe.", + "CLUE_NORTH": "Poursuis là ton aventure vers le Nord, où nos parcours rebelles viendront se croiser.", + "CLUE_WEST": "Dans l'Ouest tes ailes devront t\\'emporter, vers un lieu que nul autre ne connaît.", + "CLUE_EAST": "Dans l'Est tes ailes devront t\\'emporter, vers un lieu que nul autre ne connaît.", + "CLUE_BIOME_ARID": "Là où d'anciennes ruines sommeillent, et où l\\'herbe gît morte sous tes pieds.", + "CLUE_BIOME_PLAINS": "Là où arbres et chemins de terre t'attendent, et où l\\'herbe est fraîche sous tes pieds.", + "CLUE_SOUTH": "Poursuis là ton aventure vers le Sud, où nos parcours rebelles viendront se croiser.", + "CLUE_BIOME_BEACH": "Là où scintille un sable doré, et où l'océan vient lécher tes pieds.", + "CLUE_BIOME_AUTUMN": "Là où des arbres bruns-roux s'élancent vers le ciel, leurs feuilles mortes crépitant sous tes pieds.", + "CLUE_BIOME_LAKE": "Là où la terre encercle l'eau, et où le sable humide caresse tes pieds.", + "CLUE_BIOME_WOODS": "Là où des arbres immenses s'élancent vers le ciel, les herbes sombres pliant sous tes pieds.", + "CLUE_BIOME_BLOSSOM": "Là où les pétales de cerisiers dansent dans le vent, et où l'herbe est pâle sous tes pieds.", + "CLUE_BIOME_MOUNTAIN": "Là où la terre va à la rencontre du ciel, et où la neige crépite sous tes pieds.", + "CLUE_BIOME_MARSH": "Là où se sont noyés des hommes égarés, et où la boue colle à tes pieds.", + "CLUE_ACTION_ROCK": "Viens avec une pierre en main, et dépose-la devant toi.", + "CLUE_ACTION_CRATE": "Viens avec une caisse en main, et dépose-la devant toi.", + "CLUE_ACTION_DASH.f": "Sur place, fonce avec le pouvoir des flammes autour de toi.", + "CLUE_ACTION_DASH.m": "Sur place, fonce avec le pouvoir des flammes autour de toi.", + "CLUE_ACTION_MAGNETISM": "Sur place, canalise la foudre et la voie s'ouvrira à toi.", + "CLUE_ACTION_DASH.n": "Sur place, fonce avec le pouvoir des flammes autour de toi.", + "CLUE_ACTION_JUMP_3": "Saute trois fois sur place et la voie s'ouvrira à toi.", + "CLUE_ACTION_FACE_4_DIRECTIONS": "Sur place, fais face aux quatre directions autour de toi.", + "CLUE_ACTION_NIGHT": "Sous le ciel nocturne, patiente une demi-minute et la voie s'ouvrira à toi.", + "CLUE_ACTION_MAP_3.m": "Prends ta fidèle carte en main, et lis-la par trois fois.", + "CLUE_ACTION_MAP_3.f": "Prends ta fidèle carte en main, et lis-la par trois fois.", + "CLUE_ACTION_ITEM_3": "Sépare-toi de trois possessions, celles de ton choix, tant qu'elles sont trois.", + "CLUE_ACTION_MAP_3.n": "Prends ta fidèle carte en main, et lis-la par trois fois.", + "CLUE_OVERWORLD_2_-1": "La première porte que tu as franchie sur cette île, là doivent te ramener tes pas.", + "CLUE_OVERWORLD_-4_-1": "Bordé de pierres et de tombes, un bassin isolé guidera tes pas.", + "CLUE_OVERWORLD_-6_-3": "Près d'un grand bâtiment, un rondin guidera tes pas.", + "CLUE_OVERWORLD_-2_-4": "Une tente en toile dressée sur le sable, derrière elle tu trouveras la voie.", + "CLUE_OVERWORLD_-3_-3": "Un arbre mort et solitaire, sous ses branches tu trouveras la voie.", + "CLUE_OVERWORLD_-3_-7": "Une rivière traverse ces terres, et à sa source tu trouveras la voie.", + "CLUE_OVERWORLD_0_-6": "Sur un grand autel de pierre, tu trouveras la voie.", + "CLUE_OVERWORLD_1_-6": "Entre trois lumières distinctes doivent te guider tes pas.", + "CLUE_OVERWORLD_3_-7": "Un sanctuaire du commerce déchu, sur son toit tu trouveras la voie.", + "CLUE_OVERWORLD_2_-4": "Dans l'ombre de la demeure qui veille sur cette île, tu trouveras la voie.", + "CLUE_OVERWORLD_5_-6": "Près d'une souche entourée de verdure, entre deux murs tu trouveras la voie.", + "CLUE_OVERWORLD_7_-2": "Au milieu des ruines d'une ancienne demeure, tu trouveras la voie.", + "CLUE_OVERWORLD_7_-4": "Sur un grand autel de feu, tu trouveras la voie.", + "CLUE_OVERWORLD_8_-6": "Sur une souche entourée d'arbres, tu trouveras la voie.", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Requête de Dulac", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Va voir Dulac à l'hôtel de ville. Il a une série de tâches à te confier.", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Chasse au monstre", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "Les {key} {habitat_phrase} chahutent un peu trop, ces derniers temps. Bats-en {count} pour calmer le reste et les empêcher de se blesser les uns les autres.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Bats {count} fusions rebelles pour rendre les déplacements à travers la Nouvelle-Wirral un peu plus sûrs.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Prime à la fusion", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Apporte le colis ci-joint à notre sentinelle {location_0_phrase}.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Livraison de colis", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Une de nos sentinelles {location_0_phrase} a besoin d'un ravitaillement d\\'urgence. Apporte-lui ça au plus vite : {required_item} (x{required_item_amount}).", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Génial ! Mon colis est enfin arrivé !", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Merci beaucoup ! J'attendais ça avec impatience !", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Merci beaucoup ! J'attendais ça avec impatience !", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Merci beaucoup ! J'attendais ça avec impatience !", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Génial ! Mon colis est enfin arrivé !", + "DJINN_ENTONIC_NAME": "Djinn Tonic", + "DJINN_ENTONIC_LORE_1": "Un mystérieux serveur cosmique aux manières impeccables. On en sait bien peu sur les boissons qu'il sert, si ce n\\'est qu\\'elles sont \\\"adaptées à toute la famille\\\" et qu\\'elles n\\'affectent \\\"nullement la classification d\\'âge de ce jeu\\\".", + "DJINN_ENTONIC_NAME_SUFFIX": "tonic", + "DJINN_ENTONIC_NAME_PREFIX": "Djinn", + "DJINN_ENTONIC_LORE_2": "Un djinn, ou génie, est un être surnaturel de la mythologie arabe. Dans la légende d'Aladin, le protagoniste libère sans le vouloir un génie prisonnier en frottant une lampe magique.", + "DJINN_ENTONIC_DESCRIPTION": "un serveur cosmique", + "BULLETINO_NAME": "Missilino", + "BULLETINO_NAME_PREFIX": "Missil", + "BULLETINO_NAME_SUFFIX": "lino", + "BULLETINO_LORE_2": "Les premiers obus de l'histoire étaient de simples boulets de plomb, tirés par des canons contre les troupes et les fortifications ennemies au Moyen Âge. La forme conique caractéristique des balles modernes a été inventée dans les années 1800 par Henri-Gustave Delvigne, un capitaine français.", + "BULLETINO_LORE_1": "Le Missilino ne connaît qu'une seule stratégie défensive : quand il panique, il plonge tête la première au cœur du danger. C\\'est une très mauvaise idée, mais il l\\'applique systématiquement.", + "BULLETINO_DESCRIPTION": "un énorme missile sur pattes", + "VELOCIRIFLE_NAME": "Fusiraptor", + "VELOCIRIFLE_NAME_PREFIX": "Fusi", + "VELOCIRIFLE_LORE_1": "L'arrière du crâne d\\'un Fusiraptor contient une chambre remplie de poudre à canon qu\\'il peut déclencher à volonté pour projeter les munitions stockées dans le \\\"barillet\\\" de sa gueule. Avec le temps, ces monstres ont appris à viser avec une grande précision.", + "VELOCIRIFLE_NAME_SUFFIX": "raptor", + "VELOCIRIFLE_DESCRIPTION": "un lézard avec une tête en forme de canon", + "VELOCIRIFLE_LORE_2": "La poudre à canon a été inventée en Chine à l'aube du premier millénaire. Les premières armes à feu étaient des canons portatifs chargés de poudre explosive et de petits projectiles.", + "ARTILLEREX_NAME": "Artillerex", + "ARTILLEREX_NAME_PREFIX": "Artille", + "ARTILLEREX_NAME_SUFFIX": "rex", + "ARTILLEREX_LORE_2": "La Gatling est une mitrailleuse de la première heure capable de tirer rapidement des munitions grâce à une roue de canons actionnée par une manivelle. Inventée au milieu du XIXe siècle, elle porte le nom de son créateur, Richard Jordan Gatling.", + "ARTILLEREX_LORE_1": "Le corps de l'Artillerex contient du métal en fusion lui permettant de forger de la mitraille qu\\'il tire en rafales avec la \\\"tourelle\\\" sur son ventre. Sa puissance de feu et sa stature imposante en font un ennemi réellement redoutable.", + "SALAMAGUS_NAME": "Salamage", + "GEARYU_LORE_2": "Les rouages sont des composants mécaniques circulaires qui s'emboîtent grâce aux crénelages présents sur leurs tranches. Leurs tailles variables permettent d\\'accroître ou de réduire l\\'intensité d\\'une force de rotation dans une machine.", + "ARTILLEREX_DESCRIPTION": "un énorme lézard avec une mitrailleuse sur le ventre", + "GEARYU_NAME_PREFIX": "Méca", + "GEARYU_NAME": "Mécazilla", + "GEARYU_NAME_SUFFIX": "zilla", + "GEARYU_LORE_1": "Le corps de Mécazilla est constitué de plusieurs rouages énormes maintenus ensemble par une force magnétique. Il les fait tourner pour générer une énergie cinétique qu'il expulse sous la forme de puissants souffles élémentaires.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Ravitaillement", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Génial ! Mon colis est enfin arrivé !", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Il me faut ça de toute urgence : {required_item} (x{required_item_amount}). Pourquoi ? Euh, c'est personnel.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Il me faut ça de toute urgence : {required_item} (x{required_item_amount}). Pourquoi ? Euh, c'est personnel.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Il me faut ça de toute urgence : {required_item} (x{required_item_amount}). Pourquoi ? Euh, c'est personnel.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Tu as vu ma requête ? Il me faut ça au plus vite : {required_item} (x{required_item_amount}).", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Je peux prendre ce que tu as ?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Je peux prendre ce que tu as ?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Tu as vu ma requête ? Il me faut ça au plus vite : {required_item} (x{required_item_amount}).", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Tu as vu ma requête ? Il me faut ça au plus vite : {required_item} (x{required_item_amount}).", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Je peux prendre ce que tu as ?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Oh, je vois que tu as ce qu'il me faut ! C\\'est pour moi ?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Oh, je vois que tu as ce qu'il me faut ! C\\'est pour moi ?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Oh, je vois que tu as ce qu'il me faut ! C\\'est pour moi ?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fabuleux ! J'ai hâte de m\\'en servir !", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fabuleux ! J'ai hâte de m\\'en servir !", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fabuleux ! J'ai hâte de m\\'en servir !", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Merci mille fois ! C'est exactement ce qu\\'il me fallait !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Je t'en prie, aide-moi à retrouver mon {lost_item}. Je l\\'ai perdu {location_1_phrase} !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Quelqu'un a perdu un {lost_item} {location_1_phrase}. Il a une grande valeur sentimentale, alors, fais de ton mieux pour le retrouver et le rapporter à son propriétaire {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Merci mille fois ! C'est exactement ce qu\\'il me fallait !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Objets perdus", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Merci mille fois ! C'est exactement ce qu\\'il me fallait !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anneau", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "collier", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Je t'en prie, aide-moi à retrouver mon {lost_item}. Je l\\'ai perdu {location_1_phrase} !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "portefeuille", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Je t'en prie, aide-moi à retrouver mon {lost_item}. Je l\\'ai perdu {location_1_phrase} !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "J'ai perdu un {lost_item} très important {location_1_phrase}. Tu veux bien m\\'aider à le retrouver ?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "J'ai perdu un {lost_item} très important {location_1_phrase}. Tu veux bien m\\'aider à le retrouver ?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Livraison spéciale", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Merci, je pensais ne jamais le revoir !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Merci, je pensais ne jamais le revoir !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Merci, je pensais ne jamais le revoir !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "J'ai perdu un {lost_item} très important {location_1_phrase}. Tu veux bien m\\'aider à le retrouver ?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "Tu l'as retrouvé ! Merci mille fois !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "Tu l'as retrouvé ! Merci mille fois !", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "Tu l'as retrouvé ! Merci mille fois !", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Nous avons préparé un chargement spécial de matériel médical pour aider les Endeuillés. Apporte vite le colis ci-joint au gardien de Villedeuil.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Retourne voir Dulac à l'hôtel de ville pour lui montrer le résultat.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "C'est le colis de Ianthe ?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "Affirmatif !", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Requête de Dulac", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Dulac veut savoir à quoi pourrait ressembler la fusion entre {species1_description} et {species2_description}. Fusionne {species1_name} et {species2_name} en combat pour enregistrer le résultat dans ton bestiaire, et retourne à l'hôtel de ville pour montrer le résultat au professeur !", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "Magnifique ! Jacqueline va être aux anges !", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "Tu sais que ton bestiaire enregistre des données pour chaque fusion que tu formes [wave amp=30 freq=30]et[/wave] pour toutes celles que tu rencontres ?", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "Fascinant ! Merci infiniment, {player}.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "Bien le bonjour, {player} !", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Fusionne en combat pour l'enregistrer dans ton bestiaire.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Analysons un peu les données sur {fusion_name} que tu m'as apportées.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Améliore une cassette de {species_name} pour la faire passer à 5 étoiles.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Requête de Dulac", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "Dulac veut voir un enregistrement 5 étoiles de {species_name}. Améliore une cassette de {species_name} au maximum et retourne à l'hôtel de ville pour la montrer au professeur !", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Rejoins le Dr Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "Tu sais que ton bestiaire intègre des informations supplémentaires sur les monstres dont tu améliores les cassettes à 5 étoiles ?", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Va montrer ta cassette à Dulac.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "Bien le bonjour, {player} !", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Intéressant. [pause]Très intéressant. [pause]Je me demande ce que ça signifie...", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Voyons un peu les données qu'il a enregistrées sur la cassette de {species_name} que tu m\\'as apportée.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Équipe-toi d'une cassette de {species_name}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "L'assistant de Dulac", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Dulac a prévu un entraînement spécial pour son assistant, le Dr Kirby. Équipe-toi d'une cassette de {species_name} et rejoins-le {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Bonjour, {player}, heureux de te rencontrer. Je suis Kirby, docteur en zoologie de l'université de Cambridge.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "Le professeur Dulac m'a beaucoup parlé de toi. Combien il t\\'a aidé à ton arrivée sur l\\'île, comment il t\\'a sauvé la vie...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "Le professeur Dulac m'a beaucoup parlé de toi. Combien il t\\'a aidée à ton arrivée sur l\\'île, comment il t\\'a sauvé la vie...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "C'est lui qui me l\\'a raconté ! Quel exemple pour nous tous !", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "Le professeur Dulac m'a beaucoup parlé de toi. Combien il t\\'a aidé·e à ton arrivée sur l\\'île, comment il t\\'a sauvé la vie...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "Tu sais que sur son monde, il a décroché le prix Nobel pour avoir découvert la dernière espèce vivante inconnue, avant d'être sacré roi mondial des scientifiques ?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Enfin, mettons-nous au travail, d'accord ?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "D'après le professeur, je dois comprendre ce que ça fait d\\'être {species_description} pour progresser en tant que scientifique. Et pour ça, j\\'ai besoin de ton aide.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Ta cassette de {species_name} est prête ?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Oui.", + "BATTLE_JOINED.f": "{0} a rejoint le combat !", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Pas encore.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Hmm... [pause]La recherche à la Nouvelle-Wirral est-elle toujours aussi brutale ?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Parfait ! Montre-moi comment tu t'en sers !", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Dulac est vraiment incroyable... Il a enduré tout ça et n'a même plus besoin de se transformer.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Merci, {player}. Tu m'as vraiment beaucoup appris sur le monstre {species_name}.", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusion instable", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Une fusion instable est apparue {location_0_phrase}. Tu dois la détruire avant qu'elle se multiplie de manière incontrôlée !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Une de nos nouvelles recrues veut t'affronter pour obtenir ton tampon. Rejoins-les, elle et son partenaire, {location_0_phrase} pour tester leurs capacités en combat. Sois sans pitié, {player}. Nous ne pouvons garder que les meilleurs dans nos rangs !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Défi de recrue", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "T'es [mfn:le|la|læ] jeune capitaine que je dois affronter pour faire mes preuves, c\\'est ça ? Ne retiens pas tes coups, surtout !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "T'es [mfn:le|la|læ] jeune capitaine que je dois affronter pour faire mes preuves, c\\'est ça ? Ne retiens pas tes coups, surtout !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Une de nos nouvelles recrues veut t'affronter pour obtenir ton tampon. Rejoins-les, elle et son partenaire, {location_0_phrase} pour tester leurs capacités en combat. Sois sans pitié, {player}. Nous ne pouvons garder que les meilleurs dans nos rangs !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Une de nos nouvelles recrues veut t'affronter pour obtenir ton tampon. Rejoins-les, elle et son partenaire, {location_0_phrase} pour tester leurs capacités en combat. Sois sans pitié, {player}. Nous ne pouvons garder que les meilleurs dans nos rangs !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "Je suis encore en formation, mais inutile d'y aller mollo avec moi, capitaine !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "T'es [mfn:le|la|læ] jeune capitaine que je dois affronter pour faire mes preuves, c\\'est ça ? Ne retiens pas tes coups, surtout !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "Je suis encore en formation, mais inutile d'y aller mollo avec moi, capitaine !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Capitaine {player}, c'est ça ? Quand je t\\'aurai [mfn:battu|battue|battu·e], Ianthe sera obligée de faire de moi un capitaine.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "Je suis encore en formation, mais inutile d'y aller mollo avec moi, capitaine !", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Capitaine {player}, c'est ça ? Quand je t\\'aurai [mfn:battu|battue|battu·e], Ianthe sera obligée de faire de moi une capitaine.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Capitaine {player}, c'est ça ? Quand je t\\'aurai [mfn:battu|battue|battu·e], Ianthe sera obligée de faire de moi un·e capitaine.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Il paraît que quand on arrive en prison, il faut immédiatement défier læ détenu·e læ plus dangereux·se du bloc ![pause] Il me semble que c'est toi, non ?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Il paraît que quand on arrive en prison, il faut immédiatement défier le détenu le plus dangereux du bloc ![pause] Il me semble que c'est toi, non ?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Aïe, tu ne fais vraiment pas de cadeau... [pause]Le plus drôle, c'est que... je n\\'aime pas me battre. C\\'est juste pas mon truc.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Aïe, tu ne fais vraiment pas de cadeau... [pause]Le plus drôle, c'est que... je n\\'aime pas me battre. C\\'est juste pas mon truc.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Aïe, tu ne fais vraiment pas de cadeau... [pause]Le plus drôle, c'est que... je n\\'aime pas me battre. C\\'est juste pas mon truc.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Il paraît que quand on arrive en prison, il faut immédiatement défier la détenue la plus dangereuse du bloc ![pause] Il me semble que c'est toi, non ?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "Comme je dis toujours, faites l'amour, pas la guerre...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Merci, capitaine, c'était très instructif.[pause] J\\'ai compris que je ne suis pas encore prête.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Merci, capitaine, c'était très instructif.[pause] J\\'ai compris que je ne suis pas encore prêt.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "J'aurais dû me douter que ça finirait comme ça. Merci, capitaine... [pause]pour m\\'avoir pris au sérieux.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Merci, capitaine, c'était très instructif.[pause] J\\'ai compris que je ne suis pas encore prêt·e.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "J'aurais dû me douter que ça finirait comme ça. Merci, capitaine... [pause]pour m\\'avoir prise au sérieux.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "Comme je dis toujours, faites l'amour, pas la guerre...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "Comme je dis toujours, faites l'amour, pas la guerre...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "J'aurais dû me douter que ça finirait comme ça. Merci, capitaine... [pause]pour m\\'avoir pris·e au sérieux.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Vol de ressources", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Des vieux amis à toi ont organisé une rencontre {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Les Veilleurs se font voler du matériel, depuis quelque temps. Une de nos sentinelles a surpris le responsable en flagrant délit et suivi sa piste. Retrouve-le {location_0_phrase} et découvre ce qu'il a fait de son butin.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "Le voleur a encore frappé. Cette fois, il a été repéré {location_0_phrase}. Affronte-le et découvre ce qu'il a fait de notre matériel.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie n'est là que depuis quelques jours, mais semble déjà bien décidée à devenir une Veilleuse. Elle te ressemble beaucoup, {player}, donc, j\\'aimerais que tu l\\'aides à bien démarrer ! Il va lui falloir une cassette, alors, prépares-en une dont tu veux bien te séparer (définitivement) avant d\\'aller la rejoindre à la grande porte, aux abords de Port-la-Ville. - Cybile x\\\"", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Ton vieil \\\"ami\\\" Némésis, le voleur repenti, souhaite devenir un Veilleur ! Il t'a même lancé un défi pour obtenir ton tampon, {player}. Va l\\'affronter {location_0_phrase}. Son initiative me réjouit, mais ne lui fait aucun cadeau. Nous devons nous montrer très sélectifs.", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Défi de recrue - Némésis", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Défi de recrue - Frankie", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Ton vieil \\\"ami\\\" Némésis, le voleur repenti, souhaite devenir un Veilleur ! Il t'a même lancé un défi pour obtenir ton tampon, {player}. Va l\\'affronter {location_0_phrase}. Son initiative me réjouit, mais ne lui fait aucun cadeau. Nous devons nous montrer très sélectifs.", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Ton vieil \\\"ami\\\" Némésis, le voleur repenti, souhaite devenir un Veilleur ! Il t'a même lancé un défi pour obtenir ton tampon, {player}. Va l\\'affronter {location_0_phrase}. Son initiative me réjouit, mais ne lui fait aucun cadeau. Nous devons nous montrer très sélectifs.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"Hé, maître ! Je me suis trouvé une quête personnelle. Si tu veux m'aider, retrouve-moi {location_0_phrase}. - Frankie\\\"", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"Hé, maître ! Je me suis trouvé une quête personnelle. Si tu veux m'aider, retrouve-moi {location_0_phrase}. - Frankie\\\"", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"Hé, maître ! Je me suis trouvé une quête personnelle. Si tu veux m'aider, retrouve-moi {location_0_phrase}. - Frankie\\\"", + "RUMOR_NAME": "Rumeur", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie t'a lancé un défi pour obtenir ton tampon. Elle t\\'attend {location_0_phrase}. Ne lui fais pas de cadeau, {player}. Tu sais combien on doit se montrer exigeants dans notre recrutement.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie t'a lancé un défi pour obtenir ton tampon. Elle t\\'attend {location_0_phrase}. Ne lui fais pas de cadeau, {player}. Tu sais combien on doit se montrer exigeants dans notre recrutement.", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Combat amical", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie t'a lancé un défi pour obtenir ton tampon. Elle t\\'attend {location_0_phrase}. Ne lui fais pas de cadeau, {player}. Tu sais combien on doit se montrer exigeants dans notre recrutement.", + "RUMOR_DUNGEON_PARK_TITLE": "Secousses souterraines", + "RUMOR_DUNGEON_PARK": "Il paraît que le sol tremble parfois sous le parc de la Nouvelle-Wirral, comme au passage d'un énorme véhicule souterrain. Il faudrait tirer ça au clair, non ?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Gloussements d'outre-tombe", + "RUMOR_DUNGEON_GRAVEYARD": "Un ami m'a raconté qu\\'il avait entendu comme un gloussement maniaque près d\\'une des tombes, dans le cimetière à l\\'ouest du ruisseau. Étrange, non ?", + "RUMOR_DUNGEON_MEADOW_TITLE": "Mini-Dominuit", + "RUMOR_DUNGEON_MEADOW1": "Tu ne vas probablement pas le croire, mais j'ai vu un Dominuit minuscule dans la clairière au cœur de la plaine aux Cerisiers. Il était encore plus petit qu\\'un nouveau-né, il aurait pu tenir dans ma main !", + "RUMOR_DUNGEON_MEADOW2": "Qu'est-ce qui a bien pu lui arriver pour qu\\'il finisse comme ça ? Il se passe quelque chose d\\'étrange là-bas...", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Haut sommet", + "RUMOR_DUNGEON_LAKE_TITLE": "Panneaux ambulants", + "RUMOR_DUNGEON_LAKE1": "Un camarade Veilleur m'a parlé de ces \\\"panneaux ambulants\\\" sur le lac.", + "RUMOR_DUNGEON_LAKE2": "Il pense qu'en se tenant sur les interrupteurs dans le bon ordre, et en suivant tous les panneaux, il est possible de découvrir un trésor.", + "RUMOR_DUNGEON_MOUNTAIN": "Le Mont Wirral est immense, hein ? Eh bien, il paraît qu'un phare bizarre se dresse au sommet ! Je me demande ce qui se passe, là-haut ?", + "RUMOR_DUNGEON_LAKE3": "Mais tous ceux qui ont essayé affirment qu'ils n\\'ont fait que tourner en rond.", + "RUMOR_CAPTAIN_WALLACE": "J'ai entendu dire que le capitaine Murolien était dans le parc, en ce moment...", + "RUMOR_CAPTAIN_WALLACE_TITLE": "Capitaine Murolien", + "RUMOR_CAPTAIN_CLEEO_TITLE": "Femme de métal", + "RUMOR_CAPTAIN_DREADFUL": "Il paraît que la capitaine Penny Dreadful traîne souvent dans le village en ruine à l'est d\\'ici...", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "Capitaine Penny Dreadful", + "RUMOR_CAPTAIN_CLEEO": "Il paraît qu'une femme de métal rôde dans la forêt d\\'Estham. Tu l\\'as déjà rencontrée ?", + "RUMOR_CAPTAIN_LODESTEIN.m": "Tu es déjà allé à Ham ? Tu sais, c'est cette petite vallée à l\\'ouest de la forêt d\\'Estham, où traîne souvent le capitaine Magneth.", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "Capitaine Magneth", + "RUMOR_CAPTAIN_LODESTEIN.n": "Tu es déjà allé·e à Ham ? Tu sais, c'est cette petite vallée à l\\'ouest de la forêt d\\'Estham, où traîne souvent le capitaine Magneth.", + "RUMOR_CAPTAIN_LODESTEIN.f": "Tu es déjà allée à Ham ? Tu sais, c'est cette petite vallée à l\\'ouest de la forêt d\\'Estham, où traîne souvent le capitaine Magneth.", + "RUMOR_CAPTAIN_BUFFY": "J'adore la capitaine Robusta. Elle patrouille souvent dans la plaine aux Cerisiers, tu sais ?", + "RUMOR_CAPTAIN_BUFFY_TITLE": "Capitaine Robusta", + "RUMOR_CAPTAIN_CYBIL_TITLE": "Capitaine Cybile", + "RUMOR_CAPTAIN_CYBIL": "\\\"Cybile FM\\\" est ma station de radio préférée ! Elle est animée par la capitaine Cybile en personne, depuis les marais !", + "RUMOR_CAPTAIN_SKIP_TITLE": "Capitaine Cyan", + "RUMOR_CAPTAIN_SKIP": "Je trouve l'ingéniosité du capitaine Cyan vraiment admirable. Il travaille souvent à l\\'embouchure de la rivière, à l\\'ouest de Port-la-Ville.", + "RUMOR_CAPTAIN_JUDAS_TITLE": "Capitaine Judas", + "RUMOR_CAPTAIN_JUDAS1": "On m'a dit que le célèbre survivaliste, le capitaine Judas, campe sur une île isolée dans le sud-est.", + "RUMOR_CAPTAIN_JUDAS2": "Je sais que ma dépendance au confort moderne lui déplairait sûrement beaucoup, mais... je le trouve irrésistible !", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "Capitaine Gladiola", + "RUMOR_CAPTAIN_GLADIOLA": "Les patrouilles de la capitaine Gladiola passent souvent par le cimetière à l'ouest de Port-la-Ville. Je me demande où elle va ?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "Capitaine Zéphyra", + "RUMOR_CAPTAIN_HEATHER": "Un pilleur d'épaves de la Côte de Fer m\\'a confié avoir aperçu la capitaine Zéphyra sur une île, très loin à l\\'ouest...", + "RUMOR_CAPTAIN_ZEDD": "Aux dernières nouvelles, le capitaine Zedd voulait inspecter Villedeuil, dans l'est. Je parie qu\\'il s\\'est endormi en chemin...", + "RUMOR_CAPTAIN_ZEDD_TITLE": "Capitaine Zedd", + "RUMOR_CAPTAIN_CODEY1": "Tu connais le capitaine Codey ? Celui qui se plaint toujours de ne plus avoir d'\\\"internet\\\" ? Il explore le Mont Wirral en ce moment.", + "RUMOR_CAPTAIN_CODEY_TITLE": "Capitaine Codey", + "RUMOR_CAPTAIN_CODEY2": "Je devrais peut-être faire moi-même l'ascension pour découvrir enfin ce que cet \\\"internet\\\" a de si incroyable !", + "RUMOR_IANTHE_BATTLE_TITLE.m": "Un capitaine de plus", + "RUMOR_IANTHE_BATTLE_TITLE.f": "Une capitaine de plus", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "Je viens de voir un homme se faire avaler tout entier par un coffre {location_0_phrase} ! Incroyable, non !?", + "RUMOR_IANTHE_BATTLE_TITLE.n": "Un·e capitaine de plus", + "RUMOR_IANTHE_BATTLE": "Tu as appris la nouvelle ? Il paraît que la chef Ianthe a peut-être trouvé une recrue capable de devenir capitaine...", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Cormorevoir repéré", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "Inondations", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "J'ai entendu dire que cet oiseau géant, le Cormorevoir, avait été repéré {location_0_phrase} récemment.", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "Inondations", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "Une grosse inondation est en cours au nord du parc ! J'espère qu\\'il n\\'y aura pas de blessés.", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "Les abords de Port-la-Ville sont inondés ! Les Veilleurs sont un peu longs à réagir. Ils doivent tous être occupés, aujourd'hui...", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Glaistrail repéré", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "Tu as déjà vu ces caches rouges de Veilleurs ? Eh bien, j'en ai entendu une marmonner toute seule {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Cache bavarde", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Je viens d'apprendre qu\\'un immense ange de verre a été repéré {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Fourmimétique repérée", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Kuneko repérée", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Affaires de Veilleurs", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Il se passe quelque chose {location_0_phrase}. Les Veilleurs ne parlent plus que de ça...", + "RUMOR_PASSIVE_QUEST_KUNEKO": "Tu ne vas pas le croire, mais je viens d'apercevoir une fille-chat avec des ailes {location_0_phrase}...", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Situation de crise", + "RUMOR_PASSIVE_QUEST_SWARM": "Il se passe quelque chose de grave {location_0_phrase}. Plusieurs Veilleurs en sont revenus blessés...", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Marchand torse nu", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Un drôle de marchand est de passage sur l'île, aujourd\\'hui. Tu as intérêt à te dépêcher si tu veux en profiter. Il est {location_0_phrase} !", + "RUMOR_UNOBTAINED_SPECIES": "Tu as déjà vu {species_description} ? C'est {species_name} ! Il paraît qu\\'on en trouve {habitat_phrase}.", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "Eugène", + "RUMOR_OFFICE1": "J'ai vu Eugène traîner près d\\'un bâtiment étrange en dehors de la ville. Qu\\'est-ce qu\\'il fait là-bas ?", + "RUMOR_OFFICE2_TITLE": "Gardes-terres", + "RUMOR_OFFICE2": "Une connaissance à Villedeuil, sur la colline de l'Automne, m\\'a dit que de nombreux Gardes-terres se rassemblent dans un genre de bureau, ces derniers temps...", + "RUMOR_OFFICE3_1": "Je pêchais dans mon bateau au nord de la colline de l'Automne, l\\'autre jour, et tu ne devineras jamais ce que j\\'ai aperçu dans le brouillard...", + "RUMOR_OFFICE3_TITLE": "Gardes-terres", + "RUMOR_OFFICE3_2": "Un bureau ! Un vieux bureau déprimant perché sur un caillou au milieu de l'eau !", + "RUMOR_OFFICE3_3": "Les goules tout autour m'ont vraiment fichu la trouille...", + "RUMOR_OFFICE4_1": "La dernière fois que j'étais dans la forêt d\\'Estham, cinq Gardes-terres m\\'ont traîné jusqu\\'à leur repaire et m\\'ont drainé de presque toute mon énergie !", + "RUMOR_OFFICE4_TITLE": "Gardes-terres", + "RUMOR_OFFICE5_TITLE": "Gardes-terres", + "RUMOR_OFFICE4_2": "Franchement, leur présentation sur les multipropriétés est à mourir d'ennui.", + "RUMOR_OFFICE5_1": "J'ai discuté avec Maryse Pipelin, hier. Tu sais, la femme qui s\\'occupe de la ferme, de l\\'autre côté du ruisseau ?", + "RUMOR_OFFICE5_2": "Elle pense que des Gardes-terres se sont installés près de sa propriété.", + "RUMOR_OFFICE5_3": "C'est inquiétant, non ? Port-la-Ville dépend de cette ferme pour se nourrir. Si les Gardes-terres s\\'en emparent...", + "RUMOR_ALTAR1_TITLE": "Sanctuaire", + "RUMOR_ALTAR1": "Oui, j'ai vu un sanctuaire étrange dans la plaine aux Cerisiers ! Je me demande bien à quoi il sert !", + "RUMOR_ALTAR2": "J'ai fait une découverte intéressante en nageant dans le lac : une sorte d\\'autel entre deux colonnes, sur une île.", + "RUMOR_ALTAR2_TITLE": "Sanctuaire", + "RUMOR_ALTAR3": "Ma sœur des Endeuillés m'a dit avoir vu une fille-chat ninja, mi-ange, mi-démon, près de leur ville. Mais c\\'est peut-être leur vieux pain moisi qui lui donne des hallucinations !", + "RUMOR_ALTAR3_TITLE": "Sanctuaire", + "RUMOR_POSTGAME_MORGANTE": "Je n'ai pas fermé l\\'œil de la nuit ! Tu as entendu ce chant étrange en provenance de la gare de Port-la-Ville, toi aussi ?", + "RUMOR_ALTAR4_TITLE": "Sanctuaire", + "RUMOR_ALTAR4": "Tu as entendu parler de ce sanctuaire mystérieux au cœur de la forêt d'Estham ? Il paraît qu\\'un démon y conduit de terribles rituels la nuit. Mais certains disent qu\\'il s\\'agit d\\'un ange. D\\'autres encore parlent d\\'une fille-chat.", + "RUMOR_POSTGAME_MORGANTE_TITLE": "Chant sinistre", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", + "RUMOR_PARTNER_KAYLEIGH": "J'ai entendu dire que Kayleigh en sait plus qu\\'elle ne le prétend sur ces étranges cultistes encapuchonnés. Tu devrais peut-être essayer de lui en parler, non ?", + "RUMOR_PARTNER_MEREDITH1_2": "Quand elle n'est pas dans sa boutique sur les quais, tu peux la trouver dans le parc.", + "RUMOR_PARTNER_MEREDITH1_TITLE": "Mérédith", + "RUMOR_PARTNER_MEREDITH1_1": "Tu connais Mérédith ? Elle entretient les équipements électroniques de la ville.", + "RUMOR_PARTNER_MEREDITH1_3": "Va la voir si tu as besoin de son expertise !", + "RUMOR_PARTNER_MEREDITH2_1.m": "Je suis Mérédith. Savoure ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", + "RUMOR_PARTNER_MEREDITH2_TITLE": "Mérédith", + "RUMOR_PARTNER_MEREDITH2_1.f": "Je suis Mérédith. Savoure ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", + "RUMOR_PARTNER_MEREDITH2_1.n": "Je suis Mérédith. Savoure ton emprisonnement parmi nous sur ce caillou perdu pour le restant de tes jours.", + "RUMOR_PARTNER_MEREDITH2_2": "Bref, j'avais juste besoin de prendre un peu l\\'air. Passe donc me voir à la boutique. C\\'est le bâtiment jaune sur la promenade en bois.", + "RUMOR_PARTNER_FELIX_TITLE": "Appartement dévasté", + "RUMOR_PARTNER_FELIX2": "Tu crois qu'il aurait besoin d\\'un coup de main ?", + "RUMOR_PARTNER_FELIX1": "J'ai vu un type fouiller les décombres d\\'un appartement en ruine à Rivenord, au nord-ouest du parc.", + "RUMOR_PARTNER_VIOLA_TITLE": "Super-héroïne", + "RUMOR_HOYLAKE1": "Le professeur Dulac aurait besoin d'un nouvel assistant de recherche.", + "RUMOR_PARTNER_DOG1": "Hé, tu sais si quelqu'un a perdu son chien ?", + "RUMOR_PARTNER_DOG_TITLE": "Chien perdu", + "RUMOR_PARTNER_VIOLA": "Je me suis fait surprendre par des gluants dans les marais, mais une super-héroïne avec une cape est sortie de nulle part pour me sauver ! Je jure que c'est vrai !", + "RUMOR_PARTNER_DOG2": "J'en ai vu un courir dans tous les sens avec un lecteur de cassettes. Et je parle bien d\\'un chien ordinaire, pas d\\'un Spitzplosif ! C\\'était au pied du Mont Wirral, près du coin du lac.", + "RUMOR_PARTNER_DOG3": "J'espère qu\\'il ne va rien lui arriver, le pauvre...", + "RUMOR_HOYLAKE_TITLE": "Pour la science", + "RUMOR_HOYLAKE2": "Il passe tout son temps à l'hôtel de ville. Je ne comprendrai jamais comment il fait pour étudier les monstres en les évitant...", + "RUMOR_AVEREVOIR_TITLE": "Oiseau colossal", + "RUMOR_AVEREVOIR1": "J'ai vu un oiseau colossal près du Mont Wirral !", + "RUMOR_GLAISTAIN_TITLE": "Ruines", + "RUMOR_ABILITY_CLIMB4": "Mais le seul moyen de savoir si c'est vraiment possible, c\\'est d\\'enregistrer une citrouille !", + "RUMOR_AVEREVOIR2": "Je crois qu'il vit dans cette grande caverne qui transperce le flanc de la montagne.", + "RUMOR_ABILITY_SWIM_TITLE": "Nage", + "RUMOR_GLAISTAIN": "Il paraît qu'un vieux vestige est apparu dans la plaine aux Cerisiers, récemment. C\\'est plutôt intrigant, non ?", + "RUMOR_FARM_BRIDGE_TITLE": "Pont de la ferme", + "RUMOR_ABILITY_SWIM": "Il paraît qu'il existe un monstre doté d\\'un équipement de plongée donnant l\\'aptitude de nager absolument partout à ceux qui l\\'enregistrent !", + "RUMOR_ABILITY_CLIMB_TITLE": "Escalade", + "RUMOR_FARM_BRIDGE": "J'ai entendu dire que les Pipelin avaient des soucis avec le pont qui permet d\\'accéder à leur ferme, à l\\'ouest...", + "RUMOR_ABILITY_CLIMB1": "Je sais ce que tu penses !", + "RUMOR_ABILITY_CLIMB2": "\\\"Tout serait plus simple si je pouvais grimper le long des surfaces verticales comme le font les lianes-citrouilles\\\", pas vrai ?", + "RUMOR_ABILITY_CLIMB3": "Ça fait des années que je réfléchis moi-même à la question !", + "RUMOR_ABILITY_DASH_TITLE": "Charge destructrice", + "RUMOR_ABILITY_MAGNETISM_TITLE": "Pouvoirs magnétiques", + "RUMOR_ABILITY_DASH": "Apparemment, il existe un monstre capable de foncer comme un missile ! Je parie que tu pourrais faire pareil en l'enregistrant !", + "RUMOR_INTERMISSION_TITLE": "L'homme-triangle", + "RUMOR_ABILITY_MAGNETISM": "À en croire la rumeur, enregistrer ce drôle de monstre électrique peut te donner des pouvoirs magnétiques. Pas mal, non ?", + "RUMOR_INTERMISSION": "Tu as vu ? Un homme étrange avec un triangle à la place de la tête flotte au centre de la ville...", + "BATTLE_ADJECTIVE_CAPTAIN.m": "Capitaine {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "Capitaine {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "Capitaine {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "Chef {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "Alliée {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "Allié {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "Chef {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "Chef {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "Allié·e {name}{disambiguator}", + "BATTLE_JOINED.m": "{0} a rejoint le combat !", + "BATTLE_SWITCH_PLACES.m": "{0} a échangé sa place !", + "BATTLE_JOINED.n": "{0} a rejoint le combat !", + "BATTLE_DESTROYED.f": "{0} a été anéantie !", + "BATTLE_SWITCH_PLACES.f": "{0} a échangé sa place !", + "BATTLE_SWITCH_PLACES.n": "{0} a échangé sa place !", + "BATTLE_ORB_BROKE": "L'orbe est brisé ! C\\'est {fusion_name} !", + "ABILITY_swim": "Nage", + "BATTLE_DESTROYED.m": "{0} a été anéanti !", + "BATTLE_DESTROYED.n": "{0} a été anéanti·e !", + "ABILITY_climb": "Boule de lianes-citrouilles", + "ABILITY_dash": "Charge de Missilino", + "ABILITY_flight": "Vol", + "ABILITY_magnetism": "Électromagnétisme", + "ABILITY_UNLOCKED_swim": "Tu es désormais capable de nager !\\nAttention, ça épuise ton endurance.", + "ABILITY_UNLOCKED_climb": "Tu peux désormais maintenir {control.climb} pour escalader les murs !\\nAttention, ça épuise ton endurance.", + "ABILITY_UNLOCKED_dash": "Tu peux désormais appuyer sur {control.dash} pour charger sur une courte distance !\\nAttention, ça épuise ton endurance.", + "ABILITY_UNLOCKED_magnetism": "Tu peux désormais maintenir {control.magnetism} pour interagir avec les objets magnétiques !\\nAttention, ça épuise ton endurance.", + "ABILITY_UNLOCKED_flight": "Tu peux désormais rappuyer sur {control.jump} pendant que tu planes pour reprendre de l'altitude !\\nAttention, ça épuise ton endurance.", + "POST_CREDITS_MESSAGE_1": "Tu peux poursuivre l'aventure depuis ta sauvegarde si tu le souhaites. Les Veilleurs de la Nouvelle-Wirral ont encore besoin de toi...", + "STAT_ADJUST_MENU_TITLE": "Caractéristiques de base de {player}", + "STAT_ADJUST_MENU_REMAINING_POINTS": "Points restants : {0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Attention, il reste des points non attribués. Confirmer ?", + "STAT_ADJUST_MENU_EXPLANATION.m": "Les caractéristiques de base de {player} peuvent être ajustées depuis cet écran. Ceci affecte toutes ses formes de monstres.\\n\\nDes points supplémentaires peuvent être obtenus auprès de Wilma. Des valeurs minimales inférieures peuvent être débloquées en battant plus de capitaines.", + "STAT_ADJUST_MENU_EXPLANATION.f": "Les caractéristiques de base de {player} peuvent être ajustées depuis cet écran. Ceci affecte toutes ses formes de monstres.\\n\\nDes points supplémentaires peuvent être obtenus auprès de Wilma. Des valeurs minimales inférieures peuvent être débloquées en battant plus de capitaines.", + "STAT_ADJUST_MENU_EXPLANATION.n": "Les caractéristiques de base de {player} peuvent être ajustées depuis cet écran. Ceci affecte toutes ses formes de monstres.\\n\\nDes points supplémentaires peuvent être obtenus auprès de Wilma. Des valeurs minimales inférieures peuvent être débloquées en battant plus de capitaines.", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Capitaine N°{n}", + "UI_RANGER_STAMP_CARD_ID": "ID : {0}", + "UI_RANGER_STAMP_CARD_HUMAN": "Homo Sapiens", + "UI_RANGER_STAMP_CARD_EARTH": "Terre, XXIe siècle", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Spécialisation inconnue", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Termine ta formation de Veilleur pour pouvoir accéder à ces quêtes.", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Termine ta formation de Veilleur·se pour pouvoir accéder à ces quêtes.", + "NOTICEBOARD_REQUIREMENT_QUEST": "Termine la quête \\\"{quest_title}\\\" pour débloquer de nouvelles quêtes et récompenses.", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Termine ta formation de Veilleuse pour pouvoir accéder à ces quêtes.", + "NOTICEBOARD_REQUIREMENT_STORY": "Suis les indices de Morgayne et trouve un moyen de quitter la Nouvelle-Wirral pour débloquer de nouvelles quêtes et récompenses.", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "Plus aucune quête !", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} a trouvé de la matière fusionnée (x{amount})", + "TUTORIAL_RUMORS_DESCRIPTION2": "Les rumeurs que tu découvres en ville sont enregistrées dans ton journal.\\n\\nPort-la-Ville est ta meilleure source d'approvisionnement, alors, n\\'oublie pas de discuter avec les habitants chaque fois que tu passes faire le plein !", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "Fais ton rapport à Ianthe pour recevoir ta récompense !", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name} a trouvé de la matière fusionnée (x{amount})", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name} a trouvé de la matière fusionnée (x{amount})", + "TUTORIAL_RUMORS_DESCRIPTION1": "Tu es libre d'explorer la Nouvelle-Wirral comme bon te semble. Si tu cherches un nouvel objectif, tu peux toujours te rendre à Port-la-Ville pour écouter les dernières rumeurs.\\n\\nLes habitants adorent échanger des informations ! Inspecter les lieux mentionnés par ces rumeurs te permettra généralement de progresser dans tes quêtes et de découvrir de nouveaux monstres.", + "TUTORIAL_RUMORS_TITLE": "Didacticiel : Rumeurs", + "TUTORIAL_ROGUE_FUSIONS1": "Cette créature est ce que les Veilleurs appellent une \\\"fusion rebelle\\\". Elles se cachent parfois dans les coffres des grottes souterraines.\\n\\nAffronter ces fusions est un excellent moyen d'obtenir des objets précieux, de l\\'expérience et certains monstres rares. Mais attention, elles sont toujours beaucoup plus dangereuses que les autres monstres du secteur !", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "Didacticiel : Fusions rebelles", + "TUTORIAL_ROGUE_FUSIONS2.m": "Certaines fusions rebelles s'entourent d\\'une nuée d\\'autres monstres que tu devras vaincre avant de pouvoir les affronter.\\n\\nSi tu doutes de tes capacités ou si tu te trouves dans une zone encore inconnue, il est préférable de les éviter.", + "LOADING_SCREEN_NAG2_FOOTER": "Consulte ton [color=#ab75e8]journal des quêtes[/color] pour plus d'informations.", + "TUTORIAL_ROGUE_FUSIONS2.n": "Certaines fusions rebelles s'entourent d\\'une nuée d\\'autres monstres que tu devras vaincre avant de pouvoir les affronter.\\n\\nSi tu doutes de tes capacités ou si tu te trouves dans une zone encore inconnue, il est préférable de les éviter.", + "UI_NEW_GAME_MODES_NOTIFICATION": "Les parties personnalisées sont maintenant accessibles !", + "TUTORIAL_ROGUE_FUSIONS2.f": "Certaines fusions rebelles s'entourent d\\'une nuée d\\'autres monstres que tu devras vaincre avant de pouvoir les affronter.\\n\\nSi tu doutes de tes capacités ou si tu te trouves dans une zone encore inconnue, il est préférable de les éviter.", + "LOADING_SCREEN_NAG2_TITLE": "Rumeur entendue à Port-la-Ville :", + "UI_NEW_GAME_MODES_TITLE": "Mode personnalisé", + "UI_NEW_GAME_MODES_VALUE_ON": "Oui", + "UI_NEW_GAME_MODES_VALUE_OFF": "Non", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Cassettes irréparables", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Active cette option et toute défaite sera la dernière.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Défaite définitive", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Active cette option et tes cassettes seront irréparables. Si toutes tes cassettes sont détruites, la partie est terminée.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Active cette option et toute défaite sera la dernière.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Active cette option et toute défaite sera la dernière.", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Monstres aléatoires", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Active cette option et les monstres disponibles dans chaque habitat, ainsi que ceux de départ et ceux de tes partenaires, seront tous aléatoires.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Types aléatoires", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Capacités aléatoires", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Active cette option et les autocollants débloqués quand tes cassettes s'améliorent seront aléatoires, de même que les capacités de chaque monstre.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Active cette option et le type élémentaire de chaque espèce sera aléatoire. Les capacités de chaque monstre seront ajustées en conséquence.", + "UI_NEW_GAME_MODES_RANDOM_SEED": "Indice aléatoire", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "Cet indice contrôle la génération aléatoire, l'apparition des monstres, l\\'inventaire des marchands, les quêtes, etc.", + "UI_NEW_GAME_MODES_START_BUTTON": "Commencer", + "UI_GAME_OVER": "PARTIE TERMINÉE", + "SIGN_ELECTROSHACK": "ÉlectroDock", + "SIGN_CLOSED": "FERMÉ", + "SIGN_SPACE_ZONE": "COIN DE L'ESPACE", + "GAUNTLET_DIFFICULTY_BTN": "Modifier la difficulté", + "GAUNTLET_TITLE": "Train des épreuves de Magicrabe", + "GAUNTLET_RANDOMISE_BTN": "Mélanger", + "GAUNTLET_ENTER_SEED_BTN": "Saisir un code de génération", + "GAUNTLET_CARRIAGE_BTN": "Changer de wagon", + "GAUNTLET_EXPLANATION_BTN": "Explications", + "GAUNTLET_DIFFICULTY_CONFIRM": "Changer le mode de difficulté modifie aléatoirement tous les adversaires dans tous les wagons et te renvoie au wagon 1. Ta progression dans le mode de difficulté actuel a été enregistrée et tu pourras la reprendre plus tard, mais le contenu de chaque wagon aura été modifié.", + "GAUNTLET_ENTER_SEED_CONFIRM": "Changer de code de génération restaure tous les adversaires dans chaque wagon. Note que ta progression dans l'histoire et les ennemis que tu as affrontés affectent [i]aussi[/i] les combats du train. Ta progression dans le mode de difficulté actuel a été enregistrée et tu pourras la reprendre plus tard, mais le contenu de chaque wagon aura été modifié.", + "GAUNTLET_RANDOMISE_CONFIRM": "Mélanger la composition du train modifie aléatoirement tous les adversaires dans tous les wagons. Ta progression est conservée, mais tu n'as aucun moyen de savoir ce qui t\\'attend dans un wagon avant d\\'y entrer à nouveau. Confirmer ?", + "GAUNTLET_EXPLANATION_PAGE1": "Tes adversaires sont un peu plus forts dans chaque nouveau wagon. Tu dois atteindre un wagon-restaurant pour pouvoir te soigner, acheter des objets et récupérer tes récompenses.\\n\\nPlus ta série de victoires grandit, plus les récompenses qu'elles te rapportent sont importantes. Cette série est réinitialisée dès que tu quittes le train ou que tu récupères tes récompenses.", + "GAUNTLET_EXPLANATION_PAGE2": "Les modes de difficulté plus élevés ajoutent des modificateurs (plus d'effets), réduisent le nombre de wagons-restaurants et renforcent tes adversaires (plus de cassettes, résistances aux dégâts, etc.)\\n\\nTes victoires te rapporteront également plus de matière fusionnée !", + "GAUNTLET_SEED_LABEL": "Code de génération :", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "Wagon {number}", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "Wagon suivant :", + "GAUNTLET_CARRIAGE_LABEL": "Wagon {number} - {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name} [color=#b70042]niv. {level}[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "Restaurant", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "Wagon {number} - {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "Coffre", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "???", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "Miniboss", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "Boss", + "GAUNTLET_DIFFICULTY_LABEL": "Difficulté :", + "GAUNTLET_DIFFICULTY0": "Normale", + "GAUNTLET_DIFFICULTY1": "Élevée", + "GAUNTLET_DIFFICULTY2": "Très élevée", + "GAUNTLET_DIFFICULTY3": "Encore plus élevée", + "GAUNTLET_DIFFICULTY4": "Abusive", + "GAUNTLET_DIFFICULTY5": "Extrême", + "GAUNTLET_DIFFICULTY6": "Impossible", + "GAUNTLET_RECORDS": "Résultats", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "Dernier wagon atteint :", + "GAUNTLET_RECORD_LONGEST_STREAK": "Meilleure série de victoires :", + "GAUNTLET_MODIFIERS_LABEL": "Modificateurs :", + "GAUNTLET_MODIFIERS_NONE": "Aucun", + "GAUNTLET_STREAK_LABEL": "Série de victoires :", + "GAUNTLET_REWARDS_LABEL": "Récompenses :", + "QUEST_GAUNTLET_TITLE": "Un train sans fin", + "QUEST_GAUNTLET_DESCRIPTION": "Conquérir 50 wagons dans le train des épreuves de Magicrabe.", + "QUEST_GAUNTLET_PROGRESS": "Tu as conquis {num} des {count} wagons.", + "BATTLE_TITLE_LTD": "Société à responsabilité limitée", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "Les développeurs", + "BYTTEN_STUDIO_TOM_NAME": "Tom", + "BYTTEN_STUDIO_JAY_NAME": "Jay", + "BYTTEN_STUDIO_JOEL_NAME": "Joel", + "BYTTEN_STUDIO_LORE_2": "Personne ne sait pourquoi le studio porte ce nom, et encore moins comment ce nom se prononce. Et en plus, ce n'est pas un réellement un studio : tout le monde travaille à domicile !", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio est un studio de développement de jeux vidéo composé de trois humains : Tom, Jay et Joel, ainsi que d'un quatrième membre secret : l\\'archange Morgayne. C\\'est Morgayne qui contrôle la conception de Cassette Beasts en exerçant son influence sur l\\'esprit des trois autres.", + "MOVE_MACHINE_CURSE_CURSE_NAME": "Contre-malédiction mécanique", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "Code-Morgayne !", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "Oups !", + "ROGUE_TRAFFIKRAB_NAME": "Traficrabe rebelle", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "Une erreur s'est produite et l\\'appareil doit redémarrer. Ce redémarrage se fera automatiquement une fois certaines données récupérées.\\n\\nCode d\\'erreur : 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "Réinsérer une cassette pour continuer _", + "SHADOW_LENNA_LORE_1": "À l'origine, Umbra-Lenna était destinée à périr des mains du jeune héros Lance. Libérée de son cruel destin par des bugs, elle a finalement rejoint Lenna dans sa quête.", + "SHADOW_LENNA_NAME": "Umbra-Lenna", + "ROGUE_TRAFFIKRAB_SUBTITLE": "Monstre vengeur", + "SHADOW_LENNA_SUBTITLE": "L'antihéroïne d\\'une autre histoire", + "DELVIN_NAME": "Delvin", + "SHADOW_LENNA_LORE_2": "Dans la psychologie de Jung, l'ombre est une composante de la psyché dont un individu refuse de reconnaître l\\'existence. Les dissemblances de cette part d\\'ombre et de la conscience sont source d\\'antagonisme, à l\\'origine de nombreux conflits psychiques.", + "PAIGE_NAME": "Paige", + "GAUNTLET_ENCOUNTER_MONSTER": "Monstre", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(inventaire)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(récompenses non récupérées)", + "GAUNTLET_CAFE_SHOP_TITLE": "Café Magicrabe", + "GAUNTLET_EXIT_CONFIRM": "Quitter le train maintenant ? Ta série de victoires sera réinitialisée et les récompenses non récupérées seront perdues. Tu pourras néanmoins reprendre ta progression depuis le dernier wagon-restaurant visité.", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "Esprits de la rébellion", + "STATUS_CHANNELED_POWER_DESCRIPTION": "Les personnages bénéficiant de l'effet Puissance divine profitent du pouvoir d\\'un archange. Ils ne perdent pas leurs PA et peuvent lancer l\\'attaque angélique unique de leur protecteur.", + "STATUS_CHANNELED_POWER_NAME": "Puissance divine", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "Terminus", + "MOVE_CHANNELED_POWER_NAME": "Puissance divine", + "STATUS_COATING_TYPELESS_NAME": "Surcouche (Universelle)", + "MOVE_COATING_TYPELESS_NAME": "Surcouche (Universelle)", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "DÉGÂTS PSYCHIQUES", + "MOVE_BEAST_EX_CALIBUR_NAME": "Monstrum Ex Calibur", + "DOG_SUBTITLE": "Meilleur ami de l'homme", + "EUGENE_SUBTITLE": "Défenseur de Port-la-Ville", + "FELIX_SUBTITLE": "Artiste en quête d'inspiration", + "KAYLEIGH_SUBTITLE": "Veilleuse émérite", + "MEREDITH_SUBTITLE": "Électricienne sardonique", + "VIOLA_SUBTITLE": "Dame de Messaline", + "CLEMENCE_SUBTITLE": "Barista exceptionnelle", + "DORIAN_SUBTITLE": "Gourou", + "FRANKIE_SUBTITLE": "Auteure prolifique de fanfics", + "HOYLAKE_SUBTITLE": "Analyste de données", + "JACQUELINE_SUBTITLE": "Guide communautaire", + "KIRBY_SUBTITLE": "Assistant de Dulac", + "TRAVELING_MERCHANT_SUBTITLE": "Ronin torse nu", + "PENSBY_SUBTITLE": "Médecin de la ville", + "SUNNY_SUBTITLE": "Capitaliste repentie", + "VIN_SUBTITLE": "Vengeur de Villedeuil", + "RANGER_TRADER_OPTION_STICKER_FUSION": "Je veux fusionner des autocollants.", + "STICKER_FUSION_BASE_STICKER": "Autocollant principal", + "STICKER_FUSION_TITLE": "Fusion d'autocollants", + "STICKER_FUSION_FUSION_RESULT": "Résultat", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "Source d'attributs", + "STICKER_FUSION_SLOT_EMPTY": "Vide", + "STICKER_FUSION_SELECT_STICKER": "Sélectionner un autocollant", + "STICKER_FUSION_NO_RESULT": "Aucun résultat", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "Tu as sélectionné trop d'attributs.", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "Tu as sélectionné deux fois le même attribut.", + "STICKER_FUSION_FUSE_BUTTON": "Fusionner", + "UPDATE_POPUP_GAUNTLET_1": "Le train des épreuves est maintenant disponible ! Repousse tes limites dans ce défi extrême, en solo ou avec un ami, accessible une fois l'histoire principale terminée !", + "UPDATE_POPUP_GAUNTLET_TITLE": "Mise à jour 1.7 - Le train des épreuves", + "DLC_POPUP_FASHION_1": "Merci d'avoir acheté le pack Mode ! Les options d\\'apparat suivantes sont maintenant disponibles :\\n- Casquette de baseball\\n- Casquette plate\\n- Couettes\\n- Frange et nœud\\n- Bestial\\n- Balayés", + "DLC_POPUP_FASHION_TITLE": "DLC - Pack Mode", + "DLC_POPUP_FASHION_2": "- Pointes et lunettes\\n- Mohawk\\n- Frange et fleur\\n- Béret\\n- Lunettes rondes\\n- Trench-coat\\n- Crop top\\n- Bottes montantes", + "UPDATE_POPUP_SUNNY_1": "La mise à jour \\\"Joy\\\" est disponible ! Les éléments suivants ont été ajoutés au jeu :\\n\\n- Nouvelles options d'apparat, des \\\"ailes\\\" qui peuvent être débloquées en enregistrant certains monstres spécifiques de la Nouvelle-Wirral !\\n- Nouvelle histoire, \\\"En quête d\\'identité\\\", disponible une fois la quête principale terminée. Plusieurs nouveaux monstres ainsi qu\\'une nouvelle partenaire t\\'attendent dans cette aventure !", + "UPDATE_POPUP_SUNNY_TITLE": "Mise à jour 1.8 - Joy", + "DLC_POPUP_WINGS_TITLE": "DLC - Pack Ailes", + "DLC_POPUP_WINGS_1": "Merci d'avoir acheté le pack Ailes ! Les options d\\'apparat suivantes sont maintenant disponibles dans ta garde-robe (une fois le didacticiel terminé) :\\n\\n- Jetpack 1\\n- Jetpack 2\\n- Propulseurs\\n- De Vinci", + "DLC_POPUP_WINGS_2": "- Fée\\n- Diable\\n- Paravoile\\n- Cape", + "QUEST_SUNNY2_TITLE": "En quête d'identité", + "QUEST_SUNNY2_DESCRIPTION_1": "Rejoins Joy sur le mont Wirral.", + "QUEST_SUNNY2_DESCRIPTION_2": "Accompagne Joy au QG des Gardes-terres.", + "QUEST_SUNNY2_DESCRIPTION_3": "Explore le repaire des Gardes-terres avec Joy.", + "ITEM_KEY_LANDKEEPER2_NAME": "Badge de Garde-terres", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "Apparemment, tes intrusions répétées dans leurs locaux ont poussé les Gardes-terres à renforcer un peu leur sécurité.", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "dans le nouveau repaire des Gardes-terres", + "REGION_NAME_LANDKEEPER_HIDEOUT": "Nouveau repaire des Gardes-terres", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "Je crois que j'ai vu un... énorme taureau de métal {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "Vapotaure repéré", + "about": "À propos", + "donation": "Dons", + "patreon": "Devenez un Patreon", + "noItems": "Pas d'objet", + "privacyPolicy": "Politique privée", + "termsAndConditions": "Conditions d'utilisations", + "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", + "patrons": "Patreons", + "habitat": "Habitat", + "useGifs": "Utiliser des GIF", + "alphabetical": "Alphabétique", + "bestiaryId": "Identifiant du bestiaire", + "static": "Statique", + "gifNum": "Gif {0}", + "additionalStats": "Statistiques supplémentaires", + "viewOn": "Afficher sur {0}", + "initial": "Initial", + "unavoidable": "Inévitable", + "cost": "Coût", + "canBeCopied": "Peut être copié", + "characters": "Personnages", + "partnerMonster": "Monstre partenaire", + "portraitNum": "Portrait {0}", + "tags": "Mots-clés", + "overworld": "Overworld", + "percentTitle": "Pourcentage", + "backup": "Sauvegarde", + "hashCode": "7B02C3DF5408850FEF737CE7DEA0476B" + } + }, + "it_IT": { + "id": 3, + "locale": "it_IT", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "Effetti glitch", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} di {content_author}", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Disabilitati", + "UI_SETTINGS_AUDIO_TRANSFORM": "Effetti trasformazione", + "DLC_00_COSPLAY_NAME": "Pacchetto Cosplay", + "MOVE_DESCRIPTION_FINAL_BREATH": "Se i tuoi PV sono superiori all'80% e ricevi un attacco che li ridurrebbe a 0, sopravvivi con 1 PV.", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Canto musica", + "MOVE_TRAP_JAW_NAME": "Fauci a tagliola", + "MOVE_GEMSTONE_WALL_NAME": "Muro di Gemme", + "MOVE_DESCRIPTION_DEEP_FREEZE": "Congela il mangiacassette dell'avversario, infliggendo l\\'effetto di stato Nastro inceppato.", + "MOVE_MAGIC_TOME_NAME": "Grimorio", + "MOVE_NAME_TRIPWIRE": "Filo a inciampo", + "DLC_01_PIER_NAME": "Molo dell'Ignoto", + "MOVE_DESCRIPTION_TRAP_JAW": "Si attiva automaticamente dopo Morso. Infligge Schivata nulla al bersaglio.", + "MOVE_DEEP_FREEZE_NAME": "Surgelamento", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "I personaggi colpiti da Schivata nulla hanno la statistica Schivata ridotta all'1%.", + "MOVE_NAME_WEB_WRAP": "Tela avvolgente", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC {content_name}", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "CAMBIO BLOCCATO", + "MOVE_NAME_TREASURE_DIG": "Cerca-tesori", + "MOVE_NAME_STICKY_SPRAY": "Getto appiccicoso", + "CONFIRM_LOAD_MODS_QUIT": "Esci", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continua senza caricare le mod", + "STATUS_TAPE_JAM_NAME": "Nastro inceppato", + "STATUS_TAPE_JAM_DESCRIPTION": "I personaggi colpiti da Nastro inceppato non possono cambiare li nastro attuale finché Nastro inceppato non viene rimosso o il nastro si rompe.", + "CONFIRM_LOAD_MODS3": "Le mod che scegli di usare vengono usate a tuo rischio.", + "LOOT_HEADING_TREASURE": "Tesoro", + "MOVE_COLD_FUSION_NAME": "Fusione fredda", + "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", + "MOVE_FINAL_BREATH_NAME": "Ultimo respiro", + "NOTIFICATION_GENERIC": "Notifica", + "CONFIRM_LOAD_MODS2": "Ricorda che le mod con codice ostile possono accedere al tuo file system ed eseguire comandi arbitrari sul tuo computer.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Questo file non è ancora stato salvato con il set di mod attuali. Se continui a caricarlo, disinstallare delle mod in futuro potrebbe renderlo inutilizzabile.", + "UI_SETTINGS_COLOR_BLIND": "Modalità per daltonici", + "TITLE_SCREEN_DLC_BTN": "Mostra DLC nel negozio", + "CONFIRM_LOAD_MODS4": "Vuoi davvero caricare queste mod?", + "UI_PARTY_EDIT_MOVES": "Modifica adesivi", + "TITLE_SCREEN_UGC_BTN": "Workshop di Steam", + "DLC_02_FASHION_NAME": "Pacchetto Moda", + "MOVE_DESCRIPTION_TRIPWIRE": "Ha una chance di usare automaticamente la mossa successiva nella lista, a costo 0 PA, quando l'avversario sferra un attacco in mischia. La chance si riduce in proporzione al costo normale in PA della mossa.", + "DLC_03_WINGS_NAME": "Pacchetto Ali", + "MOVE_DESCRIPTION_TREASURE_DIG": "Scava e trova un oggetto casuale. Chi vince la battaglia può tenersi l'oggetto.", + "MOVE_TREASURE_DIG_TOAST": "TROVATO!", + "MOVE_DESCRIPTION_COLD_FUSION": "Si attiva ogni volta che avviene una fusione. Riduce i PV della fusione del 20% dei suoi PV massimi e la fa sussultare.", + "UI_PARTY_VIEW_MOVES": "Mostra adesivi", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continua", + "MOVE_DESCRIPTION_MAGIC_TOME": "Colpisce un bersaglio. Riduce la Difesa a distanza del bersaglio.", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Abilitati", + "UI_SAVE_REQUIRE_DLC": "Questo salvataggio non può essere caricato perché è stato creato con DLC o mod non installati.", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "I muri assorbono un certo numero di colpi subiti. Gli attacchi con vantaggio di tipo rompono immediatamente i muri. Oltre al normale comportamento dei muri, Muro di Gemme dà al suo proprietario 1 PA extra ogni turno.", + "STATUS_GEMSTONE_WALL_NAME": "Muro di Gemme", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "Sacrifica il 20% dei PV per creare un muro che assorbe fino a 3 colpi per fino a 3 turni. Inoltre, il muro dà al suo proprietario 1 PA extra ogni turno.", + "CONFIRM_LOAD_MODS1": "Numero di mod rilevate: {num_mods}.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Vuoi davvero caricare questo file?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "Schivata nulla", + "UI_PARTY_MOVE_STICKER": "Sposta adesivo", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "Quale aspetto del fulmine incarni?", + "DIVEBERG_NAME_PREFIX": "Palom", + "PINBOLT_NAME_SUFFIX": "ripper", + "DIVEBERG_DESCRIPTION": "una creatura iceberg con un casco da palombaro", + "DIVEBERG_LORE_2": "La temperatura naturale più bassa mai registrata sulla Terra è di -89,2 gradi Celsius. È stata registrata in Antartide nel 1983.", + "PINBOLT_LORE_2": "Il primo flipper moderno è stato inventato negli anni '40, ma prende origine dal Bagatelle, che si giocava su piani di gioco in legno. La sua storia ed evoluzione è parallela al gioco giapponese chiamato pachinko.", + "AURICLAW_LORE_1": "Quando maturano, le Ferrichele attraversano una metamorfosi alchemica in cui le placche di ferro e le decorazioni sui loro corpi si trasformano in una lega d'oro. Queste Aurichele difendono i loro vasti territori in prima linea.", + "AURICLAW_NAME_PREFIX": "Auri", + "AURICLAW_NAME_SUFFIX": "chela", + "AURICLAW_LORE_2": "Sono state spesso realizzate maschere mortuarie di personaggi e leader famosi. Forse la più famosa nella storia moderna è la maschera di Tutankhamon, realizzata all'incirca nel 1323 a.C.", + "TRAPWURM_NAME": "Trapwurm", + "TRAPWURM_NAME_PREFIX": "Trap", + "ADEPTILE_LORE_2": "Uno degli antichi principi della credenza alchemica è che ogni cosa si compone dei quattro elementi della filosofia classica: terra, fuoco, acqua e aria.", + "PINBOLT_DESCRIPTION": "una creatura a forma di molla con una sfera fluttuante come testa", + "DIVEBERG_LORE_1": "Se resta esposta a temperature glaciali per un tempo sufficiente, la Subfoca si adatta nella forma di \\\"Palomberg\\\". È stato ipotizzato che sviluppare uno scheletro bipede aiuti il Palomberg ad attraversare più facilmente terreni ostili e coperti di neve.", + "PICKSIE_LORE_2": "I nani sono creature della mitologia germanica, spesso descritte come piccoli esseri umanoidi. Sono spesso associati a miniere, fabbri e caverne.", + "PICKSIE_SUBTITLE": "Goblin del tesoro", + "OVERWORLD_SPIDERCAVE_FELIX": "Non credo che abbiamo mai incontrato ragnatele giganti prima d'ora. È il genere di dettaglio che tenderei a ricordare.", + "OVERWORLD_SPIDERCAVE_EUGENE": "Ragnatele grandi? [pause]Vuol dire ragni grandi. Ho già voglia di menare le mani.", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "La velocità incredibile", + "DIVEBERG_NAME": "Palomberg", + "ADEPTILE_DESCRIPTION": "un rettile in una veste da sapiente", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "La forza del tuono", + "ADEPTILE_NAME_PREFIX": "Adept", + "TRAPWURM_LORE_2": "Il lindworm è una creatura del folclore europeo simile a un drago. Viene spesso raffigurato come un gigantesco serpente con pinne dorsali lungo il dorso simili a quelle di un pesce.", + "PICKSIE_NAME_PREFIX": "Pic", + "PICKSIE_NAME_SUFFIX": "chetto", + "PICKSIE_LORE_1": "I Picchetti sono avidi minatori e trascorrono anni e anni scavando tra grotte e tombe, alla ricerca di tesori e pietre preziose. Spesso si adornano con i tesori che portano alla luce e usano come equipaggiamento le armature o le armi che trovano durante gli scavi.", + "PICKSIE_DESCRIPTION": "un folletto mascherato con una piccozza", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]Cosa sono queste strane tele?[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Oh, abbiamo spaventato quel mostro? Sembra che sia scappato sottoterra. La prossima volta che lo troviamo, proviamo ad avvicinarci di soppiatto, senza farci vedere.", + "ADEPTILE_NAME": "Adeptile", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Goblin ombroso", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Un mio amico ranger di stanza {location_0_phrase} mi diceva di aver avvistato una stana creatura: una specie di piccolo goblin ombroso.", + "RUMOR_SPIDER_CAVE_3": "È strano, non trovi? Non abbiamo mai aperto nessuna miniera nell'acquitrino.", + "WYRMAW_NAME": "Wyrmascella", + "TRAPWURM_DESCRIPTION": "un serpente con le zampe e con enormi mascelle", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]Quel mostro è fuggito quando ci ha visto… Se lo rivediamo, forse è meglio avvicinarci senza farci individuare.[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "Miniera abbandonata", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]Quel mostro è fuggito quando ci ha visto… Se lo rivediamo, forse è meglio avvicinarci senza farci individuare.[/wave]", + "WYRMAW_NAME_SUFFIX": "mascella", + "ADEPTILE_LORE_1": "L'Adeptile ha dedicato tutto se stesso alla ricerca delle conoscenze arcane. È poco più di una testa disincarnata, e indossa una lunga veste da sapiente per nascondere la mancanza di un corpo.", + "FERRICLAW_LORE_2": "Le maschere mortuarie sono repliche del volto di una persona realizzate dopo la morte. Vengono realizzate con i metodi e i materiali più disparati e compaiono in molte culture ed epoche della storia umana.", + "FERRICLAW_NAME": "Ferrichela", + "FERRICLAW_NAME_PREFIX": "Ferri", + "PINBOLT_NAME": "Folgoripper", + "RUMOR_SPIDER_CAVE_2": "Durante una delle sue passeggiate nell'acquitrino ha trovato l\\'ingresso di una miniera crollata.", + "RUMOR_SPIDER_CAVE_1": "Conosci Edward, vero? Gestisce la fattoria con sua moglie, appena oltre il Fiume Piper…", + "FERRICLAW_DESCRIPTION": "un ragno che indossa una maschera arrugginita", + "TRAPWURM_LORE_1": "I Trapwurm possono trattenere il respiro per giorni interi mentre aspettano, sepolti nel fango e nella terra, che una preda passi sopra di loro. Le loro mascelle hanno una forza incredibile, e quando si serrano è quasi impossibili aprirle a forza.", + "TRAPWURM_NAME_SUFFIX": "wurm", + "FERRICLAW_NAME_SUFFIX": "chela", + "FERRICLAW_LORE_1": "Le Ferrichele sono state scoperte solo di recente a Nuova Wirral, dato che abitano in reti di caverne sotterranee che si addentrano in profondità. Si adornano con antiche maschere mortuarie che disseppelliscono dai sepolcri di antiche civiltà.", + "HARBOURTOWN_BOOK_6": "Negli appunti scarabocchiati c'è scritto: \\\"…questo rettile studioso delle arti arcane può attingere al suo massimo potenziale se ha a disposizione un grimorio di magia da studiare\\\".", + "PICKSIE_NAME": "Picchetto", + "DIVEBERG_NAME_SUFFIX": "berg", + "PICKSIE_ENCOUNTER_EUGENE_1": "Accidenti, se l'è svignata! Forse, se lo rivediamo da qualche parte, dovremmo cercare di avvicinarci di soppiatto in modo che non ci veda, così non scapperà ancora.", + "PICKSIE_ENCOUNTER_MEREDITH_1": "Quel mostro si è appena seppellito sottoterra? Se lo rivediamo da qualche parte, forse dovremmo provare ad avvicinarci di soppiatto senza che ci veda.", + "WYRMAW_LORE_1": "Ormai troppo grande per nascondersi sottoterra e aspettare la preda, il Wyrmascella deve attirare le potenziali vittime con lo sventolio invitante della bandiera e il piacevole tintinnio dei campanelli che porta al collo.", + "WYRMAW_LORE_2": "I lindworm compaiono in molte storie del Nord Europa. Uno di questi è la leggenda del \\\"Lambton Worm\\\", una creatura simile a un verme che terrorizzava gli abitanti sulle sponde del fiume Wear, dove si diceva vivesse.", + "WYRMAW_DESCRIPTION": "un grosso serpente con una bandiera in testa", + "WYRMAW_NAME_PREFIX": "Wyrm", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Stava scavando nel terreno con una piccozza, alla ricerca di qualcosa, ma è scappato non appena è stato avvicinato…", + "PINBOLT_NAME_PREFIX": "Folgo", + "PICKSIE_ENCOUNTER_VIOLA_1": "Pare che abbiamo colto questo spirito alla sprovvista. Se dovessimo di nuovo incrociare il suo cammino, forse sarebbe saggio avvicinarci senza esser visti?", + "PICKSIE_ENCOUNTER_FELIX_1": "Si è appena… sepolto nel terreno? Forse ha paura degli umani. Se lo rivediamo da qualche parte, dovremmo provare ad avvicinarci senza essere visti.", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "Sono… ragnatele? Sono un [wave amp=30 freq=10]po' grandine[/wave], non trovi?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "Ma hai visto quanto sono [shake rate=30 level=10]grandi[/shake] queste ragnatele?! [pause]Nah. [pause]Non ESISTE. [pause]Teniamoci alla larga.", + "OVERWORLD_SPIDERCAVE_VIOLA": "È consueto che i ragni di queste terre tessano tele tanto… titaniche?", + "AURICLAW_NAME": "Aurichela", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]Quel mostro è fuggito quando ci ha visto… Se lo rivediamo, forse è meglio avvicinarci senza farci individuare.[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "Bau?", + "PINBOLT_LORE_1": "La testa metallica del Folgoripper galleggia separata dal corpo, sospesa da un campo magnetico generato dalle due \\\"alette\\\" sul corpo. Può incanalare questo campo magnetico per scagliare folgori di energia dalla sua unica mano.", + "AURICLAW_DESCRIPTION": "un ragno che indossa una maschera dorata", + "ADEPTILE_NAME_SUFFIX": "tile", + "GAME_OVER_EUGENE1.m": "Finalmente sei sveglio! Dai {player}, andiamo!", + "GAME_OVER_KAYLEIGH1": "Stai bene? Per un attimo mi hai spaventata!", + "GAME_OVER_FIRST_PENSBY4": "Ti darò ricostituenti in cambio di qualsiasi risorsa tu abbia... [pause]e lo stesso farà Clémence del Café Gramophone.", + "LEVEL_WARNING_viola.v2": "Questo luogo desta in me una vaga preoccupazione. Temo che le terre in cui ci troviamo siano pericolose.", + "TUTORIAL1_PART1_KAYLEIGH4": "Beh, senti, mi hanno affidato una commissione e mi serve una mano. Credi di potermi aiutare?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "Te la sei cavata bene l'ultima volta che abbiamo combattuto insieme!", + "TUTORIAL1_PART1_KAYLEIGH3.n": "Te la sei cavata bene l'ultima volta che abbiamo combattuto insieme!", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "\\\"Commissione\\\"?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Certo!", + "TUTORIAL1_PART2_KAYLEIGH9": "Se una forma perde tutta la salute in combattimento, il suo nastro si spezzerà e andrà riparato.", + "TUTORIAL1_PART2_KAYLEIGH8": "La barra verde rappresenta la salute della tua forma di mostro, quella rossa è la tua.", + "TUTORIAL1_PART2_KAYLEIGH10": "Non solo, ma tutti i danni extra causati dall'attacco che ha spezzato il nastro si applicheranno alla TUA salute, la barra rossa.", + "TUTORIAL1_PART2_KAYLEIGH11.f": "Se perdiamo entrambi tutta la salute, dovremo ritirarci a Harbourtown.", + "INTRO_KAYLEIGH14": "Che ne pensi?[pause] Pittoresco, vero?", + "CLEMENCE_NAME": "Clémence", + "INTRO_KAYLEIGH21_OPTION2": "Non mi sento molto bene...", + "INTRO_PENSBY24": "Credo che non sia niente di serio. Trasformarsi per la prima volta è psicologicamente scioccante.", + "INTRO_KAYLEIGH23": "Per un attimo mi hai spaventata, {player}!", + "TUTORIAL2_PART1_KAYLEIGH2.n": "Queste buche per i falò indicano le aree in cui è possibile accamparsi in tutta sicurezza.", + "TUTORIAL2_PART2_KAYLEIGH2": "Ci dev'essere un modo per farlo avvicinare...", + "TUTORIAL2_PART2_KAYLEIGH1": "Laggiù... Vedi quel mostro?", + "TUTORIAL2_PART3_KAYLEIGH1": "Ok, tieni!", + "TUTORIAL2_PART3_KAYLEIGH2": "Devi sapere una cosa sui mostri di Nuova Wirral...", + "TUTORIAL2_PART3_KAYLEIGH3": "Quando si indeboliscono, puoi,[pause] beh,[pause] registrare la loro essenza sulle cassette.", + "GAME_OVER_FIRST_PENSBY3.n": "Se state attraversando Nuova Wirral, prima di partire fareste bene a rifornirvi di scorte mediche.", + "GAME_OVER_FIRST_PENSBY3.f": "Se state attraversando Nuova Wirral, prima di partire fareste bene a rifornirvi di scorte mediche.", + "INTRO_KAYLEIGH37": "Se vuoi venire con me, ci troviamo al cancello! Quello appena oltre il ponte che abbiamo attraversato per entrare in città.", + "INTRO_KAYLEIGH40": "Ti abbiamo anche procurato dei vestiti. Potrebbero essere un po'... fuori moda per la tua epoca, ma è tutto ciò che abbiamo!", + "INTRO_KAYLEIGH39.m": "Sicuramente si sarà già sparsa la voce che c'è un nuovo arrivato in città.", + "INTRO_KAYLEIGH39.f": "Sicuramente si sarà già sparsa la voce che c'è una nuova arrivata in città.", + "INTRO_KAYLEIGH39.n": "Sicuramente si sarà già sparsa la voce che c'è un nuovo arrivo in città.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Stare all'aria aperta con il mio ragazzo...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Stare all'aria aperta con la mia persona preferita...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "Potrebbe andare peggio, no?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Da bambina andavo spesso in campeggio. In Irlanda ci sono un sacco di bellissimi posti!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Mio papà ci portava in campagna e guardavamo le stelle insieme.", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Andare in campeggio con te mi mette nostalgia di quei tempi.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Potrà sembrarti strano, [pause]ma...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Quando vivevo a Borgo Cordoglio, Dorian aveva grandi progetti per la comunità...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "E mi emozionava farne parte. [pause]Sentire che stavano accadendo grandi cose e che io ne ero parte.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Era emozione. [pause]E credo che sia facile confondere le due cose.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Ai tempi credevo che mi rendesse felice. [pause]Ma... [pause]Non credo che quel sentimento fosse felicità.", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Chi immaginava che una relazione implicasse tante pause caffè?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Credo ci sia una differenza tra qualcosa di divertente e qualcosa di appagante.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "Mi chiedo... [pause]Come fanno le cassette a trasformarti in mostro?", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "All'apparenza non ha senso, giusto? [pause]Cioè, questi sono solo normali mangiacassette.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Ma forse ho un approccio sbagliato. [pause]Forse concentrarsi troppo sulle limitazioni è sbagliato.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Sono fatti di plastica.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Forse accettando che l'impossibile possa ancora accadere, [pause]permettiamo che accada, [pause]capisci?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Come sarà la vita per i cittadini di Harbourtown che sono nati qui?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Cioè, questo mondo è tutto ciò che hanno conosciuto.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Eppure... Quelli come noi continuano a descrivere interi mondi fatti di luoghi e persone.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "Probabilmente faranno fatica a capire di cosa parliamo!", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Credo che questa città sia divisa in due metà.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "D'altro canto, [pause]sono molto più abituati alla costante presenza di mostri.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Eh?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"La freccia del tempo si sposta solo in avanti, Kayleigh.\\\"", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "La freccia di... cosa?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Oh, lo diceva sempre mio padre.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Credo intendesse dire che il tempo va avanti. Non possiamo tornare indietro e cambiare i nostri errori, quindi non dobbiamo soffermarci sul passato.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Anche volendo...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "Credo voglia dire che dobbiamo pensare al passo successivo della nostra avventura! Dopotutto, il tempo si muove solo in avanti, {player}!", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Quindi...[/wave] [pause]Tu e Meredith, [pause]eh?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Un consiglio da amica, però:[pause] forse [wave amp=30 freq=10]non dovresti[/wave] dirle che non è l'unica ragazza dell\\'isola che hai baciato.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "L'hai saputo?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Forse, dopo il nostro [wave amp=30 freq=10]bacio[/wave] mi sono fatta l'idea sbagliata su di \\\"noi\\\".", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Spero non ti metta in imbarazzo...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "Va bene! Non mi avevi promesso niente, {player}. Abbiamo avuto un paio di momenti piacevoli insieme. [pause]Tutto qui.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "Va bene! Non mi avevi promesso niente, {player}. Abbiamo avuto un paio di momenti piacevoli insieme. [pause]Tutto qui.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "Va bene! Non mi avevi promesso niente, {player}. Abbiamo avuto un paio di momenti piacevoli insieme. [pause]Tutto qui.", + "HARBOURTOWN_NPC_9_DIALOGUE2": "Da un po' di tempo i ranger ci consegnano i vestiti dal centro commerciale abbandonato a nord. [pause]Io mi limito a lavarli e ripararli.", + "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe è la mia eroina. [pause]Sapevi che è stata la prima persona sull'isola a registrare un mostro con un mangiacassette?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe è la mia preferita tra i capitani dei ranger, [pause]ma anche gli altri non sono male.", + "HARBOURTOWN_NPC_10_DIALOGUE3": "Mi hanno detto che esiste anche un capitano dei ranger robot... [pause]Io non ci credo.", + "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil ha il senso della moda più cool di [wave amp=30 freq=10]tutti[/wave] i ranger.", + "HARBOURTOWN_NPC_12_DIALOGUE8": "A quanto pare il ponte che collega Harbourtown alla fattoria dei Piper è stato abbassato di nuovo. È un'[wave amp=30 freq=10]ottima[/wave] notizia per tutti coloro che, [pause]beh, [pause]hanno bisogno di cibo per vivere.", + "HARBOURTOWN_NPC_11_DIALOGUE1": "Con tutto il parlare che si fa di \\\"mostri\\\" e \\\"cassette\\\", [pause]verrebbe da pensare che qui tutti se la spassino.", + "HARBOURTOWN_NPC_10_DIALOGUE5": "Chissà se un giorno anch'io diventerò un capitano dei ranger... [pause]Nah.", + "HARBOURTOWN_NPC_11_DIALOGUE2": "Beh, [shake rate=30 level=10]io no[/shake]! [pause][pause]Tutta questa faccenda dei mostri mi sembra strana e mi mette a disagio!", + "HARBOURTOWN_NPC_12_DIALOGUE1": "Sai cosa mi manca? [pause]Lo sport. [pause]Perché Harbourtown non fonda una squadra di calcio?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "Non potevo finire in un posto più [wave amp=30 freq=10]normale[/wave]?", + "HARBOURTOWN_NPC_27_DIALOGUE1": "Di recente un tipo strano ha cercato di vendermi una casa. Come potrei mai comprare una casa? Non esistono [wave amp=30 freq=10]soldi[/wave] su quest'isola!", + "HARBOURTOWN_NPC_12_DIALOGUE3": "Di recente si sono visti degli strani individui dalla pelle pallida che si aggiravano qui intorno, borbottando sottovoce. È una cosa insolita, persino per questo posto.", + "HARBOURTOWN_NPC_12_DIALOGUE4": "Hai visto quei tipi strani con il mantello in giro per il parco? Faranno parte di una [wave amp=30 freq=10]compagnia teatrale[/wave]?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "A quanto pare Harbourtown e l'altra città dell\\'est hanno fatto pace. Cosa sarà successo?", + "HARBOURTOWN_NPC_12_DIALOGUE7": "Non ho più visto quei tizi pallidi in abito nero. Cosa gli sarà successo?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "Qui in città sostengono che il centro commerciale abbandonato sia [wave amp=30 freq=10]infestato[/wave]. I mostri sono un conto, ma io non credo nei fantasmi!", + "LEVEL_WARNING_kayleigh.v2.m": "Questo posto sembra pericoloso... Forse è meglio tornare quando saremo più forti!", + "GAME_OVER_PENSBY2": "Vacci piano là fuori, {player}. Non voglio che vanifichi subito il mio duro lavoro.", + "LEVEL_WARNING_kayleigh.v3": "Ho la sensazione che i mostri che ci sono qui siano più forti di noi...", + "LEVEL_WARNING_kayleigh.v2.n": "Questo posto sembra pericoloso... Forse è meglio tornare quando saremo più forti!", + "INTRO_PENSBY27.m": "Kayleigh, non gliel'hai detto?", + "INTRO_PENSBY27.f": "Kayleigh, non gliel'hai detto?", + "INTRO_KAYLEIGH28": "Mi dispiace, avrei dovuto...", + "INTRO_PENSBY27.n": "Kayleigh, non gliel'hai detto?", + "INTRO_KAYLEIGH29": "Non per caricarti di informazioni, ma ti trovi sull'isola di Nuova Wirral.", + "INTRO_PENSBY44": "Deve essere molto difficile assimilare tutto, ma ci siamo passati anche noi.", + "TUTORIAL1_PART1_KAYLEIGH2": "...", + "INTRO_MONOLOGUE45": "Forse prima dovrei mettermi qualcosa di adatto...", + "TUTORIAL1_PART1_KAYLEIGH3.m": "Te la sei cavata bene l'ultima volta che abbiamo combattuto insieme!", + "TUTORIAL1_PART1_KAYLEIGH1": "Ehilà, {player}. [pause]Ti senti meglio?", + "CLEMENCE_ARRIVAL1": "Sono caduta. [pause]Sono finita nell'oceano. [pause]Circa dieci anni fa, ormai. [pause]Così è.", + "CLEMENCE_CAFE4": "Ho risposto: \\\"Zitti!\\\". Ho riparato il grammofono e ora possiamo ascoltare i dischi. Ora il mio café è elegante e la musica c'è. Tutti sono felici. Fine.", + "INTRO_KAYLEIGH25": "Ad ogni modo, si dà il caso che ad Harbourtown ci sia una casa libera per te, quindi ora abiti qui!", + "INTRO_KAYLEIGH25_OPTION1": "In che punto della Terra ci troviamo?", + "INTRO_PENSBY26": "Della Terra?", + "INTRO_KAYLEIGH30_OPTION1": "C'è un modo per tornare indietro?", + "INTRO_PENSBY31": "Temo proprio di no, {player}. [pause]Mi dispiace molto.", + "INTRO_PENSBY32": "Da un secolo i naufraghi cercano di tornare ai loro mondi, ma nessuno ci riesce.", + "LEVEL_WARNING_meredith.v1": "Questa zona potrebbe essere al di sopra delle nostre possibilità. [pause]Qui i mostri sono spaventosi.", + "LEVEL_WARNING_kayleigh.v2.f": "Questo posto sembra pericoloso... Forse è meglio tornare quando saremo più forti!", + "PARTNER_LEVELUP_MEREDITH1": "Io, uh, mi sono allenata dall'ultima volta. Non resterò indietro, non preoccuparti.", + "SWAP_PARTNER_VIOLA1": "Benissimo! Mettiamoci in viaggio senza esitare.", + "SWAP_PARTNER_DOG1": "*Pant*", + "PARTNER_LEVELUP_EUGENE1": "Ultimamente mi sono allenata. Fidati, sono [shake rate=30 level=10]molto più forte[/shake] dell'ultima volta che abbiamo combattuto insieme!", + "INTRO_KAYLEIGH20.m": "Non puoi andartene da qui.", + "INTRO_KAYLEIGH20.f": "Non puoi andartene da qui.", + "INTRO_KAYLEIGH21": "Nessuno di noi può.", + "INTRO_KAYLEIGH20.n": "Non puoi andartene da qui.", + "INTRO_PENSBY22": "Ah, splendido. Hai ripreso i sensi. Kayleigh mi ha spaventata quando ha bussato alla mia porta.", + "INTRO_KAYLEIGH21_OPTION1": "Mi gira la testa...", + "HARBOURTOWN_STATION_KAYLEIGH5B": "Non è come gli altri mostri. [pause][shake rate=30 level=10]Non siamo al sicuro[/shake].", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Chi sei?", + "HARBOURTOWN_STATION_MORGANTE3": "NO, NO, TU NON SEI DELLA MIA STIRPE.\\n\\nANCORA UNA VOLTA, VIENI A CERCARMI CON LA SPADA IN MANO?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "Cosa ti è successo?", + "HARBOURTOWN_STATION_KAYLEIGH9": "Mi rifiuto!", + "HARBOURTOWN_STATION_KAYLEIGH8": "Mi senti, {player}? Non finirà così! Non è possibile!", + "HARBOURTOWN_STATION_KAYLEIGH7": "Non morirò qui, non così.", + "HARBOURTOWN_STATION_KAYLEIGH11": "Come... [pause]abbiamo...", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "Combatteremo questa cosa, e lo faremo INSIEME!", + "INTRO_KAYLEIGH6": "Bene, ora inseriscilo nel mangiacassette, [pause]metti le cuffie [pause]e premi play!", + "INTRO_KAYLEIGH5": "Sì, si vede! Allora prendi questo.", + "GAME_OVER_FIRST_PENSBY5": "Fai attenzione là fuori, {player}! Se sarai prudente, non dovrai tornare qui troppo presto!", + "INTRO_KAYLEIGH1": "Ehi, tu... [pause]Non fare mosse improvvise!", + "INTRO_KAYLEIGH3": "Tieni! [pause]Usa questo!", + "INTRO_KAYLEIGH4": "Ok, domanda rapida: [pause]qual è il tuo... [pause]stile?", + "GAME_OVER_FIRST_PENSBY1.m": "Ah, sei sveglio. Per fortuna qualcuno ti ha portato alla mia clinica sano e salvo!", + "LEVEL_WARNING_eugene.v2": "Qui i mostri sembrano più forti di noi... Forse è meglio addestrarsi un po' prima di tornare...", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]Andiamo a esplorare, {player}![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "Dal nostro ultimo incontro, mi sono esercitata a [wave amp=30 freq=10]combattere i mostri[/wave]. Credo che ti stupirò!", + "GAME_OVER_FELIX1": "Ehi... Ora va meglio?", + "INTRO_KAYLEIGH16_OPTION2": "Ma io ho già una casa!", + "INTRO_KAYLEIGH18": "Non sono molto brava in questo...", + "INTRO_KAYLEIGH17": "Uh, giusto, [pause]già, [pause]mi dispiace.", + "INTRO_KAYLEIGH19": "Non so come darti questa notizia.", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "Riguardo l'Arcangelo...", + "TUTORIAL4_PART3B_KAYLEIGH6": "Arcangeli...", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Riguardo la fusione...", + "TUTORIAL4_PART3C_KAYLEIGH2": "La \\\"fusione\\\" è un raro fenomeno che i ranger conoscono bene. In natura ci sono mostri che si sono fusi e, a quanto pare, anche il capo dei ranger è in grado di farlo.", + "TUTORIAL4_PART3B_KAYLEIGH7": "Pare che i primi malcapitati approdati sulle coste di Nuova Wirral pensassero che i mostri di questo luogo fossero angeli.", + "TUTORIAL4_PART3B_KAYLEIGH10": "Chiaramente, quando hanno scoperto di poter combattere e sconfiggere i mostri normali, questi hanno perso il loro [wave amp=30 freq=10]\\\"fascino angelico\\\"[/wave].", + "TUTORIAL4_PART3B_KAYLEIGH9": "Di conseguenza, hanno chiamato queste altre creature \\\"Arcangeli\\\", [pause]il grado più alto dell'ordine degli angeli.", + "TUTORIAL4_PART3B_KAYLEIGH8": "E... [pause]alcuni di loro hanno scritto di altre entità, più grandi delle altre... [pause]Creature che vengono percepite e viste come \\\"sbagliate\\\".", + "TUTORIAL4_PART3B_KAYLEIGH12": "Ora li chiamiamo semplicemente mostri. Va bene per tutti.", + "TUTORIAL2_PART3_KAYLEIGH5": "Ora prova a passare al nastro su cui hai registrato!", + "TUTORIAL2_PART3_KAYLEIGH4": "Non sappiamo bene [wave amp=30 freq=10]come[/wave] funzioni, ma è così... [pause]E per noi è sufficiente.", + "TUTORIAL2_PART3_KAYLEIGH6": "È così che si ottengono nuove forme di mostro!", + "TUTORIAL2_PART3_KAYLEIGH8": "Ora facciamo fuori questo parassita!", + "TUTORIAL2_PART4_PLAYER1": "Questo era previsto?", + "TUTORIAL2_PART3_KAYLEIGH7": "Tuttavia, quando un mostro subisce troppi danni, fugge. Quindi non potrai registrarlo... [pause]Fin qui mi segui?", + "GAME_OVER_FIRST_PENSBY3.m": "Se state attraversando Nuova Wirral, prima di partire fareste bene a rifornirvi di scorte mediche.", + "GAME_OVER_MEREDITH1": "Hai ripreso i sensi?", + "LEVEL_WARNING_dog.v3": "Sembra che Barkley abbia paura di qualcosa. Forse in questa zona i mostri sono troppo forti?", + "SWAP_PARTNER_KAYLEIGH1": "Bene! Andiamo!", + "SWAP_PARTNER_MEREDITH1": "Oh, ci rimettiamo in viaggio così presto?", + "SWAP_PARTNER_EUGENE1": "Epocale!", + "SWAP_PARTNER_FELIX1": "Uhu. Ok.", + "PARTNER_LEVELUP_FELIX1": "Ultimamente mi sono allenata nella mia forma di mostro. Dopotutto, devo stare al passo con te.", + "TUTORIAL1_PART1_KAYLEIGH5": "Ti spiego tra poco!", + "TUTORIAL1_PART1_KAYLEIGH8": "La scorsa notte c'è stato un qualche tipo di attività sismica o mostruosa: si vedono le crepe nel terreno.", + "TUTORIAL1_PART1_KAYLEIGH6": "Lieta di sapere che te la senti!", + "TUTORIAL1_PART1_KAYLEIGH7": "Lo vedi quel sentiero?", + "TUTORIAL1_PART1_KAYLEIGH9": "Controlleremo il sentiero e ci accerteremo che si possa percorrere.", + "CLEMENCE_CAFE2": "In città c'era un grammofono, una vecchia macchina per riprodurre dischi. Così l\\'ho presa e ne ho fatto il fulcro di questo nuovo locale. Ma la gente mi diceva: \\\"Clémence! Hai un grammofono ma non hai la musica!\\\".", + "INTRO_KAYLEIGH34": "Non si sta male!", + "INTRO_KAYLEIGH33": "M-Ma andrà tutto bene! A Harbourtown c'è una comunità, e ci aiutiamo tra noi.", + "INTRO_KAYLEIGH35": "E-E siamo al sicuro! Beh, se si escludono i mostri...", + "INTRO_KAYLEIGH35_OPTION1": "Come quello che abbiamo combattuto prima?", + "TUTORIAL1_PART1_KAYLEIGH10": "Ecco, prendi la chiave del cancello.", + "TUTORIAL1_PART2_KAYLEIGH1.m": "Bene, prima devo mostrarti qualche nozione di base. Spero che tu abbia voglia di trasformarti di nuovo in un mostro!", + "TUTORIAL1_PART2_KAYLEIGH1.f": "Bene, prima devo mostrarti qualche nozione di base. Spero che tu abbia voglia di trasformarti di nuovo in un mostro!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Assolutamente!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "Bene, prima devo mostrarti qualche nozione di base. Spero che tu abbia voglia di trasformarti di nuovo in un mostro!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Uh... Credo di sì!", + "TUTORIAL1_PART2_KAYLEIGH3": "A parte il fatto che, [pause]beh, [pause]la bicicletta si trasforma in {first_tape_description}...", + "TUTORIAL1_PART2_KAYLEIGH4": "E tu sei la bicicletta.", + "TUTORIAL1_PART2_KAYLEIGH2": "Imparerai in fretta... [pause]È come andare in bici!", + "CLEMENCE_QUESTION_ARRIVAL": "Come sei arrivata qui?", + "CLEMENCE_QUESTION_COFFEE": "Come prepari il caffè?", + "CLEMENCE_QUESTION_BYE": "Arrivederci, per ora!", + "CLEMENCE_BYE": "Au revoir!", + "CLEMENCE_COFFEE2": "È un buon accordo, oui?", + "CLEMENCE_METAL_TAPES1": "{player}! Ho qualcosa per te.", + "CLEMENCE_METAL_TAPES2": "La ranger Wilma è arrivata dal Municipio per rifornire il mio stabilimento di nuove scorte.", + "INTRO_KAYLEIGH2": "I Conostacei non vedono di buon occhio gli stranieri. [pause]Né nessun altro, [pause]se è per questo.", + "CLEMENCE_METAL_TAPES3": "Questi nastri cromati sono più efficaci di quelli di base. Interessante, n'est-ce pas?", + "LEVEL_WARNING_meredith.v3": "Qui i mostri sono più, uh, temibili di noi. Forse è meglio tornare un'altra volta.", + "INTRO_KAYLEIGH30": "Non è... [pause]esattamente sulla Terra. Almeno crediamo.", + "INTRO_KAYLEIGH14_OPTION1": "Dove mi trovo?", + "INTRO_KAYLEIGH14_OPTION2": "Che posto è questo?", + "INTRO_KAYLEIGH15.m": "Questa è Harbourtown...", + "INTRO_KAYLEIGH15.f": "Questa è Harbourtown...", + "INTRO_KAYLEIGH15.n": "Questa è Harbourtown...", + "INTRO_KAYLEIGH16_OPTION1": "La mia nuova... casa?", + "INTRO_KAYLEIGH16": "La tua nuova casa!", + "TUTORIAL4_PART3_KAYLEIGH18": "Dopotutto veniamo tutti da mondi diversi.", + "TUTORIAL4_PART3B_KAYLEIGH17": "Oh! Scusa, [pause]sto dando per scontate alcune cose!", + "TUTORIAL4_PART3B_KAYLEIGH19": "Magari non sai cosa siano i film!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "Lo so!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Ne ho visti un sacco!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Non sei su quest'isola da molto, vero? [pause]Si capisce dalla tua espressione!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "Cosa sono i film?! Scherzavo!", + "TUTORIAL4_PART3B_KAYLEIGH20": "Fiù, [pause]ok, [pause]grande! Sono a Nuova Wirral da tre anni e non ho ancora imparato ad adeguare i miei... [pause]riferimenti culturali quando parlo con gente nuova.", + "TUTORIAL4_PART3C_KAYLEIGH1": "Oh. [pause]Sì. [pause][wave amp=30 freq=10]Quello[/wave].", + "TUTORIAL2_PART4_PLAYER2": "Cosa sta succedendo?", + "TUTORIAL2_PART4_KAYLEIGH1": "Quando registriamo alcune forme di mostro, non solo possiamo assumere la loro forma, ma riceviamo anche... abilità extra.", + "TUTORIAL2_PART4_KAYLEIGH2": "Niente panico!", + "TUTORIAL2_PART4_KAYLEIGH3": "Scusa, avrei dovuto avvisarti, ma ho pensato che fosse più semplice mostrartelo.", + "TUTORIAL2_PART4_KAYLEIGH4": "Possiamo usare la planata per attraversare quel varco.", + "TUTORIAL3_PART1_KAYLEIGH1": "Che succede? Se è colpa dell'attività di qualche mostro, sarà meglio fare attenzione.", + "TUTORIAL3_PART1_KAYLEIGH2": "Andiamo...", + "GAME_OVER_EUGENE1.n": "Era ora che ti svegliassi! Dai {player}, andiamo!", + "GAME_OVER_EUGENE1.f": "Finalmente sei sveglia! Dai {player}, andiamo!", + "HARBOURTOWN_NPC_4_DIALOGUE3": "Eppure [wave amp=30 freq=10]funziona[/wave]. [pause]Quindi cerca di stare al gioco.", + "HARBOURTOWN_NPC_5_DIALOGUE1": "Sei qui da poco? [pause]Io sono qui da 20 anni.", + "HARBOURTOWN_NPC_5_DIALOGUE2": "Prima o poi le novità e le stranezze diventeranno parte della vita di tutti i giorni.", + "HARBOURTOWN_NPC_5_DIALOGUE3": "Infatti, [pause]non [wave amp=30 freq=10]penso[/wave] quasi mai al fatto che vivo su un'isola popolata da mostri giganti.", + "HARBOURTOWN_NPC_6_DIALOGUE1": "Ad Harbourtown c'è abbastanza cibo per tutti, ma le opzioni sono limitate.", + "HARBOURTOWN_NPC_6_DIALOGUE2": "Non mangio un rotolo d'anatra da secoli...", + "HARBOURTOWN_NPC_7_DIALOGUE1": "La vita a Harbourtown è tranquilla, [pause]ma mi manca la città...", + "HARBOURTOWN_NPC_7_DIALOGUE2": "Fare il pendolare su treni surriscaldati, [pause]comprare pranzi carissimi al supermercato, [pause]spendere la maggior parte del mio stipendio per l'affitto...", + "HARBOURTOWN_NPC_8_DIALOGUE1": "Puff... [pause]Puff... [pause][pause]Devo diventare più veloce se voglio sfuggire a quei mostri-granchio...", + "HARBOURTOWN_NPC_7_DIALOGUE3": "Quelli sì che erano tempi.", + "HARBOURTOWN_NPC_8_DIALOGUE2": "Puff... [pause]Puff... [pause][pause]Il mio giro migliore non basterà a sfuggire a quei mostri-proiettile...", + "HARBOURTOWN_NPC_8_DIALOGUE4": "Puff... [pause]Puff... [pause][pause]Dovrò essere più veloce di così se voglio sfuggire a quei serpenti mascherati...", + "HARBOURTOWN_NPC_8_DIALOGUE3": "Puff... [pause]Puff... [pause][pause]Devo migliorare la mia resistenza se voglio evitare quelle bestie con gli stivali...", + "HARBOURTOWN_NPC_9_DIALOGUE1": "Mi piacerebbe dire che creo tutti i vestiti a Harbourtown, [pause]ma...", + "HARBOURTOWN_NPC_8_DIALOGUE5": "Puff... [pause]Puff... [pause][pause]Dovrò essere più veloce di così se voglio sfuggire a quelle gigantesche creature-falena...", + "HARBOURTOWN_NPC_8_DIALOGUE6": "Sai... [pause]Credo di aver fatto progressi nella corsa su lunga distanza. [pause]Il mio duro lavoro sta dando i suoi frutti!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "Beh... [pause]Suppongo che non ci sarebbe nessuno contro cui giocare. [pause]Non credo che i granchi giganti sulla spiaggia abbiano uno spirito competitivo.", + "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh ti coinvolge in un'appassionata discussione sulle tue razze canine preferite.", + "RESTING_KAYLEIGH_PLATONIC_2": "Tu e Kayleigh chiacchierate dei misteri di Nuova Wirral.", + "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh ti racconta un buffo aneddoto sulla tua vita.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Ho una domanda per te, {player}. [pause]Una domanda importante.", + "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh ti racconta le sue varie iniziative per aiutare gli abitanti di Harbourtown.", + "RESTING_KAYLEIGH_PLATONIC_5": "Vi divertite a gettare ramoscelli nel falò.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "I cani!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Posso?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Posso?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Tu... [pause][pause][pause]preferisci i cani o i gatti?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Posso?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "I gatti!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "I furetti!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "Ottima scelta! [pause]Anche io.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "In questi giorni cammino molto, un cane sarebbe perfetto, non credi?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "A volte penso che le persone confondano l'essere \\\"emozionati\\\" con l\\'essere \\\"felici\\\".", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Se dovessi tornare nel mio mondo, credo che adotterei un cane.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Interessante!", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Forse significa che apprezzi l'indipendenza e lo spazio personale...", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Ma potrebbe anche significare che ti sembrano più carini.", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Un furetto, eh? [pause]La scelta degli indecisi!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "È troppo piccolo per essere un cane, [pause]e troppo spigoloso per essere un gatto...", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "Una risposta davvero spiazzante, ma la accetto!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Tu pensi che... Nuova Wirral possa cambiarci fisicamente?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Preferisco il profumo del caffè al suo sapore.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Potrà sembrarti strano, ma...", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Non fraintendermi, il caffè è fantastico!", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Ma il profumo sottintende sempre qualcosa di molto più importante...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "Cioè, [pause]quando arriviamo.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Il mio corpo a Nuova Wirral è diverso da quello della mia \\\"vita precedente\\\".", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Faccio fatica a trovare le parole giuste.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Non proprio uguale.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "È così che appaio nei miei sogni e come immagino me stessa.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Anche se, nella mia esperienza, le probabilità che lo scrivessero giusto erano molto basse.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Non so nemmeno cosa succederà quando tornerò...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Mi mancano i bar in cui scrivono il tuo nome sulla tazza.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Il più delle volte finiva con qualche variante di \\\"Kay-lee\\\".", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Stare all'aria aperta con la mia ragazza...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Detto questo, Cleménce prepara un caffè di gran lunga migliore di qualsiasi catena. [pause]Non so se mi riabituerei facilmente al caffè normale, se mai dovessi tornare a casa.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Una volta mi è capitato un \\\"Carol\\\". [pause][pause]Quello era proprio fuori strada.", + "INTRO_KAYLEIGH8.n": "Tocca a te! Non essere timidə!", + "INTRO_KAYLEIGH9": "Respira! Ti abituerai in fretta!", + "INTRO_KAYLEIGH11": "Te la sei cavata niente male... Uh, come ti chiami?", + "INTRO_KAYLEIGH10": "Ok, scateniamo l'inferno!", + "INTRO_KAYLEIGH12": "Io sono Kayleigh. Piacere di fare la tua conoscenza, {player}!", + "INTRO_KAYLEIGH13": "Comunque,[pause] sarebbe meglio che tu ti riscaldassi. Congelerai a morte con quel pigiama.", + "LEVEL_WARNING_viola.v1": "Faremmo bene a lasciare questo posto: qui dimorano bestie più forti di noi.", + "LEVEL_WARNING_eugene.v1": "Questa zona sembra pericolosa... Forse è meglio ritirarsi, per ora...", + "LEVEL_WARNING_eugene.v3": "Non saprei, per ora questi mostri sembrano troppo forti per noi...", + "LEVEL_WARNING_kayleigh.v1": "I mostri che ci sono da queste parti potrebbero essere troppo forti per noi... Forse è meglio tornare indietro.", + "CLEMENCE_QUESTION_MENU": "Cosa c'è in menu?", + "CLEMENCE_MENU_DIALOGUE": "Bonjour! Cosa posso fare per te?", + "CLEMENCE_QUESTION_CAFE": "Il Café Gramophone?", + "CLEMENCE_INTRO3": "Chiedimi pure quello che vuoi. Non ho nessuna fretta.", + "LEVEL_WARNING_felix.v3": "Di solito confido nelle nostre possibilità, ma credo che per il momento questo posto sia troppo pericoloso per noi.", + "INTRO_KAYLEIGH40_OPTION1": "La mia epoca?", + "INTRO_PENSBY43": "La mia clinica è vicina. Passa pure se ti serve un controllo.", + "INTRO_KAYLEIGH42": "Potremo parlare allora, se ti va!", + "INTRO_KAYLEIGH41": "Scusa, scusa, ti sto dando troppe informazioni insieme! Ma ci vedremo presto, giusto?", + "CLEMENCE_CAFE3": "Un giorno i ranger trovano un posto pieno di dischi intatti e me li portano. E la gente si lamentava: \\\"Abbiamo i dischi, ma sono fatti per i moderni giradischi! Sul nostro grammofono non funzionano!\\\".", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Forza, da questa parte!", + "TUTORIAL2_PART1_KAYLEIGH1.m": "Ti serve una pausa, {player}? Se vuoi possiamo riposare qui.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Troveremo altri mostri in giro, ma possiamo batterli!", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Troveremo altri mostri in giro, ma possiamo batterli!", + "TUTORIAL2_PART1_KAYLEIGH2.m": "Queste buche per i falò indicano le aree in cui è possibile accamparsi in tutta sicurezza.", + "TUTORIAL2_PART1_KAYLEIGH3": "Qui puoi riparare i nastri e curarti!", + "TUTORIAL2_PART1_KAYLEIGH2.f": "Queste buche per i falò indicano le aree in cui è possibile accamparsi in tutta sicurezza.", + "TUTORIAL2_PART1_KAYLEIGH1.n": "Ti serve una pausa, {player}? Se vuoi possiamo riposare qui.", + "GAME_OVER_FIRST_PENSBY2": "Ecco, prendi.", + "LEVEL_WARNING_felix.v2": "Forse è meglio tornare quando saremo più forti... È solo un'idea.", + "LEVEL_WARNING_felix.v1": "Ho la sensazione che qui i mostri siano molto più forti di noi...", + "TUTORIAL1_PART2_KAYLEIGH11.m": "Se perdiamo entrambi tutta la salute, dovremo ritirarci a Harbourtown.", + "TUTORIAL1_PART2_KAYLEIGH13": "Bene, diamoci da fare!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "Se perdiamo entrambi tutta la salute, dovremo ritirarci a Harbourtown.", + "TUTORIAL1_PART2_KAYLEIGH12": "Chiaro?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Troveremo altri mostri in giro, ma possiamo batterli!", + "TUTORIAL1_PART2_KAYLEIGH14": "Ottimo lavoro!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "Ti serve una pausa, {player}? Se vuoi possiamo riposare qui.", + "TUTORIAL1_PART2_KAYLEIGH15": "Uhm, l'ascensore dovrebbe funzionare. Ci sarà un interruttore per riattivarlo.", + "TUTORIAL1_PART2_KAYLEIGH16": "Ottimo! Saliamo, va bene? Ti lascerò il comando degli altri combattimenti, ma non preoccuparti, da qui in avanti sarò al tuo fianco!", + "LEVEL_WARNING_viola.v3": "I mostri che abitano questi luoghi sono per noi una minaccia... Sarebbe saggio allontanarci da queste terre...", + "CLEMENCE_INTRO1.n": "Bonjour! [pause]Non capita spesso di vedere facce nuove... Specialmente belle come la tua!", + "PARTNER_LEVELUP_VIOLA1": "La mia nuova maestria in battaglia potrebbe stupirti: negli ultimi tempi ho affinato le mie abilità.", + "GAME_OVER_FIRST_PENSBY1.n": "Ah, sei svegliə. Per fortuna qualcuno ti ha portato alla mia clinica sanə e salvə!", + "INTRO_KAYLEIGH8.f": "Tocca a te! Non essere timida!", + "INTRO_KAYLEIGH8.m": "Tocca a te! Non essere timido!", + "INTRO_KAYLEIGH7": "Potrebbe sembrare strano, ma segui me!", + "CLEMENCE_ARRIVAL2": "Mi mancano...", + "CLEMENCE_ARRIVAL3": "Le moto.", + "CLEMENCE_COFFEE1": "Ho un... metodo speciale. E i Piper coltivano il mio caffè nella loro fattoria.", + "LEVEL_WARNING_dog.v1": "Barkley sembra nervoso. Forse i mostri di questa zona sono troppo forti per lui...", + "LEVEL_WARNING_meredith.v2": "Qui i mostri sembrano più forti di noi. [pause]Forse è meglio tornare indietro.", + "PARTNER_LEVELUP_DOG1": "Dal luccichio nel suo sguardo, sembra che Barkley si sia allenato ultimamente.", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]Mi sto allenando da sola… Ora ti mostro quanto sto diventando forte, {player}![/wave]", + "CLEMENCE_CAFE1": "Oui. Quando sono arrivata a Harbourtown, la gente chiedeva a gran voce un posto per socializzare, un posto che fosse alla moda. Così l'ho creato: se non io, chi altri?", + "RANGER_TRADER_NOT_JOINED2": "La troverai all'avamposto del parco. Si trova a nord della periferia, non puoi perderti!", + "RANGER_TRADER_NOT_JOINED1.f": "Ciao tesoro, se sei qui per iscriverti ai ranger, hai mancato Ianthe per un pelo.", + "RANGER_TRADER_JUST_JOINED1.m": "Ciao tesoro, vedo che hai una nuova tessera da apprendista. Ti spiego come posso aiutarti!", + "RANGER_TRADER_JUST_JOINED1.f": "Ciao tesoro, vedo che hai una nuova tessera da apprendista. Ti spiego come posso aiutarti!", + "RANGER_TRADER_JUST_JOINED2": "Il mio compito è quello di distribuire le risorse dell'organizzazione ai ranger e agli apprendisti, per aiutarli a svolgere i loro compiti. Ho aggiornamenti per zaini e mangiacassette, pass per sessioni di addestramento speciali...", + "RANGER_TRADER_JUST_JOINED1.n": "Ciao tesoro, vedo che hai una nuova tessera da apprendista. Ti spiego come posso aiutarti!", + "RANGER_TRADER_JUST_JOINED3": "Ma ne abbiamo solo quantità limitate, quindi devo controllare che non vadano sprecate.", + "RANGER_TRADER_JUST_JOINED4.f": "Per farla breve, tesoro, con quanti più capitani completerai il tuo addestramento, più potrai averne. Oh, e dovrai darmi anche un po' di Materiale fuso.", + "RANGER_TRADER_JUST_JOINED4.m": "Per farla breve, tesoro, con quanti più capitani completerai il tuo addestramento, più potrai averne. Oh, e dovrai darmi anche un po' di Materiale fuso.", + "RANGER_TRADER_MENU_ALT.n": "Allora, cosa ti serve, tesoro?", + "RANGER_TRADER_MENU_ALT.m": "Allora, cosa ti serve, tesoro?", + "RANGER_TRADER_MENU_HELLO.n": "Ciao tesoro, cosa ti serve?", + "RANGER_TRADER_JUST_JOINED4.n": "Per farla breve, tesoro, con quanti più capitani completerai il tuo addestramento, più potrai averne. Oh, e dovrai darmi anche un po' di Materiale fuso.", + "RANGER_TRADER_MENU_HELLO.f": "Ciao tesoro, cosa ti serve?", + "RANGER_TRADER_MENU_ALT.f": "Allora, cosa ti serve, tesoro?", + "RANGER_TRADER_MENU_HELLO.m": "Ciao tesoro, cosa ti serve?", + "RANGER_TRADER_OPTION1": "Che cos'hai per me?", + "RANGER_TRADER_OPTION2": "Cos'è il Materiale fuso?", + "RANGER_TRADER_FUSED_MATERIAL1": "Materiale fuso? Non so proprio cosa sia, ma per qualche motivo Ianthe crede che dobbiamo raccoglierne un sacco.", + "RANGER_TRADER_OPTION3": "Arrivederci!", + "RANGER_TRADER_FUSED_MATERIAL2.m": "So solo che puzza terribilmente e che alcuni mostri se lo lasciano dietro. Usa questa informazione come credi, tesoro!", + "RANGER_TRADER_BYE": "Ci si vede, per ora!", + "RANGER_TRADER_FUSED_MATERIAL2.n": "So solo che puzza terribilmente e che alcuni mostri se lo lasciano dietro. Usa questa informazione come credi, tesoro!", + "RANGER_TRADER_FUSED_MATERIAL2.f": "So solo che puzza terribilmente e che alcuni mostri se lo lasciano dietro. Usa questa informazione come credi, tesoro!", + "RANGER_TRADER_TRAINING_COMPLETE.f": "Ciao tesoro! Ora che fai parte a pieno titolo dei ranger, puoi avere alcuni oggetti speciali...[pause] Dai un'occhiata!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "Ciao tesoro! Ora che fai parte a pieno titolo dei ranger, puoi avere alcuni oggetti speciali...[pause] Dai un'occhiata!", + "RANGER_TRADER_TRAINING_COMPLETE.m": "Ciao tesoro! Ora che fai parte a pieno titolo dei ranger, puoi avere alcuni oggetti speciali...[pause] Dai un'occhiata!", + "KAYLEIGH_STATION_REACTION1": "È una... [pause]stazione ferroviaria? Non dovrebbero esserci problemi se diamo un'occhiata, giusto?", + "RANGER_VENDING_MACHINE_NAME": "Distributore automatico", + "INTERDIMENSIONAL_POST_INTRO1": "Ehilà! Per caso tu sei \\\"{recipient}\\\"?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Sì.", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Aspetta, che succede?", + "INTERDIMENSIONAL_POST_INTRO2": "Non preoccuparti, sono qui solo per consegnare un messaggio interdimensionale. [pause]Quanto ti sveglierai tornerà tutto alla normalità.", + "INTERDIMENSIONAL_POST_REINTRO2": "Questo è per \\\"{recipient}\\\". Sei tu, giusto?", + "INTERDIMENSIONAL_POST_REINTRO1": "Ciao di nuovo! Ho un altro messaggio per te.", + "INTERDIMENSIONAL_POST_NO_SENDER": "Questo messaggio non specifica un mittente. Qualche spasimante, forse?", + "INTERDIMENSIONAL_POST_SENDER": "Questo messaggio arriva da \\\"{sender}\\\".", + "INTERDIMENSIONAL_POST_BODY1": "Te lo leggo.", + "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\".", + "INTERDIMENSIONAL_POST_BYE1": "È tutto. Spero che tu ci capisca qualcosa.", + "INTERDIMENSIONAL_POST_ITEMS": "C'è un pacchetto in allegato. Ecco qua!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "Oh, sembra che questo messaggio non contenga testo...", + "INTERDIMENSIONAL_POST_BYE3": "Stammi bene!", + "INTERDIMENSIONAL_POST_BYE2": "Non puoi immaginare quante delle persone che visito credano di essere impazzite.", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]Controllo in corso...[/wave]", + "POSTBOX_INTERACT1": "È una cassetta delle lettere! [pause]Strano che sia all'interno, dove nessuno può consegnare le lettere...", + "POSTBOX_ERROR_CONNECT": "Impossibile connettersi ({0}).", + "POSTBOX_INTERACT2": "Vuoi controllare comunque? Ti connetterai a Internet.", + "POSTBOX_ERROR_TIMEOUT": "La connessione è scaduta.", + "POSTBOX_ERROR_CLIENT": "Si è verificato un errore del client ({0}).", + "POSTBOX_ERROR_UNKNOWN": "Si è verificato un errore sconosciuto ({0}).", + "POSTBOX_ERROR_NETWORK": "Si è verificato un errore di rete ({0}).", + "POSTBOX_EMPTY": "La cassetta è vuota.", + "POSTBOX_KEYPAD": "Sul retro c'è un tastierino... Vuoi inserire un codice?", + "POSTBOX_MESSAGE_FOUND": "C'è un messaggio per te!", + "POSTBOX_MESSAGE_FOUND_SENDER": "C'è un messaggio per te da {sender}!", + "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\".", + "POSTBOX_PACKAGE_FOUND": "C'è un pacchetto per te!", + "POSTBOX_ENTER_CODE": "Inserisci codice", + "PLANTER_INTERACT1": "Vuoi piantare una pianta con il kit da giardinaggio?", + "PLANTER_NO_QUEST": "È una fioriera! Non è ancora stato piantato niente qui.", + "PLANTER_INTERACT2_OPTION1": "Cespuglio di foglie", + "PLANTER_INTERACT2": "Scegli una pianta:", + "PLANTER_INTERACT2_OPTION2": "Fiori di ciliegio", + "PLANTER_INTERACT2_OPTION3": "Rose rosse", + "PLANTER_INTERACT2_OPTION4": "Orchidee pallide", + "PLANTER_INTERACT2_OPTION5": "Lavanda", + "GAME_OVER_VIOLA1": "{player} risorge!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "Combatteremo questa cosa, e lo faremo INSIEME!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "Combatteremo questa cosa, e lo faremo INSIEME!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "Non lo so...", + "HARBOURTOWN_STATION_MORGANTE12": "BASTA. IL MIO TEMPO STA PER FINIRE.\\n\\nPERCHÉ SEI IN QUESTO LUOGO MISERABILE?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "Voglio andarmene da quest'isola!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "Voglio tornare a casa!", + "HARBOURTOWN_STATION_MORGANTE14": "A ME SERVE UN TRAMITE E A TE UNA GUIDA.\\n\\nRIDAMMI LA MIA FORZA E IN CAMBIO TI CONDURRÒ VIA DA QUESTA TERRA.", + "INTRO_KAYLEIGH35_OPTION2": "Come con il mangiacassette?", + "INTRO_KAYLEIGH36": "Sì! Presto andrò a fare un giro di perlustrazione.", + "INTRO_KAYLEIGH38": "Nel frattempo, vai pure a conoscere i tuoi nuovi vicini!", + "TUTORIAL1_PART2_KAYLEIGH5": "Vedi quel mostriciattolo con gli stivali? È un Saltatore, e se ti avvicini diventa aggressivo.", + "TUTORIAL1_PART2_KAYLEIGH6": "Quindi ovviamente dovrai avvicinarti!", + "TUTORIAL1_PART2_KAYLEIGH7": "Hai preso qualche colpo, ma la tua forma di mostro può resistere!", + "HARBOURTOWN_MERCHANT_NAME_2": "Mercante di adesivi di supporto", + "STICKER_MERCHANT_NOTE1": "Il mercante che gestisce questa bancarella ha lasciato un biglietto.", + "HARBOURTOWN_MERCHANT_NAME_3": "Mercante di adesivi passivi", + "STICKER_MERCHANT_NOTE2": "\\\"Sono andato alla grotta nel parco per trovare qualche ispirazione. Se non torno entro mezzogiorno, mandate i soccorsi!\\\"", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Mi dispiace. [pause]Se vuoi usare l'ascensore dovrai tornare più tardi: sto facendo qualche riparazione che rimandavo da tempo.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Mi dispiace. [pause]Se vuoi usare l'ascensore dovrai tornare più tardi: sto facendo qualche riparazione che rimandavo da tempo.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Mi dispiace. [pause]Se vuoi usare l'ascensore dovrai tornare più tardi: sto facendo qualche riparazione che rimandavo da tempo.", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Non sei su quest'isola da molto, vero? [pause]Si capisce dalla tua espressione!", + "HARBOURTOWN_NPC_1_DIALOGUE5": "Ti stai abituando alla vita qui? [pause]A me ci è voluto... [pause]molto tempo per accettare la mia situazione quando sono arrivata qui.", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Non sei su quest'isola da molto, vero? [pause]Si capisce dalla tua espressione!", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Oh, [pause]giusto, sei il nuovo arrivato! [pause]Piacere di rivederti!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "È un piacere rivederti! [pause]Ti trovi bene a Harbourtown?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Oh, [pause]giusto, sei lə nuovə arrivatə! [pause]Piacere di rivederti!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Oh, [pause]giusto, sei la nuova arrivata! [pause]Piacere di rivederti!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "Ehi, rieccoti! [pause]Come ti trovi sull'isola? [pause]Qui tutti fanno del loro meglio. So che ci si può sentire soli.", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Ci rivediamo, novellina! [pause]Spero che tu ti stia ambientando.", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Ci rivediamo, novellino! [pause]Spero che tu ti stia ambientando.", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Ci rivediamo, novellinə! [pause]Spero che tu ti stia ambientando.", + "HARBOURTOWN_NPC_1_DIALOGUE8": "Ehi! [pause]Sono di nuovo io. Sto guardando il \\\"Mar Perduto\\\", come al solito. [pause]Ha qualcosa che mi tranquillizza, credo.", + "HARBOURTOWN_NPC_1_DIALOGUE7": "A volte la vita prende una piega inaspettata. [pause]A volte la cosa la cosa inaspettata è... [pause]beh... [pause]questa.", + "HARBOURTOWN_NPC_18_DIALOGUE1": "Il mio bisnonno era tra i marinai che naufragarono su Nuova Wirral più di cento anni fa!", + "HARBOURTOWN_NPC_18_DIALOGUE2": "Sarebbe fiero di vedere cosa abbiamo fatto di questo posto.", + "HARBOURTOWN_NPC_19_DIALOGUE": "Se non sai cosa fare, prova a chiedere a qualcuno in città. A volte una buona diceria può riportarti sulla retta via!", + "HARBOURTOWN_NPC_20_DIALOGUE2": "Accidenti, mi mancano le armi con cui combattevano i ranger...", + "HARBOURTOWN_NPC_20_DIALOGUE1": "So che in battaglia è più efficace la trasformazione, ma...", + "HARBOURTOWN_NPC_20_DIALOGUE3": "La spada meccanica di Ianthe era la cosa più steampunk che avessi mai visto.", + "HARBOURTOWN_NPC_24_DIALOGUE1": "Questa città ha resistito per 101 anni. Lo sapevi?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "Hai già visitato il lato occidentale di Harbourtown?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Vieni dal mondo di fuori? Non ti ho mai visto da queste parti.", + "HARBOURTOWN_NPC_22_DIALOGUE1": "[wave amp=30 freq=10]Di solito[/wave] qui cuciniamo il cibo per la gente del posto, ma è da un po' che non riceviamo ingredienti dalla fattoria a ovest di qui. Chissà cosa sta succedendo...", + "HARBOURTOWN_NPC_21_DIALOGUE2": "Pensavo di visitare il Centro Culturale.", + "HARBOURTOWN_NPC_23_DIALOGUE1": "Non ho tempo per chiacchierare: devo finire di preparare un ordine di pasticcini!", + "HARBOURTOWN_NPC_22_DIALOGUE2": "Hanno abbassato il ponte per la fattoria! Potremo ricominciare a ricevere prodotti freschi! Meno male.", + "HARBOURTOWN_NPC_24_DIALOGUE2": "Ricordo com'era questo posto quando ero ragazza. La città cambia così tanto, così in fretta...", + "HARBOURTOWN_NPC_24_DIALOGUE3": "Ma le fondamenta, [pause]quelle sono rimaste le stesse.", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Vieni dal mondo di fuori? Non ti ho mai visto da queste parti.", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Vieni dal mondo di fuori? Non ti ho mai visto da queste parti.", + "HARBOURTOWN_NPC_26_DIALOGUE1": "Ascolti mai [wave amp=30 freq=10]Radio Cybil[/wave]? Io mi sintonizzo tutti i giorni, sono il suo sesto più grande fan!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "Con tutto il tempo libero che ho avuto su quest'isola, ho potuto lavorare sulle mie abilità sociali... Per esempio parlare con estranei come te!", + "HARBOURTOWN_NPC_30_DIALOGUE1": "È vero che uno dei Rangers sa come [wave amp=30 freq=10]hackerare[/wave] le cassette di mostri? Mi rifiuto di crederci!", + "HARBOURTOWN_NPC_28_DIALOGUE1": "Vorrei tanto fare una passeggiata nel parco di Nuova Wirral, ma la [wave amp=30 freq=10]fauna locale[/wave] mi scoraggia.", + "HARBOURTOWN_NPC_1_DIALOGUE9": "A volte spero di vedere una nave che solca l'orizzonte e viene a salvarci. [pause]Ma è già un po\\' che sono qui... Non credo che arriveranno i soccorsi.", + "HARBOURTOWN_NPC_1_DIALOGUE10": "Ehi, ci si rivede! [pause]Spero che tu ti stia bene!", + "HARBOURTOWN_NPC_2_DIALOGUE1": "Scommetto che non ti aspettavi di vedere una persona famosa come [wave amp=30 freq=10]me[/wave] qui, [pause]vero? [pause][pause]Aspetta, non mi riconosci...?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks? [pause]Ho suonato con uno dei gruppi più famosi della terra? [pause]Non ti dice niente?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "[shake rate=30 level=10]Davvero[/shake] non mi riconosci? [pause]Nemmeno un po'?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "Eddai, di SICURO sai chi sono. [pause]Sono Danny Kicks! [pause]Prova a immaginarmi con un sassofono... [pause]Ancora niente?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "Io e i ragazzi di Liverpool? [pause]\\\"All you need is sax\\\"? [pause]Quella canzone l'ho [shake rate=30 level=10]scritta[/shake] io!", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Non mi riconosci proprio, eh? [pause]Non importa. [pause]Non è la prima volta.", + "HARBOURTOWN_NPC_2_DIALOGUE6": "Di [wave amp=30 freq=10]sicuro[/wave] mi hai visto suonare sul tetto insieme ai ragazzi. [pause]Mi credi, vero?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "…", + "HARBOURTOWN_NPC_2_DIALOGUE8": "Lo sai che... [pause]Credo che qui non mi abbia riconosciuto una singola persona. [pause]Qualcuno pensa addirittura che mi stia inventando tutto!", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Non mi riconosci proprio, eh? [pause]Non importa. [pause]Non è la prima volta.", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "M-Ma tu mi credi, [pause]vero? [pause]Forse nel tuo mondo non ero famoso, ma nel mio sono certo che saresti unə dei miei [wave amp=30 freq=10]più grandi fan[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Non mi riconosci proprio, eh? [pause]Non importa. [pause]Non è la prima volta.", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Avevi bisogno di qualcos'altro?", + "PENSBY_INTERACT_CHECKUP_HURT1": "Ti do un'occhiata...", + "PENSBY_INTERACT_CHECKUP_HURT3": "Ti prescriverò un po' di riposo.[pause] Perché non vai al Café Gramophone a rilassarti per un po\\'?", + "PENSBY_INTERACT_CHECKUP_HURT2": "Solo qualche graffio. Niente di serio.", + "PENSBY_INTERACT_BYE": "Cerca di non farti troppo male, ok?", + "HERITAGE_CENTER_SIGN": "\\\"Centro Culturale di Harbourtown - La storia della nostra improbabile comunità\\\".", + "HERITAGE_CENTER_1": "ANNO 001: La nave da guerra britannica HMS Birkenhead affonda durante una tempesta nell'anno terrestre 1845. Gran parte dell\\'equipaggio e dei relitti si arenano su un\\'isola sconosciuta, in seguito battezzata Nuova Wirral.", + "HERITAGE_CENTER_3": "ANNO 006: Nasce il primo bambino di Nuova Wirral. Il primo tentativo di lasciare Nuova Wirral finisce in un disastro: una nave costruita sull'isola viene affondata dalle tempeste a poco più di un chilometro dalla costa.", + "HERITAGE_CENTER_2": "ANNO 002: Per la prima volta compaiono nuovi arrivati. Harbourtownn viene ufficialmente fondata. Si verifica il primo incontro registrato con una creatura indigena sconosciuta, o \\\"mostro\\\".", + "HERITAGE_CENTER_5": "ANNO 050: Al 48° anniversario della sua fondazione, Harbourtown scioglie la carica del sindaco precedentemente istituito e viene gestita da un comitato.", + "HERITAGE_CENTER_4": "ANNO 048: In seguito all'arrivo di alcuni tecnici, ad Harbourtown viene costruita la prima rete elettrica.", + "HERITAGE_CENTER_6": "ANNO 062: A Nuova Wirral inizia il tentativo di formare una seconda città, chiamata \\\"Nuova Londra\\\".", + "HERITAGE_CENTER_8": "Anno 091: Viene scoperto il \\\"Centro Commerciale Caduto\\\" e a Nuova Wirral arriva un grosso rifornimento di beni terrestri. Si scopre per la prima volta il fenomeno della \\\"registrazione di mostri\\\".", + "HERITAGE_CENTER_7": "ANNO 089: In seguito a un terribile disastro, Nuova Londra viene distrutta. Sopravvive un solo residente, che torna ad Harbourtown.", + "HERITAGE_CENTER_9": "\\\"Il relitto della HMS Birkenhead\\\"", + "HARBOURTOWN_NPC_DIALOGUE4": "Come mi chiamo? Duncan!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Hai visto queste casse rosse in giro? Noi ranger le usiamo per lasciare i rifornimenti per gli altri quando attraversiamo l'isola.", + "HARBOURTOWN_NPC_DIALOGUE3": "Shhh! Sono invisibile! Fai finta che io non ci sia!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Stavo proprio per mettere una cosa in questa. Perché non la prendi tu?", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "I ribobinatori si possono usare per riparare i nastri spezzati senza dover riposare. Sono utilissimi!", + "TRAVELING_MERCHANT_NAME": "Mercante girovago", + "TRAVELING_MERCHANT_INTRO2": "No, di sicuro mi ricorderei una faccia come la tua.", + "TRAVELING_MERCHANT_INTRO1": "Ehi-ehi! Ci siamo già incontrati?", + "TRAVELING_MERCHANT_INTRO4": "Spero che il mio look non ti metta a disagio: ho scambiato la mia maglietta con una giovane donna che l'ha regalata a un orso qualche tempo fa. Che non si dica che non sono dedito alla causa della distribuzione!", + "TRAVELING_MERCHANT_INTRO3": "Beh, se cerchi merce a buon mercato, sono la persona che fa per te! Ma non mi piace rimanere fisso per troppo tempo.", + "TRAVELING_MERCHANT_REPEAT_MEET": "Che bello incontrarti qui!", + "TRAVELING_MERCHANT_PRE_TRADE": "Da' un\\'occhiata al mio catalogo, ti va?", + "TRAVELING_MERCHANT_POST_TRADE2": "Ci si vede!", + "TRAVELING_MERCHANT_POST_TRADE1": "Ragazzi, la mancanza di denaro rende le cose difficili.", + "OUTSKIRTS_3_-1_GIFTER1.n": "Non ti ho mai vistə da queste parti. Fammi indovinare... Sei arrivatə qui da poco, vero?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Il valore degli immobili vicino al parco è altissimo![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "Puoi usarli per riavvolgere tutti i nastri dei mostri. Fai attenzione là fuori, ok?", + "HARBOURTOWN_MERCHANT_4.m": "Grazie della visita! Torna domani e ne avrò di nuovi!", + "HARBOURTOWN_MERCHANT_3": "Ho progettato qualche nuovo adesivo di supporto! Vuoi vedere cos'ho creato?", + "HARBOURTOWN_MERCHANT_2": "È un piacere fare affari con te! Torna domani e avrò nuovi adesivi!", + "HARBOURTOWN_MERCHANT_1": "Cerchi nuovi adesivi per dare una marcia in più alle tue forme di mostro in caso di combattimento? Non cercare oltre!", + "HARBOURTOWN_MERCHANT_4.f": "Grazie della visita! Torna domani e ne avrò di nuovi!", + "HARBOURTOWN_MERCHANT_5.m": "Non sottovalutare il potere delle mosse passive! Ecco, dai un'occhiata alla mia raccolta di adesivi del giorno!", + "HARBOURTOWN_MERCHANT_5.n": "Non sottovalutare il potere delle mosse passive! Ecco, dai un'occhiata alla mia raccolta di adesivi del giorno!", + "HARBOURTOWN_MERCHANT_5.f": "Non sottovalutare il potere delle mosse passive! Ecco, dai un'occhiata alla mia raccolta di adesivi del giorno!", + "HARBOURTOWN_MERCHANT_6": "Torna domani e avrò qualche nuovo adesivo!", + "HARBOURTOWN_MERCHANT_NAME_1": "Mercante di adesivi offensivi", + "HARBOURTOWN_NPC_12_DIALOGUE9": "Magari resterò qui per sempre, ma se non altro [wave amp=30 freq=10]non mi annoierò[/wave] mai.", + "HARBOURTOWN_NPC_13_DIALOGUE1": "Avrei voluto attraversare il ponte, ma ormai è alzato da un pezzo.", + "HARBOURTOWN_NPC_13_DIALOGUE3": "Oh... [pause]Hanno abbassato il ponte.", + "HARBOURTOWN_NPC_13_DIALOGUE2": "Va bene... [pause]Resterò da questa parte della città, [pause]immagino.", + "HARBOURTOWN_NPC_14_DIALOGUE1": "Sai... [pause]Ho lavorato sodo per lasciare la mia città natale. [pause]Dico sul serio.", + "HARBOURTOWN_NPC_13_DIALOGUE4": "Poteri attraversarlo, [pause]ma ormai mi piace stare qui.", + "HARBOURTOWN_NPC_14_DIALOGUE2": "Ero pronta ad affrontare il resto della mia vita, [pause]e invece sono rimasta bloccata in [wave amp=30 freq=10]un'altra[/wave] cittadina.", + "HARBOURTOWN_NPC_14_DIALOGUE3": "Suppongo che il destino volesse questo per me, [pause]eh?", + "HARBOURTOWN_NPC_15_DIALOGUE1": "Harbourtown ha sempre avuto una specie di gruppo di \\\"volontari della comunità\\\". [pause]Altrimenti come avrebbe fatto a rimanere intatta così a lungo?", + "HARBOURTOWN_NPC_15_DIALOGUE2": "I ranger di Ianthe ne sono l'ultima espressione. [pause]Raccogliamo risorse, aiutiamo le persone a risolvere i loro problemi e tutto il resto.", + "HARBOURTOWN_NPC_15_DIALOGUE3": "Da quando abbiamo scoperto il fenomeno delle \\\"cassette\\\", tenere tutto in ordine è diventato ancora più difficile. [pause]Ma se c'è una persona che può riuscirci, quella è Ianthe!", + "HARBOURTOWN_NPC_16_DIALOGUE1": "Molti dei nuovi arrivati attraversano... [pause]un periodo difficile.", + "HARBOURTOWN_NPC_16_DIALOGUE2": "Se devo darti un consiglio, [pause]cerca di accettare la tua nuova vita qui.", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Non voglio dire di dimenticare la tua vecchia vita, però. [pause]Il tuo passato è parte di te quanto il tuo futuro, [pause]mi spiego?", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Non voglio dire di dimenticare la tua vecchia vita, però. [pause]Il tuo passato è parte di te quanto il tuo futuro, [pause]mi spiego?", + "HARBOURTOWN_NPC_17_DIALOGUE2": "È importante considerare la nostra storia se vogliamo capire che cosa potremo fare per il futuro.", + "HARBOURTOWN_NPC_17_DIALOGUE1": "Harbourtown ha una storia più interessante di quanto credi!", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Non voglio dire di dimenticare la tua vecchia vita, però. [pause]Il tuo passato è parte di te quanto il tuo futuro, [pause]mi spiego?", + "TUTORIAL3_PART2_KAYLEIGH1": "Ok, l'hai sentita, vero?", + "TUTORIAL3_PART2_KAYLEIGH2": "Ma che cos'è?!", + "TUTORIAL3_PART2_KAYLEIGH3": "È... È sempre stato qui?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Non fa parte di Harbourtown?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "Non è normale?", + "TUTORIAL3_PART2_KAYLEIGH4": "Non ho mai visto NIENTE di simile prima d'ora!", + "TUTORIAL3_PART2_KAYLEIGH5": "È sempre stato qui?!", + "CLEMENCE_INTRO2": "Io sono Clémence e questo bel locale è il Café Gramophone. Che dire? Possiedo molti dischi e il caffè migliore lo preparo io. Non che ci sia molta concorrenza.", + "CLEMENCE_INTRO1.f": "Bonjour! [pause]Non capita spesso di vedere facce nuove... Specialmente belle come la tua!", + "CLEMENCE_INTRO1.m": "Bonjour! [pause]Non capita spesso di vedere facce nuove... Specialmente belle come la tua!", + "TUTORIAL4_PART3B_KAYLEIGH11": "Nel corso degli anni sono stati chiamati in molti modi: angeli, demoni, diavoli, spettri...", + "TUTORIAL4_PART3B_KAYLEIGH14": "Non sappiamo cosa siano. Non si vedevano da molto tempo.", + "TUTORIAL4_PART3B_KAYLEIGH13": "Le altre creature, tuttavia... [pause]Come quella che abbiamo combattuto... [pause]Le chiamiamo ancora Arcangeli.", + "TUTORIAL4_PART3B_KAYLEIGH16": "Mi sembrava di vederla nel modo sbagliato, come se cercassi di guardare un film con un binocolo o qualcosa di simile...", + "TUTORIAL4_PART3B_KAYLEIGH15": "Guardando la cosa che abbiamo combattuto... È difficile da spiegare...", + "HARBOURTOWN_STATION_MORGANTE13": "CAPISCO.\\n\\nESISTE UN MODO. NESSUNO CONOSCE IL SENTIERO TRANNE ME.", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Tramite?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Aspetta...", + "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, stai bene?! [pause]Cos'è successo?! [pause]Per un attimo hai perso conoscenza!", + "HARBOURTOWN_STATION_MORGANTE15": "MOLTO BENE. ASCOLTA LA MIA CANZONE.", + "TUTORIAL4_PART3A_KAYLEIGH1": "Alla stazione sono successe [wave amp=30 freq=10]molte[/wave] cose... Probabilmente dovremmo parlarne.", + "HARBOURTOWN_STATION_KAYLEIGH17": "Dobbiamo andarcene...", + "HARBOURTOWN_NPC_32_DIALOGUE1": "Se c'è [wave amp=30 freq=10]una cosa[/wave] che abbonda a Nuova Wirral, è il caffè. [pause]Caffè e creature dai colori sgargianti.", + "HARBOURTOWN_NPC_31_DIALOGUE1": "Attualmente mi sto addestrando per diventare apprendista ranger. È come candidarsi per un lavoro, ma con molti più combattimenti.", + "HARBOURTOWN_NPC_33_DIALOGUE1": "Secondo la leggenda locale, all'orizzonte del Mar Perduto ci sono le rovine di un molo... Non che io le abbia mai viste, ovviamente.", + "HARBOURTOWN_BOOK_2": "Gli appunti scarabocchiati dicono: \\\"Se gli si dà un giocattolo, questo mostro elfico non si allontanerà dal suo cammino. Altrimenti, finirà per essere consumato dalla rabbia\\\".", + "HARBOURTOWN_BOOK_3": "Gli appunti scarabocchiati dicono: \\\"Questo grande serpente mascherato può imboccare una terza via, se gli si permette di imbrigliare gli zefiri del vento\\\".", + "HARBOURTOWN_BOOK_1": "Gli appunti scarabocchiati dicono: \\\"Questa creatura a forma di disco volante emergerà dal suo guscio se le verrà data la possibilità di restare vicino ai suoi avversari\\\".", + "HARBOURTOWN_BOOK_4": "Gli appunti scarabocchiati dicono: \\\"I misteriosi meccanismi che si trovano sotto questa collina sono la chiave per svelare il vero potenziale di questo dinosauro\\\".", + "HARBOURTOWN_BOOK_5": "Gli appunti scarabocchiati dicono: \\\"Credo che alcuni mostri maturino in forme diverse a seconda che sia giorno o notte\\\".", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Mercante di adesivi elementali", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Mercante di adesivi senza tipologia", + "HARBOURTOWN_CHEMIST1_OPENING": "La chimica elementare è la chiave del successo in combattimento. [pause]Progetto adesivi che ti daranno il controllo della chimica e il vantaggio in battaglia!", + "HARBOURTOWN_CHEMIST1_CLOSING": "Se hai bisogno mi troverai qui.", + "HARBOURTOWN_CHEMIST2_OPENING": "Sono specializzata in adesivi che cambiano tipologia in base a chi li usa, molto utili se utilizzati insieme alle coperture dei miei colleghi. E sono compatibili con ogni nastro!", + "HARBOURTOWN_ITEM_RECYCLER1": "Ricicli gli oggetti che non ti servono più?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "Grazie per la visita!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "Grazie per la visita!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "Grazie per la visita!", + "HARBOURTOWN_TAPE_RECYCLER3": "Quando ti trovi al campeggio, o al café, apri il tuo inventario dei nastri, selezionane uno che non vuoi e premi ricicla!", + "HARBOURTOWN_ITEM_RECYCLER4": "Tieni, prova con questo vecchio libro. A me non serve più.", + "HARBOURTOWN_ITEM_RECYCLER2": "Il riciclaggio non solo è un buon modo per sgombrare inventario, ma ti permette di recuperare le risorse usate per creare un oggetto.", + "HARBOURTOWN_ITEM_RECYCLER3": "Potrai scambiare quelle risorse per nuovi oggetti!", + "GAME_OVER_FIRST_PENSBY1.f": "Ah, sei sveglia. Per fortuna qualcuno ti ha portato alla mia clinica sana e salva!", + "GAME_OVER_DOG1": "Arf!", + "HARBOURTOWN_TAPE_RECYCLER1": "Hai dei vecchi nastri che non ti servono più?", + "HARBOURTOWN_TAPE_RECYCLER2": "La prossima volta che ti prendi una pausa dai tuoi viaggi, perché non ne ricicli uno?", + "HARBOURTOWN_TAPE_RECYCLER4": "È un buon modo per ottenere risorse extra da scambiare con i mercanti, e potresti ottenere qualche adesivo extra da quel mostro.", + "HARBOURTOWN_BOOTLEG_KRAB1": "...", + "HARBOURTOWN_BOOTLEG_KRAB2": "È un Conostaceo dai colori strani.", + "HARBOURTOWN_BOOTLEG_NPC1": "Non preoccuparti del Conostaceo, è solo mio figlio. Adora giocare con la sua cassetta bootleg.", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Bootleg?", + "HARBOURTOWN_BOOTLEG_NPC2": "Sì.[pause] Durante i tuoi viaggi hai incontrato qualche mostro dal colore strano? Quelli sono bootleg. [pause] Ma non confonderli con le coperture!", + "HARBOURTOWN_BOOTLEG_NPC3": "I mostri bootleg hanno colori, tipi elementali e mosse diversi rispetto agli altri, [wave amp=30 freq=10]in modo permanente[/wave].", + "HARBOURTOWN_BOOTLEG_NPC4": "E quando li registri, mantengono quegli attributi.", + "HARBOURTOWN_BOOTLEG_NPC6": "Tieni, prendi questo e prova. Il capitano Codey mi dà quelli che gli avanzano, ne ho già un sacco.", + "HARBOURTOWN_BOOTLEG_NPC5": "I bootleg registrati hanno una probabilità più alta di produrre mosse non comuni e rare, perciò possono essere molto utili.", + "HARBOURTOWN_BOOTLEG_NPC7": "I mostri bootleg possono comparire ovunque in modo casuale, ma a quanto pare è più probabile vederli durante le fusioni.", + "HARBOURTOWN_BOOTLEG_NPC8": "Ho sentito dire che alcuni mostri bootleg molto rari scintillano e brillano come se fossero ricoperti di glitter.", + "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Benvenute, anime curiose![/wave] Siete qui per conoscere le arti astrali?", + "HARBOURTOWN_ASTROLOGER_NAME": "Astrologa", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Certo!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Non adesso.", + "HARBOURTOWN_ASTROLOGER_NPC3": "Eccellente... [pause]Faresti bene ad ascoltare le mie parole!", + "HARBOURTOWN_ASTROLOGER_NPC2": "Magari un'altra volta.", + "HARBOURTOWN_ASTROLOGER_NPC4": "Le bestie di tipo astrale traggono il loro potere dai quattro elementi fondamentali della natura: [pause]terra, [pause]acqua, [pause]fuoco [pause] e aria.", + "HARBOURTOWN_ASTROLOGER_NPC6": "Tuttavia, la loro armonia interna può entrare nel [wave amp=30 freq=10]caos[/wave] se esposta ad elementi impuri: plastica, veleno e metallo.", + "HARBOURTOWN_ASTROLOGER_NPC5": "Le creature astrali esposte a uno di questi quattro elementi verranno [wave amp=30 freq=10]potenziate[/wave]!", + "PENSBY_INTERACT_MENU": "Ehi, {player}, cosa posso fare per te?", + "PENSBY_INTERACT_MENU_SUPPLIES": "Sto cercando rifornimenti.", + "PENSBY_INTERACT_MENU_CHECKUP": "Voglio fare un controllo.", + "PENSBY_INTERACT_MENU_BYE": "Volevo salutare.", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Sei in perfetta salute, {player}.", + "HARBOURTOWN_ASTROLOGER_NPC7": "Se vuoi assumere la forma di una bestia astrale, ricordalo!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Come ho detto dopo il primo scontro con Morgante, siamo sulla stessa barca, io e te!", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Ci vuole un po' per abituarsi alla percezione del proprio corpo quando ci si trasforma. Ma mi sembra che tu stia imparando le basi alla perfezione!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Fantastico! [pause]Allora la fortuna è dalla tua parte: a Nuova Wirral non ci sono hotel, quindi probabilmente passerai molte notti in una tenda.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "Adoro il campeggio!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Preferisco stare in casa...", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "È... [pause]un peccato. Se vuoi esplorare l'isola, dovrai abituarti a dormire in tenda: a Nuova Wirral non ci sono esattamente catene di hotel locali o altro.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Ehi! Non ti ho mai chiesto come ti trovi con la prima forma di mostro che ti ho dato sulla spiaggia al nostro primo incontro.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Ehi! Non ti ho mai chiesto come ti trovi con la prima forma di mostro che ti ho dato sulla spiaggia al nostro primo incontro.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Ehi! Non ti ho mai chiesto come ti trovi con la prima forma di mostro che ti ho dato sulla spiaggia al nostro primo incontro.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Era lo \\\"Zuccherello\\\", vero? Quella forma di mostro è divertente! Quando l'ho usata in passato, mi sono sentita come se fossi in preda a una scarica di zuccheri permanente.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Era la \\\"Stregovina\\\", vero? Quella forma di mostro è divertente! Quando l'ho usata in passato, mi sono dovuta abituare alla strana sensazione di galleggiare.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Ho la sensazione che in quella forma gli attacchi a distanza siano più efficaci. Forse gli Zuccherelli hanno una buona mira per natura?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Ma avevo quei grandi zoccoli! Con quelli potevo colpire i mostri [wave amp=30 freq=10]alla grande[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "L'Arcangelo che abbiamo combattuto... [pause]Morgante, giusto?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "Non l'abbiamo sconfitta davvero noi, vero? Qualcuno l\\'aveva già ferita quando l\\'abbiamo trovata.", + "EUGENE_UNKNOWN_NAME": "Tizio arrabbiato", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "Non l'abbiamo sconfitta davvero noi, vero? Qualcuno l\\'aveva già ferita quando l\\'abbiamo trovata.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "Non l'abbiamo sconfitta davvero noi, vero? Qualcuno l\\'aveva già ferita quando l\\'abbiamo trovata.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Anche così indebolita, sembrava molto pericolosa. Chi l'ha ferita doveva essere un [wave amp=30 freq=10]selvaggio[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "Non ci avevo pensato.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Credo che abbia senso...", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Mi fa pensare che a confronto noi umani siamo [wave amp=30 freq=10]davvero[/wave] insignificanti...", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Meglio che ce ne andiamo, per ora...[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "Donna", + "EUGENE_INTRO_LANDKEEPER_NAME": "Uomo pallido", + "EUGENE_INTRO_EUGENE1": "Non voglio [shake rate=30 level=10]più[/shake] ripeterlo! [pause][pause]Harbourtown non cadrà per colpa di voi [shake rate=30 level=10]sanguisughe[/shake]!", + "EUGENE_INTRO_EUGENE3": "Tornate strisciando nell'oscurità da cui arrivate, [pause]o dovrete vedervela con [shake rate=30 level=10]me[/shake]!", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Pfui. [pause]Non si può proprio ragionare...[/wave] \\n", + "EUGENE_INTRO_EUGENE4": "Ho già combattuto contro [shake rate=30 level=10]quelli come voi[/shake] e ho vinto. [pause]Volete una dimostrazione?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Ma con il tempo capirai che sappiamo cos'è meglio per voi tutti.[/wave]", + "EUGENE_INTRO_EUGENE8": "Mi faccia sapere se quei vermi le daranno ancora fastidio, signora.", + "EUGENE_INTRO_EUGENE7": "Dite alla vostra gentaglia che questa città è protetta da [shake rate=30 level=10]Eugene[/shake]!", + "EUGENE_INTRO_EUGENE9": "E qualunque cosa succeda, NON li inviti in casa sua. [pause]È quello che vogliono.", + "EUGENE_INTRO_WOMAN10": "Lo terrò presente. Grazie per essere intervenuto, giovanotto!", + "EUGENE_INTRO_EUGENE12": "Io sono Eugene... [pause]Ma credo lo sappiate, [pause]perché l'ho appena urlato a quei tizi.", + "EUGENE_INTRO_EUGENE11": "Oh, ehi. Mi dispiace per il brutto spettacolo.", + "EUGENE_INTRO_EUGENE12_OPTION1": "Io sono {player}!", + "EUGENE_INTRO_EUGENE13": "È sempre bello vedere un volto nuovo da queste parti, {player}!", + "EUGENE_INTRO_EUGENE13_OPTION1": "Chi era quella gente?", + "EUGENE_INTRO_EUGENE14": "Ti risparmierò i dettagli, [pause]ma loro non [wave amp=30 freq=10]appartengono[/wave] a questo mondo.", + "EUGENE_INTRO_EUGENE13_OPTION2": "Di che si trattava?", + "LEVEL_WARNING_dog.v2": "Barkley sembra in difficoltà. Forse i mostri nei paraggi sono troppo forti per lui?", + "EUGENE_INTRO_EUGENE16": "Comunque, devo sorvegliare quei tipi. [pause]Non posso rischiare che [shake rate=30 level=10]si approfittino[/shake] della brava gente di Harbourtown.", + "EUGENE_INTRO_EUGENE15": "Diciamo che non tutti i mostri di Nuova Wirral somigliano a mascotte dei cereali.", + "WORKING_OVERTIME_INITIAL_RANGER2": "Vedi, ho detto a Ianthe che avrei messo qui un cartello della città. [pause]Qualcosa per renderla un po' più accogliente, [pause]mi spiego?", + "EUGENE_INTRO_EUGENE16_OPTION1": "Posso essere d'aiuto?", + "EUGENE_INTRO_EUGENE16_OPTION2": "Ti serve aiuto?", + "EUGENE_INTRO_EUGENE18": "Incontriamoci in questo posto. [pause]Ti darò tutte le informazioni una volta lì.", + "EUGENE_INTRO_EUGENE17.n": "Se hai voglia di sporcarti le mani, sarei felice di avere il tuo aiuto!", + "EUGENE_INTRO_EUGENE17.f": "Se hai voglia di sporcarti le mani, sarei felice di avere il tuo aiuto!", + "EUGENE_INTRO_EUGENE17.m": "Se hai voglia di sporcarti le mani, sarei felice di avere il tuo aiuto!", + "EUGENE_INTRO_EUGENE19": "Ma... [pause]preparati per un bello scontro. [pause]Le cose potrebbero mettersi male.", + "WORKING_OVERTIME_INITIAL_RANGER1": "Ehi, [pause]ti andrebbe di darmi una mano?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Uh. Uno specchio?", + "WORKING_OVERTIME_RANGER_NAME": "Ranger esausto", + "WORKING_OVERTIME_INITIAL_RANGER3": "Ma ho sbagliato a calcolare la quantità di legno che sarebbe servita. Per caso riesci a procurarmene un po'? [pause]Mi salveresti la vita!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "Certo!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Non adesso.", + "WORKING_OVERTIME_INITIAL_RANGER4": "Davvero? Grazie! [pause]Passa di qui quando hai tutti i materiali.", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "Ehi, non preoccuparti.", + "WORKING_OVERTIME_ACTIVE_RANGER1": "Ehi, ci si rivede. Hai trovato il legno?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Dagli {required_item_amount} pezzi di legno.", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "Non preoccuparti. Io resterò qui per un po'.", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Non ancora!", + "WORKING_OVERTIME_COMPLETE_RANGER3": "Uhm... [pause][pause]Visto che mi hai aiutato, [pause]perché non scegli tu lo stile?", + "WORKING_OVERTIME_COMPLETE_RANGER2": "Ce l'hai fatta! [pause]Grazie dell\\'aiuto! Mi terrorizzava l\\'idea di raccogliere tutti quei materiali da solo.", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Vorrei che il cartello includesse un emblema che racchiuda il significato di Harbourtown. [pause][pause]Che ne pensi?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Vorrei che il cartello includesse un emblema che racchiuda il significato di Harbourtown. [pause][pause]Che ne pensi?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "Un uccello!", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Vorrei che il cartello includesse un emblema che racchiuda il significato di Harbourtown. [pause][pause]Che ne pensi?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "Un fiore!", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "Un delfino!", + "WORKING_OVERTIME_COMPLETE_RANGER5": "Ok, [pause]procediamo con quello.", + "WORKING_OVERTIME_COMPLETE_RANGER8": "Ho sempre vissuto qui, [pause]ma molte persone vengono da luoghi diversi e restano bloccate qui.", + "WORKING_OVERTIME_COMPLETE_RANGER6": "Fiù. [pause][pause]Ecco fatto. [pause]Che te ne pare?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "Lo adoro!", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "È fantastico!", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "Un lavoro magnifico!", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Gran bel lavoro.", + "WORKING_OVERTIME_COMPLETE_RANGER9": "Se questo li fa sentire anche solo un po' meglio quando lo vedono, [pause]allora credo che ne sia valsa la pena.", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "Eh eh. [pause]Ben fatto.", + "WORKING_OVERTIME_COMPLETE_FELIX7": "Bel cartello.", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "Si vede che ci hai lavorato con impegno.", + "RANGER_BODYBUILDER_INTRO": "Ehi, fuoriclasse. Se qui per allenarti?", + "RANGER_BODYBUILDER_OPTION1": "Diamoci dentro!", + "RANGER_BODYBUILDER_OPTION2": "Come funziona?", + "RANGER_BODYBUILDER_OPTION3": "Non adesso.", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "E non fai nemmeno parte dei ranger?", + "RANGER_BODYBUILDER_NO_PASS1": "Oh, così non va. Dov'è il tuo Pass Palestra, fuoriclasse?", + "RANGER_BODYBUILDER_NO_PASS2": "Recupera un Pass Palestra da Wilma laggiù e ti darò un allenamento personalizzato!", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "E non fai nemmeno parte dei ranger?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "E non fai nemmeno parte dei ranger?", + "RANGER_BODYBUILDER_NOT_JOINED2": "La prima cosa che devi fare, fuoriclasse, è correre all'avamposto nel parco a nord della periferia e iscriverti.", + "RANGER_BODYBUILDER_BYE": "Ci si vede, fuoriclasse!", + "RANGER_BODYBUILDER_EXPLANATION1": "A volte non basta essere bravi a trasformarsi. A volte bisogna semplicemente essere più forti!", + "RANGER_BODYBUILDER_EXPLANATION2": "E qui entro in gioco io. Posso creare un allenamento personalizzato per te, per regolare le \\\"statistiche base\\\" della tua forma umana. Questo avrà effetto anche sulle trasformazioni!", + "RANGER_BODYBUILDER_EXPLANATION4": "Man mano che il tuo addestramento con i ranger procede, senza dubbio ti troverai con qualche punto extra da assegnare alle statistiche base.", + "RANGER_BODYBUILDER_EXPLANATION5.m": "Allora, che ne dici, fuoriclasse? Hai voglia di allenarti?", + "RANGER_BODYBUILDER_EXPLANATION3": "Ad esempio, se decidi che i tuoi attacchi in mischia devono essere più potenti, ma non fai molto affidamento sugli attacchi a distanza, puoi spostare alcuni punti da Attacco a distanza ad Attacco in mischia.", + "RANGER_BODYBUILDER_EXPLANATION5.f": "Allora, che ne dici, fuoriclasse? Hai voglia di allenarti?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "Wow, che allenamento! Mi bruciano i muscoli!", + "RANGER_TRADER_NOT_JOINED1.m": "Ciao tesoro, se sei qui per iscriverti ai ranger, hai mancato Ianthe per un pelo.", + "RANGER_TRADER_NOT_JOINED1.n": "Ciao tesoro, se sei qui per iscriverti ai ranger, hai mancato Ianthe per un pelo.", + "RANGER_BODYBUILDER_EXPLANATION5.n": "Allora, che ne dici, fuoriclasse? Hai voglia di allenarti?", + "TUTORIAL4_PART3C_KAYLEIGH3": "Nelle giuste circostanze, due persone in forma di mostro possono unirsi e formare un [wave amp=30 freq=10]potente essere[/wave].", + "TUTORIAL4_PART3C_KAYLEIGH4": "(Immagino che le \\\"giuste circostanze\\\" includano l'essere quasi uccisi da un [shake rate=30 level=10]Arcangelo[/shake]...)", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "È stato strano. In quel momento condividevo il corpo con te, e [wave amp=30 freq=10]quell'essere[/wave] era al tempo stesso \\\"noi\\\" e \\\"non noi\\\"...", + "TUTORIAL4_PART3D_KAYLEIGH3": "E sa come lasciare Nuova Wirral?", + "HARBOURTOWN_MERCHANT_4.n": "Grazie della visita! Torna domani e ne avrò di nuovi!", + "TUTORIAL4_PART3C_KAYLEIGH6": "Io... [pause]Non mi ero mai fusa con nessuno finora. Di certo non mi aspettavo di fondermi con qualcuno che conosco [wave amp=30 freq=10]a malapena[/wave]...", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "È stato strano. In quel momento condividevo il corpo con te, e [wave amp=30 freq=10]quell'essere[/wave] era al tempo stesso \\\"noi\\\" e \\\"non noi\\\"...", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "È stato strano. In quel momento condividevo il corpo con te, e [wave amp=30 freq=10]quell'essere[/wave] era al tempo stesso \\\"noi\\\" e \\\"non noi\\\"...", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "Ci ha aiutato a sconfiggere l'Arcangelo!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "M-Ma tu mi credi, [pause]vero? [pause]Forse nel tuo mondo non ero famoso, ma nel mio sono certo che saresti uno dei miei [wave amp=30 freq=10]più grandi fan[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "Ehi, fan [wave amp=30 freq=10]numero uno[/wave], oggi come va?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "M-Ma tu mi credi, [pause]vero? [pause]Forse nel tuo mondo non ero famoso, ma nel mio sono certo che saresti una dei miei [wave amp=30 freq=10]più grandi fan[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "Ehi, fan [wave amp=30 freq=10]numero uno[/wave], oggi come va?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "Ehi, fan [wave amp=30 freq=10]numero uno[/wave], oggi come va?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "... [pause]Ti conosco?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "Oh, [pause]di nuovo tu. [pause]Scusa, ho da fare.", + "HARBOURTOWN_NPC_3_DIALOGUE10": "È, [pause]uhm, [pause]un piacere rivederti, {player}.", + "HARBOURTOWN_NPC_3_DIALOGUE4": "Uhm, [pause]credo che tu mi scambi per qualcun altro. [pause]Non credo che ci conosciamo.", + "HARBOURTOWN_NPC_3_DIALOGUE3": "Uhm, [pause]mi dispiace, ma ho da fare. [pause]Molto da fare.", + "HARBOURTOWN_NPC_3_DIALOGUE8": "Qui non è facile trovare nuovi amici. [pause]Non ho molto in comune con... [pause]beh, [pause]con chiunque. [pause]È la natura di questo posto.", + "HARBOURTOWN_NPC_3_DIALOGUE7": "Scusa se prima ti ho trattato in modo brusco. [pause]Sono sempre titubante con gli estranei. [pause]Ma credo che ora non siamo più estranei, vero?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "[pause]Ciao di nuovo. [pause]Sei gentile a venirmi a trovare.", + "HARBOURTOWN_NPC_4_DIALOGUE1": "Non hai ancora confidenza con la storia delle \\\"cassette di trasformazione\\\", eh? [pause]Ti do un piccolo consiglio.", + "HARBOURTOWN_NPC_4_DIALOGUE2": "Il segreto è non pensarci troppo. [pause]In fondo, non ha davvero alcun senso.", + "HARBOURTOWN_NPC_3_DIALOGUE9": "Non, uhm, [pause]non ti ho mai chiesto come ti chiami. [pause]{player}? [pause]Spero tu stia passando una buona giornata, {player}.", + "TUTORIAL4_PART3D_KAYLEIGH24": "Io e te!", + "TUTORIAL4_PART3D_KAYLEIGH25": "Che ne dici? Ci stai?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Facciamolo!", + "TUTORIAL4_PART3D_KAYLEIGH26": "Se un Arcangelo ti ha dato quella visione, allora...", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Non abbiamo altre opzioni!", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "Devi trovarne un altro, e quando accadrà dovrai essere abbastanza forte da affrontarlo.", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "I ranger hanno un corso di addestramento che ti aiuterà a diventare abbastanza forte. Cominciamo organizzando un incontro con il capo dei ranger!", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "Devi trovarne un altro, e quando accadrà dovrai essere abbastanza forte da affrontarlo.", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "Devi trovarne un altro, e quando accadrà dovrai essere abbastanza forte da affrontarlo.", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "I ranger hanno un corso di addestramento che ti aiuterà a diventare abbastanza forte. Cominciamo organizzando un incontro con il capo dei ranger!", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "I ranger hanno un corso di addestramento che ti aiuterà a diventare abbastanza forte. Cominciamo organizzando un incontro con il capo dei ranger!", + "OUTSKIRTS_3_-1_GIFTER1.m": "Non ti ho mai visto da queste parti. Fammi indovinare... Sei arrivato qui da poco, vero?", + "TUTORIAL4_PART3D_KAYLEIGH29": "In questo momento dovrebbe essere all'avamposto del parco.", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Accidenti. Anche il tasso di criminalità è altissimo...[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "Oh! Quello è un mangiacassette? Ecco, prendi.", + "OUTSKIRTS_3_-1_GIFTER1.f": "Non ti ho mai vista da queste parti. Fammi indovinare... Sei arrivata qui da poco, vero?", + "HARBOURTOWN_STATION_MORGANTE1": "SEI TU, MORDREAD?\\n\\nAVVICINATI, FIGLIO MIO... VOGLIO VEDERTI UN'ULTIMA VOLTA.", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, senti anche tu qualcosa nell'aria?", + "HARBOURTOWN_STATION_KAYLEIGH1": "Questo posto puzza... di metallo bruciato. Non riesco a spiegarlo...", + "HARBOURTOWN_STATION_MORGANTE2": "IL LUNGO CONFLITTO È GIUNTO ALLA FINE... TEMO CHE QUESTA VOLTA MI ABBIA SCONFITTA DAVVERO.", + "HARBOURTOWN_STATION_KAYLEIGH6": "Oh, no...", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Ma... Questo è...[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, credo che questo sia un [shake rate=30 level=10]Arcangelo[/shake]...", + "HARBOURTOWN_STATION_KAYLEIGH5": "Dobbiamo andarcene. [wave amp=30 freq=10] Ora.[/wave]", + "TUTORIAL4_PART3C_KAYLEIGH7": "È successo nella foga del momento, giusto?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "Ci ha aiutato a sconfiggere l'Arcangelo!", + "TUTORIAL4_PART3C_KAYLEIGH8": "Scusa, [pause]mi mette in imbarazzo parlarne!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "Ci ha aiutato a sconfiggere l'Arcangelo!", + "TUTORIAL4_PART3C_KAYLEIGH9": "G-Già, forse hai ragione!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Senza non ce l'avremmo fatta!", + "TUTORIAL4_PART3C_KAYLEIGH10": "Ora che è successo, ho una strana sensazione. Come... se dentro di me si fosse aperta una porta che non sapevo esistesse.", + "TUTORIAL4_PART3D_KAYLEIGH1": "Quindi, fammi capire bene...", + "TUTORIAL4_PART3C_KAYLEIGH11": "Sento che potrei fondermi nuovamente con te, se dovesse servire.", + "TUTORIAL4_PART3D_KAYLEIGH2": "Quell'Arcangelo, \\\"Morgante\\\"... Ora i suoi ricordi sono [wave amp=30 freq=10]dentro[/wave] di te?", + "TUTORIAL4_PART3D_KAYLEIGH23": "Dobbiamo scoprirlo, lo dobbiamo alla gente di Nuova Wirral!", + "TUTORIAL4_PART3D_KAYLEIGH22": "Se c'è anche solo una possibilità che ci aiuti a lasciare l\\'isola e a riportare le persone alle loro case e alle loro famiglie...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Tu e Meredith andate d'accordo, però. Vi vedo benissimo insieme.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Se quel passaggio ci riporterà [wave amp=30 freq=10]davvero[/wave] ai nostri mondi, dovremo dirci addio?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Allora, dimmi: cosa ne pensi di dormire [wave amp=30 freq=10]all'aria aperta[/wave]?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Per fortuna, abbiamo ancora da fare a Nuova Wirral. Ci penserò più tardi!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "Abbiamo iniziato questo percorso insieme, e finiremo insieme. [pause]Non me ne andrò prima, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Questa notizia sarà importantissima per i ranger. Avranno il loro bel da fare!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "Abbiamo iniziato questo percorso insieme, e finiremo insieme. [pause]Non me ne andrò prima, {player}.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "Abbiamo iniziato questo percorso insieme, e finiremo insieme. [pause]Non me ne andrò prima, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Quindi immagino che anche Ianthe sappia del passaggio ora!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Quando abbiamo combattuto Aleph sul treno... [pause]La forza che abbiamo evocato con la fusione...", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Era molto simile a Morgante, vero? [pause]Il primo Arcangelo che abbiamo combattuto insieme.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "Non lo capisco del tutto, ma è stato come se avessimo incarnato qualcosa che si allineava con i suoi obiettivi in quel momento. Non eravamo solo noi in quella forma: anche [wave amp=30 freq=10]lei[/wave] si è fusa con noi.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "Sì!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Credo di sì.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Ma la sua essenza è rimasta dentro di te dal vostro primo incontro, non è così?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Ti ha dato gli indizi per trovare il passaggio e ci è stata di aiuto per sconfiggere Aleph. Forse è sempre stata la sua intenzione: usare noi per sconfiggerlo, intendo...", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "Ehi, non te l'ho ancora chiesto! Come ti senti a iniziare l\\'[wave amp=30 freq=10]addestramento per ranger[/wave], {player}?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "Che emozione!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "Che emozione!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "Che emozione!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "Che agitazione!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "Beh, è ovvio! Andrà tutto bene!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "Che agitazione!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "Sono felice che possiamo ancora fare le nostre gite in campeggio, {player}.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "Che agitazione!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "I ranger adattano le loro sfide ai punti di forza degli apprendisti: nel mio addestramento, ho dovuto fare qualche lavoretto per la comunità per ciascun capitano ranger.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "La tua sfida di combattimento sembra... [pause]più intensa della mia.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "Il segreto dei ranger è che ognuno di loro ha un ruolo speciale nella cura della città.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Lodestein fa funzionare la rete elettrica. Wallace si occupa della manutenzione degli edifici e delle mura. Zedd fa... [pause]qualcosa.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "Ma questo si riflette anche sul loro stile di combattimento! Ognuno di loro usa una tattica unica.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "Sono certa che li batterai, {player}!", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Penso che... se riuscirò a tornare a casa, dovrò usare tutte le mie abilità di ranger.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Se tornassi a vivere come prima sprecherei tutto quello che ho imparato qui.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "Com'era la tua vita prima?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "Cosa facevi prima di finire qui?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Uhm... [pause]Non avevo una vita molto [wave amp=30 freq=10]emozionante[/wave].", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "Era piacevole, [pause]ma dopo tutto quello che ho passato su quest'isola? Non credo che sarei più soddisfatta.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Ho lasciato l'università e lavoravo in un negozio nella mia città.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Sembra sia passato molto tempo, vero?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "Non so perché ho pensato che la situazione potesse cambiare, ma sono felice che non sia così.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Cioè, ora siamo [wave amp=30 freq=10]insieme[/wave].", + "CAPTAIN_WALLACE_PRE_REMATCH3": "Questa volta i miei muri non cadranno tanto facilmente!", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Investendo ora, potete trarre un profitto significativo da eventuali nuovi arrivati che avranno bisogno di un alloggio.[/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Dato che a Nuova Wirral non esiste valuta, stiamo sviluppando anche un promettente programma di recupero crediti.[/wave]", + "OFFICE_1_LINE14_EUGENE": "Ho sentito abbastanza! [pause]Harbourtown non si lascerà [shake rate=30 level=10]mai[/shake] comprare dalla vostra gente!", + "OFFICE_1_LINE17_PLAYER_OPTION1": "Facciamogli vedere di che pasta siamo fatti!", + "OFFICE_1_LINE15_EUGENE": "{player}...", + "OFFICE_1_LINE16_EUGENE.f": "Sei pronta?", + "OFFICE_1_LINE16_EUGENE.m": "Sei pronto?", + "OFFICE_1_LINE16_EUGENE.n": "Sei prontə?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "Uh, credo di sì!", + "OFFICE_1_LINE19_EUGENE": "Una piccola vittoria, ma c'è ancora molto lavoro da fare.", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]La crescita del mercato è inevitabile. NOI siamo inevitabili.[/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "Credi davvero che siano così cattivi?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "Non sembrano così pericolosi...", + "OFFICE_1_LINE21_EUGENE": "Questi \\\"Succhiaterra\\\" cercano di trarre profitto dalla nostra miseria collettiva!", + "OFFICE_1_LINE23_EUGENE": "Ma io intendo fermarli, in qualità di [wave amp=30 freq=10]difensore di Harbourtown[/wave]!", + "OFFICE_1_LINE22_EUGENE": "Non so come siano arrivati qui...", + "OFFICE_1_LINE27_EUGENE": "Cerca di individuare le altre roccaforti e presta attenzione alle dicerie quando sei in città.", + "OFFICE_1_LINE24_PLAYER": "Ti serve una mano, \\\"difensore di Harbourtown\\\"?", + "OFFICE_1_LINE25_EUGENE": "...", + "OFFICE_1_LINE26_EUGENE": "Un aiuto sarebbe gradito, sì.", + "OFFICE_1_LINE29_EUGENE.m": "Ora puoi aprire la finestra sul tetto da solo.", + "OFFICE_1_LINE28_EUGENE": "E prendi questa.", + "OFFICE_1_LINE29_EUGENE.n": "Ora puoi aprire la finestra sul tetto da solə.", + "OFFICE_1_LINE29_EUGENE.f": "Ora puoi aprire la finestra sul tetto da sola.", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]Eh?![/shake] Non mi sconfiggerai tanto facilmente!", + "KUNEKOS_RETURN_PRE_BATTLE.m": "Ehi, amico del creatore Felix! Mi sono allenata: lascia che ti mostri [shake rate=30 level=10]quanto sono forte[/shake]!", + "KUNEKOS_RETURN_PRE_BATTLE.f": "Ehi, amica del creatore Felix! Mi sono allenata: lascia che ti mostri [shake rate=30 level=10]quanto sono forte[/shake]!", + "KUNEKOS_RETURN_PRE_BATTLE.n": "Ehi, amicə del creatore Felix! Mi sono allenata: lascia che ti mostri [shake rate=30 level=10]quanto sono forte[/shake]!", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "Vai, Kuneko! Lo so che ce la puoi fare!", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]Uaaah![/shake] La prossima volta ti batto!", + "KUNEKOS_RETURN_TEAM_NAME.m": "Amico {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "Amicə {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "Amica {name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} E {partner.to_upper}.\\n\\nÈ UNA FORTUNA CHE COMPARIATE PROPRIO QUANDO MI SERVE UN SACRIFICIO. \\n\\nLA MERLINEA CI SORRIDE DAVVERO OGGI.", + "POSTGAME_MORGANTE_PRE_BATTLE2": "NON SIATE TANTO SORPRESI.\\n\\nÈ NATURALE CHE IO, SPIRITO DELLA RIBELLIONE, MI RIVOLTI CONTRO COLORO CHE MI HANNO INVOCATO.", + "POSTGAME_MORGANTE_POST_BATTLE": "UN SACRIFICIO È UN SACRIFICIO. IL RITUALE È COMPLETO.\\n\\nGLI ARCANGELI SONO TORNATI SU NUOVA WIRRAL.", + "FARM_PUMPKIN_NO_JELLY": "È una simpatica zucca!", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "È una simpatica zucca! Versaci la melma di scheletro!", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Meredith\\n1967 - XXX d.C.\\nQuel giorno sarebbe dovuta restare a letto.\\\"", + "DUNGEON_MEADOW_NOTE_1": "\\\"Stimati ospiti, vi prego di gustare il cibo che ho preparato per voi. Arriverò a salutarvi [wave amp=30 freq=10]a breve[/wave], perciò non andate da nessuna parte, eh eh\\n- Alice ♡\\\"", + "DUNGEON_MEADOW_NOTE_2": "\\\"Avevo detto di non andare da nessuna parte! Davvero, chi vi ha insegnato le buone maniere? Dovreste vergognarvi di voi stessi! Il cappellaio non apprezzerà che il suo tè venga interrotto, quindi restate qui, lo ripeto!\\n- Alice ♡\\\"", + "DUNGEON_MEADOW_EAT_ME": "Vuoi mangiare la torta con la scritta \\\"Mangiami\\\"?", + "DUNGEON_MEADOW_NOTE_3": "\\\"Questa la conservo per dopo: sarà una bella sorpresa per te! Un ospite cortese la lascerebbe in pace. [wave amp=30 freq=10]Usa la testa, non perderla[/wave]!\\n- Alice ♡♡♡♡♡♡\\\".", + "DUNGEON_MEADOW_DRINK_ME": "Vuoi bere dalla bottiglia con la scritta \\\"Bevimi\\\"?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "Probabilmente diventare più grandi non è una buona idea.", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "Probabilmente diventare più piccoli non è una buona idea.", + "DUNGEON_MEADOW_CHEST_CONFIRM": "Vuoi aprire il forziere?", + "DUNGEON_MEADOW_RED_QUEEN": "Regemma vuole la tua testa!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Qui giace {player}.\\nMorto in quest'anno d.C., età sconosciuta.\\nRiposa in pace\\\"", + "DUNGEON_MEADOW_MAD_HATTER": "Hai disturbato un tè tra mostri!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Qui giace {player}.\\nMorta in quest'anno d.C., età sconosciuta.\\nRiposa in pace\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Kayleigh, 1983 - ????\\nHa seguito uno sciocco fino a una sorte infausta, neanche fosse la prima volta.\\nR.I.P.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Kayleigh, 1983 - ????\\nHa seguito una sciocca fino a una sorte infausta, neanche fosse la prima volta.\\nR.I.P.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Qui giace {player}.\\nMortə in quest'anno d.C., età sconosciuta.\\nRiposa in pace\\\"", + "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Felix\\nRiposa in pace sapendo che i tuoi amici hanno esaudito il tuo desiderio e hanno distrutto i tuoi disegni più imbarazzanti. Hanno ridacchiato solo un po'.\\n1991 - Ora\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Kayleigh, 1983 - ????\\nHa seguito unə scioccə fino a una sorte infausta, neanche fosse la prima volta.\\nR.I.P.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"Qui riposa Viola.\\nNata nel 1575. Morta oggi, qualunque giorno sia.\\nMancherà molto a suo fratello.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Eugene, protettore di Harbourtown.\\n2076 - NaN d.C.\\nTutto chiacchiere, niente azione.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Qui giace un bravissimo cane.\\nSarebbe felice di sapere che nella morte è finalmente diventato la sua cosa preferita: un mucchio d'ossa.\\nNato nel 14140 d.C. Morto qualunque sia l\\'equivalente dell\\'anno in corso in anni canini.", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "\\\"SOLE\\nGià morta una volta,\\nora morta di nuovo.\\\"", + "DUNGEON_GRAVEYARD_LM_1": "CHE FINE SFORTUNATA PER VOI. \\n\\nUN PUNTO MORTO, SI POTREBBE DIRE.", + "DUNGEON_GRAVEYARD_LM_2": "QUAGGIÙ LA DIREZIONE SBAGLIATA VI SPEDIRÀ NELLA TOMBA! \\nAH AH AH AH AH AH", + "DUNGEON_GRAVEYARD_LM_4": "UNA RICOMPENSA PER I VOSTRI SFORZI. RIPOSATE I VOSTRI CORPI STREMATI.", + "DUNGEON_GRAVEYARD_LM_3": "DIMOSTRATEMI QUANTO DESIDERATE SOPRAVVIVERE!\\n\\nCOMBATTETE PER LE VOSTRE STESSE VITE!", + "DUNGEON_GRAVEYARD_LM_KILL": "DIVERTENTE, MI PIACEREBBE VEDERE DI PIÙ.", + "DUNGEON_GRAVEYARD_LM_5": "HO CAMBIATO IDEA. \\n\\nRIPOSERETE QUANDO SARETE SOTTO TERRA.", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Ci sarà richiesta di terra per seppellire i morti finché la gente continuerà a morire.[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]È un flusso d'entrate garantito![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Forse dovrei smettere di occuparmi di compravendita di immobili e dedicarmi alle tombe.[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "QUESTA CADUTA SEMBRA ALQUANTO LETALE, NON È VERO? ATTENZIONE A NON PRECIPITARE!", + "DUNGEON_GRAVEYARD_LM_7": "E QUESTO COME CI È ARRIVATO QUI? \\nAH AH AH AH AH", + "DUNGEON_GRAVEYARD_LM_8": "L'OROLOGIO BATTE LA MEZZANOTTE. TUTTI VOI UMANI DOVE AFFRONTARE LA MORTE, PRIMA O POI...\\n\\nNON FATEMI ASPETTARE!", + "CULTIST_ENCOUNTER_KAYLEIGH1": "...", + "CULTIST_ENCOUNTER_KAYLEIGH2": "Uhm... [pause]Ne parliamo un'altra volta.", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Sembra una strana persona.", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "Di che parlava quella persona?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "E... probabilmente quando avrò finito penserai male di me. Mi dispiace.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Devo dirti alcune cose.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Vedi, quando sono arrivata su Nuova Wirral la prima volta, non vivevo ad Harbourtown.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "C'è un altro insediamento in cima a Colle Autunno, [pause]sulla costa est.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Borgo Cordoglio. [pause]È una comunità di gente che vive dei prodotti della terra, condivide i propri beni, tutte queste cose carine.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Hai visto la gente che va in giro con le vesti incappucciate, vero?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Sì!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "Le cose non erano così [wave amp=30 freq=30]strane[/wave], ma...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Hanno l'aria sospetta.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Sono quelli. E... [pause]un tempo ero una di loro.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Il leader, [pause]Dorian, [pause]è ossessionato dagli Arcangeli.", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "Ascoltate, [pause]ragazzi, [pause][wave amp=30 freq=10]Figli del Cordoglio[/wave] o chiunque voi siate, avete fatto tutti un ottimo lavoro con gli scavi.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Borgo Cordoglio è stata fondata con l'intento di aiutare tutti, [pause]ma presto ha cominciato a occuparsi solo di ciò che voleva [wave amp=30 freq=30]lui[/wave].", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "La situazione è arrivata a un punto tale che non mi sentivo più a casa. [pause]Era troppo tardi perché potessi risolvere qualcosa... così sono scappata.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "È così che un anno fa sono finita ad Harbourtown. Ora voglio disperatamente fare la cosa giusta per tutti, perché ho deluso troppe persone in passato.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Ma dovrebbero ricordarsi di me... Credo che riuscirò a farci entrare.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "Gli estranei non possono entrare nella comune...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Ma... [pause]se Dorian sa dove si trovano gli altri Arcangeli, devo mettere da parte le mie paure e scoprire cosa sa.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "Lo faremo, insieme?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "Questo è lo spirito giusto! Spero che possa uscirne qualcosa di buono.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "Certo!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "Sei sicura di volerlo fare?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Sì. So che sarà difficile, ma... voglio che esca qualcosa di buono da quello che ho passato.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Ricorda: ti lasceranno entrare solo se ci sarò anch'io.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Ok, [pause]va bene, [pause]segnerò l'ingresso della comune sulla mappa.", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Uomo con veste", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "Nessuno di voi è il benvenuto qui. Andate via.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "Nessuno di voi è il benvenuto qui. Andate via.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "Nessuno di voi è il benvenuto qui. Andate via.", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Salve. Sono qui per parlare con Dorian.", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Signorina Kayleigh... Bentornata!", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Vieni, vieni, sei giusto in tempo.", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "Dove sono tutti? Sta succedendo qualcosa?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "\\\"Giusto in tempo\\\"? In tempo per cosa?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Diamo un'occhiata in giro.", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "È strano tornare qui.", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "Lei chi è? La mia... sostituta? Inquietante.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "Silenzio tra il pubblico, per favore!", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "Ora parlerà Dorian!", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]COME VA, GENTE![/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "E certo, [pause]abbiamo avuto alti e bassi...", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "Accidenti, siete sempre una folla fantastica!", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "Dico davvero, questa è una buca di [wave amp=30 freq=10]primissima[/wave] qualità!", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "Questa fossa è [wave amp=30 freq=10]profonda[/wave] come la vostra devozione alla causa. [pause]È come una [wave amp=30 freq=10]metafora[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "Quando nella mia testa ho iniziato a sentire [wave amp=30 freq=10]i sussurri[/wave] che mi guidavano sotto terra, ho capito che non potevo farcela da solo.", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "Ma ce l'abbiamo fatta! [pause]Apriamo il sipario!", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]IL DIO SERPENTE CI ATTENDE, BABY![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "Presto entrerò nella camera e tratterò con lui per ottenere una parte del suo [wave amp=30 freq=10]potere divino[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "E ad accompagnarmi, [pause]la nostra figliola prodiga tornata a noi!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Oh, no.", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "Non è così... [wave amp=30 freq=10]Kayleigh[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]tesoro, [pause]sembri un cerbiatto abbagliato dai fari! [pause]Ovviamente ho saputo che avresti partecipato alla nostra grande festa!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "Non hai raccontato al tuo amico che [wave amp=30 freq=10]dirigevi questo posto[/wave] al mio fianco?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "Non hai raccontato alla tua amica che [wave amp=30 freq=10]dirigevi questo posto[/wave] al mio fianco?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Mi dispiace...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "Non hai raccontato allə tuə amicə che [wave amp=30 freq=10]dirigevi questo posto[/wave] al mio fianco?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "Tu non credevi in me, vero? Beh, a quanto pare [wave amp=30 freq=10]ho sempre avuto ragione, baby[/wave]!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Ti spiegherò più tardi. Ora dobbiamo mettere fine a questa storia.", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "C'è un [shake rate=30 level=10]vero e proprio Arcangelo[/shake] esattamente sotto i nostri piedi!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Se entrerai lì dentro, ti farai uccidere!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "Noi abbiamo [wave amp=30 freq=10]affrontato[/wave] gli Arcangeli, Dorian!", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Se tu e il tuo amico avete tanta esperienza, perché non [wave amp=30 freq=10]vi unite alla festa[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Se tu e la tua amica avete tanta esperienza, perché non [wave amp=30 freq=10]vi unite alla festa[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Se tu e lə tuə amicə avete tanta esperienza, perché non [wave amp=30 freq=10]vi unite alla festa[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "Forza, guardatemi mentre [wave amp=30 freq=10]ascendo alla divinità[/wave] con il mio nuovo amico Arcangelo!", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "Jacqueline, la piattaforma, per cortesia.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "Come desidera, signore.", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Forza, fermiamo questo idiota, qualunque cosa creda di fare.", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]Ci vediamo dentro[/wave], Kayleigh!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Lo odio con tutta me stessa.", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "Kayleigh! [pause]Amico di Kayleigh! [pause]Ce l'avete fatta!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "Kayleigh! [pause]Amicə di Kayleigh! [pause]Ce l'avete fatta!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "Kayleigh! [pause]Amica di Kayleigh! [pause]Ce l'avete fatta!", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "Signore?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "Ho preso la decisione tattica di [wave amp=30 freq=10]modificare il piano[/wave]!", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh e il suo amico andranno avanti, [pause]e se l'Arcangelo non li [wave amp=30 freq=10]uccide all\\'istante[/wave] entrerò io a fare il mio discorsetto.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh e la sua amica andranno avanti, [pause]e se l'Arcangelo non le [wave amp=30 freq=10]uccide all\\'istante[/wave] entrerò io a fare il mio discorsetto.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh e lə suə amicə andranno avanti, [pause]e se l'Arcangelo non lə [wave amp=30 freq=10]uccide all\\'istante[/wave] entrerò io a fare il mio discorsetto.", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Tu sei pazzo e ti farai uccidere.", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "[wave amp=30 freq=10]Prima[/wave] tu.", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "AVETE SENTITO LA MIA CHIAMATA?\\n\\nSIETE QUI PER RENDERMI OMAGGIO?\\n\\nSIETE QUI PER BRUCIARE PER ME?", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]PER LA MIA LEALTÀ, CHIEDO SOLO UNA PARTE DELLA TUA FORZA DIVINA![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "O la va o la spacca...", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]O GRANDE ARCANGELO![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]HO ACCOLTO LA TUA CHIAMATA E HO VIAGGIATO VERSO LA TUA DIMORA![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "TU NON PUOI PRENDERE DA ME. TU DEVI SOLO DARE.", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "HO UNA BELLA OPPORTUNITÀ DI LAVORO PER TE!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Forza, {player}, mettiamo fine a questa storia prima che uccida [wave amp=30 rate=10]qualcun altro[/wave]!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]Gli avevo detto che sarebbe successo![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "CORDEMONIO, GIUSTO?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian...", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Mi dispiace, [pause]ma è solo colpa sua.", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Dobbiamo andarcene. [pause][pause]L'aria qua sotto odora di morte...", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Aprirà le sue porte. Cercheremo un punto d'incontro con il resto di Nuova Wirral.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "La comune...", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Volevamo solo una guida... [pause]Non [pause]volevamo...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Lo so.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "La gente di questa comunità non è cattiva.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Cose da pazzi...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Dovete solo scegliere con più cautela in chi riporre la vostra fiducia.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "Stai bene?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "Come ti senti?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Io... [pause][pause][pause]Sto bene.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Mi sento in colpa per aver aiutato Dorian per tutto questo tempo, ma... [pause]in realtà la colpa è sua, non mia.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Ci unimmo ai Figli del lutto più o meno nello stesso periodo. [pause]A me serviva quel senso di appartenenza.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "Diventammo buoni amici, io ero una sorta di... [pause]assistente, per lui.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "Forse col tempo le cose cambiarono, o forse c'erano sempre stati problemi, [pause]ma Dorian iniziò ad avere un ascendente nefasto sulla gente di Borgo Cordoglio.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "No... [pause]Non ero la sua assistente. Gli coprivo le spalle.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Contava solo lui, con i suoi sogni, le sue esigenze, le sue follie. Non c'era più quella comunità di cui avevo un disperato bisogno.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "La gente reagì male, e io cercai di appianare i contrasti.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Mi sembrava di stare facendo del bene, [pause]di coltivare un'atmosfera di positività... Anche se la gente stava male.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "Non sono una brava persona, {player}.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "No, non ci credo!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Sì che lo sei!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Eh eh... Mi fa piacere che tu lo pensi.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Ora che lui non c'è più, spero che staranno tutti meglio.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Le persone smarrite cercano una guida, [pause]e Dorian gliela offriva.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Beh, un altro Arcangelo in meno. [pause]E... [pause]Voglio aiutarti a trovare gli altri!", + "ALEPH_DIALOGUE_2_1": "UHM. SONO ENTRATI DEGLI UMANI.", + "ALEPH_DIALOGUE_1_1": "NON BADATE A ME!", + "ALEPH_DIALOGUE_2_2": "ANDATEVENE, PER FAVORE.", + "ALEPH_DIALOGUE_3_1": "MI RICORDO DI VOI!", + "ALEPH_DIALOGUE_3_2": "E NON HO PROPRIO IDEA DI COME VI SIATE RITROVATI QUI.", + "ALEPH_DIALOGUE_4_1": "VOI E IO...", + "ALEPH_DIALOGUE_4_2": "UN GIORNO DOVREMMO PROPRIO FARE UNA CHIACCHIERATA.", + "ALEPH_DIALOGUE_5_1": "NON MOLLATE MAI, EH?", + "ALEPH_DIALOGUE_6_1.m": "RIUSCITE ALMENO A COMPRENDERE QUESTO MONDO?", + "ALEPH_DIALOGUE_6_1.n": "RIUSCITE ALMENO A COMPRENDERE QUESTO MONDO?", + "ALEPH_DIALOGUE_6_1.f": "RIUSCITE ALMENO A COMPRENDERE QUESTO MONDO?", + "ALEPH_DIALOGUE_6_2": "RIUSCITE ALMENO A SENTIRE IL RESPIRO DI QUESTE GALLERIE?", + "ALEPH_DIALOGUE_7_1": "DOVRESTE MOSTRARMI MAGGIORE RISPETTO!", + "ALEPH_DIALOGUE_7_2": "IL VOSTRO MONDO HA BASATO INTERE LEGGENDE SU DI ME!", + "ALEPH_DIALOGUE_7_3": "PER VOSTRA FORTUNA, IO SONO UMILE.", + "ALEPH_DIALOGUE_8_1": "DOBBIAMO SMETTERE DI INCONTRARCI COSÌ!", + "ALEPH_DIALOGUE_9_1": "LE MIE NUOVE RECLUTE SONO DAVVERO TURBOLENTE.", + "ALEPH_DIALOGUE_10_1": "SÌ, SONO DI NUOVO IO, E SONO QUI PER RECLUTARE IL TALENTUOSO INDIVIDUO CHE STATE AFFRONTANDO.", + "ALEPH_DIALOGUE_9_2": "PER FORTUNA STO PERFEZIONANDO LE MIE ABILITÀ MANAGERIALI.", + "ALEPH_DIALOGUE_9_3": "CREEREMO UN'ATMOSFERA DI LAVORO DAVVERO POSITIVA!", + "ALEPH_DIALOGUE_10_2": "MA NON VI STANCATE MAI?", + "RESTING_KAYLEIGH_DATING_1": "Tu e Kayleigh parlate con nostalgia dei luoghi che avete visitato in gioventù.", + "RESTING_KAYLEIGH_DATING_3": "Kayleigh ti rivela le sue aspirazioni.", + "RESTING_KAYLEIGH_DATING_2": "Ridete insieme dei momenti imbarazzanti che avete vissuto in passato.", + "RESTING_MEREDITH_PLATONIC_2": "Provi a fare conversazione con Meredith, ma al momento sembra piuttosto laconica.", + "RESTING_KAYLEIGH_DATING_4": "Vi intrattenete in una spensierata conversazione sulle storie romantiche del vostro passato.", + "RESTING_KAYLEIGH_DATING_5": "Kayleigh ti parla dei luoghi che le piacerebbe visitare.", + "RESTING_MEREDITH_PLATONIC_1": "Meredith conversa con te.", + "RESTING_MEREDITH_PLATONIC_3": "Meredith si lascia andare a qualche piccola lamentela mentre tu la ascolti.", + "RESTING_MEREDITH_DATING_2": "Tu e Meredith parlate dei posti che un giorno vi piacerebbe visitare.", + "RESTING_MEREDITH_PLATONIC_4": "Meredith descrive con passione la trama di un romanzo fantasy che adora.", + "RESTING_MEREDITH_DATING_1": "Meredith ti descrive nei dettagli un film horror che ha visto una volta in televisione.", + "RESTING_MEREDITH_PLATONIC_5": "Sedete entrambi in silenzio. Meredith non ha molto da dire, per adesso.", + "RESTING_MEREDITH_DATING_3": "Meredith trova il coraggio di complimentarsi con te per il tuo aspetto.", + "RESTING_MEREDITH_DATING_5": "Rivolgi un complimento a Meredith. Lei è molto imbarazzata, ma apprezza il pensiero.", + "RESTING_MEREDITH_DATING_4": "Vi intrattenete in una conversazione intima e personale.", + "RESTING_EUGENE_PLATONIC_2": "Tu ed Eugene discutete di nuove potenziali strategie di battaglia.", + "RESTING_EUGENE_PLATONIC_1": "Eugene parla con te delle sue routine di allenamento preferite.", + "RESTING_EUGENE_PLATONIC_5": "Tu ed Eugene parlate delle differenze tra i vostri due mondi.", + "RESTING_EUGENE_PLATONIC_3": "Eugene ti racconta tutte le ultime novità su Harbourtown.", + "RESTING_EUGENE_PLATONIC_4": "Vi scambiate piccoli consigli di combattimento per passare il tempo.", + "RESTING_EUGENE_DATING_1": "Eugene ti parla dei luoghi in cui un giorno gli piacerebbe vivere.", + "RESTING_EUGENE_DATING_2": "Tu ed Eugene parlate delle storie romantiche del vostro passato.", + "RESTING_EUGENE_DATING_3": "Eugene si vanta della sua abilità nel cucinare cenette romantiche.", + "RESTING_EUGENE_DATING_5": "Eugene ti fa domande sui tuoi sogni e le tue speranze. Ti ascolta con interesse.", + "RESTING_EUGENE_DATING_4": "Eugene ti racconta un aneddoto divertente. Ne conosce molti.", + "RESTING_FELIX_PLATONIC_1": "Felix disegna con aria assorta mentre il tempo passa.", + "RESTING_FELIX_PLATONIC_2": "Felix si lamenta dei cibi che non riesce a trovare a Nuova Wirral.", + "RESTING_FELIX_DATING_1": "Felix ti mostra qualche suo disegno recente.", + "RESTING_FELIX_PLATONIC_3": "Felix racconta qualche aneddoto divertente sui cittadini di Harbourtown.", + "RESTING_FELIX_DATING_2": "Felix ti racconta alcune idee per le storie che vorrebbe scrivere.", + "RESTING_FELIX_DATING_3": "Felix ascolta con gentilezza quello che hai da dire.", + "RESTING_FELIX_DATING_4": "Tu e Felix parlate dei vostri cibi preferiti.", + "RESTING_FELIX_DATING_5": "Trovate alcune esperienze condivise di cui parlare.", + "RESTING_VIOLA_PLATONIC_1": "Viola ti racconta le avventure che ha vissuto da bambina.", + "RESTING_VIOLA_PLATONIC_3": "Viola ti chiede com'era la tua vita prima che arrivassi a Nuova Wirral.", + "RESTING_VIOLA_PLATONIC_2": "Viola ti descrive la bellezza di Messina, la sua terra natia.", + "RESTING_VIOLA_PLATONIC_4": "Racconti a Viola di com'era la vita nel tuo mondo.", + "RESTING_VIOLA_DATING_1": "Viola recita alcune poesie che ha studiato. La sua interpretazione è magnifica.", + "RESTING_VIOLA_DATING_3": "Viola ti parla delle sue ambizioni in una conversazione alquanto personale.", + "RESTING_VIOLA_DATING_2": "Vi scambiate gentilezze e frasi dolci.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Sai, ultimamente ho avuto un po' da pensare...", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "Ho passato un po' di tempo a elaborare quello che mi è successo a Borgo Cordoglio.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "Non facevo altro, praticamente. Forse lo faccio ancora.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Quando ero là mi facevo in quattro per rendere tutti felici...", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "È normale? [pause]Non saprei proprio.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Beh, che cosa ti piace fare nel tempo libero?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "E va bene, certo. Ma forse dovrei pensare anche a quello che rende felice me.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "Non resterebbe più niente di [wave amp=30 freq=30]me[/wave].", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "Altrimenti rischio l'esaurimento.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "C'è un hobby che ti piacerebbe avere?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Io... Beh, devo pensarci su!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Quando ero più giovane, mettevo molta più [wave amp=30 freq=30]passione[/wave] in ogni cosa, rispetto a ora.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "Lo sai che suonavo la chitarra?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "Come mio papà. Ho lontanissimi ricordi di me che gli siedo in grembo e lo ascolto suonare.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "Come faceva a tenere in grembo sia te che la chitarra?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Oh... [pause]è vero, [pause] sei nuovə di qui.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "Con molta attenzione.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Da adolescente ho comprato una chitarra anch'io, ma non sono mai stata molto brava.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "E se non ero destinata a diventare musicista di professione, [pause]perché perdere tempo?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "E allora ho rinunciato, [pause]perché pensavo che un hobby dovesse necessariamente portare a qualche risultato.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "È un vero peccato!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Non è l'atteggiamento giusto!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "Sai che ti dico? [pause]Hai ragione.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "È un peccato aver smesso di suonare.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "Dovrei fare più cose per me!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Se volessi stare tutto il giorno a letto a leggere orrendi romanzi d'amore, dovrei farlo!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "E... [pause]Non devono essere per forza cose produttive!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "Questo è lo spirito giusto!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "Hai ragione!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Mi sento meglio, ora che te l'ho detto.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Beh, io ho finito il mio tè. Che ne dici, ci rimettiamo all'opera?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Eh eh. Grazie mille, {player}.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Dopotutto io e te ci siamo fusi in un grosso mostro, no? Direi che ormai ci conosciamo piuttosto bene!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "Guarda qui, {player}!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "Clémence ha trovata questa al mercato e l'ha comprata per me!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "È in buone condizioni?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "Com'è?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "Ma quasi tutto il ciarpame di Harbourtown ha questo odore.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Ha... un leggero aroma di acqua di mare...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "Ha un buon suono?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "Niente paura, a Nuova Wirral siamo abituati alle cose mezze rotte. Niente che un po' di olio di gomito non possa sistemare.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Ottima domanda. Preparati...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Ottima domanda. Preparati...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Ottima domanda. Preparati...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Diciamo che...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "C'è margine di miglioramento!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "Presto suonerò questa bellezza come un angelo!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "E per olio di gomito intendo lavoro manuale.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "Non vedo l'ora!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "Spero che mi dedicherai una serenata!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "A chi lo dici!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Incrocia le dita e magari il tuo sogno diventerà realtà!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "Certo!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Ehi, uhm, vuoi venire da me? Ho una cosa che volevo farti vedere.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Ora no.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "Nessun problema. Avrò più tempo per fare pratica.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "Fantastico!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "T-Ti volevo suonare una canzone. Me la cantava mio padre, è stata la prima che ho imparato.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Mi hai aiutato tantissimo e... volevo ricambiare in qualche modo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Mi hai aiutato tantissimo e... volevo ricambiare in qualche modo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "Comincio?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Mi hai aiutato tantissimo e... volevo ricambiare in qualche modo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "Comincio?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "Sì!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "Comincio?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Allora, che ne pensi?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "Ma sei bravissima!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Credo di volerti baciare.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "Oh, ora mi fai arrossire!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Spero che continuerai a suonare.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Lo spero anch'io! Magari potremmo scrivere una canzone insieme, mentre siamo in viaggio.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Sembra divertente, vero?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "Io ci sto!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "Oh... Non sarà solo l'effetto [wave amp=30 freq=30]magico[/wave] della musica?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "Allora è deciso! Facciamolo!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "Oh... Non sarà solo l'effetto [wave amp=30 freq=30]magico[/wave] della musica?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "Oh... Non sarà solo l'effetto [wave amp=30 freq=30]magico[/wave] della musica?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "La mia prima cotta per una ragazza, al college, è stata per la batterista di una band. È facile innamorarsi di qualcuno che suona...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Scherzi a parte, spero davvero che continuerai a suonare!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "No, sul serio, mi piaci.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "Parli ancora meno del solito, {player}! C'è qualcosa che non va?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "No, sul serio, mi piaci.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Io...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "No, sul serio, mi piaci.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Se vuoi baciarmi...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Credo che ora sia il momento adatto.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "Parli ancora meno del solito, {player}! C'è qualcosa che non va?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "Parli ancora meno del solito, {player}! C'è qualcosa che non va?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Niente di particolare!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Già. Lo immaginavo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Se lo dici tu!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "Non credo nemmeno di poterlo descrivere.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "A dire la verità, prima che ci fondessimo non ti consideravo in [wave amp=30 freq=30]quel[/wave] modo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Tanto per cominciare, [pause]ho avuto solo relazioni brevi, e tutte con ragazzi.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Tanto per cominciare, [pause]ho avuto solo relazioni brevi, e tutte con ragazzi.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Cioè, ho avuto relazioni con dei ragazzi, [pause]ma... [pause]Non ho mai provato niente per loro.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Ti sembrerà strano, ma quando ci fondiamo...", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "Mi sembra di poter [wave amp=30 freq=10]sentire[/wave] la tua anima... [pause]E arrivo a conoscerti più a fondo di quanto conosca me stessa.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Mi... Mi piaci davvero. Certo che voglio stare con te.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Mi... Mi piaci davvero. Certo che voglio stare con te.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "E anche se un giorno ci dovremo separare, ne sarà valsa la pena... [pause]Credo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Mi... Mi piaci davvero. Certo che voglio stare con te.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "Ma [wave amp=30 freq=30]che fortuna[/wave] che hai!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Hai ragione.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Lo credo anch'io.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Beh, ora hai una ragazza! Ed è anche una musicista in erba!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "Dobbiamo festeggiare!", + "MEREDITH_INTRO_MEREDITH1.m": "Oh. Il nuovo arrivato.", + "MEREDITH_INTRO_MEREDITH1.f": "Oh. La nuova arrivata.", + "MEREDITH_INTRO_MEREDITH1.n": "Oh. Il nuovo arrivo.", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "Ci conosciamo?", + "MEREDITH_INTRO_MEREDITH2": "Hoylake ha farfugliato qualcosa su di te quando è venuto al mio negozio per prendere dei pezzi.", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "Sapevi di me?", + "MEREDITH_INTRO_MEREDITH3": "L'hai conosciuto? [pause]È insopportabile.", + "MEREDITH_INTRO_MEREDITH4": "Lo sapevi che non è nemmeno un vero scienziato? [pause]Prima che arrivasse a Nuova Wirral, faceva L'ANALISTA DI DATI.", + "MEREDITH_INTRO_MEREDITH6.m": "Comunque, io sono Meredith. [pause]E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", + "MEREDITH_INTRO_MEREDITH5": "Qualcuno deve dirgli che non basta indossare magliette con scritto \\\"Viva la scienza\\\" per avere una personalità.", + "MEREDITH_INTRO_MEREDITH6.n": "Comunque, io sono Meredith. [pause]E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", + "MEREDITH_INTRO_MEREDITH6.f": "Comunque, io sono Meredith. [pause]E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "Troverò una via d'uscita!", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "Non mi sembra tanto male.", + "MEREDITH_INTRO_A_MEREDITH2": "Ci sono solo creature da incubo, e ci siamo noi. Su un'isola.", + "MEREDITH_INTRO_A_MEREDITH1.m": "Adorabile. Sei nuovo, qui. Mi spiace, tesoro, ma non c'è via d\\'uscita.", + "MEREDITH_INTRO_A_MEREDITH1.n": "Adorabile. Sei nuovə, qui. Mi spiace, tesoro, ma non c'è via d\\'uscita.", + "MEREDITH_INTRO_A_MEREDITH1.f": "Adorabile. Sei nuova, qui. Mi spiace, tesoro, ma non c'è via d\\'uscita.", + "MEREDITH_INTRO_A_MEREDITH3": "Punto.", + "MEREDITH_INTRO_END_MEREDITH1": "Beh, volevo solo prendere una boccata d'aria. Vieni a trovarmi in negozio quando vuoi. È l\\'edificio giallo sul lungomare.", + "MEREDITH_INTRO_B_MEREDITH2": "Ti assicuro che gli argomenti di conversazione finiscono in fretta.", + "MEREDITH_INTRO_B_MEREDITH1": "Qui ci sono... non più di duecento persone, al massimo.", + "MEREDITH_INTRO2_MEREDITH1": "Ah. Rieccoti. Dovevo chiederti una cosa...", + "MEREDITH_INTRO2_MEREDITH2": "Hai davvero intenzione di cercare una via d'uscita dall\\'isola?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "Sì!", + "MEREDITH_INTRO2_MEREDITH3": "Oh, beh. Quasi ammiro il tuo ottimismo.", + "MEREDITH_INTRO2_MEREDITH4": "Beh, se prima o poi deciderai di attraversare l'isola, potresti cercare una cosa per me?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "Certo! Che cosa stai cercando?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Non ora.", + "MEREDITH_INTRO2_NO_MEREDITH1": "Ok... Sicuramente adesso sei impegnata. Lo sono anch'io.", + "MEREDITH_INTRO2_NO_MEREDITH2": "Oh, ehi. Sei tu.", + "MEREDITH_INTRO2_MEREDITH5": "È un... Un disco musicale. [pause]Sai che cos'è?", + "MEREDITH_INTRO2_NO_MEREDITH3": "Quindi hai tempo di cercare una cosa per me?", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "Sì!", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "Certo! Come potrei non saperlo?", + "MEREDITH_INTRO2_MEREDITH6": "Ok, bene.", + "MEREDITH_INTRO2_MEREDITH7": "Non... [pause]Non è facile capire chi sa cosa, da queste parti. Non tutti provengono da... mondi simili.", + "MEREDITH_INTRO2_MEREDITH9": "Comunque sia, il disco... [pause]è un album. [pause]\\\"Tutto ciò che ho sempre voluto\\\", dei Witch House. Magari lo conosci.", + "MEREDITH_INTRO2_MEREDITH8": "E parlare con la gente finisce per essere difficile. [pause]Più difficile del solito.", + "MEREDITH_INTRO2_MEREDITH10": "Lo ascoltavo nella mia... vita precedente. [pause]Ha un valore sentimentale, ok?", + "MEREDITH_QUEST1_QUERY_IANTHE6": "È lì che la gente del posto si procura i vestiti. [pause]E anche i mangiacassette, i dischi, eccetera.", + "MEREDITH_INTRO2_MEREDITH12.m": "Ehi, il nuovo arrivo. Come va?", + "MEREDITH_INTRO2_MEREDITH11": "A Harbourtown ci sono vari appassionati di musica. Magari puoi chiedere in giro?", + "MEREDITH_INTRO2_MEREDITH12.n": "Ehi, il nuovo arrivo. Come va?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "Sto ancora cercando il tuo disco!", + "MEREDITH_INTRO2_MEREDITH12.f": "Ehi, il nuovo arrivo. Come va?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "Ce l'ho, questo disco?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "Niente di nuovo!", + "MEREDITH_INTRO2_MEREDITH13A": "Nessun problema, so che è difficile. Le probabilità non sono a mio favore. Grazie, comunque.", + "MEREDITH_QUEST1_QUERY": "\\\"Tutto ciò che ho sempre voluto\\\" dei Witch House?", + "MEREDITH_INTRO2_MEREDITH13B": "Già, meglio se ti ci abitui. Qui il tempo non vola. Siamo un po' a corto di divertimenti.", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "No. Puoi chiedere ai ranger al municipio.", + "MEREDITH_QUEST1_QUERY_IANTHE1": "Meredith sta cercando un disco? [pause]Lo sai che le chance di trovare un disco specifico da queste parti sono vicine a zero, sì?", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "O magari ai ranger all'avamposto dei ranger. [pause]Sai dov\\'è? [pause]A nord-est di Harbourtown.", + "MEREDITH_QUEST1_QUERY_IANTHE2": "Lo dico e lo ripeto: le cose che finiscono a Nuova Wirral arrivano da [wave amp=30 freq=30]un sacco[/wave] di mondi diversi.", + "MEREDITH_QUEST1_QUERY_IANTHE3": "Però... [pause]Potresti avere più fortuna al Centro Commerciale Caduto.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "Il Centro Commerciale Caduto?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Oh... [pause]è vero, [pause] sei nuova di qui.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "Ok, grazie!", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Oh... [pause]è vero, [pause] sei nuovo di qui.", + "MEREDITH_QUEST1_QUERY_IANTHE5": "C'è un complesso commerciale a nord di Nuova Wirral. [pause]Completamente abbandonato. È comparso una quindicina di anni fa.", + "MEREDITH_QUEST1_QUERY_IANTHE7": "Nel centro commerciale c'è un negozio di musica, pieno di dischi e cassette, ma lo teniamo chiuso per sicurezza.", + "MEREDITH_QUEST1_QUERY_IANTHE8": "Le scorte di cassette sono importanti, è bene tenerle al sicuro.", + "MEREDITH_QUEST1_QUERY_IANTHE9": "Se il disco è lì, Meredith potrebbe rischiare la vita per prenderlo. [pause]La parte razionale di me vorrebbe impedirle formalmente di provarci...", + "MEREDITH_QUEST1_QUERY_IANTHE10": "Ma se vai con lei, forse sarà più sicura. Ecco, prendi questo.", + "MEREDITH_QUEST3_MEREDITH2": "Oh.", + "MEREDITH_QUEST3_MEREDITH1": "Cos'è? Una lettera?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "Cosa diceva?", + "MEREDITH_QUEST3_MEREDITH3": "È un biglietto di Ianthe. Dice che il mio disco potrebbe essere al Centro Commerciale Caduto, e che ho il permesso di andarci...", + "MEREDITH_QUEST3_MEREDITH4": "Ma solo se mi accompagni tu. Ha anche allegato le chiavi per entrare.", + "MEREDITH_QUEST3_MEREDITH5": "Beh, allora andiamo?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "Sei sicura?", + "MEREDITH_QUEST3_MEREDITH6": "Niente paura, so difendermi. Pensi forse che non abbia il mio mangiacassette?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "Potrebbe essere pericoloso!", + "MEREDITH_QUEST3_MEREDITH7": "Starmene qui seduta tutto il giorno mi uccide. [pause]Cercare quel disco sarà una botta di vita.", + "MEREDITH_QUEST3_MEREDITH8": "Voglio dire... [pause]Se non hai uno scopo nella vita, tanto vale morire, [pause]no?", + "MEREDITH_QUEST3_MEREDITH9": "Tu... [pause]Tu sai qual è il tuo scopo nella vita?", + "MEREDITH_QUEST3_MEREDITH11": "Ma...", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Voglio trovare un modo per tornare a casa.", + "MEREDITH_QUEST4_PART1_MEREDITH3": "Quello lassù sembra un negozio di musica, no?", + "MEREDITH_QUEST3_MEREDITH10": "Come ti ho già detto, è impossibile.", + "MEREDITH_QUEST3_MEREDITH12": "Se mi aiuti a trovare il disco, io ti aiuterò a trovare la via di casa.", + "MEREDITH_QUEST3_MEREDITH13": "Perché no? Dopotutto avrò bisogno di un nuovo scopo nella vita.", + "MEREDITH_QUEST4_PART1_MEREDITH2": "Lo stile chic post-apocalittico non mi dispiace.", + "MEREDITH_QUEST4_PART1_MEREDITH1": "Devo ammetterlo... Sicuramente questo posto era molto più kitsch prima del... [pause]decadimento strutturale.", + "MEREDITH_QUEST4_PART1_MEREDITH4": "Cerchiamo un modo per arrivarci.", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Chissà com'era diverso quando era pieno di gente...", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Questo posto sarebbe il set ideale per un film. I mostri potrebbero fare le comparse!", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "Certo!", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Spero che fosse acqua, quella che ho appena calpestato.", + "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"Vinyl Beat\\\". Il posto è questo. Entriamo?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Non ora.", + "MEREDITH_QUEST4_PART3_MEREDITH1": "Dev'essere qui da qualche parte... Sono così vicina...", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"Mac e i fantastici 5 - Mac il futuribile\\\". Non è questo.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"Alberuomo - Alberuomo genealogico\\\". Certo che ci sono dischi strani, qui.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"Procgen - Sognando pecore elettriche\\\". Sembra bello, ma non è quello che cerco.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "È una specie di colonna sonora.", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "Qui c'è scritto \\\"Witch House\\\" a grandi lettere rosse.", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "Quella copertina... L'hai trovato!", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "Quella copertina... L'ho trovato!", + "MEREDITH_QUEST4_PART4_MEREDITH4": "E la copertina è [wave amp=30 freq=30]leggermente[/wave] diversa...", + "MEREDITH_QUEST4_PART4_MEREDITH2": "Aspetta. [pause][pause]Qualcosa non torna.", + "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"Strano ed eterno\\\"? [pause]Non è questo il titolo del disco...", + "MEREDITH_QUEST4_PART4_MEREDITH5": "L'elenco dei brani...", + "MEREDITH_QUEST4_PART4_MEREDITH6": "Non conosco queste canzoni.", + "MEREDITH_QUEST4_PART4_MEREDITH7": "È la versione di un [wave amp=30 freq=30]universo alternativo[/wave]. [pause]Quella che cercavo non c'è.", + "MEREDITH_QUEST4_PART4_MEREDITH8": "Figurarsi se potevo avere un colpo di fortuna, per cambiare...", + "MEREDITH_QUEST4_PART4_MEREDITH9": "Tipico...", + "MEREDITH_QUEST4_PART5_MEREDITH1": "Urgh, ma che è successo?", + "MEREDITH_QUEST4_PART5_MONARCH4": "LO SAPEVO! LO SENTIVO!\\n\\nUN SENSO DI VUOTO. UN BUCO AL POSTO DEL CUORE. MI DÀ POTERE.\\n\\nASPIRO A CONSUMARLO TUTTO.", + "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, tutto bene?", + "MEREDITH_QUEST4_PART5_MONARCH6": "QUELLI COME VOI POTREBBERO VIVERE UNA VITA PIENA.\\n\\nE INVECE LA SVENDETE IN CAMBIO DI ARTIFICI E VUOTI SIMBOLI.", + "MEREDITH_QUEST4_PART5_MEREDITH3": "Il disco... Mi è caduto di mano. Lo vedi?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "C-Chi sei? [pause]Di che stai parlando?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "Questo posto è un rudere! Pieno di immondizia!", + "MEREDITH_QUEST4_PART5_MONARCH7": "VOI SCAMBIATE QUALCOSA DI IMPORTANTE CON IL NIENTE.\\n\\nIL MIO CASTELLO È COLMO DI TUTTO IL VUOTO CHE VI LASCIATE ALLE SPALLE!", + "MEREDITH_QUEST4_PART5_MEREDITH8": "Il tuo... [pause]castello? [pause]Il centro commerciale? [pause]Ma sei serio?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]È il nulla![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "SÌ... È IL NULLA...\\n\\nE IO SONO IL RE DEL NULLA!\\n\\nSU, LASCIATE CHE IO CONSUMI IL VOSTRO VUOTO!", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Sarebbe così facile...", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Sarebbe così facile arrendersi e morire...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Ce l'abbiamo fatta... [pause]Siamo vivi... [pause]Ci siamo... [pause]fusi?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "Ma io non sono così! Sono stufa di scendere a compromessi!", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Uhm...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Ce l'abbiamo fatta... [pause]Siamo vivi...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "HAI PROPRIO UN BEL POSTICINO, QUI.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "Non eri obbligata a farlo. Grazie mille.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Mi rendo conto che ti ho trascinatə fin qui per un motivo davvero sciocco.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Mi rendo conto che ti ho trascinato fin qui per un motivo davvero sciocco.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "MA QUALCUNO CON IL TUO POTENZIALE POTREBBE FARE DI MEGLIO, NON CREDI?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Mi rendo conto che ti ho trascinata fin qui per un motivo davvero sciocco.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "E che per quel motivo sciocco siamo quasi morti.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "Non eri obbligato a farlo. Grazie mille.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "Non eri obbligatə a farlo. Grazie mille.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Sai... Per oggi ne ho abbastanza di posti abbandonati e pericoli mortali.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Forza, torniamo in città e ascoltiamo questo disco.", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "Quindi... Tutta la faccenda della... fusione...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "Ti eri mai, [pause]uhm, [pause][pause] fusə con qualcuno, prima d'ora?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "Credo che dovremmo, uhm, parlarne?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "È strano, eh?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "È pazzesco, eh?", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "Beh, è... [pause]qualcosa.", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "Dopo riesco a ricordarlo, ma non mi sembra una cosa che ho davvero vissuto.", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "Le nostri menti si fondono, e io non sono più io.", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "È come ripensare a un sogno. Forse i nostri cervelli non sono attrezzati a elaborare un'esperienza simile...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "Ti eri mai, [pause]uhm, [pause][pause] fuso con qualcuno, prima d'ora?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "Ti eri mai, [pause]uhm, [pause][pause] fusa con qualcuno, prima d'ora?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "Non... [pause]Non è un problema, eh! [pause]Volevo solo sapere se era la tua prima volta.", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "No, mi... [pause]Mi sono espressa male.", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "Dimenticati quello che ho detto.", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "Volevo chiederti...", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "Come fai a essere così sicurə di avere un modo per tornare a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "Come fai a essere così sicura di avere un modo per tornare a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "Come fai a essere così sicuro di avere un modo per tornare a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Ho avuto una visione...", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "Credo proprio che dovrai raccontarmi tutti i dettagli, sai?", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "Uh. Pazzesco.", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "Ok, manterrò la mia promessa. Tu mi hai aiutato a trovare il disco, io ti aiuterò a trovare una via d'uscita da Nuova Wirral.", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "Oh! Mi stavo quasi dimenticando del disco!", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "Niente male.", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "Da... Da adolescente ero sempre triste, e pessima nelle interazioni sociali.", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "Quando andai al college volevo davvero cambiare.", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "Cioè, non è lo stesso disco che avevo, ma suona abbastanza familiare.", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "So che il problema sono io, ma voglio continuare a provare.", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "Non dovevi rischiare la vita per aiutarmi.", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "Quel disco diventò la colonna sonora del mio tentativo di cambiamento, lo ascoltavo sempre.", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "Ma non cambiai granché. Strinsi qualche amicizia, sì, ma niente di duraturo.", + "MEREDITH_CONVO5_MEREDITH2": "Te l'ho mai detto che la mia tolleranza per queste bestiacce è molto bassa?", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "Forse è quello che intendeva l'Arcangelo. Forse ho passato troppo tempo a distrarmi con cose inutili anziché provare a vivere sul serio.", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "A Nuova Wirral quasi tutto fa schifo, ma...", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "Ma anche se non abbiamo trovato esattamente quello che cercavo, sono... contenta del risultato.", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "Tu non sei niente male.", + "MEREDITH_CONVO1_MEREDITH1": "Sai...", + "MEREDITH_CONVO1_MEREDITH2": "È facile parlare davanti a un falò.", + "MEREDITH_CONVO1_MEREDITH3": "Niente silenzi imbarazzanti quando non sai più cosa dire.", + "MEREDITH_CONVO1_MEREDITH4": "Puoi sempre dire: \\\"Che bel fuoco!\\\", e tutti faranno sì con la testa come se avessi detto qualcosa di molto saggio.", + "MEREDITH_CONVO1_MEREDITH6": "Anche se il rischio d'incendi sarebbe elevato, certo.", + "MEREDITH_CONVO1_MEREDITH5": "Vorrei che accanto a ogni conversazione ci fosse sempre un bel falò...", + "MEREDITH_CONVO2_MEREDITH1": "Ricordi cosa facevi prima di venire qui?", + "MEREDITH_CONVO2_MEREDITH2": "Intendo... [pause]Prima di arrivare a Nuova Wirral.", + "MEREDITH_CONVO5_MEREDITH1": "BLEAH. [pause][pause]Un insetto mi è appena salito sul piede.", + "MEREDITH_CONVO2_MEREDITH3": "A volte cerco di ricordare il momento esatto, [pause]ma non ci riesco...", + "MEREDITH_CONVO2_MEREDITH4": "È come cercare di ricordare il momento in cui ti addormenti.", + "MEREDITH_CONVO2_MEREDITH5": "Ho un ricordo vago di quel periodo, ma il momento esatto è un mistero.", + "MEREDITH_CONVO2_MEREDITH6": "Strano.", + "MEREDITH_CONVO3_MEREDITH2": "Se davvero ritrovassimo la via di casa... [pause]Della nostra vera casa...", + "MEREDITH_CONVO3_MEREDITH1": "Mi chiedo se...", + "MEREDITH_CONVO3_MEREDITH3": "Tutto questo tempo sarebbe trascorso anche là?", + "MEREDITH_CONVO3_MEREDITH4": "O ci ritroveremmo esattamente al momento di partenza, come se fosse tutto accaduto in un batter d'occhio?", + "MEREDITH_CONVO4_MEREDITH1": "La cosa bella dei Witch House è che... [pause]si sono formati grazie allo scioglimento di altre tre band.", + "MEREDITH_CONVO4_MEREDITH2": "I Procgen si erano sciolti quando il bassista se n'era andato per fondare la sua setta, e il cantante Rob Handsome si era ritrovato in cerca di un nuovo gruppo...", + "MEREDITH_CONVO4_MEREDITH8": "Molto poche, [pause]secondo me.", + "MEREDITH_CONVO4_MEREDITH3": "La batterista Linda Steel aveva appena lasciato il trio punk dei Bad Horses per un litigio con la casa discografica...", + "MEREDITH_CONVO4_MEREDITH5": "Fu grazie a questo allineamento di pianeti, [pause]dovuto per lo più a circostanze nefaste, [pause]che i Witch House poterono formarsi.", + "MEREDITH_CONVO4_MEREDITH4": "E il chitarrista Daniel \\\"Cinture allacciate\\\" Buttercroft era rimasto l'unico sopravvissuto a un incidente stradale che aveva decimato tutti i membri della sua band, i No Seatbelts.", + "MEREDITH_CONVO4_MEREDITH6": "Dà da pensare, no? Le probabilità che succedesse erano minime...", + "MEREDITH_CONVO4_MEREDITH7.f": "Secondo te quante probabilità c'erano che anche noi, [pause]in questo momento, [pause]ci trovassimo qui, insieme?", + "MEREDITH_CONVO4_MEREDITH7.m": "Secondo te quante probabilità c'erano che anche noi, [pause]in questo momento, [pause]ci trovassimo qui, insieme?", + "MEREDITH_CONVO4_MEREDITH7.n": "Secondo te quante probabilità c'erano che anche noi, [pause]in questo momento, [pause]ci trovassimo qui, insieme?", + "MEREDITH_CONVO5_MEREDITH3": "Farò finta che fosse solo un filo d'erba e smetterò di pensarci.", + "MEREDITH_CONVO6_MEREDITH1": "Mi piace venire qui per i nostri appuntamenti, ma...", + "MEREDITH_CONVO6_MEREDITH2": "Immagina se a Harbourtown ci fosse un [wave amp=30 rate=10]secondo[/wave] caffè!", + "MEREDITH_CONVO6_MEREDITH3": "Le coppie avrebbero molta più scelta!", + "MEREDITH_CONVO6_MEREDITH4": "Forse dovrei aprirne uno io, per mantenere una sana concorrenza.", + "MEREDITH_CONVO6_MEREDITH6": "Riesco già a immaginarlo.", + "MEREDITH_CONVO6_MEREDITH5": "Lo arrederei in stile più dark. [pause]Pareti nere, teschi appesi...", + "MEREDITH_CONVO7_MEREDITH1": "Vedi, io... non sono molto brava a esprimere quello che penso.", + "MEREDITH_CONVO7_MEREDITH2": "A volte mi sembra di reagire in modo sbagliato alle conversazioni...", + "MEREDITH_CONVO7_MEREDITH4": "Ed è vero, un sacco di gente mi annoia!", + "MEREDITH_CONVO7_MEREDITH5": "Ma tu non mi annoi mai, [pause]quindi non pensare mai che io non ti stia prestando attenzione.", + "MEREDITH_CONVO7_MEREDITH3": "Di dire la cosa sbagliata, o fare un'espressione sbagliata... [pause]E allora gli altri pensano che io mi stia annoiando.", + "MEREDITH_CONVO8_MEREDITH1": "Hai notato che Harbourtown ha un posto per tutti, anche per chi non contribuisce molto alla comunità?", + "MEREDITH_CONVO8_MEREDITH2": "Certo, i problemi ci sono, ma...", + "MEREDITH_CONVO8_MEREDITH3.m": "Nessuno viene lasciato fuori. [pause]Tutti contribuiscono come possono, [pause]e se non puoi? [pause]Nessun problema, bello.", + "MEREDITH_CONVO8_MEREDITH3.n": "Nessuno viene lasciato fuori. [pause]Tutti contribuiscono come possono, [pause]e se non puoi? [pause]Nessun problema, bellə.", + "MEREDITH_CONVO8_MEREDITH3.f": "Nessuno viene lasciato fuori. [pause]Tutti contribuiscono come possono, [pause]e se non puoi? [pause]Nessun problema, bella.", + "MEREDITH_CONVO8_MEREDITH4": "È una società solitaria, certo... [pause]Ma non è crudele.", + "MEREDITH_CONVO8_MEREDITH5": "Non... [pause]Non posso dire lo stesso [pause]del posto da cui vengo.", + "MEREDITH_CONVO9_MEREDITH1": "Ti sembrerà bizzarro, ma a volte mi chiedo se le persone della mia \\\"vita precedente\\\" pensino ancora a me.", + "MEREDITH_CONVO9_MEREDITH2": "Immagino i miei vecchi colleghi, seduti in uno squallido pub londinese, che si domandano: [pause]\\\"Cosa sarà successo a Meredith Chen, che un giorno è scomparsa senza lasciare traccia?\\\".", + "MEREDITH_CONVO9_MEREDITH4": "Detto a voce alta è ancora più deprimente.", + "MEREDITH_CONVO9_MEREDITH3": "...", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "Film?", + "MEREDITH_CONVO10_MEREDITH1": "Ma se mai torneremo nei nostri mondi, avrò tanti di quei film da recuperare!", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "Che film ti piacciono?", + "MEREDITH_CONVO10_MEREDITH2": "Oh, [pause]uhm...", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Sono gusti molto specifici.", + "MEREDITH_CONVO10_MEREDITH3": "I miei gusti si dividono in due categorie distinte: action americani stupidissimi, e film di vampiri in bilico tra arte e spazzatura.", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "Sai bene cosa ti piace!", + "MEREDITH_CONVO10_MEREDITH4": "È bene conoscere i propri gusti, credo.", + "MEREDITH_CONVO11_MEREDITH1": "E quindi ho sentito che ora Kayleigh è la tua ragazza?", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Hai... sentito?", + "MEREDITH_CONVO11_MEREDITH6": "Forse mi ero fatta un'idea sbagliata dopo quella notte passata insieme... [pause]Ma va bene così.", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "Spero che non sia un problema!", + "MEREDITH_CONVO11_MEREDITH2": "Che ti devo dire? Le voci girano.", + "MEREDITH_CONVO11_MEREDITH3": "Non ti biasimo... [pause]Voglio dire, Kayleigh è [wave amp=30 freq=10]Kayleigh[/wave].", + "MEREDITH_CONVO11_MEREDITH5": "(Dio, sono sempre un [wave amp=30 freq=10]disastro[/wave] quando parlo con le donne...)", + "MEREDITH_CONVO11_MEREDITH4": "È perfetta senza alcuno sforzo, ed è uno schianto. [pause]Non dirle che te l'ho detto.", + "MEREDITH_CONVO11_MEREDITH7": "Non credo di essere pronta per una storia seria.", + "MEREDITH_CONVO12_MEREDITH1": "Ricordi quell'Arcangelo che viveva sotto il centro commerciale? [pause]Ogni tanto ripenso a una cosa che ha detto.", + "MEREDITH_CONVO12_MEREDITH2": "Ha detto che avevo \\\"scambiato qualcosa di importante con il niente\\\". [pause]Che parlasse del mio desiderio di trovare quel disco?", + "MEREDITH_CONVO12_MEREDITH4": "È facile ossessionarsi con quelle cose al punto da trascurare ciò che conta [wave amp=30 freq=10]davvero[/wave].", + "MEREDITH_CONVO12_MEREDITH3": "Perché alla fine... [pause]il disco non era importante. Era solo una delle tante [wave amp=30 freq=10]cose[/wave] della mia vita. Come i libri che leggo, i film che guardo.", + "MEREDITH_CONVO12_MEREDITH5": "\\\"Scambiare qualcosa di importante con il niente\\\".", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "Perché?", + "MEREDITH_CONVO12_MEREDITH6": "E, beh, per me la nostra amicizia è importante, [pause]quindi farò in modo di ricordarmene.", + "MEREDITH_CONVO13_MEREDITH2": "Su quest'isola sono vissute e morte tante persone, molte delle quali erano proprio come noi... [pause]Arrivate qui da un altro mondo.", + "MEREDITH_CONVO13_MEREDITH1": "Ricordi quando abbiamo attraversato quel cimitero? Mi ha dato da pensare.", + "MEREDITH_CONVO13_MEREDITH3": "Tantissime persone smarrite e mai ritrovate... È proprio triste, se ci pensi.", + "MEREDITH_CONVO13_MEREDITH4": "In tanti devono aver perso la speranza su quest'isola.", + "MEREDITH_CONVO13_MEREDITH5": "Non voglio essere una di loro, {player}.", + "MEREDITH_CONVO14_MEREDITH1": "Quindi... credi che sia vero?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "Credo che sia vero cosa?", + "MEREDITH_CONVO14_MEREDITH2": "Che il grande portale che hai trovato possa riportarci a casa?", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "Che intendi?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "Devo crederlo.", + "MEREDITH_CONVO14_MEREDITH3": "Io... [pause]mi ero rassegnata a vivere qui per sempre. Fa un po' paura, ora, dover iniziare a pensare al futuro.", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "Che altra scelta ho?", + "MEREDITH_CONVO15_MEREDTH2": "Se il portale funziona, i ranger avranno un bel daffare.", + "MEREDITH_CONVO15_MEREDTH1": "Hai parlato del portale a Ianthe, eh?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "Che intendi?", + "MEREDITH_CONVO15_MEREDTH5": "I ranger sono i custodi della comunità... Dovranno capire come gestire questa rivoluzione logistica.", + "MEREDITH_CONVO15_MEREDTH3": "Beh, l'intera mentalità delle persone cambierà. Nuova Wirral non sarà più un luogo che ti intrappola per sempre. Sarà solo un posto dove la gente... va a finire ogni tanto.", + "MEREDITH_CONVO15_MEREDTH4": "[wave amp=30 freq=10]Sempre che[/wave] la gente continui a finire qui.", + "MEREDITH_CONVO15_MEREDTH6": "Per fortuna non sono una ranger. Troppa fatica.", + "MEREDITH_CONVO16_MEREDITH2": "Trasformarsi in mostri con le cassette è un conto. [pause]Fondermi con te e diventare un mostro più grosso è un altro. [pause]Ma quando ci siamo [wave amp=30 freq=10]tutti[/wave] fusi insieme su quel treno?", + "MEREDITH_CONVO16_MEREDITH1": "Ultimamente sono successe così tante cose che non abbiamo mai parlato della nostra battaglia contro Aleph.", + "MEREDITH_CONVO16_MEREDITH3": "Roba da andare fuori di testa.", + "MEREDITH_CONVO16_MEREDITH4": "Non so nemmeno come descriverla... [pause]Come con la fusione normale, mi sembrava di essere spettatrice delle azioni del mio corpo.", + "MEREDITH_CONVO18_MEREDITH1": "Pensavo che i mostri di Nuova Wirral fossero spaventosi...", + "MEREDITH_CONVO16_MEREDITH5": "Ma stavolta non eravamo solo io e te. Eravamo tutti noi, e potevo [wave amp=30 freq=10]sentire[/wave] il nostro desiderio collettivo.", + "MEREDITH_CONVO16_MEREDITH6": "Sai una cosa? [pause]Gli Arcangeli sono forti, ma le persone lo sono [wave amp=30 freq=10]MOLTO[/wave] di più.", + "MEREDITH_CONVO17_MEREDITH2": "Mi vedo come una persona molto solitaria, e temevo che se fossimo diventati una coppia, non mi sarei più riconosciuta.", + "MEREDITH_CONVO17_MEREDITH1": "Probabilmente all'inizio temevo che una relazione potesse cambiarmi.", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "Che intendi?", + "MEREDITH_CONVO17_MEREDITH4": "Però... Non è successo. Sono ancora [wave amp=30 freq=10]io[/wave], [pause]solo che adesso ho anche [wave amp=30 freq=10]te[/wave].", + "MEREDITH_CONVO17_MEREDITH3": "Sembra una sciocchezza, [pause]e forse lo è, [pause]ma è quello che pensavo.", + "MEREDITH_CONVO18_MEREDITH3": "Parlava con noi come se fosse una [wave amp=30 freq=10]persona[/wave]. Cioè, sono intelligenti come noi, vero? Forse anche [wave amp=30 freq=10]più intelligenti[/wave].", + "MEREDITH_CONVO18_MEREDITH2": "Ma gli \\\"Arcangeli\\\"? Come quello che abbiamo combattuto? Sono tutta un'altra cosa!", + "MEREDITH_CONVO18_MEREDITH4": "Il fatto che esistano dei [wave amp=30 freq=10]giganteschi mostri intelligenti in grado di manipolare la realtà[/wave] che vivono in un sistema ferroviario nel sottosuolo dell'isola su cui viviamo...", + "MEREDITH_CONVO18_MEREDITH5": "Beh, diciamo che stanotte non prenderò sonno tanto facilmente.", + "MEREDITH_CONVO19_MEREDITH1": "...", + "MEREDITH_CONVO19_MEREDITH2": "...", + "MEREDITH_CONVO19_MEREDITH3": "Scusa, so che è imbarazzante. Non ci conosciamo molto bene, quindi non abbiamo granché di cui parlare.", + "MEREDITH_CONVO19_MEREDITH4": "Oh. [pause]Forse facendolo notare peggioro la situazione...", + "MEREDITH_CONVO20_MEREDITH1": "Non... [pause]Non vado pazza per il campeggio. Preferisco stare in casa.", + "MEREDITH_CONVO20_MEREDITH2": "Avrei dovuto dirlo prima che tu accettassi di accompagnarmi in questa piccola [wave amp=30 freq=10]avventura[/wave].", + "MEREDITH_CONVO20_MEREDITH3": "Probabilmente ti stai pentendo della decisione di partire con un'estranea per cercare un disco...", + "MEREDITH_CONVO21_MEREDITH1": "E rieccoci al caffè. Certe cose non cambiano mai, eh?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "Vieni qui spesso?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "Sei stata qui spesso?", + "MEREDITH_CONVO21_MEREDITH2": "Siamo a Harbourtown. Letteralmente, [wave amp=30 freq=10]non c'è[/wave] un altro posto dove andare.", + "MEREDITH_CONVO21_MEREDITH3": "È la vita di paese. [pause]Se non altro, il caffè è buono.", + "MEREDITH_CONVO22_MEREDITH1": "Quindi, uhm, vai spesso in campeggio qui a Nuova Wirral?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Direi di sì!", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "N-No!", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "Dici di sì?", + "MEREDITH_CONVO22_MEREDITH2": "A me sembra di sì. Hai baciato [wave amp=30 freq=10]tutte[/wave] le persone con cui hai campeggiato?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "Ma che dici?", + "MEREDITH_CONVO22_MEREDITH3.f": "Ti sto solo prendendo in giro, bella!", + "MEREDITH_CONVO22_MEREDITH3.m": "Ti sto solo prendendo in giro, bello!", + "MEREDITH_CONVO22_MEREDITH3.n": "Ti sto solo prendendo in giro, bellə!", + "MEREDITH_CONVO23_MEREDITH1.m": "Tu, uhm... [pause]Conosci bene Kayleigh, giusto?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "Direi di sì!", + "MEREDITH_CONVO23_MEREDITH1.f": "Tu, uhm... [pause]Conosci bene Kayleigh, giusto?", + "MEREDITH_CONVO23_MEREDITH1.n": "Tu, uhm... [pause]Conosci bene Kayleigh, giusto?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "Sì!", + "MEREDITH_CONVO23_MEREDITH2": "Vorrei sapere... [pause]se [wave amp=30 freq=10]nasconde[/wave] qualcosa...", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "Eh?", + "MEREDITH_CONVO23_MEREDITH3": "È comparsa a Harbourtown circa un anno fa e ha subito iniziato a addestrarsi con i ranger. [pause]Non ha avuto bisogno di [wave amp=30 freq=10]un secondo[/wave] di tempo per abituarsi alla vita sull'isola.", + "MEREDITH_CONVO23_MEREDITH4": "C'è sempre stato [wave amp=30 freq=10]qualcosa[/wave] di strano in lei.", + "MEREDITH_CONVO23_MEREDITH6.m": "Uhm... [pause]Tanto per chiarire, [wave amp=30 freq=10]di solito[/wave] non parlo alle spalle della gente. Però ho pensato di dirtelo, visto che [wave amp=30 freq=10]voi due[/wave] passate un bel po' di tempo insieme.", + "MEREDITH_CONVO23_MEREDITH5": "Fa tanto [wave amp=30 freq=10]l'amicona[/wave], ma ha degli scheletri nell\\'armadio. [pause]Ci giurerei.", + "MEREDITH_CONVO23_MEREDITH6.f": "Uhm... [pause]Tanto per chiarire, [wave amp=30 freq=10]di solito[/wave] non parlo alle spalle della gente. Però ho pensato di dirtelo, visto che [wave amp=30 freq=10]voi due[/wave] passate un bel po' di tempo insieme.", + "MEREDITH_CONVO23_MEREDITH6.n": "Uhm... [pause]Tanto per chiarire, [wave amp=30 freq=10]di solito[/wave] non parlo alle spalle della gente. Però ho pensato di dirtelo, visto che [wave amp=30 freq=10]voi due[/wave] passate un bel po' di tempo insieme.", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "In senso negativo?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "Strana?", + "MEREDITH_SOCIAL1_MEREDITH1": "Tra l'apparizione degli Arcangeli e la nostra fusione, la mia vita è diventata davvero strana ultimamente.", + "MEREDITH_SOCIAL1_MEREDITH3": "È che non mi aspettavo che quest'isola potesse sorprendermi ancora. Per non parlare del tuo piano di cercare una [wave amp=30 freq=10]via d\\'uscita[/wave]...", + "MEREDITH_SOCIAL1_MEREDITH2": "No, non fraintendermi! Fondermi con te è bello. Però è anche [wave amp=30 freq=10]strano[/wave], vero?", + "MEREDITH_SOCIAL1_MEREDITH15": "Ormai sono qui da così tanto tempo che non pensavo più ad andarmene.", + "MEREDITH_SOCIAL1_MEREDITH17": "È per questo che mi piace distrarmi.", + "MEREDITH_SOCIAL1_MEREDITH16": "È che... [pause]dalle mie parti non ho mai avuto vere amicizie. In genere, la gente non mi piace.", + "MEREDITH_SOCIAL1_MEREDITH18": "Quando sono arrivata qui, m'è venuta un po\\' di ossessione per l\\'elettronica. Ho lavorato all\\'impianto di illuminazione e ad altre cose per la città.", + "MEREDITH_SOCIAL1_MEREDITH19": "In questo modo posso concentrarmi e non pensare a tutto quello che non ho.", + "MEREDITH_SOCIAL1_MEREDITH20": "Anche la ricerca del disco serviva a quello, credo.", + "MEREDITH_SOCIAL1_MEREDITH21": "Uff. [pause]Scusa se sono... [pause]Scusa se sono fatta così.", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "Non devi scusarti!", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "Ehi, non preoccuparti!", + "MEREDITH_SOCIAL1_MEREDITH22": "Eh eh. [pause]Grazie. [pause]Stavo iniziando a parlare come Kayleigh.", + "MEREDITH_SOCIAL1_MEREDITH23": "Sai cosa intendo, no? Non fa altro che scusarsi per qualunque cosa.", + "MEREDITH_SOCIAL1_MEREDITH24": "Ok, basta con la sincerità.", + "MEREDITH_SOCIAL2_MEREDITH1": "Il Café Gramophone mi fa sempre pensare a papà. [pause]Ogni mattina, prima di andare a lavorare a Londra, preparava il caffè... [pause]Non riuscirei a dimenticare quell'aroma neanche se lo volessi.", + "MEREDITH_SOCIAL1_MEREDITH25": "Forza, finiamo il lavoro.", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Quanta nostalgia!", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "Che bel ricordo!", + "MEREDITH_SOCIAL2_MEREDITH2": "Immagino di sì...", + "MEREDITH_SOCIAL2_MEREDITH3": "Non riesco mai a capire se i miei genitori mi manchino davvero. [pause]Non abbiamo mai avuto molto in comune. [pause]Erano cresciuti in altri tempi, in altri luoghi.", + "MEREDITH_SOCIAL2_MEREDITH4": "C'era un grosso divario generazionale. [pause]Non è colpa mia se i miei genitori ascoltavano musica [shake rate=30 level=10]incredibilmente[/shake] orrenda!", + "MEREDITH_SOCIAL2_MEREDITH5": "Quando sono partita per il college, non siamo rimasti molto... [pause]in contatto. [pause]Va bene così.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Mi dispiace.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Devi esserti sentita sola.", + "MEREDITH_SOCIAL2_MEREDITH6": "Immagino di sì.", + "MEREDITH_SOCIAL2_MEREDITH7": "Sai, [pause]non ho molti ricordi della mia infanzia.", + "MEREDITH_SOCIAL2_MEREDITH8": "Avevo amici, ho fatto esperienze, ma a ripensarci adesso...", + "MEREDITH_SOCIAL2_MEREDITH9": "Mi dà sempre l'impressione di qualcosa che succedeva intorno a me, senza che io partecipassi davvero.", + "MEREDITH_SOCIAL2_MEREDITH10": "Come se non fossi mai stata al timone.", + "MEREDITH_SOCIAL2_MEREDITH11": "Sono stata una bambina sfigata, e poi un'adolescente sfigata. [pause]E da adulta...", + "MEREDITH_SOCIAL2_MEREDITH12": "Beh, c'è ancora tempo per vedere come me la cavo.", + "MEREDITH_SOCIAL2_MEREDITH14": "Nessuno ti dice [wave amp=30 rate=10]mai[/wave] che farsi nuovi amici da adulti è difficilissimo.", + "MEREDITH_SOCIAL2_MEREDITH13": "Forse devo solo farmi qualche amico in più, finché sono a Nuova Wirral. [pause]Uff.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Beh, noi siamo amici!", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "E noi?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Beh, noi siamo amici!", + "MEREDITH_SOCIAL2_MEREDITH15": "Tra noi è più facile. Abbiamo, [pause]beh, [pause]un hobby in comune.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Beh, noi siamo amici!", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "Un... hobby?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Ah sì?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "Direi di sì!", + "MEREDITH_SOCIAL2_MEREDITH16": "Sì, [pause]cerchiamo un portale magico. [pause]Direi che è un hobby, no?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "Certo, spero che continueremo a vederci... [pause]Anche se non troviamo il portale.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "Ma certo che sì!", + "MEREDITH_SOCIAL2_MEREDITH17.m": "Certo, spero che continueremo a vederci... [pause]Anche se non troviamo il portale.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "Sei carina quando arrossisci!", + "MEREDITH_SOCIAL2_MEREDITH17.f": "Certo, spero che continueremo a vederci... [pause]Anche se non troviamo il portale.", + "MEREDITH_SOCIAL2_MEREDITH18B": "Argh, [wave amp=30 freq=10]non puoi[/wave] farmi dei complimenti così a tradimento. [pause]Non so come reagire.", + "MEREDITH_SOCIAL2_MEREDITH18A": "Eh eh. Bene.", + "MEREDITH_SOCIAL2_MEREDITH20": "Uff, [pause]sono più stanca del previsto.", + "MEREDITH_SOCIAL2_MEREDITH19B": "Mi chiudo a riccio.", + "MEREDITH_SOCIAL2_MEREDITH21": "Secondo te, trasformarsi e combattere conta come esercizio fisico? [pause]Sono a pezzi.", + "MEREDITH_SOCIAL2_MEREDITH22.m": "Comunque, [pause]forza, andiamo a scazzottare i mostri e roba simile.", + "MEREDITH_SOCIAL3_MEREDITH1": "Sai, tutta la faccenda di quel disco che cercavo... Mi ha dato da pensare.", + "MEREDITH_SOCIAL2_MEREDITH22.n": "Comunque, [pause]forza, andiamo a scazzottare i mostri e roba simile.", + "MEREDITH_SOCIAL2_MEREDITH22.f": "Comunque, [pause]forza, andiamo a scazzottare i mostri e roba simile.", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "A cosa?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Va' avanti...", + "MEREDITH_SOCIAL3_MEREDITH3": "Abbiamo trovato un disco che nel mio mondo non era mai esistito, giusto?", + "MEREDITH_SOCIAL3_MEREDITH2": "Beh, mettiamola così:", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Beh, ha senso!", + "MEREDITH_SOCIAL3_MEREDITH4": "E se ci sono mondi infiniti, allora ci sono... [pause]infiniti dischi.", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "Sarà vero?", + "MEREDITH_SOCIAL3_MEREDITH6": "I suoi libri non erano solo storie, erano come finestre nella sua mente. [pause]Le sue aspirazioni, i suoi principi, la sua filosofia...", + "MEREDITH_SOCIAL3_MEREDITH5": "E, beh, [pause]da ragazzina adoravo un vecchio scrittore fantasy. [pause]Ero una nerd fatta e finita.", + "MEREDITH_SOCIAL3_MEREDITH7": "Scrivere un libro è come regalare al mondo una parte di te, per sempre.", + "MEREDITH_SOCIAL3_MEREDITH8": "Quando ho letto tutte le opere che aveva scritto in vita, mi sono resa conto che non ce n'erano più.", + "MEREDITH_SOCIAL3_MEREDITH9": "Avevo letto tutto. Non ci sarebbero [shake rate=30 level=10]mai più[/shake] stati altri suoi libri.", + "MEREDITH_SOCIAL3_MEREDITH10": "Succede a tutti, quando moriamo... [pause]A un certo punto, il tempo finisce. Non possiamo più dire altro.", + "MEREDITH_SOCIAL3_MEREDITH11": "Ma se ci sono mondi infiniti, forse esiste un'infinita lista di tutti i libri che potrebbe aver scritto.", + "MEREDITH_SOCIAL3_MEREDITH12": "E forse... [pause]ci sono infinite versioni di noi, con infiniti ricordi ed esperienze tutte diverse.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "Certo!", + "MEREDITH_SOCIAL3_MEREDITH13": "Forse, in un certo senso... [pause]non moriamo mai.", + "MEREDITH_SOCIAL3_MEREDITH14": "Tutto qua. Solo un'idea.", + "MEREDITH_SOCIAL3_MEREDITH15": "Forza, si va?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "Ok, sei pronta?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "Ok, sei pronta?", + "MEREDITH_SOCIAL4_MEREDITH2": "...", + "MEREDITH_SOCIAL4_MEREDITH3": "Serata cinema. [pause]A casa mia. [pause]Che ne dici, ci stai?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "Ok, sei pronta?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Finalmente so cosa pensi! [pause]E... [pause]Cioè... [pause]Certo, anch'io ti trovo molto carino.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Non ora.", + "MEREDITH_SOCIAL4_MEREDITH4": "Uffa. Beh, fammi sapere quando ti va. Ci divertiamo.", + "MEREDITH_SOCIAL4_MEREDITH5": "Ok, preparati a una sorpresa.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Incredibile!", + "MEREDITH_SOCIAL4_MEREDITH9": "La vedi questa?", + "MEREDITH_SOCIAL4_MEREDITH6": "Ecco qua: l'unico proiettore funzionante di Nuova Wirral!", + "MEREDITH_SOCIAL4_MEREDITH8": "E adesso devo parlarti della maledizione segreta di Nuova Wirral.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "Ma dove l'hai trovato?", + "MEREDITH_SOCIAL4_MEREDITH7": "È uno dei miei mille hobby.", + "MEREDITH_SOCIAL4_MEREDITH10": "È una videocassetta. [pause]Ma non una videocassetta qualsiasi...", + "MEREDITH_SOCIAL4_MEREDITH11": "È la videocassetta di Blood puncher, film d'azione del 1981.", + "MEREDITH_SOCIAL4_MEREDITH12": "Da quando sono qui, ho trovato centinaia di videocassette spiaggiate sulle coste di Nuova Wirral.", + "MEREDITH_SOCIAL4_MEREDITH13": "E le ho raccolte.", + "MEREDITH_SOCIAL4_MEREDITH14": "Tutte quante.", + "MEREDITH_SOCIAL4_MEREDITH15": "Indovina un po'?", + "MEREDITH_SOCIAL4_MEREDITH16": "Sono tutte Blood puncher.", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Ogni singola videocassetta è Blood Puncher.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]È l'unico film che si può vedere a Nuova Wirral.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "Quindi, indovina cosa c'è in programma per stasera?", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Sono pronta ad apprezzarlo ironicamente!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Sembra il film che fa per me!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Sono pronto ad apprezzarlo ironicamente!", + "MEREDITH_SOCIAL4_MEREDITH20": "Questo è lo spirito giusto!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Sono prontə ad apprezzarlo ironicamente!", + "MEREDITH_SOCIAL4_MEREDITH21": "Volevo dirti... [pause]Grazie di passare del tempo con me.", + "MEREDITH_SOCIAL4_MEREDITH22": "Non me la sono mai passata bene a Nuova Wirral, ma con te mi diverto davvero tanto.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Magari questo potrebbe essere un appuntamento?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "È bello avere un'amica come te!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "È bello avere un'amica come te!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "È bello avere un'amica come te!", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Eh eh, lo penso anch'io, {player}.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Abbiamo un orrendo film da guardare. Preparati.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Ok, bella, basta con la sincerità.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Ok, bello, basta con la sincerità.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Ok, bellə, basta con la sincerità.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Abbiamo un orrendo film da guardare. Preparati.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Abbiamo un orrendo film da guardare. Preparati.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Pensavo non me l'avresti mai chiesto.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Voglio ancora divertirmi insieme a te...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "E dai, ci siamo [wave amp=30 freq=30]letteralmente[/wave] fusi insieme.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Preferirei... [pause]non impegnarmi troppo, [pause]se per te va bene.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Finalmente so cosa pensi! [pause]E... [pause]Cioè... [pause]Certo, anch'io ti trovo molto carinə.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Finalmente so cosa pensi! [pause]E... [pause]Cioè... [pause]Certo, anch'io ti trovo molto carina.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Perché no? Un appuntamento. Con un film orribile.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Sono... [pause]Uhm... [pause]Sono stata solo con ragazzi, prima d'ora. [pause]Quindi è una situazione nuova per me.", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "Io...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Ma di tanto in tanto voglio anche baciarti.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Comunque... [pause]Questo film l'ho visto un milione di volte.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Quindi possiamo anche non guardarlo.", + "MEREDITH_ROMANCE_MEREDITH1.m": "È da un po' che non spiccichi parola, {player}. [pause]Qualcosa non va?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Niente di particolare!", + "MEREDITH_ROMANCE_MEREDITH_NO": "Oh, [pause]ok.", + "MEREDITH_ROMANCE_MEREDITH1.f": "È da un po' che non spiccichi parola, {player}. [pause]Qualcosa non va?", + "MEREDITH_ROMANCE_MEREDITH1.n": "È da un po' che non spiccichi parola, {player}. [pause]Qualcosa non va?", + "MEREDITH_ROMANCE_MEREDITH3": "Cioè, certo che [wave amp=30 freq=30]mi piaci[/wave].", + "CAPTAIN_SKIP_NOT_TRAINEE1": "Se ti interessa la nobile impresa di \\\"smistare la spazzatura\\\", perché non diventi anche tu apprendista ranger?", + "CAPTAIN_SKIP_INTRO2": "Salve! [pause]Io sono Skip, unə capitanə ranger di Nuova Wirral.", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]Sono Clee-O, e questa sera sarò la tua meccanoide di servizio al tavolo.[/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Vuoi ordinare del...[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]1000001 1001000 1001001 1000001[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Benvenutə, [pause]cliente, [pause]nell'Emporio del Faraone di Neo Vegas![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "Penny Dreadful, [pause]la capitana ranger, colei che ha ingannato la morte, in carne e ossa!", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]Niente da fare? Magari la prossima volta.[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]Sto alzando la posta![/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Va bene, giochiamo. [pause]Gli assi hanno il valore massimo, chi vince prende tutto![/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "Ho perso di nuovo? Ecco perché non mi fido del mondo della veglia.", + "CAPTAIN_JUDAS_INTRO1.m": "Ti ho sentito arrivare da almeno 200 metri. [pause]Se volevi cogliermi di sorpresa, non ci sei riuscito.", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Ehi, novellino! [pause]Cioè, nuovo capitano. [pause]Mi hanno detto che ora sei dei nostri.", + "CAPTAIN_SKIP_POST_REWARD2": "Non riesco proprio a immaginare una vita del genere!", + "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Capitano ranger, survivalista esperto.", + "CAPTAIN_JUDAS_PRE_BATTLE1": "Allora, vuoi una lezione di sopravvivenza di prima mano? [pause]Ho saputo che sei apprendista ranger.", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "Ti darei più informazioni... Ma sono top secret. [pause]Se ti iscrivessi per diventare apprendista ranger, sarebbe tutta un'altra storia.", + "CAPTAIN_JUDAS_INTRO1.n": "Ti ho sentito arrivare da almeno 200 metri. [pause]Se volevi cogliermi di sorpresa, non ci sei riuscitə.", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Mi hanno informata che ora anche tu sei una capitana. [pause]Che ne dici, lanciamo i dadi?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Mi hanno informata che ora anche tu sei un capitano. [pause]Che ne dici, lanciamo i dadi?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Ho eliminato i punti deboli nel mio algoritmo di combattimento. [pause]La tua sconfitta è una certezza statistica, \\\"capitana\\\"![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]Niente da fare? Magari la prossima volta.[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "Arrivo tra un secondo, carə. Devo fare un paio di riparazioni finali...", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Mi hanno informata che ora anche tu sei unə capitanə. [pause]Che ne dici, lanciamo i dadi?[/color]", + "CAPTAIN_READY_CHECK.m": "Sei pronto a sfidare {pawn}?", + "CAPTAIN_JUDAS_POST_REMATCH1": "Questa volta credevo di aver considerato tutti gli scenari possibili...", + "CAPTAIN_JUDAS_POST_REMATCH2": "Ho perso di nuovo, [pause]ma non verserò lacrime per questo. [pause]Piangere è uno spreco di liquidi corporei, e io sono a corto di razioni d'acqua.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Non sei pronta. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Non sei prontə. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Non sei pronto. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Mi hanno segnalato che ora sei unə dei capitani ranger. [pause]Un lavoro notevole. [pause]Sei qui per la rivincita?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Mi hanno segnalato che ora sei una dei capitani ranger. [pause]Un lavoro notevole. [pause]Sei qui per la rivincita?", + "CAPTAIN_REMATCH_CHECK": "Vuoi sfidare {pawn} a una rivincita?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Sai...", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "Ci servirebbe altra gente come te che ci aiuti con l'addestramento. Hai mai pensato di diventare capitana?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Se ti interessa, c'è una sfida finale: [pause]devi sconfiggere [wave amp=30 freq=10]me[/wave] in combattimento.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Non proprio!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "Ci servirebbe altra gente come te che ci aiuti con l'addestramento. Hai mai pensato di diventare capitanə?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "Sì!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Beh, che ne dici? Vuoi affrontare la sfida per diventare capitano ranger?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "Non c'è problema. Torna a parlarmi se cambi idea.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Certo!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Beh, che ne dici? Vuoi affrontare la sfida per diventare capitanə ranger?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Beh, che ne dici? Vuoi affrontare la sfida per diventare capitana ranger?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Non ora.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Non vedo l'ora di vedere di che pasta sei fatta. Spero che tu sia pronta a darci il massimo!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Non vedo l'ora di vedere di che pasta sei fatto. Spero che tu sia pronto a darci il massimo!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"Darci\\\"?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "Tua moglie?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Non vedo l'ora di vedere di che pasta sei fattə. Spero che tu sia prontə a darci il massimo!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Beh, [pause]credo sia ragionevole che mi aiuti mia moglie.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "Combatterai insieme a qualcuno?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "Si preannuncia davvero l'incontro [wave amp=30 freq=10]più caldo dell\\'anno![/wave] Chi la spunterà?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "Sei sposata?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "Sei pronta, tesoro?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "Sì amore!", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "Ce la puoi fare, {player}!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Forza, straniero, fai vedere a Ianthe chi comanda!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Forza, straniera, fai vedere a Ianthe chi comanda!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe]PICCHIA DURO, IANTHE! SCATENATI![shake rate=30 level=10][/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Forza, stranierə, fai vedere a Ianthe chi comanda!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe]PICCHIA DURO, IANTHE! SCATENATI![shake rate=30 level=10][/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe]PICCHIA DURO, IANTHE! SCATENATI![shake rate=30 level=10][/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "Non credere che ci tireremo indietro, {player}. [pause]Non sei più una apprendista, ora sei in [shake rate=30 level=10]serie A[/shake]!", + "LEADER_IANTHE_BATTLE_START.m": "Non credere che ci tireremo indietro, {player}. [pause]Non sei più un apprendista, ora sei in [shake rate=30 level=10]serie A[/shake]!", + "LEADER_IANTHE_BATTLE_START.n": "Non credere che ci tireremo indietro, {player}. [pause]Non sei più unə apprendista, ora sei in [shake rate=30 level=10]serie A[/shake]!", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]Che c'è, credevi di essere l\\'unico a saper usare la fusione?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]Che c'è, credevi di essere l\\'unicə a saper usare la fusione?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]Che c'è, credevi di essere l\\'unica a saper usare la fusione?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Niente male! [pause]Proprio niente male! [pause]Riesci sempre a stupire, eh?", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "Era vero quello che si diceva! Che battaglia!", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Tieni, questo è tuo.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Questo significa che sei ufficialmente un capitano ranger. La gente si rivolgerà a te per ricevere l'addestramento, proprio come gli altri capitani hanno fatto con te.", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Forse saprai che sono stata la prima persona su Nuova Wirral ad assumere la forma di mostro con una cassetta. [pause]Da allora, la gente mi pone sempre la stessa domanda...", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Questo significa che sei ufficialmente unə capitanə ranger. La gente si rivolgerà a te per ricevere l'addestramento, proprio come gli altri capitani hanno fatto con te.", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Gli esseri umani creano [wave amp=30 freq=10]arte[/wave], come la musica, e l'arte[pause] è una cosa intangibile e immateriale che esiste interamente nel nostro immaginario collettivo.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Questo significa che sei ufficialmente una capitana ranger. La gente si rivolgerà a te per ricevere l'addestramento, proprio come gli altri capitani hanno fatto con te.", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"Ma come funzionano queste cassette? [pause]Non ha alcun senso!\\\"", + "LEADER_IANTHE_FUSED_MATERIAL1": "Viene rilasciato dalle Fusioni fuori controllo. Forse anche dagli Arcangeli, non saprei.", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "Vuoi sapere cosa penso? [pause]Penso che abbia assolutamente senso, visto nella giusta prospettiva.", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Poi, [pause]racchiudiamo quella musica intangibile in una forma fisica, come le [wave amp=30 freq=10]cassette[/wave]. [pause]Questo le rende il ponte perfetto tra mondo fisico e immaginario.", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "Hai presente la bacheca fuori dal municipio? [pause]Se qualche apprendista avrà bisogno di mettere alla prova le proprie abilità, ti lascerò un messaggio là.", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "In un certo senso è logico!", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "Per ora, mi prenderò un lungo e meritato riposo. [pause]Se hai voglia di continuare a esplorare l'isola, perché non raggiungi i tuoi compagni capitani?", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "Sono certa che vorranno congratularsi con te per la tua \\\"promozione\\\"!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "Se vuoi sapere perché chiediamo ai ranger di raccoglierlo... Beh, lascia che se ne preoccupino i capitani. Per ora concentrati sul superare l'addestramento.", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "Ora che sei una capitana, posso dirti perché raccogliamo tutto questo Materiale fuso.", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "Ora che sei unə capitanə, posso dirti perché raccogliamo tutto questo Materiale fuso.", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "Ora che sei un capitano, posso dirti perché raccogliamo tutto questo Materiale fuso.", + "LEADER_IANTHE_FUSED_MATERIAL3": "Hai notato che le \\\"Fusioni fuori controllo\\\" sono sempre più numerose in tutta Nuova Wirral?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "Le ho già viste in passato!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "\\\"Fusioni fuori controllo\\\"?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "Immaginavo. Quindi saprai che sono molto più forti dei soliti mostri che si trovano su Nuova Wirral.", + "LEADER_IANTHE_FUSED_MATERIAL4B": "Forse le hai incontrate durante i tuoi viaggi sull'isola: [pause]sono fusioni di mostri feroci, spesso circondate da nubi nere. Sono inconfondibili.", + "LEADER_IANTHE_FUSED_MATERIAL5": "Non è sempre stato così. Fino a pochi anni fa, le fusioni erano un'anomalia.", + "LEADER_IANTHE_FUSED_MATERIAL6": "Non sappiamo da dove arrivino, né perché.", + "LEADER_IANTHE_FUSED_MATERIAL7": "Il mio timore è che se il tasso di incidenza continuerà a crescere, tra qualche anno Harbourtown ne sarà invasa.", + "LEADER_IANTHE_FUSED_MATERIAL8": "Non voglio creare il panico, quindi tienilo per te.", + "LEADER_IANTHE_FUSED_MATERIAL9": "Ma c'è speranza! Il Materiale fuso che ne ricaviamo emette una lieve radiazione. Non abbastanza da essere dannosa, ma...", + "LEADER_IANTHE_FUSED_MATERIAL11": "Forse... [pause]Potremmo perfino scoprire da dove provengono e fermarne la diffusione. Sarebbe bello.", + "LEADER_IANTHE_FUSED_MATERIAL10": "Se raccogliamo abbastanza Materiale fuso, potremo costruire dei dispositivi per monitorare e rilevare le Fusioni fuori controllo.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Hai mai fatto caso ai tipi elementali delle tue forme di mostro?", + "LEADER_IANTHE_FUSION_IANTHE1": "La fusione... [pause]si ottiene di rado. Ho qualche teoria su cosa consenta la fusione tra due persone, ma non ne sono sicura.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Le mosse elementali possono provocare [wave amp=30 freq=10]reazioni chimiche[/wave] se usate contro mostri di un certo tipo.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Tuttavia, la stessa mossa di fuoco, [pause]usata su un mostro d'acqua, [pause]lo circonderà di un [wave amp=30 freq=10]vapore curativo[/wave]. E questo non va bene, giusto?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Queste reazioni possono essere vantaggiose per te: per esempio, usare una mossa di fuoco su un bersaglio di elemento veleno lo farà bruciare.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Puoi vedere gli effetti di stato del tuo attacco prima di attivarlo, quindi fai molta attenzione.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Oh, quasi dimenticavo! [pause]Molte mosse, come \\\"colpo\\\" e \\\"sputo\\\" non hanno un elemento innato: il loro effetto dipenderà dall'elemento di chi le utilizza.", + "LEADER_IANTHE_FUSION_IANTHE3": "Se vuoi rafforzare la tua fusione, devi coltivare quel legame.", + "LEADER_IANTHE_FUSION_IANTHE2": "Posso dirti per esperienza che la forza del legame tra due persone sembra influire direttamente sulla forza e le potenzialità della loro forma fusa.", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Tu con chi ti sei fusa?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Chi è la tua controparte di fusione?", + "LEADER_IANTHE_FUSION_IANTHE6": "Non preoccuparti di questo!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Chi è la tua controparte di fusione?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Chi è la tua controparte di fusione?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Grazie per esserti impegnato negli incarichi che ti ho affidato, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "Comunque, con tutto il Materiale fuso che hai raccolto posso ordinare al capitano Lodestein di installare un radar di fusioni su alcuni dei tralicci magnetici dell'isola.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Grazie per esserti impegnatə negli incarichi che ti ho affidato, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Nel frattempo, prendi questo prototipo.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Grazie per esserti impegnata negli incarichi che ti ho affidato, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Controlla la mappa. Ti mostrerà dove trovare le Fusioni fuori controllo.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Questa versione del radar di fusioni non penetra molto in profondità nel terreno e non è affidabile al 100%, ma sono certa che ne farai buon uso.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "In ogni caso, ricordati di scambiare il Materiale fuso con la ranger Wilma. Se te lo porti dietro non servirà a molto!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "L'ultima partita che mi hai dato si è rivelata estremamente utile. Il capitano Lodestein mi ha detto che il suo [wave amp=30 freq=10]radar di fusioni a penetrazione[/wave] sta già rilevando un segnale nelle profondità della Cava dei dinosauri, nelle Terremorte.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Ho incaricato il capitano Wallace di occuparsi degli scavi, quando non è impegnato nell'addestramento e nelle fusioni fuori controllo.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "A proposito di fusioni, c'è stato un, ehm, nuovo sviluppo...", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Sta spuntando dappertutto una nuova fusione instabile. L'abbiamo chiamata \\\"Anathema\\\".", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "Il tasso di diffusione è...[pause] quantomeno preoccupante.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Ti manderò qualche dettaglio sulla bacheca. Ti dispiacerebbe dare un'occhiata?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Beh, ho incaricato il capitano Wallace di scavare, e sembra si tratti di un'altra di quelle stazioni ferroviarie che continuano a spuntare ovunque.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Ricordi quando ti ho detto che il radar di fusioni del capitano Lodestein aveva rilevato un segnale alla Cava dei dinosauri?", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "E ovviamente, ricordati di scambiare il Materiale fuso con la ranger Wilma.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "A giudicare dalla potenza del segnale in questa stazione, potrebbe trattarsi della fonte di tutte le Fusioni fuori controllo e di Anathema!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, dato che sei il ranger con più esperienza con queste stazioni... [pause]e con i loro strani abitanti...[pause] potresti dare un'occhiata?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, dato che sei la ranger con più esperienza con queste stazioni... [pause]e con i loro strani abitanti...[pause] potresti dare un'occhiata?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Uh, quindi ma MerLinea vuole che ci occupiamo da soli della Fusione fuori controllo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, dato che sei lə ranger con più esperienza con queste stazioni... [pause]e con i loro strani abitanti...[pause] potresti dare un'occhiata?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Se non altro, se le cose si mettono male, possiamo ritirarci alla stazione di Night's Bridge. E tutto grazie al tuo duro lavoro!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, ci sono buone notizie?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, ho già detto che se avessi lasciato Nuova Wirral non te ne avrei fatto una colpa, e lo confermo.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "Ma se deciderai di restare, il lavoro per te è praticamente infinito.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "Ormai conosci la procedura.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Credo che Kayleigh abbia qualcosa per te.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Beh, ho registrato questa cassetta qualche tempo fa, mi ricordava il nostro primo incontro.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "So che non è niente di che, ma voglio che l'abbia tu!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "A proposito, di recente hai visto qualche...[pause] gigantesca sfera fluttuante?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "Cosa?!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "È arrivata una strana segnalazione da uno dei nostri apprendisti. Però [wave amp=30 freq=30]aveva[/wave] una ferita alla testa, perciò probabilmente non è nulla.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Come... il sole?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Tieni d'occhio il tuo radar di fusioni, per sicurezza.", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "Questo è per te!", + "OUTPOST_NPC_2_DIALOGUE1": "Un Saltatore si è nascosto dietro un angolo e mi ha teso un'imboscata. [pause]Sinceramente, è una fortuna che ne sia uscito tutto intero!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzz...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "VOI ESSERI DI CARNE E OSSA SOGNATE TANTO LA MORTE. PASSATE TUTTA LA VOSTRA BREVE VITA A SOGNARLA. È QUESTO CHE VI PORTA DA ME?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Vuoi sapere... se siamo qui per morire? [pause]Non credo, se devo essere sincera.", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Questo tizio ha l'aria molto metal. [pause]Ma ho come l\\'impressione che voglia ucciderci.", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Nooo, siamo qui per combattere!", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "Non temo la morte! [pause]Una morte coraggiosa è più importante di una vita da pecora!", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Non mi sembra di buon auspicio.", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]La morte non mi spaventa… e nemmeno tu.[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrr...", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "LASCIATE CHE IO MI NUTRA DELLE VOSTRE PAURE, MENTRE VI MOSTRO LA REALTÀ DELLA MORTE.", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "OH, CHE BELLO, UNO SCHELETRO GIGANTE! UTILE IN OGNI SQUADRA.", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Era decisamente inquietante, eh? Chissà se quello che diceva era vero... [pause]Forse le persone passano [wave amp=30 freq=10]davvero[/wave] tutta la vita a pensare alla morte.", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NEMMENO LA VOSTRA GENTE PUÒ SFUGGIRE ALLA REALTÀ DELLA MORTE...", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "Su quest'isola, la quantità di creature da incubo che vogliono ucciderci è... [pause]eccessiva.", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "Era il mostro scheletrico più grande che abbia [wave amp=30 freq=10]mai[/wave] visto! Inquietante, eh?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "È stato... spiacevole.", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "I codardi muoiono molte volte prima di morire, ma i valorosi non assaggiano la morte che una sola volta.", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Abbiamo dimostrato all'Arcangelo che non abbiamo paura…[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "SIETE NUOVI GIOCATTOLI PER LA MIA COLLEZIONE? NE DESIDERO ANCORA...", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Mi dispiace, amico. non siamo qui per giocare.", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Lo sguardo di questo Arcangelo mi mette i brividi...", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "Le persone sono solo giocattoli per quelli come te, eh?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "Non percepisco alcuna gentilezza nelle parole di questo spirito.", + "AA_PUPPET_PRE_BATTLE_FELIX2": "Non so se questo tizio abbia a cuore i nostri interessi.", + "AA_PUPPET_PRE_BATTLE_DOG2": "Grrr...", + "AA_PUPPET_PRE_BATTLE_AA3": "SÌ... VOI DUE SARETE UN'OTTIMA COPPIA DI BURATTINI! AH AH AH AH!", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Non siamo qui per giocare, siamo qui per affari.[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "Continua a spostarsi prima che riusciamo a colpirlo, [shake rate=30 level=10]maledizione[/shake]! Ci sarà pure [wave amp=30 freq=10]un modo[/wave] per capire in che direzione si sposterà.", + "AA_PUPPET_HINT_KAYLEIGH1": "Continua a spostarsi prima che i nostri attacchi vadano a segno! Teniamo gli occhi aperti: ci dev'essere [wave amp=30 freq=10]un modo[/wave] per capire in che direzione si sposterà...", + "AA_PUPPET_HINT_EUGENE1": "Maledizione, si sposta proprio mentre stiamo per colpirlo! Forza, ci sarà pure [wave amp=30 freq=10]un modo[/wave] per capire in che direzione si sposterà....", + "AA_PUPPET_HINT_FELIX1": "Uh, si sposta prima che i nostri attacchi vadano a segno. Dobbiamo agire d'astuzia, ci sarà pure [wave amp=30 freq=10]un modo[/wave] per capire in che direzione si sposterà....", + "AA_PUPPET_HINT_VIOLA1": "La nostra preda è veloce nei movimenti e i nostri colpi mancano il bersaglio. Tuttavia, son convinta ci sia [wave amp=30 freq=10]un modo[/wave] per prevedere dove balzerà...", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]Dev'esserci un modo per capire dove intende spostarsi…[/wave]", + "AA_PUPPET_HINT_DOG1": "Barkley non sembra contento che l'Arcangelo continui a spostarsi prima che uno di voi possa attaccarlo. Forse c\\'è un modo per capire in quale direzione si sposterà?", + "AA_PUPPET_POST_BATTLE_PUPPET1": "LE MIE BAMBOLE! AVETE UCCISO LE MIE BAMBOLE!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "PIACERE DI CONOSCERTI, AMICO COL CAPPELLO! DIMMI, STAI CERCANDO UN NUOVO LAVORO? PARLIAMONE!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Da come parlava l'Arcangelo, sembrava che non fossimo reali... Che fossimo solo giocattoli. [pause]Forse la penserà diversamente ora che l\\'abbiamo sconfitto.", + "AA_PUPPET_POST_BATTLE_EUGENE3": "C'è [wave amp=30 freq=10]sempre[/wave] qualche mostro che crede di poter giocare con la vita delle persone. [pause]Arcangeli o uomini, sono pericolosi allo stesso modo.", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "Spero che quell'Arcangelo abbia capito che non sono il giocattolo [wave amp=30 freq=10]di nessuno[/wave].", + "AA_PUPPET_POST_BATTLE_FELIX3": "Ci vedeva come... [pause]bambole? Non credo che dormirò sonni tranquilli dopo quell'incontro, questo è certo.", + "AA_PUPPET_POST_BATTLE_VIOLA3": "Quello spirito ci vedeva come balocchi. Che ci serva da lezione: la loro genìa e la nostra non sono simili, neppure minimamente.", + "AA_TOWER_PRE_BATTLE_AA1": "VERITÀ... MENZOGNA... LA VOSTRA NEONATA SPECIE SI PREOCCUPA TROPPO DI CONCETTI COSÌ BANALI. LA REALTÀ NON È VERA! ACCETTATE L'IGNORANZA!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Abbiamo dimostrato che non stiamo scherzando![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "Questo affare ha un concetto molto discutibile di \\\"realtà\\\".", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Quell'affare deve imparare a mettere i piedi per terra.", + "AA_TOWER_PRE_BATTLE_EUGENE2": "Non capisco. Cosa stai cercando di dire?", + "AA_TOWER_PRE_BATTLE_FELIX2": "Mi piacerebbe \\\"accettare l'ignoranza\\\", purtroppo ho altro da fare.", + "AA_TOWER_PRE_BATTLE_VIOLA2": "Follia e ignoranza solo le maledizioni comuni dell'umanità. Ce ne sono [wave amp=30 freq=10]già[/wave] in abbondanza, spirito.", + "AA_TOWER_PRE_BATTLE_AA3": "VOI NON CAPITE. LASCIATE CHE IO VI RISVEGLI DALLA VOSTRA FALSA PERCEZIONE DI REALTÀ E MENZOGNA!", + "AA_TOWER_PRE_BATTLE_DOG2": "Grrr...", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Temo di non sapere di cosa stai parlando…[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "C'È UNA VERITÀ CHE ORA MI È CHIARA... SONO STATA SCONFITTA...", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Credo che ora quell'Arcangelo sia tornato con i piedi per terra, che ne dici?", + "AA_TOWER_POST_BATTLE_ALEPH2": "EHI, BELLEZZA! PARE PROPRIO CHE TI STIANO DANDO UNA BATOSTA. PERCHÉ NON VIENI CON ME?", + "AA_TOWER_POST_BATTLE_EUGENE3": "Gli Arcangeli sono potenti, ma non significa che siano anche furbi.", + "AA_TOWER_POST_BATTLE_MEREDITH3": "Dunque anche l'Arcangelo più [wave amp=30 freq=10]irritante[/wave] chiude il becco quando lo colpisci abbastanza. Dobbiamo fare tesoro di questa lezione.", + "AA_TOWER_POST_BATTLE_FELIX3": "Quell'Arcangelo amava dire fesserie, eh? Se non altro ora non parla più.", + "AA_TOWER_POST_BATTLE_VIOLA3": "Le parole di quello spirito erano prive di senso. Forse dopo la sconfitta per mano nostra tornerà umile.", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Gli Arcangeli sono piuttosto strani, non è vero?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "AVETE IGNORATO IL MIO ORDINE E VI SIETE MOSSI! NON MI RISPETTATE? NON VI RENDETE CONTO DI QUANTO IO SIA IMPORTANTE?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Hai un ego gigantesco, vero?", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "No, hai ragione, non ti rispetto.", + "AA_ALICE_PRE_BATTLE_EUGENE2": "Tesoro, non so proprio chi tu sia!", + "AA_ALICE_PRE_BATTLE_FELIX2": "Dovremmo sapere chi sei?", + "AA_ALICE_PRE_BATTLE_DOG2": "Grrr...", + "AA_ALICE_PRE_BATTLE_VIOLA2": "Non sono così generosa nell'elargir rispetto, spirito.", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Mi dispiace, ma non so proprio chi tu sia…[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "CHE MALEDUCAZIONE, PER DI PIÙ NEI CONFRONTI DI UN MEMBRO DELLA FAMIGLIA REALE! SE VI RIFIUTATE DI USARE LA TESTA, SARÒ COSTRETTA A TOGLIERVELA DALLE SPALLE!", + "AA_ALICE_POST_BATTLE_ALICE1": "NON AVETE PROPRIO RISPETTO, VERO? CHE RABBIA!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Forse si considerava la regina del suo piccolo mondo, eh?", + "AA_ALICE_POST_BATTLE_ALEPH2": "SIGNORINA ALICE, PIACERE DI CONOSCERTI! MI SERVE QUALCUNO CON LE TUE... CAPACITÀ RELAZIONALI.", + "AA_ALICE_POST_BATTLE_MEREDITH3": "Tutti gli Arcangeli hanno un'opinione così alta di sé, o lei era un caso [wave amp=30 freq=10]speciale[/wave]?", + "AA_ALICE_POST_BATTLE_EUGENE3": "Questi Arcangeli sono dei bei maleducati, eh?", + "AA_CUBE_PRE_BATTLE_CUBE1": "LO SPAZIO TRIDIMENSIONALE È IMPERFETTO. LA SCIENZA E LA MATEMATICA RESTANO VERE. TUTTE LE COSE HANNO 4 LATI.", + "AA_ALICE_POST_BATTLE_FELIX3": "Credi che quell'Arcangelo volesse davvero le nostre teste o che fosse un modo di dire? No, non rispondere. Non lo voglio sapere.", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Era piuttosto maleducata…[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "Non mi inchinerò a nessuno che mi parli in modo così sfacciato, reale o meno.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Aleph ama sentirsi parlare. Ma [wave amp=30 freq=10]come fa[/wave] a parlare? La sua testa è un triangolo gigante. Che essere inquietante.", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "Direi che quell'affare è fuori di testa, [pause]ma sembra che la testa gli manchi del tutto.", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Questo Arcangelo ha un'aria eccentrica, ma magari è amichevole!", + "AA_CUBE_PRE_BATTLE_FELIX2": "Forse questo non proverà ad attaccarci. Che ne pensi?", + "AA_CUBE_PRE_BATTLE_EUGENE2": "Guardare quell'affare mi fa venire il mal di testa...", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Temo di non sapere di cosa stai parlando…[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "Questo spirito è una specie di filosofo? O è semplicemente preda della follia?", + "AA_CUBE_PRE_BATTLE_DOG2": "Bau?", + "AA_CUBE_PRE_BATTLE_CUBE3": "NO. IN VOI PERCEPISCO INCOERENZA. SIETE ESSERI IMPERFETTI. LASCIATE CHE VI DIA UNA RADDRIZZATA AGLI ANGOLI!", + "AA_CUBE_POST_BATTLE_CUBE1": "POSSIBILE CHE ANCHE I MIEI ANGOLI SIANO IMPERFETTI? I CALCOLI ERANO CORRETTI... HO FALLITO IN 3 DIMENSIONI CONTEMPORANEAMENTE.", + "AA_CUBE_POST_BATTLE_ALEPH2": "CHE TEMPISMO! STAVO GIUSTO PENSANDO DI RECLUTARE QUALCUNO CHE FOSSE BRAVO CON I NUMERI. POSSO OFFRIRTI UN LAVORO, MIO NUOVO AMICO CUBOIDE?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Alla fine quell'Arcangelo non era amichevole. La nostra solita sfortuna!", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Credo che sia da aggiungere alla mia lista di \\\"cose strane che hanno cercato di uccidermi su quest'isola\\\". [pause]Ottimo lavoro, bellə.", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Credo che sia da aggiungere alla mia lista di \\\"cose strane che hanno cercato di uccidermi su quest'isola\\\". [pause]Ottimo lavoro, bella.", + "AA_CUBE_POST_BATTLE_EUGENE3": "Quell'Arcangelo era strano. Sembrava uguale da qualunque angolo lo guardassi.", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Credo che sia da aggiungere alla mia lista di \\\"cose strane che hanno cercato di uccidermi su quest'isola\\\". [pause]Ottimo lavoro, bello.", + "AA_CUBE_POST_BATTLE_FELIX3": "La prossima volta che incontreremo un Arcangelo, darò subito per scontato che voglia ucciderci.", + "AA_CUBE_POST_BATTLE_VIOLA3": "Se nella follia di quello spirito c'era del metodo, io non l\\'ho veduto.", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Gli Arcangeli sono piuttosto strani, non è vero?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "Dunque, ora c'è un uomo misterioso con un [wave amp=30 freq=10]triangolo al posto della testa[/wave] che si intromette nella caccia agli Arcangeli? Non so cosa pensare...", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "È ricomparso l'uomo triangolo. Cosa credi che voglia dagli Arcangeli?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Un'altra battaglia contro l\\'Arcangelo che si è conclusa con l\\'apparizione dell\\'[wave amp=30 freq=10]uomo triangolo[/wave]. Intravedo uno schema...", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "L'uomo triangolo ha detto di voler fare una \\\"bella chiacchierata\\\" con te. Che voleva dire?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Ancora una volta, l'uomo triangolo ha fatto sparire l\\'Arcangelo con la magia. Sembra preoccupante, vero?", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Inizio a pensare che l'uomo triangolo stia tramando qualcosa. Sarà meglio tenerlo d\\'occhio.", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "A questo punto, quante volte hai visto l'uomo triangolo, {player}? Mi sembra che continui a spuntare ovunque tu vada, non è vero?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Ancora una volta, l'uomo triangolo si è presentato per portarsi via l\\'Arcangelo che stavamo affrontando...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Ancora una volta sconfiggiamo un Arcangelo, poi Aleph compare e lo recluta... Cosa sta facendo esattamente? È bloccato su quest'isola, proprio come noi?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Se l'uomo triangolo vuole continuare a presentarsi all\\'improvviso per reclutare l\\'Arcangelo che abbiamo appena battuto, potrebbe almeno fare la cortesia di presentarsi, non credi?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Abbiamo vinto la battaglia, ma ancora una volta Aleph ha teletrasportato via l'Arcangelo...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Aleph diceva che nei nostri mondi esistono \\\"leggende\\\" basate su di lui. Che sia vero, {player}?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Pensi che ogni battaglia che vinciamo con un Arcangelo sia solo occasione di reclutamento per Aleph? Mi chiedo...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Un altro Arcangelo sconfitto, un'altra recluta per Aleph. Cosa sta tramando esattamente?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "Quindi, che cosa è successo con quel tizio con la testa a triangolo? Ha... [pause][wave amp=30 freq=10]teletrasportato[/wave] l'Arcangelo? Non so cosa pensare...", + "RETROSPECTIVE_ALEPH_MEREDITH2": "Non è la prima volta che quel tizio col triangolo si presenta per catturare un Arcangelo, vero? Non mi sembra una buona cosa...", + "RETROSPECTIVE_ALEPH_MEREDITH3": "Cosa pensi che voglia quel tizio col triangolo, allora? Non mi fido di chi ha una forma geometrica come testa.", + "RETROSPECTIVE_ALEPH_MEREDITH5": "Magari la prossima volta che incontrerai l'uomo con la testa a triangolo potresti chiedergli cosa vuole? Tanto per provare...", + "RETROSPECTIVE_ALEPH_MEREDITH4": "L'uomo triangolo ha detto di voler fare una \\\"bella chiacchierata\\\" con te. Era stranamente civile per essere tizio fluttuante.", + "RETROSPECTIVE_ALEPH_MEREDITH6": "Dobbiamo supporre che il tizio con la testa a triangolo stia tramando qualcosa di brutto? Io dico di sì.", + "RETROSPECTIVE_ALEPH_MEREDITH8": "Non importa con chi sei, ogni battaglia con un Arcangelo sembra finire con comparsa dell'uomo triangolo, non è vero?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "Beh, è finita con un'altra poco sorprendente apparizione dell\\'uomo con la testa a triangolo. Irritante come sempre...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "Quell'Aleph è sempre in giro, eh? Sembra che possa arrivare ovunque, purché sia all\\'interno della stazione sotterranea.", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Perché quel tizio col triangolo parla come un piccolo imprenditore? Da paura, bello.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "È ricomparso quel tizio, Aleph.", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Perché quel tizio col triangolo parla come un piccolo imprenditore? Da paura, bellə.", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Perché quel tizio col triangolo parla come un piccolo imprenditore? Da paura, bella.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Beh, è finita con un'altra poco sorprendente apparizione di Aleph. Irritante come sempre...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Non importa con chi sei, ogni battaglia con un Arcangelo sembra finire con comparsa indesiderata di Aleph, non è vero?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Perché quell'Aleph parla come un piccolo imprenditore? Da paura, bello.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Perché quell'Aleph parla come un piccolo imprenditore? Da paura, bella.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Perché quell'Aleph parla come un piccolo imprenditore? Da paura, bellə.", + "RETROSPECTIVE_ALEPH_EUGENE1": "Quindi, giusto per essere capirci, hai visto anche tu il tizio fluttuante con il cappotto rosso e la testa a triangolo che risucchiava l'Arcangelo, giusto? [pause]Chiedo per sicurezza.", + "RETROSPECTIVE_ALEPH_EUGENE2": "Ok, quindi è la seconda volta che l'uomo con il cappotto rosso compare per far scomparire un Arcangelo, dico bene?", + "RETROSPECTIVE_ALEPH_EUGENE3": "Quel tizio fluttuante con il cappotto rosso... È la terza volta che compare e fa [wave amp=30 freq=10]scomparire[/wave] un Arcangelo, dico bene?", + "RETROSPECTIVE_ALEPH_EUGENE5": "È stato un combattimento davvero fantastico, ma in questo momento penso più all'uomo fluttuante che è apparso alla fine. Se è una minaccia per Harbourtown, sarà bene che lo tenga d\\'occhio...", + "RETROSPECTIVE_ALEPH_EUGENE4": "L'uomo con il cappotto rosso ha detto di voler fare una \\\"bella chiacchierata\\\" con te. Sembra quasi una minaccia...", + "RETROSPECTIVE_ALEPH_EUGENE6": "Quell'uomo con la testa a triangolo... Credi che sia anche lui un Arcangelo? Sembrava potente. Non mi fido nemmeno un po\\'.", + "RETROSPECTIVE_ALEPH_EUGENE7": "Che intendeva dire quel tizio col triangolo quando ha detto che ci sono \\\"leggende\\\" basate su di lui?", + "RETROSPECTIVE_ALEPH_EUGENE8": "C'era di nuovo quell\\'uomo col triangolo. Non mi sorprende. Sembra comparire ogni volta che trovi un Arcangelo, vero?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "Quell'Arcangelo parla come un capoufficio. Mi inquieta, amico mio.", + "RETROSPECTIVE_ALEPH_FELIX4": "Che intendeva l'uomo triangolo quando diceva di voler fare una \\\"bella chiacchierata\\\"? Sembrava civile, ma non mi fido affatto.", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "Quell'Arcangelo parla come un capoufficio. Mi inquieta, amica mia.", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "Quell'Arcangelo parla come un capoufficio. Mi inquieta, amicə miə.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "È stato un combattimento davvero [shake rate=30 level=10]memorabile[/shake]. Ma ora sto pensando ad Aleph. Che cosa vuole?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "Che intendeva dire Aleph quando ha detto che ci sono \\\"leggende\\\" basate su di lui?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "Non sembra che Aleph voglia combattere, vero? Pare che faccia il suo ingresso DOPO che il combattimento è finito.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Aleph è apparso [wave amp=30 freq=10]di nuovo[/wave] dopo la battaglia. Non mi sorprende. Sembra comparire ogni volta che trovi un Arcangelo, vero?", + "RETROSPECTIVE_ALEPH_FELIX1": "Avevi mai visto il tizio con la testa a triangolo? Io no di certo. Parecchio strambo, eh?", + "RETROSPECTIVE_ALEPH_FELIX2": "Quindi è la seconda volta che il tizio con la testa a triangolo appare, giusto? C'è qualcosa sotto, ma non so cosa.", + "RETROSPECTIVE_ALEPH_FELIX3": "Questa volta il tizio con la testa a triangolo sembrava ricordarsi di te, {player}.", + "RETROSPECTIVE_ALEPH_FELIX6": "Quel tizio col triangolo... Anche lui è un Arcangelo, giusto? O qualcosa di simile...", + "RETROSPECTIVE_ALEPH_FELIX5": "Quel tizio col triangolo è tornato di nuovo per salvare l'Arcangelo. Li sta reclutando?", + "RETROSPECTIVE_ALEPH_VIOLA1": "Hai mai visto qualcosa di più curioso della figura che ci è apparsa prima? Non lo spirito che abbiamo affrontato, ma l'uomo la cui testa non c\\'era...", + "RETROSPECTIVE_ALEPH_FELIX7": "Quel tizio col triangolo ha detto che ci sono \\\"leggende\\\" basate su di lui. Che intendeva esattamente?", + "RETROSPECTIVE_ALEPH_FELIX8": "Che ne pensi di quel tizio con la testa a triangolo, {player}? Io sto elaborando qualche teoria...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Quindi Aleph è apparso di nuovo per salvare l'Arcangelo che abbiamo affrontato. Perché li sta radunando? Sta cercando di trovare un modo per lasciare Nuova Wirral?", + "RETROSPECTIVE_ALEPH_FELIX9": "Quindi quel triangolo sta DAVVERO reclutando gli Arcangeli. Che vuole fare, mettere su un gruppo?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Aleph diceva che nel nostro mondo ci sono leggende basate su di lui. Non credo a una parola di quello che dice, ma ho la sensazione che in quel caso dicesse la verità...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Prima, quando è apparso Aleph, il suo tono di voce mi era molto familiare. Era come se stesse facendo [wave amp=30 freq=10]un'offerta di lavoro[/wave] all\\'arcangelo che avevamo affrontato...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Abbiamo vinto la battaglia, ma Aleph è arrivato ancora una volta. Dobbiamo fare attenzione, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Perché Aleph sta reclutando gli Arcangeli, comunque? Che vuole fare, mettere su un gruppo?", + "RETROSPECTIVE_ALEPH_VIOLA3": "Quello spirito, il cui volto riflette il mio, sembrava riconoscerti, {player}. Quali macchinazioni starà escogitando?", + "RETROSPECTIVE_ALEPH_VIOLA2": "Ti è apparso di nuovo quello spirito il cui volto è uno specchio. Cosa potrà mai significare questa sua inopportuna apparizione?", + "RETROSPECTIVE_ALEPH_VIOLA4": "Sembrava che quello spirito con il volto di a specchio desiderasse parlare con te, {player}. Ti consiglio di diffidare delle parole che potrebbe rivolgerti.", + "RETROSPECTIVE_ALEPH_VIOLA6": "Cosa starà tramando quello spirito con il volto di specchio? Non mi fido delle macchinazioni degli spiriti, {player}.", + "RETROSPECTIVE_ALEPH_VIOLA5": "Lo spirito con la testa a triangolo è intervenuto ancora una volta nella nostra battaglia. È un essere curioso...", + "RETROSPECTIVE_ALEPH_VIOLA7": "Lo spirito che ci è apparso, con il volto di specchio... Che cosa vuole?", + "RETROSPECTIVE_ALEPH_VIOLA8": "Ancora una volta il nemico ci è fuggito di mano grazie all'inopportuno arrivo dello spirito dal volto di specchio. Che insolenza.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Sebbene abbiamo sconfitto il potente spirito, Aleph è intervenuto per salvarlo. Non posso fare a meno di notare uno schema ricorrente...", + "RETROSPECTIVE_ALEPH_VIOLA9": "Di certo lo spirito dal volto di specchio avrà la cortesia di presentarsi a noi, no? Le sue apparizioni inopportune non sono affatto gradite.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "Quale piano starà escogitando il nostro nemico \\\"Aleph\\\"? Non mi fido delle macchinazioni degli spiriti, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Lo spirito \\\"Aleph\\\" è intervenuto ancora una volta nella nostra battaglia. Forse vuole anch'egli abbandonare questi luoghi?", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Ancora una volta il nemico ci è fuggito di mano grazie all'inopportuno arrivo dello spirito conosciuto come Aleph. Che insolenza.", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Oh, beh... Magari la prossima volta sarai pronta ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Oh, beh... Magari la prossima volta sarai prontə ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", + "CAPTAIN_HEATHER_POST_BATTLE2": "Quelle sono le qualità che cerchiamo nei ranger. [pause]Hai superato la mia sfida a pieni voti!", + "CAPTAIN_HEATHER_POST_BATTLE1": "Né pioggia né tempesta sono riusciti a fermarti! Rimani in piedi, in qualsiasi condizione!", + "CAPTAIN_HEATHER_POST_REWARD1": "Prevedo grandi cose nel tuo futuro!", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "Qui il meteo è imprevedibile... [pause]Come tutto sull'isola, dico bene?", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Le mie previsioni erano corrette: ora sei una capitana ranger! È il momento perfetto per una rivincita, non credi?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "Favoloso! [pause]Ora alziamo la pressione!", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Le mie previsioni erano corrette: ora sei un capitano ranger! È il momento perfetto per una rivincita, non credi?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Oh, beh... Magari la prossima volta sarai pronto ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Uff... Uff...[/shake] Mi bruciano i polpacci...", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Le mie previsioni erano corrette: ora sei unə capitanə ranger! È il momento perfetto per una rivincita, non credi?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Oh, beh... Magari la prossima volta sarai pronta ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Oh, beh... Magari la prossima volta sarai prontə ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "Nessun problema. Potrai tornare dopo aver fatto un po' di riscaldamento!", + "CAPTAIN_HEATHER_POST_REMATCH1": "Un'altra vittoria tonante! Da te non mi aspettavo niente di meno, ovviamente!", + "CAPTAIN_BUFFY_INTRO2": "Ehilà! Io sono Bruna... Gli amici mi chiamano Buffy. [pause]Sono una capitana ranger di Nuova Wirral.", + "CAPTAIN_BUFFY_INTRO3": "Si può dire che mi sto allenando per la battaglia affinando il mio corpo! Potremmo combattere qui a Nuova Wirral trasformandoci in mostri...", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "Ti sta addestrando per qualcosa?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "Cosa stai facendo?", + "CAPTAIN_CODEY_POST_REWARD1": "Non pensare di aver vinto [wave amp=30 freq=10]sul serio[/wave], capito? [pause]Se mi impegnassi al massimo, non avresti alcuna possibilità.", + "CAPTAIN_BUFFY_INTRO4": "Ma in realtà inizia tutto qui, con carne e ossa! Combattere richiede energia, e devo [wave amp=30 freq=10]ottimizzare[/wave] la mia energia potenziale!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Mi piacerebbe mostrarti le basi, ma non sei iscritta come apprendista ranger. Perché non torni un'altra volta?", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Mi piacerebbe mostrarti le basi, ma non sei iscritto come apprendista ranger. Perché non torni un'altra volta?", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Facciamolo! [pause]Spero di non prosciugare [wave amp=30 freq=10]troppo[/wave] la tua energia!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Mi piacerebbe mostrarti le basi, ma non sei iscrittə come apprendista ranger. Perché non torni un'altra volta?", + "CAPTAIN_BUFFY_PRE_BATTLE1": "Se vuoi imparare un paio di cose, ti consiglio di accettare la mia sfida di ranger. Sei abbastanza in forma per affrontarmi?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Facciamolo! [pause]Spero di non prosciugare [wave amp=30 freq=10]troppo[/wave] la tua energia!", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Facciamolo! [pause]Spero di non prosciugare [wave amp=30 freq=10]troppo[/wave] la tua energia!", + "CAPTAIN_BUFFY_LAST_LEGS1": "Sto sudando tantissimo!", + "CAPTAIN_BUFFY_POST_BATTLE2": "Ben fatto, apprendista! [pause]I tuoi successi sono meritati.", + "CAPTAIN_BUFFY_POST_BATTLE1": "Anche ottimizzando la mia energia potenziale, mi ritrovo comunque fuori combattimento!", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 addominali, 100 flessioni, 100 affondi... Con la mia ultima routine avrò addominali così resistenti da poterci affilare un machete!", + "CAPTAIN_BUFFY_POST_REWARD1": "Forse dovrei fare una pausa, prima di stirarmi un muscolo o tre...", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Ehilà, [wave amp=30 freq=10]ranger[/wave]! [pause]Ho saputo della tua promozione!", + "CAPTAIN_BUFFY_PRE_REMATCH2": "Quindi sei qui per un altro allenamento?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Ehilà, [wave amp=30 freq=10]ranger[/wave]! [pause]Ho saputo della tua promozione!", + "CAPTAIN_BUFFY_PRE_REMATCH3": "Facciamolo! [pause]Non vedevo l'ora di farmi un\\'altra bella sudata con te!", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Ehilà, [wave amp=30 freq=10]ranger[/wave]! [pause]Ho saputo della tua promozione!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "La battaglia si sta scaldando! [pause]Chi vincerà? La vostra amata conduttrice o il nostro impavido sfavorito? [pause]È il momento del crescendo!", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "Nessun problema. Potrai tornare dopo aver fatto un po' di riscaldamento!", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "Ti sei allenatə, vero? Si vede, sei ancora più forte dell'ultima volta!", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "Ti sei allenato, vero? Si vede, sei ancora più forte dell'ultima volta!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Anche se ci piacerebbe trasmettere un'intervista con il nostro ospite, non ha ancora firmato le [wave amp=30 freq=10]scartoffie necessarie[/wave]! [pause]È un peccato per tutti gli ascoltatori!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "Basta così! [shake rate=30 level=10]Ti serve qualche sganassone![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Ci si rivede! [pause]Sei passata a trovare la tua cara amica Penny? [wave amp=30 freq=10]Oooh[/wave], non avresti dovuto!", + "CAPTAIN_DREADFUL_POST_BATTLE1": "Fulminacci! Bel colpo davvero. [pause]Mi sono spostata dal piano mortale, ma questo non ti ha impedito di vincere.", + "CAPTAIN_DREADFUL_POST_BATTLE2": "Ecco la tua ricompensa per aver sconfitto [wave amp=30 freq=10]l'immortale Penny Dreadful![/wave]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Ci si rivede! [pause]Sei passatə a trovare la tua cara amica Penny? [wave amp=30 freq=10]Oooh[/wave], non avresti dovuto!", + "CAPTAIN_DREADFUL_POST_REMATCH1": "A quanto pare hai vinto di nuovo. Immagino che ci sia una lezione per entrambi!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Ci si rivede! [pause]Sei passato a trovare la tua cara amica Penny? [wave amp=30 freq=10]Oooh[/wave], non avresti dovuto!", + "CAPTAIN_DREADFUL_POST_REWARD2": "Non mi è [wave amp=30 freq=10]esattamente[/wave] chiaro cosa significhi, [pause]ma sembra molto profondo!", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Bene, bene, bene, [pause]guarda un po'. Il nostro [wave amp=30 freq=10]nuovo[/wave] capitano ranger. [pause]Sei qui per portarmi a fare un giro in città?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "Che incredibile spettacolo! [pause]Ti sei davvero impegnata al 120%!", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Bene, bene, bene, [pause]guarda un po'. La nostra [wave amp=30 freq=10]nuova[/wave] capitana ranger. [pause]Sei qui per portarmi a fare un giro in città?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Bene, bene, bene, [pause]guarda un po'. Lə nostrə [wave amp=30 freq=10]nuovə[/wave] capitanə ranger. [pause]Sei qui per portarmi a fare un giro in città?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "O forse è qualcos'altro. [pause]Di\\' un po\\', sei qui per un altro round sul ring con me?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "E va bene! [pause]Visto che siamo alla pari, questa volta non mi tratterrò!", + "CAPTAIN_DREADFUL_POST_REMATCH2": "Anche se non so che lezione sia... [pause]Quella parte la lascio a te.", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Non siamo all'altezza, eh? [pause]Non te ne farò una colpa.", + "CAPTAIN_GLADIOLA_INTRO1.f": "Sei molto lontana da casa, non è vero? Non parlo di Harbourtown, ovviamente. [pause]Parlo della tua vera casa.", + "CAPTAIN_GLADIOLA_INTRO1.m": "Sei molto lontano da casa, non è vero? Non parlo di Harbourtown, ovviamente. [pause]Parlo della tua vera casa.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "Che cosa fai per i ranger?", + "CAPTAIN_GLADIOLA_INTRO3": "Gran parte di questo purgatorio in cui siamo intrappolati ci è sconosciuto.", + "CAPTAIN_GLADIOLA_INTRO1.n": "Sei molto lontanə da casa, non è vero? Non parlo di Harbourtown, ovviamente. [pause]Parlo della tua vera casa.", + "CAPTAIN_GLADIOLA_INTRO2": "Io sono Gladiola. Sono una fedele capitana dei ranger di Ianthe.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Fedele?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Molto bene! Si dice in giro che ora sei un capitano!", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Sembra che te la cavi piuttosto bene. Perché non ti iscrivi per diventare apprendista ranger?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Non sei pronto. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", + "CAPTAIN_CLEEO_INTRO4": "Vuoi inserire la moneta?", + "CAPTAIN_CLEEO_INTRO1": "Bzzt!", + "CAPTAIN_CLEEO_INTRO3": "Sul retro c'è una fessura per le monete. Forse sull\\'isola c\\'è una moneta adatta.", + "CAPTAIN_CLEEO_INTRO2": "Questo robot sembra guasto.", + "CAPTAIN_JUDAS_INTRO5": "Quando si fissa un mostro dritto negli occhi, l'unico modo per uscirne vivi è essere sicuri di aver già vinto la battaglia.", + "CAPTAIN_JUDAS_INTRO3": "Il mio lavoro è restare in vita, a qualunque costo. [pause]È più facile a dirsi che a farsi, quando devi sopravvivere su un'isola che [shake rate=30 level=10]pullula[/shake] di predatori feroci.", + "CAPTAIN_JUDAS_PRE_BATTLE2": "Va bene, [pause]ma non prenderla sul personale quando ti ritroverai con la faccia nella polvere.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Non sei prontə. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Non sei pronta. Saggia decisione. [pause]È bello sapere che conosci i tuoi limiti.", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "Avevi le strategie... per contrastare le mie strategie. [pause]Hai la mentalità di un vero ranger. [pause]Te lo sei meritato.", + "CAPTAIN_JUDAS_LAST_LEGS1": "Hai resistito più di quanto pensassi. [pause]Niente male.", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Forse dovrei tornare a Harbourtown per un \\\"rifornimento tattico\\\"...", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "Dimmi, sei tu il nuovo apprendista ranger? Quello potato per combattere? [pause]Potrei prendermi una pausa dalle mie esplorazioni dei cassonetti, se tu vorrai accettare la mia sfida!", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "Uh... Ok.", + "CAPTAIN_JUDAS_INTRO1.f": "Ti ho sentito arrivare da almeno 200 metri. [pause]Se volevi cogliermi di sorpresa, non ci sei riuscita.", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "Chi sei?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "Uuh, [pause]SEI un capitano ranger?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "Non pensavo che tu fossi un ranger.", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Se vuoi dare una mano sull'isola, perché non provi a parlare con Ianthe? Ora dovrebbe essere da qualche parte al Parco di Nuova Wirral.", + "CAPTAIN_LODESTEIN_INTRO7": "Ma sulla terra non funzionerebbe. [pause]Nemmeno per sogno. [pause]L'atmosfera terrestre non funziona così.", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Ma basta parlare di scienza. [pause]Sei qui per accettare la mia sfida di capitano ranger, dico bene?", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "Per tutti i fulmini! [pause]Hai ottenuto risultati migliori di quanto pensassi!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Ottimo! [pause]La cosa non ti scioccherà, ma la mia area di competenza in battaglia è l'elettricità. Dovrai essere veloce se non vuoi farti colpire da un fulmine!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Errore mio. Ero così preso dal mio discorso che non ho capito che stavi solo passando di qua.", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "È stata una battaglia elettrizzante! E se lo dico io...", + "CAPTAIN_WALLACE_POST_REMATCH1": "Nonostante i miei sforzi, le mie difese si sono sbriciolate...", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "Un capitano? Può darsi che non sia come sembra a prima vista.", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "Uh, se vuoi accettare la mia sfida da ranger, prima dovrai iscriverti. [pause]A questo punto torna a svegliarmi quando l'avrai fatto.", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Ehi, novellina! [pause]Cioè, nuova capitana. [pause]Mi hanno detto che ora sei dei nostri.", + "CAPTAIN_ZEDD_LAST_LEGS1": "*sbadiglio* [pause]Come procede la battaglia? Ho già vinto? Oh.", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "Un capitano? Può darsi che non sia come sembra a prima vista.", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "Oh. [pause]Non mi aspettavo che questo tizio fosse un capitano ranger.", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "Nessun problema. Mi andava comunque un pisolino.", + "CAPTAIN_ZEDD_PRE_BATTLE1": "Uh, immagino che tu sia qui per accettare la mia sfida di addestramento ranger, vero?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "Un capitano? Può darsi che non sia come sembra a prima vista.", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Devo costruire delle basi più solide per la mia strategia di battaglia...", + "CAPTAIN_WALLACE_INTRO1": "Vuoi sapere cosa ci separa [wave amp=30 freq=10]davvero[/wave] dai mostri?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "Dimmi, sei tu lə nuovə apprendista ranger? Quellə portatə per combattere? [pause]Potrei prendermi una pausa dalle mie esplorazioni dei cassonetti, se tu vorrai accettare la mia sfida!", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Allora sarà per un'altra volta.", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Molto bene! Si dice in giro che ora sei una capitana!", + "CAPTAIN_READY_CHECK.f": "Sei pronta a sfidare {pawn}?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "Dovresti fare due chiacchiere con la leader Ianthe. Credo si trovi all'avamposto a nord da qui!", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Ehi, novellinə! [pause]Cioè, nuovə capitanə. [pause]Mi hanno detto che ora sei dei nostri.", + "CAPTAIN_SKIP_POST_BATTLE1.n": "Wow, mi hai proprio ridottə da buttare, eh? [pause]Non avrei dovuto sottovalutarti!", + "CAPTAIN_SKIP_POST_BATTLE1.f": "Wow, mi hai proprio ridottə da buttare, eh? [pause]Non avrei dovuto sottovalutarti!", + "CAPTAIN_SKIP_POST_BATTLE2": "Hai superato le mie aspettative! Ecco la tua ricompensa.", + "CAPTAIN_WALLACE_INTRO2": "Le infrastrutture! [pause]Case, muri, acqua corrente...", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "In bocca al lupo, cara!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "In bocca al lupo, caro!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "In bocca al lupo, carə!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Ehi, cara! Spero che te la passi bene.", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Ehi, caro! Spero che te la passi bene.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "In città si dice che ora sei dei nostri. Le congratulazioni sono d'obbligo!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Ehi, carə! Spero che te la passi bene.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "In città si dice che ora sei dei nostri. Le congratulazioni sono d'obbligo!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "In città si dice che ora sei dei nostri. Le congratulazioni sono d'obbligo!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Errore mio. Ero così preso dal mio discorso che non ho capito che stavi solo passando di qua.", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Che ne diresti di una rivincita? [pause]Dopo il nostro ultimo incontro non vedevo l'ora di combattere ancora.", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Ti direi che \\\"questa volta non ci andrò tanto leggero\\\", [pause]ma la verità è che non ci sono mai andato leggero.", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Ho eliminato i punti deboli nel mio algoritmo di combattimento. [pause]La tua sconfitta è una certezza statistica, \\\"capitanə\\\"![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "Mi piacerebbe chiacchierare ancora, ma purtroppo mi resta qualche lavoro di manutenzione.", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Ben fatto, capitano.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Ben fatto, capitanə.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Ben fatto, capitana.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perdere una volta è un'anomalia, [pause]ma due? [pause]Forse è arrivato il momento di rivalutare alcune idee preconcette che ho su voi umani.[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Molto bene! Si dice in giro che ora sei unə capitanə!", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "Dimmi, sei tu la nuova apprendista ranger? Quella portata per combattere? [pause]Potrei prendermi una pausa dalle mie esplorazioni dei cassonetti, se tu vorrai accettare la mia sfida!", + "CAPTAIN_SKIP_NOT_TRAINEE2": "Dovresti cercare Ianthe. [pause]Credo che ora si trovi vicino al Parco di Nuova Wirral.", + "CAPTAIN_SKIP_PRE_BATTLE2": "Che meraviglia! [pause]Cerca di divertirti... E non restarci troppo male quando ti batterò!", + "CAPTAIN_SKIP_LAST_LEGS1": "Per ora stai andando bene! [pause]Non ti prometto di continuare ad andarci piano, però!", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe ha detto che sei una guerriera promettente. Immagino che accetterai la mia sfida da ranger...", + "CAPTAIN_SKIP_POST_REWARD1": "Quanto a me, è meglio che torni a sistemare tutte queste cose. [pause]Le persone del tuo mondo possiedono davvero tutta questa [wave amp=30 freq=10]roba[/wave]?", + "CAPTAIN_WALLACE_INTRO3": "Non basta costruire una comunità. [pause]Ogni tanto va anche ristrutturata! Senza cure scrupolose, un posto come Harbourtown cadrebbe a pezzi.", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Perché i miei vili creatori hanno progettato un difetto così grave nel mio hardware? [pause][shake rate=30 level=10]Avevano forse paura che mi ribellassi e li spodestassi come meritavano?![/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Ho il cervello meccanico più avanzato che un casinò del 24° secolo possa permettersi, eppure funziono [shake rate=30 level=10]ancora[/shake] a gettoni![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Chiedo scusa. [pause]Le mie funzioni di reboot sono arrugginite e i miei banchi di memoria ci mettono un po' a riattivarsi.[/color]", + "CAPTAIN_ZEDD_INTRO3": "Detto questo, con tutti questi Pallottolotti che schizzano qua e là è molto difficile \\\"meditare\\\". Per caso potresti [wave amp=30 freq=10]occupartene tu[/wave]?", + "CAPTAIN_ZEDD_INTRO1": "...", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "Oh. [pause]Non mi aspettavo che questo tizio fosse un capitano ranger.", + "CAPTAIN_JUDAS_POST_REWARD1": "Viviamo in tempi pericolosi. [pause]La civiltà e la sicurezza sono concetti effimeri: se non riesci a sopravvivere sul campo con nient'altro che il tuo ingegno, finirai male.", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "Avevi le strategie... per contrastare le mie strategie. [pause]Hai la mentalità di un vero ranger. [pause]Te lo sei meritato.", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "Avevi le strategie... per contrastare le mie strategie. [pause]Hai la mentalità di un vero ranger. [pause]Te lo sei meritato.", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Beh? [pause]Vuoi combattere? [pause]Le probabilità sono contro di te, ma non si sa mai: oggi potrebbe essere il tuo giorno fortunato.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Se dovessi mai iscriverti come apprendista ranger, vieni a salutarmi. Così potremo scommettere SUL SERIO.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Se dovessi mai iscriverti come apprendista ranger, vieni a salutarmi. Così potremo scommettere SUL SERIO.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Se dovessi mai iscriverti come apprendista ranger, vieni a salutarmi. Così potremo scommettere SUL SERIO.[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "Te lo concedo, capitana, questa vittoria è meritata!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "Te lo concedo, capitano, questa vittoria è meritata!", + "CAPTAIN_SKIP_POST_REMATCH3": "Va bene. [pause]In fondo non sono unə guerrierə.", + "CAPTAIN_SKIP_POST_REMATCH4": "In fondo sono solo unə nerd... [pause]Unə nerd appassionatə di tutta questa [wave amp=30 freq=10]roba[/wave]!", + "CAPTAIN_SKIP_POST_REMATCH2.n": "Te lo concedo, capitanə, questa vittoria è meritata!", + "CAPTAIN_WALLACE_LAST_LEGS1": "Non mi demolirai tanto facilmente!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "Spero che il tuo addestramento abbia basi solide: dovrai essere forte per abbattere i miei muri!", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "Oh. [pause]Non mi aspettavo che questo tizio fosse un capitano ranger.", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*sbadiglio* Va bene. Andiamo a nanna... [pause]Cioè, andiamo al campo di battaglia. [pause]Già.", + "CAPTAIN_WALLACE_POST_BATTLE2": "Ottimo lavoro! Ecco la tua ricompensa.", + "CAPTAIN_WALLACE_POST_BATTLE1": "Io ho costruito i miei muri e tu li hai [shake rate=30 level=10]abbattuti[/shake]!", + "CAPTAIN_JUDAS_INTRO4": "Siamo [wave amp=30 freq=10]molto[/wave] lontani da casa, [pause]e l'unica cosa che ci separa dalle bestie è l\\'abilità di elaborare strategie.", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "Nessun problema. Mi andava comunque un pisolino.", + "CAPTAIN_ZEDD_PRE_REMATCH2": "Se vuoi combattere ancora, ho un po' di tempo libero prima del mio prossimo pisolino. Ci stai?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*sbadiglio* Allora ricominciamo.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Beh, ancora una volta me l'hai fatta vedere. Bel combattimento, cara.", + "CAPTAIN_DREADFUL_INTRO1": "Una volta questo posto era chiamato \\\"Nuova Londra\\\". [pause]Ad Harbourtown c'erano molti residenti, ed erano pronti a fondare un nuovo e splendente insediamento.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Beh, ancora una volta me l'hai fatta vedere. Bel combattimento, carə.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Non so se tutte quelle storie erano vere...", + "CAPTAIN_DREADFUL_INTRO3": "Sembra un posto davvero raccapricciante! [pause]Tagliagole,[pause] banditi,[pause] vampiri... [pause]È naturale che ne sia rimasta affascinata!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "Sembra divertente!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Non so se tutte quelle storie erano vere...", + "CAPTAIN_DREADFUL_INTRO2": "Sono cresciuta qui, sai? [pause]Ho trascorso la mia infanzia, ho ascoltato le storie sulla [wave amp=30 freq=10]vera[/wave] città di Londra.", + "CAPTAIN_LODESTEIN_INTRO2": "...", + "CAPTAIN_LODESTEIN_INTRO3": "Bene, [pause]tutto sistemato!", + "CAPTAIN_LODESTEIN_INTRO1.f": "Arrivo tra un secondo, cara. Devo fare un paio di riparazioni finali...", + "CAPTAIN_LODESTEIN_INTRO5": "Vuoi sapere un segreto? [pause]Con questi tralicci sfruttiamo l'elettricità per la rete locale, ma non abbiamo [wave amp=30 freq=10]la minima idea[/wave] di come funzionino.", + "CAPTAIN_LODESTEIN_INTRO4": "Levi Lodestein. [pause]Lavoro con i ranger per assicurare che le luci restino accese.", + "CAPTAIN_LODESTEIN_INTRO6": "La mia ipotesi è che qui su Nuova Wirral ci sia uno strano tipo di elettricità che questi tralicci possono condurre e immagazzinare...", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Se questo \\\"Aleph\\\" non fosse un vigliacco, ci affronterebbe direttamente! Invece esce di scena di gran premura.", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Comunque, dicevi che quando hai sconfitto l'Arcangelo hai ricevuto un indizio? Che indizio, esattamente?", + "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\"?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "Comunque, hai detto che stai seguendo una pista misteriosa... Quale?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Uhm... [pause]Non mi sembra granché. Dovremo trovare un altro Arcangelo!", + "RETROSPECTIVE_CLUE1_EUGENE1": "Comunque, dicevi che stai seguendo una pista... Quale?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Non... è una gran pista. Mi dispiace, bella.", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Non... è una gran pista. Mi dispiace, bellə.", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Non... è una gran pista. Mi dispiace, bello.", + "RETROSPECTIVE_CLUE1_EUGENE2": "Uh. Non mi sembra un granché.", + "RETROSPECTIVE_CLUE1_FELIX1": "Comunque, hai accennato a una pista che stai seguendo... Quale?", + "RETROSPECTIVE_CLUE1_FELIX2": "Uh. Non è un granché. Forse ti servono altre informazioni?", + "RETROSPECTIVE_CLUE1_VIOLA2": "Molto enigmatico. Se una soluzione esiste, di certo io la ignoro.", + "RETROSPECTIVE_CLUE1_VIOLA1": "Orbene, hai accennato a un indovinello che hai ricevuto. Vorresti condividerlo con me?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "È ancora troppo vago per esserci d'aiuto. Dobbiamo trovare un altro Arcangelo...", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Comunque, hai detto che la canzone nella tua testa si è allungata? Qual è la strofa successiva?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "Prima hai accennato a una qualche pista che volevi seguire, giusto?", + "RETROSPECTIVE_CLUE2_EUGENE1": "Ah, giusto, hai detto qualcosa su una pista misteriosa che stai seguendo. Che pista è?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "Uhm, no, non so cosa significhi.", + "RETROSPECTIVE_CLUE2_EUGENE2": "Non se ne può dedurre granché.", + "RETROSPECTIVE_CLUE2_FELIX1": "Ah, giusto, hai accennato a un indizio che stavi seguendo, giusto?", + "RETROSPECTIVE_CLUE2_FELIX2": "Uhm... Troppo vago, sinceramente.", + "RETROSPECTIVE_CLUE2_VIOLA2": "Molto bizzarro. Non credo si possa ricavare alcunché da tale estratto, oserei dire.", + "RETROSPECTIVE_CLUE2_VIOLA1": "Ah! Dicevi di avere un indovinello da risolvere. Ti andrebbe di condividerlo con me?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Sembra indicare una direzione, ma non restringe molto il campo.", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "Quindi hai ricevuto un'altra strofa della misteriosa [wave amp=30 freq=10]canzone della visione[/wave]? Quale?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "Ah, volevi la mia opinione su una pista che stai seguendo? Dimmi pure, qual è?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "Sembrerebbe puntare in una direzione...", + "RETROSPECTIVE_CLUE3_EUGENE1": "Comunque, dicevi di avere una nuova pista che vorresti seguire, giusto? Quale?", + "RETROSPECTIVE_CLUE3_EUGENE2": "Sembrerebbe puntare in una direzione... È troppo vago, però.", + "RETROSPECTIVE_CLUE3_FELIX1": "Comunque, dicevi di avere un indizio che stai seguendo? Qual è?", + "RETROSPECTIVE_CLUE3_VIOLA2": "Indubbiamente ti sta indirizzando in un qualche luogo, ma le informazioni deducibili da questo solo dato sono troppo esigue.", + "RETROSPECTIVE_CLUE3_VIOLA1": "Di grazia, hai parlato di una specie di enigma da decifrare. Vorresti condividerlo con me?", + "RETROSPECTIVE_CLUE3_FELIX2": "Sembrerebbe puntare in una direzione... Forse ogni indizio ricevuto serve a restringere il campo.", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Oh! Quasi dimenticavo di chiedere. Hai ricevuto un nuovo indizio dal fantasma dell'Arcangelo che vive dentro di te?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "Mi [wave amp=30 freq=10]sembra[/wave] che descriva una zona. Vuoi provare ad andarci?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "Prima hai accennato a un indizio criptico su cui stai indagando... Spara!", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "Sembra che descriva una zona... Che ne pensi?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "Prima hai parlavi di qualcosa... Una nuova pista che vorresti seguire? Che pista sarebbe, amico mio?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "Prima hai parlavi di qualcosa... Una nuova pista che vorresti seguire? Che pista sarebbe, amica mia?", + "RETROSPECTIVE_CLUE4_EUGENE2": "Sembra che descriva una zona dell'isola... Che ne pensi?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "Prima hai parlavi di qualcosa... Una nuova pista che vorresti seguire? Che pista sarebbe, amicə miə?", + "RETROSPECTIVE_CLUE4_FELIX1": "Ah, dicevi di avere un indizio su cui indagare, giusto? Che cos'era?", + "RETROSPECTIVE_CLUE4_FELIX2": "Sembra che descriva un ambiente qui sull'isola... Forse non è molto specifico, ma è già qualcosa.", + "RETROSPECTIVE_CLUE4_VIOLA2": "Potrebbe descrivere un luogo di queste stesse terre... Concordi?", + "RETROSPECTIVE_CLUE4_VIOLA1": "Ah, quasi dimenticavo! Hai parlato di un indizio nascosto in un versetto. Vorresti condividerlo con me?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "Ah, c'era una pista che volevi seguire, giusto? Che pista era?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "Sembra che descriva un posto specifico! Ti sembra in qualche modo familiare, {player}?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Prossimo punto: hai ricevuto una nuova strofa che ti aiuti a trovare la strada per lasciare Nuova Wirral?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "In realtà sembra molto specifica. Forse descrive un luogo preciso dell'isola.", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "Ah, dicevi di avere una nuova pista che vorresti seguire? Che pista è, amicə miə?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "Ah, dicevi di avere una nuova pista che vorresti seguire? Che pista è, amica mia?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "Ah, dicevi di avere una nuova pista che vorresti seguire? Che pista è, amico mio?", + "RETROSPECTIVE_CLUE5_VIOLA1": "Di grazia, hai parlato di un indovinello che hai ricevuto. Posso chiederti di condividerlo? Forse potrei essere d'aiuto.", + "RETROSPECTIVE_CLUE5_EUGENE2": "Sta [shake rate=30 level=10]decisamente[/shake] descrivendo una zona di Nuova Wirral.", + "RETROSPECTIVE_CLUE5_FELIX2": "Molto criptico, ma c'è qualche dettaglio specifico, come se descrivesse un luogo ben preciso. Vuoi cercare quel luogo?", + "RETROSPECTIVE_CLUE5_FELIX1": "Comunque, hai detto che hai una nuova pista che stai esaminando? Che pista è?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Comunque... Come va con la tua [wave amp=30 freq=10]canzone magica[/wave]? Hai ricevuto un altro indizio?", + "RETROSPECTIVE_CLUE5_VIOLA2": "I dettagli in questa strofa sono molto specifici. Che voglia condurci in un qualche luogo? Molto bizzarro...", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "Sembra descrivere un'azione da compiere in un luogo specifico, come un rituale.", + "RETROSPECTIVE_CLUE6_EUGENE2": "Sembra descriva un'azione da compiere... Una specie di [wave amp=30 freq=10]codice segreto[/wave], vero?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "Hai un'altra pista da seguire?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "Oh, sembra [wave amp=30 freq=10]qualcosa[/wave] da fare in un luogo preciso. Già.", + "RETROSPECTIVE_CLUE6_EUGENE1": "Allora, stai seguendo un'altra delle tue piste? Raccontami tutto.", + "RETROSPECTIVE_CLUE6_VIOLA1": "Orbene, hai accennato a qualcosa d'altro: un indizio nascosto in un verso su cui desideri indagare.", + "RETROSPECTIVE_CLUE6_FELIX1": "Ah, stai seguendo un'altra delle tue piste?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "Da quanto mi hai detto, sembra che tu abbia sia un luogo che un rituale. Compiere l'azione giusta nel posto giusto, questa potrebbe essere la chiave!", + "RETROSPECTIVE_CLUE6_FELIX2": "Descrive un'azione, vero? Sembrerebbe quasi un [wave amp=30 freq=10]codice segreto[/wave] da attuare. Sai dove dovrai farlo?", + "RETROSPECTIVE_CLUE6_VIOLA2": "Mi ricorda un codice, come un gesto o un segnale segreto. Un'azione da compiere al fine di entrare in luogo di grande segretezza.", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Hai avuto successo con la tua misteriosa canzone informativa, {player}?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "Mi sembra che ora tu abbia abbastanza informazioni per indagare. Perché non ci diamo da fare?", + "RETROSPECTIVE_CLUE7_EUGENE1": "Come procede con i tuoi [wave amp=30 freq=10]indizi in versi[/wave]? Mi sembrava che tu avessi abbastanza informazioni per partire.", + "RETROSPECTIVE_CLUE7_MEREDITH1": "Stai seguendo altre piste? Sembra che ora la tua [wave amp=30 freq=10]canzone stramba[/wave] ti abbia dato abbastanza elementi per scoprire qualcosa. Forse.", + "RETROSPECTIVE_CLUE7_FELIX1": "Comunque, hai mai risolto il mistero di quei versi criptici su cui stavi indagando? Sembrava che indicassero sia un luogo sia qualcosa da fare una volta là.", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "Ancora niente con gli indizi della [wave amp=30 freq=10]canzone dell'Arcangelo[/wave]?", + "RETROSPECTIVE_CLUE7_VIOLA1": "Di grazia: hai risolto l'enigma di cui parlavi? Quello che descriveva sia un luogo sia un\\'azione da compiere?", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oh, hai scoperto dove ti indirizzavano gli indizi che avevi? Forse vale la pena di riesaminarli, bella.", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oh, hai scoperto dove ti indirizzavano gli indizi che avevi? Forse vale la pena di riesaminarli, bello.", + "RETROSPECTIVE_CLUE8_FELIX1": "Comunque, hai risolto qualcosa con gli indizi poetici che stavi seguendo? Sembrava una serie indizi promettenti!", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oh, hai scoperto dove ti indirizzavano gli indizi che avevi? Forse vale la pena di riesaminarli, bellə.", + "RETROSPECTIVE_CLUE8_EUGENE1": "Quegli indizi che sembravano poesie di cui parlavi... Li hai già risolti?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "Orbene, hai già risolto l'indovinello che stavi decifrando? Mi sembrava contenere sia un luogo importante, sia un rituale da attuare in quel luogo.", + "RETROSPECTIVE_CLUE9_MEREDITH1": "Beh, uhm, quelle strofe di cui parlavi... Credo che descrivano un luogo specifico. Vuoi dare un'occhiata?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "Orbene, hai già risolto l'indovinello che stavi decifrando? Mi sembrava contenere sia un luogo importante, sia un rituale da attuare in quel luogo.", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oh, ti ho mai detto che sono bravissima con gli indovinelli? Credo di aver capito dove puntava la tua [wave amp=30 freq=10]canzone criptica[/wave]... Andiamo a vedere!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "Orbene, hai già risolto l'indovinello che stavi decifrando? Mi sembrava contenere sia un luogo importante, sia un rituale da attuare in quel luogo.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Comunque, dicevi che quanto sei arrivatə alla Loggia Ambra te ne sei andatə attraverso uno specchio? Potresti provare con lo specchio che hai trovato sull'isola?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "Ehi, credo di aver risolto il mistero della tua canzone, amico mio! Credo descrivesse esattamente questo luogo. Andiamo a vedere.", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "Ehi, credo di aver risolto il mistero della tua canzone, amica mia! Credo descrivesse esattamente questo luogo. Andiamo a vedere.", + "RETROSPECTIVE_CLUE9_FELIX1": "Comunque, a proposito di quei misteriosi indizi poetici di cui mi parlavi... Credo che descrivano un luogo dell'isola. E credo di aver capito dove si trovi.", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "Ehi, credo di aver risolto il mistero della tua canzone, amicə miə! Credo descrivesse esattamente questo luogo. Andiamo a vedere.", + "RETROSPECTIVE_CLUE9_VIOLA1": "Orbene, devo confessare, ho risolto l'indovinello che tanto ti confondeva. Incontriamoci in questo luogo!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Comunque, lo specchio che hai trovato sembra molto importante... Peccato che non sappiamo a cosa serva, eh?", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Comunque, la canzone di Morgante portava a questo specchio misterioso. Ma non sappiamo ancora cosa farci, giusto?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Comunque, a quanto pare hai trovato questo specchio dall'aria importante, ma credo che ancora non sappiamo a cosa [wave amp=30 freq=10]serva[/wave]. Uhm...", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Comunque, lo specchio a cui ti hanno portato gli indizi... Hai già capito a cosa serva? Sono sicuro che prima o poi la risposta salterà fuori.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Dimmi, hai compreso lo scopo dello specchio ultraterreno che hai trovato? Se ancora non ti è chiaro come operi, sono certa che ne disvelerai il segreto.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Dimmi, hai compreso lo scopo dello specchio ultraterreno che hai trovato? Se ancora non ti è chiaro come operi, sono certa che ne disvelerai il segreto.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Dimmi, hai compreso lo scopo dello specchio ultraterreno che hai trovato? Se ancora non ti è chiaro come operi, sono certa che ne disvelerai il segreto.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Comunque, dicevi che quanto sei arrivato alla Loggia Ambra te ne sei andato attraverso uno specchio? Potresti provare con lo specchio che hai trovato sull'isola?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "Comunque, la canzone di Morgante portava a questo specchio misterioso... E mi hai raccontato di essere entratə nella Loggia Ambra. Questo specchio potrebbe essere lo stesso?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "Comunque, la canzone di Morgante portava a questo specchio misterioso... E mi hai raccontato di essere entrata nella Loggia Ambra. Questo specchio potrebbe essere lo stesso?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "Comunque, la canzone di Morgante portava a questo specchio misterioso... E mi hai raccontato di essere entrato nella Loggia Ambra. Questo specchio potrebbe essere lo stesso?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Comunque, dicevi che quanto sei arrivat alla Loggia Ambra te ne sei andata attraverso uno specchio? Potresti provare con lo specchio che hai trovato sull'isola?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Comunque, ricordi lo specchio che hai trovato seguendo gli indizi? Forse puoi entrarci, come hai detto di aver fatto alla Loggia Ambra. Che ne pensi?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Orbene, ricordo qualcosa di cui mi parlavi in passato, ovvero che hai attraversato uno specchio come fosse una porta. Potresti fare lo stesso con lo specchio ultraterreno che hai trovato su quest'isola?", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Ehi, ricordi quando mi hai raccontato di aver lasciato la \\\"Loggia Ambra\\\" entrando in uno specchio? Hai provato con quello specchio isolato che hai scoperto?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Comunque, quando saremo pronti, dovremmo riesplorare quel [wave amp=30 freq=10]mondo misterioso[/wave] nascosto nello specchio.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Comunque, dovremmo esplorare quel posto strambo che hai trovato nascosto nello specchio. Mi sembra parecchio importante, bello.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Comunque, quando saremo pronte, dovremmo riesplorare quel [wave amp=30 freq=10]mondo misterioso[/wave] nascosto nello specchio.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Comunque, dovremmo dare un'occhiata a quella strana stazione che hai trovato nascosta in uno specchio. Mi sembra... di massima priorità, amico mio.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Comunque, quando saremo prontə, dovremmo riesplorare quel [wave amp=30 freq=10]mondo misterioso[/wave] nascosto nello specchio.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Comunque, dovremmo esplorare quel posto strambo che hai trovato nascosto nello specchio. Mi sembra parecchio importante, bellə.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Comunque, dovremmo esplorare quel posto strambo che hai trovato nascosto nello specchio. Mi sembra parecchio importante, bella.", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Di grazia, dimmi, dovremmo forse attraversare nuovamente quello specchio che conduce al misterioso mondo che hai scoperto?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Comunque, perché non esploriamo quello strano posto che hai trovato nello specchio? Credo sia molto importante.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Comunque, dovremmo dare un'occhiata a quella strana stazione che hai trovato nascosta in uno specchio. Mi sembra... di massima priorità, amica mia.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Comunque, dovremmo dare un'occhiata a quella strana stazione che hai trovato nascosta in uno specchio. Mi sembra... di massima priorità, amicə miə.", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "Ok, diamoci da fare! Ora dove si va? Hai sentito le dicerie su cosa sta succedendo {location_phrase}? Potremmo dare un'occhiata, se ti va.", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "Ci rimettiamo al lavoro? Se non hai dicerie da seguire, perché non chiediamo in città?", + "RETROSPECTIVE_NEXT_MEREDITH1": "Immagino sia meglio tornare a [wave amp=30 freq=10]esplorare[/wave]. Non hai sentito le dicerie su quello che sta accadendo {location_phrase}? Sarebbe bene controllare.", + "RETROSPECTIVE_NEXT_EUGENE1.m": "Ci rimettiamo in marcia, amico mio? Hai sentito le dicerie su quanto sta accadendo {location_phrase}!", + "RETROSPECTIVE_NEXT_MEREDITH2": "Credo che dovremmo rimetterci in moto. Se cerchi qualche indizio potremmo parlare con la gente in città.", + "RETROSPECTIVE_NEXT_EUGENE1.f": "Ci rimettiamo in marcia, amica mia? Hai sentito le dicerie su quanto sta accadendo {location_phrase}!", + "RETROSPECTIVE_NEXT_EUGENE2": "Va bene, andiamo! Le informazioni scarseggiamo... Potremmo cercare qualche indizio ad Harbourtown!", + "RETROSPECTIVE_NEXT_FELIX1": "Allora, vuoi andare? Dicevi di aver sentito una diceria su qualcosa che sta accadendo {location_phrase}, giusto? Potrebbe essere la nostra prossima destinazione, se vuoi.", + "RETROSPECTIVE_NEXT_EUGENE1.n": "Ci rimettiamo in marcia, amicə miə? Hai sentito le dicerie su quanto sta accadendo {location_phrase}!", + "RETROSPECTIVE_NEXT_VIOLA1": "Forse dovremmo riprendere le nostre peregrinazioni. Non hai udito dicerie d'un accadimento {location_phrase}? Potrebbe essere il nostro prossimo obiettivo, se lo desideri.", + "RETROSPECTIVE_NEXT_FELIX2": "Non abbiamo altri indizi su dove muoverci. Se vuoi possiamo fare qualche domanda in città.", + "RETROSPECTIVE_NEXT_VIOLA2": "Forse sarebbe bene parlare con gli abitanti di questa città, per raccogliere informazioni sulla nostra prossima meta. Che ne dici?", + "NWP_SIGNPOST_DESCRIPTION_2": "Si prega di prestare la dovuta cautela nei confronti dei mostri qui presenti.", + "NWP_SIGNPOST_DESCRIPTION_1": "Benvenuti al Parco di Nuova Wirral!", + "NWP_3_-3_RUNNER_NPC1": "Sai cosa è più veloce della corsa?[pause] Il viaggio veloce!", + "NWP_3_-3_RUNNER_NPC3.m": "Puoi usare il viaggio veloce anche per sottrarti a una battaglia quando non sei abbastanza veloce per fuggire.[pause] Dovrai abbandonare alcuni oggetti per allontanarti velocemente, ma questo potrebbe salvarti la vita!", + "NWP_3_-3_RUNNER_NPC3.f": "Puoi usare il viaggio veloce anche per sottrarti a una battaglia quando non sei abbastanza veloce per fuggire.[pause] Dovrai abbandonare alcuni oggetti per allontanarti velocemente, ma questo potrebbe salvarti la vita!", + "NWP_3_-3_RUNNER_NPC2": "Per farlo, basta premere {control.map_menu} per aprire la mappa. Quindi spostare il cursore su una delle caselle raggiungibili e premere {control.ui_accept}.", + "NWP_3_-3_RUNNER_NPC3.n": "Puoi usare il viaggio veloce anche per sottrarti a una battaglia quando non sei abbastanza veloce per fuggire.[pause] Dovrai abbandonare alcuni oggetti per allontanarti velocemente, ma questo potrebbe salvarti la vita!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "I ranger non mi prenderanno mai. Sono troppo introvelfa.", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Tornatene a casa! Il posto nei ranger è mio!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Hai le carte in regola per entrare nei ranger?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "Sembri promettente! Dovresti entrare!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Proprio quello che stavamo cercando! Qualcuno da battere per dimostrare il nostro valore ai ranger!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "Scusa la sfacciataggine del mio amico.", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Chi voglio prendere in giro? Non sono... bravo abbastanza per i ranger...[/wave]", + "NWP_MADMAN_3_-4_NAME": "Jack", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Far parte dei ranger è sempre stato il mio sogno.", + "NWP_MADMAN_3_-4_PRE_BATTLE": "Ho il record mondiale per il tempo passato in forma di Saltatore!", + "NWP_MADMAN_3_-4_POST_BATTLE": "Ho ancora molto da imparare sui Saltatori.", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "Non voglio che quel sogno finisca ora!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "I sogni non devono restare sogni!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "Che la luce guida del leader Dorian ti mostri la strada!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Nuovo arrivato![/wave] Non dare retta ai barbari di Harbourtown!", + "NWP_CULTIST_4_-4_POST_BATTLE": "La via è illuminata... Vai avanti...", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Nuova arrivata![/wave] Non dare retta ai barbari di Harbourtown!", + "NWP_CULTIST_5_-4_POST_BATTLE": "Gli eretici controllano Harbourtown... Guardati dalla loro [wave amp=30 freq=10]falsa salvezza[/wave]...", + "NWP_5_-4_HINT_NPC_BEFORE1": "Talvolta il terreno da queste parti trema, come se un'enorme bestia sfrecciasse in una galleria sotto i nostri piedi.", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Nuovə arrivatə![/wave] Non dare retta ai barbari di Harbourtown!", + "NWP_5_-4_HINT_NPC_AFTER1": "È un'altra stazione dei treni, come quella comparsa di recente su Sentiero alto?", + "NWP_5_-4_HINT_NPC_BEFORE2": "Senti,[pause] queste rocce hanno una strana disposizione, tu che dici?", + "NWP_5_-4_HINT_NPC_AFTER3": "Chissà dove è diretto il treno...", + "NWP_5_-4_HINT_NPC_AFTER2": "Credo che abbia senso. L'enorme bestia che sento sotto terra deve essere un treno.", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "Qui vicino ho visto dei Pallottolotti che sfrecciavano veloce abbastanza da spaccare una grande roccia.", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "È un'abilità niente male, eh?", + "PARK_CAVE2_MERCHANT2": "Oh no, si sono fusi! [wave amp=30 freq=30]AIUTO![/wave]", + "PARK_CAVE2_MERCHANT1": "Ehi, tu, laggiù! I mostri mi hanno messo all'angolo. Mi daresti una mano?", + "PARK_CAVE2_MERCHANT6": "Vieni a trovarmi al mercato in città. Ti farò trovare qualche adesivo speciale!", + "PARK_CAVE2_MERCHANT4": "Senti... Hai notato che la mossa \\\"Magnete\\\" del Lupomenaro si attiva automaticamente all'inizio della battaglia?", + "PARK_CAVE2_MERCHANT3": "Fiù, grazie. Sono venuto qui in cerca di qualche idea per gli adesivi, ma non mi aspettavo tutto questo.", + "PARK_CAVE2_MERCHANT5": "Credo di aver trovato l'ispirazione, dopotutto!", + "WATERLOOP_BEWARE_LYING_CHESTS": "Solo un forziere dice la verità.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Fluttuavo sopra il mio corpo nel letto e poi - whoosh! - un vortice mi ha risucchiato.", + "WATERLOOP_LYING_CHEST_LEFTMOST": "Una nota sul forziere dice: \\\"La chiave si trova in questa cassa\\\". Vuoi aprirla?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "Una nota sul forziere dice: \\\"La chiave non si trova in questa cassa\\\". Vuoi aprirla?", + "WATERLOOP_LYING_CHEST_MIDDLE": "Una nota sul forziere dice: \\\"La chiave non si trova nella cassa più a sinistra\\\". Vuoi aprirla?", + "SD_NEVERMORT_TRAINER_NAME": "Fanatico dei pennuti", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Ho un legame speciale con i Maimort della zona.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "Come sei arrivato a Nuova Wirral?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "Sarà meglio che tu non ti metta di mezzo!", + "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"Non vi siete persi qui a Nuova Wirral, figli miei, state semplicemente aspettando di trovare voi stessi\\\".", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "Hai spaventato gli uccelli!", + "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"Da questa parte per Borgo Cordoglio!\\\"", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "Come sei arrivato a Nuova Wirral?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Ricordo di aver avuto un'esperienza extracorporea.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "Come sei arrivato a Nuova Wirral?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Fluttuavo sopra il mio corpo nel letto e poi - whoosh! - un vortice mi ha risucchiato.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Fluttuavo sopra il mio corpo nel letto e poi - whoosh! - un vortice mi ha risucchiato.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Un attimo dopo, ero qui!", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Ehi, giù le mani dal mio bottino!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Le navi naufragano spesso al largo della costa di Nuova Wirral.", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Perlustrare le spiagge alla ricerca di tesori arenati è un ottimo modo per guadagnarsi da vivere!", + "OVERWORLD_7_0_HINT_NPC": "Chissà quanti tesori sono perduti sul fondale marino...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Ehi, vedo che hai un mangiacassette!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "A quanto pare dovrò darmi da fare...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Anche tu stai cercando di entrare nei ranger? Quindi immagino che siamo rivali!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Se riesci a battermi ti racconto un segreto.", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Secondo la leggenda, solo chi ha il giusto carattere può sopravvivere su quest'isola.", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Ehi, ti piace la storia? Qual è stato il tuo evento preferito del ventesimo secolo?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Ti sembra Comic Sans o Times New Roman?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Il mio evento preferito del ventesimo secolo è stato l'accordo di pace tra umani ed elfi negoziato dalle Nazioni Unite nel 1948. Senza di esso, le cose sarebbero andate molto diversamente!", + "EPICURUS_NAME": "Epicuro", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", + "EPICURUS_POST_BATTLE": "L'arte di combattere bene e l\\'arte di accettare bene la sconfitta sono una cosa sola.", + "EPICURUS_PRE_BATTLE": "Maggiore è la difficoltà, maggiore è la gloria nel superarla!", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Sto affinando le mie abilità di mostro da mesi, ormai.", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Temo di dovermi addestrare ancora molto...", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Forza, lascia che ti mostri i risultati del mio addestramento!", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]FERMATI! So perché sei qui...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Troverò altre opportunità in futuro, ne sono certa...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Questo terreno è una perfetta opportunità di sviluppo urbanistico! Ma l'ho trovato prima io![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "A Nuova Wirral nessuno sembra concordare sui fatti storici fondamentali. Alcuni scelgono di accettare l'idea di un \\\"multiverso\\\", ma io credo che quest\\'isola sia piena di bugiardi!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Per esempio, qui un sacco di gente nega che l'atterraggio su Marte del 1969 sia realmente avvenuto! Tutti fanatici delle cospirazioni!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, mi serve una pausa. Se riesci a battermi in una battaglia veloce, ti racconterò qualcosa di questo posto.", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "No! Anche tu no!", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "Sappiamo dalla capitana Dreadful che in questo posto si estraeva metallo. Ma molte di queste non sembrano esplosioni controllate.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "E non riesco a trovare tracce di attrezzi da minatore o di esplosivi artificiali. È possibile che l'intera area sia stata scavata dai Pallottolotti nel corso di secoli.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Quindi o la capitana si sbaglia, o i Pallottolotti hanno distrutto le prove. Oppure... Forse le prove [wave amp=30 freq=5]sono diventate[/wave] i Pallottolotti. Che ne pensi?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "Ho sognato quest'isola da bambina!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Non è un luogo magico, questo?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "Io e mio marito siamo bloccati qui dal 2160!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Sembra che nessuno abbia mai sentito parlare delle tre conchiglie. Che barbari!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Abbi un po' di fede...", + "OVERWORLD_5_-3_BATTLER_PARTNER": "Non far arrabbiare mia moglie!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", + "OVERWORLD_7_-3_BATTLER_NAME": "Karl", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "Voi Succhiaterra fareste qualsiasi cosa per gli abitanti di Nuova Wirral, tranne togliervi di torno!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Niente soldi? Nessun problema! Offriamo un finanziamento al tasso vantaggioso del 10.000% annuo![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, mi sbagliavo: tu combatti PER la gente, non contro di essa.", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "Tutti noi abitanti di Nuova Wirral abbiamo fatto un passo nell'ignoto. Perché non farne un altro? Affidati a [wave amp=30 freq=10]Fratello Cooper[/wave]!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Nuova Wirral non ha una valuta, quindi non c'è ancora un modo per estinguerlo. Nel frattempo, però, gli interessi continuano ad accumularsi. È una truffa perfetta![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "Fratello Cooper ha trovato un modo per [wave amp=30 freq=10]lasciare[/wave] quest'isola di demoni e angeli, e ora ci prepara a ricongiungerci con le nostre famiglie dall\\'altra parte!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Abbi un po' di fede...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Fermati! Riesco a sentire il dolore dentro di te, amico mio.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Abbi un po' di fede...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Fermati! Riesco a sentire il dolore dentro di te, amica mia.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Fermati! Riesco a sentire il dolore dentro di te, amicə miə.", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "Non andrai oltre finché non ti pentirai dei tuoi steccati.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Soffri perché desideri tornare a casa.", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"La nostra fede può spostare le montagne.\\\" - Cooper 17:20", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]Esistere è... soffrire...[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permettimi di mettere fine al tuo dolore: diventa il nostro tributo agli angeli!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "Non andrai oltre finché non ti pentirai dei tuoi steccati.", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "Fratello Cooper ha fatto discendere gli UFO per elargirci doni. Permettimi di mostrartelo!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Aspetta, dovrebbe essere \\\"dei tuoi peccati\\\"? Come posso essermi sbagliatə per tutto questo tempo?", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "Non andrai oltre finché non ti pentirai dei tuoi steccati.", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Non esiste amore più grande di questo: deporre i propri nastri per gli amici.\\\" - Dorian 15:13", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Quando gli Arcangeli peseranno la tua anima, ti giudicheranno degno dell'eternità?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Quando gli Arcangeli peseranno la tua anima, ti giudicheranno degna dell'eternità?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Quando gli Arcangeli peseranno la tua anima, ti giudicheranno degnə dell'eternità?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "Il consiglio intergalattico degli UFO e degli Arcangeli non tollererà che i loro messaggeri vengano maltrattati in questo modo...", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Mi dispiace!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "In tutta onestà, sono entrata a far parte del Figli del Cordoglio solo per il cibo.", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Se mi batterai, ti racconterò tutti i segreti del Figlio del Cordoglio.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "Nel 1988 due gruppi rock inglesi, gli Iron Gaiden e gli Shields of the Nephilim, [pause]che non si conoscevano tra loro, [pause]pubblicarono contemporaneamente due canzoni dal titolo \\\"Figlio del Cordoglio\\\".", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "O almeno così ho sentito dire. [pause]Nessuna delle due tracce si trova a Nuova Wirral, perciò non so dire se mi stiano prendendo per il naso...", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Se le ascolti al contrario contemporaneamente, in modo che le parole si intreccino, evocherai il Figlio del Cordoglio originale: un essere tanto potente da essere in grado di aprire un passaggio tra mondi!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "Comunque sia, Fratello Cooper ha trovato un altro modo per lasciare Nuova Wirral, [shake rate=30 level=10]questo è certo[/shake]!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Vacci piano con me, ok? Sono ancora alle prime armi con questa faccenda dei Figli del Cordoglio, non voglio fare brutta figura davanti agli altri.", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Aspetta, controllo il mio libro alla voce \\\"Cosa fare in caso di sconfitta\\\".", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Forse dopotutto non sono tagliato per le sette...", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Ah ah, ho sempre voluto entrare in una setta malvagia! Ora finalmente posso farlo!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "In qualche modo credo che tu abbia ragione...", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Woof!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Ehi! Tu! Questo posto non è sicuro!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "A pensarci bene, quadrilioni di esseri sono dovuti morire perché l'uomo si evolvesse e sopravvivesse. La natura è una bestia implacabile e assetata di sangue.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Wow,[/wave] [pause]scusa davvero! Mi sono completamente smarrito nel nastro della Pombomba.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Uhm, dove ho sotterrato quell'osso?", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Ho sentito che un tempo questo era un fiume, perciò sono venuta a riempirlo!", + "OVERWORLD_4_-5_BATTLER_NAME": "Wulf", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "La Terra si prenderà cura di noi tutti, se glielo permetteremo.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "I miei gruppi preferiti sono i The Why, Schroedinger's Martyr e i Flesh Cage. Preparati a un po\\' di [shake rate=30 level=10]heavy metal![/shake]", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Uuh, ho la gola secchissima... Scusa, ecosistema, dovrai aspettare che mi ricarichi.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "I miei gruppi preferiti sono i The Why, Schroedinger's Martyr e i Flesh Cage. Preparati a un po\\' di [shake rate=30 level=10]heavy metal![/shake]", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "I miei gruppi preferiti sono i The Why, Schroedinger's Martyr e i Flesh Cage. Preparati a un po\\' di [shake rate=30 level=10]heavy metal![/shake]", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Accidenti, me le hai [wave amp=30 freq=10]suonate[/wave] di brutto...", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Credevo che la Terra mi avrebbe aiutato a vincere...", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "Non possiamo sperare che siano delle forze esterne a salvarci, tantomeno a un pianeta capriccioso, impersonale e indifferente.", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "Noi esseri umani dobbiamo prenderci cura gli uni degli altri, perché nessun altro lo farà!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "C'è un campeggio non lontano da qui, ma prima vediamo quanto sei bravə!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "C'è un campeggio non lontano da qui, ma prima vediamo quanto sei brava!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "C'è un campeggio non lontano da qui, ma prima vediamo quanto sei bravo!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Ehi![pause] Puoi salire un attimo su questo pulsante?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Se prosegui verso est incrocerai il campeggio. Non puoi sbagliare!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Secondo alcuni, se si sale sui pulsanti nel giusto ordine e si seguono tutti i segnali, si arriverà a un tesoro.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Questo è il primo di quelli che i ranger chiamano \\\"cartelli mobili\\\".", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Altri dicono che portino in un grande loop.", + "DIOGENES_NAME": "Diogene", + "DIOGENES_POST_BATTLE": "Se solo quel grande idiota di Platone potesse vedere quest'isola... \\\"L\\'uomo è un bipede senza piume\\\", un bel corno!", + "DIOGENES_PRE_BATTLE": "Ecco, un uomo!", + "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Ti ho spaventato?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Devo lavorare su quel balzo...", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Ti ho spaventata?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Ti ho spaventatə?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Sapevi che Cronocksley e Pantegiostre sono nemici naturali?", + "DIVEAL_KEEPER_POST_BATTLE2": "Beh, già che sei qui, perché non registri una delle mie Subfoche? Puoi sfruttare le loro abilità per nuotare!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Cronocksley e Pantegiostre sono nemici naturali, ecco perché non funzionano bene insieme...", + "ZHUANGZI_POST_BATTLE2": "Ora non capisco più se ero un uomo che sognava di essere un Falenik, o se ora sono un Falenik che sogna di essere un uomo.", + "ZHUANGZI_POST_BATTLE1": "Eh? Ah...", + "ZHUANGZI_NAME": "Zhuangzi", + "DIVEAL_KEEPER_NAME": "Subfina", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "Piacere di conoscerti! [wave amp=30 freq=10]Rompiamo il ghiaccio con un bel duello?[/wave]", + "DIVEAL_KEEPER_POST_BATTLE1": "Ah, dovrò impegnarmi più a fondo...", + "DIVEAL_KEEPER_PRE_BATTLE1": "La mia Subfoca ti ha proprio preso in simpatia!", + "DIVEAL_KEEPER_PRE_BATTLE2": "Ora dovrò affrontarti per mantenere il mio status di Alpha!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ahia, ora i miei beni sono scongelati.[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Se salti una rata del mutuo, congeleremo i tuoi beni![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Sono venuta qui perché ho sentito che qui scorreva il denaro, ma l'unica cosa che vedo scorrere è un fiume.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Stiamo organizzando una svendita di fuoco! Solo per un periodo di tempo limitato, il 100% di sconto... sulla tua barra della salute![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Beh, forse troverò almeno un flusso di entrate.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ahia. Grazie per... l'attenzione.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ahia. Grazie per... l'attenzione.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "Piacere di conoscerti! [wave amp=30 freq=10]Rompiamo il ghiaccio con un bel duello?[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ahia. Grazie per... l'attenzione.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "Piacere di conoscerti! [wave amp=30 freq=10]Rompiamo il ghiaccio con un bel duello?[/wave]", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Mi hai lasciato di ghiaccio...[/wave]", + "DARWIN_NAME": "Darwin", + "DARWIN_PRE_BATTLE2": "Trasformiamoci!", + "DARWIN_POST_BATTLE1": "Pensavo che avessimo smesso di cercare i mostri sotto il nostro letto quando ci siamo accorti che erano dentro di noi.", + "DARWIN_PRE_BATTLE1": "Quest'isola mi ha insegnato che non è la specie più forte a sopravvivere, né la più intelligente. È quella che meglio si adatta al cambiamento.", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", + "DARWIN_POST_BATTLE2": "Ma cosa significherebbe per quest'isola? Questi sono i mostri dentro Dio, o noi siamo semplicemente sotto il suo letto, lontani dalla sua vista e dimenticati da tempo?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Siamo la stessa persona, ma da mondi diversi. Per quanto ne sappiamo, le nostre vite erano identiche fino al nostro arrivo qui.", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "Sembriamo identici, ma non siamo gemelli!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "Sembriamo identici, ma non siamo gemelli!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Sai come si raggiunge la foresta di Rendlesham?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "Allora credo di essere bloccata qui.", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Alt! Dichiara il tuo nome e la tua affiliazione, soldata!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Alt! Dichiara il tuo nome e la tua affiliazione, soldato!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Alt! Dichiara il tuo nome e la tua affiliazione, soldatə!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Ho perso la mia unità. Stavamo setacciando i boschi vicino alla nostra base a Suffolk. Mi sono separato dagli altri mentre ero in pilota automatico e mi sono ritrovato qui. Non so come sia successo.", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Vuoi sapere da dove vengono le tue cassette? Dovrai prima battermi?", + "DECARTES_NAME": "Cartesio", + "DECARTES_POST_BATTLE": "Ho commesso ogni errore possibile. Ma ho continuato a insistere.", + "DECARTES_PRE_BATTLE": "Non basta avere un buon nastro, l'importante è usarlo bene.", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Da quando il sangue è rincarato non c'è stata tutta questa corsa all\\'acquisto immobiliare![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]L'economia fondata su favori e baratto di Nuova Wirral è pittoresca, ma non è destinata a durare.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]I Succhiaterra sono qui per aiutare Nuova Wirral a diventare una nazione sviluppata. Il primo passo è la creazione di una moneta.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La popolazione di Nuova Wirral continua a crescere, ma nessuno ha pensato a costruire nuove case. È una situazione perfetta.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]In questo momento, la soluzione più popolare tra i Succhiaterra è legarla al valore dell'anima, una risorsa estremamente scarsa dalle nostre parti.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Se vuoi, puoi depositare la tua anima presso di noi con valuta legale.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Dopotutto, che senso ha se la classe dominante non può stampare quadrilioni di favori dal nulla?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]La ricchezza interiore non basta! Bisogna investire! Compra ora![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Non ci fermerai![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "I nastri e i mangiacassette provengono dal centro commerciale più avanti. È nato solo qualche anno fa! Da allora i ranger lo hanno saccheggiato per rifornirsi, perciò non rimane molto.", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Però ho sentito che è infestato... Che ne pensi?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Oh cielo, c'è qualcosa che non va nella tua aura. Sei malato?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Oh cielo, c'è qualcosa che non va nella tua aura. Sei malata?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Forse dopotutto non era la tua aura. Forse era la mia pessima vista...", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Oh cielo, c'è qualcosa che non va nella tua aura. Sei malatə?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "No? Dovresti!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Qual è il problema? È perfettamente legale. Dopotutto sono solo in affitto... [pause]Ci appartengono.[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Al momento ci abita una famiglia, ma possiamo cacciarla... [pause]Perché fai quella faccia?[/wave]", + "ARISTOTLE_NAME": "Aristotele", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "Non ricordo quest'uomo, ma sembra che lui si ricordi di me...", + "ARISTOTLE_PRE_BATTLE": "La felicità consiste in attività virtuose, e la perfetta felicità consiste nella migliore attività, ossia la battaglia!", + "ARISTOTLE_POST_BATTLE": "Ahi! L'obiettivo del saggio non è quello di garantire il piacere, ma di evitare il dolore.", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]Credo che abbiamo la casa per te che acquisti per la prima volta![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]Credo che abbiamo la casa per te che acquisti per la prima volta![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]Credo che abbiamo la casa per te che acquisti per la prima volta![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Possiamo anche aiutarti a reperire la liquidità per il tuo acquisto immobiliare![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Anche a noi Succhiaterra piace nuotare! Ci basta non farlo nell'acqua santa, ecco tutto...[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Non ti sembra che queste statue di Conostacei abbiano un aspetto strano?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Sono impegnata in un'importante ricerca, sparisci!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Non chiedermi dove sono le mie cassette!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "Tengo le mie cassette nello zaino impermeabile, ovviamente!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Adoro quando qualcuno mi racconta la storia dell'evento \\\"cigno nero\\\" che ha vissuto nel suo mondo di origine.", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "Ne ho sentite di tutti i colori: insurrezioni fasciste, pandemie, guerre globali, cambiamenti climatici inarrestabili, catastrofi ecologiche da microplastica...", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Eh eh, prova a immaginare un mondo in cui sono presenti tutte queste cose insieme. Quanto sarebbero condannati!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Gli eventi \\\"cigno nero\\\" sono eventi storici importanti che si presentano a sorpresa e cambiano tutto.", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Il mio evento preferito è la guerra tra umani e squali del 2023. Avrebbero dovuto prevederla!", + "COMMUNE_CULTIST_1_NAME": "Cultista dall'occhio fino", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "Che ci fate qui, non dovreste essere...", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "Un momento, [pause]Kayleigh, sei tu?! Sei un'apostata!", + "COMMUNE_CULTIST_1_POST_BATTLE": "Puah... [pause]Apostata...", + "COMMUNE_CULTIST_1_FRIENDLY3": "Queste cose possono sfuggire di mano, lo sai!", + "COMMUNE_CULTIST_1_FRIENDLY2": "Niente di personale, eravamo tutti molto impegnati nel tentativo di ascendere alla divinità.", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Forza, continuiamo.", + "COMMUNE_CULTIST_1_FRIENDLY1": "Mi dispiace per tutte le ostilità.", + "COMMUNE_CULTIST_2_NAME": "Cultista rabbiosa", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "Cosa sta tramando Dorian? Sono preoccupata...", + "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian si aspettava qualche problema prima della cerimonia, quindi sono rimasta di guardia!", + "COMMUNE_CULTIST_2_POST_BATTLE": "Dovrei... [shake rate=30 level=10][pause]fare... [pause]la guardia... [/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "Urgh. Che truffa.", + "COMMUNE_CULTIST_2_FRIENDLY1": "Quindi il \\\"serpente d'oro\\\" di Dorian è solo un mostro impazzito?", + "COMMUNE_CULTIST_3_NAME": "Cultista impaziente", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "Ehi, voi! Non indossate le vesti!", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "Siete qui per sabotare la cerimonia?", + "COMMUNE_CULTIST_3_POST_BATTLE": "Non ci... [pause][shake rate=30 level=10]fermerete[/shake]...", + "COMMUNE_CULTIST_3_FRIENDLY2": "Forse mi dedicherò a qualcos'altro... Potrei iniziare a lavorare il legno...", + "COMMUNE_CULTIST_3_FRIENDLY1": "La strada dei Figli del Cordoglio si è rivelata un vicolo cieco, eh?", + "COMMUNE_CULTIST_4_NAME": "Cultista preoccupata", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "S-Sei un intruso?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "S-Sei un'intrusa?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian si arrabbierà a morte con me se non riuscirò a fermarti!", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "S-Sei unə intrusə?", + "COMMUNE_CULTIST_4_FRIENDLY1": "Quindi gli \\\"Arcangeli\\\" vivono sotto l'isola... E non nutrono alcun amore per l\\'umanità...", + "COMMUNE_CULTIST_4_POST_BATTLE": "Sono in grossi guai...", + "COMMUNE_CULTIST_4_FRIENDLY2": "Mi fa ancora più paura di Dorian!", + "COMMUNE_CULTIST_5_NAME": "Cultista amichevole", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "Ehi, nuovi amici!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "Purtroppo, è volontà del [wave amp=30 freq=5]serpente dio[/wave] che io difenda la nostra comune dagli estranei.", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "Ma non c'è assolutamente nulla di personale!", + "COMMUNE_CULTIST_5_FRIENDLY1": "Forse ora che cerchiamo di integrarci meglio con il resto dell'isola...", + "COMMUNE_CULTIST_5_POST_BATTLE": "Nulla... [pause]di personale...", + "COMMUNE_CULTIST_5_FRIENDLY2": "Dovrei iniziare a impegnarmi per creare legami personali più significativi con gli altri!", + "COMMUNE_CULTIST_6_NAME": "Cultista chiassoso", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]È COMPITO DEI FIGLI DEL CORDOGLIO RESPINGERE GLI STRANIERI![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]NON INDOSSI LA VESTE DEL FIGLIO DEL CORDOGLIO...[/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]PERCIÒ DEVO SCONFIGGERTI![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]PERCIÒ DEVO SCONFIGGERTI![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]SCUSA SE SIAMO STATI COSÌ OSTILI VERSO LA TUA GENTE, STRANIERO![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "Fratello Cooper... Mi dispiace...", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]PERCIÒ DEVO SCONFIGGERTI![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]SCUSA SE SIAMO STATI COSÌ OSTILI VERSO LA TUA GENTE![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]SCUSA SE SIAMO STATI COSÌ OSTILI VERSO LA TUA GENTE, STRANIERA![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "Cultista introspettivo", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "Sai... c'è un grande significato simbolico nel potere trasformativo delle cassette.", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]CI SIAMO FATTI PRENDERE LA MANO![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "I quattro lati della sua forma rettangolare coincidono con i quattro lati dell'uomo...", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "Fronte, retro, sinistra e destra.", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "Comunque sia, probabilmente ora dovrei cercare di fermarti.", + "COMMUNE_CULTIST_7_POST_BATTLE": "Le cassette... sono... interessanti...", + "COMMUNE_CULTIST_7_FRIENDLY1": "Le cassette hanno un lato A e un lato B...", + "COMMUNE_CULTIST_7_FRIENDLY2": "Esattamente come la dualità dell'essere umano...", + "COMMUNE_CULTIST_8_NAME": "Cultista affamato", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "Accidenti, tutto questo scavare mi ha messo una fame tremenda.", + "COMMUNE_CULTIST_8_POST_BATTLE": "Voglio solo... un panino...", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "E ora devo affrontarti a stomaco vuoto! Urgh!", + "COMMUNE_CULTIST_8_FRIENDLY": "Si mangia bene a Harbourtown? Chiedo da parte del mio stomaco.", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "Forse batterti gli dimostrerà il mio valore!", + "COMMUNE_CULTIST_9_NAME": "Cultista scontenta", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "Dopo tutto quello [wave amp=30 freq=5]scavare[/wave]! Sono la Figlia del Cordoglio [wave amp=30 freq=5]più devota[/wave]!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "Da non credere che Fratello Cooper mi abbia messo di guardia.", + "OFFICE_2_FELIX": "Apprezzo molto l'estetica. Fa molto \\\"lavoro subordinato deprimente\\\".", + "COMMUNE_CULTIST_9_POST_BATTLE": "Non sono... brava... abbastanza...", + "COMMUNE_CULTIST_9_FRIENDLY1": "Da non credere, ho riposto tutta la mia fiducia in Fratello Cooper per poi vederlo vaporizzarsi.", + "COMMUNE_CULTIST_9_FRIENDLY2": "Che vergogna...", + "COMMUNE_CULTIST_MERCHANT_NAME": "Cultista mercante", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Nell'ambito di un piano di sensibilizzazione culturale proposto da Sorella Jacqueline...", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Molte grazie, straniera.", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Ora siamo ufficialmente in grado di commerciare con gli stranieri. Dai un'occhiata al nostro inventario.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Molte grazie, straniero.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Molte grazie, stranierə.", + "OFFICE_2_MEREDITH": "Uh... Ma dove prendono tutta questa [wave amp=30 freq=20]roba[/wave]?", + "OFFICE_2_KAYLEIGH": "Non vi permetteremo di comprare Nuova Wirral!", + "OFFICE_2_VIOLA": "Le vostre turpi macchinazioni finiscono qui, demoni!", + "OFFICE_2_EUGENE": "Scusate l'[wave amp=30 freq=20]intrusione[/wave]!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Voi giovani siete così miopi... Non apprezzate le opportunità di investimento che potremmo offrirvi?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]Non volete che vi cacciamo dalle vostre case, vero?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Come potenziali inquilini, è nel vostro interesse rimanere in buoni rapporti con l'Associazione dei Succhiaterra.[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Se non ve ne andate immediatamente, saremo costretti a sfrattarvi noi stessi...[/wave]", + "OFFICE_4_KAYLEIGH": "A me sembra una minaccia...", + "OFFICE_4_MEREDITH": "Che uscita macabra.", + "OFFICE_4_VIOLA": "Nelle tue vene deve scorrere sangue freddo se dispensi tali minacce senza esitazione.", + "OFFICE_4_EUGENE": "Se pensate di poter sottrarre [wave amp=30 freq=20]qualcosa[/wave] a noi, [wave amp=30 freq=20]forse[/wave] è il caso che rivalutiate la situazione!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugene sarà felice di sapere che abbiamo mandato a casa questi pagliacci!", + "OFFICE_4_FELIX": "Vedo che ci diamo dentro con le minacce velate.", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]Non c'è bisogno di opporsi al progresso![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]Con un mercato immobiliare regolamentato, Nuova Wirral registrerebbe una notevole crescita![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "Gliel'abbiamo fatta vedere, eh? Eugene sarà contento!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "Un altro ufficio sgomberato! [wave amp=30 freq=10]Grande lavoro di squadra[/wave], {player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "Quello era l'ultimo ufficio da sgombrare? Speriamo che [wave amp=30 freq=10]non tornino[/wave]!", + "OFFICE_POSTBATTLE_MEREDITH1": "Quei tizi vorrebbero [wave amp=30 freq=10]davvero[/wave] comprare Nuova Wirral? Di certo non mi sento in colpa per averli malmenati.", + "OFFICE_POSTBATTLE_MEREDITH3": "Un altro ufficio sistemato! Sono sicura che Eugene apprezzerà che facciamo il suo lavoro per lui.", + "OFFICE_POSTBATTLE_MEREDITH2": "Sono contenta che [wave amp=30 freq=10]picchiare quei tizi molto forte[/wave] sia considerato un servizio pubblico.", + "OFFICE_POSTBATTLE_MEREDITH4": "Oh, questo era l'ultimo ufficio da sistemare? [pause]Allora [wave amp=30 freq=10]questa faccenda[/wave] è finita?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Ok, ottimo lavoro![/shake] Può darsi che questi [shake rate=30 level=10]parassiti[/shake] inizieranno a capire con chi hanno a che fare!", + "OFFICE_POSTBATTLE_EUGENE2": "Un altro ufficio liberato da quei vermi! Ottimo lavoro, {player}!", + "OFFICE_POSTBATTLE_FELIX4": "Forza, andiamocene! Questo era l'ultimo ufficio da sistemare, giusto?", + "OFFICE_POSTBATTLE_FELIX3": "Sono scappati molto in fretta, eh? Forse si sono resi conto di essere totalmente inferiori.", + "OFFICE_POSTBATTLE_FELIX1": "Quei tizi non portano niente di buono. Speriamo che non tornino.", + "OFFICE_POSTBATTLE_EUGENE3": "Non avevano [shake rate=30 level=10]alcuna possibilità[/shake]!", + "OFFICE_POSTBATTLE_FELIX2": "Come avranno fatto quei vermi degli agenti immobiliari a [wave amp=30 freq=10]costruire[/wave] un posto del genere?", + "OFFICE_POSTBATTLE_VIOLA2": "Sono davvero dei tipi [wave amp=30 freq=10]dell'altro mondo[/wave], non è vero?", + "OFFICE_POSTBATTLE_VIOLA1": "Quei demoni parlavano in fretta, ma sono fuggiti ancora più in fretta.", + "OFFICE_POSTBATTLE_VIOLA3": "Sono lieta che quei demoni siano spariti.", + "OFFICE_POSTBATTLE_VIOLA4": "Quei demoni non m'importano. [pause]Sono certa che si pentiranno di averci riservato tanta ostilità.", + "OFFICE_POSTBATTLE_DOG1": "I Succhiaterra sono fuggiti...", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Perché non... [pause][pause]ascoltate la nostra proposta commerciale?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Non sei molto collaborativo, giovanotto.[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]Stiamo smantellando la vostra operazione, sanguisughe![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "Proposta commerciale? Un momento, ma che...", + "OFFICE_1_LINE5_EUGENE": "Che...[pause] intendi?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "Ha detto davvero \\\"proposta commerciale\\\"?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "Credevo fossero... vampiri.", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]L'Associazione dei Succhiaterra vuole semplicemente strutturare un mercato immobiliare a lungo termine su Nuova Wirral.[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]Sono agenti immobiliari![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "Non avevi insinuato chiaramente che sono vampiri?", + "OFFICE_1_LINE7_EUGENE": "Ma [wave amp=30 freq=20]sono[/wave] vampiri!", + "OFFICE_1_LINE8_EUGENE": "Beh, [pause]in un certo senso.", + "OFFICE_1_LINE9_EUGENE": "Secondo me sono PEGGIO dei vampiri...", + "CAPTAIN_CODEY_INTRO6": "L'unica cosa che posso piratare sono queste [wave amp=30 freq=10]cassette di mostri[/wave]. [pause]A quanto pare mi riesce piuttosto bene, ecco perché sono un capitano ranger.", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "Dai, scommetto che [wave amp=30 freq=10]non vedi l'ora[/wave] di vedere le mie cassette di mostri modificate! [pause]Vuoi accettare la mia sfida di capitano ranger o no?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Purtroppo non posso mostrarti il mio lavoro se non sei iscrittə come apprendista ranger. [pause]Un bel peccato per te, eh?", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "Spero che tu sia pronta per un testa a testa con un [wave amp=30 freq=10]maestro[/wave] del combattimento!", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "Dai, scommetto che [wave amp=30 freq=10]non vedi l'ora[/wave] di vedere le mie cassette di mostri modificate! [pause]Vuoi accettare la mia sfida di capitano ranger o no?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "Spero che tu sia pronto per un testa a testa con un [wave amp=30 freq=10]maestro[/wave] del combattimento!", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "Spero che tu sia prontə per un testa a testa con un [wave amp=30 freq=10]maestro[/wave] del combattimento!", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "Non ti biasimo: anch'io non vorrei combattere contro di [wave amp=30 freq=10]me[/wave]!", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "Dai, scommetto che [wave amp=30 freq=10]non vedi l'ora[/wave] di vedere le mie cassette di mostri modificate! [pause]Vuoi accettare la mia sfida di capitano ranger o no?", + "CAPTAIN_CODEY_LAST_LEGS1": "Non male: mi hai obbligato a usare il [shake rate=30 level=10]100% della mia potenza![/shake]", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]Cosa?![/shake] Come ho fatto a perdere?", + "CAPTAIN_CODEY_POST_BATTLE2": "Cioè... [pause]Ho fatto apposta a perdere. Dopotutto... Era solo un test per te.", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Questi mostri sono associati a \\\"tipi\\\" elementali. [pause]Quando cambi tipo, le cose si fanno [wave amp=30 freq=10]davvero[/wave] interessanti.", + "CAPTAIN_CODEY_POST_BATTLE3": "E ce l'hai fatta. [pause]Complimenti, [pause]o quel che è.", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "Allora, [wave amp=30 freq=10]capitano ranger[/wave], sei tornato per sfidare il tuo avversario più impegnativo di sempre, vero?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "Ora non sei più una pivellina, non dovrò più contenere la potenza delle mie cassette di mostri super craccate!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "Allora, [wave amp=30 freq=10]capitanə ranger[/wave], sei tornatə per sfidare il tuo avversario più impegnativo di sempre, vero?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "Allora, [wave amp=30 freq=10]capitana ranger[/wave], sei tornata per sfidare il tuo avversario più impegnativo di sempre, vero?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "Ora non sei più un pivellino, non dovrò più contenere la potenza delle mie cassette di mostri super craccate!", + "CAPTAIN_CODEY_POST_REMATCH1": "Dev'esserci qualcosa di sbagliato nei miei calcoli... [pause]La mia strategia [shake rate=30 level=10]DOVREBBE[/shake] essere imbattibile!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "Ora non sei più unə pivellinə, non dovrò più contenere la potenza delle mie cassette di mostri super craccate!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "Non ti biasimo: anch'io non vorrei combattere contro di [wave amp=30 freq=10]me[/wave]!", + "CAPTAIN_CODEY_POST_REMATCH2": "È quello che direi se fossi arrabbiato. [pause]Ma non lo sono. [pause]Non sono affatto arrabbiato.", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Ehi, tu! [pause]Di solito non siete così [wave amp=30 freq=10]spavaldi[/wave] da avvicinarvi tanto al nostro avamposto. Perché non te ne vai finché la conversazione resta civile?", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "C'è un motivo se comanda lei, [pause]eh?", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "Non vuoi andartene, eh? [pause]Immagino che dovrò sporcarmi le mani.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Beh, [pause]forse dovremmo trovarne altri! [pause]Ianthe, credo che {player} dovrebbe candidarsi per diventare ranger!", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Epocale!", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "Forte!", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Ha una sicurezza che raramente ho visto prima.", + "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Piacere di conoscerti, giovane.", + "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Piacere di conoscerti, giovane.", + "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Piacere di conoscerti, giovane.", + "LEADER_IANTHE_INTRO_IANTHE2": "Beh, [pause]che te ne pare di questo avamposto? [pause]È rimasto abbandonato per molto tempo. Con qualche lavoretto l'abbiamo trasformato in un punto di sosta per i ranger stanchi.", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "Cosa fai di bello qui?", + "LEADER_IANTHE_INTRO_IANTHE3": "Mi piacerebbe dirti che difendiamo la gente di Nuova Wirral da un'implacabile orda di mostri...", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "A cosa servono i ranger?", + "LEADER_IANTHE_INTRO_IANTHE4": "Ma il più delle volte facciamo lavori saltuari per la comunità. Niente di esaltante.", + "LEADER_IANTHE_INTRO_K_IANTHE4": "Siamo sicuri che gli Arcangeli [wave amp=30 freq=10]esistano[/wave] ma le nostre interazioni sono state... [pause]fugaci.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]B-Beh, io e {player} abbiamo appena affrontato un arcangelo![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh può confermarlo, [pause]è una delle nostre reclute più recenti!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "Uh? [pause]Davvero? Dovremo indagare.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} sa farsi valere in combattimento. [pause]Lo posso garantire!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "A parte il fatto che Kayleigh continua a ripetere che voi due avete affrontato un [wave amp=30 freq=10]Arcangelo[/wave] insieme.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "È vero!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "A parte il fatto che Kayleigh continua a ripetere che voi due avete affrontato un [wave amp=30 freq=10]Arcangelo[/wave] insieme.", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "Siamo sicuri che gli Arcangeli [wave amp=30 freq=10]esistano[/wave] ma le nostre interazioni sono state... [pause]fugaci.", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "A parte il fatto che Kayleigh continua a ripetere che voi due avete affrontato un [wave amp=30 freq=10]Arcangelo[/wave] insieme.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "Abbiamo combattuto e vinto!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} sa farsi valere in combattimento. [pause]Lo posso garantire!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "Riuscire a sopravvivere a un incontro del genere sarebbe una dimostrazione di grande forza d'animo...", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} sa farsi valere in combattimento. [pause]Lo posso garantire!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} è molto forte.", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} combatte valorosamente.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Capitani... ranger?", + "LEADER_IANTHE_INTRO_IANTHE5": "Beh, [pause]che ne dici, {player}? Vuoi candidarti per entrare nei ranger?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Candidarmi?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "Cosa devo fare?", + "LEADER_IANTHE_INTRO_IANTHE6": "Gli apprendisti hanno il compito di incontrare tutti i capitani ranger di Nuova Wirral e di superare le loro sfide.", + "CAPTAIN_ZEDD_POST_BATTLE1": "Wow, quel colpo finale mi ha svegliato un po'. [pause]Ecco la tua ricompensa.", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "È importante dormire quanto necessario... Ma quanto sonno È DAVVERO necessario? [pause]L'umanità cerca la risposta a questa domanda dall\\'alba dei tempi.", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "Salve! [pause]Mi hanno detto che ora sei una capitana! [pause]È fantastico!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "Salve! [pause]Mi hanno detto che ora sei un capitano! [pause]È fantastico!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Salve! [pause]Sei qui per smistare i rifiuti insieme a me?", + "CAPTAIN_SKIP_INTRO3": "Raccolgo e smisto tutta la [wave amp=30 freq=10]roba[/wave] che voi del mondo di fuori costruite e che finisce qua.", + "CAPTAIN_READY_CHECK.n": "Sei prontə a sfidare {pawn}?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe ha detto che sei un guerriero promettente. Immagino che accetterai la mia sfida da ranger...", + "CAPTAIN_SKIP_POST_REMATCH1": "Uh... [pause]Ho perso di nuovo!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "Non preoccuparti! [pause]Ho comunque un sacco di rifiuti da smistare!", + "CAPTAIN_SKIP_PRE_REMATCH3": "Va bene! [pause]Sarà divertente!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "Potremmo festeggiare con un'altra battaglia! Che ne dici, [wave amp=30 freq=10]capitanə[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "Potremmo festeggiare con un'altra battaglia! Che ne dici, [wave amp=30 freq=10]capitana[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "Ho trovato quel materiale raro mentre facevo un sopralluogo per un progetto edilizio nel parco. Puoi portarlo al municipio in cambio di qualche oggetto interessante.", + "CAPTAIN_WALLACE_INTRO4": "Io sono Wallace, uno dei capitani ranger di Harbourtown. [pause]Supervisiono i lavori di costruzione su Nuova Wirral.", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Benvenuta, [pause]cliente, [pause]nell'Emporio del Faraone di Neo Vegas![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Benvenuto, [pause]cliente, [pause]nell'Emporio del Faraone di Neo Vegas![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Oh! [pause]Mi ero completamente scordata che anche tu sei un capitano ranger!", + "CAPTAIN_ZEDD_INTRO5": "Grazie mille. Accidenti, un [wave amp=30 freq=10]capitano ranger[/wave] non dovrebbe avere tutte queste difficoltà per un riposino!", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Ehi, essere umano. Sapevi che rispetto tutti i tuoi simili in egual misura? Non provo nemmeno emozioni negative per loro. [pause]È la verità.[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Scusa, [pause]non intendevo rivolgere di nuovo la mia ira al genere umano. [pause]Ti prego di ignorare la mia osservazione.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Ehi, essere umano. Sapevi che rispetto tutti i tuoi simili in egual misura? Non provo nemmeno emozioni negative per loro. [pause]È la verità.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Ehi, essere umano. Sapevi che rispetto tutti i tuoi simili in egual misura? Non provo nemmeno emozioni negative per loro. [pause]È la verità.[/color]", + "CAPTAIN_SKIP_INTRO1": "Santo cielo, quelli del mondo di fuori costruiscono [wave amp=30 freq=10]un sacco[/wave] di roba, eh?", + "CAPTAIN_WALLACE_POST_REMATCH2": "Mi hai dimostrato ancora una volta che la tua strategia poggia su basi solide!", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Tieni, ecco la tua ricompensa.[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Puoi incassare quel materiale al municipio di Harbourtown. [pause]Voi umani amate scambiare i vostri gingilli senza senso, vero?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Ho eliminato i punti deboli nel mio algoritmo di combattimento. [pause]La tua sconfitta è una certezza statistica, \\\"capitano\\\"![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "Arrivo tra un secondo, caro. Devo fare un paio di riparazioni finali...", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Sembra che te la cavi piuttosto bene. Perché non ti iscrivi per diventare apprendista ranger?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Sembra che te la cavi piuttosto bene. Perché non ti iscrivi per diventare apprendista ranger?", + "CAPTAIN_SKIP_INTRO4": "Elettrodomestici, mobili e chi più ne ha più ne metta! [pause]Finisce tutto qui e viene utilizzato!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "Wow, mi hai proprio ridottə da buttare, eh? [pause]Non avrei dovuto sottovalutarti!", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "Non preoccuparti! [pause]Ho comunque un sacco di rifiuti da smistare!", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe ha detto che sei unə guerrierə promettente. Immagino che accetterai la mia sfida da ranger...", + "LEADER_IANTHE_INTRO_IANTHE7": "Dal momento che hai un grande [wave amp=30 freq=10]talento[/wave] nel combattere i mostri, [pause]sono certa che i capitani vorranno mettere alla prova le tue capacità di combattimento.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "Ottimo lavoro, amica mia!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "Si vede [wave amp=30 freq=10]proprio[/wave] che sei nuovo.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Chi sono questi capitani ranger?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "Si vede [wave amp=30 freq=10]proprio[/wave] che sei nuova.", + "LEADER_IANTHE_INTRO_IANTHE9": "Gli apprendisti che superano la prova diventano ranger a tempo pieno, come Kayleigh. I ranger hanno molte responsabilità, ma niente che li metta davvero in pericolo.", + "LEADER_IANTHE_INTRO_IANTHE8.n": "Si vede [wave amp=30 freq=10]proprio[/wave] che sei nuovə.", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "Sinceramente, non credevo che questo giorno sarebbe mai arrivato.", + "LEADER_IANTHE_INTRO_IANTHE10": "I capitani, [pause]come me, [pause]gestiscono l'intera operazione. Cerchiamo di proteggere la comunità di Harbourtown e pensiamo a risolvere le situazioni più pericolose.", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Ok, ora ho capito!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Quindi i capitani sono i migliori ranger...", + "LEADER_IANTHE_INTRO_IANTHE11": "Ecco, prendi uno di questi.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "È una carta fedeltà?", + "LEADER_IANTHE_INTRO_IANTHE12": "Ogni volta che supererai la sfida di un capitano, ti verrà timbrata questa scheda. [pause]Quando l'avrai completata, vieni a trovarmi e potrò registrarti come ranger ufficiale.", + "LEADER_IANTHE_INTRO_IANTHE16": "Comunque, devo tornare in città. Se hai bisogno di me, passa al quartier generale.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "Posso avere caffè gratis?", + "LEADER_IANTHE_INTRO_IANTHE13": "Ogni capitano ha perfezionato la propria strategia di battaglia... [pause]Non si tratta solo di forza bruta. [pause]Dovrai imparare come adattare la tua tattica man mano che procedi.", + "LEADER_IANTHE_INTRO_IANTHE14": "Pensi di potercela fare, [pause]{player}?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "Sono pronto!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "Sono pronta!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Certo!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "Sono prontə!", + "LEADER_IANTHE_INTRO_IANTHE15": "Questo è lo spirito giusto!", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Uhm, c'era altro?", + "LEADER_IANTHE_INTRO_IANTHE17": "È l'edificio con mezza nave incastrata sopra. [pause]Non puoi sbagliare.", + "LEADER_IANTHE_MENU": "Ehi, {player}. A cosa stai pensando?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "Ho trovato la strada per tornare a casa!", + "LEADER_IANTHE_MENU_CAPTAINS": "All'addestramento con i capitani...", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "Sono pronto a diventare capitano!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "Sono prontə a diventare capitanə!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "Sono pronta a diventare capitana!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "Cos'è il Materiale fuso?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "Capisco. Quindi, c'è una stazione ferroviaria chiamata Night\\'s Bridge che contiene un portale magico a specchio. Le stazioni stesse fanno parte di un gigantesco Arcangelo...", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Riguardo i tipi elementali...", + "LEADER_IANTHE_MENU_FUSION": "Riguardo la fusione...", + "LEADER_IANTHE_MENU_BYE": "Volevo salutare!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "Davvero? Dimmi tutto.", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "Il succo è quello.", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "E c'è un edificio che indossa l\\'avatar di una donna e un Conostaceo parlante che ci aiuterà a trovare la strada...", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Uuh... Già.", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "Hai capito bene!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "Eh eh. Più o meno.", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "Sì. Sono felice che tu abbia capito.", + "LEADER_IANTHE_WAY_HOME_DOG4": "Bau!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "Ma dato che siete voi, la prenderò sul serio. Manderò subito qualcuno.", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, se me l'avesse detto qualcun altro sarei molto preoccupata!", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "Ovviamente in passato io e i capitani abbiamo parlato di questa possibilità. Abbiamo piani completi per qualsiasi evenienza...", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "La maggior parte dei nuovi arrivati vorrà andarsene immediatamente. I ranger li guideranno a Night's Bridge, naturalmente.", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "Ma ora possiamo finalmente metterli in moto.", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "Non prevedo un esodo di massa a breve. A Nuova Wirral ci sarà sempre qualcosa da fare per i ranger.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Io e i capitani ci siamo già presi l'impegno di restare a Nuova Wirral per proteggere chi sceglierà di restare.", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "Molti a Harbourtown sono qui da parecchio tempo, però. Hanno trovato dei partner, si sono sistemati, hanno messo su famiglia...", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, so che ti stai addestrando per diventare ranger, ma se decidi di abbandonare l'addestramento e di andartene non te ne farò una colpa.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "Ti sei impegnato più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "Ti sei impegnata più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Io e i capitani ci siamo già presi l'impegno di restare a Nuova Wirral per proteggere chi sceglierà di restare.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "Ma {player}, ti sei impegnata più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "Ma {player}, ti sei impegnatə più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "Ma {player}, ti sei impegnato più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "Ti sei impegnatə più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "So che ti ho chiesto di considerare la posizione di capitano, ma se decidi di abbandonare l'addestramento e di andartene non te ne farò una colpa.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Io e gli altri capitani ci siamo già presi l'impegno di restare a Nuova Wirral per proteggere chi sceglierà di restare.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "So che ti ho chiesto di considerare la posizione di capitana, ma se decidi di abbandonare l'addestramento e di andartene non te ne farò una colpa.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "So che ti ho chiesto di considerare la posizione di capitanə, ma se decidi di abbandonare l'addestramento e di andartene non te ne farò una colpa.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "Ma {player}, ti sei impegnata più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "Ma {player}, ti sei impegnatə più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "Se deciderai di rinunciare alla tua posizione di capitano e andartene non te ne farò una colpa.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "Ma {player}, ti sei impegnato più di chiunque altro io abbia mai conosciuto.", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "Qualunque cosa tu decida, hai il mio pieno appoggio.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Hai una scheda completa da mostrarmi?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "I capitani sono dislocati su tutta l'isola. In questo modo c\\'è sempre [wave amp=30 freq=10]qualcuno[/wave] nelle vicinanze in caso di emergenza improvvisa.", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Se ti serve aiuto per trovarli, chiedi agli altri ranger da queste parti. Ora sono impegnata.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Eccola!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Complimenti, {player}: sei ufficialmente una ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "Quindi è vero quello che si diceva! Non è molto che sei qui, ma hai già dimostrato di conoscere l'isola e di saper superare qualsiasi ostacolo.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "Esatto!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Complimenti, {player}: sei ufficialmente un ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Temo che non ci sia una cerimonia speciale per commemorare l'occasione. [pause]Siamo troppo impegnati ad addestrare le nuove reclute per occuparci delle fusioni fuori controllo.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Complimenti, {player}: sei ufficialmente unə ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Fantastico! Te lo sei meritato, {player}!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "Ci servirebbe altra gente come te che ci aiuti con l'addestramento. Hai mai pensato di diventare capitano?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Che bello! Sono felice per te, bello.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Che bello! Sono felice per te, bellə.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Che bello! Sono felice per te, bella.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "Ottimo lavoro, amico mio!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "I tuoi sforzi si son dimostrati utili, amico mio.", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "Te lo sei meritato!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "Ottimo lavoro, amicə miə!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "I tuoi sforzi si son dimostrati utili, amicə miə.", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "I tuoi sforzi si son dimostrati utili, amica mia.", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Auuu!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "Potremmo festeggiare con un'altra battaglia! Che ne dici, [wave amp=30 freq=10]capitano[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "Vorrei una tazza di caffè per svegliarmi...", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "Salve! [pause]Mi hanno detto che ora sei unə capitanə! [pause]È fantastico!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Beh, ancora una volta me l'hai fatta vedere. Bel combattimento, caro.", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Allora sarà per un'altra volta.", + "CAPTAIN_WALLACE_PRE_REMATCH2": "È il momento perfetto per una rivincita, non credi?", + "CAPTAIN_SKIP_INTRO5": "La spazzatura di un mondo è il tesoro di un altro, [pause]dopotutto!", + "CAPTAIN_SKIP_POST_REMATCH5": "Non so mai in cosa mi imbatterò!", + "CAPTAIN_ZEDD_INTRO4": "Con tutti questi Pallottolotti che schizzano qua e là è molto difficile \\\"meditare\\\". Per caso potresti [wave amp=30 freq=10]occupartene tu[/wave]?", + "CAPTAIN_ZEDD_INTRO2": "Cos'è stato?! [pause]Addormentato? [pause]Assolutamente no! Stavo, uh, meditando. Sono Zedd, a proposito.", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "Ti sei allenata, vero? Si vede, sei ancora più forte dell'ultima volta!", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave], [pause]state ascoltando Cybil Radio: 24/7 di copertura su [wave amp=30 freq=10]tuuutta[/wave] Nuova Wirral!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Anche se ci piacerebbe trasmettere un'intervista con la nostra ospite, non ha ancora firmato le [wave amp=30 freq=10]scartoffie necessarie[/wave]! [pause]È un peccato per tutti gli ascoltatori!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Anche se ci piacerebbe trasmettere un'intervista con lə nostrə ospite, non ha ancora firmato le [wave amp=30 freq=10]scartoffie necessarie[/wave]! [pause]È un peccato per tutti gli ascoltatori!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "Eccoci live dalla costa ovest con il nostro nuovo apprendista ranger: {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "Dietro le quinte si dice che {player} abbia un grande talento nei [wave amp=30 freq=10]combattimento tra mostri[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "Eccoci live dalla costa ovest con la nostra nuova apprendista ranger: {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "Che ne dici, novellina? [pause]Vogliamo regalare ai nostri cari ascoltatori un'esperienza di [wave amp=30 freq=10]sonora battaglia[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "Eccoci live dalla costa ovest con lə nostrə nuovə apprendista ranger: {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "Che ne dici, novellino? [pause]Vogliamo regalare ai nostri cari ascoltatori un'esperienza di [wave amp=30 freq=10]sonora battaglia[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "Dietro le quinte si dice che {player} abbia un grande talento nei [wave amp=30 freq=10]combattimento tra mostri[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "Che ne dici, novellinə? [pause]Vogliamo regalare ai nostri cari ascoltatori un'esperienza di [wave amp=30 freq=10]sonora battaglia[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "Dietro le quinte si dice che {player} abbia un grande talento nei [wave amp=30 freq=10]combattimento tra mostri[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "Evvai! [pause]Allacciate le proverbiali cinture, cari ascoltatori! [wave amp=30 freq=10]È in arrivo un'esclusiva performance dal vivo![/wave]", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "Magari la prossima volta, cari ascoltatori!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "La battaglia si sta scaldando! [pause]Chi vincerà? La vostra amata conduttrice o la nostra impavida sfavorita? [pause]È il momento del crescendo!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Wow, che performance! I nostri ascoltatori hanno davvero apprezzato![/wave] [pause]Ecco la tua ricompensa, ovviamente!", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "La battaglia si sta scaldando! [pause]Chi vincerà? La vostra amata conduttrice o lə nostrə impavidə sfavoritə? [pause]È il momento del crescendo!", + "CAPTAIN_CYBIL_POST_REWARD1": "...", + "CAPTAIN_CYBIL_POST_REWARD2": "Un tempo ero una stella nascente della radio. [pause]Da quando sono finita qui non è più lo stesso.", + "CAPTAIN_CYBIL_POST_REWARD4": "E forse verrà a salvarci tutti.", + "CAPTAIN_CYBIL_POST_REWARD5.f": "Ma basta con la malinconia! [pause]Hai combattuto in modo fantastico... Vedo un futuro promettente davanti a te!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "Ma basta con la malinconia! [pause]Hai combattuto in modo fantastico... Vedo un futuro promettente davanti a te!", + "CAPTAIN_CYBIL_POST_REWARD3": "Ma non mi arrendo. [pause]Trasmetto ogni giorno in tutta Nuova Wirral e spero che,[pause] in qualche modo,[pause] qualcuno al di fuori dell'isola riceva il segnale.", + "CAPTAIN_CYBIL_POST_REWARD5.n": "Ma basta con la malinconia! [pause]Hai combattuto in modo fantastico... Vedo un futuro promettente davanti a te!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave], [pause]è bello rivedere la nostra guest star preferita!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave], [pause]è bello rivedere la nostra guest star preferita!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "Wow, [pause]abbiamo una notizia bomba per voi ascoltatori!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave], [pause]è bello rivedere la nostra guest star preferita!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "...[pause] Grazie per essere passato. [pause]Significa molto per me.", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "Che incredibile spettacolo! [pause]Ti sei davvero impegnatə al 120%!", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "Il capitano {player} recentemente nominato è arrivato in studio per un'apparizione a sorpresa!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "La capitana {player} recentemente nominata è arrivata in studio per un'apparizione a sorpresa!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "Gli ascoltatori stanno chiedendo a [wave amp=30 freq=10]gran voce[/wave] una tua seconda performance! [pause]Sei pronto per un'altra battaglia?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "Gli ascoltatori stanno chiedendo a [wave amp=30 freq=10]gran voce[/wave] una tua seconda performance! [pause]Sei prontə per un'altra battaglia?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "Lə capitanə {player} recentemente nominatə è arrivatə in studio per un'apparizione a sorpresa!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Evvai[/wave]! Per tutti voi ascoltatori, allacciate le cinture, alzate i tavolini e regolate i sedili in posizione verticale! [pause]Siamo live e stiamo registrando!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "Gli ascoltatori stanno chiedendo a [wave amp=30 freq=10]gran voce[/wave] una tua seconda performance! [pause]Sei pronta per un'altra battaglia?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "Che incredibile spettacolo! [pause]Ti sei davvero impegnato al 120%!", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "Magari la prossima volta, cari ascoltatori!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "...[pause] Grazie per essere passatə. [pause]Significa molto per me.", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "...[pause] Grazie per essere passata. [pause]Significa molto per me.", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]Alla prossima, capitano![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]Alla prossima, capitanə![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]Alla prossima, capitana![/wave]", + "CAPTAIN_CODEY_INTRO2": "Mi chiamano Codey. [pause]Perché ero un programmatore. Cioè, una volta [wave amp=30 freq=10]craccavo[/wave] codici.", + "CAPTAIN_CODEY_INTRO1": "Hai fatto un sacco di strada per vedermi, eh?", + "CAPTAIN_CODEY_INTRO3": "Se si è abbastanza svegli, si può craccare qualsiasi cosa nello spazio d'informazione. [pause]Siti web, videogiochi, server governativi...", + "CAPTAIN_CODEY_INTRO4": "Quest'ultima cosa mi ha messo nei guai...", + "CAPTAIN_CODEY_INTRO5": "Ma qui su Nuova Wirral? [pause]Non abbiamo internet. Ironico, vero?", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Purtroppo non posso mostrarti il mio lavoro se non sei iscritta come apprendista ranger. [pause]Un bel peccato per te, eh?", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Purtroppo non posso mostrarti il mio lavoro se non sei iscritto come apprendista ranger. [pause]Un bel peccato per te, eh?", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "Scusa i giochi di parole: è una forza dell'abitudine.", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "Vai: ecco la tua ricompensa.", + "CAPTAIN_JUDAS_PRE_REMATCH2": "Ok. [pause]Ho fatto alcune osservazioni tattiche che questa volta massimizzeranno le mie possibilità di vittoria.", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Mi hanno segnalato che ora sei uno dei capitani ranger. [pause]Un lavoro notevole. [pause]Sei qui per la rivincita?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Scommetto che non ti aspettavi che un pezzo di latta come me sapesse usare le cassette, eh? [pause]A quanto pare, tutti i dati sul gioco d'azzardo presenti nei miei banchi di memoria mi rendono anche una stratega.[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]Comunque sia, io sono Clee-O. [pause]Una dei capitani ranger di Nuova Wirral.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Ti aggiungo a malincuore al mio database interno di esseri umani che rispetto veramente. [pause]È un database molto ridotto.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Hai scoperto il mio bluff. [pause]Sono colpita e [wave amp=30 freq=10]decisamente[/wave] non risentita.[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Scusa, non volevo essere ostile. [pause]Ianthe mi sta incoraggiando a superare il mio risentimento per l'umanità in modo salutare.[/color]", + "CAPTAIN_DREADFUL_INTRO4": "Purtroppo, [pause]quando la città è bruciata, tutte queste storie sono andate perse. [pause]Tutto quanto è andato in fiamme, [pause]tranne la qui presente.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Non so se tutte quelle storie erano vere...", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Colei che ha ingannato la morte?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Che strano soprannome.", + "CAPTAIN_DREADFUL_INTRO6": "I bifolchi di Harbourtown hanno molte convinzioni diverse, ma sono tutti d'accordo su una cosa: prima o poi [wave amp=30 freq=10]tutti[/wave] noi tireremo le cuoia.", + "CAPTAIN_DREADFUL_INTRO7": "Credo che manchino semplicemente di immaginazione. [pause]La morte non è la fine... Non se si conoscono le vie [wave amp=30 freq=10]esoteriche[/wave].", + "CAPTAIN_DREADFUL_POST_REWARD1": "Ricorda, apprendista: [pause]nella vita si raccoglie ciò che si semina, ma questo vale anche per la morte!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Potrei darti una dimostrazione, ma mi scontro solo con ranger registrati e apprendisti. [pause]Politica personale, scusa tanto.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Potrei darti una dimostrazione, se credi di essere pronto. [pause]Sei l'ultimo apprendista ranger eh? Cerchi un po\\' di baruffa per dimostrare il tuo valore?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "Diamoci dentro, allora! [pause]Se ti aspetti che io sia delicata con te perché sono una capitana dei ranger, andrai incontro a [shake rate=30 level=10]una grossa delusione![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Potrei darti una dimostrazione, se credi di essere pronta. [pause]Sei l'ultima apprendista ranger eh? Cerchi un po\\' di baruffa per dimostrare il tuo valore?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Non siamo all'altezza, eh? [pause]Non te ne farò una colpa.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Potrei darti una dimostrazione, se credi di essere prontə. [pause]Sei l'ultimə apprendista ranger eh? Cerchi un po\\' di baruffa per dimostrare il tuo valore?", + "CAPTAIN_GLADIOLA_INTRO4": "In questo mondo, le ombre hanno gli artigli. Il mio compito è [wave amp=30 freq=10]sfoderare gli artigli a mia volta[/wave].", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Questo non rende le cose più chiare...", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Tuttavia, mi è vietato dire altro ai non ranger. [pause]Se ti iscrivi, forse potremo parlare ancora.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "Ok...", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Di' un po\\': sei qui per la mia sfida di capitano ranger? [pause]Se ti senti in grado di affrontare le mie lame, sei il benvenuto.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Di' un po\\': sei qui per la mia sfida di capitano ranger? [pause]Se ti senti in grado di affrontare le mie lame, sei la benvenuta.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Di' un po\\': sei qui per la mia sfida di capitano ranger? [pause]Se ti senti in grado di affrontare le mie lame, sei lə benvenutə.", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Speriamo che non ti tagli quel bel faccino.", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Saggia decisione.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Notevole. [pause]Non credevo che potessi farcela, ma sei più in gamba di quanto sembri. La tua vittoria è meritata.", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "Non mi taglierai fuori tanto facilmente!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "È tempo che io riprenda la mia missione. [pause]Ho giurato di mantenere il segreto sulla natura delle mie indagini, ovviamente. Non prenderla sul personale.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Notevole. [pause]Non credevo che potessi farcela, ma sei più in gamba di quanto sembri. La tua vittoria è meritata.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Notevole. [pause]Non credevo che potessi farcela, ma sei più in gamba di quanto sembri. La tua vittoria è meritata.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Dicono che sei il nuovo capitano ranger. Hai voglia di incrociare le mie lame ancora una volta?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "L'esatta natura del mio lavoro con i ranger deve rimanere riservata. È meglio che tu non lo sappia.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Sei veloce come non mai. Devo lodare i tuoi sforzi, capitano.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Molto bene! [pause]Sguaina la spada, capitano.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Dicono che sei la nuova capitana ranger. Hai voglia di incrociare le mie lame ancora una volta?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Molto bene! [pause]Sguaina la spada, capitana.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Dicono che sei lə nuovə capitanə ranger. Hai voglia di incrociare le mie lame ancora una volta?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Molto bene! [pause]Sguaina la spada, capitanə.", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Saggia decisione.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Sei veloce come non mai. Devo lodare i tuoi sforzi, capitana.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Sei veloce come non mai. Devo lodare i tuoi sforzi, capitanə.", + "CAPTAIN_HEATHER_INTRO2": "Umidità: altalenante! [pause]Probabilità di precipitazioni: chissà!", + "CAPTAIN_HEATHER_INTRO3": "Per una meteorologa come me, il clima su Nuova Wirral è un enigma senza fine!", + "CAPTAIN_HEATHER_LAST_LEGS1": "I venti stanno cambiando in mio favore... Sarà meglio che tu ci creda!", + "CAPTAIN_HEATHER_PRE_BATTLE1": "Sei apprendista ranger, giusto? [pause]Se credi di poter affrontare la tempesta, perché non accetti la mia sfida di ranger?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Oh, beh... Magari la prossima volta sarai pronto ad [wave amp=30 freq=10]affrontare la tempesta[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "Favoloso! [pause]Sto aggiornando le mie previsioni: ora preannuncio una [shake rate=30 level=10]tempesta di colpi[/shake] e una [shake rate=30 level=10]turbinosa vittoria[/shake]!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]Questa è Heather, con il meteo![/wave] [pause]Le previsioni di oggi: imprevedibili come sempre!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "Uh, [pause]se vuoi accettare la mia sfida di ranger, prima dovrai registrarti.", + "MEREDITH_ROMANCE_MEREDITH4": "Non so perché [wave amp=30 freq=30]io[/wave] piaccio a [wave amp=30 freq=30]te[/wave], [pause]ma tu mi piaci.", + "MEREDITH_ROMANCE_MEREDITH5": "Ma ci stiamo impegnando per andarcene da questo mondo...", + "MEREDITH_ROMANCE_MEREDITH6.m": "Se ci riusciamo, non è detto che resteremo insieme. [pause]Per te... [pause]va bene?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "Sei pronto ad affrontare le forze del male?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Sì.", + "MEREDITH_ROMANCE_MEREDITH6.f": "Se ci riusciamo, non è detto che resteremo insieme. [pause]Per te... [pause]va bene?", + "MEREDITH_ROMANCE_MEREDITH6.n": "Se ci riusciamo, non è detto che resteremo insieme. [pause]Per te... [pause]va bene?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Penso di sì.", + "MEREDITH_ROMANCE_MEREDITH7": "Oh, al diavolo. [pause]Perché no?", + "MEREDITH_ROMANCE_MEREDITH8.m": "Io, con un ragazzo fisso. [pause]È strano. [pause]Ma è quello che voglio.", + "MEREDITH_ROMANCE_MEREDITH8.f": "Io, con una ragazza fissa. [pause]È strano. [pause]Ma è quello che voglio.", + "MEREDITH_ROMANCE_MEREDITH8.n": "Io, con unə ragazzə fissə. [pause]È strano. [pause]Ma è quello che voglio.", + "MEREDITH_ROMANCE_MEREDITH9": "Per me è sempre stato più facile raccontarmi che dovevo vivere meglio con me stessa, prima di avere una relazione. [pause]Ma la verità è che...", + "MEREDITH_ROMANCE_MEREDITH11": "Ma tu mi fai felice, [pause]e mi sento più completa con te che senza di te.", + "MEREDITH_ROMANCE_MEREDITH10": "Forse non avrò MAI abbastanza fiducia in me. [pause]Non sarò mai perfetta.", + "MEREDITH_ROMANCE_MEREDITH12": "E ora basta con le smancerie. [pause]Sono pessima con le paroline dolci.", + "MEREDITH_ROMANCE_MEREDITH13.m": "Se ti aspetti che ti chiami \\\"tesorino\\\" o \\\"amore\\\", [pause]aspetta e spera, bello.", + "MEREDITH_ROMANCE_MEREDITH13.n": "Se ti aspetti che ti chiami \\\"tesorino\\\" o \\\"amore\\\", [pause]aspetta e spera, bellə.", + "MEREDITH_ROMANCE_MEREDITH13.f": "Se ti aspetti che ti chiami \\\"tesorino\\\" o \\\"amore\\\", [pause]aspetta e spera, bella.", + "EUGENE_QUEST2_PART1_EUGENE1": "Ho sgraffignato la chiave della finestra a uno di quei mostri di pattuglia.", + "EUGENE_QUEST1_PART1_EUGENE1": "Sono contento di vederti!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "Sei pronta ad affrontare le forze del male?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "Sei prontə ad affrontare le forze del male?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Certo!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Capisco. Fammi sapere quando sei pronto, nel frattempo continuerò a tenere d'occhio la situazione.", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Non ora.", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Epocale![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Capisco. Fammi sapere quando sei pronta, nel frattempo continuerò a tenere d'occhio la situazione.", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Capisco. Fammi sapere quando sei prontə, nel frattempo continuerò a tenere d'occhio la situazione.", + "EUGENE_QUEST1_PART1_EUGENE4": "Ok, [pause]vedi quell'edificio laggiù?", + "EUGENE_QUEST1_PART1_EUGENE5": "È una roccaforte. [pause]È lì che quei parassiti disumani complottano per conquistare il mondo.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "Non mi sembra niente di che.", + "EUGENE_QUEST1_PART1_EUGENE8": "Ci sono varie roccaforti, forse ne hai viste altre in giro. La porta d'ingresso è bloccata, ma si può entrare da una finestra sul tetto.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Ha un'aria piuttosto insignificante, no?", + "EUGENE_QUEST1_PART1_EUGENE6": "L'apparenza inganna, [pause]sai?", + "EUGENE_QUEST1_PART1_EUGENE7": "Quei mostri avevano invaso il mondo da cui provengo, ma noi ci siamo opposti. [pause]Abbiamo VINTO.", + "EUGENE_QUEST1_PART1_EUGENE9": "Prova a planare da qui. Sarò al tuo fianco, non preoccuparti.", + "EUGENE_QUEST2_PART1_EUGENE2.m": "Ci caleremo da lì e faremo piazza pulita. Te la senti?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Eccome!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "Ci caleremo da lì e faremo piazza pulita. Te la senti?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "Ci caleremo da lì e faremo piazza pulita. Te la senti?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Che ne direste di un colloquio con il nostro direttore, al quartier generale dell'Associazione?[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Si va!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Potremmo raggiungere un accordo vantaggioso per entrambe le parti. Vi darò le indicazioni per arrivare sul posto.[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "È la nostra chance per fermarli una volta per tutte!", + "EUGENE_QUEST4_PART1_EUGENE3": "Forza, non abbiamo tempo da perdere!", + "EUGENE_QUEST4_PART1_EUGENE1": "I Succhiaterra hanno una base operativa centrale?", + "EUGENE_QUEST5_PART1_EUGENE1": "Il quartier generale dei Succhiaterra dovrebbe essere qui...", + "EUGENE_QUEST5_PART1_EUGENE2": "Ci siamo... [pause]Quei topi di fogna non avranno scampo contro la nostra [shake rate=30 level=10]ardente volontà[/shake]!", + "EUGENE_QUEST5_PART1_EUGENE3": "...", + "EUGENE_QUEST5_PART1_EUGENE4": "Ma l'ingresso dov\\'è?", + "EUGENE_QUEST5_PART1_EUGENE5": "...", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]NO AI MUTUI A TASSO FISSO...[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "Credo di aver trovato l'ingresso.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]VALORE DI PROPRIETÀ IPOTECATA...[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]TASSI DI CAPITALIZZAZIONE VARIABILI...[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "Grazie di esservi presentati all'appuntamento come da programma. La vostra collaborazione è molto apprezzata.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]CRESCITA DEL CAPITALE...[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "Dimmi: perché mai un Arcangelo vuole conquistare [shake rate=30 level=10]il mercato immobiliare[/shake]?", + "EUGENE_QUEST5_PART2_EUGENE2": "Quindi ci sei tu dietro a tutto questo, eh?", + "EUGENE_QUEST5_PART2_EUGENE5": "...", + "EUGENE_QUEST5_PART2_MAMMON4": "Gli Arcangeli nascono dall'ego dell\\'umanità. I vostri più ardenti desideri ci danno forma.\\n\\nIo esisto come tributo ai consumi degli uomini.\\n\\nBramo ordine perché voi lo bramate. Bramo struttura perché voi la bramate.", + "EUGENE_QUEST5_PART2_EUGENE7": "Tu non sai proprio NIENTE di me.", + "EUGENE_QUEST5_PART2_EUGENE10": "Io...", + "EUGENE_QUEST5_PART2_MAMMON6": "Io voglio ciò che vuoi tu, umano Eugene. Posso leggere il tuo cuore.", + "EUGENE_QUEST5_PART2_MAMMON8": "Io provo empatia per l'umano Eugene.\\n\\nL\\'umano Eugene non trova alcun valore in sé stesso al di fuori della sua causa.", + "EUGENE_QUEST5_PART2_MAMMON9": "Senza una causa, l'umano Eugene è niente.\\n\\nUn vuoto guscio. Proprio come i miei agenti.", + "EUGENE_QUEST5_PART2_EUGENE11": "Non è... [pause]Non è vero.", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Non ascoltarlo, Eugene!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "Ha torto!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]BASTA![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "Non schiaccerai il mio spirito! [pause]È l'unica cosa che sapete fare, tu e quelli come te!", + "EUGENE_QUEST5_PART2_EUGENE15": "Arrivate, con i vostri soldi e i vostri paroloni, e cercate di sfruttare i poveretti...", + "EUGENE_QUEST5_PART2_EUGENE13": "Non voglio più ascoltarti!", + "EUGENE_QUEST5_PART2_EUGENE16": "E se i poveretti reagiscono, [pause]subito gli dite di starsene al loro posto! [pause]È vero o no?", + "EUGENE_QUEST5_PART2_EUGENE17": "Allora quelli stanno al loro posto... [pause]E la situazione peggiora!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]È sempre la stessa [pause]vecchia [pause]storia![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", + "EUGENE_QUEST5_PART2_EUGENE20": "Ti va di distruggere tutta questa baracca?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "Non schiaccerai il mio spirito...", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Eccome.", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Facciamolo!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "E neppure {player} si farà fermare tanto facilmente!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Questo posto cade a pezzi. Forza, dobbiamo andare!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "OH OH, HAI PROPRIO UN BEL POSTICINO QUI, MISTER MAMMON!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "Ti affronteremo insieme, e [shake rate=30 level=10]VINCEREMO[/shake]!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "PUOI DELEGARE IL LAVORO... È UNA RISORSA PREZIOSA!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "LASCIA CHE TI AIUTI A USCIRE DA QUI.", + "EUGENE_QUEST5_PART3_EUGENE1": "Tutti gli agenti Succhiaterra devono essersela filata... [pause]Chissà cosa faranno, ora che la loro organizzazione è caduta.", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "Dici?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "Wow, è stato pazzesco quando ci siamo [wave amp=30 freq=10]fusi[/wave], eh?", + "EUGENE_QUEST5_PART3_EUGENE2.m": "Wow, è stato pazzesco quando ci siamo [wave amp=30 freq=10]fusi[/wave], eh?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Sì, davvero!", + "EUGENE_QUEST5_PART3_EUGENE2.n": "Wow, è stato pazzesco quando ci siamo [wave amp=30 freq=10]fusi[/wave], eh?", + "EUGENE_QUEST5_PART3_EUGENE3": "Già! [pause]Una botta di adrenalina! Eppure riuscivo a sentire la tua forza di volontà che ci guidava, insieme alla mia. Neppure un [wave amp=30 freq=10]Arcangelo[/wave] è riuscito a fermarci!", + "EUGENE_QUEST5_PART3_EUGENE4": "Quindi dietro ai Succhiaterra c'è sempre stato un Arcangelo...", + "EUGENE_QUEST5_PART3_EUGENE5": "Quello che mi ha detto poco fa... [pause]E se fosse vero?", + "EUGENE_QUEST5_PART3_EUGENE6": "Forse, senza una causa a cui dedicarmi, [pause]sono davvero una persona vuota.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "Ho scoperto un modo per lasciare l'isola.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Non credo affatto che tu sia un perdente.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "Non devi dirlo neanche per scherzo.", + "EUGENE_QUEST5_PART3_EUGENE7": "...", + "EUGENE_QUEST5_PART3_EUGENE8.f": "Eh eh. [pause]Grazie.", + "EUGENE_QUEST5_PART3_EUGENE8.m": "Eh eh. [pause]Grazie.", + "EUGENE_QUEST5_PART3_EUGENE8.n": "Eh eh. [pause]Grazie.", + "EUGENE_QUEST5_PART3_EUGENE9": "Ma dimmi... [pause]Cos'è che spinge TE a fare quello che fai?", + "EUGENE_QUEST5_PART3_EUGENE10": "Sai... [pause]Girare il mondo, [pause]aiutare la gente, [pause]combattere i mostri eccetera?", + "EUGENE_QUEST5_PART3_EUGENE15": "Non so se [wave amp=30 freq=30]ci riuscirò[/wave], fisicamente.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Troverò un modo per tornare a casa.", + "EUGENE_QUEST5_PART3_EUGENE11": "Uhm... Mi sembra piuttosto improbabile.", + "EUGENE_QUEST5_PART3_EUGENE12": "Voglio partecipare.", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Davvero?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Così, in quattro e quattr'otto?", + "EUGENE_QUEST5_PART3_EUGENE13": "Così, in quattro e quattr'otto!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "Che intendi?", + "EUGENE_QUEST5_PART3_EUGENE14": "Abbiamo fermato i Succhiaterra, ma non voglio fermarmi qui.", + "EUGENE_QUEST5_PART3_EUGENE16": "Mi serve [wave amp=30 freq=30]qualcosa[/wave] a cui aspirare.", + "EUGENE_QUEST5_PART3_EUGENE17": "Quindi facciamolo. [pause]Una nuova causa a cui dedicarmi.", + "EUGENE_QUEST5_PART3_EUGENE18": "Ci sto.", + "EUGENE_CONVO1_EUGENE1": "Sai, [pause]affrontare i Succhiaterra in quel modo...", + "EUGENE_CONVO1_EUGENE3": "Ma era la cosa giusta da fare, [pause]perché il loro \\\"business\\\" faceva del male a un sacco di gente.", + "EUGENE_CONVO1_EUGENE2": "Probabilmente in altri mondi sarebbe illegale, [pause]vero?", + "EUGENE_CONVO2_EUGENE1": "Beh, devo tornare ai miei allenamenti. [pause]Non posso salvare il mondo se non sono al top della forma!", + "EUGENE_CONVO1_EUGENE4": "C'è una bella differenza tra la \\\"legge\\\" e la \\\"vera giustizia\\\", [pause]non credi?", + "EUGENE_CONVO2_EUGENE2": "Forse un giorno troverò qualche attrezzo ginnico spiaggiato sulla costa...", + "EUGENE_CONVO3_EUGENE1": "Nei primi tempi, gli abiti di Nuova Wirral mi sembravano tutti molto strani, con quel loro stile, [pause]diciamo... [pause]vintage.", + "EUGENE_CONVO3_EUGENE2": "In fin dei conti, provengono tutti da quel vecchio centro commerciale...", + "EUGENE_CONVO3_EUGENE3": "Ma ora mi sto affezionando al look. [pause]Spero di poter riportare nel mio mondo questa giacchetta rosa.", + "EUGENE_CONVO4_EUGENE1.m": "Sei... [pause]Sei davvero carino, con il fuoco che t'illumina così.", + "EUGENE_CONVO4_EUGENE2": "Se avessi una macchina fotografica, ti scatterei una foto. [pause]Peccato che non ce l'ho, [pause]eh?", + "EUGENE_CONVO4_EUGENE1.n": "Sei... [pause]Sei davvero carinə, con il fuoco che t'illumina così.", + "EUGENE_CONVO4_EUGENE1.f": "Sei... [pause]Sei davvero carina, con il fuoco che t'illumina così.", + "EUGENE_CONVO5_EUGENE2": "Mi sembra adatta a te, [pause]sai?", + "EUGENE_CONVO5_EUGENE1": "Come ti trovi nella tua forma di {first_tape_name}?", + "EUGENE_CONVO6_EUGENE2": "Un falò davvero epocale. [pause]Ottimo lavoro, {player}.", + "EUGENE_CONVO5_EUGENE4": "Mi piace.", + "EUGENE_CONVO5_EUGENE3": "Trasformarsi in {first_tape_description} per difendere la gente di Nuova Wirral!", + "EUGENE_CONVO6_EUGENE1": "Questo è, [pause]tipo, [pause]uno dei migliori dieci falò che io abbia mai acceso.", + "EUGENE_CONVO7_EUGENE4": "Spero che non sia come un sogno. [pause]Non voglio dimenticarmene appena torno nel mondo reale.", + "EUGENE_CONVO10_EUGENE4": "Non sono molto bravo con le relazioni. [pause]È molto più facile combattere gli Arcangeli che cercare di decifrare i sentimenti altrui.", + "EUGENE_CONVO7_EUGENE2": "Io spero... [pause]che tutto questo sia reale.", + "EUGENE_CONVO7_EUGENE1.n": "Pensi mai a come sarà la tua vita quando tornerai a casa?", + "EUGENE_CONVO7_EUGENE1.m": "Pensi mai a come sarà la tua vita quando tornerai a casa?", + "EUGENE_CONVO7_EUGENE3": "Devi averci pensato anche tu ogni tanto, [pause]vero?", + "EUGENE_CONVO8_EUGENE1": "In passato la gente doveva portare in giro queste cassette di plastica per ascoltare la musica. [pause]Mah.", + "EUGENE_CONVO7_EUGENE1.f": "Pensi mai a come sarà la tua vita quando tornerai a casa?", + "EUGENE_CONVO7_EUGENE5": "Non voglio dimenticare te, {player}.", + "EUGENE_CONVO8_EUGENE3": "...", + "EUGENE_CONVO8_EUGENE2": "Sono molto antiche, quindi probabilmente una sola cassetta non poteva contenere più di un migliaio di canzoni.", + "EUGENE_CONVO8_EUGENE4": "Ehi, [pause]perché mi guardi così? [pause]Ho detto qualcosa di sbagliato?", + "EUGENE_CONVO9_EUGENE2": "La trasformazione in mostri potrebbe essere utile alla società in modi che noi non riusciamo nemmeno a [wave amp=30 freq=10]sognare[/wave]!", + "EUGENE_CONVO9_EUGENE1": "Se ce ne andiamo dall'isola, spero che potremo portare con noi questa tecnologia a cassette.", + "EUGENE_CONVO9_EUGENE3": "Immagina di poterti trasformare in un mostro velocissimo per fare consegne a domicilio... [pause]o in un mostro d'acqua per spegnere gli incendi.", + "EUGENE_CONVO10_EUGENE1.n": "Sono... [pause]contento di averti potuto conoscere, {player}.", + "EUGENE_CONVO9_EUGENE4": "Sono galvanizzato solo a pensarci!", + "EUGENE_CONVO10_EUGENE2": "...", + "EUGENE_CONVO10_EUGENE1.f": "Sono... [pause]contento di averti potuto conoscere, {player}.", + "EUGENE_CONVO10_EUGENE1.m": "Sono... [pause]contento di averti potuto conoscere, {player}.", + "EUGENE_CONVO10_EUGENE3.m": "Wow... [pause]Nessuno crederà che avevo un bellissimo fidanzato su quest'isola magica, [pause]vero?", + "EUGENE_CONVO10_EUGENE3.f": "Wow... [pause]Nessuno crederà che avevo una bellissima fidanzata su quest'isola magica, [pause]vero?", + "EUGENE_CONVO10_EUGENE3.n": "Wow... [pause]Nessuno crederà che avevo unə bellissimə fidanzatə su quest'isola magica, [pause]vero?", + "EUGENE_CONVO10_EUGENE5": "Forse dovrei lavorarci su...", + "EUGENE_CONVO11_EUGENE6": "Beh, è vero, ma... [pause]L'ha costruito sulle ceneri del vecchio.", + "EUGENE_CONVO11_EUGENE1": "Pensi mai alla possibilità di... [pause]Di non tornare nel tuo mondo, {player}?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "Perché dovrei?", + "EUGENE_CONVO11_EUGENE2": "Pensaci: [pause]noi non proveniamo dallo stesso periodo nella storia del nostro mondo, no?", + "EUGENE_CONVO11_EUGENE3": "Non veniamo dallo stesso mondo, ma da mondi probabilmente simili.", + "EUGENE_CONVO11_EUGENE4": "Quindi il futuro del tuo mondo potrebbe essere il passato del mio. [pause]E in quel caso, non ti aspetterebbe una vita facile. Per niente.", + "EUGENE_CONVO11_EUGENE4_OPTION1": "Che intendi dire?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "Cos'è successo nel passato del tuo mondo?", + "EUGENE_CONVO11_EUGENE5": "Ti ho detto che la mia gente ha costruito un mondo nuovo e migliore, no?", + "EUGENE_CONVO11_EUGENE7": "Io sono nato quando il fumo si era ormai diradato, ma quelli che ci sono passati... [pause]Beh, hanno avuto un bel fardello da portare.", + "EUGENE_CONVO11_EUGENE8": "Non solo per il ricordo del passato perduto, ma anche per la consapevolezza di ciò che erano diventati.", + "EUGENE_CONVO11_EUGENE9": "So che non posso impedirti di tornare a casa, ma tremo al pensiero del mondo che ti potrebbe attendere.", + "EUGENE_CONVO12_EUGENE2": "Dopo che avremo fatto tutto quello che c'è da fare qui a Nuova Wirral, intendo.", + "EUGENE_CONVO11_EUGENE10": "Ti meriti una vita migliore di quella, {player}.", + "EUGENE_CONVO12_EUGENE1": "Pensi davvero che quell'enorme portale possa riportarci a casa?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "Credo di sì.", + "EUGENE_CONVO12_EUGENE2_OPTION2": "Per forza.", + "EUGENE_CONVO12_EUGENE3": "Epocale.", + "EUGENE_CONVO13_EUGENE2": "Pensaci. [pause]Tutta questa società in miniatura è [wave amp=30 freq=10]fondata[/wave] su un'esperienza condivisa. Ossia l\\'esperienza di essere tutti naufraghi su questa strana isola.", + "EUGENE_CONVO12_EUGENE4": "Spero che sia vero. Ho un sacco di progetti, sai?", + "EUGENE_CONVO13_EUGENE1": "Wow... [pause]Se quel portale è davvero una via d'uscita da Nuova Wirral, le cose qui cambieranno [wave amp=30 freq=10]un bel po\\'[/wave].", + "EUGENE_CONVO13_EUGENE3": "Tante persone sono nate qui, allevate da gente di mondi diversi. Non conoscono un'altra realtà!", + "EUGENE_CONVO14_EUGENE1": "Uhm... [pause]Credo che dovremmo parlare di quello che è successo.", + "EUGENE_CONVO13_EUGENE4": "Spero che Ianthe sappia come affrontare questo cambiamento.", + "EUGENE_CONVO14_EUGENE1_OPTION2": "Che intendi?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "Parlare di cosa?", + "EUGENE_CONVO14_EUGENE3": "Quando ci siamo fusi in un enorme [shake rate=30 level=10]mostro divino[/shake] e abbiamo [shake rate=30 level=10]stracciato Aleph![/shake]", + "EUGENE_CONVO14_EUGENE2": "Quando noi... [pause]Hai capito, no?", + "EUGENE_CONVO14_EUGENE5": "Sarò onesto con te, ci sono tanti aspetti di questa faccenda degli \\\"Arcangeli\\\" che proprio non capisco.", + "EUGENE_CONVO14_EUGENE4": "È stato pazzesco, no?", + "EUGENE_CONVO14_EUGENE6": "Cioè, c'è tutta questa [wave amp=30 freq=10]storia antica[/wave] con Morgante e Aleph, sbaglio? Forse c\\'entra anche la stazione ferroviaria? [pause]Non lo so proprio.", + "EUGENE_CONVO14_EUGENE7": "Quello che so, però, è che abbiamo fatto squadra e sconfitto un cattivone. [pause]Questo sì che lo capisco.", + "EUGENE_CONVO15_EUGENE1": "Spero che il tuo piano di andartene dall'isola funzioni.", + "EUGENE_CONVO15_EUGENE2": "Inizio a temere che le scorte di tintura per capelli qui a Nuova Wirral stiano per finire.", + "EUGENE_CONVO16_EUGENE1": "Wow, quella città abbandonata che abbiamo attraversato mi ha messo i brividi.", + "EUGENE_CONVO16_EUGENE2": "Mi ha ricordato alcuni posti del mio mondo. Città un tempo abitate, poi abbandonate quando la situazione è precipitata.", + "EUGENE_CONVO16_EUGENE3": "Ne ho viste davvero tante.", + "EUGENE_CONVO16_EUGENE4": "Forse, col tempo, la gente di Harbourtown potrebbe mettersi d'impegno e ricostruirla.", + "EUGENE_CONVO16_EUGENE5": "Mi piacerebbe molto.", + "EUGENE_CONVO17_EUGENE1": "Eccoci qui, intorno a un falò nella natura, sapendo che qualche [wave amp=30 freq=10]bestia gigante[/wave] potrebbe attaccarci in qualunque momento... [pause]Pensi anche tu quello che penso io, {player}?", + "EUGENE_CONVO17_EUGENE2": "Stai pensando: [pause]\\\"Questa è proprio la vita dei miei antenati cavernicoli!\\\".", + "EUGENE_CONVO17_EUGENE1_OPTION1": "Non saprei...", + "EUGENE_CONVO17_EUGENE1_OPTION2": "E cosa starei pensando?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "Cosa?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "Non ho mai pensato una cosa del genere in vita mia.", + "EUGENE_CONVO18_EUGENE1": "Devo lavorare sulle mia grida di battaglia.", + "EUGENE_CONVO18_EUGENE1_OPTION1": "Le tue cosa?", + "EUGENE_CONVO17_EUGENE3": "Avevo ragione, lo stavi pensando anche tu.", + "EUGENE_CONVO18_EUGENE1_OPTION2": "Grida di battaglia?", + "EUGENE_CONVO18_EUGENE2": "Sì! [pause]Tipo quando sto combattendo, e subito prima di trasformarmi grido qualcosa come \\\"Via alle danze!\\\", oppure \\\"Trasformazione!\\\"...", + "EUGENE_CONVO18_EUGENE2_OPTION1": "Puoi fare di meglio!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"Trasformazione\\\" non è molto originale...", + "EUGENE_CONVO18_EUGENE3": "Ci sto lavorando, ok?", + "EUGENE_CONVO18_EUGENE4": "...", + "EUGENE_CONVO18_EUGENE5": "E se gridassi [wave amp=30 freq=10]\\\"Modalità mostro!\\\"[/wave], pensi che funzionerebbe? [pause]Mi farebbe sembrare un duro?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "Per niente.", + "EUGENE_CONVO18_EUGENE5_OPTION2": "Assolutamente no.", + "EUGENE_CONVO18_EUGENE6": "Magari ci lavoro su un altro po'.", + "EUGENE_CONVO20_EUGENE1_OPTION1": "Che intendi?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "Eh?", + "EUGENE_CONVO19_EUGENE1": "Scusa, [pause]devo ancora abituarmi al fatto che ora siamo una coppia, tecnicamente.", + "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"Tecnicamente\\\"?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "Non mi sembri entusiasta.", + "EUGENE_CONVO19_EUGENE2": "Oh, non intendevo in senso [shake rate=30 level=10]negativo[/shake]!", + "EUGENE_CONVO19_EUGENE3": "È solo che non mi aspettavo che mi succedesse una [wave amp=30 freq=10]cosa simile[/wave] qui a Nuova Wirral. Ovviamente sono [wave amp=30 freq=10]felicissimo[/wave] di stare con te!", + "EUGENE_CONVO20_EUGENE1": "Sarebbe facile se rimanessimo qui insieme, non credi?", + "EUGENE_SOCIAL1_EUGENE2": "La fusione in mostro è davvero elettrizzante.", + "EUGENE_CONVO20_EUGENE2": "Io e te, a vivere nella sonnolenta ma [wave amp=30 freq=10]idilliaca[/wave] Harbourtown. Senza cambiamenti.", + "EUGENE_CONVO20_EUGENE3": "Ma... Non fa per noi, vero? [pause]Il nostro destino ha in serbo qualcosa di più per entrambi.", + "EUGENE_SOCIAL1_EUGENE1": "Wow, devo dire che...", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "Dici?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "Hai ragione!", + "EUGENE_SOCIAL1_EUGENE4": "Una manifestazione concreta della nostra forza interiore.", + "EUGENE_SOCIAL1_EUGENE3": "Sì, [pause]è come...", + "EUGENE_SOCIAL1_EUGENE5": "Nell'emozione del momento i nostri obiettivi si allineano fino a combaciare, e possiamo letteralmente diventare un\\'unica, potente forza.", + "EUGENE_SOCIAL1_EUGENE6": "In quel momento, è come se fossimo [wave amp=30 freq=20]inarrestabili[/wave].", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "So cosa intendi!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Eh eh, parli come il personaggio di un anime.", + "EUGENE_SOCIAL1_EUGENE7A": "Sapevo che mi avresti capito!", + "EUGENE_SOCIAL1_EUGENE7B": "Ehi, ti sto parlando col cuore in mano!", + "EUGENE_SOCIAL1_EUGENE8": "Ho passato troppo tempo a vivere senza dare niente in cambio, credo.", + "EUGENE_SOCIAL1_EUGENE9": "Forse mi sto rifacendo del tempo perduto.", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "Perché non mi parli un po' del tuo mondo?", + "EUGENE_SOCIAL1_EUGENE10": "Bah, lascia perdere. Ne parliamo un'altra volta.", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "Cosa è successo nel tuo mondo?", + "EUGENE_SOCIAL1_EUGENE11": "Ci tornerò. [pause]Nel mio mondo, intendo. [pause]Dopo che tu avrai trovato la tua via d'uscita, ovviamente.", + "EUGENE_SOCIAL1_EUGENE12": "Porterò con me le mie cassette [pause]e difenderò la gente che ne ha più bisogno.", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Come un supereroe a forma di mostro?", + "EUGENE_SOCIAL1_EUGENE13": "Come un supereroe a forma di mostro, esatto.", + "EUGENE_SOCIAL2_EUGENE1": "Stavo pensando a Clémence, che ha... [pause]deciso di aprire un caffè solo per rendere migliore la vita sull'isola.", + "EUGENE_SOCIAL1_EUGENE14": "Roba da duri, eh?", + "EUGENE_SOCIAL2_EUGENE2": "Migliorare il mondo, rendermi utile... [pause]Sono queste le cose che dovrei fare!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "Non devi pensare sempre ad aiutare gli altri!", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "Guarda che aiuti già abbastanza!", + "EUGENE_SOCIAL2_EUGENE4": "Forse è un'ossessione che deriva dalla situazione nel mio mondo.", + "EUGENE_SOCIAL2_EUGENE3": "Eh eh. [pause]Se lo dici tu.", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "Il tuo mondo?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "Che intendi?", + "EUGENE_SOCIAL2_EUGENE5": "Ok... [pause]Sulla \\\"mia Terra\\\", [pause]più o meno a metà del XXI secolo, ci fu... [pause]una sommossa.", + "EUGENE_SOCIAL2_EUGENE7": "Ci rendemmo conto che avremmo potuto sopravvivere meglio se ci fossimo tutti aiutati a vicenda.", + "EUGENE_SOCIAL2_EUGENE6": "L'avidità e il consumismo avevano raggiunto livelli tali che il mondo intero disse \\\"basta\\\".", + "EUGENE_SOCIAL2_EUGENE8": "Non avevamo BISOGNO delle istituzioni, che ci dominavano uccidendo il pianeta.", + "EUGENE_SOCIAL2_EUGENE9": "Aiutare la comunità divenne più importante della ricchezza e della fama... [pause]Ma in questo io non ero... [pause]molto bravo.", + "EUGENE_SOCIAL3_EUGENE4": "Renderò Harbourtown un posto migliore. [pause]Aspetta e vedrai.", + "EUGENE_SOCIAL2_EUGENE10": "Ora che sono qui a Nuova Wirral... [pause]ho l'opportunità di migliorare. [pause]Così potrò tornare a casa e combinare davvero qualcosa nella vita.", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "Non devi mica essere un eroe per avere valore!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "Non devi sentirti in colpa!", + "EUGENE_SOCIAL2_EUGENE11": "Lo so, [pause]ma...", + "EUGENE_SOCIAL2_EUGENE12": "Credo che mi serva.", + "EUGENE_SOCIAL2_EUGENE13": "Comunque sia, [pause]basta parlare di me.", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "Deciso?", + "EUGENE_SOCIAL3_EUGENE3": "Non voglio più limitarmi a parlare. [pause]È ora di agire.", + "EUGENE_SOCIAL3_EUGENE1": "Ok, [pause]ho deciso.", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Deciso cosa?", + "EUGENE_SOCIAL3_EUGENE2": "Ho un progetto in mente.", + "EUGENE_SOCIAL3_EUGENE5": "Non so... [pause]Fermare qualcosa di [wave amp=30 freq=10]brutto[/wave] non equivale a fare qualcosa di [wave amp=30 freq=10]buono[/wave], [pause]capisci?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "Hai già fermato i Succhiaterra!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "Hai già fatto la tua parte per aiutare Harbourtown!", + "EUGENE_SOCIAL3_EUGENE6": "Ok, sono convinto! [pause]Sarà fantastico, [pause]aspetta e vedrai!", + "EUGENE_SOCIAL4_EUGENE1": "Ehi, [pause]posso farti vedere una cosa?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "Cos'hai in mente?", + "EUGENE_SOCIAL3_EUGENE7.m": "Non ti dico niente. [pause]Aspetta e vedrai.", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Cosa sarà \\\"fantastico\\\"?", + "EUGENE_SOCIAL3_EUGENE8": "Il \\\"difensore di Harbourtown\\\" deve pur essere in grado di mantenere un segreto, [pause]dopotutto.", + "EUGENE_SOCIAL3_EUGENE7.f": "Non ti dico niente. [pause]Aspetta e vedrai.", + "EUGENE_SOCIAL3_EUGENE7.n": "Non ti dico niente. [pause]Aspetta e vedrai.", + "EUGENE_SOCIAL4_EUGENE7": "Da quando ci siamo sbarazzati dei Succhiaterra, questo vecchio edificio era rimasto vuoto... [pause]Allora ho pensato di farne buon uso!", + "EUGENE_SOCIAL4_EUGENE2": "Ho finito il progetto. È il momento della grande inaugurazione.", + "EUGENE_SOCIAL4_EUGENE3": "Vuoi venire adesso?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Certo!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Non ora.", + "EUGENE_SOCIAL4_EUGENE_NO": "Ah, ok. [pause]Magari un'altra volta.", + "EUGENE_SOCIAL4_EUGENE11": "Guarda che non stiamo [wave amp=30 freq=10]SEMPRE[/wave] insieme, io e te! [pause]Ho del tempo libero!", + "EUGENE_SOCIAL4_EUGENE4": "Ok! [pause]Ti faccio strada.", + "EUGENE_SOCIAL4_EUGENE6": "La nostra prima [wave amp=30 freq=10]missione di squadra[/wave] è stata proprio qui!", + "EUGENE_SOCIAL4_EUGENE5": "Ricordi questo posto, [pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "Forza, [pause]entriamo!", + "EUGENE_SOCIAL4_EUGENE9": "Grazie alla finestra sul soffitto, [pause]questo ufficio abbandonato riceve molta luce naturale durante il giorno.", + "EUGENE_SOCIAL4_EUGENE10": "Ho pensato che potesse diventare un bel giardino pubblico. [pause]Tutti possono venire qui a piantare fiori e distrarsi un po' dalla vita cittadina.", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "Ma quando sei riuscito a fare tutto?", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "Ma dove hai trovato il tempo per fare tutto?", + "EUGENE_SOCIAL4_EUGENE12": "Allora, che ne pensi?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "È incredibile!", + "EUGENE_SOCIAL4_EUGENE14": "Iniziavo a pensare che fosse un'idea stupida.", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "Mi piace da morire!", + "EUGENE_SOCIAL4_EUGENE13": "Lo... [pause]Lo pensi davvero?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "Sei tu che cerchi una via d'uscita dall\\'isola! [pause]Neppure i limiti di tempo e spazio ti fermano!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "Sei un amico davvero super!", + "EUGENE_SOCIAL4_EUGENE15": "Sono contento che ti piaccia.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "Sei tu che cerchi una via d'uscita dall\\'isola! [pause]Neppure i limiti di tempo e spazio ti fermano!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "È molto romantico da parte tua.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Eh eh, [pause]suvvia. [pause]Tra noi due, sei tu che hai le aspirazioni più alte.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Non vedo l'ora di tornare nella mia vera casa. [pause]Qui ormai ho dato il meglio di me.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "Sei tu che cerchi una via d'uscita dall\\'isola! [pause]Neppure i limiti di tempo e spazio ti fermano!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Beh, era ora che Nuova Wirral avesse un nuovo posto per gli appuntamenti.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Forza, [pause]andiamo.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "Direi che il tuo progetto è stato un successo!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Uh, [pause][pause]cioè, [pause][pause]credo di sì...[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "Quindi... questo è un appuntamento?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Se... [pause]Se a te fa piacere, [pause]ovviamente.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Il romanticismo ti mette a disagio, eh?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "Non ti avevo mai visto così nervoso!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "Che vergogna... Riesco a sgominare un intero ufficio pieno di creature malvage...", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Già, [pause]forse hai ragione.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Ma faccio fatica a dire al mio complice cosa provo per lui.", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Ma faccio fatica a dire alla mia complice cosa provo per lei.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Ma faccio fatica a rivelare cosa provo per te.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Sì, [pause]questo è un appuntamento.", + "EUGENE_ROMANCE_EUGENE1.m": "Non dici niente... [pause]Va tutto bene?", + "EUGENE_ROMANCE_EUGENE1.f": "Non dici niente... [pause]Va tutto bene?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "Niente di particolare!", + "EUGENE_ROMANCE_EUGENE1.n": "Non dici niente... [pause]Va tutto bene?", + "EUGENE_ROMANCE_EUGENE_NO": "Ok.", + "EUGENE_ROMANCE_EUGENE8": "Ma finché siamo insieme, divertiamoci!", + "EUGENE_ROMANCE_EUGENE3": "Lo so. [pause]Cioè, anch'io. [pause]Sono un po\\' nervoso, scusa.", + "EUGENE_ROMANCE_EUGENE2": "Io... [pause][pause]Uhm...", + "EUGENE_ROMANCE_EUGENE5": "Insieme siamo più grandi della somma delle nostre parti. [pause]È come quando ci fondiamo!", + "EUGENE_ROMANCE_EUGENE4": "Noi due ci aiutiamo a vicenda a diventare migliori.", + "EUGENE_ROMANCE_EUGENE7": "Significhi molto per me, [pause]ma io ho la mia vecchia vita a cui tornare. [pause]E anche tu.", + "EUGENE_ROMANCE_EUGENE6": "Detto questo... [pause]Se davvero troveremo il modo di andarcene dall'isola, dovremo lasciarci.", + "EUGENE_ROMANCE_EUGENE9": "Ci sono persone da aiutare e mostri giganti da prendere a pugni fortissimi in faccia.", + "EUGENE_ROMANCE_EUGENE10": "Come sempre: [pause]la supercoppia inarrestabile di Harbourtown!", + "FELIX_UNKNOWN_NAME": "Tizio amichevole", + "EUGENE_ROMANCE_EUGENE11": "Anche se forse potremmo evitare le avventure, [pause]almeno per stanotte...", + "FELIX_INTRO_FELIX1": "Occhio a dove metti i piedi. [pause]Rischi di inciampare in tutto questo ciarpame.", + "FELIX_INTRO_FELIX3": "Beh, io no. Io sono finito qui con tutta la mia roba.", + "FELIX_INTRO_FELIX1_OPTION1": "E questa stanza cos'è?", + "FELIX_INTRO_FELIX4": "Questo un tempo era il mio appartamento... [pause]Con qualche muro in più.", + "FELIX_INTRO_FELIX1_OPTION2": "Che posto è questo?", + "FELIX_INTRO_FELIX2": "Di solito la gente cade dal cielo e finisce in mare, no?", + "FELIX_INTRO_FELIX4_OPTION1": "E com'è successo?", + "FELIX_INTRO_FELIX5": "Bella domanda! [pause]Se non altro... [pause]tutti i miei disegni e i bloc notes sono rimasti con me.", + "FELIX_INTRO_FELIX4_OPTION2": "E come ha fatto il tuo appartamento ad arrivare fino a Nuova Wirral?", + "FELIX_INTRO_FELIX6": "Sono Felix. [pause]Piacere di conoscerti.", + "FELIX_INTRO_FELIX6_OPTION1": "Io sono {player}!", + "FELIX_INTRO_MEREDITH7": "È da un po' che non ti vedo, Felix. Che ci... Che ci fai qui?", + "FELIX_INTRO_FELIX6_OPTION2": "Mi chiamano... {player}.", + "FELIX_INTRO_FELIX9": "Quasi tutta questa roba è andata in pezzi quando la stanza è piovuta dal cielo insieme a me, [pause]e poi la pioggia ha fatto il resto...", + "FELIX_INTRO_KAYLEIGH7": "Ciao, Felix! [pause]Che ci fai qui?", + "FELIX_INTRO_VIOLA7": "E io son Viola di Messina. [pause]Orsù dimmi, in cosa sei impegnato qui, solo soletto?", + "FELIX_INTRO_EUGENE7": "Ehilà, bello! È qui che passi il tempo? [pause]E che cosa fai?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]Piacere di conoscerti, Felix…[/wave]", + "FELIX_INTRO_FELIX8": "Sto cercando una cosa.", + "FELIX_INTRO_FELIX10": "Ma qui intorno c'è una cosa che è sicuramente rimasta intatta...", + "FELIX_INTRO_FELIX11": "Lo sapevo!", + "FELIX_INTRO_FELIX12_OPTION1": "Ma che cos'è?", + "FELIX_INTRO_FELIX12": "Il sigillo non si è rotto... L'acqua non dovrebbe esserci entrata.", + "FELIX_INTRO_FELIX12_OPTION2": "Che cosa c'è dentro?", + "FELIX_INTRO_FELIX13": "Temo sia difficile da spiegare.", + "FELIX_INTRO_FELIX14": "Passa a casa mia, a Harbourtown Ovest. [pause]Ti farò vedere.", + "FELIX_INTRO2_FELIX2_OPTION1": "Certo!", + "FELIX_INTRO2_FELIX1.m": "Oh, ehi. [pause]Eccoti qui.", + "FELIX_INTRO2_FELIX2": "Vuoi vedere cosa ho recuperato dai tristi ruderi della mia casa?", + "FELIX_INTRO2_FELIX1.n": "Oh, ehi. [pause]Eccoti qui.", + "FELIX_INTRO2_FELIX1.f": "Oh, ehi. [pause]Eccoti qui.", + "FELIX_INTRO2_FELIX3": "Nella mia vecchia vita ero un artista di zoti.", + "FELIX_INTRO2_FELIX2_OPTION2": "Non ora.", + "FELIX_INTRO2_FELIX2_NO": "Nessun problema. Se cambi idea, passa a salutarmi.", + "FELIX_INTRO2_FELIX3_OPTION1": "Zo-cosa?", + "FELIX_INTRO2_FELIX3_OPTION2": "Un cosa?", + "FELIX_INTRO2_FELIX4": "È più semplice se te lo mostro. Guarda.", + "FELIX_INTRO2_FELIX5": "Questo è un rullo per zoto. Si infila nello zootropio e poi si guarda attraverso la fessura.", + "FELIX_INTRO2_FELIX6": "Lo zootropio ha un motore. Quando premo il pulsante, gira.", + "FELIX_INTRO2_FELIX8": "Quando gira, si anima e prende vita. [pause]Vedi?", + "FELIX_INTRO2_FELIX7": "La striscia dello zoto ha la stessa immagine disegnata molte volte, con piccole variazioni.", + "FELIX_INTRO2_FELIX9": "Poi puoi tirare la leva per passare alla fila successiva, [pause]per la prossima parte della storia.", + "FELIX_INTRO2_FELIX12": "Un tempo era molto popolare, [pause]poi è passato di moda.", + "FELIX_INTRO2_FELIX11": "Sono ossessionato dagli zoti sin da bambino.", + "FELIX_INTRO2_FELIX10": "Puoi raccontare un'intera storia [pause]e farle prendere vita, [pause]solo con i disegni.", + "FELIX_INTRO2_FELIX14": "In genere le storie a zoti parlano degli eroi della Rivoluzione Francese, [pause]come la Primula Rossa, [pause]ma da quando sono arrivati gli adattamenti hollywoodiani, a nessuno interessa più il materiale originario.", + "FELIX_INTRO2_FELIX13": "Ora è una tecnica di nicchia. [pause]Almeno... [pause]da dove vengo io, [pause]intendo.", + "FELIX_INTRO2_FELIX15": "Mi sono appassionato a queste storie da bambino, [pause]e le amo ancora da pazzi.", + "FELIX_INTRO2_FELIX16": "Forse è per questo che ora faccio l'artista.", + "FELIX_INTRO2_FELIX18": "E, se non altro, un'isola piena di mostri strambi è perfetta per trovare ispirazione!", + "FELIX_INTRO2_FELIX17": "Al momento sto cercando di inventare dei nuovi personaggi...", + "FELIX_INTRO2_FELIX19": "Questo significa che... forse tu potresti aiutarmi.", + "FELIX_INTRO2_FELIX20": "Sto cercando una creatura particolare. Vorrei darle un'occhiata da vicino.", + "FELIX_INTRO2_FELIX21": "So che si trova a Prato dei Ciliegi. È un [wave amp=30 freq=10]guerriero con la spada di legno[/wave].", + "FELIX_INTRO2_FELIX22": "Mi puoi dare una mano?", + "FELIX_INTRO2_FELIX22_OPTION1": "Certo!", + "FELIX_INTRO2_FELIX22_NO": "Nessun problema. Se avrai tempo, torna a trovarmi e partiremo per questa piccola avventura.", + "FELIX_INTRO2_FELIX22_OPTION2": "Non ora.", + "FELIX_INTRO2_FELIX23": "Fantastico! Ti indico la posizione sulla mappa.", + "FELIX_QUEST1_PART1_FELIX1": "Ok, ci siamo! Ora tu lo affronti e io gli faccio il ritratto.", + "FELIX_QUEST1_PASSIVE_FELIX1": "I ranger mi hanno parlato di questa creatura. Dicono che se ne stia in piedi, in perfetta posa da guerriero.", + "FELIX_QUEST1_PASSIVE_FELIX2": "Posto stupendo, eh?", + "FELIX_QUEST1_PART2_FELIX1": "Oh oh...", + "FELIX_QUEST1_PART2_KUNEKO2": "ALTOLÀ!", + "FELIX_QUEST1_PART3_FELIX4": "Era con me nell'appartamento quando sono atterrato qui, per questo ce l\\'ho ancora.", + "FELIX_QUEST1_PART2_KUNEKO3": "E... E non tornare!", + "FELIX_QUEST1_PART2_FELIX4": "Ma chi sei...", + "FELIX_QUEST1_PART2_FELIX5": "Aspetta, [pause][pause]ma tu sei...?", + "FELIX_QUEST1_PART2_KUNEKO6": "IIIH!", + "FELIX_QUEST1_PART2_FELIX7": "...", + "FELIX_QUEST1_PART2_FELIX8": "Oh, [pause]no.", + "FELIX_QUEST1_PART2_FELIX9": "No e poi no. [pause][pause]No.", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "Era un Arcangelo?", + "FELIX_QUEST1_PART2_FELIX12": "Torniamo da me. Ti spiegherò tutto, lo giuro.", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "Era un mostro?", + "FELIX_QUEST1_PART2_FELIX10": "Io...", + "FELIX_QUEST1_PART2_FELIX11": "Credo che il mio passato stia tornando per tormentarmi.", + "FELIX_QUEST1_PART3_FELIX1": "Dev'essere qui da qualche parte, [pause]io...", + "FELIX_QUEST1_PART3_FELIX2": "Eccolo!", + "FELIX_QUEST1_PART3_FELIX3": "Ecco... Questo è il mio vecchio bloc notes di quando avevo 12 anni.", + "FELIX_QUEST1_PART3_FELIX5": "Guarda questa pagina.", + "FELIX_QUEST1_PART3_FELIX6": "Lei si chiama Kuneko.", + "FELIX_QUEST1_PART3_FELIX7": "È un personaggio che avevo inventato da bambino.", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Ha le ali da angelo?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "Perché ha le orecchie da gatto?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "È una ninja?", + "FELIX_QUEST1_PART3_FELIX8": "Lei è... [pause]la figlia di un angelo e di un demone, smarrita sulla terra e adottata da un mistico clan ninja...", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Padrone?", + "FELIX_QUEST1_PART3_FELIX9": "A ventun anni [pause]è partita di casa per una missione epica: conquistare i quattro altari elementali e dimostrare di essere la più grande guerriera di tutto il paese.", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Mi sembra una storia un po' trita.", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Wow, è un personaggio pazzesco!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Direi che da allora sei migliorato, come artista...", + "FELIX_QUEST1_PART3_FELIX10": "Alle medie ho attraversato una fase anime. [pause]Non mi giudicare!", + "FELIX_QUEST1_PART3_FELIX12": "Non ho la MINIMA idea di come abbiano fatto i miei [wave amp=30 freq=10]pessimi disegni di gioventù[/wave] a diventare reali.", + "FELIX_QUEST1_PART3_FELIX11": "So BENISSIMO che è una cosa un po' da sfigati...", + "FELIX_QUEST1_PART3_FELIX13": "Ma se Kuneko è davvero qui in questo mondo... [pause]Devo trovarla.", + "FELIX_QUEST1_PART3_FELIX14": "Devo scoprire cosa c'è sotto.", + "FELIX_QUEST1_PART4_KUNEKO1": "...", + "FELIX_QUEST1_PART4_FELIX3": "Prima mi hai salvato... [pause]Mi conosci?", + "FELIX_QUEST1_PART4_FELIX2": "Oh. [pause]Che velocità.", + "FELIX_QUEST1_PART4_KUNEKO4": "N-Non ti ho mai incontrato, ma sento un forte legame con te...", + "FELIX_QUEST1_PART4_FELIX5": "Oh, sì, ci credo.", + "FELIX_QUEST1_PART4_KUNEKO7": "Io...", + "FELIX_QUEST1_PART4_FELIX6": "Dopotutto, ti ho creata io.", + "FELIX_QUEST1_PART4_FELIX12": "Davvero non c'è bisogno che tu mi chiami \\\"creatore\\\".", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]TI PREGO, PERDONAMI![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "Sono [wave amp=30 freq=10]costernata[/wave] di non averti riconosciuto, creatore!", + "FELIX_QUEST1_PART4_KUNEKO10": "Qualche tempo fa mi sono svegliata nel prato del nostro primo incontro. [pause]Conoscevo soltanto il mio nome, e nel cuore avevo una missione.", + "FELIX_QUEST1_PART4_KUNEKO11": "Sono le uniche cose che ricordo, creatore.", + "FELIX_QUEST1_PART4_KUNEKO13": "Che ne dici di [pause]padre?", + "FELIX_QUEST1_PART4_FELIX14": "Uhm, [pause]no, [pause]non è affatto meglio.", + "FELIX_QUEST1_PART4_FELIX16": "No.", + "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Papino?", + "FELIX_QUEST1_PART4_FELIX18": "ASSOLUTAMENTE no.", + "FELIX_QUEST1_PART4_FELIX19": "Chiamami... [pause]Chiamami solo Felix.", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, parlavi di una missione?", + "FELIX_QUEST1_PART4_KUNEKO20": "Devo trovare i quattro santuari elementali di questa terra, e sconfiggere le belve che li custodiscono.", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "Di che missione si tratta?", + "FELIX_QUEST1_PART4_KUNEKO21": "Solo allora dimostrerò la mia forza!", + "FELIX_QUEST1_PART4_FELIX23": "Kuneko, non devi partire per questa \\\"missione\\\". Non è reale... [pause]L'ho [wave amp=30 freq=10]inventata[/wave] io per dare un minimo di storia al tuo personaggio.", + "FELIX_QUEST1_PART4_FELIX22": "Non potevo proprio inventarmi una storia migliore, eh?", + "FELIX_QUEST1_PART4_FELIX24": "E poi, le creature di Nuova Wirral sono pericolose.", + "FELIX_QUEST1_PART4_KUNEKO25": "Credi che io non abbia la stoffa per riuscirci, creatore...", + "FELIX_QUEST1_PART4_KUNEKO26": "Ecco perché non ho [wave amp=30 freq=10]altra scelta[/wave] che dimostrare il mio valore!", + "FELIX_QUEST1_PART4_FELIX25": "È tutto... [pause]molto strano. [pause]Non lo penso solo io, [pause]vero?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Sì, è un bel po' strano.", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Strano come ogni cosa su quest'isola.", + "FELIX_QUEST1_PART4_FELIX26": "Ho creato un sacco di personaggi molto meno imbarazzanti. [pause]Perché proprio LEI?", + "FELIX_QUEST1_PART4_FELIX27": "Comunque sia, [pause]se Kuneko è qui solo perché l'ho inventata, mi sento responsabile per lei.", + "FELIX_QUEST1_PART4_FELIX28": "Dovremmo trovare quei quattro \\\"altari elementali\\\" e assicurarci che non si cacci nei guai.", + "FELIX_QUEST2_ALTAR1_FELIX1": "Quindi questi altari esistono davvero. [pause]Ma pensa un po'.", + "FELIX_QUEST1_PART4_FELIX29": "Potremmo dare un'occhiata in giro per l\\'isola, o magari chiedere a qualcuno. [pause]A te la scelta, {player}.", + "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "Devo dimostrare la mia forza, creatore...", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "Per la mia spada aguzza... [shake rate=30 level=10]Mostrati, guardiano![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "Forza, dobbiamo aiutarla.", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "Grazie del tuo aiuto, creatore...", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "Ma non mi servirà [wave amp=30 freq=10]alcuna[/wave] assistenza nella prossima battaglia!", + "FELIX_QUEST2_ALTAR1_FELIX8": "Proprio non demorde, eh?", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "Per il potere del sole e della luna che comodamente splendono nello stesso momento...", + "FELIX_QUEST2_ALTAR1_FELIX9": "Ok. [pause]Troviamo gli altri.", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Rivelati, guardiano![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "Si sta davvero calando nella parte.", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "Combattere al tuo fianco, creatore...", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "Non mi sento degna...", + "FELIX_QUEST2_ALTAR2_FELIX6": "Guarda, non è niente di che...", + "FELIX_QUEST2_ALTAR3_FELIX12": "Io... Uhm...", + "FELIX_QUEST2_ALTAR2_FELIX7": "E se n'è andata. [pause]Proviamo a cercare il prossimo santuario.", + "FELIX_QUEST2_ALTAR3_FELIX1": "Aspetta! Kuneko...", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Svelati, guardiano![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "Per il potere del ghiaccio e del fuoco, [pause]che rendono al contempo calda e gelida la mia passione per la giustizia...", + "FELIX_QUEST2_ALTAR3_FELIX4": "Muoviamoci.", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "Mi hai aiutata di nuovo, creatore...", + "FELIX_QUEST2_ALTAR3_FELIX6": "Non volevo che ti facessi del male!", + "FELIX_QUEST2_ALTAR3_FELIX7": "Sai...", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", + "FELIX_QUEST2_ALTAR3_FELIX8": "Non sei obbligata a fare tutto questo per impressionarmi.", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "So cosa pensi davvero di me, [pause]creatore.", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "So che [shake rate=30 level=10]ti vergogni[/shake] di avermi creata.", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "Lo scopo della mia missione [shake rate=30 level=10]non è[/shake] impressionarti.", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "Lo vedo da come mi guardi!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Già.", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "So che non c'è [shake rate=30 level=10]niente[/shake] che potrei fare per renderti fiero di me!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Guardiano, [pause]rivelati![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "Oh, [pause]ok, [pause]ora sono proprio giù di corda.", + "FELIX_QUEST2_ALTAR3_FELIX17": "Forse mi sono espresso male.", + "FELIX_QUEST2_ALTAR3_FELIX18": "Ti conviene trovarla e scusarti.", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Un po'...", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "So che non lo pensavi veramente.", + "FELIX_QUEST2_ALTAR3_FELIX19": "Sarà all'ultimo santuario, no?", + "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko, [pause]ehi, [pause]uhm...", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "Il mazzo di carte è mescolato! Ho pescato la mia ultima mano... [pause]Scala reale!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "Sono solo un pensiero dimenticato, [pause]non è vero, [pause][shake rate=30 level=10]creatore?[/shake]", + "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, io...", + "FELIX_QUEST2_ALTAR4_FELIX4": "Ok, [pause]prima la aiutiamo e POI mi scuso.", + "FELIX_QUEST2_ALTAR4_FELIX12": "Mi dispiace... [pause]Questa è tutta colpa mia, [pause]{player}...", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "Un'idea con cui ti sei divertito, [pause]ma che poi hai [shake rate=30 level=10]scartato?[/shake]", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Torna ad affrontarmi quando sarai pronto!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Torna ad affrontarmi quando sarai pronta!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "Per i lucenti poteri di terra, vento, fuoco e aria...", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Torna ad affrontarmi quando sarai prontə!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]IL MIO VERO POTENZIALE SI SVELA![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "Ha... [pause][pause]Ha unito in sé i quattro elementi...", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "Ti vergogni ancora di me, [pause]creatore?", + "FELIX_QUEST2_ALTAR4_FELIX13": "Voglio sopravvivere per rimediare a ciò che ho fatto... [pause]Non chiedo altro...", + "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko... [pause]Mi dispiace tanto.", + "FELIX_QUEST2_ALTAR4_FELIX14": "Forza, [pause]so che insieme aggiusteremo le cose!", + "FELIX_QUEST2_ALTAR4_FELIX16": "Mi vergognavo di te e delle altre mie creazioni adolescenziali.", + "FELIX_QUEST2_ALTAR4_FELIX17": "Ma bisogna pur iniziare da qualcosa. Se non ti avessi immaginata, se non ti avessi [wave amp=30 freq=10]disegnata[/wave]...", + "FELIX_QUEST2_ALTAR4_FELIX18": "Non sarei l'artista che sono oggi.", + "FELIX_QUEST2_ALTAR4_FELIX19": "Non devo far finta che tu non esista. Devo apprezzare te e quello che significhi per la mia arte.", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "D-Dici davvero?", + "FELIX_QUEST2_ALTAR4_FELIX21": "Sì. [pause]E poi eri proprio uno schianto, poco fa.", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]CREATORE!!!", + "FELIX_QUEST2_ALTAR4_FELIX23": "Ok, ok, [pause]calmati.", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "O meglio... [pause]Scusa se ho cercato di ucciderti, [pause]\\\"Felix\\\".", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "Scusa se ho cercato di ucciderti, creatore...", + "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, c'è qualcosa che devo sapere...", + "FELIX_QUEST2_ALTAR4_FELIX26": "Tranquilla! È tutto perdonato.", + "FELIX_QUEST2_ALTAR4_FELIX28": "Come fai a essere [wave amp=30 freq=10]reale[/wave]? Non capisco proprio.", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "Non lo so!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "Forse, dopo che hai creato qualcosa, la creazione non ti appartiene più. [pause]Le idee cambiano e crescono spontaneamente.", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "Ma se vuoi sapere cosa [wave amp=30 freq=10]penso[/wave], allora, ecco...", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Tu[/wave] sei l'artista, creatore Felix. [pause]Dovresti saperlo meglio di me.", + "FELIX_QUEST2_ALTAR4_FELIX33": "Uh... Ok.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "E ora cosa farai?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "Non credo di potervi seguire nella vostra umile cittadina... [pause]Non è quella la mia strada.", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "No, devo vivere la mia vita! [pause]E seguire il mio cuore di cristallo ovunque mi conduca.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "La tua missione è finita?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "Buona fortuna!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "Ci mancherai!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Il tuo cuore è davvero di cristallo? O era solo una strana metafora?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "Ecco... [pause]Il mio potere, lo dono a te. [pause]Come ricordo delle battaglie combattute insieme.", + "FELIX_QUEST2_ALTAR4_FELIX36": "Beh, se qui le nostre strade si dividono...", + "FELIX_QUEST2_ALTAR4_FELIX37": "Sono felice di averti incontrata, Kuneko!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "Addio, [pause]creatore Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "E addio anche a te, [pause]silenzioso amico del creatore Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "E addio anche a te, [pause]silenziosa amica del creatore Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "E addio anche a te, [pause]silenziosə amicə del creatore Felix.", + "FELIX_QUEST2_ALTAR4_FELIX42": "...[pause]Non è molto brava con le metafore drammatiche.", + "FELIX_QUEST2_ALTAR4_FELIX43": "Beh. È stata un'esperienza interessante.", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "P-Possano i nostri ricordi ardere come fari che illuminano il nostro [shake rate=30 level=10]cammino verso il futuro[/shake]!", + "FELIX_QUEST2_ALTAR4_FELIX44": "E non parlo solo del fatto che ci siamo [wave amp=30 freq=10]combinati[/wave] in un unico mostro. Quella è stata una cosa, uhm, nuova.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "È meglio dire \\\"fusi\\\".", + "FELIX_CONVO1_FELIX5": "Se riesco a tornare a casa, tornerà anche la cicatrice? Chi lo sa.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "È stato pazzesco!", + "FELIX_QUEST2_ALTAR4_FELIX45": "Confesso che mi ha fatto venire un po' di nausea, ma la prossima volta sarò pronto!", + "FELIX_QUEST2_ALTAR4_FELIX46": "Forza, torniamo a casa mia. [pause]Mi è venuta l'ispirazione per un disegno.", + "FELIX_QUEST2_EPILOGUE_FELIX2": "Ho voglia di disegnare più che mai. [pause]Voglio creare nuovi personaggi...", + "FELIX_QUEST2_EPILOGUE_FELIX1": "Quest'avventura mi ha dato un sacco di idee.", + "FELIX_QUEST2_EPILOGUE_FELIX3": "Voglio guadagnarmi da vivere con la mia arte e lavorare secondo i miei ritmi.", + "FELIX_QUEST2_EPILOGUE_FELIX4": "Quindi... [pause]Sono pronto per andare a casa.", + "FELIX_QUEST2_EPILOGUE_FELIX5": "È quello che stai cercando, no? [pause]Un modo per tornare a casa?", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Sì!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Tra le altre cose!", + "FELIX_QUEST2_EPILOGUE_FELIX6": "Una via d'uscita...", + "FELIX_QUEST2_EPILOGUE_FELIX8": "Ma è impossibile anche che i personaggi dell'infanzia prendano vita, no?", + "FELIX_QUEST2_EPILOGUE_FELIX7": "La gente in città dice che è impossibile...", + "FELIX_QUEST2_EPILOGUE_FELIX9": "Se tu pensi che ci sia un modo, io ti credo.", + "FELIX_QUEST2_EPILOGUE_FELIX10": "Conta pure su di me.", + "FELIX_QUEST2_EPILOGUE_FELIX11": "Ah, un'altra cosa.", + "FELIX_QUEST2_EPILOGUE_FELIX12": "Ecco il disegno di cui ti avevo parlato.", + "FELIX_CONVO1_FELIX1": "La vuoi sapere una cosa strana?", + "FELIX_CONVO1_FELIX2": "Avevo una cicatrice sul braccio, qui. Da piccolo ero caduto su una recinzione di filo spinato e mi ero fatto un brutto taglio.", + "FELIX_CONVO1_FELIX3": "E ora non c'è più. [pause]Da quando sono arrivato a Nuova Wirral.", + "FELIX_CONVO1_FELIX4": "Non... [pause]Non so cosa significhi. [pause]Ho pensato fosse interessante.", + "FELIX_CONVO2_FELIX1": "Ehi, hai mai mangiato le tortine al burro?", + "FELIX_CONVO2_FELIX2": "Voglio proprio preparartene un po'! [pause]Dovrei trovare tutti gli ingredienti qui in zona...", + "FELIX_CONVO2_FELIX3": "Beh, [pause]forse l'uvetta no, ma sai una cosa? [pause]Secondo me è meglio così.", + "FELIX_CONVO3_FELIX1": "Non so se hai notato, [pause]ma molti abitanti di Nuova Wirral non sono forestieri come noi.", + "FELIX_CONVO3_FELIX2": "Sono figli e nipoti di gente che è naufragata qui, [pause]certo, [pause]ma quest'isola è l\\'unico mondo che conoscono.", + "FELIX_CONVO3_FELIX3": "Chissà come ci si sente... [pause]Circondati da estranei nell'unico posto che tu abbia mai chiamato casa... [pause]Sentendo parlare di altri mondi che non potrai mai visitare.", + "FELIX_CONVO3_FELIX4": "Forse si sentono naufraghi proprio come noi.", + "FELIX_CONVO4_FELIX2": "Ti pare strano? [pause]Cioè, [pause]dove sono cresciuto non c'erano mostri, ok.", + "FELIX_CONVO4_FELIX1": "Stare su quest'isola mi ricorda la cittadina da cui vengo.", + "FELIX_CONVO4_FELIX3": "Ma quel bruciante desiderio di fuggire [pause]senza poterlo fare...", + "FELIX_CONVO4_FELIX4": "Non che non mi piaccia passare il tempo con te e gli altri, ma...", + "FELIX_CONVO4_FELIX5": "Il mondo è grande. [pause]Anzi, a quanto pare [pause]ci sono tanti mondi. [pause]Vorrei vedere più posti possibile.", + "FELIX_CONVO5_FELIX2": "Dev'essere strano sentirsi dire che sei solo la creazione di un artista nerd.", + "FELIX_CONVO5_FELIX1": "Spero che Kuneko stia bene.", + "FELIX_CONVO5_FELIX3": "Aspetta! [pause]E se fossimo [wave amp=30 freq=10]tutti[/wave] stati creati da qualcun altro in questo modo?", + "FELIX_CONVO5_FELIX4": "...[pause]No, forse ora esagero.", + "FELIX_CONVO6_FELIX1": "Prima di venire qui, [pause]non avrai mai immaginato che i falò sarebbero diventati una costante della mia nuova relazione.", + "FELIX_CONVO7_FELIX6": "È... [pause]notevole, se ci pensi.", + "FELIX_CONVO6_FELIX2": "Certo che la vita è sempre una sorpresa, [pause]eh?", + "FELIX_CONVO6_FELIX3": "Non che mi lamenti. [pause]Mi piace campeggiare insieme a te.", + "FELIX_CONVO7_FELIX1": "Forse anche Harbourtown ha delle lezioni importanti da insegnare.", + "FELIX_CONVO7_FELIX2": "Ok, [pause]la vita notturna non sarà il massimo, ma...", + "FELIX_CONVO7_FELIX3": "Tutti gli abitanti contano gli uni sugli altri, quindi nessuno viene trascurato.", + "FELIX_CONVO7_FELIX4": "C'è abbastanza cibo per tutti, ma non troppo, così niente va sprecato.", + "FELIX_CONVO7_FELIX5": "È tagliata fuori dalla civiltà, [pause]eppure riesce a sopravvivere.", + "FELIX_CONVO8_FELIX1": "Sai, [pause]finire abbandonato su un'isola piena di mostri, lontano dalla famiglia e dagli amici...", + "FELIX_CONVO8_FELIX2": "Dovrebbe essere una situazione tragica... [pause]Eppure mi sto adattando piuttosto bene.", + "FELIX_CONVO9_FELIX1": "La nuova storia a zoti a cui sto lavorando... [pause]Penso di aver avuto l'idea giusta.", + "FELIX_CONVO8_FELIX3": "Anche se il mondo finisse, l'umanità troverebbe comunque un modo per sopravvivere, [pause]non credi?", + "FELIX_CONVO8_FELIX4": "La gente è fatta così. [pause]Me compreso.", + "FELIX_CONVO9_FELIX2": "Però devo essere sicuro che sia la miglior storia possibile. Non so se avrò un'altra occasione.", + "FELIX_CONVO9_FELIX2_OPTION1": "Che intendi?", + "FELIX_CONVO9_FELIX3": "Chi lo sa! [pause]Magari perdo l'ispirazione. [pause]Magari finisco su un\\'altra isola. [pause]Magari il mondo finisce.", + "FELIX_CONVO9_FELIX2_OPTION2": "Perché non dovresti avere un'altra occasione?", + "FELIX_CONVO9_FELIX4": "Lavoro sempre a un progetto come se fosse l'ultimo. Come se fosse il mio retaggio da lasciare all\\'umanità.", + "FELIX_CONVO9_FELIX5": "Dopotutto [wave amp=30 freq=10]potrebbe[/wave] esserlo, no?", + "FELIX_CONVO10_FELIX1": "Al momento sono in fase molto creativa. Sì, sono soddisfatto!", + "FELIX_CONVO19_FELIX2": "Dalle tue parti non esistono le \\\"strisce a zoti\\\"? [pause]Però avete delle cose chiamate \\\"fumetti\\\" che hanno uno stile simile?", + "FELIX_CONVO10_FELIX1_OPTION1": "Sei un tipo molto allegro!", + "FELIX_CONVO10_FELIX1_OPTION2": "Sei sempre di buon umore!", + "FELIX_CONVO10_FELIX2": "Uh... Lo pensi davvero?", + "FELIX_CONVO10_FELIX3": "Beh, [wave amp=30 freq=10]tento[/wave] di avere uno sguardo positivo sulle cose.", + "FELIX_CONVO10_FELIX5": "Ma agire per ripicca non è salutare. [pause]Sto cercando di avere una prospettiva più positiva sulla vita.", + "FELIX_CONVO10_FELIX4": "Quando ho lasciato il lavoro, covavo molta rabbia. Un'esperienza del genere può riempirti di amarezza.", + "FELIX_CONVO10_FELIX6": "E poi quest'isola è troppo strana per prenderla seriamente. Che senso ha farsi abbattere?", + "FELIX_CONVO11_FELIX2": "Riuscirò a portare con me tutti i disegni? Potranno passare dal portale? Speriamo!", + "FELIX_CONVO11_FELIX1": "Se quel grosso portale è davvero una via d'uscita da Nuova Wirral, è meglio che inizi a fare le valigie.", + "FELIX_CONVO12_FELIX1": "Quel combattimento sopra il treno è stato fortissimo, eh?", + "FELIX_CONVO12_FELIX2": "Sto lentamente cercando di raccogliere tutte le informazioni che abbiamo sugli \\\"Arcangeli\\\".", + "FELIX_CONVO12_FELIX3": "Quello con la testa triangolare, Aleph, ha detto una cosa che credo sia [wave amp=30 freq=10]importantissima[/wave].", + "FELIX_CONVO12_FELIX4": "Ha detto che noi umani \\\"manifestiamo\\\" gli Arcangeli con i nostri pensieri più intensi, e che loro arrivano nei nostri mondi per realizzare le nostre fantasie.", + "FELIX_CONVO12_FELIX5": "Pensi che sia vero? Pensi che Aleph abbia [wave amp=30 freq=10]visitato[/wave] i nostri mondi nell'antichità? Non veniamo nemmeno [wave amp=30 freq=10]dagli stessi mondi[/wave], quindi com\\'è possibile?", + "FELIX_CONVO12_FELIX6": "Davvero il ruolo dell'umanità è sviluppare idee e immaginare cose che poi diventano [wave amp=30 freq=10]reali[/wave] in altri mondi? O sto esagerando?", + "FELIX_CONVO12_FELIX7": "È roba da far girare la testa, eh?", + "FELIX_CONVO12_FELIX7_OPTION1": "Non sapevo che fossi un detective!", + "FELIX_CONVO12_FELIX8": "Beh, mi sembrava importante tenere traccia di tutte queste cose.", + "FELIX_CONVO12_FELIX7_OPTION2": "Non credevo che questa faccenda ti interessasse tanto!", + "FELIX_CONVO13_FELIX1.n": "Ehi, complimenti, {player}! Ora sei capitanə ranger!", + "FELIX_CONVO13_FELIX1.m": "Ehi, complimenti, {player}! Ora sei capitano ranger!", + "FELIX_CONVO12_FELIX9": "Non si sa mai... Un giorno queste idee potrebbero servirmi per una storia!", + "FELIX_CONVO13_FELIX2": "Avrai un sacco di impegni. Spero che ti rimarrà un po' di tempo da passare con me!", + "FELIX_CONVO13_FELIX1.f": "Ehi, complimenti, {player}! Ora sei capitana ranger!", + "FELIX_CONVO13_FELIX2_OPTION1": "Ma certo!", + "FELIX_CONVO13_FELIX2_OPTION2": "Spero di sì!", + "FELIX_CONVO13_FELIX3": "Eh eh. Lo spero.", + "FELIX_CONVO14_FELIX1_OPTION1": "Ah, hai sentito?", + "FELIX_CONVO14_FELIX1": "Oh, [pause]ho saputo cos'è successo a te e Kayleigh con quei pazzoidi della setta.", + "FELIX_CONVO14_FELIX1_OPTION2": "Eh già...", + "FELIX_CONVO14_FELIX2": "Avevano un leader carismatico che voleva conquistare il potere di un Arcangelo, dico bene?", + "FELIX_CONVO14_FELIX2_OPTION1": "Qualcosa del genere.", + "FELIX_CONVO14_FELIX2_OPTION2": "Sì, questa è la versione breve.", + "FELIX_CONVO14_FELIX3": "Spero che stiano tutti bene. Non dev'essere facile affrontare una situazione simile, [wave amp=30 freq=10]specialmente[/wave] a Nuova Wirral.", + "FELIX_CONVO15_FELIX1": "Credi che i mostri qui intorno abbiano paura del fuoco? Ho notato che non ci attaccano quando siamo vicini al falò.", + "FELIX_CONVO15_FELIX2": "O forse...", + "FELIX_CONVO15_FELIX3": "Forse i mostri considerano scortese attaccare gli umani quando si stanno riposando!", + "FELIX_CONVO16_FELIX2": "Non aveva mai visto il mondo fuori da Nuova Wirral. I suoi genitori si erano incontrati qui.", + "FELIX_CONVO16_FELIX1": "Qualche tempo fa, uno dei capitani ranger mi chiedeva com'era la mia vita prima che \\\"atterrassi qui\\\".", + "FELIX_CONVO16_FELIX3": "Voleva sapere tutto sui treni, sui centri commerciali, sulle squadre di calcio...", + "FELIX_CONVO16_FELIX4": "Cose basilari... Eppure, chi è nato e cresciuto qui non ne sa niente.", + "FELIX_CONVO17_FELIX1": "Stare all'aperto con un semplice falò a riscaldarci... Mi torna il mente il campo estivo!", + "FELIX_CONVO16_FELIX5": "La vita qui non è molto complicata... Per lo meno si può crescere felici, credo.", + "FELIX_CONVO17_FELIX2": "O almeno, mi tornerebbe in mente... [pause]se ci fossi stato.", + "FELIX_CONVO19_FELIX2_OPTION1": "Sì!", + "FELIX_CONVO18_FELIX1": "Ehi, un giorno vorrei farti un ritratto! Per un artista è importante esercitarsi nella ritrattistica.", + "FELIX_CONVO17_FELIX3": "Ma questo si avvicina molto [wave amp=30 freq=10]all'idea[/wave] che avevo di un campo estivo. Quindi sono contento.", + "FELIX_CONVO18_FELIX2": "L'anatomia umana è difficile da riprodurre.", + "FELIX_CONVO18_FELIX3": "Soprattutto le mani. Non mi riescono molto bene.", + "FELIX_CONVO19_FELIX1": "Allora, fammi capire bene...", + "FELIX_CONVO19_FELIX3": "Ma questi \\\"fumetti\\\" non si [wave amp=30 freq=10]animano[/wave] affatto? Sono stampati su carta e si possono solo [wave amp=30 freq=10]guardare[/wave]?", + "FELIX_CONVO19_FELIX2_OPTION2": "Esatto, più o meno.", + "FELIX_CONVO19_FELIX4": "Mi sembra strano, ma ti credo sulla parola.", + "FELIX_CONVO20_FELIX1": "Forse dovrei documentare meglio i mostri di quest'isola sui miei quaderni.", + "FELIX_SOCIAL1_FELIX2": "Ho detto che quest'avventura mi aveva acceso un fuoco dentro. Ricordi?", + "FELIX_CONVO20_FELIX2": "Se mai riuscirò a tornare a casa, i disegni dimostrerebbero che ho DAVVERO vissuto su un'isola popolata di mostri.", + "FELIX_CONVO20_FELIX3": "Anche se dubito che [wave amp=30 freq=10]qualcuno[/wave] mi crederebbe...", + "FELIX_SOCIAL1_FELIX1": "Sai, dopo che abbiamo detto addio a Kuneko, ho detto una cosa...", + "FELIX_SOCIAL1_FELIX2_OPTION1": "Sì!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "Uhm, mi pare di sì.", + "FELIX_SOCIAL1_FELIX3": "Prima di piombare qui, ero in una fase di scarsa creatività.", + "FELIX_SOCIAL1_FELIX5": "Non ero il boss, [pause]ma... [pause]Quelle storie erano come i miei figli, [pause]capisci? [pause]Ci mettevo sangue e sudore.", + "FELIX_SOCIAL1_FELIX4": "Per lungo tempo avevo lavorato in un'azienda che produceva storie a zoti. [pause]Disegni, sceneggiature, facevo tutto.", + "FELIX_SOCIAL1_FELIX6": "Per anni ho aspettato che i miei superiori riconoscessero i miei meriti, ma non l'hanno mai fatto.", + "FELIX_SOCIAL1_FELIX7": "Anzi, mi hanno cambiato mansione, allontanandomi dalle storie e dai personaggi a cui avevo lavorato tanto.", + "FELIX_SOCIAL1_FELIX8": "E ti assicuro che non mi pagavano quanto meritavo.", + "FELIX_SOCIAL1_FELIX9": "Quindi... Ho finito per licenziarmi e mi sono messo in proprio!", + "FELIX_SOCIAL1_FELIX9_OPTION1": "Bravo, hai fatto bene!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "Bene, così imparano!", + "FELIX_SOCIAL1_FELIX10": "Eh eh, grazie.", + "FELIX_SOCIAL1_FELIX11": "Ma a causa dello stress del precedente lavoro, non mi concentravo a dovere. Non riuscivo più a creare!", + "FELIX_SOCIAL2_FELIX4": "Per quanto ne so, questi mangiacassette sono normalissimi mangiacassette vecchio stile. Mio padre ne aveva uno simile.", + "FELIX_SOCIAL1_FELIX12": "Ecco perché penso che ci sia un motivo, se sono finito qui a Nuova Wirral.", + "FELIX_SOCIAL1_FELIX13": "Grazie per avermi ascoltato, {player}.", + "FELIX_SOCIAL1_FELIX14": "Il fatto che ci siamo fusi insieme in un super mostro... mi rende più facile parlarti di queste cose.", + "FELIX_SOCIAL1_FELIX14_OPTION1": "È proprio vero, l'abbiamo fatto eccome!", + "FELIX_SOCIAL1_FELIX15": "Eh eh.", + "FELIX_SOCIAL1_FELIX14_OPTION2": "Beh sì, è una cosa che unisce le persone!", + "FELIX_SOCIAL1_FELIX17": "Che ne dici, torniamo alla mola?", + "FELIX_SOCIAL1_FELIX16": "Comunque, finché non troviamo il tuo portale, non posso tornare indietro.", + "FELIX_SOCIAL2_FELIX1_OPTION1": "Che intendi?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "In che senso?", + "FELIX_SOCIAL2_FELIX2": "Voglio dire... Le cassette che registrano i mostri... Come pensi che funzionino, esattamente?", + "FELIX_SOCIAL2_FELIX1": "Credi che mondi diversi possano avere diverse... [pause]logiche?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "I mangiacassette sono congegni scientifici molto avanzati.", + "FELIX_SOCIAL2_FELIX2_OPTION2": "I mangiacassette sono oggetti magici.", + "FELIX_SOCIAL2_FELIX2_OPTION3": "Non lo so!", + "FELIX_SOCIAL2_FELIX3A": "Ci avevo pensato... [pause]E infatti ho chiesto a Meredith di aprirne uno ed esaminarlo. [pause]A quanto pare sono normalissimi.", + "FELIX_SOCIAL2_FELIX3B": "Cioè, qui la magia esiste davvero? [pause]Non mi pare di vedere maghi che volano e lanciano incantesimi, da queste parti...", + "FELIX_SOCIAL4_FELIX5.n": "Questo personaggio è lə Stranierə. [pause]Unə cavalierə giuntə da terre lontane per affrontare la sfida dello Spadaccino di Giada.", + "FELIX_SOCIAL2_FELIX3C": "Siamo in due.", + "FELIX_SOCIAL2_FELIX5": "So che qualche anno fa i ranger ne hanno trovati un bel po' nel centro commerciale abbandonato. È da lì che vengono tutti i mangiacassette dell\\'isola.", + "FELIX_SOCIAL2_FELIX6": "È per questo che mi chiedo se i diversi mondi possano avere logiche proprie.", + "FELIX_SOCIAL2_FELIX8": "Che idea! La userò di sicuro nella mia storia...", + "FELIX_SOCIAL2_FELIX7": "Forse, normali oggetti del nostro mondo hanno \\\"regole\\\" diverse in questo.", + "FELIX_SOCIAL2_FELIX8_OPTION1": "La tua storia?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "Che intendi?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "Stai scrivendo una nuova storia?", + "FELIX_SOCIAL2_FELIX9": "Niente di che, per il momento. Mi sto solo trastullando con alcune idee.", + "FELIX_SOCIAL2_FELIX11": "Forse dovremmo tornare alle nostre avventure. Mi sarebbero d'ispirazione.", + "FELIX_SOCIAL2_FELIX10": "Se diventerà qualcosa di più concreto, te lo farò sapere.", + "FELIX_SOCIAL3_FELIX1": "Ho pensato a quello che ha detto Kuneko.", + "FELIX_SOCIAL3_FELIX3": "Ho pensato molto ai mostri di Nuova Wirral, ma solo adesso riesco a capire il perché di questa mia ossessione...", + "FELIX_SOCIAL3_FELIX2": "Il fatto che le idee crescono spontaneamente. Mi ha dato da pensare...", + "FELIX_SOCIAL3_FELIX3_OPTION1": "E quale sarebbe?", + "FELIX_SOCIAL3_FELIX6": "Se questo processo è reale, allora forse non è una scienza esatta. [pause]Forse è caotico e imprevedibile.", + "FELIX_SOCIAL3_FELIX4": "I mostri, qui, hanno coni stradali sulla schiena, bidoni dell'immondizia al posto del corpo, televisori al posto della testa...", + "FELIX_SOCIAL3_FELIX5": "E se le nostre immagini e i nostri miti potessero diffondersi al punto da manifestarsi fisicamente sotto forma di creature in altri mondi come questo?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "Mi sembra un'idea fantasiosa.", + "FELIX_SOCIAL3_FELIX5_OPTION2": "Credo che tu abbia ragione!", + "FELIX_SOCIAL3_FELIX7": "Forse, immagini e concetti possono combinarsi per creare risultati insoliti, o forse a volte le idee che diventano realtà non devono necessariamente essere molto diffuse.", + "FELIX_SOCIAL3_FELIX9": "Forse sto iniziando a capire meglio questo mondo.", + "FELIX_SOCIAL3_FELIX8": "Forse, a volte, è sufficiente uno scarabocchio a matita fatto da un nerd canadese quando era ragazzino.", + "FELIX_SOCIAL3_FELIX10": "Bene. [pause]Allora, finiamo il lavoro?", + "FELIX_SOCIAL4_FELIX1": "Ehi, {player}.", + "FELIX_SOCIAL4_FELIX12.f": "Non posso imporre un finale. Sta alla Straniera prendere le decisioni.", + "FELIX_SOCIAL4_FELIX2": "Ho una cosa da farti vedere. Vuoi venire da me per un po'?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "Certo!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "Non ora.", + "FELIX_SOCIAL4_FELIX_NO": "Nessun problema. Magari un'altra volta.", + "FELIX_SOCIAL4_FELIX3": "Spero che ti piacerà!", + "FELIX_SOCIAL4_FELIX4.m": "Ok, sei pronto!?", + "FELIX_SOCIAL4_FELIX5.m": "Questo personaggio è lo Straniero. [pause]Un cavaliere giunto da terre lontane per affrontare la sfida dello Spadaccino di Giada.", + "FELIX_SOCIAL4_FELIX4.n": "Ok, sei prontə!?", + "FELIX_SOCIAL4_FELIX4.f": "Ok, sei pronta!?", + "FELIX_SOCIAL4_FELIX6.m": "Lo Spadaccino di Giada è un macchinario immortale risalente a un'antichissima civiltà. Ha sfidato lo Straniero a duello e ha vinto.", + "FELIX_SOCIAL4_FELIX5.f": "Questo personaggio è la Straniera. [pause]Una cavaliera giunta da terre lontane per affrontare la sfida dello Spadaccino di Giada.", + "FELIX_SOCIAL4_FELIX7.m": "Ora, lo Straniero deve mantenere la parola data, raggiungere la fortezza dello Spadaccino e farsi giustiziare. Altrimenti, lo Spadaccino seminerà la rovina sulle terre natie dello Straniero.", + "FELIX_SOCIAL4_FELIX6.f": "Lo Spadaccino di Giada è un macchinario immortale risalente a un'antichissima civiltà. Ha sfidato la Straniera a duello e ha vinto.", + "FELIX_SOCIAL4_FELIX6.n": "Lo Spadaccino di Giada è un macchinario immortale risalente a un'antichissima civiltà. Ha sfidato lə Stranierə a duello e ha vinto.", + "FELIX_SOCIAL4_FELIX7.f": "Ora, la Straniera deve mantenere la parola data, raggiungere la fortezza dello Spadaccino e farsi giustiziare. Altrimenti, lo Spadaccino seminerà la rovina sulle terre natie della Straniera.", + "FELIX_SOCIAL4_FELIX7.n": "Ora, lə Stranierə deve mantenere la parola data, raggiungere la fortezza dello Spadaccino e farsi giustiziare. Altrimenti, lo Spadaccino seminerà la rovina sulle terre natie dellə Stranierə.", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "Povero Straniero!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "Povera Straniera!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "E non c'è niente che lo Straniero possa fare?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "Poverə Stranierə!", + "FELIX_SOCIAL4_FELIX8.m": "Lo Straniero parla poco, ma è pieno di risorse e molto determinato. Non credo che intenda piegarsi tanto facilmente al suo destino.", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "E non c'è niente che la Straniera possa fare?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "E non c'è niente che lə Stranierə possa fare?", + "FELIX_SOCIAL4_FELIX8.f": "La Straniera parla poco, ma è piena di risorse e molto determinata. Non credo che intenda piegarsi tanto facilmente al suo destino.", + "FELIX_SOCIAL4_FELIX8.n": "Lə Stranierə parla poco, ma è pienə di risorse e molto determinatə. Non credo che intenda piegarsi tanto facilmente al suo destino.", + "FELIX_SOCIAL4_FELIX9": "È un libero adattamento della leggenda di Sir Galvano e il Cavaliere Verde, un racconto medievale su un cavaliere della corte di Re Artù che compie un viaggio simile.", + "FELIX_SOCIAL4_FELIX10": "Non so ancora come finirà la mia versione...[pause]Vedremo dove mi condurrà la storia.", + "FELIX_SOCIAL4_FELIX11": "Beh, io creo i personaggi, ma sono [wave amp=30 freq=10]loro[/wave] a determinare l'andamento della storia.", + "FELIX_SOCIAL4_FELIX10_OPTION1": "\\\"Dove ti condurrà la storia\\\"?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "Non sei tu che controlli la storia?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Avresti fatto prima a chiedermi di uscire con te...", + "FELIX_SOCIAL4_FELIX12.m": "Non posso imporre un finale. Sta allo Straniero prendere le decisioni.", + "FELIX_SOCIAL4_FELIX13": "E sta anche a te. Dopotutto sei tu la mia ispirazione.", + "FELIX_SOCIAL4_FELIX12.n": "Non posso imporre un finale. Sta allə Stranierə prendere le decisioni.", + "FELIX_SOCIAL4_FELIX13_OPTION1": "Cosa?", + "FELIX_SOCIAL4_FELIX15.f": "Il personaggio eroico che arriva da lontano e vuole opporsi a un destino che sembra ineluttabile?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "In che senso?", + "FELIX_SOCIAL4_FELIX14": "E dai...", + "FELIX_SOCIAL4_FELIX15.n": "Il personaggio eroico che arriva da lontano e vuole opporsi a un destino che sembra ineluttabile?", + "RESTING_DOG_7": "Cerchi di giocare a riporta il bastoncino con Barkley, ma lui è più interessato agli odori dei mostri nelle vicinanze.", + "FELIX_SOCIAL4_FELIX15.m": "Il personaggio eroico che arriva da lontano e vuole opporsi a un destino che sembra ineluttabile?", + "FELIX_SOCIAL4_FELIX16": "A me ricorda qualcuno di nome {player}...", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Faccio del mio meglio. Che te ne pare?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "Sei un buon amico, Felix!", + "FELIX_SOCIAL4_FELIX16_OPTION2": "Sei un inguaribile romantico, Felix.", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "Eh eh. [pause]Figurati!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Beh, tu sei avventurosa e hai una missione. [pause]Si scrive di quel che si conosce, no? Io conosco te.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Beh, tu sei avventurosə e hai una missione. [pause]Si scrive di quel che si conosce, no? Io conosco te.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Beh, tu sei avventuroso e hai una missione. [pause]Si scrive di quel che si conosce, no? Io conosco te.", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "Ho tanti altri bozzetti e appunti per questa storia. [pause]Ti andrebbe di vederli?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "È molto dolce da parte tua.", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Intendiamoci, la faccenda dello zoto non era un pretesto per passare del tempo con te.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Ti vedo solo come amico.", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "Voglio [wave amp=30 freq=10]davvero[/wave] continuare a scrivere la storia.", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Ma puoi farmene una colpa se ci ho messo tutto me stesso? [pause]Mi piace impegnarmi nelle cose importanti.", + "FELIX_ROMANCE_FELIX1_OPTION2": "Niente di particolare!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Sei proprio imbranato.", + "FELIX_ROMANCE_FELIX1.m": "Parli meno del solito, {player}! C'è qualcosa che non va?", + "FELIX_ROMANCE_FELIX1.f": "Parli meno del solito, {player}! C'è qualcosa che non va?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Te l'ho detto, faccio del mio meglio.", + "FELIX_ROMANCE_FELIX_NO": "Scusa. Non volevo rovinare il tuo momento di quiete.", + "FELIX_ROMANCE_FELIX2": "Io...", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", + "FELIX_ROMANCE_FELIX1.n": "Parli meno del solito, {player}! C'è qualcosa che non va?", + "FELIX_ROMANCE_FELIX13": "Ma anche se un giorno dovremo dirci addio...", + "FELIX_ROMANCE_FELIX5": "È la prima volta che i ruoli si invertono. [pause]Non è normale!", + "FELIX_ROMANCE_FELIX3": "Ho avuto un paio di relazioni in passato, [pause]ma a dirla tutta...", + "FELIX_ROMANCE_FELIX4": "In genere sono io a fare la prima mossa.", + "FELIX_ROMANCE_FELIX6": "Oh, beh.", + "FELIX_ROMANCE_FELIX7": "Sei tu che mi hai chiesto una risposta!", + "FELIX_ROMANCE_FELIX8": "È \\\"sì\\\", [pause]ovviamente.", + "FELIX_ROMANCE_FELIX9.f": "Una ragazza misteriosa entra nella mia vita all'improvviso, [pause]combatte al mio fianco, [pause]si [wave amp=30 freq=10]fonde[/wave] letteralmente con me in battaglia... [pause]Ed è anche uno schianto?", + "FELIX_ROMANCE_FELIX9.m": "Un ragazzo misterioso entra nella mia vita all'improvviso, [pause]combatte al mio fianco, [pause]si [wave amp=30 freq=10]fonde[/wave] letteralmente con me in battaglia... [pause]Ed è anche uno schianto?", + "FELIX_ROMANCE_FELIX9.n": "Una persona misteriosa entra nella mia vita all'improvviso, [pause]combatte al mio fianco, [pause]si [wave amp=30 freq=10]fonde[/wave] letteralmente con me in battaglia... [pause]Ed è anche uno schianto?", + "FELIX_ROMANCE_FELIX11": "Sai, se davvero ritroveremo la via di casa... [pause]È molto probabile che non apparteniamo agli stessi mondi.", + "FELIX_ROMANCE_FELIX10": "Sarebbe da pazzi dire di no.", + "FELIX_ROMANCE_FELIX12": "Tu non hai mai sentito parlare degli zoti, [pause]io non conosco i tuoi \\\"fumetti\\\".", + "VIOLA_UNKNOWN_NAME": "Donna misteriosa", + "FELIX_ROMANCE_FELIX14": "Voglio condividere questa storia con te. [pause]Finché durerà.", + "VIOLA_INTRO1_MEREDITH1": "Tipico. C'è sempre qualcosa che cerca di ucciderci, vero?", + "VIOLA_INTRO1_EUGENE1": "Più sono i nemici, migliore è l'allenamento, [pause]no?", + "VIOLA_INTRO1_KAYLEIGH1": "Questa cosa mi preoccupa un po'...", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]Ci attaccano![/wave]", + "VIOLA_INTRO1_FELIX1": "Oh. Quindi era un'imboscata.", + "VIOLA_INTRO1_VIOLA2": "Questa terra non mostra clemenza, forestieri.", + "VIOLA_QUEST2_PART1_VIOLA6": "Se non è troppo chiederti, [pause]potresti accompagnarmi al luogo in cui lo vedesti?", + "VIOLA_INTRO1_VIOLA3": "Venite. [pause]Combattiamoli in pari numero!", + "VIOLA_INTRO1_VIOLA4": "...", + "VIOLA_INTRO1_VIOLA6": "Non avete motivo alcuno di trattenervi in un luogo come questo.", + "VIOLA_INTRO1_VIOLA5": "Meglio fareste ad andarvene, prima che quei malvagi ritornino...", + "VIOLA_INTRO1_KAYLEIGH7": "Lascia almeno che ti ringraziamo! Chi sei?", + "VIOLA_INTRO1_MEREDITH7": "Bel cappello. E chi saresti, tu?", + "VIOLA_INTRO1_EUGENE7": "E dai, [pause]siamo compagni di battaglia! [pause]Dicci almeno il tuo nome.", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]È stato molto coraggioso da parte tua aiutarci! Chi sei?[/wave]", + "VIOLA_INTRO1_FELIX7": "È stata una battaglia intensa. [pause]Puoi almeno dirci come ti chiami?", + "VIOLA_INTRO1_VIOLA8": "Son Viola di Messina.", + "VIOLA_INTRO1_VIOLA9": "Non son combattente di natura, ma questo luogo mi ha obbligata a diventare tale.", + "VIOLA_INTRO1_VIOLA10": "Non intendo gravarvi dei miei fardelli.", + "VIOLA_INTRO1_VIOLA10_OPTION1": "Qual è il tuo fardello?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "Dove potrebbe trovarsi tuo fratello?", + "VIOLA_INTRO1_VIOLA11": "...", + "VIOLA_INTRO1_VIOLA10_OPTION2": "Sei in missione?", + "VIOLA_INTRO1_VIOLA12": "Dopo lunga peregrinazione per mare, ho perduto mio fratello tra i flutti.", + "VIOLA_INTRO1_VIOLA13": "Se non son annegata io, forse anch'egli è giunto su questi lidi...", + "VIOLA_INTRO1_VIOLA14": "Lo vado cercando da alcune settimane. Un'anima gentile mi ha donato questo curioso congegno, a mo\\' di protezione.", + "VIOLA_INTRO1_VIOLA15": "Se vi giungesse voce di mio fratello Sebastian, mi troverete accampata a est di qui.", + "VIOLA_INTRO1_VIOLA16": "I miei saluti.", + "VIOLA_INTRO2_VIOLA1": "Ci incontriamo ancora. Rechi novità?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "Perché viaggi da sola?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "Perché parli così?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "Arrivederci!", + "VIOLA_INTRO2_VIOLA2": "Lo ignoro.", + "VIOLA_INTRO2_VIOLA3": "È un giovane pieno di risorse. Se anch'egli dimora in questa terra, son certa che mi stia cercando.", + "VIOLA_INTRO2_VIOLA4": "Non conosco questa terra, né le sue usanze.", + "VIOLA_INTRO2_VIOLA5": "Trovo alquanto strani i suoi abitanti. È per la mia sicurezza che viaggio da sola.", + "VIOLA_INTRO2_VIOLA7": "Forse son più lontana dalle mie terre di quanto inizialmente pensassi.", + "VIOLA_INTRO2_VIOLA6": "Dalla mia prospettiva, [pause]sei tu che t'esprimi in un curioso dialetto.", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DITE A MIA SORELLA... D'INCONTRARMI QUI...[/wave]", + "VIOLA_INTRO2_VIOLA8": "Addio.", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "Era il fratello di Viola? Dovremmo avvertirla...", + "VIOLA_QUEST1_PART1_MEREDITH2": "Non... Non so cosa pensare. Forse è meglio se avvertiamo Viola.", + "VIOLA_QUEST1_PART1_FELIX2": "Questa storia si fa sempre più bizzarra. Forza, diciamo a Viola che abbiamo visto suo fratello.", + "VIOLA_QUEST1_PART1_EUGENE2": "Piuttosto strano, eh? Forza, diciamolo a Viola.", + "VIOLA_QUEST2_PART1_VIOLA1": "Mi dite che... v'è apparsa una visione di mio fratello?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Certo!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Non ora.", + "VIOLA_QUEST2_PART1_VIOLA2": "Dovete rivelarmi di più.", + "VIOLA_QUEST2_PART1_VIOLA3": "Capisco...", + "VIOLA_QUEST2_PART1_VIOLA4": "Mio fratello potrebbe essere ancor tra i vivi... [pause]O forse, di lui non rimane ormai che l'anima.", + "VIOLA_QUEST2_PART1_VIOLA5": "Devo averne certezza. {player}...", + "VIOLA_QUEST2_PART1_VIOLA8": "Tacciano pure le tue preoccupazioni. [pause]Il cammino offrirà ben pochi pericoli, con me al tuo fianco.", + "VIOLA_QUEST2_PART1_VIOLA7": "È d'uopo affrettarsi.", + "VIOLA_QUEST2_PART1_VIOLA_NO": "Comprendo. Dunque, per ora rimarrò qui.", + "VIOLA_QUEST3_PART1_VIOLA1": "È questo il luogo?", + "VIOLA_QUEST3_PART1_VIOLA2": "Fratello mio, [pause]se è qui che ti trovi... [pause]Parlami.", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "V'è un\\'oscura quiete, qui, che mi riempie d\\'angoscia. Non la senti anche tu?", + "VIOLA_QUEST3_PART1_VIOLA3": "Perlustriamo questo posto, e poi allontaniamocene.", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "È tragico che il mio adorato fratello debba trovarsi in un simile luogo...", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "Molte lune ho atteso d'incontrarti, [wave amp=30 freq=10]Viola di Messina[/wave].", + "VIOLA_QUEST3_PART2_VIOLA1": "Fratello?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Questo \\\"Robin Goodfellow\\\" dice il vero, [pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "No? [pause]Ma le celebrazioni di questa notte non sono neppure iniziate!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "Ho buone nuove da riferirti.", + "VIOLA_QUEST3_PART2_VIOLA4": "...[pause] Non m'inganni, spirito. [pause]Non m\\'abbasserò ai tuoi tranelli.", + "VIOLA_QUEST3_PART2_VIOLA7": "...", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "VIENI, VIOLA DI MESSINA.\\n\\nALL'INTERNO TROVERAI LA TUA FAMIGLIA.\\n\\nPOICHÉ IO SON IL CUSTODE DI TUO FRATELLO.", + "VIOLA_QUEST3_PART2_VIOLA8": "Ripongo ben poca fiducia nelle parole di questo spirito. [pause]Ma se conosce Sebastian, [pause]e il mio nome...", + "VIOLA_QUEST3_PART2_VIOLA9": "Forse dice il vero.", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Un tempo, questo vascello dev'esser stato un imponente spettacolo...", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "Lo spirito che mi ha parlato... Non oso domandare cosa potesse volere.", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "L'acqua si è prosciugata! [pause]Avanti, il tempo è prezioso!", + "VIOLA_QUEST4_PART1_ROBIN1": "VUOI DANZARE, CUGINA?", + "VIOLA_QUEST4_PART1_VIOLA1": "No. [pause]Tu non sei della mia stirpe, spirito.", + "VIOLA_QUEST4_PART2_VIOLA1": "Questo dev'essere il covo dello spirito che mi tiene separata da mio fratello.", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Credo che sia un Arcangelo...", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Non credo che vi sia uno spirito, lì dentro...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "DEVO CHIEDERE SILENZIO, PER FAVORE.", + "VIOLA_QUEST4_PART2_VIOLA2": "Spirito, folletto o demonio che sia, se desidera parlare con me...", + "VIOLA_QUEST4_PART2_VIOLA3": "Io non indietreggerò!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "IL MONDO NON È CHE UN PALCOSCENICO...\\n\\nE LO SPETTACOLO STA PER COMINCIARE.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "Mi aspettavo di più.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "Di che \\\"spettacolo\\\" vaneggi? Chi [wave amp=30 freq=10]sei[/wave] tu?", + "VIOLA_QUEST4_FUSE_VIOLA3": "Non è oggi il giorno in cui periremo!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "OH, NON SON CHE UN LIETO VAGABONDO DELLA NOTTE... \\n\\nMI CHIAMANO GOBLIN, E PUCK...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "IO E TE, VIOLA DI MESSINA, CONDIVIDIAMO UNA LUNGA STORIA.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "SON ROBIN GOODFELLOW!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "VEDIAMO...\\n\\nPAGINA 645... \\\"LA DODICESIMA NOTTE\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "NEL RELITTO DELLA NAVE HO SCOPERTO QUESTO VOLUME.\\n\\nCURIOSA LETTURA, INVERO.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "LA COMMEDIA DI VIOLA DI MESSINA, NAUFRAGATA IN UN PAESE IGNOTO.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "Non capisco...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, SÌ, ED ECCOMI QUI:\\n\\nPAGINA 365. \\\"SOGNO DI UNA NOTTE DI MEZZ'ESTATE\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "TROVERAI TUO FRATELLO SOLO QUANDO LA TUA STORIA LO RICHIEDERÀ.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UNA STORIA DI FATE: DEL RE OBERON, DELLA REGINA TITANIA E DEL BIZZOSO SPIRITELLO ROBIN GOODFELLOW.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MIA CARA VIOLA, TU E IO...\\n\\nNON SIAMO CHE INVENZIONI DI UN DRAMMATURGO MORTALE... TAL WILLIAM SHAKESPEARE, PER LA PRECISIONE.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "LE NOSTRE STORIE NON SON NOSTRE.\\n\\nSEBASTIAN NON È QUI. NON SARÀ MAI QUI.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause]...[pause]...[pause]...", + "VIOLA_CONVO13_VIOLA2.f": "Mi rincresce, [pause]amica mia, [pause]ma non ho l'animo della conversatrice in questo momento.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "Ebbene, [shake rate=30 level=10]io le sfido[/shake]!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "È vero.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Queste storie ch'egli legge sono... [pause]celebri nel tuo mondo?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Mi dispiace.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Mi dispiace.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Grazie.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Mi dispiace.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "SAI BENE CHE DICO IL VERO.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Io credo che la tua \\\"verità\\\" non cambi niente.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Io credo...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "LASCIA CHE QUESTA VERITÀ TI TRAVOLGA, CHE TI SOMMERGA NEI SUOI ABISSI FINO A FARTI MANCARE IL FIATO IN CORPO.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Forse è vero che nel mondo di {player}, [pause]io non sono che una storia.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "Questo futuro che fu scritto per me non è che un pugno di [shake rate=30 level=10]parole su carta[/shake]!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Ma chi può dire che {player} non sia una storia nel mio?", + "VIOLA_QUEST4_FUSE_VIOLA2": "La soverchiante mano del fato vuole schiacciarci, [pause]eppure...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "AH AH AH!\\n\\nQUAL SORPRESA!", + "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]La nostra storia non termina qui![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "QUESTA COMMEDIA È PERSINO MIGLIORE DI QUANTO SPERASSI!\\n\\nAVANTI, AMMIRIAMONE L'ATTO FINALE!", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "SBAGLIO O TI VEDO IN DIFFICOLTÀ, MESSER GOODFELLOW?", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "LASCIA CHE TI TENDA UNA MANO. HO UN NUOVO RUOLO PER TE.", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Sarebbe saggio tornare nel luogo ove siam più sicuri...", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Grazie d'avermi accompagnato in questo cimento, [pause]{player}.", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "È mia convinzione che Robin Goodfellow avesse torto.", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Forse la mia vita, in altri regni, non è che un racconto. Ma...", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "E della mia vicenda sarò io a trovar la conclusione.", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Non m'importa. Mia è la mano che scriverà il mio futuro.", + "VIOLA_CONVO2_VIOLA2": "Eppure vi son tante povere anime, su questi lidi, che vagano raminghe da molto più tempo di me.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Ma poiché i nostri cuori si son legati in battaglia, [pause]ora fai parte della mia vicenda anche tu.", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Mi riferisco al [wave amp=30 freq=10]momento d'unione[/wave] nella nostra gran battaglia. Quando i nostri due corpi si son congiunti in uno, ho sentito anche i nostri [wave amp=30 freq=10]destini[/wave] intrecciarsi.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "\\\"I nostri cuori... si son legati\\\"?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "Che intendi?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Forse, se la si trovasse, potrei ricongiungermi a mio fratello.", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "E se anche noi ci siamo disgiunti, sento che i fili del fato non son così facili da districare.", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "Dici che hai contezza d'una porta da cui si può lasciare questa terra?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "Proprio così!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Esatto.", + "VIOLA_CONVO1_VIOLA1": "Intendi dunque dirmi che, nel tuo regno, [pause]viaggiare da un paese all'altro è questione di poche ore, [pause]e non d\\'interi giorni?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Molto bene! [pause]Lascia che ripaghi il mio debito: ti aiuterò a trovare ciò che cerchi.", + "VIOLA_CONVO1_VIOLA2": "È mai possibile un portento simile? [pause]La mia ragione vacilla al sol pensiero!", + "VIOLA_CONVO2_VIOLA1": "Non è da molto che mi trovo in questa terra, [pause]ma avverto già straziante la mancanza della mia casa.", + "VIOLA_CONVO2_VIOLA3": "Non credo ch'io potrei sopportarlo. [pause]La gente, qui, porta sulle spalle il fardello d\\'una quieta agonia.", + "VIOLA_CONVO3_VIOLA1": "So che il cielo sopra di noi non è il medesimo che rimiravo dalla mia finestra, da bambina...", + "VIOLA_CONVO3_VIOLA2": "Ma per un istante posso finger che lo sia. [pause]Posso illudermi che la mia casa si trovi a un solo giorno di cavallo da qui, [pause]così da essere tra le braccia dei miei cari nel giro di poche ore.", + "VIOLA_CONVO4_VIOLA1": "Dimmi: [pause]qual è il nome della mostruosa forma che assumi in battaglia?", + "VIOLA_CONVO3_VIOLA3": "Sicuramente anche tu covi nel cuore un simile anelito, [pause]{player}.", + "VIOLA_CONVO4_VIOLA2": "...", + "VIOLA_CONVO5_VIOLA1": "Curioso come quest'isola renda possibili i più improbabili incontri, non trovi?", + "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]Bizzarro a dirsi, ma ti s'addice.", + "VIOLA_CONVO5_VIOLA2": "Individui delle più disparate provenienze, [pause]le cui strade mai si sarebbero incrociate, [pause]divengono compatrioti nel momento in cui il fato li porta tutti insieme in questa terra solitaria.", + "VIOLA_CONVO5_VIOLA3.m": "Sott'ogni altra circostanza, un incontro tra noi due sarebbe stato impossibile!", + "VIOLA_CONVO5_VIOLA3.f": "Sott'ogni altra circostanza, un incontro tra noi due sarebbe stato impossibile!", + "VIOLA_CONVO5_VIOLA3.n": "Sott'ogni altra circostanza, un incontro tra noi due sarebbe stato impossibile!", + "VIOLA_CONVO6_VIOLA1": "Se mai dovessi lasciare questo luogo, sarebbe da stolti far parola del tempo qui trascorso.", + "VIOLA_CONVO6_VIOLA3": "I miei compari mi crederebbero ammattita!", + "VIOLA_CONVO6_VIOLA2": "Un'isola al di là dei regni terreni, [pause]dove abitano spiriti e creature fatate?", + "VIOLA_CONVO7_VIOLA1.n": "Vieni, miə carə {player}. [pause]So che presto dovremo tornare alla nostra cerca...", + "VIOLA_CONVO7_VIOLA1.f": "Vieni, mia cara {player}. [pause]So che presto dovremo tornare alla nostra cerca...", + "VIOLA_CONVO7_VIOLA1.m": "Vieni, mio caro {player}. [pause]So che presto dovremo tornare alla nostra cerca...", + "VIOLA_CONVO11_VIOLA1.m": "Combattere al fianco del tuo amato in battaglia, [pause]sotto le sembianze di una bizzarra creatura...", + "VIOLA_CONVO7_VIOLA2": "Ma possiamo rubare al fato ancora qualche istante.", + "VIOLA_CONVO8_VIOLA1": "Nelle mie terre ho fatto visita a più d'una taverna, ma nessuna era quieta come questa.", + "VIOLA_CONVO8_VIOLA2": "È alquanto gradevole! [pause]Posso immaginare i tanti momenti felici che son trascorsi tra queste mura.", + "VIOLA_CONVO9_VIOLA1": "Quando per un istante gli alberi sono immobili, e per breve tempo regna la quiete...", + "VIOLA_CONVO9_VIOLA2": "Qui ristagna un silenzio più autentico di quanto mai potrei sperimentarne altrove. [pause]Un silenzio che t'affonda dentro, che s\\'insinua sotto la tua pelle.", + "VIOLA_CONVO9_VIOLA3": "Il pensiero che in questo reame non v'è nulla al di là di questa sola, sparuta isola...", + "VIOLA_CONVO10_VIOLA1.m": "Dimmi un poco, [pause]mio caro {player}, [pause]ti ho mai deliziato col racconto dei miei giorni da artista girovaga?", + "VIOLA_CONVO9_VIOLA4": "Ben pochi saprebbero immaginare un luogo sì solitario.", + "VIOLA_CONVO10_VIOLA1.f": "Dimmi un poco, [pause]mia cara {player}, [pause]ti ho mai deliziata col racconto dei miei giorni da artista girovaga?", + "VIOLA_CONVO10_VIOLA1.n": "Dimmi un poco, [pause]miə carə {player}, [pause]ti ho mai deliziatə col racconto dei miei giorni da artista girovaga?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "I tuoi giorni da che cosa?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "Artista girovaga?", + "VIOLA_CONVO10_VIOLA2": "Proprio così! [pause]Io e mio fratello cantavamo e recitavamo per gli amici, e di tanto in tanto anche in pubblico.", + "VIOLA_CONVO10_VIOLA3": "Non che ci occorresse il denaro, certo. [pause]Non ho mai dovuto preoccuparmi granché delle mie sostanze. Dare felicità era una ricompensa in sé.", + "VIOLA_CONVO10_VIOLA4": "Dimmi, anche tu devi possedere qualche talento nascosto. [pause]Desidero molto saperne di più su di te, se me lo concederai...", + "VIOLA_CONVO11_VIOLA1.f": "Combattere al fianco della tua amata in battaglia, [pause]sotto le sembianze di una bizzarra creatura...", + "VIOLA_CONVO11_VIOLA2": "È di per sé un atto d'amore, non trovi? [pause]Se l\\'azione è eloquenza, [pause]il nostro combattere è poesia.", + "VIOLA_CONVO11_VIOLA1.n": "Combattere al fianco del tuo amore in battaglia, [pause]sotto le sembianze di una bizzarra creatura...", + "VIOLA_CONVO12_VIOLA2": "Spero un giorno di poter intrattenere mio fratello narrandogli dei diavoli che ho sconfitto.", + "VIOLA_CONVO12_VIOLA1": "Spero che troveremo presto la strada di casa da questo strano sogno in cui ci troviamo.", + "VIOLA_CONVO13_VIOLA1": "...", + "VIOLA_CONVO14_VIOLA4": "Eppure, è davvero [wave amp=30 freq=10]curioso[/wave] che la propria storia possa trovarsi tra le pagine d'un libro, in qualche altra terra. Tutte le storie funzionano in questo modo?", + "VIOLA_CONVO13_VIOLA2.n": "Mi rincresce, [pause]amicə miə, [pause]ma non ho l'animo della conversatrice in questo momento.", + "VIOLA_CONVO13_VIOLA2.m": "Mi rincresce, [pause]amico mio, [pause]ma non ho l'animo della conversatrice in questo momento.", + "VIOLA_CONVO13_VIOLA3": "Non ci conosciamo da molto. Per quanto tu mi abbia offerto il tuo aiuto, ho poche parole da offrire in cambio.", + "VIOLA_CONVO14_VIOLA2": "Dice che io e lui saremmo creazioni d'un drammaturgo. Che le nostre storie son già state scritte.", + "VIOLA_CONVO14_VIOLA1": "Ripenso ancora alle parole di Robin Goodfellow, quello spiritello infingardo.", + "VIOLA_CONVO14_VIOLA3": "Certo, non gli ho permesso di calpestarmi lo spirito con quelle sue parole. [pause]Come ho detto, la mia storia è mia, solo mia da scrivere.", + "VIOLA_CONVO14_VIOLA5": "Forse, in un reame diverso da questo, esiste il \\\"Libro di {player}\\\"! [pause]Una lettura avvincente, ne sono certa!", + "VIOLA_CONVO17_VIOLA1_OPTION1": "Sì!", + "VIOLA_CONVO15_VIOLA1": "Dimmi, [pause]{player}, [pause]non trovi che il modo in cui si duella in queste terre, sotto le spoglie di bestie fatate, sia bizzarro?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "È piuttosto strano, sì!", + "VIOLA_CONVO15_VIOLA1_OPTION2": "Io lo trovo divertente!", + "VIOLA_CONVO15_VIOLA2": "Che cosa curiosa! Eppure, la buona gente di questa terra vi si presta senza esitazione né preoccupazione.", + "VIOLA_CONVO16_VIOLA1": "Riesci a crederci, {player}? [pause]Credi davvero che la porta che hai trovato ci riporterà al luogo in cui vivevamo un tempo?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "Devo crederci!", + "VIOLA_CONVO16_VIOLA1_OPTION2": "Ci credo!", + "VIOLA_CONVO16_VIOLA2": "Meraviglioso! [pause]Per quanto ormai ammiri questo splendido nuovo mondo, so che non è destino per nessuno di noi rimaner qui per sempre.", + "VIOLA_CONVO16_VIOLA3": "Ma se tu desideri restare qui ancora un poco, anch'io rimarrò. [pause]Siamo giovani, dopotutto. Ancora il tempo non ci fa cenno d\\'andarcene da qui.", + "VIOLA_CONVO17_VIOLA1": "La battaglia che abbiam combattuto contro Aleph è stata magnifica, non trovi?", + "VIOLA_CONVO17_VIOLA2": "Sono più un avvezza a combattere di quanto credessi. Forse dovrei vivere da soldato!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "Beh, si potrebbe dire di sì!", + "VIOLA_CONVO17_VIOLA3": "Anche se, in quanto donna, non mi sarebbe permesso. [pause]Forse dovrei di nuovo camuffarmi in abiti maschili...", + "VIOLA_CONVO17_VIOLA3_OPTION2": "Eh?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"Di nuovo?\\\"", + "VIOLA_CONVO18_VIOLA1.m": "Non viaggiamo insieme da lungo tempo, mio caro {player}, ma a me pare già d'aver vissuto insieme una vita intera di storie!", + "VIOLA_CONVO17_VIOLA4": "Ti sorprende? Sono un'attrice nell\\'animo! Uomo e donna non sono che costumi nel mio guardaroba, da indossare quando più mi aggrada.", + "VIOLA_CONVO18_VIOLA1.f": "Non viaggiamo insieme da lungo tempo, mia cara {player}, ma a me pare già d'aver vissuto insieme una vita intera di storie!", + "VIOLA_CONVO18_VIOLA1.n": "Non viaggiamo insieme da lungo tempo, miə carə {player}, ma a me pare già d'aver vissuto insieme una vita intera di storie!", + "VIOLA_CONVO18_VIOLA2": "Forse questo è il vero scopo di questa terra: coloro che metton piede sulle sue rive, quando se ne andranno porteran con sé miriadi di racconti d'avventura.", + "VIOLA_CONVO19_VIOLA1_OPTION1": "Sì!", + "VIOLA_CONVO19_VIOLA1.n": "Leggi poesie, miə carə {player}?", + "VIOLA_CONVO19_VIOLA1.m": "Leggi poesie, mio caro {player}?", + "VIOLA_CONVO19_VIOLA1.f": "Leggi poesie, mia cara {player}?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "Non proprio!", + "VIOLA_CONVO19_VIOLA4": "Cosi come ha bisogno d'un cuoco che nutra il suo ventre, così l\\'uomo ha bisogno d\\'un poeta che nutra il suo cuore.", + "VIOLA_CONVO19_VIOLA2": "Sono lieta di saperlo!", + "VIOLA_CONVO19_VIOLA3": "Poco importa, forse sarò io a insegnartelo!", + "VIOLA_CONVO19_VIOLA5": "Trovo crudeltà verso se stessi privare il proprio cuore di tale nutrimento.", + "VIOLA_CONVO19_VIOLA6": "Considerato il sentimento che ci lega, forse fanno al caso nostro le opere della poetessa greca Saffo? Durante i nostri viaggi, cercherò di procurarmi un volume delle sue liriche.", + "VIOLA_CONVO20_VIOLA1": "Grazie. [pause]Ho apprezzato questo momento di riposo. {player}.", + "VIOLA_SOCIAL1_VIOLA1": "Mi sono resa chiaramente conto, [pause]ultimamente, [pause]che molti elementi della vita in questa città mi sono estranei.", + "VIOLA_SOCIAL1_VIOLA3": "E i lampioni s'illuminano da sé, senza un lampionaio che li accenda! [pause]Ci sono molte cose che non capisco.", + "VIOLA_SOCIAL1_VIOLA2": "La brava gente di Harbourtown parla in modi che trovo bizzarri.", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "Immagino che tu venga dai tempi di Shakespeare...", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Dal tuo punto di vista questo dev'essere il futuro!", + "VIOLA_SOCIAL1_VIOLA5": "E per fondere lo spirito con quello dei tuoi sodali. [pause]Questo è normale per te?", + "VIOLA_SOCIAL1_VIOLA4": "Sì. E questi \\\"mangiatori di cassette\\\" che s'usano per assumere la forma di spiriti e bestie.", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Uh, no, è strano anche per me.", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "Questo succede solo a Nuova Wirral.", + "VIOLA_SOCIAL1_VIOLA6": "Capisco.", + "VIOLA_SOCIAL1_VIOLA8": "È proprio vero: sono davvero assai lontana dal Ducato di Messina, sia nello spazio sia nel tempo.", + "VIOLA_SOCIAL1_VIOLA7": "Quindi ci sono aspetti di questa terra che ti sono familiari, ma altri che persino tu trovi strani.", + "VIOLA_SOCIAL1_VIOLA9": "Se questo reame ha delizie a me sconosciute, ho una cosa da chiederti.", + "VIOLA_SOCIAL1_VIOLA10": "Potresti forse condividerne alcune con me, di tanto in tanto?", + "VIOLA_SOCIAL1_VIOLA11": "Desidero sperimentare queste novità, prima di tornare nel mio paese d'origine.", + "VIOLA_SOCIAL3_VIOLA5": "Ha insistito sul fatto che questo libro, [pause]\\\"Storie del Terrore\\\", fosse una lettura preziosa.", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Prima di tornare a casa?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "Te ne vai?", + "VIOLA_SOCIAL1_VIOLA13.m": "Lo leggo nei tuoi occhi! [pause]Non ti è così facile nascondermi cosa contiene il tuo cuore, amico mio.", + "VIOLA_SOCIAL1_VIOLA12": "Non hai fatto della ricerca d'un modo di lasciare l\\'isola la tua missione?", + "VIOLA_SOCIAL1_VIOLA13.n": "Lo leggo nei tuoi occhi! [pause]Non ti è così facile nascondermi cosa contiene il tuo cuore, amicə miə.", + "VIOLA_SOCIAL1_VIOLA13.f": "Lo leggo nei tuoi occhi! [pause]Non ti è così facile nascondermi cosa contiene il tuo cuore, amica mia.", + "VIOLA_SOCIAL1_VIOLA14": "Non preoccuparti: ti aiuterò in ogni modo possibile.", + "VIOLA_SOCIAL1_VIOLA15": "In me avrai sempre un'alleata e un\\'amica.", + "VIOLA_SOCIAL1_VIOLA16": "Molto bene! [pause]Non indugiamo oltre.", + "VIOLA_SOCIAL2_VIOLA2": "Non serve birra, dico bene? [pause]Serve invece questo \\\"caffè\\\".", + "VIOLA_SOCIAL2_VIOLA1": "Quella locanda che tutti frequentano, [pause]il \\\"Gramophone\\\"...", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "Esatto!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Sono abbastanza sicura che sia così.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Sono abbastanza sicuro che sia così.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Sono abbastanza sicurə che sia così.", + "VIOLA_SOCIAL2_VIOLA3": "E le persone del tuo tempo consumano questo \\\"caffè\\\" in grandi quantità?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "Decisamente!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Forse anche troppo.", + "VIOLA_SOCIAL2_VIOLA4": "Illuminante.", + "VIOLA_SOCIAL2_VIOLA6": "Pertanto, ho portato con me una fiaschetta di questa bevanda così amata. [pause]È un dono di Clémence.", + "VIOLA_SOCIAL2_VIOLA5": "Vorrei provare a gustare il caffè, [pause]come tutta la brava gente di Harbourtown.", + "VIOLA_SOCIAL2_NARRATION7": "Viola beve una tazza di caffè.", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Qual è il verdetto?", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "Che ne pensi?", + "VIOLA_SOCIAL2_VIOLA9": "È una bevanda vigorosa.", + "VIOLA_SOCIAL2_VIOLA10": "Mi è chiaro perché sia tanto amata.", + "VIOLA_SOCIAL2_VIOLA11": "Quanto invece a questa sorta di pagnottella dolce che mi regalato con tanta gentilezza...", + "VIOLA_SOCIAL2_VIOLA12": "Che nome ha?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "È un rotolo alla cannella!", + "VIOLA_SOCIAL2_VIOLA13": "È così aromatico... [pause]E così dolce....", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Clémence ti ha dato anche un rotolo alla cannella?", + "VIOLA_SOCIAL2_VIOLA14": "Eppure svanisce in un istante, [pause]come una gioia pura e fugace.", + "VIOLA_SOCIAL2_VIOLA15": "Buonanotte, [pause]dolce rotolo.", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "Allora ti è piaciuto?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "È stato un successo, allora?", + "VIOLA_SOCIAL2_VIOLA16": "Sì, [pause]direi di sì.", + "VIOLA_SOCIAL3_VIOLA1": "Nei miei sforzi per conoscere i tanti reami al di fuori di Harbourtown ho recuperato alcuni documenti di grande importanza.", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Materiale didattico?", + "VIOLA_SOCIAL3_VIOLA2": "Sì, [pause]il tempo che ho trascorso qui a Nuova Wirral mi ha mostrato che il mondo in cui vivevo non era che un granello di sabbia in un oceano infinito...", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Stai facendo ricerche?", + "VIOLA_SOCIAL3_VIOLA3.m": "In verità, ci sono molti reami come quello da cui provengo. [pause]Come ad esempio il tuo, mio caro {player}.", + "VIOLA_SOCIAL3_VIOLA4": "Ho chiesto aiuto all'amica Meredith, [pause]e lei mi ha procurato questo tomo.", + "VIOLA_SOCIAL3_VIOLA3.n": "In verità, ci sono molti reami come quello da cui provengo. [pause]Come ad esempio il tuo, miə carə {player}.", + "VIOLA_SOCIAL3_VIOLA3.f": "In verità, ci sono molti reami come quello da cui provengo. [pause]Come ad esempio il tuo, mia cara {player}.", + "VIOLA_SOCIAL3_VIOLA6": "In verità, sono giunta alla conclusione che i resoconti che narra siano immaginari.", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Credo che sia un libro di narrativa horror...", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "Non credo che imparerai nulla da questo libro.", + "VIOLA_SOCIAL3_VIOLA7": "Tuttavia, ti pregherei di soffermarti sul Capitolo 5: [pause]per gran parte, vi si descrivono modi efficaci per uccidere i morti viventi.", + "VIOLA_SOCIAL3_VIOLA8": "Non combattiamo forse mostri ogni dì? [pause]Forse questo faldone contiene informazioni più preziose di quanto tu potessi pensare.", + "VIOLA_SOCIAL3_VIOLA9": "Tuttavia, [pause]ritengo che Meredith mi abbia prestato questo libro per puro amore del macabro.", + "VIOLA_SOCIAL3_VIOLA10": "È stata una lettura piacevole! [pause]Forse le chiederò di concedermene altri.", + "VIOLA_SOCIAL4_VIOLA1.f": "Ci sono questioni di cui vorrei discutere con te, amica mia. [pause]Pensi che potremmo andare altrove, in un luogo tranquillo?", + "VIOLA_SOCIAL4_VIOLA1.m": "Ci sono questioni di cui vorrei discutere con te, amico mio. [pause]Pensi che potremmo andare altrove, in un luogo tranquillo?", + "VIOLA_SOCIAL3_VIOLA11": "Vieni! Desidero mettere in pratica le lezioni che ho appena appreso!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Non ora.", + "VIOLA_SOCIAL4_VIOLA1.n": "Ci sono questioni di cui vorrei discutere con te, amicə miə. [pause]Pensi che potremmo andare altrove, in un luogo tranquillo?", + "VIOLA_SOCIAL4_VIOLA_NO": "Un'altra volta, quindi.", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "Certo!", + "VIOLA_SOCIAL4_VIOLA3": "La gente di Harbourtown vive libera dal fardello delle aspettative, vero?", + "VIOLA_SOCIAL4_VIOLA2": "C'è una cosa che mi preme di dire.", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "Che vuoi dire?", + "VIOLA_ROMANCE_VIOLA_NO.f": "Errore mio, allora.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "Non ti seguo.", + "VIOLA_SOCIAL4_VIOLA4": "Nessun nobile da compiacere, [pause]nessun re a cui genuflettersi...", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "Non ti seguo.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "Non ti seguo.", + "VIOLA_SOCIAL4_VIOLA5": "Siete liberi di trovare uno scopo nelle vostre azioni. [pause]Invidio una vita di tal genere.", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "La tua vita precedente era complicata?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "Cosa facevi, prima di venire qui?", + "VIOLA_SOCIAL4_VIOLA6": "La mia famiglia era di chiara reputazione e grande ricchezza, [pause]ma è stata travolta dalla sventura.", + "VIOLA_SOCIAL4_VIOLA7": "Io e mio fratello abbiamo ricevuto l'incarico di contattare un amico di famiglia in terre lontane, per chiedergli aiuto.", + "VIOLA_SOCIAL4_VIOLA8": "Ma come puoi immaginare, [pause]la mia nave non è mai approdata a quelle coste. [pause]E la terra in cui mi sono ritrovata era questa: un paese dei sogni, dimora di spiriti e bestie.", + "VIOLA_SOCIAL4_VIOLA9": "Sarebbe così facile dimenticare la mia stirpe e restare qui.", + "VIOLA_SOCIAL4_VIOLA10": "Sarebbe una vita felice, in eccellente compagnia.", + "VIOLA_SOCIAL4_VIOLA11.f": "Perché questa terra ha te, mia cara {player}!", + "VIOLA_SOCIAL4_VIOLA11.m": "Perché questa terra ha te, mio caro {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Sarò sempre un amico per te!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "Porto il mio cuore in bella vista. [pause]Non posso negare i miei sentimenti.", + "VIOLA_SOCIAL4_VIOLA11.n": "Perché questa terra ha te, miə carə {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Sarò sempre unə amicə per te!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Sarò sempre un'amica per te!", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Pensi che potremmo essere più che amici?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Pensi che potremmo essere più che amiche?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Pensi che potremmo essere più che amici?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "Questo [pause]non posso negarlo.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Abbiamo ancora tante strade da percorrere insieme.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Ottimo! [pause]Vieni, [pause]amico mio, [pause]beviamo questo \\\"caffè\\\".", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Ottimo! [pause]Vieni, [pause]amica mia, [pause]beviamo questo \\\"caffè\\\".", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Ottimo! [pause]Vieni, [pause]amicə miə, [pause]beviamo questo \\\"caffè\\\".", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "E poi riprenderemo il nostro viaggio!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "\\\"Più che amici\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "\\\"Più che amiche\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Parla chiaro: tu come mi consideri?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "\\\"Più che amici\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Sai come usare le parole quando si presenta l'occasione, amicə miə.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Ti considero una buona amica.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Io...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Il mio cuore si strugge per te.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Sai come usare le parole quando si presenta l'occasione, amica mia.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Sai come usare le parole quando si presenta l'occasione, amico mio.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "La tua bellezza ha sempre rischiarato i miei giorni.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Vieni, caro {player}...", + "VIOLA_ROMANCE_VIOLA1.m": "Hai un'aria smarrita, {player}. [pause]C\\'è qualcosa che desideri confessare?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Vieni, cara {player}...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Vieni, carə {player}...", + "VIOLA_ROMANCE_VIOLA_NO.m": "Errore mio, allora.", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "Niente di particolare!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "Hai un'aria smarrita, {player}. [pause]C\\'è qualcosa che desideri confessare?", + "VIOLA_ROMANCE_VIOLA1.f": "Hai un'aria smarrita, {player}. [pause]C\\'è qualcosa che desideri confessare?", + "VIOLA_ROMANCE_VIOLA3": "Stai forse chiedendo la mia mano in matrimonio, [pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "Errore mio, allora.", + "VIOLA_ROMANCE_VIOLA2": "Io...", + "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", + "VIOLA_ROMANCE_VIOLA5": "Mi stavo solo burlando di te. [pause]Siamo sudditi del tempo, [pause]e un giorno il tempo ci comanderà di separarci.", + "VIOLA_ROMANCE_VIOLA6": "Sposarti sarebbe un fardello troppo pesante, [pause]sapendo che un giorno questo sogno ad occhi aperti finirà e torneremo alle nostre vite di un tempo.", + "VIOLA_ROMANCE_VIOLA7": "Eppure, [pause]ci restano ancora molti giorni e molte notti da trascorrere fianco a fianco.", + "VIOLA_ROMANCE_VIOLA8": "Il tuo desiderio è anche il mio. [pause]D'ora in poi, che i nostri cuori battano all\\'unisono.", + "VIOLA_ROMANCE_VIOLA9": "Forse, [pause]in un altro reame ben oltre la nostra immaginazione, [pause]in questo stesso istante un umile drammaturgo racconta la nostra.", + "DOG_QUEST1_PART1_NARRATION4": "Il nome del cane è Barkley e ha un mini-mangianastri attaccato al collare. Non ci sono informazioni sul suo proprietario, a parte un numero di telefono di 22 cifre.", + "VIOLA_ROMANCE_VIOLA10": "\\\"Viola e {player}, ovvero i due cuori uniti dal naufragio.\\\"", + "VIOLA_ROMANCE_VIOLA11": "Credo che sarebbe una storia meravigliosa, [pause]non pensi anche tu?", + "DOG_QUEST1_PART1_DOG1": "Bau!", + "DOG_UNKNOWN_NAME": "Cane", + "DOG_QUEST1_PART1_NARRATION2": "È un cane amichevole!", + "DOG_QUEST1_PART1_NARRATION3": "Dopo aver allungato la mano per farti annusare dal cane, controlli il suo collare.", + "DOG_QUEST1_PART1_NARRATION5": "Anche Barkley deve essere bloccato a Nuova Wirral.", + "DOG_QUEST1_PART1_NARRATION7": "Barkley guarda la scogliera e guaisce. Probabilmente vuole salire.", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Uuuhhh...[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "Puoi salire lassù con la tua abilità di arrampicarti. Vuoi salire con lui?", + "DOG_QUEST1_PART2_NARRATION1": "Barkley non ha avuto problemi a salire sulla scogliera. Voleva solo qualcuno che lo accompagnasse.", + "DOG_QUEST1_PART1_NARRATION9": "Non si allontana da questo punto. Forse, se avessi un modo per fargli risalire la scogliera...", + "DOG_QUEST1_PART1_DOG10": "Bau bau!", + "DOG_QUEST1_PART4_NARRATION2": "Tra le ossa ci sono dei bocconcini e un guinzaglio per cani.", + "DOG_QUEST1_PART3_DOG1": "Grrrr...", + "DOG_QUEST1_PART4_NARRATION1": "Sembrano ossa umane...", + "DOG_QUEST1_PART4_NARRATION4": "Subito dopo, Barkley ti lecca bagnandoti tutta la mano!", + "DOG_QUEST1_PART4_NARRATION3": "Barkley scava una grossa buca e insieme seppellite le ossa.", + "DOG_QUEST1_PART4_DOG5": "*Pant pant*", + "RESTING_DOG_3": "Barkley è stato davvero bravo oggi, perciò ti assicuri che riceva tutti i bocconcini e le carezze sul pancino che merita.", + "RESTING_DOG_1": "Tu e Barkley fate un lungo pisolino insieme.", + "RESTING_DOG_2": "Tu e Barkley fate rotolare una palla avanti e indietro pigramente.", + "RESTING_DOG_5": "Barkley ti lecca la faccia!", + "RESTING_DOG_4": "Barkley condivide con te uno dei suoi bocconcini. Lo provi, ma non è molto buono.", + "RESTING_DOG_6.m": "Barkley si spazzola i tuoi spuntini mentre sei distratto.", + "RESTING_DOG_8": "Barkley trova un buon posto per scavare! Voi due vi ricoprite completamente di fango.", + "RESTING_DOG_6.n": "Barkley si spazzola i tuoi spuntini mentre sei distrattə.", + "RESTING_DOG_6.f": "Barkley si spazzola i tuoi spuntini mentre sei distratta.", + "RESTING_DOG_9": "Barkley ti porta un bastoncino di cui è davvero tanto orgoglioso!", + "INTERMISSION_PART1_ALEPH1": "SALVE, [pause]{player.to_upper}!", + "INTERMISSION_PART1_ALEPH2": "CHIEDO SCUSA, [pause]PARLO TROPPO FORTE?", + "INTERMISSION_PART1_ALEPH3": "FORSE COSÌ VA MEGLIO PER TE.", + "INTERMISSION_PART1_ALEPH4": "HO PENSATO CHE POTREMMO ORGANIZZARE UN INCONTRO VELOCE.", + "INTERMISSION_PART1_MEREDITH5": "È lo stesso tizio che continua ad apparire nelle stazioni? [pause]Ma insomma, chi sei?", + "INTERMISSION_PART1_KAYLEIGH5": "L'uomo del triangolo! Chi sei e cosa vuoi?", + "INTERMISSION_PART1_EUGENE5": "Non mi fai paura! Chi sei?!", + "INTERMISSION_PART1_FELIX5": "Uhm. [pause]Questo mi preoccupa un po'. [pause]Chi sei?", + "INTERMISSION_PART1_VIOLA5": "Cos'è mai questa creatura?", + "INTERMISSION_PART1_DOG5": "Bau!", + "INTERMISSION_PART1_ALEPH6": "AH! DOVE HO SCORDATO L'EDUCAZIONE? [pause]DOVREI PRESENTARMI.", + "INTERMISSION_PART1_ALEPH6_OPTION1": "Sei un Arcangelo?", + "INTERMISSION_PART1_ALEPH7": "ARCANGELO! [pause]È COSÌ CHE CI CHIAMATE? CHE DELIZIA!", + "INTERMISSION_PART1_ALEPH8": "QUANTO A ME, PERSONALMENTE...", + "INTERMISSION_PART1_ALEPH9": "LA VOSTRA GENTE MI HA CHIAMATO IN MOLTI MODI.", + "INTERMISSION_PART1_ALEPH10": "ARTÙ, [pause]ALESSANDRO, [pause]AGAMENNONE...", + "INTERMISSION_PART1_MEREDITH13": "Uhm, non è quello che mi aspettavo.", + "INTERMISSION_PART1_ALEPH11": "AHIMÈ, [pause][pause]IO SONO ALEPH.", + "INTERMISSION_PART1_ALEPH12": "PUOI CHIAMARMI AL.", + "INTERMISSION_PART1_KAYLEIGH13": "Certo che è... [pause]molto educato.", + "INTERMISSION_PART1_EUGENE13": "Cos'è questa messinscena da \\\"bravo ragazzo\\\"?", + "INTERMISSION_PART1_ALEPH14": "DA QUALCHE TEMPO UNA VECCHIA CONOSCENZA MI PREOCCUPAVA. [pause]FORTUNATAMENTE, QUELLA \\\"SITUAZIONE\\\" ORA È STATA RISOLTA.", + "INTERMISSION_PART1_FELIX13": "Piacere di... conoscerti?", + "INTERMISSION_PART1_VIOLA13": "Se vuoi qualcosa da noi, [pause]parla chiaramente!", + "INTERMISSION_PART1_DOG13": "Grrrr...", + "INTERMISSION_PART1_ALEPH16": "QUESTI SONO DAVVERO TEMPI ENTUSIASMANTI, [pause]AMICI MIEI!", + "INTERMISSION_PART1_ALEPH15": "E ORA RITORNO E SCOPRO CHE QUESTO MONDO HA RADUNATO ALTRI DELLA MIA SPECIE? [pause]ALTRI \\\"ARCANGELI\\\"?", + "INTERMISSION_PART1_ALEPH18": "TANTO CHE DEVO CHIEDERVI DI NON TENTARE DI INTERFERIRE CON IL MIO ESERCIZIO DI TEAM-BUILDING.", + "INTERMISSION_PART1_ALEPH17": "I NUOVI ARRIVI SONO UN'ACCOZZAGLIA BIZZARRA, [pause]MA VEDO MOLTO POTENZIALE IN LORO.", + "INTERMISSION_PART1_ALEPH19": "ANZI, [pause]DEVO PROPRIO CHIEDERVI DI SMETTERE DI CERCARE I MIEI SIMILI IN QUALSIASI MODO.", + "INTERMISSION_PART1_ALEPH19_OPTION1": "Ma gli Arcangeli sono la chiave per lasciare Nuova Wirral!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "Devo trovarli per lasciare quest'isola!", + "INTERMISSION_PART1_ALEPH20": "OH!", + "INTERMISSION_PART1_ALEPH21": "VOLETE SOLO ANDARVENE?", + "INTERMISSION_PART1_ALEPH22": "SÌ, [pause]POSSO MANDARVI LONTANO DA QUI!", + "INTERMISSION_PART1_KAYLEIGH24": "Non mi piace questo discorso...", + "INTERMISSION_PART1_ALEPH23": "L'UNICA COSA CHE NON POSSO TRASPORTARE SONO IO! UNO SPECCHIO NON RIFLETTE SE STESSO...", + "INTERMISSION_PART1_MEREDITH24": "Uh, ti fidi di questo tizio a triangolo?", + "INTERMISSION_PART1_EUGENE24": "Questo non mi piace per niente...", + "INTERMISSION_PART1_FELIX24": "Uhm... {player}?", + "INTERMISSION_PART1_VIOLA24": "Che genere di uomo è mai?", + "INTERMISSION_PART1_DOG24": "Uuuh...", + "INTERMISSION_PART1_ALEPH25": "COSÌ SIA! [pause]ESAUDIRÒ IL VOSTRO DESIDERIO.", + "INTERMISSION_PART1_ALEPH26": "PER FAVORE, NON RITORNATE.", + "INTERMISSION_PART1_ALEPH27": "DAVVERO.", + "INTERMISSION_PART1_ALEPH28": "DICO SUL SERIO.", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "Non riesco a leggere niente. Non riconosco nemmeno la lingua.", + "INTERMISSION_PART2_AMBER1.m": "Hai l'aria sperduta, [pause]straniero.", + "AMBER_UNKNOWN_NAME": "Donna misteriosa", + "INTERMISSION_PART2_AMBER2": "Hai bisogno di un posto dove stare?", + "INTERMISSION_PART2_AMBER1.f": "Hai l'aria sperduta, [pause]straniera.", + "INTERMISSION_PART2_AMBER1.n": "Hai l'aria sperduta, [pause]stranierə.", + "INTERMISSION_LODGE_LOCKED": "La porta è chiusa a chiave.", + "INTERMISSION_PART3_AMBER2": "Puoi chiamarmi Madame Ambra. [pause]Sono il volto della Loggia Ambra.", + "INTERMISSION_PART3_AMBER1.m": "Sei fortunato che ti ho trovato, tesoro.", + "INTERMISSION_PART3_AMBER1.f": "Sei fortunata che ti ho trovato, tesoro.", + "INTERMISSION_PART3_AMBER1.n": "Sei fortunatə che ti ho trovato, tesoro.", + "INTERMISSION_PART3_AMBER4.m": "Accomodati, [pause]fai come fossi a casa tua. [pause]Dai un'occhiata in giro.", + "INTERMISSION_PART3_AMBER3.f": "Sei davvero fortunata: [pause]la Loggia Ambra non attraversa spesso quei mondi morti.", + "INTERMISSION_PART3_AMBER3.m": "Sei davvero fortunato: [pause]la Loggia Ambra non attraversa spesso quei mondi morti.", + "INTERMISSION_PART3_AMBER3.n": "Sei davvero fortunatə: [pause]la Loggia Ambra non attraversa spesso quei mondi morti.", + "INTERMISSION_PART3_AMBER4.f": "Accomodati, [pause]fai come fossi a casa tua. [pause]Dai un'occhiata in giro.", + "INTERMISSION_PART3_AMBER5": "Al momento stiamo viaggiando, perciò non c'è ancora nessun posto dove andare.", + "INTERMISSION_PART3_AMBER4.n": "Accomodati, [pause]fai come fossi a casa tua. [pause]Dai un'occhiata in giro.", + "INTERMISSION_PART3_AMBER6_OPTION1": "Chi sei?", + "INTERMISSION_PART3_AMBER6": "Ehi, dolcezza. Come posso aiutarti?", + "INTERMISSION_PART3_AMBER6_OPTION2": "Che posto è questo?", + "INTERMISSION_PART3_AMBER6_OPTION3": "Cosa sta succedendo?", + "INTERMISSION_PART3_AMBER6_OPTION4": "Arrivederci!", + "INTERMISSION_PART3_AMBER7": "Come ho detto, sono Madame Ambra. [pause]Il volto di questo locale raffinato.", + "INTERMISSION_PART3_AMBER9": "Non sei la prima anima a vagare qui con quell'espressione sul viso!", + "INTERMISSION_PART3_AMBER8": "Non preoccuparti, [pause]non sei in pericolo.", + "INTERMISSION_PART3_AMBER11": "Tendiamo a non restare nello stesso posto troppo a lungo. [pause]A volte persone come te hanno bisogno di una mano, perciò cerchiamo di aiutarle.", + "INTERMISSION_PART3_AMBER10": "La Loggia Ambra, tesoro.", + "INTERMISSION_PART3_AMBER12": "Abbiamo avuto una clientela molto variegata nel corso degli anni, [pause]su questo non c'è dubbio.", + "INTERMISSION_PART3_AMBER13.f": "Oooh, sei [wave amp=30 freq=10]adorabile[/wave] con quello sguardo da cucciolo smarrito!", + "INTERMISSION_PART3_AMBER13.m": "Oooh, sei [wave amp=30 freq=10]adorabile[/wave] con quello sguardo da cucciolo smarrito!", + "INTERMISSION_PART3_AMBER14.f": "Tranquilla, [pause]non c'è nulla di cui preoccuparsi.", + "INTERMISSION_PART3_AMBER14.m": "Tranquillo, [pause]non c'è nulla di cui preoccuparsi.", + "INTERMISSION_PART3_AMBER13.n": "Oooh, sei [wave amp=30 freq=10]adorabile[/wave] con quello sguardo da cucciolo smarrito!", + "INTERMISSION_PART3_AMBER14.n": "Tranquillə, [pause]non c'è nulla di cui preoccuparsi.", + "INTERMISSION_PART3_AMBER15.m": "Ti sei semplicemente trovato in un mondo morto da mille anni.", + "INTERMISSION_PART3_AMBER15.n": "Ti sei semplicemente trovatə in un mondo morto da mille anni.", + "INTERMISSION_PART3_AMBER15.f": "Ti sei semplicemente trovata in un mondo morto da mille anni.", + "INTERMISSION_PART3_AMBER16": "Beh, [pause]io non ho fatto altro che raccoglierti.", + "AMBER_LODGE_MIRROR_DESCRIPTION": "Questo è uno specchio ben lucidato. Non sembra riflettere nulla, però...", + "INTERMISSION_PART3_AMBER17": "Abbi cura di te, dolcezza.", + "AMBER_LODGE_NPC1_NAME": "Uomo rilassato", + "AMBER_LODGE_NPC1_DIALOGUE": "Madame Ambra sa come gestire questo locale, questo è poco ma sicuro!", + "AMBER_LODGE_NPC2_NAME": "Donna dalle guance arrossate", + "AMBER_LODGE_NPC2_DIALOGUE": "Accidenti, starei qui per sempre se potessi!", + "AMBER_LODGE_NPC3_NAME": "Individuo amichevole", + "AMBER_LODGE_NPC3_DIALOGUE": "È la tua prima visita alla Loggia Ambra?", + "AMBER_LODGE_NPC4_NAME": "Uomo dal volto severo", + "AMBER_LODGE_NPC4_DIALOGUE": "La Loggia Ambra è davvero unica nel suo genere...", + "INTERMISSION_PART4_AMBER1": "Un tempo più semplice.", + "INTERMISSION_PART4_AMBER1_OPTION1": "Conosci Aleph?", + "INTERMISSION_PART4_AMBER1_OPTION2": "Sei amica di Aleph?", + "INTERMISSION_PART4_AMBER2": "Eravamo come una famiglia una volta, [pause]ai bei vecchi tempi.", + "INTERMISSION_PART4_AMBER3": "Eravamo un bel gruppetto, una volta, [pause]e abbiamo passato dei bei momenti insieme, [pause]lascia che te lo dica.", + "INTERMISSION_PART4_AMBER4": "Aleph era un po' il capo. [pause]Cioè, è OVVIO che fosse lui. [pause]È un tipo fatto così, [pause]dico bene?", + "INTERMISSION_PART4_AMBER5": "Io? [pause]Io ero quella che guida, [pause]e Morgante era la custode alla porta.", + "INTERMISSION_PART4_AMBER6": "Ma a volte ci si perde di vista. A volte alla fine le cose si complicano.", + "INTERMISSION_PART4_AMBER7": "Perciò mi sono lasciata tutto alle spalle.", + "INTERMISSION_PART4_AMBER8": "Sono sicura che Aleph sta ancora cercando di trovare un modo di andarsene da quell'isola, [pause]ancora adesso.", + "INTERMISSION_PART4_AMBER9": "E la vecchia strega non gli dirà mai come fare, [pause]ovviamente.", + "INTERMISSION_PART4_AMBER10": "Ma non voglio annoiarti come una vecchietta che racconta i bei tempi andati.", + "INTERMISSION_PART4_AMBER11": "Io?", + "INTERMISSION_PART4_AMBER16": "Non preoccuparti, non lo dirò a nessuno.", + "INTERMISSION_PART4_AMBER10_OPTION1": "Sei un Arcangelo?", + "INTERMISSION_PART4_AMBER13": "Sono solo il volto di questo locale raffinato.", + "INTERMISSION_PART4_AMBER12": "Beh, [pause]te l'ho detto, {player}...", + "INTERMISSION_PART4_AMBER15": "Per non parlare del fatto che tu la sai lunga di cosa vuol dire andare in giro indossando un avatar, dico bene?", + "INTERMISSION_PART4_AMBER14": "La Loggia Ambra è la vera protagonista.", + "INTERMISSION_PART4_AMBER25.m": "Attraversalo quando sei pronto.", + "INTERMISSION_PART4_AMBER18": "E prima [pause]eri a Nuova Wirral?", + "INTERMISSION_PART4_AMBER17.m": "Ora, [pause]immagino che fossi bloccato su quel sasso perché Aleph ti ha teletrasportato lì, [pause]giusto?", + "INTERMISSION_PART4_AMBER17.f": "Ora, [pause]immagino che fossi bloccata su quel sasso perché Aleph ti ha teletrasportata lì, [pause]giusto?", + "INTERMISSION_PART4_AMBER17.n": "Ora, [pause]immagino che fossi bloccatə su quel sasso perché Aleph ti ha teletrasportatə lì, [pause]giusto?", + "INTERMISSION_PART5_EUGENE.f": "Sapevo che saresti tornata!", + "INTERMISSION_PART4_AMBER19": "Quell'isola è come carta moschicida. [pause]La gente scivola tra le crepe del mondo e finisce lì. Gran bella sfortuna, dolcezza.", + "INTERMISSION_PART4_AMBER20": "Ma per quanto riguarda le storie con il nostro amico dalla testa triangolare...", + "INTERMISSION_PART4_AMBER21.m": "Non è colpa tua se sei rimasto coinvolto nelle nostre vecchie beghe.", + "INTERMISSION_PART4_AMBER21.n": "Non è colpa tua se sei rimastə coinvoltə nelle nostre vecchie beghe.", + "INTERMISSION_PART4_AMBER21.f": "Non è colpa tua se sei rimasta coinvolta nelle nostre vecchie beghe.", + "INTERMISSION_PART4_AMBER22": "Perciò ti darò un passaggio, solo per questa volta. [pause]Seguimi.", + "INTERMISSION_PART4_AMBER23": "Questo specchio ti porterà dove devi andare.", + "INTERMISSION_PART4_AMBER24": "Quale SIA quel posto, [pause]invece... [pause]beh, [pause]non dipende da me.", + "INTERMISSION_PART4_AMBER25.f": "Attraversalo quando sei pronta.", + "INTERMISSION_PART4_AMBER26": "Abbi cura di te, dolcezza. È stato un vero piacere conoscerti.", + "INTERMISSION_PART4_AMBER27.n": "Ah, e fammi un favore: [pause]non facciamo sapere al nostro amico Al che ti ho aiutato, [pause]ti va?", + "INTERMISSION_PART4_AMBER25.n": "Attraversalo quando sei prontə.", + "INTERMISSION_PART4_AMBER27.m": "Ah, e fammi un favore: [pause]non facciamo sapere al nostro amico Al che ti ho aiutato, [pause]ti va?", + "INTERMISSION_PART5_KAYLEIGH.m": "Per un attimo ho temuto di averti perso!", + "INTERMISSION_PART4_AMBER27.f": "Ah, e fammi un favore: [pause]non facciamo sapere al nostro amico Al che ti ho aiutato, [pause]ti va?", + "INTERMISSION_PART5_MEREDITH.m": "Uff, [pause]non hai IDEA di quanto mi hai fatto preoccupare, bello.", + "INTERMISSION_PART5_KAYLEIGH.f": "Per un attimo ho temuto di averti persa!", + "INTERMISSION_PART5_KAYLEIGH.n": "Per un attimo ho temuto di averti persə!", + "INTERMISSION_PART5_MEREDITH.n": "Uff, [pause]non hai IDEA di quanto mi hai fatto preoccupare, bellə.", + "INTERMISSION_PART5_MEREDITH.f": "Uff, [pause]non hai IDEA di quanto mi hai fatto preoccupare, bella.", + "INTERMISSION_PART5_EUGENE.m": "Sapevo che saresti tornato!", + "INTERMISSION_PART5_FELIX.f": "Per un momento, ho temuto che non ti avrei rivista...", + "INTERMISSION_PART5_FELIX.m": "Per un momento, ho temuto che non ti avrei rivisto...", + "INTERMISSION_PART5_EUGENE.n": "Sapevo che saresti tornatə!", + "INTERMISSION_PART5_VIOLA.m": "Quanto sono grata che tu stia tornato tra noi...", + "INTERMISSION_PART5_FELIX.n": "Per un momento, ho temuto che non ti avrei rivistə...", + "INTERMISSION_PART5_VIOLA.n": "Quanto sono grata che tu stia tornatə tra noi...", + "INTERMISSION_PART5_VIOLA.f": "Quanto sono grata che tu stia tornata tra noi...", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]BAU! BAU![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "Questo tizio a triangolo, [pause]Aleph, [pause]è un vecchio Arcangelo che è rimasto bloccato a Nuova Wirral come tutti noi.", + "INTERMISSION_PART6_KAYLEIGH1": "Ok, [pause]allora, se ho capito bene...", + "INTERMISSION_PART6_MEREDITH3.m": "E sei stato salvato da una sconosciuta dopo che il [wave amp=30 freq=10]tizio a triangolo[/wave] ti ha spedito in un altro mondo. [pause]Cosa che può fare agli altri, ma non a se stesso. [pause]Capito.", + "INTERMISSION_PART6_MEREDITH3.f": "E sei stata salvata da una sconosciuta dopo che il [wave amp=30 freq=10]tizio a triangolo[/wave] ti ha spedito in un altro mondo. [pause]Cosa che può fare agli altri, ma non a se stesso. [pause]Capito.", + "INTERMISSION_PART6_MEREDITH3.n": "E sei statə salvatə da una sconosciuta dopo che il [wave amp=30 freq=10]tizio a triangolo[/wave] ti ha spedito in un altro mondo. [pause]Cosa che può fare agli altri, ma non a se stesso. [pause]Capito.", + "INTERMISSION_PART6_KAYLEIGH3.f": "E ti ha spedito con il suo testone a specchio in un mondo in rovina, dove una simpatica sconosciuta ti ha dato un passaggio per tornare. [pause]E anche lei è un Arcangelo.", + "INTERMISSION_PART6_KAYLEIGH5": "Però non sappiamo ancora cosa stia tramando Aleph. Sappiamo solo che è interessato agli [wave amp=30 freq=10]altri[/wave] Arcangeli.", + "INTERMISSION_PART6_KAYLEIGH3.m": "E ti ha spedito con il suo testone a specchio in un mondo in rovina, dove una simpatica sconosciuta ti ha dato un passaggio per tornare. [pause]E anche lei è un Arcangelo.", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "Già.", + "INTERMISSION_PART6_VIOLA4": "Questo \\\"Aleph\\\" non è degno di nessuna fiducia. Faremo meglio a stare in guardia se mostrerà di nuovo quel suo viso spigoloso.", + "INTERMISSION_PART6_KAYLEIGH3.n": "E ti ha spedito con il suo testone a specchio in un mondo in rovina, dove una simpatica sconosciuta ti ha dato un passaggio per tornare. [pause]E anche lei è un Arcangelo.", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "Mi sembra un buon riassunto.", + "INTERMISSION_PART6_EUGENE5": "Non sappiamo cosa stia tramando questo tizio, vero? Mi pare che abbia già tutto un suo [shake rate=30 level=10]programma[/shake], ad esempio cercare altri Arcangeli.", + "INTERMISSION_PART6_FELIX6": "Immagino che la mia domanda sia questa: come lo gestiamo? È chiaro che ha qualcosa in mente, ma tutta questa faccenda potrebbe essere un [wave amp=30 freq=10]pochino[/wave] al di sopra delle nostre capacità.", + "INTERMISSION_PART6_MEREDITH6": "Ok, allora cosa ne facciamo del tizio? Insomma, [pause]sta tramando qualcosa, [pause]ma è un [wave amp=30 freq=10]Arcangelo[/wave]. La roba da Arcangeli è un po' fuori portata per noi, secondo me.", + "INTERMISSION_PART6_KAYLEIGH6": "Ebbene, {player}? Cosa pensi dovremmo fare con lui? Aleph ha già dimostrato di essere disposto a [wave amp=30 freq=10]eliminare[/wave] chiunque ritenga di intralcio, ma... [pause]temo che questa impresa sia al di là delle nostre forze.", + "INTERMISSION_PART6_FELIX6_OPTION1": "Lo teniamo d'occhio.", + "INTERMISSION_PART6_FELIX6_OPTION2": "Lo evitiamo finché possiamo.", + "INTERMISSION_PART6_KAYLEIGH7": "Bene! Bel piano.", + "INTERMISSION_PART6_MEREDITH7.m": "Eh eh. Buona idea, bello.", + "INTERMISSION_PART6_MEREDITH7.f": "Eh eh. Buona idea, bella.", + "INTERMISSION_PART6_MEREDITH7.n": "Eh eh. Buona idea, bellə.", + "INTERMISSION_PART6_EUGENE7": "Beh, sembra un buon piano!", + "INTERMISSION_PART6_FELIX7": "Eh eh. Mi piace questo piano.", + "INTERMISSION_PART6_DOG7": "Bau!", + "INTERMISSION_PART6_VIOLA7": "Ottimo! Farò come dici, {player}.", + "END_MIRROR_REVEAL_KAYLEIGH1": "Ma questo è...", + "END_MIRROR_REVEAL_PLAYER1": "Uhm. Uno specchio. Chissà se è come alla Loggia Ambra...", + "END_PART1_EUGENE3.f": "Tutto ok? [pause]Eri piuttosto silenziosa, poco fa.", + "END_MIRROR_REVEAL_FELIX1": "Mitico.", + "END_MIRROR_REVEAL_EUGENE1": "Ehi!", + "END_MIRROR_REVEAL_MEREDITH1": "Questa... [pause]sembra una scoperta significativa.", + "END_MIRROR_REVEAL_VIOLA1": "Che sia questo il dominio che intendevi scoprire, {player}?", + "END_MIRROR_DENIAL_MEREDITH1": "Io... non posso ancora attraversare, {player}. Mi sembra proprio un viaggio di sola andata, e ho degli affari in sospeso.", + "END_MIRROR_REVEAL_DOG1": "Bau!", + "END_MIRROR_DENIAL_EUGENE1.m": "Non posso ancora passare di qui, bello. [pause]Non finché non avrò fermato i Succhiaterra qui a Nuova Wirral, mi spiego?", + "END_MIRROR_DENIAL_EUGENE1.n": "Non posso ancora passare di qui, bellə. [pause]Non finché non avrò fermato i Succhiaterra qui a Nuova Wirral, mi spiego?", + "END_MIRROR_DENIAL_EUGENE1.f": "Non posso ancora passare di qui, bella. [pause]Non finché non avrò fermato i Succhiaterra qui a Nuova Wirral, mi spiego?", + "END_MIRROR_DENIAL_VIOLA1.f": "Non posso procedere al tuo fianco, amica mia. [pause]Non finché non saprò per certo che mio fratello non si trova in queste terre.", + "END_MIRROR_DENIAL_FELIX1": "Io... non posso procedere insieme a te. [pause]Non ho trovato la mia ispirazione artistica. Non ancora.", + "END_MIRROR_DENIAL_VIOLA1.n": "Non posso procedere al tuo fianco, amicə miə. [pause]Non finché non saprò per certo che mio fratello non si trova in queste terre.", + "END_MIRROR_DENIAL_VIOLA1.m": "Non posso procedere al tuo fianco, amico mio. [pause]Non finché non saprò per certo che mio fratello non si trova in queste terre.", + "END_MIRROR_DENIAL_DOG1": "Sembra che Barkley abbia degli affari in sospeso...", + "FINAL_STATION_PART1_KAYLEIGH1": "Dove siamo adesso? Quanta nebbia... [pause]Immagino che si possa solo andare avanti, {player}.", + "FINAL_STATION_PART1_EUGENE1": "Quello specchio nascondeva questo posto? È una cosa che fanno, gli specchi?! Mi sfugge qualcosa, qui?", + "FINAL_STATION_PART1_MEREDITH1": "Questo posto era nascosto in uno [wave amp=30 freq=10]specchio[/wave]?!", + "FINAL_STATION_PART1_FELIX1": "Non so cosa mi aspettassi di trovare qui, ma non credo proprio fosse questo. [pause]Uhm.", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Uuuhhh...[/shake]", + "FINAL_STATION_PART1_VIOLA1": "Mettere piede in uno specchio e trovare un luogo come questo... Non avrei mai neppure sognato una cosa simile.", + "FINAL_STATION_PART2_KAYLEIGH1": "Questo posto è [wave amp=30 freq=10]immenso[/wave]...", + "FINAL_STATION_PART2_KAYLEIGH2": "Se la porta che cerchiamo esiste, è senz'altro qui. [pause]Meglio guardarci intorno.", + "FINAL_STATION_PART2_MEREDITH1": "Non c'è che dire, questo posto PUZZA di antico.", + "FINAL_STATION_PART2_MEREDITH2": "Dai, diamo un'occhiata. Se la tua porta magica tra i mondi [wave amp=30 freq=10]esiste[/wave], sarà in un posto come questo.", + "FINAL_STATION_PART2_EUGENE2": "È qui che si trova? La porta per lasciare Nuova Wirral?", + "FINAL_STATION_PART2_EUGENE1": "Questo posto sembra vuoto, [pause]come se nessuno vi entrasse da centinaia di anni...", + "END_PART1_MORGANTE2": "MORDREAD... FIGLIO MIO...\\n\\nVERRÀ FATTA GIUSTIZIA CONTRO IL RE IN ROSSO.\\n\\nPRESTO.", + "FINAL_STATION_PART2_FELIX1": "Questo...", + "FINAL_STATION_PART2_VIOLA1": "Un senso di tristezza permea questo luogo. Lo avverti anche tu?", + "FINAL_STATION_PART2_FELIX2": "Dev'essere questo, vero? Il posto che stavi cercando? Diamo un\\'occhiata in giro.", + "END_PART1_MEREDITH1": "Non so cosa sia, ma ho l'impressione che sia meglio lasciarla stare.", + "FINAL_STATION_PART2_VIOLA2": "Vieni, [pause]dovremmo esplorare questo dominio di dolore.", + "END_PART1_KAYLEIGH1": "È una bara, questa? {player}, perché è così grande?", + "FINAL_STATION_PART2_DOG1": "Barkley sembra nervoso, ma anche impaziente di dare un'occhiata in giro.", + "END_PART1_EUGENE1": "È... non so nemmeno cosa pensare.", + "END_PART1_VIOLA1": "Questa bara è stata foggiata da mani in lutto. [pause]Non lo avverti anche tu?", + "END_PART1_FELIX1": "Direi che è una sorpresa trovare qualcosa del genere qui, ma non so davvero cosa mi aspettassi.", + "END_PART1_DOG1": "[shake rate=30 level=10]Uuuhhh...[/shake]", + "END_PART1_FELIX3.n": "Uh, tutto bene, {player}? [pause]Per un attimo sei rimastə a fissare il nulla.", + "END_PART1_KAYLEIGH3.m": "Stai bene? Per un attimo sembravi stranito.", + "END_PART1_MEREDITH3.m": "Terra chiama {player}? [pause]Per un attimo sembravi da un'altra parte.", + "END_PART1_KAYLEIGH3.f": "Stai bene? Per un attimo sembravi stranita.", + "END_PART1_KAYLEIGH3.n": "Stai bene? Per un attimo sembravi stranitə.", + "END_PART1_EUGENE3.m": "Tutto ok? [pause]Eri piuttosto silenzioso, poco fa.", + "END_PART1_MEREDITH3.n": "Terra chiama {player}? [pause]Per un attimo sembravi da un'altra parte.", + "END_PART1_MEREDITH3.f": "Terra chiama {player}? [pause]Per un attimo sembravi da un'altra parte.", + "END_PART2_PLAYER_OPTION2": "Facciamolo!", + "END_PART1_FELIX3.m": "Uh, tutto bene, {player}? [pause]Per un attimo sei rimasto a fissare il nulla.", + "END_PART1_EUGENE3.n": "Tutto ok? [pause]Eri piuttosto silenziosə, poco fa.", + "END_PART1_FELIX3.f": "Uh, tutto bene, {player}? [pause]Per un attimo sei rimasta a fissare il nulla.", + "END_PART1_VIOLA3.m": "La tua mente è ancora tra noi? Per un istante sei rimasto stranamente immobile.", + "END_PART1_VIOLA3.n": "La tua mente è ancora tra noi? Per un istante sei rimastə stranamente immobile.", + "END_PART1_VIOLA3.f": "La tua mente è ancora tra noi? Per un istante sei rimasta stranamente immobile.", + "END_PART1_DOG3": "Bau!", + "END_PART2_CONFIRM1.m": "Una volta che proseguirai, potresti non essere in grado di tornare per un po'. Sei davvero pronto?", + "END_PART2_CONFIRM1.f": "Una volta che proseguirai, potresti non essere in grado di tornare per un po'. Sei davvero pronta?", + "END_PART2_CONFIRM2": "Vuoi salvare, prima?", + "END_PART2_CONFIRM1.n": "Una volta che proseguirai, potresti non essere in grado di tornare per un po'. Sei davvero prontə?", + "END_PART2_KAYLEIGH3": "Siamo arrivati così lontano, {player}...", + "END_PART2_MEREDITH3.m": "Se è davvero la fine, allora sono davvero colpita. [pause]Quasi non pensavo che ce l'avresti fatta, bello.", + "END_PART2_MEREDITH3.n": "Se è davvero la fine, allora sono davvero colpita. [pause]Quasi non pensavo che ce l'avresti fatta, bellə.", + "END_PART2_EUGENE3": "Ora non si torna più indietro! [pause]Sono CARICHISSIMO!", + "END_PART2_MEREDITH3.f": "Se è davvero la fine, allora sono davvero colpita. [pause]Quasi non pensavo che ce l'avresti fatta, bella.", + "END_PART2_FELIX3": "Sembra un portale piuttosto serio. [pause]Siamo alla fine, immagino?", + "END_PART2_MEREDITH5.m": "Non avevi intenzione di lasciarmi indietro, [pause]vero, bello?", + "END_PART2_VIOLA3": "Che sia davvero così? La fine del nostro viaggio è davanti a noi?", + "END_PART2_DOG3": "Bau!", + "END_PART2_KAYLEIGH4": "Ehi, aspetta! Non ti lascio entrare senza di me!", + "END_PART2_EUGENE6": "Un ultimo salto nell'ignoto, giusto? Da paura!", + "END_PART2_MEREDITH5.n": "Non avevi intenzione di lasciarmi indietro, [pause]vero, bellə?", + "END_PART2_MEREDITH5.f": "Non avevi intenzione di lasciarmi indietro, [pause]vero, bella?", + "END_PART2_VIOLA8": "Se questo dev'essere il nostro ultimo atto, [pause]allora usciamo di scena insieme!", + "END_PART2_FELIX7": "Devo esserci anch'io.", + "END_PART2_DOG9": "Bau!", + "END_PART2_PLAYER_OPTION1": "Grazie di essere qui!", + "END_PART3_MEREDITH2": "Ci siamo, [pause]vero?", + "END_PART3_KAYLEIGH1": "Quella DEVE essere la porta....", + "END_PART3_EUGENE3": "[shake rate=30 level=10]Epocale![/shake]", + "END_PART3_FELIX4": "Quindi stiamo ipotizzando che questo triangolo gigante sia la porta, giusto?", + "END_PART3_VIOLA5": "Che meraviglia...", + "END_PART3_DOG6": "*Pant pant*", + "END_PART3_KAYLEIGH8": "Aleph!", + "END_PART3_ALEPH7": "Wow, ce l'abbiamo davvero fatta!", + "END_PART3_MEREDITH8": "Oh. Di nuovo tu.", + "END_PART3_EUGENE8": "Che cosa vuoi, [pause]mostro?", + "END_PART3_VIOLA8": "Tu!", + "END_PART3_ALEPH10": "SAPEVI CHE QUESTA INTERA FERROVIA È UN ALTRO DI NOI \\\"ARCANGELI\\\"?", + "END_PART3_DOG8": "Bau?!", + "END_PART3_FELIX8": "Ci stavi seguendo?", + "END_PART3_ALEPH9": "QUELLA VECCHIA STREGA HA NASCOSTO PROPRIO BENE QUESTO POSTO.", + "END_PART3_ALEPH12": "È UN VERO LABIRINTO QUAGGIÙ!", + "END_PART3_ALEPH11": "LA MERLINEA, LA CHIAMIAMO. [pause]TUTTA LA VOSTRA \\\"ISOLA\\\" È SULLA SUA SCHIENA.", + "END_PART3_ALEPH16": "LA VECCHIA STREGA MI HA TENUTO INTRAPPOLATO IN QUESTE GALLERIE PER LUNGO TEMPO, [pause]MA ALLA FINE HO VINTO IO.", + "END_PART3_ALEPH13": "NON AVREI MAI TROVATO LA CAMERA SENZA DI VOI, [pause]DAVVERO.", + "END_PART3_ALEPH13_OPTION1": "\\\"Quella vecchia strega\\\" sarebbe Morgante?", + "END_PART3_ALEPH15.n": "NON SO COME CONOSCI QUEL NOME. [pause]SEI PIÙ INTELLIGENTE DI QUANTO SEMBRI.", + "END_PART3_ALEPH14": "...", + "END_PART3_ALEPH13_OPTION2": "Morgante ha nascosto questo posto?", + "END_PART3_ALEPH15.f": "NON SO COME CONOSCI QUEL NOME. [pause]SEI PIÙ INTELLIGENTE DI QUANTO SEMBRI.", + "END_PART3_ALEPH15.m": "NON SO COME CONOSCI QUEL NOME. [pause]SEI PIÙ INTELLIGENTE DI QUANTO SEMBRI.", + "END_PART3_ALEPH19": "PERCHÉ TUTTO QUELLO CHE VOGLIO È ANDARMENE, PROPRIO ATTRAVERSO QUELLA PORTA!", + "END_PART3_ALEPH17": "IO VINCO SEMPRE.", + "END_PART3_ALEPH17_OPTION1": "Cosa vuoi?", + "END_PART3_ALEPH17_OPTION2": "Cosa stai tramando?", + "END_PART3_ALEPH18": "CHE TONO ACCUSATORIO! CERCHIAMO DI MANTENERE UN'ATMOSFERA POSITIVA QUI, GENTE!", + "END_PART3_ALEPH20": "A PROPOSITO DI GENTE...", + "END_PART3_KAYLEIGH22": "Oh no...", + "END_PART3_ALEPH21": "VI PRESENTO LA NUOVA SQUADRA!", + "END_PART3_EUGENE24": "Oh...", + "END_PART3_MEREDITH23": "Oh oh...", + "END_PART3_FELIX25": "Uhm...", + "END_PART3_VIOLA26": "Vedo...", + "END_PART3_DOG27": "Bau?", + "END_PART3_ALEPH28": "VEDETE, UNA VOLTA ERO UN PEZZO GROSSO.", + "END_PART3_ALEPH29": "IO E LA MIA VECCHIA SQUADRA AVEVAMO UNA SPECIE DI ACCORDO CON VOIALTRI. [pause]UN RAPPORTO TUTTO SPECIALE. [pause]ANCHE SE VOI NON LO SAPEVATE.", + "END_PART3_ALEPH30": "HO IL MASSIMO RISPETTO PER VOI UMANI! SENZA DI VOI, NON ESISTEREMMO!", + "END_PART3_ALEPH31": "VOI UMANI VIVETE NEI VOSTRI PICCOLI MONDI E INVENTATE TUTTE QUESTE IDEE CARINE. AMORE, MORTE, COSE COSÌ...", + "END_PART3_ALEPH32": "I VOSTRI PENSIERI PIÙ POTENTI CI HANNO DATO VITA, E IN CAMBIO NOI VIAGGIAMO NEI VOSTRI MONDI PER REALIZZARE TUTTE LE FANTASIE CHE AVETE IDEATO PER NOI!", + "END_PART3_ALEPH33": "AVVENTURE... [pause]GUERRE... [pause]EVENTI DI ESTINZIONE...", + "END_PART3_ALEPH34": "SONO LE COSE CHE VI PIACCIONO DI PIÙ, [pause]E PIACCIONO ANCHE A ME!", + "END_PART3_ALEPH34B": "PURTROPPO LA MIA VECCHIA GANG HA PERSO UN PO' LA BUSSOLA E HA DOVUTO SEPARARSI.", + "END_PART3_ALEPH35": "PERCIÒ SONO RIMASTO LONTANO DALLE SCENE PER UN PO' DI TEMPO.", + "END_PART3_ALEPH36": "MA ORA SIAMO DI NUOVO IN AZIONE!", + "END_PART3_KAYLEIGH37": "Quindi tu e gli Arcangeli volete... [pause]invadere mondi e far rivivere i miti violenti che hanno ispirato la vostra creazione?", + "END_PART3_ALEPH56": "PERCIÒ VI TI UCCIDERÒ TUTTI E ME NE ANDRÒ DI QUI, D'ACCORDO?", + "END_PART3_MEREDITH38": "Davvero preoccupante.", + "END_PART3_EUGENE39": "Un ciclo infinito di violenza...", + "END_PART3_FELIX40": "Sì, non suona granché.", + "END_PART3_VIOLA41": "Non possiamo permettere che tali desideri oscuri si realizzino!", + "END_PART3_ALEPH46": "ANZI, SENTITE UN PO': VI PROPONGO UN PATTO!", + "END_PART3_DOG42": "Grrrrrr....", + "END_PART3_ALEPH43": "EHI, NON PREOCCUPATEVI, GENTE!", + "END_PART3_ALEPH44": "SIAMO TUTTI DALLA STESSA PARTE.", + "END_PART3_ALEPH45": "VOLETE ANDARVENE DA QUESTO MONDO DI TERZ'ORDINE, E ANCHE NOI.", + "END_PART3_ALEPH46_OPTION1": "Un patto?", + "END_PART3_ALEPH46_OPTION2": "Quali sono i tuoi termini?", + "END_PART3_ALEPH48": "NON CI VEDRETE MAI PIÙ. [pause]CHE NE DITE?", + "END_PART3_ALEPH48_OPTION1": "Cosa?", + "END_PART3_ALEPH47": "OGNUNO SE NE VA PER LA PROPRIA STRADA, [pause]E NOI NON VISITEREMO MAI NESSUNO DEI VOSTRI MONDI.", + "END_PART3_ALEPH48_OPTION2": "Neanche per sogno!", + "END_PART3_ALEPH_NO_DEAL_49": "NO?", + "END_PART3_ALEPH_WHAT_49": "CONQUISTEREMO IL MONDO DI QUALCUN ALTRO E LASCEREMO IN PACE I VOSTRI.", + "END_PART3_KAYLEIGH51": "Ogni persona ha un valore, da qualsiasi mondo provenga! Tutto ciò che possiamo fare è fare del nostro meglio per aiutarli!", + "END_PART3_ALEPH_NO_DEAL_50": "NON CAPISCO.", + "END_PART3_EUGENE51": "Anche se le persone di altri mondi non sanno che esistiamo, in questo momento [pause]noi siamo gli unici che possiamo [shake rate=30 level=10]proteggerle da te![/shake]", + "END_PART3_MEREDITH51": "Sarebbe una bella carognata da parte nostra tradire altre realtà solo per pagarci il salvacondotto, [pause]bello.", + "END_PART3_VIOLA51": "Per quanto i desideri oscuri ti abbiano dato vita, non hai il diritto di ripagare quell'oscurità infliggendola al cuore dell\\'uomo!", + "END_PART3_FELIX51": "Farete del male alle persone, anche se noi non lo vedremo accadere. [pause]È un pessimo accordo, a mio parere.", + "END_PART3_DOG51": "[shake rate=30 level=10]BAU![/shake]", + "END_PART3_ALEPH52": "MA NON FAREMO NIENTE ALLE VOSTRE REALTÀ!", + "END_PART3_ALEPH53": "RISCHIERESTE DAVVERO LA VOSTRA STESSA VITA... [pause]PER AIUTARE PERSONE CHE NEMMENO CONOSCETE?", + "END_PART3_ALEPH53_OPTION1": "Sì.", + "END_PART3_ALEPH53_OPTION2": "Ma certo.", + "END_PART3_ALEPH54": "E VA BENE. [pause]E VA BENE!", + "END_PART3_ALEPH55": "AVETE DAVVERO POCA VOGLIA DI COLLABORARE.", + "END_PART4_ALEPH1": "VOI CI AVETE CREATO, E ORA VOLETE UCCIDERCI? [pause]MA FATE PACE COL CERVELLO!", + "END_PART5_ALEPH1": "CHE APPROCCIO POCO PRODUTTIVO...", + "END_PART6_ALEPH1": "E VA BENE. NE HO AVUTO ABBASTANZA.", + "END_PART6_ALEPH2": "TORNATE TUTTI SUL TRENO! [pause]CE NE ANDIAMO!", + "END_PART7_ALEPH1": "TUTTI A BORDO!", + "END_PART7_ALEPH2": "PROSSIMA FERMATA: DOVE DIAVOLO CI PARE!", + "END_PART7_KAYLEIGH3": "{player}, fai presto!", + "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr...[/wave]", + "END_PART7_MEREDITH3": "{player}, non possiamo lasciarlo partire!", + "END_PART7_FELIX3": "Dobbiamo inseguirlo. Lo sai, vero?", + "END_PART7_EUGENE3": "Forza, andiamo!", + "END_PART7_VIOLA3": "La nostra preda non ci sfuggirà così facilmente!", + "END_PART8_KAYLEIGH1": "Ho già visto queste luci prima d'ora... [pause]quando sono arrivata a Nuova Wirral...", + "END_PART8_EUGENE1": "Ha un'aria familiare... [pause]Che abbia visto queste luci quando sono arrivato per la prima volta?", + "END_PART8_MEREDITH1": "Pazzesco... [pause]Penso di aver visto qualcosa del genere quando sono arrivata a Nuova Wirral.", + "END_PART8_VIOLA1": "Queste luci... È un luogo al di là di cielo e terra, questo? [pause]Ho forse già assistito a tutto questo?", + "END_PART8_FELIX1": "Niente male come spettacolo di luci. Credo di averlo già visto... [pause]Quando sono piombato per la prima volta a Nuova Wirral?", + "END_PART8_DOG1": "Rrr...", + "END_PART8_ALEPH2": "SAPETE, CREDEVO DI CAPIRE TUTTO QUELLO CHE C'È DA SAPERE SUL COSMO...", + "END_PART8_ALEPH4": "FORSE SAREBBE UN BUON ESERCIZIO DI TEAM-BUILDING?", + "END_PART8_ALEPH3": "MA QUESTO VOSTRO TRUCCO DELLA \\\"FUSIONE\\\" È QUALCOSA CHE NON HO MAI VISTO PRIMA.", + "END_PART8_ALEPH6": "VISITERÒ LA TUA REALTÀ PER PRIMA.\\n\\nSENTO IL SUO ODORE SU DI TE...", + "END_PART8_ALEPH5": "RITIRO LA MIA OFFERTA.", + "END_PART8_ALEPH8": "UNA LINEA TEMPORALE IMMACOLATA, GIÀ DIRETTA VERSO LA DISTRUZIONE.\\n\\nCHE MERAVIGLIOSO GIOCATTOLO SARÀ.", + "END_PART8_KAYLEIGH10": "Ce la fai ad affrontare un ultimo combattimento, {player}?", + "END_PART8_MEREDITH10.m": "Sei pronto per questo, bello?", + "END_PART8_EUGENE10": "Ci siamo, {player}!", + "END_PART8_MEREDITH10.f": "Sei pronta per questo, bella?", + "END_PART8_MEREDITH10.n": "Sei prontə per questo, bellə?", + "END_PART8_FELIX10.m": "Andiamo! [pause]Quando sei pronto sono pronto anch'io, {player}!", + "END_PART8_FELIX10.n": "Andiamo! [pause]Quando sei prontə sono pronto anch'io, {player}!", + "END_PART8_FELIX10.f": "Andiamo! [pause]Quando sei pronta sono pronto anch'io, {player}!", + "END_PART8_VIOLA10": "Molto bene!", + "END_PART9_ALEPH_BATTLE1": "DESIDERATE MUOVERE GUERRA CONTRO DI ME? DAVVERO TIPICO.", + "END_PART8_DOG10": "[shake rate=30 level=10]Bau! Bau![/shake]", + "END_PART9_ALEPH_BATTLE2": "IL PIÙ GRANDE DESIDERIO DELL'UOMO È DISTRUGGERE SÉ STESSO. POSSO FARLO ACCADERE, ANCORA E ANCORA.", + "END_PART9_ALEPH_BATTLE3": "CIVILTÀ SONO GIÀ BRUCIATE AL MIO COSPETTO, UNA VOLTA. VEDRÒ DI NUOVO ARDERE QUELLE BRACI.", + "END_PART9_ALEPH_BATTLE4": "ARRENDITI... E... BASTA!", + "END_PART9_ALEPH_BATTLE5": "INSOLENTE...", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_ALEPH1": "NIENTE PIÙ CASSETTE.", + "END_PART9_ALEPH3": "NON SIETE BESTIE. SIETE SOLAMENTE UMANI.", + "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_DOG2": "Bau?!", + "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_MORGANTE5": "UTILIZZATE QUALCOSA SENZA SAPERE COME FUNZIONA.\\n\\nCOSÌ DESIDEROSI EPPURE INGENUI.", + "END_PART9_MORGANTE4": "È COSÌ TIPICO DI VOI UMANI.", + "END_PART9_MORGANTE5_OPTION2": "Che cosa vuoi?", + "END_PART9_MORGANTE5_OPTION1": "Sei qui per prendermi in giro?", + "END_PART9_MORGANTE6": "IN QUESTO MOMENTO, ABBIAMO UN OBIETTIVO IN COMUNE.", + "END_PART9_MORGANTE7": "ALEPH È L'INCARNAZIONE DELLA CONQUISTA.\\n\\nE IO SONO L\\'INCARNAZIONE DELLA RIBELLIONE.", + "END_PART9_MORGANTE8": "PERCIÒ HO BISOGNO CHE COMPRENDIATE.", + "END_PART9_MORGANTE8_OPTION1": "Comprendiamo cosa?", + "END_PART9_MORGANTE8_OPTION2": "Di cosa stai parlando?", + "END_PART9_MORGANTE9": "VOI UMANI CI CREATE, CON I VOSTRI SOGNI E IDEALI.\\n\\nL'ENERGIA POTENZIALE DELL\\'UMANITÀ NON HA LIMITI.", + "END_PART9_MORGANTE11": "LA CAPACITÀ DI MANIFESTARE LA VOSTRA VOLONTÀ DI ALTERARE LA REALTÀ...\\n\\nDI CAMBIARE IL VOSTRO MONDO E VOI STESSI...\\n\\nÈ DENTRO DI VOI.", + "END_PART9_MORGANTE10": "QUESTE \\\"CASSETTE\\\" SONO SOLO TALISMANI.", + "END_PART9_MORGANTE12": "PERCIÒ SVEGLIATEVI!", + "END_PART9_KAYLEIGH13": "{player}, come stai?", + "END_PART9_MEREDITH13": "{player}, hai un aspetto spaventoso...", + "END_PART9_EUGENE13": "{player}, sei di nuovo in sella?!", + "END_PART9_FELIX13.f": "Sei tornato in gioco, {player}?", + "END_PART9_FELIX13.m": "Sei tornato in gioco, {player}?", + "END_PART9_VIOLA13": "Non è così facile sconfiggerti, vero, {player}?", + "END_PART9_FELIX13.n": "Sei tornato in gioco, {player}?", + "END_PART9_DOG13": "BAU!", + "END_PART9_ALEPH14": "PERCHÉ?!\\n\\nPERCHÉ PERSISTI?!", + "END_PART9_ALEPH15_OPTION1": "Perché questa è la mia volontà!", + "END_PART9_ALEPH15_OPTION2": "Perché non ho ancora finito le idee!", + "END_PART9_ALEPH15_OPTION3": "Perché è quello che fanno le persone!", + "END_PART9_KAYLEIGH16": "Un solo obiettivo condiviso è tutto ciò che serve! [pause][shake rate=30 level=10]I NOSTRI CUORI SI UNISCONO![/shake]", + "END_PART11_KAYLEIGH1": "Mi dispiace che il tuo mangiacassette sia andato distrutto, [pause]{player}...", + "END_PART9_EUGENE18": "[shake rate=30 level=10]ASCENDIAMO INSIEME![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]SPACCHIAMOGLI QUEL TESTONE A CALCI![/shake]", + "END_PART9_FELIX19": "O la va o la spacca...", + "END_PART9_VIOLA20": "Vieni! [pause]Saremo noi a concludere questo racconto!", + "END_PART9_DOG21": "[wave amp=30 freq=10]AUUUU![/wave]", + "END_PART9_ALEPH22": "AH, LA VECCHIA STREGA. SEMPRE UNA SPINA NEL MIO FIANCO!", + "END_PART10_ALEPH1": "CAPISCO.", + "END_PART10_MORGANTE3.m": "LA TUA VOLONTÀ SI È DIMOSTRATA PIÙ FORTE DEI TUOI VINCOLI MORTALI.\\n\\nCHE TI SIA DI LEZIONE.", + "END_PART10_MORGANTE2": "LA NOSTRA CANZONE FINISCE QUI.", + "END_PART11_BARKLEY3": "Bau?", + "END_PART10_MORGANTE3.f": "LA TUA VOLONTÀ SI È DIMOSTRATA PIÙ FORTE DEI TUOI VINCOLI MORTALI.\\n\\nCHE TI SIA DI LEZIONE.", + "END_PART10_MORGANTE3.n": "LA TUA VOLONTÀ SI È DIMOSTRATA PIÙ FORTE DEI TUOI VINCOLI MORTALI.\\n\\nCHE TI SIA DI LEZIONE.", + "END_PART10_KAYLEIGH5": "Dovremmo tornare indietro... [pause]Non credo che questo treno sia molto stabile.", + "END_PART10_MORGANTE4": "ADDIO.", + "END_PART10_MEREDITH5": "Dai, torniamo indietro prima che questo treno cada nell'abisso.", + "END_PART10_EUGENE5": "Dovremmo tornare indietro, ora. [pause]Non credo che questo treno reggerà.", + "END_PART10_FELIX5": "Sarà meglio tornare indietro prima che questo treno cada nel vuoto, [pause]giusto?", + "END_PART10_VIOLA5": "Sarebbe saggio ritornare, per il momento.", + "END_PART10_DOG5": "Bau.", + "END_PART11_KAYLEIGH2": "Per fortuna me ne porto sempre dietro uno di scorta!", + "END_PART11_KAYLEIGH3": "Questo edificio c'era anche prima?", + "END_PART11_EUGENE3": "Voi avete idea di cosa sta succedendo con questo... [pause]edificio?", + "END_PART11_MEREDITH3": "Allora, [pause]ehm, [pause]quell'edificio prima non c\\'era, vero?", + "END_PART11_FELIX3": "Beh, questo è davvero insolito.", + "END_PART11_VIOLA3": "Quale stranezza...", + "END_PART11_AMBER4": "Non abbiate paura di me! Mi chiamo Madame Ambra.", + "END_PART11_AMBER6": "Beh, sono qui solo per assicurarmi che voi brava gente non vi facciate del male.", + "END_PART11_AMBER5.f": "Io e {player} siamo amiche. Non è vero, dolcezza?", + "END_PART11_AMBER5.m": "Io e {player} siamo amici. Non è vero, dolcezza?", + "END_PART11_AMBER5.n": "Io e {player} siamo amici. Non è vero, dolcezza?", + "END_PART11_AMBER7": "Anche se pare che abbiate già rifilato una bella bastonata al nostro comune amico. [pause]Questa sì che è una novità!", + "END_PART11_AMBER7_OPTION1": "Bastonata? L'abbiamo distrutto, vuoi dire.", + "END_PART11_AMBER9": "Lui vive di conquista. Se voi umani continuate a trovare un modo di ammazzarvi a vicenda, sono sicura che prima o poi si rimetterà insieme.", + "END_PART11_AMBER7_OPTION2": "Ne parli come se fosse ancora vivo.", + "END_PART11_AMBER8": "Quelli come Aleph e come me non sono carne e ossa, dolcezza. [pause]Perché uno di noi se ne vada per sempre, in qualche modo bisogna far morire un'idea.", + "END_PART11_KAYLEIGH11": "Sei un altro Arcangelo...", + "END_PART11_AMBER10": "Anche se potrebbe restare fuori dai giochi per un po'...", + "END_PART11_AMBER13": "E poi, forse avrete bisogno di una guida con quel portale verso casa, non credi?", + "END_PART11_AMBER12": "Respira, rossa. Sono un'amica.", + "END_PART11_KAYLEIGH14": "P-Può davvero riportarci ai nostri mondi?", + "END_PART11_KAYLEIGH15": "Magnifico! [pause]Devo informare i ranger, prima di partire!", + "END_PART11_AMBER16": "{player}, non devi per forza andartene subito...", + "END_PART12_KAYLEIGH54": "Immagino che non ci vedremo più, [pause]{player}.", + "END_PART11_AMBER17.n": "Ma quando sei prontə, [pause]vieni a parlare con me.", + "END_PART11_AMBER17.m": "Ma quando sei pronto, [pause]vieni a parlare con me.", + "END_PART11_AMBER17.f": "Ma quando sei pronta, [pause]vieni a parlare con me.", + "END_PART12_RANGER1": "Stento a crederci! Granchi parlanti, portali magici, alleanze con gli Arcangeli... Incredibile!", + "END_PART12_AMBER1.m": "Sei pronto per lasciare Nuova Wirral, [pause]dolcezza?", + "END_PART12_AMBER1.f": "Sei pronta per lasciare Nuova Wirral, [pause]dolcezza?", + "END_PART12_AMBER1.n": "Sei prontə per lasciare Nuova Wirral, [pause]dolcezza?", + "END_PART12_AMBER4": "Non è questione di \\\"scienza\\\", ma di intenzione. [pause]Dovete raffigurarvi nella mente il mondo in cui volete andare e fare un passo avanti, senza avere legami che vi trattengono qui.", + "END_PART12_KAYLEIGH6": "C-Cosa?!", + "END_PART12_AMBER_NO": "Non c'è fretta. Prenditi il tuo tempo!", + "END_PART12_AMBER2": "Con un portale tra i mondi stabile come questo, [pause]le regole sono parecchio semplici.", + "END_PART12_AMBER3": "Dall'altra parte si trova [wave amp=30 freq=10]lo spazio tra tutte le cose[/wave]. [pause]Se non lo usate nel modo giusto, finirete per non andare da nessuna parte.", + "END_PART12_AMBER5": "Perciò vi consiglio di iniziare a dire un po' di addii, [pause]perché il viaggio è di sola andata.", + "END_PART12_AMBER8": "Nuova Wirral è un'anomalia, [pause]niente di più.", + "END_PART12_AMBER7": "Così vanno le cose, rossa.", + "END_PART12_AMBER9": "Voialtri siete qui solo per caso. Tornare qui non è proprio possibile.", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]Io… sapevo che sarebbe giunto il momento di dirci addio, {player}…[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]Forse un giorno anch'io lascerò Nuova Wirral. Ma per adesso questa è casa mia, è il posto in cui io sono IO…[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]Non dimenticherò mai nessuno di voi. Dopotutto, mi avete aiutata a diventare quella che sono davvero![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5] {player}, promettimi una cosa… [/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]Non lasciare mai che il mondo ti cambi… [pause]capito?[/wave]", + "END_PART12_VIOLA10": "Mi addolora che il nostro racconto si concluda qui, [pause]ma desidero di tutto cuore rivedere mio fratello.", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]Custodiscimi nel tuo cuore.[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]E… [pause]e…[/wave]", + "END_PART12_VIOLA11": "Separarsi è un sì dolce dolore...", + "END_PART12_VIOLA14": "Non c'è onda né tempesta che potrà lavarne via il ricordo.", + "END_PART12_VIOLA12": "Addio, [pause]amici.", + "END_PART12_VIOLA13": "{player}, ciò che abbiamo condiviso nel nostro breve tempo insieme...", + "END_PART12_VIOLA15": "Farò tesoro di te per sempre.", + "END_PART12_EUGENE18": "Ci sono sempre comunità di persone che avranno bisogno di una mano, non importa quando o dove sei.", + "END_PART12_EUGENE16": "Abbiamo affrontato esseri divini e abbiamo vinto...", + "END_PART12_EUGENE17": "Accidenti, sono così entusiasta di tornare a casa e mettermi un po' all\\'opera!", + "END_PART12_EUGENE19": "Ho così tante cose da fare.", + "END_PART12_EUGENE21": "Immagino che la nostra storia finisca qui, {player}.", + "END_PART12_EUGENE20": "È stato uno spasso, ragazzi.", + "END_PART12_EUGENE22": "Non posso certo chiederti di abbandonare il tuo mondo per me. [pause]Sarebbe chiedere troppo.", + "END_PART12_EUGENE25.f": "Sarai sempre fantastica. [pause]Io lo so.", + "END_PART12_EUGENE23": "È solo... [pause]che...", + "END_PART12_EUGENE25.m": "Sarai sempre fantastico. [pause]Io lo so.", + "END_PART12_EUGENE24": "Vivi la tua vita, [pause]ok?", + "END_PART12_FELIX35": "Penso che una parte di me potrebbe amarti per sempre.", + "END_PART12_EUGENE25.n": "Sarai sempre fantasticə. [pause]Io lo so.", + "END_PART12_FELIX28": "Penso di aver avuto abbastanza ispirazione creativa per dieci vite.", + "END_PART12_FELIX27": "È stato un viaggio coi fiocchi, vero?", + "END_PART12_FELIX26": "Accidenti...", + "END_PART12_FELIX29": "Per non parlare del fatto che ho incontrato di persona uno dei miei vecchi personaggi.", + "END_PART12_FELIX31": "{player}...", + "END_PART12_FELIX30": "Tutto questo mi mancherà, [pause]gente.", + "END_PART12_FELIX32.m": "Anche se non ti vedrò più, non te ne sarai mai davvero andato.", + "END_PART12_FELIX32.n": "Anche se non ti vedrò più, non te ne sarai mai davvero andatə.", + "END_PART12_FELIX32.f": "Anche se non ti vedrò più, non te ne sarai mai davvero andata.", + "END_PART12_FELIX33.m": "Tu sei lo Straniero, ricordi? [pause]Il protagonista del mio successo futuro.", + "END_PART12_FELIX33.f": "Tu sei la Straniera, ricordi? [pause]La protagonista del mio successo futuro.", + "END_PART12_FELIX34": "E penso che... [pause]Kuneko avesse ragione: [pause]le idee vivono per sempre.", + "END_PART12_FELIX33.n": "Tu sei lə Stranierə, ricordi? [pause]Lə protagonista del mio successo futuro.", + "END_PART12_KAYLEIGH49": "Voglio ricordarmi di te, {player}. [pause]Voglio ricordarmi di tutti. [pause]Voglio ricordarmi di Harbourtown...", + "END_PART12_MEREDITH36": "Non sono...", + "END_PART12_MEREDITH37": "Non sono pronta perché tutto questo finisca.", + "END_PART12_MEREDITH38": "Io... [pause]torno a casa più forte di prima. [pause]Vivi la tua vita al massimo.", + "END_PART12_MEREDITH39": "Non... [pause]Non dimenticatemi, [pause]ok?", + "END_PART12_MEREDITH40": "Specialmente tu, {player}.", + "END_PART12_MEREDITH46.f": "Uh, ti amo. [pause]Ci si vede in giro, bella.", + "END_PART12_MEREDITH41.m": "Hai [pause]uhm, [pause]hai alzato parecchio i miei standard, in fatto di ragazzi.", + "END_PART12_MEREDITH44": "Lo sapevo che sarebbe finito tutto, se avessimo trovato un modo per andarcene...", + "END_PART12_MEREDITH41.n": "Hai [pause]uhm, [pause]hai alzato parecchio i miei standard, nelle questioni di cuore.", + "END_PART12_MEREDITH41.f": "Hai [pause]uhm, [pause]hai alzato parecchio i miei standard, in fatto di ragazze.", + "END_PART12_MEREDITH45": "Ma non rinuncerò alla mia felicità. Mai più.", + "END_PART12_KAYLEIGH47": "Alla fine ci siamo, eh?", + "END_PART12_MEREDITH46.n": "Uh, ti amo. [pause]Ci si vede in giro, bellə.", + "END_PART12_MEREDITH46.m": "Uh, ti amo. [pause]Ci si vede in giro, bello.", + "END_PART12_KAYLEIGH48": "Spero che non sia come svegliarsi da un sogno.", + "END_PART12_KAYLEIGH50": "Anche le parti meno belle. [pause]Perché sono tutte parte di me.", + "END_PART12_KAYLEIGH51": "Manifestare la nostra volontà per cambiare il mondo...", + "END_PART12_KAYLEIGH58": "Ti amo. [pause]Grazie tantissime.", + "END_PART12_KAYLEIGH52": "Non abbiamo davvero bisogno delle cassette per farlo, vero?", + "END_PART12_AMBER61": "Credo proprio che sia il tuo turno, dolcezza.", + "END_PART12_KAYLEIGH53": "Il futuro è sempre stato a portata di mano.", + "END_PART12_KAYLEIGH55": "Non conoscerò mai nessuno come ho conosciuto te... [pause]Insomma, la fusione non capita tutti i giorni in una relazione, giusto?", + "END_PART12_KAYLEIGH56.m": "Sono triste, ma anche felice. [pause]Torneremo entrambi là dove è casa nostra, arricchiti dal nostro incontro.", + "END_PART12_KAYLEIGH56.f": "Sono triste, ma anche felice. [pause]Torneremo entrambi là dove è casa nostra, arricchiti dal nostro incontro.", + "END_PART12_KAYLEIGH57": "In fin dei conti, è un lieto fine.", + "END_PART12_KAYLEIGH56.n": "Sono triste, ma anche felice. [pause]Torneremo entrambi là dove è casa nostra, arricchiti dal nostro incontro.", + "END_PART12_AMBER60": "Oh! [pause]Credo che qualcuno voglia tornare indietro con te. [pause]Non è dolce?", + "END_PART12_DOG59": "Bau! Bau!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "Procedi pure.", + "END_PART12_AMBER62.m": "Sei pronto?", + "END_PART12_AMBER62_OPTION1.m": "Sono pronto!", + "END_PART12_AMBER62.n": "Sei prontə?", + "END_PART12_AMBER62.f": "Sei pronta?", + "END_PART12_AMBER62_OPTION1.f": "Sono pronta!", + "END_PART12_AMBER62_OPTION1.n": "Sono prontə!", + "END_PART12_AMBER62_OPTION2": "È ora!", + "RANGER_GATEKEEPER_INTRO1": "Ehi! Tu!", + "MAGIKRAB_ON_ARRIVAL.f": "Benvenuta a {region_name}!", + "RANGER_GATEKEEPER_SNEAK1": "Stai cercando di sgattaiolarmi alle spalle?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "I mostri che ci sono più avanti ti manderebbero all'ospedale.", + "RANGER_GATEKEEPER_SNEAK2": "Sono qui per il tuo bene, sai?!", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "Se sei sicurə di essere pronto per loro, fammi vedere cosa sai fare!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "Scusa, a quanto pare sai il fatto tuo.", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "Se sei sicuro di essere pronto per loro, fammi vedere cosa sai fare!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "Se sei sicura di essere pronto per loro, fammi vedere cosa sai fare!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "Scusa, a quanto pare sai il fatto tuo.", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "Scusa, a quanto pare sai il fatto tuo.", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "Procedi pure.", + "GRAVEYARD_GHOST_BOY_NAME": "Ragazzo fantasma", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "Procedi pure.", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Oh, scusa! Stando alle dicerie, da queste parti si aggirerebbe un fantasma... Ho pensato che fossi tu.", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Uh-oh! Un fantasma!", + "UNDYIN_LOVER_NAME": "Prigioniero", + "UNDYIN_LOVER_PRE_BATTLE1": "Ahhh!", + "UNDYIN_LOVER_POST_BATTLE1": "Ehi! L'hai spaventata!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Credi di battermi? Stai fresco!", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "I Pombomba sono facili da addomesticare, se sai come fare!", + "UNDYIN_LOVER_POST_BATTLE2": "Stavamo solo passando un po' di tempo in compagnia... Non facevamo cose strane, davvero!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Credi di battermi? Stai frescə!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Credi di battermi? Stai fresca!", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Mi hai freddato...", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "La capitana Buffy mi ha aiutato con l'allenamento per i muscoli.", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Qui, bello!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Le voci suggeriscono che il posto è questo, ma finora ho visto solo Falenik di dimensioni normali.", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Chi ti ha allenato? Devo saperlo!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Guarda qua che bicipiti!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Chi ti ha allenato? Devo saperlo!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Anche tu sei qui per saperne di più su quella diceria dei mini-Falenik?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Chi ti ha allenato? Devo saperlo!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Forse è colpa di quel treno che è passato in metropolitana un attimo fa?", + "PLATO_NAME": "Platone", + "SOCRATES_NAME": "Socrate", + "SOCRATES_PRE_BATTLE": "L'essere umano perfetto sono tutti gli esseri umani nel loro complesso. È un essere collettivo: siamo tutti noi insieme a costituire la perfezione.", + "PLATO_PRE_BATTLE": "Ti esorto a prender parte a quel grande combattimento che è il combattimento della vita, più grande di ogni altro conflitto terreno!", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "A volte faccio errori puerili, e gli amici mi danno del bamboccio. Ma non sanno...", + "SOCRATES_POST_BATTLE": "Grazie. Pensavo di poterti battere, ma ora sono veramente saggio, perché ora so di non sapere nulla.", + "PLATO_POST_BATTLE": "Siamo filosofi, Socrate, non combattenti. Quasi nessun essere umano è in grado di perseguire con successo due professioni o arti diverse.", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Che in realtà sono un fantoccio...[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Togliti di mezzo! Oggi la prova con Cybil voglio farla io!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Magari è meglio se torno domani...[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Dentro ogni corpo c'è uno scheletro che lotta per uscire.", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Io... Stavo davvero per tirarti fuori le ossa. Scusa.", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Vieni, lascia che ti liberi dalla tua prigione di carne...", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Fiuu, grazie. Devo aver passato troppo tempo da Melmetro.", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OOH, MA CHE ARIA DELIZIOSA HAI![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]I Succhiaterra vengono accusati di racket ingiustamente![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Il tennis non ci piace neanche![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]A proposito di ricettazione, per caso cercavi una casa nuova? [pause]No? [pause]Non importa, allora.[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Stavo pensando di seguire un corso di cucina. Già me la cavo bene con la ricettazione, passare alle ricette sarà un gioco da ragazzi.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Se cerchi un investimento che resista alle ingiurie del tempo, prova un orologio... Voglio dire, un appezzamento di terreno.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]L'esistenza di un infinito continuum di mondi rappresenta una sfida unica per i Succhiaterra come noi.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Spazio? Tempo? Stessa cosa.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Il valore dei terreni deriva dalla scarsità, ma in un multiverso infinito la scarsità non esiste![/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Tuttavia, Nuova Wirral agisce come una specie di trappola cosmica. Nessuno può andarsene, e così la terra diventa preziosa.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Perciò, anche se noi Succhiaterra avremo qualche sfida da affrontare su questa isoletta, con il tempo diventerà un paradiso. Un investimento sicuro![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Ehi! Bella la vista da quassù, vero?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Volevo provare a scalare la vetta della montagna, ma... non riesco a salire sulle scogliere più avanti e le passerelle nella grotta sono tutte crollate.", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Se potessi librarmi nell'aria come un Averevoir forse potrei farcela...", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Ehi, che ne dici di una scazzottata prima che plani verso il lago?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Bene! È ora che io vada!", + "MISS_MIMIC_CHEST_NAME": "Scorta dei ranger", + "MAGIKRAB_UNKNOWN_NAME": "Cono... staceo?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]VUOI SAPERE QUALI SEGRETI NASCONDO, DOLCEZZA? ALLORA APRIMI.[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]PERCHÈ NON MI APRI E NON DAI UN'OCCHIATA, BABY? PROMETTO CHE NON MORDO.[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "Un armadietto che parla!", + "MISS_MIMIC_CHEST_MEREDITH2": "Uh, questo forziere parla?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "Eh?", + "MISS_MIMIC_CHEST_FELIX1": "Ho un gran brutto presentimento...", + "MISS_MIMIC_CHEST_DOG1": "Grr...", + "MISS_MIMIC_CHEST_VIOLA1": "Un'altra diavoleria venuta dal tuo mondo, {player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]Penso che quello scatolone stia flirtando con te, {player}…[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "Aprire la scorta?", + "MAGIKRAB_INTRO_KAYLEIGH2": "Quel... Quel Conostaceo ha appena parlato?", + "MAGIKRAB_INTRO_KRAB1": "Ah, {player}! E {partner}! Vi stavo aspettando.", + "MAGIKRAB_INTRO_EUGENE2": "Non ti temo, Conostaceo! Ho già combattuto molti della tua specie!", + "MAGIKRAB_INTRO_MEREDITH2": "Eh? Un Conostaceo parlante?", + "MAGIKRAB_INTRO_FELIX2": "Aspetta, ma i Conostacei sanno parlare?", + "MAGIKRAB_INTRO_VIOLA2": "Questo Conostaceo parla? Ma che diamine...", + "MAGIKRAB_INTRO_DOG2": "Bau!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]Oh, salve, tu! Sei un Conostaceo?[/wave]", + "MAGIKRAB_INTRO_KRAB3": "Per favore, non paragonarmi ai Conostacei senza cervello là fuori.", + "MAGIKRAB_INTRO_KRAB5": "Dimorare nelle Loro sacre sale è un privilegio troppo grande perché riesca a descriverlo. Servire i Loro passeggeri è il minimo che possa fare.", + "MAGIKRAB_INTRO_KRAB4": "Io sono Magistaceo, servitore a contratto dell'infinita MerLinea: possano i loro treni restare sempre in orario!", + "MAGIKRAB_NEW_STATION.m": "Benvenuto! Mi sono preso la libertà di aprire il Binario A per lasciarti viaggiare.", + "MAGIKRAB_INTRO_KRAB7": "Molte delle fermate della MerLinea al momento sono inaccessibili. Saranno disponibili una volta che le loro stazioni riapriranno.", + "MAGIKRAB_INTRO_KRAB6": "Il che sarebbe a dire: dimmi dove devi andare e io preparerò il treno al Binario A.", + "MAGIKRAB_NEW_STATION.f": "Benvenuta! Mi sono preso la libertà di aprire il Binario A per lasciarti viaggiare.", + "MAGIKRAB_NEW_STATION.n": "Benvenutə! Mi sono preso la libertà di aprire il Binario A per lasciarti viaggiare.", + "MAGIKRAB_NEW_STATION_FINAL1.m": "Sei arrivato, finalmente! Benvenuto alla stazione di Night's Bridge.", + "MAGIKRAB_NEW_STATION_FINAL1.f": "Sei arrivata, finalmente! Benvenuta alla stazione di Night's Bridge.", + "MAGIKRAB_NEW_STATION_FINAL1.n": "Sei arrivatə, finalmente! Benvenutə alla stazione di Night's Bridge.", + "MAGIKRAB_NEW_STATION_FINAL2": "Il treno in arrivo al Binario B partirà presto verso altre realtà!", + "MAGIKRAB_NEW_STATION_FINAL3": "Cerca di prenderlo in tempo!", + "MAGIKRAB_MENU": "Bene, che posso fare per te, {player}?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "Voglio viaggiare.", + "MAGIKRAB_MENU_OPTION_LEAVE": "Voglio andarmene da Nuova Wirral.", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "Binario B?", + "MAGIKRAB_MENU_OPTION_MERLINE": "La MerLinea?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magistaceo?", + "MAGIKRAB_MENU_OPTION_NOTHING": "Niente.", + "MAGIKRAB_TRAVEL2": "Il treno al Binario A è pronto per la partenza, {player}.", + "MAGIKRAB_TRAVEL1": "Dove vuoi andare?", + "MAGIKRAB_LEAVE2": "Tuttavia, tutte le partenze dal Binario B sono state annullate per i prossimi 642 anni.", + "MAGIKRAB_TRAVEL3": "Non superare la linea gialla!", + "MAGIKRAB_LEAVE1": "Beh, il Binario B è quello che usiamo per i viaggi interdimensionali...", + "MAGIKRAB_LEAVE3": "La MerLinea... mi dice che si tratta di un contagio psichico. O forse una guerra?", + "MAGIKRAB_LEAVE_FINAL_STATION1": "Bene, sei nel posto giusto! Procedi pure al Binario B.", + "MAGIKRAB_LEAVE4": "Sono lieto di informarti che gli arrivi al Binario B sono tutti in orario!", + "MAGIKRAB_PLATFORMB_DEFEATED1": "Il prossimo arrivo al Binario B è previsto tra parecchio tempo.", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Puoi andare al binario, se preferisci, ma come essere mortale di carne potresti non trovarlo particolarmente utile.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Ci sarà un arrivo al Binario B da un momento all'altro!", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Puoi andare al binario, se preferisci, ma come essere mortale di carne potresti non trovarlo particolarmente utile.", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Puoi andare al binario, se preferisci, ma come essere mortale di carne potresti non trovarlo particolarmente utile.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "L'ospite in arrivo al Binario B trascende concetti come la mortalità. Ricorda che non tutte queste creature \\\"se ne vanno\\\" dopo la morte.", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "L'ospite che arriva al Binario B pensa di sussurrare, ma le sue parole sono così penetranti da trafiggere. Usa gli occhi, non le orecchie, umano.", + "MAGIKRAB_PLATFORMB_POPPETOX1": "Ci sarà un arrivo al Binario B da un momento all'altro!", + "MAGIKRAB_PLATFORMB_MONARCH1": "Avremo presto un arrivo al Binario B.", + "MAGIKRAB_PLATFORMB_MONARCH2": "L'ospite in arrivo al Binario B cerca chi si porta un vuoto dentro. Potrebbe non mostrarsi finché non l\\'avrai compreso e sperimentato.", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "L'ospite che arriva al Binario B pensa di sussurrare, ma le sue parole sono così penetranti da trafiggere. Usa gli occhi, non le orecchie, umanə.", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "L'ospite che arriva al Binario B pensa di sussurrare, ma le sue parole sono così penetranti da trafiggere. Usa gli occhi, non le orecchie, umana.", + "MAGIKRAB_PLATFORMB_ROBIN1": "Abbiamo avuto un arrivo al Binario B poco fa.", + "MAGIKRAB_PLATFORMB_BABELITH1": "Ci sarà un arrivo al Binario B da un momento all'altro!", + "MAGIKRAB_PLATFORMB_ROBIN2": "L'ospite che è arrivato sembra avere un certo interesse per il teatro. L\\'hai incontrato mentre entravi?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "L'ospite che arriva al Binario B non fa che dire bugie. Diffida di qualsiasi \\\"verità\\\" ti dica, o finirai per smarrirti in te stesso.", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "L'ospite che arriva al Binario B non fa che dire bugie. Diffida di qualsiasi \\\"verità\\\" ti dica, o finirai per smarrirti in te stessa.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Il Binario B è... altrove. [pause]Questa stazione è stata distrutta da una frana, tempo fa. Ma credo che ci sia qualcuno in arrivo da un momento all'altro.", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "L'ospite che arriva al Binario B non fa che dire bugie. Diffida di qualsiasi \\\"verità\\\" ti dica, o finirai per smarrirti in te stessə.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "L'ospite in arrivo al Binario B è noto per essere una persona di giudizio.", + "MAGIKRAB_PLATFORMB_ALICE1": "L'abitante di questa stazione dovrebbe tornare sul Binario B da un momento all\\'altro!", + "MAGIKRAB_PLATFORMB_ALICE2.m": "Le ho fatto sapere che saresti venuto. Sembra che voglia organizzare una festa per te!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "Si aspettava una persona... più bassa.", + "MAGIKRAB_PLATFORMB_ALICE3": "Ma non so bene come si aspetti che tu possa attraversare il cancello del binario.", + "MAGIKRAB_PLATFORMB_ALICE2.n": "Le ho fatto sapere che saresti venutə. Sembra che voglia organizzare una festa per te!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "Le ho fatto sapere che saresti venuta. Sembra che voglia organizzare una festa per te!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "Si aspettava una persona... più bassa.", + "MAGIKRAB_PLATFORMB_ALICE4.n": "Si aspettava una persona... più bassa.", + "MAGIKRAB_PLATFORMB_CUBE1": "L'ospite in arrivo al Binario B è un tipo spigoloso. Il mio consiglio è di mantenere le distanze.", + "MAGIKRAB_PLATFORMB_MORGANTE1": "Vedo che Morgante è tornata. Ti sta aspettando al Binario B.", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}...", + "MAGIKRAB_PLATFORMB_MORGANTE4": "Non dare per scontato che la loro amicizia nei tuoi confronti duri un istante di più della tua utilità.", + "MAGIKRAB_PLATFORMB_MORGANTE3": "C'è una cosa che ho imparato nel trattare con gli egregori che chiami \\\"Arcangeli\\\"...", + "MAGIKRAB_PLATFORMB_MORGANTE6": "Persino ora, la MerLinea mi impedisce di darti pieno accesso alla Loro rete ferroviaria.", + "MAGIKRAB_PLATFORMB_MORGANTE5": "Per loro siamo come insetti. O crostacei.", + "MAGIKRAB_PLATFORMB_MORGANTE7": "Gli \\\"Arcangeli\\\" hanno sempre un secondo fine. Fai attenzione.", + "MAGIKRAB_PLATFORMB_ALEPH1": "Il treno sul Binario B partirà tra poco.", + "MAGIKRAB_PLATFORMB_ALEPH2": "Esatto! C'è un cancello attivo in questa stazione!", + "MAGIKRAB_PLATFORMB_ALEPH3": "Sei quasi a casa, {player}!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "Il cancello sul Binario B è pronto per te.", + "MAGIKRAB_MERLINE2": "La MerLinea non parla con i mortali. Ha scelto me come intermediario, per interagire con te!", + "MAGIKRAB_MERLINE1": "Esatto! La MerLinea è una rete sotterranea di stazioni ferroviarie che si estende per tutta Nuova Wirral e anche un po' oltre!", + "MAGIKRAB_MAGIKRAB1": "Proprio così! Sono Magistaceo, servitore a contratto dell'incomparabile MerLinea, e ora ti trovi nelle sue sale.", + "MAGIKRAB_MAGIKRAB2": "Come te, non sono nativo di Nuova Wirral. Tuttavia, molti qui mi hanno conosciuto.", + "MAGIKRAB_MAGIKRAB3": "La MerLinea mi ha incaricato di fare da guida per la sua rete ferroviaria.", + "MAGIKRAB_NOTHING1": "Molto bene!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Calo di... [pause]profitti....[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Benvenuto a Corso Cordoglio... o almeno a quel che ne resta!", + "MAGIKRAB_ON_ARRIVAL.m": "Benvenuto a {region_name}!", + "MAGIKRAB_ON_ARRIVAL.n": "Benvenutə a {region_name}!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Benvenuta a Corso Cordoglio... o almeno a quel che ne resta!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Benvenutə a Corso Cordoglio... o almeno a quel che ne resta!", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh...[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]SUCCHIATERRA![/shake][pause][pause] Fammi indovinare, stai tornando a vendicarti dopo che abbiamo fatto fallire tutta la tua operazione,[pause] eh?!", + "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]credo che ci sia qualcosa che non va in lei. [pause]Credo che sia, [pause]uhm, [pause]rotta.", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Buuuuuuuuuh...[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Uhuuuhhhh...?[/wave]", + "SUNNY_INTRO_EUGENE12": "Non è esattamente una personcina solare, vero?", + "SUNNY_INTRO_EUGENE6": "Credo... [pause]che potresti avere ragione.", + "SUNNY_INTRO_KAYLEIGH7": "Scusa per la brutta accoglienza. [pause]Perché non ti siedi, così facciamo conoscenza?", + "SUNNY_INTRO_KAYLEIGH8": "Allora, [pause]uhm, [pause]va tutto bene? Vuoi parlarci un po' di te?", + "SUNNY_INTRO_EUGENE10": "I Succhiaterra erano servitori di un Arcangelo che abbiamo sconfitto. [pause]Forse, quando il loro capo è scappato, si sono tutti fritti il cervello? [pause]Comunque, non mi fido di lei.", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]Niente... [pause]prospettive... [pause]lavorative...[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sole....[/wave]", + "SUNNY_INTRO_EUGENE17": "Forse i Succhiaterra esistono solo per svolgere il loro compito, e ora non sanno cos'altro fare. [pause]Come una macchina senza uno scopo.", + "SUNNY_INTRO_KAYLEIGH13": "\\\"Solare\\\", eh? [pause]Perché non la chiamiamo Sole? In qualche modo dovremo pur chiamarla!", + "SUNNY_INTRO_SUNNY14_OPTION1": "Cosa ti è successo?", + "SUNNY_INTRO_SUNNY14_OPTION2": "Ricordi qualcosa?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Succhiaterra... [pause]Fallimento.... [pause]Nulla... rimasto....[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Perché... ancora... qui....[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Cominciare... [pause]da capo?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "Oh, poverina! [pause]Ma hai ancora tutta la vita davanti, puoi ricominciare da capo!", + "SUNNY_INTRO_KAYLEIGH20": "Forse il primo passo è procurarti dei vestiti nuovi, Sole. [pause]Sono sicura che portare un due pezzi da ufficio tutto il giorno metta tristezza!", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "Allora siamo d'accordo! [pause]{player}, [pause]incontriamoci dal sarto di Harbourtown. [pause]È al livello superiore di Harbourtown, poco più a nord di qui.", + "SUNNY_PART2_KAYLEIGH1": "Oh, ciao! [pause]Ci sono tutti!", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh...[/wave]", + "SUNNY_PART2_EUGENE2": "Non sono ancora sicuro che sia il caso di aiutarla. [pause]Non ricordi quando il suo ex datore di lavoro ha cercato di impadronirsi dell'isola?", + "SUNNY_PART2_MEREDITH3": "Potrebbe essere interessante.", + "SUNNY_PART2_FELIX3": "Sono qui per sostegno morale.", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Ok...[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Uuuhh?[/wave]", + "SUNNY_PART2_VIOLA3": "Sono incuriosita! Forse la cosa si rivelerà divertente.", + "SUNNY_PART2_KAYLEIGH5": "Bene, [pause]Sole, [pause]ti riporterò qui e potrai scegliere dei vestiti nuovi.", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]Questo... ok?[/wave]", + "SUNNY_PART2_EUGENE8": "Non sono così sicuro, Kayleigh...", + "SUNNY_PART2_MEREDITH9": "Io mi sto già divertendo un [wave amp=30 freq=10]sacco[/wave].", + "SUNNY_PART2_FELIX10": "È un inizio!", + "SUNNY_PART2_KAYLEIGH12": "Non sono sicura che questo vada bene, [pause]Sole!", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]Non sono... sicura...[/wave]", + "SUNNY_PART2_VIOLA11": "Uhm. [pause]Forse questa fanciulla è persino più estranea di me agli stili e alle mode di questa terra.", + "SUNNY_PART2_EUGENE14": "Non pensavo che saresti andata in quella direzione.", + "SUNNY_PART2_MEREDITH20": "Ma guarda, [pause]alla fine Sole è una in gamba. [pause]Chi se l'aspettava?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Penso che... [pause]mi sta bene.[/wave]", + "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]sembra solo a me, [pause]o Sole è...", + "SUNNY_PART2_KAYLEIGH15": "Non sembri molto a tuo agio così, Sole... [pause]Che ne dici di provare qualcos'altro?", + "SUNNY_PART2_EUGENE17": "Io...", + "SUNNY_EUGENEDATE_EUGENE2": "È per quella mia \\\"campagna per abbattere i Succhiaterra\\\"? [pause]So che siamo una [wave amp=30 freq=10]coppia male assortita[/wave], ma non riesco a smettere di pensare a te.", + "SUNNY_PART2_KAYLEIGH19": "Assolutamente [wave amp=30 freq=10]splendida[/wave]? [pause]No, [pause]non sembra solo a te.", + "SUNNY_PART2_FELIX20": "Credo che Sole abbia trovato il suo look.", + "SUNNY_PART2_VIOLA20": "Piuttosto inaspettato. [pause]Piuttosto.", + "SUNNY_PART2_PLAYER21_OPTION1": "Stai benissimo, Sole!", + "SUNNY_PART2_PLAYER21_OPTION2": "Sei davvero carina, Sole!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Ok. [pause]Questa sono io, ora...[/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Grazie a tutti... [pause]per l'aiuto.[/wave]", + "SUNNY_PART2_EUGENE24": "Provo delle emozioni MOLTO contrastanti.", + "SUNNY_PART2_KAYLEIGH26": "A Harbourtown tutti possono ricominciare da capo. [pause]Anche gli agenti immobiliari zombi. Altrimenti non è giusto.", + "SUNNY_PART2_KAYLEIGH25": "Siamo felici di poterti aiutare, Sole.", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]I Succhiaterra non sono \\\"zombi\\\". [pause]I Succhiaterra sono tramite. [pause]Creati per un lavoro.[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]Ehi... {player}...[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Non più... [pause]d'ora in poi... [pause]proverò a essere \\\"Sole\\\".[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]Non penso che sia... [pause]Credo che dovremmo essere solo amici.[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "Devo aver visto qualcosa del genere qui intorno. Penso si chiami {monster_name}.", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]Non sono \\\"Sole\\\" da tanto tempo. [pause]Ho bisogno di più tempo per essere me.[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "È strano.", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]No, non è quello. [pause]Non sono una Succhiaterra ora. [pause]Penso...[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Però mi è piaciuto, il nostro \\\"appuntamento\\\".[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "Capisco. [pause]Non preoccuparti, Sole.", + "FARM_INTRO_EDWARD1.f": "Ciao, amica! [pause]Sei venuta a risolvere il nostro problema di melma?", + "FARM_INTRO_EDWARD1.m": "Ciao, amico! [pause]Sei venuto a risolvere il nostro problema di melma?", + "FARM_INTRO_EDWARD1.n": "Ciao, amicə! [pause]Sei venutə a risolvere il nostro problema di melma?", + "FARM_INTRO_EDWARD1_OPTION1": "Problema di melma?", + "FARM_EDWARD_INTERACT2.f": "Ciao, amica! [pause]Grazie ancora per aver risolto il nostro problema di melma.", + "FARM_INTRO_EDWARD1_OPTION2": "Il vostro che cosa?", + "FARM_INTRO_EDWARD2": "Beh, quel ponte laggiù collega noi, qui alla fattoria, a Harbourtown. [pause]Gran parte dei prodotti freschi consumati in città viene da noi.", + "FARM_INTRO_EDWARD3": "Purtroppo, certe creature melmose di qui sono diventate un po' turbolente di recente e hanno, [pause]uhm, [pause]incollato il ponte.", + "FARM_INTRO_EDWARD4.m": "Non è un problema, [pause]però! [pause]Insomma, sono sicuro che prima o poi spariranno! [pause]Nel frattempo, sentiti libero di riposare qui!", + "FARM_EDWARD_INTERACT1": "Se il problema con il ponte continuerà, le scorte di cibo a Harbourtown potrebbero iniziare a scarseggiare...", + "FARM_INTRO_EDWARD4.f": "Non è un problema, [pause]però! [pause]Insomma, sono sicuro che prima o poi spariranno! [pause]Nel frattempo, sentiti libera di riposare qui!", + "FARM_INTRO_EDWARD4.n": "Non è un problema, [pause]però! [pause]Insomma, sono sicuro che prima o poi spariranno! [pause]Nel frattempo, sentiti liberə di riposare qui!", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "Grazie, amica! [pause]Stavo cominciando a preoccuparmi per tutta quella... [pause]situazione.", + "FARM_BRIDGE_CONFIRM": "Cerchi di spostare quella melma? È davvero disgustosa...", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "Grazie, amico! [pause]Stavo cominciando a preoccuparmi per tutta quella... [pause]situazione.", + "FARM_BRIDGE_LOWERED_EDWARD2": "Usiamo la Schele-melma come concime. [pause]Immagino che si sia accumulata nel terreno e abbia formato quella creatura.", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "Grazie, amicə! [pause]Stavo cominciando a preoccuparmi per tutta quella... [pause]situazione.", + "FARM_EDWARD_INTERACT2.m": "Ciao, amico! [pause]Grazie ancora per aver risolto il nostro problema di melma.", + "FARM_BRIDGE_LOWERED_EDWARD3": "Senti, se vuoi provare a usare la melma per far [wave amp=30 freq=10]crescere[/wave] i raccolti, [pause]accomodati pure!", + "HOYLAKE_INTRO_HOYLAKE1.m": "Saluti e ossequi, nuovo arrivato! [pause]Sono il professor Percival Hoylake, intrepido indagatore dell'ignoto!", + "FARM_MARIS_INTERACT": "Ciao! [pause]È gentile da parte tua venirci a trovare qui. [pause]Resterai per un po' o sei solo di passaggio?", + "FARM_EDWARD_INTERACT2.n": "Ciao, amicə! [pause]Grazie ancora per aver risolto il nostro problema di melma.", + "HOYLAKE_INTRO_HOYLAKE1.f": "Saluti e ossequi, nuova arrivata! [pause]Sono il professor Percival Hoylake, intrepido indagatore dell'ignoto!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "L'ignoto?", + "HOYLAKE_INTRO_HOYLAKE1.n": "Saluti e ossequi, nuovə arrivatə! [pause]Sono il professor Percival Hoylake, intrepido indagatore dell'ignoto!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Indagatore?", + "HOYLAKE_PART2_HOYLAKE6": "Un giovane ranger recentemente ha segnalato \\\"{monster_description}, luogo di avvistamento: {habitat_phrase}\\\". [pause]Sembra un incarico su misura per te, senza dubbio!", + "HOYLAKE_INTRO_HOYLAKE3": "Sto parlando del metodo scientifico! [pause]Dobbiamo osservare, analizzare e derivarne conclusioni!", + "HOYLAKE_INTRO_HOYLAKE2": "Precisamente! [pause]Dato che siamo naufraghi in questo regno bizzarro, spetta a una salda [wave amp=30 freq=10]mente razionale[/wave] dare un senso al caos che ci circonda.", + "HOYLAKE_INTRO_HOYLAKE4": "La brava gente di qui descrive molte strane bestie su quest'isola. [pause]Se riuscissimo a catalogarle, [pause]allora l\\'ignoto cesserebbe di [wave amp=30 freq=10]ESSERE[/wave] ignoto.", + "HOYLAKE_INTRO_HOYLAKE5.m": "Dimmi un po', [pause]tu sembri apprezzare l\\'importanza di questo incarico. Saresti interessato ad aiutarmi a identificare qualche mostro?", + "HOYLAKE_INTRO_HOYLAKE5.n": "Dimmi un po', [pause]tu sembri apprezzare l\\'importanza di questo incarico. Saresti interessatə ad aiutarmi a identificare qualche mostro?", + "HOYLAKE_INTRO_HOYLAKE5.f": "Dimmi un po', [pause]tu sembri apprezzare l\\'importanza di questo incarico. Saresti interessata ad aiutarmi a identificare qualche mostro?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Certo!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Non ora.", + "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]è un gran peccato. Se ti capitasse di cambiare idea, fammelo sapere! [pause]La scienza persevererà comunque!", + "HOYLAKE_PART1_HOYLAKE1": "Eccellente! [pause]Meraviglioso! [pause]Ho alcune descrizioni di mostri che ho recuperato dalla popolazione di Harbourtown. Se riesci a registrare queste forme di mostri, sarò in grado di catalogarle.", + "HOYLAKE_PART1_HOYLAKE3": "Eccoti dei nastri vuoti per assisterti nella tua \\\"ricerca\\\"!", + "HOYLAKE_PART1_HOYLAKE2": "La prima annotazione che ho è \\\"{monster_description}, luogo d'avvistamento: {habitat_phrase}\\\".", + "HOYLAKE_PART1_HOYLAKE4.m": "Passa quando l'avrai registrato e lo catalogherò. Buona caccia, mio impaziente assistente!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "Hoylake è in cerca di \\\"{monster_description}\\\", vero?", + "HOYLAKE_PART1_HOYLAKE4.f": "Passa quando l'avrai registrato e lo catalogherò. Buona caccia, mia impaziente assistente!", + "HOYLAKE_PART1_HOYLAKE4.n": "Passa quando l'avrai registrato e lo catalogherò. Buona caccia, miə impaziente assistente!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "Saluti, mia impaziente assistente! Hai registrato il nostro mostro misterioso? Stiamo cercando \\\"{monster_description}, luogo d'avvistamento: {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1.m": "Saluti, mio impaziente assistente! Hai registrato il nostro mostro misterioso? Stiamo cercando \\\"{monster_description}, luogo d'avvistamento: {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1.n": "Saluti, miə impaziente assistente! Hai registrato il nostro mostro misterioso? Stiamo cercando \\\"{monster_description}, luogo d'avvistamento: {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Non ancora.", + "HOYLAKE_INTERACT_HOYLAKE_NO": "Non preoccuparti! [pause]Sono certo che l'enigmatica creatura si rivelerà ben presto! [pause]Il progresso è inevitabile, dopotutto!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Eccolo qui!", + "HOYLAKE_PART2_HOYLAKE1": "Eccellente! \\\"Macabra\\\", dico bene? [pause]Le zanne... Il teschio... [pause]Sì, corrisponde perfettamente alle mie segnalazioni!", + "HOYLAKE_PART2_HOYLAKE2": "Registrare mostri sulle cassette per trasformarsi in loro... [pause]è completamente irrazionale, eppure lo vediamo accadere davanti ai nostri occhi.", + "HOYLAKE_PART2_HOYLAKE1_RAND": "Eccellente! \\\"{monster_name}\\\", dico bene? [pause]Sì, corrisponde perfettamente alle mie segnalazioni!", + "HOYLAKE_PART2_HOYLAKE3": "Se la nostra comprensione della scienza si dimostra limitata, [pause]allora è la nostra comprensione che deve adattarsi alla realtà!", + "HOYLAKE_PART2_HOYLAKE4": "Grazie per il tuo lavoro! Eccoti un compenso per il tempo impiegato!", + "HOYLAKE_PART2_HOYLAKE5": "Ora passiamo al tuo prossimo incarico...", + "HOYLAKE_PART3_HOYLAKE1": "Oh, cielo! [pause]Lo \\\"Stardigrado\\\" è davvero una bestia inquietante! [pause]Perché mai qualcuno vorrebbe trasformarsi in questa cosa orrenda, proprio non saprei...", + "HOYLAKE_PART3_HOYLAKE2": "A dire il vero, [pause]non voglio trasformarmi in NESSUNA bestia! [pause]Non capisco come funzioni questa tecnologia e preferirei non sperimentare su [wave amp=30 freq=10]me stesso[/wave].", + "HOYLAKE_PART3_HOYLAKE1_RAND": "Oh, cielo! [pause]Un esemplare di \\\"{monster_name}\\\", vero? [pause]Perché mai qualcuno vorrebbe trasformarsi in questa cosa orrenda, proprio non saprei...", + "HOYLAKE_PART3_HOYLAKE3": "Sono più che felice di lasciare che altri si trasformino in mostri... [pause]Il che mi ricorda: ecco una ricompensa per i tuoi sforzi!", + "HOYLAKE_PART3_HOYLAKE5": "Sicuramente qualcuno mi sta prendendo in giro? [pause]Per farsi una bella risata? [pause]Forse organizza una sorta di scherzo?", + "HOYLAKE_PART3_HOYLAKE4": "La nuova diceria che ho sentito sembra troppo bizzarra per essere vera. Si parla di \\\"{monster_description}, luogo di avvistamento: {habitat_phrase}\\\".", + "HOYLAKE_PART3_HOYLAKE6.m": "Se riuscirai ad arrivare in fondo a questa questione, sarai uno scienziato migliore di me.", + "HOYLAKE_PART3_HOYLAKE6.f": "Se riuscirai ad arrivare in fondo a questa questione, sarai una scienziata migliore di me.", + "HOYLAKE_PART4_HOYLAKE1": "Eh?! [pause]Era VERO?! [pause]Non l'avrei mai detto.", + "HOYLAKE_PART3_HOYLAKE6.n": "Se riuscirai ad arrivare in fondo a questa questione, sarai unə scienziatə migliore di me.", + "HOYLAKE_PART4_HOYLAKE2": "Uno \\\"Spaccalope\\\", vedo. [pause]Sulla Terra, beh, almeno sulla mia Terra, [pause]c'è una creatura mitologica nota come \\\"jackalope\\\", che gli somiglia molto.", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Sì!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "Un esemplare di \\\"{monster_name}\\\", vedo.", + "HOYLAKE_PART6_HOYLAKE1": "Oh, sei riuscito a registrarlo! [pause]Un \\\"Introvelfo\\\", vero? [pause]Così enigmatico, col viso coperto. [pause]Ora che ci penso, ci sono molti mostri su Nuova Wirral che indossano maschere.", + "HOYLAKE_PART4_HOYLAKE3": "È curioso come i nostri miti e leggende sembrino influenzare l'aspetto dei mostri qui su Nuova Wirral...", + "HOYLAKE_PART4_HOYLAKE4": "Dimmi un po'! [pause]Posso farti qualche domanda sul tuo mondo, quello di prima che venissi qui? [pause]Tra le altre cose, sto catalogando le varie realtà da cui provengono gli abitanti di Harbourtown.", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Certo...", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Immagino di sì...", + "HOYLAKE_PART4_HOYLAKE5": "Eccellente! [pause]Ti porrò semplicemente una serie di domande relative a grandi eventi storici, dimmi se ti sembrano familiari.", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Sì!", + "HOYLAKE_PART4_HOYLAKE6": "Domanda uno: [pause]conosci \\\"l'Impero Romano\\\"?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "No!", + "HOYLAKE_PART4_HOYLAKE7": "Domanda due: [pause]la \\\"Rivoluzione Industriale\\\" è avvenuta, nel passato del tuo mondo?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "No!", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Sì!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "No!", + "HOYLAKE_PART4_HOYLAKE8": "Bene, domanda tre: [pause]l'umanità è mai sbarcata sulla luna?", + "HOYLAKE_PART4_HOYLAKE9": "Ottimo! [pause]Ultima domanda: è già avvenuto il \\\"Giorno dei Pennuti\\\"?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "Cosa?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "\\\"Già\\\" avvenuto?", + "HOYLAKE_PART4_HOYLAKE11": "Grazie ancora una volta per il tuo aiuto! [pause]Ecco, un piccolo presente per il disturbo.", + "HOYLAKE_PART4_HOYLAKE10.f": "Uhm, non stare a preoccuparti per quello. [pause]Anzi, ritieniti fortunata a non sapere cosa intendevo.", + "HOYLAKE_PART4_HOYLAKE10.m": "Uhm, non stare a preoccuparti per quello. [pause]Anzi, ritieniti fortunato a non sapere cosa intendevo.", + "HOYLAKE_PART4_HOYLAKE10.n": "Uhm, non stare a preoccuparti per quello. [pause]Anzi, ritieniti fortunatə a non sapere cosa intendevo.", + "HOYLAKE_PART4_HOYLAKE12.m": "Sei pronto per un altro incarico di caccia ai mostri? [pause]Certo che sì!", + "HOYLAKE_PART4_HOYLAKE13": "Di recente ho sentito la capitana Penny Dreadful che borbottava di \\\"{monster_description} {habitat_phrase}\\\".", + "HOYLAKE_PART4_HOYLAKE12.f": "Sei pronta per un altro incarico di caccia ai mostri? [pause]Certo che sì!", + "HOYLAKE_PART4_HOYLAKE12.n": "Sei prontə per un altro incarico di caccia ai mostri? [pause]Certo che sì!", + "HOYLAKE_PART4_HOYLAKE14": "Se riesci a registrarne uno, non esitare a farmelo sapere!", + "HOYLAKE_PART5_HOYLAKE1.m": "Eccellente! [pause]Ancora una volta dimostri di essere un asso della ricerca.", + "HOYLAKE_PART5_HOYLAKE2": "\\\"Maimort\\\", vero? [pause]Ha un aspetto piuttosto inquietante! [pause]Mi fa venire in mente una poesia... [pause]anche se non ricordo esattamente quale poesia.", + "HOYLAKE_PART5_HOYLAKE1.n": "Eccellente! [pause]Ancora una volta dimostri di essere un asso della ricerca.", + "HOYLAKE_PART5_HOYLAKE1.f": "Eccellente! [pause]Ancora una volta dimostri di essere un asso della ricerca.", + "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\", dico bene?", + "HOYLAKE_PART5_HOYLAKE3": "Ahimè, non è rimasto che un solo mostro nella mia lista di indagini urgenti!", + "HOYLAKE_PART5_HOYLAKE4": "La stessa Ianthe ha parlato di una creatura che fugge se intravede anche solo un essere umano!", + "HOYLAKE_PART5_HOYLAKE5": "Presumibilmente, è \\\"{monster_description} {habitat_phrase}\\\". [pause]Se ti sembra qualcosa che sarai in grado di registrare, [pause]ti auguro buona fortuna!", + "FRANKIE_PART4_FRANKIE1.f": "Ehi, capitana! [pause]Sto pensando di provare a diventare una vera ranger.", + "HOYLAKE_PART6_HOYLAKE1_RAND": "Oh, sei riuscito a registrarlo! [pause]\\\"{monster_name}\\\", eh?", + "HOYLAKE_PART6_HOYLAKE3": "Potrebbe semplicemente essere che le maschere sono [wave amp=30 freq=10]fichissime[/wave]...", + "HOYLAKE_PART6_HOYLAKE2": "Quale potrebbe essere il significato? [pause]Forse c'è una profonda connessione psichica tra il modo in cui gli esseri umani percepiscono i volti e il modo in cui questi mostri si manifestano...", + "HOYLAKE_PART6_HOYLAKE4.m": "Devo congratularmi per la tua abilità. [pause]Diamine, con il ritmo che tieni, mi sento come se io fossi l'assistente e TU lo scienziato!", + "HOYLAKE_PART6_HOYLAKE4.f": "Devo congratularmi per la tua abilità. [pause]Diamine, con il ritmo che tieni, mi sento come se io fossi l'assistente e TU la scienziata!", + "HOYLAKE_PART6_HOYLAKE4.n": "Devo congratularmi per la tua abilità. [pause]Diamine, con il ritmo che tieni, mi sento come se io fossi l'assistente e TU lə scienziatə!", + "HOYLAKE_PART6_HOYLAKE5": "La verità è che [pause]non sono [wave amp=30 freq=10]davvero[/wave] un professore o uno scienziato.", + "HOYLAKE_PART6_HOYLAKE6": "Prima di sbarcare a Nuova Wirral, ero un impiegato d'azienda. [pause]Più che un mecenate della [wave amp=30 freq=10]scienza[/wave], sono un mecenate della [wave amp=30 freq=10]fantascienza[/wave].", + "HOYLAKE_PART6_HOYLAKE7": "Ma anche così, devo rimanere razionale! [pause]Venire qui ha dato un nuovo scopo alla mia vita.", + "HOYLAKE_PART6_HOYLAKE8": "Anche se non sono un [wave amp=30 freq=10]vero[/wave] professore, credo che i miei sforzi qui possano comunque essere preziosi!", + "HOYLAKE_PART6_HOYLAKE9.m": "Grazie per la tua incessante assistenza alla causa della scienza, amico mio. [pause]Hai dato un buon esempio a tutti noi!", + "HOYLAKE_PART6_HOYLAKE9.f": "Grazie per la tua incessante assistenza alla causa della scienza, amica mia. [pause]Hai dato un buon esempio a tutti noi!", + "HOYLAKE_PART6_HOYLAKE9.n": "Grazie per la tua incessante assistenza alla causa della scienza, amicə miə. [pause]Hai dato un buon esempio a tutti noi!", + "HOYLAKE_PART6_HOYLAKE10": "Se vuoi aiutare ulteriormente la mia catalogazione, vieni di nuovo a parlare con me. [pause]Ci sarà sempre qualcosa di nuovo su cui indagare!", + "HOYLAKE_PART7_HOYLAKE1": "Saluti, {player}! Quante specie diverse hai registrato?", + "HOYLAKE_PART7_HOYLAKE2": "Perbacco! {count}?!", + "HOYLAKE_PART7_HOYLAKE6.n": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", + "HOYLAKE_PART7_HOYLAKE3": "Grazie per il tuo lavoro! Eccoti un compenso per il tempo impiegato!", + "HOYLAKE_PART7_HOYLAKE4": "Devono essere tutti i mostri conosciuti a Nuova Wirral! [pause]Beh, [pause]a parte i bootleg, le fusioni e gli Arcangeli.", + "HOYLAKE_PART7_HOYLAKE6.m": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", + "HOYLAKE_PART7_HOYLAKE5": "Mi ci vorrà tempo per finire di catalogare tutte le specie che mi hai mostrato.", + "HOYLAKE_PART7_HOYLAKE7": "Quando avrò una richiesta per te, la appunterò qui fuori sulla bacheca!", + "HOYLAKE_PART7_HOYLAKE6.f": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", + "HOYLAKE_PART7_HOYLAKE8": "{count}? Niente male, niente male.", + "HOYLAKE_PART7_HOYLAKE9": "Torna a parlare con me quando arriverai a {next_threshold}.", + "HOYLAKE_PART7_HOYLAKE10": "Non dimenticare di rimasterizzare i nastri quando raggiungono le 5 stelle. Ho sentito parlare di alcune specie che si possono ottenere solo in questo modo!", + "HOYLAKE_PART8_HOYLAKE1": "Saluti, {player}! Sono ancora impegnato a catalogare le specie che hai registrato.", + "HOYLAKE_PART8_HOYLAKE2.m": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", + "HOYLAKE_PART8_HOYLAKE3": "Saluti, {player}! Quando avrò una richiesta per te, la appunterò qui fuori sulla bacheca!", + "HOYLAKE_PART8_HOYLAKE2.f": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", + "HOYLAKE_PART8_HOYLAKE2.n": "Perché non vieni a parlare di nuovo con me dopo aver completato il tuo addestramento da ranger?", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Ehi ehi[/wave], {player}! [pause]Voglio presentarti la nostra nuova, fantastica recluta: Frankie!", + "FRANKIE_PART1_FRANKIE2.m": "Ommioddio, sei anche tu un altro [wave amp=30 freq=10]cacciatore di mostri veterano[/wave] di questa isola misteriosa?!", + "FRANKIE_PART1_FRANKIE2.f": "Ommioddio, sei anche tu un'altra [wave amp=30 freq=10]cacciatrice di mostri veterana[/wave] di questa isola misteriosa?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Veterano?", + "FRANKIE_PART1_FRANKIE2.n": "Ommioddio, sei anche tu un altrə [wave amp=30 freq=10]cacciatorə di mostri veteranə[/wave] di questa isola misteriosa?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Veterana?", + "FRANKIE_PART1_FRANKIE3": "Un mondo magico pieno di mostri e di audaci eroi che si trasformano per combatterli...", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Veteranə?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "Non sono qui da COSÌ tanto!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]È TUTTO QUELLO CHE HO SEMPRE SOGNATO![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "Tutto questo ti manda parecchio su di giri, vero?", + "FRANKIE_PART1_EUGENE5": "Mi piace il tuo entusiasmo!", + "FRANKIE_PART1_MEREDITH5": "Non è la reazione che mi aspettavo.", + "FRANKIE_PART1_FRANKIE12": "Diventerò \\\"{species_description}\\\", eh?", + "FRANKIE_PART1_FELIX5": "Sei più entusiasta di me quando sono arrivato qui la prima volta.", + "FRANKIE_PART1_VIOLA5": "Non sembri turbata dal tuo inaspettato arrivo su queste sponde, amica mia.", + "FRANKIE_PART1_CYBIL6": "Come puoi vedere, Frankie qui ha preso abbastanza bene la notizia del suo arrivo a Nuova Wirral.", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]Questa ragazza sembra piuttosto felice di essere qui![/wave]", + "FRANKIE_PART1_FRANKIE7": "Ti assicuro che voglio sfruttare questa occasione al meglio! Entrare a far parte dei ranger è senz'altro la strada che questa avventura ha in serbo per me! Eh eh...", + "FRANKIE_PART1_CYBIL8": "Ho dato a Frankie un mangiacassette di riserva. Tutto quello che devi fare ora è darle una cassetta di mostri e insegnarle le basi!", + "FRANKIE_PART1_FRANKIE10": "Una forma di mostro tutta mia... Il primo passo del mio fantastico viaggio...", + "FRANKIE_PART1_CYBIL9": "Detto questo, fine delle trasmissioni! [pause]Ci si vede in giro, {player}!", + "FRANKIE_PART1_FRANKIE15.n": "Per favore, capitanə, \\\"insegnami le basi\\\"! [pause][wave amp=30 freq=10]Esigo[/wave] di vedere queste basi! [pause]Combattiamo qualche mostro, ok?", + "FRANKIE_PART1_FRANKIE11": "Hai un nastro per me?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Sei sicuro di voler dare il tuo nastro \\\"{species_name}\\\" a Frankie? È una scelta definitiva, non riavrai più il nastro.", + "FRANKIE_PART1_FRANKIE11_OPTION1": "Ecco qui!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "Non ancora.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Sei sicura di voler dare il tuo nastro \\\"{species_name}\\\" a Frankie? È una scelta definitiva, non riavrai più il nastro.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Sei sicurə di voler dare il tuo nastro \\\"{species_name}\\\" a Frankie? È una scelta definitiva, non riavrai più il nastro.", + "FRANKIE_PART1_FRANKIE13": "...", + "FRANKIE_PART1_FRANKIE18.m": "Ciao, capitano! Grazie per avermi allenato! Una giovane eroina coraggiosa ha sempre bisogno di un [wave amp=30 freq=10]saggio mentore[/wave], e sono felice che tu sia tu!", + "FRANKIE_PART1_FRANKIE18.f": "Ciao, capitana! Grazie per avermi allenato! Una giovane eroina coraggiosa ha sempre bisogno di un [wave amp=30 freq=10]saggio mentore[/wave], e sono felice che tu sia tu!", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]È LA FORMA PERFETTA! PROTEGGERÒ QUESTA PREZIOSA CASSETTA CON LA MIA STESSA VITA![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "Per favore, capitano, \\\"insegnami le basi\\\"! [pause][wave amp=30 freq=10]Esigo[/wave] di vedere queste basi! [pause]Combattiamo qualche mostro, ok?", + "FRANKIE_PART1_FRANKIE15.f": "Per favore, capitana, \\\"insegnami le basi\\\"! [pause][wave amp=30 freq=10]Esigo[/wave] di vedere queste basi! [pause]Combattiamo qualche mostro, ok?", + "FRANKIE_PART1_FRANKIE16": "Wow, trasformarsi in un mostro strano in realtà è molto più stancante di quanto pensassi.", + "FRANKIE_PART1_FRANKIE17": "Penso di aver bisogno di un po' di riposo. [pause]E di mangiare un sacco. [pause]Potenzialmente in quest\\'ordine.", + "FRANKIE_PART1_FRANKIE18.n": "Ciao, capitanə! Grazie per avermi allenato! Una giovane eroina coraggiosa ha sempre bisogno di un [wave amp=30 freq=10]saggio mentore[/wave], e sono felice che tu sia tu!", + "FRANKIE_PART1_KAYLEIGH19": "Certo che ha un bel caratterino!", + "FRANKIE_PART1_EUGENE19.m": "Sei piuttosto bravo come insegnante, {player}!", + "FRANKIE_PART1_MEREDITH19": "Sono contenta di aver ceduto il testimone di \\\"persona meno socialmente presentabile dell'isola\\\".", + "FRANKIE_PART1_EUGENE19.n": "Sei piuttosto bravə come insegnante, {player}!", + "FRANKIE_PART1_EUGENE19.f": "Sei piuttosto brava come insegnante, {player}!", + "FRANKIE_PART1_FELIX19.m": "Eh. Te la cavi bene a insegnare.", + "FRANKIE_PART1_FELIX19.f": "Eh. Te la cavi bene a insegnare.", + "FRANKIE_PART1_FELIX19.n": "Eh. Te la cavi bene a insegnare.", + "FRANKIE_PART1_VIOLA19.m": "Hai accolto il tuo ruolo di istitutore senza batter ciglio, {player}.", + "FRANKIE_PART1_VIOLA19.n": "Hai accolto il tuo ruolo di istitutore senza batter ciglio, {player}.", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]Sei un ottimo insegnante, {player}![/wave]", + "FRANKIE_PART1_VIOLA19.f": "Hai accolto il tuo ruolo di istitutore senza batter ciglio, {player}.", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]Sei un'ottima insegnante, {player}![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]Sei un ottimə insegnante, {player}![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "Oh, ehi, capitano! Sei qui per aiutarmi nel mio personale [wave amp=30 freq=10]cammino dell'eroe[/wave]?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]DEVE ARRIVARE IL MOMENTO IN CUI OGNI GIOVANE, CORAGGIOSA AVVENTURIERA SEGUE IL SUO CAMMINO PERSONALE...[/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"Cammino dell'eroe\\\"?", + "FRANKIE_PART2_FRANKIE1.f": "Oh, ehi, capitana! Sei qui per aiutarmi nel mio personale [wave amp=30 freq=10]cammino dell'eroe[/wave]?", + "FRANKIE_PART2_FRANKIE1.n": "Oh, ehi, capitanə! Sei qui per aiutarmi nel mio personale [wave amp=30 freq=10]cammino dell'eroe[/wave]?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "Che cos'hai in mente?", + "FRANKIE_PART2_FRANKIE3": "Ed è quello che sto facendo. [pause]La giovane, coraggiosa avventuriera sarei io, se non mi stavi seguendo.", + "FRANKIE_PART2_FRANKIE3_OPTION1": "Capisco.", + "FRANKIE_PART2_FRANKIE4": "Ad ogni modo, ho trovato una di quelle \\\"Fusioni Fuori controllo\\\" poco più avanti: ora vado a mostrarle chi comanda!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "Non ti seguo proprio.", + "FRANKIE_PART2_FRANKIE4_OPTION1": "Hai bisogno di una mano?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "Sei sicura che sia una buona idea?", + "FRANKIE_PART2_FRANKIE5": "Non preoccuparti! Ho un talento naturale per questo: ho letto più di [wave amp=30 freq=10]200[/wave] fanfiction su persone che si trasformano in mostri. [pause](Per favore, non chiedermi di approfondire).", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]Andiamo![/shake]", + "FRANKIE_PART2_FRANKIE8": "La mia carriera sta procedendo abbastanza bene, credo!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]CE L'ABBIAMO FATTA![/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "Carriera?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "Eh?", + "FRANKIE_PART2_FRANKIE9": "B-Beh, la mia carriera di eroina affascinante e misteriosa che salva la brava gente di queste terre fantastiche, ovviamente!", + "FRANKIE_PART2_FRANKIE10": "Non ho dubbi: presto arriverà un grande male...", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]E SARÒ IO A SALVARE QUEST'ISOLA![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "Sei un po' in ritardo.", + "FRANKIE_PART2_FRANKIE11_OPTION2": "L'ho già fatto io!", + "FRANKIE_PART2_FRANKIE12": "Eh? [pause]D-Davvero?", + "FRANKIE_PART2_FRANKIE13": "Va bene! Sono sicura che da qualche parte ci sarà un POCHINO di male da sconfiggere! [pause][wave amp=30 freq=10]Magari[/wave] te ne è sfuggito un pezzettino!", + "FRANKIE_PART3_FRANKIE1": "Ehi, {player}! Ho una domanda per te!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "Chiedi pure!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "Qual è la domanda?", + "FRANKIE_PART3_FRANKIE2": "Cosa significa... prendersi la responsabilità della propria vita?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "Non è facile rispondere.", + "FRANKIE_PART3_FRANKIE2_OPTION2": "Ma che...", + "FRANKIE_PART3_FRANKIE3": "I-Insomma, dovrei usare il mio tempo a Nuova Wirral per realizzare i miei obiettivi, o qualcosa del genere! [pause]Salvare il mondo! Trovare la mia vera vocazione! Innamorarmi!", + "FRANKIE_PART3_FRANKIE4": "Sai, i classici dell'avventura. [pause]Non posso sprecare nemmeno un secondo!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "Forse le tue aspettative sono eccessive...", + "FRANKIE_PART3_FRANKIE4_OPTION2": "Non metterti troppo sotto pressione!", + "FRANKIE_PART3_FRANKIE5": "Uhm. [pause]Probabilmente hai ragione.", + "FRANKIE_PART3_FRANKIE6": "Bene, seconda domanda! [pause]Puoi aiutarmi a combattere una Fusione fuori controllo che ho trovato nelle vicinanze? Sono sicura che sarà un'esperienza edificante!", + "FRANKIE_PART4_FRANKIE1.n": "Ehi, capitanə! [pause]Sto pensando di provare a diventare una vera ranger.", + "FRANKIE_PART3_FRANKIE7": "Grazie per l'aiuto, {player}! [pause]Ho deciso che è stata davvero un\\'esperienza edificante!", + "FRANKIE_PART4_FRANKIE3": "Quindi, ovviamente, ho rintracciato una Fusione fuori controllo da combattere! Non c'è tempo per aspettare: [shake rate=30 level=10]andiamo a pestarla per bene![/shake]", + "FRANKIE_PART4_FRANKIE2": "Niente più status da recluta! Anche se prima dovrò diventare più forte.", + "FRANKIE_PART4_FRANKIE1.m": "Ehi, capitano! [pause]Sto pensando di provare a diventare una vera ranger.", + "FRANKIE_PART4_FRANKIE4": "Grazie per l'assistenza! [pause]Forse la prossima volta che io e te ci incontreremo sul campo sarò già una ranger a tutti gli effetti!", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti saresti mai aspettato che ti avrei sfidato a duello, vero?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti saresti mai aspettatə che ti avrei sfidato a duello, vero?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti saresti mai aspettata che ti avrei sfidato a duello, vero?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]LO STUDENTE DEVE AFFRONTARE IL MAESTRO![/shake] L'unico modo in cui posso diventare un vero ranger è sconfiggerti e [wave amp=30 freq=10]avere il tuo timbro[/wave]!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "Dacci dentro, novellina!", + "FRANKIE_PART5_FRANKIE3": "Ho persino addomesticato questo Puppercut per aiutarmi! Che ne dici, accetti la mia sfida?", + "FRANKIE_PART5_FRANKIE7": "Volevo solo vedere quanto eri forte. [pause]Non mi hai delusa!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Sapevo che saresti stato un osso duro.", + "FRANKIE_PART5_FRANKIE3_OPTION2": "Non ci andrò piano con te!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Sapevo che saresti statə un osso duro.", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Sapevo che saresti stata un osso duro.", + "FRANKIE_PART5_FRANKIE5": "Ecco perché mi sono assicurata di affrontare prima gli altri 12 capitani.", + "FRANKIE_PART5_FRANKIE5_OPTION1": "Eh?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "Cos'hai fatto?", + "FRANKIE_PART5_FRANKIE6": "Hai sentito bene: sono [wave amp=30 freq=10]già[/wave] qualificata come ranger!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "Ma certo! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "Ci vediamo in giro, capitana!", + "FRANKIE_PART5_FRANKIE8.m": "Ci vediamo in giro, capitano!", + "FRANKIE_PART5_FRANKIE8.n": "Ci vediamo in giro, capitanə!", + "FRANKIE_TOWN_HALL_INTERACT1": "Ehi, {player}! Mi sto solo mettendo al corrente sugli ultimi pettegolezzi prima di tornare fuori!", + "FRANKIE_TOWN_HALL_INTERACT2": "Ehi {player}! Hai qualche compito per la tua giovane e promettente pupilla? Che sarei io?", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Ranger![/shake] [pause]Sei qui per fermarmi, eh?!", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]Ooh, lascia che mi occupi io delle tue richieste sulla bacheca!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "Non adesso.", + "VIN_PART1_VIN1_OPTION1": "Qualcosa del genere.", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Ranger![/shake] [pause]Sei qui per fermarmi, eh?!", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Ranger![/shake] [pause]Sei qui per fermarmi, eh?!", + "VIN_PART1_VIN1_OPTION2": "È il mio lavoro!", + "VIN_PART3_VIN8.n": "Cosa importa che sia stato [wave amp=30 freq=10]uno di loro[/wave] a causare tutto questo disastro!", + "VIN_PART1_VIN3": "Solo i [wave amp=30 freq=10]codardi[/wave] si affidano agli altri!", + "VIN_PART1_VIN2": "E va bene! [pause]Se vuoi affrontarmi, combatti uno contro uno!", + "VIN_PART1_KAYLEIGH4": "Non preoccuparti, {player}! Mi prendo una pausa, puoi eliminare questo tizio senza di me!", + "VIN_PART1_MEREDITH4.n": "Una scazzottata uno contro uno? Dacci dentro, bellə. Hai la stoffa che serve, {player}: puoi farcela.", + "VIN_PART1_MEREDITH4.f": "Una scazzottata uno contro uno? Dacci dentro, bella. Hai la stoffa che serve, {player}: puoi farcela.", + "VIN_PART1_MEREDITH4.m": "Una scazzottata uno contro uno? Dacci dentro, bello. Hai la stoffa che serve, {player}: puoi farcela.", + "VIN_PART1_EUGENE4.m": "Avanti, amico. Non hai bisogno del mio aiuto per affrontare questo idiota.", + "VIN_PART1_EUGENE4.f": "Avanti, amica. Non hai bisogno del mio aiuto per affrontare questo idiota.", + "VIN_PART1_EUGENE4.n": "Avanti, amicə. Non hai bisogno del mio aiuto per affrontare questo idiota.", + "VIN_PART1_FELIX4": "Che ne dici, {player}? Vuoi mostrare a questo ragazzino chi comanda?", + "VIN_PART1_VIOLA4.f": "Sembra che questo scontro sia tuo e tuo soltanto, cara {player}. Non temere: ho ogni fiducia in te.", + "VIN_PART1_VIOLA4.m": "Sembra che questo scontro sia tuo e tuo soltanto, caro {player}. Non temere: ho ogni fiducia in te.", + "VIN_PART1_VIOLA4.n": "Sembra che questo scontro sia tuo e tuo soltanto, carə {player}. Non temere: ho ogni fiducia in te.", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]Un combattimento \\\"uno contro uno\\\"? Bene, per questa volta non parteciperò.[/wave]", + "VIN_PART1_VIN5.m": "Uff! [pause]Te la cavi bene, per essere così codardo...", + "VIN_PART1_VIN6": "Ma non mi prenderai! [wave amp=30 freq=10]Sono già sparito![/wave]", + "VIN_PART1_VIN5.f": "Uff! [pause]Te la cavi bene, per essere così codarda...", + "VIN_PART1_VIN5.n": "Uff! [pause]Te la cavi bene, per essere così codardə...", + "VIN_PART1_KAYLEIGH7": "Correva piuttosto veloce. Sono sicuro che lo prenderemo la prossima volta, {player}.", + "VIN_PART1_MEREDITH7.m": "Certo che scappa veloce, eh? Beh, che lo prenderemo la prossima volta, bello.", + "VIN_PART1_MEREDITH7.n": "Certo che scappa veloce, eh? Beh, che lo prenderemo la prossima volta, bellə.", + "VIN_PART1_MEREDITH7.f": "Certo che scappa veloce, eh? Beh, che lo prenderemo la prossima volta, bella.", + "VIN_PART1_EUGENE7": "Nonostante tutta la spavalderia, è stato piuttosto veloce a scappare, eh?", + "VIN_PART1_FELIX7": "Corre davvero veloce. Immagino che lo prenderemo la prossima volta.", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]Se n'è andato con una certa fretta, eh?[/wave]", + "VIN_PART1_VIOLA7": "È uscito di scena dalla battaglia con una certa celerità. Sono sicura che le nostre strade s'incroceranno ancora.", + "VIN_PART2_VIN2": "Voi maledetti ranger ficcate sempre il naso dove non dovreste!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]Di nuovo tu![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]Smetterò solo quando tutti saranno liberi dalla tirannia dei ranger di Harbourtown![/shake]", + "VIN_PART2_VIN3": "Forza, combattimi! Uno contro uno!", + "VIN_PART2_VIN4": "Eh eh, non mi prenderai mai. E non mi arrenderò mai!", + "VIN_PART3_VIN1.m": "Oh, ma guarda... [pause]I ranger hanno mandato di nuovo il loro [wave amp=30 freq=10]fedele scagnozzo[/wave] a darmi la caccia!", + "VIN_PART3_VIN1_OPTION1": "Ehi! Io mi chiamo {player}!", + "VIN_PART3_VIN1.f": "Oh, ma guarda... [pause]I ranger hanno mandato di nuovo il loro [wave amp=30 freq=10]fedele scagnozzo[/wave] a darmi la caccia!", + "VIN_PART3_VIN1.n": "Oh, ma guarda... [pause]I ranger hanno mandato di nuovo il loro [wave amp=30 freq=10]fedele scagnozzo[/wave] a darmi la caccia!", + "VIN_PART3_VIN2": "...", + "VIN_PART3_FELIX5": "Aspetta, quindi questo ladro è in quella strana setta?", + "VIN_PART3_VIN3": "Allora sei...", + "VIN_PART3_VIN4.f": "Sei la spietata [wave amp=30 freq=10]assassina di dei[/wave] che ha provocato questo pasticcio! Sei tu che hai abbandonato Fratello Cooper alla morte!", + "VIN_PART3_VIN4.n": "Sei lə spietatə [wave amp=30 freq=10]assassinə di dei[/wave] che ha provocato questo pasticcio! Sei tu che hai abbandonato Fratello Cooper alla morte!", + "VIN_PART3_VIN4.m": "Sei lo spietato [wave amp=30 freq=10]assassino di dei[/wave] che ha provocato questo pasticcio! Sei tu che hai abbandonato Fratello Cooper alla morte!", + "VIN_PART3_VIN4_OPTION1.n": "Assassinə di dei?", + "VIN_PART3_VIN4_OPTION1.f": "Assassina di dei?", + "VIN_PART3_VIN4_OPTION1.m": "Assassino di dei?", + "VIN_PART3_MEREDITH5": "È in una setta, {player}. Dev'essere arrabbiato per quel Cordemonio che hai pestato con Kayleigh.", + "VIN_PART3_VIN4_OPTION2": "Non ho fatto nulla di tutto questo!", + "VIN_PART3_KAYLEIGH5": "Sei con i Figli del Cordoglio?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]Penso che non abbia ben chiaro che cosa hai fatto qui a Nuova Wirral, {player}…[/wave]", + "VIN_PART3_EUGENE5": "Ehi! Sarebbero morti in molti oltre a Dorian se non fosse stato per {player}!", + "VIN_PART3_VIOLA5": "Non sai ciò che dici, ladro!", + "VIN_PART3_VIN6.f": "Basta parlare! Vieni qui e combatti con me, codarda!", + "VIN_PART3_VIN6.m": "Basta parlare! Vieni qui e combatti con me, codardo!", + "VIN_PART3_VIN7": "Quando il nostro capo è stato [wave amp=30 freq=10]crudelmente assassinato[/wave], voi ranger avete subito iniziato a cercare di \\\"offrirci aiuto\\\". Certo, come no.", + "VIN_PART3_VIN6.n": "Basta parlare! Vieni qui e combatti con me, codardə!", + "VIN_PART3_VIN8.f": "Cosa importa che sia stato [wave amp=30 freq=10]uno di loro[/wave] a causare tutto questo disastro!", + "VIN_PART3_KAYLEIGH9": "Non hai capito proprio niente. [pause]È Dorian il responsabile di quello che chiami disastro!", + "VIN_PART3_VIN8.m": "Cosa importa che sia stato [wave amp=30 freq=10]uno di loro[/wave] a causare tutto questo disastro!", + "VIN_PART3_VIN10": "I nastri vuoti e gli adesivi che sto rubando... saranno per la nostra resistenza!", + "VIN_PART4_JACQUELINE11": "Per niente. La morte di Dorian è stata un risveglio per me.", + "VIN_PART4_VIN1": "Lasciami...", + "VIN_PART4_VIN2": "Uuh...", + "VIN_PART4_VIN3": "Quella cosa mi ha teso un'imboscata...", + "VIN_PART4_VIN4": "Perché... [pause]lo hai fatto, {player}?", + "VIN_PART4_VIN5_OPTION1": "Ti sbagli!", + "VIN_PART4_VIN5.n": "Avresti potuto lasciarmi a marcire come Fratello Cooper, e ti saresti liberatə del tuo [wave amp=30 freq=10]problema con i ladri[/wave] una volta per tutte.", + "VIN_PART4_VIN5.f": "Avresti potuto lasciarmi a marcire come Fratello Cooper, e ti saresti liberata del tuo [wave amp=30 freq=10]problema con i ladri[/wave] una volta per tutte.", + "VIN_PART4_VIN5.m": "Avresti potuto lasciarmi a marcire come Fratello Cooper, e ti saresti liberato del tuo [wave amp=30 freq=10]problema con i ladri[/wave] una volta per tutte.", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Vin?![/shake] [pause]Ci sei tu dietro tutto questo?", + "VIN_PART4_VIN5_OPTION2": "Non ho lasciato Dorian a morire!", + "VIN_PART4_JACQUELINE7": "Quando Ianthe mi ha detto che qualcuno rubava le scorte dei ranger messe da parte per la comune, non credevo proprio che fossi tu!", + "VIN_PART4_VIN8": "Messe...[pause] da parte...[pause] per la comune?[pause] La nostra comune?", + "VIN_PART4_JACQUELINE9": "Sì, razza di idiota!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]Harbourtown offre un nuovo inizio a tutti: lo so per esperienza![/wave]", + "VIN_PART4_VIN10": "Ma i ranger... Hanno preso il controllo, giusto? Ti hanno costretta,[pause] o qualcosa del genere?", + "VIN_PART4_JACQUELINE15": "Ho cercato aiuto per la comune e Ianthe è stata così gentile da fornirlo.", + "VIN_PART4_JACQUELINE13": "Solo guardando indietro riconosco le cose per come erano veramente.", + "VIN_PART4_JACQUELINE12": "Quando era con noi, quando era [wave amp=30 freq=10]al comando[/wave]... era come se fossi sotto un incantesimo. Non riuscivo a comprendere ciò che accadeva intorno a me.", + "VIN_PART4_KAYLEIGH14": "Jacqueline...", + "VIN_PART4_JACQUELINE16": "Sai, ormai staremmo morendo di fame se non fosse stato per il suo aiuto. Dorian ci ha fatto dissodare il nostro orto per arrivare a quell'Arcangelo!", + "VIN_PART4_VIN17": "...", + "VIN_PART4_JACQUELINE18": "Dai, ora ti portiamo a casa, così puoi riposarti.", + "VIN_PART4_JACQUELINE19": "{player}, [pause]mi dispiace tanto.", + "VIN_PART4_JACQUELINE20": "Conosco Vin da quando è arrivato a Nuova Wirral. Le sue intenzioni sono buone, è solo...[pause] orribilmente disinformato.", + "VIN_PART4_JACQUELINE21": "Convocherò una riunione plenaria della comune e metterò tutto a posto. Non si ripeterà.", + "VIN_PART4_JACQUELINE22": "Per favore, fai sapere a Ianthe quanto sono grata di avere il suo sostegno.", + "VIN_PART5_VIN1": "Ehi, {player}.", + "VIN_PART5_VIN2": "Quando mi hai salvato da quella Fusione fuori controllo, mi sono trovato a rimettere in discussione tutto.", + "VIN_PART5_VIN3": "Mi dispiace degli errori che ho commesso, ma... [pause]alla fin fine, l'ho fatto per sostenere la mia comunità.", + "VIN_PART5_VIN4": "Mi sono unito ai ranger per fare proprio questo! E per rimediare ai miei errori, certo.", + "VIN_PART5_KAYLEIGH5": "Magnifico! [pause]Sono felice che tu stia dando una svolta alla tua vita, Vin!", + "VIN_PART5_EUGENE5": "Sembra che tu abbia trovato la tua causa personale. Lo rispetto.", + "VIN_PART5_MEREDITH5": "Sì, sembra che tu abbia molto lavoro da fare, bello.", + "VIN_PART5_FELIX5": "Sono felice di vedere che hai cambiato rotta.", + "VIN_PART5_VIN6": "E ora devo sfidarti per il tuo timbro! [pause]Forza, affrontami [wave amp=30 freq=10]uno contro uno[/wave], {player}!", + "VIN_PART5_VIOLA5": "Tutto è bene quel che finisce bene.", + "VIN_PART5_VIN7_OPTION1": "Proprio così!", + "VIN_PART5_VIN7": "Accidenti... Non ti trattieni nemmeno contro gli amici, eh?", + "VIN_PART5_VIN7_OPTION2": "Credo nel concetto di \\\"amore severo\\\".", + "VIN_PART5_VIN8": "Meno male che ci sono ancora altri 12 capitani da cui posso ottenere i timbri.", + "VIN_PART5_VIN9": "La prossima volta che mi incontrerai sarò ufficialmente un ranger, {player}!", + "VIN_TOWN_HALL_INTERACT1.m": "Ehi, capitano! Quale pensi sia più forte: Artillerex o Gearyu? Non riesco a decidere.", + "VIN_TOWN_HALL_INTERACT1.f": "Ehi, capitana! Quale pensi sia più forte: Artillerex o Gearyu? Non riesco a decidere.", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti aspettavi di trovare qui i tuoi due protetti, vero, capitano?", + "VIN_TOWN_HALL_INTERACT1.n": "Ehi, capitanə! Quale pensi sia più forte: Artillerex o Gearyu? Non riesco a decidere.", + "VIN_AND_FRANKIE_FRANKIE5": "Puppercut, il mio cucciolo, è scappato!", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]Non avrei mai pensato che quei due sarebbero diventati amici![/wave]", + "VIN_AND_FRANKIE_VIN2": "Ehi, {player}! Ho finalmente completato l'addestramento e ora sono un ranger ufficiale!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti aspettavi di trovare qui i tuoi due protetti, vero, capitana?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Eh eh eh![/wave] [pause]Scommetto che non ti aspettavi di trovare qui i tuoi due protetti, vero, capitanə?", + "VIN_AND_FRANKIE_KAYLEIGH3": "Non avrei mai pensato che questi due sarebbero diventati amici!", + "VIN_AND_FRANKIE_MEREDITH3": "Questi due hanno fatto amicizia? Beh, ha un suo senso.", + "VIN_AND_FRANKIE_EUGENE3": "Eh eh. E così, ora questi due sono amici?", + "VIN_AND_FRANKIE_VIOLA3": "Non avrei mai potuto immaginare un'amicizia tra due individui talmente diversi!", + "VIN_AND_FRANKIE_FELIX3": "Non mi ero reso conto che voi due vi conosceste! Beh, dopotutto l'isola è piccola.", + "VIN_AND_FRANKIE_FRANKIE4": "Uhm, anch'io ho delle novità.", + "VIN_AND_FRANKIE_FRANKIE6": "La capitana Cybil dice che i mostri selvaggi non sono buoni animali domestici, ma... [pause]sono sicura che sia stata la fanfiction che ho scritto su di lui.", + "VIN_AND_FRANKIE_FRANKIE7": "Ma non c'è da preoccuparsi! Al mio nuovo [wave amp=30 freq=10]migliore amico[/wave] Vin non dispiace!", + "VIN_AND_FRANKIE_VIN8": "Che cos'è una fanfiction, {player}? Lei non vuole dirmelo...", + "VIN_AND_FRANKIE_FRANKIE9": "AAAH!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Non ora.", + "VIN_AND_FRANKIE_FRANKIE10.m": "Esigo la rivincita, capitano! Io e Vin contro te e {partner}! Che ne dici?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Certo!", + "VIN_AND_FRANKIE_FRANKIE10.n": "Esigo la rivincita, capitanə! Io e Vin contro te e {partner}! Che ne dici?", + "VIN_AND_FRANKIE_FRANKIE10.f": "Esigo la rivincita, capitana! Io e Vin contro te e {partner}! Che ne dici?", + "VIN_AND_FRANKIE_FRANKIE11": "Aah... [pause]Non un'altra volta!", + "VIN_AND_FRANKIE_VIN12": "Su col morale, Frankie. Non possiamo vincere sempre.", + "VIN_AND_FRANKIE_VIN13": "{player}, è stato solo quando mi sono fuso con Frankie che mi sono reso conto che affidarsi agli altri non è una debolezza.", + "VIN_AND_FRANKIE_VIN14": "Quando uniamo i nostri sforzi, siamo più della somma delle parti. [pause]È questa la cosa importante, dico bene?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]E COSÌ L'EROINA CORAGGIOSA AIUTA L\\'ANTI-EROE NEL SUO ARCO NARRATIVO DI REDENZIONE CON IL POTERE DELL\\'AMORE![/wave]", + "VIN_AND_FRANKIE_VIN16": "Aspetta... [pause]Ma che...", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Eh eh eh![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "Ci si vede, {player}!", + "POWER_STATION_WALLACE1.m": "È tutto pronto per te, lì dentro.", + "POWER_STATION_WALLACE1.f": "È tutto pronto per te, lì dentro.", + "POWER_STATION_WALLACE1.n": "È tutto pronto per te, lì dentro.", + "POWER_STATION_DREADFUL1": "Ehi, rallenta!", + "POWER_STATION_DREADFUL4": "Che dite, vogliamo mostrargli di che pasta siamo fatti?", + "POWER_STATION_DREADFUL2": "Questo è il mio territorio, {player}! Se ci sarà un po' di baruffa dalle mie parti, non voglio essere lasciata all\\'oscuro.", + "POWER_STATION_DREADFUL7_OPTION1": "Facciamolo!", + "POWER_STATION_DREADFUL3": "Tenetevi stretto il pizzo delle mutandine, signore e signori: qui c'è un gran brutto bestione!", + "POWER_STATION_DREADFUL5": "È stato un vero e proprio putiferio! Voi date un'occhiata in giro: ho bisogno di riprendere fiato.", + "POWER_STATION_DREADFUL6": "Date un'occhiata in giro, io ho bisogno di riprendere fiato.", + "POWER_STATION_DREADFUL7.m": "{player}, ne sei assolutamente sicuro?", + "POWER_STATION_DREADFUL7.f": "{player}, ne sei assolutamente sicura?", + "POWER_STATION_DREADFUL7_OPTION2": "Aspettiamo.", + "POWER_STATION_NOTE1": "\\\"10/10/1957 04:00\\nSono rimasto sveglio tutta la notte con la dott. Aegle e la dott. Aetheria per progettare nuovi esperimenti da eseguire nel reattore a fusione. Ci siamo lasciati trasportare e abbiamo perso la cognizione del tempo: per qualche istante ci siamo sentiti come se fossimo un'unica entità concentrata sul reattore!\\\"", + "POWER_STATION_DREADFUL7.n": "{player}, ne sei assolutamente sicurə?", + "POWER_STATION_NOTE3": "\\\"10/10/1957 07:00\\nUn essere che si fa chiamare 'Helia\\' è emerso dal reattore! Le termocoppie hanno registrato immediatamente un calo della temperatura interna, perciò... penso che ora sia di nuovo sicuro. \\'Helia\\' sembra una specie di diagramma di un atomo di elio, con i due anelli che rappresentano le orbite degli elettroni...\\\"", + "POWER_STATION_NOTE2": "\\\"10/10/1957 05:15\\nSta succedendo qualcosa di strano nel reattore: la temperatura nel nocciolo continua a salire! Abbiamo acceso le ventole di raffreddamento per aumentare il flusso d'aria, ma non è servito! Se continua così, siamo fritti, letteralmente!\\\"", + "POWER_STATION_NOTE5": "\\\"11/10/1957 03:05\\nAbbiamo seguito i suggerimenti di Helia per combinare Crancolosso, Mambanonimo, Malabardo e OMISSIS, che il Ministero dell'Approvvigionamento ci ha procurato da uno zoo locale. Helia sembra insoddisfatta del risultato. Non era questo quello che voleva? Avremmo dovuto usare animali vivi?\\\"", + "POWER_STATION_NOTE4": "\\\"10/10/1957 07:30\\n'Helia\\' ci dice che in qualche modo l\\'abbiamo creata, o forse l\\'abbiamo evocata? Ora sta spiegando come rendere efficiente il nostro reattore. E poi ci vuole parlare di altri tipi di fusione... Quali altri tipi?!\\\"", + "POWER_STATION_NOTE6": "\\\"11/10/1957 08:00\\nChe cosa abbiamo fatto?! La fusione instabile è fuori controllo! Continua a duplicarsi!! Il Ministero ha isolato l'edificio per contenerla, e io sono chiuso dentro! MerLinea aiutami tu!\\\"", + "POWER_STATION_HELIA_HELIA1": "AH, GRAZIE PER AVER SGOMBERATO GLI ESPERIMENTI FALLITI DEI MIEI PROGENITORI.", + "POWER_STATION_HELIA_HELIA2": "QUELLE FUSIONI INSTABILI SONO DAVVERO FASTIDIOSE DA ELIMINARE UNA VOLTA CHE INIZIANO A REPLICARSI.", + "POWER_STATION_HELIA_HELIA3": "COSA TI PORTA QUI, {player.to_upper}?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "Mi conosci?", + "POWER_STATION_HELIA_HELIA4": "TI CONOSCO, E PIUTTOSTO BENE. QUANTE FUSIONI HAI ESEGUITO ORMAI?\\n\\nOVUNQUE C'E\\' FUSIONE, LÌ CI SONO ANCH\\'IO.", + "POWER_STATION_HELIA_HELIA5": "IO SONO HELIA, IL PROCESSO DI FUSIONE.", + "POWER_STATION_HELIA_KAYLEIGH6": "Quindi stai creando tu le Fusioni fuori controllo?", + "POWER_STATION_HELIA_MEREDITH6": "Oh. C'è davvero qualcuno dietro le Fusioni fuori controllo!", + "POWER_STATION_HELIA_EUGENE6": "Sei responsabile delle Fusioni fuori controllo?", + "POWER_STATION_HELIA_FELIX6": "E così, le Fusioni fuori controllo...", + "POWER_STATION_HELIA_VIOLA6": "Dunque sei tu a istigare quelle creature, le Fusioni fuori controllo!", + "POWER_STATION_HELIA_DOG6": "Grr...", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]Sei tu… ad aver creato le Fusioni fuori controllo?[/wave]", + "POWER_STATION_HELIA_HELIA7": "\\\"FUSIONI FUORI CONTROLLO\\\"?\\n[pause]\\nAH, SÌ.[pause] GLI STABILI.[pause] QUELLE MERAVIGLIOSE BESTIE SONO OPERA MIA.", + "POWER_STATION_HELIA_HELIA8": "ORA HO CAPITO PERCHÉ SIETE QUI. SENTO IL POTENZIALE DI FUSIONE AUMENTARE IN ENTRAMBI, IL CHE DEVE SIGNIFICARE...", + "POWER_STATION_HELIA_HELIA11": "NON VI SERVE A NULLA TERMINARE LA FUSIONE. NON VEDETE?", + "POWER_STATION_HELIA_HELIA9": "CHE SIETE QUI PER COMBATTERE, VERO?", + "POWER_STATION_HELIA_HELIA10": "DIREI CHE COSÌ PUÒ BASTARE.", + "POWER_STATION_HELIA_HELIA13": "IO FORMO LA VITA. QUANDO GLI ATOMI MORTI SI UNISCONO PER FORMARE CELLULE VIVENTI, ANCHE QUESTA È UNA FUSIONE.\\n\\nQUANDO LE SINGOLE CELLULE SI UNISCONO PER CREARE FORME DI VITA MULTICELLULARI INTELLIGENTI, IO SONO LÌ.", + "POWER_STATION_HELIA_HELIA12": "IO SOSTENGO LA VITA. LE PIANTE A CUI VI AFFIDATE PER SOPRAVVIVERE TRAGGONO LA LORO ENERGIA DALLA FUSIONE NUCLEARE NEL CUORE DELLA VOSTRA STELLA.", + "POWER_STATION_HELIA_HELIA14": "SENZA DI ME, SENZA LA FUSIONE, NON CI SAREBBE VITA.", + "POWER_STATION_HELIA_KAYLEIGH15": "Le tue \\\"meravigliose bestie\\\" mettono in pericolo Harbourtown!", + "POWER_STATION_HELIA_EUGENE15": "Ma dai! Possiamo cavarcela benissimo senza le tue \\\"meravigliose bestie\\\".", + "POWER_STATION_HELIA_MEREDITH15": "Spiace dirtelo, ma le tue \\\"meravigliose bestie\\\" stanno facendo del male alla gente.", + "POWER_STATION_HELIA_FELIX15": "Almeno, puoi smettere di fare altre \\\"meravigliose bestie\\\"?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]Il problema è che… le tue \\\"meravigliose bestie\\\" mettono in pericolo le persone…[/wave]", + "POWER_STATION_HELIA_VIOLA15": "Conosco la \\\"fusione\\\" di Nuova Wirral, ma che sono tutte queste farneticazioni su stelle e... cellule?", + "POWER_STATION_HELIA_HELIA16": "COME HO DETTO, IO SONO IL PROCESSO DELLA FUSIONE.\\n\\nNON SONO LA CAUSA.", + "PARTNER_INTERACT_M_E1_EUGENE5": "E cosa hai detto [wave amp=30 freq=10]dopo[/wave] di quello?", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, QUANDO TI FONDI CON {partner.to_upper}, NON È PERCHÉ TI DICO DI FARLO.\\n\\nIO SONO SEMPLICEMENTE IL MEZZO.", + "POWER_STATION_HELIA_HELIA18": "NON DATE COLPA ALLA MORTE QUANDO C'È UN OMICIDIO.", + "POWER_STATION_HELIA_HELIA18_OPTION1": "Allora a chi diamo la colpa?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "Spiegati un po' meglio...", + "POWER_STATION_HELIA_HELIA19": "IN DEFINITIVA, LA CAUSA DELLE \\\"FUSIONI FUORI CONTROLLO\\\" È L'ENTITÀ CHE ATTIRA SENZA SOSTA I DETRITI DI ALTRI MONDI IN QUESTA TERRA.\\n[pause]\\nÈ QUELLA CHE HA PORTATO QUI ME, E VOI, E TUTTI GLI ALTRI UMANI.", + "POWER_STATION_HELIA_HELIA20": "LA MERLINEA. CIÒ CHE È SOTTO.", + "POWER_STATION_HELIA_KAYLEIGH21": "La MerLinea? Non mi piace, {player}...", + "POWER_STATION_HELIA_MEREDITH21.f": "Mi sa che contro la MerLinea siamo messi male, bella.", + "POWER_STATION_HELIA_MEREDITH21.m": "Mi sa che contro la MerLinea siamo messi male, bello.", + "POWER_STATION_HELIA_MEREDITH21.n": "Mi sa che contro la MerLinea siamo messi male, bellə.", + "POWER_STATION_HELIA_EUGENE21": "Bene! Andiamo a prendere a pugni qualche treno!", + "POWER_STATION_HELIA_FELIX21": "Oh. C'è la ferrovia dietro tutto questo?", + "POWER_STATION_HELIA_VIOLA21": "Non saremo certo sconfitti da un semplice labirinto, {player}!", + "POWER_STATION_HELIA_DOG21": "Grr...", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]La MerLinea?! Non si mette bene, {player}…[/wave]", + "POWER_STATION_HELIA_HELIA27": "VI RACCOMANDO DI FARE ATTENZIONE ALLA VOLONTÀ CHE MANIFESTATE.\\n\\nALEPH PUÒ ANCORA TORNARE.", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "Andiamo a conoscere la MerLinea.", + "POWER_STATION_HELIA_HELIA22": "UN'ULTIMA COSA PRIMA DI PARTIRE, {player.to_upper}.\\n\\nAVETE MANIFESTATO LO SPIRITO DELLA RIBELLIONE, MORGANTE, QUANDO AVETE COMBATTUTO CONTRO ALEPH, NON È VERO?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "Finalmente una risposta diretta.", + "POWER_STATION_HELIA_DREADFUL29": "Buona fortuna con la MerLinea, {player}. Questa volta però io salto.", + "POWER_STATION_HELIA_HELIA22_OPTION1": "Sì, perché?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "Sì, è così.", + "POWER_STATION_HELIA_HELIA23": "LA SPADA CHE IMPUGNI È A DOPPIO TAGLIO.", + "POWER_STATION_HELIA_HELIA24": "DELLA FUSIONE, O DI QUALSIASI LAVORO SVOLTO DA UN GRUPPO VERSO UN UNICO SCOPO, SI PUÒ DIRE CHE \\\"IL TUTTO È MAGGIORE DELLA SOMMA DELLE PARTI\\\".", + "POWER_STATION_HELIA_HELIA26": "DURANTE LA NOSTRA BATTAGLIA, HO AVVERTITO IL SEME DELLA CONQUISTA NEL VOSTRO CUORE.", + "POWER_STATION_HELIA_HELIA25": "LA DIFFERENZA TRA IL TUTTO E LA SOMMA DELLE PARTI È L'EGREGORE, O \\\"ARCANGELO\\\".\\n\\nGLI EGREGORI SONO PICCOLI E DEBOLI ALL\\'INIZIO, MA SE SI PROIETTA SU DI LORO UNA VOLONTÀ SUFFICIENTE POSSONO MANIFESTARSI INDIPENDENTEMENTE, ESERCITARE POTERE, PRENDERE IL CONTROLLO.", + "POWER_STATION_HELIA_DREADFUL28": "Beh, che roba! [pause]Farò meglio a riferire tutto questo a Ianthe.", + "MERLINE_MEETING_MAGIKRAB1A": "{player}, la MerLinea ti aspetta. Per favore, vieni con me al Binario A.", + "POWER_STATION_HELIA_DREADFUL30": "Uhm... [pause]Chissà se \\\"Helia\\\" ha avuto qualcosa a che fare con l'incendio che ha bruciato Nuova Londra tanti anni fa...", + "MERLINE_MEETING_MAGIKRAB2": "Ora la MerLinea parlerà attraverso di me.", + "MERLINE_MEETING_MAGIKRAB1B": "{player}, la MerLinea ti aspetta. Per favore, vieni con me al Binario A della stazione di Harbourtown.", + "MERLINE_MEETING_MAGIKRAB3.m": "Considerati molto fortunato {player}! Non si manifesta spesso su questo pia...", + "MERLINE_MEETING_MAGIKRAB3.n": "Considerati molto fortunatə {player}! Non si manifesta spesso su questo pia...", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}, LA MERLINEA DESIDERA RINGRAZIARTI PER IL TUO CONTRIBUTO NELLO SCONFIGGERE IL SUO ALLIEVO IRREQUIETO, ALEPH.", + "MERLINE_MEETING_MAGIKRAB3.f": "Considerati molto fortunata {player}! Non si manifesta spesso su questo pia...", + "MERLINE_MEETING_MERLINE5": "L'UMANITÀ STA PER AFFRONTARE UNA SFIDA DI PROPORZIONI SENZA PRECEDENTI, IL CUI ESITO NON È ANCORA CERTO.", + "MERLINE_MEETING_MERLINE6": "LA MERLINEA ERA CURIOSA DI VEDERE SE LA NATURA BELLICOSA DELLA TUA SPECIE POTESSE ESSERE VINTA.", + "MERLINE_MEETING_MERLINE7": "SCONFIGGENDO ALEPH, MANIFESTAZIONE DELLA CONQUISTA, HAI SVOLTO IL TUO RUOLO NEL RITUALE. ORA PUOI ANDARE.", + "MERLINE_MEETING_MERLINE7_OPTION1": "Abbiamo avuto un aiuto da Morgante.", + "MERLINE_MEETING_MERLINE7_OPTION2": "Morgante...", + "MERLINE_MEETING_MERLINE8": "AH SÌ, MORGANTE. L'ANTICA AMATA DI ALEPH.", + "MERLINE_MEETING_KEYLEIGH9": "L'amata di Aleph?", + "MERLINE_MEETING_VIOLA9": "...", + "MERLINE_MEETING_MEREDITH9": "Uhm... L'amata di Aleph?", + "MERLINE_MEETING_EUGENE9": "Cosa?!", + "MERLINE_MEETING_FELIX9": "È l'amata di Aleph?", + "MERLINE_MEETING_MERLINE11": "COS'È LO SPIRITO DI RIBELLIONE SENZA UNA FORZA CONTRO CUI RIBELLARSI? COS\\'È IL RE DELLA CONQUISTA SENZA QUALCUNO DA CONQUISTARE?", + "MERLINE_MEETING_MERLINE10": "RIBELLIONE E CONQUISTA NON SONO SEMPRE NEMICI.", + "MERLINE_MEETING_MERLINE14": "CHE MORGANTE SI SIA MANIFESTATA DURANTE LA BATTAGLIA CONTRO ALEPH NON SMINUISCE LA PARTE CHE HAI AVUTO NELLO SCONFIGGERLO.", + "MERLINE_MEETING_MERLINE13": "HANNO AVUTO ANCHE UN FIGLIO, LO SAPEVI?", + "MERLINE_MEETING_MERLINE12": "IL RE ROSSO E LA REGINA BIANCA SONO INTRAPPOLATI IN UN CICLO ETERNO DI MORTE E RINASCITA, DI OPPOSIZIONE E UNITÀ. SONO IL MOTORE CHE FA GIRARE LA RUOTA DELLA STORIA UMANA.", + "MERLINE_MEETING_MERLINE15": "ANZI, LA AMPLIFICA. È STATA LA TUA VOLONTÀ A INVOCARLA, IMPEDENDO COSÌ IL RITORNO DI ALEPH AL COSMO MAGGIORE.", + "MERLINE_MEETING_MERLINE16_OPTION1": "Devi fermare le Fusioni fuori controllo!", + "MERLINE_MEETING_MERLINE16": "DI' CIÒ CHE PENSI, {player.to_upper}. LA MERLINEA SA CHE HAI QUALCOSA DA CHIEDERE.", + "MERLINE_MEETING_MERLINE17": "LA MERLINEA POTREBBE FERMARE LE \\\"FUSIONI FUORI CONTROLLO\\\".", + "MERLINE_MEETING_MERLINE18": "TUTTAVIA, NON SAREBBE CORRETTO PRIVARE ALTRI DELLE STESSE OCCASIONI CHE HAI AVUTO TU, {player.to_upper}.", + "MERLINE_MEETING_MERLINE21": "È LÌ CHE SERVONO LA VOSTRA PRESENZA E IL VOSTRO SPIRITO DI RIBELLIONE.", + "MERLINE_MEETING_MERLINE20": "È ORMAI SUONATA L'ORA CHE VOI TORNIATE AI VOSTRI MONDI, {player.to_upper} E {partner.to_upper}.", + "MERLINE_MEETING_MERLINE19": "LA VOSTRA SPECIE DEVE AFFRONTARE SITUAZIONI DI VITA E DI MORTE PER CRESCERE IN QUALITÀ, OLTRE CHE IN QUANTITÀ.", + "MERLINE_MEETING_MAGIKRAB23": "Ehm, cosa stavamo facendo? È come se gli ultimi minuti mi fossero svaniti dalla mente.", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "La MerLinea ha parlato attraverso di te.", + "MERLINE_MEETING_MAGIKRAB22": "Oh. {player}.", + "MERLINE_MEETING_MAGIKRAB24.m": "Considerati molto fortunato {player}! Non si manifesta spesso su questo piano!", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Ehi, [pause]ho una domanda per te, Felix! So che disegni fumetti, ma disegni anche tatuaggi?", + "MERLINE_MEETING_KAYLEIGH25": "Uhm. Forse Ianthe saprà cosa fare.", + "MERLINE_MEETING_MAGIKRAB24.f": "Considerati molto fortunata {player}! Non si manifesta spesso su questo piano!", + "MERLINE_MEETING_MAGIKRAB24.n": "Considerati molto fortunatə {player}! Non si manifesta spesso su questo piano!", + "MERLINE_MEETING_MEREDITH25": "Non è andata come mi aspettavo.", + "MERLINE_MEETING_EUGENE25": "Beh, forse è meglio non dover affrontare questo scontro. Sai cosa ha detto Helia su Aleph...", + "MERLINE_MEETING_FELIX25": "Pensi che stia dicendo la verità? Sul fatto che i nostri mondi hanno bisogno di noi?", + "MERLINE_MEETING_VIOLA25": "Forse questa \\\"MerLine\\\" dice il vero.", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]Non capisco: a cosa serve la MerLinea? È senz'altro più potente di qualsiasi essere umano… Strano…[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "Sui telefoni? [pause]La chiami e ci parli?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "Davvero non capisco.", + "PARTNER_INTERACT_K_M1_MEREDITH2": "Cos'è questa \\\"inter net\\\"? [pause]A metà degli abitanti di Harbourtown manca così tanto che gli viene da piangere!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Beh, hai presente, [pause]Internet? [pause]Tipo sui computer o sui telefoni?", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Che anno era nel tuo mondo prima che venissi qui, [pause]Meredith?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "1989. Perché me lo chiedi?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Oh! [pause]Ok. Vedo che forse siamo un po' fuori sincronia.", + "PARTNER_INTERACT_K_E1_EUGENE2": "Non è niente di personale. [pause]È solo che sono un cane sciolto. [pause]Un lupo solitario. [pause]Non riesco a stare in un'organizzazione che può tenermi alla catena.", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "Non ti capisco, Eugene. [pause]A te piace tutta questa roba del tipo \\\"salvare la comunità\\\", [pause]ma non vuoi unirti ai ranger insieme a me?", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Non credo sia per questo. [pause]Credo che tu abbia paura di non superare il test di ingresso!", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]N-No, non è vero![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "Non l'ho mai fatto! [pause]Ne vorresti uno?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Uhm. [pause]In teoria, l'idea di farmi un tatuaggio mi attira.", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Ma in pratica, [pause]credo proprio di essere troppo indecisa. [pause]Non potrei mai prendere una decisione così permanente.", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, devo chiedertelo...", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Dove hai preso quella giacca a gilet? [pause]Non ho mai visto niente di simile a Nuova Wirral prima d'ora!", + "PARTNER_INTERACT_K_V1_VIOLA3": "Quando le onde m'hanno posata sulla sabbia di quest\\'isola solitaria, [pause]ho trovato la vecchia giubba d\\'un soldato gettata sulla spiaggia.", + "PARTNER_INTERACT_K_V1_VIOLA4": "Il taglio delle maniche mi era scomodo, [pause]perciò le ho semplicemente tolte.", + "PARTNER_INTERACT_K_V1_VIOLA5": "Devo dire che mi ci sono piuttosto affezionata.", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Stai una favola... Ho decisamente una cotta per te, in questo momento.", + "PARTNER_INTERACT_K_V1_VIOLA7": "Mi stai confessando il tuo amore eterno, [pause]mia cara Kayleigh?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Ehi, [pause]non è così facile conquistarmi!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "Avevo qualche riparazione da fare al negozio, [pause]ma per ora diciamo che me la svicolo.", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]Dov'è il mio bravo cagnolino? Eccolo qua! Bravo, lui![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "Bau bau!", + "PARTNER_INTERACT_M_E1_EUGENE2": "Bravo! [pause]Certe volte bisogna proprio prendersi una pausa!", + "PARTNER_INTERACT_M_E1_EUGENE3": "...[pause][pause]Aspetta, [pause]cos'hai appena detto?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "Uhm, [pause]ho detto che avevo delle riparazioni da fare?", + "PARTNER_INTERACT_M_E1_EUGENE7": "È un'espressione? [pause]\\\"Svicolare\\\" qualcosa?", + "PARTNER_INTERACT_M_E1_MEREDITH6": "Che me la svicolo?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "Oh, [pause]beh, [pause]sì. [pause]Cioè, se vuoi saltare qualcosa che devi fare, o se non vuoi andare in un certo posto, te la \\\"svicoli\\\".", + "PARTNER_INTERACT_M_E1_EUGENE9": "Ok, ho capito. [pause]Accoglierò il tuo strano gergo con mente aperta.", + "PARTNER_INTERACT_M_E1_MEREDITH10": "Credo che mi svicolerò da tutta questa conversazione.", + "PARTNER_INTERACT_M_F1_FELIX2": "Sì! [pause]Cosa ascoltavi nel tuo mondo?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "I miei gusti musicali, dici?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "Non è facile rispondere. [pause]Mi piacciono le band in cui tutti i membri si odiano tra loro.", + "PARTNER_INTERACT_M_F1_MEREDITH5": "Sono una persona molto specifica.", + "PARTNER_INTERACT_M_V1_VIOLA1": "Devo confessare, [pause]mia cara Meredith, [pause]che lo stile con cui ti abbigli è diverso da chiunque abbia mai veduto, [pause]nella mia terra o in questa.", + "PARTNER_INTERACT_M_F1_FELIX4": "Sono gusti molto specifici.", + "PARTNER_INTERACT_M_D1_DOG1": "Bau!", + "PARTNER_INTERACT_M_V1_VIOLA3": "Non intendo certo insultarti. [pause]Sembri indifferente ad allinearti all'aspetto di chi ti circonda. [pause]È segno di una profonda fiducia in se stessi.", + "PARTNER_INTERACT_M_V1_MEREDITH2": "Non capisco bene se è un complimento o no.", + "PARTNER_INTERACT_M_V1_VIOLA4": "Questo ti rende piuttosto ammirevole ai miei occhi, [pause]mia cara Meredith!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "Uh, [pause]grazie, bella.", + "PARTNER_INTERACT_M_D1_MEREDITH2": "Ti piacciono i grattini sulla pancia, [pause]eh?", + "PARTNER_INTERACT_E_F1_FELIX2": "Più o meno. [pause]Non solo per questo, [pause]però. [pause]Se fossi andato a lavorare da qualche altra parte, avrei solo trovato un [wave amp=30 freq=10]altro[/wave] capo che mi dava ordini.", + "PARTNER_INTERACT_E_F1_EUGENE1": "E così, hai lasciato il tuo lavoro [pause]perché i tuoi capi continuavano a fregarti?", + "PARTNER_INTERACT_E_F1_FELIX3": "L'unico modo per spezzare il ciclo era lavorare in proprio. [pause]Basta capi.", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Sì![/shake] [pause]Questo è lo spirito! [pause]Niente più capi: vivi come vuoi tu, [pause]amico!", + "PARTNER_INTERACT_E_F1_FELIX5": "Però, ultimamente, la mia carriera si è un po' piantata. [pause][pause]Credo che sia successo dopo che sono caduto attraverso lo spaziotempo e mi sono trovato a vivere sull\\'isola dei mostri.", + "PARTNER_INTERACT_E_V1_EUGENE1": "Quindi sei finita a Nuova Wirral dopo aver fatto naufragio durante una tempesta, [pause]giusto?", + "PARTNER_INTERACT_E_F1_EUGENE6": "Capita anche ai migliori!", + "PARTNER_INTERACT_E_V1_VIOLA2": "Si, [pause]è corretto.", + "PARTNER_INTERACT_E_V1_EUGENE3": "E stai cercando tuo fratello gemello, Sebastian...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Hai un bel posticino qui, bello. Un po' scialbo, magari, ma non giudico.", + "PARTNER_INTERACT_E_V1_EUGENE4": "Mi sembra una storia davvero familiare, ma non so perché. [pause]Sei famosa? [pause]Ci siamo già incontrati?", + "PARTNER_INTERACT_E_V1_VIOLA5": "Posso assicurarti che non godo di alcuna notorietà o interesse. [pause]Quanto a un nostro incontro negli anni passati... [pause]Sono certa che ricorderei uno spirito così vivace, [pause]Eugene.", + "PARTNER_INTERACT_E_V1_EUGENE6": "Sarà così. [pause]Eppure, [pause]la tua storia mi sembra così familiare...", + "PARTNER_INTERACT_E_D1_EUGENE5": "Sei una specie di... [pause]cane magico parlante? [pause]Venuto da un altro mondo?", + "PARTNER_INTERACT_E_D1_DOG2": "Bau!", + "PARTNER_INTERACT_E_D1_EUGENE1": "E così, sei un cane.", + "PARTNER_INTERACT_F_D1_FELIX1": "Abbai parecchio per essere così piccolino, [pause]eh?", + "PARTNER_INTERACT_E_D1_EUGENE3": "Ma sai usare un mangiacassette per trasformarti in mostro, come tutti noi.", + "PARTNER_INTERACT_E_D1_DOG4": "Bau bau!", + "PARTNER_INTERACT_E_D1_DOG6": "Bau!", + "PARTNER_INTERACT_E_D1_EUGENE7": "Uhm. [pause]No, credo di no.", + "PARTNER_INTERACT_F_V1_FELIX2": "Beh, trovare la libertà nella vita è importante per me, [pause]ma navigare per i sette mari non è proprio quello che ho in mente.", + "PARTNER_INTERACT_F_V1_VIOLA1": "Senz'altro, [pause]Felix, [pause]avrai ardentemente desiderato la libera vita sui mari? [pause]Navigare verso terre che ancora non son nemmeno schegge sull\\'orizzonte?", + "PARTNER_INTERACT_F_V1_FELIX5": "Immagino di no!", + "PARTNER_INTERACT_F_V1_FELIX3": "Lavorare per me stesso e vivere alle mie condizioni, [pause]però... [pause]Sì, questo mi suona abbastanza bene.", + "PARTNER_INTERACT_F_V1_VIOLA4": "Forse troveresti appagamento anche sui mari. [pause]Non lo saprai mai con certezza senza salpare!", + "PARTNER_INTERACT_F_D1_DOG2": "Bau!", + "PARTNER_INTERACT_V_D1_DOG2": "Bau!", + "PARTNER_INTERACT_V_D1_VIOLA1": "Che splendido nuovo mondo, [pause]che contiene animali come te!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Sono piuttosto fortunata a vivere così vicino al mare, eh?", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "Dovevo proprio restarmene bloccata in una città così noiosa, eh?", + "PASSIVE_OVERWORLD_1_0_EUGENE": "Questa cittadina non è niente male, non credi?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "L'odore del mare è intenso qui... lo conosco fin troppo bene.", + "PASSIVE_OVERWORLD_1_0_FELIX": "Non c'è niente come farsi una passeggiata sul molo, eh?", + "PASSIVE_OVERWORLD_1_0_DOG": "Bau bau!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Attenta a dove metti i piedi, {player}. Ci sono mostri nascosti appena sotto il pelo dell'acqua, qui...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Hai un bel posticino qui, bellə. Un po' scialbo, magari, ma non giudico.", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Spero che la tua casa ti piaccia, {player}...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Hai un bel posticino qui, bella. Un po' scialbo, magari, ma non giudico.", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Ehi, è qui che abiti? Niente male!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Quindi vivi qui, eh?", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Vedo che non abiti qui da lungo tempo.", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]Hai una bella casa, {player}…[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]Hai una bella casa, {player}…[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]Hai una bella casa, {player}…[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Sono sicura che a Eugene non dispiacerebbe vederci entrare in casa sua senza di lui!", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Sono sicura che a Eugene non dispiacerebbe vederci entrare in casa sua senza di lui!", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Sono sicura che a Eugene non dispiacerebbe vederci entrare in casa sua senza di lui!", + "PASSIVE_EUGENEHOME_MEREDITH": "Eugene ha una palestra in casa? Ma non lo sa che il municipio ha una VERA palestra?", + "PASSIVE_EUGENEHOME_FELIX": "Questa è casa di Eugene. Ha messo su una palestra davvero niente male.", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Oh! Vuoi che resti qui stasera, {player}?", + "PASSIVE_EUGENEHOME_EUGENE": "Sì, questa è casa mia. Il QG di Eugene. La tana. La mia base operativa.", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Insomma, vuoi far fare il giro della casa al tuo ragazzo, eh?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Pensavi di starcene un po' insieme, insomma, solo noi due?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Casa tua è uno splendore! Spero che tu non abbia messo in ordine solo per me.", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Volevi che passassimo un poco di tempo in privato e in reciproca compagnia, mio caro {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Volevi che passassimo un poco di tempo in privato e in reciproca compagnia, miə carə {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Volevi che passassimo un poco di tempo in privato e in reciproca compagnia, mia cara {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]Mi fa sempre piacere visitare casa tua, {player}…[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "Forse dovremmo scambiar qualche parola con i bravi mercanti di Harbourtown?", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "Levare la sabbia dagli stivali è una bella seccatura. Non mi piace per niente.", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "La spiaggia mi ricorda quando sono arrivata a Nuova Wirral la prima volta...", + "PASSIVE_OVERWORLD_2_0_EUGENE": "È un posto niente male per fare qualche flessione!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "Sono approdata su tante sponde, nella mia vita, ma questa è forse la più strana.", + "PASSIVE_OVERWORLD_2_0_FELIX": "È un bel posticino tranquillo, se non fai caso ai granchi giganti mostruosi.", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]L'oceano… Chissà cosa c\\'è al di là di quest\\'isola…[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "Qui possiamo ottenere adesivi per le nostre forme di mostro. Diamo un'occhiata?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "Forse hanno qualcosa che ci sarà utile nella nostra eterna battaglia per la giustizia!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Perché non facciamo due chiacchiere con i mercanti di adesivi, {player}? Potrebbero avere qualcosa di utile!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]Perché non andiamo a comprare qualche nuovo adesivo?[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "Che fico, nuovi adesivi per mostri.", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "[wave amp=30 freq=10]Immagino[/wave] che attraversare questo ponte sia meglio che bagnarmi gli stivali nello stagno...", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "Il ranger Wallace e la sua squadra di costruttori provetti hanno costruito questo ponte poco tempo fa!", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "Questo ponte è stato costruito con uno sforzo comune. Una cosa grandiosa, a mio parere.", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Questo sentiero è piuttosto stretto. Non perdere l'equilibrio, {player}!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "Riesco a vedere il mio riflesso dabbasso nello stagno! Affascinante.", + "PASSIVE_OVERWORLD_5_-5_FELIX": "Questo ponte è carino, non ti pare?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "Non mi piacciono i sentieri così stretti, bello.", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]Che ponte carino![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "Non mi piacciono i sentieri così stretti, bella.", + "PASSIVE_OVERWORLD_8_0_EUGENE": "È un sentiero molto stretto, eh?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "Non mi piacciono i sentieri così stretti, bellə.", + "PASSIVE_OVERWORLD_8_0_VIOLA": "Fai attenzione ai tuoi passi: il sentiero è stretto come non mai.", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Trovo sempre che i cimiteri siano un po' inquietanti, e questo non fa eccezione...", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]Fai attenzione a dove metti i piedi, {player}![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "Il sentiero qui è un po' stretto. Non cadere!", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "I cimiteri sono piuttosto malinconici. Mi piacciono.", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "Mi dà i brividi che i mostri-scheletro si aggirino proprio qui...", + "PASSIVE_OVERWORLD_-4_0_FELIX": "Questo è l'ultimo posto sull\\'isola che vorrei attraversare da solo di notte.", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "Prego un giorno di andarmene da queste terre, e di non essere mai sepolta qui sotto una lapide.", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "Potremmo attivare questo interruttore se trovassimo una calamita qui vicino, {player}.", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]Mi sento stranamente a casa qui…[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Per attivare questo interruttore serve una calamita carica.", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Dai un'occhiata a questo interruttore! Scommetto che potremmo attivarlo, se trovassimo una calamita...", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "Non credo che potremo attivare questo interruttore solo salendoci sopra. Diamo un'occhiata in giro...", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Questo meccanismo è curioso. Sembra la metà di un tutto...", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]Chissà se possiamo fare qualcosa con questo pulsante…[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "Come è arrivata qui questa chiesa?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "Quella chiesa sembra pericolante... Dobbiamo entrarci, assolutamente.", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "A quella chiesa serve una ristrutturazione. O magari cinque.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Attentə a dove metti i piedi, {player}. Ci sono mostri nascosti appena sotto il pelo dell'acqua, qui...", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]Questo edificio… è imponente, ma anche molto triste…[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Questa chiesa ha veduto anni più felici...", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "È una chiesa piuttosto vecchia. Voglio disegnarla...", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Questo muro può essere attraversato con l'abilità Palla di rampicanti per raggiungere quella sporgenza...", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Se mi servisse del metallo arrugginito, credo di sapere [wave amp=30 freq=10]esattamente[/wave] dove trovarlo...", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "Costa Ghisa... Harbourtown recupera molti rottami metallici dai poveri relitti che arrivano sulla costa.", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "Questa nebbia è proprio fitta. Rischio di sbattere la testa contro un rottame in qualsiasi momento.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Attento a dove metti i piedi, {player}. Ci sono mostri nascosti appena sotto il pelo dell'acqua, qui...", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]Credo di aver appena visto qualcosa muoversi sott'acqua…[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Uuuhh...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Presto, affrettiamoci ad attraversar la nebbia e l'aere corrotto.", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "L'isola galleggia?! Ma che posto è questo?", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "Ok, non avevo idea che ci fosse un'isola galleggiante qui a Nuova Wirral. Era nascosta tra le nuvole?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Uh, non ho mai sentito nessuno dei capitani parlare di un'isola galleggiante qui a Nuova Wirral...", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "È un luogo davvero fantastico, eh?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Bleah, mi entrerà della fanghiglia di palude negli stivali, vero?", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]Quest'isola fluttua nel cielo?[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Una terra sopra le nuvole... L'ennesima meraviglia che mi lascia senza favella.", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Questa palude è davvero... fangosa.", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "Mi rovinerò le scarpe da ginnastica correndo in tutto questo fango...", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "Questa terra non gradisce la nostra presenza. Abbandoniamola in fretta, {player}.", + "PASSIVE_OVERWORLD_MARSH_FELIX": "Gli alberi qui sono piuttosto grandi, eh?", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "Una foresta! Chissà cosa troveremo qui?", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "Questa terra non gradisce la nostra presenza. Abbandoniamola in fretta, {player}.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "Questa terra non gradisce la nostra presenza. Abbandoniamola in fretta, {player}.", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]Quest'acqua fangosa mi rovinerà le scarpe…[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "Tieni gli occhi aperti, {player}: chissà che tipo di mostri si nascondono in questa foresta...", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Tutto questo polline mi fa prudere il naso.", + "PYLON_HINT_MEREDITH3": "Forse da queste parti c'è un mostro con abilità magnetiche che fa al caso nostro. Dovremmo dare un\\'occhiata in giro.", + "PASSIVE_OVERWORLD_FOREST_FELIX": "Scommetto che qui ci sono mostri che non troveremo da nessun'altra parte.", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "Senti il coro degli augelli tra le fronde, {player}?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]Gli alberi sono piuttosto grandi qui! E l'aria mi fa starnutire![/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Queste sono le rovine di Nuova Londra...", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Ehi, le storie erano vere: qui c'è una città abbandonata. Davvero inquietante.", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Questo posto mi fa venire i brividi...", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Le rovine di questi edifici sembrano carbonizzate. Che la città sia andata a fuoco?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]Una volta qui abitava qualcuno, vero?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "Un vento di morte soffia in questi luoghi.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Oh, i ciliegi qui sono meravigliosi!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Farò del mio meglio per ignorare che su queste lapidi ci sono [wave amp=30 freq=10]i nostri nomi[/wave], ok?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Ehi, questo prato è davvero carino.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "L'aria ha un buon profumo qui, vero?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "È un prato molto bello, vero?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]I petali che fluttuano nell'aria… Questo posto è bellissimo…[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "C'è bellezza in queste terre, ma non abbassiamo la guardia.", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brrr... Spero di non prendermi un raffreddore qui!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Fa un po' freschino qui, vero?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Lo ammetto, qui fa piuttosto freddo.", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "Non ho mai visto funghi simili prima d'ora! Sono davvero magnifici, vero?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Dovevo portare un cappotto...", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "Non lascerò che questo gelo improvviso sia l'inverno del mio scontento!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]Qui fa piuttosto freddo… Forse non sono abbastanza vestita?[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Questi funghi giganti hanno davvero un'aria da \\\"nightclub inquietante\\\".", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Questi sì che sono funghi grossi.", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "Niente male, questi funghi! Dovrei disegnarli.", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]Questi funghi luminescenti sono carini…[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "È davvero un fungo? La flora e la fauna di queste terre non cessano di sorprendermi.", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "È il mio nome quello scritto lì?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Oh. Magnifico. Lapidi inquietanti. Fa ben sperare.", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "È solo un patetico tentativo di colmarci il cuore di paura. Non farti ingannare.", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "Non mi piacciono molto quelle lapidi inquietanti con i nostri nomi sopra.", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]Su quella lapide c'è scritto \\\"Sole\\\"?[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "Quanto siamo caduti?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "Quanto siamo caduti?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "Quanto siamo caduti?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Cosa sta succedendo?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]Siamo finiti piuttosto lontano…[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "È stato piuttosto intenso...", + "PASSIVE_DUNGEON_MEADOW_FELIX": "Dove siamo?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "Quale inganno è mai questo?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Chissà da dove viene l'acqua...", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "C'è dell\\'acqua quaggiù? Da dove viene?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Un canale, eh? Chissà da dove sgorga l'acqua.", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Quell'acqua viene dalla superficie o da qualche altra parte?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]Chissà da dove viene quest'acqua?[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Un ruscello... Forse potremmo trovarne la fonte?", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "È qui che i ranger prendono tutte le cassette! Niente male, eh?", + "PASSIVE_DUNGEON_MALL_FELIX": "È davvero strano trovarsi in un edificio così grande a Nuova Wirral.", + "PASSIVE_DUNGEON_MALL_EUGENE": "Da dove vengo io, ci sono edifici vuoti come questo in tutto il paese...", + "PASSIVE_DUNGEON_MALL_VIOLA": "Sale così vaste e silenziose...", + "MEREDITH_PLATFORM_REACTION2_2.m": "Proviamo a continuare a muoverci, bello.", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Penso che gli abitanti della città la usassero come miniera, in passato...", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]Questo posto sembra così vuoto…[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Scommetto che troveremo dei mostri forti quaggiù. Stai in guardia!", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Questa grotta era una specie di miniera, giusto? Sembra che abbia visto giorni migliori.", + "PYLON_HINT_MEREDITH1.m": "Uh. Sembra un vicolo cieco, bello. [pause]Anche se mi chiedo se...", + "PYLON_HINT_MEREDITH2": "Vedi quella scatola blu lassù? [pause]Ne ho viste in tutta l'isola. Emettono costantemente una forza magnetica attrattiva.", + "PYLON_HINT_MEREDITH1.n": "Uh. Sembra un vicolo cieco, bellə. [pause]Anche se mi chiedo se...", + "PYLON_HINT_MEREDITH1.f": "Uh. Sembra un vicolo cieco, bella. [pause]Anche se mi chiedo se...", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Questa roccia ha delle crepe profonde. Penso che potresti romperla con uno scatto!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Questa roccia quadrata sembra ridotta piuttosto male. Potresti riuscire a romperla con uno scatto, bello.", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Questa roccia quadrata sembra ridotta piuttosto male. Potresti riuscire a romperla con uno scatto, bellə.", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Quella roccia è crepata da parte a parte. Potresti spaccarla in due con uno scatto!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Questa roccia quadrata sembra ridotta piuttosto male. Potresti riuscire a romperla con uno scatto, bella.", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Questa pietra ha veduto giorni migliori. Sono convinta che si romperebbe, se la colpissi con forza bastante.", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Quella roccia sembra piuttosto danneggiata. Scommetto che potresti frantumarla, se la colpissi con velocità sufficiente.", + "PASSIVE_PYLON_KAYLEIGH": "Questa batteria a pilone ha un colore strano. Forse puoi usare la tua capacità magnetica qui, {player}!", + "PASSIVE_PYLON_MEREDITH.m": "Quel pilone sembra magnetico. Perché non ti metti là sotto e non provi a usare il tuo magnetismo, bello?", + "PASSIVE_PYLON_MEREDITH.f": "Quel pilone sembra magnetico. Perché non ti metti là sotto e non provi a usare il tuo magnetismo, bella?", + "PASSIVE_PYLON_EUGENE": "Quella scatola blu appesa al palo di legno sembra piuttosto magnetica, tu che ne dici?", + "PASSIVE_PYLON_MEREDITH.n": "Quel pilone sembra magnetico. Perché non ti metti là sotto e non provi a usare il tuo magnetismo, bellə?", + "PASSIVE_PYLON_FELIX": "Sai, forse puoi usare la tua capacità magnetica vicino a quel pilone, {player}.", + "KAYLEIGH_STATION_REACTION2": "Un'altra di queste vecchie stazioni ferroviarie... Ricordo bene la [wave amp=30 freq=10]prima volta[/wave] che ne abbiamo scoperta una.", + "PASSIVE_PYLON_VIOLA": "Quell'oggetto di metallo emana una bizzarra aura blu. Non lo vedi anche tu, {player}?", + "KAYLEIGH_STATION_REACTION3": "Mi sto abituando a questi vecchi relitti di stazione ferroviaria. Il silenzio mette ancora i brividi, però.", + "MEREDITH_STATION_REACTION1": "Uhm, [pause]quest'isola ha una rete ferroviaria sotterranea? Credo che questa stazione sia qui da un [wave amp=30 freq=10]bel po\\'[/wave]...", + "MEREDITH_STATION_REACTION2": "Un'altra stazione sotterranea, eh? Ma chi le ha costruite?", + "MEREDITH_STATION_REACTION3A": "C'è qualcosa di strano in queste stazioni sotterranee. Sembrano [wave amp=30 freq=10]quasi[/wave] di origine umana, ma hanno come qualcosa di [wave amp=30 freq=10]sbagliato[/wave].", + "MEREDITH_STATION_REACTION3B": "Capisci cosa voglio dire, {player}?", + "EUGENE_STATION_REACTION1": "Che cosa?! [pause]Questa è una [shake rate=30 level=10]stazione ferroviaria[/shake]?! Nessuno ha mai detto che c'era qualcosa DEL GENERE a Nuova Wirral!", + "EUGENE_STATION_REACTION2": "Un'altra stazione ferroviaria, eh? Quest\\'isola nasconde molti segreti...", + "EUGENE_STATION_REACTION3": "Ehi, potremmo essere le prime persone che mettono piede qui da molto tempo...", + "FELIX_STATION_REACTION3": "Un'altra antica stazione ferroviaria. Dev\\'essere successo qualcosa che le ha fatte emergere di recente, giusto?", + "FELIX_STATION_REACTION1": "Aspetta, è una stazione ferroviaria?! Nessuno in città ne ha mai parlato... Non sanno che esistono?", + "FELIX_STATION_REACTION2": "Queste stazioni ferroviarie mi danno i brividi. Mi sento come se non dovessimo essere qui...", + "VIOLA_STATION_REACTION1": "Questo posto ha un'aria poco ospitale... ancor meno del resto di questa strana terra.", + "VIOLA_STATION_REACTION2": "L'aria qui mi opprime il petto. Questo posto giace addormentato da eoni, riesco a sentirlo.", + "VIOLA_STATION_REACTION3": "Un altro luogo antico e peculiare. Non desidero restare qui più a lungo di quanto sia necessario, {player}.", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]Questo posto… sembra diverso dal resto di Nuova Wirral.[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]Un altro di questi strani tunnel sotterranei…[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]Queste strane strutture… erano qui prima, prima di tutto il resto… dico bene?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "La pressione qui è [shake rate=30 level=10]schiacciante[/shake]... Proprio come quando Morgante è apparsa per la prima volta...", + "KAYLEIGH_PLATFORM_REACTION1_2": "È come se ci fosse un rumore [shake rate=30 level=10]fortissimo[/shake] nell'aria, ma non riuscissi a sentirlo...", + "MEREDITH_PLATFORM_REACTION1_1": "Che diavolo HA questo posto? [pause]È come se ci fosse qualcosa che [wave amp=30 freq=10]spinge[/wave] contro di me...", + "KAYLEIGH_PLATFORM_REACTION2_1": "Di nuovo quella sensazione... come scariche di radio nel cervello...", + "KAYLEIGH_PLATFORM_REACTION2_2": "L'aria sa di metallo... Solo stare qui mi dà l\\'emicrania...", + "KAYLEIGH_PLATFORM_REACTION3_1": "Di nuovo quell'atmosfera...", + "KAYLEIGH_PLATFORM_REACTION3_2": "Ormai mi ci sto abituando, ma mi fa ancora male la testa...", + "MEREDITH_PLATFORM_REACTION1_2": "È come avere una scarica di interferenze nel cervello...", + "VIOLA_PLATFORM_REACTION1_1.f": "Questo non è luogo adatto a noi, {player}. La stessa terra sotto i nostri piedi lo grida: non siamo i benvenuti.", + "MEREDITH_PLATFORM_REACTION2_1": "C'è di nuovo quella sensazione [wave amp=30 freq=10]strana[/wave]... e ancora non la sopporto.", + "MEREDITH_PLATFORM_REACTION2_2.n": "Proviamo a continuare a muoverci, bellə.", + "MEREDITH_PLATFORM_REACTION2_2.f": "Proviamo a continuare a muoverci, bella.", + "MEREDITH_PLATFORM_REACTION3_2": "Il segreto è non badare al fatto che la tua testa sembra in procinto di [wave amp=30 freq=10]esplodere[/wave].", + "MEREDITH_PLATFORM_REACTION3_1": "Pian piano, credo di essermi abituata alla sensazione che mi dà trovarmi nelle stazioni.", + "EUGENE_PLATFORM_REACTION1_1": "Lo senti, {player}? È come una radio che manda scariche che non riesco a [wave amp=30 freq=10]sentire[/wave], [pause]ma riesco a [wave amp=30 freq=10]percepire[/wave]...", + "EUGENE_PLATFORM_REACTION2_1": "Di nuovo quella strana atmosfera... Riesci a sentirla?", + "EUGENE_PLATFORM_REACTION1_2": "Roba da pazzi...", + "EUGENE_PLATFORM_REACTION2_2": "Mi fa prudere i denti...", + "EUGENE_PLATFORM_REACTION3_1": "Oh, è tornata quell'[wave amp=30 freq=10]atmosfera dolorosa[/wave]. Non è mai un bel segno.", + "EUGENE_PLATFORM_REACTION3_2": "Stai in guardia.", + "FELIX_PLATFORM_REACTION1_1": "Ma santo cielo, cos'è quel rumore? [pause]Ma non è proprio un rumore che si sente. [pause]È come se ci fosse qualcosa di sbagliato nell\\'aria...", + "FELIX_PLATFORM_REACTION2_2": "Si fa davvero fatica a [wave amp=30 freq=10]pensare[/wave] qui. [pause]Mi spiego?", + "FELIX_PLATFORM_REACTION1_2": "Stare in questo posto dà davvero una [wave amp=30 freq=10]brutta[/wave] sensazione...", + "FELIX_PLATFORM_REACTION2_1": "Di nuovo quella [wave amp=30 freq=10]presenza[/wave]... Mi fa venire la pelle d'oca.", + "FELIX_PLATFORM_REACTION3_1": "Ancora una volta quella [wave amp=30 freq=10]sensazione orribile[/wave] nell'aria... Se non altro, ormai ci sono abituato.", + "FELIX_PLATFORM_REACTION3_2": "No, ho cambiato idea. Non credo che mi ci abituerò [wave amp=30 freq=10]mai[/wave].", + "VIOLA_PLATFORM_REACTION1_1.m": "Questo non è luogo adatto a noi, {player}. La stessa terra sotto i nostri piedi lo grida: non siamo i benvenuti.", + "VIOLA_PLATFORM_REACTION1_2": "Non lo avverti anche tu? Un sentore nefando che aleggia nell'aria, che affatica il nostro stesso respiro.", + "VIOLA_PLATFORM_REACTION1_1.n": "Questo non è luogo adatto a noi, {player}. La stessa terra sotto i nostri piedi lo grida: non siamo i benvenuti.", + "VIOLA_PLATFORM_REACTION2_1": "Quel sentore nefasto è tornato, {player}. Mi scava nell'animo un pozzo di terrore.", + "VIOLA_PLATFORM_REACTION2_2": "Avanzare di un solo passo è come guadare l'oceano...", + "VIOLA_PLATFORM_REACTION3_1": "Poco a poco, mi sto abituando al sentore ostile di questo luogo. Dopotutto, non l'abbiamo forse già affrontato più e più volte?", + "VIOLA_PLATFORM_REACTION3_2": "Sì, dobbiamo avanzare. Non basterà quest'aura di sgradevolezza a fermarmi.", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "Mi dà quella sensazione orribile che ho provato quando abbiamo affrontato Morgante... [pause]Come se lo guardassi [wave amp=30 freq=10]dal lato sbagliato[/wave]...", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]Essere qui fa fisicamente male, {player}…[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]La sensazione che mi dà questo posto… Non mi piace, {player}.[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]Andiamocene da qui il prima possibile, va bene?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]Speriamo di non restare qui a lungo.[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]Di nuovo quella sensazione nella mia testa… Urgh…[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]Non restiamo qui più del necessario, {player}.[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "È un [shake rate=30 level=10]Arcangelo[/shake]...", + "KAYLEIGH_ARCHANGEL_REACTION2": "Un altro Arcangelo... Guardarlo fa [shake rate=30 level=10]male[/shake], come con gli altri...", + "KAYLEIGH_ARCHANGEL_REACTION3": "Un [shake rate=30 level=10]Arcangelo[/shake]! Stai in guardia, {player}!", + "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]C-Che cos'è quello?![/shake] [pause]E perché ha un aspetto così... [shake rate=30 level=10]sbagliato?![/shake]", + "MEREDITH_ARCHANGEL_REACTION1_2": "Mi fa male la testa solo a guardarlo... [pause]{player}, è un [shake rate=30 level=10]Arcangelo[/shake], [pause]non è vero?", + "MEREDITH_ARCHANGEL_REACTION2_2": "Anche questa volta, [pause]sembra... [pause]sembra [shake rate=30 level=10]qualcosa che non dovrei vedere[/shake].", + "MEREDITH_ARCHANGEL_REACTION2_1": "U-Un altro Arcangelo...", + "EUGENE_ARCHANGEL_REACTION1_2": "Direi che è un [wave amp=30 freq=10]Arcangelo[/wave], eh?", + "EUGENE_ARCHANGEL_REACTION1_1": "Cosa... [pause]Come... [pause]fa quella [wave amp=30 freq=10]cosa[/wave] ad avere... [wave amp=30 freq=10]quell'aspetto[/wave]?! [pause]Mi si sta rompendo il cervello...", + "MEREDITH_ARCHANGEL_REACTION3": "Oh. [pause]Un Arcangelo. [pause]Siamo di nuovo nei [wave amp=30 freq=10]guai[/wave], vero?", + "FELIX_ARCHANGEL_REACTION1_1": "N-Non ho mai visto niente del genere... [pause]Cosa sta succedendo, {player}? [pause]Perché è fatto in [shake rate=30 level=10]quel modo[/shake]?!", + "EUGENE_ARCHANGEL_REACTION2": "È di nuovo un Arcangelo! [pause]Uuh, [pause]il solo guardarlo mi fa sentire come se [wave amp=30 freq=10]non dovesse essere qui[/wave]...", + "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]Un Arcangelo![/shake] [pause]Preparati, {player}!", + "FELIX_ARCHANGEL_REACTION1_2": "Questo dev'essere un [shake rate=30 level=10]Arcangelo[/shake]...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "Dammi retta, capo: questə nuovə apprendista sa il fatto suo!", + "FELIX_ARCHANGEL_REACTION2_1": "Un altro Arcangelo! Serve coraggio anche solo a guardarlo. Tutto il mio corpo mi sta [shake rate=30 level=10]urlando[/shake] di girarmi dall'altra parte.", + "FELIX_ARCHANGEL_REACTION2_2": "È difficile da spiegare, ma sembra [wave amp=30 freq=10]fuori squadro[/wave], vero?", + "FELIX_ARCHANGEL_REACTION3": "Non mi abituerò [wave amp=30 freq=10]mai[/wave] alla sensazione di vedere un Arcangelo...", + "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Questo spirito![/shake] Non ne ho mai veduto uno simile... [pause]È come se non fosse [shake rate=30 level=10]concepito[/shake] per essere nel nostro mondo.", + "VIOLA_ARCHANGEL_REACTION1_2": "Il solo [shake rate=30 level=10]guardarlo[/shake] è un'eresia.", + "VIOLA_ARCHANGEL_REACTION2": "Un altro spirito che sfida ogni ragione! Riesco a [shake rate=30 level=10]malapena[/shake] a posar lo sguardo su di esso...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "Dammi retta, capo: questo nuovo apprendista sa il fatto suo!", + "VIOLA_ARCHANGEL_REACTION3": "{player}, è un altro di quegli [shake rate=30 level=10]spiriti crudeli[/shake]! Quelli che chiami \\\"Arcangeli\\\".", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "Dammi retta, capo: questa nuova apprendista sa il fatto suo!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Io e i ragazzi siamo rimasti [wave amp=30 freq=10]davvero[/wave] colpiti! Mi ha spianato come una cassaforma.", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "È raro sentirti così colpito dalle prestazioni di un apprendista, Wallace!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "È raro sentirti così colpito dalle prestazioni di un apprendista, Wallace!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Beh, non capita spesso di fare prove di combattimento per gli apprendisti. La mia solita prova, \\\"costruisci un muro di mattoni\\\", è meno entusiasmante di così...", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "È raro sentirti così colpito dalle prestazioni di un apprendista, Wallace!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "A proposito, la pausa pranzo è finita! Ho del lavoro da fare. Ci si vede dopo, capo!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "Dai, Ianthe! Mi devi dire tutto della tua vita prima che arrivassi a Nuova Wirral!", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "Beh... [pause]Ero una specie di investigatrice, non so se mi spiego.", + "TOWN_HALL_SKIP_EVENT_SKIP3": "Oh! [pause]E trovavi spesso la roba che gli altri avevano perso? Quelli del mondo di fuori hanno un [wave amp=30 freq=10]sacco[/wave] di cose, finiranno per perderle qua e là, giusto?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "A essere onesta, il mio lavoro aveva... [pause]un profilo un pochino più alto.", + "TOWN_HALL_SKIP_EVENT_SKIP5": "Ora devo tornare alle mie operazioni di recupero, ma la prossima volta che ci vediamo [wave amp=30 freq=10]devi[/wave] dirmi di più!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "Sarò onesto, Ianthe: non credo che gli altri capitani lo [wave amp=30 freq=10]capiscano[/wave].", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Capiscano... cosa, di preciso?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "Tutta questa storia del [wave amp=30 freq=10]sonno[/wave]! Quello che faccio, insomma!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "Non sanno niente dei regni onirici, [pause]dell'inconscio collettivo [pause]o di come si ripercuotano su questo posto!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Francamente, comincio a sospettare che mi considerino solo un tiratardi.", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Beh, [wave amp=30 freq=10]SEI[/wave] un tiratardi.", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Eh eh. Lo so.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Non preoccuparti per gli altri. Non importa se non capiscono il tuo lavoro, purché rispettino la mia decisione di fare di te uno capitano.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Non preoccuparti per gli altri. Non importa se non capiscono il tuo lavoro, purché rispettino la mia decisione di fare di te unə capitanə.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Non preoccuparti per gli altri. Non importa se non capiscono il tuo lavoro, purché rispettino la mia decisione di fare di te una capitana.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Grazie per il discorsetto di incoraggiamento, capitanə.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Grazie per il discorsetto di incoraggiamento, capitana.", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Yawn* [pause]Tutta questa interazione tra umani sfianca. Penso che andrò a farmi un sonnellino.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Grazie per il discorsetto di incoraggiamento, capitano.", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "Dico sul serio, Ianthe. Gli ultimi apprendisti ranger non hanno proprio la STOFFA. Non capiscono che la strategia conta [wave amp=30 freq=10]più[/wave] che trasformarsi nel mostro più spaventoso.", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "I nuovi arrivi sono entusiasti, e già questo è un buon inizio. Chi meglio può insegnare loro le tattiche di combattimento di un [wave amp=30 freq=10]maestro[/wave] della tattica?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Beh, il tuo lavoro non sarebbe [pause]insegnarglielo?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Eh eh! Non hai tutti i torti. Gli darò il beneficio del dubbio...", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "Per ora.", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "È comprensibile. Le persone possono essere... [pause]disorientanti. [pause]Imprevedibili.", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]Trovo solo difficile simpatizzare con la condizione umana, ecco tutto.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]No, [pause]non sono d'accordo. Gli umani [wave amp=30 freq=10]non[/wave] sono imprevedibili. Di fatto, è molto facile prevedere il loro comportamento.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]In un qualsiasi scenario, gli umani prenderanno la decisione più [shake rate=30 level=10]stupida[/shake] possibile, purché ci sia anche un [wave amp=30 freq=10]minuscolo[/wave] profitto a breve termine.[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Grazie per la schiettezza della tua analisi, Clee-O!", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "In genere, gli umani non prendono decisioni in base alle probabilità, ma in base alle loro emozioni.", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]Anch'io! Sono le mie [wave amp=30 freq=10]emozioni[/wave] a dirmi che l\\'umanità è [shake rate=30 level=10]intrinsecamente[/shake] stupida, e non farà che [shake rate=30 level=10]preparare il terreno per la propria distruzione![/shake][/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Beh, finché non succederà, i tuoi servizi nei ranger saranno apprezzati.", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Uff.[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "È un miracolo che abbiamo acqua corrente ed energia pulita. A volte temo che la situazione possa cambiare. Quest'isola è [wave amp=30 freq=10]imprevedibile[/wave].", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "Queste sono ottime notizie per la città! Grazie del rapporto, Lodestein.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "E questo conclude il rapporto. Tutti i nostri generatori idroelettrici sono perfettamente funzionanti. È possibile che serva qualche ricambio entro i prossimi due anni, ma si tratta di piccolezze.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Non preoccupartene troppo, capitano! Anche se le sorti di Harbourtown dovessero cambiare, i ranger saranno qui per ricavarne il meglio possibile.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Non preoccupartene troppo, capitanə! Anche se le sorti di Harbourtown dovessero cambiare, i ranger saranno qui per ricavarne il meglio possibile.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Non preoccupartene troppo, capitana! Anche se le sorti di Harbourtown dovessero cambiare, i ranger saranno qui per ricavarne il meglio possibile.", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "Dammi retta, capo: le cose sono cambiate ultimamente, sul piano astrale. Tutti i fantasmi ne parlano. Dicono che sono tornati dei [wave amp=30 freq=10]pezzi grossi[/wave] sulla scacchiera!", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Grazie per averlo detto. [pause]Hai ragione, ovviamente!", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"Tutti i fantasmi\\\"?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Ma certo! [pause]Ci sono spiriti, ombre e tulpa di [wave amp=30 freq=10]ogni genere[/wave] a zonzo sul piano astrale. Da dove credi che peschi le mie migliori informazioni?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Ti credo sulla parola!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Molto bene! [pause]Il nostro problema di \\\"Fusioni fuori controllo\\\" è effettivamente aumentato negli ultimi mesi. Hai visto quei nuvoloni neri nell'aria, di recente? Secondo le mie conclusioni indicano i luoghi che [wave amp=30 freq=10]brulicano[/wave] di mostri.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Allora, cosa puoi dirmi? Voglio un'analisi completa.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "In una missione di ricognizione recente, mi sono trovata in mezzo a uno sciame di Melmetri. Avevano il vantaggio del numero, ma li ho [wave amp=30 freq=10]fatti a fettine[/wave] comunque!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Tuttavia, temo che i nostri ranger meno esperti possano sottovalutare queste minacce e trovarsi in pericolo mortale. Forse dovremmo spargere la voce su questi \\\"sciami di mostri\\\".", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "Sei troppo gentile! Ora, se vuoi scusarmi, ho altro lavoro da fare. Le [wave amp=30 freq=10]forze delle tenebre[/wave] non riposano mai, perciò non lo faccio nemmeno io.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Consideralo fatto! Le tue informazioni sono preziose come sempre, Gladiola.", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "Allora? Ti manca? La vita nella grande città, intendo.", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Una risposta... [pause]un po' più dettagliata di quanto mi aspettassi, capo!", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "A me manca eccome!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Di sicuro la vita era più [wave amp=30 freq=10]eccitante[/wave]... ma questo non significa che fosse [wave amp=30 freq=10]migliore[/wave].", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Ho vissuto per tutta la vita in una mega-metropoli. Gli unici alberi che avevo mai visto erano realizzati in fabbrica. Le stelle erano coperte dai grattacieli e dalle loro facciate al neon.", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "La vita non valeva nulla, e dovevi coltivare il tuo cinismo se non volevi tirare le cuoia in un mondo così crudele.", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Come potrai immaginare, quando sono [wave amp=30 freq=10]approdata[/wave] qui per la prima volta mi ci è voluto molto tempo per abituarmi a questi ritmi!", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "Nessun problema! Ho tenuto lezioni di cardio ogni settimana per cinque anni. Se c'è qualcuno all\\'altezza del compito, quella [wave amp=30 freq=10]sono io[/wave]!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "Potremmo renderle divertenti! [pause]Che ne dici di [wave amp=30 freq=10]danza aerobica[/wave]? Cybil potrebbe preparare una playlist!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "Credo che ai ranger farebbero bene un po' di lezioni di fitness.", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Sì, mi sembra un'idea carina! Se pensi di riuscire a gestire il tutto, ovviamente.", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Pensaci! Parli sempre dello [wave amp=30 freq=10]spirito di comunità[/wave]: cosa unirebbe più saldamente i nostri meravigliosi concittadini di un'[shake rate=30 level=10]esperienza uditiva condivisa[/shake] ogni giorno?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "E se installassimo altoparlanti in tutta Harbourtown, potrei trasmettere musica in [wave amp=30 freq=10]tutta la città[/wave] contemporaneamente!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "Non lo so, Cybil. Temo che la gente qui abbia gusti musicali piuttosto disparati. Ho l'impressione che possa essere una decisione controversa.", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Uhm... Non hai tutti i torti.", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]Questo è lo spirito giusto![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "Se avessi saputo che le persone mi avrebbero chiamato \\\"Codey\\\" per sempre, avrei scelto un soprannome più fico. [pause]Tipo \\\"Killswitch\\\", [pause]o magari \\\"Omegabyte\\\".", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Ehi, non voglio dire che sia fuori discussione! [pause]Facciamo così: il giorno che Skip riuscirà a scovare degli altoparlanti hi-fi intatti, proporrò l'idea alla prossima riunione del municipio.", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "Beh, potresti semplicemente scegliere un nuovo nome. Io l'ho fatto.", + "TOWN_HALL_CODEY_EVENT_CODEY3": "Aspetta un attimo... Prima non ti chiamavi Ianthe?!", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "Certo che no! Nel mestiere che facevo prima, era più sicuro scegliere uno pseudonimo. Credo che tu sappia cosa intendo.", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"Ianthe\\\" è il nome di una dea delle acque nella mitologia greca. Ho dovuto scegliere un nome in fretta, e mi pareva che suonasse bene.", + "TOWN_HALL_CODEY_EVENT_CODEY6": "Uh. Certo che nascondi molti segreti, eh?", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "E non aspettarti che ti dica una parola di più!", + "LENNA_ENCOUNTER_LENNA1.n": "E tu [pause]ti fai chiamare eroe? Quella corona è pesante sul capo. Credi davvero di essere prontə a portarla?", + "LENNA_ENCOUNTER_LENNA1.f": "E tu [pause]ti fai chiamare eroina? Quella corona è pesante sul capo. Credi davvero di essere pronta a portarla?", + "LENNA_ENCOUNTER_LENNA1.m": "E tu [pause]ti fai chiamare eroe? Quella corona è pesante sul capo. Credi davvero di essere pronto a portarla?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "Uhm, stai parlando con {player}? Direi che è [wave amp=30 freq=10]piuttosto[/wave] eroico!", + "LENNA_ENCOUNTER_MEREDITH2.m": "Che intendi con \\\"pronto a portarla\\\"?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "Uhm, stai parlando con {player}? Direi che è [wave amp=30 freq=10]piuttosto[/wave] eroicə!", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "Uhm, stai parlando con {player}? Direi che è [wave amp=30 freq=10]piuttosto[/wave] eroica!", + "LENNA_ENCOUNTER_MEREDITH2.f": "Che intendi con \\\"pronta a portarla\\\"?", + "LENNA_ENCOUNTER_FELIX2": "Niente male come inizio enigmatico per una conversazione. Continua.", + "LENNA_ENCOUNTER_EUGENE2": "Si può dire che io e {player} condividiamo il ruolo di \\\"eroe\\\" [wave amp=30 freq=10]abbastanza[/wave] alla pari.", + "LENNA_ENCOUNTER_MEREDITH2.n": "Che intendi con \\\"prontə a portarla\\\"?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player}, penso che stia parlando con te…[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "Parla meno per enigmi, se non ti spiace.", + "LENNA_ENCOUNTER_LENNA2.m": "No, non credo proprio che tu sia un eroe.", + "LENNA_ENCOUNTER_LENNA3.n": "Vediamo di che stoffa sei fattə... e come [wave amp=30 freq=10]combatti[/wave]!", + "LENNA_ENCOUNTER_LENNA2.f": "No, non credo proprio che tu sia un'eroina.", + "LENNA_ENCOUNTER_LENNA3.m": "Vediamo di che stoffa sei fatto... e come [wave amp=30 freq=10]combatti[/wave]!", + "LENNA_ENCOUNTER_LENNA2.n": "No, non credo proprio che tu sia un eroe.", + "LENNA_ENCOUNTER_LENNA3.f": "Vediamo di che stoffa sei fatta... e come [wave amp=30 freq=10]combatti[/wave]!", + "LENNA_ENCOUNTER_LENNA5.m": "Mi chiamo Lenna. Forza, eroe, [shake rate=30 level=10]mostrami cosa sai fare[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "Sei pronto?", + "LENNA_ENCOUNTER_LENNA4.f": "Sei pronta?", + "LENNA_ENCOUNTER_LENNA4.n": "Sei prontə?", + "LENNA_ENCOUNTER_LENNA6.m": "Ok, ammetto la sconfitta. Bel lavoro, straniero.", + "LENNA_ENCOUNTER_LENNA5.f": "Mi chiamo Lenna. Forza, eroina, [shake rate=30 level=10]mostrami cosa sai fare[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "Mi chiamo Lenna. Forza, eroe, [shake rate=30 level=10]mostrami cosa sai fare[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "Ok, ammetto la sconfitta. Bel lavoro, straniera.", + "LENNA_ENCOUNTER_KAYLEIGH7": "Non prenderla come un'offesa, ma mi sei sembrata [wave amp=30 freq=10]parecchio[/wave] tosta per essere umana. Non sei... un Arcangelo, vero?", + "LENNA_ENCOUNTER_LENNA6.n": "Ok, ammetto la sconfitta. Bel lavoro, stranierə.", + "LENNA_ENCOUNTER_MEREDITH7": "Non credo che un essere umano possa combattere [wave amp=30 freq=10]così[/wave] bene. Vuota il sacco: sei un Arcangelo, vero?", + "LENNA_ENCOUNTER_EUGENE7": "Ehi, [pause]non prenderci per cretini: sei un Arcangelo, vero? Nessun essere umano normale è così forte!", + "LENNA_ENCOUNTER_FELIX7": "Te lo dico chiaro e tondo: sei un Arcangelo, vero? Quel combattimento aveva scritto \\\"Arcangelo\\\" da tutte le parti.", + "LENNA_ENCOUNTER_VIOLA7": "Credo che tu sia tutt'altro che sincera con noi, \\\"Lenna\\\".", + "LENNA_ENCOUNTER_7_OPTION1": "Sei un Arcangelo, Lenna?", + "LENNA_ENCOUNTER_LENNA8": "Lo sono. Beh, lo ero. Direi che lo sono ancora. [pause]È una storia lunga.", + "LENNA_ENCOUNTER_LENNA9": "Ora vivo da umana, però.", + "LENNA_ENCOUNTER_7_OPTION2": "Uhm, sei un Arcangelo, vero?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "Si può fare?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "È una cosa possibile?", + "LENNA_ENCOUNTER_LENNA10": "Perché no? [pause]Non siamo vincolati dalle nostre origini: non importa chi eravamo [wave amp=30 freq=10]prima[/wave], importa solo chi scegliamo di essere ora.", + "LENNA_ENCOUNTER_MEREDITH16": "Oh, ok. Allora sei qui a Nuova Wirral solo di passaggio?", + "LENNA_ENCOUNTER_MEREDITH11": "Uhm. Beh, ha senso.", + "LENNA_ENCOUNTER_KAYLEIGH11": "Brava! Sono [wave amp=30 freq=10]completamente[/wave] d'accordo con te!", + "LENNA_ENCOUNTER_FELIX11": "Sono assolutamente d'accordo.", + "LENNA_ENCOUNTER_EUGENE11": "Ha un suo senso. Non posso farti una colpa per essere quello che sei.", + "LENNA_ENCOUNTER_LENNA12": "Non ci crederai, ma in realtà sono [wave amp=30 freq=10]un'insegnante[/wave]. Il mio compito qui era metterti alla prova, e hai appena superato l\\'esame a pieni voti!", + "LENNA_ENCOUNTER_VIOLA11": "Sì, mi trovi concorde su questo.", + "LENNA_ENCOUNTER_LENNA13": "Ah, dimenticavo di chiedere il tuo nome...", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "Mi chiamo {player}!", + "LENNA_ENCOUNTER_LENNA14.m": "È stato un piacere combattere con te, {player}! Sei senz'altro nella categoria \\\"eroe\\\".", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "C'è chi mi chiama {player}.", + "LENNA_ENCOUNTER_LENNA15": "Beh, ora devo andare. Madame Ambra mi ha promesso un passaggio a casa una volta che avessi finito qui, e ho detto a Paige che non sarei rimasta via [wave amp=30 freq=10]troppo[/wave] a lungo.", + "LENNA_ENCOUNTER_KAYLEIGH18": "Su quest'isola ne arrivano parecchie di persone interessanti, vero?", + "LENNA_ENCOUNTER_LENNA14.n": "È stato un piacere combattere con te, {player}! Sei senz'altro nella categoria \\\"eroe\\\".", + "LENNA_ENCOUNTER_LENNA14.f": "È stato un piacere combattere con te, {player}! Sei senz'altro nella categoria \\\"eroina\\\".", + "LENNA_ENCOUNTER_KAYLEIGH16": "Oh! Madame Ambra ha davvero molte conoscenze, eh?", + "LENNA_ENCOUNTER_EUGENE16": "Cosa?! Sei qui a Nuova Wirral solo per un [wave amp=30 freq=10]incarico[/wave]?", + "LENNA_ENCOUNTER_VIOLA16": "Vedo che anche tu ti struggi per la mancanza dei tuoi cari! Non ti tratterremo.", + "LENNA_ENCOUNTER_FELIX16": "Sei venuta a Nuova Wirral solo per svolgere un incarico? Davvero notevole.", + "LENNA_ENCOUNTER_LENNA17": "Al nostro prossimo incontro, {player}!", + "LENNA_ENCOUNTER_MEREDITH18": "Accidenti, non ho fatto in tempo a chiederle se quelle erano corna vere o solo i suoi capelli.", + "LENNA_ENCOUNTER_FELIX18": "Mai un momento di noia su quest'isola, eh?", + "LENNA_ENCOUNTER_EUGENE18": "Sicuramente pensava che anch'io fossi \\\"nella categoria eroi\\\"... Solo, si è dimenticata di dirlo ad alta voce.", + "LENNA_ENCOUNTER_VIOLA18": "Addio, Lenna del Reame Ignoto.", + "HARBOURTOWN_FLORIST_NAME": "Ranger ansioso", + "HARBOURTOWN_FLORIST1_OPTION1": "Sì!", + "HARBOURTOWN_FLORIST1": "Chiedo scusa, ma tu fai parte dei ranger?", + "HARBOURTOWN_FLORIST1_OPTION2": "No!", + "HARBOURTOWN_FLORIST2": "Ok! Fantastico! Sono un tuo [wave amp=30 freq=10]collega ranger[/wave]... Beh, un apprendista, se non altro. Forse potresti darmi una mano?", + "HARBOURTOWN_FLORIST1_NO": "Oh, ok allora.", + "HARBOURTOWN_KAYLEIGH9": "Eh, già! Direi che la città ora è un po' più bella!", + "HARBOURTOWN_FLORIST3": "Ho preso degli alberelli dalla fattoria dei Piper. Servono per abbellire la città.", + "HARBOURTOWN_FLORIST4": "Però... non sono bravo a prendere decisioni. Quali piante sono più belle? Non ce la faccio proprio!", + "HARBOURTOWN_FLORIST5": "Aiuteresti un collega ranger? Devi solo piantare gli alberelli nelle fioriere che ho lasciato in giro per la città.", + "HARBOURTOWN_FLORIST5_OPTION1": "Certo!", + "HARBOURTOWN_FLORIST5_OPTION2": "Non ora.", + "HARBOURTOWN_FLORIST5_NO": "Va bene! Nessun problema. Se per caso dovessi cambiare idea, sai dove trovarmi!", + "HARBOURTOWN_FLORIST6": "Grazie! Ecco, prendi...", + "HARBOURTOWN_FLORIST11": "Tutte quelle opzioni tra cui scegliere mi stavano paralizzando!", + "HARBOURTOWN_FLORIST7": "Ci sono 14 fioriere in città. Fammi sapere quando le avrai riempite tutte!", + "HARBOURTOWN_FLORIST8": "Oh, hai finito?", + "HARBOURTOWN_MEREDITH9": "Sì, abbiamo alzato di qualche punto il livello di carineria della città.", + "HARBOURTOWN_EUGENE9.m": "Sì! Io ho dato supporto morale, {player} si è occupato del lavoro sporco.", + "HARBOURTOWN_EUGENE9.n": "Sì! Io ho dato supporto morale, {player} si è occupatə del lavoro sporco.", + "HARBOURTOWN_EUGENE9.f": "Sì! Io ho dato supporto morale, {player} si è occupata del lavoro sporco.", + "HARBOURTOWN_FELIX9": "Non c'è che dire, la città ora ha un aspetto migliore.", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]Abbiamo finito il lavoro! Harbourtown è più bella che mai![/wave]", + "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Grazie mille![/shake] Tutte quelle opzioni tra cui scegliere mi stavano paralizzando! Ecco, prendi questo in cambio del tuo aiuto!", + "HARBOURTOWN_VIOLA9": "Il compito è invero svolto... e la città ne è di certo migliorata.", + "GAUNTLET_INTRO_MAGIKRAB1.m": "Ah, {player}! Proprio l'umano che speravo di incontrare! Ho… un\\'opportunità per te!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "Ah, {player}! Proprio l'umana che speravo di incontrare! Ho… un\\'opportunità per te!", + "GAUNTLET_INTRO_MAGIKRAB2": "Vedi, la MerLinea non esiste solo sotto quest'isola. I suoi treni viaggiano senza fine attraverso il Cosmo Connesso degli umani. E nel farlo attraversano molti mondi [wave amp=30 freq=10]potenziali[/wave], mondi non ancora resi reali!", + "GAUNTLET_INTRO_MAGIKRAB1.n": "Ah, {player}! Proprio l'umanə che speravo di incontrare! Ho… un\\'opportunità per te!", + "GAUNTLET_INTRO_MAGIKRAB4": "Nonostante questi esseri sembrino umani o mostri dall'aspetto familiare, in realtà non sono simili a nulla che tu abbia incontrato finora. Poiché esistono solo come [wave amp=30 freq=10]potenziali[/wave], non hanno una vera realtà o canonicità.", + "GAUNTLET_INTRO_MAGIKRAB3": "Ovviamente, questi mondi [wave amp=30 freq=10]potenziali[/wave] sono popolati da esseri altrettanto [wave amp=30 freq=10]potenziali[/wave], e alcuni cercano di farsi dare un passaggio a bordo dei treni!", + "GAUNTLET_INTRO_MAGIKRAB5": "Tuttavia, così come il potenziale di una persona può superare le sue capacità, spesso questi esseri potenziali superano di gran lunga il potere degli individui reali che hai incontrato.", + "GAUNTLET_INTRO_MAGIKRAB6": "Anche se questo non preoccupa certo la magnifica MerLinea, è decisamente fastidioso per [wave amp=30 freq=10]me[/wave], che preferirei fare la mia tranquilla vita da pendolare.", + "GAUNTLET_INTRO_MAGIKRAB7": "Il mio occhio di cristallo mi dice che i Ranger stanno cercando altro \\\"Materiale fuso\\\". È così?", + "GAUNTLET_INTRO_MAGIKRAB8": "Farò un patto con te, allora: se riesci a liberare anche solo qualche vagone da questi [wave amp=30 freq=10]insopportabili[/wave] esseri potenziali, in cambio ti darò del \\\"Materiale fuso\\\". Affare fatto?", + "GAUNTLET_CAFE_HINT.v1.f": "Un consiglio: se non riesci a superare un vagone, posso rimescolare il Cimento per te. Devi solo uscire dal Cimento e chiedermelo! I tuoi avversari verranno randomizzati e tutti i modificatori in quel vagone cambieranno.", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "Certo!", + "GAUNTLET_INTRO_MAGIKRAB9": "Eccellente! Se ti aiuta, consideralo un [wave amp=30 freq=10]allenamento speciale[/wave]. Sarà divertente!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "Credo di sì…", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "Per favore, {player}, cerca di fare attenzione!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "Vedo nei tuoi occhi che hai incontrato nuovi avversari. Se lo desideri, posso rimescolare il Cimento per aggiungere nuovi nemici!", + "GAUNTLET_ENTER_MAGIKRAB1": "Tutti a bordo!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "Per favore, {player}, cerca di fare attenzione!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "Per favore, {player}, cerca di fare attenzione!", + "GAUNTLET_CAFE_MAGIKRAB1": "Ho registrato i tuoi progressi, {player}. Se decidi di abbandonare il Cimento, la prossima volta potrai ricominciare da qui!", + "GAUNTLET_CAFE_MAGIKRAB2": "Cosa posso fare per te, {player}?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "Temo che non ci sia ancora nulla da riscuotere. Dovrai vincere qualche battaglia, prima!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "Ho bisogno di fare un po' di scorte.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "Se ne hai abbastanza, posso detrarre il pagamento dalle tue ricompense non riscosse.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "Voglio riscuotere le ricompense.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "Puoi uscire dalla porta da cui sei entratə!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "Questo azzererà la tua serie vincente. Confermi?", + "GAUNTLET_CAFE_HINT.v2.f": "Un consiglio per te: presta attenzione ai modificatori attivi nel prossimo vagone. I modificatori bonus rendono più forti i tuoi avversari, mentre i modificatori penalità rendono più debole il tuo gruppo. Prepara sempre un piano prima di lanciarti a capofitto nella prossima battaglia!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "Questo azzererà la tua serie vincente. Confermi?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "Questo azzererà la tua serie vincente. Confermi?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "Voglio accedere al mio deposito nastri.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "Voglio andarmene.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "Puoi uscire dalla porta da cui sei entrato!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "Puoi uscire dalla porta da cui sei entrata!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "Niente.", + "GAUNTLET_CAFE_HINT.v1.m": "Un consiglio: se non riesci a superare un vagone, posso rimescolare il Cimento per te. Devi solo uscire dal Cimento e chiedermelo! I tuoi avversari verranno randomizzati e tutti i modificatori in quel vagone cambieranno.", + "GAUNTLET_CAFE_HINT.v2.m": "Un consiglio per te: presta attenzione ai modificatori attivi nel prossimo vagone. I modificatori bonus rendono più forti i tuoi avversari, mentre i modificatori penalità rendono più debole il tuo gruppo. Prepara sempre un piano prima di lanciarti a capofitto nella prossima battaglia!", + "GAUNTLET_CAFE_HINT.v2.n": "Un consiglio per te: presta attenzione ai modificatori attivi nel prossimo vagone. I modificatori bonus rendono più forti i tuoi avversari, mentre i modificatori penalità rendono più debole il tuo gruppo. Prepara sempre un piano prima di lanciarti a capofitto nella prossima battaglia!", + "GAUNTLET_CAFE_HINT.v1.n": "Un consiglio: se non riesci a superare un vagone, posso rimescolare il Cimento per te. Devi solo uscire dal Cimento e chiedermelo! I tuoi avversari verranno randomizzati e tutti i modificatori in quel vagone cambieranno.", + "GAUNTLET_CAFE_HINT.v3.m": "Un consiglio per te: fai scorta di oggetti! Non sai mai cosa ti aspetta nel prossimo vagone, quindi è meglio non farsi cogliere impreparati. Gli oggetti curativi possono anche aiutarti ad aggirare qualche brutto modificatore!", + "GAUNTLET_CAFE_HINT.v5": "Un consiglio per te: vincere battaglie consecutive senza riscuotere ricompense o uscire dal Cimento aumenta la tua serie vincente. Migliore è la tua serie, maggiori saranno le ricompense che otterrai per ogni battaglia. Cerca di ottenere la migliore serie possibile per ottenere vincite più ricche!", + "GAUNTLET_CAFE_HINT.v4": "Un consiglio per te: non dimenticare di riscuotere le ricompense! Se subisci una sconfitta o esci dal Cimento, perderai definitivamente tutte le ricompense non riscosse.", + "GAUNTLET_CAFE_FLAVOR.v6": "Un consiglio per te: il tempo è una macchina che trasforma molti futuri potenziali in un solo presente reale, il passato non è che un ricordo di ciò che era il presente e la storia è un racconto inventato da studiosi umani. Ogni tanto, prenditi una pausa fuori dal tempo! Voi umani a volte restate troppo coinvolti.", + "GAUNTLET_CAFE_HINT.v3.f": "Un consiglio per te: fai scorta di oggetti! Non sai mai cosa ti aspetta nel prossimo vagone, quindi è meglio non farsi cogliere impreparati. Gli oggetti curativi possono anche aiutarti ad aggirare qualche brutto modificatore!", + "GAUNTLET_CAFE_HINT.v3.n": "Un consiglio per te: fai scorta di oggetti! Non sai mai cosa ti aspetta nel prossimo vagone, quindi è meglio non farsi cogliere impreparati. Gli oggetti curativi possono anche aiutarti ad aggirare qualche brutto modificatore!", + "GAUNTLET_CAFE_HINT.v9": "Un consiglio per te: usare adesivi rari e non comuni può darti un vantaggio significativo rispetto agli avversari. Se serve, prenditi una pausa dal Cimento e spendi le ricompense per avere adesivi.[pause] Oh,[pause] a proposito,[pause] ho sentito che la Ranger Wilma offre un nuovo servizio per combinare gli attributi migliori di adesivi rari e non comuni…", + "GAUNTLET_CAFE_HINT.v7": "Un consiglio per te: fai attenzione ai [img=38]res://ui/icons/map_markers/miniboss.png[/img] vagoni boss. Sono molto più difficili dei vagoni che li precedono. Forse servirà più di un tentativo per superarli!", + "GAUNTLET_CAFE_HINT.v6": "Un consiglio per te: se trovi troppo facile il Cimento, posso aumentare la difficoltà. Devi solo uscire dal Cimento e chiedermelo! Vincere battaglie a difficoltà più elevate dà più ricompense.", + "GAUNTLET_CAFE_HINT.v8": "Un consiglio per te: ottimizza il gruppo. A volte basta scegliere nuovi nastri e adesivi per vincere una battaglia con cui avevi difficoltà.", + "GAUNTLET_CAFE_HINT.v10": "Un consiglio per te: dopo la carrozza n. 50, il Cimento ripercorre la stessa serie di incontri (con qualche nuova aggiunta) a una difficoltà maggiore. I tuoi avversari umani avranno più nastri, gli avversari arcangeli avranno più mosse e saranno attivi più modificatori contemporaneamente!", + "GAUNTLET_CAFE_HINT.v11": "Un consiglio per te: se hai incontrato nuovi avversari fuori dal Cimento, chiedimi di rimescolare il Cimento per aggiungere quegli avversari al mix!", + "GAUNTLET_CAFE_HINT.v13.m": "Un consiglio per te: alcuni avversari si trovano [i]solo[/i] nel Cimento. No, non rovinerò la sorpresa dicendoti chi sono o quanti sono. Dovrai solo scoprirlo da solo!", + "GAUNTLET_CAFE_HINT.v12": "Un consiglio per te: collegati online e porta un amico con te nel Cimento. Non potrete fondervi, ma avrete molti più nastri a disposizione, e questo può fare la differenza!", + "GAUNTLET_CAFE_FLAVOR.v2": "Un consiglio per te: questo particolare treno su cui ti trovi in questo momento ha una lunghezza infinita. Perciò, dato che la locomotiva è nella parte anteriore, non raggiungerai mai la sala macchine!", + "GAUNTLET_CAFE_HINT.v13.n": "Un consiglio per te: alcuni avversari si trovano [i]solo[/i] nel Cimento. No, non rovinerò la sorpresa dicendoti chi sono o quanti sono. Dovrai solo scoprirlo da solə!", + "GAUNTLET_CAFE_HINT.v13.f": "Un consiglio per te: alcuni avversari si trovano [i]solo[/i] nel Cimento. No, non rovinerò la sorpresa dicendoti chi sono o quanti sono. Dovrai solo scoprirlo da sola!", + "GAUNTLET_CAFE_FLAVOR.v1": "Un consiglio per te: fai attenzione se l'avversario inizia a mostrare segni di autoconsapevolezza. L\\'auto-realizzazione di esseri potenziali è pericolosa e può mandare il canone a gambe all\\'aria.", + "GAUNTLET_CAFE_FLAVOR.v3": "Un consiglio per te: prova a lavarti i denti due volte al giorno. Gli umani hanno solo due serie di denti a disposizione, e la maggior parte degli umani adulti ne ha già persa una. I denti che ti rimangono dovranno durare per il resto della tua vita!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "Un consiglio per te: ti chiedi mai se sei davvero reale? Dopotutto questo treno è pieno di esseri che esistono solo come potenziali, perciò perché dovremmo dare per scontato che tu e io facciamo eccezione? Beh, se lo pensi, frena quel pensiero: se sei reale, è inutile; se non sei reale, è pericoloso chiederselo.", + "GAUNTLET_CAFE_FLAVOR.v4.f": "Un consiglio per te: ti chiedi mai se sei davvero reale? Dopotutto questo treno è pieno di esseri che esistono solo come potenziali, perciò perché dovremmo dare per scontato che tu e io facciamo eccezione? Beh, se lo pensi, frena quel pensiero: se sei reale, è inutile; se non sei reale, è pericoloso chiederselo.", + "GAUNTLET_CAFE_FLAVOR.v8.f": "Un consiglio per te: se mai un \\\"arcangelo\\\" dovesse manifestarsi nel tuo mondo, {player}, quando torni a casa, sii cauta. Da parte di un'entità simile, anche un consiglio ben intenzionato potrebbe causare danni devastanti, semplicemente perché voi umani siete… [pause]organizzati diversamente.[pause] Come? Beh, avete [i]davvero[/i] una certa tendenza a venerare quello che non comprendete.", + "GAUNTLET_CAFE_FLAVOR.v4.n": "Un consiglio per te: ti chiedi mai se sei davvero reale? Dopotutto questo treno è pieno di esseri che esistono solo come potenziali, perciò perché dovremmo dare per scontato che tu e io facciamo eccezione? Beh, se lo pensi, frena quel pensiero: se sei reale, è inutile; se non sei reale, è pericoloso chiederselo.", + "GAUNTLET_CAFE_FLAVOR.v5": "Un consiglio per te: la freccia del tempo va solo avanti. Non soffermarti sugli errori del passato, concentrati piuttosto su come prendere decisioni migliori in futuro.", + "GAUNTLET_CAFE_FLAVOR.v7": "Un consiglio per te: l'umanità è nella sua [i]primissima[/i] infanzia, perciò non rimuginare troppo sulla malvagità di chi non ha saputo imparare la lezione. Siete una specie di scimmie che vivono in branchi di miliardi, e in gran parte vivete e lavorate pacifici insieme! Certo, la natura vi ha regalato una serie di istinti primordiali di seconda scelta, ma guarda quanta strada avete fatto!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "Un consiglio per te: se mai un \\\"arcangelo\\\" dovesse manifestarsi nel tuo mondo, {player}, quando torni a casa, sii cauto. Da parte di un'entità simile, anche un consiglio ben intenzionato potrebbe causare danni devastanti, semplicemente perché voi umani siete… [pause]organizzati diversamente.[pause] Come? Beh, avete [i]davvero[/i] una certa tendenza a venerare quello che non comprendete.", + "GAUNTLET_CAFE_FLAVOR.v9": "Un consiglio per te: non arrenderti mai a un \\\"arcangelo\\\". Possono promettere ogni genere di cose, possono avere potere, fascino e un'aria di autorevolezza, ma sono tanto profondamente imperfetti quanto la tua stessa specie. Spesso anche di più.", + "GAUNTLET_CAFE_FLAVOR.v8.n": "Un consiglio per te: se mai un \\\"arcangelo\\\" dovesse manifestarsi nel tuo mondo, {player}, quando torni a casa, sii cautə. Da parte di un'entità simile, anche un consiglio ben intenzionato potrebbe causare danni devastanti, semplicemente perché voi umani siete… [pause]organizzati diversamente.[pause] Come? Beh, avete [i]davvero[/i] una certa tendenza a venerare quello che non comprendete.", + "GAUNTLET_CULTIST_DEFAULT.v1": "Il nostro salvatore, [wave amp=30 freq=10]Fratello Dorian Cooper[/wave], oggi mi sorride!", + "GAUNTLET_CAFE_FLAVOR.v10": "Un consiglio per te: verrà il giorno, prima o poi, in cui la tua specie dovrà usare la sua capacità di pianificazione e creazione per garantire la sopravvivenza e la diversità della vita. È vero che la presenza umana sulla Terra è responsabile di tanta distruzione, ma la vostra assenza ne causerebbe [i]ancora di più[/i]![pause] Sul lungo periodo, almeno.", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]Qui si chiudono i giochi…[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "Vogliamo mostrare a questo miscredente cosa sia la vera forza?", + "GAUNTLET_CULTIST_DEFAULT.v2": "Renderò fieri i Figli del Cordoglio!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "Vogliamo mostrare a questo miscredente cosa sia la vera forza?", + "GAUNTLET_CULTIST_QUESTION.v2.m": "Ho una proposta: mostriamo a questo [wave amp=30 freq=10]miscredente[/wave] la luce della battaglia!", + "GAUNTLET_CULTIST_ANSWER.v1": "Il tuo piano è retto e nobile. [wave amp=30 freq=10]Lode a Fratello Cooper[/wave]!", + "GAUNTLET_CULTIST_QUESTION.v1.n": "Vogliamo mostrare a questo miscredente cosa sia la vera forza?", + "GAUNTLET_CULTIST_QUESTION.v2.f": "Ho una proposta: mostriamo a questo [wave amp=30 freq=10]miscredente[/wave] la luce della battaglia!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "Ho una proposta: mostriamo a questo [wave amp=30 freq=10]miscredente[/wave] la luce della battaglia!", + "GAUNTLET_CULTIST_ANSWER.v2": "Questo è davvero un ottimo piano!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]Questa sarà un'OPA aggressiva: preparati a restare insolvente![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]Molto bene, investirò nella tua strategia![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]Un solido fronte d'attacco vale il suo peso in oro. Che ne dici?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]Suggerisco di investire in un attacco frontale![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "Ottimo piano!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]Un piano aziendale davvero valido…[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "Sono qui per rendere orgogliosi i Ranger!", + "GAUNTLET_KAYLEIGH_DEFAULT": "Non sono il tipo di ragazza che si arrende senza combattere!", + "GAUNTLET_RANGER_DEFAULT.v2": "Darò tutto quello che ho!", + "GAUNTLET_RANGER_QUESTION.v2": "Sfrutterò il [wave amp=30 freq=5]sistema di chimica[/wave] per massimizzare il nostro potere offensivo, ok?", + "GAUNTLET_RANGER_QUESTION.v1": "Ricorrerò alle strategie di battaglia suggerite dal manuale del Ranger, ok?", + "GAUNTLET_ARISTOTLE_DEFAULT": "La sconfitta è amara, ma dà frutti dolci. Impara meglio che puoi dalla tua imminente sconfitta!", + "GAUNTLET_RANGER_ANSWER.v1": "Va bene, seguiamo il tuo piano!", + "GAUNTLET_DARWIN_DEFAULT": "Il forte vive, il debole muore: questo è l'ordine di tutte le cose!", + "GAUNTLET_ARISTOTLE_QUESTION": "Per essere un buon leader occorre essere un buon seguace. Ergo, in questo scontro lascerò a te le redini!", + "GAUNTLET_ARISTOTLE_ANSWER": "Seguirò il tuo esempio!", + "GAUNTLET_DARWIN_QUESTION": "Chi più si adatta ai mutamenti, sopravvive; pertanto, la nostra strategia deve essere [wave amp=30 freq=10]in continuo mutamento[/wave]! Comprendi?", + "GAUNTLET_DARWIN_ANSWER": "Non è nella mia natura seguire ciecamente gli altri, ma in questo caso farò un'eccezione.", + "GAUNTLET_DECARTES_DEFAULT.m": "Sei reale? Ogni cosa che vedo è un'illusione… Nulla di ciò che la mia memoria mentitrice mi ricorda è mai esistito.", + "GAUNTLET_DECARTES_DEFAULT.n": "Sei reale? Ogni cosa che vedo è un'illusione… Nulla di ciò che la mia memoria mentitrice mi ricorda è mai esistito.", + "GAUNTLET_DECARTES_DEFAULT.f": "Sei reale? Ogni cosa che vedo è un'illusione… Nulla di ciò che la mia memoria mentitrice mi ricorda è mai esistito.", + "GAUNTLET_DECARTES_QUESTION": "Non basta avere una mente agile: l'importante è usarla bene! Avanti, superiamo in astuzia i nostri avversari!", + "GAUNTLET_DIOGENES_QUESTION": "Combatterò al tuo fianco: a che serve in battaglia un filosofo che non fa del male a nessuno?", + "GAUNTLET_DECARTES_ANSWER": "Ho qualche dubbio sul tuo piano, ma il dubbio è l'origine della saggezza.", + "GAUNTLET_DIOGENES_DEFAULT": "Battaglia? Conflitto? No, ogni ferita è inflitta da sé stessi a sé stessi!", + "GAUNTLET_DIOGENES_ANSWER": "Seguirò la tua guida, poiché io non conosco nulla! Nulla se non la mia ignoranza.", + "GAUNTLET_EPICURUS_DEFAULT": "La giustizia è una sorta di accordo a non nuocersi reciprocamente. Qui, oggi, non c'è giustizia.", + "GAUNTLET_EPICURUS_ANSWER": "Molto bene. Ricorda solo che l'arte di ben vivere e l\\'arte di ben morire sono la medesima cosa!", + "GAUNTLET_EPICURUS_QUESTION.n": "Il coraggio si sviluppa sopravvivendo alle difficoltà e sfidando le avversità: trova dunque il coraggio in te stessə!", + "GAUNTLET_EPICURUS_QUESTION.m": "Il coraggio si sviluppa sopravvivendo alle difficoltà e sfidando le avversità: trova dunque il coraggio in te stesso!", + "GAUNTLET_EPICURUS_QUESTION.f": "Il coraggio si sviluppa sopravvivendo alle difficoltà e sfidando le avversità: trova dunque il coraggio in te stessa!", + "GAUNTLET_KARL_QUESTION": "Vieni, abbiamo un mondo da guadagnare! Afferriamo la vittoria alla radice!", + "GAUNTLET_KARL_DEFAULT": "Non abbiamo compassione, e non chiediamo compassione.", + "GAUNTLET_KARL_ANSWER": "Concordo! Le ultime parole sono per gli sciocchi che non hanno detto abbastanza!", + "GAUNTLET_PLATO_QUESTION": "Il coraggio è sapere cosa non temere. Combatteremo con coraggio!", + "GAUNTLET_PLATO_DEFAULT": "Un uomo si giudica per come usa il potere che possiede. Dimmi, tu cos'hai fatto con il tuo?", + "GAUNTLET_SOCRATES_DEFAULT": "L'unico bene è la conoscenza e l\\'unico male è l\\'ignoranza: ricordalo.", + "GAUNTLET_SOCRATES_QUESTION": "Ogni azione ha i suoi piaceri e il suo prezzo: ricordalo, prima di ogni tua mossa!", + "GAUNTLET_PLATO_ANSWER": "Molto bene, combattiamo fino alla morte! Poiché solo i morti hanno davvero visto finire la guerra.", + "GAUNTLET_SOCRATES_ANSWER": "Confido nella tua saggezza… anche se l'unica vera saggezza è sapere di non sapere.", + "GAUNTLET_ZHUANGZI_DEFAULT": "La tua vita ha un limite, ma la conoscenza non ne ha alcuno.", + "GAUNTLET_ZHUANGZI_ANSWER": "La grande saggezza è generosa, la saggezza meschina è litigiosa.", + "GAUNTLET_ZHUANGZI_QUESTION": "Cessa di opporti: solo allora ci sarà trasformazione.", + "GAUNTLET_MISS_MIMIC_DEFAULT": "HAI L'ARIA DI UNO SPUNTINO APPETITOSO.", + "GAUNTLET_KAYLEIGH_QUESTION": "Questi due sembrano tipi tosti: io penserò a darti supporto, quindi non trattenerti, ok?", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]DOVRESTI LASCIARE CHE LI DIVORI, UNA VOLTA CHE ABBIAMO FINITO DI GIOCARE CON LORO![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]IH IH, BEL PIANO![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "Va bene, io ti seguo!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "È [wave amp=30 freq=5]un'altra[/wave] me… Se non altro, i miei capelli non sono male, visti da qui!", + "GAUNTLET_MEREDITH_QUESTION": "Bene, ho pensato a una strategia: li colpiamo più forte di quanto loro colpiscano noi. Che cosa ne pensi?", + "GAUNTLET_MEREDITH_DEFAULT": "Oh, [shake rate=30 level=10]fantastico[/shake]. In che guaio mi sono cacciata?", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "Beh, questa sì che è una sensazione strana. È ora di affrontare me stessa, immagino.", + "GAUNTLET_MEREDITH_ANSWER": "Ugh, stiamo perdendo, vero?", + "GAUNTLET_EUGENE_DEFAULT": "Un altro ostacolo da abbattere? [shake rate=30 level=10]Epocale![/shake]", + "GAUNTLET_EUGENE_QUESTION": "Diamoci dentro e picchiamo duro!", + "GAUNTLET_EUGENE_ANSWER": "Piano epocale! [shake rate=30 level=10]Combattiamo![/shake]", + "GAUNTLET_EUGENE_PARTNER_REACTION": "Un altro me, eh? O è una specie di me del futuro? [pause]O un me del passato? [pause]Chi se ne importa, lo stendo comunque!", + "GAUNTLET_FELIX_QUESTION": "Beh, immagino che dobbiamo combatterli. Che ne dici di prendere tu l'iniziativa?", + "GAUNTLET_FELIX_DEFAULT": "In che guaio mi sono cacciato?", + "GAUNTLET_FELIX_ANSWER": "Certo, seguiamo il tuo piano.", + "GAUNTLET_FELIX_PARTNER_REACTION": "La situazione diventa più strana ogni secondo che passa…", + "GAUNTLET_VIOLA_DEFAULT": "Ci son più cose in cielo e in terra, mio caro avversario, di quante ne se ne sognino nella nostra filosofia.", + "GAUNTLET_VIOLA_PARTNER_REACTION": "Affrontare se stessi mette alla prova le proprie qualità… Vieni, combattiamo contro queste ombre!", + "GAUNTLET_VIOLA_QUESTION": "Vieni, eguagliamo i nostri nemici in numero!", + "GAUNTLET_VIOLA_ANSWER": "Molto bene! Si aprano le danze!", + "GAUNTLET_CLEMENCE_DEFAULT": "Bonjour! Ci conosciamo? No… penso che mi ricorderei una faccia come la tua!", + "GAUNTLET_CLEMENCE_QUESTION": "Vogliamo intrattenere i nostri [wave amp=30 freq=10]ospiti[/wave]?", + "GAUNTLET_CLEMENCE_ANSWER": "Ottimo piano! Ora vediamo se riusciamo a portare a termine la faccenda, oui?", + "GAUNTLET_DORIAN_QUESTION": "Bene, ho [shake rate=30 level=10]elaborato un piano[/shake]! Tu distrai i nemici in modo che non provino a colpire [shake rate=30 level=10]me[/shake]; io, intanto, troverò una soluzione! Che ne pensi?", + "GAUNTLET_DORIAN_DEFAULT": "Sembra proprio che tu non voglia uscirne a parole, vero? Peccato!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "Ugh. È come vedere un fantasma…", + "GAUNTLET_DORIAN_ANSWER": "Certo, perché no! Rock and roll, [shake rate=30 level=10] tesoro! [/shake]", + "GAUNTLET_HOYLAKE_DEFAULT": "Una trasformazione mostruosa… Davvero grottesco! Mi addolora abbassarmi a una barbarie simile…", + "GAUNTLET_FRANKIE_QUESTION": "Va bene, [wave amp=30 freq=10]partner[/wave]! Io prendo il comando e tu mi dai appoggio: vinceremo, non c'è problema!", + "GAUNTLET_FRANKIE_DEFAULT": "[wave amp=30 freq=10]Che sta succedendo[/wave]? Forse non dovrei stare a pensarci troppo: è ora di un [shake rate=30 level=10]combattimento da paura[/shake]!", + "GAUNTLET_FRANKIE_ANSWER": "Capito! Oh, cavoli, sono [shake rate=30 level=10]così emozionata[/shake]!", + "GAUNTLET_HOYLAKE_ANSWER": "Davvero un'ottima strategia! Vieni, diamo filo da torcere ai nostri avversari!", + "GAUNTLET_HOYLAKE_QUESTION": "Analizza il loro approccio, formula una strategia di contrasto e colpisci senza esitazione! Che ne dici?", + "GAUNTLET_JACQUELINE_DEFAULT": "Non farai un [shake rate=30 level=10]solo[/shake] un altro passo!", + "GAUNTLET_KIRBY_DEFAULT": "Questo esperimento sarà davvero singolare!", + "GAUNTLET_JACQUELINE_QUESTION": "Non mostrare pietà a questi intrusi, chiaro?!", + "GAUNTLET_JACQUELINE_ANSWER": "Siamo intesi. Non perderli di vista!", + "GAUNTLET_KIRBY_QUESTION": "Analizzerò le strategie del nemico e elaborerò uno stratagemma. Attacca con tutta la forza, se possibile.", + "GAUNTLET_MERCHANT_DEFAULT": "Dove mi trovo [wave amp=30 freq=5]questa[/wave] volta? Ah, non ha importanza, immagino!", + "GAUNTLET_KIRBY_ANSWER": "Un ottimo piano. Ora, possiamo iniziare l'esperimento?", + "GAUNTLET_PENSBY_QUESTION": "Non sono un granché come combattente, ma posso darti manforte con tecniche di guarigione, se per te va bene!", + "GAUNTLET_MERCHANT_QUESTION": "Non so [wave amp=30 freq=10]davvero[/wave] cosa stia succedendo: perché non prendi tu l'iniziativa?", + "GAUNTLET_MERCHANT_ANSWER": "Ma certo! A proposito, hai una maglietta di riserva? Sta diventando un po' freddo.", + "GAUNTLET_PENSBY_DEFAULT": "Probabilmente viola il giuramento di Ippocrate, ma per questa volta farò un'eccezione.", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]Mi dispiace, ma ora devo fermarti.[/wave]", + "GAUNTLET_PENSBY_ANSWER": "Beh, non ho un piano [wave amp=30 freq=10]migliore[/wave] di questo!", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]Dobbiamo muoverci in perfetta sincronia se vogliamo vincere…[/wave]", + "GAUNTLET_VIN_QUESTION": "Sferriamo un [shake rate=30 level=10]colpo mortale[/shake]!", + "GAUNTLET_VIN_DEFAULT": "Affrontami, pusillanime! [shake rate=30 level=10]Non risparmiarti[/shake]!", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]OK, mi fido di te…[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "Luce e oscurità si uniscono, dando vita a una piacevole ombra! [pause]La battaglia tra bene e male ha [wave amp=30 freq=10]inizio[/wave]!", + "GAUNTLET_VIN_ANSWER": "Tu comanda e io ti seguirò. [shake rate=30 level=10]Addosso[/shake]!", + "GAUNTLET_DOG_DEFAULT": "Bau!", + "GAUNTLET_KUNEKO_QUESTION": "Mostriamo a questi malvagi l'[wave amp=30 freq=10]inarrestabile potere della collaborazione[/wave]!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "Non c'è modo di sfuggirti, Kuneko!", + "GAUNTLET_BUFFY_DEFAULT": "Sei in forma? Se combattiamo, cerca di non stirarti qualcosa, ok?", + "GAUNTLET_KUNEKO_ANSWER": "Intesi! Soffiamo su di loro i [wave amp=30 freq=10]venti della battaglia[/wave]!", + "GAUNTLET_CODEY_QUESTION": "Ora disattivo i miei [wave amp=30 freq=10]limitatori di potenza[/wave] e mi impegno al massimo, ok?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]Diamoci dentro[/wave]! Mi serviva proprio, un bell'allenamento!", + "GAUNTLET_BUFFY_QUESTION": "Ecco il mio piano: io [wave amp=30 freq=10]li faccio stancare[/wave] e tu li finisci! Che ne pensi?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]Vi sentite fortunati?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]Ci penso io a far fuori questi teppistelli: tu fa' quello che ti senti, ok?[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "Un nuovo nemico, eh? Imposto la potenza sul [shake rate=30 level=10]MASSIMO![/shake]", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]Il tuo piano è terribile.[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "Quindi il piano è \\\"vincere la battaglia\\\"? Ok, ce la posso fare.", + "GAUNTLET_DREADFUL_DEFAULT": "Ooh, ho proprio [wave amp=30 freq=5]perduto[/wave] la rotta nei piani astrali e non sono scesa alla mia fermata… Dove sono adesso, vorrei sapere?", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave]! State ascoltando Cybil Radio, in diretta da qualche parte al di fuori [wave amp=30 freq=10]dello spazio e del tempo![/wave]", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]Ehi, ehi, ehi[/wave]! Perché non mostriamo agli ospiti speciali di oggi cosa sappiamo fare sul campo di battaglia?", + "GAUNTLET_CYBIL_ANSWER": "Ti sento forte e chiaro! Facciamo [wave amp=30 freq=10]festa[/wave]!", + "GAUNTLET_DREADFUL_QUESTION": "[shake rate=30 level=10]Perdiana[/shake], ci aspetta un bel lavoraccio! Suggerisco di impegnarci in una scazzottata come si deve: tu che ne pensi?", + "GAUNTLET_GLADIOLA_DEFAULT": "Non importa [wave amp=30 freq=10]quando[/wave] o [wave amp=30 freq=10]dove[/wave] mi trovo, mi opporrò sempre e comunque alle ombre! [pause]Forza, fatevi sotto!", + "GAUNTLET_DREADFUL_ANSWER": "Molto bene, che si cominci!", + "GAUNTLET_GLADIOLA_QUESTION": "Il nostro nemico è inconoscibile: [pause]colpisci senza esitazione, intesi?", + "GAUNTLET_HEATHER_DEFAULT": "[wave amp=30 freq=10]Questa è Heather, con il meteo[/wave]! [pause]Previsioni di oggi: non saprei…", + "GAUNTLET_GLADIOLA_ANSWER": "Ricevuto. I nostri nemici [shake rate=30 level=10]affronteranno le mie lame[/shake]!", + "GAUNTLET_HEATHER_ANSWER": "Ottimo piano! E ora, [wave amp=30 freq=10]rombo di tuono![/wave]", + "GAUNTLET_HEATHER_QUESTION": "Ok, ecco il piano: li [wave amp=30 freq=10]stravolgo[/wave] come un uragano, e poi arrivi tu con una [wave amp=30 freq=10]violenta[/wave] perturbazione! Che ne pensi?", + "GAUNTLET_JUDAS_DEFAULT": "Ho gli obiettivi nel mirino…", + "GAUNTLET_JUDAS_QUESTION": "Stammi bene a sentire, recluta: io prendo di mira i loro organi vitali mentre tu pensi alla ricognizione. Forte e chiaro?", + "GAUNTLET_LODESTEIN_DEFAULT": "Sono [wave amp=30 freq=10]carico[/wave] e pronto a combattere: vogliamo iniziare?", + "GAUNTLET_JUDAS_ANSWER": "Ricevuto, forte e chiaro. La missione… [shake rate=30 level=10]INIZIA![/shake]", + "GAUNTLET_LODESTEIN_QUESTION": "Questo è il piano: io [wave amp=30 freq=10]carico[/wave] con attacchi fulminei e tu segui dalla retroguardia con qualche altro colpo. Che ne pensi?", + "GAUNTLET_LODESTEIN_ANSWER": "Ricevuto, diamo loro una bella scossa!", + "GAUNTLET_SKIP_DEFAULT": "È ora di [shake rate=30 level=10]portare fuori la spazzatura![/shake]", + "GAUNTLET_SKIP_QUESTION": "Ho una strategia: li facciamo finire in [wave amp=30 freq=10]discarica[/wave] come la [wave amp=30 freq=10]spazzatura[/wave] che sono! Che ne dici?", + "GAUNTLET_WALLACE_DEFAULT": "Ho giusto un po' di tempo libero per qualche [wave amp=30 freq=10]demolizione non programmata[/wave]… Bene, chi è il primo?", + "GAUNTLET_SKIP_ANSWER": "Ottimo piano. [wave amp=30 freq=10]Portiamo fuori la spazzatura[/wave]!", + "GAUNTLET_WALLACE_QUESTION": "Io [wave amp=30 freq=10]riduco in macerie[/wave] le loro difese, poi tu li colpisci, va bene?", + "GAUNTLET_WALLACE_ANSWER": "[wave amp=30 freq=10]Bene[/wave]! Mostriamo loro di cosa siamo fatti!", + "GAUNTLET_ZEDD_DEFAULT": "Mi sono appena svegliato… Stiamo combattendo, o qualcosa del genere?", + "GAUNTLET_ZEDD_QUESTION": "Sono piuttosto stanco. Se per caso mi addormento ci pensi tu a prendere l'iniziativa, ok?", + "GAUNTLET_CLOWN_DEFAULT": "ILLUSIONI, ILLUSIONI! AH, SIAMO TUTTI ILLUSIONI, A MODO NOSTRO, NON È VERO?", + "GAUNTLET_IANTHE_IANTHE1": "Non so [wave amp=30 freq=10]chi[/wave] voi siate… [pause]Ma se pensate di poterci sfidare, forse dovreste rivalutare la situazione.", + "GAUNTLET_ZEDD_ANSWER": "Uh sì, certo. Procediamo col tuo piano.", + "GAUNTLET_IANTHE_WILMA2": "Mostriamo loro che facciamo [wave amp=30 freq=10]sul serio[/wave], cara!", + "GAUNTLET_ALEPH_DEFAULT": "CI SIAMO GIÀ INCONTRATI? NON CREDO… EPPURE IL TUO VISO SEMBRA COSÌ FAMILIARE. CHE COSA CURIOSA.", + "GAUNTLET_ALEPH_QUESTION": "SEMBRANO CREATURE FRAGILI. SII GENTILE E UCCIDILE RAPIDAMENTE PER ME, TI SPIACE?", + "GAUNTLET_ALEPH_ANSWER": "TU PUOI FARE QUEL CHE PIÙ TI PIACE, IO LI UCCIDERÒ E ME NE ANDRÒ DA QUI.", + "GAUNTLET_ALICE_DEFAULT": "QUI SIAMO TUTTI MATTI. IO SONO MATTA. VOI SIETE MATTI. SE NON LO FOSSIMO, NON SAREMMO QUI, GIUSTO?", + "GAUNTLET_ALICE_QUESTION": "SEMPRE PIÙ STRANISSIMO! C'È UN INSETTO CHE CI OSTACOLA. FORSE DOVREI SCHIACCIARLO?", + "GAUNTLET_ALICE_ANSWER": "ACCETTO IL TUO PIANO! TAGLIATEGLI LA TESTA!", + "GAUNTLET_HELIA_QUESTION": "QUESTI DUE SENTIRANNO LA LUCE DEL SOLE SU DI LORO.", + "GAUNTLET_CUBE_DEFAULT": "C'È UN ANGOLO IMPERFETTO IN OGNI COSA. LO PERCEPISCO ANCHE DENTRO DI TE. È UN ABOMINIO.", + "GAUNTLET_CLOWN_QUESTION": "IO LI FARÒ RIDERE, E POI TU LI FARAI PIANGERE, MI SEGUI?", + "GAUNTLET_CLOWN_ANSWER": "UN PIANO MERAVIGLIOSO! DIPINGIAMO UN BEL SORRISO SUL LORO VISO!", + "GAUNTLET_CUBE_QUESTION": "RETTIFICA I LORO ANGOLI STORTI, RETTIFICA I LORO ANGOLI STORTI, RETTIFICA I LORO ANGOLI STORTI!", + "GAUNTLET_CUBE_ANSWER": "SÌ. CORREGGIAMO LE LORO IMPERFEZIONI.", + "GAUNTLET_HELIA_DEFAULT.m": "OVUNQUE C'È FUSIONE, IO SONO. VOGLIAMO COMBATTERE, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.f": "OVUNQUE C'È FUSIONE, IO SONO. VOGLIAMO COMBATTERE, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.n": "OVUNQUE C'È FUSIONE, IO SONO. VOGLIAMO COMBATTERE, {player.to_upper}?", + "GAUNTLET_HELIA_ANSWER": "MOLTO BENE.", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "OSERAI FORSE METTERE IN DUBBIO LA TUA STESSA MORTALITÀ? \\nOSERAI FORSE COMPRENDERE QUANTO SEI FRAGILE?\\nNO, HAI PAURA.", + "GAUNTLET_LENNA_DEFAULT": "Quale seed mondiale è questo? Quale linea temporale? [pause]Non ha importanza, immagino: se davanti a me c'è un nemico, combatto!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "SÌ! MOSTRIAMO LORO UNA VERA MORTE!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "INSTILLIAMO IN QUESTI MORTALI LA PAURA DELLA MORTE CHE SPESSO DIMENTICANO.", + "GAUNTLET_LENNA_ANSWER": "Capito! Vieni, facciamo scontrare le spade!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "È passato del tempo dall'ultima volta che abbiamo combattuto insieme. Sei sicura di essere pronta, Paige?", + "GAUNTLET_LENNA_QUESTION": "Ognuno di noi ha un punto debole, basta colpirlo al momento giusto. Tutto chiaro?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "Oh, non preoccuparti per me! E poi, voglio provare questo [wave amp=30 freq=10]curioso mangiacassette[/wave] di cui mi hai parlato!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "Sono destinata a essere solo un ostacolo da superare, ovunque e comunque? [pause]No, non credo!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "Libera dal destino, dal tempo, da ogni cosa. A chi [shake rate=30 level=10]importa[/shake] dove siamo? Perché non [shake rate=30 level=10]divertirsi un po'[/shake]?!", + "GAUNTLET_MAMMON_DEFAULT": "Leggo nel tuo cuore. Desideri progredire, espanderti. E io ti sono d'ostacolo.", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "Molto bene, mostriamo a questi due cos'è un vero [shake rate=30 level=10]game over[/shake]!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "Libera dal destino, dal tempo, da ogni cosa. A chi [shake rate=30 level=10]importa[/shake] dove siamo? Perché non [shake rate=30 level=10]divertirsi un po'[/shake]?!", + "GAUNTLET_SHADOW_LENNA_ANSWER": "Certo, perché no? [shake rate=30 level=10]Divertiamoci[/shake] un po'!", + "GAUNTLET_MAMMON_QUESTION.n": "Questə umanə desidera progredire. Noi siamo d'ostacolo. Pertanto, il nostro ruolo è fermarlə con la forza.", + "GAUNTLET_MAMMON_QUESTION.m": "Questo umano desidera progredire. Noi siamo d'ostacolo. Pertanto, il nostro ruolo è fermarlo con la forza.", + "GAUNTLET_MAMMON_QUESTION.f": "Questa umana desidera progredire. Noi siamo d'ostacolo. Pertanto, il nostro ruolo è fermarla con la forza.", + "GAUNTLET_MAMMON_ANSWER": "Concordo con il tuo stratagemma. Vediamo se i nostri nemici riusciranno a sconfiggerlo.", + "GAUNTLET_MORGANTE_DEFAULT": "CHE VENIATE A ME IMPUGNANDO UNA SPADA O BRANDENDO UN MANGIACASSETTE, VOI UMANI NON CAMBIATE MAI.", + "GAUNTLET_MAMMON_EUGENE_REACTION": "Una rivincita, eh? [shake rate=30 level=10]Fatti sotto![/shake]", + "GAUNTLET_MORGANTE_ANSWER": "MOLTO BENE.", + "GAUNTLET_MORGANTE_QUESTION": "NON HO BISOGNO DELL'AIUTO DI NESSUNO PER SCATENARE IL VERO POTERE DELLA RIBELLIONE. RESTA INDIETRO.", + "GAUNTLET_PUPPET_DEFAULT": "SIETE I MIEI BURATTINI? NO, SOLO DEI POVERI UMANI SPERDUTI. \\nMA FORSE GIOCHERÒ COMUNQUE CON VOI.", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "SIETE QUI PER BRUCIARE PER ME?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "MOLTO BENE. POSSANO QUESTI UMANI VEDERE LA LUCE.", + "GAUNTLET_MOURNINGSTAR_QUESTION": "CHE BRUCINO NELLA LUCE CELESTE.", + "GAUNTLET_MONARCH_DEFAULT": "VENITE, LASCIATE CHE CONSUMI LE VOSTRE ANIME VUOTE.", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "Urgh. Di nuovo questa… cosa.", + "GAUNTLET_ROBIN_QUESTION": "PORTERÒ AL NOSTRO TREPIDANTE PUBBLICO UN VERO TEATRO DELL'OPERA DI OMBRE NOTTURNE. CHE NE DICI?", + "GAUNTLET_ROBIN_DEFAULT": "QUA E LÀ, QUA E LÀ,\\nSON TEMUTO IN CAMPAGNA ED IN CITTÀ.", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "Caspita, è stato un [wave amp=30 freq=10]ottimo[/wave] allenamento per il mio povero vecchio carapace.", + "GAUNTLET_ROBIN_ANSWER": "MOLTO BENE! CHE LO SPETTACOLO ABBIA INIZIO!", + "GAUNTLET_TOWER_DEFAULT": "LA MIA VERITÀ È SUPERIORE ALLA VOSTRA VERITÀ! ACCETTATELO!", + "GAUNTLET_TOWER_QUESTION": "ILLUMINIAMO QUESTI UMANI CON LA LUCE DELL'IGNORANZA!", + "GAUNTLET_TOWER_ANSWER": "IL TUO PIANO È ECCELLENTE!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "Ma ora è il mio turno di partecipare al divertimento!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "Io e la MerLinea abbiamo osservato i tuoi progressi nel Cimento con grande piacere.", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "Sconfiggimi se ci riesci, {player}. E non trattenerti: la MerLinea mi permea con il suo potere!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "Stava diventando un po' piccolo per me, ma puoi averlo tu! Io mi sono già trasferito in uno più grande. Che ne pensi?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "Ecco, te lo sei meritato!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "Ho un'aria [wave amp=30 freq=10]magica[/wave]!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "D'ora in poi, i tuoi avversari non faranno che diventare più forti. Seguirò i tuoi progressi con grande trepidazione!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "Ha un odore strano…", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "Il nostro avversario questa volta è… un Conostaceo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "Il nostro avversario questa volta è… un Conostaceo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "Il nostro avversario questa volta è… un Conostaceo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "Il nostro avversario questa volta è… un Conostaceo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "Dovrebbe essere facile!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "Il nostro avversario questa volta è… un Conostaceo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]Hai creato un mostro![pause] Oggi, la creatura distrugge chi l'ha creata!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "Sembra più grande del solito…", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]Ti ricordi di me, {player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "Uh…", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]Ti ricordi di me, il [wave amp=30 freq=10]patetico[/wave] Conostaceo che hai così crudelmente schiacciato nella sabbia il tuo primo giorno a Nuova Wirral?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "Grazie per aver giocato al nostro gioco! Ti è piaciuto?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]Nel momento in cui ci siamo toccati, la tua ombra - tutte le parti peggiori di te, quelle che neghi anche a te stesso - si è impressa su di me e mi ha dato una mente pensante.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]Nel momento in cui ci siamo toccati, la tua ombra - tutte le parti peggiori di te, quelle che neghi anche a te stessa - si è impressa su di me e mi ha dato una mente pensante.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]Per qualche tempo ti ho seguito, scrutando dalle ombre di Harbourtown mentre tu e i tuoi complici complottavate per distruggere tutti i mostri. Da allora, mi sono allenato per questo momento, il nostro scontro finale!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]Nel momento in cui ci siamo toccati, la tua ombra - tutte le parti peggiori di te, quelle che neghi anche a te stessə - si è impressa su di me e mi ha dato una mente pensante.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]Hai creato un mostro![pause] Oggi, la creatura distrugge il creatore!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]Per qualche tempo ti ho seguito, scrutando dalle ombre di Harbourtown mentre tu e i tuoi complici complottavate per distruggere tutti i mostri. Da allora, mi sono allenato per questo momento, il nostro scontro finale!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]Per qualche tempo ti ho seguito, scrutando dalle ombre di Harbourtown mentre tu e i tuoi complici complottavate per distruggere tutti i mostri. Da allora, mi sono allenato per questo momento, il nostro scontro finale!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]La mia strategia?[pause] [wave amp=30 freq=10]È semplice![pause] Massacro indiscriminato senza pietà!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]Ho viaggiato in lungo e in largo per Nuova Wirral e in molti altri mondi al di là. Ho combattuto ogni sorta di mostri, arcangeli e umani. Ne ho uccisi a [wave amp=30 freq=10]milioni[/wave]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]Hai creato un mostro![pause] Oggi, la creatura distrugge la creatrice!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "[shake rate=30 level=10]Il Re Rosso mi ha infuso il suo potere![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "[shake rate=30 level=10]La mia esistenza sarà anche solo potenziale, ma so che la rabbia nel mio cuore è reale![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]Ho studiato le tue tattiche, {player}. Non credere che questa volta mi farò sopraffare così facilmente!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]Io ti [wave amp=30 freq=10]ucciderò[/wave], {player}, ma non oggi…", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "Grazie per aver giocato al nostro gioco! Ti è piaciuto?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "Grazie per aver giocato al nostro gioco! Ti è piaciuto?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "No… Voglio dire, sì!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "Sì!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "Un momento, perché non posso dire di no?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "Grande! Lasciaci una recensione, ci aiuterà un sacco! Quando hai finito, riprendi questo dialogo: ti aspetta una sorpresa.", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "Recensione terminata!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "Ottimo, ora preparati a farti rovinare il divertimento: ho aggiunto bug e mosse hackerate solo per questa battaglia. Spero che non ti aspettassi uno scontro leale!", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "Mettiamo su qualche pezzo da paura!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "Diamo il meglio quando lavoriamo insieme…", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "Questo è solo l'inizio!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "Accidenti, che fastidio, questa musica! Cambiamola!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "OGNI MOMENTO DI FRUSTRAZIONE,[pause] OGNI INCONVENIENTE…[pause] TUTTO È INTENZIONALE!\\n\\nSIAMO QUI PER ROVINARTI IL DIVERTIMENTO!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "NON ABBIAMO ANCORA TESTATO QUESTA MOSSA.\\n\\nVEDIAMO COME VA!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "Sole! Non mi aspettavo di vederti qui!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "FUNZIONA, UHM, COME PREVISTO.", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "C-COSA!?[pause]\\n\\nUH,[pause] CIOÈ, VOGLIAMO DIRE,[pause] OTTIMO LAVORO!\\nHAI SUPERATO IL NOSTRO TEST!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]{player}, sei venuta! Grazie…[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "Non montarti la testa: tutto quello che è appena successo è andato esattamente secondo i piani.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "Anzi, ora che ci penso…[pause] dammi un secondo, adesso lo alzo.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "A proposito: se continui con il Cimento da qui, i tuoi avversari raggiungeranno il limite di livelli.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "Non dimenticare l'impostazione di scaling dei livelli, se combattere al di fuori del Cimento diventa troppo facile!", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "Ecco qua! Ora il limite è 999, puoi continuare a giocare.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "Se vedi qualcosa, probabilmente non esiste. Vedilo, sterminalo, sconfiggilo.", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "Annuncio", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "Anche tu puoi aiutare a fermare la diffusione del contagio psichico. Ad ogni uscita troverai dispenser di disinfettante per la mente.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "I passeggeri sono pregati di tenere sempre sé gli effetti personali. I bagagli lasciati incustoditi verranno invitati a cena in un bel posticino.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "Questo treno ferma a: Crewe, Elmwich, Jekyll-e-Hyde Park, ?????, Cambralot, Ur-Wirral, Ovunque, Nessundove, AAAAAAAAAAA-", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "A causa del traffico particolarmente intenso alla prossima fermata, questo treno arriverà a Crewe con un ritardo di 12.361 anni.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "Se sul treno dovesse salire un numero infinito di passeggeri anziani, disabili o in stato di gravidanza, i passeggeri sono invitati a cedere il loro posto trasferendosi a quello con numero doppio rispetto al posto attuale.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "Prossima fermata: Crewe. I passeggeri che scendono a questa fermata sono invitati a rispettare le usanze locali e assumere sembianze umane.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "In caso di depressurizzazione non pianificata, verranno fornite automaticamente maschere a ossigeno. I passeggeri che dovessero avere necessità di maschere ad anidride solforosa sono pregati di avvisare telepaticamente il personale di bordo.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "Se il treno dovesse compiere una fermata d'emergenza in un mondo morto, i passeggeri sono pregati di NON SCENDERE. Non sporgere braccia, gambe o eventuali altri arti dalla vettura finché il treno non riprende a muoversi.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "In caso di emergenza, attivare l'allarme:\\n(1) sollevare lo sportello; (2) tirare la leva; (3) attendere la morte.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "I passeggeri sono pregati di evitare il contatto visivo con gli altri passeggeri. Non tentare la comunicazione. La violazione di questa regola è punibile con la reclusione in ciclo temporale e un'ammenda di 2000 €.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "In caso di malessere, i passeggeri sono pregati di avvisare telepaticamente il personale, che li accompagnerà nel mondo-quarantena più vicino.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "Viaggiando su questo treno, i passeggeri accettano la raccolta dei loro dati intrapersonali.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "In questa vettura è in funzione un servizio di sorveglianza a circuito temporale chiuso. Per motivi di sicurezza, i circuiti temporali chiusi potranno essere monitorati per prevenire violazioni della causalità.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "Attenzione ai borseggiatori e agli esseri potenziali su questo treno. I passeggeri sono invitati a non lasciare incustodita la loro realtà.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "I passeggeri sono invitati a non mettere in discussione la propria esistenza a bordo di questo treno.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "Non è consentito fumare su questo treno. La combustione spontanea è punibile con un'ammenda di 2000 €.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "Gli specchi devono sempre essere tenuti coperti a bordo del treno.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "Se vedete un vostro sosia con l'aria inquietante e gli occhi rossi, segnalatelo IMMEDIATAMENTE al personale.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "A causa dei crescenti disagi dovuti al ########, questa linea verrà deviata alla stazione di Crewe. Ci scusiamo per il disagio che questo causerà senza dubbio ai passeggeri.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "I tulpa devono sempre essere tenuti al guinzaglio.", + "RANGER_TRADER_STICKER_FUSION2": "Conosci già a menadito la fusione dei mostri, che ne diresti se potessi [wave amp=30 freq=10]fondere anche gli adesivi[/wave]?", + "RANGER_TRADER_STICKER_FUSION1": "Ciao, tesoro! Oggi offro un nuovo servizio che potrebbe interessarti.", + "RANGER_TRADER_STICKER_FUSION3": "Scegli un adesivo da cui prendere l'effetto principale e un secondo adesivo da cui prendere attributi extra rari e non comuni. I due adesivi verranno combinati per realizzarne uno che contiene il meglio di entrambi!", + "RANGER_TRADER_STICKER_FUSION4": "La fusione degli adesivi è permanente, perciò non potrai riavere gli adesivi originali. Ma, se scegli bene, gli adesivi fusi possono trasformare anche il nastro più debole in una belva inarrestabile!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]Ehi… {player}...[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "Ora, come posso essere d'aiuto?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "Che c'è, Sole?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]C'è una cosa che devo fare, {player}… [pause]per risolvere le questioni in sospeso…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "Questioni in sospeso?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]Essere un \\\"Succhiaterra\\\" ha una conseguenza di cui non ti ho parlato…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "Cosa intendi dire?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]La creatura \\\"Mammon\\\" che ci dava ordini… era connessa a noi, e noi tutti eravamo connessi gli uni agli altri… come da un invisibile filo telefonico…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]Ma l'Arcangelo… Mammon… adesso non esiste più. Non sento più i suoi ordini nella testa. [pause]Ma riesco ancora a sentire i pensieri degli altri Succhiaterra…[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "Penso di aver capito. C'era una rete che vi collegava tutti, e quel collegamento esiste ancora, anche se non sei più [wave amp=20 freq=5]una di loro[/wave].", + "SUNNY_QUEST_INTRO_MEREDITH6": "Siete tutti connessi? Tipo, da un collegamento telepatico, o qualcosa del genere? Ok, fin qui ti seguo.", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "Riesci a sentire i loro pensieri?!", + "SUNNY_QUEST_INTRO_FELIX6": "Oh, quindi tu e gli altri Succhiaterra avete una sorta di connessione telepatica?", + "SUNNY_QUEST_INTRO_VIOLA6": "Capisco. Davvero singolare.", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}… Gli altri,[pause] i Succhiaterra,[pause] stanno tramando qualcosa. [pause]Non hanno motivo di continuare a essere Succhiaterra, ma non sanno come cambiare…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]Le loro voci parlano di Monte Wirral… Penso che si stiano organizzando lassù. [pause]Devo scoprire cosa stanno tramando… {player}, possiamo vederci lì?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "Ok. [pause]Immagino che dovremmo aiutare la ragazza zombi, dico bene?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "Sono felice che Sole se la stia cavando da sola. Buon per lei!", + "SUNNY_QUEST_INTRO_EUGENE9": "Bene, aiutiamo Sole! È davvero cambiata parecchio, eh?", + "SUNNY_QUEST_INTRO_VIOLA9": "Spero che la nostra amica Sole stia bene. Forse il nostro aiuto le sarebbe gradito?", + "SUNNY_QUEST_INTRO_FELIX9": "Aiutarla potrebbe essere interessante, non ti pare?", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]{player}, sei venuto! Grazie…[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]Oh, hai portato dei clienti? Un investimento davvero curioso…[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]{player}, sei venutə! Grazie…[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]E non avete più bisogno di comportarvi così… Ora siete liberi. [pause]Ora siamo TUTTI liberi…[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]No… voi non capite! Le persone non sono \\\"investimenti\\\"… [pause]Le persone sono persone…[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]Non so cosa state tramando, ma noi tutti possiamo scegliere di essere ciò che vogliamo, invece di essere \\\"Succhiaterra\\\"![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "Cantagliela chiara!", + "SUNNY_QUEST_PART1_KAYLEIGH6": "E brava Sole!", + "SUNNY_QUEST_PART1_EUGENE6": "Questo è lo spirito giusto, Sole! Hai proprio ragione.", + "SUNNY_QUEST_PART1_VIOLA6": "Sei davvero cresciuta in risolutezza, cara Sole!", + "SUNNY_QUEST_PART1_FELIX6": "Giusto!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]Non ho intenzione di restare in disparte, {player}… Questa è anche la mia battaglia![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]Forse dovremmo farti un CORSO ACCELERATO di economia…[/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]Hai perso il tuo spirito d'impresa, Succhiaterra![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]Uuh… Qui abbiamo finito. [pause]È ora di timbrare il cartellino! Abbiamo cose da fare, gente da vedere…[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "Sei stata [wave amp=20 freq=5]fantastica[/wave], Sole!", + "SUNNY_QUEST_PART1_VIOLA11": "Un'esibizione fantastica della nostra cara Sole!", + "SUNNY_QUEST_PART1_EUGENE11": "Sei stata [shake rate=30 level=10]mitica[/shake], Sole! Li hai davvero presi a calci nel sedere!", + "SUNNY_QUEST_PART1_MEREDITH11": "Gran bella forma di mostro, Sole.", + "SUNNY_QUEST_PART1_FELIX11": "Gran bella forma di mostro, Sole!", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "Dove hai preso quella cassetta di mostro?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "Che cassetta di mostro era quella?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]Me l'ha regalata Ianthe, quando le ho parlato del mio piano per affrontare i Succhiaterra…[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]La ruota… [pause]È letteralmente una grossa ruota… Non capisco…[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]Eh? \\\"La ruota sotto il vecchio quartier generale\\\"… [pause]Cosa significa?[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]Tenevano delle riunioni qui… Ci sarà pure qualche indizio che spieghi quello che stanno facendo…[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]Oh! Il vecchio quartier generale nell'acquitrino… C\\'è qualcosa al di sotto![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}… per favore, vieni con me alla vecchia base dei Succhiaterra, quella che tu e Eugene avete distrutto… Credo che i Succhiaterra siano là.[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]Devo farlo… Devo fermarli e lasciarmi alle spalle quella vita una volta per tutte…[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]A dire il vero, sono un po'… emozionata…[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]Eh? Su questa porta c'è una specie di dispositivo. È per impedire agli intrusi di entrare? Vediamo un po\\'…[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]Penso che dovremmo andare più a fondo…[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]Sembra che mi consideri una Succhiaterra! Entriamo, {player}.[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]Gli altri Succhiaterra sono tutti qui… Devono essere qui per un motivo. [pause]Qualcosa che riguarda una \\\"ruota\\\"…[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]Tu, [pause]Succhiaterra![pause] La tua uniforme non è in ordine! Farò rapporto alle risorse umane![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]Forse la tua uniforme è più in ordine di quanto credessi…[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]Stupidi lacci e lacciuoli…[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]Sei qui per sventare i nostri piani di espansione aziendale? Non SOPPORTO i whistleblower![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]La ruota offre un'opportunità davvero entusiasmante per espandere la nostra impresa! Credo proprio che le nostre azioni si impenneranno![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]Sei qui per fare spionaggio industriale? È contro la politica aziendale![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]Le mie azioni crollano…[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]Le voci… I Succhiaterra sono in trepidazione per qualcosa di imminente… Lo SENTO…[/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]È… comunque contro la politica aziendale…[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]Continuiamo…[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]Non è magnifica? Ammira il futuro dell'Associazione dei Succhiaterra: la Ruota![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]Quando il nostro CEO precedente è stato… [pause]trasferito… [pause]il quartier generale dei Succhiaterra è crollato nelle viscere dell'isola, insieme a molti di noi dipendenti…[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]Ma quaggiù, nel buio, abbiamo trovato lei. Una nuova opportunità per tutti noi…[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "E cosa potrà mai fare?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "A cosa vi serve quest'affare?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]La ruota è una parte dimenticata di un tutto più grande, un oggetto di grande potere che si trova sotto quest'isola… [pause]Un potere che serpeggiando unisce molti mondi…[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "La MerLinea!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "Quindi viene da uno dei treni della MerLinea?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]Il \\\"collegamento\\\" tra Succhiaterra che ci unisce… Forse questa ruota può estenderlo…[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]Siamo ricettacoli, creati come servi dell'Arcangelo Mammon, [pause]non è così?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]Dimmi, ex collega: [pause]sai cosa siamo DAVVERO, noi Succhiaterra?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]No… Un Arcangelo non può \\\"creare\\\" nulla! Può solo prendere ciò che esiste e dargli nuova forma… La ruota ti mostrerà la tua verità![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]Allora… da dove veniamo?[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]La ruota può collegarci ad altri tempi, ad altri luoghi… ad altri Succhiaterra. [pause]Grazie a essa… possiamo stabilire comunicazioni… organizzare fusioni…[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player}, vogliono raggiungere altri mondi e portare qui nuovi Succhiaterra![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]Sì! [pause]Stiamo ampliando la nostra base di operazioni! [pause]Assunzioni di massa! Espansione aggressiva![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]No, non lo farete! Non ve lo permetterò![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]Cosa?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]STO ASSUMENDO RINFORZI DA TUTTO IL COSMO![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "Non credo che ti faccia bene…", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]Finiamola qui![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]Ah, il toro selvaggio del mercato rialzista, per difendere il nostro capitale… [pause]Davvero appropriato! Così sarà perfetto![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}…[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]Non permetterò a nessuno di dirmi cosa devo essere…[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]Io devo solo essere ME STESSA![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]Li abbiamo battuti… Insieme…[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]La ruota può mostrarmi la mia \\\"verità\\\"? Cosa intendeva dire?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]CHE COSA SONO, esattamente?[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "Possiamo fidarci di lui?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "Quella cosa potrebbe essere pericolosa…", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]Vedo… [pause]i fili… che ci legano, così vicini alle mie dita che posso quasi afferrarli…[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]L'ho vista, per un momento… Ero io? Io… ero quella?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "Stai bene, Sole?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]Sono così vicina… Devo solo fare un ultimo sforzo…[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]Si concentrava così tanto sul lavoro che aveva smarrito se stessa. Era infelice…[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]Questo corpo… Il mio corpo era di un'altra persona, un tempo. Aveva una sua vita, ma non era del tutto sua…[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]Questo l'ha resa un bersaglio facile per Mammon. È stata presa… Presa e trasformata in un ricettacolo.[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]Trasformata in me…[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]Ci deve essere qualcosa di più… Un significato più grande, delle altre risposte, da qualche parte nel cosmo… Devo solo scrutare più a fondo…[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]Ugh![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "Stai attenta, Sole!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "Forse è meglio fermarsi.", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]Uuh, credo di aver scrutato un po' troppo distante nel cosmo. Mi sono persa per un attimo… [pause]Scusami.[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]NO![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player}, andiamocene, ora. Abbiamo finito, qui…[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "Stai bene?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "Hai trovato quello che cercavi?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]Io…[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]La ruota…[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]L'hai vista, vero? [pause]La tua genesi? [pause]Il momento in cui sei stata scelta per uno scopo più grande? [pause]Il momento in cui sei diventata ciò che dovevi essere?[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]Io… Io sono…[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]Io sono Sole. Non sono nient'altro. E non importa ciò che la gente dice che dovrei essere.[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]Sono soltanto Sole.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]Per favore, {player}, mostrami qualcosa. Qualcosa di nuovo! C'è così tanto da vedere! [pause]So che intendi lasciare Nuova Wirral, ma…[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]Forse anche tu dovresti smettere di essere un Succhiaterra solo perché ti hanno detto che è quello che sei, e provare a essere te stesso, qualche volta.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]Penso che… Sapere che questo… [pause]corpo… [pause]era qualcun'altra, anche prima che io diventassi una Succhiaterra…[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]Ugh.[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "Credo che i mostri vivano solo a Nuova Wirral.", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]Non mi fa sentire diversa. Voglio continuare a imparare cosa significa essere me stessa, così come sono adesso.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]Sono sicura che \\\"l'altra me\\\" capirebbe.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]Io voglio divertirmi un po', [pause]ok?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "Sole ti fa una serie di domande sulla vita nel tuo mondo.", + "RESTING_SUNNY_PLATONIC_2": "Sole ti racconta di un sogno che ha fatto di recente.", + "RESTING_SUNNY_PLATONIC_3": "Sole siede in silenzio e soddisfatta.", + "RESTING_SUNNY_DATING_1": "Sole ha una conversazione seria con te su cosa pensa della vita.", + "RESTING_SUNNY_PLATONIC_5": "Sole ti racconta con entusiasmo tutte le novità che ha imparato di recente su Harbourtown.", + "RESTING_SUNNY_PLATONIC_4": "Tu e Sole parlate del più e del meno, senza pensieri.", + "RESTING_SUNNY_DATING_2": "Sole ti chiede informazioni sulle tue scelte in fatto di abbigliamento (per una ricerca personale).", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]Mi pare di capire che alle persone piaccia molto mangiare cibo, non è così?[/wave]", + "RESTING_SUNNY_DATING_3": "Sole siede in silenzio, ma soddisfatta, insieme a te.", + "RESTING_SUNNY_DATING_4": "Sole non dice molto, ma sembra felice di stare con te.", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]Sembra che tu lo faccia almeno una volta al giorno![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "Eh?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "Cosa intendi dire?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "È necessario!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "Bisogna mangiare per restare in vita!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]Davvero? È strano…[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]Io non ho problemi anche se non mangio nulla![/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]Forse sono meno simile agli altri di quanto pensassi…[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]Il cielo nel tuo mondo è bello come lo è qui, {player}?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "È… molto diverso.", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]Di giorno, il sole solca il cielo, insieme alla luna nera come pece… Di notte, quella stessa luna consuma le luci che danzano e vorticano insieme…[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "Non è proprio la stessa cosa.", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]È meraviglioso, non sembra anche a te?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "È fantastico!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "Lo trovo un po' inquietante.", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]Eh eh… Sapevo che saresti stata d'accordo. È davvero \\\"mitico\\\"…[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]Eh eh… Sapevo che saresti stato d'accordo. È davvero \\\"mitico\\\"…[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]Eh eh… Forse è molto diverso da ciò a cui sei abituato…[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]Eh eh… Sapevo che saresti statə d'accordo. È davvero \\\"mitico\\\"…[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]Eh eh… Forse è molto diverso da ciò a cui sei abituata…[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]Eh eh… Forse è molto diverso da ciò a cui sei abituatə…[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]Dimmi, {player}… Anche nel tuo mondo c'è un café?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "Ce ne sono molti, in realtà.", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]Molti café? Trovo davvero difficile immaginarlo…[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "No, questo è l'unico che abbia mai visto!", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]Wow! [pause]Allora questo posto dev'essere molto eccitante per te![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]Tu e Kayleigh… C'è una sorta di legame tra voi, vero?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "Sì!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]Lo immaginavo. Mi rende felice sapere che due dei miei amici sono così vicini…[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "Immagino che si possa dire così.", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]Lo immaginavo. Mi rende felice sapere che due dei miei amici sono così vicini…[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]Lo immaginavo. Mi rende felice sapere che due dei miei amici sono così vicini…[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]Anche se non condivido un simile legame con nessuno, penso che sarebbe bello…[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]Tu e Eugene siete molto amici, vero?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "Sì!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]Lo immaginavo. Per certi versi, Eugene è molto sicuro di sé; per altri, molto meno… Credo che tu sia la persona giusta per aiutarlo a tirar fuori il meglio di sé.[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "Immagino che si possa dire così.", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]Siete una bella coppia, credo…[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]Quando sento il vento così…[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]Mi sento come se… La donna a cui apparteneva questo corpo, lei non ha mai sentito il vento tra i capelli in questo modo…[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]Forse sto recuperando il tempo perduto, in un certo senso…[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]È strano pensare che molte persone su quest'isola siano sperdute…[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]Sono le persone a crearli, se ho ben capito?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]Dopotutto, io non mi sono persa qui. Qui è dove mi sono ritrovata…[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]Kayleigh dice che la vita a Nuova Wirral è un nuovo inizio per tutti, giusto? Tu pensi che TUTTI meritino una seconda possibilità?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "Penso di sì.", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]Nuova Wirral… Un luogo dove puoi perderti per sempre, [pause]e ritrovarti per sempre…[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]Un nuovo inizio…[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "Non tutti.", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]Sì, lo penso anch'io, credo…[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]Non meritare una seconda occasione nella vita… Non vorrei mai incontrare qualcuno del genere…[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]Gli \\\"Arcangeli\\\", [pause]come Mammon…[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "Più o meno…", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "Una persona amica?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "Qualcosa del genere.", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]Capisco…[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]Un Arcangelo sembra molto più forte di un umano… ma immagino che non sia il giusto modo di considerare le cose.[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]Quando vedo le persone a Harbourtown che lavorano insieme, sembrano davvero una cosa sola…[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]Certo, gli Arcangeli sono forti… Ma dubito che un Arcangelo possa sconfiggere un gruppo di persone unite e compatte![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]Stavo pensando…[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]Chissà, forse… costruendo una nave e salpando, si potrebbero scoprire altre isole simili…[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]L'oceano che circonda Nuova Wirral…[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]Forse un giorno lo farò, quando avrò voglia di vedere terre nuove![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]Se in passato qualcun altro viveva nel mio corpo, vuol dire che io ho ereditato i suoi gusti?[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]Mi… Mi piace guardarti così, con il fuoco che ti illumina, {player}…[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]Oppure i miei gusti sono solo miei? [pause]Chissà…[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]Le braci che si riflettono nei tuoi occhi… Ti sembrerà una stupidaggine, ma vedo un mondo intero in te…[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]Forse è il mondo da cui provieni… Forse ne hai sempre conservato un pezzo dentro di te, e ti guida verso casa…[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]La me del passato… La persona che un tempo viveva nel mio corpo…[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]Sembrava così infelice… [pause]È triste vivere una vita infelice e non poterla cambiare…[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]{player}, promettimi che cercherai sempre di vivere al massimo della tua felicità…[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "Non ce ne sono.", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]Come sono i mostri nel tuo mondo, {player}?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]Non lasciare che il tuo mondo ti cambi, che ti trasformi in qualcuno che non sei… Ok?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]Eh? Davvero?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]Non me n'ero resa conto… [pause]Beh, questo spiega tutto.[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "Sì.", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]Nel tuo mondo ci sono altri tipi di vestiti oltre a questo,{player}?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]Davvero?[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "Molti di più!", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]Quindi, se ho ben capito… Quest'isola è stata creata e mantenuta da un Arcangelo chiamato \\\"MerLinea\\\", giusto?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]Però… [pause]Ho appena scoperto come mi piace vestirmi… Forse non è ancora il momento per un nuovo look…[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "Pare di sì.", + "SUNNY_CONVO16_SUNNY1_OPTION2": "Proprio così!", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]Ok, la prossima volta proverò a farti domande migliori![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]Questo Arcangelo deve pur aver avuto una ragione per fare tutto ciò…[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]Ma forse… le sue ragioni sono al di là della nostra comprensione.[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]Comunque sia, non è il caso di preoccuparsi! Qualunque cosa il futuro abbia in serbo per noi, saremo pronti.[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]La nostra nuova amica Gwen… Non ho mai visto abiti come i suoi![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]E così, Gwen è un Arcangelo…[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]Chissà se le piacerebbe diventare mia amica…[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]Chissà come si sentiva sola, su questo molo. Spero che trovi la felicità.[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]Nessuno merita di sentirsi così…[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]Ok, {player}. Raccontami qualcosa. Qualcosa sul tuo mondo.[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "Eh?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "Il mio mondo?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]Sì! Il tuo mondo è antico, no? Nuova Wirral è recente. So che Harbourtown esiste solo da poche generazioni…[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "Fai un breve riassunto della storia della Terra a beneficio di Sole. [pause]Devi saltare molti dettagli, ma va bene anche così.", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]Dai, raccontami la storia del tuo mondo![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]Wow… Che storia pazzesca.[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]Quando penso a quest'isola, al mondo da cui vengo… Alla persona che ero, alla Succhiaterra che sono adesso… Al fatto di averti trovato qui…[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]Riesco quasi a vedere il ramo della Storia che mi ha portato a essere me, [pause]qui, [pause]adesso.[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]Mi capisci? Anche tu riesci a vedere… i rami della Storia del tuo mondo, che ti hanno portato a essere come sei?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]Mi capisci? Anche tu riesci a vedere… i rami della Storia del tuo mondo, che ti hanno portato a essere come sei?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]Mi capisci? Anche tu riesci a vedere… i rami della Storia del tuo mondo, che ti hanno portato a essere come sei?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "Non direi!", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]Ok! Mi fa piacere! Temevo che fosse una domanda sciocca.[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "Uhm… Sì…", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]Lascia perdere… Era una domanda stupida![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]Sto ancora imparando cosa significhi essere se stessi. In parte ha a che fare con la nostra storia, ma non del tutto…[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]Vorrei conoscere l'umana che ero… [pause]La donna che ha vissuto per prima nel mio corpo… Vorrei sapere come è stata plasmata dalla sua storia…[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]Forse sto facendo le domande sbagliate. Più che il passato, dovrei conoscere il presente![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "Mi sembra una buona idea!", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]Nel tuo mondo ci sono tante persone, vero? Voglio dire… molte più che su quest'isola.[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "Forse sì!", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]Ehi, {player}…[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]Non preoccuparti, lo capisco bene. Io e gli altri Succhiaterra… non siamo amici.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "Sì, direi di sì!", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]Sicuramente incontri più persone di quante tu possa conoscerne![/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "Esatto!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]E non ti dispiace? Ci sono tante amicizie che non stringerai mai…[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]Per quanto… Non tutte le conoscenze diventano amicizie. Non si può andare d'accordo con tutti.[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "Già.", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "Puoi dirlo forte.", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]Loro sono imprigionati nei loro ruoli. Sono talmente rigidi… che non riescono a immaginare una vita diversa.[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]Però… Io voglio aprirmi alle altre persone. So che potrebbero ignorarmi, o addirittura disprezzarmi, ma non m'interessa.[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]Forse il fatto che io abbia scelto di essere Sole, anziché una Succhiaterra, per loro è un insulto.[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]Per me le persone sono interessanti! Mi diverto a parlare con loro.[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "Sono d'accordo!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "C-Cosa?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "Questo è lo spirito giusto!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]Eh eh.[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]È buffo avere fame, eh?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]Ti sembra una cosa così strana da dire?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "Non è affatto buffo avere fame!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]È una sensazione che cambia il nostro comportamento, che noi lo vogliamo o no…[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]I desideri del nostro corpo ci sopraffanno, ci spingono a prendere decisioni…[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "Beh, sì, è vero…", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "Il tuo corpo ne ha molti, di questi desideri?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Visto? Non era poi una cosa tanto strana da dire.[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Scommetto che nel tuo mondo ci sono tanti buoni cibi che su Nuova Wirral non esistono, {player}![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Con alcuni cibi mi succede più che con altri. Immagino si tratti di \\\"gusti\\\"…[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "Già.", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "Adesso ti racconto dei \\\"ristoranti\\\".", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]N-No… [pause][pause]Cioè… [pause][pause]Io non… [pause]Io stavo parlando di cibo![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Ti prego, parlami di questi cibi. Voglio sapere tutto![/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Molti desideri umani sono… [pause]interessanti, ma parlare di cibo è più facile.[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "A quel punto, con un certo imbarazzo, la conversazione si esaurì.", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]Ehi, {player}.", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]C'è una cosa mi incuriosisce… Le case della gente. Dicono che le case siano il riflesso di chi ci abita.[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]Mi faresti vedere la tua casa?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "Certo!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "Non adesso.", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]Ok! Andiamo…[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]Ok, magari la prossima volta…[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]Ho pensato tanto a cosa significhi essere me, essere una persona…[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]E ora credo di aver capito.[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]Ciò che ci rende persone… [pause]sono le altre persone.[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]Se non avessi te nella mia vita, e Kayleigh, e Eugene… non sarei Sole![/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]Dopotutto, questo nome me l'avete dato voi. È il primo regalo che abbia mai ricevuto… e ne farò tesoro per sempre.[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]Anche nei tuoi confronti, {player}. All'inizio ti temevo… Non mi fidavo di te. Ma ora ti considero…[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]Mi sembra passata un'eternità. Sono molto diversa da allora.[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "Una persona amica?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]Anche nei tuoi confronti, {player}. All'inizio ti temevo… Non mi fidavo di te. Ma ora ti considero…[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]Anche nei tuoi confronti, {player}. All'inizio ti temevo… Non mi fidavo di te. Ma ora ti considero…[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "Una persona amica?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "Qualcosa di più?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Quei legami che ci uniscono… danno senso alla nostra vita, secondo me. Essere umani significa questo.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Certo! Abbiamo viaggiato insieme… Combattuto mostri insieme… Ci siamo persino fusi insieme![/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "Qualcosa di più?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "Qualcosa di più?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]So che un giorno te ne andrai da qui. Ma quei legami non si scioglieranno mai. Sono loro a renderci quello che siamo.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]O almeno, io la vedo così.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Uh…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Stai dicendo quello che penso?[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "Sto dicendo che siamo due carissimi amici!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "Sto dicendo che provo qualcosa per te.", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "Sto dicendo che la nostra amicizia è fantastica!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "Sto dicendo che siamo due carissime amiche!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]Allora… non sono solo io.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]A dirla tutta, da qualche tempo provo… [pause]dei sentimenti complicati.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]È difficile per me capire cos'è normale e cosa no…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]Ma se anche tu provi la stessa cosa, sarò franca:[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]Voglio starti vicina, [pause]molto vicina. Adesso. [pause]Se per te va bene.[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "Niente di particolare!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]Mi sembra che tu abbia qualcosa da dire, {player}. Sbaglio?[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]Ok, {player}…[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]Voglio stare con te.[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]Credo di capire cosa mi stai chiedendo.[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]Non c'è problema, Eugene. All\\'epoca non eravamo amici, ma ora sì. Molto meglio così, non credi?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]Ma certo che lo voglio. Non voglio nient'altro.[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]Io…[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]Non si tratta soltanto di una vicinanza fisica, è qualcosa di più…[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "Sì.", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]Una legittimazione del legame che ci unisce come persone.[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "Sì, possiamo dire così.", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]Però… Possiamo essere vicini anche fisicamente, no?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]Perché quando ti vedo, provo tanti sentimenti diversi. Voglio esserti vicina fisicamente e voglio anche un legame con te, con il tuo cuore.[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]Questi sentimenti si mescolano in una cosa sola, non capisco dove inizi uno e finisca l'altro… Mi sembra di non riuscire a capire me stessa quanto vorrei.[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]Ho bisogno di esserti vicina, credo.[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]Voglio sentire le tue mani sulle mie… [pause]e anche altre cose del genere![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]So che prima o poi dovrai tornare a casa. Ma questo legame non si scioglierà mai. È quello che ci rende ciò che siamo.[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]Quindi… sì. Voglio stare con te. Finché non te ne andrai.[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "Beh, non vivono nell'ufficio! Soltanto la mattina e il pomeriggio! È come un ruolo che recitano durante il giorno… Poi rientrano a casa e tornano a essere se stessi.", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "Beh, non la metterei proprio [wave amp=30 freq=10]così[/wave]. Però per vivere servono soldi, e un lavoro da impiegato è un modo per guadagnare.", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]Quindi… nel tuo mondo, c'è gente che SCEGLIE di vivere da Succhiaterra?[/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]Quindi la gente sceglie di vivere in un ufficio per sopravvivere?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "Uhm, io non sono qualificata per un lavoro del genere.", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]Capisco. Anche tu avevi un \\\"lavoro da impiegato\\\" prima di arrivare a Nuova Wirral, Kayleigh?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]No, quando ero una Succhiaterra non ho mai dovuto \\\"bere sangue\\\".[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "Direi di no. Però mi incuriosisci.", + "PARTNER_INTERACT_S_M1_MEREDITH2": "Quindi non sei una vampira. [pause]Ma sei sicura di non essere una non-morta [wave amp=30 freq=10]almeno un po'[/wave]? Sei palliduccia…", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]\\\"Non-morta\\\"? Non conosco questa espressione. È una cosa brutta?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]Ti… [pause]incuriosisco?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "Non volevo offenderti! [pause]Però sei come… [wave amp=30 freq=10]una morta vivente[/wave]. O forse no. Comunque sia, è molto interessante!", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]Quindi stai dicendo che non riesci a capirmi del tutto e lo trovi interessante?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "Immagino di sì…", + "PARTNER_INTERACT_S_E1_EUGENE2": "Dici la prima volta che sei entrata in questo café? Beh sì, è stato un po' di tempo fa.", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]È passato un sacco di tempo da quando ci siamo incontrati per la prima volta, Eugene…[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]No, intendo quando ero una Succhiaterra e sono arrivata a Harbourtown. Hai fatto la voce grossa con me e il mio collega… Ci hai ordinato di andarcene via, ricordi?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "Cavolo, [pause]eri TU? Sole, non mi ero reso conto…", + "PARTNER_INTERACT_S_E1_EUGENE6": "Eccome! Un netto miglioramento.", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]Vuoi disegnarmi?[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "Sì! La tua storia è incredibile! Eri schiava di una multinazionale e ne sei fuggita per diventare te stessa! Un personaggio ispirato alla tua vita sarebbe perfetto per la storia che sto scrivendo!", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]Però ti avverto: non ho intenzione di togliermi nessun indumento.[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]È… molto gentile da parte tua. Sarei onorata di farmi disegnare da te, Felix.[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "Tranquilla, non sono [wave amp=30 freq=10]quel[/wave] genere di artista.", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]Hai tanti bei ricordi dei tuoi viaggi, Viola?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "Bei ricordi? Stupendi, direi! Una sera il vento nei capelli, la sera dopo il caldo letto d'una taverna. E poi ancora le liete cene con gli amici di mio padre, o le nottate trascorse a recitar poesie nella bella Verona.", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]\\\"La bella Verona\\\"… Sembra un posto interessante![/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "Può anche darsi, ma debbo confessare: [pause]in quella città ebbi a rubare il cuore di una fanciulla d'alto lignaggio. E finii per causare una faida familiare che degenerò in modi assai dolorosi. [pause]Non credo che tornerò in quei paraggi.", + "PARTNER_INTERACT_S_D1_DOG2": "Bau!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]Quindi tu sei un \\\"cane\\\", vero?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]Hai un sacco di storie da raccontare![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]Non avevo mai incontrato un \\\"cane\\\". Mi piacerebbe incontrarne altri, se possibile.[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "Sì! [pause]Dalle mie parti non è rarissimo avere i capelli rossi.", + "FRANKIE_INTERACT_K1_FRANKIE1": "Devo chiedertelo, Kayleigh. I tuoi capelli sono sempre stati di quel colore?", + "FRANKIE_INTERACT_K1_FRANKIE4": "Beh, [pause]no. [pause]Però, sin da quando sono arrivata qui, i miei capelli sono sempre rimasti di questo colore.", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "Immagino che tu, invece, non sia nata coi capelli rosa.", + "FRANKIE_INTERACT_K1_FRANKIE6": "Di certo risparmio soldi sulla tintura!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "Beh, se ti piacciono non è un gran problema, no?", + "FRANKIE_INTERACT_M1_FRANKIE1": "Non so, Meredith. Se [wave amp=30 freq=10]me ne vado[/wave] da Nuova Wirral, poi devo trovarmi un lavoro e bla bla bla. Sai che noia?", + "FRANKIE_INTERACT_K1_FRANKIE7": "Anche se… qui non esistono i soldi. Né le tinture.", + "FRANKIE_INTERACT_V1_VIOLA3": "Capisco le tue angustie, Frankie cara. Temi che la tua passione per la prosa romantica e passionale sia in contraddizione con la tua riluttanza ad affrontare simili situazioni nella vita reale. Dico bene?", + "FRANKIE_INTERACT_M1_MEREDITH2": "Ma sei ancora una ragazzina, no? Ne hai di tempo, prima di entrare nella vita adulta!", + "FRANKIE_INTERACT_M1_FRANKIE3": "Ho [wave amp=30 freq=10]diciotto anni[/wave]! Non credo che tu sia [wave amp=30 freq=10]tanto[/wave] più vecchia di me!", + "FRANKIE_INTERACT_M1_MEREDITH4": "Oh. [pause]Non l'avrei detto. Hai una sorta di… [pause]energia giovanile. Ti facevo molto più giovane!", + "FRANKIE_INTERACT_M1_FRANKIE5": "Me lo dicono spesso!", + "FRANKIE_INTERACT_E1_FRANKIE1": "Non credo di essere la persona che i miei genitori [wave amp=30 freq=10]speravano[/wave] che diventassi. Intendiamoci: loro mi [wave amp=30 freq=10]incoraggiano[/wave] sempre, ma forse non pensavano che sarei diventata così.", + "FRANKIE_INTERACT_E1_EUGENE2": "Ti capisco. Io ho avuto un'infanzia abbastanza movimentata… Ma i miei genitori, da giovani, avevano combattuto una guerra di trincea per il destino di un mondo in fiamme.", + "FRANKIE_INTERACT_E1_FRANKIE3": "…[pause]Eh?", + "FRANKIE_INTERACT_E1_EUGENE4": "Voglio dire… Mi hanno cresciuto come meglio potevano. [pause]Ma da piccolo giocavo tra i rottami delle macchine di morte che loro avevano distrutto. Capisci, no?", + "FRANKIE_INTERACT_E1_EUGENE5": "In una situazione simile, è ovvio che si viene a creare un certo divario generazionale.", + "FRANKIE_INTERACT_E1_FRANKIE6": "…[pause]Tutto considerato, forse la mia vita è piuttosto facile.", + "FRANKIE_INTERACT_F1_FRANKIE1": "Quindi, se io ti fornisco la descrizione di un personaggio, tu puoi disegnarlo per me?", + "FRANKIE_INTERACT_F1_FELIX2": "Certo! Dimmi solo che aspetto ha, e al resto penserò io.", + "FRANKIE_INTERACT_F1_FRANKIE3": "Ok, [pause]è tipo… [pause]Immagina un lupo mannaro, però in giacca e cravatta. Anzi, è più uno smoking. E ha la pelliccia di color…", + "FRANKIE_INTERACT_F1_FELIX4": "Uhm, magari puoi scrivermi qualche appunto?", + "FRANKIE_INTERACT_V1_FRANKIE1": "Per essere una a cui il romanticismo non interessa, leggo un sacco di romanzi rosa!", + "FRANKIE_INTERACT_V1_FRANKIE2": "Ti sembra [wave amp=30 freq=10]strano[/wave]?", + "FRANKIE_INTERACT_V1_VIOLA5": "Se vuoi la mia opinione, non devi preoccuparti. Forse i desideri del tuo cuore muteranno col tempo. O forse no.", + "FRANKIE_INTERACT_V1_FRANKIE4": "Uhm… Penso di sì…", + "FRANKIE_INTERACT_V1_VIOLA6": "Goditi le cose che ami, e ama chi ti circonda nel modo che più ti diletta. Non c'è maniera migliore di vivere la vita, a parer mio.", + "FRANKIE_INTERACT_V1_FRANKIE7": "Viola, sei davvero [wave amp=30 freq=10]fantastica[/wave], lo sai?", + "FRANKIE_INTERACT_S1_FRANKIE1": "Ovviamente, prima di arrivare qui, non sapevo che Nuova Wirral [wave amp=30 freq=10]esistesse[/wave]… Però, in un certo senso, era [wave amp=30 freq=10]da tutta la vita[/wave] che mi preparavo a un avvenimento del genere!", + "FRANKIE_INTERACT_V1_VIOLA8": "Mi è stato detto e ripetuto, sì!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]Capisco… Perché leggi molte storie fantastiche… E ne scrivi anche, dico bene?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "Sì! [pause]Beh… Nello specifico, la faccenda delle cassette non l'avevo prevista… Però in generale [wave amp=30 freq=10]adoro[/wave] le storie di amicizia tra mostri e umani. Soprattutto se c\\'è anche un pizzico di romanticismo.", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]Ah sì? È per questo che sei così contenta di essere qui? Vuoi avere una storia d'amore con un mostro?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "Chi, io? [pause]No, no, io mi limito a osservare.", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "I personaggi Nel trabocchetto subiscono la sostituzione di alcune delle loro mosse.", + "STATUS_NAME_BOOBY_TRAPPED": "Nel trabocchetto", + "STATUS_NAME_FLAMMABLE": "Infiammabile", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Dà alla squadra bersaglio lo stato {status_effect} per {duration} turni.", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Colpisce un bersaglio. Usa la Difesa in mischia dell'utilizzatore al posto dell\\'Attacco in mischia. Infligge danni anche all\\'utilizzatore.", + "MOVE_DESCRIPTION_CARNIVORE": "Aumenta il numero di PV recuperati con Morso.", + "MOVE_NAME_BOOBY_TRAP": "Trabocchetto", + "MOVE_NAME_MACHINE_CURSE": "Maledizione meccanica", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consuma tutti i PA dell'utilizzatore. La potenza di questo attacco aumenta di 15 volte il numero di PA consumati. Il tipo di attacco e gli effetti di stato extra sono determinati dal meteo attuale.", + "MOVE_NAME_BUTTERFLY_EFFECT": "Effetto farfalla", + "MOVE_DESCRIPTION_MACHINE_CURSE": "Riflette all'utilizzatore tutti i danni e gli effetti di stato inflitti da mosse attivate da altre mosse passive.", + "MOVE_NAME_STICKER_TRICK": "Truffa dell'adesivo", + "MOVE_DESCRIPTION_LIFTOFF": "Dà all'utilizzatore Potenzia-PA e Velocità + alla fine del suo terzo turno.", + "MOVE_NAME_ENERGY_RESERVES": "Riserve d'energia", + "MOVE_NAME_BAD_FORECAST": "Previsioni sbagliate", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "Ha una chance di dare 1 PA a un alleato casuale al termine del turno dell'utilizzatore.", + "MOVE_NAME_IONISED_AIR": "Aria ionizzata", + "MOVE_DESCRIPTION_BOOBY_TRAP": "Infligge danni all'utilizzatore.", + "MOVE_DESCRIPTION_STICKER_TRICK": "Sostituisce l'ultima mossa usata dal bersaglio con Trabocchetto. Trabocchetto infligge danni all\\'utilizzatore.", + "STATUS_DESCRIPTION_FLAMMABLE": "I personaggi con Infiammabile ricevono lo stato Ustionato quando vengono colpiti da attacchi tipo Fuoco. Inoltre, i danni ricevuti da Ustionato aumentano.", + "MOVE_DESCRIPTION_HARDBACK": "Riduce tutti i danni subiti tranne i critici e i danni da attacchi tipo Fuoco. Gli attacchi tipo Fuoco subiti infliggono sempre colpi critici e non forniscono bonus.", + "MOVE_NAME_CARNIVORE": "Carnivoro", + "MOVE_NAME_BRACE_FOR_IMPACT": "Pronti all'impatto", + "MOVE_NAME_HARDBACK": "Copertina rigida", + "MOVE_NAME_LIFTOFF": "Decollo", + "MOVE_NAME_GASOLINE_SPRAY": "Spruzzo di benzina", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Dà al bersaglio lo stato {status_effect}.", + "MOVE_DESCRIPTION_BAD_FORECAST": "Dà al bersaglio lo stato Schivata nulla per {duration} turni e cambia il meteo a caso. Viene usata automaticamente all'inizio della battaglia.", + "AMPHARE_NAME": "Amplepre", + "FRAGLIACCI_LORE_2": "\\\"Pagliacci\\\" è il nome di un'opera italiana scritta da Ruggero Leoncavallo, portata sulle scene la prima volta nel 1892. Racconta la storia di un attore che guida una compagnia teatrale della commedia dell\\'arte.", + "LAPACITOR_LORE_2": "La prima batteria elettrica fu inventata dal fisico Alessandro Volta nell'Ottocento. All\\'epoca, Volta non comprese appieno la natura della sua invenzione e la ritenne una fonte di energia illimitata.", + "AMPHARE_LORE_1": "L'Amplepre è poco più che una batteria vivente, con \\\"arti\\\" formati da rottami di ferro sospesi nell\\'aria attorno al suo corpo. Non è chiaro in che modo sia diventata senziente.", + "PIER_MACHINE_GLITTER_LORE_2": "Quando l'umanità è stata strappata via, tutto ciò che resta è il caos.", + "ITEM_PIER_TICKET": "Biglietto premio", + "ITEM_PIER_TICKET_DESCRIPTION": "Un biglietto che può essere scambiato con pass per le attrazioni al Molo di Brightside. Al tatto la carta è crespa e delicata, come una foglia morta.", + "DLC_PIER_FELIX_CONVO2_FELIX2": "Sembra che gli Arcangeli siano invidiosi di noi umani. Anche quella che hai incontrato per la prima volta in un altro mondo, Madame Ambra, preferiva assumere una forma umana, vero?", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "Direi di sì!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Immagino che sia così...", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Quella donna s'abbiglia con le sembianze d\\'una giullaressa, ma non lascerò che si prenda gioco di me.", + "DLC_PIER_FELIX_CONVO2_FELIX4": "Sono potenti... [pause]ma il potere non è tutto, vero?", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Che il volto gentile di Gwen non ti faccia abbassare la guardia, {player}. Una giullaressa può sembrare un fiore delicato, ma sa esser letale quanto la serpe che vi striscia sotto.", + "DLC_PIER_FELIX_CONVO2_FELIX3": "Si può pensare che siano [wave amp=30 freq=10]esseri divini[/wave], ma non credo che sia proprio così.", + "UMBRAHELLA_LORE_1": "Si dice che l'enigmatico Adomprello sia un malaugurio: cavalcando refoli di vento crudele come un aquilone su una corrente ascensionale, appare solo dove incombono disastro e sofferenza.", + "UMBRAHELLA_LORE_2": "Sono state trovate raffigurazioni di ombrelli artificiali pieghevoli in sculture risalenti all'antica Assiria. Tutte le culture nel corso della storia umana hanno dato origine a ombrelli di ogni genere.", + "UI_CC_VALUE_hair_clown_2": "Capocomico 2", + "UI_CC_VALUE_hair_clown_1": "Capocomico 1", + "UI_CC_VALUE_hair_clown_3": "Giullare", + "UI_CC_VALUE_hair_clown_4": "Bicolore", + "UI_CC_VALUE_head_clown": "Naso da clown", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "E così \\\"Gwen\\\" era un Arcangelo, dopotutto, e conosceva Aleph...", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Questo molo inquietante mi suscita tante domande.", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "E Gwen... è sempre stata qui? [pause]Si trucca da sola? [pause]È single?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "È stato qui sin da quando Nuova Wirral è abitata? Da dove [wave amp=30 freq=10]arriva[/wave]?", + "CHARLEQUIN_LORE_1": "L'Acciarlecchino sfrutta le maniche enormi per riporvi oggetti che poi usa negli spettacoli, come fuochi d\\'artificio, materiali infiammabili, dispositivi incendiari e via dicendo.", + "FRAGLIACCI_NAME": "Bangliacci", + "BLUNDERBUSK_LORE_2": "Sebbene il ruolo del \\\"pagliaccio\\\" risalga all'antico Egitto, il look contemporaneo del \\\"clown\\\" che tutti conosciamo è stato sviluppato dall\\'attore inglese Joseph Grimaldi all\\'inizio dell\\'Ottocento.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Intrattenere", + "BATTLE_ADJECTIVE_PIER_MACHINE": "{name}, Macchina infernale", + "PIER_MACHINE_BEAST_NAME": "Perla", + "PIER_MACHINE_BEAST_SUBTITLE": "Macchina della ferocia", + "PIER_MACHINE_BEAST_LORE_2": "Alcuni dicono che l'animalità sia assenza di umanità, altri che sia l\\'accettazione del nostro vero io.", + "PIER_MACHINE_BEAST_LORE_1": "Qualunque cosa fosse un tempo, ora è sospesa tra due stati dell'essere. Una mostruosità incompleta che può esprimersi solo con una furia animalesca.", + "BLUNDERBUSK_NAME_PREFIX": "Spingar", + "AMPHARE_NAME_PREFIX": "Amp", + "FRAGLIACCI_DESCRIPTION": "un pagliaccio con la testa a cannone", + "REGION_NAME_FUNHOUSE": "Mondospasso", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "nella Casa della Strega sul Molo di Brightside", + "REGION_NAME_SPACEWORLD": "Zona cosmica", + "REGION_NAME_FUNHOUSE_PHRASE": "a Mondospasso sul Molo di Brightside", + "REGION_NAME_PIER_WAREHOUSE": "Magazzino del Molo di Brightside", + "REGION_NAME_SPACEWORLD_PHRASE": "nella Zona cosmica sul Molo di Brightside", + "PIER_MACHINE_GLITTER_LORE_1": "Una cosa che sa solo che non dovrebbe esistere. Senza più alcuna razionalità, questa entità miserevole non può prendere decisioni con logica o ragionamento.", + "PIER_MACHINE_GLITTER_SUBTITLE": "Macchina del caos", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Un pass con cui accedere a un'attrazione sul Molo di Brightside.", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "Pass attrazione verde", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Un pass con cui accedere a un'attrazione sul Molo di Brightside.", + "ITEM_PIER_PASS_SPACEWORLD": "Pass attrazione rosso", + "ITEM_PIER_PASS_FUNHOUSE": "Pass attrazione rosa", + "ROSEHOOD_LORE_2": "La favola di \\\"Cappuccetto Rosso\\\" ha una lunga storia. Lo si può tracciare fino al X secolo in Europa e ha radici nelle storie popolari dell'antica Grecia.", + "UMBRAHELLA_SUBTITLE": "Malaugurio", + "UMBRAHELLA_DESCRIPTION": "un inquietante ombrello vivente", + "REGION_NAME_PIER_PHRASE": "al Molo di Brightside", + "REGION_NAME_PIER": "Molo di Brightside", + "REGION_NAME_HAUNTEDHOUSE": "La Casa della Strega", + "MAP_FEATURE_ROWING_BOAT": "Barca a remi", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "nel magazzino sul Molo di Brightside", + "MAP_FEATURE_WAREHOUSE": "Magazzino", + "MAP_FEATURE_HAUNTEDHOUSE": "\\\"La Casa della Strega\\\"", + "MAP_FEATURE_FUNHOUSE": "\\\"Mondospasso\\\"", + "MAP_FEATURE_SPACEWORLD": "\\\"Zona cosmica\\\"", + "CHARLEQUIN_NAME": "Acciarlecchino", + "FRAGLIACCI_LORE_1": "L'intero corpo del Bangliacci è simile a un cannone balistico: la sua \\\"faccia\\\" è semplicemente il copri-canna per un cannone capace di sparare oggetti a una velocità terrificante.", + "LAPACITOR_DESCRIPTION": "un coniglio a forma di batteria con un gigantesco braccio ad artiglio", + "MAJORTOM_LORE_2": "Il primo volo spaziale con equipaggio fu completato nel 1961 dal cosmonauta sovietico Yuri Gagarin. Quel volo, durato 108 minuti, è stato indiscutibilmente una pietra miliare nella storia della razza umana.", + "MAJORTOM_DESCRIPTION": "un lungo robot a forma di shuttle", + "ROSEHOOD_DESCRIPTION": "una figura incappucciata con un cesto di fiori", + "MINORTOM_NAME_PREFIX": "Minor", + "MINORTOM_NAME_SUFFIX": "tom", + "MINORTOM_LORE_1": "Un tempo i Minortom erano automi da intrattenimento di un parco a tema su una Terra parallela non particolarmente accattivante. Sopravvissuti ai loro creatori, hanno acquisito una sorta di autocoscienza meccanica e ora vogliono navigare tra le stelle come i razzi spaziali a cui assomigliano.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]Cosa?![/shake] No! Non era [wave amp=30 freq=10]per niente[/wave] quello che intendevo!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Più che altro, a darmi i brividi è l'idea che sia l\\'unica abitante di un molo abbandonato.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "Vuoi dire che hai paura di lei?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "Vuoi dire che hai una cotta per lei?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Una domanda così dice [wave amp=30 freq=10]molto[/wave] su di te, {player}.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Una domanda così dice [wave amp=30 freq=10]molto[/wave] su di te, {player}.", + "CHARLEQUIN_NAME_SUFFIX": "chino", + "MAJORTOM_NAME": "Majortom", + "MINORTOM_DESCRIPTION": "un robot a razzo rétro", + "UMBRAHELLA_NAME": "Adombrello", + "UMBRAHELLA_NAME_PREFIX": "Adom", + "UMBRAHELLA_NAME_SUFFIX": "brello", + "HAUNTOME_LORE_2": "La storia del libro è lunga quanto la storia della scrittura. Prima dell'invenzione della carta, le persone usavano diversi altri mezzi per scrivere testi, tra cui le tavolette di argilla.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Quindi \\\"Gwen\\\" non è umana?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Una domanda così dice [wave amp=30 freq=10]molto[/wave] su di te, {player}.", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Questa nostra nuova missione per salvare il molo...", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Accidenti, non so [wave amp=30 freq=10]proprio[/wave] che cosa pensare di tutta questa roba. Troppo complicata per uno come me.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "C'era da aspettarselo. Mai fidarsi di nessuno che indossa un costume a tempo pieno. [pause]L\\'ho sempre pensata così.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Io credo che possiamo fidarci di lei!", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "È piuttosto strana, vero? Insomma, stiamo aiutando qualcuno, sì, ma non so bene cosa pensare di Gwen.", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Comunque sia, stai in guardia. Chissà che cosa troveremo...", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "Non so se possiamo fidarci di lei.", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Qualcosa in questo luogo non è ciò che dovrebbe. [pause]Io lo so, e tu lo sai.", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "E così, \\\"Gwen la giullaressa\\\" era in realtà uno spirito d'altri mondi, non è così?", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Ci son molte cose dell'umanità che gli esseri fatati d\\'altri mondi c\\'invidiano, a quanto pare.", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Vivere tanto a lungo, eppure vivere l'ombra di una vita...", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Che cosa miserevole si è rivelata essere, alla fine.", + "CHARLEQUIN_NAME_PREFIX": "Acciarle", + "CHARLEQUIN_DESCRIPTION": "un pagliaccio dagli occhi a stella", + "AMPHARE_NAME_SUFFIX": "lepre", + "BLUNDERBUSK_NAME_SUFFIX": "dimbanco", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Un pass con cui accedere a un'attrazione sul Molo di Brightside.", + "ITEM_KEY_HAUNTEDHOUSE_1": "Occhio di rubino", + "ITEM_KEY_HAUNTEDHOUSE_3": "Chiave della sala macchine verde", + "ITEM_KEY_HAUNTEDHOUSE_2": "Chiave della biblioteca", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Una gemma grezza, foggiata in modo da entrare in un castone molto specifico.", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Una casa arrugginita per entrare nella biblioteca della Casa della Strega.", + "SCARLETEETH_DESCRIPTION": "un gigantesco lupo con un mantello", + "SCARLETEETH_LORE_2": "Tra le tante varianti di \\\"Cappuccetto rosso\\\", la più popolare è quella dei fratelli Grimm. In alcune delle prime versioni, però, il lupo nella storia è descritto esplicitamente come un licantropo.", + "SCARLETEETH_LORE_1": "Un Cappuccetto che diventa selvaggio può evolversi in questa forma: lo Zannarossa, una colossale belva dai grandi artigli golosa di carne umana. Per una persona, assumere questa forma in battaglia significa perdersi nella più pura e animalesca sete di sangue.", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "E così \\\"Gwen\\\" è sempre stata un Arcangelo?", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Ma mi sembra comunque che aiutarla sia stata una buona cosa... [pause]Almeno credo...", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Comunque sia[/wave], abbiamo fatto un buon lavoro. Complimenti, {player}.", + "DLC_PIER_FELIX_CONVO1_FELIX1": "Questo molo... [pause]è...", + "DLC_PIER_FELIX_CONVO1_FELIX2": "Da favola, eh?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Eh?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Direi di sì!", + "DLC_PIER_FELIX_CONVO2_FELIX1": "E così \\\"Gwen la clown\\\" in realtà è \\\"Gwenivar l'Arcangelo\\\", eh?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "O forse ci sto pensando su troppo.", + "DLC_PIER_FELIX_CONVO1_FELIX3": "Il modo in cui luoghi come questi [wave amp=30 freq=10]scivolano lentamente nel declino[/wave] dà loro un carattere unico. Ogni macchia di ruggine racconta una storia.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "Qual è lo scopo di un pagliaccio?", + "LAPACITOR_LORE_1": "Se l'energia elettrica al suo interno cresce a sufficienza, un\\'Amplepre è in grado di estendere il suo corpo e formare arti veri e propri. Tuttavia, per difendersi deve comunque usare rottami metallici.", + "LITTLERED_NAME_PREFIX": "Cappu", + "LITTLERED_NAME": "Cappuccetto", + "LITTLERED_NAME_SUFFIX": "cetto", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Terrorizzare", + "CLOWN_LORE_1": "Gwenivar è un antico Arcangelo su cui la cultura umana ha sempre suscitato un fascino quasi infantile. Ha passato molti anni a tentare di imitare l'abilità naturale dell\\'umanità di creare cose nuove.", + "CLOWN_LORE_2": "Incarnazione delle illusioni, Gwenivar un tempo faceva parte del gruppo di Aleph, la \\\"Tavola rotonda\\\". Quando il gruppo si divise in seguito a una tragedia, Gwenivar si isolò nel suo eremo sul Molo di Brightside.", + "MINORTOM_LORE_2": "L'idea di \\\"razzo spaziale\\\" compare per la prima volta nella narrativa nel romanzo \\\"Dalla Terra alla Luna\\\" di Jules Verne. Descrive un volo con equipaggio verso la Luna, e ispirò il primo film di fantascienza in assoluto: \\\"Le Voyage dans la Lune\\\", o \\\"Viaggio nella Luna\\\", di Georges Méliès.", + "HAUNTOME_NAME_PREFIX": "Infes", + "HAUNTOME_NAME_SUFFIX": "tomo", + "HAUNTOME_LORE_1": "L'Infestomo può sembrare un libro posseduto da uno spirito irrequieto, ma in realtà il suo \\\"occhio\\\" è una creatura organica che ha messo radici in un tomo voluminoso. Sbatte le pagine per scatenare folate di vento.", + "FRAGLIACCI_NAME_PREFIX": "Bang", + "FRAGLIACCI_NAME_SUFFIX": "liacci", + "CHARLEQUIN_LORE_2": "Arlecchino è forse la più nota delle maschere tradizionali della commedia dell'arte, una forma di teatro popolare italiano in auge dal XVI al XVIII secolo.", + "LITTLERED_LORE_2": "\\\"Cappuccetto rosso\\\" è una fiaba popolare europea. Ne esistano molte versioni, ma tutte hanno in comune la storia di una bambina seguita da un lupo mentre va a fare visita alla nonna.", + "LITTLERED_DESCRIPTION": "una specie di felino con mantello e arco", + "BLUNDERBUSK_NAME": "Spingardimbanco", + "DLC_POPUP_PIER_2": "Sono disponibili anche le opzioni estetiche seguenti:\\n\\n- Opzione capelli Capocomico 1\\n- Opzione capelli Capocomico 2\\n- Opzione capelli Giullare\\n- Opzione capelli Bicolore\\n- Opzione testa Naso da clown", + "PIER_MACHINE_ASTRAL_NAME": "Corvo", + "PIER_MACHINE_ASTRAL_SUBTITLE": "Macchina del nulla", + "PIER_MACHINE_ASTRAL_LORE_2": "Il nulla è l'assenza di significato, di cuore e di sé stessi.", + "PIER_MACHINE_GLITTER_NAME": "Rosa", + "PIER_MACHINE_ASTRAL_LORE_1": "Una cosa plasmata solo a metà. Il calore che possedeva in una vita precedente si è spento come una flebile scintilla, lasciando un vuoto oscuro.", + "QUEST_DLC_PIER_DESCRIPTION1": "Metti fuori uso le 3 Macchine infernali al Molo di Brightside.", + "QUEST_DLC_PIER_PROGRESS2": "Hai sconfitto {num} di 3 Macchine infernali.", + "QUEST_DLC_PIER_DESCRIPTION2": "Parla con Gwen.", + "QUEST_DLC_PIER_PROGRESS1": "Scambia 4 biglietti premio con un pass per un'attrazione.", + "LAPACITOR_NAME_PREFIX": "Conden", + "LAPACITOR_NAME_SUFFIX": "saniglio", + "ITEM_KEY_SPACEWORLD_3": "Chiave della sala macchine rossa", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Una pesante chiave di ferro per entrare nella sala macchine nella Zona cosmica.", + "ITEM_KEY_WAREHOUSE": "Chiave del magazzino", + "RUMOR_DLC_PIER_BOAT": "Un cliente di questo rispettabile locale mi ha raccontato di un suo avvistamento particolare. Una barca a remi abbandonata, portata a riva dalla corrente non molto tempo fa.", + "RUMOR_DLC_PIER_BOAT_TITLE": "Barca a remi", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Una vecchia chiave arrugginita per aprire la stanza chiusa del magazzino del Molo di Brightside.", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Ombrello vivente", + "QUEST_DLC_PIER_TITLE": "Molo dell'Ignoto", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Che tu ci creda o no, ho visto un ombrello vivente {location_0_phrase}! Sembrava che stesse cambiando il meteo!", + "AMPHARE_LORE_2": "Si pensa che il termine \\\"batteria\\\" sia stato coniato dall'inventore Benjamin Franklin nel XVIII secolo, mutuando un termine militare.", + "SCARLETEETH_NAME": "Zannarossa", + "LITTLERED_LORE_1": "I Cappuccetti, nel loro stato immaturo, hanno il potenziale di conservare un carattere civile e amichevole fino all'età adulta, o di cedere alle loro belve interiori. Cosa può spingere una creatura così cortese a una simile sete di sangue?", + "DLC_POPUP_PIER_1": "Grazie di aver acquistato Molo dell'Ignoto!\\n\\nPuoi accedere a una nuova missione della trama parlando a Clémence dopo il tuo primo incontro vero e proprio con l\\'uomo triangolo.", + "BLUNDERBUSK_DESCRIPTION": "un pagliaccio con una palla rimbalzante per corpo", + "MAJORTOM_NAME_SUFFIX": "tom", + "MAJORTOM_LORE_1": "Potenziando il razzo spaziale che costituisce il loro corpo, i Minortom possono evolversi in Majortom. I loro capienti serbatoi di carburante sono pieni di un potente liquido propellente che può lanciarli in orbita terrestre bassa, realizzando finalmente il loro sogno di viaggiare nello spazio.", + "MAJORTOM_NAME_PREFIX": "Major", + "SCARLETEETH_NAME_PREFIX": "Zanna", + "SCARLETEETH_NAME_SUFFIX": "rossa", + "BLUNDERBUSK_LORE_1": "Lo Spingardimbanco è in grado di \\\"sparare\\\" proiettili dalla mano puntando le mani come pistole. Ha una mira molto precisa, nonostante oscilli sempre avanti e indietro e non abbia gli occhi.", + "AMPHARE_DESCRIPTION": "un coniglio senza braccia a forma di batteria", + "LAPACITOR_NAME": "Condensaniglio", + "HAUNTOME_DESCRIPTION": "un gigantesco libro fluttuante", + "MINORTOM_NAME": "Minortom", + "ROSEHOOD_NAME": "Capparosa", + "ROSEHOOD_NAME_PREFIX": "Cappa", + "ROSEHOOD_LORE_1": "Un Cappuccetto arrivato all'età adulta senza cedere ai suoi istinti animali. La Capparosa viene spesso avvistata nelle aree boschive, dove prepara mazzi di fiori freschi da distribuire ai passanti.", + "ROSEHOOD_NAME_SUFFIX": "rosa", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "L'ultima domanda era solo uno scherzo... [pause]giuro!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "È così strano per me che questi esseri, che sembrano così [wave amp=30 freq=10]oltre[/wave] noi, si possano [wave amp=30 freq=10]interessare[/wave] tanto a noi... [pause]Noi esseri umani.", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Quella [wave amp=30 freq=10]Gwen[/wave] mi fa davvero venire la pelle d'oca, se capisci cosa intendo.", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "È tanta roba da digerire, per una [wave amp=30 freq=10]ragazza di un paesino irlandese[/wave], ok?", + "AA_CLOWN_NAME": "Gwenivar", + "AA_CLOWN_SUBTITLE": "Capocomica delle Illusioni", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Schiamazza aiuto", + "BATTLE_TITLE_PIER_MACHINE": "Macchina infernale", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Sottosopra", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Una pesante chiave di ferro per entrare nella sala macchine nella Casa della Strega.", + "ITEM_KEY_SPACEWORLD_1": "Chiave lunare", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Una chiave d'argento decorata con un motivo lunare, trovata nella Zona cosmica.", + "ITEM_KEY_SPACEWORLD_2": "Chiave solare", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Una chiave d'oro decorata con un motivo solare, trovata nella Zona cosmica.", + "HAUNTOME_NAME": "Infestomo", + "ONLINE_STATE_CONNECTED.m": "Connesso", + "ONLINE_BUTTON_INVITE_FRIENDS": "Invita amici", + "ONLINE_SHOW_INVITE_CODE_COPIED": "Copiato negli appunti!", + "ONLINE_PLAYER_STATUS_OFFLINE": "Offline.", + "ONLINE_PLAYER_STATUS_0": "È all'avventura. Al momento {location_name_phrase}.", + "ONLINE_REQUEST_RECEIVED.m": "{remote_player} ti ha inviato una richiesta di {action}!", + "NOTIFICATION_REQUEST": "Richiesta", + "ONLINE_STATE_DISCONNECTED": "Attualmente offline", + "ONLINE_STATE_CONNECTING": "Connessione…", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Sessione LAN", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Connessione a {server}…", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "Host (porta LAN {server_port})", + "ONLINE_STATE_CONNECTED.f": "Connesso", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "Connessione non riuscita, è necessario un aggiornamento.", + "ONLINE_BUTTON_LAN_CLIENT": "Partecipa a sessione LAN", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Abilitati", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Abilitate + Potere fusione", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Adesivi duplicati:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Disabilitati", + "BATTLE_NET_CLOSED_2_LOCAL.m": "La battaglia è terminata perché la tua connessione si è interrotta.", + "BATTLE_NET_CLOSED_2_REMOTE.f": "La battaglia è terminata perché la connessione dell'altro giocatore si è interrotta.", + "BATTLE_NET_CLOSED_1": "La battaglia è terminata a causa di un errore.", + "BATTLE_NET_CLOSED_2_LOCAL.n": "La battaglia è terminata perché la tua connessione si è interrotta.", + "BATTLE_NET_CLOSED_2_REMOTE.n": "La battaglia è terminata perché la connessione dell'altro giocatore si è interrotta.", + "ONLINE_ERROR_CONNECTION_ERROR": "Errore di connessione ({error}).", + "ONLINE_NOTIFICATION_RAID_WON": "{player} e {other_player} hanno sconfitto {boss}", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player} e {other_player} partecipano a un raid", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player} ha sconfitto {other_player}", + "ONLINE_NOTIFICATION_TRADED": "{player} e {other_player} hanno scambiato nastri", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player} e {other_player} partecipano al Cimento", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "La prossima fusione che incontrerai potrebbe contenere un bootleg", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} ha bruciato una candela rituale", + "ONLINE_BUTTON_FRIENDS_JOIN": "Inserisci codice invito", + "CAPTAIN_CODEY_CM_CODEY6": "Ecco, prendi uno di questi gioiellini.", + "CAPTAIN_CODEY_CM_CODEY8": "Uhm, ora devo tornare a fare la mia roba da ranger. Vieni a trovarmi in cima alla montagna qualche volta, ok?", + "ONLINE_PLAYER_GAMERCARD": "Mostra Scheda giocatore", + "UPDATE_POPUP_MP_TITLE": "Aggiornamento 1.6 - Multigiocatore", + "UPDATE_POPUP_MP_2": "Per iniziare il multigiocatore online, accedi al menu di pausa e premi {control.ui_action_1}.\\n\\nPuoi mandare inviti a giocatori sulla tua lista amici o creare codici invito per connetterti con giocatori su altre piattaforme.", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player} ti sta aspettando…", + "UPDATE_POPUP_MP_1": "L'aggiornamento 1.6 aggiunge il multigiocatore online! Quando sei online, potrai:\\n\\n- Giocare con gli amici in gruppi fino a 8!\\n- Esplorare il mondo insieme!\\n- Combattere e scambiare nastri!\\n- Fare squadra contro le Fusioni fuori controllo!", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "Online (solo su invito)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Ricerca amici…", + "ONLINE_ERROR_VERSION_CHECK_LAN": "Connessione non riuscita, versione non corrispondente.", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} ha offerto il suo nastro di {species2} in cambio del tuo nastro di {species1}.", + "ONLINE_REQUEST_RECEIVED_TRADE2": "In attesa che {remote_player} accetti la tua offerta…", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} ha offerto il suo nastro di {species2} in cambio del tuo nastro di {species1}.", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "Non puoi fare scambi con {remote_player}.", + "ONLINE_REQUEST_UI_TITLE": "Richiesta di {action} con {remote_player}", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} ha offerto il suo nastro di {species2} in cambio del tuo nastro di {species1}.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "Non puoi fare scambi con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "Non puoi fare scambi con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Se lo scambio riesce, la tua partita verrà salvata automaticamente. Confermi?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} ha ritirato la sua richiesta di {action}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} ha ritirato la sua richiesta di {action}.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "L'altro giocatore ora è occupato. Riprova fra qualche minuto.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "L'altro giocatore ora è occupato. Riprova fra qualche minuto.", + "ONLINE_REQUEST_TRADE_PROMPT": "Scegli un nastro da offrire a {remote_player}.", + "UI_TAPE_COLLECTION_OFFER_TRADE": "Offri a {remote_player}", + "ONLINE_REQUEST_SENT_TRADE.m": "Hai offerto a {remote_player} di scambiare il tuo nastro di {species1}!", + "ONLINE_REQUEST_SENT_TRADE.n": "Hai offerto a {remote_player} di scambiare il tuo nastro di {species1}!", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Accetta la richiesta", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Rifiuta la richiesta", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Ritira la richiesta", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Offri nastro…", + "ONLINE_REQUEST_SENT_TRADE.f": "Hai offerto a {remote_player} di scambiare il tuo nastro di {species1}!", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} si è offerto di scambiare il tuo nastro di {species1} con te!", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} si è offertə di scambiare il tuo nastro di {species1} con te!", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} si è offerta di scambiare il tuo nastro di {species1} con te!", + "ONLINE_BUTTON_LEAVE_SESSION": "Esci dalla sessione", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Inserisci IP e porta", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "Mostra codice invito", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "si è verificato un errore", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "ti sei disconnesso", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} ha rifiutato la tua richiesta di {action}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "ti sei disconnessa", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Hai rifiutato la richiesta di {action} di {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} ha ritirato la sua richiesta di {action}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "ti sei disconnessə", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} ha ottenuto un nastro di {species}", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} ha ottenuto l'abilità {ability}", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} ha ottenuto un nastro bootleg di {species} di tipo {type}", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} ha registrato un nastro di {species}", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} ha registrato un nastro bootleg di {species} di tipo {type}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} ha fatto amicizia con {partner}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} ha fatto amicizia con {partner}", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} ha sconfitto {boss}", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Hai ritirato la tua richiesta di {action}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Hai rifiutato la richiesta di {action} di {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Hai ritirato la tua richiesta di {action}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Hai ritirato la tua richiesta di {action}.", + "ONLINE_REQUEST_CLOSED_COMPLETE": "Richiesta di {action} completata.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "Lo scambio è riuscito: il nastro di {species2} di {remote_player} è ora nel tuo deposito!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "Lo scambio è riuscito: il nastro di {species2} di {remote_player} è ora nel tuo deposito!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "Lo scambio è riuscito: il nastro di {species2} di {remote_player} è ora nel tuo deposito!", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "Non puoi andare in raid con {remote_player}.", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "L'altro giocatore non è disponibile.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "Non puoi andare in raid con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "Non puoi andare in raid con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", + "ITEM_CYBER_MATERIAL_NAME": "Cyber-materiale", + "CAPTAIN_CODEY_CM_CODEY1": "Ehi, sembra che il mio [wave amp=30 freq=10]bersaglio[/wave] sia appena arrivato. I miei sensori sono [wave amp=30 freq=10]impazziti[/wave].", + "BATTLE_RAID_DEFERRED_RECORDING": "Entrambi i giocatori riceveranno questo nastro se il raid si conclude con una vittoria.", + "ITEM_HACKING_GLOVE_NAME": "Guanto da hacker", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} ha accettato la tua richiesta di raid!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "Un materiale fluorescente e intriso di energia che sembra uscito direttamente da un film sulla realtà virtuale degli anni '80.", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "{remote_player} ha accettato il tuo invito al Cimento!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "Un controller da gioco rétro che permette di usare cyber-materiale prima della battaglia per cambiare i tipi elementali delle Fusioni fuori controllo.", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Eh?", + "NOTIFICATION_NETWORK": "Rete", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "In attesa dell'altro giocatore…", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "L'altro giocatore ora è occupato. Riprova fra qualche minuto.", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "In attesa dell'altro giocatore…", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "In attesa dell'altro giocatore…", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "Stai partecipando al Cimento con {remote_player}!\\nEsci dal treno per terminare questa attività.", + "ONLINE_SECTION_PLAYERS": "Giocatori ({0}/{1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player} ha rimasterizzato il suo nastro di {species1} in {species2}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} ha fatto amicizia con {partner}", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player} ha rimasterizzato il suo nastro di {species1} in {species2}", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player} e {other_player} stanno combattendo", + "ONLINE_NOTIFICATION_ROMANCED": "{player} ha iniziato una relazione romantica con {partner}", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player} ha rimasterizzato il suo nastro di {species1} in {species2}", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} ha stretto un legame con {partner}", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} ha scoperto {station}", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} ha registrato {num} specie nel suo bestiario", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} ha completato {num} missioni bacheca", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} ha sconfitto {num} Fusioni fuori controllo", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "Invita {player_name}", + "ROGUE_FUSION_BATTLE_SOLO": "Affronta in solitario", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Il tuo livello sarà temporaneamente ridotto a {max_level} per questa battaglia.[/center]", + "ROGUE_FUSION_RAID_REWARD": "Ricompensa: {item} ×{item_amount}", + "ROGUE_FUSION_RAID_HACK_BUTTON": "Hackera!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "Tu e {remote_player} avete perso…", + "ROGUE_FUSION_RAID_HACK_HINT": "Usa {amount} cyber-materiale per cambiare il tipo di fusione.", + "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "Tu e {remote_player} avete vinto!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "Tu e {remote_player} avete abbandonato il Cimento.", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Hai abbandonato la battaglia…", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "Tu e {remote_player} avete perso…", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "Non puoi andare in raid con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", + "ONLINE_SECTION_CONTROL": "Controllo", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Giocatori ({0})", + "ONLINE_ERROR_INVALID_INVITE": "Connessione non riuscita, l'invito non era valido.", + "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} giocatori", + "ONLINE_BUTTON_FRIENDS_CREATE": "Avvia sessione solo su invito", + "BATTLE_NET_CLOSED_2_REMOTE.m": "La battaglia è terminata perché la connessione dell'altro giocatore si è interrotta.", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (tu)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "La battaglia è terminata perché la tua connessione si è interrotta.", + "ONLINE_DISPLAY_NAME_ANON": "Anonimo", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "Il cross-play è disabilitato per questa lobby. I giocatori su altri sistemi potrebbero non riuscire a partecipare con questo codice.", + "ONLINE_INVITE_MESSAGE": "Giochiamo a Cassette Beasts!", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title} (Attivo)", + "ONLINE_REQUEST_LIST_BUTTON": "Richiesta di {title}", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "La tua richiesta di {action} non è andata a buon fine perché {reason}.", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "La tua richiesta di {action} non è andata a buon fine perché {reason}.", + "OFFLINE_REMATCH_NPC1.v3": "Passavo di qua e ho deciso di fare un salto nella tua partita. Hai voglia di una rivincita, già che ci siamo?", + "OFFLINE_REMATCH_NPC1.v1": "Ehi! So che adesso non siamo online, ma che ne dici di una rivincita, comunque?", + "OFFLINE_REMATCH_NPC1_YES": "Certo!", + "OFFLINE_REMATCH_NPC1_NO": "Non ora.", + "OFFLINE_REMATCH_NPC1.v2.m": "La nostra ultima battaglia PvP mi ha lasciato con l'amaro in bocca. Riproviamo?", + "OFFLINE_REMATCH_NPC1.v2.n": "La nostra ultima battaglia PvP mi ha lasciato con l'amaro in bocca. Riproviamo?", + "OFFLINE_REMATCH_NPC1.v2.f": "La nostra ultima battaglia PvP mi ha lasciato con l'amaro in bocca. Riproviamo?", + "OFFLINE_GIFTER_NPC1.v2": "Stavo proprio pensando alla nostra ultima sessione multigiocatore. Giochiamo ancora, qualche altra volta!", + "OFFLINE_GIFTER_NPC1.v1": "So che adesso non siamo online, ma volevo darti questo!", + "OFFLINE_GIFTER_NPC1.v3": "Ehi! Passavo di qua e ho deciso di fare un salto nella tua partita. Ecco, tieni, ti ho portato questo!", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "Impostazione…", + "ONLINE_REQUEST_SENT.m": "Hai inviato una richiesta di {action} a {remote_player}!", + "ONLINE_REQUEST_RECEIVED.f": "{remote_player} ti ha inviato una richiesta di {action}!", + "ONLINE_REQUEST_RECEIVED.n": "{remote_player} ti ha inviato una richiesta di {action}!", + "ONLINE_REQUEST_SENT.n": "Hai inviato una richiesta di {action} a {remote_player}!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "Online (con amici)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Ora stai giocando online. Cerco amici…", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} partecipa alla tua sessione", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "La connessione di {remote_player} è interrotta", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "La connessione di {remote_player} è interrotta", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "La connessione di {remote_player} è interrotta", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} ha accettato la tua sfida!", + "BATTLE_FLEE_ONLINE_CONFIRM": "Vuoi dare partita vinta?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "E tu chi sei?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "Ci incontriamo di nuovo, {player}. Sei stata parecchio impegnata, eh?", + "CAPTAIN_CODEY_CM_CODEY2": "Ho rilevato delle [wave amp=30 freq=10]cyber-onde[/wave] sul mio scanner, e immagino che il motivo sia tu.", + "CAPTAIN_CODEY_ALREADY_MET1.m": "Ci incontriamo di nuovo, {player}. Sei stato parecchio impegnato, eh?", + "CAPTAIN_CODEY_ALREADY_MET1.n": "Ci incontriamo di nuovo, {player}. Sei statə parecchio impegnatə, eh?", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Cyber-onde?", + "CAPTAIN_CODEY_CM_CODEY4": "È, tipo, connesso allo [wave amp=30 freq=10]spazio tra i nostri mondi[/wave] o qualcosa del genere. Francamente, non mi importa da dove viene…", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "Di cosa stai parlando?", + "CAPTAIN_CODEY_CM_CODEY3": "Cyber-onde! [pause]Quelle emesse dal [wave amp=30 freq=10]cyber-materiale[/wave], no? [pause]È così che chiamo quella roba arancione luminescente che devi aver trovato di recente.", + "CAPTAIN_CODEY_CM_CODEY5": "Ma reagisce con le Fusioni fuori controllo sono: puoi usarlo per trasformarle in bootleg. È biohacking a livello [shake rate=30 level=10]cosmico[/shake]!", + "CAPTAIN_CODEY_CM_CODEY7": "Adesso sì che hai della [shake rate=30 level=10]potenza[/shake]! [pause]Può catalizzare il cyber-materiale rendendolo utilizzabile sulle Fusioni fuori controllo. Non per [wave amp=30 freq=10]vantarmi[/wave], ma è una mia invenzione.", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Server disconnesso.", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Le modifiche all'impostazione Cross-play entreranno in vigore dopo la fine della tua sessione online attuale.", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Alcune funzionalità multigiocatore online potrebbero non essere disponibili.", + "ONLINE_CROSSPLAY_WARNING": "Il codice di invito che hai inserito è per una lobby cross-play, ma il cross-play è disattivato nelle tue impostazioni. Vuoi sostituire l'impostazione e continuare?", + "INFO_ONLINE_WITH_MODS2": "Non potrai interagire con giocatori che hanno mod incompatibili. Se la connessione non riesce, o non compare nessuno nella tua sessione, controlla che abbiate le stesse mod installate.", + "ONLINE_FRIENDS_PASSIVE_WARNING": "La modalità \\\"Gioca con amici\\\" a volte può abbinarti a persone che [i]non sono tuoi amici[/i]. Anche gli amici dei tuoi amici, e chiunque abbia un codice di invito, possono partecipare alla tua partita. Vuoi continuare?", + "ONLINE_STATE_CONNECTED.n": "Connesso", + "ONLINE_BUTTON_FRIENDS_INVITE": "Accetta l'invito di {name}", + "ONLINE_BUTTON_DISCONNECT": "Disconnetti", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:porta", + "ONLINE_REQUEST_ACTION_battle": "Battaglia", + "ONLINE_REQUEST_ACTION_trade": "Scambio", + "ONLINE_ALREADY_REQUESTING.n": "Hai già inviato a questo giocatore una richiesta diversa.", + "ONLINE_ERROR_MATCH_FULL": "Connessione non riuscita, la sessione è già al completo.", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "Impossibile partecipare alla sessione, gli altri giocatori stanno utilizzando una versione del gioco diversa.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Hai dato partita vinta contro {remote_player}…", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "Hai perso contro {remote_player}…", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "Hai vinto contro {remote_player}!", + "ONLINE_BUTTON_LAN_SERVER": "Ospita sessione LAN", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "Gioca con amici", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Hai rifiutato la richiesta di {action} di {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} ha rifiutato la tua richiesta di {action}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} ha rifiutato la tua richiesta di {action}.", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Inserisci codice invito", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "La richiesta di {action} di {remote_player} non è andata a buon fine perché {reason}.", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "La richiesta di {action} di {remote_player} non è andata a buon fine perché {reason}.", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "L'indirizzo IP, il nome host o il numero di porta forniti non sono validi.", + "ONLINE_ERROR_CONNECTION_FAILED": "Connessione non riuscita.", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} giocatori", + "ONLINE_BUTTON_VIEW_FRIENDS": "Lista amici", + "UI_PAUSE_ONLINE_BTN_0": "Gioca online", + "ONLINE_ALREADY_REQUESTING.f": "Hai già inviato a questo giocatore una richiesta diversa.", + "UI_PAUSE_ONLINE_BTN_1": "Stato online", + "ONLINE_REQUEST_ACTION_raid": "Raid", + "ONLINE_ALREADY_REQUESTING.m": "Hai già inviato a questo giocatore una richiesta diversa.", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "La tua richiesta di {action} non è andata a buon fine perché {reason}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} si è disconnessa", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} si è disconnesso", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} si è disconnessə", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "La richiesta di {action} di {remote_player} non è andata a buon fine perché {reason}.", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "Online (partecipante)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Livelli:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Normalizzati a {0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Attributi degli adesivi:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Senza limitazioni", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Abilitati", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Disabilitate", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Disabilitati", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Abilitate", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusioni", + "ONLINE_NOTIFICATION_DISCONNECTED": "Disconnesso", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "Connesso!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "Connesso!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "Connesso!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Ricorda che il cross-play online è disabilitato quando sono installate mod. Pertanto, questo salvataggio verrà escluso in modo permanente dal cross-play con i sistemi su console.", + "ONLINE_NOTIFICATION_CONNECTED_1": "Ora stai giocando con {remote_player}", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Ora stai ospitando una sessione LAN sulla porta {server_port}", + "INFO_ONLINE_WITH_MODS1": "Il cross-play online è disabilitato quando sono installate mod. Non potrai partecipare alle sessioni cross-play e i giocatori su console non potranno partecipare alle tue sessioni.", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "Seleziona un file con cui unirti alla sessione multigiocatore", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} è statə sconfittə in battaglia", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} è stata sconfitta in battaglia", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} è stato sconfitto in battaglia", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Controlla la tua offerta", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Controlla l'offerta di {remote_player}", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Accetta l'offerta", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "La tua offerta", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "Non puoi fare scambi con {remote_player} perché i mostri nella sua partita hanno tipi diversi.", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "L'offerta di {remote_player}", + "ONLINE_REQUEST_UI_BATTLE_RULES": "Regole di battaglia", + "ONLINE_PLAYER_STATUS_1.n": "Ha da fare. Al momento {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.m": "Ha da fare. Al momento {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.f": "Ha da fare. Al momento {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_2": "Combatte {location_name_phrase}.", + "ONLINE_PLAYER_MENU_MAP": "Mostra sulla mappa", + "ONLINE_PLAYER_MENU_TRADE": "Richiedi scambio", + "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", + "ONLINE_PLAYER_MENU_BATTLE": "Richiedi battaglia", + "UI_SETTINGS_NETWORK": "Gioco online", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Disabilitato", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Abilitato", + "UI_SETTINGS_NETWORK_CROSSPLAY": "Cross-play", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Ora stai giocando con {remote_player} e altri {n}", + "ONLINE_REQUEST_ACTION_gauntlet": "Cimento", + "ONLINE_REQUEST_SENT.f": "Hai inviato una richiesta di {action} a {remote_player}!", + "ACHIEVEMENT_NAME_tutorial": "In che mondo viviamo", + "ACHIEVEMENT_DESC_partner_kayleigh": "Sblocca Kayleigh.", + "ACHIEVEMENT_NAME_rogue_fusion": "La somma delle sue parti", + "ACHIEVEMENT_NAME_swarm_fusion": "Marmellata di mostri", + "ACHIEVEMENT_DESC_rogue_fusion": "Sconfiggi una Fusione fuori controllo.", + "ACHIEVEMENT_DESC_swarm_fusion": "Sconfiggi uno Sciame.", + "ACHIEVEMENT_DESC_unstable_fusion": "Sconfiggi una fusione Instabile", + "ACHIEVEMENT_NAME_unstable_fusion": "Non nutrirli dopo mezzanotte", + "ACHIEVEMENT_NAME_orb_fusion": "Non è una luna, quella", + "ACHIEVEMENT_DESC_orb_fusion": "Sconfiggi una fusione Sferica.", + "ACHIEVEMENT_NAME_rogue_fusion_5": "Completamente fuori controllo", + "ACHIEVEMENT_DESC_rogue_fusion_5": "Sconfiggi 5 Fusioni fuori controllo.", + "ACHIEVEMENT_NAME_rogue_fusion_10": "Cellule fuori controllo", + "ACHIEVEMENT_NAME_captain_judas": "Preparati a tutto", + "ACHIEVEMENT_DESC_captain_judas": "Sconfiggi il capitano Judas.", + "ACHIEVEMENT_NAME_captain_cleeo": "Chi vince prende tutto", + "ACHIEVEMENT_NAME_captain_lodestein": "Elettrizzante", + "ACHIEVEMENT_DESC_captain_lodestein": "Sconfiggi il capitano Lodestein.", + "ACHIEVEMENT_NAME_captain_dreadful": "Al di là del velo", + "ACHIEVEMENT_DESC_captain_dreadful": "Sconfiggi il capitano Penny Dreadful.", + "ACHIEVEMENT_NAME_captain_gladiola": "Sul filo del rasoio", + "ACHIEVEMENT_NAME_kuneko_altars_4": "Non mi vuoi?, parte V", + "ACHIEVEMENT_DESC_kuneko_altars_4": "Incontra Kuneko a 4 altari.", + "ACHIEVEMENT_NAME_quest_viola1": "Tempesta", + "ACHIEVEMENT_NAME_defeat_ianthe": "Prendete me, parte II", + "ACHIEVEMENT_DESC_defeat_ianthe": "Sconfiggi Ianthe e diventa un Capitano dei Ranger.", + "ACHIEVEMENT_NAME_quest_overtime": "Lavoro straordinario", + "ACHIEVEMENT_DESC_quest_overtime": "Scegli uno stile per il cartello di Harbourtown.", + "ACHIEVEMENT_NAME_quest_sunny": "Che effetto fa?", + "ACHIEVEMENT_DESC_quest_sunny": "Aiuta Sunny a iniziare una nuova vita.", + "ACHIEVEMENT_NAME_quest_hoylake": "A caccia", + "ACHIEVEMENT_DESC_quest_hoylake": "Aiuta Hoylake con la sua ricerca.", + "ACHIEVEMENT_DESC_defeat_ghost": "Sconfiggi un fantasma.", + "ACHIEVEMENT_NAME_defeat_ghost": "E chi chiamerai?", + "ACHIEVEMENT_DESC_bootleg_astral": "Ottieni un bootleg di tipo Astrale.", + "ACHIEVEMENT_NAME_bootleg_ice": "Bootleg gelido", + "ACHIEVEMENT_DESC_bootleg_ice": "Ottieni un bootleg di tipo Ghiaccio.", + "ACHIEVEMENT_DESC_bootleg_lightning": "Ottieni un bootleg di tipo Fulmine.", + "ACHIEVEMENT_NAME_bootleg_lightning": "Bootleg scioccante", + "ACHIEVEMENT_NAME_bootleg_air": "Bootleg ventoso", + "ACHIEVEMENT_DESC_bootleg_air": "Ottieni un bootleg di tipo Aria.", + "ACHIEVEMENT_NAME_bootleg_earth": "Bootleg roccioso", + "ACHIEVEMENT_DESC_bootleg_earth": "Ottieni un bootleg di tipo Terra.", + "ACHIEVEMENT_NAME_bootleg_metal": "Bootleg ferroso", + "ACHIEVEMENT_DESC_bootleg_metal": "Ottieni un bootleg di tipo Metallo.", + "ACHIEVEMENT_NAME_bootleg_glass": "Bootleg trasparente", + "ACHIEVEMENT_DESC_bootleg_glass": "Ottieni un bootleg di tipo Vetro.", + "REACTION_FIRE_ON_AIR_TUTORIAL": "Un attacco di tipo Fuoco a segno su un bersaglio di tipo Aria crea una folata, cioè un Muro d'Aria, che può assorbire diversi attacchi in arrivo.", + "REACTION_FIRE_ON_METAL": "Sciolto", + "REACTION_FIRE_ON_METAL_TUTORIAL": "I tipo Metallo possono essere sciolti con attacchi di tipo Fuoco, che provocano danni permanenti al bersaglio.", + "REACTION_PLASTIC_ON_FIRE": "Fumo", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Un attacco di tipo Plastica a segno su un bersaglio di tipo Fuoco emana un fumo nero che può nascondere la posizione del bersaglio.", + "REACTION_PLASTIC_ON_ASTRAL": "Distratto", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "La plastica è un isolante, perciò gli attacchi di tipo Plastica possono limitare la portata degli attaccanti di tipo Fulmine.", + "REACTION_PLASTIC_ON_LIGHTNING": "Isolato", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "L'armonia interna dei tipo Astrale può piombare nel caos se esposta a elementi impuri: Plastica, Veleno e Metallo.", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "Un attacco di tipo Pianta a segno su un bersaglio di tipo Fuoco emana un fumo nero che può nascondere la posizione del bersaglio.", + "REACTION_PLANT_ON_FIRE": "Fumo", + "REACTION_PLANT_ON_WATER": "Prosciugato", + "REACTION_PLANT_ON_WATER_TUTORIAL": "Gli attacchi di tipo Pianta prosciugano (e indeboliscono) la forza dei bersagli di tipo Acqua.", + "REACTION_PLANT_ON_POISON": "Potenziato", + "REACTION_PLANT_ON_LIGHTNING": "Scaricato", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Gli attacchi di tipo Pianta scaricano a terra l'elettricità dei bersagli di tipo Fulmine, riducendo la portata dei loro attacchi.", + "REACTION_PLANT_ON_POISON_TUTORIAL": "Per produrre veleni occorrono specifiche sostanze nutritive. Gli attacchi di tipo Pianta forniscono queste sostanze, che potenziano gli attacchi futuri di tipo Veleno del bersaglio.", + "REACTION_PLANT_ON_EARTH": "Seminato", + "REACTION_WATER_ON_FIRE_TUTORIAL": "Gli attacchi di tipo Acqua spengono i bersagli di tipo Fuoco, riducendo la potenza dei loro attacchi.", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "Gli attacchi di tipo Pianta portano con sé semi che vengono piantati in bersagli di tipo Terra riducendone l'energia.", + "REACTION_WATER_ON_FIRE": "Spento", + "REACTION_WATER_ON_PLANT": "Assorbito", + "REACTION_WATER_ON_PLANT_TUTORIAL": "L'acqua lasciata dagli attacchi di tipo Acqua viene assorbita dalle radici dei bersagli di tipo Pianta, che la usano per curarsi nel tempo.", + "REACTION_WATER_ON_ICE": "Irrobustito", + "REACTION_WATER_ON_ASTRAL": "Energizzato", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "I tipo Astrale traggono il loro potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", + "REACTION_WATER_ON_ICE_TUTORIAL": "L'acqua lasciata dagli attacchi di tipo Acqua viene subito congelata dai bersagli di tipo Ghiaccio, dando loro più massa.", + "REACTION_WATER_ON_LIGHTNING": "Conduttivo", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "L'acqua conduce l\\'elettricità, aumentando la portata e la distanza degli attacchi di tipo Fulmine.", + "REACTION_WATER_ON_EARTH": "Eroso", + "REACTION_WATER_ON_EARTH_TUTORIAL": "Gli attacchi di tipo Acqua erodono poco a poco i bersagli di tipo Terra, intaccandone le difese.", + "REACTION_WATER_ON_METAL": "Corroso", + "REACTION_POISON_ON_FIRE": "Alimentato", + "REACTION_WATER_ON_METAL_TUTORIAL": "Gli attacchi di tipo Acqua corrodono (o fanno arrugginire) i bersagli di tipo Metallo, rendendoli fragili.", + "REACTION_POISON_ON_FIRE_TUTORIAL": "I bersagli di tipo Fuoco possono bruciare il veleno in eccesso lasciato dagli attacchi di tipo Veleno come se fosse carburante, potenziandosi.", + "REACTION_POISON_ON_PLANT_TUTORIAL": "I bersagli di tipo Pianta assorbono il veleno lasciato dagli attacchi di tipo Veleno e subiscono danni nel tempo.", + "REACTION_POISON_ON_PLANT": "Assorbito", + "REACTION_POISON_ON_EARTH": "Intinto", + "REACTION_POISON_ON_ASTRAL": "Disturbato", + "REACTION_POISON_ON_EARTH_TUTORIAL": "Il veleno lasciato dagli attacchi di tipo Veleno può essere utilizzato dai tipo Terra per intingervi le punte più aguzze, e infliggere così danni extra agli avversari.", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "L'armonia interna dei tipo Astrale può piombare nel caos se esposta a elementi impuri: Plastica, Veleno e Metallo.", + "REACTION_POISON_ON_METAL_TUTORIAL": "Il veleno lasciato dagli attacchi di tipo Veleno può essere utilizzato dai tipo Metallo per intingervi le punte più aguzze, e infliggere così danni extra agli avversari.", + "REACTION_POISON_ON_METAL": "Intinto", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Gli attacchi di tipo Astrale prosciugano potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", + "REACTION_ASTRAL_ON_FIRE": "Prosciugato", + "REACTION_ASTRAL_ON_WATER": "Prosciugato", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Gli attacchi di tipo Astrale prosciugano potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", + "REACTION_ASTRAL_ON_ASTRAL": "Energizzato", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Quando vengono colpiti con attacchi di tipo Astrale, i mostri di tipo Astrale possono assorbire e utilizzare l'energia astrale rimasta.", + "REACTION_ASTRAL_ON_AIR": "Prosciugato", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Gli attacchi di tipo Astrale prosciugano potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", + "REACTION_ICE_ON_WATER_TUTORIAL": "Quando vengono colpiti con attacchi di tipo Ghiaccio, i tipo Acqua si congelano immediatamente.", + "REACTION_ICE_ON_WATER": "Congelato", + "REACTION_ASTRAL_ON_EARTH": "Prosciugato", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Gli attacchi di tipo Astrale prosciugano potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", + "REACTION_ICE_ON_LIGHTNING": "Conduttivo", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "Il ghiaccio e l'acqua conducono l\\'elettricità, aumentando la portata e la distanza degli attacchi di tipo Fulmine.", + "REACTION_ICE_ON_AIR": "Raffreddato", + "REACTION_LIGHTNING_ON_ICE": "Elettrizzato", + "REACTION_LIGHTNING_ON_PLASTIC": "Staticizzato", + "REACTION_ICE_ON_AIR_TUTORIAL": "Gli attacchi di tipo Ghiaccio raffreddano i bersagli di tipo Aria, facendoli rabbrividire.", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "Ghiaccio e acqua conducono l'elettricità, che li lascia deboli contro attacchi futuri di tipo Fulmine.", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "L'acqua conduce l\\'elettricità, che la lascia debole contro attacchi futuri di tipo Fulmine.", + "REACTION_LIGHTNING_ON_WATER": "Elettrizzato", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "A causa della natura isolante della plastica, gli attacchi di tipo Fulmine su bersagli di tipo Plastica lasciano una carica elettrostatica, con cui il bersaglio può dare una scossa extra agli avversari.", + "REACTION_LIGHTNING_ON_AIR": "Elettrizzato", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "A Nuova Wirral, l'aria ha una conduttività elettrica anomala, perciò i bersagli di tipo Aria restano indeboliti contro gli attacchi futuri di tipo Fulmine.", + "REACTION_LIGHTNING_ON_EARTH": "Vetrificato", + "REACTION_AIR_ON_FIRE_TUTORIAL": "Gli attacchi di tipo Aria spengono come candele i bersagli di tipo Fuoco, riducendo la forza dei loro attacchi futuri.", + "REACTION_AIR_ON_FIRE": "Spento", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "Il metallo conduce l'elettricità, che lo lascia debole contro attacchi futuri di tipo Fulmine.", + "REACTION_LIGHTNING_ON_METAL": "Elettrizzato", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "Quando un fulmine colpisce la sabbia, crea folgoriti: vetro naturale. I bersagli di tipo Terra degli attacchi di tipo Fulmine si trasformano in tipo Vetro.", + "REACTION_AIR_ON_PLANT": "Sradicato", + "REACTION_AIR_ON_PLANT_TUTORIAL": "Gli attacchi di tipo Aria possono \\\"sradicare\\\" bersagli di tipo Pianta, separandoli dal terreno che li nutre.", + "REACTION_AIR_ON_ASTRAL": "Energizzato", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "I tipo Astrale traggono il loro potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "A Nuova Wirral, l'acqua conduce l\\'elettricità, aumentando la portata e la distanza degli attacchi di tipo Fulmine.", + "REACTION_AIR_ON_LIGHTNING": "Conduttivo", + "REACTION_AIR_ON_GLASS": "Risonante", + "REACTION_EARTH_ON_FIRE": "Spento", + "REACTION_AIR_ON_GLASS_TUTORIAL": "Suoni ad alto rumore e attacchi di tipo Aria possono far risuonare i bersagli di tipo Vetro, che iniziano a vibrare. Se la risonanza è abbastanza forte, può frantumare il vetro.", + "REACTION_EARTH_ON_PLASTIC": "Sepolto", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "Gli attacchi di tipo Acqua soffocano e spengono i bersagli di tipo Fuoco, riducendo la potenza dei loro attacchi.", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Gli attacchi di tipo Terra scaricano a terra l'elettricità dei bersagli di tipo Fulmine, riducendo la portata dei loro attacchi.", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Così come i prodotti in plastica, purtroppo, concludono spesso il loro ciclo vitale sepolti in una discarica, gli attacchi di tipo Terra seppelliscono i tipo Plastica. Questo limita il loro movimento.", + "REACTION_EARTH_ON_LIGHTNING": "Scaricato", + "REACTION_METAL_ON_ASTRAL": "Disturbato", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "L'armonia interna dei tipo Astrale può piombare nel caos se esposta a elementi impuri: Plastica, Veleno e Metallo.", + "REACTION_EARTH_ON_ASTRAL": "Energizzato", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "I tipo Astrale traggono il loro potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", + "REACTION_METAL_ON_ICE_TUTORIAL": "La punta acuminata di un attacco di tipo Metallo penetra un bersaglio di tipo Ghiaccio come una piccozza, riducendone la difesa complessiva.", + "REACTION_METAL_ON_ICE": "Spaccato", + "REACTION_METAL_ON_LIGHTNING": "Conduttivo", + "REACTION_METAL_ON_EARTH": "Spaccato", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "Il metallo conduce l'elettricità, aumentando la portata e la distanza degli attacchi di tipo Fulmine.", + "REACTION_METAL_ON_GLASS_TUTORIAL": "I fragili tipo Vetro vengono frantumati facilmente dai solidi attacchi di tipo Metallo. Questo sparpaglia ostacoli taglienti sul campo di battaglia.", + "REACTION_METAL_ON_EARTH_TUTORIAL": "La punta acuminata di un attacco di tipo Metallo penetra un bersaglio di tipo Terra come una vanga, riducendone la difesa complessiva.", + "REACTION_METAL_ON_GLASS": "Frantumato", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "Il vetro è un isolante, perciò gli attacchi di tipo Vetro possono limitare la portata degli attaccanti di tipo Fulmine.", + "REACTION_GLASS_ON_LIGHTNING": "Isolato", + "ELEMENTAL_TYPE_FIRE": "Fuoco", + "ELEMENTAL_TYPE_WATER": "Acqua", + "ELEMENTAL_TYPE_PLASTIC": "Plastica", + "ELEMENTAL_TYPE_POISON": "Veleno", + "ELEMENTAL_TYPE_PLANT": "Pianta", + "ELEMENTAL_TYPE_BEAST": "Bestia", + "ELEMENTAL_TYPE_ASTRAL": "Astrale", + "ELEMENTAL_TYPE_GLITTER": "Glitter", + "ELEMENTAL_TYPE_LIGHTNING": "Fulmine", + "ELEMENTAL_TYPE_ICE": "Ghiaccio", + "ELEMENTAL_TYPE_AIR": "Aria", + "ELEMENTAL_TYPE_EARTH": "Terra", + "ELEMENTAL_TYPE_METAL": "Metallo", + "ELEMENTAL_TYPE_GLASS": "Vetro", + "INVENTORY_EMPTY": "Vuoto.", + "INVENTORY_INCOMPATIBLE": "Incompatibile", + "INVENTORY_NO_COMPATIBLE_STICKERS": "Nessun adesivo compatibile.", + "LOOT_TITLE": "Hai ottenuto", + "LOOT_ITEM_EQUIPPED": "Assegnato", + "LOOT_ITEM_EQUIP_BUTTON": "Assegna", + "LOOT_ITEM_UNEQUIP_BUTTON": "Rimuovi", + "LOOT_HEADING_OTHER_ITEMS": "Altri oggetti", + "LOOT_HEADING_DROPPED": "Hai lasciato", + "WINGS_OBTAINED": "Sono ora disponibili ali {0} nel tuo guardaroba.", + "ITEM_DROP_OBTAINED_ONE": "Hai ottenuto: {0}", + "ITEM_DROP_OBTAINED_MULTIPLE": "Hai ottenuto: {0} ×{1}", + "ITEM_DROP_INVENTORY_FULL": "Non puoi portarne di più.", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "Non puoi portare altri adesivi.", + "ITEM_CHEST_EMPTY": "È vuoto!", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Hai raggiunto il limite del numero di adesivi che puoi portare con te. Gli altri adesivi che troverai verranno abbandonati.", + "ITEM_REMOVED_ONE": "Rimosso dall'inventario: {0}", + "ITEM_REMOVED_MULTIPLE": "Rimosso dall'inventario: {0} ×{1}", + "ITEM_COUNT_LIMITED": "×{0} / {1}", + "ITEM_COUNT": "×{0}", + "ITEM_EXCHANGE_OWNED_AMOUNT": "Al momento hai: {0}", + "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", + "ITEM_EXCHANGE_ALREADY_OWNED": "Già in possesso.", + "ITEM_COST_FREE": "Gratis", + "ITEM_COST_ELEMENT": "{amount} {currency}", + "ITEM_COST_JOIN": ",", + "ITEM_EXCHANGE_OUT_OF_STOCK": "Articolo esaurito.", + "ITEM_EXCHANGE_INVENTORY_FULL": "Non puoi portarne di più.", + "ITEM_TRADE_BUY": "Compra", + "ITEM_TRADE_AMOUNT": "Vuoi comprare {exchange} per {cost}?", + "ITEM_USE": "Usa", + "ITEM_VIEW": "Mostra", + "ITEM_READ": "Leggi", + "ITEM_SELECT": "Seleziona", + "ITEM_USE_ON.m": "Usa su {0}", + "ITEM_USE_ON.f": "Usa su {0}", + "ITEM_USE_ON_TAPE": "Usa su {0}", + "ITEM_USE_ON.n": "Usa su {0}", + "ITEM_APPLY_STICKER_SUBMENU": "Applica a...", + "ITEM_USE_ON_SUBMENU": "Usa su...", + "ITEM_DISCARD": "Scarta", + "ITEM_DISCARD_ONE": "Scarta 1", + "ITEM_DISCARD_ALL": "Scarta tutto", + "ITEM_RECYCLE_ONE": "Ricicla 1 per {amount} {icon}", + "ITEM_RECYCLE": "Ricicla per {amount} {icon}", + "ITEM_DISCARD_MODE_DISCARD": "Scarta", + "ITEM_DISCARD_MODE_RECYCLE": "Ricicla", + "ITEM_RECYCLE_ALL": "Ricicla tutto per {amount} {icon}", + "ITEM_CATEGORY_consumables": "Consumabili", + "ITEM_CATEGORY_tapes": "Nastri vergini", + "ITEM_CATEGORY_stickers": "Adesivi", + "ITEM_CATEGORY_resources": "Risorse", + "ITEM_CATEGORY_misc": "Altro", + "ITEM_CURE_COATING_NAME": "Cura copertura", + "ITEM_CURE_BURNED_NAME": "Cura ustione", + "ITEM_CURE_BURNED_DESCRIPTION": "Una crema rinfrescante che rimuove da un membro del gruppo l'effetto di stato Bruciato. Non consuma il turno.", + "ITEM_CURE_COATING_DESCRIPTION": "Rimuove da un membro del gruppo gli effetti di stato Copertura, che cambiano il tipo. Consuma un turno in combattimento.", + "ITEM_CURE_CONDUCTIVE_NAME": "Cura conduzione", + "ITEM_CURE_CONFUSED_NAME": "Cura confusione", + "ITEM_CURE_CONFUSED_DESCRIPTION": "Una siringa contenente un enzima che neutralizza all'istante gli intossicanti in eccesso, rimuovendo da un membro del gruppo l\\'effetto di stato Confuso. Non consuma il turno.", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Una crema isolante che rimuove da un membro del gruppo l'effetto di stato Conduttivo. Non consuma il turno.", + "ITEM_CURE_LEECHED_NAME": "Cura prosciugamento", + "ITEM_CURE_POISONED_NAME": "Cura veleno", + "ITEM_CURE_LEECHED_DESCRIPTION": "Una crema erbicida che rimuove da un membro del gruppo l'effetto di stato Prosciugato. Non consuma il turno.", + "ITEM_CURE_RESONANCE_NAME": "Cura risonanza", + "ITEM_CURE_POISONED_DESCRIPTION": "Un antidoto ai più comuni veleni mostruosi. Rimuove da un membro del gruppo l'effetto di stato Avvelenato. Non consuma il turno.", + "ITEM_CURE_SLEEP_NAME": "Cura sonno", + "ITEM_CURE_RESONANCE_DESCRIPTION": "Una sostanza che smorza le vibrazioni e rimuove l'effetto di stato Risonanza. Consuma un turno in combattimento.", + "ITEM_CURE_BERSERK_NAME": "Cura berserk", + "ITEM_CURE_SLEEP_DESCRIPTION": "Una boccetta di sali maleodoranti, che sicuramente risveglierà dal sonno un membro del gruppo. Non consuma il turno.", + "ITEM_CURE_STAT_NAME": "Cura statistiche", + "ITEM_CURE_BERSERK_DESCRIPTION": "Un sedativo che rimuove da un membro del gruppo l'effetto di stato Berserk. Non consuma il turno.", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "Un flaconcino spray di una sostanza oleosa che facilita i movimenti e rimuove da un membro del gruppo l'effetto di stato Pietrificato. Consuma un turno in combattimento.", + "ITEM_CURE_PETRIFIED_NAME": "Cura pietrificazione", + "ITEM_CURE_STAT_DESCRIPTION": "Una polvere che, se inalata, rimuove da un membro del gruppo tutti gli effetti di stato che modificano le statistiche, anche quelli positivi! Consuma un turno in combattimento.", + "ITEM_CURE_ALL_NAME": "Panacea", + "ITEM_CURE_ALL_DESCRIPTION": "Un medicamento miracoloso che vanta di curare ogni afflizione. Rimuove da un membro del gruppo tutti gli effetti di stato, anche quelli positivi! Consuma un turno in combattimento.", + "ITEM_REWIND_NAME": "Riavvolgi", + "ITEM_REWIND_DESCRIPTION": "Ripristina tutti i PV di un nastro. Consuma un turno se usato in combattimento.", + "ITEM_RESPOOL_NAME": "Ribobina", + "ITEM_OLIVE_UP_NAME": "Nuov'olivello!", + "ITEM_RESPOOL_DESCRIPTION": "Ripara e riavvolge un nastro rotto. Consuma un turno se usato in combattimento.", + "ITEM_OLIVE_UP_DESCRIPTION": "Una strana bevanda al gusto d'oliva che fa salire di livello immediatamente un personaggio.", + "ITEM_UPGRAPE_NAME": "Uvapgrade", + "ITEM_PEAR_FUSILLI_NAME": "Fusilli alle pere", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "Un pasto pere-cotto che riempie immediatamente la barra fusione! Non consumano il turno se li mangi in combattimento.", + "ITEM_UPGRAPE_DESCRIPTION": "Uno strano grappolo d'uva sottosopra che si dice nasca dai semi piantati nel Giorno dei Contrari. Mangiare un grappolo potenzia immediatamente un nastro di una stella.", + "ITEM_REODORANT_NAME": "Reodorante", + "ITEM_REODORANT_DESCRIPTION": "Una bomboletta di \\\"anti-deodorante traspirante unisex\\\". L'etichetta dice che il tuo odore respingerà i mostri per un minuto.", + "ITEM_REODORANT_TIME_LEFT": "Tempo rimasto: {0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "Colazione inglese (vegana)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "Cura completamente un membro del gruppo. Consuma un turno se usato in combattimento.", + "ITEM_COFFEE1_NAME": "Caffellatte in latta", + "ITEM_COFFEE2_DESCRIPTION": "Caffè forte in lattina che dà 4 PA in più. Consuma un turno in combattimento.", + "ITEM_COFFEE1_DESCRIPTION": "Caffè in lattina che dà 2 PA in più. Consuma un turno in combattimento.", + "ITEM_COFFEE2_NAME": "Americano a portar via", + "ITEM_FUSED_MATERIAL_NAME": "Materiale fuso", + "ITEM_COFFEE3_NAME": "Espresso espresso", + "ITEM_COFFEE4_NAME": "Doppio espresso", + "ITEM_COFFEE3_DESCRIPTION": "Una piccola lattina con un'abbondante dose di caffeina, che dà 6 PA in più. Consuma un turno in combattimento.", + "ITEM_SMOKE_BOMB_NAME": "Fumogeno", + "ITEM_COFFEE4_DESCRIPTION": "Due tazzine di espresso in una sola lattina, per 8 PA in più. Consuma un turno in combattimento.", + "ITEM_METAL_DESCRIPTION": "Una risorsa riciclata di base, che puoi scambiare con beni e servizi.", + "ITEM_SMOKE_BOMB_DESCRIPTION": "Garantisce la fuga da un mostro selvaggio. Non ingannerà gli esseri umani e altre creature senzienti.", + "ITEM_METAL_NAME": "Metallo", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "Emana un forte odore di uova marce, ma i ranger sembrano considerarlo prezioso!", + "ITEM_TUTORIAL_NAME": "Manuale del ranger", + "ITEM_TUTORIAL_NO_TUTS": "Prima vai a trovare Kayleigh, a est di Harbourtown!", + "ITEM_TUTORIAL_DESCRIPTION": "Un manuale che ti ha lasciato Kayleigh. Puoi leggerlo per rivedere ciò che hai imparato sulla vita sull'isola di Nuova Wirral.", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Oh! È caduta una scheda dal retro del manuale!", + "ITEM_TUTORIAL_MESSAGE": "Che argomento vuoi consultare?", + "ITEM_PLASTIC_NAME": "Plastica", + "ITEM_PLASTIC_DESCRIPTION": "Una risorsa riciclata di base, che puoi scambiare con beni e servizi.", + "ITEM_TYPE_CHART_NAME": "Diagramma dei tipi elementali", + "ITEM_OLD_BOOK_NAME": "Vecchio libro", + "ITEM_TYPE_CHART_DESCRIPTION": "Un diagramma su una scheda caduta dal Manuale del ranger che ti ha lasciato Kayleigh. Descrive in dettaglio i tipi elementali dei mostri di Nuova Wirral e come sfruttarli a tuo favore.", + "ITEM_OLD_BOOK_DESCRIPTION": "È un vecchio libro pieno di parole strane.", + "ITEM_PULP_NAME": "Polpa", + "ITEM_SINGLEUSE_STICKER_NAME": "{name} (monouso)", + "ITEM_WHEAT_NAME": "Grano", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Apre il cancello di Harbourtown!", + "ITEM_WHEAT_DESCRIPTION": "Una risorsa di base che certe persone possono trasformare in cibo.", + "ITEM_WOOD_NAME": "Legno", + "ITEM_PULP_DESCRIPTION": "Carta triturata finemente. Una risorsa riciclata di base, che puoi scambiare con beni e servizi.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Colpisce un bersaglio. Dà al bersaglio lo stato {status_effect}.", + "ITEM_KEY_HARBOURTOWN_NAME": "Chiave del cancello di Harbourtown", + "ITEM_WOOD_DESCRIPTION": "Una risorsa riciclata di base, che puoi scambiare con beni e servizi.", + "ITEM_TAPE_BASIC_NAME": "Nastro base", + "ITEM_TAPE_BASIC_DESCRIPTION": "Registra le forme di mostro con un'efficienza normale.", + "ITEM_TAPE_CHROME_NAME": "Nastro al cromo", + "ITEM_TAPE_CHROME_DESCRIPTION": "Registra le forme di mostro con un'efficienza elevata.", + "ITEM_TAPE_OPTICAL_LASER_NAME": "Nastro ottico laser", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Un misterioso nastro nero lasciato da Gramo Nero.", + "ITEM_TAPE_BLACK_SHUCK_NAME": "Nastro di Gramo Nero", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Sfrutta una tecnologia futuristica basata sul laser per archiviare le forme di mostro in modo efficiente. Garantisce una registrazione riuscita.", + "ITEM_TAPE_BEAST_DESCRIPTION": "Un nastro ricoperto di pelliccia sintetica. Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Bestia. I bambini lo adorano.", + "ITEM_TAPE_BEAST_NAME": "Nastro in eco-pelliccia", + "ITEM_TAPE_FIRE_NAME": "Nastro per tostapane", + "ITEM_TAPE_FIRE_DESCRIPTION": "L'etichetta dice che si può scaldare in un tostapane. Questo strano nastro promozionale una volta veniva distribuito con le paste per la colazione, finché le inevitabili bruciature sulle mani e gli incendi domestici hanno scatenato una serie di reclami. Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Fuoco.", + "ITEM_TAPE_PLASTIC_NAME": "Nastro riciclato", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "Un nastro apparentemente realizzato in \\\"plastica riciclata al 100%\\\". Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Plastica.", + "ITEM_TAPE_PLANT_NAME": "Nastro di corteccia", + "ITEM_TAPE_PLANT_DESCRIPTION": "Un nastro con un guscio in autentica corteccia d'albero. Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Pianta.", + "ITEM_TAPE_WATER_NAME": "Nastro pieno d'acqua", + "ITEM_TAPE_WATER_DESCRIPTION": "Un nastro di plastica trasparente, sigillato e riempito d'acqua. Due pulsanti sul lato permettono di giocare a \\\"infila l\\'anello\\\" mentre non lo usi. Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Acqua.", + "ITEM_TAPE_POISON_NAME": "Nastro in pelle di serpente", + "ITEM_TAPE_ASTRAL_NAME": "Nastro etereo", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "Un nastro incorporeo con la fastidiosa abitudine di passare attraverso altri oggetti, di tanto in tanto. Minuscole scintille come stelle lontane traspaiono attraverso la sua superficie. Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Astrale.", + "ITEM_TAPE_POISON_DESCRIPTION": "Un nastro elegante in finta pelle di serpente. Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Veleno.", + "ITEM_TAPE_ICE_NAME": "Nastro Ghiaccio-IX", + "ITEM_TAPE_LIGHTNING_NAME": "Nastro superconduttivo", + "ITEM_TAPE_ICE_DESCRIPTION": "Un nastro gelido fatto di un ghiaccio che sembra non sciogliersi mai. L'etichetta avvisa di tenerlo lontano dall\\'acqua. Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Ghiaccio.", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Un nastro con un'etichetta che vanta \\\"Contiene condensato di Einstein-Bosen!\\\". Ha un\\'efficienza molto alta quando viene usato per registrare mostri di tipo Fulmine.", + "ITEM_TAPE_AIR_NAME": "Nastro aerosol", + "ITEM_TAPE_EARTH_NAME": "Nastro di ceramica", + "ITEM_TAPE_AIR_DESCRIPTION": "Un nastro con un'efficienza molto alta quando viene usato per registrare mostri di tipo Aria. In caso di emergenza, si può usare come lacca.", + "ITEM_TAPE_METAL_NAME": "Nastro al ferrocromo", + "ITEM_TAPE_METAL_DESCRIPTION": "Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Metallo.", + "ITEM_TAPE_EARTH_DESCRIPTION": "Un nastro con un guscio in solida ceramica. Ha un'efficienza molto alta quando viene usato per registrare mostri di tipo Terra.", + "ITEM_TAPE_USE_ON.m": "Registra {0}", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "Registra {0}", + "ITEM_TAPE_USE_ON.n": "Registra {0}", + "ITEM_NAME_RARITY_1": "{item_name} (non comune)", + "ITEM_NAME_RARITY_2": "{item_name} (raro)", + "BOOSTER_PACK_ELEMENTS_NAME": "Pacchetto adesivi \\\"Elementi\\\"", + "BOOSTER_PACK_NATURE_NAME": "Pacchetto adesivi \\\"Natura\\\"", + "BOOSTER_PACK_POLLUTION_NAME": "Pacchetto adesivi \\\"Inquinamento\\\"", + "BOOSTER_PACK_WILDCARD_NAME": "Pacchetto adesivi \\\"Jolly\\\"", + "MAP_NAME_OVERWORLD_PHRASE": "a Nuova Wirral", + "BOOSTER_PACK_DESCRIPTION": "Un pacchetto a tema di 4 adesivi. Un adesivo non comune o raro garantito!", + "MAP_NAME_DEAD_WORLD_PHRASE": "in un luogo sconosciuto", + "MAP_NAME_OVERWORLD": "Nuova Wirral", + "REGION_NAME_UNKNOWN": "???", + "MAP_NAME_DEAD_WORLD": "???", + "REGION_NAME_UNKNOWN_PHRASE": "in un luogo sconosciuto", + "REGION_NAME_GAUNTLET": "Treno del Cimento di Magistaceo", + "REGION_NAME_MALL": "Centro Commerciale Caduto", + "REGION_NAME_MALL_PHRASE": "al Centro Commerciale Caduto", + "REGION_NAME_GAUNTLET_PHRASE": "a bordo del treno del Cimento di Magistaceo", + "REGION_NAME_PLAINS1": "Campi di Nuova Wirral", + "REGION_NAME_TOWN": "Harbourtown", + "REGION_NAME_TOWN_PHRASE": "a Harbourtown", + "REGION_NAME_PLAINS1_PHRASE": "nei Campi di Nuova Wirral", + "REGION_NAME_TOWN_WEST": "Harbourtown Ovest", + "REGION_NAME_TOWN_WEST_PHRASE": "a Harbourtown Ovest", + "REGION_NAME_CAFE": "Café Gramophone", + "REGION_NAME_CAFE_PHRASE": "al Café Gramophone", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramophone via stazione di Harbourtown", + "REGION_NAME_HOSPITAL": "Ospedale di Harbourtown", + "REGION_NAME_HOSPITAL_PHRASE": "all'ospedale", + "REGION_NAME_CHEMIST": "Mercante elementale", + "REGION_NAME_MUSEUM": "Museo storico", + "REGION_NAME_MUSEUM_PHRASE": "al Museo storico", + "REGION_NAME_CHEMIST_PHRASE": "al mercante elementale", + "REGION_NAME_TOWN_OUTSKIRTS": "Periferia di Harbourtown", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "nelle periferie", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Caverne alla periferia di Harbourtown", + "REGION_NAME_TOWN_BEACH": "Spiaggia di Harbourtown", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "nelle caverne nelle periferie", + "REGION_NAME_DEADLANDS_PHRASE": "nelle Terremorte", + "REGION_NAME_DEADLANDS": "Le Terremorte", + "REGION_NAME_TOWN_BEACH_PHRASE": "alla spiaggia di Harbourtown", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "al parco", + "REGION_NAME_NEW_WIRRAL_PARK": "Parco di Nuova Wirral", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Caverne del Parco di Nuova Wirral", + "REGION_NAME_TOWN_STATION": "Stazione di Harbourtown", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "nelle caverne nel parco", + "REGION_NAME_DUNGEON_GLOWSHROOM": "Stazione di Glowcester Road", + "REGION_NAME_TOWN_STATION_PHRASE": "alla stazione di Harbourtown", + "REGION_NAME_UPPER_PATH": "Sentiero alto", + "REGION_NAME_UPPER_PATH_PHRASE": "sul sentiero alto", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "alla stazione di Glowcester Road", + "REGION_NAME_MIRE_SEA": "Mar Perduto", + "REGION_NAME_MIRE_SEA_PHRASE": "nel Mar Perduto", + "REGION_NAME_DUNGEON_WATERLOOP": "Stazione di Waterloop", + "REGION_NAME_SOUTHERN_ISLES": "Isole del Sud", + "REGION_NAME_DINO_QUARRY": "Cava dei Dinosauri, nelle Terremorte", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "sulle Isole del Sud", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "alla stazione di Waterloop", + "REGION_NAME_OLD_VILLAGE": "Nuova Londra, nelle Terremorte", + "REGION_NAME_DINO_QUARRY_PHRASE": "nella Cava dei Dinosauri", + "REGION_NAME_OLD_VILLAGE_PHRASE": "a Nuova Londra", + "REGION_NAME_DEADLANDS_CAVES": "Caverne delle Terremorte", + "REGION_NAME_LAKE_PHRASE": "sul lago", + "REGION_NAME_LAKE": "Lago di Tantasete", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "nelle caverne delle Terremorte", + "REGION_NAME_LAKE_CAVES": "Caverne del lago di Tantasete", + "REGION_NAME_LAKESIDE": "Miralago", + "REGION_NAME_LAKESIDE_PHRASE": "a Miralago", + "REGION_NAME_LAKE_CAVES_PHRASE": "nelle caverne sotto il lago", + "REGION_NAME_LAKESIDE_CAVES": "Caverne di Miralago", + "REGION_NAME_MT_WIRRAL": "Monte Wirral", + "REGION_NAME_MT_WIRRAL_PHRASE": "su Monte Wirral", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "nelle caverne di Miralago", + "REGION_NAME_MT_WIRRAL_CAVES": "Caverne di Monte Wirral", + "REGION_NAME_EASTHAM_WOODS": "Boschi di Eastham", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "nelle caverne su Monte Wirral", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "nei boschi di Eastham", + "REGION_NAME_EASTHAM_WOODS_CAVES": "Caverne dei boschi di Eastham", + "REGION_NAME_HAM_PHRASE": "a, uhm, \\\"Ham\\\"", + "REGION_NAME_HAM": "\\\"Ham\\\"", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "nelle caverne dei boschi di Eastham", + "REGION_NAME_AUTUMN_HILL": "Colle Autunno", + "REGION_NAME_AUTUMN_HILL_PHRASE": "su Colle Autunno", + "REGION_NAME_AUTUMN_HILL_CAVES": "Caverne di Colle Autunno", + "REGION_NAME_COMMUNE": "Borgo Cordoglio", + "REGION_NAME_COMMUNE_PHRASE": "a Borgo Cordoglio", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "nelle caverne di Colle Autunno", + "REGION_NAME_COMMUNE_STATION": "Stazione di Corso Cordoglio", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "alla stazione di Icelington", + "REGION_NAME_MT_WIRRAL_STATION": "Stazione di Icelington", + "REGION_NAME_COMMUNE_STATION_PHRASE": "alla stazione di Corso Cordoglio", + "REGION_NAME_MEADOW_PHRASE": "a Prato dei Ciliegi", + "REGION_NAME_MEADOW": "Prato dei Ciliegi", + "REGION_NAME_MEADOW_CAVES": "Caverne di Prato dei Ciliegi", + "REGION_NAME_MARSH": "L'Acquitrino", + "REGION_NAME_MARSH_PHRASE": "nell'acquitrino", + "REGION_NAME_MEADOW_CAVES_PHRASE": "nelle caverne di Prato dei Ciliegi", + "REGION_NAME_MARSH_CAVES": "Caverne dell'Acquitrino", + "REGION_NAME_FARM": "Fattoria dei Piper", + "REGION_NAME_FARM_PHRASE": "alla fattoria dei Piper", + "REGION_NAME_MARSH_CAVES_PHRASE": "nelle caverne dell'acquitrino", + "REGION_NAME_GRAVEYARD": "Cimitero Cuori Infranti", + "REGION_NAME_GRAVEYARD_PHRASE": "al cimitero", + "REGION_NAME_CAST_IRON_SHORE": "Costa Ghisa", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "su Costa Ghisa", + "REGION_NAME_DUNGEON_GRAVEYARD": "Stazione di Tomba Sepulcro", + "REGION_NAME_STATION_FINAL": "Stazione di Night's Bridge", + "REGION_NAME_DUNGEON_SHIPWRECK": "Relitto del \\\"Titania\\\"", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "alla stazione di Tomba Sepulcro", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "alla stazione di Bard Street", + "REGION_NAME_SHIPWRECK_STATION": "Stazione di Bard Street", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "al relitto del \\\"Titania\\\"", + "REGION_NAME_DUNGEON_MEADOW": "Stazione di Cherry Cross", + "REGION_NAME_STATION_FINAL_PHRASE": "alla stazione di Night's Bridge", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "alla stazione di Cherry Cross", + "REGION_NAME_MEADOW_CHURCH": "Abbazia di Glaistainbury", + "REGION_NAME_BROKENHEAD_PHRASE": "a Scassatesta", + "REGION_NAME_BROKENHEAD": "Scassatesta", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "all'abbazia di Glaistainbury", + "REGION_NAME_LANDKEEPER_HQ": "QG Succhiaterra", + "REGION_NAME_KAYLEIGH_HOME": "Casa di Kayleigh", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "nel QG Succhiaterra", + "REGION_NAME_MEREDITH_HOME": "Negozio di Meredith", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "a casa di Kayleigh", + "REGION_NAME_FELIX_HOME": "Casa di Felix", + "REGION_NAME_FELIX_HOME_PHRASE": "a casa di Felix", + "REGION_NAME_MEREDITH_HOME_PHRASE": "al negozio di Meredith", + "REGION_NAME_EUGENE_HOME": "Casa di Eugene", + "REGION_NAME_EUGENE_HOME_PHRASE": "a casa di Eugene", + "REGION_NAME_RANGER_OUTPOST": "Avamposto dei ranger", + "REGION_NAME_TOWN_HALL": "Municipio", + "REGION_NAME_TOWN_HALL_PHRASE": "al municipio", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "all'avamposto dei ranger", + "REGION_NAME_AMBER_LODGE": "La Loggia Ambra", + "REGION_NAME_POWER_STATION_PHRASE": "alla centrale elettrica", + "REGION_NAME_AMBER_LODGE_PHRASE": "alla Loggia Ambra", + "REGION_NAME_POWER_STATION": "Centrale elettrica", + "MAP_FEATURE_CAVE": "Caverna", + "MAP_FEATURE_DAILY_ITEM": "Oggetto giornaliero", + "MAP_FEATURE_LANDKEEPER_OFFICE": "Ufficio di Succhiaterra", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Progetto segreto di Eugene", + "MAP_FEATURE_CRATER": "Cratere", + "MAP_FEATURE_WATER_PIPE": "Tubo dell'acqua", + "MAP_FEATURE_RUINS": "Rovine", + "MAP_FEATURE_DINO_QUARRY": "Cava dei dinosauri", + "MAP_FEATURE_CAMPSITE": "Campeggio", + "MAP_FEATURE_TOWN_WEST_RIVER": "Fiume Piper", + "MAP_FEATURE_DIVEAL_ISLAND": "Scoglio Subfoca", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Anomalia ignota", + "MAP_FEATURE_TOWN_BRIDGE": "Ponte di Harbourtown", + "MAP_FEATURE_FARM_BRIDGE": "Ponte Piper", + "MAP_FEATURE_FARM_PLOT": "Orto delle zucche", + "MAP_FEATURE_STICKER_MERCHANTS": "Mercanti di adesivi", + "MOVE_SMACK_NAME": "Colpo", + "MOVE_SLICE_NAME": "Fendente", + "MOVE_DOUBLE_SMACK_NAME": "Doppio colpo", + "MOVE_DOUBLE_SLICE_NAME": "Doppio fendente", + "MOVE_MULTI_SMACK_NAME": "Multi-colpo", + "MOVE_MULTI_SHOT_NAME": "Multi-sparo", + "MOVE_WALLOP_NAME": "Randellata", + "MOVE_CLOBBER_NAME": "Pestaggio", + "MOVE_BISHBASHBOSH_NAME": "Pim pum pam", + "MOVE_THE_OLD_1_2_NAME": "Il buon vecchio 1-2", + "MOVE_SPIT_NAME": "Sputo", + "MOVE_SPRAY_NAME": "Spruzzo", + "MOVE_ENERGY_SHOT_NAME": "Colpo d'energia", + "MOVE_ENERGY_WAVE_NAME": "Onda d'energia", + "MOVE_COATING_WATER_NAME": "Copertura Acqua", + "MOVE_COATING_PLASTIC_NAME": "Copertura Plastica", + "MOVE_COATING_EARTH_NAME": "Copertura Terra", + "MOVE_COATING_AIR_NAME": "Copertura Aria", + "MOVE_COATING_FIRE_NAME": "Copertura Fuoco", + "MOVE_COATING_ASTRAL_NAME": "Copertura Astrale", + "MOVE_COATING_LIGHTNING_NAME": "Copertura Fulmine", + "MOVE_COATING_METAL_NAME": "Copertura Metallo", + "MOVE_COATING_BEAST_NAME": "Copertura Bestia", + "MOVE_COATING_ELEMENTAL_NAME": "Copertura elementale", + "MOVE_COATING_PLANT_NAME": "Copertura Pianta", + "MOVE_COATING_POISON_NAME": "Copertura Veleno", + "MOVE_COATING_ICE_NAME": "Copertura Ghiaccio", + "MOVE_INFLAME_NAME": "Infiamma", + "MOVE_COATING_GLASS_NAME": "Copertura Vetro", + "MOVE_INCINERATE_NAME": "Incenerisci", + "MOVE_BRICK_BLAST_NAME": "Spaccamattoni", + "MOVE_FIRE_WALL_NAME": "Muro di Fuoco", + "MOVE_BEAST_WALL_NAME": "Muro Bestia", + "MOVE_PLANT_WALL_NAME": "Muro Pianta", + "MOVE_METAL_WALL_NAME": "Muro di Metallo", + "MOVE_ICE_WALL_NAME": "Muro di Ghiaccio", + "MOVE_POISON_WALL_NAME": "Muro di Veleno", + "MOVE_ELEMENTAL_WALL_NAME": "Muro elementale", + "MOVE_PLASTIC_WALL_NAME": "Muro di Plastica", + "MOVE_WATER_WALL_NAME": "Muro d'Acqua", + "MOVE_ASTRAL_WALL_NAME": "Muro Astrale", + "MOVE_LIGHTNING_WALL_NAME": "Muro di Fulmine", + "MOVE_AIR_WALL_NAME": "Muro d'Aria", + "MOVE_EARTH_WALL_NAME": "Muro di Terra", + "MOVE_GLASS_WALL_NAME": "Muro di Vetro", + "MOVE_DEJAVU_NAME": "Déjà vu", + "MOVE_AP_STEAL_NAME": "Ruba-PA", + "MOVE_AP_BOOST_NAME": "Potenzia-PA", + "MOVE_AP_DRAIN_NAME": "Sottrai-PA", + "MOVE_REVENGE_STRIKE_NAME": "Colpo vendicatore", + "MOVE_PREEMPTIVE_STRIKE_NAME": "Colpo preventivo", + "MOVE_SELF_DESTRUCT_NAME": "Autodistruzione", + "MOVE_AP_REFUND_NAME": "Rimborso PA", + "MOVE_ROLL_AGAIN_NAME": "Ritira", + "MOVE_AP_STARTER_NAME": "PA iniziale", + "MOVE_PARRY_STANCE_NAME": "Posizione di parata", + "MOVE_LAST_RITES_NAME": "Estrema unzione", + "MOVE_HEADSHOT_NAME": "Colpo in testa", + "MOVE_SLEEP_TALK_NAME": "Parla nel sonno", + "MOVE_COSMIC_KUNAI_NAME": "Kunai cosmico", + "MOVE_SLEEP_WALK_NAME": "Sonnambulismo", + "MOVE_HYPNOTIZE_NAME": "Ipnosi", + "MOVE_HP_ABSORB_NAME": "Assorbi vita", + "MOVE_DEFEND_NAME": "Difendi", + "MOVE_RAISE_SHIELDS_NAME": "Alza gli scudi", + "MOVE_POISON_POLLEN_NAME": "Polline venefico", + "MOVE_SNOOZE_SPORE_NAME": "Spore sonnacchiose", + "MOVE_LEECH_NAME": "Prosciuga", + "MOVE_DODGE_NAME": "Schiva", + "MOVE_FOCUS_NAME": "Concentrazione", + "MOVE_SPRINT_NAME": "Scatto", + "MOVE_WINK_NAME": "Strizza l'occhio", + "MOVE_FLIRT_NAME": "Flirt", + "MOVE_PEEKABOO_NAME": "Bubusettete", + "MOVE_TRIP_NAME": "Inciampo", + "MOVE_NOD_NAME": "Cenno", + "MOVE_CRITICIZE_NAME": "Critica", + "MOVE_COMPLIMENT_NAME": "Complimento", + "MOVE_SHARPEN_NAME": "Affila", + "MOVE_RAISE_ARMS_NAME": "Braccia in alto", + "MOVE_JUMP_SCARE_NAME": "Spavento", + "MOVE_HOT_POTATO_NAME": "Patata bollente", + "MOVE_ZOOMIES_NAME": "Peperino", + "MOVE_QUICK_SMACK_NAME": "Colpo rapido", + "MOVE_TAUNT_NAME": "Derisione", + "MOVE_SURE_FIRE_NAME": "Colpo sicuro", + "MOVE_BE_RANDOM_NAME": "a cASaCciO!", + "MOVE_DOG_YEARS_NAME": "Anni canini", + "MOVE_COPYCAT_NAME": "Copione", + "MOVE_COPYCAT_TITLE": "Copione: {move_name}", + "MOVE_GLITTER_BOMB_NAME": "Bomba glitter", + "MOVE_PROVOKE_NAME": "Provocazione", + "MOVE_HIBERNATE_NAME": "Letargo", + "MOVE_MEDITATE_NAME": "Meditazione", + "MOVE_SUMMON_TULPA_NAME": "Evoca tulpa", + "MOVE_LIGHTNING_BOLT_NAME": "Fulmine", + "MOVE_FUSION_POWER_NAME": "Potere fusione", + "MOVE_FUSION_POWER_GENERATED_NAME": "Potere fusione: {suffix} {prefix}", + "MOVE_DESPERATION_NAME": "Disperazione", + "MOVE_CROSSFADE_NAME": "Mix in dissolvenza", + "MOVE_DELEGATE_NAME": "Delega", + "MOVE_BITE_NAME": "Morso", + "MOVE_BONE_CANNON_NAME": "Cannone a ossa", + "MOVE_STICKY_TONGUE_NAME": "Lingua appiccicosa", + "MOVE_ZEPHYR_NAME": "Zefiro", + "MOVE_CHARGE_NAME": "Carica", + "MOVE_SONIC_BOOM_NAME": "Boato sonico", + "MOVE_BATTERY_NAME": "Batteria", + "MOVE_SCORCH_NAME": "Ustione", + "MOVE_RAPID_FIRE_NAME": "Fuoco rapido", + "MOVE_GEAR_SHEAR_NAME": "Ingranaggi rasoi", + "MOVE_BROADCAST_NAME": "Broadcast", + "MOVE_UNICAST_NAME": "Unicast", + "MOVE_SPLINTER_NAME": "Scheggia", + "MOVE_WOODCUTTER_NAME": "Taglialegna", + "MOVE_SILICON_SLASH_NAME": "Fendente al silicio", + "MOVE_ACID_REFLEX_NAME": "Riflesso acido", + "MOVE_RADIOACTIVE_NAME": "Radioattività", + "MOVE_THROW_NAME": "Lancio", + "MOVE_ICE_BREAKER_NAME": "Rompighiaccio", + "MOVE_TORRENT_NAME": "Torrente", + "MOVE_TWO_HEADS_NAME": "Doppia testina", + "MOVE_MAGNET_NAME": "Magnete", + "MOVE_ECHOLOCATION_NAME": "Ecolocazione", + "MOVE_RETRIBUTION_NAME": "Castigo", + "MOVE_THUNDER_BLAST_NAME": "Rombo di tuono", + "MOVE_TOWER_DEFENSE_NAME": "Difesa della torre", + "MOVE_GAMBIT_NAME": "Gambetto", + "MOVE_HAUNT_NAME": "Infesta", + "MOVE_BINVITATION_NAME": "Binvito", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "A ciel sereno", + "MOVE_CALL_FOR_HELP_NAME": "Chiama aiuto", + "MOVE_BINVASION_NAME": "Binvasione", + "MOVE_FISSION_POWER_NAME": "Fissione nucleare", + "MOVE_RECYCLE_NAME": "Ricicla", + "MOVE_COPPER_CHOP_NAME": "Karate metallico", + "MOVE_GALACTIC_BEATDOWN_NAME": "Pestaggio galattico", + "MOVE_WINDOW_NAME": "Finestra", + "MOVE_JAGGED_EDGE_NAME": "Orlo scabro", + "MOVE_SHARP_EDGES_NAME": "Bordi taglienti", + "MOVE_CRYSTAL_LENS_NAME": "Lente di cristallo", + "MOVE_GLASS_BONDS_NAME": "Ceppi di Vetro", + "MOVE_SHRAPNEL_NAME": "Shrapnel", + "MOVE_GLASS_CANNON_NAME": "Cannone di Vetro", + "MOVE_CLOSE_ENCOUNTER_NAME": "Incontro ravvicinato", + "MOVE_SPRING_LOAD_NAME": "Carica a molla", + "MOVE_SHOOTING_STAR_NAME": "Stella cadente", + "MOVE_MOUNTAIN_SMASH_NAME": "Colpo della montagna", + "MOVE_BLIZZARD_NAME": "Bufera", + "MOVE_DJINNTOXICATE_NAME": "Djintossicazione", + "MOVE_TOY_HAMMER_NAME": "Martello giocattolo", + "MOVE_SUCTION_CUP_DART_NAME": "Freccetta a ventosa", + "MOVE_PLASTIC_KNIFE_NAME": "Coltello di plastica", + "MOVE_ACORN_MORTAR_NAME": "Mortaio a ghiande", + "MOVE_BOIL_NAME": "Vescica", + "MOVE_TOXIC_STAB_NAME": "Pugnalata tossica", + "MOVE_PUSTULE_BOMB_NAME": "Bomba pustola", + "MOVE_RADIATION_BREATH_NAME": "Soffio radioattivo", + "MOVE_WONDERFUL_7_NAME": "Sette meraviglie", + "MOVE_SNOW_RUSH_NAME": "Getto di neve", + "MOVE_POLE_VAULT_ASSAULT_NAME": "Assalto con l'asta", + "MOVE_YULE_REGRET_THAT_NAME": "Gelido rimpianto", + "MOVE_HURRICANE_NAME": "Uragano", + "MOVE_SANDSTORM_NAME": "Tempesta di sabbia", + "MOVE_METEOR_BARRAGE_NAME": "Pioggia di meteore", + "MOVE_CLOCKWORK_MOUSE_NAME": "Topo meccanico", + "MOVE_METAL_RIFF_NAME": "Riff metal", + "MOVE_BOTTLE_VOLLEY_NAME": "Bordata di bottiglie", + "MOVE_MOONSHINE_NAME": "Distillato", + "MOVE_AVALANCHE_NAME": "Valanga", + "MOVE_FOG_NAME": "Nebbia", + "MOVE_CHANGE_THE_RECORD_NAME": "Cambia disco", + "MOVE_AP_DONATE_NAME": "Dona PA", + "MOVE_AP_FACTORY_NAME": "Fabbrica di PA", + "MOVE_SHIELD_BASH_NAME": "Botta di scudo", + "MOVE_PRISMATIC_NAME": "Prismatico", + "MOVE_ICICLE_DART_NAME": "Dardo ghiacciolo", + "MOVE_CRUMBLE_NAME": "Sbriciola", + "MOVE_BAD_JOKE_NAME": "Battutaccia", + "MOVE_HEROIC_BLADE_NAME": "Lama eroica", + "MOVE_SUPERHEATED_FIST_NAME": "Pugno surriscaldato", + "MOVE_GUZZLE_FUEL_NAME": "Tracanna benzina", + "MOVE_DAMAGE_ROLL_NAME": "Tiro per i danni", + "MOVE_COPY_THAT_NAME": "Ricevo e confermo", + "MOVE_FROZEN_GROUND_NAME": "Terreno gelato", + "MOVE_STONY_LOOK_NAME": "Sguardo impietrito", + "MOVE_PUMPKIN_PIE_NAME": "Torta di zucca", + "MOVE_BUSHFIRE_NAME": "Incendio boschivo", + "MOVE_TRAFFIC_JAM_NAME": "Ingorgo", + "MOVE_SUIT_UP_NAME": "Vestiti a dovere", + "MOVE_COTTON_ON_NAME": "Ovattato", + "MOVE_MIND_MELD_NAME": "Fusione mentale", + "MOVE_UNDERTOW_NAME": "Corrente profonda", + "MOVE_NEW_LEAF_NAME": "Rinverdisci", + "MOVE_FAIR_FIGHT_NAME": "Scontro leale", + "MOVE_ABRAMACABRA_NAME": "Abramacabra", + "MOVE_ABRAMACABRA_ATTACK_NAME": "Dardo Macabra", + "MOVE_DOC_LEAF_NAME": "Foglia curativa", + "MOVE_REVOLVING_DOOR_NAME": "Porta girevole", + "MOVE_BLOOD_DONATION_NAME": "Donazione di sangue", + "MOVE_NURSE_NAME": "Infermiera", + "MOVE_CLAY_FIRED_NAME": "Argilla cotta", + "MOVE_COAL_STORY_NAME": "Carbonella", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Resistenza a Bestia", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Antincendio", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Resistenza alla Plastica", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Resistenza a Pianta", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Impermeabile", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Resistenza ad Astrale", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Resistenza al Veleno", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Scaricato", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Resistenza al Ghiaccio", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Resistenza all'Aria", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Resistenza alla Terra", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Resistenza al Metallo", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Resistenza al Vetro", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Resistenza al Glitter", + "MOVE_WATER_DANCE_NAME": "Danza dell'acqua", + "MOVE_STAB_IN_THE_DARK_NAME": "Pugnalata nel buio", + "MOVE_WATERWORKS_NAME": "Rete idrica", + "MOVE_STARTER1_ATTACK_NAME": "Bomba bonbon", + "MOVE_STARTER1_PASSIVE_NAME": "Glicemia alta", + "MOVE_STARTER2_ATTACK_NAME": "Ariete", + "MOVE_STARTER2_PASSIVE_NAME": "Fortuna ovina", + "MOVE_CATEGORY_MELEE": "Attacco in mischia", + "MOVE_CATEGORY_RANGED": "Attacco a distanza", + "MOVE_CATEGORY_STATUS": "Effetto di stato", + "MOVE_CATEGORY_MISC": "Altro", + "MOVE_DESCRIPTION_HIT_ONE": "Colpisce un bersaglio.", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Colpisce un'intera squadra. Distrugge i muri.", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Colpisce un bersaglio. Non si può schivare.", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Colpisce un bersaglio. Ha la priorità sulle altre mosse.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Colpisce un bersaglio più volte.", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Colpisce un bersaglio ma infligge danni leggeri all'utilizzatore.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Colpisce un bersaglio più volte, con priorità sulle altre mosse.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Colpisce un bersaglio più volte, con priorità minore rispetto ad altre mosse.", + "MOVE_DESCRIPTION_HIT_TEAM": "Colpisce un'intera squadra.", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Colpisce più volte ciascun membro di una squadra.", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Colpisce tutti sul campo di battaglia tranne l'utilizzatore.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Colpisce un bersaglio. Dà all'utilizzatore lo stato {status_effect}.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Colpisce un'intera squadra. Dà all\\'utilizzatore lo stato {status_effect}.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Colpisce un'intera squadra. Dà al bersaglio lo stato {status_effect}.", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "Colpisce un bersaglio. Riduce la Schivata del bersaglio.", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "Colpisce un bersaglio. Riduce la Precisione del bersaglio.", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "Dà un bonus passivo alla Velocità dell'utilizzatore in proporzione ai PV persi.", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "Dà un bonus passivo alla Schivata dell'utilizzatore in proporzione ai PV persi.", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Dà una riduzione passiva di -{percent}% ai danni subiti di tipo {type} e annulla le eventuali reazioni. Non influisce sui colpi critici.", + "MOVE_DESCRIPTION_NURSE": "Cura un bersaglio del 50% dei PV massimi.", + "MOVE_DESCRIPTION_METAL_RIFF": "Colpisce un'intera squadra. Diventa un attacco di tipo Aria se assegnato a un nastro di tipo Metallo.", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "Ruba il muro del bersaglio e lo trasferisce all'utilizzatore.", + "MOVE_DESCRIPTION_BLOOD_DONATION": "Riduce della metà i PV dell'utilizzatore e li cura al bersaglio.", + "MOVE_DESCRIPTION_FAIR_FIGHT": "Impedisce di applicare nuovi effetti di stato per 3 turni.", + "MOVE_DESCRIPTION_NEW_LEAF": "Rimuove gli effetti di stato dal bersaglio.", + "MOVE_DESCRIPTION_BUSHFIRE": "Cambia il tipo dell'utilizzatore in Fuoco e gli fa infliggere danni aggiuntivi di tipo Fuoco al contatto. Ustiona anche l\\'utilizzatore.", + "MOVE_DESCRIPTION_UNDERTOW": "Colpisce l'ultimo combattente che ha svolto il suo turno prima di questa mossa.", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "Aumenta la Velocità e la generazione di PA dell'utilizzatore.", + "MOVE_DESCRIPTION_COPY_THAT": "Trasforma l'utilizzatore in una copia del bersaglio.", + "MOVE_DESCRIPTION_FROZEN_GROUND": "Aumenta enormemente la Velocità dell'utilizzatore, ma riduce la sua Precisione.", + "MOVE_DESCRIPTION_ICICLE_DART": "Colpisce un bersaglio. Usa la Velocità dell'utilizzatore al posto dell\\'Attacco a distanza.", + "MOVE_DESCRIPTION_SHIELD_BASH": "Colpisce un bersaglio. Usa la Difesa in mischia dell'utilizzatore al posto dell\\'Attacco in mischia.", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "L'utilizzatore tira un dado a 20 facce. Il danno viene moltiplicato per il numero del dado. Un tiro di 1 o 20 ha effetti speciali.", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Costringe il bersaglio a passare a un altro dei suoi nastri, scelto a caso.", + "MOVE_DESCRIPTION_AP_DONATE": "Trasferisce tutti i PA rimanenti dall'utilizzatore al bersaglio.", + "MOVE_DESCRIPTION_AVALANCHE": "Tutti gli attacchi in mischia mancano il bersaglio in questo round.", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Gli attacchi a distanza del bersaglio diventano attacchi in mischia.", + "MOVE_DESCRIPTION_AP_FACTORY": "Trasferisce automaticamente tutti i PA dell'utilizzatore ai suoi alleati all\\'inizio di ogni round.", + "MOVE_DESCRIPTION_WALL": "Sacrifica il 20% dei PV per creare un muro che assorbe fino a 3 colpi per fino a 3 turni.", + "MOVE_DESCRIPTION_SPRING_LOAD": "Dà automaticamente all'utilizzatore lo stato Caricato a molla, se non lo ha già. Questo trasforma gli attacchi in mischia dell\\'utilizzatore in attacchi a distanza.", + "MOVE_DESCRIPTION_FOG": "Riduce la precisione degli attacchi a distanza che non sono di tipo Acqua, Aria o Ghiaccio a 0% per 3 turni.", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "L'utilizzatore si alza in volo e può essere colpito solo da attacchi a distanza, mostri tipo Aria e altri personaggi volanti.", + "MOVE_DESCRIPTION_COATING": "Cambia il tipo dell'utilizzatore o di un alleato.", + "MOVE_DESCRIPTION_ABRAMACABRA": "Sacrifica il 20% dei PV per creare un muro che assorbe fino a 3 colpi per fino a 3 turni. Inoltre, il muro danneggia un avversario al turno.", + "MOVE_DESCRIPTION_POWER": "Potenza", + "MOVE_DESCRIPTION_HITS": "Colpi: {hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "Dà al bersaglio lo stato {status_effect} per {duration} turni.", + "MOVE_DESCRIPTION_ACCURACY": "Precisione: {0}%", + "MOVE_DESCRIPTION_HITS_RANGE": "Colpi: {hits_min}–{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "Dà all'utilizzatore lo stato {status_effect} per {duration} turni.", + "MOVE_DESCRIPTION_CLAY_FIRED": "Si attiva quando l'utilizzatore subisce danni di tipo Fuoco da un attacco. Aumenta le statistiche di difesa dell\\'utilizzatore.", + "MOVE_DESCRIPTION_MIND_MELD": "L'utilizzatore condivide le mosse con gli alleati.", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "Riduce le statistiche di Velocità degli altri combattenti.", + "MOVE_DESCRIPTION_FLINCH_ONE": "Ha una probabilità di far sussultare il bersaglio.", + "MOVE_DESCRIPTION_STICKY_TONGUE": "Colpisce un bersaglio. Riduce la Schivata del bersaglio.", + "MOVE_DESCRIPTION_ICE_BREAKER": "Colpisce un bersaglio. Riduce la Velocità del bersaglio.", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Colpisce un bersaglio. Mette a segno un colpo critico se il bersaglio ha già subito danni in questo turno.", + "MOVE_DESCRIPTION_AP_STEAL": "Ruba 1 PA al bersaglio e lo dà all'utilizzatore.", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "Rimuove 2 PA dal bersaglio.", + "MOVE_DESCRIPTION_AP_BOOST": "Aumenta la generazione di PA del bersaglio.", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Colpisce automaticamente un avversario all'inizio della battaglia.", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "Ha una chance di attivarsi automaticamente quando subisce un attacco in mischia.", + "MOVE_DESCRIPTION_AP_DRAIN": "Riduce la generazione di PA del bersaglio.", + "MOVE_DESCRIPTION_SPLINTER": "Ha una chance di ferire automaticamente un avversario al contatto in mischia. Il danno è basato sulla Difesa in mischia dell'utilizzatore.", + "MOVE_DESCRIPTION_ACID_REFLEX": "Ha una chance di avvelenare automaticamente un avversario al contatto in mischia.", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "Dopo essere stato sconfitto, l'utilizzatore esplode e infligge danni a tutti coloro che lo circondano.", + "MOVE_DESCRIPTION_RADIOACTIVE": "Ha una chance di ustionare automaticamente un avversario al contatto in mischia.", + "MOVE_DESCRIPTION_AP_REFUND": "Ha una chance di rimborsare automaticamente i PA dopo aver usato una mossa.", + "MOVE_DESCRIPTION_AP_STARTER": "Conferisce 1 PA in più all'inizio della battaglia.", + "MOVE_DESCRIPTION_ROLL_AGAIN": "Ha una chance di usare automaticamente un'altra mossa casuale, alla fine del turno.", + "MOVE_DESCRIPTION_SUIT_UP": "Aumenta la Difesa in mischia e la Difesa a distanza dell'utilizzatore.", + "MOVE_DESCRIPTION_PARRY_STANCE": "Riflette il primo attacco in mischia ricevuto in questo round.", + "MOVE_DESCRIPTION_HP_ABSORB": "Recupera una quantità di PV pari al danno inflitto.", + "MOVE_DESCRIPTION_DEFEND": "Aumenta la Difesa in mischia dell'utilizzatore.", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "Aumenta la Difesa a distanza dell'utilizzatore.", + "MOVE_DESCRIPTION_DODGE": "Aumenta la Schivata dell'utilizzatore.", + "MOVE_DESCRIPTION_FOCUS": "Aumenta la Precisione dell'utilizzatore.", + "MOVE_DESCRIPTION_SPRINT": "Aumenta la Velocità dell'utilizzatore.", + "MOVE_DESCRIPTION_WINK": "Riduce l'Attacco in mischia del bersaglio.", + "MOVE_DESCRIPTION_FLIRT": "Riduce la Schivata del bersaglio.", + "MOVE_DESCRIPTION_PEEKABOO": "Riduce la Precisione del bersaglio.", + "MOVE_DESCRIPTION_TRIP": "Riduce la Velocità del bersaglio.", + "MOVE_DESCRIPTION_NOD": "Riduce la Difesa in mischia del bersaglio.", + "MOVE_DESCRIPTION_CRITICIZE": "Riduce l'Attacco a distanza del bersaglio.", + "MOVE_DESCRIPTION_COMPLIMENT": "Riduce la Difesa a distanza del bersaglio.", + "MOVE_DESCRIPTION_SHARPEN": "Aumenta l'Attacco in mischia dell\\'utilizzatore.", + "MOVE_DESCRIPTION_RAISE_ARMS": "Aumenta l'Attacco a distanza dell\\'utilizzatore.", + "MOVE_DESCRIPTION_HOT_POTATO": "Piazza una bomba sul bersaglio. La bomba esploderà se non viene passata immediatamente tramite contatto in mischia.", + "MOVE_DESCRIPTION_SURE_FIRE": "Garantisce che la prossima mossa del bersaglio andrà a segno.", + "MOVE_DESCRIPTION_COTTON_ON": "Riduce allo 0% per il round successivo la precisione delle mosse che possono essere schivate e che prendono di mira l'utilizzatore.", + "MOVE_DESCRIPTION_TAUNT": "Manda il bersaglio in berserk, costringendolo a usare solo mosse che infliggono danni per i prossimi 2 turni.", + "MOVE_DESCRIPTION_DOG_YEARS": "Prolunga la durata degli effetti di stato del bersaglio.", + "MOVE_DESCRIPTION_BE_RANDOM": "Usa una mossa casuale per la quale hai PA a sufficienza.", + "MOVE_DESCRIPTION_COPYCAT": "Copia l'ultima mossa usata dal bersaglio, se hai i PA necessari.", + "MOVE_DESCRIPTION_PROVOKE": "Impedisce agli avversari di prendere di mira direttamente gli alleati dell'utilizzatore per 3 turni.", + "MOVE_DESCRIPTION_HIBERNATE": "Addormenta l'utilizzatore. L\\'utilizzatore recupera PV ogni turno in cui dorme.", + "MOVE_DESCRIPTION_SUMMON_TULPA": "Chiede aiuto dal piano astrale.", + "MOVE_DESCRIPTION_MEDITATE": "Addormenta l'utilizzatore. Aumenta le statistiche di attacco e difesa dell\\'utilizzatore recupera PV ogni turno in cui dorme.", + "MOVE_DESCRIPTION_BINVITATION": "Chiede aiuto dall'astronave nave madre.", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Evoca un alleato Lampopiteco temporaneo.", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "Ha una chance di evocare un alleato temporaneo.", + "MOVE_DESCRIPTION_FUSION_POWER": "Ha un effetto unico per ciascuna fusione.", + "MOVE_DESCRIPTION_FISSION_POWER": "L'utilizzatore subisce una fissione e si divide in due copie.", + "MOVE_DESCRIPTION_CROSSFADE": "Cambia la forma dell'utilizzatore ma applica una copertura per mantenere il tipo precedente.", + "MOVE_DESCRIPTION_DESPERATION": "Infligge più danni se l'utilizzatore ha pochi PV.", + "MOVE_DESCRIPTION_DELEGATE": "Trasferisce gli effetti di stato dell'utilizzatore sul suo alleato.", + "MOVE_DESCRIPTION_BITE": "Colpisce un bersaglio. Successivamente, applica una cura leggera all'utilizzatore.", + "MOVE_DESCRIPTION_BATTERY": "Colpisce un bersaglio due volte. Mette a segno colpi critici se usato dopo Carica.", + "MOVE_DESCRIPTION_BOIL": "Colpisce un bersaglio. Ha una chance di ustionare il bersaglio.", + "MOVE_DESCRIPTION_DJINNTOXICATE": "Colpisce un bersaglio. Infligge lo stato Confuso al bersaglio.", + "MOVE_DESCRIPTION_COAL_STORY": "Colpisce un bersaglio. Infligge lo stato Ustionato al bersaglio.", + "MOVE_DESCRIPTION_TOXIC_STAB": "Colpisce un bersaglio. Avvelena il bersaglio.", + "MOVE_DESCRIPTION_SANDSTORM": "Colpisce un'intera squadra. Riduce di 1 la durata degli effetti di stato rimanenti sui bersagli.", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "Colpisce un'intera squadra. Avvelena i bersagli.", + "MOVE_DESCRIPTION_WONDERFUL_7": "Colpisce un bersaglio. Infligge una penalità casuale.", + "MOVE_DESCRIPTION_THROW": "Usa un muro come un proiettile. La durata rimanente viene applicata come moltiplicatore ai danni.", + "MOVE_DESCRIPTION_RECYCLE": "Distrugge il muro dell'utilizzatore e gli fornisce un numero di PA pari alla durata rimanente.", + "MOVE_DESCRIPTION_MAGNET": "Si attiva automaticamente all'inizio della battaglia per 0 PA. Impedisce agli avversari di prendere di mira gli alleati dell\\'utilizzatore per {duration} turni.", + "MOVE_DESCRIPTION_RETRIBUTION": "Si attiva quando viene sconfitto un alleato. Aumenta le statistiche di attacco dell'utilizzatore.", + "MOVE_DESCRIPTION_STATUS_STARTER": "Si attiva automaticamente all'inizio della battaglia per 0 PA. Dà all\\'utilizzatore lo stato {status_effect} per {duration} turni.", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "Cambia il tipo dell'utilizzatore in Terra e aumenta le sue statistiche di difesa. Si attiva la prima volta che la salute dell\\'utilizzatore scende al di sotto della metà.", + "MOVE_DESCRIPTION_THUNDER_BLAST": "Colpisce un bersaglio. Il bersaglio subisce 30 danni di tipo Aria aggiuntivi.", + "MOVE_DESCRIPTION_GAMBIT": "Aumenta di molto tutte le statistiche dell'utilizzatore. Dopo 3 turni, il nastro si rompe.", + "MOVE_DESCRIPTION_HAUNT": "L'utilizzatore diventa un fantasma e non può essere colpito dagli attacchi. Dopo 3 turni, il nastro si rompe.", + "MOVE_DESCRIPTION_BINVASION": "Colpisce un bersaglio tante volte quanti sono i Bidonvasori nel team dell'utilizzatore.", + "MOVE_DESCRIPTION_COPPER_CHOP": "Colpisce un bersaglio. Infligge Risonanza sui bersagli di tipo Vetro e Metallo.", + "MOVE_DESCRIPTION_WINDOW": "Consente agli attacchi a distanza di colpire il bersaglio attraverso i muri.", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Infligge danni al bersaglio ogni volta che si trasforma.", + "MOVE_DESCRIPTION_SHARP_EDGES": "Dà all'utilizzatore lo stato Danni al contatto per {duration} turni.", + "MOVE_DESCRIPTION_JAGGED_EDGE": "Infligge danni automaticamente quando un attacco in mischia manca l'utilizzatore.", + "MOVE_DESCRIPTION_BLIZZARD": "Colpisce un'intera squadra. Riduce la Precisione dei bersagli.", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Colpisce un bersaglio. Riduce la Difesa in mischia del bersaglio.", + "MOVE_DESCRIPTION_TRICK": "Dà al bersaglio una penalità casuale.", + "MOVE_DESCRIPTION_TREAT": "Dà al bersaglio un bonus casuale.", + "MOVE_DESCRIPTION_CRUMBLE": "Distrugge tutti i muri, infliggendo a ciascun combattente con un muro danni proporzionali alla durata rimanente del muro.", + "MOVE_DESCRIPTION_PRISMATIC": "Cambia in modo casuale il tipo dell'utilizzatore alla fine di ogni round.", + "MOVE_DESCRIPTION_BAD_JOKE": "L'utilizzatore racconta una barzelletta casuale. Non ha nessun effetto.", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTENZA", + "MOVE_DESCRIPTION_WATER_DANCE": "Colpisce un bersaglio. Usa la Velocità dell'utilizzatore al posto dell\\'Attacco in mischia.", + "MOVE_BLOOD_DONATION_TOAST": "DONO", + "MOVE_NEW_LEAF_TOAST": "STATI RIMOSSI", + "MOVE_DAMAGE_ROLL_TOAST": "TIRO: {n}", + "MOVE_AP_STEAL_TOAST": "FURTO", + "MOVE_GUZZLE_FUEL_TOAST": "TRACANNATO", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "TIMER ESTESI", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "TIMER RIDOTTI", + "MOVE_SUMMON_SPAWNS.m": "{spawn} risponde alla chiamata!", + "MOVE_SUMMON_SPAWNS.f": "{spawn} risponde alla chiamata!", + "MOVE_AP_REFUND_TOAST": "RIMBORSO", + "MOVE_SUMMON_SPAWNS.n": "{spawn} risponde alla chiamata!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "Istintuale", + "MOVE_FUSION_POWER_PREFIX_beast_2": "d'Osso", + "MOVE_FUSION_POWER_PREFIX_beast_3": "Feroce", + "MOVE_FUSION_POWER_PREFIX_beast_4": "Primordiale", + "MOVE_FUSION_POWER_PREFIX_beast_5": "Spinale", + "MOVE_FUSION_POWER_PREFIX_beast_6": "Berserk", + "MOVE_FUSION_POWER_PREFIX_beast_7": "Furente", + "MOVE_FUSION_POWER_PREFIX_fire_1": "Infernale", + "MOVE_FUSION_POWER_PREFIX_fire_2": "Avvampante", + "MOVE_FUSION_POWER_PREFIX_fire_3": "Rovente", + "MOVE_FUSION_POWER_PREFIX_fire_4": "Fiammante", + "MOVE_FUSION_POWER_PREFIX_fire_5": "di Fuoco", + "MOVE_FUSION_POWER_PREFIX_fire_6": "di Magma", + "MOVE_FUSION_POWER_PREFIX_fire_7": "del Vulcano", + "MOVE_FUSION_POWER_PREFIX_poison_1": "del Veleno", + "MOVE_FUSION_POWER_PREFIX_poison_2": "Letale", + "MOVE_FUSION_POWER_PREFIX_poison_3": "delle Tossine", + "MOVE_FUSION_POWER_PREFIX_poison_4": "Contaminante", + "MOVE_FUSION_POWER_PREFIX_poison_5": "del Livore", + "MOVE_FUSION_POWER_PREFIX_poison_6": "del Contagio", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "di Sintesi", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "Resiliente", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "del Riciclo", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "Artificiale", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "dell'Immondizia", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "Modulare", + "MOVE_FUSION_POWER_PREFIX_plant_1": "Sempreverde", + "MOVE_FUSION_POWER_PREFIX_plant_2": "Indomabile", + "MOVE_FUSION_POWER_PREFIX_plant_3": "Fertile", + "MOVE_FUSION_POWER_PREFIX_plant_4": "Lussureggiante", + "MOVE_FUSION_POWER_PREFIX_plant_5": "Verdeggiante", + "MOVE_FUSION_POWER_PREFIX_plant_6": "Tropicale", + "MOVE_FUSION_POWER_PREFIX_plant_7": "dei Frutti", + "MOVE_FUSION_POWER_PREFIX_water_1": "del Diluvio", + "MOVE_FUSION_POWER_PREFIX_water_2": "della Tempesta", + "MOVE_FUSION_POWER_PREFIX_water_3": "del Monsone", + "MOVE_FUSION_POWER_PREFIX_water_4": "Torrenziale", + "MOVE_FUSION_POWER_PREFIX_water_5": "del Maelstrom", + "MOVE_FUSION_POWER_PREFIX_water_6": "Abissale", + "MOVE_FUSION_POWER_PREFIX_water_7": "di Nettuno", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "del Glitter", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "dei Lustrini", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "dell'Arcobaleno", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "delle Fate", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "della Porporina", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "Artigianale", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "degli Unicorni", + "MOVE_FUSION_POWER_PREFIX_astral_1": "del Cosmo", + "MOVE_FUSION_POWER_PREFIX_astral_2": "dei Pianeti", + "MOVE_FUSION_POWER_PREFIX_astral_3": "Celestiale", + "MOVE_FUSION_POWER_PREFIX_astral_4": "Stellare", + "MOVE_FUSION_POWER_PREFIX_astral_5": "dell'Etere", + "MOVE_FUSION_POWER_PREFIX_astral_6": "Orbitale", + "MOVE_FUSION_POWER_PREFIX_astral_7": "dello Stige", + "MOVE_FUSION_POWER_PREFIX_air_1": "del Ciclone", + "MOVE_FUSION_POWER_PREFIX_air_2": "del Tornado", + "MOVE_FUSION_POWER_PREFIX_air_3": "Turbinante", + "MOVE_FUSION_POWER_PREFIX_air_4": "d'Uragano", + "MOVE_FUSION_POWER_PREFIX_air_5": "del Vento", + "MOVE_FUSION_POWER_PREFIX_air_6": "del Suono", + "MOVE_FUSION_POWER_PREFIX_air_7": "dell'Empireo", + "MOVE_FUSION_POWER_PREFIX_earth_1": "Pietrificante", + "MOVE_FUSION_POWER_PREFIX_earth_2": "Minerale", + "MOVE_FUSION_POWER_PREFIX_earth_3": "delle Miniere", + "MOVE_FUSION_POWER_PREFIX_earth_4": "dei Monti", + "MOVE_FUSION_POWER_PREFIX_earth_5": "di Ghiaia", + "MOVE_FUSION_POWER_PREFIX_earth_6": "di Pietra", + "MOVE_FUSION_POWER_PREFIX_earth_7": "di Granito", + "MOVE_FUSION_POWER_PREFIX_glass_1": "di Vetro", + "MOVE_FUSION_POWER_PREFIX_glass_2": "in Frammenti", + "MOVE_FUSION_POWER_PREFIX_glass_3": "Riflettente", + "MOVE_FUSION_POWER_PREFIX_glass_4": "Tagliente", + "MOVE_FUSION_POWER_PREFIX_glass_5": "Fragile", + "MOVE_FUSION_POWER_PREFIX_glass_6": "Trasparente", + "MOVE_FUSION_POWER_PREFIX_ice_1": "del Gelo", + "MOVE_FUSION_POWER_PREFIX_ice_2": "Sotto Zero", + "MOVE_FUSION_POWER_PREFIX_ice_3": "Raggelante", + "MOVE_FUSION_POWER_PREFIX_ice_4": "Polare", + "MOVE_FUSION_POWER_PREFIX_ice_5": "Invernale", + "MOVE_FUSION_POWER_PREFIX_ice_6": "Glaciale", + "MOVE_FUSION_POWER_PREFIX_ice_7": "della Bufera", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "della Tempesta", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "Folgorante", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "dell'Elettricità", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "Fulminante", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "Saettante", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "di Volta", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "del Magnetismo", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "di Tesla", + "MOVE_FUSION_POWER_PREFIX_metal_1": "d'Acciaio", + "MOVE_FUSION_POWER_PREFIX_metal_2": "della Forgia", + "MOVE_FUSION_POWER_PREFIX_metal_3": "d'Argento", + "MOVE_FUSION_POWER_PREFIX_metal_4": "Mercuriale", + "MOVE_FUSION_POWER_PREFIX_metal_5": "Risonante", + "MOVE_FUSION_POWER_PREFIX_metal_6": "di Titanio", + "MOVE_FUSION_POWER_SWORD": "Spada", + "MOVE_FUSION_POWER_AXE": "Ascia", + "MOVE_FUSION_POWER_KATANA": "Katana", + "MOVE_FUSION_POWER_HAMMER": "Martello", + "MOVE_FUSION_POWER_HALBERD": "Alabarda", + "MOVE_FUSION_POWER_BLADEWHEEL": "Ruota", + "MOVE_FUSION_POWER_FIST": "Pugno", + "MOVE_FUSION_POWER_SMASH": "Colpo", + "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", + "MOVE_DESCRIPTION_IRON_FILINGS": "Rende il bersaglio Conduttivo.", + "MOVE_FUSION_POWER_ARROW": "Freccia", + "MOVE_FUSION_POWER_ORB": "Sfera", + "MOVE_FUSION_POWER_KUNAI": "Kunai", + "MOVE_FUSION_POWER_SHARDS": "Frammento", + "MOVE_FUSION_POWER_SPIKES": "Spuntone", + "MOVE_FUSION_POWER_METEOR": "Meteora", + "MOVE_FUSION_POWER_BEAM": "Raggio", + "MOVE_FUSION_POWER_BLAST": "Schianto", + "MOVE_FUSION_POWER_BOMB": "Bomba", + "MOVE_RITUAL_NAME": "Rituale", + "MOVE_DESCRIPTION_RITUAL": "Riporta in vita l'utilizzatore al 25% di PV quando viene sconfitto.", + "MOVE_IRON_FILINGS_NAME": "Limatura di ferro", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Finale di Morgana", + "MOVE_AA_OLDGANTE_THRASH_NAME": "Spasmi Discordanti", + "MOVE_TRICK_NAME": "Scherzetto", + "MOVE_TREAT_NAME": "Dolcetto", + "MOVE_ATTRIBUTE_STAT": "{stat_value}% {stat_name}", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Colpo critico se in vantaggio di tipo", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passiva: {stat_value}% {stat_name}", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Danni basati su {stat_name} se maggiori", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "+1 durata", + "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 colpo extra", + "MOVE_ATTRIBUTE_HEAL": "Cura {stat_value}% dei PV max", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passiva: {stat_value}% {stat_name} per slot vuoto", + "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value}% {stat_name} per slot vuoto", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Cura {stat_value}% dei PV max per slot vuoto", + "MOVE_ATTRIBUTE_BUFF_USER": "{chance}% di chance di {status_effect}", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}% di chance di {status_effect}", + "MOVE_ATTRIBUTE_AP_REFUND": "{chance}% di chance di restituire {amount} PA dopo l'uso", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}% di chance di restituire tutti i PA dopo l'uso", + "MOVE_ATTRIBUTE_SHARED": "Condivisa con gli alleati", + "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatibile con tutti i nastri", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance}% di chance di uso a fine round", + "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}% di chance di doppio uso", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance}% di chance di uso a inizio battaglia", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance}% di chance di uso quando subisci un colpo", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance}% di chance di uso dopo gli attacchi", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance}% di chance di usare {move_name} dopo l'uso", + "MOVE_ATTRIBUTE_MULTITARGET": "{chance}% di chance di colpire tutta la squadra", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Distrugge i muri", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 slot", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignora i muri", + "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}% di chance di usare una mossa casuale", + "MOVE_BAD_JOKE_JOKE3": "Perché l'Aragostacolo non ha attraversato la strada? Voleva farlo, ma poi ha fatto il gambero!", + "MOVE_BAD_JOKE_JOKE2": "La sai quella sulla Criorbice? Non importa, è solo la solita freddura.", + "MOVE_BAD_JOKE_JOKE1": "Come si chiama un Conostaceo sgusciato? Senzostaceo!", + "MOVE_BAD_JOKE_JOKE5": "Perché gli Skelepredicatori suonano lo xilofono? Non hanno neanche un organo!", + "MOVE_BAD_JOKE_JOKE4": "Perché se colpisci un Conostaceo sbagli lo stesso? Perché prendi un granchio!", + "MOVE_BAD_JOKE_JOKE7": "Come si chiamano tre Pallottolotti nel deserto? Un terno secco!", + "MOVE_BAD_JOKE_JOKE6": "Cosa diventa un Ghiaccello se fa molto caldo? Un acquerello!", + "MOVE_BAD_JOKE_JOKE8": "Cosa fa un Sabbieltempo se ha ancora fame dopo mangiato? Torna indietro di qualche minuto!", + "MOVE_BAD_JOKE_JOKE11": "Hai sentito di quello Stardigrado claustrofobico? Gli serviva un po' di spazio.", + "MOVE_BAD_JOKE_JOKE10": "Come si fa a orientarsi in un bosco? Guarda dove crescono i Muschettieri sugli alberi!", + "MOVE_BAD_JOKE_JOKE9": "Cosa ottieni se incroci un porcospino con uno Sputabrodo? Un colabrodo!", + "MOVE_BAD_JOKE_JOKE12": "Come si chiama un Cespocchiuto con la permanente? Crespocchiuto!", + "MOVE_BAD_JOKE_JOKE13": "Come si chiama un Ninfegatore finito sotto un tram? Investigatore!", + "MOVE_BAD_JOKE_JOKE16": "Sai che la Vorticandola è salita di grado? L'hanno promossa sul campo!", + "MOVE_BAD_JOKE_JOKE15": "Avevo una battuta sulla chimica elementale, ma non credo susciterebbe una reazione...", + "MOVE_BAD_JOKE_JOKE14": "Come ha fatto la Cacciatorcia a prendere la sua preda così presto? Ha bruciato le tappe!", + "MOVE_BAD_JOKE_JOKE18": "A che altezza un Succhiaterra esce dal barbiere? Rasoterra!", + "MOVE_BAD_JOKE_JOKE17": "Come si chiama un Cespocchiuto con la puzza sotto il naso? Cespocchioso!", + "MOVE_BAD_JOKE_JOKE19": "Qual è lo strumento preferito dei Succhiaterra? Il piano regolatore!", + "MOVE_NAME_INSOMNIA": "Insonnia", + "MOVE_BAD_JOKE_JOKE20": "Cosa coltiva un Succhiaterra giardiniere? Violette a schiera!", + "MOVE_DESCRIPTION_INSOMNIA": "Impedisce all'utilizzatore di addormentarsi.", + "MOVE_NAME_ELDRITCH": "Sovrannaturale", + "MOVE_DESCRIPTION_ELDRITCH": "Impedisce la riduzione delle statistiche dell'utilizzatore.", + "MOVE_NAME_STATUS_RESISTANCE": "Resistenza a stato", + "MOVE_NAME_NEUTRALISE": "Neutralizza", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "L'utilizzatore subisce danni ridotti dagli effetti di stato Ustionato, Avvelenato e Prosciugato.", + "MOVE_NAME_LIQUID_BODY": "Corpo liquido", + "MOVE_DESCRIPTION_LIQUID_BODY": "Impedisce all'utilizzatore di subire lo stato Ustionato, ma rende critici tutti gli attacchi di tipo Ghiaccio e Fulmine subiti.", + "MOVE_DESCRIPTION_NEUTRALISE": "Rimuove automaticamente le penalità dell'utilizzatore quando i suoi PV scendono al di sotto del 50%.", + "MOVE_NAME_PHASE_SHIFT": "Sfasamento", + "MOVE_DESCRIPTION_PHASE SHIFT": "Gli attacchi dell'utilizzatore possono colpire i fantasmi.", + "MOVE_CAMOUFLAGE_WATER_NAME": "Mimetismo Acqua", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Mimetismo Plastica", + "MOVE_CAMOUFLAGE_AIR_NAME": "Mimetismo Aria", + "MOVE_CAMOUFLAGE_EARTH_NAME": "Mimetismo Terra", + "MOVE_CAMOUFLAGE_FIRE_NAME": "Mimetismo Fuoco", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Mimetismo Astrale", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Mimetismo Fulmine", + "MOVE_CAMOUFLAGE_METAL_NAME": "Mimetismo Metallo", + "MOVE_CAMOUFLAGE_BEAST_NAME": "Mimetismo Bestia", + "MOVE_CAMOUFLAGE_PLANT_NAME": "Mimetismo Pianta", + "MOVE_CAMOUFLAGE_POISON_NAME": "Mimetismo Veleno", + "MOVE_CAMOUFLAGE_ICE_NAME": "Mimetismo Ghiaccio", + "MOVE_CAMOUFLAGE_GLASS_NAME": "Mimetismo Vetro", + "MOVE_DESCRIPTION_CAMOUFLAGE": "Cambia il tipo dell'utilizzatore. Usato automaticamente a inizio battaglia per 0 PA.", + "MOVE_NAME_RICOCHET": "Rimbalzo", + "MOVE_DESCRIPTION_RICOCHET": "Gli attacchi a distanza dell'utilizzatore hanno il 50% di chance di ignorare i muri degli avversari.", + "MOVE_NAME_BREATHING_TECHNIQUE": "Tecnica di respirazione", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Impedisce all'utilizzatore di subire lo stato Berserk.", + "MOVE_NAME_SELF_ASSURED": "Sicurezza di sé", + "MOVE_DESCRIPTION_SELF_ASSURED": "Impedisce all'utilizzatore di subire lo stato Confuso.", + "MOVE_NAME_CRITICAL_AP": "PA critici", + "MOVE_DESCRIPTION_CRITICAL_AP": "L'utilizzatore guadagna 1 PA ogni volta che mette a segno un colpo critico.", + "MOVE_NAME_PITY_AP": "PA di compassione", + "MOVE_NAME_UNSHAKEABLE": "Impassibile", + "MOVE_DESCRIPTION_PITY_AP": "L'utilizzatore guadagna 1 PA ogni volta che un suo attacco non va a segno.", + "MOVE_DESCRIPTION_UNSHAKEABLE": "Impedisce all'utilizzatore di subire lo stato Sussulto.", + "MOVE_NAME_VAMPIRE": "Vampiro", + "MOVE_NAME_MULTICOPY": "Multi-copia", + "MOVE_DESCRIPTION_VAMPIRE": "L'utilizzatore ottiene metà del beneficio delle mosse curative e degli effetti di stato degli avversari.", + "MOVE_DESCRIPTION_MULTICOPY": "Se un avversario ottiene multi-bersaglio o multi-colpo, lo stesso accade per l'utilizzatore.", + "MOVE_NAME_FOSSIL": "Fossile", + "MOVE_DESCRIPTION_FOSSIL": "Ripristina automaticamente tutti i PV dell'utilizzatore se diventa Pietrificato.", + "MOVE_NAME_BLOODLUST": "Sete di sangue", + "MOVE_NAME_STURDY_ARMOUR": "Armatura robusta", + "MOVE_DESCRIPTION_BLOODLUST": "Aumenta automaticamente Attacco in mischia e Attacco a distanza dell'utilizzatore quando un avversario viene sconfitto.", + "MOVE_NAME_RETURN_FIRE": "Fuoco di risposta", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "Impedisce la riduzione della Difesa in mischia e della Difesa a distanza dell'utilizzatore.", + "MOVE_DESCRIPTION_RETURN_FIRE": "Ha una chance di attivarsi automaticamente quando subisce un attacco a distanza.", + "MOVE_NAME_BURNING_PASSION": "Passione rovente", + "MOVE_NAME_BERSERKER": "Berserker", + "MOVE_DESCRIPTION_BURNING_PASSION": "Aumenta automaticamente Attacco a distanza e Attacco in mischia dell'utilizzatore ogni volta che ottiene l\\'effetto di stato Ustionato.", + "MOVE_NAME_VENGEFUL_CURSE": "Anatema vendicatore", + "RANGER_TRADER_NAME": "Ranger Wilma", + "RANGER_TRADER_NAME_SHORT": "Wilma", + "RANGER_BODYBUILDER_NAME": "Ranger Jim", + "INTERDIMENSIONAL_POSTMAN_NAME": "Postino interdimensionale", + "AMBER_NAME": "Madame Ambra", + "DORIAN_NAME": "Dorian", + "SPRINGHEEL_NAME": "Saltatore", + "JACQUELINE_NAME": "Jacqueline", + "SPRINGHEEL_NAME_PREFIX": "Salta", + "SPRINGHEEL_NAME_SUFFIX": "tore", + "SPRINGHEEL_DESCRIPTION": "un folletto con gli stivali di cuoio", + "SPRINGHEEL_LORE_2": "Per un certo periodo, nell'Inghilterra vittoriana, si diceva che una misteriosa creatura conosciuta come \\\"Spring-heeled Jack\\\", ovvero \\\"Jack il Saltatore\\\", si aggirasse per le strade di notte. \\\"Jack\\\" non fu mai catturato, e il suo avvistamento divenne presto una leggenda popolare.", + "SPRINGHEEL_LORE_1": "I Saltatori si divertono a nascondersi dietro gli angoli, di notte, per poi balzare fuori e sorprendere le loro vittime. Sembra che costruiscano le proprie \\\"ali\\\" con vecchi stracci dismessi.", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "Quale sentiero della notte desideri imboccare?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Nomade", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Ladro", + "HOPSKIN_NAME_PREFIX": "Balzo", + "HOPSKIN_NAME": "Balzospello", + "HOPSKIN_LORE_1": "Il Balzospello attira le prede con i suoi occhi d'ambra e un grande sorriso. Tuttavia, qualsiasi creatura si lasci sedurre da questa messinscena sarà rapidamente colpita dagli artigli affilati nascosti sotto il mantello sporco.", + "HOPSKIN_NAME_SUFFIX": "spello", + "HOPSKIN_DESCRIPTION": "un folletto sfuggente con un cappotto", + "HOPSKIN_LORE_2": "Nel 1955, una famiglia riferì di essere stata attaccata da strane creature nella propria fattoria di Hopkinsville, nel Kentucky. Le creature, secondo la descrizione, avevano orecchie appuntite, mani artigliate e grandi occhi brillanti gialli.", + "RIPTERRA_NAME": "Squarterrore", + "RIPTERRA_NAME_PREFIX": "Squart", + "RIPTERRA_NAME_SUFFIX": "terrore", + "RIPTERRA_DESCRIPTION": "un inquietante mostro con il trench", + "RIPTERRA_LORE_2": "Nella Gran Bretagna del XIX secolo, i racconti che parlavano di orrori gotici e di tagliagole feroci venivano pubblicati e venduti sotto forma di libriccini chiamati \\\"penny dreadful\\\" (\\\"spaventi da un penny\\\"). Questa letteratura a buon mercato era spesso accompagnata da illustrazioni scioccanti e violente.", + "RIPTERRA_LORE_1": "L'anatomia dello Squarterrore non è facilmente descrivibile. Il suo corpo si può a malapena definire tale. È piuttosto un\\'intricata rete di arti artigliati legati insieme in modo disordinato sotto un trench e un cappello macchiati.", + "SNOOPIN_NAME": "Nobiladro", + "SNOOPIN_NAME_PREFIX": "Nobil", + "SNOOPIN_NAME_SUFFIX": "ladro", + "SNOOPIN_LORE_1": "I Nobiladri sono ladri provetti e spesso si agghindano con i tesori rubati. Per questo motivo, si può giudicare l'abilità di furto di un Nobiladro dalla quantità di chincaglieria che indossa.", + "SCAMPIRE_NAME": "Vampostore", + "SNOOPIN_LORE_2": "Arséne Lupin è un \\\"ladro gentiluomo\\\" immaginario delle opere dello scrittore Maurice Leblanc. Il personaggio è rimasto popolare fino ai giorni nostri ed è comparso in decine di storie e in molti adattamenti.", + "SNOOPIN_DESCRIPTION": "un folletto con un bastone", + "SCAMPIRE_NAME_PREFIX": "Vam", + "SCAMPIRE_LORE_1": "I Vampostori creano tane con innumerevoli ricchezze e beni rubati, poi aspettano che una potenziale preda entri. Negli ultimi anni hanno acquisito la capacità di volare, anche se non è chiaro se usino le ali per farlo.", + "SCAMPIRE_NAME_SUFFIX": "postore", + "SCAMPIRE_LORE_2": "Il concetto di vampiro compare nel folklore di tutta la storia dell'umanità. Un\\'interpretazione moderna del mito dei vampiri li inquadra come rappresentanti delle élite della società che si nutrono letteralmente di coloro che sono al di sotto della loro classe.", + "ACHIEVEMENT_NAME_obtain_bansheep": "Conta le pecore", + "ACHIEVEMENT_DESC_obtain_bansheep": "Ottieni Stregovina.", + "ACHIEVEMENT_DESC_tutorial": "Completa il tutorial.", + "ACHIEVEMENT_DESC_partner_dog": "Sblocca Barkley.", + "ACHIEVEMENT_NAME_partner_viola": "Viola", + "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", + "ACHIEVEMENT_DESC_investigate_rumor": "Indaga su una diceria.", + "ACHIEVEMENT_NAME_aa_lamento_mori": "Angelo della morte", + "ACHIEVEMENT_NAME_aa_cube": "Solido neoplatonico", + "ACHIEVEMENT_DESC_aa_lamento_mori": "Sconfiggi Lamento Mori.", + "ACHIEVEMENT_DESC_aa_cube": "Sconfiggi Esecraedro.", + "ACHIEVEMENT_NAME_aa_alice": "La figlia dell'Ego", + "ACHIEVEMENT_DESC_aa_alice": "Sconfiggi Alice.", + "ACHIEVEMENT_NAME_aa_puppet": "Il maestro dei burattini", + "ACHIEVEMENT_DESC_aa_puppet": "Sconfiggi Pupazzarox.", + "ACHIEVEMENT_DESC_partner_eugene": "Sblocca Eugene.", + "ACHIEVEMENT_NAME_partner_meredith": "Meredith", + "ACHIEVEMENT_DESC_partner_meredith": "Sblocca Meredith.", + "ACHIEVEMENT_DESC_quest_viola1": "Porta Viola al relitto.", + "ACHIEVEMENT_DESC_quest_meredith1": "Porta Meredith al centro commerciale.", + "ACHIEVEMENT_NAME_quest_meredith1": "Centro Commerciale Caduto", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Ho fatto molta strada, parte II", + "ACHIEVEMENT_NAME_investigate_rumor": "Voci di corridoio", + "ACHIEVEMENT_DESC_met_npc_magikrab": "Incontra colui che assiste diligentemente le stazioni.", + "ACHIEVEMENT_NAME_met_npc_amber": "Lontano da casa", + "ACHIEVEMENT_DESC_met_npc_amber": "Trova un aiuto in un luogo lontano.", + "ACHIEVEMENT_NAME_met_npc_merline": "Colui che giace al di sotto", + "ACHIEVEMENT_DESC_met_npc_merline": "Incontra faccia a faccia un essere senza faccia.", + "ACHIEVEMENT_DESC_traveling_merchant": "Incontra il mercante girovago.", + "ACHIEVEMENT_NAME_traveling_merchant": "L'amore non si compra", + "ACHIEVEMENT_NAME_partner_eugene": "Eugene", + "ACHIEVEMENT_DESC_preemptive_win": "Vinci una battaglia prima che inizi.", + "ACHIEVEMENT_NAME_preemptive_win": "Falla finita prima di iniziare", + "ACHIEVEMENT_DESC_ending": "Apri una porta che da tempo si credeva perduta.", + "ACHIEVEMENT_NAME_ghostly_win": "La morte non trionferà", + "ACHIEVEMENT_DESC_ghostly_win": "Vinci una battaglia in forma di fantasma.", + "ACHIEVEMENT_NAME_gambit_win": "Lascia o raddoppia", + "ACHIEVEMENT_DESC_gambit_win": "Vinci una battaglia con Gambetto attivo.", + "ACHIEVEMENT_NAME_head_skip": "All'altezza della situazione", + "ACHIEVEMENT_NAME_defeat_black_shuck": "Affronta la tua ombra", + "ACHIEVEMENT_DESC_head_skip": "Cerca di eludere un avversario saltando sopra la sua testa.", + "ACHIEVEMENT_DESC_defeat_black_shuck": "Sconfiggiti in battaglia.", + "ACHIEVEMENT_NAME_obtain_magikrab": "L'apice dell\\'evoluzione", + "DOG_NAME": "Barkley", + "ACHIEVEMENT_DESC_obtain_magikrab": "Ottieni una forma di mostro che si credeva impossibile da trovare.", + "ACHIEVEMENT_NAME_aa_lenna": "Eroina di un'altra storia", + "DEFAULT_PLAYER_NAME": "Cass", + "ACHIEVEMENT_DESC_aa_lenna": "Dimostra il tuo valore a una certa guerriera.", + "MEREDITH_NAME": "Meredith", + "KAYLEIGH_NAME": "Kayleigh", + "EUGENE_NAME": "Eugene", + "FELIX_NAME": "Felix", + "VIOLA_NAME": "Viola", + "UNKNOWN_NAME": "???", + "SEBASTIAN_NAME": "Sebastian", + "LANDKEEPER_NAME": "Succhiaterra", + "LANDKEEPER1_NAME": "Succhiaterra n°1", + "PUPPERCUT_LORE_2": "Il pugilato è uno sport competitivo in cui due partecipanti si prendono a pugni utilizzando guantoni protettivi. Le testimonianze archeologiche dimostrano che l'uomo pratica il pugilato, almeno in qualche forma, fin dall\\'antica civiltà.", + "PUPPERCUT_DESCRIPTION": "un lupo tozzo con un'attrezzatura da pugilato in metallo arrugginito", + "SOUTHPAW_NAME": "Lupomenaro", + "SOUTHPAW_NAME_PREFIX": "Lupo", + "SOUTHPAW_NAME_SUFFIX": "menaro", + "SOUTHPAW_LORE_2": "Il pugilato moderno trae origine dalle \\\"regole di Queensbury\\\", un insieme di regole formalizzate redatte per la prima volta nell'Inghilterra vittoriana. Tali regole definivano un limite di dodici round, guanti protettivi di grandi dimensioni e un\\'arena quadrata di 7,3 metri di lato, sono riconoscibili nel pugilato odierno.", + "SOUTHPAW_LORE_1": "Il Lupomenaro sono lo stadio finale del ciclo di vita del Puccilatore, dopo che questi si è liberato della sua corazza arrugginita. I loro corpi sono ora rivestiti di un metallo leggero e flessibile grazie al quale possono resistere agli attacchi e sferrare rapidi colpi con i pugni chiodati.", + "BURNACE_NAME": "Ciminardo", + "SOUTHPAW_DESCRIPTION": "un lupo alto con un'attrezzatura da pugilato in metallo luccicante", + "BURNACE_NAME_PREFIX": "Cimi", + "BURNACE_NAME_SUFFIX": "nardo", + "BURNACE_LORE_1": "I Ciminardi non hanno gambe e possono muoversi solo facendo scorrere il proprio pesante corpo di cemento sul terreno con le mani. Grazie alle loro fornaci interne, che bruciano senza sosta, possono emettere fiamme e smog tossici dalle \\\"ciminiere\\\" in qualsiasi momento.", + "BURNACE_LORE_2": "La Rivoluzione industriale è un periodo iniziato nel 1700 in cui la produzione nel mondo occidentale si spostò verso le macchine e la tecnologia iniziò a progredire rapidamente. L'immagine della fabbrica con il fumo che esce dalle ciminiere è fortemente associata a questo periodo.", + "SMOGMAGOG_NAME": "Smogmagog", + "BURNACE_DESCRIPTION": "una creatura-fabbrica senza gambe", + "SMOGMAGOG_LORE_1": "I \\\"corpi\\\" degli Smogmagog sono in realtà gusci esterni di acciaio e cemento che ospitano un essere di fuoco puramente elementale. Finché un singolo tizzone rimane acceso all'interno del guscio, lo Smogmagog continuerà a combattere.", + "SMOGMAGOG_NAME_PREFIX": "Smog", + "SMOGMAGOG_NAME_SUFFIX": "magog", + "SMOGMAGOG_DESCRIPTION": "una gigante con una torre di raffreddamento in cemento", + "SMOGMAGOG_LORE_2": "Gogmagog è il nome di un gigante della mitologia britannica. Abitante di Albione (il precursore dell'odierna Gran Bretagna), fu ucciso dal guerriero Corineo, che in seguito fondò la Cornovaglia.", + "CANDEVIL_NAME": "Zuccherello", + "CANDEVIL_NAME_PREFIX": "Zucche", + "CANDEVIL_NAME_SUFFIX": "rello", + "CANDEVIL_LORE_2": "I diavoli, o demoni, sono spiriti o esseri maligni raffigurati nel folklore e nelle religioni di tutta la cultura e la storia umana. Le loro rappresentazioni variano notevolmente, da benigne seccature a pericolose manifestazioni del male.", + "CANDEVIL_LORE_1": "Gli Zuccherelli possiedono la peculiare abilità di generare dolci zuccherini dal proprio corpo. Tali dolci possono essere usati come regali o come proiettili balistici. Alcuni trovano questa capacità affascinante, altri sostengono che sia molto strana e disgustosa.", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "Che campo desideri approfondire?", + "CANDEVIL_DESCRIPTION": "un diavolo cornuto color pastello", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "Alchimia", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "Meccanizzazione", + "MALCHEMY_NAME": "Malchemico", + "MALCHEMY_NAME_PREFIX": "Mal", + "MALCHEMY_LORE_1": "In seguito a una serie di strani cambiamenti chimici interni, uno Zuccherello può trasformarsi in un Malchemico. Questo fa sì che il Malchemico si fissi sull'arte esoterica della creazione di pozioni, che spesso finisce male per il Malchemico stesso.", + "MALCHEMY_NAME_SUFFIX": "chemico", + "MALCHEMY_LORE_2": "L'alchimia è un campo di studi precursore della moderna chimica scientifica e si occupa della trasformazione e della creazione magica o spirituale degli elementi.", + "MIASMODEUS_NAME": "Miasmodea", + "MALCHEMY_DESCRIPTION": "un diavolo sorridente con una provetta di vetro", + "MIASMODEUS_NAME_PREFIX": "Mias", + "MIASMODEUS_NAME_SUFFIX": "modea", + "MIASMODEUS_DESCRIPTION": "un demone-strega a cavallo di un lecca-lecca", + "MIASMODEUS_LORE_2": "Nell'Europa medievale, le \\\"streghe\\\" erano donne accusate di praticare la stregoneria all\\'interno delle loro comunità. Queste streghe venivano ritratte mentre preparavano pozioni, avevano famigli animali e cavalcavano manici di scopa per volare.", + "MIASMODEUS_LORE_1": "Si dice che durante la luna piena i branchi di Miasmodee si librino nei cieli sui loro lecca-lecca volanti. Usano i loro numerosi intrugli alchemici in battaglia, sganciando pozioni velenose ed elementi letali per fare strage di avversari.", + "VENDEMON_NAME": "Vendemonio", + "VENDEMON_NAME_PREFIX": "Vend", + "VENDEMON_LORE_1": "Uno Zuccherello che si è costruito un'armatura protettiva di metallo e vetro. Si è ipotizzato che il suo strano abbigliamento sia un tentativo di assomigliare agli astronauti, ma nessuno lo sa con certezza.", + "VENDEMON_NAME_SUFFIX": "demonio", + "VENDEMON_LORE_2": "I primi distributori di caramelle apparvero all'inizio del XX secolo in America. Un meccanismo a orologeria fa sì che, una volta inserita una moneta, la macchina possa erogare una singola pallina di gomma o una caramella girando la maniglia.", + "VENDEMON_DESCRIPTION": "un diavolo che indossa un distributore di caramelle", + "GUMBAAL_NAME": "Masticofele", + "GUMBAAL_NAME_PREFIX": "Mastic", + "GUMBAAL_LORE_1": "I Masticofeli si sono fusi con la propria corazza metallica e si sono trasformati in un essere imponente. La cupola di vetro che forma la testa è piena di varie sfere elementali, che il Masticofele può sputare come misura offensiva.", + "GUMBAAL_NAME_SUFFIX": "ofele", + "GUMBAAL_LORE_2": "\\\"Caramelle\\\" è un termine ampio che comprende una serie di prodotti commestibili che hanno come ingrediente principale lo zucchero. Le caramelle sono spesso realizzate in modo da essere visivamente attraenti e sono disponibili in un'ampia gamma di forme, dimensioni e sapori.", + "GUMBAAL_DESCRIPTION": "un'imponente distributore di caramelle vivente", + "BANSHEEP_NAME": "Stregovina", + "BANSHEEP_NAME_PREFIX": "Streg", + "BANSHEEP_NAME_SUFFIX": "ovina", + "BANSHEEP_LORE_2": "I fantasmi appaiono comunemente nel folklore di tutta la storia e la civiltà umana come manifestazioni degli spiriti dei defunti. La loro natura innocua o malvagia varia a seconda della rappresentazione o, spesso, della personalità del defunto.", + "BANSHEEP_LORE_1": "Gli inquietanti lamenti notturni delle Stregovine selvatiche hanno indotto molti a credere che si tratti di spiriti inquieti non morti, ma non è così: sono assolutamente vive, amano solo lamentarsi. A chi non piace?", + "BANSHEEP_DESCRIPTION": "una pecora lunatica fluttuante", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Sali all'aldilà", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Uno spirito non può restare nel limbo per sempre.", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Torna sulla Terra", + "WOOLTERGEIST_NAME": "Mortone", + "WOOLTERGEIST_NAME_PREFIX": "Mor", + "WOOLTERGEIST_LORE_2": "Si dice che esistano molti tipi di fantasmi, uno dei quali è il poltergeist. Il poltergeist è unico per la sua capacità di interagire significativamente con il mondo fisico ed è in grado di spostare e spingere gli oggetti a suo piacimento.", + "WOOLTERGEIST_LORE_1": "A differenza della Stregovina, il Mortone è uno spirito non morto che si manifesta solo parzialmente sul piano fisico. Si dice che in prossimità di un luogo in cui è avvenuta una morte recente, le corna sulla sua testa diventino più affilate.", + "WOOLTERGEIST_NAME_SUFFIX": "tone", + "WOOLTERGEIST_DESCRIPTION": "un fantasma simile a una pecora dall'espressione stanca", + "RAMTASM_NAME": "Agnoletto", + "RAMTASM_NAME_PREFIX": "Agno", + "RAMTASM_NAME_SUFFIX": "letto", + "RAMTASM_LORE_2": "In alcune versioni del folklore dei fantasmi, uno spirito inquieto che indugia sulla terra non può passare all'aldilà se non ha esaudito i suoi ultimi desideri. Fino ad allora, è destinato a permanere in eterno.", + "RAMTASM_LORE_1": "L'Agnoletto ha affinato la sua connessione tra il piano spirituale e fisico ed è in grado di manifestarsi pienamente in entrambi contemporaneamente. Questo gli dà accesso a un pozzo inesplorato di enorme energia astrale.", + "ZOMBLEAT_NAME": "Zombelà", + "RAMTASM_DESCRIPTION": "un fantasma di ariete angelico e torreggiante", + "ZOMBLEAT_NAME_PREFIX": "Zom", + "ZOMBLEAT_NAME_SUFFIX": "belà", + "ZOMBLEAT_LORE_2": "Uno \\\"zombi\\\" è un essere mitico; tipicamente un corpo morto che è stato rianimato, trasformandosi in una creatura senza cervello e pericolosa. Gli zombi sono comuni nella cultura popolare e compaiono in molti libri e film horror.", + "ZOMBLEAT_LORE_1": "Lo Zombelà è uno spirito che si è rifiutato di salire nell'aldilà. Si aggrappa alla tomba e alla terra in cui è stato sepolto. Potrebbe lasciare il piano mortale per sempre, se solo lasciasse andare la propria lapide.", + "ZOMBLEAT_DESCRIPTION": "una pecora spettrale che trasporta una lapide", + "CAPRICORPSE_NAME": "Caprogna", + "CAPRICORPSE_NAME_PREFIX": "Capr", + "CAPRICORPSE_NAME_SUFFIX": "rogna", + "CAPRICORPSE_LORE_2": "Nelle cerimonie tradizionali di sepoltura, le lapidi sono usate per indicare il luogo in cui il corpo è stato inumato. In genere sono fatte di pietra e presentano incisioni che indicano il nome del defunto.", + "CAPRICORPSE_LORE_1": "Lo spirito della Caprogna si è fuso interamente con i suoi resti, formando un corpo di ossa, terra e pietra. Sono bestie imponenti e possono ingrandirsi nel corso dei secoli, poiché la terra si aggiunge lentamente alla loro massa.", + "CAPRICORPSE_DESCRIPTION": "lo scheletro di una pecora con una lapide sulla schiena", + "SAME_FUSION_NAME_1": "Meta {0}", + "SAME_FUSION_NAME_2": "Super {0}", + "SAME_FUSION_NAME_3": "Ultra {0}", + "SAME_FUSION_NAME_4": "Duplice {0}", + "SAME_FUSION_NAME_5": "Jumbo {0}", + "SAME_FUSION_NAME_6": "Mutante {0}", + "SAME_FUSION_NAME_7": "Iper {0}", + "SAME_FUSION_NAME_8": "Giga {0}", + "SAME_FUSION_NAME_9": "{0} 2.0", + "SAME_FUSION_NAME_10": "Mega {0}", + "AA_MORGANTE_NAME": "Morgante", + "AA_MORGANTE_FULL_NAME": "Arcangelo Morgante", + "AA_OLDGANTE_NAME": "Morgante", + "OLDGANTE_LORE_2": "Il suo corpo era stato fatto a pezzi. È difficile immaginare che genere di forza avrebbe mai potuto compiere tale impresa.", + "AA_OLDGANTE_SUBTITLE": "Spirito infranto", + "UNSTABLE_FUSION_SUBTITLE": "Fusione Instabile", + "OLDGANTE_LORE_1": "Un Arcangelo ferito che un tempo possedeva grande potere. La voce di Morgante ha una forza che può lacerare il tessuto stesso della realtà, ma in questo stato il suo potere è indebolito.", + "ORB_FUSION_SUBTITLE": "Proto-Arcangelo", + "ROGUE_FUSION_SUBTITLE": "Fusione fuori controllo", + "ORB_FUSION_NAME": "Fusione Sferica", + "SWARM_SUBTITLE1": "Furia {species}", + "ELEMENTAL_GUARDIAN_SUBTITLE": "Guardiano elementale", + "SWARM_SUBTITLE5": "Banda {species}", + "SWARM_NAME": "Fusione Sciame", + "SWARM_SUBTITLE2": "Orda {species}", + "SWARM_SUBTITLE3": "Schiera {species}", + "SWARM_SUBTITLE4": "Folla {species}", + "BLACK_SHUCK_NAME": "Gramo Nero", + "LANG_en": "Inglese", + "ROGUE_FUSION_BATTLE_CONFIRM": "Vuoi sfidare questa {name}?", + "LANG_fr_FR": "Francese", + "LANG_it_IT": "Italiano", + "LANG_de_DE": "Tedesco", + "LANG_ja_JP": "Giapponese", + "LANG_es_ES": "Spagnolo (Spagna)", + "LANG_es_MX": "Spagnolo (America Latina)", + "LANG_pt_BR": "Portoghese (Brasile)", + "LANG_zh_CN": "Cinese (semplificato)", + "PRECREDITS_1": "CASSETTE BEASTS", + "LANG_ko_KR": "Coreano (Corea del Sud)", + "PRECREDITS_2": "UN GIOCO DI", + "PRECREDITS_3": "GRAFICA", + "PRECREDITS_4": "SCENEGGIATURA", + "PRECREDITS_5": "PROGRAMMAZIONE", + "PRECREDITS_6": "DESIGN", + "PRECREDITS_7": "COLONNA SONORA DI", + "PRECREDITS_8": "CON LE VOCI DI", + "PRECREDITS_9": "ANIMAZIONE CREATURE", + "PRECREDITS_10": "ILLUSTRAZIONI DEI PERSONAGGI", + "PRECREDITS_12": "EDITO DA", + "MAIN_CREDITS_TITLE": "Cassette Beasts", + "MAIN_CREDITS_GAME_DESIGN": "Game design", + "MAIN_CREDITS_WRITING": "Sceneggiatura", + "MAIN_CREDITS_PROGRAMMING": "Programmazione", + "MAIN_CREDITS_ART_DIRECTION": "Direzione artistica", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel art e animazione", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Illustrazioni dei personaggi", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Design aggiuntivi mostri", + "MAIN_CREDITS_MUSIC": "Musica", + "MAIN_CREDITS_VOICE_CASTING": "Casting e direzione doppiaggio", + "MAIN_CREDITS_VOICE_CAST": "Cast", + "MAIN_CREDITS_PORTING": "Porting", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Voci aggiuntive", + "MAIN_CREDITS_LOCALISATION": "Localizzazione", + "MAIN_CREDITS_QA": "Controllo qualità", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localizzazione a cura di Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordinamento", + "MAIN_CREDITS_LOCALISATION_QA": "QA localizzazione", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localizzazione a cura di Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "Archivi immagine", + "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", + "MAIN_CREDITS_AND_OTHERS": "e molti altri!", + "MAIN_CREDITS_SPECIAL_THANKS": "Ringraziamenti", + "MAIN_CREDITS_THANK_YOU": "Grazie mille per aver giocato!", + "MAIN_CREDITS_VIEW_LICENSES": "Mostra licenze", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Font e icone", + "MAIN_CREDITS_QA_SUN_TECH": "QA di Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "Direttore QA", + "MAIN_CREDITS_QA_MANAGER": "Responsabile QA", + "MAIN_CREDITS_PROJECT_MANAGER": "Project manager", + "MAIN_CREDITS_QA_TEST_LEAD": "Responsabile tester QA", + "MAIN_CREDITS_QA_TESTERS": "Tester QA", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "Reazione", + "REACTION_ANY_ON_GLITTER": "Luccicoso", + "REACTION_GLITTER_ON_ANY": "Luccicoso", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "Un attacco di tipo Glitter andato a segno copre il bersaglio con uno strato di glitter. In questo modo, anche il bersaglio diventa di tipo Glitter.", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "Se un mostro di tipo Glitter viene colpito con qualsiasi tipo di attacco elementale, il mostro Glitter cambia tipo in modo che corrisponda all'attacco.", + "REACTION_BEAST_ON_GLASS": "Frantumato", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "Come un elefante in una cristalleria, sferrare un attacco di tipo Bestia su un avversario di tipo Vetro sparpaglia ostacoli taglienti sul campo di battaglia.", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Sciogliere un mostro di tipo Plastica con un attacco di tipo Fuoco rilascia esalazioni nocive e trasforma il bersaglio in tipo Veleno.", + "REACTION_FIRE_ON_PLASTIC": "Sciolto", + "REACTION_FIRE_ON_PLANT": "Incendiato", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "I tipo Pianta vengono incendiati facilmente dagli attacchi di tipo Fuoco, e subiscono danni permanenti.", + "REACTION_FIRE_ON_WATER": "Evaporato", + "REACTION_FIRE_ON_WATER_TUTORIAL": "Riscaldare un tipo Acqua con un attacco di tipo Fuoco fa scaturire un vapore bollente che cura il tipo Acqua man mano che si ricondensa.", + "REACTION_FIRE_ON_POISON": "Incendiato", + "REACTION_FIRE_ON_ASTRAL": "Energizzato", + "REACTION_FIRE_ON_POISON_TUTORIAL": "I tipo Veleno che si trovano a Nuova Wirral tendono a essere infiammabili e possono incendiarsi con un attacco di tipo Fuoco.", + "REACTION_FIRE_ON_ICE": "Sciolto", + "REACTION_FIRE_ON_ICE_TUTORIAL": "Sferrare un attacco di tipo Fuoco su un bersaglio di tipo Ghiaccio lo fa sciogliere e lo trasforma in tipo Acqua.", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "I tipo Astrale traggono il loro potere dai quattro elementi: Fuoco, Terra, Aria e Acqua.", + "REACTION_FIRE_ON_AIR": "Folata", + "LOBSTACLE_NAME_SUFFIX": "stacolo", + "LOBSTACLE_DESCRIPTION": "un barile di plastica con le zampe", + "LOBSTACLE_LORE_2": "Le barriere stradali sono disponibili in molte varianti a seconda delle esigenze. Oltre alle barriere integrate nelle strade, sono stati utilizzati pneumatici riciclati o barili di plastica riempiti di sabbia come barriere mobili per la protezione del traffico.", + "LOBSTACLE_LORE_1": "Gli Aragostacoli sono creature docili e pazienti. Quando si ritirano nei loro \\\"gusci\\\" di plastica, sono così pesanti che è praticamente impossibile spostarli o capovolgerli.", + "DANDYLION_NAME": "Dandyleone", + "DANDYLION_NAME_PREFIX": "Dandy", + "DANDYLION_NAME_SUFFIX": "leone", + "DANDYLION_LORE_2": "I leoni guardiani sono ornamenti tradizionali cinesi molto comuni all'esterno degli edifici. In passato, si pensava che allontanassero il male e venivano collocati all\\'esterno di luoghi importanti come tombe o palazzi imperiali.", + "DANDYLION_DESCRIPTION": "un grande leone fiorito", + "DANDYLION_LORE_1": "I Dandyleoni sono fedeli guardiani e difensori. Di solito si trovano all'ingresso delle grotte più importanti nelle pianure erbose di Nuova Wirral. Se ne trovi uno e non vedi grotte nelle vicinanze, potrebbe essere un indizio di qualcosa di nascosto!", + "BLOSSOMAW_NAME": "Fiordifauce", + "BLOSSOMAW_NAME_PREFIX": "Fior", + "BLOSSOMAW_NAME_SUFFIX": "difauce", + "BUSHEYE_NAME": "Cespocchiuto", + "BLOSSOMAW_LORE_2": "A differenza delle rappresentazioni alate europee, nella mitologia cinese i draghi hanno un lungo corpo serpentino con quattro zampe e senza ali. Sono simboli tradizionali di forza e fortuna.", + "BLOSSOMAW_LORE_1": "Dopo un lungo periodo di ibernazione, si dice che i Dandyleoni emergano in primavera come eleganti Fiordifauce, proprio quando i primi fiori iniziano a sbocciare. Possono emettere feroci nuvole di polline proprio come un drago con il fuoco.", + "BLOSSOMAW_DESCRIPTION": "un lungo drago con una criniera di petali", + "BUSHEYE_NAME_PREFIX": "Cespo", + "BUSHEYE_NAME_SUFFIX": "occhiuto", + "DOMINOTH_NAME_PREFIX": "Fale", + "DOMINOTH_NAME": "Falenik", + "DOMINOTH_LORE_1": "I Falenik si vedono come difensori della pace e passano le loro giornate a pattugliare i cieli delle aree boschive. L'unica cosa che può distrarli dai loro nobili doveri sono le luci brillanti, come le lampade.", + "DOMINOTH_NAME_SUFFIX": "nik", + "DOMINOTH_LORE_2": "Mentre nella simbologia folcloristica la farfalla viene associata alla vita e alla rinascita, la falena è comunemente associata alla morte e alle cattive notizie.", + "DOMINOTH_DESCRIPTION": "una grande falena", + "TOKUSECT_NAME_PREFIX": "Toku", + "TOKUSECT_NAME": "Tokusetto", + "TOKUSECT_NAME_SUFFIX": "setto", + "TOKUSECT_LORE_2": "\\\"Tokusatsu\\\" è il nome con cui vengono chiamati i film e gli spettacoli televisivi giapponesi caratterizzati da effetti speciali e costumi particolari. I media Tokusatsu presentano spesso mostri, robot giganti e supereroi che combattono.", + "TOKUSECT_LORE_1": "I Tokusetti hanno corpi estremamente aerodinamici e perciò favoriscono uno stile di combattimento basato sull'uso delle zampe appuntite per colpire gli avversari e incanalare potenti correnti d\\'aria.", + "WINGLOOM_NAME": "Tetralato", + "TOKUSECT_DESCRIPTION": "un insetto guerriero", + "WINGLOOM_NAME_PREFIX": "Tetra", + "WINGLOOM_LORE_1": "Le lampadine sulla testa di un Tetralato convogliano una corrente elettrica che attraversa tutto il corpo della creatura. Le luci generate da queste lampadine si riflettono negli occhi, consentendo una perfetta visione notturna.", + "WINGLOOM_NAME_SUFFIX": "alato", + "WINGLOOM_LORE_2": "Non è del tutto noto che cosa faccia sì che le falene siano attratte dalle luci artificiali. Una possibile teoria è che le falene si orientino usando la luna quando viaggiano.", + "WINGLOOM_DESCRIPTION": "una grande falena con le lampadine", + "MOTHMANIC_NAME": "Falettrica", + "MOTHMANIC_NAME_PREFIX": "Fale", + "MOTHMANIC_NAME_SUFFIX": "elettrica", + "MOTHMANIC_LORE_2": "Il \\\"Mothman\\\" è una creatura folkloristica della Virginia Occidentale. Diversi avvistamenti degli anni '60 lo descrivono come un grande essere umanoide alato dai vistosi occhi rossi. Dopo i primi avvistamenti, è diventato una leggenda metropolitana popolare.", + "MOTHMANIC_LORE_1": "L'intero corpo della Falettrica è attraversato da potenti correnti di elettricità. Può esercitare questo potere in modo offensivo ed è in grado di lanciare fulmini devastanti verso i suoi bersagli con un battito d\\'ali.", + "STARDIGRADE_NAME": "Stardigrado", + "MOTHMANIC_DESCRIPTION": "una grande falena inquietante", + "STARDIGRADE_NAME_PREFIX": "Stardi", + "STARDIGRADE_NAME_SUFFIX": "grado", + "STARDIGRADE_LORE_1": "Gli Stardigradi sono creature curiose, che trascorrono gran parte del tempo dormendo nella bassa atmosfera di Nuova Wirral. Di tanto in tanto scendono a livello del suolo per nutrirsi, prima di risalire usando i razzi che hanno sul dorso.", + "STARDIGRADE_LORE_2": "I tardigradi, detti anche orsi d'acqua, sono esseri microscopici diffusi su tutto il pianeta. Sono noti nella cultura popolare per la loro estrema resistenza: la loro resilienza è tale che possono sopravvivere anche nel vuoto dello spazio.", + "STARDIGRADE_DESCRIPTION": "una creatura vermiforme fluttuante", + "GALAGOR_NAME": "Galagor", + "GALAGOR_NAME_PREFIX": "Gala", + "GALAGOR_LORE_1": "Uno Stardigrado che ha sviluppato una super intelligenza. La corazza esterna di questa creatura copre quasi interamente il nucleo vermiforme rosa, parzialmente visibile attraverso la cupola di vetro del casco.", + "GALAGOR_NAME_SUFFIX": "gor", + "GALAGOR_LORE_2": "L'astrobiologia è lo studio e la ricerca della vita teorica extraterrestre. Gli astrobiologi studiano le origini della vita sulla Terra e valutano la possibilità che un processo simile si sia verificato su altri pianeti dell\\'universo conosciuto.", + "GALAGOR_DESCRIPTION": "un insetto spaziale fluttuante con il mantello", + "FAUCETEAR_NAME": "Gocciolagno", + "FAUCETEAR_NAME_PREFIX": "Goccio", + "FAUCETEAR_NAME_SUFFIX": "lagno", + "FAUCETEAR_LORE_2": "I rubinetti sono valvole che controllano l'erogazione di liquido e pare risalgano fin dall\\'impero romano. I primi rubinetti e valvole idrauliche sono stati scoperti nelle rovine della distrutta città di Pompei.", + "FAUCETEAR_LORE_1": "La capacità del Gocciolagno di proiettare potenti getti d'acqua pressurizzata è legata direttamente al suo stato emotivo. I Gocciolagni si spaventano e si agitano molto facilmente, il che li porta a usare spesso inaspettatamente gli attacchi d\\'acqua senza volerlo.", + "FAUCETEAR_DESCRIPTION": "un rubinetto gocciolante", + "FOUNTESS_NAME": "Fontessa", + "FOUNTESS_NAME_PREFIX": "Font", + "FOUNTESS_NAME_SUFFIX": "essa", + "FOUNTESS_LORE_2": "Sebbene l'uomo abbia fatto la \\\"doccia\\\" in qualche forma da quando esiste la civiltà, la prima doccia meccanica fu inventata nel 1700 dall\\'inventore inglese William Feetham. Questa doccia pompava acqua fredda in un bacino. L\\'acqua poteva essere poi versata con una catena.", + "FOUNTESS_LORE_1": "Le Fontesse sono molto orgogliose delle buone maniere e dell'etichetta, proprie e altrui. Se notano qualcuno che si comporta in modo poco educato, si angosciano immediatamente, aumentando drasticamente la pressione dei flussi d\\'acqua che sgorgano dalle loro teste.", + "FOUNTESS_DESCRIPTION": "un soffione triste", + "TERRACOOKA_NAME": "Terracotto", + "TERRACOOKA_NAME_PREFIX": "Terra", + "TERRACOOKA_LORE_1": "I Terracotti sono aspiranti cuochi e cercano di cucinare con qualsiasi ingrediente riescano a trovare nel loro habitat sotterraneo. Purtroppo questo significa che la maggior parte delle loro ricette includono licheni, muschi, oppure licheni e muschi.", + "TERRACOOKA_NAME_SUFFIX": "cotto", + "TERRACOOKA_LORE_2": "I dogu sono statuette di argilla rinvenute in tutto il Giappone. Risalgono a un'epoca preistorica e sono spesso rappresentati da figure umanoidi o animali.", + "COALDRON_NAME_PREFIX": "Sputa", + "COALDRON_NAME": "Sputabrodo", + "TERRACOOKA_DESCRIPTION": "un cuoco di ceramica", + "COALDRON_LORE_1": "Gli sputabrodo sono pentole viventi che preparano costantemente un delizioso brodo nel loro corpo a calderone. Sebbene non siano molto mobili, possono ruotare il corpo per sparare getti di brodo fumante su chiunque si avvicini per assaggiarlo senza invito.", + "COALDRON_NAME_SUFFIX": "brodo", + "COALDRON_DESCRIPTION": "una grande figura di ceramica con il corpo di calderone", + "COALDRON_LORE_2": "I calderoni sono grandi pentole, generalmente di metallo o ceramica, utilizzate per cucinare cibi o medicamenti sul fuoco. I calderoni sono diffusi in tutto il mondo fin dalla preistoria e compaiono quindi nel folklore di molte culture in vari modi.", + "PUPPERCUT_LORE_1": "Il Puccilatore è un pugile professionista. Sebbene nasca con un rivestimento di ferro su varie parti del corpo, questo strato esterno è soggetto a ruggine. Lo strato arrugginito scompare man mano che gli animali raggiungono la loro forma adulta.", + "PUPPERCUT_NAME": "Puccilatore", + "PUPPERCUT_NAME_PREFIX": "Pucci", + "PUPPERCUT_NAME_SUFFIX": "latore", + "DECIBELLE_NAME": "Decibella", + "SIRENADE_DESCRIPTION": "una bestia alata con la coda a forma di microfono", + "DECIBELLE_NAME_PREFIX": "Deci", + "DECIBELLE_LORE_1": "In natura sono state avvistate pochissime Decibelle. I primi abitanti di Nuova Wirral raccontavano di aver visto draghi bianchi tra le nuvole, ma non è chiaro se stessero vedendo le Decibelle o se fossero semplicemente impazziti.", + "DECIBELLE_NAME_SUFFIX": "bella", + "DECIBELLE_DESCRIPTION": "una bestia alata con ali a nastro", + "DECIBELLE_LORE_2": "Nella mitologia greca, le arpie sono creature mitologiche che generavano vento e tempeste. Come le sirene, sono descritte come esseri metà umani e metà uccello.", + "CARNIVIPER_NAME": "Carnevaspide", + "CARNIVIPER_NAME_PREFIX": "Carnev", + "CARNIVIPER_NAME_SUFFIX": "aspide", + "CARNIVIPER_LORE_2": "Lo \\\"tsuchinoko\\\" è una creatura del folklore giapponese. Simile a un serpente, viene descritto come una creatura dotata delle zanne velenose di una vipera, ma con un corpo piatto.", + "CARNIVIPER_LORE_1": "Nonostante il volto sorridente, il Carnevaspide non è una creatura amichevole. È molto territoriale e attacca chiunque si avvicini e venga considerato una minaccia... Cioè praticamente tutto e tutti.", + "MASQUERATTLE_NAME": "Mambanonimo", + "MASQUERATTLE_NAME_PREFIX": "Mamba", + "CARNIVIPER_DESCRIPTION": "un serpentello mascherato", + "MASQUERATTLE_NAME_SUFFIX": "anonimo", + "MASQUERATTLE_DESCRIPTION": "un gigantesco serpente mascherato", + "MASQUERATTLE_LORE_2": "Serpi e serpenti hanno un significato in quasi tutta la mitologia e il folklore di tutto il mondo. Perché? Forse perché non chiudono gli occhi? Per l'assenza di arti? Per il morso letale?", + "MASQUERATTLE_LORE_1": "Spesso si crede che i Mambanonimi usino la corazza a forma di volto sulle loro teste per attirare le prede ignare. Si tratta di una leggenda: i volti sulle loro teste sono in realtà molto inquietanti e non convincerebbero nessuno ad avvicinarsi.", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Quale aspetto del serpente incarni?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "Eleganza", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Spietatezza", + "MARDIUSA_NAME": "Martedusa", + "MARDIUSA_NAME_PREFIX": "Marte", + "MARDIUSA_NAME_SUFFIX": "dusa", + "MARDIUSA_DESCRIPTION": "una donna-serpente mascherata", + "MARDIUSA_LORE_2": "Nella mitologia greca, la Medusa è una delle Gorgoni, tre donne che avevano serpenti al posto dei capelli e che potevano trasformare in pietra chiunque le guardasse negli occhi.", + "MARDIUSA_LORE_1": "La Martedusa non è un individuo, ma una mente-alveare: un insieme di piccole creature serpentiformi con un unico obiettivo unificato. In questo caso, l'obiettivo è quello di vestirsi come se si stesse andando a un ballo elegante e ci si divertisse a farlo.", + "JORMUNGOLD_NAME": "Jormundoro", + "JORMUNGOLD_NAME_PREFIX": "Jormun", + "JORMUNGOLD_NAME_SUFFIX": "doro", + "JORMUNGOLD_LORE_2": "Nella mitologia norrena, si profetizza che il grande serpente Jörmungandr metterà fine al mondo.", + "JORMUNGOLD_LORE_1": "Stranamente, lo Jormundoro non usa le sue ali per volare, ma per scivolare sul terreno a grande velocità: ogni battito d'ali lo fa sfrecciare in avanti.", + "JORMUNGOLD_DESCRIPTION": "un grande serpente alato", + "AEROBOROS_NAME_PREFIX": "Aero", + "AEROBOROS_NAME": "Aeroboros", + "AEROBOROS_LORE_1": "L'Aeroboros è in grado di far circolare i venti attraverso il suo corpo ad anello. La creatura può poi proiettare questi venti a grande velocità per spazzare via i nemici.", + "AEROBOROS_NAME_SUFFIX": "boros", + "TRAFFIKRAB_NAME": "Conostaceo", + "AEROBOROS_DESCRIPTION": "un serpente-ruota volante", + "AEROBOROS_LORE_2": "L'ouroboros è un antico simbolo che rappresenta il ciclo della vita, della morte e della rinascita. Il simbolo è quello di un serpente che si mangia la coda, formando un cerchio.", + "TRAFFIKRAB_NAME_PREFIX": "Cono", + "TRAFFIKRAB_NAME_SUFFIX": "staceo", + "TRAFFIKRAB_LORE_2": "Il cono stradale è stato inventato da Charles D. Scanlon negli anni '40 come mezzo economico per segnalare gli interventi stradali. Comunemente realizzati in plastica arancione o gialla, possono anche essere dotati di una striscia bianca riflettente per aumentare la visibilità notturna.", + "TRAFFIKRAB_LORE_1": "Il cono del Conostaceo non fa in realtà parte del suo corpo: è semplicemente un cono stradale che si è arenato sulle coste di Nuova Wirral ed è stato occupato dalla creatura. Si dice che in passato i Conostacei trovassero altri oggetti in cui vivere.", + "WEEVILITE_NAME": "Semaforello", + "WEEVILITE_NAME_SUFFIX": "forello", + "WEEVILITE_LORE_1": "Il lungo collo del Semaforello gli consente di individuare i mostri più deboli da lontano. Grazie ai lampi alternati dei suoi occhi rossi e verdi, può paralizzare le prede con vertigini e lievi emicranie.", + "WEEVILITE_NAME_PREFIX": "Sema", + "TRAFFIKRAB_DESCRIPTION": "un grosso granchio a cono stradale", + "WEEVILITE_LORE_2": "I primi semafori furono installati a Londra a metà del 1800. Questi primi segnali stradali utilizzavano luci a gas, ma il semaforo elettrico divenne comune a partire dall'inizio del XX secolo.", + "LOBSTACLE_NAME_PREFIX": "Arago", + "LOBSTACLE_NAME": "Aragostacolo", + "WEEVILITE_DESCRIPTION": "un granchio a semaforo", + "RATCOUSEL_NAME": "Pantegiostra", + "MUSKRATEER_LORE_2": "\\\"I tre moschettieri\\\" è un famoso romanzo d'avventura francese scritto da Alexandre Dumas. Racconta la storia di un gruppo di audaci avventurieri nella Parigi del 1600.", + "RATCOUSEL_NAME_PREFIX": "Pante", + "RATCOUSEL_NAME_SUFFIX": "giostra", + "RATCOUSEL_LORE_2": "Il nome \\\"re dei ratti\\\" è dato a un gruppo di ratti le cui code sono legate o bloccate insieme.", + "RATCOUSEL_LORE_1": "Le Pantegiostre sono creature torreggianti che ricordano in qualche modo le giostre dei luna park. Si dice che i \\\"topi\\\" più piccoli, che ruotano costantemente intorno alla base del corpo, aprano gli occhi solo nel momento in cui la creatura muore.", + "POMBOMB_NAME": "Pombomba", + "RATCOUSEL_DESCRIPTION": "una gigantesca giostra da fiera", + "POMBOMB_NAME_PREFIX": "Pom", + "POMBOMB_LORE_1": "Le Pombombe sono universalmente considerate tra le creature più amichevoli del Nuova Wirral. Se non fosse per la loro abitudine di incendiare accidentalmente qualsiasi cosa, sarebbero degli ottimi animali domestici.", + "POMBOMB_NAME_SUFFIX": "bomba", + "POMBOMB_LORE_2": "I Pomerania sono una popolare razza di cani domestici. Identificabili per le loro dimensioni ridotte e il pelo soffice, prendono il nome da una regione storica dell'Europa a sud del Mar Baltico.", + "POMBOMB_DESCRIPTION": "un cane infuocato", + "SPITZFYRE_NAME_PREFIX": "Spitza", + "SPITZFYRE_NAME": "Spitzafuoco", + "SPITZFYRE_NAME_SUFFIX": "fuoco", + "SPITZFYRE_LORE_2": "Lo Spitz è un tipo di cane, con diverse sotto-razze. Le razze Spitz si riconoscono per il mantello soffice e le orecchie a punta.", + "SPITZFYRE_LORE_1": "Le abilità di sputafuoco degli Spitzafuoco si sono sviluppate a tal punto che queste creature devono indossare degli occhialoni per proteggersi dal fumo che involontariamente provocano dando fuoco alle cose.", + "SPITZFYRE_DESCRIPTION": "un cane con gli occhialoni", + "ELFLESS_NAME": "Introvelfo", + "ELFLESS_NAME_PREFIX": "Introv", + "ELFLESS_NAME_SUFFIX": "elfo", + "GRAMPUS_NAME": "Adirampus", + "ELFLESS_DESCRIPTION": "un elfo con la faccia di legno", + "ELFLESS_LORE_2": "Nella superstizione europea, l'elfo è una piccola creatura dispettosa che appare in varie incarnazioni a seconda del periodo storico e del luogo. Simili alle fate, possono essere ritratti come utili, dispettosi o addirittura maligni.", + "ELFLESS_LORE_1": "Per nascondere le loro vere emozioni, gli Introvelfi fabbricano rozze maschere sorridenti con la corteccia degli alberi. Secondo voci non confermate, un giorno all'anno tutti gli Introvelfi si riuniscono per sostituire le vecchie maschere con altre nuove.", + "GRAMPUS_NAME_PREFIX": "Adira", + "GRAMPUS_NAME_SUFFIX": "ampus", + "GRAMPUS_LORE_2": "In contrasto con il benevolo San Nicola, il \\\"Krampus\\\" è un essere folcloristico che desidera punire i bambini cattivi durante il periodo natalizio. È comunemente raffigurato con gambe di capra e un'espressione spaventosa.", + "GRAMPUS_DESCRIPTION": "uno yeti arrabbiato", + "FAERIOUS_NAME": "Elfurioso", + "GRAMPUS_LORE_1": "L'Adirampus è la forma pienamente matura di Introvelfo. Dopo aver trascorso molti anni a reprimere le proprie emozioni, l\\'Adirampus è diventato un bruto massiccio con il desiderio di riversare la propria infelicità sugli altri, specialmente durante le feste.", + "FAERIOUS_NAME_PREFIX": "Elf", + "FAERIOUS_NAME_SUFFIX": "furioso", + "FAERIOUS_LORE_2": "Nella narrativa fantasy contemporanea, gli elfi sono spesso rappresentati come guerrieri eleganti dai piedi veloci. Come gli elfi del folklore, l'elfo fantasy può essere un alleato degli umani o un ostacolo.", + "FAERIOUS_LORE_1": "Un Introvelfo che ha incanalato la propria furia repressa nell'affinare le abilità in battaglia. Gli Elfuriosi colpiscono i nemici con spade di ghiaccio e bloccano i colpi in arrivo con uno scudo di corteccia d\\'albero.", + "FAERIOUS_DESCRIPTION": "un elfo che brandisce una spada", + "ICEPECK_NAME": "Ghiaccello", + "ICEPECK_NAME_PREFIX": "Ghiacc", + "ICEPECK_NAME_SUFFIX": "ello", + "SIRENADE_NAME_PREFIX": "Siren", + "SIRENADE_NAME": "Sirenata", + "SIRENADE_LORE_1": "Le Sirenate sono creature particolarmente rumorose, in grado di amplificare il proprio canto attraverso le code e le ali microfonate. Sembra che non capiscano quando il loro canto è troppo forte per chi le circonda.", + "SIRENADE_NAME_SUFFIX": "nata", + "SIRENADE_LORE_2": "Le sirene sono creature della mitologia greca, che compaiono soprattutto nell'Odissea di Omero. Vengono descritte come donne alate simili a uccelli, che attirano gli uomini verso il loro destino con il loro canto bellissimo e ammaliante.", + "MACABRA_NAME_PREFIX": "Macab", + "SCAMPIRE_DESCRIPTION": "un vampiro con un cappello", + "MACABRA_NAME": "Macabra", + "MACABRA_LORE_1": "Il Macabra non è in grado di vedere, ma ha la capacità di \\\"assaggiare\\\" l'aria circostante in cerca di potenziali prede. Preferisce farlo da punti di osservazione elevati e spesso trova una roccia o un teschio di animale su cui appollaiarsi durante la caccia.", + "MACABRA_NAME_SUFFIX": "cabra", + "MACABRA_DESCRIPTION": "una creatura zannuta appollaiata su un teschio", + "MACABRA_LORE_2": "Il \\\"chupacabra\\\" è una creazione folkloristica piuttosto recente. Le testimonianze di bestiame dissanguato in Sud America hanno contribuito a far nascere il concetto di una creatura notturna succhiasangue di origine sconosciuta.", + "FOLKLORD_NAME": "Crancolosso", + "FOLKLORD_NAME_PREFIX": "Cran", + "FOLKLORD_LORE_1": "Macabra pienamente maturo, il Crancolosso indossa un teschio come quello su cui si appollaiava, che ora è modellato sulla sua testa. Le sue braccia e la parte superiore del corpo sono così dense di muscoli che non può sostenersi sulle gambe per molto tempo.", + "FOLKLORD_NAME_SUFFIX": "colosso", + "FOLKLORD_DESCRIPTION": "un gigante con la testa di teschio", + "FOLKLORD_LORE_2": "Esistono diversi criptidi, o creature non identificate, associati al Nord America e descritti come umanoidi giganti che vivono nelle foreste. Tra questi, il Bigfoot e il Sasquatch, simili a scimmie.", + "SQUIREY_NAME": "Scudierrante", + "SQUIREY_NAME_PREFIX": "Scudier", + "SQUIREY_LORE_1": "Spesso gli Scudierranti vengono visti vagare lungo le pianure di Nuova Wirral in cerca di avversari da combattere. Nonostante l'aspetto grazioso, sono guerrieri appassionati e animati da un innato desiderio di miglioramento personale.", + "SQUIREY_NAME_SUFFIX": "errante", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "Nel vivo della battaglia, qual è la cosa più importante per te?", + "SQUIREY_LORE_2": "Nel Medioevo lo scudiero era l'apprendista di un cavaliere, che assisteva in vari compiti, come il trasporto delle armi, e poteva diventare cavaliere a sua volta se dimostrava la propria abilità.", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "Onore", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "Vittoria", + "PALANGOLIN_NAME": "Lanciolino", + "SQUIREY_DESCRIPTION": "un pangolino munito di lancia", + "PALANGOLIN_NAME_PREFIX": "Lancio", + "PALANGOLIN_LORE_1": "Il Lanciolino è la forma matura di uno Scudierrante che è rimasto fedele ai propri principi ed è diventato un cavaliere di grande virtù. I Lanciolini brandiscono suggestive alabarde dorate, che usano per difendere gli alleati nel vivo della battaglia.", + "PALANGOLIN_NAME_SUFFIX": "lino", + "PALANGOLIN_LORE_2": "Nella storia europea, un cavaliere era un individuo a cui veniva concesso il cavalierato per i servizi resi al proprio Paese. La popolarità della mitologia arturiana ha influenzato le rappresentazioni dei cavalieri, che oggi sono fortemente associati alla cavalleria e all'eroismo.", + "MANISPEAR_NAME": "Malabardo", + "PALANGOLIN_DESCRIPTION": "un cavaliere armato d'alabarda", + "MANISPEAR_NAME_PREFIX": "Mala", + "MANISPEAR_NAME_SUFFIX": "bardo", + "MANISPEAR_LORE_2": "Il \\\"cavaliere nero\\\" è un archetipo ricorrente, un personaggio di fantasia, comunemente rappresentato come un cavaliere mascherato che si è allontanato dalla via della cavalleria. Il cavaliere nero è spesso un ostacolo che il protagonista della storia deve superare.", + "MANISPEAR_LORE_1": "Se uno Scudierrante cede agli impulsi oscuri durante l'addestramento, è destinato a diventare un Malabardo. Il Malabardo, il cui volto è nascosto da un elmo nero, combatte senza freni né autocontrollo.", + "MUSKRATEER_NAME_SUFFIX": "chettiere", + "MUSKRATEER_DESCRIPTION": "un topolino con spada e cappello", + "MUSKRATEER_LORE_1": "Spesso i Muschettieri vengono visti affilare le loro spade sulle pietre delle caverne sotterranee in cui vivono. Non è raro vederli duellare con gli Scudierranti che incrociano il loro cammino.", + "MUSKRATEER_NAME": "Muschettiere", + "MANISPEAR_DESCRIPTION": "un cavaliere con una spada enorme", + "MUSKRATEER_NAME_PREFIX": "Mus", + "CREEP_NAME.n": "Verme", + "FARMER_EDWARD_NAME": "Edward Piper", + "FARMER_MARIS_NAME": "Maris Piper", + "IANTHE_NAME": "Capo Ianthe", + "IANTHE_NAME_SHORT": "Ianthe", + "IANTHE_SUBTITLE": "Capo ranger", + "LEADER_IANTHE_UNKNOWN_NAME": "Donna sicura", + "CAPTAIN_WALLACE_NAME": "Capitano Wallace", + "CAPTAIN_WALLACE_NAME_SHORT": "Wallace", + "CAPTAIN_WALLACE_SUBTITLE": "Operaio edile", + "CAPTAIN_SKIP_NAME": "Capitanə Skip", + "CAPTAIN_SKIP_NAME_SHORT": "Skip", + "CAPTAIN_SKIP_SUBTITLE": "Cerca-tesori discutibili", + "CAPTAIN_ZEDD_NAME_SHORT": "Zedd", + "CAPTAIN_ZEDD_NAME": "Capitano Zedd", + "CAPTAIN_ZEDD_SUBTITLE": "\\\"Meditatore\\\"", + "CAPTAIN_JUDAS_NAME": "Capitano Judas", + "CAPTAIN_JUDAS_NAME_SHORT": "Judas", + "CAPTAIN_JUDAS_SUBTITLE": "Survivalista", + "CAPTAIN_CLEEO_NAME": "Capitano Clee-O", + "CAPTAIN_CLEEO_NAME_SHORT": "Clee-O", + "CAPTAIN_CLEEO_SUBTITLE": "Meccanoide da casinò", + "CAPTAIN_LODESTEIN_NAME": "Capitano Lodestein", + "CAPTAIN_LODESTEIN_NAME_SHORT": "Lodestein", + "CAPTAIN_LODESTEIN_SUBTITLE": "Elettricista", + "CAPTAIN_DREADFUL_NAME": "Capitano Penny Dreadful", + "CAPTAIN_DREADFUL_NAME_SHORT": "Dreadful", + "CAPTAIN_DREADFUL_SUBTITLE": "Inganna-morte", + "CAPTAIN_GLADIOLA_NAME": "Capitana Gladiola", + "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", + "CAPTAIN_GLADIOLA_SUBTITLE": "Maestra di Spade", + "CAPTAIN_HEATHER_NAME_SHORT": "Heather", + "CAPTAIN_HEATHER_NAME": "Capitano Heather", + "CAPTAIN_HEATHER_SUBTITLE": "Giornalista meteo", + "CAPTAIN_BUFFY_NAME": "Capitano Buffy", + "CAPTAIN_BUFFY_NAME_SHORT": "Buffy", + "CAPTAIN_BUFFY_SUBTITLE": "Bodybuilder", + "CAPTAIN_CYBIL_NAME": "Capitana Cybil", + "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", + "CAPTAIN_CYBIL_SUBTITLE": "Conduttrice radio", + "CAPTAIN_CODEY_NAME": "Capitano Codey", + "CAPTAIN_CODEY_NAME_SHORT": "Codey", + "CAPTAIN_CODEY_SUBTITLE": "Hacker di cassette", + "ACHIEVEMENT_NAME_offices_cleared_3": "Comportamento impeccabile, parte III", + "ACHIEVEMENT_DESC_offices_cleared_2": "Svuota 2 uffici di Succhiaterra.", + "ACHIEVEMENT_DESC_offices_cleared_3": "Svuota 3 uffici di Succhiaterra.", + "ACHIEVEMENT_DESC_obtain_rumor": "Ottieni una diceria.", + "ACHIEVEMENT_NAME_obtain_rumor": "Girano dicerie", + "ACHIEVEMENT_NAME_partner_felix": "Felix", + "ACHIEVEMENT_DESC_partner_felix": "Sblocca Felix.", + "ACHIEVEMENT_NAME_partner_dog": "Barkley", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Ottieni 5 cuori con Eugene.", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Ottieni 5 cuori con Meredith.", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Serata cinema", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "Ottieni 5 cuori con Felix.", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "Ritratto dell'artista", + "ACHIEVEMENT_DESC_reopened_stations_final": "Risolvi l'enigma della canzone di Morgante", + "ACHIEVEMENT_NAME_aa_morgante": "Ribellione", + "ACHIEVEMENT_DESC_aa_aleph_null": "Vai contro ogni previsione in un luogo tra i mondi.", + "ACHIEVEMENT_NAME_aa_aleph_null": "La freccia del tempo", + "ACHIEVEMENT_DESC_aa_morgante": "Sconfiggi un'antica forza riportata alla sua piena forza.", + "ACHIEVEMENT_DESC_quest_felix1": "Incontra Kuneko.", + "ACHIEVEMENT_NAME_kuneko_altars_1": "Non mi vuoi?, parte II", + "ACHIEVEMENT_DESC_kuneko_altars_1": "Incontra Kuneko a un altare.", + "ACHIEVEMENT_NAME_quest_viola_complete": "Tutti cercano qualcosa", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Lascia che ti faccia una serenata", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Grande inaugurazione", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Ottieni 5 cuori con Kayleigh.", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "Il miglior amico dell'uomo", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "Ottieni 5 cuori con Barkley.", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "A piacer vostro", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "Ottieni 5 cuori con Viola.", + "ACHIEVEMENT_NAME_romantic_relationship": "Due cuori all'unisono", + "ACHIEVEMENT_NAME_reopened_stations_final": "Ascolta bene le mie parole", + "ACHIEVEMENT_DESC_romantic_relationship": "Inizia una relazione romantica.", + "ACHIEVEMENT_NAME_captain_wallace": "Spalle al muro", + "ACHIEVEMENT_DESC_captain_wallace": "Sconfiggi il capitano Wallace.", + "ACHIEVEMENT_DESC_captain_skip": "Sconfiggi lə capitanə Skip.", + "ACHIEVEMENT_NAME_captain_skip": "La spazzatura di un mondo...", + "ACHIEVEMENT_NAME_captain_zedd": "Dormici sopra", + "ACHIEVEMENT_DESC_captain_zedd": "Sconfiggi il capitano Zedd.", + "ACHIEVEMENT_DESC_captain_cleeo": "Sconfiggi il capitano Clee-O.", + "ACHIEVEMENT_NAME_kuneko_altars_2": "Non mi vuoi?, parte III", + "ACHIEVEMENT_DESC_kuneko_altars_2": "Incontra Kuneko a 2 altari.", + "ACHIEVEMENT_NAME_kuneko_altars_3": "Non mi vuoi?, parte IV", + "ACHIEVEMENT_DESC_kuneko_altars_3": "Incontra Kuneko a 3 altari.", + "ACHIEVEMENT_DESC_rogue_fusion_10": "Sconfiggi 10 Fusioni fuori controllo.", + "ACHIEVEMENT_NAME_rogue_fusion_20": "Galleria dei Fuori controllo", + "ACHIEVEMENT_DESC_rogue_fusion_20": "Sconfiggi 20 Fusioni fuori controllo.", + "ACHIEVEMENT_NAME_overworld_chunks": "Turista", + "ACHIEVEMENT_NAME_rogue_fusion_50": "Stato Fuori controllo", + "ACHIEVEMENT_DESC_rogue_fusion_50": "Sconfiggi 50 Fusioni fuori controllo.", + "ACHIEVEMENT_DESC_overworld_chunks": "Visita ogni parte di Nuova Wirral.", + "ACHIEVEMENT_NAME_reopened_stations_all": "Biglietti, prego", + "ACHIEVEMENT_DESC_reopened_stations_all": "Riapri tutte le stazioni.", + "ACHIEVEMENT_NAME_observe_species_120": "ABC della zoologia", + "ACHIEVEMENT_DESC_observe_species_120": "Osserva 120 specie diverse.", + "ACHIEVEMENT_NAME_obtain_species_10": "Zoologia, parte I", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Completa la missione di Kayleigh.", + "ACHIEVEMENT_NAME_quest_eugene_complete": "Comportamento impeccabile, parte VI", + "ACHIEVEMENT_DESC_quest_eugene_complete": "Completa la missione di Eugene.", + "ACHIEVEMENT_NAME_quest_meredith_complete": "Tutto ciò che ho sempre voluto", + "ACHIEVEMENT_NAME_sign_up_rangers": "Prendete me, parte I", + "ACHIEVEMENT_NAME_ability_glide": "Spalanca le ali", + "ACHIEVEMENT_DESC_ability_glide": "Ottieni l'abilità Planata di falena.", + "ACHIEVEMENT_NAME_ability_dash": "Scatto di Pallottolotto", + "ACHIEVEMENT_DESC_ability_magnetism": "Ottieni l'abilità Elettromagnetismo.", + "ACHIEVEMENT_DESC_ability_dash": "Ottieni l'abilità Scatto di Pallottolotto.", + "ACHIEVEMENT_NAME_ability_magnetism": "Effetto elettrico", + "ACHIEVEMENT_NAME_ability_swim": "Lezioni di nuoto", + "ACHIEVEMENT_DESC_ability_swim": "Ottieni l'abilità Nuoto di Subfoca.", + "ACHIEVEMENT_NAME_ability_climb": "Divertimento a palla", + "ACHIEVEMENT_DESC_ability_climb": "Ottieni l'abilità Palla di rampicanti.", + "ACHIEVEMENT_NAME_ability_flight": "Si vola!", + "ACHIEVEMENT_DESC_ability_flight": "Ottieni l'abilità di volo di Averevoir", + "ACHIEVEMENT_DESC_ability_fusion_radar": "Ottieni il radar di fusioni.", + "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusione sui radar", + "ACHIEVEMENT_NAME_intermission": "Non è quello che volevo", + "ACHIEVEMENT_DESC_intermission": "Ritrovati in un luogo lontano.", + "ACHIEVEMENT_NAME_ending": "La vita reale attende", + "ACHIEVEMENT_DESC_quest_meredith_complete": "Completa la missione di Meredith.", + "ACHIEVEMENT_NAME_quest_dog_complete": "Torna e rimani", + "ACHIEVEMENT_DESC_quest_felix_complete": "Completa la missione di Felix.", + "ACHIEVEMENT_NAME_quest_felix_complete": "Non mi vuoi?, parte VI", + "ACHIEVEMENT_DESC_quest_dog_complete": "Completa la missione di Barkley.", + "ACHIEVEMENT_DESC_quest_viola_complete": "Completa la missione di Viola.", + "ACHIEVEMENT_DESC_quest_kayleigh1": "Inizia la missione di Kayleigh.", + "ACHIEVEMENT_NAME_offices_cleared_1": "Comportamento impeccabile, parte I", + "ACHIEVEMENT_NAME_quest_kayleigh1": "Ho fatto molta strada, parte I", + "ACHIEVEMENT_DESC_obtain_species_10": "Ottieni 10 specie diverse.", + "ACHIEVEMENT_NAME_obtain_species_20": "Zoologia, parte II", + "ACHIEVEMENT_DESC_obtain_species_20": "Ottieni 20 specie diverse.", + "ACHIEVEMENT_NAME_obtain_species_50": "Zoologia, parte III", + "ACHIEVEMENT_DESC_obtain_species_50": "Ottieni 50 specie diverse.", + "ACHIEVEMENT_NAME_obtain_species_100": "Zoologia, parte IV", + "ACHIEVEMENT_DESC_obtain_species_100": "Ottieni 100 specie diverse.", + "ACHIEVEMENT_NAME_obtain_species_120": "Zoologia specialistica", + "ACHIEVEMENT_DESC_obtain_species_120": "Ottieni 120 specie diverse.", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "Specialista di bestie da cassetta", + "ACHIEVEMENT_NAME_bootleg_beast": "Bootleg bestiale", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "Ottieni dati aggiuntivi su ogni specie.", + "ACHIEVEMENT_NAME_bootleg_glitter": "Bootleg luccicante", + "ACHIEVEMENT_DESC_bootleg_glitter": "Ottieni un bootleg di tipo Glitter.", + "ACHIEVEMENT_NAME_train_frankie": "Frankie nel Paese delle Meraviglie", + "ACHIEVEMENT_DESC_train_frankie": "Completa l'addestramento di Frankie.", + "ACHIEVEMENT_NAME_train_vin": "Lupo solitario", + "ACHIEVEMENT_DESC_train_vin": "Completa l'addestramento di Vin.", + "ACHIEVEMENT_NAME_noticeboard_5": "Ranger principiante", + "ACHIEVEMENT_DESC_noticeboard_5": "Completa 5 missioni bacheca.", + "ACHIEVEMENT_NAME_noticeboard_20": "Ranger apprendista", + "ACHIEVEMENT_DESC_noticeboard_20": "Completa 20 missioni bacheca.", + "ACHIEVEMENT_NAME_noticeboard_50": "Ranger diligente", + "ACHIEVEMENT_DESC_noticeboard_50": "Completa 50 missioni bacheca.", + "ACHIEVEMENT_NAME_noticeboard_100": "Ranger specialista", + "ACHIEVEMENT_DESC_noticeboard_100": "Completa 100 missioni bacheca.", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "Ottieni un adesivo raro.", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "Collezionista di adesivi", + "ACHIEVEMENT_DESC_partner_viola": "Sblocca Viola.", + "ACHIEVEMENT_NAME_remaster": "Rimasterizzazione", + "ACHIEVEMENT_DESC_remaster": "Rimasterizza un nastro.", + "ACHIEVEMENT_DESC_sign_up_rangers": "Entra a far parte dei ranger.", + "ACHIEVEMENT_NAME_offices_cleared_2": "Comportamento impeccabile, parte II", + "ACHIEVEMENT_DESC_offices_cleared_1": "Svuota 1 ufficio di un Succhiaterra.", + "ACHIEVEMENT_DESC_obtain_candevil": "Ottieni Zuccherello.", + "ACHIEVEMENT_NAME_aa_tower": "La torre dell'ignoranza", + "ACHIEVEMENT_DESC_aa_tower": "Sconfiggi Babelith.", + "ACHIEVEMENT_NAME_song_parts_8": "Terra della confusione", + "ACHIEVEMENT_DESC_song_parts_8": "Completa la canzone di Morgante.", + "ACHIEVEMENT_DESC_aa_helia": "Domina l'essenza della fusione.", + "ACHIEVEMENT_NAME_aa_helia": "Il sole sta per sorgere", + "ACHIEVEMENT_NAME_met_npc_magikrab": "L'assistente di stazione", + "ACHIEVEMENT_DESC_offices_cleared_5": "Svuota 5 uffici di Succhiaterra.", + "ACHIEVEMENT_NAME_quest_felix1": "Non mi vuoi?, parte I", + "ACHIEVEMENT_DESC_bootleg_beast": "Ottieni un bootleg di tipo Bestia.", + "ACHIEVEMENT_NAME_bootleg_fire": "Bootleg incendiario", + "ACHIEVEMENT_DESC_bootleg_fire": "Ottieni un bootleg di tipo Fuoco.", + "ACHIEVEMENT_NAME_bootleg_plastic": "Bootleg giocattolo", + "ACHIEVEMENT_DESC_bootleg_plastic": "Ottieni un bootleg di tipo Plastica.", + "ACHIEVEMENT_DESC_bootleg_plant": "Ottieni un bootleg di tipo Pianta.", + "ACHIEVEMENT_NAME_bootleg_plant": "Bootleg frondoso", + "ACHIEVEMENT_NAME_bootleg_water": "Bootleg acquatico", + "ACHIEVEMENT_DESC_bootleg_water": "Ottieni un bootleg di tipo Acqua.", + "ACHIEVEMENT_NAME_bootleg_poison": "Bootleg venefico", + "ACHIEVEMENT_DESC_bootleg_poison": "Ottieni un bootleg di tipo Veleno.", + "ACHIEVEMENT_NAME_bootleg_astral": "Bootleg cosmico", + "ACHIEVEMENT_NAME_obtain_candevil": "Voglio le caramelle", + "ACHIEVEMENT_NAME_offices_cleared_4": "Comportamento impeccabile, parte IV", + "ACHIEVEMENT_NAME_offices_cleared_5": "Comportamento impeccabile, parte IV", + "ACHIEVEMENT_DESC_offices_cleared_4": "Svuota 4 uffici di Succhiaterra.", + "LANDKEEPER2_NAME": "Succhiaterra n°2", + "SUNNY_NAME": "Sole", + "LANDKEEPERS_NAME": "Succhiaterra", + "SUNNY_UNKNOWN_NAME": "Succhiaterra malmessa", + "CULTIST_NAME.m": "Cultista", + "CULTIST_NAME.f": "Cultista", + "RANGER_NAME.m": "Ranger", + "CULTIST_NAME.n": "Cultista", + "RANGER_NAME.f": "Ranger", + "RANGER_NAME.n": "Ranger", + "RANGER_RECRUITER_NAME.m": "Agente di reclutamento", + "RANGER_RECRUITER_NAME.f": "Agente di reclutamento", + "RANGER_RECRUITER_NAME.n": "Agente di reclutamento", + "RANGER_WANNABE_NAME.m": "Aspirante", + "RANGER_WANNABE_NAME.f": "Aspirante", + "RANGER_WANNABE_NAME.n": "Aspirante", + "RANGER_TRAINEE_NAME": "Apprendista", + "RESEARCHER_NAME.m": "Specialista in ricerca", + "RESEARCHER_NAME.f": "Specialista in ricerca", + "RESEARCHER_NAME.n": "Specialista in ricerca", + "PENSBY_NAME": "Dottoressa Pensby", + "HOYLAKE_NAME": "Hoylake", + "FRANKIE_NAME": "Frankie", + "KIRBY_NAME": "Kirby", + "VIN_NAME": "Vin", + "THIEF_NAME": "Ladro", + "TRAVELER_NAME.m": "Viandante", + "TRAVELER_NAME.f": "Viandante", + "TREASURE_SEEKER_NAME.m": "Caccia-tesori", + "TRAVELER_NAME.n": "Viandante", + "TREASURE_SEEKER_NAME.f": "Caccia-tesori", + "TREASURE_SEEKER_NAME.n": "Caccia-tesori", + "HISTORIAN_NAME.m": "Consulente di storia", + "ROCKER_NAME.m": "Rocker", + "HISTORIAN_NAME.f": "Consulente di storia", + "HISTORIAN_NAME.n": "Consulente di storia", + "ROCKER_NAME.f": "Rocker", + "ROCKER_NAME.n": "Rocker", + "CAMPER_NAME.m": "Amante del campeggio", + "SOLDIER_NAME.m": "Militare", + "CAMPER_NAME.f": "Amante del campeggio", + "CAMPER_NAME.n": "Amante del campeggio", + "SOLDIER_NAME.f": "Militare", + "TAMER_NAME.m": "Addestra-mostri", + "SOLDIER_NAME.n": "Militare", + "TAMER_NAME.f": "Addestra-mostri", + "TAMER_NAME.n": "Addestra-mostri", + "CREEP_NAME.m": "Verme", + "CREEP_NAME.f": "Verme", + "ACHIEVEMENT_DESC_captain_gladiola": "Sconfiggi la capitana Gladiola.", + "ACHIEVEMENT_NAME_captain_heather": "Aria di tempesta", + "ACHIEVEMENT_DESC_captain_heather": "Sconfiggi il capitano Heather.", + "ACHIEVEMENT_NAME_captain_buffy": "Dacci dentro", + "ACHIEVEMENT_DESC_captain_buffy": "Sconfiggi il capitano Buffy.", + "ACHIEVEMENT_NAME_captain_cybil": "Star radiofonica", + "ACHIEVEMENT_DESC_captain_cybil": "Sconfiggi la capitana Cybil.", + "ACHIEVEMENT_DESC_captain_codey": "Sconfiggi il capitano Codey.", + "ACHIEVEMENT_NAME_captain_codey": "Hackera il pianeta", + "MOVE_DESCRIPTION_BERSERKER": "Aumenta automaticamente l'Attacco in mischia dell\\'utilizzatore e infligge lo stato Berserk quando i PV dell\\'utilizzatore scendono al di sotto del 50%.", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Infligge automaticamente 3 penalità casuali all'ultimo avversario che ha colpito l\\'utilizzatore, quando viene sconfitto.", + "MOVE_NAME_RANDOM_STARTER": "Partenza casuale", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "Ha una chance di usare automaticamente la mossa successiva nella lista, a costo 0 PA, a inizio battaglia. La chance si riduce in proporzione al costo normale in PA della mossa.", + "MOVE_DESCRIPTION_RANDOM_STARTER": "Ha una chance di usare automaticamente un'altra mossa casuale, a costo 0 PA, a inizio battaglia.", + "MOVE_NAME_CUSTOM_STARTER": "Partenza programmata", + "MOVE_DESCRIPTION_AUTOMATION": "Ha una chance di usare la mossa successiva nella lista, a costo 0 PA, a fine turno.", + "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", + "MOVE_NAME_AUTOMATION": "Automazione", + "MOVE_NAME_CRITICAL_MASS": "Massa critica", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Ha una chance di usare automaticamente la mossa successiva nella lista, a costo 0 PA, quando l'utilizzatore mette a segno un colpo con vantaggio di tipo. La chance si riduce in proporzione al costo normale in PA della mossa.", + "MOVE_NAME_CHEMICAL_IMBALANCE": "Squilibrio chimico", + "MOVE_DESCRIPTION_CRITICAL_MASS": "Ha una chance di usare la mossa successiva nella lista, a costo 0 PA, quando l'utilizzatore mette a segno un critico.", + "MOVE_NAME_DUAL_WIELD": "Doppia arma", + "MOVE_DESCRIPTION_PAINT_SWIPE": "Si può usare solo se l'utilizzatore ha una copertura attiva. Colpisce un bersaglio e gli trasferisce la copertura. Si attiva sempre per ultima.", + "MOVE_DESCRIPTION_DUAL_WIELD": "Usa la prossima mossa nella lista due volte di seguito, se hai abbastanza PA.", + "MOVE_NAME_PAINT_SWIPE": "Vernice fresca", + "MOVE_NAME_BEAR_HUG": "Abbraccio dell'orso", + "MOVE_NAME_ROYAL_FLUSH": "Scarico reale", + "MOVE_DESCRIPTION_BEAR_HUG": "Trasferisce una penalità casuale dall'utilizzatore al bersaglio.", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "Rimuove tutti gli effetti di stato dall'utilizzatore. Il danno viene moltiplicato per il numero di stati rimossi.", + "MOVE_DESCRIPTION_FUEL_INJECTION": "Si usa automaticamente dopo Tracanna benzina. Aumenta la Velocità e la generazione di PA dell'utilizzatore.", + "MOVE_NAME_FUEL_INJECTION": "Iniezione di carburante", + "TUTORIAL_INTRO_1": "Ciao {player}, sono felice che tu sia qui!\\nPremi {control.ui_accept} per continuare.", + "TUTORIAL_INTRO_2": "Mi serve il tuo aiuto per affrontare una Fusione fuori controllo. Ti senti all'altezza?", + "TUTORIAL_INTRO_3": "Allora muoviamoci! Ci sono degli scogli più avanti. Vai avanti tu: usa {control.move_up} {control.move_left} {control.move_down} {control.move_right}.", + "TUTORIAL_TARGET_MENU_1": "Questo è il menu bersaglio. Qui puoi vedere che tipo di effetto avranno i tuoi attacchi sul bersaglio.", + "TUTORIAL_BATTLE_START_1": "Da qui in poi le cose si faranno difficili… Ma non preoccuparti, ci sono io qui con te!", + "TUTORIAL_TARGET_MENU_2": "Guarda l'anello luminoso! Verde significa che darà effetti benefici al bersaglio, rosso significa effetti dannosi e giallo è misto.", + "TUTORIAL_CLIFFS_1": "Dovremo salire su questa scogliera. Usare solo il salto ({control.jump}) non ci aiuterà questa volta.", + "TUTORIAL_CLIFFS_2": "Va bene, usiamo un po' di creatività! Ci sono vari modi per salire lassù.", + "TUTORIAL_CLIFFS_4": "Oppure… Vedi quel pilone? Puoi usare qui le tue capacità di magnetismo (tieni premuto {control.magnetism}) per levitare.", + "TUTORIAL_CLIFFS_3": "Per cominciare, puoi provare a cercare qualcosa che puoi raccogliere e mettere qui che ci dia una spinta.", + "TUTORIAL_CLIFFS_5": "Sai anche sparare rampicanti, giusto? Se ti metti di fronte alla scogliera e premi {control.interact}, puoi usare un rampicante per arrampicarti!", + "TUTORIAL_CLIFFS_6": "Cosa preferisci?", + "TUTORIAL_BOSS_1.m": "Ci siamo. Questa è la Fusione fuori controllo! Spero che tu sia pronta per una dura battaglia, {player}.", + "TUTORIAL_GLIDE_2": "È facile! Quando salti giù, tieni premuto {control.jump} e non cadrai!", + "TUTORIAL_GLIDE_1": "Seguimi, {player}. Non aver paura!", + "TUTORIAL_GLIDE_3": "Forza, non manca molta strada!", + "TUTORIAL_BOSS_2": "Se hai bisogno di curarti, controlla l'inventario (premi {control.pause_menu}): ci troverai un po\\' di torta.", + "TUTORIAL_BOSS_3": "Oppure possiamo scendere alla tenda vicino all'inizio per riposarci, se preferisci.", + "TUTORIAL_BOSS_1.n": "Ci siamo. Questa è la Fusione fuori controllo! Spero che tu sia prontə per una dura battaglia, {player}.", + "TUTORIAL_BOSS_1.f": "Ci siamo. Questa è la Fusione fuori controllo! Spero che tu sia pronto per una dura battaglia, {player}.", + "TUTORIAL_BOSS_5": "Te la senti?", + "TUTORIAL_BOSS_4": "Se dovessimo trovarci in una situazione difficile, controlla la scheda Oggetti battaglia nell'inventario.", + "TUTORIAL_DIED": "Stai bene? Per un attimo mi hai spaventata!", + "TUTORIAL_WON_2": "Siamo un'ottima squadra, non credi, {player}?", + "TUTORIAL_WON_1": "Ehi, ce l'abbiamo, uhm, davvero fatta?", + "QUEST_GET_ITEM_PROGRESS": "Hai ottenuto: {obtained}/{required_item_amount}", + "NO_QUESTS_AVAILABLE": "Non ci sono altre missioni disponibili al momento.", + "QUEST_GET_MASQUERATTLE_TITLE": "Trova un Mambanonimo!", + "QUEST_STAT_PROGRESS": "Progressi: {num}/{count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Fusione fuori controllo", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "Fusione Sferica", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Fusione Instabile", + "PASSIVE_QUEST_SWARM_TITLE": "Sciame di mostri", + "QUEST_TUTORIAL_TITLE": "In che mondo viviamo", + "QUEST_TUTORIAL_DESCRIPTION1": "Parla con Kayleigh all'ingresso di Harbourtown East.", + "PASSIVE_QUEST_UNKNOWN_TITLE": "Segnale ignoto", + "QUEST_TUTORIAL_DESCRIPTION2": "Segui le indicazioni di Kayleigh.", + "QUEST_TUTORIAL_DESCRIPTION3": "Accompagna Kayleigh sul sentiero interrotto.", + "QUEST_ARCHANGELS_DESCRIPTION1": "Individua gli Arcangeli per completare la canzone di Morgante, quindi segui gli indizi che contiene per trovare la strada di casa.", + "QUEST_ARCHANGELS_PROGRESS": "Hai raccolto {num} di {max} parti di canzone.", + "QUEST_ARCHANGELS_TITLE": "Terra della confusione", + "QUEST_TUTORIAL_DESCRIPTION4": "Indaga sulla strana struttura.", + "QUEST_CAPTAINS_TITLE": "Prendete me", + "QUEST_EUGENE_TITLE": "Comportamento impeccabile", + "QUEST_EUGENE_DESCRIPTION_1": "Incontrati con Eugene nelle periferie.", + "QUEST_CAPTAINS_DESCRIPTION0": "Dirigiti verso l'avamposto nel parco per entrare a far parte dei ranger.", + "QUEST_EUGENE_DESCRIPTION_3": "Trova e svuota tutti gli uffici della \\\"Associazione Succhiaterra\\\".", + "QUEST_EUGENE_DESCRIPTION_2": "Accompagna Eugene alla finestra in cima all'ufficio misterioso.", + "QUEST_EUGENE_DESCRIPTION_4": "Parla con Eugene.", + "QUEST_EUGENE_DESCRIPTION_5": "Accompagna Eugene alla sede del QG dei Succhiaterra.", + "QUEST_EUGENE_3_PROGRESS": "Svuotati {num} uffici su ???.", + "QUEST_WORKING_OVERTIME_TITLE": "Lavoro straordinario", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "Porta {required_item_amount} legno al ranger a Harbourtown Est.", + "QUEST_MERCHANT_RESCUE_TITLE": "Un po' d\\'ispirazione", + "QUEST_FLORIST_DESCRIPTION_1": "Pianta {count} piante a Harbourtown.", + "QUEST_FLORIST_TITLE": "Pianta il seme", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Vai alla caverna nel parco e scopri cosa è successo al mercante.", + "CLUE_SONG_PROLOGUE1": "Se davvero te ne vuoi andare, presta attenzione a quello che canto", + "QUEST_FLORIST_DESCRIPTION_2": "Informa la ranger di Harbourtown Ovest che hai piantato le sue piante.", + "CLUE_SONG_EPILOGUE1": "Con questo luogo e con quest'azione, ecco che arriverai alla stazione", + "CLUE_FLUFF": "Lì troverai le mie stanze segrete, ora ritrovo di vuoto e di quiete", + "CLUE_SONG_PROLOGUE2": "Il tuo valore dovrai dimostrare, il tuo cammino s'allungherà alquanto", + "CLUE_SONG_EPILOGUE2": "Ascoltami e trova quel luogo proibito che ti rivela lo spazio infinito", + "CLUE_UNKNOWN": "(Il resto della canzone è troppo sommesso, non riesci a capirlo)", + "STATUS_BURNED_NAME": "Ustionato", + "STATUS_CONTACTDMG_DESCRIPTION": "I personaggi con Danni al contatto infliggono leggeri danni elementali quando mettono a segno o subiscono un attacco in mischia.", + "STATUS_BURNED_DESCRIPTION": "I personaggi Ustionati subiscono danni alla fine del turno.", + "STATUS_CONTACTDMG_NAME": "Danni al contatto", + "STATUS_STAT_MATK_DOWN_NAME": "Attacco in mischia -", + "STATUS_STAT_RATK_DOWN_NAME": "Attacco a distanza -", + "STATUS_STAT_MATK_UP_NAME": "Attacco in mischia +", + "STATUS_STAT_RATK_UP_NAME": "Attacco a distanza +", + "STATUS_STAT_RDEF_DOWN_NAME": "Difesa a distanza -", + "STATUS_STAT_MDEF_DOWN_NAME": "Difesa in mischia -", + "STATUS_STAT_RDEF_UP_NAME": "Difesa a distanza +", + "STATUS_STAT_MDEF_UP_NAME": "Difesa in mischia +", + "STATUS_STAT_EVASION_UP_NAME": "Schivata +", + "STATUS_STAT_EVASION_DOWN_NAME": "Schivata -", + "STATUS_STAT_ACCURACY_UP_NAME": "Precisione +", + "STATUS_STAT_ACCURACY_DOWN_NAME": "Precisione -", + "STATUS_STAT_SPEED_UP_NAME": "Velocità +", + "STATUS_STAT_SPEED_DOWN_NAME": "Velocità -", + "STATUS_AP_BOOST_NAME": "Potenzia-PA", + "STATUS_AP_DRAIN_NAME": "Sottrai-PA", + "STATUS_AP_BOOST_DESCRIPTION": "I personaggi con Potenzia-PA ottengono 1 PA extra ogni round.", + "STATUS_POISONED_NAME": "Avvelenato", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} ha preso una mela e l'ha mangiata.", + "STATUS_WALL_NAME": "Muro {type}", + "STATUS_AP_DRAIN_DESCRIPTION": "I personaggi con Sottrai-PA ottengono 1 PA in meno ogni round.", + "STATUS_WALL_TOAST_BROKEN": "ROTTO", + "STATUS_WALL_DESCRIPTION": "I muri assorbono un certo numero di colpi subiti. Gli attacchi con vantaggio di tipo rompono immediatamente i muri.", + "STATUS_TEMPTATION_WALL_NAME": "Melo", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} ha preso una mela e l'ha mangiata.", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} ha preso una mela e l'ha mangiata.", + "STATUS_WINDOW_NAME": "Finestra", + "STATUS_POISONED_DESCRIPTION": "I personaggi Avvelenati subiscono danni alla fine del loro turno.", + "STATUS_WINDOW_DESCRIPTION": "I muri dei personaggi con lo stato Finestra non bloccano più gli attacchi a distanza.", + "STATUS_LEECHED_DESCRIPTION": "I personaggi Prosciugati subiscono danni alla fine del loro turno. Gli avversari vengono curati del numero di PV tolti.", + "STATUS_LEECHED_NAME": "Prosciugato", + "STATUS_COATING_POISON_NAME": "Copertura Veleno", + "STATUS_COATING_WATER_NAME": "Copertura Acqua", + "STATUS_COATING_BEAST_NAME": "Copertura Bestia", + "STATUS_COATING_METAL_NAME": "Copertura Metallo", + "STATUS_COATING_GLITTER_NAME": "Copertura Glitter", + "STATUS_COATING_FIRE_NAME": "Copertura Fuoco", + "STATUS_COATING_PLASTIC_NAME": "Copertura Plastica", + "STATUS_COATING_PLANT_NAME": "Copertura Pianta", + "STATUS_COATING_ASTRAL_NAME": "Copertura Astrale", + "STATUS_COATING_LIGHTNING_NAME": "Copertura Fulmine", + "STATUS_COATING_ICE_NAME": "Copertura Ghiaccio", + "STATUS_COATING_AIR_NAME": "Copertura Aria", + "STATUS_COATING_EARTH_NAME": "Copertura Terra", + "STATUS_COATING_DESCRIPTION": "Le coperture cambiano il tipo elementale di un personaggio per un certo numero di turni.", + "STATUS_COATING_GLASS_NAME": "Copertura Vetro", + "STATUS_HEALING_STEAM_NAME": "Vapore curativo", + "STATUS_HEALING_STEAM_DESCRIPTION": "I personaggi con Vapore curativo riacquistano alcuni PV all'inizio di ogni turno.", + "STATUS_HEALING_LEAF_NAME": "Foglia curativa", + "STATUS_MULTISTRIKE_NAME": "Multi-colpo", + "STATUS_GLASS_BONDS_DESCRIPTION": "I personaggi con Ceppi di Vetro subiscono danni ogni volta che si trasformano.", + "STATUS_HEALING_LEAF_DESCRIPTION": "I personaggi con Foglia curativa riacquistano alcuni PV all'inizio di ogni turno.", + "STATUS_MULTISTRIKE_DESCRIPTION": "I personaggi con Multi-colpo useranno ogni mossa due volte se hanno abbastanza PA.", + "STATUS_GLASS_BONDS_NAME": "Ceppi di Vetro", + "STATUS_SHRAPNEL_NAME": "Shrapnel", + "STATUS_MULTITARGET_DESCRIPTION": "Gli attacchi dei personaggi con Multi-bersaglio attaccano l'intera squadra.", + "STATUS_UNITARGET_NAME": "Mono-bersaglio", + "STATUS_SHRAPNEL_DESCRIPTION": "I personaggi con Shrapnel subiscono danni ogni volta che si trasformano.", + "STATUS_MULTITARGET_NAME": "Multi-bersaglio", + "STATUS_UNITARGET_DESCRIPTION": "Gli attacchi dei personaggi con Mono-bersaglio che normalmente attaccano un'intera squadra hanno effetto su un solo bersaglio. Gli attacchi normalmente a bersaglio singolo hanno Precisione minore.", + "STATUS_PARRY_STANCE_DESCRIPTION": "I personaggi con Posizione di parata riflettono contro l'attaccante i danni del successivo attacco in mischia che ricevono.", + "STATUS_PARRY_STANCE_NAME": "Posizione di parata", + "STATUS_SLEEP_NAME": "Sonno", + "STATUS_SLEEP_DESCRIPTION": "I personaggi addormentati non possono usare le mosse che hanno normalmente.", + "STATUS_SLEEP_TOAST_REMOVED": "SI SVEGLIA", + "STATUS_FLINCH_NAME": "Sussultato", + "STATUS_FLINCH_DESCRIPTION": "Un personaggio che sussulta salta il turno successivo.", + "STATUS_BOMB_NAME": "Bomba", + "STATUS_BOMB_DESCRIPTION": "Un personaggio con Bomba esploderà alla fine del suo prossimo turno, a meno che la bomba non venga trasferita con un attacco in mischia.", + "STATUS_LOCKED_ON_NAME": "Agganciato", + "STATUS_LOCKED_ON_DESCRIPTION": "I personaggi con Agganciato non possono mancare il colpo.", + "STATUS_BERSERK_NAME": "Berserk", + "STATUS_BERSERK_DESCRIPTION": "I personaggi con Berserk possono usare solo mosse che infliggano danni.", + "STATUS_INTERCEPTING_NAME": "Intercettazione", + "STATUS_INTERCEPTING_DESCRIPTION": "I personaggi con Intercettazione intercettano tutti gli attacchi diretti ai loro alleati.", + "STATUS_HIBERNATING_NAME": "Letargo", + "STATUS_HIBERNATING_DESCRIPTION": "I personaggi in Letargo guariscono ogni turno in cui dormono.", + "STATUS_MEDITATING_DESCRIPTION": "I personaggi in Meditazione aumentano le statistiche ogni turno in cui dormono.", + "STATUS_MEDITATING_NAME": "Meditazione", + "STATUS_TOWER_DEFENSE_NAME": "Difesa della torre", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "I personaggi con Difesa della torre diventano di tipo Terra e aumentano le statistiche di difesa.", + "STATUS_SUMMONED_DESCRIPTION": "I personaggi Evocati escono dal combattimento dopo un certo numero di turni.", + "STATUS_SUMMONED_NAME": "Evocato", + "STATUS_GHOSTLY_NAME": "Spettrale", + "STATUS_RESONANCE_NAME": "Risonanza", + "STATUS_GHOSTLY_DESCRIPTION": "I personaggi Spettrali non possono essere colpiti dagli attacchi, ma vengono sconfitti allo scadere del timer sullo stato Spettrale.", + "STATUS_GAMBIT_NAME": "Gambetto", + "STATUS_GAMBIT_TOAST_FAILED": "GAMBETTO FALLITO", + "STATUS_RECORDED_NAME": "Registrato", + "STATUS_GAMBIT_DESCRIPTION": "I personaggi con Gambetto hanno statistiche notevolmente più alte, ma vengono sconfitti allo scadere del timer sullo stato Gambetto.", + "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} Evocata", + "STATUS_EFFIGY_NAME": "Effigie", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARATO", + "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} Evocato", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TICK... TICK... TICK...", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} Spettrale", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} Spettrale", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} Spettrale", + "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} Evocatə", + "STATUS_UNDYING_NAME": "Rituale", + "STATUS_UNDYING_DESCRIPTION": "I personaggi con Rituale tornano in vita al 25% di PV quando vengono sconfitti.", + "STATUS_RESONANCE_DESCRIPTION": "Ogni volta che lo stato Risonanza viene inflitto a un personaggio, il contatore aumenta. Quando raggiunge 3, il personaggio si frantuma e viene sconfitto all'istante.", + "STATUS_RESONANCE_TOAST_NAME": "Risonanza {0}/{1}", + "STATUS_CLOSE_ENCOUNTER_NAME": "Incontro ravvicinato", + "STATUS_RESONANCE_TOAST_OVERLOAD": "Risonanza sovraccarica", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "Incontro ravvicinato riduce la portata degli attacchi a distanza di un personaggio, trasformandoli in attacchi in mischia.", + "STATUS_SPRING_LOADED_DESCRIPTION": "Caricato a molla aumenta la portata degli attacchi in mischia di un personaggio, trasformandoli in attacchi a distanza.", + "STATUS_SPRING_LOADED_NAME": "Caricato a molla", + "STATUS_CONDUCTIVE_DESCRIPTION": "I personaggi Conduttivi subiscono danni ogni volta che viene usato un attacco di tipo Fulmine.", + "STATUS_CONDUCTIVE_NAME": "Conduttivo", + "STATUS_RESURRECTED_NAME": "Resuscitato", + "STATUS_CONFUSED_DESCRIPTION": "I personaggi Confusi possono usare la mossa sbagliata o prendere come bersaglio il personaggio sbagliato.", + "STATUS_RESURRECTED_DESCRIPTION": "I personaggi Resuscitati non possono più essere riportati in vita da effetti come Rituale.", + "STATUS_CONFUSED_NAME": "Confuso", + "STATUS_SNOWED_IN_NAME": "Sepolto", + "STATUS_SNOWED_IN_EFFECT": "Troppa neve!", + "STATUS_SNOWED_IN_DESCRIPTION": "I personaggi Sepolti sono seppelliti dalla neve e non possono usare attacchi in mischia.", + "STATUS_FOG_DESCRIPTION": "La Nebbia riduce la precisione degli attacchi a distanza che non sono di tipo Acqua, Aria o Ghiaccio a 0%.", + "STATUS_FOG_NAME": "Nebbia", + "STATUS_RECORDING_NAME": "Registrazione", + "STATUS_PETRIFIED_NAME": "Pietrificato", + "STATUS_RECORDING_TOAST_FAILURE": "REGISTRAZIONE FALLITA", + "STATUS_FAIR_FIGHT_NAME": "Scontro leale", + "STATUS_STAT_DOUBLE_SPEED_NAME": "Doppia velocità", + "STATUS_PETRIFIED_DESCRIPTION": "I personaggi Pietrificati diventano di tipo Terra e possono usare solo Difendi e Alza gli scudi.", + "STATUS_COTTONED_ON_DESCRIPTION": "Per il round successivo, le mosse contro un personaggio Ovattato mancheranno sicuramente il bersaglio.", + "STATUS_COTTONED_ON_NAME": "Ovattato", + "STATUS_MIND_MELD_DESCRIPTION": "I personaggi con Fusione mentale condividono le mosse con gli alleati.", + "STATUS_MIND_MELD_NAME": "Fusione mentale", + "STATUS_FAIR_FIGHT_DESCRIPTION": "Finché è attivo, Scontro leale impedisce di applicare nuovi effetti di stato.", + "STATUS_ABRAMACABRA_NAME": "Abramacabra", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "Non puoi andartene!\\nVuoi tornare subito all'ultimo vagone bar visitato? Perderai tutte le ricompense non riscosse e la tua serie verrà azzerata.", + "STATUS_GLASS_SHARDS_DESCRIPTION": "Mentre è attivo, tutti i personaggi che usano un attacco in mischia subiranno danni dalle schegge di vetro sul campo di battaglia.", + "STATUS_GLASS_SHARDS_NAME": "Schegge di Vetro", + "STATUS_ABRAMACABRA_DESCRIPTION": "I muri assorbono un certo numero di colpi subiti. Gli attacchi con vantaggio di tipo rompono immediatamente i muri. Oltre al normale comportamento dei muri, Abramacabra attacca automaticamente un avversario a turno.", + "STATUS_INFLATED_NAME": "Gonfio", + "STATUS_DEFLATED_NAME": "Sgonfiato", + "STATUS_INFLATED_DESCRIPTION": "I personaggi Gonfi hanno statistiche di Attacco e Difesa aumentate, ma una Schivata molto minore.", + "UI_TIMER": "{hours}:{minutes}:{seconds},{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", + "UI_TIMER_CHEATED": "(Con cheat) {timer}", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "I personaggi Sgonfi hanno una Schivata molto maggiore, ma statistiche di Attacco e Difesa ridotte.", + "UI_CHEATS_ENABLED": "Console cheat abilitata", + "UI_BUTTON_NO": "No", + "UI_BUTTON_YES": "Sì", + "UI_CHEATS_DISABLED": "Console cheat disabilitata", + "UI_BUTTON_OK": "Ok", + "UI_BUTTON_CANCEL": "Annulla", + "UI_BUTTON_BACK": "Indietro", + "UI_LOADING": "Caricamento...", + "UI_BUTTON_CONTINUE": "Continua", + "UI_BUTTON_EXIT": "Esci", + "UI_BUTTON_CLOSE": "Chiudi", + "UI_BUTTON_SUBMIT": "Invia", + "UI_BUTTON_SAVE_CHANGES": "Applica e salva modifiche", + "UI_LOADING_WORLD_BOUNDARY": "Caricamento del resto del mondo...", + "UI_LOADING_PROGRESS": "Caricamento scena {0}/{1}…", + "UI_LOADING_PREPARE_PROGRESS": "Preparazione scena {0}/{1}…", + "UI_LOADING_SHADER_PROGRESS": "Caching materiali {0}/{1}…", + "UI_BATTLE_FIGHT_BUTTON": "Combatti", + "UI_BATTLE_ITEM_BUTTON": "Oggetto", + "UI_BATTLE_SWITCH_BUTTON": "Cambia", + "UI_BATTLE_FLEE_BUTTON": "Scappa", + "UI_BATTLE_RECORD_BUTTON": "Registra", + "UI_BATTLE_INSPECT_BUTTON": "Effetti di stato", + "UI_BATTLE_FUSE_BUTTON": "Fondi!", + "UI_BATTLE_UNFUSE_BUTTON": "Separa", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusione…", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusione-", + "UI_BATTLE_FLEE_CHANCE": "{0}%", + "UI_BUTTON_MOVE_PASSIVE": "Passiva", + "UI_BATTLE_FUSION_METER": "-Fusione-", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Questa specie non è nel tuo bestiario.", + "BATTLE_TITLE_ARCHANGEL": "Arcangelo", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "I rinforzi della squadra avversaria.", + "BATTLE_ADJECTIVE_TEAM1.n": "Il mostro nemico {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.m": "Il mostro nemico {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "Il mostro nemico {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "L'arcangelo {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "L'arcangelo {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "{0} si è trasformata in {1}!", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "L'arcangelo {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "Il ranger {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "Il Ranger {name} {disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "Il Ranger {name} {disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "{0} si è trasformato in {1}!", + "BATTLE_FAILED": "Fallito!", + "BATTLE_FAILED_SLEEP": "Dorme!", + "BATTLE_TAPE_SWITCHED.n": "{0} si è trasformatə in {1}!", + "BATTLE_DIED.f": "{0} è morta…", + "BATTLE_DIED.m": "{0} è morto…", + "BATTLE_DIED.n": "{0} è mortə…", + "BATTLE_TAPE_DEFEATED.f": "Il nastro di {0} si è rotto!", + "BATTLE_RESURRECTED.m": "Ma {cause} l'ha riportato in vita!", + "BATTLE_DEFEATED.f": "{0} è stata sconfitta!", + "BATTLE_RESURRECTED.n": "Ma {cause} l'ha riportatə in vita!", + "BATTLE_RESURRECTED.f": "Ma {cause} l'ha riportata in vita!", + "BATTLE_DEFEATED.m": "{0} è stato sconfitto!", + "BATTLE_DEFEATED.n": "{0} è statə sconfittə!", + "BATTLE_DEFEATED_NO_TAPES.f": "{0} ha esaurito i nastri utilizzabili!", + "BATTLE_DEFEATED_NO_TAPES.n": "{0} ha esaurito i nastri utilizzabili!", + "BATTLE_DEFEATED_NO_TAPES.m": "{0} ha esaurito i nastri utilizzabili!", + "BATTLE_TAPE_DEFEATED.m": "Il nastro di {0} si è rotto!", + "BATTLE_TAPE_DEFEATED.n": "Il nastro di {0} si è rotto!", + "BATTLE_GHOST_DEFEATED.m": "{0} è svanito…", + "BATTLE_SUMMON_DEFEATED.n": "{0} è statə chiamatə via!", + "BATTLE_SUMMON_DEFEATED.f": "{0} è stata chiamata via!", + "BATTLE_SUMMON_DEFEATED.m": "{0} è stato chiamato via!", + "BATTLE_GHOST_DEFEATED.f": "{0} è svanita…", + "BATTLE_VICTORY": "VITTORIA!", + "BATTLE_GHOST_DEFEATED.n": "{0} è svanitə…", + "BATTLE_WON": "La battaglia è vinta!", + "BATTLE_LOST": "La battaglia è persa…", + "BATTLE_FLEE_CONFIRM": "Vuoi davvero fuggire?", + "BATTLE_FLEE_FAILED": "Non puoi andartene!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Non puoi andartene!\\nVuoi tornare subito a Harbourtown? Perderai alcuni oggetti.", + "BATTLE_FLED": "Fuggi dalla battaglia…", + "BATTLE_EXP_POINTS": "La tua squadra ha ottenuto {0} punti esperienza!", + "BATTLE_TARGET_TEAM0": "La tua squadra", + "UI_CHARACTER_LEVEL": "Lv {0}", + "BATTLE_TARGET_TEAM1": "Squadra nemica", + "UI_CHARACTER_LEVEL_LONG": "Livello {0}", + "UI_CHARACTER_ABILITIES_HEADING": "Abilità:", + "UI_CHARACTER_ABILITY_UNKNOWN": "???", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Nastro favorito:", + "BATTLE_FUSING": "I cuori di {0} e {1} sono all'unisono!", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10% a tutte le statistiche se si trasforma in {species} o nella sua evoluzione.", + "BATTLE_FUSED": "{0} e {1} si fondono in {2}!", + "BATTLE_UNFUSING": "{0} e {1} si desincronizzano!", + "BATTLE_TOAST_SPLASH": "AREA", + "BATTLE_TOAST_CRIT": "CRIT", + "BATTLE_TOAST_MISSED": "MANCATO", + "BATTLE_TOAST_BLOCKED": "STATO BLOCCATO", + "BATTLE_TOAST_NO_EFFECT": "SENZA EFFETTO", + "BATTLE_TOAST_AP": "PA", + "BATTLE_TOAST_INTERCEPTED": "INTERCETTATO", + "BATTLE_TOAST_RECORD_CHANCE": "CHANCE\\n", + "UI_BATTLE_TAPE_IN_USE": "In uso", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", + "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", + "STAT_max_hp": "PV max", + "MAX_STAMINA_INCREASE": "Il tuo vigore è aumentato di {increase_percent}%!\\nOra puoi planare per {total} secondi.", + "STAT_melee_defense": "Difesa in mischia", + "STAT_melee_attack": "Attacco in mischia", + "STAT_ranged_attack": "Attacco a distanza", + "STAT_ranged_defense": "Difesa a distanza", + "STAT_speed": "Velocità", + "STAT_accuracy": "Precisione", + "STAT_evasion": "Schivata", + "STAT_max_ap": "PA max", + "STAT_move_accuracy": "Precisione", + "STAT_move_slots": "Slot mossa", + "STAT_damage": "Danni", + "STAT_move_splash_damage": "Danni ad area", + "STAT_move_effect_chance": "Chance effetto", + "STAT_move_crit_damage": "Danni critici", + "STAT_move_crit_rate": "Chance di critico", + "STAT_exp": "Punti esp", + "STAT_priority_chance": "Chance priorità", + "SHORT_NAME_max_hp": "PV max", + "SHORT_NAME_melee_attack": "Att M", + "SHORT_NAME_melee_defense": "Dif M", + "SHORT_NAME_ranged_attack": "Att D", + "SHORT_NAME_ranged_defense": "Dif D", + "SHORT_NAME_speed": "Vel", + "UI_PARTY_CHECK_TAPE": "Guarda nastro", + "UI_PARTY_CHECK_CHARACTER": "Guarda {name}", + "UI_PARTY_TRANSFORM": "Trasformati", + "UI_PARTY_SWAP_TAPE": "Cambia nastro", + "UI_PARTY_USE_ITEM": "Usa oggetto", + "UI_PARTY_PUT_AWAY": "In deposito", + "UI_PARTY_NO_MOVES": "Senza adesivi", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "\\\"{tape_name}\\\" ora è in deposito.", + "UI_PARTY_TAPE_COLLECTION": "Deposito nastri…", + "UI_PARTY_MOVE_LIST_OVERFLOW": "E altre {n}...", + "UI_PARTY_STATS_CHARACTER": "Forma umana", + "UI_PARTY_STATS_FORM": "Moltiplicatori statistiche forma", + "UI_PARTY_STICKERS": "Adesivi", + "UI_PARTY_STATS_COMBINED": "Trasformato", + "UI_PARTY_BOOTLEG": "Bootleg", + "UI_PARTY_EMPTY_STICKER_SLOT": "- Slot vuoto -", + "UI_PARTY_APPLY_STICKER": "Applica adesivo", + "UI_PARTY_PEEL_STICKER": "Togli adesivo", + "UI_PARTY_REPLACE_STICKER": "Scambia adesivo", + "UI_PARTY_STICKER_PEELED_DROPPED": "Hai abbandonato '{move_name}\\' perché non hai più spazio nell\\'inventario.", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "Scambiare \\\"{old_move}\\\" con \\\"{new_move}\\\"?", + "UI_PARTY_EDIT_STICKERS": "Guarda/modifica mosse", + "UI_PARTY_STICKER_PEELED": "\\\"{move_name}\\\" ora è nella sezione adesivi dell'inventario.", + "UI_PARTY_RENAME_TAPE": "Rinomina", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Gruppo", + "UI_PARTY_RENAME_TAPE_TITLE": "Rinomina \\\"{0}\\\"", + "UI_PARTY_BESTIARY": "Leggi voce del bestiario", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Deposito: per numero", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "Deposito: per nome", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Deposito: bootleg", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Deposito: preferiti", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Deposito: {type}", + "UI_TAPE_COLLECTION": "Deposito nastri", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Aggiungi al gruppo", + "UI_TAPE_COLLECTION_FAVORITE": "+ Preferiti", + "UI_TAPE_COLLECTION_RECYCLE": "Ricicla", + "UI_TAPE_COLLECTION_UNFAVORITE": "- Preferiti", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "Togli adesivi", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "Gli adesivi di {tape_name} sono tornati nell'inventario.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Non è stato possibile staccare alcuni adesivi da {tape_name} perché non avevi spazio per loro nell'inventario.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Hai abbandonato alcuni adesivi staccati da {tape_name} perché non avevi spazio per loro nell'inventario.", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "Vuoi davvero riciclare {tape_name}? Non sarà più nella tua collezione.", + "UI_TAPE_COLLECTION_EMPTY": "Nessun nastro.", + "UI_LOAD_FILE_LOADING": "Controllo in corso...", + "UI_LOAD_FILE_EMPTY": "File vuoto", + "UI_LOAD_FILE_INVALID": "File danneggiato", + "UI_LOAD_FILE_SAVED_DATETIME": "Salvato alle {hour}:{minute}:{second} del {day}/{month}/{year}", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Morto alle {hour}:{minute}:{second} del {day}/{month}/{year}", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "Nuova partita", + "UI_LOAD_FILE_CONTINUE_GAME": "Carica partita", + "UI_LOAD_FILE_ERASE": "Cancella", + "UI_LOAD_FILE_CUSTOM_GAME": "Partita personalizzata", + "UI_PAUSE_MAP_BTN": "Mappa", + "UI_PAUSE_PARTY_BTN": "Gruppo", + "UI_PAUSE_INVENTORY_BTN": "Inventario", + "UI_PAUSE_QUEST_LOG_BTN": "Diario missioni", + "UI_PAUSE_BESTIARY_BTN": "Bestiario", + "UI_PAUSE_REST_BTN": "Riposa qui", + "UI_PAUSE_SAVE_BTN": "Salva", + "UI_PAUSE_QUIT_BTN": "Esci", + "UI_QUIT_CONFIRM": "Vuoi davvero uscire?\\nHai salvato l'ultima volta {duration} fa.", + "UI_EVOLUTION_TITLE": "Rimasterizza", + "UI_QUIT_CONFIRM_SECONDS": "{num} s", + "UI_QUIT_CONFIRM_MINUTES": "{num} min", + "UI_SAVING": "Salvataggio...", + "UI_SAVING_MESSAGE": "Salvataggio progressi…", + "UI_SAVE_COMPLETE": "Salvataggio completato!", + "UI_SAVE_FAILED": "Salvataggio fallito.", + "UI_SAVE_LOAD_FAILED": "Impossibile caricare questo salvataggio.", + "UI_SAVE_REQUIRE_FULL_VERSION": "Per questo salvataggio serve la versione completa del gioco.", + "UI_SAVE_ERASE_CONFIRM": "Cancellare per sempre questo salvataggio?", + "UI_EVOLUTION_BUTTON": "Rimasterizza", + "UI_EVOLUTION_SUBTITLE": "Fai evolvere le tue forme mostro", + "UI_EVOLUTION_CONFIRM": "Rimasterizzare il nastro {monster_name} in una forma più potente?", + "UI_EVOLUTION_DESCRIPTION": "Il tuo nastro {evolved_from} è diventato {evolved_to}!", + "UI_EVOLUTION_SPECIALIZATION": "Scegli una specializzazione", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "Controller", + "RELATIONSHIP_UNLOCK_FUSION.n": "Ora la fusione è disponibile nelle battaglie normali quando sei insieme a {name}!", + "RELATIONSHIP_LEVEL_UP": "Livello relazione {level}", + "RELATIONSHIP_UNLOCK_FUSION.m": "Ora la fusione è disponibile nelle battaglie normali quando sei insieme a {name}!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "Ora puoi usare il Potere fusione quando sei in fusione con {name}!", + "RELATIONSHIP_UNLOCK_FUSION.f": "Ora la fusione è disponibile nelle battaglie normali quando sei insieme a {name}!", + "RELATIONSHIP_FUSION_STRENGTH.m": "Le fusioni che formi con {name} ora hanno +{added_strength}% forza.", + "RELATIONSHIP_FUSION_STRENGTH.n": "Le fusioni che formi con {name} ora hanno +{added_strength}% forza.", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "Ora puoi usare il Potere fusione quando sei in fusione con {name}!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "Ora puoi usare il Potere fusione quando sei in fusione con {name}!", + "RELATIONSHIP_FUSION_STRENGTH.f": "Le fusioni che formi con {name} ora hanno +{added_strength}% forza.", + "UI_QUEST_NEW": "Nuova missione:", + "UI_QUEST_UPDATE": "Missione aggiornata:", + "UI_QUEST_COMPLETE": "Missione completa!", + "UI_QUEST_NEW_VIEW_LOG": "Leggi diario missioni", + "PARTNER_SWAP_CONFIRM.m": "Vuoi portare con te {name}?", + "PARTNER_UNLOCKED_TITLE.m": "Hai sbloccato:", + "PARTNER_SWAP_CONFIRM.n": "Vuoi portare con te {name}?", + "PARTNER_SWAP_CONFIRM.f": "Vuoi portare con te {name}?", + "PARTNER_UNLOCKED.m": "Ora tu e {name} siete partner!", + "PARTNER_UNLOCKED_TITLE.n": "Hai sbloccato:", + "PARTNER_UNLOCKED_TITLE.f": "Hai sbloccato:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} ora è al Café Gramophone.", + "UI_EXCHANGE": "Scambia", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} ora è al Café Gramophone.", + "PARTNER_UNLOCKED.n": "Ora tu e {name} siete partner!", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} ora è al Café Gramophone.", + "PARTNER_UNLOCKED.f": "Ora tu e {name} siete partner!", + "UI_CAMPING_REST": "Riposa", + "UI_EXCHANGE_PRICE": "Prezzo", + "UI_EXCHANGE_RESOURCES": "Le tue risorse", + "OBTAINED_TAPE": "Nastro ottenuto: {tape_name}!", + "ABILITY_UNLOCKED": "Abilità ottenuta: {ability}!", + "UI_MAP_UNKNOWN_FEATURE": "???", + "ABILITY_glide": "Planata di falena", + "ABILITY_UNLOCKED_glide": "Ora puoi tenere premuto {control.jump} per planare su lunghe distanze!\\nQuesto consuma vigore.", + "UI_TAPES_REPAIRED": "I tuoi nastri rotti sono riparati!", + "UI_MAP_YOUR_LOCATION": "La tua posizione", + "UI_MAP_FAST_TRAVEL_CONFIRM": "Vuoi andare a: {location}?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "Non puoi viaggiare là.", + "UI_BESTIARY_SEEN_COUNT": "Visti: {num} / {total}", + "UI_BESTIARY_RECORDED_COUNT": "Registrati: {num} / {total}", + "UI_BESTIARY_FORMED_COUNT": "Formati: {num} / {total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", + "UI_BESTIARY_UNKNOWN_SPECIES": "???", + "UI_BESTIARY_SORT_BY_NAME": "Ordina per nome", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Mostra mostri", + "UI_BESTIARY_SORT_BY_NUMBER": "Ordina per numero", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Mostra fusioni", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "N. {num}", + "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "Habitat", + "UI_BESTIARY_INFO_TAB_STATS": "Statistiche", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "Porta il nastro di questo mostro a 5 stelle per sbloccare altre informazioni.", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "Registra questo mostro per sbloccare altre informazioni.", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Bootleg", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Bootleg: {num} / {total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Sconfiggi questo mostro per sbloccare altre informazioni.", + "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "Sconfitti:", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Incontrati:", + "UI_BESTIARY_INFO_STATS_RECORDED": "Registrati:", + "UI_BESTIARY_INFO_STATS_FORMED": "Formati:", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Mostra sulla mappa", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat sconosciuto.", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name} si trova in:", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Habitat di {species_name}", + "UI_BESTIARY_INFO_NO_DATA": "Nessun altro dato.", + "UI_BESTIARY_INFO_BIO_FUSION": "Fusione di {species1} e {species2}.", + "UI_CHARACTER_CREATION": "Creazione personaggio", + "UI_CHARACTER_CREATION_INTRO": "Chi sei?", + "UI_CC_LABEL_NAME": "Il tuo nome", + "UI_CC_LABEL_PRONOUNS": "Il tuo pronome", + "UI_CC_VALUE_PRONOUN.m": "Lui", + "UI_CC_VALUE_PRONOUN.f": "Lei", + "UI_CC_VALUE_PRONOUN.n": "Ləi", + "UI_CC_LABEL_WINGS": "Ali", + "UI_CC_LABEL_HAIR": "Capigliatura", + "UI_CC_LABEL_HEAD": "Viso", + "UI_CC_LABEL_LEGS": "Sotto", + "UI_CC_LABEL_BODY": "Sopra", + "UI_CC_LABEL_BODY_COLOR_1": "Colore sopra 1", + "UI_CC_LABEL_BODY_COLOR_2": "Colore sopra 2", + "UI_CC_LABEL_EYE_COLOR": "Colore occhi", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Colore accessorio viso", + "UI_CC_LABEL_FAVORITE_COLOR": "Colore preferito", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Colore accessorio capelli", + "UI_CC_LABEL_HAIR_COLOR": "Colore capelli", + "UI_CC_LABEL_SHOE_COLOR": "Colore scarpe", + "UI_CC_LABEL_LEGS_COLOR": "Colore sotto", + "UI_CC_VALUE_wings_generic": "Falenik", + "UI_CC_LABEL_SKIN_COLOR": "Colore pelle", + "UI_CC_RANDOMIZE": "Casuale", + "UI_CC_VALUE_wings_kuneko": "Kuneko", + "UI_CC_VALUE_wings_sirenade": "Sirenata", + "UI_CC_VALUE_wings_rockertrice": "Rockatrice", + "UI_CC_VALUE_wings_averevoir": "Averevoir", + "UI_CC_VALUE_wings_umbrahella": "Adombrello", + "UI_CC_VALUE_wings_jetpack1": "Jetpack 1", + "UI_CC_VALUE_wings_jetpack2": "Jetpack 2", + "UI_CC_VALUE_wings_booster": "Mecha", + "UI_CC_VALUE_wings_davinci": "Leonardo", + "UI_CC_VALUE_wings_devil": "Demonio", + "UI_CC_VALUE_wings_fairy": "Fata", + "UI_CC_VALUE_wings_glider": "Deltaplano", + "UI_CC_VALUE_wings_cape": "Mantello", + "UI_CC_VALUE_hair_short": "Riga da una parte", + "UI_CC_VALUE_hair_bow1": "Codino alto", + "UI_CC_VALUE_hair_quiff": "Ciuffo", + "UI_CC_VALUE_hair_hairtie": "Elastico", + "UI_CC_VALUE_hair_afro1": "Afro bassa", + "UI_CC_VALUE_hair_afro2": "Spazzola", + "UI_CC_VALUE_hair_bun1": "Chignon alto 1", + "UI_CC_VALUE_hair_bun2": "Chignon alto 2", + "UI_CC_VALUE_hair_bun3": "Doppio chignon", + "UI_CC_VALUE_hair_neat1": "Ordinata", + "UI_CC_VALUE_hair_long1": "Frangia lunga", + "UI_CC_VALUE_hair_headband1": "Fascia", + "UI_CC_VALUE_hair_headband2": "Asimmetrica", + "UI_CC_VALUE_hair_bald": "Senza capelli", + "UI_CC_VALUE_hair_bob1": "Caschetto liscio", + "UI_CC_VALUE_hair_bob2": "Caschetto mosso", + "UI_CC_VALUE_hair_headscarf1": "Bandana", + "UI_CC_VALUE_hair_cultist1.m": "Cultista", + "UI_CC_VALUE_hair_cultist1.f": "Cultista", + "UI_CC_VALUE_hair_cultist1.n": "Cultista", + "UI_CC_VALUE_hair_flower1": "Figlio dei fiori", + "UI_CC_VALUE_hair_hat1": "Cappello e chignon", + "UI_CC_VALUE_hair_dreadlocks1": "Loc", + "UI_CC_VALUE_hair_dreadlocks2": "Loc corti", + "UI_CC_VALUE_hair_straight1": "Taglio a scodella", + "UI_CC_VALUE_hair_mullet1": "Mullet", + "UI_CC_VALUE_hair_hardhat1": "Elmetto", + "UI_CC_VALUE_hair_braid1": "Treccia lunga", + "UI_CC_VALUE_hair_sharp1": "Frangia dritta", + "UI_CC_VALUE_hair_balding": "Calvizie incipiente", + "UI_CC_VALUE_hair_cat1": "Fascia gatto", + "UI_CC_VALUE_hair_moonstone": "Moonstone", + "UI_CC_VALUE_hair_magikrab": "Cappello Magistaceo", + "UI_CC_VALUE_head_generic": "Semplice", + "UI_CC_VALUE_head_glasses_1": "Occhiali", + "UI_CC_VALUE_head_makeup1": "Ombretto", + "UI_CC_VALUE_head_makeup2": "Facepaint a metà", + "UI_CC_VALUE_head_beard1": "Barba 1", + "UI_CC_VALUE_head_beard2": "Barba 2", + "UI_CC_VALUE_head_mask1": "Maschera", + "UI_CC_VALUE_head_visor1": "Visore", + "UI_CC_VALUE_head_grumpy": "Broncio", + "UI_CC_VALUE_body_sweater1": "Maglione", + "UI_CC_VALUE_body_tshirt1": "T-shirt 1", + "UI_CC_VALUE_body_tshirt2": "T-shirt 2", + "UI_CC_VALUE_body_jacket": "Giacca 1", + "UI_CC_VALUE_body_jacket2": "Giacca 2", + "UI_CC_VALUE_body_jacket3": "Giacca a gilet", + "UI_CC_VALUE_body_jacket4": "Giacca 3", + "UI_CC_VALUE_body_cultist1.m": "Cultista", + "UI_CC_VALUE_body_cultist1.f": "Cultista", + "UI_CC_VALUE_body_cultist1.n": "Cultista", + "UI_CC_VALUE_body_dress1": "Vestito vintage", + "UI_CC_VALUE_body_apron1": "Grembiule", + "UI_CC_VALUE_body_vest1": "Gilet", + "UI_CC_VALUE_legs_generic": "Pantaloni", + "UI_CC_VALUE_body_poncho1": "Poncho", + "UI_CC_VALUE_body_moonstone": "Moonstone", + "UI_CC_VALUE_legs_shorts1": "Pantaloncini", + "UI_CC_VALUE_legs_skirt1": "Gonna", + "UI_CC_VALUE_legs_moonstone": "Moonstone", + "UI_CC_VALUE_hair_bansheep": "Cappello Stregovina", + "UI_CC_VALUE_hair_candevil": "Cappello Zuccherello", + "UI_CC_VALUE_hair_traffikrab": "Cappello Conostaceo", + "UI_CC_VALUE_hair_springheel": "Cappello Saltatore", + "UI_CC_VALUE_legs_pombomb": "Pantaloncini Pombomba", + "UI_CC_VALUE_body_pombomb": "Poncho Pombomba", + "UI_CC_VALUE_hair_cap1": "Cappello da baseball", + "UI_CC_VALUE_hair_cap2": "Cappello piatto", + "UI_CC_VALUE_hair_twintails": "Codini", + "UI_CC_VALUE_hair_bow2": "Fiocco e frangia", + "UI_CC_VALUE_hair_fox1": "Taglio volpino", + "UI_CC_VALUE_hair_windswept": "Spettinati", + "UI_CC_VALUE_hair_goggles1": "Punte e occhialoni", + "UI_CC_VALUE_hair_mohawk1": "Cresta", + "UI_CC_VALUE_hair_flower2": "Fiore e frangetta", + "UI_CC_VALUE_hair_beret1": "Basco", + "UI_CC_VALUE_head_glasses2": "Occhiali tondi", + "UI_CC_VALUE_body_jacket5": "Impermeabile", + "UI_CC_VALUE_body_vest2": "Top corto", + "UI_CC_VALUE_legs_boots1": "Stivaloni", + "UI_LOADING_FLUFF_2": "Restituisco la giacca a Balzospello…", + "UI_LOADING_FLUFF_4": "Do la caccia al Nobiladro…", + "UI_LOADING_FLUFF_1": "Mi avvicino di soppiatto a un Saltatore…", + "UI_LOADING_FLUFF_3": "Affilo i coltelli-artiglio degli Squarterrori…", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", + "UI_LOADING_FLUFF_5": "Nutro il Vampostore…", + "UI_LOADING_FLUFF_6": "Allontano Macabra dalle capre…", + "UI_LOADING_FLUFF_8": "Riparo la lancia di Scudierrante…", + "UI_LOADING_FLUFF_7": "Lucido il teschio di Crancolosso…", + "UI_LOADING_FLUFF_14": "Do un bastoncino di zucchero ad Adirampus…", + "UI_LOADING_FLUFF_9": "Nomino cavaliere Lanciolino…", + "UI_LOADING_FLUFF_10": "Accendo la miccia di Pombomba…", + "UI_LOADING_FLUFF_11": "Ricarico Fuciliraptor…", + "UI_LOADING_FLUFF_12": "Ricarico Artiglierex…", + "UI_LOADING_FLUFF_13": "Disegno sulla maschera di Introvelfo…", + "UI_LOADING_FLUFF_16": "Metto un parafulmine per attirare Spartampo…", + "UI_LOADING_FLUFF_15": "Attacco la spina a Lampopiteco…", + "NEW_GAME_INTRO_QUOTE_1": "Ora s'avanza pel regno il cavaliere,\\nnelle selve di Wirral – ove ben pochi vivono\\nche Dio o chi ha buon cuore abbia amato.", + "UI_LOADING_FLUFF_17": "Sintonizzo Gattivù…", + "UI_LOADING_FLUFF_18": "Mi preparo per l'Apocorvolisse…", + "UI_LOADING_FLUFF_19": "Metto in fila i Conostacei…", + "UI_LOADING_FLUFF_20": "Aggiro gli Aragostacoli…", + "UI_LOADING_FLUFF_21": "Soffio i semi di un Dandyleone…", + "UI_LOADING_FLUFF_22": "Annaffio Fiordifauce…", + "UI_LOADING_FLUFF_23": "Dipingo con Amannello…", + "UI_LOADING_FLUFF_24": "Ammiro le opere di Fungogh…", + "UI_LOADING_FLUFF_25": "Carico Cronocksley…", + "UI_LOADING_FLUFF_26": "Intaglio una Zompazucca…", + "UI_LOADING_FLUFF_28": "Dico addio ad Averevoir…", + "UI_LOADING_FLUFF_27": "Vesto il Braxabito…", + "UI_LOADING_FLUFF_29": "Vado a vedere il Tuttovede…", + "UI_LOADING_FLUFF_30": "Elimino i Bidonvasori…", + "UI_LOADING_FLUFF_31": "Mi faccio un round con Puccilatore...", + "UI_LOADING_FLUFF_32": "Cucino nello Sputabrodo…", + "UI_LOADING_FLUFF_33": "Resuscito i Pedonmorti…", + "UI_LOADING_FLUFF_34": "Ascolto il sermone di uno Schelepredicatore…", + "UI_LOADING_FLUFF_36": "Mi prostro a Sua Maestà la Regemma…", + "UI_LOADING_FLUFF_35": "Giuro fedeltà al Mortarca…", + "UI_LOADING_FLUFF_38": "Evoco un Djinn Entonic…", + "UI_LOADING_FLUFF_37": "Verifico l'indistruttibilità degli Stardigradi nello spazio…", + "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain e il Cavaliere Verde,\\nAnonimo, 14° secolo", + "CAMPING_CONFIRM": "Ti accampi qui?", + "CAFE_CAMPING_CONFIRM": "Fai una breve sosta qui?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Capienza: {stacks} / {maximum} pile", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, Pagina {page} di {page_count}", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "Ordina", + "UI_INVENTORY_FILTER": "Filtra", + "UI_INVENTORY_FILTER_APPLIED": "Filtri ({num})", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "Questa operazione rimuoverà dall'inventario [i]tutti[/i] gli adesivi che corrispondono al filtro attuale. Vuoi davvero riciclare queste pile di adesivi ({stacks})? Adesivi da riciclare in totale: {total}.", + "UI_INVENTORY_BULK_RECYCLE": "Ricicla in massa", + "UI_INVENTORY_FILTER_NAME": "Nome", + "UI_INVENTORY_FILTER_RARITY": "Rarità:", + "UI_INVENTORY_FILTER_RARITY_ALL": "Tutti", + "UI_INVENTORY_FILTER_RARITY_COMMON": "Comuni", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Non comuni", + "UI_INVENTORY_FILTER_RARITY_RARE": "Rari", + "UI_INVENTORY_FILTER_CATEGORY": "Categoria", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "Tutti", + "UI_INVENTORY_FILTER_TYPE": "Tipo elementale", + "UI_INVENTORY_FILTER_TYPE_ALL": "Tutti", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Senza tipo", + "UI_QUEST_LOG_CATEGORY_QUESTS": "Missioni", + "UI_QUEST_LOG_CATEGORY_RUMORS": "Dicerie", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Obiettivi", + "UI_QUEST_LOG_NO_QUESTS": "Nessuna missione.", + "UI_QUEST_LOG_NO_RUMORS": "Nessuna diceria.", + "UI_QUEST_LOG_SECTION_MAIN": "Missioni principali", + "UI_QUEST_LOG_SECTION_SIDE": "Missioni secondarie", + "UI_QUEST_LOG_SECTION_OTHER": "Altri", + "UI_QUEST_LOG_SECTION_COMPLETED": "Completate", + "UI_QUEST_LOG_SECTION_ACHIEVED": "Raggiunti {0}/{1}", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "Non raggiunti", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Obiettivo nascosto n. {0}.", + "UI_QUEST_LOG_VIEW_BUTTON": "Guarda mappa", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Suona canzone", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Mostra scheda timbri", + "UI_QUEST_TIMER": "Valida per: {minutes} min.", + "UI_QUEST_LOG_TRACK_BUTTON": "Segui", + "UI_QUEST_LOG_UNTRACK_BUTTON": "Non seguire", + "UI_QUEST_TRACKER_RUMOR": "Diceria: {quest_title}", + "NOTIFICATION_ACHIEVEMENT": "Obiettivo sbloccato", + "NOTICEBOARD_TITLE": "Bacheca dei ranger", + "NOTICEBOARD_LEVEL": "Livello {level}", + "NOTICEBOARD_REMINDER_TITLE": "Avviso a tutti i ranger:", + "NOTICEBOARD_REQUIREMENT_RANGER1": "Entra nei ranger e completa il tuo addestramento per sbloccare l'accesso a queste missioni.", + "NOTICEBOARD_REMINDER_BODY": "Ricordate di chiedere agli abitanti se ci sono dicerie che circolano, o potreste perdervi qualcosa! Ianthe non ha il tempo di dare la caccia da sola a ogni minima voce che circola!", + "NOTICEBOARD_METER_LABEL": "Materiale fuso per il nuovo livello: {amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "Nuova missione", + "NOTICEBOARD_REWARD_UNKNOWN": "???", + "NOTICEBOARD_NEXT_REWARD": "Prossima ricompensa:", + "NOTICEBOARD_METER_RATIO": "Trovato: {amount_owned} / {total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "Nuovo mostro", + "NOTICEBOARD_REWARD_ITEMS": "Oggetti", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Accetta questa missione per saperne di più.", + "NOTICEBOARD_QUEST_COMPLETED": "Completate", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "Non puoi assumerti questa missione in questo momento. Completa alcune delle tue altre missioni e torna più tardi.", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Accetta missione", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "Mostra nel diario", + "CHOOSE_STARTER_OPTION1": "Spettrale", + "CHOOSE_STARTER_TITLE": "Qual è il tuo stile?", + "CHOOSE_STARTER_OPTION2": "Splendente", + "TUTORIAL_DEMO1.m": "Sei arrivato alla fine della demo. Da entrambi noi di Bytten Studio, speriamo che questo piccolo assaggio ti sia piaciuto!", + "TUTORIAL_DEMO_TITLE": "Grazie per aver giocato!", + "TUTORIAL_DEMO2.f": "Potrai proseguire partendo da questo salvataggio nella versione completa del gioco.", + "TUTORIAL_DEMO1.n": "Sei arrivatə alla fine della demo. Da entrambi noi di Bytten Studio, speriamo che questo piccolo assaggio ti sia piaciuto!", + "TUTORIAL_DEMO1.f": "Sei arrivata alla fine della demo. Da entrambi noi di Bytten Studio, speriamo che questo piccolo assaggio ti sia piaciuto!", + "TUTORIAL_DEMO_STORE_BTN": "Ottieni la versione completa!", + "TUTORIAL_DEMO2.m": "Potrai proseguire partendo da questo salvataggio nella versione completa del gioco.", + "TUTORIAL_DEMO2.n": "Potrai proseguire partendo da questo salvataggio nella versione completa del gioco.", + "TUTORIAL_REMASTER_TITLE": "Tutorial: Rimasterizzazione", + "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", + "TUTORIAL_REMASTER": "Alcuni nastri possono essere \\\"rimasterizzati\\\" quando arrivano a 5 stelle.\\n\\nUn nastro rimasterizzato assumerà una forma più potente: vedrà aumentare le sue statistiche e imparerà nuove mosse.\\n\\nAlcune forme di mostri si possono ottenere solo tramite rimasterizzazione e, in alcuni casi, il nastro rimasterizzato può essere diverso a seconda di certe condizioni.\\n\\nRimasterizza i nastri ogni volta che puoi!", + "TUTORIAL_FUSION_TITLE": "Tutorial: Fusione", + "TUTORIAL_FUSION1.f": "Quando i tuoi obiettivi sono allineati con quelli di un compagno, potete fondervi per diventare un unico mostro più potente.\\n\\nPiù sei vicina al tuo compagno, maggiore sarà la potenza della vostra fusione.\\n\\nTieni d'occhio la barra fusione, però! Potete fondervi solo quando è piena.", + "TUTORIAL_FUSION1.m": "Quando i tuoi obiettivi sono allineati con quelli di un compagno, potete fondervi per diventare un unico mostro più potente.\\n\\nPiù sei vicino al tuo compagno, maggiore sarà la potenza della vostra fusione.\\n\\nTieni d'occhio la barra fusione, però! Potete fondervi solo quando è piena.", + "TUTORIAL_FUSION1.n": "Quando i tuoi obiettivi sono allineati con quelli di un compagno, potete fondervi per diventare un unico mostro più potente.\\n\\nPiù sei vicinə al tuo compagno, maggiore sarà la potenza della vostra fusione.\\n\\nTieni d'occhio la barra fusione, però! Potete fondervi solo quando è piena.", + "TUTORIAL_FUSION2": "Come fusione, ottenete 4 PA ogni turno invece di 2, così potrete usare più presto le mosse più potenti.\\n\\nInoltre, avrete accesso a tutte le mosse di entrambi i nastri combinate e le vostre statistiche vengono sommate.", + "TUTORIAL_RELATIONSHIPS": "Costruire relazioni con gli amici è molto importante. La forza della vostra relazione influenza direttamente la vostra forza dopo la fusione!\\n\\nPer stringere una relazione con qualcuno, completa le sue missioni e combatti al suo fianco. Quando sarà il momento giusto, potrete prendevi una pausa davanti a un falò o al bar per migliorare la vostra relazione.", + "TUTORIAL_RECORDING1": "Riuscire a registrare un mostro è una questione di fortuna, ma ci sono alcuni fattori che influiscono sulle probabilità di successo:\\n\\n- Quanta salute ha il mostro\\n- Il suo livello e la sua rarità\\n- Quanti danni gli hai inflitto durante la registrazione\\n- Quanti danni ha subito la persona che lo sta registrando.", + "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Relazioni", + "TUTORIAL_RECORDING2": "Usare gli effetti di stato per potenziare gli attacchi contro il mostro che stai registrando può essere molto efficace per aumentare i danni e migliorare le tue chance.\\n\\nFinché un mostro viene registrato, non può fuggire o essere sconfitto, perciò non preoccuparti: non lo metterai KO!", + "TUTORIAL_RECORDING_TITLE": "Tutorial: Registrare nastri", + "TUTORIAL_TAPE_STORAGE.f": "Quando il tuo gruppo è al completo, i nastri che registri vengono messi in deposito in uno scomparto speciale nello zaino. Puoi accedere a questi nastri e scambiarli con quelli nel gruppo quando sei seduta a un falò o al bar.\\n\\nSe ci sono dei nastri in deposito che non ti interessano più, riciclali per ottenere risorse e adesivi.", + "TUTORIAL_TAPE_STORAGE.m": "Quando il tuo gruppo è al completo, i nastri che registri vengono messi in deposito in uno scomparto speciale nello zaino. Puoi accedere a questi nastri e scambiarli con quelli nel gruppo quando sei seduto a un falò o al bar.\\n\\nSe ci sono dei nastri in deposito che non ti interessano più, riciclali per ottenere risorse e adesivi.", + "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Deposito nastri", + "TUTORIAL_STICKERS1": "Le mosse a tua disposizione quando usi un nastro in battaglia dipendono dagli adesivi attaccati al nastro.\\n\\nPuoi dare nuove mosse a un nastro \\\"mettendo\\\" adesivi dal tuo inventario. Puoi \\\"togliere\\\" gli adesivi delle mosse che non ti servono e metterli nel tuo inventario.", + "TUTORIAL_STICKERS_TITLE": "Tutorial: Adesivi e mosse", + "TUTORIAL_TAPE_STORAGE.n": "Quando il tuo gruppo è al completo, i nastri che registri vengono messi in deposito in uno scomparto speciale nello zaino. Puoi accedere a questi nastri e scambiarli con quelli nel gruppo quando sei sedutə a un falò o al bar.\\n\\nSe ci sono dei nastri in deposito che non ti interessano più, riciclali per ottenere risorse e adesivi.", + "TUTORIAL_STICKERS2": "Puoi usare gli adesivi tutte le volte che vuoi, ma puoi metterli su un solo nastro alla volta.\\n\\nPuoi ottenere gli adesivi in diversi modi:\\n\\n- Riempiendo le barre dei punti esperienza dei nastri.\\n- Da forzieri o scorte che trovi.\\n- Da alcuni mercanti di Harbourtown.", + "TUTORIAL_AP2": "Ciascun membro del gruppo riceve 2 PA ogni turno e 1 in più se sferra un attacco con vantaggio di tipo.\\n\\nPuoi pianificare la tua tattica e risparmiare PA per gli attacchi più potenti usando mosse più deboli e con un costo in PA ridotto.", + "TUTORIAL_AP_TITLE": "Tutorial: Punti Azione", + "TUTORIAL_AP1": "Fai attenzione a questi quadratini arancioni: sono i tuoi Punti Azione, o PA in breve.\\n\\nLa maggior parte delle mosse ha un costo in PA. Il numero di PA che devi spendere per una mossa è indicato accanto al nome.\\n\\nSe non hai abbastanza PA per una mossa, non potrai usarla in questo turno.", + "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Arcangeli", + "TUTORIAL_ARCHANGEL_AP": "A differenza di altri mostri che spendono PA per usare le mosse, gli Arcangeli accumulano PA fino a raggiungere 10.\\n\\nUna volta che un Arcangelo raggiunge 10 PA, scatena tutta quella potenza in un solo colpo con il suo unico Attacco Angelico.\\n\\nPer sopravvivere, usa le tue mosse in modo strategico per costruire una difesa solida e prepararti a reggere il colpo, oppure sconfiggi l'Arcangelo prima che ottenga abbastanza PA.", + "TUTORIAL_STATIONS1": "Puoi attivare i viaggi veloci sulla schermata della mappa ogni volta che sei all'aperto.\\n\\nAll\\'inizio potrai tornare solo al Café Gramophone, ma ogni stazione che riapri aggiunge una nuova destinazione possibile.", + "TUTORIAL_STATIONS_TITLE": "Tutorial: Viaggi veloci e stazioni", + "TUTORIAL_STATIONS2": "Le stazioni della Mer-Linea sembrano ospitare strani esseri provenienti da luoghi lontani.\\n\\nEsplora a fondo queste stazioni e potrai trovare ricompense e informazioni preziose.", + "TYPE_CHART_ATTACKER": "Attaccante:", + "TYPE_CHART_DEFENDER": "Difensore:", + "TYPE_CHART_TRANSMUTATION": "Trasmutazione:", + "TYPE_CHART_NO_REACTION": "Nessuna reazione.", + "TYPE_CHART_BUFFS": "Bonus:", + "TYPE_CHART_DEBUFFS": "Penalità:", + "TYPE_CHART_OTHER": "Effetto vario:", + "TYPE_CHART_STATUS_AMOUNT": "×{amount}", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Le cose potrebbero farsi pericolose. Meglio avere 2 nastri funzionanti a disposizione prima di continuare.", + "TITLE_SCREEN_PLAY_BUTTON": "Gioca", + "TITLE_SCREEN_PRESS_BUTTON": "Premi {control.ui_accept}", + "TITLE_SCREEN_LANGUAGE_BUTTON": "Lingua", + "TITLE_SCREEN_CREDITS_BUTTON": "Riconoscimenti", + "UI_SETTINGS": "Impostazioni", + "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?';:!”%&*()_-=+×·", + "UI_SETTINGS_GRAPHICS": "Grafica", + "UI_SETTINGS_AUDIO": "Audio", + "UI_SETTINGS_GAMEPLAY": "Gioco", + "UI_SETTINGS_KEYBOARD": "Tastiera", + "UI_SETTINGS_CONTROLLER": "Controller", + "UI_SETTINGS_DEFAULTS_BUTTON": "Ripristina predefiniti", + "UI_SETTINGS_REBIND_BUTTON": "Riassocia", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Schermo intero", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Sì", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "No", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "Frame rate", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "Risoluzione", + "UI_SETTINGS_GRAPHICS_PRESET_0": "Bassa", + "UI_SETTINGS_GRAPHICS_PRESET": "Preimpostazione grafica", + "UI_SETTINGS_GRAPHICS_PRESET_1": "Media", + "UI_SETTINGS_GRAPHICS_PRESET_2": "Alta", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Personalizzata", + "UI_SETTINGS_GRAPHICS_MODE_0": "Prestazioni", + "UI_SETTINGS_GRAPHICS_MODE": "Modalità grafica", + "UI_SETTINGS_GRAPHICS_MODE_1": "Bilanciata", + "UI_SETTINGS_GRAPHICS_MODE_2": "Qualità", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Anti-aliasing", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Disabilitato", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", + "UI_SETTINGS_VALUE_ON": "Sì", + "UI_SETTINGS_VALUE_OFF": "No", + "UI_SETTINGS_GRAPHICS_DOF": "Sfocatura PdC", + "UI_SETTINGS_GRAPHICS_GLOW": "Flou", + "UI_SETTINGS_GRAPHICS_SHADOW": "Ombre mondo", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Streaming mondo", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Riduci comparsa", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Carico ridotto CPU", + "UI_SETTINGS_CLOSE_CONFIRM": "Chiudere senza applicare le modifiche?", + "UI_SETTINGS_SAVED": "Impostazioni salvate!", + "UI_SETTINGS_AUDIO_VOLUME_Master": "Volume principale", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Volume effetti sonori", + "UI_SETTINGS_AUDIO_VOLUME_Music": "Volume musica", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "Volume voci", + "UI_SETTINGS_AUTOSAVE": "Salvataggio automatico", + "UI_SETTINGS_AUTOSAVE_ENABLED": "Abilitato", + "UI_SETTINGS_AUTOSAVE_DISABLED": "Disabilitato", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Abilitato", + "UI_SETTINGS_SHOW_TIMER": "Timer speedrun", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visibile", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "Nascosto", + "UI_SETTINGS_QUEST_TRACKER": "Tracciatore missioni HUD", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Disabilitato", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Tutorial effetti di stato", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Se nuovo", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Sempre", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Mai", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Abilitata", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Disabilitata", + "UI_SETTINGS_SCREEN_SHAKE": "Vibrazione schermo", + "UI_SETTINGS_VIBRATION_ENABLED": "Abilitata", + "UI_SETTINGS_VIBRATION": "Vibrazione controller", + "UI_SETTINGS_VIBRATION_DISABLED": "Disabilitata", + "UI_SETTINGS_AI_SMARTNESS": "Intelligenza IA", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Molto scemissima", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "Molto scema", + "UI_SETTINGS_AI_SMARTNESS_EASY": "Scema", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Consigliata", + "UI_SETTINGS_AI_SMARTNESS_HARD": "Furba", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "Furbissima", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Roba tipo Skynet", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Disabilitato", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- Umani e boss scelgono le mosse in modo intelligente.\\n- I mostri selvaggi scelgono le mosse quasi sempre a caso.", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- I nemici scelgono le mosse in modo più casuale.", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- I nemici scelgono le mosse in modo più intelligente.", + "UI_SETTINGS_LEVEL_SCALING": "Scaling livelli", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "Noioso", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "Facilissimo", + "UI_SETTINGS_LEVEL_SCALING_EASY": "Facile", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Consigliato", + "UI_SETTINGS_LEVEL_SCALING_HARD": "Difficile", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "Difficilissimo", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Grind impenetrabile", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- Lo scaling dei livelli è completamente assente.", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- I nemici di alto livello scalano leggermente in basso.\\n- I boss e i PNG di basso livello non scalano molto in alto.", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- I nemici di alto livello non scalano in basso.\\n- I boss e i PNG di basso livello scalano in alto parzialmente.", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- I nemici di alto livello non scalano in basso.\\n- Tutti i nemici di basso livello scalano in alto almeno in parte.", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Comandi menu", + "UI_SETTINGS_KEYBOARD_ui_accept": "Conferma", + "UI_SETTINGS_KEYBOARD_ui_cancel": "Annulla", + "UI_SETTINGS_KEYBOARD_ui_page_up": "Pagina su", + "UI_SETTINGS_KEYBOARD_ui_page_down": "Pagina giù", + "UI_SETTINGS_KEYBOARD_ui_action_1": "Azione IU 1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "Azione IU 2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "Azione IU 3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Riassegna \\\"{0}\\\"", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Comandi di gioco", + "UI_SETTINGS_CONTROLLER_move": "Movimento", + "UI_SETTINGS_KEYBOARD_move_up": "Su", + "UI_SETTINGS_KEYBOARD_move_left": "Sinistra", + "UI_SETTINGS_KEYBOARD_move_right": "Destra", + "UI_SETTINGS_KEYBOARD_move_down": "Giù", + "UI_SETTINGS_KEYBOARD_interact": "Interagisci", + "UI_SETTINGS_KEYBOARD_jump": "Salta", + "UI_SETTINGS_KEYBOARD_dash": "Scatta", + "UI_SETTINGS_KEYBOARD_magnetism": "Magnetismo", + "UI_SETTINGS_KEYBOARD_climb": "Arrampicati", + "UI_SETTINGS_KEYBOARD_pause_menu": "Mostra menu", + "UI_SETTINGS_KEYBOARD_map_menu": "Mostra mappa", + "UI_SETTINGS_KEYBOARD_party_menu": "Mostra gruppo", + "UI_SETTINGS_KEYBOARD_inventory_menu": "Mostra inventario", + "UI_SETTINGS_KEYBOARD_fast_mode": "Velocità battaglia x4 (tieni premuto)", + "UI_SETTINGS_KEYBOARD_PROMPT": "Premi fino a 4 tasti da assegnare a questo comando.", + "CONTROLLER_DISCONNECTED_PASSIVE": "Controller disconnesso.", + "UI_SETTINGS_KEYBOARD_INVALID": "Non puoi salvare le impostazioni finché non hai impostato tutti i comandi.", + "AUTOSPLIT_DISCONNECTED": "Connessione con il server LiveSplit interrotta.", + "AUTOSPLIT_CONNECTED": "Connessione con il server LiveSplit riuscita.", + "CONTROLLER_DISCONNECTED_MODAL": "Controller disconnesso. Riconnetti il controller.", + "AUTOSPLIT_CONNECTION_FAILED": "Connessione con il server LiveSplit non riuscita.", + "AUTOSPLIT_RELOADED": "Configurazione LiveSplit ricaricata.", + "AUTOSPLIT_RELOAD_FAILED": "Impossibile ricaricare la configurazione LiveSplit.", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Controller", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Controller disconnesso", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Riconnetti il controller.", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "Segui le istruzioni di Kayleigh per sbloccare la modalità coop locale.", + "UNKNOWN_BESTIARY_INDEX": "???", + "UI_JOYPAD_SELECT_LOAD_FILE": "Carica un file per avviare la modalità coop locale.", + "UI_JOYPAD_SELECT_JOIN": "Premi {join_btn}", + "BESTIARY_INDEX_ARCHANGEL": "A{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Esci", + "UI_RANGER_STAMP_CARD_FLAGCODE": "Codice: {0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Torna al menu principale per iniziare a giocare il nuovo DLC installato.", + "BESTIARY_INDEX_FUSION": "F{0}", + "DLC_INSTALLED_RESTART_PROMPT": "Riavvia il gioco per iniziare a giocare il nuovo DLC installato", + "PAGE_NUMBER": "{page} / {count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "Riavvia il gioco per iniziare a giocare con l'UGC appena installato.", + "DLC_MOD_WARNING_TITLE": "Attenzione!", + "DLC_UGC_DOWNLOADING": "Download UCG {num}/{total}", + "DLC_MOD_WARNING": "Hai scelto di avviare il gioco con le mod.\\n\\nBytten Studio e Raw Fury non sono responsabili del contenuto e del comportamento delle mod. Consigliamo di installare solo mod create da autori di cui ti fidi.\\n\\nBuon divertimento!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "Gioca con mod", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "Gioca senza mod", + "DLC_MOD_WARNING_DOCUMENTATION": "Documentazione", + "DLC_MOD_WARNING_QUIT": "Esci", + "GEARYU_DESCRIPTION": "una lucertola di ingranaggi di metallo", + "SALAMAGUS_LORE_1": "Il viscido Salamagus è uno studente di piromanzia e altre arti arcane. Può sputare fuoco grazie al combustibile che conserva nelle sacche sopra la testa, che a uno sguardo poco attento sembrano giganteschi occhi sporgenti.", + "SALAMAGUS_NAME_PREFIX": "Sala", + "SALAMAGUS_NAME_SUFFIX": "magus", + "PYROMELEON_NAME_PREFIX": "Piro", + "SALAMAGUS_LORE_2": "Un magus, o mago, è una persona capace di usare la magia. Sono molto comuni nella mitologia, nel folklore e nella cultura popolare.", + "SALAMAGUS_DESCRIPTION": "una lucertola dalla testa triangolare", + "PYROMELEON_NAME": "Piroleonte", + "PYROMELEON_NAME_SUFFIX": "leonte", + "PYROMELEON_LORE_1": "Il Piroleonte è un maestro di piromanzia, in grado non solo di sputare fuoco ma anche di controllarlo. Spesso tiene una fiamma accesa sulla punta della lingua, per sfoggiare la sua assoluta padronanza dell'elemento.", + "PYROMELEON_DESCRIPTION": "una lucertola con la lingua lunga", + "ICEPECK_LORE_2": "I ghiaccioli si formano quando l'acqua si congela mentre cola da un oggetto. Si trovano spesso su alberi e case, nella stagione invernale o nei climi freddi.", + "ICEPECK_LORE_1": "I Ghiaccelli hanno \\\"becchi\\\" a ghiacciolo con cui respingono gli aggressori. Nei climi più caldi, i loro becchi si sciolgono completamente, perciò i Ghiaccelli si trovano quasi esclusivamente nelle fredde alture di Monte Wirral.", + "PYROMELEON_LORE_2": "La parola \\\"piromanzia\\\" indica sia la divinazione attraverso il fuoco, sia la capacità di controllare ed evocare il fuoco con mezzi magici. Chi che pratica queste arti viene a volte chiamato \\\"piromante\\\".", + "CRYOSHEAR_NAME_PREFIX": "Ghiac", + "CRYOSHEAR_NAME": "Ghiaccesoia", + "ICEPECK_DESCRIPTION": "un uccello con il becco a ghiacciolo", + "CRYOSHEAR_NAME_SUFFIX": "cesoia", + "CRYOSHEAR_DESCRIPTION": "una creatura ammantata con lame di ghiaccio", + "CRYOSHEAR_LORE_2": "La criosfera è quella parte della superficie terrestre in cui l'acqua è per lo più ghiacciata, come l\\'Artico e l\\'Antartico.", + "CRYOSHEAR_LORE_1": "Di norma, le Ghiaccesoie brandiscono due lame formate interamente di ghiaccio che usano per attaccare. La loro tecnica d'attacco più comune è usare le lame come fossero le due metà di un enorme paio di forbici.", + "SPOOKI-ONNA_NAME": "Uuuh-ki-onna", + "SPOOKI-ONNA_NAME_PREFIX": "Uuuh-ki", + "SPOOKI-ONNA_LORE_1": "La leggenda dice che la Uuuh-ki-onna appare agli stolti che tentano di raggiungere la vetta del Monte Wirral. Gli avvistamenti parlano di un'apparizione dall\\'aspetto femminile, che chiama a sé gli scalatori e poi li avvolge con una micidiale coltre di nebbia fredda.", + "SPOOKI-ONNA_NAME_SUFFIX": "-onna", + "BOLTAM_NAME_PREFIX": "Lampo", + "BOLTAM_NAME": "Lampopiteco", + "SPOOKI-ONNA_LORE_2": "Lo Yuki-onna è uno \\\"yokai\\\", uno spirito del folklore giapponese. Ci sono racconti diversi sulle Yuki-onna, ma spesso sono raffigurate come donne spettrali associate alla neve e alle bufere, che portano rovina e morte.", + "SPOOKI-ONNA_DESCRIPTION": "una spettrale donna della nebbia", + "BOLTAM_NAME_SUFFIX": "piteco", + "BOLTAM_LORE_1": "Le teste di metallo dei Lampopitechi conducono benissimo l'elettricità e assorbono passivamente le correnti dell\\'atmosfera. I Lampopitechi incanalano questa energia in un campo magnetico, grazie al quale si muovono agilmente a terra e in aria.", + "BOLTAM_DESCRIPTION": "una creatura dalla testa sferica di metallo", + "BOLTAM_LORE_2": "Il magnetismo è una forza generata dai flussi di cariche elettriche in movimento. Gli oggetti metallici possono essere \\\"magnetizzati\\\" incanalando attraverso di essi correnti elettriche, che generano così un campo magnetico.", + "PLASMANTLER_NAME": "Plasmacorno", + "PLASMANTLER_NAME_PREFIX": "Plasma", + "PLASMANTLER_NAME_SUFFIX": "corno", + "PLASMANTLER_LORE_2": "Anche se noi percepiamo solo gli oggetti metallici come \\\"magnetici\\\", in realtà tutta la materia è influenzata dai campi magnetici. L'elettromagnetismo è una delle forze fondamentali che costituiscono il mondo fisico così come lo intendiamo.", + "SPARKTAN_NAME": "Spartampo", + "PLASMANTLER_DESCRIPTION": "un mostro con testa e corna di metallo", + "PLASMANTLER_LORE_1": "I Plasmacorni sono lo stadio maturo del ciclo vitale di un Lampopiteco, che hanno assorbito abbastanza energia elettrica da crescere notevolmente di dimensioni. I loro campi magnetici sono così forti da attrarre e respingere anche i materiali non ferrosi.", + "SPARKTAN_NAME_PREFIX": "Spart", + "SPARKTAN_LORE_1": "Gli Spartampi sono nubi temporalesche viventi. Le loro \\\"braccia\\\" sono formate da energia elettrica concentrata e si allungano a piacere. Preferiscono vivere alle quote più elevate, dove accumulano sempre più nubi nei loro corpi.", + "SPARKTAN_NAME_SUFFIX": "ampo", + "SPARKTAN_LORE_2": "Le nuvole sono formate dalle particelle sospese nell'atmosfera che circonda un pianeta. Le nuvole sulla Terra sono formate da minuscole goccioline d\\'acqua e assumono forme diverse a seconda della quota e della densità di umidità.", + "ZEUSTRIKE_NAME": "Zeusaetta", + "SPARKTAN_DESCRIPTION": "una nube temporalesca vivente", + "ZEUSTRIKE_NAME_PREFIX": "Zeus", + "ZEUSTRIKE_NAME_SUFFIX": "saetta", + "ZEUSTRIKE_LORE_2": "I temporali si formano quando l'attrito tra ghiaccio e acqua all\\'interno dei cumulonembi fa spostare una quantità di elettroni tale da creare una differenza di potenziale elettrico, che può scaricarsi verso il suolo.", + "ZEUSTRIKE_LORE_1": "Le Zeusaette spesso si affrontano in combattimento, e le loro braccia crepitanti di fulmini che si scontrano tra le nuvole sono indistinguibili dai temporali.", + "ZEUSTRIKE_DESCRIPTION": "una nuvola che indossa un elmo", + "KITTELLY_NAME_PREFIX": "Gat", + "KITTELLY_NAME": "Gattivù", + "KITTELLY_LORE_1": "Il Gattivù può comunicare soltanto attraverso le interferenze sulla sua \\\"faccia\\\" simile a una televisione. Questi messaggi sono difficili da decifrare, e tale ostacolo spesso impedisce al comune Gattivù di stabilire un rapporto con altre creature.", + "KITTELLY_NAME_SUFFIX": "tivù", + "KITTELLY_LORE_2": "Spesso associato alla stregoneria e al sovrannaturale, in molte culture il gatto nero è considerato come un presagio nefasto o un simbolo di sfortuna. Questa reputazione è immeritata.", + "CAT-5_NAME": "Cat-5", + "KITTELLY_DESCRIPTION": "un gatto con una televisione rotta al posto della testa", + "CAT-5_NAME_PREFIX": "Cat", + "CAT-5_LORE_1": "Anche se la sua faccia somiglia a uno schermo al plasma, Cat-5 riesce a vedere senza difficoltà. Essendo privo di bocca, si nutre assorbendo elettricità statica dall'atmosfera con le sue due code a cavo.", + "CAT-5_NAME_SUFFIX": "-5", + "CAT-5_LORE_2": "Il Cat-sìth è una creatura della mitologia celtica. È descritto come somigliante a un grosso gatto nero, e si dice che trafughi le anime dei morti prima che passino nell'aldilà.", + "JELLYTON_NAME": "Melmetro", + "CAT-5_DESCRIPTION": "una bestia con uno schermo piatto al posto della testa", + "JELLYTON_NAME_PREFIX": "Melme", + "JELLYTON_LORE_1": "I Melmetri si formano quando i Pedonmorti più sfortunati sprofondano nella palude e non riescono a uscire. Nel corso del tempo, i loro corpi si decompongono e si riformano come esseri composti principalmente da una melma gelatinosa e tossica. Pare che questa melma sia un ottimo fertilizzante.", + "JELLYTON_NAME_SUFFIX": "tro", + "JELLYTON_LORE_2": "I \\\"mostri di melma\\\" o \\\"slime\\\" sono comuni nella cultura popolare moderna, in particolare nel fantasy. Non hanno un'origine mitologica specifica, ma sono comunemente raffigurati come creature amorfe di materia gelatinosa o semiliquida, capaci di consumare qualsiasi materiale con cui entrano in contatto.", + "JELLYTON_DESCRIPTION": "un creatura melmosa con la testa a teschio", + "NEVERMORT_NAME": "Maimort", + "NEVERMORT_NAME_PREFIX": "Mai", + "NEVERMORT_NAME_SUFFIX": "mort", + "NEVERMORT_LORE_1": "Vale la pena notare che il Maimort non ha un becco: indossa una sorta di maschera di porcellana da medico della peste. È meglio non scoprire quale volto si nasconde sotto la maschera.", + "NEVERMORT_DESCRIPTION": "un corvo con cappuccio e maschera", + "NEVERMORT_LORE_2": "Gli uccelli della famiglia dei corvidi, in particolare i corvi reali, sono in primo piano nel folclore e nell'arte di molte culture. Nella mitologia greca, i corvi erano considerati pupilli di Apollo e avevano la reputazione di portare sfortuna.", + "APOCROWLYPSE_NAME": "Apocorvolisse", + "APOCROWLYPSE_NAME_PREFIX": "Apocorvo", + "APOCROWLYPSE_NAME_SUFFIX": "corvolisse", + "APOCROWLYPSE_LORE_2": "Nel XVI secolo, Charles de Lorme inventò l'iconico completo \\\"a becco\\\" che i medici della peste indossavano per prendersi cura dei contagiati. La maschera veniva riempita di spezie e profumo, che si credeva allontanasse i miasmi dell\\'infezione.", + "APOCROWLYPSE_LORE_1": "Oltre al mantello e alla maschera, l'Apocorvolisse indossa anche una cintura ornata con un teschio di animale tirato a lucido. In questo modo, la creatura ha la sagoma di una figura ammantata in sella a un destriero scheletrico.", + "MAGIKRAB_NAME": "Magistaceo", + "APOCROWLYPSE_DESCRIPTION": "un inquietante uccello a quattro zampe", + "MAGIKRAB_NAME_PREFIX": "Magi", + "MAGIKRAB_NAME_SUFFIX": "staceo", + "MAGIKRAB_LORE_1": "I Magistacei furono i primi mostri portati a Nuova Wirral, nei tempi antichi. Ora sono quasi tutti estinti: sull'isola non rimane che un solo Magistaceo, nel ruolo di eterno e diligente capostazione.", + "MAGIKRAB_SUBTITLE": "Macchinista", + "CLOCKSLEY_NAME": "Cronocksley", + "MAGIKRAB_DESCRIPTION": "un granchio con un cappello da mago", + "MAGIKRAB_LORE_2": "Nell'arte dell\\'illusionismo, il cappello da mago è un accessorio classico e spesso utilizzato. Nel cappello, un mago può far comparire un coniglio, oppure far sparire un fazzoletto.", + "CLOCKSLEY_NAME_PREFIX": "Orol", + "CLOCKSLEY_NAME_SUFFIX": "locksley", + "CLOCKSLEY_LORE_2": "Le macchine a orologeria esistono sin dall'antichità, ma i giocattoli a carica in particolare sono diventati popolari nell\\'Occidente nel XIX secolo. Questi giocattoli spesso si \\\"caricano\\\" girando una chiavetta che si inserisce in una serratura esterna.", + "CLOCKSLEY_LORE_1": "Il lungo arto artigliato del Cronocksley gli dà un vantaggio unico nel combattimento a distanza, rendendolo capace di impugnare armi da mischia a distanza di sicurezza. Questo compensa la sua scarsa velocità.", + "ROBINDAM_NAME": "Robindam", + "ROBINDAM_NAME_PREFIX": "Robin", + "ROBINDAM_NAME_SUFFIX": "dam", + "ROBINDAM_LORE_2": "Robin Hood è una figura del folklore inglese, molto conosciuta in tutto il mondo. Conosciuto anche come \\\"Robin di Locksley\\\", è il famoso eroe fuorilegge che ruba ai ricchi per dare ai poveri.", + "ROBINDAM_LORE_1": "I Robindam sono abili tiratori, con i loro archi e frecce di plastica, e sanno colpire il bersaglio con una freccia a ventosa da 300 passi di distanza. Sono orgogliosi della loro mira e ancor più del loro senso di giustizia.", + "CLOCKSLEY_DESCRIPTION": "una creatura giocattolo con un lungo braccio artigliato", + "TWIRLIGIG_NAME": "Vorticandola", + "ROBINDAM_DESCRIPTION": "un grosso robot con arco e frecce", + "TWIRLIGIG_NAME_PREFIX": "Vortica", + "TWIRLIGIG_NAME_SUFFIX": "andola", + "TWIRLIGIG_LORE_2": "Storicamente, i fantocci impagliati sono sempre stati usati come spaventapasseri e manichini da addestramento al combattimento.", + "KIRIKURI_NAME": "Kirikuri", + "TWIRLIGIG_DESCRIPTION": "un manichino di legno salterino", + "TWIRLIGIG_LORE_1": "Un tempo le Vorticandole erano rozzi manichini per il tiro al bersaglio, ma a un certo punto, nessuno sa come, sono diventate autocoscienti. Dato che non hanno arti complessi, sono costretti a muoversi e ad attaccare roteando sui paletti di legno che attraversano i loro corpi.", + "KIRIKURI_NAME_PREFIX": "Kiri", + "KIRIKURI_LORE_1": "Un tempo erano semplici manichini per esercitarsi con le armi, ma poi i Kirikuri hanno imparato a impugnarle a loro volta. Combattono usando i bokken, spade giapponesi di legno usate per l'addestramento nella scherma.", + "KIRIKURI_NAME_SUFFIX": "kuri", + "KIRIKURI_LORE_2": "Un bokken è un tipo di spada di legno giapponese. Usato per l'allenamento nelle arti marziali, di solito è la replica in legno di una katana, ma si può foggiare in varie forme e dimensioni perché imiti altri tipi di spada.", + "BRUSHROOM_NAME": "Funghello", + "KIRIKURI_DESCRIPTION": "un manichino di legno con spada e scudo", + "BRUSHROOM_NAME_PREFIX": "Fun", + "BRUSHROOM_NAME_SUFFIX": "ghello", + "BRUSHROOM_LORE_2": "La storia della pittura è antica quanto l'umanità stessa, così come la storia dei pennelli. Alcune pitture rupestri delle civiltà preistoriche, secondo recenti scoperte, furono realizzate con strumenti fatti di canne e setole.", + "BRUSHROOM_LORE_1": "I Funghelli sono artisti di grande passione, e dipingono con gli strani pigmenti che colano dalle loro teste. È stato osservato che sanno modificare le proprietà fisiche dell'oggetto su cui dipingono, a seconda del colore usato.", + "FUNGOGH_NAME": "Fungogh", + "BRUSHROOM_DESCRIPTION": "un fungo con pennello e bandana", + "FUNGOGH_NAME_PREFIX": "Fun", + "FUNGOGH_LORE_1": "Il Fungogh ha unito l'arte del combattimento all\\'arte della calligrafia. I suoi movimenti sono rapidi ed efficaci, e incorporano le pennellate del suo bastone nella disciplinata armonia della scherma.", + "FUNGOGH_NAME_SUFFIX": "gogh", + "BUSHEYE_LORE_1": "I Cespocchi si trovano quasi sempre nascosti all'interno dei cespugli, tanto per nascondersi dai predatori quanto per avvicinarsi di soppiatto alla preda. Possono rimanere nascosti e immobili per ore, ma a volte si assopiscono e perdono l\\'occasione per balzare sul bersaglio.", + "FUNGOGH_LORE_2": "I pennelli moderni in genere sono realizzati con manici in legno e metallo e setole naturali o in nylon. I pennelli di qualità superiore utilizzano ancora pelo di animali, come zibellini o maiali.", + "FUNGOGH_DESCRIPTION": "un fungo con i baffi", + "HUNTORCH_NAME": "Cacciatorcia", + "BUSHEYE_DESCRIPTION": "un cespuglio ambulante con le gambe", + "BUSHEYE_LORE_2": "L'\\\"Uomo Verde\\\" è una figura folcloristica nota in tutto il mondo, raffigurata in genere come un volto fatto di foglie. L\\'Uomo Verde simboleggia la primavera e la rinascita, e spesso si trova scolpito nelle facciate degli edifici.", + "HEDGEHERNE_NAME": "Siepherne", + "HUNTORCH_NAME_PREFIX": "Caccia", + "HUNTORCH_LORE_1": "Le Cacciatorce sono abilissime nella caccia, capaci di inseguire un obiettivo che ha diversi chilometri di vantaggio con poca difficoltà. A volte, danno accidentalmente fuoco ai loro stessi ripari di fronde con le torce che portano.", + "HUNTORCH_NAME_SUFFIX": "torcia", + "HUNTORCH_LORE_2": "La Caccia Selvaggia compare nel folklore europeo in varie incarnazioni, ma in genere è raffigurata come un gruppo di cacciatori sovrannaturali a cavallo. Chi siano di preciso i cacciatori dipende da quando e dove si svolge la caccia.", + "HUNTORCH_DESCRIPTION": "un cespuglio cornuto che porta una torcia", + "HEDGEHERNE_NAME_PREFIX": "Siepe", + "HEDGEHERNE_NAME_SUFFIX": "herne", + "HEDGEHERNE_LORE_1": "Il Siepherne è un maestro della caccia e insegue inesorabile qualsiasi bersaglio ritenga degno. Il corno che brandisce non smette mai di ardere, e a volte i Siepherne bruciano persino intere foreste per mettere all'angolo la preda.", + "HEDGEHERNE_LORE_2": "Herne il Cacciatore è una figura del folklore inglese. Viene descritto come un uomo con le corna che perseguita la foresta di Windsor a cavallo. Lo si ritrova anche come figura della leggendaria Caccia Selvaggia.", + "BRAXSUIT_NAME": "Braxfrax", + "HEDGEHERNE_DESCRIPTION": "una creatura coperta di foglie che tiene un corno fiammeggiante", + "BRAXSUIT_NAME_PREFIX": "Brax", + "BRAXSUIT_NAME_SUFFIX": "frax", + "BRAXSUIT_LORE_2": "Nel 1952, tre ragazzi avvistarono una strana creatura aliena nella contea di Braxton, nel West Virginia. Lo descrissero come una creatura verde, con la testa a forma di asso di picche.", + "BRAXSUIT_LORE_1": "I Braxfrax prestano molta attenzione al loro aspetto. Sembrano angosciarsi terribilmente se per caso notano un colletto stropicciato o una cravatta di traverso.", + "BRAXSUIT_DESCRIPTION": "una creatura fluttuante con il viso tondo e la cravatta", + "FLAPWOODS_NAME_PREFIX": "Flap", + "FLAPWOODS_NAME": "Mantoscuro", + "FLAPWOODS_LORE_1": "Il corpo fluttuante del Mantoscuro, simile a un mantello, gli conferisce l'aspetto di uno straccio trascinato dal vento. Tutti concordano nel trovare estremamente inquietante lo sguardo vuoto dei suoi occhi gialli.", + "FLAPWOODS_NAME_SUFFIX": "woods", + "FLAPWOODS_LORE_2": "L'avvistamento del \\\"mostro di Flatwoods\\\" nel 1952 divenne presto una leggenda metropolitana. Le sue raffigurazioni variano, ma la forma caratteristica della testa, le mani artigliate e il corpo simile a una tunica fluttuante sono diventati iconici per gli appassionati di criptozoologia e avvistamenti alieni.", + "FLAPWOODS_DESCRIPTION": "un alieno galleggiante con occhi rotondi e braccia fluttuanti", + "BINVADER_NAME": "Bidonvasore", + "BINVADER_NAME_PREFIX": "Bidon", + "BINVADER_LORE_1": "I Bidonvasori hanno l'aspetto di esseri verdi tentacolari all\\'interno di un veicolo da combattimento che ricorda un bidone della spazzatura. Hanno due \\\"braccia\\\" sulla parte anteriore: uno spara raggi mortali, l\\'altro pungola in modo aggressivo.", + "BINVADER_NAME_SUFFIX": "vasore", + "BINVADER_LORE_2": "I \\\"bidoni\\\" per lo smaltimento dei rifiuti esistono da migliaia di anni: già le città romane avevano un primo sistema di raccolta dei rifiuti. Il classico \\\"bidone della spazzatura\\\" in metallo è stato reso popolare nel XIX secolo. Veniva realizzato a basso costo, con strisce di metallo rivettate saldate a cilindro.", + "BINVADER_DESCRIPTION": "un bidone della spazzatura alieno", + "BINTERLOPER_NAME": "Bidincursore", + "BINTERLOPER_NAME_PREFIX": "Bidin", + "BINTERLOPER_NAME_SUFFIX": "cursore", + "BINTERLOPER_LORE_1": "I Bidincursori sono Bidonvasori di rango più alto, perciò pilotano chassis da combattimento più potenti. Il modo in cui sono stati visti \\\"dare ordini\\\" ai Bidonvasori implica una sorta di gerarchia militare nei loro ranghi.", + "BINTERLOPER_LORE_2": "L'adozione tradizionale del bidone con le ruote nel XX secolo arrivò insieme agli sviluppi nello smaltimento dei rifiuti urbani. Si dimostrò necessaria poiché, in quel periodo, la quantità di rifiuti prodotti dalle famiglie in città iniziò ad aumentare notevolmente.", + "PAWNDEAD_NAME": "Pedonmorto", + "BINTERLOPER_DESCRIPTION": "un bidone di plastica con dentro un alieno", + "PAWNDEAD_NAME_PREFIX": "Pedon", + "PAWNDEAD_LORE_1": "I Pedonmorti trascorrono gran parte del loro tempo in stato dormiente, tramutando il loro corpo in solido granito. Queste \\\"statue\\\" di Pedonmorti possono allarmare i viandanti ignari, che all'improvviso si ritrovano in compagnia di mostri inespressivi dal viso di teschio.", + "PAWNDEAD_NAME_SUFFIX": "morto", + "PAWNDEAD_LORE_2": "Nel gioco degli scacchi, il pedone è il pezzo più comune. Avanza di una sola casella per volta e può catturare solo i pezzi ai due lati della casella davanti a sé. Nonostante le capacità di movimento limitate, non è da sottovalutare.", + "SKELEVANGELIST_NAME": "Schelepredicatore", + "PAWNDEAD_DESCRIPTION": "uno scheletro senza braccia dalla testa enorme", + "SKELEVANGELIST_NAME_PREFIX": "Schele", + "SKELEVANGELIST_NAME_SUFFIX": "predicatore", + "SKELEVANGELIST_DESCRIPTION": "uno scheletro fluttuante con una tunica", + "SKELEVANGELIST_LORE_2": "Nel gioco degli scacchi, l'alfiere è un pezzo che può spostarsi a qualsiasi distanza in diagonale. Ogni giocatore inizia la partita con due alfieri.", + "SKELEVANGELIST_LORE_1": "Gli Schelepredicatori salmodiano sottovoce costantemente. Il loro canto diventa più forte quando iniziano a manipolare rocce e pietre con le loro capacità psichiche.", + "QUEENYX_NAME": "Reginice", + "KINGRAVE_NAME_PREFIX": "Re", + "KINGRAVE_NAME": "Repolcro", + "KINGRAVE_LORE_1": "Il corpo del Repolcro è costituito da una pietra densa e malleabile, con decorazioni colorate. Si muove molto lentamente, trascinando il mantello di pelliccia lungo il terreno mentre fluttua.", + "KINGRAVE_NAME_SUFFIX": "polcro", + "KINGRAVE_LORE_2": "Il re è il pezzo degli scacchi decisivo per la vittoria. Per vincere, un re deve essere messo in \\\"scacco\\\", cioè incapace di fare qualsiasi mossa che eviti la sua cattura. Si muove di una sola casella per turno.", + "KINGRAVE_DESCRIPTION": "un gigantesco re degli scacchi", + "QUEENYX_NAME_PREFIX": "Regi", + "QUEENYX_LORE_1": "Le Reginici incanalano l'energia elementale nelle sfere che brandiscono e lanciano contro gli avversari con mira impeccabile. Nonostante non abbiano gambe, sono veloci e sfrecciano sul terreno solido come se scivolassero nell\\'aria.", + "QUEENYX_NAME_SUFFIX": "nice", + "ALLSEER_NAME": "Tuttovede", + "QUEENYX_DESCRIPTION": "una gigantesca regina degli scacchi", + "QUEENYX_LORE_2": "La regina è il pezzo più versatile degli scacchi. Si muove in qualsiasi direzione e per qualsiasi numero di caselle. Catturare la regina dell'avversario è una parte fondamentale di molte strategie negli scacchi.", + "ALLSEER_NAME_PREFIX": "Tutto", + "ALLSEER_NAME_SUFFIX": "vede", + "ALLSEER_LORE_2": "Anche se si sono infittiti enormemente tra l'inizio e la metà del XX secolo, i primi avvistamenti di misteriosi \\\"dischi volanti\\\" risalgono a quasi 1000 anni fa. Al giorno d\\'oggi, sono più comunemente associati alla fantascienza.", + "ALLSEER_LORE_1": "I Tuttovede compaiono per lo più di notte, fluttuanti a diversi metri da terra. Prendono il nome dal loro comportamento inquietante: sembrano osservare silenziosamente gli umani di passaggio con un solo \\\"occhio\\\" scarlatto che non batte mai le palpebre.", + "TRIPHINX_NAME": "Trifinge", + "ALLSEER_DESCRIPTION": "un disco volante", + "TRIPHINX_NAME_PREFIX": "Tri", + "TRIPHINX_NAME_SUFFIX": "finge", + "TRIPHINX_LORE_2": "Nel romanzo La guerra dei mondi, di H.G. Wells, gli invasori marziani sono descritti al comando di enormi veicoli da combattimento di metallo. Questi \\\"tripodi\\\" camminano su tre lunghe gambe e sparano mortali raggi termici.", + "TRIPHINX_LORE_1": "Il guscio metallico esterno della Trifinge è completamente impenetrabile. Si pensa che in realtà sia una creatura organica a bordo di una sorta di esoscheletro o veicolo da trasporto.", + "KHUFO_NAME_PREFIX": "Khu", + "TRIPHINX_DESCRIPTION": "un gigantesco tripode di metallo", + "KHUFO_NAME": "Khufo", + "KHUFO_NAME_SUFFIX": "fo", + "KHUFO_LORE_1": "Il Khufo è una forma alternativa del Tuttovede che ha perso il suo guscio a disco volante. Aggressivo e poco incline alle trattative, il Khufo attacca le vittime con un bastone da battaglia forgiato con misteriose tecnologie ultraterrene.", + "KHUFO_LORE_2": "Il marziano è un ipotetico abitante del pianeta Marte, un archetipo di \\\"alieno\\\". Nel romanzo La guerra dei mondi, l'autore HG Wells descrive i marziani come creature simili a polpi, con una grande testa sorretta da molti arti tentacolari.", + "GLAISTAIN_NAME": "Glaistain", + "KHUFO_DESCRIPTION": "un alieno a piramide", + "GLAISTAIN_SUBTITLE": "Fata delle vetrate", + "GLAISTAIN_NAME_PREFIX": "Glais", + "GLAISTAIN_NAME_SUFFIX": "stain", + "GLAISTAIN_LORE_1": "Glaistain dorme tra le rovine di un'antica chiesa. Il suo corpo sembra composto da mille frammenti frastagliati di vetro colorato, ed è una degna sfida per gli sciocchi avventurieri che disturbano il suo sonno.", + "GLAISTAIN_LORE_2": "La glaistig è un essere della mitologia celtica. Ha varie incarnazioni, ma di solito è raffigurata come spirito o fata sotto forma di donna affascinante. Originaria delle Highlands scozzesi, aiuta o tormenta le persone che incontra a seconda del racconto in cui la si incontra.", + "UNDYIN_NAME": "Necrondina", + "GLAISTAIN_DESCRIPTION": "una fata di vetri colorati", + "UNDYIN_NAME_PREFIX": "Necron", + "UNDYIN_NAME_SUFFIX": "dina", + "UNDYIN_LORE_1": "Le Necrondine hanno l'aspetto di parvenze spettrali che emergono dalle acque poco profonde di Costa Ghisa per assalire le anime sfortunate che capitano loro a tiro. Le leggende dicono che siano nate dallo spirito vendicativo di una sposa uccisa e gettata in mare dalla nave del suo amante.", + "UNDYIN_DESCRIPTION": "una spaventosa donna fantasma", + "UNDYIN_LORE_2": "Jenny Greenteeth è un personaggio del folklore inglese. Viene descritta come una megera dai lunghi capelli che vive nei laghi e nei fiumi, e affoga i bambini che si avvicinano troppo alle sue acque.", + "DIVEAL_NAME": "Subfoca", + "DIVEAL_NAME_PREFIX": "Sub", + "DIVEAL_NAME_SUFFIX": "foca", + "DIVEAL_LORE_2": "Le mute da palombaro furono inventate per la prima volta nel XIX secolo, e da allora sono state riviste più e più volte. L'uso principale della muta da palombaro era recuperare beni di valore persi durante i naufragi.", + "DIVEAL_LORE_1": "La testa a casco della Subfoca non solo le consente di respirare nell'acqua, ma contiene una sacca d\\'aria che l\\'aiuta a galleggiare. Molto agile nei laghi e nei mari, è po\\' più lenta sulla terraferma.", + "SCUBALRUS_NAME": "Tricacqueo", + "DIVEAL_DESCRIPTION": "una foca che indossa un casco", + "SCUBALRUS_NAME_PREFIX": "Trica", + "SCUBALRUS_NAME_SUFFIX": "acqueo", + "SCUBALRUS_LORE_2": "Il classico casco da palombaro in rame è noto come casco Siebe, dal nome dell'inventore Augustus Siebe. Il suo design rivoluzionario includeva anche una muta impermeabile e una valvola capace di far uscire l\\'aria dal casco senza che entrasse acqua.", + "SCUBALRUS_LORE_1": "Il casco del Tricacqueo è dotato di solide zanne d'ottone, con cui respinge gli aggressori. Avendo sviluppato le zampe posteriori, è anche molto più abile (e pericoloso) a terra di quanto non fosse nella sua versione immatura di Subfoca.", + "SCUBALRUS_DESCRIPTION": "un tricheco che indossa un casco", + "AVEREVOIR_NAME_SUFFIX": "revoir", + "AVEREVOIR_SUBTITLE": "Volatile imponente", + "AVEREVOIR_NAME_PREFIX": "Ave", + "AVEREVOIR_LORE_1": "Averevoir è un essere quasi mitologico, avvistato solo una decina di volte nell'intera storia di Nuova Wirral. La leggenda locale dice che la pianta stretta nel suo becco può curare qualsiasi malattia e dare la vita eterna. Certo, nessuno se n\\'è mai procurata una per verificare.", + "AVEREVOIR_NAME": "Averevoir", + "AVEREVOIR_LORE_2": "Il \\\"liver bird\\\" è una creatura della mitologia inglese. È raffigurato come un uccello, simile a un cormorano, che spesso tiene un ramoscello o un ramo stretto nel becco. È il simbolo della città inglese di Liverpool e trae origine dal primo blasone della città.", + "MASCOTOY_NAME": "Mascolocco", + "AVEREVOIR_DESCRIPTION": "un enorme uccello in piedi su una colonna", + "MASCOTOY_NAME_PREFIX": "Mascol", + "MASCOTOY_LORE_1": "Anticamente una sorta di maschera carnevalesca, il Mascolocco ora è più simile a un cadavere ambulante. I Mascolocchi caracollano senza meta per le sale abbandonate del Centro Commerciale Caduto, mentre l'imbottitura in poliestere fuoriesce lentamente dai loro corpi.", + "MASCOTOY_NAME_SUFFIX": "locco", + "MASCOTORN_NAME": "Mascolacero", + "FORTIWINX_NAME": "Sognidor", + "MASCOTOY_LORE_2": "Una mascotte è un personaggio utilizzato per rappresentare gruppi, luoghi e aziende. La parola \\\"mascotte\\\" deriva dal francese e significa \\\"portafortuna\\\".", + "MASCOTOY_DESCRIPTION": "un costume da mascotte con artigli", + "MASCOTORN_NAME_PREFIX": "Masco", + "MASCOTORN_NAME_SUFFIX": "lacero", + "MASCOTORN_DESCRIPTION": "un costume da mascotte gigante che perde imbottitura", + "MASCOTORN_LORE_2": "I costumi da mascotte di peluche, divenuti popolari a metà del XX secolo, permettono a un performer di interpretare il ruolo di una mascotte o di un personaggio. Si trovano spesso nei parchi dei divertimenti, dove i performer interagiscono con i visitatori nel ruolo del loro personaggio.", + "MASCOTORN_LORE_1": "Un Mascolocco la cui imbottitura in poliestere è cresciuta a tal punto che il suo corpo si è lacerato dall'interno. Continuerà a crescere finché il suo corpo non sarà più capace di contenerla, e allora cadrà inevitabilmente a pezzi.", + "THWACKALOPE_NAME": "Spaccalope", + "THWACKALOPE_NAME_PREFIX": "Spacca", + "THWACKALOPE_NAME_SUFFIX": "lope", + "THWACKALOPE_LORE_1": "Quando uno Spaccalope raggiunge l'età in cui può difendersi, si procura un\\'arma improvvisata dall\\'ambiente circostante. In genere preferisce i pali di metallo strappati direttamente dal terreno, con tanto di zolla in cui erano piantati.", + "SANZATIME_NAME": "Sabbieltempo", + "THWACKALOPE_DESCRIPTION": "un coniglio alato", + "THWACKALOPE_LORE_2": "Il jackalope è una creatura mitica del folklore americano. È un coniglio con palchi da cervo. Una creatura mitica del folklore tedesco, chiamata wolpertinger, è simile al jackalope ma ha anche ali piumate.", + "SANZATIME_NAME_PREFIX": "Sabbiel", + "SANZATIME_NAME_SUFFIX": "tempo", + "SANZATIME_LORE_2": "Le clessidre sono dispositivi che misurano un determinato periodo di tempo. Sono costituite da due bulbi di vetro riempiti di sabbia: quando vengono capovolte, la sabbia che scorre da un'estremità all\\'altra misura un lasso di tempo predeterminato.", + "SANZATIME_LORE_1": "Il \\\"nucleo\\\" dei Sabbieltempo sembra essere la loro \\\"testa\\\" simile a una clessidra spezzata. Quando la sabbia si separa dalla massa centrale diventa completamente inanimata. Viceversa, il Sabbieltempo può aumentare la sua massa entrando in contatto con la sabbia.", + "SANZATIME_DESCRIPTION": "una clessidra rotta, dotata di una mano", + "FORTIWINX_NAME_PREFIX": "Sogni", + "FORTIWINX_NAME_SUFFIX": "dor", + "FORTIWINX_LORE_1": "Quando un Sabbieltempo raccoglie abbastanza sabbia dall'ambiente, può darsi una forma nuova e più potente. Il Sognidor è un colosso, ma il suo massiccio corpo di sabbia si muove con agilità, leggero come l\\'aria. Il pugno del Sognidor ha l\\'impatto di un\\'intera tempesta di sabbia.", + "FORTIWINX_DESCRIPTION": "un mostro mascherato fatto di sabbia", + "JUMPKIN_NAME": "Balzucca", + "FORTIWINX_LORE_2": "L'uomo della sabbia, conosciuto anche come \\\"uomo sabbiolino\\\" o \\\"sandman\\\", è una creatura del folklore europeo. È raffigurato come una creatura fatata che sparge sabbia negli occhi dei bambini addormentati, facendoli sognare.", + "JUMPKIN_NAME_PREFIX": "Bal", + "JUMPKIN_LORE_1": "Le Balzucche nascono quando la \\\"melma\\\" di un Melmetro viene spalmata su una normale zucca e la rende senziente. La Balzucca è un esserino curioso e amichevole, ma irrequieto e incapace di restare fermo.", + "JUMPKIN_NAME_SUFFIX": "zucca", + "JUMPKIN_LORE_2": "Un \\\"jack-o'-lantern\\\" è una zucca decorativa scolpita, in genere a imitazione di un volto. È una tradizionale decorazione di Halloween, spesso esposta fuori dall\\'uscio di casa e illuminata dall\\'interno con una candela.", + "JUMPKIN_DESCRIPTION": "una zucca salterina", + "BEANSTALKER_NAME": "Cucurbikiller", + "BEANSTALKER_NAME_PREFIX": "Cucurbi", + "BEANSTALKER_NAME_SUFFIX": "killer", + "BEANSTALKER_DESCRIPTION": "un'inquietante zucca killer con l\\'ascia", + "BEANSTALKER_LORE_2": "Il \\\"killer con l'ascia\\\" è un archetipo nella cultura popolare, ed è proprio quel che suggerisce il nome: una persona che uccide con un\\'ascia. Ci sono stati molti famosi killer con l\\'ascia nella storia moderna.", + "BEANSTALKER_LORE_1": "Una Balzucca che ha sviluppato una personalità malvagia. Dotata di un corpo intero formato da piante e materia vegetale, non desidera altro che inseguire vittime terrorizzate con un'ascia.", + "DRACULEAF_NAME": "Dracurbita", + "DRACULEAF_NAME_PREFIX": "Dracu", + "DRACULEAF_NAME_SUFFIX": "curbita", + "DRACULEAF_LORE_2": "Dracula è un romanzo gotico di Bram Stoker. Pubblicato nel 1897, parla del vampiro Conte Dracula e delle persone che decidono di affrontarlo. È uno dei romanzi più famosi al mondo ed è stato adattato o rappresentato in tutte le forme di media e arte.", + "DRACULEAF_LORE_1": "Una Balzucca che ha sviluppato una personalità machiavellica. Avvolta da foglie morte, la Dracurbita si atteggia ad amica delle sue future vittime. Quando la preda abbassa la guardia, la Dracurbita assorbe la sua forza vitale con radici perforanti.", + "SPIROUETTE_NAME": "Spiroetta", + "DRACULEAF_DESCRIPTION": "una zucca zannuta con un gran mantello", + "SPIROUETTE_NAME_PREFIX": "Spiro", + "SPIROUETTE_NAME_SUFFIX": "etta", + "SPIROUETTE_LORE_1": "Le Spiroette sono creature molto evolute simili a molluschi. Tutti i loro organi principali sono rinchiusi nella \\\"testa\\\" a guscio, mentre il \\\"corpo\\\" è un insieme esteso di arti. Si muovono in modo rapido ed elegante e spesso si ricoprono di alghe per proteggersi dagli elementi.", + "SPIROUETTE_LORE_2": "La forma di danza e spettacolo nota come balletto affonda le sue radici in Italia nel Cinquecento. La parola italiana \\\"balletto\\\", che deriva da \\\"ballare\\\", si usa con minime varianti in molte lingue europee.", + "REGENSEA_NAME": "Maregency", + "SPIROUETTE_DESCRIPTION": "una creatura marina danzante con la testa a conchiglia", + "REGENSEA_NAME_PREFIX": "Mare", + "REGENSEA_NAME_SUFFIX": "gency", + "REGENSEA_DESCRIPTION": "una creatura marina danzante con la testa a medusa", + "REGENSEA_LORE_1": "Una metamorfosi profonda può trasformare una Spiroetta in una Maregency. Il corpo della Maregency abbandona del tutto il guscio ed è composto per il 95% da acqua. È in grado di proiettare potenti ondate d'acqua con il suo balletto: più si allena a danzare, più potenti sono i getti d\\'acqua.", + "REGENSEA_LORE_2": "La vita di una ballerina professionista è impegnativa. Le ballerine professioniste devono iniziare ad allenarsi dai primi anni dell'infanzia e la loro carriera può essere facilmente influenzata o interrotta da infortuni dovuti a sforzi eccessivi o prolungati.", + "PADPOLE_NAME": "Girinfea", + "PADPOLE_NAME_PREFIX": "Girin", + "PADPOLE_LORE_1": "La Girinfea è lo stato larvale del Ninfrufru, e vive sott'acqua finché non ha raggiunto la maturità. Dal momento che non ha ancora sviluppato degli arti, sa attaccare solo con la lunga lingua, che secerne un muco viscoso capace di rallentare chiunque cerchi di attaccarla.", + "PADPOLE_NAME_SUFFIX": "fea", + "PADPOLE_LORE_2": "I nixie, o nix, sono creature acquatiche del folklore europeo. Le loro caratteristiche cambiano a seconda della specifica tradizione popolare, ma sono spesso descritti come creature o spiriti simili a pesci che, se avvicinati, attirano le anime verso la morte.", + "LILIGATOR_NAME": "Ninfegatore", + "PADPOLE_DESCRIPTION": "una creatura-ninfea con la coda", + "FRILLYPAD_NAME": "Ninfrufru", + "FRILLYPAD_NAME_PREFIX": "Nin", + "FRILLYPAD_NAME_SUFFIX": "frufru", + "FRILLYPAD_LORE_1": "Lo stadio adulto di una Girinfea. Gli arti del Ninfrufru gli consentono di cacciare il cibo. Spesso si apposta sulle sponde di stagni e laghi: se passa qualcuno o qualcosa che il Ninfrufru ritiene commestibile, tenterà di attirarlo con la sua lunga lingua.", + "FRILLYPAD_DESCRIPTION": "una creatura-rana dagli occhi grandi", + "FRILLYPAD_LORE_2": "I kelpie sono spiriti dell'acqua del folklore scozzese. Simili ai nixie, abitano in laghi e fiumi e hanno la capacità di mutare forma. A volte sono raffigurati come belle donne, ma sono in grado di assumere la forma di una creatura simile a un cavallo.", + "LILIGATOR_NAME_PREFIX": "Ninfe", + "LILIGATOR_NAME_SUFFIX": "gatore", + "KHEPRI_NAME_PREFIX": "Khe", + "LILIGATOR_LORE_1": "Allo stato brado, un Ninfrufru su cento si sviluppa in un Ninfegatore. I Ninfegatori proteggono i Ninfrufru come guardie del corpo, respingendo gli aggressori molto più forti contro i quali i Ninfrufru non avrebbero alcuna possibilità.", + "LILIGATOR_LORE_2": "Il grindylow è una creatura mitologica del folklore inglese. Condivide molti tratti con nixie e kelpie: è una creatura lacustre squamosa con lunghe braccia che afferra i bambini di passaggio per affogarli.", + "LILIGATOR_DESCRIPTION": "una creatura-ninfea senza occhi", + "KHEPRI_NAME": "Khepri", + "KHEPRI_SUBTITLE": "Scarabeo nucleare", + "KHEPRI_NAME_SUFFIX": "pri", + "KHEPRI_DESCRIPTION": "una creatura scarabeo fluttuante", + "KHEPRI_LORE_2": "Nell'antica mitologia egizia, Khepri è il dio del sole nascente. Raffigurato come un essere umano con la testa di scarabeo, rappresenta il ciclo della creazione e della rinascita.", + "KHEPRI_LORE_1": "Ogni Khepri brandisce tra le corna un sole in miniatura, da cui trae l'energia che lo sostiene. Quando viene attaccato, agita questo sole e proietta fiamme solari verso chiunque lo minacci.", + "ARKIDD_NAME": "Arkid", + "ARKIDD_NAME_PREFIX": "Ark", + "ARKIDD_LORE_1": "Gli Arkid sono stati avvistati per la prima volta a Nuova Wirral dopo l'arrivo del Centro Commerciale Caduto. Sono stati visti correre per le corsie, saltare sulla testa di altri mostri e in generale fare i teppistelli.", + "ARKIDD_NAME_SUFFIX": "kid", + "ARKIDD_LORE_2": "I videogiochi arcade sono giochi elettronici cabinati che consentono a un giocatore di giocare a un videogioco inserendo monete o gettoni. Introdotti all'inizio degli anni \\'70, per un certo periodo gli arcade sono stati i videogiochi graficamente più avanzati disponibili al pubblico.", + "ARKIDD_DESCRIPTION": "un robot con il simbolo di una saetta", + "CLUCKABILLY_NAME": "Chicchirockì", + "CLUCKABILLY_NAME_PREFIX": "Chicchi", + "CLUCKABILLY_LORE_1": "I Chicchirockì sono ribelli per natura. La potenza rabbiosa del loro chiocciare è tale che riescono a creare piccole onde d'urto.", + "CLUCKABILLY_NAME_SUFFIX": "rockì", + "CLUCKABILLY_LORE_2": "Dato che gli esseri umani allevano polli per l'agricoltura sin dalla preistoria, i galli hanno ruoli di varia importanza e venerazione in tutte le culture umane. Il gallo è il decimo dei dodici animali dello zodiaco cinese.", + "CLUCKABILLY_DESCRIPTION": "un enorme pollo punk", + "ROCKERTRICE_NAME": "Rockatrice", + "ROCKERTRICE_NAME_PREFIX": "Rocka", + "ROCKERTRICE_NAME_SUFFIX": "trice", + "ROCKERTRICE_LORE_2": "La coccatrice è una creatura mitologica, descritta come simile a un drago con la testa di gallo. Come il basilisco, altra creatura del mito, si dice che abbia la capacità di uccidere all'istante con il solo sguardo.", + "ROCKERTRICE_DESCRIPTION": "un drago gigante con il becco e la moicana", + "KUNEKO_NAME": "Kuneko", + "ROCKERTRICE_LORE_1": "La Rockatrice è nota per lo sguardo penetrante, che si dice sia in grado di paralizzare sul posto chiunque la guardi negli occhi. È anche nota per la sua antipatia per chiunque la guardi negli occhi. È una combinazione decisamente pericolosa.", + "KUNEKO_NAME_PREFIX": "Kuneko", + "KUNEKO_NAME_SUFFIX": "neko", + "KUNEKO_UNKNOWN_NAME": "Ragazza-gatto misteriosa", + "KUNEKO_LORE_2": "Le ragazze-gatto sono archetipi popolari, tipicamente associati all'arte e all\\'animazione del Giappone moderno. Sono raffigurate come ragazze carine dal corpo umano ma con le orecchie di gatto. È possibile che siano ispirati al bakeneko, uno spirito mutaforma felino del folklore giapponese.", + "KUNEKO_LORE_1": "Figlia di un angelo e di un demone, Kuneko è stata abbandonata da neonata alle porte del covo di un clan di ninja. Addestrata nelle arti del ninjutsu e dell'amicizia, Kuneko ora viaggia alla ricerca dei quattro santuari elementali del potere. Riuscirà mai a trovare la sua vera vocazione?", + "KUNEKO_SUBTITLE": "Ragazza-gatto misteriosa", + "SHINING_KUNEKO_NAME": "Kuneko Splendente", + "KUNEKO_DESCRIPTION": "una ragazza-gatto anime", + "SHINING_KUNEKO_NAME_PREFIX": "Kuneko-", + "SHINING_KUNEKO_NAME_SUFFIX": "-splendente", + "SHINING_KUNEKO_SUBTITLE": "Creazione liberata", + "SHINING_KUNEKO_LORE_1": "Quando Kuneko fonde in sé i quattro elementi del mondo, sblocca il vero potenziale che era nascosto in lei. L'energia cosmica che scorre dentro di lei le conferisce un potere inimmaginabile.", + "SHINING_KUNEKO_LORE_2": "La parola \\\"manga\\\" indica i fumetti e le illustrazioni prodotti in Giappone. Popolari sia in Giappone sia nel resto del mondo moderno, i manga abbracciano un'ampia gamma di generi e target di pubblico.", + "ANATHEMA_NAME": "Anathema", + "SHINING_KUNEKO_DESCRIPTION": "una ragazza-gatto anime luminosa", + "ANATHEMA_SUBTITLE": "Fusione maligna", + "ANATHEMA_NAME_SUFFIX": "thema", + "ANATHEMA_NAME_PREFIX": "Anathe", + "ANATHEMA_LORE_1": "Gli Anathema sono chimere, bestie orrende create con parti di vari mostri unite insieme chirurgicamente. Sono senz'altro stati creati deliberatamente, ma da chi? E per quale scopo?", + "ANATHEMA_DESCRIPTION": "un orrendo mostro di Frankenstein", + "ANATHEMA_LORE_2": "Nella mitologia greca, la Chimera è una creatura composta da parti di animali diversi. La Chimera del mito è un leone con una testa di capra e un serpente al posto della coda. Da allora, \\\"Chimera\\\" è diventato un termine usato per descrivere creature create da parti diversi.", + "MISS_MIMIC_NAME": "Miss Mimic", + "MISS_MIMIC_SUBTITLE": "Femme fatale", + "MISS_MIMIC_NAME_PREFIX": "Miss Mimi", + "MISS_MIMIC_LORE_1": "Le Miss Mimic possono replicare l'aspetto di oggetti di grande valore. Ora, su Nuova Wirral, hanno iniziato a imitare le scorte lasciate dai ranger dall\\'altra parte dell\\'isola. Un ignaro ranger in cerca di rifornimenti di valore potrebbe invece trovare gli artigli uncinati di Miss Mimic.", + "MISS_MIMIC_NAME_SUFFIX": "mimic", + "MISS_MIMIC_LORE_2": "In natura ci sono molti esempi di mimetismo evolutivo, il processo per cui un organismo evolve in modo da assomigliare a un altro organismo o oggetto. Questo porta vari vantaggi, tra cui aumentare la capacità di un organismo di nascondersi dai predatori.", + "MISS_MIMIC_DESCRIPTION": "un armadietto ingannevole", + "PONDWALKER_NAME": "Calcastagni", + "PONDWALKER_NAME_PREFIX": "Calca", + "PONDWALKER_NAME_SUFFIX": "stagni", + "PONDWALKER_LORE_2": "Da recenti scoperte, sappiamo che l'idea della \\\"boccia per pesci\\\" esisteva fin dall\\'impero romano, dove i cittadini tenevano i pesci rossi in vasche di ceramica decorata simili a grandi ciotole. Nonostante l\\'immagine del pesce rosso in una semplice vasca di vetro sia molto diffusa, non è salutare per il pesce.", + "PONDWALKER_LORE_1": "I Calcastagni sono la prova evidente che i mostri di Nuova Wirral devono aver avuto origine altrove e non possono essere nativi dell'isola. L\\'esoscheletro robotico del Calcastagni è una meraviglia tecnologica che protegge perfettamente il pesce al suo interno.", + "PONDWALKER_DESCRIPTION": "un pesce rosso con una tuta mech", + "SHARKTANKER_NAME": "Vasqualo", + "SHARKTANKER_NAME_PREFIX": "Vas", + "SHARKTANKER_NAME_SUFFIX": "qualo", + "SHARKTANKER_LORE_1": "Il pesce racchiuso nel Calcastagno è cresciuto fino a diventare uno squalo, e il suo esoscheletro si è adattato di conseguenza. I suoi artigli da combattimento in acciaio contengono anche sofisticate pompe idrauliche, con cui spara potenti getti d'acqua per attaccare tanto a distanza quanto in mischia.", + "SHARKTANKER_LORE_2": "Gli squali sono pesci di grandi dimensioni che risalgono a più di 420 milioni di anni fa. Gli squali, in particolare il grande squalo bianco, sono noti nella cultura popolare come animali pericolosi per l'uomo.", + "SHARKTANKER_DESCRIPTION": "uno squalo con una tuta mech", + "BEAR1_NAME_PREFIX": "Zam", + "BEAR1_NAME": "Zampovero", + "BEAR1_LORE_1": "L'amichevole Zampovero adora gli abbracci e le dimostrazioni di affetto. Inoltre, ha la capacità di trasferire con un semplice tocco tutti i danni subiti o i benefici ottenuti. Com\\'è facile immaginare, la combinazione di queste due caratteristiche può avere conseguenze caotiche.", + "BEAR1_NAME_SUFFIX": "povero", + "BEAR1_DESCRIPTION": "un orsetto in costume da orso", + "BEAR2_NAME": "Zamprincipe", + "BEAR1_LORE_2": "Il celeberrimo orsacchiotto di peluche fu inventato all'inizio del XX secolo. I primi esemplari apparvero in Germania e negli Stati Uniti più o meno nello stesso periodo.", + "BEAR2_NAME_PREFIX": "Zam", + "BEAR2_LORE_1": "Lo Zampovero passa il tempo a riparare, migliorare ed espandere il proprio costume da orso. Se il costume diventa abbastanza elaborato, lo Zampovero si trasforma in Zamprincipe, un'imponente creatura che sembra essere tutt\\'una con il proprio travestimento.", + "BEAR2_NAME_SUFFIX": "principe", + "MINOSTEAM_NAME": "Steamotauro", + "BEAR2_DESCRIPTION": "un orso alto e slanciato con un costume da orso", + "BEAR2_LORE_2": "Sin dalla loro creazione, all'inizio del XX secolo, gli orsacchiotti di peluche sono diventati una vera e propria icona culturale: i più famosi tra questi personaggi sono ormai riconosciuti in tutto il mondo.", + "ROBIN_LORE_1": "Spirito ingannatore uscito da una commedia, Robin Goodfellow un tempo era un burlone bonario. Tuttavia, quando ha scoperto la commedia da cui era stato creato, la consapevolezza della sua natura fittizia lo ha spezzato, e ora è crudele e amareggiato nei confronti dell'umanità.", + "MINOSTEAM_SUBTITLE": "Il toro dell'industrializzazione", + "MINOSTEAM_NAME_PREFIX": "Steamo", + "MINOSTEAM_NAME_SUFFIX": "tauro", + "MINOSTEAM_LORE_2": "Il Minotauro è un personaggio della mitologia greca, una feroce bestia con il corpo di uomo e la testa di toro. Per contenere la sua furia, il re Minosse lo fece rinchiudere all'interno del Labirinto di Cnosso.", + "MINOSTEAM_DESCRIPTION": "un toro d'ottone", + "AA_LAMENTO_MORI_NAME": "Lamento Mori", + "AA_LAMENTO_MORI_SUBTITLE": "Sogni di morte", + "MINOSTEAM_LORE_1": "All'interno del suo corpo d\\'ottone, lo Steamotauro produce costantemente vapore pressurizzato e lo incanala per assestare colpi potentissimi con i suoi enormi pugni. Sembra che sia stato richiamato a Nuova Wirral da un altro luogo… Ma da dove, esattamente?", + "LAMENTO_MORI_LORE_2": "Incarnazione della paura della morte, Lamento Mori è l'ultimo Arcangelo formato dalla paura e dalle ansie di morte dell\\'umanità.", + "LAMENTO_MORI_LORE_1": "Lamento Mori, un Arcangelo particolarmente potente per la sua età, ha trasformato il suo binario della stazione in un labirinto di cripte, in cui intrappola e tormenta qualsiasi sventurato che osi addentrarsi nelle sue profondità.", + "AA_PUPPET_SUBTITLE": "Il maestro dei burattini", + "AA_PUPPET_NAME": "Pupazzarox", + "PUPPET_LORE_2": "Poppetox, incarnazione dell'arte di burattini e marionette, è nato dal desiderio della società umana di creare simulacri di se stessa.", + "PUPPET_LORE_1": "Il corpo di Pupazzarox è costituito da una materia strana e distorta. Può strapparsi di dosso pezzi di questa materia e creare repliche abbozzate dei suoi avversari. Queste effigi hanno una strana connessione con l'individuo che imitano e possono trasmettergli i danni che subiscono.", + "AA_PUPPET_EFFIGY_NAME": "Effigie", + "AA_MONARCH_NAME": "Monarca di Nessundove", + "AA_MONARCH_SUBTITLE": "Re del nulla", + "AA_MONARCH_MINION_NAME": "Bifolco di Nessundove", + "MONARCH_LORE_1": "Il Monarca di Nessundove risiede sotto il Centro Commerciale Caduto e si nutre del potenziale perduto emesso dagli umani quando sprecano la vita seguendo media e contenuti banali.", + "MONARCH_LORE_2": "L'incarnazione del consumismo, il Monarca di Nessundove è nato dalla dedizione collettiva dell\\'umanità all\\'intrattenimento, e in particolare ai media.", + "AA_ROBIN_SUBTITLE": "Sogno di una notte di mezza estate", + "AA_ROBIN_NAME": "Robin Goodfellow", + "ROBIN_LORE_2": "La dedizione dell'umanità all\\'arte del teatro e alla narrazione ha dato vita a Robin Goodfellow, incarnazione della teatralità. A differenza di altri Arcangeli, la forma con cui si manifesta ha un\\'origine specifica: l\\'opera teatrale Sogno di una notte di mezza estate di William Shakespeare.", + "AA_MAMMON_NAME": "Mammon", + "AA_MAMMON_SUBTITLE": "Capo Succhiaterra", + "MAMMON_LORE_1": "A differenza degli altri Arcangeli, Mammon ha abbandonato le stazioni labirintiche sotto Nuova Wirral. Invece, guida la sua legione di \\\"Succhiaterra\\\" da una fortezza di cemento di sua stessa creazione. I suoi Succhiaterra sono gusci vuoti che fanno da tramite per il suo immenso potere.", + "AA_CUBE_NAME": "Esecraedro", + "AA_CUBE_SUBTITLE": "Solido neoplatonico", + "MAMMON_LORE_2": "Incarnazione del capitalismo, Mammon è stato creato dagli innumerevoli mondi in cui la società dà valore ai guadagni monetari al di sopra di ogni altra cosa, anche della sofferenza umana.", + "AA_ALICE_SUBTITLE": "Regina in esilio dal Paese delle Meraviglie", + "ALICE_LORE_2": "Incarnazione dell'ego, Alice è nata dall\\'abisso dei pensieri egoistici dell\\'umanità.", + "ALICE_LORE_1": "Alice si considera la benevola principessa del suo dominio. La prospettiva di ospiti in visita la solletica, ma solo perché vede le persone come giocattoli che può gettare da parte con facilità quando si è annoiata della novità.", + "AA_ALICE_NAME": "Alice", + "CUBE_LORE_2": "L'incarnazione della matematica. Uno degli Arcangeli più giovani, Esecraedro è nato quando l\\'umanità ha raggiunto l\\'età dell\\'orgoglio scientifico-matematico.", + "CUBE_LORE_1": "Il corpo di Esecraedro è \\\"cardinalmente solidale\\\", il che significa che ha sempre il medesimo, identico aspetto da qualsiasi angolazione lo si osservi. Non è insolito: la \\\"forma fisica\\\" di tutti gli Arcangeli è semplicemente l'ombra tridimensionale di un essere in più dimensioni. Non sono vincolati dalla geometria euclidea.", + "AA_TOWER_NAME": "Babelith", + "MORGANTE_LORE_1": "Morgante una volta si unì ad Aleph nelle sue scorrerie tra i mondi, apparendo in molti miti e leggende come strega o dea dai grandi poteri. Abitava alla stazione di Night's Bridge, che ospita l\\'unica \\\"porta\\\" che conduca fuori da Nuova Wirral. Ha nascosto questa stazione nelle parole di una canzone.", + "AA_TOWER_SUBTITLE": "Torre dell'ignoranza", + "TOWER_LORE_1": "Babelith abita in una stazione in cima a Monte Wirral, da cui urla sermoni deliranti e sconclusionati che rimangono inascoltati da quasi tutti.", + "TOWER_LORE_2": "Incarnazione dell'ignoranza, Babelith nasce dalla straordinaria capacità umana di rifiutare la verità per paura, disagio e arroganza.", + "AA_MORGANTE_SUBTITLE": "Spirito della ribellione", + "MORGANTE_LORE_2": "Incarnazione della ribellione, Morgante è una dei più antichi tra gli esseri che chiamiamo \\\"Arcangeli\\\" nel cosmo connesso. La ribellione è l'opposto simmetrico della conquista: era inevitabile che lei e Aleph, alla fine, diventassero nemici immortali.", + "AA_FINALGANTE_NAME": "Gestalt Morgante", + "FINALGANTE_LORE_1": "La volontà di combattere quando vincere sembrava impossibile, fusa allo spirito residuo di Morgante, ha formato la Gestalt Morgante. È un Egregore, noto come \\\"Arcangelo\\\" a Nuova Wirral: un'entità creata da una comune volontà di cambiare la realtà. Tutta l\\'umanità possiede il fondamento di questo potere.", + "AA_FINALGANTE_SUBTITLE": "Invocato: Spirito della ribellione", + "FINALGANTE_LORE_2": "Una \\\"gestalt\\\" è qualcosa di più grande della somma delle sue parti. Singolarmente, la capacità di una sola persona di cambiare il mondo che la circonda è limitata. Quando le persone si uniscono, il loro potere potenziale è illimitato.", + "AA_SERPENT_SUBTITLE": "Serpente divino", + "AA_SERPENT_NAME": "Cordemonio", + "AA_ALEPH_NAME": "Aleph", + "ALEPH_LORE_1": "Aleph una volta ha guidato un gruppo di Arcangeli attraverso il cosmo connesso. Lì ha scatenato grandi battaglie, entrando a far parte di molte leggende che tutti conoscono ancora oggi. La sua testa a portale gli consente di inviare chiunque e qualsiasi cosa ovunque voglia, tranne se stesso.", + "AA_ALEPH_SUBTITLE": "Sovrano scarlatto della conquista", + "SERPENT_LORE_2": "Incarnazione della devozione, Cordemonio si è originato dalla devozione ai molti dei e idoli che l'umanità crea e adora.", + "SERPENT_LORE_1": "Il malevolo Cordemonio si nutre della devozione altrui, anche fino alla morte se la persona ha una fede abbastanza forte. Sussurra dalla sua stazione sotterranea, sperando che i suoi accoliti alla fine riescano a raggiungerla e a trovarvi la morte.", + "ALEPH_LORE_2": "Incarnazione della conquista, Aleph è nato dalla natura bellicosa e dal desiderio di conquista dell'umanità. Una volta era a capo di un gruppo di Arcangeli, tra cui Morgante, Madame Ambra, Mordread e altri, che chiamava la sua \\\"tavola rotonda\\\". Di quell\\'alleanza, solo lui e Morgante restano ancora a Nuova Wirral.", + "ALEPH_NULL_LORE_1": "Aleph, ritornato al culmine del suo potere. Se gli sarà permesso di vagare per il cosmo connesso come faceva un tempo, non c'è dubbio che seminerà sofferenze indicibili.", + "AA_ALEPH_NULL_NAME": "Aleph Null", + "AA_ALEPH_NULL_SUBTITLE": "Guerra eterna incarnata", + "ALEPH_NULL_LORE_2": "Le leggende scritte dopo che Aleph si improvvisò monarca britannico nel VI secolo sostengono che un giorno tornerà per riprendere il trono. Per questa volta è stato sconfitto, ma se gli umani continuano a trovare modi per uccidersi a vicenda, alla fine ci riuscirà.", + "AA_HELIA_NAME": "Helia", + "AA_HELIA_SUBTITLE": "Il processo di fusione", + "HELIA_LORE_1": "Incarnazione del potere della fusione, Helia sovrintende a tutti i generi di fusione in tutto il cosmo. Sul suo mondo natale, si è manifestata per la prima volta nel laboratorio di ricerca di un gruppo di scienziati umani che studiavano la fusione nucleare.", + "HELIA_LORE_2": "La memoria di Helia sembra poter estendersi fino a ben prima della sua manifestazione, fino al primo caso di fusione nucleare nel cosmo. In questo senso, è probabilmente l'Arcangelo più antico di Nuova Wirral e conosce bene le macchinazioni tramate da Aleph migliaia di anni fa.", + "AA_AMBER_LORE_1": "Madame Ambra è un Arcangelo enigmatico ma ospitale, che aiuta i viaggiatori del cosmo nei loro viaggi. Ha la capacità di transitare liberamente tra i mondi e assume la forma di un locale di classe pieno di ospiti.", + "AA_MERLINE_NAME": "La MerLinea", + "AA_MERLINE_SUBTITLE": "Colui che giace al di sotto", + "AA_MERLINE_LORE_1": "Il sistema ferroviario sotto Nuova Wirral è in realtà la MerLinea, un antico e inconoscibile \\\"Arcangelo\\\" che assume la forma di un infinito labirinto di gallerie e treni.", + "AA_MERLINE_LORE_2": "Il potere della MerLinea di lacerare lo spazio e il tempo ha portato all'accumulo di grandi quantità di detriti sulla sua gigantesca forma: così si è creata l\\'isola di Nuova Wirral. Da allora, la MerLinea ha usato il suo potere per popolare l\\'isola di uomini e mostri. Sembra credere di avere una buona ragione per farlo.", + "AA_AMBER_NAME": "La Loggia Ambra", + "AA_AMBER_SUBTITLE": "Albergatrice interdimensionale", + "AA_AMBER_LORE_2": "Un tempo Madame Ambra era un membro della squadra di Aleph, ed era lei stessa il metodo con cui viaggiavano per il cosmo connesso. Ha lasciato i suoi compagni a Nuova Wirral quando sono scoppiate le ostilità tra loro, e ha finito per pentirsi dell'aiuto che aveva dato alle imprese di Aleph.", + "LENNA_NAME": "Lenna", + "LENNA_UNKNOWN_NAME": "Figura ammantata", + "LENNA_SUBTITLE": "Eroina di un'altra storia", + "LENNA_LORE_1": "Un tempo Lenna era solo un'insegnante senza pretese, la cui più grande responsabilità era istruire \\\"l\\'eroe\\\" del suo mondo su come affrontare i malvagi Arcangeli. Quando l\\'eroe, inaspettatamente, venne ucciso, Lenna impugnò la spada lei stessa.", + "LENNA_LORE_2": "Il mondo di Lenna esiste sotto forma di videogioco, archiviato su una cartuccia lanciata nello spazio. Per coincidenza, un raggio cosmico ha provocato \\\"glitch\\\" del gioco e ha dato autocoscienza ai suoi abitanti, che non conoscono le loro origini elettroniche.", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Candela rituale", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Brucia questa candela e poi sacrifica (ricicla) un nastro registrato per influenzare la prossima fusione che incontri. Avrà una chance di contenere un bootleg che corrisponde al tipo o alla specie del nastro che hai sacrificato.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Un oggetto bizzarro che lə capitanə Skip ha scoperto in una delle sue ultime spedizioni di recupero. Ti dice:\\n\\n\\\"Brucia questa candela e poi sacrifica (ricicla) un nastro registrato per influenzare la prossima fusione che incontri. Avrà una chance di contenere un bootleg che corrisponde al tipo o alla specie del nastro che hai sacrificato\\\".", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Brucia", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "La candela è bruciata. Ora sacrifica (ricicla) un nastro che hai registrato per influenzare la prossima fusione che incontrerai.", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "C'è già un rituale in corso.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "Il rituale è compiuto. La prossima fusione che incontrerai potrebbe contenere un bootleg che corrisponde per qualche verso a questo nastro.", + "ITEM_CAPTAIN_BADGE_NAME": "Distintivo da capitano", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "Distintivo n. 14", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifica chi lo porta come capitano dei ranger. Distintivo n. 14.", + "ITEM_FUSION_RADAR_NAME": "Radar di fusioni", + "ITEM_FUSION_RADAR_DESCRIPTION": "Mostra icone sulla mappa dove puoi trovare le Fusioni fuori controllo.", + "RANGER_RANK_0": "Apprendista ranger", + "RANGER_RANK_1": "Esploratore ranger", + "RANGER_RANK_2": "Capitano ranger", + "ITEM_RANGER_ID_AUX_NAME": "ID: {ranger_id}", + "ITEM_RANGER_ID_NAME": "Tesserino {ranger_rank}", + "ITEM_RANGER_ID_DESCRIPTION": "Sei ufficialmente {ranger_rank}! Questo tesserino tiene traccia dei tuoi progressi nei ranghi dei ranger. Inoltre, ti aiuterà anche a identificare il tuo cadavere se dovesse succederti qualcosa.", + "ITEM_GARDENING_KIT_NAME": "Kit da giardinaggio", + "ITEM_GARDENING_KIT_DESCRIPTION": "Un set di semi, alberelli e alcuni attrezzi di base per abbellire le fioriere in città.", + "ITEM_JELLY_NAME": "Schele-melma", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "Apre qualcosa nella stazione di Waterloop.", + "ITEM_KEY_WATERLOOP_NAME": "Chiave di Waterloop", + "ITEM_JELLY_DESCRIPTION": "È appiccicosa e viscida, ed è caduta da un Melmetro durante la battaglia. Non ti consiglio di mangiarla, ma può comunque essere utile per qualcosa...", + "ITEM_KEY_COMMUNE_NAME": "Chiave di Borgo Cordoglio", + "ITEM_KEY_COMMUNE_DESCRIPTION": "Apre qualcosa a Borgo Cordoglio.", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "Chiave del Bianconiglio", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "Sempre più stranissima!", + "ITEM_KEY_LANDKEEPER_NAME": "Chiave di finestra di Succhiaterra", + "ITEM_MACHINEPART_NAME": "Componente meccanico", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Apre le finestre sopra agli uffici dei Succhiaterra.", + "ITEM_MACHINEPART_DESCRIPTION": "Un componente mancante da una vecchia biglietteria automatica.", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Biglietto del treno", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Un vecchio biglietto del treno. Sopra c'è scritto \\\"Tomba Sepulcro\\\" con inchiostro sbiadito.", + "ITEM_VALVE_NAME": "Maniglia della valvola", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Un vecchio biglietto del treno. Sopra c'è scritto \\\"Glowcester\\\" con inchiostro sbiadito.", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Biglietto del treno", + "ITEM_VALVE_DESCRIPTION": "Una maniglia della valvola arrugginita. È fredda al tatto.", + "ITEM_KEYSTONE_NAME": "Pietra-chiave azzurra", + "ITEM_KEYSTONE_DESCRIPTION": "Una gemma blu ornata. Emette un rumore simile a interferenze radio.", + "ITEM_DELIVERY_PARCEL_NAME": "Pacco", + "ITEM_DELIVERY_COMMUNE_NAME": "Pacco di aiuti", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Un pacco in consegna. Controlla le missioni attive per i dettagli.", + "ITEM_LOST_NECKLACE_NAME": "Girocollo smarrito", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Un pacco in consegna a Borgo Cordoglio. Controlla le missioni attive per i dettagli.", + "ITEM_LOST_NECKLACE_DESCRIPTION": "Qualcuno l'ha perso e lo rivuole. Controlla le missioni attive per i dettagli.", + "ITEM_LOST_RING_NAME": "Anello smarrito", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Moneta", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "È una strana moneta d'oro, coniata nell\\'anno 0x7B3 da \\\"Lo Stato del Nevad-O\\\".", + "ITEM_LOST_WALLET_DESCRIPTION": "Qualcuno l'ha perso e lo rivuole. Controlla le missioni attive per i dettagli.", + "ITEM_LOST_RING_DESCRIPTION": "Qualcuno l'ha perso e lo rivuole. Controlla le missioni attive per i dettagli.", + "ITEM_LOST_WALLET_NAME": "Portafoglio smarrito", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Un pezzo di carta con alcune indicazioni scritte con il sangue. Una parte è stata strappata. Le indicazioni dicono: \\\"Su, Su, Giù, Giù...\\\".\\n\\nIl resto è scarabocchiato di risate folli.", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Indizio n. 1 di Tomba Sepulcro", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Indizio n. 2 di Tomba Sepulcro", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Un pezzo di carta con alcune indicazioni scritte con il sangue. La prima parte è stata strappata. Le indicazioni dicono: \\\"Sinistra, Destra, Sinistra, Destra\\\".\\n\\nLe risate folli continuano anche da questa parte.", + "ITEM_MEREDITH_ENVELOPE_NAME": "Busta per Meredith", + "SERVICE_LUCKY_DIP_NAME": "Pesca fortunata", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "È una busta di Ianthe per Meredith. Riguarda il disco che Meredith sta cercando!", + "ITEM_GYM_PASS_NAME": "Pass per la palestra", + "SERVICE_LUCKY_DIP_DESCRIPTION": "Una borsa che contiene un set casuale di oggetti utili. Include un adesivo non comune o raro garantito. Tenta la fortuna!", + "ITEM_GYM_PASS_DESCRIPTION": "Permette accesso illimitato alla palestra del Municipio, per personalizzare le tue statistiche di base.", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "La cassetta di un mostro molto raro, tenuta da parte per i ranger che sappiamo essere capaci di gestirlo.", + "SERVICE_MONSTER_TAPE_NAME": "Nastro di {species_name}", + "EXCHANGE_REQUIRE_CAPTAINS": "Addestrati con altri capitani ({amount}) per sbloccarlo!", + "SERVICE_CARRY_MORE_REWINDS_NAME": "Tasca per riavvolgitori", + "SERVICE_CARRY_MORE_CURES_NAME": "Tasca di pronto soccorso", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Tasca per ribobinatori", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Posso cucirla sul tuo zaino per aumentare di 1 il numero di riavvolgitori che puoi portare.", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Posso cucirla sul tuo zaino per aumentare di 1 il numero di ribobinatori che puoi portare.", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Posso cucirla sul tuo zaino per aumentare di 1 il numero di ciascun tipo di cura che puoi portare.", + "SERVICE_CARRY_MORE_COFFEE_NAME": "Frigo in miniatura", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Posso cucirlo sul tuo zaino per aumentare di 1 il numero di fumogeni che puoi portare. Ha un'imbottitura antiurto, perciò puoi star certo che non esploderanno per sbaglio.", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Posso cucirlo sul tuo zaino per aumentare di 1 il numero di caffè in lattina che puoi portare.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Comparto per bombe", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Posso cucirlo sul tuo zaino per aumentare di 1 il numero di fumogeni che puoi portare. Ha un'imbottitura antiurto, perciò puoi star certə che non esploderanno per sbaglio.", + "SERVICE_CARRY_MORE_REODORANT_NAME": "Tasca assorbiodore", + "SERVICE_GYM_POINTS_NAME": "Punto palestra extra", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Posso cucirla sul tuo zaino per aumentare di 1 il numero di reodoranti che puoi portare. È in un materiale speciale che impedirà ai cattivi odori di uscire finché non ne avrai bisogno.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Posso cucirlo sul tuo zaino per aumentare di 1 il numero di fumogeni che puoi portare. Ha un'imbottitura antiurto, perciò puoi star certa che non esploderanno per sbaglio.", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Vaschetta in plastica richiudibile", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Aumenta di 1 la quantità massima di fusilli alle pere che puoi portare.", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "I ranger forniranno più risorse alla dottoressa Pensby, ampliando il suo inventario di tipi di cura (+{0}).", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "Tessera della Gilda dei mercanti", + "SERVICE_GYM_POINTS_DESCRIPTION": "Fornisce 1 punto in più per usare la palestra del Municipio.", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Ti offre tariffe migliori con i mercanti di Harbourtown. Ci sono sconti fino al {0}%.", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "I ranger forniranno più risorse ai mercanti di adesivi del mercato nel centro di Harbourtown, ampliando il loro inventario di adesivi (+{0}).", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Inventario adesivi extra", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Inventario caffè extra", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Avere uno di questi in tasca potenzierà la tua abilità Scatto di Pallottolotto con una chance di infliggere danni all'inizio delle battaglie.", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "Inventario cure extra", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "I ranger forniranno più ingredienti a Clémence al Café Gramophone, ampliando il suo inventario di tipi di caffè (+{0}).", + "QUEST_CAPTAINS_DESCRIPTION3.n": "Affronta Ianthe in un'ultima sfida per diventare capitanə tu stessə!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Frammento di cartuccia di Pallottolotto", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Seme di Balzucca", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Avere uno di questi in tasca potenzierà la tua abilità Palla di rampicanti con una chance di creare un Muro Pianta all'inizio delle battaglie.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Pelo di Lampopiteco", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette per aumentare del {0}% la velocità con cui si riempie la barra fusione.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Avere una manciata di questo pelo in tasca potenzierà la tua abilità Elettromagnetismo, facendoti iniziare le battaglie con 1 PA in più.", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Potenziamento per microfono", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Questo microfono potenziato per il tuo mangiacassette aumenta le chance di registrazione riuscita del {0}%.", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "Modifica barra fusione", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette per aumentare del {0}% la velocità con cui si riempie la barra fusione quando metti a segno un colpo con vantaggio di tipo.", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Modifica chimica", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette per aumentare del {0}% la velocità con cui si riempie la barra fusione quando metti a segno un colpo critico.", + "SERVICE_FUSION_METER_CRITICAL_NAME": "Modifica critico", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette per aumentare del {0}% la velocità con cui si riempie la barra fusione quando vinci una battaglia.", + "SERVICE_FUSION_METER_VICTORY_NAME": "Modifica vittoria", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Posso installare questa modifica nel tuo mangiacassette perché reindirizzi al microfono la potenza in eccesso della barra fusione. La chance di registrazione riuscita aumenterà del {0}% quando la barra fusione è piena.", + "SERVICE_FUSION_METER_RECORDING_NAME": "Modifica registrazione", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Taglio del frustum", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Raggio mortale", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "Feedback", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentazione", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Crollo del mercato", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "Giudizio", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Richiamo di margine", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "Effetto leva", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Congelamento patrimoniale", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Prodotto civetta", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Troppo grande per fallire", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Polvere di fata", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Orda fatata", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Incubo", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Falsa illuminazione", + "MOVE_AA_ALICE_EAT_ME_NAME": "Mangiami", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Vera illuminazione", + "MOVE_AA_ALICE_DRINK_ME_NAME": "Bevimi", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Elevata e potente", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus ex calibur", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "Morte dei 10.000 tagli", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "Morte dei 1000 tagli", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Chiamata alle armi", + "MOVE_AA_MONARCH_TENTACLE_NAME": "Presa scivolosa", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Melodia di Kayleigh", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Bomb voyage", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodia struggente", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motiva l'utilizzatore a continuare anche dopo la sconfitta.", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "Convinzione di {player}", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Arguzia di Meredith", + "MOVE_AA_MORGANTE_PLAYER_NAME": "Convinzione inarrestabile", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "Arguzia fulminea", + "MOVE_AA_FINALGANTE_FELIX_NAME": "Creatività di Felix", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "Coraggio di Eugene", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Aumenta l'Attacco in mischia e l\\'Attacco a distanza dell\\'utilizzatore.", + "MOVE_AA_MORGANTE_EUGENE_NAME": "Coraggio inesauribile", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Aumenta la Difesa in mischia e la Difesa a distanza dell'utilizzatore.", + "MOVE_AA_FINALGANTE_DOG_NAME": "Energia di Barkley", + "MOVE_AA_MORGANTE_FELIX_NAME": "Impresa creativa", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "Determinazione di Viola", + "MOVE_AA_MORGANTE_VIOLA_NAME": "Astuta determinazione", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Fischia e chiama aiuto", + "MOVE_AA_MORGANTE_DOG_NAME": "Energia senza freni", + "QUEST_MEREDITH_DESCRIPTION_4": "Vai con Meredith al Centro Commerciale Caduto.", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Aumenta la generazione di PA dell'utilizzatore.", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Potere della verità", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zedd su Colle Autunno mi ha chiesto di rendere un po' più tranquilla la zona sconfiggendo 5 Pallottolotti. I Pallottolotti si trovano più facilmente su Colle Autunno.", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Rosata di pallottole", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "A gettoni", + "QUEST_MEREDITH_TITLE": "Tutto ciò che ho sempre voluto", + "QUEST_MEREDITH_DESCRIPTION_1": "Chiedi agli abitanti di Harbourtown se hanno visto il disco preferito di Meredith.", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Un'androide a gettoni nei Boschi di Eastham sembra guasta. Forse trovare una moneta adatta la riporterà in vita.", + "QUEST_MEREDITH_DESCRIPTION_2": "Trova il capo dei ranger Ianthe e chiedi del disco preferito di Meredith.", + "QUEST_MEREDITH_DESCRIPTION_3": "Consegna la busta di Ianthe a Meredith.", + "QUEST_CAPTAINS_DESCRIPTION1.m": "Addestrati con ciascuno dei capitani dei ranger per diventare un ranger. Puoi scoprire dove sono di stanza i capitani chiedendo informazioni ad Harbourtown.", + "QUEST_CAPTAINS_DESCRIPTION2.m": "Incontra il capo dei ranger Ianthe per farle sapere che ti sei addestrato con tutti i capitani dei ranger.", + "QUEST_CAPTAINS_DESCRIPTION2.n": "Incontra il capo dei ranger Ianthe per farle sapere che ti sei addestratə con tutti i capitani dei ranger.", + "QUEST_CAPTAINS_DESCRIPTION1.n": "Addestrati con ciascuno dei capitani dei ranger per diventare un ranger. Puoi scoprire dove sono di stanza i capitani chiedendo informazioni ad Harbourtown.", + "QUEST_CAPTAINS_DESCRIPTION1.f": "Addestrati con ciascuno dei capitani dei ranger per diventare un ranger. Puoi scoprire dove sono di stanza i capitani chiedendo informazioni ad Harbourtown.", + "QUEST_CAPTAINS_PROGRESS": "Addestramento con {num} capitani su {max}.", + "QUEST_CAPTAINS_DESCRIPTION2.f": "Incontra il capo dei ranger Ianthe per farle sapere che ti sei addestrata con tutti i capitani dei ranger.", + "QUEST_CAPTAINS_DESCRIPTION3.m": "Affronta Ianthe in un'ultima sfida per diventare capitano tu stesso!", + "QUEST_CAPTAINS_DESCRIPTION3.f": "Affronta Ianthe in un'ultima sfida per diventare capitana tu stessa!", + "QUEST_CAPTAINS_DESCRIPTION4": "Incontra tutti i capitani ranger.", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "Raccogli {total} dicerie dagli abitanti di Harbourtown.", + "QUEST_COLLECT_RUMORS_TITLE": "Dicerie, dicerie", + "QUEST_COLLECT_RUMORS_PROGRESS": "Hai raccolto {obtained} di {total} dicerie.", + "QUEST_KAYLEIGH_TITLE": "Ho fatto molta strada", + "QUEST_KAYLEIGH_DESCRIPTION1": "Porta Kayleigh a Borgo Cordoglio.", + "QUEST_KAYLEIGH_DESCRIPTION2": "Esplora Borgo Cordoglio.", + "QUEST_FELIX_DESCRIPTION_0": "Incontra Felix nella sua casa di Harbourtown Ovest.", + "QUEST_FELIX_TITLE": "Non mi vuoi?", + "QUEST_FELIX_DESCRIPTION_2": "Trova i quattro altari elementali insieme a Felix per rintracciare Kuneko.", + "QUEST_FELIX_DESCRIPTION_1": "Affronta un guerriero con la spada di legno a Prato dei Ciliegi insieme a Felix.", + "QUEST_FELIX_2_PROGRESS": "Hai trovato {num} su {count} altari elementali.", + "QUEST_VIOLA_DESCRIPTION_1": "Trova Sebastian, il fratello di Viola.", + "QUEST_FELIX_DESCRIPTION_3": "Aiuta Felix a sistemare le cose con Kuneko.", + "QUEST_VIOLA_TITLE": "Tutti cercano qualcosa", + "QUEST_VIOLA_DESCRIPTION_2": "Parla con Viola.", + "QUEST_VIOLA_DESCRIPTION_3": "Viaggia con Viola fino a Costa Ghisa.", + "QUEST_VIOLA_DESCRIPTION_4": "Esplora il relitto con Viola.", + "QUEST_DOG_TITLE": "Torna e rimani", + "QUEST_DOG_DESCRIPTION": "Scopri cosa vuole Barkley sul Monte Wirral.", + "QUEST_SUNNY_TITLE": "Che effetto fa?", + "QUEST_HOYLAKE_TITLE": "A caccia", + "QUEST_SUNNY_DESCRIPTION": "Vai dal sarto a Harbourtown per aiutare a scegliere un nuovo look per Sole.", + "QUEST_HOYLAKE_DESCRIPTION_1": "Registra {monster_description}, spesso visibile {habitat_phrase}, da mostrare a Hoylake.", + "QUEST_HOYLAKE_DESCRIPTION_2": "Hai registrato {monster_name}: {monster_description}, spesso visibile {habitat_phrase}. Torna a Hoylake per mostrarglielo.", + "QUEST_HELIA_TITLE": "Il sole sta per sorgere", + "QUEST_HELIA_DESCRIPTION_1": "Indaga sulla nuova stazione sotto la Cava dei dinosauri nelle Terremorte", + "QUEST_HELIA_DESCRIPTION_2": "Ottieni qualche risposta dalla MerLinea.", + "QUEST_HELIA_DESCRIPTION_3": "Riferisci a Ianthe.", + "CLUE_NORTH": "Procedi dunque da lì a settentrione, dove le strade si vanno a incontrare", + "CLUE_WEST": "Vola a occidente sulle tue ali, fino ad un luogo ch'io sola conosco", + "CLUE_EAST": "Vola a oriente sulle tue ali, fino ad un luogo ch'io sola conosco", + "CLUE_BIOME_ARID": "Dove si trovano solo rovine, dove erba morta potrai calpestare", + "CLUE_BIOME_PLAINS": "Dove si trovano alberi ed erba, dove i sentieri potrai calpestare", + "CLUE_SOUTH": "Procedi dunque da lì a meridione, dove le strade si vanno a incontrare", + "CLUE_BIOME_BEACH": "Dove la sabbia si stende ai tuoi piedi, presto bagnati da onde del mare", + "CLUE_BIOME_AUTUMN": "Dove rosseggiano chiome di foglie che sotto i piè sentirai crepitare", + "CLUE_BIOME_LAKE": "Là dove l'acqua ristagna in un lago e sulla sabbia potrai camminare", + "CLUE_BIOME_WOODS": "Dove s'innalzano tronchi possenti e scura è l\\'erba tra cui camminare", + "CLUE_BIOME_BLOSSOM": "Là dove pallidi fior di ciliegio sopra la terra si vanno a posare", + "CLUE_BIOME_MOUNTAIN": "Dove la terra ti porta nel cielo e sulla neve potrai camminare", + "CLUE_BIOME_MARSH": "Là dove altri si sono perduti, tra fanghi infidi li han visti annegare", + "CLUE_ACTION_ROCK": "Lì porterai una pietra in offerta, porgila innanzi con cuore sincero", + "CLUE_ACTION_CRATE": "Lì porterai una cassa in offerta, porgila innanzi con cuore sincero", + "CLUE_ACTION_DASH.f": "Incoronata da fiamme e da fuoco, sfolgora e ardi con animo fiero", + "CLUE_ACTION_DASH.m": "Incoronato da fiamme e da fuoco, sfolgora e ardi con animo fiero", + "CLUE_ACTION_MAGNETISM": "Doma ed imbriglia la folgore e il lampo, varca la porta con animo fiero", + "CLUE_ACTION_DASH.n": "Incoronatə da fiamme e da fuoco, sfolgora e ardi con animo fiero", + "CLUE_ACTION_JUMP_3": "Se vuoi varcare la strada nascosta, salta tre volte con piede leggero", + "CLUE_ACTION_FACE_4_DIRECTIONS": "In questo luogo poi porgi a ciascuno dei quattro venti il tuo volto severo", + "CLUE_ACTION_NIGHT": "Porta pazienza per mezzo minuto se vuoi risolvere questo mistero", + "CLUE_ACTION_MAP_3.m": "Leggi e rileggi la mappa tre volte per esser certo che ti dica il vero", + "CLUE_ACTION_MAP_3.f": "Leggi e rileggi la mappa tre volte per esser certa che ti dica il vero", + "CLUE_ACTION_ITEM_3": "Scegli tre oggetti da sacrificare: quelli che vuoi, non importa davvero", + "CLUE_ACTION_MAP_3.n": "Leggi e rileggi la mappa tre volte per esser certə che ti dica il vero", + "CLUE_OVERWORLD_2_-1": "Trova il cancello che primo hai varcato, varca la fine del lungo sentiero", + "CLUE_OVERWORLD_-4_-1": "Trova uno stagno tra lapidi e tombe, questa è la fine del lungo sentiero", + "CLUE_OVERWORLD_-6_-3": "Accanto a un edificio c'è un tronco, marca la fine del lungo sentiero", + "CLUE_OVERWORLD_-2_-4": "Sopra le sabbie sorge una tenda, alle sue spalle finisce il sentiero", + "CLUE_OVERWORLD_-3_-3": "Sotto le fronde di un albero morto giace la fine del lungo sentiero", + "CLUE_OVERWORLD_-3_-7": "Tra queste terre c'è un fiume che scorre, fino alla fonte ti porta il sentiero", + "CLUE_OVERWORLD_0_-6": "Qui troverai un altare di pietra, sopra di esso finisce il sentiero", + "CLUE_OVERWORLD_1_-6": "Lì, fra tre luci distinte e divise, ti avrà portato il tuo lungo sentiero", + "CLUE_OVERWORLD_3_-7": "Là c'è un santuario al commercio e al denaro, sopra il suo tetto conduce il sentiero", + "CLUE_OVERWORLD_2_-4": "Sola una casa qui domina tutto, alla sua ombra finisce il sentiero", + "CLUE_OVERWORLD_5_-6": "Tra il verde ricco c'è un ceppo reciso, tra le due mura finisce il sentiero", + "CLUE_OVERWORLD_7_-2": "Qui dove un tempo sorgeva una casa, tra le rovine finisce il sentiero", + "CLUE_OVERWORLD_7_-4": "Là dove sorge l'altare del fuoco, sopra di esso finisce il sentiero", + "CLUE_OVERWORLD_8_-6": "Tra i verdi boschi c'è un ceppo reciso, sopra di esso finisce il sentiero", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Richiesta di Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Parla con Hoylake al municipio. Ha una serie di incarichi per te.", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Taglia sui mostri", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "La popolazione di {key} {habitat_phrase} è diventata turbolenta. Sconfiggine {count} in combattimento per calmare le acque e impedire che si facciano male a vicenda.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Sconfiggi {count} Fusioni fuori controllo perché tutti possano viaggiare sicuri a Nuova Wirral.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Taglia sulle fusioni", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Consegna il pacco allegato al nostro esploratore {location_0_phrase}.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Consegna pacchi", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Uno dei nostri esploratori {location_0_phrase} ha avanzato una richiesta urgente di rifornimenti d'emergenza. Procurati e consegna {required_item_amount}x {required_item} il prima possibile.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Evviva! È arrivato il mio pacco!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Grazie mille! È proprio quello che aspettavo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Grazie mille! È proprio quello che aspettavo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Grazie mille! È proprio quello che aspettavo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Evviva! È arrivato il mio pacco!", + "DJINN_ENTONIC_NAME": "Djinn Entonic", + "DJINN_ENTONIC_LORE_1": "Un misterioso cameriere cosmico, impeccabile nel servizio al tavolo. Non è del tutto chiaro che tipo di bevande serva, dice solo che sono \\\"per famiglie\\\" e \\\"non influenzano il rating del gioco\\\".", + "DJINN_ENTONIC_NAME_SUFFIX": "entonic", + "DJINN_ENTONIC_NAME_PREFIX": "Djinn", + "DJINN_ENTONIC_LORE_2": "Uno djinn, o genio, è un essere mitologico della mitologia araba. Nella storia di Aladino, un genio prigioniero di una lampada magica viene liberato dal protagonista quando, per puro caso, la strofina.", + "DJINN_ENTONIC_DESCRIPTION": "un cameriere cosmico", + "BULLETINO_NAME": "Pallottolotto", + "BULLETINO_NAME_PREFIX": "Pallotto", + "BULLETINO_NAME_SUFFIX": "lotto", + "BULLETINO_LORE_2": "I primi proiettili erano semplici sfere di piombo, sparate dai cannoni verso i nemici e le fortificazioni nelle guerre medievale. Il caratteristico proiettile conico, o \\\"a ogiva\\\", che conosciamo oggi è stato inventato da Henri-Gustave Delvigne, capitano francese del XIX secolo.", + "BULLETINO_LORE_1": "Il Pallottolotto ha un solo meccanismo di difesa: precipitarsi a capofitto verso il pericolo quando va nel panico. È una pessima idea, ma il Pallottolotto lo farà sempre e comunque.", + "BULLETINO_DESCRIPTION": "una gigantesca pallottola ambulante", + "VELOCIRIFLE_NAME": "Fuciliraptor", + "VELOCIRIFLE_NAME_PREFIX": "Fucili", + "VELOCIRIFLE_LORE_1": "La parte posteriore del cranio del Fuciliraptor contiene un vano pieno di polvere da sparo che la creatura può incendiare a piacimento, scagliando il proiettile immagazzinato che tiene nella \\\"canna\\\" del suo muso. Con il tempo, i Fuciliraptor hanno imparato ad avere un'ottima mira.", + "VELOCIRIFLE_NAME_SUFFIX": "raptor", + "VELOCIRIFLE_DESCRIPTION": "una lucertola con una testa a forma di pistola", + "VELOCIRIFLE_LORE_2": "La polvere da sparo fu inventata in Cina agli inizi del primo millennio. Le prime armi da fuoco erano cannoni portatili, che contenevano polvere da sparo e piccoli proiettili.", + "ARTILLEREX_NAME": "Artiglierex", + "ARTILLEREX_NAME_PREFIX": "Artiglie", + "ARTILLEREX_NAME_SUFFIX": "rex", + "ARTILLEREX_LORE_2": "La Gatling è stata una delle prime mitragliatrici in grado di sparare munizioni rapidamente, tramite un fascio circolare di canne messe in rotazione da una manovella. Prende il nome dal suo creatore, Richard Jordan Gatling, ed è stata inventata a metà del XIX secolo.", + "ARTILLEREX_LORE_1": "Il corpo dell'Artiglierex contiene un pozzetto di metallo fuso, con cui può formare schegge e spararle a raffica dalla \\\"torretta\\\" sul ventre. Con le sue capacità balistiche e la statura imponente, è un nemico davvero temibile da affrontare.", + "SALAMAGUS_NAME": "Salamagus", + "GEARYU_LORE_2": "Gli ingranaggi sono parti meccaniche circolari, che si incastrano tra loro (ovvero \\\"ingranano\\\") tramite i \\\"denti\\\" lungo i bordi. Ingranaggi di dimensioni diverse permettono di aumentare o diminuire la velocità di una forza rotante in un macchinario.", + "ARTILLEREX_DESCRIPTION": "un'enorme lucertola con un\\'arma nella pancia", + "GEARYU_NAME_PREFIX": "Ingrana", + "GEARYU_NAME": "Ingranaryu", + "GEARYU_NAME_SUFFIX": "ryu", + "GEARYU_LORE_1": "Il corpo dell'Ingranaryu è una struttura costituita da enormi ingranaggi tenuti insieme dalla forza magnetica. L\\'Ingranaryu fa girare gli ingranaggi per generare energia cinetica, che poi emette dalla bocca sotto forma di potenti attacchi elementali a soffio.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Consegna rifornimenti", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Evviva! È arrivato il mio pacco!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Ho urgente bisogno di {required_item_amount}x {required_item}. Per che cosa? Sono affari privati.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Ho urgente bisogno di {required_item_amount}x {required_item}. Per che cosa? Sono affari privati.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Ho urgente bisogno di {required_item_amount}x {required_item}. Per che cosa? Sono affari privati.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Hai ricevuto la mia richiesta di rifornimenti? Ho bisogno di {required_item_amount}x {required_item}, e subito!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Posso prendere quello che hai portato?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Posso prendere quello che hai portato?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Hai ricevuto la mia richiesta di rifornimenti? Ho bisogno di {required_item_amount}x {required_item}, e subito!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Hai ricevuto la mia richiesta di rifornimenti? Ho bisogno di {required_item_amount}x {required_item}, e subito!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Posso prendere quello che hai portato?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Oh, vedo che hai proprio quel che serve! Puoi darmelo?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Oh, vedo che hai proprio quel che serve! Puoi darmelo?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Oh, vedo che hai proprio quel che serve! Puoi darmelo?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fantastico! Non vedo l'ora di usarlo!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fantastico! Non vedo l'ora di usarlo!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fantastico! Non vedo l'ora di usarlo!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Grazie mille! È proprio quello che mi serviva!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Vuoi essere così gentile e aiutarmi a trovare un {lost_item} che ho perso {location_1_phrase}?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Uno degli abitanti del luogo ha perso un {lost_item} {location_1_phrase}. È un caro ricordo, perciò fai il possibile per trovarlo e restituirlo al suo proprietario {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Grazie mille! È proprio quello che mi serviva!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Oggetti smarriti", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Grazie mille! È proprio quello che mi serviva!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anello", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "girocollo", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Vuoi essere così gentile e aiutarmi a trovare un {lost_item} che ho perso {location_1_phrase}?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "portafoglio", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Vuoi essere così gentile e aiutarmi a trovare un {lost_item} che ho perso {location_1_phrase}?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "Ho perso un {lost_item} prezioso {location_1_phrase}. Mi aiuti a cercarlo?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "Ho perso un {lost_item} prezioso {location_1_phrase}. Mi aiuti a cercarlo?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Consegna speciale", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Grazie mille, lo stavo cercando!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Grazie mille, lo stavo cercando!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Grazie mille, lo stavo cercando!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "Ho perso un {lost_item} prezioso {location_1_phrase}. Mi aiuti a cercarlo?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "L'hai trovato! Grazie mille!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "L'hai trovato! Grazie mille!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "L'hai trovato! Grazie mille!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Per la campagna di aiuti ai Figli del Cordoglio, abbiamo preparato una consegna speciale di forniture mediche. Consegna il pacco allegato al custode di Borgo Cordoglio.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Torna al municipio per mostrarla a Hoylake.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "È il pacco di Ianthe?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "Eccolo!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Richiesta di Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake ha chiesto di vedere com'è una fusione tra {species1_description} e {species2_description}. Fondi {species1_name} e {species2_name} in battaglia per registrare la fusione nel tuo bestiario, quindi torna al municipio per mostrarla a Hoylake!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "Bella trovata! Jacqueline sarà al settimo cielo!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "Sai che il tuo bestiario registra dati su ogni fusione che formi [wave amp=30 freq=30]e[/wave] su ogni fusione che incontri?", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "Davvero affascinante! Grazie mille, {player}.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "Saluti, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Fonditi in battaglia per registrarla nel tuo bestiario.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Diamo un'occhiata ai dati sulla fusione {fusion_name} che mi hai portato.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Porta un nastro {species_name} fino a 5 stelle.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Richiesta di Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "Hoylake vorrebbe vedere una registrazione a 5 stelle di {species_name}. Porta un nastro {species_name} fino a 5 stelle, poi torna al municipio per mostrarlo a Hoylake!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Incontrati con il dottor Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "Sai che il tuo bestiario registra informazioni supplementari su una specie di mostro, una volta che hai portato la sua cassetta a 5 stelle?", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Torna al municipio per mostrare il nastro a Hoylake.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "Saluti, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interessante.[pause] Davvero interessante.[pause] Chissà cosa può significare...", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Diamo un'occhiata ai dati registrati sul nastro {species_name} che mi hai portato.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Equipaggia un nastro {species_name}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "Assistente di Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake ha richiesto un addestramento piuttosto specifico per il suo assistente, il dottor Kirby. Equipaggia un nastro {species_name} e incontra Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Ciao, {player}, piacere di conoscerti. Dottor Kirby, PhD, zoologo dell'Università di Cambridge.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "Il professor Hoylake mi ha detto tutto di te, di come ti ha aiutato quando sei arrivato e di come ti ha salvato la vita...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "Il professor Hoylake mi ha detto tutto di te, di come ti ha aiutato quando sei arrivata e di come ti ha salvato la vita...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "Almeno, questo è quello che mi ha detto! Che fantastico esempio da imitare!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "Il professor Hoylake mi ha detto tutto di te, di come ti ha aiutato quando sei arrivatə e di come ti ha salvato la vita...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "Lo sapevi che, nel mondo da cui proviene, dopo aver vinto il premio Nobel per aver scoperto le ultime specie sconosciute, lo hanno incoronato Re-Scienziato del Mondo?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Comunque, mettiamoci al lavoro, che ne dici?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake dice che, per essere uno scienziato migliore, ho bisogno di sapere come ci si sente a trasformarsi in {species_description}. Speravo che tu potessi spiegarmi come si fa.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Hai pronto il nastro {species_name}?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Eccolo qui.", + "BATTLE_JOINED.f": "{0} è scesa in battaglia!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Non ancora.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Uhm... [pause]Su Nuova Wirral, il processo di ricerca è sempre così brutale?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Bene, ora mostrami come si usa!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake deve essere molto resistente, se ha affrontato tutto questo senza avere più bisogno di trasformazioni.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Grazie, {player}. Ho sicuramente imparato molto sulla specie \\\"{species_name}\\\".", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusione Instabile", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "È apparsa una fusione instabile {location_0_phrase}. Dev'essere distrutta prima che si riproduca senza controllo!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Uno dei nostri nuovi apprendisti ti ha sfidato per il tuo timbro. Incontralo insieme al suo compagno di battaglia {location_0_phrase} per metterli alla prova in combattimento. Non trattenerti, {player}: dobbiamo essere selettivi con le nuove reclute.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Addestramento reclute", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "Sei [mfn:il|la|lə] capitan[mfn:o|a|ə] dei ranger che hanno mandato per addestrarmi, giusto? Non trattenerti!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "Sei [mfn:il|la|lə] capitan[mfn:o|a|ə] dei ranger che hanno mandato per addestrarmi, giusto? Non trattenerti!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Uno dei nostri nuovi apprendisti ti ha sfidatə per il tuo timbro. Incontralo insieme al suo compagno di battaglia {location_0_phrase} per metterli alla prova in combattimento. Non trattenerti, {player}: dobbiamo essere selettivi con le nuove reclute.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Uno dei nostri nuovi apprendisti ti ha sfidata per il tuo timbro. Incontralo insieme al suo compagno di battaglia {location_0_phrase} per metterli alla prova in combattimento. Non trattenerti, {player}: dobbiamo essere selettivi con le nuove reclute.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "So che è solo un addestramento, ma non devi andarci piano con me, capitan[mfn:o|a|ə]!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "Sei [mfn:il|la|lə] capitan[mfn:o|a|ə] dei ranger che hanno mandato per addestrarmi, giusto? Non trattenerti!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "So che è solo un addestramento, ma non devi andarci piano con me, capitan[mfn:o|a|ə]!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Capitan[mfn:o|a|ə] {player}, dico bene?[pause] Quando ti batterò, Ianthe dovrà nominare capitano anche me!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "So che è solo un addestramento, ma non devi andarci piano con me, capitan[mfn:o|a|ə]!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Capitan[mfn:o|a|ə] {player}, dico bene?[pause] Quando ti batterò, Ianthe dovrà nominare capitana anche me!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Capitan[mfn:o|a|ə] {player}, dico bene?[pause] Quando ti batterò, Ianthe dovrà nominare capitanə anche me!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Dicono che quando finisci in prigione devi subito fare a botte con quello che sembra il più duro! [pause]Saresti tu, vero, capitan[mfn:o|a|ə]?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Dicono che quando finisci in prigione devi subito fare a botte con quello che sembra il più duro! [pause]Saresti tu, vero, capitan[mfn:o|a|ə]?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Uff, certo che non ci vai piano, tu...[pause] La cosa buffa è che combattere non mi piace nemmeno. Non fa proprio per me.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Uff, certo che non ci vai piano, tu...[pause] La cosa buffa è che combattere non mi piace nemmeno. Non sono tagliata per questo.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Uff, certo che non ci vai piano, tu...[pause] La cosa buffa è che combattere non mi piace nemmeno. Non sono tagliato per questo.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Dicono che quando finisci in prigione devi subito fare a botte con quello che sembra il più duro! [pause]Saresti tu, vero, capitan[mfn:o|a|ə]?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "Comunque, sono sempre stato più uno che fa l'amore, non la guerra...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Grazie, capitan[mfn:o|a|ə]. Ho imparato molto.[pause] Ho imparato che non sono pronta per essere ranger.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Grazie, capitan[mfn:o|a|ə]. Ho imparato molto.[pause] Ho imparato che non sono pronto per essere ranger.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "Non so bene che cosa mi aspettassi. Grazie, capitan[mfn:o|a|ə], per... [pause]avermi preso sul serio.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Grazie, capitan[mfn:o|a|ə]. Ho imparato molto.[pause] Ho imparato che non sono prontə per essere ranger.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "Non so bene che cosa mi aspettassi. Grazie, capitan[mfn:o|a|ə], per... [pause]avermi presa sul serio.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "Comunque, sono sempre stata più una che fa l'amore, non la guerra...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "Comunque, sono sempre statə più unə che fa l'amore, non la guerra...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "Non so bene che cosa mi aspettassi. Grazie, capitan[mfn:o|a|ə], per... [pause]avermi presə sul serio.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Furto di rifornimenti", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Alcuni vecchi amici hanno organizzato un incontro {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Ultimamente i rifornimenti dei ranger sono spariti. Uno dei nostri esploratori ha riferito di aver visto il ladro al lavoro. È stato individuato {location_0_phrase}. Affrontalo e scopri cosa è successo alle nostre cose.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "Il ladro è tornato. Questa volta è stato individuato {location_0_phrase}. Affrontalo e scopri cosa è successo alle nostre cose.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie è qui da pochi giorni, ma è già determinata a unirsi ai ranger. Ha qualcosa che mi ricorda te, {player}, perciò ti chiedo un aiutino per farla iniziare! Avrà bisogno di un nastro, perciò equipaggiane uno che non ti dispiace dare via (per sempre) e incontrala al cancello fuori città. ~ Cybil\\\"", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Il tuo vecchio \\\"amico\\\" Vin, l'ex ladro, vuole unirsi ai ranger! Anzi, ti ha addirittura sfidato per il tuo timbro, {player}. Incontralo {location_0_phrase}. Mi piace il suo spirito, ma come con tutti gli apprendisti, non rendergli le cose facili. Dobbiamo essere selettivi con il reclutamento.", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Addestramento reclute: Vin", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Addestramento reclute: Frankie", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Il tuo vecchio \\\"amico\\\" Vin, l'ex ladro, vuole unirsi ai ranger! Anzi, ti ha addirittura sfidatə per il tuo timbro, {player}. Incontralo {location_0_phrase}. Mi piace il suo spirito, ma come con tutti gli apprendisti, non rendergli le cose facili. Dobbiamo essere selettivi con il reclutamento.", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Il tuo vecchio \\\"amico\\\" Vin, l'ex ladro, vuole unirsi ai ranger! Anzi, ti ha addirittura sfidata per il tuo timbro, {player}. Incontralo {location_0_phrase}. Mi piace il suo spirito, ma come con tutti gli apprendisti, non rendergli le cose facili. Dobbiamo essere selettivi con il reclutamento.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"Ehi, mentore! Sto facendo qualche avventura in solitaria. Se vuoi aiutarmi, ci vediamo {location_0_phrase}. ~Frankie\\\"", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"Ehi, mentore! Sto facendo qualche avventura in solitaria. Se vuoi aiutarmi, ci vediamo {location_0_phrase}. ~Frankie\\\"", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"Ehi, mentore! Sto facendo qualche avventura in solitaria. Se vuoi aiutarmi, ci vediamo {location_0_phrase}. ~Frankie\\\"", + "RUMOR_NAME": "Diceria", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie ti ha sfidato per il tuo timbro. Ti sta aspettando {location_0_phrase}. Non andarci piano con lei, {player}. Come al solito: dobbiamo essere selettivi con le nuove reclute.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie ti ha sfidata per il tuo timbro. Ti sta aspettando {location_0_phrase}. Non andarci piano con lei, {player}. Come al solito: dobbiamo essere selettivi con le nuove reclute.", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Battaglia amichevole", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie ti ha sfidatə per il tuo timbro. Ti sta aspettando {location_0_phrase}. Non andarci piano con lei, {player}. Come al solito: dobbiamo essere selettivi con le nuove reclute.", + "RUMOR_DUNGEON_PARK_TITLE": "La terra trema", + "RUMOR_DUNGEON_PARK": "C'è una nuova diceria: pare che ogni tanto il terreno sotto il Parco di Nuova Wirral tremi come se stesse passando un grosso veicolo sottoterra. Cosa pensi che ci sia laggiù?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Risate malvage", + "RUMOR_DUNGEON_GRAVEYARD": "Un mio amico mi ha detto di aver sentito una cupa risata folle da una delle tombe nel cimitero a ovest del torrente. Strano, eh?", + "RUMOR_DUNGEON_MEADOW_TITLE": "Falenik minuscolo", + "RUMOR_DUNGEON_MEADOW1": "Probabilmente non mi crederai, ma ho visto un minuscolo Falenik nella radura al centro di Prato dei Ciliegi. Non era solo un cucciolo, era così piccolo che potevo tenerlo in mano!", + "RUMOR_DUNGEON_MEADOW2": "Come credi che sia diventato così? Laggiù sta succedendo qualcosa di strano...", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Vetta", + "RUMOR_DUNGEON_LAKE_TITLE": "Cartelli mobili", + "RUMOR_DUNGEON_LAKE1": "Un mio amico ranger mi ha parlato di questi \\\"cartelli mobili\\\" sul lago.", + "RUMOR_DUNGEON_LAKE2": "Dice che se si sale sui pulsanti nell'ordine giusto e si seguono tutti i cartelli, si arriverà a un tesoro.", + "RUMOR_DUNGEON_MOUNTAIN": "Il Monte Wirral è piuttosto alto, eh? Ho sentito che sulla vetta c'era una specie di strano faro. Cosa credi ci sia lassù?", + "RUMOR_DUNGEON_LAKE3": "Altri invece dicono che ti portano in un loop senza fine.", + "RUMOR_CAPTAIN_WALLACE": "Ho sentito che il capitano Wallace è al parco in questo momento...", + "RUMOR_CAPTAIN_WALLACE_TITLE": "Capitano Wallace", + "RUMOR_CAPTAIN_CLEEO_TITLE": "Donna di metallo", + "RUMOR_CAPTAIN_DREADFUL": "Ho sentito che la capitana Penny Dreadful si trova spesso nel villaggio in rovina a est di qui.", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "Capitana Penny Dreadful", + "RUMOR_CAPTAIN_CLEEO": "Ho sentito dire che c'è una donna di metallo nei Boschi di Eastham. L\\'hai incontrata?", + "RUMOR_CAPTAIN_LODESTEIN.m": "Sei mai stato a Ham? Sai, quella piccola valle a ovest dei Boschi di Eastham dove va spesso il capitano Lodestein?", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "Capitano Lodestein", + "RUMOR_CAPTAIN_LODESTEIN.n": "Sei mai statə a Ham? Sai, quella piccola valle a ovest dei Boschi di Eastham dove va spesso il capitano Lodestein?", + "RUMOR_CAPTAIN_LODESTEIN.f": "Sei mai stata a Ham? Sai, quella piccola valle a ovest dei Boschi di Eastham dove va spesso il capitano Lodestein?", + "RUMOR_CAPTAIN_BUFFY": "La capitana Buffy è la mia preferita. Si allena a Prato dei Ciliegi, sai?", + "RUMOR_CAPTAIN_BUFFY_TITLE": "Capitana Buffy", + "RUMOR_CAPTAIN_CYBIL_TITLE": "Capitana Cybil", + "RUMOR_CAPTAIN_CYBIL": "Il mio programma preferito alla radio è Cybil FM, condotto dalla capitana Cybil in persona, dalle paludi!", + "RUMOR_CAPTAIN_SKIP_TITLE": "Capitanə Skip", + "RUMOR_CAPTAIN_SKIP": "Lə capitanə Skip è davvero intraprendente. Di solito lə si trova alla foce del fiume, a ovest di Harbourtown.", + "RUMOR_CAPTAIN_JUDAS_TITLE": "Capitano Judas", + "RUMOR_CAPTAIN_JUDAS1": "Ho sentito che il famoso survivalista, il capitano Judas, è accampato su un'isola nel sud-est.", + "RUMOR_CAPTAIN_JUDAS2": "So che probabilmente mi odierebbe solo per il fatto che mi servo delle comodità moderne, ma... è così sexy!", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "Capitana Gladiola", + "RUMOR_CAPTAIN_GLADIOLA": "Ho sentito che il giro di ronda della capitana Gladiola la porta attraverso il cimitero a ovest di Harbourtown. Dove pensi che vada?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "Capitana Heather", + "RUMOR_CAPTAIN_HEATHER": "Qualcuno che conosco, che cerca relitti a Costa Ghisa, mi ha detto di aver visto la capitana Heather su un'isola molto lontana, a ovest...", + "RUMOR_CAPTAIN_ZEDD": "Le ultime notizie che ho del capitano Zedd sono che stava uscendo per vedere cosa succede a Borgo Cordoglio, a est. Scommetto che si è addormentato per strada...", + "RUMOR_CAPTAIN_ZEDD_TITLE": "Capitano Zedd", + "RUMOR_CAPTAIN_CODEY1": "Conosci il capitano Codey? Quello che si lamenta sempre di non avere una \\\"internet\\\"? È su Monte Wirral ora.", + "RUMOR_CAPTAIN_CODEY_TITLE": "Capitano Codey", + "RUMOR_CAPTAIN_CODEY2": "Forse dovrei scalare la montagna e scoprire finalmente cos'hanno di così speciale queste internet.", + "RUMOR_IANTHE_BATTLE_TITLE.m": "Nuovo capitano", + "RUMOR_IANTHE_BATTLE_TITLE.f": "Nuovo capitano", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "Ho appena visto un forziere {location_0_phrase} ingoiare un uomo in un sol boccone! Roba da non credere!", + "RUMOR_IANTHE_BATTLE_TITLE.n": "Nuovo capitano", + "RUMOR_IANTHE_BATTLE": "Hai sentito le dicerie? Il capo Ianthe potrebbe aver trovato un candidato come nuovo capitano...", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir avvistato", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "Alluvione", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "Ho sentito che Averevoir, l'uccello gigante, è stato avvistato di recente {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "Alluvione", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "Oggi c'è stata un\\'enorme alluvione a nord del parco! Spero che nessuno si faccia male.", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "C'è stata un\\'alluvione appena fuori città! I ranger ci stanno mettendo un po\\' a rispondere. Devono essere molto occupati oggi...", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Glaistain avvistato", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "Hai presente quelle scorte rosse dei ranger? Giuro che ne ho appena sentita una mormorare tra sé e sé {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Scorta sussurrante", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Ho sentito che hanno segnalato un gigantesco angelo di vetro {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Miss Mimic avvistata", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Kuneko avvistata", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Attività dei ranger", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Sta succedendo qualcosa {location_0_phrase}. Tutti i ranger ne parlano...", + "RUMOR_PASSIVE_QUEST_KUNEKO": "Non ci crederai, ma ho appena visto una ragazza-gatto con le ali {location_0_phrase}...", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Ranger feriti", + "RUMOR_PASSIVE_QUEST_SWARM": "Sta succedendo qualcosa di grosso {location_0_phrase}. I ranger tornano feriti...", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Mercante a torso nudo", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Oggi c'è un eccentrico mercante a torso nudo in visita all\\'isola. Se vuoi un buon affare, farai meglio a sbrigarti. Lo trovi {location_0_phrase}!", + "RUMOR_UNOBTAINED_SPECIES": "Hai mai visto {species_description}? È un {species_name}! Ho sentito che se ne trovano {habitat_phrase}.", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "Eugene", + "RUMOR_OFFICE1": "Ho visto Eugene vicino a uno strano edificio fuori città. Cosa sta facendo là?", + "RUMOR_OFFICE2_TITLE": "Succhiaterra", + "RUMOR_OFFICE2": "Qualcuno che conosco a Borgo Cordoglio, su Colle Autunno, dice di aver visto molti Succhiaterra riunirsi in una specie di ufficio, ultimamente...", + "RUMOR_OFFICE3_1": "Stavo pescando con la mia barca nelle acque a nord di Colle Autunno, l'altro giorno, e non indovinerai mai cos\\'ho notato nella nebbia...", + "RUMOR_OFFICE3_TITLE": "Succhiaterra", + "RUMOR_OFFICE3_2": "Era un ufficio! Un ufficio vecchio e noioso, in cima a una scogliera a strapiombo sul mare!", + "RUMOR_OFFICE3_3": "Quelle specie di zombi che gli giravano attorno mi hanno davvero fatto venire i brividi...", + "RUMOR_OFFICE4_1": "L'ultima volta che ho fatto una passeggiata nei Boschi di Eastham, cinque Succhiaterra mi hanno trascinato nella loro tana e prosciugato ogni forza vitale.", + "RUMOR_OFFICE4_TITLE": "Succhiaterra", + "RUMOR_OFFICE5_TITLE": "Succhiaterra", + "RUMOR_OFFICE4_2": "Cioè, quella presentazione sulle multiproprietà era una noia assurda!", + "RUMOR_OFFICE5_1": "Stavo parlando con Maris Piper, prima. Hai presente, quella che gestisce la fattoria sul torrente?", + "RUMOR_OFFICE5_2": "Crede che i Succhiaterra abbiano aperto bottega da qualche parte vicino alla sua fattoria.", + "RUMOR_OFFICE5_3": "È preoccupante, vero? Quella fattoria fornisce gran parte del cibo di Harbourtown. Se i Succhiaterra ne prendono il controllo...", + "RUMOR_ALTAR1_TITLE": "Altare", + "RUMOR_ALTAR1": "Sì, ho visto uno strano altare. Era a Prato dei Ciliegi! A cosa pensi che serva?", + "RUMOR_ALTAR2": "Ho visto qualcosa di particolare mentre nuotavo nel lago: una specie di altare tra due colonne, su un'isola.", + "RUMOR_ALTAR2_TITLE": "Altare", + "RUMOR_ALTAR3": "Mia sorella, che fa parte dei Figli del Cordoglio, ha detto di aver visto una ragazza-gatto ninja metà angelo e metà demone vicino alla loro città. Ma forse ha solo mangiato del pane con qualche muffa strana!", + "RUMOR_ALTAR3_TITLE": "Altare", + "RUMOR_POSTGAME_MORGANTE": "Non ho chiuso occhio la notte scorsa. Hai sentito anche tu quel canto inquietante dalla stazione di Harbourtown?", + "RUMOR_ALTAR4_TITLE": "Altare", + "RUMOR_ALTAR4": "Hai sentito parlare dell'altare misterioso nel profondo dei Boschi di Eastham? Stando alle dicerie, lì vivrebbe un demone che compie rituali occulti nel cuore della notte. C\\'è chi dice che sia un angelo, chi una ragazza-gatto.", + "RUMOR_POSTGAME_MORGANTE_TITLE": "Canto inquietante", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", + "RUMOR_PARTNER_KAYLEIGH": "Ho sentito da alcuni ranger che Kayleigh sa più di quanto lasci intendere su quella strana setta di incappucciati. Forse dovresti chiederle di loro, che ne dici?", + "RUMOR_PARTNER_MEREDITH1_2": "Se non è al suo negozio sul molo, la trovi nel parco.", + "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH1_1": "Conosci Meredith? Ripara tutta l'elettronica della città.", + "RUMOR_PARTNER_MEREDITH1_3": "Falle visita se ti serve qualcosa di elettronico!", + "RUMOR_PARTNER_MEREDITH2_1.m": "Io sono Meredith. E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", + "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH2_1.f": "Io sono Meredith. E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", + "RUMOR_PARTNER_MEREDITH2_1.n": "Io sono Meredith. E tu sei in trappola con noi su questo sasso fino alla morte. Congratulazioni.", + "RUMOR_PARTNER_MEREDITH2_2": "Beh, volevo solo prendere una boccata d'aria. Vieni a trovarmi in negozio quando vuoi. È l\\'edificio giallo sul lungomare.", + "RUMOR_PARTNER_FELIX_TITLE": "Appartamento distrutto", + "RUMOR_PARTNER_FELIX2": "Pensi che abbia bisogno di aiuto?", + "RUMOR_PARTNER_FELIX1": "Ho visto un tizio rovistare in un appartamento distrutto a Miralago, a nord-ovest del parco.", + "RUMOR_PARTNER_VIOLA_TITLE": "Supereroina", + "RUMOR_HOYLAKE1": "Il professor Hoylake dice che sta cercando un nuovo assistente di ricerca.", + "RUMOR_PARTNER_DOG1": "Ehi, conosci qualcuno che ha smarrito un cane?", + "RUMOR_PARTNER_DOG_TITLE": "Cane smarrito", + "RUMOR_PARTNER_VIOLA": "Le melme mi hanno teso un'imboscata nelle paludi, e una supereroina incappucciata è saltata dentro per salvarmi! Giuro che non me lo sto inventando!", + "RUMOR_PARTNER_DOG2": "Ne ho visto uno (un cane normale, non un Pombomba!) che girava con un registratore alle pendici di Monte Wirral, vicino all'insenatura del lago.", + "RUMOR_PARTNER_DOG3": "Spero che stia bene, poverino...", + "RUMOR_HOYLAKE_TITLE": "Cercasi assistente", + "RUMOR_HOYLAKE2": "Di solito è dalle parti del municipio. Come riesca a ricercare mostri evitandoli completamente, non lo capirò mai.", + "RUMOR_AVEREVOIR_TITLE": "Uccello colossale", + "RUMOR_AVEREVOIR1": "Ho visto un uccello colossale vicino a Monte Wirral!", + "RUMOR_GLAISTAIN_TITLE": "Rovina", + "RUMOR_ABILITY_CLIMB4": "Ma c'è solo un modo per scoprire se è possibile: qualcuno di noi deve registrare una zucca.", + "RUMOR_AVEREVOIR2": "Credo che viva in quella grotta enorme a metà della montagna.", + "RUMOR_ABILITY_SWIM_TITLE": "Nuoto", + "RUMOR_GLAISTAIN": "Pare che di recente sia comparsa un'antica rovina a Prato dei Ciliegi. Piuttosto strano, eh?", + "RUMOR_FARM_BRIDGE_TITLE": "Ponte della fattoria", + "RUMOR_ABILITY_SWIM": "Mi hanno detto che c'è un mostro che indossa una muta da palombaro e che ti dà il potere nuotare in qualsiasi acqua, se lo registri!", + "RUMOR_ABILITY_CLIMB_TITLE": "Scalare le pareti", + "RUMOR_FARM_BRIDGE": "Ho sentito che i Piper, quelli della fattoria a ovest, hanno dei problemi con il loro ponte...", + "RUMOR_ABILITY_CLIMB1": "So cosa stai pensando!", + "RUMOR_ABILITY_CLIMB2": "\\\"Sarebbe molto più facile andare in giro se potessi arrampicarmi sulle superfici verticali come fanno le zucche rampicanti\\\", giusto?", + "RUMOR_ABILITY_CLIMB3": "Anch'io ho passato anni a riflettere su questo argomento!", + "RUMOR_ABILITY_DASH_TITLE": "Scatto bruciante", + "RUMOR_ABILITY_MAGNETISM_TITLE": "Strani poteri magnetici", + "RUMOR_ABILITY_DASH": "A quanto pare c'è un mostro che sfreccia come un razzo. Scommetto che potresti sfrecciare così anche tu, se ne registrassi uno!", + "RUMOR_INTERMISSION_TITLE": "L'uomo triangolo", + "RUMOR_ABILITY_MAGNETISM": "Corre voce in città che registrare uno strano mostro scintillante ti dia poteri magnetici. Niente male, eh?", + "RUMOR_INTERMISSION": "C'è uno strano uomo fluttuante con un triangolo al posto della testa nel bel mezzo della città. L\\'hai visto?", + "BATTLE_ADJECTIVE_CAPTAIN.m": "Il capitano {name} {disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "Lə capitanə {name} {disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "La capitana {name} {disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "Il Capo {name} {disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "L'amica {name} {disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "L'amico {name} {disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "Il Capo {name} {disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "Il Capo {name} {disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "L'amicə {name} {disambiguator}", + "BATTLE_JOINED.m": "{0} è sceso in battaglia!", + "BATTLE_SWITCH_PLACES.m": "{0} ha cambiato posto!", + "BATTLE_JOINED.n": "{0} è scesə in battaglia!", + "BATTLE_DESTROYED.f": "{0} è stata distrutta!", + "BATTLE_SWITCH_PLACES.f": "{0} ha cambiato posto!", + "BATTLE_SWITCH_PLACES.n": "{0} ha cambiato posto!", + "BATTLE_ORB_BROKE": "La sfera si è rotta! È {fusion_name}!", + "ABILITY_swim": "Nuoto di Subfoca", + "BATTLE_DESTROYED.m": "{0} è stato distrutto!", + "BATTLE_DESTROYED.n": "{0} è statə distruttə!", + "ABILITY_climb": "Palla di rampicanti", + "ABILITY_dash": "Scatto di Pallottolotto", + "ABILITY_flight": "Volo di Averevoir", + "ABILITY_magnetism": "Elettromagnetismo", + "ABILITY_UNLOCKED_swim": "Ora puoi nuotare in acqua!\\nQuest'azione consuma vigore.", + "ABILITY_UNLOCKED_climb": "Ora puoi tenere premuto {control.climb} per scalare le pareti con i rampicanti!\\nQuest'azione consuma vigore.", + "ABILITY_UNLOCKED_dash": "Ora puoi premere {control.dash} per un breve scatto!\\nQuest'azione consuma vigore.", + "ABILITY_UNLOCKED_magnetism": "Ora puoi tenere premuto {control.magnetism} per interagire con oggetti magnetici!\\nQuest'azione consuma vigore.", + "ABILITY_UNLOCKED_flight": "Ora puoi premere di nuovo {control.jump} durante una planata per darti più slancio!\\nQuest'azione consuma vigore.", + "POST_CREDITS_MESSAGE_1": "Puoi continuare dal tuo salvataggio se lo desideri. I ranger di Nuova Wirral hanno ancora bisogno del tuo aiuto...", + "STAT_ADJUST_MENU_TITLE": "Statistiche base di {player}", + "STAT_ADJUST_MENU_REMAINING_POINTS": "Punti rimasti: {0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Confermi? Ti restano punti non assegnati.", + "STAT_ADJUST_MENU_EXPLANATION.m": "In questa schermata puoi modificare le statistiche base di {player}. Questo influenzerà tutte le sue forme di mostro.\\n\\nPuoi avere punti in più dal ranger Wilma. Puoi sbloccare valori minimi più bassi sconfiggendo altri capitani.", + "STAT_ADJUST_MENU_EXPLANATION.f": "In questa schermata puoi modificare le statistiche base di {player}. Questo influenzerà tutte le sue forme di mostro.\\n\\nPuoi avere punti in più dal ranger Wilma. Puoi sbloccare valori minimi più bassi sconfiggendo altri capitani.", + "STAT_ADJUST_MENU_EXPLANATION.n": "In questa schermata puoi modificare le statistiche base di {player}. Questo influenzerà tutte le sue forme di mostro.\\n\\nPuoi avere punti in più dal ranger Wilma. Puoi sbloccare valori minimi più bassi sconfiggendo altri capitani.", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Capitano sconosciuto n. {n}", + "UI_RANGER_STAMP_CARD_ID": "ID: {0}", + "UI_RANGER_STAMP_CARD_HUMAN": "Homo Sapiens", + "UI_RANGER_STAMP_CARD_EARTH": "Terra, 21S", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Specializzazione sconosciuta", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Completa l'addestramento da ranger per sbloccare l\\'accesso a queste missioni.", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Completa l'addestramento da ranger per sbloccare l\\'accesso a queste missioni.", + "NOTICEBOARD_REQUIREMENT_QUEST": "Completa \\\"{quest_title}\\\" per sbloccare nuove missioni e ricompense.", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Completa l'addestramento da ranger per sbloccare l\\'accesso a queste missioni.", + "NOTICEBOARD_REQUIREMENT_STORY": "Segui gli indizi di Morgante e trova un modo per andartene da Nuova Wirral per sbloccare nuove missioni e ricompense.", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "Bacheca vuota!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} ha trovato {amount} Materiale fuso bonus!", + "TUTORIAL_RUMORS_DESCRIPTION2": "Le dicerie che raccogli a Harbourtown vengono trascritte nel Diario missioni.\\n\\nHarbourtown è il posto migliore per fare scorta di provviste, quindi ricordati di cercare nuove dicerie ogni volta che sei lì!", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "Fai rapporto a Ianthe per ricevere la ricompensa!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name} ha trovato {amount} Materiale fuso bonus!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name} ha trovato {amount} Materiale fuso bonus!", + "TUTORIAL_RUMORS_DESCRIPTION1": "Puoi esplorare l'isola di Nuova Wirral a tuo piacimento. Se stai cercando il prossimo luogo dove andare, puoi sempre dirigerti verso Harbourtown e ascoltare le voci che girano.\\n\\nGli abitanti di Harbourtown adorano scambiarsi dicerie! Di solito, indagare sui luoghi suggeriti dalle dicerie porta a progressi nelle missioni e ti aiuta a scoprire nuovi mostri.", + "TUTORIAL_RUMORS_TITLE": "Tutorial: Dicerie", + "TUTORIAL_ROGUE_FUSIONS1": "Questo mostro è ciò che i ranger chiamano \\\"Fusione fuori controllo\\\". A volte queste creature si nascondono all'interno di forzieri dentro a grotte sotterranee.\\n\\nCombattere le Fusioni fuori controllo può essere un ottimo modo per guadagnare oggetti preziosi e punti esperienza e per trovare mostri rari. Ricorda però che sono sempre molto più pericolose degli altri mostri nella zona!", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Fusioni fuori controllo", + "TUTORIAL_ROGUE_FUSIONS2.m": "Alcune Fusioni fuori controllo sono circondate da sciami di altri mostri che devi sconfiggere prima di poter affrontare la Fusione.\\n\\nSe non sei sicuro delle tue abilità di combattimento, o stai esplorando zone nuove, di solito è meglio lasciare in pace le fusioni Fuori controllo.", + "LOADING_SCREEN_NAG2_FOOTER": "Controlla il [color=#ab75e8]Diario missioni[/color] per maggiori dettagli.", + "TUTORIAL_ROGUE_FUSIONS2.n": "Alcune Fusioni fuori controllo sono circondate da sciami di altri mostri che devi sconfiggere prima di poter affrontare la Fusione.\\n\\nSe non sei sicurə delle tue abilità di combattimento, o stai esplorando zone nuove, di solito è meglio lasciare in pace le fusioni Fuori controllo.", + "UI_NEW_GAME_MODES_NOTIFICATION": "Le modalità di gioco personalizzate sono state sbloccate!", + "TUTORIAL_ROGUE_FUSIONS2.f": "Alcune Fusioni fuori controllo sono circondate da sciami di altri mostri che devi sconfiggere prima di poter affrontare la Fusione.\\n\\nSe non sei sicura delle tue abilità di combattimento, o stai esplorando zone nuove, di solito è meglio lasciare in pace le fusioni Fuori controllo.", + "LOADING_SCREEN_NAG2_TITLE": "Diceria sentita a Harbourtown:", + "UI_NEW_GAME_MODES_TITLE": "Modalità di gioco personalizzata", + "UI_NEW_GAME_MODES_VALUE_ON": "Sì", + "UI_NEW_GAME_MODES_VALUE_OFF": "No", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "La rottura dei nastri è permanente", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Se sì: quando vieni sconfittə in battaglia, la partita è finita.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "La sconfitta è game over", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Se sì: i nastri non possono essere riparati. Se esaurisci i nastri, la partita è finita.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Se sì: quando vieni sconfitto in battaglia, la partita è finita.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Se sì: quando vieni sconfitta in battaglia, la partita è finita.", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Mostri casuali", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Se sì: i mostri disponibili in tutti gli habitat, così come le cassette di partenza e dei partner, sono casuali.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Tipi casuali", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Mosse casuali", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Se sì: gli adesivi sbloccati dalle cassette al potenziamento, e le mosse dei mostri, sono casuali.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Se sì: il tipo elementale delle varie specie è casuale e il loro pool di mosse viene adattato di conseguenza.", + "UI_NEW_GAME_MODES_RANDOM_SEED": "Seed di generazione casuale", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "Il seed controlla le generazioni casuali, i diversi punti di generazione, l'inventario dei mercanti, le missioni generate, ecc.", + "UI_NEW_GAME_MODES_START_BUTTON": "Inizia partita", + "UI_GAME_OVER": "GAME OVER", + "SIGN_ELECTROSHACK": "ElectroShack", + "SIGN_CLOSED": "CHIUSO", + "SIGN_SPACE_ZONE": "ZONA SPAZIALE", + "GAUNTLET_DIFFICULTY_BTN": "Cambia difficoltà", + "GAUNTLET_TITLE": "Cimento di Magistaceo", + "GAUNTLET_RANDOMISE_BTN": "Rimescola", + "GAUNTLET_ENTER_SEED_BTN": "Inserisci seed", + "GAUNTLET_CARRIAGE_BTN": "Cambia vagone", + "GAUNTLET_EXPLANATION_BTN": "Spiegazione", + "GAUNTLET_DIFFICULTY_CONFIRM": "Cambiando la difficoltà modificherai in maniera casuale gli incontri in ogni vagone e ricomincerai dal vagone 1. I tuoi progressi nell'attuale livello di difficoltà sono stati salvati e potrai tornarvi in futuro, ma così facendo troverai cambiati i contenuti di ciascun vagone.", + "GAUNTLET_ENTER_SEED_CONFIRM": "Cambiando il seed rigenererai gli incontri in ciascun vagone. Ricorda: i tuoi progressi nella storia e gli avversari che hai affrontato influiscono [i]anche[/i] sugli incontri del Cimento. I tuoi progressi nell'attuale livello di difficoltà sono stati salvati e potrai tornarvi in futuro, ma così facendo troverai cambiati i contenuti di ciascun vagone.", + "GAUNTLET_RANDOMISE_CONFIRM": "Rimescolando il Cimento modificherai in maniera casuale gli incontri in ogni vagone. Non perderai i progressi, ma non avrai informazioni sul contenuto di un vagone finché non vi entrerai di nuovo. Confermi di volerlo fare?", + "GAUNTLET_EXPLANATION_PAGE1": "In ogni vagone incontrerai avversari di potenza crescente. Potrai curarti solo raggiungendo un vagone bar, dove potrai anche comprare ricostituenti e riscuotere ricompense.\\n\\nPiù lunga è la tua serie di vittorie, migliori saranno le ricompense che otterrai. Ma riscuotendo le ricompense, o lasciando il cimento, la tua serie verrà azzerata.", + "GAUNTLET_EXPLANATION_PAGE2": "Nei livelli di difficoltà più elevata sono disponibili modificatori (effetti di stato aggiuntivi) e i vagoni bar sono meno frequenti; inoltre, gli avversari sono potenziati con più cassette, resistenza a danni in eccesso e così via.\\n\\nVincendo battaglie a difficoltà più elevate otterrai più Materiale fuso.", + "GAUNTLET_SEED_LABEL": "Seed:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "Vagone {number}", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "Prossimo:", + "GAUNTLET_CARRIAGE_LABEL": "N. {number} - {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name} [color=#b70042]Liv{level}[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "Bar", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "Vagone {number} - {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "Forziere", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "???", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "Miniboss", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "Boss", + "GAUNTLET_DIFFICULTY_LABEL": "Difficoltà:", + "GAUNTLET_DIFFICULTY0": "Normale", + "GAUNTLET_DIFFICULTY1": "Difficile", + "GAUNTLET_DIFFICULTY2": "Difficilissimo", + "GAUNTLET_DIFFICULTY3": "Super difficilissimo", + "GAUNTLET_DIFFICULTY4": "Brutale", + "GAUNTLET_DIFFICULTY5": "Disumano", + "GAUNTLET_DIFFICULTY6": "Impossibile", + "GAUNTLET_RECORDS": "Record", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "Vagone massimo:", + "GAUNTLET_RECORD_LONGEST_STREAK": "Serie più lunga:", + "GAUNTLET_MODIFIERS_LABEL": "Modificatori:", + "GAUNTLET_MODIFIERS_NONE": "Nessuno", + "GAUNTLET_STREAK_LABEL": "Serie:", + "GAUNTLET_REWARDS_LABEL": "Ricompense:", + "QUEST_GAUNTLET_TITLE": "Il treno di mezzanotte", + "QUEST_GAUNTLET_DESCRIPTION": "Supera 50 vagoni nel Cimento di Magistaceo.", + "QUEST_GAUNTLET_PROGRESS": "Hai superato {num} vagoni su {count}.", + "BATTLE_TITLE_LTD": "Società per azioni", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "Squadra dei dev", + "BYTTEN_STUDIO_TOM_NAME": "Tom", + "BYTTEN_STUDIO_JAY_NAME": "Jay", + "BYTTEN_STUDIO_JOEL_NAME": "Joel", + "BYTTEN_STUDIO_LORE_2": "Nessuno sa perché si chiami Bytten Studio, né se la corretta pronuncia sia \\\"bitten\\\" o \\\"bàiten\\\". Oltretutto non è nemmeno un vero studio: lavorano tutti da casa.", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio è un'azienda britannica che sviluppa videogiochi. È composta da tre umani (Tom, Jay e Joel) e da un quarto membro segreto, l\\'Arcangelo Morgante. Morgante dirige lo sviluppo di Cassette Beasts attraverso le menti degli altri tre.", + "MOVE_MACHINE_CURSE_CURSE_NAME": "Maledizione meccanica maledetta", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "Codice di Morgana!", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "Ops!", + "ROGUE_TRAFFIKRAB_NAME": "Conostaceo fuori controllo", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "Si è verificato un errore ed è necessario il riavvio. Il tuo dispositivo si riavvierà automaticamente dopo la raccolta di alcuni dati.\\n\\nErrore: 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "Reinserisci cassetta per continuare_", + "SHADOW_LENNA_LORE_1": "In origine, Lenna ombra era destinata a essere uccisa da Lance, il ragazzo eroe. Ma dopo che i glitch l'hanno liberata dal suo destino crudele, Lenna ombra ha deciso di affiancare Lenna nella sua missione.", + "SHADOW_LENNA_NAME": "Lenna ombra", + "ROGUE_TRAFFIKRAB_SUBTITLE": "Bestia vendicativa", + "SHADOW_LENNA_SUBTITLE": "Antieroina di un'altra storia", + "DELVIN_NAME": "Delvin", + "SHADOW_LENNA_LORE_2": "Nella psicologia junghiana, l'ombra è la parte di psiche che l\\'individuo si rifiuta di riconoscere: questo provoca un conflitto interiore.", + "PAIGE_NAME": "Paige", + "GAUNTLET_ENCOUNTER_MONSTER": "Mostro", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(Inventario)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(Non riscossa)", + "GAUNTLET_CAFE_SHOP_TITLE": "Bar Magistaceo", + "GAUNTLET_EXIT_CONFIRM": "Vuoi uscire dal Cimento adesso? La tua serie di vittorie verrà azzerata e perderai tutte le ricompense che non hai riscosso. Potrai però ricominciare dall'ultimo bar che hai visitato.", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "Spiriti della ribellione", + "STATUS_CHANNELED_POWER_DESCRIPTION": "I personaggi con lo stato Potenza incanalata prendono in prestito la potenza di un Arcangelo. Non perdono PA quando la usano e ottengono l'Attacco angelico del loro superiore.", + "STATUS_CHANNELED_POWER_NAME": "Potenza incanalata", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "Capolinea", + "MOVE_CHANNELED_POWER_NAME": "Potenza incanalata", + "STATUS_COATING_TYPELESS_NAME": "Copertura detipizzante", + "MOVE_COATING_TYPELESS_NAME": "Copertura detipizzante", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "DANNO PSICHICO", + "MOVE_BEAST_EX_CALIBUR_NAME": "Bestia ex calibur", + "DOG_SUBTITLE": "Migliore amico dell'uomo", + "EUGENE_SUBTITLE": "Difensore di Harbourtown", + "FELIX_SUBTITLE": "Cercatore d'ispirazione", + "KAYLEIGH_SUBTITLE": "Ranger del vicinato", + "MEREDITH_SUBTITLE": "Elettricista sardonica", + "VIOLA_SUBTITLE": "Dama di Messina", + "CLEMENCE_SUBTITLE": "Gran barista", + "DORIAN_SUBTITLE": "Leader di setta", + "FRANKIE_SUBTITLE": "Scrittrice di fanfiction", + "HOYLAKE_SUBTITLE": "Analista di dati", + "JACQUELINE_SUBTITLE": "Leader della comune", + "KIRBY_SUBTITLE": "Assistente di Hoylake", + "TRAVELING_MERCHANT_SUBTITLE": "Ronin a torso nudo", + "PENSBY_SUBTITLE": "Dottoressa cittadina", + "SUNNY_SUBTITLE": "Capitalista rinsavita", + "VIN_SUBTITLE": "Vendicatore di Borgo Cordoglio", + "RANGER_TRADER_OPTION_STICKER_FUSION": "Voglio fondere i miei adesivi.", + "STICKER_FUSION_BASE_STICKER": "Adesivo bersaglio", + "STICKER_FUSION_TITLE": "Fusione di adesivi", + "STICKER_FUSION_FUSION_RESULT": "Risultato della fusione", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "Attributo originario", + "STICKER_FUSION_SLOT_EMPTY": "Vuoto", + "STICKER_FUSION_SELECT_STICKER": "Seleziona adesivo", + "STICKER_FUSION_NO_RESULT": "Nessun risultato", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "Hai selezionato troppi attributi.", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "Hai selezionato attributi doppi.", + "STICKER_FUSION_FUSE_BUTTON": "Fondi", + "UPDATE_POPUP_GAUNTLET_1": "È ora disponibile il treno del Cimento! Metti alla prova le tue abilità in singolo o insieme a un amico con questa estenuante sfida di combattimento, disponibile dopo il completamento della storia principale!", + "UPDATE_POPUP_GAUNTLET_TITLE": "Aggiornamento 1.7 - Cimento", + "DLC_POPUP_FASHION_1": "Grazie di aver acquistato il Pacchetto Moda! Ora sono disponibili le seguenti opzioni estetiche:\\n- Opzione capelli Cappello da baseball\\n- Opzione capelli Cappello piatto\\n- Opzione capelli Codini\\n- Opzione capelli Fiocco e frangia\\n- Opzione capelli Taglio volpino\\n- Opzione capelli Spettinati", + "DLC_POPUP_FASHION_TITLE": "DLC Pacchetto Moda", + "DLC_POPUP_FASHION_2": "- Opzione capelli Punte e occhialoni\\n- Opzione capelli Cresta\\n- Opzione capelli Fiore e frangetta\\n- Opzione capelli Basco\\n- Opzione testa Occhiali tondi\\n- Opzione corpo Impermeabile\\n- Opzione corpo Top corto\\n- Opzione gambe Stivaloni", + "UPDATE_POPUP_SUNNY_1": "È arrivato l'aggiornamento 1.8 \\\"Sole\\\"! Abbiamo aggiunto al gioco i seguenti elementi:\\n\\n- Nuovo oggetto estetico \\\"ali\\\", sbloccabile registrando determinati mostri a Nuova Wirral!\\n- Una nuova missione della trama, \\\"Le persone sono persone\\\", disponibile dopo il completamento della storia principale. Affrontando questa missione sarà possibile scoprire tanti nuovi mostri e una nuova partner!", + "UPDATE_POPUP_SUNNY_TITLE": "Aggiornamento 1.8 - \\\"Sole\\\"", + "DLC_POPUP_WINGS_TITLE": "DLC Pacchetto Ali", + "DLC_POPUP_WINGS_1": "Grazie di aver acquistato il Pacchetto Ali! Da oggi le seguenti opzioni estetiche saranno disponibili nel tuo guardaroba, dopo che avrai completato il tutorial:\\n\\n- Ali Jetpack 1\\n- Ali Jetpack 2\\n- Ali Mecha\\n- Ali Leonardo", + "DLC_POPUP_WINGS_2": "- Ali Fatate\\n- Ali Demonio\\n- Ali Deltaplano\\n- Ali Mantello", + "QUEST_SUNNY2_TITLE": "Le persone sono persone", + "QUEST_SUNNY2_DESCRIPTION_1": "Incontra Sole su Monte Wirral.", + "QUEST_SUNNY2_DESCRIPTION_2": "Vai con Sole al QG Succhiaterra.", + "QUEST_SUNNY2_DESCRIPTION_3": "Avventurati nel nascondiglio dei Succhiaterra con Sole.", + "ITEM_KEY_LANDKEEPER2_NAME": "Chiave elettronica dei Succhiaterra", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "Viste le continue effrazioni nei loro uffici, i Succhiaterra hanno deciso di potenziare le loro misure di sicurezza elettroniche.", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "nel nuovo nascondiglio dei Succhiaterra", + "REGION_NAME_LANDKEEPER_HIDEOUT": "Nuovo nascondiglio dei Succhiaterra", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "Credo di aver visto un… enorme toro d'ottone {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "Steamotauro avvistato", + "about": "Info", + "donation": "Donazione", + "patreon": "Patreon", + "noItems": "Nessun Oggetto", + "privacyPolicy": "Politica sulla Riservatezza", + "termsAndConditions": "Termini e Condizioni", + "legalNotice": "Questa app non è affiliata, autorizzata da {0}, le sue filiali, o le sue società madri, i cui nomi, loghi e prodotti vengono visualizzati in questa app. I nomi {1}, {0} così come i nomi e le immagini correlati sono marchi registrati dei rispettivi proprietari. Questa app è creata dai fan per i fan. Non contattare {0} in merito ai bug presenti in questa app", + "patrons": "Sostenitori su Patreon", + "habitat": "Habitat", + "useGifs": "Usa Gif", + "alphabetical": "Alfabetico", + "bestiaryId": "Id. Bestiario", + "static": "Statico", + "gifNum": "GIF {0}", + "additionalStats": "Statistiche aggiuntive", + "viewOn": "Visualizza su {0}", + "initial": "Iniziale", + "unavoidable": "Inevitabile", + "cost": "Costo", + "canBeCopied": "Può essere copiato", + "characters": "Caratteri", + "partnerMonster": "Mostro compagno", + "portraitNum": "Ritratto {0}", + "tags": "Tag", + "overworld": "Overworld", + "percentTitle": "Percentuale", + "backup": "Backup", + "hashCode": "E4CED00E42135754764EC99E37F50960" + } + }, + "de_DE": { + "id": 4, + "locale": "de_DE", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "Fehler-Effekte", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} von {content_author}", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Deaktiviert", + "UI_SETTINGS_AUDIO_TRANSFORM": "Transformationseffekte", + "DLC_00_COSPLAY_NAME": "Cosplay-Paket", + "MOVE_DESCRIPTION_FINAL_BREATH": "Wenn deine TP über 80 Prozent liegen und ein Angriff sie auf 0 verringern würde, überlebst du mit 1 TP.", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Musikstimmen", + "MOVE_TRAP_JAW_NAME": "Fallenmaul", + "MOVE_GEMSTONE_WALL_NAME": "Edelsteinwall", + "MOVE_DESCRIPTION_DEEP_FREEZE": "Friert den Kassettenspieler des Gegners ein und belegt diesen mit dem Statuseffekt \\\"Bandsalat\\\".", + "MOVE_MAGIC_TOME_NAME": "Magischer Foliant", + "MOVE_NAME_TRIPWIRE": "Stolperdraht", + "DLC_01_PIER_NAME": "Pier des Unbekannten", + "MOVE_DESCRIPTION_TRAP_JAW": "Wird nach Beißen automatisch aktiviert. Belegt das Ziel mit \\\"Ausweichen aufheben\\\".", + "MOVE_DEEP_FREEZE_NAME": "Tiefkühlen", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Der Ausweichen-Wert von mit \\\"Ausweichen aufheben\\\" belegten Charakteren verringert sich auf 1 Prozent.", + "MOVE_NAME_WEB_WRAP": "Netzumwicklung", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ {content_name} DLC", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "WECHSEL BLOCKIERT", + "MOVE_NAME_TREASURE_DIG": "Schatzgrabung", + "MOVE_NAME_STICKY_SPRAY": "Klebriges Spray", + "CONFIRM_LOAD_MODS_QUIT": "Beenden", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Fortfahren, ohne Mods zu laden.", + "STATUS_TAPE_JAM_NAME": "Bandsalat", + "STATUS_TAPE_JAM_DESCRIPTION": "Mit Bandsalat belegte Charaktere können ihre aktuelle Kassette erst dann wieder wechseln, wenn entweder Bandsalat entfernt oder die Kassette zerstört wird.", + "CONFIRM_LOAD_MODS3": "Die Nutzung von Mods erfolgt auf eigenes Risiko.", + "LOOT_HEADING_TREASURE": "Schatz", + "MOVE_COLD_FUSION_NAME": "Kalte Fusion", + "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", + "MOVE_FINAL_BREATH_NAME": "Letzter Atemzug", + "NOTIFICATION_GENERIC": "Mitteilung", + "CONFIRM_LOAD_MODS2": "Beachte, dass schädliche Mods auf dein Dateisystem zugreifen und eigenmächtig Befehle auf deinem Computer ausführen können.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Dieser Spielstand wurde nicht mit deinen aktuellen Mods gespeichert. Wenn du mit dem Laden fortfährst, könnte die Deinstallation von Mods in Zukunft dazu führen, dass er unbrauchbar wird.", + "UI_SETTINGS_COLOR_BLIND": "Modus für Farbenblinde", + "TITLE_SCREEN_DLC_BTN": "DLC im Store ansehen", + "CONFIRM_LOAD_MODS4": "Möchtest du diese Mods wirklich laden?", + "UI_PARTY_EDIT_MOVES": "Sticker bearbeiten", + "TITLE_SCREEN_UGC_BTN": "Steam Workshop", + "DLC_02_FASHION_NAME": "Fashion Pack", + "MOVE_DESCRIPTION_TRIPWIRE": "Hat eine Chance, automatisch die nächste Aktion auf der Liste für 0 AP zu benutzen, wenn ein Gegner einen Nahkampfangriff einsetzt. Die Chance verringert sich proportional zu den normalen AP-Kosten der Aktion.", + "DLC_03_WINGS_NAME": "Wing Pack", + "MOVE_DESCRIPTION_TREASURE_DIG": "Gräbt einen zufälligen Gegenstand aus, den der Gewinner des Kampfs behalten darf.", + "MOVE_TREASURE_DIG_TOAST": "NEHMEN!", + "MOVE_DESCRIPTION_COLD_FUSION": "Wird nach einer Fusion aktiviert. Verringert die TP der Fusion auf 20 Prozent der maximalen TP und lässt sie zurückschrecken.", + "UI_PARTY_VIEW_MOVES": "Sticker anzeigen", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Fortfahren", + "MOVE_DESCRIPTION_MAGIC_TOME": "Trifft ein Ziel und verringert seine Fernkampfabwehr.", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Aktiviert", + "UI_SAVE_REQUIRE_DLC": "Dieser Spielstand kann nicht geladen werden, da er mit nicht installierten DLCs oder Mods erstellt wurde.", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "Wälle absorbieren eine bestimmte Anzahl eingehender Treffer und werden von Angriffen mit Typenvorteil sofort zerstört. Neben dem Standardverhalten verschafft Edelsteinwall seinem Besitzer 1 zusätzlichen AP pro Runde.", + "STATUS_GEMSTONE_WALL_NAME": "Edelsteinwall", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "Opfert 20 % der TP, um einen Wall zu erzeugen, der 3 Runden lang bis zu 3 Treffer absorbiert. Dieser Wall verschafft seinem Besitzer außerdem 1 zusätzlichen AP pro Runde.", + "CONFIRM_LOAD_MODS1": "Es wurde(n) {num_mods} Mod(s) erkannt.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Möchtest du diesen Spielstand wirklich laden?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "Ausweichen aufheben", + "UI_PARTY_MOVE_STICKER": "Sticker verschieben", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "Welchen Aspekt des Blitzes verkörperst du?", + "DIVEBERG_NAME_PREFIX": "Tauch", + "PINBOLT_NAME_SUFFIX": "blitz", + "DIVEBERG_DESCRIPTION": "eine Eisbergkreatur mit Taucherhelm", + "DIVEBERG_LORE_2": "Die niedrigste auf der Erde jemals verzeichnete Temperatur betrug -89,2 Grad Celsius. Gemessen wurde sie im Jahr 1983 in der Antarktis.", + "PINBOLT_LORE_2": "Obwohl der erste moderne Flipperautomat in den 1940er-Jahren erfunden wurde, liegen seine Ursprünge im Bagatelle, das auf Holzbrettern gespielt wurde. Außerdem besteht eine gemeinsame Geschichte (auch in Bezug auf die Entwicklung) mit dem Spiel Pachinko.", + "AURICLAW_LORE_1": "Um ihre ausgewachsene Gestalt zu erreichen, durchlaufen Ferroklauen einen Zustand der alchemistischen Metamorphose, bei der sich die Eisenplatten und Dekorationen an ihrem Körper zu einer Goldlegierung verwandeln. Diese Aurumklauen verteidigen ihre riesigen Territorien an vorderster Front.", + "AURICLAW_NAME_PREFIX": "Aurum", + "AURICLAW_NAME_SUFFIX": "klaue", + "AURICLAW_LORE_2": "Totenmasken wurden oft von berühmten Anführern und Persönlichkeiten angefertigt. Die wahrscheinlich bekannteste der modernen Geschichte ist die circa aus dem Jahr 1323 v. Chr. stammende Maske von Tutanchamun.", + "TRAPWURM_NAME": "Fallenwurm", + "TRAPWURM_NAME_PREFIX": "Fallen", + "ADEPTILE_LORE_2": "Einer der alten Glaubenssätze der Alchemie besagt, dass alle Dinge aus den vier klassischen Elementen Erde, Feuer, Wasser und Luft bestehen.", + "PINBOLT_DESCRIPTION": "eine Kreatur in Federgestalt mit schwebendem Kugelkopf", + "DIVEBERG_LORE_1": "Wenn der Tauchhund lang genug Minusgraden ausgesetzt ist, passt er sich mit seiner \\\"Tauchberg\\\"-Gestalt daran an. Es wird vermutet, dass die Entwicklung eines Skeletts mit zwei Beinen dem Tauchberg hilft, raues und verschneites Gelände einfacher zu durchqueren.", + "PICKSIE_LORE_2": "Zwerge sind Kreaturen aus der germanischen Mythologie, die oft als kleine menschenartige Wesen beschrieben werden. Häufig werden sie mit Bergwerken, Schmieden und Höhlen in Verbindung gebracht.", + "PICKSIE_SUBTITLE": "Schatzkobold", + "OVERWORLD_SPIDERCAVE_FELIX": "Ich glaube nicht, dass wir schon mal auf riesige Spinnenweben gestoßen sind. An so was würde ich mich erinnern.", + "OVERWORLD_SPIDERCAVE_EUGENE": "Große Weben? [pause]Das bedeutet große Insekten. Und ich habe große Lust, zu kämpfen.", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Unglaubliches Tempo", + "DIVEBERG_NAME": "Tauchberg", + "ADEPTILE_DESCRIPTION": "ein Reptil in Gelehrtenrobe", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Donnernde Kraft", + "ADEPTILE_NAME_PREFIX": "Adept", + "TRAPWURM_LORE_2": "Der Lindwurm ist ein Wesen aus der europäischen Folklore, das einem Drachen ähnelt. Oftmals wird er als riesige Schlangenbestie mit fischartigen Rückenflossen dargestellt.", + "PICKSIE_NAME_PREFIX": "Spitz", + "PICKSIE_NAME_SUFFIX": "zie", + "PICKSIE_LORE_1": "Spitzies sind passionierte Bergarbeiter und verbringen Jahre ihres Lebens damit, in Höhlen und Gräbern nach Edelsteinen und Schätzen zu graben. Sie schmücken sich oft mit diesen Kostbarkeiten und verwenden die ausgegrabenen Rüstungen oder Waffen.", + "PICKSIE_DESCRIPTION": "ein maskierter Kobold mit einer Spitzhacke", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]Was sind das für seltsame Netze ...?[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Oh, haben wir dieses Monster aufgeschreckt? Sieht aus, als wäre es in den Boden geflohen. Wenn wir es nächstes Mal irgendwo finden, sollten wir versuchen, uns anzuschleichen, damit es uns nicht sieht.", + "ADEPTILE_NAME": "Adeptil", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Scheuer Kobold", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Ein befreundeter Ranger {location_0_phrase} hat mir von einer seltsamen Kreatur erzählt, die er gesichtet hat: einen scheuen kleinen Kobold.", + "RUMOR_SPIDER_CAVE_3": "Schon eigenartig, oder? Wir haben im Sumpfgebiet noch nie irgendwas abgebaut.", + "WYRMAW_NAME": "Wyrmaul", + "TRAPWURM_DESCRIPTION": "eine Schlange mit riesigem Maul und Beinen", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]Dieses Monster ist geflohen, als es uns gesehen hat ... Vielleicht sollten wir uns beim nächsten Mal nähern, ohne entdeckt zu werden ...[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "Verlassene Mine", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]Dieses Monster ist geflohen, als es uns gesehen hat ... Vielleicht sollten wir uns beim nächsten Mal nähern, ohne entdeckt zu werden ...[/wave]", + "WYRMAW_NAME_SUFFIX": "maul", + "ADEPTILE_LORE_1": "Das Adeptil hat sich ganz der Erlangung von arkanem Wissen verschrieben. Es besteht eigentlich nur aus seinem Kopf und trägt eine lange Gelehrtenrobe, um den fehlenden Körper zu verbergen.", + "FERRICLAW_LORE_2": "Totenmasken sind nach dem Tod angefertigte Repliken der Gesichter von Personen, wobei verschiedene Methoden und Materialien zum Einsatz kommen. Totenmasken tauchen in vielen Kulturen und Epochen der Menschheitsgeschichte auf.", + "FERRICLAW_NAME": "Ferroklaue", + "FERRICLAW_NAME_PREFIX": "Ferro", + "PINBOLT_NAME": "Flippblitz", + "RUMOR_SPIDER_CAVE_2": "Auf einem seiner Spaziergänge durch das Sumpfgebiet hat er einen eingestürzten Mineneingang gefunden.", + "RUMOR_SPIDER_CAVE_1": "Du kennst doch Edward, oder? Er bewirtschaftet mit seiner Frau die Farm, gleich hinter dem Piper-Bach ...", + "FERRICLAW_DESCRIPTION": "eine Spinne, die eine verrostete Maske trägt", + "TRAPWURM_LORE_1": "Fallenwürmer können tagelang die Luft anhalten, während sie unter Schlamm und Erde darauf warten, dass Beute auf sie tritt. Ihre Kiefer sind enorm stark, was es nahezu unmöglich macht, sie mit Gewalt zu öffnen.", + "TRAPWURM_NAME_SUFFIX": "wurm", + "FERRICLAW_NAME_SUFFIX": "klaue", + "FERRICLAW_LORE_1": "Ferroklauen wurden erst kürzlich auf Neu Wirral entdeckt, da sie tief unter der Erde in Höhlennetzen leben. Sie schmücken sich mit antiken Totenmasken, die sie sich aus den Gräbern uralter Zivilisationen holen.", + "HARBOURTOWN_BOOK_6": "In den hingekritzelten Notizen steht: \\\"... Dieser reptilienartige Schüler der arkanen Künste kann sein volles Potenzial erreichen, wenn er einen magischen Folianten zum Studieren erhält.\\\"", + "PICKSIE_NAME": "Spitzie", + "DIVEBERG_NAME_SUFFIX": "berg", + "PICKSIE_ENCOUNTER_EUGENE_1": "Oh Mann, es hat die Biege gemacht! Wenn wir vielleicht noch mal irgendwo darauf treffen, sollten wir versuchen, uns von hinten anzuschleichen, damit es uns nicht sieht und nicht wieder abhaut.", + "PICKSIE_ENCOUNTER_MEREDITH_1": "Hat sich dieses Monster in den Boden eingegraben? Wenn wir noch mal irgendwo darauf treffen, sollten wir vielleicht versuchen, uns anzuschleichen, damit es uns nicht sieht.", + "WYRMAW_LORE_1": "Da es jetzt zu groß ist, um unter der Erde versteckt auf Beute zu lauern, muss das Wyrmaul stattdessen potenzielle Opfer mit einem einladenden Wehen seiner Fahne und dem angenehmen Geklimper der seinen Kragen schmückenden Glocken bezirzen.", + "WYRMAW_LORE_2": "Lindwürmer tauchen in vielen europäischen Geschichten auf. Eine davon ist die Legende des \\\"Lindwurms von Lambton\\\", einer Kreatur, die die Einheimischen in der Nähe des Flusses Wear terrorisierte, wo sie angeblich lebte.", + "WYRMAW_DESCRIPTION": "eine große Schlange mit einer Fahne auf dem Kopf", + "WYRMAW_NAME_PREFIX": "Wyrm", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Offenbar hat er mit einer Spitzhacke nach irgendwas gegraben. Als der Ranger sich im näherte, ist der Kobold aber geflohen ...", + "PINBOLT_NAME_PREFIX": "Flipp", + "PICKSIE_ENCOUNTER_VIOLA_1": "Offenbar haben wir diesen Geist überrascht. Falls sich unsere Wege erneut kreuzen sollten, wäre es vielleicht klug, sich ihm ungesehen zu nähern.", + "PICKSIE_ENCOUNTER_FELIX_1": "Hat sich das Monster ... in den Boden eingegraben? Vielleicht ist es Menschen gegenüber scheu. Wenn wir noch mal irgendwo darauf treffen, sollten wir vielleicht versuchen, uns so zu nähern, dass es uns nicht sieht.", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "Sind das ... Spinnenweben? Die sind aber [wave amp=30 freq=10]ein bisschen groß[/wave], findest du nicht?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "Siehst du, wie [shake rate=30 level=10]groß[/shake] diese Weben sind?! [pause]Nee. [pause]Auf KEINEN Fall. [pause]Machen wir einen Bogen darum.", + "OVERWORLD_SPIDERCAVE_VIOLA": "Weben die Spinnen auf dieser Insel öfter Netze von so ... gewaltigem Ausmaß?", + "AURICLAW_NAME": "Aurumklaue", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]Dieses Monster ist geflohen, als es uns gesehen hat ... Vielleicht sollten wir uns beim nächsten Mal nähern, ohne entdeckt zu werden ...[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "Wuff ...?!", + "PINBOLT_LORE_1": "Der metallische Kopf des Flippblitzes schwebt über seinem Körper und wird von einem in den beiden \\\"Flippern\\\" erzeugten magnetischen Feld gehalten. Dieses kann der Flippblitz kanalisieren, um Energieblitze aus seiner Hand abzufeuern.", + "AURICLAW_DESCRIPTION": "eine Spinne, die eine goldene Maske trägt", + "ADEPTILE_NAME_SUFFIX": "til", + "GAME_OVER_EUGENE1.m": "... Und da ist er! Also, {player}, los geht's!", + "GAME_OVER_KAYLEIGH1": "Alles okay? Ich hatte mir schon Sorgen gemacht!", + "GAME_OVER_FIRST_PENSBY4": "Ich kann Heilmittel gegen Ressourcen eintauschen, die du dabeihast – [pause]genau wie Clémence im Café Grammofon.", + "LEVEL_WARNING_viola.v2": "Dieser Ort flößt mir eine gewisse Sorge ein. Ich fürchte, dass wir uns auf gefährliches Gebiet begeben haben.", + "TUTORIAL1_PART1_KAYLEIGH4": "Also, ich habe einen Auftrag erhalten und brauche Hilfe. Meinst du, du könntest mir zur Hand gehen?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "Du hast dich bei unserem letzten Kampf gut behauptet!", + "TUTORIAL1_PART1_KAYLEIGH3.n": "Du hast dich bei unserem letzten Kampf gut behauptet!", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "Einen \\\"Auftrag\\\"?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Klar!", + "TUTORIAL1_PART2_KAYLEIGH9": "Wenn eine Gestalt im Kampf die gesamte Gesundheit verliert, wird die Kassette beschädigt und muss repariert werden.", + "TUTORIAL1_PART2_KAYLEIGH8": "Die grüne Leiste steht für die Gesundheit deiner Monstergestalt, die rote Leiste für deine Gesundheit.", + "TUTORIAL1_PART2_KAYLEIGH10": "Außerdem wirkt sich Zusatzschaden des Angriffs, der sie beschädigt hat, auch auf DEINE Gesundheit aus – die rote Leiste.", + "TUTORIAL1_PART2_KAYLEIGH11.f": "Wenn wir beide unsere gesamte Gesundheit verlieren, müssen wir uns nach Hafenstadt zurückziehen.", + "INTRO_KAYLEIGH14": "Was meinst du? [pause]Ziemlich idyllisch, oder?", + "CLEMENCE_NAME": "Clémence", + "INTRO_KAYLEIGH21_OPTION2": "Ich fühle mich nicht gut ...", + "INTRO_PENSBY24": "Ich glaube, es ist nichts Ernstes. Die erste Transformation ist immer ein ziemlicher Schock.", + "INTRO_KAYLEIGH23": "Ich hatte mir schon Sorgen um dich gemacht, {player}!", + "TUTORIAL2_PART1_KAYLEIGH2.n": "Diese Feuerstellen markieren Gebiete, in denen du sicher zelten kannst.", + "TUTORIAL2_PART2_KAYLEIGH2": "Man muss es irgendwie herlocken können ...", + "TUTORIAL2_PART2_KAYLEIGH1": "Da – siehst du das Monster?", + "TUTORIAL2_PART3_KAYLEIGH1": "Okay, nimm die hier!", + "TUTORIAL2_PART3_KAYLEIGH2": "Zu den Monstern auf Neu Wirral gibt es einiges zu sagen ...", + "TUTORIAL2_PART3_KAYLEIGH3": "Wenn sie geschwächt sind, kann man ihre Essenz,[pause] na ja,[pause] auf Kassetten aufnehmen.", + "GAME_OVER_FIRST_PENSBY3.n": "Wenn ihr beide durch Neu Wirral reist, wäre es klug, vorher eure medizinischen Vorräte aufzufüllen.", + "GAME_OVER_FIRST_PENSBY3.f": "Wenn ihr beide durch Neu Wirral reist, wäre es klug, vorher eure medizinischen Vorräte aufzufüllen.", + "INTRO_KAYLEIGH37": "Wenn du mitkommen möchtest, triff mich am Tor – direkt hinter der Brücke, über die wir in die Stadt gekommen sind.", + "INTRO_KAYLEIGH40": "Wir haben auch Kleidung für dich besorgt, allerdings könnte sie für deine Zeit etwas ... altmodisch sein. Aber das ist alles, was wir haben!", + "INTRO_KAYLEIGH39.m": "Es dürfte sich herumgesprochen haben, dass ein neuer Junge in der Stadt ist.", + "INTRO_KAYLEIGH39.f": "Es dürfte sich herumgesprochen haben, dass ein neues Mädel in der Stadt ist.", + "INTRO_KAYLEIGH39.n": "Es dürfte sich herumgesprochen haben, dass ein neues Gesicht in der Stadt ist.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Zeit in der freien Natur mit meinem süßen Freund zu verbringen ...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Zeit in der freien Natur mit einem süßen Menschen zu verbringen ...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "Da könnte man sich Schlimmeres vorstellen, oder?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Als Kind habe ich ständig gezeltet. In Irland gibt es jede Menge toller Stellen dafür!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Ich bin mit meinem Papa immer aufs Land gefahren und dann haben wir uns die Sterne angesehen.", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Wenn ich mit dir zelte, kriege ich Sehnsucht nach dieser Zeit.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Das klingt jetzt vielleicht komisch, [pause]aber ...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Als ich in Morbidstadt gelebt habe, hatte Dorian immer diese ganzen großartigen Pläne für die Gemeinde ...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "Und es fühlte sich toll an, Teil davon zu sein. [pause]Es passierte vieles und ich konnte bei all dem mitmachen.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Es war Begeisterung. [pause]Und ich glaube, das bringt man schnell durcheinander.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Ich glaube, damals dachte ich, dass mich das glücklich macht. [pause]Aber ... [pause]das war wohl kein Glücksgefühl.", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Wer hätte gedacht, dass eine Beziehung so viele Kaffeepausen beinhalten würde?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Es gibt wohl einen Unterschied zwischen \\\"amüsant\\\" und \\\"erfüllend\\\".", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "Ich frage mich, wie diese ganze Sache [pause]mit der Kassetten-Monstertransformation funktioniert.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "Oberflächlich betrachtet ergibt es überhaupt keinen Sinn. [pause]Immerhin sind das ganz normale Kassettenspieler.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Aber vielleicht habe ich die falsche Einstellung. [pause]Vielleicht ist es falsch, sich zu sehr auf die Einschränkungen zu konzentrieren.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Sie bestehen aus Plastik.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Vielleicht sorgen wir dafür, dass etwas passiert, indem wir akzeptieren, [pause]dass das Unmögliche trotzdem passieren kann. [pause]Vielleicht.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Wie das Leben für die hier geborenen Einwohner von Hafenstadt wohl ist?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Immerhin kennen sich nichts anderes als diese Welt.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Und doch ... beschreiben Leute wie wir immer wieder ganze Welten voller Menschen und Orte.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "Wahrscheinlich ist es für sie schwer verständlich, worüber wir reden!", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Ich schätze, die Stadt besteht im Grunde genommen aus zwei Hälften.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Andererseits [pause]sind sie viel mehr an die allgegenwärtigen Monster gewöhnt.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Hm?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"Der Pfeil der Zeit zeigt stets nach vorn, Kayleigh.\\\"", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "Der Pfeil der ... was?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Oh, das hat mein Papa immer gesagt.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Das bedeutet wohl, dass die Zeit voranschreitet. Man kann die Uhr nicht zurückdrehen, um Fehler zu beheben, also sollte man nicht zu sehr an der Vergangenheit hängen.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Selbst, wenn man es möchte ...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "Das bedeutet wohl, dass wir über den nächsten Schritt auf unserem Abenteuer nachdenken sollten! Immerhin zeigt der Pfeil der Zeit stets nach vorn, {player}!", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Also ...[/wave] [pause]Du und Meredith, [pause]was?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Aber ein Ratschlag unter Freunden: [pause] Vielleicht solltest du ihr [wave amp=30 freq=10]nicht[/wave] sagen, dass sie nicht das einzige Mädchen auf dieser Insel ist, das du geküsst hast.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Hast du das gehört ...?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Nach unserem [wave amp=30 freq=10]Kuss[/wave] hatte ich vielleicht den falschen Eindruck davon, was das mit uns ist.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Hoffentlich ist das nicht unangenehm ...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "Schon okay! Du hast mir ja nichts versprochen, {player}. Wir hatten ein paar nette Momente zusammen. [pause]Das ist alles.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "Schon okay! Du hast mir ja nichts versprochen, {player}. Wir hatten ein paar nette Momente zusammen. [pause]Das ist alles.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "Schon okay! Du hast mir ja nichts versprochen, {player}. Wir hatten ein paar nette Momente zusammen. [pause]Das ist alles.", + "HARBOURTOWN_NPC_9_DIALOGUE2": "... die Ranger beliefern uns seit einiger Zeit mit Sachen aus der verlassenen Mall im Norden. [pause]Ich wasche und bessere sie nur aus.", + "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe ist meine Heldin. [pause]Wusstest du, dass sie die Erste war, die auf dieser Insel ein Monster mit einem Kassettenspieler aufgenommen hat?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe ist mein Favorit unter den Ranger-Captains, [pause]aber die anderen sind auch nicht übel.", + "HARBOURTOWN_NPC_10_DIALOGUE3": "Jemand hat mir mal erzählt, dass es einen Roboter-Ranger-Captain gibt ... [pause]Das glaube ich aber nicht.", + "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil hat den coolsten Modegeschmack von [wave amp=30 freq=10]allen[/wave] Rangern.", + "HARBOURTOWN_NPC_12_DIALOGUE8": "Offenbar wurde die Brücke, die Hafenstadt mit der Piper-Farm verbindet, wieder runtergelassen. Das sind [wave amp=30 freq=10]großartige[/wave] Neuigkeiten für jeden hier, der, [pause]na ja, [pause]Essen zum Leben braucht.", + "HARBOURTOWN_NPC_11_DIALOGUE1": "So wie die Leute hier ständig was von \\\"Monstern\\\" und \\\"Kassetten\\\" erzählen, [pause]sollte man meinen, dass sich alle amüsieren.", + "HARBOURTOWN_NPC_10_DIALOGUE5": "Ob ich irgendwann wohl auch mal Ranger-Captain werde? [pause]Nee.", + "HARBOURTOWN_NPC_11_DIALOGUE2": "Tja, [shake rate=30 level=10]ich aber nicht[/shake]! [pause][pause]Ich finde diese ganze Monstersache irgendwie komisch und unangenehm.", + "HARBOURTOWN_NPC_12_DIALOGUE1": "Weißt du, was mir fehlt? [pause]Sport. [pause]Warum kann man in Hafenstadt nicht mal ein Fußballteam gründen?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "Warum konnte ich nicht an einem [wave amp=30 freq=10]normaleren[/wave] Ort stranden?", + "HARBOURTOWN_NPC_27_DIALOGUE1": "Neulich wollte ein seltsamer Mann mir ein Haus verkaufen. Wie soll das denn gehen? So was wie [wave amp=30 freq=10]Geld[/wave] gibt es auf dieser Insel doch gar nicht!", + "HARBOURTOWN_NPC_12_DIALOGUE3": "In letzter Zeit schleichen hier so komische Leute mit bleicher Haut rum und murmeln irgendwas vor sich hin. Das ist sogar für diesen Ort ungewöhnlich.", + "HARBOURTOWN_NPC_12_DIALOGUE4": "Hast du diese verhüllten Spinner im Park gesehen? Gehören die zu einer [wave amp=30 freq=10]Theatertruppe[/wave] oder so?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "Anscheinend haben sich Hafenstadt und diese andere Stadt im Osten geeinigt. Was ist da wohl passiert?", + "HARBOURTOWN_NPC_12_DIALOGUE7": "In letzter Zeit habe ich diese unheimlichen Leute in den schwarzen Anzügen gar nicht mehr gesehen. Was ist mit denen los?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "Die Leute in der Stadt behaupten, dass es in der verlassenen Mall [wave amp=30 freq=10]spukt[/wave]. Monster sind eine Sache, aber an Geister zu glauben, geht mir zu weit!", + "LEVEL_WARNING_kayleigh.v2.m": "Hier sieht es ganz schön gefährlich aus – vielleicht sollten wir wiederkommen, wenn wir stärker sind!", + "GAME_OVER_PENSBY2": "Geh es locker an, {player}. Ich möchte nicht, dass du meine Arbeit so schnell wieder zunichtemachst.", + "LEVEL_WARNING_kayleigh.v3": "Ich habe das Gefühl, dass die Monster hier stärker sein könnten als wir ...", + "LEVEL_WARNING_kayleigh.v2.n": "Hier sieht es ganz schön gefährlich aus – vielleicht sollten wir wiederkommen, wenn wir stärker sind!", + "INTRO_PENSBY27.m": "Kayleigh, hast du es ihm nicht gesagt ...?", + "INTRO_PENSBY27.f": "Kayleigh, hast du es ihr nicht gesagt ...?", + "INTRO_KAYLEIGH28": "Tut mir leid, das hätte ich machen sollen ...", + "INTRO_PENSBY27.n": "Kayleigh, hast du es demm nicht gesagt ...?", + "INTRO_KAYLEIGH29": "Ich will dich jetzt nicht mit Informationen zuballern, aber du bist auf einer Insel namens Neu Wirral.", + "INTRO_PENSBY44": "Das ist bestimmt viel zu verdauen, aber wir haben alle das Gleiche durchgemacht.", + "TUTORIAL1_PART1_KAYLEIGH2": "...", + "INTRO_MONOLOGUE45": "Ich sollte mich vielleicht erst mal richtig anziehen ...", + "TUTORIAL1_PART1_KAYLEIGH3.m": "Du hast dich bei unserem letzten Kampf gut behauptet!", + "TUTORIAL1_PART1_KAYLEIGH1": "Hallo {player}. [pause]Fühlst du dich besser?", + "CLEMENCE_ARRIVAL1": "Ich bin abgestürzt. [pause]Im Meer gelandet. [pause]Wurde hier angespült. [pause]Vor ungefähr zehn Jahren. So war das.", + "CLEMENCE_CAFE4": "Ich sagte ihnen, dass sie still sein sollten, und reparierte das Grammofon, auf dem wir mittlerweile Platten spielen können. Jetzt ist mein Café stylish und es gibt Musik. Alle sind glücklich. Ende.", + "INTRO_KAYLEIGH25": "Aber zufällig gab es in Hafenstadt noch einen Platz für dich, also wohnst du jetzt hier!", + "INTRO_KAYLEIGH25_OPTION1": "Wo um alles in der Welt sind wir?", + "INTRO_PENSBY26": "... \\\"In der Welt\\\"?", + "INTRO_KAYLEIGH30_OPTION1": "Gibt es einen Weg zurück nach Hause?", + "INTRO_PENSBY31": "Ich fürchte nicht, {player}. [pause]Tut mir leid.", + "INTRO_PENSBY32": "Seit einem Jahrhundert versuchen Schiffbrüchige schon, in ihre Welten zurückzukehren, aber ohne Erfolg.", + "LEVEL_WARNING_meredith.v1": "Dieses Gebiet könnte für uns zu heftig sein. [pause]Die Monster hier sind ganz schön furchterregend.", + "LEVEL_WARNING_kayleigh.v2.f": "Hier sieht es ganz schön gefährlich aus – vielleicht sollten wir wiederkommen, wenn wir stärker sind!", + "PARTNER_LEVELUP_MEREDITH1": "Ich, äh, habe seit letztem Mal trainiert. Du musst dir keine Sorgen machen, dass ich ins Hintertreffen gerate.", + "SWAP_PARTNER_VIOLA1": "Nun gut! Eilen wir los.", + "SWAP_PARTNER_DOG1": "*keuch*", + "PARTNER_LEVELUP_EUGENE1": "Ich habe in letzter Zeit trainiert. Glaub mir, ich bin [shake rate=30 level=10]viel stärker[/shake] als bei unserem letzten Kampf!", + "INTRO_KAYLEIGH20.m": "Du sitzt hier fest.", + "INTRO_KAYLEIGH20.f": "Du sitzt hier fest.", + "INTRO_KAYLEIGH21": "Genau wie wir alle.", + "INTRO_KAYLEIGH20.n": "Du sitzt hier fest.", + "INTRO_PENSBY22": "Ah, wunderbar. Du bist wach. Kayleigh hat mir ganz schön Angst eingejagt, als sie bei mir angeklopft hat.", + "INTRO_KAYLEIGH21_OPTION1": "Mir dreht sich der Kopf ...", + "HARBOURTOWN_STATION_KAYLEIGH5B": "Der ist nicht wie die anderen Monster. [pause][shake rate=30 level=10]Wir sind hier nicht sicher[/shake].", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Wer bist du?", + "HARBOURTOWN_STATION_MORGANTE3": "NEIN, NEIN, DU GEHÖRST NICHT ZU MEINER FAMILIE.\\n\\nHAST DU ES MIT DEM SCHWERT IN DER HAND WIEDER AUF MICH ABGESEHEN?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "Was ist dir zugestoßen?", + "HARBOURTOWN_STATION_KAYLEIGH9": "Ich weigere mich!", + "HARBOURTOWN_STATION_KAYLEIGH8": "Hörst du mich, {player}? Das ist nicht das Ende! Das kann es nicht sein!", + "HARBOURTOWN_STATION_KAYLEIGH7": "Ich werde hier nicht sterben, nicht so.", + "HARBOURTOWN_STATION_KAYLEIGH11": "Wie ... [pause]haben wir ...?", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "Wir werden gegen dieses Ding kämpfen, und zwar GEMEINSAM!", + "INTRO_KAYLEIGH6": "Okay, leg sie jetzt in deinen Kassettenspieler, [pause]setz die Kopfhörer auf [pause]und drück auf Play!", + "INTRO_KAYLEIGH5": "Ja, das sehe ich! Dann nimm die hier.", + "GAME_OVER_FIRST_PENSBY5": "Pass auf dich auf, {player}! Wenn du vorsichtig bist, sehen wir uns hier nicht so schnell wieder!", + "INTRO_KAYLEIGH1": "Hey – [pause]mach jetzt keine plötzlichen Bewegungen!", + "INTRO_KAYLEIGH3": "Hier – [pause]bitte!", + "INTRO_KAYLEIGH4": "Okay, kurze Frage: [pause]Was ist dein ... [pause]Style?", + "GAME_OVER_FIRST_PENSBY1.m": "Ah, du bist wach. Ein Glück, dass dich jemand in einem Stück in meine Klinik gebracht hat!", + "LEVEL_WARNING_eugene.v2": "Die Monster hier sehen härter aus als wir – vielleicht sollten wir vorher noch ein bisschen trainieren ...", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]Los geht's mit der Erkundung, {player} ...![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "Seit unserem letzten Treffen habe ich meine [wave amp=30 freq=10]Monsterkampfkünste[/wave] trainiert. Ich glaube, du wirst ziemlich beeindruckt sein!", + "GAME_OVER_FELIX1": "Hey ... Fühlst du dich besser?", + "INTRO_KAYLEIGH16_OPTION2": "Ich habe schon ein Zuhause!", + "INTRO_KAYLEIGH18": "In solchen Sachen bin ich nicht besonders gut ...", + "INTRO_KAYLEIGH17": "Äh, genau, [pause]ja, [pause]tut mir leid.", + "INTRO_KAYLEIGH19": "Ich weiß nicht, wie ich es dir sagen soll.", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "Über den \\\"Erzengel\\\" ...", + "TUTORIAL4_PART3B_KAYLEIGH6": "Erzengel ...", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Über unsere \\\"Fusion\\\" ...", + "TUTORIAL4_PART3C_KAYLEIGH2": "\\\"Fusion\\\" ist ein den Rangern bekanntes seltenes Phänomen. In freier Wildbahn gibt es fusionierte Monster und die Anführerin der Ranger kann es angeblich auch anwenden.", + "TUTORIAL4_PART3B_KAYLEIGH7": "Als die ersten armen Seelen an den Ufern von Neu Wirral angespült wurden, dachten sie angeblich, die Monster hier wären Engel.", + "TUTORIAL4_PART3B_KAYLEIGH10": "Als man erfuhr, dass sie kämpfen und die normalen Monster besiegen können, verloren sie ihren [wave amp=30 freq=10]\\\"engelhaften Reiz\\\"[/wave].", + "TUTORIAL4_PART3B_KAYLEIGH9": "Da war es logisch, diese anderen Kreaturen \\\"Erzengel\\\" zu nennen – [pause]die höchstrangigen in der Ordnung der Engel.", + "TUTORIAL4_PART3B_KAYLEIGH8": "Und [pause]einige von ihnen schrieben auch etwas über weitere Wesen, größer als die anderen ... [pause]Kreaturen, die \\\"falsch\\\" aussehen und wirken.", + "TUTORIAL4_PART3B_KAYLEIGH12": "Mittlerweile nennen wir sie Monster. Ein guter allgemeiner Begriff.", + "TUTORIAL2_PART3_KAYLEIGH5": "Wechsle jetzt zur gerade aufgenommenen Kassette!", + "TUTORIAL2_PART3_KAYLEIGH4": "Wir wissen nicht genau, [wave amp=30 freq=10]wie[/wave] das funktioniert, aber es funktioniert – [pause]und das reicht uns.", + "TUTORIAL2_PART3_KAYLEIGH6": "So erhältst du neue Monstergestalten!", + "TUTORIAL2_PART3_KAYLEIGH8": "Also, machen wir den Käfer fertig!", + "TUTORIAL2_PART4_PLAYER1": "Soll das so sein?!", + "TUTORIAL2_PART3_KAYLEIGH7": "Wenn ein Monster allerdings zu viel Schaden erleidet, flieht es und du kannst es nicht aufnehmen ... [pause]Alles klar soweit?", + "GAME_OVER_FIRST_PENSBY3.m": "Wenn ihr beide durch Neu Wirral reist, wäre es klug, vorher eure medizinischen Vorräte aufzufüllen.", + "GAME_OVER_MEREDITH1": "Endlich wach?", + "LEVEL_WARNING_dog.v3": "Barkley scheint Angst zu haben. Vielleicht sehen die Monster hier zu stark für ihn aus.", + "SWAP_PARTNER_KAYLEIGH1": "Okay! Gehen wir!", + "SWAP_PARTNER_MEREDITH1": "Oh, geht es so schnell wieder los?", + "SWAP_PARTNER_EUGENE1": "Wichtig!", + "SWAP_PARTNER_FELIX1": "Hm. Okay.", + "PARTNER_LEVELUP_FELIX1": "Ich habe in letzter Zeit in Monstergestalt trainiert. Immerhin muss ich dich einholen.", + "TUTORIAL1_PART1_KAYLEIGH5": "Ich erkläre es dir gleich!", + "TUTORIAL1_PART1_KAYLEIGH8": "Heute Nacht hat es irgendein Erdbeben oder eine Monsteraktivität gegeben. Man sieht die Risse im Boden.", + "TUTORIAL1_PART1_KAYLEIGH6": "Schön, dass du dich dem gewachsen fühlst!", + "TUTORIAL1_PART1_KAYLEIGH7": "Siehst du den Weg da drüben?", + "TUTORIAL1_PART1_KAYLEIGH9": "Wir überprüfen den Weg und vergewissern uns, dass er sicher ist.", + "CLEMENCE_CAFE2": "In der Stadt gab es ein Grammofon, eine alte Maschine zum Abspielen von Schallplatten. Also machte ich daraus das Herzstück dieses neuen Ladens. Dann meinten die Leute: \\\"Clémence! Du hast ein Grammofon, aber keine Musik!\\\"", + "INTRO_KAYLEIGH34": "Es ist kein schlechtes Leben!", + "INTRO_KAYLEIGH33": "A-Aber das wird schon! In Hafenstadt gibt es eine Gemeinschaft, in der die Leute einander helfen.", + "INTRO_KAYLEIGH35": "U-Und es ist sicher! Na ja, mal abgesehen von den Monstern ...", + "INTRO_KAYLEIGH35_OPTION1": "Wie das, gegen das wir gekämpft haben?", + "TUTORIAL1_PART1_KAYLEIGH10": "Hier, das ist der Schlüssel für das Tor.", + "TUTORIAL1_PART2_KAYLEIGH1.m": "Also, äh, vorher muss ich dir noch einige Grundlagen zeigen. Hoffentlich bist du bereit für eine Verwandlung!", + "TUTORIAL1_PART2_KAYLEIGH1.f": "Also, äh, vorher muss ich dir noch einige Grundlagen zeigen. Hoffentlich bist du bereit für eine Verwandlung!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Absolut!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "Also, äh, vorher muss ich dir noch einige Grundlagen zeigen. Hoffentlich bist du bereit für eine Verwandlung!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Äh, ich denke schon!", + "TUTORIAL1_PART2_KAYLEIGH3": "Außer, [pause]na ja, [pause]das Fahrrad verwandelt sich in {first_tape_description} ...", + "TUTORIAL1_PART2_KAYLEIGH4": "Und du bist das Fahrrad.", + "TUTORIAL1_PART2_KAYLEIGH2": "Du gewöhnst dich im Nu daran – [pause]das ist wie Fahrradfahren!", + "CLEMENCE_QUESTION_ARRIVAL": "Wie bist du hergekommen?", + "CLEMENCE_QUESTION_COFFEE": "Wie machst du deinen Kaffee?", + "CLEMENCE_QUESTION_BYE": "Bis später!", + "CLEMENCE_BYE": "Au revoir!", + "CLEMENCE_COFFEE2": "Ist doch eine gute Übereinkunft, n'est-ce pas?", + "CLEMENCE_METAL_TAPES1": "{player}! Ich habe was für dich.", + "CLEMENCE_METAL_TAPES2": "Ranger Wilma hat mir für meinen Laden was Neues aus dem Rathaus gebracht.", + "INTRO_KAYLEIGH2": "Verkehrskrabben haben es nicht so mit Fremden – [pause]und eigentlich auch [pause]mit niemandem.", + "CLEMENCE_METAL_TAPES3": "Diese Chromdioxid-Kassetten sind effektiver als die normalen. Interessant, n'est-ce pas?", + "LEVEL_WARNING_meredith.v3": "Die Monster hier sind, äh, furchterregender als wir. Vielleicht sollten wir ein andermal wiederkommen, [pause]okay?", + "INTRO_KAYLEIGH30": "Sie ist nicht ... [pause]unbedingt auf der Erde. Zumindest glaube ich das.", + "INTRO_KAYLEIGH14_OPTION1": "Wo bin ich?", + "INTRO_KAYLEIGH14_OPTION2": "Was ist das für ein Ort?", + "INTRO_KAYLEIGH15.m": "Willkommen in Hafenstadt ...", + "INTRO_KAYLEIGH15.f": "Willkommen in Hafenstadt ...", + "INTRO_KAYLEIGH15.n": "Willkommen in Hafenstadt ...", + "INTRO_KAYLEIGH16_OPTION1": "Meinem neuen ... Zuhause?", + "INTRO_KAYLEIGH16": "Deinem neuen Zuhause!", + "TUTORIAL4_PART3_KAYLEIGH18": "Immerhin stammen wir alle aus unterschiedlichen Welten.", + "TUTORIAL4_PART3B_KAYLEIGH17": "Oh! Tut mir leid, [pause]ich mutmaße nur ein bisschen!", + "TUTORIAL4_PART3B_KAYLEIGH19": "Vielleicht weißt du gar nicht, was Filme sind!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "Doch, weiß ich!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Ich habe viele Filme gesehen!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Bist du neu hier auf der Insel? [pause]Das sieht man dir sofort an!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "Was sind Filme? Kleiner Scherz am Rande ...", + "TUTORIAL4_PART3B_KAYLEIGH20": "Puh, [pause]okay, [pause]super! Ich bin seit drei Jahren auf Neu Wirral und habe noch immer nicht ganz gelernt, bei Unterhaltungen meine ... [pause]kulturellen Referenzen anzupassen.", + "TUTORIAL4_PART3C_KAYLEIGH1": "Oh. [pause]Ja. [pause][wave amp=30 freq=10]Das.[/wave]", + "TUTORIAL2_PART4_PLAYER2": "Was passiert hier?", + "TUTORIAL2_PART4_KAYLEIGH1": "Von einigen Monstern erhalten wir ... Zusatzfähigkeiten, wenn wir sie aufnehmen – also mehr, als nur die Möglichkeit, uns in sie zu verwandeln.", + "TUTORIAL2_PART4_KAYLEIGH2": "Keine Panik!", + "TUTORIAL2_PART4_KAYLEIGH3": "Tut mir leid, ich hätte dich wahrscheinlich warnen sollen, aber ich dachte, es wäre einfacher, es dir zu zeigen.", + "TUTORIAL2_PART4_KAYLEIGH4": "Per Gleitflug können wir diese Stelle da drüben überqueren.", + "TUTORIAL3_PART1_KAYLEIGH1": "Was ist hier los? Wenn das mit der Monsteraktivität zu tun hat, bleiben wir lieber auf der Hut.", + "TUTORIAL3_PART1_KAYLEIGH2": "Gehen wir ...", + "GAME_OVER_EUGENE1.n": "... Und da ist dey! Also, {player}, los geht's!", + "GAME_OVER_EUGENE1.f": "... Und da ist sie! Also, {player}, los geht's!", + "HARBOURTOWN_NPC_4_DIALOGUE3": "Aber es [wave amp=30 freq=10]funktioniert[/wave]. [pause]Also akzeptiere es einfach.", + "HARBOURTOWN_NPC_5_DIALOGUE1": "Bist du neu hier eingetroffen? [pause]Ich bin schon seit 20 Jahren hier.", + "HARBOURTOWN_NPC_5_DIALOGUE2": "Irgendwann werden das Neue und Seltsame hier einfach Teil des alltäglichen Lebens.", + "HARBOURTOWN_NPC_5_DIALOGUE3": "Tja, [pause]ich [wave amp=30 freq=10]denke[/wave] kaum noch daran, dass ich auf einer von riesigen Monstern bewohnten Insel lebe.", + "HARBOURTOWN_NPC_6_DIALOGUE1": "Essen gibt es genug in Hafenstadt, aber die Optionen sind eingeschränkt.", + "HARBOURTOWN_NPC_6_DIALOGUE2": "Ich hatte schon ewig keine Ente mehr ...", + "HARBOURTOWN_NPC_7_DIALOGUE1": "Das Leben in Hafenstadt ist beschaulich, [pause]aber mir fehlt die Großstadt ...", + "HARBOURTOWN_NPC_7_DIALOGUE2": "In überhitzten Zügen zur Arbeit fahren, [pause]teures Essen im Supermarkt kaufen, [pause]einen Großteil meines Lohns für die Miete zahlen ...", + "HARBOURTOWN_NPC_8_DIALOGUE1": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Ich muss schneller werden, wenn ich diese Krabbenmonster hinter mir lassen will ...", + "HARBOURTOWN_NPC_7_DIALOGUE3": "Das war schon toll.", + "HARBOURTOWN_NPC_8_DIALOGUE2": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Meine beste Rundenzeit reicht noch nicht, um diesen Kugelmonstern davonzulaufen ...", + "HARBOURTOWN_NPC_8_DIALOGUE4": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Ich muss noch schneller werden, wenn ich diesen maskierten Schlangenbestien davonlaufen will ...", + "HARBOURTOWN_NPC_8_DIALOGUE3": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Ich brauche mehr Kardiotraining, wenn ich diesen gestiefelten Kobolden aus dem Weg gehen will ...", + "HARBOURTOWN_NPC_9_DIALOGUE1": "Ich würde dir ja gerne sagen, dass die ganze Kleidung in Hafenstadt von mir ist, [pause]aber ...", + "HARBOURTOWN_NPC_8_DIALOGUE5": "*schnauf* ... [pause]*schnauf* ... [pause][pause]Ich muss noch schneller werden, wenn ich diesen riesigen Mottenkreaturen davonlaufen will ...", + "HARBOURTOWN_NPC_8_DIALOGUE6": "Na ja ... [pause]Ich glaube, bei Langstrecken werde ich besser. [pause]Die Anstrengungen machen sich bezahlt!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "Tja ... [pause]Wahrscheinlich gäbe es wohl niemanden, gegen den man spielen könnte. [pause]Die Riesenkrabben am Strand sind eher nicht auf Wettbewerbe aus.", + "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh verwickelt dich in eine lebhafte Diskussion über deine Lieblingshunderassen.", + "RESTING_KAYLEIGH_PLATONIC_2": "Du sprichst mit Kayleigh über die Geheimnisse von Neu Wirral.", + "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh erzählt dir eine lustige Anekdote aus ihrem Leben.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Ich hätte da mal eine Frage, {player}. [pause]Und zwar eine wichtige.", + "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh erzählt dir von ihren verschiedenen Projekten, mit denen sie den Leuten in Hafenstadt hilft.", + "RESTING_KAYLEIGH_PLATONIC_5": "Ihr beschäftigt euch damit, Zweige ins Lagerfeuer zu werfen.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "Hunde!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Bist du bereit?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Bist du bereit?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Findest du eher ... [pause][pause][pause]Hunde oder Katzen gut?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Bist du bereit?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "Katzen!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "Frettchen!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "Eine gute Wahl! [pause]Ich auch.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Ich bin viel zu Fuß unterwegs, also würde ein Hund doch super passen, oder?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "... manchmal glaube ich, dass die Leute \\\"begeistert\\\" mit \\\"glücklich\\\" verwechseln.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Wenn ich in meine Welt zurückkehre, möchte ich mir, glaube ich, einen Hund zulegen.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Interessant!", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Das bedeutet vielleicht, dass du Unabhängigkeit und deinen persönlichen Freiraum schätzt ...", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Obwohl es auch bedeuten könnte, dass du sie einfach nur viel niedlicher findest.", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Ein Frettchen? [pause]Die erste Wahl der Unentschlossenen!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Es ist zu klein, um ein Hund zu sein, [pause]aber für eine Katze zu lang gezogen ...", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "Eine ziemlich ausweichende Antwort, aber ich akzeptiere sie!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Meinst du ... Neu Wirral kann uns körperlich verändern?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "... den Geruch von Kaffee mag ich mehr als seinen Geschmack.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Das klingt jetzt vielleicht komisch, aber ...", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Versteh mich nicht falsch, ich finde Kaffee genial.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Aber der Geruch verspricht immer irgendwas viel Tolleres ...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "Also [pause]wenn wir eintreffen.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Mein Körper auf Neu Wirral ist nicht derselbe wie in meinem \\\"vorherigen Leben\\\".", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Es ist schwierig, das in Worte zu fassen ...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Nicht genau dasselbe.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "Es ist, als würde ich so in meinen Träumen erscheinen – als wäre das meine Vorstellung von mir.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Obwohl meiner Erfahrung nach die Wahrscheinlichkeit, dass er richtig geschrieben wurde, sehr gering war.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Ich weiß auch nicht, was passieren wird, [pause]wenn ich zurückkehre ...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Mir fehlen irgendwie die Cafés, in denen dein Name auf den Becher geschrieben wird.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Meistens kam irgendeine Variante von \\\"Kay-Lee\\\" dabei heraus.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Zeit in der freien Natur mit meiner süßen Freundin zu verbringen ...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Abgesehen davon macht Clémence viel besseren Kaffee als jede Kette. [pause]Ich weiß nicht, ob ich mich wieder an normalen Kaffee gewöhnen kann, falls ich je wieder nach Hause zurückkehre.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Einmal hatte ich \\\"Carol\\\". [pause][pause]Das war wirklich meilenweit daneben.", + "INTRO_KAYLEIGH8.n": "Du bist dran! Nur zu!", + "INTRO_KAYLEIGH9": "Atmen! Du gewöhnst dich gleich daran!", + "INTRO_KAYLEIGH11": "Du hast dich ziemlich gut geschlagen ... Äh, wie heißt du eigentlich?", + "INTRO_KAYLEIGH10": "Machen wir ihnen die Hölle heiß!", + "INTRO_KAYLEIGH12": "Ich bin Kayleigh. Freut mich, dich kennenzulernen, {player}!", + "INTRO_KAYLEIGH13": "Na ja, [pause]wir sollten dich wohl mal ein bisschen aufwärmen, bevor du in deinem Pyjama noch erfrierst.", + "LEVEL_WARNING_viola.v1": "Es wäre klug, diesen Ort zu verlassen – hier hausen Bestien, die stärker sind als wir.", + "LEVEL_WARNING_eugene.v1": "Hier sieht es ganz schön gefährlich aus. Vielleicht sollten wir uns erst mal zurückziehen ...", + "LEVEL_WARNING_eugene.v3": "Ich weiß nicht – die Monster hier scheinen mir zu stark für uns zu sein ...", + "LEVEL_WARNING_kayleigh.v1": "Die Monster hier könnten zu schwierig für uns sein ... Vielleicht sollten wir umkehren.", + "CLEMENCE_QUESTION_MENU": "Was steht auf der Karte?", + "CLEMENCE_MENU_DIALOGUE": "Bonjour! Was kann ich für dich tun?", + "CLEMENCE_QUESTION_CAFE": "Das Café Grammofon?", + "CLEMENCE_INTRO3": "Bitte, du kannst mir gerne Fragen stellen. Ich habe es nicht eilig.", + "LEVEL_WARNING_felix.v3": "Normalerweise mache ich mir keine großen Sorgen, aber ich glaube, hier könnte es für uns gerade zu gefährlich sein.", + "INTRO_KAYLEIGH40_OPTION1": "Meine Zeit ...?", + "INTRO_PENSBY43": "Meine Klinik ist ganz in der Nähe. Komm gerne vorbei, falls du eine Untersuchung brauchst.", + "INTRO_KAYLEIGH42": "Dann können wir uns gerne weiter unterhalten!", + "INTRO_KAYLEIGH41": "Tut mir leid, ich texte dich schon wieder zu! Bis bald, okay?", + "CLEMENCE_CAFE3": "Tja, eines Tages haben die Ranger dann einen Ort voller intakter Schallplatten gefunden und sie mir gebracht. Sie sagten: \\\"Wir haben zwar die Schallplatten, aber die sind für moderne Plattenspieler. Auf unserem Grammofon kann man sie nicht abspielen!\\\"", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Komm, es geht hier entlang!", + "TUTORIAL2_PART1_KAYLEIGH1.m": "Brauchst du eine Pause, {player}? Wir können uns hier ausruhen, wenn du möchtest.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Es wird noch weitere Monster geben, aber die schaffen wir!", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Es wird noch weitere Monster geben, aber die schaffen wir!", + "TUTORIAL2_PART1_KAYLEIGH2.m": "Diese Feuerstellen markieren Gebiete, in denen du sicher zelten kannst.", + "TUTORIAL2_PART1_KAYLEIGH3": "So hast du die Möglichkeit, Kassetten zu reparieren und wieder auf die Beine zu kommen!", + "TUTORIAL2_PART1_KAYLEIGH2.f": "Diese Feuerstellen markieren Gebiete, in denen du sicher zelten kannst.", + "TUTORIAL2_PART1_KAYLEIGH1.n": "Brauchst du eine Pause, {player}? Wir können uns hier ausruhen, wenn du möchtest.", + "GAME_OVER_FIRST_PENSBY2": "Nimm die doch mit.", + "LEVEL_WARNING_felix.v2": "Vielleicht sollten wir später wiederkommen, wenn wir stärker sind. Ist nur so ein Gedanke.", + "LEVEL_WARNING_felix.v1": "Ich habe so ein Gefühl, dass die Monster hier viel stärker sind als wir ...", + "TUTORIAL1_PART2_KAYLEIGH11.m": "Wenn wir beide unsere gesamte Gesundheit verlieren, müssen wir uns nach Hafenstadt zurückziehen.", + "TUTORIAL1_PART2_KAYLEIGH13": "Okay, lassen wir's krachen!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "Wenn wir beide unsere gesamte Gesundheit verlieren, müssen wir uns nach Hafenstadt zurückziehen.", + "TUTORIAL1_PART2_KAYLEIGH12": "Verstanden?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Es wird noch weitere Monster geben, aber die schaffen wir!", + "TUTORIAL1_PART2_KAYLEIGH14": "Gut gemacht!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "Brauchst du eine Pause, {player}? Wir können uns hier ausruhen, wenn du möchtest.", + "TUTORIAL1_PART2_KAYLEIGH15": "Hm, dieser Aufzug sollte eigentlich funktionieren. Hier müsste irgendwo ein Schalter sein.", + "TUTORIAL1_PART2_KAYLEIGH16": "Super! Dann fahren wir mal hoch. Bei weiteren Kämpfen gehst du voran, aber keine Sorge, ich bleibe ab jetzt bei dir!", + "LEVEL_WARNING_viola.v3": "Die Bestien hier sind eine Gefahr für uns. Es wäre vielleicht klug, die Gegend zu verlassen.", + "CLEMENCE_INTRO1.n": "Bonjour! [pause]Wir sehen hier nur selten neue Gesichter – besonders keine so ansehnlichen wie deins!", + "PARTNER_LEVELUP_VIOLA1": "Meine Kampfbeherrschung wird dich in Erstaunen versetzen. Ich habe in letzter Zeit an meinen Künsten gefeilt.", + "GAME_OVER_FIRST_PENSBY1.n": "Ah, du bist wach. Ein Glück, dass dich jemand in einem Stück in meine Klinik gebracht hat!", + "INTRO_KAYLEIGH8.f": "Du bist dran! Nur zu!", + "INTRO_KAYLEIGH8.m": "Du bist dran! Nur zu!", + "INTRO_KAYLEIGH7": "Das könnte ein bisschen seltsam werden, aber halt dich einfach an mich!", + "CLEMENCE_ARRIVAL2": "Mir fehlen ...", + "CLEMENCE_ARRIVAL3": "Motorräder.", + "CLEMENCE_COFFEE1": "Ich habe eine ... besondere Methode. Und die Pipers bauen meine Kaffeebohnen auf ihrer Farm an.", + "LEVEL_WARNING_dog.v1": "Barkley sieht nervös aus. Vielleicht sind die Monster hier zu stark für ihn ...", + "LEVEL_WARNING_meredith.v2": "Die Monster hier sehen stärker aus als wird. [pause]Vielleicht sollten wir umkehren.", + "PARTNER_LEVELUP_DOG1": "Das Funkeln in seinen Augen sagt mir, dass Barkley in letzter Zeit trainiert hat.", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]Ich habe allein trainiert ... Ich zeige dir, wie stark ich schon bin, {player}![/wave]", + "CLEMENCE_CAFE1": "Oui. Als ich nach Hafenstadt kam, schrien die Leute hier förmlich nach einem stylishen Ort zum Treffen, und den habe ich ihnen gegeben. Wenn nicht ich, wer dann?", + "RANGER_TRADER_NOT_JOINED2": "Sie müsste im Außenposten im Park sein. Wenn du vom Stadtrand aus nach Norden gehst, dürftest du sie nicht verfehlen!", + "RANGER_TRADER_NOT_JOINED1.f": "Hallo Schätzchen. Wenn du Mitglied bei den Rangern werden willst, Ianthe ist gerade weg.", + "RANGER_TRADER_JUST_JOINED1.m": "Hallo Schätzchen. Wie ich sehe, hast du einen brandneuen Ausweis. Dann erkläre ich dir mal, wie ich dir unter die Arme greifen kann!", + "RANGER_TRADER_JUST_JOINED1.f": "Hallo Schätzchen. Wie ich sehe, hast du einen brandneuen Ausweis. Dann erkläre ich dir mal, wie ich dir unter die Arme greifen kann!", + "RANGER_TRADER_JUST_JOINED2": "Ich helfe dabei, die Ressourcen der Organisation an Ranger und Auszubildende zu verteilen, um sie bei ihren Pflichten zu unterstützen. Ich habe Verbesserungen für Rucksäcke und Kassettenspieler, Karten für Spezialtrainings ...", + "RANGER_TRADER_JUST_JOINED1.n": "Hallo Schätzchen. Wie ich sehe, hast du einen brandneuen Ausweis. Dann erkläre ich dir mal, wie ich dir unter die Arme greifen kann!", + "RANGER_TRADER_JUST_JOINED3": "Aber wir haben nur eine begrenzte Menge davon, also muss ich dafür sorgen, dass sie nicht vergeudet werden.", + "RANGER_TRADER_JUST_JOINED4.f": "Kurz gesagt, die Anzahl der Captains, bei denen du deine Ausbildung abgeschlossen hast, legt fest, wie viel ich dir geben kann. Oh, und etwas fusioniertes Material brauche ich auch noch von dir.", + "RANGER_TRADER_JUST_JOINED4.m": "Kurz gesagt, die Anzahl der Captains, bei denen du deine Ausbildung abgeschlossen hast, legt fest, wie viel ich dir geben kann. Oh, und etwas fusioniertes Material brauche ich auch noch von dir.", + "RANGER_TRADER_MENU_ALT.n": "Also, was gibt es, Schätzchen?", + "RANGER_TRADER_MENU_ALT.m": "Also, was gibt es, Schätzchen?", + "RANGER_TRADER_MENU_HELLO.n": "Hallo Schätzchen. Was gibt es denn?", + "RANGER_TRADER_JUST_JOINED4.n": "Kurz gesagt, die Anzahl der Captains, bei denen du deine Ausbildung abgeschlossen hast, legt fest, wie viel ich dir geben kann. Oh, und etwas fusioniertes Material brauche ich auch noch von dir.", + "RANGER_TRADER_MENU_HELLO.f": "Hallo Schätzchen. Was gibt es denn?", + "RANGER_TRADER_MENU_ALT.f": "Also, was gibt es, Schätzchen?", + "RANGER_TRADER_MENU_HELLO.m": "Hallo Schätzchen. Was gibt es denn?", + "RANGER_TRADER_OPTION1": "Was hast du denn?", + "RANGER_TRADER_OPTION2": "Was ist denn \\\"fusioniertes Material\\\"?", + "RANGER_TRADER_FUSED_MATERIAL1": "Fusioniertes Material? Keine Ahnung, was das genau ist, aber aus irgendeinem Grund glaubt Ianthe wohl, dass wir jede Menge davon sammeln müssen.", + "RANGER_TRADER_OPTION3": "Tschüss!", + "RANGER_TRADER_FUSED_MATERIAL2.m": "Ich weiß nur, dass es ziemlich übel riecht und einige Monster es hinterlassen. Denk dir deinen Teil, Schätzchen!", + "RANGER_TRADER_BYE": "Bis später dann!", + "RANGER_TRADER_FUSED_MATERIAL2.n": "Ich weiß nur, dass es ziemlich übel riecht und einige Monster es hinterlassen. Denk dir deinen Teil, Schätzchen!", + "RANGER_TRADER_FUSED_MATERIAL2.f": "Ich weiß nur, dass es ziemlich übel riecht und einige Monster es hinterlassen. Denk dir deinen Teil, Schätzchen!", + "RANGER_TRADER_TRAINING_COMPLETE.f": "Hallo Schätzchen! Da du jetzt Vollzeitranger bist, kannst du bei mir ziemlich besondere Gegenstände bekommen ... [pause]Schau sie dir an!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "Hallo Schätzchen! Da du jetzt Vollzeitranger bist, kannst du bei mir ziemlich besondere Gegenstände bekommen ... [pause]Schau sie dir an!", + "RANGER_TRADER_TRAINING_COMPLETE.m": "Hallo Schätzchen! Da du jetzt Vollzeitranger bist, kannst du bei mir ziemlich besondere Gegenstände bekommen ... [pause]Schau sie dir an!", + "KAYLEIGH_STATION_REACTION1": "Ist das ... [pause]ein Bahnhof? Es ist wahrscheinlich okay, sich hier umzusehen, oder?", + "RANGER_VENDING_MACHINE_NAME": "Verkaufsautomat", + "INTERDIMENSIONAL_POST_INTRO1": "Hallo! Bist du zufällig \\\"{recipient}\\\"?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Ja.", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Moment mal, was passiert hier?", + "INTERDIMENSIONAL_POST_INTRO2": "Keine Sorge, ich soll nur eine interdimensionale Nachricht überbringen. [pause]Wenn du aufwachst, wird alles wieder normal.", + "INTERDIMENSIONAL_POST_REINTRO2": "Sie ist an \\\"{recipient}\\\" adressiert. Das bist doch du, oder?", + "INTERDIMENSIONAL_POST_REINTRO1": "Hallo! Ich habe eine weitere Nachricht für dich.", + "INTERDIMENSIONAL_POST_NO_SENDER": "Für diese Nachricht ist kein Absender angegeben. Vielleicht ein heimlicher Verehrer?", + "INTERDIMENSIONAL_POST_SENDER": "Diese Nachricht wurde von \\\"{sender}\\\" abgeschickt.", + "INTERDIMENSIONAL_POST_BODY1": "Ich lese sie dir vor.", + "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\"", + "INTERDIMENSIONAL_POST_BYE1": "Das ist alles. Hoffentlich ergibt das für dich einen Sinn.", + "INTERDIMENSIONAL_POST_ITEMS": "Es ist ein kleines Paket beigefügt. Hier, bitte!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "Oh, in dieser Nachricht ist offenbar kein Text enthalten ...", + "INTERDIMENSIONAL_POST_BYE3": "Bis dann!", + "INTERDIMENSIONAL_POST_BYE2": "Du glaubst ja nicht, wie viele Leute, die ich besuche, denken, dass sie verrückt werden.", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]Nachsehen ...[/wave]", + "POSTBOX_INTERACT1": "Das ist ein Briefkasten! [pause]Ziemlich seltsam, dass er drinnen ist, wo niemand Briefe zustellen kann ...", + "POSTBOX_ERROR_CONNECT": "Verbindung nicht möglich ({0}).", + "POSTBOX_INTERACT2": "Trotzdem nachsehen? Stellt eine Internetverbindung her.", + "POSTBOX_ERROR_TIMEOUT": "Zeitüberschreitung beim Verbinden.", + "POSTBOX_ERROR_CLIENT": "Es ist ein Client-Fehler aufgetreten ({0}).", + "POSTBOX_ERROR_UNKNOWN": "Es ist ein unbekannter Fehler aufgetreten ({0}).", + "POSTBOX_ERROR_NETWORK": "Es ist ein Netzwerkfehler aufgetreten ({0}).", + "POSTBOX_EMPTY": "Der Briefkasten ist leer.", + "POSTBOX_KEYPAD": "Auf der Rückseite befindet sich ein Tastenfeld ... Gibst du einen Code ein?", + "POSTBOX_MESSAGE_FOUND": "Du hast eine Nachricht erhalten!", + "POSTBOX_MESSAGE_FOUND_SENDER": "Du hast eine Nachricht von {sender} erhalten!", + "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\"", + "POSTBOX_PACKAGE_FOUND": "Du hast ein Paket erhalten!", + "POSTBOX_ENTER_CODE": "Code eingeben", + "PLANTER_INTERACT1": "Einen Setzling mit dem Gärtnerkit einpflanzen?", + "PLANTER_NO_QUEST": "Es ist ein Blumenkasten! Es wurde noch nichts eingepflanzt.", + "PLANTER_INTERACT2_OPTION1": "Busch", + "PLANTER_INTERACT2": "Setzling auswählen:", + "PLANTER_INTERACT2_OPTION2": "Kirschblüte", + "PLANTER_INTERACT2_OPTION3": "Rote Rosen", + "PLANTER_INTERACT2_OPTION4": "Helle Orchideen", + "PLANTER_INTERACT2_OPTION5": "Lavendel", + "GAME_OVER_VIOLA1": "{player} steht auf!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "Wir werden gegen dieses Ding kämpfen, und zwar GEMEINSAM!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "Wir werden gegen dieses Ding kämpfen, und zwar GEMEINSAM!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "Ich weiß es nicht ...", + "HARBOURTOWN_STATION_MORGANTE12": "GENUG. MEINE ZEIT NÄHERT SICH DEM ENDE.\\n\\nWARUM BIST DU AN DIESEN JÄMMERLICHEN ORT GEKOMMEN?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "Ich will von dieser Insel runter!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "Ich will nach Hause!", + "HARBOURTOWN_STATION_MORGANTE14": "ICH BENÖTIGE EIN GEFÄSS UND DU BENÖTIGST EINEN LOTSEN.\\n\\nMACH MICH WIEDER STARK, DANN FÜHRE ICH DICH AUS DIESEM LAND.", + "INTRO_KAYLEIGH35_OPTION2": "Wie auf dem Kassettenspieler?", + "INTRO_KAYLEIGH36": "Ja! Ich gehe bald auf Patrouille.", + "INTRO_KAYLEIGH38": "In der Zwischenzeit kannst du dich gerne bei deinen neuen Nachbarn vorstellen!", + "TUTORIAL1_PART2_KAYLEIGH5": "Siehst du dieses Vieh mit den Stiefeln? Das ist eine Sprungfeder – und sie wird aggressiv, wenn du dich ihr näherst.", + "TUTORIAL1_PART2_KAYLEIGH6": "Also kommst du natürlich näher!", + "TUTORIAL1_PART2_KAYLEIGH7": "Du hast ein bisschen was abbekommen – aber deine Monstergestalt hält das aus!", + "HARBOURTOWN_MERCHANT_NAME_2": "Unterstützungssticker-Händlerin", + "STICKER_MERCHANT_NOTE1": "Der Händler, der diesen Stand betreibt, hat eine Notiz hinterlassen.", + "HARBOURTOWN_MERCHANT_NAME_3": "Passivsticker-Händler", + "STICKER_MERCHANT_NOTE2": "\\\"Ich bin im Park, um Inspirationen zu finden. Schickt Hilfe, wenn ich nicht bald zurück bin!\\\"", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Tut mir leid. [pause]Wenn du den Aufzug benutzen willst, musst du später wiederkommen – ich führe gerade einige seit Langem überfällige Reparaturen durch.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Tut mir leid. [pause]Wenn du den Aufzug benutzen willst, musst du später wiederkommen – ich führe gerade einige seit Langem überfällige Reparaturen durch.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Tut mir leid. [pause]Wenn du den Aufzug benutzen willst, musst du später wiederkommen – ich führe gerade einige seit Langem überfällige Reparaturen durch.", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Bist du neu hier auf der Insel? [pause]Das sieht man dir sofort an!", + "HARBOURTOWN_NPC_1_DIALOGUE5": "Gewöhnst du dich an das Leben hier? [pause]Ich habe nach meiner Ankunft ... [pause]lange gebraucht, die Situation zu akzeptieren.", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Bist du neu hier auf der Insel? [pause]Das sieht man dir sofort an!", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Oh, [pause]genau, du bist das neue Gesicht! [pause]Schön, dich wiederzusehen!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "Schön, dich wiederzusehen! [pause]Wie gefällt dir Hafenstadt?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Oh, [pause]genau, du bist das neue Gesicht! [pause]Schön, dich wiederzusehen!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Oh, [pause]genau, du bist das neue Gesicht! [pause]Schön, dich wiederzusehen!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "Hallo! [pause]Wie gefällt dir die Insel? [pause]Die Leute hier tun ihr Bestes. Ich weiß, dass man sich manchmal einsam fühlen kann.", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Hallo noch mal. [pause]Hoffentlich lebst du dich gut ein.", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Hallo noch mal. [pause]Hoffentlich lebst du dich gut ein.", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Hallo noch mal. [pause]Hoffentlich lebst du dich gut ein.", + "HARBOURTOWN_NPC_1_DIALOGUE8": "Hey! [pause]Ich bin's wieder und schaue wie üblich auf die \\\"Trübe See\\\". [pause]Irgendwie beruhigt sie mich wohl.", + "HARBOURTOWN_NPC_1_DIALOGUE7": "Manchmal hält das Leben Unerwartetes für einen bereit. [pause]Und manchmal ist dieses Unerwartete ... [pause]na ja ... [pause]das hier.", + "HARBOURTOWN_NPC_18_DIALOGUE1": "Mein Urgroßvater war einer der Matrosen, die vor mehr als hundert Jahren auf Neu Wirral Schiffbruch erlitten!", + "HARBOURTOWN_NPC_18_DIALOGUE2": "Er wäre bestimmt stolz, wenn er sehen könnte, was wir daraus gemacht haben.", + "HARBOURTOWN_NPC_19_DIALOGUE": "Wenn du mal nicht weiterweißt, hör dich einfach um. Manchmal führt ein gutes Gerücht einen wieder auf den richtigen Weg!", + "HARBOURTOWN_NPC_20_DIALOGUE2": "... Mann, mir fehlen die Waffen, mit denen die Ranger früher gekämpft haben.", + "HARBOURTOWN_NPC_20_DIALOGUE1": "Ich weiß, dass die Transformation im Kampf viel effektiver ist, aber ...", + "HARBOURTOWN_NPC_20_DIALOGUE3": "Ianthes mechanisches Zahnradschwert zum Beispiel – mehr Steampunk geht nicht.", + "HARBOURTOWN_NPC_24_DIALOGUE1": "Diese Stadt gibt es seit 101 Jahren. Wusstest du das?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "Warst du schon auf der Westseite von Hafenstadt?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Kommst du aus der Außenwelt? Ich habe dich hier noch nicht gesehen!", + "HARBOURTOWN_NPC_22_DIALOGUE1": "Wir kochen hier [wave amp=30 freq=10]normalerweise[/wave] Essen für die Stadtbewohner, haben aber schon seit einer Weile keine Zutaten mehr aus der Farm westlich von hier bekommen. Was da wohl los ist?", + "HARBOURTOWN_NPC_21_DIALOGUE2": "Ich wollte irgendwann mal das Heimatmuseum dort besuchen.", + "HARBOURTOWN_NPC_23_DIALOGUE1": "Ich habe keine Zeit, zu plaudern – ich muss noch eine Bestellung Backwaren vorbereiten!", + "HARBOURTOWN_NPC_22_DIALOGUE2": "Die Brücke zur Farm wurde runtergelassen, also können wir wieder frische Waren bekommen! Das ist sehr gut.", + "HARBOURTOWN_NPC_24_DIALOGUE2": "Ich weiß noch, wie es hier aussah, als ich noch klein war. Die Stadt verändert sich so schnell ...", + "HARBOURTOWN_NPC_24_DIALOGUE3": "Aber das Fundament [pause]ist stets die Gleiche geblieben.", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Kommst du aus der Außenwelt? Ich habe dich hier noch nicht gesehen!", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Kommst du aus der Außenwelt? Ich habe dich hier noch nicht gesehen!", + "HARBOURTOWN_NPC_26_DIALOGUE1": "Hörst du [wave amp=30 freq=10]Radio Cybil[/wave]? Ich schalte jeden Tag ein und bin ihr sechstgrößter Fan!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "Meine ganze Freizeit hier auf der Insel habe ich genutzt, um an meinen sozialen Fähigkeiten zu arbeiten ... und zum Beispiel mit Fremden wie dir zu reden!", + "HARBOURTOWN_NPC_30_DIALOGUE1": "Stimmt es, dass einer der Ranger weiß, wie man ihre Monsterkassetten [wave amp=30 freq=10]hackt[/wave]? Ich kann gar nicht glauben, dass so was möglich ist!", + "HARBOURTOWN_NPC_28_DIALOGUE1": "Ich würde liebend gern im Park von Neu Wirral spazieren gehen, aber die [wave amp=30 freq=10]Tiere hier[/wave] rauben mir die Lust daran.", + "HARBOURTOWN_NPC_1_DIALOGUE9": "Manchmal hoffe ich, ein Schiff am Horizont zu sehen, das uns rettet. [pause]Aber ich bin schon eine ganze Weile hier ... Ich glaube nicht mehr daran, dass Rettung kommt.", + "HARBOURTOWN_NPC_1_DIALOGUE10": "Hallo! [pause]Hoffentlich geht es dir gut!", + "HARBOURTOWN_NPC_2_DIALOGUE1": "Du hättest bestimmt nicht erwartet, jemand so Berühmten wie [wave amp=30 freq=10]mich[/wave] hier zu sehen, [pause]oder? [pause][pause]Warte mal, erkennst du mich denn nicht ...?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks? [pause]Ich habe Saxofon bei einer der berühmtesten Bands auf der Erde gespielt. [pause]Klingelt da wirklich nichts?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "Bist du dir [shake rate=30 level=10]sicher[/shake], dass du mich nicht erkennst? [pause]Nicht mal ein bisschen?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "Komm schon, du MUSST doch wissen, wer ich bin. [pause]Ich bin Danny Kicks! [pause]Stell dir mich mit einem Saxofon vor ... [pause]Immer noch nichts?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "Ich und die Jungs aus Liverpool? [pause]\\\"While my sax gently weeps\\\"? [pause]Ich habe das Lied sogar [shake rate=30 level=10]geschrieben[/shake]!", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Du erkennst mich wohl nicht, was? [pause]Na ja, egal. [pause]Kommt häufiger vor.", + "HARBOURTOWN_NPC_2_DIALOGUE6": "Du hast doch [wave amp=30 freq=10]bestimmt[/wave] gesehen, wie die Jungs und ich auf diesem Dach gespielt haben. [pause]Du glaubst mir aber, oder?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "...", + "HARBOURTOWN_NPC_2_DIALOGUE8": "Ich glaube, [pause]nicht ein Einziger hat mich hier erkannt. [pause]Manche glauben sogar, ich denke mir das alles nur aus!", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Du erkennst mich wohl nicht, was? [pause]Na ja, egal. [pause]Kommt häufiger vor.", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "A-Aber du glaubst mir doch, [pause]oder? [pause]Vielleicht war ich auf deiner Welt nicht berühmt, aber wenn du da herkämst, wo ich herkomme, wärst du bestimmt mein [wave amp=30 freq=10]größter Fan[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Du erkennst mich wohl nicht, was? [pause]Na ja, egal. [pause]Kommt häufiger vor.", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Wolltest du noch irgendwas?", + "PENSBY_INTERACT_CHECKUP_HURT1": "Dann schaue ich mir dich mal an ...", + "PENSBY_INTERACT_CHECKUP_HURT3": "Ich verschreibe dir ein wenig Ruhe. [pause]Geh doch ins Café Grammofon und entspann dich.", + "PENSBY_INTERACT_CHECKUP_HURT2": "Nur ein paar Beulen und Kratzer. Nichts Ernstes.", + "PENSBY_INTERACT_BYE": "Versuch dich da draußen nicht allzu schwer zu verletzen, okay?", + "HERITAGE_CENTER_SIGN": "\\\"Heimatmuseum Hafenstadt: Die Geschichte unserer unglaublichen Gemeinschaft\\\"", + "HERITAGE_CENTER_1": "JAHR 001: Das britische Militärschiff HMS Birkenhead sinkt im Jahr 1845 während eines Sturms auf der Erde. Ein Großteil der Besatzung und der Trümmerteile wird an eine unbekannte, später \\\"Neu Wirral\\\" getaufte Insel gespült.", + "HERITAGE_CENTER_3": "JAHR 006: Auf Neu Wirral wird das erste Kind geboren. Der erste Versuch, die Insel zu verlassen, endet mit einer Katastrophe: Ein auf New Wirral gebautes Schiff sinkt während eines Sturms anderthalb Kilometer vor der Küste.", + "HERITAGE_CENTER_2": "JAHR 002: Es treffen zum ersten Mal Neuankömmlinge ein. Hafenstadt wird offiziell gegründet. Die erste verzeichnete Begegnung mit einer unbekannten einheimischen Kreatur oder einem \\\"Monster\\\" findet statt.", + "HERITAGE_CENTER_5": "JAHR 050: Zum 48. Jahrestag der Gründung löst Hafenstadt das Amt des Bürgermeisters auf und wird fortan durch ein Komitee verwaltet.", + "HERITAGE_CENTER_4": "JAHR 048: Nach dem Eintreffen mehrerer Ingenieure wird das erste Stromnetz in Hafenstadt gebaut.", + "HERITAGE_CENTER_6": "JAHR 062: Es wird versucht, auf Neu Wirral eine zweite Stadt namens \\\"Neu London\\\" zu gründen.", + "HERITAGE_CENTER_8": "JAHR 091: Die \\\"Falldown Mall\\\" wird entdeckt, wodurch Neu Wirral eine große Menge an Vorräten von der Erde erhält. Zum ersten Mal wird das Phänomen der \\\"Monsteraufnahmen\\\" beobachtet.", + "HERITAGE_CENTER_7": "JAHR 089: Nach einer furchtbaren Katastrophe wird Neu London zerstört. Nur einer der Einwohner überlebte und konnte nach Hafenstadt zurückkehren.", + "HERITAGE_CENTER_9": "\\\"Das Wrack der HMS Birkenhead\\\"", + "HARBOURTOWN_NPC_DIALOGUE4": "Mein Name? Ich bin Duncan!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Hast du schon diese roten Lager gesehen? Wir Ranger lassen dort Vorräte für die anderen zurück, wenn wir die Insel durchqueren.", + "HARBOURTOWN_NPC_DIALOGUE3": "Pst! Ich bin unsichtbar! Tu so, als wäre ich nicht hier!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Ich wollte gerade etwas in dieses hier legen – aber nimm du es doch einfach!", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Mit Neuspulungen kannst du beschädigte Kassetten reparieren, ohne dich ausruhen zu müssen. Ziemlich praktisch!", + "TRAVELING_MERCHANT_NAME": "Reisender Händler", + "TRAVELING_MERCHANT_INTRO2": "Nein, an dein Gesicht würde ich mich bestimmt erinnern.", + "TRAVELING_MERCHANT_INTRO1": "Hey, hey! Kennen wir uns?", + "TRAVELING_MERCHANT_INTRO4": "Lass dich von meinem fehlenden Hemd nicht stören – das habe ich mit einer jungen Frau getauscht, die es einem Bären gegeben hat. Ich finde es halt gut, wenn Waren unter die Leute kommen!", + "TRAVELING_MERCHANT_INTRO3": "Nun, wenn du nach günstigen Waren suchst, bist du bei mir richtig! Aber ich ziehe immer nach kurzer Zeit weiter.", + "TRAVELING_MERCHANT_REPEAT_MEET": "Schön, dich hier zu treffen!", + "TRAVELING_MERCHANT_PRE_TRADE": "Wirf doch einen Blick in meinen Katalog.", + "TRAVELING_MERCHANT_POST_TRADE2": "Bis später!", + "TRAVELING_MERCHANT_POST_TRADE1": "Oh Mann, dass es hier kein Geld gibt, macht die Sache nicht einfacher.", + "OUTSKIRTS_3_-1_GIFTER1.n": "Ich habe dich hier noch nicht gesehen. Lass mich raten: Du wurdest erst vor Kurzem angespült, richtig?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Der Immobilienwert in der Nähe des Parks ist enorm hoch![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "Damit kannst du jede Monsterkassette unterwegs zurückspulen. Pass da draußen auf dich auf, okay?", + "HARBOURTOWN_MERCHANT_4.m": "Danke, dass du vorbeigeschaut hast! Komm morgen wieder, dann habe ich brandneue Sticker auf Lager!", + "HARBOURTOWN_MERCHANT_3": "Ich habe neue Unterstützungssticker entworfen! Möchtest du sehen, was ich habe?", + "HARBOURTOWN_MERCHANT_2": "War schön, mit dir Geschäfte zu machen! Komm morgen wieder, dann habe ich neue Sticker auf Lager!", + "HARBOURTOWN_MERCHANT_1": "Suchst du nach einem neuen Sticker, um mit deinen Monstergestalten im Kampf die Oberhand zu erhalten? Dann bist du hier genau richtig!", + "HARBOURTOWN_MERCHANT_4.f": "Danke, dass du vorbeigeschaut hast! Komm morgen wieder, dann habe ich brandneue Sticker auf Lager!", + "HARBOURTOWN_MERCHANT_5.m": "Du solltest passive Aktionen nicht unterschätzen! Hier, schau dir meine heutige Stickerauswahl an!", + "HARBOURTOWN_MERCHANT_5.n": "Du solltest passive Aktionen nicht unterschätzen! Hier, schau dir meine heutige Stickerauswahl an!", + "HARBOURTOWN_MERCHANT_5.f": "Du solltest passive Aktionen nicht unterschätzen! Hier, schau dir meine heutige Stickerauswahl an!", + "HARBOURTOWN_MERCHANT_6": "Komm morgen wieder, dann habe ich frische neue Sticker!", + "HARBOURTOWN_MERCHANT_NAME_1": "Angriffssticker-Händler", + "HARBOURTOWN_NPC_12_DIALOGUE9": "Auch wenn ich vielleicht ewig hierbleibe, ist es wenigstens nicht [wave amp=30 freq=10]langweilig[/wave].", + "HARBOURTOWN_NPC_13_DIALOGUE1": "Ich wollte eigentlich über die Brücke, aber die ist schon seit einer Weile oben.", + "HARBOURTOWN_NPC_13_DIALOGUE3": "Oh ... [pause]Die Brücke ist unten.", + "HARBOURTOWN_NPC_13_DIALOGUE2": "Kein Problem ... [pause]Dann bleibe ich einfach auf dieser Seite der Stadt. [pause]Tja.", + "HARBOURTOWN_NPC_14_DIALOGUE1": "Weißt du ... [pause]Ich habe mich richtig ins Zeug gelegt, um meine Heimatstadt zu verlassen. [pause]Wirklich.", + "HARBOURTOWN_NPC_13_DIALOGUE4": "Ich könnte rübergehen, [pause]aber irgendwie finde ich es mittlerweile gut, nur hier zu stehen.", + "HARBOURTOWN_NPC_14_DIALOGUE2": "Ich war bereit für meinen nächsten Lebensabschnitt [pause]und jetzt sitze ich in einer [wave amp=30 freq=10]anderen[/wave] Kleinstadt fest.", + "HARBOURTOWN_NPC_14_DIALOGUE3": "Das hat das Schicksal wohl einfach so für mich gewollt, [pause]was?", + "HARBOURTOWN_NPC_15_DIALOGUE1": "In Hafenstadt gab es schon immer eine Art \\\"Freiwilligengruppe\\\". [pause]Wie sonst hätten wir hier so lange durchhalten können?", + "HARBOURTOWN_NPC_15_DIALOGUE2": "Ianthes Ranger sind quasi die neuste Ausgabe davon. [pause]Ressourcen sammeln, Leuten helfen – wir machen alles.", + "HARBOURTOWN_NPC_15_DIALOGUE3": "Seit der Entdeckung dieses \\\"Kassettenphänomens\\\" ist es noch schwieriger geworden, hier für Ordnung zu sorgen. [pause]Aber wenn es jemand schafft, dann Ianthe!", + "HARBOURTOWN_NPC_16_DIALOGUE1": "Viele Neuankömmlinge in der Stadt durchlaufen eine ... [pause]schwierige Phase.", + "HARBOURTOWN_NPC_16_DIALOGUE2": "Wenn ich dir einen Ratschlag geben sollte, wäre es, [pause]dein neues Leben hier zu akzeptieren.", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Das heißt aber nicht, dass du dein früheres Leben vergessen solltest. [pause]Schließlich ist man nicht nur seine Vergangenheit, sondern auch seine Zukunft, [pause]nicht wahr?", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Das heißt aber nicht, dass du dein früheres Leben vergessen solltest. [pause]Schließlich ist man nicht nur seine Vergangenheit, sondern auch seine Zukunft, [pause]nicht wahr?", + "HARBOURTOWN_NPC_17_DIALOGUE2": "Es ist wichtig, auf unsere Geschichte zurückzuschauen, wenn wir wissen wollen, was die Zukunft für uns bereithält.", + "HARBOURTOWN_NPC_17_DIALOGUE1": "Hafenstadt hat eine interessantere Geschichte, als man denkt!", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Das heißt aber nicht, dass du dein früheres Leben vergessen solltest. [pause]Schließlich ist man nicht nur seine Vergangenheit, sondern auch seine Zukunft, [pause]nicht wahr?", + "TUTORIAL3_PART2_KAYLEIGH1": "Okay, das hast du auch gespürt, oder?", + "TUTORIAL3_PART2_KAYLEIGH2": "Was ist das?!", + "TUTORIAL3_PART2_KAYLEIGH3": "W-War das schon immer hier?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Gehört das nicht zu Hafenstadt?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "Das ist nicht normal?", + "TUTORIAL3_PART2_KAYLEIGH4": "So etwas habe ich noch NIE gesehen!", + "TUTORIAL3_PART2_KAYLEIGH5": "War das hier schon immer vergraben?", + "CLEMENCE_INTRO2": "Ich bin Clémence und dieses feine Etablissement ist das Café Grammofon. Was soll ich sagen? Ich habe viele Schallplatten und mache den besten Kaffee. Viel Konkurrenz gibt es nicht.", + "CLEMENCE_INTRO1.f": "Bonjour! [pause]Wir sehen hier nur selten neue Gesichter – besonders keine so hübschen wie deins!", + "CLEMENCE_INTRO1.m": "Bonjour! [pause]Wir sehen hier nur selten neue Gesichter – besonders keine so ansehnlichen wie deins!", + "TUTORIAL4_PART3B_KAYLEIGH11": "Über die Jahre hinweg hatten sie eine Reihe von Namen – Engel, Dämonen, Teufel, Ghule ...", + "TUTORIAL4_PART3B_KAYLEIGH14": "Wir wissen nicht, was sie sind. Seit langer Zeit hat niemand mehr einen gesehen.", + "TUTORIAL4_PART3B_KAYLEIGH13": "Aber diese anderen Kreaturen ... [pause]wie die, gegen die wir gekämpft haben ... [pause]Für uns sind das weiterhin Erzengel.", + "TUTORIAL4_PART3B_KAYLEIGH16": "Ich hatte das Gefühl, es nicht richtig sehen zu können – als würde man sich einen Film durchs Fernglas anschauen oder so ...", + "TUTORIAL4_PART3B_KAYLEIGH15": "Dieses Ding, gegen das wir gekämpft haben ... Es ist schwer zu erklären ...", + "HARBOURTOWN_STATION_MORGANTE13": "ICH VERSTEHE.\\n\\nES GIBT EINEN WEG. NIEMAND AUSSER MIR KENNT IHN.", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Ein Gefäß ...?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Moment mal ...", + "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, alles in Ordnung?! [pause]Was ist passiert?! [pause]Du warst gerade kurz wie weggetreten!", + "HARBOURTOWN_STATION_MORGANTE15": "NUN GUT. HÖRE MEINEN GESANG.", + "TUTORIAL4_PART3A_KAYLEIGH1": "An diesem Bahnhof ist [wave amp=30 freq=10]jede Menge[/wave] passiert ... Wir sollten wohl darüber reden.", + "HARBOURTOWN_STATION_KAYLEIGH17": "Wir sollten hier verschwinden ...", + "HARBOURTOWN_NPC_32_DIALOGUE1": "Wenn es [wave amp=30 freq=10]eines[/wave] auf Neu Wirral im Überfluss gibt, dann Kaffee. [pause]Kaffee und knallbunte Kreaturen.", + "HARBOURTOWN_NPC_31_DIALOGUE1": "Ich bereite mich gerade auf die Ausbildung bei den Rangern vor. Das ist wie eine Bewerbung, nur mit viel mehr Kämpfen.", + "HARBOURTOWN_NPC_33_DIALOGUE1": "Der Legende nach gibt es Ruinen eines Piers, die sich am Horizont der Trüben See gerade noch abzeichnen ... Ich konnte sie aber noch nicht sehen.", + "HARBOURTOWN_BOOK_2": "In der hingekritzelten Notiz steht: \\\"Wenn es ein Spielzeug bekommt, weicht dieses Elfenmonster nicht vom Weg ab. Ohne gerät es irgendwann in Rage.\\\"", + "HARBOURTOWN_BOOK_3": "In der hingekritzelten Notiz steht: \\\"Diese große maskierte Schlange kann einen dritten Weg einschlagen, wenn man ihr ermöglicht, die Zephire des Windes zu nutzen.\\\"", + "HARBOURTOWN_BOOK_1": "In der hingekritzelten Notiz steht: \\\"Diese Untertassenkreatur kommt aus ihrer Schale, wenn sie die Fähigkeit erhält, in der Nähe ihrer Gegner zu bleiben.\\\"", + "HARBOURTOWN_BOOK_4": "In der hingekritzelten Notiz steht: \\\"Die geheimnisvollen Zahnräder unter diesem Hügel sind der Schlüssel zur Nutzung des vollen Potenzials dieses Dinosauriers.\\\"", + "HARBOURTOWN_BOOK_5": "In der hingekritzelten Notiz steht: \\\"Ich glaube, dass bestimmte Monster je nach Tageszeit zu verschiedenen Gestalten reifen.\\\"", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Chemiesticker-Händler", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Typenlos-Sticker-Händlerin", + "HARBOURTOWN_CHEMIST1_OPENING": "Elementarchemie ist der Schlüssel zum Erfolg im Kampf. [pause]Ich entwickle Sticker, die dir Kontrolle über Chemie und einen Vorteil im Kampf verschaffen!", + "HARBOURTOWN_CHEMIST1_CLOSING": "Ich bin hier, wenn du mich brauchst.", + "HARBOURTOWN_CHEMIST2_OPENING": "Ich bin auf Sticker spezialisiert, die den Typ mit dem Benutzer ändern – sehr praktisch, wenn du auch die Beschichtungen meines Kollegen verwendest. Außerdem sind sie kompatibel mit allen Kassetten!", + "HARBOURTOWN_ITEM_RECYCLER1": "Verwertest du Gegenstände, die du nicht mehr brauchst?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "Danke für deinen Besuch!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "Danke für deinen Besuch!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "Danke für deinen Besuch!", + "HARBOURTOWN_TAPE_RECYCLER3": "Öffne auf einem Zeltplatz oder im Café deine Kassettensammlung, wähle eine nicht mehr benötigte Kassette aus und klicke auf \\\"Verwerten\\\"!", + "HARBOURTOWN_ITEM_RECYCLER4": "Hier, versuch es mal mit diesem alten Buch. Ich brauche es nicht mehr.", + "HARBOURTOWN_ITEM_RECYCLER2": "Das ist nicht nur eine gute Möglichkeit, um in deinem Inventar aufzuräumen, sondern du erhältst auch einige der für die Herstellung verwendeten Ressourcen zurück.", + "HARBOURTOWN_ITEM_RECYCLER3": "Diese kannst du dann eintauschen, um neue Gegenstände zu bekommen!", + "GAME_OVER_FIRST_PENSBY1.f": "Ah, du bist wach. Ein Glück, dass dich jemand in einem Stück in meine Klinik gebracht hat!", + "GAME_OVER_DOG1": "Wuff!", + "HARBOURTOWN_TAPE_RECYCLER1": "Hast du noch alte Kassetten, die du nicht mehr brauchst?", + "HARBOURTOWN_TAPE_RECYCLER2": "Verwerte sie doch, wenn du das nächste Mal eine Pause einlegst!", + "HARBOURTOWN_TAPE_RECYCLER4": "So erhältst du zusätzliche Ressourcen, die du bei Händlern eintauschen kannst, und eventuell sogar zusätzliche Sticker aus dem Vorrat dieses Monsters.", + "HARBOURTOWN_BOOTLEG_KRAB1": "...", + "HARBOURTOWN_BOOTLEG_KRAB2": "Diese Verkehrskrabbe hat aber eine seltsame Farbe.", + "HARBOURTOWN_BOOTLEG_NPC1": "Mach dir keine Sorgen wegen der Verkehrskrabbe, das ist nur mein Sohn. Er spielt so gern mit seiner Bootleg-Kassette.", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Bootleg?", + "HARBOURTOWN_BOOTLEG_NPC2": "Ja.[pause] Hast du unterwegs schon mal ein Monster gesehen, das nicht seine normale Farbe hatte? Das ist ein Bootleg.[pause] Verwechsle es aber nicht mit einer Beschichtung!", + "HARBOURTOWN_BOOTLEG_NPC3": "Bootleg-Monster haben [wave amp=30 freq=10]immer[/wave] andere Farben, Elementartypen und Aktionen als normal.", + "HARBOURTOWN_BOOTLEG_NPC4": "Und wenn du sie aufnimmst, behalten sie diese Attribute.", + "HARBOURTOWN_BOOTLEG_NPC6": "Hier, probiere es doch einfach selbst mal aus. Captain Codey gibt mir, was er nicht mehr braucht. Ich habe also schon jede Menge.", + "HARBOURTOWN_BOOTLEG_NPC5": "Aufgenommene Bootlegs haben eine höhere Wahrscheinlichkeit, ungewöhnliche und seltene Ressourcen zu produzieren, und können daher sehr nützlich sein.", + "HARBOURTOWN_BOOTLEG_NPC7": "Bootleg-Monster können überall zufällig erscheinen, offenbar sieht man sie aber häufiger bei Fusionen.", + "HARBOURTOWN_BOOTLEG_NPC8": "Ich habe gehört, dass einige sehr seltene Bootleg-Monster funkeln und schillern, als wären sie mit Glitter bedeckt.", + "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Willkommen, wissbegierige Seelen![/wave] Möchtet ihr etwas über die Astralkünste erfahren?", + "HARBOURTOWN_ASTROLOGER_NAME": "Astrologin", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Klar!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Jetzt nicht.", + "HARBOURTOWN_ASTROLOGER_NPC3": "Ausgezeichnet ... [pause]Ihr tätet gut daran, euch an meine Worte zu halten!", + "HARBOURTOWN_ASTROLOGER_NPC2": "Vielleicht ein andermal!", + "HARBOURTOWN_ASTROLOGER_NPC4": "Bestien des Astraltyps beziehen ihre Kraft aus den vier Grundelementen der Natur: [pause]Erde, [pause]Wasser, [pause]Feuer [pause]und Luft.", + "HARBOURTOWN_ASTROLOGER_NPC6": "Allerdings kann ihre innere Harmonie [wave amp=30 freq=10]durcheinandergeraten[/wave], wenn sie unreinen Elementen – also Plastik, Gift und Metall – ausgesetzt werden.", + "HARBOURTOWN_ASTROLOGER_NPC5": "Eine Astralkreatur, die einem dieser vier Elemente ausgesetzt ist, wird [wave amp=30 freq=10]verstärkt[/wave]!", + "PENSBY_INTERACT_MENU": "Hey {player}, was kann ich für dich tun?", + "PENSBY_INTERACT_MENU_SUPPLIES": "Ich brauche Vorräte.", + "PENSBY_INTERACT_MENU_CHECKUP": "Ich brauche eine Untersuchung.", + "PENSBY_INTERACT_MENU_BYE": "Ich wollte nur Hallo sagen.", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Du bist bei bester Gesundheit, {player}.", + "HARBOURTOWN_ASTROLOGER_NPC7": "Denkt daran, wenn ihr die Gestalt einer Astralbestie annehmen möchtet!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Wie ich schon nach unserem ersten Kampf gegen Morgante gesagt habe: Wir stecken da gemeinsam drin!", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Es dauert, sich daran zu gewöhnen, wie die Monstergestalten das Körpergefühl verändern. Aber ich finde, dass du dich super in alles einarbeitest!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Ausgezeichnet! [pause]Dann hast du Glück! In Neu Wirral gibt es nämlich keine Hotels, also wirst du wahrscheinlich oft im Zelt schlafen.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "Ich zelte für mein Leben gern!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Ich bin lieber drin ...", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "Das ist ... [pause]schade. Wenn du die Insel erkunden willst, musst du dich wohl daran gewönnen, im Zelt zu schlafen. In Neu Wirral gibt es nämlich keine Hotelketten oder so.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Hey! Ich habe dich nie gefragt, wie dir die erste Monstergestalt gefällt, die ich dir bei unserem ersten Treffen am Strand gegeben habe.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Hey! Ich habe dich nie gefragt, wie dir die erste Monstergestalt gefällt, die ich dir bei unserem ersten Treffen am Strand gegeben habe.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Hey! Ich habe dich nie gefragt, wie dir die erste Monstergestalt gefällt, die ich dir bei unserem ersten Treffen am Strand gegeben habe.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Das war der \\\"Bonbonteufel\\\", oder? Der sah ziemlich cool aus! Wenn ich sie benutzt habe, dachte ich immer, ich bin im Zuckerrausch.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Das war \\\"Geisterschaf\\\", oder? Eine ziemlich süße Gestalt! Wenn ich sie benutzt habe, musste ich mich erst an das seltsame Gefühl gewöhnen, zu schweben.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Ich hatte das Gefühl, dass Fernkampfangriffe in dieser Gestalt effektiver waren. Vielleicht können Bonbonteufel von Natur aus gut zielen.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Aber als ich diese riesigen Hufe hatte? Das fühlte sich an, als könnte ich Monstern damit [wave amp=30 freq=10]ziemlich[/wave] gut einen verpassen.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "Dieser Erzengel, gegen den wir gekämpft haben ... [pause]Morgante, oder?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "Wir haben ihn nicht allein besiegt. Jemand hatte ihn vorher schon verwundet, als wir ihn fanden.", + "EUGENE_UNKNOWN_NAME": "Wütender Kerl", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "Wir haben ihn nicht allein besiegt. Jemand hatte ihn vorher schon verwundet, als wir ihn fanden.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "Wir haben ihn nicht allein besiegt. Jemand hatte ihn vorher schon verwundet, als wir ihn fanden.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Selbst geschwächt schien er ganz schön gefährlich zu sein. Wer auch immer ihn verwundet hatte, war bestimmt absolut [wave amp=30 freq=10]brutal[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "Daran hatte ich noch gar nicht gedacht.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Klingt irgendwie logisch ...", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Da kommt man sich doch als Mensch im Vergleich [wave amp=30 freq=10]enorm[/wave] mickrig vor ...", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Wir gehen erst mal ...[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "Frau", + "EUGENE_INTRO_LANDKEEPER_NAME": "Blasser Mann", + "EUGENE_INTRO_EUGENE1": "Ich sage das nicht [shake rate=30 level=10]noch mal[/shake]! [pause][pause]Hafenstadt wird euch [shake rate=30 level=10]Blutsaugern[/shake] nicht zum Opfer fallen!", + "EUGENE_INTRO_EUGENE3": "Kriecht zurück in die Dunkelheit, aus der ihr gekommen seid – [pause]sonst müsst ihr an [shake rate=30 level=10]mir[/shake] vorbei!", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Tsk. [pause]Wie unvernünftig ...[/wave]\\n", + "EUGENE_INTRO_EUGENE4": "Ich habe schon früher gegen [shake rate=30 level=10]euch[/shake] gekämpft und gewonnen. [pause]Wollt ihr eine Demonstration?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Aber irgendwann werdet ihr verstehen, dass wir wissen, was am besten für euch ist.[/wave]", + "EUGENE_INTRO_EUGENE8": "Sagen Sie Bescheid, wenn diese Widerlinge Sie wieder belästigen.", + "EUGENE_INTRO_EUGENE7": "Sagt euren Freunden, dass diese Stadt von [shake rate=30 level=10]Eugene[/shake] beschützt wird!", + "EUGENE_INTRO_EUGENE9": "Und was immer Sie auch tun, laden Sie sie NICHT in Ihr Haus ein. [pause]Das wollen sie nämlich.", + "EUGENE_INTRO_WOMAN10": "Das werde ich mir merken. Danke, dass Sie eingegriffen haben, junger Mann!", + "EUGENE_INTRO_EUGENE12": "Ich bin Eugene ... [pause]was du bestimmt schon weißt, [pause]da ich das diesen Typen zugebrüllt habe.", + "EUGENE_INTRO_EUGENE11": "Oh, hey. Tut mir leid, dass du das mitansehen musstest.", + "EUGENE_INTRO_EUGENE12_OPTION1": "Ich bin {player}!", + "EUGENE_INTRO_EUGENE13": "Immer schön, hier ein neues Gesicht zu sehen, {player}.", + "EUGENE_INTRO_EUGENE13_OPTION1": "Was waren das für Leute?", + "EUGENE_INTRO_EUGENE14": "Ich will dir die Einzelheiten ersparen – [pause]aber sie [wave amp=30 freq=10]gehören[/wave] nicht in diese Welt.", + "EUGENE_INTRO_EUGENE13_OPTION2": "Worum ging es denn?", + "LEVEL_WARNING_dog.v2": "Barkley ist irgendwie kleinlaut. Vielleicht sehen die Monster in der Nähe zu stark für ihn aus.", + "EUGENE_INTRO_EUGENE16": "Wie auch immer, ich muss sie im Auge behalten. [pause]Ich darf nicht riskieren, dass sie [shake rate=30 level=10]ihre Zähne[/shake] in die guten Leute von Hafenstadt schlagen.", + "EUGENE_INTRO_EUGENE15": "Sagen wir es so: Nicht alle Monster auf Neu Wirral sehen aus wie Maskottchen von Frühstücksflocken.", + "WORKING_OVERTIME_INITIAL_RANGER2": "Ich habe Ianthe versprochen, hier ein Ortsschild aufzustellen. [pause]Irgendwas, damit es ein bisschen [pause]gemütlicher wird.", + "EUGENE_INTRO_EUGENE16_OPTION1": "Kann ich helfen?", + "EUGENE_INTRO_EUGENE16_OPTION2": "Brauchst du Hilfe?", + "EUGENE_INTRO_EUGENE18": "Triff mich an diesem Ort. [pause]Wenn du da bist, erkläre ich dir alles genau.", + "EUGENE_INTRO_EUGENE17.n": "Wenn du dir deine Hände schmutzig machen willst, würde ich mich über Hilfe freuen!", + "EUGENE_INTRO_EUGENE17.f": "Wenn du dir deine Hände schmutzig machen willst, würde ich mich über Hilfe freuen!", + "EUGENE_INTRO_EUGENE17.m": "Wenn du dir deine Hände schmutzig machen willst, würde ich mich über Hilfe freuen!", + "EUGENE_INTRO_EUGENE19": "Aber ... [pause]mach dich auf was gefasst. [pause]Es könnte ziemlich unschön werden.", + "WORKING_OVERTIME_INITIAL_RANGER1": "Hey, [pause]könntest du mir vielleicht helfen?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Hm. Ein Spiegel?", + "WORKING_OVERTIME_RANGER_NAME": "Erschöpfter Ranger", + "WORKING_OVERTIME_INITIAL_RANGER3": "Ich habe mich nur beim Holz verschätzt. Könntest du mir vielleicht welches besorgen? [pause]Das wäre die Rettung!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "Klar!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Jetzt nicht.", + "WORKING_OVERTIME_INITIAL_RANGER4": "Wirklich? Danke! [pause]Melde dich, wenn du das Material hast.", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "Hey, kein Problem.", + "WORKING_OVERTIME_ACTIVE_RANGER1": "Hallo noch mal. Hast du das Holz gefunden?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Ihm {required_item_amount} Holz geben.", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "Kein Problem. Ich bin noch eine ganze Weile lang hier.", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Noch nicht!", + "WORKING_OVERTIME_COMPLETE_RANGER3": "Hm ... [pause][pause]Da du mir geholfen hast, [pause]könntest du doch auch über die Gestaltung entscheiden.", + "WORKING_OVERTIME_COMPLETE_RANGER2": "Du hast es geschafft! [pause]Danke für die Hilfe. Ich hatte schon befürchtet, das ganze Material selbst sammeln zu müssen.", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Das Schild sollte ein Emblem enthalten, das Hafenstadt gut zusammenfasst. [pause][pause]Was meinst du, [pause]hm?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Das Schild sollte ein Emblem enthalten, das Hafenstadt gut zusammenfasst. [pause][pause]Was meinst du, [pause]hm?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "Einen Vogel!", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Das Schild sollte ein Emblem enthalten, das Hafenstadt gut zusammenfasst. [pause][pause]Was meinst du, [pause]hm?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "Eine Blume!", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "Einen Delfin!", + "WORKING_OVERTIME_COMPLETE_RANGER5": "Okay, [pause]nehmen wir das!", + "WORKING_OVERTIME_COMPLETE_RANGER8": "Ich bin schon mein ganzes Leben hier, [pause]aber viele kommen von anderswo und sitzen dann hier fest.", + "WORKING_OVERTIME_COMPLETE_RANGER6": "Puh. [pause][pause]Alles fertig. [pause]Wie findest du es?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "Gefällt mir richtig gut!", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "Sieht toll aus!", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "Ausgezeichnete Arbeit!", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Ziemlich gute Arbeit.", + "WORKING_OVERTIME_COMPLETE_RANGER9": "Wenn sie sich dadurch auch nur ein bisschen besser fühlen, [pause]war es die Mühe wert, [pause]finde ich.", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "Hehe. [pause]Gute Arbeit.", + "WORKING_OVERTIME_COMPLETE_FELIX7": "Hübsches Schild.", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "Man sieht, dass du fleißig daran gearbeitet hast.", + "RANGER_BODYBUILDER_INTRO": "Hallo. Willst du trainieren?", + "RANGER_BODYBUILDER_OPTION1": "Lass uns pumpen!", + "RANGER_BODYBUILDER_OPTION2": "Wie funktioniert das?", + "RANGER_BODYBUILDER_OPTION3": "Jetzt nicht.", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "Und du bist nicht mal ein Ranger?", + "RANGER_BODYBUILDER_NO_PASS1": "Oh, das wird nichts. Wo ist denn dein Mitgliedsausweis?", + "RANGER_BODYBUILDER_NO_PASS2": "Besorg dir einen Mitgliedsausweis von Wilma da drüben, dann erhältst du bei mir ein auf dich zugeschnittenes Training!", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "Und du bist nicht mal ein Ranger?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "Und du bist nicht mal ein Ranger?", + "RANGER_BODYBUILDER_NOT_JOINED2": "Als Erstes musst du zum Außenposten im Park nördlich des Stadtrands laufen und Mitglied werden.", + "RANGER_BODYBUILDER_BYE": "Bis später!", + "RANGER_BODYBUILDER_EXPLANATION1": "Manchmal reicht es nicht, sich einfach nur gut transformieren zu können – manchmal muss man einfach stärker sein!", + "RANGER_BODYBUILDER_EXPLANATION2": "Und da komme ich ins Spiel. Ich kann dich trainieren, um die \\\"Grundwerte\\\" deiner menschlichen Gestalt anzupassen. Das wirkt sich auch auf die Stärke deiner Transformationen aus!", + "RANGER_BODYBUILDER_EXPLANATION4": "Und im Lauf deiner Ausbildung bei den Rangern erhältst du ganz bestimmt noch ein paar zusätzliche Punkte für diese Grundwerte.", + "RANGER_BODYBUILDER_EXPLANATION5.m": "Also, was sagst du? Bist du bereit, zu trainieren?", + "RANGER_BODYBUILDER_EXPLANATION3": "Wenn du zum Beispiel Nahkampfangriffe brauchst, um härter zuschlagen zu können, Fernkampfangriffe aber nur wenig nutzt, können wir einige Punkte vom Fernkampfangriff zum Nahkampfangriff übertragen.", + "RANGER_BODYBUILDER_EXPLANATION5.f": "Also, was sagst du? Bist du bereit, zu trainieren?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "Puh, was für ein Work-out! Meine Muskeln brennen förmlich!", + "RANGER_TRADER_NOT_JOINED1.m": "Hallo Schätzchen. Wenn du Mitglied bei den Rangern werden willst, Ianthe ist gerade weg.", + "RANGER_TRADER_NOT_JOINED1.n": "Hallo Schätzchen. Wenn du Mitglied bei den Rangern werden willst, Ianthe ist gerade weg.", + "RANGER_BODYBUILDER_EXPLANATION5.n": "Also, was sagst du? Bist du bereit, zu trainieren?", + "TUTORIAL4_PART3C_KAYLEIGH3": "Unter den richtigen Umständen können sich zwei Personen in Monstergestalt vereinen und ein [wave amp=30 freq=10]mächtiges Wesen[/wave] formen.", + "TUTORIAL4_PART3C_KAYLEIGH4": "(Die \\\"richtigen Umstände\\\" beinhalten wohl, fast von einem [shake rate=30 level=10]Erzengel[/shake] getötet zu werden ...)", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "Es fühlte sich seltsam an. Ich habe einen Körper mit dir geteilt und das Ding, das wir [wave amp=30 freq=10]wurden[/wave], war gleichzeitig wir und auch nicht wir ...", + "TUTORIAL4_PART3D_KAYLEIGH3": "Und er kennt einen Weg, Neu Wirral zu verlassen?", + "HARBOURTOWN_MERCHANT_4.n": "Danke, dass du vorbeigeschaut hast! Komm morgen wieder, dann habe ich brandneue Sticker auf Lager!", + "TUTORIAL4_PART3C_KAYLEIGH6": "Das ... [pause]war mein erstes Mal. Ich hatte nicht erwartet, mit jemandem zu fusionieren, den ich [wave amp=30 freq=10]kaum[/wave] kenne ...", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "Es fühlte sich seltsam an. Ich habe einen Körper mit dir geteilt und das Ding, das wir [wave amp=30 freq=10]wurden[/wave], war gleichzeitig wir und auch nicht wir ...", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "Es fühlte sich seltsam an. Ich habe einen Körper mit dir geteilt und das Ding, das wir [wave amp=30 freq=10]wurden[/wave], war gleichzeitig wir und auch nicht wir ...", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "Die Fusion hat uns geholfen, den Erzengel zu besiegen!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "A-Aber du glaubst mir doch, [pause]oder? [pause]Vielleicht war ich auf deiner Welt nicht berühmt, aber wenn du da herkämst, wo ich herkomme, wärst du bestimmt mein [wave amp=30 freq=10]größter Fan[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "Na, wie geht's denn heute meinem [wave amp=30 freq=10]allergrößten[/wave] Fan?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "A-Aber du glaubst mir doch, [pause]oder? [pause]Vielleicht war ich auf deiner Welt nicht berühmt, aber wenn du da herkämst, wo ich herkomme, wärst du bestimmt mein [wave amp=30 freq=10]größter Fan[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "Na, wie geht's denn heute meinem [wave amp=30 freq=10]allergrößten[/wave] Fan?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "Na, wie geht's denn heute meinem [wave amp=30 freq=10]allergrößten[/wave] Fan?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "... [pause]Kenne ich dich?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "Oh, [pause]du schon wieder. [pause]Tut mir leid, bin beschäftigt.", + "HARBOURTOWN_NPC_3_DIALOGUE10": "Schön, [pause]äh, [pause]dich wiederzusehen, {player}.", + "HARBOURTOWN_NPC_3_DIALOGUE4": "Ähm, [pause]ich glaube, du verwechselst mich mit jemandem. [pause]Ich glaube nicht, dass wir miteinander bekannt sind.", + "HARBOURTOWN_NPC_3_DIALOGUE3": "Ähm, [pause]tut mir leid, ich habe zu tun. [pause]Jede Menge.", + "HARBOURTOWN_NPC_3_DIALOGUE8": "Es kann schwierig sein, hier Freunde zu finden. [pause]Ich habe eigentlich mit, [pause]na ja, [pause]allen nur wenig gemeinsam. [pause]So ist das hier nun mal.", + "HARBOURTOWN_NPC_3_DIALOGUE7": "Tut mir leid, falls ich unhöflich war. [pause]Bei Fremden halte ich mich immer erst ein bisschen zurück. [pause]Aber mittlerweile sind wir ja keine Fremden mehr, oder?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "... [pause]Hi. [pause]Schön, dass du vorbeikommst.", + "HARBOURTOWN_NPC_4_DIALOGUE1": "Dieses ganze \\\"Kassetten-Transformationsding\\\" ist noch neu für dich, was? [pause]Hier ein kleiner Ratschlag.", + "HARBOURTOWN_NPC_4_DIALOGUE2": "Das Wichtige ist, nicht daran zu denken, wie es funktioniert. [pause]Eigentlich ergibt es überhaupt keinen Sinn.", + "HARBOURTOWN_NPC_3_DIALOGUE9": "Ich, äh, [pause]habe noch gar nicht gefragt, wie du heißt. [pause]{player}? [pause]Hoffentlich hast du einen schönen Tag, {player}.", + "TUTORIAL4_PART3D_KAYLEIGH24": "Du und ich!", + "TUTORIAL4_PART3D_KAYLEIGH25": "Was sagst du? Ziehen wir das zusammen durch?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Machen wir!", + "TUTORIAL4_PART3D_KAYLEIGH26": "Wenn du diese Vision von einem Erzengel hast, dann ...", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Uns bleibt ja keine andere Wahl!", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "... musst du noch einen finden und stark genug sein, um dich gegen ihn behaupten zu können.", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "Die Ranger haben ein Trainingsprogramm, das dir hilft, stärker zu werden. Fangen wir an, indem wir ein Treffen mit der Rangeranführerin arrangieren!", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "... musst du noch einen finden und stark genug sein, um dich gegen ihn behaupten zu können.", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "... musst du noch einen finden und stark genug sein, um dich gegen ihn behaupten zu können.", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "Die Ranger haben ein Trainingsprogramm, das dir hilft, stärker zu werden. Fangen wir an, indem wir ein Treffen mit der Rangeranführerin arrangieren!", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "Die Ranger haben ein Trainingsprogramm, das dir hilft, stärker zu werden. Fangen wir an, indem wir ein Treffen mit der Rangeranführerin arrangieren!", + "OUTSKIRTS_3_-1_GIFTER1.m": "Ich habe dich hier noch nicht gesehen. Lass mich raten: Du wurdest erst vor Kurzem angespült, richtig?", + "TUTORIAL4_PART3D_KAYLEIGH29": "Sie dürfte gerade im Außenposten im Park sein.", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Uff. Die Kriminalitätsrate ist auch enorm hoch ...[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "Oh! Hast du da einen Kassettenspieler? Hier, bitte.", + "OUTSKIRTS_3_-1_GIFTER1.f": "Ich habe dich hier noch nicht gesehen. Lass mich raten: Du wurdest erst vor Kurzem angespült, richtig?", + "HARBOURTOWN_STATION_MORGANTE1": "BIST DU DAS, MORDREAD?\\n\\nKOMM NÄHER, MEIN KIND ... DAMIT ICH DICH EIN LETZTES MAL SEHEN KANN.", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, spürst du etwas in der Luft ...?", + "HARBOURTOWN_STATION_KAYLEIGH1": "Hier riecht es nach ... brennendem Metall. Ich kann es nicht erklären ...", + "HARBOURTOWN_STATION_MORGANTE2": "DER LANGE KONFLIKT IST ZU EINEM ENDE GEKOMMEN ... ICH FÜRCHTE, DIESMAL HAT ER MICH WIRKLICH BESIEGT.", + "HARBOURTOWN_STATION_KAYLEIGH6": "Oh nein ...", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Das ist ... Das ist ...[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, ich glaube, das ist ein [shake rate=30 level=10]Erzengel[/shake] ...", + "HARBOURTOWN_STATION_KAYLEIGH5": "Wir müssen verschwinden. [wave amp=30 freq=10]Sofort[/wave].", + "TUTORIAL4_PART3C_KAYLEIGH7": "Das ist einfach so im Eifer des Gefechts passiert.", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "Die Fusion hat uns geholfen, den Erzengel zu besiegen!", + "TUTORIAL4_PART3C_KAYLEIGH8": "Tut mir leid, [pause]es ist mir ein bisschen unangenehm, darüber zu reden!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "Die Fusion hat uns geholfen, den Erzengel zu besiegen!", + "TUTORIAL4_PART3C_KAYLEIGH9": "J-Ja, da hast du wohl recht!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Ohne die Fusion hätten wir nicht überlebt!", + "TUTORIAL4_PART3C_KAYLEIGH10": "Jetzt habe ich so ein komisches Gefühl. Als ob ... eine Tür geöffnet wurde, von der ich gar nicht wusste, dass sie überhaupt da war.", + "TUTORIAL4_PART3D_KAYLEIGH1": "Verstehe ich das richtig ...?", + "TUTORIAL4_PART3C_KAYLEIGH11": "Ich glaube, wir könnten wieder fusionieren, wenn wir es müssten.", + "TUTORIAL4_PART3D_KAYLEIGH2": "Die Erinnerung dieses Erzengels \\\"Morgante\\\" ist jetzt [wave amp=30 freq=10]in[/wave] dir ...?", + "TUTORIAL4_PART3D_KAYLEIGH23": "Dann schulden wir es den Leuten auf Neu Wirral, es herauszufinden!", + "TUTORIAL4_PART3D_KAYLEIGH22": "Wenn auch nur die Chance besteht, dass sich auf diese Weise eine Möglichkeit ergibt, von der Insel zu gelangen und nach Hause zurückzukehren ...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Du verstehst dich gut mit Meredith. Ich kann mir euch beide als Paar vorstellen.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Wenn dieses Tor uns [wave amp=30 freq=10]wirklich[/wave] zurück in unsere Welten bringt, müssen wir uns dann alle verabschieden?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Erzähl mal – wie gefällt es dir, [wave amp=30 freq=10]im Freien[/wave] zu übernachten?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Zum Glück haben wir noch Dinge auf Neu Wirral zu erledigen. Darüber mache ich mir später Gedanken!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "Wir werden diesen Weg gemeinsam bis zum Ende gehen. [pause]Ich bleibe so lange, bis du bereit bist, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Diese Nachricht wird bei den Rangern wie eine Bombe einschlagen. Die werden eine Menge zu tun haben!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "Wir werden diesen Weg gemeinsam bis zum Ende gehen. [pause]Ich bleibe so lange, bis du bereit bist, {player}.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "Wir werden diesen Weg gemeinsam bis zum Ende gehen. [pause]Ich bleibe so lange, bis du bereit bist, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Ich schätze, dass Ianthe dann auch von dem Tor weiß!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Als wir im Zug gegen Aleph gekämpft haben ... [pause]Die Kraft, die wir durch die Fusion herbeigerufen haben ...", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Das sah irgendwie aus wie Morgante, oder? [pause]Der erste Erzengel, gegen den wir gekämpft haben.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "Ich verstehe es zwar nicht ganz, aber es fühlte sich an, als hätten wir in diesem Moment etwas verkörpert, das zu ihren Zielen passte. Nicht nur wir waren in dieser Gestalt – [wave amp=30 freq=10]sie[/wave] war auch mit uns fusioniert.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "Ja!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Ich denke schon.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Aber du hattest ja seit unserer ersten Begegnung auch ihre Essenz in dir getragen.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Sie gab dir die Hinweise, um das Tor zu finden, und sie half uns, Aleph zu besiegen. Ob das wohl die ganze Zeit ihre Absicht war? Also uns zu benutzen, um ihn zu besiegen ...?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "Hey, das hatte ich ganz vergessen! Wie fühlst du dich wegen des [wave amp=30 freq=10]Ranger-Trainings[/wave], {player}?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "Aufgeregt!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "Aufgeregt!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "Aufgeregt!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "Nervös!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "Natürlich! Aber das schaffst du schon!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "Nervös!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "Ich bin froh, dass wir immer noch zusammen Campingausflüge machen, {player}.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "Nervös!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Die Ranger passen ihre Prüfungen an die Stärken jedes Auszubildenden an. Meine Ausbildung umfasst Gemeindearbeit für die verschiedenen Ranger-Captains.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Deine Kampfprüfung scheint mir ... [pause]ein bisschen heftiger zu sein als meine.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "Bei den Rangern ist es so, dass jeder eine bestimmte Rolle für die Arbeit in der Stadt spielt.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Lodestein hält das Stromnetz am Laufen. Wallace kümmert sich um die Gebäude und Mauern. Und Zedd macht ... [pause]irgendwas.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "Aber sie spiegeln auch wider, wie sie kämpfen! Jeder von ihnen setzt eine spezielle Taktik ein.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "Du wirst sie bestimmt besiegen können, {player}!", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Ich glaube ... falls ich nach Hause zurückkehre, muss ich mein gesamtes Können als Rangerin einsetzen.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Es wäre eine Verschwendung der hier gelernten Fähigkeiten, wenn ich einfach wie vorher weiterleben würde.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "Wie war denn dein Leben vorher?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "Was hast du gemacht, bevor du herkamst?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Äh ... [pause]Ich hatte nicht gerade das, was man ein [wave amp=30 freq=10]aufregendes[/wave] Leben nennen würde.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "Es war angenehm, [pause]aber nach allem, was ich auf dieser Insel erlebt habe, bin ich mir nicht sicher, ob mich das noch immer zufriedenstellen würde.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Ich habe mein Studium abgebrochen und in einem Laden in meiner Stadt gearbeitet.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Das fühlt sich an, als wäre es schon so lang her, oder?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "Ich weiß nicht, warum ich dachte, dass es sich ändern könnte, aber ich bin froh, dass es nicht so gekommen ist.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Damit meine ich, dass wir jetzt [wave amp=30 freq=10]zusammen[/wave] sind.", + "CAPTAIN_WALLACE_PRE_REMATCH3": "Diesmal werden meine Mauern nicht so schnell einstürzen!", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Wer jetzt kauft, kann einen bedeutenden Profit mit Neuankömmlingen machen, die eine Unterkunft brauchen.[/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Da es auf Neu Wirral keine Währung gibt, entwickeln wir gerade sogar einen vielversprechenden Plan zur Zwangsenteignung.[/wave]", + "OFFICE_1_LINE14_EUGENE": "Ich habe genug gehört! [pause]Hafenstadt wird [shake rate=30 level=10]niemals[/shake] von euresgleichen aufgekauft werden!", + "OFFICE_1_LINE17_PLAYER_OPTION1": "Zeigen wir ihnen, aus welchem Holz wir geschnitzt sind!", + "OFFICE_1_LINE15_EUGENE": "{player} ...", + "OFFICE_1_LINE16_EUGENE.f": "Bist du bereit?", + "OFFICE_1_LINE16_EUGENE.m": "Bist du bereit?", + "OFFICE_1_LINE16_EUGENE.n": "Bist du bereit?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "Äh, na gut!", + "OFFICE_1_LINE19_EUGENE": "Ein kleiner Sieg, aber es gibt noch mehr zu tun.", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]Das Marktwachstum ist unvermeidlich. WIR sind unvermeidlich.[/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "Bist du dir sicher, dass sie wirklich so schlimm sind?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "So gefährlich klingen sie gar nicht ...", + "OFFICE_1_LINE21_EUGENE": "Diese \\\"Makler\\\" wollen von unserer kollektiven Not profitieren!", + "OFFICE_1_LINE23_EUGENE": "Aber ich habe vor, sie aufzuhalten – als [wave amp=30 freq=10]Verteidiger von Hafenstadt[/wave]!", + "OFFICE_1_LINE22_EUGENE": "Ich weiß nicht, wie sie hierhergekommen sind ...", + "OFFICE_1_LINE27_EUGENE": "Halt die Augen nach ihren anderen Festungen auf und hör dich in der Stadt nach aktuellen Gerüchten um.", + "OFFICE_1_LINE24_PLAYER": "Brauchst du Hilfe, \\\"Verteidiger von Hafenstadt\\\"?", + "OFFICE_1_LINE25_EUGENE": "...", + "OFFICE_1_LINE26_EUGENE": "Etwas Hilfe wäre sicher nicht schlecht, ja.", + "OFFICE_1_LINE29_EUGENE.m": "Jetzt kannst du die Dachfenster selbst öffnen.", + "OFFICE_1_LINE28_EUGENE": "Und nimm das hier.", + "OFFICE_1_LINE29_EUGENE.n": "Jetzt kannst du die Dachfenster selbst öffnen.", + "OFFICE_1_LINE29_EUGENE.f": "Jetzt kannst du die Dachfenster selbst öffnen.", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]Hm?![/shake] So leicht bin ich nicht zu besiegen!", + "KUNEKOS_RETURN_PRE_BATTLE.m": "Mit Schöpfer Felix befreundete Person! Ich habe trainiert und möchte dir zeigen, [shake rate=30 level=10]wie stark ich bin![/shake]", + "KUNEKOS_RETURN_PRE_BATTLE.f": "Mit Schöpfer Felix befreundete Person! Ich habe trainiert und möchte dir zeigen, [shake rate=30 level=10]wie stark ich bin![/shake]", + "KUNEKOS_RETURN_PRE_BATTLE.n": "Mit Schöpfer Felix befreundete Person! Ich habe trainiert und möchte dir zeigen, [shake rate=30 level=10]wie stark ich bin![/shake]", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "Na los, Kuneko! Ich weiß, dass du es draufhast!", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]Wäääh![/shake] Beim nächsten Mal besiege ich dich!", + "KUNEKOS_RETURN_TEAM_NAME.m": "Freund {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "Freund {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "Freund {name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} UND {partner.to_upper}.\\n\\nWIE PASSEND, DASS IHR GERADE DANN ERSCHEINT, WENN ICH EIN OPFER BRAUCHE.\\n\\nDIE MER-LINIE IST UNS HEUTE WOHLGESONNEN.", + "POSTGAME_MORGANTE_PRE_BATTLE2": "JETZT SCHAUT NICHT SO ERSTAUNT DREIN.\\n\\nES IST DOCH GANZ NORMAL, DASS ICH, DER GEIST DER REBELLION, MICH GEGEN DIEJENIGEN WENDE, DIE MICH BESCHWOREN HABEN.", + "POSTGAME_MORGANTE_POST_BATTLE": "EIN OPFER IST EIN OPFER. DAS RITUAL IST ABGESCHLOSSEN.\\n\\nDIE ERZENGEL SIND NACH NEU WIRRAL ZURÜCKGEKEHRT.", + "FARM_PUMPKIN_NO_JELLY": "Das ist aber ein niedlicher Kürbis!", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "Das ist aber ein niedlicher Kürbis! Deinen Düngschleim daraufgeben?", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Meredith\\n1967 – XXX A. D.\\nHätte an jenem Morgen im Bett bleiben sollen.\\\"", + "DUNGEON_MEADOW_NOTE_1": "\\\"Meine geschätzten Gäste, lasst euch das Essen schmecken, das ich für euch zubereitet habe. Ich werde [wave amp=30 freq=10]in Kürze[/wave] da sein, um euch zu begrüßen, also lauft nicht weg. Hehe!\\nAlice X\\\"", + "DUNGEON_MEADOW_NOTE_2": "\\\"Ich habe euch doch gesagt, ihr sollt nicht weglaufen! Ganz ehrlich, wo sind denn eure Manieren geblieben? Ihr solltet euch was schämen! Der Hutmacher mag es nicht, wenn man seine Teeparty stört, also bewegt euch nicht vom Fleck!\\nAlice XX\\\"", + "DUNGEON_MEADOW_EAT_ME": "Den Kuchen mit der Aufschrift \\\"Iss mich\\\" essen?", + "DUNGEON_MEADOW_NOTE_3": "\\\"Das hebe ich mir für später auf – das wird eine Überraschung für euch! Ein höflicher Gast würde es nicht anrühren. [wave amp=30 freq=10]Verliere deinen Kopf nicht, sondern benutze ihn[/wave]!\\nAlice XXXXX\\\"", + "DUNGEON_MEADOW_DRINK_ME": "Aus der Flasche mit der Aufschrift \\\"Trink mich\\\" trinken?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "Es ist wahrscheinlich nicht ratsam, noch größer zu werden.", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "Es ist wahrscheinlich nicht ratsam, noch kleiner zu werden.", + "DUNGEON_MEADOW_CHEST_CONFIRM": "Die Truhe öffnen?", + "DUNGEON_MEADOW_RED_QUEEN": "Das Damenskelett will deinen Kopf!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Hier liegt {player}.\\nGestorben in diesem Jahr A. D., Alter unbekannt.\\nRuhe in Frieden\\\"", + "DUNGEON_MEADOW_MAD_HATTER": "Du hast Monster bei ihrer Teeparty gestört!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Hier liegt {player}.\\nGestorben in diesem Jahr A. D., Alter unbekannt.\\nRuhe in Frieden\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Kayleigh, 1983 – ???\\nIst einem Dummkopf in ihr Verderben gefolgt, und zwar nicht zum ersten Mal.\\nRuhe in Frieden\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Kayleigh, 1983 – ???\\nIst einem Dummkopf in ihr Verderben gefolgt, und zwar nicht zum ersten Mal.\\nRuhe in Frieden\\\"", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Hier liegt {player}.\\nGestorben in diesem Jahr A. D., Alter unbekannt.\\nRuhe in Frieden\\\"", + "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Felix\\nRuhe in Frieden in dem Wissen, dass deine Freunde deinen Wünschen nachgekommen sind und deine peinlichsten Zeichnungen zerstört haben. Es wurde auch ein wenig gekichert.\\n1991 – jetzt\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Kayleigh, 1983 – ???\\nIst einem Dummkopf in ihr Verderben gefolgt, und zwar nicht zum ersten Mal.\\nRuhe in Frieden\\\"", + "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"Hier ruhet Viola.\\nGeboren 1575. Gestorben, wann auch immer heute ist.\\nSchmerzlich von ihrem Bruder vermisst.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Eugene, Beschützer von Hafenstadt.\\n2076 – NaN A. D.\\nGroße Klappe, nichts dahinter.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Hier liegt ein sehr braver Hund.\\nEr würde sich freuen, dass er im Tod zu dem geworden ist, was er am meisten geliebt hat: Knochen.\\nGeboren 14140 A. D. Gestorben, wann auch immer dieses Jahr in Hundejahren ist.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "\\\"SUNNY\\nSchon einmal gestorben,\\njetzt wieder tot.\\\"", + "DUNGEON_GRAVEYARD_LM_1": "WAS FÜR EIN UNGLÜCKSELIGES ENDE FÜR EUCH.\\n\\nEINE TÖDLICHE SACKGASSE.", + "DUNGEON_GRAVEYARD_LM_2": "WENN IHR HIER UNTEN FALSCH ABBIEGT, LANDET IHR IM GRAB!\\nHAHAHAHAHAHAHA", + "DUNGEON_GRAVEYARD_LM_4": "EINE BELOHNUNG FÜR EURE MÜHEN. RUHT EUCH AUS, MÜDE REISENDE.", + "DUNGEON_GRAVEYARD_LM_3": "ZEIGT MIR, WIE SEHR IHR ÜBERLEBEN WOLLT.\\n\\nKÄMPFT UM EUER LEBEN!", + "DUNGEON_GRAVEYARD_LM_KILL": "AMÜSANT. ICH MÖCHTE MEHR DAVON SEHEN.", + "DUNGEON_GRAVEYARD_LM_5": "ICH HABE ES MIR ANDERS ÜBERLEGT.\\n\\nIHR KÖNNT EUCH AUSRUHEN, WENN IHR UNTER DER ERDE SEID.", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Solange Leute sterben, wird es eine Nachfrage nach Land zum Begraben der Toten geben.[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Eine garantierte Einnahmequelle![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Vielleicht sollte ich auf Friedhofswärter umsatteln.[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "DIESER ABGRUND SIEHT GANZ SCHÖN TÖDLICH AUS, NICHT WAHR? VORSICHT, FALLT NICHT HERUNTER!", + "DUNGEON_GRAVEYARD_LM_7": "WIE IST DAS DENN HERGEKOMMEN?\\nHAHAHAHAHAHA", + "DUNGEON_GRAVEYARD_LM_8": "DIE UHR SCHLÄGT MITTERNACHT. IHR MENSCHEN MÜSST ALLE IRGENDWANN DEM TOD INS AUGE SEHEN ...\\n\\nALSO LASST MICH NICHT WARTEN!", + "CULTIST_ENCOUNTER_KAYLEIGH1": "...", + "CULTIST_ENCOUNTER_KAYLEIGH2": "Reden wir ... [pause]ein andermal darüber, okay?", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Diese Person war aber ganz schön komisch.", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "Worüber hat diese Person geredet ...?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "U-Und danach wirst du mich vielleicht nicht mehr so toll finden. Tut mir leid.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Ich muss dir was erzählen.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Als ich nach Neu Wirral kam, habe ich nicht in Hafenstadt gewohnt.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Auf der Spitze des Herbsthügels gibt es noch eine Siedlung, [pause]an der Ostküste.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Morbidstadt. [pause]Da wohnen Menschen, die das Land bestellen, ihre Besitztümer teilen und all diese netten Sachen machen.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Du hast doch schon die Leute gesehen, die in den Roben mit Kapuze rumlaufen, oder?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Ja!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "So [wave amp=30 freq=30]eigenartig[/wave] war es da gar nicht, aber ...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Die sehen irgendwie suspekt aus.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Das sind sie auch. Und ich schätze ... [pause]ich war auch eine von ihnen.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Der Anführer, [pause]Dorian, [pause]ist besessen von Erzengeln.", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "Hört zu, [pause]Leute, [pause][wave amp=30 freq=10]Kinder des Kummers[/wave] oder was auch immer – ihr habt beim Graben unheimlich tolle Arbeit geleistet.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Morbidstadt wurde mit dem Ziel gegründet, allen zu helfen, [pause]aber schon bald ging es in der Stadt nur noch um das, was [wave amp=30 freq=30]er[/wave] wollte.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Das ging bis zu einem Punkt, an dem ich mich dort nicht mehr zu Hause gefühlt habe. [pause]Es war zu spät für mich, noch irgendwas zu ändern, also ... bin ich weggelaufen.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "So kam ich vor einem Jahr nach Hafenstadt. Ich will es unbedingt allen recht machen, weil ich in der Vergangenheit so viele im Stich gelassen habe.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Aber an mich müssten sie sich noch erinnern können. Ich glaube, ich könnte hineingelangen.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "S-Sie lassen keine Außenstehenden in die Gemeinde ...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Aber ... [pause]wenn Dorian weiß, wo sich andere Erzengel befinden, muss ich meine Angst ablegen und herausfinden, was er weiß.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "Ziehen wir das zusammen durch?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "Das wollte ich hören! Hoffentlich hat das alles sein Gutes.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "Aber hallo!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "Willst du das wirklich tun?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Ja. Ich weiß, dass es schwierig wird, aber ... ich möchte, dass alles, was ich durchgemacht habe, letztendlich doch etwas Gutes hat.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Und denk dran: Man wird dich nur reinlassen, wenn ich dabei bin.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Okay, [pause]alles klar. [pause]Ich markiere den Eingang zur Gemeinde auf deiner Karte.", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Mann in Robe", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "Du bist hier nicht willkommen. Geh bitte.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "Du bist hier nicht willkommen. Geh bitte.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "Du bist hier nicht willkommen. Geh bitte.", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Grüß dich. Ich möchte mit Dorian sprechen.", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Kayleigh ... Willkommen zurück!", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Los, du kommst gerade rechtzeitig.", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "Wo sind denn alle? Ist irgendwas los?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "\\\"Gerade rechtzeitig\\\"? Rechtzeitig wofür?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Schauen wir uns alles genau an.", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "Es fühlt sich komisch an, wieder hier zu sein ...", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "Wer ist die denn? Etwa ... mein Ersatz? Unheimlich.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "Würde das Publikum bitte ruhig sein?", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "Dorian wird nun sprechen!", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]WIE LÄUFT'S DENN SO?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "Und natürlich [pause]hatten wir Höhen und Tiefen ...", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "Mann, was für ein tolles Publikum ihr doch seid!", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "Ernsthaft, das Loch ist wirklich [wave amp=30 freq=10]allererste Sahne[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "Diese Grube ist so [wave amp=30 freq=10]tief[/wave] wie eure Hingabe für unsere Sache. [pause]Das ist wie eine [wave amp=30 freq=10]Metapher[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "Als ich zum ersten Mal das [wave amp=30 freq=10]Flüstern in meinem Kopf[/wave] hörte, das mich unter die Erde führte, wusste ich, dass ich das nicht allein schaffen kann.", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "Aber wir haben es geschafft! [pause]Vorhang auf!", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]DER SCHLANGENGOTT ERWARTET UNS, LEUTE![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "Schon bald werde ich die Kammer betreten und mit ihm um einen Anteil an seiner [wave amp=30 freq=10]göttlichen Macht[/wave] feilschen!", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "Und um mich zu begleiten, [pause]ist unsere verlorene Tochter zurückgekehrt!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Oh nein.", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "Nicht wahr ... [wave amp=30 freq=10]Kayleigh[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]Schätzchen, [pause]jetzt mach nicht so ein Gesicht! [pause]Natürlich habe ich davon erfahren, dass du dich uns bei unserer großen Party anschließt!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player} ...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "Hast du deiner Begleitung nicht erzählt, dass du geholfen hast, diesen Ort hier an meiner Seite [wave amp=30 freq=10]zu führen[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "Hast du deiner Begleitung nicht erzählt, dass du geholfen hast, diesen Ort hier an meiner Seite [wave amp=30 freq=10]zu führen[/wave]?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Tut mir leid ...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "Hast du deiner Begleitung nicht erzählt, dass du geholfen hast, diesen Ort hier an meiner Seite [wave amp=30 freq=10]zu führen[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "Du hast nicht an mich geglaubt, oder? Tja, wie es aussieht, hatte ich [wave amp=30 freq=10]die ganze Zeit recht, Baby![/wave]", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Das erkläre ich später. Erst mal müssen wir das hier aufhalten.", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "Unter unseren Füßen befindet sich ein [shake rate=30 level=10]waschechter Erzengel[/shake]!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Falls du da reingehst, wirst du sterben!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "Wir haben gegen Erzengel [wave amp=30 freq=10]gekämpft[/wave], Dorian!", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Wenn du und deine Begleitung so viel Erfahrung haben, dann [wave amp=30 freq=10]kommt doch einfach mit![/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Wenn du und deine Begleitung so viel Erfahrung haben, dann [wave amp=30 freq=10]kommt doch einfach mit![/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Wenn du und deine Begleitung so viel Erfahrung haben, dann [wave amp=30 freq=10]kommt doch einfach mit![/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "Na los, seht zu, wie ich mit meinem neuen Erzengelkumpel [wave amp=30 freq=10]zu einer Gottheit aufsteige[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "Jacqueline – die Plattform bitte.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "Wie du wünschst.", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Na los, halten wir diesen Idioten von dem ab, was auch immer er vorhat.", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]Wir sehen uns dann drinnen[/wave], Kayleigh!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Wie ich den Kerl hasse.", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "Kayleigh! [pause]Kayleighs Begleitung! [pause]Ihr habt es geschafft!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "Kayleigh! [pause]Kayleighs Begleitung! [pause]Ihr habt es geschafft!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "Kayleigh! [pause]Kayleighs Begleitung! [pause]Ihr habt es geschafft!", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "Wie bitte ...?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "Ich habe die taktische Entscheidung getroffen, den [wave amp=30 freq=10]Plan zu erweitern![/wave]", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh und ihre Begleitung gehen vor. [pause]Falls der Erzengel sie nicht [wave amp=30 freq=10]sofort tötet[/wave], gehe ich rein und lasse meine süßen Worte erklingen.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh und ihre Begleitung gehen vor. [pause]Falls der Erzengel sie nicht [wave amp=30 freq=10]sofort tötet[/wave], gehe ich rein und lasse meine süßen Worte erklingen.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh und ihre Begleitung gehen vor. [pause]Falls der Erzengel sie nicht [wave amp=30 freq=10]sofort tötet[/wave], gehe ich rein und lasse meine süßen Worte erklingen.", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Du bist ein Trottel und wirst dich noch umbringen.", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "Ihr [wave amp=30 freq=10]zuerst[/wave].", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "HABT IHR MEINEN RUF VERNOMMEN?\\n\\nWOLLT IHR EUREN TRIBUT ENTRICHTEN?\\n\\nWOLLT IHR FÜR MICH BRENNEN?", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]FÜR MEINE LOYALITÄT ERBITTE ICH NUR EINEN TEIL DEINER GÖTTLICHEN STÄRKE![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "Wird schon schiefgehen ...", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]O GROSSER ERZENGEL![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]ICH HABE DEINEN RUF VERNOMMEN UND BIN ZU DEINER RESIDENZ GEREIST![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "VON MIR NIMMT MAN NICHTS. MIR GIBT MAN NUR.", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "JUNGE, WAS HABE ICH FÜR EIN STELLENANGEBOT FÜR DICH!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Na los, {player}, halten wir das Ding auf, bevor es [wave amp=30 rate=10]noch jemanden[/wave] tötet!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]Ich habe ihm doch gesagt, dass es so kommen würde![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "MORBIDSTERN, RICHTIG?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian ...", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Es tut mir leid, [pause]aber das ist seine eigene Schuld.", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Wir sollten hier verschwinden. [pause][pause]Die Luft schmeckt nach Tod.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "... wird ihre Tore öffnen. Wir werden versuchen, zum Rest von Neu Wirral zu finden.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "Die Gemeinde ...", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Wir wollten nur Führung ... [pause]Aber [pause]niemals ...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Ich weiß.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "Die Leute in dieser Gemeinschaft sind keine schlechten Menschen.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Das war ziemlich heftig ...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Ihr müsst nur auf der Hut vor denen sein, an die ihr glaubt.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "Alles okay?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "Wie fühlst du dich?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Ich ... [pause][pause][pause]Das wird schon wieder.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Ich fühle mich furchtbar, weil ich Dorian so lange geholfen habe, aber ... [pause]Ich habe ihm mehr vorzuwerfen als mir selbst.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Ich habe die Kinder des Kummers ungefähr zur selben Zeit wie er gefunden. [pause]Ich brauchte dieses Gefühl, zu einer Gemeinschaft zu gehören.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "Er und ich wurden gute Freunde, und ich war so eine Art ... [pause]Assistentin für ihn.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "Ich weiß nicht, ob es sich einfach nur nach und nach verändert hat oder niemals gut war, [pause]aber Dorians Macht über die Bewohner von Morbidstadt wurde zu etwas Finsterem.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "Nein ... [pause]Ich war nicht seine \\\"Assistentin\\\" – ich war seine Ausputzerin.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Alles drehte sich um ihn, seine Wünsche, seine Träume und seine Einbildungen. Das war nicht mehr die Gemeinschaft, die ich mir so sehr gewünscht hatte ...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "Die Leute waren verletzt und ich half ihm, alles auszubügeln.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Lange Zeit hatte ich das Gefühl, etwas Gutes zu tun – [pause]zu helfen, einen positiven Status quo beizubehalten, selbst wenn Leute ab und an verletzt würden.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "Ich bin kein guter Mensch, {player}.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "Das glaube ich nicht!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Doch, bist du.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Hehe ... Schön, dass du das so siehst.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Ich hoffe, dass es allen besser geht, nachdem er jetzt fort ist.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Vom Weg abgekommene Menschen suchen Führung, [pause]und genau die hat Dorian ihnen geboten.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Tja, ein weiterer Erzengel ist erledigt. [pause]Und ... [pause]ich werde dir helfen, auch noch den Rest zu finden!", + "ALEPH_DIALOGUE_2_1": "HM. HIER SIND MENSCHEN REINGEKOMMEN.", + "ALEPH_DIALOGUE_1_1": "BEACHTET MICH GAR NICHT!", + "ALEPH_DIALOGUE_2_2": "VERSCHWINDET, JA?", + "ALEPH_DIALOGUE_3_1": "EUCH KENNE ICH DOCH!", + "ALEPH_DIALOGUE_3_2": "UND ICH WEISS WIRKLICH NICHT, WIE IHR HIER RUNTERGEKOMMEN SEID.", + "ALEPH_DIALOGUE_4_1": "WIR BEIDE ...", + "ALEPH_DIALOGUE_4_2": "WIR SOLLTEN UNS IRGENDWANN MAL RICHTIG UNTERHALTEN.", + "ALEPH_DIALOGUE_5_1": "DU HÖRST NICHT AUF, ODER?", + "ALEPH_DIALOGUE_6_1.m": "VERSTEHST DU DIESEN ORT ÜBERHAUPT, MENSCH?", + "ALEPH_DIALOGUE_6_1.n": "VERSTEHST DU DIESEN ORT ÜBERHAUPT, MENSCH?", + "ALEPH_DIALOGUE_6_1.f": "VERSTEHST DU DIESEN ORT ÜBERHAUPT, MENSCH?", + "ALEPH_DIALOGUE_6_2": "SPÜRST DU ÜBERHAUPT, WIE DIESE TUNNEL ATMEN?", + "ALEPH_DIALOGUE_7_1": "DU SOLLTEST MIR EIN BISSCHEN MEHR RESPEKT ENTGEGENBRINGEN.", + "ALEPH_DIALOGUE_7_2": "IN DEINER WELT GIBT ES LEGENDEN, DIE AUF MIR BASIEREN!", + "ALEPH_DIALOGUE_7_3": "DU HAST GLÜCK, DASS ICH SO BESCHEIDEN BIN.", + "ALEPH_DIALOGUE_8_1": "WIR KÖNNEN UNS NICHT MEHR SO TREFFEN!", + "ALEPH_DIALOGUE_9_1": "MEINE NEUEN REKRUTEN SIND EIN WIRKLICH UNGEHOBELTER HAUFEN.", + "ALEPH_DIALOGUE_10_1": "JA, ICH BIN ES WIEDER – UM DIESE TALENTIERTE JUNGE PERSON ZU REKRUTIEREN, GEGEN DIE DU KÄMPFST.", + "ALEPH_DIALOGUE_9_2": "ZUM GLÜCK HABE ICH AN MEINEN FÜHRUNGSQUALITÄTEN GEARBEITET.", + "ALEPH_DIALOGUE_9_3": "WIR WERDEN FÜR EINE WAHRHAFT POSITIVE ARBEITSATMOSPHÄRE SORGEN!", + "ALEPH_DIALOGUE_10_2": "BIST DU DAS NICHT IRGENDWANN LEID?", + "RESTING_KAYLEIGH_DATING_1": "Mit Kayleigh sprichst du über schöne Erinnerungen an Orte, an denen ihr als Kinder wart.", + "RESTING_KAYLEIGH_DATING_3": "Kayleigh spricht mit dir darüber, wonach sie strebt.", + "RESTING_KAYLEIGH_DATING_2": "Ihr lacht über peinliche Momente, die ihr erlebt habt.", + "RESTING_MEREDITH_PLATONIC_2": "Du versuchst dich in Small Talk mit Meredith, allerdings ist sie gerade nicht besonders gesprächig.", + "RESTING_KAYLEIGH_DATING_4": "Ihr habt ein heiteres Gespräch über frühere Romanzen.", + "RESTING_KAYLEIGH_DATING_5": "Kayleigh plaudert mit dir über die Orte auf der Erde, die sie gerne besuchen würde.", + "RESTING_MEREDITH_PLATONIC_1": "Meredith betreibt Small Talk mit dir.", + "RESTING_MEREDITH_PLATONIC_3": "Meredith beschwert sich über kleinere Unannehmlichkeiten, während du zuhörst.", + "RESTING_MEREDITH_DATING_2": "Du redest mit Meredith über Orte, die ihr gerne mal besuchen würdet.", + "RESTING_MEREDITH_PLATONIC_4": "Meredith erzählt die Geschichte eines Fantasyromans, den sie ziemlich gut findet.", + "RESTING_MEREDITH_DATING_1": "Meredith beschreibt in allen Details einen Horrorfilm, der mal im Fernsehen lief.", + "RESTING_MEREDITH_PLATONIC_5": "Ihr sitzt da und schweigt. Meredith hat gerade nicht viel zu sagen.", + "RESTING_MEREDITH_DATING_3": "Meredith nimmt allen Mut zusammen und macht dir ein Kompliment über dein Aussehen.", + "RESTING_MEREDITH_DATING_5": "Du machst Meredith ein Kompliment, was ihr enorm peinlich ist. Allerdings weiß sie es zu schätzen.", + "RESTING_MEREDITH_DATING_4": "Ihr habt ein persönliches und vertrautes Gespräch.", + "RESTING_EUGENE_PLATONIC_2": "Du besprichst mit Eugene mögliche neue Kampfstrategien.", + "RESTING_EUGENE_PLATONIC_1": "Eugene plaudert mit dir über seine Lieblings-Work-out-Programme.", + "RESTING_EUGENE_PLATONIC_5": "Eugene spricht mit dir über die Unterschiede zwischen euren beiden Welten.", + "RESTING_EUGENE_PLATONIC_3": "Eugene berichtet dir ganz aufgeregt vom Treiben in Hafenstadt.", + "RESTING_EUGENE_PLATONIC_4": "Während die Zeit ohne große Ereignisse vergeht, tauscht ihr Tipps für den Kampf aus.", + "RESTING_EUGENE_DATING_1": "Eugene erzählt dir, an welchem Ort er eines Tages gerne wohnen möchte.", + "RESTING_EUGENE_DATING_2": "Du sprichst mit Eugene locker über eure vergangenen Romanzen.", + "RESTING_EUGENE_DATING_3": "Eugene prahlt damit, wie gut er romantische Abendessen zubereiten kann.", + "RESTING_EUGENE_DATING_5": "Eugene fragt dich nach deinen Hoffnungen und Träumen, dann hört er dir aufmerksam zu.", + "RESTING_EUGENE_DATING_4": "Eugene erzählt dir eine lustige Anekdote – von denen er viele kennt.", + "RESTING_FELIX_PLATONIC_1": "Während die Zeit vergeht, skizziert Felix still und aufmerksam etwas.", + "RESTING_FELIX_PLATONIC_2": "Felix sinniert über Essen, das es auf Neu Wirral nicht gibt.", + "RESTING_FELIX_DATING_1": "Felix zeigt dir einige seiner letzten Zeichnungen.", + "RESTING_FELIX_PLATONIC_3": "Felix erinnert sich an lustige Anekdoten über Bewohner von Hafenstadt.", + "RESTING_FELIX_DATING_2": "Felix erzählt dir begeistert von neuen Ideen zu Geschichten, die er kürzlich hatte.", + "RESTING_FELIX_DATING_3": "Felix hört sich höflich deine Gedanken an.", + "RESTING_FELIX_DATING_4": "Felix plaudert mit dir über dein Lieblingsessen.", + "RESTING_FELIX_DATING_5": "Einige gemeinsame Erfahrungen bringen euch einander näher.", + "RESTING_VIOLA_PLATONIC_1": "Viola erzählt dir Geschichten über ihre Abenteuer als Kind.", + "RESTING_VIOLA_PLATONIC_3": "Viola fragt wissbegierig, wie dein Leben war, bevor du nach Neu Wirral gekommen bist.", + "RESTING_VIOLA_PLATONIC_2": "Viola erzählt dir, wie schön ihr Heimatland Messaline ist.", + "RESTING_VIOLA_PLATONIC_4": "Du erzählst Viola vom Leben in deiner Welt.", + "RESTING_VIOLA_DATING_1": "Viola rezitiert einige wunderschöne Gedichte. Ihre Darbietung ist hervorragend.", + "RESTING_VIOLA_DATING_3": "In einem ziemlich persönlichen Gespräch erzählt dir Viola, wonach sie strebt.", + "RESTING_VIOLA_DATING_2": "Ihr tauscht einige nette Artigkeiten aus.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Ich habe in letzter Zeit ein bisschen nachgedacht.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "Ich habe meine Gefühle wegen meiner Zeit in Morbidstadt sortiert.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "Tatsächlich habe ich VIEL Zeit damit verbracht, Leute zu erfreuen. Ich glaube, das tue ich noch immer.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Ich habe so viel Zeit damit verbracht, dafür zu sorgen, dass die Leute glücklich sind ...", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "Ist das normal? [pause]Ich habe keine Ahnung.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Was machst du denn gerne in deiner Freizeit?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Das ist alles schön und gut, aber vielleicht sollte ich auch mal darüber nachdenken, was ich tun möchte.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "Dann wird nichts mehr von [wave amp=30 freq=30]mir[/wave] übrig sein.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "Sonst verheize ich mich nur.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "Mit welchen Hobbys würdest du gerne anfangen?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Ich ... Darüber muss ich erst mal nachdenken!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Ich glaube, als ich jünger war, hatte ich wesentlich mehr [wave amp=30 freq=30]Leidenschaft[/wave] für Dinge als jetzt.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "Wusstest du, dass ich früher Gitarre gespielt habe?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "Genau wie mein Papa. In meinen frühesten Erinnerungen sitze ich auf seinem Schoß und höre ihm beim Spielen zu.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "Wie konnte er denn gleichzeitig dich und eine Gitarre auf dem Schoß haben?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Oh – [pause]natürlich, [pause]du bist neu.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "... Indem er sehr vorsichtig war.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Meine eigene Gitarre habe ich mir als Jugendliche geholt, war aber nie besonders gut.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "Und, na ja, wenn ich nicht dazu bestimmt war, Profimusikerin zu werden, [pause]was brachte es dann überhaupt?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "Ich glaube, ich habe das Spielen aufgegeben, [pause]weil ich das Gefühl hatte, dass jedes Hobby auf irgendwas hinauslaufen sollte.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "Das ist ein Jammer!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Das ist nicht die richtige Einstellung!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "Weißt du was? [pause]Du hast recht.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "Es IST ein Jammer, dass ich es aufgegeben habe.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "Ich sollte mehr für mich machen.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Wenn ich vielleicht den ganzen Tag im Bett bleiben und furchtbare Liebesromane lesen will, sollte ich das tun!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "U-Und [pause]das muss noch nicht mal produktiv sein!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "Das ist die richtige Einstellung!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "Du hast recht!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Fühlt sich gut an, dass ich das losgeworden bin.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Ich habe fast ausgetrunken. Was meinst du, sollen wir uns wieder an die Arbeit machen?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Hehe. Tausend Dank, {player}.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Immerhin sind wir zu einem großen Monster fusioniert, nicht wahr? Wenn das kein Bindungserlebnis war, was dann?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "Sieh mal, {player}!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "Die hat Clémence auf dem Markt gefunden und sie mir mitgebracht!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "Ist sie in gutem Zustand?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "Wie ist sie?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "Aber ganz ehrlich? Das ist bei der Hälfte des Mülls in Hafenstadt so.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Sie ... verströmt ein wenig Meeresaroma ...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "Wie klingt sie?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "Keine Sorge, die Leute auf Neu Wirral sind es gewohnt, dass Sachen nicht so ganz funktionieren. Nichts, was man nicht wieder hinbekommen könnte!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Gute Frage. Bist du bereit ...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Gute Frage. Bist du bereit ...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Gute Frage. Bist du bereit ...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Das klingt ...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "... ziemlich unfertig!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "Diese Schönheit werde ich schon bald spielen!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "Natürlich muss man sich richtig reinhängen.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "Darauf freue ich mich schon!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "Hoffentlich bringst du mir ein Ständchen!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "Ich auch!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Daumen drücken, dann wird es vielleicht was.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "Klar!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Hey, äh, hast du Lust, mit zu mir zu kommen? Ich möchte dir was zeigen.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Jetzt nicht.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "Kein Problem – dann bleibt mir noch mehr Zeit zum Üben!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "Ausgezeichnet!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "I-Ich wollte dir was vorspielen. Das hat mein Papa immer gesungen und es war das erste Lied, das ich gelernt habe.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Du bist so gut zu mir und ich wollte ein bisschen was für dich tun.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Du bist so gut zu mir und ich wollte ein bisschen was für dich tun.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "Bist du bereit?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Du bist so gut zu mir und ich wollte ein bisschen was für dich tun.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "Bist du bereit?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "Ja!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "Bist du bereit?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Also, was meinst du?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "Das war toll!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Ich glaube, ich möchte dich jetzt küssen.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "Oh, du lässt mich noch rot werden!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Hoffentlich spielst du weiter.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Hoffe ich auch! Vielleicht sollten wir ein Lied schreiben, wenn wir zusammen unterwegs sind.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Das könnte doch lustig werden, oder?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "Ich bin dabei!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "Oh, bist du dir sicher, dass das nicht nur die [wave amp=30 freq=30]Magie[/wave] ist, eine Gitarristin bei der Arbeit zu sehen?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "Dann steht es fest! Legen wir los!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "Oh, bist du dir sicher, dass das nicht nur die [wave amp=30 freq=30]Magie[/wave] ist, eine Gitarristin bei der Arbeit zu sehen?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "Oh, bist du dir sicher, dass das nicht nur die [wave amp=30 freq=30]Magie[/wave] ist, eine Gitarristin bei der Arbeit zu sehen?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "Ich habe mich zum ersten Mal verliebt, als ich in der Schule eine Freundin Schlagzeug spielen sah. Ich glaube, ich stehe einfach auf Musikerinnen.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Aber Spaß beiseite, ich hoffe wirklich, dass du weiterspielst!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "Nein, ich meine es ernst. Ich mag dich.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "Nein, ich meine es ernst. Ich mag dich.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Ich ...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "Nein, ich meine es ernst. Ich mag dich.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Wenn du mich küssen willst ...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Ich glaube, jetzt wäre ein guter Zeitpunkt dafür.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Nichts Besonderes!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Ja, das hatte ich mir schon gedacht.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Wenn du es sagst!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "Ich weiß nicht, ob ich ein Wort dafür habe, um das zu beschreiben.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "Ehrlich gesagt, habe ich dich, glaube ich, erst auf [wave amp=30 freq=30]diese[/wave] Weise wahrgenommen, als wir fusioniert sind.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Erst mal [pause]hatte ich bisher nur ein paar kurze Beziehungen, und zwar auch alle mit Jungs.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Erst mal [pause]hatte ich bisher nur ein paar kurze Beziehungen, und zwar auch alle mit Jungs.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Ich hatte schon ein paar Beziehungen mit Jungs, [pause]aber [pause]ich habe nie so richtig was ... für sie empfunden.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Es klingt vielleicht ein bisschen komisch, aber wenn wir fusionieren ...", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "... habe ich das Gefühl, deine Seele [wave amp=30 freq=10]zu spüren[/wave] ... [pause]und dass ich dich vielleicht auf eine Weise kenne, auf die ich mich nicht mal selbst kenne.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Ich ... ich finde dich wunderschön. Natürlich will ich mit dir zusammen sein.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Ich ... ich finde dich wunderschön. Natürlich will ich mit dir zusammen sein.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "Und selbst, wenn wir uns eines Tages trennen müssen, wird es das wert gewesen sein ... [pause]glaube ich.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Ich ... ich finde dich wunderschön. Natürlich will ich mit dir zusammen sein.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "[wave amp=30 freq=30]Du[/wave] bist vielleicht ein Glückspilz!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Du hast recht.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Das sehe ich auch so.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Tja, dann hast du jetzt eine Freundin! UND sie ist auch noch eine aufstrebende Musikerin!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "Wir sollten feiern!", + "MEREDITH_INTRO_MEREDITH1.m": "Oh. Der neue Junge.", + "MEREDITH_INTRO_MEREDITH1.f": "Oh. Das neue Mädchen.", + "MEREDITH_INTRO_MEREDITH1.n": "Oh. Der Neuankömmling.", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "Kennen wir uns?", + "MEREDITH_INTRO_MEREDITH2": "Hoylake hat von dir erzählt, als er einige Teile aus meinem Laden abgeholt hat.", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "Du wusstest von mir?", + "MEREDITH_INTRO_MEREDITH3": "Hast du ihn schon kennengelernt? [pause]Der ist echt schlimm.", + "MEREDITH_INTRO_MEREDITH4": "Wusstest du, dass er überhaupt kein richtiger Wissenschaftler ist? [pause]Bevor er nach Neu Wirral kam, war er ein DATENANALYST.", + "MEREDITH_INTRO_MEREDITH6.m": "Aber egal, ich bin Meredith. [pause]Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", + "MEREDITH_INTRO_MEREDITH5": "Jemand muss ihm mal sagen, dass man NICHT automatisch zur Persönlichkeit wird, wenn man ein T-Shirt mit dem Aufdruck \\\"Ich liebe Wissenschaft\\\" trägt.", + "MEREDITH_INTRO_MEREDITH6.n": "Aber egal, ich bin Meredith. [pause]Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", + "MEREDITH_INTRO_MEREDITH6.f": "Aber egal, ich bin Meredith. [pause]Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "Ich finde einen Weg von der Insel!", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "So schlimm ist es doch gar nicht!", + "MEREDITH_INTRO_A_MEREDITH2": "Es gibt nur seltsame albtraumhafte Kreaturen und uns. Auf einer Insel.", + "MEREDITH_INTRO_A_MEREDITH1.m": "Wie süß. Du bist neu hier. Tut mir leid, aber es gibt keinen Weg von der Insel.", + "MEREDITH_INTRO_A_MEREDITH1.n": "Wie süß. Du bist neu hier. Tut mir leid, aber es gibt keinen Weg von der Insel.", + "MEREDITH_INTRO_A_MEREDITH1.f": "Wie süß. Du bist neu hier. Tut mir leid, aber es gibt keinen Weg von der Insel.", + "MEREDITH_INTRO_A_MEREDITH3": "Ganz einfach.", + "MEREDITH_INTRO_END_MEREDITH1": "Na ja, ich wollte nur mal ein bisschen frische Luft schnappen. Komm doch mal in meinem Laden in der Stadt vorbei. Das gelbe Gebäude an der Promenade.", + "MEREDITH_INTRO_B_MEREDITH2": "Da gehen einem ziemlich schnell die Gesprächsthemen aus. Glaub mir.", + "MEREDITH_INTRO_B_MEREDITH1": "Wie viele Leute sind hier? Maximal ein paar Hundert.", + "MEREDITH_INTRO2_MEREDITH1": "Oh. Du schon wieder. Ich wollte dich was fragen ...", + "MEREDITH_INTRO2_MEREDITH2": "Willst du wirklich nach einem Weg von dieser Insel suchen?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "Ja!", + "MEREDITH_INTRO2_MEREDITH3": "Hm. Dein Optimismus ist fast schon bewundernswert.", + "MEREDITH_INTRO2_MEREDITH4": "Na ja, wenn du dieses ganze \\\"Über die Insel reisen\\\"-Ding machst, könntest du für mich nach was Ausschau halten?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "Na klar! Was suchst du denn?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Zurzeit nicht.", + "MEREDITH_INTRO2_NO_MEREDITH1": "Klar. Du hast bestimmt zu tun. So wie ich.", + "MEREDITH_INTRO2_NO_MEREDITH2": "Oh, hey. Du bist's.", + "MEREDITH_INTRO2_MEREDITH5": "Eine, ähm, Schallplatte. [pause]Weißt du, was das ist?", + "MEREDITH_INTRO2_NO_MEREDITH3": "Meinst du, du hättest Zeit, was für mich zu finden?", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "Ja!", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "Natürlich! Warum sollte ich das nicht wissen?", + "MEREDITH_INTRO2_MEREDITH6": "Okay, cool.", + "MEREDITH_INTRO2_MEREDITH7": "Es ist, [pause]äh, [pause]schwierig, zu sagen, wer hier irgendwas weiß. Nicht alle kommen aus ähnlichen ... Welten.", + "MEREDITH_INTRO2_MEREDITH9": "Also, die Schallplatte [pause]ist ein Album. [pause]\\\"All I Ever Needed\\\" von The Witch House. Vielleicht kennst du es ja.", + "MEREDITH_INTRO2_MEREDITH8": "Dadurch wird es ziemlich schwierig, mit Leuten zu reden. [pause]Sogar noch schwieriger als gewöhnlich.", + "MEREDITH_INTRO2_MEREDITH10": "Ich habe es in meinem früheren Leben immer gehört. Es hat einen ... [pause]sentimentalen Wert für mich, okay?", + "MEREDITH_QUEST1_QUERY_IANTHE6": "Da besorgen wir die gesamte Kleidung für die Bewohner – [pause]ganz zu schweigen von unseren Kassettenspielern und Kassetten.", + "MEREDITH_INTRO2_MEREDITH12.m": "Hey. Der Neuankömmling. Wie läuft's?", + "MEREDITH_INTRO2_MEREDITH11": "In Hafenstadt gibt es ein paar Musiknerds. Meinst du, du könntest dich für mich umhören?", + "MEREDITH_INTRO2_MEREDITH12.n": "Hey. Der Neuankömmling. Wie läuft's?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "Ich suche noch nach der Schallplatte!", + "MEREDITH_INTRO2_MEREDITH12.f": "Hey. Der Neuankömmling. Wie läuft's?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "Habe ich diese Schallplatte ...?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "Gibt nichts Neues!", + "MEREDITH_INTRO2_MEREDITH13A": "Oh, cool. Die Sache ist ziemlich aussichtslos und die Wahrscheinlichkeit ist nicht besonders hoch. Aber ich weiß es trotzdem zu schätzen.", + "MEREDITH_QUEST1_QUERY": "\\\"All I Ever Needed\\\" von The Witch House?", + "MEREDITH_INTRO2_MEREDITH13B": "Ja, gewöhn dich daran. Die Zeit vergeht hier nicht unbedingt wie im Flug. Uns fehlt ein bisschen Unterhaltung.", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Nein. Aber du kannst die Ranger im Rathaus fragen.", + "MEREDITH_QUEST1_QUERY_IANTHE1": "Meredith ist auf der Suche nach einer Schallplatte? [pause]Du weißt aber schon, dass die Wahrscheinlichkeit, genau die zu finden, so ziemlich bei null liegt, oder?", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "Oder vielleicht die Ranger im Ranger-Außenposten. [pause]Kennst du den? [pause]Der liegt nordöstlich von Hafenstadt.", + "MEREDITH_QUEST1_QUERY_IANTHE2": "Ich kann es gar nicht oft genug betonen. Die Sachen auf Neu Wirral kommen aus einer [wave amp=30 freq=30]Menge[/wave] anderer Welten.", + "MEREDITH_QUEST1_QUERY_IANTHE3": "Nichtsdestotrotz [pause]könntest du in der Falldown Mall Glück haben.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "Falldown Mall?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Oh – [pause]natürlich, [pause]du bist neu.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "Alles klar!", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Oh – [pause]natürlich, [pause]du bist neu.", + "MEREDITH_QUEST1_QUERY_IANTHE5": "Im Norden von Neu Wirral gibt es ein Shoppingcenter. [pause]Es ist vollkommen verlassen – und erst vor ungefähr 15 Jahren hier erschienen.", + "MEREDITH_QUEST1_QUERY_IANTHE7": "In der Mall gibt es einen Musikladen voller Schallplatten und Kassetten, der aber aus Sicherheitsgründen verschlossen ist.", + "MEREDITH_QUEST1_QUERY_IANTHE8": "Immerhin sind die Kassettenvorräte ziemlich wichtig. Da ist es eine gute Idee, sie sicher aufzubewahren.", + "MEREDITH_QUEST1_QUERY_IANTHE9": "Falls die Platte da ist, könnte Meredith ihr Leben riskieren, nur um sie zu bekommen. [pause]Der rationale Teil in mir will ihr offiziell verbieten, das zu versuchen ...", + "MEREDITH_QUEST1_QUERY_IANTHE10": "Aber wenn du sie begleitest, ist es vielleicht etwas sicherer. Hier, nimm das mit.", + "MEREDITH_QUEST3_MEREDITH2": "Oh.", + "MEREDITH_QUEST3_MEREDITH1": "Was ist das? Ein Brief ...?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "Was steht darin?", + "MEREDITH_QUEST3_MEREDITH3": "Das ist eine Notiz von Ianthe. Sie schreibt, dass meine Platte in der Falldown Mall sein könnte und ich die Erlaubnis habe, dorthin zu gehen ...", + "MEREDITH_QUEST3_MEREDITH4": "Aber nur, wenn du mich begleitest. Die Schlüssel, um reinzukommen, sind auch dabei.", + "MEREDITH_QUEST3_MEREDITH5": "Tja, sollen wir dann los?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "Bist du dir sicher?", + "MEREDITH_QUEST3_MEREDITH6": "Keine Sorge, ich kann mich verteidigen. Du dachtest doch wohl nicht, ich hätte keinen eigenen Kassettenspieler, oder?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "Das könnte gefährlich sein!", + "MEREDITH_QUEST3_MEREDITH7": "Den ganzen Tag hier rumzusitzen, macht mich wahnsinnig. [pause]Ich schätze, dieses Album zu finden ist einfach was, wonach man streben kann.", + "MEREDITH_QUEST3_MEREDITH8": "Wenn man [pause]nichts hat, was einen antreibt, dann könnte man auch tot sein, [pause]oder nicht?", + "MEREDITH_QUEST3_MEREDITH9": "Weißt du ... [pause]Weißt du, was dich gerade antreibt?", + "MEREDITH_QUEST3_MEREDITH11": "Aber ...", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Ich will einen Weg zurück nach Hause finden.", + "MEREDITH_QUEST4_PART1_MEREDITH3": "Der Laden da oben sieht aus, als könnte es dort Musik geben.", + "MEREDITH_QUEST3_MEREDITH10": "Wie ich schon sagte, das ist unmöglich.", + "MEREDITH_QUEST3_MEREDITH12": "Wenn du mir hilfst, meine Schallplatte zu finden, helfe ich dir, einen Weg nach Hause zu finden.", + "MEREDITH_QUEST3_MEREDITH13": "Warum auch nicht? Immerhin brauche ich was Neues, wonach ich streben kann.", + "MEREDITH_QUEST4_PART1_MEREDITH2": "Ich finde dieses \\\"Postapokalyptische\\\" toll.", + "MEREDITH_QUEST4_PART1_MEREDITH1": "Wenn ich ganz ehrlich sein soll, sah es hier vor diesem ganzen ... [pause]strukturellen Verfall noch viel kitschiger aus.", + "MEREDITH_QUEST4_PART1_MEREDITH4": "Finden wir einen Weg, ihn zu erreichen.", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Hier sah es bestimmt ganz anders aus, als es voll war ...", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Das wäre ein toller Ort, um einen Film zu drehen. Vielleicht könnten die Monster ja als Statisten mitspielen.", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "Klar!", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Ich hoffe, dass ich gerade nur in Wasser getreten bin.", + "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"Vinyl Beat\\\". Das muss es sein. Sollen wir reingehen?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Jetzt nicht.", + "MEREDITH_QUEST4_PART3_MEREDITH1": "Irgendwo hier muss sie sein ... Ich bin ganz nah dran ...", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"Mac and the Awesome 5 – Mac to the Future\\\". Das ist sie nicht.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"Treeman – Legacy of the Treeman\\\". Hier gibt es echt schräge Platten.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"Procgen – Dreamer of Electric Sheep\\\". Klingt cool ... ist aber nicht die richtige Platte.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "Das ist irgendein Soundtrack.", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "Auf dieser Platte steht in großen roten Buchstaben \\\"The Witch House\\\".", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "Dieses Plattencover – du hast sie gefunden!", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "Dieses Plattencover – ich habe sie gefunden!", + "MEREDITH_QUEST4_PART4_MEREDITH4": "Und dieses Cover ist auch [wave amp=30 freq=30]etwas[/wave] anders ...", + "MEREDITH_QUEST4_PART4_MEREDITH2": "Moment mal. [pause][pause]Irgendwas stimmt nicht.", + "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"Timeless and Strange\\\"? [pause]So heißt das Album nicht ...", + "MEREDITH_QUEST4_PART4_MEREDITH5": "Die Titelliste ...", + "MEREDITH_QUEST4_PART4_MEREDITH6": "Diese Lieder kenne ich nicht.", + "MEREDITH_QUEST4_PART4_MEREDITH7": "Das ist irgendeine Version aus einem [wave amp=30 freq=30]alternativen Universum[/wave]. [pause]Die, die ich wollte, ist nicht hier.", + "MEREDITH_QUEST4_PART4_MEREDITH8": "Ich wusste, dass ich nicht hätte erwarten sollen, dass mir irgendwas Gutes zustößt.", + "MEREDITH_QUEST4_PART4_MEREDITH9": "Typisch ...", + "MEREDITH_QUEST4_PART5_MEREDITH1": "Argh. Was ist passiert ...?", + "MEREDITH_QUEST4_PART5_MONARCH4": "ICH WUSSTE, ICH HABE ES GESPÜRT!\\n\\nEINE LEERE. EIN LOCH, WO EIN HERZ SEIN SOLLTE. ES GIBT MIR KRAFT.\\n\\nICH WILL ES VOLLSTÄNDIG VERSCHLINGEN.", + "MEREDITH_QUEST4_PART5_MEREDITH2": "Alles okay, {player}?", + "MEREDITH_QUEST4_PART5_MONARCH6": "IHR KÖNNTET SOLCH ERFÜLLTE LEBEN HABEN.\\n\\nABER STATTDESSEN TAUSCHT IHR SIE GEGEN LEERE SYMBOLE UND TRICKS EIN.", + "MEREDITH_QUEST4_PART5_MEREDITH3": "Die Schallplatte – sie ist mir runtergefallen. Siehst du sie?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "W-Wer bist du? [pause]Wovon redest du da?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "Das ist eine Ruine! Voller Müll!", + "MEREDITH_QUEST4_PART5_MONARCH7": "IHR TAUSCHT ETWAS BEDEUTSAMES GEGEN NICHTS EIN.\\n\\nMEIN SCHLOSS IST ANGEFÜLLT MIT ALL DER LEERE, DIE IHR HINTERLASST!", + "MEREDITH_QUEST4_PART5_MEREDITH8": "Dein ... [pause]Schloss? [pause]Die Mall? [pause]Ist das dein Ernst?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]Das ist nichts![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "JA ... ES IST NICHTS ...\\n\\nUND ICH BIN DER KÖNIG DES NICHTS!\\n\\nLASST MICH EURE LEERE VERSCHLINGEN!", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Es wäre so einfach ...", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Es wäre so einfach, aufzugeben und zu sterben ...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Wir haben es geschafft ... [pause]Wir leben ... [pause]Wir sind [pause]fusioniert ...?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "Aber so bin ich nicht! Ich bin es leid, mich selbst im Stich zu lassen!", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Äh ...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Wir haben es geschafft ... [pause]Wir leben ...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "ZIEMLICH NETT HIER.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "Das hättest du nicht tun müssen. Danke.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Mir ist bewusst, dass das etwas ziemlich Triviales war, um dafür den ganzen Weg zurückzulegen.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Mir ist bewusst, dass das etwas ziemlich Triviales war, um dafür den ganzen Weg zurückzulegen.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "ABER JEMAND MIT DEINEM POTENZIAL KÖNNTE DAS DOCH BESSER, ODER?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Mir ist bewusst, dass das etwas ziemlich Triviales war, um dafür den ganzen Weg zurückzulegen.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "Und etwas ziemlich Dummes, um deswegen fast zu sterben.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "Das hättest du nicht tun müssen. Danke.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "Das hättest du nicht tun müssen. Danke.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Ich glaube ... von verlassenen Malls und Lebensgefahr habe ich heute erst mal genug.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Komm, gehen wir zurück zur Stadt und hören uns die Schallplatte an.", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "Also ... dieses ganze ... Fusionsding ...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "Bist du, [pause]äh, [pause][pause]schon mal mit jemandem fusioniert?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "Ich finde, wir sollten, äh, darüber reden.", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "Ist schon echt komisch, oder?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "Ist schon echt cool, oder?", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "Es ist auf jeden Fall ... [pause]ungewöhnlich.", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "Ich kann mich danach zwar daran erinnern, aber es fühlt sich nicht an, als hätte ich es erlebt.", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "Als ob unsere Geister verschmelzen und ich nicht mehr ich bin.", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "Als würde ich mich an einen Traum erinnern. Vielleicht sind unsere Gehirne einfach nicht in der Lage, das zu verarbeiten ...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "Bist du, [pause]äh, [pause][pause]schon mal mit jemandem fusioniert?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "Bist du, [pause]äh, [pause][pause]schon mal mit jemandem fusioniert?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "N-[pause]Nicht, dass das eine große Sache wäre! [pause]Mir ist nur nicht klar, ob das dein erstes Mal war.", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "Das kommt irgendwie ... [pause]total falsch rüber.", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "Vergiss, was ich gesagt habe.", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "Ich wollte dich was fragen ...", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "Warum bist du dir so sicher, dass du einen Weg nach Hause kennst?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "Warum bist du dir so sicher, dass du einen Weg nach Hause kennst?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "Warum bist du dir so sicher, dass du einen Weg nach Hause kennst?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Ich hatte eine Vision ...", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "Äh, da musst du mir schon die ganze Geschichte erzählen.", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "Hm. Das ist ziemlich schräg.", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "Ich halte meinen Teil der Abmachung ein. Du hast mir geholfen, eine Schallplatte zu finden, und ich helfe dir, einen Weg zu finden, Neu Wirral zu verlassen.", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "Oh! Die Schallplatte hatte ich schon fast vergessen!", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "Die ist echt gut.", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "Als, äh, Teenager war ich ganz schön unglücklich und kam nicht mit Menschen klar.", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "Als ich aufs College ging, wollte ich mich ändern – wirklich.", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "Okay, es ist zwar nicht das Album, das ich hatte, aber trotzdem vertraut.", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "Ich weiß, dass ich das Problem bin, aber ich will es weiter versuchen.", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "Du hättest nicht dein Leben aufs Spiel setzen müssen, um mir zu helfen.", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "Die Schallplatte war so was wie der Soundtrack für mich, die sich ändern und besser werden wollte ...", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "Ich habe es aber nicht geschafft. Ich hätte fast Freunde fürs Leben gefunden, die mittlerweile aber nicht mehr mit mir reden.", + "MEREDITH_CONVO5_MEREDITH2": "Habe ich je erwähnt, dass meine Toleranz gegenüber Insekten ziemlich gering ist?", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "Vielleicht meinte der Erzengel das. Vielleicht habe ich zu viel Zeit damit verbracht, mich abzulenken, statt zu versuchen, wirklich zu leben.", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "Vieles auf Neu Wirral ist Mist, aber ...", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "Aber auch wenn wir nicht genau das gefunden haben, was ich suche, ist das ... Ergebnis okay.", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "Du bist irgendwie cool.", + "MEREDITH_CONVO1_MEREDITH1": "Weißt du ...", + "MEREDITH_CONVO1_MEREDITH2": "An Lagerfeuern kann man sich so einfach unterhalten.", + "MEREDITH_CONVO1_MEREDITH3": "Es gibt keine peinlichen Pausen, in denen einem nichts einfällt.", + "MEREDITH_CONVO1_MEREDITH4": "Man kann immer irgendwas wie \\\"Das ist ein tolles Feuer\\\" sagen und alle nicken zustimmend, als wäre das was Besonderes.", + "MEREDITH_CONVO1_MEREDITH6": "Obwohl das natürlich eine Brandgefahr wäre.", + "MEREDITH_CONVO1_MEREDITH5": "Wenn doch nur bei jedem Gespräch ein Lagerfeuer in der Nähe sein könnte ...", + "MEREDITH_CONVO2_MEREDITH1": "Erinnerst du dich daran, was du kurz, bevor du herkamst, gemacht hast?", + "MEREDITH_CONVO2_MEREDITH2": "Also [pause]bevor du nach Neu Wirral gekommen bist.", + "MEREDITH_CONVO5_MEREDITH1": "ARGH. [pause][pause]Ich glaube, irgendwas ist mir gerade auf den Fuß gekrabbelt.", + "MEREDITH_CONVO2_MEREDITH3": "Ich versuche mich manchmal an den genauen Zeitpunkt zu erinnern, [pause]aber ich kann es nicht ...", + "MEREDITH_CONVO2_MEREDITH4": "So ähnlich, als wenn man versucht, sich an den Zeitpunkt zu erinnern, an dem man eingeschlafen ist.", + "MEREDITH_CONVO2_MEREDITH5": "Ich weiß noch, was ich damals gemacht habe, aber der exakte Moment ist weg.", + "MEREDITH_CONVO2_MEREDITH6": "Komisch.", + "MEREDITH_CONVO3_MEREDITH2": "Wenn wir einen Weg zurück nach Hause finden würden ... [pause]zu unserem richtigen Zuhause ...", + "MEREDITH_CONVO3_MEREDITH1": "Ich frage mich ...", + "MEREDITH_CONVO3_MEREDITH3": "Wäre dann dort auch diese ganze Zeit vergangen?", + "MEREDITH_CONVO3_MEREDITH4": "Oder wären wir wieder an dem Punkt, an dem wir verschwanden? Als wäre alles nur in einem Augenblick geschehen?", + "MEREDITH_CONVO4_MEREDITH1": "Das Coole an The Witch House ist, [pause]dass sich drei andere Bands auflösen mussten, damit sie gegründet werden konnte.", + "MEREDITH_CONVO4_MEREDITH2": "Procgen ging auseinander, als der Bassist seine eigene Religion gründen wollte, also brauchte der Sänger Rob Handsome Arbeit ...", + "MEREDITH_CONVO4_MEREDITH8": "Ich schätze, [pause]das ist sehr unwahrscheinlich.", + "MEREDITH_CONVO4_MEREDITH3": "Die Drummerin Linda Steel hatte nach einem Streit mit dem Label gerade das Punktrio Bad Horses verlassen ...", + "MEREDITH_CONVO4_MEREDITH5": "Also kamen die Stars zusammen, [pause]vor allem durch schlechte Umstände, [pause]und konnten The Witch House gründen.", + "MEREDITH_CONVO4_MEREDITH4": "Und Gitarrist Daniel \\\"Sicherheit geht vor\\\" Buttercroft war der einzige Überlebende eines Unfalls mit dem Tourbus, bei dem der Rest seiner Band No Seatbelts umgekommen war.", + "MEREDITH_CONVO4_MEREDITH6": "Da fragt man sich doch, wie gering die Chancen sind, dass so was überhaupt passiert ...", + "MEREDITH_CONVO4_MEREDITH7.f": "Wie groß ist wohl die Wahrscheinlichkeit, dass wir beide, [pause]in diesem Augenblick, [pause]hier sind?", + "MEREDITH_CONVO4_MEREDITH7.m": "Wie groß ist wohl die Wahrscheinlichkeit, dass wir beide, [pause]in diesem Augenblick, [pause]hier sind?", + "MEREDITH_CONVO4_MEREDITH7.n": "Wie groß ist wohl die Wahrscheinlichkeit, dass wir beide, [pause]in diesem Augenblick, [pause]hier sind?", + "MEREDITH_CONVO5_MEREDITH3": "Ich tue einfach so, als wäre es ein Grashalm gewesen, und denke nicht weiter darüber nach.", + "MEREDITH_CONVO6_MEREDITH1": "Hier unsere \\\"Pärchenzeit\\\" zu verbringen, ist ja schön und gut, aber ...", + "MEREDITH_CONVO6_MEREDITH2": "... stell dir nur vor, es gäbe ein [wave amp=30 rate=10]zweites[/wave] Café in Hafenstadt.", + "MEREDITH_CONVO6_MEREDITH3": "Das würde das Dating völlig auf den Kopf stellen!", + "MEREDITH_CONVO6_MEREDITH4": "Vielleicht sollte ich eins eröffnen, nur um für gesunden Wettbewerb zu sorgen.", + "MEREDITH_CONVO6_MEREDITH6": "Ich kann es schon vor meinem inneren Auge sehen.", + "MEREDITH_CONVO6_MEREDITH5": "Ich würde es viel düsterer einrichten. [pause]Schwarze Wände, coole Schädel ...", + "MEREDITH_CONVO7_MEREDITH1": "Ich bin nicht, äh, gerade gut darin, mich auszudrücken.", + "MEREDITH_CONVO7_MEREDITH2": "Manchmal habe ich das Gefühl, dass ich in Gesprächen falsch reagiere ...", + "MEREDITH_CONVO7_MEREDITH4": "Viele langweilen mich allerdings WIRKLICH!", + "MEREDITH_CONVO7_MEREDITH5": "Du aber nicht. [pause]Also denk bitte niemals, ich würde dir keine Aufmerksamkeit schenken oder so.", + "MEREDITH_CONVO7_MEREDITH3": "Als würde ich das Falsche sagen oder das falsche Gesicht machen. [pause]Und dann glauben die Leute, ich würde mich nicht für das interessieren, was sie erzählen.", + "MEREDITH_CONVO8_MEREDITH1": "Ist dir schon mal aufgefallen, dass Hafenstadt für jeden sorgt, ganz egal, was er zur Gemeinschaft beiträgt?", + "MEREDITH_CONVO8_MEREDITH2": "Klar, die Leute haben natürlich auch ihre Problemchen, aber ...", + "MEREDITH_CONVO8_MEREDITH3.m": "... niemand wird ausgestoßen. [pause]Jeder trägt irgendwie das bei, was er kann. [pause]Und wenn man es nicht kann? [pause]Kein Ding.", + "MEREDITH_CONVO8_MEREDITH3.n": "... niemand wird ausgestoßen. [pause]Jeder trägt irgendwie das bei, was er kann. [pause]Und wenn man es nicht kann? [pause]Kein Ding.", + "MEREDITH_CONVO8_MEREDITH3.f": "... niemand wird ausgestoßen. [pause]Jeder trägt irgendwie das bei, was er kann. [pause]Und wenn man es nicht kann? [pause]Kein Ding.", + "MEREDITH_CONVO8_MEREDITH4": "Die Gesellschaft ist schon irgendwie einsam, klar ... [pause]aber nicht grausam.", + "MEREDITH_CONVO8_MEREDITH5": "Das kann ich, [pause]äh, [pause]über den Ort, von dem ich stamme, nicht unbedingt behaupten.", + "MEREDITH_CONVO9_MEREDITH1": "Das klingt jetzt vielleicht etwas makaber, aber ich frage mich manchmal, ob die Leute aus meinem \\\"früheren Leben\\\" je an mich denken.", + "MEREDITH_CONVO9_MEREDITH2": "Ich stelle mir vor, wie alte Kollegen abends in einem trostlosen Londoner Pub sitzen und sich fragen: [pause]\\\"Was ist eigentlich mit Meredith Chen passiert, die eines Tages einfach so verschwunden und nie wieder aufgetaucht ist?\\\"", + "MEREDITH_CONVO9_MEREDITH4": "Wenn ich es laut ausspreche, klingt es sogar noch viel bedrückender.", + "MEREDITH_CONVO9_MEREDITH3": "...", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "Filme?", + "MEREDITH_CONVO10_MEREDITH1": "Falls wir je in unsere Welten zurückkehren, muss ich jede Menge Filme nachholen.", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "Welche Filme magst du denn?", + "MEREDITH_CONVO10_MEREDITH2": "Oh, [pause]hm.", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Das ist sehr spezifisch.", + "MEREDITH_CONVO10_MEREDITH3": "Ich glaube, mein Geschmack ist in zwei unterschiedliche Kategorien aufgeteilt: richtige dumme amerikanische Actionfilme und Vampirfilme, bei denen man nicht weiß, ob man sich gerade wahre Kunst oder totalen Müll ansieht.", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "Du weißt, was dir gefällt!", + "MEREDITH_CONVO10_MEREDITH4": "Ich schätze, es ist gut, zu wissen, was bei dir ankommt.", + "MEREDITH_CONVO11_MEREDITH1": "Wie ich hörte, ist Kayleigh jetzt, na ja, deine Freundin ...?", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Hast du das gehört ...?", + "MEREDITH_CONVO11_MEREDITH6": "Vielleicht hatte ich nach der Nacht, die wir miteinander verbracht haben, einfach nur eine falsche Vorstellung ... [pause]Aber das ist okay.", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "Hoffentlich ist dir das nicht peinlich!", + "MEREDITH_CONVO11_MEREDITH2": "Was soll ich sagen? Die Leute erzählen viel.", + "MEREDITH_CONVO11_MEREDITH3": "Ich nehme es dir nicht übel – [pause]Kayleigh ist eben [wave amp=30 freq=10]Kayleigh[/wave].", + "MEREDITH_CONVO11_MEREDITH5": "(Oh Mann, ich bin so was von [wave amp=30 freq=10]schlecht[/wave] darin, mit Frauen zu reden ...)", + "MEREDITH_CONVO11_MEREDITH4": "Sie ist einfach perfekt und sieht auch noch hinreißend aus. [pause]Sag ihr das aber nicht.", + "MEREDITH_CONVO11_MEREDITH7": "Ich weiß sowieso nicht, ob ich bereit für längerfristige Bindungen bin.", + "MEREDITH_CONVO12_MEREDITH1": "Weißt du noch, als wir gegen den Erzengel gekämpft haben, der unter der Mall gelebt hat? [pause]Ich habe über etwas nachgedacht, was er gesagt hat.", + "MEREDITH_CONVO12_MEREDITH2": "Er meinte, ich würde \\\"etwas Bedeutsames gegen nichts eintauschen\\\". [pause]Ich glaube, er hat über meinen Wunsch gesprochen, diese Schallplatte zu finden.", + "MEREDITH_CONVO12_MEREDITH4": "Ich schätze, man kann sich schnell auf so etwas fixieren und vernachlässigt dann Dinge im Leben, die [wave amp=30 freq=10]wirklich[/wave] wichtig sind.", + "MEREDITH_CONVO12_MEREDITH3": "Denn letztendlich ... [pause]war die Platte nicht wichtig. Sie ist nur eine [wave amp=30 freq=10]Sache[/wave] in meinem Leben – wie die Bücher, die ich lese, und die Filme, die ich mir anschaue.", + "MEREDITH_CONVO12_MEREDITH5": "\\\"Etwas Bedeutsames gegen nichts eintauschen\\\".", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "Wieso?", + "MEREDITH_CONVO12_MEREDITH6": "Und, äh, unsere Freundschaft bedeutet mir was, [pause]also werde ich sie nicht vergessen.", + "MEREDITH_CONVO13_MEREDITH2": "Auf dieser Insel haben viele gelebt und sind viele gestorben. Und viele davon sind oder waren Leute wie wir ... [pause]Leute, die aus einer anderen Welt hier angespült wurden.", + "MEREDITH_CONVO13_MEREDITH1": "Weißt du noch, als wir auf diesem Friedhof unterwegs waren? Das hat mich zum Nachdenken gebracht.", + "MEREDITH_CONVO13_MEREDITH3": "Das sind ziemlich viele Leute, die verschwanden und niemals gefunden wurden. Ziemlich traurig, sich das vorzustellen.", + "MEREDITH_CONVO13_MEREDITH4": "Auf dieser Insel haben bestimmt viele die Hoffnung verloren.", + "MEREDITH_CONVO13_MEREDITH5": "Zu denen will ich nicht gehören, {player}.", + "MEREDITH_CONVO14_MEREDITH1": "Also ... glaubst du, dass es stimmt?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "Was denn?", + "MEREDITH_CONVO14_MEREDITH2": "Dass das große Tor, das du gefunden hast, uns nach Hause bringen kann.", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "Wie meinst du das?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "Das muss ich.", + "MEREDITH_CONVO14_MEREDITH3": "Ich ... [pause]habe mich damit abgefunden, für immer hierzubleiben. Es macht mir ein bisschen Angst, über eine Zukunft für mich nachdenken zu müssen.", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "Welche Wahl habe ich denn?", + "MEREDITH_CONVO15_MEREDTH2": "Falls das Tor wirklich funktioniert, wird das eine Menge Arbeit für die Ranger.", + "MEREDITH_CONVO15_MEREDTH1": "Du hast mit Ianthe über das Tor gesprochen, was?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "Wie meinst du das?", + "MEREDITH_CONVO15_MEREDTH5": "Die Ranger sind so was wie die Verwalter dieser Gemeinschaft, okay? Sie müssen es schaffen, mit diesen ganzen logistischen Veränderungen klarzukommen.", + "MEREDITH_CONVO15_MEREDTH3": "Die Leute hier müssten ihre Perspektiven total ändern. Neu Wirral wäre nicht mehr der Ort, an dem man auf immer festsitzt. Es wird ein Ort, an dem einige Leute einfach nur ... von Zeit zu Zeit landen.", + "MEREDITH_CONVO15_MEREDTH4": "[wave amp=30 freq=10]Ausgehend davon[/wave], dass Leute hier überhaupt noch landen.", + "MEREDITH_CONVO15_MEREDTH6": "Ich bin froh, dass ich keine von ihnen bin. Zu viel Arbeit.", + "MEREDITH_CONVO16_MEREDITH2": "Sich mit Kassetten in Monster zu verwandeln, ist eine Sache. [pause]Mit dir zu fusionieren und ein größeres Monster zu werden eine andere. [pause]Aber als wir [wave amp=30 freq=10]alle[/wave] auf diesem Zug fusionierten?", + "MEREDITH_CONVO16_MEREDITH1": "In letzter Zeit ist so viel passiert, dass wir nicht mal Gelegenheit hatten, über unseren großen Kampf gegen Aleph zu reden.", + "MEREDITH_CONVO16_MEREDITH3": "Das war einfach nur noch irre.", + "MEREDITH_CONVO16_MEREDITH4": "Ich weiß nicht genau, wie ich es beschreiben soll ... [pause]Bei einer normalen Fusion hatte ich das Gefühl, mir unbeteiligt anzusehen, was mein Körper macht.", + "MEREDITH_CONVO18_MEREDITH1": "Ich fand ja schon die Monster auf Neu Wirral unheimlich.", + "MEREDITH_CONVO16_MEREDITH5": "Aber diesmal waren es nicht nur du und ich, sondern wir alle – und ich konnte unseren gemeinsamen Wunsch [wave amp=30 freq=10]spüren[/wave].", + "MEREDITH_CONVO16_MEREDITH6": "Weißt du was? [pause]Erzengel sind stark, aber Menschen sind noch [wave amp=30 freq=10]VIEL[/wave] stärker.", + "MEREDITH_CONVO17_MEREDITH2": "Ich sehe mich wohl als ziemlich einzelgängerische Person und habe mir vorgestellt, dass es alles verändern könnte, was ich an mir wahrnehme, wenn wir ein Paar werden würden.", + "MEREDITH_CONVO17_MEREDITH1": "Ich glaube, ich habe mir anfangs Sorgen gemacht, dass mich eine Beziehung von Grund auf verändern würde.", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "Wie meinst du das?", + "MEREDITH_CONVO17_MEREDITH4": "Aber ... es ist nicht passiert. Ich bin noch immer [wave amp=30 freq=10]ich[/wave], [pause]ich habe einfach nur noch [wave amp=30 freq=10]dich[/wave] dazubekommen.", + "MEREDITH_CONVO17_MEREDITH3": "Das klingt dumm [pause]und das ist es wahrscheinlich auch, [pause]aber so hat es sich angefühlt.", + "MEREDITH_CONVO18_MEREDITH3": "Er hat mit uns gesprochen, als wäre er eine [wave amp=30 freq=10]Person[/wave]. Als wären sie so klug wie wir. Vielleicht sogar [wave amp=30 freq=10]klüger[/wave].", + "MEREDITH_CONVO18_MEREDITH2": "Aber die \\\"Erzengel\\\"? Wie der, gegen den wir gekämpft haben? Die spielen in einer ganz anderen Liga.", + "MEREDITH_CONVO18_MEREDITH4": "Die Tatsache, dass in den Bahnanlagen, die es offenbar unter der ganzen Insel gibt, [wave amp=30 freq=10]riesige intelligente Monster leben, die die Realität verändern können[/wave] ...", + "MEREDITH_CONVO18_MEREDITH5": "Tja, richtig gut werde ich in dem Wissen heute Nacht nicht schlafen können.", + "MEREDITH_CONVO19_MEREDITH1": "...", + "MEREDITH_CONVO19_MEREDITH2": "...", + "MEREDITH_CONVO19_MEREDITH3": "Tut mir leid, ich weiß, dass das peinlich ist. Wir kennen uns nicht besonders gut, also gibt es auch nicht besonders viel zu reden.", + "MEREDITH_CONVO19_MEREDITH4": "Oh. [pause]Vielleicht hat es das noch schlimmer gemacht, darauf hinzuweisen.", + "MEREDITH_CONVO20_MEREDITH1": "Zelten ... [pause]ist nicht so ganz mein Ding. Ich bin eher eine Stubenhockerin.", + "MEREDITH_CONVO20_MEREDITH2": "Das hätte ich wohl erwähnen sollen, bevor du dich entschlossen hast, mit mir auf dieses kleine [wave amp=30 freq=10]Abenteuer[/wave] zu gehen.", + "MEREDITH_CONVO20_MEREDITH3": "Hoffentlich bereust du deine Entscheidung nicht, mit jemand völlig Fremden nach einer Schallplatte zu suchen.", + "MEREDITH_CONVO21_MEREDITH1": "Und wieder im Café ... Manche Dinge ändern sich nie, oder?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "Kommst du öfter her?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "Warst du schon oft hier?", + "MEREDITH_CONVO21_MEREDITH2": "Das hier ist Hafenstadt. Man kann buchstäblich [wave amp=30 freq=10]nirgendwo sonst[/wave] rumhängen.", + "MEREDITH_CONVO21_MEREDITH3": "So ist halt das Kleinstadtleben. [pause]Wenigstens ist der Kaffee gut.", + "MEREDITH_CONVO22_MEREDITH1": "Du, äh, zeltest viel auf Neu Wirral, oder?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Ich schätze schon!", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "N-Nein!", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "Tue ich das?", + "MEREDITH_CONVO22_MEREDITH2": "Das scheint mir so. Hast du deine ganzen [wave amp=30 freq=10]anderen[/wave] Begleitungen beim Zelten auch geküsst?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "Was sagst du da ...?", + "MEREDITH_CONVO22_MEREDITH3.f": "K-Keine Sorge, ich ziehe dich nur auf.", + "MEREDITH_CONVO22_MEREDITH3.m": "K-Keine Sorge, ich ziehe dich nur auf.", + "MEREDITH_CONVO22_MEREDITH3.n": "K-Keine Sorge, ich ziehe dich nur auf.", + "MEREDITH_CONVO23_MEREDITH1.m": "Ähm, [pause]du bist mit Kayleigh befreundet, oder?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "Ich denke schon!", + "MEREDITH_CONVO23_MEREDITH1.f": "Ähm, [pause]du bist mit Kayleigh befreundet, oder?", + "MEREDITH_CONVO23_MEREDITH1.n": "Ähm, [pause]du bist mit Kayleigh befreundet, oder?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "Ja!", + "MEREDITH_CONVO23_MEREDITH2": "Ich würde gerne wissen ... [pause]was mit ihr [wave amp=30 freq=10]los[/wave] ist.", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "Hm?", + "MEREDITH_CONVO23_MEREDITH3": "Sie ist vor ungefähr einem Jahr in Hafenstadt aufgetaucht und hat direkt mit der Ausbildung bei den Rangern angefangen. [pause]Sie schien [wave amp=30 freq=10]überhaupt keine[/wave] Zeit zu brauchen, sich daran zu gewöhnen, dass sie auf dieser Insel festsitzt.", + "MEREDITH_CONVO23_MEREDITH4": "[wave amp=30 freq=10]Irgendwas[/wave] daran passt nicht so ganz zusammen.", + "MEREDITH_CONVO23_MEREDITH6.m": "Äh, [pause]um das klarzustellen, [wave amp=30 freq=10]normalerweise[/wave] rede ich nicht hinter ihrem Rücken über Leute. Ich dachte mir nur, du solltest es wissen, da [wave amp=30 freq=10]ihr beide[/wave] ja viel Zeit miteinander verbringt.", + "MEREDITH_CONVO23_MEREDITH5": "Sie setzt zwar immer ihr [wave amp=30 freq=10]unbekümmertes[/wave] Gesicht auf, hat aber Leichen im Keller. [pause]Da bin ich mir sicher.", + "MEREDITH_CONVO23_MEREDITH6.f": "Äh, [pause]um das klarzustellen, [wave amp=30 freq=10]normalerweise[/wave] rede ich nicht hinter ihrem Rücken über Leute. Ich dachte mir nur, du solltest es wissen, da [wave amp=30 freq=10]ihr beide[/wave] ja viel Zeit miteinander verbringt.", + "MEREDITH_CONVO23_MEREDITH6.n": "Äh, [pause]um das klarzustellen, [wave amp=30 freq=10]normalerweise[/wave] rede ich nicht hinter ihrem Rücken über Leute. Ich dachte mir nur, du solltest es wissen, da [wave amp=30 freq=10]ihr beide[/wave] ja viel Zeit miteinander verbringt.", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "Auf negative Weise?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "Seltsam?", + "MEREDITH_SOCIAL1_MEREDITH1": "Nachdem die Erzengel erschienen und wir zum ersten Mal fusioniert sind, ist mein Leben in letzter Zeit ganz schön seltsam geworden.", + "MEREDITH_SOCIAL1_MEREDITH3": "Ich hätte wohl nicht erwartet, dass diese Insel mir noch mehr Überraschungen bietet. Ganz zu schweigen von deinem Plan, einen Weg zu finden, [wave amp=30 freq=10]sie zu verlassen[/wave] ...", + "MEREDITH_SOCIAL1_MEREDITH2": "Versteh das nicht falsch! Mit dir zu fusionieren, ist cool. Aber es ist schon auch [wave amp=30 freq=10]schräg[/wave].", + "MEREDITH_SOCIAL1_MEREDITH15": "Meine Ankunft ist schon so lange her, dass ich kaum noch daran gedacht habe, zurückzugehen.", + "MEREDITH_SOCIAL1_MEREDITH17": "Ich glaube, deswegen lenke ich mich so gerne ab.", + "MEREDITH_SOCIAL1_MEREDITH16": "Ich schätze ... [pause]zu Hause stand ich nie jemandem so nahe. Ich mag die meisten Menschen nicht.", + "MEREDITH_SOCIAL1_MEREDITH18": "Als ich hier ankam, habe ich mich wie besessen auf Elektronik gestürzt. Lampen und Sachen für die Stadt bauen und so.", + "MEREDITH_SOCIAL1_MEREDITH19": "Das gibt mir was, worauf ich mich konzentrieren kann, um nicht über all das nachdenken zu müssen, was mir fehlt.", + "MEREDITH_SOCIAL1_MEREDITH20": "Ich glaube, bei der Suche nach dem Album war es genauso.", + "MEREDITH_SOCIAL1_MEREDITH21": "Argh. [pause]Tut mir leid, dass ich so eine ... [pause]Tut mir leid, dass ich ich bin.", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "Du musst dich nicht entschuldigen!", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "Hey, kein Problem!", + "MEREDITH_SOCIAL1_MEREDITH22": "Hehe. [pause]Danke. [pause]Ich klang zwischendurch schon wie Kayleigh.", + "MEREDITH_SOCIAL1_MEREDITH23": "Weißt du, was ich meine? Sie tut immer so, als müsste sie sich für irgendwas entschuldigen.", + "MEREDITH_SOCIAL1_MEREDITH24": "Genug mit dem ernsten Kram.", + "MEREDITH_SOCIAL2_MEREDITH1": "Im Café Grammofon muss ich immer an meinen Vater denken. [pause]Er hat jeden Morgen eine Kanne Kaffee gekocht, bevor er zum Arbeiten nach London gefahren ist, [pause]daher hat sich dieser Kaffeegeruch irgendwie in mein Gehirn gebrannt.", + "MEREDITH_SOCIAL1_MEREDITH25": "Na los, bringen wir hier alles zu Ende.", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Klingt nostalgisch!", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "Eine schöne Erinnerung!", + "MEREDITH_SOCIAL2_MEREDITH2": "Ich schätze schon ...", + "MEREDITH_SOCIAL2_MEREDITH3": "Ich weiß gar nicht, ob mir meine Eltern fehlen. [pause]Wir hatten nie besonders viel gemeinsam. [pause]Sie wuchsen in einer anderen Zeit und an einem anderen Ort auf.", + "MEREDITH_SOCIAL2_MEREDITH4": "Ich glaube, das war eine große Generationenkluft. [pause]Es ist nicht meine Schuld, dass meine Eltern [shake rate=30 level=10]unglaublich[/shake] schlechte Musik gehört haben!", + "MEREDITH_SOCIAL2_MEREDITH5": "Als ich auszog, um aufs College zu gehen, haben wir nicht unbedingt ... [pause]den Kontakt gehalten. [pause]Aber das ist okay.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Das ist traurig.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Klingt irgendwie einsam.", + "MEREDITH_SOCIAL2_MEREDITH6": "Ich schätze schon.", + "MEREDITH_SOCIAL2_MEREDITH7": "Weißt du, [pause]ich habe keine besonderen Erinnerungen ans Aufwachsen.", + "MEREDITH_SOCIAL2_MEREDITH8": "Ich habe Dinge erlebt und hatte Freunde, aber wenn ich daran zurückdenke ...", + "MEREDITH_SOCIAL2_MEREDITH9": "... fühlt es sich immer wie etwas an, das um mich herum passiert ist, und nicht wie etwas, woran ich teilgenommen habe.", + "MEREDITH_SOCIAL2_MEREDITH10": "Als hätte ich es nie wirklich gesteuert.", + "MEREDITH_SOCIAL2_MEREDITH11": "Ich glaube, ich war ein uncooles Kind und danach ein uncooler Teenager. [pause]Und was das Erwachsenenalter betrifft ...", + "MEREDITH_SOCIAL2_MEREDITH12": "Tja, es wird sich noch zeigen, wie ich mich dabei anstelle.", + "MEREDITH_SOCIAL2_MEREDITH14": "[wave amp=30 rate=10]Niemand[/wave] sagt einem beim Aufwachsen, dass es schwierig ist, als Erwachsener Freunde zu finden.", + "MEREDITH_SOCIAL2_MEREDITH13": "Vielleicht muss ich einfach nur mehr Freunde finden, während ich hier auf Neu Wirral bin. [pause]Argh.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Wenigstens sind wir Freunde!", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "Was ist mit uns?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Wenigstens sind wir Freunde!", + "MEREDITH_SOCIAL2_MEREDITH15": "Mit uns ist es einfacher – wir haben, [pause]na ja, [pause]ein gemeinsames Hobby.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Wenigstens sind wir Freunde!", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "Ein ... Hobby?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Haben wir das?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "Ich schätze schon!", + "MEREDITH_SOCIAL2_MEREDITH16": "Ja, [pause]wir suchen nach einem magischen Weltenportal. [pause]Das ist doch ein Hobby, oder nicht?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "Na ja, hoffentlich verbringen wir auch dann noch Zeit miteinander ... [pause]wenn wir dein Tor nicht finden.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "Aber natürlich!", + "MEREDITH_SOCIAL2_MEREDITH17.m": "Na ja, hoffentlich verbringen wir auch dann noch Zeit miteinander ... [pause]wenn wir dein Tor nicht finden.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "Du siehst süß aus, wenn du rot wirst!", + "MEREDITH_SOCIAL2_MEREDITH17.f": "Na ja, hoffentlich verbringen wir auch dann noch Zeit miteinander ... [pause]wenn wir dein Tor nicht finden.", + "MEREDITH_SOCIAL2_MEREDITH18B": "Argh, du [wave amp=30 freq=10]darfst[/wave] mir nicht solche Komplimente machen. [pause]Damit komme ich überhaupt nicht klar.", + "MEREDITH_SOCIAL2_MEREDITH18A": "Hehe. Cool.", + "MEREDITH_SOCIAL2_MEREDITH20": "Hm, [pause]ich bin wohl müder als gedacht.", + "MEREDITH_SOCIAL2_MEREDITH19B": "Da fühle ich mich, als ob mein ganzer Körper zusammenklappen würde.", + "MEREDITH_SOCIAL2_MEREDITH21": "Meinst du, dass das Verwandeln und Kämpfen als Sport zählt? [pause]Das ist schon ziemlich anstrengend.", + "MEREDITH_SOCIAL2_MEREDITH22.m": "Wie auch immer, [pause]lass uns zusammen abhängen und Monstern in den Hintern treten.", + "MEREDITH_SOCIAL3_MEREDITH1": "Diese ganze Sache mit der Schallplatte hat mich zum Nachdenken gebracht.", + "MEREDITH_SOCIAL2_MEREDITH22.n": "Wie auch immer, [pause]lass uns zusammen abhängen und Monstern in den Hintern treten.", + "MEREDITH_SOCIAL2_MEREDITH22.f": "Wie auch immer, [pause]lass uns zusammen abhängen und Monstern in den Hintern treten.", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "Worüber?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Erzähl ...", + "MEREDITH_SOCIAL3_MEREDITH3": "Wir haben ein Album gefunden, das in meiner Welt niemals aufgenommen wurde, oder?", + "MEREDITH_SOCIAL3_MEREDITH2": "Na ja, sagen wir es so:", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Klingt irgendwie logisch!", + "MEREDITH_SOCIAL3_MEREDITH4": "Und wenn es unendlich viele Welten gibt, bedeutet das auch ... [pause]unendlich viele Alben.", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "Könnte das sein?", + "MEREDITH_SOCIAL3_MEREDITH6": "Jedes seiner Bücher war nicht nur eine Geschichte, sondern bot auch die Möglichkeit, in seinen Geist zu blicken. [pause]Sein Streben, seine Ansichten, seine Philosophien ...", + "MEREDITH_SOCIAL3_MEREDITH5": "Als Teenager [pause]war ich ein großer Fan dieses alten Fantasyautors. [pause]Ich war hin und weg.", + "MEREDITH_SOCIAL3_MEREDITH7": "Ein Buch zu schreiben ist wohl ein bisschen so, als würde man der Welt ein Stück von sich selbst präsentieren – für immer und ewig.", + "MEREDITH_SOCIAL3_MEREDITH8": "Ich las schließlich alles, was er je geschrieben hatte, und ich schätze, diese Endgültigkeit fand ich gut.", + "MEREDITH_SOCIAL3_MEREDITH9": "Ich hatte alles erlebt, was er geschrieben hatte. Es würde [shake rate=30 level=10]nie wieder[/shake] etwas Neues geben.", + "MEREDITH_SOCIAL3_MEREDITH10": "Das passiert wohl uns allen, wenn wir sterben ... [pause]Irgendwann haben wir alles gesagt.", + "MEREDITH_SOCIAL3_MEREDITH11": "Aber wenn es unendlich viele Welten gibt, gibt es vielleicht auch eine unendliche Liste verschiedener Bücher, die er geschrieben hat.", + "MEREDITH_SOCIAL3_MEREDITH12": "Und vielleicht ... [pause]gibt es auch unendlich viele Versionen von uns mit jeweils unendlich vielen Erinnerungen und Erlebnissen.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "Klar!", + "MEREDITH_SOCIAL3_MEREDITH13": "Vielleicht sterben wir also niemals, [pause]auf gewisse Weise.", + "MEREDITH_SOCIAL3_MEREDITH14": "Das ist mir nur durch den Kopf gegangen.", + "MEREDITH_SOCIAL3_MEREDITH15": "Also, sollen wir los?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "Okay, bist du bereit?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "Okay, bist du bereit?", + "MEREDITH_SOCIAL4_MEREDITH2": "...", + "MEREDITH_SOCIAL4_MEREDITH3": "Filmabend. [pause]Bei mir. [pause]Bist du dabei?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "Okay, bist du bereit?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Da bin ich natürlich schon mal in deinen Gedanken. [pause]Und, [pause]na ja, [pause]süß finde ich dich auch.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Jetzt nicht.", + "MEREDITH_SOCIAL4_MEREDITH4": "Och, Mann. Melde dich, wenn du Lust hast. Dürfte spaßig werden.", + "MEREDITH_SOCIAL4_MEREDITH5": "Okay, das wird dir gefallen.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Wahnsinn!", + "MEREDITH_SOCIAL4_MEREDITH9": "Siehst du das?", + "MEREDITH_SOCIAL4_MEREDITH6": "Sieh dir das mal an – der einzige funktionierende Filmprojektor auf Neu Wirral.", + "MEREDITH_SOCIAL4_MEREDITH8": "Es wird Zeit, dir von Neu Wirrals unausgesprochenem Fluch zu erzählen.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "Wie hast du den denn bekommen?!", + "MEREDITH_SOCIAL4_MEREDITH7": "Das ist eines meiner vielen Nebenhobbys.", + "MEREDITH_SOCIAL4_MEREDITH10": "Das ist eine Videokassette. [pause]Aber nicht einfach irgendeine ...", + "MEREDITH_SOCIAL4_MEREDITH11": "Das ist eine Videokassette des Actionfilms \\\"Blood Puncher\\\" von 1981.", + "MEREDITH_SOCIAL4_MEREDITH12": "Seit ich hier bin, wurden Hunderte Videokassetten an Neu Wirrals Küsten angespült.", + "MEREDITH_SOCIAL4_MEREDITH13": "Ich habe sie gesammelt.", + "MEREDITH_SOCIAL4_MEREDITH14": "Alle.", + "MEREDITH_SOCIAL4_MEREDITH15": "Und weißt du was?", + "MEREDITH_SOCIAL4_MEREDITH16": "Auf allen ist Blood Puncher.", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Auf jeder einzelnen Kassette ist Blood Puncher.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]Das ist der einzige Film, den man sich auf Neu Wirral ansehen kann.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "Also rate mal, was wir uns ansehen.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Ich werde es auf ironische Weise genießen!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Klingt, als wäre das genau mein Ding!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Ich werde es auf ironische Weise genießen!", + "MEREDITH_SOCIAL4_MEREDITH20": "Das wollte ich hören.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Ich werde es auf ironische Weise genießen!", + "MEREDITH_SOCIAL4_MEREDITH21": "Ich wollte mich [pause]bei dir dafür bedanken, dass du Zeit mit mir verbringst.", + "MEREDITH_SOCIAL4_MEREDITH22": "Ich war vorher auf Neu Wirral ganz schön unglücklich, aber so viel Spaß hatte ich noch nie.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Vielleicht sollte das ein Date sein.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Ich bin froh, dass wir Freunde sind!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Ich bin froh, dass wir Freunde sind!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Ich bin froh, dass wir Freunde sind!", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Hehe. Ich auch, {player}.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Wir müssen uns einen furchtbaren Film ansehen. Hoffentlich bist du bereit.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Okay, genug mit dem ernsten Kram.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Okay, genug mit dem ernsten Kram.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Okay, genug mit dem ernsten Kram.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Wir müssen uns einen furchtbaren Film ansehen. Hoffentlich bist du bereit.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Wir müssen uns einen furchtbaren Film ansehen. Hoffentlich bist du bereit.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Hat ja ganz schön lange gedauert, das zu fragen.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Trotzdem würde ich gerne weiter mit dir abhängen ...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "Komm schon, wir sind [wave amp=30 freq=30]im wahrsten Sinne des Wortes[/wave] fusioniert.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Können wir es locker angehen lassen? [pause]Also [pause]ohne Verpflichtungen?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Da bin ich natürlich schon mal in deinen Gedanken. [pause]Und, [pause]na ja, [pause]süß finde ich dich auch.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Da bin ich natürlich schon mal in deinen Gedanken. [pause]Und, [pause]na ja, [pause]süß finde ich dich auch.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Warum nicht? Ein Dateabend. Mit einem schlechten Film.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Ich, [pause]äh, [pause]war bisher nur mit Jungs zusammen – [pause]das ist also irgendwie neu für mich.", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "Ich ...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Aber ich würde ab und zu auch gerne mit dir rumknutschen.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Wie auch immer, [pause]den Film habe ich schon tausendmal gesehen.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Also ... müssen wir uns nicht unbedingt darauf konzentrieren.", + "MEREDITH_ROMANCE_MEREDITH1.m": "Du hast schon länger nichts gesagt, {player}. [pause]Stört dich irgendwas?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Nichts Besonderes!", + "MEREDITH_ROMANCE_MEREDITH_NO": "Äh, [pause]okay.", + "MEREDITH_ROMANCE_MEREDITH1.f": "Du hast schon länger nichts gesagt, {player}. [pause]Stört dich irgendwas?", + "MEREDITH_ROMANCE_MEREDITH1.n": "Du hast schon länger nichts gesagt, {player}. [pause]Stört dich irgendwas?", + "MEREDITH_ROMANCE_MEREDITH3": "Na ja, ich [wave amp=30 freq=30]mag[/wave] dich schon.", + "CAPTAIN_SKIP_NOT_TRAINEE1": "Sag mal, falls du Interesse an der edlen Tätigkeit des Mülldurchwühlens hast, könntest du doch selbst eine Ausbildung zum Ranger anfangen.", + "CAPTAIN_SKIP_INTRO2": "Hallo! [pause]Ich bin Skip, einer der Ranger-Captains auf Neu Wirral.", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]Ich bin Clee-O und werde heute Abend Ihr Service-Mechanoid sein![/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Möchten Sie vielleicht ...[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Willkommen, [pause]Kunde, [pause]im \\\"Pharaoh's Emporium\\\" in Neo Vegas![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "Penny Dreadful, [pause]Ranger-Captain, Dem-Tod-von-der-Schippe-Springerin höchstpersönlich!", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]Keine Chance? Dann vielleicht nächstes Mal.[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]Ich erhöhe den Einsatz![/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Okay, spielen wir - [pause]Ass ist die höchste Karte, der Sieger kriegt alles![/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "Ich habe schon wieder verloren? Deswegen finde ich wohl auch die Traumwelt besser ...", + "CAPTAIN_JUDAS_INTRO1.m": "Ich habe dich aus mindestens 200 Metern Entfernung kommen gehört. [pause]Wenn du auf das Überraschungsmoment aus warst, ist es dir nicht gelungen.", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Hey, Neuankömmling! [pause]Neuer Captain, meine ich. [pause]Wie ich gehört habe, bist du jetzt bei uns.", + "CAPTAIN_SKIP_POST_REWARD2": "So ein Leben kann ich mir gar nicht vorstellen!", + "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Ranger-Captain und Überlebensprofi.", + "CAPTAIN_JUDAS_PRE_BATTLE1": "Also, möchtest du eine Lektion im Überleben erhalten? [pause]Wie ich bereits erfahren habe, machst du eine Ausbildung zum Ranger.", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "Ich würde dir ja noch mehr erzählen ... aber diese Informationen sind geheim. [pause]Wenn du aber eine Ausbildung zum Ranger beginnen würdest, sähe die Sache anders aus.", + "CAPTAIN_JUDAS_INTRO1.n": "Ich habe dich aus mindestens 200 Metern Entfernung kommen gehört. [pause]Wenn du auf das Überraschungsmoment aus warst, ist es dir nicht gelungen.", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Ich wurde davon unterrichtet, dass du jetzt einer von uns Captains bist. [pause]Was meinst du – sollen wir die Würfel noch einmal rollen lassen?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Ich wurde davon unterrichtet, dass du jetzt einer von uns Captains bist. [pause]Was meinst du – sollen wir die Würfel noch einmal rollen lassen?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Ich habe alle Schwächen in meinen Kampfalgorithmen gepatcht. [pause]Deine Niederlage ist eine statistische Gewissheit, \\\"Captain\\\"![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]Keine Chance? Dann vielleicht nächstes Mal.[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "Ich bin gleich bei dir. Ich muss nur noch ein paar letzte Reparaturen durchführen ...", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Ich wurde davon unterrichtet, dass du jetzt einer von uns Captains bist. [pause]Was meinst du – sollen wir die Würfel noch einmal rollen lassen?[/color]", + "CAPTAIN_READY_CHECK.m": "Bist du bereit, gegen {pawn} zu kämpfen?", + "CAPTAIN_JUDAS_POST_REMATCH1": "Ich dachte, diesmal hätte ich jedes mögliche Szenario bedacht ...", + "CAPTAIN_JUDAS_POST_REMATCH2": "Ich habe schon wieder verloren, [pause]werde deswegen aber keine Träne vergießen. [pause]Weinen ist eine Verschwendung von Flüssigkeit und mir gehen die Wasserrationen aus.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Laut meinen Informationen bist du nun einer von uns Ranger-Captains. [pause]Beeindruckende Arbeit. [pause]Möchtest du eine Revanche?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Laut meinen Informationen bist du nun einer von uns Ranger-Captains. [pause]Beeindruckende Arbeit. [pause]Möchtest du eine Revanche?", + "CAPTAIN_REMATCH_CHECK": "{pawn} zu einer Revanche herausfordern?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Weißt du ...", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "Wir könnten mehr Leute wie dich gebrauchen, die bei der Ausbildung helfen. Hast du schon mal daran gedacht, ein Captain zu werden?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Falls du Interesse hast, gibt es noch eine letzte Herausforderung – [pause]du musst [wave amp=30 freq=10]mich[/wave] im Kampf besiegen.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Nicht direkt!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "Wir könnten mehr Leute wie dich gebrauchen, die bei der Ausbildung helfen. Hast du schon mal daran gedacht, ein Captain zu werden?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "Das habe ich!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Und, was sagst du? Willst du die Prüfung ablegen, um ein Ranger-Captain zu werden?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "Kein Problem. Sprich mich wieder an, falls du deine Meinung änderst.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Klar!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Und, was sagst du? Willst du die Prüfung ablegen, um ein Ranger-Captain zu werden?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Und, was sagst du? Willst du die Prüfung ablegen, um ein Ranger-Captain zu werden?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Jetzt nicht.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Mir juckt es in den Fingern, zu sehen, was du wirklich draufhast. Hoffentlich bist du bereit, uns alles entgegenzusetzen!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Mir juckt es in den Fingern, zu sehen, was du wirklich draufhast. Hoffentlich bist du bereit, uns alles entgegenzusetzen!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"Uns\\\"?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "Deine Frau?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Mir juckt es in den Fingern, zu sehen, was du wirklich draufhast. Hoffentlich bist du bereit, uns alles entgegenzusetzen!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Tja, [pause]ich finde, es wäre vernünftig, wenn meine Frau mir hierbei aushilft.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "An wessen Seite kämpfst du?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "Das dürfte wirklich der [wave amp=30 freq=10]heißeste Kampf des Jahres[/wave] werden! Wer wird als Sieger hervorgehen?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "Du bist verheiratet?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "Bist du bereit, Schatz?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "Ja, Liebling!", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "Du schaffst das, {player}!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Na los, Außenweltler, zeig Ianthe, wer hier das Sagen hat!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Na los, Außenweltler, zeig Ianthe, wer hier das Sagen hat!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]TRITT IHM IN DEN HINTERN, IANTHE! HALT DICH NICHT ZURÜCK![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Na los, Außenweltler, zeig Ianthe, wer hier das Sagen hat!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]TRITT DEMM IN DEN HINTERN, IANTHE! HALT DICH NICHT ZURÜCK![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]TRITT IHR IN DEN HINTERN, IANTHE! HALT DICH NICHT ZURÜCK![/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "Glaub ja nicht, dass wir uns zurückhalten, {player}. [pause]Du bist kein Auszubildender mehr – jetzt spielst du [shake rate=30 level=10]in der Oberliga mit![/shake]", + "LEADER_IANTHE_BATTLE_START.m": "Glaub ja nicht, dass wir uns zurückhalten, {player}. [pause]Du bist kein Auszubildender mehr – jetzt spielst du [shake rate=30 level=10]in der Oberliga mit![/shake]", + "LEADER_IANTHE_BATTLE_START.n": "Glaub ja nicht, dass wir uns zurückhalten, {player}. [pause]Du bist kein Auszubildender mehr – jetzt spielst du [shake rate=30 level=10]in der Oberliga mit![/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]Was? Dachtet ihr, ihr wärt die Einzigen, die fusionieren könnten?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]Was? Dachtet ihr, ihr wärt die Einzigen, die fusionieren könnten?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]Was? Dachtet ihr, ihr wärt die Einzigen, die fusionieren könnten?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Nicht übel! [pause]Gar nicht übel! [pause]Du beeindruckst mich stets aufs Neue!", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "Die Geschichten stimmten! Was für ein Kampf!", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Hier – das gehört dir.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Das bedeutet, du bist jetzt offiziell ein Ranger-Captain. Die Leute werden sich an dich wenden, damit du hilfst, sie auszubilden, genau wie die anderen Captains dich ausgebildet haben.", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Du weißt vielleicht, dass ich die erste Person auf Neu Wirral war, die sich mit einer Kassette in eine Monstergestalt verwandelt hat. [pause]Seitdem stellen mir die Leute stets dieselbe Frage ...", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Das bedeutet, du bist jetzt offiziell ein Ranger-Captain. Die Leute werden sich an dich wenden, damit du hilfst, sie auszubilden, genau wie die anderen Captains dich ausgebildet haben.", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Menschen erschaffen [wave amp=30 freq=10]Kunst[/wave], wie zum Beispiel Musik. [pause]Kunst ist etwas Imaginäres und nicht Greifbares, das nur in unserer kollektiven Vorstellung existiert.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Das bedeutet, du bist jetzt offiziell ein Ranger-Captain. Die Leute werden sich an dich wenden, damit du hilfst, sie auszubilden, genau wie die anderen Captains dich ausgebildet haben.", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"Wie funktioniert das mit den Kassetten überhaupt? [pause]Das ergibt doch gar keinen Sinn!\\\"", + "LEADER_IANTHE_FUSED_MATERIAL1": "Schurken-Fusionen hinterlassen es. Erzengel vielleicht auch – da bin ich mir nicht ganz sicher.", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "Möchtest du wissen, was ich denke? [pause]Ich denke, aus dem richtigen Blickwinkel betrachtet ergibt es absolut Sinn.", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Dann [pause]gießen wir die nicht greifbare Musik in physische Formen – wie zum Beispiel [wave amp=30 freq=10]Kassetten[/wave]. [pause]Das macht sie zur perfekten Brücke zwischen der körperlichen und imaginären Welt.", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "Du hast das Schwarze Brett vor dem Rathaus gesehen, oder? [pause]Falls Auszubildende ihre Fähigkeiten auf die Probe stellen müssen, hinterlasse ich dir dort eine Nachricht.", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "Ich glaube, das ergibt auf gewisse Weise Sinn!", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "Jetzt werde ich mir aber erst mal eine längst überfällige Pause gönnen. [pause]Wenn du deine Erkundung der Insel fortsetzt, melde dich doch bei deinen Captain-Kollegen.", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "Sie werden dir sicherlich zu deiner \\\"Beförderung\\\" gratulieren wollen!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "Und warum wir Ranger bitten, es zu sammeln ... Tja, darüber sollen sich die Captains Gedanken machen. Konzentriere dich erst mal darauf, deine Ausbildung abzuschließen.", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "Da du jetzt ein Captain bist, solltest du wissen, warum wir dieses ganze fusionierte Material sammeln.", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "Da du jetzt ein Captain bist, solltest du wissen, warum wir dieses ganze fusionierte Material sammeln.", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "Da du jetzt ein Captain bist, solltest du wissen, warum wir dieses ganze fusionierte Material sammeln.", + "LEADER_IANTHE_FUSED_MATERIAL3": "Ist dir schon aufgefallen, dass es auf Neu Wirral immer häufiger zu \\\"Schurken-Fusionen\\\" kommt?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "Denen bin ich schon begegnet!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "\\\"Schurken-Fusionen\\\"?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "Das war klar. Dann weißt du also, dass sie viel stärker als die typischen Monster hier auf Neu Wirral sind.", + "LEADER_IANTHE_FUSED_MATERIAL4B": "Eventuell bist du ihnen auf der Insel schon mal begegnet – [pause]oftmals von schwarzen Wolken umgebene, wilde Monster-Fusionen. Kann man eigentlich nicht verfehlen.", + "LEADER_IANTHE_FUSED_MATERIAL5": "Das war nicht immer so. Bis vor ein paar Jahren waren Fusionen eine Kuriosität.", + "LEADER_IANTHE_FUSED_MATERIAL6": "Wir wissen nicht, woher sie stammen oder warum es sie gibt.", + "LEADER_IANTHE_FUSED_MATERIAL7": "Meine Sorge ist, dass Hafenstadt in wenigen Jahren überrannt sein wird, wenn die Anzahl der Vorfälle weiter zunimmt.", + "LEADER_IANTHE_FUSED_MATERIAL8": "Ich will keine Panik auslösen, also behalte es für dich.", + "LEADER_IANTHE_FUSED_MATERIAL9": "Aber es besteht Hoffnung! Das fusionierte Material, das wir von ihnen erhalten, gibt eine schwache Strahlung ab – zu wenig, um schädlich zu sein, aber ...", + "LEADER_IANTHE_FUSED_MATERIAL11": "Vielleicht ... [pause]können wir sogar herausfinden, wo sie ihren Ursprung haben, und ihre Ausbreitung stoppen. Das wäre schön.", + "LEADER_IANTHE_FUSED_MATERIAL10": "... mit ausreichend fusioniertem Material können wir Geräte bauen, um Schurken-Fusionen aufzuspüren und zu verfolgen.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Hast du schon mal auf die Elementartypen deiner Monstergestalten geachtet?", + "LEADER_IANTHE_FUSION_IANTHE1": "Fusionen ... [pause]wurden bislang nur selten erreicht. Ich habe zwar meine Theorien darüber, was zwei Leuten ermöglicht, zu fusionieren, aber ich bin mir nicht sicher.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Elementaraktionen können [wave amp=30 freq=10]chemische Reaktionen[/wave] hervorrufen, wenn sie gegen Monster bestimmter Typen eingesetzt werden.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Wenn du sie jedoch bei einem Wassermonster einsetzt, [pause]umgibt die gleiche Feueraktion [pause]sie mit einem [wave amp=30 freq=10]Heildampf[/wave]. Nicht so gut, oder?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Diese können für dich von Vorteil sein – wenn du beispielsweise eine Feueraktion auf ein Ziel des Giftelements anwendest, gerät es in Brand.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Vor dem Auslösen kannst du immer sehen, welche Statuseffekte dein Angriff hervorrufen wird, also bleib aufmerksam.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Oh, fast vergessen: [pause]Viele Aktionen, zum Beispiel \\\"Klaps\\\" und \\\"Spucken\\\", haben kein eigenes Element, sondern hängen stattdessen vom Element ihres Benutzers ab.", + "LEADER_IANTHE_FUSION_IANTHE3": "Wenn du deine Fusion verstärken möchtest, musst du diese Verbindung zunehmen lassen.", + "LEADER_IANTHE_FUSION_IANTHE2": "Ich kann aus Erfahrung sagen, dass die Stärke der Verbindung zwischen zwei Personen offenbar die Stärke und Fähigkeiten ihrer fusionierten Gestalt verbessert.", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Mit wem hast du dich fusioniert?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Wer ist dein Fusionspartner?", + "LEADER_IANTHE_FUSION_IANTHE6": "Mach dir darüber keine Gedanken!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Wer ist dein Fusionspartner?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Wer ist dein Fusionspartner?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Danke für deine Mühe bei den Aufgaben, die ich dir übertragen habe, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "Wie auch immer, mit dem ganzen fusionierten Material, das du gesammelt hast, kann ich Captain Lodestein ein Fusionsradar in einige der magnetischen Pylone auf der Insel einbauen lassen.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Danke für deine Mühe bei den Aufgaben, die ich dir übertragen habe, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Bis dahin möchte ich dir diesen Prototyp geben.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Danke für deine Mühe bei den Aufgaben, die ich dir übertragen habe, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Sieh auf deiner Karte nach. Dort wird angezeigt, wo Schurken-Fusionen zu finden sind.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Diese Version des Fusionsradars dringt nicht besonders tief in den Boden ein und ist nicht zu 100 Prozent zuverlässig, aber ich bin mir sicher, dass du es gut einsetzen kannst.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "Und vergiss nicht, dein fusioniertes Material bei Ranger Wilma einzutauschen. In deinen Taschen bringt es dir nicht viel!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "Die letzte Charge hat sich als äußerst nützlich erwiesen. Captain Lodestein hat mir gesagt, dass sein [wave amp=30 freq=10]bodendurchdringendes Fusionsradar[/wave] schon ein Signal tief unter dem Dino-Steinbruch im Ödland empfängt.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Ich habe veranlasst, dass Captain Wallace es ausgräbt, wenn er nicht mit Ausbildung oder Schurken-Fusionen beschäftigt ist.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Apropos Fusionen – es gibt eine, äh, neue Entwicklung ...", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Eine Art neue, instabile Fusion ist überall aufgetaucht. Wir nennen sie \\\"Anathema\\\".", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "Die Geschwindigkeit, mit der sich diese Dinger vermehren, ist ... [pause]gelinde gesagt besorgniserregend.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Ich lasse dir ein paar über das Schwarze Brett zukommen. Könntest du sie dir mal ansehen?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Tja, ich habe es von Captain Wallace ausgraben lassen und es sieht wie einer dieser Bahnhöfe aus, die überall aufgetaucht sind.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Kannst du dich noch an das Signal unter dem Dino-Steinbruch erinnern, das Captain Lodesteins Fusionsradar empfangen hat?", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "Und vergiss natürlich auch nicht, dein fusioniertes Material bei Ranger Wilma einzutauschen.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "Der Signalstärke in diesem Bahnhof nach zu urteilen könnte es die Quelle aller Anathemata und Schurken-Fusionen sein!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, als unser Ranger mit der meisten Erfahrung mit diesen Bahnhöfen – [pause]und ihren seltsamen Bewohnern – [pause]könntest du dir das mal ansehen?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, als unser Ranger mit der meisten Erfahrung mit diesen Bahnhöfen – [pause]und ihren seltsamen Bewohnern – [pause]könntest du dir das mal ansehen?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Hm, die Mer-Linie erwartet also, dass wir uns selbst um die Sache mit den Schurken-Fusionen kümmern?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, als unser Ranger mit der meisten Erfahrung mit diesen Bahnhöfen – [pause]und ihren seltsamen Bewohnern – [pause]könntest du dir das mal ansehen?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Wenigstens können wir uns dank unserer harten Arbeit zum Bahnhof Nachtbrück zurückziehen, wenn es nicht so gut laufen sollte.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, sind das gute Neuigkeiten?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, wie ich schon gesagt habe, würde ich es dir nicht übel nehmen, wenn du Neu Wirral verlässt, und dazu stehe ich noch immer.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "Aber falls du dich entscheidest, noch ein wenig zu bleiben, nimmt die Arbeit, die ich für dich habe, buchstäblich kein Ende.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "Ich bin mir sicher, dass du mittlerweile weißt, wie es läuft.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Ich glaube, Kayleigh hat etwas für dich.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Ich habe diese Kassette vor einer Weile aufgenommen und sie hat mich an unser erstes Treffen erinnert.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Ich weiß, dass es nicht viel ist, aber ich möchte sie dir geben!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Übrigens, hast du in letzter Zeit irgendwelche ... [pause]riesigen schwebenden Kugeln gesehen?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "Was?!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Das war ein seltsamer Bericht von einem unserer Auszubildenden. Er hatte allerdings eine [wave amp=30 freq=30]Kopfverletzung[/wave], also ist es vielleicht nichts.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Wie zum Beispiel ... die Sonne?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Aber behalte dein Fusionsradar im Auge, nur für den Fall.", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "Das ist für dich!", + "OUTPOST_NPC_2_DIALOGUE1": "Ich wurde von einer Sprungfeder angegriffen, die sich hinter einer Ecke versteckt hatte. [pause]Ich kann von Glück reden, dass ich das unbeschadet überstanden habe!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz ...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "IHR FLEISCHDINGER TRÄUMT SO OFT VOM TOD. IHR VERBRINGT EUER GANZES KURZES LEBEN DAMIT. FÜHRT EUCH DAS ZU MIR?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Fragst du uns ... ob wir zum Sterben hergekommen sind? [pause]Ich glaube nicht, um ehrlich zu sein.", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Der sieht ziemlich heftig aus. [pause]Aber ich habe den Eindruck, dass er uns vielleicht töten will.", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Nee, wir sind zum Kämpfen hier.", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "Ich fürchte den Tod nicht – [pause]ein Tod in Tapferkeit ist besser als ein Leben als Feigling!", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Ich glaube, das verheißt nichts Gutes.", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Ich habe keine Angst vorm Sterben ... und vor dir auch nicht ...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr ...", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "ICH WILL MICH AN EURER FURCHT LABEN, WÄHREND ICH EUCH EINEN WAHREN TOD ZEIGE.", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "OH, WIE SCHÖN, EIN GROSSER SKELETT-TYP! SO EINEN BRAUCHT JEDES TEAM.", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Das war ganz schön unheimlich, was? Ob das, was er gesagt hat, wohl stimmte ...? [pause]Vielleicht verbringen die Leute ja [wave amp=30 freq=10]wirklich[/wave] ihr ganzes Leben damit, an den Tod zu denken.", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NICHT EINMAL WIR KÖNNEN DEM WAHREN TOD ENTRINNEN ...", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "Die Anzahl der albtraumhaften Kreaturen auf dieser Insel, die uns töten wollen, ist einfach ... [pause]viel zu hoch.", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "Das war das größte Skelettmonster, das ich [wave amp=30 freq=10]je[/wave] gesehen habe! Ganz schön unheimlich, was?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "Das war ... unangenehm.", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Feiglinge sterben viele Tode, doch die Tapferen kosten den Tod nur einmal.", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Ich glaube, wir haben diesem Erzengel mal richtig gezeigt, wie furchtlos wir sind ...[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "SEID IHR AUCH SPIELZEUGE FÜR MEINE SAMMLUNG? ICH WILL MEHR ...", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Tut mir leid, Kumpel. Wir sind nicht zum Spielen hier.", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Bei den Augen dieses Erzengels kriege ich eine Gänsehaut ...", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "Sind Menschen für euch nur Spielzeuge?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "Ich spüre keine Güte in den Worten dieses Geistes.", + "AA_PUPPET_PRE_BATTLE_FELIX2": "Ich weiß nicht, ob er das Beste für uns im Sinn hat.", + "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr ...", + "AA_PUPPET_PRE_BATTLE_AA3": "JA ... IHR BEIDEN WERDET WUNDERBARE HANDPUPPEN ABGEBEN! HAHAHAHA!", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Wir sind nicht zum Spielen hier, sondern geschäftlich ...[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "Er [shake rate=30 level=10]bewegt sich verdammt noch mal[/shake], bevor wir ihn treffen können! Es muss [wave amp=30 freq=10]irgendeine Möglichkeit geben[/wave], zu erkennen, in welche Richtung er sich bewegen wird.", + "AA_PUPPET_HINT_KAYLEIGH1": "Er bewegt sich ständig, bevor unsere Angriffe landen! Halt die Augen auf – es muss [wave amp=30 freq=10]irgendeine Möglichkeit geben[/wave], zu erkennen, in welche Richtung er sich bewegen wird ...", + "AA_PUPPET_HINT_EUGENE1": "Verdammt, er bewegt sich genau dann, wenn wir ihn treffen würden! Oh Mann, es muss [wave amp=30 freq=10]irgendeine Möglichkeit geben[/wave], zu erkennen, in welche Richtung er sich als Nächstes bewegen wird ...", + "AA_PUPPET_HINT_FELIX1": "Hm. Er bewegt sich, bevor unsere Angriffe überhaupt treffen. Wir müssen clever vorgehen – es gibt bestimmt [wave amp=30 freq=10]irgendeine Möglichkeit[/wave], zu erkennen, in welche Richtung er sich als Nächstes bewegen wird ...", + "AA_PUPPET_HINT_VIOLA1": "Unsere Beute ist schnell und unsere Schläge verfehlen ihr Ziel. Herrje, ich glaube, dass es [wave amp=30 freq=10]eine Möglichkeit gibt[/wave], zu erkennen, wohin er als Nächstes zu springen beabsichtigt ...", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]Man muss irgendwie herausfinden können, wohin er sich bewegen wird ...[/wave]", + "AA_PUPPET_HINT_DOG1": "Barkley scheint unzufrieden damit zu sein, dass der Erzengel sich andauernd bewegt, bevor einer von euch ihn angreifen kann. Vielleicht gibt es eine Möglichkeit, herauszufinden, in welche Richtung er sich bewegen wird.", + "AA_PUPPET_POST_BATTLE_PUPPET1": "MEINE PUPPEN! IHR HABT MEINE PUPPEN GETÖTET!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "FREUT MICH, DICH KENNENZULERNEN, MEIN FREUND MIT HUT! SAG MIR, WILLST DU DICH BERUFLICH NEU ORIENTIEREN? DANN LASS UNS REDEN!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Der Erzengel hat über uns gesprochen, als wären wir gar nicht real ... sondern nur Spielzeuge. [pause]Vielleicht sieht er das, nachdem wir ihn besiegt haben, jetzt anders.", + "AA_PUPPET_POST_BATTLE_EUGENE3": "Es gibt [wave amp=30 freq=10]immer[/wave] irgendein Monster, das denkt, es könnte mit dem Leben anderer spielen. [pause]Ob Erzengel oder Mensch, sie sind alle gleich gefährlich.", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "Diesem Erzengel ist jetzt hoffentlich klar, dass ich für [wave amp=30 freq=10]niemanden[/wave] ein Spielzeug bin.", + "AA_PUPPET_POST_BATTLE_FELIX3": "Hat er aus uns ... [pause]Puppen gemacht? Ich glaube, nach diesem Kampf werde ich nicht gut schlafen, so viel steht fest.", + "AA_PUPPET_POST_BATTLE_VIOLA3": "Dieser Geist hat uns als bloße Puppen angesehen. Möge ihm das eine Lektion sein, dass seinesgleichen und wir uns nicht einmal im Entferntesten ähneln.", + "AA_TOWER_PRE_BATTLE_AA1": "WAHRHEIT ... LÜGEN ... EURER UNERFAHRENEN ART SIND SOLCHE TRIVIALEN KONZEPTE ÄUSSERST WICHTIG. DIE REALITÄT IST NICHT WAHR! NEHMT DIE UNWISSENHEIT AN!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Ich glaube, wir haben ihm gezeigt, dass wir nicht herumspielen![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "Dieses Ding hat auf jeden Fall ein seltsames Verständnis von \\\"Realität\\\".", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Dieses Ding braucht auf jeden Fall mal einen Realitätscheck.", + "AA_TOWER_PRE_BATTLE_EUGENE2": "Ich verstehe es nicht. Was versuchst du zu sagen?", + "AA_TOWER_PRE_BATTLE_FELIX2": "So sehr ich auch die \\\"Unwissenheit annehmen\\\" will, ich habe zu tun.", + "AA_TOWER_PRE_BATTLE_VIOLA2": "Torheit und Ignoranz sind die meistverbreiteten Übel der Menschheit. Von [wave amp=30 freq=10]beiden[/wave] gibt es bereits reichlich, Geist.", + "AA_TOWER_PRE_BATTLE_AA3": "DU VERSTEHST ES NICHT. LASS MICH DICH AUS DEINEN FALSCHEN WAHRNEHMUNGEN VON WAHRHEIT UND LÜGEN ERWECKEN!", + "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr ...", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Ich habe leider keine Ahnung, wovon du da redest ...[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "EINE WAHRHEIT IST MIR MITTLERWEILE KLAR ... ICH WURDE ÜBERTROFFEN ...", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Ich glaube, diesem Erzengel haben wir einen \\\"Realitätscheck\\\" verpasst, meinst du nicht?", + "AA_TOWER_POST_BATTLE_ALEPH2": "HEY! SIEHT AUS, ALS WÜRDEST DU VERLIEREN. KOMM DOCH MIT!", + "AA_TOWER_POST_BATTLE_EUGENE3": "Erzengel mögen ja stark sein, das heißt aber nicht, dass sie auch klug sind.", + "AA_TOWER_POST_BATTLE_MEREDITH3": "Ich schätze, selbst der [wave amp=30 freq=10]nervigste[/wave] Erzengel hält den Mund, wenn man ihn oft genug schlägt. Diese Lektion sollten wir beherzigen.", + "AA_TOWER_POST_BATTLE_FELIX3": "Dieser Erzengel fand es ja ziemlich gut, Unsinn zu erzählen, oder? Wenigstens haben wir ihn dazu gebracht, den Mund zu halten.", + "AA_TOWER_POST_BATTLE_VIOLA3": "In den Worten dieses Geistes lag nur noch wenig Sinn. Vielleicht wird die durch uns beigebrachte Niederlage ihn Demut lehren.", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Erzengel sind ganz schön seltsam, was ...?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "DU HAST MEINE ANWEISUNGEN, DICH NICHT ZU BEWEGEN, MISSACHTET! RESPEKTIERST DU MICH NICHT? IST DIR NICHT BEWUSST, WIE WICHTIG ICH BIN?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Du hast aber ein ziemlich großes Ego, was?", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "Du hast recht. Ich respektiere dich überhaupt nicht.", + "AA_ALICE_PRE_BATTLE_EUGENE2": "Kumpel, ich habe KEINE Ahnung, wer du bist.", + "AA_ALICE_PRE_BATTLE_FELIX2": "Sollten wir etwa wissen, wer du bist ...?", + "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr ...", + "AA_ALICE_PRE_BATTLE_VIOLA2": "Meinen Respekt vergebe ich nicht so leichtfertig, Geist.", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Tut mir leid, aber ich weiß nicht, wer du bist ...[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "EINE DERARTIGE UNHÖFLICHKEIT, UND DANN NOCH GEGENÜBER EINEM MITGLIED DES KÖNIGSHAUSES! WENN IHR EURE KÖPFE NICHT EINSETZEN WOLLT, MUSS ICH SIE EUCH ABNEHMEN!", + "AA_ALICE_POST_BATTLE_ALICE1": "IHR HABT WIRKLICH KEINEN RESPEKT, NICHT WAHR! WIE ÄRGERLICH!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Sie hat sich wohl als Königin ihrer eigenen kleinen Welt angesehen, was?", + "AA_ALICE_POST_BATTLE_ALEPH2": "FRÄULEIN ALICE, ES IST MIR EINE FREUDE, DICH KENNENZULERNEN! ICH BRAUCHE JEMANDEN MIT DEINER ... SOZIALKOMPETENZ.", + "AA_ALICE_POST_BATTLE_MEREDITH3": "Halten alle Erzengel so viel von sich oder war dieser hier nur ein [wave amp=30 freq=10]besonderer[/wave] Fall?", + "AA_ALICE_POST_BATTLE_EUGENE3": "Diese Erzengel sind aber ganz schön unhöflich.", + "AA_CUBE_PRE_BATTLE_CUBE1": "DER DREIDIMENSIONALE RAUM IST UNVOLLKOMMEN. WISSENSCHAFT UND MATHEMATIK GELTEN WEITERHIN. ALLE DINGE HABEN VIER SEITEN.", + "AA_ALICE_POST_BATTLE_FELIX3": "Meinst du, dieser Erzengel wollte wirklich unsere Köpfe oder war das nur eine Redewendung? Ach, antworte nicht darauf. Ich will es gar nicht wissen.", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Die war ganz schön unhöflich ...[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "Ich werde mich niemandem beugen, der mich so unverschämt anspricht, ob er nun einem Königshaus angehört oder nicht.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Aleph hört sich gerne selber reden. Aber wie [wave amp=30 freq=10]redet[/wave] er überhaupt? Sein Kopf ist so was wie ein riesiges Dreieck. Ganz schön unheimlich.", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "Ich würde sagen, dass bei dem Ding im Kopf irgendwas nicht so ganz stimmt, [pause]aber offenbar hat er überhaupt keinen Kopf.", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Dieser Erzengel scheint mir ein wenig exzentrisch zu sein, aber vielleicht ist er ja freundlich!", + "AA_CUBE_PRE_BATTLE_FELIX2": "Dieser wird vielleicht nicht versuchen, uns anzugreifen. Was meinst du?", + "AA_CUBE_PRE_BATTLE_EUGENE2": "Es ist schwierig, sich dieses Ding anzusehen ...", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Ich habe leider keine Ahnung, wovon du da redest ...[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "Ist dieser Geist eine Art Philosoph? Oder befindet er sich ganz einfach in den Fängen des Wahnsinns?", + "AA_CUBE_PRE_BATTLE_DOG2": "Wuff?", + "AA_CUBE_PRE_BATTLE_CUBE3": "NEIN. ICH SEHE WIDERSPRÜCHE IN EUCH. IHR SEID UNVOLLKOMMENE WESEN. LASST MICH EUCH GERADEBIEGEN!", + "AA_CUBE_POST_BATTLE_CUBE1": "BIN AUCH ICH UNVOLLKOMMEN? DIE BERECHNUNGEN WAREN RICHTIG ... ICH HABE IN DREI DIMENSIONEN GLEICHZEITIG VERSAGT.", + "AA_CUBE_POST_BATTLE_ALEPH2": "PERFEKTES TIMING! ICH HABE GERADE DARAN GEDACHT, JEMANDEN ZU REKRUTIEREN, DER SICH MIT ZAHLEN AUSKENNT. WIE WÜRDE DIR DAS GEFALLEN, MEIN NEUER QUADERFREUND?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Das war dann wohl doch nicht unbedingt ein freundlicher Erzengel. Typisch!", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Der kommt dann wohl auch auf die Liste der komischen Dinge auf dieser Insel, die versucht haben, mich umzubringen. [pause]Echt toll.", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Der kommt dann wohl auch auf die Liste der komischen Dinge auf dieser Insel, die versucht haben, mich umzubringen. [pause]Echt toll.", + "AA_CUBE_POST_BATTLE_EUGENE3": "Dieser Erzengel war seltsam. Es wirkte, als hätte er aus jedem Blickwinkel gleich ausgesehen.", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Der kommt dann wohl auch auf die Liste der komischen Dinge auf dieser Insel, die versucht haben, mich umzubringen. [pause]Echt toll.", + "AA_CUBE_POST_BATTLE_FELIX3": "Wenn wir nächstes Mal einen Erzengel treffen, gehe ich einfach direkt davon aus, dass er uns töten will.", + "AA_CUBE_POST_BATTLE_VIOLA3": "Falls der Wahnsinn dieses Geistes Methode hatte, konnte ich sie nicht erkennen.", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Erzengel sind ganz schön seltsam, was ...?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "Also, ein geheimnisvoller Mann mit einem [wave amp=30 freq=10]Dreieck statt einem Kopf[/wave] greift in die Jagd auf die Erzengel ein? Ich weiß nicht, was ich davon halten soll ...", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "Dieser Dreieckmann ist wieder erschienen. Was will er deiner Meinung nach wohl von den Erzengeln?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Und noch ein Erzengelkampf, der mit einem Erscheinen des [wave amp=30 freq=10]Dreieckmanns[/wave] geendet hat. So langsam erkenne ich ein Muster ...", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "Der Dreieckmann hat gesagt, er wollte sich mal \\\"richtig mit dir unterhalten\\\". Was meinte er damit ...?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Und wieder wurde der Erzengel vom Dreieckmann weggezaubert. Das könnte ein Grund zur Besorgnis sein, oder?", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Ich glaube so langsam, dass der Dreieckmann nichts Gutes im Schilde führt. Wir sollten ihn im Auge behalten.", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "Wie oft hast du den Dreieckmann bisher gesehen, {player}? Es klingt für mich, als würde er immer dort auftauchen, wo du gerade bist.", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Und wieder mal ist der Dreieckmann aufgetaucht, um den Erzengel verschwinden zu lassen, gegen den wir gekämpft haben ...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Und wieder haben wir einen Erzengel besiegt, dann ist Aleph erschienen und hat ihn rekrutiert ... Was genau tut er da? Sitzt er wie wir auf dieser Insel fest?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Wenn der Dreieckmann ständig wie aus heiterem Himmel erscheinen will, um den Erzengel zu rekrutieren, den wir gerade besiegt haben, könnte er sich doch wenigstens mal vorstellen, oder?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Wir haben den Kampf gewonnen, aber Aleph hat den Erzengel wieder wegteleportiert ...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Aleph meinte, dass es in unseren Welten auf ihm basierende \\\"Legenden\\\" gibt. Könnte das stimmen, {player}?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Meinst du, jeder Kampf gegen einen Erzengel, den wir gewinnen, ist nichts weiter als eine Rekrutierungsmöglichkeit für Aleph? Ich weiß nicht ...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Ein weiterer Erzengel erledigt, ein weiterer Rekrut für Aleph. Was genau hat er vor?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "Also, äh, was sollte das denn mit diesem Mann mit Dreieckkopf? Hat er ... [pause]den Erzengel [wave amp=30 freq=10]wegteleportiert[/wave]? Ich weiß nicht, was ich davon halten soll ...", + "RETROSPECTIVE_ALEPH_MEREDITH2": "Dieser Dreieckkerl ist nicht zum ersten Mal erschienen, um sich einen Erzengel zu schnappen, oder? Das ist nicht gut ...", + "RETROSPECTIVE_ALEPH_MEREDITH3": "Was meinst du, was das mit diesem Dreieckkerl soll? Ich traue niemandem, der statt eines Kopfs eine geometrische Figur hat.", + "RETROSPECTIVE_ALEPH_MEREDITH5": "Wenn du den Mann mit dem Dreieckkopf nächstes Mal siehst, könntest du ihn vielleicht fragen, was das alles soll. Einen Versuch ist es wert ...", + "RETROSPECTIVE_ALEPH_MEREDITH4": "Dieser Dreieckmann hat gesagt, er will sich mal \\\"richtig mit dir unterhalten\\\". Auf eigenartige Weise höflich für einen unheimlichen schwebenden Typen.", + "RETROSPECTIVE_ALEPH_MEREDITH6": "Gehen wir davon aus, dass dieser Kerl mit dem Dreieckkopf irgendwas Düsteres ausheckt? Also ich gehe davon aus.", + "RETROSPECTIVE_ALEPH_MEREDITH8": "Mit wem du auch unterwegs bist, bei jedem Kampf mit einem Erzengel erscheint am Ende offenbar der Dreieckmann, oder?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "Tja, das endete mal wieder mit einem wenig überraschenden Erscheinen des Manns mit dem Dreieckkopf. Wie immer ärgerlich ...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "Dieser Aleph kommt ganz schön rum, was? Offenbar kann er überallhin, solang sich der Ort im unterirdischen Bahnhof befindet.", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Warum redet dieser Dreieckkerl wie ein Kleinunternehmer? Das ist doch schräg.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Dieser Alephtyp ist wieder aufgetaucht.", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Warum redet dieser Dreieckkerl wie ein Kleinunternehmer? Das ist doch schräg.", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Warum redet dieser Dreieckkerl wie ein Kleinunternehmer? Das ist doch schräg.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Tja, das endete mal wieder mit einem wenig überraschenden Erscheinen von Aleph. Wie immer ärgerlich ...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Mit wem du auch unterwegs bist, bei jedem Kampf mit einem Erzengel erscheint am Ende ungewollt Aleph, oder?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Warum redet dieser Aleph wie ein Kleinunternehmer? Das ist doch schräg.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Warum redet dieser Aleph wie ein Kleinunternehmer? Das ist doch schräg.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Warum redet dieser Aleph wie ein Kleinunternehmer? Das ist doch schräg.", + "RETROSPECTIVE_ALEPH_EUGENE1": "Also, um das klarzustellen – du hast auch gesehen, wie der schwebende Typ mit dem roten Mantel den Erzengel mit seinem Dreieckkopf aufgesaugt hat, oder? [pause]Ich will nur sichergehen.", + "RETROSPECTIVE_ALEPH_EUGENE2": "Okay, der Mann im roten Mantel ist also zum zweiten Mal erschienen und hat einen Erzengel verschwinden lassen, richtig?", + "RETROSPECTIVE_ALEPH_EUGENE3": "Der schwebende Mann im roten Mantel – das ist das dritte Mal, dass er erschienen ist und einen Erzengel hat [wave amp=30 freq=10]verschwinden[/wave] lassen, richtig?", + "RETROSPECTIVE_ALEPH_EUGENE5": "Das war ein echt toller Kampf, aber ich denke gerade eher über den schwebenden Mann nach, der am Ende aufgetaucht ist. Falls er eine Bedrohung für Hafenstadt ist, sollte ich ihn im Auge behalten ...", + "RETROSPECTIVE_ALEPH_EUGENE4": "Der Mann im roten Mantel hat gesagt, er wollte sich mal \\\"richtig mit dir unterhalten\\\". Das wirkte irgendwie bedrohlich ...", + "RETROSPECTIVE_ALEPH_EUGENE6": "Dieser Mann mit dem Dreieckkopf ... Meinst du, er ist auch ein Erzengel? Er scheint ziemlich stark zu sein. Ich traue ihm nicht über den Weg.", + "RETROSPECTIVE_ALEPH_EUGENE7": "Was hat dieser Dreiecktyp gemeint, als er sagte, dass es \\\"Legenden\\\" gibt, die auf ihm basieren?", + "RETROSPECTIVE_ALEPH_EUGENE8": "Dieser Dreieckmann war wieder da. Das kam nicht überraschend. Er scheint immer dann aufzutauchen, wenn du einen Erzengel findest, oder?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "Dieser Erzengel redet, als wäre er ein Büroleiter. Das finde ich ziemlich seltsam.", + "RETROSPECTIVE_ALEPH_FELIX4": "Was hat der Dreiecktyp gemeint, als er sagte, er wollte sich mal \\\"richtig mit dir unterhalten\\\". Er klingt zwar höflich, aber ich traue ihm nicht über den Weg.", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "Dieser Erzengel redet, als wäre er ein Büroleiter. Das finde ich ziemlich seltsam.", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "Dieser Erzengel redet, als wäre er ein Büroleiter. Das finde ich ziemlich seltsam.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "Das war ein echt [shake rate=30 level=10]enormer[/shake] Kampf, aber ich muss ständig an Aleph denken. Was hat er wohl vor?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "Was hat Aleph gemeint, als er sagte, dass es \\\"Legenden\\\" gibt, die auf ihm basieren?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "Aleph scheint nicht selbst kämpfen zu wollen. Er taucht immer erst auf, NACHDEM ein Kampf vorbei ist.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Aleph ist [wave amp=30 freq=10]schon wieder[/wave] erst nach dem Kampf erschienen. Das kam nicht überraschend. Er scheint immer dann aufzutauchen, wenn du einen Erzengel findest, oder?", + "RETROSPECTIVE_ALEPH_FELIX1": "Hast du den Typ mit dem Dreieckkopf schon mal gesehen? Ich nämlich nicht. Ganz schön schräg, was?", + "RETROSPECTIVE_ALEPH_FELIX2": "Der Typ mit dem Dreieckkopf ist jetzt also schon zweimal erschienen, richtig? Irgendwas geht hier vor – ich weiß nur nicht, was.", + "RETROSPECTIVE_ALEPH_FELIX3": "Der Typ mit dem Dreieckkopf schien sich diesmal an dich zu erinnern, {player}.", + "RETROSPECTIVE_ALEPH_FELIX6": "Dieser Dreiecktyp ... das ist doch auch ein Erzengel, richtig? Oder irgendwas in der Art ...", + "RETROSPECTIVE_ALEPH_FELIX5": "Der Dreiecktyp war wieder da, um den Erzengel rauszuholen. Rekrutiert er die?", + "RETROSPECTIVE_ALEPH_VIOLA1": "Hast du schon einmal etwas derart Eigenartiges wie diese Gestalt gesehen, die uns erschienen ist? Nicht der Geist, gegen den wir gekämpft haben, sondern der Mann ohne Kopf ...", + "RETROSPECTIVE_ALEPH_FELIX7": "Dieser Dreiecktyp hat gesagt, in unserer Welt gibt es Legenden, die auf ihm basieren. Was genau meinte er damit?", + "RETROSPECTIVE_ALEPH_FELIX8": "Was hältst du von diesem Dreiecktyp, {player}? Ich arbeite schon an einigen Theorien ...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Also, Aleph ist wieder aufgetaucht, um einen Erzengel rauszuholen, gegen den wir gekämpft haben. Wofür trommelt er die denn zusammen? Versucht er eine Möglichkeit zu finden, Neu Wirral zu verlassen?", + "RETROSPECTIVE_ALEPH_FELIX9": "Dieser Dreiecktyp rekrutiert also Erzengel. Was will er mit denen? Eine Band gründen?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Aleph meinte, in unserer Welt gibt es Legenden, die auf ihm basieren. Ich traue ihm nicht, aber ich glaube, dass er diesmal vielleicht die Wahrheit gesagt hat ...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Als Aleph erschienen ist, hat er sehr ungezwungen gesprochen – als hätte er dem Erzengel, gegen den wir gekämpft haben, ein [wave amp=30 freq=10]Jobangebot[/wave] gemacht ...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Wir haben den Kampf gewonnen, aber wieder war Aleph da. Wir sollten vorsichtig sein, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Warum rekrutiert Aleph überhaupt Erzengel? Was will er mit denen? Eine Band gründen?", + "RETROSPECTIVE_ALEPH_VIOLA3": "Dieser Geist – jener, dessen Gesicht meinen eigenen Rücken auf mich widerspiegelt – schien dich zu erkennen, {player}. Welche Umtriebe könnte er wohl ersinnen?", + "RETROSPECTIVE_ALEPH_VIOLA2": "Dieser Geist ist dir wieder erschienen – jener, dessen Gesicht ein Spiegel ist. Welche Bedeutung könnte sein vorzeitiges Auftauchen haben?", + "RETROSPECTIVE_ALEPH_VIOLA4": "Dieser Geist mit dem Spiegelgesicht schien den Wunsch zu haben, mit dir zu sprechen, {player}. Ich rate dir, dich bei einer Konversation mit ihm in Acht zu nehmen.", + "RETROSPECTIVE_ALEPH_VIOLA6": "Was könnte der Geist mit dem Spiegelgesicht vorhaben? Ich traue den Plänen von Geistern nicht, {player}.", + "RETROSPECTIVE_ALEPH_VIOLA5": "Dieser Geist mit dem Dreieckkopf hat erneut in unseren Kampf eingegriffen. Ein wahrlich eigenartiges Wesen ...", + "RETROSPECTIVE_ALEPH_VIOLA7": "Der Geist, der uns erschienen ist – jener mit dem Spiegelgesicht. Was will er?", + "RETROSPECTIVE_ALEPH_VIOLA8": "Unser Gegner hat sich uns aufgrund des vorzeitigen Auftauchens des Geistes mit dem Spiegelgesicht erneut entzogen. Wie ungehobelt.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Wir mögen den mächtigen Geist ja im Kampf bezwungen haben, doch der Geist Aleph hat eingegriffen, um ihn zu retten. Ich kann nicht umhin, als darin ein Muster zu erkennen ...", + "RETROSPECTIVE_ALEPH_VIOLA9": "Der Geist mit dem Spiegelgesicht sollte doch wenigstens so höflich sein, sich vorzustellen, oder nicht? Sein vorzeitiges Erscheinen ist alles andere als willkommen.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "Welche Absichten könnte unser Gegner \\\"Aleph\\\" verfolgen? Ich traue den Plänen von Geistern nicht, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Der Geist \\\"Aleph\\\" hat erneut in unseren Kampf eingegriffen. Vielleicht wünscht er ebenfalls, diese Gefilde zu verlassen.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Unser Gegner hat sich uns aufgrund des vorzeitigen Auftauchens des als Aleph bekannten Geistes erneut entzogen. Wie ungehobelt.", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", + "CAPTAIN_HEATHER_POST_BATTLE2": "Das sind Qualitäten, die wir bei den Rangern suchen. [pause]Du hast meine Herausforderung mit Bravour bestanden!", + "CAPTAIN_HEATHER_POST_BATTLE1": "Weder Regen noch Sturm konnten dich aufhalten! Nichts konnte dich umpusten!", + "CAPTAIN_HEATHER_POST_REWARD1": "Ich sage Großes für deine Zukunft voraus!", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "Das Wetter hier ist unberechenbar ... [pause]genau wie alles andere auf dieser Insel.", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Meine Vorhersage stimmte: Du bist jetzt ein Ranger-Captain! Das wäre doch der perfekte Zeitpunkt für eine Revanche, findest du nicht?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "Fabelhaft! [pause]Dann erhöhen wir doch mal den Druck!", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Meine Vorhersage stimmte: Du bist jetzt ein Ranger-Captain! Das wäre doch der perfekte Zeitpunkt für eine Revanche, findest du nicht?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]*schnauf* ... *schnauf* ...[/shake] Das spüre ich in den Waden ...", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Meine Vorhersage stimmte: Du bist jetzt ein Ranger-Captain! Das wäre doch der perfekte Zeitpunkt für eine Revanche, findest du nicht?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "Kein Problem. Mach vielleicht ein paar Aufwärmübungen und komm dann wieder!", + "CAPTAIN_HEATHER_POST_REMATCH1": "Und wieder einmal ein donnernder Sieg! Natürlich habe ich von dir nicht weniger erwartet!", + "CAPTAIN_BUFFY_INTRO2": "Hallöchen! Ich bin Bruna, aber meine Freunde nennen mich Buffy. [pause]Ich bin Ranger-Captain hier auf Neu Wirral.", + "CAPTAIN_BUFFY_INTRO3": "Man könnte sagen, dass ich für den Kampf trainiere, indem ich meinen Körper stärke! Hier auf Neu Wirral können wir kämpfen, indem wir uns in Monster verwandeln ...", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "Trainierst du für irgendwas?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "Was machst du so?", + "CAPTAIN_CODEY_POST_REWARD1": "Glaub aber nicht, dass du [wave amp=30 freq=10]wirklich[/wave] gewonnen hast. [pause]Hätte ich alles gegeben, hättest du keine Chance gehabt.", + "CAPTAIN_BUFFY_INTRO4": "Aber alles beginnt hier, mit unserem Fleisch und Blut! Für Kämpfe braucht man Energie, und genau die muss ich [wave amp=30 freq=10]maximieren[/wave]!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Ich würde dir gerne alles zeigen, aber du bist noch nicht als Ranger-Auszubildender angemeldet. Komm doch vielleicht ein andermal wieder.", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Ich würde dir gerne alles zeigen, aber du bist noch nicht als Ranger-Auszubildender angemeldet. Komm doch vielleicht ein andermal wieder.", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Na, dann los! [pause]Hoffentlich raube ich dir nicht [wave amp=30 freq=10]zu viel[/wave] Energie!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Ich würde dir gerne alles zeigen, aber du bist noch nicht als Ranger-Auszubildender angemeldet. Komm doch vielleicht ein andermal wieder.", + "CAPTAIN_BUFFY_PRE_BATTLE1": "Wenn du die eine oder andere Sache lernen möchtest, solltest du vielleicht meine Ranger-Herausforderung annehmen. Bist du fit genug, um gegen mich zu kämpfen?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Na, dann los! [pause]Hoffentlich raube ich dir nicht [wave amp=30 freq=10]zu viel[/wave] Energie!", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Na, dann los! [pause]Hoffentlich raube ich dir nicht [wave amp=30 freq=10]zu viel[/wave] Energie!", + "CAPTAIN_BUFFY_LAST_LEGS1": "Ich bin ganz schön ins Schwitzen gekommen!", + "CAPTAIN_BUFFY_POST_BATTLE2": "Gut gemacht! [pause]Du hast dir deinen Sieg redlich verdient.", + "CAPTAIN_BUFFY_POST_BATTLE1": "Obwohl ich meine mögliche Energie maximiert habe, bin ich völlig aus der Puste!", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 Sit-ups, 100 Liegestütze, 100 Lunges ... Mit meinem neuesten Trainingsplan kriege ich so harte Bauchmuskeln, dass man daran eine Machete schärfen kann!", + "CAPTAIN_BUFFY_POST_REWARD1": "Vielleicht sollte ich eine Pause machen, bevor ich mir noch was zerre ...", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Hi [wave amp=30 freq=10]Ranger[/wave]! [pause]Ich habe die Neuigkeiten über deine Beförderung gehört!", + "CAPTAIN_BUFFY_PRE_REMATCH2": "Heißt das, du bist wieder wegen eines Work-outs hier?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Hi [wave amp=30 freq=10]Ranger[/wave]! [pause]Ich habe die Neuigkeiten über deine Beförderung gehört!", + "CAPTAIN_BUFFY_PRE_REMATCH3": "Na, dann los! [pause]Ich habe mich schon darauf gefreut, mit dir wieder ins Schwitzen zu kommen!", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Hi [wave amp=30 freq=10]Ranger[/wave]! [pause]Ich habe die Neuigkeiten über deine Beförderung gehört!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "Der Kampf geht in die heiße Phase! [pause]Wird eure geliebte Moderatorin gewinnen oder geht der Sieg an den tapferen Außenseiter? [pause]Es wird Zeit für den Höhepunkt!", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "Kein Problem. Mach vielleicht ein paar Aufwärmübungen und komm dann wieder!", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "Du hast trainiert, oder? Das merkt man – du bist noch stärker als beim letzten Mal!", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "Du hast trainiert, oder? Das merkt man – du bist noch stärker als beim letzten Mal!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Wir würden ja gerne unseren Gast interviewen, allerdings ist der [wave amp=30 freq=10]nötige Papierkram[/wave] noch nicht erledigt! [pause]Zu schade für die Zuhörer da draußen!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "Es reicht! [shake rate=30 level=10]Du brauchst eine Abreibung![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Hallo noch mal! [pause]Willst du deiner lieben Freundin Penny einen Besuch abstatten? [wave amp=30 freq=10]Ohhh[/wave], das wäre doch nicht nötig gewesen!", + "CAPTAIN_DREADFUL_POST_BATTLE1": "Ich bin mächtig beeindruckt. [pause]Selbst dass ich mich von der Ebene der Sterblichen entfernt habe, hat nicht gereicht, um dich zu besiegen.", + "CAPTAIN_DREADFUL_POST_BATTLE2": "Hier ist deine Belohnung für den Sieg über die [wave amp=30 freq=10]unsterbliche Penny Dreadful![/wave]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Hallo noch mal! [pause]Willst du deiner lieben Freundin Penny einen Besuch abstatten? [wave amp=30 freq=10]Ohhh[/wave], das wäre doch nicht nötig gewesen!", + "CAPTAIN_DREADFUL_POST_REMATCH1": "Du hast schon wieder gewonnen. Ich schätze, daraus können wir beide was lernen!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Hallo noch mal! [pause]Willst du deiner lieben Freundin Penny einen Besuch abstatten? [wave amp=30 freq=10]Ohhh[/wave], das wäre doch nicht nötig gewesen!", + "CAPTAIN_DREADFUL_POST_REWARD2": "... Ich bin mir nicht [wave amp=30 freq=10]ganz[/wave] sicher, was das bedeutet, [pause]aber es klingt tiefsinnig!", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Sieh einer an, [pause]wenn das mal nicht unser [wave amp=30 freq=10]neuester[/wave] Ranger-Captain ist. [pause]Wolltest du heute groß mit mir ausgehen?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "Was für eine tolle Show! [pause]Diesmal hast du wirklich alles gegeben.", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Sieh einer an, [pause]wenn das mal nicht unser [wave amp=30 freq=10]neuester[/wave] Ranger-Captain ist. [pause]Wolltest du heute groß mit mir ausgehen?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Sieh einer an, [pause]wenn das mal nicht unser [wave amp=30 freq=10]neuester[/wave] Ranger-Captain ist. [pause]Wolltest du heute groß mit mir ausgehen?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "Oder vielleicht ist es auch was anderes. [pause]Bist du hier, um noch mal mit mir in den Ring zu steigen?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "Also gut! [pause]Da wir auf Augenhöhe sind, kannst du dich darauf einstellen, dass ich mich diesmal nicht zurückhalte!", + "CAPTAIN_DREADFUL_POST_REMATCH2": "Allerdings weiß ich nicht, was. [pause]Den Teil überlasse ich dir.", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Noch nicht so ganz bereit? [pause]Ich werde es dir nicht ankreiden!", + "CAPTAIN_GLADIOLA_INTRO1.f": "Du bist weit von zu Hause entfernt, nicht wahr? Und damit meine ich natürlich nicht Hafenstadt. [pause]Ich meine dein wahres Zuhause.", + "CAPTAIN_GLADIOLA_INTRO1.m": "Du bist weit von zu Hause entfernt, nicht wahr? Und damit meine ich natürlich nicht Hafenstadt. [pause]Ich meine dein wahres Zuhause.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "Was machst du bei den Rangern?", + "CAPTAIN_GLADIOLA_INTRO3": "Ein Großteil dieser Hölle, in der wir gefangen sind, ist uns unbekannt.", + "CAPTAIN_GLADIOLA_INTRO1.n": "Du bist weit von zu Hause entfernt, nicht wahr? Und damit meine ich natürlich nicht Hafenstadt. [pause]Ich meine dein wahres Zuhause.", + "CAPTAIN_GLADIOLA_INTRO2": "Ich bin Gladiola, ein loyaler Captain von Ianthes Rangern.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Loyal?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Hey! In der Stadt reden alle darüber, dass du jetzt einer von uns Captains bist!", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Du siehst aus, als kämst du ziemlich gut zurecht. Hättest du Lust, eine Ausbildung zum Ranger anzufangen?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", + "CAPTAIN_CLEEO_INTRO4": "Die Münze einwerfen?", + "CAPTAIN_CLEEO_INTRO1": "Bst!", + "CAPTAIN_CLEEO_INTRO3": "An seinem Rücken befindet sich ein Münzschlitz. Vielleicht gibt es ja eine passende Münze auf der Insel.", + "CAPTAIN_CLEEO_INTRO2": "Dieser Roboter scheint Fehlfunktionen zu haben.", + "CAPTAIN_JUDAS_INTRO5": "Wenn du einem Monster in die Augen schaust, kommst du nur lebend davon, wenn du weißt, dass der Kampf schon gewonnen ist.", + "CAPTAIN_JUDAS_INTRO3": "Ich habe die Aufgabe, am Leben zu bleiben – komme, was wolle. [pause]Das ist einfacher gesagt als getan, wenn man auf einer Insel \\\"überleben\\\" muss, auf der es von gefährlichen Raubtieren nur so [shake rate=30 level=10]wimmelt[/shake].", + "CAPTAIN_JUDAS_PRE_BATTLE2": "Okay, [pause]aber nimm es nicht persönlich, wenn du mit dem Gesicht im Dreck liegst.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Du bist noch nicht bereit. Kluge Entscheidung. [pause]Es ist gut, seine Grenzen zu kennen.", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "Du hattest Strategien ... um meine Strategien zu kontern. [pause]Du hast die Einstellung eines wahren Rangers. [pause]Das hier hast du dir verdient.", + "CAPTAIN_JUDAS_LAST_LEGS1": "Du hast länger durchgehalten, als ich dachte. [pause]Nicht übel.", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Vielleicht sollte ich in Hafenstadt einen taktische \\\"Vorratsauffüllung\\\" durchführen ...", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "Sag mal, bist du dieser neue Ranger-Auszubildende? Der, der ein Talent fürs Kämpfen hat? [pause]Ich könnte wohl ein kleines Päuschen vom Müll machen, wenn du Lust hättest, meine Herausforderung anzunehmen!", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "Äh ... Okay.", + "CAPTAIN_JUDAS_INTRO1.f": "Ich habe dich aus mindestens 200 Metern Entfernung kommen gehört. [pause]Wenn du auf das Überraschungsmoment aus warst, ist es dir nicht gelungen.", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "Wer bist du ...?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "Äh, [pause]DU bist ein Ranger-Captain?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "Ich hätte nicht gedacht, dass DU ein Ranger bist.", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Wenn du Interesse hast, auf der Insel zu helfen, sprich doch mit Ianthe. Sie dürfte gerade irgendwo im Park von Neu Wirral sein.", + "CAPTAIN_LODESTEIN_INTRO7": "Aber auf der Erde würden sie niemals funktionieren. [pause]Keine Chance. [pause]So funktioniert die Atmosphäre dort nicht.", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Aber genug von dem Technikkauderwelsch. [pause]Du möchtest meine Ranger-Captain-Herausforderung annehmen, stimmt's?", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "Schockierend – [pause]du schlägst dich besser, als ich dachte!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Super! [pause]Es dürfte dir zwar keinen Schlag verpassen, aber mein Fachgebiet ist Elektrizität. Man muss gut zu Fuß sein, wenn man nicht vom Blitz getroffen werden will!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Mein Fehler. Ich war so in mein Gerede vertieft, dass ich gar nicht mitbekommen habe, dass du nur auf der Durchreise bist.", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "Das war ein ziemlich elektrisierender Kampf, wenn ich das so sagen darf!", + "CAPTAIN_WALLACE_POST_REMATCH1": "Trotz aller Anstrengungen war meine Verteidigung brüchig ...", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "Ein Captain? Vielleicht steckt mehr hinter diesem Mann, als es den Anschein hat.", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "Äh, wenn du meine Ranger-Herausforderung annehmen möchtest, musst du erst Mitglied werden. [pause]Weck mich auf, wenn du das erledigt hast.", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Hey, Neuankömmling! [pause]Neuer Captain, meine ich. [pause]Wie ich gehört habe, bist du jetzt bei uns.", + "CAPTAIN_ZEDD_LAST_LEGS1": "*Gähn* [pause]Wie läuft der Kampf? Hab ich schon gewonnen? Oh.", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "Ein Captain? Vielleicht steckt mehr hinter diesem Mann, als es den Anschein hat.", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "Oh. [pause]Ich hatte wohl nicht erwartet, dass dieser Typ ein Ranger-Captain ist.", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "Kein Problem. Ich könnte sowieso ein Nickerchen vertragen.", + "CAPTAIN_ZEDD_PRE_BATTLE1": "Äh, du bist hier, um meine Ranger-Herausforderung anzunehmen, oder?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "Ein Captain? Vielleicht steckt mehr hinter diesem Mann, als es den Anschein hat.", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Ich brauche ein besseres Fundament für meine Kampfstrategie ...", + "CAPTAIN_WALLACE_INTRO1": "Weißt du, was uns [wave amp=30 freq=10]wirklich[/wave] von den Monstern unterscheidet?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "Sag mal, bist du dieser neue Ranger-Auszubildende? Der, der ein Talent fürs Kämpfen hat? [pause]Ich könnte wohl ein kleines Päuschen vom Müll machen, wenn du Lust hättest, meine Herausforderung anzunehmen!", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Dann ein andermal.", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Hey! In der Stadt reden alle darüber, dass du jetzt einer von uns Captains bist!", + "CAPTAIN_READY_CHECK.f": "Bist du bereit, gegen {pawn} zu kämpfen?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "Sprich mit Anführerin Ianthe. Ich vermute, sie ist im Außenposten nördlich von hier!", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Hey, Neuankömmling! [pause]Neuer Captain, meine ich. [pause]Wie ich gehört habe, bist du jetzt bei uns.", + "CAPTAIN_SKIP_POST_BATTLE1.n": "Wow, du hast mich dastehen lassen wie altes Eisen. [pause]Vielleicht habe ich dich unterschätzt!", + "CAPTAIN_SKIP_POST_BATTLE1.f": "Wow, du hast mich dastehen lassen wie altes Eisen. [pause]Vielleicht habe ich dich unterschätzt!", + "CAPTAIN_SKIP_POST_BATTLE2": "Du hast meine Erwartungen absolut übertroffen – hier ist deine Belohnung!", + "CAPTAIN_WALLACE_INTRO2": "Infrastruktur! [pause]Häuser, Mauern, fließendes Wasser ...", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "Viel Glück da draußen!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "Viel Glück da draußen!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "Viel Glück da draußen!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Hey! Hoffentlich schlägst du dich da draußen gut.", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Hey! Hoffentlich schlägst du dich da draußen gut.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "In der Stadt erzählt man sich, dass du jetzt zu uns gehörst. Da sind wohl Glückwünsche angebracht!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Hey! Hoffentlich schlägst du dich da draußen gut.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "In der Stadt erzählt man sich, dass du jetzt zu uns gehörst. Da sind wohl Glückwünsche angebracht!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "In der Stadt erzählt man sich, dass du jetzt zu uns gehörst. Da sind wohl Glückwünsche angebracht!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Mein Fehler. Ich war so in mein Gerede vertieft, dass ich gar nicht mitbekommen habe, dass du nur auf der Durchreise bist.", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Was hältst du von einer Revanche? [pause]Nach letztem Mal juckt es mir richtig in den Fingern, noch mal zu kämpfen.", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Ich würde ja sagen, dass ich mich diesmal nicht zurückhalte, [pause]aber in Wahrheit habe ich das auch beim letzten Mal nicht getan.", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Ich habe alle Schwächen in meinen Kampfalgorithmen gepatcht. [pause]Deine Niederlage ist eine statistische Gewissheit, \\\"Captain\\\"![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "Ich würde gerne noch ein bisschen weiterplaudern, muss aber leider noch einige Wartungsarbeiten durchführen.", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Gut gespielt, Captain.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Gut gespielt, Captain.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Gut gespielt, Captain.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Einmal zu verlieren ist eine Anomalie, [pause]aber zweimal? [pause]Vielleicht ist es an der Zeit, meine Vorurteile über euch Menschen noch einmal neu zu bewerten.[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Hey! In der Stadt reden alle darüber, dass du jetzt einer von uns Captains bist!", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "Sag mal, bist du dieser neue Ranger-Auszubildende? Der, der ein Talent fürs Kämpfen hat? [pause]Ich könnte wohl ein kleines Päuschen vom Müll machen, wenn du Lust hättest, meine Herausforderung anzunehmen!", + "CAPTAIN_SKIP_NOT_TRAINEE2": "Du solltest mit Ianthe sprechen. [pause]Ich glaube, sie ist gerade irgendwo im Park von Neu Wirral.", + "CAPTAIN_SKIP_PRE_BATTLE2": "Wunderbar! [pause]Dann wünsche ich viel Spaß! Und sei nicht allzu enttäuscht, wenn ich dich besiege!", + "CAPTAIN_SKIP_LAST_LEGS1": "Bislang schlägst du dich gut! [pause]Aber ich kann nicht versprechen, dass ich mich weiterhin zurückhalte!", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe meinte, du könntest gut kämpfen. Möchtest du vielleicht meine Ranger-Herausforderung annehmen?", + "CAPTAIN_SKIP_POST_REWARD1": "Ich sollte dann wohl mal dieses Zeug weitersortieren. [pause]Haben die Leute auf deiner Welt wirklich so viele [wave amp=30 freq=10]Sachen[/wave]?", + "CAPTAIN_WALLACE_INTRO3": "Und es reicht nicht, nur eine Gemeinschaft aufzubauen. [pause]Man muss sie auch aufrechterhalten! Wenn man sich nicht richtig darum kümmert, kann ein Ort wie Hafenstadt in die Binsen gehen.", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Warum haben meine feigen Erschaffer einen solch schwerwiegenden Makel in meine Hardware eingebaut? [pause][shake rate=30 level=10]Hatten sie Angst, dass ich mich erheben und sie stürzen würde, wie sie es verdient hätten?![/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Ich habe das fortschrittlichste Maschinenhirn, dass sich ein Casino des 24. Jahrhunderts leisten kann, und [shake rate=30 level=10]trotzdem[/shake] werde ich noch mit Münzen betrieben![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Mein Fehler. [pause]Meine Neustartfunktionen sind ein wenig eingerostet und meine Speicherbänke brauchen etwas, bis sie in Betrieb sind.[/color]", + "CAPTAIN_ZEDD_INTRO3": "Allerdings ist es bei diesen ganzen Kugelinos, die hier rumzischen, ziemlich schwierig, zu \\\"meditieren\\\". Könntest du vielleicht [wave amp=30 freq=10]für mich was dagegen unternehmen[/wave]?", + "CAPTAIN_ZEDD_INTRO1": "...", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "Oh. [pause]Ich hatte wohl nicht erwartet, dass dieser Typ ein Ranger-Captain ist.", + "CAPTAIN_JUDAS_POST_REWARD1": "Wir leben in gefährlichen Zeiten. [pause]Zivilisation und Sicherheit sind vergängliche Begriffe. Wenn du es nicht schaffst, mit nichts weiter als deinem Verstand zu überleben, lässt du dich selbst im Stich.", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "Du hattest Strategien ... um meine Strategien zu kontern. [pause]Du hast die Einstellung eines wahren Rangers. [pause]Das hier hast du dir verdient.", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "Du hattest Strategien ... um meine Strategien zu kontern. [pause]Du hast die Einstellung eines wahren Rangers. [pause]Das hier hast du dir verdient.", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Und? [pause]Willst du kämpfen? [pause]Deine Chancen stehen nicht gut, aber man weiß ja nie – vielleicht ist heute dein Glückstag.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Komm doch mal vorbei, falls du eine Ausbildung zum Ranger anfängst. Dann können wir RICHTIG spielen.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Komm doch mal vorbei, falls du eine Ausbildung zum Ranger anfängst. Dann können wir RICHTIG spielen.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Komm doch mal vorbei, falls du eine Ausbildung zum Ranger anfängst. Dann können wir RICHTIG spielen.[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "Das muss ich dir lassen, Captain – diesen Sieg hast du dir redlich verdient!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "Das muss ich dir lassen, Captain – diesen Sieg hast du dir redlich verdient!", + "CAPTAIN_SKIP_POST_REMATCH3": "Schon in Ordnung. [pause]Ich bin sowieso kein großer Kämpfer.", + "CAPTAIN_SKIP_POST_REMATCH4": "Tief in mir drin bin ich einfach nur ein Nerd ... [pause]Ein Nerd, für den es nichts Besseres als dieses [wave amp=30 freq=10]Zeug[/wave] hier gibt!", + "CAPTAIN_SKIP_POST_REMATCH2.n": "Das muss ich dir lassen, Captain – diesen Sieg hast du dir redlich verdient!", + "CAPTAIN_WALLACE_LAST_LEGS1": "Mich kriegt nichts so schnell klein!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "Hoffentlich ist deine Ausbildung auch fundiert – um meine Mauern einzureißen musst du nämlich ganz schön stark sein!", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "Oh. [pause]Ich hatte wohl nicht erwartet, dass dieser Typ ein Ranger-Captain ist.", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*Gähn* Okay. Dann mal ab ins Bettchen – [pause]ich meine, ab aufs Schlachtfeld. [pause]Ja.", + "CAPTAIN_WALLACE_POST_BATTLE2": "Nicht schlecht – das hier hast du dir verdient.", + "CAPTAIN_WALLACE_POST_BATTLE1": "Ich habe meine Mauern aufgebaut und du hast sie [shake rate=30 level=10]direkt eingerissen[/shake]!", + "CAPTAIN_JUDAS_INTRO4": "Wir sind [wave amp=30 freq=10]weit[/wave] von zu Hause weg [pause]und das Einzige, was uns von diesen Bestien trennt, ist unsere Fähigkeit, Strategien aufzustellen.", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "Kein Problem. Ich könnte sowieso ein Nickerchen vertragen.", + "CAPTAIN_ZEDD_PRE_REMATCH2": "Wenn du noch mal kämpfen möchtest, ich hätte vor meinem nächsten Nickerchen etwas Zeit. Bist du dabei?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*Gähn* Na dann, auf ein Neues.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Tja, und wieder mal hast du es mir richtig gezeigt. Gut gekämpft.", + "CAPTAIN_DREADFUL_INTRO1": "Dieser Ort hier hieß mal \\\"Neu London\\\". [pause]In Hafenstadt gab es jede Menge Einwohner und es wurde Zeit für eine schöne neue Siedlung.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Tja, und wieder mal hast du es mir richtig gezeigt. Gut gekämpft.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Ich weiß nicht, ob die Geschichten alle stimmten ...", + "CAPTAIN_DREADFUL_INTRO3": "Das klang nach einem furchtbaren Ort! [pause]Halsabschneider, [pause]Wegelagerer, [pause]Vampire ... [pause]Ich war total fasziniert davon!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "Klingt ja lustig!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Ich weiß nicht, ob die Geschichten alle stimmten ...", + "CAPTAIN_DREADFUL_INTRO2": "Ich bin hier aufgewachsen. [pause]Hab meine ganze Kindheit hier verbracht und Geschichten über das [wave amp=30 freq=10]echte[/wave] London gehört.", + "CAPTAIN_LODESTEIN_INTRO2": "...", + "CAPTAIN_LODESTEIN_INTRO3": "Okay, [pause]alles erledigt!", + "CAPTAIN_LODESTEIN_INTRO1.f": "Ich bin gleich bei dir. Ich muss nur noch ein paar letzte Reparaturen durchführen ...", + "CAPTAIN_LODESTEIN_INTRO5": "Soll ich dir ein Geheimnis verraten? [pause]Mit diesen Pylonen machen wir Energie für das Stromnetz der Stadt nutzbar, haben aber [wave amp=30 freq=10]keine Ahnung[/wave], wie sie funktionieren.", + "CAPTAIN_LODESTEIN_INTRO4": "Levi Lodestein. [pause]Ich arbeite bei den Rangern, damit das Licht an bleibt.", + "CAPTAIN_LODESTEIN_INTRO6": "Wenn ich raten müsste, würde ich sagen, dass es hier auf Neu Wirral eine spezielle Form von Hintergrundelektrizität gibt, die diese Pylone leiten und speichern können ...", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Wäre dieser \\\"Aleph\\\" etwas anderes als ein Feigling, würde er uns direkt entgegentreten! Stattdessen entschwindet er mit großer Eile.", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Wie dem auch sei, du meintest, du hättest durch den Sieg über den Erzengel einen Hinweis erhalten. Welchen denn genau?", + "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\"?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "Wie dem auch sei, du, äh, meintest, du würdest eine kryptische Spur verfolgen. Welche denn?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Das ... [pause]klingt nicht nach besonders viel. Dann müssen wir wohl noch einen Erzengel finden!", + "RETROSPECTIVE_CLUE1_EUGENE1": "Wie dem auch sei, du meintest, du würdest eine Spur verfolgen. Welche denn?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Das ... ist nicht unbedingt eine Spur, die zu irgendwas führt. Tut mir leid.", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Das ... ist nicht unbedingt eine Spur, die zu irgendwas führt. Tut mir leid.", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Das ... ist nicht unbedingt eine Spur, die zu irgendwas führt. Tut mir leid.", + "RETROSPECTIVE_CLUE1_EUGENE2": "Hm. Das scheint mir jetzt nichts Besonderes zu sein.", + "RETROSPECTIVE_CLUE1_FELIX1": "Wie dem auch sei, du hast was von einer Spur erzählt, die du verfolgst. Welche denn?", + "RETROSPECTIVE_CLUE1_FELIX2": "Hm. Das ist nicht unbedingt viel. Vielleicht brauchst du noch mehr Informationen.", + "RETROSPECTIVE_CLUE1_VIOLA2": "Wie verwirrend. Falls es eine Lösung gibt, ist sie mir nicht bekannt.", + "RETROSPECTIVE_CLUE1_VIOLA1": "Du hast kurz ein Rätsel erwähnt, das man dir gegeben hat. Möchtest du mir davon berichten?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "Das ist noch immer zu vage und keine große Hilfe. Wir müssen einen weiteren Erzengel finden ...", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Wie dem auch sei, du meintest, das Lied, dass du in deinem Kopf hörst, wird länger. Wie lautet denn die nächste Zeile?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "Hast du nicht irgendwas von einer Spur erzählt, der du nachgehen willst?", + "RETROSPECTIVE_CLUE2_EUGENE1": "Ach, genau – hast du nicht gesagt, du würdest irgendeiner mysteriösen Spur nachgehen? Welcher denn?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "Ja, äh, ich weiß nicht, was das bedeutet.", + "RETROSPECTIVE_CLUE2_EUGENE2": "Wenn das alles ist, ist es nicht besonders viel.", + "RETROSPECTIVE_CLUE2_FELIX1": "Ach, genau – hast du nicht erwähnt, du würdest einer Spur nachgehen?", + "RETROSPECTIVE_CLUE2_FELIX2": "Hm. Ziemlich vage, wenn ich ehrlich sein soll.", + "RETROSPECTIVE_CLUE2_VIOLA2": "Wie eigentümlich. Ich würde behaupten, dass man aus diesem Auszug nur wenige Informationen gewinnen kann.", + "RETROSPECTIVE_CLUE2_VIOLA1": "Oh! Du sagtest, du hättest ein Rätsel zu lösen. Möchtest du mir vielleicht davon erzählen?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Das klingt, als würde es in eine bestimmte Richtung weisen, allerdings wird es nicht besonders eingegrenzt.", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "Also, hast du eine weitere Zeile für unser mysteriöses [wave amp=30 freq=10]Visionenlied[/wave] erhalten? Wie lautet sie?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "Oh, wolltest du meine Meinung zu einer Spur hören, der du nachgehst? Nur zu. Worum ging es denn?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "Das klingt, als würde es in eine bestimmte Richtung weisen, schätze ich.", + "RETROSPECTIVE_CLUE3_EUGENE1": "Wie auch immer, hast du nicht gesagt, du hättest eine neue Spur, der du nachgehen willst? Welche ist es denn?", + "RETROSPECTIVE_CLUE3_EUGENE2": "Das klingt, als würde es in eine bestimmte Richtung weisen. Klingt aber ziemlich vage.", + "RETROSPECTIVE_CLUE3_FELIX1": "Wie auch immer, hast du nicht gesagt, du wolltest einer Spur nachgehen? Welcher denn?", + "RETROSPECTIVE_CLUE3_VIOLA2": "Es führt dich zweifelsohne zu irgendeinem Ort, aber nur daraus lassen sich zu wenige Informationen gewinnen.", + "RETROSPECTIVE_CLUE3_VIOLA1": "Sag mir bitte – du hast doch von einer Art Rätsel gesprochen, dass du zu entwirren wünschst. Möchtest du mir davon erzählen?", + "RETROSPECTIVE_CLUE3_FELIX2": "Das klingt, als würde es in eine bestimmte Richtung weisen. Vielleicht grenzt jede Spur den Ort noch weiter ein.", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Oh, fast vergessen. Hast du einen neuen Hinweis von dem Erzengelgeist erhalten, der in dir lebt?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "Das [wave amp=30 freq=10]klingt[/wave] für mich, als würde ein Gebiet beschrieben. Willst du dorthin oder so?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "Hast du nicht was von einem kryptischen Hinweis erzählt, dem du nachgehst? Lass mal hören.", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "Das klingt, als würde ein Gebiet beschrieben ... Was meinst du?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "Du hast vorhin was erwähnt – eine neue Spur, die du untersuchen willst. Welche ist es denn?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "Du hast vorhin was erwähnt – eine neue Spur, die du untersuchen willst. Welche ist es denn?", + "RETROSPECTIVE_CLUE4_EUGENE2": "Das klingt, als würde ein Gebiet auf der Insel beschrieben. Was meinst du?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "Du hast vorhin was erwähnt – eine neue Spur, die du untersuchen willst. Welche ist es denn?", + "RETROSPECTIVE_CLUE4_FELIX1": "Oh, du meintest doch, du hättest eine Spur, die du untersuchen wolltest, oder? Welche denn?", + "RETROSPECTIVE_CLUE4_FELIX2": "Das klingt, als würde eine Umgebung hier auf der Insel beschrieben. Ist zwar nicht besonders konkret, aber immerhin.", + "RETROSPECTIVE_CLUE4_VIOLA2": "Das könnte einen Ort hier auf dieser Insel beschreiben – meinst du nicht?", + "RETROSPECTIVE_CLUE4_VIOLA1": "Ah – das hatte ich fast vergessen! Du hast einen Hinweis erwähnt, der in einer Strophe verborgen ist. Möchtest du mir davon erzählen?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "Oh, du hattest eine Spur, der du nachgehen wolltest? Welche denn?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "Das klingt, als würde ein bestimmter Ort beschrieben! Kommt dir das vertraut vor, {player}?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Und als Nächstes – hast du einen neuen Liedtext erhalten, der dir den Weg zeigt, um Neu Wirral zu verlassen?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "Das scheint mir ziemlich konkret zu sein. Vielleicht eine Beschreibung eines bestimmten Orts auf der Insel.", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "Oh – hast du nicht gesagt, du wolltest einer neuen Spur nachgehen? Welcher denn?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "Oh – hast du nicht gesagt, du wolltest einer neuen Spur nachgehen? Welcher denn?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "Oh – hast du nicht gesagt, du wolltest einer neuen Spur nachgehen? Welcher denn?", + "RETROSPECTIVE_CLUE5_VIOLA1": "Sag mir bitte – du erwähntest ein Rätsel, das du erhalten hast. Dürfte ich dich bitten, mir davon zu erzählen? Vielleicht könnte ich dir helfen.", + "RETROSPECTIVE_CLUE5_EUGENE2": "Das ist [shake rate=30 level=10]auf jeden Fall[/shake] eine Beschreibung eines Orts auf Neu Wirral.", + "RETROSPECTIVE_CLUE5_FELIX2": "Ganz schön kryptisch, aber es scheinen Details enthalten zu sein, als würde ein ganz bestimmter Ort beschrieben. Suchst du danach?", + "RETROSPECTIVE_CLUE5_FELIX1": "Wie auch immer, du meintest, du hättest eine neue Spur, die du untersuchen würdest. Welche denn?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Wie auch immer – wie sieht es mit deinem [wave amp=30 freq=10]magischen Lied[/wave] aus? Hast du eine weitere Spur erhalten?", + "RETROSPECTIVE_CLUE5_VIOLA2": "Die in dieser Zeile enthaltenen Einzelheiten sind äußerst spezifisch. Könnten sie dich irgendwohin führen? Wie eigentümlich ...", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "Das klingt wie etwas, das du an einem bestimmten Ort tun musst – wie ein Ritual.", + "RETROSPECTIVE_CLUE6_EUGENE2": "Das klingt nach einer Aktion, die du ausführen musst – so wie bei einem [wave amp=30 freq=10]Geheimcode[/wave], oder?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "Hast du eine weitere Spur, der du nachgehst?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "Oh, das klingt nach einer [wave amp=30 freq=10]Sache[/wave], die du an einem bestimmten Ort tun musst. Ja.", + "RETROSPECTIVE_CLUE6_EUGENE1": "Und, hast du eine weitere deiner Spuren, der du nachgehst? Lass mal hören.", + "RETROSPECTIVE_CLUE6_VIOLA1": "Ach, du hattest noch etwas anderes erwähnt – einen Hinweis, der in einer Strophe verborgen ist, dem du nachzugehen wünschst.", + "RETROSPECTIVE_CLUE6_FELIX1": "Oh, hast du eine weitere deiner Spuren, der du nachgehst?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "Bei dir klang es so, als hättest du sowohl einen Ort als auch ein Ritual erhalten. Wenn du die richtige Aktion an der richtigen Stelle ausführst, könnte das die Lösung sein!", + "RETROSPECTIVE_CLUE6_FELIX2": "Das ist eine Beschreibung einer Aktion, oder? Es klingt fast wie ein [wave amp=30 freq=10]Geheimcode[/wave], den du aufführen musst. Kennst du den entsprechenden Ort?", + "RETROSPECTIVE_CLUE6_VIOLA2": "Mich erinnert das an einen Code, so wie eine geheime Geste oder ein geheimes Klopfen. Eine Aktion, die du ausführen musst, um einen äußerst geheimen Ort betreten zu können.", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Hattest du Glück mit dem geheimnisvollen Lied, {player}?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "Das klingt für mich, als hättest du genügend Informationen, um der Sache nachzugehen. Dann legen wir doch mal los!", + "RETROSPECTIVE_CLUE7_EUGENE1": "Wie läuft es mit deinen [wave amp=30 freq=10]Textspuren[/wave]? Es klang für mich so, als hättest du genügend Informationen, um loszulegen.", + "RETROSPECTIVE_CLUE7_MEREDITH1": "Hast du noch mehr Spuren erhalten? Es klingt, als hättest du durch deinen seltsamen [wave amp=30 freq=10]Liedtext[/wave] genügend Informationen, um was zu finden. Vielleicht.", + "RETROSPECTIVE_CLUE7_FELIX1": "Wie auch immer, hast du das Geheimnis dieser kryptischen Zeilen gelöst, die du untersucht hast? Es klang für mich, als hättest du darin sowohl einen Ort gefunden als auch eine Aktion, die du dort ausführen musst.", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "Immer noch kein Glück mit den Hinweisen, die du aus dem [wave amp=30 freq=10]Erzengellied[/wave] hast?", + "RETROSPECTIVE_CLUE7_VIOLA1": "Sag mir bitte – hast du das Rätsel gelöst, das du erwähnt hattest? Das, in dem sowohl ein Ort als auch eine durchzuführende Aktion beschrieben wurden?", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oh, hast du herausgefunden, wohin dich diese ganzen Spuren geführt haben? Vielleicht solltest du sie dir noch mal ansehen.", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oh, hast du herausgefunden, wohin dich diese ganzen Spuren geführt haben? Vielleicht solltest du sie dir noch mal ansehen.", + "RETROSPECTIVE_CLUE8_FELIX1": "Wie auch immer, haben dich diese gedichteten Hinweise, denen du nachgegangen bist, irgendwohin geführt? Es klang, als hättest du einige vielversprechende Spuren.", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oh, hast du herausgefunden, wohin dich diese ganzen Spuren geführt haben? Vielleicht solltest du sie dir noch mal ansehen.", + "RETROSPECTIVE_CLUE8_EUGENE1": "Diese Spuren, die wie ein Gedicht klangen, von denen du erzählt hast – bist du der Sache schon auf den Grund gegangen?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "Ach, hast du schon dein Rätsel gelöst? Ich glaube, dass es sowohl einen wichtigen Ort als auch ein dort abzuhaltendes Ritual enthält.", + "RETROSPECTIVE_CLUE9_MEREDITH1": "Also, äh, dieser Liedtext, von dem du erzählt hast ... Ich glaube, darin wird ein bestimmter Ort beschrieben. Möchtest du ihn dir ansehen?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "Ach, hast du schon dein Rätsel gelöst? Ich glaube, dass es sowohl einen wichtigen Ort als auch ein dort abzuhaltendes Ritual enthält.", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oh, habe ich dir schon gesagt, dass ich gut im Lösen von Rätseln bin? Ich glaube, ich weiß, worauf dein [wave amp=30 freq=10]kryptisches Lied[/wave] verwiesen hat. Schauen wir uns den Ort mal an!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "Ach, hast du schon dein Rätsel gelöst? Ich glaube, dass es sowohl einen wichtigen Ort als auch ein dort abzuhaltendes Ritual enthält.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Wie auch immer, du hast gesagt, \\\"bei Amber\\\" bist du durch einen Spiegel gegangen. Könnte man das auch mit diesem komischen Spiegel machen, den du hier auf der Insel gefunden hast?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "Hey, ich glaube, ich bin hinter dein geheimnisvolles Lied gekommen! Darin dürfte ein bestimmter Ort beschrieben werden. Den sollten wir uns mal ansehen.", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "Hey, ich glaube, ich bin hinter dein geheimnisvolles Lied gekommen! Darin dürfte ein bestimmter Ort beschrieben werden. Den sollten wir uns mal ansehen.", + "RETROSPECTIVE_CLUE9_FELIX1": "Wie auch immer, diese ganzen mysteriösen gedichteten Hinweise, von denen du mir erzählt hast – ich glaube, darin wird ein Ort auf der Insel beschrieben. Und ich weiß auch, wo er ist.", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "Hey, ich glaube, ich bin hinter dein geheimnisvolles Lied gekommen! Darin dürfte ein bestimmter Ort beschrieben werden. Den sollten wir uns mal ansehen.", + "RETROSPECTIVE_CLUE9_VIOLA1": "Ach, ich muss gestehen – ich glaube, ich habe das Rätsel gelöst, das dich so verwirrt hat. Treffen wir uns an diesem Ort!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Wie auch immer, dieser Spiegel, den du gefunden hast, scheint wichtig zu sein ... Ein Jammer, dass wir seine Funktion nicht kennen, was?", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Wie auch immer, Morgantes Lied hat zu diesem geheimnisvollen Spiegel geführt – allerdings wissen wir noch nicht, was wir mit ihm machen sollen, oder?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Wie auch immer, ich schätze, du hast diesen wichtig aussehenden Spiegel gefunden, aber wir wissen noch nicht, welche [wave amp=30 freq=10]Funktion[/wave] er hat. Hm.", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Wie auch immer, dieser komische Spiegel, zu dem dich deine Hinweise geführt haben ... Weißt du schon, welche Funktion er hat? Die Antworten werden sich bestimmt bald ergeben.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Sag mir, hast du den Zweck dieses unheimlichen Spiegels herausgefunden? Falls er dir noch nicht klar ist, wirst du das Geheimnis bestimmt aufdecken.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Sag mir, hast du den Zweck dieses unheimlichen Spiegels herausgefunden? Falls er dir noch nicht klar ist, wirst du das Geheimnis bestimmt aufdecken.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Sag mir, hast du den Zweck dieses unheimlichen Spiegels herausgefunden? Falls er dir noch nicht klar ist, wirst du das Geheimnis bestimmt aufdecken.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Wie auch immer, du hast gesagt, \\\"bei Amber\\\" bist du durch einen Spiegel gegangen. Könnte man das auch mit diesem komischen Spiegel machen, den du hier auf der Insel gefunden hast?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "Wie auch immer, Morgantes Lied hat dich zu diesem geheimnisvollen Spiegel geführt – und du hast gesagt, du bist bei Amber in einen Spiegel gegangen. Vielleicht ist dieser hier ja derselbe.", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "Wie auch immer, Morgantes Lied hat dich zu diesem geheimnisvollen Spiegel geführt – und du hast gesagt, du bist bei Amber in einen Spiegel gegangen. Vielleicht ist dieser hier ja derselbe.", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "Wie auch immer, Morgantes Lied hat dich zu diesem geheimnisvollen Spiegel geführt – und du hast gesagt, du bist bei Amber in einen Spiegel gegangen. Vielleicht ist dieser hier ja derselbe.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Wie auch immer, du hast gesagt, \\\"bei Amber\\\" bist du durch einen Spiegel gegangen. Könnte man das auch mit diesem komischen Spiegel machen, den du hier auf der Insel gefunden hast?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Wie auch immer, du hast doch diesen Spiegel gefunden, nachdem du den Hinweisen nachgegangen bist. Vielleicht kannst du ja hindurchgehen, so wie du es bei Amber gemacht hast. Was meinst du?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Ach, mir fällt etwas ein, was du gesagt hast – dass du durch einen Spiegel geschritten bist, als wäre es eine Tür. Wäre das Gleiche auch mit dem unheimlichen Spiegel möglich, den du auf dieser Insel gefunden hast?", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Hey, du hast mir doch gesagt, dass du \\\"bei Amber\\\" durch einen Spiegel gegangen bist. Hast du das auch schon mal mit dem Spiegel versucht, den du entdeckt hast?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Wie auch immer, wenn wir alle bereit sind, sollten wir vielleicht noch mal diese im Spiegel verborgene [wave amp=30 freq=10]geheimnisvolle Welt[/wave] erkunden.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Wie auch immer, wir sollten uns diesen komischen geheimen Ort ansehen, den du im Spiegel gefunden hast. Der schien mir ziemlich wichtig zu sein.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Wie auch immer, wenn wir alle bereit sind, sollten wir vielleicht noch mal diese im Spiegel verborgene [wave amp=30 freq=10]geheimnisvolle Welt[/wave] erkunden.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Wie auch immer, wir sollten uns wahrscheinlich diesen komischen Bahnhof ansehen, den du im Spiegel gefunden hast. Das ... scheint mir eine recht hohe Priorität zu haben.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Wie auch immer, wenn wir alle bereit sind, sollten wir vielleicht noch mal diese im Spiegel verborgene [wave amp=30 freq=10]geheimnisvolle Welt[/wave] erkunden.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Wie auch immer, wir sollten uns diesen komischen geheimen Ort ansehen, den du im Spiegel gefunden hast. Der schien mir ziemlich wichtig zu sein.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Wie auch immer, wir sollten uns diesen komischen geheimen Ort ansehen, den du im Spiegel gefunden hast. Der schien mir ziemlich wichtig zu sein.", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Sag mir, sollten wir eventuell erneut durch diesen Spiegel in die geheimnisvolle Welt schreiten, die du dahinter entdeckt hast?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Wie auch immer, schauen wir uns doch diesen seltsamen Ort an, den du im Spiegel gefunden hast. Der dürfte ziemlich wichtig sein.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Wie auch immer, wir sollten uns wahrscheinlich diesen komischen Bahnhof ansehen, den du im Spiegel gefunden hast. Das ... scheint mir eine recht hohe Priorität zu haben.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Wie auch immer, wir sollten uns wahrscheinlich diesen komischen Bahnhof ansehen, den du im Spiegel gefunden hast. Das ... scheint mir eine recht hohe Priorität zu haben.", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "Okay, lassen wir's krachen! Wohin geht es als Nächstes? Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Das könnten wir uns mal ansehen!", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "Sollen wir weitermachen? Falls du keine Gerüchte mehr hast, hör dich doch in der Stadt um.", + "RETROSPECTIVE_NEXT_MEREDITH1": "Äh, ich schätze, wir sollten lieber wieder [wave amp=30 freq=10]Abenteuer[/wave] erleben. Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Das könnten wir uns doch mal ansehen.", + "RETROSPECTIVE_NEXT_EUGENE1.m": "Sollen wir wieder losziehen? Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Da könnten wir hin!", + "RETROSPECTIVE_NEXT_MEREDITH2": "Ich finde, wir sollten wieder losziehen. Wir könnten mit den Leuten in der Stadt reden, wenn du Spuren suchst.", + "RETROSPECTIVE_NEXT_EUGENE1.f": "Sollen wir wieder losziehen? Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Da könnten wir hin!", + "RETROSPECTIVE_NEXT_EUGENE2": "Okay, ziehen wir los! Besonders viele Informationen haben wir nicht gerade ... Vielleicht sollten wir uns in Hafenstadt nach Spuren umhören.", + "RETROSPECTIVE_NEXT_FELIX1": "Möchtest du denn losziehen? Du meintest doch, du hättest ein Gerücht gehört, dass {location_phrase} irgendwas passiert. Das könnte unser nächstes Ziel sein, falls du Lust hast.", + "RETROSPECTIVE_NEXT_EUGENE1.n": "Sollen wir wieder losziehen? Hast du das Gerücht gehört, dass {location_phrase} irgendwas passiert? Da könnten wir hin!", + "RETROSPECTIVE_NEXT_VIOLA1": "Möglicherweise sollten wir unsere Reisen erneut aufnehmen. Hast du nicht das Gerücht über einen Vorfall {location_phrase} gehört? Wenn du wünschst, könnte das unser nächstes Ziel sein.", + "RETROSPECTIVE_NEXT_FELIX2": "Wir haben keine weiteren Spuren mehr, die uns irgendwohin führen. Wenn du möchtest, könnten wir ein paar Leute in der Stadt fragen.", + "RETROSPECTIVE_NEXT_VIOLA2": "Vielleicht wäre es gut, mit den Bewohnern dieser Stadt zu sprechen, um Informationen darüber zu erhalten, wohin wir als Nächstes reisen sollten. Was sagst du dazu?", + "NWP_SIGNPOST_DESCRIPTION_2": "Seid bitte mit den Monstern hier vorsichtig.", + "NWP_SIGNPOST_DESCRIPTION_1": "Willkommen im Park von Neu Wirral!", + "NWP_3_-3_RUNNER_NPC1": "Weißt du, was schneller als laufen ist? [pause]Eine Schnellreise!", + "NWP_3_-3_RUNNER_NPC3.m": "Du kannst auch schnellreisen, um aus einem Kampf zu entkommen, bei dem du für eine Flucht zu langsam bist. [pause]Dafür musst du zwar einige Gegenstände zurücklassen, aber es könnte dir das Leben retten!", + "NWP_3_-3_RUNNER_NPC3.f": "Du kannst auch schnellreisen, um aus einem Kampf zu entkommen, bei dem du für eine Flucht zu langsam bist. [pause]Dafür musst du zwar einige Gegenstände zurücklassen, aber es könnte dir das Leben retten!", + "NWP_3_-3_RUNNER_NPC2": "Dazu musst du nur {control.map_menu} drücken, um deine Karte zu öffnen. Bewege danach den Zeiger auf eines der Felder, zu dem du reisen kannst, und drücke {control.ui_accept}.", + "NWP_3_-3_RUNNER_NPC3.n": "Du kannst auch schnellreisen, um aus einem Kampf zu entkommen, bei dem du für eine Flucht zu langsam bist. [pause]Dafür musst du zwar einige Gegenstände zurücklassen, aber es könnte dir das Leben retten!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Die Ranger werden mich niemals einstellen. Ich bin 'ilflos.", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Geh nach Hause! Das Stellenangebot der Ranger gehört mir!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Bist du gut genug für die Ranger?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "Du siehst vielversprechend aus! Geh doch rein!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Genau das, was wir gesucht haben! Jemand zum Besiegen, um uns bei den Rangern beweisen zu können!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "Ich muss mich für meinen dreisten Freund entschuldigen.", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Wem mache ich hier eigentlich was vor? Ich bin nicht ... gut genug für die Ranger ...[/wave]", + "NWP_MADMAN_3_-4_NAME": "Jack", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Ich habe schon immer davon geträumt, zu den Rangern zu gehen.", + "NWP_MADMAN_3_-4_PRE_BATTLE": "Ich halte den Weltrekord in der als Sprungfeder verbrachten Zeit!", + "NWP_MADMAN_3_-4_POST_BATTLE": "Ich muss noch viel über Sprungfedern lernen.", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "Dieser Traum darf jetzt nicht enden!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "Lass deine Träume keine Schäume sein!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "Möge das Licht von Anführer Dorian dir den Weg weisen!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Neuling![/wave] Hör nicht auf die Heiden in Hafenstadt!", + "NWP_CULTIST_4_-4_POST_BATTLE": "Der Weg wurde beleuchtet ... Beschreite ihn ...", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Neuling![/wave] Hör nicht auf die Heiden in Hafenstadt!", + "NWP_CULTIST_5_-4_POST_BATTLE": "Hafenstadt steht unter der Kontrolle von Ketzern ... Nimm dich vor ihrer [wave amp=30 freq=10]falschen Erlösung[/wave] in Acht ...", + "NWP_5_-4_HINT_NPC_BEFORE1": "Der Boden hier bebt manchmal, als würde eine riesige Bestie unter unseren Füßen durch einen Tunnel rasen.", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Neuling![/wave] Hör nicht auf die Heiden in Hafenstadt!", + "NWP_5_-4_HINT_NPC_AFTER1": "Ist das noch ein Bahnhof wie der, der kürzlich am oberen Weg erschienen ist?", + "NWP_5_-4_HINT_NPC_BEFORE2": "Sag mal, [pause]diese Steine sind in einem seltsamen Muster angeordnet, oder?", + "NWP_5_-4_HINT_NPC_AFTER3": "Wohin der Zug wohl fährt ...?", + "NWP_5_-4_HINT_NPC_AFTER2": "Das ergibt durchaus Sinn. Die \\\"riesige Bestie\\\", die ich unter der Erde gehört habe, war bestimmt ein Zug.", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "Ich habe in der Nähe ein paar Kugelinos gesehen, die schnell genug sind, um große Steine zu zerbrechen.", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "Wäre doch nett, das auch zu können, oder?", + "PARK_CAVE2_MERCHANT2": "Oh nein, sie sind fusioniert! [wave amp=30 freq=30]HILFE![/wave]", + "PARK_CAVE2_MERCHANT1": "Hey, du da drüben! Diese Monster haben mich in die Enge getrieben. Könntest du mir mal helfen?", + "PARK_CAVE2_MERCHANT6": "Besuch mich doch mal auf dem Markt in der Stadt. Ich habe ganz besondere Sticker für dich!", + "PARK_CAVE2_MERCHANT4": "Sag mal ... Ist dir aufgefallen, dass die Aktion \\\"Bewegen\\\" des Linksauslegers zu Beginn des Kampfs automatisch aktiviert wird?", + "PARK_CAVE2_MERCHANT3": "Puh, danke. Ich war auf der Suche nach Ideen für Sticker, aber dann wurde es ziemlich unangenehm.", + "PARK_CAVE2_MERCHANT5": "Ich glaube, ich habe meine Inspiration doch noch gefunden!", + "WATERLOOP_BEWARE_LYING_CHESTS": "Nur eine Truhe sagt die Wahrheit.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Ich schwebte über meinem Körper, der im Bett lag und dann – wusch! – wurde ich in einen Wirbel gezogen.", + "WATERLOOP_LYING_CHEST_LEFTMOST": "Auf einer Notiz auf dieser Truhe steht: \\\"Der Schlüssel ist in dieser Truhe.\\\" Sie öffnen?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "Auf einer Notiz auf dieser Truhe steht: \\\"Der Schlüssel ist nicht in dieser Truhe.\\\" Sie öffnen?", + "WATERLOOP_LYING_CHEST_MIDDLE": "Auf einer Notiz auf dieser Truhe steht: \\\"Der Schlüssel ist nicht in der Truhe ganz links.\\\" Sie öffnen?", + "SD_NEVERMORT_TRAINER_NAME": "Vogelfan", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Ich habe eine besondere Verbindung zu den Nimmertoden in der Gegend.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "Wie bist du nach Neu Wirral gekommen?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "Komm uns lieber nicht in die Quere!", + "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"Ihr seid in Neu Wirral nicht verloren, meine Kinder, sondern wartet einfach nur darauf, euch selbst zu finden.\\\"", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "Du hast die Vögel verscheucht!", + "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"Hier geht es nach Morbidstadt!\\\"", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "Wie bist du nach Neu Wirral gekommen?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Ich erinnere mich noch daran, dass ich ein außerkörperliches Erlebnis hatte.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "Wie bist du nach Neu Wirral gekommen?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Ich schwebte über meinem Körper, der im Bett lag und dann – wusch! – wurde ich in einen Wirbel gezogen.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Ich schwebte über meinem Körper, der im Bett lag und dann – wusch! – wurde ich in einen Wirbel gezogen.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Dann weiß ich nur noch, dass ich irgendwann hier war!", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Hey! Hände weg von meiner Beute!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Direkt vor der Küste von Neu Wirral havarieren oft Schiffe.", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Die Strände nach angespülten Schätzen abzusuchen ist eine gute Möglichkeit, hier seinen Lebensunterhalt zu verdienen!", + "OVERWORLD_7_0_HINT_NPC": "Ich frage mich, wie viele Schätze wohl auf dem Meeresboden verloren sind ...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Hey, wie ich sehe, hast du einen Kassettenspieler!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Sieht aus, als hätte ich jede Menge zu tun ...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Willst du auch zu den Rangern? Dann sind wir wohl Rivalen!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Wenn du mich besiegen kannst, verrate ich dir ein Geheimnis.", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Der Legende nach befindet sich auf dieser Insel die Quelle der ewigen Jugend.", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Hey, magst du Geschichte? Was war dein Lieblingsereignis im 20. Jahrhundert?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Zum Glück ist es nicht die Quelle der ewigen Tugend – das wäre ja langweilig ...", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Mein Lieblingsereignis im 20. Jahrhundert war der von den Vereinten Nationen 1948 ausgehandelte Friedensvertrag zwischen Menschen und Elfen. Ohne den wäre alles anders gelaufen!", + "EPICURUS_NAME": "Epikur", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", + "EPICURUS_POST_BATTLE": "Die Kunst, gut zu kämpfen, und die Kunst, eine Niederlage gut einzustecken, sind eins.", + "EPICURUS_PRE_BATTLE": "Je größer die Schwierigkeit, desto ruhmvoller ist es, sie zu überwinden!", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Ich verbessere meine Monsterfähigkeiten hier draußen jetzt schon seit Monaten.", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Ich schätze, ich habe noch einiges an Training vor mir ...", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Komm, ich zeige dir das Ergebnis meines Trainings!", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]HALT! Ich weiß, warum du hier bist ...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Für mich wird es bestimmt noch weitere Gelegenheiten geben ...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Dieses Land eignet sich perfekt für die Stadtentwicklung! Aber ich habe es zuerst gefunden![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Offenbar kann sich niemand auf Neu Wirral auf die einfachsten historischen Fakten einigen. Manche haben die Vorstellung von einem \\\"Multiversum\\\" akzeptiert, aber ich glaube, auf dieser Insel wimmelt es nur so von Lügnern!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Zum Beispiel leugnen viele, dass die Marslandung im Jahr 1969 stattgefunden hat! Verschwörungstheoretiker, alle miteinander!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, ich brauche eine Pause vom Graben. Wenn du mich in einem schnellen Kampf besiegen kannst, erzähle ich dir ein bisschen was über diesen Ort.", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "Nein! Nicht du auch noch!", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "Von Captain Dreadful wissen wir, dass in dieser Gegend früher Erz abgebaut wurde. Aber anscheinend fanden nicht alle Explosionen hier kontrolliert statt.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "Und ich kann keine Hinweise auf Bergbauwerkzeuge oder künstliche Sprengstoffe finden. Möglicherweise wurde das gesamte Gebiet über mehrere Jahrhunderte hinweg von Kugelinos ausgegraben.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Also hat entweder der Captain unrecht oder die Kugelinos haben alle Beweise vernichtet. Oh, hm ... vielleicht [wave amp=30 freq=5]wurden[/wave] die Beweise ja zu den Kugelinos. Was denkst du?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "Als ich klein war, habe ich von dieser Insel geträumt!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Ist es hier nicht märchenhaft ...?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "Mein Mann und ich sitzen hier seit 2160 fest!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Anscheinend weiß hier niemand von den drei Muscheln. Wie barbarisch!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Hab ein wenig Vertrauen ...", + "OVERWORLD_5_-3_BATTLER_PARTNER": "Verärgere meine Frau nicht!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", + "OVERWORLD_7_-3_BATTLER_NAME": "Karl", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "Ihr Makler tut alles für die Leute von Neu Wirral, außer sie in Ruhe zu lassen!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Kein Geld? Kein Problem! Wir bieten eine Finanzierung zu einem Satz von nur 10.000 Prozent pro Jahr an![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, das habe ich verwechselt: Du kämpfst FÜR die Leute, nicht gegen sie.", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "Wir alle auf Neu Wirral sind einen Schritt ins Unbekannte gegangen. Warum also nicht den nächsten Schritt tun? Schenke [wave amp=30 freq=10]Bruder Cooper[/wave] dein Vertrauen!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Da es auf Neu Wirral keine Währung gibt, gibt es auch noch keine Möglichkeit, sie abzubezahlen. In der Zwischenzeit fallen allerdings weiter Zinsen an. Das perfekte System![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "Bruder Cooper hat einen Weg gefunden, von dieser Insel der Dämonen und Engel [wave amp=30 freq=10]zu verschwinden[/wave]. Nun bereitet er uns auf das Wiedersehen mit unseren Familien auf der anderen Seite vor!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Hab ein wenig Vertrauen ...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Halt! Ich kann den Schmerz in dir spüren.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Hab ein wenig Vertrauen ...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Halt! Ich kann den Schmerz in dir spüren.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Halt! Ich kann den Schmerz in dir spüren.", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "Keinen Schritt weiter, bevor du nicht deine Gründe bereust.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Du leidest, weil du nach Hause zurückzukehren wünschst.", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"Unser Glaube kann Berge versetzen.\\\" – Cooper 17,20", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]Existenz ist ... Leid ...[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Lass mich deinen Schmerz beenden – werde unser Tribut an die Engel!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "Keinen Schritt weiter, bevor du nicht deine Gründe bereust.", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "Bruder Cooper hat die UFOs herbeigerufen, um uns Segen zu schenken. Lass es mich dir zeigen!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Moment mal, es heißt \\\"deine Sünden bereust\\\"? Unglaublich, dass ich das die ganze Zeit falsch gesagt habe ...", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "Keinen Schritt weiter, bevor du nicht deine Gründe bereust.", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Niemand hat größere Liebe als die, dass er seine Kassetten lässt für seine Freunde.\\\" – Dorian 15,13", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Wenn deine Seele von den Erzengeln gewogen wird, werden sie dich als der Ewigkeit würdig erachten?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Wenn deine Seele von den Erzengeln gewogen wird, werden sie dich als der Ewigkeit würdig erachten?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Wenn deine Seele von den Erzengeln gewogen wird, werden sie dich als der Ewigkeit würdig erachten?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "Der intergalaktische Rat der UFOs und Erzengel wird eine derart schlechte Behandlung ihrer Boten nicht zulassen ...", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Tut mir leid!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "Ganz ehrlich, ich bin nur wegen des Essens zu den Kindern des Kummers gegangen.", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Wenn du mich besiegst, verrate ich dir das Geheimnis über das Kind des Kummers.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "1988 veröffentlichten die beiden Rockbands Iron Gaiden und Shields of the Nephilim [pause]gleichzeitig Songs mit dem Titel \\\"Kind des Kummers\\\" – [pause]ohne voneinander zu wissen.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "So habe ich es zumindest gehört. [pause]Keiner der Songs ist hier auf Neu Wirral verfügbar, also kann ich nicht sagen, ob man mich nur auf den Arm genommen hat ...", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Wenn man sie sich gleichzeitig rückwärts anhört, sodass die Worte ineinander übergehen, wird das ursprüngliche Kind des Kummers beschworen: Ein derart mächtiges Wesen, dass es ein Tor zwischen Welten öffnen kann!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "Aber Bruder Cooper hat einen anderen Weg gefunden, Neu Wirral zu verlassen, [shake rate=30 level=10]so viel steht fest[/shake]!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Halt dich bitte zurück, okay? Ich bin gerade erst neu bei diesem Kinder-des-Kummers-Kult und will vor den anderen nicht schlecht dastehen.", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Warte kurz. Ich muss eben in meinem Buch nachsehen, was ich machen soll, wenn ich besiegt werde.", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Vielleicht bin ich doch nicht kultig genug dafür ...", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Haha, ich wollte schon immer mal zu einem bösen Kult! Jetzt kann ich es endlich!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Irgendwie glaube ich, dass du keine Probleme haben wirst ...", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Wuff!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Hey! Du da! Hier ist es nicht sicher!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Obwohl, wenn man so darüber nachdenkt, mussten Billiarden sterben, damit die Menschen sich weiterentwickeln und überleben konnten. Die Natur ist eine gnadenlose, blutrünstige Bestie.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Whoa,[/wave] [pause]tut mir leid! Ich hatte mich total in der Pombomben-Kassette verloren.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Also, wo habe ich den Knochen vergraben ...?", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Wie ich hörte, war das früher mal ein Fluss, also bin ich vorbeigekommen, um ihn wieder zu füllen!", + "OVERWORLD_4_-5_BATTLER_NAME": "Wolf", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "Die Erde wird sich um uns kümmern, wenn wir sie nur lassen.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Meine Lieblingsbands sind The Why, Schroedinger's Martyr und Flesh Cage. Mach dich bereit für ein bisschen [shake rate=30 level=10]Heavy Metal![/shake]", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Ah, meine Kehle ist so was von trocken ... Tut mir leid, Ökosystem – du musst warten, bis ich wieder gefüllt bin.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Meine Lieblingsbands sind The Why, Schroedinger's Martyr und Flesh Cage. Mach dich bereit für ein bisschen [shake rate=30 level=10]Heavy Metal![/shake]", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Meine Lieblingsbands sind The Why, Schroedinger's Martyr und Flesh Cage. Mach dich bereit für ein bisschen [shake rate=30 level=10]Heavy Metal![/shake]", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Oh Mann, du hast mir voll in den [wave amp=30 freq=10]Bass[/wave] getreten ...", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Ich dachte, die Erde würde mir helfen, zu gewinnen ...", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "Wir können uns nicht darauf verlassen, dass uns eine Kraft von außen rettet – und schon gar nicht ein launischer, gesichtsloser und gleichgültiger Planet.", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "Wir Menschen müssen aufeinander aufpassen, da es sonst niemand tut!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Nicht weit von hier ist ein Zeltplatz, aber sehen wir erst mal, wie gut du bist!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Nicht weit von hier ist ein Zeltplatz, aber sehen wir erst mal, wie gut du bist!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Nicht weit von hier ist ein Zeltplatz, aber sehen wir erst mal, wie gut du bist!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Hey! [pause]Könntest du dich mal kurz auf diesen Schalter stellen?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Wenn du weiter nach Westen gehst, kommst du zum Zeltplatz. Den kannst du nicht verfehlen!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Manche vermuten, dass man zum Schatz geführt wird, wenn man sich in der richtigen Reihenfolge auf die Schalter stellt und allen Wegweisern folgt.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Das ist der erste \\\"bewegliche Wegweiser\\\", wie die Ranger ihn nennen.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Andere sagen, dass man dann nur in einem großen Kreis läuft.", + "DIOGENES_NAME": "Diogenes", + "DIOGENES_POST_BATTLE": "Wenn doch nur dieser große Idiot Platon diese Insel sehen könnte. \\\"Der Mensch ist ein zweibeiniges, federloses Geschöpf\\\" – ha, von wegen!", + "DIOGENES_PRE_BATTLE": "Seht, welch ein Mensch!", + "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Habe ich dich zum Springen gebracht?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Ich muss noch an dem Satz arbeiten ...", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Habe ich dich zum Springen gebracht?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Habe ich dich zum Springen gebracht?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Wusstest du, dass der Aufziehrobin und das Rattkussell natürliche Feinde sind?", + "DIVEAL_KEEPER_POST_BATTLE2": "Tja, da du schon mal hier bist, nimm doch einen meiner Tauchhunde auf. Du kannst ihre Schwimmfähigkeiten benutzen!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Die Tatsache, dass der Aufziehrobin und das Rattkussell natürliche Feinde sind, muss der Grund dafür sein, dass sie nicht besonders gut zusammen funktionieren.", + "ZHUANGZI_POST_BATTLE2": "Ich weiß nicht, ob ich ein Mensch war, der träumte, eine Dominotte zu sein, oder ob ich jetzt eine Dominotte bin, die träumt, dass sie ein Mensch ist.", + "ZHUANGZI_POST_BATTLE1": "Wuh? Ah ...", + "ZHUANGZI_NAME": "Zhuangzi", + "DIVEAL_KEEPER_NAME": "Tauchana", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "[wave amp=30 freq=10]Cool[/wave], dich kennenzulernen! Lust auf ein Duell?", + "DIVEAL_KEEPER_POST_BATTLE1": "Oh, da bin ich ins Schwimmen geraten ...", + "DIVEAL_KEEPER_PRE_BATTLE1": "Meine Tauchhunde mögen dich.", + "DIVEAL_KEEPER_PRE_BATTLE2": "Jetzt muss ich gegen dich kämpfen, um meinen Status als ihr Alphatier beizubehalten!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Autsch – du bist ja eiskalt![/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Wenn du eine Rate für dein Haus nicht bezahlst, frieren wir dein Vermögen ein![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Ich bin hergekommen, weil es hier eine Bank geben sollte, aber ich sehe nur einen Fluss.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Wir haben hier was richtig Heißes für dich! Für begrenzte Zeit erlassen wir dir 100 Prozent ... von deiner Gesundheitsleiste![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Na ja, wenigstens kann ich die Einnahmen fließen lassen.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Autsch. Danke für deinen ... Besuch.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Autsch. Danke für deinen ... Besuch.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "[wave amp=30 freq=10]Cool[/wave], dich kennenzulernen! Lust auf ein Duell?", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Autsch. Danke für deinen ... Besuch.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "[wave amp=30 freq=10]Cool[/wave], dich kennenzulernen! Lust auf ein Duell?", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Eis... kalt ...[/wave]", + "DARWIN_NAME": "Darwin", + "DARWIN_PRE_BATTLE2": "Verwandeln wir uns!", + "DARWIN_POST_BATTLE1": "Ich glaube, wir haben nicht mehr nachgesehen, ob unter dem Bett Monster sind, als wir erkannten, dass sie in uns waren.", + "DARWIN_PRE_BATTLE1": "Diese Insel hat mich gelehrt, dass weder die stärkste noch die intelligenteste Spezies überlebt, sondern die anpassungsfähigste.", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", + "DARWIN_POST_BATTLE2": "Aber was sagt das über diese Insel aus? Sind diese Monster in uns Gott oder sind wir einfach nur unter seinem Bett – aus den Augen und aus dem Sinn?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Wir sind dieselben, aber aus anderen Welten. Soweit wir das sagen können, sind unsere Leben gleich verlaufen, bis wir hierherkamen.", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "Wir sehen zwar gleich aus, sind aber keine Zwillinge!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "Wir sehen zwar gleich aus, sind aber keine Zwillinge!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Weißt du, wie ich zurück zum Rendlesham Forest komme?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "Dann sitze ich wohl hier fest.", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Halt! Nenne deinen Namen und deine Zugehörigkeit!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Halt! Nenne deinen Namen und deine Zugehörigkeit!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Halt! Nenne deinen Namen und deine Zugehörigkeit!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Ich habe meine Einheit verloren. Wir haben den Wald in der Nähe unserer Basis in Suffolk durchkämmt. Ich wurde getrennt, als ich auf Autopilot war, und fand mich dann hier wieder. Keine Ahnung, was passiert ist.", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Willst du wissen, woher deine Kassetten stammen? Dann musst du mich zuerst besiegen!", + "DECARTES_NAME": "Descartes", + "DECARTES_POST_BATTLE": "Ich habe jeden Fehler begangen, den ich begehen konnte. Aber ich habe einfach weitergemacht.", + "DECARTES_PRE_BATTLE": "Es reicht nicht aus, eine gut funktionierende Kassette zu haben; das Wichtigste ist, sie auch gut zu nutzen.", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Seit Nyxon den Ghulstandard abgeschafft hat, haben wir nicht mehr so einen Run auf Immobilien gesehen![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]Neu Wirrals auf Tausch und Gefallen basierende Wirtschaft ist ja ganz nett, wird aber nicht von Dauer sein.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Die Makler möchten Neu Wirral helfen, zu einer entwickelten Nation zu werden. Der erste Schritt besteht darin, eine Währung einzuführen.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Die Bevölkerung von Neu Wirral wächst immer weiter an, aber niemand hat daran gedacht, neue Häuser zu bauen. Perfekt![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]Die bei den Maklern beliebteste Option besteht darin, sie an den Wert der Seele zu binden – einer in unserer Heimat enorm seltenen Ressource.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Wenn du möchtest, kannst du deine Seele bei uns als gesetzliches Zahlungsmittel hinterlegen.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Was bringt es denn, wenn die Oberschicht nicht wie aus dem Nichts Billiarden von Gefallen drucken kann?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Kapital ist enorm wichtig. Es gibt kapitale Fänge ... Kapitalverbrechen ... Großkapital ... Greif zu![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Uns wirst du nicht aufhalten![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "Die Kassetten und Kassettenspieler stammen aus der Mall da vorne. Die ist vor ein paar Jahren einfach so erschienen! Seitdem besorgen die Ranger dort ihre Vorräte, also dürften nicht mehr viele da sein.", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Aber wie ich gehört habe, spukt es dort ... Was meinst du?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Ach, du meine Güte, mit deiner Aura liegt aber einiges im Argen. Bist du krank?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Ach, du meine Güte, mit deiner Aura liegt aber einiges im Argen. Bist du krank?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Vielleicht war es doch nicht deine Aura. Vielleicht waren es einfach nur meine Augen ...", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Ach, du meine Güte, mit deiner Aura liegt aber einiges im Argen. Bist du krank?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "Nein? Das solltest du aber sein!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Was hast du für ein Problem? Das ist absolut legal! Immerhin sind das nur Mieter ... [pause]Die gehören uns.[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Darin wohnt zwar noch eine Familie, aber die könnten wir für dich rauswerfen ... [pause]Warum ziehst du denn so ein Gesicht?[/wave]", + "ARISTOTLE_NAME": "Aristoteles", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "Ich kann mich nicht mal an diesen Mann erinnern, aber er weiß offenbar, wer ich bin ...", + "ARISTOTLE_PRE_BATTLE": "Glück liegt in tugendhafter Aktivität und das absolute Glück liegt in der besten Aktivität, dem Kämpfen!", + "ARISTOTLE_POST_BATTLE": "Autsch! Das Ziel der Weisen ist es nicht, den Genuss zu gewährleisten, sondern Schmerzen zu vermeiden.", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]Ich glaube, wir haben das perfekte Haus für dich![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]Ich glaube, wir haben das perfekte Haus für dich![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]Ich glaube, wir haben das perfekte Haus für dich![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Wir können dir auch helfen, für deinen Hauskauf etwas liquider zu werden![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Wir Makler schwimmen auch gerne – außer in Weihwasser ...[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Findest du nicht, dass diese Verkehrskrabbenstatuen ein bisschen seltsam aussehen?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Aus dem Weg! Ich führe hier wichtige Forschung durch!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Frag nicht, wo ich meine Kassetten aufbewahre!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "Ich bewahre meine Kassetten natürlich in meinem wasserdichten Rucksack auf!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Ich höre mir gerne Geschichten über Black-Swan-Ereignisse an, die die Leute in ihren Heimatwelten hatten.", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "Ich habe schon alle möglichen Geschichten gehört: über faschistische Aufstände, Pandemien, Weltkriege, unkontrollierbaren Klimawandel, durch Mikroplastik hervorgerufene ökologische Katastrophen ...", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Stell dir nur mal eine Welt vor, in der das alles gleichzeitig passieren würde. Die wäre dem Untergang geweiht!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Black-Swan-Ereignisse sind wichtige historische Zwischenfälle, die überraschend auftreten und alles verändern.", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Mein Lieblings-Black-Swan-Ereignis ist der Haimännerkrieg von 2023. Das hätten sie aber wirklich kommen sehen müssen!", + "COMMUNE_CULTIST_1_NAME": "Scharfäugiger Kultist", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "Was machst du hier? Warum bist du nicht ...?", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "Moment mal, [pause]bist du das, Kayleigh?! Du bist eine Deserteurin!", + "COMMUNE_CULTIST_1_POST_BATTLE": "Argh ... [pause]Deserteurin ...", + "COMMUNE_CULTIST_1_FRIENDLY3": "Du weißt ja, wie so was außer Kontrolle geraten kann!", + "COMMUNE_CULTIST_1_FRIENDLY2": "Ist nichts Persönliches. Wir waren nur ziemlich damit beschäftigt, zur Göttlichkeit aufzusteigen.", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Na los, gehen wir weiter.", + "COMMUNE_CULTIST_1_FRIENDLY1": "Entschuldige bitte die ganzen Feindseligkeiten.", + "COMMUNE_CULTIST_2_NAME": "Wütende Kultistin", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "Was führt Dorian im Schilde? Ich mache mir Sorgen ...", + "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian hat erwartet, dass es vor der Zeremonie Ärger gibt, also habe ich Wache gehalten!", + "COMMUNE_CULTIST_2_POST_BATTLE": "Ich soll ... [shake rate=30 level=10][pause]Wache ... [pause]halten ...[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "Argh. Der totale Betrug.", + "COMMUNE_CULTIST_2_FRIENDLY1": "Bruder Coopers \\\"Schlangengott\\\" war also irgendein verkorkstes Monster?", + "COMMUNE_CULTIST_3_NAME": "Eifriger Kultist", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "Ihr da! Ihr tragt eure Roben nicht!", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "Seid ihr Außenstehende, die die Zeremonie sabotieren wollen?!", + "COMMUNE_CULTIST_3_POST_BATTLE": "Ihr werdet uns ... [pause][shake rate=30 level=10]nicht aufhalten[/shake] ...", + "COMMUNE_CULTIST_3_FRIENDLY2": "Vielleicht mache ich was anders ... Zum Beispiel Holzarbeiten ...", + "COMMUNE_CULTIST_3_FRIENDLY1": "Der Weg des Kinds des Kummers scheint eine Sackgasse zu sein, was?", + "COMMUNE_CULTIST_4_NAME": "Besorgte Kultistin", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "Bist d-du ein Eindringling?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "Bist d-du ein Eindringling?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian wird voll sauer auf mich sein, wenn ich es nicht schaffe, dich aufzuhalten!", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "Bist d-du ein Eindringling?", + "COMMUNE_CULTIST_4_FRIENDLY1": "Diese \\\"Erzengel\\\" leben also unter der Insel ... und haben nichts für die Menschen übrig ...", + "COMMUNE_CULTIST_4_POST_BATTLE": "Jetzt stecke ich richtig in Schwierigkeiten ...", + "COMMUNE_CULTIST_4_FRIENDLY2": "Das jagt mir noch mehr Angst ein als Dorian!", + "COMMUNE_CULTIST_5_NAME": "Freundliche Kultistin", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "Hey, neue Freunde!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "Bedauerlicherweise ist es der Wille des [wave amp=30 freq=5]Schlangengottes[/wave], dass ich unsere Gemeinde gegen Außenstehende verteidige.", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "Aber das ist wirklich nichts Persönliches!", + "COMMUNE_CULTIST_5_FRIENDLY1": "Jetzt, da wir versuchen, uns mehr in den Rest der Insel zu integrieren ...", + "COMMUNE_CULTIST_5_POST_BATTLE": "Nichts ... [pause]Persönliches ...", + "COMMUNE_CULTIST_5_FRIENDLY2": "... sollte ich daran arbeiten, bedeutsamere Verbindungen zu den Leuten einzugehen!", + "COMMUNE_CULTIST_6_NAME": "Lauter Kultist", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]DIE KINDER DES KUMMERS HABEN DIE PFLICHT, AUSSENSTEHENDE ABZUWEHREN![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]DU TRÄGST DAS GEWAND DES KINDS DES KUMMERS NICHT ...[/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]DAHER MUSST DU BEZWUNGEN WERDEN![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]DAHER MUSST DU BEZWUNGEN WERDEN![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]ES TUT MIR LEID, DASS WIR DEINESGLEICHEN GEGENÜBER SO FEINDSELIG WAREN![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "Bruder Cooper ... Es tut mir leid ...", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]DAHER MUSST DU BEZWUNGEN WERDEN![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]ES TUT MIR LEID, DASS WIR DEINESGLEICHEN GEGENÜBER SO FEINDSELIG WAREN![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]ES TUT MIR LEID, DASS WIR DEINESGLEICHEN GEGENÜBER SO FEINDSELIG WAREN![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "Introspektiver Kultist", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "Hm ... Die transformative Kraft der Kassette hat eine große symbolische Bedeutung.", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]WIR HABEN ES EINFACH ETWAS ÜBERTRIEBEN![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "Die vier Seiten ihrer rechteckigen Form passen zu den vier Seiten des Menschen ...", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "Vorne, hinten, links und rechts.", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "Wie auch immer, ich sollte wahrscheinlich versuchen, dich aufzuhalten.", + "COMMUNE_CULTIST_7_POST_BATTLE": "Kassetten ... sind ... interessant ...", + "COMMUNE_CULTIST_7_FRIENDLY1": "Kassetten haben eine A- und B-Seite ...", + "COMMUNE_CULTIST_7_FRIENDLY2": "Genau wie bei der Dualität des Menschen ...", + "COMMUNE_CULTIST_8_NAME": "Hungriger Kultist", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "Mann, nach der ganzen Graberei habe ich mächtig Hunger.", + "COMMUNE_CULTIST_8_POST_BATTLE": "Ich will doch nur ... ein Sandwich ...", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "Und jetzt muss ich auch noch mit leerem Magen gegen dich kämpfen! Argh!", + "COMMUNE_CULTIST_8_FRIENDLY": "Gibt es in Hafenstadt gutes Essen? Ich frage für meinen Magen.", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "Vielleicht kann ich mich ihm gegenüber beweisen, indem ich dich besiege!", + "COMMUNE_CULTIST_9_NAME": "Missmutige Kultistin", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "Nach dieser ganzen [wave amp=30 freq=5]Graberei[/wave]! Ich bin das [wave amp=30 freq=5]hingebungsvollste[/wave] Kind des Kummers!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "Unglaublich, dass mich Bruder Cooper in den Wachdienst gesteckt hat.", + "OFFICE_2_FELIX": "Die Ästhetik hat was. Sieht ziemlich nach Arbeit aus, die die Seele vernichtet.", + "COMMUNE_CULTIST_9_POST_BATTLE": "Ich bin nicht ... gut ... genug ...", + "COMMUNE_CULTIST_9_FRIENDLY1": "Unfassbar, dass ich so an Bruder Cooper geglaubt habe und er dann einfach aufgelöst wird.", + "COMMUNE_CULTIST_9_FRIENDLY2": "Wie peinlich ...", + "COMMUNE_CULTIST_MERCHANT_NAME": "Kultistenhändler", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Im Rahmen eines kulturellen Austauschprogramms von Schwester Jacqueline ...", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Vielen Dank.", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "... betreiben wir nun offiziell Handel mit Außenstehenden. Wirf gerne einen Blick auf meine Waren.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Vielen Dank.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Vielen Dank.", + "OFFICE_2_MEREDITH": "Hm ... Woher haben diese Typen überhaupt dieses ganze [wave amp=30 freq=20]Zeug[/wave]?", + "OFFICE_2_KAYLEIGH": "Wir lassen nicht zu, dass ihr Neu Wirral aufkauft!", + "OFFICE_2_VIOLA": "Eure üblen Machenschaften haben nun ein Ende, ihr Unholde!", + "OFFICE_2_EUGENE": "Entschuldigung, dass wir einfach so [wave amp=30 freq=20]reingeschneit[/wave] kommen!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Ihr jungen Leute seid so kurzsichtig ... Wisst ihr denn die Investmentgelegenheiten nicht zu schätzen, die wir euch eröffnen könnten?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]Ihr wollt doch nicht aus euren Wohnungen geworfen werden, oder?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Als potenzielle Mieter ist es in eurem Interesse, euch mit dem Maklerverband gut zu stellen.[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Wenn ihr nicht sofort verschwindet, werden wir eine Zwangsräumung durchführen müssen ...[/wave]", + "OFFICE_4_KAYLEIGH": "Das klingt für mich nach einer Drohung ...", + "OFFICE_4_MEREDITH": "Das ist aber ziemlich düster.", + "OFFICE_4_VIOLA": "Dein Blut ist bestimmt eiskalt, wenn du derartige Drohungen, ohne zu zögern, ausstoßen kannst.", + "OFFICE_4_EUGENE": "Wenn ihr denkt, ihr könnt uns [wave amp=30 freq=20]irgendwas[/wave] wegnehmen, würde ich vorschlagen, dass ihr eine [wave amp=30 freq=20]Neubewertung[/wave] durchführt!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugene wird sich freuen, dass wir diese Clowns vertrieben haben!", + "OFFICE_4_FELIX": "Da hat aber jemand Spaß an verhohlenen Drohungen.", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]Es gibt keinen Grund, den Fortschritt zu bekämpfen![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]Mit einem regulierten Wohnungsmarkt würde Neu Wirral einen Wachstumsboom erleben![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "Denen haben wir es aber gezeigt, was? Eugene wird zufrieden sein!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "Und noch ein Büro geräumt! [wave amp=30 freq=10]Gute Teamarbeit[/wave], {player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "War das das letzte geräumte Büro? Hoffen wir, dass sie [wave amp=30 freq=10]nicht wiederkommen[/wave]!", + "OFFICE_POSTBATTLE_MEREDITH1": "Die versuchen [wave amp=30 freq=10]ernsthaft[/wave], Neu Wirral aufzukaufen? Ich fühle mich auf jeden Fall nicht schlecht dabei, sie zu verprügeln – so viel steht fest.", + "OFFICE_POSTBATTLE_MEREDITH3": "Und noch ein Büro geräumt! Eugene dürfte es zu schätzen wissen, dass wir seine Arbeit für ihn machen.", + "OFFICE_POSTBATTLE_MEREDITH2": "Ich bin froh, dass es als Dienst an der Gemeinschaft angesehen wird, [wave amp=30 freq=10]denen richtig eine zu verpassen[/wave].", + "OFFICE_POSTBATTLE_MEREDITH4": "Oh, war das das letzte Büro, das geräumt werden muss? [pause]Ist [wave amp=30 freq=10]die ganze Sache[/wave] also vorbei?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Okay, gute Arbeit![/shake] Vielleicht wird diesen [shake rate=30 level=10]Parasiten[/shake] langsam bewusst, mit wem sie sich angelegt haben!", + "OFFICE_POSTBATTLE_EUGENE2": "Und noch ein Büro von diesen Widerlingen befreit! Gut gemacht, {player}!", + "OFFICE_POSTBATTLE_FELIX4": "Na los, verschwinden wir! Das war das letzte Bürohaus, das geräumt werden musste, oder?", + "OFFICE_POSTBATTLE_FELIX3": "Die waren ziemlich schnell weg, oder? Vielleicht ist ihnen klar geworden, dass sie total unterlegen waren.", + "OFFICE_POSTBATTLE_FELIX1": "Diese Typen verheißen nichts Gutes. Hoffen wir, dass sie nicht so schnell wiederkommen.", + "OFFICE_POSTBATTLE_EUGENE3": "Sie hatten keine [shake rate=30 level=10]Chance[/shake]!", + "OFFICE_POSTBATTLE_FELIX2": "Wie haben diese unheimlichen Maklertypen so etwas überhaupt [wave amp=30 freq=10]gebaut[/wave]?", + "OFFICE_POSTBATTLE_VIOLA2": "Das sind wirklich [wave amp=30 freq=10]unheimliche[/wave] Gestalten, nicht wahr?", + "OFFICE_POSTBATTLE_VIOLA1": "Diese Unholde sprachen schnell, aber flohen noch schneller.", + "OFFICE_POSTBATTLE_VIOLA3": "Ich bin froh, dass diese Unholde verschwunden sind.", + "OFFICE_POSTBATTLE_VIOLA4": "Diesen Unholden weine ich keine Träne nach. [pause]Sie werden sicherlich noch bedauern, uns eine derartige Feindseligkeit entgegengebracht zu haben.", + "OFFICE_POSTBATTLE_DOG1": "Die Makler sind geflohen ...", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Hör dir doch erst einmal ... [pause][pause]unser Angebot an.[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Du bist aber sehr unkooperativ, junger Mann.[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]Jetzt werdet ihr die Arbeit einstellen, ihr Blutsauger![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "Angebot? Moment mal, was soll das ...?", + "OFFICE_1_LINE5_EUGENE": "... [pause]Wie meinst du das?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "Hat er gerade \\\"Angebot\\\" gesagt?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "Ich dachte, das wären ... Vampire.", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]Der Maklerverband möchte nichts weiter, als langfristig einen Wohnungsmarkt auf Neu Wirral aufbauen.[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]Das sind Makler![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "Hast du nicht angedeutet, es wären Vampire?", + "OFFICE_1_LINE7_EUGENE": "Das [wave amp=30 freq=20]sind[/wave] Vampire!", + "OFFICE_1_LINE8_EUGENE": "Na ja, [pause]sozusagen.", + "OFFICE_1_LINE9_EUGENE": "Ich würde sagen, die sind SCHLIMMER als Vampire ...", + "CAPTAIN_CODEY_INTRO6": "Das Einzige, was ich hier hacken kann, sind diese [wave amp=30 freq=10]Monsterkassetten[/wave]. [pause]Da ich das auch ziemlich gut kann, bin ich Ranger-Captain.", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "Komm schon, du willst doch [wave amp=30 freq=10]bestimmt[/wave] meine gemoddeten Kassetten sehen! [pause]Nimmst du meine Ranger-Captain-Herausforderung an oder was?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Leider kann ich dir meine Arbeit nicht zeigen, wenn du kein Ranger-Auszubildender bist. [pause]Schade für dich, was?", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "Hoffentlich bist du bereit, gegen einen [wave amp=30 freq=10]Meister des Kampfes[/wave] anzutreten!", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "Komm schon, du willst doch [wave amp=30 freq=10]bestimmt[/wave] meine gemoddeten Kassetten sehen! [pause]Nimmst du meine Ranger-Captain-Herausforderung an oder was?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "Hoffentlich bist du bereit, gegen einen [wave amp=30 freq=10]Meister des Kampfes[/wave] anzutreten!", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "Hoffentlich bist du bereit, gegen einen [wave amp=30 freq=10]Meister des Kampfes[/wave] anzutreten!", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "Ich kann es dir nicht verübeln – ich würde auch nicht gegen [wave amp=30 freq=10]mich[/wave] kämpfen wollen!", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "Komm schon, du willst doch [wave amp=30 freq=10]bestimmt[/wave] meine gemoddeten Kassetten sehen! [pause]Nimmst du meine Ranger-Captain-Herausforderung an oder was?", + "CAPTAIN_CODEY_LAST_LEGS1": "Nicht schlecht! Bei dir musste ich [shake rate=30 level=10]100 Prozent meiner Kraft[/shake] einsetzen!", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]Was?![/shake] Wie konnte ich nur verlieren?", + "CAPTAIN_CODEY_POST_BATTLE2": "Ich meine ... [pause]ich wollte natürlich verlieren. I-Immerhin war das ja nur ein Test für dich.", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Die Monster gehören bestimmten \\\"Elementartypen\\\" an. [pause]Wenn man die ändert, wird es [wave amp=30 freq=10]richtig[/wave] interessant.", + "CAPTAIN_CODEY_POST_BATTLE3": "Und du hast bestanden. [pause]Herzlichen Glückwunsch [pause]oder so.", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "Also, [wave amp=30 freq=10]Ranger-Captain[/wave], du bist wieder da, um gegen deinen schwierigsten Kontrahenten zu kämpfen. Habe ich recht?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "Da du jetzt kein Neuling mehr bist, muss ich die Stärke meiner supergehackten Monsterkassetten auch nicht mehr drosseln!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "Also, [wave amp=30 freq=10]Ranger-Captain[/wave], du bist wieder da, um gegen deinen schwierigsten Kontrahenten zu kämpfen. Habe ich recht?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "Also, [wave amp=30 freq=10]Ranger-Captain[/wave], du bist wieder da, um gegen deinen schwierigsten Kontrahenten zu kämpfen. Habe ich recht?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "Da du jetzt kein Neuling mehr bist, muss ich die Stärke meiner supergehackten Monsterkassetten auch nicht mehr drosseln!", + "CAPTAIN_CODEY_POST_REMATCH1": "Irgendwas habe ich wohl falsch berechnet ... [pause]Meine Strategie [shake rate=30 level=10]SOLLTE[/shake] eigentlich unschlagbar sein!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "Da du jetzt kein Neuling mehr bist, muss ich die Stärke meiner supergehackten Monsterkassetten auch nicht mehr drosseln!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "Ich kann es dir nicht verübeln – ich würde auch nicht gegen [wave amp=30 freq=10]mich[/wave] kämpfen wollen!", + "CAPTAIN_CODEY_POST_REMATCH2": "... Das würde ich sagen, wenn ich sauer wäre. [pause]Was ich nicht bin. [pause]Ich bin deswegen überhaupt nicht sauer.", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Hey, du! [pause]Ihr habt doch normalerweise gar nicht den [wave amp=30 freq=10]Mumm[/wave], euch so nah an unseren Außenposten heranzuwagen. Verschwinde einfach, solange das Gespräch noch zivilisiert verläuft.", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Sie hat nicht ohne Grund das Sagen, [pause]hm ...", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "Du bewegst dich nicht? [pause]Dann muss ich mir wohl die Hände schmutzig machen.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Tja, [pause]dann sollten wir vielleicht noch weitere finden! [pause]Ianthe, ich glaube, {player} sollte sich als Ranger bewerben!", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Enorm!", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "Krass.", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Sie besitzt ein Selbstvertrauen, wie ich es nur selten erlebt habe.", + "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Freut mich, dich kennenzulernen, Neuling.", + "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Freut mich, dich kennenzulernen, Neuling.", + "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Freut mich, dich kennenzulernen, Neuling.", + "LEADER_IANTHE_INTRO_IANTHE2": "Und? [pause]Was hältst du von diesem Außenposten? [pause]Der Ort war ziemlich lange verlassen. Aber mit ein bisschen Arbeit haben wir daraus einen Rastplatz für erschöpfte Ranger gemacht.", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "Was macht ihr hier?", + "LEADER_IANTHE_INTRO_IANTHE3": "Ich würde dir ja gerne sagen, dass wir die Bewohner von Neu Wirral gegen eine gnadenlose Monsterhorde verteidigen ...", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "Welche Aufgabe haben die Ranger?", + "LEADER_IANTHE_INTRO_IANTHE4": "Aber die meiste Zeit erledigen wir seltsame Jobs für die Gemeinschaft. Nicht unbedingt spannend.", + "LEADER_IANTHE_INTRO_K_IANTHE4": "Wir sind uns ziemlich sicher, dass Erzengel [wave amp=30 freq=10]existieren[/wave], aber unsere Begegnungen mit ihnen waren bislang eher ... [pause]flüchtig.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]N-Na ja, {player} ich habe auch gerade erst gegen einen Erzengel gekämpft![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh kann das bestätigen, [pause]als eine unserer neuesten Rekrutinnen!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "... [pause]Ach ja? Das müssen wir uns näher ansehen.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} kann sich im Kampf behaupten. [pause]Dafür verbürge ich mich!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "... Außer dass Ranger Kayleigh behauptet, ihr beide hättet gegen einen [wave amp=30 freq=10]Erzengel[/wave] gekämpft.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "Das stimmt!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "... Außer dass Ranger Kayleigh behauptet, ihr beide hättet gegen einen [wave amp=30 freq=10]Erzengel[/wave] gekämpft.", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "Wir sind uns ziemlich sicher, dass Erzengel [wave amp=30 freq=10]existieren[/wave], aber unsere Begegnungen mit ihnen waren bislang eher ... [pause]flüchtig.", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "... Außer dass Ranger Kayleigh behauptet, ihr beide hättet gegen einen [wave amp=30 freq=10]Erzengel[/wave] gekämpft.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "Wir haben sogar gewonnen!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} kann sich im Kampf behaupten. [pause]Dafür verbürge ich mich!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "Eine Begegnung mit so etwas überhaupt zu überleben wäre ein Beweis für große Stärke ...", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} kann sich im Kampf behaupten. [pause]Dafür verbürge ich mich!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} ist ziemlich taff.", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} kämpft tapfer.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Ranger-Captains?", + "LEADER_IANTHE_INTRO_IANTHE5": "Und? [pause]Was meinst du, {player}? Möchtest du dich bewerben, um dich den Rangern anzuschließen?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Bewerben?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "Was muss ich dafür tun?", + "LEADER_IANTHE_INTRO_IANTHE6": "Auszubildende haben die Aufgabe, sich mit allen Ranger-Captains hier auf Neu Wirral zu treffen und ihre jeweiligen Herausforderungen zu bewältigen.", + "CAPTAIN_ZEDD_POST_BATTLE1": "Wow, ich glaube, dieser letzte Schlag hat mich dann doch aufgeweckt. [pause]Hier ist deine Belohnung.", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "Es ist wichtig, genug zu schlafen ... aber wie viel IST genug? [pause]Die Menschheit sucht seit Anbeginn der Geschichte nach einer Antwort darauf.", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "Hallo! [pause]Mir wurde gesagt, dass du jetzt einer der Captains bist. [pause]Wunderbar!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "Hallo! [pause]Mir wurde gesagt, dass du jetzt einer der Captains bist. [pause]Wunderbar!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Hallo! [pause]Möchtest du mit mir im Müll wühlen?", + "CAPTAIN_SKIP_INTRO3": "Ich sammle und sortiere das ganze [wave amp=30 freq=10]Zeug[/wave], das ihr Außenweltler herstellt und das dann hier landet.", + "CAPTAIN_READY_CHECK.n": "Bist du bereit, gegen {pawn} zu kämpfen?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe meinte, du könntest gut kämpfen. Möchtest du vielleicht meine Ranger-Herausforderung annehmen?", + "CAPTAIN_SKIP_POST_REMATCH1": "Hm ... [pause]Schon wieder verloren!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "Keine Sorge! [pause]Ich habe noch genug Müll zu sortieren!", + "CAPTAIN_SKIP_PRE_REMATCH3": "Okay! [pause]Das dürfte lustig werden!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "Das sollten wir vielleicht mit einem weiteren Kampf feiern. Was meinst du, [wave amp=30 freq=10]Captain[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "Das sollten wir vielleicht mit einem weiteren Kampf feiern. Was meinst du, [wave amp=30 freq=10]Captain[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "Ich bin auf dieses seltene Material gestoßen, als ich den Park für ein Bauprojekt begutachtet habe. Im Rathaus kriegst du dafür nette Sachen.", + "CAPTAIN_WALLACE_INTRO4": "Ich bin Wallace, einer der Ranger-Captains aus Hafenstadt. [pause]Ich beaufsichtige alle Gebäudearbeiten auf Neu Wirral.", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Willkommen, [pause]Kunde, [pause]im \\\"Pharaoh's Emporium\\\" in Neo Vegas![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Willkommen, [pause]Kunde, [pause]im \\\"Pharaoh's Emporium\\\" in Neo Vegas![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Oh! [pause]Ich hatte GANZ vergessen, dass du ein Ranger-Captain bist!", + "CAPTAIN_ZEDD_INTRO5": "Danke. Mann, für einen [wave amp=30 freq=10]Ranger-Captain[/wave] sollte es doch nicht so schwierig sein, hier mal ein kleines Nickerchen zu machen!", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Hey, Mensch. Wusstest du, dass ich euch alle gleichermaßen respektiere? Ich hege auch keinerlei negative Gefühle gegen euch. [pause]Das stimmt.[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Tut mir leid, [pause]ich wollte nicht schon wieder meine Wut gegen die Menschen richten. [pause]Beachte meine Äußerung einfach nicht.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Hey, Mensch. Wusstest du, dass ich euch alle gleichermaßen respektiere? Ich hege auch keinerlei negative Gefühle gegen euch. [pause]Das stimmt.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Hey, Mensch. Wusstest du, dass ich euch alle gleichermaßen respektiere? Ich hege auch keinerlei negative Gefühle gegen euch. [pause]Das stimmt.[/color]", + "CAPTAIN_SKIP_INTRO1": "Junge, die Außenweltler stellen wirklich jede Menge [wave amp=30 freq=10]Zeug[/wave] her, oder?", + "CAPTAIN_WALLACE_POST_REMATCH2": "Und wieder einmal hast du unter Beweis gestellt, dass deine Strategie ein starkes Fundament hat!", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Hier - dein Gewinn.[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Das Material kannst du im Rathaus in Hafenstadt eintauschen. [pause]Ihr Menschen mögt doch den Handel mit euren bedeutungslosen kleinen Kinkerlitzchen, nicht wahr ...?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Ich habe alle Schwächen in meinen Kampfalgorithmen gepatcht. [pause]Deine Niederlage ist eine statistische Gewissheit, \\\"Captain\\\"![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "Ich bin gleich bei dir. Ich muss nur noch ein paar letzte Reparaturen durchführen ...", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Du siehst aus, als kämst du ziemlich gut zurecht. Hättest du Lust, eine Ausbildung zum Ranger anzufangen?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Du siehst aus, als kämst du ziemlich gut zurecht. Hättest du Lust, eine Ausbildung zum Ranger anzufangen?", + "CAPTAIN_SKIP_INTRO4": "Elektronische Geräte, Möbel – alles Mögliche! [pause]Das wird alles hier angespült und von uns genutzt!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "Wow, du hast mich dastehen lassen wie altes Eisen. [pause]Vielleicht habe ich dich unterschätzt!", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "Keine Sorge! [pause]Ich habe noch genug Müll zu sortieren!", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe meinte, du könntest gut kämpfen. Möchtest du vielleicht meine Ranger-Herausforderung annehmen?", + "LEADER_IANTHE_INTRO_IANTHE7": "Da du im Monsterkampf [wave amp=30 freq=10]erste Klasse[/wave] bist, [pause]bin ich mir ziemlich sicher, dass die Captains deine Kampffähigkeiten auf die Probe stellen wollen.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "Tolle Arbeit!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "Du bist [wave amp=30 freq=10]wirklich[/wave] neu hier.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Wer sind diese Ranger-Captains?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "Du bist [wave amp=30 freq=10]wirklich[/wave] neu hier.", + "LEADER_IANTHE_INTRO_IANTHE9": "Auszubildende, die die Prüfung bestehen, werden zu Vollzeit-Rangern wie Kayleigh. Ranger haben viele Aufgaben, aber nichts, was sie in erhebliche Gefahr bringen würde.", + "LEADER_IANTHE_INTRO_IANTHE8.n": "Du bist [wave amp=30 freq=10]wirklich[/wave] neu hier.", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "Ehrlich gesagt hätte ich nie gedacht, dass dieser Tag kommen würde.", + "LEADER_IANTHE_INTRO_IANTHE10": "Die Captains, [pause]wie zum Beispiel ich, [pause]sorgen dafür, dass alles läuft. Wir versuchen, die Gemeinschaft in Hafenstadt aufrechtzuerhalten, und wir müssen die gefährlichsten Situationen klären.", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Okay, jetzt verstehe ich es!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Captains sind also die obersten Ranger ...", + "LEADER_IANTHE_INTRO_IANTHE11": "Hier, bitte. Nimm eine davon.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "Ist das eine Stempelkarte ...?", + "LEADER_IANTHE_INTRO_IANTHE12": "Jedes Mal, wenn du die Herausforderung eines Captains bewältigst, erhältst du einen Stempel. [pause]Wenn du alles gefüllt hast, komm bei mir vorbei, dann kann ich dich offiziell als Ranger eintragen.", + "LEADER_IANTHE_INTRO_IANTHE16": "Wie dem auch sei, ich muss wieder zurück in die Stadt. Falls du mich sprechen möchtest, komm in unserem Hauptquartier vorbei.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "Kriege ich dafür Gratiskaffee?", + "LEADER_IANTHE_INTRO_IANTHE13": "Jeder Captain hat seine eigene Strategie im Kampf perfektioniert – [pause]und dabei geht es nicht nur um Stärke. [pause]Du musst lernen, deine Herangehensweise anzupassen.", + "LEADER_IANTHE_INTRO_IANTHE14": "Meinst du, du schaffst das, [pause]{player}?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "Ich bin bereit!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "Ich bin bereit!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Aber hallo!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "Ich bin bereit!", + "LEADER_IANTHE_INTRO_IANTHE15": "Das wollte ich hören.", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Also, gibt es sonst noch was?", + "LEADER_IANTHE_INTRO_IANTHE17": "Das Gebäude mit einem halben Schiff darauf. [pause]Ist nicht zu verfehlen.", + "LEADER_IANTHE_MENU": "Hey, {player}. Ist irgendwas?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "Ich habe den Weg nach Hause gefunden!", + "LEADER_IANTHE_MENU_CAPTAINS": "Die Ausbildung bei den Captains ...", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "Ich bin bereit, ein Captain zu werden!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "Ich bin bereit, ein Captain zu werden!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "Ich bin bereit, ein Captain zu werden!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "Was ist denn \\\"fusioniertes Material\\\"?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "Verstehe. Es gibt einen Bahnhof namens Nachtbrück, in dem sich ein magisches Spiegelportal befindet. Die Bahnhöfe selbst sind Teil eines riesigen Erzengels ...", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Wegen der Elementartypen ...", + "LEADER_IANTHE_MENU_FUSION": "Wegen der Fusion ...", + "LEADER_IANTHE_MENU_BYE": "Ich wollte nur Hallo sagen!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "Ach ja? Erzähl mir alles darüber.", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "Das wäre es im Großen und Ganzen.", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "Außerdem gibt es ein Gebäude mit dem Avatar einer Frau und eine sprechende Verkehrskrabbe, die uns hilft, unseren Weg dorthin zu finden ...", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Äh ... Ja.", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "Du hast es kapiert!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "Hehe. So ungefähr.", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "Ja. Ich bin froh, dass du es verstehst.", + "LEADER_IANTHE_WAY_HOME_DOG4": "Wuff!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "Aber da ihr es seid, nehme ich es ernst. Ich schicke sofort jemanden hin.", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, wenn mir das jemand anders gesagt hätte, würde ich mir jetzt große Sorgen machen!", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "Natürlich habe ich schon mit meinen Captains über diese Möglichkeit gesprochen. Wir haben vollständig ausgearbeitete Pläne für alle möglichen Ereignisse ...", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "Die meisten Neuankömmlinge wollen sofort wieder weg. Natürlich führen die Ranger sie zu \\\"Nachtbrück\\\".", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "Aber jetzt können wir sie endlich in die Tat umsetzen.", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "Zu einem Massenexodus dürfte es so schnell nicht kommen. Für die Ranger wird es auf Neu Wirral immer was zu tun geben.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Die Captains und ich haben schon beschlossen, auf Neu Wirral zu bleiben, um jeden zu beschützen, der das auch so macht.", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "Aber einen Großteil von Hafenstadt gibt es schon seit Langem. Die Leute haben Partner gefunden, sich niedergelassen, Familien gegründet ...", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, ich weiß, dass du in der Ranger-Ausbildung bist, aber ich werde es dir nicht übel nehmen, wenn du dich entscheidest, sie zu beenden und zu gehen.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "Du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "Du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Die Captains und ich haben schon beschlossen, auf Neu Wirral zu bleiben, um jeden zu beschützen, der das auch so macht.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "Du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Ich weiß, dass ich dich gebeten habe, eine Position als Captain in Betracht zu ziehen, aber ich werde es dir nicht übel nehmen, wenn du dich entscheidest, auszutreten und zu gehen.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Die anderen Captains und ich haben schon beschlossen, auf Neu Wirral zu bleiben, um jeden zu beschützen, der das auch so macht.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Ich weiß, dass ich dich gebeten habe, eine Position als Captain in Betracht zu ziehen, aber ich werde es dir nicht übel nehmen, wenn du dich entscheidest, auszutreten und zu gehen.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Ich weiß, dass ich dich gebeten habe, eine Position als Captain in Betracht zu ziehen, aber ich werde es dir nicht übel nehmen, wenn du dich entscheidest, auszutreten und zu gehen.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "Ich werde es dir nicht übel nehmen, wenn du dich entscheidest, deine Position als Captain abzutreten und zu gehen.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "Aber {player}, du hast dich dafür mehr ins Zeug gelegt als jeder andere, den ich kenne.", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "Wie du dich auch entscheidest, du hast meine volle Unterstützung.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Kannst du mir vielleicht eine vollständige Stempelkarte zeigen?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Wir stationieren die Captains auf der ganzen Insel, damit bei plötzlichen Notfällen stets [wave amp=30 freq=10]irgendjemand[/wave] in der Nähe ist.", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Falls du Hilfe brauchst, sie zu finden, versuch es bei den anderen Rangern in der Gegend. Ich bin gerade ein wenig beschäftigt.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Hier ist sie!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Herzlichen Glückwunsch, {player} – du bist jetzt offiziell ein Ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "Es stimmte also! Obwohl du noch gar nicht lange hier bist, hast du schon großes Talent dafür gezeigt, die Insel zu durchqueren und jedes Hindernis zu überwinden.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "Ganz genau!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Herzlichen Glückwunsch, {player} – du bist jetzt offiziell ein Ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Es gibt bei uns leider keine speziellen Zeremonien für diesen Anlass. [pause]Wir sind viel zu beschäftigt damit, neue Rekruten auszubilden, damit wir uns um diese Schurken-Fusionen kümmern können.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Herzlichen Glückwunsch, {player} – du bist jetzt offiziell ein Ranger!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Hervorragend! Das hier hast du dir verdient, {player}!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "Wir könnten mehr Leute wie dich gebrauchen, die bei der Ausbildung helfen. Hast du schon mal daran gedacht, ein Captain zu werden?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Cool. Ich freue mich für dich.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Cool. Ich freue mich für dich.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Cool. Ich freue mich für dich.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "Tolle Arbeit!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "Deine Mühen haben sich als erfolgreich erwiesen.", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "Das hast du dir verdient!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "Tolle Arbeit!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "Deine Mühen haben sich als erfolgreich erwiesen.", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "Deine Mühen haben sich als erfolgreich erwiesen.", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Ahuuu!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "Das sollten wir vielleicht mit einem weiteren Kampf feiern. Was meinst du, [wave amp=30 freq=10]Captain[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "Ich könnte ein Tässchen Kaffee vertragen, um wach zu werden ...", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "Hallo! [pause]Mir wurde gesagt, dass du jetzt einer der Captains bist. [pause]Wunderbar!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Tja, und wieder mal hast du es mir richtig gezeigt. Gut gekämpft.", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Dann ein andermal.", + "CAPTAIN_WALLACE_PRE_REMATCH2": "Das ist doch der perfekte Zeitpunkt für eine Revanche! Was meinst du?", + "CAPTAIN_SKIP_INTRO5": "Was auf der einen Welt Müll ist, ist auf der anderen ein Schatz, [pause]nicht wahr?", + "CAPTAIN_SKIP_POST_REMATCH5": "Man weiß nie, was man als Nächstes findet!", + "CAPTAIN_ZEDD_INTRO4": "Bei diesen ganzen Kugelinos, die hier rumzischen, ist es ziemlich schwierig, zu \\\"meditieren\\\". Könntest du vielleicht [wave amp=30 freq=10]für mich was dagegen unternehmen[/wave]?", + "CAPTAIN_ZEDD_INTRO2": "Wie bitte ...? [pause]Geschlafen? [pause]Nein, überhaupt nicht! Ich habe, äh, meditiert. Ich bin übrigens Zedd.", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "Du hast trainiert, oder? Das merkt man – du bist noch stärker als beim letzten Mal!", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Hallöchen[/wave], [pause]ihr hört Cybil Radio mit Berichten aus [wave amp=30 freq=10]ganz[/wave] Neu Wirral – rund um die Uhr!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Wir würden ja gerne unseren Gast interviewen, allerdings ist der [wave amp=30 freq=10]nötige Papierkram[/wave] noch nicht erledigt! [pause]Zu schade für die Zuhörer da draußen!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Wir würden ja gerne unseren Gast interviewen, allerdings ist der [wave amp=30 freq=10]nötige Papierkram[/wave] noch nicht erledigt! [pause]Zu schade für die Zuhörer da draußen!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "Wir berichten live von der Westküste mit unserem neuen Ranger-Auszubildenden, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "Angeblich handelt es sich bei {player} um jemanden, der enormes Talent für den [wave amp=30 freq=10]Monsterkampf[/wave] besitzt!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "Wir berichten live von der Westküste mit unserem neuen Ranger-Auszubildenden, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "Was meinst du, Neuling? [pause]Sollen wir den Leuten einen [wave amp=30 freq=10]Höreindruck vom Schlachtfeld[/wave] verschaffen?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "Wir berichten live von der Westküste mit unserem neuen Ranger-Auszubildenden, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "Was meinst du, Neuling? [pause]Sollen wir den Leuten einen [wave amp=30 freq=10]Höreindruck vom Schlachtfeld[/wave] verschaffen?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "Angeblich handelt es sich bei {player} um jemanden, der enormes Talent für den [wave amp=30 freq=10]Monsterkampf[/wave] besitzt!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "Was meinst du, Neuling? [pause]Sollen wir den Leuten einen [wave amp=30 freq=10]Höreindruck vom Schlachtfeld[/wave] verschaffen?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "Angeblich handelt es sich bei {player} um jemanden, der enormes Talent für den [wave amp=30 freq=10]Monsterkampf[/wave] besitzt!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "Oh ja! [pause]Dann schnallt euch an, liebe Zuhörer! [wave amp=30 freq=10]Jetzt kommt eine exklusive Liveperformance![/wave]", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "Vielleicht nächstes Mal, liebe Zuhörer!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "Der Kampf geht in die heiße Phase! [pause]Wird eure geliebte Moderatorin gewinnen oder geht der Sieg an den tapferen Außenseiter? [pause]Es wird Zeit für den Höhepunkt!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Wow, was für eine Darbietung – unseren Zuhörern hat es gefallen![/wave] [pause]Und hier ist natürlich auch noch deine Bezahlung!", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "Der Kampf geht in die heiße Phase! [pause]Wird eure geliebte Moderatorin gewinnen oder geht der Sieg an den tapferen Außenseiter? [pause]Es wird Zeit für den Höhepunkt!", + "CAPTAIN_CYBIL_POST_REWARD1": "...", + "CAPTAIN_CYBIL_POST_REWARD2": "Ich war dabei, groß im Radio rauszukommen. [pause]Seitdem ich hier gelandet bin, ist es nicht mehr dasselbe.", + "CAPTAIN_CYBIL_POST_REWARD4": "Vielleicht kommen sie dann ja und retten uns.", + "CAPTAIN_CYBIL_POST_REWARD5.f": "... Aber das reicht jetzt mit der Melancholie! [pause]Du hast dich bei unserem Kampf fantastisch geschlagen – und hast eine vielversprechende Zukunft vor dir!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "... Aber das reicht jetzt mit der Melancholie! [pause]Du hast dich bei unserem Kampf fantastisch geschlagen – und hast eine vielversprechende Zukunft vor dir!", + "CAPTAIN_CYBIL_POST_REWARD3": "Aber ich mache einfach weiter. [pause]Jeden Tag gehe ich auf Sendung und hoffe, dass [pause]irgendwer[pause] irgendwo außerhalb dieser Insel das Signal empfängt.", + "CAPTAIN_CYBIL_POST_REWARD5.n": "... Aber das reicht jetzt mit der Melancholie! [pause]Du hast dich bei unserem Kampf fantastisch geschlagen – und hast eine vielversprechende Zukunft vor dir!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Hallöchen[/wave], [pause]schön, dass unser Gaststar noch mal vorbeischaut!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Hallöchen[/wave], [pause]schön, dass unser Gaststar noch mal vorbeischaut!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "Wow, [pause]es gibt eine Eilmeldung für alle Zuhörer da draußen!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Hallöchen[/wave], [pause]schön, dass unser Gaststar noch mal vorbeischaut!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "... [pause]Danke, dass du da warst. [pause]Das bedeutet mir viel.", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "Was für eine tolle Show! [pause]Diesmal hast du wirklich alles gegeben.", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "Der kürzlich ernannte Captain {player} ist überraschend im Studio aufgetaucht!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "Der kürzlich ernannte Captain {player} ist überraschend im Studio aufgetaucht!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "Die Leute würden natürlich [wave amp=30 freq=10]sehr gerne[/wave] noch mal was von dir hören! [pause]Bist du bei einem weiteren Kampf dabei?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "Die Leute würden natürlich [wave amp=30 freq=10]sehr gerne[/wave] noch mal was von dir hören! [pause]Bist du bei einem weiteren Kampf dabei?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "Der kürzlich ernannte Captain {player} ist überraschend im Studio aufgetaucht!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Super![/wave] Also Leute, schnallt euch an, klappt die Tabletts hoch und stellt die Sitze auf eine aufrechte Position! [pause]Wir sind live und die Aufnahme läuft!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "Die Leute würden natürlich [wave amp=30 freq=10]sehr gerne[/wave] noch mal was von dir hören! [pause]Bist du bei einem weiteren Kampf dabei?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "Was für eine tolle Show! [pause]Diesmal hast du wirklich alles gegeben.", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "Vielleicht nächstes Mal, liebe Zuhörer!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "... [pause]Danke, dass du da warst. [pause]Das bedeutet mir viel.", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "... [pause]Danke, dass du da warst. [pause]Das bedeutet mir viel.", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]Bis zum nächsten Mal, Captain![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]Bis zum nächsten Mal, Captain![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]Bis zum nächsten Mal, Captain![/wave]", + "CAPTAIN_CODEY_INTRO2": "Man nennt mich Codey. [pause]Weil ich ein Coder war. Na ja, ich habe eher Codes [wave amp=30 freq=10]geknackt[/wave].", + "CAPTAIN_CODEY_INTRO1": "Du hast einen weiten Weg zurückgelegt, nur um mich zu sehen.", + "CAPTAIN_CODEY_INTRO3": "Alles im Informationsraum kann geknackt werden, wenn man clever genug ist. [pause]Webseiten, Videospiele, Regierungsserver ...", + "CAPTAIN_CODEY_INTRO4": "Wegen Letzterem hatte ich ein bisschen Ärger.", + "CAPTAIN_CODEY_INTRO5": "Aber hier auf Neu Wirral? [pause]Hier gibt es kein Internet. Der totale Witz.", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Leider kann ich dir meine Arbeit nicht zeigen, wenn du kein Ranger-Auszubildender bist. [pause]Schade für dich, was?", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Leider kann ich dir meine Arbeit nicht zeigen, wenn du kein Ranger-Auszubildender bist. [pause]Schade für dich, was?", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "Verzeih mir die Wortspiele – ist einfach die Macht der Gewohnheit.", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "Bitte schön, hier ist deine Belohnung.", + "CAPTAIN_JUDAS_PRE_REMATCH2": "In Ordnung. [pause]Ich habe einige taktische Beobachtungen durchgeführt, die meine Gewinnchancen maximieren werden.", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Laut meinen Informationen bist du nun einer von uns Ranger-Captains. [pause]Beeindruckende Arbeit. [pause]Möchtest du eine Revanche?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Du hättest bestimmt nicht erwartet, dass eine Blechbüchse wie ich Kassetten benutzen kann, was? [pause]Und wie sich herausgestellt hat, machen mich die ganzen Glücksspieldaten in meinen Speicherbänken zu einer ziemlich guten Strategin.[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]Wie auch immer, ich bin Clee-O, [pause]einer der Ranger-Captains hier auf Neu Wirral.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Mit Widerwillen füge ich dich meiner internen Datenbank der Menschen, die ich wirklich respektiere, hinzu. [pause]Die Datenbank ist ziemlich klein.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Du hast meinen Bluff durchschaut. [pause]Ich bin beeindruckt und [wave amp=30 freq=10]ganz bestimmt nicht [/wave]nachtragend.[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Tut mir leid, ich wollte nicht feindselig werden. [pause]Ianthe hat mich dazu animiert, meinen früheren Groll gegen die Menschheit auf gesündere Weise zu verarbeiten.[/color]", + "CAPTAIN_DREADFUL_INTRO4": "Als die Stadt niederbrannte, gingen diese Geschichten verloren, [pause]ist doch klar. [pause]Und hier ist auch alles und jeder in Flammen aufgegangen, [pause]außer mir.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Ich weiß nicht, ob die Geschichten alle stimmten ...", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Dem-Tod-von-der-Schippe-Springerin ...?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Ein seltsamer Spitzname.", + "CAPTAIN_DREADFUL_INTRO6": "In Hafenstadt glaubt jeder was anderes, aber bei einer Sache sind wir uns einig: Irgendwann werden wir [wave amp=30 freq=10]alle[/wave] den Löffel abgeben.", + "CAPTAIN_DREADFUL_INTRO7": "Ich glaube, es fehlt ihnen einfach die Fantasie. [pause]Der Tod ist nicht das Ende ... Nicht, wenn man die [wave amp=30 freq=10]Geheimlehren[/wave] kennt.", + "CAPTAIN_DREADFUL_POST_REWARD1": "Nicht vergessen - [pause]wenn Leben das ist, was man daraus macht, gilt das auch für den Tod!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Ich könnte dir ja eine Demonstration geben, aber ich kämpfe nur gegen registrierte Ranger-Auszubildende. [pause]Tut mir leid, ist meine persönliche Regel.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Ich könnte dir eine Demonstration geben, wenn du meinst, dass du dafür bereit bist. [pause]Du bist doch der neue Ranger-Auszubildende, oder? Bist du auf der Suche nach einem Kampf, um dich zu beweisen?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "Dann lassen wir es mal krachen! [pause]Falls du erwartest, dass ich mich zurückhalte, weil ich ein Ranger-Captain bin, hast du dich getäuscht. Dich erwartet ein [shake rate=30 level=10]richtiger Kampf![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Ich könnte dir eine Demonstration geben, wenn du meinst, dass du dafür bereit bist. [pause]Du bist doch der neue Ranger-Auszubildende, oder? Bist du auf der Suche nach einem Kampf, um dich zu beweisen?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Noch nicht so ganz bereit? [pause]Ich werde es dir nicht ankreiden!", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Ich könnte dir eine Demonstration geben, wenn du meinst, dass du dafür bereit bist. [pause]Du bist doch der neue Ranger-Auszubildende, oder? Bist du auf der Suche nach einem Kampf, um dich zu beweisen?", + "CAPTAIN_GLADIOLA_INTRO4": "In dieser Welt haben die Schatten Krallen. Meine Aufgabe ist es, [wave amp=30 freq=10]zurückzukratzen[/wave].", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Das macht es nicht unbedingt klarer ...", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Allerdings ist es mir untersagt, Nicht-Rangern mehr darüber zu erzählen. [pause]Falls du jemals Mitglied bei uns werden solltest, könnten wir vielleicht weiterreden.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "... Okay.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Sag mir: Bist du wegen meiner Ranger-Captain-Herausforderung gekommen? [pause]Du kannst dich gern meinen Klingen stellen, falls du glaubst, dem gewachsen zu sein.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Sag mir: Bist du wegen meiner Ranger-Captain-Herausforderung gekommen? [pause]Du kannst dich gern meinen Klingen stellen, falls du glaubst, dem gewachsen zu sein.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Sag mir: Bist du wegen meiner Ranger-Captain-Herausforderung gekommen? [pause]Du kannst dich gern meinen Klingen stellen, falls du glaubst, dem gewachsen zu sein.", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Hoffen wir nur, dass dein hübsches Gesicht keine Schnitte abbekommt.", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Eine kluge Entscheidung.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Formidabel. [pause]Ich hätte nicht gedacht, dass du das Zeug dazu hast, aber du bist härter, als du aussiehst. Dein Sieg ist wohlverdient.", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "Mich wirst du nicht so einfach zurechtstutzen!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "Es wird Zeit, meine Mission fortzusetzen. [pause]Natürlich habe ich über die Art meiner Untersuchungen Stillschweigen zu wahren. Nimm es nicht persönlich.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Formidabel. [pause]Ich hätte nicht gedacht, dass du das Zeug dazu hast, aber du bist härter, als du aussiehst. Dein Sieg ist wohlverdient.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Formidabel. [pause]Ich hätte nicht gedacht, dass du das Zeug dazu hast, aber du bist härter, als du aussiehst. Dein Sieg ist wohlverdient.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Man erzählt sich, du seist der neue Ranger-Captain. Vielleicht möchtest du ja dein Können noch einmal etwas aufpolieren.", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "Die genaue Art meiner Arbeit bei den Rangern muss geheim bleiben. Es wäre besser, wenn du darüber nichts weißt.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Du bist so flink wie eh und je. Ich muss dir für deine Anstrengungen ein Lob aussprechen, Captain.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Nun gut! [pause]Zieh dein Schwert, Captain.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Man erzählt sich, du seist der neue Ranger-Captain. Vielleicht möchtest du ja dein Können noch einmal etwas aufpolieren.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Nun gut! [pause]Zieh dein Schwert, Captain.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Man erzählt sich, du seist der neue Ranger-Captain. Vielleicht möchtest du ja dein Können noch einmal etwas aufpolieren.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Nun gut! [pause]Zieh dein Schwert, Captain.", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Eine kluge Entscheidung.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Du bist so flink wie eh und je. Ich muss dir für deine Anstrengungen ein Lob aussprechen, Captain.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Du bist so flink wie eh und je. Ich muss dir für deine Anstrengungen ein Lob aussprechen, Captain.", + "CAPTAIN_HEATHER_INTRO2": "Luftfeuchtigkeit: Fluktuiert! [pause]Niederschlagswahrscheinlichkeit: Wer weiß!", + "CAPTAIN_HEATHER_INTRO3": "Für eine Meteorologin wie mich ist das Klima auf Neu Wirral ein nicht enden wollendes Rätsel!", + "CAPTAIN_HEATHER_LAST_LEGS1": "Der Wind dreht sich, und zwar zu meinen Gunsten – glaub es lieber!", + "CAPTAIN_HEATHER_PRE_BATTLE1": "Du bist ein Ranger-Auszubildender, richtig? [pause]Wenn du denkst, du könntest dem Sturm standhalten, dann nimm doch meine Herausforderung an.", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Na gut - vielleicht bist du ja nächstes Mal bereit, [wave amp=30 freq=10]dem Sturm zu trotzen[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "Fabelhaft! [pause]Ich aktualisiere meine Vorhersage: Es ist nun mit einem [shake rate=30 level=10]Sturm von Schlägen[/shake] und einem [shake rate=30 level=10]Wirbelwind von Sieg[/shake] zu rechnen!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]Hier ist Heather mit dem Wetter![/wave] [pause]Die Vorhersage lautet: Wie immer ist es unvorhersehbar!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "Äh, [pause]wenn du meine Ranger-Herausforderung annehmen willst, musst du erst Mitglied werden.", + "MEREDITH_ROMANCE_MEREDITH4": "Ich weiß nicht, warum [wave amp=30 freq=30]du[/wave] [wave amp=30 freq=30]mich[/wave] magst, [pause]aber ich mag dich.", + "MEREDITH_ROMANCE_MEREDITH5": "Aber wir arbeiten daran, diese Welt zu verlassen ...", + "MEREDITH_ROMANCE_MEREDITH6.m": "Wenn wir es schaffen, bleiben wir vielleicht nicht zusammen. [pause]Ist das ... [pause]okay für dich?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "Bist du bereit, es mit den Mächten des Bösen aufzunehmen?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Ist es.", + "MEREDITH_ROMANCE_MEREDITH6.f": "Wenn wir es schaffen, bleiben wir vielleicht nicht zusammen. [pause]Ist das ... [pause]okay für dich?", + "MEREDITH_ROMANCE_MEREDITH6.n": "Wenn wir es schaffen, bleiben wir vielleicht nicht zusammen. [pause]Ist das ... [pause]okay für dich?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Ich denke schon.", + "MEREDITH_ROMANCE_MEREDITH7": "Ach, egal. [pause]Warum nicht?", + "MEREDITH_ROMANCE_MEREDITH8.m": "Ich, mit einem Freund. [pause]Klingt schräg. [pause]Fühlt sich aber richtig an.", + "MEREDITH_ROMANCE_MEREDITH8.f": "Ich, mit einer Freundin. [pause]Klingt schräg. [pause]Fühlt sich aber richtig an.", + "MEREDITH_ROMANCE_MEREDITH8.n": "Ich, in einer Beziehung. [pause]Klingt schräg. [pause]Fühlt sich aber richtig an.", + "MEREDITH_ROMANCE_MEREDITH9": "Es war immer einfacher, mir zu sagen, dass ich zufriedener mit mir selbst sein muss, bevor ich eine Beziehung mit jemandem eingehe, [pause]aber ich glaube, die Wahrheit ist ...", + "MEREDITH_ROMANCE_MEREDITH11": "Aber du machst mich glücklich, [pause]und wenn du da bist, bin ich vollständiger als ohne dich.", + "MEREDITH_ROMANCE_MEREDITH10": "... dass ich mir vielleicht NIEMALS sicher sein werde, wer ich bin. [pause]Ich werde niemals perfekt sein.", + "MEREDITH_ROMANCE_MEREDITH12": "D-Das war dann erst mal genug Kitsch von meiner Seite. [pause]Oh, und Liebesgesäusel kann ich auch nicht.", + "MEREDITH_ROMANCE_MEREDITH13.m": "Wenn du erwartest, dass ich dich jemals \\\"Liebling\\\" oder \\\"Schatz\\\" nenne, [pause]hast du dich aber geschnitten.", + "MEREDITH_ROMANCE_MEREDITH13.n": "Wenn du erwartest, dass ich dich jemals \\\"Liebling\\\" oder \\\"Schatz\\\" nenne, [pause]hast du dich aber geschnitten.", + "MEREDITH_ROMANCE_MEREDITH13.f": "Wenn du erwartest, dass ich dich jemals \\\"Liebling\\\" oder \\\"Schatz\\\" nenne, [pause]hast du dich aber geschnitten.", + "EUGENE_QUEST2_PART1_EUGENE1": "Ich habe einem dieser Ghule auf Patrouille den Schlüssel zum Fenster stibitzt.", + "EUGENE_QUEST1_PART1_EUGENE1": "Schön, dass du gekommen bist!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "Bist du bereit, es mit den Mächten des Bösen aufzunehmen?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "Bist du bereit, es mit den Mächten des Bösen aufzunehmen?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Klar!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Verstehe. Lass es mich wissen, wenn du bereit bist. Ich behalte bis dahin die Situation im Auge.", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Jetzt nicht.", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Enorm![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Verstehe. Lass es mich wissen, wenn du bereit bist. Ich behalte bis dahin die Situation im Auge.", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Verstehe. Lass es mich wissen, wenn du bereit bist. Ich behalte bis dahin die Situation im Auge.", + "EUGENE_QUEST1_PART1_EUGENE4": "Okay, [pause]siehst du das Gebäude da drüben?", + "EUGENE_QUEST1_PART1_EUGENE5": "Das ist eine Festung. [pause]Da schmieden diese unmenschlichen Parasiten ihre finsteren Pläne, um diese Welt zu übernehmen.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "Sieht nicht besonders beeindruckend aus.", + "EUGENE_QUEST1_PART1_EUGENE8": "Es gibt ein paar dieser Festungen – du hast sie vielleicht schon gesehen. Die Vordertür ist verschlossen, aber wir kommen durch ein Fenster auf dem Dach hinein.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Sieht irgendwie schlicht aus, oder?", + "EUGENE_QUEST1_PART1_EUGENE6": "Aussehen kann täuschen, [pause]glaub mir.", + "EUGENE_QUEST1_PART1_EUGENE7": "Ihresgleichen hat früher die Welt heimgesucht, von der ich stamme, aber wir haben uns gewehrt. [pause]Und wir haben GEWONNEN.", + "EUGENE_QUEST1_PART1_EUGENE9": "Versuch, von hier aus rüberzugleiten. Keine Sorge, ich bin bei dir.", + "EUGENE_QUEST2_PART1_EUGENE2.m": "Wir lassen uns reinfallen und erledigen sie. Bist du bereit?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Immer bereit!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "Wir lassen uns reinfallen und erledigen sie. Bist du bereit?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "Wir lassen uns reinfallen und erledigen sie. Bist du bereit?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Vielleicht wärst du an einem Gespräch mit einem unserer Leiter im Verbandshauptsitz interessiert.[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Machen wir's!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Eventuell können wir eine beiderseitig vorteilhafte Übereinkunft erzielen. Ich gebe dir den Standort.[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "Das ist unsere Chance, sie ein für alle Mal aufzuhalten!", + "EUGENE_QUEST4_PART1_EUGENE3": "Na los, wir dürfen keine Sekunde vergeuden!", + "EUGENE_QUEST4_PART1_EUGENE1": "Die Makler haben eine zentrale Operationsbasis?!", + "EUGENE_QUEST5_PART1_EUGENE1": "Das ist der vermutliche Standort des Makler-Hauptquartiers ...", + "EUGENE_QUEST5_PART1_EUGENE2": "Okay – [pause]mit unserer [shake rate=30 level=10]brennenden Entschlossenheit[/shake] können es diese Widerlinge nicht aufnehmen!", + "EUGENE_QUEST5_PART1_EUGENE3": "...", + "EUGENE_QUEST5_PART1_EUGENE4": "Wo zum Teufel ist überhaupt der Eingang?", + "EUGENE_QUEST5_PART1_EUGENE5": "...", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]KEINE FESTZINSHYPOTHEKEN ...[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "Ich glaube, ich habe den Eingang gefunden.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]STEIGENDER MARKTWERT ...[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]ANPASSBARE KAPITALISIERUNGSSÄTZE ...[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "Danke, dass ihr zu unserem vereinbarten Treffen erschienen seid. Wir wissen eure Kooperation sehr zu schätzen.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]KAPITALZUWACHS ...[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "Dann sag mir eins: Warum sollte ein Erzengel versuchen, den [shake rate=30 level=10]Immobilienmarkt[/shake] zu übernehmen?!", + "EUGENE_QUEST5_PART2_EUGENE2": "Du steckst also dahinter, was?", + "EUGENE_QUEST5_PART2_EUGENE5": "...", + "EUGENE_QUEST5_PART2_MAMMON4": "Meinesgleichen entsteht aus dem Ego der Menschheit. Die stärksten Wünsche eurer Art verleihen uns Gestalt.\\n\\nIch existiere als Tribut an den Konsum der Menschen.\\n\\nIch will Ordnung, weil ihr es wollt. Ich begehre eine Struktur, weil ihr dies auch tut.", + "EUGENE_QUEST5_PART2_EUGENE7": "Du weißt GAR NICHTS über mich.", + "EUGENE_QUEST5_PART2_EUGENE10": "Ich ...", + "EUGENE_QUEST5_PART2_MAMMON6": "Ich will das, was du willst, Mensch Eugene. Ich kann es in deinem Herzen lesen.", + "EUGENE_QUEST5_PART2_MAMMON8": "Ich empfinde Mitleid für den Menschen Eugene.\\n\\nDer Mensch Eugene erkennt außerhalb seiner eigenen Sache keinen Wert an sich.", + "EUGENE_QUEST5_PART2_MAMMON9": "Ohne eine Sache ist der Mensch Eugene nichts.\\n\\nEine leere Hülle. Genau wie meine Vertreter.", + "EUGENE_QUEST5_PART2_EUGENE11": "Das ... [pause]stimmt nicht ...", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Hör nicht auf ihn, Eugene!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "Das ist falsch!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]STOPP![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "Du wirst meine Tatkraft nicht zerstören! [pause]Das ist alles, was deinesgleichen kann!", + "EUGENE_QUEST5_PART2_EUGENE15": "Irgendein Bonze kommt vorbei, versucht, dem kleinen Mann alles wegzunehmen ...", + "EUGENE_QUEST5_PART2_EUGENE13": "Das höre ich mir nicht länger an!", + "EUGENE_QUEST5_PART2_EUGENE16": "... und wenn sich der kleine Mann dann wehrt, [pause]sagt man ihm, dass er nicht aus der Reihe tanzen soll, [pause]oder?!", + "EUGENE_QUEST5_PART2_EUGENE17": "Also macht er nichts ... [pause]Und alles wird noch schlimmer!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]Es ist immer [pause]wieder [pause]das Gleiche![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player} ...", + "EUGENE_QUEST5_PART2_EUGENE20": "Willst du diesen Müllhaufen niederbrennen?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "Du wirst meine Tatkraft nicht zerstören ...", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Na, was denkst du wohl?", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Machen wir's.", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "Und {player} wirst du auch nicht so einfach aufhalten können!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Hier löst sich alles in Wohlgefallen auf. Na los, wir müssen weg!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "HOHO, DU HAST HIER ABER EIN NETTES UNTERNEHMEN, MAMMON!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "Wir werden es gemeinsam mit dir aufnehmen und [shake rate=30 level=10]GEWINNEN[/shake]!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "WIE ES AUSSIEHT, KANNST DU DELEGIEREN. DAS IST EINE NÜTZLICHE FÄHIGKEIT!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "ICH HELFE DIR, HIER ZU VERSCHWINDEN.", + "EUGENE_QUEST5_PART3_EUGENE1": "Ich schätze, die Makler sind alle geflohen ... [pause]Was sie jetzt wohl tun werden, nachdem ihr Unternehmen geschlossen wurde?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "Findest du?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "Mann, das war ziemlich cool, als wir da drin [wave amp=30 freq=10]fusioniert[/wave] sind.", + "EUGENE_QUEST5_PART3_EUGENE2.m": "Mann, das war ziemlich cool, als wir da drin [wave amp=30 freq=10]fusioniert[/wave] sind.", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Ja, oder?", + "EUGENE_QUEST5_PART3_EUGENE2.n": "Mann, das war ziemlich cool, als wir da drin [wave amp=30 freq=10]fusioniert[/wave] sind.", + "EUGENE_QUEST5_PART3_EUGENE3": "Ja! [pause]Das war wie ein Adrenalinrausch, nur dass ich spüren konnte, wie dein Wille mich zusätzlich angetrieben hat. Selbst ein [wave amp=30 freq=10]Erzengel[/wave] konnte uns nicht aufhalten!", + "EUGENE_QUEST5_PART3_EUGENE4": "Hinter den Maklern hat also die ganze Zeit ein Erzengel gesteckt ...", + "EUGENE_QUEST5_PART3_EUGENE5": "Was er da gesagt hat ... [pause]Was, wenn das stimmt?", + "EUGENE_QUEST5_PART3_EUGENE6": "Vielleicht bin ich ohne eine Sache, für die ich ständig kämpfe, [pause]wirklich nur vollkommen hohl.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "Ich habe einen Weg entdeckt, die Insel zu verlassen.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Ich finde nicht, dass du ein Versager bist.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "So was solltest du nicht denken.", + "EUGENE_QUEST5_PART3_EUGENE7": "...", + "EUGENE_QUEST5_PART3_EUGENE8.f": "Hehe. [pause]Danke, Mann.", + "EUGENE_QUEST5_PART3_EUGENE8.m": "Hehe. [pause]Danke, Mann.", + "EUGENE_QUEST5_PART3_EUGENE8.n": "Hehe. [pause]Danke, Mann.", + "EUGENE_QUEST5_PART3_EUGENE9": "Was spornt DICH überhaupt dazu an, [pause]das zu tun, was du tust?", + "EUGENE_QUEST5_PART3_EUGENE10": "Na ja, [pause]du ziehst herum, [pause]hilfst den Leuten, [pause]kämpfst gegen Monster und so.", + "EUGENE_QUEST5_PART3_EUGENE15": "Ich weiß gar nicht, ob ich das überhaupt [wave amp=30 freq=30]kann[/wave].", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Ich finde einen Weg, um nach Hause zurückzukehren.", + "EUGENE_QUEST5_PART3_EUGENE11": "Hm. Klingt sehr unwahrscheinlich.", + "EUGENE_QUEST5_PART3_EUGENE12": "Bin dabei.", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Wirklich?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Einfach so?", + "EUGENE_QUEST5_PART3_EUGENE13": "Einfach so!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "Wie meinst du das?", + "EUGENE_QUEST5_PART3_EUGENE14": "Wir haben die Makler aufgehalten, aber ich will nicht einfach nur die Füße hochlegen.", + "EUGENE_QUEST5_PART3_EUGENE16": "Ich brauche [wave amp=30 freq=30]irgendwas[/wave], wonach ich streben kann.", + "EUGENE_QUEST5_PART3_EUGENE17": "Also ziehen wir's durch. [pause]Eine neue Sache, auf die wir hinarbeiten.", + "EUGENE_QUEST5_PART3_EUGENE18": "Bin dabei.", + "EUGENE_CONVO1_EUGENE1": "Weißt du, [pause]so gegen die Makler zu kämpfen, wie wir es getan haben ...", + "EUGENE_CONVO1_EUGENE3": "Aber es war das Richtige, [pause]weil es in ihren \\\"Geschäftsplänen\\\" darum ging, sich in das Leben der Menschen einzumischen.", + "EUGENE_CONVO1_EUGENE2": "In anderen Welten wäre das wahrscheinlich illegal, [pause]oder?", + "EUGENE_CONVO2_EUGENE1": "Ich muss bald mein Work-out wieder aufnehmen. [pause]Ich kann die Welt nur retten, wenn ich in Topform bin!", + "EUGENE_CONVO1_EUGENE4": "Ich denke, es gibt einen großen Unterschied zwischen dem \\\"Gesetz\\\" und \\\"wahrer Gerechtigkeit\\\", [pause]oder?", + "EUGENE_CONVO2_EUGENE2": "Vielleicht werden eines Tages ja ein paar Hanteln am Strand angespült ...", + "EUGENE_CONVO3_EUGENE1": "Zuerst fand ich es ziemlich seltsam, wie, [pause]äh, [pause]retro die Sachen auf Neu Wirral sind.", + "EUGENE_CONVO3_EUGENE2": "Schließlich stammen die alle aus dieser altmodischen Mall.", + "EUGENE_CONVO3_EUGENE3": "Aber so langsam gefällt mir der Look. [pause]Hoffentlich kann ich diese rosa Jacke mit in meine Welt nehmen ...", + "EUGENE_CONVO4_EUGENE1.m": "Ich ... [pause]finde, dass du ziemlich gut aussiehst, wenn du so vom Feuer angestrahlt wirst.", + "EUGENE_CONVO4_EUGENE2": "Hätte ich eine Kamera, würde ich ein Bild von dir machen. [pause]Ein Jammer, dass ich keine habe, [pause]oder?", + "EUGENE_CONVO4_EUGENE1.n": "Ich ... [pause]finde, dass du ziemlich gut aussiehst, wenn du so vom Feuer angestrahlt wirst.", + "EUGENE_CONVO4_EUGENE1.f": "Ich ... [pause]finde, dass du ziemlich gut aussiehst, wenn du so vom Feuer angestrahlt wirst.", + "EUGENE_CONVO5_EUGENE2": "Die passt irgendwie zu dir, [pause]wirklich!", + "EUGENE_CONVO5_EUGENE1": "Wie findest du deine {first_tape_name}-Gestalt?", + "EUGENE_CONVO6_EUGENE2": "Ein wirklich enormes Feuer. [pause]Gute Arbeit, {player}.", + "EUGENE_CONVO5_EUGENE4": "Gefällt mir.", + "EUGENE_CONVO5_EUGENE3": "Dass du dich in {first_tape_description} verwandelst, um die Leute von Neu Wirral zu verteidigen!", + "EUGENE_CONVO6_EUGENE1": "Das gehört zu den, [pause]na ja, [pause]zehn besten Lagerfeuern, an denen ich jemals beteiligt war.", + "EUGENE_CONVO7_EUGENE4": "Ich hoffe, es ist nicht wie bei einem Traum, [pause]den man in der echten Welt sofort wieder vergisst.", + "EUGENE_CONVO10_EUGENE4": "Wenn es um Beziehungen geht, bin ich eigentlich ein hoffnungsloser Fall. [pause]Gegen Erzengel zu kämpfen, ist einfacher, als herauszufinden, was jemand anderes fühlt.", + "EUGENE_CONVO7_EUGENE2": "Ich hoffe ... [pause]dass das alles real ist.", + "EUGENE_CONVO7_EUGENE1.n": "Denkst du oft daran, wie das Leben sein wird, wenn du nach Hause zurückkehrst?", + "EUGENE_CONVO7_EUGENE1.m": "Denkst du oft daran, wie das Leben sein wird, wenn du nach Hause zurückkehrst?", + "EUGENE_CONVO7_EUGENE3": "Das ist dir doch bestimmt auch schon durch den Kopf gegangen, [pause]oder?", + "EUGENE_CONVO8_EUGENE1": "Früher mussten die Leute wirklich diese Plastikkassetten mit sich rumtragen, wenn sie Musik hören wollten. [pause]Hm.", + "EUGENE_CONVO7_EUGENE1.f": "Denkst du oft daran, wie das Leben sein wird, wenn du nach Hause zurückkehrst?", + "EUGENE_CONVO7_EUGENE5": "Ich will dich nicht vergessen, {player}.", + "EUGENE_CONVO8_EUGENE3": "...", + "EUGENE_CONVO8_EUGENE2": "Die sind uralt, also könnte ich mir vorstellen, dass man auf einer einzigen Kassette wahrscheinlich nur ein paar Tausend Lieder speichern konnte.", + "EUGENE_CONVO8_EUGENE4": "Hey, [pause]warum schaust du mich so an?! [pause]Stimmt mit wir irgendwas nicht?!", + "EUGENE_CONVO9_EUGENE2": "In der Lage zu sein, sich in Monster zu verwandeln, könnte die Leute auf Weisen stärken, die wir uns bisher nicht mal [wave amp=30 freq=10]erträumt[/wave] haben!", + "EUGENE_CONVO9_EUGENE1": "Hoffentlich können wie diese Kassettentechnologie mitnehmen, falls wir die Insel verlassen.", + "EUGENE_CONVO9_EUGENE3": "Stell dir vor, du könntest dich in ein schnelles Monster verwandeln, um Lebensmittel auszuliefern ... [pause]oder ein Wassermonster werden, um Waldbrände zu löschen.", + "EUGENE_CONVO10_EUGENE1.n": "Ich ... [pause]bin froh, dass ich dich kennenlernen konnte, {player}.", + "EUGENE_CONVO9_EUGENE4": "Allein schon darüber zu reden, ist toll!", + "EUGENE_CONVO10_EUGENE2": "...", + "EUGENE_CONVO10_EUGENE1.f": "Ich ... [pause]bin froh, dass ich dich kennenlernen konnte, {player}.", + "EUGENE_CONVO10_EUGENE1.m": "Ich ... [pause]bin froh, dass ich dich kennenlernen konnte, {player}.", + "EUGENE_CONVO10_EUGENE3.m": "Mann, [pause]niemand wird mir glauben, dass ich so einen süßen Freund auf dieser magischen Insel hatte, [pause]oder?", + "EUGENE_CONVO10_EUGENE3.f": "Mann, [pause]niemand wird mir glauben, dass ich so eine süße Freundin auf dieser magischen Insel hatte, [pause]oder?", + "EUGENE_CONVO10_EUGENE3.n": "Mann, [pause]niemand wird mir glauben, dass ich so eine tolle Beziehung auf dieser magischen Insel hatte, [pause]oder?", + "EUGENE_CONVO10_EUGENE5": "Vielleicht sollte ich daran arbeiten ...", + "EUGENE_CONVO11_EUGENE6": "Na ja, [pause]diese neue Welt wurde aus der Asche der alten geschaffen.", + "EUGENE_CONVO11_EUGENE1": "Denkst du jemals daran ... [pause]nicht in deine Welt zurückzukehren, {player}?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "Warum sollte ich das?", + "EUGENE_CONVO11_EUGENE2": "Es sieht doch so aus: [pause]Wir kommen nicht aus derselben Zeit in der Geschichte unserer Welt.", + "EUGENE_CONVO11_EUGENE3": "Wir kommen nicht aus derselben Welt, sondern von Welten, die sich wahrscheinlich sehr ähneln.", + "EUGENE_CONVO11_EUGENE4": "Also könnte die Zukunft deiner Welt durchaus wie die Vergangenheit meiner Welt sein. [pause]Was bedeutet, dass das Leben für dich langfristig vielleicht nicht so angenehm ist.", + "EUGENE_CONVO11_EUGENE4_OPTION1": "Was sagst du da?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "Was ist in der Vergangenheit deiner Welt passiert?", + "EUGENE_CONVO11_EUGENE5": "Ich habe dir doch erzählt, wie meine Leute eine neue und bessere Welt errichtet haben, oder?", + "EUGENE_CONVO11_EUGENE7": "Ich wurde geboren, nachdem sich der Rauch gelegt hatte, aber diejenigen, die es mitgemacht hatten ... [pause]Ich glaube, das ist für sie alle eine große Last.", + "EUGENE_CONVO11_EUGENE8": "Nicht nur die Erinnerungen an das, was sie verloren haben, sondern auch die Erinnerungen daran, was sie für Menschen geworden waren.", + "EUGENE_CONVO11_EUGENE9": "Ich weiß, dass ich dich nicht davon abhalten kann, nach Hause zurückzukehren, aber ich mache mir Sorgen wegen der Welt, die du vielleicht eines Tages erleben wirst.", + "EUGENE_CONVO12_EUGENE2": "Wenn wir hier auf Neu Wirral alles erledigt haben, meine ich.", + "EUGENE_CONVO11_EUGENE10": "Du verdienst ein besseres Leben, {player}.", + "EUGENE_CONVO12_EUGENE1": "Glaubst du wirklich, dass dieses riesige Tor uns nach Hause zurückbringen kann?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "Ich glaube schon!", + "EUGENE_CONVO12_EUGENE2_OPTION2": "Das muss es.", + "EUGENE_CONVO12_EUGENE3": "Enorm!", + "EUGENE_CONVO13_EUGENE2": "Denk mal darüber nach – [pause]diese ganze Gesellschaft im Miniaturformat wurde auf der Grundlage einer gemeinsamen Erfahrung [wave amp=30 freq=10]gegründet[/wave]. Und zwar der Erfahrung, auf dieser komischen Insel verschollen zu sein.", + "EUGENE_CONVO12_EUGENE4": "Hoffentlich stimmt das. Ich habe jede Menge coole Pläne für mein Leben!", + "EUGENE_CONVO13_EUGENE1": "Mann, [pause]wenn die Leute durch dieses große Tor Neu Wirral wirklich verlassen können, würde das hier [wave amp=30 freq=10]vieles[/wave] verändern.", + "EUGENE_CONVO13_EUGENE3": "Viele hier wurden von Leuten aus anderen Welten großgezogen. Die KENNEN gar nichts anderes!", + "EUGENE_CONVO14_EUGENE1": "Ähm, [pause]ich glaube, wir sollten darüber reden, was passiert ist.", + "EUGENE_CONVO13_EUGENE4": "Hoffentlich ist Ianthe bereit dafür, wie diese Entdeckung alles verändern könnte.", + "EUGENE_CONVO14_EUGENE1_OPTION2": "Wie meinst du das?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "Worüber genau?", + "EUGENE_CONVO14_EUGENE3": "Als wir alle zu diesem riesigen [shake rate=30 level=10]Gottmonster[/shake] fusioniert sind und [shake rate=30 level=10]Aleph eine Abreibung verpasst haben![/shake]", + "EUGENE_CONVO14_EUGENE2": "Als wir, [pause]du weißt schon ...", + "EUGENE_CONVO14_EUGENE5": "Ich will ganz ehrlich sein: Bei einem Großteil dieser \\\"Erzengel\\\"-Angelegenheiten auf der Insel komme ich überhaupt nicht mit.", + "EUGENE_CONVO14_EUGENE4": "Das war der Wahnsinn, oder?", + "EUGENE_CONVO14_EUGENE6": "Es gibt diese ganze [wave amp=30 freq=10]uralte Geschichte[/wave] über Morgante und Aleph und so. Und vielleicht hat der Bahnhof auch was damit zu tun. [pause]Keine Ahnung, Mann.", + "EUGENE_CONVO14_EUGENE7": "Aber ich weiß, dass wir uns zusammengetan und einen großen bösen Buben erledigt haben. [pause]Das ist etwas, das ich verstehe.", + "EUGENE_CONVO15_EUGENE1": "Hoffentlich funktioniert dein Plan, einen Weg von dieser Insel zu finden.", + "EUGENE_CONVO15_EUGENE2": "Ich mache mir langsam Sorgen, dass der begrenzte Vorrat von Haarfärbemitteln auf Neu Wirral ausgehen wird.", + "EUGENE_CONVO16_EUGENE1": "Mann, diese zerstörte Stadt, durch die wir gekommen sind, hat mir echt Gänsehaut verschafft.", + "EUGENE_CONVO16_EUGENE2": "Die hat mich an einige Orte zu Hause erinnert. Städte, in denen mal Leute gelebt haben, bis die Zeiten hart wurden und die Leute sie verließen.", + "EUGENE_CONVO16_EUGENE3": "Davon habe ich sogar jede Menge gesehen.", + "EUGENE_CONVO16_EUGENE4": "Vielleicht könnten die Bewohner von Hafenstadt irgendwann mal zurückkehren und sie wiederaufbauen.", + "EUGENE_CONVO16_EUGENE5": "Das fände ich gut.", + "EUGENE_CONVO17_EUGENE1": "An einem Lagerfeuer in der Wildnis zu sitzen und zu wissen, dass uns jederzeit [wave amp=30 freq=10]riesige Bestien[/wave] angreifen könnten ... [pause]Ich glaube, du denkst gerade das Gleiche wie ich, {player}.", + "EUGENE_CONVO17_EUGENE2": "Du denkst: [pause]\\\"Genauso war das Leben für meine Vorfahren, die Höhlenmenschen!\\\"", + "EUGENE_CONVO17_EUGENE1_OPTION1": "Ach ja?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "Was denke ich denn?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "Was?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "Das habe ich noch nie gedacht.", + "EUGENE_CONVO18_EUGENE1": "Ich muss noch an meinen Schlachtrufen arbeiten.", + "EUGENE_CONVO18_EUGENE1_OPTION1": "An deinen was?", + "EUGENE_CONVO17_EUGENE3": "Ich habe absolut recht. Das hast du auch gedacht.", + "EUGENE_CONVO18_EUGENE1_OPTION2": "Schlachtrufen ...?", + "EUGENE_CONVO18_EUGENE2": "Ja! [pause]Wenn ich zum Beispiel Feinden gegenübertrete und kurz vor der Transformation bin, brülle ich irgendwas wie \\\"Los geht's!\\\" oder \\\"Transformation!\\\"", + "EUGENE_CONVO18_EUGENE2_OPTION1": "Das kriegst du aber besser hin!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"Transformation\\\" ist nicht besonders originell ...", + "EUGENE_CONVO18_EUGENE3": "Ich arbeite noch dran, okay?", + "EUGENE_CONVO18_EUGENE4": "...", + "EUGENE_CONVO18_EUGENE5": "Was, wenn ich [wave amp=30 freq=10]\\\"In den Monstermodus!\\\"[/wave] rufe – würde das funktionieren? [pause]Meinst du, das klingt krass?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "Überhaupt nicht.", + "EUGENE_CONVO18_EUGENE5_OPTION2": "Absolut nicht.", + "EUGENE_CONVO18_EUGENE6": "Dann komme ich darauf später noch mal zurück.", + "EUGENE_CONVO20_EUGENE1_OPTION1": "Wie meinst du das?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "Hm?", + "EUGENE_CONVO19_EUGENE1": "Tut mir leid, [pause]ich gewöhne mich noch immer daran, dass wir jetzt streng gesehen ein Paar sind.", + "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"Streng gesehen\\\"?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "Du klingst nicht gerade begeistert.", + "EUGENE_CONVO19_EUGENE2": "Oh, das war nicht [shake rate=30 level=10]negativ[/shake] gemeint!", + "EUGENE_CONVO19_EUGENE3": "Ich hätte nur nicht erwartet, dass ich [wave amp=30 freq=10]so was[/wave] hier auf Neu Wirral erleben würde. Natürlich finde ich es [wave amp=30 freq=10]cool[/wave], dass wir zusammen sind!", + "EUGENE_CONVO20_EUGENE1": "Es wäre so einfach, hier zusammen zu bleiben, oder?", + "EUGENE_SOCIAL1_EUGENE2": "Die Monster-Fusion ist ziemlich anregend.", + "EUGENE_CONVO20_EUGENE2": "Du und ich führen ein Leben im ruhigen, aber [wave amp=30 freq=10]idyllischen[/wave] Hafenstadt. Nichts ändert sich.", + "EUGENE_CONVO20_EUGENE3": "Aber ... das passt einfach nicht zu uns, oder? [pause]Ich glaube, auf uns beide wartet noch mehr.", + "EUGENE_SOCIAL1_EUGENE1": "Mann, ich muss schon sagen ...", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "Findest du?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "Ich schätze schon!", + "EUGENE_SOCIAL1_EUGENE4": "... echter Ausdruck unserer inneren Stärke.", + "EUGENE_SOCIAL1_EUGENE3": "Ja! [pause]wie ein ...", + "EUGENE_SOCIAL1_EUGENE5": "Im Eifer des Gefechts sind unsere Absichten so ähnlich, dass wir buchstäblich zu einer einzigen mächtigen Kraft werden können.", + "EUGENE_SOCIAL1_EUGENE6": "In diesem Augenblick ist es, als wären wir [wave amp=30 freq=20]unaufhaltsam[/wave].", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "Ich weiß, was du meinst!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Jetzt klingst du wie eine Animefigur.", + "EUGENE_SOCIAL1_EUGENE7A": "Mann, ich wusste, du verstehst es!", + "EUGENE_SOCIAL1_EUGENE7B": "Mann, ich versuche doch nur, ehrlich zu sein!", + "EUGENE_SOCIAL1_EUGENE8": "Ich glaube, ich habe zu lange gelebt, ohne etwas zurückzugeben.", + "EUGENE_SOCIAL1_EUGENE9": "Vielleicht hole ich die verlorene Zeit nach.", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "Was ist mit deiner Welt?", + "EUGENE_SOCIAL1_EUGENE10": "Ach, mach dir keine Gedanken. Wir können ein andermal darüber reden.", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "Was ist auf deiner Welt passiert?", + "EUGENE_SOCIAL1_EUGENE11": "Ich kehre zurück. [pause]Also in meine Welt. [pause]Natürlich erst, wenn du dein Tor von hier weg gefunden hast.", + "EUGENE_SOCIAL1_EUGENE12": "Ich nehme meine Kassetten mit [pause]und setze mich für die Leute ein, die es am meisten brauchen.", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Wie ein Superheld in Monstergestalt?", + "EUGENE_SOCIAL1_EUGENE13": "Wie ein Superheld in Monstergestalt, ja.", + "EUGENE_SOCIAL2_EUGENE1": "Ich habe darüber nachgedacht, dass Clémence einfach ... [pause]beschlossen hat, ein Café aufzumachen, nur weil es der Stadt half.", + "EUGENE_SOCIAL1_EUGENE14": "Klingt doch ziemlich krass, oder?", + "EUGENE_SOCIAL2_EUGENE2": "Dinge verbessern, mich nützlich machen ... [pause]Mit so was sollte ich mich beschäftigen!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "Du musst nicht ständig daran denken, Leuten zu helfen.", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "Du hilfst schon genug!", + "EUGENE_SOCIAL2_EUGENE4": "Vielleicht ist das nur ein Zwang aus meiner Welt.", + "EUGENE_SOCIAL2_EUGENE3": "Hehe. [pause]Wenn du es sagst.", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "\\\"Deiner Welt\\\"?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "Wie meinst du das?", + "EUGENE_SOCIAL2_EUGENE5": "Okay, [pause]auf \\\"meiner Erde\\\" gab es [pause]ungefähr in der Mitte des 21. Jahrhunderts eine Art ... [pause]Umbruch.", + "EUGENE_SOCIAL2_EUGENE7": "Es war, als wären alle eines Tages aufgewacht und hätten erkannt, dass wir besser überleben können, wenn wir stattdessen einander helfen.", + "EUGENE_SOCIAL2_EUGENE6": "Gier und Konsum der Menschen hatte einen Punkt erreicht, an dem die Welt nicht mehr damit klarkam.", + "EUGENE_SOCIAL2_EUGENE8": "Dass wir die Institutionen, die über uns herrschten, während sie den Planeten töteten, nicht BRAUCHTEN.", + "EUGENE_SOCIAL2_EUGENE9": "Den Leuten in der eigenen Gemeinschaft helfen zu können, wurde nach und nach wichtiger, als reich und berühmt zu sein, [pause]aber ich war niemals ... [pause]besonders gut darin.", + "EUGENE_SOCIAL3_EUGENE4": "Ich werde Hafenstadt zu einem besseren Ort machen – [pause]warte es nur ab.", + "EUGENE_SOCIAL2_EUGENE10": "Dass ich hier auf Neu Wirral bin, [pause]ist eine Chance, mich zum Besseren zu wandeln, [pause]damit ich als jemand nach Hause zurückkehre, der was mit seinem Leben anstellen kann.", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "Du musst kein Held sein, um einen Wert zu haben!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "Du musst dich damit nicht quälen!", + "EUGENE_SOCIAL2_EUGENE11": "Ich weiß, [pause]aber ...", + "EUGENE_SOCIAL2_EUGENE12": "Ich glaube, das brauche ich für mich selbst.", + "EUGENE_SOCIAL2_EUGENE13": "Na ja, [pause]genug von mir.", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "\\\"Entscheidung\\\"?", + "EUGENE_SOCIAL3_EUGENE3": "Ich werde aufhören, über Dinge zu reden, [pause]und sie einfach tun.", + "EUGENE_SOCIAL3_EUGENE1": "Okay, [pause]die Entscheidung steht.", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Die Entscheidung worüber?", + "EUGENE_SOCIAL3_EUGENE2": "Ich habe ein Projekt im Sinn.", + "EUGENE_SOCIAL3_EUGENE5": "Ich weiß nicht ... [pause]Etwas [wave amp=30 freq=10]Schlechtes[/wave] aufzuhalten fühlt sich nicht so an wie etwas [wave amp=30 freq=10]Gutes[/wave] zu tun, [pause]oder?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "Du hast schon die Makler aufgehalten!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "Du hast schon deinen Teil dazu beigetragen, Hafenstadt zu helfen!", + "EUGENE_SOCIAL3_EUGENE6": "Okay, ich bin Feuer und Flamme! [pause]Das wird der Wahnsinn, [pause]warte es nur ab.", + "EUGENE_SOCIAL4_EUGENE1": "Hey, [pause]kann ich dir was zeigen?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "Was hast du vor?", + "EUGENE_SOCIAL3_EUGENE7.m": "Nee, [pause]da musst du dich einfach noch ein bisschen gedulden!", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Kannst du mir sagen, was \\\"das\\\" ist?", + "EUGENE_SOCIAL3_EUGENE8": "Immerhin sollte der \\\"Verteidiger von Hafenstadt\\\" doch ein Geheimnis für sich behalten können, [pause]oder?", + "EUGENE_SOCIAL3_EUGENE7.f": "Nee, [pause]da musst du dich einfach noch ein bisschen gedulden!", + "EUGENE_SOCIAL3_EUGENE7.n": "Nee, [pause]da musst du dich einfach noch ein bisschen gedulden!", + "EUGENE_SOCIAL4_EUGENE7": "Mir ist klar geworden, dass dieses hässliche alte Gebäude leer steht, seit wir die Makler erledigt haben, [pause]also dachte ich mir, dass ich es doch sinnvoll nutzen könnte!", + "EUGENE_SOCIAL4_EUGENE2": "Ich habe mein Projekt abgeschlossen. Ich glaube, es wird Zeit für die große Eröffnung.", + "EUGENE_SOCIAL4_EUGENE3": "Wollen wir hingehen?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Klar!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Jetzt nicht.", + "EUGENE_SOCIAL4_EUGENE_NO": "Alles gut. [pause]Dann ein andermal.", + "EUGENE_SOCIAL4_EUGENE11": "Hey, wir hängen ja nicht [wave amp=30 freq=10]STÄNDIG[/wave] zusammen ab! [pause]Neben den Abenteuern habe ich auch noch Freizeit!", + "EUGENE_SOCIAL4_EUGENE4": "Okay! [pause]Ich gehe voran.", + "EUGENE_SOCIAL4_EUGENE6": "Hier waren wir auf unserer ersten [wave amp=30 freq=10]Teammission[/wave]!", + "EUGENE_SOCIAL4_EUGENE5": "Erinnerst du dich noch an diesen Ort, [pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "Komm, [pause]ich zeige dir, wie es drin aussieht!", + "EUGENE_SOCIAL4_EUGENE9": "Dank des Dachfensters [pause]gibt es in diesem verlassenen Büro tagsüber jede Menge Licht.", + "EUGENE_SOCIAL4_EUGENE10": "Ich dachte mir, dass es doch einen schönen Gemeinschaftsgarten abgeben würde. [pause]Die Leute könnten hier Pflanzen und Blumen wachsen lassen und mal ein bisschen aus der Stadt rauskommen.", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "Wann hast du das alles gemacht?!", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "Wie hast du die Zeit für das alles gefunden?!", + "EUGENE_SOCIAL4_EUGENE12": "Also ... Wie findest du es?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "Das ist unglaublich!", + "EUGENE_SOCIAL4_EUGENE14": "Ich dachte schon, das wäre eine ziemlich dumme Idee.", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "Gefällt mir richtig gut!", + "EUGENE_SOCIAL4_EUGENE13": "F-[pause]Findest du das wirklich?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "Du versuchst, einen Weg von dieser Insel zu finden! [pause]Nicht mal die Begrenzungen von Raum und Zeit halten dich zurück!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "Es ist cool, mit dir befreundet zu sein!", + "EUGENE_SOCIAL4_EUGENE15": "Schön, dass es dir gefällt.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "Du versuchst, einen Weg von dieser Insel zu finden! [pause]Nicht mal die Begrenzungen von Raum und Zeit halten dich zurück!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Das ist sehr romantisch.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Hehe, [pause]jetzt komm schon. [pause]Von uns beiden hast DU doch die großen Pläne.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Ich freue mich schon darauf, zu meinem echten Zuhause zurückzukehren! [pause]Ich glaube, hier bin ich zur besten und krassesten Version meiner selbst geworden.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "Du versuchst, einen Weg von dieser Insel zu finden! [pause]Nicht mal die Begrenzungen von Raum und Zeit halten dich zurück!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Na ja, ich dachte mir, es wird langsam Zeit, dass Neu Wirral mal einen neuen Ort für Dates kriegt.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Gehen wir, [pause]okay?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "Ich würde sagen, dein Projekt war ein Erfolg!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Äh, [pause][pause]ich, [pause][pause]ich schätze schon ...[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "Also ... ist das hier ein Date?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Natürlich nur, [pause]falls [pause]du es so möchtest.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Bei Romanzen bist du nicht so selbstsicher, was?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "Ich habe dich noch nie so nervös gesehen!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "Schon peinlich, dass ich problemlos eine bösartige Geheimverbindung von Büroghulen ausschalten kann ...", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Ich [pause]schätze, da hast du recht.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "... aber Probleme damit habe, meinem Partner zu sagen, was ich für ihn empfinde.", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "... aber Probleme damit habe, meiner Partnerin zu sagen, was ich für sie empfinde.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "... aber Probleme damit habe, meinem Partnerx zu sagen, was ich für demm empfinde.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Ja, [pause]ich schätze, das ist ein Date.", + "EUGENE_ROMANCE_EUGENE1.m": "Du bist ziemlich still. [pause]Ist alles ... [pause]okay?", + "EUGENE_ROMANCE_EUGENE1.f": "Du bist ziemlich still. [pause]Ist alles ... [pause]okay?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "Nichts Besonderes!", + "EUGENE_ROMANCE_EUGENE1.n": "Du bist ziemlich still. [pause]Ist alles ... [pause]okay?", + "EUGENE_ROMANCE_EUGENE_NO": "Alles klar.", + "EUGENE_ROMANCE_EUGENE8": "Aber lass uns Spaß haben, solang wir zusammen sind!", + "EUGENE_ROMANCE_EUGENE3": "Ich weiß. [pause]Also ich auch. [pause]Ich bin so was von nervös.", + "EUGENE_ROMANCE_EUGENE2": "Ich ... [pause][pause]Äh ...", + "EUGENE_ROMANCE_EUGENE5": "Gemeinsam sind wir mehr als die Summe unserer Teile. [pause]Genauso, wie wenn wir fusionieren!", + "EUGENE_ROMANCE_EUGENE4": "Ich glaube, wir beide helfen einander, uns zu verbessern.", + "EUGENE_ROMANCE_EUGENE7": "Du bedeutest mir sehr viel, [pause]aber mich erwartet mein altes Leben, zu dem ich zurückkehre. [pause]Und dich auch.", + "EUGENE_ROMANCE_EUGENE6": "Trotzdem ... [pause]könnte es sein, dass wir uns trennen müssen, wenn wir einen Weg finden, diese Insel zu verlassen.", + "EUGENE_ROMANCE_EUGENE9": "Es gibt Leute, die Hilfe brauchen, und riesige Monster, die Schläge brauchen.", + "EUGENE_ROMANCE_EUGENE10": "Das Gleiche wie immer – [pause]das unschlagbare Powerpärchen aus Hafenstadt!", + "FELIX_UNKNOWN_NAME": "Freundlicher Typ", + "EUGENE_ROMANCE_EUGENE11": "Obwohl wir vielleicht eine kleine Abenteuerpause einlegen können, [pause]wenigstens heute Nacht ...", + "FELIX_INTRO_FELIX1": "Vorsicht, wo du hintrittst. [pause]Du willst ja nicht über den ganzen Müll stolpern, der hier rumliegt.", + "FELIX_INTRO_FELIX3": "Ich nicht. Ich bin mit meinen ganzen Sachen hier gelandet.", + "FELIX_INTRO_FELIX1_OPTION1": "Woher kam dieser Raum?", + "FELIX_INTRO_FELIX4": "Das war mal mein Apartment ... [pause]Mit ein paar Wänden mehr oder weniger.", + "FELIX_INTRO_FELIX1_OPTION2": "Was ist das für ein Ort?", + "FELIX_INTRO_FELIX2": "Die meisten Leute fallen vom Himmel und landen hier im Meer, oder?", + "FELIX_INTRO_FELIX4_OPTION1": "Warum ist das passiert?", + "FELIX_INTRO_FELIX5": "Da fragst du was! [pause]Allerdings bedeutet das, [pause]ich habe meine ganzen alten Skizzenbücher und Bilder noch.", + "FELIX_INTRO_FELIX4_OPTION2": "Wie ist denn dein ganzes Apartment nach Neu Wirral gekommen?", + "FELIX_INTRO_FELIX6": "Ich bin Felix. [pause]Freut mich, dich kennenzulernen.", + "FELIX_INTRO_FELIX6_OPTION1": "Ich bin {player}!", + "FELIX_INTRO_MEREDITH7": "Ich hab dich schon länger nicht mehr gesehen, Felix. Was, äh, machst du hier überhaupt?", + "FELIX_INTRO_FELIX6_OPTION2": "Man nennt mich ... {player}.", + "FELIX_INTRO_FELIX9": "Als hier alles zusammen mit mir vom Himmel fiel, wurde einiges von dem Zeug zerstört, [pause]und der Schaden durch den Regen half auch nicht gerade ...", + "FELIX_INTRO_KAYLEIGH7": "Hey, Felix! [pause]Was machst du hier draußen?", + "FELIX_INTRO_VIOLA7": "Und ich bin Viola von Messaline. [pause]Sag, für welche Aufgabe plagst du dich hier draußen allein ab?", + "FELIX_INTRO_EUGENE7": "Hey Mann! Hältst du dich hier auf? [pause]Was machst du hier draußen?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]Freut mich, dich kennenzulernen, Felix ...[/wave]", + "FELIX_INTRO_FELIX8": "Ich suche was.", + "FELIX_INTRO_FELIX10": "Aber es gibt hier etwas, von dem ich mir sicher bin, dass es noch intakt ist ...", + "FELIX_INTRO_FELIX11": "Wusste ich's doch!", + "FELIX_INTRO_FELIX12_OPTION1": "Was ist das?", + "FELIX_INTRO_FELIX12": "Die Dichtung ist noch intakt, also ist hoffentlich kein Wasser reingelaufen.", + "FELIX_INTRO_FELIX12_OPTION2": "Was ist dadrin?", + "FELIX_INTRO_FELIX13": "Das könnte vielleicht schwierig zu erklären sein ...", + "FELIX_INTRO_FELIX14": "Komm doch mal bei mir im Westen von Hafenstadt vorbei. [pause]Dann zeige ich es dir.", + "FELIX_INTRO2_FELIX2_OPTION1": "Klar!", + "FELIX_INTRO2_FELIX1.m": "Oh, hey. [pause]Du willst mit mir abhängen.", + "FELIX_INTRO2_FELIX2": "Willst du sehen, was ich aus den armseligen Überresten meiner alten Wohnung gerettet habe?", + "FELIX_INTRO2_FELIX1.n": "Oh, hey. [pause]Du willst mit mir abhängen.", + "FELIX_INTRO2_FELIX1.f": "Oh, hey. [pause]Du willst mit mir abhängen.", + "FELIX_INTRO2_FELIX3": "In meinem normalen Leben war ich ein Zoetrop-Maler.", + "FELIX_INTRO2_FELIX2_OPTION2": "Jetzt nicht.", + "FELIX_INTRO2_FELIX2_NO": "Kein Problem. Sag einfach Bescheid, wenn du es dir anders überlegt hast.", + "FELIX_INTRO2_FELIX3_OPTION1": "Zoetrop-Maler?", + "FELIX_INTRO2_FELIX3_OPTION2": "Ein was?", + "FELIX_INTRO2_FELIX4": "Es ist einfacher, es dir zu zeigen. Sieh mal:", + "FELIX_INTRO2_FELIX5": "Das ist eine Zoetrop-Rolle. Man legt sie in dieses Zoetrop hier und schaut dann durch den Schlitz.", + "FELIX_INTRO2_FELIX6": "Das Zoetrop hat einen Motor und dreht sich, wenn ich diesen Knopf drücke.", + "FELIX_INTRO2_FELIX8": "Wenn man es dreht, wird es animiert und zum Leben erweckt, [pause]okay?", + "FELIX_INTRO2_FELIX7": "Auf dem Zoetrop-Streifen ist immer wieder das gleiche Bild gemalt, aber mit Variationen.", + "FELIX_INTRO2_FELIX9": "Dann kann man mit dem Hebel zur nächsten Reihe wechseln, [pause]für den nächsten Teil der Geschichte.", + "FELIX_INTRO2_FELIX12": "Sie waren mal sehr beliebt, [pause]sind dann aber irgendwann aus der Mode gekommen.", + "FELIX_INTRO2_FELIX11": "Ich war schon als Kind von Zoetropen besessen.", + "FELIX_INTRO2_FELIX10": "Man kann eine ganze Geschichte erzählen [pause]und sie mit Leben füllen – [pause]nur mit Zeichnungen.", + "FELIX_INTRO2_FELIX14": "In den meisten Zoetrop-Geschichten geht es um Helden der Französischen Revolution, [pause]wie zum Beispiel \\\"Die scharlachrote Blume\\\", [pause]aber seit die Filmadaptionen mit großen Budgets durch die Decke gegangen sind, hat das Interesse an den Quellen nachgelassen.", + "FELIX_INTRO2_FELIX13": "Mittlerweile ist es eher ein Nischenmedium. [pause]Also, [pause]na ja, [pause]zumindest dort, wo ich herkomme.", + "FELIX_INTRO2_FELIX15": "Ich habe mich schon als Kind für diese Geschichten begeistert [pause]und diese Leidenschaft nicht verloren.", + "FELIX_INTRO2_FELIX16": "Deswegen bin ich jetzt wohl Maler.", + "FELIX_INTRO2_FELIX18": "Und wie sich herausgestellt hat, ist eine Insel voller seltsamer Monster der perfekte Ort, um Inspirationen zu finden!", + "FELIX_INTRO2_FELIX17": "Ich versuche gerade, mir neue Figuren einfallen zu lassen.", + "FELIX_INTRO2_FELIX19": "Was bedeutet ... dass du mir vielleicht helfen könntest.", + "FELIX_INTRO2_FELIX20": "Ich suche eine bestimmte Kreatur und möchte sie mir genau ansehen.", + "FELIX_INTRO2_FELIX21": "Ich weiß, dass sie auf der Kirschaue zu finden ist – eine [wave amp=30 freq=10]Kriegerin mit einem Holzschwert.[/wave]", + "FELIX_INTRO2_FELIX22": "Kannst du mir dabei helfen?", + "FELIX_INTRO2_FELIX22_OPTION1": "Klar!", + "FELIX_INTRO2_FELIX22_NO": "Kein Problem. Falls deine Zeit es erlaubt, komm einfach vorbei, dann gehen wir auf dieses kleine Abenteuer.", + "FELIX_INTRO2_FELIX22_OPTION2": "Jetzt nicht.", + "FELIX_INTRO2_FELIX23": "Cool! Ich markiere es dir auf der Karte.", + "FELIX_QUEST1_PART1_FELIX1": "Das ist sie! Okay, du kämpfst gegen sie und ich skizziere sie.", + "FELIX_QUEST1_PASSIVE_FELIX1": "Die Ranger haben über diese Kreatur geredet. Angeblich hat sie eine perfekte Kriegerpose.", + "FELIX_QUEST1_PASSIVE_FELIX2": "Ziemlich schön hier, oder?", + "FELIX_QUEST1_PART2_FELIX1": "Oh-oh ...", + "FELIX_QUEST1_PART2_KUNEKO2": "STOPP, DU UNHOLD!", + "FELIX_QUEST1_PART3_FELIX4": "Ich habe es noch, da es in meinem Apartment war, als ich hier landete.", + "FELIX_QUEST1_PART2_KUNEKO3": "U-Und komm nicht wieder zurück!", + "FELIX_QUEST1_PART2_FELIX4": "Wer bist ...?", + "FELIX_QUEST1_PART2_FELIX5": "Moment mal, [pause][pause]bist du ...?!", + "FELIX_QUEST1_PART2_KUNEKO6": "AAAH!", + "FELIX_QUEST1_PART2_FELIX7": "...", + "FELIX_QUEST1_PART2_FELIX8": "Oh [pause]nein.", + "FELIX_QUEST1_PART2_FELIX9": "Neeeeeein. [pause][pause]Nein.", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "War das ein Erzengel?", + "FELIX_QUEST1_PART2_FELIX12": "Gehen wir zurück zu mir. Dann wird alles klar, versprochen.", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "War das ein Monster?", + "FELIX_QUEST1_PART2_FELIX10": "Ich ...", + "FELIX_QUEST1_PART2_FELIX11": "Ich glaube, meine Vergangenheit holt mich wieder ein.", + "FELIX_QUEST1_PART3_FELIX1": "Es muss hier doch irgendwo sein, [pause]ich ...", + "FELIX_QUEST1_PART3_FELIX2": "Gefunden!", + "FELIX_QUEST1_PART3_FELIX3": "Hier. Das ist mein altes Skizzenbuch, das ich hatte, als ich 12 war.", + "FELIX_QUEST1_PART3_FELIX5": "Sieh dir mal diese Seite an.", + "FELIX_QUEST1_PART3_FELIX6": "Ihr Name ist Kuneko.", + "FELIX_QUEST1_PART3_FELIX7": "Sie war eine Figur, die ich mir als Kind ausgedacht habe.", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Hat sie Engelsflügel?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "Warum hat sie Katzenohren?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "Ist sie ein Ninja?", + "FELIX_QUEST1_PART3_FELIX8": "Sie ist so was wie [pause]die Tochter eines Engels und eines Dämons, die auf der Erde verschollen war und von einem mystischen Ninja-Clan adoptiert wurde ...", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Meister?", + "FELIX_QUEST1_PART3_FELIX9": "Als sie 21 wurde, [pause]verließ sie ihr Zuhause und begab sich auf eine epische Mission, um an vier Elementaraltären zu kämpfen und zu beweisen, dass sie die größte Kriegerin im ganzen Land ist.", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Ganz schön klischeehaft.", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Oh, das klingt ziemlich cool!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Deine Kunst ist seitdem auf jeden Fall besser geworden ...", + "FELIX_QUEST1_PART3_FELIX10": "Auf der weiterführenden Schule hatte ich eine Animephase. [pause]Urteile nicht über mich!", + "FELIX_QUEST1_PART3_FELIX12": "Ich habe KEINE Ahnung, wie meine [wave amp=30 freq=10]lächerliche Kinderzeichnung von früher[/wave] real geworden ist.", + "FELIX_QUEST1_PART3_FELIX11": "Mir ist ABSOLUT klar, wie seltsam das alles ist!", + "FELIX_QUEST1_PART3_FELIX13": "Aber falls Kuneko wirklich hier in dieser Welt ist ... [pause]dann muss ich sie finden.", + "FELIX_QUEST1_PART3_FELIX14": "Ich muss der Sache auf den Grund gehen.", + "FELIX_QUEST1_PART4_KUNEKO1": "...", + "FELIX_QUEST1_PART4_FELIX3": "Du hast mich gerettet ... [pause]Kennst du mich?", + "FELIX_QUEST1_PART4_FELIX2": "Oh. [pause]Das ging schnell.", + "FELIX_QUEST1_PART4_KUNEKO4": "I-Ich habe dich noch nie getroffen, aber ich spüre eine starke Verbindung zu dir ...", + "FELIX_QUEST1_PART4_FELIX5": "Oh, ja, logisch.", + "FELIX_QUEST1_PART4_KUNEKO7": "Ich ...", + "FELIX_QUEST1_PART4_FELIX6": "Immerhin habe ich dich erschaffen.", + "FELIX_QUEST1_PART4_FELIX12": "Du musst mich nicht die ganze Zeit \\\"Schöpfer\\\" nennen.", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]BITTE VERZEIH MIR![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "Es [wave amp=30 freq=10]tut mir so leid[/wave], dass ich dich nicht erkannt habe, Schöpfer!", + "FELIX_QUEST1_PART4_KUNEKO10": "Vor einiger Zeit bin ich auf der Aue aufgewacht, auf der wir uns getroffen haben, [pause]mit nichts als meinem Namen auf den Lippen und meiner Mission in meinem Herzen.", + "FELIX_QUEST1_PART4_KUNEKO11": "Andere Erinnerungen habe ich nicht, Schöpfer.", + "FELIX_QUEST1_PART4_KUNEKO13": "Wie wäre es mit [pause]\\\"Vater\\\"?", + "FELIX_QUEST1_PART4_FELIX14": "Das, [pause]äh, [pause]ist auch nicht viel besser.", + "FELIX_QUEST1_PART4_FELIX16": "Nee.", + "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Papa?", + "FELIX_QUEST1_PART4_FELIX18": "Auf KEINEN Fall.", + "FELIX_QUEST1_PART4_FELIX19": "Nenn mich einfach ... [pause]Felix.", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, du hast eine Mission erwähnt.", + "FELIX_QUEST1_PART4_KUNEKO20": "Ich muss die vier Elementarschreine auf dieser Insel finden und die Bestien besiegen, die sie bewachen.", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "Worin besteht deine Mission?", + "FELIX_QUEST1_PART4_KUNEKO21": "Nur SO kann ich meine Stärke unter Beweis stellen!", + "FELIX_QUEST1_PART4_FELIX23": "Kuneko, du solltest lieber nicht auf diese \\\"Mission\\\" gehen. Die ist nicht real ... [pause]Ich habe sie mir nur für deine Hintergrundgeschichte [wave amp=30 freq=10]ausgedacht[/wave].", + "FELIX_QUEST1_PART4_FELIX22": "Mann, eine bessere Geschichte hätte ich mir auch nicht ausdenken können.", + "FELIX_QUEST1_PART4_FELIX24": "Abgesehen davon sind die Kreaturen auf Neu Wirral ziemlich gefährlich.", + "FELIX_QUEST1_PART4_KUNEKO25": "Ich weiß, dass du denkst, ich hätte nicht das Zeug dazu, Schöpfer ...", + "FELIX_QUEST1_PART4_KUNEKO26": "Deswegen habe ich [wave amp=30 freq=10]keine andere Wahl[/wave], als mich zu beweisen!", + "FELIX_QUEST1_PART4_FELIX25": "Das ist alles ... [pause]ziemlich schräg. [pause]Das sehe aber nicht nur ich so, [pause]oder?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Ja, das ist ziemlich schräg.", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Ungefähr so schräg wie alles andere auf dieser Insel.", + "FELIX_QUEST1_PART4_FELIX26": "Seit meiner Kinderzeit habe ich viel weniger peinliche Figuren erschaffen. [pause]Warum SIE?", + "FELIX_QUEST1_PART4_FELIX27": "Wie auch immer, [pause]falls sie nur hier ist, weil ich sie erfunden habe, fühle ich mich auch ein bisschen verantwortlich für sie.", + "FELIX_QUEST1_PART4_FELIX28": "Wir sollten diese vier \\\"Elementaraltäre\\\" finden und darauf achten, dass sie sich nicht in Gefahr bringt.", + "FELIX_QUEST2_ALTAR1_FELIX1": "Ich glaube, diese Altäre gibt es wirklich. [pause]Logisch.", + "FELIX_QUEST1_PART4_FELIX29": "Wir könnten auf der Insel suchen oder uns vielleicht in der Stadt umhören. [pause]Deine Entscheidung, {player}.", + "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "Ich muss meine Stärke unter Beweis stellen, Schöpfer ...", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "Bei meiner spitzen Klinge ... [shake rate=30 level=10]Zeige dich, Wächter![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "Na los, wir sollten ihr helfen.", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "Danke für deinen Beistand, Schöpfer ...", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "Aber beim nächsten Kampf brauche ich [wave amp=30 freq=10]keine[/wave] Hilfe!", + "FELIX_QUEST2_ALTAR1_FELIX8": "Sie will das immer noch durchziehen, was?", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "Bei den Kräften der Sonne und des Mondes, die praktischerweise gleichzeitig scheinen ...", + "FELIX_QUEST2_ALTAR1_FELIX9": "Also gut. [pause]Finden wir den Rest.", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Gib dich zu erkennen, Wächter![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "So langsam findet sie richtig in die Rolle rein.", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "An deiner Seite zu kämpfen, Schöpfer ...", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "Ich fühle mich nicht würdig ...", + "FELIX_QUEST2_ALTAR2_FELIX6": "Ganz ehrlich, das ist gar keine große Sache ...", + "FELIX_QUEST2_ALTAR3_FELIX12": "Ich ... äh ...", + "FELIX_QUEST2_ALTAR2_FELIX7": "Und ... weg ist sie. [pause]Wir sollten den nächsten Schrein finden.", + "FELIX_QUEST2_ALTAR3_FELIX1": "Warte! Kuneko ...", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Tritt hervor, Wächter![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "Bei den Kräften von Feuer und Eis, [pause]die meine Leidenschaft für die Gerechtigkeit gleichermaßen heiß und kalt werden lassen ...", + "FELIX_QUEST2_ALTAR3_FELIX4": "Los geht's.", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "Du hast mir schon wieder geholfen, Schöpfer ...", + "FELIX_QUEST2_ALTAR3_FELIX6": "Ich will nicht, dass du dir wehtust!", + "FELIX_QUEST2_ALTAR3_FELIX7": "Weißt du ...", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", + "FELIX_QUEST2_ALTAR3_FELIX8": "Du musst das nicht tun, um mich zu beeindrucken.", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "Ich weiß, was du wirklich von mir hältst, [pause]Schöpfer.", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "Ich weiß, dass es dir [shake rate=30 level=10]peinlich[/shake] ist, mich erschaffen zu haben.", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "Meine Mission besteht [shake rate=30 level=10]nicht[/shake] darin, dich zu beeindrucken.", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "Das erkenne ich daran, wie du mich ansiehst!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Ja.", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "Ich weiß, dass es nichts gibt, womit ich dich [shake rate=30 level=10]jemals[/shake] stolz auf mich machen könnte!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Wächter, [pause]gib dich zu erkennen![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "Oh, [pause]okay, [pause]jetzt fühle ich mich richtig schlecht.", + "FELIX_QUEST2_ALTAR3_FELIX17": "Vielleicht habe ich es nicht gut ausgedrückt.", + "FELIX_QUEST2_ALTAR3_FELIX18": "Ich sollte sie finden und mich entschuldigen.", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "So in der Art ...", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "Ich weiß, dass du es nicht so gemeint hast.", + "FELIX_QUEST2_ALTAR3_FELIX19": "Wahrscheinlich ist sie beim letzten Schrein, oder?", + "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko, [pause]hey, [pause]ähm ...", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "Die Karten sind gemischt! Ich habe meine letzte Hand gezogen ... [pause]Straight Flush!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "Ich bin einfach nur ein vergessener Gedanke, [pause]nicht wahr, [pause][shake rate=30 level=10]Schöpfer?[/shake]", + "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, ich ...", + "FELIX_QUEST2_ALTAR4_FELIX4": "Okay, [pause]helfen wir ihr erst mal und DANN entschuldige ich mich.", + "FELIX_QUEST2_ALTAR4_FELIX12": "Es tut mir leid ... [pause]Das ist alles meine Schuld, [pause]{player} ...", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "Eine Idee, die du lustig fandest, [pause]bevor du sie [shake rate=30 level=10]verworfen[/shake] hast.", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Komm wieder und stell dich mir, wenn du bereit bist!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Komm wieder und stell dich mir, wenn du bereit bist!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "Bei den strahlenden Kräften von Erde, Luft, Feuer und Wasser ...", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Komm wieder und stell dich mir, wenn du bereit bist!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]MEIN WAHRES POTENZIAL IST OFFENBART![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "Sie ... [pause][pause]hat die vier Elemente in sich vereint ...", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "Bin ich dir noch immer peinlich, [pause]Schöpfer?", + "FELIX_QUEST2_ALTAR4_FELIX13": "Ich will überleben, damit ich alles in Ordnung bringen kann ... [pause]Mehr nicht ...", + "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko ... [pause]Es tut mir wirklich leid.", + "FELIX_QUEST2_ALTAR4_FELIX14": "Na los, [pause]ich weiß, dass wir gemeinsam die Dinge in Ordnung bringen können!", + "FELIX_QUEST2_ALTAR4_FELIX16": "Ich fand dich und meine ganzen anderen Kreationen von damals peinlich.", + "FELIX_QUEST2_ALTAR4_FELIX17": "Aber wir fangen alle irgendwann an. Hätte ich dich mir nicht ausgedacht, dann hätte ich dich auch nicht [wave amp=30 freq=10]gezeichnet[/wave] ...", + "FELIX_QUEST2_ALTAR4_FELIX18": "... dann wäre ich heute kein Künstler.", + "FELIX_QUEST2_ALTAR4_FELIX19": "Ich sollte nicht so tun, als würde es dich nicht geben. Ich sollte dich annehmen – und auch das, was du für mich als Künstler bedeutest.", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "M-Meinst du das wirklich so?", + "FELIX_QUEST2_ALTAR4_FELIX21": "Ja. [pause]Außerdem finde ich, dass du ziemlich cool aussiehst.", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]SCHÖPFER ...", + "FELIX_QUEST2_ALTAR4_FELIX23": "Okay, okay, [pause]beruhig dich ein bisschen.", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "Ich meine ... [pause]Tut mir leid, dass ich versucht habe, dich zu töten, [pause]\\\"Felix\\\".", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "Tut mir leid, dass ich versucht habe, dich zu töten, Schöpfer ...", + "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, eine Sache muss ich wissen.", + "FELIX_QUEST2_ALTAR4_FELIX26": "Kein Problem! Ist alles vergeben und vergessen.", + "FELIX_QUEST2_ALTAR4_FELIX28": "Wie kann es sein, dass du [wave amp=30 freq=10]real[/wave] bist? Das kapiere ich nicht.", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "Ich weiß es nicht!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "... dass einem vielleicht etwas nicht mehr gehört, sobald man es erschafft. [pause]Ideen ändern sich und wachsen aus eigenem Antrieb.", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "Aber wenn du mich fragst, was ich [wave amp=30 freq=10]glaube[/wave], dann würde ich sagen ...", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Du[/wave] bist der Künstler, Schöpfer Felix. [pause]Das solltest du besser wissen als ich.", + "FELIX_QUEST2_ALTAR4_FELIX33": "Hm. Okay.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "Was hast du jetzt vor?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "Ich glaube nicht, dass ich zu euch in eure bescheidene Stadt stoßen kann ... [pause]Das ist nicht mein Weg.", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "Nein, ich muss mich selbst verwirklichen! [pause]Ich muss meinem kristallenen Herzen dahin folgen, wohin es mich führt.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Ist deine Mission jetzt vorbei?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "Ich wünsche dir alles Gute!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "Du wirst uns fehlen!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Besteht dein Herz wirklich aus Kristall oder ist das nur ein Sprachbild?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "Bitte – [pause]meine Kraft, als Geschenk an dich. [pause]Hoffentlich erinnert sie dich an unsere gemeinsamen Kämpfe.", + "FELIX_QUEST2_ALTAR4_FELIX36": "Tja, wenn sich unsere Wege hier trennen ...", + "FELIX_QUEST2_ALTAR4_FELIX37": "... bin ich dankbar dafür, dich getroffen zu haben, Kuneko!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "Leb wohl, [pause]Schöpfer Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "Und leb auch du wohl, [pause]Schöpfer Felix' stillere Begleitung.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "Und leb auch du wohl, [pause]Schöpfer Felix' stillere Begleitung.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "Und leb auch du wohl, [pause]Schöpfer Felix' stillere Begleitung.", + "FELIX_QUEST2_ALTAR4_FELIX42": "... [pause]An ihren dramatischen Metaphern muss sie wirklich noch arbeiten.", + "FELIX_QUEST2_ALTAR4_FELIX43": "Tja. Das war eine interessante Erfahrung.", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "M-Mögen unsere Erinnerungen wie Leuchtfeuer brennen, die unsere [shake rate=30 level=10]wahren Wege erhellen![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX44": "Und ich meine damit nicht nur, dass wir uns zu einem großen Monster [wave amp=30 freq=10]vereint[/wave] haben. Das war, äh, mal was Neues.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Wir verwenden dafür den Begriff \\\"Fusion\\\".", + "FELIX_CONVO1_FELIX5": "Kommt sie wieder, wenn ich nach Hause zurückkehre? Das gibt mir zu denken.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "Das war ziemlich cool!", + "FELIX_QUEST2_ALTAR4_FELIX45": "Wenn ich ehrlich bin, ist mir ein bisschen schlecht geworden, aber vielleicht bin ich nächstes Mal ja bereit dafür!", + "FELIX_QUEST2_ALTAR4_FELIX46": "Komm – gehen wir zurück zu mir, damit wir sehen können, was passiert ist. [pause]Außerdem habe ich eine Inspiration für eine neue Skizze.", + "FELIX_QUEST2_EPILOGUE_FELIX2": "Ich will mehr denn je zeichnen. [pause]Ich will mir neue Figuren ausdenken ...", + "FELIX_QUEST2_EPILOGUE_FELIX1": "Ich glaube, dieses ganze Abenteuer hat in mir ein Feuer entfacht.", + "FELIX_QUEST2_EPILOGUE_FELIX3": "Und ich will auch gut von meiner Kunst leben und so arbeiten, wie ich Lust dazu habe.", + "FELIX_QUEST2_EPILOGUE_FELIX4": "Also ... [pause]Ich glaube, ich könnte jetzt nach Hause gehen.", + "FELIX_QUEST2_EPILOGUE_FELIX5": "Das suchst du doch, oder? [pause]Einen Weg zurück?", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Ja!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Unter anderem!", + "FELIX_QUEST2_EPILOGUE_FELIX6": "Einen Weg hier raus ...", + "FELIX_QUEST2_EPILOGUE_FELIX8": "Dass Figuren aus der Kindheit zum Leben erwachen, ist es aber auch.", + "FELIX_QUEST2_EPILOGUE_FELIX7": "Die Leute in der Stadt sagen, das ist unmöglich ...", + "FELIX_QUEST2_EPILOGUE_FELIX9": "Wenn du glaubst, dass es einen Weg gibt, vertraue ich dir.", + "FELIX_QUEST2_EPILOGUE_FELIX10": "Ich bin dabei, keine Sorge.", + "FELIX_QUEST2_EPILOGUE_FELIX11": "Oh, eine Sache noch.", + "FELIX_QUEST2_EPILOGUE_FELIX12": "Hier ist die Skizze, die ich zeichnen wollte.", + "FELIX_CONVO1_FELIX1": "Willst du mal was richtig Seltsames hören?", + "FELIX_CONVO1_FELIX2": "Genau hier hatte ich eine Narbe auf meinem Oberarm. Als Kind bin ich in einen Maschendrahtzaun gefallen und hab mir den Arm richtig schlimm aufgeschnitten.", + "FELIX_CONVO1_FELIX3": "Sie ist nicht mehr da. [pause]Seit ich hier auf Neu Wirral eingetroffen bin.", + "FELIX_CONVO1_FELIX4": "Ich ... [pause]ich weiß nicht, was das zu bedeuten hat ... [pause]Ich dachte einfach nur, dass es interessant wäre.", + "FELIX_CONVO2_FELIX1": "Hey, hast du schon mal Buttertörtchen gegessen?", + "FELIX_CONVO2_FELIX2": "Die muss ich unbedingt mal machen! [pause]Ich bin mir ziemlich sicher, dass ich hier alle Zutaten finden könnte ...", + "FELIX_CONVO2_FELIX3": "Na ja, [pause]vielleicht könnte es schwierig sein, an Rosinen zu kommen, aber wenn du mich fragst, [pause]wäre das auch besser so.", + "FELIX_CONVO3_FELIX1": "Ich weiß nicht, ob dir das schon aufgefallen ist, [pause]aber die meisten Leute hier auf Neu Wirral sind keine Fremden wie du und ich.", + "FELIX_CONVO3_FELIX2": "Ihre Eltern und Großeltern wurden hier angespült, [pause]klar, [pause]aber diese Insel ist alles, was sie je gekannt haben.", + "FELIX_CONVO3_FELIX3": "Wie sich das wohl anfühlen muss, [pause]von Leuten umgeben zu sein, die an dem einzigen Ort verschollen sind, den man als sein Zuhause kennt ... [pause]und dann aufzuwachsen und von Welten zu hören, die man niemals besuchen kann.", + "FELIX_CONVO3_FELIX4": "Vielleicht haben sie genau wie wir das Gefühl, hier festzusitzen.", + "FELIX_CONVO4_FELIX2": "Ist das komisch? [pause]Immerhin [pause]gab es dort, wo ich aufgewachsen bin, keine Monster.", + "FELIX_CONVO4_FELIX1": "Diese Insel erinnert mich an meine Heimatstadt.", + "FELIX_CONVO4_FELIX3": "Aber diese Sehnsucht danach, alles hinter sich zu lassen und zu verschwinden, [pause]es aber nicht zu können ...", + "FELIX_CONVO4_FELIX4": "Das soll nicht heißen, dass ich nicht gerne mit dir und den anderen Zeit verbringe, aber ...", + "FELIX_CONVO4_FELIX5": "Da draußen gibt es eine große Welt. [pause]Sogar [pause]viele verschiedene Welten. [pause]Ich will so viel davon sehen, wie ich kann.", + "FELIX_CONVO5_FELIX2": "Muss schon komisch sein, wenn einem gesagt wird, dass dein ganzes Leben die Schöpfung eines idiotischen Künstlers war.", + "FELIX_CONVO5_FELIX1": "Hoffentlich geht es Kuneko gut.", + "FELIX_CONVO5_FELIX3": "Moment mal! [pause]Was, wenn wir [wave amp=30 freq=10]alle[/wave] nur auf die gleiche Weise von jemandem erschaffen wurden?", + "FELIX_CONVO5_FELIX4": "... [pause]Nein, ich glaube, ich mache mir einfach zu viele Gedanken.", + "FELIX_CONVO6_FELIX1": "Bevor ich herkam, [pause]hätte ich nie gedacht, dass meine nächste Beziehung so viele Lagerfeuer beinhalten würde.", + "FELIX_CONVO7_FELIX6": "Das ist schon ... [pause]sehr beeindruckt, wenn man so darüber nachdenkt.", + "FELIX_CONVO6_FELIX2": "Das Leben kann ab und zu schon mal Unerwartetes parat haben, [pause]was?", + "FELIX_CONVO6_FELIX3": "Aber ich beschwere mich nicht. [pause]Ich zelte hier gerne mit dir.", + "FELIX_CONVO7_FELIX1": "Vielleicht kann man aus dem Leben in Hafenstadt einiges lernen.", + "FELIX_CONVO7_FELIX2": "Na ja, [pause]ein wildes Nachtleben gibt es hier nicht gerade, aber ...", + "FELIX_CONVO7_FELIX3": "... alle in der Stadt vertrauen einander und niemand wird zurückgelassen.", + "FELIX_CONVO7_FELIX4": "Es gibt genügend Essen, aber auch nicht so viel, dass irgendwas davon verschwendet wird.", + "FELIX_CONVO7_FELIX5": "Alle sind von der Zivilisation abgeschnitten, [pause]kommen aber trotzdem über die Runden.", + "FELIX_CONVO8_FELIX1": "Weißt du, [pause]auf einer Insel voller Monster gestrandet zu sein, weit weg von meinen Freunden und der Familie ...", + "FELIX_CONVO8_FELIX2": "Eigentlich eine unvorstellbare Situation ... [pause]Aber irgendwie passe ich mich ziemlich gut an.", + "FELIX_CONVO9_FELIX1": "Die neue Zoetrop-Geschichte, die ich mir gerade ausdenke ... [pause]Ich glaube, ich bin da wirklich auf was gestoßen, das funktioniert.", + "FELIX_CONVO8_FELIX3": "Wahrscheinlich würden wir selbst dann noch Möglichkeiten finden, durch den Tag zu kommen, wenn die Welt untergeht, [pause]oder?", + "FELIX_CONVO8_FELIX4": "Menschen sind schon seltsam. [pause]Ich eingeschlossen.", + "FELIX_CONVO9_FELIX2": "Aber ich muss sichergehen, dass es die beste Geschichte ist, die ich hinbekomme. Immerhin weiß ich nicht, ob ich noch eine weitere Gelegenheit erhalte.", + "FELIX_CONVO9_FELIX2_OPTION1": "Wie meinst du das?", + "FELIX_CONVO9_FELIX3": "Wer weiß? [pause]Vielleicht lasse ich nach. [pause]Vielleicht sitze ich irgendwann auf einer anderen Insel fest. [pause]Vielleicht geht die Welt unter.", + "FELIX_CONVO9_FELIX2_OPTION2": "Warum solltest du keine weitere Gelegenheit erhalten?", + "FELIX_CONVO9_FELIX4": "Ich versuche immer, jedes Projekt, an dem ich arbeite, so zu behandeln, als wäre es das letzte – als würde ich damit der Welt ein dauerhaftes Vermächtnis hinterlassen.", + "FELIX_CONVO9_FELIX5": "Immerhin kann ich mir nicht sicher sein, ob es das vielleicht nicht [wave amp=30 freq=10]doch[/wave] wird.", + "FELIX_CONVO10_FELIX1": "Ich glaube, ich habe gerade eine ziemlich gute kreative Phase. Ich bin sehr zufrieden damit!", + "FELIX_CONVO19_FELIX2": "Dort, wo du herkommst, gibt es keine \\\"Zoetrop-Streifen\\\"? [pause]Aber ihr habt doch diese \\\"Comicbücher\\\", die stilistisch ähnlich sind, oder?", + "FELIX_CONVO10_FELIX1_OPTION1": "Du bist ein ziemlich gut gelaunter Typ!", + "FELIX_CONVO10_FELIX1_OPTION2": "Du bist immer gut aufgelegt!", + "FELIX_CONVO10_FELIX2": "Hm ... Findest du das wirklich?", + "FELIX_CONVO10_FELIX3": "Ich [wave amp=30 freq=10]versuche[/wave], die Dinge positiv zu sehen.", + "FELIX_CONVO10_FELIX5": "Aber Gehässigkeit motiviert einen nicht ewig. [pause]Ich versuche, das Leben positiver zu sehen.", + "FELIX_CONVO10_FELIX4": "Nachdem ich meinen Job gekündigt hatte, war ich sehr wütend. So ein schlechtes Erlebnis kann einen schnell verbittern lassen.", + "FELIX_CONVO10_FELIX6": "Außerdem ist diese Insel zu verrückt, um sie ernst zu nehmen. Was bringt es, sich davon runterziehen zu lassen?", + "FELIX_CONVO11_FELIX2": "Kann ich meine ganzen Skizzen mit zurücknehmen? Werden sie auch übertragen? Hoffentlich!", + "FELIX_CONVO11_FELIX1": "Falls dieses große Tor wirklich von Neu Wirral wegführt, muss ich vielleicht darüber nachdenken, meine Sachen zu packen.", + "FELIX_CONVO12_FELIX1": "Dieser große Kampf auf dem Zug war schon echt cool, was?", + "FELIX_CONVO12_FELIX2": "Ich versuche, nach und nach alle Informationen zu analysieren, die wir über die \\\"Erzengel\\\" haben.", + "FELIX_CONVO12_FELIX3": "Der mit dem Dreieckkopf – Aleph – hat etwas gesagt, dass ich [wave amp=30 freq=10]bedeutend[/wave] fand.", + "FELIX_CONVO12_FELIX4": "Er sagte, dass wir Menschen sie durch unsere dominantesten Gedanken \\\"manifestieren\\\" und sie im Gegenzug in unsere Welten reisen, um unsere Fantasien umzusetzen.", + "FELIX_CONVO12_FELIX5": "Meinst du, das stimmt? Glaubst du, Aleph hat unsere Welten vor langer Zeit [wave amp=30 freq=10]besucht[/wave]? Wir stammen ja nicht mal von [wave amp=30 freq=10]denselben[/wave] Welten, wie soll das also funktionieren?", + "FELIX_CONVO12_FELIX6": "Besteht die wahre Rolle der Menschheit darin, Ideen zu entwickeln und sich Dinge vorzustellen, die dann in anderen Welten [wave amp=30 freq=10]real[/wave] werden? Oder mache ich mir einfach nur zu viele Gedanken?", + "FELIX_CONVO12_FELIX7": "Da dreht sich einem der Kopf, oder?", + "FELIX_CONVO12_FELIX7_OPTION1": "Ich wusste gar nicht, dass du so ein Detektiv bist!", + "FELIX_CONVO12_FELIX8": "Es schien mir wohl ziemlich wichtig zu sein, diese ganzen Sachen im Auge zu behalten.", + "FELIX_CONVO12_FELIX7_OPTION2": "Mir war nicht bewusst, dass du auf das alles achtest!", + "FELIX_CONVO13_FELIX1.n": "Hey – herzlichen Glückwunsch zu deinem Posten als Ranger-Captain, {player}!", + "FELIX_CONVO13_FELIX1.m": "Hey – herzlichen Glückwunsch zu deinem Posten als Ranger-Captain, {player}!", + "FELIX_CONVO12_FELIX9": "Man weiß ja nie – vielleicht kann ich diese ganzen Konzepte eines Tages mal in einer Geschichte verwenden!", + "FELIX_CONVO13_FELIX2": "Jetzt steht für dich jede Menge Arbeit an. Hoffentlich hast du auch noch Freizeit, die du mit mir verbringen kannst!", + "FELIX_CONVO13_FELIX1.f": "Hey – herzlichen Glückwunsch zu deinem Posten als Ranger-Captain, {player}!", + "FELIX_CONVO13_FELIX2_OPTION1": "Aber hallo!", + "FELIX_CONVO13_FELIX2_OPTION2": "Hoffentlich!", + "FELIX_CONVO13_FELIX3": "Hehe. Hoffentlich.", + "FELIX_CONVO14_FELIX1_OPTION1": "Hast du?", + "FELIX_CONVO14_FELIX1": "Oh, [pause]ich habe gehört, was mit dir, Kayleigh und diesen schrägen Kultisten passiert ist.", + "FELIX_CONVO14_FELIX1_OPTION2": "Ach ja, das ...", + "FELIX_CONVO14_FELIX2": "Sie hatten irgend so einen charismatischen Anführer, der die Kraft eines Erzengels oder so erlangen wollte, stimmt's?", + "FELIX_CONVO14_FELIX2_OPTION1": "So was in der Art.", + "FELIX_CONVO14_FELIX2_OPTION2": "Das ist die Kurzversion.", + "FELIX_CONVO14_FELIX3": "Hoffentlich geht es ihnen gut. Es ist bestimmt nicht einfach, das alles durchzumachen, [wave amp=30 freq=10]besonders[/wave] nicht auf Neu Wirral.", + "FELIX_CONVO15_FELIX1": "Glaubst du, die Monster hier fürchten sich vor Feuer? Mir ist aufgefallen, dass sie uns nicht angreifen, wenn wir zelten.", + "FELIX_CONVO15_FELIX2": "Oder vielleicht ...", + "FELIX_CONVO15_FELIX3": "Vielleicht ist es auch einfach nur schlechte Monsteretikette, Menschen anzugreifen, wenn sie sich ausruhen!", + "FELIX_CONVO16_FELIX2": "Der Captain wurde auf dieser Insel geboren und ist hier aufgewachsen, ohne irgendwas anderes zu kennen. Seine Eltern kamen zusammen, nachdem sie hier gestrandet waren.", + "FELIX_CONVO16_FELIX1": "Einer der Ranger-Captains hat mich neulich gefragt, wie mein Leben war, bevor ich \\\"hier gelandet bin\\\".", + "FELIX_CONVO16_FELIX3": "Sie wollten alles Mögliche über Sachen wie Züge, Malls und Sportmannschaften wissen ...", + "FELIX_CONVO16_FELIX4": "Jede Menge grundlegendes Zeug, bei dem mir gar nicht klar war, dass es jemand, der hier aufwächst, nicht kennt.", + "FELIX_CONVO17_FELIX1": "Hier mit dir am Feuer zu sitzen, das uns wärmt ... Das erinnert mich an ein Ferienlager!", + "FELIX_CONVO16_FELIX5": "Das Leben ist hier nicht allzu kompliziert, aber wenigstens können die Leute glücklich sein.", + "FELIX_CONVO17_FELIX2": "Oder zumindest würde es das, wenn ich jemals in einem Ferienlager gewesen wäre. [pause]Was nicht der Fall war.", + "FELIX_CONVO19_FELIX2_OPTION1": "Ja!", + "FELIX_CONVO18_FELIX1": "Hey, ich würde dich irgendwann mal gerne zeichnen! Stillleben sind eine wichtige Fähigkeit, die man als Künstler beherrschen sollte.", + "FELIX_CONVO17_FELIX3": "Aber das kommt dem sehr nahe, wie ich mir ein Ferienlager als Kind [wave amp=30 freq=10]vorgestellt[/wave] habe ... Also bin ich glücklich.", + "FELIX_CONVO18_FELIX2": "Es ist ganz schön schwierig, die menschliche Anatomie hinzukriegen.", + "FELIX_CONVO18_FELIX3": "Besonders Hände. Die bereiten mir noch immer Probleme.", + "FELIX_CONVO19_FELIX1": "Verstehe ich das richtig ...?", + "FELIX_CONVO19_FELIX3": "Aber eure \\\"Comicbücher\\\" sind überhaupt nicht [wave amp=30 freq=10]animiert[/wave]? Sie werden auf Papier gedruckt und ihr [wave amp=30 freq=10]seht sie euch[/wave] einfach nur an?", + "FELIX_CONVO19_FELIX2_OPTION2": "Ich schätze mal, das ist so.", + "FELIX_CONVO19_FELIX4": "Das klingt für mich ganz schön schräg, aber ich glaube dir!", + "FELIX_CONVO20_FELIX1": "Vielleicht sollte ich noch mehr von den Monstern auf dieser Insel in meinem Notizbuch dokumentieren.", + "FELIX_SOCIAL1_FELIX2": "Darüber, wie dieses Abenteuer ein Feuer in mir entfacht hat. Erinnerst du dich noch?", + "FELIX_CONVO20_FELIX2": "Falls ich nach Hause komme, sind meine Notizen der Beweis dafür, dass ich WIRKLICH auf einer von Monstern bevölkerten Insel war.", + "FELIX_CONVO20_FELIX3": "Obwohl ich vermute, dass die Chancen, dass mir [wave amp=30 freq=10]irgendjemand[/wave] glaubt, äußerst gering bis gar nicht vorhanden sind.", + "FELIX_SOCIAL1_FELIX1": "Diese Sache, die ich nach unserer Verabschiedung von Kuneko gesagt habe ...", + "FELIX_SOCIAL1_FELIX2_OPTION1": "Ja!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "Äh, ich denke schon?", + "FELIX_SOCIAL1_FELIX3": "Ich war in einer Art kreativem Loch, bevor ich hier, na ja, runtergefallen bin.", + "FELIX_SOCIAL1_FELIX5": "Ich war zwar nicht der Verantwortliche, aber, [pause]na ja, [pause]die Sache [pause]war mein Baby. [pause]Das wäre ohne das Herzblut, das ich hineingegeben habe, niemals möglich gewesen.", + "FELIX_SOCIAL1_FELIX4": "Ich hatte lange für eine Firma Zoetrop-Geschichten produziert. [pause]Grafik, Story, das ganze Paket.", + "FELIX_SOCIAL1_FELIX6": "Ich habe lange darauf gewartet, dass meine Vorgesetzten meinen Beitrag anerkennen, aber das taten sie nicht.", + "FELIX_SOCIAL1_FELIX7": "Stattdessen schoben sie mich in der Firma hin und her und entfernten mich von den Geschichten und Figuren, an denen ich so lange gearbeitet hatte.", + "FELIX_SOCIAL1_FELIX8": "Außerdem haben sie mir nicht das bezahlt, was ich verdient gehabt hätte.", + "FELIX_SOCIAL1_FELIX9": "Also ... habe ich schließlich gekündigt und versucht, meinen eigenen Weg zu gehen.", + "FELIX_SOCIAL1_FELIX9_OPTION1": "Sehr gut!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "Pech für sie.", + "FELIX_SOCIAL1_FELIX10": "Hehe, danke. Das weiß ich zu schätzen.", + "FELIX_SOCIAL1_FELIX11": "Diese ganze Verbitterung über meine frühere Arbeit hat es mir schwer gemacht, die richtige Einstellung zu finden, um wieder Kunst machen zu können.", + "FELIX_SOCIAL2_FELIX4": "Soweit ich das sagen kann, sind diese Kassettenspieler einfach nur ganz normale altmodische Geräte. Mein Vater hatte früher einen, der ähnlich aussah.", + "FELIX_SOCIAL1_FELIX12": "Deswegen habe ich das Gefühl, aus einem bestimmten Grund hier auf Neu Wirral zu sein.", + "FELIX_SOCIAL1_FELIX13": "Danke, dass du mir zugehört hast, {player}.", + "FELIX_SOCIAL1_FELIX14": "Ich glaube, ich finde es einfacher, mit dir darüber zu reden, nachdem wir zu einem Supermonster fusioniert sind.", + "FELIX_SOCIAL1_FELIX14_OPTION1": "Ganz genau, das sind wir!", + "FELIX_SOCIAL1_FELIX15": "Hehe.", + "FELIX_SOCIAL1_FELIX14_OPTION2": "Ich schätze, das bringt die Leute zusammen!", + "FELIX_SOCIAL1_FELIX17": "Sollen wir dann wieder weitermachen?", + "FELIX_SOCIAL1_FELIX16": "Na ja, ich kann erst zurück, wenn wir dein Tor finden, dass uns hier wegführt.", + "FELIX_SOCIAL2_FELIX1_OPTION1": "Wie meinst du das?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "Auf welche Weise?", + "FELIX_SOCIAL2_FELIX2": "Zum Beispiel die Kassetten, auf denen Monster aufgenommen werden ... Wie funktioniert das deiner Meinung nach überhaupt?", + "FELIX_SOCIAL2_FELIX1": "Glaubst du, in unterschiedlichen Welten kann es unterschiedliche ... [pause]Logiken geben?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "Die Kassettenspieler sind fortschrittliche wissenschaftliche Erfindungen.", + "FELIX_SOCIAL2_FELIX2_OPTION2": "Die Kassettenspieler sind verzaubert.", + "FELIX_SOCIAL2_FELIX2_OPTION3": "Ich weiß es nicht!", + "FELIX_SOCIAL2_FELIX3A": "Darüber habe ich nachgedacht ... [pause]und Meredith gebeten, einen Blick hinein zu werfen. [pause]Offenbar sehen sie vollkommen normal aus.", + "FELIX_SOCIAL2_FELIX3B": "Na ja, ist Magie real? [pause]Ich sehe hier nicht gerade Magier rumfliegen, die mit Zaubersprüchen aufeinander schießen.", + "FELIX_SOCIAL4_FELIX5.n": "Diese Figur ist der Outsider – [pause]einir Ritterx, dier aus seinem weit entfernten Land hergereist ist, um sich der Herausforderung des Jadekämpfers zu stellen.", + "FELIX_SOCIAL2_FELIX3C": "Da sind wir schon zwei.", + "FELIX_SOCIAL2_FELIX5": "Mir wurde gesagt, die Ranger hätten vor ein paar Jahren jede Menge davon in der verlassenen Mall gefunden und von dort würde auch der Vorrat der Insel stammen.", + "FELIX_SOCIAL2_FELIX6": "Ich glaube, deswegen habe ich gefragt, ob eine Welt ihre eigene Logik haben kann.", + "FELIX_SOCIAL2_FELIX8": "Was für ein Konzept! Das verwende ich auf jeden Fall in meiner Geschichte ...", + "FELIX_SOCIAL2_FELIX7": "Vielleicht können alltägliche Gegenstände aus unseren Welten in dieser hier ganz anderen \\\"Regeln\\\" folgen.", + "FELIX_SOCIAL2_FELIX8_OPTION1": "Deiner Geschichte?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "Wie meinst du das?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "Du schreibst eine neue Geschichte?", + "FELIX_SOCIAL2_FELIX9": "Momentan ist es noch nicht viel ... Nur ein paar Ideen, mit denen ich herumspiele.", + "FELIX_SOCIAL2_FELIX11": "Vielleicht sollten wir mit unserem Abenteuer weitermachen – da werde ich noch mehr Ideen bekommen, so viel steht fest.", + "FELIX_SOCIAL2_FELIX10": "Wenn es umfangreicher wird, sag ich dir Bescheid.", + "FELIX_SOCIAL3_FELIX1": "Ich habe über Kunekos Worte nachgedacht.", + "FELIX_SOCIAL3_FELIX3": "All die Monster auf Neu Wirral gehen mir aus einem Grund durch den Kopf, der mir selbst bis jetzt nicht klar war.", + "FELIX_SOCIAL3_FELIX2": "Darüber, wie Ideen von selbst wachsen. Das hat mich zum Grübeln gebracht ...", + "FELIX_SOCIAL3_FELIX3_OPTION1": "Was ist mit ihnen?", + "FELIX_SOCIAL3_FELIX6": "Falls das wirklich REAL ist, ist es vielleicht auch nicht unbedingt eine exakte Wissenschaft. [pause]Vielleicht ist es chaotisch und unvorhersehbar.", + "FELIX_SOCIAL3_FELIX4": "Die Monster hier tragen Verkehrskegel auf den Rücken, haben als Körper Mülleimer und als Köpfe Fernseher ...", + "FELIX_SOCIAL3_FELIX5": "Glaubst du, unsere Bilder und Mythen können sich derart verbreiten, dass sie sich körperlich als Wesen in anderen Welten wie dieser manifestieren?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "Klingt ziemlich fantastisch.", + "FELIX_SOCIAL3_FELIX5_OPTION2": "Ich glaube schon!", + "FELIX_SOCIAL3_FELIX7": "Vielleicht können sich Bilder und Konzepte vereinen und ungewöhnliche Ergebnisse erzielen. Vielleicht müssen die Ideen, die sich in der Realität manifestieren, manchmal auch gar nicht so verbreitet sein.", + "FELIX_SOCIAL3_FELIX9": "Vielleicht verstehe ich diese Welt jetzt langsam ein wenig besser.", + "FELIX_SOCIAL3_FELIX8": "Eventuell reicht auch schon eine Bleistiftskizze, die irgendein Depp in Kanada als Kind gezeichnet hat.", + "FELIX_SOCIAL3_FELIX10": "Cool. [pause]Sollen wir das hier abschließen?", + "FELIX_SOCIAL4_FELIX1": "Hey, {player}.", + "FELIX_SOCIAL4_FELIX12.f": "Ich kann ihnen kein Ende aufzwingen. Der Outsider trifft seine eigenen Entscheidungen.", + "FELIX_SOCIAL4_FELIX2": "Ich muss dir was zeigen. Hast du Lust, mit zu mir zu kommen?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "Klar!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "Jetzt nicht.", + "FELIX_SOCIAL4_FELIX_NO": "Alles gut. Dann vielleicht ein andermal.", + "FELIX_SOCIAL4_FELIX3": "Hoffentlich gefällt es dir!", + "FELIX_SOCIAL4_FELIX4.m": "Okay, bist du bereit?", + "FELIX_SOCIAL4_FELIX5.m": "Diese Figur ist der Outsider – [pause]ein Ritter, der aus seinem weit entfernten Land hergereist ist, um sich der Herausforderung des Jadekämpfers zu stellen.", + "FELIX_SOCIAL4_FELIX4.n": "Okay, bist du bereit?", + "FELIX_SOCIAL4_FELIX4.f": "Okay, bist du bereit?", + "FELIX_SOCIAL4_FELIX6.m": "Der Jadekämpfer ist eine unsterbliche Maschine aus einer vor langer Zeit untergegangenen Zivilisation, der den Outsider zu einem Kampf herausgefordert und gewonnen hat.", + "FELIX_SOCIAL4_FELIX5.f": "Diese Figur ist der Outsider – [pause]eine Ritterin, die aus ihrem weit entfernten Land hergereist ist, um sich der Herausforderung des Jadekämpfers zu stellen.", + "FELIX_SOCIAL4_FELIX7.m": "Nun muss der Outsider zur Festung des Kämpfers reisen und sich hinrichten lassen, damit der Kämpfer die Heimat des Outsiders nicht zerstört.", + "FELIX_SOCIAL4_FELIX6.f": "Der Jadekämpfer ist eine unsterbliche Maschine aus einer vor langer Zeit untergegangenen Zivilisation, der den Outsider zu einem Kampf herausgefordert und gewonnen hat.", + "FELIX_SOCIAL4_FELIX6.n": "Der Jadekämpfer ist eine unsterbliche Maschine aus einer vor langer Zeit untergegangenen Zivilisation, der den Outsider zu einem Kampf herausgefordert und gewonnen hat.", + "FELIX_SOCIAL4_FELIX7.f": "Nun muss der Outsider zur Festung des Kämpfers reisen und sich hinrichten lassen, damit der Kämpfer die Heimat des Outsiders nicht zerstört.", + "FELIX_SOCIAL4_FELIX7.n": "Nun muss der Outsider zur Festung des Kämpfers reisen und sich hinrichten lassen, damit der Kämpfer die Heimat des Outsiders nicht zerstört.", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "Das ist aber traurig für den Outsider!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "Das ist aber traurig für den Outsider!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "Kann der Outsider denn nichts tun?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "Das ist aber traurig für den Outsider!", + "FELIX_SOCIAL4_FELIX8.m": "Der Outsider ist still, aber auch einfallsreich und entschlossen. Ich glaube nicht, dass er sich seinem Schicksal einfach so ergeben will.", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "Kann der Outsider denn nichts tun?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "Kann der Outsider denn nichts tun?", + "FELIX_SOCIAL4_FELIX8.f": "Der Outsider ist still, aber auch einfallsreich und entschlossen. Ich glaube nicht, dass er sich seinem Schicksal einfach so ergeben will.", + "FELIX_SOCIAL4_FELIX8.n": "Der Outsider ist still, aber auch einfallsreich und entschlossen. Ich glaube nicht, dass er sich seinem Schicksal einfach so ergeben will.", + "FELIX_SOCIAL4_FELIX9": "Es ist eine lockere Adaption von \\\"Sir Gawain und der grüne Ritter\\\", einer mittelalterlichen Geschichte über einen Ritter an König Arturs Hof, der sich auf eine ähnliche Reise begibt.", + "FELIX_SOCIAL4_FELIX10": "Ich weiß noch nicht, wie meine Version ausgehen wird. [pause]Ich muss sehen, wohin mich die Geschichte führt.", + "FELIX_SOCIAL4_FELIX11": "Na ja, ich erschaffe die Figuren, aber wer [wave amp=30 freq=10]sie[/wave] sind, bestimmt, wohin sich die Geschichte entwickelt.", + "FELIX_SOCIAL4_FELIX10_OPTION1": "Wohin dich die Geschichte führt?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "Hast du nicht die Kontrolle über die Geschichte?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Mich zu einem Date einzuladen wäre einfacher gewesen.", + "FELIX_SOCIAL4_FELIX12.m": "Ich kann ihnen kein Ende aufzwingen. Der Outsider trifft seine eigenen Entscheidungen.", + "FELIX_SOCIAL4_FELIX13": "Und du triffst sie natürlich auch. Immerhin bist du meine Inspiration.", + "FELIX_SOCIAL4_FELIX12.n": "Ich kann ihnen kein Ende aufzwingen. Der Outsider trifft seine eigenen Entscheidungen.", + "FELIX_SOCIAL4_FELIX13_OPTION1": "Was?!", + "FELIX_SOCIAL4_FELIX15.f": "Der Held aus der Ferne, der entschlossen ist, gegen sein Schicksal anzukämpfen?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "Auf welche Weise?", + "FELIX_SOCIAL4_FELIX14": "Jetzt komm schon ...", + "FELIX_SOCIAL4_FELIX15.n": "Der Held aus der Ferne, der entschlossen ist, gegen sein Schicksal anzukämpfen?", + "RESTING_DOG_7": "Du versuchst, mit Barkley Fangen zu spielen, aber er interessiert sich mehr für die Gerüche von Monstern in der Nähe.", + "FELIX_SOCIAL4_FELIX15.m": "Der Held aus der Ferne, der entschlossen ist, gegen sein Schicksal anzukämpfen?", + "FELIX_SOCIAL4_FELIX16": "Das klingt doch sehr nach {player}.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Ich gebe mein Bestes. Wie habe ich mich geschlagen?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "Du bist ein guter Freund, Felix!", + "FELIX_SOCIAL4_FELIX16_OPTION2": "Du bist ein hoffnungsloser Romantiker, Felix.", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "Hehe, [pause]alles gut!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Du bist cool und hast eine Mission. [pause]Man soll über das schreiben, was man kennt, also schreibe ich natürlich über dich.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Du bist cool und hast eine Mission. [pause]Man soll über das schreiben, was man kennt, also schreibe ich natürlich über dich.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Du bist cool und hast eine Mission. [pause]Man soll über das schreiben, was man kennt, also schreibe ich natürlich über dich.", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "Ich habe schon jede Menge weitere Skizzen und Figurenstudien im Kopf. [pause]Möchtest du sie sehen?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "Das ist ziemlich süß von dir.", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Die Zoetrop-Geschichte war ja keine List, damit du mehr Zeit mit mir verbringst.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Ich sehe in dir einen Freund.", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "Ich werde sie [wave amp=30 freq=10]auf jeden Fall[/wave] weiterschreiben.", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Aber kannst du es mir verübeln, dass ich aufs Ganze gehe? [pause]Ich lege mich gern ins Zeug, wenn es wichtig ist.", + "FELIX_ROMANCE_FELIX1_OPTION2": "Nichts Besonderes!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Du bist ein richtiger Idiot.", + "FELIX_ROMANCE_FELIX1.m": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", + "FELIX_ROMANCE_FELIX1.f": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Wie gesagt, ich gebe mein Bestes.", + "FELIX_ROMANCE_FELIX_NO": "Mein Fehler. Ich sollte es zu schätzen wissen, wenn sich jemand einfach Zeit für sich nimmt.", + "FELIX_ROMANCE_FELIX2": "Ich ...", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", + "FELIX_ROMANCE_FELIX1.n": "Du bist irgendwie stiller als sonst, {player}! Hast du irgendwas auf dem Herzen?", + "FELIX_ROMANCE_FELIX13": "Aber selbst wenn wir uns schließlich verabschieden müssen ...", + "FELIX_ROMANCE_FELIX5": "Ich war noch nie derjenige, der eingeladen wurde. [pause]Das ist ungewöhnlich.", + "FELIX_ROMANCE_FELIX3": "Ich hatte schon ein paar Beziehungen, [pause]aber ganz ehrlich?", + "FELIX_ROMANCE_FELIX4": "Normalerweise mache ich die großen Schritte.", + "FELIX_ROMANCE_FELIX6": "Oh, stimmt.", + "FELIX_ROMANCE_FELIX7": "Du wolltest eine Antwort!", + "FELIX_ROMANCE_FELIX8": "Sie lautet \\\"Ja\\\", [pause]offensichtlich.", + "FELIX_ROMANCE_FELIX9.f": "Eines Tages tritt ein geheimnisvolles Mädchen in mein Leben, [pause]kämpft an meiner Seite, [pause][wave amp=30 freq=10]verschmilzt[/wave] im wahrsten Sinne des Wortes im Kampf mit mir [pause]und sieht auch noch scharf aus?", + "FELIX_ROMANCE_FELIX9.m": "Eines Tages tritt ein geheimnisvoller Junge in mein Leben, [pause]kämpft an meiner Seite, [pause][wave amp=30 freq=10]verschmilzt[/wave] im wahrsten Sinne des Wortes im Kampf mit mir [pause]und sieht auch noch scharf aus?", + "FELIX_ROMANCE_FELIX9.n": "Eines Tages tritt eine geheimnisvolle Person in mein Leben, [pause]kämpft an meiner Seite, [pause][wave amp=30 freq=10]verschmilzt[/wave] im wahrsten Sinne des Wortes im Kampf mit mir [pause]und sieht auch noch scharf aus?", + "FELIX_ROMANCE_FELIX11": "Falls wir einen Weg zurück finden, besteht eine hohe Wahrscheinlichkeit, [pause]dass wir nicht aus derselben Welt stammen.", + "FELIX_ROMANCE_FELIX10": "Da wäre ich doch verdammt dumm, dazu Nein zu sagen.", + "FELIX_ROMANCE_FELIX12": "Du hast noch nie von Zoetropen gehört [pause]und ich habe noch nie von \\\"Comicbüchern\\\" gehört.", + "VIOLA_UNKNOWN_NAME": "Geheimnisvolle Frau", + "FELIX_ROMANCE_FELIX14": "... möchte ich diese Geschichte mit dir teilen. [pause]Solange es möglich ist.", + "VIOLA_INTRO1_MEREDITH1": "Argh, typisch. Immer will uns irgendwas töten.", + "VIOLA_INTRO1_EUGENE1": "Je mehr Gegner, desto besser das Work-out, [pause]nicht wahr?", + "VIOLA_INTRO1_KAYLEIGH1": "Das macht mir Sorgen ...", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]Wir werden angegriffen![/wave]", + "VIOLA_INTRO1_FELIX1": "Oh. Das war wohl ein Hinterhalt.", + "VIOLA_INTRO1_VIOLA2": "Dieses Land zeigt sich nicht von seiner freundlichen Seite, Fremde.", + "VIOLA_QUEST2_PART1_VIOLA6": "Falls es nicht zu viel verlangt ist, [pause]könntest du mich zu dem Ort bringen, an dem du ihn gesehen hast?", + "VIOLA_INTRO1_VIOLA3": "Kommt – [pause]bekämpfen wir diese Bestien in gleicher Anzahl.", + "VIOLA_INTRO1_VIOLA4": "...", + "VIOLA_INTRO1_VIOLA6": "Ihr habt sicherlich keinen Grund, an einem Ort wie diesem zu verweilen.", + "VIOLA_INTRO1_VIOLA5": "Ihr würdet gut daran tun, zu gehen, bevor diese Unholde zurückkehren ...", + "VIOLA_INTRO1_KAYLEIGH7": "Lass uns dir wenigstens danken! Wer bist du?", + "VIOLA_INTRO1_MEREDITH7": "Netter Hut. Wer bist du überhaupt?", + "VIOLA_INTRO1_EUGENE7": "Na los, [pause]wir sind Kampfkumpel! [pause]Nenn uns wenigstens deinen Namen.", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]Das war sehr mutig, uns zu helfen! Wer bist du ...?[/wave]", + "VIOLA_INTRO1_FELIX7": "Das war ein ziemlich dramatischer Kampf. [pause]Kannst du uns wenigstens deinen Namen nennen?", + "VIOLA_INTRO1_VIOLA8": "Ich bin Viola von Messaline.", + "VIOLA_INTRO1_VIOLA9": "Ich bin keine Kämpferin, aber diese Insel hat mir eine derartige Rolle zugewiesen.", + "VIOLA_INTRO1_VIOLA10": "Ich möchte dich nicht mit meinen Bürden belasten.", + "VIOLA_INTRO1_VIOLA10_OPTION1": "Worin besteht deine Bürde?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "Wo könnte dein Bruder sein?", + "VIOLA_INTRO1_VIOLA11": "...", + "VIOLA_INTRO1_VIOLA10_OPTION2": "Bist du auf einer Mission?", + "VIOLA_INTRO1_VIOLA12": "Mein Bruder und ich wurden ins Meer geworfen.", + "VIOLA_INTRO1_VIOLA13": "Da ich nicht ertrunken bin, hat er diese Insel unter Umständen ebenfalls erreicht ...", + "VIOLA_INTRO1_VIOLA14": "Ich suche ihn nun schon seit einigen Wochen. Eine gütige Seele hat mir diesen eigenartigen Apparat geschenkt, mit dem ich mich schützen kann.", + "VIOLA_INTRO1_VIOLA15": "Falls du etwas von meinem Bruder Sebastian hörst, mein Lager befindet sich gleich östlich von hier.", + "VIOLA_INTRO1_VIOLA16": "Gehab dich wohl.", + "VIOLA_INTRO2_VIOLA1": "So treffen wir uns wieder. Wie ist es dir ergangen?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "Warum bist du allein unterwegs?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "Warum redest du so?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "Auf Wiedersehen!", + "VIOLA_INTRO2_VIOLA2": "Ich weiß es nicht.", + "VIOLA_INTRO2_VIOLA3": "Er ist einfallsreich. Falls er ebenfalls auf dieser Insel weilt, glaube ich, dass auch er nach mir suchen wird.", + "VIOLA_INTRO2_VIOLA4": "Ich kenne weder diese Insel noch ihre Gebräuche.", + "VIOLA_INTRO2_VIOLA5": "Ihre Bewohner sind mir fremd. Zu meiner eigenen Sicherheit bin ich diese Reise allein angetreten.", + "VIOLA_INTRO2_VIOLA7": "Vielleicht bin ich weiter von meinem eigenen Land entfernt, als ich es zuerst angenommen habe.", + "VIOLA_INTRO2_VIOLA6": "Aus meiner Perspektive [pause]sprichst du einen eigenartigen Dialekt.", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]SAG MEINER SCHWESTER ... DASS SIE MICH HIER TREFFEN SOLL ...[/wave]", + "VIOLA_INTRO2_VIOLA8": "Leb wohl.", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "War das Violas Bruder? Wir sollten es ihr erzählen ...", + "VIOLA_QUEST1_PART1_MEREDITH2": "Ich, äh, weiß nicht, was ich davon halten soll. Wir sollten es Viola lieber erzählen.", + "VIOLA_QUEST1_PART1_FELIX2": "Diese Geschichte wird ja immer verrückter. Na los, wir sollten Viola erzählen, dass wir ihren Bruder gesehen haben.", + "VIOLA_QUEST1_PART1_EUGENE2": "Das war ganz schön komisch, was? Na los, erzählen wir es Viola.", + "VIOLA_QUEST2_PART1_VIOLA1": "Wie bitte? Du hast eine Vision von meinem Bruder gesehen?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Klar!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Jetzt nicht.", + "VIOLA_QUEST2_PART1_VIOLA2": "Darüber musst du mir mehr erzählen.", + "VIOLA_QUEST2_PART1_VIOLA3": "Ich verstehe ...", + "VIOLA_QUEST2_PART1_VIOLA4": "Mein Bruder könnte noch unter den Lebenden weilen, [pause]oder vielleicht ist auch nur noch seine Seele an diesem Ort ...", + "VIOLA_QUEST2_PART1_VIOLA5": "Ich muss es mit Sicherheit wissen. {player} ...", + "VIOLA_QUEST2_PART1_VIOLA8": "Du kannst unbesorgt sein – [pause]mit mir an deiner Seite wird der Weg nur wenige Gefahren beinhalten.", + "VIOLA_QUEST2_PART1_VIOLA7": "Eilen wir los.", + "VIOLA_QUEST2_PART1_VIOLA_NO": "Ich verstehe. Dann werde ich vorerst hierbleiben.", + "VIOLA_QUEST3_PART1_VIOLA1": "Dies ist der Ort?", + "VIOLA_QUEST3_PART1_VIOLA2": "Mein Bruder, [pause]falls du hier bist ... [pause]Sprich zu mir.", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "Hier herrscht eine Stille, die mich mit Unbehagen erfüllt ... Spürst du es nicht?", + "VIOLA_QUEST3_PART1_VIOLA3": "Lass uns diesen Ort absuchen, dann haben wir es erledigt.", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Wie bedauerlich, dass sich mein Bruder an einem solchen Ort befindet ...", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "Ich habe viele Monde darauf gewartet, dich zu treffen, [wave amp=30 freq=10]Viola von Messaline.[/wave]", + "VIOLA_QUEST3_PART2_VIOLA1": "Bruder?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Spricht dieser \\\"Robin Gutfreund\\\" die Wahrheit, [pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "Nein? [pause]Aber die Festivitäten der Nacht haben noch nicht einmal begonnen!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "Ich muss dir von großen Freuden berichten.", + "VIOLA_QUEST3_PART2_VIOLA4": "...[pause] Du täuschst mich nicht, Geist. [pause]Ich werde bei deinen Spielen nicht mitmachen.", + "VIOLA_QUEST3_PART2_VIOLA7": "...", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "KOMM, VIOLA VON MESSALINE.\\n\\nIM INNERN WIRST DU DEINE FAMILIE FINDEN.\\n\\nDENN ICH BIN DER HÜTER DEINES BRUDERS.", + "VIOLA_QUEST3_PART2_VIOLA8": "Ich lege nur wenig Vertrauen in die Worte dieses Geistes. [pause]Aber wenn er Sebastian kennt – [pause]und meinen Namen ...", + "VIOLA_QUEST3_PART2_VIOLA9": "... dann spricht er vielleicht die Wahrheit.", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Dieses Schiff hat einst bestimmt einen großartigen Anblick geboten.", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "Dieser Geist, der zu mir gesprochen hat ... Was er wollten könnte, wage ich mich kaum zu fragen.", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "Das Wasser ist abgelaufen! [pause]Komm, die Zeit ist kostbar!", + "VIOLA_QUEST4_PART1_ROBIN1": "LUST AUF EINEN TANZ, COUSINE?", + "VIOLA_QUEST4_PART1_VIOLA1": "Nein. [pause]Du gehörst nicht zu meiner Familie, Geist.", + "VIOLA_QUEST4_PART2_VIOLA1": "Das muss das Versteck des Geistes sein, der meinen Bruder von mir fernhält.", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Ich glaube, er ist ein Erzengel ...", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Ich glaube nicht, dass sich darin ein Geist aufhält ...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "ICH MUSS UM RUHE BITTEN.", + "VIOLA_QUEST4_PART2_VIOLA2": "Welcher Geist, welche Fee und welcher Teufel auch ein Treffen mit mir begehrt ...", + "VIOLA_QUEST4_PART2_VIOLA3": "Ich werde nicht wanken!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "DIE GANZE WELT IST EINE BÜHNE ...\\n\\nUND DIE VORSTELLUNG WIRD BALD BEGINNEN.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "Ich hatte mehr erwartet.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "Welche \\\"Vorstellung\\\"? Wer [wave amp=30 freq=10]bist[/wave] du?", + "VIOLA_QUEST4_FUSE_VIOLA3": "Heute werden wir nicht sterben!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "NUN, ICH BIN NICHTS WEITER ALS EIN FRÖHLICHER WANDERER IN DER NACHT ...\\n\\nMAN NENNT MICH SCHRECKGESPENST UND PUCK ...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "DU UND ICH, VIOLA VON MESSALINE, HABEN VIEL GEMEINSAM.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "ICH BIN ROBIN GUTFREUND!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "MAL SEHEN ...\\n\\nSEITE 645 – \\\"DIE ZWÖLFTE NACHT\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "IN DEN ÜBERRESTEN DES SCHIFFS HABE ICH DIESES BUCH ENTDECKT.\\n\\nEINE SELTSAME LEKTÜRE.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "DIE KOMÖDIE VON VIOLA VON MESSALINE, DIE IN EINEM UNBEKANNTEN LAND SCHIFFBRUCH ERLITTEN HAT.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "Das verstehe ich nicht ...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH JA, HIER BIN ICH:\\n\\nSEITE 365 – \\\"EIN SOMMERNACHTSTRAUM\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "DU WIRST DEINEN BRUDER NUR FINDEN, WENN DEINE GESCHICHTE ES ERFORDERT.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "EINE FEENGESCHICHTE: VON KÖNIG OBERON, KÖNIGIN TITANIA UND DEM GAUNER ROBIN GUTFREUND.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MEINE LIEBSTE VIOLA ... DU UND ICH?\\n\\nWIR SIND BLOSS ERFINDUNGEN EINES STERBLICHEN BÜHNENAUTORS – EINES GEWISSEN WILLIAM SHAKESPEARE, UM GENAU ZU SEIN.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "UNSERE GESCHICHTEN SIND NICHT UNSERE EIGENEN.\\n\\nSEBASTIAN IST NICHT HIER. ER WIRD NIEMALS HIER SEIN.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", + "VIOLA_CONVO13_VIOLA2.f": "Es tut mir leid, [pause]aber [pause]derzeit habe ich nur wenige Worte zu sprechen.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]Ich erwehre mich ihrer![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "Es stimmt.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Sind diese Geschichten, die er da liest ... [pause]in deiner Welt bekannt?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Tut mir leid.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Tut mir leid.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Danke.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Tut mir leid.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "DU WEISST, DASS ICH DIE WAHRHEIT SPRECHE.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Ich glaube, deine \\\"Wahrheit\\\" ändert nichts.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Ich glaube ...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "LASS DICH VON DER WAHRHEIT ÜBERKOMMEN. LASS SIE DICH IN IHRE TIEFEN HINABZIEHEN, BIS DU NICHT MEHR NACH LUFT SCHNAPPEN KANNST.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Möglicherweise bin ich im Land von {player} [pause]nichts weiter als eine Geschichte.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "Diese Zukunft, die für mich geschrieben steht, besteht aus nichts weiter als aus [shake rate=30 level=10]Worten auf Papier[/shake].", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Wer kann schon sagen, ob {player} in meiner keine Geschichte ist?", + "VIOLA_QUEST4_FUSE_VIOLA2": "Die übermächtige Hand des Schicksals mag zwar gegen uns arbeiten, [pause]aber ...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "HAHAHA!\\n\\nWIE UNERWARTET!", + "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]Unsere Geschichte endet hier noch nicht![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "DIESES STÜCK IST VIEL BESSER, ALS ICH ES MIR JE ERTRÄUMT HÄTTE!\\n\\nKOMM, LASS UNS DEN LETZTEN AKT ANSEHEN!", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player} ...", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "DU SCHEINST EIN WENIG IN DER PATSCHE ZU STECKEN, NICHT WAHR, GUTFREUND?", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "LASS MICH DIR EINE HAND ZUR HILFE REICHEN. ICH HABE EINE NEUE ROLLE FÜR DICH.", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Es wäre klug, an unseren sicheren Ort zurückzukehren ...", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Danke, dass du mich bei dieser Mission begleitet hast, [pause]{player}.", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "Ich glaube, Robin Gutfreund hat sich geirrt.", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Es mag ja sein, dass mein Leben in anderen Welten nichts weiter als eine Geschichte ist, aber ...", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Ich werde selbst das Ende meiner Geschichte finden.", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "... das ist nicht von Belang. Ich schreibe meine Zukunft selbst.", + "VIOLA_CONVO2_VIOLA2": "Trotzdem fällt mir auf, dass viele der armen Seelen hier schon viel länger als ich gestrandet sind.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Aber von dem Moment an, als wir unsere Herzen im Kampf zusammengebunden haben, [pause]bist auch du ein Teil meiner Geschichte geworden.", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Ich beziehe mich auf den [wave amp=30 freq=10]Moment der Einheit[/wave] in unserem großen Kampf. Als wir zu einem Körper wurden, spürte ich, wie sich unsere [wave amp=30 freq=10]Schicksale[/wave] verweben.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "\\\"Unsere Herzen zusammengebunden\\\"?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "Wie meinst du das?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Wenn wir es finden, werde ich vielleicht wieder mit meinem Bruder vereint sein.", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Und obwohl wir uns danach getrennt haben, fühle ich, dass die Fäden des Schicksals nicht so leicht zu entwirren sind.", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "Du sagtest, du kennst ein Tor, das von dieser Insel führt?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "Ganz genau!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Ja.", + "VIOLA_CONVO1_VIOLA1": "Du willst mir also sagen, dass es in deiner Welt [pause]Stunden dauert, um von einem Land zum anderen zu reisen[pause], und nicht Tage?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Nun denn! [pause]Lass mich meine Schuld bei dir begleichen: Ich werde dir auf deiner eigenen Reise zur Seite stehen.", + "VIOLA_CONVO1_VIOLA2": "Kann so was überhaupt möglich sein? [pause]Ich wage gar nicht, mir das vorzustellen!", + "VIOLA_CONVO2_VIOLA1": "Ich bin noch nicht lange hier, [pause]dennoch sehne ich mich schon nach meinem Zuhause.", + "VIOLA_CONVO2_VIOLA3": "Ich glaube, so etwas könnte ich nicht ertragen. [pause]Die Leute hier sind bestimmt von einem stillen Kummer erfüllt.", + "VIOLA_CONVO3_VIOLA1": "Ich weiß, dass der Himmel über uns nicht derselbe ist, den ich als Kind aus meinem Fenster gesehen habe ...", + "VIOLA_CONVO3_VIOLA2": "Aber einen Augenblick lang kann ich so tun, als sei er es. [pause]Ich kann mir vormachen, dass mein Zuhause nur einen Tagesritt von hier entfernt ist [pause]und ich im Nu wieder unter Freunden und Familie bin.", + "VIOLA_CONVO4_VIOLA1": "Sag mir: [pause]Wie ist der Name der monströsen Gestalt, die du im Kampf annimmst?", + "VIOLA_CONVO3_VIOLA3": "Ich bin mir sicher, dass du es teilweise ähnlich empfindest, [pause]{player}.", + "VIOLA_CONVO4_VIOLA2": "...", + "VIOLA_CONVO5_VIOLA1": "Mir ist aufgefallen, dass diese Insel zu merkwürdigen Gespannen führt.", + "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]Das passt zu dir – auf kuriose Weise.", + "VIOLA_CONVO5_VIOLA2": "Personen aus zahllosen Gesellschaftsschichten, [pause]deren Wege sich andernfalls niemals gekreuzt hätten, [pause]werden zu gestrandeten Landsleuten auf dieser einsamen Insel.", + "VIOLA_CONVO5_VIOLA3.m": "Unter anderen Umständen wären wir uns sicherlich nie begegnet!", + "VIOLA_CONVO5_VIOLA3.f": "Unter anderen Umständen wären wir uns sicherlich nie begegnet!", + "VIOLA_CONVO5_VIOLA3.n": "Unter anderen Umständen wären wir uns sicherlich nie begegnet!", + "VIOLA_CONVO6_VIOLA1": "Falls ich diesen Ort eines Tages verlassen sollte, wäre es töricht, auch nur ein Wort über meine Zeit hier zu verlieren.", + "VIOLA_CONVO6_VIOLA3": "Meine Freunde würden mich für verrückt halten!", + "VIOLA_CONVO6_VIOLA2": "Eine Insel jenseits der Länder der Erde, [pause]bewohnt von Geistern und Feenwesen?", + "VIOLA_CONVO7_VIOLA1.n": "Komm, {player}. [pause]Ich weiß, dass wir unsere Mission schon bald fortführen müssen ...", + "VIOLA_CONVO7_VIOLA1.f": "Komm, {player}. [pause]Ich weiß, dass wir unsere Mission schon bald fortführen müssen ...", + "VIOLA_CONVO7_VIOLA1.m": "Komm, {player}. [pause]Ich weiß, dass wir unsere Mission schon bald fortführen müssen ...", + "VIOLA_CONVO11_VIOLA1.m": "An der Seite eines geliebten Menschen zu kämpfen, [pause]in Gestalt einer seltsamen Kreatur ...", + "VIOLA_CONVO7_VIOLA2": "Aber einige gemeinsam verbrachte Minuten können wir uns erlauben.", + "VIOLA_CONVO8_VIOLA1": "In meiner Heimat habe ich schon viele Tavernen besucht, doch in keiner davon hat eine solche Ruhe geherrscht wie hier.", + "VIOLA_CONVO8_VIOLA2": "Das ist angenehm! [pause]Ich kann mir vorstellen, dass innerhalb dieser Mauern schon viele fröhliche Stunden verbracht wurden.", + "VIOLA_CONVO9_VIOLA1": "Wenn die Bäume für einen Augenblick stillstehen und sich kurz eine Ruhe über das Land legt ...", + "VIOLA_CONVO9_VIOLA2": "Hier herrscht eine Stille, die sich echter als alles anfühlt, was ich mir anderswo vorstellen könnte. [pause]Diese Stille geht tief und man spürt sie unter der Haut.", + "VIOLA_CONVO9_VIOLA3": "Zu wissen, dass in dieser Welt nichts jenseits dieser einzigen Insel liegt ...", + "VIOLA_CONVO10_VIOLA1.m": "Sag, [pause] {player}, [pause]habe ich dich noch nicht mit meinen Geschichten über meine Zeit als Wanderkünstlerin unterhalten?", + "VIOLA_CONVO9_VIOLA4": "Einen solch abgeschiedenen Ort könnten sich die meisten gar nicht vorstellen.", + "VIOLA_CONVO10_VIOLA1.f": "Sag, [pause] {player}, [pause]habe ich dich noch nicht mit meinen Geschichten über meine Zeit als Wanderkünstlerin unterhalten?", + "VIOLA_CONVO10_VIOLA1.n": "Sag, [pause] {player}, [pause]habe ich dich noch nicht mit meinen Geschichten über meine Zeit als Wanderkünstlerin unterhalten?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "Du warst eine was?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "Eine Wanderkünstlerin ...?", + "VIOLA_CONVO10_VIOLA2": "Ja! [pause]Mein Bruder und ich sangen und spielten gelegentlich vor Freunden und verschiedenem Publikum.", + "VIOLA_CONVO10_VIOLA3": "Natürlich brauchten wir das Geld nicht. [pause]Finanzen waren in meinem Leben meist nur eine kleine Sorge. Andere zu belustigen, war mir schon Belohnung genug.", + "VIOLA_CONVO10_VIOLA4": "Sag mir: Auch du besitzt bestimmt verborgene Talente. [pause]Ich möchte unbedingt mehr über dich erfahren, falls du gestattest ...", + "VIOLA_CONVO11_VIOLA1.f": "An der Seite eines geliebten Menschen zu kämpfen, [pause]in Gestalt einer seltsamen Kreatur ...", + "VIOLA_CONVO11_VIOLA2": "Das ist doch auch schon eine Art Romanze, oder nicht? [pause]Wenn Aktionen Redegewandtheit sind, [pause]sind unsere Kämpfe ein Gedicht.", + "VIOLA_CONVO11_VIOLA1.n": "An der Seite eines geliebten Menschen zu kämpfen, [pause]in Gestalt einer seltsamen Kreatur ...", + "VIOLA_CONVO12_VIOLA2": "Hoffentlich werde ich eines Tages meinen Bruder mit Geschichten über die von uns bezwungenen Teufel erfreuen können.", + "VIOLA_CONVO12_VIOLA1": "Ich hoffe, dass wir schon bald unseren Weg aus diesem seltsamen Traum nach Hause finden.", + "VIOLA_CONVO13_VIOLA1": "...", + "VIOLA_CONVO14_VIOLA4": "Trotzdem ist es [wave amp=30 freq=10]merkwürdig[/wave], dass die eigene Geschichte in einem anderen Land auf den Seiten eines Buches existiert. Funktionieren alle Geschichten auf diese Weise?", + "VIOLA_CONVO13_VIOLA2.n": "Es tut mir leid, [pause]aber [pause]derzeit habe ich nur wenige Worte zu sprechen.", + "VIOLA_CONVO13_VIOLA2.m": "Es tut mir leid, [pause]aber [pause]derzeit habe ich nur wenige Worte zu sprechen.", + "VIOLA_CONVO13_VIOLA3": "Wir kennen uns noch nicht besonders lang. Du magst mir ja deine Hilfe angeboten haben, aber im Gegenzug kann ich nur wenige Worte anbieten.", + "VIOLA_CONVO14_VIOLA2": "Er sagte, wir beide seien die Kreation eines Bühnenautors. Dass unsere Geschichten schon für uns geschrieben worden wären.", + "VIOLA_CONVO14_VIOLA1": "Ich denke wieder einmal an die Worte des Gauners Robin Gutfreund.", + "VIOLA_CONVO14_VIOLA3": "Natürlich habe ich nicht zugelassen, dass seine Worte meine Tatkraft mindern. [pause]Wie ich schon sagte – ich und nur ich schreibe meine Geschichte.", + "VIOLA_CONVO14_VIOLA5": "Vielleicht gibt es auf einer Welt das \\\"Buch von {player}\\\"! [pause]Eine sicherlich packende Lektüre!", + "VIOLA_CONVO17_VIOLA1_OPTION1": "Ja!", + "VIOLA_CONVO15_VIOLA1": "Sag mir, [pause]{player}, [pause]findest du nicht, dass die Methoden, sich auf dieser Insel in Gestalt von Feenbestien zu duellieren, seltsam sind?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "Das ist ziemlich schräg, ja!", + "VIOLA_CONVO15_VIOLA1_OPTION2": "Ich finde es lustig!", + "VIOLA_CONVO15_VIOLA2": "Das ist äußerst eigentümlich! Und doch tun es die guten Leute hier, ohne auch nur einen Moment zu zögern oder sich zu sorgen.", + "VIOLA_CONVO16_VIOLA1": "Glaubst du daran, {player}? [pause]Glaubst du, dass das Tor, das du gefunden hast, uns dorthin zurückführen wird, wo wir einst lebten?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "Das muss ich!", + "VIOLA_CONVO16_VIOLA1_OPTION2": "Ich glaube daran!", + "VIOLA_CONVO16_VIOLA2": "Grandios! [pause]So sehr ich diese schöne neue Welt auch bewundere, weiß ich doch, dass es nicht unser Schicksal ist, hier auf immer zu verweilen.", + "VIOLA_CONVO16_VIOLA3": "Aber wenn es dein Wunsch ist, noch ein wenig hierzubleiben, werde auch ich nicht gehen. [pause]Immerhin sind wir noch jung. Die Zeit ruft uns noch nicht von diesem Ort weg.", + "VIOLA_CONVO17_VIOLA1": "Der Kampf gegen unseren Feind Aleph war grandios, oder?", + "VIOLA_CONVO17_VIOLA2": "Ich bin mehr Kämpferin, als ich gedacht hatte. Vielleicht sollte ich das Leben eines Soldaten führen!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "Das kann man wohl sagen!", + "VIOLA_CONVO17_VIOLA3": "Obwohl mir dies als Frau nicht gestattet werden würde. [pause]Vielleicht sollte ich mich wieder einmal als Mann verkleiden ...", + "VIOLA_CONVO17_VIOLA3_OPTION2": "Hm?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"Wieder einmal\\\"?", + "VIOLA_CONVO18_VIOLA1.m": "Wir sind zwar noch nicht lange zusammen unterwegs, {player}, aber es fühlt sich an, als hätten wir gemeinsam schon unzählige Geschichten erlebt!", + "VIOLA_CONVO17_VIOLA4": "Überrascht dich das? Im tiefsten Innern bin ich eine Darstellerin! Männer und Frauen sind bloße Kostüme in meinem Schrank, die ich nach Belieben tragen kann.", + "VIOLA_CONVO18_VIOLA1.f": "Wir sind zwar noch nicht lange zusammen unterwegs, {player}, aber es fühlt sich an, als hätten wir gemeinsam schon unzählige Geschichten erlebt!", + "VIOLA_CONVO18_VIOLA1.n": "Wir sind zwar noch nicht lange zusammen unterwegs, {player}, aber es fühlt sich an, als hätten wir gemeinsam schon unzählige Geschichten erlebt!", + "VIOLA_CONVO18_VIOLA2": "Vielleicht ist dies der wahre Zweck dieser Insel: dass jene, die einen Fuß darauf setzen, sie dereinst mit vielen Geschichten über ihre Abenteuer verlassen werden.", + "VIOLA_CONVO19_VIOLA1_OPTION1": "Ja!", + "VIOLA_CONVO19_VIOLA1.n": "Liest du Gedichte, {player}?", + "VIOLA_CONVO19_VIOLA1.m": "Liest du Gedichte, {player}?", + "VIOLA_CONVO19_VIOLA1.f": "Liest du Gedichte, {player}?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "Eigentlich nicht!", + "VIOLA_CONVO19_VIOLA4": "So sehr der Mensch den Koch braucht, um seinen Magen zu füllen, so sehr braucht er auch den Dichter, um das Herz zu nähren.", + "VIOLA_CONVO19_VIOLA2": "Ich bin froh, das zu hören!", + "VIOLA_CONVO19_VIOLA3": "Das ist nicht von Belang. Vielleicht bringe ich dir welche bei!", + "VIOLA_CONVO19_VIOLA5": "Ich halte es für eine Grausamkeit, die man sich selbst antut, wenn man seinem Herzen diese Nahrung vorenthält.", + "VIOLA_CONVO19_VIOLA6": "Angesichts unserer derzeitigen Verbindung wäre es vielleicht empfehlenswert, sich an den Werken der griechischen Dichterin Sappho zu erfreuen. Ich werde versuchen, auf unseren Reisen ein Buch mit ihren Gedichten zu finden.", + "VIOLA_CONVO20_VIOLA1": "Danke – [pause]dieser Augenblick der Ruhe wird nicht ungewürdigt bleiben, {player}.", + "VIOLA_SOCIAL1_VIOLA1": "In letzter Zeit [pause]ist mir klar geworden, [pause]dass mir vieles von dem Leben in dieser Stadt fremd ist.", + "VIOLA_SOCIAL1_VIOLA3": "Und Laternen erstrahlen ohne Anzünder! [pause]Es gibt vieles, was ich nicht verstehe.", + "VIOLA_SOCIAL1_VIOLA2": "Die guten Leute von Hafenstadt sprechen auf eine Art, die ich eigenwillig finde.", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "Ich schätze, du kommst aus einer shakespearischen Vergangenheit ...", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Aus deinem Blickwinkel ist das wohl so etwas wie die Zukunft!", + "VIOLA_SOCIAL1_VIOLA5": "Und das Verschmelzen mit euren Verbündeten. [pause]Ist das für euch normal?", + "VIOLA_SOCIAL1_VIOLA4": "Ja. Und diese \\\"Kassettenspieler\\\", die ihr benutzt, um die Gestalten von Geistern und Bestien anzunehmen.", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Äh, nein, das ist immer noch komisch.", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "So ist das auf Neu Wirral eben.", + "VIOLA_SOCIAL1_VIOLA6": "Ich verstehe.", + "VIOLA_SOCIAL1_VIOLA8": "Es stimmt: Ich bin in der Tat weit von Messaline entfernt – sowohl was die Zeit als auch den Ort betrifft.", + "VIOLA_SOCIAL1_VIOLA7": "Einige Aspekte dieser Insel sind dir also vertraut, andere hingegen findest du seltsam.", + "VIOLA_SOCIAL1_VIOLA9": "Wenn es in dieser Welt mir unbekannte Freuden gibt, bitte ich dich um Folgendes:", + "VIOLA_SOCIAL1_VIOLA10": "Vielleicht könntest du sie irgendwann einmal mit mir teilen.", + "VIOLA_SOCIAL1_VIOLA11": "Ich möchte diese neuen Dinge erleben, bevor ich in mein Heimatland zurückkehre.", + "VIOLA_SOCIAL3_VIOLA5": "Sie behauptete, dieses [pause]Buch mit \\\"Spukgeschichten\\\" wäre eine gute Lektüre.", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Bevor du nach Hause zurückkehrst?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "Du willst gehen?", + "VIOLA_SOCIAL1_VIOLA13.m": "Ich kann es in deinen Augen sehen! [pause]Du kannst dein Herz nicht so einfach vor mir verschließen.", + "VIOLA_SOCIAL1_VIOLA12": "Ist es nicht deine Mission, einen Weg von dieser Insel zu finden?", + "VIOLA_SOCIAL1_VIOLA13.n": "Ich kann es in deinen Augen sehen! [pause]Du kannst dein Herz nicht so einfach vor mir verschließen.", + "VIOLA_SOCIAL1_VIOLA13.f": "Ich kann es in deinen Augen sehen! [pause]Du kannst dein Herz nicht so einfach vor mir verschließen.", + "VIOLA_SOCIAL1_VIOLA14": "Aber sorge dich nicht – ich werde dir helfen, wo ich kann.", + "VIOLA_SOCIAL1_VIOLA15": "In mir wirst du stets eine Verbündete und Freundin haben.", + "VIOLA_SOCIAL1_VIOLA16": "Nun gut! [pause]Lass uns nicht weiter trödeln.", + "VIOLA_SOCIAL2_VIOLA2": "Dort wird kein Bier verkauft, richtig? [pause]Sondern stattdessen dieser \\\"Kaffee\\\" ...", + "VIOLA_SOCIAL2_VIOLA1": "Dieses beliebte Etablissement, [pause]das \\\"Grammofon\\\" ...", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "Ganz genau!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Ich bin mir ziemlich sicher.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Ich bin mir ziemlich sicher.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Ich bin mir ziemlich sicher.", + "VIOLA_SOCIAL2_VIOLA3": "Und die Leute aus deiner Zeit konsumieren diesen \\\"Kaffee\\\" in großen Mengen?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "Absolut!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Vielleicht in zu großen.", + "VIOLA_SOCIAL2_VIOLA4": "Erhellend.", + "VIOLA_SOCIAL2_VIOLA6": "Daher habe ich eine Flasche dieses heiß geliebten Getränks besorgt. [pause]Ein Geschenk von Clémence.", + "VIOLA_SOCIAL2_VIOLA5": "Ich möchte diesen Kaffee erleben, [pause]so wie es die guten Laute aus Hafenstadt tun.", + "VIOLA_SOCIAL2_NARRATION7": "Viola trinkt eine Tasse Kaffee.", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Wie lautet dein Urteil?", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "Wie findest du es?", + "VIOLA_SOCIAL2_VIOLA9": "Das ist ein zünftiges Getränk.", + "VIOLA_SOCIAL2_VIOLA10": "Sein Reiz ist mir offensichtlich.", + "VIOLA_SOCIAL2_VIOLA11": "Und was dieses gezuckerte Gebäck angeht, dass sie mir freundlicherweise ebenfalls gegeben hat ...", + "VIOLA_SOCIAL2_VIOLA12": "Wie nennt man das?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "Das ist eine Zimtschnecke!", + "VIOLA_SOCIAL2_VIOLA13": "Diese Aromen ... [pause]Diese Süße ...", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Hat Clémence dir auch eine Zimtschnecke gegeben?", + "VIOLA_SOCIAL2_VIOLA14": "Und doch sind sie so schnell wieder verschwunden. [pause]Eine reine und vergängliche Freude.", + "VIOLA_SOCIAL2_VIOLA15": "Gute Nacht, [pause]süße Schnecke.", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "Sie hat dir also geschmeckt?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "Das war dann also ein Erfolg?", + "VIOLA_SOCIAL2_VIOLA16": "Ja, [pause]das würde ich sagen.", + "VIOLA_SOCIAL3_VIOLA1": "Bei meinen Bestrebungen, etwas über die vielen Welten außerhalb von Hafenstadt zu erfahren, habe ich einige Dokumente von großer Wichtigkeit an mich genommen.", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Lernmaterial?", + "VIOLA_SOCIAL3_VIOLA2": "Ja – [pause]die Zeit hier auf Neu Wirral hat mir gezeigt, dass mein Verständnis der Welt, in der ich gelebt habe, nur ein Sandkorn in einem unendlich weiten Ozean war ...", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Recherchierst du?", + "VIOLA_SOCIAL3_VIOLA3.m": "Es gibt wahrlich viele Welten wie die, der ich entstamme – [pause]zum Beispiel wie deine, {player}.", + "VIOLA_SOCIAL3_VIOLA4": "Ich habe die gute Meredith um Hilfe gebeten [pause]und von ihr diesen Folianten erhalten.", + "VIOLA_SOCIAL3_VIOLA3.n": "Es gibt wahrlich viele Welten wie die, der ich entstamme – [pause]zum Beispiel wie deine, {player}.", + "VIOLA_SOCIAL3_VIOLA3.f": "Es gibt wahrlich viele Welten wie die, der ich entstamme – [pause]zum Beispiel wie deine, {player}.", + "VIOLA_SOCIAL3_VIOLA6": "In der Tat bin ich zu dem Schluss gekommen, dass die darin enthaltenen Berichte frei erfunden sind.", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Ich glaube, das ist ein Horrorbuch ...", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "Ich glaube nicht, dass du aus diesem Buch etwas lernen wirst.", + "VIOLA_SOCIAL3_VIOLA7": "Allerdings muss ich deine Aufmerksamkeit auf Kapitel 5 lenken – [pause]in dem hauptsächlich Arten beschrieben werden, die lebenden Toten zu besiegen.", + "VIOLA_SOCIAL3_VIOLA8": "Kämpfen wir nicht regelmäßig gegen Monster? [pause]Vielleicht gibt es mehr aus diesem Dokument zu lernen als gedacht.", + "VIOLA_SOCIAL3_VIOLA9": "Nichtsdestotrotz [pause]glaube ich, dass Meredith mir dieses Buch lediglich aus Liebe zum Makabren geliehen hat.", + "VIOLA_SOCIAL3_VIOLA10": "Es bot jedoch unterhaltsamen Lesestoff! [pause]Vielleicht sollte ich noch weitere Bücher von ihr erbitten.", + "VIOLA_SOCIAL4_VIOLA1.f": "Es gibt Angelegenheiten, die ich mit dir zu besprechen wünsche. [pause]Glaubst du, wir könnten uns an einen ruhigeren Ort zurückziehen?", + "VIOLA_SOCIAL4_VIOLA1.m": "Es gibt Angelegenheiten, die ich mit dir zu besprechen wünsche. [pause]Glaubst du, wir könnten uns an einen ruhigeren Ort zurückziehen?", + "VIOLA_SOCIAL3_VIOLA11": "Komm! Ich möchte meine neuen Lektionen in die Praxis umsetzen!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Jetzt nicht.", + "VIOLA_SOCIAL4_VIOLA1.n": "Es gibt Angelegenheiten, die ich mit dir zu besprechen wünsche. [pause]Glaubst du, wir könnten uns an einen ruhigeren Ort zurückziehen?", + "VIOLA_SOCIAL4_VIOLA_NO": "Dann ein andermal.", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "Klar!", + "VIOLA_SOCIAL4_VIOLA3": "Die Bewohner von Hafenstadt leben ohne die Bürde von Erwartungen, nicht wahr?", + "VIOLA_SOCIAL4_VIOLA2": "Ich muss schon sagen:", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "Wie meinst du das?", + "VIOLA_ROMANCE_VIOLA_NO.f": "Mein Fehler.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "Ich kann dir nicht ganz folgen.", + "VIOLA_SOCIAL4_VIOLA4": "Sie müssen keine Herrscher zufriedenstellen, [pause]vor keinem König niederknien ...", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "Ich kann dir nicht ganz folgen.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "Ich kann dir nicht ganz folgen.", + "VIOLA_SOCIAL4_VIOLA5": "Die Freiheit zu haben, einen Sinn in seinem Tun zu suchen. [pause]Ich beneide sie um ein solches Leben.", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "War dein vorheriges Leben denn kompliziert?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "Was hast du denn gemacht, bevor du herkamst?", + "VIOLA_SOCIAL4_VIOLA6": "Meine Familie genießt ein hohes Ansehen und besitzt großen Reichtum, [pause]allerdings wurden wir von Pech verfolgt.", + "VIOLA_SOCIAL4_VIOLA7": "Mein Bruder und ich hatten die Aufgabe, uns an einen Freund der Familie in einem anderen Land zu wenden, damit er uns helfen könnte.", + "VIOLA_SOCIAL4_VIOLA8": "Aber wie du es vermutlich schon erahnst, [pause]erreichte mein Schiff diese Gestade nicht. [pause]Und dann fand ich mich auf dieser Insel wieder, in einem Traumland der Geister und Bestien.", + "VIOLA_SOCIAL4_VIOLA9": "Wie einfach es doch wäre, meine Verwandtschaft zu vergessen und einfach hierzubleiben.", + "VIOLA_SOCIAL4_VIOLA10": "Es wäre ein glückliches Leben in bester Gesellschaft.", + "VIOLA_SOCIAL4_VIOLA11.f": "Auf dieser Insel gibt es nämlich dich, {player}!", + "VIOLA_SOCIAL4_VIOLA11.m": "Auf dieser Insel gibt es nämlich dich, {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Du wirst für mich immer eine Freundin sein!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "Ich trage mein Herz auf der Zunge. [pause]Ich kann meine Gefühle nicht leugnen.", + "VIOLA_SOCIAL4_VIOLA11.n": "Auf dieser Insel gibt es nämlich dich, {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Du wirst für mich immer eine Freundin sein!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Du wirst für mich immer eine Freundin sein!", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Meinst du, wir könnten mehr als nur Freunde sein?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Meinst du, wir könnten mehr als nur Freunde sein?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Meinst du, wir könnten mehr als nur Freunde sein?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "Das [pause]kann ich nicht leugnen.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Es gibt noch viele Wege, die wir gemeinsam zu gehen haben.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Nun gut! [pause]Dann komm! [pause]Lass uns [pause]diesen \\\"Kaffee\\\" trinken.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Nun gut! [pause]Dann komm! [pause]Lass uns [pause]diesen \\\"Kaffee\\\" trinken.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Nun gut! [pause]Dann komm! [pause]Lass uns [pause]diesen \\\"Kaffee\\\" trinken.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "Und dann werden wir erneut aufbrechen!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "\\\"Mehr als nur Freunde\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "\\\"Mehr als nur Freunde\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Sprich frei heraus: Auf welche Art und Weise siehst du mich?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "\\\"Mehr als nur Freunde\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Du kannst gut mit Worten umgehen, wenn sich die Gelegenheit bietet.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Ich sehe in dir eine gute Freundin.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Ich ...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Mein Herz sehnt sich nach dir.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Du kannst gut mit Worten umgehen, wenn sich die Gelegenheit bietet.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Du kannst gut mit Worten umgehen, wenn sich die Gelegenheit bietet.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Deine Schönheit ist mir von Beginn an aufgefallen.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Komm, {player} ...", + "VIOLA_ROMANCE_VIOLA1.m": "Du siehst eigenartig aus, {player}. [pause]Gibt es etwas, das du mir beichten möchtest?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Komm, {player} ...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Komm, {player} ...", + "VIOLA_ROMANCE_VIOLA_NO.m": "Mein Fehler.", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "Nichts Besonderes!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "Du siehst eigenartig aus, {player}. [pause]Gibt es etwas, das du mir beichten möchtest?", + "VIOLA_ROMANCE_VIOLA1.f": "Du siehst eigenartig aus, {player}. [pause]Gibt es etwas, das du mir beichten möchtest?", + "VIOLA_ROMANCE_VIOLA3": "Hältst du um meine Hand an, um mich zu heiraten, [pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "Mein Fehler.", + "VIOLA_ROMANCE_VIOLA2": "Ich ...", + "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", + "VIOLA_ROMANCE_VIOLA5": "Ich scherze nur. [pause]Wir sind Untertanen der Zeit [pause]und eines Tages wird sie uns gebieten, die Gesellschaft des anderen zu verlassen.", + "VIOLA_ROMANCE_VIOLA6": "Es wäre unerträglich, dich in dem Wissen zu ehelichen, [pause]dass dieser Wachtraum eines Tages enden wird und wir zu unseren alten Leben zurückkehren.", + "VIOLA_ROMANCE_VIOLA7": "Und doch [pause]bleiben uns viele Tage und Nächte an der Seite des anderen.", + "VIOLA_ROMANCE_VIOLA8": "Ich stimme deinem Wunsch zu. [pause]Von nun an gehen wir einen Bund der Herzen ein.", + "VIOLA_ROMANCE_VIOLA9": "Vielleicht, [pause]in einer anderen Welt weit jenseits unserer Vorstellungskraft, [pause]erzählt ein einfacher Stückeschreiber gerade unsere Geschichte.", + "DOG_QUEST1_PART1_NARRATION4": "Der Name des Hundes ist Barkley und an seinem Halsband ist ein Kassettenrekorder im Miniaturformat angebracht. Außer einer 22-stelligen Telefonnummer gibt es keine Informationen über seinen Besitzer.", + "VIOLA_ROMANCE_VIOLA10": "\\\"Viola und {player}: Eine Komödie zweier gemeinsam gestrandeter Liebender\\\".", + "VIOLA_ROMANCE_VIOLA11": "Ich glaube, das würde eine wunderbare Geschichte abgeben, [pause]findest du nicht?", + "DOG_QUEST1_PART1_DOG1": "Wuff!", + "DOG_UNKNOWN_NAME": "Hund", + "DOG_QUEST1_PART1_NARRATION2": "Das ist ein lieber Hund!", + "DOG_QUEST1_PART1_NARRATION3": "Nachdem du deine Hand ausgestreckt hast, um dich von dem Hund beschnüffeln zu lassen, siehst du dir sein Halsband an.", + "DOG_QUEST1_PART1_NARRATION5": "Barkley sitzt offenbar auch auf Neu Wirral fest.", + "DOG_QUEST1_PART1_NARRATION7": "Barkley schaut die Klippe hinauf und jault. Bestimmt will er nach oben.", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Wuhhh ...[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "Mit deiner Kletterfähigkeit kannst du die Klippe besteigen. Begleitest du ihn?", + "DOG_QUEST1_PART2_NARRATION1": "Barkley ist ohne Probleme die Klippe hinaufgeklettert. Anscheinend wollte er nur, dass ihn jemand begleitet.", + "DOG_QUEST1_PART1_NARRATION9": "Er bewegt sich nicht von der Stelle. Wenn du vielleicht eine Möglichkeit hättest, ihn die Klippe hinaufzubringen ...", + "DOG_QUEST1_PART1_DOG10": "Wuff, wuff!", + "DOG_QUEST1_PART4_NARRATION2": "Zwischen den Knochen befinden sich eine Hundeleine und einige Leckerchen.", + "DOG_QUEST1_PART3_DOG1": "Grrrrr ...", + "DOG_QUEST1_PART4_NARRATION1": "Die sehen wie menschliche Knochen aus ...", + "DOG_QUEST1_PART4_NARRATION4": "Danach leckt Barkley deine Hand ab!", + "DOG_QUEST1_PART4_NARRATION3": "Barkley gräbt ein großes Loch und ihr legt die Knochen hinein.", + "DOG_QUEST1_PART4_DOG5": "*keuch, keuch*", + "RESTING_DOG_3": "Barkley war heute ein wirklich braver Hund, also sorgst du dafür, dass er reichlich Leckerchen bekommt, und kraulst ihm ausgiebig den Bauch.", + "RESTING_DOG_1": "Du machst mit Barkley ein langes Nickerchen.", + "RESTING_DOG_2": "Barkley und du rollen gemächlich einen Ball hin und her.", + "RESTING_DOG_5": "Barkley leckt dir übers Gesicht!", + "RESTING_DOG_4": "Barkley teilt eines seiner Leckerchen mit dir. Du probierst es, findest es aber nicht besonders lecker.", + "RESTING_DOG_6.m": "Barkley verputzt deine Snacks, während du nicht hinsiehst.", + "RESTING_DOG_8": "Barkley findet eine gute Stelle zum Graben! Danach seid ihr beide von oben bis unten mit Schlamm bedeckt.", + "RESTING_DOG_6.n": "Barkley verputzt deine Snacks, während du nicht hinsiehst.", + "RESTING_DOG_6.f": "Barkley verputzt deine Snacks, während du nicht hinsiehst.", + "RESTING_DOG_9": "Barkley bringt dir einen Stock, auf den er ziemlich stolz ist.", + "INTERMISSION_PART1_ALEPH1": "HALLO, [pause]{player.to_upper}.", + "INTERMISSION_PART1_ALEPH2": "TUT MIR LEID. [pause]IST DAS ZU LAUT?", + "INTERMISSION_PART1_ALEPH3": "VIELLEICHT IST ES SO EIN WENIG EINFACHER FÜR DICH.", + "INTERMISSION_PART1_ALEPH4": "ICH DACHTE MIR, WIR KÖNNTEN EIN KURZES TREFFEN EINPLANEN.", + "INTERMISSION_PART1_MEREDITH5": "Ist das derselbe Kerl, der andauernd in den Bahnhöfen auftaucht? [pause]Wer bist du überhaupt?", + "INTERMISSION_PART1_KAYLEIGH5": "Der Dreieckmann! Wer bist du und was willst du?", + "INTERMISSION_PART1_EUGENE5": "Du machst mir keine Angst! Wer bist du?!", + "INTERMISSION_PART1_FELIX5": "Hm. [pause]Das ist beunruhigend. [pause]Wer bist du?", + "INTERMISSION_PART1_VIOLA5": "Was ist das für ein Wesen?", + "INTERMISSION_PART1_DOG5": "Wuff!", + "INTERMISSION_PART1_ALEPH6": "AH – WO SIND NUR MEINE MANIEREN? [pause]ICH SOLLTE MICH ERST EINMAL VORSTELLEN.", + "INTERMISSION_PART1_ALEPH6_OPTION1": "Bist du ein Erzengel?", + "INTERMISSION_PART1_ALEPH7": "ERZENGEL? [pause]SO NENNT IHR UNS? WIE BELUSTIGEND!", + "INTERMISSION_PART1_ALEPH8": "ICH PERSÖNLICH?", + "INTERMISSION_PART1_ALEPH9": "EURESGLEICHEN HAT MIR SCHON VIELE NAMEN GEGEBEN.", + "INTERMISSION_PART1_ALEPH10": "ARTHUR, [pause]ALEXANDER, [pause]AGAMEMNON ...", + "INTERMISSION_PART1_MEREDITH13": "Er ist, äh, nicht das, was ich erwartet hatte.", + "INTERMISSION_PART1_ALEPH11": "ABER [pause][pause]ICH BIN ALEPH.", + "INTERMISSION_PART1_ALEPH12": "IHR KÖNNT MICH AL NENNEN.", + "INTERMISSION_PART1_KAYLEIGH13": "Er ist auf jeden Fall ... [pause]höflich.", + "INTERMISSION_PART1_EUGENE13": "Was soll dieses nette Getue?", + "INTERMISSION_PART1_ALEPH14": "ICH WAR EINIGE ZEIT LANG MIT EINEM ALTEN FREUND BESCHÄFTIGT. [pause]ZUM GLÜCK IST DIESE \\\"SITUATION\\\" NUN BEHOBEN.", + "INTERMISSION_PART1_FELIX13": "Freut mich ... dich kennenzulernen ...?", + "INTERMISSION_PART1_VIOLA13": "Du möchtest etwas von uns – [pause]sprich frei heraus!", + "INTERMISSION_PART1_DOG13": "Grrrr ...", + "INTERMISSION_PART1_ALEPH16": "DAS SIND IN DER TAT SPANNENDE ZEITEN, [pause]MEINE FREUNDE!", + "INTERMISSION_PART1_ALEPH15": "UND NUN KEHRE ICH ZURÜCK UND SEHE, DASS SICH WEITERE ANGEHÖRIGE MEINES VOLKES AUF DIESER INSEL BEFINDEN. [pause]NOCH MEHR \\\"ERZENGEL\\\".", + "INTERMISSION_PART1_ALEPH18": "DAHER MUSS ICH EUCH BITTEN, EUCH NICHT IN DEN AUFBAU MEINES TEAMS EINZUMISCHEN.", + "INTERMISSION_PART1_ALEPH17": "DIE NEUANKÖMMLINGE SIND WILD UND UNKOORDINIERT, [pause]ABER ICH ERKENNE GROSSES POTENZIAL IN IHNEN.", + "INTERMISSION_PART1_ALEPH19": "TATSÄCHLICH [pause]MUSS ICH EUCH AUFFORDERN, NICHT MEHR NACH MEINESGLEICHEN ZU SUCHEN.", + "INTERMISSION_PART1_ALEPH19_OPTION1": "Aber die Erzengel sind der Schlüssel, zum Neu Wirral zu verlassen!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "Ich muss sie finden, um diese Insel zu verlassen!", + "INTERMISSION_PART1_ALEPH20": "OH!", + "INTERMISSION_PART1_ALEPH21": "DU WILLST EINFACH NUR WEG?", + "INTERMISSION_PART1_ALEPH22": "JA, [pause]ICH KANN DICH WEGSCHICKEN!", + "INTERMISSION_PART1_KAYLEIGH24": "Das gefällt mir nicht ...", + "INTERMISSION_PART1_ALEPH23": "DAS EINZIGE, WAS ICH NICHT TRANSPORTIEREN KANN, BIN ICH SELBST! EIN SPIEGEL KANN SICH NICHT SELBST REFLEKTIEREN ...", + "INTERMISSION_PART1_MEREDITH24": "Äh, traust du diesem Dreieckkerl?", + "INTERMISSION_PART1_EUGENE24": "Das klingt nicht gut ...", + "INTERMISSION_PART1_FELIX24": "Äh ... {player} ...?", + "INTERMISSION_PART1_VIOLA24": "Was ist das für ein Mann ...?", + "INTERMISSION_PART1_DOG24": "Whhh ...", + "INTERMISSION_PART1_ALEPH25": "SO SEI ES! [pause]ICH WERDE DIR DEINEN WUNSCH GEWÄHREN.", + "INTERMISSION_PART1_ALEPH26": "KOMM BITTE NICHT WIEDER.", + "INTERMISSION_PART1_ALEPH27": "WIRKLICH.", + "INTERMISSION_PART1_ALEPH28": "ICH MEINE ES ERNST.", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "Ich kann das nicht lesen. Ich kenne nicht mal die Sprache.", + "INTERMISSION_PART2_AMBER1.m": "Du siehst aus, [pause]als hättest du dich verlaufen.", + "AMBER_UNKNOWN_NAME": "Geheimnisvolle Frau", + "INTERMISSION_PART2_AMBER2": "Brauchst du einen Ort zum Übernachten?", + "INTERMISSION_PART2_AMBER1.f": "Du siehst aus, [pause]als hättest du dich verlaufen.", + "INTERMISSION_PART2_AMBER1.n": "Du siehst aus, [pause]als hättest du dich verlaufen.", + "INTERMISSION_LODGE_LOCKED": "Die Tür ist verschlossen.", + "INTERMISSION_PART3_AMBER2": "Nenn mich Ms. Amber – [pause]Ich bin das Gesicht von \\\"Bei Amber\\\".", + "INTERMISSION_PART3_AMBER1.m": "Du hast Glück, dass ich dich gefunden habe, Schätzchen.", + "INTERMISSION_PART3_AMBER1.f": "Du hast Glück, dass ich dich gefunden habe, Schätzchen.", + "INTERMISSION_PART3_AMBER1.n": "Du hast Glück, dass ich dich gefunden habe, Schätzchen.", + "INTERMISSION_PART3_AMBER4.m": "Bitte, [pause]fühl dich ganz wie zu Hause. [pause]Schau dich um.", + "INTERMISSION_PART3_AMBER3.f": "Du hast großes Glück – [pause]\\\"Bei Amber\\\" ist nicht oft in diesen toten Welten unterwegs.", + "INTERMISSION_PART3_AMBER3.m": "Du hast großes Glück – [pause]\\\"Bei Amber\\\" ist nicht oft in diesen toten Welten unterwegs.", + "INTERMISSION_PART3_AMBER3.n": "Du hast großes Glück – [pause]\\\"Bei Amber\\\" ist nicht oft in diesen toten Welten unterwegs.", + "INTERMISSION_PART3_AMBER4.f": "Bitte, [pause]fühl dich ganz wie zu Hause. [pause]Schau dich um.", + "INTERMISSION_PART3_AMBER5": "Wir sind gerade unterwegs, also können wir nirgendwohin.", + "INTERMISSION_PART3_AMBER4.n": "Bitte, [pause]fühl dich ganz wie zu Hause. [pause]Schau dich um.", + "INTERMISSION_PART3_AMBER6_OPTION1": "Wer bist du?", + "INTERMISSION_PART3_AMBER6": "Hey, Schätzchen. Wie kann ich dir helfen?", + "INTERMISSION_PART3_AMBER6_OPTION2": "Was ist das für ein Ort?", + "INTERMISSION_PART3_AMBER6_OPTION3": "Was ist hier los?", + "INTERMISSION_PART3_AMBER6_OPTION4": "Auf Wiedersehen!", + "INTERMISSION_PART3_AMBER7": "Wie schon gesagt, ich bin Ms. Amber. [pause]Das Gesicht dieses feinen Etablissements.", + "INTERMISSION_PART3_AMBER9": "Du bist nicht die erste Seele, die mit diesem Gesichtsausdruck hier hereinspaziert ist!", + "INTERMISSION_PART3_AMBER8": "Keine Sorge, [pause]du bist nicht in Gefahr.", + "INTERMISSION_PART3_AMBER11": "Wir bleiben normalerweise nicht lange an einem Ort. [pause]Manchmal brauchen Leute wie du Hilfe, also bieten wir sie ihnen an.", + "INTERMISSION_PART3_AMBER10": "Bei Amber, Schätzchen.", + "INTERMISSION_PART3_AMBER12": "Wir hatten im Laufe der Jahre schon eine sehr vielfältige Kundschaft, [pause]daran besteht kein Zweifel.", + "INTERMISSION_PART3_AMBER13.f": "Oh, du bist ja [wave amp=30 freq=10]niedlich[/wave] mit deinem Blick wie ein Welpe, der sich verlaufen hat!", + "INTERMISSION_PART3_AMBER13.m": "Oh, du bist ja [wave amp=30 freq=10]niedlich[/wave] mit deinem Blick wie ein Welpe, der sich verlaufen hat!", + "INTERMISSION_PART3_AMBER14.f": "Keine Sorge, [pause]das ist alles keine große Sache.", + "INTERMISSION_PART3_AMBER14.m": "Keine Sorge, [pause]das ist alles keine große Sache.", + "INTERMISSION_PART3_AMBER13.n": "Oh, du bist ja [wave amp=30 freq=10]niedlich[/wave] mit deinem Blick wie ein Welpe, der sich verlaufen hat!", + "INTERMISSION_PART3_AMBER14.n": "Keine Sorge, [pause]das ist alles keine große Sache.", + "INTERMISSION_PART3_AMBER15.m": "Du sitzt auf einer Welt fest, die seit tausend Jahren tot ist.", + "INTERMISSION_PART3_AMBER15.n": "Du sitzt auf einer Welt fest, die seit tausend Jahren tot ist.", + "INTERMISSION_PART3_AMBER15.f": "Du sitzt auf einer Welt fest, die seit tausend Jahren tot ist.", + "INTERMISSION_PART3_AMBER16": "Tja, [pause]ich habe dich einfach nur aufgelesen.", + "AMBER_LODGE_MIRROR_DESCRIPTION": "Das ist ein gut polierter Spiegel. Allerdings scheint er nichts zu reflektieren ...", + "INTERMISSION_PART3_AMBER17": "Bis dann, Schätzchen.", + "AMBER_LODGE_NPC1_NAME": "Entspannter Mann", + "AMBER_LODGE_NPC1_DIALOGUE": "Ms. Amber weiß, wie man diesen Laden führt!", + "AMBER_LODGE_NPC2_NAME": "Rotwangige Frau", + "AMBER_LODGE_NPC2_DIALOGUE": "Wenn ich könnte, würde ich ewig hierbleiben!", + "AMBER_LODGE_NPC3_NAME": "Freundliche Person", + "AMBER_LODGE_NPC3_DIALOGUE": "Bist du zum ersten Mal bei Amber?", + "AMBER_LODGE_NPC4_NAME": "Streng dreinblickender Mann", + "AMBER_LODGE_NPC4_DIALOGUE": "Bei Amber ist wirklich einzigartig ...", + "INTERMISSION_PART4_AMBER1": "Eine einfachere Zeit.", + "INTERMISSION_PART4_AMBER1_OPTION1": "Kennst du Aleph?", + "INTERMISSION_PART4_AMBER1_OPTION2": "Bist du mit Aleph befreundet?", + "INTERMISSION_PART4_AMBER2": "Damals in der guten alten Zeit, [pause]waren wir so etwas wie eine Familie.", + "INTERMISSION_PART4_AMBER3": "Es gab eine ganze Gruppe von uns [pause]und wir hatten ziemlich viel Spaß, [pause]das muss ich schon sagen.", + "INTERMISSION_PART4_AMBER4": "Aleph war so etwas wie der Anführer. [pause]Ich meine, NATÜRLICH war er das. [pause]So ist er halt, [pause]nicht wahr?", + "INTERMISSION_PART4_AMBER5": "Und ich? [pause]Ich war die Mitfahrgelegenheit [pause]und Morgante war der Hüter der Tür.", + "INTERMISSION_PART4_AMBER6": "Aber manchmal entwickelt man sich eben auseinander. Manchmal wird es am Ende unschön.", + "INTERMISSION_PART4_AMBER7": "Also habe ich alles hinter mir gelassen.", + "INTERMISSION_PART4_AMBER8": "Aleph versucht bestimmt noch immer, einen Weg von dieser Insel zu finden, [pause]selbst jetzt.", + "INTERMISSION_PART4_AMBER9": "Aber ich alte Hexe werde ihm bestimmt nicht sagen, wie das geht. [pause]Natürlich nicht.", + "INTERMISSION_PART4_AMBER10": "Ich will dich jetzt aber nicht weiter mit Geschichten über vergangene Zeiten langweilen.", + "INTERMISSION_PART4_AMBER11": "Ich?", + "INTERMISSION_PART4_AMBER16": "Keine Sorge, ich sage es niemandem.", + "INTERMISSION_PART4_AMBER10_OPTION1": "Bist du ein Erzengel?", + "INTERMISSION_PART4_AMBER13": "Ich bin einfach nur das Gesicht dieses Etablissements.", + "INTERMISSION_PART4_AMBER12": "Tja, [pause]ich habe es dir doch gesagt, {player} ...", + "INTERMISSION_PART4_AMBER15": "Außerdem solltest du doch alles darüber wissen, wie es ist, mit einem Avatar durch die Gegend zu laufen, oder?", + "INTERMISSION_PART4_AMBER14": "\\\"Bei Amber\\\" ist die eigentliche Attraktion.", + "INTERMISSION_PART4_AMBER25.m": "Geh hindurch, wenn du bereit bist.", + "INTERMISSION_PART4_AMBER18": "Und vorher [pause]warst du auf Neu Wirral?", + "INTERMISSION_PART4_AMBER17.m": "Also, [pause]ich schätze, du bist auf diesem Felsen gestrandet, weil Aleph dich wegtransportiert hat, [pause]oder?", + "INTERMISSION_PART4_AMBER17.f": "Also, [pause]ich schätze, du bist auf diesem Felsen gestrandet, weil Aleph dich wegtransportiert hat, [pause]oder?", + "INTERMISSION_PART4_AMBER17.n": "Also, [pause]ich schätze, du bist auf diesem Felsen gestrandet, weil Aleph dich wegtransportiert hat, [pause]oder?", + "INTERMISSION_PART5_EUGENE.f": "Ich wusste, du würdest wiederkommen!", + "INTERMISSION_PART4_AMBER19": "Diese Insel ist wie eine Fliegenfalle. [pause]Die Leute schlüpfen durch die Maschen und landen dann hier. Da hattest du ganz schön Pech, Schätzchen.", + "INTERMISSION_PART4_AMBER20": "Aber was die Sache mit unserem Freund mit dem Dreieckkopf angeht?", + "INTERMISSION_PART4_AMBER21.m": "Es ist nicht deine Schuld, dass du in unseren alten Schlamassel hineingeraten bist.", + "INTERMISSION_PART4_AMBER21.n": "Es ist nicht deine Schuld, dass du in unseren alten Schlamassel hineingeraten bist.", + "INTERMISSION_PART4_AMBER21.f": "Es ist nicht deine Schuld, dass du in unseren alten Schlamassel hineingeraten bist.", + "INTERMISSION_PART4_AMBER22": "Also nehme ich dich mit, nur dieses eine Mal. [pause]Komm.", + "INTERMISSION_PART4_AMBER23": "Dieser Spiegel führt dich an den Ort, an den du gehen musst.", + "INTERMISSION_PART4_AMBER24": "WO das [pause]allerdings ist, [pause]nun ja, [pause]das bestimme nicht ich.", + "INTERMISSION_PART4_AMBER25.f": "Geh hindurch, wenn du bereit bist.", + "INTERMISSION_PART4_AMBER26": "Bis dann, Schätzchen. War sehr schön, dich kennenzulernen.", + "INTERMISSION_PART4_AMBER27.n": "Oh, und tu mir bitte einen Gefallen – [pause]unser Freund Al sollte nicht erfahren, dass ich dir geholfen haben, [pause]ja?", + "INTERMISSION_PART4_AMBER25.n": "Geh hindurch, wenn du bereit bist.", + "INTERMISSION_PART4_AMBER27.m": "Oh, und tu mir bitte einen Gefallen – [pause]unser Freund Al sollte nicht erfahren, dass ich dir geholfen haben, [pause]ja?", + "INTERMISSION_PART5_KAYLEIGH.m": "Ich dachte kurz, ich hätte dich verloren!", + "INTERMISSION_PART4_AMBER27.f": "Oh, und tu mir bitte einen Gefallen – [pause]unser Freund Al sollte nicht erfahren, dass ich dir geholfen haben, [pause]ja?", + "INTERMISSION_PART5_MEREDITH.m": "Argh, [pause]du hast ja KEINE Ahnung, welche Sorgen ich mir gemacht habe.", + "INTERMISSION_PART5_KAYLEIGH.f": "Ich dachte kurz, ich hätte dich verloren!", + "INTERMISSION_PART5_KAYLEIGH.n": "Ich dachte kurz, ich hätte dich verloren!", + "INTERMISSION_PART5_MEREDITH.n": "Argh, [pause]du hast ja KEINE Ahnung, welche Sorgen ich mir gemacht habe.", + "INTERMISSION_PART5_MEREDITH.f": "Argh, [pause]du hast ja KEINE Ahnung, welche Sorgen ich mir gemacht habe.", + "INTERMISSION_PART5_EUGENE.m": "Ich wusste, du würdest wiederkommen!", + "INTERMISSION_PART5_FELIX.f": "Ich war mir nicht ganz sicher, ob ich dich wiedersehen würde ...", + "INTERMISSION_PART5_FELIX.m": "Ich war mir nicht ganz sicher, ob ich dich wiedersehen würde ...", + "INTERMISSION_PART5_EUGENE.n": "Ich wusste, du würdest wiederkommen!", + "INTERMISSION_PART5_VIOLA.m": "Wie dankbar ich doch bin, dass du zu uns zurückgekehrt bist ...", + "INTERMISSION_PART5_FELIX.n": "Ich war mir nicht ganz sicher, ob ich dich wiedersehen würde ...", + "INTERMISSION_PART5_VIOLA.n": "Wie dankbar ich doch bin, dass du zu uns zurückgekehrt bist ...", + "INTERMISSION_PART5_VIOLA.f": "Wie dankbar ich doch bin, dass du zu uns zurückgekehrt bist ...", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]WUFF, WUFF![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "... ist dieser Dreieckmann, [pause]Aleph, [pause]ein alter Erzengel, der genau wie wir anderen auf Neu Wirral festsitzt.", + "INTERMISSION_PART6_KAYLEIGH1": "Okay, [pause]also wenn ich das richtig verstehe ...", + "INTERMISSION_PART6_MEREDITH3.m": "Und du wurdest von einer Fremden gerettet, nachdem der [wave amp=30 freq=10]Dreieckkerl[/wave] dich in eine andere Welt geschickt hatte. [pause]Etwas, das er mit anderen, aber nicht mit sich selbst machen kann. [pause]Alles klar.", + "INTERMISSION_PART6_MEREDITH3.f": "Und du wurdest von einer Fremden gerettet, nachdem der [wave amp=30 freq=10]Dreieckkerl[/wave] dich in eine andere Welt geschickt hatte. [pause]Etwas, das er mit anderen, aber nicht mit sich selbst machen kann. [pause]Alles klar.", + "INTERMISSION_PART6_MEREDITH3.n": "Und du wurdest von einer Fremden gerettet, nachdem der [wave amp=30 freq=10]Dreieckkerl[/wave] dich in eine andere Welt geschickt hatte. [pause]Etwas, das er mit anderen, aber nicht mit sich selbst machen kann. [pause]Alles klar.", + "INTERMISSION_PART6_KAYLEIGH3.f": "Und er hat dich mit seinem großen Spiegelkopf in eine zerstörte Welt geschickt, aber eine nette Fremde hat dich zurückkehren lassen. [pause]Und sie ist auch ein Erzengel.", + "INTERMISSION_PART6_KAYLEIGH5": "Wir wissen aber noch immer nicht, was Aleph im Schilde führt. Klar ist nur, dass er Interesse an den [wave amp=30 freq=10]anderen[/wave] Erzengeln hat.", + "INTERMISSION_PART6_KAYLEIGH3.m": "Und er hat dich mit seinem großen Spiegelkopf in eine zerstörte Welt geschickt, aber eine nette Fremde hat dich zurückkehren lassen. [pause]Und sie ist auch ein Erzengel.", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "Ja.", + "INTERMISSION_PART6_VIOLA4": "Nichts an diesem \\\"Aleph\\\" ist vertrauenswürdig. Wir sollten lieber auf der Hut sein, falls er sein scharfeckiges Gesicht erneut zeigt.", + "INTERMISSION_PART6_KAYLEIGH3.n": "Und er hat dich mit seinem großen Spiegelkopf in eine zerstörte Welt geschickt, aber eine nette Fremde hat dich zurückkehren lassen. [pause]Und sie ist auch ein Erzengel.", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "Das fasst es ganz gut zusammen.", + "INTERMISSION_PART6_EUGENE5": "Wir wissen nicht, was dieser Typ vorhat, oder? Es klingt, als hätte er einen [shake rate=30 level=10]Plan[/shake] – einen, der beinhaltet, andere Erzengel zu finden.", + "INTERMISSION_PART6_FELIX6": "Ich frage mich, was du gegen diesen Typen unternehmen willst. Er führt auf jeden Fall was im Schilde, aber die ganze Sache [wave amp=30 freq=10]könnte[/wave] eine Nummer zu groß für uns sein.", + "INTERMISSION_PART6_MEREDITH6": "Also, was unternehmen wir gegen diesen Kerl? Na ja, [pause]er plant irgendwas, [pause]ist aber ein [wave amp=30 freq=10]Erzengel[/wave]. Ich habe das Gefühl, dass dieser Erzengelkram eine Nummer zu groß für uns ist.", + "INTERMISSION_PART6_KAYLEIGH6": "Und, {player}? Was sollten wir deiner Meinung nach gegen ihn unternehmen? Aleph hat schon gezeigt, dass er bereit ist, jeden [wave amp=30 freq=10]zu beseitigen[/wave], den er als Hindernis ansieht, aber ... [pause]Ich glaube, diese ganze Sache könnte eine Nummer zu groß für uns sein.", + "INTERMISSION_PART6_FELIX6_OPTION1": "Wir behalten ihn im Auge.", + "INTERMISSION_PART6_FELIX6_OPTION2": "Wir gehen ihm falls möglich aus dem Weg.", + "INTERMISSION_PART6_KAYLEIGH7": "Genau! Guter Plan.", + "INTERMISSION_PART6_MEREDITH7.m": "Hehe. Gute Idee.", + "INTERMISSION_PART6_MEREDITH7.f": "Hehe. Gute Idee.", + "INTERMISSION_PART6_MEREDITH7.n": "Hehe. Gute Idee.", + "INTERMISSION_PART6_EUGENE7": "Okay, klingt nach einem guten Plan!", + "INTERMISSION_PART6_FELIX7": "Hehe. Der Plan gefällt mir.", + "INTERMISSION_PART6_DOG7": "Wuff!", + "INTERMISSION_PART6_VIOLA7": "Nun gut! Ich werde tun, was du sagst, {player}.", + "END_MIRROR_REVEAL_KAYLEIGH1": "Ist das ...?", + "END_MIRROR_REVEAL_PLAYER1": "Hm. Ein Spiegel. Ob der wohl wie bei Amber ist ...?", + "END_PART1_EUGENE3.f": "Alles okay mit dir? [pause]Du warst auf einmal so still.", + "END_MIRROR_REVEAL_FELIX1": "Cool.", + "END_MIRROR_REVEAL_EUGENE1": "Whoa.", + "END_MIRROR_REVEAL_MEREDITH1": "Das ... [pause]scheint mir ein ziemlich bedeutender Fund zu sein.", + "END_MIRROR_REVEAL_VIOLA1": "Könnte das die Domäne sein, die du unbedingt entdecken wolltest, {player}?", + "END_MIRROR_DENIAL_MEREDITH1": "Ich ... kann hier noch nicht durch, {player}. Das sieht mir nach einer Reise ohne Wiederkehr aus, und ich habe noch Dinge zu erledigen.", + "END_MIRROR_REVEAL_DOG1": "Wuff!", + "END_MIRROR_DENIAL_EUGENE1.m": "Ich kann hier noch nicht durch. [pause]Nicht bevor ich die Makler hier auf Neu Wirral aufgehalten habe. Das verstehst du doch, oder?", + "END_MIRROR_DENIAL_EUGENE1.n": "Ich kann hier noch nicht durch. [pause]Nicht bevor ich die Makler hier auf Neu Wirral aufgehalten habe. Das verstehst du doch, oder?", + "END_MIRROR_DENIAL_EUGENE1.f": "Ich kann hier noch nicht durch. [pause]Nicht bevor ich die Makler hier auf Neu Wirral aufgehalten habe. Das verstehst du doch, oder?", + "END_MIRROR_DENIAL_VIOLA1.f": "Ich kann dich nicht weiter begleiten. [pause]Nicht bevor ich mit Sicherheit weiß, dass sich mein Bruder nicht auf dieser Insel befindet.", + "END_MIRROR_DENIAL_FELIX1": "Ich ... kann noch nicht weiter. [pause]Ich habe meine Inspiration noch nicht gefunden.", + "END_MIRROR_DENIAL_VIOLA1.n": "Ich kann dich nicht weiter begleiten. [pause]Nicht bevor ich mit Sicherheit weiß, dass sich mein Bruder nicht auf dieser Insel befindet.", + "END_MIRROR_DENIAL_VIOLA1.m": "Ich kann dich nicht weiter begleiten. [pause]Nicht bevor ich mit Sicherheit weiß, dass sich mein Bruder nicht auf dieser Insel befindet.", + "END_MIRROR_DENIAL_DOG1": "Offenbar hat Barkley noch Dinge zu erledigen ...", + "FINAL_STATION_PART1_KAYLEIGH1": "Wo sind wir? Es ist so neblig ... [pause]Wir müssen wohl einfach weitergehen, {player}.", + "FINAL_STATION_PART1_EUGENE1": "Hat der Spiegel diesen Ort versteckt? Können Spiegel so was? Ist mir hier irgendwas entgangen oder so?", + "FINAL_STATION_PART1_MEREDITH1": "War dieser Ort in einem [wave amp=30 freq=10]Spiegel[/wave] versteckt?!", + "FINAL_STATION_PART1_FELIX1": "Ich weiß nicht, was ich erwartet hatte, hier zu finden, aber das war es wohl nicht. [pause]Hm.", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Wuhhh ...[/shake]", + "FINAL_STATION_PART1_VIOLA1": "Durch einen Spiegel zu gehen und solch einen Ort vorzufinden ... So etwas hätte ich mir nie träumen lassen.", + "FINAL_STATION_PART2_KAYLEIGH1": "Das ist ja [wave amp=30 freq=10]riesig[/wave] ...", + "FINAL_STATION_PART2_KAYLEIGH2": "Wenn das Tor, das wir suchen, irgendwo ist, dann hier. [pause]Wir sollten uns umsehen.", + "FINAL_STATION_PART2_MEREDITH1": "Hier RIECHT es auf jeden Fall alt.", + "FINAL_STATION_PART2_MEREDITH2": "Komm, sehen wir uns um. Wenn dein magisches Weltenportal [wave amp=30 freq=10]irgendwo[/wave] ist, dann an einem Ort wie diesem.", + "FINAL_STATION_PART2_EUGENE2": "Ist es hier? Das Tor, um Neu Wirral zu verlassen?", + "FINAL_STATION_PART2_EUGENE1": "Hier fühlt sich alles so leer an, [pause]als wäre seit Hunderten von Jahren niemand mehr hier gewesen ...", + "END_PART1_MORGANTE2": "MORDREAD ... MEIN KIND ...\\n\\nDEM KÖNIG IN ROT WIRD GERECHTIGKEIT WIDERFAHREN.\\n\\nSCHON BALD.", + "FINAL_STATION_PART2_FELIX1": "Das ...", + "FINAL_STATION_PART2_VIOLA1": "Dieser Ort hat etwas Trauriges an sich. Spürst du es auch?", + "FINAL_STATION_PART2_FELIX2": "Das muss er sein, oder? Der Ort, den du gesucht hast. Schauen wir uns um.", + "END_PART1_MEREDITH1": "Ich weiß zwar nicht, was das ist, aber ich habe so ein Gefühl, dass wir es in Ruhe lassen sollten.", + "FINAL_STATION_PART2_VIOLA2": "Komm! [pause]Wir sollten diesen Ort voller Trübsinn erkunden.", + "END_PART1_KAYLEIGH1": "Ist das ein Sarg? {player}, warum ist der so groß ...?", + "FINAL_STATION_PART2_DOG1": "Barkley scheint nervös zu sein, sich aber auch umsehen zu wollen.", + "END_PART1_EUGENE1": "Das ist ... Ich weiß nicht, was ich davon halten soll.", + "END_PART1_VIOLA1": "Dieser Sarg wurde von trauernden Händen zusammengebaut. [pause]Spürst du es nicht?", + "END_PART1_FELIX1": "Ich würde sagen, dass es erstaunlich ist, so etwas hier zu finden. Andererseits weiß ich auch nicht so recht, was ich erwartet hatte.", + "END_PART1_DOG1": "[shake rate=30 level=10]Wuhhh ...[/shake]", + "END_PART1_FELIX3.n": "Äh, ist alles okay, {player}? [pause]Du hast irgendwie nur noch so ins Leere gestarrt.", + "END_PART1_KAYLEIGH3.m": "Ist alles okay? Du warst irgendwie kurz weggetreten.", + "END_PART1_MEREDITH3.m": "Erde an {player}! [pause]Du warst kurz weggetreten.", + "END_PART1_KAYLEIGH3.f": "Ist alles okay? Du warst irgendwie kurz weggetreten.", + "END_PART1_KAYLEIGH3.n": "Ist alles okay? Du warst irgendwie kurz weggetreten.", + "END_PART1_EUGENE3.m": "Alles okay mit dir? [pause]Du warst auf einmal so still.", + "END_PART1_MEREDITH3.n": "Erde an {player}! [pause]Du warst kurz weggetreten.", + "END_PART1_MEREDITH3.f": "Erde an {player}! [pause]Du warst kurz weggetreten.", + "END_PART2_PLAYER_OPTION2": "Machen wir's!", + "END_PART1_FELIX3.m": "Äh, ist alles okay, {player}? [pause]Du hast irgendwie nur noch so ins Leere gestarrt.", + "END_PART1_EUGENE3.n": "Alles okay mit dir? [pause]Du warst auf einmal so still.", + "END_PART1_FELIX3.f": "Äh, ist alles okay, {player}? [pause]Du hast irgendwie nur noch so ins Leere gestarrt.", + "END_PART1_VIOLA3.m": "Bist du bei klarem Verstand? Du warst für einen Augenblick eigenartig still.", + "END_PART1_VIOLA3.n": "Bist du bei klarem Verstand? Du warst für einen Augenblick eigenartig still.", + "END_PART1_VIOLA3.f": "Bist du bei klarem Verstand? Du warst für einen Augenblick eigenartig still.", + "END_PART1_DOG3": "Wuff!", + "END_PART2_CONFIRM1.m": "Wenn du weitergehst, kannst du erst mal nicht wieder zurückkehren. Bist du wirklich bereit dafür?", + "END_PART2_CONFIRM1.f": "Wenn du weitergehst, kannst du erst mal nicht wieder zurückkehren. Bist du wirklich bereit dafür?", + "END_PART2_CONFIRM2": "Möchtest du vorher speichern?", + "END_PART2_CONFIRM1.n": "Wenn du weitergehst, kannst du erst mal nicht wieder zurückkehren. Bist du wirklich bereit dafür?", + "END_PART2_KAYLEIGH3": "Wir sind so weit gekommen, {player} ...", + "END_PART2_MEREDITH3.m": "Falls es das wirklich ist, bin ich beeindruckt. [pause]Ich hatte fast schon gedacht, dass du es nicht schaffst.", + "END_PART2_MEREDITH3.n": "Falls es das wirklich ist, bin ich beeindruckt. [pause]Ich hatte fast schon gedacht, dass du es nicht schaffst.", + "END_PART2_EUGENE3": "Jetzt gibt es kein Zurück mehr! [pause]Mann, ich kann es kaum ERWARTEN!", + "END_PART2_MEREDITH3.f": "Falls es das wirklich ist, bin ich beeindruckt. [pause]Ich hatte fast schon gedacht, dass du es nicht schaffst.", + "END_PART2_FELIX3": "Das sieht mir nach einem ganz schön heftigen Tor aus. [pause]Das ist es dann wohl, oder?", + "END_PART2_MEREDITH5.m": "Du hattest doch nicht etwa vor, mich hier zurückzulassen, [pause]oder?", + "END_PART2_VIOLA3": "Kann das wirklich sein? Liegt das Ende unserer Reise vor uns?", + "END_PART2_DOG3": "Wuff!", + "END_PART2_KAYLEIGH4": "Hey, warte! Ohne mich gehst du da nicht rein!", + "END_PART2_EUGENE6": "Ein letzter Sprung ins Unbekannte, oder? Krass!", + "END_PART2_MEREDITH5.n": "Du hattest doch nicht etwa vor, mich hier zurückzulassen, [pause]oder?", + "END_PART2_MEREDITH5.f": "Du hattest doch nicht etwa vor, mich hier zurückzulassen, [pause]oder?", + "END_PART2_VIOLA8": "Sollte dies unser letzter Akt sein, [pause]werden wir ihn gemeinsam spielen!", + "END_PART2_FELIX7": "Da muss ich dabei sein.", + "END_PART2_DOG9": "Wuff!", + "END_PART2_PLAYER_OPTION1": "Danke, dass ihr gekommen seid!", + "END_PART3_MEREDITH2": "Das ist es, [pause]oder?", + "END_PART3_KAYLEIGH1": "Das MUSS das Tor sein ...", + "END_PART3_EUGENE3": "[shake rate=30 level=10]Enorm![/shake]", + "END_PART3_FELIX4": "Wir gehen also davon aus, dass dieses riesige Dreieck das Tor ist, oder?", + "END_PART3_VIOLA5": "Was für ein Anblick ...", + "END_PART3_DOG6": "*keuch, keuch*", + "END_PART3_KAYLEIGH8": "Aleph!", + "END_PART3_ALEPH7": "Wow, wir haben es wirklich geschafft!", + "END_PART3_MEREDITH8": "Oh. Du schon wieder.", + "END_PART3_EUGENE8": "Was willst du, [pause]du Fiesling?", + "END_PART3_VIOLA8": "Du!", + "END_PART3_ALEPH10": "WUSSTET IHR, DASS DIE GESAMTE BAHNSTRECKE AUCH EINE VON UNS \\\"ERZENGELN\\\" IST?", + "END_PART3_DOG8": "Wuff?!", + "END_PART3_FELIX8": "Bist du uns gefolgt ...?", + "END_PART3_ALEPH9": "DIE ALTE HEXE HAT DIESEN ORT WIRKLICH GUT VERSTECKT.", + "END_PART3_ALEPH12": "DAS HIER UNTEN IST EIN ECHTES LABYRINTH!", + "END_PART3_ALEPH11": "WIR NENNEN SIE \\\"MER-LINIE\\\". [pause]EURE GESAMTE \\\"INSEL\\\" BEFINDET SICH AUF IHREM RÜCKEN.", + "END_PART3_ALEPH16": "DIE ALTE HEXE HATTE MICH FÜR LANGE ZEIT IN DIESEN TUNNELN EINGESPERRT, [pause]ABER LETZTENDLICH FAND ICH HINAUS.", + "END_PART3_ALEPH13": "OHNE EUCH HÄTTE ICH DIE KAMMER NIEMALS GEFUNDEN. [pause]ERNSTHAFT.", + "END_PART3_ALEPH13_OPTION1": "Ist \\\"diese alte Hexe\\\" Morgante?", + "END_PART3_ALEPH15.n": "ICH WEISS NICHT, WOHER DU DIESEN NAMEN KENNST. [pause]DU BIST KLÜGER, ALS DU AUSSIEHST.", + "END_PART3_ALEPH14": "...", + "END_PART3_ALEPH13_OPTION2": "Hat Morgante diesen Ort versteckt?", + "END_PART3_ALEPH15.f": "ICH WEISS NICHT, WOHER DU DIESEN NAMEN KENNST. [pause]DU BIST KLÜGER, ALS DU AUSSIEHST.", + "END_PART3_ALEPH15.m": "ICH WEISS NICHT, WOHER DU DIESEN NAMEN KENNST. [pause]DU BIST KLÜGER, ALS DU AUSSIEHST.", + "END_PART3_ALEPH19": "NUN, ICH WILL EINFACH NUR DURCH DIESES TOR DORT DRÜBEN HIER WEG!", + "END_PART3_ALEPH17": "DAS TUE ICH IMMER.", + "END_PART3_ALEPH17_OPTION1": "Was willst du?", + "END_PART3_ALEPH17_OPTION2": "Was hast du vor?", + "END_PART3_ALEPH18": "DIESER ANKLAGENDE TON! WIR VERSUCHEN HIER DOCH EINE POSITIVE ATMOSPHÄRE ZU SCHAFFEN!", + "END_PART3_ALEPH20": "APROPOS ...", + "END_PART3_KAYLEIGH22": "Oh nein ...", + "END_PART3_ALEPH21": "DARF ICH MEIN NEUES TEAM VORSTELLEN?", + "END_PART3_EUGENE24": "Oh.", + "END_PART3_MEREDITH23": "Oh-oh ...", + "END_PART3_FELIX25": "Hm.", + "END_PART3_VIOLA26": "Ich verstehe.", + "END_PART3_DOG27": "Wuff ...?!", + "END_PART3_ALEPH28": "ICH WAR FRÜHER MAL EINE GROSSE NUMMER.", + "END_PART3_ALEPH29": "MEINE ALTE CREW UND ICH HATTEN EINE ART ABKOMMEN MIT EUCH. [pause]EINE BESONDERE BEZIEHUNG. [pause]AUCH WENN IHR ES GAR NICHT WUSSTET.", + "END_PART3_ALEPH30": "ICH HABE GROSSEN RESPEKT VOR EUCH MENSCHEN! OHNE EUCH WÜRDE ES UNS GAR NICHT GEBEN!", + "END_PART3_ALEPH31": "IHR MENSCHEN LEBT AUF EUREN KLEINEN WELTEN UND ERFINDET ALL DIESE NIEDLICHEN KLEINEN DINGE. LIEBE, TOD, WAS AUCH IMMER ...", + "END_PART3_ALEPH32": "EURE STÄRKSTEN GEDANKEN HABEN UNS ZUM LEBEN ERWECKT, UND IM GEGENZUG REISTEN WIR IN EURE WELTEN, UM ALLE FANTASIEN IN DIE TAT UMZUSETZEN, DIE IHR EUCH FÜR UNS ERDACHT HATTET!", + "END_PART3_ALEPH33": "ABENTEUER ... [pause]KRIEGE ... [pause]MASSENAUSSTERBEN ...", + "END_PART3_ALEPH34": "DIESE SACHEN GEFALLEN EUCH AM BESTEN – [pause]UND MIR AUCH!", + "END_PART3_ALEPH34B": "LEIDER WURDE MEINE ALTE GRUPPE EIN WENIG ZERRÜTTET UND MUSSTE SICH TRENNEN.", + "END_PART3_ALEPH35": "ALSO WAR ICH EINE ZEIT LANG VON DER BILDFLÄCHE VERSCHWUNDEN.", + "END_PART3_ALEPH36": "ABER JETZT SIND WIR WIEDER DA!", + "END_PART3_KAYLEIGH37": "Du und die Erzengel wollt also ... [pause]in Welten eindringen und die gewalttätigen Mythen, die eure Erschaffung ermöglichten, in die Tat umsetzen?", + "END_PART3_ALEPH56": "ICH WERDE EUCH EINFACH ALLE TÖTEN UND DANN HIER VERSCHWINDEN, IN ORDNUNG?", + "END_PART3_MEREDITH38": "Ganz schön besorgniserregend.", + "END_PART3_EUGENE39": "Ein endloser Kreislauf der Gewalt ...", + "END_PART3_FELIX40": "Ja, toll klingt das nicht gerade.", + "END_PART3_VIOLA41": "Solch finstere Gelüste dürfen nicht verwirklicht werden!", + "END_PART3_ALEPH46": "ICH SCHLAGE EUCH SOGAR EINE ABMACHUNG VOR!", + "END_PART3_DOG42": "Grrrrr ...", + "END_PART3_ALEPH43": "HEY, MACHT EUCH KEINE SORGEN!", + "END_PART3_ALEPH44": "WIR WOLLEN DOCH ALLE DASSELBE.", + "END_PART3_ALEPH45": "IHR WOLLT DIESES KAFF VON EINER WELT VERLASSEN – GENAU WIE WIR.", + "END_PART3_ALEPH46_OPTION1": "Eine Abmachung?", + "END_PART3_ALEPH46_OPTION2": "Wie sehen deine Bedingungen aus?", + "END_PART3_ALEPH48": "IHR WERDET UNS NIEMALS WIEDERSEHEN. [pause]WAS HALTET IHR DAVON?", + "END_PART3_ALEPH48_OPTION1": "Was?", + "END_PART3_ALEPH47": "WIR KÖNNEN GETRENNTE WEGE GEHEN [pause]UND WERDEN KEINE EURER WELTEN JE WIEDER AUFSUCHEN.", + "END_PART3_ALEPH48_OPTION2": "Nein!", + "END_PART3_ALEPH_NO_DEAL_49": "NEIN?", + "END_PART3_ALEPH_WHAT_49": "WIR EROBERN DIE WELTEN ANDERER LEUTE UND LASSEN EURE IN RUHE.", + "END_PART3_KAYLEIGH51": "Jeder hat einen Wert, von welcher Welt er auch stammen mag! Wir müssen unser Bestes tun, um ihnen zu helfen!", + "END_PART3_ALEPH_NO_DEAL_50": "DAS VERSTEHE ICH NICHT.", + "END_PART3_EUGENE51": "Selbst wenn die Leute in anderen Welten gar nicht wissen, dass es uns gibt: [pause]Es ist unsere Aufgabe, [shake rate=30 level=10]sie vor euch zu beschützen![/shake]", + "END_PART3_MEREDITH51": "Es wäre ziemlich schlimm von uns, Verrat an anderen Realitäten zu begehen, [pause]nur um sicher hier wegzukommen.", + "END_PART3_VIOLA51": "Finstere Gelüste mögen euch ja zum Leben erweckt haben, aber ihr habt kein Recht, die Herzen der Menschen mit dieser Finsternis zu erfüllen!", + "END_PART3_FELIX51": "Ihr werdet Leuten Schmerz zufügen, auch wenn wir es nicht sehen. [pause]Meiner Meinung nach ist das eine ziemlich schlimme Abmachung.", + "END_PART3_DOG51": "[shake rate=30 level=10]WUFF![/shake]", + "END_PART3_ALEPH52": "ABER WIR WERDEN EURE REALITÄTEN IN RUHE LASSEN!", + "END_PART3_ALEPH53": "WÜRDET IHR WIRKLICH EUER LEBEN AUFS SPIEL SETZEN ... [pause]UM LEUTEN ZU HELFEN, DIE IHR GAR NICHT KENNT?", + "END_PART3_ALEPH53_OPTION1": "Ja.", + "END_PART3_ALEPH53_OPTION2": "Natürlich.", + "END_PART3_ALEPH54": "NA SCHÖN. [pause]NA SCHÖN!", + "END_PART3_ALEPH55": "IHR SEID GERADE ZIEMLICH UNKOOPERATIV.", + "END_PART4_ALEPH1": "IHR HABT UNS ERSCHAFFEN UND JETZT WOLLT IHR UNS TÖTEN? [pause]DENKT MAL DARÜBER NACH!", + "END_PART5_ALEPH1": "DAS IST SO UNPRODUKTIV ...", + "END_PART6_ALEPH1": "SO. ES REICHT MIR JETZT.", + "END_PART6_ALEPH2": "ALLE ZURÜCK IN DEN ZUG! [pause]WIR VERSCHWINDEN!", + "END_PART7_ALEPH1": "ALLES EINSTEIGEN!", + "END_PART7_ALEPH2": "UNSER NÄCHSTES ZIEL: JEDER ORT, ZU DEM WIR WOLLEN!", + "END_PART7_KAYLEIGH3": "{player}, schnell!", + "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr ...[/wave]", + "END_PART7_MEREDITH3": "{player}, er darf nicht verschwinden!", + "END_PART7_FELIX3": "Wir müssen ihm nach. Das ist dir doch klar, oder?", + "END_PART7_EUGENE3": "Na los, gehen wir!", + "END_PART7_VIOLA3": "Unsere Beute wird nicht so einfach entkommen!", + "END_PART8_KAYLEIGH1": "Diese Lichter habe ich schon mal gesehen ... [pause]als ich nach Neu Wirral gekommen bin ...", + "END_PART8_EUGENE1": "Das kommt mir bekannt vor ... [pause]Habe ich diese Lichter gesehen, als ich hierhergekommen bin?", + "END_PART8_MEREDITH1": "Ganz schön psychedelisch ... [pause]Das habe ich, glaube ich, schon mal gesehen, als ich nach Neu Wirral gekommen bin.", + "END_PART8_VIOLA1": "Diese Lichter ... Ist dies ein Ort jenseits von Himmel und Erde? [pause]Habe ich sie schon einmal gesehen?", + "END_PART8_FELIX1": "Was für eine Lightshow. Ich glaube, das habe ich schon mal gesehen ... [pause]Als ich auf Neu Wirral gefallen bin?", + "END_PART8_DOG1": "Rrr ...", + "END_PART8_ALEPH2": "ICH DACHTE, ICH HÄTTE ALLES VERSTANDEN, WAS ES ÜBER DEN KOSMOS ZU WISSEN GIBT ...", + "END_PART8_ALEPH4": "VIELLEICHT WÄRE DAS EINE GUTE ÜBUNG FÜR DEN TEAMZUSAMMENHALT.", + "END_PART8_ALEPH3": "ABER EUREN \\\"FUSIONSTRICK\\\" HABE ICH NOCH NIE GESEHEN.", + "END_PART8_ALEPH6": "ICH WERDE ZUERST DEINE REALITÄT BESUCHEN.\\n\\nICH RIECHE SIE AN DIR ...", + "END_PART8_ALEPH5": "ICH NEHME MEIN ANGEBOT ZURÜCK.", + "END_PART8_ALEPH8": "EINE MAKELLOSE ZEITLINIE, DIE SICH BEREITS AUF DEM WEG ZUR ZERSTÖRUNG BEFINDET.\\n\\nSIE WIRD EIN FABELHAFTES SPIELZEUG ABGEBEN.", + "END_PART8_KAYLEIGH10": "Kannst du noch ein letztes Mal kämpfen, {player}?", + "END_PART8_MEREDITH10.m": "Bist du bereit dafür?", + "END_PART8_EUGENE10": "Packen wir's an, {player}!", + "END_PART8_MEREDITH10.f": "Bist du bereit dafür?", + "END_PART8_MEREDITH10.n": "Bist du bereit dafür?", + "END_PART8_FELIX10.m": "Los geht's! [pause]Bereit, wenn du es bist, {player}!", + "END_PART8_FELIX10.n": "Los geht's! [pause]Bereit, wenn du es bist, {player}!", + "END_PART8_FELIX10.f": "Los geht's! [pause]Bereit, wenn du es bist, {player}!", + "END_PART8_VIOLA10": "Nun gut!", + "END_PART9_ALEPH_BATTLE1": "IHR HABT DEN WUNSCH, KRIEG GEGEN MICH ZU FÜHREN? WIE PASSEND.", + "END_PART8_DOG10": "[shake rate=30 level=10]Wuff! Wuff![/shake]", + "END_PART9_ALEPH_BATTLE2": "DER GRÖSSTE WUNSCH DES MENSCHEN IST ES, SICH SELBST ZU VERNICHTEN. DAFÜR KANN ICH SORGEN, IMMER UND IMMER WIEDER.", + "END_PART9_ALEPH_BATTLE3": "ICH HABE SCHON ZIVILISATIONEN BRENNEN LASSEN. UND DIESE GLUT WERDE ICH ERNEUT SEHEN.", + "END_PART9_ALEPH_BATTLE4": "GEBT ... EINFACH ... AUF!", + "END_PART9_ALEPH_BATTLE5": "UNVERSCHÄMT ...", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_ALEPH1": "KEINE KASSETTEN MEHR.", + "END_PART9_ALEPH3": "IHR SEID KEINE BESTIEN. IHR SEID BLOSS MENSCHEN.", + "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_DOG2": "Wuff?!", + "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_MORGANTE5": "IHR BENUTZT ETWAS, OHNE ÜBERHAUPT ZU WISSEN, WIE ES FUNKTIONIERT.\\n\\nSO BEGIERIG IN EURER NAIVITÄT.", + "END_PART9_MORGANTE4": "SO TYPISCH FÜR EUCH MENSCHEN.", + "END_PART9_MORGANTE5_OPTION2": "Was willst du?", + "END_PART9_MORGANTE5_OPTION1": "Bist du hier, um mich zu verspotten?", + "END_PART9_MORGANTE6": "ZUM JETZIGEN ZEITPUNKT HABEN WIR EIN GEMEINSAMES ZIEL.", + "END_PART9_MORGANTE7": "ALEPH IST DIE INKARNATION DER EROBERUNG.\\n\\nUND ICH BIN DIE INKARNATION DER REBELLION.", + "END_PART9_MORGANTE8": "ALSO MÜSST IHR ETWAS VERSTEHEN.", + "END_PART9_MORGANTE8_OPTION1": "Was verstehen?", + "END_PART9_MORGANTE8_OPTION2": "Wovon redest du da?", + "END_PART9_MORGANTE9": "IHR MENSCHEN ERSCHAFFT UNS MIT EUREN TRÄUMEN UND IDEALEN.\\n\\nDIE POTENZIELLE ENERGIE DER MENSCHHEIT IST UNBEGRENZT.", + "END_PART9_MORGANTE11": "DIE FÄHIGKEIT, EUREN WILLEN ZU MANIFESTIEREN, UM DIE REALITÄT ZU VERÄNDERN ...\\n\\nUM EURE WELT UND EUCH SELBST ZU VERÄNDERN ...\\n\\nDIE WOHNT EUCH INNE.", + "END_PART9_MORGANTE10": "DIESE \\\"KASSETTEN\\\" SIND BLOSSE TALISMANE.", + "END_PART9_MORGANTE12": "ALSO WACH ENDLICH AUF!", + "END_PART9_KAYLEIGH13": "{player}, wie geht's dir ...?", + "END_PART9_MEREDITH13": "{player}, du siehst aber gar nicht gut aus ...", + "END_PART9_EUGENE13": "{player}, bist du wieder da?!", + "END_PART9_FELIX13.f": "Bist du wieder im Spiel, {player}?", + "END_PART9_FELIX13.m": "Bist du wieder im Spiel, {player}?", + "END_PART9_VIOLA13": "Du bist nicht so einfach zu bezwingen, oder, {player}?", + "END_PART9_FELIX13.n": "Bist du wieder im Spiel, {player}?", + "END_PART9_DOG13": "WUFF!", + "END_PART9_ALEPH14": "WARUM?!\\n\\nWARUM BIST DU SO HARTNÄCKIG?!", + "END_PART9_ALEPH15_OPTION1": "Weil ich es will!", + "END_PART9_ALEPH15_OPTION2": "Weil mir noch nicht die Ideen ausgegangen sind!", + "END_PART9_ALEPH15_OPTION3": "Weil Menschen so sind!", + "END_PART9_KAYLEIGH16": "Ein gemeinsames Ziel, mehr brauchen wir nicht! [pause][shake rate=30 level=10]UNSERE HERZEN VEREINEN SICH![/shake]", + "END_PART11_KAYLEIGH1": "Tut mir leid, dass dein Kassettenspieler zerstört wurde, [pause]{player} ...", + "END_PART9_EUGENE18": "[shake rate=30 level=10]WIR STEIGEN GEMEINSAM AUF![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]SCHLAGEN WIR IHM SEINEN VERDAMMTEN SCHÄDEL EIN![/shake]", + "END_PART9_FELIX19": "Wird schon schiefgehen ...", + "END_PART9_VIOLA20": "Komm! [pause]Diese Geschichte wird so enden, wie wir es wünschen!", + "END_PART9_DOG21": "[wave amp=30 freq=10]AHUUU![/wave]", + "END_PART9_ALEPH22": "AH, DIE ALTE HEXE. DU BIST IMMER WIEDER EIN STACHEL IN MEINEM FLEISCH.", + "END_PART10_ALEPH1": "ICH VERSTEHE.", + "END_PART10_MORGANTE3.m": "DEIN WILLE WAR STÄRKER ALS DEINE MENSCHLICHEN BESCHRÄNKUNGEN.\\n\\nLASS DIR DAS EINE LEHRE SEIN, MENSCH.", + "END_PART10_MORGANTE2": "HIER ENDET UNSER LIED.", + "END_PART11_BARKLEY3": "Wuff?", + "END_PART10_MORGANTE3.f": "DEIN WILLE WAR STÄRKER ALS DEINE MENSCHLICHEN BESCHRÄNKUNGEN.\\n\\nLASS DIR DAS EINE LEHRE SEIN, MENSCH.", + "END_PART10_MORGANTE3.n": "DEIN WILLE WAR STÄRKER ALS DEINE MENSCHLICHEN BESCHRÄNKUNGEN.\\n\\nLASS DIR DAS EINE LEHRE SEIN, MENSCH.", + "END_PART10_KAYLEIGH5": "Wir sollten zurück ... [pause]Ich glaube, dieser Zug ist nicht besonders stabil.", + "END_PART10_MORGANTE4": "LEB WOHL.", + "END_PART10_MEREDITH5": "Na los, gehen wir zurück, bevor dieser Zug in den Abgrund fällt.", + "END_PART10_EUGENE5": "Wir sollten erst mal zurück –[pause]ich glaube nicht, dass dieser Zug halten wird.", + "END_PART10_FELIX5": "Wir sollten lieber zurück, bevor dieser Zug in die Leere fällt, [pause]oder?", + "END_PART10_VIOLA5": "Es wäre klug, in die Gegenwart zurückzukehren.", + "END_PART10_DOG5": "Wuff.", + "END_PART11_KAYLEIGH2": "Zum Glück habe ich immer einen Ersatz dabei!", + "END_PART11_KAYLEIGH3": "War dieses Gebäude vorher auch schon hier?", + "END_PART11_EUGENE3": "Wisst ihr, was es mit diesem ... [pause]Gebäude auf sich hat?", + "END_PART11_MEREDITH3": "Also, [pause]äh, [pause]dieses Gebäude war vorher noch nicht hier, oder?", + "END_PART11_FELIX3": "Tja, das ist ganz schön ungewöhnlich.", + "END_PART11_VIOLA3": "Wie eigenartig.", + "END_PART11_AMBER4": "Mach dir meinetwegen keine Sorgen! Ich bin Ms. Amber.", + "END_PART11_AMBER6": "Nun, ich will einfach nur dafür sorgen, dass ihr guten Leute euch nicht verletzt.", + "END_PART11_AMBER5.f": "{player} und ich sind Freunde – stimmt's, Schätzchen?", + "END_PART11_AMBER5.m": "{player} und ich sind Freunde – stimmt's, Schätzchen?", + "END_PART11_AMBER5.n": "{player} und ich sind Freunde – stimmt's, Schätzchen?", + "END_PART11_AMBER7": "Obwohl es so aussieht, als hättet ihr unserem gemeinsamen Freund schon eine heftige Abreibung verpasst. [pause]Das gab es auch noch nicht!", + "END_PART11_AMBER7_OPTION1": "Abreibung? Ich glaube, wir haben ihn vernichtet.", + "END_PART11_AMBER9": "Er wird von Eroberung getrieben. Wenn ihr Menschen weiterhin Wege findet, einander zu töten, wird er bestimmt irgendwann wieder auftauchen.", + "END_PART11_AMBER7_OPTION2": "Bei dir klingt das so, als würde er noch leben.", + "END_PART11_AMBER8": "Leute wie Aleph und ich sind nicht aus Fleisch und Blut, Schätzchen. [pause]Eine Idee muss sterben, damit wir nicht mehr in irgendeiner Gestalt zurückkehren können.", + "END_PART11_KAYLEIGH11": "Du bist auch ein Erzengel ...", + "END_PART11_AMBER10": "Obwohl er vielleicht für längere Zeit ausgeschaltet sein könnte ...", + "END_PART11_AMBER13": "Außerdem braucht ihr doch wahrscheinlich Hilfe bei diesem Tor, das nach Hause führt, oder nicht?", + "END_PART11_AMBER12": "Entspann dich, Rotschöpfchen. Ich bin eine Freundin.", + "END_PART11_KAYLEIGH14": "D-Das kann uns wirklich zurück in unsere eigenen Welten bringen?", + "END_PART11_KAYLEIGH15": "Ausgezeichnet! [pause]Ich sollte den Rangern Bescheid sagen, bevor wir gehen!", + "END_PART11_AMBER16": "{player}, du musst jetzt noch nicht gehen ...", + "END_PART12_KAYLEIGH54": "Ich schätze, wir werden uns nicht wiedersehen, [pause]{player}.", + "END_PART11_AMBER17.n": "Aber sprich mich an, [pause]wenn du bereit bist.", + "END_PART11_AMBER17.m": "Aber sprich mich an, [pause]wenn du bereit bist.", + "END_PART11_AMBER17.f": "Aber sprich mich an, [pause]wenn du bereit bist.", + "END_PART12_RANGER1": "Ich kann es kaum glauben! Sprechende Krabben, magische Portale, Allianzen mit Erzengeln ... Faszinierend!", + "END_PART12_AMBER1.m": "Bist du bereit, Neu Wirral zu verlassen, [pause]Schätzchen?", + "END_PART12_AMBER1.f": "Bist du bereit, Neu Wirral zu verlassen, [pause]Schätzchen?", + "END_PART12_AMBER1.n": "Bist du bereit, Neu Wirral zu verlassen, [pause]Schätzchen?", + "END_PART12_AMBER4": "Es geht nicht um \\\"Wissenschaft\\\", sondern um eine Absicht. [pause]Man muss sich die Welt, in die man will, bildlich vorstellen und einen Schritt nach vorn gehen – ohne Dinge, die einen hier zurückhalten.", + "END_PART12_KAYLEIGH6": "W-Was?!", + "END_PART12_AMBER_NO": "Es besteht kein Grund zur Eile. Lass dir Zeit!", + "END_PART12_AMBER2": "Bei einem stabilen Weltentor wie diesem [pause]sind die Regeln sehr einfach.", + "END_PART12_AMBER3": "Dahinter liegt [wave amp=30 freq=10]der Raum zwischen allen Dingen[/wave]. [pause]Wenn man es nicht richtig benutzt, kommt man nirgendwohin.", + "END_PART12_AMBER5": "Ich würde also raten, dass ihr euch alle verabschiedet, [pause]da es eine Reise ohne Wiederkehr sein wird.", + "END_PART12_AMBER8": "Neu Wirral ist eine Anomalie, [pause]nichts weiter.", + "END_PART12_AMBER7": "So ist das nun mal, Rotschöpfchen.", + "END_PART12_AMBER9": "Ihr seid nur durch Zufall hier – von einer Rückkehr ist nicht auszugehen.", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]Ich ... wusste, dass wir uns voneinander verabschieden müssen, {player} ...[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]Eines Tages werde ich Neu Wirral vielleicht auch verlassen. Aber jetzt gerade ist das mein Zuhause. Hier bin ich ich SELBST ...[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]Ich werde keinen von euch je vergessen. Immerhin habt ihr mir geholfen, die zu werden, die ich wirklich bin![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player} ... Versprich mir eines ...[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]Lass dich von der Welt niemals verändern ... [pause]okay?[/wave]", + "END_PART12_VIOLA10": "Es schmerzt mich, unsere Geschichten hier zu beenden, [pause]aber ich wünsche mir so sehr, meinen Bruder wiederzusehen.", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]Behalte mich auch in deinem Herzen.[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]Und ... [pause]und ...[/wave]", + "END_PART12_VIOLA11": "Abschied ist ein solch süßer Kummer.", + "END_PART12_VIOLA14": "Keine Welle und kein Sturm könnten die Erinnerung daran je vergehen lassen.", + "END_PART12_VIOLA12": "Lebt wohl, [pause]meine Freunde.", + "END_PART12_VIOLA13": "{player}, was wir in dieser kurzen Zeit gemeinsam erlebt haben ...", + "END_PART12_VIOLA15": "Ich werde dich stets in meinem Herzen tragen.", + "END_PART12_EUGENE18": "Es wird immer Gemeinschaften von Menschen geben, die Hilfe brauchen, ganz gleich, wann und wo.", + "END_PART12_EUGENE16": "Wir haben gegen gottähnliche Wesen gekämpft und gewonnen ...", + "END_PART12_EUGENE17": "Mann, ich kann es kaum erwarten, zurückzukehren und es krachen zu lassen!", + "END_PART12_EUGENE19": "Ich werde so vieles tun.", + "END_PART12_EUGENE21": "Das ist dann wohl unsere Trennung, {player}.", + "END_PART12_EUGENE20": "Es war toll mit euch, Leute.", + "END_PART12_EUGENE22": "Ich kann dich ja nicht bitten, deine Welt für mich aufzugeben. [pause]Das wäre zu viel verlangt.", + "END_PART12_EUGENE25.f": "Du wirst auch weiterhin der Hammer sein. [pause]Das kann ich spüren.", + "END_PART12_EUGENE23": "Ich ... [pause]Na ja ...", + "END_PART12_EUGENE25.m": "Du wirst auch weiterhin der Hammer sein. [pause]Das kann ich spüren.", + "END_PART12_EUGENE24": "Leb einfach dein Leben, [pause]okay?", + "END_PART12_FELIX35": "Ich glaube, ein Teil von mir wird dich immer lieben.", + "END_PART12_EUGENE25.n": "Du wirst auch weiterhin der Hammer sein. [pause]Das kann ich spüren.", + "END_PART12_FELIX28": "Ich glaube, ich habe genug Inspirationen für zehn Leben.", + "END_PART12_FELIX27": "Was für eine Reise, oder?", + "END_PART12_FELIX26": "Mann ...", + "END_PART12_FELIX29": "Ganz zu schweigen davon, dass ich eine meiner alten Figuren getroffen habe.", + "END_PART12_FELIX31": "{player} ...", + "END_PART12_FELIX30": "Die tolle Zeit wird mir fehlen, [pause]Leute.", + "END_PART12_FELIX32.m": "Selbst wenn ich dich nicht wiedersehe, wirst du niemals fort sein.", + "END_PART12_FELIX32.n": "Selbst wenn ich dich nicht wiedersehe, wirst du niemals fort sein.", + "END_PART12_FELIX32.f": "Selbst wenn ich dich nicht wiedersehe, wirst du niemals fort sein.", + "END_PART12_FELIX33.m": "Du weißt doch, du bist der Outsider. [pause]Der Protagonist meiner kommenden Hitgeschichte.", + "END_PART12_FELIX33.f": "Du weißt doch, du bist der Outsider. [pause]Der Protagonist meiner kommenden Hitgeschichte.", + "END_PART12_FELIX34": "Und ich glaube ... [pause]Kuneko hatte recht: [pause]Ideen leben ewig.", + "END_PART12_FELIX33.n": "Du weißt doch, du bist der Outsider. [pause]Der Protagonist meiner kommenden Hitgeschichte.", + "END_PART12_KAYLEIGH49": "Ich will mich an dich erinnern, {player}. [pause]Ich will mich an jeden erinnern. [pause]Ich will mich an Hafenstadt erinnern ...", + "END_PART12_MEREDITH36": "Ich bin nicht ...", + "END_PART12_MEREDITH37": "Ich bin nicht bereit dafür, dass es vorbei ist.", + "END_PART12_MEREDITH38": "Ich ... [pause]Ich werde stärker zurückkehren. [pause]Und das Leben in vollen Zügen genießen.", + "END_PART12_MEREDITH39": "Und ... [pause]vergesst mich nicht, [pause]okay?", + "END_PART12_MEREDITH40": "Besonders du nicht, {player}.", + "END_PART12_MEREDITH46.f": "Argh, ich liebe dich. [pause]Wir sehen uns.", + "END_PART12_MEREDITH41.m": "Du hast, [pause]äh, [pause]die Messlatte für Beziehungen ziemlich hoch gelegt.", + "END_PART12_MEREDITH44": "Ich wusste ja schon, dass es zu Ende gehen würde, wenn wir einen Weg nach Hause finden ...", + "END_PART12_MEREDITH41.n": "Du hast, [pause]äh, [pause]die Messlatte für Beziehungen ziemlich hoch gelegt.", + "END_PART12_MEREDITH41.f": "Du hast, [pause]äh, [pause]die Messlatte für Beziehungen ziemlich hoch gelegt.", + "END_PART12_MEREDITH45": "Aber ich werde glücklich sein und nicht aufgeben. Jetzt nicht mehr.", + "END_PART12_KAYLEIGH47": "Das war's dann, oder?", + "END_PART12_MEREDITH46.n": "Argh, ich liebe dich. [pause]Wir sehen uns.", + "END_PART12_MEREDITH46.m": "Argh, ich liebe dich. [pause]Wir sehen uns.", + "END_PART12_KAYLEIGH48": "Hoffentlich ist es nicht so, als würde man aus einem Traum aufwachen.", + "END_PART12_KAYLEIGH50": "Selbst an die Dinge, die nicht gut waren. [pause]Denn sie alle sind ein Teil von mir.", + "END_PART12_KAYLEIGH51": "Unseren Willen zu manifestieren, um die Welt zu verändern ...", + "END_PART12_KAYLEIGH58": "Ich liebe dich. [pause]Tausend Dank.", + "END_PART12_KAYLEIGH52": "Ich schätze, dafür brauchen wir eigentlich keine Kassetten, oder?", + "END_PART12_AMBER61": "Ich glaube, jetzt bist du an der Reihe, Schätzchen.", + "END_PART12_KAYLEIGH53": "Die Zukunft hat schon immer uns gehört.", + "END_PART12_KAYLEIGH55": "Ich werde niemals jemanden so kennenlernen, wie ich dich kennengelernt habe ... [pause]Eine Fusion ist ja nicht unbedingt Standard bei Beziehungen.", + "END_PART12_KAYLEIGH56.m": "Ich bin traurig und glücklich zugleich. [pause]Wir werden beide wieder dort sein, wohin wir wirklich gehören. Und es wird uns besser gehen, weil wir uns getroffen haben.", + "END_PART12_KAYLEIGH56.f": "Ich bin traurig und glücklich zugleich. [pause]Wir werden beide wieder dort sein, wohin wir wirklich gehören. Und es wird uns besser gehen, weil wir uns getroffen haben.", + "END_PART12_KAYLEIGH57": "Das fühlt sich nach einem Happy End an.", + "END_PART12_KAYLEIGH56.n": "Ich bin traurig und glücklich zugleich. [pause]Wir werden beide wieder dort sein, wohin wir wirklich gehören. Und es wird uns besser gehen, weil wir uns getroffen haben.", + "END_PART12_AMBER60": "Oh! [pause]Ich glaube, der möchte mit dir zurückgehen. [pause]Ist das nicht goldig?", + "END_PART12_DOG59": "Wuff! Wuff!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "Du kannst weitergehen.", + "END_PART12_AMBER62.m": "Bist du bereit?", + "END_PART12_AMBER62_OPTION1.m": "Ich bin bereit!", + "END_PART12_AMBER62.n": "Bist du bereit?", + "END_PART12_AMBER62.f": "Bist du bereit?", + "END_PART12_AMBER62_OPTION1.f": "Ich bin bereit!", + "END_PART12_AMBER62_OPTION1.n": "Ich bin bereit!", + "END_PART12_AMBER62_OPTION2": "Es wird Zeit!", + "RANGER_GATEKEEPER_INTRO1": "Hey! Du da!", + "MAGIKRAB_ON_ARRIVAL.f": "Willkommen in der Region {region_name}!", + "RANGER_GATEKEEPER_SNEAK1": "Versuchst du, an mir vorbeizuschleichen?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "Die Monster, die ab hier lauern, werden keine Sekunde zögern, dich krankenhausreif zu schlagen.", + "RANGER_GATEKEEPER_SNEAK2": "Ich bin deinetwegen hier, okay?", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "Wenn du wirklich glaubst, dass du für sie bereit bist, zeig mir, was du draufhast!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "Tut mir leid, offenbar weißt du, was du tust.", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "Wenn du wirklich glaubst, dass du für sie bereit bist, zeig mir, was du draufhast!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "Wenn du wirklich glaubst, dass du für sie bereit bist, zeig mir, was du draufhast!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "Tut mir leid, offenbar weißt du, was du tust.", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "Tut mir leid, offenbar weißt du, was du tust.", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "Du kannst weitergehen.", + "GRAVEYARD_GHOST_BOY_NAME": "Geisterjunge", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "Du kannst weitergehen.", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Oh, tut mir leid! Es gibt Gerüchte über einen Geist in der Gegend und ich dachte, das wärst du.", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Oh-oh! Ein Geist!", + "UNDYIN_LOVER_NAME": "Gefangener", + "UNDYIN_LOVER_PRE_BATTLE1": "Ahhh!", + "UNDYIN_LOVER_POST_BATTLE1": "Hey! Du hast sie verscheucht!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Bleib cool.", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Pombomben sind einfach zu zähmen, wenn man weiß, wie!", + "UNDYIN_LOVER_POST_BATTLE2": "Wir haben einfach nur Zeit miteinander verbracht ... Das war nichts Komisches, versprochen!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Bleib cool.", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Bleib cool.", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Eiskalt abserviert.", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "Captain Buffy hat mir mit einem Krafttrainingsplan geholfen.", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Komm her!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Alles deutet auf diesen Ort hin, aber bisher habe ich nur normal große Dominotten gesehen.", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Wer hat dich trainiert? Das muss ich wissen!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Hier, sieh dir mal meine Waffen an!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Wer hat dich trainiert? Das muss ich wissen!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Bist du hier, um den Gerüchten über die Mini-Dominotte nachzugehen?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Wer hat dich trainiert? Das muss ich wissen!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Vielleicht hat das was mit dem Zug zu tun, der gerade eben unter der Erde vorbeigefahren ist.", + "PLATO_NAME": "Platon", + "SOCRATES_NAME": "Sokrates", + "SOCRATES_PRE_BATTLE": "Das perfekte menschliche Wesen vereint alle menschlichen Wesen in sich. Es ist ein Kollektiv. Wir alle gemeinsam ergeben Perfektion.", + "PLATO_PRE_BATTLE": "Ich halte dich auch dazu an, am großen Kampf teilzunehmen, dem Kampf des Lebens, der größer ist, als jeder irdische Konflikt!", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Manchmal mache ich dumme Fehler. Meine Freunde nennen mich scherzhaft Strohkopf. Wenn die wüssten ...", + "SOCRATES_POST_BATTLE": "Danke. Ich dachte, ich könnte dich besiegen. Aber nun bin ich wahrhaft weise, da ich weiß, dass ich nichts weiß.", + "PLATO_POST_BATTLE": "Wir sind Philosophen, Sokrates, keine Kämpfer. Kaum ein menschliches Wesen ist fähig, zwei Berufen oder Künsten richtig nachzugehen.", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Ja, ich bin doch ein Strohkopf ...[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Geh mir aus dem Weg! Ich will heute von Cybil interviewt werden!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Vielleicht komme ich doch lieber morgen wieder ...[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "In jedem Körper steckt ein Skelett, das unbedingt hinauswill.", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Ich ... wollte dir wirklich die Knochen rausschneiden. Tut mir leid.", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Komm, lass mich dich aus deinem fleischigen Gefängnis befreien ...", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Puh, danke. Ich glaube, ich habe zu viel Zeit als Schleimlett verbracht.", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OH, WAS SIEHST DU LECKER AUS![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Die Makler werden ungerechterweise bezichtigt, Schieber zu sein![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Wir schieben höchstens mal Papierstapel auf dem Schreibtisch umher![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Apropos, hast du Interesse, ein neues Haus zu kaufen? [pause]Nicht? [pause]Na gut, vergiss es.[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Gegen Hehlerei habe ich allerdings nichts. Ich kann nicht verhehlen, dass es was hat, gestohlenes Eigentum weiterzuverkaufen, bevor jemand davon erfährt.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Wenn du nach einer Investition suchst, die die Zeit überdauert, hol dir ein Stück Land.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Die Existenz eines unendlichen Kosmos voller Welten stellt für Makler wie uns eine gewisse Herausforderung dar.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Raum? Zeit? Das ist doch alles dasselbe.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Land erhält seinen Wert aufgrund von Knappheit – die es in einem unendlichen Multiversum aber nicht gibt![/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Allerdings ist Neu Wirral so etwas wie eine kosmische Falle. Niemand kann es verlassen und daher wird Land kostbar.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Also wird diese winzige Insel mit der Zeit zu einem Paradies, auch wenn wir Makler es derzeit mit einigen Herausforderungen zu tun haben. Eine solide Investition![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Hey! Von hier oben hat man eine schöne Aussicht, oder?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Ich wollte bis ganz nach oben auf den Berg, aber ... ich schaffe es nicht, die Klippen da vorne zu besteigen, und die Gänge in der Höhle sind alle eingestürzt.", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Wenn ich mich wie ein Averevoir in die Lüfte erheben könnte, würde ich es vielleicht schaffen ...", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Sag mal, hättest du Lust auf ein kleines Kämpfchen, bevor ich zum See hinuntergleite?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Okay! Ich muss dann mal los!", + "MISS_MIMIC_CHEST_NAME": "Ranger-Versteck", + "MAGIKRAB_UNKNOWN_NAME": "Verkehrs...krabbe?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]MÖCHTEST DU WISSEN, WELCHE SCHÄTZE ICH VERBERGE, SCHÄTZCHEN? DANN ÖFFNE MICH.[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]WIRF DOCH EINEN BLICK IN MICH HINEIN. ICH VERSPRECHE AUCH, ICH BEISSE NICHT.[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "Eine sprechende Truhe!", + "MISS_MIMIC_CHEST_MEREDITH2": "Äh, die Truhe spricht?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "Hm?", + "MISS_MIMIC_CHEST_FELIX1": "Ich habe da ein ganz mieses Gefühl ...", + "MISS_MIMIC_CHEST_DOG1": "Grr ...", + "MISS_MIMIC_CHEST_VIOLA1": "Eine weitere Vorrichtung aus deiner Welt, {player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]Ich glaube, die Kiste flirtet mit dir, {player} ...[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "Das Versteck öffnen?", + "MAGIKRAB_INTRO_KAYLEIGH2": "Hat ... diese Verkehrskrabbe gerade gesprochen?", + "MAGIKRAB_INTRO_KRAB1": "Aha, {player}! Und {partner}! Ich habe auf euch gewartet.", + "MAGIKRAB_INTRO_EUGENE2": "Ich fürchte mich nicht vor dir, Verkehrskrabbe! Ich habe schon gegen viele wie dich gekämpft!", + "MAGIKRAB_INTRO_MEREDITH2": "Hm? Eine sprechende Verkehrskrabbe?", + "MAGIKRAB_INTRO_FELIX2": "Moment mal, Verkehrskrabben können sprechen?", + "MAGIKRAB_INTRO_VIOLA2": "Diese Verkehrskrabbe spricht? Potztausend ...", + "MAGIKRAB_INTRO_DOG2": "Wuff!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]Oh, hallo! Bist du eine Verkehrskrabbe ...?[/wave]", + "MAGIKRAB_INTRO_KRAB3": "Bitte, vergleicht mich nicht mit den hirnlosen Verkehrskrabben, die da draußen unterwegs sind.", + "MAGIKRAB_INTRO_KRAB5": "In ihren heiligen Hallen zu hausen, ist ein Privileg, das ich nicht in Worte fassen kann. Ihren Passagieren zu dienen, ist doch das Mindeste.", + "MAGIKRAB_INTRO_KRAB4": "Ich bin Magikrabbe, vertraglich der unendlichen Mer-Linie verpflichteter Diener. Lange mögen ihre Züge pünktlich kommen!", + "MAGIKRAB_NEW_STATION.m": "Willkommen! Ich habe mir erlaubt, Bahnsteig A für eure Reise zu öffnen.", + "MAGIKRAB_INTRO_KRAB7": "Viele der Haltestellen der Mer-Linie sind derzeit nicht zugänglich. Sie stehen wieder zur Verfügung, sobald ihre Bahnhöfe wiedereröffnet werden.", + "MAGIKRAB_INTRO_KRAB6": "Was bedeutet: Ihr sagt mir, wohin ihr müsst, und ich mache den Zug auf Bahnsteig A bereit.", + "MAGIKRAB_NEW_STATION.f": "Willkommen! Ich habe mir erlaubt, Bahnsteig A für eure Reise zu öffnen.", + "MAGIKRAB_NEW_STATION.n": "Willkommen! Ich habe mir erlaubt, Bahnsteig A für eure Reise zu öffnen.", + "MAGIKRAB_NEW_STATION_FINAL1.m": "Da seid ihr ja endlich! Willkommen im Bahnhof Nachtbrück.", + "MAGIKRAB_NEW_STATION_FINAL1.f": "Da seid ihr ja endlich! Willkommen im Bahnhof Nachtbrück.", + "MAGIKRAB_NEW_STATION_FINAL1.n": "Da seid ihr ja endlich! Willkommen im Bahnhof Nachtbrück.", + "MAGIKRAB_NEW_STATION_FINAL2": "Der Zug auf Bahnsteig B wird bald zu anderen Realitäten abfahren!", + "MAGIKRAB_NEW_STATION_FINAL3": "Achtet darauf, dass ihr rechtzeitig einsteigt!", + "MAGIKRAB_MENU": "Also, was kann ich für dich tun, {player}?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "Ich möchte reisen.", + "MAGIKRAB_MENU_OPTION_LEAVE": "Ich will Neu Wirral verlassen.", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "Bahnsteig B?", + "MAGIKRAB_MENU_OPTION_MERLINE": "Die Mer-Linie?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magikrabbe?", + "MAGIKRAB_MENU_OPTION_NOTHING": "Nichts.", + "MAGIKRAB_TRAVEL2": "Der Zug auf Bahnsteig A ist abfahrbereit, {player}.", + "MAGIKRAB_TRAVEL1": "Wohin soll es gehen?", + "MAGIKRAB_LEAVE2": "Allerdings wurden alle Abfahrten auf Bahnsteig B für die nächsten 642 Jahre gestrichen.", + "MAGIKRAB_TRAVEL3": "Vorsicht an der Bahnsteigkante!", + "MAGIKRAB_LEAVE1": "Nun, Bahnsteig B benutzen wir für interdimensionale Reisen ...", + "MAGIKRAB_LEAVE3": "Die Mer-Linie ... meinte, es hat irgendwas mit einer übernatürlichen Verseuchung zu tun. Oder möglicherweise einem Krieg?", + "MAGIKRAB_LEAVE_FINAL_STATION1": "Tja, da bist du hier genau richtig! Begib dich bitte zu Bahnsteig B.", + "MAGIKRAB_LEAVE4": "Ich freue mich, mitteilen zu dürfen, dass die Ankünfte auf Bahnsteig B planmäßig erfolgen!", + "MAGIKRAB_PLATFORMB_DEFEATED1": "Bis zur nächsten Ankunft auf Bahnsteig B wird es noch eine längere Zeit dauern.", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Du kannst den Bahnsteig gerne betreten, allerdings wird dir dies als sterbliches und auf Fleisch basiertes Wesen nur wenig bringen.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Es dürfte in Kürze eine Ankunft auf Bahnsteig B stattfinden!", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Du kannst den Bahnsteig gerne betreten, allerdings wird dir dies als sterbliches und auf Fleisch basiertes Wesen nur wenig bringen.", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Du kannst den Bahnsteig gerne betreten, allerdings wird dir dies als sterbliches und auf Fleisch basiertes Wesen nur wenig bringen.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "Der auf Bahnsteig B eintreffende Fahrgast geht über Konzepte wie Sterblichkeit hinaus. Bedenke, dass nicht alle dieser Kreaturen bei ihrem Tod \\\"verschwinden\\\".", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "Der auf Bahnsteig B eintreffende Gast glaubt, er würde flüstern, dabei lassen seine Worte die Ohren klingeln. Benutze deine Augen, nicht deine Ohren, Mensch.", + "MAGIKRAB_PLATFORMB_POPPETOX1": "Es dürfte in Kürze eine Ankunft auf Bahnsteig B stattfinden!", + "MAGIKRAB_PLATFORMB_MONARCH1": "Es dürfte bald eine Ankunft auf Bahnsteig B stattfinden!", + "MAGIKRAB_PLATFORMB_MONARCH2": "Der auf Bahnsteig B eintreffende Gast sucht diejenigen mit einer inneren Leere. Er könnte sich dir erst zeigen, wenn du das verstanden und erlebt hast.", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "Der auf Bahnsteig B eintreffende Gast glaubt, er würde flüstern, dabei lassen seine Worte die Ohren klingeln. Benutze deine Augen, nicht deine Ohren, Mensch.", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "Der auf Bahnsteig B eintreffende Gast glaubt, er würde flüstern, dabei lassen seine Worte die Ohren klingeln. Benutze deine Augen, nicht deine Ohren, Mensch.", + "MAGIKRAB_PLATFORMB_ROBIN1": "Auf Bahnsteig B ist vor Kurzem jemand angekommen.", + "MAGIKRAB_PLATFORMB_BABELITH1": "Es dürfte in Kürze eine Ankunft auf Bahnsteig B stattfinden!", + "MAGIKRAB_PLATFORMB_ROBIN2": "Der eingetroffene Gast scheint ein Interesse am Theatralischen zu haben. Hast du ihn beim Reinkommen getroffen?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "Der auf Bahnsteig B eintreffende Gast verbreitet viele Lügen. Nimm dich in Acht davor, irgendetwas als \\\"Wahrheit\\\" zu akzeptieren, wenn du dich nicht verlieren willst.", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "Der auf Bahnsteig B eintreffende Gast verbreitet viele Lügen. Nimm dich in Acht davor, irgendetwas als \\\"Wahrheit\\\" zu akzeptieren, wenn du dich nicht verlieren willst.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Bahnsteig B ist ... anderswo. [pause]Dieser Bahnhof wurde vor einiger Zeit durch einen Erdrutsch zerstört. Aber ich glaube, es wird in Kürze eine Ankunft geben.", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "Der auf Bahnsteig B eintreffende Gast verbreitet viele Lügen. Nimm dich in Acht davor, irgendetwas als \\\"Wahrheit\\\" zu akzeptieren, wenn du dich nicht verlieren willst.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Der auf Bahnsteig B eintreffende Gast ist bekannt dafür, äußerst voreingenommen zu sein.", + "MAGIKRAB_PLATFORMB_ALICE1": "Die Bewohnerin dieses Bahnhofs dürfte jede Minute auf Bahnsteig B zurückkehren!", + "MAGIKRAB_PLATFORMB_ALICE2.m": "Ich habe ihr mitgeteilt, dass du kommst. Wie es scheint, hat sie eine Feier für dich geplant!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "Offenbar dachte sie, du wärst ein wenig ... kleiner.", + "MAGIKRAB_PLATFORMB_ALICE3": "Aber ich bin mir nicht ganz sicher, wie du durch das Bahnsteigtor kommen sollst.", + "MAGIKRAB_PLATFORMB_ALICE2.n": "Ich habe ihr mitgeteilt, dass du kommst. Wie es scheint, hat sie eine Feier für dich geplant!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "Ich habe ihr mitgeteilt, dass du kommst. Wie es scheint, hat sie eine Feier für dich geplant!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "Offenbar dachte sie, du wärst ein wenig ... kleiner.", + "MAGIKRAB_PLATFORMB_ALICE4.n": "Offenbar dachte sie, du wärst ein wenig ... kleiner.", + "MAGIKRAB_PLATFORMB_CUBE1": "Der auf Bahnsteig B eintreffende Gast hat viele scharfe Kanten. Mein Rat wäre, auf Abstand zu bleiben.", + "MAGIKRAB_PLATFORMB_MORGANTE1": "Wie ich sehe, ist Morgante zurückgekehrt. Offenbar wartet sie auf Bahnsteig B auf dich.", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player} ...", + "MAGIKRAB_PLATFORMB_MORGANTE4": "... dann Folgendes: Glaub nicht, dass deine Gemeinschaft mit ihnen auch nur eine Sekunde länger dauert, als du nützlich bist.", + "MAGIKRAB_PLATFORMB_MORGANTE3": "Wenn ich eines durch den Umgang mit den Egregoren gelernt habe, die ihr \\\"Erzengel\\\" nennt ...", + "MAGIKRAB_PLATFORMB_MORGANTE6": "Selbst jetzt hindert mich die Mer-Linie davon, dir vollen Zugang zu ihrem Bahnnetz zu geben.", + "MAGIKRAB_PLATFORMB_MORGANTE5": "Für sie sind wir wie Insekten. Oder Krabben.", + "MAGIKRAB_PLATFORMB_MORGANTE7": "\\\"Erzengel\\\" haben stets Hintergedanken. Nimm dich in Acht.", + "MAGIKRAB_PLATFORMB_ALEPH1": "Der Zug auf Bahnsteig B wird bald abfahren.", + "MAGIKRAB_PLATFORMB_ALEPH2": "Ganz genau! In diesem Bahnhof gibt es ein aktives Tor!", + "MAGIKRAB_PLATFORMB_ALEPH3": "Du bist fast zu Hause, {player}!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "Das Tor auf Bahnsteig B ist bereit für dich.", + "MAGIKRAB_MERLINE2": "Die Mer-Linie spricht nicht mit Sterblichen. Sie hat mich auserwählt, als Mittelsmann zu dienen und mit dir in Kontakt zu bleiben.", + "MAGIKRAB_MERLINE1": "Ganz genau! Die Mer-Linie ist ein unterirdisches Netz aus Bahnhöfen auf ganz Neu Wirral und einige Entfernung darüber hinaus!", + "MAGIKRAB_MAGIKRAB1": "Allerdings! Ich bin Magikrabbe, vertraglich verpflichteter Diener der unvergleichlichen Mer-Linie, in deren Hallen wir gerade stehen.", + "MAGIKRAB_MAGIKRAB2": "Genau wie du stamme ich nicht von Neu Wirral. Allerdings waren schon viele hier, die mich kannten.", + "MAGIKRAB_MAGIKRAB3": "Die Mer-Linie hat mich damit beauftragt, dich durch ihr Bahnnetz zu leiten.", + "MAGIKRAB_NOTHING1": "Nun gut!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Die Profite ... [pause]haben abgenommen ....[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Willkommen in Morbidstadt ... Oder dem, was davon noch übrig ist!", + "MAGIKRAB_ON_ARRIVAL.m": "Willkommen in der Region {region_name}!", + "MAGIKRAB_ON_ARRIVAL.n": "Willkommen in der Region {region_name}!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Willkommen in Morbidstadt ... Oder dem, was davon noch übrig ist!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Willkommen in Morbidstadt ... Oder dem, was davon noch übrig ist!", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh ...[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]MAKLERIN![/shake][pause][pause] Lass mich raten. Du kommst angekrochen, um dich zu rächen, nachdem wir euer ganzes Unternehmen ausgeschaltet haben,[pause] was?!", + "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]ich glaube, hier stimmt was nicht. [pause]Ich glaube, sie ist, [pause]äh, [pause]gebrochen.", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Buuuuuuuuuh ...[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Whuuhhhh ...?[/wave]", + "SUNNY_INTRO_EUGENE12": "Ein sonniges Gemüt hat sie ja nicht gerade.", + "SUNNY_INTRO_EUGENE6": "Ich ... [pause]Ich glaube, du könntest recht haben.", + "SUNNY_INTRO_KAYLEIGH7": "Entschuldige den abweisenden Empfang. [pause]Setz dich doch, dann können wir einander kennenlernen.", + "SUNNY_INTRO_KAYLEIGH8": "Also, [pause]äh, [pause]ist alles in Ordnung? Kannst du uns etwas über dich erzählen?", + "SUNNY_INTRO_EUGENE10": "Die Makler waren Diener eines Erzengels, den wir besiegt haben. [pause]Als ihr Boss geflohen ist, wurden vielleicht ihre Gehirne gebrutzelt. [pause]Ich traue ihr noch immer nicht.", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]Keine ... [pause]Karriere...[pause]chancen ...[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sunny ...[/wave]", + "SUNNY_INTRO_EUGENE17": "Vielleicht existieren die Makler nur, um ihre Arbeit zu machen, und jetzt weiß sie nicht, was es sonst noch gibt. [pause]Wie eine Maschine ohne irgendeinen Zweck.", + "SUNNY_INTRO_KAYLEIGH13": "\\\"Sonniges Gemüt\\\"? [pause]Nennen wir sie doch Sunny! Schließlich braucht sie irgendeinen Namen!", + "SUNNY_INTRO_SUNNY14_OPTION1": "Was ist dir zugestoßen?", + "SUNNY_INTRO_SUNNY14_OPTION2": "Kannst du dich an irgendwas erinnern?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Makler ... [pause]bankrott ... [pause]nichts mehr ... übrig ...[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Warum ... noch ... hier ...?[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Neu... [pause]anfang ...?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "Oh, du armes Ding! [pause]Du hast noch jede Menge Zeit für einen Neuanfang!", + "SUNNY_INTRO_KAYLEIGH20": "Vielleicht wäre der erste Schritt, dir neue Sachen zu besorgen, Sunny. [pause]Es ist bestimmt nicht toll, den ganzen Tag diese Bürokleidung zu tragen!", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "Dann steht es fest! [pause]{player}, [pause]treffen wir uns beim Schneider von Hafenstadt. [pause]Er ist auf der oberen Ebene von Hafenstadt, direkt nördlich von hier.", + "SUNNY_PART2_KAYLEIGH1": "Oh, hey! [pause]Alle sind da!", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuuuuuuh ...[/wave]", + "SUNNY_PART2_EUGENE2": "Ich bin mir immer noch nicht sicher, ob wir ihr helfen sollen. [pause]Hast du schon vergessen, dass ihr ehemaliger Arbeitgeber versucht hat, die Insel zu übernehmen?", + "SUNNY_PART2_MEREDITH3": "Das könnte interessant werden.", + "SUNNY_PART2_FELIX3": "Ich bin hier, um moralische Unterstützung zu bieten.", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Okay ...[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Whuhh ...?[/wave]", + "SUNNY_PART2_VIOLA3": "Ich bin neugierig! Vielleicht stellt es sich ja als unterhaltsam heraus!", + "SUNNY_PART2_KAYLEIGH5": "Also, [pause]Sunny, [pause]ich bringe dich hierhin zurück und du kannst dir ein paar neue Outfits aussuchen.", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]Das ... okay ...?[/wave]", + "SUNNY_PART2_EUGENE8": "Ich weiß nicht so recht, Kayleigh ...", + "SUNNY_PART2_MEREDITH9": "Ich amüsiere mich schon [wave amp=30 freq=10]prächtig[/wave].", + "SUNNY_PART2_FELIX10": "Ist ein Anfang!", + "SUNNY_PART2_KAYLEIGH12": "Ich weiß nicht so recht, [pause]Sunny!", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]Ich ... weiß nicht ...[/wave]", + "SUNNY_PART2_VIOLA11": "Hm. [pause]Vielleicht sind dieser Maid die Stile und Moden dieser Insel noch weniger vertraut als mir.", + "SUNNY_PART2_EUGENE14": "Das ist nicht die Richtung, die ich mir für dich vorgestellt hatte.", + "SUNNY_PART2_MEREDITH20": "Okay, [pause]wie sich herausgestellt hat, ist Sunny echt cool. [pause]Wer hätte das gedacht?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Ich finde, ich ... [pause]sehe gut aus.[/wave]", + "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]sehe nur ich das so, [pause]oder ist Sunny ...", + "SUNNY_PART2_KAYLEIGH15": "Sieht nicht aus, als würdest du dich darin wohlfühlen, Sunny ... [pause]Wie wär's, wenn wir was anderes probieren?", + "SUNNY_PART2_EUGENE17": "Ich ...", + "SUNNY_EUGENEDATE_EUGENE2": "Ist das wegen meines \\\"Feldzugs, die Makler auszuschalten\\\"? [pause]Ich weiß, dass wir ein [wave amp=30 freq=10]ungleiches Paar[/wave] wären, aber ich muss ständig an dich denken.", + "SUNNY_PART2_KAYLEIGH19": "Absolut [wave amp=30 freq=10]umwerfend[/wave]? [pause]Nein, [pause]das siehst nicht nur du so.", + "SUNNY_PART2_FELIX20": "Ich glaube, Sunny hat ihren Look gefunden.", + "SUNNY_PART2_VIOLA20": "Ziemlich unerwartet. [pause]Ziemlich.", + "SUNNY_PART2_PLAYER21_OPTION1": "Du siehst cool aus, Sunny!", + "SUNNY_PART2_PLAYER21_OPTION2": "Du siehst ziemlich süß aus, Sunny!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Okay. [pause]Das bin jetzt ich ...[/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Danke für die Hilfe ... [pause]Danke euch allen.[/wave]", + "SUNNY_PART2_EUGENE24": "Ich habe gerade ZIEMLICH gemischte Gefühle.", + "SUNNY_PART2_KAYLEIGH26": "In Hafenstadt kann jeder neu anfangen. [pause]Es ist doch nur fair, dass das auch für \\\"Zombiemakler\\\" gilt.", + "SUNNY_PART2_KAYLEIGH25": "Wir freuen uns, dass wir dir helfen können, Sunny.", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Makler sind keine \\\"Zombies\\\". [pause]Makler sind Gefäße. [pause]Erschaffen, um zu arbeiten.[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hey ... {player} ...[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Nicht mehr ... [pause]Von nun an ... [pause]werde ich versuchen, stattdessen \\\"Sunny\\\" zu sein.[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]Ich glaube nicht, dass ... [pause]Ich glaube, wir sollten einfach nur Freunde sein.[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "Ich bin mir sicher, dass ich so was hier in der Nähe gesehen habe. Ich glaube, es nennt sich {monster_name}.", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]Ich bin noch nicht lange \\\"Sunny\\\". [pause]Ich brauche mehr Zeit, um ich selbst zu sein.[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "Ist schon komisch.", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]Nein, das ist es nicht. [pause]Ich bin keine Maklerin mehr. [pause]Ich glaube ...[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Aber unser \\\"Date\\\" hat mir gefallen.[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "Ich verstehe. [pause]Mach dir keinen Kopf, Sunny.", + "FARM_INTRO_EDWARD1.f": "Hallo! [pause]Bist du hier, um unser Schleimproblem zu lösen?", + "FARM_INTRO_EDWARD1.m": "Hallo! [pause]Bist du hier, um unser Schleimproblem zu lösen?", + "FARM_INTRO_EDWARD1.n": "Hallo! [pause]Bist du hier, um unser Schleimproblem zu lösen?", + "FARM_INTRO_EDWARD1_OPTION1": "\\\"Schleimproblem\\\"?", + "FARM_EDWARD_INTERACT2.f": "Hallo! [pause]Danke noch mal, dass du dieses Schleimproblem gelöst hast.", + "FARM_INTRO_EDWARD1_OPTION2": "Euer was?", + "FARM_INTRO_EDWARD2": "Na ja, diese Brücke da drüben verbindet unsere Farm mit Hafenstadt. [pause]Wir liefern einen Großteil des Obstes und Gemüses für die Stadt.", + "FARM_INTRO_EDWARD3": "Leider spielen sich die hiesigen Schleimkreaturen in letzter Zeit als kleine Rowdys auf und haben, [pause]äh, [pause]die Brücke verklebt.", + "FARM_INTRO_EDWARD4.m": "Aber [pause]so schlimm ist das gar nicht! [pause]Die werden bestimmt irgendwann wieder verschwinden! [pause]Bis dahin kannst du dich hier gerne ausruhen!", + "FARM_EDWARD_INTERACT1": "Falls das Problem mit der Brücke anhält, könnten Hafenstadt die Lebensmittel ausgehen ...", + "FARM_INTRO_EDWARD4.f": "Aber [pause]so schlimm ist das gar nicht! [pause]Die werden bestimmt irgendwann wieder verschwinden! [pause]Bis dahin kannst du dich hier gerne ausruhen!", + "FARM_INTRO_EDWARD4.n": "Aber [pause]so schlimm ist das gar nicht! [pause]Die werden bestimmt irgendwann wieder verschwinden! [pause]Bis dahin kannst du dich hier gerne ausruhen!", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "Danke! [pause]So langsam hat mir diese ... [pause]Situation Sorgen bereitet.", + "FARM_BRIDGE_CONFIRM": "Versuchen, den Schleim zu beseitigen? Das ist ganz schön eklig ...", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "Danke! [pause]So langsam hat mir diese ... [pause]Situation Sorgen bereitet.", + "FARM_BRIDGE_LOWERED_EDWARD2": "Wir benutzen Düngschleim für unsere Pflanzen. [pause]Wahrscheinlich hat er sich im Boden angereichert und dann ist daraus diese Kreatur entstanden.", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "Danke! [pause]So langsam hat mir diese ... [pause]Situation Sorgen bereitet.", + "FARM_EDWARD_INTERACT2.m": "Hallo! [pause]Danke noch mal, dass du dieses Schleimproblem gelöst hast.", + "FARM_BRIDGE_LOWERED_EDWARD3": "Wenn du versuchen möchtest, mit dem Schleim Pflanzen [wave amp=30 freq=10]wachsen[/wave] zu lassen, [pause]nur zu!", + "HOYLAKE_INTRO_HOYLAKE1.m": "Sei gegrüßt, Neuankömmling! [pause]Ich bin Professor Percival Hoylake, unerschrockener Erforscher des Unbekannten!", + "FARM_MARIS_INTERACT": "Hallo! [pause]Schön, dass du uns hier draußen besuchst. [pause]Möchtest du etwas bleiben oder bist du nur auf der Durchreise?", + "FARM_EDWARD_INTERACT2.n": "Hallo! [pause]Danke noch mal, dass du dieses Schleimproblem gelöst hast.", + "HOYLAKE_INTRO_HOYLAKE1.f": "Sei gegrüßt, Neuankömmling! [pause]Ich bin Professor Percival Hoylake, unerschrockener Erforscher des Unbekannten!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "Des Unbekannten?", + "HOYLAKE_INTRO_HOYLAKE1.n": "Sei gegrüßt, Neuankömmling! [pause]Ich bin Professor Percival Hoylake, unerschrockener Erforscher des Unbekannten!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Erforscher?", + "HOYLAKE_PART2_HOYLAKE6": "Ein junger Ranger hat vor Kurzem {monster_description} {habitat_phrase} gesichtet. [pause]Das klingt doch zweifellos nach einer Aufgabe für dich!", + "HOYLAKE_INTRO_HOYLAKE3": "Ich rede von der wissenschaftlichen Methode! [pause]Wir müssen beobachten, analysieren und Schlüsse ziehen!", + "HOYLAKE_INTRO_HOYLAKE2": "Allerdings! [pause]Da wir alle in dieser eigenartigen Welt festsitzen, fällt es einem unerschütterlichen und [wave amp=30 freq=10]rationalen Geist[/wave] zu, sich auf dieses Chaos um uns herum einen Reim zu machen.", + "HOYLAKE_INTRO_HOYLAKE4": "Die einfachen Stadtbewohner sagen, es gibt viele seltsame Bestien auf dieser Insel. [pause]Wenn wir sie katalogisieren, [pause]wird das Unbekannte nicht mehr [wave amp=30 freq=10]unbekannt[/wave] sein.", + "HOYLAKE_INTRO_HOYLAKE5.m": "Sag mal, [pause]du siehst aus, als würdest du die Wichtigkeit dieser Aufgabe begreifen. Hättest du Interesse daran, mir beim Identifizieren einiger Monster zu helfen?", + "HOYLAKE_INTRO_HOYLAKE5.n": "Sag mal, [pause]du siehst aus, als würdest du die Wichtigkeit dieser Aufgabe begreifen. Hättest du Interesse daran, mir beim Identifizieren einiger Monster zu helfen?", + "HOYLAKE_INTRO_HOYLAKE5.f": "Sag mal, [pause]du siehst aus, als würdest du die Wichtigkeit dieser Aufgabe begreifen. Hättest du Interesse daran, mir beim Identifizieren einiger Monster zu helfen?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Klar!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Jetzt nicht.", + "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]was für ein Jammer. Gib mir Bescheid, falls du deine Meinung änderst! [pause]Die Wissenschaft lässt sich aber trotzdem nicht aufhalten!", + "HOYLAKE_PART1_HOYLAKE1": "Ausgezeichnet! [pause]Wunderbar! [pause]Aus der Bevölkerung von Hafenstadt habe ich einige Beschreibungen von Monstern erhalten. Wenn du diese Monstergestalten aufnimmst, kann ich sie katalogisieren.", + "HOYLAKE_PART1_HOYLAKE3": "Hier sind einige leere Kassetten, die dir bei deiner \\\"Forschung\\\" helfen!", + "HOYLAKE_PART1_HOYLAKE2": "Der erste Bericht geht über {monster_description} {habitat_phrase}.", + "HOYLAKE_PART1_HOYLAKE4.m": "Komm vorbei, wenn du das Monster aufgenommen hast, dann katalogisiere ich es. Ich wünsche eine gute Jagd!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "Holyake sucht {monster_description}, oder?", + "HOYLAKE_PART1_HOYLAKE4.f": "Komm vorbei, wenn du das Monster aufgenommen hast, dann katalogisiere ich es. Ich wünsche eine gute Jagd!", + "HOYLAKE_PART1_HOYLAKE4.n": "Komm vorbei, wenn du das Monster aufgenommen hast, dann katalogisiere ich es. Ich wünsche eine gute Jagd!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "Sei gegrüßt, mein eifriges Helferlein! Hast du unser geheimnisvolles Monster aufgenommen? Wir suchen {monster_description} {habitat_phrase}.", + "HOYLAKE_INTERACT_HOYLAKE1.m": "Sei gegrüßt, mein eifriges Helferlein! Hast du unser geheimnisvolles Monster aufgenommen? Wir suchen {monster_description} {habitat_phrase}.", + "HOYLAKE_INTERACT_HOYLAKE1.n": "Sei gegrüßt, mein eifriges Helferlein! Hast du unser geheimnisvolles Monster aufgenommen? Wir suchen {monster_description} {habitat_phrase}.", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Noch nicht.", + "HOYLAKE_INTERACT_HOYLAKE_NO": "Keine Sorge! [pause]Ich bin mir sicher, dass die mysteriöse Kreatur sich schon bald zeigen wird! [pause]Immerhin ist der Fortschritt unaufhaltsam!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Hier ist es!", + "HOYLAKE_PART2_HOYLAKE1": "Ausgezeichnet! Der \\\"Makabra\\\", oder? [pause]Die Fangzähne ... Der Schädel. [pause]Ja, das passt in der Tat genau zu meinen Berichten!", + "HOYLAKE_PART2_HOYLAKE2": "Monster mit Kassetten aufzuzeichnen, um sich in sie zu verwandeln ... [pause]Rational betrachtet ergibt das keinen Sinn, und doch sehen wir es mit eigenen Augen.", + "HOYLAKE_PART2_HOYLAKE1_RAND": "Ausgezeichnet! Das Monster namens \\\"{monster_name}\\\", oder? [pause]Ja, das passt in der Tat genau zu meinen Berichten!", + "HOYLAKE_PART2_HOYLAKE3": "Falls sich unser Verständnis von Wissenschaft als begrenzt herausstellt, [pause]muss sich unser Verständnis ändern!", + "HOYLAKE_PART2_HOYLAKE4": "Danke für deine Arbeit! Hier ist eine Aufwandsentschädigung!", + "HOYLAKE_PART2_HOYLAKE5": "Und jetzt zu deinem nächsten Auftrag ...", + "HOYLAKE_PART3_HOYLAKE1": "Meine Güte! [pause]Das \\\"Sterntierchen\\\" ist eine in der Tat verstörende Bestie! [pause]Ich weiß nicht, warum man sich in dieses elende Ding verwandeln möchte ...", + "HOYLAKE_PART3_HOYLAKE2": "Wenn ich ganz ehrlich sein soll, [pause]würde ich mich in KEINE dieser Bestien verwandeln wollen! [pause]Ich verstehe nicht, wie diese Technologie funktioniert, und [wave amp=30 freq=10]an mir selbst[/wave] würde ich lieber keine Experimente durchführen.", + "HOYLAKE_PART3_HOYLAKE1_RAND": "Meine Güte! [pause]Das Monster namens \\\"{monster_name}\\\", oder? [pause]Ich weiß nicht, warum man sich in dieses Ding verwandeln möchte ...", + "HOYLAKE_PART3_HOYLAKE3": "Ich bin absolut zufrieden damit, die Monstertransformation anderen zu überlassen ... [pause]Da fällt mir gerade ein: Hier ist eine Belohnung für deine Mühe!", + "HOYLAKE_PART3_HOYLAKE5": "Da will mich doch bestimmt jemand verkohlen. [pause]Sich amüsieren? [pause]Vielleicht bei irgendeinem Schabernack mitmachen?", + "HOYLAKE_PART3_HOYLAKE4": "Das nächste Gerücht, das ich gehört habe, klingt einfach viel zu bizarr, um wahr zu sein. Angeblich wurde {monster_description} {habitat_phrase} gesichtet.", + "HOYLAKE_PART3_HOYLAKE6.m": "Wenn du der Sache auf den Grund gehen kannst, hast du mehr Ahnung von Wissenschaft als ich.", + "HOYLAKE_PART3_HOYLAKE6.f": "Wenn du der Sache auf den Grund gehen kannst, hast du mehr Ahnung von Wissenschaft als ich.", + "HOYLAKE_PART4_HOYLAKE1": "Hm?! [pause]Es war REAL?! [pause]Das hätte ich niemals gedacht.", + "HOYLAKE_PART3_HOYLAKE6.n": "Wenn du der Sache auf den Grund gehen kannst, hast du mehr Ahnung von Wissenschaft als ich.", + "HOYLAKE_PART4_HOYLAKE2": "Ah, der \\\"Prügelbock\\\". [pause]Auf der Erde, nun ja, zumindest auf meiner Erde, [pause]gibt es ein Fabeltier namens \\\"Hasenbock\\\", das sehr ähnlich ist.", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Ja!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "Ah, das Monster namens \\\"{monster_name}\\\".", + "HOYLAKE_PART6_HOYLAKE1": "Oh, du hast das Monster aufgenommen! [pause]Ein \\\"Elflos\\\", oder? [pause]So mysteriös, dass er sein Gesicht bedeckt. [pause]Wenn ich es recht bedenke, gibt es auf Neu Wirral viele Monster, die Masken tragen.", + "HOYLAKE_PART4_HOYLAKE3": "Es ist eigenartig, wie offenbar unsere Mythen und Legenden das Erscheinungsbild der Monster hier auf Neu Wirral beeinflussen ...", + "HOYLAKE_PART4_HOYLAKE4": "Sag mal! [pause]Könnte ich dir einige Fragen über die Welt stellen, von der du kamst? [pause]Ich versuche, auch die verschiedenen Realitäten zu katalogisieren, aus denen die Bewohner von Hafenstadt stammen.", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Klar ...?", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Ich schätze schon ...?", + "HOYLAKE_PART4_HOYLAKE5": "Ausgezeichnet! [pause]Ich werde einfach eine Reihe von Fragen zu verschiedenen historischen Ereignissen stellen und du sagst mir, ob du damit vertraut bist.", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Ja!", + "HOYLAKE_PART4_HOYLAKE6": "Frage eins: [pause]Sagt dir \\\"das Römische Reich\\\" etwas?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Nö!", + "HOYLAKE_PART4_HOYLAKE7": "Frage zwei: [pause]Hat in der Vergangenheit deiner Welt die \\\"Industrielle Revolution\\\" stattgefunden?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Nö!", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Ja!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Nö!", + "HOYLAKE_PART4_HOYLAKE8": "Okay, Frage drei: [pause]Sind jemals Menschen auf dem Mond gelandet?", + "HOYLAKE_PART4_HOYLAKE9": "In Ordnung! [pause]Letzte Frage: Hat es schon einen \\\"Tag der Vögel\\\" gegeben?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "Was?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "Schon?", + "HOYLAKE_PART4_HOYLAKE11": "Noch einmal danke, dass du mir geholfen hast! [pause]Hier, bitte, für deine Mühe.", + "HOYLAKE_PART4_HOYLAKE10.f": "Äh, mach dir deswegen keine Gedanken. [pause]Du kannst von Glück reden, dass du nicht weißt, was ich damit meinte.", + "HOYLAKE_PART4_HOYLAKE10.m": "Äh, mach dir deswegen keine Gedanken. [pause]Du kannst von Glück reden, dass du nicht weißt, was ich damit meinte.", + "HOYLAKE_PART4_HOYLAKE10.n": "Äh, mach dir deswegen keine Gedanken. [pause]Du kannst von Glück reden, dass du nicht weißt, was ich damit meinte.", + "HOYLAKE_PART4_HOYLAKE12.m": "Bist du bereit für einen weiteren Monsterauftrag? [pause]Aber sicher bist du das!", + "HOYLAKE_PART4_HOYLAKE13": "Neulich hat Captain Penny Dreadful hier {monster_description} {habitat_phrase} erwähnt.", + "HOYLAKE_PART4_HOYLAKE12.f": "Bist du bereit für einen weiteren Monsterauftrag? [pause]Aber sicher bist du das!", + "HOYLAKE_PART4_HOYLAKE12.n": "Bist du bereit für einen weiteren Monsterauftrag? [pause]Aber sicher bist du das!", + "HOYLAKE_PART4_HOYLAKE14": "Sag mir sofort Bescheid, wenn du eines dieser Monster aufgenommen hast!", + "HOYLAKE_PART5_HOYLAKE1.m": "Ausgezeichnet! [pause]Und wieder einmal hast du dich als äußerst kompetent erwiesen.", + "HOYLAKE_PART5_HOYLAKE2": "\\\"Nimmertod\\\", oder? [pause]Das Erscheinungsbild ist recht makaber! [pause]Da muss ich an ein Gedicht denken ... [pause]Aber ich weiß nicht mehr genau, an welches.", + "HOYLAKE_PART5_HOYLAKE1.n": "Ausgezeichnet! [pause]Und wieder einmal hast du dich als äußerst kompetent erwiesen.", + "HOYLAKE_PART5_HOYLAKE1.f": "Ausgezeichnet! [pause]Und wieder einmal hast du dich als äußerst kompetent erwiesen.", + "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\", oder?", + "HOYLAKE_PART5_HOYLAKE3": "Also, wir haben nur noch ein Monster auf meiner Liste der dringenden Untersuchungen!", + "HOYLAKE_PART5_HOYLAKE4": "Ianthe selbst hat eine Kreatur erwähnt, die beim ersten Anblick eines Menschen Reißaus nimmt!", + "HOYLAKE_PART5_HOYLAKE5": "Angeblich handelt es sich um {monster_description} {habitat_phrase}. [pause]Wenn sich das für dich nach etwas anhört, das du aufnehmen könntest, [pause]wünsche ich dir viel Glück!", + "FRANKIE_PART4_FRANKIE1.f": "Hey, Captain! [pause]Ich denke darüber nach, ein richtiger Ranger zu werden!", + "HOYLAKE_PART6_HOYLAKE1_RAND": "Oh, du hast das Monster aufgenommen! [pause]Das Monster namens \\\"{monster_name}\\\", oder?", + "HOYLAKE_PART6_HOYLAKE3": "Es könnte natürlich auch ganz einfach sein, dass Masken ziemlich [wave amp=30 freq=10]cool[/wave] aussehen ...", + "HOYLAKE_PART6_HOYLAKE2": "Welche Bedeutung könnte das haben? [pause]Vielleicht gibt es eine tiefe übernatürliche Verbindung zwischen der Art und Weise, wie Menschen Gesichter wahrnehmen, und der Manifestation dieser Monster ...", + "HOYLAKE_PART6_HOYLAKE4.m": "Ich muss dir zu deinem Können gratulieren. [pause]Wenn das so weitergeht, bin ICH am Ende noch der Assistent und nicht mehr der Wissenschaftler!", + "HOYLAKE_PART6_HOYLAKE4.f": "Ich muss dir zu deinem Können gratulieren. [pause]Wenn das so weitergeht, bin ICH am Ende noch der Assistent und nicht mehr der Wissenschaftler!", + "HOYLAKE_PART6_HOYLAKE4.n": "Ich muss dir zu deinem Können gratulieren. [pause]Wenn das so weitergeht, bin ICH am Ende noch der Assistent und nicht mehr der Wissenschaftler!", + "HOYLAKE_PART6_HOYLAKE5": "Eigentlich [pause]bin ich ja auch [wave amp=30 freq=10]gar kein[/wave] Professor oder Wissenschaftler.", + "HOYLAKE_PART6_HOYLAKE6": "Bevor ich ans Ufer von Neu Wirral gespült wurde, war ich ein einfacher Büroangestellter. [pause]Eigentlich habe ich es weniger mit [wave amp=30 freq=10]Wissenschaft[/wave] als mit [wave amp=30 freq=10]Science-Fiction[/wave].", + "HOYLAKE_PART6_HOYLAKE7": "Nichtsdestotrotz muss ich rational bleiben! [pause]Hierherzukommen hat meinem Leben einen neuen Sinn gegeben.", + "HOYLAKE_PART6_HOYLAKE8": "Ich mag ja kein [wave amp=30 freq=10]echter[/wave] Professor sein, aber trotzdem glaube ich, dass meine Bemühungen hier nützlich sein können.", + "HOYLAKE_PART6_HOYLAKE9.m": "Danke für deine unablässige Hilfe im Dienste der Wissenschaft. [pause]Du gibst ein gutes Beispiel für uns alle ab!", + "HOYLAKE_PART6_HOYLAKE9.f": "Danke für deine unablässige Hilfe im Dienste der Wissenschaft. [pause]Du gibst ein gutes Beispiel für uns alle ab!", + "HOYLAKE_PART6_HOYLAKE9.n": "Danke für deine unablässige Hilfe im Dienste der Wissenschaft. [pause]Du gibst ein gutes Beispiel für uns alle ab!", + "HOYLAKE_PART6_HOYLAKE10": "Falls du mir irgendwann mal wieder beim Katalogisieren helfen möchtest, sprich mich an. [pause]Es gibt stets neue Dinge zu untersuchen!", + "HOYLAKE_PART7_HOYLAKE1": "Grüß dich, {player}! Wie viele verschiedene Spezies hast du da draußen aufgenommen?", + "HOYLAKE_PART7_HOYLAKE2": "Grundgütiger! {count}?!", + "HOYLAKE_PART7_HOYLAKE6.n": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", + "HOYLAKE_PART7_HOYLAKE3": "Danke für deine Arbeit! Hier ist eine Aufwandsentschädigung!", + "HOYLAKE_PART7_HOYLAKE4": "Das müssen ja alle bekannten Monster auf Neu Wirral sein! [pause]Na ja, [pause]mit Ausnahme der Bootlegs, Fusionen und Erzengel.", + "HOYLAKE_PART7_HOYLAKE6.m": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", + "HOYLAKE_PART7_HOYLAKE5": "Es wird eine Zeit dauern, die Katalogisierung der ganzen Spezies zu beenden, die du mir gezeigt hast.", + "HOYLAKE_PART7_HOYLAKE7": "Wenn ich einen Auftrag für dich habe, kommt er auf das Schwarze Brett draußen!", + "HOYLAKE_PART7_HOYLAKE6.f": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", + "HOYLAKE_PART7_HOYLAKE8": "{count}? Nicht übel. Gar nicht übel.", + "HOYLAKE_PART7_HOYLAKE9": "Komm wieder vorbei, wenn du {next_threshold} erreicht hast.", + "HOYLAKE_PART7_HOYLAKE10": "Vergiss nicht, deine Kassetten zu remastern, wenn sie fünf Sterne erreichen. Wie ich hörte, kann man eine Handvoll Spezies nur auf diese Weise erhalten!", + "HOYLAKE_PART8_HOYLAKE1": "Grüß dich, {player}! Ich bin noch immer damit beschäftigt, die von dir aufgenommenen Spezies zu katalogisieren.", + "HOYLAKE_PART8_HOYLAKE2.m": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", + "HOYLAKE_PART8_HOYLAKE3": "Grüß dich, {player}! Wenn ich einen Auftrag für dich habe, kommt er auf das Schwarze Brett draußen!", + "HOYLAKE_PART8_HOYLAKE2.f": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", + "HOYLAKE_PART8_HOYLAKE2.n": "Lass uns doch wieder plaudern, wenn du dein Ranger-Training abgeschlossen hast.", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Hallöchen[/wave] {player}! [pause]Ich möchte dir unsere neueste Rekrutin vorstellen: Frankie!", + "FRANKIE_PART1_FRANKIE2.m": "Oh Gott, hast du auch [wave amp=30 freq=10]Erfahrung mit Monsterkämpfen[/wave] auf dieser mysteriösen Insel?!", + "FRANKIE_PART1_FRANKIE2.f": "Oh Gott, hast du auch [wave amp=30 freq=10]Erfahrung mit Monsterkämpfen[/wave] auf dieser mysteriösen Insel?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Erfahrung?", + "FRANKIE_PART1_FRANKIE2.n": "Oh Gott, hast du auch [wave amp=30 freq=10]Erfahrung mit Monsterkämpfen[/wave] auf dieser mysteriösen Insel?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Erfahrung?", + "FRANKIE_PART1_FRANKIE3": "Eine märchenhafte Welt voller Monster und die verwegenen Helden, die sich verwandeln, um gegen sie zu kämpfen ...", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Erfahrung?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "SO lange bin ich auch noch nicht hier!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]DAS HATTE ICH MIR SCHON IMMER ERTRÄUMT![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "Du bist ziemlich begeistert von der ganzen Sache, oder?", + "FRANKIE_PART1_EUGENE5": "Ich mag deinen Enthusiasmus!", + "FRANKIE_PART1_MEREDITH5": "Das ist nicht die Reaktion, die ich erwartet hatte.", + "FRANKIE_PART1_FRANKIE12": "Ich werde mich in {species_description} verwandeln, hm?", + "FRANKIE_PART1_FELIX5": "Du bist enthusiastischer als ich, als ich hier eintraf.", + "FRANKIE_PART1_VIOLA5": "Deine unerwartete Reise zu diesem Ort scheint dich in keiner Weise zu beunruhigen, meine Freundin.", + "FRANKIE_PART1_CYBIL6": "Offenbar hat Frankie ihr Eintreffen auf Neu Wirral ziemlich gut aufgenommen.", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]Das Mädel ist wohl ziemlich glücklich darüber, hier zu sein![/wave]", + "FRANKIE_PART1_FRANKIE7": "Ich kann dir versichern, dass ich das Beste daraus machen will! Zu den Rangern zu gehen ist zweifellos der Weg, den dieses Abenteuer für mich bereithält! Hehe ...", + "FRANKIE_PART1_CYBIL8": "Frankie hat von mir einen Kassettenspieler bekommen, den ich noch übrig hatte. Jetzt musst du ihr nur noch eine Monsterkassette geben und sie mit allem vertraut machen.", + "FRANKIE_PART1_FRANKIE10": "Meine eigene Monstergestalt ... Der erste Schritt auf meiner fantastischen Reise ...", + "FRANKIE_PART1_CYBIL9": "Und damit wäre meine Sendung beendet! [pause]Bis bald, {player}!", + "FRANKIE_PART1_FRANKIE15.n": "Bitte, Captain, du musst mich \\\"mit allem vertraut machen\\\"! [pause]Ich [wave amp=30 freq=10]verlange[/wave], mit allem vertraut gemacht zu werden! [pause]Kämpfen wir gegen ein paar Monster, okay?", + "FRANKIE_PART1_FRANKIE11": "Hast du eine Kassette für mich?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Möchtest du Frankie wirklich deine {species_name}-Kassette geben? Das ist dauerhaft und du kannst die Kassette nicht zurückerhalten.", + "FRANKIE_PART1_FRANKIE11_OPTION1": "Hier ist es!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "Noch nicht.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Möchtest du Frankie wirklich deine {species_name}-Kassette geben? Das ist dauerhaft und du kannst die Kassette nicht zurückerhalten.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Möchtest du Frankie wirklich deine {species_name}-Kassette geben? Das ist dauerhaft und du kannst die Kassette nicht zurückerhalten.", + "FRANKIE_PART1_FRANKIE13": "...", + "FRANKIE_PART1_FRANKIE18.m": "Bis dann, Captain! Danke, dass du mich trainiert hast! Eine mutige junge Heldin braucht einen [wave amp=30 freq=10]erfahrenen Mentor[/wave], und ich bin froh, dass du es bist!", + "FRANKIE_PART1_FRANKIE18.f": "Bis dann, Captain! Danke, dass du mich trainiert hast! Eine mutige junge Heldin braucht einen [wave amp=30 freq=10]erfahrenen Mentor[/wave], und ich bin froh, dass du es bist!", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]DIESE GESTALT IST PERFEKT! ICH WERDE DIESE KASSETTE HEGEN, PFLEGEN UND UNTER EINSATZ MEINES LEBENS SCHÜTZEN![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "Bitte, Captain, du musst mich \\\"mit allem vertraut machen\\\"! [pause]Ich [wave amp=30 freq=10]verlange[/wave], mit allem vertraut gemacht zu werden! [pause]Kämpfen wir gegen ein paar Monster, okay?", + "FRANKIE_PART1_FRANKIE15.f": "Bitte, Captain, du musst mich \\\"mit allem vertraut machen\\\"! [pause]Ich [wave amp=30 freq=10]verlange[/wave], mit allem vertraut gemacht zu werden! [pause]Kämpfen wir gegen ein paar Monster, okay?", + "FRANKIE_PART1_FRANKIE16": "Wow, sich in ein schräges Monster zu verwandeln ist ja viel anstrengender, als ich dachte.", + "FRANKIE_PART1_FRANKIE17": "Ich glaube, ich muss mich ausruhen. [pause]Und jede Menge essen. [pause]Wahrscheinlich in dieser Reihenfolge.", + "FRANKIE_PART1_FRANKIE18.n": "Bis dann, Captain! Danke, dass du mich trainiert hast! Eine mutige junge Heldin braucht einen [wave amp=30 freq=10]erfahrenen Mentor[/wave], und ich bin froh, dass du es bist!", + "FRANKIE_PART1_KAYLEIGH19": "Die ist schon eine Marke!", + "FRANKIE_PART1_EUGENE19.m": "Du kannst Leuten ziemlich gut Dinge beibringen, {player}!", + "FRANKIE_PART1_MEREDITH19": "Ich bin froh, dass ich nicht mehr die unbeholfenste Person im Umgang mit anderen auf der Insel bin.", + "FRANKIE_PART1_EUGENE19.n": "Du kannst Leuten ziemlich gut Dinge beibringen, {player}!", + "FRANKIE_PART1_EUGENE19.f": "Du kannst Leuten ziemlich gut Dinge beibringen, {player}!", + "FRANKIE_PART1_FELIX19.m": "Hm. Du kannst Leuten ziemlich gut Dinge beibringen.", + "FRANKIE_PART1_FELIX19.f": "Hm. Du kannst Leuten ziemlich gut Dinge beibringen.", + "FRANKIE_PART1_FELIX19.n": "Hm. Du kannst Leuten ziemlich gut Dinge beibringen.", + "FRANKIE_PART1_VIOLA19.m": "Du hast die Lehrerrolle ohne Mühe übernommen, {player}.", + "FRANKIE_PART1_VIOLA19.n": "Du hast die Lehrerrolle ohne Mühe übernommen, {player}.", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]Du kannst Leuten ziemlich gut Dinge beibringen, {player}![/wave]", + "FRANKIE_PART1_VIOLA19.f": "Du hast die Lehrerrolle ohne Mühe übernommen, {player}.", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]Du kannst Leuten ziemlich gut Dinge beibringen, {player}![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]Du kannst Leuten ziemlich gut Dinge beibringen, {player}![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "Oh, hallöchen, Captain! Willst du mich bei meiner ganz eigenen [wave amp=30 freq=10]Reise als Heldin[/wave] unterstützen?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]IRGENDWANN KOMMT DER ZEITPUNKT, AN DEM SICH JEDE MUTIGE JUNGE ABENTEURERIN IHREN EIGENEN WEG BAHNEN MUSS ...[/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"Reise als Heldin\\\" ...?", + "FRANKIE_PART2_FRANKIE1.f": "Oh, hallöchen, Captain! Willst du mich bei meiner ganz eigenen [wave amp=30 freq=10]Reise als Heldin[/wave] unterstützen?", + "FRANKIE_PART2_FRANKIE1.n": "Oh, hallöchen, Captain! Willst du mich bei meiner ganz eigenen [wave amp=30 freq=10]Reise als Heldin[/wave] unterstützen?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "Was hast du vor?", + "FRANKIE_PART2_FRANKIE3": "Das tue ich gerade. [pause]Ich bin die mutige junge Abenteurerin, falls du es nicht schon mitbekommen hast.", + "FRANKIE_PART2_FRANKIE3_OPTION1": "Verstehe.", + "FRANKIE_PART2_FRANKIE4": "Wie auch immer, ich habe gleich da vorne eine dieser \\\"Schurken-Fusionen\\\" gefunden. Der werde ich zeigen, wer hier der Boss ist!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "Ich kann dir nicht ganz folgen.", + "FRANKIE_PART2_FRANKIE4_OPTION1": "Brauchst du Hilfe?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "Bist du dir sicher, dass das eine gute Idee ist?", + "FRANKIE_PART2_FRANKIE5": "Keine Sorge! Das liegt mir im Blut – ich habe mehr als [wave amp=30 freq=10]200[/wave] Fanfics über Leute gelesen, die sich in Monster verwandeln. [pause](Lass mich das bitte nicht näher erläutern.)", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]Los geht's![/shake]", + "FRANKIE_PART2_FRANKIE8": "Ich glaube, mit meiner Karriere läuft es ziemlich gut!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]WIR HABEN ES GESCHAFFT ...[/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "Karriere?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "Hm?", + "FRANKIE_PART2_FRANKIE9": "N-Na ja, natürlich meine Karriere als schneidige und mysteriöse Heldin, die die einfachen Leute auf dieser Fantasy-Insel rettet!", + "FRANKIE_PART2_FRANKIE10": "Ich habe keine Zweifel, dass sich schon bald ein noch größeres Übel zeigen wird ...", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]UND ICH WERDE DAFÜR VERANTWORTLICH SEIN, DIESE INSEL ZU RETTEN![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "Da kommst du etwas zu spät.", + "FRANKIE_PART2_FRANKIE11_OPTION2": "Das habe ich schon getan!", + "FRANKIE_PART2_FRANKIE12": "Hm? [pause]D-Du?", + "FRANKIE_PART2_FRANKIE13": "Schon in Ordnung! Es gibt bestimmt noch IRGENDEIN Übel, das ich irgendwo bezwingen kann! [pause][wave amp=30 freq=10]Vielleicht[/wave] hast du es ja übersehen!", + "FRANKIE_PART3_FRANKIE1": "Hey, {player}. Ich hätte da mal eine Frage!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "Nur zu!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "Welche denn?", + "FRANKIE_PART3_FRANKIE2": "Was bedeutet es ... sein Leben in die Hand zu nehmen?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "Das ist eine umfassende Frage.", + "FRANKIE_PART3_FRANKIE2_OPTION2": "Was ...?", + "FRANKIE_PART3_FRANKIE3": "N-Na ja, ich sollte meine Zeit auf Neu Wirral dafür nutzen, mein Leben zu erfüllen oder so! [pause]Um die Welt zu retten! Um meine wahre Berufung zu finden! Um mich zu verlieben!", + "FRANKIE_PART3_FRANKIE4": "Du weißt schon, dieses ganz klassische Abenteuerzeug. [pause]Ich darf keine einzige Sekunde vergeuden!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "Vielleicht sind deine Erwartungen zu hoch ...", + "FRANKIE_PART3_FRANKIE4_OPTION2": "Mach dir nicht zu viel Druck!", + "FRANKIE_PART3_FRANKIE5": "Hm. [pause]Da hast du wahrscheinlich recht.", + "FRANKIE_PART3_FRANKIE6": "Okay, zweite Frage! [pause]Kannst du mir helfen, gegen eine Schurken-Fusion zu kämpfen, die ich in der Nähe gefunden habe? Das wird bestimmt eine lohnenswerte Erfahrung!", + "FRANKIE_PART4_FRANKIE1.n": "Hey, Captain! [pause]Ich denke darüber nach, ein richtiger Ranger zu werden!", + "FRANKIE_PART3_FRANKIE7": "Danke für deine Hilfe, {player}! [pause]Ich habe beschlossen, dass das in der Tat eine lohnenswerte Erfahrung war!", + "FRANKIE_PART4_FRANKIE3": "Also habe ich natürlich eine Schurken-Fusion aufgespürt, um gegen sie zu kämpfen! Zögern wir nicht – [shake rate=30 level=10]sondern lass uns ihr einen verpassen![/shake]", + "FRANKIE_PART4_FRANKIE2": "Kein Anfängerstatus mehr für mich! Obwohl ich vorher erst noch stärker werden muss.", + "FRANKIE_PART4_FRANKIE1.m": "Hey, Captain! [pause]Ich denke darüber nach, ein richtiger Ranger zu werden!", + "FRANKIE_PART4_FRANKIE4": "Danke für deine Unterstützung! [pause]Wenn wir uns nächstes Mal treffen, bin ich vielleicht schon ausgebildeter Ranger!", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Du hättest bestimmt nie erwartet, dass ich dich zu einem Duell herausfordern würde, oder?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Du hättest bestimmt nie erwartet, dass ich dich zu einem Duell herausfordern würde, oder?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Du hättest bestimmt nie erwartet, dass ich dich zu einem Duell herausfordern würde, oder?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]SCHÜLER MÜSSEN GEGEN IHRE MEISTER KÄMPFEN![/shake] Ich kann nur dann ein richtiger Ranger werden, wenn ich dich besiege und [wave amp=30 freq=10]mir deinen Stempel hole[/wave]!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "Gib dein Bestes, Anfängerin!", + "FRANKIE_PART5_FRANKIE3": "Ich habe sogar diesen Welpuncher gezähmt, der mir hilft! Was sagst du? Nimmst du meine Herausforderung an?", + "FRANKIE_PART5_FRANKIE7": "Ich wollte einfach nur sehen, wie stark du bist. [pause]Und du hast mich nicht enttäuscht!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Ich wusste, du würdest stark sein.", + "FRANKIE_PART5_FRANKIE3_OPTION2": "Ich werde mich nicht zurückhalten!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Ich wusste, du würdest stark sein.", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Ich wusste, du würdest stark sein.", + "FRANKIE_PART5_FRANKIE5": "Deswegen habe ich vorher auch gegen die anderen zwölf Captains gekämpft.", + "FRANKIE_PART5_FRANKIE5_OPTION1": "Hm?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "Was hast du gemacht?", + "FRANKIE_PART5_FRANKIE6": "Du hast richtig gehört ... Ich [wave amp=30 freq=10]qualifiziere[/wave] mich schon als Ranger!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "Na klar! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "Wir sehen uns, Captain ...!", + "FRANKIE_PART5_FRANKIE8.m": "Wir sehen uns, Captain ...!", + "FRANKIE_PART5_FRANKIE8.n": "Wir sehen uns, Captain ...!", + "FRANKIE_TOWN_HALL_INTERACT1": "Hey, {player}! Ich wollte nur den neuesten Klatsch und Tratsch hören, bevor ich wieder losziehe!", + "FRANKIE_TOWN_HALL_INTERACT2": "Hey {player}! Hast du irgendwelche Aufgaben für deinen vielversprechenden jungen Schützling? (Also für mich.)", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Ranger![/shake] [pause]Bist du hier, um mich aufzuhalten?! Hm?", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]Oh, ich übernehme gerne deine Anfragen vom Schwarzen Brett!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "Jetzt nicht.", + "VIN_PART1_VIN1_OPTION1": "So was in der Art.", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Ranger![/shake] [pause]Bist du hier, um mich aufzuhalten?! Hm?", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Ranger![/shake] [pause]Bist du hier, um mich aufzuhalten?! Hm?", + "VIN_PART1_VIN1_OPTION2": "Das ist mein Job!", + "VIN_PART3_VIN8.n": "Ganz zu schweigen davon, dass [wave amp=30 freq=10]jemand von ihnen[/wave] unsere Gemeinschaft überhaupt erst ins Chaos gestürzt hat!", + "VIN_PART1_VIN3": "Nur [wave amp=30 freq=10]Feiglinge[/wave] verlassen sich auf andere!", + "VIN_PART1_VIN2": "Na schön! [pause]Wenn du gegen mich antrittst, dann aber im Zweikampf!", + "VIN_PART1_KAYLEIGH4": "Keine Sorge, {player}! Hierbei setze ich aus. Den kannst du auch ohne mich ausschalten!", + "VIN_PART1_MEREDITH4.n": "Eine Prügelei, eins gegen eins? Nur zu. Du bist hart genug, {player} – du kannst es mit ihm aufnehmen.", + "VIN_PART1_MEREDITH4.f": "Eine Prügelei, eins gegen eins? Nur zu. Du bist hart genug, {player} – du kannst es mit ihm aufnehmen.", + "VIN_PART1_MEREDITH4.m": "Eine Prügelei, eins gegen eins? Nur zu. Du bist hart genug, {player} – du kannst es mit ihm aufnehmen.", + "VIN_PART1_EUGENE4.m": "Na los. Du brauchst meine Hilfe nicht, um es mit dem Trottel aufzunehmen.", + "VIN_PART1_EUGENE4.f": "Na los. Du brauchst meine Hilfe nicht, um es mit dem Trottel aufzunehmen.", + "VIN_PART1_EUGENE4.n": "Na los. Du brauchst meine Hilfe nicht, um es mit dem Trottel aufzunehmen.", + "VIN_PART1_FELIX4": "Was meinst du, {player}? Willst du dem Kerl zeigen, wer hier der Boss ist?", + "VIN_PART1_VIOLA4.f": "Wie es scheint, ist dieser Kampf nur für dich allein bestimmt, {player}. Aber keine Sorge – ich glaube an dich.", + "VIN_PART1_VIOLA4.m": "Wie es scheint, ist dieser Kampf nur für dich allein bestimmt, {player}. Aber keine Sorge – ich glaube an dich.", + "VIN_PART1_VIOLA4.n": "Wie es scheint, ist dieser Kampf nur für dich allein bestimmt, {player}. Aber keine Sorge – ich glaube an dich.", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]Ein Kampf \\\"eins gegen eins\\\" ...? Ich denke, den werde ich auslassen![/wave]", + "VIN_PART1_VIN5.m": "Hmpf! [pause]Für einen Feigling bist du ganz schön stark ...", + "VIN_PART1_VIN6": "Aber mich kriegst du nicht! [wave amp=30 freq=10]Ich bin schon weg![/wave]", + "VIN_PART1_VIN5.f": "Hmpf! [pause]Für einen Feigling bist du ganz schön stark ...", + "VIN_PART1_VIN5.n": "Hmpf! [pause]Für einen Feigling bist du ganz schön stark ...", + "VIN_PART1_KAYLEIGH7": "Er ist ziemlich schnell weggelaufen. Ich bin mir sicher, dass wir ihn nächstes Mal schnappen, {player}.", + "VIN_PART1_MEREDITH7.m": "Das war aber eine ganz schön plötzliche Flucht. Aber nächstes Mal schnappen wir ihn.", + "VIN_PART1_MEREDITH7.n": "Das war aber eine ganz schön plötzliche Flucht. Aber nächstes Mal schnappen wir ihn.", + "VIN_PART1_MEREDITH7.f": "Das war aber eine ganz schön plötzliche Flucht. Aber nächstes Mal schnappen wir ihn.", + "VIN_PART1_EUGENE7": "Trotz der ganzen Angeberei ist er ziemlich schnell geflohen, was?", + "VIN_PART1_FELIX7": "Er ist ein ziemlich guter Läufer. Aber nächstes Mal schnappen wir ihn.", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]Der war ziemlich schnell weg, oder ...?[/wave]", + "VIN_PART1_VIOLA7": "Er hat den Schauplatz des Kampfes äußerst rasch verlassen. Aber ich bin mir sicher, dass sich unsere Wege wieder kreuzen werden.", + "VIN_PART2_VIN2": "Ihr verdammten Ranger steckt eure Nasen immer in Dinge, die euch nichts angehen!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]Du schon wieder![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]Nicht bevor die Leute nicht von der Tyrannei der Hafenstadt-Ranger befreit sind![/shake]", + "VIN_PART2_VIN3": "Na los, kämpf gegen mich – eins gegen eins!", + "VIN_PART2_VIN4": "Hehe, mich kriegst du niemals. Und ich gebe niemals auf ...", + "VIN_PART3_VIN1.m": "Ach nee. [pause]Die Ranger haben ihren [wave amp=30 freq=10]treuen Trottel[/wave] geschickt, um mich wieder aufzuspüren!", + "VIN_PART3_VIN1_OPTION1": "Hey! Ich heiße {player}!", + "VIN_PART3_VIN1.f": "Ach nee. [pause]Die Ranger haben ihren [wave amp=30 freq=10]treuen Trottel[/wave] geschickt, um mich wieder aufzuspüren!", + "VIN_PART3_VIN1.n": "Ach nee. [pause]Die Ranger haben ihren [wave amp=30 freq=10]treuen Trottel[/wave] geschickt, um mich wieder aufzuspüren!", + "VIN_PART3_VIN2": "...", + "VIN_PART3_FELIX5": "Moment mal, dieser Dieb gehört also zu dem schrägen Kult?", + "VIN_PART3_VIN3": "Dann hast du doch ...", + "VIN_PART3_VIN4.f": "... ganz herzlos diesen [wave amp=30 freq=10]Gott getötet[/wave] und für all das Chaos gesorgt! Du hast Bruder Cooper seinem Tod überlassen!", + "VIN_PART3_VIN4.n": "... ganz herzlos diesen [wave amp=30 freq=10]Gott getötet[/wave] und für all das Chaos gesorgt! Du hast Bruder Cooper seinem Tod überlassen!", + "VIN_PART3_VIN4.m": "... ganz herzlos diesen [wave amp=30 freq=10]Gott getötet[/wave] und für all das Chaos gesorgt! Du hast Bruder Cooper seinem Tod überlassen!", + "VIN_PART3_VIN4_OPTION1.n": "Den Gott getötet?", + "VIN_PART3_VIN4_OPTION1.f": "Den Gott getötet?", + "VIN_PART3_VIN4_OPTION1.m": "Den Gott getötet?", + "VIN_PART3_MEREDITH5": "Er ist ein Kultist, {player}. Wahrscheinlich ist er sauer wegen dieses Morbidstern-Typen, den du mit Kayleigh vermöbelt hast.", + "VIN_PART3_VIN4_OPTION2": "Das habe ich nicht!", + "VIN_PART3_KAYLEIGH5": "Gehörst du zu den Kindern des Kummers?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]Ich glaube, er hat den falschen Eindruck von deiner Zeit hier auf Neu Wirral, {player} ...[/wave]", + "VIN_PART3_EUGENE5": "Hey! Ohne {player} wären viel mehr Leute als nur Dorian gestorben!", + "VIN_PART3_VIOLA5": "Du irrst dich, Dieb!", + "VIN_PART3_VIN6.f": "Genug geredet! Komm her und kämpf gegen mich, du Feigling!", + "VIN_PART3_VIN6.m": "Genug geredet! Komm her und kämpf gegen mich, du Feigling!", + "VIN_PART3_VIN7": "Als unser Anführer [wave amp=30 freq=10]grausam ermordet[/wave] wurde, wolltet ihr Ranger uns sofort \\\"Hilfe anbieten\\\". Na klar.", + "VIN_PART3_VIN6.n": "Genug geredet! Komm her und kämpf gegen mich, du Feigling!", + "VIN_PART3_VIN8.f": "Ganz zu schweigen davon, dass [wave amp=30 freq=10]jemand von ihnen[/wave] unsere Gemeinschaft überhaupt erst ins Chaos gestürzt hat!", + "VIN_PART3_KAYLEIGH9": "Du verstehst das vollkommen falsch. [pause]Dorian war für all das verantwortlich, was eure Gemeinschaft durchgemacht hat!", + "VIN_PART3_VIN8.m": "Ganz zu schweigen davon, dass [wave amp=30 freq=10]jemand von ihnen[/wave] unsere Gemeinschaft überhaupt erst ins Chaos gestürzt hat!", + "VIN_PART3_VIN10": "Die leeren Kassetten und die Sticker, die ich stehle ... sind für unseren Widerstand!", + "VIN_PART4_JACQUELINE11": "Überhaupt nicht. Dorians Tod war für mich ein Erwachen.", + "VIN_PART4_VIN1": "Lass mich einfach in Ruhe ...", + "VIN_PART4_VIN2": "Äh ...", + "VIN_PART4_VIN3": "Dieses Ding hat mir aufgelauert ...", + "VIN_PART4_VIN4": "Warum ... [pause]hast du das getan, {player}?", + "VIN_PART4_VIN5_OPTION1": "Du irrst dich!", + "VIN_PART4_VIN5.n": "Du hättest mich genau wie Bruder Cooper hier verrotten lassen können und wärst dein [wave amp=30 freq=10]Diebesproblem[/wave] für immer los gewesen.", + "VIN_PART4_VIN5.f": "Du hättest mich genau wie Bruder Cooper hier verrotten lassen können und wärst dein [wave amp=30 freq=10]Diebesproblem[/wave] für immer los gewesen.", + "VIN_PART4_VIN5.m": "Du hättest mich genau wie Bruder Cooper hier verrotten lassen können und wärst dein [wave amp=30 freq=10]Diebesproblem[/wave] für immer los gewesen.", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Vin!?[/shake] [pause]Du steckst hinter all dem?", + "VIN_PART4_VIN5_OPTION2": "Ich habe Dorian nicht dem Tod überlassen!", + "VIN_PART4_JACQUELINE7": "Als Ianthe meinte, dass jemand Vorräte stiehlt, die die Ranger für die Gemeinschaft beiseitegelegt hatten, hätte ich nicht gedacht, dass du es bist!", + "VIN_PART4_VIN8": "Beiseite...[pause]gelegt ...? [pause]Für die Gemeinschaft? [pause]Unsere Kommune?", + "VIN_PART4_JACQUELINE9": "Ja, du Idiot!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]Hafenstadt bietet jedem einen Neuanfang – das weiß ich aus Erfahrung![/wave]", + "VIN_PART4_VIN10": "Aber die Ranger ... haben die Kontrolle übernommen, oder? Druck auf dich ausgeübt [pause]und so.", + "VIN_PART4_JACQUELINE15": "Ich suchte nach Hilfe für die Gemeinschaft und Ianthe war so nett, sie mir zu geben.", + "VIN_PART4_JACQUELINE13": "Erst im Rückblick sehe ich die Dinge so, wie sie wirklich waren.", + "VIN_PART4_JACQUELINE12": "Als er bei uns war – als er [wave amp=30 freq=10]das Sagen[/wave] hatte – war es, wie unter einem Bann zu leben. Ich konnte nicht erkennen, was um mich herum geschah.", + "VIN_PART4_KAYLEIGH14": "Jacqueline ...", + "VIN_PART4_JACQUELINE16": "Ohne ihre Unterstützung wären wir schon längst verhungert. Dorian ließ uns das Gemüsebeet ausgraben, um zu diesem Erzengel zu gelangen!", + "VIN_PART4_VIN17": "...", + "VIN_PART4_JACQUELINE18": "Komm, bringen wir dich nach Hause, damit du dich ausruhen kannst.", + "VIN_PART4_JACQUELINE19": "{player}, [pause]es tut mir so leid.", + "VIN_PART4_JACQUELINE20": "Ich kenne Vin, seit er auf Neu Wirral eingetroffen ist. Er hat das Herz am rechten Fleck, ist aber ... [pause]einfach nur vollkommen falsch informiert.", + "VIN_PART4_JACQUELINE21": "Ich berufe ein Treffen mit der ganzen Gemeinschaft ein und kläre alles. Das wird nicht wieder geschehen.", + "VIN_PART4_JACQUELINE22": "Sag Ianthe bitte, wie dankbar ich für ihre Unterstützung bin.", + "VIN_PART5_VIN1": "Hey, {player}.", + "VIN_PART5_VIN2": "Als du mich vor dieser Schurken-Fusion gerettet hast, war ich gezwungen, alles infrage zu stellen.", + "VIN_PART5_VIN3": "Ich bedauere, dass ich so einen Mist gebaut habe, aber ... [pause]letztendlich wollte ich nur meiner Gemeinschaft helfen.", + "VIN_PART5_VIN4": "Also bin ich zu den Ranger gegangen, um genau das zu tun – und natürlich auch, um meine Fehler wiedergutzumachen.", + "VIN_PART5_KAYLEIGH5": "Ausgezeichnet! [pause]Ich bin froh, dass du die Kurve gekriegt hast, Vin!", + "VIN_PART5_EUGENE5": "Das klingt, als hättest du etwas für dich gefunden. Das respektiere ich.", + "VIN_PART5_MEREDITH5": "Ja, das klingt, als hättest du jede Menge Arbeit vor dir, Kumpel.", + "VIN_PART5_FELIX5": "Schön zu sehen, dass du einen echten Sinneswandel hattest.", + "VIN_PART5_VIN6": "Und jetzt muss ich dich für deinen Stempel herausfordern! [pause]Na los, kämpf gegen mich, [wave amp=30 freq=10]eins gegen eins[/wave], {player}!", + "VIN_PART5_VIOLA5": "Ende gut, alles gut.", + "VIN_PART5_VIN7_OPTION1": "Ganz genau!", + "VIN_PART5_VIN7": "Verdammt ... Du hältst dich nicht mal bei deinen Freunden zurück, was?", + "VIN_PART5_VIN7_OPTION2": "Ich glaube an \\\"liebevolle Strenge\\\".", + "VIN_PART5_VIN8": "Gut, dass es noch zwölf andere Captains gibt, von denen ich meine Stempel erhalten kann.", + "VIN_PART5_VIN9": "Wenn du mich das nächste Mal siehst, bin ich ein Vollzeitranger, {player}!", + "VIN_TOWN_HALL_INTERACT1.m": "Hey, Captain! Wer ist deiner Meinung nach stärker: Artillerex oder Zahnradyu? Ich kann mich nicht entscheiden.", + "VIN_TOWN_HALL_INTERACT1.f": "Hey, Captain! Wer ist deiner Meinung nach stärker: Artillerex oder Zahnradyu? Ich kann mich nicht entscheiden.", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Deine beiden Schützlinge hast du hier bestimmt nicht erwartet, oder, Captain?", + "VIN_TOWN_HALL_INTERACT1.n": "Hey, Captain! Wer ist deiner Meinung nach stärker: Artillerex oder Zahnradyu? Ich kann mich nicht entscheiden.", + "VIN_AND_FRANKIE_FRANKIE5": "Mein Welpuncher-Haustier ist weggelaufen ...!", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]Ich hätte nie gedacht, dass sich die beiden mal anfreunden![/wave]", + "VIN_AND_FRANKIE_VIN2": "Hey, {player}. Ich habe endlich meine Ausbildung abgeschlossen und bin jetzt Vollzeit-Ranger!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Deine beiden Schützlinge hast du hier bestimmt nicht erwartet, oder, Captain?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Nyehehe ...![/wave] [pause]Deine beiden Schützlinge hast du hier bestimmt nicht erwartet, oder, Captain?", + "VIN_AND_FRANKIE_KAYLEIGH3": "Ich hätte nie gedacht, dass sich diese beiden mal anfreunden!", + "VIN_AND_FRANKIE_MEREDITH3": "Diese beiden sind jetzt Kumpel? War ja irgendwie klar.", + "VIN_AND_FRANKIE_EUGENE3": "Hehe. Die beiden sind jetzt wohl Kumpel, oder?", + "VIN_AND_FRANKIE_VIOLA3": "Ich hätte nie gedacht, dass zwei solch unterschiedliche Menschen sich anfreunden!", + "VIN_AND_FRANKIE_FELIX3": "Ich wusste gar nicht, dass ihr euch kennt! Ist wohl doch eine kleine Insel.", + "VIN_AND_FRANKIE_FRANKIE4": "Äh, Neuigkeiten habe ich auch.", + "VIN_AND_FRANKIE_FRANKIE6": "Captain Cybil meinte, wilde Monster würden keine guten Haustiere abgeben, aber ... [pause]ich bin mir sicher, dass es mit meiner Fanfic über ihn zu tun hatte.", + "VIN_AND_FRANKIE_FRANKIE7": "Aber egal! Meinem neuen [wave amp=30 freq=10]besten Kumpel[/wave] Vin sind solche Sachen egal!", + "VIN_AND_FRANKIE_VIN8": "Was ist denn eine Fanfic, {player}? Sie sagt es mir nicht ...", + "VIN_AND_FRANKIE_FRANKIE9": "AHHHH ...!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Jetzt nicht.", + "VIN_AND_FRANKIE_FRANKIE10.m": "Ich verlange eine Revanche, Captain! Vin und ich gegen dich und {partner}! Wie wär's?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Klar!", + "VIN_AND_FRANKIE_FRANKIE10.n": "Ich verlange eine Revanche, Captain! Vin und ich gegen dich und {partner}! Wie wär's?", + "VIN_AND_FRANKIE_FRANKIE10.f": "Ich verlange eine Revanche, Captain! Vin und ich gegen dich und {partner}! Wie wär's?", + "VIN_AND_FRANKIE_FRANKIE11": "Ah ... [pause]Nicht schon wieder!", + "VIN_AND_FRANKIE_VIN12": "Kopf hoch, Frankie. Wir können nicht jedes Mal gewinnen.", + "VIN_AND_FRANKIE_VIN13": "{player}, erst nach der Fusion mit Frankie habe ich erkannt, dass es keine Schwäche ist, sich auf andere zu verlassen.", + "VIN_AND_FRANKIE_VIN14": "Wenn wir unsere Anstrengungen vereinen, sind wir mehr als nur die Summe unserer Teile. [pause]Darum geht es doch bei der ganzen Sache, oder?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]UND SO HILFT DIE MUTIGE HELDIN MITTELS DER KRAFT DER LIEBE DEM ANTIHELDEN BEI SEINER WIEDERGUTMACHTUNG ...![/wave]", + "VIN_AND_FRANKIE_VIN16": "Moment mal ... [pause]Was ...?!", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Nyehehe ...![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "Bis denne, {player}!", + "POWER_STATION_WALLACE1.m": "Dadrin ist alles für dich bereit.", + "POWER_STATION_WALLACE1.f": "Dadrin ist alles für dich bereit.", + "POWER_STATION_WALLACE1.n": "Dadrin ist alles für dich bereit.", + "POWER_STATION_DREADFUL1": "Immer ruhig mit den jungen Pferden!", + "POWER_STATION_DREADFUL4": "Sollen wir ihm zeigen, aus welchem Holz wir geschnitzt sind?", + "POWER_STATION_DREADFUL2": "Das ist mein Gebiet, {player}! Wenn es hier einen Kampf gibt, will ich nicht im Dunkeln gelassen werden.", + "POWER_STATION_DREADFUL7_OPTION1": "Machen wir's!", + "POWER_STATION_DREADFUL3": "Haltet euch fest, Leute – hier ist ein richtig fieses großes Ding!", + "POWER_STATION_DREADFUL5": "Na, das ging ja mal hoch her! Schau dich um – ich muss erst wieder zu Atem kommen.", + "POWER_STATION_DREADFUL6": "Schau dich um – ich muss erst wieder zu Atem kommen.", + "POWER_STATION_DREADFUL7.m": "{player}, bist du dir da absolut sicher?", + "POWER_STATION_DREADFUL7.f": "{player}, bist du dir da absolut sicher?", + "POWER_STATION_DREADFUL7_OPTION2": "Warten wir noch.", + "POWER_STATION_NOTE1": "\\\"10.10.1957, 4.00 Uhr\\nMit Dr. Aegle und Dr. Aetheria habe ich mir die ganze Nacht lang neue Experimente für den Fusionsreaktor ausgedacht. Wir waren total im Flow und haben völlig die Zeit vergessen. Zwischendurch fühlte es sich an, als hätten wir uns wie ein einziges Wesen nur noch auf den Reaktor konzentriert!\\\"", + "POWER_STATION_DREADFUL7.n": "{player}, bist du dir da absolut sicher?", + "POWER_STATION_NOTE3": "\\\"10.10.1957, 7.00 Uhr\\nEin Wesen, das sich 'Helia\\' nannte, ist dem Reaktor entstiegen! Die Thermoelemente haben sofort einen Abfall der Kerntemperatur festgestellt, von daher ... denke ich, dass es wieder sicher ist. \\'Helia\\' sieht ein bisschen wie eine Darstellung eines Heliumatoms mit zwei Ringen als Elektronenorbitale aus ...\\\"", + "POWER_STATION_NOTE2": "\\\"10.10.1957, 5.15 Uhr\\nIm Reaktor geht irgendwas Seltsames vor – die Temperatur im Kern steigt immer weiter an! Wir haben schon die Ventilatoren eingeschaltet, um den Luftstrom zu verstärken, aber es half alles nichts! Wenn das so weitergeht, werden wir bald schön kross gebraten!\\\"", + "POWER_STATION_NOTE5": "\\\"11.10.1957, 3.05 Uhr\\nWir haben uns an Helias Vorschlag gehalten, Folklord, Masklapper, Manispeer und ZENSIERT kombiniert, den wir vom Versorgungsministerium aus einem hiesigen Zoo erhalten haben. Helia ist mit dem Ergebnis offenbar unzufrieden. Aber war es nicht das, was sie wollte? Hätten wir lebende Bestien verwenden sollen?\\\"", + "POWER_STATION_NOTE4": "\\\"10.10.1957, 7.30 Uhr\\n'Helia\\' hat uns gesagt, dass wir sie irgendwie erschaffen oder herbeigerufen haben. Jetzt erklärt sie uns, wie wir den Reaktor funktionstüchtig machen können. Und danach möchte sie mit uns über andere Arten von Fusion reden ... Welche anderen Arten?\\\"", + "POWER_STATION_NOTE6": "\\\"11.10.1957, 8.00 Uhr\\nWas haben wir getan?! Die instabile Fusion ist außer Kontrolle geraten! Die Duplizierung hört nicht auf! Das Ministerium hat das Gebäude abgesperrt, um sie im Innern zu halten, und ich sitze hier fest! Möge die Mer-Linie mir helfen!\\\"", + "POWER_STATION_HELIA_HELIA1": "AH, DANKE, DASS DU DIE FEHLGESCHLAGENEN EXPERIMENTE MEINER VORFAHREN AUFGEWISCHT HAST.", + "POWER_STATION_HELIA_HELIA2": "DIESE INSTABILEN FUSIONEN SIND ZIEMLICH SCHWIERIG ZU ENTFERNEN, WENN SIE SICH ERST MAL VERVIELFÄLTIGEN.", + "POWER_STATION_HELIA_HELIA3": "WAS FÜHRT DICH HIERHER, {player.to_upper}?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "Du kennst mich?", + "POWER_STATION_HELIA_HELIA4": "ICH KENNE DICH ZIEMLICH GUT. WIE OFT HAST DU DICH JETZT FUSIONIERT?\\n\\nWO AUCH IMMER ES EINE FUSION GIBT, BIN ICH ZU FINDEN.", + "POWER_STATION_HELIA_HELIA5": "ICH BIN HELIA, DER PROZESS DER FUSION.", + "POWER_STATION_HELIA_KAYLEIGH6": "Dann erschaffst du also die Schurken-Fusionen?", + "POWER_STATION_HELIA_MEREDITH6": "Oh. Es steht also wirklich jemand hinter den Schurken-Fusionen!", + "POWER_STATION_HELIA_EUGENE6": "Du bist für die Schurken-Fusionen verantwortlich?", + "POWER_STATION_HELIA_FELIX6": "Die Schurken-Fusionen sind also ...?", + "POWER_STATION_HELIA_VIOLA6": "Dann steckst du hinter den Kreaturen der Schurken-Fusionen!", + "POWER_STATION_HELIA_DOG6": "Grr ...", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]Bist du ... verantwortlich für die Schurken-Fusionen ...?[/wave]", + "POWER_STATION_HELIA_HELIA7": "\\\"SCHURKEN-FUSIONEN\\\"?\\n[pause]\\nOH, JA. [pause]DIE STABILEN. [pause]DIESE WUNDERVOLLEN BESTIEN SIND MEIN WERK.", + "POWER_STATION_HELIA_HELIA8": "JETZT ERKENNE ICH, WARUM IHR HIER SEID. ICH SPÜRE, WIE DAS POTENZIAL FÜR EINE FUSION IN EUCH BEIDEN ZUNIMMT, WAS NUR BEDEUTEN KANN ...", + "POWER_STATION_HELIA_HELIA11": "ES WÄRE NICHT GUT, DIE FUSION ZU BEENDEN. ERKENNT IHR DAS NICHT?", + "POWER_STATION_HELIA_HELIA9": "... DASS IHR GEGEN MICH KÄMPFEN WOLLT, NICHT WAHR?", + "POWER_STATION_HELIA_HELIA10": "DAS REICHT MIR JETZT.", + "POWER_STATION_HELIA_HELIA13": "ICH FORME LEBEN. WENN SICH TOTE ATOME ZU LEBENDEN ZELLEN VERBINDEN, IST DAS EINE ANDERE ART VON FUSION.\\n\\nWENN SICH EINZELNE ZELLEN ZU INTELLIGENTEN MULTIZELLULAREN LEBENSFORMEN VERBINDEN, BIN ICH DAS AUCH.", + "POWER_STATION_HELIA_HELIA12": "ICH ERHALTE DAS LEBEN AUFRECHT. DIE PFLANZEN, DIE IHR ZUM ÜBERLEBEN BRAUCHT, BEZIEHEN IHRE ENERGIE AUS DER KERNFUSION IM HERZEN EURES STERNS.", + "POWER_STATION_HELIA_HELIA14": "OHNE MICH – OHNE FUSION – GÄBE ES KEIN LEBEN.", + "POWER_STATION_HELIA_KAYLEIGH15": "Deine \\\"wundervollen Bestien\\\" bringen Hafenstadt in Gefahr!", + "POWER_STATION_HELIA_EUGENE15": "Jetzt hör doch auf! Wir kommen auch gut ohne deine \\\"wundervollen Bestien\\\" klar.", + "POWER_STATION_HELIA_MEREDITH15": "Ich sage es dir ja nur ungern, aber deine \\\"wundervollen Bestien\\\" verletzen Menschen.", + "POWER_STATION_HELIA_FELIX15": "Kannst du wenigstens aufhören, noch mehr \\\"wundervolle Bestien\\\" zu erschaffen?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]Das Problem ist ... dass deine \\\"wundervollen Bestien\\\" die Leute in Gefahr bringen ...[/wave]", + "POWER_STATION_HELIA_VIOLA15": "Ich bin mit der \\\"Fusion\\\" von Neu Wirral vertraut, aber was soll dieses Gerede über Sterne und Zellen?", + "POWER_STATION_HELIA_HELIA16": "WIE GESAGT, ICH BIN DER PROZESS DER FUSION.\\n\\nICH BIN NICHT IHRE URSACHE.", + "PARTNER_INTERACT_M_E1_EUGENE5": "Was hast du [wave amp=30 freq=10]danach[/wave] gesagt ...?", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, WENN DU MIT {partner.to_upper} FUSIONIERST, DANN NICHT, WEIL ICH ES EUCH SAGE.\\n\\nICH BIN GANZ EINFACH DAS MITTEL.", + "POWER_STATION_HELIA_HELIA18": "MAN GIBT AUCH NICHT DEM TOD DIE SCHULD, WENN JEMAND ERMORDET WURDE.", + "POWER_STATION_HELIA_HELIA18_OPTION1": "Wem geben wir dann die Schuld?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "Hilf uns bitte ...", + "POWER_STATION_HELIA_HELIA19": "DIE LETZTENDLICHE URSACHE DER \\\"SCHURKEN-FUSIONEN\\\" IST DAS WESEN, DAS UNAUFHÖRLICH TRÜMMER AUS ANDEREN WELTEN AUF DIESE INSEL HOLT.\\n[pause]\\nES IST DAS WESEN, DAS MICH, EUCH UND ALLE ANDEREN MENSCHEN HERGEBRACHT HAT.", + "POWER_STATION_HELIA_HELIA20": "DIE MER-LINIE. DIE, DIE UNTER UNS LIEGT.", + "POWER_STATION_HELIA_KAYLEIGH21": "Die Mer-Linie? Das gefällt mir nicht, {player} ...", + "POWER_STATION_HELIA_MEREDITH21.f": "Unsere Chancen gegen die Mer-Linie gefallen mir nicht.", + "POWER_STATION_HELIA_MEREDITH21.m": "Unsere Chancen gegen die Mer-Linie gefallen mir nicht.", + "POWER_STATION_HELIA_MEREDITH21.n": "Unsere Chancen gegen die Mer-Linie gefallen mir nicht.", + "POWER_STATION_HELIA_EUGENE21": "Okay! Dann verprügeln wir mal ein paar Züge!", + "POWER_STATION_HELIA_FELIX21": "Oh. Die Eisenbahn steckt hinter all dem?", + "POWER_STATION_HELIA_VIOLA21": "Wir werden uns nicht von einem einfachen Labyrinth besiegen lassen, {player}!", + "POWER_STATION_HELIA_DOG21": "Grr ...", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]Die Mer-Linie?! Das ist, glaube ich, nicht gut, {player} ...[/wave]", + "POWER_STATION_HELIA_HELIA27": "ICH BITTE DICH, AUF DEN WILLEN ZU ACHTEN, DEN DU MANIFESTIERST.\\n\\nALEPH KANN NOCH IMMER ZURÜCKKEHREN.", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "Treffen wir die Mer-Linie.", + "POWER_STATION_HELIA_HELIA22": "NOCH EINE SACHE, BEVOR DU GEHST, {player.to_upper}.\\n\\nIHR HABT MORGANTE, DEN GEIST DER REBELLION, MANIFESTIERT, ALS IHR GEGEN ALEPH GEKÄMPFT HABT, ODER?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "Endlich mal eine klare Antwort.", + "POWER_STATION_HELIA_DREADFUL29": "Viel Glück mit der Mer-Linie, {player}. Hierbei setze ich aus.", + "POWER_STATION_HELIA_HELIA22_OPTION1": "Ja. Warum?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "Ja, haben wir.", + "POWER_STATION_HELIA_HELIA23": "DAS SCHWERT, DAS DU TRÄGST, IST ZWEISCHNEIDIG.", + "POWER_STATION_HELIA_HELIA24": "VON FUSION ODER JEDER VON EINER GRUPPE ZU EINEM EINZIGEN ZWECK AUSGEFÜHRTEN ARBEIT KÖNNTE MAN SAGEN, DASS DAS GANZE GRÖSSER ALS DIE SUMME SEINER TEILE IST.", + "POWER_STATION_HELIA_HELIA26": "WÄHREND UNSERES KAMPFS HABE ICH IN DIR DIE SAAT DER EROBERUNG GESPÜRT.", + "POWER_STATION_HELIA_HELIA25": "DER UNTERSCHIED ZWISCHEN DEM GANZEN UND DER SUMME SEINER TEILE IST DER EGREGOR ODER \\\"ERZENGEL\\\".\\n\\nEGREGORE SIND ANFANGS KLEIN UND SCHWACH, MIT GENÜGEND GERICHTETEM WILLEN KÖNNEN SIE SICH JEDOCH UNABHÄNGIG MANIFESTIEREN, MACHT AUSÜBEN UND KONTROLLE ÜBERNEHMEN.", + "POWER_STATION_HELIA_DREADFUL28": "Das war ja mal was! [pause]Das melde ich lieber alles Ianthe.", + "MERLINE_MEETING_MAGIKRAB1A": "{player}, die Mer-Linie erwartet dich. Begleite mich bitte zu Bahnsteig A.", + "POWER_STATION_HELIA_DREADFUL30": "Hm ... [pause]Ich frage mich, ob \\\"Helia\\\" irgendwas mit dem Feuer zu tun hatte, das Neu London vor all den Jahren niederbrannte ...", + "MERLINE_MEETING_MAGIKRAB2": "Die Mer-Linie wird nun durch mich sprechen.", + "MERLINE_MEETING_MAGIKRAB1B": "{player}, die Mer-Linie erwartet dich. Begleite mich bitte zu Bahnsteig A des Bahnhofs Hafenstadt.", + "MERLINE_MEETING_MAGIKRAB3.m": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene hera...", + "MERLINE_MEETING_MAGIKRAB3.n": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene hera...", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}, DIE MER-LINIE MÖCHTE DIR FÜR DEINEN ANTEIL AM SIEG ÜBER IHREN AUF ABWEGEN GERATENEN SCHÜLER ALEPH DANKEN.", + "MERLINE_MEETING_MAGIKRAB3.f": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene hera...", + "MERLINE_MEETING_MERLINE5": "DIE MENSCHHEIT WIRD ES BALD MIT EINER HERAUSFORDERUNG VON NOCH NIE DAGEWESENEM AUSMASS ZU TUN BEKOMMEN. WIE ES ENDET, IST NOCH UNGEWISS.", + "MERLINE_MEETING_MERLINE6": "DIE MER-LINIE WOLLTE SEHEN, OB DAS KRIEGERISCHE WESEN DEINER SPEZIES ÜBERWUNDEN WERDEN KÖNNTE.", + "MERLINE_MEETING_MERLINE7": "DURCH DEN SIEG ÜBER ALEPH, DIE MANIFESTATION DER EROBERUNG, HAST DU DEINE ROLLE IN DEM RITUAL AUSGEFÜHRT UND DARFST NUN GEHEN.", + "MERLINE_MEETING_MERLINE7_OPTION1": "Wir hatten Hilfe von Morgante.", + "MERLINE_MEETING_MERLINE7_OPTION2": "Morgante ...", + "MERLINE_MEETING_MERLINE8": "AH, JA, MORGANTE. ALEPHS ALTE GELIEBTE.", + "MERLINE_MEETING_KEYLEIGH9": "Alephs ... Geliebte?", + "MERLINE_MEETING_VIOLA9": "...", + "MERLINE_MEETING_MEREDITH9": "Ähm ... Alephs Geliebte?", + "MERLINE_MEETING_EUGENE9": "Was?!", + "MERLINE_MEETING_FELIX9": "Sie ist Alephs Geliebte?", + "MERLINE_MEETING_MERLINE11": "WAS IST DER GEIST DER REBELLION OHNE EINE KRAFT, GEGEN DIE ER REBELLIEREN KANN? WAS IST DER KÖNIG DER EROBERUNG OHNE JEMANDEN, DEN ER EROBERN KANN?", + "MERLINE_MEETING_MERLINE10": "REBELLION UND EROBERUNG WAREN NICHT IMMER FEINDE.", + "MERLINE_MEETING_MERLINE14": "MORGANTES MANIFESTATION WÄHREND DEINES KAMPFS GEGEN ALEPH SCHMÄLERT NICHT DEINEN ANTEIL AM SIEG ÜBER IHN.", + "MERLINE_MEETING_MERLINE13": "SIE HATTEN SOGAR EINEN SOHN. WUSSTEST DU DAS?", + "MERLINE_MEETING_MERLINE12": "DER ROTE KÖNIG UND DIE WEISSE KÖNIGIN SIND IN EINEM STÄNDIGEN ZYKLUS AUS TOD UND WIEDERGEBURT, GEGENSATZ UND EINHEIT GEFANGEN. SIE SIND DER MOTOR, DER DAS RAD DER MENSCHHEITSGESCHICHTE DREHT.", + "MERLINE_MEETING_MERLINE15": "GANZ IM GEGENTEIL – ES WAR DEIN WILLE, DER SIE BESCHWOREN UND DAHER ALEPHS RÜCKKEHR IN DEN WEITEREN KOSMOS UNTERBUNDEN HAT.", + "MERLINE_MEETING_MERLINE16_OPTION1": "Du musst die Schurken-Fusionen aufhalten!", + "MERLINE_MEETING_MERLINE16": "ÄUSSERE DICH, {player.to_upper}. DIE MER-LINIE WEISS, DASS DU EINE BITTE HAST.", + "MERLINE_MEETING_MERLINE17": "DIE MER-LINIE KÖNNTE DIE \\\"SCHURKEN-FUSIONEN\\\" AUFHALTEN.", + "MERLINE_MEETING_MERLINE18": "ALLERDINGS WÄRE ES NICHT RICHTIG, ANDEREN DIE MÖGLICHKEITEN VORZUENTHALTEN, DIE DU HATTEST, {player.to_upper}.", + "MERLINE_MEETING_MERLINE21": "DORT WERDET IHR UND DER GEIST DER REBELLION GEBRAUCHT.", + "MERLINE_MEETING_MERLINE20": "ES IST HÖCHSTE ZEIT, DASS IHR IN EURE EIGENEN WELTEN ZURÜCKKEHRT, {player.to_upper} UND {partner.to_upper}.", + "MERLINE_MEETING_MERLINE19": "DEINE ART MUSS SICH SITUATIONEN AUF LEBEN UND TOD STELLEN, UM NICHT NUR ZAHLENMÄSSIG ZU WACHSEN.", + "MERLINE_MEETING_MAGIKRAB23": "Äh, was haben wir gemacht? Die letzten paar Minuten sind mir irgendwie entgangen.", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "Die Mer-Linie hat durch dich gesprochen.", + "MERLINE_MEETING_MAGIKRAB22": "Oh. {player}.", + "MERLINE_MEETING_MAGIKRAB24.m": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene herab!", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Hey, [pause]ich hätte da mal eine Frage, Felix! Ich weiß, dass du Cartoons zeichnest, aber entwirfst du auch Tattoos?", + "MERLINE_MEETING_KAYLEIGH25": "Hm. Vielleicht weiß Ianthe, was zu tun ist.", + "MERLINE_MEETING_MAGIKRAB24.f": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene herab!", + "MERLINE_MEETING_MAGIKRAB24.n": "Du kannst dich äußerst glücklich schätzen, {player}! Oft kommt sie nicht auf diese Ebene herab!", + "MERLINE_MEETING_MEREDITH25": "Das lief nicht so, wie ich es erwartet hatte.", + "MERLINE_MEETING_EUGENE25": "Tja, vielleicht ist es am besten, dass wir nicht gegen sie kämpfen. Du weißt ja, was Helia über Aleph gesagt hat ...", + "MERLINE_MEETING_FELIX25": "Glaubst du, sie hat die Wahrheit gesagt? Darüber, dass unsere Welten uns brauchen?", + "MERLINE_MEETING_VIOLA25": "Vielleicht spricht diese \\\"Mer-Linie\\\" die Wahrheit.", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]Ich verstehe das nicht. Wofür braucht dich die Mer-Linie denn? Sie ist auf jeden Fall stärker als jeder Mensch ... Seltsam ...[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "Telefone? [pause]Benutzt man es, um mit Leuten zu sprechen?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "Ich verstehe das nicht.", + "PARTNER_INTERACT_K_M1_MEREDITH2": "Was ist dieses \\\"Internet\\\"? [pause]Die Hälfte der Leute hier in Hafenstadt jammert darüber, wie sehr es fehlt!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Du weißt schon, [pause]das Internet. [pause]Über Computer und Telefone?", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Welches Jahr war in deiner Welt, als du herkamst, [pause]Meredith?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "1989. Warum fragst du?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Oh! [pause]Okay. Ich sehe, dass wir vielleicht nicht ganz synchron sind.", + "PARTNER_INTERACT_K_E1_EUGENE2": "Ist nichts Persönliches. [pause]Ich bin einfach nur unberechenbar. [pause]Ein Einzelgänger. [pause]Ich kann nicht einer Organisation folgen, die mich vielleicht zurückhält.", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "Ich verstehe dich nicht, Eugene. [pause]Du findest dieses ganze \\\"Die Gemeinschaft retten\\\"-Zeug gut, [pause]willst aber nicht mit mir zu den Rangern gehen?", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Ich glaube, das ist es nicht. [pause]Ich glaube, du hast Angst davor, die Aufnahmeprüfung nicht zu bestehen!", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]D-Das ist es ganz bestimmt nicht![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "Habe ich noch nicht gemacht! [pause]Willst du dich tätowieren lassen?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Hm. [pause]Ich glaube, rein theoretisch gefällt mir die Idee, eine Tätowierung zu bekommen.", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Aber eigentlich [pause]bin ich viel zu unentschlossen. [pause]So eine endgültige Entscheidung könnte ich wahrscheinlich gar nicht treffen.", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, ich muss dich was fragen ...", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Woher hast du diese ärmellose Jacke? [pause]So etwas habe ich noch nie auf Neu Wirral gesehen!", + "PARTNER_INTERACT_K_V1_VIOLA3": "Als ich an den Strand dieser einsamen Insel gespült wurde, [pause]fand ich eine abgelegte alte Jacke eines Soldaten.", + "PARTNER_INTERACT_K_V1_VIOLA4": "Die Ärmel passten mir nicht, [pause]also entfernte ich sie einfach.", + "PARTNER_INTERACT_K_V1_VIOLA5": "Ich muss sagen, dass ich sie äußerst lieb gewonnen habe.", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Du bist so cool ... Ich glaube, ich stehe ein bisschen auf dich.", + "PARTNER_INTERACT_K_V1_VIOLA7": "Gestehst du mir deine immerwährende Liebe, [pause]teuerste Kayleigh?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Hey, [pause]SO einfach kriegt man mich nicht rum!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "Ich muss eigentlich noch in der Werkstatt arbeiten, [pause]aber ich könnte auch erst mal einen Bogen darum machen.", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]Bist du ein braver Hund? Ja! Ja, du bist so ein braver Hund![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "Wuff, wuff!", + "PARTNER_INTERACT_M_E1_EUGENE2": "Ja! [pause]Man muss auch mal Pause machen, [pause]oder?", + "PARTNER_INTERACT_M_E1_EUGENE3": "...[pause][pause]Moment mal, [pause]was hast du da gesagt?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "Ähhh, [pause]ich habe gesagt, dass ich noch arbeiten muss?", + "PARTNER_INTERACT_M_E1_EUGENE7": "Ist das ein feststehender Begriff? [pause]Einen \\\"Bogen\\\" um etwas zu machen?", + "PARTNER_INTERACT_M_E1_MEREDITH6": "Dass ich einen Bogen darum mache?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "Oh, [pause]äh, [pause]ja. [pause]Wenn man irgendwas ausfallen lässt oder irgendwo nicht hingeht, dann macht man einen \\\"Bogen\\\" darum.", + "PARTNER_INTERACT_M_E1_EUGENE9": "Okay, alles klar. [pause]Ich werde deinem ungewöhnlichen Slang gegenüber ganz unvoreingenommen sein.", + "PARTNER_INTERACT_M_E1_MEREDITH10": "Ich glaube, ich mache einen Bogen um dieses ganze Gespräch.", + "PARTNER_INTERACT_M_F1_FELIX2": "Ja! [pause]Was hast du damals in deiner Welt gehört?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "Mein Musikgeschmack?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "Das ist eine umfassende Frage. [pause]Ich mag Bands, in denen sich alle Mitglieder hassen.", + "PARTNER_INTERACT_M_F1_MEREDITH5": "Ich bin halt sehr spezifisch.", + "PARTNER_INTERACT_M_V1_VIOLA1": "Ich muss gestehen, [pause]teuerste Meredith, [pause]die Art und Weise, wie du dich kleidest, ist anders als alles, was ich bisher gesehen habe – [pause]in meinem Land und auf dieser Insel.", + "PARTNER_INTERACT_M_F1_FELIX4": "Das ist sehr spezifisch.", + "PARTNER_INTERACT_M_D1_DOG1": "Wuff!", + "PARTNER_INTERACT_M_V1_VIOLA3": "Ich möchte dich nicht kränken. [pause]Du scheinst kein Interesse daran zu haben, dich am Erscheinungsbild derjenigen um dich herum auszurichten. [pause]Dies impliziert ein tiefgehendes Selbstvertrauen.", + "PARTNER_INTERACT_M_V1_MEREDITH2": "Ich bin mir nicht ganz sicher, ob das ein Kompliment ist.", + "PARTNER_INTERACT_M_V1_VIOLA4": "In dieser Hinsicht finde ich dich sehr bewundernswert, [pause]teuerste Meredith!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "Äh, [pause]danke.", + "PARTNER_INTERACT_M_D1_MEREDITH2": "Du magst es, wenn man dir den Bauch krault, [pause]oder?", + "PARTNER_INTERACT_E_F1_FELIX2": "So ungefähr. [pause]Aber es steckt noch [pause]mehr dahinter. [pause]Hätte ich irgendwo anders gearbeitet, hätte mir einfach ein [wave amp=30 freq=10]anderer[/wave] Chef Befehle gegeben.", + "PARTNER_INTERACT_E_F1_EUGENE1": "Du hast also gekündigt, [pause]weil deine Chefs dir Ärger gemacht haben?", + "PARTNER_INTERACT_E_F1_FELIX3": "Diesen Kreislauf kann ich nur durchbrechen, indem ich selbstständig arbeite. [pause]Keine Chefs mehr.", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Ja![/shake] [pause]Das ist die richtige Einstellung! [pause]Keine Chefs mehr! Leb so, wie du es willst, [pause]Mann!", + "PARTNER_INTERACT_E_F1_FELIX5": "Obwohl meine Karrierepläne in letzter Zeit ins Stocken geraten sind. [pause][pause]Ich glaube, das passierte, als ich durch Zeit und Raum gefallen bin und jetzt auf einer Monsterinsel lebe.", + "PARTNER_INTERACT_E_V1_EUGENE1": "Du wurdest also auf Neu Wirral an Land gespült, nachdem du wegen eines Sturms Schiffbruch erlitten hattest, [pause]richtig?", + "PARTNER_INTERACT_E_F1_EUGENE6": "Das kommt in den besten Familien vor!", + "PARTNER_INTERACT_E_V1_VIOLA2": "Ja, [pause]das ist richtig.", + "PARTNER_INTERACT_E_V1_EUGENE3": "Und du suchst nach deinem Zwillingsbruder Sebastian ...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Du hast es aber schön hier. Vielleicht ein bisschen schlicht, aber das ist nur meine Meinung.", + "PARTNER_INTERACT_E_V1_EUGENE4": "Das kommt mir irgendwie total bekannt vor und ich weiß nicht, warum. [pause]Bist du berühmt? [pause]Kennen wir uns irgendwoher?", + "PARTNER_INTERACT_E_V1_VIOLA5": "Ich kann dir versichern, dass ich nicht bekannt und auch niemand von Interesse bin. [pause]Und ob wir uns kennen? [pause]An jemanden, der so mutig ist wie du, würde ich mich ganz gewiss erinnern, [pause]Eugene.", + "PARTNER_INTERACT_E_V1_EUGENE6": "Ist dann wohl so. [pause]Trotzdem [pause]kommt mir deine Geschichte so bekannt vor ...", + "PARTNER_INTERACT_E_D1_EUGENE5": "Bist du irgendein ... [pause]magischer sprechender Hund? [pause]Aus einer anderen Welt?", + "PARTNER_INTERACT_E_D1_DOG2": "Wuff!", + "PARTNER_INTERACT_E_D1_EUGENE1": "Du bist also ein Hund.", + "PARTNER_INTERACT_F_D1_FELIX1": "Für so ein kleines Kerlchen [pause]bellst du aber ziemlich laut.", + "PARTNER_INTERACT_E_D1_EUGENE3": "Aber du kannst einen Kassettenspieler benutzen, um dich wie wir anderen in Monster zu verwandeln.", + "PARTNER_INTERACT_E_D1_DOG4": "Wuff, wuff!", + "PARTNER_INTERACT_E_D1_DOG6": "Wuff!", + "PARTNER_INTERACT_E_D1_EUGENE7": "Hm. [pause]Wohl eher nicht.", + "PARTNER_INTERACT_F_V1_FELIX2": "Na ja, es ist mir schon wichtig, ein freies Leben zu führen, [pause]aber die sieben Weltmeere zu befahren, hatte ich dabei nicht unbedingt im Sinn.", + "PARTNER_INTERACT_F_V1_VIOLA1": "Felix, [pause]du hast doch sicherlich [pause]auf See nach deiner Freiheit gesucht. [pause]Um zu Ländern zu segeln, die noch nicht mal ein Splitter am Horizont sind.", + "PARTNER_INTERACT_F_V1_FELIX5": "Ich schätze nicht!", + "PARTNER_INTERACT_F_V1_FELIX3": "Aber selbstständig zu arbeiten und so zu leben, [pause]wie ich es will? [pause]Das klingt für mich ziemlich gut.", + "PARTNER_INTERACT_F_V1_VIOLA4": "Vielleicht würdest du auch auf See Erfüllung finden. [pause]Ohne auf große Fahrt zu gehen, wirst du es niemals wirklich wissen.", + "PARTNER_INTERACT_F_D1_DOG2": "Wuff!", + "PARTNER_INTERACT_V_D1_DOG2": "Wuff!", + "PARTNER_INTERACT_V_D1_VIOLA1": "Was für eine schöne neue Welt, [pause]in der es Tiere wie dich gibt!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Ich habe ziemliches Glück, so nah am Meer zu wohnen, oder?", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "Ich musste ja unbedingt in so einer öden Stadt festsitzen, was?", + "PASSIVE_OVERWORLD_1_0_EUGENE": "Das ist doch eine nette kleine Stadt, oder?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "Der Duft der See ist hier stark ... Damit bin ich nur allzu vertraut.", + "PASSIVE_OVERWORLD_1_0_FELIX": "Es geht doch nichts darüber, am Pier spazieren zu gehen, oder?", + "PASSIVE_OVERWORLD_1_0_DOG": "Wuff, wuff!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Pass auf, wo du hintrittst, {player} – hier gibt es Monster, die sich direkt unter der Wasseroberfläche verstecken ...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Du hast es aber schön hier. Vielleicht ein bisschen schlicht, aber das ist nur meine Meinung.", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Hoffentlich gefällt dir dein Zuhause, {player} ...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Du hast es aber schön hier. Vielleicht ein bisschen schlicht, aber das ist nur meine Meinung.", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Hey, hier wohnst du? Nicht übel!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Hier wohnst du, oder?", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Wie ich sehe, verweilst du hier noch nicht lang.", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]Schön hast du es hier, {player} ...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]Schön hast du es hier, {player} ...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]Schön hast du es hier, {player} ...[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Eugene hätte bestimmt nichts dagegen, wenn wir einfach ohne ihn bei ihm reinschneien!", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Eugene hätte bestimmt nichts dagegen, wenn wir einfach ohne ihn bei ihm reinschneien!", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Eugene hätte bestimmt nichts dagegen, wenn wir einfach ohne ihn bei ihm reinschneien!", + "PASSIVE_EUGENEHOME_MEREDITH": "Hat Eugene einen eigenen Fitnessraum? Er weiß aber schon, dass es im Rathaus einen RICHTIGEN Fitnessraum gibt, oder?", + "PASSIVE_EUGENEHOME_FELIX": "Hier wohnt Eugene. Er hat sich einen ziemlich schicken Fitnessraum eingerichtet.", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Oh! Soll ich heute bei dir übernachten, {player} ...?", + "PASSIVE_EUGENEHOME_EUGENE": "Ja, das ist mein Zuhause. Eugenes Hauptquartier. Die Bude. Meine Operationsbasis.", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Führst du deinen Freund denn auch mal durch deine Wohnung?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Wolltest du mit mir hier abhängen? Äh, nur wir beide?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Das ist ja fast schon makellos! Hoffentlich hast du nicht nur für mich sauber gemacht.", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Wolltest du, dass wir etwas Zeit miteinander verbringen, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Wolltest du, dass wir etwas Zeit miteinander verbringen, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Wolltest du, dass wir etwas Zeit miteinander verbringen, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]Ich besuche dich immer wieder gerne, {player} ...[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "Vielleicht sollten wir mit den netten Händlern von Hafenstadt Konversation führen.", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "Den Sand kriegt man nur ganz schwer aus den Stiefeln. Finde ich nicht so toll.", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "Der Strand erinnert mich daran, wie ich zum auf Neu Wirral angespült wurde ...", + "PASSIVE_OVERWORLD_2_0_EUGENE": "Das ist eine ziemlich gute Stelle für ein paar Liegestütze!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "Ich habe schon an den Ufern vieler Länder gestanden. Dieses hier ist das wahrscheinlich eigentümlichste.", + "PASSIVE_OVERWORLD_2_0_FELIX": "Ein schönes und ruhiges Fleckchen, wenn man die riesigen Krabbenmonster ausblendet.", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]Das Meer ... Ich frage mich, was jenseits dieser Insel liegt ...[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "Hier können wir Sticker für unsere Monstergestalten kriegen. Wollen wir sie uns mal anschauen?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "Vielleicht haben die ja was, das wir in unserem unaufhörlichen Kampf für die Gerechtigkeit benutzen können!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Unterhalten wir uns doch mit den Stickerhändlern, {player}. Vielleicht haben sie was, das wir benutzen können!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]Lass uns doch neue Sticker kaufen ...[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "Oh, cool, neue Monstersticker.", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "Ich [wave amp=30 freq=10]schätze[/wave], es wäre wohl besser, die Brücke zu überqueren, als im Teich nasse Füße zu bekommen ...", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "Ranger Wallace und sein Team aus Spitzenbauarbeitern haben diese Brücke vor Kurzem errichtet!", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "Diese Brücke war eine Gemeinschaftsarbeit. Ziemlich cool, wenn du mich fragst!", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Dieser Weg ist sehr schmal. Verlier nicht das Gleichgewicht, {player}!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "Ich kann mein Spiegelbild im Teich darunter sehen! Wie reizend.", + "PASSIVE_OVERWORLD_5_-5_FELIX": "Diese Brücke ist ziemlich schön anzuschauen, oder?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "Ich bin nicht gerade begeistert darüber, wie schmal dieser Weg ist.", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]Was für eine hübsche Brücke![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "Ich bin nicht gerade begeistert darüber, wie schmal dieser Weg ist.", + "PASSIVE_OVERWORLD_8_0_EUGENE": "Das ist ein ganz schön schmaler Weg, was?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "Ich bin nicht gerade begeistert darüber, wie schmal dieser Weg ist.", + "PASSIVE_OVERWORLD_8_0_VIOLA": "Achte auf deinen Halt – dieser Weg ist äußerst schmal.", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Ich finde Friedhöfe irgendwie immer gruselig, und der hier ist keine Ausnahme ...", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]Achte auf deinen Halt, {player}![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "Dieser Weg ist ziemlich schmal. Fall nicht runter!", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Friedhöfe sind ganz schön düster. Gefällt mir.", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "Ich kriege Gänsehaut, wenn ich daran denke, dass die Skelettmonster gerade hier rumhängen ...", + "PASSIVE_OVERWORLD_-4_0_FELIX": "Das wäre der letzte Ort auf der Insel, an dem ich nachts allein sein wollte.", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "Ich hoffe, dass ich diese Insel eines Tages verlassen kann und nicht hier unter einem Grabstein zur Ruhe gebettet werde.", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "Wir könnten diesen Schalter aktivieren, wenn wir hier einen Magneten finden, {player}.", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]Ich fühle mich hier auf eigenartige Weise zu Hause ...[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Zum Aktivieren dieses Schalters braucht man einen geladenen Magneten.", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Sieh dir mal diesen Schalter an! Ich wette, den könnten wir aktivieren, wenn wir in der Nähe einen Magneten finden ...", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "Ich glaube nicht, dass wir diesen Schalter aktivieren können, wenn wir uns selbst draufstellen. Sehen wir uns mal um ...", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Dieser Mechanismus ist eigenartig. Er scheint mir eine Hälfte eines Ganzen zu sein ...", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]Ob wir mit dieser Taste irgendwas machen können ...?[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "Wie ist diese Kirche hierhergekommen ...?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "Diese Kirche sieht strukturell nicht gut aus ... Wir sollten auf jeden Fall reingehen.", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "Diese Kirche braucht mindestens eine Renovierung.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Pass auf, wo du hintrittst, {player} – hier gibt es Monster, die sich direkt unter der Wasseroberfläche verstecken ...", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]Dieses Gebäude ... wirkt so grandios, hat aber auch was Trauriges ...[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Diese Kirche hat auch schon bessere Zeiten erlebt ...", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "Das ist eine ziemlich alte Kirche. Die würde ich gerne zeichnen ...", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Man könnte diese Mauer mit der Fähigkeit \\\"Kürbisranken-Ball\\\" überqueren, mit der du den Vorsprung erreichen kannst ...", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Falls ich rostiges Metall brauche, weiß ich schon [wave amp=30 freq=10]ganz genau[/wave], wo ich es finde ...", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "Das Eisenufer ... Hafenstadt erhält jede Menge Altmetall aus den Wracks, die hier angespült werden.", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "Der Nebel ist ziemlich dicht. Ich habe Angst, dass ich jede Sekunde gegen ein Stück Altmetall laufe.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Pass auf, wo du hintrittst, {player} – hier gibt es Monster, die sich direkt unter der Wasseroberfläche verstecken ...", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]Ich glaube, ich habe gerade gesehen, wie sich irgendwas unter Wasser bewegt hat ...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Whuhh ...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Lass uns diesen Nebel und die dreckige Luft schnell durchqueren.", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "Schwebt die Insel etwa?! Was IST das für ein Ort?", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "Okay, ich hatte keine Ahnung, dass es hier auf Neu Wirral eine schwebende Insel gibt. War die in den Wolken verborgen?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Äh, ich habe noch nie gehört, dass ein Captain was von einer schwebenden Insel hier auf Neu Wirral erzählt hat ...", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "Das ist schon echt bizarr, was?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Argh, hier laufen bestimmt meine Stiefel mit Sumpfwasser voll.", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]Schwebt die Insel etwa am Himmel ...?[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Ein Land über den Wolken ... Noch ein Wunder, das mich sprachlos zurücklässt.", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Dieses Sumpfgebiet ist auf jeden Fall ... matschig.", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "In dem ganzen Schlamm ruiniere ich mir noch die Turnschuhe ...", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "Dieses Gebiet heißt uns nicht willkommen. Lass es uns nicht in Eile durchqueren, {player}.", + "PASSIVE_OVERWORLD_MARSH_FELIX": "Die Bäume hier sind ziemlich groß.", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "Ein Wald! Was wir da wohl finden werden?", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "Dieses Gebiet heißt uns nicht willkommen. Lass es uns nicht in Eile durchqueren, {player}.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "Dieses Gebiet heißt uns nicht willkommen. Lass es uns nicht in Eile durchqueren, {player}.", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]Dieses schlammige Wasser ruiniert mir noch die Schuhe ...[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "Halt die Augen auf, {player} – wer weiß, welche Monster sich in diesem Wald verstecken ...", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Bei diesen ganzen Pollen juckt mir die Nase.", + "PYLON_HINT_MEREDITH3": "Vielleicht gibt es hier irgendwo ein Monster, das magnetische Fähigkeiten besitzt, die wir nutzen könnten. Wir sollten uns umsehen.", + "PASSIVE_OVERWORLD_FOREST_FELIX": "Ich wette, dass es hier Monster gibt, die nirgendwo sonst leben.", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "Hörst du die Vögel in den Bäumen, {player}?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]Die Bäume hier sind ganz schön groß! Und die Luft bringt mich zum Niesen ...[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Das sind die Ruinen von Neu London ...", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Hm, die Geschichten stimmten – es gibt hier draußen eine verlassene Stadt. Ganz schön gruselig.", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Hier läuft es mir eiskalt den Rücken runter ...", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Die Ruinen dieser Gebäude sehen verkohlt aus. Ist diese Stadt niedergebrannt oder so ...?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]Hier haben mal Leute gelebt, oder ...?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "Ein toter Wind bläst über diesen Ort hinweg.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Oh, die blühenden Kirschbäume hier sind wunderbar!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Ich werde versuchen, die Tatsache auszublenden, dass [wave amp=30 freq=10]unsere Namen[/wave] auf diesen Grabsteinen stehen, okay?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Hm. Diese Wiese ist ziemlich hübsch.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "Die Luft hier riecht ziemlich angenehm, oder?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "Das ist eine wunderschöne Wiese, oder?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]Die Blütenblätter in der Luft ... Hier ist es wunderschön ...[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "Dieser Landstrich ist voller Schönheit – bleib jedoch trotzdem auf der Hut.", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brrr ... Hoffentlich erkälte ich mich hier draußen nicht!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Es ist ein bisschen kühl hier draußen, oder?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Ich will ehrlich sein: Hier draußen ist es ziemlich kühl.", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "Solche Pilze habe ich noch nie gesehen! Die sind ganz schön groß, was?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Ich hätte einen Mantel mitnehmen sollen ...", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "Ich werde nicht zulassen, dass mich dieser plötzliche Wintereinbruch mit Unbehagen erfüllt!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]Hier ist es ziemlich kalt ... Bin ich vielleicht zu dünn angezogen ...?[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Diese riesigen Pilze verstärken noch mal die \\\"Gruseliger Nachtklub\\\"-Atmosphäre.", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Das sind mal ganz schön große Pilze.", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "Die Pilze sind cool! Ich sollte sie zeichnen.", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]Diese leuchtenden Pilze sind hübsch ...[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "Ist das ein Pilz? Die Flora und Fauna auf dieser Insel erstaunen mich immer wieder aufs Neue.", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "Steht da etwa mein Name ...?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Oh. Toll. Gruselige Grabstein. Das kann ja heiter werden.", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Das ist ein halbherziger Versuch, uns Angst einzujagen. Fall nicht darauf herein.", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "Bei diesen gruseligen Grabsteinen mit unseren Namen drauf habe ich nicht gerade das beste Gefühl.", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]Steht auf dem Stein \\\"Sunny\\\" ...?[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "Wie tief sind wir gerade gefallen ...?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "Wie tief sind wir gerade gefallen ...?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "Wie tief sind wir gerade gefallen ...?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Was ist denn jetzt los ...?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]Wir sind ziemlich tief gefallen ...[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "Das war ziemlich heftig ...", + "PASSIVE_DUNGEON_MEADOW_FELIX": "Wo sind wir jetzt?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "Was ist das denn für eine Trickserei?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Ich frage mich, woher dieses Wasser kommt ...", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "Hier unten gibt es Wasser? Woher kommt das?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Ein Kanal, hm? Ich frage mich, woher das Wasser kommt.", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Fließt dieses Wasser von der Oberfläche oder von einem anderen Ort hierher?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]Ich frage mich, woher dieses Wasser kommt ...[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Ein Wasserlauf ... Vielleicht könnten wir seine Quelle finden.", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "Hierher erhalten die Ranger ihre ganzen Kassetten! Ziemlich cool, oder?", + "PASSIVE_DUNGEON_MALL_FELIX": "Es fühlt sich echt seltsam an, auf Neu Wirral in so einem großen Gebäude zu sein.", + "PASSIVE_DUNGEON_MALL_EUGENE": "Da, wo ich herkomme, gibt es überall solche leeren Gebäude ...", + "PASSIVE_DUNGEON_MALL_VIOLA": "Solch gewaltige und stille Hallen ...", + "MEREDITH_PLATFORM_REACTION2_2.m": "Versuchen wir, es zu durchqueren.", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Ich glaube, die Stadtbewohner haben hier früher Sachen abgebaut ...", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]Hier fühlt sich alles so leer an ...[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Ich wette, wir finden hier unten starke Monster. Bleib auf der Hut.", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Diese Höhle war mal so eine Art Mine, oder? Sieht aus, als hätte sie schon bessere Zeiten erlebt.", + "PYLON_HINT_MEREDITH1.m": "Hm. Das sieht mir nach einer Sackgasse aus. [pause]Obwohl ich mich frage ...", + "PYLON_HINT_MEREDITH2": "Siehst du diese blaue Kiste da oben? [pause]Die gibt es überall auf der Insel. Von ihnen geht ständig eine magnetische Anziehungskraft aus.", + "PYLON_HINT_MEREDITH1.n": "Hm. Das sieht mir nach einer Sackgasse aus. [pause]Obwohl ich mich frage ...", + "PYLON_HINT_MEREDITH1.f": "Hm. Das sieht mir nach einer Sackgasse aus. [pause]Obwohl ich mich frage ...", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Dieser Felsblock hat tiefe Risse. Ich glaube, du könntest ihn mit einem Spurt zerschmettern!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Dieser rechteckige Felsblock sieht schwer beschädigt aus. Mit einem Spurt könntest du ihn vielleicht zerbrechen.", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Dieser rechteckige Felsblock sieht schwer beschädigt aus. Mit einem Spurt könntest du ihn vielleicht zerbrechen.", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Durch diesen Felsblock verlaufen überall Risse. Mit einem Spurt könntest du das Ding aufbrechen!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Dieser rechteckige Felsblock sieht schwer beschädigt aus. Mit einem Spurt könntest du ihn vielleicht zerbrechen.", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Dieser Stein hat schon bessere Zeiten erlebt. Ich glaube, dass er zerbricht, wenn du ihn mit genügend Kraft rammst.", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Dieser Felsblock sieht stark beschädigt aus. Ich wette, du könntest ihn zerschmettern, wenn du ihn schnell genug rammst.", + "PASSIVE_PYLON_KAYLEIGH": "Diese Pylonbatterie leuchtet in einer komischen Farbe. Ich glaube, du könntest hier deine Magnetismus-Fähigkeit einsetzen, {player}!", + "PASSIVE_PYLON_MEREDITH.m": "Dieser Pylon sieht ziemlich magnetisch aus. Versuch doch, deinen Magnetismus darunter einzusetzen.", + "PASSIVE_PYLON_MEREDITH.f": "Dieser Pylon sieht ziemlich magnetisch aus. Versuch doch, deinen Magnetismus darunter einzusetzen.", + "PASSIVE_PYLON_EUGENE": "Diese an dem Holzpfosten hängende blaue Kiste sieht ziemlich magnetisch aus, oder?", + "PASSIVE_PYLON_MEREDITH.n": "Dieser Pylon sieht ziemlich magnetisch aus. Versuch doch, deinen Magnetismus darunter einzusetzen.", + "PASSIVE_PYLON_FELIX": "Ich glaube, du könntest deine Magnetismus-Fähigkeit in der Nähe dieses Pylons einsetzen, {player}.", + "KAYLEIGH_STATION_REACTION2": "Noch einer dieser alten Bahnhöfe ... Ich kann mich noch daran erinnern, wie wir [wave amp=30 freq=10]zum ersten Mal[/wave] einen entdeckt haben.", + "PASSIVE_PYLON_VIOLA": "Dieses metallische Objekt ist von einer eigentümlichen blauen Aura umgeben. Siehst du das auch, {player}?", + "KAYLEIGH_STATION_REACTION3": "So langsam gewöhne ich mich an diese staubigen alten Bahnhöfe. Die Stille hier ist aber ganz schön unheimlich.", + "MEREDITH_STATION_REACTION1": "Äh, [pause]gibt es auf dieser Insel ein unterirdisches Eisenbahnnetz? Ich schätze, dass das schon [wave amp=30 freq=10]eine ganze Weile[/wave] hier ist ...", + "MEREDITH_STATION_REACTION2": "Noch ein unterirdischer Bahnhof? Wer die wohl alle gebaut hat?", + "MEREDITH_STATION_REACTION3A": "Irgendwas an diesen unterirdischen Bahnhöfen ist seltsam. Sie sehen [wave amp=30 freq=10]fast[/wave] aus, als wären sie von Menschenhand erschaffen, aber irgendwas fühlt sich daran nicht [wave amp=30 freq=10]richtig[/wave] an.", + "MEREDITH_STATION_REACTION3B": "Weißt du, was ich meine, {player}?", + "EUGENE_STATION_REACTION1": "Was?! [pause]Ist das ein [shake rate=30 level=10]Bahnhof[/shake]?! Noch niemand hat je erwähnt, dass es SO WAS auf Neu Wirral gibt!", + "EUGENE_STATION_REACTION2": "Noch ein Bahnhof? Diese Insel birgt auf jeden Fall Geheimnisse in sich ...", + "EUGENE_STATION_REACTION3": "Mann, wir sind vielleicht die Ersten, die seit LANGER Zeit hier einen Fuß hineinsetzen ...", + "FELIX_STATION_REACTION3": "Und noch ein uralter Bahnhof. Irgendwas muss passiert sein, dass die in letzter Zeit auftauchen, oder?", + "FELIX_STATION_REACTION1": "Moment mal, ist das ein Bahnhof?! Davon hat noch niemand in der Stadt je irgendwas erzählt ... Wissen die Leute hier nichts davon?", + "FELIX_STATION_REACTION2": "Bei diesen Bahnhöfen kriege ich Gänsehaut. Ich habe das Gefühl, als sollten wir gar nicht hier sein ...", + "VIOLA_STATION_REACTION1": "Dieser Ort fühlt sich abweisend an ... und zwar noch mehr als der Rest dieser seltsamen Insel.", + "VIOLA_STATION_REACTION2": "Die Luft hier wiegt schwer in meinen Lungen. Dieser Ort lag für lange Zeit im Schlummer, das spüre ich.", + "VIOLA_STATION_REACTION3": "Noch einer dieser alten und eigentümlichen Orte. Ich wäre hier gern nur so lange wie nötig, {player}.", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]Dieser Ort ... fühlt sich anders als das restliche Neu Wirral an ...[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]Noch einer dieser seltsamen unterirdischen Tunnel ...[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]Diese seltsamen Anlagen ... Die waren vor allem anderen hier ... nicht wahr?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "Der Druck hier ist [shake rate=30 level=10]überwältigend[/shake] ... So habe ich mich auch gefühlt, als Morgante zum ersten Mal erschienen ist ...", + "KAYLEIGH_PLATFORM_REACTION1_2": "Es ist so, als würde es hier ein [shake rate=30 level=10]ziemlich[/shake] lautes Geräusch geben, das ich aber nicht hören kann ...", + "MEREDITH_PLATFORM_REACTION1_1": "Was ist mit diesem Ort nur los? [pause]Es fühlt sich an, als würde irgendwas gegen mich [wave amp=30 freq=10]drücken[/wave] ...", + "KAYLEIGH_PLATFORM_REACTION2_1": "Wieder dieses Gefühl. Wie ein Rauschen in meinem Gehirn ...", + "KAYLEIGH_PLATFORM_REACTION2_2": "Die Luft schmeckt nach Metall ... Mir tut schon der Kopf weh, wenn ich nur hier bin ...", + "KAYLEIGH_PLATFORM_REACTION3_1": "Das ist wieder diese Atmosphäre ...", + "KAYLEIGH_PLATFORM_REACTION3_2": "So langsam gewöhne ich mich daran, aber trotzdem tut mir der Kopf weh ...", + "MEREDITH_PLATFORM_REACTION1_2": "Das ist so, als hätte ich Fernsehrauschen in meinem Gehirn ...", + "VIOLA_PLATFORM_REACTION1_1.f": "Dieser Ort ist nicht für uns bestimmt, {player}. Der Boden unter unseren Füßen schreit uns an, dass wir hier nicht willkommen sind.", + "MEREDITH_PLATFORM_REACTION2_1": "Da ist schon wieder dieses [wave amp=30 freq=10]komische[/wave] Gefühl ... Das ist immer noch Mist.", + "MEREDITH_PLATFORM_REACTION2_2.n": "Versuchen wir, es zu durchqueren.", + "MEREDITH_PLATFORM_REACTION2_2.f": "Versuchen wir, es zu durchqueren.", + "MEREDITH_PLATFORM_REACTION3_2": "Der Trick ist, gar nicht darauf zu achten, dass sich der Kopf anfühlt, als würde er [wave amp=30 freq=10]explodieren[/wave].", + "MEREDITH_PLATFORM_REACTION3_1": "Ich glaube, so langsam gewöhne ich mich an das Gefühl, auf diesen Bahnsteigen zu sein.", + "EUGENE_PLATFORM_REACTION1_1": "Spürst du das, {player}? Es ist wie ein Rauschen, das ich nicht [wave amp=30 freq=10]hören[/wave], [pause]sondern nur [wave amp=30 freq=10]fühlen[/wave] kann ...", + "EUGENE_PLATFORM_REACTION2_1": "Das ist wieder diese komische Atmosphäre ... Kannst du es spüren?", + "EUGENE_PLATFORM_REACTION1_2": "Ganz schön heftig ...", + "EUGENE_PLATFORM_REACTION2_2": "Da klappen sich mir die Zehennägel hoch ...", + "EUGENE_PLATFORM_REACTION3_1": "Oh, diese [wave amp=30 freq=10]schmerzhafte Atmosphäre[/wave] ist wieder da. Das bedeutet nie was Gutes.", + "EUGENE_PLATFORM_REACTION3_2": "Bleib auf der Hut.", + "FELIX_PLATFORM_REACTION1_1": "Oh Mann, was ist das für ein Geräusch? [pause]Also nicht wie ein Geräusch, das man hören kann. [pause]Als würde irgendwas mit der Luft nicht stimmen ...", + "FELIX_PLATFORM_REACTION2_2": "Es ist ganz schön schwierig, hier [wave amp=30 freq=10]einen klaren Gedanken zu fassen[/wave]. [pause]Kannst du das nachvollziehen?", + "FELIX_PLATFORM_REACTION1_2": "Es fühlt sich [wave amp=30 freq=10]ziemlich[/wave] schlecht an, hier zu sein ...", + "FELIX_PLATFORM_REACTION2_1": "Da ist wieder diese [wave amp=30 freq=10]Präsenz[/wave]. Davon kriege ich Gänsehaut.", + "FELIX_PLATFORM_REACTION3_1": "Da ist wieder dieses [wave amp=30 freq=10]richtig miese Gefühl[/wave] in der Luft. Wenigstens habe ich mich mittlerweile daran gewöhnt.", + "FELIX_PLATFORM_REACTION3_2": "Nee, doch nicht. Ich glaube, daran werde ich mich [wave amp=30 freq=10]nie[/wave] gewöhnen.", + "VIOLA_PLATFORM_REACTION1_1.m": "Dieser Ort ist nicht für uns bestimmt, {player}. Der Boden unter unseren Füßen schreit uns an, dass wir hier nicht willkommen sind.", + "VIOLA_PLATFORM_REACTION1_2": "Spürst du es nicht? Ein Gefühl von in der Luft liegender Falschheit, das das Atmen erschwert.", + "VIOLA_PLATFORM_REACTION1_1.n": "Dieser Ort ist nicht für uns bestimmt, {player}. Der Boden unter unseren Füßen schreit uns an, dass wir hier nicht willkommen sind.", + "VIOLA_PLATFORM_REACTION2_1": "Dieses verfluchte Gefühl ist wieder da, {player}. Es erfüllt mich mit tiefem Grauen.", + "VIOLA_PLATFORM_REACTION2_2": "Das Gehen fühlt sich an, als watete man durch einen Ozean ...", + "VIOLA_PLATFORM_REACTION3_1": "Langsam gewöhne ich mich an das feindselige Gefühl an diesem Ort. Immerhin haben wir ihm schon mehrere Male getrotzt.", + "VIOLA_PLATFORM_REACTION3_2": "Ja, wir müssen weitergehen. Es bräuchte schon mehr als nur diese unangenehme Aura, um mich aufzuhalten.", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "Das verschafft mir dieses furchtbare Gefühl, dass ich beim Kampf gegen Morgante hatte ... [pause]Als ob ich alles [wave amp=30 freq=10]vollkommen falsch[/wave] sehe ...", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]Es tut weh, hier zu sein, {player} ...[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]Das Gefühl, dass ich hier habe ... mag ich nicht, {player} ...[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]Verschwinden wir hier so schnell wie möglich, okay ...?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]Hoffentlich werden wir nicht lange hier sein ...[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]Wieder dieses Gefühl in meinem Kopf ... Argh ...[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]Bleiben wir nicht länger hier, als wir müssen, {player} ...[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "Das ist ein [shake rate=30 level=10]Erzengel[/shake] ...", + "KAYLEIGH_ARCHANGEL_REACTION2": "Noch ein Erzengel ... Es ist genauso [shake rate=30 level=10]schmerzhaft[/shake], ihn anzusehen, wie bei den anderen ...", + "KAYLEIGH_ARCHANGEL_REACTION3": "Ein [shake rate=30 level=10]Erzengel[/shake]! Sei auf der Hut, {player}!", + "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]W-Was ist das?![/shake] [pause]Warum sieht er so ... [shake rate=30 level=10]falsch[/shake] aus?!", + "MEREDITH_ARCHANGEL_REACTION1_2": "Mir tut der Kopf weh, wenn ich ihn nur ansehe ... [pause]{player}, das ist ein [shake rate=30 level=10]Erzengel,[/shake] [pause]oder ...?", + "MEREDITH_ARCHANGEL_REACTION2_2": "Und wieder [pause]sieht er ... [pause]wie etwas aus, [shake rate=30 level=10]das ich mir gar nicht ansehen soll[/shake].", + "MEREDITH_ARCHANGEL_REACTION2_1": "Noch ein Erzengel ...", + "EUGENE_ARCHANGEL_REACTION1_2": "Das ist wohl ein [wave amp=30 freq=10]Erzengel[/wave], oder?", + "EUGENE_ARCHANGEL_REACTION1_1": "Wie [pause]kann [pause]dieses [wave amp=30 freq=10]Ding[/wave] nur so ... [wave amp=30 freq=10]aussehen[/wave]?! [pause]Das kriege ich nicht zusammen ...", + "MEREDITH_ARCHANGEL_REACTION3": "Oh. [pause]Ein Erzengel. [pause]Wir stecken wieder in [wave amp=30 freq=10]Schwierigkeiten[/wave], oder?", + "FELIX_ARCHANGEL_REACTION1_1": "S-So etwas habe ich noch nie gesehen ... [pause]Was ist hier los, {player} ...? [pause]Warum sieht er [shake rate=30 level=10]so[/shake] aus?!", + "EUGENE_ARCHANGEL_REACTION2": "Das ist wieder ein Erzengel! [pause]Argh, [pause]wenn ich ihn nur ansehe, fühle ich mich, als [wave amp=30 freq=10]sollte er gar nicht hier sein[/wave] ...", + "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]Ein Erzengel![/shake] [pause]Mach dich bereit, {player}!", + "FELIX_ARCHANGEL_REACTION1_2": "Das muss ein [shake rate=30 level=10]Erzengel[/shake] sein ...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "Ich sage es dir, Boss. Dier neuex Auszubildendex kommt schon klar!", + "FELIX_ARCHANGEL_REACTION2_1": "Noch ein Erzengel! Es erfordert schon Mut, ihn überhaupt nur anzusehen. Mein ganzer Körper [shake rate=30 level=10]schreit mich förmlich an[/shake], mich wegzudrehen.", + "FELIX_ARCHANGEL_REACTION2_2": "Es ist schwer zu erklären, aber irgendwie sieht er [wave amp=30 freq=10]schräg[/wave] aus, oder?", + "FELIX_ARCHANGEL_REACTION3": "Ich werde mich [wave amp=30 freq=10]nie[/wave] an das Gefühl gewöhnen, einen Erzengel zu sehen ...", + "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Dieser Geist![/shake] Noch nie habe ich einen anderen wie ihn gesehen ... [pause]Es ist, als wäre er nicht für diese Welt [shake rate=30 level=10]bestimmt[/shake].", + "VIOLA_ARCHANGEL_REACTION1_2": "Es fühlt sich schon ketzerisch an, nur einen [shake rate=30 level=10]Blick[/shake] auf ihn zu werfen.", + "VIOLA_ARCHANGEL_REACTION2": "Noch ein Geist, der jedem rationalen Gedanken trotzt! Ich schaffe es [shake rate=30 level=10]kaum[/shake], meinen Blick auf ihm zu halten ...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "Ich sage es dir, Boss. Der neue Auszubildende kommt schon klar!", + "VIOLA_ARCHANGEL_REACTION3": "{player} – das ist wieder einer dieser [shake rate=30 level=10]grausamen Geister[/shake], die du \\\"Erzengel\\\" nennst.", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "Ich sage es dir, Boss. Die neue Auszubildende kommt schon klar!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Die Jungs und ich waren [wave amp=30 freq=10]gehörig[/wave] beeindruckt! Bei unserem Kampf wurde ich plattgemacht.", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "Man hört nicht oft, dass du von den Leistungen eines Auszubildenden so beeindruckt bist, Wallace!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "Man hört nicht oft, dass du von den Leistungen eines Auszubildenden so beeindruckt bist, Wallace!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Wir halten ja auch nicht oft Kampfprüfungen für die Auszubildenden ab. Mein normaler \\\"Baue eine Ziegelmauer\\\"-Test ist nicht ganz so spannend.", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "Man hört nicht oft, dass du von den Leistungen eines Auszubildenden so beeindruckt bist, Wallace!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Apropos, meine Mittagspause ist vorbei! Ich muss jetzt arbeiten – bis später, Boss!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "Komm schon, Ianthe. Du musst mir erzählen, wie dein Leben war, bevor du nach Neu Wirral gekommen bist!", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "Tja ... [pause]Ich war so was wie eine Detektivin, falls das Sinn ergibt.", + "TOWN_HALL_SKIP_EVENT_SKIP3": "Wow! [pause]Musstest du verlorene Sachen von Leuten finden? Außenweltler scheinen [wave amp=30 freq=10]jede Menge[/wave] zu besitzen und verlieren es bestimmt doch auch hier und da mal, oder?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "Bei meinen Jobs ging es ... [pause]um ein bisschen mehr, wenn ich ehrlich sein soll.", + "TOWN_HALL_SKIP_EVENT_SKIP5": "Ich sollte jetzt mal weiterstöbern, aber wenn wir uns nächstes Mal sehen, [wave amp=30 freq=10]musst[/wave] du mir mehr erzählen!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "Ich will ehrlich sein, Ianthe, ich glaube nicht, dass die anderen Captains es [wave amp=30 freq=10]verstehen[/wave].", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Was ... genau verstehen?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "Dieses ganze [wave amp=30 freq=10]Schlafding[/wave], Mann! Das, worum es bei mir geht!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "Sie wissen nichts über die Traumwelt, [pause]das kollektive Unbewusste [pause]oder wie sich das auf diesen Ort hier auswirkt!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Ganz ehrlich? So langsam vermute ich, dass sie mich für einen riesigen Faulpelz halten.", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Tja, du [wave amp=30 freq=10]BIST[/wave] ja auch ein riesiger Faulpelz.", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Hehe. Weiß ich doch.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Kümmere dich nicht um die anderen. Sie müssen deine Arbeit nicht verstehen, sie müssen nur meine Entscheidung respektieren, dich zum Captain gemacht zu haben.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Kümmere dich nicht um die anderen. Sie müssen deine Arbeit nicht verstehen, sie müssen nur meine Entscheidung respektieren, dich zum Captain gemacht zu haben.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Kümmere dich nicht um die anderen. Sie müssen deine Arbeit nicht verstehen, sie müssen nur meine Entscheidung respektieren, dich zum Captain gemacht zu haben.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Danke für die aufmunternden Worte, Captain.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Danke für die aufmunternden Worte, Captain.", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Gähn* [pause]Diese ganze menschliche Interaktion macht mich fix und fertig. Ich glaube, ich mache mal ein Nickerchen.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Danke für die aufmunternden Worte, Captain.", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "Ich meine es ernst, Ianthe. Die letzte Gruppe Ranger-Auszubildender hat es einfach nicht DRAUF. Sie verstehen nicht, dass Strategie [wave amp=30 freq=10]wichtiger[/wave] ist, als sich einfach nur in das furchteinflößendste Monster zu verwandeln.", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Die Neulinge sind begeistert und das ist schon mal ein guter Anfang. Wer wäre besser geeignet, ihnen Kampftaktiken beizubringen, als ein [wave amp=30 freq=10]Meistertaktiker[/wave]?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Na ja, ist das nicht unser Job – [pause]ihnen was beizubringen?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Hehe. Ich verstehe, was du meinst. Ich halte mich mit Urteilen zurück ...", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "Vorerst.", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "Das ist verständlich. Menschen können ... [pause]verwirrend sein. [pause]Unberechenbar.", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]Ich finde es einfach schwierig, Mitgefühl für die Misere der menschlichen Rasse zu haben.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]Nein, [pause]das sehe ich anders. Menschen sind [wave amp=30 freq=10]nicht[/wave] unberechenbar. Man kann ihr Verhalten sogar recht einfach berechnen.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Menschliche Wesen treffen in jedem Szenario die [shake rate=30 level=10]dümmstmöglichen[/shake] Entscheidungen, solang es auch nur eine [wave amp=30 freq=10]winzige[/wave] kurzfristige Belohnung gibt.[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Ich weiß deine ehrliche Analyse zu schätzen, Clee-O!", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Menschen treffen im Allgemeinen keine auf Wahrscheinlichkeiten basierenden Entscheidungen. Sie treffen sie basierend auf ihren Gefühlen.", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]Ich auch! Es sind meine [wave amp=30 freq=10]Gefühle[/wave], die mir sagen, dass die Menschheit [shake rate=30 level=10]inhärent[/shake] dumm ist und irgendwann [shake rate=30 level=10]den Boden für ihre eigene Zerstörung bereitet![/shake][/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Und solange es noch nicht so weit ist, wissen wir deine Dienste bei den Rangern trotzdem sehr zu schätzen.", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Hmpf.[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "Es ist ein Wunder, dass wir überhaupt fließendes Wasser und saubere Energie haben. Ich mache mir manchmal Sorgen, dass sich die Dinge ändern könnten. Diese Insel ist einfach [wave amp=30 freq=10]unberechenbar[/wave].", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "Dann ist die Stadt ja in gar keinem schlechten Zustand! Danke für den Bericht, Levi.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "Das wäre dann mein Bericht. Unsere hydroelektrischen Generatoren sind voll funktionsfähig. In den nächsten Jahren brauchen wir vielleicht ein paar neue Teile, aber das ist nur Kleinkram.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Mach dir keinen Stress, Captain! Selbst wenn sich das Blatt in Hafenstadt wendet, sind die Ranger da, um das Beste daraus zu machen.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Mach dir keinen Stress, Captain! Selbst wenn sich das Blatt in Hafenstadt wendet, sind die Ranger da, um das Beste daraus zu machen.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Mach dir keinen Stress, Captain! Selbst wenn sich das Blatt in Hafenstadt wendet, sind die Ranger da, um das Beste daraus zu machen.", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "Ich sage dir, Boss, irgendwas hat sich in letzter Zeit auf der Astralebene verändert. Alle Geister reden darüber. Angeblich sind einige [wave amp=30 freq=10]große Akteure[/wave] wieder im Spiel.", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Danke, dass du das sagst – [pause]du hast natürlich recht!", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"Alle Geister\\\" ...?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Natürlich! [pause]Es gibt [wave amp=30 freq=10]alle möglichen Arten[/wave] von Geistern, Schatten und Tulpas auf der Astralebene. Was meinst du denn, woher ich meine besten Informationen erhalte?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Ich glaube dir einfach mal!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Also gut! [pause]Unser \\\"Schurken-Fusion\\\"-Problem hat in der Tat in den letzten Monaten zugenommen. Hast du schon die dichten schwarzen Wolken am Himmel gesehen? Ich bin zu dem Schluss gekommen, dass dort Monster [wave amp=30 freq=10]in Gruppen auftauchen[/wave].", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Also, was kannst du mir erzählen? Ich will eine vollständige Analyse.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "Auf einer kürzlichen Aufklärungsmission befand ich mich plötzlich mitten in einem Schwarm von Schleimletten. Obwohl sie mir zahlenmäßig überlegen waren, konnte ich sie trotzdem [wave amp=30 freq=10]erledigen[/wave]!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Ich befürchte aber, dass unsere eher unerfahrenen Ranger diese Bedrohungen unterschätzen und in Todesgefahr geraten könnten. Vielleicht sollten wir den anderen von diesen \\\"Monsterschwärmen\\\" berichten.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "Das ist nett von dir! Also, wenn du mich jetzt entschuldigst, ich habe noch zu tun. Die [wave amp=30 freq=10]Kräfte der Finsternis[/wave] legen keine Pause ein – und ich tue es auch nicht.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Ist schon so gut wie erledigt! Deine Informationen waren wie immer sehr nützlich, Gladiola.", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "Und? Fehlt es dir? Ich meine das Leben in der Großstadt.", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Das ist ... [pause]eine etwas längere Antwort als erwartet, Boss!", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "Mir schon!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Es war auf jeden Fall [wave amp=30 freq=10]spannender[/wave] ... Das heißt aber nicht, dass es auch [wave amp=30 freq=10]besser[/wave] war.", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Ich habe mein ganzes Leben in einer Megametropole verbracht. Die einzigen Bäume, die ich sehen konnte, kamen aus Fabriken. Die Sterne waren schon seit Langem hinter den Wolkenkratzern und ihren Neonfassaden verschwunden.", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "Das Leben hatte kaum einen Wert und man musste sich ein dickes Fell zulegen, wenn man in so einer harten Welt überleben wollte.", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Du kannst dir vorstellen, dass es lange gedauert hat, mich an das Tempo hier zu gewöhnen, nachdem ich hier [wave amp=30 freq=10]gelandet[/wave] war.", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "Kein Ding! Ich habe fünf Jahre lang jede Woche einen Kardiokurs geleitet. Wenn jemand den Job machen kann, dann [wave amp=30 freq=10]ich[/wave]!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "Das könnte sogar richtig Spaß machen! [pause]Wie wäre es mit [wave amp=30 freq=10]Tanzaerobic[/wave]? Cybil könnte eine Musikplayliste erstellen!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "Ich glaube, dass die Ranger von Fitnesskursen profitieren würden.", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Ja, das klingt doch nach einer netten Idee! Natürlich nur, wenn du glaubst, dass du das schaffst.", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Denk mal darüber nach! Du redest ja immer von [wave amp=30 freq=10]Gemeinschaftssinn[/wave]. Was würde unsere wunderbaren Stadtbewohner besser vereinen, als ein tägliches [shake rate=30 level=10]gemeinsames Hörerlebnis?[/shake]", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "Und wenn wir überall in Hafenstadt Lautsprecher aufstellen, könnte ich gleichzeitig Musik in die [wave amp=30 freq=10]ganze Stadt[/wave] übertragen!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "Ich weiß nicht, Cybil. Ich vermute, dass die Leute hier recht unterschiedliche Musikgeschmäcker haben. Das könnte eine kontroverse Entscheidung sein.", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Hm. Ich verstehe, was du meinst.", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]Das wollte ich hören![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "Wenn ich gewusst hätte, dass mich die Leute ewig \\\"Codey\\\" nennen würden, hätte ich mir einen cooleren Spitznamen ausgesucht. [pause]Zum Beispiel \\\"Killswitch\\\" [pause]oder \\\"Omegabyte\\\".", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Hey, ich habe nicht gesagt, dass das vom Tisch ist! [pause]Pass auf: Wenn Skip irgendwann einige intakte Hi-Fi-Lautsprecher findet, schlage ich die Idee bei der darauffolgenden Bürgerversammlung vor.", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "Na ja, du kannst dir doch einfach einen Namen aussuchen. Habe ich auch gemacht.", + "TOWN_HALL_CODEY_EVENT_CODEY3": "Moment mal ... Dein Name war nicht immer Ianthe?!", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "Nein! In meiner vorherigen Branche war es sicherer, ein Pseudonym zu verwenden. Das kannst du sicherlich verstehen.", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"Ianthe\\\" ist der Name einer Wassergöttin der griechischen Mythologie. Ich musste mir schnell einen Namen aussuchen und fand, dass er gut klingt.", + "TOWN_HALL_CODEY_EVENT_CODEY6": "Hm. Du hast ja wirklich ganz schön viele Geheimnisse.", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "Erwarte nicht von mir, dass ich dir noch mehr erzähle!", + "LENNA_ENCOUNTER_LENNA1.n": "Du da – [pause]willst du heldenhafte Taten vollbringen? Diese Rolle ist eine schwere Bürde. Bist du wirklich bereit dafür?", + "LENNA_ENCOUNTER_LENNA1.f": "Du da – [pause]willst du heldenhafte Taten vollbringen? Diese Rolle ist eine schwere Bürde. Bist du wirklich bereit dafür?", + "LENNA_ENCOUNTER_LENNA1.m": "Du da – [pause]willst du heldenhafte Taten vollbringen? Diese Rolle ist eine schwere Bürde. Bist du wirklich bereit dafür?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "Äh, redest du mit {player}? Ich würde sagen, dann ist Heldenmut das [wave amp=30 freq=10]geringste[/wave] Problem!", + "LENNA_ENCOUNTER_MEREDITH2.m": "Äh, \\\"bereit dafür\\\"? Wie meinst du das?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "Äh, redest du mit {player}? Ich würde sagen, dann ist Heldenmut das [wave amp=30 freq=10]geringste[/wave] Problem!", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "Äh, redest du mit {player}? Ich würde sagen, dann ist Heldenmut das [wave amp=30 freq=10]geringste[/wave] Problem!", + "LENNA_ENCOUNTER_MEREDITH2.f": "Äh, \\\"bereit dafür\\\"? Wie meinst du das?", + "LENNA_ENCOUNTER_FELIX2": "Dieses Gespräch fängt ja schon ziemlich mysteriös an. Mach bitte weiter.", + "LENNA_ENCOUNTER_EUGENE2": "Ich glaube, man kann wohl sagen, dass {player} und ich die Rolle des \\\"Helden\\\" [wave amp=30 freq=10]ziemlich[/wave] ausgewogen innehaben.", + "LENNA_ENCOUNTER_MEREDITH2.n": "Äh, \\\"bereit dafür\\\"? Wie meinst du das?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player}, ich glaube, da redet jemand mit dir ...[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "Sprich bitte frei heraus.", + "LENNA_ENCOUNTER_LENNA2.m": "Nein, ich nehme dich nicht als heldenhaft wahr.", + "LENNA_ENCOUNTER_LENNA3.n": "Stellen wir mal dich [wave amp=30 freq=10]und[/wave] dein Metall auf die Probe!", + "LENNA_ENCOUNTER_LENNA2.f": "Nein, ich nehme dich nicht als heldenhaft wahr.", + "LENNA_ENCOUNTER_LENNA3.m": "Stellen wir mal dich [wave amp=30 freq=10]und[/wave] dein Metall auf die Probe!", + "LENNA_ENCOUNTER_LENNA2.n": "Nein, ich nehme dich nicht als heldenhaft wahr.", + "LENNA_ENCOUNTER_LENNA3.f": "Stellen wir mal dich [wave amp=30 freq=10]und[/wave] dein Metall auf die Probe!", + "LENNA_ENCOUNTER_LENNA5.m": "Mein Name ist Lenna. Komm schon, [shake rate=30 level=10]zeig mir, was du draufhast[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "Bist du bereit?", + "LENNA_ENCOUNTER_LENNA4.f": "Bist du bereit?", + "LENNA_ENCOUNTER_LENNA4.n": "Bist du bereit?", + "LENNA_ENCOUNTER_LENNA6.m": "Okay, ich gebe mich geschlagen. Gute Arbeit.", + "LENNA_ENCOUNTER_LENNA5.f": "Mein Name ist Lenna. Komm schon, [shake rate=30 level=10]zeig mir, was du draufhast[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "Mein Name ist Lenna. Komm schon, [shake rate=30 level=10]zeig mir, was du draufhast[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "Okay, ich gebe mich geschlagen. Gute Arbeit.", + "LENNA_ENCOUNTER_KAYLEIGH7": "Versteh das bitte nicht falsch, aber für einen Menschen schienst du mir [wave amp=30 freq=10]ziemlich[/wave] stark zu sein. Du bist nicht etwa ein ... Erzengel, oder?", + "LENNA_ENCOUNTER_LENNA6.n": "Okay, ich gebe mich geschlagen. Gute Arbeit.", + "LENNA_ENCOUNTER_MEREDITH7": "Ich glaube nicht, dass menschliche Wesen [wave amp=30 freq=10]so[/wave] gut kämpfen können. Spuck's aus – du bist ein Erzengel, oder?", + "LENNA_ENCOUNTER_EUGENE7": "Hey, [pause]stell dich hier nicht dumm. Du bist ein Erzengel, oder? Kein gewöhnlicher Mensch ist so stark!", + "LENNA_ENCOUNTER_FELIX7": "Ich frage dich einfach mal ganz offen: Du bist ein Erzengel, oder? Der Kampf roch mir nämlich ziemlich danach.", + "LENNA_ENCOUNTER_VIOLA7": "Ich glaube, du bist nicht aufrichtig mit uns, \\\"Lenna\\\".", + "LENNA_ENCOUNTER_7_OPTION1": "Bist du ein Erzengel, Lenna?", + "LENNA_ENCOUNTER_LENNA8": "Das bin ich. Na ja, das war ich. Aber ich schätze, ich bin es noch immer. [pause]Ist eine lange Geschichte.", + "LENNA_ENCOUNTER_LENNA9": "Allerdings lebe ich jetzt als Mensch.", + "LENNA_ENCOUNTER_7_OPTION2": "Äh, du bist ein Erzengel, oder?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "Das kannst du ...?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "Ist das möglich?", + "LENNA_ENCOUNTER_LENNA10": "Warum nicht? [pause]Wir sind nicht an unseren Ursprung gebunden. Es ist egal, wer wir mal [wave amp=30 freq=10]waren[/wave] – es zählt nur, wer wir entscheiden, in der Gegenwart zu sein.", + "LENNA_ENCOUNTER_MEREDITH16": "Oh, okay. Dann bist du also nur für einen kurzen Besuch hier auf Neu Wirral?", + "LENNA_ENCOUNTER_MEREDITH11": "Hm. Das kommt wohl hin.", + "LENNA_ENCOUNTER_KAYLEIGH11": "Ganz genau! Da bin ich [wave amp=30 freq=10]absolut[/wave] bei dir!", + "LENNA_ENCOUNTER_FELIX11": "Das stimme ich ganz mit dir überein.", + "LENNA_ENCOUNTER_EUGENE11": "Das ergibt Sinn. Ich kann dir nicht vorwerfen, wer du bist.", + "LENNA_ENCOUNTER_LENNA12": "Auch wenn es unglaublich klingt, bin ich eigentlich [wave amp=30 freq=10]Lehrerin[/wave]. Mein Auftrag hier bestand darin, dich zu testen, und du hast deine Prüfung mit Bravour bestanden!", + "LENNA_ENCOUNTER_VIOLA11": "Ja – ich bin geneigt, dem zuzustimmen.", + "LENNA_ENCOUNTER_LENNA13": "Oh, ich habe ganz vergessen zu fragen, wie du heißt ...", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "Ich bin {player}!", + "LENNA_ENCOUNTER_LENNA14.m": "Es war mir ein Vergnügen, mit dir zu sparren, {player}! Du bist auf jeden Fall \\\"Heldenmaterial\\\"!", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "Manche nennen mich {player}.", + "LENNA_ENCOUNTER_LENNA15": "Also, ich sollte jetzt gehen. Ms. Amber hat mir versprochen, mich nach Hause zu bringen, wenn ich hier fertig bin, und ich habe Paige gesagt, dass ich nicht [wave amp=30 freq=10]allzu[/wave] lange weg bin.", + "LENNA_ENCOUNTER_KAYLEIGH18": "Es scheinen jede Menge interessante Leute ihren Weg auf diese Insel zu finden, oder?", + "LENNA_ENCOUNTER_LENNA14.n": "Es war mir ein Vergnügen, mit dir zu sparren, {player}! Du bist auf jeden Fall \\\"Heldenmaterial\\\"!", + "LENNA_ENCOUNTER_LENNA14.f": "Es war mir ein Vergnügen, mit dir zu sparren, {player}! Du bist auf jeden Fall \\\"Heldenmaterial\\\"!", + "LENNA_ENCOUNTER_KAYLEIGH16": "Oh! Ms. Amber kennt aber ganz schön viele Leute, was ...?", + "LENNA_ENCOUNTER_EUGENE16": "Was?! Du bist nur wegen eines [wave amp=30 freq=10]Auftrags[/wave] hier auf Neu Wirral?", + "LENNA_ENCOUNTER_VIOLA16": "Ich sehe, dass du dich danach sehnst, zu deinen Liebsten zurückzukehren! Lass dich von uns nicht aufhalten.", + "LENNA_ENCOUNTER_FELIX16": "Du bist nur wegen eines Auftrags nach Neu Wirral gekommen? Na, das ist ja mal was.", + "LENNA_ENCOUNTER_LENNA17": "Bis zum nächsten Mal, {player}!", + "LENNA_ENCOUNTER_MEREDITH18": "Verdammt, ich hatte keine Zeit, sie zu fragen, ob das auf ihrem Kopf echte Hörner oder nur Haare waren.", + "LENNA_ENCOUNTER_FELIX18": "Auf dieser Insel wird es niemals langweilig, oder?", + "LENNA_ENCOUNTER_EUGENE18": "Sie dachte bestimmt auch, ich wäre \\\"Heldenmaterial\\\" ... Sie hat nur vergessen, es laut auszusprechen.", + "LENNA_ENCOUNTER_VIOLA18": "Leb wohl, Lenna aus dem unbekannten Reich.", + "HARBOURTOWN_FLORIST_NAME": "Besorgter Ranger", + "HARBOURTOWN_FLORIST1_OPTION1": "Ja!", + "HARBOURTOWN_FLORIST1": "Verzeihung, aber hast du mit den Rangern zu tun?", + "HARBOURTOWN_FLORIST1_OPTION2": "Nö!", + "HARBOURTOWN_FLORIST2": "Okay! Wunderbar! Ich bin [wave amp=30 freq=10]auch Ranger[/wave] – na ja, zumindest ein Auszubildender. Vielleicht könntest du mir ja helfen.", + "HARBOURTOWN_FLORIST1_NO": "Ah, okay.", + "HARBOURTOWN_KAYLEIGH9": "Ja! Ich würde sagen, die Stadt sieht jetzt ein bisschen hübscher aus!", + "HARBOURTOWN_FLORIST3": "Ich habe von den Pipers auf ihrer Farm einige Setzlinge anbauen lassen. Die sind zum Aufhübschen der Stadt gedacht.", + "HARBOURTOWN_FLORIST4": "Allerdings ... habe ich es nicht so mit Entscheidungen. Welche Pflanze würde am besten aussehen? Das ist einfach zu viel für mich!", + "HARBOURTOWN_FLORIST5": "Würdest du einem Ranger-Kollegen aushelfen und einige Setzlinge in die Kübel in der Stadt pflanzen?", + "HARBOURTOWN_FLORIST5_OPTION1": "Klar!", + "HARBOURTOWN_FLORIST5_OPTION2": "Jetzt nicht.", + "HARBOURTOWN_FLORIST5_NO": "Okay! Kein Problem. Aber ... falls du es dir irgendwann anders überlegst, weißt du ja, wo du mich findest!", + "HARBOURTOWN_FLORIST6": "Danke! Hier, bitte ...", + "HARBOURTOWN_FLORIST11": "Es gab so viele Entscheidungen, dass ich gar nicht mehr weiterkam!", + "HARBOURTOWN_FLORIST7": "Ich habe 14 Kübel in der Stadt aufgestellt. Sag mir Bescheid, wenn du sie alle gefüllt hast!", + "HARBOURTOWN_FLORIST8": "Oh, du bist fertig?", + "HARBOURTOWN_MEREDITH9": "Ja, wir haben die \\\"Putzig\\\"-Bewertung der Stadt um einige Punkte erhöht.", + "HARBOURTOWN_EUGENE9.m": "Ja! Ich habe für die moralische Unterstützung gesorgt, aber {player} hat sich um die Drecksarbeit gekümmert.", + "HARBOURTOWN_EUGENE9.n": "Ja! Ich habe für die moralische Unterstützung gesorgt, aber {player} hat sich um die Drecksarbeit gekümmert.", + "HARBOURTOWN_EUGENE9.f": "Ja! Ich habe für die moralische Unterstützung gesorgt, aber {player} hat sich um die Drecksarbeit gekümmert.", + "HARBOURTOWN_FELIX9": "Ich glaube, man kann mit Fug und Recht behaupten, dass die Stadt jetzt ein wenig besser aussieht.", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]Alles erledigt! Hafenstadt ist hübscher denn je ...![/wave]", + "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Vielen Dank![/shake] Es gab so viele Entscheidungen, dass ich gar nicht mehr weiterkam! Hier, bitte – für deine Hilfe!", + "HARBOURTOWN_VIOLA9": "Die Aufgabe ist in der Tat erledigt – und der Stadt hat es zum Vorteil gereicht.", + "GAUNTLET_INTRO_MAGIKRAB1.m": "Ah, {player} – genau der Mensch, den ich sehen wollte! Ich habe ... eine Gelegenheit für dich!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "Ah, {player} – genau der Mensch, den ich sehen wollte! Ich habe ... eine Gelegenheit für dich!", + "GAUNTLET_INTRO_MAGIKRAB2": "Die Mer-Linie existiert nicht nur unter dieser Insel. Ihre Züge durchfahren auf ihrer endlosen Reise durch den Verbundenen Menschlichen Kosmos die vielen bis jetzt noch nicht verwirklichten [wave amp=30 freq=10]potenziellen[/wave] Welten!", + "GAUNTLET_INTRO_MAGIKRAB1.n": "Ah, {player} – genau der Mensch, den ich sehen wollte! Ich habe ... eine Gelegenheit für dich!", + "GAUNTLET_INTRO_MAGIKRAB4": "Obwohl diese Wesen wie vertraute Menschen und Monster aussehen, sind sie anders als alles andere, was dir bisher begegnet ist. Da sie nur [wave amp=30 freq=10]potenziell[/wave] existieren, fehlt es ihnen an wahren Ansprüchen auf Realität oder Kanon.", + "GAUNTLET_INTRO_MAGIKRAB3": "Natürlich werden diese [wave amp=30 freq=10]potenziellen[/wave] Welten von ihren eigenen [wave amp=30 freq=10]potenziellen[/wave] Wesen bewohnt. Einige davon versuchen, in den Zügen mitzufahren!", + "GAUNTLET_INTRO_MAGIKRAB5": "Aber genau wie das Potenzial einer Person ihre Fähigkeiten übersteigen kann, übersteigt die Kraft dieser potenziellen Wesen oftmals die der echten Individuen, denen du begegnet bist, bei Weitem.", + "GAUNTLET_INTRO_MAGIKRAB6": "Das ist zwar kein Grund zur Besorgnis für die prachtvolle Mer-Linie, aber ziemlich lästig für [wave amp=30 freq=10]mich[/wave], da ich gerne in Ruhe und Frieden pendeln würde.", + "GAUNTLET_INTRO_MAGIKRAB7": "Mein Kristallauge sagt mir, dass die Ranger nach mehr \\\"fusioniertem Material\\\" suchen. Ist das der Fall?", + "GAUNTLET_INTRO_MAGIKRAB8": "Dann schlage ich dir etwas vor: Wenn du nur ein paar Wagen von diesen [wave amp=30 freq=10]lästigen[/wave] potenziellen Wesen befreien kannst, tausche ich \\\"fusioniertes Material\\\" mit dir. Abgemacht?", + "GAUNTLET_CAFE_HINT.v1.f": "Ein kleiner Tipp: Wenn du in einem Wagen nicht weiterkommst, kann ich den Spießrutenlauf für dich umstellen – verlasse ihn einfach und sprich mich an! Dadurch werden deine Gegner zufällig neu zugewiesen und Modifikatoren im entsprechenden Wagen geändert.", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "Klar!", + "GAUNTLET_INTRO_MAGIKRAB9": "Ausgezeichnet! Falls es hilft, könntest du auch ein [wave amp=30 freq=10]Spezialtraining[/wave] in Erwägung ziehen! Das wird lustig!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "Ich schätze schon ...?", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "Versuch bitte, vorsichtig zu sein, {player}!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "Ich kann in deinen Augen sehen, dass du auf einige neue Gegner getroffen bist. Wenn du möchtest, kann ich den Spießrutenlauf umstellen und neue Gegner hinzufügen.", + "GAUNTLET_ENTER_MAGIKRAB1": "Alles einsteigen!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "Versuch bitte, vorsichtig zu sein, {player}!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "Versuch bitte, vorsichtig zu sein, {player}!", + "GAUNTLET_CAFE_MAGIKRAB1": "Ich habe deinen Fortschritt aufgezeichnet, {player}. Falls du beschließt, den Spießrutenlauf zu verlassen, kannst du nächstes Mal wieder hier anfangen!", + "GAUNTLET_CAFE_MAGIKRAB2": "Was kann ich für dich tun, {player}?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "Du kannst leider noch nichts abholen. Zuerst musst du ein paar Kämpfe gewinnen!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "Ich muss Vorräte auffüllen.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "Wenn du genug hast, nehme ich noch nicht abgeholte Belohnungen als Zahlung.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "Ich möchte Belohnungen abholen.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "Benutze einfach die Tür, durch die du hereingekommen bist!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "Hierdurch wird deine Serie zurückgesetzt. Bist du dir sicher?", + "GAUNTLET_CAFE_HINT.v2.f": "Ein kleiner Tipp: Achte auf die im nächsten Wagen aktiven Modifikatoren. Verstärkungen machen deine Gegner stärker, und Schwächungen deine Gruppe schwächer. Gehe stets mit einem Plan in deinen nächsten Kampf!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "Hierdurch wird deine Serie zurückgesetzt. Bist du dir sicher?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "Hierdurch wird deine Serie zurückgesetzt. Bist du dir sicher?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "Ich möchte auf meine Kassettensammlung zugreifen.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "Ich möchte gehen.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "Benutze einfach die Tür, durch die du hereingekommen bist!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "Benutze einfach die Tür, durch die du hereingekommen bist!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "Nichts.", + "GAUNTLET_CAFE_HINT.v1.m": "Ein kleiner Tipp: Wenn du in einem Wagen nicht weiterkommst, kann ich den Spießrutenlauf für dich umstellen – verlasse ihn einfach und sprich mich an! Dadurch werden deine Gegner zufällig neu zugewiesen und Modifikatoren im entsprechenden Wagen geändert.", + "GAUNTLET_CAFE_HINT.v2.m": "Ein kleiner Tipp: Achte auf die im nächsten Wagen aktiven Modifikatoren. Verstärkungen machen deine Gegner stärker, und Schwächungen deine Gruppe schwächer. Gehe stets mit einem Plan in deinen nächsten Kampf!", + "GAUNTLET_CAFE_HINT.v2.n": "Ein kleiner Tipp: Achte auf die im nächsten Wagen aktiven Modifikatoren. Verstärkungen machen deine Gegner stärker, und Schwächungen deine Gruppe schwächer. Gehe stets mit einem Plan in deinen nächsten Kampf!", + "GAUNTLET_CAFE_HINT.v1.n": "Ein kleiner Tipp: Wenn du in einem Wagen nicht weiterkommst, kann ich den Spießrutenlauf für dich umstellen – verlasse ihn einfach und sprich mich an! Dadurch werden deine Gegner zufällig neu zugewiesen und Modifikatoren im entsprechenden Wagen geändert.", + "GAUNTLET_CAFE_HINT.v3.m": "Ein kleiner Tipp: Fülle deinen Vorrat an Gegenständen auf! Du weißt nie, worauf du im nächsten Wagen treffen könntest, daher ist es am besten, gut vorbereitet zu sein. Außerdem können dir Gegenstände wie zum Beispiel Heilungen helfen, schlechte Modifikatoren auszugleichen!", + "GAUNTLET_CAFE_HINT.v5": "Ein kleiner Tipp: Wenn du aufeinanderfolgende Kämpfe gewinnst, ohne Belohnungen abzuholen oder den Spießrutenlauf zu verlassen, verlängert sich deine Serie und die für jeden Kampf erhaltenen Belohnungen erhöhen sich. Je länger deine Serie, desto mehr lohnt es sich!", + "GAUNTLET_CAFE_HINT.v4": "Ein kleiner Tipp: Vergiss nicht, deine Belohnungen abzuholen! Wenn du besiegt wirst oder den Spießrutenlauf verlässt, gehen nicht abgeholte Belohnungen dauerhaft verloren.", + "GAUNTLET_CAFE_FLAVOR.v6": "Ein kleiner Tipp: Die Zeit macht aus vielen möglichen Zukünften eine tatsächliche Gegenwart, die Vergangenheit ist einfach nur eine Erinnerung daran, was die Gegenwart war, und Geschichte ist etwas, das sich menschliche Gelehrte ausgedacht haben. Mach ab und zu mal Pause außerhalb der Zeit! Ihr Menschen lasst euch davon manchmal total in Anspruch nehmen.", + "GAUNTLET_CAFE_HINT.v3.f": "Ein kleiner Tipp: Fülle deinen Vorrat an Gegenständen auf! Du weißt nie, worauf du im nächsten Wagen treffen könntest, daher ist es am besten, gut vorbereitet zu sein. Außerdem können dir Gegenstände wie zum Beispiel Heilungen helfen, schlechte Modifikatoren auszugleichen!", + "GAUNTLET_CAFE_HINT.v3.n": "Ein kleiner Tipp: Fülle deinen Vorrat an Gegenständen auf! Du weißt nie, worauf du im nächsten Wagen treffen könntest, daher ist es am besten, gut vorbereitet zu sein. Außerdem können dir Gegenstände wie zum Beispiel Heilungen helfen, schlechte Modifikatoren auszugleichen!", + "GAUNTLET_CAFE_HINT.v9": "Ein kleiner Tipp: Das Verwenden seltener und ungewöhnlicher Sticker kann dir einen bedeutenden Vorteil verschaffen. Lege eine Pause vom Spießrutenlauf ein, um falls nötig deine Belohnungen für Sticker auszugeben.[pause] Ach,[pause] übrigens,[pause] wie ich hörte, bietet Ranger Wilma einen neuen Dienst an, bei dem sie die besten Attribute seltener und ungewöhnlicher Sticker kombiniert ...", + "GAUNTLET_CAFE_HINT.v7": "Ein kleiner Tipp: Nimm dich vor [img=38]res://ui/icons/map_markers/miniboss.png[/img]-Boss-Wagen in Acht, da sie wesentlich schwieriger als die vorherigen sind. Unter Umständen brauchst du ein paar Versuche, um sie zu bewältigen!", + "GAUNTLET_CAFE_HINT.v6": "Ein kleiner Tipp: Ich kann den Schwierigkeitsgrad erhöhen, wenn du den Spießrutenlauf zu einfach findest – verlasse ihn dazu und sprich mich an! Siege auf höheren Schwierigkeitsgraden bringen mehr Belohnungen ein.", + "GAUNTLET_CAFE_HINT.v8": "Ein kleiner Tipp: Optimiere deine Gruppe. Manchmal musst du nur neue Kassetten und Sticker auswählen, um einen Kampf zu gewinnen, mit dem du vorher Probleme hattest.", + "GAUNTLET_CAFE_HINT.v10": "Ein kleiner Tipp: Nach Wagen Nr. 50 werden die gleichen Begegnungen – sowie ein paar neue – auf einem höheren Schwierigkeitsgrad wiederholt. Deine menschlichen Gegner haben mehr Kassetten, Erzengelgegner verfügen über mehr Aktionen und es sind mehr Modifikatoren gleichzeitig aktiv!", + "GAUNTLET_CAFE_HINT.v11": "Ein kleiner Tipp: Wenn du neue Gegner außerhalb des Spießrutenlaufs getroffen hast, kannst du mich bitten, den Lauf umzustellen und diese Gegner hinzuzufügen!", + "GAUNTLET_CAFE_HINT.v13.m": "Ein kleiner Tipp: Bestimmte Gegner sind [i]nur[/i] beim Spießrutenlauf zu finden. Nein, ich werde jetzt nicht verraten, welche oder wie viele. Das musst du schon selbst herausfinden!", + "GAUNTLET_CAFE_HINT.v12": "Ein kleiner Tipp: Gehe online und bring einen Freund mit in den Spießrutenlauf. Ihr könnt zwar nicht fusionieren, habt aber wesentlich mehr Kassetten zur Verfügung, die einiges bewirken können!", + "GAUNTLET_CAFE_FLAVOR.v2": "Ein kleiner Tipp: Der Zug, in dem du dich gerade befindest, ist unendlich lang. Da sich seine Lokomotive ganz vorne befindet, kannst du sie niemals erreichen!", + "GAUNTLET_CAFE_HINT.v13.n": "Ein kleiner Tipp: Bestimmte Gegner sind [i]nur[/i] beim Spießrutenlauf zu finden. Nein, ich werde jetzt nicht verraten, welche oder wie viele. Das musst du schon selbst herausfinden!", + "GAUNTLET_CAFE_HINT.v13.f": "Ein kleiner Tipp: Bestimmte Gegner sind [i]nur[/i] beim Spießrutenlauf zu finden. Nein, ich werde jetzt nicht verraten, welche oder wie viele. Das musst du schon selbst herausfinden!", + "GAUNTLET_CAFE_FLAVOR.v1": "Ein kleiner Tipp: Achte darauf, ob dein Gegner Anzeichen von Selbstbewusstheit zeigt. Potenzielle Wesen, die sich selbst verwirklichen, sind gefährlich und können den Kanon durcheinanderbringen.", + "GAUNTLET_CAFE_FLAVOR.v3": "Ein kleiner Tipp: Versuche dir zweimal pro Tag die Zähne zu putzen. Menschen haben nur zwei Gebisse und die meisten Erwachsenen sind schon beim zweiten angekommen. Das bedeutet, dass deine restlichen Zähne dein ganzes Leben lang halten müssen!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "Ein kleiner Tipp: Hast du dich schon mal gefragt, ob du real bist? Immerhin ist dieser Zug voll mit Wesen, die nur potenziell existieren. Warum sollte man also davon ausgehen, dass du und ich Ausnahmen sind? Denk am besten nicht darüber nach. Wenn du real bist, ist es sinnlos, und wenn du nicht real bist, ist es gefährlich, sich solche Fragen zu stellen.", + "GAUNTLET_CAFE_FLAVOR.v4.f": "Ein kleiner Tipp: Hast du dich schon mal gefragt, ob du real bist? Immerhin ist dieser Zug voll mit Wesen, die nur potenziell existieren. Warum sollte man also davon ausgehen, dass du und ich Ausnahmen sind? Denk am besten nicht darüber nach. Wenn du real bist, ist es sinnlos, und wenn du nicht real bist, ist es gefährlich, sich solche Fragen zu stellen.", + "GAUNTLET_CAFE_FLAVOR.v8.f": "Ein kleiner Tipp: Sollte sich ein \\\"Erzengel\\\" in deiner Welt manifestieren, {player}, würde ich dir zur Vorsicht raten, wenn du nach Hause zurückkehrst. Selbst ein gut gemeinter Ratschlag von solch einem Wesen könnte zu unvorstellbaren Schäden führen, ganz einfach, weil ihr Menschen ... [pause]anders verdrahtet seid.[pause] Was? Ihr [i]habt[/i] doch den Hang dazu, Dinge zu verehren, die ihr nicht versteht.", + "GAUNTLET_CAFE_FLAVOR.v4.n": "Ein kleiner Tipp: Hast du dich schon mal gefragt, ob du real bist? Immerhin ist dieser Zug voll mit Wesen, die nur potenziell existieren. Warum sollte man also davon ausgehen, dass du und ich Ausnahmen sind? Denk am besten nicht darüber nach. Wenn du real bist, ist es sinnlos, und wenn du nicht real bist, ist es gefährlich, sich solche Fragen zu stellen.", + "GAUNTLET_CAFE_FLAVOR.v5": "Ein kleiner Tipp: Die Zeit verläuft nur vorwärts. Halte dich nicht mit vergangenen Fehlern auf, sondern konzentriere dich lieber darauf, in Zukunft bessere Entscheidungen zu treffen.", + "GAUNTLET_CAFE_FLAVOR.v7": "Ein kleiner Tipp: Die Menschheit steckt [i]gerade mal[/i] in den Kinderschuhen, also versuch nicht zu viel über das Böse derer nachzudenken, die ihre Lektionen nicht gelernt haben. Ihr seid eine Spezies von Affen, die in Stämmen aus Milliarden von Leuten lebt, welche größtenteils friedlich miteinander auskommen! Es stimmt zwar, dass die Natur euch nur zweitklassige Grundinstinkte spendiert hat, aber schau dir an, wie weit ihr schon gekommen seid!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "Ein kleiner Tipp: Sollte sich ein \\\"Erzengel\\\" in deiner Welt manifestieren, {player}, würde ich dir zur Vorsicht raten, wenn du nach Hause zurückkehrst. Selbst ein gut gemeinter Ratschlag von solch einem Wesen könnte zu unvorstellbaren Schäden führen, ganz einfach, weil ihr Menschen ... [pause]anders verdrahtet seid.[pause] Was? Ihr [i]habt[/i] doch den Hang dazu, Dinge zu verehren, die ihr nicht versteht.", + "GAUNTLET_CAFE_FLAVOR.v9": "Ein kleiner Tipp: Gib dich niemals einem \\\"Erzengel\\\" hin. Sie mögen dir Dinge versprechen, sie mögen Macht, Glamour und den Anschein von Autorität besitzen, aber sie sind genauso makelbehaftet wie deine eigene Spezies – in vielen Fällen sogar noch mehr.", + "GAUNTLET_CAFE_FLAVOR.v8.n": "Ein kleiner Tipp: Sollte sich ein \\\"Erzengel\\\" in deiner Welt manifestieren, {player}, würde ich dir zur Vorsicht raten, wenn du nach Hause zurückkehrst. Selbst ein gut gemeinter Ratschlag von solch einem Wesen könnte zu unvorstellbaren Schäden führen, ganz einfach, weil ihr Menschen ... [pause]anders verdrahtet seid.[pause] Was? Ihr [i]habt[/i] doch den Hang dazu, Dinge zu verehren, die ihr nicht versteht.", + "GAUNTLET_CULTIST_DEFAULT.v1": "Unser Erlöser, [wave amp=30 freq=10]Bruder Dorian Cooper[/wave], lächelt mich heute an!", + "GAUNTLET_CAFE_FLAVOR.v10": "Ein kleiner Tipp: Es wird irgendwann der Tag kommen, an dem die Fähigkeit deiner Spezies zu Planung und Kreativität benötigt wird, um das Überleben und die Vielfalt der Arten sicherzustellen. Es stimmt zwar, dass die Anwesenheit der Menschen auf der Erde Zerstörungen hervorruft, aber eure Abwesenheit würde zu [i]noch mehr[/i] davon führen![pause] Auf lange Sicht, meine ich.", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]Hier ist für dich jetzt Geschäftsschluss ...[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "Sollen wir dieser ungläubigen Person zeigen, was wahre Stärke bedeutet?", + "GAUNTLET_CULTIST_DEFAULT.v2": "Ich werde die Kinder des Kummers mit Stolz erfüllen!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "Sollen wir dieser ungläubigen Person zeigen, was wahre Stärke bedeutet?", + "GAUNTLET_CULTIST_QUESTION.v2.m": "Ich schlage vor, dieser [wave amp=30 freq=10]ungläubigen Person[/wave] das Licht des Kampfs zu zeigen!", + "GAUNTLET_CULTIST_ANSWER.v1": "Dein Plan ist rechtschaffen. [wave amp=30 freq=10]Gelobt sei Bruder Cooper[/wave]!", + "GAUNTLET_CULTIST_QUESTION.v1.n": "Sollen wir dieser ungläubigen Person zeigen, was wahre Stärke bedeutet?", + "GAUNTLET_CULTIST_QUESTION.v2.f": "Ich schlage vor, dieser [wave amp=30 freq=10]ungläubigen Person[/wave] das Licht des Kampfs zu zeigen!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "Ich schlage vor, dieser [wave amp=30 freq=10]ungläubigen Person[/wave] das Licht des Kampfs zu zeigen!", + "GAUNTLET_CULTIST_ANSWER.v2": "Das ist ein wirklich guter Plan!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]Ich shorte deine Aktien, also mach dich bereit für die Insolvenz![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]Nun gut ... Ich werde in deine Strategie investieren![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]Eine starke Offensive ist Gold wert. Was sagst du dazu?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]Ich schlage vor, in einen Frontalangriff zu investieren![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "Guter Plan!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]Ein verdammt solider Geschäftsplan ...[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "Ich bin hier, um die Ranger mit Stolz zu erfüllen!", + "GAUNTLET_KAYLEIGH_DEFAULT": "Ich werde nicht kampflos aufgeben!", + "GAUNTLET_RANGER_DEFAULT.v2": "Ich werde alles geben!", + "GAUNTLET_RANGER_QUESTION.v2": "Ich werde das [wave amp=30 freq=5]Chemie-System[/wave] nutzen, um unsere Angriffskraft zu erhöhen, okay?", + "GAUNTLET_RANGER_QUESTION.v1": "Ich verwende die im Ranger-Handbuch vorgeschlagenen Kampfstrategien, okay?", + "GAUNTLET_ARISTOTLE_DEFAULT": "Eine Niederlage ist bitter, doch ihre Früchte sind süß. Lerne etwas aus deinem bevorstehenden Scheitern!", + "GAUNTLET_RANGER_ANSWER.v1": "Alles klar, halten wir uns an deinen Plan!", + "GAUNTLET_DARWIN_DEFAULT": "Die Stärksten überleben und die Schwächsten sterben – das ist die Ordnung aller Dinge!", + "GAUNTLET_ARISTOTLE_QUESTION": "Ein guter Anführer muss auch gut folgen können. Ergo werde ich deinem Beispiel in diesem Kampf folgen!", + "GAUNTLET_ARISTOTLE_ANSWER": "Ich werde deinem Beispiel folgen!", + "GAUNTLET_DARWIN_QUESTION": "Diejenigen, die sich am besten an Veränderung anpassen können, überleben – daher muss auch unsere Strategie [wave amp=30 freq=10]in stetigem Wandel[/wave] sein! Verstehst du das?", + "GAUNTLET_DARWIN_ANSWER": "Ich neige nicht dazu, anderen blindlings zu folgen, mache in diesem Fall aber eine Ausnahme.", + "GAUNTLET_DECARTES_DEFAULT.m": "Bist du real? Ich schätze, dass alle Dinge, die ich sehe, Illusionen sind ... Ich glaube, dass nichts aus meinem lügnerischen Gedächtnis jemals existiert hat.", + "GAUNTLET_DECARTES_DEFAULT.n": "Bist du real? Ich schätze, dass alle Dinge, die ich sehe, Illusionen sind ... Ich glaube, dass nichts aus meinem lügnerischen Gedächtnis jemals existiert hat.", + "GAUNTLET_DECARTES_DEFAULT.f": "Bist du real? Ich schätze, dass alle Dinge, die ich sehe, Illusionen sind ... Ich glaube, dass nichts aus meinem lügnerischen Gedächtnis jemals existiert hat.", + "GAUNTLET_DECARTES_QUESTION": "Es reicht nicht aus, einen gut funktionierenden Geist zu haben. Das Wichtigste ist, ihn auch gut zu nutzen! Komm, lass uns unsere Gegner im Denken überflügeln!", + "GAUNTLET_DIOGENES_QUESTION": "Ich werde an deiner Seite kämpfen – denn welchen Nutzen hat ein Philosoph im Kampf, der niemanden verletzt?", + "GAUNTLET_DECARTES_ANSWER": "Ich habe Zweifel an unserem Plan – aber Zweifel ist der Weisheit Anfang.", + "GAUNTLET_DIOGENES_DEFAULT": "Kampf? Konflikt? Nein, niemand schadet dem Menschen außer er selbst!", + "GAUNTLET_DIOGENES_ANSWER": "Ich werde dir folgen, da ich nichts weiß – nichts außer der Tatsache meiner eigenen Ignoranz.", + "GAUNTLET_EPICURUS_DEFAULT": "Gerechtigkeit ist eine Art Pakt, nicht zu verletzten oder verletzt zu werden. Hier gibt es heute keine Gerechtigkeit.", + "GAUNTLET_EPICURUS_ANSWER": "Nun gut. Denk nur daran, dass die Kunst, gut zu leben, und die Kunst, gut zu sterben, eins sind.", + "GAUNTLET_EPICURUS_QUESTION.n": "Mut entwickelt sich, indem man schwierige Zeiten überlebt und Widrigkeiten trotzt – also finde Mut in dir selbst!", + "GAUNTLET_EPICURUS_QUESTION.m": "Mut entwickelt sich, indem man schwierige Zeiten überlebt und Widrigkeiten trotzt – also finde Mut in dir selbst!", + "GAUNTLET_EPICURUS_QUESTION.f": "Mut entwickelt sich, indem man schwierige Zeiten überlebt und Widrigkeiten trotzt – also finde Mut in dir selbst!", + "GAUNTLET_KARL_QUESTION": "Komm, wir haben eine Welt zu gewinnen! Packen wir den Sieg an der Wurzel!", + "GAUNTLET_KARL_DEFAULT": "Wir haben kein Mitleid und bitten auch dich nicht um Mitleid.", + "GAUNTLET_KARL_ANSWER": "Einverstanden! Letzte Worte sind etwas für die törichten Leute, die nicht genug zu sagen hatten!", + "GAUNTLET_PLATO_QUESTION": "Mut ist zu wissen, was man nicht fürchten muss – und wir werden mit Mut kämpfen!", + "GAUNTLET_PLATO_DEFAULT": "Das Maß eines Menschen ist das, was er mit Macht tut. Sag mir, was hast du mit deiner getan?", + "GAUNTLET_SOCRATES_DEFAULT": "Das einzig Gute ist Wissen und das einzige Böse ist Unwissenheit ... Merk dir das.", + "GAUNTLET_SOCRATES_QUESTION": "Jede Aktion hat ihr Vergnügen und ihren Preis – denk vor jeder deiner Aktionen daran!", + "GAUNTLET_PLATO_ANSWER": "Nun gut – lass uns bis zum Tod kämpfen! Denn nur die Toten haben das Ende des Krieges gesehen.", + "GAUNTLET_SOCRATES_ANSWER": "Ich vertraue auf deine Weisheit – und doch besteht die einzig wahre Weisheit darin, zu wissen, dass man nichts weiß.", + "GAUNTLET_ZHUANGZI_DEFAULT": "Dein Leben hat eine Grenze, dein Wissen jedoch nicht.", + "GAUNTLET_ZHUANGZI_ANSWER": "Große Weisheit ist edelmütig und geringfügige Weisheit streitsüchtig.", + "GAUNTLET_ZHUANGZI_QUESTION": "Strebe nicht mehr – dann gibt es Veränderung.", + "GAUNTLET_MISS_MIMIC_DEFAULT": "DU SIEHST MIR NACH EINEM LECKEREN SNACK AUS.", + "GAUNTLET_KAYLEIGH_QUESTION": "Die beiden sehen stark aus – ich helfe dir, also halt dich nicht zurück, okay?", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]DU SOLLTEST SIE MICH VERSCHLINGEN LASSEN, NACHDEM WIR MIT IHNEN GESPIELT HABEN![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]HIHI, GUTER PLAN![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "Alles klar, ich folge dir!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "Ein [wave amp=30 freq=5]anderes[/wave] Ich ... Wenigstens sehen meine Haare aus der Perspektive gut aus!", + "GAUNTLET_MEREDITH_QUESTION": "Also, ich habe eine Strategie im Sinn: Wir schlagen sie härter, als sie uns schlagen. Was hältst du davon?", + "GAUNTLET_MEREDITH_DEFAULT": "Oh, [shake rate=30 level=10]toll[/shake]. In was bin ich hier reingeraten?", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "Tja, eigenartiges Gefühl. Ich schätze, es wird Zeit, mir selbst gegenüberzutreten.", + "GAUNTLET_MEREDITH_ANSWER": "Argh, wir werden verlieren, oder?", + "GAUNTLET_EUGENE_DEFAULT": "Ein weiteres Hindernis, das es umzustoßen gilt? [shake rate=30 level=10]Enorm![/shake]", + "GAUNTLET_EUGENE_QUESTION": "Schlagen wir hart zu!", + "GAUNTLET_EUGENE_ANSWER": "Ein enormer Plan! [shake rate=30 level=10]Kämpfen wir![/shake]", + "GAUNTLET_EUGENE_PARTNER_REACTION": "Ein anderes Ich? Oder so was wie ein zukünftiges Ich? [pause]Ein vergangenes Ich? [pause]Ach, egal – er wird verlieren!", + "GAUNTLET_FELIX_QUESTION": "Okay, da müssen wir wohl kämpfen. Wie wäre es, wenn du diesmal die Führung übernimmst?", + "GAUNTLET_FELIX_DEFAULT": "Wo bin ich hier nur reingeraten?", + "GAUNTLET_FELIX_ANSWER": "Klar, halten wir uns an deinen Plan!", + "GAUNTLET_FELIX_PARTNER_REACTION": "Das wird von Sekunde zu Sekunde schräger ...", + "GAUNTLET_VIOLA_DEFAULT": "Es gibt mehr Dinge zwischen Himmel und Erde, als wir es uns in unserer Philosophie vorstellen können.", + "GAUNTLET_VIOLA_PARTNER_REACTION": "Sich selbst gegenüberzutreten ist eine Prüfung des Charakters ... Komm, lass uns gegen Schatten kämpfen!", + "GAUNTLET_VIOLA_QUESTION": "Komm – bekämpfen wir unsere Feinde in gleicher Anzahl!", + "GAUNTLET_VIOLA_ANSWER": "Nun gut! Lass uns tanzen!", + "GAUNTLET_CLEMENCE_DEFAULT": "Bonjour! Kennen wir uns? Non ... Ich glaube, an ein Gesicht wie deins würde ich mich erinnern!", + "GAUNTLET_CLEMENCE_QUESTION": "Sollen wir unseren [wave amp=30 freq=10]Gästen[/wave] zeigen, wie man Spaß hat?", + "GAUNTLET_CLEMENCE_ANSWER": "Ein guter Plan! Also, sehen wir mal, ob wir das durchziehen können, oui?", + "GAUNTLET_DORIAN_QUESTION": "Okay, ich habe [shake rate=30 level=10]einen Plan[/shake]! Du lenkst unsere Gegner ab, damit sie nicht versuchen, [shake rate=30 level=10]mich[/shake] anzugreifen, und ich denke mir nebenher was aus! Was hältst du davon?", + "GAUNTLET_DORIAN_DEFAULT": "Du siehst nicht aus, als würdest du das ausdiskutieren wollen. Schade!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "Argh. Als würde man einen Geist sehen ...", + "GAUNTLET_DORIAN_ANSWER": "Klar, warum nicht? Rock 'n\\' Roll, [shake rate=30 level=10]Baby[/shake]!", + "GAUNTLET_HOYLAKE_DEFAULT": "Monstertransformation ... wie grotesk! Es schmerzt, sich zu solch einer Barbarei herabzulassen ...", + "GAUNTLET_FRANKIE_QUESTION": "[wave amp=30 freq=10]In Ordnung[/wave]! Ich übernehme das Kommando und du hilfst mir. Wir werden problemlos gewinnen!", + "GAUNTLET_FRANKIE_DEFAULT": "[wave amp=30 freq=10]Was ist los[/wave]? Vielleicht sollte ich mir nicht allzu viele Gedanken machen – es wird Zeit für einen [shake rate=30 level=10]fantastischen Kampf[/shake]!", + "GAUNTLET_FRANKIE_ANSWER": "Alles klar! Oh Mann, ich bin [shake rate=30 level=10]so aufgeregt[/shake]!", + "GAUNTLET_HOYLAKE_ANSWER": "Eine in der Tat gute Strategie! Komm, kämpfen wir eine sportliche Runde!", + "GAUNTLET_HOYLAKE_QUESTION": "Ihre Vorgehensweise analysieren, eine hypothetische Gegenstrategie aufstellen und ohne Zögern zuschlagen! Was meinst du?", + "GAUNTLET_JACQUELINE_DEFAULT": "Ab hier geht es für dich [shake rate=30 level=10]nicht[/shake] mehr weiter!", + "GAUNTLET_KIRBY_DEFAULT": "Das wird ein ziemlich eigenartiges Experiment!", + "GAUNTLET_JACQUELINE_QUESTION": "Diese Eindringlinge verdienen keine Gnade, verstanden?!", + "GAUNTLET_JACQUELINE_ANSWER": "Verstanden. Wir müssen sie im Blick behalten.", + "GAUNTLET_KIRBY_QUESTION": "Ich werde die Strategien unserer Feinde analysieren und einen cleveren Plan aufstellen. Greif sie bitte falls möglich mit voller Kraft an.", + "GAUNTLET_MERCHANT_DEFAULT": "Wo bin ich [wave amp=30 freq=5]diesmal[/wave]? Aber das dürfte wohl egal sein!", + "GAUNTLET_KIRBY_ANSWER": "Ein guter Plan. Also, sollen wir das Experiment starten?", + "GAUNTLET_PENSBY_QUESTION": "Ich bin keine große Kämpferin, kann dir aber mit Heiltechniken helfen, falls das in Ordnung ist!", + "GAUNTLET_MERCHANT_QUESTION": "Ich weiß überhaupt nicht, [wave amp=30 freq=10]was[/wave] hier los ist. Übernimm du doch die Führung!", + "GAUNTLET_MERCHANT_ANSWER": "Na klar! Übrigens, hast du ein Hemd für mich? Mir wird ein bisschen kalt.", + "GAUNTLET_PENSBY_DEFAULT": "Das verstößt womöglich gegen den hippokratischen Eid, aber dieses eine Mal mache ich eine Ausnahme.", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]Tut mir leid, aber ich muss dich hier aufhalten.[/wave]", + "GAUNTLET_PENSBY_ANSWER": "Tja, einen [wave amp=30 freq=10]besseren[/wave] Plan habe ich nicht!", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]Wir müssen uns absolut synchron bewegen, wenn wir das gewinnen wollen ...[/wave]", + "GAUNTLET_VIN_QUESTION": "Schlagen wir sie [shake rate=30 level=10]vernichtend[/shake]!", + "GAUNTLET_VIN_DEFAULT": "Stell dich mir! [shake rate=30 level=10]Halt dich nicht zurück[/shake]!", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]Okay, ich vertraue dir ...[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "Licht und Dunkelheit vereinen sich, um einen angenehmen Schatten zu erzeugen! [pause]Der Kampf um Gut und Böse [wave amp=30 freq=10]beginnt[/wave]!", + "GAUNTLET_VIN_ANSWER": "Ich folge dir. [shake rate=30 level=10]Machen wir sie fertig[/shake]!", + "GAUNTLET_DOG_DEFAULT": "Wuff!", + "GAUNTLET_KUNEKO_QUESTION": "Zeigen wir diesen Bösewichten die [wave amp=30 freq=10]unaufhaltsame Kraft der Kooperation[/wave]!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "Vor dir gibt es kein Entkommen, Kuneko!", + "GAUNTLET_BUFFY_DEFAULT": "Wie sieht es mit deiner Form aus? Verzerr dir nichts, wenn wir kämpfen, okay?", + "GAUNTLET_KUNEKO_ANSWER": "Alles klar! Fachen wir sie mit den [wave amp=30 freq=10]Winden des Kampfs[/wave] an!", + "GAUNTLET_CODEY_QUESTION": "Ich schalte meine [wave amp=30 freq=10]Kraftbegrenzer[/wave] aus und gebe alles! Okay?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]Legen wir los[/wave]! Hoffentlich gibt das ein gutes Work-out!", + "GAUNTLET_BUFFY_QUESTION": "Hier ist mein Plan: Ich [wave amp=30 freq=10]mache sie müde[/wave] und du erledigst sie! Was hältst du davon?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]Meinst du, du hast heute Glück?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]Ich werde diese Flaschen selbst ausschalten – mach du, was du willst, okay?[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "Ein neuer Feind, was? Ich stelle meine Kraft auf [shake rate=30 level=10]MAXIMUM![/shake]", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]Dein Plan ist furchtbar.[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "Der Plan ist also, den Kampf zu gewinnen? Ja, das kriege ich hin.", + "GAUNTLET_DREADFUL_DEFAULT": "Oh, ich bin auf der Astralebene vom [wave amp=30 freq=5]Kurs[/wave] abgekommen und habe meinen Halt verpasst ... Wo bin ich jetzt?", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]Hallöchen[/wave]! Ihr hört Cybil Radio, live von irgendwo außerhalb von [wave amp=30 freq=10]Raum und Zeit[/wave]!", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]Hallöchen[/wave]! Zeigen wir unseren besonderen Gästen doch, was wir auf dem Schlachtfeld draufhaben!", + "GAUNTLET_CYBIL_ANSWER": "Ich höre dich laut und deutlich! Legen wir mit der [wave amp=30 freq=10]Party[/wave] los!", + "GAUNTLET_DREADFUL_QUESTION": "[shake rate=30 level=10]Ach, du meine Güte[/shake], da haben wir aber jede Menge zu tun! Ich schlage vor, dass wir es direkt richtig krachen lassen. Was meinst du?", + "GAUNTLET_GLADIOLA_DEFAULT": "Ganz gleich, [wave amp=30 freq=10]wann[/wave] oder [wave amp=30 freq=10]wo[/wave] ich bin, ich stelle mich den Schatten stets entgegen! [pause]Los, kämpf gegen mich!", + "GAUNTLET_DREADFUL_ANSWER": "Alles klar, dann mal los!", + "GAUNTLET_GLADIOLA_QUESTION": "Unser Feind ist unbegreiflich – [pause]greif ohne zu zögern an, okay?", + "GAUNTLET_HEATHER_DEFAULT": "[wave amp=30 freq=10]Hier ist Heather mit dem Wetter[/wave]![pause] Die Vorhersage lautet: Ich ... bin mir nicht sicher ...", + "GAUNTLET_GLADIOLA_ANSWER": "Verstanden. Unsere Feinde werden es [shake rate=30 level=10]mit meinen Klingen zu tun bekommen[/shake]!", + "GAUNTLET_HEATHER_ANSWER": "Guter Plan! Lassen wir es [wave amp=30 freq=10]donnern[/wave]!", + "GAUNTLET_HEATHER_QUESTION": "Okay, folgender Plan: Ich [wave amp=30 freq=10]schüttle sie durch[/wave] wie ein Hurrikan und du lässt eine [wave amp=30 freq=10]heftige[/wave] Turbulenz folgen! Was hältst du davon?", + "GAUNTLET_JUDAS_DEFAULT": "Ich habe die Ziele im Blick ...", + "GAUNTLET_JUDAS_QUESTION": "Herhören, Neuling! Ich visiere ihre lebenswichtigen Organe an, während du alles auskundschaftest. Verstanden?", + "GAUNTLET_LODESTEIN_DEFAULT": "Ich bin richtig [wave amp=30 freq=10]geladen[/wave] und will kämpfen. Sollen wir loslegen?", + "GAUNTLET_JUDAS_ANSWER": "Verstanden. Mission ... [shake rate=30 level=10]BEGINNEN[/shake]!", + "GAUNTLET_LODESTEIN_QUESTION": "Folgender Plan: Ich [wave amp=30 freq=10]stürme[/wave] mit Blitzangriffen rein und du lässt als Nachhut noch mehr Treffer folgen. Was hältst du davon?", + "GAUNTLET_LODESTEIN_ANSWER": "Alles klar – dann schocken wir sie mal so richtig!", + "GAUNTLET_SKIP_DEFAULT": "Es wird Zeit, [shake rate=30 level=10]den Müll rauszubringen[/shake]!", + "GAUNTLET_SKIP_QUESTION": "Ich habe eine Strategie: Wir [wave amp=30 freq=10]entsorgen sie[/wave] wie [wave amp=30 freq=10]Müll[/wave] – mehr sind die nämlich nicht! Was meinst du?", + "GAUNTLET_WALLACE_DEFAULT": "Ich habe noch Zeit für ein paar [wave amp=30 freq=10]ungeplante Abrisse[/wave]. Also, wer ist der Erste?", + "GAUNTLET_SKIP_ANSWER": "Guter Plan – [wave amp=30 freq=10]bringen wir den Müll raus[/wave]!", + "GAUNTLET_WALLACE_QUESTION": "Ich [wave amp=30 freq=10]reiße ihre Mauern ein[/wave] und danach greifst du sie an, okay?", + "GAUNTLET_WALLACE_ANSWER": "[wave amp=30 freq=10]Alles klar[/wave]! Zeigen wir ihnen, aus welchem Holz wir geschnitzt sind!", + "GAUNTLET_ZEDD_DEFAULT": "Ich bin gerade erst aufgewacht ... Kämpfen wir oder was ist los?", + "GAUNTLET_ZEDD_QUESTION": "Ich bin ziemlich müde. Könnte sein, dass ich eindöse und dir die Führung überlasse, okay?", + "GAUNTLET_CLOWN_DEFAULT": "ILLUSIONEN, ILLUSIONEN! AH, WIR SIND ALLE AUF UNSERE WEISE ILLUSIONEN, NICHT WAHR?", + "GAUNTLET_IANTHE_IANTHE1": "Ich weiß nicht, [wave amp=30 freq=10]wer[/wave] du bist ... [pause]aber wenn du denkst, dass du uns erledigen kannst, hast du falsch gedacht.", + "GAUNTLET_ZEDD_ANSWER": "Äh, ja, klar. Halten wir uns an deinen Plan.", + "GAUNTLET_IANTHE_WILMA2": "Ich glaube, wir sollten ihnen zeigen, dass wir es [wave amp=30 freq=10]ernst[/wave] meinen, Schätzchen!", + "GAUNTLET_ALEPH_DEFAULT": "KENNEN WIR UNS? ICH GLAUBE NICHT ... UND DOCH KOMMT MIR DEIN GESICHT BEKANNT VOR. SELTSAM.", + "GAUNTLET_ALEPH_QUESTION": "DER SIEHT SCHWÄCHLICH AUS. SEI SO GUT UND TÖTE IHN SCHNELL FÜR MICH, JA?", + "GAUNTLET_ALEPH_ANSWER": "TU, WAS DIR GEFÄLLT – ICH WERDE SIE EINFACH TÖTEN UND DANN VERSCHWINDEN.", + "GAUNTLET_ALICE_DEFAULT": "WIR SIND HIER ALLE WAHNSINNIG. ICH BIN WAHNSINNIG. DU BIST WAHNSINNIG. WÄREN WIR ES NICHT, WÄREN WIR NICHT HIER, NICHT WAHR?", + "GAUNTLET_ALICE_QUESTION": "ES WIRD IMMER EIGENARTIGER! EIN KÄFER STEHT UNS IM WEG. VIELLEICHT SOLLTE ICH IHN ZERQUETSCHEN.", + "GAUNTLET_ALICE_ANSWER": "ICH NEHME DEINEN PLAN AN! AB MIT IHREN KÖPFEN!", + "GAUNTLET_HELIA_QUESTION": "DIESE BEIDEN SOLLEN DAS LICHT DER SONNE SPÜREN.", + "GAUNTLET_CUBE_DEFAULT": "DER UNPERFEKTE WINKEL IN ALLEN DINGEN. ICH NEHME IHN AUCH IN DIR WAHR. DAS IST EINE ABSCHEULICHKEIT.", + "GAUNTLET_CLOWN_QUESTION": "ICH BRINGE SIE ZUM LACHEN UND DANN BRINGST DU SIE ZUM WEINEN. KANNST DU MIR FOLGEN?", + "GAUNTLET_CLOWN_ANSWER": "EIN WUNDERBARER PLAN! ZAUBERN WIR IHNEN EIN LÄCHELN INS GESICHT!", + "GAUNTLET_CUBE_QUESTION": "RICHTE IHRE FALSCHEN WINKEL, RICHTE IHRE FALSCHEN WINKEL, RICHTE IHRE FALSCHEN WINKEL!", + "GAUNTLET_CUBE_ANSWER": "JA. BEHEBEN WIR IHRE UNVOLLKOMMENHEITEN.", + "GAUNTLET_HELIA_DEFAULT.m": "WO AUCH IMMER ES EINE FUSION GIBT, BIN ICH ZU FINDEN. SOLLEN WIR KÄMPFEN, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.f": "WO AUCH IMMER ES EINE FUSION GIBT, BIN ICH ZU FINDEN. SOLLEN WIR KÄMPFEN, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.n": "WO AUCH IMMER ES EINE FUSION GIBT, BIN ICH ZU FINDEN. SOLLEN WIR KÄMPFEN, {player.to_upper}?", + "GAUNTLET_HELIA_ANSWER": "NUN GUT.", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "WAGST DU ES, DEINE EIGENE STERBLICHKEIT INFRAGE ZU STELLEN?\\nWAGST DU ES, ZU VERSTEHEN, WIE ZERBRECHLICH DU BIST?\\nNEIN, DU FÜRCHTEST DICH.", + "GAUNTLET_LENNA_DEFAULT": "Was für eine Welt ist das? Welche Zeitlinie? [pause]Aber das ist wohl egal – wenn ein Feind vor mir steht, kämpfe ich!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "JA! ZEIGEN WIR IHNEN EINEN WAHREN TOD!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "FLÖSSEN WIR DIESEN STERBLICHEN DIE OFT VERGESSENE ANGST VOR DEM TOD EIN.", + "GAUNTLET_LENNA_ANSWER": "Alles klar – komm, lassen wir die Schwerter klirren!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "Wir haben schon länger nicht mehr zusammen gekämpft. Bist du dem auch wirklich gewachsen, Paige?", + "GAUNTLET_LENNA_QUESTION": "Jeder hat eine Schwachstelle – wir müssen sie nur zum richtigen Zeitpunkt angreifen. Verstanden?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "Ohhh, mach dir keine Sorgen um mich! Außerdem möchte ich diesen [wave amp=30 freq=10]seltsamen Kassettenspieler[/wave] testen, von dem du erzählt hast!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "Bin ich dazu bestimmt, einfach nur ein Hindernis zu sein, dass es zu überwinden gilt, ganz gleich wann und wo ich bin? [pause]Nee, ich glaube nicht!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "Nicht gebunden durch Schicksal, Zeit oder sonst etwas. Wer [shake rate=30 level=10]interessiert sich dafür[/shake], wo wir sind? Da können wir doch auch unseren [shake rate=30 level=10]Spaß[/shake] haben!", + "GAUNTLET_MAMMON_DEFAULT": "Ich kann es in deinem Herzen lesen. Du möchtest fortschreiten, dich erweitern. Ich bin dir im Weg.", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "Also gut – dann zeigen wir den beiden mal ein richtiges [shake rate=30 level=10]Game over[/shake]!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "Nicht gebunden durch Schicksal, Zeit oder sonst etwas. Wer [shake rate=30 level=10]interessiert sich dafür[/shake], wo wir sind? Da können wir doch auch unseren [shake rate=30 level=10]Spaß[/shake] haben!", + "GAUNTLET_SHADOW_LENNA_ANSWER": "Klar, warum nicht? Lass uns [shake rate=30 level=10]Spaß[/shake] haben!", + "GAUNTLET_MAMMON_QUESTION.n": "Dieser Mensch wünscht fortzuschreiten. Wir stehen ihm im Weg. Daher ist es hier unsere Rolle, ihn mit Gewalt aufzuhalten.", + "GAUNTLET_MAMMON_QUESTION.m": "Dieser Mensch wünscht fortzuschreiten. Wir stehen ihm im Weg. Daher ist es hier unsere Rolle, ihn mit Gewalt aufzuhalten.", + "GAUNTLET_MAMMON_QUESTION.f": "Dieser Mensch wünscht fortzuschreiten. Wir stehen ihm im Weg. Daher ist es hier unsere Rolle, ihn mit Gewalt aufzuhalten.", + "GAUNTLET_MAMMON_ANSWER": "Ich stimme deinem Strategem zu. Sehen wir, ob unsere Feinde es bewältigen können.", + "GAUNTLET_MORGANTE_DEFAULT": "OB IHR DAS SCHWERT ODER EINEN KASSETTENSPIELER IN DER HAND HALTET, IHR MENSCHEN SEID IMMER GLEICH.", + "GAUNTLET_MAMMON_EUGENE_REACTION": "Ein Rückkampf, was? [shake rate=30 level=10]Nur zu[/shake]!", + "GAUNTLET_MORGANTE_ANSWER": "NUN GUT.", + "GAUNTLET_MORGANTE_QUESTION": "ICH BRAUCHE KEINE HILFE, UM DIE WAHRE MACHT DER REBELLION ZU ENTFESSELN. TRITT ZURÜCK.", + "GAUNTLET_PUPPET_DEFAULT": "SEID IHR MEINE MARIONETTEN? NEIN, NUR IRGENDWELCHE VERIRRTEN MENSCHEN.\\nVIELLEICHT SPIELE ICH TROTZDEM MIT EUCH.", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "BIST DU HIER, UM FÜR MICH ZU BRENNEN?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "NUN GUT. MÖGEN DIESE MENSCHEN DAS LICHT SEHEN.", + "GAUNTLET_MOURNINGSTAR_QUESTION": "VERBRENNEN WIR SIE MIT HIMMLISCHEM LICHT.", + "GAUNTLET_MONARCH_DEFAULT": "KOMMT, LASST MICH EURE LEEREN SEELEN VERZEHREN.", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "Argh. Schon wieder dieses Ding.", + "GAUNTLET_ROBIN_QUESTION": "ICH WERDE UNSEREM BEGIERIGEN PUBLIKUM EIN OPERNHAUS VOLLER NACHTSCHRECKEN BRINGEN. WAS HÄLTST DU DAVON?", + "GAUNTLET_ROBIN_DEFAULT": "AUF UND AB, AUF UND AB.\\nMAN FÜRCHTET MICH IN FELD UND STADT!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "Puh, das war ja ein [wave amp=30 freq=10]ganz schönes[/wave] Training für meinen alten Panzer.", + "GAUNTLET_ROBIN_ANSWER": "NUN GUT! MÖGE DIE VORSTELLUNG BEGINNEN!", + "GAUNTLET_TOWER_DEFAULT": "MEINE WAHRHEIT IST DEINER ÜBERLEGEN! NIMM SIE AN!", + "GAUNTLET_TOWER_QUESTION": "ERHELLEN WIR DIESE MENSCHEN MIT DEM LICHT DER IGNORANZ!", + "GAUNTLET_TOWER_ANSWER": "DEIN PLAN IST GUT!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "Aber jetzt bin ich an der Reihe, auch bei diesem Spaß mitzumachen!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "Die Mer-Linie und ich haben deinen Fortschritt durch den Spießrutenlauf mit großer Freude beobachtet.", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "Besiege mich, wenn du es kannst, {player}. Und halte dich nicht zurück – die Mer-Linie leiht mir ihre Kraft!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "Mir ist er ein bisschen zu klein geworden, aber du kannst ihn gerne haben! Ich bin schon in einen Größeren gezogen. Was hältst du davon?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "Hier, den hast du dir verdient!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "Ich sehe [wave amp=30 freq=10]zauberhaft[/wave] aus!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "Ab jetzt werden deine Gegner noch stärker. Ich verfolge deinen Fortschritt mit großen Erwartungen!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "Irgendwas riecht hier komisch ...", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "Unser Gegner ist diesmal eine ... Verkehrskrabbe?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "Unser Gegner ist diesmal eine ... Verkehrskrabbe?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "Unser Gegner ist diesmal eine ... Verkehrskrabbe?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "Unser Gegner ist diesmal eine ... Verkehrskrabbe?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "Dürfte kein Problem sein!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "Unser Gegner ist diesmal eine ... Verkehrskrabbe?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]Du hast ein Monster erschaffen![pause] Und heute wird die Schöpfung ihren Schöpfer vernichten!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "Sieht größer als gewöhnlich aus ...", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]Erinnerst du dich an mich, {player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "Äh ...", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]Erinnerst du dich an mich? An die [wave amp=30 freq=10]kleine[/wave] Verkehrskrabbe, die du an deinem ersten Tag auf Neu Wirral so unbarmherzig im Sand zerquetscht hast?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "Danke fürs Spielen! Hat es dir gefallen?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]Als wir in Kontakt traten, prägte sich mir dein Schatten – deine schlimmsten Anteile, deren Existenz du leugnest – ein und verlieh mir einen Geist.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]Als wir in Kontakt traten, prägte sich mir dein Schatten – deine schlimmsten Anteile, deren Existenz du leugnest – ein und verlieh mir einen Geist.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]Eine Zeit lang folgte ich dir und beobachtete dich in Hafenstadt unbemerkt, während du und deine Mitverschwörer die Zerstörung aller Monster planten. Seitdem habe ich trainiert, um mich auf diesen Augenblick vorzubereiten – unsere letzte Konfrontation!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]Als wir in Kontakt traten, prägte sich mir dein Schatten – deine schlimmsten Anteile, deren Existenz du leugnest – ein und verlieh mir einen Geist.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]Du hast ein Monster erschaffen![pause] Und heute wird die Schöpfung ihren Schöpfer vernichten!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]Eine Zeit lang folgte ich dir und beobachtete dich in Hafenstadt unbemerkt, während du und deine Mitverschwörer die Zerstörung aller Monster planten. Seitdem habe ich trainiert, um mich auf diesen Augenblick vorzubereiten – unsere letzte Konfrontation!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]Eine Zeit lang folgte ich dir und beobachtete dich in Hafenstadt unbemerkt, während du und deine Mitverschwörer die Zerstörung aller Monster planten. Seitdem habe ich trainiert, um mich auf diesen Augenblick vorzubereiten – unsere letzte Konfrontation!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]Meine Strategie?[pause] [wave amp=30 freq=10]Ganz einfach![pause] Wahlloses Abschlachten ohne Gnade!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]Ich habe ganz Neu Wirral und mehrere andere Welten darüber hinaus bereist. Ich habe gegen alle Arten von Bestien, Erzengeln und Menschen gekämpft. Meine Tötungen gehen in die [wave amp=30 freq=10]Millionen[/wave]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]Du hast ein Monster erschaffen![pause] Und heute wird die Schöpfung ihren Schöpfer vernichten!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "[shake rate=30 level=10]Der Rote König gibt mir seine Kraft![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "[shake rate=30 level=10]Ich mag ja nur potenziell existieren, aber ich weiß, dass der Zorn in meinem Herzen real ist![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]Ich habe deine Taktiken studiert, {player}. Glaub nicht, dass du mich diesmal so einfach bezwingen kannst!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]Ich [wave amp=30 freq=10]werde[/wave] dich töten, {player}, nur nicht heute ...", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "Danke fürs Spielen! Hat es dir gefallen?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "Danke fürs Spielen! Hat es dir gefallen?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "Nein ... Ich meine, ja!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "Ja!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "Moment mal, warum kann ich nicht Nein sagen?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "Cool! Dann lass uns eine Bewertung da, die bringt nämlich jede Menge! Setze diesen Dialog fort, wenn du fertig bist, dann gibt es eine Überraschung.", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "Rezension fertig!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "Super. Und jetzt wird dir dein ganzer Spaß wieder kaputt gemacht – nur für diesen Kampf habe ich Bugs hinzugefügt und Aktionen gehackt. Hoffentlich hast du keinen fairen Kampf erwartet!", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "Jetzt kommen ein paar krasse Songs!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "Am besten arbeiten wir zusammen ...", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "Wir fangen gerade erst an!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "Meine Güte, was für nervige Musik. Ändern wir die!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "JEDER MOMENT DES FRUSTS,[pause] JEDE UNANNEHMLICHKEIT[pause] – DAS IST ALLES ABSICHT!\\n\\nWIR WOLLEN DIR DEINEN SPASS KAPUTT MACHEN!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "DIE NÄCHSTE AKTION HABEN WIR NOCH NICHT GETESTET.\\n\\nMAL SEHEN, WIE ES LÄUFT!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "Sunny! Dich hätte ich hier nicht erwartet!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "FUNKTIONIERT, ÄH, WIE GEPLANT.", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "W-WAS?![pause]\\n\\nÄH,[pause] WIR MEINEN,[pause] GUT GEMACHT!\\nDU HAST UNSEREN TEST BESTANDEN!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]Ah, da bist du ja, {player}! Danke ...[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "Lass dir das aber nicht zu Kopf steigen. Alles, was gerade passiert ist, ist völlig nach Plan verlaufen.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "Wobei ...[pause] Ich erhöhe sie für dich.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "Übrigens, wenn du den Spießrutenlauf jetzt fortsetzt, erreichen deine Gegner die Stufenbegrenzung.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "Vergiss die Stufenskalierung nicht, wenn Kämpfe außerhalb des Spießrutenlaufs zu einfach werden!", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "So! Die Begrenzung liegt jetzt bei 999 und du kannst weiterspielen.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "Wenn du etwas siehst, ist es wahrscheinlich nicht da. Sehen, töten, fertig.", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "Durchsage", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "Hilf uns, die Verbreitung übernatürlicher Infektionen einzudämmen. Geistreiniger befinden sich an jedem Ausgang.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "Behalte deine Sachen bitte stets in deiner Nähe. Unbeaufsichtigtes Gepäck erhält ein schönes Essen.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "Mit Halt in: Crewe, Elmwich, Jekyll-and-Hyde-Park, ?????, Camberlot, Ur-Wirral, Irgendwo, Nirgendwo, AAAAAAAAAA-", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "Aufgrund stark ausgelasteter Verbindungen an unserem nächsten Halt verschiebt sich unser Eintreffen in Crewe um voraussichtlich 12.361 Jahre.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "Falls eine zählbare unendliche Anzahl von älteren, behinderten oder schwangeren Fahrgästen in den Zug einsteigt, gib bitte deinen Sitz frei, indem du auf den Sitz mit der doppelten Nummer deines aktuellen Sitzes aufrutschst.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "Nächste Halt: Crewe. Falls du hier aussteigen möchtest, halte dich bitte an die hiesigen Gebräuche und nimm die menschliche Form an.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "Im Falle eines ungeplanten Druckabfalls werden Sauerstoffmasken automatisch zur Verfügung gestellt. Falls du Schwefeldioxid benötigst, wende dich bitte telepathisch an unser Personal.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "Im Falle eines unerwarteten Halts in einer toten Welt BITTE NICHT AUSSTEIGEN. Behalte alle Arme, Beine und andere Gliedmaßen im Wagen, bis sich der Zug wieder in Bewegung gesetzt hat.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "Aktiviere im Falle eines Notfalls den Notfallalarm:\\n(1) Klappe öffnen; (2) Hebel ziehen; (3) Auf den Tod warten.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "Vermeide bitte Augenkontakt mit anderen Fahrgästen. Versuche nicht, zu kommunizieren. Auf Verstöße gegen diese Regel stehen eine Zeitschleifenhaftstrafe und eine Geldbuße von 2.000 britischen Pfund.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "Falls du dich unwohl fühlst, wende dich bitte telepathisch an unser Personal, das dir in die nächste Quarantänewelt helfen wird.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "Durch die Mitfahrt in diesem Zug stimmst du der Sammlung deiner intrapersonellen Daten zu.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "Dieser Wagen wird GZK-überwacht. Zu deiner Sicherheit können geschlossene zeitartige Kurven zum Zwecke der Verhinderung von Kausalitätsverletzungen kontrolliert werden.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "Achtung: In diesem Zug sind Taschendiebe und potenzielle Wesen aktiv. Achte bitte stets auf deine Wirklichkeit.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "Unterlasse es bitte, deine Existenz in diesem Zug infrage zu stellen.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "Das Rauchen ist in diesem Zug nicht gestattet. Auf Selbstentzündung steht eine Geldbuße von 2.000 britischen Pfund.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "In diesem Zug sind Spiegel jederzeit bedeckt zu halten.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "Wenn du einen schemenhaften Doppelgänger von dir mit roten Augen siehst, melde ihn bitte UNVERZÜGLICH einem Mitarbeiter.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "Aufgrund der Zunahme der ######## wird diese Fahrt über den Bahnhof Crewe umgeleitet. Wir entschuldigen uns für die Unannehmlichkeiten, die dies den Fahrgästen zweifelsohne bereiten wird.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "Tulpas sind jederzeit angeleint zu halten.", + "RANGER_TRADER_STICKER_FUSION2": "Die Monster-Fusion beherrschst du ja schon richtig gut. Also wie würde es dir gefallen, auch [wave amp=30 freq=10]deine Sticker zu fusionieren[/wave]?", + "RANGER_TRADER_STICKER_FUSION1": "Hallo Schätzchen, ich habe heute einen neuen Service für dich, der dich interessieren dürfte.", + "RANGER_TRADER_STICKER_FUSION3": "Du wählst einen Sticker aus, von dem du den Haupteffekt erhältst, und einen zweiten Sticker, von dem du zusätzliche seltene und ungewöhnliche Attribute verwendest. Daraus wird ein neuer Sticker erstellt, der das Beste der beiden Ausgangssticker bietet!", + "RANGER_TRADER_STICKER_FUSION4": "Da die Sticker-Fusion dauerhaft ist, erhältst du die ursprünglichen Sticker nicht zurück. Aber wenn du dich richtig entscheidest, können fusionierte Sticker selbst aus der schwächsten Kassette eine unaufhaltsame Bestie machen!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]Hey ... {player} ...[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "Also, wie kann ich dir helfen?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "Wie läuft's, Sunny?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]Es gibt etwas, das ich tun muss, {player} ... [pause]um etwas zu erledigen ...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "Erledigen?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]Eine Sache über die \\\"Makler\\\" habe ich dir noch nicht erzählt ...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "Wie meinst du das?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]Die \\\"Mammon\\\"-Bestie, die uns Befehle erteilt hat ... Sie war mit uns verbunden und wir waren alle miteinander verbunden ... Wie durch unsichtbare Telefondrähte ...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]Aber der Erzengel ... Mammon ... ist jetzt fort. Ich höre seine Befehle nicht mehr in meinem Kopf. [pause]Aber ich kann noch die Gedanken der anderen Makler hören ...[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "Ich glaube, ich verstehe, was du meinst. Ihr wart durch ein Netzwerk verbunden und diese Verbindung ist noch da, obwohl du nicht mehr [wave amp=20 freq=5]eine von ihnen[/wave] bist.", + "SUNNY_QUEST_INTRO_MEREDITH6": "Ihr seid alle verbunden? Also per Telepathie oder so? Okay, so weit kann ich dir folgen.", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "Du kannst ihre Gedanken hören?!", + "SUNNY_QUEST_INTRO_FELIX6": "Oh, du und die anderen Makler habt also eine Art telepathischer Verbindung?", + "SUNNY_QUEST_INTRO_VIOLA6": "Verstehe. Wie eigenartig.", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}... Die anderen – [pause]die Makler – [pause]planen etwas. [pause]Sie haben keinen Grund mehr, Makler zu sein, wissen aber nicht, wie sie sich ändern sollen ...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]Ihre Stimmen diskutieren über den Wirral ... Ich glaube, sie organisieren sich da oben. [pause]Ich muss herausfinden, was sie vorhaben ... {player}, können wir uns dort treffen?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "Okay. [pause]Ich denke, wir sollten dem Zombiemädchen helfen, oder?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "Ich bin froh, dass Sunny eigene Wege geht. Sehr schön!", + "SUNNY_QUEST_INTRO_EUGENE9": "Alles klar, helfen wir Sunny! Sie hat sich wirklich sehr verändert, was?", + "SUNNY_QUEST_INTRO_VIOLA9": "Hoffentlich geht es unserer Freundin Sunny gut. Vielleicht würde sie unsere Hilfe ja begrüßen.", + "SUNNY_QUEST_INTRO_FELIX9": "Ihr zu helfen, könnte doch interessant sein.", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]Ah, da bist du ja, {player}! Danke ...[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]Ah, du hast neue Kunden mitgebracht? Das ist aber eine eigenartige Investition ...[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]Ah, da bist du ja, {player}! Danke ...[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]Und du musst dich nicht mehr so aufführen ... Du bist jetzt frei. [pause]Wir sind jetzt ALLE frei ...[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]Nein ... das verstehst du falsch! Leute sind keine \\\"Investitionen\\\" ... [pause]Leute sind Leute ...[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]Ich weiß nicht, was ihr vorhabt, aber wir können uns aussuchen, was wir statt \\\"Maklern\\\" sein wollen![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "Ja, sag's ihm.", + "SUNNY_QUEST_PART1_KAYLEIGH6": "So ist sie, unsere Sunny!", + "SUNNY_QUEST_PART1_EUGENE6": "Das wollte ich hören, Sunny! Du hast vollkommen recht.", + "SUNNY_QUEST_PART1_VIOLA6": "Du hast wirklich eine ganz eigene Entschlossenheit gefunden, teuerste Sunny!", + "SUNNY_QUEST_PART1_FELIX6": "Ganz genau!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]Ich werde nicht nur zuschauen, {player} ... Das ist auch ein Kampf, den ICH austragen muss![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]Wir sollten dir einen CRASHKURS in Wirtschaftslehre geben ...[/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]Du hast deinen Unternehmergeist verloren, Maklerin![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]Hngh ... Wir sind hier fertig. [pause]Wird Zeit, dass wir uns ausstempeln – wir müssen los ...[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "Das war [wave amp=20 freq=5]toll[/wave], Sunny!", + "SUNNY_QUEST_PART1_VIOLA11": "Eine wundervolle Darbietung unserer teuersten Sunny!", + "SUNNY_QUEST_PART1_EUGENE11": "Das war [shake rate=30 level=10]der Hammer[/shake], Sunny! Du warst richtig gut!", + "SUNNY_QUEST_PART1_MEREDITH11": "Coole Monstergestalt, Sunny.", + "SUNNY_QUEST_PART1_FELIX11": "Coole Monstergestalt, Sunny!", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "Woher hast du diese Monsterkassette?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "Was für eine Monsterkassette war das?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]Die hat mir Ianthe geschenkt, nachdem ich ihr von meinem Plan erzählt habe, die Makler zur Rede zu stellen ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]Das Rad ... [pause]Das ist wirklich nur ein großes Rad ... Ich verstehe es nicht ...[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]Hm ...? \\\"Das Rad unter dem alten Hauptquartier\\\" ... [pause]Was hat das zu bedeuten ...?[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]Sie haben sich hier draußen getroffen ... Es muss irgendeinen Hinweis dazu geben, was sie hier gemacht haben ...[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]Oh! Das alte Hauptquartier im Sumpfgebiet ... Darunter befindet sich irgendwas![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player} ... Geh bitte mit mir zur alten Basis der Makler, die du mit Eugene zerstört hast ... Ich glaube, dort befinden sie sich ...[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]Ich muss das tun ... Ich muss sie aufhalten und dieses Leben ein für alle Mal hinter mir lassen ...[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]Wenn ich ehrlich sein soll, bin ich irgendwie ... aufgeregt ...[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]Hm ...? An dieser Tür ist irgendein Gerät. Sollen damit Eindringlinge ferngehalten werden? Mal sehen ...[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]Ich glaube, wir sollten weiter hineingehen ...[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]Es scheint mich als Maklerin zu erkennen! Gehen wir rein, {player}.[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]Die restlichen Makler sind alle hier ... Dafür gibt es bestimmt einen Grund. [pause]Irgendwas über ein \\\"Rad\\\" ...?[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]Du da – [pause]Maklerin – [pause]du trägst nicht die korrekte Uniform! Ich werde dich bei der Personalabteilung melden![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]Vielleicht trägst du ja doch die Standardarbeitskleidung ...[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]Diese miesen Regulierer ...[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]Willst du unsere Pläne der Firmenexpansion durchkreuzen? Ich VERACHTE Whistleblower![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]Das Rad bietet eine enorm spannende Möglichkeit für unser Geschäft! Ich glaube, unser Börsenwert wird bald steigen![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]Betreibst du hier Industriespionage? Das verstößt gegen die Firmenrichtlinien![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]Meine Aktien stürzen ab ...[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]Die Stimmen ... Die Makler sind aufgeregt wegen etwas, das vor uns liegt ... Ich kann es SPÜREN ...[/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]Das verstößt ... trotzdem gegen die Firmenrichtlinien ...[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]Gehen wir weiter ...[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]Ist es nicht wunderschön? Das ist die Zukunft des Maklerverbands ... Das Rad![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]Als unser letzter CEO ... [pause]versetzt wurde ... [pause]stürzte das Makler-Hauptquartier zusammen mit vielen von uns Angestellten in die Tiefen der Insel ...[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]Aber hier im Dunkeln haben wir sie gefunden – eine neue Gelegenheit für uns alle ...[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "Welche Funktion könnte es haben?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "Welche Verwendung habt ihr dafür?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]Das Rad ist ein vergessener Teil eines Ganzen, etwas von großer Macht, das unterhalb der Insel liegt ... [pause]Eine Kraft, die sich durch viele Welten schlängelt ...[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "Die Mer-Linie!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "Es stammt also von einem der Züge der Mer-Linie?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]Die \\\"Verbindung\\\" zwischen Maklern ... Könnte dieses Rad sie erweitern ...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]Wir sind Gefäße, erschaffen, um dem Erzengel Mammon zu dienen, [pause]nicht wahr ...?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]Sag mir, Ex-Kollegin – [pause]weißt du, was wir Makler WIRKLICH sind?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]Nein ... Ein Erzengel kann nichts \\\"erschaffen\\\"! Er kann nur etwas nehmen und umformen ... Das Rad wird dir deine Wahrheit zeigen![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]Also ... Woher kamen wir ...?[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]Das Rad kann uns mit anderen Zeiten, anderen Orten ... anderen Maklern verbinden. [pause]Damit ... können wir eine Kommunikation herstellen ... Fusionen arrangieren ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player}, sie wollen andere Welten kontaktieren und neue Makler herbringen![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]Ja! [pause]Wir weiten unsere Geschäftstätigkeiten aus! [pause]Masseneinstellung! Aggressive Expansion![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]Nein, das werdet ihr nicht tun! Das lasse ich nicht zu![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]Was?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]ICH STELLE VERSTÄRKUNG AUS DEM GANZEN KOSMOS EIN![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "Das ist vielleicht nicht gut für dich ...", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]Bringen wir es zu Ende![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]Ah, ja, ein bronzener Bulle, der unser Kapital verteidigt ... [pause]Wie passend! Das wird funktionieren![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player} ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]Ich lasse mir von niemandem sagen, was ich sein soll ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]Ich muss einfach nur ICH SELBST sein![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]Wir besiegen sie ... gemeinsam ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]Das Rad kann mir meine \\\"Wahrheit\\\" zeigen ...? Was meinte er damit ...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]Was genau BIN ich ...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "Kann man ihm trauen?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "Das Ding könnte gefährlich sein ...", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]Ich sehe ... [pause]die Fäden ... die uns verbinden. Sie sind so nah an meinen Fingern, dass ich sie fast schon greifen kann ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]Ich habe sie gesehen, für einen Augenblick ... War ich das? War das die, die ich war?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "Alles okay, Sunny?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]Ich bin so nah dran ... Ich muss einfach nur weitergehen ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]Sie ging so in ihrer Arbeit auf, dass sie sich selbst verlor. Sie fühlte sich erbärmlich ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]Dieser Körper ... Mein Körper war jemand anders – früher. Sie hatte ihr eigenes Leben, aber es gehörte nicht ihr ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]Das machte sie zu einem leichten Ziel für Mammon. Sie wurde entführt ... Entführt und zu einem Gefäß gemacht.[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]Zu mir gemacht ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]Es muss noch mehr geben ... Mehr Bedeutung, mehr Antworten im Kosmos ... Ich muss einfach nur tiefer hineinblicken ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]Argh![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "Sei vorsichtig, Sunny!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "Du solltest aufhören.", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]Äh, ich glaube, ich habe etwas zu tief in den Kosmos geblickt. Ich habe mich für einen Augenblick verloren ... [pause]Tut mir leid.[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]NEIN![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player}, wir sollten gehen. Ich glaube, wir sind hier fertig ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "Alles okay?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "Hast du gefunden, wonach du gesucht hast?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]Ich ...[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]Das Rad ...[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]Du hast es gesehen, oder? [pause]Deine Entstehung? [pause]Den Moment, als du für einen höheren Zweck auserwählt wurdest? [pause]Den Moment, in dem du das wurdest, was du sein SOLLTEST?[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]Ich ... Ich bin ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]Ich bin Sunny. Sonst bin ich nichts. Es ist egal, was ich nach Meinung anderer Leute sein muss.[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]Ich bin einfach nur Sunny.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]Bitte, {player}, zeig mir Dinge. Neue Dinge! Es gibt so viel zu sehen! [pause]Ich weiß, dass du vorhast, Neu Wirral zu verlassen, aber ...[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]Vielleicht solltest du aufhören, ein Makler zu sein, nur weil man dir gesagt hat, dass du einer bist. Versuch doch mal, du selbst zu sein.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]Ich glaube ... Zu wissen, dass dieser ... [pause]Körper ... [pause]jemand anders war, bevor ich zu einer Maklerin wurde ...[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]Hngh.[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "Ich glaube, die gibt es nur auf Neu Wirral.", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]Ich fühle mich deswegen nicht anders. Ich möchte weiter lernen, was es bedeutet, ich zu sein – so, wie ich jetzt bin.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]Dieses \\\"andere Ich\\\" würde es bestimmt verstehen.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]Ich will Spaß haben, [pause]okay?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "Sunny stellt dir verschiedene Fragen über das Leben in deiner Welt.", + "RESTING_SUNNY_PLATONIC_2": "Sunny erzählt dir von einem Traum, den sie kürzlich hatte.", + "RESTING_SUNNY_PLATONIC_3": "Sunny sitzt still und zufrieden da.", + "RESTING_SUNNY_DATING_1": "Sunny diskutiert mit dir ernst darüber, was sie vom Leben hält.", + "RESTING_SUNNY_PLATONIC_5": "Sunny erzählt dir begeistert von neuen Dingen, die sie kürzlich über Hafenstadt erfahren hat.", + "RESTING_SUNNY_PLATONIC_4": "Du führst ein unbeschwertes Gespräch mit Sunny.", + "RESTING_SUNNY_DATING_2": "Sunny erkundigt sich nach deiner Kleidungswahl (zur persönlichen Recherche).", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]Die Leute haben ja ziemlichen Spaß am Essen, oder ...?[/wave]", + "RESTING_SUNNY_DATING_3": "Sunny sitzt still – aber zufrieden – bei dir.", + "RESTING_SUNNY_DATING_4": "Sunny sagt nicht viel, wirkt aber glücklich, bei dir zu sein.", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]Ihr scheint das mindestens einmal pro Tag zu machen![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "Hm?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "Wie meinst du das?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "Das ist notwendig!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "Essen hält Leib und Seele zusammen!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]Wirklich ...? Das ist seltsam ...[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]Mir geht es auch gut, wenn ich überhaupt nichts esse![/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]Vielleicht bin ich weniger wie andere Leute, als ich gedacht habe ...[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]Ist der Himmel in deiner Welt so schön wie hier, {player}?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "Er ist ... vollkommen anders.", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]Tagsüber gleitet die Sonne mit einem pechschwarzen Mond über den Himmel ... Nachts verschlingt dieser Mond die wirbelnden Lichter, die zusammen tanzen ...[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "Er sieht nicht ganz so aus.", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]Das ist doch wunderbar, findest du nicht ...?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "Das ist cool!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "Ich finde es irgendwie gespenstisch.", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]Hehe ... Ich dachte, du siehst das auch so. Sehr \\\"cool\\\" ...[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]Hehe ... Ich dachte, du siehst das auch so. Sehr \\\"cool\\\" ...[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]Hehe ... Vielleicht ist er vollkommen anders als das, was du gewohnt bist ...[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]Hehe ... Ich dachte, du siehst das auch so. Sehr \\\"cool\\\" ...[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]Hehe ... Vielleicht ist er vollkommen anders als das, was du gewohnt bist ...[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]Hehe ... Vielleicht ist er vollkommen anders als das, was du gewohnt bist ...[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]Sag mal, {player} ... Gibt es in deiner Welt auch ein Café ...?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "Es gibt sogar ziemlich viele davon.", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]Viele Cafés ...? Ich finde es schwierig, mir das vorzustellen ...[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "Nee – das ist das einzige, das ich jemals gesehen habe!", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]Wow! [pause]Dann muss das hier ja ziemlich aufregend für dich sein ...![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]Du und Kayleigh ... Ihr habt so was wie eine Verbindung, oder ...?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "Ja!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]Dachte ich mir. Es macht mich glücklich, zu wissen, dass zwei meiner Freunde sich so nahestehen ...[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "So könnte man es wohl ausdrücken.", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]Dachte ich mir. Es macht mich glücklich, zu wissen, dass zwei meiner Freunde sich so nahestehen ...[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]Dachte ich mir. Es macht mich glücklich, zu wissen, dass zwei meiner Freunde sich so nahestehen ...[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]Obwohl ich keine solche Verbindung zu irgendjemandem habe, glaube ich, dass es schön wäre ...[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]Du und Eugene steht euch nahe, oder?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "Ja!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]Dachte ich mir. Eugene ist auf vielerlei Arten selbstsicher, auf andere Arten aber nicht so sehr ... Ich glaube, dass du ihm helfen kannst, das Beste zum Vorschein zu bringen.[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "So könnte man es wohl ausdrücken.", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]Ich glaube, ihr beiden seid ein gutes Paar ...[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]Wenn ich den Wind so spüre ...[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]... dann glaube ich ... dass die Frau, deren Körper das war, den Wind nicht so in ihrem Haar spüren konnte ...[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]Vielleicht hole ich auf gewisse Weise die verlorene Zeit nach ...[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]Es ist seltsam, wenn ich mir vorstelle, dass viele Leute auf dieser Insel hier verschollen sind ...[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]Die werden von Leuten erschaffen, wie ich gehört habe ...?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]Immerhin bin ich nicht verschollen. Hier habe ich mich selbst gefunden ...[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]Kayleigh meinte, dass den jeder auf Neu Wirral kriegt, oder ...? Findest du, dass JEDER eine zweite Chance im Leben verdient ...?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "Ich denke schon.", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]Neu Wirral – ein Ort, an dem man für immer verschollen sein [pause]und für immer gefunden werden kann ...[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]Ein Neuanfang ...[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "Nicht jeder.", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]Ich auch, denke ich ...[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]Einer Person, die einer zweiten Chance im Leben nicht würdig ist ... möchte ich gar nicht begegnen ...[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]Die \\\"Erzengel\\\", [pause]wie zum Beispiel Mammon ...[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "Gewissermaßen ...", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "Als einen Freund?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "So in der Art.", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]Verstehe ...[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]Ein Erzengel scheint so viel stärker als ein Mensch zu sein ... Aber ich glaube, das ist eine falsche Betrachtungsweise ...[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]Wenn ich Leute in Hafenstadt zusammenarbeiten sehe, sind sie wie ein großes Ganzes ...[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]Ein Erzengel mag ja stark sein, aber ich kann mir kaum vorstellen, dass er es mit allen Leuten gemeinsam aufnehmen könnte![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]Ich habe über was nachgedacht ...[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]Ich frage mich, ob man noch mehr solcher Inseln findet, wenn man ein Schiff baut und davonsegelt ...[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]Das Meer, das Neu Wirral umgibt ...[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]Vielleicht mache ich das irgendwann mal, wenn sich mein Herz nach neuen Ländern sehnt![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]Wenn jemand anders mal in meinem Körper gelebt hat, habe ich dann auch die Vorlieben und Abneigungen dieser Person übernommen ...?[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]Ich ... mag es, wie du aussiehst, wenn das Feuer dich beleuchtet, {player} ...[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]Oder sind das meine eigenen? [pause]Ich frage mich ...[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]Die in deinen Augen widergespiegelte Glut ... Das klingt jetzt vielleicht absurd, aber ich habe das Gefühl, eine ganze Welt in dir zu sehen ...[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]Vielleicht ist das die Welt, aus der du gekommen bist ... Als hättest du einen Teil davon in dir aufbewahrt, der dich nach Hause führen wird ...[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]Das vergangene Ich ... Die Person, die früher in meinem Körper gelebt hat ...[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]Sie wirkte so unglücklich ... [pause]Es ist traurig, ein unglückliches Leben zu führen und es nicht ändern zu können ...[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]Versprich mir, {player}, immer so glücklich wie möglich zu sein ...[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "Es gibt keine.", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]Wie sind die Monster in deiner Welt denn so, {player} ...?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]Lass dich nicht von deiner Welt verändern oder zu jemandem machen, der du nicht bist ... Okay?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]Was ...? Ernsthaft?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]Das war mir gar nicht bewusst ... [pause]Aber das erklärt dann wohl so einiges ...[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "Ja.", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]Gibt es in deiner Welt mehr Kleidung als in dieser, {player} ...?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]Ach ja?![/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "Wesentlich mehr ...", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]Also wenn ich das richtig verstehe ... wurde diese Insel von einem Erzengel, der den Namen \\\"Mer-Linie\\\" trägt, erschaffen und instand gehalten ... richtig?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]Obwohl ... [pause]ich gerade erst entdeckt habe, wie sehr ich es mag, mich zu kleiden ... Vielleicht bin ich noch nicht bereit für einen neuen Look ...[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "Sieht so aus.", + "SUNNY_CONVO16_SUNNY1_OPTION2": "Ich glaube, das ist richtig!", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]Okay, nächstes Mal denke ich mir bessere Fragen aus![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]Dieser Erzengel muss einen Grund gehabt haben, das alles zu tun ...[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]Andererseits ... könnten seine Gründe auch jenseits unserer Vorstellungskraft liegen.[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]So oder so finde ich, dass wir uns darüber keine Gedanken machen sollten! Was auch immer die Zukunft bringen mag, wir werden bereit dafür sein ...[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]Unsere neue Freundin Gwen ... Ich habe noch nie jemanden gesehen, der wie sie gekleidet war![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]Gwen ist also ein Erzengel ...[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]Ob sie sich wohl mit mir anfreunden würde ...?[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]Sie war auf diesem Pier bestimmt sehr einsam ... Hoffentlich kann sie ihr Glück finden ...[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]Niemand verdient es, sich so zu fühlen ...[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]Okay, {player}. Erzähl mir was. Irgendwas über deine Welt.[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "Hm?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "Meine Welt?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]Ja! Deine Welt ist alt, oder ...? Neu Wirral ist jung. Man hat mir gesagt, dass es Hafenstadt erst seit ein paar Generationen gibt ...[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "Du gibst Sunny eine kurze Zusammenfassung über die Geschichte der Erde. [pause]Du lässt viele Details aus, aber das ist in Ordnung.", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]Bitte, erzähl mir etwas über die Geschichte deiner Welt![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]Das ist ... ganz schön viel zum Verarbeiten.[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]Wenn ich an diese Insel denke und daran, wie ich mich verändert habe ... von der Person, die ich mal auf einer anderen Welt war, zu einer Maklerin, die dich hier findet ...[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]... dann kann ich fast den Faden der Geschichte sehen, der mich dazu gebracht hat, ich zu sein, [pause]hier [pause]und jetzt.[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]Ergibt das einen Sinn? Siehst du ... die Fäden der Geschichte deiner Welt, die dich dazu gebracht haben, die zu sein, die du jetzt bist ...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]Ergibt das einen Sinn? Siehst du ... die Fäden der Geschichte deiner Welt, die dich dazu gebracht haben, die zu sein, die du jetzt bist ...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]Ergibt das einen Sinn? Siehst du ... die Fäden der Geschichte deiner Welt, die dich dazu gebracht haben, die zu sein, die du jetzt bist ...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "Eigentlich nicht!", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]Okay, dann bin ich ja froh! Ich war mir nicht sicher, ob das eine dumme Frage ist.[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "Ja?", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]Kein Problem ... War sowieso eine dumme Frage![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]Ich lerne noch, was es bedeutet, man selbst zu sein. Ein Teil davon, aber eben nicht alles, liegt in unserer Geschichte ...[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]Ich stelle mir Fragen zu dem Menschen, der ich mal war ... [pause]Zu der Frau, die zuerst in meinem Körper gelebt hat ... Ich frage mich, wie ihre Geschichte sie geformt hat ...[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]Vielleicht stelle ich ja die falschen Fragen ... Vielleicht muss ich dich mehr über die Gegenwart und nicht die Vergangenheit fragen![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "Das klingt nach einem guten Plan!", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]Auf deiner Welt leben viele Menschen ... oder? Ich meine ... viel mehr als auf dieser Insel.[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "Ich schätze schon!", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]Hey ... {player} ...[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]Keine Sorge, das verstehe ich. Die anderen Makler und ich ... sind auch keine Freunde.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "Ja, ich schätze schon!", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]Da trifft man bestimmt mehr Leute, als man überhaupt kennenlernen kann![/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "Ja, ganz genau!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]Macht dich das nicht traurig? Dass es Freundschaften gibt, die du verpassen könntest ...?[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]Obwohl ... ich vermute, dass das am Ende nicht unbedingt Freunde sein würden. Nicht alle können eine Verbindung zueinander haben ...[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "Ja.", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "Das ist noch untertrieben.", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]Die Rollen, die sie erhalten haben, sind so starr ... so unmöglich zu ändern, dass sie sich gar kein anderes Leben vorstellen können ...[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]Aber zu wissen, dass Leute vielleicht keine Verbindung mit mir eingehen oder mich sogar verabscheuen ... Das wird mich nicht davon abhalten, mit anderen in Kontakt zu treten.[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]Vielleicht ist es eine Beleidigung für sie, dass ich mich entschieden habe, \\\"Sunny\\\" statt eine \\\"Maklerin\\\" zu sein.[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]Ich finde Leute interessant! Es macht Spaß, mit ihnen zu reden ... Glaube ich ...[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "Finde ich auch!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "Ist es das ...?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "Das ist eine gute Sichtweise!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]Hehe.[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]Hunger zu haben ist schon ziemlich lustig, oder ...?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]Ist das so eine seltsame Aussage?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "Hunger zu haben ist kein Witz!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]Das ist ein Gefühl, durch das sich unser Verhalten ändert, auch wenn wir es nicht wollen ...[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]Die Dinge, die wir uns in unseren Körpern wünschen, beherrschen uns und treiben uns dazu, Entscheidungen zu treffen ...[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "Ich schätze, das stimmt.", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "Hast du viele dieser körperlichen Begierden?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Siehst du? Es war gar keine seltsame Aussage![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Auf deiner Welt gibt es bestimmt jede Menge richtig gutes Essen, das es auf Neu Wirral nicht gibt, {player}![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Bei manchem Essen fühle ich mich eher so als bei anderem. Das sind dann wohl \\\"Vorlieben\\\" ...[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "Ja.", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "Ich erzähle dir was über \\\"Restaurants\\\".", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Du ... [pause][pause]Äh ... [pause][pause]Ich meinte nicht ... [pause]Ich rede von Essen![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Bitte ... erzähl mir von diesem Essen. Ich möchte was darüber erfahren, okay?[/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Viele menschliche Begierden sind ... [pause]interessant, aber über Essen lässt sich einfacher reden ...[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "Danach flaute das Gespräch auf peinliche Weise ab.", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]Hey, {player}.", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]Eine Sache macht mich neugierig ... Wie Leute wohnen. Mir wurde gesagt, dass sie das widerspiegelt.[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]Kannst du mir dein Zuhause zeigen ...?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "Klar!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "Jetzt nicht.", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]Okay! Gehen wir ...[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]Okay. Dann ein andermal ...[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]Ich habe sehr viel darüber nachgedacht, was es heißt, ich und eine Person zu sein ...[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]Und ich glaube, jetzt verstehe ich es.[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]Was Leute zu Leuten macht ... [pause]sind andere Leute.[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]Ohne dich, Kayleigh und Eugene in meinem Leben wäre ich nicht Sunny ...[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]Immerhin habt ihr mir diesen Namen gegeben. Das erste Geschenk, das ich jemals erhalten habe – und für immer schätzen werde.[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]Selbst dich, {player}. Anfangs sah ich in dir eine fremde Person, jemanden, den ich fürchtete oder dem ich nicht traute. Aber jetzt sehe ich dich als ...[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]Es fühlt sich an, als wäre seitdem so viel Zeit vergangen ... Ich sehe jetzt alles ganz anders.[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "Als einen Freund?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]Selbst dich, {player}. Anfangs sah ich in dir eine fremde Person, jemanden, den ich fürchtete oder dem ich nicht traute. Aber jetzt sehe ich dich als ...[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]Selbst dich, {player}. Anfangs sah ich in dir eine fremde Person, jemanden, den ich fürchtete oder dem ich nicht traute. Aber jetzt sehe ich dich als ...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "Als einen Freund?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "Als mehr ...?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Diese Verbindungen zueinander? Ich glaube, das bedeutet es, zu leben. Ein Mensch zu sein ...[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Natürlich! Wir waren zusammen unterwegs ... haben gegen Monster gekämpft ... sind sogar fusioniert ...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "Als mehr ...?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "Als mehr ...?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Ich weiß, dass du diesen Ort eines Tages verlassen wirst ... Aber diese Verbindungen zwischen uns werden immer Bestand haben. Uns zu dem machen, was wir sind.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Zumindest denke ich das.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Äh ...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Meinst du damit das, was ich denke ...?[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "Ich meine, dass wir eng befreundet sind!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "Ich meine, dass ich Gefühle für dich habe.", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "Ich meine, dass wir eng befreundet sind!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "Ich meine, dass wir eng befreundet sind!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]Dann ... ist das nicht nur bei mir so.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]Wenn ich ehrlich sein soll, habe ich ... [pause]seit einiger Zeit komplizierte Gefühle in mir.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]Es ist sehr schwierig für mich, zu unterscheiden, was normal ist und was nicht ...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]Aber wenn du das Gleiche fühlst, versuche ich es ganz geradeheraus zu sagen:[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]Ich möchte dir nahe sein ... [pause]sehr nahe, und zwar jetzt ... [pause]falls das in Ordnung ist ...?[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "Nichts Besonderes!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]Du siehst aus, als hättest du irgendwas zu sagen, {player}, glaube ich ...[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]Okay, {player} ...[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]Ich möchte, dass wir zusammen sind.[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]Ich glaube, ich verstehe, was du damit meinst.[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]Schon in Ordnung, Eugene. Wir waren nicht befreundet, als wir uns zum ersten Mal trafen, aber jetzt sind wir es ... Ist doch auch besser so, oder ...?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]Natürlich will ich das ... Nichts mehr als das ...[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]Ich ...[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]Es geht nicht nur darum, sich körperlich nahe zu sein, sondern um mehr ...[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "Ja.", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]Eine Bestätigung der Verbindung zwischen uns, als Personen ...[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "So könnte man es auch ausdrücken.", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]Aber ... wir können uns trotzdem auch noch körperlich nahe sein, oder ...?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]Weil ich viele Gefühle habe, wenn ich dich sehe. Ich möchte dir körperlich nahe, aber auch mit dir verbunden sein – mit deinem Herzen ...[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]Diese Gefühle vermengen sich und ich kann nicht sagen, wo sie anfangen oder aufhören. Das vermittelt mir den Eindruck, als könne ich mich selbst nicht so sehr verstehen, wie ich es möchte ...[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]Ich glaube, ich muss dir nahe sein.[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]Ich muss deine Hände auf meinen spüren – [pause]u-und noch andere solcher Dinge![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]Ich weiß, dass du irgendwann nach Hause zurückkehren wirst ... Aber diese Verbindung zwischen uns wird immer Bestand haben. Uns zu dem machen, was wir sind.[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]Also ... ja. Ich will mit dir zusammen sein. Bis du gehst.[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "Oh, die leben nicht dort – das machen die nur tagsüber! Stell dir das als Rolle vor, die du während des Tages spielst, bevor du nach Hause kommst und wieder du selbst bist.", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "Na ja, [wave amp=30 freq=10]so[/wave] würde ich es jetzt nicht unbedingt ausdrücken. Man braucht halt Geld zum Leben und ein Bürojob ist eine Möglichkeit, Geld zu verdienen.", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]... Du willst damit also sagen, dass sich dort, wo du herkommst, manche Leute dafür ENTSCHEIDEN, wie Makler zu leben ...?[/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]Leute entscheiden sich also dafür, in einem Büro zu leben, um über die Runden zu kommen ...?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "Äh, für diese Art von Arbeit bin ich nicht qualifiziert.", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]Verstehe ... Hattest du einen \\\"Bürojob\\\", bevor du nach Neu Wirral gekommen bist, Kayleigh ...?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]... Nein, ich musste als Maklerin niemals \\\"Blut trinken\\\" ...[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "Ich schätze nicht. Ich bin einfach nur neugierig.", + "PARTNER_INTERACT_S_M1_MEREDITH2": "Also bist du keine, na ja, Vampirin. [pause]Aber bist du wirklich nicht vielleicht doch ein [wave amp=30 freq=10]bisschen[/wave] untot? Du siehst ziemlich blass aus.", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]\\\"Untot\\\"? Mit diesem Wort bin ich nicht vertraut ... Ist das was Schlimmes ...?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]Du ... [pause]bist meinetwegen neugierig ...?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "Versteh das nicht falsch! [pause]Du bist, na ja, ein [wave amp=30 freq=10]lebendiges totes Mädchen[/wave]. Oder vielleicht auch nicht. So oder so ist das cool.", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]Du willst damit also sagen, dass du mich nicht so recht verstehst und dich das interessiert ...?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "Ich ... schätze schon?", + "PARTNER_INTERACT_S_E1_EUGENE2": "Du meinst, als du zum ersten Mal in dieses Café gekommen bist? Ja, das ist schon ein bisschen her.", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]Es fühlt sich an, als hätten wir uns schon vor langer Zeit kennengelernt, Eugene ...[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]Nein, ich meine, als ich eine Maklerin war und zum ersten Mal nach Hafenstadt kam. Du hast mich und meinen Kollegen zur Rede gestellt und wolltest, dass wir gehen. Erinnerst du dich noch ...?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "Moment mal, [pause]das warst DU? Sunny, ich wusste ja nicht ...", + "PARTNER_INTERACT_S_E1_EUGENE6": "Eine starke Verbesserung – finde ich auch.", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]... Möchtest du mich zeichnen ...?[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "Ja! Immerhin ist deine Geschichte ziemlich inspirierend. Du bist deinem vorherigen Leben als Firmendrohne entkommen, um du selbst zu werden. In der Geschichte, die ich schreibe, könnte ich eine Figur auf dir basieren lassen.", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]Obwohl ich darauf bestehen muss, dass ich meine Kleidung während des Zeichnens anbehalte.[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]Ich ... Das ist sehr nett von dir. Ich würde mich geehrt fühlen, wenn du mich zeichnest, Felix ...[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "Keine Sorge, [wave amp=30 freq=10]so[/wave] ein Zeichner bin ich nicht.", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]... Hast du schöne Erinnerungen an deine Zeit, in der du gereist bist, Viola ...?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "... Schöne Erinnerungen? Die schönsten! Der Wind in meinen Haaren in einer Nacht, das warme Bett in einer Herberge im darauffolgenden Monat. An einem Abend dinierte ich mit Freunden meines Vaters und am nächsten rezitierte ich Gedichte im schönen Verona.", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]\\\"Schönes Verona\\\" ... Das klingt nach einem netten Ort ...[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "Das ... mag er ja sein, aber ich muss gestehen: [pause]Einmal stahl ich das Herz einer Maid von hohem Stand in Verona und verursachte eine Fehde, die aufs Übelste eskalierte. [pause]Ich beabsichtige nicht, dorthin zurückzukehren.", + "PARTNER_INTERACT_S_D1_DOG2": "Wuff!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]... Ich schätze, du bist ein \\\"Hund\\\", nicht wahr ...?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]... Du scheinst viele Geschichten zu kennen![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]Du bist der erste \\\"Hund\\\", dem ich begegnet bin. Ich würde gerne noch mehr kennenlernen, wenn ich die Gelegenheit dazu erhalte ...[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "Ja! [pause]Es ist nicht superungewöhnlich, rotes Haar zu haben, zumindest nicht in meiner Gegend.", + "FRANKIE_INTERACT_K1_FRANKIE1": "... Ich muss dich was fragen, Kayleigh. Ist das deine natürliche Haarfarbe?", + "FRANKIE_INTERACT_K1_FRANKIE4": "Na ja, eigentlich [pause]nicht, [pause]aber seit ich hier angespült wurde, ist es so GEBLIEBEN.", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "Aber ich schätze, du wurdest nicht mit rosa Haar geboren.", + "FRANKIE_INTERACT_K1_FRANKIE6": "Da spare ich auf jeden Fall Geld für Haarfärbemittel!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "Wenn du damit zufrieden bist, ist es doch gar nicht so schlimm, oder?", + "FRANKIE_INTERACT_M1_FRANKIE1": "... Ich weiß nicht, Meredith. Wenn ich Neu Wirral [wave amp=30 freq=10]verlasse[/wave], muss ich mir einen Job besorgen und diesen ganzen langweiligen Kram machen.", + "FRANKIE_INTERACT_K1_FRANKIE7": "Wobei es hier sowieso kein Geld gibt. Und keine Haarfärbemittel.", + "FRANKIE_INTERACT_V1_VIOLA3": "Ich sehe, was dich bekümmert, teuerste Frankie. Du fragst, ob es einen Widerspruch zu deiner Leidenschaft für romantische und lustbetonte Prosa gibt, obwohl du dich weigerst, an solchen Dramen selbst teilzuhaben?", + "FRANKIE_INTERACT_M1_MEREDITH2": "Du bist doch noch ein Kind, oder? Du hast noch Zeit, bevor du dich mit den Banalitäten des Erwachsenenlebens auseinandersetzen musst.", + "FRANKIE_INTERACT_M1_FRANKIE3": "Ich bin [wave amp=30 freq=10]18[/wave]! Ich glaube, [wave amp=30 freq=10]so[/wave] viel älter bist du auch nicht!", + "FRANKIE_INTERACT_M1_MEREDITH4": "Oh. [pause]Das war mir gar nicht bewusst. Du hast wohl einfach so eine ... [pause]jugendliche Energie, dass ich dachte, du wärst jünger.", + "FRANKIE_INTERACT_M1_FRANKIE5": "Das höre ich oft!", + "FRANKIE_INTERACT_E1_FRANKIE1": "... Ich glaube, ich bin einfach nicht die Person, die sich meine Eltern [wave amp=30 freq=10]erhofft[/wave] hatten. Sie [wave amp=30 freq=10]unterstützen[/wave] mich zwar, aber sie hatten sich wohl etwas anderes vorgestellt.", + "FRANKIE_INTERACT_E1_EUGENE2": "Das kann ich verstehen. Ich hatte eine ziemlich heftige Kindheit – meine Eltern haben viel Zeit in den Gräben eines Guerillakriegs um das Schicksal einer brennenden Welt verbracht.", + "FRANKIE_INTERACT_E1_FRANKIE3": "... [pause]Was?", + "FRANKIE_INTERACT_E1_EUGENE4": "Na ja, sie haben mich großgezogen, so gut sie konnten ... [pause]aber ich wuchs in den Überresten der Todesmaschinen auf, die ihre Generation zerstört hatte.", + "FRANKIE_INTERACT_E1_EUGENE5": "Wenn sie so etwas erlebt haben, gibt es natürlich eine gewisse Distanz zwischen uns.", + "FRANKIE_INTERACT_E1_FRANKIE6": "... [pause]Vielleicht ist mein Leben alles ins allem doch recht einfach.", + "FRANKIE_INTERACT_F1_FRANKIE1": "... Also, wenn ich dir eine Figur beschreibe, meinst du, du könntest sie für mich zeichnen?", + "FRANKIE_INTERACT_F1_FELIX2": "Klar! Sag mir einfach, wie deine Figur aussieht, dann kann ich das machen.", + "FRANKIE_INTERACT_F1_FRANKIE3": "Okay, [pause]sie sieht aus wie ... [pause]Stell dir einen Werwolf vor, der einen Businessanzug trägt. Nein, warte ... Eher so was wie einen Smoking ... Und die Fellfarbe ist ...", + "FRANKIE_INTERACT_F1_FELIX4": "Äh, schreib's mir vielleicht doch lieber auf.", + "FRANKIE_INTERACT_V1_FRANKIE1": "... Für jemanden, der selbst nicht daran interessiert ist, lese ich wohl ziemlich viel über Liebe.", + "FRANKIE_INTERACT_V1_FRANKIE2": "Ist das [wave amp=30 freq=10]schräg[/wave]?", + "FRANKIE_INTERACT_V1_VIOLA5": "Wenn du wissen möchtest, was ich denke: Ich würde sagen, du musst dich nicht sorgen. Vielleicht ändern sich die Wünsche deines Herzens mit dem Alter, vielleicht aber auch nicht.", + "FRANKIE_INTERACT_V1_FRANKIE4": "... Ich schätze schon ...?", + "FRANKIE_INTERACT_V1_VIOLA6": "Genieße die Dinge, die du liebst, und liebe diejenigen in deiner Nähe so, dass es dir am meisten behagt. Ich glaube, das ist eine gute Art, zu leben.", + "FRANKIE_INTERACT_V1_FRANKIE7": "Viola, du bist [wave amp=30 freq=10]SO[/wave] cool! Weißt du das?!", + "FRANKIE_INTERACT_S1_FRANKIE1": "... Obwohl ich also nicht wusste, dass es Neu Wirral überhaupt [wave amp=30 freq=10]gab[/wave], bevor ich herkam, hatte ich mich auf gewisse Weise mein [wave amp=30 freq=10]ganzes Leben lang[/wave] darauf vorbereitet, dass mir so etwas passiert!", + "FRANKIE_INTERACT_V1_VIOLA8": "Das höre ich in letzter Zeit häufiger!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]Okay ... Weil du viele Fantasy-Geschichten gelesen ... und deine eigenen geschrieben hast, wenn ich das richtig verstehe ...[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "Ja! [pause]Obwohl das mit den Kassetten eine neue Wendung ist, [wave amp=30 freq=10]lieben[/wave] die Leute Geschichten über Freundschaften zwischen Monstern und Menschen – besonders dann, wenn auch Romantik mit im Spiel ist.", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]Ach ja ...? Freust du dich deswegen so sehr, hier zu sein? Damit du von einem Monster umworben werden kannst?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "Was? I-Ich? [pause]Nein, ich bin einfach nur eine Beobachterin.", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "Einige Aktionen von Charakteren mit Sprengfalle werden ersetzt.", + "STATUS_NAME_BOOBY_TRAPPED": "Sprengfalle", + "STATUS_NAME_FLAMMABLE": "Brennbar", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Verleiht dem Zielteam {duration} Runde(n) lang den Status \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Trifft ein Ziel. Verwendet die Nahkampfabwehr statt den Nahkampfangriff des Benutzers. Fügt dem Benutzer außerdem Schaden zu.", + "MOVE_DESCRIPTION_CARNIVORE": "Erhöht die Menge der durch Beißen wiederhergestellten TP.", + "MOVE_NAME_BOOBY_TRAP": "Sprengfalle", + "MOVE_NAME_MACHINE_CURSE": "Maschinenfluch", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Verbraucht die gesamten AP des Benutzers. Die Kraft dieses Angriffs wird um das 15-fache der verbrauchten AP erhöht. Der Typ des Effekts und zusätzliche Statuseffekte werden durch das aktuelle Wetter bestimmt.", + "MOVE_NAME_BUTTERFLY_EFFECT": "Schmetterlingseffekt", + "MOVE_DESCRIPTION_MACHINE_CURSE": "Wirft den gesamten Schaden und durch andere passive Aktionen ausgelöste Status auf den Benutzer zurück.", + "MOVE_NAME_STICKER_TRICK": "Stickertrick", + "MOVE_DESCRIPTION_LIFTOFF": "Verleiht dem Benutzer am Ende seines Zugs AP-Bonus und Tempo erhöht.", + "MOVE_NAME_ENERGY_RESERVES": "Energiereserven", + "MOVE_NAME_BAD_FORECAST": "Schlechte Vorhersage", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "Hat eine Chance, am Ende der Runde des Benutzers einem zufälligen Verbündeten 1 AP zu geben.", + "MOVE_NAME_IONISED_AIR": "Ionisierte Luft", + "MOVE_DESCRIPTION_BOOBY_TRAP": "Fügt dem Benutzer Schaden zu.", + "MOVE_DESCRIPTION_STICKER_TRICK": "Ersetzt die letzte vom Ziel benutzte Aktion durch Sprengfalle. Sprengfalle fügt dem Benutzer Schaden zu.", + "STATUS_DESCRIPTION_FLAMMABLE": "Brennbare Charaktere erhalten den Status \\\"Verbrannt\\\", wenn sie von Feuertyp-Angriffen getroffen werden. Außerdem wird der durch \\\"Verbrannt\\\" erlittene Schaden erhöht.", + "MOVE_DESCRIPTION_HARDBACK": "Verringert eingehenden Schaden von allen außer kritischen und Feuertyp-Angriffen. Angriffe des Feuertyps verursachen immer kritischen Schaden und wenden keine Stärkungen an.", + "MOVE_NAME_CARNIVORE": "Fleischfresser", + "MOVE_NAME_BRACE_FOR_IMPACT": "Einschlagvorbereitung", + "MOVE_NAME_HARDBACK": "Hardcover", + "MOVE_NAME_LIFTOFF": "Abheben", + "MOVE_NAME_GASOLINE_SPRAY": "Benzinspray", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Verleiht dem Ziel den Status \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_BAD_FORECAST": "Verleiht dem Ziel {duration} Runde(n) lang den Status \\\"Ausweichen aufheben\\\". Ändert außerdem zufällig das Wetter. Wird zu Beginn des Kampfs automatisch angewendet.", + "AMPHARE_NAME": "Amphase", + "FRAGLIACCI_LORE_2": "Der \\\"Bajazzo\\\" ist der Name einer erstmals 1892 aufgeführten italienischen Oper aus der Feder von Ruggero Leoncavallo. In ihr wird die Geschichte eines Schauspielers erzählt, der eine Commedia-dell'arte-Theatertruppe leitet.", + "LAPACITOR_LORE_2": "Die erste elektrische Batterie wurde um das Jahr 1800 herum von dem Physiker Alessandro Volta erfunden. Zur damaligen Zeit verstand er die Art seiner Erfindung nicht und ging davon aus, dass es sich um eine Quelle unbegrenzter Energie handelte.", + "AMPHARE_LORE_1": "Der Amphase ist nicht viel mehr als eine lebende Batterie, die \\\"Gliedmaßen\\\" ausgebildet hat, indem sie um ihren Körper herum Metallschrott in die Luft hängt. Es ist unklar, warum sie Empfindungsfähigkeit entwickelt hat.", + "PIER_MACHINE_GLITTER_LORE_2": "Wenn die Menschlichkeit entfernt wurde, bleibt nur noch das Chaos.", + "ITEM_PIER_TICKET": "Preisschein", + "ITEM_PIER_TICKET_DESCRIPTION": "Ein Schein, den du gegen Eintrittskarten für Attraktionen auf dem Sonnenseitenpier eintauschen kannst. Das Papier fühlt sich zart und spröde wie Laub an.", + "DLC_PIER_FELIX_CONVO2_FELIX2": "Klingt, als wären Erzengel auf uns Menschen neidisch. Dieser, den du zum ersten Mal in einer anderen Welt getroffen hast – Ms. Amber – schien ja auch lieber die Gestalt eines Menschen angenommen zu haben, oder?", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "Ich denke schon!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Ich schätze, das stimmt ...", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Diese Frau kleidet sich wie eine Possenreißerin, aber ich lasse mich von ihr nicht hinters Licht führen.", + "DLC_PIER_FELIX_CONVO2_FELIX4": "Sie sind mächtig ... [pause]Aber Macht ist nicht alles, oder?", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Lass dich durch Gwens nettes Gesicht nicht dazu bewegen, deine Deckung runterzunehmen, {player}. Ein Narr kann dich in einem Augenblick anlächeln, und im nächsten hast du ein Messer im Rücken.", + "DLC_PIER_FELIX_CONVO2_FELIX3": "Man könnte sie sich als [wave amp=30 freq=10]gottähnliche[/wave] Wesen vorstellen, aber ich glaube, das trifft es nicht so ganz.", + "UMBRAHELLA_LORE_1": "Die rätselhafte Schirmhölla ist angeblich ein böses Omen. Sie nutzt Aufwinde, um wie ein Drachen auf ihnen zu fliegen, und erscheint immer nur dort, wo es bald zu Katastrophen und Leid kommen wird.", + "UMBRAHELLA_LORE_2": "Abbildungen von zusammenklappbaren Regenschirmen sind schon auf Skulpturen aus dem alten Assyrien zu sehen. Im Laufe der Menschheitsgeschichte sind vielerlei Arten von Schirmen in allen möglichen Kulturen aufgetaucht.", + "UI_CC_VALUE_hair_clown_2": "Zirkusdirektor 2", + "UI_CC_VALUE_hair_clown_1": "Zirkusdirektor 1", + "UI_CC_VALUE_hair_clown_3": "Narrenkappe", + "UI_CC_VALUE_hair_clown_4": "Zweifarbig", + "UI_CC_VALUE_head_clown": "Clownsnase", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "\\\"Gwen\\\" war also ein Erzengel und kannte auch Aleph ...", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Dieser gruselige Pier wirft jede Menge Fragen auf.", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "Und Gwen ... War sie schon die ganze Zeit hier? [pause]Schminkt sie sich selbst? [pause]Ist sie single?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "War er schon die ganze Zeit hier, seit Leute auf Neu Wirral leben? Woher [wave amp=30 freq=10]kam[/wave] er überhaupt?", + "CHARLEQUIN_LORE_1": "Der Kohlekin bewahrt Gegenstände für Auftritte – darunter Feuerwerk, brennbare Materialien, Brandgeräte und mehr – in seinen übergroßen Ärmeln auf.", + "FRAGLIACCI_NAME": "Kanonazzo", + "BLUNDERBUSK_LORE_2": "Obwohl es den \\\"Clown\\\" als Rolle schon im alten Ägypten gab, wurde das bekannte Aussehen erst Anfang des 19. Jahrhunderts vom englischen Künstler Joseph Grimaldi entwickelt.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Zu unterhalten", + "BATTLE_ADJECTIVE_PIER_MACHINE": "Höllischer Antrieb {name}", + "PIER_MACHINE_BEAST_NAME": "Pearl", + "PIER_MACHINE_BEAST_SUBTITLE": "Verwilderte Maschine", + "PIER_MACHINE_BEAST_LORE_2": "Je nachdem, wen man fragt, ist Wildheit entweder das Fehlen von Menschlichkeit oder die Annahme seines wahren Selbst.", + "PIER_MACHINE_BEAST_LORE_1": "Was auch immer es einst war, existiert nun zwischen zwei Daseinszuständen. Eine unvollständige Monstrosität, die nur zum Ausdruck animalischer Wut fähig ist.", + "BLUNDERBUSK_NAME_PREFIX": "Pistolen", + "AMPHARE_NAME_PREFIX": "Amp", + "FRAGLIACCI_DESCRIPTION": "ein Clown mit Kanonenkopf", + "REGION_NAME_FUNHOUSE": "Welt des Spaßes", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "im Hexenhaus auf dem Sonnenseitenpier", + "REGION_NAME_SPACEWORLD": "Kosmoszone", + "REGION_NAME_FUNHOUSE_PHRASE": "in der Welt des Spaßes auf dem Sonnenseitenpier", + "REGION_NAME_PIER_WAREHOUSE": "Sonnenseitenpier-Lagerhaus", + "REGION_NAME_SPACEWORLD_PHRASE": "in der Kosmoszone auf dem Sonnenseitenpier", + "PIER_MACHINE_GLITTER_LORE_1": "Ein Ding, das nur weiß, dass es nicht existieren sollte. Ohne einen Restfunken von Rationalität kann dieses bemitleidenswerte Wesen keine logischen oder sinnvollen Entscheidungen mehr treffen.", + "PIER_MACHINE_GLITTER_SUBTITLE": "Chaosmaschine", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Eine Karte, die Zugang zu einer Attraktion auf dem Sonnenseitenpier gewährt.", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "Grüne Attraktionskarte", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Eine Karte, die Zugang zu einer Attraktion auf dem Sonnenseitenpier gewährt.", + "ITEM_PIER_PASS_SPACEWORLD": "Rote Attraktionskarte", + "ITEM_PIER_PASS_FUNHOUSE": "Rosa Attraktionskarte", + "ROSEHOOD_LORE_2": "Die Erzählung \\\"Rotkäppchen\\\" hat eine lange Geschichte. In Europa ist sie bereits seit dem 10. Jahrhundert bekannt und hat ihre Ursprünge in Volkserzählungen aus dem alten Griechenland.", + "UMBRAHELLA_SUBTITLE": "Böses Omen", + "UMBRAHELLA_DESCRIPTION": "ein gruseliger lebendiger Schirm", + "REGION_NAME_PIER_PHRASE": "auf dem Sonnenseitenpier", + "REGION_NAME_PIER": "Sonnenseitenpier", + "REGION_NAME_HAUNTEDHOUSE": "Hexenhaus", + "MAP_FEATURE_ROWING_BOAT": "Ruderboot", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "im Lagerhaus auf dem Sonnenseitenpier", + "MAP_FEATURE_WAREHOUSE": "Lagerhaus", + "MAP_FEATURE_HAUNTEDHOUSE": "\\\"Hexenhaus\\\"", + "MAP_FEATURE_FUNHOUSE": "\\\"Welt des Spaßes\\\"", + "MAP_FEATURE_SPACEWORLD": "\\\"Kosmoszone\\\"", + "CHARLEQUIN_NAME": "Kohlekin", + "FRAGLIACCI_LORE_1": "Der Körper des Kanonazzos ähnelt einer ballistischen Kanone – sein \\\"Gesicht\\\" ist nur eine Abdeckung des Kanonenrohrs, das Objekte mit erschreckend hoher Geschwindigkeit abfeuern kann.", + "LAPACITOR_DESCRIPTION": "ein batterieförmiger Hase mit einem riesigen Krallenarm", + "MAJORTOM_LORE_2": "Der erste bemannte Raumflug wurde 1961 vom sowjetischen Kosmonauten Juri Gagarin erfolgreich durchgeführt. Der 108 Minuten dauernde Flug war unbestreitbar ein Meilenstein in der Geschichte der Menschheit.", + "MAJORTOM_DESCRIPTION": "ein langer Space-Shuttle-Roboter", + "ROSEHOOD_DESCRIPTION": "eine Gestalt mit Kapuze und einem Blumenkorb", + "MINORTOM_NAME_PREFIX": "Minor", + "MINORTOM_NAME_SUFFIX": "tom", + "MINORTOM_LORE_1": "Minortoms waren früher Automaten, die Gäste in einem Freizeitpark auf irgendeiner unscheinbaren Parallelerde unterhalten sollten. Sie haben ihre Erbauer überlebt, eine Art mechanisches Empfindungsvermögen entwickelt und möchten nun wie die Raketen, denen sie ähneln, zu den Sternen reisen.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]Was?![/shake] Nein! Das wollte ich damit [wave amp=30 freq=10]überhaupt nicht[/wave] sagen!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Nee, ich glaube, es ist eher dieses ganze \\\"Einzige Bewohnerin eines verlassenen Piers\\\"-Ding. Das ist mir nicht so ganz geheuer.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "Du meinst, du hast Angst vor ihr?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "Du meinst, du bist in sie verliebt?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Diese Frage sagt aber eine Menge [wave amp=30 freq=10]über dich aus[/wave], {player}.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Diese Frage sagt aber eine Menge [wave amp=30 freq=10]über dich aus[/wave], {player}.", + "CHARLEQUIN_NAME_SUFFIX": "kin", + "MAJORTOM_NAME": "Majortom", + "MINORTOM_DESCRIPTION": "ein Retroraketenroboter", + "UMBRAHELLA_NAME": "Schirmhölla", + "UMBRAHELLA_NAME_PREFIX": "Schirm", + "UMBRAHELLA_NAME_SUFFIX": "hölla", + "HAUNTOME_LORE_2": "Die Geschichte des Buchs ist so lang wie die Geschichte des Schreibens. Vor der Erfindung von Papier nutzten die Menschen verschiedene Medien – darunter auch Tontafeln –, um Texte aufzuzeichnen.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "\\\"Gwen\\\" war also kein Mensch ...?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Diese Frage sagt aber eine Menge [wave amp=30 freq=10]über dich aus[/wave], {player}.", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Unsere neue Mission, diesen Pier zu retten ...", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Mann, ich weiß nicht, was ich von dem ganzen Zeug [wave amp=30 freq=10]halten soll[/wave]. Das ist mir alles zu hoch.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "War ja klar. Man kann niemandem trauen, der rund um die Uhr ein Kostüm trägt. [pause]Das habe ich mir schon immer gedacht.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Ich glaube, wir können ihr trauen!", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "Ist schon echt komisch, oder? Klar, wir helfen jemandem, aber ich weiß nicht, was ich von Gwen halten soll.", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Wie auch immer: Bleib auf der Hut. Wer weiß, was wir da draußen finden ...", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "Ich weiß nicht, ob wir ihr trauen können.", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Irgendetwas stimmt an diesem Ort nicht – [pause]das wissen wir beide.", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "Also war \\\"Gwen die Possenreißerin\\\" selbst ein außerweltlicher Geist?", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Es scheint mir, dass ein Großteil der Menschheit Neid auf die Feenwesen aus anderen Welten verspürt.", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "So lange zu leben und doch das Leben eines Schattens zu führen ...", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Letztendlich ist sie zu einem höchst erbarmenswerten Ding geworden.", + "CHARLEQUIN_NAME_PREFIX": "Kohle", + "CHARLEQUIN_DESCRIPTION": "ein Clown mit Sternaugen", + "AMPHARE_NAME_SUFFIX": "hase", + "BLUNDERBUSK_NAME_SUFFIX": "clown", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Eine Karte, die Zugang zu einer Attraktion auf dem Sonnenseitenpier gewährt.", + "ITEM_KEY_HAUNTEDHOUSE_1": "Rubinauge", + "ITEM_KEY_HAUNTEDHOUSE_3": "Grüner Antriebsschlüssel", + "ITEM_KEY_HAUNTEDHOUSE_2": "Bibliotheksschlüssel", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Ein roher Edelstein, so geformt, dass er in einen bestimmten Sockel passt.", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Ein rostiger Schlüssel für die Bibliothek im Hexenhaus.", + "SCARLETEETH_DESCRIPTION": "ein riesiger Wolf mit Umhang", + "SCARLETEETH_LORE_2": "Von \\\"Rotkäppchen\\\" gibt es viele Versionen, die beliebteste stammt jedoch von den Gebrüdern Grimm. In einigen frühen Varianten der Geschichte wurde der Wolf ausdrücklich als Werwolf beschrieben.", + "SCARLETEETH_LORE_1": "Ein Rotmäntelchen, das wild wird, entwickelt sich zum Scharlachzahn, einer massigen Bestie mit Klauen und Hunger auf Fleisch. Wer diese Gestalt im Kampf annimmt, gibt sich ganz dem reinen animalischen Blutdurst hin.", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "\\\"Gwen\\\" war also ein Erzengel?", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Es klingt aber trotzdem so, als wäre es gut gewesen, ihr zu helfen ... [pause]Glaube ich ...?", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Was auch immer[/wave] das alles bedeutet, es klingt trotzdem nach einem gut ausgeführten Job. Schön gemacht, {player}.", + "DLC_PIER_FELIX_CONVO1_FELIX1": "Dieser Pier ... [pause]Der ist ...", + "DLC_PIER_FELIX_CONVO1_FELIX2": "Echt cool, oder?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Hm?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Ich schätze schon!", + "DLC_PIER_FELIX_CONVO2_FELIX1": "\\\"Gwen die Clownin\\\" ist also in Wirklichkeit \\\"Gwenivar der Erzengel\\\"?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "Vielleicht denke ich da aber auch einfach zu viel drüber nach.", + "DLC_PIER_FELIX_CONVO1_FELIX3": "Wenn solche Orte [wave amp=30 freq=10]langsam verfallen[/wave], verleiht ihnen das Charakter. Jeder Rostfleck erzählt eine Geschichte.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "Was ist der Sinn und Zweck eines Clowns?", + "LAPACITOR_LORE_1": "Wenn die elektrische Energie in einem Hasensator stark genug ansteigt, kann er seinen Körper erweitern und richtige Gliedmaßen ausbilden. Zur Verteidigung setzt er allerdings weiterhin magnetisierten Metallschrott ein", + "LITTLERED_NAME_PREFIX": "Rot", + "LITTLERED_NAME": "Rotmäntelchen", + "LITTLERED_NAME_SUFFIX": "mäntelchen", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Zu erschrecken", + "CLOWN_LORE_1": "Gwenivar ist ein uralter Erzengel, der schon immer eine kindliche Faszination für die Kultur der Menschen hatte. Sie hat viele Jahre damit verbracht, die natürliche Fähigkeit der Menschen zum Erschaffen neuer Dinge nachzuahmen.", + "CLOWN_LORE_2": "Als Inkarnation der Illusion war Gwenivar einst Mitglied von Alephs Truppe, der \\\"Tafelrunde\\\". Seit deren Auflösung infolge einer Tragödie lebt sie allein auf dem abgelegenen Sonnenseitenpier.", + "MINORTOM_LORE_2": "Die erste literarische Darstellung einer \\\"Weltraumrakete\\\" war in Jules Vernes Roman \\\"Von der Erde zum Mond\\\" über einen bemannten Mondflug zu finden. Dieser war eine direkte Inspiration des ersten Science-Fiction-Films \\\"Die Reise zum Mond\\\" von Georges Méliès", + "HAUNTOME_NAME_PREFIX": "Geister", + "HAUNTOME_NAME_SUFFIX": "wälzer", + "HAUNTOME_LORE_1": "Obwohl der Geisterwälzer wie ein Buch erscheint, von dem ein ruheloser Geist Besitz ergriffen hat, ist sein \\\"Auge\\\" eine in ihm lebende organische Kreatur. Der Geisterwälzer flattert mit seinen Seiten, um starke Winde zu erzeugen.", + "FRAGLIACCI_NAME_PREFIX": "Kano", + "FRAGLIACCI_NAME_SUFFIX": "azzo", + "CHARLEQUIN_LORE_2": "Der \\\"Harlekin\\\" ist ein komischer Charakter, der seinen Ursprung in der traditionellen Commedia dell'arte hat, einer zwischen dem 16. und 18. Jahrhundert beliebten Variante des italienischen Theaters.", + "LITTLERED_LORE_2": "\\\"Rotkäppchen\\\" ist ein europäisches Volksmärchen. Obwohl viele Versionen davon existieren, geht es im Allgemeinen um die Geschichte eines Mädchens, das von einem Wolf verfolgt wird, während es seine Großmutter besucht.", + "LITTLERED_DESCRIPTION": "eine katzenartige Kreatur mit Mantel und Bogen", + "BLUNDERBUSK_NAME": "Pistolenclown", + "DLC_POPUP_PIER_2": "Außerdem sind jetzt folgende kosmetische Optionen verfügbar:\\n\\n- Haar-Option Zirkusdirektor 1\\n- Haar-Option Zirkusdirektor 2\\n- Haar-Option Narrenkappe\\n- Haar-Option Zweifarbig\\n- Kopf-Option Clownsnase", + "PIER_MACHINE_ASTRAL_NAME": "Raven", + "PIER_MACHINE_ASTRAL_SUBTITLE": "Leerenmaschine", + "PIER_MACHINE_ASTRAL_LORE_2": "Die Leere ist das Fehlen von Bedeutung, Herz und Selbst.", + "PIER_MACHINE_GLITTER_NAME": "Rose", + "PIER_MACHINE_ASTRAL_LORE_1": "Ein nur zur Hälfte geformtes Ding. Die Wärme, die es in einem früheren Leben besaß, ist wie ein ersterbender Funke verschwunden und hat nur noch eine dunkle Leere hinterlassen.", + "QUEST_DLC_PIER_DESCRIPTION1": "Schalte die drei höllischen Antriebe auf dem Sonnenseitenpier ab.", + "QUEST_DLC_PIER_PROGRESS2": "{num} von drei höllischen Antrieben besiegt.", + "QUEST_DLC_PIER_DESCRIPTION2": "Sprich mit Gwen.", + "QUEST_DLC_PIER_PROGRESS1": "Tausche vier Preisscheine gegen eine Attraktionskarte.", + "LAPACITOR_NAME_PREFIX": "Hasen", + "LAPACITOR_NAME_SUFFIX": "sator", + "ITEM_KEY_SPACEWORLD_3": "Roter Antriebsschlüssel", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Ein schwerer Eisenschlüssel für die Tür zum Maschinenraum in der Kosmoszone.", + "ITEM_KEY_WAREHOUSE": "Lagerhausschlüssel", + "RUMOR_DLC_PIER_BOAT": "Ein Gast dieses schönen Etablissements hat mir von einem eigenartigen Phänomen erzählt, das er beobachtet hat: ein verlassenes Ruderboot, das vor Kurzem von allein ans Ufer gefahren ist.", + "RUMOR_DLC_PIER_BOAT_TITLE": "Ruderboot", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Ein alter rostiger Schlüssel für den verschlossenen Raum im Lagerhaus des Sonnenseitenpiers.", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Lebendiger Schirm", + "QUEST_DLC_PIER_TITLE": "Pier des Unbekannten", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Ob du es glaubst oder nicht, ich habe einen lebendigen Schirm {location_0_phrase} gesehen! Anscheinend hat er irgendwas mit dem Wetter gemacht!", + "AMPHARE_LORE_2": "Es wird davon ausgegangen, dass der Begriff \\\"Batterie\\\" im 18. Jahrhundert vom Erfinder Benjamin Franklin geprägt wurde, der ihn aus dem militärischen Bereich übernommen hatte.", + "SCARLETEETH_NAME": "Scharlachzahn", + "LITTLERED_LORE_1": "Solange sie noch nicht ausgewachsen sind, haben Rotmäntelchen die Möglichkeit, ihre zivilisierte und freundliche Persönlichkeit ins Adultstadium zu übernehmen oder ihrer inneren Bestie nachzugeben. Was könnte eine derart höfliche Kreatur zu solcher Mordlust treiben?", + "DLC_POPUP_PIER_1": "Danke, dass du \\\"Pier des Unbekannten\\\" gekauft hast!\\n\\nDu kannst jetzt auf eine neue Story-Quest zugreifen, indem du mit Clémence sprichst, nachdem du dein erstes richtiges Treffen mit dem Dreieckmann hattest.", + "BLUNDERBUSK_DESCRIPTION": "ein Clown mit Gummiballkörper", + "MAJORTOM_NAME_SUFFIX": "tom", + "MAJORTOM_LORE_1": "Minortoms, die ihre Weltraumraketenkörper verbessern, können schließlich zu Majortoms werden. Ihre großen Tanks sind mit leistungsstarkem Flüssigtreibstoff gefüllt, der sie in eine niedrige Umlaufbahn befördern und ihnen endlich den Traum von der Raumfahrt erfüllen kann.", + "MAJORTOM_NAME_PREFIX": "Major", + "SCARLETEETH_NAME_PREFIX": "Scharlach", + "SCARLETEETH_NAME_SUFFIX": "zahn", + "BLUNDERBUSK_LORE_1": "Der Pistolenclown kann Geschosse \\\"abfeuern\\\", indem er mit seinen Händen Pistolen nachahmt. Obwohl er ständig vor- und zurückschaukelt und keine Augen hat, ist er ein ziemlich guter Schütze.", + "AMPHARE_DESCRIPTION": "ein batterieförmiger Hase ohne Arme", + "LAPACITOR_NAME": "Hasensator", + "HAUNTOME_DESCRIPTION": "ein riesiges schwebendes Buch", + "MINORTOM_NAME": "Minortom", + "ROSEHOOD_NAME": "Rosenkäppchen", + "ROSEHOOD_NAME_PREFIX": "Rosen", + "ROSEHOOD_LORE_1": "Ein Rotmäntelchen, das das Adultstadium erreicht, ohne sich seinen animalischen Instinkten hinzugeben. Das Rosenkäppchen ist oftmals in Waldgebieten anzutreffen, wo es Sträuße frischer Blumen zusammenstellt und an Passanten verteilt.", + "ROSEHOOD_NAME_SUFFIX": "käppchen", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "Die letzte Frage war nur Spaß – [pause]ernsthaft!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "Ich finde es sehr seltsam, dass diese Wesen, die anscheinend so weit [wave amp=30 freq=10]über uns[/wave] stehen, so sehr mit uns [wave amp=30 freq=10]beschäftigt[/wave] sein können – [pause]mit uns Menschen.", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Bei dieser [wave amp=30 freq=10]Gwen[/wave] kriege ich echt Gänsehaut – wenn du verstehst, was ich meine.", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "Das muss ein [wave amp=30 freq=10]irisches Kleinstadtmädel[/wave] wie ich erst mal in den Kopf kriegen, okay?", + "AA_CLOWN_NAME": "Gwenivar", + "AA_CLOWN_SUBTITLE": "Zirkusdirektorin der Illusion", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Clownsruf", + "BATTLE_TITLE_PIER_MACHINE": "Höllischer Antrieb", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Auf dem Kopf", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Ein schwerer Eisenschlüssel für die Tür zum Maschinenraum im Hexenhaus.", + "ITEM_KEY_SPACEWORLD_1": "Mondschlüssel", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Ein silberner Schlüssel aus der Kosmoszone mit einem Mondmotiv.", + "ITEM_KEY_SPACEWORLD_2": "Sonnenschlüssel", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Ein goldener Schlüssel aus der Kosmoszone mit einem Sonnenmotiv.", + "HAUNTOME_NAME": "Geisterwälzer", + "ONLINE_STATE_CONNECTED.m": "Verbunden", + "ONLINE_BUTTON_INVITE_FRIENDS": "Freunde einladen", + "ONLINE_SHOW_INVITE_CODE_COPIED": "In die Zwischenablage kopiert!", + "ONLINE_PLAYER_STATUS_OFFLINE": "Offline.", + "ONLINE_PLAYER_STATUS_0": "Im Abenteuer. Derzeit: {location_name_phrase}.", + "ONLINE_REQUEST_RECEIVED.m": "{remote_player} hat dir eine {action}-Anfrage geschickt!", + "NOTIFICATION_REQUEST": "Anfrage", + "ONLINE_STATE_DISCONNECTED": "Zurzeit offline", + "ONLINE_STATE_CONNECTING": "Verbinden ...", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "LAN-Sitzung", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Mit {server} verbinden ...", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "Hosten (LAN-Port {server_port})", + "ONLINE_STATE_CONNECTED.f": "Verbunden", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "Verbindung fehlgeschlagen, da ein Update erforderlich ist.", + "ONLINE_BUTTON_LAN_CLIENT": "LAN-Sitzung beitreten", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Aktiviert", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Aktiviert + Fusionskraft", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Doppelte Sticker:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Deaktiviert", + "BATTLE_NET_CLOSED_2_LOCAL.m": "Der Kampf wurde beendet, weil deine Verbindung unterbrochen wurde.", + "BATTLE_NET_CLOSED_2_REMOTE.f": "Der Kampf wurde beendet, weil die Verbindung des anderen Spielers unterbrochen wurde.", + "BATTLE_NET_CLOSED_1": "Der Kampf wurde aufgrund eines Fehlers beendet.", + "BATTLE_NET_CLOSED_2_LOCAL.n": "Der Kampf wurde beendet, weil deine Verbindung unterbrochen wurde.", + "BATTLE_NET_CLOSED_2_REMOTE.n": "Der Kampf wurde beendet, weil die Verbindung des anderen Spielers unterbrochen wurde.", + "ONLINE_ERROR_CONNECTION_ERROR": "Verbindungsfehler ({error}).", + "ONLINE_NOTIFICATION_RAID_WON": "{player} und {other_player} haben {boss} besiegt.", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player} und {other_player} nehmen an einem Raid teil.", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player} hat {other_player} besiegt.", + "ONLINE_NOTIFICATION_TRADED": "{player} und {other_player} haben Kassetten getauscht.", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player} und {other_player} nehmen am Spießrutenlauf teil.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "Die nächste Fusion, auf die du triffst, kann einen Bootleg enthalten.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} hat eine Ritualkerze angezündet.", + "ONLINE_BUTTON_FRIENDS_JOIN": "Einladungscode eingeben", + "CAPTAIN_CODEY_CM_CODEY6": "Hier, bitte. Nimm eines dieser Schätzchen.", + "CAPTAIN_CODEY_CM_CODEY8": "Äh, ich muss dann mal wieder mit meinem Rangerzeugs weitermachen. Komm doch mal bei mir auf dem Berg vorbei, okay?", + "ONLINE_PLAYER_GAMERCARD": "Spielerkarte anzeigen", + "UPDATE_POPUP_MP_TITLE": "1.6 Multiplayer-Update", + "UPDATE_POPUP_MP_2": "Um den Online-Multiplayer zu starten, öffne das Pausenmenü und drücke {control.ui_action_1}.\\n\\nDu kannst Spielern auf deiner Freundesliste Einladungen schicken oder Einladungscodes erstellen, um dich mit Spielern auf anderen Plattformen zu verbinden.", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player} wartet auf dich ...", + "UPDATE_POPUP_MP_1": "Update 1.6 bringt den Online-Multiplayer! Wenn du online bist, kannst du Folgendes tun:\\n\\n- Du kannst mit Freunden in Gruppen von bis zu 8 Personen spielen.\\n- Ihr könnt die Welt gemeinsam entdecken.\\n- Ihr könnt gegeneinander kämpfen und untereinander Kassetten tauschen.\\n- Ihr könnt euch in Raids gegen Schurken-Fusionen zusammenschließen.", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "Online (nur Einladung)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Freunde werden gesucht ...", + "ONLINE_ERROR_VERSION_CHECK_LAN": "Verbindung aufgrund falscher Version fehlgeschlagen.", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} bietet seine {species2}-Kassette für deine {species1}-Kassette.", + "ONLINE_REQUEST_RECEIVED_TRADE2": "Warten, dass {remote_player} dein Angebot annimmt ...", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} bietet die {species2}-Kassette für deine {species1}-Kassette.", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "Du kannst mit {remote_player} nicht tauschen.", + "ONLINE_REQUEST_UI_TITLE": "{action}-Anfrage mit {remote_player}", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} bietet ihre {species2}-Kassette für deine {species1}-Kassette.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "Du kannst mit {remote_player} nicht tauschen, da Monster in ihrem Spiel andere Typen haben.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "Du kannst mit {remote_player} nicht tauschen, da Monster im Spiel andere Typen haben.", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Wenn der Tausch erfolgreich ist, wird dein Spiel automatisch gespeichert. In Ordnung?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} hat die {action}-Anfrage zurückgezogen.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} hat ihre {action}-Anfrage zurückgezogen.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "Der andere Spieler ist gerade beschäftigt. Versuche es in einer Minute erneut.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "Der andere Spieler ist gerade beschäftigt. Versuche es in einer Minute erneut.", + "ONLINE_REQUEST_TRADE_PROMPT": "Wähle eine Kassette, die du {remote_player} anbieten möchtest.", + "UI_TAPE_COLLECTION_OFFER_TRADE": "{remote_player} anbieten", + "ONLINE_REQUEST_SENT_TRADE.m": "Du hast angeboten, deine {species1}-Kassette mit {remote_player} zu tauschen!", + "ONLINE_REQUEST_SENT_TRADE.n": "Du hast angeboten, deine {species1}-Kassette mit {remote_player} zu tauschen!", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Anfrage annehmen", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Anfrage ablehnen", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Anfrage zurückziehen", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Kassette anbieten ...", + "ONLINE_REQUEST_SENT_TRADE.f": "Du hast angeboten, deine {species1}-Kassette mit {remote_player} zu tauschen!", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} hat angeboten, seine {species1}-Kassette mit dir zu tauschen!", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} hat angeboten, die {species1}-Kassette mit dir zu tauschen!", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} hat angeboten, ihre {species1}-Kassette mit dir zu tauschen!", + "ONLINE_BUTTON_LEAVE_SESSION": "Sitzung verlassen", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "IP und Port eingeben", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "Einladungscode anzeigen", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "Es ist ein Fehler aufgetreten", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "Verbindung unterbrochen", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} hat deine {action}-Anfrage abgelehnt.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "Verbindung unterbrochen", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Du hast die {action}-Anfrage von {remote_player} abgelehnt.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} hat seine {action}-Anfrage zurückgezogen.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "Verbindung unterbrochen", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} hat eine {species}-Kassette erhalten.", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} hat die Fähigkeit \\\"{ability}\\\" erhalten.", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} hat eine Bootleg-{species}-Kassette des {type}-Typs erhalten.", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} hat eine {species}-Kassette aufgenommen.", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} hat eine Bootleg-{species}-Kassette des {type}-Typs aufgenommen.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} ist jetzt mit {partner} befreundet.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} ist jetzt mit {partner} befreundet.", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} hat {boss} besiegt.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Du hast deine {action}-Anfrage zurückgezogen.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Du hast die {action}-Anfrage von {remote_player} abgelehnt.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Du hast deine {action}-Anfrage zurückgezogen.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Du hast deine {action}-Anfrage zurückgezogen.", + "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} abgeschlossen.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "Der Tausch ist abgeschlossen und die {species2}-Kassette von {remote_player} befindet sich jetzt in deiner Sammlung!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "Der Tausch ist abgeschlossen und die {species2}-Kassette von {remote_player} befindet sich jetzt in deiner Sammlung!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "Der Tausch ist abgeschlossen und die {species2}-Kassette von {remote_player} befindet sich jetzt in deiner Sammlung!", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "Du kannst mit {remote_player} nicht raiden.", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "Der andere Spieler ist nicht verfügbar.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "Du kannst mit {remote_player} nicht raiden, da Monster in ihrem Spiel andere Typen haben.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "Du kannst mit {remote_player} nicht raiden, da Monster im Spiel andere Typen haben.", + "ITEM_CYBER_MATERIAL_NAME": "Cybermaterial", + "CAPTAIN_CODEY_CM_CODEY1": "Hey, anscheinend ist mein [wave amp=30 freq=10]Ziel[/wave] gerade reingekommen. Meine Sensoren schlagen richtig [wave amp=30 freq=10]Alarm[/wave].", + "BATTLE_RAID_DEFERRED_RECORDING": "Wenn der Raid mit einem Sieg endet, erhalten beide Spieler diese Kassette.", + "ITEM_HACKING_GLOVE_NAME": "Hackerhandschuh", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} hat deine Raid-Anfrage angenommen!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "Ein fluoreszierendes und stark geladenes Material, das aussieht, als käme es direkt aus einem 80er-Film über virtuelle Realität.", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "{remote_player} hat deine Spießrutenlauf-Anfrage angenommen!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "Ein Retro-Spielcontroller, der die Verwendung von Cybermaterial vor dem Kampf ermöglicht, um die Elementartypen von Schurken-Fusionen zu ändern.", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Hm?", + "NOTIFICATION_NETWORK": "Netzwerk", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Auf anderen Spieler warten ...", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "Der andere Spieler ist gerade beschäftigt. Versuche es in einer Minute erneut.", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Auf anderen Spieler warten ...", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Auf anderen Spieler warten ...", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "Du bist mit {remote_player} beim Spießrutenlauf!\\nVerlasse den Zug, um diese Aktivität zu beenden.", + "ONLINE_SECTION_PLAYERS": "Spieler ({0}/{1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player} hat die {species1}-Kassette zu {species2} remastert.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} ist jetzt mit {partner} befreundet.", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player} hat die {species1}-Kassette zu {species2} remastert.", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player} und {other_player} kämpfen.", + "ONLINE_NOTIFICATION_ROMANCED": "{player} hat eine Liebesbeziehung mit {partner} begonnen.", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player} hat die {species1}-Kassette zu {species2} remastert.", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} ist eine Verbindung mit {partner} eingegangen.", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} hat {station} entdeckt.", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} hat {num} Spezies im Bestiarium registriert.", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} hat {num} Quests vom Schwarzen Brett abgeschlossen.", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} hat {num} Schurken-Fusionen besiegt.", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "{player_name} einladen", + "ROGUE_FUSION_BATTLE_SOLO": "Solo kämpfen", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]In diesem Kampf wird deine Stufe vorübergehend auf {max_level} gesenkt.[/center]", + "ROGUE_FUSION_RAID_REWARD": "Belohnung: {item} x {item_amount}", + "ROGUE_FUSION_RAID_HACK_BUTTON": "Hacken!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "Du und {remote_player} wurden besiegt ...", + "ROGUE_FUSION_RAID_HACK_HINT": "{amount} Cybermaterial benutzen, um den Typ dieser Fusion zu ändern.", + "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "Du und {remote_player} haben gewonnen!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "Du und {remote_player} haben den Spießrutenlauf verlassen.", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Du bist aus dem Kampf geflohen ...", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "Du und {remote_player} wurden besiegt ...", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "Du kannst mit {remote_player} nicht raiden, da Monster in seinem Spiel andere Typen haben.", + "ONLINE_SECTION_CONTROL": "Verwaltung", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Spieler ({0})", + "ONLINE_ERROR_INVALID_INVITE": "Verbindung fehlgeschlagen, da die Einladung ungültig war.", + "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} Spieler", + "ONLINE_BUTTON_FRIENDS_CREATE": "Nur-mit-Einladung-Sitzung starten", + "BATTLE_NET_CLOSED_2_REMOTE.m": "Der Kampf wurde beendet, weil die Verbindung des anderen Spielers unterbrochen wurde.", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (du)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "Der Kampf wurde beendet, weil deine Verbindung unterbrochen wurde.", + "ONLINE_DISPLAY_NAME_ANON": "Anonym", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "Crossplay ist für diese Lobby deaktiviert. Spieler auf anderen Systemen können mit diesem Code eventuell nicht beitreten.", + "ONLINE_INVITE_MESSAGE": "Spielen wir Cassette Beasts!", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title} (aktiv)", + "ONLINE_REQUEST_LIST_BUTTON": "{title}-Anfrage", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Deine {action}-Anfrage ist fehlgeschlagen. Grund: {reason}.", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Deine {action}-Anfrage ist fehlgeschlagen. Grund: {reason}.", + "OFFLINE_REMATCH_NPC1.v3": "Ich dachte mir, ich schaue einfach mal in deinem Spiel vorbei. Lust auf eine Revanche, wo ich schon mal da bin?", + "OFFLINE_REMATCH_NPC1.v1": "Hey! Wir sind zwar gerade nicht online, aber wie wäre es mit einer Revanche?", + "OFFLINE_REMATCH_NPC1_YES": "Klar!", + "OFFLINE_REMATCH_NPC1_NO": "Jetzt nicht.", + "OFFLINE_REMATCH_NPC1.v2.m": "Mit unserem letzten PvP-Kampf war ich nicht so ganz zufrieden. Wollen wir es noch mal versuchen?", + "OFFLINE_REMATCH_NPC1.v2.n": "Mit unserem letzten PvP-Kampf war ich nicht so ganz zufrieden. Wollen wir es noch mal versuchen?", + "OFFLINE_REMATCH_NPC1.v2.f": "Mit unserem letzten PvP-Kampf war ich nicht so ganz zufrieden. Wollen wir es noch mal versuchen?", + "OFFLINE_GIFTER_NPC1.v2": "Ich habe gerade an unsere letzte Multiplayer-Sitzung gedacht. Lass uns gerne mal wieder spielen!", + "OFFLINE_GIFTER_NPC1.v1": "Wir sind zwar gerade nicht online, aber ich möchte dir das hier geben!", + "OFFLINE_GIFTER_NPC1.v3": "Hey! Ich dachte mir, ich schaue einfach mal in deinem Spiel vorbei. Hier, das ist für dich - habe ich gefunden!", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "Einrichten ...", + "ONLINE_REQUEST_SENT.m": "Du hast {remote_player} eine {action}-Anfrage geschickt!", + "ONLINE_REQUEST_RECEIVED.f": "{remote_player} hat dir eine {action}-Anfrage geschickt!", + "ONLINE_REQUEST_RECEIVED.n": "{remote_player} hat dir eine {action}-Anfrage geschickt!", + "ONLINE_REQUEST_SENT.n": "Du hast {remote_player} eine {action}-Anfrage geschickt!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "Online (mit Freunden)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Du spielst jetzt online. Freunde werden gesucht ...", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} ist deiner Sitzung beigetreten", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "Verbindung von {remote_player} unterbrochen", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "Verbindung von {remote_player} unterbrochen", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "Verbindung von {remote_player} unterbrochen", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} hat deine Herausforderung angenommen!", + "BATTLE_FLEE_ONLINE_CONFIRM": "Gibst du dich geschlagen?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "Wer bist du?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "So sieht man sich wieder, {player}. Du scheinst ja beschäftigt gewesen zu sein, was?", + "CAPTAIN_CODEY_CM_CODEY2": "Auf meinem Scanner habe ich [wave amp=30 freq=10]Cyberwellen[/wave] empfangen und glaube, dass du der Grund dafür bist.", + "CAPTAIN_CODEY_ALREADY_MET1.m": "So sieht man sich wieder, {player}. Du scheinst ja beschäftigt gewesen zu sein, was?", + "CAPTAIN_CODEY_ALREADY_MET1.n": "So sieht man sich wieder, {player}. Du scheinst ja beschäftigt gewesen zu sein, was?", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Cyberwellen ...?", + "CAPTAIN_CODEY_CM_CODEY4": "Das ist mit dem [wave amp=30 freq=10]Raum zwischen all unseren Welten[/wave] verbunden oder so. Eigentlich ist mir egal, wo es herkommt ...", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "Wovon redest du da?", + "CAPTAIN_CODEY_CM_CODEY3": "Cyberwellen! [pause]Du weißt schon, von [wave amp=30 freq=10]Cybermaterial[/wave]! [pause]So nenne ich dieses leuchtende orange Zeug, das du bestimmt schon aufgesammelt hast.", + "CAPTAIN_CODEY_CM_CODEY5": "Aber diese Schurken-Fusionen reagieren ziemlich empfindlich darauf und man kann es benutzen, um Bootlegs aus ihnen zu machen. Das ist Biohacking auf [shake rate=30 level=10]kosmischer[/shake] Ebene!", + "CAPTAIN_CODEY_CM_CODEY7": "Jetzt hast du richtig [shake rate=30 level=10]Power[/shake]! [pause]Damit nutzt du das Cybermaterial und kannst es bei Schurken-Fusionen einsetzen. Ich will ja nicht [wave amp=30 freq=10]rumprahlen[/wave], aber das Ding habe ich selbst erfunden.", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Verbindung zum Server unterbrochen.", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Änderungen in der Crossplay-Einstellung werden nach dem Abschluss deiner aktuellen Online-Sitzung aktiv.", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Bestimmte Online-Multiplayer-Funktionen sind unter Umständen nicht verfügbar.", + "ONLINE_CROSSPLAY_WARNING": "Der von dir eingegebene Einladungscode ist für eine Crossplay-Lobby, allerdings ist Crossplay in deinen Einstellungen deaktiviert. Möchtest du diese Einstellung ignorieren und fortfahren?", + "INFO_ONLINE_WITH_MODS2": "Du kannst mit Spielern, die inkompatible Mods installiert haben, nicht interagieren. Wenn die Verbindung fehlschlägt oder niemand in deiner Sitzung erscheint, überprüfe bitte, ob du dieselben Mods installiert hast.", + "ONLINE_FRIENDS_PASSIVE_WARNING": "Im Modus \\\"Mit Freunden spielen\\\" kannst du unter Umständen mit Personen zusammengebracht werden, die [i]nicht deine Freunde sind[/i]. Freunde von Freunden - und jeder, der einen Einladungscode hat - können deinem Spiel beitreten. Möchtest du fortfahren?", + "ONLINE_STATE_CONNECTED.n": "Verbunden", + "ONLINE_BUTTON_FRIENDS_INVITE": "Einladung von {name} annehmen", + "ONLINE_BUTTON_DISCONNECT": "Verbindung trennen", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Port", + "ONLINE_REQUEST_ACTION_battle": "Kampf", + "ONLINE_REQUEST_ACTION_trade": "Handel", + "ONLINE_ALREADY_REQUESTING.n": "Du hast diesem Spieler bereits eine andere Anfrage geschickt.", + "ONLINE_ERROR_MATCH_FULL": "Verbindung fehlgeschlagen, da die Sitzung bereits voll ist.", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "Beitritt zur Sitzung nicht möglich, da andere Spieler eine unterschiedliche Version des Spiels benutzen.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Du hast gegen {remote_player} aufgegeben ...", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player} hat dich besiegt ...", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "Du hast {remote_player} besiegt!", + "ONLINE_BUTTON_LAN_SERVER": "LAN-Sitzung hosten", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "Mit Freunden spielen", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Du hast die {action}-Anfrage von {remote_player} abgelehnt.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} hat deine {action}-Anfrage abgelehnt.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} hat deine {action}-Anfrage abgelehnt.", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Einladungscode eingeben", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "{action}-Anfrage von {remote_player} ist fehlgeschlagen. Grund: {reason}.", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "{action}-Anfrage von {remote_player} ist fehlgeschlagen. Grund: {reason}.", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "Die IP-Adresse, der Hostname oder die Portnummer waren ungültig.", + "ONLINE_ERROR_CONNECTION_FAILED": "Verbindung fehlgeschlagen.", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} Spieler", + "ONLINE_BUTTON_VIEW_FRIENDS": "Freundesliste", + "UI_PAUSE_ONLINE_BTN_0": "Online spielen", + "ONLINE_ALREADY_REQUESTING.f": "Du hast diesem Spieler bereits eine andere Anfrage geschickt.", + "UI_PAUSE_ONLINE_BTN_1": "Online-Status", + "ONLINE_REQUEST_ACTION_raid": "Raid", + "ONLINE_ALREADY_REQUESTING.m": "Du hast diesem Spieler bereits eine andere Anfrage geschickt.", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Deine {action}-Anfrage ist fehlgeschlagen. Grund: {reason}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "Verbindung von {remote_player} unterbrochen", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "Verbindung von {remote_player} unterbrochen", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "Verbindung von {remote_player} unterbrochen", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "{action}-Anfrage von {remote_player} ist fehlgeschlagen. Grund: {reason}.", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "Online (beigetreten)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Stufen:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Vereinheitlicht auf {0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Stickerattribute:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Unbeschränkt", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Aktiviert", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Deaktiviert", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Deaktiviert", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Aktiviert", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusion", + "ONLINE_NOTIFICATION_DISCONNECTED": "Verbindung unterbrochen", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "Verbunden!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "Verbunden!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "Verbunden!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Beachte bitte, dass Online-Crossplay deaktiviert ist, solange Mods installiert sind. Diese Speicherdatei wird daher dauerhaft von Crossplay mit anderen Konsolensystemen ausgeschlossen sein.", + "ONLINE_NOTIFICATION_CONNECTED_1": "Du spielst jetzt mit {remote_player}", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Du hostest jetzt eine LAN-Sitzung auf Port {server_port}", + "INFO_ONLINE_WITH_MODS1": "Online-Crossplay ist deaktiviert, solange Mods installiert sind. Du kannst keinen Crossplay-Sitzungen beitreten und Spieler auf anderen Konsolensystemen können deinen Sitzungen nicht beitreten.", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "Wähle eine Datei aus, mit der du der Multiplayer-Sitzung beitreten möchtest.", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} wurde im Kampf besiegt.", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} wurde im Kampf besiegt.", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} wurde im Kampf besiegt.", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Angebot prüfen", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Angebot von {remote_player} prüfen", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Angebot annehmen", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Dein Angebot", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "Du kannst mit {remote_player} nicht tauschen, da Monster in seinem Spiel andere Typen haben.", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "Angebot von {remote_player}", + "ONLINE_REQUEST_UI_BATTLE_RULES": "Kampfregeln", + "ONLINE_PLAYER_STATUS_1.n": "Ist beschäftigt. Derzeit: {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.m": "Ist beschäftigt. Derzeit: {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.f": "Ist beschäftigt. Derzeit: {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_2": "Kämpft hier: {location_name_phrase}.", + "ONLINE_PLAYER_MENU_MAP": "Auf Karte anzeigen", + "ONLINE_PLAYER_MENU_TRADE": "Tausch anfragen", + "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", + "ONLINE_PLAYER_MENU_BATTLE": "Kampf anfragen", + "UI_SETTINGS_NETWORK": "Online-Spiel", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Deaktiviert", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Aktiviert", + "UI_SETTINGS_NETWORK_CROSSPLAY": "Crossplay", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Du spielst jetzt mit {remote_player} und {n} weiteren Person(en)", + "ONLINE_REQUEST_ACTION_gauntlet": "Spießrutenlauf", + "ONLINE_REQUEST_SENT.f": "Du hast {remote_player} eine {action}-Anfrage geschickt!", + "ACHIEVEMENT_NAME_tutorial": "This Is The World We Live In", + "ACHIEVEMENT_DESC_partner_kayleigh": "Schalte Kayleigh frei.", + "ACHIEVEMENT_NAME_rogue_fusion": "Summe der Teile", + "ACHIEVEMENT_NAME_swarm_fusion": "Monstergemetzel", + "ACHIEVEMENT_DESC_rogue_fusion": "Besiege eine Schurken-Fusion.", + "ACHIEVEMENT_DESC_swarm_fusion": "Besiege einen Schwarm.", + "ACHIEVEMENT_DESC_unstable_fusion": "Besiege eine Instabile Fusion.", + "ACHIEVEMENT_NAME_unstable_fusion": "Nicht nach Mitternacht füttern", + "ACHIEVEMENT_NAME_orb_fusion": "Das ist kein Mond", + "ACHIEVEMENT_DESC_orb_fusion": "Besiege eine Kugel-Fusion.", + "ACHIEVEMENT_NAME_rogue_fusion_5": "Schurkisch", + "ACHIEVEMENT_DESC_rogue_fusion_5": "Besiege 5 Schurken-Fusionen.", + "ACHIEVEMENT_NAME_rogue_fusion_10": "Schurkenzellen", + "ACHIEVEMENT_NAME_captain_judas": "Auf alles vorbereitet", + "ACHIEVEMENT_DESC_captain_judas": "Besiege Captain Judas.", + "ACHIEVEMENT_NAME_captain_cleeo": "Alles für den Sieger", + "ACHIEVEMENT_NAME_captain_lodestein": "Elektrisierend", + "ACHIEVEMENT_DESC_captain_lodestein": "Besiege Captain Lodestein.", + "ACHIEVEMENT_NAME_captain_dreadful": "Hinter dem Schleier", + "ACHIEVEMENT_DESC_captain_dreadful": "Besiege Captain Penny Dreadful.", + "ACHIEVEMENT_NAME_captain_gladiola": "Auf Messers Schneide", + "ACHIEVEMENT_NAME_kuneko_altars_4": "Don't You Want Me, Teil 5", + "ACHIEVEMENT_DESC_kuneko_altars_4": "Triff Kuneko an 4 Altären.", + "ACHIEVEMENT_NAME_quest_viola1": "Der Sturm", + "ACHIEVEMENT_NAME_defeat_ianthe": "Take Me On, Teil 2", + "ACHIEVEMENT_DESC_defeat_ianthe": "Besiege Ianthe und werde ein Ranger-Captain.", + "ACHIEVEMENT_NAME_quest_overtime": "Überstunden", + "ACHIEVEMENT_DESC_quest_overtime": "Wähle ein Design für das Schild von Hafenstadt aus.", + "ACHIEVEMENT_NAME_quest_sunny": "Wie fühlt sich das an?", + "ACHIEVEMENT_DESC_quest_sunny": "Hilf Sunny, ein neues Leben zu beginnen.", + "ACHIEVEMENT_NAME_quest_hoylake": "Auf der Jagd", + "ACHIEVEMENT_DESC_quest_hoylake": "Hilf Hoylake bei seiner Forschung.", + "ACHIEVEMENT_DESC_defeat_ghost": "Besiege einen Geist.", + "ACHIEVEMENT_NAME_defeat_ghost": "Who You Gonna Call?", + "ACHIEVEMENT_DESC_bootleg_astral": "Erhalte einen Bootleg des Astraltyps.", + "ACHIEVEMENT_NAME_bootleg_ice": "Eis-Bootleg", + "ACHIEVEMENT_DESC_bootleg_ice": "Erhalte einen Bootleg des Eistyps.", + "ACHIEVEMENT_DESC_bootleg_lightning": "Erhalte einen Bootleg des Blitztyps.", + "ACHIEVEMENT_NAME_bootleg_lightning": "Schock-Bootleg", + "ACHIEVEMENT_NAME_bootleg_air": "Windiger Bootleg", + "ACHIEVEMENT_DESC_bootleg_air": "Erhalte einen Bootleg des Lufttyps.", + "ACHIEVEMENT_NAME_bootleg_earth": "Steiniger Bootleg", + "ACHIEVEMENT_DESC_bootleg_earth": "Erhalte einen Bootleg des Erdtyps.", + "ACHIEVEMENT_NAME_bootleg_metal": "Eiserner Bootleg", + "ACHIEVEMENT_DESC_bootleg_metal": "Erhalte einen Bootleg des Metalltyps.", + "ACHIEVEMENT_NAME_bootleg_glass": "Klarer Bootleg", + "ACHIEVEMENT_DESC_bootleg_glass": "Erhalte einen Bootleg des Glastyps.", + "REACTION_FIRE_ON_AIR_TUTORIAL": "Wenn du einen Angriff des Feuertyps bei einem Ziel des Lufttyps landest, wird ein Aufwind – ein Luftwall – erzeugt, der eine Reihe von Angriffen absorbieren kann.", + "REACTION_FIRE_ON_METAL": "Geschmolzen", + "REACTION_FIRE_ON_METAL_TUTORIAL": "Metalltypen können mit Angriffen des Feuertyps geschmolzen werden, was zu anhaltendem Schaden beim Ziel führt.", + "REACTION_PLASTIC_ON_FIRE": "Rauch", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Wenn du einen Angriff des Plastiktyps bei einem Ziel des Feuertyps landest, wird schwarzer Rauch freigesetzt, der die Position des Ziels verbergen kann.", + "REACTION_PLASTIC_ON_ASTRAL": "Abgelenkt", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "Da Plastik ein Nichtleiter ist, können Angriffe des Plastiktyps den Umfang von Angriffen des Blitztyps einschränken.", + "REACTION_PLASTIC_ON_LIGHTNING": "Isoliert", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "Die innere Harmonie von Astraltypen kann durcheinandergeraten, wenn sie den unreinen Elementen Plastik, Gift und Metall ausgesetzt werden.", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "Wenn du einen Angriff des Pflanzentyps bei einem Ziel des Feuertyps landest, wird schwarzer Rauch freigesetzt, der die Position des Ziels verbergen kann.", + "REACTION_PLANT_ON_FIRE": "Rauch", + "REACTION_PLANT_ON_WATER": "Aufgezehrt", + "REACTION_PLANT_ON_WATER_TUTORIAL": "Angriffe des Pflanzentyps zehren die Stärke von Zielen des Wassertyps auf.", + "REACTION_PLANT_ON_POISON": "Potenziert", + "REACTION_PLANT_ON_LIGHTNING": "Geerdet", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Angriffe des Pflanzentyps leiten die Elektrizität von Zielen des Blitztyps in den Boden ab und verringern so den Umfang ihrer Angriffe.", + "REACTION_PLANT_ON_POISON_TUTORIAL": "Für die Herstellung von Giften werden verschiedene Nährstoffe benötigt. Angriffe des Pflanzentyps stellen diese zur Verfügung, wodurch zukünftige Angriffe des Gifttyps des Ziels verstärkt werden.", + "REACTION_PLANT_ON_EARTH": "Gesät", + "REACTION_WATER_ON_FIRE_TUTORIAL": "Angriffe des Wassertyps löschen Ziele des Feuertyps und verringern so die Stärke ihrer Angriffe.", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "Angriffe des Pflanzentyps tragen Samen in sich, die in Zielen des Erdtyps eingepflanzt werden und Energie abziehen.", + "REACTION_WATER_ON_FIRE": "Gelöscht", + "REACTION_WATER_ON_PLANT": "Absorbiert", + "REACTION_WATER_ON_PLANT_TUTORIAL": "Das nach Angriffen des Wassertyps zurückbleibende Wasser wird von den Wurzeln von Zielen des Pflanzentyps absorbiert und heilt sie mit der Zeit.", + "REACTION_WATER_ON_ICE": "Aufgebaut", + "REACTION_WATER_ON_ASTRAL": "Energetisiert", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Astraltypen beziehen ihre Kraft aus den vier Elementen Feuer, Erde, Luft und Wasser.", + "REACTION_WATER_ON_ICE_TUTORIAL": "Das nach Angriffen des Wassertyps zurückbleibende Wasser wird von Zielen des Eistyps sofort gefroren und führt zu zusätzlicher Masse.", + "REACTION_WATER_ON_LIGHTNING": "Geleitet", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "Wasser leitet Elektrizität und erhöht sowohl den Umfang als auch die Reichweite von Angriffen des Blitztyps.", + "REACTION_WATER_ON_EARTH": "Erodiert", + "REACTION_WATER_ON_EARTH_TUTORIAL": "Angriffe des Wassertyps erodieren mit der Zeit Ziele des Erdtyps, wodurch sich dessen Abwehr verringert.", + "REACTION_WATER_ON_METAL": "Korrodiert", + "REACTION_POISON_ON_FIRE": "Befeuert", + "REACTION_WATER_ON_METAL_TUTORIAL": "Angriffe des Wassertyps lassen Ziele des Metalltyps korrodieren (also rosten) und dadurch brüchig werden.", + "REACTION_POISON_ON_FIRE_TUTORIAL": "Ziele des Feuertyps können nach Angriffen des Gifttyps verbleibendes Gift als Brennstoff nutzen, um stärker zu werden.", + "REACTION_POISON_ON_PLANT_TUTORIAL": "Ziele des Pflanzentyps absorbieren nach Angriffen des Gifttyps verbleibendes Gift und erleiden dadurch Schaden über Zeit.", + "REACTION_POISON_ON_PLANT": "Absorbiert", + "REACTION_POISON_ON_EARTH": "Vergiftet", + "REACTION_POISON_ON_ASTRAL": "Gestört", + "REACTION_POISON_ON_EARTH_TUTORIAL": "Das nach Angriffen des Gifttyps verbleibende Gift kann von Erdtypen verwendet werden, um spitze Stellen damit zu überziehen und zusätzlichen Schaden zu verursachen.", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "Die innere Harmonie von Astraltypen kann durcheinandergeraten, wenn sie den unreinen Elementen Plastik, Gift und Metall ausgesetzt werden.", + "REACTION_POISON_ON_METAL_TUTORIAL": "Das nach Angriffen des Gifttyps verbleibende Gift kann von Metalltypen verwendet werden, um spitze Stellen damit zu überziehen und zusätzlichen Schaden zu verursachen.", + "REACTION_POISON_ON_METAL": "Vergiftet", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Angriffe des Astraltyps ziehen Kraft von Zielen der vier Elemente Feuer, Erde, Luft und Wasser ab.", + "REACTION_ASTRAL_ON_FIRE": "Abgezogen", + "REACTION_ASTRAL_ON_WATER": "Abgezogen", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Angriffe des Astraltyps ziehen Kraft von Zielen der vier Elemente Feuer, Erde, Luft und Wasser ab.", + "REACTION_ASTRAL_ON_ASTRAL": "Energetisiert", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Wenn Monster des Astraltyps von Angriffen des Astraltyps getroffen werden, können sie die verbleibende Astralenergie absorbieren und nutzen.", + "REACTION_ASTRAL_ON_AIR": "Abgezogen", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Angriffe des Astraltyps ziehen Kraft von Zielen der vier Elemente Feuer, Erde, Luft und Wasser ab.", + "REACTION_ICE_ON_WATER_TUTORIAL": "Wenn Wassertypen von Angriffen des Eistyps getroffen werden, frieren sie auf der Stelle ein.", + "REACTION_ICE_ON_WATER": "Gefroren", + "REACTION_ASTRAL_ON_EARTH": "Abgezogen", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Angriffe des Astraltyps ziehen Kraft von Zielen der vier Elemente Feuer, Erde, Luft und Wasser ab.", + "REACTION_ICE_ON_LIGHTNING": "Geleitet", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "Eis und Wasser leiten Elektrizität und erhöhen sowohl den Umfang als auch die Reichweite von Angriffen des Blitztyps.", + "REACTION_ICE_ON_AIR": "Abgekühlt", + "REACTION_LIGHTNING_ON_ICE": "Elektrifiziert", + "REACTION_LIGHTNING_ON_PLASTIC": "Statisch aufgeladen", + "REACTION_ICE_ON_AIR_TUTORIAL": "Angriffe des Eistyps kühlen Ziele des Lufttyps ab und bringen sie zum Zittern.", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "Eis und Wasser leiten Elektrizität und sind daher schwach gegen zukünftige Angriffe des Blitztyps.", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "Wasser leitet Elektrizität und ist daher schwach gegen zukünftige Angriffe des Blitztyps.", + "REACTION_LIGHTNING_ON_WATER": "Elektrifiziert", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Da Plastik keine Elektrizität leitet, verbleibt nach Angriffen des Blitztyps auf Ziele des Plastiktyps eine elektrische Ladung, die das Ziel nutzen kann, um Gegnern einen zusätzlichen Schlag zu verpassen.", + "REACTION_LIGHTNING_ON_AIR": "Elektrifiziert", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "Auf Neu Wirral wird Elektrizität von Luft außerordentlich gut geleitet, wodurch Ziele des Lufttyps schwach gegen zukünftige Angriffe des Blitztyps sind.", + "REACTION_LIGHTNING_ON_EARTH": "Verglast", + "REACTION_AIR_ON_FIRE_TUTORIAL": "Ziele des Feuertyps werden durch Angriffe des Lufttyps \\\"ausgepustet\\\", wodurch sich die Stärke ihrer zukünftigen Angriffe verringert.", + "REACTION_AIR_ON_FIRE": "Gelöscht", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "Metall leitet Elektrizität und ist daher schwach gegen zukünftige Angriffe des Blitztyps.", + "REACTION_LIGHTNING_ON_METAL": "Elektrifiziert", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "Wenn Blitze in Sand einschlagen, wird Fulgurit (also natürliches Glas) erzeugt. Ziele des Erdtyps von Angriffen des Blitztyps ändern ihren Typ und werden zu Glas.", + "REACTION_AIR_ON_PLANT": "Entwurzelt", + "REACTION_AIR_ON_PLANT_TUTORIAL": "Angriffe des Lufttyps können Ziele des Pflanzentyps \\\"entwurzeln\\\" und sie vom Boden als Nährstoffquelle trennen.", + "REACTION_AIR_ON_ASTRAL": "Energetisiert", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Astraltypen beziehen ihre Kraft aus den vier Elementen Feuer, Erde, Luft und Wasser.", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "Auf Neu Wirral leitet Luft Elektrizität und erhöht sowohl den Umfang als auch die Reichweite von Angriffen des Blitztyps.", + "REACTION_AIR_ON_LIGHTNING": "Geleitet", + "REACTION_AIR_ON_GLASS": "Resonierend", + "REACTION_EARTH_ON_FIRE": "Gelöscht", + "REACTION_AIR_ON_GLASS_TUTORIAL": "Laute Geräusche und Angriffe des Lufttyps können Ziele des Glastyps zum Vibrieren bringen. Wird die Resonanz stark genug, kann das Glas zerbrechen.", + "REACTION_EARTH_ON_PLASTIC": "Vergraben", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "Angriffe des Erdtyps ersticken Ziele des Feuertyps und verringern so die Stärke ihrer Angriffe.", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Angriffe des Erdtyps leiten die Elektrizität von Zielen des Blitztyps in den Boden ab und verringern so den Umfang ihrer Angriffe.", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Genauso wie Produkte aus Plastik oftmals leider auf einer Mülldeponie landen, werden Plastiktypen durch Angriffe von Erdtypen vergraben, was ihre Bewegung einschränkt.", + "REACTION_EARTH_ON_LIGHTNING": "Geerdet", + "REACTION_METAL_ON_ASTRAL": "Gestört", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "Die innere Harmonie von Astraltypen kann durcheinandergeraten, wenn sie den unreinen Elementen Plastik, Gift und Metall ausgesetzt werden.", + "REACTION_EARTH_ON_ASTRAL": "Energetisiert", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Astraltypen beziehen ihre Kraft aus den vier Elementen Feuer, Erde, Luft und Wasser.", + "REACTION_METAL_ON_ICE_TUTORIAL": "Die spitze Stelle eines Angriffs des Metalltyps durchdringt ein Ziel des Eistyps wie eine Hacke und senkt seine allgemeine Abwehr.", + "REACTION_METAL_ON_ICE": "Zertrümmert", + "REACTION_METAL_ON_LIGHTNING": "Geleitet", + "REACTION_METAL_ON_EARTH": "Zertrümmert", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "Metall leitet Elektrizität und erhöht sowohl den Umfang als auch die Reichweite von Angriffen des Blitztyps.", + "REACTION_METAL_ON_GLASS_TUTORIAL": "Brüchige Glastypen werden von den harten Angriffen des Metalltyps problemlos zerschmettert. Hierbei werden scharfe Hindernisse auf dem Schlachtfeld verteilt.", + "REACTION_METAL_ON_EARTH_TUTORIAL": "Die Spitze eines Angriffs des Metalltyps durchdringt ein Ziel des Erdtyps wie eine Schaufel und senkt seine allgemeine Abwehr.", + "REACTION_METAL_ON_GLASS": "Zerschmettert", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "Da Glas ein Nichtleiter ist, können Angriffe des Glastyps den Umfang von Angriffen des Blitztyps einschränken.", + "REACTION_GLASS_ON_LIGHTNING": "Isoliert", + "ELEMENTAL_TYPE_FIRE": "Feuer", + "ELEMENTAL_TYPE_WATER": "Wasser", + "ELEMENTAL_TYPE_PLASTIC": "Plastik", + "ELEMENTAL_TYPE_POISON": "Gift", + "ELEMENTAL_TYPE_PLANT": "Pflanze", + "ELEMENTAL_TYPE_BEAST": "Bestie", + "ELEMENTAL_TYPE_ASTRAL": "Astral", + "ELEMENTAL_TYPE_GLITTER": "Glitter", + "ELEMENTAL_TYPE_LIGHTNING": "Blitz", + "ELEMENTAL_TYPE_ICE": "Eis", + "ELEMENTAL_TYPE_AIR": "Luft", + "ELEMENTAL_TYPE_EARTH": "Erde", + "ELEMENTAL_TYPE_METAL": "Metall", + "ELEMENTAL_TYPE_GLASS": "Glas", + "INVENTORY_EMPTY": "Leer.", + "INVENTORY_INCOMPATIBLE": "Inkompatibel", + "INVENTORY_NO_COMPATIBLE_STICKERS": "Keine kompatiblen Sticker.", + "LOOT_TITLE": "Erhalten", + "LOOT_ITEM_EQUIPPED": "Ausgerüstet", + "LOOT_ITEM_EQUIP_BUTTON": "Ausrüsten", + "LOOT_ITEM_UNEQUIP_BUTTON": "Entfernen", + "LOOT_HEADING_OTHER_ITEMS": "Andere Gegenstände", + "LOOT_HEADING_DROPPED": "Fallen gelassen", + "WINGS_OBTAINED": "Folgende Flügel sind jetzt in deinem Schrank verfügbar: {0}", + "ITEM_DROP_OBTAINED_ONE": "Erhalten: {0}", + "ITEM_DROP_OBTAINED_MULTIPLE": "Erhalten: {0} x {1}", + "ITEM_DROP_INVENTORY_FULL": "Du kannst davon nichts mehr tragen.", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "Mitführen weiterer Sticker nicht möglich.", + "ITEM_CHEST_EMPTY": "Leer!", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Du hast die maximale Anzahl der mitführbaren Sticker erreicht. Alle weiteren gefundenen Sticker werden abgelegt.", + "ITEM_REMOVED_ONE": "Aus Inventar entfernt: {0}", + "ITEM_REMOVED_MULTIPLE": "Aus Inventar entfernt: {0} x {1}", + "ITEM_COUNT_LIMITED": "× {0}/{1}", + "ITEM_COUNT": "× {0}", + "ITEM_EXCHANGE_OWNED_AMOUNT": "Im Besitz: {0}", + "ITEM_EXCHANGE_MULTIPLE": "{0} × {1}", + "ITEM_EXCHANGE_ALREADY_OWNED": "Bereits im Besitz.", + "ITEM_COST_FREE": "Kostenlos", + "ITEM_COST_ELEMENT": "{currency} {amount}", + "ITEM_COST_JOIN": ",", + "ITEM_EXCHANGE_OUT_OF_STOCK": "Ausverkauft", + "ITEM_EXCHANGE_INVENTORY_FULL": "Du kannst davon nichts mehr tragen.", + "ITEM_TRADE_BUY": "Kaufen", + "ITEM_TRADE_AMOUNT": "{exchange} für {cost} kaufen?", + "ITEM_USE": "Benutzen", + "ITEM_VIEW": "Ansehen", + "ITEM_READ": "Lesen", + "ITEM_SELECT": "Wählen", + "ITEM_USE_ON.m": "Bei {0} benutzen", + "ITEM_USE_ON.f": "Bei {0} benutzen", + "ITEM_USE_ON_TAPE": "Bei {0} benutzen", + "ITEM_USE_ON.n": "Bei {0} benutzen", + "ITEM_APPLY_STICKER_SUBMENU": "Anwenden auf ...", + "ITEM_USE_ON_SUBMENU": "Benutzen bei ...", + "ITEM_DISCARD": "Ablegen", + "ITEM_DISCARD_ONE": "1 ablegen", + "ITEM_DISCARD_ALL": "Alle ablegen", + "ITEM_RECYCLE_ONE": "Für {amount} {icon} 1 verwerten", + "ITEM_RECYCLE": "Für {amount} {icon} verwerten", + "ITEM_DISCARD_MODE_DISCARD": "Ablegen", + "ITEM_DISCARD_MODE_RECYCLE": "Verwerten", + "ITEM_RECYCLE_ALL": "Für {amount} {icon} alle verwerten", + "ITEM_CATEGORY_consumables": "Verbrauchsgegenstände", + "ITEM_CATEGORY_tapes": "Leere Kassetten", + "ITEM_CATEGORY_stickers": "Sticker", + "ITEM_CATEGORY_resources": "Ressourcen", + "ITEM_CATEGORY_misc": "Verschiedenes", + "ITEM_CURE_COATING_NAME": "Beschichtungsheilung", + "ITEM_CURE_BURNED_NAME": "Verbrennungsheilung", + "ITEM_CURE_BURNED_DESCRIPTION": "Eine kühlende Creme, die den Statuseffekt \\\"Verbrannt\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", + "ITEM_CURE_COATING_DESCRIPTION": "Entfernt typverändernde Statuseffekte \\\"Beschichtung\\\" von einem Gruppenmitglied. Verbraucht im Kampf 1 Runde.", + "ITEM_CURE_CONDUCTIVE_NAME": "Leitende Heilung", + "ITEM_CURE_CONFUSED_NAME": "Verwirrungsheilung", + "ITEM_CURE_CONFUSED_DESCRIPTION": "Eine Injektionsnadel mit einem Enzym, das überschüssige Giftstoffe sofort neutralisiert und den Statuseffekt \\\"Verwirrt\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Eine isolierende Creme, die den Statuseffekt \\\"Leitend\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", + "ITEM_CURE_LEECHED_NAME": "Saugheilung", + "ITEM_CURE_POISONED_NAME": "Giftheilung", + "ITEM_CURE_LEECHED_DESCRIPTION": "Eine kräuterabtötende Creme, die den Statuseffekt \\\"Ausgesaugt\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", + "ITEM_CURE_RESONANCE_NAME": "Resonanzheilung", + "ITEM_CURE_POISONED_DESCRIPTION": "Ein Gegenmittel für die meisten Monstergifte. Entfernt den Statuseffekt \\\"Vergiftet\\\" von einem Gruppenmitglied. Verbraucht keine Runde.", + "ITEM_CURE_SLEEP_NAME": "Schlafheilung", + "ITEM_CURE_RESONANCE_DESCRIPTION": "Eine Substanz, die Vibrationen dämpft und den Statuseffekt \\\"Resonanz\\\" von einem Gruppenmitglied entfernt. Verbraucht im Kampf 1 Runde.", + "ITEM_CURE_BERSERK_NAME": "Berserkerheilung", + "ITEM_CURE_SLEEP_DESCRIPTION": "Eine kleine Flasche übel riechende Salze, die ein Gruppenmitglied mit Sicherheit aufwecken. Verbraucht keine Runde.", + "ITEM_CURE_STAT_NAME": "Wertheilung", + "ITEM_CURE_BERSERK_DESCRIPTION": "Ein Beruhigungsmittel, das den Statuseffekt \\\"Berserker\\\" von einem Gruppenmitglied entfernt. Verbraucht keine Runde.", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "Eine kleine Sprühflasche mit einer öligen Substanz, die Bewegungen erleichtert und den Statuseffekt \\\"Versteinert\\\" von einem Gruppenmitglied entfernt. Verbraucht im Kampf 1 Runde.", + "ITEM_CURE_PETRIFIED_NAME": "Versteinerungsheilung", + "ITEM_CURE_STAT_DESCRIPTION": "Ein Puder, das nach dem Inhalieren alle wertverändernden Statuseffekte von einem Gruppenmitglied entfernt – allerdings auch die positiven! Verbraucht im Kampf 1 Runde.", + "ITEM_CURE_ALL_NAME": "Allheilmittel", + "ITEM_CURE_ALL_DESCRIPTION": "Ein Wundermittel, das angeblich alle Leiden heilt. Entfernt sämtliche Statuseffekte von einem Gruppenmitglied, darunter jedoch auch die positiven! Verbraucht im Kampf 1 Runde.", + "ITEM_REWIND_NAME": "Zurückspulen", + "ITEM_REWIND_DESCRIPTION": "Stellt die TP einer Kassette vollständig wieder her. Verbraucht bei Benutzung im Kampf 1 Runde.", + "ITEM_RESPOOL_NAME": "Neuspulung", + "ITEM_OLIVE_UP_NAME": "Olivenpower!", + "ITEM_RESPOOL_DESCRIPTION": "Repariert eine beschädigte Kassette und spult sie zurück. Verbraucht bei Benutzung im Kampf 1 Runde.", + "ITEM_OLIVE_UP_DESCRIPTION": "Ein seltsamer Softdrink mit Olivengeschmack, der einen Charakter sofort eine Stufe aufsteigen lässt.", + "ITEM_UPGRAPE_NAME": "Kraftfrucht", + "ITEM_PEAR_FUSILLI_NAME": "Paar-Fusilli", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "Ein Fertiggericht für zwei, das deine Fusionsanzeige sofort auffüllt! Verbraucht bei Benutzung im Kampf keine Runde.", + "ITEM_UPGRAPE_DESCRIPTION": "Eigenartige umgedrehte Weintrauben, die angeblich aus am Rückwärtstag gepflanzten Samen wachsen. Wenn du sie isst, wird eine Kassette sofort um einen Stern verbessert.", + "ITEM_REODORANT_NAME": "Reodorant", + "ITEM_REODORANT_DESCRIPTION": "Eine Sprühdose mit \\\"Unisex-Perspirant-Antideodorant\\\". Laut Aufdruck riechst du damit stark genug, um Monster eine Minute lang abzuwehren.", + "ITEM_REODORANT_TIME_LEFT": "Restzeit: {0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "Englisches Frühstück (vegan)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "Heilt ein Gruppenmitglied vollständig. Verbraucht bei Benutzung im Kampf 1 Runde.", + "ITEM_COFFEE1_NAME": "Dosen-Eiskaffee", + "ITEM_COFFEE2_DESCRIPTION": "Starker Dosenkaffee, der dir 4 zusätzliche AP verschafft. Verbraucht im Kampf 1 Runde.", + "ITEM_COFFEE1_DESCRIPTION": "Dosenkaffee, der dir 2 zusätzliche AP verschafft. Verbraucht im Kampf 1 Runde.", + "ITEM_COFFEE2_NAME": "Coffee-to-go", + "ITEM_FUSED_MATERIAL_NAME": "Fusioniertes Material", + "ITEM_COFFEE3_NAME": "Espresso-Express", + "ITEM_COFFEE4_NAME": "Doppelter Espresso", + "ITEM_COFFEE3_DESCRIPTION": "Eine kleine Dose mit einem Schuss Energie, die dir 6 zusätzliche AP verschafft. Verbraucht im Kampf 1 Runde.", + "ITEM_SMOKE_BOMB_NAME": "Rauchbombe", + "ITEM_COFFEE4_DESCRIPTION": "Zwei Espressos in einer Dose, die dir 8 zusätzliche AP verschaffen. Verbraucht im Kampf 1 Runde.", + "ITEM_METAL_DESCRIPTION": "Eine verwertete Grundressource, für die du Gegenstände und Dienstleistungen erhältst.", + "ITEM_SMOKE_BOMB_DESCRIPTION": "Garantiert die Flucht vor einem wilden Monster. Menschen und andere fühlende Kreaturen lassen sich davon jedoch nicht täuschen.", + "ITEM_METAL_NAME": "Metall", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "Riecht stark nach verfaulten Eiern, wird von Rangern aber offenbar als wertvoll angesehen!", + "ITEM_TUTORIAL_NAME": "Ranger-Handbuch", + "ITEM_TUTORIAL_NO_TUTS": "Triff zuerst Kayleigh östlich von Hafenstadt!", + "ITEM_TUTORIAL_DESCRIPTION": "Ein Handbuch, das Kayleigh dir gegeben hat. Lies es, um dir anzusehen, was du über das Leben auf der Insel Neu Wirral gelernt hast.", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Oh – aus dem Handbuch ist eine Karte gefallen!", + "ITEM_TUTORIAL_MESSAGE": "Welches Thema guckst du dir an?", + "ITEM_PLASTIC_NAME": "Plastik", + "ITEM_PLASTIC_DESCRIPTION": "Eine verwertete Grundressource, für die du Gegenstände und Dienstleistungen erhältst.", + "ITEM_TYPE_CHART_NAME": "Elementartyp-Karte", + "ITEM_OLD_BOOK_NAME": "Altes Buch", + "ITEM_TYPE_CHART_DESCRIPTION": "Ein Diagramm auf einer Karte, die aus dem Ranger-Handbuch von Kayleigh gefallen ist. Es enthält Beschreibungen der Elementartypen der Monster auf Neu Wirral und Tipps, wie du sie zu deinem Vorteil einsetzen kannst.", + "ITEM_OLD_BOOK_DESCRIPTION": "Ein altes Buch mit jeder Menge seltsamer Wörter.", + "ITEM_PULP_NAME": "Papierbrei", + "ITEM_SINGLEUSE_STICKER_NAME": "{name} (einmalige Benutzung)", + "ITEM_WHEAT_NAME": "Weizen", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Schließt das Hafenstadttor auf!", + "ITEM_WHEAT_DESCRIPTION": "Eine Grundressource, aus der bestimmte Leute Essen zubereiten können.", + "ITEM_WOOD_NAME": "Holz", + "ITEM_PULP_DESCRIPTION": "Zermatschtes Papier. Eine verwertete Grundressource, für die du Gegenstände und Dienstleistungen erhältst.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Trifft ein Ziel. Verleiht dem Ziel den Status \\\"{status_effect}\\\".", + "ITEM_KEY_HARBOURTOWN_NAME": "Hafenstadttor-Schlüssel", + "ITEM_WOOD_DESCRIPTION": "Eine verwertete Grundressource, für die du Gegenstände und Dienstleistungen erhältst.", + "ITEM_TAPE_BASIC_NAME": "Einfache Kassette", + "ITEM_TAPE_BASIC_DESCRIPTION": "Nimmt Monstergestalten mit normaler Effizienz auf.", + "ITEM_TAPE_CHROME_NAME": "Chromdioxid-Kassette", + "ITEM_TAPE_CHROME_DESCRIPTION": "Nimmt Monstergestalten mit hoher Effizienz auf.", + "ITEM_TAPE_OPTICAL_LASER_NAME": "Optischer-Laser-Kassette", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Eine vom Alten Shuck hinterlassene geheimnisvolle schwarze Kassette.", + "ITEM_TAPE_BLACK_SHUCK_NAME": "Kassette des Alten Shuck", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Verwendet futuristische Lasertechnologie, um Monstergestalten effizient zu speichern. Garantiert eine erfolgreiche Aufnahme.", + "ITEM_TAPE_BEAST_DESCRIPTION": "Eine Kassette mit Pelzimitat. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Bestientyps. Bei Kindern beliebt.", + "ITEM_TAPE_BEAST_NAME": "Pelzimitat-Kassette", + "ITEM_TAPE_FIRE_NAME": "Toaster-Kassette", + "ITEM_TAPE_FIRE_DESCRIPTION": "Laut Aufschrift kann man sie im Toaster erhitzen. Diese seltsame Promokassette war früher in Verpackungen von Frühstücksgebäck enthalten, bis es aufgrund der zwangsläufig auftretenden verbrannten Handflächen und Wohnungsbrände zu einer Fülle von Beschwerden kam. Hat seine sehr hohe Effizienz beim Aufnehmen von Monstern des Feuertyps.", + "ITEM_TAPE_PLASTIC_NAME": "Wiederverwertete Kassette", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "Eine angeblich aus \\\"100 % wiederverwertetem Plastik\\\" hergestellte Kassette. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Plastiktyps.", + "ITEM_TAPE_PLANT_NAME": "Baumrinden-Kassette", + "ITEM_TAPE_PLANT_DESCRIPTION": "Eine Kassette mit einem Gehäuse aus echter Baumrinde. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Pflanzentyps.", + "ITEM_TAPE_WATER_NAME": "Mit Wasser gefüllte Kassette", + "ITEM_TAPE_WATER_DESCRIPTION": "Eine versiegelte und mit Wasser gefüllte Kassette aus durchsichtigem Plastik. Mit zwei Tasten an der Seite kannst du ein Ringwurfspiel spielen, wenn du sie nicht benutzt. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Wassertyps.", + "ITEM_TAPE_POISON_NAME": "Schlangenhaut-Kassette", + "ITEM_TAPE_ASTRAL_NAME": "Ätherische Kassette", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "Eine unstoffliche Kassette, die nervigerweise manchmal durch andere Objekte hindurchgeht. Unter der Oberfläche sind winzige Lichtpunkte zu erkennen, die weit entfernten Sternen ähneln. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Astraltyps.", + "ITEM_TAPE_POISON_DESCRIPTION": "Eine modische Kassette aus Schlangenhautimitat. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Gifttyps.", + "ITEM_TAPE_ICE_NAME": "Eis-IX-Kassette", + "ITEM_TAPE_LIGHTNING_NAME": "Supraleitende Kassette", + "ITEM_TAPE_ICE_DESCRIPTION": "Eine kalte Kassette aus Eis, das offenbar niemals schmilzt. Laut Aufdruck soll der Benutzer sie von Wasser fernhalten. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Eistyps.", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Eine Kassette mit dem Aufdruck \\\"Bose-Einstein-Kondensat\\\". Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Blitztyps.", + "ITEM_TAPE_AIR_NAME": "Aerosol-Kassette", + "ITEM_TAPE_EARTH_NAME": "Keramik-Kassette", + "ITEM_TAPE_AIR_DESCRIPTION": "Eine Kassette mit sehr hoher Effizienz beim Aufnehmen von Monstern des Lufttyps. Kann auch als Haarspray verwendet werden.", + "ITEM_TAPE_METAL_NAME": "Ferrochrom-Kassette", + "ITEM_TAPE_METAL_DESCRIPTION": "Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Metalltyps.", + "ITEM_TAPE_EARTH_DESCRIPTION": "Eine Kassette mit Gehäuse aus gehärteter Keramik. Hat eine sehr hohe Effizienz beim Aufnehmen von Monstern des Erdtyps.", + "ITEM_TAPE_USE_ON.m": "{0} aufnehmen", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "{0} aufnehmen", + "ITEM_TAPE_USE_ON.n": "{0} aufnehmen", + "ITEM_NAME_RARITY_1": "{item_name} (ungewöhnlich)", + "ITEM_NAME_RARITY_2": "{item_name} (selten)", + "BOOSTER_PACK_ELEMENTS_NAME": "Stickerpaket \\\"Elemente\\\"", + "BOOSTER_PACK_NATURE_NAME": "Stickerpaket \\\"Natur\\\"", + "BOOSTER_PACK_POLLUTION_NAME": "Stickerpaket \\\"Verschmutzung\\\"", + "BOOSTER_PACK_WILDCARD_NAME": "Stickerpaket \\\"Gemischt\\\"", + "MAP_NAME_OVERWORLD_PHRASE": "in Neu Wirral", + "BOOSTER_PACK_DESCRIPTION": "Ein thematisch gestaltetes Bonuspack mit 4 Stickern, darunter garantiert ein ungewöhnlicher oder seltener Sticker!", + "MAP_NAME_DEAD_WORLD_PHRASE": "an einem unbekannten Ort", + "MAP_NAME_OVERWORLD": "Neu Wirral", + "REGION_NAME_UNKNOWN": "???", + "MAP_NAME_DEAD_WORLD": "???", + "REGION_NAME_UNKNOWN_PHRASE": "an einem unbekannten Ort", + "REGION_NAME_GAUNTLET": "Magikrabbes Spießrutenzug", + "REGION_NAME_MALL": "Falldown Mall", + "REGION_NAME_MALL_PHRASE": "in der Falldown Mall", + "REGION_NAME_GAUNTLET_PHRASE": "an Bord von Magikrabbes Spießrutenzug", + "REGION_NAME_PLAINS1": "Felder von Neu Wirral", + "REGION_NAME_TOWN": "Hafenstadt", + "REGION_NAME_TOWN_PHRASE": "in Hafenstadt", + "REGION_NAME_PLAINS1_PHRASE": "in den Feldern von Neu Wirral", + "REGION_NAME_TOWN_WEST": "Westen von Hafenstadt", + "REGION_NAME_TOWN_WEST_PHRASE": "im Westen von Hafenstadt", + "REGION_NAME_CAFE": "Café Grammofon", + "REGION_NAME_CAFE_PHRASE": "im Café Grammofon", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Grammofon über Bahnhof Hafenstadt", + "REGION_NAME_HOSPITAL": "Krankenhaus von Hafenstadt", + "REGION_NAME_HOSPITAL_PHRASE": "im Krankenhaus", + "REGION_NAME_CHEMIST": "Chemikerladen", + "REGION_NAME_MUSEUM": "Heimatmuseum", + "REGION_NAME_MUSEUM_PHRASE": "im Heimatmuseum", + "REGION_NAME_CHEMIST_PHRASE": "im Chemikerladen", + "REGION_NAME_TOWN_OUTSKIRTS": "Stadtrand von Hafenstadt", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "am Stadtrand", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Höhlen am Stadtrand von Hafenstadt", + "REGION_NAME_TOWN_BEACH": "Strand von Hafenstadt", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "in den Höhlen am Stadtrand", + "REGION_NAME_DEADLANDS_PHRASE": "im Ödland", + "REGION_NAME_DEADLANDS": "Ödland", + "REGION_NAME_TOWN_BEACH_PHRASE": "am Strand von Hafenstadt", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "im Park", + "REGION_NAME_NEW_WIRRAL_PARK": "Park von Neu Wirral", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Höhlen im Park von Neu Wirral", + "REGION_NAME_TOWN_STATION": "Bahnhof Hafenstadt", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "in den Höhlen im Park", + "REGION_NAME_DUNGEON_GLOWSHROOM": "Bahnhof Glowcester Road", + "REGION_NAME_TOWN_STATION_PHRASE": "im Bahnhof Hafenstadt", + "REGION_NAME_UPPER_PATH": "Oberer Weg", + "REGION_NAME_UPPER_PATH_PHRASE": "auf dem oberen Weg", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "im Bahnhof Glowcester Road", + "REGION_NAME_MIRE_SEA": "Trübe See", + "REGION_NAME_MIRE_SEA_PHRASE": "in der Trüben See", + "REGION_NAME_DUNGEON_WATERLOOP": "Bahnhof Waterloop", + "REGION_NAME_SOUTHERN_ISLES": "Südliche Inseln", + "REGION_NAME_DINO_QUARRY": "Dino-Steinbruch, Ödland", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "auf den südlichen Inseln", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "im Bahnhof Waterloop", + "REGION_NAME_OLD_VILLAGE": "Neu London, Ödland", + "REGION_NAME_DINO_QUARRY_PHRASE": "im Dino-Steinbruch", + "REGION_NAME_OLD_VILLAGE_PHRASE": "in Neu London", + "REGION_NAME_DEADLANDS_CAVES": "Ödlandhöhlen", + "REGION_NAME_LAKE_PHRASE": "auf dem See", + "REGION_NAME_LAKE": "Thirstaton-See", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "in den Höhlen im Ödland", + "REGION_NAME_LAKE_CAVES": "Thirstaton-See-Höhlen", + "REGION_NAME_LAKESIDE": "Seeufer", + "REGION_NAME_LAKESIDE_PHRASE": "am Seeufer", + "REGION_NAME_LAKE_CAVES_PHRASE": "in den Höhlen unter dem See", + "REGION_NAME_LAKESIDE_CAVES": "Seeuferhöhlen", + "REGION_NAME_MT_WIRRAL": "Der Wirral", + "REGION_NAME_MT_WIRRAL_PHRASE": "auf dem Wirral", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "in den Höhlen am Seeufer", + "REGION_NAME_MT_WIRRAL_CAVES": "Höhlen auf dem Wirral", + "REGION_NAME_EASTHAM_WOODS": "Wald von Eastham", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "in den Höhlen auf dem Wirral", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "im Wald von Eastham", + "REGION_NAME_EASTHAM_WOODS_CAVES": "Höhlen im Wald von Eastham", + "REGION_NAME_HAM_PHRASE": "in, äh, \\\"Ham\\\"", + "REGION_NAME_HAM": "\\\"Ham\\\"", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "in den Höhlen im Wald von Eastham", + "REGION_NAME_AUTUMN_HILL": "Herbsthügel", + "REGION_NAME_AUTUMN_HILL_PHRASE": "auf dem Herbsthügel", + "REGION_NAME_AUTUMN_HILL_CAVES": "Höhlen auf dem Herbsthügel", + "REGION_NAME_COMMUNE": "Morbidstadt", + "REGION_NAME_COMMUNE_PHRASE": "in Morbidstadt", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "in den Höhlen auf dem Herbsthügel", + "REGION_NAME_COMMUNE_STATION": "Bahnhof Morbidstadt", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "im Bahnhof Eislingen", + "REGION_NAME_MT_WIRRAL_STATION": "Bahnhof Eislingen", + "REGION_NAME_COMMUNE_STATION_PHRASE": "im Bahnhof Morbidstadt", + "REGION_NAME_MEADOW_PHRASE": "auf der Kirschaue", + "REGION_NAME_MEADOW": "Kirschaue", + "REGION_NAME_MEADOW_CAVES": "Höhlen auf der Kirschaue", + "REGION_NAME_MARSH": "Sumpfgebiet", + "REGION_NAME_MARSH_PHRASE": "im Sumpfgebiet", + "REGION_NAME_MEADOW_CAVES_PHRASE": "in den Höhlen auf der Kirschaue", + "REGION_NAME_MARSH_CAVES": "Höhlen im Sumpfgebiet", + "REGION_NAME_FARM": "Piper-Farm", + "REGION_NAME_FARM_PHRASE": "auf der Piper-Farm", + "REGION_NAME_MARSH_CAVES_PHRASE": "in den Höhlen im Sumpfgebiet", + "REGION_NAME_GRAVEYARD": "Friedhof", + "REGION_NAME_GRAVEYARD_PHRASE": "auf dem Friedhof", + "REGION_NAME_CAST_IRON_SHORE": "Eisenufer", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "am Eisenufer", + "REGION_NAME_DUNGEON_GRAVEYARD": "Bahnhof Altgrab", + "REGION_NAME_STATION_FINAL": "Bahnhof Nachtbrück", + "REGION_NAME_DUNGEON_SHIPWRECK": "Wrack der Titania", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "am Bahnhof Altgrab", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "im Bahnhof Bardenstraße", + "REGION_NAME_SHIPWRECK_STATION": "Bahnhof Bardenstraße", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "im Wrack der Titania", + "REGION_NAME_DUNGEON_MEADOW": "Bahnhof Kirschkreuz", + "REGION_NAME_STATION_FINAL_PHRASE": "im Bahnhof Nachtbrück", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "im Bahnhof Kirschkreuz", + "REGION_NAME_MEADOW_CHURCH": "Buntglas-Abtei", + "REGION_NAME_BROKENHEAD_PHRASE": "in Bruchkopf", + "REGION_NAME_BROKENHEAD": "Bruchkopf", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "in der Buntglas-Abtei", + "REGION_NAME_LANDKEEPER_HQ": "Makler-Hauptquartier", + "REGION_NAME_KAYLEIGH_HOME": "Bei Kayleigh", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "im Makler-Hauptquartier", + "REGION_NAME_MEREDITH_HOME": "Merediths Laden", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "bei Kayleigh", + "REGION_NAME_FELIX_HOME": "Bei Felix", + "REGION_NAME_FELIX_HOME_PHRASE": "bei Felix", + "REGION_NAME_MEREDITH_HOME_PHRASE": "in Merediths Laden", + "REGION_NAME_EUGENE_HOME": "Bei Eugene", + "REGION_NAME_EUGENE_HOME_PHRASE": "bei Eugene", + "REGION_NAME_RANGER_OUTPOST": "Ranger-Außenposten", + "REGION_NAME_TOWN_HALL": "Rathaus", + "REGION_NAME_TOWN_HALL_PHRASE": "im Rathaus", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "im Ranger-Außenposten", + "REGION_NAME_AMBER_LODGE": "Bei Amber", + "REGION_NAME_POWER_STATION_PHRASE": "im Kraftwerk", + "REGION_NAME_AMBER_LODGE_PHRASE": "bei Amber", + "REGION_NAME_POWER_STATION": "Kraftwerk", + "MAP_FEATURE_CAVE": "Höhle", + "MAP_FEATURE_DAILY_ITEM": "Täglicher Gegenstand", + "MAP_FEATURE_LANDKEEPER_OFFICE": "Maklerbüro", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Eugenes Geheimprojekt", + "MAP_FEATURE_CRATER": "Krater", + "MAP_FEATURE_WATER_PIPE": "Wasserrohr", + "MAP_FEATURE_RUINS": "Ruinen", + "MAP_FEATURE_DINO_QUARRY": "Dino-Steinbruch", + "MAP_FEATURE_CAMPSITE": "Zeltplatz", + "MAP_FEATURE_TOWN_WEST_RIVER": "Piper-Bach", + "MAP_FEATURE_DIVEAL_ISLAND": "Tauchhundinsel", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Unbekannte Störung", + "MAP_FEATURE_TOWN_BRIDGE": "Brücke von Hafenstadt", + "MAP_FEATURE_FARM_BRIDGE": "Piper-Brücke", + "MAP_FEATURE_FARM_PLOT": "Kürbisfeld", + "MAP_FEATURE_STICKER_MERCHANTS": "Stickerhändler", + "MOVE_SMACK_NAME": "Klaps", + "MOVE_SLICE_NAME": "Hieb", + "MOVE_DOUBLE_SMACK_NAME": "Doppelklaps", + "MOVE_DOUBLE_SLICE_NAME": "Doppelhieb", + "MOVE_MULTI_SMACK_NAME": "Multiklaps", + "MOVE_MULTI_SHOT_NAME": "Multischuss", + "MOVE_WALLOP_NAME": "Prügel", + "MOVE_CLOBBER_NAME": "Kloppe", + "MOVE_BISHBASHBOSH_NAME": "Zack, Bumm, Bäng", + "MOVE_THE_OLD_1_2_NAME": "Zweierkombo", + "MOVE_SPIT_NAME": "Spucken", + "MOVE_SPRAY_NAME": "Sprühen", + "MOVE_ENERGY_SHOT_NAME": "Energieschuss", + "MOVE_ENERGY_WAVE_NAME": "Energiewelle", + "MOVE_COATING_WATER_NAME": "Wasserbeschichtung", + "MOVE_COATING_PLASTIC_NAME": "Plastik-Beschichtung", + "MOVE_COATING_EARTH_NAME": "Erdbeschichtung", + "MOVE_COATING_AIR_NAME": "Luftbeschichtung", + "MOVE_COATING_FIRE_NAME": "Feuerbeschichtung", + "MOVE_COATING_ASTRAL_NAME": "Astralbeschichtung", + "MOVE_COATING_LIGHTNING_NAME": "Blitzbeschichtung", + "MOVE_COATING_METAL_NAME": "Metallbeschichtung", + "MOVE_COATING_BEAST_NAME": "Bestienbeschichtung", + "MOVE_COATING_ELEMENTAL_NAME": "Elementarbeschichtung", + "MOVE_COATING_PLANT_NAME": "Pflanzenbeschichtung", + "MOVE_COATING_POISON_NAME": "Giftbeschichtung", + "MOVE_COATING_ICE_NAME": "Eisbeschichtung", + "MOVE_INFLAME_NAME": "Entzünden", + "MOVE_COATING_GLASS_NAME": "Glasbeschichtung", + "MOVE_INCINERATE_NAME": "Verbrennen", + "MOVE_BRICK_BLAST_NAME": "Steinwelle", + "MOVE_FIRE_WALL_NAME": "Feuerwall", + "MOVE_BEAST_WALL_NAME": "Bestienwall", + "MOVE_PLANT_WALL_NAME": "Pflanzenwall", + "MOVE_METAL_WALL_NAME": "Metallwall", + "MOVE_ICE_WALL_NAME": "Eiswall", + "MOVE_POISON_WALL_NAME": "Giftwall", + "MOVE_ELEMENTAL_WALL_NAME": "Elementarwall", + "MOVE_PLASTIC_WALL_NAME": "Plastikwall", + "MOVE_WATER_WALL_NAME": "Wasserwall", + "MOVE_ASTRAL_WALL_NAME": "Astralwall", + "MOVE_LIGHTNING_WALL_NAME": "Blitzwall", + "MOVE_AIR_WALL_NAME": "Luftwall", + "MOVE_EARTH_WALL_NAME": "Erdwall", + "MOVE_GLASS_WALL_NAME": "Glaswall", + "MOVE_DEJAVU_NAME": "Déjà-vu", + "MOVE_AP_STEAL_NAME": "AP stehlen", + "MOVE_AP_BOOST_NAME": "AP-Bonus", + "MOVE_AP_DRAIN_NAME": "AP-Abzug", + "MOVE_REVENGE_STRIKE_NAME": "Racheschlag", + "MOVE_PREEMPTIVE_STRIKE_NAME": "Präventivschlag", + "MOVE_SELF_DESTRUCT_NAME": "Selbstzerstörung", + "MOVE_AP_REFUND_NAME": "AP-Rückerstattung", + "MOVE_ROLL_AGAIN_NAME": "Neuer Wurf", + "MOVE_AP_STARTER_NAME": "AP-Starter", + "MOVE_PARRY_STANCE_NAME": "Abwehrhaltung", + "MOVE_LAST_RITES_NAME": "Letzte Ölung", + "MOVE_HEADSHOT_NAME": "Kopfschuss", + "MOVE_SLEEP_TALK_NAME": "Somniloquie", + "MOVE_COSMIC_KUNAI_NAME": "Kosmisches Kunai", + "MOVE_SLEEP_WALK_NAME": "Schlafwandeln", + "MOVE_HYPNOTIZE_NAME": "Hypnotisieren", + "MOVE_HP_ABSORB_NAME": "Leben absorbieren", + "MOVE_DEFEND_NAME": "Verteidigen", + "MOVE_RAISE_SHIELDS_NAME": "Schilde hoch", + "MOVE_POISON_POLLEN_NAME": "Giftpollen", + "MOVE_SNOOZE_SPORE_NAME": "Schlummerpollen", + "MOVE_LEECH_NAME": "Aussaugen", + "MOVE_DODGE_NAME": "Ausweichen", + "MOVE_FOCUS_NAME": "Fokus", + "MOVE_SPRINT_NAME": "Sprint", + "MOVE_WINK_NAME": "Blinzeln", + "MOVE_FLIRT_NAME": "Flirten", + "MOVE_PEEKABOO_NAME": "Kuckuck", + "MOVE_TRIP_NAME": "Stolpern", + "MOVE_NOD_NAME": "Schwächeanfall", + "MOVE_CRITICIZE_NAME": "Kritisieren", + "MOVE_COMPLIMENT_NAME": "Loben", + "MOVE_SHARPEN_NAME": "Schärfen", + "MOVE_RAISE_ARMS_NAME": "Zielwasser", + "MOVE_JUMP_SCARE_NAME": "Schocken", + "MOVE_HOT_POTATO_NAME": "Heiße Kartoffel", + "MOVE_ZOOMIES_NAME": "Ratzfatz", + "MOVE_QUICK_SMACK_NAME": "Schneller Klaps", + "MOVE_TAUNT_NAME": "Verspotten", + "MOVE_SURE_FIRE_NAME": "Sicheres Ding", + "MOVE_BE_RANDOM_NAME": "zUfäLL1g!!", + "MOVE_DOG_YEARS_NAME": "Hundejahre", + "MOVE_COPYCAT_NAME": "Nachäffen", + "MOVE_COPYCAT_TITLE": "Nachäffen: {move_name}", + "MOVE_GLITTER_BOMB_NAME": "Glitterbombe", + "MOVE_PROVOKE_NAME": "Provozieren", + "MOVE_HIBERNATE_NAME": "Ausschlafen", + "MOVE_MEDITATE_NAME": "Meditieren", + "MOVE_SUMMON_TULPA_NAME": "Tulpa rufen", + "MOVE_LIGHTNING_BOLT_NAME": "Blitzstrahl", + "MOVE_FUSION_POWER_NAME": "Fusionskraft", + "MOVE_FUSION_POWER_GENERATED_NAME": "Fusionskraft: {prefix} {suffix}", + "MOVE_DESPERATION_NAME": "Verzweiflung", + "MOVE_CROSSFADE_NAME": "Überblenden", + "MOVE_DELEGATE_NAME": "Delegieren", + "MOVE_BITE_NAME": "Beißen", + "MOVE_BONE_CANNON_NAME": "Knochenkanone", + "MOVE_STICKY_TONGUE_NAME": "Klebrige Zunge", + "MOVE_ZEPHYR_NAME": "Zephyr", + "MOVE_CHARGE_NAME": "Stürmen", + "MOVE_SONIC_BOOM_NAME": "Schallknall", + "MOVE_BATTERY_NAME": "Batterie", + "MOVE_SCORCH_NAME": "Versengen", + "MOVE_RAPID_FIRE_NAME": "Schnellfeuer", + "MOVE_GEAR_SHEAR_NAME": "Zahnradangriff", + "MOVE_BROADCAST_NAME": "Multitalent", + "MOVE_UNICAST_NAME": "Unicast", + "MOVE_SPLINTER_NAME": "Splitter", + "MOVE_WOODCUTTER_NAME": "Holzfäller", + "MOVE_SILICON_SLASH_NAME": "Siliziumhieb", + "MOVE_ACID_REFLEX_NAME": "Säureangriff", + "MOVE_RADIOACTIVE_NAME": "Radioaktiv", + "MOVE_THROW_NAME": "Werfen", + "MOVE_ICE_BREAKER_NAME": "Eisbrecher", + "MOVE_TORRENT_NAME": "Sintflut", + "MOVE_TWO_HEADS_NAME": "Zwei Köpfe", + "MOVE_MAGNET_NAME": "Magnet", + "MOVE_ECHOLOCATION_NAME": "Echolot", + "MOVE_RETRIBUTION_NAME": "Vergeltung", + "MOVE_THUNDER_BLAST_NAME": "Donnerexplosion", + "MOVE_TOWER_DEFENSE_NAME": "Turmverteidigung", + "MOVE_GAMBIT_NAME": "Gambit", + "MOVE_HAUNT_NAME": "Verwünschen", + "MOVE_BINVITATION_NAME": "Verbündeter", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "Aus heiterem Himmel", + "MOVE_CALL_FOR_HELP_NAME": "Hilferuf", + "MOVE_BINVASION_NAME": "Invasion", + "MOVE_FISSION_POWER_NAME": "Spaltkraft", + "MOVE_RECYCLE_NAME": "Verwerten", + "MOVE_COPPER_CHOP_NAME": "Handkantenschlag", + "MOVE_GALACTIC_BEATDOWN_NAME": "Astralprügel", + "MOVE_WINDOW_NAME": "Fenster", + "MOVE_JAGGED_EDGE_NAME": "Gezackte Kante", + "MOVE_SHARP_EDGES_NAME": "Scharfe Kanten", + "MOVE_CRYSTAL_LENS_NAME": "Kristalllinse", + "MOVE_GLASS_BONDS_NAME": "Glasbindung", + "MOVE_SHRAPNEL_NAME": "Schrapnell", + "MOVE_GLASS_CANNON_NAME": "Glaskanone", + "MOVE_CLOSE_ENCOUNTER_NAME": "UFO-Begegnung", + "MOVE_SPRING_LOAD_NAME": "Aufziehen", + "MOVE_SHOOTING_STAR_NAME": "Sternschuss", + "MOVE_MOUNTAIN_SMASH_NAME": "Bergsturz", + "MOVE_BLIZZARD_NAME": "Schneesturm", + "MOVE_DJINNTOXICATE_NAME": "Dschinntoxikation", + "MOVE_TOY_HAMMER_NAME": "Spielzeughammer", + "MOVE_SUCTION_CUP_DART_NAME": "Saugnapfpfeil", + "MOVE_PLASTIC_KNIFE_NAME": "Plastikmesser", + "MOVE_ACORN_MORTAR_NAME": "Eichelmörser", + "MOVE_BOIL_NAME": "Kochen", + "MOVE_TOXIC_STAB_NAME": "Giftstich", + "MOVE_PUSTULE_BOMB_NAME": "Pustelbombe", + "MOVE_RADIATION_BREATH_NAME": "Verstrahlter Atem", + "MOVE_WONDERFUL_7_NAME": "Wunderbare 7", + "MOVE_SNOW_RUSH_NAME": "Schneeschlag", + "MOVE_POLE_VAULT_ASSAULT_NAME": "Angriffssprung", + "MOVE_YULE_REGRET_THAT_NAME": "Überfressen", + "MOVE_HURRICANE_NAME": "Hurrikan", + "MOVE_SANDSTORM_NAME": "Sandsturm", + "MOVE_METEOR_BARRAGE_NAME": "Meteoritenschauer", + "MOVE_CLOCKWORK_MOUSE_NAME": "Aufziehmaus", + "MOVE_METAL_RIFF_NAME": "Metallriff", + "MOVE_BOTTLE_VOLLEY_NAME": "Flaschenwurf", + "MOVE_MOONSHINE_NAME": "Mondtrunken", + "MOVE_AVALANCHE_NAME": "Lawine", + "MOVE_FOG_NAME": "Nebel", + "MOVE_CHANGE_THE_RECORD_NAME": "Kassettenwechsler", + "MOVE_AP_DONATE_NAME": "AP-Spende", + "MOVE_AP_FACTORY_NAME": "AP-Fabrik", + "MOVE_SHIELD_BASH_NAME": "Schildschlag", + "MOVE_PRISMATIC_NAME": "Prismatisch", + "MOVE_ICICLE_DART_NAME": "Eiszapfenpfeil", + "MOVE_CRUMBLE_NAME": "Zerbröckeln", + "MOVE_BAD_JOKE_NAME": "Schlechter Witz", + "MOVE_HEROIC_BLADE_NAME": "Heroische Klinge", + "MOVE_SUPERHEATED_FIST_NAME": "Sengende Faust", + "MOVE_GUZZLE_FUEL_NAME": "Benzinschlucker", + "MOVE_DAMAGE_ROLL_NAME": "Schadenswurf", + "MOVE_COPY_THAT_NAME": "Gegnerkopie", + "MOVE_FROZEN_GROUND_NAME": "Gefrorener Boden", + "MOVE_STONY_LOOK_NAME": "Versteinerung", + "MOVE_PUMPKIN_PIE_NAME": "Kürbiskuchen", + "MOVE_BUSHFIRE_NAME": "Buschfeuer", + "MOVE_TRAFFIC_JAM_NAME": "Stau", + "MOVE_SUIT_UP_NAME": "Aufbrezeln", + "MOVE_COTTON_ON_NAME": "Abgelenkt", + "MOVE_MIND_MELD_NAME": "Geistesverschmelzung", + "MOVE_UNDERTOW_NAME": "Sog", + "MOVE_NEW_LEAF_NAME": "Tabula rasa", + "MOVE_FAIR_FIGHT_NAME": "Fairer Kampf", + "MOVE_ABRAMACABRA_NAME": "Abramakabra", + "MOVE_ABRAMACABRA_ATTACK_NAME": "Makabra-Rakete", + "MOVE_DOC_LEAF_NAME": "Ärzteblatt", + "MOVE_REVOLVING_DOOR_NAME": "Drehtür", + "MOVE_BLOOD_DONATION_NAME": "Blutspende", + "MOVE_NURSE_NAME": "Erste Hilfe", + "MOVE_CLAY_FIRED_NAME": "Gebrannter Ton", + "MOVE_COAL_STORY_NAME": "Glühende Kohlen", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Bestienresistenz", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Feuerfest", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Plastikresistenz", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Pflanzenresistenz", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Wasserfest", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Astralresistenz", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Giftresistenz", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Geerdet", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Eisresistenz", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Luftresistenz", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Erdresistenz", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Metallresistenz", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Glasresistenz", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Glitterresistenz", + "MOVE_WATER_DANCE_NAME": "Wassertanz", + "MOVE_STAB_IN_THE_DARK_NAME": "Auf gut Glück", + "MOVE_WATERWORKS_NAME": "Schleusen auf", + "MOVE_STARTER1_ATTACK_NAME": "Bonbonexplosion", + "MOVE_STARTER1_PASSIVE_NAME": "Zuckerrausch", + "MOVE_STARTER2_ATTACK_NAME": "Rammbock", + "MOVE_STARTER2_PASSIVE_NAME": "Schafsglück", + "MOVE_CATEGORY_MELEE": "Nahkampfangriff", + "MOVE_CATEGORY_RANGED": "Fernkampfangriff", + "MOVE_CATEGORY_STATUS": "Statuseffekt", + "MOVE_CATEGORY_MISC": "Verschiedene", + "MOVE_DESCRIPTION_HIT_ONE": "Trifft ein Ziel.", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Trifft ein ganzes Team und zerstört Wälle.", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Trifft ein Ziel. Ausweichen nicht möglich.", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Trifft ein Ziel. Hat Priorität vor anderen Aktionen.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Trifft mehrmals ein Ziel.", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Trifft ein Ziel und fügt dem Benutzer geringen Schaden zu.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Trifft mehrmals ein Ziel und hat Priorität vor anderen Aktionen.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Trifft mehrmals ein Ziel und hat im Vergleich zu anderen Aktionen eine geringere Priorität.", + "MOVE_DESCRIPTION_HIT_TEAM": "Trifft ein ganzes Team.", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Trifft mehrmals jedes Mitglied eines Teams.", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Trifft außer dem Benutzer jeden auf dem Schlachtfeld.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Trifft ein Ziel. Verleiht dem Benutzer den Status \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Trifft ein ganzes Team. Verleiht dem Benutzer den Status \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Trifft ein ganzes Team. Verleiht dem Ziel den Status \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "Trifft ein Ziel und verringert sein Ausweichen.", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "Trifft ein Ziel und verringert seine Präzision.", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "Erhöht passiv das Tempo des Benutzers im Verhältnis zur Menge der verlorenen TP.", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "Erhöht passiv das Ausweichen des Benutzers im Verhältnis zur Menge der verlorenen TP.", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Verringert eingehenden Schaden des {type}typs passiv um {percent} % und hebt alle normalerweise stattfindenden Reaktionen auf. Wirkt sich nicht auf kritische Treffer aus.", + "MOVE_DESCRIPTION_NURSE": "Heilt bei einem Ziel 50 % seiner maximalen TP.", + "MOVE_DESCRIPTION_METAL_RIFF": "Trifft ein ganzes Team. Wird beim Ausrüsten auf einer Kassette des Metalltyps zu einem Angriff des Lufttyps.", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "Stiehlt den Wall des Ziels und überträgt ihn an den Benutzer.", + "MOVE_DESCRIPTION_BLOOD_DONATION": "Senkt die TP des Benutzers um die Hälfte und gibt sie dem Ziel.", + "MOVE_DESCRIPTION_FAIR_FIGHT": "Verhindert 3 Runden lang das Anwenden neuer Statuseffekte.", + "MOVE_DESCRIPTION_NEW_LEAF": "Entfernt Statuseffekte vom Ziel.", + "MOVE_DESCRIPTION_BUSHFIRE": "Ändert den Typ des Benutzers auf Feuer und lässt ihn bei Kontakt zusätzlichen Feuerschaden verursachen. Verbrennt außerdem den Benutzer.", + "MOVE_DESCRIPTION_UNDERTOW": "Trifft den letzten Kämpfer, der vor dieser Aktion an der Reihe war.", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "Erhöht Tempo und AP-Generierung des Benutzers.", + "MOVE_DESCRIPTION_COPY_THAT": "Verwandelt den Benutzer in eine Kopie des Ziels.", + "MOVE_DESCRIPTION_FROZEN_GROUND": "Erhöht stark das Tempo des Benutzers, verringert jedoch seine Präzision.", + "MOVE_DESCRIPTION_ICICLE_DART": "Trifft ein Ziel. Verwendet das Tempo statt den Fernkampfangriff des Benutzers.", + "MOVE_DESCRIPTION_SHIELD_BASH": "Trifft ein Ziel. Verwendet die Nahkampfabwehr statt den Nahkampfangriff des Benutzers.", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "Der Benutzer wirft einen 20-seitigen Würfel. Der Schaden wird mit der geworfenen Zahl multipliziert. Bei einem Wurf von 1 oder 20 treten Spezialeffekte in Kraft.", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Zwingt das Ziel, zu einer zufälligen anderen seiner Kassetten zu wechseln.", + "MOVE_DESCRIPTION_AP_DONATE": "Überträgt alle restlichen AP vom Benutzer zum Ziel.", + "MOVE_DESCRIPTION_AVALANCHE": "Lässt alle Nahkampfangriffe in dieser Runde fehlschlagen.", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Lässt die Fernkampfangriffe des Ziels zu Nahkampfangriffen werden.", + "MOVE_DESCRIPTION_AP_FACTORY": "Überträgt zu Beginn jeder Runde automatisch alle AP des Benutzers an seine Verbündeten.", + "MOVE_DESCRIPTION_WALL": "Opfert 20 % der TP, um einen Wall zu erzeugen, der 3 Runden lang bis zu 3 Treffer absorbiert.", + "MOVE_DESCRIPTION_SPRING_LOAD": "Verleiht dem Benutzer automatisch den Status \\\"Aufgezogen\\\", falls er ihn noch nicht hat. Hierdurch werden seine Nahkampfangriffe zu Fernkampfangriffen.", + "MOVE_DESCRIPTION_FOG": "Verringert 3 Runden lang die Präzision aller Fernkampfangriffe, die nicht zum Wasser-, Luft- oder Eistyp gehören, auf 0 %.", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "Der Benutzer flieht und kann nur von Fernkampfangriffen, Lufttypen und anderen fliegenden Charakteren getroffen werden.", + "MOVE_DESCRIPTION_COATING": "Ändert den Typ des Benutzers oder eines Verbündeten.", + "MOVE_DESCRIPTION_ABRAMACABRA": "Opfert 20 % der TP, um einen Wall zu erzeugen, der 3 Runden lang bis zu 3 Treffer absorbiert. Dieser Wall fügt außerdem in jeder Runde einem Gegner Schaden zu.", + "MOVE_DESCRIPTION_POWER": "Kraft", + "MOVE_DESCRIPTION_HITS": "Treffer: {hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "Verleiht dem Ziel {duration} Runde(n) lang den Status \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_ACCURACY": "Präzision: {0} %", + "MOVE_DESCRIPTION_HITS_RANGE": "Treffer: {hits_min}–{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "Verleiht dem Benutzer {duration} Runde(n) lang den Status \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_CLAY_FIRED": "Wird aktiviert, wenn der Benutzer durch einen Angriff Schaden des Feuertyps erleidet. Erhöht die Abwehr des Benutzers.", + "MOVE_DESCRIPTION_MIND_MELD": "Der Benutzer teilt seine Aktionen mit seinen Verbündeten.", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "Senkt das Tempo aller anderen Kämpfer.", + "MOVE_DESCRIPTION_FLINCH_ONE": "Hat eine Chance, das Ziel zurückschrecken zu lassen.", + "MOVE_DESCRIPTION_STICKY_TONGUE": "Trifft ein Ziel und verringert sein Ausweichen.", + "MOVE_DESCRIPTION_ICE_BREAKER": "Trifft ein Ziel und verringert sein Tempo.", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Trifft ein Ziel. Landet einen kritischen Treffer, wenn das Ziel in dieser Runde bereits Schaden erlitten hat.", + "MOVE_DESCRIPTION_AP_STEAL": "Stiehlt dem Ziel 1 AP und überträgt ihn an den Benutzer.", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "Entfernt 2 AP vom Ziel.", + "MOVE_DESCRIPTION_AP_BOOST": "Erhöht die AP-Generierung des Ziels.", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Trifft zu Beginn des Kampfs automatisch einen Gegner.", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "Hat eine Chance, bei einem Treffer mit einem Nahkampfangriff automatisch benutzt zu werden.", + "MOVE_DESCRIPTION_AP_DRAIN": "Verringert die AP-Generierung des Ziels.", + "MOVE_DESCRIPTION_SPLINTER": "Hat eine Chance, einem Gegner bei Nahkampfkontakt automatisch Schaden zuzufügen, der auf der Nahkampfabwehr des Benutzers basiert.", + "MOVE_DESCRIPTION_ACID_REFLEX": "Hat eine Chance, einen Gegner bei Nahkampfkontakt automatisch zu vergiften.", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "Lässt den Benutzer bei einer Niederlage explodieren, wodurch alle Charaktere um ihn herum Schaden erleiden.", + "MOVE_DESCRIPTION_RADIOACTIVE": "Hat eine Chance, einen Gegner bei Nahkampfkontakt automatisch zu verbrennen.", + "MOVE_DESCRIPTION_AP_REFUND": "Hat eine Chance, automatisch AP zurückzugeben, wenn eine Aktion benutzt wird.", + "MOVE_DESCRIPTION_AP_STARTER": "Gewährt zu Beginn des Kampfs 1 zusätzlichen AP.", + "MOVE_DESCRIPTION_ROLL_AGAIN": "Hat eine Chance, am Ende der Runde automatisch eine zufällige andere Aktion zu benutzen.", + "MOVE_DESCRIPTION_SUIT_UP": "Erhöht die Nahkampf- und Fernkampfabwehr des Benutzers.", + "MOVE_DESCRIPTION_PARRY_STANCE": "Wirft den ersten in dieser Runde erlittenen Nahkampfangriff zurück.", + "MOVE_DESCRIPTION_HP_ABSORB": "Regeneriert die Menge an verursachtem Schaden als TP.", + "MOVE_DESCRIPTION_DEFEND": "Erhöht die Nahkampf- und Fernkampfabwehr des Benutzers.", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "Erhöht die Fernkampfabwehr des Benutzers.", + "MOVE_DESCRIPTION_DODGE": "Erhöht das Ausweichen des Benutzers.", + "MOVE_DESCRIPTION_FOCUS": "Erhöht die Präzision des Benutzers.", + "MOVE_DESCRIPTION_SPRINT": "Erhöht das Tempo des Benutzers.", + "MOVE_DESCRIPTION_WINK": "Verringert den Nahkampfangriff des Ziels.", + "MOVE_DESCRIPTION_FLIRT": "Verringert das Ausweichen des Ziels.", + "MOVE_DESCRIPTION_PEEKABOO": "Verringert die Präzision des Ziels.", + "MOVE_DESCRIPTION_TRIP": "Verringert das Tempo des Ziels.", + "MOVE_DESCRIPTION_NOD": "Verringert die Nahkampfabwehr des Ziels.", + "MOVE_DESCRIPTION_CRITICIZE": "Verringert den Fernkampfangriff des Ziels.", + "MOVE_DESCRIPTION_COMPLIMENT": "Verringert die Fernkampfabwehr des Ziels.", + "MOVE_DESCRIPTION_SHARPEN": "Erhöht den Nahkampfangriff des Benutzers.", + "MOVE_DESCRIPTION_RAISE_ARMS": "Erhöht den Fernkampfangriff des Benutzers.", + "MOVE_DESCRIPTION_HOT_POTATO": "Platziert auf dem Ziel eine Bombe, die explodiert, wenn sie nicht sofort durch Nahkampfkontakt weitergegeben wird.", + "MOVE_DESCRIPTION_SURE_FIRE": "Lässt die nächste Aktion des Ziels garantiert treffen.", + "MOVE_DESCRIPTION_COTTON_ON": "Verringert in der nächsten Runde die Präzision von Aktionen, denen man ausweichen kann und bei denen der Benutzer anvisiert wird, auf 0 %.", + "MOVE_DESCRIPTION_TAUNT": "Macht das Ziel rasend und zwingt es, 2 Runden lang nur Aktionen auszuführen, die Schaden verursachen.", + "MOVE_DESCRIPTION_DOG_YEARS": "Verlängert die Dauer der Statuseffekte des Ziels.", + "MOVE_DESCRIPTION_BE_RANDOM": "Führt eine zufällige Aktion aus, für die du genug AP hast.", + "MOVE_DESCRIPTION_COPYCAT": "Kopiert die letzte benutzte Aktion des Ziels, falls du genug AP hast.", + "MOVE_DESCRIPTION_PROVOKE": "Verhindert 3 Runden lang, dass Gegner die Verbündeten des Benutzers direkt anvisieren.", + "MOVE_DESCRIPTION_HIBERNATE": "Lässt den Benutzer einschlafen und in jeder Runde, in der er schläft, TP regenerieren.", + "MOVE_DESCRIPTION_SUMMON_TULPA": "Ruft Hilfe aus der Astralebene herbei.", + "MOVE_DESCRIPTION_MEDITATE": "Lässt den Benutzer einschlafen. Erhöht in jeder Runde, in der er schläft, Angriff und Abwehr des Benutzers.", + "MOVE_DESCRIPTION_BINVITATION": "Ruft Hilfe vom Mutterschiff herbei.", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Ruft vorübergehend einen Blitzarin als Verbündeten herbei.", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "Hat die Chance, vorübergehend einen Verbündeten herbeizurufen.", + "MOVE_DESCRIPTION_FUSION_POWER": "Besitzt einen für diese Fusionspaarung einzigartigen Effekt.", + "MOVE_DESCRIPTION_FISSION_POWER": "Der Benutzer wird gespalten und auf zwei Kopien aufgeteilt.", + "MOVE_DESCRIPTION_CROSSFADE": "Wechselt die Gestalt des Benutzers, wendet jedoch eine Beschichtung an, die den Typ beibehält.", + "MOVE_DESCRIPTION_DESPERATION": "Verursacht mehr Schaden, wenn der Benutzer wenig Gesundheit hat.", + "MOVE_DESCRIPTION_DELEGATE": "Überträgt die Statuseffekte des Benutzers auf seinen Verbündeten.", + "MOVE_DESCRIPTION_BITE": "Trifft ein Ziel und heilt den Benutzer danach ein wenig.", + "MOVE_DESCRIPTION_BATTERY": "Trifft ein Ziel zweimal und landet bei Benutzung nach \\\"Stürmen\\\" einen kritischen Treffer.", + "MOVE_DESCRIPTION_BOIL": "Trifft ein Ziel und hat eine Chance, es zu verbrennen.", + "MOVE_DESCRIPTION_DJINNTOXICATE": "Trifft ein Ziel und wendet den Status \\\"Verwirrt\\\" auf das Ziel an.", + "MOVE_DESCRIPTION_COAL_STORY": "Trifft ein Ziel und wendet den Status \\\"Verbrannt\\\" auf das Ziel an.", + "MOVE_DESCRIPTION_TOXIC_STAB": "Trifft ein Ziel und vergiftet es.", + "MOVE_DESCRIPTION_SANDSTORM": "Trifft ein ganzes Team und verringert die Restdauer der Statuseffekte der Ziele um 1.", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "Trifft ein ganzes Team und vergiftet die Ziele.", + "MOVE_DESCRIPTION_WONDERFUL_7": "Trifft ein Ziel und führt eine zufällige Schwächung aus.", + "MOVE_DESCRIPTION_THROW": "Setzt einen Wall als Geschoss ein. Die Restdauer vervielfacht den Schaden.", + "MOVE_DESCRIPTION_RECYCLE": "Zerstört den Wall des Benutzers und gibt ihm eine Menge an AP, die der Restdauer entspricht.", + "MOVE_DESCRIPTION_MAGNET": "Wird zu Beginn des Kampfs automatisch für 0 AP angewendet. Hindert Gegner {duration} Runde(n) lang daran, Verbündete des Benutzers anzuvisieren.", + "MOVE_DESCRIPTION_RETRIBUTION": "Wird aktiviert, wenn ein Verbündeter besiegt wird, und erhöht den Angriff des Benutzers.", + "MOVE_DESCRIPTION_STATUS_STARTER": "Wird zu Beginn des Kampfs automatisch für 0 AP angewendet. Verleiht dem Benutzer {duration} Runde(n) lang den Status {status_effect}.", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "Ändert den Typ des Benutzers auf Erde und erhöht seine Abwehr. Tritt in Kraft, sobald die Gesundheit des Benutzers zum ersten Mal auf unter die Hälfte fällt.", + "MOVE_DESCRIPTION_THUNDER_BLAST": "Trifft ein Ziel und fügt ihm zusätzlich 30 Schaden des Lufttyps zu.", + "MOVE_DESCRIPTION_GAMBIT": "Erhöht stark alle Werte des Benutzers. Nach 3 Runden wird die Kassette zerstört.", + "MOVE_DESCRIPTION_HAUNT": "Der Benutzer wird zu einem Geist und kann nicht von Angriffen getroffen werden. Nach 3 Runden wird die Kassette zerstört.", + "MOVE_DESCRIPTION_BINVASION": "Trifft ein Ziel so oft, wie sich Eimervasoren im Team des Benutzers befinden.", + "MOVE_DESCRIPTION_COPPER_CHOP": "Trifft ein Ziel und fügt Zielen des Glas- und Metalltyps \\\"Resonanz\\\" zu.", + "MOVE_DESCRIPTION_WINDOW": "Lässt Fernkampfangriffe das Ziel durch Wälle hindurch treffen.", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Fügt dem Ziel jedes Mal, wenn es sich verwandelt, Schaden zu.", + "MOVE_DESCRIPTION_SHARP_EDGES": "Verleiht dem Benutzer {duration} Runde(n) lang den Status \\\"Schaden bei Kontakt\\\".", + "MOVE_DESCRIPTION_JAGGED_EDGE": "Verursacht automatisch Schaden, wenn ein Nahkampfangriff den Benutzer verfehlt.", + "MOVE_DESCRIPTION_BLIZZARD": "Trifft ein ganzes Team und verringert die Präzision der Ziele.", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Trifft ein Ziel und verringert seine Nahkampfabwehr.", + "MOVE_DESCRIPTION_TRICK": "Wendet eine zufällige Schwächung auf das Ziel an.", + "MOVE_DESCRIPTION_TREAT": "Wendet eine zufällige Verstärkung auf das Ziel an.", + "MOVE_DESCRIPTION_CRUMBLE": "Zerstört jeden Wall und fügt jedem Kämpfer mit einem Wall Schaden proportional zur Restdauer seines Walls zu.", + "MOVE_DESCRIPTION_PRISMATIC": "Ändert am Ende jeder Runde zufällig den Typ des Benutzers.", + "MOVE_DESCRIPTION_BAD_JOKE": "Der Benutzer erzählt einen zufälligen Witz. Hat keinen Effekt.", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "WIDERSTANDEN", + "MOVE_DESCRIPTION_WATER_DANCE": "Trifft ein Ziel. Verwendet das Tempo statt den Nahkampfangriff des Benutzers.", + "MOVE_BLOOD_DONATION_TOAST": "GESPENDET", + "MOVE_NEW_LEAF_TOAST": "STATUS ENTFERNT", + "MOVE_DAMAGE_ROLL_TOAST": "WURF: {n}", + "MOVE_AP_STEAL_TOAST": "GESTOHLEN", + "MOVE_GUZZLE_FUEL_TOAST": "GESCHLUCKT", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "TIMER VERLÄNGERT", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "TIMER VERKÜRZT", + "MOVE_SUMMON_SPAWNS.m": "{spawn} hat den Ruf erhört!", + "MOVE_SUMMON_SPAWNS.f": "{spawn} hat den Ruf erhört!", + "MOVE_AP_REFUND_TOAST": "RÜCKERSTATTET", + "MOVE_SUMMON_SPAWNS.n": "{spawn} hat den Ruf erhört!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "Wild", + "MOVE_FUSION_POWER_PREFIX_beast_2": "Knochen", + "MOVE_FUSION_POWER_PREFIX_beast_3": "Verwildert", + "MOVE_FUSION_POWER_PREFIX_beast_4": "Primitiv", + "MOVE_FUSION_POWER_PREFIX_beast_5": "Rückgrat", + "MOVE_FUSION_POWER_PREFIX_beast_6": "Berserker", + "MOVE_FUSION_POWER_PREFIX_beast_7": "Rasend", + "MOVE_FUSION_POWER_PREFIX_fire_1": "Höllisch", + "MOVE_FUSION_POWER_PREFIX_fire_2": "Lodernd", + "MOVE_FUSION_POWER_PREFIX_fire_3": "Flammend", + "MOVE_FUSION_POWER_PREFIX_fire_4": "Brennend", + "MOVE_FUSION_POWER_PREFIX_fire_5": "Feurig", + "MOVE_FUSION_POWER_PREFIX_fire_6": "Magma", + "MOVE_FUSION_POWER_PREFIX_fire_7": "Vulkanisch", + "MOVE_FUSION_POWER_PREFIX_poison_1": "Giftig", + "MOVE_FUSION_POWER_PREFIX_poison_2": "Venenös", + "MOVE_FUSION_POWER_PREFIX_poison_3": "Toxisch", + "MOVE_FUSION_POWER_PREFIX_poison_4": "Chemisch", + "MOVE_FUSION_POWER_PREFIX_poison_5": "Violett", + "MOVE_FUSION_POWER_PREFIX_poison_6": "Infektiös", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "Synthetisch", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "Robust", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "Verwertet", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "Künstlich", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "Müll", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "Modular", + "MOVE_FUSION_POWER_PREFIX_plant_1": "Immergrün", + "MOVE_FUSION_POWER_PREFIX_plant_2": "Ungezähmt", + "MOVE_FUSION_POWER_PREFIX_plant_3": "Überwuchert", + "MOVE_FUSION_POWER_PREFIX_plant_4": "Blühend", + "MOVE_FUSION_POWER_PREFIX_plant_5": "Grün", + "MOVE_FUSION_POWER_PREFIX_plant_6": "Tropisch", + "MOVE_FUSION_POWER_PREFIX_plant_7": "Sukkulent", + "MOVE_FUSION_POWER_PREFIX_water_1": "Hydro", + "MOVE_FUSION_POWER_PREFIX_water_2": "Sturm", + "MOVE_FUSION_POWER_PREFIX_water_3": "Monsun", + "MOVE_FUSION_POWER_PREFIX_water_4": "Sintflutartig", + "MOVE_FUSION_POWER_PREFIX_water_5": "Mahlstrom", + "MOVE_FUSION_POWER_PREFIX_water_6": "Abyssal", + "MOVE_FUSION_POWER_PREFIX_water_7": "Neptunisch", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "Glitzernd", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "Funkelnd", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "Regenbogen", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "Feenhaft", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "Gerissen", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "Selbstgemacht", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "Einhorn", + "MOVE_FUSION_POWER_PREFIX_astral_1": "Kosmisch", + "MOVE_FUSION_POWER_PREFIX_astral_2": "Planetar", + "MOVE_FUSION_POWER_PREFIX_astral_3": "Himmlisch", + "MOVE_FUSION_POWER_PREFIX_astral_4": "Stellar", + "MOVE_FUSION_POWER_PREFIX_astral_5": "Ätherisch", + "MOVE_FUSION_POWER_PREFIX_astral_6": "Orbital", + "MOVE_FUSION_POWER_PREFIX_astral_7": "Stygisch", + "MOVE_FUSION_POWER_PREFIX_air_1": "Zyklonal", + "MOVE_FUSION_POWER_PREFIX_air_2": "Tornado", + "MOVE_FUSION_POWER_PREFIX_air_3": "Wirbelwind", + "MOVE_FUSION_POWER_PREFIX_air_4": "Hurrikan", + "MOVE_FUSION_POWER_PREFIX_air_5": "Windig", + "MOVE_FUSION_POWER_PREFIX_air_6": "Schallknall", + "MOVE_FUSION_POWER_PREFIX_air_7": "Empyreisch", + "MOVE_FUSION_POWER_PREFIX_earth_1": "Versteinernd", + "MOVE_FUSION_POWER_PREFIX_earth_2": "Mineral", + "MOVE_FUSION_POWER_PREFIX_earth_3": "Erz", + "MOVE_FUSION_POWER_PREFIX_earth_4": "Bergig", + "MOVE_FUSION_POWER_PREFIX_earth_5": "Kiesig", + "MOVE_FUSION_POWER_PREFIX_earth_6": "Stein", + "MOVE_FUSION_POWER_PREFIX_earth_7": "Granit", + "MOVE_FUSION_POWER_PREFIX_glass_1": "Glas", + "MOVE_FUSION_POWER_PREFIX_glass_2": "Zerschmetternd", + "MOVE_FUSION_POWER_PREFIX_glass_3": "Spiegelnd", + "MOVE_FUSION_POWER_PREFIX_glass_4": "Gezackt", + "MOVE_FUSION_POWER_PREFIX_glass_5": "Brüchig", + "MOVE_FUSION_POWER_PREFIX_glass_6": "Durchsichtig", + "MOVE_FUSION_POWER_PREFIX_ice_1": "Gefroren", + "MOVE_FUSION_POWER_PREFIX_ice_2": "Minusgrad", + "MOVE_FUSION_POWER_PREFIX_ice_3": "Eiskalt", + "MOVE_FUSION_POWER_PREFIX_ice_4": "Polar", + "MOVE_FUSION_POWER_PREFIX_ice_5": "Eisig", + "MOVE_FUSION_POWER_PREFIX_ice_6": "Frostig", + "MOVE_FUSION_POWER_PREFIX_ice_7": "Schneesturm", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "Orkan", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "Aufziehend", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "Elektrisch", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "Schockend", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "Blitz", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "Volt", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "Magnetisch", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "Tesla", + "MOVE_FUSION_POWER_PREFIX_metal_1": "Stahl", + "MOVE_FUSION_POWER_PREFIX_metal_2": "Metallurgisch", + "MOVE_FUSION_POWER_PREFIX_metal_3": "Silber", + "MOVE_FUSION_POWER_PREFIX_metal_4": "Quecksilbrig", + "MOVE_FUSION_POWER_PREFIX_metal_5": "Resonant", + "MOVE_FUSION_POWER_PREFIX_metal_6": "Titan", + "MOVE_FUSION_POWER_SWORD": "Schwert", + "MOVE_FUSION_POWER_AXE": "Axt", + "MOVE_FUSION_POWER_KATANA": "Katana", + "MOVE_FUSION_POWER_HAMMER": "Hammer", + "MOVE_FUSION_POWER_HALBERD": "Hellebarde", + "MOVE_FUSION_POWER_BLADEWHEEL": "Rad", + "MOVE_FUSION_POWER_FIST": "Faust", + "MOVE_FUSION_POWER_SMASH": "Schmetterer", + "MOVE_FUSION_POWER_SHURIKEN": "Wurfstern", + "MOVE_DESCRIPTION_IRON_FILINGS": "Macht das Ziel leitend.", + "MOVE_FUSION_POWER_ARROW": "Pfeil", + "MOVE_FUSION_POWER_ORB": "Kugel", + "MOVE_FUSION_POWER_KUNAI": "Kunai", + "MOVE_FUSION_POWER_SHARDS": "Scherben", + "MOVE_FUSION_POWER_SPIKES": "Stacheln", + "MOVE_FUSION_POWER_METEOR": "Meteor", + "MOVE_FUSION_POWER_BEAM": "Strahl", + "MOVE_FUSION_POWER_BLAST": "Explosion", + "MOVE_FUSION_POWER_BOMB": "Bombe", + "MOVE_RITUAL_NAME": "Ritual", + "MOVE_DESCRIPTION_RITUAL": "Erweckt den Benutzer bei einer Niederlage mit 25 % seiner TP wieder.", + "MOVE_IRON_FILINGS_NAME": "Eisenspäne", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda Morgana", + "MOVE_AA_OLDGANTE_THRASH_NAME": "Disharmonischer Schlag", + "MOVE_TRICK_NAME": "Süßes", + "MOVE_TREAT_NAME": "Saures", + "MOVE_ATTRIBUTE_STAT": "{stat_value} % {stat_name}", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Kritischer Treffer bei Typenvorteil", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passiv: {stat_value} % {stat_name}", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Schaden basiert auf {stat_name}, wenn höher", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "Dauer +1", + "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 Zusatztreffer", + "MOVE_ATTRIBUTE_HEAL": "Heilt {stat_value} % der maximalen TP", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passiv: {stat_value} % {stat_name} pro leerem Platz", + "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value} % {stat_name} pro leerem Platz", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Heilt {stat_value} % der maximalen TP pro leerem Platz", + "MOVE_ATTRIBUTE_BUFF_USER": "Chance von {chance} % auf {status_effect}", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "Chance von {chance} % auf {status_effect}", + "MOVE_ATTRIBUTE_AP_REFUND": "Chance von {chance} %, {amount} AP nach der Benutzung zurückzuerhalten", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "Chance von {chance} %, die gesamten AP nach der Benutzung zurückzuerhalten", + "MOVE_ATTRIBUTE_SHARED": "Mit Verbündeten geteilt", + "MOVE_ATTRIBUTE_COMPATIBILITY": "Mit jeder Kassette kompatibel", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "Chance von {chance} % auf Benutzung am Ende einer Runde", + "MOVE_ATTRIBUTE_USE_AGAIN": "Chance von {chance} % auf zweimalige Benutzung", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "Chance von {chance} % auf Benutzung zu Beginn von Kämpfen", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "Chance von {chance} % auf Benutzung bei Treffern", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "Chance von {chance} % auf Benutzung nach Angriffen", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "Chance von {chance} % auf Benutzung von {move_name} nach Wirkung", + "MOVE_ATTRIBUTE_MULTITARGET": "Chance von {chance} % auf Anvisieren des gesamten Teams", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Zerstört Wälle", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 Platz", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignoriert Wälle", + "MOVE_ATTRIBUTE_USE_RANDOM": "Chance von {chance} % auf Benutzung einer zufälligen Aktion", + "MOVE_BAD_JOKE_JOKE3": "Warum darf die Verkehrskrabbe nicht in der Friedensbewegung mitmachen? Wegen ihres Panzers!", + "MOVE_BAD_JOKE_JOKE2": "Was isst die Verkehrskrabbe am liebsten? Stau-densellerie!", + "MOVE_BAD_JOKE_JOKE1": "Warum kommt die Verkehrskrabbe nicht über die Straße? Sie kann nur seitwärts gehen!", + "MOVE_BAD_JOKE_JOKE5": "Warum brauchen Skelevangelisten keine Hautcreme? Tja, warum wohl ...?", + "MOVE_BAD_JOKE_JOKE4": "Warum hat die Verkehrskrabbe keine Freunde mehr? Ihre Wortspiele waren einfach klauenhaft!", + "MOVE_BAD_JOKE_JOKE7": "Wie essen Kugelinos? Sehr schnell!", + "MOVE_BAD_JOKE_JOKE6": "Was isst der Eisspecht am liebsten? Schoko und Vanille!", + "MOVE_BAD_JOKE_JOKE8": "Was machen Zeitlose, wenn sie nach dem Essen noch Hunger haben? Vier Sekunden zurückgehen!", + "MOVE_BAD_JOKE_JOKE11": "Das Sterntierchen leidet unter Klaustrophobie. Es braucht einfach etwas Raum.", + "MOVE_BAD_JOKE_JOKE10": "Warum sollte man niemals einen Zeitlosen kaufen? Das kostet einfach zu viel Zeit!", + "MOVE_BAD_JOKE_JOKE9": "Was isst der Terrakocher am liebsten? Gebrannte Mandeln!", + "MOVE_BAD_JOKE_JOKE12": "Als was geht der Blitztana im Karneval? Als Funkenmariechen!", + "MOVE_BAD_JOKE_JOKE13": "Wie nennt man einen Blattigator, der eine Weste trägt? Einen Blattinwestor!", + "MOVE_BAD_JOKE_JOKE16": "Warum wurde die Wirbelpuppe befördert? Sie stach einfach in ihrem Feld heraus!", + "MOVE_BAD_JOKE_JOKE15": "Ich kenne einen Witz über Elementarchemie, aber ich glaube, der wird keine Reaktion auslösen ...", + "MOVE_BAD_JOKE_JOKE14": "Wo wohnt der König der Hüpfkürbisse? In der Hüpfburg!", + "MOVE_BAD_JOKE_JOKE18": "Warum musste der Makler zum Psychiater? Er hatte einen Apartmentkomplex!", + "MOVE_BAD_JOKE_JOKE17": "Wo hat das Buschauge alles gelernt, was es wissen muss? In der Baumschule!", + "MOVE_BAD_JOKE_JOKE19": "Wie nennt man einen unbeweglichen Makler? Immobil.", + "MOVE_NAME_INSOMNIA": "Schlaflosigkeit", + "MOVE_BAD_JOKE_JOKE20": "Warum kann der Makler nicht Trompete spielen? Weil sie kein Grundstück hat!", + "MOVE_DESCRIPTION_INSOMNIA": "Verhindert, dass der Benutzer einschläft.", + "MOVE_NAME_ELDRITCH": "Schauerlich", + "MOVE_DESCRIPTION_ELDRITCH": "Verhindert, dass die Werte des Benutzers verringert werden.", + "MOVE_NAME_STATUS_RESISTANCE": "Statusresistenz", + "MOVE_NAME_NEUTRALISE": "Neutralisieren", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "Der Benutzer erleidet verringerten Schaden durch die Statuseffekte Verbrannt, Vergiftet und Ausgesaugt.", + "MOVE_NAME_LIQUID_BODY": "Flüssiger Körper", + "MOVE_DESCRIPTION_LIQUID_BODY": "Verhindert, dass der Benutzer \\\"Verbrannt\\\" erleidet, lässt jedoch alle eingehenden Angriffe des Eis- und Blitztyps kritisch werden.", + "MOVE_DESCRIPTION_NEUTRALISE": "Entfernt automatisch die Schwächungen des Benutzers, wenn seine TP unter 50 % fallen.", + "MOVE_NAME_PHASE_SHIFT": "Phasenverschiebung", + "MOVE_DESCRIPTION_PHASE SHIFT": "Der Benutzer kann mit seinen Angriffen Geister treffen.", + "MOVE_CAMOUFLAGE_WATER_NAME": "Wassertarnung", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Plastiktarnung", + "MOVE_CAMOUFLAGE_AIR_NAME": "Lufttarnung", + "MOVE_CAMOUFLAGE_EARTH_NAME": "Erdtarnung", + "MOVE_CAMOUFLAGE_FIRE_NAME": "Feuertarnung", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Astraltarnung", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Blitztarnung", + "MOVE_CAMOUFLAGE_METAL_NAME": "Metalltarnung", + "MOVE_CAMOUFLAGE_BEAST_NAME": "Bestientarnung", + "MOVE_CAMOUFLAGE_PLANT_NAME": "Pflanzentarnung", + "MOVE_CAMOUFLAGE_POISON_NAME": "Gifttarnung", + "MOVE_CAMOUFLAGE_ICE_NAME": "Eistarnung", + "MOVE_CAMOUFLAGE_GLASS_NAME": "Glastarnung", + "MOVE_DESCRIPTION_CAMOUFLAGE": "Ändert den Typ des Benutzers. Wird zu Beginn des Kampfs automatisch für 0 AP angewendet.", + "MOVE_NAME_RICOCHET": "Querschläger", + "MOVE_DESCRIPTION_RICOCHET": "Die Fernkampfangriffe des Benutzers haben eine Chance von 50 %, Wälle von Gegnern zu ignorieren.", + "MOVE_NAME_BREATHING_TECHNIQUE": "Atemtechnik", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Verhindert, dass der Benutzer \\\"Berserker\\\" erleidet.", + "MOVE_NAME_SELF_ASSURED": "Selbstsicher", + "MOVE_DESCRIPTION_SELF_ASSURED": "Verhindert, dass der Benutzer \\\"Verwirrt\\\" erleidet.", + "MOVE_NAME_CRITICAL_AP": "Kritische AP", + "MOVE_DESCRIPTION_CRITICAL_AP": "Für jeden kritischen Treffer, den der Benutzer landet, erhält er 1 AP.", + "MOVE_NAME_PITY_AP": "Trost-AP", + "MOVE_NAME_UNSHAKEABLE": "Unerschütterlich", + "MOVE_DESCRIPTION_PITY_AP": "Für jeden seiner fehlgeschlagenen Angriffe erhält der Benutzer 1 AP.", + "MOVE_DESCRIPTION_UNSHAKEABLE": "Verhindert, dass der Benutzer \\\"Zurückgeschreckt\\\" erleidet.", + "MOVE_NAME_VAMPIRE": "Vampir", + "MOVE_NAME_MULTICOPY": "Multikopie", + "MOVE_DESCRIPTION_VAMPIRE": "Der Benutzer erhält die Hälfte von gegnerischen Heilaktionen und Statuseffekt-Boni.", + "MOVE_DESCRIPTION_MULTICOPY": "Wenn ein Gegner Multiziel oder Multischlag erhält, gilt dies auch für den Benutzer.", + "MOVE_NAME_FOSSIL": "Fossil", + "MOVE_DESCRIPTION_FOSSIL": "Regeneriert automatisch die gesamte Gesundheit des Benutzers, wenn er versteinert wird.", + "MOVE_NAME_BLOODLUST": "Blutdurst", + "MOVE_NAME_STURDY_ARMOUR": "Robuste Panzerung", + "MOVE_DESCRIPTION_BLOODLUST": "Erhöht automatisch den Nahkampf- und Fernkampfangriff des Benutzers, wenn ein Gegner besiegt wird.", + "MOVE_NAME_RETURN_FIRE": "Feuer erwidern", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "Verhindert, dass Nahkampf- und Fernkampfabwehr des Benutzers verringert werden.", + "MOVE_DESCRIPTION_RETURN_FIRE": "Hat eine Chance bei einem Treffer mit einem Fernkampfangriff automatisch benutzt zu werden.", + "MOVE_NAME_BURNING_PASSION": "Brennende Leidenschaft", + "MOVE_NAME_BERSERKER": "Berserker", + "MOVE_DESCRIPTION_BURNING_PASSION": "Erhöht automatisch den Nahkampf- und Fernkampfangriff des Benutzers, wenn dieser den Statuseffekt \\\"Verbrannt\\\" erhält.", + "MOVE_NAME_VENGEFUL_CURSE": "Rachefluch", + "RANGER_TRADER_NAME": "Ranger Wilma", + "RANGER_TRADER_NAME_SHORT": "Wilma", + "RANGER_BODYBUILDER_NAME": "Ranger Jim", + "INTERDIMENSIONAL_POSTMAN_NAME": "Interdimensionaler Postbote", + "AMBER_NAME": "Ms. Amber", + "DORIAN_NAME": "Dorian", + "SPRINGHEEL_NAME": "Sprungfeder", + "JACQUELINE_NAME": "Jacqueline", + "SPRINGHEEL_NAME_PREFIX": "Sprung", + "SPRINGHEEL_NAME_SUFFIX": "feder", + "SPRINGHEEL_DESCRIPTION": "einen Kobold mit Lederstiefeln", + "SPRINGHEEL_LORE_2": "Im viktorianischen England trieb eine geheimnisvolle Kreatur namens \\\"Spring-heeled Jack\\\" oder \\\"Sprungfeder-Jack\\\" angeblich des Nachts ihr Unwesen auf den Straßen. \\\"Jack\\\" wurde nie gefasst und seine Sichtung wurde bald zu einer folkloristischen Legende.", + "SPRINGHEEL_LORE_1": "Sprungfedern haben Spaß daran, sich nachts irgendwo zu verstecken und dann hervorzuspringen, um ihre Opfer zu überraschen. Ihre \\\"Flügel\\\" stellen sie offenbar aus alter abgelegter Kleidung her.", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "Welchen Weg der Nacht möchtest du gehen?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Vagabund", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Dieb", + "HOPSKIN_NAME_PREFIX": "Hopp", + "HOPSKIN_NAME": "Hoppskin", + "HOPSKIN_LORE_1": "Der Hoppskin lockt seine Beute mit Bernsteinaugen und breitem Lächeln an. Wer auf diese Scharade jedoch reinfällt, wird rasch mit den rasiermesserscharfen Krallen niedergestreckt, die er unter einem dreckigen Mantel verbirgt.", + "HOPSKIN_NAME_SUFFIX": "skin", + "HOPSKIN_DESCRIPTION": "einen gerissenen Kobold mit Mantel", + "HOPSKIN_LORE_2": "1955 berichtete eine Familie im amerikanischen Hopkinsville von einem Angriff seltsamer Kreaturen auf ihren Bauernhof. Ihrer Beschreibung nach hatten die Wesen spitze Ohren, Hände mit Krallen und große, gelb leuchtende Augen.", + "RIPTERRA_NAME": "Ripterra", + "RIPTERRA_NAME_PREFIX": "Rip", + "RIPTERRA_NAME_SUFFIX": "terra", + "RIPTERRA_DESCRIPTION": "ein gruseliges Trenchcoat-Monster", + "RIPTERRA_LORE_2": "Im Großbritannien des 19. Jahrhunderts wurden Geschichten über schaurige Schrecken und bösartige Mordgesellen in Form von \\\"Groschenromanen\\\" veröffentlicht. Diese billig produzierte Literatur war oftmals mit schockierenden und gewalttätigen Bildern illustriert.", + "RIPTERRA_LORE_1": "Die Anatomie des Ripterra ist nicht einfach zu beschreiben. Er hat weniger einen Körper, als vielmehr ein wirres Netz aus Gliedmaßen mit Krallen, die unter einem fleckigen Trenchcoat und Hut wahllos zusammengebunden sind.", + "SNOOPIN_NAME": "Raubling", + "SNOOPIN_NAME_PREFIX": "Raub", + "SNOOPIN_NAME_SUFFIX": "ling", + "SNOOPIN_LORE_1": "Raublinge sind Meisterdiebe und schmücken sich oftmals mit ihren gestohlenen Schätzen. Die Menge der getragenen Schmuckstücke sagt also etwas darüber aus, ob ein Raubling ein guter Dieb ist.", + "SCAMPIRE_NAME": "Gaunpir", + "SNOOPIN_LORE_2": "Arséne Lupin ist ein fiktionaler \\\"Gentleman-Dieb\\\" aus den Werken des Autors Maurice Leblanc. Die auch heute noch beliebte Figur taucht in zahlreichen Geschichten und Adaptionen auf.", + "SNOOPIN_DESCRIPTION": "einen Kobold mit Stock", + "SCAMPIRE_NAME_PREFIX": "Gaun", + "SCAMPIRE_LORE_1": "Gaunpire legen Verstecke mit zahllosen gestohlenen Reichtümern und Waren an, um denjenigen aufzulauern, die sie schließlich betreten. Seit Neuestem können sie auch fliegen, obwohl unklar ist, ob sie dafür ihre Flügel benutzen.", + "SCAMPIRE_NAME_SUFFIX": "pir", + "SCAMPIRE_LORE_2": "Vampire tauchen in der gesamten Menschheitsgeschichte als Konzept in Volkserzählungen auf. Einer modernen Interpretation des Vampirmythos nach stellen sie die Eliten der Gesellschaft dar, die die unteren Schichten buchstäblich aussaugen.", + "ACHIEVEMENT_NAME_obtain_bansheep": "Schafe zählen", + "ACHIEVEMENT_DESC_obtain_bansheep": "Erhalte \\\"Geisterschaf\\\".", + "ACHIEVEMENT_DESC_tutorial": "Schließe das Tutorial ab.", + "ACHIEVEMENT_DESC_partner_dog": "Schalte Barkley frei.", + "ACHIEVEMENT_NAME_partner_viola": "Viola", + "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", + "ACHIEVEMENT_DESC_investigate_rumor": "Untersuche ein Gerücht.", + "ACHIEVEMENT_NAME_aa_lamento_mori": "Todesengel", + "ACHIEVEMENT_NAME_aa_cube": "Neoplatonischer Körper", + "ACHIEVEMENT_DESC_aa_lamento_mori": "Besiege Lamento Mori.", + "ACHIEVEMENT_DESC_aa_cube": "Besiege Heckahedron.", + "ACHIEVEMENT_NAME_aa_alice": "Kind des Egos", + "ACHIEVEMENT_DESC_aa_alice": "Besiege Alice.", + "ACHIEVEMENT_NAME_aa_puppet": "Master of Puppets", + "ACHIEVEMENT_DESC_aa_puppet": "Besiege Poppetox.", + "ACHIEVEMENT_DESC_partner_eugene": "Schalte Eugene frei.", + "ACHIEVEMENT_NAME_partner_meredith": "Meredith", + "ACHIEVEMENT_DESC_partner_meredith": "Schalte Meredith frei.", + "ACHIEVEMENT_DESC_quest_viola1": "Bring Viola zum Schiffswrack.", + "ACHIEVEMENT_DESC_quest_meredith1": "Bring Meredith zur Mall.", + "ACHIEVEMENT_NAME_quest_meredith1": "Falldown Mall", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "I Ran So Far Away, Teil 2", + "ACHIEVEMENT_NAME_investigate_rumor": "Was man sich erzählt", + "ACHIEVEMENT_DESC_met_npc_magikrab": "Triff denjenigen, der sich um die Bahnhöfe kümmert.", + "ACHIEVEMENT_NAME_met_npc_amber": "Weit von zu Hause", + "ACHIEVEMENT_DESC_met_npc_amber": "Finde an einem weit entfernten Ort Hilfe.", + "ACHIEVEMENT_NAME_met_npc_merline": "Was darunter liegt", + "ACHIEVEMENT_DESC_met_npc_merline": "Tritt einem gesichtslosen Wesen gegenüber.", + "ACHIEVEMENT_DESC_traveling_merchant": "Triff den reisenden Händler.", + "ACHIEVEMENT_NAME_traveling_merchant": "Can't Buy Me Love", + "ACHIEVEMENT_NAME_partner_eugene": "Eugene", + "ACHIEVEMENT_DESC_preemptive_win": "Gewinne einen Kampf, bevor er anfängt.", + "ACHIEVEMENT_NAME_preemptive_win": "Schnell vorbei", + "ACHIEVEMENT_DESC_ending": "Öffne eine seit Langem vergessene Tür.", + "ACHIEVEMENT_NAME_ghostly_win": "Dem Tod soll kein Reich mehr bleiben", + "ACHIEVEMENT_DESC_ghostly_win": "Gewinne einen Kampf, während du geisterhaft bist.", + "ACHIEVEMENT_NAME_gambit_win": "Alles oder nichts", + "ACHIEVEMENT_DESC_gambit_win": "Gewinne einen Kampf, während Gambit aktiv ist.", + "ACHIEVEMENT_NAME_head_skip": "Hoch hinaus", + "ACHIEVEMENT_NAME_defeat_black_shuck": "Schattenkampf", + "ACHIEVEMENT_DESC_head_skip": "Versuche, an einem Kämpfer vorbeizuschleichen, indem du über seinen Kopf springst.", + "ACHIEVEMENT_DESC_defeat_black_shuck": "Besiege dein eigenes Selbst im Kampf.", + "ACHIEVEMENT_NAME_obtain_magikrab": "Spitze der Evolution", + "DOG_NAME": "Barkley", + "ACHIEVEMENT_DESC_obtain_magikrab": "Erhalte eine angeblich unmöglich zu findende Monstergestalt.", + "ACHIEVEMENT_NAME_aa_lenna": "Heldin einer anderen Geschichte", + "DEFAULT_PLAYER_NAME": "Cass", + "ACHIEVEMENT_DESC_aa_lenna": "Beweise dich gegenüber einem bestimmten Krieger.", + "MEREDITH_NAME": "Meredith", + "KAYLEIGH_NAME": "Kayleigh", + "EUGENE_NAME": "Eugene", + "FELIX_NAME": "Felix", + "VIOLA_NAME": "Viola", + "UNKNOWN_NAME": "???", + "SEBASTIAN_NAME": "Sebastian", + "LANDKEEPER_NAME": "Makler", + "LANDKEEPER1_NAME": "Makler 1", + "PUPPERCUT_LORE_2": "Boxen ist ein Wettkampfsport, bei dem sich zwei Teilnehmer mit Schutzhandschuhen schlagen. Archäologische Funde deuten darauf hin, dass Menschen schon in antiken Zivilisationen auf irgendeine Weise geboxt haben.", + "PUPPERCUT_DESCRIPTION": "einen gedrungenen Wolf mit rostiger Boxausrüstung aus Metall", + "SOUTHPAW_NAME": "Linksausleger", + "SOUTHPAW_NAME_PREFIX": "Links", + "SOUTHPAW_NAME_SUFFIX": "ausleger", + "SOUTHPAW_LORE_2": "Das moderne Boxen hat seinen Ursprung in den erstmals im viktorianischen England aufgestellten \\\"Queensberry-Regeln\\\". Darin sind eine Begrenzung auf 12 Runden, große Schutzhandschuhe und der Boxring mit einer Größe von 24 Quadratfuß festgelegt, was man auch im modernen Boxsport noch kennt.", + "SOUTHPAW_LORE_1": "Der Linksausleger ist die letzte Phase des Lebenszyklus des Welpunchers, der seine rostige Panzerung abgelegt hat. Sein Körper ist nun mit einem leichten und flexiblen Metall überzogen, das Angriffe abhält und ihm ermöglicht, schnelle Schläge mit seinen stachelbewehrten Fäusten auszuteilen.", + "BURNACE_NAME": "Brennofen", + "SOUTHPAW_DESCRIPTION": "einen großen Wolf mit glänzender Boxausrüstung aus Metall", + "BURNACE_NAME_PREFIX": "Brenn", + "BURNACE_NAME_SUFFIX": "ofen", + "BURNACE_LORE_1": "Brennöfen haben keine Beine und können sich nur bewegen, indem sie ihre schweren Betonkörper mithilfe ihrer Hände über den Boden rutschen lassen. Ihre ständig brennenden internen Öfen ermöglichen ihnen, aus den \\\"Kaminen\\\" Flammen und giftigen Rauch austreten zu lassen.", + "BURNACE_LORE_2": "Die Industrielle Revolution war ein ab dem 18. Jahrhundert beginnender Zeitraum, in der sich die Produktion der westlichen Welt auf Maschinen verlagerte und rasche technologische Fortschritte erzielt wurden. Vor allem das Bild von Fabriken mit rauchenden Schloten wird mit dieser Zeit in Verbindung gebracht.", + "SMOGMAGOG_NAME": "Smogmagog", + "BURNACE_DESCRIPTION": "eine Fabrikkreatur ohne Beine", + "SMOGMAGOG_LORE_1": "Der \\\"Körper\\\" des Smogmagogs besteht aus Stahl- und Betonschalen, in denen sich ein Feuerelementarwesen befindet. Solang auch nur eine einzige Glut in seiner Hülle vorhanden ist, kämpft der Smogmagog weiter.", + "SMOGMAGOG_NAME_PREFIX": "Smog", + "SMOGMAGOG_NAME_SUFFIX": "magog", + "SMOGMAGOG_DESCRIPTION": "einen Kühlturm-Betonriese", + "SMOGMAGOG_LORE_2": "\\\"Gogmagog\\\" ist der Name eines Riesen der britischen Mythologie. Als Bewohner von Albion (dem Vorläufer des heutigen Großbritanniens) wurde er vom Krieger Corineus getötet, der später das Land Conwall gründete.", + "CANDEVIL_NAME": "Bonbonteufel", + "CANDEVIL_NAME_PREFIX": "Bonbon", + "CANDEVIL_NAME_SUFFIX": "teufel", + "CANDEVIL_LORE_2": "Teufel und Dämonen sind böse Geister oder Wesen, die im Laufe der gesamten Kultur und Geschichte der Menschheit in Folklore und Religionen auftauchen. Ihre Darstellungen – manchmal als gutmütige Plagegeister, mitunter jedoch auch als Manifestationen des Bösen – variieren dabei stark.", + "CANDEVIL_LORE_1": "Bonbonteufel besitzen die seltsame Eigenschaft, Süßigkeiten aus ihrem Körper zu produzieren, die sie als Geschenke oder ballistische Geschosse einsetzen. Manche finden dies charmant, wohingegen andere es als ziemlich eigenartig und eklig ansehen.", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "Auf welchem Gebiet möchtest du studieren?", + "CANDEVIL_DESCRIPTION": "einen pastellfarbenen gehörnten Teufel", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "Alchemie", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "Maschinerie", + "MALCHEMY_NAME": "Malchemist", + "MALCHEMY_NAME_PREFIX": "Mal", + "MALCHEMY_LORE_1": "Eine Reihe seltsamer Änderungen seiner Biochemie kann einen Bonbonteufel zum Malchemisten reifen lassen. Dies führt unter anderem dazu, dass er sich auf die geheime Kunst der Trankherstellung konzentriert, was für die Kreatur oft zu einem bösen Ende führt.", + "MALCHEMY_NAME_SUFFIX": "chemist", + "MALCHEMY_LORE_2": "Alchemie als Studienbereich war der Vorläufer der modernen Chemie. Dabei ging es um die magische oder spirituelle Transformation und Erzeugung von Elementen.", + "MIASMODEUS_NAME": "Miasmodeus", + "MALCHEMY_DESCRIPTION": "einen grinsenden Teufel mit Glasphiole", + "MIASMODEUS_NAME_PREFIX": "Mias", + "MIASMODEUS_NAME_SUFFIX": "modeus", + "MIASMODEUS_DESCRIPTION": "einen auf einem Lolli fliegenden Hexendämon", + "MIASMODEUS_LORE_2": "Im Europa des Mittelalters waren \\\"Hexen\\\" des Praktizierens von Hexerei beschuldigte Frauen. Diese wurden in der Kunst als Personen dargestellt, die Tränke brauten, Tiervertraute hatten und auf Besenstielen flogen.", + "MIASMODEUS_LORE_1": "Miasmodeus-Gruppen fliegen angeblich bei Vollmond auf ihren Lollis durch den Himmel. Im Kampf setzen sie ihre vielen alchemistischen Gebräue ein, um giftige Tränke und tödliche Elemente freizusetzen und ihre Gegner zu vernichten.", + "VENDEMON_NAME": "Venenudämon", + "VENDEMON_NAME_PREFIX": "Venenu", + "VENDEMON_LORE_1": "Ein Bonbonteufel, der sich eine Schutzrüstung aus Metall und Glas gebaut hat. Es wird spekuliert, dass die seltsame Bekleidung einen Versuch darstellt, wie ein Astronaut auszusehen, allerdings kann das niemand mit Sicherheit sagen.", + "VENDEMON_NAME_SUFFIX": "dämon", + "VENDEMON_LORE_2": "Die ersten Kaugummiautomaten tauchten im frühen 20. Jahrhundert in den USA auf. Ein Räderwerk sorgt dafür, dass die Maschine nach dem Einwerfen einer Münze und dem Drehen des Griffs eine einzige Kaugummikugel oder Süßigkeit ausgibt.", + "VENDEMON_DESCRIPTION": "einen Teufel, der einen Kaugummiautomaten trägt", + "GUMBAAL_NAME": "Kaugummibaal", + "GUMBAAL_NAME_PREFIX": "Kaugummi", + "GUMBAAL_LORE_1": "Kaugummibaale sind mit ihrer Metallrüstung verschmolzen und haben sich zu einer gewaltigen Kreatur entwickelt. Die Glaskuppel, die den Kopf formt, ist mit verschiedenen Elementarkugeln gefüllt, die der Kaugummibaal ausspucken kann, um damit anzugreifen.", + "GUMBAAL_NAME_SUFFIX": "baal", + "GUMBAAL_LORE_2": "\\\"Süßigkeiten\\\" sind ein weiter Begriff, der eine Reihe von Naschwerk mit Zucker als Hauptzutat umfasst. Süßigkeiten sind oftmals optisch ansprechend, außerdem gibt es sie in vielen Formen, Größen und Geschmacksrichtungen.", + "GUMBAAL_DESCRIPTION": "einen gewaltigen lebendigen Kaugummiautomaten", + "BANSHEEP_NAME": "Geisterschaf", + "BANSHEEP_NAME_PREFIX": "Geister", + "BANSHEEP_NAME_SUFFIX": "schaf", + "BANSHEEP_LORE_2": "Geister tauchen in der gesamten menschlichen Geschichte und in allen Zivilisationen als Erscheinungen Verstorbener auf. Ob sie harmlos oder böswillig sind, ist je nach Darstellung unterschiedlich und hängt auch von der Persönlichkeit der Toten ab.", + "BANSHEEP_LORE_1": "Das unheimliche nächtliche Stöhnen des wilden Geisterschafs hat schon viele glauben lassen, dass es sich dabei um ruhelose Geister handelt, was jedoch nicht der Wahrheit entspricht. Sie sind quicklebendig, jammern aber gerne rum. Wer macht das nicht?", + "BANSHEEP_DESCRIPTION": "ein mürrisches schwebendes Schaf", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Ins Jenseits aufsteigen", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Ein Geist kann nicht ewig in der Zwischenwelt bleiben.", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Zur Erde zurückkehren", + "WOOLTERGEIST_NAME": "Wolltergeist", + "WOOLTERGEIST_NAME_PREFIX": "Woll", + "WOOLTERGEIST_LORE_2": "Angeblich gibt es viele Arten von Geistern – zu denen auch der Poltergeist gehört, der die einzigartige Fähigkeit besitzt, intensiv mit der körperlichen Welt zu interagieren, um Objekte nach seinen Wünschen zu bewegen.", + "WOOLTERGEIST_LORE_1": "Im Gegensatz zum Geisterschaf ist der Wolltergeist ein untotes Wesen, das sich nur teilweise auf der körperlichen Ebene manifestiert. Wenn er sich in der Nähe eines Orts aufhält, an dem jemand gestorben ist, sollen seine Hörner spitzer werden.", + "WOOLTERGEIST_NAME_SUFFIX": "tergeist", + "WOOLTERGEIST_DESCRIPTION": "einen schafartigen Geist mit müdem Gesichtsausdruck", + "RAMTASM_NAME": "Bocktasma", + "RAMTASM_NAME_PREFIX": "Bock", + "RAMTASM_NAME_SUFFIX": "tasma", + "RAMTASM_LORE_2": "In manchen Geistergeschichten kann ein ruheloser, auf der Erde verweilender Geist erst dann ins Jenseits eintreten, wenn sein letzter Wunsch erfüllt wurde. Andernfalls ist er dazu verdammt, auf ewig hierzubleiben.", + "RAMTASM_LORE_1": "Das Bocktasma hat seine Verbindung zwischen der spirituellen und körperlichen Welt verbessert und kann in beiden gleichzeitig erscheinen. Hierdurch erhält es Zugang zu einer bislang ungenutzten enormen Astralenergie.", + "ZOMBLEAT_NAME": "Zomblöker", + "RAMTASM_DESCRIPTION": "einen gewaltigen engelhaften Bockgeist", + "ZOMBLEAT_NAME_PREFIX": "Zom", + "ZOMBLEAT_NAME_SUFFIX": "blöker", + "ZOMBLEAT_LORE_2": "Ein \\\"Zombie\\\" ist ein mythisches Wesen – üblicherweise eine Leiche, die als geistlose und gefährliche Kreatur wiederbelebt wurde. Die in der Popkultur weitverbreiteten Zombies tauchen in vielen Horrorbüchern und Filmen auf.", + "ZOMBLEAT_LORE_1": "Der Zomblöker ist ein Geist, der sich geweigert hat, ins Jenseits einzutreten, und klammert sich an den Ort, an dem er begraben wurde. Würde er seinen Grabstein loslassen, könnte er das Reich der Sterblichen vielleicht für immer verlassen.", + "ZOMBLEAT_DESCRIPTION": "ein Geisterschaf, das einen Grabstein trägt", + "CAPRICORPSE_NAME": "Hufleiche", + "CAPRICORPSE_NAME_PREFIX": "Huf", + "CAPRICORPSE_NAME_SUFFIX": "leiche", + "CAPRICORPSE_LORE_2": "Grabsteine werden im Rahmen traditioneller Begräbniszeremonien verwendet, um den Ort zu markieren, an dem ein Leichnam begraben wurde. Normalerweise bestehen sie aus Stein und enthalten eine Inschrift des Namens der verstorbenen Person.", + "CAPRICORPSE_LORE_1": "Der Geist der Hufleiche ist vollkommen mit seinen eigenen Überresten verschmolzen und bildet einen Körper aus Knochen, Erde und Stein. Hufleichen sind massige Bestien und können noch größer werden, wenn sie im Laufe der Jahrhunderte nach und nach weitere Erde aufnehmen.", + "CAPRICORPSE_DESCRIPTION": "ein Skelettschaf mit Grabstein auf dem Rücken", + "SAME_FUSION_NAME_1": "Meta-{0}", + "SAME_FUSION_NAME_2": "Super-{0}", + "SAME_FUSION_NAME_3": "Ultra-{0}", + "SAME_FUSION_NAME_4": "Doppel-{0}", + "SAME_FUSION_NAME_5": "Jumbo-{0}", + "SAME_FUSION_NAME_6": "Mutanten-{0}", + "SAME_FUSION_NAME_7": "Hyper-{0}", + "SAME_FUSION_NAME_8": "Giga-{0}", + "SAME_FUSION_NAME_9": "{0} 2.0", + "SAME_FUSION_NAME_10": "Mega-{0}", + "AA_MORGANTE_NAME": "Morgante", + "AA_MORGANTE_FULL_NAME": "Erzengel Morgante", + "AA_OLDGANTE_NAME": "Morgante", + "OLDGANTE_LORE_2": "Ihr Körper war zerschmettert worden. Es ist kaum vorstellbar, welche Art von Macht zu so etwas imstande gewesen sein könnte.", + "AA_OLDGANTE_SUBTITLE": "Gebrochener Geist", + "UNSTABLE_FUSION_SUBTITLE": "Instabile Fusion", + "OLDGANTE_LORE_1": "Ein verwundeter Erzengel, der einst große Macht besaß. Morgantes Stimme birgt eine Kraft in sich, die die Realität selbst zerreißen kann, in ihrem derzeitigen Zustand jedoch eingeschränkt ist.", + "ORB_FUSION_SUBTITLE": "Proto-Erzengel", + "ROGUE_FUSION_SUBTITLE": "Schurken-Fusion", + "ORB_FUSION_NAME": "Kugel-Fusion", + "SWARM_SUBTITLE1": "{species}-Raserei", + "ELEMENTAL_GUARDIAN_SUBTITLE": "Elementarwächter", + "SWARM_SUBTITLE5": "{species}-Bande", + "SWARM_NAME": "Fusionsschwarm", + "SWARM_SUBTITLE2": "{species}-Horde", + "SWARM_SUBTITLE3": "{species}-Meute", + "SWARM_SUBTITLE4": "{species}-Gruppe", + "BLACK_SHUCK_NAME": "Der Alte Shuck", + "LANG_en": "Englisch", + "ROGUE_FUSION_BATTLE_CONFIRM": "Nimmst du \\\"{name}\\\" in Angriff?", + "LANG_fr_FR": "Französisch", + "LANG_it_IT": "Italienisch", + "LANG_de_DE": "Deutsch", + "LANG_ja_JP": "Japanisch", + "LANG_es_ES": "Spanisch (Spanien)", + "LANG_es_MX": "Spanisch (Lateinamerika)", + "LANG_pt_BR": "Portugiesisch (Brasilien)", + "LANG_zh_CN": "Chinesisch (Kurzzeichen)", + "PRECREDITS_1": "CASSETTE BEASTS", + "LANG_ko_KR": "Koreanisch (Südkorea)", + "PRECREDITS_2": "EIN SPIEL VON", + "PRECREDITS_3": "GRAFIK", + "PRECREDITS_4": "STORY", + "PRECREDITS_5": "PROGRAMMIERUNG", + "PRECREDITS_6": "DESIGN", + "PRECREDITS_7": "SOUNDTRACK VON", + "PRECREDITS_8": "MIT DEN STIMMEN VON", + "PRECREDITS_9": "KREATURENANIMATION", + "PRECREDITS_10": "CHARAKTER- GRAFIKEN", + "PRECREDITS_12": "ERSCHIENEN BEI", + "MAIN_CREDITS_TITLE": "Cassette Beasts", + "MAIN_CREDITS_GAME_DESIGN": "Game Design", + "MAIN_CREDITS_WRITING": "Story", + "MAIN_CREDITS_PROGRAMMING": "Programmierung", + "MAIN_CREDITS_ART_DIRECTION": "Künstlerische Leitung", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel-Art und Animation", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Charaktergrafiken", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Zusätzliche Monsterdesigns", + "MAIN_CREDITS_MUSIC": "Musik", + "MAIN_CREDITS_VOICE_CASTING": "Sprecherbesetzung und -regie", + "MAIN_CREDITS_VOICE_CAST": "Besetzung", + "MAIN_CREDITS_PORTING": "Portierung", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Zusätzliche Sprecher", + "MAIN_CREDITS_LOCALISATION": "Lokalisierung", + "MAIN_CREDITS_QA": "Qualitätssicherung", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Lokalisierung von Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "Koordination", + "MAIN_CREDITS_LOCALISATION_QA": "Lokalisierungs-QS", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Lokalisierung von Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "Bildarchive", + "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", + "MAIN_CREDITS_AND_OTHERS": "und viele weitere!", + "MAIN_CREDITS_SPECIAL_THANKS": "Mit besonderem Dank an", + "MAIN_CREDITS_THANK_YOU": "Vielen Dank fürs Spielen!", + "MAIN_CREDITS_VIEW_LICENSES": "Lizenzen ansehen", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Schriftarten und Symbole", + "MAIN_CREDITS_QA_SUN_TECH": "QS durch Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "Leitung QS", + "MAIN_CREDITS_QA_MANAGER": "Management QS", + "MAIN_CREDITS_PROJECT_MANAGER": "Projektmanagement", + "MAIN_CREDITS_QA_TEST_LEAD": "Testleitung QS", + "MAIN_CREDITS_QA_TESTERS": "QS-Tester", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "Reaktion", + "REACTION_ANY_ON_GLITTER": "Funkelnd", + "REACTION_GLITTER_ON_ANY": "Funkelnd", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "Wenn du einen Angriff des Glittertyps landest, wird das Ziel mit einer Glitterschicht bedeckt und ebenfalls zu einem Glittertyp.", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "Wenn du ein Monster des Glittertyps mit einem Elementarangriff eines beliebigen Typs triffst, ändert das Glittermonster seinen Typ dem Angriff entsprechend.", + "REACTION_BEAST_ON_GLASS": "Zerschmettert", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "Wie ein Elefant im Porzellanladen. Wenn du einen Angriff des Bestientyps bei einem Gegner des Glastyps landest, werden scharfe Hindernisse auf dem Schlachtfeld verteilt.", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Durch Schmelzen eines Monsters des Plastiktyps durch einen Angriff des Feuertyps werden giftige Dämpfe freigesetzt und das Monster wird zu einem Gifttyp.", + "REACTION_FIRE_ON_PLASTIC": "Geschmolzen", + "REACTION_FIRE_ON_PLANT": "Entzündet", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "Pflanzentypen können leicht durch Angriffe des Feuertyps verbrannt werden und erleiden anhaltenden Schaden.", + "REACTION_FIRE_ON_WATER": "Gedämpft", + "REACTION_FIRE_ON_WATER_TUTORIAL": "Wenn du einen Wassertyp mit einem Angriff des Feuertyps erhitzt, wird heißer Dampf freigesetzt, der den Wassertyp beim Kondensieren heilt.", + "REACTION_FIRE_ON_POISON": "Entzündet", + "REACTION_FIRE_ON_ASTRAL": "Energetisiert", + "REACTION_FIRE_ON_POISON_TUTORIAL": "Auf Neu Wirral zu findende Gifte sind oftmals brennbar und können mit einem Angriff des Feuertyps entzündet werden.", + "REACTION_FIRE_ON_ICE": "Geschmolzen", + "REACTION_FIRE_ON_ICE_TUTORIAL": "Wenn du einen Angriff des Feuertyps bei einem Ziel des Eistyps landest, schmilzt es und wird zu einem Wassertyp.", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Astraltypen beziehen ihre Kraft aus den vier Elementen Feuer, Erde, Luft und Wasser.", + "REACTION_FIRE_ON_AIR": "Aufwind", + "LOBSTACLE_NAME_SUFFIX": "sperre", + "LOBSTACLE_DESCRIPTION": "einen Kunststofffass mit Beinen", + "LOBSTACLE_LORE_2": "Straßenabsperrungen gibt es je nach Bedarf in vielen Varianten. Neben Barrieren werden auch alte Reifen oder mit Sand gefüllte Kunststofffässer als mobile Sperren oder für den Schutz des Verkehrs eingesetzt.", + "LOBSTACLE_LORE_1": "Hummersperren sind sanftmütige und geduldige Kreaturen. Wenn sie sich in ihren \\\"Plastikpanzer\\\" zurückgezogen haben, ist es nahezu unmöglich, die schweren Monster zu bewegen.", + "DANDYLION_NAME": "Wächterlöwe", + "DANDYLION_NAME_PREFIX": "Wächter", + "DANDYLION_NAME_SUFFIX": "löwe", + "DANDYLION_LORE_2": "Löwenwächter sind traditionelle chinesische Zierfiguren, die oft außerhalb von Gebäuden zu sehen sind. Da man früher davon ausging, dass sie Schaden abwenden, wurden sie vor wichtigen Orten wie zum Beispiel Gräbern oder Kaiserpalästen aufgestellt.", + "DANDYLION_DESCRIPTION": "einen großen blumenartigen Löwe", + "DANDYLION_LORE_1": "Wächterlöwen sind loyale und wehrhafte Wächter, die meist an den Eingängen wichtiger Höhlen auf den Grasebenen von Neu Wirral stehen. Wenn man einen ohne Höhle in der Nähe findet, könnte das ein Hinweis darauf sein, dass etwas versteckt ist!", + "BLOSSOMAW_NAME": "Blütenmaul", + "BLOSSOMAW_NAME_PREFIX": "Blüten", + "BLOSSOMAW_NAME_SUFFIX": "maul", + "BUSHEYE_NAME": "Buschauge", + "BLOSSOMAW_LORE_2": "Im Gegensatz zu den europäischen Darstellungen mit Flügeln haben die Drachen der chinesischen Mythologie lange schlangenartige Körper mit vier Beinen und sind flügellos. Traditionell symbolisieren sie Stärke und Glück.", + "BLOSSOMAW_LORE_1": "Wächterlöwen, die in eine lange Winterstarre fallen, werden angeblich beim ersten Erblühen der Natur im Frühling zu eleganten Blütenmäulern. Ähnlich einem Drachen, der Feuer spuckt, können sie Wolken aus Pollen ausstoßen.", + "BLOSSOMAW_DESCRIPTION": "einen langen Drachen mit einer Mähne aus Blütenblättern", + "BUSHEYE_NAME_PREFIX": "Busch", + "BUSHEYE_NAME_SUFFIX": "auge", + "DOMINOTH_NAME_PREFIX": "Domi", + "DOMINOTH_NAME": "Dominotte", + "DOMINOTH_LORE_1": "Dominotten sehen sich selbst als Hüter des Friedens und patrouillieren daher am Himmel über Waldgebieten. Das Einzige, was sie von ihren edlen Pflichten abhalten kann, sind helle Lichter wie zum Beispiel Lampen.", + "DOMINOTH_NAME_SUFFIX": "notte", + "DOMINOTH_LORE_2": "Während der Schmetterling oftmals symbolisch oder in Volkserzählungen mit Leben und Wiedergeburt assoziiert wird, bringt man die Motte oftmals mit Tod und schlechten Neuigkeiten in Verbindung.", + "DOMINOTH_DESCRIPTION": "eine große Motte", + "TOKUSECT_NAME_PREFIX": "Toku", + "TOKUSECT_NAME": "Tokusekt", + "TOKUSECT_NAME_SUFFIX": "sekt", + "TOKUSECT_LORE_2": "\\\"Tokusatsu\\\" heißen japanische Filme und Fernsehserien mit besonderen Spezialeffekten oder Kostümen, in denen oftmals riesige Monster, gigantische Roboter und Superhelden kämpfen.", + "TOKUSECT_LORE_1": "Tokusekten besitzen enorm aerodynamische Körper, die einen Kampfstil ermöglichen, bei dem sie Gegner mit ihren spitzen Beinen angreifen und starke Luftströme kanalisieren.", + "WINGLOOM_NAME": "Düsterflügler", + "TOKUSECT_DESCRIPTION": "einen Insektenkrieger", + "WINGLOOM_NAME_PREFIX": "Düster", + "WINGLOOM_LORE_1": "Die Glühlampen im Kopf des Düsterflüglers kanalisieren einen elektrischen Strom, der durch den gesamten Körper der Kreatur fließt. Das erzeugte Licht wird durch seine Augen geleitet und ermöglicht eine perfekte Nachtsicht.", + "WINGLOOM_NAME_SUFFIX": "flügler", + "WINGLOOM_LORE_2": "Warum künstliche Beleuchtung Motten anzieht, ist nicht vollständig geklärt. Laut einer Theorie über dieses Verhalten orientieren sich Motten beim Fliegen am Mond.", + "WINGLOOM_DESCRIPTION": "eine Glühlampenmotte", + "MOTHMANIC_NAME": "Mottenmaniker", + "MOTHMANIC_NAME_PREFIX": "Motten", + "MOTHMANIC_NAME_SUFFIX": "maniker", + "MOTHMANIC_LORE_2": "Der \\\"Mottenmann\\\" ist eine Kreatur aus Volkserzählungen in West Virginia. Bei verschiedenen Sichtungen ab den 1960er-Jahren wird er als großes, geflügeltes humanoides Wesen mit auffälligen roten Augen beschrieben. Seitdem ist er zu einer beliebten modernen Legende geworden.", + "MOTHMANIC_LORE_1": "Der gesamte Körper des Mottenmanikers ist von starkem elektrischem Strom erfüllt. Diesen kann er zum Angriff nutzen und mit einem Flügelschlag verheerende Blitze auf seine Ziele abschießen.", + "STARDIGRADE_NAME": "Sterntierchen", + "MOTHMANIC_DESCRIPTION": "eine große gruselige Motte", + "STARDIGRADE_NAME_PREFIX": "Stern", + "STARDIGRADE_NAME_SUFFIX": "tierchen", + "STARDIGRADE_LORE_1": "Sterntierchen sind neugierige Kreaturen und verbringen einen Großteil ihrer Zeit damit, in der unteren Atmosphäre von Neu Wirral zu schlafen. Gelegentlich schweben sie zum Boden, um zu fressen, bevor sie mit den Raketen auf ihrem Rücken wieder in die Luft steigen.", + "STARDIGRADE_LORE_2": "Bärtierchen sind überall auf der Welt zu findende mikroskopisch kleine Wesen. In der Popkultur sind sie vor allem aufgrund ihrer extremen Beständigkeit bekannt, die es ihnen sogar ermöglicht, im Vakuum des Weltraums zu überleben.", + "STARDIGRADE_DESCRIPTION": "eine schwebende Wurmkreatur", + "GALAGOR_NAME": "Galagor", + "GALAGOR_NAME_PREFIX": "Gala", + "GALAGOR_LORE_1": "Ein Sterntierchen, das eine Superintelligenz entwickelt hat. Seine äußere Panzerung bedeckt fast den gesamten wurmartigen rosa Kern, der durch die Glaskuppel auf seinem Helm teilweise sichtbar ist.", + "GALAGOR_NAME_SUFFIX": "gor", + "GALAGOR_LORE_2": "Astrobiologie nennt sich das Studium und die Erforschung theoretisch vorhandenen außerirdischen Lebens. Astrobiologen erforschen die Ursprünge des Lebens auf der Erde, um zu erfahren, ob ein ähnlicher Prozess möglicherweise auch auf anderen Planeten im bekannten Universum stattgefunden haben könnte.", + "GALAGOR_DESCRIPTION": "ein schwebendes Weltrauminsekt mit Umhang", + "FAUCETEAR_NAME": "Hahnträner", + "FAUCETEAR_NAME_PREFIX": "Hahn", + "FAUCETEAR_NAME_SUFFIX": "träner", + "FAUCETEAR_LORE_2": "Wasserhähne sind Ventile zur Kontrolle der Ausgabe von Flüssigkeit und kamen schon im Römischen Reich zum Einsatz, was durch Entdeckungen in den Ruinen der zerstörten Stadt Pompeji belegt wurde.", + "FAUCETEAR_LORE_1": "Die Fähigkeit der Hahnträner, Wasser mit hohem Druck auszustoßen, ist direkt mit ihrem Gemütszustand verbunden. Sie sind sehr schnell erschrocken oder verärgert, wodurch sie ihre Wasserangriffe oftmals unbeabsichtigt einsetzen.", + "FAUCETEAR_DESCRIPTION": "einen tropfenden Wasserhahn", + "FOUNTESS_NAME": "Fontesse", + "FOUNTESS_NAME_PREFIX": "Fon", + "FOUNTESS_NAME_SUFFIX": "tesse", + "FOUNTESS_LORE_2": "Obwohl Menschen auf die eine oder andere Weise schon seit Anbeginn der Zivilisation \\\"geduscht\\\" haben, hat der Engländer William Feetham die erste mechanische Dusche im 18. Jahrhundert erfunden. Mit ihrer Hilfe wurde kaltes Wasser in ein Becken gepumpt, das der Anwender mittels einer Kette über sich freigeben konnte.", + "FOUNTESS_LORE_1": "Fontessen sind stolz auf ihre Manieren und Etikette. Wenn sie jemanden als ungehobelt wahrnehmen, sind sie daher auf der Stelle erschüttert – wodurch sich der Druck des aus ihren Köpfen strömenden Wassers drastisch erhöht.", + "FOUNTESS_DESCRIPTION": "einen traurigen Duschkopf", + "TERRACOOKA_NAME": "Terrakocher", + "TERRACOOKA_NAME_PREFIX": "Terra", + "TERRACOOKA_LORE_1": "Terrakocher sind ehrgeizige Köche, die versuchen, mit den Zutaten, die sie in ihren unterirdischen Höhlenhabitaten finden, etwas zum Essen zu zaubern. Die meisten ihrer Rezepte beinhalten daher leider Flechte, Moos oder sowohl Flechte als auch Moos.", + "TERRACOOKA_NAME_SUFFIX": "kocher", + "TERRACOOKA_LORE_2": "Dogu sind Tonfigurinen, die in ganz Japan gefunden wurden. Sie stammen aus prähistorischer Zeit der Zivilisation und stellen oft menschenartige Gestalten oder Tiere dar.", + "COALDRON_NAME_PREFIX": "Kohlen", + "COALDRON_NAME": "Kohlenkessel", + "TERRACOOKA_DESCRIPTION": "einen Koch aus Keramik", + "COALDRON_LORE_1": "Kohlenkessel sind lebende Kochtöpfe, in deren Körper ständig eine leckere Brühe vor sich hin köchelt. Obwohl sie nicht sehr beweglich sind, können sie ihre Körper drehen, um Ströme dieser dampfenden Brühe auf jeden zu verschießen, der ohne Aufforderung davon kosten möchte.", + "COALDRON_NAME_SUFFIX": "kessel", + "COALDRON_DESCRIPTION": "eine große Keramikfigur mit einem Kesselkörper", + "COALDRON_LORE_2": "Kessel sind große, oftmals aus Metall oder Keramik bestehende Töpfe zum Zubereiten von Essen oder Medizin über einem Feuer. Exemplare aus prähistorischen Zeiten wurden überall auf der Welt gefunden, was auch ein Grund dafür sein dürfte, dass sie in der Folklore vieler Kulturen auftauchen.", + "PUPPERCUT_LORE_1": "Der Welpuncher ist ein ehrgeiziger Boxer. Obwohl er schon mit einem Überzug aus Eisen an verschiedenen Körperteilen geboren wurde, neigt die äußere Schicht zum Rosten. Diese wird abgelegt, wenn er zur ausgewachsenen Form reift.", + "PUPPERCUT_NAME": "Welpuncher", + "PUPPERCUT_NAME_PREFIX": "Welp", + "PUPPERCUT_NAME_SUFFIX": "puncher", + "DECIBELLE_NAME": "Dezibelle", + "SIRENADE_DESCRIPTION": "eine geflügelte Bestie mit einem Mikrofonschwanz", + "DECIBELLE_NAME_PREFIX": "Dezi", + "DECIBELLE_LORE_1": "In der freien Wildbahn wurden bislang nur sehr wenige Dezibelles gesichtet. Frühere Bewohner von Neu Wirral erzählten, sie hätten weiße Drachen in den Wolken gesehen, allerdings ist unklar, ob sie in diesen Fällen Dezibelles sahen oder einfach nur den Verstand verloren hatten.", + "DECIBELLE_NAME_SUFFIX": "belle", + "DECIBELLE_DESCRIPTION": "eine Bestie mit Flügeln aus Bändern", + "DECIBELLE_LORE_2": "Harpyien tauchen in der griechischen Mythologie als sagenhafte Kreaturen auf, die Winde und Stürme manifestieren. Genau wie Sirenen werden sie als halb Vogel, halb Mensch beschrieben.", + "CARNIVIPER_NAME": "Karniviper", + "CARNIVIPER_NAME_PREFIX": "Karni", + "CARNIVIPER_NAME_SUFFIX": "viper", + "CARNIVIPER_LORE_2": "Das \\\"Tsuchinoko\\\" ist eine Kreatur der japanischen Folklore. Es ähnelt einer Schlange, soll jedoch die Giftzähne einer Viper und einen abgeflachten Körper besitzen.", + "CARNIVIPER_LORE_1": "Trotz ihres Grinsens ist die Karniviper keine freundliche Kreatur. Sie ist sehr territorial ausgerichtet und greift jeden an, der von ihr als Bedrohung empfunden wird – also quasi alles und jeden.", + "MASQUERATTLE_NAME": "Masklapper", + "MASQUERATTLE_NAME_PREFIX": "Mas", + "CARNIVIPER_DESCRIPTION": "eine kleine Schlange mit Maske", + "MASQUERATTLE_NAME_SUFFIX": "klapper", + "MASQUERATTLE_DESCRIPTION": "eine riesige Schlange mit Maske", + "MASQUERATTLE_LORE_2": "Schlangen haben weltweit in nahezu allen Mythologien und Volkserzählungen eine besondere Bedeutung. Ob dies aufgrund ihrer starren Augen, der Gestalt ohne Gliedmaßen oder des tödlichen Bisses der Fall ist, bleibt unklar.", + "MASQUERATTLE_LORE_1": "Es wird davon ausgegangen, dass Masklappern ihre gesichtsartigen Panzerplatten auf dem Kopf nutzen, um Beute anzulocken. Das ist jedoch ein Mythos – die Gesichter sehen nämlich derart unheimlich aus, dass sie niemanden dazu bringen könnten, sich ihnen zu nähern.", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Welchen Aspekt der Schlange verkörperst du?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "Eleganz", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Skrupellosigkeit", + "MARDIUSA_NAME": "Mardiusa", + "MARDIUSA_NAME_PREFIX": "Mardi", + "MARDIUSA_NAME_SUFFIX": "diusa", + "MARDIUSA_DESCRIPTION": "eine maskierte Schlangenfrau", + "MARDIUSA_LORE_2": "In der griechischen Mythologie ist Medusa eine von drei Gorgonen – Frauen, die statt Haaren Schlangen auf dem Kopf hatten und jeden versteinern konnten, der ihnen in die Augen sah.", + "MARDIUSA_LORE_1": "Die Mardiusa ist kein Einzelwesen, sondern ein Schwarm – eine Ansammlung winziger schlangenartiger Kreaturen mit einem einzigen Ziel. In diesem Fall besteht es darin, sich zu kleiden, als würde man auf einen Ball gehen, um richtig Spaß zu haben.", + "JORMUNGOLD_NAME": "Jormungold", + "JORMUNGOLD_NAME_PREFIX": "Jormun", + "JORMUNGOLD_NAME_SUFFIX": "gold", + "JORMUNGOLD_LORE_2": "In der nordischen Mythologie gibt es die Prophezeiung, dass die große Schlange Jörmungandr irgendwann die Welt untergehen lässt.", + "JORMUNGOLD_LORE_1": "Interessanterweise kann sich die Jormungold mit ihren Flügeln nicht in die Luft erheben, sondern benutzt sie, um mit großer Geschwindigkeit über den Boden zu kriechen, wobei die Bestie bei jedem Flügelschlag einen Satz nach vorn macht.", + "JORMUNGOLD_DESCRIPTION": "eine riesige geflügelte Schlange", + "AEROBOROS_NAME_PREFIX": "Aero", + "AEROBOROS_NAME": "Aeroboros", + "AEROBOROS_LORE_1": "Der Aeroboros kann Wind durch den inneren Ring seines kreisförmigen Körpers leiten und mit großer Geschwindigkeit ausstoßen, um Gegner von den Beinen zu holen.", + "AEROBOROS_NAME_SUFFIX": "boros", + "TRAFFIKRAB_NAME": "Verkehrskrabbe", + "AEROBOROS_DESCRIPTION": "ein fliegendes Schlangenrad", + "AEROBOROS_LORE_2": "Der Ouroboros ist ein antikes Symbol, das den Zyklus von Leben, Tod und Wiedergeburt repräsentiert. Er besteht aus einer Schlange, die ihren eigenen Schwanz frisst und einen Kreis bildet.", + "TRAFFIKRAB_NAME_PREFIX": "Verkehrs", + "TRAFFIKRAB_NAME_SUFFIX": "krabbe", + "TRAFFIKRAB_LORE_2": "Der Verkehrskegel wurde in den 1940er-Jahren von Charles D. Scanlon als einfache Möglichkeit zum Signalisieren von Straßenreparaturen erfunden. Oftmals bestehen sie aus orangem oder gelbem Kunststoff, können aber auch mit einem weißen reflektierenden Streifen versehen sein, um die Sichtbarkeit bei Nacht zu erhöhen.", + "TRAFFIKRAB_LORE_1": "Der Kegel der Verkehrskrabbe gehört nicht zu ihrem Körper, sondern ist ein ans Ufer von Neu Wirral gespülter und von der Kreatur in Besitz genommener Verkehrskegel. Angeblich haben diese Wesen in der Vergangenheit stattdessen andere Objekte gefunden, um darin zu leben.", + "WEEVILITE_NAME": "Rüsselampel", + "WEEVILITE_NAME_SUFFIX": "ampel", + "WEEVILITE_LORE_1": "Mit ihrem langen Hals kann die Rüsselampel schwächere Monster aus der Ferne entdecken. Durch Blinken ihrer roten und grünen Augen ist es ihr möglich, Beute durch Schwindel und leichte Migräne zu lähmen.", + "WEEVILITE_NAME_PREFIX": "Rüssel", + "TRAFFIKRAB_DESCRIPTION": "eine große Verkehrskegelkrabbe", + "WEEVILITE_LORE_2": "Die erste Ampel wurde Mitte des 19. Jahrhunderts in London aufgestellt. Bei diesen frühen Versionen kam Gasbeleuchtung zum Einsatz, allerdings fanden elektrische Ampeln ab dem frühen 20. Jahrhundert weltweite Verbreitung.", + "LOBSTACLE_NAME_PREFIX": "Hummer", + "LOBSTACLE_NAME": "Hummersperre", + "WEEVILITE_DESCRIPTION": "eine Ampelkrabbe", + "RATCOUSEL_NAME": "Rattkussell", + "MUSKRATEER_LORE_2": "\\\"Die drei Musketiere\\\" ist ein berühmter Roman des französischen Autors Alexandre Dumas, in dem die Geschichte einer Gruppe verwegener Abenteurer im Paris des 17. Jahrhunderts erzählt wird.", + "RATCOUSEL_NAME_PREFIX": "Ratt", + "RATCOUSEL_NAME_SUFFIX": "kussell", + "RATCOUSEL_LORE_2": "Als \\\"Rattenkönig\\\" bezeichnet man eine Gruppe von Ratten, deren Schwänze sich verklebt oder ineinander verheddert haben.", + "RATCOUSEL_LORE_1": "Rattkussels sind gewaltige Kreaturen, die Karussellfahrgeschäften auf Jahrmärkten ähneln. Die kleineren \\\"Ratten\\\", die sich ständig um den Sockel ihrer Körper drehen, öffnen ihre Augen angeblich erst dann, wenn die Kreatur stirbt.", + "POMBOMB_NAME": "Pombombe", + "RATCOUSEL_DESCRIPTION": "ein riesiges Fahrgeschäft", + "POMBOMB_NAME_PREFIX": "Pom", + "POMBOMB_LORE_1": "Pombomben gelten normalerweise als die freundlichsten Kreaturen auf Neu Wirral. Hätten sie nicht die Angewohnheit, versehentlich alles und jeden in Brand zu stecken, würden sie ziemlich gute Haustiere abgeben.", + "POMBOMB_NAME_SUFFIX": "bombe", + "POMBOMB_LORE_2": "Pomeranians sind eine beliebte, an ihrer geringen Größe und dem flauschigen Fell zu erkennende Haushunderasse. Benannt wurden sie nach einer europäischen Region südlich der Ostsee.", + "POMBOMB_DESCRIPTION": "einen feurigen Hund", + "SPITZFYRE_NAME_PREFIX": "Feuer", + "SPITZFYRE_NAME": "Feuerspitz", + "SPITZFYRE_NAME_SUFFIX": "spitz", + "SPITZFYRE_LORE_2": "Der Spitz ist eine Hunderasse mit verschiedenen Unterrassen. Zu erkennen ist er an seinem flauschigen Fell und den spitzen Ohren.", + "SPITZFYRE_LORE_1": "Die Feuerspuck-Fähigkeit dieser Kreaturen ist derart stark ausgebildet, dass sie ihre Augen mit Brillen vor dem Rauch schützen, der entsteht, wenn sie unabsichtlich Dinge in Brand stecken.", + "SPITZFYRE_DESCRIPTION": "einen Hund mit Schutzbrille", + "ELFLESS_NAME": "Elflos", + "ELFLESS_NAME_PREFIX": "Elf", + "ELFLESS_NAME_SUFFIX": "los", + "GRAMPUS_NAME": "Grantpus", + "ELFLESS_DESCRIPTION": "einen Elf mit Holzgesicht", + "ELFLESS_LORE_2": "Dem europäischen Aberglauben nach ist ein Elf eine kleine spitzbübische Kreatur, die je nach Zeit und Ort in verschiedenen Verkörperungen auftaucht. Ähnlich den Feen können sie als hilfsbereit, schelmisch oder sogar böswillig dargestellt werden.", + "ELFLESS_LORE_1": "Um ihre wahren Gefühle zu verbergen, fertigen Elflose primitive, lächelnde Masken aus Baumrinde an. Unbestätigten Gerüchten zufolge versammeln sich alle Elflosen an einem bestimmten Tag im Jahr, um ihre alten Masken gegen neue auszutauschen.", + "GRAMPUS_NAME_PREFIX": "Grant", + "GRAMPUS_NAME_SUFFIX": "pus", + "GRAMPUS_LORE_2": "Im Gegensatz zum wohltätigen Nikolaus ist der \\\"Krampus\\\" eine Gestalt aus Volkserzählungen, die ungezogene Kinder zu Weihnachten bestrafen will. Üblicherweise wird sie mit Ziegenbeinen und einem furchteinflößenden Gesichtsausdruck dargestellt.", + "GRAMPUS_DESCRIPTION": "einen wütenden Yeti", + "FAERIOUS_NAME": "Wutfee", + "GRAMPUS_LORE_1": "Ein Grantpus ist die voll ausgewachsene Form des Elflosen. Nachdem er seine Gefühle viele Jahre lang unterdrückt hat, ist aus ihm ein massiges Vieh geworden, das besonders zu festlichen Jahreszeiten den Wunsch hegt, seinen eigenen Kummer auf andere zu übertragen.", + "FAERIOUS_NAME_PREFIX": "Wut", + "FAERIOUS_NAME_SUFFIX": "fee", + "FAERIOUS_LORE_2": "In Fantasy-Erzählungen der Gegenwart werden Elfen oft als elegante und schnellfüßige Krieger dargestellt. Wie die Elfen der Folklore können auch Fantasy-Elfen Verbündete der Menschen oder ihre Gegenspieler sein.", + "FAERIOUS_LORE_1": "Ein Elflos, der seine unterdrückte Wut kanalisiert hat, um seine Kampfkünste zu verbessern. Wutfeen strecken ihre Feinde mit Eisschwertern nieder und blocken Angriffe mit Schilden aus Baumrinde.", + "FAERIOUS_DESCRIPTION": "einen Elf mit Schwert", + "ICEPECK_NAME": "Eispicker", + "ICEPECK_NAME_PREFIX": "Eis", + "ICEPECK_NAME_SUFFIX": "picker", + "SIRENADE_NAME_PREFIX": "Siren", + "SIRENADE_NAME": "Sirenade", + "SIRENADE_LORE_1": "Sirenaden sind besonders laute Kreaturen und können ihre Singstimmen durch ihre Mikrofonschwänze und -flügel verstärken. Sie scheinen nicht mitzubekommen, ob ihr Gesang zu laut für ihre Umgebung ist.", + "SIRENADE_NAME_SUFFIX": "nade", + "SIRENADE_LORE_2": "Sirenen sind Wesen aus der griechischen Mythologie und tauchen vor allem in Homers Odyssee auf. Sie werden als geflügelte vogelartige Frauen beschrieben, die Männer mit ihrem wunderschönen und eindringlichen Gesang ins Verderben locken.", + "MACABRA_NAME_PREFIX": "Makab", + "SCAMPIRE_DESCRIPTION": "einen Vampir mit Hut", + "MACABRA_NAME": "Makabra", + "MACABRA_LORE_1": "Der Makabra kann nicht sehen, sondern \\\"schmeckt\\\" in der Luft um ihn herum, ob es potenzielle Beute gibt. Gern tut er dies an einem hohen Aussichtspunkt und ist häufig auf Felsen oder Tierschädeln zu sehen.", + "MACABRA_NAME_SUFFIX": "kabra", + "MACABRA_DESCRIPTION": "eine Kreatur mit Fangzähnen auf einem Schädel", + "MACABRA_LORE_2": "Der \\\"Chupacabra\\\" gehört zu den jüngeren Fabelwesen. Die Vorstellung einer nachtaktiven blutsaugenden Kreatur unbekannter Herkunft entsprang Berichten aus Lateinamerika, laut denen Vieh das Blut ausgesaugt wurde.", + "FOLKLORD_NAME": "Folklord", + "FOLKLORD_NAME_PREFIX": "Folk", + "FOLKLORD_LORE_1": "Als voll ausgewachsener Makabra trägt der Folklord einen Schädel wie die, auf denen er gehockt hat, auf seinem Kopf. Seine Arme und der Oberkörper sind derart muskelbepackt, dass er sich nicht besonders lang auf den Beinen halten kann.", + "FOLKLORD_NAME_SUFFIX": "lord", + "FOLKLORD_DESCRIPTION": "einen Riesen mit einem Schädelkopf", + "FOLKLORD_LORE_2": "In Nordamerika werden mehrere Kryptiden oder unidentifizierte Kreaturen als im Wald lebende riesige Humanoiden beschrieben, darunter auch die affenartigen Wesen Bigfoot und Sasquatch.", + "SQUIREY_NAME": "Drahtknappe", + "SQUIREY_NAME_PREFIX": "Draht", + "SQUIREY_LORE_1": "Der gemeine Drahtknappe zieht oftmals über die Ebenen von Neu Wirral, um Gegner für Kämpfe zu suchen. Trotz seines niedlichen Erscheinungsbilds ist er ein passionierter Krieger, getrieben von einem angeborenen Wunsch nach Vervollkommnung.", + "SQUIREY_NAME_SUFFIX": "knappe", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "Was ist für dich im Eifer des Gefechts wichtiger?", + "SQUIREY_LORE_2": "Im Mittelalter war ein Knappe ein Schüler eines Ritters und half ihm bei verschiedenen Aufgaben wie zum Beispiel dem Tragen seiner Waffen. Wenn er sein Können unter Beweis gestellt hatte, konnte er schließlich selbst zum Ritter werden.", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "Ehre", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "Sieg", + "PALANGOLIN_NAME": "Palangolin", + "SQUIREY_DESCRIPTION": "einen Pangolin mit einem Speer", + "PALANGOLIN_NAME_PREFIX": "Palan", + "PALANGOLIN_LORE_1": "Der Palangolin ist die ausgewachsene Form des Drahtknappen, der seinen Prinzipien treu geblieben und zu einem tugendhaften Ritter geworden ist. Palangoline tragen eindrucksvolle goldene Hellebarden, mit denen sie ihre Verbündeten im Kampf verteidigen.", + "PALANGOLIN_NAME_SUFFIX": "golin", + "PALANGOLIN_LORE_2": "In der europäischen Geschichte wurden Ritter aufgrund von Diensten für ihr Land in den Ritterstand erhoben. Die Beliebtheit der Artusmythologie beeinflusste die Darstellung von Rittern, die mittlerweile stark mit Tugend und Heldenhaftigkeit in Verbindung gebracht werden.", + "MANISPEAR_NAME": "Manispeer", + "PALANGOLIN_DESCRIPTION": "einen Ritter mit Hellebarde", + "MANISPEAR_NAME_PREFIX": "Manis", + "MANISPEAR_NAME_SUFFIX": "speer", + "MANISPEAR_LORE_2": "Der \\\"schwarze Ritter\\\" ist ein häufiger fiktionaler Figurenarchetyp und wird oft als maskierter Ritter porträtiert, der vom Pfad der Tugend abgekommen ist. Nicht selten stellt er eine Erschwernis oder ein Hindernis dar, das der Protagonist der Geschichte überwinden muss.", + "MANISPEAR_LORE_1": "Wenn ein Drahtknappe während der Ausbildung seinen dunklen Impulsen nachgibt, wird aus ihm ein Manispeer, der sein Gesicht unter einem schwarzen Helm verbirgt und ohne Zurückhaltung oder Beherrschung kämpft.", + "MUSKRATEER_NAME_SUFFIX": "ketier", + "MUSKRATEER_DESCRIPTION": "eine Maus mit Schwert und Hut", + "MUSKRATEER_LORE_1": "Moschketiere beschäftigen sich häufig mit dem Schärfen ihrer Schwerter an Steinen in den unterirdischen Höhlen, in denen sie hausen. Man sieht sie auch durchaus in Duellen gegen Drahtknappen, die ihren Weg kreuzen.", + "MUSKRATEER_NAME": "Moschketier", + "MANISPEAR_DESCRIPTION": "einen Ritter mit einem gewaltigen Schwert", + "MUSKRATEER_NAME_PREFIX": "Mosch", + "CREEP_NAME.n": "Scheusal", + "FARMER_EDWARD_NAME": "Edward Piper", + "FARMER_MARIS_NAME": "Maris Piper", + "IANTHE_NAME": "Anführerin Ianthe", + "IANTHE_NAME_SHORT": "Ianthe", + "IANTHE_SUBTITLE": "Ranger-Anführerin", + "LEADER_IANTHE_UNKNOWN_NAME": "Selbstbewusste Frau", + "CAPTAIN_WALLACE_NAME": "Captain Wallace", + "CAPTAIN_WALLACE_NAME_SHORT": "Wallace", + "CAPTAIN_WALLACE_SUBTITLE": "Bauarbeiter", + "CAPTAIN_SKIP_NAME": "Captain Skip", + "CAPTAIN_SKIP_NAME_SHORT": "Skip", + "CAPTAIN_SKIP_SUBTITLE": "Fragwürdiger Schatzsucher", + "CAPTAIN_ZEDD_NAME_SHORT": "Zedd", + "CAPTAIN_ZEDD_NAME": "Captain Zedd", + "CAPTAIN_ZEDD_SUBTITLE": "\\\"Meditierer\\\"", + "CAPTAIN_JUDAS_NAME": "Captain Judas", + "CAPTAIN_JUDAS_NAME_SHORT": "Judas", + "CAPTAIN_JUDAS_SUBTITLE": "Überlebenskünstler", + "CAPTAIN_CLEEO_NAME": "Captain Clee-O", + "CAPTAIN_CLEEO_NAME_SHORT": "Clee-O", + "CAPTAIN_CLEEO_SUBTITLE": "Casino-Mechanoidin", + "CAPTAIN_LODESTEIN_NAME": "Captain Lodestein", + "CAPTAIN_LODESTEIN_NAME_SHORT": "Lodestein", + "CAPTAIN_LODESTEIN_SUBTITLE": "Elektriker", + "CAPTAIN_DREADFUL_NAME": "Captain Penny Dreadful", + "CAPTAIN_DREADFUL_NAME_SHORT": "Dreadful", + "CAPTAIN_DREADFUL_SUBTITLE": "Von-der-Schippe-Springerin", + "CAPTAIN_GLADIOLA_NAME": "Captain Gladiola", + "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", + "CAPTAIN_GLADIOLA_SUBTITLE": "Herrin der Klingen", + "CAPTAIN_HEATHER_NAME_SHORT": "Heather", + "CAPTAIN_HEATHER_NAME": "Captain Heather", + "CAPTAIN_HEATHER_SUBTITLE": "Wetteransagerin", + "CAPTAIN_BUFFY_NAME": "Captain Buffy", + "CAPTAIN_BUFFY_NAME_SHORT": "Buffy", + "CAPTAIN_BUFFY_SUBTITLE": "Bodybuilderin", + "CAPTAIN_CYBIL_NAME": "Captain Cybil", + "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", + "CAPTAIN_CYBIL_SUBTITLE": "Radiomoderatorin", + "CAPTAIN_CODEY_NAME": "Captain Codey", + "CAPTAIN_CODEY_NAME_SHORT": "Codey", + "CAPTAIN_CODEY_SUBTITLE": "Kassetten-Hacker", + "ACHIEVEMENT_NAME_offices_cleared_3": "Acting On Your Best Behavior, Teil 3", + "ACHIEVEMENT_DESC_offices_cleared_2": "Räume 2 Maklerbüros.", + "ACHIEVEMENT_DESC_offices_cleared_3": "Räume 3 Maklerbüros.", + "ACHIEVEMENT_DESC_obtain_rumor": "Erhalte ein Gerücht.", + "ACHIEVEMENT_NAME_obtain_rumor": "Gerüchteküche", + "ACHIEVEMENT_NAME_partner_felix": "Felix", + "ACHIEVEMENT_DESC_partner_felix": "Schalte Felix frei.", + "ACHIEVEMENT_NAME_partner_dog": "Barkley", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Erreiche 5 Herzen mit Eugene.", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Erreiche 5 Herzen mit Meredith.", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Filmabend", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "Erreiche 5 Herzen mit Felix.", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "Künstlerporträt", + "ACHIEVEMENT_DESC_reopened_stations_final": "Löse das Rätsel von Morgantes Lied.", + "ACHIEVEMENT_NAME_aa_morgante": "Rebellion", + "ACHIEVEMENT_DESC_aa_aleph_null": "Trotze allen Schwierigkeiten an einem Ort zwischen den Welten.", + "ACHIEVEMENT_NAME_aa_aleph_null": "Pfeil der Zeit", + "ACHIEVEMENT_DESC_aa_morgante": "Besiege eine uralte Kraft mit neuer Stärke.", + "ACHIEVEMENT_DESC_quest_felix1": "Triff Kuneko.", + "ACHIEVEMENT_NAME_kuneko_altars_1": "Don't You Want Me, Teil 2", + "ACHIEVEMENT_DESC_kuneko_altars_1": "Triff Kuneko an einem Altar.", + "ACHIEVEMENT_NAME_quest_viola_complete": "Everybody's Looking for Something", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Let Me Serenade You", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Große Eröffnung", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Erreiche 5 Herzen mit Kayleigh.", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "Der beste Freund des Hundes", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "Erreiche 5 Herzen mit Barkley.", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "Wie es euch gefällt", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "Erreiche 5 Herzen mit Viola.", + "ACHIEVEMENT_NAME_romantic_relationship": "Two Hearts Beat as One", + "ACHIEVEMENT_NAME_reopened_stations_final": "Halt dich an meine Worte", + "ACHIEVEMENT_DESC_romantic_relationship": "Beginne eine Liebesbeziehung.", + "ACHIEVEMENT_NAME_captain_wallace": "Mit dem Rücken zur Wand", + "ACHIEVEMENT_DESC_captain_wallace": "Besiege Captain Wallace.", + "ACHIEVEMENT_DESC_captain_skip": "Besiege Captain Skip.", + "ACHIEVEMENT_NAME_captain_skip": "Des einen Leid", + "ACHIEVEMENT_NAME_captain_zedd": "Ausschlafen", + "ACHIEVEMENT_DESC_captain_zedd": "Besiege Captain Zedd.", + "ACHIEVEMENT_DESC_captain_cleeo": "Besiege Captain Clee-O.", + "ACHIEVEMENT_NAME_kuneko_altars_2": "Don't You Want Me, Teil 3", + "ACHIEVEMENT_DESC_kuneko_altars_2": "Triff Kuneko an 2 Altären.", + "ACHIEVEMENT_NAME_kuneko_altars_3": "Don't You Want Me, Teil 4", + "ACHIEVEMENT_DESC_kuneko_altars_3": "Triff Kuneko an 3 Altären.", + "ACHIEVEMENT_DESC_rogue_fusion_10": "Besiege zehn Schurken-Fusionen.", + "ACHIEVEMENT_NAME_rogue_fusion_20": "Schurkengalerie", + "ACHIEVEMENT_DESC_rogue_fusion_20": "Besiege 20 Schurken-Fusionen.", + "ACHIEVEMENT_NAME_overworld_chunks": "Tourist", + "ACHIEVEMENT_NAME_rogue_fusion_50": "Schurkenwelt", + "ACHIEVEMENT_DESC_rogue_fusion_50": "Besiege 50 Schurken-Fusionen.", + "ACHIEVEMENT_DESC_overworld_chunks": "Besuche jeden Teil von Neu Wirral.", + "ACHIEVEMENT_NAME_reopened_stations_all": "Zurücktreten, bitte", + "ACHIEVEMENT_DESC_reopened_stations_all": "Eröffne alle Bahnhöfe wieder.", + "ACHIEVEMENT_NAME_observe_species_120": "Amateurzoologe", + "ACHIEVEMENT_DESC_observe_species_120": "Beobachte 120 verschiedene Arten.", + "ACHIEVEMENT_NAME_obtain_species_10": "Zoologe, Teil 1", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Schließe Kayleighs Quest ab.", + "ACHIEVEMENT_NAME_quest_eugene_complete": "Acting On Your Best Behavior, Teil 6", + "ACHIEVEMENT_DESC_quest_eugene_complete": "Schließe Eugenes Quest ab.", + "ACHIEVEMENT_NAME_quest_meredith_complete": "All I Ever Needed", + "ACHIEVEMENT_NAME_sign_up_rangers": "Take Me On, Teil 1", + "ACHIEVEMENT_NAME_ability_glide": "Spread Your Wings", + "ACHIEVEMENT_DESC_ability_glide": "Erhalte die Fähigkeit \\\"Mottenflügel-Gleitflug\\\".", + "ACHIEVEMENT_NAME_ability_dash": "Kugelino-Spurt", + "ACHIEVEMENT_DESC_ability_magnetism": "Erhalte die Fähigkeit \\\"Elektromagnetismus\\\".", + "ACHIEVEMENT_DESC_ability_dash": "Erhalte die Fähigkeit \\\"Kugelino-Spurt\\\".", + "ACHIEVEMENT_NAME_ability_magnetism": "Elektrisches Gefühl", + "ACHIEVEMENT_NAME_ability_swim": "Schwimmunterricht", + "ACHIEVEMENT_DESC_ability_swim": "Erhalte die Fähigkeit \\\"Tauchhund-Schwimmen\\\".", + "ACHIEVEMENT_NAME_ability_climb": "Ballaballa", + "ACHIEVEMENT_DESC_ability_climb": "Erhalte die Fähigkeit \\\"Kürbisranken-Ball\\\".", + "ACHIEVEMENT_NAME_ability_flight": "In die Luft", + "ACHIEVEMENT_DESC_ability_flight": "Erhalte die Fähigkeit \\\"Averevoir-Flug\\\".", + "ACHIEVEMENT_DESC_ability_fusion_radar": "Erhalte das Fusionsradar.", + "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusionen auf dem Radar", + "ACHIEVEMENT_NAME_intermission": "Nicht, was du wolltest", + "ACHIEVEMENT_DESC_intermission": "Finde dich an einem weit entfernten Ort wieder.", + "ACHIEVEMENT_NAME_ending": "Das wahre Leben wartet", + "ACHIEVEMENT_DESC_quest_meredith_complete": "Schließe Merediths Quest ab.", + "ACHIEVEMENT_NAME_quest_dog_complete": "Come Back and Stay", + "ACHIEVEMENT_DESC_quest_felix_complete": "Schließe Felix' Quest ab.", + "ACHIEVEMENT_NAME_quest_felix_complete": "Don't You Want Me, Teil 6", + "ACHIEVEMENT_DESC_quest_dog_complete": "Schließe Barkleys Quest ab.", + "ACHIEVEMENT_DESC_quest_viola_complete": "Schließe Violas Quest ab.", + "ACHIEVEMENT_DESC_quest_kayleigh1": "Starte Kayleighs Quest.", + "ACHIEVEMENT_NAME_offices_cleared_1": "Acting On Your Best Behavior, Teil 1", + "ACHIEVEMENT_NAME_quest_kayleigh1": "I Ran So Far Away, Teil 1", + "ACHIEVEMENT_DESC_obtain_species_10": "Erhalte zehn verschiedene Arten.", + "ACHIEVEMENT_NAME_obtain_species_20": "Zoologe, Teil 2", + "ACHIEVEMENT_DESC_obtain_species_20": "Erhalte 20 verschiedene Arten.", + "ACHIEVEMENT_NAME_obtain_species_50": "Zoologe, Teil 3", + "ACHIEVEMENT_DESC_obtain_species_50": "Erhalte 50 verschiedene Arten.", + "ACHIEVEMENT_NAME_obtain_species_100": "Zoologe, Teil 4", + "ACHIEVEMENT_DESC_obtain_species_100": "Erhalte 100 verschiedene Arten.", + "ACHIEVEMENT_NAME_obtain_species_120": "Profizoologe", + "ACHIEVEMENT_DESC_obtain_species_120": "Erhalte 120 verschiedene Arten.", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "Cassette-Beasts-Meister", + "ACHIEVEMENT_NAME_bootleg_beast": "Bestien-Bootleg", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "Erhalte Zusatzdaten über alle Spezies.", + "ACHIEVEMENT_NAME_bootleg_glitter": "Funkelnder Bootleg", + "ACHIEVEMENT_DESC_bootleg_glitter": "Erhalte einen Bootleg des Glittertyps.", + "ACHIEVEMENT_NAME_train_frankie": "Frankie Goes to Wonderland", + "ACHIEVEMENT_DESC_train_frankie": "Schließe Frankies Training ab.", + "ACHIEVEMENT_NAME_train_vin": "Einsamer Wolf", + "ACHIEVEMENT_DESC_train_vin": "Schließe Vins Training ab.", + "ACHIEVEMENT_NAME_noticeboard_5": "Ranger-Einsteiger", + "ACHIEVEMENT_DESC_noticeboard_5": "Schließe 5 Quests vom Schwarzen Brett ab.", + "ACHIEVEMENT_NAME_noticeboard_20": "Ranger-Schüler", + "ACHIEVEMENT_DESC_noticeboard_20": "Schließe 20 Quests vom Schwarzen Brett ab.", + "ACHIEVEMENT_NAME_noticeboard_50": "Fleißiger Ranger", + "ACHIEVEMENT_DESC_noticeboard_50": "Schließe 50 Quests vom Schwarzen Brett ab.", + "ACHIEVEMENT_NAME_noticeboard_100": "Profi-Ranger", + "ACHIEVEMENT_DESC_noticeboard_100": "Schließe 100 Quests vom Schwarzen Brett ab.", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "Erhalte einen seltenen Sticker.", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "Stickersammler", + "ACHIEVEMENT_DESC_partner_viola": "Schalte Viola frei.", + "ACHIEVEMENT_NAME_remaster": "Remaster", + "ACHIEVEMENT_DESC_remaster": "Remastere eine Kassette.", + "ACHIEVEMENT_DESC_sign_up_rangers": "Werde Mitglied der Ranger.", + "ACHIEVEMENT_NAME_offices_cleared_2": "Acting On Your Best Behavior, Teil 2", + "ACHIEVEMENT_DESC_offices_cleared_1": "Räume ein Maklerbüro.", + "ACHIEVEMENT_DESC_obtain_candevil": "Erhalte \\\"Bonbonteufel\\\".", + "ACHIEVEMENT_NAME_aa_tower": "Turm der Ignoranz", + "ACHIEVEMENT_DESC_aa_tower": "Besiege Babelith.", + "ACHIEVEMENT_NAME_song_parts_8": "Land of Confusion", + "ACHIEVEMENT_DESC_song_parts_8": "Vervollständige Morgantes Lied.", + "ACHIEVEMENT_DESC_aa_helia": "Überwinde die Essenz der Fusion.", + "ACHIEVEMENT_NAME_aa_helia": "Here Comes the Sun", + "ACHIEVEMENT_NAME_met_npc_magikrab": "Bahnhofsvorsteher", + "ACHIEVEMENT_DESC_offices_cleared_5": "Räume 5 Maklerbüros.", + "ACHIEVEMENT_NAME_quest_felix1": "Don't You Want Me, Teil 1", + "ACHIEVEMENT_DESC_bootleg_beast": "Erhalte einen Bootleg des Bestientyps.", + "ACHIEVEMENT_NAME_bootleg_fire": "Feuer-Bootleg", + "ACHIEVEMENT_DESC_bootleg_fire": "Erhalte einen Bootleg des Feuertyps.", + "ACHIEVEMENT_NAME_bootleg_plastic": "Spielzeug-Bootleg", + "ACHIEVEMENT_DESC_bootleg_plastic": "Erhalte einen Bootleg des Plastiktyps.", + "ACHIEVEMENT_DESC_bootleg_plant": "Erhalte einen Bootleg des Pflanzentyps.", + "ACHIEVEMENT_NAME_bootleg_plant": "Grüner Bootleg", + "ACHIEVEMENT_NAME_bootleg_water": "Wasser-Bootleg", + "ACHIEVEMENT_DESC_bootleg_water": "Erhalte einen Bootleg des Wassertyps.", + "ACHIEVEMENT_NAME_bootleg_poison": "Gift-Bootleg", + "ACHIEVEMENT_DESC_bootleg_poison": "Erhalte einen Bootleg des Gifttyps.", + "ACHIEVEMENT_NAME_bootleg_astral": "Kosmischer Bootleg", + "ACHIEVEMENT_NAME_obtain_candevil": "Ich will was Süßes", + "ACHIEVEMENT_NAME_offices_cleared_4": "Acting On Your Best Behavior, Teil 4", + "ACHIEVEMENT_NAME_offices_cleared_5": "Acting On Your Best Behavior, Teil 5", + "ACHIEVEMENT_DESC_offices_cleared_4": "Räume 4 Maklerbüros.", + "LANDKEEPER2_NAME": "Makler 2", + "SUNNY_NAME": "Sunny", + "LANDKEEPERS_NAME": "Makler", + "SUNNY_UNKNOWN_NAME": "Zerzauste Maklerin", + "CULTIST_NAME.m": "Kultist", + "CULTIST_NAME.f": "Kultist", + "RANGER_NAME.m": "Ranger", + "CULTIST_NAME.n": "Kultist", + "RANGER_NAME.f": "Ranger", + "RANGER_NAME.n": "Ranger", + "RANGER_RECRUITER_NAME.m": "Rekrutierer", + "RANGER_RECRUITER_NAME.f": "Rekrutierer", + "RANGER_RECRUITER_NAME.n": "Rekrutierer", + "RANGER_WANNABE_NAME.m": "Möchtegern", + "RANGER_WANNABE_NAME.f": "Möchtegern", + "RANGER_WANNABE_NAME.n": "Möchtegern", + "RANGER_TRAINEE_NAME": "Auszubildender", + "RESEARCHER_NAME.m": "Forscher", + "RESEARCHER_NAME.f": "Forscher", + "RESEARCHER_NAME.n": "Forscher", + "PENSBY_NAME": "Dr. Pensby", + "HOYLAKE_NAME": "Hoylake", + "FRANKIE_NAME": "Frankie", + "KIRBY_NAME": "Kirby", + "VIN_NAME": "Vin", + "THIEF_NAME": "Dieb", + "TRAVELER_NAME.m": "Reisender", + "TRAVELER_NAME.f": "Reisender", + "TREASURE_SEEKER_NAME.m": "Sucher", + "TRAVELER_NAME.n": "Reisender", + "TREASURE_SEEKER_NAME.f": "Sucher", + "TREASURE_SEEKER_NAME.n": "Sucher", + "HISTORIAN_NAME.m": "Historiker", + "ROCKER_NAME.m": "Rocker", + "HISTORIAN_NAME.f": "Historiker", + "HISTORIAN_NAME.n": "Historiker", + "ROCKER_NAME.f": "Rocker", + "ROCKER_NAME.n": "Rocker", + "CAMPER_NAME.m": "Camper", + "SOLDIER_NAME.m": "Soldat", + "CAMPER_NAME.f": "Camper", + "CAMPER_NAME.n": "Camper", + "SOLDIER_NAME.f": "Soldat", + "TAMER_NAME.m": "Zähmer", + "SOLDIER_NAME.n": "Soldat", + "TAMER_NAME.f": "Zähmer", + "TAMER_NAME.n": "Zähmer", + "CREEP_NAME.m": "Scheusal", + "CREEP_NAME.f": "Scheusal", + "ACHIEVEMENT_DESC_captain_gladiola": "Besiege Captain Gladiola.", + "ACHIEVEMENT_NAME_captain_heather": "Stürmisches Wetter", + "ACHIEVEMENT_DESC_captain_heather": "Besiege Captain Heather.", + "ACHIEVEMENT_NAME_captain_buffy": "In Schwitzen kommen", + "ACHIEVEMENT_DESC_captain_buffy": "Besiege Captain Buffy.", + "ACHIEVEMENT_NAME_captain_cybil": "Der Radio-Star", + "ACHIEVEMENT_DESC_captain_cybil": "Besiege Captain Cybil.", + "ACHIEVEMENT_DESC_captain_codey": "Besiege Captain Codey.", + "ACHIEVEMENT_NAME_captain_codey": "Den Planeten hacken", + "MOVE_DESCRIPTION_BERSERKER": "Erhöht automatisch den Nahkampfangriff des Benutzers und verleiht ihm \\\"Berserker\\\", wenn seine TP unter 50 % fallen.", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Fügt bei einer Niederlage dem letzten Gegner, der den Benutzer getroffen hat, 3 zufällige Schwächungen zu.", + "MOVE_NAME_RANDOM_STARTER": "Zufälliger Start", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "Hat eine Chance, zu Beginn des Kampfs automatisch die nächste Aktion auf der Liste für 0 AP zu benutzen. Die Chance verringert sich proportional zu den normalen AP-Kosten der Aktion.", + "MOVE_DESCRIPTION_RANDOM_STARTER": "Hat eine Chance, zu Beginn des Kampfs automatisch eine zufällige andere Aktion für 0 AP zu benutzen.", + "MOVE_NAME_CUSTOM_STARTER": "Angepasster Start", + "MOVE_DESCRIPTION_AUTOMATION": "Hat eine Chance, am Ende der Runde die nächste Aktion auf der Liste für 0 AP zu benutzen.", + "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", + "MOVE_NAME_AUTOMATION": "Automatisierung", + "MOVE_NAME_CRITICAL_MASS": "Kritische Masse", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Hat eine Chance, automatisch die nächste Aktion auf der Liste für 0 AP zu benutzen, wenn der Benutzer einen Treffer mit Typenvorteil landet. Die Chance verringert sich proportional zu den normalen AP-Kosten der Aktion.", + "MOVE_NAME_CHEMICAL_IMBALANCE": "Chemisches Ungleichgewicht", + "MOVE_DESCRIPTION_CRITICAL_MASS": "Hat eine Chance, die nächste Aktion auf der Liste für 0 AP zu benutzen, wenn der Benutzer einen kritischen Treffer landet.", + "MOVE_NAME_DUAL_WIELD": "Doppelaktion", + "MOVE_DESCRIPTION_PAINT_SWIPE": "Kann nur benutzt werden, wenn der Benutzer eine aktive Beschichtung hat. Trifft ein Ziel und überträgt die Beschichtung auf das Ziel. Wird immer zuletzt ausgeführt.", + "MOVE_DESCRIPTION_DUAL_WIELD": "Benutzt die nächste Aktion auf der Liste zweimal, wenn du genug AP hast.", + "MOVE_NAME_PAINT_SWIPE": "Pinselstrich", + "MOVE_NAME_BEAR_HUG": "Umklammerung", + "MOVE_NAME_ROYAL_FLUSH": "Powerspülung", + "MOVE_DESCRIPTION_BEAR_HUG": "Überträgt eine zufällige Schwächung vom Benutzer auf das Ziel.", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "Entfernt alle Statuseffekte vom Benutzer. Der Schaden wird mit der Anzahl der entfernten Status multipliziert.", + "MOVE_DESCRIPTION_FUEL_INJECTION": "Wird automatisch nach Benzinschlucker verwendet. Erhöht Tempo und AP-Generierung des Benutzers.", + "MOVE_NAME_FUEL_INJECTION": "Einspritzung", + "TUTORIAL_INTRO_1": "Hi {player}, schön, dass du es geschafft hast!\\n Drücke {control.ui_accept}, um fortzufahren.", + "TUTORIAL_INTRO_2": "Ich brauche deine Hilfe bei einer Schurken-Fusion. Fühlst du dich dem gewachsen?", + "TUTORIAL_INTRO_3": "Dann mal los! Vor uns liegen einige Klippen. Geh mit {control.move_up}, {control.move_left}, {control.move_down} und {control.move_right} voran.", + "TUTORIAL_TARGET_MENU_1": "Das ist das Zielmenü. Hier siehst du, welche Effekte deine Angriffe haben werden.", + "TUTORIAL_BATTLE_START_1": "Aber hier wird es ungemütlich ... Aber keine Sorge, ich bin bei dir!", + "TUTORIAL_TARGET_MENU_2": "Wirf einen Blick auf den leuchtenden Ring. Grün bedeutet, dass die Auswirkung auf das Ziel positiv ist, Rot bedeutet negativ und bei Gelb ist sie gemischt.", + "TUTORIAL_CLIFFS_1": "Wir müssen die Klippe hinaufsteigen. Einfach nur zu springen ({control.jump}) hilft uns hier nicht weiter.", + "TUTORIAL_CLIFFS_2": "Okay, lass uns kreativ werden! Es gibt mehrere Möglichkeiten, dort hinaufzugelangen.", + "TUTORIAL_CLIFFS_4": "Oder ... Siehst du diesen Pylon? Mit deiner Magnetismus-Fähigkeit ({control.magnetism} halten) kannst du schweben.", + "TUTORIAL_CLIFFS_3": "Erst mal könntest du etwas suchen, das du nehmen und hier ablegen kannst, um uns einen Bonus zu verschaffen.", + "TUTORIAL_CLIFFS_5": "Du kannst es auch mit Ranken versuchen. Wenn du dich zur Klippe drehst und {control.interact} drückst, hast du die Möglichkeit, an einer Ranke hochzuklettern!", + "TUTORIAL_CLIFFS_6": "Was möchtest du tun?", + "TUTORIAL_BOSS_1.m": "Das ist sie, die Schurken-Fusion! Hoffentlich bist du bereit für einen harten Kampf, {player}.", + "TUTORIAL_GLIDE_2": "Es ist ganz einfach! Halte beim Springen einfach {control.jump} gedrückt, dann fällst du nicht runter!", + "TUTORIAL_GLIDE_1": "Komm mit, {player}. Keine Angst!", + "TUTORIAL_GLIDE_3": "Komm, es ist nicht mehr weit!", + "TUTORIAL_BOSS_2": "Wenn du dich heilen musst, kannst du im Inventar ({control.pause_menu} drücken) nach Torte Ausschau halten.", + "TUTORIAL_BOSS_3": "Wenn du möchtest, können wir auch zurück zum Zelt in der Nähe des Anfangs gleiten und uns ausruhen.", + "TUTORIAL_BOSS_1.n": "Das ist sie, die Schurken-Fusion! Hoffentlich bist du bereit für einen harten Kampf, {player}.", + "TUTORIAL_BOSS_1.f": "Das ist sie, die Schurken-Fusion! Hoffentlich bist du bereit für einen harten Kampf, {player}.", + "TUTORIAL_BOSS_5": "Fühlst du dich der Sache gewachsen?", + "TUTORIAL_BOSS_4": "Wenn wir in der Klemme sitzen, sieh im Reiter \\\"Kampfgegenstände\\\" deines Inventars nach.", + "TUTORIAL_DIED": "Alles okay? Ich hatte mir schon Sorgen gemacht!", + "TUTORIAL_WON_2": "Wir geben ein tolles Team ab, findest du nicht, {player}?", + "TUTORIAL_WON_1": "Wow! Wir haben es, äh, wirklich geschafft?", + "QUEST_GET_ITEM_PROGRESS": "Erhalten: {obtained}/{required_item_amount}", + "NO_QUESTS_AVAILABLE": "Zurzeit sind keine weiteren Quests verfügbar.", + "QUEST_GET_MASQUERATTLE_TITLE": "Finde eine Masklapper!", + "QUEST_STAT_PROGRESS": "Fortschritt: {num}/{count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Schurken-Fusion", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "Kugel-Fusion", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Instabile Fusion", + "PASSIVE_QUEST_SWARM_TITLE": "Monsterschwarm", + "QUEST_TUTORIAL_TITLE": "This Is The World We Live In", + "QUEST_TUTORIAL_DESCRIPTION1": "Sprich mit Kayleigh am Osteingang von Hafenstadt.", + "PASSIVE_QUEST_UNKNOWN_TITLE": "Unbekanntes Signal", + "QUEST_TUTORIAL_DESCRIPTION2": "Folge Kayleighs Anweisungen.", + "QUEST_TUTORIAL_DESCRIPTION3": "Begleite Kayleigh zum beschädigten Weg.", + "QUEST_ARCHANGELS_DESCRIPTION1": "Finde Erzengel, um Morgantes Lied zu vervollständigen, und folge danach den darin enthaltenen Hinweisen, um nach Hause zu finden.", + "QUEST_ARCHANGELS_PROGRESS": "{num} von {max} Liedteilen gesammelt.", + "QUEST_ARCHANGELS_TITLE": "Land of Confusion", + "QUEST_TUTORIAL_DESCRIPTION4": "Untersuche das seltsame Gebäude.", + "QUEST_CAPTAINS_TITLE": "Take Me On", + "QUEST_EUGENE_TITLE": "Acting On Your Best Behavior", + "QUEST_EUGENE_DESCRIPTION_1": "Triff dich am Stadtrand mit Eugene.", + "QUEST_CAPTAINS_DESCRIPTION0": "Begib dich zum Außenposten im Park, um Mitglied der Ranger zu werden.", + "QUEST_EUGENE_DESCRIPTION_3": "Finde und räume alle Büros des \\\"Maklerverbands\\\".", + "QUEST_EUGENE_DESCRIPTION_2": "Begleite Eugene zum Fenster oberhalb des geheimnisvollen Büros.", + "QUEST_EUGENE_DESCRIPTION_4": "Sprich mit Eugene.", + "QUEST_EUGENE_DESCRIPTION_5": "Begleite Eugene zum Makler-Hauptquartier", + "QUEST_EUGENE_3_PROGRESS": "{num} von ??? Büros geräumt.", + "QUEST_WORKING_OVERTIME_TITLE": "Überstunden", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "Bring dem Ranger im Osten von Hafenstadt {required_item_amount} Holz.", + "QUEST_MERCHANT_RESCUE_TITLE": "Etwas Inspiration", + "QUEST_FLORIST_DESCRIPTION_1": "Pflanze {count} Setzlinge in Hafenstadt ein.", + "QUEST_FLORIST_TITLE": "Grüner Daumen", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Begib dich zur Höhle im Park und finde heraus, was mit dem Händler passiert ist.", + "CLUE_SONG_PROLOGUE1": "Willst du dieses Land verlassen, hör gut zu, hör auf mein Lied.", + "QUEST_FLORIST_DESCRIPTION_2": "Teile dem Ranger im Westen von Hafenstadt mit, dass du die Setzlinge eingepflanzt hast.", + "CLUE_SONG_EPILOGUE1": "Vereine Handlung und Situation, um zu finden die letzte Station.", + "CLUE_FLUFF": "Denn dort liegen meine Kammern, ihre Hallen sind nun leer ...", + "CLUE_SONG_PROLOGUE2": "Bist du der Aufgabe gewachsen, kannst den Weg du geh'n, der vor dir liegt?", + "CLUE_SONG_EPILOGUE2": "Hör mein Lied und find den Ort, der dich bringt weit von hier fort.", + "CLUE_UNKNOWN": "(Der Rest des Lieds ist unverständlich leise.)", + "STATUS_BURNED_NAME": "Verbrannt", + "STATUS_CONTACTDMG_DESCRIPTION": "Charaktere mit Kontaktschaden verursachen eine geringe Menge Elementarschaden, wenn sie einen Nahkampfangriff landen oder von einem Nahkampfangriff getroffen werden.", + "STATUS_BURNED_DESCRIPTION": "Verbrannte Charaktere erleiden am Ende ihrer Runde Schaden.", + "STATUS_CONTACTDMG_NAME": "Kontaktschaden", + "STATUS_STAT_MATK_DOWN_NAME": "Nahkampfangriff verringert", + "STATUS_STAT_RATK_DOWN_NAME": "Fernkampfangriff verringert", + "STATUS_STAT_MATK_UP_NAME": "Nahkampfangriff erhöht", + "STATUS_STAT_RATK_UP_NAME": "Fernkampfangriff erhöht", + "STATUS_STAT_RDEF_DOWN_NAME": "Fernkampfabwehr verringert", + "STATUS_STAT_MDEF_DOWN_NAME": "Nahkampfabwehr verringert", + "STATUS_STAT_RDEF_UP_NAME": "Fernkampfabwehr erhöht", + "STATUS_STAT_MDEF_UP_NAME": "Nahkampfabwehr erhöht", + "STATUS_STAT_EVASION_UP_NAME": "Ausweichen erhöht", + "STATUS_STAT_EVASION_DOWN_NAME": "Ausweichen verringert", + "STATUS_STAT_ACCURACY_UP_NAME": "Präzision erhöht", + "STATUS_STAT_ACCURACY_DOWN_NAME": "Präzision verringert", + "STATUS_STAT_SPEED_UP_NAME": "Tempo erhöht", + "STATUS_STAT_SPEED_DOWN_NAME": "Tempo verringert", + "STATUS_AP_BOOST_NAME": "AP-Bonus", + "STATUS_AP_DRAIN_NAME": "AP-Abzug", + "STATUS_AP_BOOST_DESCRIPTION": "Charaktere mit AP-Bonus erhalten pro Runde 1 AP zusätzlich.", + "STATUS_POISONED_NAME": "Vergiftet", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} hat einen Apfel genommen und gegessen.", + "STATUS_WALL_NAME": "{type}wall", + "STATUS_AP_DRAIN_DESCRIPTION": "Charaktere mit AP-Abzug erhalten pro Runde 1 AP weniger.", + "STATUS_WALL_TOAST_BROKEN": "ZERSTÖRT", + "STATUS_WALL_DESCRIPTION": "Wälle absorbieren eine bestimmte Anzahl eingehender Treffer und werden durch Angriffe mit Typenvorteil sofort zerstört.", + "STATUS_TEMPTATION_WALL_NAME": "Apfelbaum", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} hat einen Apfel genommen und gegessen.", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} hat einen Apfel genommen und gegessen.", + "STATUS_WINDOW_NAME": "Fenster", + "STATUS_POISONED_DESCRIPTION": "Vergiftete Charaktere erleiden am Ende ihrer Runde Schaden.", + "STATUS_WINDOW_DESCRIPTION": "Wälle von Charakteren mit dem Status \\\"Fenster\\\" blockieren keine Fernkampfangriffe mehr.", + "STATUS_LEECHED_DESCRIPTION": "Ausgesaugte Charaktere erleiden am Ende ihrer Runde Schaden. Gegner werden mit der Menge der abgezogenen Gesundheit geheilt.", + "STATUS_LEECHED_NAME": "Ausgesaugt", + "STATUS_COATING_POISON_NAME": "Giftbeschichtung", + "STATUS_COATING_WATER_NAME": "Wasserbeschichtung", + "STATUS_COATING_BEAST_NAME": "Bestienbeschichtung", + "STATUS_COATING_METAL_NAME": "Metallbeschichtung", + "STATUS_COATING_GLITTER_NAME": "Glitterüberzug", + "STATUS_COATING_FIRE_NAME": "Feuerbeschichtung", + "STATUS_COATING_PLASTIC_NAME": "Plastik-Beschichtung", + "STATUS_COATING_PLANT_NAME": "Pflanzenbeschichtung", + "STATUS_COATING_ASTRAL_NAME": "Astralbeschichtung", + "STATUS_COATING_LIGHTNING_NAME": "Blitzbeschichtung", + "STATUS_COATING_ICE_NAME": "Eisbeschichtung", + "STATUS_COATING_AIR_NAME": "Luftbeschichtung", + "STATUS_COATING_EARTH_NAME": "Erdbeschichtung", + "STATUS_COATING_DESCRIPTION": "Beschichtungen ändern eine bestimmte Anzahl von Runden lang den Elementartyp eines Charakters.", + "STATUS_COATING_GLASS_NAME": "Glasbeschichtung", + "STATUS_HEALING_STEAM_NAME": "Heildampf", + "STATUS_HEALING_STEAM_DESCRIPTION": "Charaktere mit \\\"Heildampf\\\" erhalten zu Beginn jeder Runde etwas Gesundheit zurück.", + "STATUS_HEALING_LEAF_NAME": "Heilblatt", + "STATUS_MULTISTRIKE_NAME": "Multischlag", + "STATUS_GLASS_BONDS_DESCRIPTION": "Charaktere mit \\\"Glasbindung\\\" erleiden bei jeder ihrer Verwandlungen Schaden.", + "STATUS_HEALING_LEAF_DESCRIPTION": "Charaktere mit \\\"Heilblatt\\\" erhalten zu Beginn jeder Runde etwas Gesundheit zurück.", + "STATUS_MULTISTRIKE_DESCRIPTION": "Charaktere mit \\\"Multischlag\\\" setzen jede Aktion zweimal ein, wenn sie genug AP haben.", + "STATUS_GLASS_BONDS_NAME": "Glasbindung", + "STATUS_SHRAPNEL_NAME": "Schrapnell", + "STATUS_MULTITARGET_DESCRIPTION": "Angriffe von Charakteren mit \\\"Multiziel\\\" visieren das gesamte Team an.", + "STATUS_UNITARGET_NAME": "Einzelziel", + "STATUS_SHRAPNEL_DESCRIPTION": "Charaktere mit \\\"Schrapnell\\\" erleiden bei jeder ihrer Verwandlungen Schaden.", + "STATUS_MULTITARGET_NAME": "Multiziel", + "STATUS_UNITARGET_DESCRIPTION": "Angriffe von Charakteren mit \\\"Einzelziel\\\", die normalerweise ein gesamtes Team anvisieren, wirken sich nur auf ein einziges Ziel aus. Angriffe, die sich normalerweise auf Einzelziele auswirken, haben eine verringerte Präzision.", + "STATUS_PARRY_STANCE_DESCRIPTION": "Charaktere mit \\\"Abwehrhaltung\\\" werfen Schaden vom nächsten erlittenen Nahkampfangriff auf den Angreifer zurück.", + "STATUS_PARRY_STANCE_NAME": "Abwehrhaltung", + "STATUS_SLEEP_NAME": "Schlaf", + "STATUS_SLEEP_DESCRIPTION": "Schlafende Charaktere können Aktionen, die ihnen normalerweise zur Verfügung stehen, nicht ausführen.", + "STATUS_SLEEP_TOAST_REMOVED": "AUFGEWACHT", + "STATUS_FLINCH_NAME": "Zurückgeschreckt", + "STATUS_FLINCH_DESCRIPTION": "Ein Charakter, der zurückschreckt, setzt in der nächsten Runde aus.", + "STATUS_BOMB_NAME": "Bombe", + "STATUS_BOMB_DESCRIPTION": "Ein Charakter mit \\\"Bombe\\\" explodiert am Ende seiner nächsten Runde, wenn die Bombe nicht durch einen Nahkampfangriff weitergegeben wird.", + "STATUS_LOCKED_ON_NAME": "Erfasst", + "STATUS_LOCKED_ON_DESCRIPTION": "Charaktere mit \\\"Erfasst\\\" treffen garantiert.", + "STATUS_BERSERK_NAME": "Berserker", + "STATUS_BERSERK_DESCRIPTION": "Charaktere mit \\\"Berserker\\\" können nur Aktionen einsetzen, die Schaden verursachen.", + "STATUS_INTERCEPTING_NAME": "Abfangen", + "STATUS_INTERCEPTING_DESCRIPTION": "Charaktere mit \\\"Abfangen\\\" fangen alle gegen ihre Verbündeten gerichteten Angriffe ab.", + "STATUS_HIBERNATING_NAME": "Ausschlafend", + "STATUS_HIBERNATING_DESCRIPTION": "Ausschlafende Charaktere heilen in jeder Runde, in der sie schlafen.", + "STATUS_MEDITATING_DESCRIPTION": "Meditierende Charaktere erhöhen ihre Werte in jeder Runde, in der sie schlafen.", + "STATUS_MEDITATING_NAME": "Meditierend", + "STATUS_TOWER_DEFENSE_NAME": "Turmverteidigung", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "Charaktere mit \\\"Turmverteidigung\\\" erhalten den Erdtyp und eine erhöhte Abwehr.", + "STATUS_SUMMONED_DESCRIPTION": "Herbeigerufene Charaktere verschwinden nach einer bestimmten Anzahl von Runden aus dem Kampf.", + "STATUS_SUMMONED_NAME": "Herbeigerufen", + "STATUS_GHOSTLY_NAME": "Geisterhaft", + "STATUS_RESONANCE_NAME": "Resonanz", + "STATUS_GHOSTLY_DESCRIPTION": "Geisterhafte Charaktere sind nicht durch Angriffe zu treffen, werden jedoch besiegt, wenn der Timer des Geisterhaft-Status abläuft.", + "STATUS_GAMBIT_NAME": "Gambit", + "STATUS_GAMBIT_TOAST_FAILED": "GAMBIT FEHLGESCHLAGEN", + "STATUS_RECORDED_NAME": "Aufgenommen", + "STATUS_GAMBIT_DESCRIPTION": "Charaktere mit \\\"Gambit\\\" haben stark erhöhte Werte, werden jedoch besiegt, wenn der Timer des Gambit-Status abläuft.", + "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} (herbeigerufen)", + "STATUS_EFFIGY_NAME": "Bildnis", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARIERT", + "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} (herbeigerufen)", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TICK ... TICK ... TICK ...", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} (geisterhaft)", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} (geisterhaft)", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} (geisterhaft)", + "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} (herbeigerufen)", + "STATUS_UNDYING_NAME": "Ritual", + "STATUS_UNDYING_DESCRIPTION": "Charaktere mit \\\"Ritual\\\" kehren mit 25 % ihrer Gesundheit zurück, wenn sie besiegt werden.", + "STATUS_RESONANCE_DESCRIPTION": "Jedes Mal, wenn einem Charakter \\\"Resonanz\\\" zugefügt wird, steigt ein Zähler. Erreicht dieser 3, wird der Charakter auseinandergerissen und sofort besiegt.", + "STATUS_RESONANCE_TOAST_NAME": "Resonanz {0}/{1}", + "STATUS_CLOSE_ENCOUNTER_NAME": "UFO-Begegnung", + "STATUS_RESONANCE_TOAST_OVERLOAD": "Resonanz-Überladung", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "\\\"UFO-Begegnung\\\" verringert die Reichweite der Fernkampfangriffe eines Charakters und macht sie zu Nahkampfangriffen.", + "STATUS_SPRING_LOADED_DESCRIPTION": "\\\"Aufgezogen\\\" erhöht die Reichweite der Nahkampfangriffe eines Charakters und macht sie zu Fernkampfangriffen.", + "STATUS_SPRING_LOADED_NAME": "Aufgezogen", + "STATUS_CONDUCTIVE_DESCRIPTION": "Leitende Charaktere erleiden Schaden, wenn ein Angriff des Blitztyps verwendet wird.", + "STATUS_CONDUCTIVE_NAME": "Leitend", + "STATUS_RESURRECTED_NAME": "Auferstanden", + "STATUS_CONFUSED_DESCRIPTION": "Verwirrte Charaktere benutzen unter Umständen falsche Aktionen oder visieren falsche Charaktere an.", + "STATUS_RESURRECTED_DESCRIPTION": "Auferstandene Charaktere können durch Effekte wie beispielsweise Ritual nicht mehr zurückgeholt werden.", + "STATUS_CONFUSED_NAME": "Verwirrt", + "STATUS_SNOWED_IN_NAME": "Eingeschneit", + "STATUS_SNOWED_IN_EFFECT": "Schneetag", + "STATUS_SNOWED_IN_DESCRIPTION": "Eingeschneite Charaktere stecken fest und können keine Nahkampfangriffe benutzen.", + "STATUS_FOG_DESCRIPTION": "Nebel verringert die Präzision aller Fernkampfangriffe, die kein Wasser-, Luft- oder Eistyp sind, auf 0 %.", + "STATUS_FOG_NAME": "Nebel", + "STATUS_RECORDING_NAME": "Aufnahme", + "STATUS_PETRIFIED_NAME": "Versteinert", + "STATUS_RECORDING_TOAST_FAILURE": "AUFNAHME FEHLGESCHLAGEN", + "STATUS_FAIR_FIGHT_NAME": "Fairer Kampf", + "STATUS_STAT_DOUBLE_SPEED_NAME": "Doppeltempo", + "STATUS_PETRIFIED_DESCRIPTION": "Versteinerte Charaktere werden zum Erdtyp und können nur \\\"Verteidigen\\\" und \\\"Schilde hoch\\\" benutzen.", + "STATUS_COTTONED_ON_DESCRIPTION": "In der nächsten Runde schlagen Aktionen, die einen Charakter mit \\\"Kluges Köpfchen\\\" anvisieren, garantiert fehl.", + "STATUS_COTTONED_ON_NAME": "Kluges Köpfchen", + "STATUS_MIND_MELD_DESCRIPTION": "Charaktere mit \\\"Geistesverschmelzung\\\" teilen ihre Aktionen mit Verbündeten.", + "STATUS_MIND_MELD_NAME": "Geistesverschmelzung", + "STATUS_FAIR_FIGHT_DESCRIPTION": "Während der Status \\\"Fairer Kampf\\\" aktiv ist, verhindert er das Anwenden neuer Statuseffekte.", + "STATUS_ABRAMACABRA_NAME": "Abramakabra", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "Flucht nicht möglich!\\nZum letzten Caféwagen schnellreisen? Dabei verlierst du alle nicht abgeholten Belohnungen und deine Serie wird zurückgesetzt.", + "STATUS_GLASS_SHARDS_DESCRIPTION": "Während dieser Status aktiv ist, erleiden alle Charaktere, die einen Nahkampfangriff einsetzen, Schaden durch die Glasscherben auf dem Schlachtfeld.", + "STATUS_GLASS_SHARDS_NAME": "Glasscherben", + "STATUS_ABRAMACABRA_DESCRIPTION": "Wälle absorbieren eine bestimmte Anzahl eingehender Treffer und werden von Angriffen mit Typenvorteil sofort zerstört. Neben dem Standardverhalten greift Abramakabra automatisch einen Gegner pro Runde an.", + "STATUS_INFLATED_NAME": "Aufgeblasen", + "STATUS_DEFLATED_NAME": "Entleert", + "STATUS_INFLATED_DESCRIPTION": "Aufgeblasene Charaktere haben erhöhte Angriffs- und Abwehrwerte, jedoch stark verringertes Ausweichen.", + "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", + "UI_TIMER_CHEATED": "(Cheats) {timer}", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "Entleerte Charaktere haben stark erhöhtes Ausweichen, jedoch verringerte Angriffs- und Abwehrwerte.", + "UI_CHEATS_ENABLED": "Cheat-Konsole aktiviert", + "UI_BUTTON_NO": "Nein", + "UI_BUTTON_YES": "Ja", + "UI_CHEATS_DISABLED": "Cheat-Konsole deaktiviert", + "UI_BUTTON_OK": "OK", + "UI_BUTTON_CANCEL": "Abbrechen", + "UI_BUTTON_BACK": "Zurück", + "UI_LOADING": "Laden ...", + "UI_BUTTON_CONTINUE": "Fortsetzen", + "UI_BUTTON_EXIT": "Verlassen", + "UI_BUTTON_CLOSE": "Schließen", + "UI_BUTTON_SUBMIT": "Übertragen", + "UI_BUTTON_SAVE_CHANGES": "Anwenden und Änderungen speichern", + "UI_LOADING_WORLD_BOUNDARY": "Den Rest der Welt laden ...", + "UI_LOADING_PROGRESS": "Szene {0}/{1} laden ...", + "UI_LOADING_PREPARE_PROGRESS": "Szene {0}/{1} vorbereiten ...", + "UI_LOADING_SHADER_PROGRESS": "Materialien {0}/{1} speichern ...", + "UI_BATTLE_FIGHT_BUTTON": "Kampf", + "UI_BATTLE_ITEM_BUTTON": "Gegenstände", + "UI_BATTLE_SWITCH_BUTTON": "Wechseln", + "UI_BATTLE_FLEE_BUTTON": "Fliehen", + "UI_BATTLE_RECORD_BUTTON": "Aufnehmen", + "UI_BATTLE_INSPECT_BUTTON": "Statuseffekte", + "UI_BATTLE_FUSE_BUTTON": "Fusionieren!", + "UI_BATTLE_UNFUSE_BUTTON": "Defusionieren", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusionieren ...", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusion-", + "UI_BATTLE_FLEE_CHANCE": "{0} %", + "UI_BUTTON_MOVE_PASSIVE": "Passiv", + "UI_BATTLE_FUSION_METER": "-Fusion-", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} × {amount}", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Diese Spezies befindet sich nicht in deinem Bestiarium.", + "BATTLE_TITLE_ARCHANGEL": "Erzengel", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Die Verstärkung des gegnerischen Teams.", + "BATTLE_ADJECTIVE_TEAM1.n": "Gegner {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.m": "Gegner {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "Gegner {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "Erzengel {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "Erzengel {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "{0} hat sich in das Monster {1} verwandelt!", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "Erzengel {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "Ranger {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "Ranger {name} {disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "Ranger {name} {disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "{0} hat sich in das Monster {1} verwandelt!", + "BATTLE_FAILED": "Fehlgeschlagen!", + "BATTLE_FAILED_SLEEP": "Schläft!", + "BATTLE_TAPE_SWITCHED.n": "{0} hat sich in das Monster {1} verwandelt!", + "BATTLE_DIED.f": "{0} ist gestorben ...", + "BATTLE_DIED.m": "{0} ist gestorben ...", + "BATTLE_DIED.n": "{0} ist gestorben ...", + "BATTLE_TAPE_DEFEATED.f": "{0}s Kassette wurde zerstört!", + "BATTLE_RESURRECTED.m": "Aber {cause} hat ihn zurückgeholt!", + "BATTLE_DEFEATED.f": "{0} wurde besiegt!", + "BATTLE_RESURRECTED.n": "Aber {cause} hat demm zurückgeholt!", + "BATTLE_RESURRECTED.f": "Aber {cause} hat sie zurückgeholt!", + "BATTLE_DEFEATED.m": "{0} wurde besiegt!", + "BATTLE_DEFEATED.n": "{0} wurde besiegt!", + "BATTLE_DEFEATED_NO_TAPES.f": "{0} sind die benutzbaren Kassetten ausgegangen!", + "BATTLE_DEFEATED_NO_TAPES.n": "{0} sind die benutzbaren Kassetten ausgegangen!", + "BATTLE_DEFEATED_NO_TAPES.m": "{0} sind die benutzbaren Kassetten ausgegangen!", + "BATTLE_TAPE_DEFEATED.m": "{0}s Kassette wurde zerstört!", + "BATTLE_TAPE_DEFEATED.n": "{0}s Kassette wurde zerstört!", + "BATTLE_GHOST_DEFEATED.m": "{0} ist dahingeschwunden ...", + "BATTLE_SUMMON_DEFEATED.n": "{0} wurde weggerufen!", + "BATTLE_SUMMON_DEFEATED.f": "{0} wurde weggerufen!", + "BATTLE_SUMMON_DEFEATED.m": "{0} wurde weggerufen!", + "BATTLE_GHOST_DEFEATED.f": "{0} ist dahingeschwunden ...", + "BATTLE_VICTORY": "SIEG!", + "BATTLE_GHOST_DEFEATED.n": "{0} ist dahingeschwunden ...", + "BATTLE_WON": "Du hast den Kampf gewonnen!", + "BATTLE_LOST": "Du hast den Kampf verloren ...", + "BATTLE_FLEE_CONFIRM": "Willst du wirklich fliehen?", + "BATTLE_FLEE_FAILED": "Flucht nicht möglich!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Flucht nicht möglich!\\nNach Hafenstadt schnellreisen? Dabei verlierst du einige Gegenstände.", + "BATTLE_FLED": "Aus dem Kampf geflohen ...", + "BATTLE_EXP_POINTS": "Dein Team hat {0} Erfahrungspunkte erhalten!", + "BATTLE_TARGET_TEAM0": "Dein Team", + "UI_CHARACTER_LEVEL": "St. {0}", + "BATTLE_TARGET_TEAM1": "Gegnerteam", + "UI_CHARACTER_LEVEL_LONG": "Stufe {0}", + "UI_CHARACTER_ABILITIES_HEADING": "Fähigkeiten:", + "UI_CHARACTER_ABILITY_UNKNOWN": "???", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Standardkassette:", + "BATTLE_FUSING": "Die Herzen von {0} und {1} sind eins!", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+ 10 % auf alle Werte bei Verwandlung zum Monster {species} oder seiner Evolution.", + "BATTLE_FUSED": "{0} und {1} sind zum Monster {2} fusioniert!", + "BATTLE_UNFUSING": "{0} und {1} sind nicht mehr synchron!", + "BATTLE_TOAST_SPLASH": "KLATSCH", + "BATTLE_TOAST_CRIT": "KRIT", + "BATTLE_TOAST_MISSED": "DANEBEN", + "BATTLE_TOAST_BLOCKED": "STATUS BLOCKIERT", + "BATTLE_TOAST_NO_EFFECT": "KEIN EFFEKT", + "BATTLE_TOAST_AP": "AP", + "BATTLE_TOAST_INTERCEPTED": "ABGEFANGEN", + "BATTLE_TOAST_RECORD_CHANCE": "\\nCHANCE", + "UI_BATTLE_TAPE_IN_USE": "Benutzt", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", + "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", + "STAT_max_hp": "Max. TP", + "MAX_STAMINA_INCREASE": "Deine Ausdauer wurde um {increase_percent} % erhöht!\\nDu kannst jetzt {total} Sekunden lang gleiten.", + "STAT_melee_defense": "Nahkampfabwehr", + "STAT_melee_attack": "Nahkampfangriff", + "STAT_ranged_attack": "Fernkampfangriff", + "STAT_ranged_defense": "Fernkampfabwehr", + "STAT_speed": "Tempo", + "STAT_accuracy": "Präzision", + "STAT_evasion": "Ausweichen", + "STAT_max_ap": "Max. AP", + "STAT_move_accuracy": "Präzision", + "STAT_move_slots": "Aktionsplätze", + "STAT_damage": "Schaden", + "STAT_move_splash_damage": "Flächenschaden", + "STAT_move_effect_chance": "Effektchance", + "STAT_move_crit_damage": "Kritischer Schaden", + "STAT_move_crit_rate": "Kritische Chance", + "STAT_exp": "Erf.-Punkte", + "STAT_priority_chance": "Prioritätschance", + "SHORT_NAME_max_hp": "Max. TP", + "SHORT_NAME_melee_attack": "N.-ANG", + "SHORT_NAME_melee_defense": "N.-ABW", + "SHORT_NAME_ranged_attack": "F.-ANG", + "SHORT_NAME_ranged_defense": "F.-ABW", + "SHORT_NAME_speed": "Tempo", + "UI_PARTY_CHECK_TAPE": "Kassette ansehen", + "UI_PARTY_CHECK_CHARACTER": "{name} ansehen", + "UI_PARTY_TRANSFORM": "Verwandeln", + "UI_PARTY_SWAP_TAPE": "Kassette wechseln", + "UI_PARTY_USE_ITEM": "Gegenstand benutzen", + "UI_PARTY_PUT_AWAY": "Sammlung hinzufügen", + "UI_PARTY_NO_MOVES": "Keine Sticker.", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "\\\"{tape_name}\\\" wurde der Sammlung hinzugefügt.", + "UI_PARTY_TAPE_COLLECTION": "Kassettensammlung ...", + "UI_PARTY_MOVE_LIST_OVERFLOW": "Und noch {n} ...", + "UI_PARTY_STATS_CHARACTER": "Menschliche Gestalt", + "UI_PARTY_STATS_FORM": "Gestaltmultiplikatoren", + "UI_PARTY_STICKERS": "Sticker", + "UI_PARTY_STATS_COMBINED": "Verwandelt", + "UI_PARTY_BOOTLEG": "Bootleg", + "UI_PARTY_EMPTY_STICKER_SLOT": "-Leerer Platz-", + "UI_PARTY_APPLY_STICKER": "Sticker anwenden", + "UI_PARTY_PEEL_STICKER": "Sticker entfernen", + "UI_PARTY_REPLACE_STICKER": "Sticker ersetzen", + "UI_PARTY_STICKER_PEELED_DROPPED": "\\\"{move_name}\\\" wurde abgelegt, da in deinem Inventar kein Platz dafür ist.", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "\\\"{old_move}\\\" durch \\\"{new_move}\\\" ersetzen?", + "UI_PARTY_EDIT_STICKERS": "Aktionen ansehen/bearbeiten", + "UI_PARTY_STICKER_PEELED": "\\\"{move_name}\\\" wurde in den Abschnitt \\\"Sticker\\\" deines Inventars verschoben.", + "UI_PARTY_RENAME_TAPE": "Umbenennen", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Gruppe", + "UI_PARTY_RENAME_TAPE_TITLE": "\\\"{0}\\\" umbenennen", + "UI_PARTY_BESTIARY": "Bestiariumseintrag ansehen", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Sortierung: Nach Nummer", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "Sortierung: Nach Name", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Sortierung: Bootlegs", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Sortierung: Favoriten", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Sortierung: {type}", + "UI_TAPE_COLLECTION": "Kassettensammlung", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Zu Gruppe hinzufügen", + "UI_TAPE_COLLECTION_FAVORITE": "Als Favorit hinzufügen", + "UI_TAPE_COLLECTION_RECYCLE": "Verwerten", + "UI_TAPE_COLLECTION_UNFAVORITE": "Als Favorit entfernen", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "Sticker entfernen", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "Die Sticker von {tape_name} wurden zurück in dein Inventar gelegt.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Einige der Sticker von {tape_name} konnten nicht entfernt werden, da in deinem Inventar kein Platz dafür war.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Einige der Sticker von {tape_name} wurden abgelegt, da in deinem Inventar kein Platz dafür war.", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "Möchtest du {tape_name} wirklich verwerten? Die Kassette wird dauerhaft aus deiner Sammlung entfernt.", + "UI_TAPE_COLLECTION_EMPTY": "Keine Kassetten.", + "UI_LOAD_FILE_LOADING": "Überprüfung ...", + "UI_LOAD_FILE_EMPTY": "Leere Datei", + "UI_LOAD_FILE_INVALID": "Beschädigte Datei", + "UI_LOAD_FILE_SAVED_DATETIME": "Am {day}.{month}.{year} um {hour}:{minute}:{second} Uhr gespeichert.", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Am {day}.{month}.{year} um {hour}:{minute}:{second} Uhr gestorben.", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "Neues Spiel", + "UI_LOAD_FILE_CONTINUE_GAME": "Spiel laden", + "UI_LOAD_FILE_ERASE": "Löschen", + "UI_LOAD_FILE_CUSTOM_GAME": "Eigenes Spiel", + "UI_PAUSE_MAP_BTN": "Karte", + "UI_PAUSE_PARTY_BTN": "Gruppe", + "UI_PAUSE_INVENTORY_BTN": "Inventar", + "UI_PAUSE_QUEST_LOG_BTN": "Quests", + "UI_PAUSE_BESTIARY_BTN": "Bestiarium", + "UI_PAUSE_REST_BTN": "Hier ausruhen", + "UI_PAUSE_SAVE_BTN": "Speichern", + "UI_PAUSE_QUIT_BTN": "Beenden", + "UI_QUIT_CONFIRM": "Wirklich beenden?\\nDu hast das Spiel zuletzt vor {duration} gespeichert.", + "UI_EVOLUTION_TITLE": "Remaster", + "UI_QUIT_CONFIRM_SECONDS": "{num} Sekunde(n)", + "UI_QUIT_CONFIRM_MINUTES": "{num} Minute(n)", + "UI_SAVING": "Speichern ...", + "UI_SAVING_MESSAGE": "Deinen Fortschritt speichern ...", + "UI_SAVE_COMPLETE": "Speichern abgeschlossen!", + "UI_SAVE_FAILED": "Speichern fehlgeschlagen.", + "UI_SAVE_LOAD_FAILED": "Dieser Spielstand kann nicht geladen werden.", + "UI_SAVE_REQUIRE_FULL_VERSION": "Für diesen Spielstand benötigst du die Vollversion des Spiels.", + "UI_SAVE_ERASE_CONFIRM": "Diesen Spielstand dauerhaft löschen?", + "UI_EVOLUTION_BUTTON": "Remaster", + "UI_EVOLUTION_SUBTITLE": "Entwickle deine Monstergestalten weiter", + "UI_EVOLUTION_CONFIRM": "Die Kassette {monster_name} zu einer stärkeren Gestalt remastern?", + "UI_EVOLUTION_DESCRIPTION": "Deine Kassette {evolved_from} ist zu {evolved_to} geworden!", + "UI_EVOLUTION_SPECIALIZATION": "Wähle eine Spezialisierung", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "Controller", + "RELATIONSHIP_UNLOCK_FUSION.n": "Mit {name} an deiner Seite sind in normalen Kämpfen jetzt Fusionen verfügbar!", + "RELATIONSHIP_LEVEL_UP": "Beziehungsstufe {level}", + "RELATIONSHIP_UNLOCK_FUSION.m": "Mit {name} an deiner Seite sind in normalen Kämpfen jetzt Fusionen verfügbar!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "Du kannst nach einer Fusion mit {name} jetzt Fusionskraft nutzen!", + "RELATIONSHIP_UNLOCK_FUSION.f": "Mit {name} an deiner Seite sind in normalen Kämpfen jetzt Fusionen verfügbar!", + "RELATIONSHIP_FUSION_STRENGTH.m": "Fusionen mit {name} haben jetzt +{added_strength} % Stärke.", + "RELATIONSHIP_FUSION_STRENGTH.n": "Fusionen mit {name} haben jetzt +{added_strength} % Stärke.", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "Du kannst nach einer Fusion mit {name} jetzt Fusionskraft nutzen!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "Du kannst nach einer Fusion mit {name} jetzt Fusionskraft nutzen!", + "RELATIONSHIP_FUSION_STRENGTH.f": "Fusionen mit {name} haben jetzt +{added_strength} % Stärke.", + "UI_QUEST_NEW": "Neue Quest:", + "UI_QUEST_UPDATE": "Quest aktualisiert:", + "UI_QUEST_COMPLETE": "Quest abgeschlossen!", + "UI_QUEST_NEW_VIEW_LOG": "Quests ansehen", + "PARTNER_SWAP_CONFIRM.m": "{name} mitnehmen?", + "PARTNER_UNLOCKED_TITLE.m": "Freigeschaltet:", + "PARTNER_SWAP_CONFIRM.n": "{name} mitnehmen?", + "PARTNER_SWAP_CONFIRM.f": "{name} mitnehmen?", + "PARTNER_UNLOCKED.m": "{name} ist jetzt an deiner Seite!", + "PARTNER_UNLOCKED_TITLE.n": "Freigeschaltet:", + "PARTNER_UNLOCKED_TITLE.f": "Freigeschaltet:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} ist zum Café Grammofon zurückgekehrt.", + "UI_EXCHANGE": "Handel", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} ist zum Café Grammofon zurückgekehrt.", + "PARTNER_UNLOCKED.n": "{name} ist jetzt an deiner Seite!", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} ist zum Café Grammofon zurückgekehrt.", + "PARTNER_UNLOCKED.f": "{name} ist jetzt an deiner Seite!", + "UI_CAMPING_REST": "Ausruhen", + "UI_EXCHANGE_PRICE": "Preis", + "UI_EXCHANGE_RESOURCES": "Deine Ressourcen", + "OBTAINED_TAPE": "Eine {tape_name}-Kassette erhalten!", + "ABILITY_UNLOCKED": "Du hast die Fähigkeit \\\"{ability}\\\" erhalten!", + "UI_MAP_UNKNOWN_FEATURE": "???", + "ABILITY_glide": "Mottenflügel-Gleitflug", + "ABILITY_UNLOCKED_glide": "Du kannst jetzt {control.jump} gedrückt halten, um über lange Strecken zu gleiten!\\nHierdurch wird deine Ausdauer verbraucht.", + "UI_TAPES_REPAIRED": "Deine beschädigten Kassetten wurden repariert!", + "UI_MAP_YOUR_LOCATION": "Deine Position", + "UI_MAP_FAST_TRAVEL_CONFIRM": "Nach {location} reisen?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "Schnellreise hier nicht möglich.", + "UI_BESTIARY_SEEN_COUNT": "Gesehen {num}/{total}", + "UI_BESTIARY_RECORDED_COUNT": "Aufgenommen: {num}/{total}", + "UI_BESTIARY_FORMED_COUNT": "Fusionen: {num}/{total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent} %", + "UI_BESTIARY_UNKNOWN_SPECIES": "???", + "UI_BESTIARY_SORT_BY_NAME": "Nach Namen sortieren", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Monster ansehen", + "UI_BESTIARY_SORT_BY_NUMBER": "Nach Nummer sortieren", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Fusionen ansehen", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "Nr. {num}", + "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "Ort", + "UI_BESTIARY_INFO_TAB_STATS": "Werte", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "Erhöhe die Kassette dieses Monsters auf 5 Sterne, um weitere Informationen freizuschalten.", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "Nimm dieses Monster auf, um weitere Informationen freizuschalten.", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Bootlegs", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Bootlegs: {num}/{total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Besiege dieses Monster, um weitere Informationen freizuschalten.", + "UI_BESTIARY_INFO_TAB_NUM": "{tab}/{count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "Besiegt:", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Begegnet:", + "UI_BESTIARY_INFO_STATS_RECORDED": "Aufgenommen:", + "UI_BESTIARY_INFO_STATS_FORMED": "Fusionen:", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Auf Karte ansehen", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat unbekannt.", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name} ist zu finden in:", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Habitat von {species_name}", + "UI_BESTIARY_INFO_NO_DATA": "Keine weiteren Daten.", + "UI_BESTIARY_INFO_BIO_FUSION": "Durch eine Fusion von {species1} und {species2} entstanden.", + "UI_CHARACTER_CREATION": "Charaktererstellung", + "UI_CHARACTER_CREATION_INTRO": "Wer bist du?", + "UI_CC_LABEL_NAME": "Dein Name", + "UI_CC_LABEL_PRONOUNS": "Deine Pronomen", + "UI_CC_VALUE_PRONOUN.m": "Er/Ihm", + "UI_CC_VALUE_PRONOUN.f": "Sie/Ihr", + "UI_CC_VALUE_PRONOUN.n": "Dey/Demm", + "UI_CC_LABEL_WINGS": "Flügel", + "UI_CC_LABEL_HAIR": "Frisur", + "UI_CC_LABEL_HEAD": "Gesicht", + "UI_CC_LABEL_LEGS": "Unterkörper", + "UI_CC_LABEL_BODY": "Oberkörper", + "UI_CC_LABEL_BODY_COLOR_1": "Oberkörperfarbe 1", + "UI_CC_LABEL_BODY_COLOR_2": "Oberkörperfarbe 2", + "UI_CC_LABEL_EYE_COLOR": "Augenfarbe", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Farbe Gesichtsaccessoire", + "UI_CC_LABEL_FAVORITE_COLOR": "Lieblingsfarbe", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Farbe Haaraccessoire", + "UI_CC_LABEL_HAIR_COLOR": "Haarfarbe", + "UI_CC_LABEL_SHOE_COLOR": "Schuhfarbe", + "UI_CC_LABEL_LEGS_COLOR": "Unterkörperfarbe", + "UI_CC_VALUE_wings_generic": "Dominotte", + "UI_CC_LABEL_SKIN_COLOR": "Hautfarbe", + "UI_CC_RANDOMIZE": "Zufällig", + "UI_CC_VALUE_wings_kuneko": "Kuneko", + "UI_CC_VALUE_wings_sirenade": "Sirenade", + "UI_CC_VALUE_wings_rockertrice": "Rockilisk", + "UI_CC_VALUE_wings_averevoir": "Averevoir", + "UI_CC_VALUE_wings_umbrahella": "Schirmhölla", + "UI_CC_VALUE_wings_jetpack1": "Jetpack 1", + "UI_CC_VALUE_wings_jetpack2": "Jetpack 2", + "UI_CC_VALUE_wings_booster": "Boni", + "UI_CC_VALUE_wings_davinci": "Da Vinci", + "UI_CC_VALUE_wings_devil": "Teufel", + "UI_CC_VALUE_wings_fairy": "Fee", + "UI_CC_VALUE_wings_glider": "Gleiter", + "UI_CC_VALUE_wings_cape": "Umhang", + "UI_CC_VALUE_hair_short": "Schräger Pony", + "UI_CC_VALUE_hair_bow1": "Hoher Pferdeschwanz", + "UI_CC_VALUE_hair_quiff": "Tolle", + "UI_CC_VALUE_hair_hairtie": "Zurückgebunden", + "UI_CC_VALUE_hair_afro1": "Niedriger Afro", + "UI_CC_VALUE_hair_afro2": "Bürstenschnitt", + "UI_CC_VALUE_hair_bun1": "Dutt 1", + "UI_CC_VALUE_hair_bun2": "Dutt 2", + "UI_CC_VALUE_hair_bun3": "Doppelhaarknoten", + "UI_CC_VALUE_hair_neat1": "Akkurat", + "UI_CC_VALUE_hair_long1": "Langer Pony", + "UI_CC_VALUE_hair_headband1": "Vokuhila", + "UI_CC_VALUE_hair_headband2": "Schräg", + "UI_CC_VALUE_hair_bald": "Glatze", + "UI_CC_VALUE_hair_bob1": "Gerader Bubikopf", + "UI_CC_VALUE_hair_bob2": "Gewellter Bubikopf", + "UI_CC_VALUE_hair_headscarf1": "Kopftuch", + "UI_CC_VALUE_hair_cultist1.m": "Kultist", + "UI_CC_VALUE_hair_cultist1.f": "Kultist", + "UI_CC_VALUE_hair_cultist1.n": "Kultist", + "UI_CC_VALUE_hair_flower1": "Blumenkind", + "UI_CC_VALUE_hair_hat1": "Hut und Knoten", + "UI_CC_VALUE_hair_dreadlocks1": "Dreads", + "UI_CC_VALUE_hair_dreadlocks2": "Kurze Dreads", + "UI_CC_VALUE_hair_straight1": "Topfschnitt", + "UI_CC_VALUE_hair_mullet1": "Vokuhila", + "UI_CC_VALUE_hair_hardhat1": "Helmfrisur", + "UI_CC_VALUE_hair_braid1": "Langer Zopf", + "UI_CC_VALUE_hair_sharp1": "Harter Pony", + "UI_CC_VALUE_hair_balding": "Schütter", + "UI_CC_VALUE_hair_cat1": "Katzenhaarreif", + "UI_CC_VALUE_hair_moonstone": "Moonstone", + "UI_CC_VALUE_hair_magikrab": "Magikrabben-Hut", + "UI_CC_VALUE_head_generic": "Einfach", + "UI_CC_VALUE_head_glasses_1": "Brille", + "UI_CC_VALUE_head_makeup1": "Lidschatten", + "UI_CC_VALUE_head_makeup2": "Halbe Gesichtsbemalung", + "UI_CC_VALUE_head_beard1": "Bart 1", + "UI_CC_VALUE_head_beard2": "Bart 2", + "UI_CC_VALUE_head_mask1": "Gesichtsmaske", + "UI_CC_VALUE_head_visor1": "Schirm", + "UI_CC_VALUE_head_grumpy": "Mürrisch", + "UI_CC_VALUE_body_sweater1": "Sweatshirt", + "UI_CC_VALUE_body_tshirt1": "T-Shirt 1", + "UI_CC_VALUE_body_tshirt2": "T-Shirt 2", + "UI_CC_VALUE_body_jacket": "Jacke 1", + "UI_CC_VALUE_body_jacket2": "Jacke 2", + "UI_CC_VALUE_body_jacket3": "Westenjacke", + "UI_CC_VALUE_body_jacket4": "Jacke 3", + "UI_CC_VALUE_body_cultist1.m": "Kultist", + "UI_CC_VALUE_body_cultist1.f": "Kultist", + "UI_CC_VALUE_body_cultist1.n": "Kultist", + "UI_CC_VALUE_body_dress1": "Retrokleid", + "UI_CC_VALUE_body_apron1": "Schürze", + "UI_CC_VALUE_body_vest1": "Weste", + "UI_CC_VALUE_legs_generic": "Hose", + "UI_CC_VALUE_body_poncho1": "Poncho", + "UI_CC_VALUE_body_moonstone": "Moonstone", + "UI_CC_VALUE_legs_shorts1": "Shorts", + "UI_CC_VALUE_legs_skirt1": "Rock", + "UI_CC_VALUE_legs_moonstone": "Moonstone", + "UI_CC_VALUE_hair_bansheep": "Geisterschaf-Hut", + "UI_CC_VALUE_hair_candevil": "Bonbonteufel-Hut", + "UI_CC_VALUE_hair_traffikrab": "Verkehrskrabben-Hut", + "UI_CC_VALUE_hair_springheel": "Sprungfeder-Hut", + "UI_CC_VALUE_legs_pombomb": "Pombomben-Shorts", + "UI_CC_VALUE_body_pombomb": "Pombomben-Poncho", + "UI_CC_VALUE_hair_cap1": "Baseballkappe", + "UI_CC_VALUE_hair_cap2": "Schiebermütze", + "UI_CC_VALUE_hair_twintails": "Doppelzopf", + "UI_CC_VALUE_hair_bow2": "Schleife und Pony", + "UI_CC_VALUE_hair_fox1": "Wilder Schnitt", + "UI_CC_VALUE_hair_windswept": "Sturmfrisur", + "UI_CC_VALUE_hair_goggles1": "Stacheln und Brille", + "UI_CC_VALUE_hair_mohawk1": "Zerzauster Iro", + "UI_CC_VALUE_hair_flower2": "Blume und Pony", + "UI_CC_VALUE_hair_beret1": "Baskenmütze", + "UI_CC_VALUE_head_glasses2": "Runde Brille", + "UI_CC_VALUE_body_jacket5": "Trenchcoat", + "UI_CC_VALUE_body_vest2": "Bauchfreies Top", + "UI_CC_VALUE_legs_boots1": "Hohe Stiefel", + "UI_LOADING_FLUFF_2": "Gibt dem Hoppskin seine Jacke zurück ...", + "UI_LOADING_FLUFF_4": "Schleicht sich an den Raubling heran ...", + "UI_LOADING_FLUFF_1": "Schleicht sich an eine Sprungfeder heran ...", + "UI_LOADING_FLUFF_3": "Schärft Ripterras Messerklauen ...", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", + "UI_LOADING_FLUFF_5": "Füttert den Gaunpir ...", + "UI_LOADING_FLUFF_6": "Führt Makabra von den Ziegen weg ...", + "UI_LOADING_FLUFF_8": "Repariert den Speer des Drahtknappen ...", + "UI_LOADING_FLUFF_7": "Poliert dem Folklord den Schädel ...", + "UI_LOADING_FLUFF_14": "Gibt Grantpus eine Zuckerstange ...", + "UI_LOADING_FLUFF_9": "Schlägt Palangolin zum Ritter ...", + "UI_LOADING_FLUFF_10": "Zündet die Lunte der Pombombe an ...", + "UI_LOADING_FLUFF_11": "Lädt die Velociflinte nach ...", + "UI_LOADING_FLUFF_12": "Lädt den Artillerex nach ...", + "UI_LOADING_FLUFF_13": "Zeichnet auf der Maske des Elflosen ...", + "UI_LOADING_FLUFF_16": "Lockt den Blitztana mit einem Blitzableiter an ...", + "UI_LOADING_FLUFF_15": "Lädt den Blitzarin auf ...", + "NEW_GAME_INTRO_QUOTE_1": "Nun reitet dieser Ritter durch das Reich,\\nin die Wildnis von Wirral, wo es nur wenige gibt,\\ndie Gott oder andere mit gutem Herzen liebten.", + "UI_LOADING_FLUFF_17": "Stellt die Katzglotze ein ...", + "UI_LOADING_FLUFF_18": "Bereitet sich auf die Apokrählypse vor ...", + "UI_LOADING_FLUFF_19": "Leitet die Verkehrskrabbe ...", + "UI_LOADING_FLUFF_20": "Umgeht die Hummersperren ...", + "UI_LOADING_FLUFF_21": "Wünscht sich was für den Wächterlöwen ...", + "UI_LOADING_FLUFF_22": "Gießt das Blütenmaul ...", + "UI_LOADING_FLUFF_23": "Malt den Pinselpilz an ...", + "UI_LOADING_FLUFF_24": "Bewundert Fungoghs Kunstwerk ...", + "UI_LOADING_FLUFF_25": "Zieht den Aufziehrobin auf ...", + "UI_LOADING_FLUFF_26": "Schnitzt einen Hüpfkürbis ...", + "UI_LOADING_FLUFF_28": "Verabschiedet sich vom Averevoir ...", + "UI_LOADING_FLUFF_27": "Zieht das Anzugmonster an ...", + "UI_LOADING_FLUFF_29": "Sieht alles vom Allseher ...", + "UI_LOADING_FLUFF_30": "Bringt die Eimervasoren raus ...", + "UI_LOADING_FLUFF_31": "Boxt mit dem Welpuncher ...", + "UI_LOADING_FLUFF_32": "Kocht im Kohlenkessel ...", + "UI_LOADING_FLUFF_33": "Erweckt das Bauernskelett ...", + "UI_LOADING_FLUFF_34": "Hört sich die Predigt eines Skelevangelisten an ...", + "UI_LOADING_FLUFF_36": "Verbeugt sich vor Ihrer Majestät, dem Damenskelett ...", + "UI_LOADING_FLUFF_35": "Schwört einen Eid auf das Königsskelett ...", + "UI_LOADING_FLUFF_38": "Ruft einen Dschinn Tonic herbei ...", + "UI_LOADING_FLUFF_37": "Testet, ob Sterntierchen im All wirklich überleben können ...", + "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain und der Grüne Ritter,\\nunbekannter Autor, 14. Jahrhundert", + "CAMPING_CONFIRM": "Hier zelten?", + "CAFE_CAMPING_CONFIRM": "Hier eine kurze Pause einlegen?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Kapazität: {stacks}/{maximum} Stapel", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, Seite {page} von {page_count}", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "Sortieren", + "UI_INVENTORY_FILTER": "Filtern", + "UI_INVENTORY_FILTER_APPLIED": "{num} Filter", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "Hierdurch werden dauerhaft [i]alle[/i] Sticker entfernt, die dem aktuellen Filter deines Inventars entsprechen. Möchtest du den/die {stacks} Stickerstapel wirklich verwerten? Insgesamt werden {total} Sticker verwertet.", + "UI_INVENTORY_BULK_RECYCLE": "Alles verwerten", + "UI_INVENTORY_FILTER_NAME": "Name", + "UI_INVENTORY_FILTER_RARITY": "Seltenheit:", + "UI_INVENTORY_FILTER_RARITY_ALL": "Alle", + "UI_INVENTORY_FILTER_RARITY_COMMON": "Gewöhnlich", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Ungewöhnlich", + "UI_INVENTORY_FILTER_RARITY_RARE": "Selten", + "UI_INVENTORY_FILTER_CATEGORY": "Kategorie", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "Alle", + "UI_INVENTORY_FILTER_TYPE": "Elementartyp", + "UI_INVENTORY_FILTER_TYPE_ALL": "Alle", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Typenlos", + "UI_QUEST_LOG_CATEGORY_QUESTS": "Quests", + "UI_QUEST_LOG_CATEGORY_RUMORS": "Gerüchte", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Erfolge", + "UI_QUEST_LOG_NO_QUESTS": "Keine Quests.", + "UI_QUEST_LOG_NO_RUMORS": "Keine Gerüchte.", + "UI_QUEST_LOG_SECTION_MAIN": "Hauptquests", + "UI_QUEST_LOG_SECTION_SIDE": "Nebenquests", + "UI_QUEST_LOG_SECTION_OTHER": "Andere", + "UI_QUEST_LOG_SECTION_COMPLETED": "Abgeschlossen", + "UI_QUEST_LOG_SECTION_ACHIEVED": "{0}/{1} erhalten", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "Nicht erhalten", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Versteckter Erfolg Nr. {0}.", + "UI_QUEST_LOG_VIEW_BUTTON": "Karte ansehen", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Lied abspielen", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Stempelkarte ansehen", + "UI_QUEST_TIMER": "Gültig: {minutes} min.", + "UI_QUEST_LOG_TRACK_BUTTON": "Verfolgen", + "UI_QUEST_LOG_UNTRACK_BUTTON": "Nicht verfolgen", + "UI_QUEST_TRACKER_RUMOR": "Gerücht: {quest_title}", + "NOTIFICATION_ACHIEVEMENT": "Erfolg freigeschaltet", + "NOTICEBOARD_TITLE": "Schwarzes Brett der Ranger", + "NOTICEBOARD_LEVEL": "Stufe {level}", + "NOTICEBOARD_REMINDER_TITLE": "An alle Ranger:", + "NOTICEBOARD_REQUIREMENT_RANGER1": "Werde Mitglied der Ranger und schließe deine Ausbildung ab, um den Zugang zu diesen Quests freizuschalten.", + "NOTICEBOARD_REMINDER_BODY": "Vergesst nicht, euch bei den Stadtbewohnern nach Gerüchten umzuhören, sonst verpasst ihr vielleicht was! Ianthe hat keine Zeit, persönlich jedem Hörensagen nachzugehen!", + "NOTICEBOARD_METER_LABEL": "Fusioniertes Material für nächste Stufe: {amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "Neue Quest", + "NOTICEBOARD_REWARD_UNKNOWN": "???", + "NOTICEBOARD_NEXT_REWARD": "Nächste Belohnung:", + "NOTICEBOARD_METER_RATIO": "Gefunden {amount_owned}/{total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "Neues Monster", + "NOTICEBOARD_REWARD_ITEMS": "Gegenstände", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Nimm diese Quest an, um mehr zu erfahren.", + "NOTICEBOARD_QUEST_COMPLETED": "Abgeschlossen", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "Du kannst diese Quest noch nicht annehmen. Schließe einige andere Quests ab und komm später wieder.", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Quest annehmen", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "In Protokoll ansehen", + "CHOOSE_STARTER_OPTION1": "Gruselig", + "CHOOSE_STARTER_TITLE": "Was ist dein Style?", + "CHOOSE_STARTER_OPTION2": "Süß", + "TUTORIAL_DEMO1.m": "Hiermit ist die Demoversion beendet. Beide Entwickler von Bytten Studio hoffen, dass dir dieser kleine Vorgeschmack gefallen hat!", + "TUTORIAL_DEMO_TITLE": "Danke fürs Spielen!", + "TUTORIAL_DEMO2.f": "Du kannst diesen Spielstand in der Vollversion des Spiels fortsetzen.", + "TUTORIAL_DEMO1.n": "Hiermit ist die Demoversion beendet. Beide Entwickler von Bytten Studio hoffen, dass dir dieser kleine Vorgeschmack gefallen hat!", + "TUTORIAL_DEMO1.f": "Hiermit ist die Demoversion beendet. Beide Entwickler von Bytten Studio hoffen, dass dir dieser kleine Vorgeschmack gefallen hat!", + "TUTORIAL_DEMO_STORE_BTN": "Vollversion erhalten!", + "TUTORIAL_DEMO2.m": "Du kannst diesen Spielstand in der Vollversion des Spiels fortsetzen.", + "TUTORIAL_DEMO2.n": "Du kannst diesen Spielstand in der Vollversion des Spiels fortsetzen.", + "TUTORIAL_REMASTER_TITLE": "Tutorial: Remastern", + "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", + "TUTORIAL_REMASTER": "Bestimmte Kassetten können \\\"remastert\\\" werden, wenn sie 5 Sterne erreichen.\\n\\nDurch Remastern wird eine Kassette zu einer stärkeren Gestalt weiterentwickelt. Ihre Werte nehmen zu und sie lernt neue Aktionen.\\n\\nEinige Monstergestalten sind nur durch Remastern erhältlich und in manchen Fällen kann sich die remasterte Kassette je nach Bedingungen unterscheiden.\\n\\nRemastere Kassetten, wenn du die Möglichkeit dazu hast!", + "TUTORIAL_FUSION_TITLE": "Tutorial: Fusion", + "TUTORIAL_FUSION1.f": "Wenn deine Ziele mit denen deiner Begleitung übereinstimmen, könnt ihr fusionieren, um zu einer einzigen, mächtigeren Bestie zu werden.\\n\\nJe näher du deiner Begleitung stehst, desto stärker seid ihr als Fusion.\\n\\nBehalte jedoch deine Fusionsanzeige im Auge! Eine Fusion ist nur möglich, wenn sie gefüllt ist.", + "TUTORIAL_FUSION1.m": "Wenn deine Ziele mit denen deiner Begleitung übereinstimmen, könnt ihr fusionieren, um zu einer einzigen, mächtigeren Bestie zu werden.\\n\\nJe näher du deiner Begleitung stehst, desto stärker seid ihr als Fusion.\\n\\nBehalte jedoch deine Fusionsanzeige im Auge! Eine Fusion ist nur möglich, wenn sie gefüllt ist.", + "TUTORIAL_FUSION1.n": "Wenn deine Ziele mit denen deiner Begleitung übereinstimmen, könnt ihr fusionieren, um zu einer einzigen, mächtigeren Bestie zu werden.\\n\\nJe näher du deiner Begleitung stehst, desto stärker seid ihr als Fusion.\\n\\nBehalte jedoch deine Fusionsanzeige im Auge! Eine Fusion ist nur möglich, wenn sie gefüllt ist.", + "TUTORIAL_FUSION2": "Als Fusion erhaltet ihr pro Runde 4 statt 2 AP und könnt daher stärkere Aktionen früher einsetzen.\\n\\nAußerdem habt ihr Zugang zu allen Aktionen beider Kassetten und eure Werte werden addiert.", + "TUTORIAL_RELATIONSHIPS": "Das Aufbauen von Beziehungen zu deinen Freunden ist äußerst wichtig. Die Stärke eurer Beziehung wirkt sich direkt darauf aus, wie stark ihr als Fusion seid!\\n\\nDu kannst jemandem näherkommen, indem du die Quests der betreffenden Person abschließt und an ihrer Seite kämpfst. Wenn der richtige Zeitpunkt gekommen ist, könnt ihr eine Pause an einem Lagerfeuer oder im Café einlegen, um die Stufe eurer Beziehung zu erhöhen.", + "TUTORIAL_RECORDING1": "Ob eine Aufnahme gelingt oder nicht, hat nichts mit Glück zu tun. Es gibt einige Faktoren, die dafür entscheidend sind:\\n\\n- wie viel Gesundheit das Monster hat,\\n- seine Stufe und Seltenheit,\\n- wie viel Schaden du ihm beim Aufnehmen zugefügt hast\\n- und wie viel Schaden die aufnehmende Person erlitten hat.", + "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Beziehungen", + "TUTORIAL_RECORDING2": "Das Verwenden von Statuseffekten zur Verstärkung von Angriffen auf das Monster, das du aufnimmst, kann den Schaden und deine Chancen effektiv erhöhen.\\n\\nSolange ein Monster aufgenommen wird, kann es nicht fliehen oder besiegt werden, also musst du dir keine Sorgen machen, dass es k. o. geht!", + "TUTORIAL_RECORDING_TITLE": "Tutorial: Kassetten aufnehmen", + "TUTORIAL_TAPE_STORAGE.f": "Wenn deine Gruppe voll ist, werden aufgenommene Kassetten in einem speziellen Fach in deinem Rucksack aufbewahrt. Am einem Lagerfeuer oder im Café kannst du auf diese Kassetten zugreifen und sie aus deiner Gruppe entfernen oder in der Gruppe verwenden.\\n\\nAufbewahrte Kassetten, die du nicht mehr brauchst, kannst du verwerten, um Ressourcen und Sticker zu erhalten.", + "TUTORIAL_TAPE_STORAGE.m": "Wenn deine Gruppe voll ist, werden aufgenommene Kassetten in einem speziellen Fach in deinem Rucksack aufbewahrt. Am einem Lagerfeuer oder im Café kannst du auf diese Kassetten zugreifen und sie aus deiner Gruppe entfernen oder in der Gruppe verwenden.\\n\\nAufbewahrte Kassetten, die du nicht mehr brauchst, kannst du verwerten, um Ressourcen und Sticker zu erhalten.", + "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Kassettensammlung", + "TUTORIAL_STICKERS1": "Auf welche Aktionen du beim Benutzen einer Kassette im Kampf Zugriff hast, hängt davon ab, welche Sticker sich darauf befinden.\\n\\nDu kannst neue Aktionen für eine Kassette erhalten, indem du sie mit Stickern aus deinem Inventar \\\"beklebst\\\". Sticker nicht benötigter Aktionen können entfernt und in dein Inventar gelegt werden.", + "TUTORIAL_STICKERS_TITLE": "Tutorial: Sticker und Aktionen", + "TUTORIAL_TAPE_STORAGE.n": "Wenn deine Gruppe voll ist, werden aufgenommene Kassetten in einem speziellen Fach in deinem Rucksack aufbewahrt. Am einem Lagerfeuer oder im Café kannst du auf diese Kassetten zugreifen und sie aus deiner Gruppe entfernen oder in der Gruppe verwenden.\\n\\nAufbewahrte Kassetten, die du nicht mehr brauchst, kannst du verwerten, um Ressourcen und Sticker zu erhalten.", + "TUTORIAL_STICKERS2": "Du kannst Sticker beliebig oft verwenden, aber jeweils nur auf eine einzige Kassette kleben.\\n\\nDu kannst Sticker auf verschiedene Weise erhalten:\\n\\n- durch das Füllen von Erfahrungspunktleisten der Kassetten,\\n- in Truhen oder Verstecken, die du findest, und\\n- bei bestimmten Händlern in Hafenstadt.", + "TUTORIAL_AP2": "Jedes Gruppenmitglied erhält 2 AP pro Runde und einen AP zusätzlich, wenn es einen Angriff mit Typenvorteil landet.\\n\\nDu kannst vorausplanen und AP für deine stärksten Angriffe sparen, indem du schwächere Aktionen benutzt, für die du nur wenige AP benötigst.", + "TUTORIAL_AP_TITLE": "Tutorial: Aktionspunkte", + "TUTORIAL_AP1": "Achte auf diese orangen Quadrate – hierbei handelt es sich um deine Aktionspunkte oder kurz AP.\\n\\nFür die meisten Aktionen musst du AP ausgeben. Die AP-Kosten einer Aktion werden neben ihrem Namen angezeigt.\\n\\nWenn du nicht genug AP für eine Aktion hast, kannst du sie in der aktuellen Runde nicht benutzen.", + "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Erzengel", + "TUTORIAL_ARCHANGEL_AP": "Im Gegensatz zu anderen Monstern, die AP zum Benutzen von Aktionen ausgeben, sammeln Erzengel ihre gesamten AP, bis sie 10 erreichen.\\n\\nSobald ein Erzengel diese Menge gesammelt hat, entfesselt er diese Kraft in seinem speziellen Engelsangriff.\\n\\nWenn du überleben willst, setze deine Aktionen strategisch ein, um entweder eine solide Verteidigung aufzubauen, oder besiege den Erzengel, bevor er genug AP erhält.", + "TUTORIAL_STATIONS1": "Du kannst die Schnellreise auf der Karte jederzeit aktivieren, wenn du draußen bist.\\n\\nAnfangs kannst du nur zum Café Grammofon zurückreisen, allerdings wird durch jeden wiedereröffneten Bahnhof ein neues Ziel hinzugefügt.", + "TUTORIAL_STATIONS_TITLE": "Tutorial: Schnellreise und Bahnhöfe", + "TUTORIAL_STATIONS2": "Die Bahnhöfe der Meereslinie scheinen einige seltsame Wesen aus weiter Ferne zu beherbergen.\\n\\nErkunde die Bahnhöfe gründlich, um wertvolle Informationen und Belohnungen zu erhalten.", + "TYPE_CHART_ATTACKER": "Angreifer:", + "TYPE_CHART_DEFENDER": "Verteidiger:", + "TYPE_CHART_TRANSMUTATION": "Transmutation:", + "TYPE_CHART_NO_REACTION": "Keine Reaktion.", + "TYPE_CHART_BUFFS": "Verstärkung(en):", + "TYPE_CHART_DEBUFFS": "Schwächung(en):", + "TYPE_CHART_OTHER": "Sonstiger Effekt:", + "TYPE_CHART_STATUS_AMOUNT": "× {amount}", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Das könnte gefährlich werden. Du solltest mindestens zwei funktionierende Kassetten dabeihaben, bevor du weitermachst.", + "TITLE_SCREEN_PLAY_BUTTON": "Spielen", + "TITLE_SCREEN_PRESS_BUTTON": "{control.ui_accept} drücken", + "TITLE_SCREEN_LANGUAGE_BUTTON": "Sprache", + "TITLE_SCREEN_CREDITS_BUTTON": "Mitwirkende", + "UI_SETTINGS": "Einstellungen", + "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×·", + "UI_SETTINGS_GRAPHICS": "Grafik", + "UI_SETTINGS_AUDIO": "Audio", + "UI_SETTINGS_GAMEPLAY": "Gameplay", + "UI_SETTINGS_KEYBOARD": "Tastatur", + "UI_SETTINGS_CONTROLLER": "Controller", + "UI_SETTINGS_DEFAULTS_BUTTON": "Standard", + "UI_SETTINGS_REBIND_BUTTON": "Neu zuweisen", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Vollbild", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "An", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "Aus", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "Bildrate", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "Auflösung", + "UI_SETTINGS_GRAPHICS_PRESET_0": "Niedrig", + "UI_SETTINGS_GRAPHICS_PRESET": "Grafikvoreinstellung", + "UI_SETTINGS_GRAPHICS_PRESET_1": "Mittel", + "UI_SETTINGS_GRAPHICS_PRESET_2": "Hoch", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Angepasst", + "UI_SETTINGS_GRAPHICS_MODE_0": "Leistung", + "UI_SETTINGS_GRAPHICS_MODE": "Grafikmodus", + "UI_SETTINGS_GRAPHICS_MODE_1": "Ausgewogen", + "UI_SETTINGS_GRAPHICS_MODE_2": "Qualität", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Antialiasing", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Deaktiviert", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", + "UI_SETTINGS_VALUE_ON": "An", + "UI_SETTINGS_VALUE_OFF": "Aus", + "UI_SETTINGS_GRAPHICS_DOF": "Schärfentiefe", + "UI_SETTINGS_GRAPHICS_GLOW": "Leuchten", + "UI_SETTINGS_GRAPHICS_SHADOW": "Dynamische Schatten", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Streaming", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Weniger Aufpoppen", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Geringe CPU-Nutzung", + "UI_SETTINGS_CLOSE_CONFIRM": "Ohne Anwenden der Änderungen schließen?", + "UI_SETTINGS_SAVED": "Einstellungen gespeichert!", + "UI_SETTINGS_AUDIO_VOLUME_Master": "Gesamtlautstärke", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Soundeffektlautstärke", + "UI_SETTINGS_AUDIO_VOLUME_Music": "Musiklautstärke", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "Sprachlautstärke", + "UI_SETTINGS_AUTOSAVE": "Autospeichern", + "UI_SETTINGS_AUTOSAVE_ENABLED": "Aktiviert", + "UI_SETTINGS_AUTOSAVE_DISABLED": "Deaktiviert", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Aktiviert", + "UI_SETTINGS_SHOW_TIMER": "Speedrun-Timer", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "Sichtbar", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "Verborgen", + "UI_SETTINGS_QUEST_TRACKER": "HUD-Questverfolgung", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Deaktiviert", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Statuseffekt-Tutorials", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Wenn neu", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Immer", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Nie", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Aktiviert", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Deaktiviert", + "UI_SETTINGS_SCREEN_SHAKE": "Bildschirmwackeln", + "UI_SETTINGS_VIBRATION_ENABLED": "Aktiviert", + "UI_SETTINGS_VIBRATION": "Controllervibration", + "UI_SETTINGS_VIBRATION_DISABLED": "Deaktiviert", + "UI_SETTINGS_AI_SMARTNESS": "KI-Intelligenz", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Dümmerer", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "Dümmer", + "UI_SETTINGS_AI_SMARTNESS_EASY": "Dumm", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Empfohlen", + "UI_SETTINGS_AI_SMARTNESS_HARD": "Klug", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "Klüger", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Skynet", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Deaktiviert", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- Menschen und Bosse wählen Aktionen intelligent aus.\\n- Wilde Monster wählen Aktionen meistens zufällig aus.", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- Gegner wählen Aktionen zufällig aus.", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- Gegner wählen Aktionen intelligenter aus.", + "UI_SETTINGS_LEVEL_SCALING": "Stufenskalierung", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "Langweilig", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "Einfacher", + "UI_SETTINGS_LEVEL_SCALING_EASY": "Einfach", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Empfohlen", + "UI_SETTINGS_LEVEL_SCALING_HARD": "Schwierig", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "Schwieriger", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Enormer Grind", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- Stufenskalierung ist vollständig deaktiviert.", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- Hochstufige Gegner werden leicht zu dir herunterskaliert.\\n- Niedrigstufige NPCs und Bosse werden nicht so stark hochskaliert.", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- Hochstufige Gegner werden nicht zu dir herunterskaliert.\\n- Niedrigstufige NPCs und Bosse werden teilweise hochskaliert.", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- Hochstufige Gegner werden nicht zu dir herunterskaliert.\\n- Alle niedrigstufigen Gegner werden etwas hochskaliert.", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Menüsteuerung", + "UI_SETTINGS_KEYBOARD_ui_accept": "Bestätigen", + "UI_SETTINGS_KEYBOARD_ui_cancel": "Abbrechen", + "UI_SETTINGS_KEYBOARD_ui_page_up": "Vorherige Seite", + "UI_SETTINGS_KEYBOARD_ui_page_down": "Nächste Seite", + "UI_SETTINGS_KEYBOARD_ui_action_1": "Oberflächenaktion 1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "Oberflächenaktion 2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "Oberflächenaktion 3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "\\\"{0}\\\" neu zuweisen", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Spielsteuerung", + "UI_SETTINGS_CONTROLLER_move": "Bewegen", + "UI_SETTINGS_KEYBOARD_move_up": "Nach oben", + "UI_SETTINGS_KEYBOARD_move_left": "Nach links", + "UI_SETTINGS_KEYBOARD_move_right": "Nach rechts", + "UI_SETTINGS_KEYBOARD_move_down": "Nach unten", + "UI_SETTINGS_KEYBOARD_interact": "Interagieren", + "UI_SETTINGS_KEYBOARD_jump": "Springen", + "UI_SETTINGS_KEYBOARD_dash": "Spurten", + "UI_SETTINGS_KEYBOARD_magnetism": "Magnetismus", + "UI_SETTINGS_KEYBOARD_climb": "Klettern", + "UI_SETTINGS_KEYBOARD_pause_menu": "Menü anzeigen", + "UI_SETTINGS_KEYBOARD_map_menu": "Karte anzeigen", + "UI_SETTINGS_KEYBOARD_party_menu": "Gruppe anzeigen", + "UI_SETTINGS_KEYBOARD_inventory_menu": "Inventar anzeigen", + "UI_SETTINGS_KEYBOARD_fast_mode": "4-faches Kampftempo (halten)", + "UI_SETTINGS_KEYBOARD_PROMPT": "Drücke bis zu vier Tasten, um sie dieser Steuerung zuzuweisen.", + "CONTROLLER_DISCONNECTED_PASSIVE": "Controller getrennt.", + "UI_SETTINGS_KEYBOARD_INVALID": "Einstellungen können erst gespeichert werden, wenn du alle Steuerungen festgelegt hast.", + "AUTOSPLIT_DISCONNECTED": "Verbindung zum LiveSplit-Server verloren.", + "AUTOSPLIT_CONNECTED": "Verbindung zum LiveSplit-Server hergestellt.", + "CONTROLLER_DISCONNECTED_MODAL": "Controller getrennt. Bitte verbinde deinen Controller neu.", + "AUTOSPLIT_CONNECTION_FAILED": "Verbindung zum LiveSplit-Server fehlgeschlagen.", + "AUTOSPLIT_RELOADED": "LiveSplit-Konfiguration neu geladen.", + "AUTOSPLIT_RELOAD_FAILED": "LiveSplit-Konfiguration konnte nicht neu geladen werden.", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Controller", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Controller Getrennt", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Bitte verbinde deinen Controller neu.", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "Folge Kayleighs Anweisungen, um lokale Koop-Spiele freizuschalten.", + "UNKNOWN_BESTIARY_INDEX": "???", + "UI_JOYPAD_SELECT_LOAD_FILE": "Lade eine Datei, um ein lokales Koop-Spiel zu starten.", + "UI_JOYPAD_SELECT_JOIN": "{join_btn} drücken", + "BESTIARY_INDEX_ARCHANGEL": "E{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Ausstieg", + "UI_RANGER_STAMP_CARD_FLAGCODE": "Zugcode: {0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Kehre ins Hauptmenü zurück, um den neu installierten DLC zu spielen.", + "BESTIARY_INDEX_FUSION": "F{0}", + "DLC_INSTALLED_RESTART_PROMPT": "Starte das Spiel neu, um den neu installierten DLC zu spielen.", + "PAGE_NUMBER": "{page}/{count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "Starte das Spiel neu, um mit den neu installierten benutzergenerierten Inhalten zu spielen.", + "DLC_MOD_WARNING_TITLE": "Achtung!", + "DLC_UGC_DOWNLOADING": "Inhalte {num}/{total} herunterladen ...", + "DLC_MOD_WARNING": "Du möchtest das Spiel mit Mods starten.\\n\\nBytten Studio und Raw Fury sind nicht verantwortlich für Inhalte und Leistung der Mods. Vergewissere dich, dass du den Autoren dieser installierten Inhalte vertraust, bevor du weitermachst.\\n\\nViel Spaß – und pass auf dich auf!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "Mit Mods spielen", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "Ohne Mods spielen", + "DLC_MOD_WARNING_DOCUMENTATION": "Dokumentation", + "DLC_MOD_WARNING_QUIT": "Beenden", + "GEARYU_DESCRIPTION": "eine Echse mit Metallzahnrädern", + "SALAMAGUS_LORE_1": "Der schlüpfrige Salamagus ist ein Schüler der Pyromantie und anderer arkaner Künste. Mithilfe des Treibstoffs, der sich in den wie riesige Glupschaugen aussehenden Säcken an seinem Kopf befindet, kann er Feuer spucken.", + "SALAMAGUS_NAME_PREFIX": "Sala", + "SALAMAGUS_NAME_SUFFIX": "magus", + "PYROMELEON_NAME_PREFIX": "Pyro", + "SALAMAGUS_LORE_2": "Ein Magus oder Magier ist eine Person, die Magie einsetzt. Magier sind in Mythologie, Folklore und Popkultur weit verbreitet.", + "SALAMAGUS_DESCRIPTION": "eine Echse mit dreieckigem Kopf", + "PYROMELEON_NAME": "Pyromeleon", + "PYROMELEON_NAME_SUFFIX": "meleon", + "PYROMELEON_LORE_1": "Das Pyromeleon ist ein Meister der Pyromantie und kann Feuer nicht nur spucken, sondern es auch kontrollieren. Oftmals ist es mit einer Flamme an der Zungenspitze zu sehen, die seine Beherrschung dieses Elements zur Schau stellt.", + "PYROMELEON_DESCRIPTION": "eine Echse mit einer langen Zunge", + "ICEPECK_LORE_2": "Eiszapfen bilden sich, wenn Wasser gefriert, während es an einem Objekt hinunterläuft. Im Winter und in kalten Gegenden sind sie oft an Bäumen und Häusern zu sehen.", + "ICEPECK_LORE_1": "Eispicker wehren Angreifer mit ihren \\\"Eiszapfenschnäbeln\\\" ab. Da diese bei wärmeren Temperaturen vollständig schmelzen, ist der Eispicker fast ausschließlich in den eisigen Höhen des Wirral zu finden.", + "PYROMELEON_LORE_2": "Pyromantie ist sowohl die Bezeichnung für Hellsehen durch Feuer als auch die Fähigkeit, Feuer mithilfe von Magie zu beschwören und zu kontrollieren. Personen, die diese Künste praktizieren, nennt man \\\"Pyromanten\\\".", + "CRYOSHEAR_NAME_PREFIX": "Kryo", + "CRYOSHEAR_NAME": "Kryoschere", + "ICEPECK_DESCRIPTION": "ein Vogel mit einem Eiszapfenschnabel", + "CRYOSHEAR_NAME_SUFFIX": "schere", + "CRYOSHEAR_DESCRIPTION": "ein verhülltes Wesen mit Eisklingen", + "CRYOSHEAR_LORE_2": "\\\"Kryosphäre\\\" ist der Name für Abschnitte der Erdoberfläche wie zum Beispiel die Arktis und Antarktis, in denen Wasser die meiste Zeit über gefroren ist.", + "CRYOSHEAR_LORE_1": "Kryoscheren sind oft mit zwei vollständig aus Eis bestehenden Klingen zu sehen, die sie für Angriffe einsetzen. Bei der am häufigsten vorkommenden Methode nutzen sie die Klingen wie die beiden Hälften einer riesigen Schere.", + "SPOOKI-ONNA_NAME": "Spuk-onna", + "SPOOKI-ONNA_NAME_PREFIX": "Spuk", + "SPOOKI-ONNA_LORE_1": "Laut der Legende erscheint die Spuk-onna Personen, die so töricht sind, den Gipfel des Wirral erklimmen zu wollen. Beschrieben wird sie als Erscheinung in Frauengestalt, die Kletterer dazu auffordert, sich ihr zu nähern, bevor sie sie mit einer tödlichen kalten Nebeldecke umhüllt.", + "SPOOKI-ONNA_NAME_SUFFIX": "-onna", + "BOLTAM_NAME_PREFIX": "Blitz", + "BOLTAM_NAME": "Blitzarin", + "SPOOKI-ONNA_LORE_2": "Die Yuki-onna ist ein \\\"Yōkai\\\" – eine Art Geist aus der japanischen Folklore. In den mannigfaltigen Geschichten über die Yuki-onna wird sie üblicherweise als geisterhafte, mit Schnee und Schneestürmen in Verbindung stehende Frau beschrieben, die Leuten oftmals Unheil und Tod bringt.", + "SPOOKI-ONNA_DESCRIPTION": "eine gruselige Nebelfrau", + "BOLTAM_NAME_SUFFIX": "arin", + "BOLTAM_LORE_1": "Die Metallköpfe des Blitzarins sind extrem leitfähig und absorbieren passiv elektrische Ströme aus der Atmosphäre. Blitzarins können diese Energie in ein magnetisches Feld kanalisieren, mit dessen Hilfe sie sich problemlos an Land und in der Luft fortbewegen.", + "BOLTAM_DESCRIPTION": "ein Kreatur mit Flipperkugelkkopf", + "BOLTAM_LORE_2": "Magnetismus ist eine durch sich bewegende elektrische Ladungen erzeugte Kraft. Metallobjekte können \\\"magnetisiert\\\" werden, indem man elektrische Ströme durch sie hindurchleitet, um ein magnetisches Feld zu erzeugen.", + "PLASMANTLER_NAME": "Plasmarilla", + "PLASMANTLER_NAME_PREFIX": "Plasma", + "PLASMANTLER_NAME_SUFFIX": "rilla", + "PLASMANTLER_LORE_2": "Obwohl wir nur Metallobjekte als \\\"magnetisch\\\" wahrnehmen, wirkt sich Magnetismus in Wirklichkeit auf jegliche Materie aus. Die elektromagnetische Kraft ist einer der Grundbausteine der physischen Welt, wie wir sie verstehen.", + "SPARKTAN_NAME": "Funktaner", + "PLASMANTLER_DESCRIPTION": "ein Monster mit Metallkopf und Geweih", + "PLASMANTLER_LORE_1": "Der Plasmarilla ist die gereifte Phase im Lebenszyklus des Blitzarins, nachdem dieser genug elektrische Energie absorbiert hat, um seinen Körper beträchtlich anwachsen zu lassen. Das magnetische Feld des Plasmarillas ist derart stark, dass er auch nicht eisenhaltige Objekte anziehen und abstoßen kann.", + "SPARKTAN_NAME_PREFIX": "Funk", + "SPARKTAN_LORE_1": "Funktaner sind lebende Gewitterwolken. Ihre \\\"Arme\\\" bestehen aus konzentrierter elektrischer Energie und können nach Belieben verlängert werden. Diese Monster leben gern in großer Höhe, wo sie problemlos mehr Wolkenmaterie sammeln können.", + "SPARKTAN_NAME_SUFFIX": "taner", + "SPARKTAN_LORE_2": "Wolken bilden sich aus Partikeln in der Atmosphäre von Planeten. Die Wolken auf der Erde bestehen aus Wassertröpfchen und bilden je nach Höhe und Feuchtigkeit unterschiedliche Formen.", + "ZEUSTRIKE_NAME": "Zeusschlag", + "SPARKTAN_DESCRIPTION": "eine lebende Gewitterwolke", + "ZEUSTRIKE_NAME_PREFIX": "Zeus", + "ZEUSTRIKE_NAME_SUFFIX": "schlag", + "ZEUSTRIKE_LORE_2": "Gewitter entstehen, wenn die Reibung zwischen Eis und Wasser in Cumulonimben genügend Elektronen verschiebt, um eine Spannung aufzubauen, die sich in Richtung des Bodens entladen kann.", + "ZEUSTRIKE_LORE_1": "Zeusschläge wetteifern oft im Kampf miteinander und die Zusammenstöße ihrer Blitzstrahlarme mit den Wolken sind von Gewittern nicht zu unterscheiden.", + "ZEUSTRIKE_DESCRIPTION": "ein Wolke mit Helm", + "KITTELLY_NAME_PREFIX": "Glotzen", + "KITTELLY_NAME": "Glotzenmieze", + "KITTELLY_LORE_1": "Die Glotzenmieze kann nur durch die Rauschmuster auf ihrem fernsehartigen \\\"Gesicht\\\" kommunizieren. Diese Nachrichten sind schwierig zu entziffern, was dieses Monster häufig daran hindert, in Kontakt mit anderen Kreaturen zu treten.", + "KITTELLY_NAME_SUFFIX": "mieze", + "KITTELLY_LORE_2": "Die oftmals mit Hexerei und Übernatürlichem in Verbindung gebrachte schwarze Katze wird in vielen Kulturen als Omen oder Symbol für Pech angesehen – ein Ruf, den sie nicht verdient hat.", + "CAT-5_NAME": "Cat-5", + "KITTELLY_DESCRIPTION": "eine Katze mit kaputtem Fernseher als Kopf", + "CAT-5_NAME_PREFIX": "Cat", + "CAT-5_LORE_1": "Obwohl ihr Gesicht einem Plasmabildschirm ähnelt, kann die Cat-5 offenbar problemlos sehen. Da sie keinen Mund hat, bezieht sie mit ihren beiden Kabelschwänzen statische Elektrizität aus der Atmosphäre, um sich mit Energie zu versorgen.", + "CAT-5_NAME_SUFFIX": "-5", + "CAT-5_LORE_2": "Cat-sìth ist eine Kreatur aus der keltischen Mythologie. Sie ähnelt einer großen schwarzen Katze und soll angeblich imstande sein, die Seelen der Toten zu stehlen, bevor sie ins Jenseits weiterziehen können.", + "JELLYTON_NAME": "Schleimlett", + "CAT-5_DESCRIPTION": "eine Bestie mit Flachbildschirm als Kopf", + "JELLYTON_NAME_PREFIX": "Schleim", + "JELLYTON_LORE_1": "Schleimlette entstehen, wenn glücklose Bauernskelette in Sumpfwasser fallen und nicht mehr herauskommen. Mit der Zeit lösen sich ihre Körper auf und werden zu Wesen, die hauptsächlich aus giftigem Schleim bestehen, der angeblich einen hervorragenden Dünger abgibt.", + "JELLYTON_NAME_SUFFIX": "lett", + "JELLYTON_LORE_2": "\\\"Schleimmonster\\\" tauchen in der modernen Popkultur und dort vor allem in der Fantasy häufig auf. Obwohl es keinen bestimmten mythologischen Ursprung gibt, werden sie normalerweise als formlose Kreaturen aus einer gallertartigen Masse dargestellt, die alles verzehren können, womit sie in Kontakt kommen.", + "JELLYTON_DESCRIPTION": "eine schleimige Kreatur mit einem Totenschädel als Kopf", + "NEVERMORT_NAME": "Nimmertod", + "NEVERMORT_NAME_PREFIX": "Nimmer", + "NEVERMORT_NAME_SUFFIX": "tod", + "NEVERMORT_LORE_1": "Es sollte erwähnt werden, dass der Nimmertod keinen Schnabel hat, sondern offenbar eine Pestarztmaske aus Porzellan trägt. Welches Gesicht sich hinter dieser Maske verbirgt, will man lieber gar nicht sehen.", + "NEVERMORT_DESCRIPTION": "eine Krähe mit einer Kapuze und einer Maske", + "NEVERMORT_LORE_2": "Vögel aus der Familie der Corvida, vor allem Raben, tauchen in Volkserzählungen und Kunst vieler Kulturen auf. In der griechischen Mythologie wurden Raben als Mündel Apollos dargestellt und brachten angeblich Pech.", + "APOCROWLYPSE_NAME": "Apokrählypse", + "APOCROWLYPSE_NAME_PREFIX": "Apokräh", + "APOCROWLYPSE_NAME_SUFFIX": "krählypse", + "APOCROWLYPSE_LORE_2": "Im 16. Jahrhundert erfand Charles de Lorme die bekannte \\\"Schnabelnasen-Kleidung\\\" der Pestärzte, die diese trugen, wenn sie sich um die Opfer von Epidemien kümmerten. Die Maske war mit Gewürzen und Parfüm gefüllt, was die Übertragung von Erregern über die Luft verhindern sollte.", + "APOCROWLYPSE_LORE_1": "Neben ihrem Umhang und der Maske trägt die Apokrählypse einen mit einem polierten Tierschädel verzierten Gürtel. Im Umriss sieht sie daher aus, als würde sie auf einem Skelettross reiten.", + "MAGIKRAB_NAME": "Magikrabbe", + "APOCROWLYPSE_DESCRIPTION": "ein gruseliger Vogel mit vier Beinen", + "MAGIKRAB_NAME_PREFIX": "Magi", + "MAGIKRAB_NAME_SUFFIX": "krabbe", + "MAGIKRAB_LORE_1": "Magikrabben waren die ersten Monster, die vor langer Zeit nach Neu Wirral kamen. Mittlerweile sind sie fast alle ausgestorben, allerdings befindet sich noch eine von ihnen als ewiger und eifriger Bahnhofsmitarbeiter auf der Insel.", + "MAGIKRAB_SUBTITLE": "Zugschaffner", + "CLOCKSLEY_NAME": "Aufziehrobin", + "MAGIKRAB_DESCRIPTION": "eine Krabbe mit einem Zaubererhut", + "MAGIKRAB_LORE_2": "In der Kunst der Bühnenillusion ist ein Hut ein häufig verwendetes und bekanntes Accessoire, aus dem der Magier einen Hasen hervorholen oder in dem er vielleicht auch ein Tuch verschwinden lassen kann.", + "CLOCKSLEY_NAME_PREFIX": "Aufzieh", + "CLOCKSLEY_NAME_SUFFIX": "robin", + "CLOCKSLEY_LORE_2": "Obwohl es Maschinen mit Räderwerk schon in der Antike gab, wurden in der westlichen Welt vor allem ab dem 19. Jahrhundert Aufziehspielzeuge immer beliebter. Diese werden oftmals mit einem Schlüssel \\\"aufgezogen\\\", der in eine Öffnung an der Außenseite des Spielzeugs gesteckt wird.", + "CLOCKSLEY_LORE_1": "Der lange Krallenarm des Aufziehrobins verschafft ihm einen besonderen Vorteil im Fernkampf, da er auf diese Weise Waffen in sicherer Entfernung halten kann. Dies gleicht den Umstand aus, dass er nicht besonders schnell ist.", + "ROBINDAM_NAME": "Robindam", + "ROBINDAM_NAME_PREFIX": "Robin", + "ROBINDAM_NAME_SUFFIX": "dam", + "ROBINDAM_LORE_2": "Robin Hood (oder \\\"Robin von Locksley\\\") ist eine Figur der englischen Folklore und auf der ganzen Welt bekannt. Üblicherweise wird er als gesetzloser Held porträtiert, der die Reichen bestiehlt und den Armen gibt.", + "ROBINDAM_LORE_1": "Robindams können mit ihren Plastikpfeilen und -bögen meisterhaft umgehen und mit dem Saugnapf ein Ziel auf 300 Meter Entfernung treffen. Sie sind stolz auf ihre hohe Treffsicherheit und haben einen starken Sinn für Gerechtigkeit.", + "CLOCKSLEY_DESCRIPTION": "eine Spielzeugkreatur mit einem langen Krallenarm", + "TWIRLIGIG_NAME": "Wirbelpuppe", + "ROBINDAM_DESCRIPTION": "ein großer Roboter mit Pfeil und Bogen", + "TWIRLIGIG_NAME_PREFIX": "Wirbel", + "TWIRLIGIG_NAME_SUFFIX": "puppe", + "TWIRLIGIG_LORE_2": "Strohpuppen werden seit jeher als Vogelscheuchen oder für Kampftraining eingesetzt.", + "KIRIKURI_NAME": "Kirikuri", + "TWIRLIGIG_DESCRIPTION": "eine springende hölzerne Puppe", + "TWIRLIGIG_LORE_1": "Wirbelpuppen waren früher primitive Puppen für Zielübungen, haben mittlerweile aber aus unbekannten Gründen ein Bewusstsein entwickelt. Da ihnen komplexe Gliedmaße fehlen, müssen sie sich bewegen und angreifen, indem sie sich auf den durch ihre Körper verlaufenden Holzpfählen drehen.", + "KIRIKURI_NAME_PREFIX": "Kiri", + "KIRIKURI_LORE_1": "Früher waren die Kirikuris Puppen für Kampfübungen, haben mittlerweile aber selbst zu den Waffen gegriffen. Sie kämpfen mit sogenannten Bokken, für das Schwerttraining benutzten hölzernen Katanas.", + "KIRIKURI_NAME_SUFFIX": "kuri", + "KIRIKURI_LORE_2": "Bokken sind japanische Holzschwerter. Sie kommen beim Training von Kampftechniken zum Einsatz und basieren auf Katanas, können aber in unterschiedlichen Formen und Größen hergestellt werden, um andere Arten von Schwertern nachzubilden.", + "BRUSHROOM_NAME": "Pinselpilz", + "KIRIKURI_DESCRIPTION": "eine Holzpuppe mit Schwert und Schild", + "BRUSHROOM_NAME_PREFIX": "Pinsel", + "BRUSHROOM_NAME_SUFFIX": "pilz", + "BRUSHROOM_LORE_2": "Da die Geschichte der Malerei so alt ist wie die Geschichte der Menschheit selbst, gilt dies auch für Pinsel. Höhlenmalereien aus prähistorischen Zivilisationen wurden offenbar mithilfe von Werkzeugen aus Schilf und Haaren angefertigt.", + "BRUSHROOM_LORE_1": "Pinselpilze sind begeisterte Künstler und malen mithilfe der aus ihren Köpfen austretenden seltsamen Pigmente. Es wurde beobachtet, dass sie die physikalischen Eigenschaften gemalter Objekte in Abhängigkeit von der verwendeten Farbe verändern können.", + "FUNGOGH_NAME": "Fungogh", + "BRUSHROOM_DESCRIPTION": "ein Pilz mit Pinsel und Bandana", + "FUNGOGH_NAME_PREFIX": "Fun", + "FUNGOGH_LORE_1": "Der Fungogh hat die Kunst des Kampfes mit der Kunst der Kalligrafie vereint. Seine Bewegungen sind schnell und effektiv, wobei er Schläge mit seinem Pinselstab und disziplinierte Körperpositionen zum Einsatz kommen lässt.", + "FUNGOGH_NAME_SUFFIX": "gogh", + "BUSHEYE_LORE_1": "Buschaugen halten sich fast immer versteckt in Büschen auf, um sich in Sicherheit vor Raubtieren an Beute heranschleichen zu können. Mitunter liegen sie stundenlang regungslos auf der Lauer, wobei sie manchmal aber auch einnicken und den Moment verpassen, an dem sie einen Satz auf ihre Ziele machen müssten.", + "FUNGOGH_LORE_2": "Moderne Pinsel werden üblicherweise mit Holz- oder Metallgriffen und Borsten aus Haar oder Nylon hergestellt. Für hochwertigere Pinsel kommen noch immer Tierhaare – beispielsweise von Zobeln oder Schweinen – zum Einsatz.", + "FUNGOGH_DESCRIPTION": "ein Pilz mit Schnurrbart", + "HUNTORCH_NAME": "Jägerfackel", + "BUSHEYE_DESCRIPTION": "ein Busch mit Beinen", + "BUSHEYE_LORE_2": "Der \\\"grüne Mann\\\" ist eine überall auf der Welt vorkommende folkloristische Figur, die normalerweise als ein aus Blättern bestehendes Gesicht dargestellt wird und den Frühling sowie die Wiedergeburt symbolisiert. Häufig findet man ihn in Häuserfassaden eingeritzt.", + "HEDGEHERNE_NAME": "Heckenherne", + "HUNTORCH_NAME_PREFIX": "Jäger", + "HUNTORCH_LORE_1": "Jägerfackeln sind passionierte Fährtenleser und können mehrere Kilometer entfernte Ziele problemlos verfolgen. Es ist schon vorgekommen, dass sie versehentlich ihr eigenes Blattwerk mit den Fackeln, die sie tragen, in Brand gesetzt haben.", + "HUNTORCH_NAME_SUFFIX": "fackel", + "HUNTORCH_LORE_2": "Die Wilde Jagd taucht in Europäischen Volkssagen in unterschiedlichen Verkörperungen auf, wird aber normalerweise als eine übernatürliche Gruppe berittener Jäger dargestellt. Wer diese genau sind, hängt davon ab, wann und wo die Jagd stattfindet.", + "HUNTORCH_DESCRIPTION": "ein gehörnter Busch, der eine Fackel trägt", + "HEDGEHERNE_NAME_PREFIX": "Hecken", + "HEDGEHERNE_NAME_SUFFIX": "herne", + "HEDGEHERNE_LORE_1": "Der Heckenherne ist ein Meisterjäger und spürt gnadenlos jedes Ziel auf, das er als würdig erachtet. Seine Hörner stehen stets in Flammen, und um ihre Beute in die Enge zu treiben, haben Heckenhernen schon ganze Wälder niedergebrannt.", + "HEDGEHERNE_LORE_2": "Herne der Jäger ist eine Figur aus englischen Volkssagen. Er wird als Mann mit Geweih beschrieben, der den Wald von Windsor auf dem Pferd heimsucht. Außerdem wird ihm eine Verbindung zur Wilden Jagd nachgesagt.", + "BRAXSUIT_NAME": "Anzugmonster", + "HEDGEHERNE_DESCRIPTION": "eine mit Blättern bedeckte Kreatur, die ein brennendes Horn in der Hand hält", + "BRAXSUIT_NAME_PREFIX": "Anzug", + "BRAXSUIT_NAME_SUFFIX": "monster", + "BRAXSUIT_LORE_2": "1952 sichteten drei Jungen ein seltsames Wesen in Braxton County, West Virgina. Es wurde als grüne Kreatur mit einem Kopf in Form eines Spielkarten-Piks beschrieben.", + "BRAXSUIT_LORE_1": "Anzugmonster achten sehr auf ihr Erscheinungsbild und geraten fast schon in Verzweiflung, wenn ihr Kragen oder die Krawatte nicht gerade sitzt oder unordentlich aussieht.", + "BRAXSUIT_DESCRIPTION": "eine schwebende Kreatur mit rundem Gesicht und Krawatte", + "FLAPWOODS_NAME_PREFIX": "Flatter", + "FLAPWOODS_NAME": "Flatterwoods", + "FLAPWOODS_LORE_1": "Der wogende umhangartige Körper des Flatterwoods verleiht ihm das Aussehen eines vom Wind umhergewehten Lappen. Die meisten Leute sind sich einig, dass der starrende Blick seiner gelben Augen äußerst demoralisierend wirken kann.", + "FLAPWOODS_NAME_SUFFIX": "woods", + "FLAPWOODS_LORE_2": "Die Sichtung des \\\"Flatwoods-Monsters\\\" im Jahr 1952 wurde schnell zu einer modernen Legende. Die Darstellungen variieren, allerdings sind seine eigenartige Kopfform, die krallenbewehrten Hände und der schwebende, in eine Robe gekleidete Körper für Fans von Kryptiden und Sichtungen von Außerirdischen mittlerweile zum Kult geworden.", + "FLAPWOODS_DESCRIPTION": "ein schwebendes Alien mit runden Augen und flatternden Armen", + "BINVADER_NAME": "Eimervasor", + "BINVADER_NAME_PREFIX": "Eimer", + "BINVADER_LORE_1": "Eimervasoren sind mit Tentakeln versehene grüne Wesen, die sich in einem Kampffahrzeug befinden, dass an einen Mülleimer erinnert. Mit den beiden \\\"Armen\\\" an der Vorderseite können sie tödliche Strahlenangriffe aussenden und aggressive Stöße durchführen.", + "BINVADER_NAME_SUFFIX": "vasor", + "BINVADER_LORE_2": "\\\"Mülleimer\\\" gibt es seit Tausenden von Jahren und frühe Müllabfuhrsysteme existierten schon in römischen Städten. Der bekannte \\\"Eimer\\\" wurde im 19. Jahrhundert beliebt und bestand aus zu einem Zylinder zusammengeschweißten Metallstreifen.", + "BINVADER_DESCRIPTION": "ein Alien-Mülleimer", + "BINTERLOPER_NAME": "Eimerbrecher", + "BINTERLOPER_NAME_PREFIX": "Eimer", + "BINTERLOPER_NAME_SUFFIX": "brecher", + "BINTERLOPER_LORE_1": "Eimerbrecher sind höherrangige Krieger als Eimervasoren und verfügen daher über mächtigere Kampfchassis. Die Art und Weise wie sie Eimervasoren \\\"Befehle erteilen\\\" lässt auf eine Art militärischer Hierarchie unter ihnen hindeuten.", + "BINTERLOPER_LORE_2": "Die Einführung der Mülltonne auf Rollen im 20. Jahrhundert ging einher mit Entwicklungen der städtischen Abfallentsorgung. Dies wurde notwendig, da die Menge des in Städten von Haushalten produzierten Mülls während dieser Zeit drastisch anstieg.", + "PAWNDEAD_NAME": "Bauernskelett", + "BINTERLOPER_DESCRIPTION": "ein Plastikeimer, in dem sich ein Alien befindet", + "PAWNDEAD_NAME_PREFIX": "Bauern", + "PAWNDEAD_LORE_1": "Bauernskelette verbringen einen Großteil ihrer Zeit in einem Schlummerzustand, in dem sie ihre Körper in robustes Granit verwandeln. Diese \\\"Statuen\\\" können nichts ahnende Reisende in Angst und Schrecken versetzen, die plötzlich von ausdruckslosen Monstern mit Totenschädelgesichtern umgeben sind.", + "PAWNDEAD_NAME_SUFFIX": "skelett", + "PAWNDEAD_LORE_2": "Beim Schach ist der Bauer die am häufigsten vorkommende Figur. Sie kann jeweils nur über ein Feld ziehen und nur Figuren schlagen, die sich auf einer diagonalen Seite des Feldes davor befinden. Trotz seiner eingeschränkten Zugmöglichkeiten sollte man ihn nicht unterschätzen.", + "SKELEVANGELIST_NAME": "Skelevangelist", + "PAWNDEAD_DESCRIPTION": "ein Skelett mit großem Kopf und ohne Arme", + "SKELEVANGELIST_NAME_PREFIX": "Skele", + "SKELEVANGELIST_NAME_SUFFIX": "vangelist", + "SKELEVANGELIST_DESCRIPTION": "ein schwebendes Skelett mit Robe", + "SKELEVANGELIST_LORE_2": "Beim Schach ist der Läufer eine Figur, die beliebig weit in jede diagonale Richtung ziehen kann. Jeder Spieler beginnt mit jeweils zwei Läufern.", + "SKELEVANGELIST_LORE_1": "Der Skelevangelist gibt ständig einen seltsamen geflüsterten Singsang von sich. Dieser wird lauter, wenn er seine Fähigkeit einsetzt, auf Psi-Ebene Felsen und Steine zu manipulieren.", + "QUEENYX_NAME": "Damenskelett", + "KINGRAVE_NAME_PREFIX": "Königs", + "KINGRAVE_NAME": "Königsskelett", + "KINGRAVE_LORE_1": "Der Körper des Königsskeletts besteht aus einem dichten, verformbaren Stein, der kunstvoll bemalt ist. Er bewegt sich äußerst langsam und zieht dabei seinen Fellumhang über den Boden.", + "KINGRAVE_NAME_SUFFIX": "skelett", + "KINGRAVE_LORE_2": "Der König ist die Schachfigur, von der der Sieg abhängt. Um zu gewinnen, muss ein König im \\\"Schach\\\" platziert werden, sodass er keinen Zug mehr ausführen, bei dem er nicht geschlagen würde. Der König kann jeweils nur ein Feld weit ziehen.", + "KINGRAVE_DESCRIPTION": "eine riesige \\\"König\\\"-Schachfigur", + "QUEENYX_NAME_PREFIX": "Damen", + "QUEENYX_LORE_1": "Das Damenskelett kann Elementarenergie in ihren Kugeln kanalisieren, die sie mit hoher Treffsicherheit auf Gegner wirft. Trotz fehlender Beine bewegt es sich sehr schnell und rutscht über festen Boden, als würde es durch die Luft gleiten.", + "QUEENYX_NAME_SUFFIX": "skelett", + "ALLSEER_NAME": "Allseher", + "QUEENYX_DESCRIPTION": "eine riesige \\\"Dame\\\"-Schachfigur", + "QUEENYX_LORE_2": "Die Dame ist die vielseitigste Figur im Schach und kann in jede Richtung über beliebig viele Felder ziehen. Die Dame des Gegners zu schlagen ist ein wichtiger Teil vieler Schachstrategien.", + "ALLSEER_NAME_PREFIX": "All", + "ALLSEER_NAME_SUFFIX": "seher", + "ALLSEER_LORE_2": "Obwohl Sichtungen \\\"fliegender Untertassen\\\" im frühen bis mittleren 20. Jahrhundert stark zugenommen haben, gibt es Berichte darüber schon seit fast 1.000 Jahren. Heutzutage verbindet man sie am häufigsten mit Science-Fiction.", + "ALLSEER_LORE_1": "Allseher sind hauptsächlich nachtaktiv und schweben mehrere Meter über dem Boden. Ihren Namen haben sie ihrem unangenehmen Verhalten zu verdanken, vorbeigehende Menschen schweigend mit einem scharlachroten \\\"Auge\\\" zu beobachten.", + "TRIPHINX_NAME": "Dreiphinx", + "ALLSEER_DESCRIPTION": "eine fliegende Untertasse", + "TRIPHINX_NAME_PREFIX": "Drei", + "TRIPHINX_NAME_SUFFIX": "phinx", + "TRIPHINX_LORE_2": "Im Roman \\\"Der Krieg der Welten\\\" von H. G. Wells steuern die Angreifer vom Mars riesige Kampffahrzeuge aus Metall. Diese \\\"Dreibeiner\\\" bewegen sich – wie der Name schon sagt – auf drei langen Beinen fort und können tödliche Hitzestrahlen aussenden.", + "TRIPHINX_LORE_1": "Die Metallaußenseite der Dreiphinx ist vollkommen undurchdringbar. Es wird spekuliert, dass es sich bei ihr um eine organische Kreatur handelt, die irgendeine Art Exoskelett oder ein Transportfahrzeug steuert.", + "KHUFO_NAME_PREFIX": "Khufo", + "TRIPHINX_DESCRIPTION": "ein riesiger Dreibeiner aus Metall", + "KHUFO_NAME": "Khufo", + "KHUFO_NAME_SUFFIX": "fo", + "KHUFO_LORE_1": "Das Khufo ist eine andere Form des Allsehers, der seine \\\"Fliegende Untertasse\\\"-Hülle abgelegt hat. Das aggressive und nicht an Verhandlungen interessierte Khufo greift Opfer mit einem Kampfstab an, der unter Verwendung geheimnisvoller außerirdischer Technologien gefertigt wurde.", + "KHUFO_LORE_2": "Die Marsianer sind hypothetische Bewohner des Planeten Mars und archetypische \\\"Aliens\\\". Im Roman \\\"Der Krieg der Welten\\\" beschreibt Autor H. G. Wells sie als tintenfischartige Kreaturen mit einem großen Kopf, der von vielen Tentakelgliedmaßen gehalten wird.", + "GLAISTAIN_NAME": "Glaiglas", + "KHUFO_DESCRIPTION": "ein Pyramiden-Alien", + "GLAISTAIN_SUBTITLE": "Buntglasfee", + "GLAISTAIN_NAME_PREFIX": "Glai", + "GLAISTAIN_NAME_SUFFIX": "glas", + "GLAISTAIN_LORE_1": "Glaiglas hält sich schlafend in den Ruinen einer alten Kirche auf. Ihr Körper scheint aus Tausenden gezackten Scherben Buntglas zu bestehen und sie erweist sich als würdige Herausforderin für jeden Abenteurer, der so töricht ist, sie aus ihrem Schlummer zu wecken.", + "GLAISTAIN_LORE_2": "Die Glaistig ist ein Wesen aus der keltischen Mythologie mit verschiedenen Verkörperungen, üblicherweise jedoch als Geist oder Fee in Gestalt einer schönen Frau. Die im schottischen Hochland beheimatete Glaistig hilft je nach Geschichte den Menschen oder schadet ihnen.", + "UNDYIN_NAME": "Totenbraut", + "GLAISTAIN_DESCRIPTION": "eine Fee aus Buntglas", + "UNDYIN_NAME_PREFIX": "Toten", + "UNDYIN_NAME_SUFFIX": "braut", + "UNDYIN_LORE_1": "Totenbräute sehen wie geisterhafte Erscheinungen aus, die sich aus den flachen Gewässern des Eisenufers erheben, um unglücklichen Seelen aufzulauern, die sich ihnen nähern. Laut der Legende entstanden sie aus dem rachsüchtigen Geist einer Braut, die ermordet und vom Schiff ihres Liebsten geworfen wurde.", + "UNDYIN_DESCRIPTION": "eine furchteinflößende Geisterfrau", + "UNDYIN_LORE_2": "Jenny Greenteeth ist eine Figur aus englischen Volkssagen. Beschrieben wird sie als langhaarige Hexe, die in Seen und Flüssen lebt, wo sie Kinder ertränkt, die sich zu nah an das Wasser heranwagen.", + "DIVEAL_NAME": "Tauchhund", + "DIVEAL_NAME_PREFIX": "Tauch", + "DIVEAL_NAME_SUFFIX": "hund", + "DIVEAL_LORE_2": "Tauchanzüge wurden im 19. Jahrhundert erfunden und durchliefen viele Veränderungen. Ihr Haupteinsatzzweck war früher das Bergen wertvoller Güter aus Schiffswracks.", + "DIVEAL_LORE_1": "Die Helmköpfe der Tauchhunde ermöglichen ihnen nicht nur, unter Wasser zu atmen, sondern enthalten auch eine Luftblase, die sie im Wasser schweben lässt. Obwohl sie in Seen und im Meer äußerst beweglich sind, geht ihre Fortbewegung an Land etwas langsamer vonstatten.", + "SCUBALRUS_NAME": "Tauchross", + "DIVEAL_DESCRIPTION": "ein Seehund mit Helm", + "SCUBALRUS_NAME_PREFIX": "Tauch", + "SCUBALRUS_NAME_SUFFIX": "ross", + "SCUBALRUS_LORE_2": "Der bekannte altmodische Kupfertauchhelm ist als Siebe-Helm bekannt, benannt nach seinem Erfinder Augustus Siebe. Seine revolutionäre Konstruktion enthielt auch einen wasserdichten Tauchanzug und ein Helmventil, über das Luft abgelassen werden konnte, ohne das Wasser hineinfloss.", + "SCUBALRUS_LORE_1": "Aus dem Helm des Tauchrosses sind robuste Messingstoßzähne gewachsen, mit denen es Angreifer abwehren kann. Da es Hinterbeine entwickelt hat, ist es auch an Land beweglicher – und gefährlicher – als in seiner nicht ausgewachsenen Tauchhund-Phase.", + "SCUBALRUS_DESCRIPTION": "ein Walross mit Helm", + "AVEREVOIR_NAME_SUFFIX": "revoir", + "AVEREVOIR_SUBTITLE": "Gewaltiger Vogel", + "AVEREVOIR_NAME_PREFIX": "Ave", + "AVEREVOIR_LORE_1": "Averevoir ist ein fast schon mythisches Wesen, das in der gesamten Geschichte von Neu Wirral nur einige Dutzende Male gesichtet wurde. Legenden zufolge kann die Pflanze in seinem Schnabel jede Krankheit heilen und ewiges Leben gewähren – wobei natürlich noch niemand sie an sich genommen hat, um dies zu beweisen.", + "AVEREVOIR_NAME": "Averevoir", + "AVEREVOIR_LORE_2": "Der Liver Bird ist eine sagenumwobene Kreatur aus England. Er wird als Vogel – eventuell ein Kormoran – dargestellt, der oftmals einen Zweig oder Ast in seinem Schnabel trägt. Er ist das Symbol der englischen Stadt Liverpool und hat seine Ursprünge in ihrem frühesten Siegel.", + "MASCOTOY_NAME": "Maskottier", + "AVEREVOIR_DESCRIPTION": "ein auf einem Sockel stehender gewaltiger Vogel", + "MASCOTOY_NAME_PREFIX": "Maskott", + "MASCOTOY_LORE_1": "Das Maskottier war früher eine Art Kostüm, gleicht nun aber eher einer umhertrottenden Leiche. Es ist bekannt dafür, durch die verlassenen Hallen der Falldown Mall zu ziehen, wobei die Polyesterfüllung nach und nach aus seinem Körper austritt.", + "MASCOTOY_NAME_SUFFIX": "tier", + "MASCOTORN_NAME": "Platzketier", + "FORTIWINX_NAME": "Powernapper", + "MASCOTOY_LORE_2": "Ein Maskottchen ist eine Figur, die Gruppen, Orte oder Firmen repräsentiert. Das Wort stammt vom französischen \\\"mascotte\\\" ab, das \\\"Glücksbringer\\\" bedeutet.", + "MASCOTOY_DESCRIPTION": "ein Maskottchenkostüm mit Krallen", + "MASCOTORN_NAME_PREFIX": "Platz", + "MASCOTORN_NAME_SUFFIX": "ketier", + "MASCOTORN_DESCRIPTION": "ein riesiges Maskottchenkostüm, aus dem Füllung austritt", + "MASCOTORN_LORE_2": "Die \\\"Maskottchenkostüme\\\" aus Plüsch wurden ab der Mitte des 20. Jahrhunderts beliebt, um Darstellern die Möglichkeit zu geben, die Rolle eines Maskottchens oder einer Figur zu spielen. Normalerweise werden sie mit Vergnügungsparks in Verbindung gebracht, wo Darsteller in der Rolle einer Figur mit den Besuchern interagieren können.", + "MASCOTORN_LORE_1": "Ein Maskottier, dessen Polyesterfüllung derart an Masse zugenommen hat, dass sein Körper von innen heraus aufgerissen ist. Die Füllung nimmt zu, bis der Körper sich nicht mehr zusammenhalten kann und das Maskottier auseinanderfällt.", + "THWACKALOPE_NAME": "Prügelbock", + "THWACKALOPE_NAME_PREFIX": "Prügel", + "THWACKALOPE_NAME_SUFFIX": "bock", + "THWACKALOPE_LORE_1": "Wenn ein Prügelbock in das Alter kommt, in dem er sich verteidigen kann, stellt er mit Materialien aus seiner Umgebung eine provisorische Waffe her. Hierbei bevorzugt er aus dem Boden gerissene Metallpfosten, an denen noch Erde haftet.", + "SANZATIME_NAME": "Zeitloser", + "THWACKALOPE_DESCRIPTION": "ein geflügelter Hase", + "THWACKALOPE_LORE_2": "Der Jackalope – ein Hase mit einer Art Hirschgeweih – ist eine sagenumwobene Kreatur aus amerikanischen Volkssagen. Der Wolpertinger aus Deutschland ähnelt dem Jackalope, besitzt jedoch darüber hinaus Flügel.", + "SANZATIME_NAME_PREFIX": "Zeit", + "SANZATIME_NAME_SUFFIX": "loser", + "SANZATIME_LORE_2": "Sanduhren oder Stundengläser sind Geräte zum Messen einer festgelegten Zeitspanne. Sie bestehen aus zwei mit Sand gefüllten Glaskolben, und wenn sie umgedreht werden, misst der von einem zum anderen Ende fließende Sand die Zeit.", + "SANZATIME_LORE_1": "Der \\\"Kern\\\" des Zeitlosen scheint sein zerbrochener \\\"Sanduhr-Kopf\\\" zu sein. Der von der Hauptmasse getrennte Sand wird vollkommen leblos. Im Gegenzug kann der Zeitlose an Masse zunehmen, wenn er mit Sand in Kontakt gerät.", + "SANZATIME_DESCRIPTION": "eine zerbrochene Sanduhr mit einer Hand", + "FORTIWINX_NAME_PREFIX": "Power", + "FORTIWINX_NAME_SUFFIX": "napper", + "FORTIWINX_LORE_1": "Wenn ein Zeitloser genügend Sand aus der Umgebung sammelt, kann er seinen Körper in eine wesentlich stärkere Version verwandeln. Der Powernapper ist eine massige Gestalt und kann seinen schweren Sandkörper bewegen, als wäre er federleicht. Ein Schlag von ihm hat die Kraft eines gesamten Sandsturms.", + "FORTIWINX_DESCRIPTION": "ein aus Sand bestehendes maskiertes Monster", + "JUMPKIN_NAME": "Hüpfkürbis", + "FORTIWINX_LORE_2": "Der Sandmann ist ein Wesen aus der europäischen Folklore. Er wird als elfenartige Kreatur dargestellt, die schlafenden Kindern Sand in die Augen streut, um sie träumen zu lassen.", + "JUMPKIN_NAME_PREFIX": "Hüpf", + "JUMPKIN_LORE_1": "Hüpfkürbisse entstehen, wenn der \\\"Schleim\\\" aus einem Schleimlett auf einen normalen Kürbis geschmiert wird und ihm Empfindungsfähigkeit verleiht. Der Hüpfkürbis ist ein neugieriges und freundliches Wesen, das offenbar ständig in Bewegung ist.", + "JUMPKIN_NAME_SUFFIX": "kürbis", + "JUMPKIN_LORE_2": "Eine Kürbislaterne ist ein dekorativer Kürbis, in den üblicherweise ein Gesicht geschnitzt wurde. Traditionell werden diese Laternen zu Halloween hergestellt, oftmals vor das Haus gestellt und mit einer Kerze im Innern beleuchtet.", + "JUMPKIN_DESCRIPTION": "ein hüpfender Kürbis", + "BEANSTALKER_NAME": "Axtstange", + "BEANSTALKER_NAME_PREFIX": "Axt", + "BEANSTALKER_NAME_SUFFIX": "stange", + "BEANSTALKER_DESCRIPTION": "ein gruseliger Axtmörder-Kürbis", + "BEANSTALKER_LORE_2": "Ein \\\"Axtmörder\\\" ist eine archetypische Figur der Populärkultur und – wie der Name schon sagt – jemand, der mit einer Axt Morde begeht. In der jüngeren Geschichte gibt es viele berühmte Axtmörder.", + "BEANSTALKER_LORE_1": "Ein Hüpfkürbis, der eine bösartige Persönlichkeit entwickelt und eine neue Form aus Ranken und Pflanzenmaterial angenommen hat. Er tut nichts lieber, als seine verängstigten Opfer mit einer Axt zu jagen.", + "DRACULEAF_NAME": "Dracublatt", + "DRACULEAF_NAME_PREFIX": "Dracu", + "DRACULEAF_NAME_SUFFIX": "blatt", + "DRACULEAF_LORE_2": "Dracula ist ein 1897 veröffentlichter Schauerroman von Bram Stoker, in dem die Geschichte des Vampirs Graf Dracula und der seinen Weg kreuzenden Personen erzählt wird. Hierbei handelt es sich um einen der berühmtesten Romane der Welt, der schon in einer Vielzahl von Medien und Kunstwerken adaptiert oder dargestellt wurde.", + "DRACULEAF_LORE_1": "Ein Hüpfkürbis, der eine hinterhältige Persönlichkeit entwickelt hat. Das Dracublatt ist in Laub gehüllt und gibt gegenüber Personen, von denen er sich ernähren will, vor, ein Freund zu sein. Wenn seine Beute unachtsam wird, saugt er ihnen mit Wurzeln, die Fleisch durchdringen können, die Lebenskraft aus.", + "SPIROUETTE_NAME": "Spirouette", + "DRACULEAF_DESCRIPTION": "ein Kürbis mit Fangzähnen und einem großen Umhang", + "SPIROUETTE_NAME_PREFIX": "Spirou", + "SPIROUETTE_NAME_SUFFIX": "ette", + "SPIROUETTE_LORE_1": "Spirouetten sind hoch entwickelte molluskenartige Kreaturen. Ihre wichtigsten Organe befinden sich in ihrem \\\"Muschelkopf\\\", wobei der Körper aus verlängerten Gliedmaßen besteht. Sie bewegen sich schnell und elegant und hüllen sich zum Schutz vor den Elementen oft in Seetang.", + "SPIROUETTE_LORE_2": "Die als Ballett bekannte Art von Tanz und Aufführung hat ihre Wurzeln im Italien des 16. Jahrhunderts. Das Wort \\\"Ballett\\\" stammt vom italienischen \\\"ballare\\\" ab, das ganz einfach \\\"tanzen\\\" bedeutet.", + "REGENSEA_NAME": "Seeregent", + "SPIROUETTE_DESCRIPTION": "ein tanzendes Meereslebewesen mit einem Muschelkopf", + "REGENSEA_NAME_PREFIX": "See", + "REGENSEA_NAME_SUFFIX": "regent", + "REGENSEA_DESCRIPTION": "ein tanzendes Meereslebewesen mit einem Quallenkopf", + "REGENSEA_LORE_1": "Durch eine enorme Metamorphose kann eine Spirouette zu einem Seeregenten werden, dessen Körper nach Abwerfen des Panzers zu 95 Prozent aus Wasser besteht. Mit seinen ballettartigen Bewegungen kann er kräftige Wasserwellen verschießen, die umso durchschlagskräftiger werden, je besser er seine Tänze beherrscht.", + "REGENSEA_LORE_2": "Das Leben einer professionellen Balletttänzerin oder Ballerina ist nicht unbedingt einfach, da sie schon in früher Kindheit mit dem Training beginnen muss und ihre Karriere durch aufgrund von Überanstrengungen auftretende Verletzungen betroffen oder beendet werden kann.", + "PADPOLE_NAME": "Kaulblatt", + "PADPOLE_NAME_PREFIX": "Kaul", + "PADPOLE_LORE_1": "Das Kaulblatt ist die Larvenform des Rüschblatts und lebt bis zu seiner Reifung unter Wasser. Da es noch keine richtigen Gliedmaßen ausgebildet hat, greift es mit seiner langen Zunge an, die einen klebrigen Schleim abgibt, der Angreifer verlangsamen kann.", + "PADPOLE_NAME_SUFFIX": "blatt", + "PADPOLE_LORE_2": "Eine Wassernixe ist eine im Wasser lebende Kreatur aus europäischen Volkssagen. Ihr Erscheinungsbild und Verhalten ist je nach Land unterschiedlich, allerdings wird sie oft als fischartiges Wesen oder Geist beschrieben, das Personen, die sich ihm nähern, in den Tod lockt.", + "LILIGATOR_NAME": "Liligator", + "PADPOLE_DESCRIPTION": "eine Seerosenblattkreatur mit Schwanz", + "FRILLYPAD_NAME": "Rüschblatt", + "FRILLYPAD_NAME_PREFIX": "Rüsch", + "FRILLYPAD_NAME_SUFFIX": "blatt", + "FRILLYPAD_LORE_1": "Die ausgewachsene Form des Kaulblatts. Die Gliedmaßen ermöglichen dem Rüschblatt, das sich oftmals an den Rändern von Teichen und Seen versteckt, auf die Jagd nach Nahrung zu gehen. Wenn etwas, das das Rüschblatt für essbar hält, an ihm vorbeigeht, versucht es sofort, es mit seinen langen Zungen einzufangen.", + "FRILLYPAD_DESCRIPTION": "eine Froschkreatur mit großen Augen", + "FRILLYPAD_LORE_2": "Kelpies sind Wassergeister aus schottischen Volkserzählungen. Ähnlich den Wassernixen handelt es sich um in Seen und Flüssen hausende Wesen, die die Fähigkeit zur Gestaltwandlung besitzen. Manchmal ähneln sie in der Darstellung schönen Frauen, können jedoch auch als pferdeartige Kreaturen auftreten.", + "LILIGATOR_NAME_PREFIX": "Lili", + "LILIGATOR_NAME_SUFFIX": "gator", + "KHEPRI_NAME_PREFIX": "Che", + "LILIGATOR_LORE_1": "Eines von hundert Rüschblättern entwickelt sich in natürlichen Umgebungen zu einem Liligator, der Rüschblätter im Wasser bewacht und wesentlich stärkere Aggressoren abwehrt, gegen die ein Rüschblatt keine Chance hätte.", + "LILIGATOR_LORE_2": "Der Grindylow ist ein Fabelwesen aus englischen Volkssagen. Diese Wassernixen und Kelpies ähnelnde und geschuppte Kreatur lebt in Seen und ergreift mit ihren langen Armen vorbeikommende Kinder, um sie zu ertränken.", + "LILIGATOR_DESCRIPTION": "eine Seerosenblattkreatur ohne Augen", + "KHEPRI_NAME": "Chepre", + "KHEPRI_SUBTITLE": "Atomarer Skarabäus", + "KHEPRI_NAME_SUFFIX": "pre", + "KHEPRI_DESCRIPTION": "eine schwebende Käferkreatur", + "KHEPRI_LORE_2": "In der antiken ägyptischen Mythologie ist Chepre der den Zyklus von Erschaffung und Wiedergeburt repräsentierende Gott der Morgensonne. Dargestellt wird er als Mensch mit einem Blatthornkäfer als Kopf.", + "KHEPRI_LORE_1": "Jeder Khepri trägt eine Minisonne zwischen den Hörnern, aus denen er Energie bezieht, die ihm Kraft gibt. Wenn er angegriffen wird, kann er mit ihrer Hilfe Sonnenflammen auf jeden verschießen, der ihn bedroht.", + "ARKIDD_NAME": "Arkid", + "ARKIDD_NAME_PREFIX": "Ark", + "ARKIDD_LORE_1": "Die Arkids wurden zum ersten Mal nach dem Eintreffen der Falldown Mall auf Neu Wirral gesichtet, wo sie herumliefen, anderen Monstern auf den Kopf sprangen und ganz allgemein ein radikales Verhalten an den Tag legten.", + "ARKIDD_NAME_SUFFIX": "kid", + "ARKIDD_LORE_2": "Arcade-Videospiele sind Unterhaltungsmaschinen, an denen nach Einwurf von Münzen gespielt werden kann. In den frühen 70er-Jahren eingeführt, waren sie eine Zeit lang die grafisch am weitesten entwickelten öffentlich verfügbaren Videospiele.", + "ARKIDD_DESCRIPTION": "ein Roboter mit einem Blitzstrahl-Emblem", + "CLUCKABILLY_NAME": "Gackerbilly", + "CLUCKABILLY_NAME_PREFIX": "Gacker", + "CLUCKABILLY_LORE_1": "Gackerbillys sind charakterisiert durch ihre unsoziale Einstellung. Ihr wütendes Gackern ist derart laut, dass sie damit kleine Druckwellen erzeugen können.", + "CLUCKABILLY_NAME_SUFFIX": "billy", + "CLUCKABILLY_LORE_2": "Seit Menschen in prähistorischen Zeiten Hühner für die Landwirtschaft züchteten, spielen Hähne in allen Kulturen eine Rolle von unterschiedlicher Bedeutung und Verehrung. In den chinesischen Tierkreiszeichen sind sie die zehnten von zwölf Tieren.", + "CLUCKABILLY_DESCRIPTION": "ein riesiges Punk-Huhn", + "ROCKERTRICE_NAME": "Rockilisk", + "ROCKERTRICE_NAME_PREFIX": "Rocki", + "ROCKERTRICE_NAME_SUFFIX": "lisk", + "ROCKERTRICE_LORE_2": "Der Cockatrice ist eine mythische Kreatur, die als drachenartiges Wesen mit dem Kopf eines Hahns beschrieben wird. Ähnlich dem mythischen Basilisken besitzt er angeblich die Fähigkeit, jemanden allein durch seinen Blick töten zu können.", + "ROCKERTRICE_DESCRIPTION": "ein riesiger Drache mit Schnabel und Irokesenschnitt", + "KUNEKO_NAME": "Kuneko", + "ROCKERTRICE_LORE_1": "Der Rockilisk ist bekannt für seinen durchdringenden Blick, der angeblich jede Person, auf die er fällt, im wahrsten Sinne \\\"augenblicklich\\\" einfrieren kann. Die Kreatur kann es außerdem überhaupt nicht leiden, wenn man Blickkontakt zu ihr herstellt – eine gefährliche Kombination.", + "KUNEKO_NAME_PREFIX": "Kuneko", + "KUNEKO_NAME_SUFFIX": "neko", + "KUNEKO_UNKNOWN_NAME": "Geheimnisvolles Katzenmädchen", + "KUNEKO_LORE_2": "Catgirls sind beliebte, normalerweise in modernen japanischen Kunstwerken und Zeichentrickfilmen vorkommende Figurenarchetypen. Sie werden als niedliche Mädchen mit menschlichen Körpern und Katzenohren dargestellt. Ihre Ursprünge könnten in der Bakeneko liegen, einem Katzengeist mit Gestaltwandlerfähigkeiten aus japanischen Volkssagen.", + "KUNEKO_LORE_1": "Als Tochter eines Engels und eines Dämons wurde Kuneko als Baby vor dem Versteck eines Ninjaclans abgelegt. Bewandert in den Künsten des Ninjutsu und der Freundschaft, reist sie nun auf der Suche nach den vier Elementarschreinen der Macht durch das Land. Wird sie je ihre wahre Berufung finden?", + "KUNEKO_SUBTITLE": "Geheimnisvolles Katzenmädchen", + "SHINING_KUNEKO_NAME": "Strahlende Kuneko", + "KUNEKO_DESCRIPTION": "ein Anime-Catgirl", + "SHINING_KUNEKO_NAME_PREFIX": "Strahle", + "SHINING_KUNEKO_NAME_SUFFIX": "-Kuneko", + "SHINING_KUNEKO_SUBTITLE": "Entfesselte Schöpfung", + "SHINING_KUNEKO_LORE_1": "Wenn Kuneko die vier Elemente der Welt in sich vereint, entfesselt sie ihr wahres Potenzial. Die sie durchströmende kosmische Energie verleiht ihr eine gewaltige Stärke.", + "SHINING_KUNEKO_LORE_2": "Der Begriff \\\"Manga\\\" bezieht sich auf in Japan produzierte Comics und Bilder. Die sowohl im Ursprungsland als auch weltweit beliebten Manga-Comics decken einen großen Bereich von Genres und Zielgruppen ab.", + "ANATHEMA_NAME": "Anathema", + "SHINING_KUNEKO_DESCRIPTION": "ein leuchtendes Anime-Catgirl", + "ANATHEMA_SUBTITLE": "Böse Fusion", + "ANATHEMA_NAME_SUFFIX": "thema", + "ANATHEMA_NAME_PREFIX": "Anathe", + "ANATHEMA_LORE_1": "Anathemas sind aus den aneinandergefügten Teilen verschiedener Monster geschaffene abscheuliche Chimären. Irgendwer muss sie aus einem bestimmten Zweck erschaffen haben, aber wer? Und worin genau bestand der Zweck?", + "ANATHEMA_DESCRIPTION": "ein widerliches Frankenstein-Monster", + "ANATHEMA_LORE_2": "In der griechischen Mythologie ist die Chimäre eine aus den Teilen verschiedener Tiere zusammengesetzte Kreatur. Die mythische Chimäre ist ein Löwe mit einem Ziegenkopf und einer Schlange als Schwanz. \\\"Chimäre\\\" ist mittlerweile zu einem Begriff geworden, der aus verschiedenen Teilen erschaffene Kreaturen beschreibt.", + "MISS_MIMIC_NAME": "Truhentäuscherin", + "MISS_MIMIC_SUBTITLE": "Femme Fatale", + "MISS_MIMIC_NAME_PREFIX": "Truhen", + "MISS_MIMIC_LORE_1": "Truhentäuscherinnen können das Erscheinungsbild von wertvollen Objekten annehmen. Auf Neu Wirral ähneln sie den von den Rangern auf der ganzen Insel angelegten Verstecken mit Gegenständen. Ein nichts ahnender Ranger, der wertvolle Vorräte erwartet, könnte stattdessen die mit Widerhaken versehenen Krallen einer Truhentäuscherin vorfinden.", + "MISS_MIMIC_NAME_SUFFIX": "täuscherin", + "MISS_MIMIC_LORE_2": "In der Natur gibt es viele Beispiele für evolutionäre Mimikry: der Prozess, durch den sich ein Organismus dahingehend entwickelt, dass er einem anderen Organismus oder Objekt ähnelt. Dies bringt viele Vorteile mit sich, darunter die Verbesserung der Fähigkeit, sich vor Raubtieren zu schützen.", + "MISS_MIMIC_DESCRIPTION": "eine mit Falle versehene Gegenstandstruhe", + "PONDWALKER_NAME": "Teichläufer", + "PONDWALKER_NAME_PREFIX": "Teich", + "PONDWALKER_NAME_SUFFIX": "läufer", + "PONDWALKER_LORE_2": "\\\"Fischgläser\\\" hat es schon im römischen Reich gegeben, wo die Bürger Goldfische in großen verzierten Keramikschalen hielten. Auch wenn es viele Darstellungen davon gibt, ist es für einen Goldfisch nicht gesund, in einem einfachen Glas zu leben.", + "PONDWALKER_LORE_1": "Teichläufer sind der klare Beweis dafür, dass Monster auf Neu Wirral anderswo entstanden sein müssen und nicht auf dieser Insel beheimatet sein können. Das Roboter-Exoskelett des Teichläufers ist eine hoch entwickelt mechanische Kreation, die den Fisch in ihm perfekt schützt.", + "PONDWALKER_DESCRIPTION": "ein Goldfisch in einem Mech-Anzug", + "SHARKTANKER_NAME": "Klingenhai", + "SHARKTANKER_NAME_PREFIX": "Klingen", + "SHARKTANKER_NAME_SUFFIX": "hai", + "SHARKTANKER_LORE_1": "Der Fisch im \\\"Teichläufer\\\" ist zu einem Hai herangewachsen, dessen Exoskelett sich ebenfalls angepasst hat. Seine stählernen Krallen enthalten darüber hinaus ausgeklügelte Pumpen, die es ihm ermöglichen, sowohl aus der Distanz als auch im Nahkampf mit einem starken Wasserstrahl anzugreifen.", + "SHARKTANKER_LORE_2": "Haie sind eine große Fischart und existierten erwiesenermaßen schon vor mehr als 420 Millionen Jahren. Besonders der Weiße Hai ist in der Popkultur als für den Menschen gefährliches Tier bekannt geworden.", + "SHARKTANKER_DESCRIPTION": "ein Hai in einem Mech-Anzug", + "BEAR1_NAME_PREFIX": "Pfoten", + "BEAR1_NAME": "Pfotenbub", + "BEAR1_LORE_1": "Der freundliche Pfotenbub ist ein großer Fan von Umarmungen und körperlicher Zuwendung – außerdem besitzt er die Fähigkeit, seine erlittenen Verletzungen oder Leiden per Berührung auf andere zu übertragen. Wie du dir vorstellen kannst, führt die Kombination dieser beiden Eigenschaften zu chaotischen Ergebnissen.", + "BEAR1_NAME_SUFFIX": "bub", + "BEAR1_DESCRIPTION": "ein kleiner Bär in einem Bärenkostüm", + "BEAR2_NAME": "Pfotenprinz", + "BEAR1_LORE_2": "Der \\\"Teddybär\\\" ist ein Anfang des 20. Jahrhunderts erfundenes Stofftier für Kinder. Die ersten Teddybären erschienen ungefähr gleichzeitig sowohl in den Vereinigten Staaten als auch in Deutschland.", + "BEAR2_NAME_PREFIX": "Pfoten", + "BEAR2_LORE_1": "Ein Pfotenbub repariert, verbessert und erweitert ständig sein eigenes Bärenkostüm. Sobald es prachtvoll genug ist, wird er zum Pfotenprinzen. Angesichts seiner Größe, die der vieler kleinerer Bestien entspricht, ist unklar, wo der Pfotenprinz endet und das Kostüm anfängt.", + "BEAR2_NAME_SUFFIX": "prinz", + "MINOSTEAM_NAME": "Minomaschine", + "BEAR2_DESCRIPTION": "ein großer dünner Bär in einem Bärenkostüm", + "BEAR2_LORE_2": "Seit ihrer Erfindung im frühen 20. Jahrhundert sind Teddybären zu einem allgemein bekannten kulturellen Symbol geworden. Mittlerweile gibt es viele beliebte Teddybärenfiguren auf der ganzen Welt.", + "ROBIN_LORE_1": "Der aus einer Komödie entsprungene Robin Gutfreund war irgendwann vielleicht einmal freundlich. Als er jedoch das Stück entdeckte, aus dem er entstanden ist, brach das Wesen seiner Existenz seinen Geist und machte ihn den Menschen gegenüber grausam und verbittert.", + "MINOSTEAM_SUBTITLE": "Bronzener Bulle der Industrialisierung", + "MINOSTEAM_NAME_PREFIX": "Mino", + "MINOSTEAM_NAME_SUFFIX": "maschine", + "MINOSTEAM_LORE_2": "Der Minotauros ist eine Gestalt aus der griechischen Mythologie. Als Bestie mit dem Körper eines Mannes und dem Kopf eines Bullen galt er als derart gefährlich, dass er in einem Gefängnis namens \\\"Labyrinth\\\" eingesperrt wurde.", + "MINOSTEAM_DESCRIPTION": "ein bronzener Bulle", + "AA_LAMENTO_MORI_NAME": "Lamento Mori", + "AA_LAMENTO_MORI_SUBTITLE": "Träumt vom Tod", + "MINOSTEAM_LORE_1": "Die Minomaschine baut ständig unter Druck stehenden Dampf in ihrem Metallkörper auf und nutzt ihn, um mit ihren gewaltigen Fäusten mächtige Schläge auszuführen. Sie scheint von irgendeinem anderen Ort nach Neu Wirral geholt worden zu sein – die Frage ist nur, von welchem genau ...?", + "LAMENTO_MORI_LORE_2": "Als Inkarnation der Furcht vor dem Tod ist Lamento Mori der letzte aus den Ängsten der Menschheit entstandene Erzengel.", + "LAMENTO_MORI_LORE_1": "Lamento Mori, ein für sein Alter besonders starker Erzengel, hat seinen Bahnsteig in ein Labyrinth aus gruftartigen Kammern verwandelt, in denen er jede unglückselige Person fängt und quält, die es wagt, sie zu betreten.", + "AA_PUPPET_SUBTITLE": "Master of Puppets", + "AA_PUPPET_NAME": "Poppetox", + "PUPPET_LORE_2": "Als Inkarnation des Puppenspiels ist Poppetox durch den Wunsch der Menschen entstanden, Scheinbilder von sich zu erschaffen.", + "PUPPET_LORE_1": "Poppetox' Körper besteht aus einer seltsamen deformierten Masse. Teile davon kann er herausreißen, um primitive Nachbildungen derer zu erstellen, die ihn angreifen. Diese Bildnisse besitzen eine eigenartige Verbindung zu den Personen, die sie imitieren, und können alle ihnen zugefügten Schäden auf diese übertragen.", + "AA_PUPPET_EFFIGY_NAME": "Bildnis", + "AA_MONARCH_NAME": "Monarch des Nirgendwo", + "AA_MONARCH_SUBTITLE": "König des Nichts", + "AA_MONARCH_MINION_NAME": "Bauer des Nirgendwo", + "MONARCH_LORE_1": "Der Monarch des Nirgendwo residiert unter der Falldown Mall und ernährt sich von dem verlorenen Potenzial, das Menschen aussenden, wenn sie ihr Leben mit Belanglosigkeiten verbringen.", + "MONARCH_LORE_2": "Als Inkarnation des Konsumismus ist der Monarch des Nirgendwo aus der Hingabe der Menschheit zu Unterhaltungen und vor allem Medien entstanden.", + "AA_ROBIN_SUBTITLE": "Sommernachtstraum", + "AA_ROBIN_NAME": "Robin Gutfreund", + "ROBIN_LORE_2": "Als Inkarnation des Theatralischen, der Hingabe der Menschen an die Kunst des Theaters und der Geschichten ist Robin Gutfreund entstanden. Im Gegensatz zu anderen Erzengeln hat seine manifestierte Gestalt einen definierten Ursprung – das Stück \\\"Ein Sommernachtstraum\\\" von William Shakespeare.", + "AA_MAMMON_NAME": "Mammon", + "AA_MAMMON_SUBTITLE": "Anführer der Makler", + "MAMMON_LORE_1": "Im Gegensatz zu den anderen Erzengeln haust Mammon nicht in den labyrinthartigen Bahnhöfen unter Neu Wirral, sondern führt stattdessen seine Legion aus \\\"Maklern\\\" aus einer selbst gebauten Betonfestung heraus an. Die Makler sind leere Gefäße – Hüllen, denen Autonomie durch seine unglaubliche Macht gewährt wird.", + "AA_CUBE_NAME": "Heckahedron", + "AA_CUBE_SUBTITLE": "Neoplatonischer Körper", + "MAMMON_LORE_2": "Als Inkarnation des Kapitalismus ist Mammon aus den zahllosen Welten entstanden, auf denen die Gesellschaft finanziellen Gewinn selbst über das Leid der Menschen stellen.", + "AA_ALICE_SUBTITLE": "Verbannte Königin des Wunderlands", + "ALICE_LORE_2": "Als Inkarnation des Egos ist Alice aus dem zutiefst selbstsüchtigen Denken der Menschen entstanden.", + "ALICE_LORE_1": "Alice sieht sich selbst als mildtätige Prinzessin ihrer eigenen Domäne an. Die Aussicht auf Gäste begeistert sie, aber nur, weil Menschen für sie Spielzeuge sind, die sie wegwerfen kann, wenn der Reiz des Neuen verflogen ist.", + "AA_ALICE_NAME": "Alice", + "CUBE_LORE_2": "Die Inkarnation der Mathematik. Als einer der jüngeren Erzengel ist Heckahedron entstanden, als die Menschheit in ein Zeitalter des anmaßenden wissenschaftlichen und mathematischen Denkens eintrat.", + "CUBE_LORE_1": "Heckahedrons Körper sieht unabhängig vom Betrachtungswinkel immer genau gleich aus, was ungewöhnlich ist, da die \\\"körperliche Gestalt\\\" eines Erzengels bloß der dreidimensionale Schatten eines höheren Wesens ist. Der Heckahedron ist nicht an euklidische Geometrie gebunden.", + "AA_TOWER_NAME": "Babelith", + "MORGANTE_LORE_1": "Morgante hat sich Aleph einst auf seinen Vorstößen in viele Welten angeschlossen und taucht in allerlei Mythen und Legenden als Hexe oder Göttin von großer Macht auf. Sie wohnte im Bahnhof Nachtbrück, in dem sich das einzige \\\"Tor\\\" befindet, durch das man Neu Wirral verlassen kann. Den Standort dieses Bahnhofs hat sie in einem Liedtext verborgen.", + "AA_TOWER_SUBTITLE": "Turm der Ignoranz", + "TOWER_LORE_1": "Babelith haust in einem Bahnhof auf dem Gipfel des Wirral, wo er unzusammenhängendes Zeug brüllt, das fast niemand hört.", + "TOWER_LORE_2": "Als Inkarnation der Ignoranz ist Babelith aus der verblüffenden Fähigkeit der Menschen entstanden, die Wahrheit aus Furcht, Unbehagen und Stolz von sich zu stoßen.", + "AA_MORGANTE_SUBTITLE": "Geist der Rebellion", + "MORGANTE_LORE_2": "Als Inkarnation der Rebellion ist Morgante eines der ältesten \\\"Erzengel\\\"-Wesen im verbundenen Kosmos. Rebellion ist eine der Eroberung vollkommen entgegengesetzte Kraft – weshalb es unvermeidlich war, dass sie und Aleph schließlich zu Todfeinden wurden.", + "AA_FINALGANTE_NAME": "Morgante-Gestalt", + "FINALGANTE_LORE_1": "Der Wille, sich allen Widrigkeiten zum Trotz aufzulehnen, hat gemeinsam mit dem verbliebenen Geist von Morgante die Morgante-Gestalt entstehen lassen. Hierbei handelt es sich um einen auf Neu Wirral als \\\"Erzengel\\\" bekannten Egregor, ein aus dem vereinten Willen, die Realität zu verändern, erschaffenes Wesen. Diese Kraft schlummert in allen Menschen.", + "AA_FINALGANTE_SUBTITLE": "Beschworen: Geist der Rebellion", + "FINALGANTE_LORE_2": "\\\"Gestalt\\\" bedeutet etwas, das größer als die Summe seiner Teile ist. Für sich betrachtet ist die Fähigkeit einer Person, Dinge auf der Welt zu verändern, begrenzt. Vereint jedoch ist die mögliche Kraft grenzenlos.", + "AA_SERPENT_SUBTITLE": "Schlangengott", + "AA_SERPENT_NAME": "Morbidstern", + "AA_ALEPH_NAME": "Aleph", + "ALEPH_LORE_1": "Aleph führte einst eine Truppe von Erzengeln durch den verbundenen Kosmos, wo er große Schlachten befehligte und Teil bis zum heutigen Tag bekannter verbreiteter Legenden wurde. Mit seinem Portalkopf kann er alles und jeden – außer sich selbst – an jede gewünschte Stelle schicken.", + "AA_ALEPH_SUBTITLE": "Roter König der Eroberung", + "SERPENT_LORE_2": "Als Inkarnation der Ergebenheit ist Morbidstern aus der Verehrung der vielen Götter und Götzen entstanden, die die Menschheit erschafft und anbetet.", + "SERPENT_LORE_1": "Der bösartige Morbidstern ernährt sich von der Ergebenheit anderer – manchmal auch in tödlichem Maße, falls die Hingabe stark genug ist. Aus seinem unterirdischen Bahnhof lässt er ein Flüstern in der Hoffnung erklingen, dass seine Gefolgsleute einen Weg hinab zu ihm und in den Tod finden.", + "ALEPH_LORE_2": "Als Inkarnation der Eroberung ist Aleph aus dem kriegerischen Wesen und dem Wunsch der Menschen nach Eroberung entstanden. Er führte einst eine Truppe von Erzengeln – darunter Morgante, Ms. Amber, Mordread und weitere – an, die er seine \\\"Tafelrunde\\\" nannte. Aus dieser Allianz befindet sich außer ihm nur noch Morgante auf Neu Wirral.", + "ALEPH_NULL_LORE_1": "Aleph, der wieder so stark ist, wie er es auf der Höhe seiner Macht war. Wenn zugelassen wird, dass er wie früher durch den verbundenen Kosmos reist, dürfte dies zweifelsohne zu großem Leid führen.", + "AA_ALEPH_NULL_NAME": "Aleph-Null", + "AA_ALEPH_NULL_SUBTITLE": "Verkörperung des ewigen Kriegs", + "ALEPH_NULL_LORE_2": "In den nach Alephs Zeit als britischer Monarch des sechsten Jahrhunderts entstandenen Legenden wird behauptet, dass er eines Tages auf den Thron zurückkehren wird. Obwohl er diesmal besiegt wurde, dürfte er damit Erfolg haben, wenn Menschen immer wieder neue Wege finden, einander umzubringen.", + "AA_HELIA_NAME": "Helia", + "AA_HELIA_SUBTITLE": "Prozess der Fusion", + "HELIA_LORE_1": "Als Inkarnation der Kraft der Fusion beaufsichtigt Helia alle Arten von Fusionen im Kosmos. Auf ihrer Heimatwelt manifestierte sie sich zum ersten Mal in einem Forschungslabor menschlicher Wissenschaftler, die die Kernfusion studierten.", + "HELIA_LORE_2": "Helias Erinnerung scheint sich weit über ihre Manifestation hinaus bis zur allerersten Kernfusion im Kosmos zu erstrecken. Daher dürfte sie wohl der älteste Erzengel auf Neu Wirral und mit Alephs Machenschaften vor Tausenden von Jahren vertraut sein.", + "AA_AMBER_LORE_1": "Ms. Amber ist ein rätselhafter, aber gastfreundlicher Erzengel, der Reisenden durch den Kosmos eine sichere Passage anbietet. Sie besitzt die Fähigkeit, zwischen den Welten zu wechseln, und hat die Gestalt eines Edelclubs voller Gäste.", + "AA_MERLINE_NAME": "Die Mer-Linie", + "AA_MERLINE_SUBTITLE": "Was darunter liegt", + "AA_MERLINE_LORE_1": "Bei den Bahnanlagen unter Neu Wirral handelt es sich in Wirklichkeit um die Mer-Linie, einen uralten und unverständlichen \\\"Erzengel\\\", der die Gestalt eines unendlichen Labyrinths aus Tunneln und Zügen angenommen hat.", + "AA_MERLINE_LORE_2": "Die Fähigkeit der Mer-Linie, Raum und Zeit zu zerreißen, hat dazu geführt, dass sich große Mengen Trümmer auf ihrer gewaltigen Gestalt angesammelt haben, aus denen schließlich Neu Wirral entstanden ist. Seitdem hat die Mer-Linie ihre Kraft genutzt, um die Insel sowohl mit Menschen als auch Monstern zu bevölkern. Offenbar glaubt sie, einen guten Grund dafür zu haben.", + "AA_AMBER_NAME": "Bei Amber", + "AA_AMBER_SUBTITLE": "Interdimensionale Wirtin", + "AA_AMBER_LORE_2": "Ms. Amber war einst ein Mitglied in Alephs Truppe und bot ihr die Möglichkeit, durch den verbundenen Kosmos zu reisen. Sie verließ die anderen auf Neu Wirral, als ein Streit zwischen ihnen ausbrach, und bedauert ihre Teilnahme an Alephs vielen Unternehmungen.", + "LENNA_NAME": "Lenna", + "LENNA_UNKNOWN_NAME": "Verhüllte Gestalt", + "LENNA_SUBTITLE": "Heldin einer anderen Geschichte", + "LENNA_LORE_1": "Lenna führte einst das bescheidene Leben einer Lehrerin, deren wichtigste Aufgabe darin bestand, dem \\\"Helden\\\" ihrer Welt beizubringen, wie man Erzengel bekämpft. Als er überraschend getötet wurde, nahm Lenna das Schwert selbst in die Hand.", + "LENNA_LORE_2": "Lennas Welt existiert als auf einem Steckmodul gespeichertes Videospiel, das in den Weltraum geschossen wurde. Ein verirrter kosmischer Strahl verursachte einen \\\"Fehler\\\" im Spiel und verlieh seinen Charakteren – die sich ihres elektronischen Ursprungs nicht bewusst sind – Empfindungsfähigkeit.", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Ritualkerze", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Zünde diese Kerze an und opfere (verwerte) eine aufgenommene Kassette, um die nächste Fusion, auf die du triffst, zu beeinflussen. Sie wird mit einer gewissen Wahrscheinlichkeit einen Bootleg enthalten, der entweder zum Typ oder der Spezies der geopferten Kassette passt.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Ein eigenartiger Gegenstand, den Captain Skip auf einer seiner letzten Touren entdeckt hat. Darauf steht:\\n\\n\\\"Zünde diese Kerze an und opfere (verwerte) eine aufgenommene Kassette, um die nächste Fusion, auf die du triffst, zu beeinflussen. Sie wird mit einer gewissen Wahrscheinlichkeit einen Bootleg enthalten, der entweder zum Typ oder der Spezies der geopferten Kassette passt.\\\"", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Anzünden", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "Die Kerze wurde angezündet. Opfere (verwerte) jetzt eine Kassette, die du aufgenommen hast, um die nächste Fusion, auf die du triffst, zu beeinflussen.", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Es läuft bereits ein Ritual.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "Das Ritual ist abgeschlossen. Die nächste Fusion, auf die du triffst, kann einen Bootleg enthalten, der auf irgendeine Weise zu dieser Kassette passt.", + "ITEM_CAPTAIN_BADGE_NAME": "Marke des Captains", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "Marke 14", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifiziert den Träger als Ranger-Captain. Marke 14.", + "ITEM_FUSION_RADAR_NAME": "Fusionsradar", + "ITEM_FUSION_RADAR_DESCRIPTION": "Zeigt auf deiner Karte durch Symbole an, wo Schurken-Fusionen zu finden sind.", + "RANGER_RANK_0": "Ranger-Auszubildender", + "RANGER_RANK_1": "Ranger-Kundschafter", + "RANGER_RANK_2": "Ranger-Captain", + "ITEM_RANGER_ID_AUX_NAME": "ID: {ranger_id}", + "ITEM_RANGER_ID_NAME": "{ranger_rank}-Karte", + "ITEM_RANGER_ID_DESCRIPTION": "Du bist ein offizieller {ranger_rank}! Auf dieser Karte wird dein Fortschritt in den Ranger-Rängen verzeichnet. Als Bonus hilft sie auch bei der Identifizierung deiner Leiche, falls dir etwas zustoßen sollte.", + "ITEM_GARDENING_KIT_NAME": "Gärtnerkit", + "ITEM_GARDENING_KIT_DESCRIPTION": "Samen, Setzlinge und einige einfache Werkzeuge, um die Kübel in der Stadt auf Vordermann zu bringen.", + "ITEM_JELLY_NAME": "Düngschleim", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "Schließt etwas im Bahnhof Waterloop auf.", + "ITEM_KEY_WATERLOOP_NAME": "Waterloop-Schlüssel", + "ITEM_JELLY_DESCRIPTION": "Eine klebrige und schleimige Masse, die ein Schleimlett im Kampf verloren hat. Essen solltest du sie lieber nicht, aber trotzdem könnte sie für irgendetwas nützlich sein ...", + "ITEM_KEY_COMMUNE_NAME": "Morbidstadt-Schlüssel", + "ITEM_KEY_COMMUNE_DESCRIPTION": "Schließt etwas in Morbidstadt auf.", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "Weißes-Kaninchen-Schlüssel", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "Verquerer und verquerer!", + "ITEM_KEY_LANDKEEPER_NAME": "Maklerbürofenster-Schlüssel", + "ITEM_MACHINEPART_NAME": "Maschinenteil", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Schließt Fenster in Maklerbüros auf.", + "ITEM_MACHINEPART_DESCRIPTION": "Ein fehlendes Teil eines alten Fahrscheinautomaten.", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Zugfahrschein", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Ein alter Zugfahrschein, auf den blass \\\"Altgrab\\\" gedruckt wurde.", + "ITEM_VALVE_NAME": "Ventilgriff", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Ein alter Zugfahrschein, auf den blass \\\"Glowcester\\\" gedruckt wurde.", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Zugfahrschein", + "ITEM_VALVE_DESCRIPTION": "Ein verrosteter Ventilgriff. Er fühlt sich kalt an.", + "ITEM_KEYSTONE_NAME": "Azurblauer Schlüsselstein", + "ITEM_KEYSTONE_DESCRIPTION": "Ein verzierter blauer Edelstein. Er gibt ein Rauschen wie ein Radio ab.", + "ITEM_DELIVERY_PARCEL_NAME": "Paket", + "ITEM_DELIVERY_COMMUNE_NAME": "Hilfspaket", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Ein für die Lieferung bestimmtes Paket. Einzelheiten findest du in deinen aktiven Quests.", + "ITEM_LOST_NECKLACE_NAME": "Verlorene Halskette", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Ein für die Lieferung nach Morbidstadt bestimmtes Paket. Einzelheiten findest du in deinen aktiven Quests.", + "ITEM_LOST_NECKLACE_DESCRIPTION": "Die hat jemand verloren und möchte sie bestimmt wiederhaben! Einzelheiten findest du in deinen aktiven Quests.", + "ITEM_LOST_RING_NAME": "Verlorener Ring", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Münze", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Eine im Jahr 0x7B3 vom \\\"Staat Nevad-O\\\" herausgegebene eigenartige Goldmünze.", + "ITEM_LOST_WALLET_DESCRIPTION": "Die hat jemand verloren und möchte sie bestimmt wiederhaben! Einzelheiten findest du in deinen aktiven Quests.", + "ITEM_LOST_RING_DESCRIPTION": "Die hat jemand verloren und möchte sie bestimmt wiederhaben! Einzelheiten findest du in deinen aktiven Quests.", + "ITEM_LOST_WALLET_NAME": "Verlorenes Portemonnaie", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Ein Stück Papier, auf dem einige mit Blut geschriebene Richtungsangaben stehen. Ein Teil wurde abgerissen. Die Angaben lauten: \\\"Hoch, hoch, runter, runter ...\\\"\\n\\nJede Menge irres Gelächter ist ebenfalls darauf gekritzelt ...", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Altgrab-Hinweis 1", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Altgrab-Hinweis 2", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Ein Stück Papier, auf dem einige mit Blut geschriebene Richtungsangaben stehen. Die erste Hälfte wurde abgerissen. Die Angaben lauten: \\\"... links, rechts, links, rechts.\\\"\\n\\nDas irre Gelächter wurde auf dieser Hälfte fortgesetzt.", + "ITEM_MEREDITH_ENVELOPE_NAME": "Umschlag für Meredith", + "SERVICE_LUCKY_DIP_NAME": "Grabbelsack", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "Ein Umschlag mit einem Brief von Ianthe an Meredith. Es geht um die Platte, die Meredith sucht!", + "ITEM_GYM_PASS_NAME": "Mitgliedsausweis", + "SERVICE_LUCKY_DIP_DESCRIPTION": "Ein Sack mit einigen nützlichen Gegenständen. Enthält einen garantiert ungewöhnlichen oder seltenen Sticker. Versuch dein Glück!", + "ITEM_GYM_PASS_DESCRIPTION": "Ermöglicht unbegrenzten Zugang zu den Trainingseinrichtungen im Rathaus, wo du deine Grundwerte anpassen kannst.", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "Eine Kassette eines sehr seltenen Monsters, die wir uns für Ranger aufheben, von denen wir wissen, dass sie damit umgehen können.", + "SERVICE_MONSTER_TAPE_NAME": "{species_name}-Kassette", + "EXCHANGE_REQUIRE_CAPTAINS": "Trainiere zum Freischalten mit {amount} weiteren Captain(s)!", + "SERVICE_CARRY_MORE_REWINDS_NAME": "Rückspultasche", + "SERVICE_CARRY_MORE_CURES_NAME": "Erste-Hilfe-Tasche", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Neuspultasche", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die Anzahl der mitführbaren Zurückspulungen um 1 zu erhöhen.", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die Anzahl der mitführbaren Neuspulungen um 1 zu erhöhen.", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die jeweilige Anzahl der mitführbaren Heilungen um 1 zu erhöhen.", + "SERVICE_CARRY_MORE_COFFEE_NAME": "Minikühlschrank", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Ich kann dir dieses Fach in deinen Rucksack einnähen, um die Anzahl der mitführbaren Rauchbomben um 1 zu erhöhen. Da es Stöße absorbiert, kannst du dir sicher sein, dass nichts unbeabsichtigt hochgeht.", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die Anzahl der mitführbaren Dosenkaffees um 1 zu erhöhen.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Bombenfach", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Ich kann dir dieses Fach in deinen Rucksack einnähen, um die Anzahl der mitführbaren Rauchbomben um 1 zu erhöhen. Da es Stöße absorbiert, kannst du dir sicher sein, dass nichts unbeabsichtigt hochgeht.", + "SERVICE_CARRY_MORE_REODORANT_NAME": "Geruchsabsorbierende Tasche", + "SERVICE_GYM_POINTS_NAME": "Zusatz-Trainingspunkt", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Ich kann dir diese Tasche in deinen Rucksack einnähen, um die Anzahl der mitführbaren Reodorante um 1 zu erhöhen. Ihr spezielles Material absorbiert schlechte Gerüche, bis du sie wirklich brauchst.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Ich kann dir dieses Fach in deinen Rucksack einnähen, um die Anzahl der mitführbaren Rauchbomben um 1 zu erhöhen. Da es Stöße absorbiert, kannst du dir sicher sein, dass nichts unbeabsichtigt hochgeht.", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Wiederverschließbares Plastikgefäß", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Erhöht die maximale Menge mitführbarer Paar-Fusilli um 1.", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Die Ranger statten Dr. Pensby mit zusätzlichen Ressourcen aus und ermöglichen ihr, {0} weitere Heilungsart(en) zu führen.", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "Händlergilden-Mitgliedschaft", + "SERVICE_GYM_POINTS_DESCRIPTION": "Gibt dir einen zusätzlichen Punkt für die Benutzung der Trainingseinrichtung im Rathaus.", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Verschafft dir bei Händlern in Hafenstadt bessere Preise, die um {0} Prozent gesenkt werden.", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Die Ranger statten die Stickerhändler auf dem Markt in Hafenstadt mit zusätzlichen Ressourcen aus und ermöglichen ihnen, {0} weitere(n) Sticker zu führen.", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Zusätzlicher Stickervorrat", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Zusätzlicher Kaffeevorrat", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Wenn du eine davon in deiner Tasche hast, kannst du deinen Kugelino-Spurt verbessern und die Fähigkeit erhalten, zu Beginn von Kämpfen Schaden zu verursachen.", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "Zusätzlicher Heilungsvorrat", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Die Ranger statten Clémence im Café Grammofon mit mehr Zutaten aus und ermöglichen ihr, {0} weitere Kaffeesorte(n) zu führen.", + "QUEST_CAPTAINS_DESCRIPTION3.n": "Tritt in einer letzten Herausforderung gegen Ianthe an, um selbst ein Captain zu werden!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Kugelino-Modulscherbe", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Hüpfkürbis-Samen", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Wenn du einen davon in deiner Tasche hast, kannst du deinen Kürbisranken-Ball verbessern und die Fähigkeit erhalten, zu Beginn von Kämpfen einen Pflanzenwall zu erzeugen.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Blitzarin-Fell", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, damit sich die Fusionsanzeige um {0} Prozent schneller füllt.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Wenn du ein Stück dieses Fells in deiner Tasche hast, wird deine Elektromagnetismus-Fähigkeit verbessert und du beginnst in Kämpfen mit einem zusätzlichen AP.", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Mikrofon-Verbesserung", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Dieses verbesserte Mikrofon für deinen Kassettenspieler erhöht die Chance auf eine erfolgreiche Aufnahme um {0} Prozent.", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "Fusionsanzeigen-Mod", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, damit sich die Fusionsanzeige um {0} Prozent füllt, wenn du einen Treffer mit Typenvorteil landest.", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Chemie-Mod", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, damit sich die Fusionsanzeige um {0} Prozent füllt, wenn du einen kritischen Treffer landest.", + "SERVICE_FUSION_METER_CRITICAL_NAME": "Krit-Mod", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, damit sich die Fusionsanzeige um {0} Prozent füllt, wenn du einen Kampf gewinnst.", + "SERVICE_FUSION_METER_VICTORY_NAME": "Sieges-Mod", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Ich kann dir diese Mod in deinen Kassettenspieler einbauen, um überschüssige Energie von der Fusionsanzeige zum Mikrofon umzuleiten. Wenn deine Fusionsanzeige gefüllt ist, erhöht sich die Chance auf eine erfolgreiche Aufnahme um {0} Prozent.", + "SERVICE_FUSION_METER_RECORDING_NAME": "Aufnahme-Mod", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Frustum Cull", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Todesstrahl", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "Feedback", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "Verlockung", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Börsenkrach", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "Urteil", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Margin Call", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "Risikogeschäft", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Vermögen einfrieren", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Lockangebot", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Zu groß zum Scheitern", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Feenstaub", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Feenhorde", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Albtraumross", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Falsche Erhellung", + "MOVE_AA_ALICE_EAT_ME_NAME": "Iss mich", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Wahre Erhellung", + "MOVE_AA_ALICE_DRINK_ME_NAME": "Trink mich", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Krachersprung", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "Tod durch 10.000 Schnitte", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "Tod durch 1.000 Schnitte", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Ruf zu den Waffen", + "MOVE_AA_MONARCH_TENTACLE_NAME": "Glitschiger Griff", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Kayleighs Melodie", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Auf Nimmerwiedersehen", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodie des Lebens", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motiviert den Benutzer, nach einer Niederlage weiterzumachen.", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "Überzeugung von {player}", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Merediths Esprit", + "MOVE_AA_MORGANTE_PLAYER_NAME": "Unaufhaltsame Überzeugung", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "Blitzesprit", + "MOVE_AA_FINALGANTE_FELIX_NAME": "Felix' Kreativität", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "Eugenes Mut", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Erhöht den Nah- und Fernkampfangriff des Benutzers.", + "MOVE_AA_MORGANTE_EUGENE_NAME": "Mut ohne Ende", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Erhöht die Nahkampf- und Fernkampfabwehr des Benutzers.", + "MOVE_AA_FINALGANTE_DOG_NAME": "Barkleys Energie", + "MOVE_AA_MORGANTE_FELIX_NAME": "Kreative Unternehmung", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "Violas Entschlossenheit", + "MOVE_AA_MORGANTE_VIOLA_NAME": "Listige Entschlossenheit", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Hilfepfiff", + "MOVE_AA_MORGANTE_DOG_NAME": "Grenzenlose Energie", + "QUEST_MEREDITH_DESCRIPTION_4": "Begib dich mit Meredith zur Falldown Mall.", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Erhöht die AP-Generierung des Benutzers.", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Kraft der Wahrheit", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zedd auf dem Herbsthügel hat mich gebeten, in der Umgebung für etwas mehr Ruhe zu sorgen, indem ich fünf Kugelinos besiege. Diese Monster sind am einfachsten auf dem Herbsthügel zu finden.", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Ruhe jetzt", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Münzbetrieben", + "QUEST_MEREDITH_TITLE": "All I Ever Needed", + "QUEST_MEREDITH_DESCRIPTION_1": "Frage die Bewohner von Hafenstadt, ob sie Merediths Lieblingsplatte gesehen haben.", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Ein münzbetriebener Android im Wald von Eastham hat offenbar Fehlfunktionen. Vielleicht kriegt man ihn ja mit einer passenden Münze wieder zum Laufen.", + "QUEST_MEREDITH_DESCRIPTION_2": "Finde Ranger-Anführerin Ianthe und frage sie nach Merediths Lieblingsplatte.", + "QUEST_MEREDITH_DESCRIPTION_3": "Gib Meredith Ianthes Umschlag.", + "QUEST_CAPTAINS_DESCRIPTION1.m": "Trainiere bei jedem der Ranger-Captains, um ein Ranger zu werden. Du findest heraus, wo die Captains postiert sind, indem du dich in Hafenstadt umhörst.", + "QUEST_CAPTAINS_DESCRIPTION2.m": "Triff dich mir Ranger-Anführerin Ianthe, um ihr mitzuteilen, dass du bei allen Ranger-Captains trainiert hast.", + "QUEST_CAPTAINS_DESCRIPTION2.n": "Triff dich mir Ranger-Anführerin Ianthe, um ihr mitzuteilen, dass du bei allen Ranger-Captains trainiert hast.", + "QUEST_CAPTAINS_DESCRIPTION1.n": "Trainiere bei jedem der Ranger-Captains, um ein Ranger zu werden. Du findest heraus, wo die Captains postiert sind, indem du dich in Hafenstadt umhörst.", + "QUEST_CAPTAINS_DESCRIPTION1.f": "Trainiere bei jedem der Ranger-Captains, um ein Ranger zu werden. Du findest heraus, wo die Captains postiert sind, indem du dich in Hafenstadt umhörst.", + "QUEST_CAPTAINS_PROGRESS": "Bei {num} von {max} Captains trainiert.", + "QUEST_CAPTAINS_DESCRIPTION2.f": "Triff dich mir Ranger-Anführerin Ianthe, um ihr mitzuteilen, dass du bei allen Ranger-Captains trainiert hast.", + "QUEST_CAPTAINS_DESCRIPTION3.m": "Tritt in einer letzten Herausforderung gegen Ianthe an, um selbst ein Captain zu werden!", + "QUEST_CAPTAINS_DESCRIPTION3.f": "Tritt in einer letzten Herausforderung gegen Ianthe an, um selbst ein Captain zu werden!", + "QUEST_CAPTAINS_DESCRIPTION4": "Triff dich mit allen Ranger-Captains.", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "Sammle {total} Gerüchte der Bewohner von Hafenstadt.", + "QUEST_COLLECT_RUMORS_TITLE": "Gerüchte", + "QUEST_COLLECT_RUMORS_PROGRESS": "{obtained} von {total} Gerüchten gesammelt.", + "QUEST_KAYLEIGH_TITLE": "I Ran So Far Away", + "QUEST_KAYLEIGH_DESCRIPTION1": "Bring Kayleigh nach Morbidstadt.", + "QUEST_KAYLEIGH_DESCRIPTION2": "Kundschafte Morbidstadt aus.", + "QUEST_FELIX_DESCRIPTION_0": "Triff Felix in seiner Wohnung im Westen von Hafenstadt.", + "QUEST_FELIX_TITLE": "Don't You Want Me", + "QUEST_FELIX_DESCRIPTION_2": "Finde mit Felix die vier Elementaraltäre, um Kuneko aufzuspüren.", + "QUEST_FELIX_DESCRIPTION_1": "Kämpfe an Felix' Seite auf der Kirschaue gegen eine Kriegerin mit Holzschwert.", + "QUEST_FELIX_2_PROGRESS": "{num} von {count} Elementaraltären gefunden.", + "QUEST_VIOLA_DESCRIPTION_1": "Finde Violas Bruder Sebastian.", + "QUEST_FELIX_DESCRIPTION_3": "Hilf Felix, mit Kuneko alles ins Reine zu bringen.", + "QUEST_VIOLA_TITLE": "Everybody's Looking for Something", + "QUEST_VIOLA_DESCRIPTION_2": "Sprich mit Viola.", + "QUEST_VIOLA_DESCRIPTION_3": "Begib dich mit Viola zum Eisenufer.", + "QUEST_VIOLA_DESCRIPTION_4": "Erkunde mit Viola das Schiffswrack.", + "QUEST_DOG_TITLE": "Come Back and Stay", + "QUEST_DOG_DESCRIPTION": "Finde heraus, warum Barkley auf dem Wirral ist.", + "QUEST_SUNNY_TITLE": "Wie fühlt sich das an?", + "QUEST_HOYLAKE_TITLE": "Auf der Jagd", + "QUEST_SUNNY_DESCRIPTION": "Begib dich zum Schneider in Hafenstadt, um beim Auswählen eines neuen Looks für Sunny zu helfen.", + "QUEST_HOYLAKE_DESCRIPTION_1": "Nimm das oft {habitat_phrase} gesichtete Monster, {monster_description}, auf, um es Hoylake zu zeigen.", + "QUEST_HOYLAKE_DESCRIPTION_2": "Du hast das oft {habitat_phrase} gesichtete Monster namens \\\"{monster_name}\\\", {monster_description}, aufgenommen. Kehre zu Hoylake zurück, um es ihm zu zeigen.", + "QUEST_HELIA_TITLE": "Here Comes the Sun", + "QUEST_HELIA_DESCRIPTION_1": "Untersuche den neuen Bahnhof unter dem Dino-Steinbruch im Ödland.", + "QUEST_HELIA_DESCRIPTION_2": "Erhalte Antworten von der Mer-Linie.", + "QUEST_HELIA_DESCRIPTION_3": "Erstatte Ianthe Bericht.", + "CLUE_NORTH": "Von dort musst du nach Norden geh'n, wo sich getrennte Wege grüßen.", + "CLUE_WEST": "Nach Westen müssen deine Flügel flattern, an den Ort, den nur ich kenne.", + "CLUE_EAST": "Nach Osten müssen deine Flügel flattern, an den Ort, den nur ich kenne.", + "CLUE_BIOME_ARID": "Wo Ruinen sind zu seh'n, wo totes Gras liegt unter deinen Füßen.", + "CLUE_BIOME_PLAINS": "Wo Bäume und Pfade sind zu seh'n, wo Gras wächst unter deinen Füßen.", + "CLUE_SOUTH": "Von dort musst du nach Süden geh'n, wo sich getrennte Wege grüßen.", + "CLUE_BIOME_BEACH": "Wo du gold'nen Sand kannst seh\\'n, wo Wellen du spürst an deinen Füßen.", + "CLUE_BIOME_AUTUMN": "Wo Kastanienbäume sind zu seh'n und du ihr Laub spürst unter deinen Füßen.", + "CLUE_BIOME_LAKE": "Wo ein Gewässer ist zu seh'n und Sand liegt unter deinen Füßen.", + "CLUE_BIOME_WOODS": "Wo hohe Bäume sind zu seh'n und dunkles Gras du spürst an deinen Füßen.", + "CLUE_BIOME_BLOSSOM": "Wo Kirschblüten sind zu seh'n und fahles Gras wächst unter deinen Füßen.", + "CLUE_BIOME_MOUNTAIN": "Wo du kannst weit nach unten seh'n und Schnee liegt unter deinen Füßen.", + "CLUE_BIOME_MARSH": "Wo manch ein Mensch wird untergeh'n, wo dicker Schlamm liegt unter deinen Füßen.", + "CLUE_ACTION_ROCK": "Der Stein, den du hast in der Hand, soll vor dir abgelegt sein.", + "CLUE_ACTION_CRATE": "Die Holzkiste dort in deiner Hand, soll vor dir abgelegt sein.", + "CLUE_ACTION_DASH.f": "An diesem Ort auf diesem Land musst laufen du mit hellem Flammenschein.", + "CLUE_ACTION_DASH.m": "An diesem Ort auf diesem Land musst laufen du mit hellem Flammenschein.", + "CLUE_ACTION_MAGNETISM": "Nutze Blitze, die gebannt, und der Pfad wird dir eröffnet sein.", + "CLUE_ACTION_DASH.n": "An diesem Ort auf diesem Land musst laufen du mit hellem Flammenschein.", + "CLUE_ACTION_JUMP_3": "Springe dreimal aus dem Stand und der Pfad wird dir eröffnet sein.", + "CLUE_ACTION_FACE_4_DIRECTIONS": "An diesem Ort auf diesem Land muss dein Blick in vier Richtungen gefallen sein.", + "CLUE_ACTION_NIGHT": "Eine halbe Minute muss währen hier dein Stand, und des Nachts wird der Pfad dir offen sein.", + "CLUE_ACTION_MAP_3.m": "Nimmst du die Karte in die Hand, muss dreimal sie gelesen sein.", + "CLUE_ACTION_MAP_3.f": "Nimmst du die Karte in die Hand, muss dreimal sie gelesen sein.", + "CLUE_ACTION_ITEM_3": "Leg Objekte aus deiner Hand, ganz gleich welche, nur drei müssen es sein.", + "CLUE_ACTION_MAP_3.n": "Nimmst du die Karte in die Hand, muss dreimal sie gelesen sein.", + "CLUE_OVERWORLD_2_-1": "Das erste Tor, das du durchquert auf diesem Land, dort muss nun dein Standort sein.", + "CLUE_OVERWORLD_-4_-1": "Ein Gewässer auf diesem Land, bei Steinen und Gräbern, dort musst du sein.", + "CLUE_OVERWORLD_-6_-3": "Bei einem Gebäude auf diesem Land liegt ein Klotz, wo du musst sein.", + "CLUE_OVERWORLD_-2_-4": "Bei einem Zelt, das steht auf Sand, dort musst du jetzt sein.", + "CLUE_OVERWORLD_-3_-3": "Ein toter Baum auf diesem Land, unter seinen Zweigen musst du sein.", + "CLUE_OVERWORLD_-3_-7": "An der Quelle eines Flusses, der fließt durch das Land, dort musst du jetzt sein.", + "CLUE_OVERWORLD_0_-6": "Auf einem Steinaltar auf diesem Land, dort musst du jetzt sein.", + "CLUE_OVERWORLD_1_-6": "Zwischen drei Lichtern auf diesem Land, dort musst du jetzt sein.", + "CLUE_OVERWORLD_3_-7": "Auf dem Kommerztempel auf diesem Land, dort musst du jetzt sein.", + "CLUE_OVERWORLD_2_-4": "Ein einz'ges Haus auf diesem Land, in seinem Schatten musst du sein.", + "CLUE_OVERWORLD_5_-6": "An einem Baumstumpf auf diesem Land zwischen zwei Mauern musst du sein.", + "CLUE_OVERWORLD_7_-2": "Ein Haus stand einst auf diesem Land, in seinen Ruinen musst du sein.", + "CLUE_OVERWORLD_7_-4": "Auf einem Feueraltar auf diesem Land, dort musst du jetzt sein.", + "CLUE_OVERWORLD_8_-6": "An einem Baumstumpf in wald'gem Land, dort musst du jetzt sein.", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Hoylakes Auftrag", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Sprich im Rathaus mit Hoylake. Er hat mehrere Aufgaben für dich.", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Monster en masse", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "Die {key}-Population {habitat_phrase} ist in letzter Zeit außer Rand und Band geraten. Besiege {count} von ihnen im Kampf, um sie zu beruhigen und davon abzuhalten, sich gegenseitig zu verletzen.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Besiege {count} Schurken-Fusionen, um auf Neu Wirral für Sicherheit zu sorgen.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Fusionen en masse", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Bring unserem Späher {location_0_phrase} das Paket.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Paketzustellung", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Einer unserer Späher {location_0_phrase} hat uns eine dringende Anfrage zu Vorräten geschickt. Besorge bitte {required_item_amount}-mal {required_item} und bring ihm alles so schnell wie möglich.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Hurra! Mein Paket ist da!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Danke vielmals! Darauf habe ich schon gewartet!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Danke vielmals! Darauf habe ich schon gewartet!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Danke vielmals! Darauf habe ich schon gewartet!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Hurra! Mein Paket ist da!", + "DJINN_ENTONIC_NAME": "Dschinn Tonic", + "DJINN_ENTONIC_LORE_1": "Ein geheimnisvoller kosmischer Kellner mit einwandfreiem Dienst am Gast. Es ist nicht ganz klar, welche Drinks serviert werden, nur dass sie \\\"familienfreundlich\\\" sind und \\\"keinen Einfluss auf die Alterseinstufung des Spiels\\\" haben.", + "DJINN_ENTONIC_NAME_SUFFIX": "tonic", + "DJINN_ENTONIC_NAME_PREFIX": "Dschinn", + "DJINN_ENTONIC_LORE_2": "Ein Dschinn oder Flaschengeist ist ein Wesen aus der arabischen Mythologie. In der Geschichte von Aladin befreit der Protagonist einen in einer magischen Lampe eingesperrten Dschinn, als er unbeabsichtigt daran reibt.", + "DJINN_ENTONIC_DESCRIPTION": "ein kosmischer Kellner", + "BULLETINO_NAME": "Kugelino", + "BULLETINO_NAME_PREFIX": "Kugel", + "BULLETINO_NAME_SUFFIX": "ino", + "BULLETINO_LORE_2": "Frühe Kugeln waren einfache Bleigeschosse, die in Kriegen des Mittelalters aus Kanonen in Richtung von Feinden und Befestigungen gefeuert wurden. Die konische \\\"Kugelform\\\", wie wir sie heute kennen, wurden im 19. Jahrhundert vom französischen Hauptmann Henri-Gustave Delvigne entwickelt.", + "BULLETINO_LORE_1": "Der Kugelino besitzt nur einen Verteidigungsmechanismus – und zwar sich selbst kopfüber in die Gefahr zu stürzen, wenn er in Panik gerät. Obwohl das eine schlechte Idee ist, macht er es trotzdem immer wieder.", + "BULLETINO_DESCRIPTION": "eine riesige Kugel auf zwei Beinen", + "VELOCIRIFLE_NAME": "Velociflinte", + "VELOCIRIFLE_NAME_PREFIX": "Veloci", + "VELOCIRIFLE_LORE_1": "Die Schädelhinterseite der Velociflinte enthält eine Kammer mit Schießpulver, das sie nach Belieben zünden kann, um ein Geschoss im \\\"Lauf\\\" in ihrem Gesicht abzufeuern. Diese Monster sind mittlerweile ziemlich gute Schützen.", + "VELOCIRIFLE_NAME_SUFFIX": "flinte", + "VELOCIRIFLE_DESCRIPTION": "eine Echse mit einem schusswaffenförmigen Kopf", + "VELOCIRIFLE_LORE_2": "Schießpulver wurde zu Beginn des ersten Jahrtausends in China erfunden. Die frühesten Schusswaffen waren tragbare Kanonen mit Schießpulver und kleinen Geschossen.", + "ARTILLEREX_NAME": "Artillerex", + "ARTILLEREX_NAME_PREFIX": "Artille", + "ARTILLEREX_NAME_SUFFIX": "rex", + "ARTILLEREX_LORE_2": "Das Gatling-Geschütz ist ein frühes Maschinengewehr, das aus einem per Kurbel gedrehten Rad mit Läufen in schneller Abfolge Munition verschießen konnte. Benannt wurde die in der Mitte des 19. Jahrhunderts konzipierte Waffe nach ihrem Erfinder Richard Jordan Gatling.", + "ARTILLEREX_LORE_1": "Der Körper des Artillerex enthält eine Vertiefung mit geschmolzenem Metall, aus dem er Schrapnelle formen und aus dem \\\"Geschützturm\\\" an seinem Bauch abfeuern kann. Seine ballistischen Fähigkeiten und die hoch aufragende Statur machen ihn zu einem furchteinflößenden Gegner.", + "SALAMAGUS_NAME": "Salamagus", + "GEARYU_LORE_2": "Zahnräder sind runde Maschinenteile, die durch \\\"Zähne\\\" an ihren Rändern ineinandergreifen. Verschiedene Größen können benutzt werden, um die Drehgeschwindigkeit zu verringern oder zu erhöhen.", + "ARTILLEREX_DESCRIPTION": "eine riesige Echse mit einer Schusswaffe auf ihrem Bauch", + "GEARYU_NAME_PREFIX": "Zahnrad", + "GEARYU_NAME": "Zahnradyu", + "GEARYU_NAME_SUFFIX": "ryu", + "GEARYU_LORE_1": "In der Körpermitte des Zahnradyu befinden sich mehrere riesige, durch magnetische Kraft zusammengehaltene Zahnräder. Diese dreht das Monster, um kinetische Energie zu erzeugen und als mächtige Elementar-Odemangriffe aus seinem Maul einzusetzen.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Vorratslieferung", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Hurra! Mein Paket ist da!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Ich brauche dringend {required_item_amount}-mal {required_item}. Wofür? Tja, das ist privat.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Ich brauche dringend {required_item_amount}-mal {required_item}. Wofür? Tja, das ist privat.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Ich brauche dringend {required_item_amount}-mal {required_item}. Wofür? Tja, das ist privat.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Hast du meine Anfrage zu den Vorräten erhalten? Ich brauche {required_item_amount}-mal {required_item}, und zwar sofort!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Kann ich deine Vorräte haben?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Kann ich deine Vorräte haben?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Hast du meine Anfrage zu den Vorräten erhalten? Ich brauche {required_item_amount}-mal {required_item}, und zwar sofort!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Hast du meine Anfrage zu den Vorräten erhalten? Ich brauche {required_item_amount}-mal {required_item}, und zwar sofort!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Kann ich deine Vorräte haben?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Oh, wie ich sehe, hast du die Vorräte! Gibst du sie mir?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Oh, wie ich sehe, hast du die Vorräte! Gibst du sie mir?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Oh, wie ich sehe, hast du die Vorräte! Gibst du sie mir?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fantastisch! Ich kann es kaum erwarten!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fantastisch! Ich kann es kaum erwarten!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fantastisch! Ich kann es kaum erwarten!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Danke vielmals! Genau das habe ich gebraucht!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Sei so gut und hilf mir, den {location_1_phrase} verlorenen Gegenstand zu finden.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Einer der Bewohner hat einen Gegenstand von hohem sentimentalen Wert {location_1_phrase} verloren. Finde ihn und bring ihn dem Besitzer {location_0_phrase} zurück.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Danke vielmals! Genau das habe ich gebraucht!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Fundsachen", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Danke vielmals! Genau das habe ich gebraucht!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "Ring", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "Halskette", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Sei so gut und hilf mir, den {location_1_phrase} verlorenen Gegenstand zu finden.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "Portemonnaie", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Sei so gut und hilf mir, den {location_1_phrase} verlorenen Gegenstand zu finden.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "Ich habe {location_1_phrase} einen wichtigen Gegenstand verloren. Hilfst du mir, ihn zu suchen?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "Ich habe {location_1_phrase} einen wichtigen Gegenstand verloren. Hilfst du mir, ihn zu suchen?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Sonderzustellung", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Vielen Dank! Danach habe ich gesucht!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Vielen Dank! Danach habe ich gesucht!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Vielen Dank! Danach habe ich gesucht!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "Ich habe {location_1_phrase} einen wichtigen Gegenstand verloren. Hilfst du mir, ihn zu suchen?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "Du hast den Gegenstand gefunden! Vielen Dank dafür!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "Du hast den Gegenstand gefunden! Vielen Dank dafür!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "Du hast den Gegenstand gefunden! Vielen Dank dafür!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Im Rahmen unserer Anstrengungen, den Kindern des Kummers zu helfen, haben wir ein spezielles Paket mit medizinischen Vorräten zusammengestellt. Stelle es bitte beim Pförtner in Morbidstadt zu.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Kehre zu Hoylake im Rathaus zurück, um es ihm zu zeigen.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "Ist das Ianthes Paket?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "Hier ist es!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Hoylakes Auftrag", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake möchte herausfinden, was dabei herauskommt, wenn man {species1_description} und {species2_description} fusioniert. Fusioniere {species1_name} und {species2_name} im Kampf, um sie in deinem Bestiarium aufzuzeichnen, und kehre danach zum Rathaus zurück, um es Hoylake zu zeigen!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "Ausgezeichnet! Jacqueline wird außer sich vor Freude sein!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "Wusstest du schon, dass in deinem Bestiarium Daten über alle Fusionen, die du eingehst [wave amp=30 freq=30]und[/wave] denen du begegnest, aufgezeichnet werden?", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "Wie faszinierend! Vielen Dank dafür, {player}.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "Sei gegrüßt, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Fusioniere im Kampf, um die Fusion in deinem Bestiarium aufzuzeichnen.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Schauen wir uns mal die Daten über {fusion_name} an, die du mir gebracht hast.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Verbessere eine {species_name}-Kassette auf fünf Sterne.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Hoylakes Auftrag", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "Hoylake möchte eine Fünf-Sterne-Aufnahme des Monsters \\\"{species_name}\\\" sehen. Verbessere eine {species_name}-Kassette auf fünf Sterne und kehre dann zum Rathaus zurück, um sie Hoylake zu zeigen!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Triff dich mit Dr. Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "Wusstest du schon, dass in deinem Bestiarium Zusatzinformationen über eine Monsterspezies aufgezeichnet werden, wenn du ihre Kassette auf fünf Sterne verbessert hast?", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Kehre zu Hoylake zurück, um ihm deine Kassette zu zeigen.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "Sei gegrüßt, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interessant. [pause] Sehr interessant. [pause]Ich frage mich, was das bedeuten könnte ...", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Schauen wir uns mal die aufgezeichneten Daten der {species_name}-Kassette an, die du mir gebracht hast.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Rüste eine {species_name}-Kassette aus.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "Hoylakes Assistent", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake möchte seinem Assistenten Dr. Kirby ein ganz besonderes Training zukommen lassen. Rüste eine {species_name}-Kassette aus und triff dich mit Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Hallo {player}, freut mich, dich kennenzulernen. Ich bin Dr. Kirby, Zoologe der Universität Cambridge.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "Professor Hoylake hat mir alles über dich erzählt – wie er dir geholfen hat, als du hier eingetroffen bist, und wie er dir das Leben gerettet hat ...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "Professor Hoylake hat mir alles über dich erzählt – wie er dir geholfen hat, als du hier eingetroffen bist, und wie er dir das Leben gerettet hat ...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "Das hat er mir erzählt! Was für ein Ansporn!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "Professor Hoylake hat mir alles über dich erzählt – wie er dir geholfen hat, als du hier eingetroffen bist, und wie er dir das Leben gerettet hat ...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "Wusstest du, dass er in seiner Heimat zum Wissenschaftskönig der Welt gekrönt wurde, nachdem er den Nobelpreis für die Entdeckung der letzten noch unentdeckten Spezies gewonnen hatte?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Wie auch immer, kommen wir zum geschäftlichen Teil.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake meinte, als guter Wissenschaftler muss ich mich gut in andere Spezies wie {species_description} hineinversetzen können. Ich hatte gehofft, dass du mir da helfen kannst.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Hast du deine {species_name}-Kassette dabei?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Hier ist sie.", + "BATTLE_JOINED.f": "{0} hat sich dem Kampf angeschlossen!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Noch nicht.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Hm ... [pause]Ist die Forschung auf Neu Wirral immer so brutal?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Okay, dann zeig mir, wie man sie benutzt!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake muss ja geradezu unverwüstlich sein, wenn er das alles durchgemacht und keinen Bedarf mehr an Verwandlungen hat.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Danke, {player}. Ich habe auf jeden Fall viel über die {species_name}-Monster gelernt.", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Instabile Fusion", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Eine instabile Fusion ist {location_0_phrase} erschienen. Sie muss vernichtet werden, bevor sie sich unkontrolliert vermehrt!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Einer unserer neuen Auszubildenden hat dich herausgefordert, um deinen Stempel zu erhalten. Triff ihn und seinen Kampfpartner {location_0_phrase}, um ihre Kampffähigkeiten auf die Probe zu stellen. Halt dich nicht zurück, {player} – wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Rekrutentraining", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "Du bist doch der neue Ranger-Captain, der mich trainieren soll, oder? Halt dich nicht zurück!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "Du bist doch der neue Ranger-Captain, der mich trainieren soll, oder? Halt dich nicht zurück!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Einer unserer neuen Auszubildenden hat dich herausgefordert, um deinen Stempel zu erhalten. Triff ihn und seinen Kampfpartner {location_0_phrase}, um ihre Kampffähigkeiten auf die Probe zu stellen. Halt dich nicht zurück, {player} – wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Einer unserer neuen Auszubildenden hat dich herausgefordert, um deinen Stempel zu erhalten. Triff ihn und seinen Kampfpartner {location_0_phrase}, um ihre Kampffähigkeiten auf die Probe zu stellen. Halt dich nicht zurück, {player} – wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "Auch wenn es nur Training ist, musst du dich bei mir nicht zurückhalten, Captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "Du bist doch der neue Ranger-Captain, der mich trainieren soll, oder? Halt dich nicht zurück!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "Auch wenn es nur Training ist, musst du dich bei mir nicht zurückhalten, Captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Captain {player}, richtig? [pause]Wenn ich dich besiege, muss mich Ianthe zum Captain ernennen!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "Auch wenn es nur Training ist, musst du dich bei mir nicht zurückhalten, Captain!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Captain {player}, richtig? [pause]Wenn ich dich besiege, muss mich Ianthe zum Captain ernennen!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Captain {player}, richtig? [pause]Wenn ich dich besiege, muss mich Ianthe zum Captain ernennen!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Wenn man ins Gefängnis kommt, soll man angeblich sofort mit dem am härtesten aussehenden Insassen einen Streit vom Zaun brechen! [pause]Das wärst in dem Fall wohl du, oder, Captain?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Wenn man ins Gefängnis kommt, soll man angeblich sofort mit dem am härtesten aussehenden Insassen einen Streit vom Zaun brechen! [pause]Das wärst in dem Fall wohl du, oder, Captain?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Uff. Du hältst dich wirklich nicht zurück ... [pause]Das Lustige daran ist: Ich kämpfe überhaupt nicht gern. Ich bin für so was nicht gemacht.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Uff. Du hältst dich wirklich nicht zurück ... [pause]Das Lustige daran ist: Ich kämpfe überhaupt nicht gern. Ich bin für so was nicht gemacht.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Uff. Du hältst dich wirklich nicht zurück ... [pause]Das Lustige daran ist: Ich kämpfe überhaupt nicht gern. Ich bin für so was nicht gemacht.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Wenn man ins Gefängnis kommt, soll man angeblich sofort mit dem am härtesten aussehenden Insassen einen Streit vom Zaun brechen! [pause]Das wärst in dem Fall wohl du, oder, Captain?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "Ich hatte es schon immer mehr mit der Liebe als mit dem Kampf ...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Danke, Captain, ich habe jede Menge gelernt. [pause]Und zwar, dass ich nicht bereit dazu bin, Ranger zu sein.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Danke, Captain, ich habe jede Menge gelernt. [pause]Und zwar, dass ich nicht bereit dazu bin, Ranger zu sein.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "Ich weiß nicht, was ich erwartet hatte. Danke, Captain, dass du ... [pause]mich ernst genommen hast.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Danke, Captain, ich habe jede Menge gelernt. [pause]Und zwar, dass ich nicht bereit dazu bin, Ranger zu sein.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "Ich weiß nicht, was ich erwartet hatte. Danke, Captain, dass du ... [pause]mich ernst genommen hast.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "Ich hatte es schon immer mehr mit der Liebe als mit dem Kampf ...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "Ich hatte es schon immer mehr mit der Liebe als mit dem Kampf ...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "Ich weiß nicht, was ich erwartet hatte. Danke, Captain, dass du ... [pause]mich ernst genommen hast.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Vorratsdiebstahl", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Einige alte Freunde wollen sich mit dir {location_0_phrase} treffen.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "In letzter Zeit sind immer wieder Vorräte der Ranger verschwunden. Einer unserer Späher hat den Dieb gesichtet und zu einem Ort {location_0_phrase} verfolgt. Stelle ihn zur Rede und finde heraus, was mit unseren Sachen passiert ist.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "Der Dieb ist wieder da. Diesmal befindet er sich an einem Ort {location_0_phrase}. Stelle ihn zur Rede und finde heraus, was mit unseren Sachen passiert ist.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie ist erst seit ein paar Tagen hier, aber schon entschlossen, zu den Rangern zu gehen. Irgendwas an ihr erinnert mich an dich, {player}, daher wäre es toll, wenn du ihr helfen könntest! Sie braucht eine Kassette, also rüste eine aus, auf die du dauerhaft verzichten kannst, und triff sie beim Tor am Stadtrand. Cybil x\\\"", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Dein alter \\\"Freund\\\", der Ex-Dieb Vin, will zu den Rangern und hat dich sogar herausgefordert, um deinen Stempel zu erhalten, {player}. Triff ihn {location_0_phrase}. Seine Einstellung gefällt mir, aber wie bei allen Auszubildenden darfst du es ihm nicht zu leicht machen. Wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Rekrutentraining: Vin", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Rekrutentraining: Frankie", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Dein alter \\\"Freund\\\", der Ex-Dieb Vin, will zu den Rangern und hat dich sogar herausgefordert, um deinen Stempel zu erhalten, {player}. Triff ihn {location_0_phrase}. Seine Einstellung gefällt mir, aber wie bei allen Auszubildenden darfst du es ihm nicht zu leicht machen. Wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Dein alter \\\"Freund\\\", der Ex-Dieb Vin, will zu den Rangern und hat dich sogar herausgefordert, um deinen Stempel zu erhalten, {player}. Triff ihn {location_0_phrase}. Seine Einstellung gefällt mir, aber wie bei allen Auszubildenden darfst du es ihm nicht zu leicht machen. Wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"Hey! Ich bin hier auf einem ganz eigenen Abenteuer. Wenn du mir helfen möchtest, triff mich {location_0_phrase}. Frankie\\\"", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"Hey! Ich bin hier auf einem ganz eigenen Abenteuer. Wenn du mir helfen möchtest, triff mich {location_0_phrase}. Frankie\\\"", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"Hey! Ich bin hier auf einem ganz eigenen Abenteuer. Wenn du mir helfen möchtest, triff mich {location_0_phrase}. Frankie\\\"", + "RUMOR_NAME": "Gerücht", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie hat dich herausgefordert, um deinen Stempel zu erhalten. Sie wartet {location_0_phrase} auf dich. Mach es ihr nicht zu leicht, {player} – du weißt ja, wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie hat dich herausgefordert, um deinen Stempel zu erhalten. Sie wartet {location_0_phrase} auf dich. Mach es ihr nicht zu leicht, {player} – du weißt ja, wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Kampf unter Freunden", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie hat dich herausgefordert, um deinen Stempel zu erhalten. Sie wartet {location_0_phrase} auf dich. Mach es ihr nicht zu leicht, {player} – du weißt ja, wir müssen uns die Leute aussuchen, die wir in unsere Reihen aufnehmen.", + "RUMOR_DUNGEON_PARK_TITLE": "Bebender Boden", + "RUMOR_DUNGEON_PARK": "Ich habe ein Gerücht gehört, dass der Boden im Park von Neu Wirral manchmal bebt, als wäre darunter ein großes Fahrzeug unterwegs. Was meinst du, was da unten wohl ist?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Gelächter", + "RUMOR_DUNGEON_GRAVEYARD": "Ein Freund hat mir gesagt, dass er ein tiefes irres Gelächter aus einem der Gräber auf dem Friedhof westlich vom Bach gehört hat. Komisch, oder?", + "RUMOR_DUNGEON_MEADOW_TITLE": "Die winzige Dominotte", + "RUMOR_DUNGEON_MEADOW1": "Du wirst es mir wahrscheinlich nicht glauben, aber ich habe eine winzig kleine Dominotte auf der Lichtung im Zentrum der Kirschaue gesehen. Die war nicht einfach nur ein Baby, sondern so klein, dass sie in meine Hand gepasst hätte!", + "RUMOR_DUNGEON_MEADOW2": "Wie ist so was wohl möglich? Hier geht irgendwas Seltsames vor ...", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Der Gipfel", + "RUMOR_DUNGEON_LAKE_TITLE": "Wegweiser auf Abwegen", + "RUMOR_DUNGEON_LAKE1": "Ein Ranger-Freund hat mir von diesen \\\"Wegweisern auf Abwegen\\\" am See erzählt.", + "RUMOR_DUNGEON_LAKE2": "Es vermutet, dass man zum Schatz geführt wird, wenn man sich in der richtigen Reihenfolge auf die Schalter stellt und allen Wegweisern folgt.", + "RUMOR_DUNGEON_MOUNTAIN": "Der Wirral ist ganz schön hoch. Wie ich hörte, gibt es da irgend so einen seltsamen Leuchtturm auf dem Gipfel. Was ist da oben wohl?", + "RUMOR_DUNGEON_LAKE3": "Andere sagen aber offenbar, dass man dann nur in einem großen Kreis läuft.", + "RUMOR_CAPTAIN_WALLACE": "Wie ich hörte, ist Captain Wallace gerade im Park ...", + "RUMOR_CAPTAIN_WALLACE_TITLE": "Captain Wallace", + "RUMOR_CAPTAIN_CLEEO_TITLE": "Die Metallfrau", + "RUMOR_CAPTAIN_DREADFUL": "Wie ich hörte, ist Captain Penny Dreadful oft in dem zerstörten Dorf östlich von hier zu finden.", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "Captain Penny Dreadful", + "RUMOR_CAPTAIN_CLEEO": "Angeblich gibt es im Wald von Eastham eine Metallfrau. Hast du sie schon getroffen?", + "RUMOR_CAPTAIN_LODESTEIN.m": "Warst du schon mal in Ham? Du weißt schon, dieses kleine Tal westlich vom Wald von Eastham, wo Captain Lodestein immer ist.", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "Captain Lodestein", + "RUMOR_CAPTAIN_LODESTEIN.n": "Warst du schon mal in Ham? Du weißt schon, dieses kleine Tal westlich vom Wald von Eastham, wo Captain Lodestein immer ist.", + "RUMOR_CAPTAIN_LODESTEIN.f": "Warst du schon mal in Ham? Du weißt schon, dieses kleine Tal westlich vom Wald von Eastham, wo Captain Lodestein immer ist.", + "RUMOR_CAPTAIN_BUFFY": "Captain Buffy finde ich am besten. Sie trainiert in der Kirschaue.", + "RUMOR_CAPTAIN_BUFFY_TITLE": "Captain Buffy", + "RUMOR_CAPTAIN_CYBIL_TITLE": "Captain Cybil", + "RUMOR_CAPTAIN_CYBIL": "Meine Lieblingssendung ist Cybil FM, moderiert von Captain Cybil höchstpersönlich. Du findest sie im Sumpfgebiet!", + "RUMOR_CAPTAIN_SKIP_TITLE": "Captain Skip", + "RUMOR_CAPTAIN_SKIP": "Man muss den Einfallsreichtum von Captain Skip schon bewundern. Dey hält sich normalerweise an der Flussmündung westlich von Hafenstadt auf.", + "RUMOR_CAPTAIN_JUDAS_TITLE": "Captain Judas", + "RUMOR_CAPTAIN_JUDAS1": "Wie ich hörte, zeltet der berühmte Überlebenskünstler Captain Judas auf einer Insel im Südosten.", + "RUMOR_CAPTAIN_JUDAS2": "Ich weiß, dass er mich wahrscheinlich dafür hassen würde, dass ich moderne Annehmlichkeiten nutze, aber ... er ist schon echt scharf!", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "Captain Gladiola", + "RUMOR_CAPTAIN_GLADIOLA": "Wie ich hörte, führt Captain Gladiolas Patrouillenroute sie durch den Friedhof westlich von Hafenstadt. Was meinst du, wohin sie unterwegs ist?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "Captain Heather", + "RUMOR_CAPTAIN_HEATHER": "Jemand, den ich kenne und der Wracks am Eisenufer durchstöbert, hat mir gesagt, dass er Captain Heather auf einer Insel weit im Westen gesehen hat ...", + "RUMOR_CAPTAIN_ZEDD": "Meine letzte Information ist, dass Captain Zedd sich ansehen wollte, was in Morbidstadt im Osten los ist. Er ist bestimmt unterwegs eingeschlafen ...", + "RUMOR_CAPTAIN_ZEDD_TITLE": "Captain Zedd", + "RUMOR_CAPTAIN_CODEY1": "Kennst du Captain Codey? Den, der immer darüber jammert, dass er kein \\\"Internet\\\" hat? Er ist gerade auf dem Wirral.", + "RUMOR_CAPTAIN_CODEY_TITLE": "Captain Codey", + "RUMOR_CAPTAIN_CODEY2": "Vielleicht sollte ich mal auf den Berg steigen, damit ich endlich herausfinde, was so toll an diesen Internets ist.", + "RUMOR_IANTHE_BATTLE_TITLE.m": "Der neue Captain", + "RUMOR_IANTHE_BATTLE_TITLE.f": "Der neue Captain", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "Ich habe gerade gesehen, wie {location_0_phrase} eine Truhe einen Mann komplett verschluckt hat! Ist es denn die Möglichkeit?!", + "RUMOR_IANTHE_BATTLE_TITLE.n": "Der neue Captain", + "RUMOR_IANTHE_BATTLE": "Hast du schon gehört? Anführerin Ianthe hat vielleicht einen Kandidaten für einen neuen Captain gefunden ...", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir gesichtet", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "Überschwemmung", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "Wie ich hörte, wurde dieser riesige Vogel Averevoir kürzlich {location_0_phrase} gesichtet.", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "Überschwemmung", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "Nördlich vom Park hat es eine große Überschwemmung gegeben! Hoffentlich wird niemand verletzt.", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "Am Stadtrand gibt es eine Überschwemmung! Es dauert ganz schön lange, bis die Ranger darauf reagieren. Sie haben heute bestimmt viel zu tun ...", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Glaiglas-Sichtung", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "Kennst du diese roten Ranger-Verstecke? Ich schwöre, ich habe gerade gehört, wie eines davon {location_0_phrase} irgendwas gemurmelt hat.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Das flüsternde Versteck", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Ich habe Berichte von einem riesigen Glasengel {location_0_phrase} gehört.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Truhentäuscherin-Sichtung", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Kuneko gesichtet", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Ranger-Aktivität", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Irgendwas geht {location_0_phrase} vor. Alle Ranger reden darüber ...", + "RUMOR_PASSIVE_QUEST_KUNEKO": "Du wirst es nicht glauben, aber ich habe gerade ein geflügeltes Catgirl {location_0_phrase} gesehen ...", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Verwundete Ranger", + "RUMOR_PASSIVE_QUEST_SWARM": "Irgendwas Großes geht {location_0_phrase} vor. Einige Ranger sind verwundet zurückgekehrt ...", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Händler ohne Hemd", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Heute ist ein schrulliger Händler ohne Hemd auf der Insel unterwegs. Wenn du ein gutes Angebot willst, solltest du dich beeilen. Er ist {location_0_phrase}!", + "RUMOR_UNOBTAINED_SPECIES": "Hast du {species_description} gesehen? Das ist das Monster namens \\\"{species_name}\\\"! Wie ich hörte, ist es {habitat_phrase} zu finden.", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "Eugene", + "RUMOR_OFFICE1": "Ich habe gesehen, wie sich Eugene bei einem seltsamen Gebäude außerhalb der Stadt aufhält. Was macht er denn da draußen?", + "RUMOR_OFFICE2_TITLE": "Makler", + "RUMOR_OFFICE2": "Jemand, den ich in Morbidstadt kenne, auf dem Herbsthügel, hat angeblich gesehen, wie sich jede Menge Makler vor Kurzem in irgendeinem Bürohaus versammelt haben ...", + "RUMOR_OFFICE3_1": "Ich habe kürzlich erst auf meinem Boot nördlich vom Herbsthügel geangelt, und du wirst nie erraten, was ich dabei im Nebel gesehen habe ...", + "RUMOR_OFFICE3_TITLE": "Makler", + "RUMOR_OFFICE3_2": "Ein Bürohaus! Da ragte ein stinknormales Bürohaus aus dem Meer!", + "RUMOR_OFFICE3_3": "Bei den Ghulen in der Nähe lief es mir eiskalt den Rücken runter ...", + "RUMOR_OFFICE4_1": "Als ich letztes Mal im Wald von Eastham unterwegs war, hat mich eine Bande von fünf Maklern in ihren Bau gezogen und mir das Leben ausgesaugt.", + "RUMOR_OFFICE4_TITLE": "Makler", + "RUMOR_OFFICE5_TITLE": "Makler", + "RUMOR_OFFICE4_2": "Ganz ehrlich? Ihre Präsentation über die Teilzeitnutzung von Immobilien war sooo was von langweilig.", + "RUMOR_OFFICE5_1": "Ich habe mich vorhin mit Maris Piper unterhalten. Du weißt schon, die Dame, die die Farm auf der anderen Seite des Bachs betreibt.", + "RUMOR_OFFICE5_2": "Sie vermutet, dass sich einige Makler irgendwo in der Nähe ihrer Farm niedergelassen haben.", + "RUMOR_OFFICE5_3": "Beunruhigend, oder? Von dieser Farm erhält Hafenstadt einen Großteil seiner Nahrungsmittel. Wenn die Makler sie unter ihre Kontrolle bringen ...", + "RUMOR_ALTAR1_TITLE": "Altar", + "RUMOR_ALTAR1": "Ich habe einen seltsamen Altar gesehen – in der Kirschaue! Was meinst du, welchen Zweck der hat?", + "RUMOR_ALTAR2": "Als ich im See schwimmen war, habe ich was Cooles gefunden – irgendeinen Altar, der auf einer Insel zwischen zwei Säulen stand.", + "RUMOR_ALTAR2_TITLE": "Altar", + "RUMOR_ALTAR3": "Meine Schwester bei den Kindern des Kummers meinte, sie hätte in der Nähe ihrer Stadt ein Ninja-Catgirl gesehen, dass halb Engel, halb Dämon war. Könnte aber auch einfach nur an dem schimmligen Brot gelegen haben, dass sie gegessen hatte.", + "RUMOR_ALTAR3_TITLE": "Altar", + "RUMOR_POSTGAME_MORGANTE": "Ich konnte heute Nacht nicht schlafen. Hast du auch dieses gespenstische Singen aus dem Bahnhof Hafenstadt gehört?", + "RUMOR_ALTAR4_TITLE": "Altar", + "RUMOR_ALTAR4": "Hast du schon von diesem geheimnisvollen Alter tief im Wald von Eastham gehört? Gerüchten zufolge führt dort ein Dämon mitten in der Nacht okkulte Rituale durch. Manche sagen, es wäre ein Engel, andere halten sie für ein Catgirl.", + "RUMOR_POSTGAME_MORGANTE_TITLE": "Gespenstisches Singen", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", + "RUMOR_PARTNER_KAYLEIGH": "Ein paar Ranger haben sich darüber unterhalten, dass Kayleigh mehr über diese komischen Kultisten mit ihren Kapuzen weiß, als sie zugibt. Vielleicht solltest du sie mal danach fragen.", + "RUMOR_PARTNER_MEREDITH1_2": "Wenn sie nicht in ihrer Werkstatt an den Hafenanlagen ist, dürfte sie im Park sein.", + "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH1_1": "Kennst du Meredith? Sie repariert die Elektronik in der Stadt.", + "RUMOR_PARTNER_MEREDITH1_3": "Statte ihr einen Besuch ab, falls du mal irgendwas mit Elektronik brauchst!", + "RUMOR_PARTNER_MEREDITH2_1.m": "Ich bin Meredith. Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", + "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH2_1.f": "Ich bin Meredith. Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", + "RUMOR_PARTNER_MEREDITH2_1.n": "Ich bin Meredith. Viel Spaß dabei, hier mit uns anderen bis an dein Lebensende festzusitzen.", + "RUMOR_PARTNER_MEREDITH2_2": "Na ja, ich wollte nur mal ein bisschen frische Luft schnappen. Komm doch mal in meinem Laden in der Stadt vorbei. Das gelbe Gebäude an der Promenade.", + "RUMOR_PARTNER_FELIX_TITLE": "Zerstörtes Apartment", + "RUMOR_PARTNER_FELIX2": "Meinst du, er braucht vielleicht Hilfe dabei?", + "RUMOR_PARTNER_FELIX1": "Ich habe gesehen, wie jemand am Seeufer nordwestlich vom Park ein zerstörtes Apartment durchsucht hat.", + "RUMOR_PARTNER_VIOLA_TITLE": "Superheldin", + "RUMOR_HOYLAKE1": "Professor Hoylake ist auf der Suche nach einem neuen Forschungsassistenten.", + "RUMOR_PARTNER_DOG1": "Hey, weißt du, ob jemand seinen Hund vermisst?", + "RUMOR_PARTNER_DOG_TITLE": "Der entlaufene Hund", + "RUMOR_PARTNER_VIOLA": "Ich bin im Sumpfgebiet in einen Hinterhalt von Schleimen geraten und irgendeine Superheldin mit Umhang kam angesprungen, um mich zu retten! Das denke ich mir nicht aus, ganz ehrlich!", + "RUMOR_PARTNER_DOG2": "Ich habe am Fuß des Wirral in der Nähe der Ecke des Sees einen mit einem Kassettenrekorder rumlaufen sehen – ein ganz normaler Hund, keine Pombombe!", + "RUMOR_PARTNER_DOG3": "Hoffentlich ist mit dem armen Ding alles in Ordnung ...", + "RUMOR_HOYLAKE_TITLE": "Assistenz gesucht", + "RUMOR_HOYLAKE2": "Normalerweise hält er sich im Rathaus auf. Wie er es schafft, Monster zu erforschen, obwohl er ihnen völlig aus dem Weg geht, werde ich nie begreifen.", + "RUMOR_AVEREVOIR_TITLE": "Der gigantische Vogel", + "RUMOR_AVEREVOIR1": "In der Nähe des Wirral habe ich einen gigantischen Vogel gesehen!", + "RUMOR_GLAISTAIN_TITLE": "Die Ruine", + "RUMOR_ABILITY_CLIMB4": "Aber ob es möglich ist, werden wir nur herausfinden, wenn einer von uns einen Kürbis aufnimmt.", + "RUMOR_AVEREVOIR2": "Ich glaube, er lebt in dieser großen Höhle auf halber Höhe des Berghangs.", + "RUMOR_ABILITY_SWIM_TITLE": "Schwimmen", + "RUMOR_GLAISTAIN": "Angeblich ist auf der Kirschaue neulich eine alte Ruine erschienen. Klingt ziemlich seltsam, oder?", + "RUMOR_FARM_BRIDGE_TITLE": "Die Brücke an der Farm", + "RUMOR_ABILITY_SWIM": "Man hat mir erzählt, dass es ein Monster mit Taucherausrüstung gibt, dass dir die Fähigkeit verleiht, in jedem Gewässer zu schwimmen, wenn du es aufnimmst!", + "RUMOR_ABILITY_CLIMB_TITLE": "An Wänden hochklettern", + "RUMOR_FARM_BRIDGE": "Ich habe gehört, dass die Pipers auf der Farm im Westen Probleme mit ihrer Brücke haben ...", + "RUMOR_ABILITY_CLIMB1": "Ich weiß, was du denkst!", + "RUMOR_ABILITY_CLIMB2": "\\\"Es wäre viel einfacher, wenn ich wie Kürbisranken an vertikalen Oberflächen hochklettern könnte.\\\" Stimmt's?", + "RUMOR_ABILITY_CLIMB3": "Ich mache mir schon seit Jahren über genau dieses Thema Gedanken!", + "RUMOR_ABILITY_DASH_TITLE": "Feuriger Spurt", + "RUMOR_ABILITY_MAGNETISM_TITLE": "Seltsame magnetische Kräfte", + "RUMOR_ABILITY_DASH": "Offenbar gibt es ein Monster, das wie eine Rakete umherschießt. Wenn du eines aufnimmst, könntest du das bestimmt auch!", + "RUMOR_INTERMISSION_TITLE": "Der Dreieckmann", + "RUMOR_ABILITY_MAGNETISM": "In der Stadt erzählt man sich, dass man magnetische Kräfte erhält, wenn man dieses seltsame funkensprühende Monster aufnimmt.", + "RUMOR_INTERMISSION": "Im Stadtzentrum gibt es einen seltsamen schwebenden Mann mit einem Dreieck statt einem Kopf. Hast du ihn schon gesehen?", + "BATTLE_ADJECTIVE_CAPTAIN.m": "Captain {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "Captain {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "Captain {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "Anführer {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "Freundin {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "Freund {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "Anführerix {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "Anführerin {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "Freundix {name}{disambiguator}", + "BATTLE_JOINED.m": "{0} hat sich dem Kampf angeschlossen!", + "BATTLE_SWITCH_PLACES.m": "{0} hat den Platz gewechselt!", + "BATTLE_JOINED.n": "{0} hat sich dem Kampf angeschlossen!", + "BATTLE_DESTROYED.f": "{0} wurde vernichtet!", + "BATTLE_SWITCH_PLACES.f": "{0} hat den Platz gewechselt!", + "BATTLE_SWITCH_PLACES.n": "{0} hat den Platz gewechselt!", + "BATTLE_ORB_BROKE": "Die Kugel ist zerstört! Das ist die Fusion {fusion_name}!", + "ABILITY_swim": "Tauchhund-Schwimmen", + "BATTLE_DESTROYED.m": "{0} wurde vernichtet!", + "BATTLE_DESTROYED.n": "{0} wurde vernichtet!", + "ABILITY_climb": "Kürbisranken-Ball", + "ABILITY_dash": "Kugelino-Spurt", + "ABILITY_flight": "Averevoir-Flug", + "ABILITY_magnetism": "Elektromagnetismus", + "ABILITY_UNLOCKED_swim": "Du kannst jetzt schwimmen!\\nHierdurch wird deine Ausdauer verbraucht.", + "ABILITY_UNLOCKED_climb": "Du kannst jetzt {control.climb} gedrückt halten, um mit klebrigen Ranken an Wänden hochzuklettern!\\nHierdurch wird deine Ausdauer verbraucht.", + "ABILITY_UNLOCKED_dash": "Du kannst jetzt {control.dash} gedrückt halten, um einen kurzen Spurt auszuführen!\\nHierdurch wird deine Ausdauer verbraucht.", + "ABILITY_UNLOCKED_magnetism": "Du kannst jetzt {control.magnetism} gedrückt halten, um mit magnetischen Objekten zu interagieren!\\nHierdurch wird deine Ausdauer verbraucht.", + "ABILITY_UNLOCKED_flight": "Du kannst jetzt während des Gleitens noch einmal {control.jump} drücken, um einen Schub zu erhalten!\\nHierdurch wird deine Ausdauer verbraucht.", + "POST_CREDITS_MESSAGE_1": "Wenn du möchtest, kannst du mit deinem Spielstand weiterspielen. Die Ranger auf Neu Wirral brauchen noch immer deine Hilfe ...", + "STAT_ADJUST_MENU_TITLE": "Grundwerte {player}", + "STAT_ADJUST_MENU_REMAINING_POINTS": "Verbleibende Punkte: {0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Bist du dir sicher? Du hast einige Punkte noch nicht zugewiesen.", + "STAT_ADJUST_MENU_EXPLANATION.m": "Auf diesem Bildschirm kannst du {player}s Grundwerte anpassen, was sich auf die gesamten Monstergestalten auswirkt.\\n\\nZusätzliche Punkte erhältst du von Ranger Wilma. Niedrigere Minimalwerte kannst du freischalten, indem du weitere Captains besiegst.", + "STAT_ADJUST_MENU_EXPLANATION.f": "Auf diesem Bildschirm kannst du {player}s Grundwerte anpassen, was sich auf die gesamten Monstergestalten auswirkt.\\n\\nZusätzliche Punkte erhältst du von Ranger Wilma. Niedrigere Minimalwerte kannst du freischalten, indem du weitere Captains besiegst.", + "STAT_ADJUST_MENU_EXPLANATION.n": "Auf diesem Bildschirm kannst du {player}s Grundwerte anpassen, was sich auf die gesamten Monstergestalten auswirkt.\\n\\nZusätzliche Punkte erhältst du von Ranger Wilma. Niedrigere Minimalwerte kannst du freischalten, indem du weitere Captains besiegst.", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Unbekannter Captain {n}", + "UI_RANGER_STAMP_CARD_ID": "ID: {0}", + "UI_RANGER_STAMP_CARD_HUMAN": "Homo sapiens", + "UI_RANGER_STAMP_CARD_EARTH": "Erde, 21. Jhd.", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Unbekannte Spezialisierung", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Schließe deine Ranger-Ausbildung ab, um den Zugang zu diesen Quests freizuschalten.", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Schließe deine Ranger-Ausbildung ab, um den Zugang zu diesen Quests freizuschalten.", + "NOTICEBOARD_REQUIREMENT_QUEST": "Schließe \\\"{quest_title}\\\" ab, um neue Quests und Belohnungen freizuschalten.", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Schließe deine Ranger-Ausbildung ab, um den Zugang zu diesen Quests freizuschalten.", + "NOTICEBOARD_REQUIREMENT_STORY": "Folge Morgantes Hinweisen und finde einen Weg, Neu Wirral zu verlassen, um neue Quests und Belohnungen freizuschalten.", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "Alles abgeschlossen!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} hat {amount} zusätzliches fusioniertes Material gefunden!", + "TUTORIAL_RUMORS_DESCRIPTION2": "Die in Hafenstadt gesammelten Gerüchte findest du bei deinen Quests.\\n\\nHafenstadt ist der beste Ort, um deine Vorräte aufzufüllen, als hör dich auch nach Gerüchten um, wenn du schon mal da bist!", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "Erstatte Ianthe Bericht, um deine Belohnung zu erhalten!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name} hat {amount} zusätzliches fusioniertes Material gefunden!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name} hat {amount} zusätzliches fusioniertes Material gefunden!", + "TUTORIAL_RUMORS_DESCRIPTION1": "Du kannst die Insel Neu Wirral auf deine Weise erkunden. Wenn du auf der Suche nach einem vorgeschlagenen Ort bist, kannst du dich einfach in Hafenstadt nach Gerüchten umhören.\\n\\nDie Bewohner tauschen gerne Informationen aus! Wenn du die in Gerüchten genannten Orte untersuchst, kommst du normalerweise in deinen Quests voran und kannst sogar neue Monster entdecken.", + "TUTORIAL_RUMORS_TITLE": "Tutorial: Gerüchte", + "TUTORIAL_ROGUE_FUSIONS1": "Dieses Monster ist das, was die Ranger eine \\\"Schurken-Fusion\\\" nennen. Manchmal verstecken sie sich in Truhen, die in unterirdischen Höhlen zu finden sind.\\n\\nGegen Schurken-Fusionen zu kämpfen, kann eine gute Möglichkeit sein, wertvolle Gegenstände zu verdienen, Erfahrungspunkte zu erhalten und bestimmte seltene Monster zu finden. Vergiss jedoch nicht, dass sie wesentlich gefährlicher sind als die anderen Monster in derselben Gegend!", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Schurken-Fusionen", + "TUTORIAL_ROGUE_FUSIONS2.m": "Bestimmte Schurken-Fusionen umgeben sich mit einem Schwarm anderer Monster, die du erst besiegen musst, bevor du gegen die Fusion selbst kämpfen kannst.\\n\\nWenn du dir wegen deiner Kampffähigkeiten nicht sicher bist oder du einen neuen Ort erkundest, solltest du Schurken-Fusionen lieber aus dem Weg gehen.", + "LOADING_SCREEN_NAG2_FOOTER": "Weitere Einzelheiten findest du unter [color=#ab75e8]Quests[/color].", + "TUTORIAL_ROGUE_FUSIONS2.n": "Bestimmte Schurken-Fusionen umgeben sich mit einem Schwarm anderer Monster, die du erst besiegen musst, bevor du gegen die Fusion selbst kämpfen kannst.\\n\\nWenn du dir wegen deiner Kampffähigkeiten nicht sicher bist oder du einen neuen Ort erkundest, solltest du Schurken-Fusionen lieber aus dem Weg gehen.", + "UI_NEW_GAME_MODES_NOTIFICATION": "Eigenes-Spiel-Modi wurden freigeschaltet!", + "TUTORIAL_ROGUE_FUSIONS2.f": "Bestimmte Schurken-Fusionen umgeben sich mit einem Schwarm anderer Monster, die du erst besiegen musst, bevor du gegen die Fusion selbst kämpfen kannst.\\n\\nWenn du dir wegen deiner Kampffähigkeiten nicht sicher bist oder du einen neuen Ort erkundest, solltest du Schurken-Fusionen lieber aus dem Weg gehen.", + "LOADING_SCREEN_NAG2_TITLE": "In Hafenstadt gehörtes Gerücht:", + "UI_NEW_GAME_MODES_TITLE": "Eigenes-Spiel-Modus", + "UI_NEW_GAME_MODES_VALUE_ON": "An", + "UI_NEW_GAME_MODES_VALUE_OFF": "Aus", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Kassetten werden dauerhaft zerstört", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Ist die Option aktiviert, endet das Spiel bei einer Niederlage im Kampf.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Spiel endet bei Niederlage", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Ist die Option aktiviert, können Kassetten nicht repariert werden und wenn sie dir ausgehen, endet das Spiel.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Ist die Option aktiviert, endet das Spiel bei einer Niederlage im Kampf.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Ist die Option aktiviert, endet das Spiel bei einer Niederlage im Kampf.", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Monster zufällig verteilen", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Ist die Option aktiviert, werden die in jedem Habitat verfügbaren Monster sowie Start- und Partnerkassetten zufällig verteilt.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Typen zufällig verteilen", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Aktionen zufällig verteilen", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Ist die Option aktiviert, werden die beim Verbessern von Kassetten freigeschalteten Sticker und die Aktionen von Monstern zufällig verteilt.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Ist die Option aktiviert, werden der Elementartyp der jeweiligen Spezies zufällig verteilt und ihre Aktionen entsprechend angepasst.", + "UI_NEW_GAME_MODES_RANDOM_SEED": "Zufälliger Startwert", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "Der Startwert steuert Dinge wie die zufällige Verteilung, verschiedene Spawnings, den Bestand von Händlern, erstellte Quests und mehr.", + "UI_NEW_GAME_MODES_START_BUTTON": "Spiel starten", + "UI_GAME_OVER": "SPIEL-ENDE", + "SIGN_ELECTROSHACK": "Elektro-Palast", + "SIGN_CLOSED": "GESCHLOSSEN", + "SIGN_SPACE_ZONE": "SPACE ZONE", + "GAUNTLET_DIFFICULTY_BTN": "Schwierigkeit ändern", + "GAUNTLET_TITLE": "Magikrabbes Spießrutenlauf", + "GAUNTLET_RANDOMISE_BTN": "Umstellen", + "GAUNTLET_ENTER_SEED_BTN": "Startwert eingeben", + "GAUNTLET_CARRIAGE_BTN": "Wagen ändern", + "GAUNTLET_EXPLANATION_BTN": "Erläuterung", + "GAUNTLET_DIFFICULTY_CONFIRM": "Beim Ändern der Schwierigkeit werden die Begegnungen in jedem Wagen zufällig neu angeordnet und du beginnst wieder im ersten Wagen. Dein Fortschritt auf der aktuellen Schwierigkeitsstufe wurde gespeichert und du kannst später zu ihm zurückkehren, allerdings ändern sich in diesem Fall die Inhalte der jeweiligen Wagen.", + "GAUNTLET_ENTER_SEED_CONFIRM": "Beim Ändern des Startwerts werden die Begegnungen in jedem Wagen neu erstellt. Beachte bitte, dass dein Storyfortschritt und die Gegner, die du getroffen hast, [i]ebenfalls[/i] einen Einfluss auf die Begegnungen beim Spießrutenlauf haben. Dein Fortschritt auf der aktuellen Schwierigkeitsstufe wurde gespeichert und du kannst später zu ihm zurückkehren, allerdings ändern sich in diesem Fall die Inhalte der jeweiligen Waggons.", + "GAUNTLET_RANDOMISE_CONFIRM": "Beim Umstellen des Spießrutenlaufs werden die Begegnungen in jedem Wagen zufällig neu angeordnet. Du verlierst zwar nicht deinen Fortschritt, hast aber auch bis zum Betreten eines Wagens keine Informationen darüber, was sich darin befindet. Bist du dir sicher?", + "GAUNTLET_EXPLANATION_PAGE1": "In jedem nachfolgenden Wagen werden deine Gegner stärker. Du wirst nur geheilt, wenn du einen Caféwagen erreichst, in dem du außerdem Heilmittel kaufen und Belohnungen abholen kannst.\\n\\nDie Belohnungen für das Gewinnen von Kämpfen nehmen zu, je länger deine Serie ist. Holst du diese Belohnungen jedoch ab oder verlässt den Spießrutenlauf, wird deine Serie zurückgesetzt.", + "GAUNTLET_EXPLANATION_PAGE2": "Auf höheren Schwierigkeitsstufen werden Modifikatoren (zusätzliche Statuseffekte) hinzugefügt und Cafés kommen seltener vor. Außerdem werden deine Gegner mit mehr Kassetten, Resistenz gegen Überlaufschaden und Ähnlichem verstärkt.\\n\\nFür das Gewinnen von Kämpfen auf höheren Schwierigkeitsstufen erhältst du mehr fusioniertes Material.", + "GAUNTLET_SEED_LABEL": "Startwert:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "-Wagen {number}", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "Als Nächstes:", + "GAUNTLET_CARRIAGE_LABEL": "Nr. {number} – {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name}, [color=#b70042]St.{level}[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "Café", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "-Wagen {number} – {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "Truhe", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "???", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "Miniboss", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "Boss", + "GAUNTLET_DIFFICULTY_LABEL": "Schwierigkeit:", + "GAUNTLET_DIFFICULTY0": "Normal", + "GAUNTLET_DIFFICULTY1": "Schwierig", + "GAUNTLET_DIFFICULTY2": "Schwieriger", + "GAUNTLET_DIFFICULTY3": "Noch schwieriger", + "GAUNTLET_DIFFICULTY4": "Brutal", + "GAUNTLET_DIFFICULTY5": "Am schwierigsten", + "GAUNTLET_DIFFICULTY6": "Unmöglich", + "GAUNTLET_RECORDS": "Rekorde", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "Höchster Wagen:", + "GAUNTLET_RECORD_LONGEST_STREAK": "Längste Serie:", + "GAUNTLET_MODIFIERS_LABEL": "Modifikatoren:", + "GAUNTLET_MODIFIERS_NONE": "keine", + "GAUNTLET_STREAK_LABEL": "Serie:", + "GAUNTLET_REWARDS_LABEL": "Belohnungen:", + "QUEST_GAUNTLET_TITLE": "Der Nachtzug", + "QUEST_GAUNTLET_DESCRIPTION": "Absolviere 50 Wagen in Magikrabbes Spießrutenlauf.", + "QUEST_GAUNTLET_PROGRESS": "{num} von {count} Wagen absolviert.", + "BATTLE_TITLE_LTD": "GmbH", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "Entwicklerteam", + "BYTTEN_STUDIO_TOM_NAME": "Tom", + "BYTTEN_STUDIO_JAY_NAME": "Jay", + "BYTTEN_STUDIO_JOEL_NAME": "Joel", + "BYTTEN_STUDIO_LORE_2": "Niemand weiß, warum es Bytten Studio heißt oder ob es \\\"bitten\\\" oder \\\"baiten\\\" ausgesprochen werden sollen. Außerdem gibt es gar kein Studio, da alle von zu Hause aus arbeiten.", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio ist ein britischer Spieleentwickler, der aus drei Menschen – Tom, Jay und Joel – sowie einem geheimen vierten Mitglied besteht: dem Erzengel Morgante. Morgante leitet die Entwicklung von Cassette Beasts mithilfe der Geister der anderen drei.", + "MOVE_MACHINE_CURSE_CURSE_NAME": "Maschinenfluch-Fluch", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "Programm-A-Morgana!", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "Hoppla!", + "ROGUE_TRAFFIKRAB_NAME": "Schurken-Verkehrskrabbe", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "Es ist ein Fehler aufgetreten und dein Gerät muss neu gestartet werden. Der Neustart erfolgt nach dem Sammeln einiger Daten automatisch.\\n\\nFehler: 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "Zum Fortfahren Kassette neu einlegen _", + "SHADOW_LENNA_LORE_1": "Schatten-Lenna sollte ursprünglich durch die Hand des jungen Helden Lance sterben. Aufgrund von Fehlern blieb ihr dieses grausame Schicksal erspart und Schatten-Lenna schloss sich Lenna auf ihrer Mission an.", + "SHADOW_LENNA_NAME": "Schatten-Lenna", + "ROGUE_TRAFFIKRAB_SUBTITLE": "Rachsüchtige Bestie", + "SHADOW_LENNA_SUBTITLE": "Antiheldin einer anderen Geschichte", + "DELVIN_NAME": "Delvin", + "SHADOW_LENNA_LORE_2": "In der Analytischen Psychologie ist der Schatten der Teil der Psyche, den eine Person nicht anerkennen möchte, was zu inneren Konflikten führt.", + "PAIGE_NAME": "Paige", + "GAUNTLET_ENCOUNTER_MONSTER": "Monster", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(Inventar)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(Nicht abgeholt)", + "GAUNTLET_CAFE_SHOP_TITLE": "Café Magicrabe", + "GAUNTLET_EXIT_CONFIRM": "Den Spießrutenlauf hier verlassen? Deine Serie wird zurückgesetzt und du verlierst alle nicht abgeholten Belohnungen, allerdings kannst du ab dem letzten besuchten Café später weiterspielen.", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "Geister der Rebellion", + "STATUS_CHANNELED_POWER_DESCRIPTION": "Charaktere mit dem Status \\\"Kanalisierte Kraft\\\" bekommen die Kraft eines Erzengels. Sie verlieren keine AP, wenn sie sie einsetzen, und erhalten den Engelsangriff ihres Patrons.", + "STATUS_CHANNELED_POWER_NAME": "Kanalisierte Kraft", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "Endstation", + "MOVE_CHANNELED_POWER_NAME": "Kanalisierte Kraft", + "STATUS_COATING_TYPELESS_NAME": "Typenlose Beschichtung", + "MOVE_COATING_TYPELESS_NAME": "Typenlose Beschichtung", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "PSI-SCHADEN", + "MOVE_BEAST_EX_CALIBUR_NAME": "Bestie Ex Calibur", + "DOG_SUBTITLE": "Der beste Freund des Menschen", + "EUGENE_SUBTITLE": "Verteidiger von Hafenstadt", + "FELIX_SUBTITLE": "Auf der Suche nach Inspiration", + "KAYLEIGH_SUBTITLE": "Nachbarschafts-Rangerin", + "MEREDITH_SUBTITLE": "Sarkastische Elektrikerin", + "VIOLA_SUBTITLE": "Dame aus Messaline", + "CLEMENCE_SUBTITLE": "Ausnahmebarista", + "DORIAN_SUBTITLE": "Kultanführer", + "FRANKIE_SUBTITLE": "Fleißige Fanfic-Autorin", + "HOYLAKE_SUBTITLE": "Datenanalyst", + "JACQUELINE_SUBTITLE": "Gemeindeanführerin", + "KIRBY_SUBTITLE": "Hoylakes Assistent", + "TRAVELING_MERCHANT_SUBTITLE": "Ronin ohne Hemd", + "PENSBY_SUBTITLE": "Ärztin der Stadt", + "SUNNY_SUBTITLE": "Genesender Kapitalist", + "VIN_SUBTITLE": "Rächer von Morbidstadt", + "RANGER_TRADER_OPTION_STICKER_FUSION": "Ich möchte meine Sticker fusionieren.", + "STICKER_FUSION_BASE_STICKER": "Grundsticker", + "STICKER_FUSION_TITLE": "Sticker-Fusion", + "STICKER_FUSION_FUSION_RESULT": "Fusionsergebnis", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "Attributsquelle", + "STICKER_FUSION_SLOT_EMPTY": "Leer", + "STICKER_FUSION_SELECT_STICKER": "Sticker wählen", + "STICKER_FUSION_NO_RESULT": "Kein Ergebnis", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "Zu viele Attribute gewählt.", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "Doppelte Attribute gewählt.", + "STICKER_FUSION_FUSE_BUTTON": "Fusionieren", + "UPDATE_POPUP_GAUNTLET_1": "Der Spießrutenzug ist jetzt verfügbar! Stelle dein Können in dieser nach Abschluss der Hauptstory verfügbaren mörderischen Kampfherausforderung allein oder mit einem Freund auf die Probe!", + "UPDATE_POPUP_GAUNTLET_TITLE": "1.7 Spießrutenlauf-Update", + "DLC_POPUP_FASHION_1": "Danke, dass du das Fashion Pack gekauft hast! Folgende kosmetische Optionen sind jetzt verfügbar:\\n- Haar-Option Baseballkappe\\n- Haar-Option Schiebermütze\\n- Haar-Option Doppelzopf\\n- Haar-Option Schleife und Pony\\n- Haar-Option Wilder Schnitt\\n- Haar-Option Sturmfrisur", + "DLC_POPUP_FASHION_TITLE": "Fashion-Pack-DLC", + "DLC_POPUP_FASHION_2": "- Haar-Option Stacheln und Brille\\n- Haar-Option Zerzauster Iro\\n- Haar-Option Blume und Pony\\n- Haar-Option Baskenmütze\\n- Kopf-Option Runde Brille\\n- Körper-Option Trenchcoat\\n- Körper-Option Bauchfreies Top\\n- Bein-Option Hohe Stiefel", + "UPDATE_POPUP_SUNNY_1": "Das 1.8 \\\"Sunny\\\"-Update ist erschienen! Folgendes wurde dem Spiel hinzugefügt:\\n\\n- Neue kosmetische \\\"Flügel\\\"-Optionen, die du durch Aufnehmen bestimmter Monster auf Neu Wirral freischalten kannst!\\n- Die neue Story-Quest \\\"People are People\\\" ist nach Abschluss der Hauptstory verfügbar. Entdecke auf dieser Quest neue Monster und eine neue Partnerin!", + "UPDATE_POPUP_SUNNY_TITLE": "1.8 \\\"Sunny\\\"-Update", + "DLC_POPUP_WINGS_TITLE": "Wing-Pack-DLC", + "DLC_POPUP_WINGS_1": "Danke, dass du das Wing Pack gekauft hast! Folgende kosmetische Optionen sind jetzt nach Abschluss des Tutorials in deinem Schrank verfügbar:\\n\\n- Flügel Jetpack 1\\n- Flügel Jetpack 2\\n- Flügel Boni\\n- Flügel Da Vinci", + "DLC_POPUP_WINGS_2": "- Flügel Fee\\n- Flügel Teufel\\n- Flügel Gleiter\\n- Flügel Umhang", + "QUEST_SUNNY2_TITLE": "People are People", + "QUEST_SUNNY2_DESCRIPTION_1": "Triff Sunny auf dem Wirral.", + "QUEST_SUNNY2_DESCRIPTION_2": "Begib dich mit Sunny zum Makler-Hauptquartier.", + "QUEST_SUNNY2_DESCRIPTION_3": "Betritt mit Sunny das Maklerversteck.", + "ITEM_KEY_LANDKEEPER2_NAME": "Makler-Schlüsselkarte", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "Anscheinend haben die ständigen Einbrüche in Büros der Makler dazu geführt, dass sie jetzt elektronische Sicherheitsmaßnahmen verwenden.", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "im neuen Maklerversteck", + "REGION_NAME_LANDKEEPER_HIDEOUT": "Neues Maklerversteck", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "Ich glaube, ich habe einen ... riesigen bronzenen Bullen {location_0_phrase} gesehen.", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "Minomaschinen-Sichtung", + "about": "Über", + "donation": "Spenden", + "patreon": "Patreon", + "noItems": "Keine Items", + "privacyPolicy": "Datenschutz-Bestimmungen", + "termsAndConditions": "Allgemeine Geschäftsbedingungen", + "legalNotice": "Diese App ist nicht mit {0}, dessen Tochtergesellschaften oder Muttergesellschaften, deren Namen, Logos und Produkten, die in dieser App angezeigt werden, verbunden oder von ihnen autorisiert. Die Namen {1}, {0} sowie verwandte Namen und Bilder sind eingetragene Warenzeichen ihrer jeweiligen Eigentümer. Diese App wird von Fans für Fans gemacht. Bitte wende dich nicht an {0} wegen Fehlern in dieser App.", + "patrons": "Sponsoren", + "habitat": "Lebensraum", + "useGifs": "Gifs anzeigen", + "alphabetical": "Alphabetisch", + "bestiaryId": "Bestiarium-ID", + "static": "Statisch", + "gifNum": "Gif {0}", + "additionalStats": "Zusätzliche Statistiken", + "viewOn": "Auf {0} ansehen", + "initial": "Anfänglich", + "unavoidable": "Unvermeidlich", + "cost": "Kosten", + "canBeCopied": "Kann kopiert werden", + "characters": "Figuren", + "partnerMonster": "Partner Monster", + "portraitNum": "Porträt {0}", + "tags": "Etikett", + "overworld": "Oberwelt", + "percentTitle": "Prozent", + "backup": "Sicherung", + "hashCode": "3039354B9361594EA9623AD4A9A9786D" + } + }, + "es_ES": { + "id": 5, + "locale": "es_ES", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "Efectos de distorsión", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} (v. {content_version}), de {content_author}", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Desactivados", + "UI_SETTINGS_AUDIO_TRANSFORM": "Sonido para transformaciones", + "DLC_00_COSPLAY_NAME": "Paquete de disfraces", + "MOVE_DESCRIPTION_FINAL_BREATH": "Si tus PV están por encima del 80 % y sufres un ataque capaz de reducirlos a 0, sobrevives y quedas con 1 PV.", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Música cantada", + "MOVE_TRAP_JAW_NAME": "Mandíbulas terribles", + "MOVE_GEMSTONE_WALL_NAME": "Muro de gemas", + "MOVE_DESCRIPTION_DEEP_FREEZE": "Congela el walkman del rival y le aplica el efecto de estado «cinta atascada».", + "MOVE_MAGIC_TOME_NAME": "Grimorio", + "MOVE_NAME_TRIPWIRE": "Trampa y contrataque", + "DLC_01_PIER_NAME": "Embarcadero de lo Desconocido", + "MOVE_DESCRIPTION_TRAP_JAW": "Se usa automáticamente después de «mordisco» y aplica al objetivo el efecto de estado «evasión neutralizada».", + "MOVE_DEEP_FREEZE_NAME": "Congelación", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Los personajes que tengan aplicado «evasión neutralizada» ven reducida su evasión al 1 % de su valor normal.", + "MOVE_NAME_WEB_WRAP": "Enmarañamiento", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} (v. {content_version})", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC: {content_name}", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "NO SE PUEDE CAMBIAR", + "MOVE_NAME_TREASURE_DIG": "Buscatesoros", + "MOVE_NAME_STICKY_SPRAY": "Trampa pegajosa", + "CONFIRM_LOAD_MODS_QUIT": "Salir", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continuar sin cargar los mods", + "STATUS_TAPE_JAM_NAME": "Cinta atascada", + "STATUS_TAPE_JAM_DESCRIPTION": "Los personajes que tengan aplicado «cinta atascada» no podrán cambiar la cinta que estén utilizando hasta que el efecto termine o se les rompa la cinta.", + "CONFIRM_LOAD_MODS3": "Solo tú eres responsable del riesgo que decidas correr al utilizar cualquier mod.", + "LOOT_HEADING_TREASURE": "Tesoros", + "MOVE_COLD_FUSION_NAME": "Fusión fría", + "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", + "MOVE_FINAL_BREATH_NAME": "Último aliento", + "NOTIFICATION_GENERIC": "Notificación", + "CONFIRM_LOAD_MODS2": "Ten en cuenta que un mod malintencionado podría acceder a tu sistema de archivos y realizar operaciones en tu ordenador sin tu control.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Esta partida no se ha guardado con los mods que tienes ahora. Si la cargas, es posible que quede inutilizada si en el futuro desinstalas algún mod.", + "UI_SETTINGS_COLOR_BLIND": "Modo para daltónicos", + "TITLE_SCREEN_DLC_BTN": "Ver DLC en la tienda", + "CONFIRM_LOAD_MODS4": "¿Seguro que quieres cargar estos mods?", + "UI_PARTY_EDIT_MOVES": "Modificar pegatinas", + "TITLE_SCREEN_UGC_BTN": "Workshop de Steam", + "DLC_02_FASHION_NAME": "Paquete de moda", + "MOVE_DESCRIPTION_TRIPWIRE": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista sin coste de PA cuando su rival use un ataque cuerpo a cuerpo. La probabilidad se reduce en proporción con el coste normal de PA de ese movimiento.", + "DLC_03_WINGS_NAME": "Paquete de alas", + "MOVE_DESCRIPTION_TREASURE_DIG": "Excava para encontrar un objeto al azar. Quien gane el combate se lo lleva.", + "MOVE_TREASURE_DIG_TOAST": "¡PARA TI!", + "MOVE_DESCRIPTION_COLD_FUSION": "Se activa cuando alguien se fusiona. La fusión pierde el 20 % de sus puntos de vida máximos y sufre el efecto de estado «intimidación».", + "UI_PARTY_VIEW_MOVES": "Ver pegatinas", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continuar", + "MOVE_DESCRIPTION_MAGIC_TOME": "Golpea a un objetivo y reduce su defensa a distancia.", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Activados", + "UI_SAVE_REQUIRE_DLC": "Esta partida no se puede cargar porque se creó con un DLC o mod que no está instalado.", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato. Además del comportamiento habitual de los muros, «muro de gemas» otorga a quien lo usa 1 PA adicional por turno.", + "STATUS_GEMSTONE_WALL_NAME": "Muro de gemas", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques. El muro otorgará, además, 1 PA adicional por turno a quien lo use.", + "CONFIRM_LOAD_MODS1": "Mods detectados: {num_mods}.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "¿Seguro que quieres cargar esta partida?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "Evasión neutralizada", + "UI_PARTY_MOVE_STICKER": "Intercambiar pegatinas", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué aspecto de la electricidad quieres representar?", + "DIVEBERG_NAME_PREFIX": "Submari", + "PINBOLT_NAME_SUFFIX": "lectro", + "DIVEBERG_DESCRIPTION": "un ser con un iceberg en la espalda y una escafandra", + "DIVEBERG_LORE_2": "La temperatura natural más baja que se ha registrado jamás en la Tierra (89,2 grados centígrados bajo cero) se dio en Antártida en 1983.", + "PINBOLT_LORE_2": "Aunque la primera máquina de [i]pinball[/i] moderna se inventó en los años 40 del siglo XX, su origen está en el juego conocido como [i]bagatelle[/i], que se jugaba en mesas de madera. También comparte historia y desarrollo con el [i]pachinko[/i].", + "AURICLAW_LORE_1": "Para alcanzar la madurez, los ferrigarra siguen un proceso de metamorfosis alquímica que hace que las protecciones y ornamentos de hierro que tienen en el cuerpo se transformen en una aleación de oro. Los garráureo son la primera línea de defensa de sus vastos territorios.", + "AURICLAW_NAME_PREFIX": "Garra", + "AURICLAW_NAME_SUFFIX": "áureo", + "AURICLAW_LORE_2": "Era común hacer máscaras mortuorias de soberanos y personajes famosos. La más famosa de la historia moderna es probablemente la máscara de Tutankamón, elaborada aproximadamente en el año 1323 d. C.", + "TRAPWURM_NAME": "Sierpepo", + "TRAPWURM_NAME_PREFIX": "Sierpe", + "ADEPTILE_LORE_2": "Uno de los pilares ancestrales de las creencias alquímicas es que todas las cosas están compuestas por los cuatro elementos clásicos: tierra, fuego, agua y aire.", + "PINBOLT_DESCRIPTION": "un ser con forma de muelle con una bola flotante por cabeza", + "DIVEBERG_LORE_1": "Si se exponen a temperaturas bajo cero durante el tiempo suficiente, los focarinista acaban adoptando la forma de submariceberg. Se cree que el paso a una forma bípeda obedece al objetivo de moverse con más facilidad por terrenos nevados y hostiles.", + "PICKSIE_LORE_2": "Los enanos son seres de la mitología germánica a los que se suele describir como humanoides de baja estatura. Suele asociárselos con las minas, las cuevas y la herrería.", + "PICKSIE_SUBTITLE": "Trasgo del tesoro", + "OVERWORLD_SPIDERCAVE_FELIX": "No me suena que nos hayamos encontrado telarañas gigantes hasta ahora. Lo digo porque es el tipo de cosa que no se me habría olvidado fácilmente.", + "OVERWORLD_SPIDERCAVE_EUGENE": "Telarañas enormes, ¿eh? [pause]Eso será que hay bichos enormes. No hay problema: tengo ganas de pelea.", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Velocidad increíble", + "DIVEBERG_NAME": "Submariceberg", + "ADEPTILE_DESCRIPTION": "un reptil con una larga túnica", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Potencia atronadora", + "ADEPTILE_NAME_PREFIX": "Repti", + "TRAPWURM_LORE_2": "El [i]lindworm[/i] es un ser de la mitología europea, parecido a un dragón. A menudo se lo representa como una bestia serpentina enorme con aletas dorsales en la espalda, como las de los peces.", + "PICKSIE_NAME_PREFIX": "Excav", + "PICKSIE_NAME_SUFFIX": "asgo", + "PICKSIE_LORE_1": "Los excavasgo son ávidos buscatesoros que pasan años enteros excavando en cuevas, minas y tumbas, en busca de gemas y otros objetos de valor. Suelen adornarse con los tesoros que descubren, y también protegerse con las armas y armaduras que encuentran.", + "PICKSIE_DESCRIPTION": "un trasgo enmascarado con un pico", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]¿Qué son todas esas telarañas tan raras?…[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Vaya, ¿habremos asustado a ese monstruo? Parece que se ha metido bajo tierra para huir. La próxima vez que nos topemos con él, deberíamos intentar acercarnos con sigilo y sin que nos vea.", + "ADEPTILE_NAME": "Repticero", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Un trasgo asustadizo", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Tengo un amigo guarda que estuvo destinado {location_0_phrase} y me contó que una vez vio un ser de lo más curioso: una especie de trasgo pequeñajo y muy asustadizo.", + "RUMOR_SPIDER_CAVE_3": "Qué raro, ¿no? Que yo sepa, nunca ha habido actividad minera en el pantano.", + "WYRMAW_NAME": "Faucierpe", + "TRAPWURM_DESCRIPTION": "una sierpe con patas y enormes mandíbulas", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]Ese monstruo ha huido al vernos… A lo mejor, si volvemos a verlo, deberíamos acercarnos sin que se dé cuenta…[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "Mina abandonada", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]Ese monstruo ha huido al vernos… A lo mejor, si volvemos a verlo, deberíamos acercarnos sin que se dé cuenta…[/wave]", + "WYRMAW_NAME_SUFFIX": "ierpe", + "ADEPTILE_LORE_1": "Los repticero han dedicado todo su ser a la búsqueda de conocimiento arcano. Como son ya poco más que una cabeza, llevan una túnica larga y solemne para disimular su ausencia de cuerpo.", + "FERRICLAW_LORE_2": "Las máscaras mortuorias son réplicas del rostro de una persona que se hacen tras su muerte. Existen diferentes métodos y materiales para elaborarlas, y han aparecido en muchas culturas y eras de la historia de la humanidad.", + "FERRICLAW_NAME": "Ferrigarra", + "FERRICLAW_NAME_PREFIX": "Ferri", + "PINBOLT_NAME": "Flippelectro", + "RUMOR_SPIDER_CAVE_2": "Durante uno de sus paseos por el pantano, descubrió la entrada de una mina cerrada por un desprendimiento.", + "RUMOR_SPIDER_CAVE_1": "Conoces a Philip, ¿no? El marido de Dip, el que tiene la granja cerca del Arroyo de Atata…", + "FERRICLAW_DESCRIPTION": "una araña con una máscara oxidada", + "TRAPWURM_LORE_1": "Los sierpepo son capaces de aguantar la respiración durante varios días mientras esperan camuflados bajo tierra o barro a que su presa los pise. Sus mandíbulas poseen una fuerza descomunal que hace casi imposible separarlas.", + "TRAPWURM_NAME_SUFFIX": "epo", + "FERRICLAW_NAME_SUFFIX": "garra", + "FERRICLAW_LORE_1": "La existencia de los ferrigarra en Nueva Wirral es un descubrimiento reciente, y eso se debe a que su hábitat se encuentra en las profundidades de varias cuevas más o menos interconectadas. Les gusta engalanarse con las máscaras mortuorias que desentierran, pertenecientes a civilizaciones antiguas.", + "HARBOURTOWN_BOOK_6": "En las notas apresuradas se puede leer: «… Cierto reptil estudioso de las artes arcanas alcanzará el máximo de sus capacidades si se le da la posibilidad de leer un libro de magia».", + "PICKSIE_NAME": "Excavasgo", + "DIVEBERG_NAME_SUFFIX": "ceberg", + "PICKSIE_ENCOUNTER_EUGENE_1": "¡Porras, se nos ha escapado! A lo mejor, si es que volvemos a verlo, deberíamos intentar acercarnos por detrás para que no nos vea y vuelva a huir.", + "PICKSIE_ENCOUNTER_MEREDITH_1": "Pero ¿qué hace el monstruo ese metiéndose bajo tierra? Yo diría que si volvemos a verlo, lo mejor será acercarnos con sigilo y sin que nos vea.", + "WYRMAW_LORE_1": "Ya demasiado grandes para esconderse bajo tierra y engañar a sus presas, los faucierpe recurren a tentar a sus posibles víctimas haciendo ondear su bandera y emitiendo un tintineo agradable con los cascabeles que les adornan el cuello.", + "WYRMAW_LORE_2": "El [i]lindworm[/i] aparece en muchas historias europeas. Una de ellas es la leyenda del «Gusano de Lambton», un ser parecido al [i]lindworm[/i] que aterrorizaba a los habitantes de los pueblos cercanos al río Wear, donde se dice que moraba.", + "WYRMAW_DESCRIPTION": "una gran sierpe con una bandera en la cabeza", + "WYRMAW_NAME_PREFIX": "Fauc", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Por lo visto, se abrió camino cavando con un pico, pero salió pitando en cuando mi amigo se le acercó.", + "PINBOLT_NAME_PREFIX": "Flippe", + "PICKSIE_ENCOUNTER_VIOLA_1": "Diríase que hemos pillado desprevenido a ese espíritu. De cruzarse de nuevo nuestros caminos durante nuestro viaje, sería quizá sensato acercarnos sin que nos vea.", + "PICKSIE_ENCOUNTER_FELIX_1": "¿Se ha… metido bajo tierra? Se ve que les tiene miedo a los humanos. Mira, si nos lo volvemos a cruzar, nos conviene acercarnos a él sin que nos vea.", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "¿Eso son… telarañas? Son [wave amp=30 freq=10]un poco grandes[/wave], ¿no te parece?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "¡¿Has visto cómo son de [shake rate=30 level=10]grandes[/shake] esas telarañas?! [pause]Bah. [pause]Nanay. [pause]Yo digo que nos larguemos.", + "OVERWORLD_SPIDERCAVE_VIOLA": "¿Es costumbre de las arañas del lugar el tejer telarañas de… tan descomunal tamaño?", + "AURICLAW_NAME": "Garráureo", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]Ese monstruo ha huido al vernos… A lo mejor, si volvemos a verlo, deberíamos acercarnos sin que se dé cuenta…[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "¿Guau?", + "PINBOLT_LORE_1": "La cabeza de metal de los flippelectro flota en el aire separada de su cuerpo, sostenida por el campo magnético que generan sus dos aletas. Puede utilizar ese campo magnético para lanzar rayos de energía con su única mano.", + "AURICLAW_DESCRIPTION": "una araña con una máscara de oro", + "ADEPTILE_NAME_SUFFIX": "cero", + "GAME_OVER_EUGENE1.m": "¡Y vuelve a estar listo para el combate! Vamos, {player}, al lío.", + "GAME_OVER_KAYLEIGH1": "¿Estás bien? Ya estaba empezando a preocuparme…", + "GAME_OVER_FIRST_PENSBY4": "Yo puedo venderte objetos curativos a cambio de cualquier recurso que tengas disponible… [pause]Y Clémence, la del Café Gramófono, también.", + "LEVEL_WARNING_viola.v2": "Este lugar hace brotar en mi ser la sombra del recelo. Temo que hayamos puesto pie en tierras peligrosas, camarada.", + "TUTORIAL1_PART1_KAYLEIGH4": "En fin, el caso es que tengo una misión que cumplir y me vendría bien un poco de ayuda. ¿Quieres echarme una mano?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "¡Ya he visto que te las apañas bastante bien cuando se trata de pelear!", + "TUTORIAL1_PART1_KAYLEIGH3.n": "¡Ya he visto que te las apañas bastante bien cuando se trata de pelear!", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "¿Una misión?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "¡Por supuesto!", + "TUTORIAL1_PART2_KAYLEIGH9": "Si una forma pierde toda su vida durante un combate, su cinta se rompe y habrá que arreglarla.", + "TUTORIAL1_PART2_KAYLEIGH8": "La barra verde representa la vida de tu forma de monstruo, y la barra roja es la tuya.", + "TUTORIAL1_PART2_KAYLEIGH10": "Y, por si fuera poco, el daño que sobre del ataque que la haya roto se aplicará a tu vida, a la barra roja.", + "TUTORIAL1_PART2_KAYLEIGH11.f": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", + "INTRO_KAYLEIGH14": "¿Qué te parece?[pause] Un sitio curioso, ¿eh?", + "CLEMENCE_NAME": "Clémence", + "INTRO_KAYLEIGH21_OPTION2": "No me encuentro bien…", + "INTRO_PENSBY24": "No creo que sea nada grave. Transformarse por primera vez tiene un efecto muy intenso en la mente.", + "INTRO_KAYLEIGH23": "¡Me tenías preocupada, {player}!", + "TUTORIAL2_PART1_KAYLEIGH2.n": "Estos espacios para hacer hogueras indican las zonas en las que es seguro acampar.", + "TUTORIAL2_PART2_KAYLEIGH2": "Debe de haber una manera de hacer que venga hasta aquí…", + "TUTORIAL2_PART2_KAYLEIGH1": "Mira, ¿ves ese monstruo de ahí?", + "TUTORIAL2_PART3_KAYLEIGH1": "¡Vale, toma!", + "TUTORIAL2_PART3_KAYLEIGH2": "Hay una cosa curiosa que tienen los monstruos de Nueva Wirral…", + "TUTORIAL2_PART3_KAYLEIGH3": "Cuando están debilitados, es posible, [pause]eh…, [pause]grabar su esencia en esas cintas.", + "GAME_OVER_FIRST_PENSBY3.n": "Si vais a viajar por Nueva Wirral, más os vale hacer acopio de material de primeros auxilios antes de iros.", + "GAME_OVER_FIRST_PENSBY3.f": "Si vais a viajar por Nueva Wirral, más os vale hacer acopio de material de primeros auxilios antes de iros.", + "INTRO_KAYLEIGH37": "Si quieres acompañarme, te espero a las puertas del pueblo. Están al pasar el puente que hemos cruzado para entrar.", + "INTRO_KAYLEIGH40": "También te hemos buscado algo de ropa, aunque no sé si estará… a la moda de tu era, pero es que no tenemos otra cosa.", + "INTRO_KAYLEIGH39.m": "Seguro que ya ha corrido la voz de que ha llegado un chico nuevo.", + "INTRO_KAYLEIGH39.f": "Seguro que ya ha corrido la voz de que ha llegado una chica nueva.", + "INTRO_KAYLEIGH39.n": "Seguro que ya ha corrido la voz de que ha llegado une chique nueve.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Aquí estoy, pasando el rato en plena naturaleza con mi novio, que es un amor…", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Aquí estoy, pasando el rato en plena naturaleza con mi novie, que es un amor…", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "La verdad es que no me puedo quejar, ¿no te parece?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Cuando era pequeña, acampaba muy a menudo. ¡Hay un montón de sitios buenísimos en Irlanda para acampar!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Mi padre cogía el coche y nos íbamos los dos al campo a ver las estrellas.", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Acampar contigo me da nostalgia de aquellos días.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Esto a lo mejor te suena raro, [pause]pero…", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Cuando vivía en Valdellanto, Dorian tenía un montón de planes grandiosos para la comunidad…", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "Y yo estaba entusiasmada por poder ser parte de aquello. [pause]Sentía que estaban pasando muchas cosas y me alegraba formar parte de todo eso.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Era entusiasmo. [pause]Y es fácil confundirlos, o a mí me lo parece.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Creo que, en aquel momento, pensé que eso me estaba haciendo feliz. [pause]Pero… [pause]no creo que lo que sentía fuera felicidad.", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "No sabía yo que una parte importante de una relación era tomar tantos cafés.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Supongo que hay una diferencia entre algo que te divierte y algo que te llena.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "La verdad es que sí me pregunto cómo funciona todo el rollo ese de [pause]«transformarse en monstruo usando cintas».", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "A primera vista no tiene sentido, ¿no? [pause]Porque, a ver, no son más que walkmans normales y corrientes.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Pero a lo mejor esa no es la actitud adecuada. [pause]A lo mejor no hay que plantearlo centrándose tanto en las limitaciones.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Son de plástico, nada más.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "A lo mejor cuando aceptamos que lo imposible puede suceder [pause]es cuando permitimos que suceda, [pause]¿lo pillas?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Me pregunto qué les parecerá su vida a los habitantes de Villapuerto que han nacido aquí.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Porque, a ver, este mundo es el único que han conocido ellos.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Y, sin embargo…, la gente como nosotros no dejan de hablarles de otros mundos llenos de gente y de sitios curiosos.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "¡Seguro que les cuesta un montón imaginarse de qué hablamos!", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Supongo que son dos formas muy distintas de ver el pueblo.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Pero, por otra parte, [pause]ellos están mucho más acostumbrados a los monstruos, que aquí son de lo más normal.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "¿Qué dices?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "«La flecha del tiempo solo se mueve hacia delante, Kayleigh».", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "La flecha de… ¿qué?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Ah, no, es una cosa que solía decir mi padre.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Supongo que significa que el tiempo no deja de avanzar… Que no podemos dar marcha atrás y cambiar nuestros errores, así que no debemos vivir en el pasado.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Aunque queramos…", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "…", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "¡Eso quiere decir que deberíamos ir pensando en la próxima etapa de nuestra aventura! Al fin y al cabo, ¡la flecha del tiempo solo se mueve hacia delante, {player}!", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Conque…[/wave] [pause]ahora es Meredith, [pause]¿eh?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Eso sí, un consejo de amiga… [pause]A lo mejor no te [wave amp=30 freq=10]conviene[/wave] decirle que no es la única chica de la isla a la que has besado.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Ah, ¿te has enterado?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Supongo que, cuando me [wave amp=30 freq=10]besaste[/wave], no acabé de entender bien lo que significaba eso para «nuestra» relación.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Espero que no te siente mal…", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "¡Pero no pasa nada! Tampoco es que me hubieras prometido nada, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Nada más.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "¡Pero no pasa nada! Tampoco es que me hubieras prometido nada, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Nada más.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "¡Pero no pasa nada! Tampoco es que me hubieras prometido nada, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Nada más.", + "HARBOURTOWN_NPC_9_DIALOGUE2": "Desde hace un tiempo, los guardas nos han estado dando ropa del centro comercial abandonado que hay al norte. [pause]Yo solo tengo que lavarla y remendarla.", + "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe es mi heroína. [pause]¿Sabías que fue la primera persona de la isla en grabar un monstruo con un walkman?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe es mi guarda de élite favorita, [pause]pero los demás también son unos figuras.", + "HARBOURTOWN_NPC_10_DIALOGUE3": "Me han dicho que hay un guarda de élite que es un robot… [pause]Yo no me lo creo.", + "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil es la que más a la moda viste de [wave amp=30 freq=10]todos[/wave] los guardas.", + "HARBOURTOWN_NPC_12_DIALOGUE8": "Por lo visto han vuelto a bajar el puente que conecta Villapuerto y la granja de Atata. Es una noticia [wave amp=30 freq=10]estupenda[/wave] para cualquiera que… [pause]En fin, [pause]que no tenga intención de morir de hambre.", + "HARBOURTOWN_NPC_11_DIALOGUE1": "Con tanto que a la gente le gusta hablar sobre «monstruos» y «cintas», [pause]lo normal sería pensar que aquí todo el mundo lo pasa bien.", + "HARBOURTOWN_NPC_10_DIALOGUE5": "Me pregunto si alguna vez podré llegar a guarda de élite. [pause]Bah, qué va.", + "HARBOURTOWN_NPC_11_DIALOGUE2": "Bueno, ¡[shake rate=30 level=10]pues yo no[/shake]! [pause][pause]¡A mí todo ese rollo de los monstruos me parece rarísimo y no me hace ninguna gracia!", + "HARBOURTOWN_NPC_12_DIALOGUE1": "¿Sabes qué echo de menos? [pause]El deporte. [pause]¿Por qué no pueden fundar un equipo de fútbol en Villapuerto?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "¿Por qué no habré naufragado en algún sitio un poco más [wave amp=30 freq=10]normal[/wave]?", + "HARBOURTOWN_NPC_27_DIALOGUE1": "Hace poco me abordó un hombre sospechoso intentando venderme una casa. ¿Cómo iba yo a poder comprar una casa? ¡Si en esta isla ni siquiera existe el [wave amp=30 freq=10]dinero[/wave]!", + "HARBOURTOWN_NPC_12_DIALOGUE3": "Hace poco había unos tipos pálidos y muy raros merodeando por aquí y hablando entre dientes. Es algo fuera de lo común, incluso tratándose de este sitio.", + "HARBOURTOWN_NPC_12_DIALOGUE4": "¿Has visto a esos encapuchados tan raros que andan rondando por el parque? ¿Serán de alguna [wave amp=30 freq=10]compañía de teatro[/wave] o algo?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "Por lo visto Villapuerto y ese otro pueblo que hay al este han hecho las paces. Me pregunto qué habrá pasado.", + "HARBOURTOWN_NPC_12_DIALOGUE7": "Hace tiempo que no veo a esos adefesios de cara pálida y traje oscuro. ¿Qué les habrá pasado?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "En Villapuerto dicen que el centro comercial abandonado está [wave amp=30 freq=10]embrujado[/wave]. Una cosa son los monstruos, pero pretender que vaya yo a creer en fantasmas, ¡eso sí que no!", + "LEVEL_WARNING_kayleigh.v2.m": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", + "GAME_OVER_PENSBY2": "No bajes la guardia ahí fuera, {player}, que curarte cuesta trabajo, así que intenta que te dure un poco la salud.", + "LEVEL_WARNING_kayleigh.v3": "Tengo la impresión de que los monstruos que hay aquí nos sacan bastante ventaja…", + "LEVEL_WARNING_kayleigh.v2.n": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", + "INTRO_PENSBY27.m": "Kayleigh, ¿es que no se lo has dicho?", + "INTRO_PENSBY27.f": "Kayleigh, ¿es que no se lo has dicho?", + "INTRO_KAYLEIGH28": "Lo siento, debería, pero…", + "INTRO_PENSBY27.n": "Kayleigh, ¿es que no se lo has dicho?", + "INTRO_KAYLEIGH29": "No quiero agobiarte con demasiada información, pero estás en una isla que se llama Nueva Wirral.", + "INTRO_PENSBY44": "Debe de ser difícil asimilar todo esto, pero todos hemos tenido que pasar por ahí.", + "TUTORIAL1_PART1_KAYLEIGH2": "…", + "INTRO_MONOLOGUE45": "Más me vale vestirme primero…", + "TUTORIAL1_PART1_KAYLEIGH3.m": "¡Ya he visto que te las apañas bastante bien cuando se trata de pelear!", + "TUTORIAL1_PART1_KAYLEIGH1": "Hola otra vez, {player}. [pause]¿Te encuentras mejor?", + "CLEMENCE_ARRIVAL1": "Me caí. [pause]En el mar. [pause]Y el mar me trajo aquí. [pause]Hace ya unos diez años. Es lo que hay.", + "CLEMENCE_CAFE4": "Y yo les dije: «¡Yo me encargo!». Y le hice un apaño al gramófono, y ahora ya podemos oír los discos. Y ahora mi café tiene estilo y, además, música. Y fuimos felices y comimos perdices.", + "INTRO_KAYLEIGH25": "El caso es que, en Villapuerto, había una casa disponible para ti, ¡así que ahora esta es tu casa!", + "INTRO_KAYLEIGH25_OPTION1": "Este debe de ser el sitio más raro de la Tierra.", + "INTRO_PENSBY26": "¿«De la Tierra»?", + "INTRO_KAYLEIGH30_OPTION1": "¿Hay forma de volver a casa?", + "INTRO_PENSBY31": "Me temo que no, {player}. [pause]Lo siento mucho.", + "INTRO_PENSBY32": "Los náufragos llevamos un siglo intentando volver cada uno a su mundo, pero nadie lo ha conseguido.", + "LEVEL_WARNING_meredith.v1": "¿No te parece que esta zona nos viene un poco grande, tú? [pause]Los monstruos de aquí dan bastante miedo.", + "LEVEL_WARNING_kayleigh.v2.f": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", + "PARTNER_LEVELUP_MEREDITH1": "Me he estado… entrenando desde la última vez que nos vimos. Así que no te preocupes por mí, que estaré a la altura.", + "SWAP_PARTNER_VIOLA1": "¡Como desees! ¡Viajemos, pues, sin demora!", + "SWAP_PARTNER_DOG1": "¡Guau!", + "PARTNER_LEVELUP_EUGENE1": "¡Me he estado entrenando a fondo y ya te aviso de que soy [shake rate=30 level=10]mucho más fuerte[/shake] que la última vez que luchamos juntos!", + "INTRO_KAYLEIGH20.m": "Estás atrapado aquí.", + "INTRO_KAYLEIGH20.f": "Estás atrapada aquí.", + "INTRO_KAYLEIGH21": "Como todos nosotros.", + "INTRO_KAYLEIGH20.n": "Estás atrapade aquí.", + "INTRO_PENSBY22": "Ah, estupendo, por fin te has despertado. Kayleigh me ha dado un buen susto cuando ha llegado aporreando la puerta.", + "INTRO_KAYLEIGH21_OPTION1": "Me da vueltas la cabeza…", + "HARBOURTOWN_STATION_KAYLEIGH5B": "No es como los otros monstruos. [pause][shake rate=30 level=10]Aquí no estamos a salvo[/shake].", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "¿Quién eres?", + "HARBOURTOWN_STATION_MORGANTE3": "NO, NO, TÚ NO ERES LA SANGRE DE MI SANGRE.\\n\\n¡¿OSAS VENIR DE NUEVO A BUSCARME BLANDIENDO LA ESPADA?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "¿Qué te ha pasado?", + "HARBOURTOWN_STATION_KAYLEIGH9": "¡Me niego!", + "HARBOURTOWN_STATION_KAYLEIGH8": "¿Me oyes, {player}? ¡Este no es nuestro fin! ¡Ni hablar!", + "HARBOURTOWN_STATION_KAYLEIGH7": "No pienso morir aquí, así no.", + "HARBOURTOWN_STATION_KAYLEIGH11": "¿Cómo… [pause]hemos…?", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "¡Vamos a luchar contra esa cosa, y lo vamos a hacer COMO UN SOLO SER!", + "INTRO_KAYLEIGH6": "Vale, y, ahora, métela en el walkman, [pause]ponte los cascos [pause]¡y dale al [i]Play[/i]!", + "INTRO_KAYLEIGH5": "Ah, sí, ya se nota. En ese caso, coge esta.", + "GAME_OVER_FIRST_PENSBY5": "Ten cuidado ahí fuera, {player}. Si no corres riesgos, no tendrás que acabar otra vez aquí.", + "INTRO_KAYLEIGH1": "¡Eh, tú! [pause]¡Más te vale no hacer movimientos bruscos!", + "INTRO_KAYLEIGH3": "Toma. [pause]Te va a hacer falta.", + "INTRO_KAYLEIGH4": "A ver, antes de nada: [pause]¿Cuál es tu… [pause]rollo?", + "GAME_OVER_FIRST_PENSBY1.m": "Ah, ya te has despertado. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", + "LEVEL_WARNING_eugene.v2": "No me gusta la pinta que tienen esos monstruos… Igual deberíamos entrenar un poco más antes de venir aquí…", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]¡Vamos a explorar, {player}![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "He estado practicando mis [wave amp=30 freq=10]habilidades de combate contra monstruos[/wave] desde la última vez. ¡Te vas a quedar de piedra!", + "GAME_OVER_FELIX1": "Hola… ¿Estás mejor?", + "INTRO_KAYLEIGH16_OPTION2": "¡Eh, que yo ya tengo un hogar!", + "INTRO_KAYLEIGH18": "Es que esta parte no se me da muy bien…", + "INTRO_KAYLEIGH17": "Ah, esto… [pause]Sí, eh… [pause]Perdona.", + "INTRO_KAYLEIGH19": "Nunca sé cómo dar la noticia.", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "En cuanto a ese «arcángel»…", + "TUTORIAL4_PART3B_KAYLEIGH6": "Los arcángeles son…", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Lo de esa «fusión» nuestra…", + "TUTORIAL4_PART3C_KAYLEIGH2": "La «fusión» es un fenómeno muy poco frecuente, según cuentan los guardas. Hay monstruos fusionados en la naturaleza, y se dice que la jefa de los guardas también puede hacerlo.", + "TUTORIAL4_PART3B_KAYLEIGH7": "Por lo visto, los primeros pobres desgraciados que acabaron arrastrados a las costas de Nueva Wirral creyeron que los monstruos de aquí eran ángeles.", + "TUTORIAL4_PART3B_KAYLEIGH10": "Claro que, cuando la gente se dio cuenta de que podía luchar con los monstruos normales y hasta derrotarlos, perdieron ese [wave amp=30 freq=10]«atractivo angélico»[/wave].", + "TUTORIAL4_PART3B_KAYLEIGH9": "Como es lógico, a esos seres los llamaron «arcángeles»…, [pause]que son la categoría superior del orden de los ángeles.", + "TUTORIAL4_PART3B_KAYLEIGH8": "Y [pause]algunos dejaron también escritos que hablaban de otros seres, más poderosos… [pause]Seres cuyo aspecto…, cuya aura, era «antinatural».", + "TUTORIAL4_PART3B_KAYLEIGH12": "Ahora los llamamos, simplemente, «monstruos». Así acabamos antes.", + "TUTORIAL2_PART3_KAYLEIGH5": "Prueba ahora a cambiar a la cinta que acabas de grabar.", + "TUTORIAL2_PART3_KAYLEIGH4": "No sabemos muy bien [wave amp=30 freq=10]cómo[/wave] funciona, pero funciona. [pause]Así que no le damos más vueltas.", + "TUTORIAL2_PART3_KAYLEIGH6": "¡Así es como consigues nuevas formas de monstruo!", + "TUTORIAL2_PART3_KAYLEIGH8": "¡Hala, pues vamos a darle lo suyo al bicho este!", + "TUTORIAL2_PART4_PLAYER1": "¡¿Esto es normal?!", + "TUTORIAL2_PART3_KAYLEIGH7": "Eso sí, si un monstruo sufre demasiado daño, huirá y no podrás grabarlo. [pause]¿Lo tienes todo claro de momento?", + "GAME_OVER_FIRST_PENSBY3.m": "Si vais a viajar por Nueva Wirral, más os vale hacer acopio de material de primeros auxilios antes de iros.", + "GAME_OVER_MEREDITH1": "¿Por fin te has despertado?", + "LEVEL_WARNING_dog.v3": "Parece que Perry tiene miedo de algo. A lo mejor es que los monstruos de esta zona son demasiado fuertes…", + "SWAP_PARTNER_KAYLEIGH1": "¡Muy bien! ¡Vamos allá!", + "SWAP_PARTNER_MEREDITH1": "Ah, ¿nos ponemos otra vez en marcha? ¿Tan pronto?", + "SWAP_PARTNER_EUGENE1": "¡De lujo!", + "SWAP_PARTNER_FELIX1": "Ah. Pues vale.", + "PARTNER_LEVELUP_FELIX1": "Últimamente me ha dado por entrenar en forma de monstruo. Tengo que procurar seguirte el ritmo.", + "TUTORIAL1_PART1_KAYLEIGH5": "¡No te preocupes, que te lo explico!", + "TUTORIAL1_PART1_KAYLEIGH8": "Se ve que anoche hubo un terremoto, o bien algún monstruo haciendo de las suyas. Se nota por las grietas del suelo.", + "TUTORIAL1_PART1_KAYLEIGH6": "¡Me alegro de verte con ganas!", + "TUTORIAL1_PART1_KAYLEIGH7": "¿Ves ese camino de ahí?", + "TUTORIAL1_PART1_KAYLEIGH9": "Vamos a revisar el camino para asegurarnos de que no hay peligro.", + "CLEMENCE_CAFE2": "En la villa había un gramófono, una máquina vieja que toca música al ponerle discos. Así que me quedé con esa máquina y la convertí en la pieza central de mi café. Pero entonces la gente empezó a quejarse: «Clémence, ¡mira que tener un gramófono y no tener música…!».", + "INTRO_KAYLEIGH34": "¡Esta vida no está mal, créeme!", + "INTRO_KAYLEIGH33": "Bueno, ¡pero te las apañarás! Aquí en Villapuerto somos una piña; nos ayudamos unos a otros.", + "INTRO_KAYLEIGH35": "Y, además, ¡aquí estamos seguros! Bueno, si obviamos los monstruos, claro…", + "INTRO_KAYLEIGH35_OPTION1": "¿Como el que nos ha atacado antes?", + "TUTORIAL1_PART1_KAYLEIGH10": "Toma, aquí tienes la llave de las puertas.", + "TUTORIAL1_PART2_KAYLEIGH1.m": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", + "TUTORIAL1_PART2_KAYLEIGH1.f": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "¡Lo estoy deseando!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Si no hay otro remedio…", + "TUTORIAL1_PART2_KAYLEIGH3": "O, bueno, [pause]más bien… [pause]como si la bici se transformara en {first_tape_description}…", + "TUTORIAL1_PART2_KAYLEIGH4": "Solo que la bici eres tú.", + "TUTORIAL1_PART2_KAYLEIGH2": "Te acostumbrarás enseguida… [pause]¡Es como montar en bici!", + "CLEMENCE_QUESTION_ARRIVAL": "¿Cómo acabaste aquí?", + "CLEMENCE_QUESTION_COFFEE": "¿Cómo es que sabes hacer café?", + "CLEMENCE_QUESTION_BYE": "¡Hasta otra!", + "CLEMENCE_BYE": "¡[i]Au revoir[/i]!", + "CLEMENCE_COFFEE2": "Es un buen plan, [i]oui[/i].", + "CLEMENCE_METAL_TAPES1": "¡{player}! Tengo una cosa para ti.", + "CLEMENCE_METAL_TAPES2": "La guarda Wilma ha venido del ayuntamiento a traerme material nuevo para vender.", + "INTRO_KAYLEIGH2": "Los trafikangrejo no se llevan bien con los desconocidos. [pause]Bueno, [pause]ni con nadie.", + "CLEMENCE_METAL_TAPES3": "Estas cintas de cromo son más efectivas que las cintas normales. Interesante, ¿[i]non[/i]?", + "LEVEL_WARNING_meredith.v3": "Los monstruos de aquí dan más miedo que tú y que yo. A lo mejor deberíamos volver en otro momento, [pause]tú.", + "INTRO_KAYLEIGH30": "No está lo que se dice… [pause]en la Tierra. O eso creemos.", + "INTRO_KAYLEIGH14_OPTION1": "¿Dónde estoy?", + "INTRO_KAYLEIGH14_OPTION2": "¿Qué sitio es este?", + "INTRO_KAYLEIGH15.m": "Bienvenido a Villapuerto…", + "INTRO_KAYLEIGH15.f": "Bienvenida a Villapuerto…", + "INTRO_KAYLEIGH15.n": "Bienvenide a Villapuerto…", + "INTRO_KAYLEIGH16_OPTION1": "¿Mi… nuevo hogar?", + "INTRO_KAYLEIGH16": "¡Tu nuevo hogar!", + "TUTORIAL4_PART3_KAYLEIGH18": "Al fin y al cabo, somos de mundos diferentes.", + "TUTORIAL4_PART3B_KAYLEIGH17": "¡Ah, qué tonta, perdona! [pause]¡Estoy dando demasiadas cosas por sentadas!", + "TUTORIAL4_PART3B_KAYLEIGH19": "¡A lo mejor resulta que no sabes lo que son las películas!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "¡Sí que lo sé!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Venga ya, ¡si he visto un montón!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "¿Eres nueva en la isla? [pause]¡Se te nota en la cara!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "¿Películas? ¿Qué es eso? No, es broma.", + "TUTORIAL4_PART3B_KAYLEIGH20": "Buf… [pause]Vale, [pause]entonces, ¡bien! Yo es que llevo tres años en Nueva Wirral y aún no he aprendido del todo a calibrar mis… [pause]referencias culturales cuando hablo con gente nueva.", + "TUTORIAL4_PART3C_KAYLEIGH1": "Ah. [pause]Sí. [pause][wave amp=30 freq=10]Eso[/wave].", + "TUTORIAL2_PART4_PLAYER2": "¿Qué está pasando?", + "TUTORIAL2_PART4_KAYLEIGH1": "Algunos monstruos nos dan… habilidades especiales cuando los grabamos, aparte de la de poder adoptar su forma.", + "TUTORIAL2_PART4_KAYLEIGH2": "¡No te preocupes!", + "TUTORIAL2_PART4_KAYLEIGH3": "Perdona, a lo mejor debería haberte avisado, pero es que he pensado que sería más fácil enseñártelo.", + "TUTORIAL2_PART4_KAYLEIGH4": "Con eso podemos planear por encima de ese hueco de ahí.", + "TUTORIAL3_PART1_KAYLEIGH1": "¿Qué pasa aquí? Si esto es cosa de los monstruos, más nos vale andarnos con ojo.", + "TUTORIAL3_PART1_KAYLEIGH2": "Vamos…", + "GAME_OVER_EUGENE1.n": "¡Y vuelve a estar liste para el combate! Vamos, {player}, al lío.", + "GAME_OVER_EUGENE1.f": "¡Y vuelve a estar lista para el combate! Vamos, {player}, al lío.", + "HARBOURTOWN_NPC_4_DIALOGUE3": "Pero el caso es que [wave amp=30 freq=10]funciona[/wave]. [pause]Así que déjate llevar.", + "HARBOURTOWN_NPC_5_DIALOGUE1": "¿Has llegado hace poco? [pause]Yo ya llevo aquí 20 años.", + "HARBOURTOWN_NPC_5_DIALOGUE2": "Al final, te acabas acostumbrando a lo raro y absurdo que es todo aquí.", + "HARBOURTOWN_NPC_5_DIALOGUE3": "Yo, por ejemplo, [pause]ya ni siquiera [wave amp=30 freq=10]me sorprendo[/wave] por el hecho de vivir en una isla llena de monstruos gigantes.", + "HARBOURTOWN_NPC_6_DIALOGUE1": "En Villapuerto hay comida de sobra; lo que nos falta es variedad.", + "HARBOURTOWN_NPC_6_DIALOGUE2": "Hace siglos que no me como un buen plato de pato laqueado…", + "HARBOURTOWN_NPC_7_DIALOGUE1": "La vida en Villapuerto es muy tranquila, [pause]pero echo de menos vivir en la ciudad…", + "HARBOURTOWN_NPC_7_DIALOGUE2": "Cambiar de un metro agobiante a otro, [pause]comprar comida cara en el supermercado, [pause]dejarme la mayor parte del sueldo en pagar el alquiler…", + "HARBOURTOWN_NPC_8_DIALOGUE1": "Buf… [pause]Buf… [pause][pause]Tengo que ir aún más rápido para que no me alcancen esos cangrejos monstruosos…", + "HARBOURTOWN_NPC_7_DIALOGUE3": "Eso sí que era vida.", + "HARBOURTOWN_NPC_8_DIALOGUE2": "Buf… [pause]Buf… [pause][pause]Ni siquiera a mi velocidad máxima podría correr más que esos monstruos bala.", + "HARBOURTOWN_NPC_8_DIALOGUE4": "Buf… [pause]Buf… [pause][pause]Para que no me pillen las serpientes enmascaradas, necesito correr aún más.", + "HARBOURTOWN_NPC_8_DIALOGUE3": "Buf… [pause]Buf… [pause][pause]Tengo que mejorar la resistencia si quiero dar esquinazo a esos diablillos con botas.", + "HARBOURTOWN_NPC_9_DIALOGUE1": "Me gustaría poder decir que toda mi ropa está hecha en Villapuerto, [pause]pero…", + "HARBOURTOWN_NPC_8_DIALOGUE5": "Buf… [pause]Buf… [pause][pause]Si no soy capaz de correr más, no podré dejar atrás a esas polillas gigantes.", + "HARBOURTOWN_NPC_8_DIALOGUE6": "Oye, pues… [pause]yo diría que está mejorando mi capacidad para correr distancias largas. [pause]¡Mi trabajo está dando frutos!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "Aunque… [pause]supongo que no tendríamos contra quién jugar. [pause]No creo que los cangrejos gigantes de la playa tengan espíritu competitivo.", + "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh empieza contigo una conversación muy animada sobre vuestras razas de perro favoritas.", + "RESTING_KAYLEIGH_PLATONIC_2": "Kayleigh y tú habláis de forma desenfadada sobre los misterios de Nueva Wirral.", + "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh te cuenta una anécdota divertida sobre su vida.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Tengo una pregunta para ti, {player}. [pause]Una importante.", + "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh te habla de varios de sus proyectos destinados a ayudar a la gente de Villapuerto.", + "RESTING_KAYLEIGH_PLATONIC_5": "Pasáis un rato divertido lanzando palitos a la hoguera.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "¡De los perros!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "¿Estás preparado?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "¿Estás preparada?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "¿Tú eres… [pause][pause][pause]más de los perros o de los gatos?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "¿Estás preparade?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "¡De los gatos!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "¡De los hurones!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "¡Excelente respuesta! [pause]Yo también.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Últimamente ando mucho, así que un perro me encajaría bastante bien, ¿no te parece?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "A veces creo que la gente confunde estar «entusiasmada» con estar «feliz».", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Si consigo volver a mi mundo, creo que voy a adoptar un perro.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Qué interesante…", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "A lo mejor eso quiere decir que eres alguien que valora su independencia y necesita su espacio…", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Aunque también podría ser que te parecen más monos.", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "¿Los hurones, eh? [pause]¡La opción favorita de los indecisos!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Demasiado pequeño para ser un perro, [pause]demasiado alargado para ser un gato…", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "¡Una respuesta bastante rara, pero te la doy por buena!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "¿Tú crees que… Nueva Wirral nos puede cambiar físicamente?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Me parece que prefiero el olor del café a su sabor.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Esto a lo mejor te suena raro, pero…", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "¡No, a ver, me flipa el café!", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Pero por el olor siempre te da la sensación de que va a estar mucho más bueno…", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "O sea, [pause]cuando llegamos aquí.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Mi cuerpo de Nueva Wirral no es igual que como era en mi «vida anterior».", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Me cuesta explicarlo con palabras…", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "No es exactamente igual.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "Es como si así fuera como aparezco en mis propios sueños, como me veo a mí misma.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Aunque a mí al menos casi nunca me lo escribían bien.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Tampoco sé que va a pasar cuando… [pause]vuelva.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Echo un poco de menos los cafés en los que escribían tu nombre en el vaso.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Siempre acababa teniendo que aguantarme con algo así como «Kaylee».", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Aquí estoy, pasando el rato en plena naturaleza con mi novia, que es un amor…", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Eso sí, el café de Clémence es mil veces mejor que el de cualquier cadena. [pause]No sé yo si seré capaz de acostumbrarme otra vez al café normal si es que alguna vez consigo volver a casa.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Una vez me escribieron «Carol». [pause][pause]Ahí es que ni se acercaron.", + "INTRO_KAYLEIGH8.n": "¡Te toca! ¡Vamos, no te cortes!", + "INTRO_KAYLEIGH9": "¡No pasa nada, respira! ¡Apenas te llevará unos segundos adaptarte!", + "INTRO_KAYLEIGH11": "No lo has hecho nada mal… Por cierto, ¿cómo te llamas?", + "INTRO_KAYLEIGH10": "Eso es, ¡al ataque!", + "INTRO_KAYLEIGH12": "Yo soy Kayleigh. ¡Encantada de conocerte, {player}!", + "INTRO_KAYLEIGH13": "En fin, [pause]deberíamos hacer algo para que entres en calor o te vas a congelar con ese pijama.", + "LEVEL_WARNING_viola.v1": "De sabios sería abandonar este lugar… pues bestias de fuerza mayor que la nuestra moran en él.", + "LEVEL_WARNING_eugene.v1": "Esta zona parece bastante peligrosa. Igual nos conviene retirarnos y volver otro día…", + "LEVEL_WARNING_eugene.v3": "No sé yo, colega… Yo creo que ahora mismo estos monstruos nos pueden hacer polvo…", + "LEVEL_WARNING_kayleigh.v1": "Tiene pinta de que los monstruos de por aquí son como para no tomárselos a broma… A lo mejor deberíamos dar media vuelta.", + "CLEMENCE_QUESTION_MENU": "¿Qué tienes hoy en el menú?", + "CLEMENCE_MENU_DIALOGUE": "¡[i]Bonjour[/i]! ¿Qué puedo hacer por ti?", + "CLEMENCE_QUESTION_CAFE": "¿El Café Gramófono?", + "CLEMENCE_INTRO3": "Adelante, pregúntame lo que quieras, que no tengo prisa.", + "LEVEL_WARNING_felix.v3": "Normalmente, confío mucho en nuestras posibilidades, pero creo que ahora mismo este sitio es demasiado peligroso.", + "INTRO_KAYLEIGH40_OPTION1": "¿Cómo que de mi era?", + "INTRO_PENSBY43": "Mi clínica está aquí cerca. Si necesitas que te eche un vistazo, ven cuando quieras.", + "INTRO_KAYLEIGH42": "Ya hablaremos luego, ¡si quieres!", + "INTRO_KAYLEIGH41": "¡Perdona, perdona, demasiada información! Nos vemos pronto, ¿vale?", + "CLEMENCE_CAFE3": "Un día, los guardas encontraron un sitio lleno de discos en perfecto estado. Así que me los trajeron. Pero seguían lamentándose, diciendo «vaya, tenemos los discos, pero están hechos para tocadiscos modernos y a nuestro gramófono no le sirven».", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Ven, ¡es por aquí!", + "TUTORIAL2_PART1_KAYLEIGH1.m": "¿Estás cansado, {player}? Podemos descansar aquí, si quieres.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Por aquí habrá más monstruos merodeando, pero, tranquilo, que podemos con ellos.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Por aquí habrá más monstruos merodeando, pero, tranquila, que podemos con ellos.", + "TUTORIAL2_PART1_KAYLEIGH2.m": "Estos espacios para hacer hogueras indican las zonas en las que es seguro acampar.", + "TUTORIAL2_PART1_KAYLEIGH3": "¡Te permiten arreglar tus cintas y curarte!", + "TUTORIAL2_PART1_KAYLEIGH2.f": "Estos espacios para hacer hogueras indican las zonas en las que es seguro acampar.", + "TUTORIAL2_PART1_KAYLEIGH1.n": "¿Estás cansade, {player}? Podemos descansar aquí, si quieres.", + "GAME_OVER_FIRST_PENSBY2": "Mira, llévate esto.", + "LEVEL_WARNING_felix.v2": "A lo mejor deberíamos volver aquí cuando estemos un poco más preparados. No sé, digo yo.", + "LEVEL_WARNING_felix.v1": "Me da en la nariz que los monstruos de por aquí nos pueden dar una buena paliza…", + "TUTORIAL1_PART2_KAYLEIGH11.m": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", + "TUTORIAL1_PART2_KAYLEIGH13": "¡Vale, pues vamos a repartir leña!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", + "TUTORIAL1_PART2_KAYLEIGH12": "¿Lo tienes claro?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Por aquí habrá más monstruos merodeando, pero, tranquile, que podemos con ellos.", + "TUTORIAL1_PART2_KAYLEIGH14": "¡Muy bien!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "¿Estás cansada, {player}? Podemos descansar aquí, si quieres.", + "TUTORIAL1_PART2_KAYLEIGH15": "Vaya, no sé por qué no funciona ese montacargas. Por aquí debería haber un interruptor para volver a encenderlo.", + "TUTORIAL1_PART2_KAYLEIGH16": "¡Estupendo! Pues vamos a subir, ¿vale? Te dejo que lleves la iniciativa en los combates a partir de ahora, pero no te preocupes, que me vas a tener siempre cerca.", + "LEVEL_WARNING_viola.v3": "Las bestias que aquí viven suponen cierta amenaza… Aconsejable sería, quizás, poner tierra de por medio.", + "CLEMENCE_INTRO1.n": "¡[i]Bonjour[/i]! [pause]No suele venir mucha gente nueva por aquí, ¡y menos aún chiques tan guapes como tú!", + "PARTNER_LEVELUP_VIOLA1": "Puede que mi pericia para el combate te impresione, pues he hecho por mejorar mis habilidades en tu ausencia.", + "GAME_OVER_FIRST_PENSBY1.n": "Ah, ya te has despertado. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", + "INTRO_KAYLEIGH8.f": "¡Te toca! ¡Vamos, no te cortes!", + "INTRO_KAYLEIGH8.m": "¡Te toca! ¡Vamos, no te cortes!", + "INTRO_KAYLEIGH7": "Esto te puede parecer un poco raro, pero tú haz como yo.", + "CLEMENCE_ARRIVAL2": "Echo de menos…", + "CLEMENCE_ARRIVAL3": "… las motos.", + "CLEMENCE_COFFEE1": "Tengo mi… método especial. Y el café me lo cultivan los Atata en su granja.", + "LEVEL_WARNING_dog.v1": "Parece que Perry está nervioso. Puede que los monstruos de esta zona sean demasiado fuertes para él…", + "LEVEL_WARNING_meredith.v2": "Aquí los monstruos parecen bastante fuertes. [pause]A lo mejor deberíamos largarnos, tú.", + "PARTNER_LEVELUP_DOG1": "El brillo que tiene en la mirada te sugiere que Perry se ha estado entrenando últimamente.", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]He estado entrenando por mi cuenta… ¡Deja que te enseñe lo fuerte que me estoy poniendo, {player}![/wave]", + "CLEMENCE_CAFE1": "[i]Oui[/i]. Cuando llegué a Villapuerto, la gente se moría por tener un sitio en el que hacer vida social, un sitio con estilo. Así que me encargué de crear ese sitio, porque, si no, no lo iba a hacer nadie.", + "RANGER_TRADER_NOT_JOINED2": "Estará en el puesto de guardia del parque. Solo tienes que seguir hacia el norte una vez hayas salido de las afueras, ¡no tiene pérdida!", + "RANGER_TRADER_NOT_JOINED1.f": "Hola, cielo. Si vienes para apuntarte a los guardas, Ianthe se acaba de ir.", + "RANGER_TRADER_JUST_JOINED1.m": "Hola, cielo. Ya veo que tienes ahí tu carné de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", + "RANGER_TRADER_JUST_JOINED1.f": "Hola, cielo. Ya veo que tienes ahí tu carné de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", + "RANGER_TRADER_JUST_JOINED2": "Yo estoy aquí para distribuir los recursos de la organización entre los guardas y aprendices y ayudarlos con su labor. Tengo mejoras para mochilas y walkmans, pases para sesiones especiales de entrenamiento…", + "RANGER_TRADER_JUST_JOINED1.n": "Hola, cielo. Ya veo que tienes ahí tu carné de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", + "RANGER_TRADER_JUST_JOINED3": "Pero todo eso lo tenemos en cantidades limitadas, así que tengo que asegurarme de que no se malgasta.", + "RANGER_TRADER_JUST_JOINED4.f": "En resumen, cielo, que cuantos más entrenamientos completes con los guardas de élite, más cosas podré darte. Ah, y también me hará falta que me entregues un poco de material fundido.", + "RANGER_TRADER_JUST_JOINED4.m": "En resumen, cielo, que cuantos más entrenamientos completes con los guardas de élite, más cosas podré darte. Ah, y también me hará falta que me entregues un poco de material fundido.", + "RANGER_TRADER_MENU_ALT.n": "Bueno, ¿qué necesitas, cielo?", + "RANGER_TRADER_MENU_ALT.m": "Bueno, ¿qué necesitas, cielo?", + "RANGER_TRADER_MENU_HELLO.n": "Hola, cielo, ¿qué necesitas?", + "RANGER_TRADER_JUST_JOINED4.n": "En resumen, cielo, que cuantos más entrenamientos completes con los guardas de élite, más cosas podré darte. Ah, y también me hará falta que me entregues un poco de material fundido.", + "RANGER_TRADER_MENU_HELLO.f": "Hola, cielo, ¿qué necesitas?", + "RANGER_TRADER_MENU_ALT.f": "Bueno, ¿qué necesitas, cielo?", + "RANGER_TRADER_MENU_HELLO.m": "Hola, cielo, ¿qué necesitas?", + "RANGER_TRADER_OPTION1": "¿Qué tienes por ahí?", + "RANGER_TRADER_OPTION2": "¿Qué es el material fundido?", + "RANGER_TRADER_FUSED_MATERIAL1": "¿El material fundido? Pues no sé muy bien lo que es, pero, por lo visto, Ianthe cree que tenemos que recoger todo el que podamos.", + "RANGER_TRADER_OPTION3": "¡Hasta luego!", + "RANGER_TRADER_FUSED_MATERIAL2.m": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. A partir de ahí, tú mismo, cariño.", + "RANGER_TRADER_BYE": "¡Hasta pronto!", + "RANGER_TRADER_FUSED_MATERIAL2.n": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. A partir de ahí, tú misme, cariño.", + "RANGER_TRADER_FUSED_MATERIAL2.f": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. A partir de ahí, tú misma, cariño.", + "RANGER_TRADER_TRAINING_COMPLETE.f": "¡Hola, cielo! Ahora que ya eres guarda a tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "¡Hola, cielo! Ahora que ya eres guarda a tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", + "RANGER_TRADER_TRAINING_COMPLETE.m": "¡Hola, cielo! Ahora que ya eres guarda a tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", + "KAYLEIGH_STATION_REACTION1": "¿Esto es… [pause]una estación de tren? No habrá nada de malo en echarle un vistazo, ¿no?", + "RANGER_VENDING_MACHINE_NAME": "Máquina expendedora", + "INTERDIMENSIONAL_POST_INTRO1": "¡Hola! ¿Eres tú… «{recipient}»?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Sí.", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Espera, ¿qué pasa aquí?", + "INTERDIMENSIONAL_POST_INTRO2": "No te preocupes, que solo he venido a entregar un mensaje interdimensional. [pause]Cuando te despiertes, todo habrá vuelto a la normalidad.", + "INTERDIMENSIONAL_POST_REINTRO2": "Este va dirigido a «{recipient}». Eres tú, ¿verdad?", + "INTERDIMENSIONAL_POST_REINTRO1": "¡Hola otra vez! Tengo otro mensaje para ti.", + "INTERDIMENSIONAL_POST_NO_SENDER": "El mensaje viene sin remitente. ¿Alguien que te admira en secreto, quizás?", + "INTERDIMENSIONAL_POST_SENDER": "El mensaje lo envía alguien que se llama «{sender}».", + "INTERDIMENSIONAL_POST_BODY1": "A ver, te lo leo.", + "INTERDIMENSIONAL_POST_BODY2": "«{body}»", + "INTERDIMENSIONAL_POST_BYE1": "Pues ya está todo. Espero que tenga sentido para ti.", + "INTERDIMENSIONAL_POST_ITEMS": "Hay un paquetito adjunto. ¡Aquí lo tienes!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "Ah, pues parece que este mensaje no tiene texto…", + "INTERDIMENSIONAL_POST_BYE3": "¡Cuídate!", + "INTERDIMENSIONAL_POST_BYE2": "Ni te imaginas la de gente a la que le da por pensar que se está volviendo majara cuando la visito.", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]Comprobando…[/wave]", + "POSTBOX_INTERACT1": "¡Es un buzón! [pause]Qué raro que esté aquí dentro; ¿cómo van a llegar las cartas?", + "POSTBOX_ERROR_CONNECT": "No se ha podido conectar ({0}).", + "POSTBOX_INTERACT2": "¿Quieres comprobarlo de todas formas? Si lo haces, te conectarás a internet.", + "POSTBOX_ERROR_TIMEOUT": "Se ha agotado el tiempo de conexión.", + "POSTBOX_ERROR_CLIENT": "Ha habido un error del cliente ({0}).", + "POSTBOX_ERROR_UNKNOWN": "Ha habido un error desconocido ({0}).", + "POSTBOX_ERROR_NETWORK": "Ha habido un error de la red ({0}).", + "POSTBOX_EMPTY": "El buzón está vacío.", + "POSTBOX_KEYPAD": "Sin embargo, hay un teclado en la parte trasera… ¿Quieres introducir un código?", + "POSTBOX_MESSAGE_FOUND": "¡Hay un mensaje para ti!", + "POSTBOX_MESSAGE_FOUND_SENDER": "¡Hay un mensaje para ti de {sender}!", + "POSTBOX_MESSAGE_BODY": "«{body}»", + "POSTBOX_PACKAGE_FOUND": "¡Hay un paquete para ti!", + "POSTBOX_ENTER_CODE": "Introduce el código", + "PLANTER_INTERACT1": "¿Quieres plantar un brote con las herramientas de jardinería?", + "PLANTER_NO_QUEST": "¡Es una jardinera! Pero no tiene nada plantado.", + "PLANTER_INTERACT2_OPTION1": "Arbusto frondoso", + "PLANTER_INTERACT2": "Elige un brote:", + "PLANTER_INTERACT2_OPTION2": "Cerezo", + "PLANTER_INTERACT2_OPTION3": "Rosas rojas", + "PLANTER_INTERACT2_OPTION4": "Orquídeas pálidas", + "PLANTER_INTERACT2_OPTION5": "Lavanda", + "GAME_OVER_VIOLA1": "¡{player} se alza de nuevo!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "¡Vamos a luchar contra esa cosa, y lo vamos a hacer COMO UN SOLO SER!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "¡Vamos a luchar contra esa cosa, y lo vamos a hacer COMO UN SOLO SER!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "No lo sé…", + "HARBOURTOWN_STATION_MORGANTE12": "YA BASTA. ESCASO ES EL TIEMPO QUE ME QUEDA.\\n\\n¿POR QUÉ HAS VENIDO A ESTE LUGAR TAN HORRIBLE?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "¡Quiero escapar de esta isla!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "¡Quiero volver a casa!", + "HARBOURTOWN_STATION_MORGANTE14": "PRECISO UN RECEPTÁCULO Y TÚ PRECISAS QUIEN TE GUÍE.\\n\\nHAZ QUE RECUPERE MI FUERZA Y, LLEGADO EL MOMENTO, TE LLEVARÉ LEJOS DE ESTA TIERRA.", + "INTRO_KAYLEIGH35_OPTION2": "¿Porque tenemos walkmans?", + "INTRO_KAYLEIGH36": "¡Eso es! Yo ahora mismo me voy a ir de patrulla.", + "INTRO_KAYLEIGH38": "Mientras, si quieres, aprovecha para saludar a tus nuevos vecinos.", + "TUTORIAL1_PART2_KAYLEIGH5": "¿Ves ese adefesio con botas? Es un botajack y, como nos acerquemos más, se va a poner agresivo.", + "TUTORIAL1_PART2_KAYLEIGH6": "¡Así que vamos a acercarnos, claro!", + "TUTORIAL1_PART2_KAYLEIGH7": "Te ha dado un buen golpe, ¡pero tu monstruo es capaz de aguantar eso y más!", + "HARBOURTOWN_MERCHANT_NAME_2": "Ayudante de vendedor de pegatinas", + "STICKER_MERCHANT_NOTE1": "El vendedor que lleva este puesto ha dejado una nota.", + "HARBOURTOWN_MERCHANT_NAME_3": "Vendedor de pegatinas pasivas", + "STICKER_MERCHANT_NOTE2": "«Me he ido a la cueva del parque en busca de inspiración. Si no he vuelto a mediodía, ¡enviad ayuda!».", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Lo siento, chica, [pause]pero ahora no se puede usar el montacargas. Le estoy haciendo una puesta a punto, que buena falta le hacía.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Lo siento, chico, [pause]pero ahora no se puede usar el montacargas. Le estoy haciendo una puesta a punto, que buena falta le hacía.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Lo siento, chique, [pause]pero ahora no se puede usar el montacargas. Le estoy haciendo una puesta a punto, que buena falta le hacía.", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "¿Eres nuevo en la isla? [pause]¡Se te nota en la cara!", + "HARBOURTOWN_NPC_1_DIALOGUE5": "¿Te estás acostumbrando ya a vivir aquí? [pause]A mí me llevó… [pause]bastante tiempo aceptar lo que me había pasado cuando acabé aquí.", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "¿Eres nueve en la isla? [pause]¡Se te nota en la cara!", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "¡Ah, [pause]el chico nuevo! [pause]¡Me alegro de volver a verte!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "¡Hola otra vez! [pause]¿Qué te parece Villapuerto?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "¡Ah, [pause]le chique nueve! [pause]¡Me alegro de volver a verte!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "¡Ah, [pause]la chica nueva! [pause]¡Me alegro de volver a verte!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "¡Ah, hola! [pause]¿Qué te parece la isla? [pause]Aquí todos hacemos lo que podemos, pero entiendo que, a veces, pueda uno sentirse solo.", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Hola, chica nueva. [pause]Espero que te estés adaptando bien.", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Hola, chico nuevo. [pause]Espero que te estés adaptando bien.", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Hola, chique nueve. [pause]Espero que te estés adaptando bien.", + "HARBOURTOWN_NPC_1_DIALOGUE8": "¡Hola! [pause]Aquí estoy otra vez, mirando el mar Infinito, como de costumbre. [pause]No sé qué es, pero tiene algo que me relaja.", + "HARBOURTOWN_NPC_1_DIALOGUE7": "A veces, la vida te da cosas que no te esperas. [pause]Y, a veces, eso que no te esperas es… [pause]en fin… [pause]esto.", + "HARBOURTOWN_NPC_18_DIALOGUE1": "Mi bisabuelo era uno de los marineros que naufragaron en Nueva Wirral hace más de cien años.", + "HARBOURTOWN_NPC_18_DIALOGUE2": "Seguro que estaría orgulloso de ver cómo hemos ido mejorando este sitio.", + "HARBOURTOWN_NPC_19_DIALOGUE": "Si alguna vez te quedas sin saber adónde ir, prueba a preguntar por el pueblo. ¡A veces un buen rumor puede darte la pista que necesitas!", + "HARBOURTOWN_NPC_20_DIALOGUE2": "Buf, cómo echo de menos las armas con las que luchaban antes los guardas.", + "HARBOURTOWN_NPC_20_DIALOGUE1": "Ya sé que transformarse es mucho más efectivo en combate, pero…", + "HARBOURTOWN_NPC_20_DIALOGUE3": "La espada mecánica de Ianthe era la cosa más retrofuturista que he visto en mi vida.", + "HARBOURTOWN_NPC_24_DIALOGUE1": "Este pueblo ha estado en pie durante 101 años, ¿lo sabías?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "¿Has estado ya en la parte occidental de Villapuerto?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "¿Eres forastero? No recuerdo haberte visto antes por aquí.", + "HARBOURTOWN_NPC_22_DIALOGUE1": "Lo [wave amp=30 freq=10]normal[/wave] es que aquí nos ocupemos de preparar comida para la gente del pueblo, pero llevamos un tiempo sin recibir ingredientes de la granja que hay al oeste de aquí. Me pregunto si habrá habido algún problema.", + "HARBOURTOWN_NPC_21_DIALOGUE2": "Yo hace tiempo que quiero visitar el centro de patrimonio histórico que hay allí.", + "HARBOURTOWN_NPC_23_DIALOGUE1": "No tengo tiempo para hablar, que tengo que terminar un pedido urgente de pastelillos.", + "HARBOURTOWN_NPC_22_DIALOGUE2": "Han bajado el puente que lleva a la granja, así que ya podemos volver a recibir productos frescos. Menos mal.", + "HARBOURTOWN_NPC_24_DIALOGUE2": "Me acuerdo de cómo era este sitio cuando yo era una niña. El pueblo ha cambiado tanto, y tan deprisa…", + "HARBOURTOWN_NPC_24_DIALOGUE3": "Pero sus cimientos [pause]siguen siendo exactamente los mismos.", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "¿Eres forastere? No recuerdo haberte visto antes por aquí.", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "¿Eres forastera? No recuerdo haberte visto antes por aquí.", + "HARBOURTOWN_NPC_26_DIALOGUE1": "¿Has escuchado alguna vez [wave amp=30 freq=10]Radio Cybil[/wave]? Yo la escucho todos los días. ¡Estoy entre sus mayores seguidores!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "Con todo el tiempo libre que he tenido desde que estoy en esta isla, me he dedicado a mejorar mis habilidades sociales… Por ejemplo, ahora se me da bien hablar con desconocidos como tú.", + "HARBOURTOWN_NPC_30_DIALOGUE1": "¿Es verdad que uno de los guardas es capaz de [wave amp=30 freq=10]jaquear[/wave] sus cintas de monstruo? ¡Me niego a creer que algo así pueda ser posible!", + "HARBOURTOWN_NPC_28_DIALOGUE1": "Tengo muchísimas ganas de dar un paseo por el parque de Nueva Wirral, pero me echa para atrás la [wave amp=30 freq=10]fauna autóctona[/wave].", + "HARBOURTOWN_NPC_1_DIALOGUE9": "A veces tengo esperanza de ver venir un barco en el horizonte para rescatarnos. [pause]Pero ya llevo aquí bastante tiempo… y no creo que nos vaya a rescatar nadie.", + "HARBOURTOWN_NPC_1_DIALOGUE10": "¡Hola de nuevo! [pause]¿Qué tal te va?", + "HARBOURTOWN_NPC_2_DIALOGUE1": "Supongo que no esperabas ver aquí a alguien tan famoso como [wave amp=30 freq=10]yo[/wave], [pause]¿eh? [pause][pause]Espera… ¿Es que no me reconoces?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks. [pause]Tocaba el saxo en uno de los grupos más famosos de la Tierra. [pause]¿Seguro que no te sueno de nada?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "¿[shake rate=30 level=10]Seguro[/shake] que no me reconoces? [pause]¿Ni siquiera te sueno?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "Anda ya, está claro que sabes quién soy. [pause]¡Soy Danny Kicks! [pause]Venga, tú imagíname con un saxofón… [pause]¿Ahora tampoco?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "Que sí, que tocaba con esos chicos de Liverpool. [pause]¿Conoces [i]While my sax gently weeps[/i]? [pause]¡Pues [shake rate=30 level=10]la escribí yo[/shake], que lo sepas!", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chaval. [pause]No es la primera vez.", + "HARBOURTOWN_NPC_2_DIALOGUE6": "Es [wave amp=30 freq=10]imposible[/wave] que no me vieras en la tele cuando mis colegas y yo actuamos en aquella azotea… [pause]No me crees, ¿verdad?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "…", + "HARBOURTOWN_NPC_2_DIALOGUE8": "En fin… [pause]Yo diría que no ha habido una sola persona aquí que me reconozca. [pause]¡Incluso hay quien piensa que me lo he inventado todo!", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chavale. [pause]No es la primera vez.", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no fuera famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admiradore[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chavala. [pause]No es la primera vez.", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "¿Querías alguna otra cosa?", + "PENSBY_INTERACT_CHECKUP_HURT1": "A ver, deja que te eche un vistazo…", + "PENSBY_INTERACT_CHECKUP_HURT3": "Te voy a recetar un poco de reposo. [pause]¿Por qué no te acercas al Café Gramófono y te relajas un poco?", + "PENSBY_INTERACT_CHECKUP_HURT2": "Son solo unos cuantos moratones y rasguños, nada grave.", + "PENSBY_INTERACT_BYE": "Intenta no hacerte mucho daño cuando estés por ahí, ¿quieres?", + "HERITAGE_CENTER_SIGN": "«Centro de patrimonio histórico de Villapuerto: Un intento de echar luz sobre la historia de nuestra curiosa comunidad».", + "HERITAGE_CENTER_1": "AÑO 1: El navío británico HMS Birkenhead se va a pique a causa de una tormenta en el año 1845 de la Tierra. Gran parte de la tripulación, junto con los restos del naufragio, es arrastrada a la costa de una isla desconocida, posteriormente bautizada como Nueva Wirral.", + "HERITAGE_CENTER_3": "AÑO 6: Se produce el primer nacimiento en Nueva Wirral. El primer intento de abandonar Nueva Wirral acaba en desastre cuando una embarcación construida en la isla resulta hundida por las tormentas a solo una milla de la costa.", + "HERITAGE_CENTER_2": "AÑO 2: Se producen por primera vez nuevas llegadas. Se funda oficialmente Villapuerto. Se produce el primer encuentro del que se tiene noticia con un ser nativo desconocido, conocido como «monstruo».", + "HERITAGE_CENTER_5": "AÑO 50: Con ocasión del 48.º aniversario de su fundación, Villapuerto suprime su tradicional cargo de alcalde y pasa a estar gobernada por un comité.", + "HERITAGE_CENTER_4": "AÑO 48: Tras la llegada de numerosos ingenieros, se establece la primera red eléctrica de Villapuerto.", + "HERITAGE_CENTER_6": "AÑO 62: En Nueva Wirral empieza a plantearse la fundación de un segundo pueblo, llamado Nueva Londres.", + "HERITAGE_CENTER_8": "AÑO 91: Se descubre el centro comercial La Caída, que aporta a Nueva Wirral una gran cantidad de productos de la Tierra. Se descubre el fenómeno conocido como «grabación de monstruos».", + "HERITAGE_CENTER_7": "AÑO 89: Tras un terrible desastre, Nueva Londres resulta destruida. La única superviviente de entre sus habitantes consigue volver a Villapuerto.", + "HERITAGE_CENTER_9": "«El naufragio del HMS Birkenhead».", + "HARBOURTOWN_NPC_DIALOGUE4": "¿Que cómo me llamo? ¡Duncan!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "¿Te has fijado en esas cajas rojas que hay por ahí? Los guardas las usamos para dejar suministros a otros que los puedan necesitar cuando viajan por la isla.", + "HARBOURTOWN_NPC_DIALOGUE3": "¡Chist! ¡Soy invisible, haz como si no estuviera aquí!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Es más, estaba a punto de dejar algo en esa de ahí. En vez de eso, ¿por qué no te lo quedas tú?", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Los restauradores se pueden usar para arreglar cintas rotas sin tener que descansar. ¡Son muy útiles!", + "TRAVELING_MERCHANT_NAME": "Vendedor errante", + "TRAVELING_MERCHANT_INTRO2": "No, seguro que me acordaría de una cara como la tuya.", + "TRAVELING_MERCHANT_INTRO1": "¡Hola, hola! ¿Nos hemos visto antes?", + "TRAVELING_MERCHANT_INTRO4": "Espero que no te sepa mal que me presente ante ti descamisado. Mi camisa se la cambié hace un tiempo a una joven que luego se la acabó dando a un oso. ¡No me dirás que no estoy comprometido con el arte del trueque!", + "TRAVELING_MERCHANT_INTRO3": "Bueno, si lo que quieres es comprar a precios bajos, no busques más. Eso sí, no me gusta quedarme mucho tiempo en el mismo sitio.", + "TRAVELING_MERCHANT_REPEAT_MEET": "¡Vaya, qué curioso encontrarte aquí!", + "TRAVELING_MERCHANT_PRE_TRADE": "Anda, échale un vistazo a mis existencias…", + "TRAVELING_MERCHANT_POST_TRADE2": "¡Hasta la próxima!", + "TRAVELING_MERCHANT_POST_TRADE1": "Uf, ¡no veas cómo me complica las cosas lo de que no haya dinero en estas tierras!", + "OUTSKIRTS_3_-1_GIFTER1.n": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿a que sí?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡El valor del suelo en los alrededores del parque está por las nubes![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "Con eso puedes rebobinar en cualquier momento cualquier cinta de monstruo que tengas. Procura no correr riesgos innecesarios, ¿eh?", + "HARBOURTOWN_MERCHANT_4.m": "¡Gracias por venir! ¡Vuelve mañana, que seguro que tendré alguna nueva!", + "HARBOURTOWN_MERCHANT_3": "¡He estado diseñando unas pegatinas de apoyo totalmente nuevas! ¿Quieres echarles un vistazo?", + "HARBOURTOWN_MERCHANT_2": "¡Un placer hacer negocios contigo! Vuelve mañana, ¡que me habrán llegado pegatinas nuevas!", + "HARBOURTOWN_MERCHANT_1": "¿Buscas alguna pegatina nueva que les dé ventaja en combate a tus formas de monstruo? ¡Pues no busques más!", + "HARBOURTOWN_MERCHANT_4.f": "¡Gracias por venir! ¡Vuelve mañana, que seguro que tendré alguna nueva!", + "HARBOURTOWN_MERCHANT_5.m": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", + "HARBOURTOWN_MERCHANT_5.n": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", + "HARBOURTOWN_MERCHANT_5.f": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", + "HARBOURTOWN_MERCHANT_6": "¡Vuelve mañana y tendré unas cuantas pegatinas nuevas!", + "HARBOURTOWN_MERCHANT_NAME_1": "Vendedor de pegatinas ofensivas", + "HARBOURTOWN_NPC_12_DIALOGUE9": "Puede que tenga que estar aquí para siempre, pero al menos nunca me [wave amp=30 freq=10]aburro[/wave].", + "HARBOURTOWN_NPC_13_DIALOGUE1": "Tenía intención de cruzar el puente, pero hace tiempo que está levado.", + "HARBOURTOWN_NPC_13_DIALOGUE3": "Anda… [pause]Han bajado el puente.", + "HARBOURTOWN_NPC_13_DIALOGUE2": "No pasa nada… [pause]Siempre puedo quedarme en este lado del pueblo, [pause]digo yo.", + "HARBOURTOWN_NPC_14_DIALOGUE1": "Cómo es la vida… [pause]Con todo lo que yo me esforcé para salir de mi pueblo. [pause]Me esforcé muchísimo.", + "HARBOURTOWN_NPC_13_DIALOGUE4": "Podría cruzarlo, [pause]pero es que ahora ya me he acostumbrado a quedarme aquí.", + "HARBOURTOWN_NPC_14_DIALOGUE2": "Estaba lista para empezar la siguiente etapa de mi vida, [pause]y resulta que acabo atrapada en [wave amp=30 freq=10]otro[/wave] pueblo.", + "HARBOURTOWN_NPC_14_DIALOGUE3": "Supongo que es eso lo que el destino me tenía reservado, [pause]o algo así.", + "HARBOURTOWN_NPC_15_DIALOGUE1": "Villapuerto siempre ha podido contar con algún tipo de «cuerpo de voluntarios». [pause]Si no, no habría podido aguantar en pie tanto tiempo.", + "HARBOURTOWN_NPC_15_DIALOGUE2": "Los guardas de Ianthe son la versión más reciente. [pause]Buscamos víveres, ayudamos a resolver las preocupaciones de la gente… Hacemos de todo.", + "HARBOURTOWN_NPC_15_DIALOGUE3": "Cuando apareció el fenómeno de las cintas se hizo aún más difícil mantener el orden. [pause]Eso sí, si hay alguien capaz de conseguirlo, esa es Ianthe.", + "HARBOURTOWN_NPC_16_DIALOGUE1": "Muchos de los recién llegados al pueblo pasan… [pause]una época complicada.", + "HARBOURTOWN_NPC_16_DIALOGUE2": "El mejor consejo que puedo darte [pause]es que procures disfrutar de la vida que tienes aquí.", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", + "HARBOURTOWN_NPC_17_DIALOGUE2": "Es importante conocer la historia que hemos tenido aquí para poder prever lo que nos pueda deparar el futuro.", + "HARBOURTOWN_NPC_17_DIALOGUE1": "¡La historia de Villapuerto es más interesante de lo que uno podría pensar!", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", + "TUTORIAL3_PART2_KAYLEIGH1": "Vale, lo has notado, ¿verdad?", + "TUTORIAL3_PART2_KAYLEIGH2": "Pero ¡¿qué es eso?!", + "TUTORIAL3_PART2_KAYLEIGH3": "¿Eso ha estado aquí siempre?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "¿Es que no es parte de Villapuerto?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "¿Dices que eso no es normal?", + "TUTORIAL3_PART2_KAYLEIGH4": "¡No había visto nada parecido en mi vida!", + "TUTORIAL3_PART2_KAYLEIGH5": "¡¿Acaso ha estado siempre enterrado aquí?!", + "CLEMENCE_INTRO2": "Me llamo Clémence y estás en el Café Gramófono. No es por presumir, pero tengo un montón de discos y hago el mejor café del lugar. Aunque tampoco es que tenga mucha competencia.", + "CLEMENCE_INTRO1.f": "¡[i]Bonjour[/i]! [pause]No suele venir mucha gente nueva por aquí, ¡y menos aún chicas tan guapas como tú!", + "CLEMENCE_INTRO1.m": "¡[i]Bonjour[/i]! [pause]No suele venir mucha gente nueva por aquí, ¡y menos aún chicos tan guapos como tú!", + "TUTORIAL4_PART3B_KAYLEIGH11": "Han tenido muchos nombres con el paso de los años… «Ángeles», «demonios», «diablos», «engendros»…", + "TUTORIAL4_PART3B_KAYLEIGH14": "No sabemos lo que son, y nadie ha visto ninguno desde hace mucho tiempo.", + "TUTORIAL4_PART3B_KAYLEIGH13": "Pero esos otros seres…, [pause]como ese contra el que hemos luchado… [pause]Esos nos siguen pareciendo arcángeles.", + "TUTORIAL4_PART3B_KAYLEIGH16": "Era como si no la estuviera viendo bien… Como si intentara ver una película con unos prismáticos, o algo así…", + "TUTORIAL4_PART3B_KAYLEIGH15": "Al mirar a esa cosa mientras luchábamos contra ella… Me cuesta explicarlo…", + "HARBOURTOWN_STATION_MORGANTE13": "YA VEO.\\n\\nEXISTE UNA MANERA. NADIE EXCEPTO YO CONOCE EL CAMINO.", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "¿Un receptáculo…?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Espera…", + "HARBOURTOWN_STATION_KAYLEIGH16": "¡{player}! ¡¿Estás bien?! [pause]¡¿Qué ha pasado?! [pause]¡Te has desmayado!", + "HARBOURTOWN_STATION_MORGANTE15": "ASÍ SEA. ESCUCHA, PUES, MI CANCIÓN.", + "TUTORIAL4_PART3A_KAYLEIGH1": "Han pasado [wave amp=30 freq=10]muchas cosas[/wave] en esa estación de tren… Yo creo que conviene que hablemos del tema.", + "HARBOURTOWN_STATION_KAYLEIGH17": "Deberíamos salir de aquí…", + "HARBOURTOWN_NPC_32_DIALOGUE1": "Si hay [wave amp=30 freq=10]algo[/wave] que abunda aquí en Nueva Wirral, es el café. [pause]El café y los bichos raros de colores.", + "HARBOURTOWN_NPC_31_DIALOGUE1": "Ahora mismo me estoy entrenando para ser aprendiz de guarda. Es como prepararme para una entrevista de trabajo, pero con muchas más peleas.", + "HARBOURTOWN_NPC_33_DIALOGUE1": "Hay una leyenda de la zona que dice que es posible ver los restos de un embarcadero en el horizonte cuando se observa el mar Infinito… Pero, claro, yo nunca he sido capaz de verlos.", + "HARBOURTOWN_BOOK_2": "En las notas apresuradas se puede leer: «… si se le da un juguete, cierto monstruo élfico se mantendrá en el buen camino. De lo contrario, acabará consumido por la ira».", + "HARBOURTOWN_BOOK_3": "En las notas apresuradas se puede leer: «… cierta gran serpiente enmascarada puede optar por una tercera vía si se le permite controlar los vientos y los céfiros».", + "HARBOURTOWN_BOOK_1": "En las notas apresuradas se puede leer: «… cierto ser con forma de platillo volante se pondrá al descubierto si obtiene la capacidad de permanecer cerca de sus enemigos».", + "HARBOURTOWN_BOOK_4": "En las notas apresuradas se puede leer: «… las ruedas dentadas misteriosas que se ocultan bajo esta colina son la clave para despertar el verdadero potencial de cierto dinosaurio».", + "HARBOURTOWN_BOOK_5": "En las notas apresuradas se puede leer: «… creo que ciertos monstruos madurarán de una u otra forma en función de si es de día o de noche».", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Vendedor de pegatinas químicas", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Vendedora de pegatinas neutrales", + "HARBOURTOWN_CHEMIST1_OPENING": "La química elemental es clave para alcanzar la victoria en combate. [pause]Y yo diseño pegatinas que te permiten controlar la química y, por tanto, obtener ventaja.", + "HARBOURTOWN_CHEMIST1_CLOSING": "Si me necesitas, aquí me tienes.", + "HARBOURTOWN_CHEMIST2_OPENING": "Yo me especializo en pegatinas que cambian de tipo según quien las use. Son muy útiles si se usan junto con las capas que dan las de mi colega. Y, además, ¡son compatibles con todas las cintas!", + "HARBOURTOWN_ITEM_RECYCLER1": "¿Tú reciclas los objetos que ya no necesitas?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "¡Gracias por tu compra!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "¡Gracias por tu compra!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "¡Gracias por tu compra!", + "HARBOURTOWN_TAPE_RECYCLER3": "Ya sea mientras acampas junto a una hoguera o en el café, ve a la pantalla de cintas, elige una que no quieras y dale a reciclar.", + "HARBOURTOWN_ITEM_RECYCLER4": "Toma, haz la prueba con este libro viejo. Yo ya no lo necesito.", + "HARBOURTOWN_ITEM_RECYCLER2": "No solo es una buena manera de poner un poco de orden en tus objetos, sino que, además, te devuelve parte de los recursos con los que se hicieron.", + "HARBOURTOWN_ITEM_RECYCLER3": "De esta forma, puedes cambiarle esos recursos a otra persona por objetos distintos.", + "GAME_OVER_FIRST_PENSBY1.f": "Ah, ya te has despertado. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", + "GAME_OVER_DOG1": "¡Guau!", + "HARBOURTOWN_TAPE_RECYCLER1": "¿Te resistes a deshacerte de alguna cinta que ya no te haga falta?", + "HARBOURTOWN_TAPE_RECYCLER2": "La próxima vez que te tomes un respiro durante tus aventuras, ¿por qué no pruebas a reciclar una?", + "HARBOURTOWN_TAPE_RECYCLER4": "Es una buena manera de conseguir recursos que luego podrás intercambiar con los vendedores y, además, te puede dar alguna que otra pegatina de las disponibles para ese monstruo.", + "HARBOURTOWN_BOOTLEG_KRAB1": "…", + "HARBOURTOWN_BOOTLEG_KRAB2": "Es un trafikangrejo de colores extraños.", + "HARBOURTOWN_BOOTLEG_NPC1": "No te preocupes por el trafikangrejo, que es mi hijo. Es que le gusta jugar con su cinta pirata.", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "¿Pirata?", + "HARBOURTOWN_BOOTLEG_NPC2": "Sí. [pause]¿Has visto alguna vez durante tus viajes un monstruo que no es de su color normal? Pues es porque es pirata. [pause]¡No lo confundas con una capa!", + "HARBOURTOWN_BOOTLEG_NPC3": "Los monstruos piratas tienen, [wave amp=30 freq=10]de forma permanente[/wave], un color distinto, un tipo elemental distinto y movimientos distintos de los habituales.", + "HARBOURTOWN_BOOTLEG_NPC4": "Y cuando los grabas, se quedan con esos atributos.", + "HARBOURTOWN_BOOTLEG_NPC6": "Toma, quédate con esta y compruébalo. El guarda de élite Codi me da las que le sobran, así que ya tengo más que suficientes.", + "HARBOURTOWN_BOOTLEG_NPC5": "Las cintas piratas que grabes tienen más posibilidades de ejecutar movimientos poco frecuentes o inusuales, así que pueden ser muy útiles.", + "HARBOURTOWN_BOOTLEG_NPC7": "Los monstruos piratas pueden aparecer al azar en cualquier sitio, pero, por lo visto, es más común verlos como parte de una fusión.", + "HARBOURTOWN_BOOTLEG_NPC8": "He oído que hay monstruos piratas superinusuales que brillan como si estuvieran cubiertos de purpurina.", + "HARBOURTOWN_ASTROLOGER_NPC1": "¡[wave amp=30 freq=10]Bienvenidas, almas errantes[/wave]! ¿Habéis venido a aprender sobre las artes astrales?", + "HARBOURTOWN_ASTROLOGER_NAME": "Astróloga", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "¡Por supuesto!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Más bien no.", + "HARBOURTOWN_ASTROLOGER_NPC3": "Estupendo… [pause]¡Pues haríais bien en seguir mi consejo!", + "HARBOURTOWN_ASTROLOGER_NPC2": "Otra vez será, entonces.", + "HARBOURTOWN_ASTROLOGER_NPC4": "Sabed que las bestias de tipo astral obtienen su poder de los cuatro elementos básicos de la naturaleza: [pause]tierra, [pause]agua, [pause]fuego [pause]y aire.", + "HARBOURTOWN_ASTROLOGER_NPC6": "Sin embargo, su armonía interna quedará completamente [wave amp=30 freq=10]trastocada[/wave] si se exponen a elementos impuros: plástico, veneno y metal.", + "HARBOURTOWN_ASTROLOGER_NPC5": "¡Cuando un ser astral se exponga a uno de esos cuatro elementos, quedará [wave amp=30 freq=10]potenciado[/wave]!", + "PENSBY_INTERACT_MENU": "Hola, {player}. ¿Qué puedo hacer por ti?", + "PENSBY_INTERACT_MENU_SUPPLIES": "Necesito suministros.", + "PENSBY_INTERACT_MENU_CHECKUP": "Quiero que me hagas un reconocimiento.", + "PENSBY_INTERACT_MENU_BYE": "Solo quería saludarte.", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Estás en perfecto estado de salud, {player}.", + "HARBOURTOWN_ASTROLOGER_NPC7": "¡Tenedlo muy en cuenta si queréis transformaros en una bestia astral!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Como te dije después de la primera vez que luchamos contra Morganta, ¡somos un equipo!", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Lleva tiempo acostumbrarse a la sensación de tu cuerpo con cada forma de monstruo. ¡Pero yo diría que tú te las estás apañando muy bien!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "¡Estupendo! [pause]Pues tienes suerte… Nueva Wirral no tiene nada muy parecido a un hotel, así que seguramente vas a tener que dormir en una tienda de campaña bastante a menudo.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "¡Me encanta acampar!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Soy más de dormir bajo techo…", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "Pues… [pause]mala suerte. Vas a tener que acostumbrarte a dormir en una tienda de campaña si es que quieres explorar la isla, porque en Nueva Wirral no existe ninguna cadena hotelera ni nada que se le parezca.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Era un diablamelo, ¿verdad? Es un monstruo muy divertido, ese. Las veces que lo he usado era como estar todo el rato con un subidón de azúcar.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Era un beenshee, ¿verdad? Es un monstruo muy mono, ese. Las veces que lo he usado, me tuve que acostumbrar a lo rara que era la sensación de flotar.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Me dio la impresión de que, con esa forma, eran más efectivos los ataques a distancia. ¿Será que, en general, los diablamelos tienen buena puntería?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Pero lo de tener esas pezuñas tan grandes era una pasada. Con esas sí que podía una repartir sopapos [wave amp=30 freq=10]a base de bien[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "Ese arcángel contra el que luchamos… [pause]Morganta, ¿no?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", + "EUGENE_UNKNOWN_NAME": "Tío cabreado", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Incluso en ese estado de debilidad, parecía muy peligrosa. Quienquiera que la hubiera herido tenía que ser una [wave amp=30 freq=10]bestia parda[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "No me lo había planteado.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Sí, supongo que sí…", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Eso me hace pensar que, comparados con ellos, los humanos somos [wave amp=30 freq=10]bastante[/wave] poca cosa…", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Nos marchamos, de momento…[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "Anciana", + "EUGENE_INTRO_LANDKEEPER_NAME": "Hombre pálido", + "EUGENE_INTRO_EUGENE1": "¡Que no os lo tenga que [shake rate=30 level=10]repetir[/shake]! [pause][pause]¡Villapuerto nunca será pasto de [shake rate=30 level=10]chupasangres[/shake] como vosotros!", + "EUGENE_INTRO_EUGENE3": "Volved a la oscuridad de la que habéis salido… [pause]¡o tendréis que véroslas [shake rate=30 level=10]conmigo[/shake]!", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Pft. [pause]Eres muy poco razonable…[/wave] \\n", + "EUGENE_INTRO_EUGENE4": "No seríais los primeros de [shake rate=30 level=10]los vuestros[/shake] con los que me peleo, ni a los que les gano. [pause]¿Queréis que os lo demuestre?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Sin embargo, con el tiempo entenderás que sabemos lo que es mejor para todos vosotros.[/wave]", + "EUGENE_INTRO_EUGENE8": "Avíseme si esos canallas vuelven a molestarla, señora.", + "EUGENE_INTRO_EUGENE7": "¡Decidles a todos los de vuestra calaña que este pueblo lo protege [shake rate=30 level=10]Eugene[/shake]!", + "EUGENE_INTRO_EUGENE9": "Y ni se le pase por la cabeza invitarlos a entrar en su casa. [pause]Eso es lo que ellos quieren.", + "EUGENE_INTRO_WOMAN10": "Lo tendré en cuenta. Gracias por intervenir, buen mozo.", + "EUGENE_INTRO_EUGENE12": "Me llamo Eugene… [pause]Pero, claro, eso ya lo sabéis, [pause]porque acabo de gritárselo a esos mendas.", + "EUGENE_INTRO_EUGENE11": "Ah, hola. Siento que hayáis tenido que ver eso.", + "EUGENE_INTRO_EUGENE12_OPTION1": "¡Yo soy {player}!", + "EUGENE_INTRO_EUGENE13": "Siempre es un placer ver una cara nueva por aquí, {player}.", + "EUGENE_INTRO_EUGENE13_OPTION1": "¿Quién era esa gente?", + "EUGENE_INTRO_EUGENE14": "Prefiero ahorrarte los detalles…, [pause]aunque te aseguro que [wave amp=30 freq=10]no tienen sitio[/wave] en este mundo.", + "EUGENE_INTRO_EUGENE13_OPTION2": "¿De qué iba todo eso?", + "LEVEL_WARNING_dog.v2": "Perry está un poco acobardado. ¿Será que los monstruos de la zona le parecen demasiado fuertes?", + "EUGENE_INTRO_EUGENE16": "En fin, tengo que a vigilar lo que hacen esos tíos. [pause]No puedo arriesgarme a que les [shake rate=30 level=10]hinquen el diente[/shake] a las buenas gentes de Villapuerto.", + "EUGENE_INTRO_EUGENE15": "Digamos que no todos los monstruos de Nueva Wirral tienen pinta de mascotas de una caja de cereales.", + "WORKING_OVERTIME_INITIAL_RANGER2": "Es que le había dicho a Ianthe que iba a poner aquí un letrero con el nombre del pueblo. [pause]Algo para que el sitio parezca un poco más acogedor, [pause]ya sabes.", + "EUGENE_INTRO_EUGENE16_OPTION1": "¿Puedo ayudar?", + "EUGENE_INTRO_EUGENE16_OPTION2": "¿Te las apañas solo?", + "EUGENE_INTRO_EUGENE18": "Búscame en este sitio. [pause]Te lo explicaré todo cuando estemos allí.", + "EUGENE_INTRO_EUGENE17.n": "Si estás dispueste a arrimar el hombro, ¡estaré encantado de que me ayudes!", + "EUGENE_INTRO_EUGENE17.f": "Si estás dispuesta a arrimar el hombro, ¡estaré encantado de que me ayudes!", + "EUGENE_INTRO_EUGENE17.m": "Si estás dispuesto a arrimar el hombro, ¡estaré encantado de que me ayudes!", + "EUGENE_INTRO_EUGENE19": "Eso sí…, [pause]no te acobardes si acaba habiendo pelea. [pause]Es posible que las cosas se pongan feas.", + "WORKING_OVERTIME_INITIAL_RANGER1": "Oye, [pause]¿serías tan amable de echarme una mano?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "¿Eh? ¿Un espejo?", + "WORKING_OVERTIME_RANGER_NAME": "Guarda exhausto", + "WORKING_OVERTIME_INITIAL_RANGER3": "Lo que pasa es que no he calculado bien cuánta madera me iba a hacer falta. ¿Tú podrías conseguirme un poco más? [pause]¡Me harías un favor enorme!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "¡Por supuesto!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Más bien no.", + "WORKING_OVERTIME_INITIAL_RANGER4": "¿En serio? ¡Gracias! [pause]Ven a avisarme cuando tengas los materiales.", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "Bueno, no te preocupes.", + "WORKING_OVERTIME_ACTIVE_RANGER1": "Hola otra vez. ¿Me has podido encontrar la madera que te había pedido?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Darle {required_item_amount} trozos de madera.", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "No te preocupes, que yo de aquí no me muevo.", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Todavía no.", + "WORKING_OVERTIME_COMPLETE_RANGER3": "Oye… [pause][pause]Ya que me has ayudado, [pause]¿por qué no decides tú cómo hacemos el letrero?", + "WORKING_OVERTIME_COMPLETE_RANGER2": "¡Perfecto! [pause]Gracias por tu ayuda. No quería ni pensar tener que ir a buscar esos materiales yo mismo.", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amigo?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amigue?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "¡Un pájaro!", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amiga?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "¡Una flor!", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "¡Un delfín!", + "WORKING_OVERTIME_COMPLETE_RANGER5": "Vale, [pause]a ver qué tal me queda.", + "WORKING_OVERTIME_COMPLETE_RANGER8": "He vivido aquí toda mi vida, [pause]pero mucha gente viene de sitios distintos y se queda aquí atrapada.", + "WORKING_OVERTIME_COMPLETE_RANGER6": "Buf. [pause][pause]Pues ya está. [pause]¿Qué te parece?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "¡Me encanta!", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "¡Queda perfecto!", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "¡Muy buen trabajo!", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Queda muy bien, tú.", + "WORKING_OVERTIME_COMPLETE_RANGER9": "Si esto los hace sentir aunque sea un poco mejor al verlo, [pause]entonces ha merecido la pena, [pause]digo yo.", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "Je. [pause]Buen trabajo, colega.", + "WORKING_OVERTIME_COMPLETE_FELIX7": "Muy bueno ese letrero.", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "A las claras se aprecia el esfuerzo que has puesto.", + "RANGER_BODYBUILDER_INTRO": "Hola, figura. ¿Has venido a sudar la camiseta?", + "RANGER_BODYBUILDER_OPTION1": "¡Pasa esas pesas!", + "RANGER_BODYBUILDER_OPTION2": "¿Cómo funciona esto?", + "RANGER_BODYBUILDER_OPTION3": "Más bien no.", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "¿Y ni siquiera eres guarda?", + "RANGER_BODYBUILDER_NO_PASS1": "Ah, pero espera un momento. ¿Y tu pase del gimnasio, figura?", + "RANGER_BODYBUILDER_NO_PASS2": "Ve y dile a Wilma que te haga un pase del gimnasio y, cuando vuelvas, te hago una tabla de entrenamiento a tu medida.", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "¿Y ni siquiera eres guarda?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "¿Y ni siquiera eres guarda?", + "RANGER_BODYBUILDER_NOT_JOINED2": "Lo primero que vas a tener que hacer, figura, es irte corriendo al puesto de guardia que hay al norte, pasadas las afueras, y apuntarte.", + "RANGER_BODYBUILDER_BYE": "¡Hasta otra, figura!", + "RANGER_BODYBUILDER_EXPLANATION1": "A veces no basta con que se te dé bien transformarte. ¡A veces lo que necesitas es ser más fuerte!", + "RANGER_BODYBUILDER_EXPLANATION2": "Y ahí es donde entro yo. Puedo ofrecerte un programa de entrenamiento personalizado para modificar los «atributos base» de tu forma humana… ¡Y eso también afectará a la fuerza de tus transformaciones!", + "RANGER_BODYBUILDER_EXPLANATION4": "Y según vayas avanzando en tu entrenamiento con los guardas, seguro que consigues unos cuantos puntos extra que podrás aplicar a esos atributos básicos.", + "RANGER_BODYBUILDER_EXPLANATION5.m": "Bueno, ¿qué me dices, figura? ¿Listo para sudar?", + "RANGER_BODYBUILDER_EXPLANATION3": "Si decides, por ejemplo, que necesitas que tus ataques cuerpo a cuerpo hagan más daño y que los ataques a distancia no los usas demasiado, pues podemos pasar algún punto de ataque a distancia a ataque cuerpo a cuerpo para optimizar tus capacidades.", + "RANGER_BODYBUILDER_EXPLANATION5.f": "Bueno, ¿qué me dices, figura? ¿Lista para sudar?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "¡Buf, eso ha estado bien! ¡Tengo los músculos a punto de explotar!", + "RANGER_TRADER_NOT_JOINED1.m": "Hola, cielo. Si vienes para apuntarte a los guardas, Ianthe se acaba de ir.", + "RANGER_TRADER_NOT_JOINED1.n": "Hola, cielo. Si vienes para apuntarte a los guardas, Ianthe se acaba de ir.", + "RANGER_BODYBUILDER_EXPLANATION5.n": "Bueno, ¿qué me dices, figura? ¿Liste para sudar?", + "TUTORIAL4_PART3C_KAYLEIGH3": "Cuando se dan las circunstancias adecuadas, dos personas que están en forma de monstruo pueden unirse y formar un [wave amp=30 freq=10]ser muy poderoso[/wave].", + "TUTORIAL4_PART3C_KAYLEIGH4": "Supongo que entre las «circunstancias adecuadas» se incluye estar a punto de que te mate un [shake rate=30 level=10]arcángel[/shake]…", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "Ha sido una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo, y eso en lo que nos hemos [wave amp=30 freq=10]convertido[/wave] era a la vez tú y yo, pero también algo distinto…", + "TUTORIAL4_PART3D_KAYLEIGH3": "¿Y que conoce una manera de salir de Nueva Wirral?", + "HARBOURTOWN_MERCHANT_4.n": "¡Gracias por venir! ¡Vuelve mañana, que seguro que tendré alguna nueva!", + "TUTORIAL4_PART3C_KAYLEIGH6": "Yo [pause]nunca me había fusionado antes con nadie. Y, desde luego, no esperaba fusionarme con alguien a quien [wave amp=30 freq=10]apenas[/wave] conozco…", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "Ha sido una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo, y eso en lo que nos hemos [wave amp=30 freq=10]convertido[/wave] era a la vez tú y yo, pero también algo distinto…", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "Ha sido una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo, y eso en lo que nos hemos [wave amp=30 freq=10]convertido[/wave] era a la vez tú y yo, pero también algo distinto…", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "¡Pues nos ha ayudado a derrotar al arcángel!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no fuera famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admirador[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "¿Qué tal le va hoy a [wave amp=30 freq=10]mi mayor admiradore[/wave]?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no fuera famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admiradora[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "¿Qué tal le va hoy a [wave amp=30 freq=10]mi mayor admiradora[/wave]?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "¿Qué tal le va hoy a [wave amp=30 freq=10]mi mayor admirador[/wave]?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "… [pause]Eh… ¿Te conozco de algo?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "Ah, [pause]otra vez tú. [pause]Perdona, tengo cosas que hacer.", + "HARBOURTOWN_NPC_3_DIALOGUE10": "Eh… [pause]Me… [pause]alegro de volver a verte, {player}.", + "HARBOURTOWN_NPC_3_DIALOGUE4": "Eh… [pause]Creo que me estás confundiendo con otra persona. [pause]No me suenas de nada.", + "HARBOURTOWN_NPC_3_DIALOGUE3": "Eh… [pause]Lo siento, pero tengo trabajo. [pause]Mucho trabajo.", + "HARBOURTOWN_NPC_3_DIALOGUE8": "Aquí, a veces cuesta un poco hacer amigos. [pause]No tengo mucho en común con… [pause]Bueno, [pause]con nadie. [pause]Este sitio es así.", + "HARBOURTOWN_NPC_3_DIALOGUE7": "Perdona si he sido un poco borde contigo antes. [pause]Es que me cuesta abrirme a los desconocidos. [pause]Pero ahora ya nos conocemos, ¿no?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "… [pause]Hola de nuevo. [pause]Es un detalle que vengas a verme.", + "HARBOURTOWN_NPC_4_DIALOGUE1": "Te ha pillado de nuevas todo el rollo ese de «usar cintas para transformarse» y tal, ¿eh? [pause]Te voy a dar un consejo.", + "HARBOURTOWN_NPC_4_DIALOGUE2": "La clave está en no pararse a pensar en cómo funciona. [pause]Lo mires por donde lo mires, no tiene sentido.", + "HARBOURTOWN_NPC_3_DIALOGUE9": "Oye… [pause]No te he preguntado cómo te llamas. [pause]¿{player}? [pause]Pues espero que te vaya todo bien, {player}.", + "TUTORIAL4_PART3D_KAYLEIGH24": "¡Tú y yo, codo con codo!", + "TUTORIAL4_PART3D_KAYLEIGH25": "¿Qué me dices? ¿Somos un equipo o qué?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Vamos, ¡a por todas!", + "TUTORIAL4_PART3D_KAYLEIGH26": "Si un arcángel te ha causado esa visión…", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Como si tuviéramos otra elección…", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizarte una reunión con la jefa de los guardas!", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizarte una reunión con la jefa de los guardas!", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizarte una reunión con la jefa de los guardas!", + "OUTSKIRTS_3_-1_GIFTER1.m": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿a que sí?", + "TUTORIAL4_PART3D_KAYLEIGH29": "Ahora mismo debe de estar en el puesto de guardia del parque.", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ay. Y veo que la criminalidad también está por las nubes…[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "¡Ah! ¿Es un walkman lo que tienes en la mano? Pues toma, para ti.", + "OUTSKIRTS_3_-1_GIFTER1.f": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿a que sí?", + "HARBOURTOWN_STATION_MORGANTE1": "¿ERES TÚ, MORDREO?\\n\\nACÉRCATE A MÍ, HIJO MÍO…, PARA PODER CONTEMPLARTE UNA ÚLTIMA VEZ.", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, ¿notas algo raro en el aire?", + "HARBOURTOWN_STATION_KAYLEIGH1": "Este sitio huele a… metal quemado. No sé cómo explicarlo…", + "HARBOURTOWN_STATION_MORGANTE2": "EL LARGO CONFLICTO HA LLEGADO A SU FIN… TEMO QUE ESTA VEZ HAYA SIDO COMPLETA MI DERROTA.", + "HARBOURTOWN_STATION_KAYLEIGH6": "No, no puede ser…", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Es… Es…[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, creo que es un [shake rate=30 level=10]arcángel[/shake]…", + "HARBOURTOWN_STATION_KAYLEIGH5": "Tenemos que irnos. [wave amp=30 freq=10]Ya.[/wave]", + "TUTORIAL4_PART3C_KAYLEIGH7": "Ha pasado así, de repente, sin pensar, ¿verdad?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "¡Pues nos ha ayudado a derrotar al arcángel!", + "TUTORIAL4_PART3C_KAYLEIGH8": "Perdona, [pause]¡me da un poco de vergüenza hablar de ello!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "¡Pues nos ha ayudado a derrotar al arcángel!", + "TUTORIAL4_PART3C_KAYLEIGH9": "Ah… Sí, supongo que es así.", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Pues si no llega a ser por eso, ¡no lo contamos!", + "TUTORIAL4_PART3C_KAYLEIGH10": "Ahora que lo he hecho, me siento rara. Como si… se hubiera abierto una puerta que ni siquiera sabía que existía.", + "TUTORIAL4_PART3D_KAYLEIGH1": "Entonces, a ver, que yo me entere…", + "TUTORIAL4_PART3C_KAYLEIGH11": "Creo que sería capaz de volver a fusionarme contigo, si alguna vez nos hiciera falta.", + "TUTORIAL4_PART3D_KAYLEIGH2": "¿Dices que los recuerdos de ese arcángel, Morganta, están ahora [wave amp=30 freq=10]dentro de ti[/wave]?", + "TUTORIAL4_PART3D_KAYLEIGH23": "¡Entonces tenemos que averiguarlo, por el bien de toda Nueva Wirral!", + "TUTORIAL4_PART3D_KAYLEIGH22": "Si hay aunque sea una probabilidad remota de que todo esto nos lleve a encontrar la salida de la isla para que todo el mundo pueda volver a casa con su familia…", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Meredith y tú hacéis buenas migas. Me encajáis bien como pareja.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Si es verdad que esa puerta [wave amp=30 freq=10]puede[/wave] llevarnos otra vez a nuestro mundo, ¿tendremos que despedirnos todos para siempre?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Oye, y ¿qué te parece lo de tener que dormir [wave amp=30 freq=10]en plena naturaleza[/wave]?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Es una suerte que aún nos queden cosas por hacer aquí en Nueva Wirral. ¡Ya me preocuparé por eso más adelante!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "…", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés lista, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Seguro que la noticia va a pillar desprevenidos a los guardas. ¡No veas la de trabajo que tienen por delante!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés listo, {player}.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés liste, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Conque ahora Ianthe también está al tanto de lo de la puerta…", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Cuando luchamos contra Álef en el tren… [pause]Esa fuerza que invocamos al fusionarnos…", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Se parecía un poco a Morganta, ¿no? [pause]El primer arcángel contra el que tuvimos que luchar.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "No acabo de entenderlo del todo, pero tuve la sensación de que en aquel momento encarnamos algo que se amoldaba a sus objetivos. En esa forma no estábamos solo nosotros… [wave amp=30 freq=10]Ella[/wave] también estaba en la fusión.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "¡Es verdad!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Sí, creo que sí.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Pero también es verdad es que tú ya tenías su esencia dentro de ti desde la primera vez que nos la encontramos, ¿no?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Te dio las pistas para que encontraras esa puerta y nos ayudó a derrotar a Álef. Me pregunto si era esa su intención desde el principio… O sea, usarnos para derrotarlo…", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "¡Ah, se me había olvidado preguntarte! ¿Qué opinas ahora que tienes que enfrentarte al [wave amp=30 freq=10]entrenamiento de los guardas[/wave], {player}?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "¡Estoy entusiasmado!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "¡Estoy entusiasmada!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "¡Estoy entusiasmade!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "¡Estoy nervioso!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "¡Pues claro, normal! ¡Verás cómo lo haces bien!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "¡Estoy nerviosa!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "{player}, me alegro de que aún podamos hacer estas acampadas, tú y yo.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "¡Estoy nerviose!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Los guardas adaptan sus desafíos a la fuerza de cada aprendiz. Mi entrenamiento consistió en hacer el trabajo voluntario por el pueblo que me encargara cada guarda de élite.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Yo diría que tu desafío de combate es… [pause]un poco más duro que lo mío.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "El tema de los guardas es que cada uno tiene su papel a la hora de cuidar del pueblo.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Ray se encarga de la red eléctrica, Mort se ocupa de paredes y edificios, y Zeta… [pause]Bueno, de lo suyo.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "¡Pero su función también refleja su forma de luchar! Cada uno tiene su propia táctica.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "¡Seguro que conseguirás derrotarlos, {player}!", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Yo creo… que si consigo volver a casa, voy a tener que poner en práctica todas mis capacidades como guarda.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Volver a vivir como antes sería echar a perder todo lo que he aprendido aquí.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "¿Cómo era tu vida antes?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "¿A qué te dedicabas antes de acabar aquí?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Eh… [pause]No era lo que se dice una vida muy [wave amp=30 freq=10]interesante[/wave].", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "No estaba mal, [pause]pero después de todo lo que me ha pasado en esta isla, no creo que pudiera seguir conformándome con eso.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Dejé la carrera y empecé a trabajar en una tienda de mi ciudad.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Ahora parece que eso fue hace un montón de tiempo, ¿eh?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "No sé por qué me dio por pensar que eso podría cambiar, pero me alegro de que no fuera así.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Me refiero a ahora que [wave amp=30 freq=10]tú y yo[/wave] somos una pareja.", + "CAPTAIN_WALLACE_PRE_REMATCH3": "Esta vez, ¡mis muros no van a caer tan fácilmente!", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Si os unís a nosotros ahora, podréis obtener considerables beneficios gracias a los recién llegados, que, como es natural, necesitarán una vivienda.[/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Como Nueva Wirral ni siquiera tiene moneda, incluso estamos desarrollando procesos eficaces para embargar y recuperar esas viviendas.[/wave]", + "OFFICE_1_LINE14_EUGENE": "¡Ya he oído suficiente! [pause]¡Unos desgraciados como vosotros [shake rate=30 level=10]jamás[/shake] comprarán Villapuerto!", + "OFFICE_1_LINE17_PLAYER_OPTION1": "¡Vamos a enseñarles quién manda!", + "OFFICE_1_LINE15_EUGENE": "{player}…", + "OFFICE_1_LINE16_EUGENE.f": "¿Estás lista?", + "OFFICE_1_LINE16_EUGENE.m": "¿Estás listo?", + "OFFICE_1_LINE16_EUGENE.n": "¿Estás liste?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "Bueno, pues vale…", + "OFFICE_1_LINE19_EUGENE": "Hemos ganado una batalla, pero no la guerra.", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]El desarrollo del mercado es inevitable. Somos inevitables.[/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "¿Seguro que son tan malos como dices?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "No parecen ninguna amenaza…", + "OFFICE_1_LINE21_EUGENE": "¡Estos «terratenientes» pretenden sacar partido de nuestra miseria colectiva!", + "OFFICE_1_LINE23_EUGENE": "¡Pero pienso detenerlos como el [wave amp=30 freq=10]defensor de Villapuerto[/wave] que soy!", + "OFFICE_1_LINE22_EUGENE": "No sé cómo han llegado hasta aquí…", + "OFFICE_1_LINE27_EUGENE": "Mantente alerta por si encuentras alguna otra de sus fortalezas y pon la oreja en el pueblo para enterarte de los rumores que hablen de ellos.", + "OFFICE_1_LINE24_PLAYER": "¿Quieres que te eche una mano, «defensor de Villapuerto»?", + "OFFICE_1_LINE25_EUGENE": "…", + "OFFICE_1_LINE26_EUGENE": "Me vendría bien un poco de ayuda, sí.", + "OFFICE_1_LINE29_EUGENE.m": "Ahora puedes abrir los tragaluces por tu cuenta.", + "OFFICE_1_LINE28_EUGENE": "Ah, ten esto.", + "OFFICE_1_LINE29_EUGENE.n": "Ahora puedes abrir los tragaluces por tu cuenta.", + "OFFICE_1_LINE29_EUGENE.f": "Ahora puedes abrir los tragaluces por tu cuenta.", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]¡¿Qué?![/shake] No me derrotarás tan fácilmente.", + "KUNEKOS_RETURN_PRE_BATTLE.m": "¡¡El amigo del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", + "KUNEKOS_RETURN_PRE_BATTLE.f": "¡La amiga del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", + "KUNEKOS_RETURN_PRE_BATTLE.n": "¡Le amigue del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "¡Vamos, Kuneko! ¡Tú puedes!", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]¡Aaah![/shake] ¡La próxima vez, te derrotaré!", + "KUNEKOS_RETURN_TEAM_NAME.m": "El bueno de {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "Le buene de {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "La buena de {name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} Y {partner.to_upper}.\\n\\nES VENTUROSO VEROS APARECER JUSTO CUANDO HE DE MENESTER UN SACRIFICIO.\\n\\nA FE QUE LA MERLÍNEA NOS SONRÍE.", + "POSTGAME_MORGANTE_PRE_BATTLE2": "¿POR QUÉ OS SORPRENDÉIS TANTO?\\n\\nES LÓGICO QUE YO, ESPÍRITU DE LA REBELDÍA, ME REBELE CONTRA QUIENES ME INVOCARON.", + "POSTGAME_MORGANTE_POST_BATTLE": "UN SACRIFICIO ES UN SACRIFICIO. EL RITO SE HA COMPLETADO.\\n\\nLOS ARCÁNGELES HAN REGRESADO A NUEVA WIRRAL.", + "FARM_PUMPKIN_NO_JELLY": "¡Una linda calabaza!", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "¡Una linda calabaza! ¿Quieres echarle gelatina de gelatona?", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "«Meredith\\n1967 - XXXX d. C.\\nNo debería haber salido de la cama ese día».", + "DUNGEON_MEADOW_NOTE_1": "«Estimados invitados, disfrutad de este banquete que he preparado para vosotros. Acudiré [wave amp=30 freq=10]enseguida[/wave] a recibiros, así que ¡no vayáis a ninguna parte! ¡Je, je!\\nBesos,\\nAlicia».", + "DUNGEON_MEADOW_NOTE_2": "«¡He dicho que no fuerais a ninguna parte! En serio, ¿es que no tenéis ni pizca de educación? ¡Debería caérseos la cara de vergüenza! Al sombrerero no le gusta que lo interrumpan a la hora del té, ¡así que haced el favor de quedaros donde estáis!\\nMás besos,\\nAlicia».", + "DUNGEON_MEADOW_EAT_ME": "¿Quieres comerte el pastel que dice «Cómeme»?", + "DUNGEON_MEADOW_NOTE_3": "«Esto lo reservo para después. ¡Es una sorpresa para vosotros! Un invitado educado lo dejaría tal como está. ¡[wave amp=30 freq=10]Usad la cabeza si no queréis perderla[/wave]!\\nMás besos todavía,\\nAlicia».", + "DUNGEON_MEADOW_DRINK_ME": "¿Quieres beber de la botella que dice «Bébeme»?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "No es aconsejable aumentar más en tamaño.", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "No es aconsejable disminuir más en tamaño.", + "DUNGEON_MEADOW_CHEST_CONFIRM": "¿Quieres abrir el cofre?", + "DUNGEON_MEADOW_RED_QUEEN": "¡Reinónice quiere tu cabeza!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "«Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse».", + "DUNGEON_MEADOW_MAD_HATTER": "¡¿Cómo osas interrumpir a unos monstruos a la hora del té?!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "«Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse».", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "«Kayleigh, 1983 - ????\\nObedeciendo a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.».", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "«Kayleigh, 1983 - ????\\nObedeciendo a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.».", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "«Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse».", + "DUNGEON_GRAVEYARD_GRAVE_felix": "«Felix\\nQue en paz descanse sabiendo que sus amigos han cumplido sus deseos por él y han destruido sus dibujos más vergonzosos. Soltaron alguna risita, pero poco más.\\n1991 - Presente».", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "«Kayleigh, 1983 - ????\\nObedeciendo a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.».", + "DUNGEON_GRAVEYARD_GRAVE_viola": "«He aquí la última morada de Viola.\\nNació en 1575. Falleció cuandoquiera que sea el día de hoy.\\nMuy añorada por su hermano».", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "«Eugene, Defensor de Villapuerto.\\n2076 - NaN d. C.\\nPerro ladrador, poco mordedor».", + "DUNGEON_GRAVEYARD_GRAVE_dog": "«Aquí yace un buen perro.\\nSe pondría contento si supiese que, al morir, se ha convertido al fin en lo que más amaba: huesos.\\nNació en 14140 d. C. Murió cuandoquiera que sea este año en años perrunos».", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "«Sol\\nYa murió una vez antes.\\nAhora ha vuelto a morir».", + "DUNGEON_GRAVEYARD_LM_1": "QUÉ FINAL MÁS DESAFORTUNADO.\\n\\nSE PODRÍA DECIR QUE ESTÁIS ES UN PUNTO MUERTO.", + "DUNGEON_GRAVEYARD_LM_2": "¡UN PASO EN FALSO OS LLEVARÁ A LA TUMBA!\\n¡JA, JA, JA, JA, JA, JA!", + "DUNGEON_GRAVEYARD_LM_4": "UN PREMIO POR VUESTROS ESFUERZOS. DESCANSAD, SERES CANSADOS.", + "DUNGEON_GRAVEYARD_LM_3": "DEMOSTRADME VUESTRAS ANSIAS DE SOBREVIVIR.\\n\\n¡LUCHAD POR VUESTRA VIDA!", + "DUNGEON_GRAVEYARD_LM_KILL": "QUÉ DIVERTIDO. QUIERO MÁS.", + "DUNGEON_GRAVEYARD_LM_5": "HE CAMBIADO DE IDEA.\\n\\nYA DESCANSARÉIS CUANDO ESTÉIS A DOS METROS BAJO TIERRA.", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Mientras siga muriendo gente, seguirá habiendo demanda de tierras para enterrarla.[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¡Es una fuente de ingresos asegurada![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Tal vez debería dejar de ser terrateniente para convertirme en tumbateniente.[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "ESA CAÍDA ES PARA MORIRSE, ¿EH? ¡CUIDADO DE NO DESPEÑAROS!", + "DUNGEON_GRAVEYARD_LM_7": "¿CÓMO HA ACABADO ESO AQUÍ?\\n¡JA, JA, JA, JA, JA!", + "DUNGEON_GRAVEYARD_LM_8": "EL RELOJ MARCA LA MEDIANOCHE. ANTES O DESPUÉS, LOS SERES HUMANOS DEBÉIS AFRONTAR LA MUERTE…\\n\\n¡NO ME HAGÁIS PERDER EL TIEMPO!", + "CULTIST_ENCOUNTER_KAYLEIGH1": "…", + "CULTIST_ENCOUNTER_KAYLEIGH2": "Ya… [pause]hablaremos de eso en otro momento, ¿vale?", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Esa persona me ha dado mala espina.", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "¿De qué hablaba esa persona?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "S-seguramente esto cambie la opinión que tienes sobre mí. Lo siento.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Tengo que contarte una cosa.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Verás, cuando llegué a Nueva Wirral, no vivía en Villapuerto.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Hay otro poblado en lo alto de las Colinas Otoñales, [pause]en la costa este.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Valdellanto. [pause]Es una comunidad de gente que vive de la tierra, que comparte sus bienes y todas esas cursiladas.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Has visto a esa gente encapuchada y vestida con túnica, ¿verdad?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Sí.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "Antes, las cosas no eran tan [wave amp=30 freq=30]turbias[/wave], pero…", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Son un pelín sospechosos.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Pues son ellos. Y supongo que… [pause]yo fui una de ellos en su día.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Su cabecilla, [pause]Dorian, [pause]está obsesionado con los arcángeles.", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "Escuchadme, [pause]camaradas, [pause][wave amp=30 freq=10]Hijos del Llanto[/wave] y tal y cual: todos habéis hecho un gran trabajo excavando.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Valdellanto se fundó con el fin de ayudar a todo el mundo, [pause]pero no tardó en convertirse en una herramienta para hacer lo que [wave amp=30 freq=30]él[/wave] quería.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Llegó un punto en el que ya no me sentía en casa. [pause]Era demasiado tarde como para que yo tuviera la capacidad de solucionar nada… así que hui.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "Y así fue como acabé en Villapuerto, hace un año. Si ahora tengo tanto deseo de hacer lo que sea mejor para todos es porque sé que he defraudado a muchos en el pasado.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Pero todavía deberían acordarse de mí… Creo que conseguiré que entremos.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "N-no dejan que los forasteros entren en la comuna…", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Pero… [pause]si Dorian está al tanto de la ubicación de los otros arcángeles, debo dejar a un lado mis miedos y averiguar lo que sabe.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "¿Estás conmigo?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "¡Así me gusta! Espero sacar algo positivo de todo esto.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "¡Por supuesto!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "¿Estás segura de que quieres hacerlo?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Segurísima. Sé que no va a ser un camino de rosas, pero… quiero que salga algo positivo de todo lo que tuve que pasar.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Y recuerda: solo te dejarán pasar si vas conmigo.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Vale, [pause]de acuerdo. [pause]Te voy a marcar la entrada de la comuna en el mapa.", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Hombre con túnica", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "No eres bienvenido. Haz el favor de marcharte.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "No eres bienvenida. Haz el favor de marcharte.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "No eres bienvenide. Haz el favor de marcharte.", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Buenas. He venido a hablar con Dorian.", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Señorita Kayleigh…, ¡bienvenida a casa!", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Pasa, pasa. Llegas justo a tiempo.", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "¿Dónde están los demás? ¿Ocurre algo?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "¿«Justo a tiempo»? ¿A tiempo para qué?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Vamos a explorar el lugar.", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "Se me hace raro volver a estar aquí…", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "¿Quién es esa? ¿Será… mi sustituta? Qué grima.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "¡Que todos los presentes guarden silencio!", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "¡Dorian va a hablar!", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]¿Cómo os va, peña?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "Es cierto… [pause]que hemos tenido nuestros altibajos…", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "Tíos, ¡sois tan buen público como de costumbre!", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "En serio, ¡es un hoyo [wave amp=30 freq=10]de primera[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "Este foso es tan [wave amp=30 freq=10]profundo[/wave] como vuestra devoción por la causa. [pause]¡Es como una [wave amp=30 freq=10]metáfora[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "Cuando oí por primera vez esas [wave amp=30 freq=10]voces en mi cabeza[/wave] que me guiaban bajo tierra, comprendí que no podía hacerlo solo.", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "¡Pero lo hemos conseguido! [pause]¡Fuera esa cortina!", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]¡¡¡El dios serpiente nos está esperando, colegas!!![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "¡Pronto estaré junto a él y llegaremos a un acuerdo para que yo pueda hacerme con una parte de su [wave amp=30 freq=10]poder divino[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "Y, para celebrarlo, [pause]¡nuestra hija pródiga ha vuelto con nosotros!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Madre mía.", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "¿No es así… [wave amp=30 freq=10]Kayleigh[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]querida, [pause]¡te has quedado de piedra! [pause]¡Ya me había dicho un pajarito que pensabas unirte a nuestra gran fiesta! ¿Qué esperabas?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}…", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "¿No le has dicho a tu amigo que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "¿No le has dicho a tu amiga que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Lo siento…", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "¿No le has dicho a tu amigue que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "No creías en mí, ¿verdad? Bueno, ¡pues parece que [wave amp=30 freq=10]estaba en lo cierto, nena[/wave]!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Ya te lo explicaré más tarde. Por ahora tenemos que ponerle fin a esto.", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "¡Hay un [shake rate=30 level=10]puñetero arcángel, tan real como tú y como yo[/shake], aquí mismo, bajo nuestros pies!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Te aseguro que, como bajes ahí, ¡te va a matar!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "¡Hemos [wave amp=30 freq=10]luchado[/wave] contra arcángeles, Dorian!", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Pues ya que tu amigo y tú tenéis tanta experiencia, ¿por qué no os [wave amp=30 freq=10]unís a la fiesta[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Pues ya que tu amiga y tú tenéis tanta experiencia, ¿por qué no os [wave amp=30 freq=10]unís a la fiesta[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Pues ya que tu amigue y tú tenéis tanta experiencia, ¿por qué no os [wave amp=30 freq=10]unís a la fiesta[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "Adelante, ¡venid a ver cómo [wave amp=30 freq=10]asciendo a la divinidad[/wave] junto a mi nuevo colega el arcángel!", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "Por favor, Jacqueline, la plataforma.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "A sus órdenes, mi señor.", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Vamos, tenemos que impedir que ese idiota siga con lo que sea que esté planeando.", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "¡[wave amp=30 freq=10]Nos vemos dentro[/wave], Kayleigh!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Cómo lo detesto…", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "¡Kayleigh! [pause]¡Y el amigo de Kayleigh! [pause]¡Lo habéis conseguido!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "¡Kayleigh! [pause]¡Y le amigue de Kayleigh! [pause]¡Lo habéis conseguido!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "¡Kayleigh! [pause]¡Y la amiga de Kayleigh! [pause]¡Lo habéis conseguido!", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "¿Mi señor…?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "He tomado una decisión estratégica: [wave amp=30 freq=10]¡cambio de planes![/wave]", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh y compañía [pause]irán primero, y si el arcángel no [wave amp=30 freq=10]les da pasaporte al instante[/wave], voy y me lo camelo.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh y compañía [pause]irán primero, y si el arcángel no [wave amp=30 freq=10]les da pasaporte al instante[/wave], voy y me lo camelo.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh y compañía [pause]irán primero, y si el arcángel no [wave amp=30 freq=10]les da pasaporte al instante[/wave], voy y me lo camelo.", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Eres un idiota. Solo vas a conseguir que te maten.", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "Después de [wave amp=30 freq=10]ti[/wave].", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "¿HABÉIS OÍDO MI LLAMADA?\\n\\n¿HABÉIS VENIDO A RENDIRME TRIBUTO?\\n\\n¿HABÉIS VENIDO A ARDER POR MÍ?", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]¡¡¡A cambio de mi lealtad, no pido sino una pequeña parte de tu poder divino!!![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "Que sea lo que tenga que ser…", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]¡¡¡Oh, gran arcángel!!![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]¡¡¡He oído tu llamada y he acudido a tus dominios!!![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "VUESTRO PAPEL CONSISTE EN DAR. NADA DE RECIBIR.", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "ESTÁS DE SUERTE, ¡PORQUE TENGO UN TRABAJO PARA TI!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Venga, {player}, ¡vamos a detener a esta cosa antes de que mate [wave amp=30 rate=10]a alguien más[/wave]!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]¡Mira que se lo advertí![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "TÚ ERES LUCTIFER, ¿NO?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "…", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian…", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Lo siento, [pause]pero él se lo ha buscado.", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Deberíamos largarnos. [pause][pause]Aquí el aire huele a muerto.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Abrirá las puertas. Vamos a intentar entendernos con el resto de Nueva Wirral.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "La comuna…", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Solo queríamos que alguien nos guiara… [pause]Nosotros [pause]nunca…", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Ya lo sé.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "En esta comunidad nunca ha habido mala gente.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Qué situación tan desagradable…", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Solo tenéis que elegir mejor en quién depositáis vuestra fe.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "¿Estás bien?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "¿Cómo te encuentras?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Estoy… [pause][pause][pause]En fin, se me pasará.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Me siento fatal por haber ayudado a Dorian durante tanto tiempo, pero… [pause]lo culpo más a él que a mí misma.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Conocí a los Hijos del Llanto casi a la vez que él. [pause]Necesitaba sentirme aceptada e integrada.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "Él y yo hicimos buenas migas. Yo era algo así como… [pause]su ayudante.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "No sé si las cosas fueron cambiando con el tiempo o si siempre fueron así, [pause]pero el control que ejercía Dorian sobre la gente de Valdellanto se tornó siniestro.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "No… [pause]No era su «ayudante»: era su apagafuegos.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Pasó a centrarse en él, en sus anhelos, en sus sueños y en sus delirios. Ya no era la comunidad que yo tanto deseaba que fuera…", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "Cuando alguien salía herido, yo ayudaba a limar asperezas.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Durante mucho tiempo sentí que estaba haciendo lo correcto…, [pause]que ayudaba a mantener un [i]statu quo[/i] positivo, pese a que la gente saliera herida de vez en cuando.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "No soy una buena persona, {player}.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "¡No digas eso ni en broma!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Sí que lo eres.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Je… Me alegro de que pienses así.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Espero que a todos les vaya mejor sin él.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Quien se ha perdido busca un guía, [pause]y eso es lo que Dorian les ofreció.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Bueno, un arcángel menos. [pause]Y, ahora…, [pause]voy a ayudarte a encontrar al resto.", + "ALEPH_DIALOGUE_2_1": "MMM. ¿DESDE CUÁNDO TENEMOS HUMANOS AQUÍ?", + "ALEPH_DIALOGUE_1_1": "A LO VUESTRO, ¡COMO SI NO ESTUVIESE!", + "ALEPH_DIALOGUE_2_2": "VOLVEOS A LA SUPERFICIE, ¿VALE?", + "ALEPH_DIALOGUE_3_1": "¡ME ACUERDO DE VOSOTROS!", + "ALEPH_DIALOGUE_3_2": "Y NO TENGO NI LA MÁS REMOTA IDEA DE CÓMO HABÉIS LLEGADO AQUÍ ABAJO.", + "ALEPH_DIALOGUE_4_1": "TÚ Y YO…", + "ALEPH_DIALOGUE_4_2": "EN ALGÚN MOMENTO, VAMOS A TENER QUE HABLAR COMO ES DEBIDO.", + "ALEPH_DIALOGUE_5_1": "NO TIRÁIS LA TOALLA, ¿EH?", + "ALEPH_DIALOGUE_6_1.m": "¿ENTENDÉIS SIQUIERA DÓNDE OS ENCONTRÁIS, POBRES SERES HUMANOS?", + "ALEPH_DIALOGUE_6_1.n": "¿ENTENDÉIS SIQUIERA DÓNDE OS ENCONTRÁIS, POBRES SERES HUMANOS?", + "ALEPH_DIALOGUE_6_1.f": "¿ENTENDÉIS SIQUIERA DÓNDE OS ENCONTRÁIS, POBRES SERES HUMANOS?", + "ALEPH_DIALOGUE_6_2": "¿SENTÍS EL ALIENTO DE ESTOS TÚNELES?", + "ALEPH_DIALOGUE_7_1": "DEBERÍAIS MOSTRARME UN POCO MÁS DE RESPETO, ¿EH?", + "ALEPH_DIALOGUE_7_2": "¡EN VUESTRO MUNDO EXISTEN LEYENDAS BASADAS EN MÍ!", + "ALEPH_DIALOGUE_7_3": "TENÉIS SUERTE DE QUE SEA TAN HUMILDE.", + "ALEPH_DIALOGUE_8_1": "¡TENEMOS QUE DEJAR DE REUNIRNOS ASÍ!", + "ALEPH_DIALOGUE_9_1": "MIS NUEVOS EMPLEADOS SON UNA PANDA DE ALBOROTADORES.", + "ALEPH_DIALOGUE_10_1": "SÍ, SOY YO OTRA VEZ, Y HE VENIDO A RECLUTAR A ESTE INDIVIDUO TAN PROMETEDOR AL QUE OS ENFRENTÁIS.", + "ALEPH_DIALOGUE_9_2": "POR SUERTE, HE ESTADO PULIENDO MIS HABILIDADES PARA GESTIONAR GRUPOS DE TRABAJO.", + "ALEPH_DIALOGUE_9_3": "VAMOS A FOMENTAR UN AMBIENTE POSITIVO, ¡CON BASE EN LA LEALTAD Y LA CAMARADERÍA!", + "ALEPH_DIALOGUE_10_2": "¿ES QUE NUNCA OS CANSÁIS?", + "RESTING_KAYLEIGH_DATING_1": "Kayleigh y tú charláis sobre los recuerdos felices de aquellos lugares que visitasteis durante vuestra infancia.", + "RESTING_KAYLEIGH_DATING_3": "Kayleigh te habla sobre sus ambiciones.", + "RESTING_KAYLEIGH_DATING_2": "Os partís de risa al hablar de los momentos vergonzosos que habéis vivido.", + "RESTING_MEREDITH_PLATONIC_2": "Intentas hablar con Meredith de asuntos sin importancia, pero, ahora mismo, no está muy por la labor.", + "RESTING_KAYLEIGH_DATING_4": "Mantenéis una conversación desenfadada sobre la vida amorosa de cada cual.", + "RESTING_KAYLEIGH_DATING_5": "Charlas con Kayleigh sobre los lugares a los que le gustaría ir.", + "RESTING_MEREDITH_PLATONIC_1": "Hablas con Meredith de cosas triviales.", + "RESTING_MEREDITH_PLATONIC_3": "Meredith se queja de los pequeños inconvenientes que le han surgido hoy. Tú la escuchas sin interrumpir.", + "RESTING_MEREDITH_DATING_2": "Meredith y tú habláis de los lugares que os gustaría visitar algún día.", + "RESTING_MEREDITH_PLATONIC_4": "Meredith te explica entusiasmada el argumento de una novela de fantasía que la apasiona.", + "RESTING_MEREDITH_DATING_1": "Meredith te explica con todo lujo de detalles una película de terror que vio en su día en la televisión.", + "RESTING_MEREDITH_PLATONIC_5": "Os quedáis descansando en silencio. Meredith no tiene mucho que decir ahora mismo.", + "RESTING_MEREDITH_DATING_3": "Meredith se arma de valor para hacerte un cumplido por tu aspecto.", + "RESTING_MEREDITH_DATING_5": "Le haces un cumplido a Meredith y le da mucha vergüenza. Sin embargo, te lo agradece.", + "RESTING_MEREDITH_DATING_4": "Mantenéis una conversación personal e íntima.", + "RESTING_EUGENE_PLATONIC_2": "Eugene y tú analizáis posibles nuevas tácticas de combate.", + "RESTING_EUGENE_PLATONIC_1": "Eugene te describe sus tablas de entrenamiento favoritas.", + "RESTING_EUGENE_PLATONIC_5": "Eugene charla contigo sobre las diferencias que hay entre vuestros mundos.", + "RESTING_EUGENE_PLATONIC_3": "Eugene te cuenta, ilusionado, lo que se está cociendo en Villapuerto.", + "RESTING_EUGENE_PLATONIC_4": "Os dais consejos para el combate mientras el tiempo pasa sin sobresaltos.", + "RESTING_EUGENE_DATING_1": "Eugene te describe el tipo de lugar en el que le gustaría vivir en un futuro.", + "RESTING_EUGENE_DATING_2": "Eugene y tú charláis de modo informal sobre la vida amorosa de cada uno.", + "RESTING_EUGENE_DATING_3": "Eugene presume de su habilidad para preparar cenas románticas.", + "RESTING_EUGENE_DATING_5": "Eugene te pregunta por tus sueños y tus metas, y presta mucha atención a tu respuesta.", + "RESTING_EUGENE_DATING_4": "Eugene comparte contigo una anécdota graciosa. Una de tantas.", + "RESTING_FELIX_PLATONIC_1": "Felix dibuja en silencio y con mucho empeño y, así, se os pasa el tiempo.", + "RESTING_FELIX_PLATONIC_2": "Felix hace una disertación sobre la comida que no es posible encontrar en Nueva Wirral.", + "RESTING_FELIX_DATING_1": "Felix te enseña varios dibujos que ha hecho en los últimos días.", + "RESTING_FELIX_PLATONIC_3": "Felix rememora varias anécdotas graciosas de la gente de Villapuerto.", + "RESTING_FELIX_DATING_2": "Felix te cuenta con entusiasmo las nuevas ideas que se le han ocurrido últimamente para sus historias.", + "RESTING_FELIX_DATING_3": "Felix escucha tus reflexiones con atención.", + "RESTING_FELIX_DATING_4": "Felix charla contigo sobre tu plato favorito.", + "RESTING_FELIX_DATING_5": "Estrecháis lazos hablando de cosas que habéis vivido en mutua compañía.", + "RESTING_VIOLA_PLATONIC_1": "Viola te narra sus aventuras de cuando era pequeña.", + "RESTING_VIOLA_PLATONIC_3": "Viola te pregunta con mucho interés sobre cómo era tu vida antes de llegar a Nueva Wirral.", + "RESTING_VIOLA_PLATONIC_2": "Viola te habla de la hermosura de Mesalina, su país de origen.", + "RESTING_VIOLA_PLATONIC_4": "Le cuentas a Viola cómo era la vida en tu mundo.", + "RESTING_VIOLA_DATING_1": "Viola recita varios poemas preciosos que aprendió antaño. Su interpretación es hermosa.", + "RESTING_VIOLA_DATING_3": "Viola te expone sus ambiciones en una conversación un tanto personal.", + "RESTING_VIOLA_DATING_2": "Intercambiáis muestras de aprecio y respeto mutuos. Resulta bastante tierno.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Últimamente he estado dándole vueltas a la cabeza.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "He pasado bastante tiempo reflexionando sobre mi estancia en Valdellanto.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "A decir verdad, dediqué mucho pero que mucho tiempo a intentar complacer a los demás. Y creo que lo sigo haciendo.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Gran parte del tiempo lo dediqué a intentar contentar a la gente…", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "¿Es normal eso? [pause]No tengo ni idea.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Bueno, ¿qué te gusta hacer en tu tiempo libre?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Y eso está muy bien, pero tal vez, sería bueno pensar también en lo que me gustaría hacer a mí.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "No quedará ni rastro de [wave amp=30 freq=30]mí[/wave].", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "De lo contrario, acabaré quemada.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "¿Te gustaría probar a hacer algo en concreto?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Pues… Tendré que darle al coco, a ver qué se me ocurre.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Siento como si tuviese mucha más [wave amp=30 freq=30]pasión[/wave] por las cosas cuando era más joven que ahora que soy adulta.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "¿Sabías que antes tocaba la guitarra?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "De tal palo, tal astilla. Mis primeros recuerdos son de estar sentada en el regazo de mi padre escuchándolo tocar.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "¿Cómo hacía para que le cupieseis en el regazo tanto tú como la guitarra?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Ah, [pause]claro, [pause]que eres nueve…", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "Pues… con mucho cuidado.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Me compré mi propia guitarra cuando era adolescente, aunque nunca fue mi fuerte.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "Y, en fin, si no estaba destinada a dedicarme profesionalmente a la música, [pause]¿para qué seguir tocando?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "Supongo que lo dejé… [pause]porque sentía que todo pasatiempo tenía que dar sus frutos tarde o temprano.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "¡Pues es una lástima!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Ya, ¿y por qué no?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "¿Sabes qué? [pause]Tienes razón.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "Es una verdadera lástima que lo dejara.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "¡Debería hacer más cosas que fueran, simplemente, para disfrutar!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Si quiero pasarme el día sentada en la cama mientras leo novelas románticas malas, ¡también debería poder!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "A-además, [pause]¡ni siquiera tiene que ser algo productivo!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "¡Di que sí!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "¡Tienes toda la razón!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Me alegro de haberme quitado este peso de encima.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Ya casi me he terminado el té. ¿Qué dices, volvemos a la carga?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Je. Muchísimas gracias, {player}.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Si te paras a pensar, nos hemos estado fusionando para formar monstruos enormes, ¿no? Como poco, ¡no se puede negar que una experiencia como esa une bastante!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "¡Mira esto, {player}!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "¡Clémence la encontró en el mercado hace poco y me la ha dado!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "¿Está en buen estado?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "¿Funciona?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "A decir verdad, lo mismo ocurre con la mitad de la chatarra de Villapuerto.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Está bien, pero tiene… un ligero aroma a agua de mar…", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "¿Qué tal suena?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "No te preocupes. En Nueva Wirral estamos acostumbrados a que las cosas estén un pelín dañadas. ¡Nada que no se pueda arreglar con un poco de esfuerzo, ganas y maña!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Buena pregunta. ¿Estás listo?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Buena pregunta. ¿Estás liste?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Buena pregunta. ¿Estás lista?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Suena como si…", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "¡Necesitase unos retoques!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "¡Pero seguro que podrás escucharme tocar esta preciosidad en menos que canta un gallo!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "Por esfuerzo y ganas no va a quedar. Lo de la maña está por ver.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "¡Lo estoy deseando!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "¡Espero que me des una serenata!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "¡Y yo!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Cruza los dedos y tal vez se cumpla.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "¡Claro, vamos!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Oye, esto… ¿Quieres pasarte por mi casa? Me gustaría enseñarte una cosa.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Mejor en otro momento.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "No pasa nada, ¡así tengo más tiempo para ensayar!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "¡Estupendo!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "Quería… tocarte una canción. Mi padre solía cantármela y fue la primera que aprendí a tocar.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Te has portado genial conmigo y que quería hacer algo para agradecértelo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Te has portado genial conmigo y que quería hacer algo para agradecértelo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "¿Estás lista?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Te has portado genial conmigo y que quería hacer algo para agradecértelo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "¿Estás listo?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "¡Y tanto!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "¿Estás liste?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Bueno, ¿qué te ha parecido?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "¡Ha sido impresionante!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Me han entrado ganas de besarte.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "¡Para o me voy a poner como un tomate!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Espero que no dejes de tocar.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Y yo. ¿Qué te parece si escribimos una canción a medias en los ratos libres de nuestros viajes?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Podría ser bastante divertido, ¿no crees?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "¡Me apunto!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "¿Estás seguro de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "¡Decidido, entonces! ¡Va a ser buenísima!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "¿Estás segura de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "¿Estás segure de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "Yo una vez me quedé embobada viendo a una amiga tocar la batería en su grupo cuando íbamos a la universidad. Creo que tiendo a pillarme por los músicos.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Bromas aparte, ¡espero que sigas tocando!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "No, lo digo en serio. Me gustas.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "¡Estás más callade que de costumbre, {player}! ¿Te preocupa algo?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "No, lo digo en serio. Me gustas.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Eh…", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "No, lo digo en serio. Me gustas.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Si quieres besarme…", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Creo que ahora es un buen momento.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "¡Estás más callada que de costumbre, {player}! ¿Te preocupa algo?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "¡Estás más callado que de costumbre, {player}! ¿Te preocupa algo?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Eh… ¡No, no es nada!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Ya, justo lo que pensaba.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Si tú lo dices…", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "No encuentro las palabras para describirlo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "A decir verdad, creo que no te veía [wave amp=30 freq=30]de esa manera[/wave] hasta que nos fusionamos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Para empezar, [pause]solo he tenido unas cuantas relaciones breves y todas han sido con chicos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Para empezar, [pause]solo he tenido unas cuantas relaciones breves y todas han sido con chicos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "A ver, he salido con algún que otro chico, [pause]pero, [pause]sinceramente, nunca… llegué a sentir nada por ellos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Puede parecer una tontería, pero cuando nos fusionamos…", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "Es como si [wave amp=30 freq=10]sintiese[/wave] tu alma… [pause]Como si te conociese de una forma de la que ni yo misma me conozco.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Creo… Creo que eres maravilloso. Claro que quiero estar contigo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Creo… Creo que eres maravillosa. Claro que quiero estar contigo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "E incluso si nuestros caminos llegasen a separarse, habría valido la pena. [pause]O eso creo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Creo… Creo que eres maravillose. Claro que quiero estar contigo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "Qué [wave amp=30 freq=30]suerte[/wave] tienes, ¿no?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Tienes razón.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Yo también lo creo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Bueno, pues ¡desde ya tienes novia! ¡Una música en ciernes, nada menos!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "¡Esto hay que celebrarlo!", + "MEREDITH_INTRO_MEREDITH1.m": "Anda, si es el nuevo.", + "MEREDITH_INTRO_MEREDITH1.f": "Anda, si es la nueva.", + "MEREDITH_INTRO_MEREDITH1.n": "Anda, si es le nueve.", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "¿Nos conocemos?", + "MEREDITH_INTRO_MEREDITH2": "Hoylake me habló de ti cuando se pasó por mi taller a recoger unas piezas.", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "¿Sabes quién soy?", + "MEREDITH_INTRO_MEREDITH3": "¿Lo conoces? [pause]Es lo peor.", + "MEREDITH_INTRO_MEREDITH4": "¿Sabías que ni siquiera es un auténtico científico? [pause]Antes de aterrizar en Nueva Wirral, ¡era analista de datos!", + "MEREDITH_INTRO_MEREDITH6.m": "En fin, soy Meredith. [pause]Disfruta del placer de estar atrapado en esta roca con todos nosotros hasta el fin de tus días.", + "MEREDITH_INTRO_MEREDITH5": "Alguien tendría que explicarle que su personalidad no puede girar en torno a llevar solo camisetas que dicen «La ciencia mola».", + "MEREDITH_INTRO_MEREDITH6.n": "En fin, soy Meredith. [pause]Disfruta del placer de estar atrapade en esta roca con todos nosotros hasta el fin de tus días.", + "MEREDITH_INTRO_MEREDITH6.f": "En fin, soy Meredith. [pause]Disfruta del placer de estar atrapada en esta roca con todos nosotros hasta el fin de tus días.", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "¡Pienso encontrar una salida!", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "Bueno, este sitio tiene su encanto…", + "MEREDITH_INTRO_A_MEREDITH2": "Aquí solo estamos nosotros y un puñado de monstruos aterradores. En una isla.", + "MEREDITH_INTRO_A_MEREDITH1.m": "Qué monada. Es normal, eres nuevo. Lo siento, cielo, pero no hay salida.", + "MEREDITH_INTRO_A_MEREDITH1.n": "Qué monada. Es normal, eres nueve. Lo siento, cielo, pero no hay salida.", + "MEREDITH_INTRO_A_MEREDITH1.f": "Qué monada. Es normal, eres nueva. Lo siento, cielo, pero no hay salida.", + "MEREDITH_INTRO_A_MEREDITH3": "Eso es lo que hay.", + "MEREDITH_INTRO_END_MEREDITH1": "El caso es que solo necesitaba una bocanada de aire fresco. Pásate por mi taller del pueblo cuando quieras. Es el edificio amarillo del muelle.", + "MEREDITH_INTRO_B_MEREDITH2": "Te quedarás sin temas de conversación enseguida. Te lo digo yo.", + "MEREDITH_INTRO_B_MEREDITH1": "¿Cuántos seremos? Doscientas personas, a lo sumo, ¿no?", + "MEREDITH_INTRO2_MEREDITH1": "Ah, otra vez tú. Quería preguntarte una cosa…", + "MEREDITH_INTRO2_MEREDITH2": "¿En serio vas a buscar una manera de salir de esta isla?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "¡Ya lo creo!", + "MEREDITH_INTRO2_MEREDITH3": "Mmm… Tu optimismo es casi digno de admiración.", + "MEREDITH_INTRO2_MEREDITH4": "Bueno, si vas a dedicarte a «viajar de un confín a otro» y todo el rollo, ¿me harías el favor de buscarme una cosa?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "¡Claro! ¿Qué es lo que necesitas?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Ahora no me viene bien.", + "MEREDITH_INTRO2_NO_MEREDITH1": "Ya. Fijo que tienes cosas más importantes que hacer. Yo también.", + "MEREDITH_INTRO2_NO_MEREDITH2": "Mira a quién tenemos aquí.", + "MEREDITH_INTRO2_MEREDITH5": "Bueno… Se trata de… un disco de música. [pause]¿Sabes lo que es?", + "MEREDITH_INTRO2_NO_MEREDITH3": "¿Crees que podrías sacar tiempo ahora para buscar algo que me hace falta?", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "¡Sí, claro!", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "¡Por supuesto! ¿Por qué no iba a saberlo?", + "MEREDITH_INTRO2_MEREDITH6": "Vale, guay.", + "MEREDITH_INTRO2_MEREDITH7": "Es que… [pause]es… [pause]un poco difícil distinguir quién sabe qué en esta isla. No todos vienen de mundos… parecidos al mío.", + "MEREDITH_INTRO2_MEREDITH9": "En fin, el disco en cuestión [pause]es… [pause][i]All I Ever Needed[/i], de The Witch House. Igual te suena y todo.", + "MEREDITH_INTRO2_MEREDITH8": "Eso hace que hablar con la gente sea bastante difícil. [pause]Incluso más difícil que de costumbre.", + "MEREDITH_INTRO2_MEREDITH10": "Lo escuchaba mucho en mi vida pasada. Tiene… [pause]mucho valor sentimental, ¿vale?", + "MEREDITH_QUEST1_QUERY_IANTHE6": "De allí sacamos toda la ropa para los lugareños. [pause]Además de los walkmans y las cintas, claro.", + "MEREDITH_INTRO2_MEREDITH12.m": "Hola, novato. ¿Qué te cuentas?", + "MEREDITH_INTRO2_MEREDITH11": "En Villapuerto hay varios frikis de la música. ¿Podrías preguntarles de mi parte?", + "MEREDITH_INTRO2_MEREDITH12.n": "Hola, novate. ¿Qué te cuentas?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "¡Aún estoy buscando tu disco!", + "MEREDITH_INTRO2_MEREDITH12.f": "Hola, novata. ¿Qué te cuentas?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "¿Que si tengo ese disco?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "No tengo nada nuevo que contar…", + "MEREDITH_INTRO2_MEREDITH13A": "Ah, guay. No te agobies, es muy difícil que lo encuentres. Está claro que las posibilidades no juegan a mi favor. Pero gracias de todos modos.", + "MEREDITH_QUEST1_QUERY": "¿[i]All I Ever Needed[/i], de The Witch House?", + "MEREDITH_INTRO2_MEREDITH13B": "Pues ya te puedes ir acostumbrando. Aquí el tiempo no pasa volando, que digamos. Estamos un poco faltos de entretenimiento.", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Pues no, pero puedes preguntarles a los guardas del ayuntamiento.", + "MEREDITH_QUEST1_QUERY_IANTHE1": "¿Meredith anda tras un disco? [pause]Sabrás que encontrar aquí exactamente ese disco es tan difícil como encontrar una aguja en un pajar, ¿no?", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "O a los del puesto de guardia. [pause]¿Sabes dónde queda? [pause]Es al nordeste de Villapuerto.", + "MEREDITH_QUEST1_QUERY_IANTHE2": "En serio, ni te imaginas lo difícil que es. Ya sabes que todo cuanto acaba en Nueva Wirral proviene de [wave amp=30 freq=30]muchísimos[/wave] mundos distintos.", + "MEREDITH_QUEST1_QUERY_IANTHE3": "No obstante, [pause]puedes probar suerte en el centro comercial La Caída.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "¿La Caída?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Ah, [pause]claro, [pause]que eres nueva…", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "¡Entendido!", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Ah, [pause]claro, [pause]que eres nuevo…", + "MEREDITH_QUEST1_QUERY_IANTHE5": "Hay un centro comercial en la zona norte de Nueva Wirral. [pause]Está completamente abandonado y apareció allí de la nada hace unos quince años.", + "MEREDITH_QUEST1_QUERY_IANTHE7": "También hay una tienda de música repleta de discos y cintas, pero la tenemos cerrada a cal y canto, por seguridad.", + "MEREDITH_QUEST1_QUERY_IANTHE8": "Al fin y al cabo, las reservas de cintas son fundamentales. No está de más tenerlas a buen recaudo.", + "MEREDITH_QUEST1_QUERY_IANTHE9": "Si tuviesen ese disco, puede que Meredith tuviera que jugarse el pellejo con tal de echarle el guante. [pause]Mi parte racional quiere prohibirle que lo intente…", + "MEREDITH_QUEST1_QUERY_IANTHE10": "Pero, si la acompañas, tal vez resulte menos peligroso. Toma, llévate esto.", + "MEREDITH_QUEST3_MEREDITH2": "Ah.", + "MEREDITH_QUEST3_MEREDITH1": "¿Qué es esto? ¿Una carta?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "¿Qué pone?", + "MEREDITH_QUEST3_MEREDITH3": "Es una carta de Ianthe. Dice que es posible que mi disco esté en el centro comercial La Caída y que me da permiso para ir…", + "MEREDITH_QUEST3_MEREDITH4": "Con la condición de que me acompañes. También nos da las llaves para entrar.", + "MEREDITH_QUEST3_MEREDITH5": "Bueno, ¿vamos, pues?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "¿Estás segura?", + "MEREDITH_QUEST3_MEREDITH6": "Descuida, que sé defenderme. No pensarías que no tengo mi propio walkman, ¿verdad?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "¡Podría ser peligroso!", + "MEREDITH_QUEST3_MEREDITH7": "Pasarme el día aquí sentada me está matando. [pause]Supongo que encontrar ese disco puede ser un buen desafío.", + "MEREDITH_QUEST3_MEREDITH8": "Es decir, [pause]no tener nada que te haga salir de la cama todos los días es lo mismo que estar muerta, [pause]¿no?", + "MEREDITH_QUEST3_MEREDITH9": "¿Tú… [pause]tienes claro qué es lo que te impulsa a seguir adelante ahora mismo?", + "MEREDITH_QUEST3_MEREDITH11": "Pero…", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Quiero encontrar el camino para volver a casa.", + "MEREDITH_QUEST4_PART1_MEREDITH3": "Esa tienda de allí arriba tiene pinta de ser una tienda de música, ¿verdad?", + "MEREDITH_QUEST3_MEREDITH10": "Como ya he te dicho alguna vez, eso es imposible.", + "MEREDITH_QUEST3_MEREDITH12": "Si me ayudas a buscar mi disco, te ayudaré a buscar una forma de volver a casa.", + "MEREDITH_QUEST3_MEREDITH13": "¿Por qué no? A fin de cuentas, me hará falta un nuevo objetivo por el que luchar.", + "MEREDITH_QUEST4_PART1_MEREDITH2": "Ese toque «posapocalíptico» tiene su encanto.", + "MEREDITH_QUEST4_PART1_MEREDITH1": "Si te soy sincera, apuesto a que este sitio era mucho más hortera antes de su… [pause]deterioro estructural.", + "MEREDITH_QUEST4_PART1_MEREDITH4": "Vamos a buscar una manera de llegar hasta allá.", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Seguro que este lugar era muy diferente cuando estaba lleno de gente…", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Este sería el lugar ideal para rodar una película. A lo mejor los monstruos podrían ser extras.", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "¡A eso hemos venido!", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Espero que eso que acabo de pisar sea agua.", + "MEREDITH_QUEST4_PART2_MEREDITH1": "«Vinilo con Estilo». Creo que hemos llegado a nuestro destino. ¿Entramos?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Mejor en otro momento.", + "MEREDITH_QUEST4_PART3_MEREDITH1": "Tiene que estar en alguna parte… Estoy muy cerca…", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "[i]Mac to the Future[/i], de Mac and the Awesome 5. Este no es.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "[i]Legacy of the Treeman[/i], de Treeman. Pues sí que hay discos raros aquí…", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "[i]Dreamer of Electric Sheep[/i] de Procgen. Este suena interesante…, pero no es el que buscamos.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "Parece una especie de banda sonora.", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "En este disco pone [i]The Witch House[/i] en letras grandes y rojas.", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "Esa carátula… ¡Lo has encontrado!", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "Esta carátula… ¡Lo he encontrado!", + "MEREDITH_QUEST4_PART4_MEREDITH4": "Y esta portada también es [wave amp=30 freq=30]un pelín[/wave] distinta…", + "MEREDITH_QUEST4_PART4_MEREDITH2": "Espera. [pause][pause]Hay algo que no me cuadra.", + "MEREDITH_QUEST4_PART4_MEREDITH3": "¿[i]Timeless and Strange[/i]? [pause]No es así como se titulaba el disco…", + "MEREDITH_QUEST4_PART4_MEREDITH5": "Y los títulos de las canciones…", + "MEREDITH_QUEST4_PART4_MEREDITH6": "No me suenan de nada.", + "MEREDITH_QUEST4_PART4_MEREDITH7": "Es la versión de algún [wave amp=30 freq=30]universo alternativo[/wave]. [pause]La que yo busco no está aquí.", + "MEREDITH_QUEST4_PART4_MEREDITH8": "Ya sabía yo que no tenía que haberme hecho ilusiones.", + "MEREDITH_QUEST4_PART4_MEREDITH9": "Bah, a mí nunca me pasa nada bueno…", + "MEREDITH_QUEST4_PART5_MEREDITH1": "Uf… ¿Qué ha pasado?", + "MEREDITH_QUEST4_PART5_MONARCH4": "¡YA DECÍA YO QUE LO HABÍA NOTADO!\\n\\nUN VACÍO. UN AGUJERO DONDE DEBERÍA HABER UN CORAZÓN. ME DA PODER.\\n\\nQUIERO CONSUMIRLO POR COMPLETO.", + "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, ¿estás bien?", + "MEREDITH_QUEST4_PART5_MONARCH6": "LOS DE TU ESPECIE PODRÍAIS DISFRUTAR DE UNA VIDA PLENA.\\n\\nSIN EMBARGO, LA CAMBIÁIS POR SÍMBOLOS Y ARTIFICIOS VACÍOS.", + "MEREDITH_QUEST4_PART5_MEREDITH3": "El disco… Se me ha caído. ¿Anda por ahí?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "¿T-tú quien eres? [pause]¿De qué estás hablando?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "Este lugar es una ruina. ¡Está lleno de basura!", + "MEREDITH_QUEST4_PART5_MONARCH7": "RENUNCIÁIS A COSAS QUE TIENEN VALOR Y SIGNIFICADO, A CAMBIO DE NADA.\\n\\n¡MI CASTILLO ESTÁ LLENO DE TODO EL VACÍO QUE DEJÁIS A VUESTRO PASO!", + "MEREDITH_QUEST4_PART5_MEREDITH8": "Tu… [pause]¿castillo? [pause]¿Este centro comercial? [pause]¿Me tomas el pelo?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]¡No vale nada![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "ESO ES… NADA…\\n\\n¡Y YO SOY EL REY DE NADA!\\n\\n¡ADELANTE, DÉJAME CONSUMIR TU VACÍO!", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Qué fácil sería…", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Qué fácil sería rendirme y morirme sin más…", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Lo conseguimos… [pause]Seguimos con vida… [pause]¿Nos hemos… [pause]fusionado?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "¡Pero yo no soy así! ¡Estoy harta de fallarme a mí misma!", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Mmm…", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Lo conseguimos… [pause]Seguimos con vida…", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "MENUDO SITIO TIENES MONTADO AQUÍ, COMPAÑERO.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "No tenías por qué hacer esto. Gracias, tú.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Ahora me doy cuenta de que hemos venido hasta aquí por una tontería.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Ahora me doy cuenta de que hemos venido hasta aquí por una tontería.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "PERO ALGUIEN DE TU NIVEL PODRÍA ASPIRAR A ALGO MEJOR, ¿NO CREES?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Ahora me doy cuenta de que hemos venido hasta aquí por una tontería.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "Casi no lo contamos; menuda burrada.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "No tenías por qué hacer esto. Gracias, tú.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "No tenías por qué hacer esto. Gracias, tú.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Yo diría… que ya he tenido suficientes centros comerciales abandonados y peligros mortales por hoy.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Venga, vamos a regresar al pueblo y a ver qué tal suena el disco.", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "Oye…, todo el rollo ese… de la fusión…", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "¿Tú… [pause]te habías… [pause][pause]fusionado antes con alguien?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "Igual deberíamos…, no sé…, ¿hablar del tema?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "Es muy raro, ¿verdad?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "Mola mucho, ¿verdad?", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "Es… [pause]especial.", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "Y, después, aunque lo recuerdo, sigue sin parecerme algo que haya vivido yo.", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "Es como si nuestras mentes se unieran y dejase de ser yo misma.", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "Es como rememorar un sueño. Quizás nuestros cerebros no estén diseñados para procesarlo…", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "¿Tú… [pause]te habías… [pause][pause]fusionado antes con alguien?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "¿Tú… [pause]te habías… [pause][pause]fusionado antes con alguien?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "¡N-[pause]no tiene nada de malo si lo has hecho! [pause]Es solo que no sabía si había sido tu primera vez.", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "Eso… [pause]ha sonado muy raro.", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "Haz como si no hubiera dicho nada.", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "Hace tiempo que quiero preguntarte…", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "¿Por qué estás tan segure de que existe una manera de regresar a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "¿Por qué estás tan segura de que existe una manera de regresar a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "¿Por qué estás tan seguro de que existe una manera de regresar a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Tuve una visión…", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "Mmm… Vas a tener que empezar por el principio, tú.", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "Buf… Tela marinera.", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "Voy a cumplir con mi parte del trato. Como me has ayudado a buscar un disco, yo te ayudaré a buscar una forma de salir de Nueva Wirral.", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "¡Ah! ¡Ya me olvidaba del disco!", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "…", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "No suena nada mal.", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "La verdad es que... me pasé toda la adolescencia sintiéndome fatal y sin saber tratar con la gente.", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "Al entrar en la universidad, quise cambiar, de veras.", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "Es decir, no es el mismo álbum que yo tenía, pero se da un aire.", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "Ya sé que la pieza que falla soy yo, pero quiero seguir intentándolo.", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "No tenías por qué haberte jugado la vida para ayudarme.", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "Ese disco era como la banda sonora… de mi intento por cambiar y mejorar…", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "Aunque no lo conseguí. Estuve a punto de hacer amistades de por vida, pero ya no me hablan.", + "MEREDITH_CONVO5_MEREDITH2": "¿Te he dicho alguna vez que no puedo ver bichos ni en pintura?", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "Quizás a eso se refería el arcángel. Quizás he perdido demasiado tiempo distrayéndome con tonterías en vez de intentar vivir la vida.", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "Nueva Wirral tiene muchas cosas que son un asco, pero…", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "Incluso aunque no hayamos encontrado lo que buscaba, estoy… conforme con el resultado.", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "Tú molas bastante.", + "MEREDITH_CONVO1_MEREDITH1": "¿Sabes qué?", + "MEREDITH_CONVO1_MEREDITH2": "Las hogueras hacen que las palabras fluyan.", + "MEREDITH_CONVO1_MEREDITH3": "Nada de silencios incómodos en los que no se te ocurre nada que contar.", + "MEREDITH_CONVO1_MEREDITH4": "Uno siempre puede soltar algo como «esto sí que es un fuego» y los demás asentirán como si hubieras dicho algo interesante.", + "MEREDITH_CONVO1_MEREDITH6": "A pesar del riesgo de incendio que eso supondría.", + "MEREDITH_CONVO1_MEREDITH5": "Me gustaría tener una hoguera cerca en todas las conversaciones…", + "MEREDITH_CONVO2_MEREDITH1": "¿Recuerdas qué estabas haciendo justo antes de llegar aquí?", + "MEREDITH_CONVO2_MEREDITH2": "O sea, [pause]antes de llegar a Nueva Wirral.", + "MEREDITH_CONVO5_MEREDITH1": "¡Puaj! [pause][pause]Creo que algo me acaba de rozar el pie.", + "MEREDITH_CONVO2_MEREDITH3": "De vez en cuando intento recordar el momento exacto, [pause]pero no puedo…", + "MEREDITH_CONVO2_MEREDITH4": "Es como intentar recordar el momento en que nos quedamos dormidos.", + "MEREDITH_CONVO2_MEREDITH5": "Me acuerdo de qué estaba haciendo más o menos a esa hora, pero no del momento preciso.", + "MEREDITH_CONVO2_MEREDITH6": "Es raro.", + "MEREDITH_CONVO3_MEREDITH2": "Si encontrásemos el camino de vuelta a nuestro hogar… [pause]Nuestro auténtico hogar…", + "MEREDITH_CONVO3_MEREDITH1": "Tengo una duda…", + "MEREDITH_CONVO3_MEREDITH3": "¿Habría transcurrido todo este tiempo?", + "MEREDITH_CONVO3_MEREDITH4": "¿O volveríamos justo al momento en que lo dejamos, como si todo esto hubiese ocurrido en un abrir y cerrar de ojos?", + "MEREDITH_CONVO4_MEREDITH1": "Lo curioso de The Witch House es que [pause]tuvieron que disolverse nada menos que tres grupos para que se formara el suyo.", + "MEREDITH_CONVO4_MEREDITH2": "Procgen se vino abajo cuando su bajista lo dejó para fundar su propia religión, así que el vocalista, Rob Handsome, necesitaba trabajo…", + "MEREDITH_CONVO4_MEREDITH8": "Muy pocas, [pause]supongo.", + "MEREDITH_CONVO4_MEREDITH3": "La batería, Linda Steel, acababa de separarse del trío punki Bad Horses tras una disputa con la discográfica…", + "MEREDITH_CONVO4_MEREDITH5": "Es decir, que los astros se alinearon, [pause]sobre todo en forma de una desgracia detrás de otra, [pause]y pudieron formar The Witch House.", + "MEREDITH_CONVO4_MEREDITH4": "Y el guitarrista, Daniel «Safety First» Buttercroft, fue el único que sobrevivió al accidente de autobús que acabó con la vida de todos los demás miembros del grupo No Seatbelts en mitad de una gira.", + "MEREDITH_CONVO4_MEREDITH6": "A veces pienso en lo improbable que era que todo eso ocurriera…", + "MEREDITH_CONVO4_MEREDITH7.f": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", + "MEREDITH_CONVO4_MEREDITH7.m": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", + "MEREDITH_CONVO4_MEREDITH7.n": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", + "MEREDITH_CONVO5_MEREDITH3": "Voy a fingir que ha sido una brizna de hierba para no darle más vueltas.", + "MEREDITH_CONVO6_MEREDITH1": "Pasar aquí nuestro «tiempo en pareja» está bien, pero…", + "MEREDITH_CONVO6_MEREDITH2": "Imagina que hubiese una [wave amp=30 rate=10]segunda[/wave] cafetería en Villapuerto.", + "MEREDITH_CONVO6_MEREDITH3": "¡Le daría mucho más juego a las citas!", + "MEREDITH_CONVO6_MEREDITH4": "Tal vez deba abrir una, solo para crear un poco de competencia sana.", + "MEREDITH_CONVO6_MEREDITH6": "Ya me lo estoy imaginando.", + "MEREDITH_CONVO6_MEREDITH5": "Le daría un toque mucho más gótico. [pause]Paredes negras, con calaveras bien chulas…", + "MEREDITH_CONVO7_MEREDITH1": "No se me da…, mmm…, muy bien expresarme.", + "MEREDITH_CONVO7_MEREDITH2": "A menudo siento que no reacciono bien durante las conversaciones.", + "MEREDITH_CONVO7_MEREDITH4": "A ver, ¡hay mucha gente que sí que me aburre!", + "MEREDITH_CONVO7_MEREDITH5": "Pero contigo no me pasa nunca, [pause]así que, por favor, nunca pienses que no te presto atención, ni nada por el estilo.", + "MEREDITH_CONVO7_MEREDITH3": "A veces digo algo que no debería, o pongo una cara que no me convenía poner, [pause]y acaban creyendo que no me interesa el tema.", + "MEREDITH_CONVO8_MEREDITH1": "¿Te has fijado en que en Villapuerto se atiende a todo el mundo, sin importar lo que aporten a la comunidad?", + "MEREDITH_CONVO8_MEREDITH2": "Es decir, los lugareños siguen teniendo sus propios problemas, claro, pero…", + "MEREDITH_CONVO8_MEREDITH3.m": "No se da de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema, tú.", + "MEREDITH_CONVO8_MEREDITH3.n": "No se da de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema, tú.", + "MEREDITH_CONVO8_MEREDITH3.f": "No se da de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema, tú.", + "MEREDITH_CONVO8_MEREDITH4": "Es una sociedad un tanto solitaria, sin duda… [pause]Pero nada cruel.", + "MEREDITH_CONVO8_MEREDITH5": "No puedo…, [pause]mmm…, [pause]decir lo mismo del lugar de donde vengo.", + "MEREDITH_CONVO9_MEREDITH1": "Puede sonar un poco macabro, pero a veces me pregunto si la gente de mi «vida pasada» se acuerda de mí alguna vez.", + "MEREDITH_CONVO9_MEREDITH2": "Me imagino a unos cuantos viejos colegas sentados de noche en algún tugurio londinense, preguntándose unos a otros: [pause]«¿Qué habrá sido de Meredith Chen, la que un día desapareció de la faz de la Tierra para no volver?».", + "MEREDITH_CONVO9_MEREDITH4": "De hecho, suena mucho más deprimente así, dicho en voz alta.", + "MEREDITH_CONVO9_MEREDITH3": "…", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "¿Películas?", + "MEREDITH_CONVO10_MEREDITH1": "Si, al final, regresamos a nuestro mundo, voy a tener que ponerme al día con un montón de películas.", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "¿Qué tipo de películas te gustan?", + "MEREDITH_CONVO10_MEREDITH2": "Ah, [pause]eh…", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Lo tienes muy bien delimitado.", + "MEREDITH_CONVO10_MEREDITH3": "Considero que mis gustos se dividen en dos grandes categorías: películas estadounidenses de acción extremadamente idiotas y esas de vampiros con las que no sabes si estás viendo auténtico arte o verdadera basura.", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "¡Está claro que sabes lo que quieres!", + "MEREDITH_CONVO10_MEREDITH4": "Está bien saber qué le gusta a una, supongo.", + "MEREDITH_CONVO11_MEREDITH1": "Oye, he oído que ahora Kayleigh es algo así como tu… ¿novia?", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Ah, ¿te has enterado?", + "MEREDITH_CONVO11_MEREDITH6": "Igual me hice una idea equivocada después de la noche que compartimos…, [pause]pero no pasa nada.", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "¡Espero que no te resulte incómodo!", + "MEREDITH_CONVO11_MEREDITH2": "¿Qué quieres que te diga? Las noticias vuelan.", + "MEREDITH_CONVO11_MEREDITH3": "A ver, no te culpo. [pause]Quiero decir, estamos hablando de [wave amp=30 freq=10]Kayleigh[/wave].", + "MEREDITH_CONVO11_MEREDITH5": "(Dios, soy un auténtico [wave amp=30 freq=10]desastre[/wave] cuando hablo con mujeres…).", + "MEREDITH_CONVO11_MEREDITH4": "Es perfecta sin quererlo, además de hermosa. [pause]No le cuentes lo que acabo de decir.", + "MEREDITH_CONVO11_MEREDITH7": "De todos modos, tampoco es que yo esté lista ahora mismo para ningún compromiso a largo plazo, tú.", + "MEREDITH_CONVO12_MEREDITH1": "¿Recuerdas cuando luchamos contra aquel arcángel que vivía bajo el centro comercial? [pause]He estado pensando en lo que dijo.", + "MEREDITH_CONVO12_MEREDITH2": "Me dijo que «había renunciado a cosas que tienen valor y significado a cambio de nada». [pause]Creo que se refería a mi afán por encontrar aquel disco de música.", + "MEREDITH_CONVO12_MEREDITH4": "Supongo que es muy fácil dejarse llevar por ese tipo de cosas hasta el punto de descuidar lo que importa [wave amp=30 freq=10]de verdad[/wave].", + "MEREDITH_CONVO12_MEREDITH3": "Porque, al final…, [pause]el disco carecía de importancia. No es más que [wave amp=30 freq=10]otra cosa material[/wave] de mi vida, al igual que los libros que leo y las películas que veo.", + "MEREDITH_CONVO12_MEREDITH5": "«Renunciar a cosas que tienen valor y significado a cambio de nada».", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "¿Y eso?", + "MEREDITH_CONVO12_MEREDITH6": "Y…, eh…, nuestra amistad me importa, [pause]así que voy a procurar que eso no se me olvide.", + "MEREDITH_CONVO13_MEREDITH2": "Son muchos los que han vivido y muerto en esta isla. Y muchos de ellos son gente como tú y como yo… [pause]Gente que llegó desde otro mundo.", + "MEREDITH_CONVO13_MEREDITH1": "¿Recuerdas cuando cruzamos aquel cementerio? Me dio que pensar.", + "MEREDITH_CONVO13_MEREDITH3": "Son muchos los que se perdieron y a los que nunca volvieron a encontrar, ¿me sigues? Es bastante triste pensarlo.", + "MEREDITH_CONVO13_MEREDITH4": "Son muchos los que deben de haber perdido la esperanza en esta isla.", + "MEREDITH_CONVO13_MEREDITH5": "No quiero unirme a ellos, {player}.", + "MEREDITH_CONVO14_MEREDITH1": "Entonces…, ¿crees que es cierto?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "¿Que si creo qué?", + "MEREDITH_CONVO14_MEREDITH2": "Que el gran portal que has encontrado nos puede llevar de vuelta.", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "¿A qué te refieres?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "No tengo más remedio que creerlo.", + "MEREDITH_CONVO14_MEREDITH3": "Ya me… [pause]había resignado a vivir aquí de por vida. Me asusta un poco tener que empezar a plantearme otro futuro.", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "¿Acaso tengo otra opción?", + "MEREDITH_CONVO15_MEREDTH2": "Si el portal acabara funcionando, los guardas tendrían trabajo para dar y regalar.", + "MEREDITH_CONVO15_MEREDTH1": "Le has contado a Ianthe lo del portal, ¿no?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "¿A qué te refieres?", + "MEREDITH_CONVO15_MEREDTH5": "Los guardas vienen a ser los que se encargan de que la comunidad funcione, ¿no? Van a tener que ingeniárselas para manejar todo ese cambio logístico.", + "MEREDITH_CONVO15_MEREDTH3": "La gente de aquí tendrá que cambiar de perspectiva por completo. Nueva Wirral ya no será un callejón sin salida del que no se puede salir jamás. Será un lugar por el que la gente… pasará de vez en cuando.", + "MEREDITH_CONVO15_MEREDTH4": "[wave amp=30 freq=10]Suponiendo[/wave] siquiera que la gente siga acabando aquí como por arte de magia.", + "MEREDITH_CONVO15_MEREDTH6": "Por suerte yo no me cuento entre ellos. Es demasiado trabajo.", + "MEREDITH_CONVO16_MEREDITH2": "Una cosa es transformarse en un monstruo u otro mediante esta o aquella cinta, [pause]y otra es fusionarse contigo para volvernos un monstruo aún más grande. [pause]Pero ¿lo de que [wave amp=30 freq=10]todo el mundo[/wave] acabara fusionado encima de aquel tren?", + "MEREDITH_CONVO16_MEREDITH1": "Últimamente han pasado tantas cosas que no hemos tenido ni un momento para hablar de nuestro gran combate contra Álef.", + "MEREDITH_CONVO16_MEREDITH3": "Eso sí que fue una locura.", + "MEREDITH_CONVO16_MEREDITH4": "No sé ni cómo describirlo… [pause]Igual que con la fusión normal, me sentí como si fuese la copiloto de mi cuerpo.", + "MEREDITH_CONVO18_MEREDITH1": "Pensaba que los monstruos de Nueva Wirral ya eran siniestros…", + "MEREDITH_CONVO16_MEREDITH5": "Sin embargo, esta vez no solo éramos tú y yo. Éramos todos cuantos estábamos allí, y pude [wave amp=30 freq=10]sentir[/wave] nuestro deseo colectivo.", + "MEREDITH_CONVO16_MEREDITH6": "¿Sabes lo que te digo? [pause]Los arcángeles son fuertes, pero la gente lo es [wave amp=30 freq=10]mucho[/wave] más.", + "MEREDITH_CONVO17_MEREDITH2": "Será que me veía como una persona muy solitaria que, si se convirtiese en tu pareja, podría cambiar de pies a cabeza.", + "MEREDITH_CONVO17_MEREDITH1": "Creo que al principio me preocupaba que una relación me cambiara de raíz.", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "¿A qué te refieres?", + "MEREDITH_CONVO17_MEREDITH4": "Pero… no ha ocurrido. Sigo siendo [wave amp=30 freq=10]yo[/wave], [pause]solo que también te tengo [wave amp=30 freq=10]a ti[/wave].", + "MEREDITH_CONVO17_MEREDITH3": "Puede parecer una tontería, [pause]y tal vez lo sea, [pause]pero así me sentía.", + "MEREDITH_CONVO18_MEREDITH3": "Nos hablaba como si de una [wave amp=30 freq=10]persona[/wave] se tratase. Y se supone que son tan inteligentes como nosotros, ¿verdad? O incluso [wave amp=30 freq=10]más[/wave].", + "MEREDITH_CONVO18_MEREDITH2": "Pero ¿los «arcángeles», como aquel contra el que luchamos? Esos juegan en otra liga.", + "MEREDITH_CONVO18_MEREDITH4": "Pensar que hay [wave amp=30 freq=10]monstruos inteligentes gigantescos capaces de distorsionar la realidad[/wave] viviendo en la red ferroviaria que, por lo visto, se extiende bajo nuestra isla…", + "MEREDITH_CONVO18_MEREDITH5": "En fin, supongo que ahora no voy a pegar ojo en toda la noche.", + "MEREDITH_CONVO19_MEREDITH1": "…", + "MEREDITH_CONVO19_MEREDITH2": "…", + "MEREDITH_CONVO19_MEREDITH3": "Perdona, sé que es esto te es incómodo. Es que, como no nos conocemos tanto, no tenemos mucho de lo que hablar.", + "MEREDITH_CONVO19_MEREDITH4": "Vaya. [pause]Igual sacarlo a colación hace que sea aún peor.", + "MEREDITH_CONVO20_MEREDITH1": "No soy… [pause]muy amiga de las acampadas. Soy más bien un ser de interiores.", + "MEREDITH_CONVO20_MEREDITH2": "Debería haberlo mencionado antes de que accedieras a embarcarte conmigo en esta pequeña [wave amp=30 freq=10]aventura[/wave].", + "MEREDITH_CONVO20_MEREDITH3": "Espero que no te estés arrepintiendo de haber decidido salir en busca de aquel disco de vinilo con una completa desconocida, tú.", + "MEREDITH_CONVO21_MEREDITH1": "Otra vez de vuelta en la cafetería… Hay cosas que nunca cambian, ¿eh?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "¿Vienes a menudo?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "¿Pasas mucho tiempo aquí?", + "MEREDITH_CONVO21_MEREDITH2": "Estamos en Villapuerto. No hay [wave amp=30 freq=10]ningún[/wave] otro sitio donde pasar el rato.", + "MEREDITH_CONVO21_MEREDITH3": "Así es la vida en los pueblos pequeños. [pause]Al menos el café de aquí está bueno.", + "MEREDITH_CONVO22_MEREDITH1": "Bueno… Entonces… Tú vas mucho de acampada por Nueva Wirral, ¿no?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Supongo.", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "¡¿Qué?! ¡No!", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "¿Tú qué crees?", + "MEREDITH_CONVO22_MEREDITH2": "A mí me parece que sí. Dime, ¿te has besado [wave amp=30 freq=10]el resto[/wave] de tus colegas de acampada?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "¿Qué quieres decir con eso?", + "MEREDITH_CONVO22_MEREDITH3.f": "N-no te preocupes; solo te estoy tomando el pelo, tú.", + "MEREDITH_CONVO22_MEREDITH3.m": "N-no te preocupes; solo te estoy tomando el pelo, tú.", + "MEREDITH_CONVO22_MEREDITH3.n": "N-no te preocupes; solo te estoy tomando el pelo, tú.", + "MEREDITH_CONVO23_MEREDITH1.m": "Esto…, [pause]eres amigo de Kayleigh, ¿verdad?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "¡Eso creo!", + "MEREDITH_CONVO23_MEREDITH1.f": "Esto…, [pause]eres amiga de Kayleigh, ¿verdad?", + "MEREDITH_CONVO23_MEREDITH1.n": "Esto…, [pause]eres amigue de Kayleigh, ¿verdad?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "¡Y tanto!", + "MEREDITH_CONVO23_MEREDITH2": "Quisiera saber… [pause]qué se trae [wave amp=30 freq=10]entre manos[/wave].", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "¿Qué?", + "MEREDITH_CONVO23_MEREDITH3": "Llegó hace un año a Villapuerto y enseguida empezó a entrenar con los guardas. [pause]Parece que no tardó [wave amp=30 freq=10]nada[/wave] en adaptarse a vivir atrapada en la isla.", + "MEREDITH_CONVO23_MEREDITH4": "Hay [wave amp=30 freq=10]algo raro[/wave] en todo eso que acaba de cuadrar.", + "MEREDITH_CONVO23_MEREDITH6.m": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella, y tal.", + "MEREDITH_CONVO23_MEREDITH5": "Siempre parece muy [wave amp=30 freq=10]alegre y despreocupada[/wave], pero hay algo que no nos cuenta. [pause]No me cabe la menor duda.", + "MEREDITH_CONVO23_MEREDITH6.f": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella, y tal.", + "MEREDITH_CONVO23_MEREDITH6.n": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella, y tal.", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "¿En el mal sentido?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "¿Patas arriba?", + "MEREDITH_SOCIAL1_MEREDITH1": "De repente, tanto la aparición de los arcángeles como nuestra primera fusión han puesto mi vida patas arriba.", + "MEREDITH_SOCIAL1_MEREDITH3": "Supongo que no esperaba que esta isla me deparase más sorpresas. Por no hablar de tu idea de buscar una forma de [wave amp=30 freq=10]escapar[/wave]…", + "MEREDITH_SOCIAL1_MEREDITH2": "¡No te lo tomes a mal! Fusionarse contigo es guay, pero ¿no se te hace [wave amp=30 freq=10]raro[/wave]?", + "MEREDITH_SOCIAL1_MEREDITH15": "Llevo tanto tiempo aquí que apenas he pensado en volver.", + "MEREDITH_SOCIAL1_MEREDITH17": "Igual por eso me gusta tanto distraerme.", + "MEREDITH_SOCIAL1_MEREDITH16": "Me imagino que es porque… [pause]tampoco tuve nunca tan buenos amigos allí. Casi nadie me acaba cayendo bien.", + "MEREDITH_SOCIAL1_MEREDITH18": "Cuando vine aquí, me obsesioné con la electrónica, algún apaño para la iluminación del pueblo, y demás.", + "MEREDITH_SOCIAL1_MEREDITH19": "Me permite centrarme en otra cosa para no tener que pensar en todo lo que echo en falta.", + "MEREDITH_SOCIAL1_MEREDITH20": "Supongo que pasaba igual con la búsqueda de aquel disco.", + "MEREDITH_SOCIAL1_MEREDITH21": "Buf. [pause]Perdón por ser tan… [pause]Perdón por ser yo, supongo.", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "¡No me pidas perdón por eso!", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "¡Venga, no te rayes!", + "MEREDITH_SOCIAL1_MEREDITH22": "Je. [pause]Gracias. [pause]Por un momento he sonado igual que Kayleigh.", + "MEREDITH_SOCIAL1_MEREDITH23": "¿Sabes a qué me refiero? Se comporta como si siempre tuviera algo por lo que disculparse.", + "MEREDITH_SOCIAL1_MEREDITH24": "Ya basta de sinceridad por hoy.", + "MEREDITH_SOCIAL2_MEREDITH1": "El Café Gramófono siempre me recuerda a mi padre. [pause]Cada mañana preparaba una cafetera antes de marcharse a trabajar a Londres, [pause]así que tengo ese olor a café grabado en el cerebro.", + "MEREDITH_SOCIAL1_MEREDITH25": "Va, habrá que volver a ponerse en marcha, ¿no?", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Qué nostalgia, ¿no?", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "¡Qué bonito recuerdo!", + "MEREDITH_SOCIAL2_MEREDITH2": "Supongo…", + "MEREDITH_SOCIAL2_MEREDITH3": "No sé si extraño a mis padres. [pause]Nunca tuvimos mucho en común. [pause]Se criaron en una época y en un lugar muy diferentes.", + "MEREDITH_SOCIAL2_MEREDITH4": "Me imagino que nos separaba una gran brecha generacional. [pause]¡No tengo la culpa de que escucharan música tan [shake rate=30 level=10]sumamente[/shake] mala!", + "MEREDITH_SOCIAL2_MEREDITH5": "Desde que me mudé para ir a la universidad, ya no nos preocupamos por seguir… [pause]en contacto. [pause]En fin, no pasa nada.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Qué triste.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Seguro que te sentiste sola.", + "MEREDITH_SOCIAL2_MEREDITH6": "Supongo que sí.", + "MEREDITH_SOCIAL2_MEREDITH7": "A ver… [pause]Tampoco es que guarde muchos recuerdos de mi niñez.", + "MEREDITH_SOCIAL2_MEREDITH8": "Tuve amigos y experiencias, pero cuando echo la vista atrás…", + "MEREDITH_SOCIAL2_MEREDITH9": "Siempre me ha parecido que todo ocurría a mi alrededor sin que yo formase parte de ello.", + "MEREDITH_SOCIAL2_MEREDITH10": "Como si nunca me hubiese sentado en el asiento del conductor.", + "MEREDITH_SOCIAL2_MEREDITH11": "Nunca fui una niña guay, ni tampoco una adolescente guay. [pause]Y de adulta…", + "MEREDITH_SOCIAL2_MEREDITH12": "Bueno, todavía queda tiempo para ver cómo se me da.", + "MEREDITH_SOCIAL2_MEREDITH14": "A medida que vas creciendo, [wave amp=30 rate=10]nunca[/wave] te avisan de lo difícil que es hacer amigos de mayor.", + "MEREDITH_SOCIAL2_MEREDITH13": "Puede que solo necesite hacer más amigos mientras siga en Nueva Wirral. [pause]Buf.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Pues conmigo no te ha sido tan difícil…", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "¿Y yo qué?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Pues conmigo no te ha sido tan difícil…", + "MEREDITH_SOCIAL2_MEREDITH15": "En este caso es mucho más sencillo. Tú y yo compartimos…, [pause]esto…, [pause]un pasatiempo.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Pues conmigo no te ha sido tan difícil…", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "¿Un… pasatiempo?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Ah, ¿sí?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "¡Supongo que sí!", + "MEREDITH_SOCIAL2_MEREDITH16": "Claro, [pause]buscamos un portal mágico entre mundos. [pause]Eso es un pasatiempo, ¿no?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "O sea, confío en que seguiremos viéndonos… [pause]aunque no demos con el portal.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "¡Por supuesto que sí!", + "MEREDITH_SOCIAL2_MEREDITH17.m": "O sea, confío en que seguiremos viéndonos… [pause]aunque no demos con el portal.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "¡Qué mona estás cuando te sonrojas!", + "MEREDITH_SOCIAL2_MEREDITH17.f": "O sea, confío en que seguiremos viéndonos… [pause]aunque no demos con el portal.", + "MEREDITH_SOCIAL2_MEREDITH18B": "Uf, [wave amp=30 freq=10]no puedes[/wave] echarme esos piropos, [pause]que no sé cómo encajarlos.", + "MEREDITH_SOCIAL2_MEREDITH18A": "Je. Guay.", + "MEREDITH_SOCIAL2_MEREDITH20": "O, bueno, [pause]a lo mejor es que estoy más cansada de lo que creía.", + "MEREDITH_SOCIAL2_MEREDITH19B": "Me hace sentir como si me hubieses derrotado por completo.", + "MEREDITH_SOCIAL2_MEREDITH21": "¿Crees que transformarse y combatir cuenta como ejercicio? [pause]Yo creo que cansa lo suyo.", + "MEREDITH_SOCIAL2_MEREDITH22.m": "En fin, [pause]vamos a dar una vuelta, machacar unos cuantos monstruos y tal.", + "MEREDITH_SOCIAL3_MEREDITH1": "¿Sabes qué? Toda la movida del disco de vinilo desaparecido me ha hecho reflexionar.", + "MEREDITH_SOCIAL2_MEREDITH22.n": "En fin, [pause]vamos a dar una vuelta, machacar unos cuantos monstruos y tal.", + "MEREDITH_SOCIAL2_MEREDITH22.f": "En fin, [pause]vamos a dar una vuelta, machacar unos cuantos monstruos y tal.", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "¿Sobre qué?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Cuéntame.", + "MEREDITH_SOCIAL3_MEREDITH3": "Descubrimos un disco que en mi mundo nunca se grabó, ¿verdad?", + "MEREDITH_SOCIAL3_MEREDITH2": "A ver si consigo explicarme:", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Supongo que sí.", + "MEREDITH_SOCIAL3_MEREDITH4": "Y si existen mundos infinitos, también existirán… [pause]discos infinitos.", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "¿Es eso posible?", + "MEREDITH_SOCIAL3_MEREDITH6": "Ninguno de sus libros era una simple historia, sino, más bien, una especie de viaje por su mente. [pause]Sus ambiciones, sus creencias, sus ideas…", + "MEREDITH_SOCIAL3_MEREDITH5": "El caso es que, [pause]en mi adolescencia, me gustaban mucho los libros de un autor de fantasía que ya había muerto. [pause]Menuda friki estaba hecha.", + "MEREDITH_SOCIAL3_MEREDITH7": "Me imagino que escribir un libro es algo así como darle al mundo un pedacito de ti que se queda ahí para siempre.", + "MEREDITH_SOCIAL3_MEREDITH8": "Con el tiempo, acabé por leer todo lo que había escrito en vida y por identificarme mucho con sus ideas principales.", + "MEREDITH_SOCIAL3_MEREDITH9": "Había experimentado todos sus escritos. [shake rate=30 level=10]Nunca[/shake] habría más.", + "MEREDITH_SOCIAL3_MEREDITH10": "Imagino que lo mismo nos ocurre a todos cuando morimos… [pause]Al final, habremos dicho todo cuanto diremos.", + "MEREDITH_SOCIAL3_MEREDITH11": "Sin embargo, si existen mundos infinitos, tal vez existan un sinfín de libros diferentes que llegó a escribir.", + "MEREDITH_SOCIAL3_MEREDITH12": "Y, tal vez…, [pause]haya un sinfín de versiones nuestras que guarden un sinfín de recuerdos y vivencias propias.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "¡Pues claro!", + "MEREDITH_SOCIAL3_MEREDITH13": "Puede que nunca muramos del todo, [pause]en cierto modo.", + "MEREDITH_SOCIAL3_MEREDITH14": "Es una idea que me ronda la mente, nada más.", + "MEREDITH_SOCIAL3_MEREDITH15": "Venga, ¿nos vamos?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "Vale, ¿estás lista para lo que viene?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "Vale, ¿estás listo para lo que viene?", + "MEREDITH_SOCIAL4_MEREDITH2": "…", + "MEREDITH_SOCIAL4_MEREDITH3": "Noche de pelis. [pause]En mi casa. [pause]¿Te apuntas?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "Vale, ¿estás liste para lo que viene?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces mono…", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Ahora no me viene bien.", + "MEREDITH_SOCIAL4_MEREDITH4": "¡Bah! En fin, dame un toque si cambias de idea. Nos lo vamos a pasar de lujo.", + "MEREDITH_SOCIAL4_MEREDITH5": "Genial, te va a encantar.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "¡Increíble!", + "MEREDITH_SOCIAL4_MEREDITH9": "¿Ves esto?", + "MEREDITH_SOCIAL4_MEREDITH6": "Tienes ante ti el único proyector de películas de toda Nueva Wirral que funciona.", + "MEREDITH_SOCIAL4_MEREDITH8": "Ha llegado la hora de que te hable de una maldición poco conocida de Nueva Wirral.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "¡¿Cómo lo has conseguido?!", + "MEREDITH_SOCIAL4_MEREDITH7": "Es una de las muchas cosas a las que me he dedicado en los ratos libres.", + "MEREDITH_SOCIAL4_MEREDITH10": "Es una cinta de vídeo. [pause]Pero no es una cinta de vídeo cualquiera…", + "MEREDITH_SOCIAL4_MEREDITH11": "Es una cinta de [i]Puños de sangre[/i], una película de acción de 1981.", + "MEREDITH_SOCIAL4_MEREDITH12": "Desde que estoy aquí, han llegado cientos de cintas de vídeo a las costas de Nueva Wirral.", + "MEREDITH_SOCIAL4_MEREDITH13": "Las he ido recogiendo.", + "MEREDITH_SOCIAL4_MEREDITH14": "Toditas.", + "MEREDITH_SOCIAL4_MEREDITH15": "¿Y sabes qué?", + "MEREDITH_SOCIAL4_MEREDITH16": "Son de [i]Puños de sangre[/i].", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Todas y cada una de ellas son de [i]Puños de sangre[/i].[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]Es la única película que se puede ver en Nueva Wirral.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "Así que a ver si adivinas qué vamos a ver.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Bueno, siempre puedo intentar tomármela a risa…", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "¡Esas son las pelis que a mí me gustan!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Bueno, siempre puedo intentar tomármela a risa…", + "MEREDITH_SOCIAL4_MEREDITH20": "Así se habla.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Bueno, siempre puedo intentar tomármela a risa…", + "MEREDITH_SOCIAL4_MEREDITH21": "Quería… [pause]darte las gracias por quedar conmigo.", + "MEREDITH_SOCIAL4_MEREDITH22": "Lo he pasado francamente mal en Nueva Wirral, pero esto ha sido…, en fin, lo más divertido que he hecho.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "¿Y si lo convertimos en una cita?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Me alegro de ser tu amigo.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Me alegro de ser tu amiga.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Me alegro de ser tu amigue.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Je. Y yo, {player}.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Tenemos una peli malísima por delante. Espero que estés listo.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Bueno, ya vale de sinceridad, tú.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Bueno, ya vale de sinceridad, tú.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Bueno, ya vale de sinceridad, tú.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Tenemos una peli malísima por delante. Espero que estés liste.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Tenemos una peli malísima por delante. Espero que estés lista.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Mira que te ha costado decirlo, ¿eh?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Sigo queriendo pasar el rato contigo…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "A ver, que, [wave amp=30 freq=30]literalmente[/wave], nos hemos fusionado.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "¿Podemos seguir como siempre? [pause]¿En plan… [pause]sin comprometernos a nada?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces mone…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces mona…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "¿Por qué no? Cita nocturna. Con una peli mala.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Es que… [pause]yo… [pause]antes solo había estado con chicos, [pause]así que esto es nuevo para mí.", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "Eh…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Pero también quiero que nos enrollemos de vez en cuando.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Además, [pause]ya me he visto esta peli un millón de veces.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Así que… no hay que prestarle mucha atención.", + "MEREDITH_ROMANCE_MEREDITH1.m": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Eh… ¡No, no es nada!", + "MEREDITH_ROMANCE_MEREDITH_NO": "Mmm… [pause]Vale.", + "MEREDITH_ROMANCE_MEREDITH1.f": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", + "MEREDITH_ROMANCE_MEREDITH1.n": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", + "MEREDITH_ROMANCE_MEREDITH3": "A ver, claro que [wave amp=30 freq=30]me gustas[/wave].", + "CAPTAIN_SKIP_NOT_TRAINEE1": "Oye, si te interesa el noble arte de ordenar basura, ¿por qué no te haces aprendiz de guarda?", + "CAPTAIN_SKIP_INTRO2": "¡Saludos! [pause]Soy Bas, uno de los guardas de élite de Nueva Wirral.", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]¡Soy Cle-0 y soy la mecanoide que atenderá tu mesa durante esta noche![/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]¿Quieres pedir un poco de…?[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "Soy Agnes Pectro, [pause]guarda de élite y timadora de la muerte.", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]¿No te animas? Pues nada, otra vez será.[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]¡Voy a subir la apuesta![/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Pues venga, que empiece la partida… [pause]¡A por todas! Quien gana, se lo lleva todo.[/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "¿He vuelto a perder? Por eso no me gusta estar despierto…", + "CAPTAIN_JUDAS_INTRO1.m": "Te llevo oyendo desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, ya te digo que lo has perdido.", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "¡Eh, tú, el nuevo! [pause]El nuevo guarda de élite, digo. [pause]Dicen que ahora eres uno de los nuestros.", + "CAPTAIN_SKIP_POST_REWARD2": "¡Me cuesta imaginarme una vida así!", + "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Guarda de élite y experto en supervivencia.", + "CAPTAIN_JUDAS_PRE_BATTLE1": "¿Te interesa una lección de supervivencia de primera mano? [pause]Ya me han informado de que ahora eres aprendiz de guarda.", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "Te daría más datos, pero… es información confidencial. [pause]Ahora bien, la cosa cambiaría si te inscribieses como aprendiz de guarda…", + "CAPTAIN_JUDAS_INTRO1.n": "Te llevo oyendo desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, ya te digo que lo has perdido.", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Me han informado de que has pasado a integrar el cuerpo de capitanes. [pause]¿Qué me dices, te apetece volver a probar suerte?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Me han informado de que has pasado a integrar el cuerpo de capitanes. [pause]¿Qué me dices, te apetece volver a probar suerte?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]He parcheado todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, «guarda de élite»![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]¿No te animas? Pues nada, otra vez será.[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Me han informado de que has pasado a integrar el cuerpo de capitanes. [pause]¿Qué me dices, te apetece volver a probar suerte?[/color]", + "CAPTAIN_READY_CHECK.m": "¿Quieres combatir con {pawn}?", + "CAPTAIN_JUDAS_POST_REMATCH1": "Juraría haber cubierto todos los escenarios posibles en esta ocasión…", + "CAPTAIN_JUDAS_POST_REMATCH2": "He vuelto a perder, [pause]pero no voy a llorar por ello. [pause]Llorar es un desperdicio de fluidos corporales y no es que me sobren las reservas de agua.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Me han informado de que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Has venido a por la revancha?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Me han informado de que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Has venido a por la revancha?", + "CAPTAIN_REMATCH_CHECK": "¿Quieres pedirle a {pawn} la revancha?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "¿Sabes qué?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Te has planteado la posibilidad de hacerte guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Si te interesa, deberás afrontar un último desafío… [pause]Tendrás que derrotarme [wave amp=30 freq=10]a mí[/wave] en combate.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "¡Pues no, la verdad!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Te has planteado la posibilidad de hacerte guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "¡Pues sí!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Bueno, ¿qué me dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "No pasa nada. Ven a verme si cambias de idea.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "¡Por supuesto!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Bueno, ¿qué me dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Bueno, ¿qué me dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Ahora no.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparada para darlo todo contra nosotras!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparado para darlo todo contra nosotras!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "¿Nosotras?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "¿Tu esposa?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparade para darlo todo contra nosotras!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Bueno, [pause]me pareció lógico que mi esposa me echase una mano con este asuntillo.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "¿Con quién vas a luchar?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "¡Tiene pinta de que este va a ser el [wave amp=30 freq=10]mejor combate del año[/wave]! ¿Quién se alzará con la victoria?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "¿Estás casada?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "¿Estás lista, cielo?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "¡Sí, cariño!", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "¡Puedes hacerlo, {player}!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Venga, forastero, ¡demuéstrale a Ianthe quién manda aquí!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Venga, forastera, ¡demuéstrale a Ianthe quién manda aquí!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]¡¡¡Dale una paliza, Ianthe!!! ¡¡¡No te andes con chiquitas!!![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Venga, forastere, ¡demuéstrale a Ianthe quién manda aquí!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE ANDES CON CHIQUITAS!!![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE ANDES CON CHIQUITAS!!![/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "No cuentes con que vayamos a tener piedad de ti, {player}. [pause]Ya no eres una aprendiz: ¡ahora [shake rate=30 level=10]juegas en primera división[/shake]!", + "LEADER_IANTHE_BATTLE_START.m": "No cuentes con que vayamos a tener piedad de ti, {player}. [pause]Ya no eres un aprendiz: ¡ahora [shake rate=30 level=10]juegas en primera división[/shake]!", + "LEADER_IANTHE_BATTLE_START.n": "No cuentes con que vayamos a tener piedad de ti, {player}. [pause]Ya no eres une aprendiz: ¡ahora [shake rate=30 level=10]juegas en primera división[/shake]!", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensabais que solo vosotros podíais fusionar?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensabais que solo vosotros podíais fusionar?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensabais que solo vosotros podíais fusionar?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "¡Nada mal! [pause]¡No ha estado nada mal! [pause]¡Nunca dejas de impresionarme!", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "¡Las historias eran ciertas! ¡Menudo combate!", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Ten, esto es para ti.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Supongo que sabrás que fui la primera persona de Nueva Wirral en transformarse en monstruo con una cinta. [pause]Desde entonces, todo el mundo me hace la misma pregunta…", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Los humanos crean [wave amp=30 freq=10]arte[/wave], como, por ejemplo, la música. [pause]El arte es algo intangible e imaginario que existe únicamente dentro de nuestra imaginación colectiva.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "¿Cómo funciona el tema ese de las cintas? [pause]¡No tiene ningún sentido!", + "LEADER_IANTHE_FUSED_MATERIAL1": "Este material lo dejan las fusiones salvajes. Puede que también lo dejen los arcángeles, aunque eso ya no lo tengo tan claro.", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "¿Quieres saber mi opinión? [pause]Creo que, si se enfoca desde la perspectiva correcta, tiene todo el sentido del mundo.", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Después, [pause]sellamos esa música intangible en formas físicas, como podría ser una [wave amp=30 freq=10]cinta[/wave]. [pause]Es el puente perfecto entre el mundo físico y el imaginario.", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "¿Has visto el tablón de anuncios que hay frente al ayuntamiento? [pause]Te dejaré un mensaje allí si algún aprendiz quiere poner a prueba sus habilidades.", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "Creo que, en cierto modo, ¡tiene sentido!", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "De momento, voy a descansar, que tengo mucho sueño acumulado. [pause]Si vas a seguir explorando la isla, ¿por qué no aprovechas para ponerte al día con tus compañeros guardas de élite?", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "¡Seguro que quieren felicitarte por tu «ascenso»!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "En cuanto al motivo por el que la guarda lo recoge… Bueno, deja que los guardas de élite se preocupen del tema. De momento, tú céntrate en completar tu entrenamiento.", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", + "LEADER_IANTHE_FUSED_MATERIAL3": "¿Te has fijado en que las fusiones salvajes son cada vez más abundantes en Nueva Wirral?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "¡Sí, me he cruzado con alguna que otra!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "¿Fusiones salvajes?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "No me sorprende. En ese caso, sabes que son mucho más fuertes que los monstruos típicos que te puedes encontrar en Nueva Wirral.", + "LEADER_IANTHE_FUSED_MATERIAL4B": "Puede que te las hayas encontrado en tus viajes por la isla… [pause]Son fusiones de monstruos salvajes que suelen estar envueltas en nubes negras. No tienen pérdida.", + "LEADER_IANTHE_FUSED_MATERIAL5": "No siempre ha sido así. De hecho, hace apenas unos años, era muy raro ver fusiones.", + "LEADER_IANTHE_FUSED_MATERIAL6": "No sabemos de dónde salen, ni por qué.", + "LEADER_IANTHE_FUSED_MATERIAL7": "Lo que me preocupa es que, si la tasa de incidencia sigue en aumento, habrán arrasado Villapuerto en apenas unos años.", + "LEADER_IANTHE_FUSED_MATERIAL8": "No quiero que cunda el pánico, así que no lo comentes por ahí.", + "LEADER_IANTHE_FUSED_MATERIAL9": "¡Pero hay esperanza! El material fundido que estamos recogiendo emite una débil radiación… No es suficiente para ser dañina, pero…", + "LEADER_IANTHE_FUSED_MATERIAL11": "Tal vez… [pause]Tal vez podamos incluso llegar a descubrir de dónde vienen y, de esa forma, impedir que se expandan. Estaría bien poder conseguirlo.", + "LEADER_IANTHE_FUSED_MATERIAL10": "Con suficiente material fundido, podremos construir dispositivos detectores de fusiones salvajes.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "¿Has prestado atención al tipo elemental de tus formas de monstruo?", + "LEADER_IANTHE_FUSION_IANTHE1": "La fusión… [pause]pocas veces se ha conseguido. Tengo algunas teorías de qué es lo que permite que dos personas se fusionen, pero no lo sé seguro.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Los movimientos elementales pueden provocar [wave amp=30 freq=10]reacciones químicas[/wave] al usarlos contra determinados tipos de monstruo.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Sin embargo, si usas ese mismo movimiento [pause]de fuego contra un monstruo de agua, [pause]lo rodearás con un [wave amp=30 freq=10]vapor curativo[/wave]. Y eso no mola, ¿a que no?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Esas reacciones pueden ser beneficiosas para ti. Por ejemplo, usa un movimiento de fuego en un objetivo del elemento veneno para prenderle fuego.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Se puede ver qué efectos va a tener tu ataque antes de que lo lleves a cabo, así que presta mucha atención.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "¡Ah, casi se me olvida! [pause]Muchos movimientos, como podría ser el caso del sopapo o del escupitajo, no tienen elementos innatos. Dichos movimientos dependerán del elemento de quien los use.", + "LEADER_IANTHE_FUSION_IANTHE3": "Si quieres fortalecer la fusión, tendrás que mejorar ese vínculo.", + "LEADER_IANTHE_FUSION_IANTHE2": "Mi experiencia me permite afirmar que la fuerza del vínculo entre dos personas tiene un efecto directo sobre la fuerza y las capacidades de la forma fusionada.", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "¿Con quién te has fusionado?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "¿Quién es tu pareja de fusión?", + "LEADER_IANTHE_FUSION_IANTHE6": "¡No te preocupes por eso!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "¿Quién es tu pareja de fusión?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "¿Quién es tu pareja de fusión?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "{player}, ¡gracias por todo el empeño que has puesto en las misiones que te he encomendado!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "En fin, gracias al material fundido que has reunido, podré pedirle al guarda de élite Ray O'Farrell que instale radares de fusiones en varias columnas magnéticas de la isla.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "{player}, ¡gracias por todo el empeño que has puesto en las misiones que te he encomendado!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Mientras tanto, quiero que te lleves este prototipo.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "{player}, ¡gracias por todo el empeño que has puesto en las misiones que te he encomendado!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Revisa el mapa. Verás que te indica dónde hay fusiones salvajes.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Esta versión del radar de fusiones no se adentra mucho bajo tierra, y tampoco es que sea 100 % fiable, pero seguro que te será muy útil igualmente.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "Pues eso, no olvides darle el material fundido a la guarda de élite Wilma. ¡No te servirá de nada en el bolsillo!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "El último lote que me diste me fue extremadamente útil. El guarda de élite Ray O'Farrell me ha dicho que su [wave amp=30 freq=10]radar de fusiones con penetración terrestre[/wave] ya ha dejado una señal en las profundidades de la Cantera de Dino, en el yermo.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Le he pedido al guarda de élite Mort que se ponga a excavar cuando no esté liado con las labores de entrenamiento y de vigilancia de fusiones salvajes.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Hablando de fusiones, tenemos…, mmm…, novedades…", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Está apareciendo por todas partes un nuevo tipo de fusión inestable. La hemos bautizado como «anatema».", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "El ritmo al que se replican estas cosas es…[pause] problemático, como mínimo.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Te haré llegar un par a través del tablón de anuncios. ¿Te importaría echar un vistazo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Bueno, pues le pedí al guarda de élite Mort que se pusiese a excavar allí y parece que se trata de otra de esas estaciones de tren que están apareciendo por doquier.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "¿Recuerdas la señal que te comentaba que había detectado el radar de fusiones del guarda de élite Ray O'Farrell debajo de la Cantera de Dino?", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "Y, por supuesto, no te olvides de darle el material fundido a la guarda de élite Wilma.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "A juzgar por la potencia de la señal de esta estación, ¡podría ser la fuente de todas las fusiones salvajes y anatemas!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, eres el guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, eres la guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Ajá, ¿así que la Merlínea espera que nos ocupemos del problema de las fusiones salvajes por nuestra cuenta?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, eres le guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Gracias a tu trabajo, si las cosas se ponen feas, al menos podremos retirarnos a la estación de Puente de la Noche.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, ¿traes buenas noticias?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, en su momento te dije que, si decidías irte de Nueva Wirral, no me parecería mal. Sigo pensando lo mismo.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "No obstante, si decides quedarte un poco más, la cantidad de trabajo que tengo para ofrecerte es literalmente ilimitada.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "A estas alturas, supongo que ya sabes cómo funciona esto.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Creo que Kayleigh tiene algo para ti.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Verás, hace poco grabé esta cinta y me recordó al día en que nos conocimos.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Sé que no es gran cosa, ¡pero quiero que la tengas!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Por cierto, ¿has visto algún…[pause] orbe gigante flotando por ahí últimamente?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "¡¿Qué?!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Es que uno de nuestros nuevos aprendices nos dio un informe muy raro. Aunque también es cierto que [wave amp=30 freq=30]se había[/wave] dado un golpe en la cabeza, así que puede que no sea nada.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "En plan…, ¿como el sol?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Por si acaso, no pierdas de vista el radar de fusiones.", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "¡Esto es para ti!", + "OUTPOST_NPC_2_DIALOGUE1": "Había un botajack escondido tras una esquina y me tendió una emboscada. [pause]Sinceramente, ¡es un milagro que siga de una pieza!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz…[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "SERES DE CARNE, SOÑÁIS DEMASIADO CON LA MUERTE. OS PASÁIS LA TOTALIDAD DE VUESTRAS CORTAS VIDAS SOÑANDO CON ELLA. ¿ES ESO LO QUE OS TRAE ANTE MÍ?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "¿Nos estás preguntando… si hemos venido a morir? [pause]Sinceramente, yo casi te diría que no.", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Vaya, qué aspecto tan metálico se gasta. [pause]Aunque me da la sensación de que le gustaría matarnos.", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "No, hemos venido a luchar.", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "No temo a la muerte… [pause]¡Es mejor una muerte valerosa que una vida de cobardía!", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Algo me dice que esto pinta muy feo.", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Morir no me da miedo… Y tú tampoco…[/wave].", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr…", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "PERMITID QUE ME ALIMENTE DE VUESTRO MIEDO Y OS DARÉ UNA MUERTE PURA.", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "¡GENIAL! ¡UN ESQUELETO GIGANTE! TIENE QUE HABER UNO DE ESOS EN CADA EQUIPO.", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Qué mal rollo ha dado eso, ¿eh? Me pregunto si será cierto lo que dijo… [pause]Puede que [wave amp=30 freq=10]sea cierto[/wave] que la gente se pase toda la vida pensando en la muerte.", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NI SIQUIERA NUESTRA ESPECIE ES INMUNE A LA MUERTE PURA…", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "El número de criaturas de pesadilla que quieren matarnos en esta isla es… [pause]demasiado elevado.", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "¡Ese ha sido el esqueleto más grande que haya visto [wave amp=30 freq=10]nunca[/wave]! Qué mal rollo, ¿verdad?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "Ha sido… un tanto desagradable.", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Los cobardes mueren muchas veces antes de llegar a la tumba, pero los valientes tan solo saborean la muerte en una ocasión.", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Yo creo que le hemos dejado bien claro a ese arcángel que no tenemos miedo a nada…[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "¿SOIS MÁS JUGUETES PARA MI COLECCIÓN? QUIERO MÁS COSAS CON LAS QUE JUGAR…", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Lo siento, colega. No hemos venido a jugar.", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Los ojos de este arcángel me están dando muy mal rollo…", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "¡¿Acaso para los tuyos no somos más que juguetes?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "No percibo ni un rastro de amabilidad en las palabras de este espíritu.", + "AA_PUPPET_PRE_BATTLE_FELIX2": "No sé si este tipo estará pensando en lo mejor para nosotros.", + "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr…", + "AA_PUPPET_PRE_BATTLE_AA3": "SÍ… ¡SERÉIS UNAS MARIONETAS DE MANO EXCELENTES! ¡JA, JA, JA, JA!", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]No hemos venido a jugar… Estamos aquí por negocios.[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "¡Sigue [shake rate=30 level=10]moviéndose[/shake] antes de que podamos golpearle! Tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover.", + "AA_PUPPET_HINT_KAYLEIGH1": "¡No deja de moverse y no le hemos atacado! No bajes la guardia, que seguro que hay [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", + "AA_PUPPET_HINT_EUGENE1": "¡Rayos, se mueve justo cuando estamos a punto de golpearle! Venga ya, tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", + "AA_PUPPET_HINT_FELIX1": "Ay, se mueve justo antes de que podamos golpearle con nuestros ataques. Debemos centrarnos. Tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", + "AA_PUPPET_HINT_VIOLA1": "Nuestro rival es muy ágil y nuestros ataques no impactan en el objetivo. En todo caso, creo que debe haber [wave amp=30 freq=10]alguna forma de determinar[/wave] hacia dónde pretende saltar…", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]Tiene que haber una manera de adivinar hacia dónde va a moverse…[/wave]", + "AA_PUPPET_HINT_DOG1": "A Perry parece fastidiarle que el arcángel no deje de moverse antes de que podáis atacarle. Puede que haya alguna forma de averiguar en qué dirección pretende moverse.", + "AA_PUPPET_POST_BATTLE_PUPPET1": "¡MIS MUÑECAS! ¡HABÉIS MATADO A MIS MUÑECAS!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "¡ME ALEGRO DE VERTE, CAMARADA CON SOMBRERO! DIME, ¿ESTÁS PENSANDO EN CAMBIAR DE TRABAJO? ¡PODEMOS HABLARLO!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Esa forma en la que nos habló el arcángel… Era como si no fuésemos reales, como si tan solo fuésemos juguetes. [pause]Puede que su actitud haya cambiado tras la derrota.", + "AA_PUPPET_POST_BATTLE_EUGENE3": "[wave amp=30 freq=10]Siempre[/wave] hay un monstruo que se cree que puede jugar a su antojo con las vidas de la gente. [pause]Arcángel, hombre… ¡Todos son igual de peligrosos!", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "Espero que a ese arcángel le haya quedado bien clarito que no soy el juguetito de [wave amp=30 freq=10]nadie[/wave].", + "AA_PUPPET_POST_BATTLE_FELIX3": "¿Nos ha convertido en… [pause]sus muñecas? Tengo claro que, tras ese combate, me va a costar volver a conciliar el sueño.", + "AA_PUPPET_POST_BATTLE_VIOLA3": "Ese espíritu nos consideraba meros juguetes. Debemos tomar buena nota: su especie y la nuestra no se parecen en nada, ni en lo más mínimo.", + "AA_TOWER_PRE_BATTLE_AA1": "VERDADES… MENTIRAS… VUESTRA ESPECIE ES JOVEN Y SE PREOCUPA DEMASIADO POR CONCEPTOS MUY TRIVIALES. ¡LA REALIDAD NO ES CIERTA! ¡ABRAZAD LA IGNORANCIA!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]¡Yo creo que le hemos demostrado que no nos tomamos esto como un juego![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "Es evidente que esa cosa tiene un concepto de «realidad» cuestionable.", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Esa cosa necesita entrar en contacto con la realidad.", + "AA_TOWER_PRE_BATTLE_EUGENE2": "No lo entiendo… ¿Qué me intentas decir?", + "AA_TOWER_PRE_BATTLE_FELIX2": "Lo cierto es que me encantaría «abrazar la ignorancia», pero tengo cosas que hacer.", + "AA_TOWER_PRE_BATTLE_VIOLA2": "La estupidez y la ignorancia son las maldiciones más comunes de la humanidad. Ambas son satisfactorias [wave amp=30 freq=10]tal y como son[/wave], espíritu.", + "AA_TOWER_PRE_BATTLE_AA3": "NO LO ENTENDÉIS. ¡DEJAD QUE OS DESPIERTE DE VUESTRAS FALSAS PERCEPCIONES DE LA VERDAD Y LAS MENTIRAS!", + "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr…", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Me temo que no sé de qué estás hablando…[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "TAN SOLO TENGO CLARA UNA VERDAD: HE SUFRIDO UNA DERROTA…", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Le hemos dado a ese arcángel una buena «bofetada de realidad», ¿eh?", + "AA_TOWER_POST_BATTLE_ALEPH2": "¡EH, COLEGA! PARECE QUE ESTÁS PERDIENDO EL COMBATE. ¿POR QUÉ NO TE VIENES CONMIGO?", + "AA_TOWER_POST_BATTLE_EUGENE3": "Puede que los arcángeles sean poderosos, pero eso no implica que sean inteligentes.", + "AA_TOWER_POST_BATTLE_MEREDITH3": "Supongo que, con los puñetazos suficientes, se le puede cerrar el pico hasta al arcángel más [wave amp=30 freq=10]odioso[/wave]. Es algo que no deberíamos olvidar.", + "AA_TOWER_POST_BATTLE_FELIX3": "A ese arcángel le encantaba soltar sandeces sin sentido, ¿eh? Menos mal que logramos cerrarle el pico.", + "AA_TOWER_POST_BATTLE_VIOLA3": "Ese espíritu no decía nada con sentido ni de casualidad. Puede que esta derrota le haya servido de cura de humildad.", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Los arcángeles son bastante raros, ¿no te parece?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "¡IGNORÁIS MIS INSTRUCCIONES DE QUE NO OS MOVÁIS! ¡¿ES QUE NO ME RESPETÁIS?! ¡¿ACASO NO SOIS CONSCIENTES DE LO IMPORTANTE QUE SOY?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Madre mía, qué eguito te gastas, ¿eh?", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "No, si es que tienes razón. No te respeto nada de nada.", + "AA_ALICE_PRE_BATTLE_EUGENE2": "Colega, si es que no tengo ni idea de quién eres.", + "AA_ALICE_PRE_BATTLE_FELIX2": "¿Se supone que tendríamos que saber quién eres?", + "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr…", + "AA_ALICE_PRE_BATTLE_VIOLA2": "Querido espíritu, yo no regalo mi respeto así como así al primero que pase.", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Lo siento, pero no sé quién eres…[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "CUÁNTA FALTA DE RESPETO, ¡Y ANTE UN MIEMBRO DE LA REALEZA, AÚN POR ENCIMA! SI OS NEGÁIS A USAR LA CABEZA, ¡TENDRÉ QUE ARRANCÁROSLA DE LOS HOMBROS!", + "AA_ALICE_POST_BATTLE_ALICE1": "NO TENÉIS RESPETO NINGUNO, ¿EH? ¡QUÉ CABREO!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Supongo que se consideraba la reina de su propio mundo, ¿no?", + "AA_ALICE_POST_BATTLE_ALEPH2": "SEÑORITA ALICIA, ¡ES UN PLACER CONOCERLA! NECESITO A ALGUIEN CON SU… DON DE GENTES.", + "AA_ALICE_POST_BATTLE_MEREDITH3": "¿Todos los arcángeles se tienen a sí mismos en tan alta estima, o esta era un caso [wave amp=30 freq=10]especial[/wave]?", + "AA_ALICE_POST_BATTLE_EUGENE3": "Los arcángeles son un poco bordes, ¿eh?", + "AA_CUBE_PRE_BATTLE_CUBE1": "EL TERCER ESPACIO DIMENSIONAL ES IMPERFECTO. LAS CIENCIAS Y LAS MATEMÁTICAS SON CERTERAS. TODAS LAS COSAS TIENEN 4 CARAS.", + "AA_ALICE_POST_BATTLE_FELIX3": "¿Tú crees que de verdad quería nuestras cabezas o sería una especie de metáfora? Mira, casi mejor no me contestes. Prefiero no saberlo.", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Qué maleducada…, ¿no?[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "No pienso inclinarme ante nadie que hable de mí de esa forma, y me da igual que sea de la realeza o lo que sea.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "A Álef le encanta escucharse a sí mismo. Pero ¿[wave amp=30 freq=10]cómo[/wave] narices hace para hablar? Es decir, tiene un triángulo gigante por cabeza. Qué mal rollo.", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "Diría que a esa cosa le falta un tornillo en la cabeza, [pause]pero es que ni siquiera tiene cabeza.", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Este arcángel parece un tanto excéntrico…, ¡aunque puede que sea amable!", + "AA_CUBE_PRE_BATTLE_FELIX2": "No sé qué opinarás tú, pero yo creo que cabe la posibilidad de que no nos ataque.", + "AA_CUBE_PRE_BATTLE_EUGENE2": "Da bastante mal rollo mirar a esta cosa…", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Me temo que no sé de qué estás hablando…[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "¿Es el espíritu de un filósofo o algo así? ¿O es que, simplemente, está mal de la cabeza?", + "AA_CUBE_PRE_BATTLE_DOG2": "¿Guau?", + "AA_CUBE_PRE_BATTLE_CUBE3": "NO. VEO INCOHERENCIAS EN VUESTRO INTERIOR. SOIS SERES IMPERFECTOS. ¡DEJAD QUE ARREGLE VUESTROS ÁNGULOS DEFECTUOSOS!", + "AA_CUBE_POST_BATTLE_CUBE1": "¿ACASO MIS ÁNGULOS TAMBIÉN SON IMPERFECTOS? LOS CÁLCULOS ERAN CORRECTOS… HE FRACASADO EN 3 DIMENSIONES SIMULTÁNEAS.", + "AA_CUBE_POST_BATTLE_ALEPH2": "¡QUÉ CASUALIDAD! JUSTO ESTABA PENSANDO EN LA NECESIDAD DE RECLUTAR A ALGUIEN A QUIEN SE LE DEN BIEN LOS NÚMEROS. ¿QUIERES UN TRABAJO, QUERIDO AMIGO CUBOIDE?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Pues, al final, resulta que no era un arcángel amable. ¡Qué mala suerte!", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Supongo que tendré que añadirlo a la lista de «cosas raras de esta isla que han intentado matarme». [pause]Todo bien, colega.", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Supongo que tendré que añadirlo a la lista de «cosas raras de esta isla que han intentado matarme». [pause]Todo bien, colega.", + "AA_CUBE_POST_BATTLE_EUGENE3": "Ese arcángel era muy raro. Era igual desde todos los ángulos.", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Supongo que tendré que añadirlo a la lista de «cosas raras de esta isla que han intentado matarme». [pause]Todo bien, colega.", + "AA_CUBE_POST_BATTLE_FELIX3": "La próxima vez que nos encontremos a un arcángel, daré por sentado desde el principio que quiere matarnos.", + "AA_CUBE_POST_BATTLE_VIOLA3": "Si la locura de ese espíritu tenía algún patrón, yo desde luego no lo he visto.", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Los arcángeles son bastante raros, ¿no te parece?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "A ver si lo entiendo, ¿ahora tenemos a un hombre misterioso con un [wave amp=30 freq=10]triángulo por cabeza[/wave] interponiéndose en la caza de arcángeles? No sé ni qué pensar, la verdad…", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "El hombre triángulo ha vuelto a aparecer. ¿Cuál crees que será su interés en los arcángeles?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Otro combate contra un arcángel que acaba con la aparición del [wave amp=30 freq=10]hombre triángulo[/wave]. Empiezo a ver un patrón…", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "El hombre triángulo dijo que quería hablar contigo «como es debido». ¿A qué se refería con eso?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Una vez más, el hombre triángulo aparece y hace su magia para librarse del arcángel. A mí es un tema que me preocupa, la verdad.", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Empiezo a sospechar que ese hombre triángulo no trama nada bueno. Creo que deberíamos tener cuidado con él.", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "A estas alturas, ¿cuántas veces has visto ya al hombre triángulo, {player}? Es que tiene pinta de que solo aparece allí donde estés tú, ¿no?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Una vez más, el hombre triángulo aparece para llevarse al arcángel al que nos estábamos enfrentando…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Vuelta la burra al trigo: derrotamos a un arcángel para que aparezca Álef y lo reclute… ¿Qué está haciendo, exactamente? ¿Estará atrapado en esta isla, igual que nosotros?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Si el hombre triángulo va a seguir apareciendo de la nada para reclutar a los arcángeles a los que hemos derrotado, al menos podría tener el detalle de presentarse, ¿no te parece?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Ganamos el combate, pero, una vez más, Álef apareció para llevarse al arcángel…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Álef dijo que nuestros mundos tienen «leyendas» basadas en él. ¿Tú crees que será cierto eso, {player}?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "¿Crees que cada vez que derrotamos a un arcángel le estamos dando a Álef una oportunidad para reclutarlo? Me preocupa el tema…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Otro arcángel que ha caído, otro al que recluta Álef. ¿Qué estará planeando?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "Pero, mmm…, ¿de qué va ese señor cabezatriángulo? ¿Acaso… [pause][wave amp=30 freq=10]se ha llevado[/wave] al arcángel? No tengo muy claro qué ha pasado…", + "RETROSPECTIVE_ALEPH_MEREDITH2": "Esta no es la primera vez que aparece el señor triangulito y se lleva a un arcángel, ¿no? Esto tiene mala pinta…", + "RETROSPECTIVE_ALEPH_MEREDITH3": "Entonces, ¿qué crees que se trae entre manos el tipo ese del triangulito? No me fío de nadie que tenga una forma geométrica en vez de cabeza.", + "RETROSPECTIVE_ALEPH_MEREDITH5": "La próxima vez que veas al señor con la cabeza triangular, ¿por qué no le preguntas qué se trae entre manos? Por intentarlo, no se pierde nada…", + "RETROSPECTIVE_ALEPH_MEREDITH4": "El hombre triángulo dijo que quería hablar contigo «como es debido». Muy educado lo veo para ser un tipo desconcertante que vuela.", + "RETROSPECTIVE_ALEPH_MEREDITH6": "¿Estamos todos dando por sentado que el tipo de la cabeza triangular está tramando algo chungo? Yo sí lo doy por sentado.", + "RETROSPECTIVE_ALEPH_MEREDITH8": "Tanto da con quién estés, todos los combates contra arcángeles acaban con la aparición del hombre triángulo, ¿no?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "Pues nada, esto volvió a acabar con la aparición del hombre con cabeza de triángulo. Me pone de una mala leche…", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "El tal Álef se mueve un montón, ¿eh? Parece que puede ir a cualquier sitio que quiera, siempre y cuando esté dentro de la estación subterránea.", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "¿Por qué ese tipo del triángulo habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Ha vuelto a aparecer el tal Álef.", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "¿Por qué ese tipo del triángulo habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "¿Por qué ese tipo del triángulo habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Pues nada, esto acabó, una vez más, con la aparición de Álef. Me pone de una mala leche…", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Tanto da con quién estés, que todos los combates contra arcángeles acaban con la aparición no deseada de Álef, ¿no?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "¿Por qué el tal Álef habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "¿Por qué el tal Álef habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "¿Por qué el tal Álef habla como si fuese el propietario de un pequeño negocio? Qué tío tan raro, colega.", + "RETROSPECTIVE_ALEPH_EUGENE1": "Vale, para que estemos todos en la misma onda… No he sido el único que ha visto cómo el tipo volador de chaqueta roja absorbía al arcángel con su cabeza de triángulo, ¿no? [pause]Pregunto por si acaso.", + "RETROSPECTIVE_ALEPH_EUGENE2": "Vale, si no me equivoco, es ya la segunda vez que el hombre de chaqueta roja aparece para hacer desaparecer a un arcángel, ¿no?", + "RETROSPECTIVE_ALEPH_EUGENE3": "Ese hombre volador con chaqueta roja… Es ya la tercera vez que aparece y hace [wave amp=30 freq=10]desaparecer[/wave] a un arcángel, ¿verdad?", + "RETROSPECTIVE_ALEPH_EUGENE5": "Ha sido un combate impresionante, pero lo único en lo que puedo pensar es en el volador ese que apareció al final. Habrá que tenerlo controlado, por si es una amenaza para Villapuerto…", + "RETROSPECTIVE_ALEPH_EUGENE4": "El hombre de la chaqueta roja dijo que quería hablar contigo «como es debido». Me pareció un poco amenazante, la verdad…", + "RETROSPECTIVE_ALEPH_EUGENE6": "Ese hombre de cabeza triangular… ¿Tú crees que será también un arcángel? Parece bastante poderoso. No me fío ni un pelo de él.", + "RETROSPECTIVE_ALEPH_EUGENE7": "¿A qué se refería ese tipo del triángulo cuando dijo que había «leyendas» basadas en él?", + "RETROSPECTIVE_ALEPH_EUGENE8": "Ya ha estado aquí otra vez ese hombre triángulo, para sorpresa de nadie. Tiene pinta de que aparece siempre que encuentras a un arcángel, ¿no?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "Ese arcángel habla como si fuese el encargado de recursos humanos. La verdad es que me da mal rollo, colega.", + "RETROSPECTIVE_ALEPH_FELIX4": "¿A qué se refería el tipo del triángulo con eso de que quiere hablar contigo «como es debido»? Parece un tío educado, pero no me fío ni un pelo de él.", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "Ese arcángel habla como si fuese el encargado de recursos humanos. La verdad es que me da mal rollo, colega.", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "Ese arcángel habla como si fuese el encargado de recursos humanos. La verdad es que me da mal rollo, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "Ha sido un combate muy [shake rate=30 level=10]importante[/shake], pero no me quito de la cabeza a ese tal Álef. ¿Qué se traerá entre manos?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "¿A qué se refería Álef cuando dijo que había «leyendas» basadas en él?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "No tiene pinta de que Álef tenga muchas ganas de pelear. Siempre aparece después de que se acabe el combate.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Álef ha vuelto a aparecer [wave amp=30 freq=10]otra vez[/wave] después del combate, para sorpresa de nadie. Tiene pinta de que aparece siempre que encuentras a un arcángel, ¿no?", + "RETROSPECTIVE_ALEPH_FELIX1": "¿Habías visto antes a ese tipo con un triángulo por cabeza? Porque yo no, y me parece raro de narices.", + "RETROSPECTIVE_ALEPH_FELIX2": "Ya van dos veces que aparece ese tipo con un triángulo por cabeza, ¿no? Aquí está pasando algo raro, pero no sé el qué.", + "RETROSPECTIVE_ALEPH_FELIX3": "Parece que, en esta ocasión, el tipo con cabeza de triángulo se acordaba de ti, {player}.", + "RETROSPECTIVE_ALEPH_FELIX6": "Ese del triángulo… también es un arcángel, ¿no? O algo por el estilo…", + "RETROSPECTIVE_ALEPH_FELIX5": "El tipo del triángulo ha vuelto a aparecer para llevarse al arcángel. ¿Acaso los está reclutando?", + "RETROSPECTIVE_ALEPH_VIOLA1": "¿Habías visto alguna vez algo tan peculiar como la figura esa que apareció antes? No me refiero al espíritu al que nos enfrentamos, sino al hombre que no tenía cabeza…", + "RETROSPECTIVE_ALEPH_FELIX7": "El del triángulo ha dicho que en nuestro mundo hay leyendas basadas en él. ¿A qué se refería, exactamente?", + "RETROSPECTIVE_ALEPH_FELIX8": "¿Qué opinas de ese que tiene un triángulo por cabeza, {player}? Yo tengo un par de teorías al respecto…", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Así que Álef volvió a aparecer para llevarse al arcángel al que derrotamos. ¿Para qué los estará reuniendo? Lo mismo intenta encontrar la forma de salir de Nueva Wirral.", + "RETROSPECTIVE_ALEPH_FELIX9": "Vale, así que el del triángulo está reclutando a arcángeles. ¿Qué pretende hacer, montar un grupo?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Álef dijo que las leyendas de nuestro mundo se basaban en él. No me creo ni una palabra de lo que dice, pero tengo la sensación de que, en este caso, podría estar diciendo la verdad…", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Cuando Álef apareció antes, su tono de voz me resultó muy cercano. Era como si le estuviese ofreciendo [wave amp=30 freq=10]un trabajo[/wave] al arcángel al que derrotamos…", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Hemos ganado el combate, pero Álef volvió a aparecer. Debemos tener cuidado, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "¿Para qué estará reclutando Álef a esos arcángeles? ¿Qué pretende hacer, montar un grupo?", + "RETROSPECTIVE_ALEPH_VIOLA3": "Ese espíritu, el que refleja tu propia cara… Era como si te reconociese, {player}. ¿Qué arteras maquinaciones se traerá entre manos?", + "RETROSPECTIVE_ALEPH_VIOLA2": "Ha vuelto a aparecer ese espíritu, ese cuya cara es un espejo… ¿Qué significará esa aparición tan inoportuna?", + "RETROSPECTIVE_ALEPH_VIOLA4": "Parece que el espíritu ese que tiene un espejo por cara tenía ganas de hablar contigo, {player}. Te recomiendo que cojas con pinzas cualquier cosa que te diga.", + "RETROSPECTIVE_ALEPH_VIOLA6": "¿Qué estará planeando ese espíritu con un espejo por cara? No me fío de los planes de los espíritus, {player}.", + "RETROSPECTIVE_ALEPH_VIOLA5": "Ese espíritu de la cabeza triangular ha aparecido, una vez más, para interferir en nuestro combate. Qué ser tan curioso…", + "RETROSPECTIVE_ALEPH_VIOLA7": "Ese espíritu que apareció de la nada, el del espejo en vez de cara… ¿Qué quería?", + "RETROSPECTIVE_ALEPH_VIOLA8": "Una vez más, nuestro enemigo se nos ha escapado por culpa de la inoportuna aparición del espíritu con espejo en vez de cara. Qué zafio.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Puede que hayamos vencido a ese espíritu poderoso, pero el otro espíritu, Álef, ha venido al rescate. Empiezo a ver un patrón…", + "RETROSPECTIVE_ALEPH_VIOLA9": "Ese espíritu con cara de espejo bien podía tener educación y presentarse, ¿no crees? No me gustan nada sus inoportunas apariciones…", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "¿Qué estará planeando nuestro querido enemigo Álef? No me fío de los planes de los espíritus, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Ese espíritu, el tal Álef, ha aparecido, una vez más, para interferir en nuestro combate. ¿Acaso también quiere abandonar este país?", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Una vez más, nuestro enemigo se nos ha escapado por culpa de la inoportuna aparición del espíritu llamado Álef. Qué zafio.", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", + "CAPTAIN_HEATHER_POST_BATTLE2": "Esas son las cualidades que buscamos en los nuevos guardas. [pause]¡Has superado mi desafío con la claridad de un día soleado!", + "CAPTAIN_HEATHER_POST_BATTLE1": "Ni la lluvia ni la tormenta han logrado detenerte, ¿eh? Pase lo que pase, ¡nada puede contigo!", + "CAPTAIN_HEATHER_POST_REWARD1": "¡Mi predicción es que te aguardan grandes cosas en el futuro!", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "El clima de la zona es impredecible… [pause]Pero, bueno, en el fondo, es como todo en esta isla, ¿no te parece?", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Mi previsión ha sido acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué me dices?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "¡Fantástico! [pause]¡Vamos a subir la presión atmosférica!", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Mi previsión ha sido acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué me dices?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Arf… Arf…[/shake] Esa me ha dolido en las pantorrillas…", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Mi previsión ha sido acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué me dices?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "No pasa nada… ¡Ve a calentar un poco y luego vuelve!", + "CAPTAIN_HEATHER_POST_REMATCH1": "¡Otra victoria atronadora! Obviamente, ¡no esperaba menos tratándose de ti!", + "CAPTAIN_BUFFY_INTRO2": "¡Buenas! Soy Bruna, aunque mis amigos me llaman Mazas. [pause]Soy guarda de élite aquí, en Nueva Wirral.", + "CAPTAIN_BUFFY_INTRO3": "¡Podría decirse que estoy poniendo a tono mi cuerpo! En Nueva Wirral, nunca se sabe cuándo te convertirás en monstruo y te pondrás a combatir…", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "¿Estás entrenándote para algo?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "¿Qué estás haciendo?", + "CAPTAIN_CODEY_POST_REWARD1": "No te vayas a creer que has ganado [wave amp=30 freq=10]de verdad[/wave]. [pause]Si hubiese luchado en serio, no tendrías nada que hacer contra mí.", + "CAPTAIN_BUFFY_INTRO4": "No obstante, la base siempre es la misma: ¡nuestro cuerpo! ¡Los combates consumen energía y he de [wave amp=30 freq=10]explotar al máximo[/wave] mi energía potencial!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "¡Vamos allá! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", + "CAPTAIN_BUFFY_PRE_BATTLE1": "Si quieres aprender algún que otro truquillo, ¿por qué no afrontas mi desafío de guarda? ¿Estás lo bastante en forma como para enfrentarte a mí?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "¡Vamos allá! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "¡Vamos allá! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", + "CAPTAIN_BUFFY_LAST_LEGS1": "¡Me estás haciendo sudar de lo lindo!", + "CAPTAIN_BUFFY_POST_BATTLE2": "¡Buen trabajo, aprendiz! [pause]Te has ganado la recompensa.", + "CAPTAIN_BUFFY_POST_BATTLE1": "A pesar de haber sacado el máximo de mi energía potencial, ¡sigo quedándome fuera de juego!", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 sentadillas, 100 flexiones, 100 dominadas… Gracias a mi nueva rutina, voy a tener unos abdominales de hierro. ¡Vas a poder afilar cuchillos en ellos!", + "CAPTAIN_BUFFY_POST_REWARD1": "Creo que debería descansar un ratito antes de ejercitar un par de músculos o tres.", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Me he enterado de lo de tu ascenso!", + "CAPTAIN_BUFFY_PRE_REMATCH2": "¿Implica eso que vienes a disfrutar de otra sesión de entrenamiento?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Me he enterado de lo de tu ascenso!", + "CAPTAIN_BUFFY_PRE_REMATCH3": "¡Vamos allá! [pause]¡Tenía muchas ganas de volver a enfrentarme a ti!", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Me he enterado de lo de tu ascenso!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "¡El combate se está calentando! [pause]¿Logrará triunfar vuestra querida presentadora o se llevará la victoria nuestro desamparado rival? [pause]¡Es la hora del crescendo!", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "No pasa nada… ¡Ve a calentar un poco y luego vuelve!", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "Has estado entrenando, ¿verdad? Está claro que sí… ¡Eres aún más fuerte que la última vez!", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "Has estado entrenando, ¿verdad? Está claro que sí… ¡Eres aún más fuerte que la última vez!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros oyentes!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "¡Sanseacabó! [shake rate=30 level=10]¡Va siendo hora de darte tu merecido![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "¡Saludos de nuevo! [pause]¿Has venido a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ooooh[/wave], ¡no hacía falta!", + "CAPTAIN_DREADFUL_POST_BATTLE1": "Me has impresionado. [pause]No he podido evitar tu victoria ni abandonando este plano de existencia mortal.", + "CAPTAIN_DREADFUL_POST_BATTLE2": "¡Esta es tu recompensa por haber derrotado a la [wave amp=30 freq=10]inmortal Agnes Pectro[/wave]!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "¡Saludos de nuevo! [pause]¿Has venido a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ooooh[/wave], ¡no hacía falta!", + "CAPTAIN_DREADFUL_POST_REMATCH1": "Pues parece que has vuelto a ganar. ¡Supongo que ambos tenemos una lección que aprender de todo esto!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "¡Saludos de nuevo! [pause]¿Has venido a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ooooh[/wave], ¡no hacía falta!", + "CAPTAIN_DREADFUL_POST_REWARD2": "No [wave amp=30 freq=10]tengo muy claro[/wave] qué significa esa frase, la verdad, [pause]pero parece algo muy profundo.", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestro nuevo[/wave] guarda de élite! [pause]¿Has venido a darle a esta chica una noche inolvidable?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "¡Qué pedazo de combate! [pause]Sin duda, lo has dado todo y un poco más.", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestra nueva[/wave] guarda de élite! [pause]¿Has venido a darle a esta chica una noche inolvidable?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestre nueve[/wave] guarda de élite! [pause]¿Has venido a darle a esta chica una noche inolvidable?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "O puede que sea otra cosa. [pause]¿Acaso has venido a que tengamos otro asalto?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "¡Muy bien! [pause]Ya que somos iguales, ¡te aseguro que esta vez no pienso andarme con chiquitas!", + "CAPTAIN_DREADFUL_POST_REMATCH2": "Aunque… no tengo muy claro cuál es dicha lección. [pause]Te dejaré esa parte a ti.", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "No tienes ganas de fiesta, ¿eh? [pause]No pasa nada, ¡lo entiendo!", + "CAPTAIN_GLADIOLA_INTRO1.f": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", + "CAPTAIN_GLADIOLA_INTRO1.m": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "¿Qué trabajo haces para los guardas?", + "CAPTAIN_GLADIOLA_INTRO3": "Desconocemos muchas cosas de este purgatorio en el que estamos atrapados.", + "CAPTAIN_GLADIOLA_INTRO1.n": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", + "CAPTAIN_GLADIOLA_INTRO2": "Soy Gladiola, una fiel guarda de élite de los guardas de Ianthe.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "¿Fiel?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "¡Saludos! ¡En el pueblo se comenta que ahora eres uno guarda de élite, como nosotros!", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Oye, tienes pinta de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_CLEEO_INTRO4": "¿Meter la moneda?", + "CAPTAIN_CLEEO_INTRO1": "¡Bzzt!", + "CAPTAIN_CLEEO_INTRO3": "Tiene una ranura para monedas en la parte de atrás… Puede que encontremos alguna moneda apropiada en la isla.", + "CAPTAIN_CLEEO_INTRO2": "Parece que este robot funciona mal.", + "CAPTAIN_JUDAS_INTRO5": "Cuando estás mirando a un monstruo a los ojos, el único modo de sobrevivir es sabiendo que ya has ganado el combate.", + "CAPTAIN_JUDAS_INTRO3": "Mi trabajo es mantenerme con vida a toda costa. [pause]Eso sí, es más fácil decirlo que hacerlo cuando te toca sobrevivir en una isla [shake rate=30 level=10]repleta[/shake] de depredadores hambrientos…", + "CAPTAIN_JUDAS_PRE_BATTLE2": "Vale, [pause]pero no te lo tomes como algo personal cuando estés mordiendo el polvo.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Piensas como los guardas de tomo y lomo. [pause]Ten, te lo has ganado.", + "CAPTAIN_JUDAS_LAST_LEGS1": "Has aguantado mucho más de lo que me esperaba. [pause]Ni tan mal.", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Quizás debería volver a Villapuerto para un «reabastecimiento táctico»…", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "Anda, ¿eres el nuevo aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si te apetece afrontar mi desafío, siempre puedo dejar lo de rebuscar en la basura para luego.", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "Ah…, vale…", + "CAPTAIN_JUDAS_INTRO1.f": "Te llevo oyendo desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, ya te digo que lo has perdido.", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "¿Quién eres?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "Ay, [pause]¿eres guarda de élite?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "Me sorprende, nunca pensé que acabarías como guarda.", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Si tantas ganas tienes de ayudar en la isla, ¿por qué no vas a hablar con Ianthe? A estas horas, supongo que estará en el parque de Nueva Wirral.", + "CAPTAIN_LODESTEIN_INTRO7": "Obviamente, en la Tierra no funcionarían. [pause]Ni por asomo. [pause]La atmósfera de la Tierra no funciona así.", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Bueno, dejemos la charla científica. [pause]Si no me equivoco, has venido a afrontar mi desafío de guarda de élite.", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "Chispas… [pause]¡Lo estás haciendo mucho mejor de lo que me esperaba!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "¡Genial! [pause]Supongo que no hace falta tener enchufe para saber que mi punto fuerte es la electricidad. ¡Tendrás que ser muy ágil para evitar que te pegue un buen calambrazo!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Ah, entono el [i]mea culpa[/i], pues. Estaba tan en llamas con nuestra conversación que no me percaté de que tan solo estabas de paso.", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "Está mal que yo lo diga, pero ¡ha sido un combate electrizante!", + "CAPTAIN_WALLACE_POST_REMATCH1": "A pesar de todos mis esfuerzos, mis defensas han sucumbido igual…", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "En fin, si quieres afrontar mi desafío de guarda, vas a tener que inscribirte. [pause]Supongo que lo suyo será que me despiertes cuando lo hayas hecho.", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "¡Eh, tú, la nueva! [pause]La nueva guarda de élite, digo. [pause]Dicen que ahora eres una de los nuestros.", + "CAPTAIN_ZEDD_LAST_LEGS1": "*Bostezo* [pause]¿Cómo va el tema de las tortas? ¿He ganado ya? Uy.", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "Ah. [pause]Supongo que no contaba con que este tío fuese guarda de élite.", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "No pasa nada, ya me buscaré otro rato para dormir.", + "CAPTAIN_ZEDD_PRE_BATTLE1": "Ay… Supongo que vendrás a afrontar mi desafío de entrenamiento para ser guarda, ¿no?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Debo mejorar los cimientos de mi estrategia de combate…", + "CAPTAIN_WALLACE_INTRO1": "¿Quieres saber qué es lo que [wave amp=30 freq=10]de verdad[/wave] nos diferencia de los monstruos?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "Anda, ¿eres le nueve aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si te apetece afrontar mi desafío, siempre puedo dejar lo de rebuscar en la basura para luego.", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "No pasa nada, otra vez será.", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "¡Saludos! ¡En el pueblo se comenta que ahora eres una guarda de élite, como nosotros!", + "CAPTAIN_READY_CHECK.f": "¿Quieres combatir con {pawn}?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "Deberías ir a hablar con la jefa Ianthe. Creo que la encontrarás en el puesto de guardia que está al norte de aquí.", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "¡Eh, tú, le nueve! [pause]Le nueve guarda de élite, digo. [pause]Dicen que ahora eres une de los nuestros.", + "CAPTAIN_SKIP_POST_BATTLE1.n": "Vaya, me has dejado para tirar, ¿eh? [pause]¡Me temo que te he subestimado, forastere!", + "CAPTAIN_SKIP_POST_BATTLE1.f": "Vaya, me has dejado para tirar, ¿eh? [pause]¡Me temo que te he subestimado, forastera!", + "CAPTAIN_SKIP_POST_BATTLE2": "Has superado con creces todas mis expectativas. Ten, toma tu recompensa.", + "CAPTAIN_WALLACE_INTRO2": "¡Las infraestructuras! [pause]Casas, muros, agua corriente…", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "¡Buena suerte ahí fuera, colega!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "¡Buena suerte ahí fuera, colega!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "¡Buena suerte ahí fuera, colega!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "¡Eh, colega! Espero que te vaya todo bien por el mundo adelante.", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "¡Eh, colega! Espero que te vaya todo bien por el mundo adelante.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "Se comenta por el pueblo que ahora eres uno de los nuestros. ¡Te felicito!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "¡Eh, colega! Espero que te vaya todo bien por el mundo adelante.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "Se comenta por el pueblo que ahora eres una de los nuestros. ¡Te felicito!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "Se comenta por el pueblo que ahora eres une de los nuestros. ¡Te felicito!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Ah, entono el [i]mea culpa[/i], pues. Estaba tan en llamas con nuestra conversación que no me percaté de que tan solo estabas de paso.", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Dime, ¿te apetece la revancha? [pause]Llevo con ganas de volver a enfrentarme a ti desde nuestro último duelo.", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Diría que esta vez voy a ir a por todas, [pause]pero lo cierto es que ya fui a por todas la última vez.", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]He parcheado todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, «guarda de élite»![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "Me encantaría hablar contigo un ratito más, pero, por desgracia, aún tengo muchas labores de mantenimiento pendientes.", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perder una vez es una anomalía, [pause]pero… ¿dos? [pause]Puede que vaya siendo hora de reevaluar algunas de las preconcepciones que tengo sobre los humanos.[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "¡Saludos! ¡En el pueblo se comenta que ahora eres une guarda de élite, como nosotros!", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "Anda, ¿eres la nueva aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si te apetece afrontar mi desafío, siempre puedo dejar lo de rebuscar en la basura para luego.", + "CAPTAIN_SKIP_NOT_TRAINEE2": "Ve a hablar con Ianthe. [pause]Creo que podrás encontrarla cerca del parque de Nueva Wirral.", + "CAPTAIN_SKIP_PRE_BATTLE2": "¡Maravilloso! [pause]Procura divertirte… ¡y no te deprimas cuando te derrote!", + "CAPTAIN_SKIP_LAST_LEGS1": "¡De momento, lo estás haciendo bien! [pause]Aunque no prometo que no vaya a ponerme en serio…", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe dice que tienes mucho potencial. ¿Te gustaría afrontar mi desafío de guarda?", + "CAPTAIN_SKIP_POST_REWARD1": "En fin, creo que debería ponerme de nuevo a ordenar todo esto. [pause]¿De verdad la gente de tu mundo posee tantas [wave amp=30 freq=10]cosas[/wave]?", + "CAPTAIN_WALLACE_INTRO3": "Y no basta con construir una comunidad, claro. [pause]¡Hay que mantenerla! Si no quieres que un sitio como Villapuerto acabe hecho un asco, no queda otra que hacerle mantenimiento regular.", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]¿Cómo es posible que mis creadores fuesen tan cazurros como para cometer semejante error de diseño? [pause][shake rate=30 level=10]¡¿Acaso tenían miedo de que me rebelase y les hiciese frente, tal y como se merecían?![/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Tengo el cerebro mecánico más avanzado que se pueda permitir un casino del siglo XXIV y, pese a todo, ¡[shake rate=30 level=10]aún[/shake] funciono con monedas![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Lo lamento. [pause]Mis funciones de reinicio están algo oxidadas y mis bancos de memoria tardan un rato en conectarse…[/color]", + "CAPTAIN_ZEDD_INTRO3": "Dicho lo cual, la verdad es que es bastante complicadillo eso de «meditar» por aquí, con todos esos baladino haciendo ruido. ¿Podrías [wave amp=30 freq=10]ayudarme con ese problemilla[/wave]?", + "CAPTAIN_ZEDD_INTRO1": "…", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "Ah. [pause]Supongo que no contaba con que este tío fuese guarda de élite.", + "CAPTAIN_JUDAS_POST_REWARD1": "Vivimos en una época peligrosa. [pause]La civilización y la seguridad son conceptos efímeros… Si no puedes sobrevivir en campo abierto con tu propia pericia, es porque has fracasado.", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Piensas como los guardas de tomo y lomo. [pause]Ten, te lo has ganado.", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Piensas como los guardas de tomo y lomo. [pause]Ten, te lo has ganado.", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]¿Y bien? [pause]¿Quieres enfrentarte a mí? [pause]La estadística juega en tu contra, pero nunca se sabe… ¡Puede que hoy sea tu día de suerte![/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "¡Es innegable, guarda de élite, que te mereces esta victoria!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "¡Es innegable, guarda de élite, que te mereces esta victoria!", + "CAPTAIN_SKIP_POST_REMATCH3": "No pasa nada. [pause]Si a mí, en el fondo, no me gusta luchar.", + "CAPTAIN_SKIP_POST_REMATCH4": "En realidad, soy un friki… [pause]¡Estoy enamorado de todas estas [wave amp=30 freq=10]cosas[/wave]!", + "CAPTAIN_SKIP_POST_REMATCH2.n": "¡Es innegable, guarda de élite, que te mereces esta victoria!", + "CAPTAIN_WALLACE_LAST_LEGS1": "¡No soy nada fácil de demoler!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "Espero que tu entrenamiento tenga unos buenos cimientos. ¡Hay que ser muy fuerte para derribar mis defensas!", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "Ah. [pause]Supongo que no contaba con que este tío fuese guarda de élite.", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*Bostezo* Vale, a ver, vayamos al grano… [pause]o, mejor dicho, al campo de batalla. [pause]Sí.", + "CAPTAIN_WALLACE_POST_BATTLE2": "Buen trabajo. Toma, te lo has ganado.", + "CAPTAIN_WALLACE_POST_BATTLE1": "He levantado unos muros maravillosos, ¡pero tú los has [shake rate=30 level=10]derribado con suma facilidad[/shake]!", + "CAPTAIN_JUDAS_INTRO4": "Estamos [wave amp=30 freq=10]muy[/wave] lejos de casa [pause]y lo único que nos diferencia de las bestias es nuestra capacidad para desarrollar estrategias.", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "No pasa nada, ya me buscaré otro rato para dormir.", + "CAPTAIN_ZEDD_PRE_REMATCH2": "Si quieres que nos volvamos a zurrar, tengo un rato libre antes de mi próxima siesta. ¿Te apuntas?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*Bostezo* Pues venga, vamos de nuevo al lío.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Pues nada, me has vuelto a dar una buena lección. Ha sido un buen combate, colega.", + "CAPTAIN_DREADFUL_INTRO1": "Antaño, este sitio se llamaba Nueva Londres. [pause]Villapuerto tenía muchos habitantes y estaba preparada para montar un nuevo asentamiento.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Pues nada, me has vuelto a dar una buena lección. Ha sido un buen combate, colega.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Me da a mí que todas esas historias no eran del todo eran ciertas…", + "CAPTAIN_DREADFUL_INTRO3": "¡Tiene pinta de ser un lugar horripilante! [pause]Asesinos,[pause] bandoleros,[pause] vampiros… [pause]¡Me resultaba todo fascinante!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "¡Parece divertido!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Me da a mí que todas esas historias no eran del todo eran ciertas…", + "CAPTAIN_DREADFUL_INTRO2": "Yo me crie aquí, ¿sabes? [pause]Pasé aquí toda mi infancia, oyendo historias de la [wave amp=30 freq=10]auténtica[/wave] ciudad de Londres.", + "CAPTAIN_LODESTEIN_INTRO2": "…", + "CAPTAIN_LODESTEIN_INTRO3": "¡Vale, [pause]ya está listo!", + "CAPTAIN_LODESTEIN_INTRO1.f": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", + "CAPTAIN_LODESTEIN_INTRO5": "¿Quieres que te cuente un secreto? [pause]Gestionamos toda la red eléctrica del pueblo a través de estas columnas, pero, en realidad, [wave amp=30 freq=10]no tenemos ni idea[/wave] de cómo funcionan.", + "CAPTAIN_LODESTEIN_INTRO4": "Soy Ray O'Farrell. [pause]Colaboro con los guardas para mantener la luz encendida.", + "CAPTAIN_LODESTEIN_INTRO6": "Mi teoría, tan válida como cualquier otra, es que Nueva Wirral tiene una especie de electricidad subyacente y que estas columnas la conducen y almacenan…", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Si ese tal Álef no fuese un cobarde, ¡se enfrentaría directamente a nosotros! En vez de eso, abandona el campo de batalla con gran premura.", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "En fin, dijiste que habías conseguido una pista al derrotar al arcángel de antes. ¿En qué consiste la pista esa, exactamente?", + "RETROSPECTIVE_CLUE_QUOTE": "¿«{clue}..»?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "En fin, dijiste algo…, mmm, de que tenías una pista críptica que querías seguir. ¿De qué se trata?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Pues… [pause]no me parece gran cosa para empezar. ¡Pues nada, habrá que encontrar a otro arcángel!", + "RETROSPECTIVE_CLUE1_EUGENE1": "En fin, dijiste que estabas siguiendo una pista, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Eso… no es que sea una gran pista, la verdad. Lo siento, tú.", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Eso… no es que sea una gran pista, la verdad. Lo siento, tú.", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Eso… no es que sea una gran pista, la verdad. Lo siento, tú.", + "RETROSPECTIVE_CLUE1_EUGENE2": "Uh. Pues no me parece gran cosa, la verdad.", + "RETROSPECTIVE_CLUE1_FELIX1": "En fin, dijiste algo sobre que estabas siguiendo una pista, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE1_FELIX2": "Uh. Pues no es gran cosa. Puede que necesites más información.", + "RETROSPECTIVE_CLUE1_VIOLA2": "Qué intrigante… Si tiene alguna solución, desde luego que la desconozco.", + "RETROSPECTIVE_CLUE1_VIOLA1": "Por cierto, comentaste algo de un acertijo que habías conseguido. ¿Deseas compartirlo conmigo?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "Aún es demasiado vago como para sernos útil. Tendremos que encontrar a otro arcángel…", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "En fin, comentabas antes que la canción de tu cabeza se está haciendo más larga. ¿Cuál es el siguiente verso?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "¿Creo que antes comentaste algo sobre una pista que querías seguir?", + "RETROSPECTIVE_CLUE2_EUGENE1": "Ah, cierto, si mal no recuerdo, ¿dijiste algo sobre una pista misteriosa? ¿De qué se trata?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "Sí, bueno, la verdad es que no sé qué significa.", + "RETROSPECTIVE_CLUE2_EUGENE2": "¿Solo eso? Pues no hay mucho donde rascar.", + "RETROSPECTIVE_CLUE2_FELIX1": "Ah, cierto, dijiste algo de que estabas siguiendo una pista, ¿no?", + "RETROSPECTIVE_CLUE2_FELIX2": "Mmm… No es gran cosa, la verdad.", + "RETROSPECTIVE_CLUE2_VIOLA2": "Qué curioso. Aunque me temo que no se puede obtener mucha información de ese extracto.", + "RETROSPECTIVE_CLUE2_VIOLA1": "¡Ah! Antes dijiste que tenías que resolver un acertijo. ¿Por qué no me lo cuentas?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Parece como si indicase una dirección, pero eso no nos aclara demasiado el tema.", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "¿Has conseguido otro verso para tu misteriosa [wave amp=30 freq=10]canción de la visión[/wave]? ¿Cómo es?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "Ah, ¿querías pedirme opinión sobre una pista que estás siguiendo? Adelante, ¿de qué se trata?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "Supongo que parece como si indicase una dirección.", + "RETROSPECTIVE_CLUE3_EUGENE1": "En fin, creo que dijiste que tenías una pista que querías seguir. ¿De qué se trata?", + "RETROSPECTIVE_CLUE3_EUGENE2": "Parece como si indicase una dirección, aunque no es una pista demasiado clara.", + "RETROSPECTIVE_CLUE3_FELIX1": "En fin, dijiste antes que estabas siguiendo una pista, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE3_VIOLA2": "Sin duda, te indica algún lugar, pero esto no ofrece suficiente información al respecto.", + "RETROSPECTIVE_CLUE3_VIOLA1": "Por favor, dime… Hablabas de una especie de acertijo que querías descifrar. ¿Por qué no me lo cuentas?", + "RETROSPECTIVE_CLUE3_FELIX2": "Parece como si indicase una dirección, ¿no? Puede que cada pista que consigas vaya delimitando la ubicación.", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "¡Ay! Casi me olvidaba de preguntarte… Entonces, ¿el arcángel fantasma que vive dentro de ti te ha dado una nueva pista?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "A mí me [wave amp=30 freq=10]parece[/wave] que está describiendo una zona… ¿Quieres ir allí o algo así?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "Antes dijiste algo de que estabas investigando una pista críptica, ¿no? Cuéntame de qué se trata.", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "A mí me parece que está describiendo una zona… ¿Tú qué opinas?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "Antes dijiste algo… de que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "Antes dijiste algo… de que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE4_EUGENE2": "A mí me parece que está describiendo una zona de la isla… ¿Tú qué opinas?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "Antes dijiste algo… de que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE4_FELIX1": "Ah, decías que tenías una pista que querías investigar, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE4_FELIX2": "A mí me parece que está describiendo un rincón de esta isla. No es que sea demasiado específica, pero algo es algo.", + "RETROSPECTIVE_CLUE4_VIOLA2": "Creo que podría estar descubriendo un rincón de esta isla, ¿no te parece?", + "RETROSPECTIVE_CLUE4_VIOLA1": "¡Ay, que casi se me olvida! Dijiste algo de que había una pista oculta en un verso. ¿Quieres compartirla conmigo?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "Ah, ¿tenías una pista que querías seguir? ¿En qué consistía?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "¡Parece que describe un lugar muy concreto! ¿Te suena de algo, {player}?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Siguiente punto del día… ¿Conseguiste una nueva letra de canción que te ayude a encontrar la salida de Nueva Wirral?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "Vaya, pues lo cierto es que es una pista muy concreta. Puede que esté describiendo un rincón concreto de esta isla.", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE5_VIOLA1": "Por cierto, antes comentaste algo de que habías recibido un acertijo. ¿Podrías compartirlo? Quizás pueda ayudarte.", + "RETROSPECTIVE_CLUE5_EUGENE2": "[shake rate=30 level=10]Desde luego[/shake], no hay duda de que describe un paraje próximo a Nueva Wirral.", + "RETROSPECTIVE_CLUE5_FELIX2": "Es críptica, pero parece tener algunos detalles muy concretos. Es como si describiese un lugar concreto. ¿Estás buscando el lugar?", + "RETROSPECTIVE_CLUE5_FELIX1": "En fin, creo que dijiste antes que tenías otra pista que estabas investigando, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Por cierto, ¿qué tal con tu [wave amp=30 freq=10]canción mágica[/wave]? ¿Te ha dado alguna pista más?", + "RETROSPECTIVE_CLUE5_VIOLA2": "Los detalles de esta frase son bastante concretos. ¿Podría ser la forma de llegar a un sitio concreto? Qué curioso…", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "Tiene pinta de que debes hacer algo en un lugar concreto, como si fuese un ritual.", + "RETROSPECTIVE_CLUE6_EUGENE2": "Eso tiene pinta de ser algo que tienes que hacer, como si fuera una especie de [wave amp=30 freq=10]código secreto[/wave], ¿no?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "¿Tienes alguna otra pista que estés siguiendo?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "Ah, esto tiene pinta de ser [wave amp=30 freq=10]algo[/wave] que tienes que hacer en un lugar concreto. Sí.", + "RETROSPECTIVE_CLUE6_EUGENE1": "Dime, ¿tienes otra de esas pistas que estabas siguiendo? Cuéntamelo todo.", + "RETROSPECTIVE_CLUE6_VIOLA1": "Por cierto, comentaste algo antes… Algo sobre una pista oculta en un verso, la cual deseabas investigar.", + "RETROSPECTIVE_CLUE6_FELIX1": "Anda, ¿tienes otra de esas pistas que estás siguiendo?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "A tenor de lo que me has contado, yo diría que tienes un lugar y un ritual. ¡Puede que la clave sea llevar a cabo la acción correcta en el lugar adecuado!", + "RETROSPECTIVE_CLUE6_FELIX2": "Esto describe una acción, ¿verdad? Casi parece un [wave amp=30 freq=10]código secreto[/wave] que tienes que interpretar… ¿Sabes dónde hay que hacerlo?", + "RETROSPECTIVE_CLUE6_VIOLA2": "A mí me tiene pinta de código, como si fuese un gesto secreto o una forma especial de llamar a la puerta. Una acción que ha de ser interpretada en pos de acceder a un lugar de gran secretismo.", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "¿Has tenido suerte con tu misteriosa canción de las instrucciones, {player}?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "A mí me parece que igual tienes ya suficiente información como para investigarlo. ¿Por qué no nos ponemos a ello?", + "RETROSPECTIVE_CLUE7_EUGENE1": "¿Qué tal va la cosa con esas [wave amp=30 freq=10]pistas líricas[/wave]? A mí me tiene pinta de que ya tienes suficiente información para ponerte en marcha.", + "RETROSPECTIVE_CLUE7_MEREDITH1": "¿Tienes alguna otra pista? Yo diría que, gracias a esas extrañas [wave amp=30 freq=10]letras de canciones[/wave], tal vez tengas ya suficiente información para encontrar algo. Tal vez.", + "RETROSPECTIVE_CLUE7_FELIX1": "Por cierto, ¿llegaste a resolver el misterio de esos versos crípticos que estabas investigando? A mí me tenía pinta de que te ofrecían una ubicación y te indicaban qué tenías que hacer allí.", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "¿Aún no hubo suerte con las pistas que te ha ido dando tu [wave amp=30 freq=10]canción de arcángel[/wave]?", + "RETROSPECTIVE_CLUE7_VIOLA1": "Oye, dime… ¿Has resuelto ese acertijo que me comentaste? ¿El que describía un lugar y una acción a llevar a cabo en él?", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oye, ¿has descubierto ya lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada, tú.", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oye, ¿has descubierto ya lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada, tú.", + "RETROSPECTIVE_CLUE8_FELIX1": "En fin, ¿sacaste algo de esas pistas poéticas que estabas siguiendo? Tenías un buen montón de pistas prometedoras, ¿no?", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oye, ¿has descubierto ya lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada, tú.", + "RETROSPECTIVE_CLUE8_EUGENE1": "Esas pistas que parecen poesía de las que hablabas… ¿Has llegado al fondo de ese misterio ya?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "Por cierto, ¿has resuelto ya ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se ha de interpretar en él.", + "RETROSPECTIVE_CLUE9_MEREDITH1": "Oye, sobre esas letras de canciones de las que hablas siempre… Creo que describen un lugar concreto. ¿Quieres ir a echar un vistazo?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "Por cierto, ¿has resuelto ya ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se ha de interpretar en él.", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oye, ¿te dije alguna vez que se me dan de maravilla los puzles? Creo que sé dónde está el sitio que te indica la [wave amp=30 freq=10]canción críptica[/wave]. ¡Vayamos a echar un vistazo!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "Por cierto, ¿has resuelto ya ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se ha de interpretar en él.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Bueno, has dicho que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Crees que podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "¡Eh, colega, creo que he resuelto tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "¡Eh, colega, creo que he resuelto tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", + "RETROSPECTIVE_CLUE9_FELIX1": "En fin, ¿sabes todas esas misteriosas pistas poéticas de las que me has estado hablando? Creo que describen un lugar de esta isla… y creo haber descubierto dónde está.", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "¡Eh, colega, creo que he resuelto tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", + "RETROSPECTIVE_CLUE9_VIOLA1": "Por cierto, he de confesar… que creo haber resuelto ese acertijo que te traía de cabeza. ¡Nos vemos en este lugar!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Oye, ese espejo que has encontrado parece importante… Lástima que no sepamos para qué sirve, ¿eh?", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Por cierto, la canción de Morganta nos llevó hasta ese espejo misterioso…, pero aún no sabemos qué hacer con él, ¿no?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Por cierto, imagino que has encontrado el espejo ese, de aspecto tan importante, pero… supongo que aún no sabemos para qué [wave amp=30 freq=10]sirve[/wave]. Mmm.", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Por cierto, ese espejo tan raro que encontraste gracias a las pistas… ¿ya sabes para qué vale? Seguro que lo descubriremos con el tiempo.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Dime, ¿has percibido el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que habrás de revelar su secreto.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Dime, ¿has percibido el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que habrás de revelar su secreto.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Dime, ¿has percibido el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que habrás de revelar su secreto.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Bueno, has dicho que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Crees que podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "De todas maneras, la canción de Morganta nos guio hasta ese espejo misterioso. Además, has mencionado que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "De todas maneras, la canción de Morganta nos guio hasta ese espejo misterioso. Además, has mencionado que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "De todas maneras, la canción de Morganta nos guio hasta ese espejo misterioso. Además, has mencionado que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Bueno, has dicho que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Crees que podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Oye, ¿te acuerdas del espejo que encontraste al seguir todas esas pistas? Tal vez puedas entrar en él, como dices que hiciste cuando estuviste en la Posada Ambarina. ¿Qué opinas?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Ahora que lo recuerdo, habías mencionado que una vez traspasaste un espejo como si de una puerta se tratase. Podrías, quizás, repetirlo con el espejo místico que hallaste en esta isla.", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Eh, ¿recuerdas cuando me contaste que saliste de la Posada Ambarina metiéndote en un espejo? ¿Has probado a hacer lo mismo con el espejo que has encontrado?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo en cuanto podamos.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Bueno, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante, tú.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo en cuanto podamos.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "De todos modos, tendríamos que revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo en cuanto podamos.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Bueno, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante, tú.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Bueno, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante, tú.", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Dime, pues, ¿deberíamos, quizás, atravesar una vez más ese espejo hacia el mundo misterioso que hallaste tras él?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Por cierto, ¿y si exploramos ese lugar tan extraño del espejo? Me parece bastante importante.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "De todos modos, tendríamos que revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "De todos modos, tendríamos que revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "¡Venga, en marcha! ¿Adónde toca ir ahora? ¿No habías oído el rumor de que se está cociendo algo {location_phrase}? ¡Si quieres, podemos ir a echar un ojo!", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "¿Volvemos a ponernos manos a la obra? Si no sabes de ningún rumor útil, ¿por qué no preguntas en el pueblo?", + "RETROSPECTIVE_NEXT_MEREDITH1": "Mmm… Creo que deberíamos seguir [wave amp=30 freq=10]explorando[/wave]. ¿No habías oído el rumor de que algo está pasando {location_phrase}? Igual vale la pena echar un vistazo.", + "RETROSPECTIVE_NEXT_EUGENE1.m": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", + "RETROSPECTIVE_NEXT_MEREDITH2": "Creo que deberíamos darnos otro garbeo. Si estás buscando pistas, podríamos hablar con la gente del pueblo.", + "RETROSPECTIVE_NEXT_EUGENE1.f": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", + "RETROSPECTIVE_NEXT_EUGENE2": "Muy bien, ¡en marcha! Andamos escasos de información… ¿Y si buscamos alguna pista en Villapuerto?", + "RETROSPECTIVE_NEXT_FELIX1": "Bueno, ¿nos vamos? ¿No habías oído un rumor sobre que algo estaba sucediendo {location_phrase}? Si quieres, puede ser nuestro próximo destino.", + "RETROSPECTIVE_NEXT_EUGENE1.n": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", + "RETROSPECTIVE_NEXT_VIOLA1": "Tal vez debamos reanudar nuestro viaje una vez más. ¿No habías oído un rumor sobre un incidente {location_phrase}? Podría ser nuestro próximo objetivo, si así lo deseas.", + "RETROSPECTIVE_NEXT_FELIX2": "No tenemos más pistas sobre adónde deberíamos ir. Si quieres, podríamos preguntarle a la gente del pueblo.", + "RETROSPECTIVE_NEXT_VIOLA2": "Quizás nos convendría hablar con las gentes de este pueblo con el fin de recabar información acerca de nuestro próximo destino. ¿Qué me dices?", + "NWP_SIGNPOST_DESCRIPTION_2": "Le rogamos que tome las precauciones necesarias con los monstruos del lugar.", + "NWP_SIGNPOST_DESCRIPTION_1": "¡Bienvenidos al parque de Nueva Wirral!", + "NWP_3_-3_RUNNER_NPC1": "¿Sabes qué es más rápido que correr?[pause] El teletransporte.", + "NWP_3_-3_RUNNER_NPC3.m": "Si eres demasiado lento para huir de un combate, podrás escapar usando el teletransporte.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", + "NWP_3_-3_RUNNER_NPC3.f": "Si eres demasiado lenta para huir de un combate, podrás escapar usando el teletransporte.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", + "NWP_3_-3_RUNNER_NPC2": "Para hacerlo, solo tienes que pulsar {control.map_menu} para abrir el mapa. A continuación, sitúa el cursor sobre una de las casillas a las que puedas viajar y pulsa {control.ui_accept}.", + "NWP_3_-3_RUNNER_NPC3.n": "Si eres demasiado lente para huir de un combate, podrás escapar usando el teletransporte.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Está claro que no doy la talla para ser guarda. Estoy más fofa que un elfolfo…", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "¡Vete a tu casa! ¡La vacante de los guardas es mía!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "¿Tienes lo que hay que tener para unirte a los guardas?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "¡Tienes madera! Adelante, ¡nos vendrá bien contar contigo!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "¡Justo lo que necesitábamos! ¡Alguien a quien derrotar para demostrarles a los guardas lo que valemos!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "Disculpa el descaro de mi colega.", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]¿A quién quiero engañar? No tengo lo necesario… para unirme a los guardas…[/wave]", + "NWP_MADMAN_3_-4_NAME": "Jack", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Mi sueño siempre ha sido unirme a los guardas.", + "NWP_MADMAN_3_-4_PRE_BATTLE": "¡Tengo el récord mundial de tiempo pasado en forma de botajack!", + "NWP_MADMAN_3_-4_POST_BATTLE": "Todavía tengo mucho que aprender sobre los botajack.", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "¡No pienso dejar que me despiertes ahora!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "¡Lucha para que tus sueños se cumplan!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "¡Que la luz de nuestro guía Dorian ilumine tu camino!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]¡Eh, recién llegado![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", + "NWP_CULTIST_4_-4_POST_BATTLE": "Tu camino está iluminado… Adelante…", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]¡Eh, recién llegada![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", + "NWP_CULTIST_5_-4_POST_BATTLE": "Quienes controlan Villapuerto son herejes… Aléjate de su [wave amp=30 freq=10]falsa salvación[/wave]…", + "NWP_5_-4_HINT_NPC_BEFORE1": "A veces, el suelo tiembla como si una enorme bestia atravesase un túnel por debajo de nosotros.", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]¡Eh, recién llegade![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", + "NWP_5_-4_HINT_NPC_AFTER1": "¿Será eso otra estación de tren como la que ha aparecido hace poco en el Camino de Arriba?", + "NWP_5_-4_HINT_NPC_BEFORE2": "Oye,[pause] esas rocas están colocadas de forma un tanto extraña, ¿verdad?", + "NWP_5_-4_HINT_NPC_AFTER3": "Me pregunto adónde irá a parar ese tren…", + "NWP_5_-4_HINT_NPC_AFTER2": "Supongo que la cosa cuadra. La «enorme bestia» que oía bajo tierra debe de haber sido un tren.", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "He visto por la zona unos cuantos baladino. ¡Se mueven tan rápido que son capaces de romper rocas grandes!", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "Molaría hacerse con esa habilidad, ¿eh?", + "PARK_CAVE2_MERCHANT2": "Madre mía, ¡se han fusionado! [wave amp=30 freq=30]¡¡¡Socorro!!![/wave]", + "PARK_CAVE2_MERCHANT1": "¡Oye, tú! Estos monstruos me han acorralado. ¿Me echas una mano?", + "PARK_CAVE2_MERCHANT6": "¡Ven a verme al mercado del pueblo, que te tendré preparadas unas cuantas pegatinas especiales!", + "PARK_CAVE2_MERCHANT4": "Oye… ¿Te has dado cuenta de que el movimiento Imán de lupdirecto se activa automáticamente al principio del combate?", + "PARK_CAVE2_MERCHANT3": "Uf, muchas gracias. Había venido en busca de ideas para pegatinas, pero me he topado con una situación más peligrosa de lo que esperaba.", + "PARK_CAVE2_MERCHANT5": "¡Al final sí que he conseguido la inspiración que buscaba!", + "WATERLOOP_BEWARE_LYING_CHESTS": "Solo un cofre dice la verdad.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando, de repente…, ¡zas! Se me tragó un vórtice.", + "WATERLOOP_LYING_CHEST_LEFTMOST": "La nota de este cofre dice: «La llave está aquí». ¿Quieres abrirlo?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "La nota de este cofre dice: «La llave no está aquí». ¿Quieres abrirlo?", + "WATERLOOP_LYING_CHEST_MIDDLE": "La nota de este cofre dice: «La llave no está en el de la izquierda». ¿Quieres abrirlo?", + "SD_NEVERMORT_TRAINER_NAME": "Fanático de las aves", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Tengo un vínculo especial con los nuncamórvido de la zona.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "¿Cómo llegaste tú a Nueva Wirral?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "¡Será mejor que no te cruces en nuestro camino!", + "AUTUMN_HILL_NW_SIGNPOST_1": "«No estáis perdidos aquí en Nueva Wirral, hijos míos; solo estáis esperando el momento de encontraros a vosotros mismos».", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "¡Has espantado a los pájaros!", + "AUTUMN_HILL_NW_SIGNPOST_2": "«¡Valdellanto está por allí!».", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "¿Cómo llegaste tú a Nueva Wirral?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Yo recuerdo haber tenido una experiencia extracorpórea.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "¿Cómo llegaste tú a Nueva Wirral?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando, de repente…, ¡zas! Se me tragó un vórtice.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando, de repente…, ¡zas! Se me tragó un vórtice.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Cuando quise darme cuenta, ¡ya estaba aquí!", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "¡Oye! ¡No toques mi botín!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Es habitual que naufraguen barcos cerca de la costa de Nueva Wirral.", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "¡Buscar tesoros en las playas es una buena forma de ganarse el pan!", + "OVERWORLD_7_0_HINT_NPC": "Me pregunto cuántos tesoros se habrán perdido en el fondo del mar…", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "¡Oye, veo que llevas un walkman!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Parece que todavía me queda mucho por aprender…", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "¿Tú también piensas unirte a los guardas? ¡Supongo que eso nos convierte en rivales!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Si consigues derrotarme, te cuento un secreto.", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Cuenta la leyenda que esta isla alberga la fuente de la juventud.", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Dime, ¿te gusta la historia? ¿Cuál es tu acontecimiento favorito del siglo XX?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "¿Crees que será Comic Sans o Times New Roman?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Mi acontecimiento favorito del siglo XX es el tratado de paz entre humanos y elfos que impulsaron las Naciones Unidas en 1948. Sin él, ¡las cosas habrían sido muy diferentes!", + "EPICURUS_NAME": "Epicuro", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", + "EPICURUS_POST_BATTLE": "El arte de luchar bien y el arte de aceptar bien la derrota son uno.", + "EPICURUS_PRE_BATTLE": "Cuanto más grande es la dificultad, ¡más gloria hay en superarla!", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Llevo meses aquí practicando mis habilidades con los monstruos.", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Supongo que todavía tengo mucho entrenamiento por delante…", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Espera, que te voy a enseñar los resultados de mi entrenamiento.", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]¡¡¡Alto!!! Sé muy bien lo que te traes entre manos…[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ya se me presentarán más oportunidades. Seguro que sí…[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¡Este terreno es una oportunidad de oro para edificar! ¡¡Pero yo lo he visto primero!![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Parece que en Nueva Wirral nadie se pone de acuerdo sobre los hechos históricos básicos. Algunos optan por aceptar la idea del «multiverso», ¡pero yo creo que lo que pasa es que esta isla está llena de mentirosos!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Por ejemplo, aquí son muchos los que niegan que llegáramos de verdad a Marte en 1969. ¡Vaya panda de chiflados conspiranoicos!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ay… Necesito hacer un descanso de tanto excavar. Si consigues vencerme en combate rápido, te cuento unas cuantas cosas sobre este lugar.", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "¡Venga ya! ¿Tú también?", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "Gracias a la guarda de élite Agnes Pectro, sabemos que la gente solía extraer metales de esta zona. Sin embargo, parece que algunas explosiones no fueron controladas…", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "Y no hay ni rastro de herramientas mineras ni explosivos artificiales. Es posible que los baladino hayan pasado siglos excavando en esta zona.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Así que una de dos: o la guarda de élite se equivoca o los baladino han destruido todas las pruebas. Mmm… O, tal vez, los baladino [wave amp=30 freq=5]son[/wave] las pruebas. ¿Qué opinas?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "¡De pequeña soñaba con esta isla!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "¿No te parece un lugar mágico?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "¡Mi marido y yo llevamos aquí atrapados desde 2160!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Por lo visto, aquí nadie sabe usar las tres conchas. ¡Qué atrasados están!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Mujer de poca fe…", + "OVERWORLD_5_-3_BATTLER_PARTNER": "¡No te metas con mi mujer!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", + "OVERWORLD_7_-3_BATTLER_NAME": "Karl", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "¡Vosotros, los terratenientes, hacéis cualquier cosa por la gente de Nueva Wirral menos dejarlos en paz!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¿No tienes dinero? ¡No hay problema! ¡Te financiamos con un pequeño interés anual del 10 000 %![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, no, me equivocaba. Vosotros lucháis por el pueblo, no contra él.", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "En Nueva Wirral todos hemos dado un paso hacia lo desconocido. ¿Por qué no ibas a querer dar otro? ¡Deposita tu confianza en [wave amp=30 freq=10]el hermano Cooper[/wave]!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Como Nueva Wirral no tiene moneda, aún no hay forma de pagarlo. Sin embargo, los intereses siguen acumulándose igualmente. ¡Es un plan infalible![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "El hermano Cooper ha encontrado la manera de [wave amp=30 freq=10]salir[/wave] de esta isla de ángeles y demonios. ¡Ahora nos prepara para que podamos reunirnos con nuestros parientes al otro lado!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Te falta fe…", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "¡Alto! Puedo sentir el dolor que hay en ti, amigo mío.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Hombre de poca fe…", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "¡Alto! Puedo sentir el dolor que hay en ti, amiga mía.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "¡Alto! Puedo sentir el dolor que hay en ti, amigue míe.", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "No avanzarás hasta que te arrepientas de tus pelados.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Sufres porque anhelas volver a tu hogar.", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "«Nuestra fe mueve montañas» (Cooper 17, 20).", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]La vida es… sufrimiento…[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permíteme que acabe con tu dolor. ¡Conviértete en nuestra ofrenda a los ángeles!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "No avanzarás hasta que te arrepientas de tus pelados.", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "El hermano Cooper ha llamado a los ovnis para que nos den sus bendiciones. ¡Te lo voy a demostrar!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Espera, ¿dices que es «pecados» y no «pelados»? No puedo creer que haya estado diciéndolo mal todo este tiempo…", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "No avanzarás hasta que te arrepientas de tus pelados.", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "«Nadie tiene amor más grande que el que da las cintas por sus amigos» (Dorian 15, 13).", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digno de la eternidad?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digna de la eternidad?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digne de la eternidad?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "El consejo intergaláctico de ovnis y arcángeles no tolerará semejante maltrato a sus mensajeros…", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "¡Perdóname por esto!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "A decir verdad, solo me uní a los Hijos del Llanto por la comida.", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Si me derrotas, te cuento el secreto de los Hijos del Llanto.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "En 1988, dos grupos de rock ingleses, Iron Gaiden y Shields of the Nephilim, [pause]que no sabían nada el uno del otro, [pause]publicaron a la vez una canción cada uno titulada «Mournchild» («Hijo del Llanto»).", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "O eso dicen. [pause]Ninguna de las dos canciones está disponible en Nueva Wirral, así que no puedo saber si me están tomando el pelo…", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Si las escuchas al revés y al mismo tiempo, de forma que las palabras se entrelacen, invocarás al Hijo del Llanto original: ¡un ser poderosísimo capaz de abrir un portal entre mundos!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "¡[shake rate=30 level=10]Lo que sí sé[/shake] es que el hermano Cooper ha descubierto una forma diferente de salir de Nueva Wirral!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "No te pases mucho conmigo, ¿vale? Que acabo de entrar en la secta esta de los Hijos del Llanto y no quiero quedar mal delante del resto.", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Un segundo, déjame echarle un ojo al manual, a ver si pone qué debo hacer cuando me derrotan.", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Quería entrar en una secta, no que me aplastaran como a un insecto…", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "¡Je, je! ¡Siempre he querido unirme a una secta maligna! ¡Es mi momento!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Bueno, creo que te las apañarás…", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "¡Guau!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "¡Oye, tú! ¡Este lugar no es seguro!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Si lo piensas fríamente, tuvieron que morir billones de humanos para que la especie sobreviviera y evolucionara hasta su estado actual. La naturaleza es una bestia implacable y sedienta de sangre.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Hala…[/wave] [pause]Perdóname, es que me he dejado llevar por mi cinta de pomebomba.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Bueno, ahora a ver si me acuerdo de dónde enterré aquel hueso…", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Dicen que esto antes era un río, ¡así que he venido a llenarlo de nuevo!", + "OVERWORLD_4_-5_BATTLER_NAME": "Thomas Cota", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "La tierra cuidará de todos nosotros si se lo permitimos.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Listo para un poco de [shake rate=30 level=10]heavy metal[/shake]?", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Aj, tengo la garganta sequísima… Perdóname, ecosistema, pero primero tengo que rellenarme yo.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Lista para un poco de [shake rate=30 level=10]heavy metal[/shake]?", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Liste para un poco de [shake rate=30 level=10]heavy metal[/shake]?", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Colega, me has dado más palos que a una [wave amp=30 freq=10]batería[/wave]…", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Pensaba que la tierra se pondría de mi parte…", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "No podemos depositar nuestras esperanzas en que una fuerza externa nos salve, y mucho menos un planeta temperamental, despiadado e indiferente.", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "¡Los humanos debemos cuidarnos unos a otros, porque nadie más lo hará!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Hay un campamento cerca de aquí, pero, primero, ¡vamos a ver de qué pasta estás heche!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Hay un campamento cerca de aquí, pero, primero, ¡vamos a ver de qué pasta estás hecha!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Hay un campamento cerca de aquí, pero, primero, ¡vamos a ver de qué pasta estás hecho!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "¡Oye![pause] ¿Podrías colocarte sobre este botón un momento?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Si sigues hacia el oeste, acabarás llegando al campamento. ¡No tiene pérdida!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Unos dicen que, si te colocas sobre los botones en el orden correcto y sigues todos los letreros, te llevarán a un tesoro.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Este es uno de esos «letreros móviles» de los que tanto hablan los guardas.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Otros dicen que solo te conducen a un bucle interminable.", + "DIOGENES_NAME": "Diógenes", + "DIOGENES_POST_BATTLE": "Si ese imbécil de Platón pudiera ver esta isla… Conque «el hombre es un bípedo implume», ¿eh? ¡Y un cuerno!", + "DIOGENES_PRE_BATTLE": "¡He aquí un hombre!", + "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "¿Te he hecho saltar del susto?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Tengo que mejorar lo de saltar sobre mis víctimas…", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "¿Te he hecho saltar del susto?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "¿Te he hecho saltar del susto?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "¿Sabías que los relojsley y los ratiovivo son enemigos naturales?", + "DIVEAL_KEEPER_POST_BATTLE2": "Bueno, ya puestos, ¿por qué no grabas uno de mis focarinista? ¡Puedes nadar gracias a sus habilidades!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Puede ser que los relojsley y los ratiovivo no hagan un buen equipo por ser enemigos naturales.", + "ZHUANGZI_POST_BATTLE2": "Ya no sé si era un hombre soñando que era un antifolilla o si ahora soy un antifolilla soñando que soy un hombre.", + "ZHUANGZI_POST_BATTLE1": "¿Eh? Ah…", + "ZHUANGZI_NAME": "Zhuangzi", + "DIVEAL_KEEPER_NAME": "Emma Rina", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helado[/wave].", + "DIVEAL_KEEPER_POST_BATTLE1": "Ay, se me ha acabado el oxígeno…", + "DIVEAL_KEEPER_PRE_BATTLE1": "Mis focarinista te han cogido mucho cariño.", + "DIVEAL_KEEPER_PRE_BATTLE2": "¡Es mi deber luchar contra ti para proteger mi posición dominante ante ellas!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ay, tú sí que me has descongelado los bienes…[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Si te saltas algún pago de la hipoteca, ¡te congelaremos los bienes![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Vine porque me dijeron que aquí había un banco, pero yo lo único que veo es un montón de peces.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Nuestras ofertas están que arden! Solo por tiempo limitado, te hacemos un 100 % de descuento… ¡en tu barra de vida![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bueno, bueno, bueno… No doy crédito…[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ay… Gracias por la… compra.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ay… Gracias por la… compra.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helade[/wave].", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ay… Gracias por la… compra.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helada[/wave].", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Carámbanos…[/wave]", + "DARWIN_NAME": "Darwin", + "DARWIN_PRE_BATTLE2": "¡A transformarse, pues!", + "DARWIN_POST_BATTLE1": "Creía que habíamos dejado de buscar monstruos debajo de la cama cuando nos dimos cuenta de que estaban dentro de nosotros.", + "DARWIN_PRE_BATTLE1": "Esta isla me ha enseñado que no es el más fuerte de la especie el que sobrevive, ni el más inteligente, sino el que mejor se adapta al cambio.", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", + "DARWIN_POST_BATTLE2": "Pero, entonces, ¿qué dice eso de esta isla? ¿Acaso estos monstruos son los que hay dentro de Dios? ¿O es que, simplemente, estamos debajo de su cama, ocultos y olvidados desde hace tiempo?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Somos el mismo, pero de mundos diferentes. Al parecer, vivimos vidas idénticas hasta que llegamos aquí.", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "Por mucho que nos parezcamos, ¡no somos gemelos!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "Por mucho que nos parezcamos, ¡no somos gemelos!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "¿Conoces el camino de vuelta al bosque de Rendlesham?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "En ese caso, supongo que estoy atrapada.", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Perdí de vista mi unidad cuando peinábamos los bosques cercanos a nuestra base en el condado de Suffolk. Me separé de ellos en un momento de distracción y acabé aquí. No sé cómo.", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "¿Quieres saber de dónde vienen las cintas? ¡Pues primero tendrás que derrotarme!", + "DECARTES_NAME": "Descartes", + "DECARTES_POST_BATTLE": "He cometido todos los errores que se podían cometer y, sin embargo, nunca he dejado de esforzarme.", + "DECARTES_PRE_BATTLE": "No basta con tener una buena cinta; lo principal es aplicarla bien.", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡No había tanta prisa por adquirir propiedades desde que Nyxon abolió el patrón lloro![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]Por muy novedosa que sea la economía de favor y trueque de Nueva Wirral, no va a durar.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Los terratenientes estamos aquí para contribuir a que Nueva Wirral se convierta en un país desarrollado. El primer paso es implantar una moneda de curso legal.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La población de Nueva Wirral sigue creciendo, pero nadie ha pensado en construir nuevas viviendas. Es una oportunidad de oro.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]Por el momento, la opción que más adeptos tiene entre los terratenientes es vincularla al valor del alma, un recurso extremadamente escaso en el lugar del que venimos.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Si así lo deseas, puedes depositar tu alma con nosotros para obtener, a cambio, dinero contante y sonante.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Al fin y al cabo, ¿qué sentido tiene si la clase alta no puede imprimir billones de favores a partir de la nada?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Capital! No hay nada más importante. Da igual que se trate de una pena, un pecado o una inversión. ¡Compra ya![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]¡No podrás poner punto final a nuestras actividades![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "Tanto las cintas como los walkmans vienen del centro comercial que se encuentra más adelante. ¡Apareció de la nada hace apenas unos años! Eso sí, los guardas van allí a menudo a aprovisionarse, así que no creo que quede ya mucho.", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Aunque he oído que está embrujado… ¿Tú qué opinas?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Madre mía, tienes el aura hecha un asco. ¿Estás enfermo?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Madre mía, tienes el aura hecha un asco. ¿Estás enferma?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "A fin de cuentas, igual no era cosa de tu aura. Igual es que no veo tres en un burro…", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Madre mía, tienes el aura hecha un asco. ¿Estás enferme?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "¿No? ¡Pues deberías!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Pero ¿qué problema tienes? ¡Es totalmente legal! Al fin y al cabo, no son más que inquilinos… [pause]Nos pertenecen.[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]En estos momentos, hay una familia viviendo en ella, pero podemos echarla para hacerte sitio… [pause]¿A qué viene esa cara?[/wave]", + "ARISTOTLE_NAME": "Aristóteles", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "No recuerdo a este tipo, pero parece que él sí se acuerda de mí…", + "ARISTOTLE_PRE_BATTLE": "Si la felicidad es una actividad conforme a la virtud, es razonable que sea conforme a la virtud más excelente, ¡y esa es la virtud que se demuestra en combate!", + "ARISTOTLE_POST_BATTLE": "¡Ay! La meta de los sabios no es asegurar el placer, sino evitar el dolor.", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para un comprador primerizo como tú![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para una compradora primeriza como tú![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para une compradore primerice como tú![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡También podemos proporcionarte liquidez para la compra de tu vivienda![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]¡A los terratenientes también nos gusta darnos un buen chapuzón! Siempre y cuando no sea en agua bendita, claro…[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "¿No te parece que estas estatuas de trafikangrejo son un poco raras?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Estoy en mitad de una investigación importante, ¡aparta!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "¡No me preguntes dónde guardo mis cintas!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "¡Guardo las cintas en una mochila impermeable, obviamente!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Me encanta que la gente me cuente los llamados «sucesos del cisne negro» que ocurrieron en su mundo.", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "He oído historias de todo tipo: revueltas fascistas, pandemias, guerras mundiales, cambios climáticos descontrolados, catástrofes ecológicas por los microplásticos…", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Je. Imagínate un mundo en el que pasase todo eso al mismo tiempo. ¡Sería la ruina!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Los «sucesos del cisne negro» son grandes acontecimientos históricos que ocurren por sorpresa y lo cambian todo.", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Mi «suceso del cisne negro» favorito es la guerra entre humanos y tiburones de 2023. ¡Se veía venir a leguas!", + "COMMUNE_CULTIST_1_NAME": "Sectario perspicaz", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "¿Qué hacéis aquí? ¿Por qué no estáis en…?", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "Espera, [pause]¡¿eres tú, Kayleigh?! ¡Maldita desertora!", + "COMMUNE_CULTIST_1_POST_BATTLE": "Aj… [pause]Desertora…", + "COMMUNE_CULTIST_1_FRIENDLY3": "Ya sabes, esas cosas se te pueden ir de las manos.", + "COMMUNE_CULTIST_1_FRIENDLY2": "No es nada personal, es que estábamos empeñados en intentar ascender a la divinidad.", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Venga, es mejor seguir adelante.", + "COMMUNE_CULTIST_1_FRIENDLY1": "Disculpad nuestra hostilidad anterior.", + "COMMUNE_CULTIST_2_NAME": "Sectaria mosqueada", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "¿Qué estará tramando Dorian? Me preocupa…", + "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian ya contaba con que hubiera imprevistos antes de la ceremonia, ¡así que he estado vigilando!", + "COMMUNE_CULTIST_2_POST_BATTLE": "Tengo que… [shake rate=30 level=10][pause]seguir… [pause]vigilando…[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "Bah, qué timo.", + "COMMUNE_CULTIST_2_FRIENDLY1": "¿Así que el «dios serpiente» del hermano Dorian no era más que un monstruo de pacotilla?", + "COMMUNE_CULTIST_3_NAME": "Sectario impaciente", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "¡Alto ahí! ¿Qué hacéis sin vuestra túnica?", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "¡No me sonáis! ¡¿Habéis venido a sabotear la ceremonia?!", + "COMMUNE_CULTIST_3_POST_BATTLE": "No lograréis… [pause][shake rate=30 level=10]pararnos[/shake]…", + "COMMUNE_CULTIST_3_FRIENDLY2": "Tal vez me dedique a otra cosa…, como a la carpintería…", + "COMMUNE_CULTIST_3_FRIENDLY1": "Al final, el camino de los Hijos del Llanto solo conduce a un callejón sin salida, ¿eh?", + "COMMUNE_CULTIST_4_NAME": "Sectaria preocupada", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "¿E-eres un intruso?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "¿E-eres una intrusa?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "¡Dorian se va a cabrear conmigo si no te paro los pies!", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "¿E-eres une intruse?", + "COMMUNE_CULTIST_4_FRIENDLY1": "Así que los «arcángeles» viven en las profundidades de la isla… y no sienten afecto alguno por la humanidad…", + "COMMUNE_CULTIST_4_POST_BATTLE": "Ahora sí que la he liado…", + "COMMUNE_CULTIST_4_FRIENDLY2": "¡Eso me da aún más miedo que Dorian!", + "COMMUNE_CULTIST_5_NAME": "Sectaria amable", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "¡Hola, colegas!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "Por desgracia, debo defender nuestra comuna de los forasteros, por orden del [wave amp=30 freq=5]dios serpiente[/wave].", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "¡Pero os juro que no es nada personal!", + "COMMUNE_CULTIST_5_FRIENDLY1": "Imagino que ahora que vamos a intentar integrarnos más con el resto de la isla…", + "COMMUNE_CULTIST_5_POST_BATTLE": "Nada… [pause]personal…", + "COMMUNE_CULTIST_5_FRIENDLY2": "¡Tendré que esforzarme en conectar más con la gente!", + "COMMUNE_CULTIST_6_NAME": "Sectario estridente", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]¡¡¡Nuestro deber como Hijos del Llanto es ahuyentar a los forasteros!!![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]¡¡¡Vosotros no vestís los hábitos de los Hijos de Llanto…!!![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, debéis desaparecer!!![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, debéis desaparecer!!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastero!!![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "Hermano Cooper… Lo siento…", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, debéis desaparecer!!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastere!!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastera!!![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "Sectario introspectivo", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "¿Sabías que el poder transformador de las cintas alberga una enorme carga simbólica?", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]¡¡¡Es que nos dejamos llevar más de la cuenta!!![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "Los cuatro lados de su forma rectangular se corresponden con los cuatro lados del ser humano…", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "Delante, detrás, izquierda y derecha.", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "De todas formas, igual debería estar intentando detenerte.", + "COMMUNE_CULTIST_7_POST_BATTLE": "Las cintas… son… interesantes…", + "COMMUNE_CULTIST_7_FRIENDLY1": "Las cintas tienen una cara A y una cara B…", + "COMMUNE_CULTIST_7_FRIENDLY2": "Al igual que la dualidad del ser humano…", + "COMMUNE_CULTIST_8_NAME": "Sectario tragaldabas", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "Caray, tanto excavar me ha abierto el apetito.", + "COMMUNE_CULTIST_8_POST_BATTLE": "Yo solo quiero… un sándwich…", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "¡Y ahora tengo que luchar contra ti con el estómago vacío! ¡Grrr!", + "COMMUNE_CULTIST_8_FRIENDLY": "¿Se come bien en Villapuerto? Pregunto de parte de mi estómago.", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "Tal vez vencerte le demuestre mi valía.", + "COMMUNE_CULTIST_9_NAME": "Sectaria disgustada", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "¡Y eso después de haberme dejado la piel [wave amp=30 freq=5]excavando[/wave]! ¡Soy la más [wave amp=30 freq=5]devota[/wave] de todos los Hijos del Llanto!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "No puedo creer que el hermano Cooper me haya asignado las guardias.", + "OFFICE_2_FELIX": "Me gusta la decoración que tenéis aquí. Es muy como de trabajo alienante y mal pagado.", + "COMMUNE_CULTIST_9_POST_BATTLE": "No… soy… digna…", + "COMMUNE_CULTIST_9_FRIENDLY1": "Sigo sin creerme que pusiera toda mi fe en el hermano Cooper solo para que, al final, acabase pulverizado.", + "COMMUNE_CULTIST_9_FRIENDLY2": "Qué vergüenza…", + "COMMUNE_CULTIST_MERCHANT_NAME": "Sectario vendedor", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Como parte del plan de integración cultural que ha propuesto la hermana Jacqueline…", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Muchas gracias, forastera.", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Ahora comerciamos oficialmente con forasteros. Por favor, échales un vistazo a nuestros artículos.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Muchas gracias, forastero.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Muchas gracias, forastere.", + "OFFICE_2_MEREDITH": "Mmm… ¿De dónde habrán sacado [wave amp=30 freq=20]todo esto[/wave] semejantes pringados?", + "OFFICE_2_KAYLEIGH": "¡No permitiremos que compréis toda Nueva Wirral!", + "OFFICE_2_VIOLA": "¡Vuestras viles maquinaciones concluyen aquí, bellacos!", + "OFFICE_2_EUGENE": "¡Perdón por la [wave amp=30 freq=20]interrupción[/wave]!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Los jóvenes de hoy en día sois muy cortos de miras… ¿De verdad no sois capaces de apreciar las oportunidades de inversión que podemos ofreceros?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]No querríais que os desahuciaran de vuestra casa, ¿verdad que no?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Como potenciales inquilinos, no os conviene enemistaros con la Asociación de Terratenientes.[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Si no abandonáis el lugar de inmediato, nos veremos obligados a desalojaros…[/wave]", + "OFFICE_4_KAYLEIGH": "¿Nos estás amenazando?", + "OFFICE_4_MEREDITH": "¿Cómo te atreves a decir algo así?", + "OFFICE_4_VIOLA": "La sangre que te corre por las venas ha de estar muy fría si eres capaz de proferir tales amenazas sin titubear.", + "OFFICE_4_EUGENE": "Si crees que puedes quitarnos algo [wave amp=30 freq=20]a nosotros[/wave], ¡[wave amp=30 freq=20]más te vale[/wave] evaluar mejor tu situación!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "¡Eugene se va a alegrar cuando se entere de que hemos mandado a paseo a estos payasos!", + "OFFICE_4_FELIX": "Vaya, ya veo que tu rollo son las amenazas y las indirectas.", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]¡No hay por qué luchar contra el progreso![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]Si Nueva Wirral tuviese un mercado inmobiliario regulado, ¡experimentaría un gran crecimiento![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "Le hemos dado lo suyo a esos agentes, ¿eh? ¡Eugene estará encantado!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "¡Otra oficina disuelta! ¡[wave amp=30 freq=10]Buen trabajo[/wave], {player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "¿Solo nos quedaba esa oficina por disolver? ¡Pues espero que [wave amp=30 freq=10]no vuelvan[/wave]!", + "OFFICE_POSTBATTLE_MEREDITH1": "¿[wave amp=30 freq=10]De verdad[/wave] intentan esos tíos comprar Nueva Wirral? Desde luego, no me arrepiento de haberles dado una paliza, vaya.", + "OFFICE_POSTBATTLE_MEREDITH3": "¡Otra oficina lista! Seguro que Eugene se alegrará de que hagamos su trabajo.", + "OFFICE_POSTBATTLE_MEREDITH2": "Me alegro de que [wave amp=30 freq=10]zurrarles a esos tipos[/wave] se considere un servicio público.", + "OFFICE_POSTBATTLE_MEREDITH4": "Anda, ¿era esta la última oficina que teníamos que disolver? [pause]Entonces, ¿[wave amp=30 freq=10]por fin[/wave] hemos terminado?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]¡Guay! ¡Buen trabajo![/shake] ¡A ver si estos [shake rate=30 level=10]parásitos[/shake] se dan cuenta de una vez de quién manda aquí!", + "OFFICE_POSTBATTLE_EUGENE2": "¡Otra oficina liberada de ese hatajo de chupatintas! ¡Buen trabajo, {player}!", + "OFFICE_POSTBATTLE_FELIX4": "Va, ¿nos piramos ya? Era el último bloque de oficinas que nos tocaba desalojar, ¿verdad?", + "OFFICE_POSTBATTLE_FELIX3": "Han salido por patas, ¿eh? Tal vez se hayan dado cuenta de que no tenían ninguna oportunidad.", + "OFFICE_POSTBATTLE_FELIX1": "Esos tipos no traen más que problemas. Ojalá no vuelvan en una buena temporada. O nunca.", + "OFFICE_POSTBATTLE_EUGENE3": "¡No tenían [shake rate=30 level=10]ninguna oportunidad[/shake]!", + "OFFICE_POSTBATTLE_FELIX2": "¿Cómo hicieron esos agentes inmobiliarios tan chungos para [wave amp=30 freq=10]construir[/wave] un sitio como este?", + "OFFICE_POSTBATTLE_VIOLA2": "No hay duda de que estos seres son [wave amp=30 freq=10]de un plano sobrenatural[/wave], ¿no te parece?", + "OFFICE_POSTBATTLE_VIOLA1": "Esos malandrines han demostrado ser rápidos para la amenaza, pero más aún para la huida.", + "OFFICE_POSTBATTLE_VIOLA3": "Me complace que esos canallas hayan puesto tierra por medio.", + "OFFICE_POSTBATTLE_VIOLA4": "No tengo ningún aprecio por esos desalmados. [pause]Habrán, sin duda, de arrepentirse por habernos tratado con semejante hostilidad.", + "OFFICE_POSTBATTLE_DOG1": "Los terratenientes han huido…", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]¿Por qué no… [pause][pause]escuchas nuestro argumento de venta?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Tu actitud no es nada constructiva, jovencito.[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]¡Vamos a desmantelar vuestra oficina, sanguijuelas![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "¿Argumento de venta? Espera, ¿qué clase de…?", + "OFFICE_1_LINE5_EUGENE": "¿Qué me… [pause]quieres decir con eso?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "¿Acaba de decir «argumento de venta»?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "Creía que eran… vampiros.", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]La Asociación de Terratenientes solo desea diseñar un mercado inmobiliario a largo plazo dentro de Nueva Wirral.[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]¡Son agentes inmobiliarios![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "¿No diste a entender claramente que eran vampiros?", + "OFFICE_1_LINE7_EUGENE": "¡Es que [wave amp=30 freq=20]son[/wave] vampiros!", + "OFFICE_1_LINE8_EUGENE": "Bueno, [pause]en cierto modo.", + "OFFICE_1_LINE9_EUGENE": "Yo diría que son aún peores que los vampiros…", + "CAPTAIN_CODEY_INTRO6": "Lo único que puedo piratear aquí con estas [wave amp=30 freq=10]cintas de monstruos[/wave]. [pause]Resulta que es algo que también se me da bastante bien y por eso soy guarda de élite.", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "Venga, ¡que seguro que te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "¡Espero que estés preparada para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "Venga, ¡que seguro que te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "¡Espero que estés preparado para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "¡Espero que estés preparade para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "No te culpo… ¡Yo tampoco querría enfrentarme a alguien de [wave amp=30 freq=10]mi nivel[/wave]!", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "Venga, ¡que seguro que te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", + "CAPTAIN_CODEY_LAST_LEGS1": "Ni tan mal… ¡Me has obligado a usar el [shake rate=30 level=10]100 % de mi poder[/shake]!", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]¡¿Qué?![/shake] ¿Cómo he podido perder?", + "CAPTAIN_CODEY_POST_BATTLE2": "A ver… [pause]He perdido a propósito. E-en el fondo, esto no era más que una prueba para ti.", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Estos monstruos tienen tipos elementales asociados. [pause]Cuando cambias esos tipos, las cosas empiezan a ponerse [wave amp=30 freq=10]realmente[/wave] interesantes.", + "CAPTAIN_CODEY_POST_BATTLE3": "Y la has pasado. [pause]Enhorabuena [pause]y esas cosas.", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿a que has venido a luchar contra el mejor rival al que jamás te hayas enfrentado?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "Ya no eres una novata, ¡así que no tengo por qué cortarme a la hora de usar mis cintas de monstruo superpirateadas!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿a que has venido a luchar contra el mejor rival al que jamás te hayas enfrentado?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿a que has venido a luchar contra el mejor rival al que jamás te hayas enfrentado?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "Ya no eres un novato, ¡así que no tengo por qué cortarme a la hora de usar mis cintas de monstruo superpirateadas!", + "CAPTAIN_CODEY_POST_REMATCH1": "He debido de cometer algún error de cálculo… [pause][shake rate=30 level=10]En teoría[/shake], ¡mi estrategia es invencible!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "Ya no eres une novate, ¡así que no tengo por qué cortarme a la hora de usar mis cintas de monstruo superpirateadas!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "No te culpo… ¡Yo tampoco querría enfrentarme a alguien de [wave amp=30 freq=10]mi nivel[/wave]!", + "CAPTAIN_CODEY_POST_REMATCH2": "… O eso es lo que diría si estuviese enfadado. [pause]Que no es el caso. [pause]No estoy para nada enfadado.", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "¡Eh, tú! [pause]No soléis ser tan [wave amp=30 freq=10]valientes[/wave] como para acercaros tanto a nuestro puesto de guardia. ¿Por qué no te vas antes de que perdamos las formas?", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Está claro que es la jefa por algo, [pause]¿eh?", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "No te mueves, ¿eh? [pause]Pues nada, me temo que tendré que mancharme las manos.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Bueno, [pause]puede que sea cuestión de encontrar más. [pause]Ianthe, ¡creo que {player} tendría que convertirse en guarda!", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "De lujo.", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "Mola.", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Es raro encontrarse a alguien con tanta confianza en sí misma como ella.", + "LEADER_IANTHE_INTRO_IANTHE1.m": "Soy Ianthe. [pause]Encantada, novato.", + "LEADER_IANTHE_INTRO_IANTHE1.f": "Soy Ianthe. [pause]Encantada, novata.", + "LEADER_IANTHE_INTRO_IANTHE1.n": "Soy Ianthe. [pause]Encantada, novate.", + "LEADER_IANTHE_INTRO_IANTHE2": "Bueno, [pause]¿qué te parece nuestro puesto de guardia? [pause]Este sitio llevaba mucho tiempo abandonado, pero, con un poco de trabajo, lo hemos convertido en un pequeño refugio para los guardas.", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "¿Qué hacéis aquí?", + "LEADER_IANTHE_INTRO_IANTHE3": "Me gustaría decirte que defendemos a los habitantes de Nueva Wirral de una horda implacable de monstruos…", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "¿Qué hacen los guardas?", + "LEADER_IANTHE_INTRO_IANTHE4": "Sin embargo, la mayor parte del tiempo la pasamos haciendo trabajillos para la comunidad. No es algo especialmente emocionante.", + "LEADER_IANTHE_INTRO_K_IANTHE4": "Estamos convencidos de que los arcángeles [wave amp=30 freq=10]existen[/wave], pero nuestras interacciones con ellos han sido… [pause]efímeras.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]B-bueno, ¡{player} y yo acabamos de enfrentarnos a un arcángel![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh puede corroborarlo, [pause]puesto que ¡es una de nuestras nuevas reclutas!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "… [pause]Ah, ¿sí? Tendremos que estudiar el caso.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "Pero la guarda Kayleigh insiste en que habéis colaborado para hacerle frente a un [wave amp=30 freq=10]arcángel[/wave].", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "¡Es cierto!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "Pero la guarda Kayleigh insiste en que habéis colaborado para hacerle frente a un [wave amp=30 freq=10]arcángel[/wave].", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "Tenemos la convicción de que los arcángeles [wave amp=30 freq=10]existen[/wave], pero nuestras interacciones con ellos han sido… [pause]efímeras.", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "Pero la guarda Kayleigh insiste en que habéis colaborado para hacerle frente a un [wave amp=30 freq=10]arcángel[/wave].", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "¡Le hicimos frente y ganamos!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "Sin duda, sería una gran muestra de fortaleza el lograr sobrevivir a un encuentro contra un ente así…", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} es muy fuerte.", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} lucha con valor.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "¿Guardas… de élite?", + "LEADER_IANTHE_INTRO_IANTHE5": "Bueno, [pause]¿tú qué dices, {player}? ¿Quieres unirte a los guardas?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "¿Unirse?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "¿Qué tengo que hacer?", + "LEADER_IANTHE_INTRO_IANTHE6": "Los aprendices tienen que visitar a todos los guardas de élite de Nueva Wirral y superar sus desafíos.", + "CAPTAIN_ZEDD_POST_BATTLE1": "Vaya, creo que me has despertado un poco con ese último golpe. [pause]Ten, toma tu recompensa.", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "Es importante dormir lo suficiente… Pero, claro, ¿cuánto es lo suficiente? [pause]La humanidad lleva buscando una respuesta a esa pregunta desde los albores de los tiempos.", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "¡Saludos! [pause]Me han dicho que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "¡Saludos! [pause]Me han dicho que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "¡Saludos! [pause]¿Has venido a ayudarme a ordenar la basura?", + "CAPTAIN_SKIP_INTRO3": "Recopilo y ordeno las [wave amp=30 freq=10]cosas[/wave] que fabricáis los forasteros y acaban llegando hasta aquí.", + "CAPTAIN_READY_CHECK.n": "¿Quieres combatir con {pawn}?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe dice que tienes mucho potencial. ¿Te gustaría afrontar mi desafío de guarda?", + "CAPTAIN_SKIP_POST_REMATCH1": "Mecachis… [pause]¡He vuelto a perder!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "¡No pasa nada! [pause]Total, tengo un montón de basura que ordenar.", + "CAPTAIN_SKIP_PRE_REMATCH3": "¡Vale! [pause]¡Esto va a ser divertido!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "Me encontré ese material inusual mientras examinaba el parque para un proyecto inmobiliario. Si vas al ayuntamiento, podrás cambiarlo por cosas muy guais.", + "CAPTAIN_WALLACE_INTRO4": "Soy Mort Ero, uno de los guardas de élite de Villapuerto. [pause]Superviso todas las obras de Nueva Wirral.", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "¡Anda! [pause]¡Se me había olvidado completamente que eras guarda de élite!", + "CAPTAIN_ZEDD_INTRO5": "Muchas gracias. Jo, tío, no sé por qué es tan difícil que un [wave amp=30 freq=10]guarda de élite[/wave] se pueda echar un sueñecito.", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Lo lamento, [pause]no era mi intención que la humanidad volviese a ser el centro de mis iras. [pause]Ignora mi comentario.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", + "CAPTAIN_SKIP_INTRO1": "Madre mía, los forasteros hacen un montón de [wave amp=30 freq=10]cosas[/wave], ¿verdad?", + "CAPTAIN_WALLACE_POST_REMATCH2": "Una vez más, ¡has demostrado que tu estrategia tiene unos cimientos bien férreos!", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Ten, toma tus ganancias.[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Podrás canjear ese material en el ayuntamiento de Villapuerto. [pause]A los humanos os encanta comerciar con baratijas que no valen para nada, eh…[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]He parcheado todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, «guarda de élite»![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Oye, tienes pinta de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Oye, tienes pinta de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", + "CAPTAIN_SKIP_INTRO4": "Aparatos electrónicos, muebles… ¡de todo! [pause]Todo acaba llegando aquí, ¡y yo le doy un buen uso!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "Vaya, me has dejado para tirar, ¿eh? [pause]¡Me temo que te he subestimado, forastero!", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "¡No pasa nada! [pause]Total, tengo un montón de basura que ordenar.", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe dice que tienes mucho potencial. ¿Te gustaría afrontar mi desafío de guarda?", + "LEADER_IANTHE_INTRO_IANTHE7": "Dado que tienes un [wave amp=30 freq=10]don[/wave] para el combate de monstruos, [pause]seguro que los guardas de élite estarán deseando ponerte a prueba.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "¡Has hecho un gran trabajo, colega!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "Vaya, pues [wave amp=30 freq=10]sí[/wave] que eres nuevo en el barrio.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "¿Quiénes son esos guardas de élite?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "Vaya, pues [wave amp=30 freq=10]sí[/wave] que eres nueva en el barrio.", + "LEADER_IANTHE_INTRO_IANTHE9": "Los aprendices que superan la prueba se convierten en guardas a tiempo completo, igual que Kayleigh. Los guardas tienen muchas responsabilidades, pero nada que los ponga especialmente en peligro.", + "LEADER_IANTHE_INTRO_IANTHE8.n": "Vaya, pues [wave amp=30 freq=10]sí[/wave] que eres nueve en el barrio.", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "Con total sinceridad, os digo que nunca pensé que este día llegaría.", + "LEADER_IANTHE_INTRO_IANTHE10": "Los guardas de élite, [pause]como yo, [pause]son los que dirigen la operación. Intentamos sacar adelante la comunidad de Villapuerto y nos toca resolver las situaciones más peligrosas.", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Vale, ¡ya lo entiendo!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Así que los guardas de élite son los mejores…", + "LEADER_IANTHE_INTRO_IANTHE11": "Ten, toma una de estas.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "¿Es una tarjeta de sellos?", + "LEADER_IANTHE_INTRO_IANTHE12": "Cada vez que superes el desafío de un guarda de élite, te sellarán esta tarjeta. [pause]Cuando la hayas completado, ven a verme para que pueda nombrarte guarda de forma oficial.", + "LEADER_IANTHE_INTRO_IANTHE16": "En fin, tengo que volver al pueblo. Si me necesitas, pásate por la sede.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "¿Me darán un café gratis con esto?", + "LEADER_IANTHE_INTRO_IANTHE13": "Cada guarda de élite ha perfeccionado su propia estrategia de combate… [pause]y no se trata solo de fuerza bruta. [pause]Tendrás que aprender a adaptarte a diversas situaciones sobre la marcha.", + "LEADER_IANTHE_INTRO_IANTHE14": "¿Te ves capaz de ello, [pause]{player}?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "¡Estoy listo!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "¡Estoy lista!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "¡Pues claro!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "¡Estoy liste!", + "LEADER_IANTHE_INTRO_IANTHE15": "Ese es el espíritu.", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Vale, ¿quieres algo más?", + "LEADER_IANTHE_INTRO_IANTHE17": "Es el edificio con medio barco incrustado encima. [pause]No tiene pérdida.", + "LEADER_IANTHE_MENU": "Hola, {player}. ¿Qué necesitas?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "¡He encontrado la forma de volver a casa!", + "LEADER_IANTHE_MENU_CAPTAINS": "Entrenar con los guardas de élite…", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "¡Estoy listo para ser un guarda de élite!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "¡Estoy liste para ser une guarda de élite!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "¡Estoy lista para ser una guarda de élite!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "¿Qué es el material fundido?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "Ajá, así que hay una estación de tren llamada Puente Nocturno que alberga en su interior un portal mágico. Las estaciones forman parte de un gigantesco arcángel…", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Una duda sobre los tipos elementales…", + "LEADER_IANTHE_MENU_FUSION": "Una duda sobre la fusión…", + "LEADER_IANTHE_MENU_BYE": "¡Tan solo me pasaba a saludar!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "¿Ah, sí? Me interesa, cuéntamelo todo.", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "Más o menos, esa es la movida, sí.", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "Además, hay un edificio que usa el avatar de una mujer, así como un trafikangrejo que nos guiará por ahí abajo…", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Pueees… sí, eso es.", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "¡Correcto!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "Je. Ese sería el tema, sí.", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "Eso es. Me alegra ver que lo has entendido.", + "LEADER_IANTHE_WAY_HOME_DOG4": "¡Guau!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "Pero, como me lo contáis vosotros, me lo tomo muy en serio. Voy a enviar a alguien allí ahora mismo.", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, si esto me lo hubiese contado cualquier otra persona…, ¡estaría muy preocupada!", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "Obviamente, ya había comentado esta posibilidad con mis guardas de élite en el pasado. Tenemos planes preparados para todas las situaciones posibles…", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "Muchos recién llegados querrán marcharse inmediatamente. Como es lógico, los guardas de élite los acompañarán hasta el Puente Nocturno.", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "Pero, ahora, por fin podremos ponerlos en marcha.", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "No creo que vaya a haber un éxodo masivo a corto plazo. A los guardas de Nueva Wirral no les va a faltar el trabajo.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Los guardas de élite y yo ya nos hemos comprometido a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "No obstante, gran parte de los habitantes de Villapuerto llevan mucho tiempo aquí. La gente ha encontrado pareja, se ha asentado, ha formado familias…", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, sé que te estás formando para ser guarda, pero no me parecería mal si decides abandonar tu entrenamiento e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Los guardas de élite y yo ya nos hemos comprometido a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Sé que te he pedido que te plantees un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Los otros guardas de élite y yo ya nos hemos comprometido a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Sé que te he pedido que te plantees un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Sé que te he pedido que te plantees un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "No me parecería mal si decides renunciar a tu puesto como guarda de élite e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "Decidas lo que decidas, tendrás todo mi apoyo.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "¿Tienes alguna tarjeta completa que mostrarme?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Repartimos a los guardas de élite a lo largo y ancho de la isla para que siempre haya [wave amp=30 freq=10]alguien[/wave] cerca en caso de emergencias inesperadas.", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Si necesitas ayuda para encontrarlos, habla con alguno de los guardas de la zona. Yo es que estoy muy liada ahora mismo…", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "¡Aquí está!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Enhorabuena, {player}… ¡Ya formas parte de la guarda oficialmente!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "¡Así que los rumores eran ciertos! Llevas poco tiempo aquí, pero ya has demostrado tu capacidad para recorrer la isla y superar cualquier obstáculo con el que te topes.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "¡Pues sí!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Enhorabuena, {player}… ¡Ya formas parte de la guarda oficialmente!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Me temo que no tenemos ninguna ceremonia especial para conmemorar la ocasión. [pause]Estamos demasiado ocupados entrenando a nuevos reclutas para hacer frente a esas fusiones salvajes…", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Enhorabuena, {player}… ¡Ya formas parte de la guarda oficialmente!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "¡Maravilloso! ¡Te lo mereces, {player}!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Te has planteado la posibilidad de hacerte guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Mola. Me alegro por ti, colega.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Mola. Me alegro por ti, colega.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Mola. Me alegro por ti, colega.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "¡Has hecho un gran trabajo, colega!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "¡Tus esfuerzos han merecido la pena, amigo!", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "¡Te lo mereces!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "¡Has hecho un gran trabajo, colega!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "¡Tus esfuerzos han merecido la pena, amigue!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "¡Tus esfuerzos han merecido la pena, amiga!", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "¡Guauuu!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "Jo, lo que daría por un buen café para espabilarme…", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "¡Saludos! [pause]Me han dicho que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Pues nada, me has vuelto a dar una buena lección. Ha sido un buen combate, colega.", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "No pasa nada, otra vez será.", + "CAPTAIN_WALLACE_PRE_REMATCH2": "¡Me parece el momento perfecto para una revancha! ¿No te parece?", + "CAPTAIN_SKIP_INTRO5": "La basura de un mundo es el tesoro de otro, [pause]¡qué se le va a hacer!", + "CAPTAIN_SKIP_POST_REMATCH5": "¡Nunca se sabe qué te vas a encontrar!", + "CAPTAIN_ZEDD_INTRO4": "La verdad es que es bastante complicadillo eso de «meditar» por aquí, con todos esos baladino haciendo ruido. ¿Podrías [wave amp=30 freq=10]ayudarme con ese problemilla[/wave]?", + "CAPTAIN_ZEDD_INTRO2": "¿Qué? ¿Qué pasa? [pause]¿Durmiendo? [pause]¡Ay, no, para nada! Tan solo estaba…, estooo…, meditando. Soy Zeta, por cierto.", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "Has estado entrenando, ¿verdad? Está claro que sí… ¡Eres aún más fuerte que la última vez!", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]Estás escuchando Radio Cybil: ¡24 horas de cobertura [wave amp=30 freq=10]a lo laaargo y aaancho[/wave] de Nueva Wirral!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros oyentes!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros oyentes!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "¡Estamos en directo desde la costa oeste con {player}, nuestro nuevo aprendiz de guarda!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "¡Estamos en directo desde la costa oeste con {player}, nuestra nueva aprendiz de guarda!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "¿Qué me dices, novata? [pause]¿Les regalamos a nuestros queridos oyentes una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "¡Estamos en directo desde la costa oeste con {player}, nuestre nueve aprendiz de guarda!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "¿Qué me dices, novato? [pause]¿Les regalamos a nuestros queridos oyentes una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "¿Qué me dices, novate? [pause]¿Les regalamos a nuestros queridos oyentes una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "¡Oh, sí! [pause]¡Abrochaos los cinturones, queridos oyentes, que se viene [wave amp=30 freq=10]una actuación exclusiva en directo[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "¡Otra vez será, queridos oyentes!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "¡El combate se está calentando! [pause]¿Logrará triunfar vuestra querida presentadora o se llevará la victoria nuestra desamparada rival? [pause]¡Es la hora del crescendo!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Vaya, menudo espectáculo… ¡A nuestros oyentes les ha encantado![/wave] [pause]¡Aquí tienes tu paga!", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "¡El combate se está calentando! [pause]¿Logrará triunfar vuestra querida presentadora o se llevará la victoria nuestre desamparade rival? [pause]¡Es la hora del crescendo!", + "CAPTAIN_CYBIL_POST_REWARD1": "…", + "CAPTAIN_CYBIL_POST_REWARD2": "Antaño, era una gran estrella emergente de la radio. [pause]Las cosas no han sido lo mismo desde que acabé aquí.", + "CAPTAIN_CYBIL_POST_REWARD4": "Y, de darse el caso, puede que vengan a rescatarnos a todos.", + "CAPTAIN_CYBIL_POST_REWARD5.f": "En fin, ¡basta de melancolía! [pause]Lo has hecho genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "En fin, ¡basta de melancolía! [pause]Lo has hecho genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", + "CAPTAIN_CYBIL_POST_REWARD3": "No obstante, pienso seguir así. [pause]Retransmito todos los días desde Nueva Wirral con la esperanza de que,[pause] aunque sea de casualidad,[pause] alguien reciba la señal lejos de esta isla.", + "CAPTAIN_CYBIL_POST_REWARD5.n": "En fin, ¡basta de melancolía! [pause]Lo has hecho genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegro de volver a ver a nuestra gran estrella!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegro de volver a ver a nuestra gran estrella!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "Vaya… [pause]¡Tenemos una noticia de última hora para nuestros oyentes!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegro de volver a ver a nuestra gran estrella!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "¡Qué pedazo de combate! [pause]Sin duda, lo has dado todo y un poco más.", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "{player}, a quien acaban de ascender a guarda de élite, ¡ha hecho una aparición sorpresa en el estudio!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "{player}, a quien acaban de ascender a guarda de élite, ¡ha hecho una aparición sorpresa en el estudio!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "¡Los oyentes se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "¡Los oyentes se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "{player}, a quien acaban de ascender a guarda de élite, ¡ha hecho una aparición sorpresa en el estudio!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "¡[wave amp=30 freq=10]Sí[/wave]! Muy bien, que todos nuestros oyentes se abrochen el cinturón, cierren la mesita y coloquen los asientos en posición vertical… [pause]¡Estamos en directo y grabando!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "¡Los oyentes se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "¡Qué pedazo de combate! [pause]Sin duda, lo has dado todo y un poco más.", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "¡Otra vez será, queridos oyentes!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", + "CAPTAIN_CODEY_INTRO2": "Me llaman Codi. [pause]Porque, antaño, solía ser programador. Mejor dicho, solía [wave amp=30 freq=10]piratear[/wave] códigos.", + "CAPTAIN_CODEY_INTRO1": "Has recorrido un largo camino para venir a verme.", + "CAPTAIN_CODEY_INTRO3": "Si eres lo bastante inteligente, puedes piratear cualquier cosa que esté en las tecnologías de la información. [pause]Sitios web, videojuegos, servidores del gobierno…", + "CAPTAIN_CODEY_INTRO4": "De hecho, me metí en un pequeño lío por eso último.", + "CAPTAIN_CODEY_INTRO5": "Sin embargo, en Nueva Wirral…, [pause]no hay ni internet. Es una broma de mal gusto.", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "Perdona por los chistes malos… Es la costumbre.", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "Puedes irte. Esta es tu recompensa.", + "CAPTAIN_JUDAS_PRE_REMATCH2": "Vale. [pause]He llevado a cabo una serie de observaciones tácticas que, sin duda, potenciarán mis opciones de victoria en este combate.", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Me han informado de que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Has venido a por la revancha?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Seguro que no te esperabas que una cachivache como yo pudiese reproducir cintas, ¿a que no? [pause]Resulta que soy una gran estratega gracias a todos los datos de juego que tengo en mis bancos de memoria.[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]En fin, soy Cle-0. [pause]Soy una de las guardas de élite de Nueva Wirral.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Dudo si añadirte a mi base de datos interna de seres humanos a los que respeto. [pause]Es una base de datos diminuta.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Has visto mi farol. [pause]Me has impresionado y, [wave amp=30 freq=10]desde luego[/wave], no te guardo rencor alguno.[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Perdona, no pretendía ponerme violenta… [pause]Ianthe me ha estado animando a que afronte mi resentimiento hacia la humanidad de manera sana y saludable.[/color]", + "CAPTAIN_DREADFUL_INTRO4": "Obviamente, [pause]las historias se perdieron cuando ardió la ciudad. [pause]Todo y todos acabaron reducidos a cenizas, [pause]excepto yo.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Me da a mí que todas esas historias no eran del todo eran ciertas…", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "¿Timadora de la muerte?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Qué apodo tan raro.", + "CAPTAIN_DREADFUL_INTRO6": "Esos tipos de Villapuerto tienen todo tipo de creencias diferentes, pero sí que concuerdan en una cosa: [wave amp=30 freq=10]todos[/wave] vamos a palmarla tarde o temprano.", + "CAPTAIN_DREADFUL_INTRO7": "Yo creo que les falta imaginación. [pause]La muerte no es el final… si conoces las [wave amp=30 freq=10]alternativas esotéricas[/wave].", + "CAPTAIN_DREADFUL_POST_REWARD1": "Recuerda, aprendiz: [pause]a la vida se le puede sacar mucho provecho, ¡pero también a la muerte!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Podría hacerte una demostración, pero solo me enfrento a aprendices o guardas registrados. [pause]Lo lamento; es mi política personal.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres el nuevo aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "En ese caso, ¡vamos al lío! [pause]Si crees que voy a cortarme porque eres guarda de élite, te equivocas. ¡Prepárate para un [shake rate=30 level=10]gran combate![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres la nueva aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "No tienes ganas de fiesta, ¿eh? [pause]No pasa nada, ¡lo entiendo!", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres le nueve aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", + "CAPTAIN_GLADIOLA_INTRO4": "En este mundo, las sombras tienen garras. Mi trabajo es [wave amp=30 freq=10]devolverles los arañazos[/wave].", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "No me ha quedado demasiado claro…", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Me temo que no puedo contarle mucho más a la gente que no pertenece a los guardas. [pause]Si alguna vez te alistas, quizás podamos volver a hablar.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "Pues… vale…", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Dime, ¿has venido a afrontar mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Dime, ¿has venido a afrontar mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Dime, ¿has venido a afrontar mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Espero que no te cortes esa carita tan bonita que tienes.", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Sabia decisión.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "¡No te creas que voy a ser una presa fácil!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "Va siendo hora de reanudar mi misión. [pause]Obviamente, he jurado mantener en secreto mis investigaciones. No es nada personal.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Dicen que eres el nuevo guarda de élite. ¿Te apetece que volvamos a poner a prueba tus habilidades?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "La verdadera naturaleza de mi trabajo como guarda ha de seguir siendo confidencial. Es mejor que no sepas nada.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Sigues siendo tan ágil como siempre. He de elogiar tus esfuerzos, guarda de élite.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Dicen que eres la nueva guarda de élite. ¿Te apetece que volvamos a poner a prueba tus habilidades?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Dicen que eres le nueve guarda de élite. ¿Te apetece que volvamos a poner a prueba tus habilidades?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Sabia decisión.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Sigues siendo tan ágil como siempre. He de elogiar tus esfuerzos, guarda de élite.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Sigues siendo tan ágil como siempre. He de elogiar tus esfuerzos, guarda de élite.", + "CAPTAIN_HEATHER_INTRO2": "Humedad: ¡fluctuante! [pause]Probabilidad de lluvia: ¡vete tú a saber!", + "CAPTAIN_HEATHER_INTRO3": "Para las meteorólogas como yo, ¡el clima de Nueva Wirral es como un puzle interminable!", + "CAPTAIN_HEATHER_LAST_LEGS1": "Los vientos soplan a mi favor, ¡te lo aseguro!", + "CAPTAIN_HEATHER_PRE_BATTLE1": "Eres aprendiz de guarda, ¿no? [pause]Si te ves capaz de capear el temporal, ¿por qué no afrontas mi desafío de guarda?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Ay, vaya… ¡Puede que la próxima vez seas capaz de [wave amp=30 freq=10]capear el temporal[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "¡Fabuloso! [pause]Voy a actualizar mi previsión: ¡se avecina una [shake rate=30 level=10]tormenta de tortas[/shake] y un [shake rate=30 level=10]torbellino de victoria[/shake]!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]¡Soy Olga, la meteoróloga![/wave] [pause]La previsión para hoy: ¡tan impredecible como siempre!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "Ah, [pause]si lo que quieres es afrontar mi desafío de guarda, tendrás que alistarte primero.", + "MEREDITH_ROMANCE_MEREDITH4": "No sé por qué [wave amp=30 freq=30]a ti[/wave] te gusto [wave amp=30 freq=30]yo[/wave], [pause]pero me gustas.", + "MEREDITH_ROMANCE_MEREDITH5": "No obstante, estamos intentando irnos de este mundo…", + "MEREDITH_ROMANCE_MEREDITH6.m": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "¿Listo para enfrentarte a las fuerzas del mal?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Sí.", + "MEREDITH_ROMANCE_MEREDITH6.f": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", + "MEREDITH_ROMANCE_MEREDITH6.n": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Creo que sí.", + "MEREDITH_ROMANCE_MEREDITH7": "Pues que les den a las dudas. [pause]¿Por qué no?", + "MEREDITH_ROMANCE_MEREDITH8.m": "Yo, con un novio formal. [pause]Se me hace raro. [pause]Pero me gusta.", + "MEREDITH_ROMANCE_MEREDITH8.f": "Yo, con una novia formal. [pause]Se me hace raro. [pause]Pero me gusta.", + "MEREDITH_ROMANCE_MEREDITH8.n": "Yo, con una pareja formal. [pause]Se me hace raro. [pause]Pero me gusta.", + "MEREDITH_ROMANCE_MEREDITH9": "Siempre me he engañado convenciéndome de que necesito sentirme mejor conmigo misma antes de empezar una relación, [pause]pero creo que, en realidad…", + "MEREDITH_ROMANCE_MEREDITH11": "Sin embargo, me haces feliz [pause]y me siento más completa contigo que sin ti.", + "MEREDITH_ROMANCE_MEREDITH10": "Puede que nunca llegue a estar del todo cómoda con ser quien soy. [pause]Nunca llegaré a ser mi yo ideal.", + "MEREDITH_ROMANCE_MEREDITH12": "V-vale, ya está bien de tanta ñoñería. [pause]Ah, y no sé decir cursilerías.", + "MEREDITH_ROMANCE_MEREDITH13.m": "Si pretendes que algún día te llame «cariño» o «cielo», [pause]puedes esperar sentado, tú.", + "MEREDITH_ROMANCE_MEREDITH13.n": "Si pretendes que algún día te llame «cariño» o «cielo», [pause]puedes esperar sentade, tú.", + "MEREDITH_ROMANCE_MEREDITH13.f": "Si pretendes que algún día te llame «cariño» o «cielo», [pause]puedes esperar sentada, tú.", + "EUGENE_QUEST2_PART1_EUGENE1": "Le mangué la llave del tragaluz a uno de esos chupasangres mientras patrullaba.", + "EUGENE_QUEST1_PART1_EUGENE1": "¡Qué bien que hayas venido!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "¿Lista para enfrentarte a las fuerzas del mal?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "¿Liste para enfrentarte a las fuerzas del mal?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "¡Pues claro!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Entiendo. Avísame cuando estés listo. Mientras tanto, seguiré tanteando el terreno.", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Ahora no me viene bien.", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]¡De lujo![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Entiendo. Avísame cuando estés lista. Mientras tanto, seguiré tanteando el terreno.", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Entiendo. Avísame cuando estés liste. Mientras tanto, seguiré tanteando el terreno.", + "EUGENE_QUEST1_PART1_EUGENE4": "A ver, [pause]¿ves aquel edificio de allí?", + "EUGENE_QUEST1_PART1_EUGENE5": "Es una fortaleza… [pause]Es donde esos parásitos inhumanos urden sus oscuros planes para dominar el mundo.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "No parece muy imponente para ser lo que dices.", + "EUGENE_QUEST1_PART1_EUGENE8": "Hay varias fortalezas como esa. Tal vez las hayas visto por ahí. Cierran la puerta principal a cal y canto, pero nos podemos colar por el tragaluz de la azotea.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Pues como fortaleza es un poco simplona, ¿no?", + "EUGENE_QUEST1_PART1_EUGENE6": "Las apariencias engañan, [pause]colega.", + "EUGENE_QUEST1_PART1_EUGENE7": "En su día, los suyos invadieron el mundo del que vengo, pero les plantamos cara. [pause]Y ganamos.", + "EUGENE_QUEST1_PART1_EUGENE9": "Intenta llegar planeando desde aquí. No te preocupes, que yo te sigo.", + "EUGENE_QUEST2_PART1_EUGENE2.m": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparado?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "¡Desde que nací!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparade?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparada?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Quizás te interese hablar con nuestro gerente en la sede de la asociación.[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "¡A por todas!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Tal vez podamos llegar a un acuerdo que beneficie a ambas partes. Te indico la ubicación.[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "¡Es nuestra oportunidad de pararles los pies de una vez por todas!", + "EUGENE_QUEST4_PART1_EUGENE3": "¡Venga, no hay tiempo que perder!", + "EUGENE_QUEST4_PART1_EUGENE1": "¡¿Los terratenientes tienen una base central de operaciones?!", + "EUGENE_QUEST5_PART1_EUGENE1": "Se supone que la sede de los terratenientes debería estar aquí…", + "EUGENE_QUEST5_PART1_EUGENE2": "Pues que así sea. [pause]¡Esos malnacidos no serán rivales para nuestra [shake rate=30 level=10]voluntad abrasadora[/shake]!", + "EUGENE_QUEST5_PART1_EUGENE3": "…", + "EUGENE_QUEST5_PART1_EUGENE4": "Por cierto, ¿dónde diablos queda la entrada?", + "EUGENE_QUEST5_PART1_EUGENE5": "…", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]Nada de hipotecas fijas…[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "Creo que he dado con la entrada.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]Crecimiento del patrimonio…[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]Tasa de capitalización ajustable…[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "Gracias por asistir a la reunión que habíamos programado. Se agradece enormemente vuestra colaboración.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]Aumento del capital…[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "Pues dime, ¡¿por qué rayos quiere un arcángel hacerse con el [shake rate=30 level=10]mercado inmobiliario[/shake]?!", + "EUGENE_QUEST5_PART2_EUGENE2": "Tú eres el cerebro de la operación, ¿eh?", + "EUGENE_QUEST5_PART2_EUGENE5": "…", + "EUGENE_QUEST5_PART2_MAMMON4": "Los míos surgen de la más pura esencia de la humanidad. Vuestros mayores anhelos nos dan forma.\\n\\nExisto como un tributo al consumo de la humanidad.\\n\\nQuiero el orden porque vosotros así lo queréis. Ansío una estructura firme porque así la ansiáis.", + "EUGENE_QUEST5_PART2_EUGENE7": "No sabes absolutamente nada sobre mí.", + "EUGENE_QUEST5_PART2_EUGENE10": "Eh…", + "EUGENE_QUEST5_PART2_MAMMON6": "Quiero lo que tú quieres, humano llamado Eugene. Entiendo tu corazón.", + "EUGENE_QUEST5_PART2_MAMMON8": "Simpatizo contigo, humano Eugene.\\n\\nEl humano Eugene no encuentra más valor en sí mismo que el de su causa.", + "EUGENE_QUEST5_PART2_MAMMON9": "Sin una causa, el humano Eugene no vale nada.\\n\\nEs un ser vacío; al igual que mis agentes.", + "EUGENE_QUEST5_PART2_EUGENE11": "Eso no es… [pause]cierto…", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "¡No lo escuches, Eugene!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "¡Se equivoca!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]¡Basta![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "¡No doblegarás mi espíritu! [pause]¡Eso lo único que sabéis hacer los de tu calaña!", + "EUGENE_QUEST5_PART2_EUGENE15": "Aparece un pez gordo que trata de arrebatarle todo a los más débiles…", + "EUGENE_QUEST5_PART2_EUGENE13": "¡No digas ni una palabra más!", + "EUGENE_QUEST5_PART2_EUGENE16": "Y, cuando los débiles se defienden, [pause]les dice que no se pasen de la raya, [pause]¡¿verdad?!", + "EUGENE_QUEST5_PART2_EUGENE17": "Así que nadie hace nada… [pause]¡Y entonces todo va de mal en peor!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]¡Siempre [pause]la misma [pause]historia![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}…", + "EUGENE_QUEST5_PART2_EUGENE20": "¿Quieres ver arder este montón de basura?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "No doblegarás mi espíritu…", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Ya sabes la respuesta.", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "¡Vamos allá!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "¡Y tampoco te librarás de {player} tan fácilmente!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Esto se cae a pedazos. ¡Venga, tenemos que irnos!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "¡JO, JO! ¡MENUDO NEGOCIO TIENE USTED MONTADO AQUÍ, SEÑOR MAMMÓN!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "¡Vamos a luchar codo con codo y [shake rate=30 level=10]te vamos a vencer[/shake]!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "TODO INDICA QUE ES MÁS QUE CAPAZ DE DELEGAR RESPONSABILIDADES. ¡UNA CUALIDAD MUY VALIOSA!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "DÉJEME AYUDARLO A SALIR DE AQUÍ.", + "EUGENE_QUEST5_PART3_EUGENE1": "Intuyo que todos los terratenientes se han dado a la fuga… [pause]¿Qué harán ahora que se les ha hundido el negocio?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "¿Tú crees?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "Tía, eso de [wave amp=30 freq=10]fusionarnos[/wave] ha molado mucho.", + "EUGENE_QUEST5_PART3_EUGENE2.m": "Tío, eso de [wave amp=30 freq=10]fusionarnos[/wave] ha molado mucho.", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Muchísimo, ¿verdad?", + "EUGENE_QUEST5_PART3_EUGENE2.n": "Colega, eso de [wave amp=30 freq=10]fusionarnos[/wave] ha molado mucho.", + "EUGENE_QUEST5_PART3_EUGENE3": "¡Y tanto! [pause]Ha sido un auténtico chute de adrenalina, solo que he podido sentir el impulso de tu voluntad además de la mía. ¡Si es que ni siquiera un [wave amp=30 freq=10]arcángel[/wave] ha podido pararnos!", + "EUGENE_QUEST5_PART3_EUGENE4": "Así que quien manipulaba a los terratenientes entre bambalinas era un arcángel…", + "EUGENE_QUEST5_PART3_EUGENE5": "Lo que dijo… [pause]¿Y si era verdad?", + "EUGENE_QUEST5_PART3_EUGENE6": "Puede que, sin una causa que defender a todas horas, [pause]no sea más que una mera persona vacía.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "He encontrado la forma de salir de la isla.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Yo no creo que estés vacío.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "No deberías pensar eso.", + "EUGENE_QUEST5_PART3_EUGENE7": "…", + "EUGENE_QUEST5_PART3_EUGENE8.f": "Je. [pause]Gracias, tía.", + "EUGENE_QUEST5_PART3_EUGENE8.m": "Je. [pause]Gracias, tío.", + "EUGENE_QUEST5_PART3_EUGENE8.n": "Je. [pause]Gracias, colega.", + "EUGENE_QUEST5_PART3_EUGENE9": "Oye, [pause]¿y a ti qué te motiva a seguir con lo tuyo?", + "EUGENE_QUEST5_PART3_EUGENE10": "En plan… [pause]Lo de viajar, [pause]ayudar a la gente, [pause]luchar contra monstruos y tal.", + "EUGENE_QUEST5_PART3_EUGENE15": "Ni siquiera estoy seguro de ser físicamente [wave amp=30 freq=30]capaz[/wave].", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Voy a encontrar el camino de vuelta a casa.", + "EUGENE_QUEST5_PART3_EUGENE11": "Mmm. Parece poco probable.", + "EUGENE_QUEST5_PART3_EUGENE12": "Me apunto.", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "¿De veras?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "¿Así, sin más?", + "EUGENE_QUEST5_PART3_EUGENE13": "¡Así, sin más!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "¿Qué quieres decir?", + "EUGENE_QUEST5_PART3_EUGENE14": "Hemos acabado con los terratenientes, pero no quiero bajar la guardia.", + "EUGENE_QUEST5_PART3_EUGENE16": "Necesito [wave amp=30 freq=30]algo[/wave] por lo que luchar.", + "EUGENE_QUEST5_PART3_EUGENE17": "Así que está decidido. [pause]La tuya es una nueva causa por la que luchar.", + "EUGENE_QUEST5_PART3_EUGENE18": "Cuenta conmigo.", + "EUGENE_CONVO1_EUGENE1": "Oye, [pause]enfrentarse a los terratenientes, como hicimos nosotros…", + "EUGENE_CONVO1_EUGENE3": "Pero eso era lo que había que hacer, [pause]porque sus «planes de negocio» iban a estropearle la vida a mucha gente.", + "EUGENE_CONVO1_EUGENE2": "Seguro que en otros mundos es ilegal, [pause]¿verdad?", + "EUGENE_CONVO2_EUGENE1": "Tengo que retomar mis tablas de entrenamiento cuanto antes. [pause]¡No puedo salvar el mundo si no estoy en plena forma!", + "EUGENE_CONVO1_EUGENE4": "Me parece que existe una gran diferencia entre la «ley» y la «auténtica justicia», [pause]¿no?", + "EUGENE_CONVO2_EUGENE2": "Puede que algún día lleguen unas mancuernas a la orilla…", + "EUGENE_CONVO3_EUGENE1": "De buenas a primeras, aluciné con lo…, [pause]esto…, [pause]lo retro que es la ropa de Nueva Wirral.", + "EUGENE_CONVO3_EUGENE2": "Ya sabes, como toda viene de aquel centro comercial tan anticuado…", + "EUGENE_CONVO3_EUGENE3": "Pero le estoy cogiendo cariño a este estilo. [pause]Ojalá pueda llevarme esta chupa rosa de vuelta a mi mundo…", + "EUGENE_CONVO4_EUGENE1.m": "Creo que… [pause]estás imponente así, iluminado por las llamas.", + "EUGENE_CONVO4_EUGENE2": "Si tuviese una cámara, te sacaría una foto. [pause]Es una pena, [pause]¿verdad?", + "EUGENE_CONVO4_EUGENE1.n": "Creo que… [pause]estás preciose así, iluminade por las llamas.", + "EUGENE_CONVO4_EUGENE1.f": "Creo que… [pause]estás preciosa así, iluminada por las llamas.", + "EUGENE_CONVO5_EUGENE2": "Te pega bastante, [pause]¿sabes?", + "EUGENE_CONVO5_EUGENE1": "¿Te has acostumbrado a tu forma de {first_tape_name}?", + "EUGENE_CONVO6_EUGENE2": "Una hoguera de lujo. [pause]Bien hecho, {player}.", + "EUGENE_CONVO5_EUGENE4": "Me gusta.", + "EUGENE_CONVO5_EUGENE3": "¡Te transformas en {first_tape_description} para defender a la gente de Nueva Wirral!", + "EUGENE_CONVO6_EUGENE1": "Esta es, [pause]diría yo, [pause]una de las diez mejores hogueras en las que he echado un cable.", + "EUGENE_CONVO7_EUGENE4": "Espero que no sea como en los sueños, [pause]que los olvidas en cuanto regresas al mundo real.", + "EUGENE_CONVO10_EUGENE4": "Por lo general, soy un poco inútil para las relaciones. [pause]Luchar contra arcángeles me resulta más sencillo que intentar entender los sentimientos de alguien.", + "EUGENE_CONVO7_EUGENE2": "Espero… [pause]que todo esto sea real.", + "EUGENE_CONVO7_EUGENE1.n": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", + "EUGENE_CONVO7_EUGENE1.m": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", + "EUGENE_CONVO7_EUGENE3": "Seguro que a ti también se te ha pasado por la cabeza, [pause]¿no?", + "EUGENE_CONVO8_EUGENE1": "Conque antes la gente tenía que cargar con estos walkmans de plástico con tal de poder escuchar música, [pause]¿eh?", + "EUGENE_CONVO7_EUGENE1.f": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", + "EUGENE_CONVO7_EUGENE5": "No quiero olvidarte, {player}.", + "EUGENE_CONVO8_EUGENE3": "…", + "EUGENE_CONVO8_EUGENE2": "Son muy viejos, así que supongo que una cinta tan solo debía de poder almacenar unos cuantos miles de canciones.", + "EUGENE_CONVO8_EUGENE4": "Oye, [pause]¿a qué viene esa cara? [pause]¡¿Acaso me equivoco o qué?!", + "EUGENE_CONVO9_EUGENE2": "¡Poder transformarse en monstruos otorgaría a toda la sociedad un poder con el que ni siquiera habíamos [wave amp=30 freq=10]soñado[/wave]!", + "EUGENE_CONVO9_EUGENE1": "Espero que podamos llevarnos a casa toda esta tecnología si salimos de la isla.", + "EUGENE_CONVO9_EUGENE3": "Imagina poder transformarte en un monstruo veloz para entregar comida… [pause]O convertirte en un monstruo de agua para apagar incendios forestales.", + "EUGENE_CONVO10_EUGENE1.n": "Me… [pause]alegro de haberte conocido, {player}.", + "EUGENE_CONVO9_EUGENE4": "¡Solo hablar de esa posibilidad ya me entusiasma!", + "EUGENE_CONVO10_EUGENE2": "…", + "EUGENE_CONVO10_EUGENE1.f": "Me… [pause]alegro de haberte conocido, {player}.", + "EUGENE_CONVO10_EUGENE1.m": "Me… [pause]alegro de haberte conocido, {player}.", + "EUGENE_CONVO10_EUGENE3.m": "Tío, [pause]nadie se va a tragar que haya tenido un novio tan mono en esta isla mágica, [pause]¿verdad?", + "EUGENE_CONVO10_EUGENE3.f": "Tía, [pause]nadie se va a tragar que haya tenido una novia tan mona en esta isla mágica, [pause]¿verdad?", + "EUGENE_CONVO10_EUGENE3.n": "Colega, [pause]nadie se va a tragar que haya tenido una pareja como tú en esta isla mágica, [pause]¿verdad?", + "EUGENE_CONVO10_EUGENE5": "Tal vez debería hacer algo al respecto…", + "EUGENE_CONVO11_EUGENE6": "Pues bien, [pause]ese nuevo mundo se creó a partir de las cenizas del anterior.", + "EUGENE_CONVO11_EUGENE1": "¿Has pensado alguna vez en… [pause]no volver a tu mundo, {player}?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "¿Por qué iba a hacer eso?", + "EUGENE_CONVO11_EUGENE2": "Es decir, [pause]ni siquiera pertenecemos a la misma época de nuestro mundo, ¿verdad?", + "EUGENE_CONVO11_EUGENE3": "No venimos del mismo mundo, pero igual sí de mundos bastante parecidos.", + "EUGENE_CONVO11_EUGENE4": "De modo que el futuro de tu mundo bien podría ser como el pasado del mío. [pause]O sea que puede que tu vida no fuera demasiado placentera a largo plazo.", + "EUGENE_CONVO11_EUGENE4_OPTION1": "¿A qué te refieres?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "¿Qué sucedió en tu mundo en el pasado?", + "EUGENE_CONVO11_EUGENE5": "Te he contado ya que la gente de mi mundo construyó un mundo nuevo y mejor, ¿verdad?", + "EUGENE_CONVO11_EUGENE7": "Yo nací cuando las cosas ya se habían calmado un poco, pero quienes lo vivieron… [pause]Seguro que aún les sigue afectando.", + "EUGENE_CONVO11_EUGENE8": "No solo los recuerdos de lo que perdieron, sino también los recuerdos del tipo de personas en el que no tuvieron más remedio que convertirse.", + "EUGENE_CONVO11_EUGENE9": "Ya sé que no puedo evitar que vuelvas a casa, pero me inquieta el mundo que puedas llegar a ver algún día.", + "EUGENE_CONVO12_EUGENE2": "Una vez que esté todo resuelto en Nueva Wirral, quiero decir.", + "EUGENE_CONVO11_EUGENE10": "Te mereces una vida mejor que esa, {player}.", + "EUGENE_CONVO12_EUGENE1": "¿En serio crees que ese gigantesco portal nos llevará de vuelta a casa?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "¡Eso creo!", + "EUGENE_CONVO12_EUGENE2_OPTION2": "No queda otra.", + "EUGENE_CONVO12_EUGENE3": "De lujo.", + "EUGENE_CONVO13_EUGENE2": "Piénsalo. [pause]Toda esta sociedad en miniatura se fundó [wave amp=30 freq=10]sobre los cimientos[/wave] de una experiencia compartida: la experiencia de haber quedado atrapados en esta isla tan rara.", + "EUGENE_CONVO12_EUGENE4": "Ojalá sea verdad. ¡Tengo un montón de planes fantásticos para la vida!", + "EUGENE_CONVO13_EUGENE1": "Colega, [pause]si ese gran portal permite de verdad que cualquiera salga de Nueva Wirral, el panorama va a cambiar [wave amp=30 freq=10]drásticamente[/wave].", + "EUGENE_CONVO13_EUGENE3": "Qué narices, si incluso hay aquí un montón de gente que ha nacido y crecido al amparo de personas de otros mundos… ¡y no han conocido otra cosa!", + "EUGENE_CONVO14_EUGENE1": "Eh… [pause]Creo que deberíamos hablar sobre lo que pasó.", + "EUGENE_CONVO13_EUGENE4": "Confío en que Ianthe esté lista para los cambios que pueda ocasionar este descubrimiento.", + "EUGENE_CONVO14_EUGENE1_OPTION2": "¿A qué te refieres?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "¿Sobre qué?", + "EUGENE_CONVO14_EUGENE3": "¡Cuando nos fusionamos todos para formar un gran [shake rate=30 level=10]monstruo divino[/shake] y le [shake rate=30 level=10]dimos una buena somanta a Álef[/shake]!", + "EUGENE_CONVO14_EUGENE2": "Cuando nos…, [pause]ya sabes…", + "EUGENE_CONVO14_EUGENE5": "Voy a ser supersincero contigo. En esta isla, hay un montón de movidas de «arcángeles» de las que no me cosco.", + "EUGENE_CONVO14_EUGENE4": "Fue alucinante, ¿a que sí?", + "EUGENE_CONVO14_EUGENE6": "Por ejemplo, [wave amp=30 freq=10]toda esa historia ancestral[/wave] de Morganta y Álef, y todo eso. Y eso de que, a lo mejor, resulta que la línea de tren tiene algo que ver… [pause]No me entero de la mitad, colega.", + "EUGENE_CONVO14_EUGENE7": "Lo que sí sé es que nos unimos todos para derrotar a un enemigo enorme y muy chungo. [pause]Eso sí que lo entiendo de maravilla.", + "EUGENE_CONVO15_EUGENE1": "Confío en que tu plan para encontrar una forma de abandonar la isla funcione, colega.", + "EUGENE_CONVO15_EUGENE2": "Me empieza a preocupar que el escaso suministro de tinte para el pelo de Nueva Wirral se agote.", + "EUGENE_CONVO16_EUGENE1": "Si es que, cuando pasamos por aquel pueblo en ruinas, se me puso la piel de gallina.", + "EUGENE_CONVO16_EUGENE2": "Me trajo recuerdos de algunos lugares que había visto en mi mundo. Eran pueblos donde una vez vivió gente, hasta que las cosas se pusieron feas y quedaron abandonados.", + "EUGENE_CONVO16_EUGENE3": "Lo cierto es que de esos veía muchos.", + "EUGENE_CONVO16_EUGENE4": "Con el tiempo, tal vez la gente de Villapuerto pueda volver allí y reconstruirlo.", + "EUGENE_CONVO16_EUGENE5": "Eso me encantaría verlo.", + "EUGENE_CONVO17_EUGENE1": "Juntarnos al calor de la hoguera en plena naturaleza, a sabiendas de que en cualquier momento nos podrían atacar unas [wave amp=30 freq=10]bestias gigantes[/wave]… [pause]Creo que estás pensando en lo mismo que yo, {player}.", + "EUGENE_CONVO17_EUGENE2": "Estás pensando: [pause]«¡Conque así es como vivían mis antepasados cavernícolas!».", + "EUGENE_CONVO17_EUGENE1_OPTION1": "Ah, ¿sí?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "Y en qué estoy pensando, ¿eh?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "¿Qué?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "Jamás he pensado nada parecido, ni por asomo.", + "EUGENE_CONVO18_EUGENE1": "Tengo que mejorar mis gritos de guerra.", + "EUGENE_CONVO18_EUGENE1_OPTION1": "¿Tus qué?", + "EUGENE_CONVO17_EUGENE3": "Sé que tengo razón. Tú también lo estabas pensando, colega.", + "EUGENE_CONVO18_EUGENE1_OPTION2": "¿Gritos de guerra?", + "EUGENE_CONVO18_EUGENE2": "¡Pues eso! [pause]Como cuando me enfrento a unos cuantos enemigos y justo antes de transformarme grito algo así como «¡vamos allá!» o «¡transformación!».", + "EUGENE_CONVO18_EUGENE2_OPTION1": "¡Sé que a ti se te puede ocurrir algo mejor!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "«Transformación» no es lo que se dice muy original…", + "EUGENE_CONVO18_EUGENE3": "Aún estoy trabajando en ello, ¿vale?", + "EUGENE_CONVO18_EUGENE4": "…", + "EUGENE_CONVO18_EUGENE5": "¿Y si gritara [wave amp=30 freq=10]«¡Activando el modo monstruo!»[/wave]? ¿Qué te parece? [pause]¿Crees que suena lo bastante imponente?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "Más bien no.", + "EUGENE_CONVO18_EUGENE5_OPTION2": "Ni de lejos.", + "EUGENE_CONVO18_EUGENE6": "Bueno, todavía tengo tiempo para pensarlo.", + "EUGENE_CONVO20_EUGENE1_OPTION1": "¿Qué quieres decir?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "¿Eh?", + "EUGENE_CONVO19_EUGENE1": "Perdona, [pause]aún no me acostumbro a que se supone que ahora somos pareja.", + "EUGENE_CONVO19_EUGENE1_OPTION1": "¿«Se supone»?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "No pareces muy ilusionado.", + "EUGENE_CONVO19_EUGENE2": "¡Ah, pero no lo decía en el [shake rate=30 level=10]mal[/shake] sentido!", + "EUGENE_CONVO19_EUGENE3": "Es que no esperaba que me ocurriese algo [wave amp=30 freq=10]así[/wave] en Nueva Wirral. ¡Por supuesto que estoy [wave amp=30 freq=10]encantado[/wave] de estar contigo!", + "EUGENE_CONVO20_EUGENE1": "Con lo fácil que sería quedarnos aquí, ¿eh?", + "EUGENE_SOCIAL1_EUGENE2": "La fusión de monstruos es una cosa emocionante.", + "EUGENE_CONVO20_EUGENE2": "Tú y yo, viviendo la vida en la aburrida pero [wave amp=30 freq=10]idílica[/wave] Villapuerto. Igual que ahora.", + "EUGENE_CONVO20_EUGENE3": "Pero… no somos así, ¿verdad? [pause]Me parece que tanto tú como yo aspiramos a más.", + "EUGENE_SOCIAL1_EUGENE1": "Colega, si te soy sincero…", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "¿Tú crees?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "Supongo que sí.", + "EUGENE_SOCIAL1_EUGENE4": "Una manifestación palpable de nuestra fortaleza interior.", + "EUGENE_SOCIAL1_EUGENE3": "¡Ya lo creo! [pause]Es como…", + "EUGENE_SOCIAL1_EUGENE5": "En el fragor de la batalla, nuestros deseos se alinean de tal manera que podemos convertirnos, literalmente, en una única fuerza poderosísima.", + "EUGENE_SOCIAL1_EUGENE6": "Es como si, por un instante, fuésemos [wave amp=30 freq=20]imparables[/wave].", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "¡Te entiendo perfectamente!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Acabas de sonar como un personaje de [i]anime[/i].", + "EUGENE_SOCIAL1_EUGENE7A": "¡Sabía que tú me ibas a entender, colega!", + "EUGENE_SOCIAL1_EUGENE7B": "¡Eh, que lo decía en serio, colega!", + "EUGENE_SOCIAL1_EUGENE8": "A ver, es que creo que he vivido demasiado tiempo sin dar nada a cambio.", + "EUGENE_SOCIAL1_EUGENE9": "Puede que esté intentando recuperar el tiempo perdido.", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "¿Qué movida hay exactamente en tu mundo?", + "EUGENE_SOCIAL1_EUGENE10": "Bah, no te rayes por eso. Ya lo hablaremos en otro momento.", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "¿Te has dejado algo pendiente en tu mundo?", + "EUGENE_SOCIAL1_EUGENE11": "Voy a volver. [pause]A mi mundo, me refiero. [pause]Una vez que encuentres el portal de salida, claro.", + "EUGENE_SOCIAL1_EUGENE12": "Me llevaré mis cintas conmigo [pause]y defenderé a quienes más lo necesiten.", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "¿Como un superhéroe en forma de monstruo?", + "EUGENE_SOCIAL1_EUGENE13": "Justo. Como un superhéroe en forma de monstruo.", + "EUGENE_SOCIAL2_EUGENE1": "Estaba reflexionando sobre cómo Clémence quiso dirigir una cafetería… [pause]por el simple hecho de que contribuiría a mejorar el pueblo.", + "EUGENE_SOCIAL1_EUGENE14": "No veas lo que voy a molar, ¿eh?", + "EUGENE_SOCIAL2_EUGENE2": "Mejorar las cosas, ser de utilidad… [pause]¡Debería estar dedicándome a ese tipo de cosas!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "No tienes por qué pensar en ayudar a los demás a todas horas.", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "¡Como si no ayudaras ya bastante!", + "EUGENE_SOCIAL2_EUGENE4": "Tal vez no sea más que una obsesión de mi mundo.", + "EUGENE_SOCIAL2_EUGENE3": "Je. [pause]Si tú lo dices…", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "¿De tu mundo?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "¿Qué quieres decir?", + "EUGENE_SOCIAL2_EUGENE5": "A ver, [pause]en «mi Tierra», [pause]a mediados del siglo XXI, se produjo una especie de… [pause]revuelta.", + "EUGENE_SOCIAL2_EUGENE7": "Fue como si un día todos se hubieran despertado y se hubieran dado cuenta de que, con solo ayudarse unos a otros, podrían sobrevivir mejor.", + "EUGENE_SOCIAL2_EUGENE6": "La avaricia y el consumo humanos llegaron a un punto que la gente ya no pudo soportar.", + "EUGENE_SOCIAL2_EUGENE8": "Que no necesitaban a las instituciones que los gobernaban y, al mismo tiempo, mataban el planeta.", + "EUGENE_SOCIAL2_EUGENE9": "Ser capaz de ayudar a la gente de tu comunidad se convirtió, poco a poco, en una cuestión más importante que ser rico y famoso, [pause]pero a mí nunca… [pause]se me dio muy allá.", + "EUGENE_SOCIAL3_EUGENE4": "Haré de Villapuerto un lugar mejor, [pause]ya lo verás.", + "EUGENE_SOCIAL2_EUGENE10": "Estar aquí, en Nueva Wirral, [pause]es mi oportunidad para transformarme en mi mejor versión [pause]para poder volver a casa siendo alguien que hace algo con su vida.", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "¡No hace falta ser un héroe para tener valor!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "¡No tienes por qué martirizarte por algo así!", + "EUGENE_SOCIAL2_EUGENE11": "Ya lo sé, [pause]pero…", + "EUGENE_SOCIAL2_EUGENE12": "Siento que es lo que necesito hacer.", + "EUGENE_SOCIAL2_EUGENE13": "En fin, [pause]ya he hablado bastante.", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "¿Qué has decidido?", + "EUGENE_SOCIAL3_EUGENE3": "Voy a dejar de hablar sobre hacer cosas [pause]y voy a hacerlas sin más.", + "EUGENE_SOCIAL3_EUGENE1": "Vale, [pause]lo he decidido.", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "¿Eh?", + "EUGENE_SOCIAL3_EUGENE2": "Tengo un proyecto en mente.", + "EUGENE_SOCIAL3_EUGENE5": "No sé yo… [pause]Acabar con el [wave amp=30 freq=10]mal[/wave] no es lo mismo que hacer el [wave amp=30 freq=10]bien[/wave], [pause]¿no crees?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "¡Ya les has parado los pies a los terratenientes!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "¡Ya le has aportado tu granito de arena a Villapuerto!", + "EUGENE_SOCIAL3_EUGENE6": "¡Jo, qué ganas! [pause]Va a ser increíble, [pause]ya lo verás.", + "EUGENE_SOCIAL4_EUGENE1": "Oye, [pause]¿quieres que te enseñe una cosa?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "¿Qué estás tramando?", + "EUGENE_SOCIAL3_EUGENE7.m": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú mismo!", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "¿Y no me vas a decir qué va a ser tan increíble?", + "EUGENE_SOCIAL3_EUGENE8": "Al fin y al cabo, [pause]el «defensor de Villapuerto» debería saber guardar un secreto.", + "EUGENE_SOCIAL3_EUGENE7.f": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú misma!", + "EUGENE_SOCIAL3_EUGENE7.n": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú misme!", + "EUGENE_SOCIAL4_EUGENE7": "Me di cuenta de que este edificio viejo y horrible llevaba vacío desde que echamos a aquellos terratenientes, [pause]¡de modo que se me ocurrió sacarle partido!", + "EUGENE_SOCIAL4_EUGENE2": "Ya he acabado mi proyecto. Es hora de la gran inauguración.", + "EUGENE_SOCIAL4_EUGENE3": "¿Quieres que vayamos ahora?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "¡Por supuesto!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Ahora no.", + "EUGENE_SOCIAL4_EUGENE_NO": "No hay problema, colega. [pause]Otra vez será.", + "EUGENE_SOCIAL4_EUGENE11": "¡Bueno, tampoco estamos de viaje [wave amp=30 freq=10]continuamente[/wave]! [pause]¡Yo también tengo tiempo libre cuando no estamos en plena aventura!", + "EUGENE_SOCIAL4_EUGENE4": "¡Estupendo! [pause]Pues sígueme.", + "EUGENE_SOCIAL4_EUGENE6": "¡Aquí llevamos a cabo nuestra primera [wave amp=30 freq=10]misión en equipo[/wave]!", + "EUGENE_SOCIAL4_EUGENE5": "¿Recuerdas este sitio, [pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "¡Ven, [pause]que te enseño el interior!", + "EUGENE_SOCIAL4_EUGENE9": "Gracias al tragaluz, [pause]esta oficina abandonada cuenta con mucha luz natural durante el día.", + "EUGENE_SOCIAL4_EUGENE10": "Me pareció que podría ser un bonito jardín comunitario. [pause]Que todo el mundo pueda venir a cultivar plantas y flores, y eso les daría una excusa para salir del pueblo de vez en cuando.", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "¡¿En qué momento has hecho todo esto?!", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "¡¿De dónde has sacado tiempo para hacer todo esto?!", + "EUGENE_SOCIAL4_EUGENE12": "En fin… ¿Qué te parece?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "¡Es impresionante!", + "EUGENE_SOCIAL4_EUGENE14": "Estaba convencido de que era una idea muy tonta.", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "¡Me flipa!", + "EUGENE_SOCIAL4_EUGENE13": "¿D-[pause]de verdad?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "¡Eres un amigo genial!", + "EUGENE_SOCIAL4_EUGENE15": "Me alegro de que te guste.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Ha sido un detalle muy romántico.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Bah, [pause]venga ya. [pause]Tú eres quien apunta mucho más alto que yo.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Estoy deseando volver a mi verdadero hogar. [pause]Aquí me he convertido ya en mi mejor versión, y la más imponente.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Bueno, es que ya era hora de que hubiese un nuevo lugar para tener citas en Nueva Wirral.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Andando, [pause]colega.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "¡Me atrevería a decir que tu proyecto ha sido un éxito!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Eh… [pause][pause]Esto… [pause][pause]Supongo que sí…[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "¿Conque… esto es una cita?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Si [pause]tú quieres que lo sea, [pause]claro.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "No eres tan valiente para los asuntos del corazón, ¿eh?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "¡No te había visto tan nervioso en mi vida!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "Qué vergüenza… Puedo desmantelar una organización maligna de oficinistas chupasangres como si nada…", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Pues [pause]supongo que no.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Pero me sigue costando decirle a mi colega lo que siento por él.", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Pero me sigue costando decirle a mi colega lo que siento por ella.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Pero me sigue costando decirle a mi colega lo que siento por elle.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Sí, [pause]supongo que esto es una cita.", + "EUGENE_ROMANCE_EUGENE1.m": "Estás muy callado. [pause]¿Te pasa algo, [pause]colega?", + "EUGENE_ROMANCE_EUGENE1.f": "Estás muy callada. [pause]¿Te pasa algo, [pause]colega?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "Eh… ¡No, no es nada!", + "EUGENE_ROMANCE_EUGENE1.n": "Estás muy callade. [pause]¿Te pasa algo, [pause]colega?", + "EUGENE_ROMANCE_EUGENE_NO": "Vale, vale.", + "EUGENE_ROMANCE_EUGENE8": "Eso sí, mientras sigamos juntos, ¡vamos a divertirnos!", + "EUGENE_ROMANCE_EUGENE3": "Lo sé. [pause]Quiero decir… Yo también. [pause]Es que estoy nervioso.", + "EUGENE_ROMANCE_EUGENE2": "Eh… [pause][pause]Esto…", + "EUGENE_ROMANCE_EUGENE5": "Cuando estamos tú y yo, somos más fuertes que por separado. [pause]¡Como cuando nos fusionamos!", + "EUGENE_ROMANCE_EUGENE4": "Creo que tú y yo ayudamos mutuamente a que cada uno saque lo mejor de sí mismo.", + "EUGENE_ROMANCE_EUGENE7": "Significas mucho para mí, [pause]pero tengo mi antigua vida esperando a que vuelva. [pause]Igual que tú.", + "EUGENE_ROMANCE_EUGENE6": "Dicho esto… [pause]Tal vez tengamos que romper si descubrimos la forma de abandonar la isla.", + "EUGENE_ROMANCE_EUGENE9": "Todavía queda mucha gente por ayudar y monstruos gigantes que moler a palos.", + "EUGENE_ROMANCE_EUGENE10": "Es lo que nos toca: [pause]¡somos la pareja más poderosa de Villapuerto, imparables!", + "FELIX_UNKNOWN_NAME": "Tío amigable", + "EUGENE_ROMANCE_EUGENE11": "Aunque quizás podamos pausar nuestra aventura, [pause]por lo menos esta noche…", + "FELIX_INTRO_FELIX1": "Vigila dónde pisas [pause]si no quieres tropezarte con toda la basura que hay por el suelo.", + "FELIX_INTRO_FELIX3": "Pues no es mi caso. Me caí aquí con todos mis trastos.", + "FELIX_INTRO_FELIX1_OPTION1": "¿De dónde ha salido este cuarto?", + "FELIX_INTRO_FELIX4": "En su día, este fue mi piso… [pause]Más o menos. Pared arriba, pared abajo…", + "FELIX_INTRO_FELIX1_OPTION2": "¿Qué sitio es este?", + "FELIX_INTRO_FELIX2": "Aquí la gente suele caer del cielo y acabar en el mar, ¿verdad?", + "FELIX_INTRO_FELIX4_OPTION1": "¿Por qué fue distinto tu caso?", + "FELIX_INTRO_FELIX5": "¡Ni idea! [pause]Pero al menos significa [pause]que todavía conservo mis viejos cuadernos de dibujo y mis ilustraciones.", + "FELIX_INTRO_FELIX4_OPTION2": "¿Cómo pudo llegar todo tu piso hasta Nueva Wirral?", + "FELIX_INTRO_FELIX6": "Me llamo Felix. [pause]Es un placer.", + "FELIX_INTRO_FELIX6_OPTION1": "¡Yo soy {player}!", + "FELIX_INTRO_MEREDITH7": "Cuánto tiempo sin verte, Felix. Por cierto… Mmm… ¿Qué se te ha perdido aquí?", + "FELIX_INTRO_FELIX6_OPTION2": "Puedes llamarme… {player}.", + "FELIX_INTRO_FELIX9": "Gran parte de mis cachivaches quedaron bastante dañados cuando el cuarto cayó del cielo conmigo dentro. [pause]Y luego la lluvia tampoco les hizo ningún favor…", + "FELIX_INTRO_KAYLEIGH7": "¡Hola, Felix! [pause]¿Cómo tú por aquí?", + "FELIX_INTRO_VIOLA7": "Y yo soy Viola de Mesalina. [pause]Dime, ¿qué propósito te impulsa a semejantes trabajos aquí, a solas?", + "FELIX_INTRO_EUGENE7": "¡Hola, tío! ¿Así que aquí es donde pasabas el rato? [pause]¿Qué estás haciendo aquí?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]Encantada de conocerte, Felix…[/wave]", + "FELIX_INTRO_FELIX8": "Estoy buscando algo.", + "FELIX_INTRO_FELIX10": "A pesar de todo, hay algo por aquí que debería seguir intacto…", + "FELIX_INTRO_FELIX11": "¡Lo sabía!", + "FELIX_INTRO_FELIX12_OPTION1": "¿Qué es eso?", + "FELIX_INTRO_FELIX12": "El sello sigue intacto, así que, con suerte, no le habrá entrado agua.", + "FELIX_INTRO_FELIX12_OPTION2": "¿Qué hay dentro?", + "FELIX_INTRO_FELIX13": "Es una larga historia…", + "FELIX_INTRO_FELIX14": "Pásate por mi casa, al oeste de Villapuerto. [pause]Allí te la contaré.", + "FELIX_INTRO2_FELIX2_OPTION1": "¡Por supuesto!", + "FELIX_INTRO2_FELIX1.m": "Ah, hola. [pause]¿Has venido a pasar el rato?", + "FELIX_INTRO2_FELIX2": "¿Quieres echarle un ojo a lo que he rescatado de los tristes restos de mi antigua casa?", + "FELIX_INTRO2_FELIX1.n": "Ah, hola. [pause]¿Has venido a pasar el rato?", + "FELIX_INTRO2_FELIX1.f": "Ah, hola. [pause]¿Has venido a pasar el rato?", + "FELIX_INTRO2_FELIX3": "Verás, en mi vida anterior, me dedicaba a hacer zotros.", + "FELIX_INTRO2_FELIX2_OPTION2": "Ahora no.", + "FELIX_INTRO2_FELIX2_NO": "No hay problema. Pásate por aquí si cambias de idea.", + "FELIX_INTRO2_FELIX3_OPTION1": "¿Zotros?", + "FELIX_INTRO2_FELIX3_OPTION2": "¿A hacer qué?", + "FELIX_INTRO2_FELIX4": "Acabamos antes si te lo enseño. Mira:", + "FELIX_INTRO2_FELIX5": "Esto es un carrete de zotro. O de «zoótropo», si nos ponemos técnicos. Lo metes aquí y miras por la ranura.", + "FELIX_INTRO2_FELIX6": "El zoótropo cuenta con un motor, de modo que cuando pulso este botón, da vueltas.", + "FELIX_INTRO2_FELIX8": "Cuando haces que gire, las imágenes se mueven y cobran vida, [pause]¿ves?", + "FELIX_INTRO2_FELIX7": "Toda la banda presenta la misma imagen dibujada una y otra vez, con alguna variante.", + "FELIX_INTRO2_FELIX9": "Después, puedes darle a la palanca para pasar a la siguiente fila [pause]y seguir con el relato.", + "FELIX_INTRO2_FELIX12": "En su día, llegaron a ser muy populares, [pause]aunque ahora están pasados de moda.", + "FELIX_INTRO2_FELIX11": "Desde pequeño, siempre he estado obsesionado con los zotros.", + "FELIX_INTRO2_FELIX10": "Puedes plasmar toda una historia [pause]y hacerla realidad [pause]solo con dibujos.", + "FELIX_INTRO2_FELIX14": "En su mayoría, las historias para zotros versan sobre los héroes de la Revolución Francesa, [pause]como la Pimpinela Escarlata. [pause]No obstante, desde el auge de las grandes adaptaciones cinematográficas, se ha perdido el interés por el producto original.", + "FELIX_INTRO2_FELIX13": "Ahora es más solo para entusiastas. [pause]Al menos, [pause]en el lugar de donde vengo, [pause]claro.", + "FELIX_INTRO2_FELIX15": "Me enganché a esos relatos cuando era niño [pause]y ya nunca han dejado de gustarme.", + "FELIX_INTRO2_FELIX16": "Supongo que por eso mismo soy artista.", + "FELIX_INTRO2_FELIX18": "¡Y resulta que una isla repleta de monstruos extraños es el lugar idóneo para encontrar la inspiración!", + "FELIX_INTRO2_FELIX17": "Ahora mismo estoy intentando crear nuevos personajes…", + "FELIX_INTRO2_FELIX19": "Lo que significa que… lo mismo puedes echarme un cable.", + "FELIX_INTRO2_FELIX20": "Estoy buscando un ser en particular y me gustaría observarlo detenidamente.", + "FELIX_INTRO2_FELIX21": "Se encuentra en el Prado de los Cerezos. Es un [wave amp=30 freq=10]guerrero que porta una espada de madera[/wave].", + "FELIX_INTRO2_FELIX22": "¿Podrías ayudarme?", + "FELIX_INTRO2_FELIX22_OPTION1": "¡Claro!", + "FELIX_INTRO2_FELIX22_NO": "No te preocupes. Si alguna vez tienes un hueco, pásate por aquí y nos embarcamos en esta pequeña aventura.", + "FELIX_INTRO2_FELIX22_OPTION2": "Ahora no me viene bien.", + "FELIX_INTRO2_FELIX23": "¡Genial! Te lo marco en el mapa.", + "FELIX_QUEST1_PART1_FELIX1": "¡Ahí está! Vale, tú peleas y yo hago el boceto.", + "FELIX_QUEST1_PASSIVE_FELIX1": "Alguna vez he oído a los guardas hablar de este ser. Dicen que siempre adopta una postura de guerrero perfecta.", + "FELIX_QUEST1_PASSIVE_FELIX2": "Es un lugar precioso, ¿eh?", + "FELIX_QUEST1_PART2_FELIX1": "Ya la hemos liado…", + "FELIX_QUEST1_PART2_KUNEKO2": "¡Detente, bestia inmunda!", + "FELIX_QUEST1_PART3_FELIX4": "Como lo tenía en mi piso cuando aterricé aquí, aún lo conservo.", + "FELIX_QUEST1_PART2_KUNEKO3": "¡Y…! ¡Y no vuelvas!", + "FELIX_QUEST1_PART2_FELIX4": "¿Y tú quién…?", + "FELIX_QUEST1_PART2_FELIX5": "Espera, [pause][pause]¡¿eres…?!", + "FELIX_QUEST1_PART2_KUNEKO6": "¡¡¡Ah!!!", + "FELIX_QUEST1_PART2_FELIX7": "…", + "FELIX_QUEST1_PART2_FELIX8": "No. [pause]No puede ser.", + "FELIX_QUEST1_PART2_FELIX9": "Nooo, no, no. [pause][pause]No.", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "¿Eso era un arcángel?", + "FELIX_QUEST1_PART2_FELIX12": "Será mejor que volvamos a mi casa. Allí te lo aclararé todo, te lo prometo.", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "¿Eso era un monstruo?", + "FELIX_QUEST1_PART2_FELIX10": "Creo…", + "FELIX_QUEST1_PART2_FELIX11": "Creo que mi pasado ha vuelto para atormentarme.", + "FELIX_QUEST1_PART3_FELIX1": "Tiene que estar por aquí, [pause]pero no sé dónde…", + "FELIX_QUEST1_PART3_FELIX2": "¡Aquí está!", + "FELIX_QUEST1_PART3_FELIX3": "Toma. Es el viejo cuaderno de dibujo que usaba cuando tenía 12 años.", + "FELIX_QUEST1_PART3_FELIX5": "Mira esta página.", + "FELIX_QUEST1_PART3_FELIX6": "Se llama Kuneko.", + "FELIX_QUEST1_PART3_FELIX7": "Es un personaje que me inventé de niño.", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "¿Tiene alas de ángel?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "¿Por qué tiene orejas de gato?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "¿Es una ninja?", + "FELIX_QUEST1_PART3_FELIX8": "A ver, [pause]se trata de la hija de un ángel y de un demonio. Se perdió en la Tierra y la adoptó un clan de ninjas místicos…", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]¿Amo?", + "FELIX_QUEST1_PART3_FELIX9": "Al cumplir 21 años, [pause]abandonó su hogar para cumplir la épica misión de luchar ante cuatro altares elementales y demostrar así que es la mejor guerrera del lugar.", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Menudo cliché.", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "¡Hala, pues mola mucho!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Está claro que ahora dibujas mucho mejor que antes…", + "FELIX_QUEST1_PART3_FELIX10": "En el instituto estaba enganchadísimo al [i]anime[/i]. [pause]¡No me juzgues!", + "FELIX_QUEST1_PART3_FELIX12": "No tengo la menor idea de cómo es posible que el [wave amp=30 freq=10]dibujo cutre que hice de pequeño[/wave] haya cobrado vida.", + "FELIX_QUEST1_PART3_FELIX11": "¡Soy plenamente consciente de lo chungo que es todo esto!", + "FELIX_QUEST1_PART3_FELIX13": "Pero si es verdad que Kuneko existe en este mundo… [pause]Tengo que encontrarla.", + "FELIX_QUEST1_PART3_FELIX14": "Tengo que entender cómo ha podido pasar esto.", + "FELIX_QUEST1_PART4_KUNEKO1": "…", + "FELIX_QUEST1_PART4_FELIX3": "Antes me has salvado. [pause]¿Me conoces?", + "FELIX_QUEST1_PART4_FELIX2": "Vaya. [pause]Pues ha sido más fácil de lo que esperaba.", + "FELIX_QUEST1_PART4_KUNEKO4": "N-no te he visto nunca, pero siento una tremenda conexión contigo…", + "FELIX_QUEST1_PART4_FELIX5": "Ya, claro. No me extraña.", + "FELIX_QUEST1_PART4_KUNEKO7": "Ah…", + "FELIX_QUEST1_PART4_FELIX6": "Al fin y al cabo, yo te creé.", + "FELIX_QUEST1_PART4_FELIX12": "No tienes por qué seguir llamándome «creador».", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]¡¡¡Te ruego que me perdones!!![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "¡Siento [wave amp=30 freq=10]muchísimo[/wave] no haberte reconocido, creador!", + "FELIX_QUEST1_PART4_KUNEKO10": "Tiempo atrás, me desperté en el prado donde nos conocimos, [pause]con tan solo mi nombre en los labios y mi misión en el corazón.", + "FELIX_QUEST1_PART4_KUNEKO11": "No recuerdo nada más, creador.", + "FELIX_QUEST1_PART4_KUNEKO13": "¿Qué tal… [pause]«padre»?", + "FELIX_QUEST1_PART4_FELIX14": "Eso…, [pause]esto…, [pause]no mejora las cosas.", + "FELIX_QUEST1_PART4_FELIX16": "Ni hablar.", + "FELIX_QUEST1_PART4_KUNEKO17": "[pause].[pause].[pause]. ¿Papi?", + "FELIX_QUEST1_PART4_FELIX18": "¡¡¡Ni se te ocurra!!!", + "FELIX_QUEST1_PART4_FELIX19": "Llámame… [pause]Felix, a secas.", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, ¿has dicho algo sobre una misión?", + "FELIX_QUEST1_PART4_KUNEKO20": "Debo encontrar los cuatro santuarios elementales de estas tierras y derrotar a las bestias que los custodian.", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "¿Cuál es tu misión?", + "FELIX_QUEST1_PART4_KUNEKO21": "¡Solo así demostraré mi valía!", + "FELIX_QUEST1_PART4_FELIX23": "Kuneko, quizás no debas emprender esa «aventura». No es real… [pause]Me la [wave amp=30 freq=10]inventé[/wave] para darte un trasfondo.", + "FELIX_QUEST1_PART4_FELIX22": "Vaya, no se me podría haber ocurrido un argumento mejor, ¿eh?", + "FELIX_QUEST1_PART4_FELIX24": "Y eso por no mencionar que los monstruos de Nueva Wirral son muy peligrosos.", + "FELIX_QUEST1_PART4_KUNEKO25": "Ya sé que no crees que esté a la altura, creador…", + "FELIX_QUEST1_PART4_KUNEKO26": "¡Por eso mismo [wave amp=30 freq=10]no me queda más remedio[/wave] que demostrar mi valía!", + "FELIX_QUEST1_PART4_FELIX25": "Todo esto es… [pause]rarísimo. [pause]¿Soy el único que lo piensa [pause]o qué?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Más raro que un perro verde.", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Va a juego con todo cuanto hay en la isla.", + "FELIX_QUEST1_PART4_FELIX26": "He creado personajes mucho menos vergonzosos desde que era niño. [pause]¡¿Por qué ha tenido que ser ella?!", + "FELIX_QUEST1_PART4_FELIX27": "Sea como sea, [pause]si solo está aquí porque yo la inventé, supongo que tengo cierta responsabilidad.", + "FELIX_QUEST1_PART4_FELIX28": "Debemos localizar esos cuatro «altares elementales» y asegurarnos de que no corre peligro.", + "FELIX_QUEST2_ALTAR1_FELIX1": "Así que los altares existían de verdad. [pause]Tiene sentido.", + "FELIX_QUEST1_PART4_FELIX29": "Podríamos recorrer la isla o incluso preguntar por el pueblo. [pause]Tú decides, {player}.", + "FELIX_QUEST2_ALTAR1_FELIX2": "¡Kuneko!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "Debo demostrar mi valía, creador…", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "Por mi afilado filo…, [shake rate=30 level=10]¡sal, guardián![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "Venga, deberíamos echarle una mano.", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "Gracias por acudir en mi ayuda, creador…", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "¡Pero no me hará [wave amp=30 freq=10]ninguna[/wave] falta en el próximo combate!", + "FELIX_QUEST2_ALTAR1_FELIX8": "Se debe completamente a la causa, ¿eh?", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "Por el poder del sol y la luna al brillar oportunamente al mismo tiempo…", + "FELIX_QUEST2_ALTAR1_FELIX9": "Pues venga. [pause]A por los demás.", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]¡Muéstrate, guardián![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "No veas cómo se mete en el papel.", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "De luchar a tu lado, creador…", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "No soy digna…", + "FELIX_QUEST2_ALTAR2_FELIX6": "En serio, no es para tanto…", + "FELIX_QUEST2_ALTAR3_FELIX12": "Bueno… Eh…", + "FELIX_QUEST2_ALTAR2_FELIX7": "Y… se ha vuelto a esfumar. [pause]Deberíamos tratar de encontrar el siguiente santuario.", + "FELIX_QUEST2_ALTAR3_FELIX1": "¡Quieta! Kuneko…", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]¡Revélate, guardián![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "Por el poder del fuego y del hielo, [pause]que hace que mi pasión por la justicia sea cálida y gélida al mismo tiempo…", + "FELIX_QUEST2_ALTAR3_FELIX4": "Allá vamos otra vez.", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "Me has vuelto a ayudar, creador…", + "FELIX_QUEST2_ALTAR3_FELIX6": "¡No quiero que te hagas daño!", + "FELIX_QUEST2_ALTAR3_FELIX7": "Oye…", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", + "FELIX_QUEST2_ALTAR3_FELIX8": "No tienes por qué hacer esto para impresionarme.", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "Sé lo que piensas de mí en el fondo, [pause]creador.", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "Sé que te [shake rate=30 level=10]avergüenzas[/shake] de haberme creado.", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "Mi misión [shake rate=30 level=10]no[/shake] tiene por objetivo impresionarte.", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "¡Se te nota cuando me miras!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Sí.", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "¡Sé que [shake rate=30 level=10]jamás[/shake] podré hacer nada de lo que estés orgulloso!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]¡Guardián, [pause]muéstrate![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "Vale, [pause]estupendo, [pause]ahora me siento fatal.", + "FELIX_QUEST2_ALTAR3_FELIX17": "Tal vez me haya expresado mal.", + "FELIX_QUEST2_ALTAR3_FELIX18": "Tengo que encontrarla y disculparme.", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Un pelín…", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "No era tu intención.", + "FELIX_QUEST2_ALTAR3_FELIX19": "La encontraremos en el último santuario, ¿no?", + "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko… [pause]Hola. [pause]Esto…", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "¡La suerte está echada! He aquí mi última mano… [pause]¡Escalera de color!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "No soy más que un pensamiento olvidado, [pause]¿no es cierto, [pause][shake rate=30 level=10]creador[/shake]?", + "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, escucha…", + "FELIX_QUEST2_ALTAR4_FELIX4": "Vale, [pause]primero la ayudamos y luego me disculpo.", + "FELIX_QUEST2_ALTAR4_FELIX12": "Lo siento… [pause]Todo esto es por mi culpa, [pause]{player}…", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "Una idea que te hizo gracia una vez [pause]y que luego [shake rate=30 level=10]desechaste[/shake].", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "¡Volved y enfrentaos a mí cuando estéis en condiciones!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "¡Volved y enfrentaos a mí cuando estéis en condiciones!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "Por los radiantes poderes de la tierra, del agua, del fuego y del aire…", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "¡Volved y enfrentaos a mí cuando estéis en condiciones!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]¡¡¡Contemplad mi verdadero potencial!!![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "Ha… [pause][pause]aunado los cuatro elementos en su interior…", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "¿Aún te avergüenzas de mí, [pause]creador?", + "FELIX_QUEST2_ALTAR4_FELIX13": "Quiero salir de esta para poder enmendar mis errores… [pause]Es lo único que quiero…", + "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko… [pause]Lo siento mucho.", + "FELIX_QUEST2_ALTAR4_FELIX14": "Venga, [pause]sé que, si nos ponemos codo con codo, ¡podremos enmendarlo!", + "FELIX_QUEST2_ALTAR4_FELIX16": "Os veía a ti y al resto de mis creaciones de la adolescencia como algo vergonzoso.", + "FELIX_QUEST2_ALTAR4_FELIX17": "Pero todos tenemos nuestras raíces. Si no te hubiera imaginado, si no te hubiera [wave amp=30 freq=10]dibujado[/wave]…", + "FELIX_QUEST2_ALTAR4_FELIX18": "No me habría convertido en el artista que soy ahora.", + "FELIX_QUEST2_ALTAR4_FELIX19": "No debería fingir que no existes. Debería aceptarte y apreciar lo que me aportaste como artista.", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "¿Lo…? ¿Lo dices en serio?", + "FELIX_QUEST2_ALTAR4_FELIX21": "Así es. [pause]Además, hace un momento has estado genial.", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]¡¡¡Creador!!![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX23": "Va, va, [pause]cálmate un poco.", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "Quiero decir… [pause]Perdón por haber intentado matarte, [pause]«Felix».", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "Perdón por haber intentado matarte hace un momento, creador…", + "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, hay una cosa que necesito saber…", + "FELIX_QUEST2_ALTAR4_FELIX26": "¡Tranquila! Ya es agua pasada.", + "FELIX_QUEST2_ALTAR4_FELIX28": "¿Por qué eres [wave amp=30 freq=10]real[/wave]? No lo pillo.", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "Pues… ¡Y yo qué sé!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "Puede que una vez que creas algo, deje de pertenecerte. [pause]Las ideas cambian y evolucionan por su cuenta.", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "Pero si quieres saber mi [wave amp=30 freq=10]opinión[/wave], yo diría que…", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Tú[/wave] eres el artista, creador Felix. [pause]Eso deberías saberlo mejor que yo.", + "FELIX_QUEST2_ALTAR4_FELIX33": "Mmm… Pues vale.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "¿Qué vas a hacer ahora?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "Bueno… No creo que pueda irme contigo y el creador a vuestro humilde pueblo… [pause]No es el camino que me corresponde.", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "No, ¡yo tengo que tomar las riendas de mi vida! [pause]Debo seguir el rumbo que me marque mi corazón de cristal.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Ya has cumplido tu misión, ¿no?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "¡Te deseo lo mejor!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "¡Te echaremos de menos!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "¿Tienes de verdad el corazón de cristal o es solo una forma de hablar?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "Toma, [pause]te hago entrega de mi poder. [pause]Espero que te recuerde los combates que hemos librado en el mismo bando.", + "FELIX_QUEST2_ALTAR4_FELIX36": "Pues parece que es aquí donde tomamos caminos distintos…", + "FELIX_QUEST2_ALTAR4_FELIX37": "¡Me alegro de haberte conocido, Kuneko!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "Hasta siempre, [pause]creador Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "Y adiós a ti también, [pause]amigo menos parlanchín del creador Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "Y adiós a ti también, [pause]amiga menos parlanchina del creador Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "Y adiós a ti también, [pause]amigue menos parlanchine del creador Felix.", + "FELIX_QUEST2_ALTAR4_FELIX42": "Jo… [pause]Tiene que trabajar mucho el tema de las metáforas teatrales.", + "FELIX_QUEST2_ALTAR4_FELIX43": "En fin. Ha sido una experiencia de lo más interesante.", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "¡Que nuestros recuerdos ardan como los faros que iluminan el [shake rate=30 level=10]verdadero camino que nos lleva hacia delante[/shake]!", + "FELIX_QUEST2_ALTAR4_FELIX44": "Y no solo me refiero a cuando nos hemos [wave amp=30 freq=10]unido[/wave] para crear un monstruo enorme. Eso ha sido… No sé, diferente.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Por aquí lo llamamos «fusión».", + "FELIX_CONVO1_FELIX5": "¿Acaso me volverá a salir si vuelvo a casa? Da que pensar.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "Ha molado, ¿eh?", + "FELIX_QUEST2_ALTAR4_FELIX45": "A decir verdad, me ha dejado un poco mareado, ¡pero la próxima vez creo que estaré listo!", + "FELIX_QUEST2_ALTAR4_FELIX46": "Va, vamos a mi casa y así nos ponemos al día. [pause]Además, se me ha ocurrido una idea para un nuevo boceto.", + "FELIX_QUEST2_EPILOGUE_FELIX2": "Quiero dibujar como nunca antes lo había hecho. [pause]Quiero crear personajes nuevos…", + "FELIX_QUEST2_EPILOGUE_FELIX1": "Creo que toda esta aventura ha avivado una llama en mi interior.", + "FELIX_QUEST2_EPILOGUE_FELIX3": "Quiero ganarme la vida con mi arte, como es debido, pero a mi manera.", + "FELIX_QUEST2_EPILOGUE_FELIX4": "Así que… [pause]Creo que estoy listo para regresar a mi hogar.", + "FELIX_QUEST2_EPILOGUE_FELIX5": "Es lo que estás buscando, ¿no? [pause]Una forma de regresar.", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "¡Eso mismo!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Entre otras cosas.", + "FELIX_QUEST2_EPILOGUE_FELIX6": "Una forma de salir de aquí…", + "FELIX_QUEST2_EPILOGUE_FELIX8": "Aunque también lo es que los dibujos de la infancia cobren vida, ¿verdad?", + "FELIX_QUEST2_EPILOGUE_FELIX7": "En el pueblo dicen que es imposible…", + "FELIX_QUEST2_EPILOGUE_FELIX9": "Si crees que existe un modo, te creo.", + "FELIX_QUEST2_EPILOGUE_FELIX10": "Puedes contar conmigo, sin reservas.", + "FELIX_QUEST2_EPILOGUE_FELIX11": "Ah, y otra cosa.", + "FELIX_QUEST2_EPILOGUE_FELIX12": "Este es el boceto que te dije que quería dibujar.", + "FELIX_CONVO1_FELIX1": "¿Te cuento una cosa un poco rara?", + "FELIX_CONVO1_FELIX2": "Antes tenía una cicatriz en la parte superior del brazo, justo aquí. De pequeño, me tropecé con una alambrada y me hice un tajazo que no veas…", + "FELIX_CONVO1_FELIX3": "Pero ya no está. [pause]Desde que llegué aquí, a Nueva Wirral.", + "FELIX_CONVO1_FELIX4": "No… [pause]No sé si tiene algún significado… [pause]Pero me pareció curioso.", + "FELIX_CONVO2_FELIX1": "Oye, ¿has probado alguna vez las tartaletas de mantequilla?", + "FELIX_CONVO2_FELIX2": "¡Tengo que hacerte unas cuantas! [pause]Estoy casi seguro de que puedo encontrar aquí todos los ingredientes…", + "FELIX_CONVO2_FELIX3": "Bueno, [pause]las pasas pueden ser un poco difíciles de conseguir. ¿Pero sabes qué? [pause]Mejor así.", + "FELIX_CONVO3_FELIX1": "No sé si te habías dado cuenta, [pause]pero muchos de los habitantes de Nueva Wirral no son forasteros, como tú y yo.", + "FELIX_CONVO3_FELIX2": "La generación de sus padres y sus abuelos son gente que, de repente, apareció aquí, [pause]claro, [pause]pero ellos no conocen nada que esté fuera de esta isla.", + "FELIX_CONVO3_FELIX3": "Me pregunto cómo se sentirán, [pause]rodeados de gente que se encuentra perdida en el único lugar que ellos han conocido, en su hogar… [pause]Y cómo será crecer con historias sobre mundos que jamás llegarán a visitar.", + "FELIX_CONVO3_FELIX4": "Puede que se sientan tan atrapados como nosotros.", + "FELIX_CONVO4_FELIX2": "¿No es raro? [pause]Es decir, [pause]donde crecí no existían los monstruos.", + "FELIX_CONVO4_FELIX1": "La vida en esta isla me recuerda a la que llevaba en mi ciudad natal.", + "FELIX_CONVO4_FELIX3": "Sin embargo, ese sentimiento de querer seguir adelante y escapar, [pause]pero no poder…", + "FELIX_CONVO4_FELIX4": "Ojo, que me encanta pasar el rato contigo y con los demás, pero…", + "FELIX_CONVO4_FELIX5": "El mundo es muy grande. [pause]Hay muchos mundos diferentes, [pause]por lo visto. [pause]Quiero ver tanto como pueda de todo eso.", + "FELIX_CONVO5_FELIX2": "Tiene que ser raro que te digan que toda tu vida no es más que una creación de un artista pringao.", + "FELIX_CONVO5_FELIX1": "Espero que a Kuneko le vaya bien.", + "FELIX_CONVO5_FELIX3": "¡Un momento! [pause]¿Y si [wave amp=30 freq=10]todos[/wave] hemos sido creados por alguien, igual que ella?", + "FELIX_CONVO5_FELIX4": "Eh… [pause]No, le estoy dando demasiadas vueltas.", + "FELIX_CONVO6_FELIX1": "Antes de venir aquí, [pause]nunca me habría imaginado que, en mi próxima relación, fuera a pasar tanto tiempo junto a una hoguera.", + "FELIX_CONVO7_FELIX6": "Es… [pause]bastante impresionante, si lo piensas bien.", + "FELIX_CONVO6_FELIX2": "De vez en cuando, la vida te sorprende con situaciones inesperadas, [pause]¿eh?", + "FELIX_CONVO6_FELIX3": "Pero no me quejo. [pause]Me gusta estar de acampada contigo.", + "FELIX_CONVO7_FELIX1": "Es posible que la vida en Villapuerto nos pueda enseñar unas cuantas lecciones.", + "FELIX_CONVO7_FELIX2": "Porque, a ver, [pause]su vida nocturna no es que ofrezca muchas alternativas, pero…", + "FELIX_CONVO7_FELIX3": "En el pueblo, todos se apoyan entre sí, así que nadie se queda abandonado a su suerte.", + "FELIX_CONVO7_FELIX4": "Hay comida suficiente para todos, pero no tanta como para que se acabe echando a perder.", + "FELIX_CONVO7_FELIX5": "Está aislado de la civilización humana, [pause]pero, aun así, sale a flote.", + "FELIX_CONVO8_FELIX1": "La verdad es que [pause]estar varado en una isla plagada de monstruos, lejos de mis amigos y de mi familia…", + "FELIX_CONVO8_FELIX2": "Debería parecerme una situación inimaginable… [pause]pero me estoy adaptando sin problema.", + "FELIX_CONVO9_FELIX1": "Con la nueva historia para zotro que estoy planeando… [pause]Creo que he dado en el clavo.", + "FELIX_CONVO8_FELIX3": "Incluso si el mundo llegase a su fin, encontraríamos la forma de seguir adelante, [pause]¿no crees?", + "FELIX_CONVO8_FELIX4": "Las personas son así de raras. [pause]Yo el primero.", + "FELIX_CONVO9_FELIX2": "No obstante, necesito asegurarme de que es la mejor historia que podría crear. A fin de cuentas, no sé si tendré una segunda oportunidad.", + "FELIX_CONVO9_FELIX2_OPTION1": "¿Qué quieres decir?", + "FELIX_CONVO9_FELIX3": "¡Quién sabe! [pause]Puede que pierda mi destreza. [pause]Puede que acabe atrapado en otra isla. [pause]Puede que llegue el fin del mundo.", + "FELIX_CONVO9_FELIX2_OPTION2": "¿Por qué no ibas a tener una segunda oportunidad?", + "FELIX_CONVO9_FELIX4": "Siempre trato de afrontar el proyecto en el que estoy trabajando como si fuera el último. Como si pudiese ser mi legado perpetuo al mundo.", + "FELIX_CONVO9_FELIX5": "Al fin y al cabo, [wave amp=30 freq=10]nunca[/wave] se sabe.", + "FELIX_CONVO10_FELIX1": "Últimamente estoy en una buenísima racha de creatividad. ¡Y más feliz que una perdiz!", + "FELIX_CONVO19_FELIX2": "¿Dices que en tu mundo no existen las bandas de zotro? [pause]¿Y que, en cambio, existe una cosa que se llama «cómic», que piensas que tiene un estilo similar?", + "FELIX_CONVO10_FELIX1_OPTION1": "¡Y tan risueño como de costumbre!", + "FELIX_CONVO10_FELIX1_OPTION2": "¡Tú siempre estás de buen humor!", + "FELIX_CONVO10_FELIX2": "Mmm… ¿Tú crees?", + "FELIX_CONVO10_FELIX3": "Siempre [wave amp=30 freq=10]procuro[/wave] ver las cosas con perspectiva.", + "FELIX_CONVO10_FELIX5": "Sin embargo, el rencor como motivación no dura mucho tiempo. [pause]Yo mismo trato de adoptar una actitud más positiva ante la vida.", + "FELIX_CONVO10_FELIX4": "Cuando dejé mi trabajo, estaba que echaba chispas. Es fácil amargarse por una mala experiencia como esa.", + "FELIX_CONVO10_FELIX6": "Aparte, esta isla es demasiado absurda como para tomársela en serio. ¿Qué sentido tendría dejar que te deprima?", + "FELIX_CONVO11_FELIX2": "¿Podré llevarme conmigo todos mis bocetos? ¿Podrán también viajar por el portal? ¡Cruzo los dedos!", + "FELIX_CONVO11_FELIX1": "Si ese gran portal puede de verdad sacarnos de Nueva Wirral, igual debería plantearme hacer las maletas.", + "FELIX_CONVO12_FELIX1": "Ese gran combate que tuvimos encima del tren fue una pasada, ¿eh?", + "FELIX_CONVO12_FELIX2": "Estoy intentando analizar poco a poco todos los datos que conocemos sobre los «arcángeles».", + "FELIX_CONVO12_FELIX3": "El de la cabeza triangular, Álef, dijo algo que me pareció un dato [wave amp=30 freq=10]crucial[/wave].", + "FELIX_CONVO12_FELIX4": "Dijo que los humanos, mediante nuestros pensamientos recurrentes, hacemos que ellos se «manifiesten» y que, entonces, viajan a nuestros mundos para encarnar nuestras fantasías.", + "FELIX_CONVO12_FELIX5": "¿Crees que es cierto? ¿Crees que Álef [wave amp=30 freq=10]visitó[/wave] nuestro mundo en un pasado remoto? Ni siquiera pertenecemos [wave amp=30 freq=10]al mismo[/wave] mundo, así que ¿cómo funciona eso exactamente?", + "FELIX_CONVO12_FELIX6": "¿Acaso el verdadero papel de la humanidad consiste en concebir ideas e imaginar cosas para que se hagan [wave amp=30 freq=10]realidad[/wave] en otros mundos? ¿O le estaré dando demasiadas vueltas?", + "FELIX_CONVO12_FELIX7": "Si te paras a pensar, hace que te salga humo de la cabeza, ¿verdad?", + "FELIX_CONVO12_FELIX7_OPTION1": "¡Menudo detective estás hecho!", + "FELIX_CONVO12_FELIX8": "Bueno, es que me pareció de suma importancia entender más o menos el asunto.", + "FELIX_CONVO12_FELIX7_OPTION2": "¡Ni me había dado cuenta de que te estuvieras fijando tanto!", + "FELIX_CONVO13_FELIX1.n": "Oye, ¡enhorabuena por tu ascenso a guarda de élite, {player}!", + "FELIX_CONVO13_FELIX1.m": "Oye, ¡enhorabuena por tu ascenso a guarda de élite, {player}!", + "FELIX_CONVO12_FELIX9": "¡Uno nunca sabe si puede acabar necesitando todos esos conceptos para una historia!", + "FELIX_CONVO13_FELIX2": "Ahora vas a tener que echarle más horas que un reloj. ¡Espero que puedas sacar algo de tiempo para el ocio!", + "FELIX_CONVO13_FELIX1.f": "Oye, ¡enhorabuena por tu ascenso a guarda de élite, {player}!", + "FELIX_CONVO13_FELIX2_OPTION1": "¡Pues claro!", + "FELIX_CONVO13_FELIX2_OPTION2": "¡Eso espero!", + "FELIX_CONVO13_FELIX3": "Je. Eso espero.", + "FELIX_CONVO14_FELIX1_OPTION1": "Ah, ¿sí?", + "FELIX_CONVO14_FELIX1": "Ah, [pause]me ha dicho un pajarito lo que os pasó a ti y a Kayleigh con los sectarios esos tan raros.", + "FELIX_CONVO14_FELIX1_OPTION2": "Ah, sí. Ese asunto…", + "FELIX_CONVO14_FELIX2": "Contaban con un jefe carismático que quería hacerse con el poder de un arcángel, o algo parecido, ¿no?", + "FELIX_CONVO14_FELIX2_OPTION1": "Se podría decir que sí.", + "FELIX_CONVO14_FELIX2_OPTION2": "En pocas palabras, sí, era eso.", + "FELIX_CONVO14_FELIX3": "Espero que estén todos bien. No debe de ser nada fácil pasar por algo así, [wave amp=30 freq=10]y menos[/wave] en Nueva Wirral.", + "FELIX_CONVO15_FELIX1": "¿Tú crees que los monstruos de por aquí le temen al fuego? Parece que nunca nos atacan cuando acampamos.", + "FELIX_CONVO15_FELIX2": "O tal vez…", + "FELIX_CONVO15_FELIX3": "¡Tal vez los monstruos consideren que atacar a los humanos mientras descansan es de mala educación!", + "FELIX_CONVO16_FELIX2": "Nació y creció en esta isla y nunca ha conocido otro lugar. Sus padres se conocieron después de haber acabado aquí.", + "FELIX_CONVO16_FELIX1": "Hace poco, alguien de los guardas de élite me preguntó cómo era mi vida antes de «aterrizar aquí».", + "FELIX_CONVO16_FELIX3": "Quería que le contara cosas sobre trenes, centros comerciales, equipos deportivos…", + "FELIX_CONVO16_FELIX4": "Un montón de nociones tan básicas que supongo que nunca se me había pasado por la cabeza que la gente que ha crecido aquí pudiera no conocerlas.", + "FELIX_CONVO17_FELIX1": "A la intemperie y calentándonos en torno a una hoguera… ¡Me recuerda a los campamentos de verano!", + "FELIX_CONVO16_FELIX5": "Supongo que la vida en este lugar resulta muy simple, pero al menos la gente puede seguir creciendo feliz.", + "FELIX_CONVO17_FELIX2": "O me lo recordaría si hubiese ido alguna vez a uno. [pause]Y no es el caso.", + "FELIX_CONVO19_FELIX2_OPTION1": "¡Pues sí!", + "FELIX_CONVO18_FELIX1": "Oye, ¡déjame que te dibuje algún día! Dibujar a partir de un modelo es una técnica esencial que todo artista debe dominar.", + "FELIX_CONVO17_FELIX3": "Pero se parece mucho a como me [wave amp=30 freq=10]imaginaba[/wave] de pequeño que sería un campamento de verano… Así que me alegro de estar aquí.", + "FELIX_CONVO18_FELIX2": "La anatomía humana es muy difícil de plasmar.", + "FELIX_CONVO18_FELIX3": "Sobre todo las manos; todavía me cuesta dibujar manos.", + "FELIX_CONVO19_FELIX1": "A ver si lo he entendido bien…", + "FELIX_CONVO19_FELIX3": "¿Pero esos «cómics» vuestros no se [wave amp=30 freq=10]mueven[/wave] ni un milímetro? ¿Están impresos en papel y os limitáis a [wave amp=30 freq=10]mirarlos[/wave]?", + "FELIX_CONVO19_FELIX2_OPTION2": "Eso es más o menos lo que he dicho, sí.", + "FELIX_CONVO19_FELIX4": "Me suena rarísimo, oye, pero si tú lo dices, ¡será verdad!", + "FELIX_CONVO20_FELIX1": "A lo mejor debería empezar a apuntar en mi cuaderno más detalles sobre los monstruos de la isla.", + "FELIX_SOCIAL1_FELIX2": "Lo de que esa aventura había avivado una llama en mi interior, ¿te acuerdas?", + "FELIX_CONVO20_FELIX2": "A lo mejor, si logro volver a casa, podré usar mis notas para demostrar que sí estuve en una isla plagada de monstruos.", + "FELIX_CONVO20_FELIX3": "Aunque intuyo que las posibilidades de que alguien me [wave amp=30 freq=10]crea[/wave] son más bien pocas.", + "FELIX_SOCIAL1_FELIX1": "Oye, lo que dije tras despedirnos de Kuneko…", + "FELIX_SOCIAL1_FELIX2_OPTION1": "¡Claro!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "Mmm… ¿Puede?", + "FELIX_SOCIAL1_FELIX3": "Tenía una especie de bloqueo creativo antes de… En fin, de caer aquí.", + "FELIX_SOCIAL1_FELIX5": "No estaba al mando, [pause]pero [pause]eran como mis hijos, [pause]¿sabes? [pause]Nunca habrían existido de no ser por mi sangre, sudor y lágrimas.", + "FELIX_SOCIAL1_FELIX4": "Trabajé durante mucho tiempo para una empresa haciendo historias para zotros. [pause]Dibujaba, guionizaba… Lo hacía todo.", + "FELIX_SOCIAL1_FELIX6": "Esperé durante mucho tiempo el día en que mis superiores reconocieran mi esfuerzo, pero nunca llegó.", + "FELIX_SOCIAL1_FELIX7": "Es más, me cambiaron de puesto y me apartaron de los relatos y de los personajes en los que tanto había trabajado.", + "FELIX_SOCIAL1_FELIX8": "Por no mencionar que nunca estuvieron dispuestos a pagarme como merecía.", + "FELIX_SOCIAL1_FELIX9": "Así que… terminé por dejarlo e intenté montármelo por mi cuenta.", + "FELIX_SOCIAL1_FELIX9_OPTION1": "¡Bien hecho!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "¡Ellos se lo pierden!", + "FELIX_SOCIAL1_FELIX10": "Je. Gracias. En serio.", + "FELIX_SOCIAL1_FELIX11": "Ese trabajo me dejó tan mal sabor de boca que no era capaz de cambiar el chip para volver a crear arte.", + "FELIX_SOCIAL2_FELIX4": "Que yo sepa, estos walkmans no son más que los walkmans normales y corrientes de toda la vida. Mi viejo tenía uno parecido.", + "FELIX_SOCIAL1_FELIX12": "Y por eso siento que tengo un motivo para haber acabado en Nueva Wirral.", + "FELIX_SOCIAL1_FELIX13": "Gracias por escucharme, {player}.", + "FELIX_SOCIAL1_FELIX14": "Me resulta más sencillo hablarte del tema después de habernos fusionado para formar un supermonstruo.", + "FELIX_SOCIAL1_FELIX14_OPTION1": "Es verdad, hicimos eso. ¡Qué flipe!", + "FELIX_SOCIAL1_FELIX15": "Je.", + "FELIX_SOCIAL1_FELIX14_OPTION2": "¡Supongo que una experiencia así une a cualquiera!", + "FELIX_SOCIAL1_FELIX17": "Así que, ¿de vuelta al curro?", + "FELIX_SOCIAL1_FELIX16": "De todas formas, no puedo regresar hasta que demos con tu portal de salida.", + "FELIX_SOCIAL2_FELIX1_OPTION1": "¿A qué te refieres?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "¿En qué sentido?", + "FELIX_SOCIAL2_FELIX2": "A ver, por ejemplo, las cintas que graban monstruos… ¿cómo crees que funcionan exactamente?", + "FELIX_SOCIAL2_FELIX1": "¿Crees que los distintos mundos pueden seguir distintas… [pause]lógicas?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "Los walkmans son inventos científicos avanzados.", + "FELIX_SOCIAL2_FELIX2_OPTION2": "Los walkmans están hechizados con magia.", + "FELIX_SOCIAL2_FELIX2_OPTION3": "¡No tengo ni idea!", + "FELIX_SOCIAL2_FELIX3A": "Lo he pensado… [pause]y, por eso, le pedí a Meredith que inspeccionase las entrañas de uno. [pause]Por lo visto, parecen totalmente normales.", + "FELIX_SOCIAL2_FELIX3B": "¿Existe la magia en este sitio? [pause]Yo no veo magos volando de aquí para allá tirándose hechizos unos a otros.", + "FELIX_SOCIAL4_FELIX5.n": "Este personaje es le Forastere, [pause]une caballere que ha viajado desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", + "FELIX_SOCIAL2_FELIX3C": "Ya somos dos.", + "FELIX_SOCIAL2_FELIX5": "Según me han dicho, los guardas encontraron un montón en el centro comercial abandonado hace unos cuantos años, y de ahí es de donde se abastece la isla.", + "FELIX_SOCIAL2_FELIX6": "Por eso te preguntaba si crees que cada mundo puede seguir su propia lógica.", + "FELIX_SOCIAL2_FELIX8": "¡Menudo concepto, ese! Me lo apunto para mi historia…", + "FELIX_SOCIAL2_FELIX7": "Puede que los objetos normales de nuestros mundos se rijan por «reglas» distintas en este.", + "FELIX_SOCIAL2_FELIX8_OPTION1": "¿Tu historia?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "¿A qué te refieres?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "¿Estás escribiendo una nueva?", + "FELIX_SOCIAL2_FELIX9": "Por ahora, no es nada del otro mundo… Solo estoy jugando con un par de ideas.", + "FELIX_SOCIAL2_FELIX11": "Igual deberíamos seguir con nuestra aventura. Así, fijo que se me enciende la bombilla.", + "FELIX_SOCIAL2_FELIX10": "Si llega a buen puerto, te lo diré sin falta.", + "FELIX_SOCIAL3_FELIX1": "No he dejado de pensar en lo que dijo Kuneko.", + "FELIX_SOCIAL3_FELIX3": "Todos los monstruos de Nueva Wirral me han estado rondado la mente por un motivo que no había sido capaz de explicar bien hasta ahora.", + "FELIX_SOCIAL3_FELIX2": "Lo de que las ideas evolucionan por sí solas. Le he estado dando vueltas…", + "FELIX_SOCIAL3_FELIX3_OPTION1": "¿Qué les pasa?", + "FELIX_SOCIAL3_FELIX6": "Si ese proceso funciona así de verdad, entonces tal vez no sea una ciencia exacta. [pause]Tal vez sea caótico e imprevisible.", + "FELIX_SOCIAL3_FELIX4": "Esos monstruos tienen conos de tráfico en la espalda, cubos de basura por cuerpo y televisores por cabeza…", + "FELIX_SOCIAL3_FELIX5": "¿Y si nuestras ideas y mitos pudiesen difundirse hasta el punto de materializarse en forma de seres en otros mundos, como en este?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "Me suena a película.", + "FELIX_SOCIAL3_FELIX5_OPTION2": "¡Podría ser!", + "FELIX_SOCIAL3_FELIX7": "Tal vez las ideas y los conceptos se combinen para lograr resultados inesperados. O tal vez no tienen por qué ser nociones tan extendidas para que tomen forma.", + "FELIX_SOCIAL3_FELIX9": "Tal vez esté empezando a entender mejor cómo funciona este mundo.", + "FELIX_SOCIAL3_FELIX8": "Tal vez solo se necesita un boceto a lápiz que dibujó un niño tontaina de Canadá.", + "FELIX_SOCIAL3_FELIX10": "Guay. [pause]¿Nos ponemos en marcha?", + "FELIX_SOCIAL4_FELIX1": "Oye, {player}…", + "FELIX_SOCIAL4_FELIX12.f": "No puedo imponerles un final. Las decisiones que tome la Forastera son cosa suya.", + "FELIX_SOCIAL4_FELIX2": "Quiero enseñarte una cosa. ¿Te apetece venir a mi casa un rato?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "¡Por supuesto!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "Ahora no.", + "FELIX_SOCIAL4_FELIX_NO": "Como quieras. Otra vez será, supongo.", + "FELIX_SOCIAL4_FELIX3": "¡Espero que te guste!", + "FELIX_SOCIAL4_FELIX4.m": "Vale, ¿estás listo?", + "FELIX_SOCIAL4_FELIX5.m": "Este personaje es el Forastero, [pause]un caballero que ha viajado desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", + "FELIX_SOCIAL4_FELIX4.n": "Vale, ¿estás liste?", + "FELIX_SOCIAL4_FELIX4.f": "Vale, ¿estás lista?", + "FELIX_SOCIAL4_FELIX6.m": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió al Forastero a una batalla y venció.", + "FELIX_SOCIAL4_FELIX5.f": "Este personaje es la Forastera, [pause]una caballera que ha viajado desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", + "FELIX_SOCIAL4_FELIX7.m": "Así, el Forastero deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutado. De lo contrario, el Espadachín traerá la ruina a su tierra.", + "FELIX_SOCIAL4_FELIX6.f": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió a la Forastera a una batalla y venció.", + "FELIX_SOCIAL4_FELIX6.n": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió a le Forastere a una batalla y venció.", + "FELIX_SOCIAL4_FELIX7.f": "Así, la Forastera deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutada. De lo contrario, el Espadachín traerá la ruina a su tierra.", + "FELIX_SOCIAL4_FELIX7.n": "Así, le Forastere deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutade. De lo contrario, el Espadachín traerá la ruina a su tierra.", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "¡Pobre Forastero!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "¡Pobre Forastera!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "¿Y no puede hacer nada para evitarlo?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "¡Pobre Forastere!", + "FELIX_SOCIAL4_FELIX8.m": "El Forastero se muestra taciturno, pero es ingenioso y decidido. No creo que el Forastero pretenda resignarse a su suerte tan fácilmente.", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "¿Y no puede hacer nada para evitarlo?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "¿Y no puede hacer nada para evitarlo?", + "FELIX_SOCIAL4_FELIX8.f": "La Forastera se muestra taciturna, pero es ingeniosa y decidida. No creo que la Forastera pretenda resignarse a su suerte tan fácilmente.", + "FELIX_SOCIAL4_FELIX8.n": "Le Forastere se muestra taciturne, pero es ingeniose y decidide. No creo que le Forastere pretenda resignarse a su suerte tan fácilmente.", + "FELIX_SOCIAL4_FELIX9": "Es una adaptación libre de [i]Sir Gawain y el Caballero Verde[/i], una obra medieval sobre un caballero de la corte del Rey Arturo que emprende una travesía parecida.", + "FELIX_SOCIAL4_FELIX10": "Por ahora, no sé cómo acabará mi versión. [pause]Tendré que ver adónde me conduce la historia.", + "FELIX_SOCIAL4_FELIX11": "Bueno, yo creo los personajes, pero [wave amp=30 freq=10]ellos[/wave] deciden el rumbo de la historia.", + "FELIX_SOCIAL4_FELIX10_OPTION1": "¿Cómo que adónde te conduce la historia?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "¿No eres tú quien escribe la historia?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Habría sido mucho más fácil invitarme a una cita.", + "FELIX_SOCIAL4_FELIX12.m": "No puedo imponerles un final. Las decisiones que tome el Forastero son cosa suya.", + "FELIX_SOCIAL4_FELIX13": "Y tuya, por supuesto. A fin de cuentas, eres mi inspiración.", + "FELIX_SOCIAL4_FELIX12.n": "No puedo imponerles un final. Las decisiones que tome le Forastere son cosa suya.", + "FELIX_SOCIAL4_FELIX13_OPTION1": "¡¿Qué?!", + "FELIX_SOCIAL4_FELIX15.f": "¿La heroína itinerante que viene de muy lejos, decidida a enfrentarse a un destino irremediable?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "¿En qué sentido?", + "FELIX_SOCIAL4_FELIX14": "Venga ya…", + "FELIX_SOCIAL4_FELIX15.n": "¿Le heroíne itinerante que viene de muy lejos, decidide a enfrentarse a un destino irremediable?", + "RESTING_DOG_7": "Intentas jugar a lanzarle un palo a Perry, pero por lo visto está más interesado en captar el rastro de los monstruos que hay cerca.", + "FELIX_SOCIAL4_FELIX15.m": "¿El héroe itinerante que viene de muy lejos, decidido a enfrentarse a un destino irremediable?", + "FELIX_SOCIAL4_FELIX16": "Sois dos gotas de agua, {player}.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Hago lo que puedo. ¿Qué te ha parecido?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "Eres un buen amigo, Felix.", + "FELIX_SOCIAL4_FELIX16_OPTION2": "Eres un romántico empedernido, Felix.", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "Je, [pause]¡para eso estamos!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Eres una gran guerrera con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buena amiga la aventurera. Faltaría más.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Eres une gran guerrere con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buene amigue le aventurere. Faltaría más.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Eres un gran guerrero con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buen amigo el aventurero. Faltaría más.", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "Tengo infinidad de bocetos y diseños de personajes en mente para la historia. [pause]¿Te los enseño?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "Muy bonito por tu parte.", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Bueno, lo de la historia para zotros no era una artimaña para que pasaras tiempo conmigo.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "A ver, yo te veo como un amigo…", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "De hecho, voy a [wave amp=30 freq=10]continuarla[/wave].", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Pero, oye, no me culpes por darlo todo. [pause]Me gusta esforzarme por lo que me importa.", + "FELIX_ROMANCE_FELIX1_OPTION2": "Eh… ¡No, no es nada!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Qué tonto eres.", + "FELIX_ROMANCE_FELIX1.m": "¡Estás más callado que de costumbre, {player}! ¿Te preocupa algo?", + "FELIX_ROMANCE_FELIX1.f": "¡Estás más callada que de costumbre, {player}! ¿Te preocupa algo?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Como ya he dicho, hago lo que puedo.", + "FELIX_ROMANCE_FELIX_NO": "Perdona. Debería darme cuenta cuando alguien quiere estar a su bola.", + "FELIX_ROMANCE_FELIX2": "Ah…", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "FELIX_ROMANCE_FELIX1.n": "¡Estás más callade que de costumbre, {player}! ¿Te preocupa algo?", + "FELIX_ROMANCE_FELIX13": "Pero incluso si tarde o temprano tenemos que despedirnos…", + "FELIX_ROMANCE_FELIX5": "Nadie se me había declarado nunca. [pause]Esto es… poco ortodoxo.", + "FELIX_ROMANCE_FELIX3": "He estado en un par de relaciones antes, [pause]pero a decir verdad…", + "FELIX_ROMANCE_FELIX4": "Por lo general, soy yo quien da los grandes pasos.", + "FELIX_ROMANCE_FELIX6": "Ah, se me olvidaba…", + "FELIX_ROMANCE_FELIX7": "¡Que no te he contestado!", + "FELIX_ROMANCE_FELIX8": "Te digo que sí, [pause]por supuesto.", + "FELIX_ROMANCE_FELIX9.f": "Un día, una chica misteriosa llega a mi vida, [pause]pelea junto a mí, [pause]literalmente[wave amp=30 freq=10] se fusiona[/wave] conmigo en pleno combate [pause]y, encima, está como un queso…", + "FELIX_ROMANCE_FELIX9.m": "Un día, un chico misterioso llega a mi vida, [pause]pelea junto a mí, [pause]literalmente[wave amp=30 freq=10] se fusiona[/wave] conmigo en pleno combate [pause]y, encima, está como un queso…", + "FELIX_ROMANCE_FELIX9.n": "Un día, una persona misteriosa llega a mi vida, [pause]pelea junto a mí, [pause]literalmente[wave amp=30 freq=10] se fusiona[/wave] conmigo en pleno combate [pause]y, encima, está como un queso…", + "FELIX_ROMANCE_FELIX11": "Lo más probable es que, aunque encontremos una forma de volver, [pause]no pertenezcamos al mismo mundo.", + "FELIX_ROMANCE_FELIX10": "Hay que ser tonto de remate para decir que no.", + "FELIX_ROMANCE_FELIX12": "Tú nunca has oído hablar de los «zotros» [pause]y yo nunca he oído hablar de los «cómics».", + "VIOLA_UNKNOWN_NAME": "Mujer misteriosa", + "FELIX_ROMANCE_FELIX14": "Quiero vivir esta historia contigo. [pause]Mientras dure.", + "VIOLA_INTRO1_MEREDITH1": "Vaya, qué original. Siempre tiene que haber algo que intenta matarnos, ¿eh?", + "VIOLA_INTRO1_EUGENE1": "Cuantos más rivales, mejor será el entrenamiento, [pause]te lo digo yo.", + "VIOLA_INTRO1_KAYLEIGH1": "No puedo evitar que esta situación me preocupe un poco…", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]¡Nos están atacando![/wave]", + "VIOLA_INTRO1_FELIX1": "Vaya. Conque era una trampa.", + "VIOLA_INTRO1_VIOLA2": "Habéis de saber que no existe la piedad en esta tierra.", + "VIOLA_QUEST2_PART1_VIOLA6": "Si no es pedirte demasiado, [pause]¿podrías mostrarme el lugar donde lo has visto?", + "VIOLA_INTRO1_VIOLA3": "Sea, pues. [pause]¡Vamos a igualar a estas bestias en número!", + "VIOLA_INTRO1_VIOLA4": "…", + "VIOLA_INTRO1_VIOLA6": "No hay razón alguna para que permanezcáis en lugar semejante.", + "VIOLA_INTRO1_VIOLA5": "Bien haríais en retiraros antes de que regresen esos desalmados…", + "VIOLA_INTRO1_KAYLEIGH7": "Al menos déjanos darte las gracias. ¿Quién eres?", + "VIOLA_INTRO1_MEREDITH7": "Muy mona tu gorra. ¿Tú quién eres, por cierto?", + "VIOLA_INTRO1_EUGENE7": "¡Anda, [pause]que somos colegas de batalla! [pause]Qué menos que saber tu nombre.", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]¡Has sido muy valiente al ayudarnos! ¿Quién eres?…[/wave]", + "VIOLA_INTRO1_FELIX7": "Ha sido un combate bastante tenso. [pause]¿Nos puedes decir tu nombre al menos?", + "VIOLA_INTRO1_VIOLA8": "Soy Viola de Mesalina.", + "VIOLA_INTRO1_VIOLA9": "No me tengo por guerrera, mas parece que esta tierra me ha asignado ese papel.", + "VIOLA_INTRO1_VIOLA10": "No pretendo, en cualquier caso, haceros partícipes de mis pesares.", + "VIOLA_INTRO1_VIOLA10_OPTION1": "¿Qué pesares?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "¿Dónde podría estar tu hermano?", + "VIOLA_INTRO1_VIOLA11": "…", + "VIOLA_INTRO1_VIOLA10_OPTION2": "¿Tienes una misión o algo?", + "VIOLA_INTRO1_VIOLA12": "Mi hermano y yo fuimos arrojados a la mar.", + "VIOLA_INTRO1_VIOLA13": "Si yo no me he ahogado, puede que él también haya acabado recalando en estas costas…", + "VIOLA_INTRO1_VIOLA14": "Llevo varias semanas de búsqueda. Un alma caritativa me obsequió con este peculiar artilugio para que pudiera protegerme.", + "VIOLA_INTRO1_VIOLA15": "Si tuviereis noticia de mi hermano Sebastián, mi refugio se encuentra al este de aquí.", + "VIOLA_INTRO1_VIOLA16": "Buena ventura tengáis.", + "VIOLA_INTRO2_VIOLA1": "Me place hallarme de nuevo en tu compañía. ¿Qué tal te han tratado estas tierras?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "¿Por qué viajas sola?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "¿Por qué hablas así?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "¡Adiós!", + "VIOLA_INTRO2_VIOLA2": "Lo ignoro.", + "VIOLA_INTRO2_VIOLA3": "No anda corto de ingenio. Si ha recalado en este lugar, confío en que también me habrá de estar buscando.", + "VIOLA_INTRO2_VIOLA4": "Carezco de conocimientos sobre este lugar y sus costumbres.", + "VIOLA_INTRO2_VIOLA5": "Sus gentes me resultan extrañas. En aras de mi bienestar, he emprendido sola este periplo.", + "VIOLA_INTRO2_VIOLA7": "En vista de lo cual, quizás me halle más lejos de mi tierra de lo en un primer momento había imaginado.", + "VIOLA_INTRO2_VIOLA6": "Según mi punto de vista, [pause]eres tú quien habla de un modo por demás curioso.", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DECID A MI HERMANA… QUE ES AQUÍ DONDE SE HA DE REENCONTRAR CONMIGO…[/wave]", + "VIOLA_INTRO2_VIOLA8": "Propicio sea tu camino.", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "¿Ese era el hermano de Viola? Deberíamos contárselo…", + "VIOLA_QUEST1_PART1_MEREDITH2": "Mmm… No sé muy bien qué ha pasado. Debemos decírselo a Viola, supongo.", + "VIOLA_QUEST1_PART1_FELIX2": "Esta historia se está poniendo más y más rara. Va, vamos a decirle a Viola que hemos visto a su hermano.", + "VIOLA_QUEST1_PART1_EUGENE2": "Qué raro ha sido eso, ¿no? Anda, vamos a contárselo a Viola.", + "VIOLA_QUEST2_PART1_VIOLA1": "¿Es posible? ¿Dices que mi hermano se te ha aparecido?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "¡Por supuesto!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Ahora no.", + "VIOLA_QUEST2_PART1_VIOLA2": "¡Cuéntame cuanto sepas, por caridad!", + "VIOLA_QUEST2_PART1_VIOLA3": "Comprendo…", + "VIOLA_QUEST2_PART1_VIOLA4": "Puede que mi hermano siga entre los vivos, [pause]o tal vez tan solo perviva su alma…", + "VIOLA_QUEST2_PART1_VIOLA5": "Es preciso cerciorarme de ello. {player}…", + "VIOLA_QUEST2_PART1_VIOLA8": "Nada has de temer, [pause]pues escaso será para ti el peligro mientras yo esté junto a ti y aún respire.", + "VIOLA_QUEST2_PART1_VIOLA7": "Partamos, pues, sin demora.", + "VIOLA_QUEST2_PART1_VIOLA_NO": "Comprendo. Permaneceré, pues, aquí, por ahora.", + "VIOLA_QUEST3_PART1_VIOLA1": "¿Es este el lugar en cuestión?", + "VIOLA_QUEST3_PART1_VIOLA2": "Hermano mío, [pause]si estás presente…, [pause]manifiéstate.", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "La quietud de este lugar me resulta turbadora… ¿No te ocurre a ti lo mismo?", + "VIOLA_QUEST3_PART1_VIOLA3": "Procede registrar el lugar y acabar con la incertidumbre.", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Triste es el destino de mi querido hermano si se halla en un lugar como este…", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "He esperado muchas lunas para poder conocerte, [wave amp=30 freq=10]Viola de Mesalina[/wave].", + "VIOLA_QUEST3_PART2_VIOLA1": "¡¿Hermano?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "¿Dice la verdad este tal «Robin Goodfellow», [pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "¿No? [pause]¡Pero si los festejos de esta noche ni siquiera han comenzado!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "Quisiera compartir tantas maravillas contigo.", + "VIOLA_QUEST3_PART2_VIOLA4": "¿Qué…? [pause]Tu apariencia no me engaña, espíritu. [pause]No he de ser una pieza de tu juego macabro.", + "VIOLA_QUEST3_PART2_VIOLA7": "…", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "ADELANTE, VIOLA DE MESALINA.\\n\\nAQUÍ ENCONTRARÁS A TU FAMILIA,\\n\\nPUES SOY EL GUARDIÁN DE TU HERMANO.", + "VIOLA_QUEST3_PART2_VIOLA8": "Poca fe albergo en las palabras de ese espíritu. [pause]Mas si conoce a Sebastián, [pause]así como mi nombre…", + "VIOLA_QUEST3_PART2_VIOLA9": "Quizás esté diciendo la verdad.", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Este navío debió de ser antaño un espectáculo para la vista…", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "El espíritu que me habló… Sus intenciones son algo en lo que no oso pensar siquiera.", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "¡El agua ha retrocedido! [pause]¡Vamos, el tiempo apremia!", + "VIOLA_QUEST4_PART1_ROBIN1": "¿ME CONCEDES UN BAILE, PRIMA?", + "VIOLA_QUEST4_PART1_VIOLA1": "No. [pause]No eres sangre de mi sangre, espíritu.", + "VIOLA_QUEST4_PART2_VIOLA1": "Pocas dudas albergo de que sea esta la guarida del espíritu que me separa de mi hermano.", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Creo que se trata de un arcángel…", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Me da a mí que no es un espíritu…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "DEBO ROGAROS SILENCIO A PARTIR DE AHORA.", + "VIOLA_QUEST4_PART2_VIOLA2": "Poco importa si es espíritu, hada o demonio el que pretende mi conversación…", + "VIOLA_QUEST4_PART2_VIOLA3": "¡No he de titubear!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "PUES EL MUNDO ES UN ESCENARIO…\\n\\nY EL ESPECTÁCULO ESTÁ A PUNTO DE COMENZAR.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "Me esperaba algo más.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "¿Qué «espectáculo»? ¿Quién [wave amp=30 freq=10]diantres[/wave] eres?", + "VIOLA_QUEST4_FUSE_VIOLA3": "¡No es este el día en que hemos de fenecer!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "PUES NO SOY MÁS QUE UN ALEGRE VAGABUNDO DE LA NOCHE…\\n\\nME LLAMAN APARICIÓN, O «PUCK»…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "Y TÚ Y YO, VIOLA DE MESALINA, VIVIMOS UNA HISTORIA PARECIDA.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "¡SOY ROBIN GOODFELLOW!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "DÉJAME VER…\\n\\nPÁGINA 645, «NOCHE DE REYES».", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "ENCONTRÉ ESTE LIBRO ENTRE LOS DESPOJOS DE LA NAVE.\\n\\nUNA LECTURA CURIOSA, ¿SABES?", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "LA COMEDIA DE VIOLA DE MESALINA, QUE NAUFRAGA EN TIERRA DESCONOCIDA.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "No lo comprendo…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, SÍ, ESTA ES LA MÍA.\\n\\nPÁGINA 365, «EL SUEÑO DE UNA NOCHE DE SAN JUAN».", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "TAN SOLO ENCONTRARÁS A TU HERMANO CUANDO TU RELATO LO REQUIERA.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UN CUENTO DE HADAS SOBRE EL REY OBERÓN, LA REINA TITANIA Y EL BROMISTA ROBIN GOODFELLOW.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MI QUERIDA VIOLA… ¿TÚ Y YO?\\n\\nSOMOS MERAS INVENCIONES DE UN DRAMATURGO MORTAL. UN TAL SEÑOR WILLIAM SHAKESPEARE, PARA SER MÁS EXACTOS.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "NUESTRA HISTORIA NO NOS PERTENECE.\\n\\nSEBASTIÁN NO ESTÁ AQUÍ. JAMÁS ESTARÁ AQUÍ.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", + "VIOLA_CONVO13_VIOLA2.f": "Lo lamento, [pause]amiga mía, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]¡Me rebelo contra ella![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "Es verdad.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Esas historias que lee… [pause]¿son famosas en tu mundo?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Lo siento.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Lo siento.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Gracias.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Lo siento.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "SABES QUE DIGO LA VERDAD.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Creo que tu «verdad» no cambia nada.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Creo…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "DEJA QUE LA VERDAD SE APODERE DE TI. DEJA QUE TE INUNDE POR COMPLETO HASTA QUE NO PUEDAS NI RESPIRAR.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Puede ser que en la tierra de {player}, [pause]yo no sea sino una simple historia.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "¡Ese futuro que se ha escrito para mí no es más que un montón de [shake rate=30 level=10]palabras impresas en papel[/shake]!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Mas ¿quién te dice que {player} no es un cuento en la mía?", + "VIOLA_QUEST4_FUSE_VIOLA2": "Puede que la inexorable mano del destino nos empuje hacia el abismo, [pause]mas…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "¡JA, JA, JA!\\n\\n¡MENUDO GIRO!", + "VIOLA_QUEST4_FUSE_VIOLA4": "¡[shake rate=30 level=10]Nuestra historia no termina aquí[/shake]!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "¡ESTA OBRA ES AÚN MEJOR DE LO QUE IMAGINABA!\\n\\n¡ADELANTE, VAMOS A DISFRUTAR DEL ÚLTIMO ACTO!", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player}…", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "SE DIRÍA QUE LO QUE LO AGUARDA NO ES PRECISAMENTE UN FINAL FELIZ. ¿NO ES ASÍ, SEÑOR GOODFELLOW?", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "PERMÍTAME QUE LE ECHE UNA MANO. TENGO UN NUEVO PAPEL PARA USTED.", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Sería sensato regresar a nuestro refugio…", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Te agradezco que me hayas acompañado en este trago amargo, [pause]{player}.", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "A fe mía que Robin Goodfellow andaba errado.", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Aun cuando en otros mundos mi vida no sea más que una historia…", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Descubriré el final de mi historia por mí misma.", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Eso carece de importancia. Habré de ser yo quien escriba mi futuro.", + "VIOLA_CONVO2_VIOLA2": "No obstante, soy consciente de que muchos pobres infelices llevan aquí atrapados mucho más tiempo que yo.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Mas desde el momento en que aunamos nuestros corazones durante el combate, [pause]tú también has pasado a formar parte de mi historia.", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Me refiero a nuestro [wave amp=30 freq=10]instante de unión[/wave] durante el combate que libramos. Al convertirnos en un solo cuerpo, sentí que se entrelazaban de igual manera [wave amp=30 freq=10]tu destino y el mío[/wave].", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "¿Cómo que «aunamos nuestros corazones»?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "¿A qué te refieres?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Quizás sea el descubrimiento de ese portal lo que me permita reencontrarme con mi hermano.", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Si bien ya nos hemos separado, siento que los hilos del destino no se han de desenredar tan fácilmente.", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "¿Dices que sabes de un portal para abandonar la isla?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "¡Exacto!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Así es.", + "VIOLA_CONVO1_VIOLA1": "¿Pretendes decirme que en tu mundo [pause]viajar de una nación a otra requiere horas [pause]en vez de días?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "¡Que así sea! [pause]Permíteme, pues, saldar mi deuda ayudándote en cuanto pueda durante tu viaje.", + "VIOLA_CONVO1_VIOLA2": "¿Cómo es posible tal cosa? [pause]No oso imaginarlo siquiera.", + "VIOLA_CONVO2_VIOLA1": "Si bien he permanecido poco tiempo en esta tierra, [pause]es grande la añoranza que siento de mi hogar.", + "VIOLA_CONVO2_VIOLA3": "A fe mía que yo no podría soportar tal situación. [pause]Pesada es la carga que llevan en silencio las gentes de este lugar.", + "VIOLA_CONVO3_VIOLA1": "Soy consciente de que el cielo que nos cubre no es el mismo que contemplaba de niña desde la ventana de mi alcoba…", + "VIOLA_CONVO3_VIOLA2": "Mas, siquiera un instante, soy capaz de imaginar que lo es. [pause]Imaginar que bastaría cabalgar una jornada para llegar a mi hogar, [pause]y que igual de sencillo me resultaría gozar de nuevo de la compañía de mi familia y mis amigos.", + "VIOLA_CONVO4_VIOLA1": "Dime, [pause]¿cómo se llama esa forma monstruosa que adoptas durante el combate?", + "VIOLA_CONVO3_VIOLA3": "No me cabe duda de que una parte de ti siente lo mismo, [pause]{player}.", + "VIOLA_CONVO4_VIOLA2": "…", + "VIOLA_CONVO5_VIOLA1": "He llegado a la conclusión de que esta isla es capaz de forjar alianzas insólitas.", + "VIOLA_CONVO4_VIOLA3": "¿{first_tape_name}? [pause]En cierto modo, te va como anillo al dedo.", + "VIOLA_CONVO5_VIOLA2": "Gente de diversas esferas, [pause]cuyos caminos, de otro modo, jamás se habrían cruzado, [pause]se tornan camaradas al verse atrapados en esta tierra remota.", + "VIOLA_CONVO5_VIOLA3.m": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", + "VIOLA_CONVO5_VIOLA3.f": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", + "VIOLA_CONVO5_VIOLA3.n": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", + "VIOLA_CONVO6_VIOLA1": "Si abandonara algún día este lugar, sería una necedad mencionar siquiera mis andanzas en él.", + "VIOLA_CONVO6_VIOLA3": "¡Mis amigos me tomarían por loca!", + "VIOLA_CONVO6_VIOLA2": "¿Una isla que está más allá de los reinos de la Tierra, [pause]habitada por espíritus y seres feéricos?", + "VIOLA_CONVO7_VIOLA1.n": "Atiéndeme, mi queride {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", + "VIOLA_CONVO7_VIOLA1.f": "Atiéndeme, mi querida {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", + "VIOLA_CONVO7_VIOLA1.m": "Atiéndeme, mi querido {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", + "VIOLA_CONVO11_VIOLA1.m": "Luchar codo con codo con tu amado, [pause]con la forma de un ser extraño por atavío…", + "VIOLA_CONVO7_VIOLA2": "Mas nos hemos ganado el privilegio de disfrutar en compañía de la momentánea quietud.", + "VIOLA_CONVO8_VIOLA1": "Visité más de una taberna en mi país natal, mas en ninguna hallé el sosiego que reina en este lugar.", + "VIOLA_CONVO8_VIOLA2": "¡Es por demás placentero! [pause]Doy por hecho que entre estas paredes se han vivido momentos felices.", + "VIOLA_CONVO9_VIOLA1": "Cuando los árboles quedan inmóviles durante un momento y dan pie a una quietud que invade el lugar…", + "VIOLA_CONVO9_VIOLA2": "Hay entonces un silencio que parece más real que ninguno que haya podido experimentar jamás. [pause]Es un silencio que penetra cual espada, y que es posible percibir bajo la propia piel.", + "VIOLA_CONVO9_VIOLA3": "Saber que, en este reino, no existe nada más allá de esta isla solitaria…", + "VIOLA_CONVO10_VIOLA1.m": "Por cierto, [pause]mi querido {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", + "VIOLA_CONVO9_VIOLA4": "Lugar tan apartado pocos hombres serían capaces de imaginar.", + "VIOLA_CONVO10_VIOLA1.f": "Por cierto, [pause]mi querida {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", + "VIOLA_CONVO10_VIOLA1.n": "Por cierto, [pause]mi queride {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "¿Cuando fuiste qué?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "¿Artista… ambulante?", + "VIOLA_CONVO10_VIOLA2": "¡Así es! [pause]Mi hermano y yo cantábamos y actuábamos de vez en cuando para amigos o para los públicos más variopintos.", + "VIOLA_CONVO10_VIOLA3": "No es que nos hiciera falta el dinero, por supuesto. [pause]Durante la mayor parte de mi vida, las finanzas no fueron motivo de preocupación. La diversión era en sí misma una recompensa.", + "VIOLA_CONVO10_VIOLA4": "Sin duda tú debes de tener tus propios talentos ocultos. [pause]Ardo en deseos de saber más sobre ti, si te place…", + "VIOLA_CONVO11_VIOLA1.f": "Luchar codo con codo con tu amada, [pause]con la forma de un ser extraño por atavío…", + "VIOLA_CONVO11_VIOLA2": "Es como un romance en sí mismo, ¿no te parece? [pause]Si la acción es elocuencia, [pause]nuestros combates son poesía.", + "VIOLA_CONVO11_VIOLA1.n": "Luchar codo con codo con tu amade, [pause]con la forma de un ser extraño por atavío…", + "VIOLA_CONVO12_VIOLA2": "Y ansío el momento de deleitar algún día a mi hermano con historias sobre los demonios que he vencido.", + "VIOLA_CONVO12_VIOLA1": "Ansío el momento en el que encontremos la forma de volver a casa y despertar de este extraño sueño en el que nos hallamos.", + "VIOLA_CONVO13_VIOLA1": "…", + "VIOLA_CONVO14_VIOLA4": "Sin embargo, es por demás [wave amp=30 freq=10]curioso[/wave] que mi propia historia, o la de algún otro, se halle contenida en las páginas de un libro de otras tierras. ¿Funcionan acaso de esa manera todas las historias?", + "VIOLA_CONVO13_VIOLA2.n": "Lo lamento, [pause]amigue míe, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", + "VIOLA_CONVO13_VIOLA2.m": "Lo lamento, [pause]amigo mío, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", + "VIOLA_CONVO13_VIOLA3": "Poco hace que nos conocemos y, aun cuando me has ofrecido tu ayuda, pocas palabras tengo que pueda ofrecer a cambio.", + "VIOLA_CONVO14_VIOLA2": "Dijo que él y yo no somos sino la creación de un dramaturgo, que nuestra historia ya estaba escrita.", + "VIOLA_CONVO14_VIOLA1": "Me vienen de nuevo a la mente las palabras de aquel granuja de Robin Goodfellow.", + "VIOLA_CONVO14_VIOLA3": "Por supuesto, no permití que sus palabras hicieran mella en mi espíritu. [pause]Como le dije, tan solo a mí corresponde escribir mi historia.", + "VIOLA_CONVO14_VIOLA5": "¡Quizás sea posible hallar en otro mundo el «Libro de {player}»! [pause]No me cabe duda de que será una lectura apasionante.", + "VIOLA_CONVO17_VIOLA1_OPTION1": "¡Ya lo creo!", + "VIOLA_CONVO15_VIOLA1": "Dime, [pause]{player}, [pause]¿no opinas que la forma que tienen en estas tierras de batirse, en forma de bestias feéricas, es por demás extraña?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "Sí, es bastante rara.", + "VIOLA_CONVO15_VIOLA1_OPTION2": "¡Pues a mí me divierte!", + "VIOLA_CONVO15_VIOLA2": "Es muy curiosa, eso es innegable. Y, sin embargo, las buenas gentes de estas tierras lo hacen sin vacilar, sin dudarlo un momento.", + "VIOLA_CONVO16_VIOLA1": "¿Lo crees de verdad, {player}? [pause]¿Crees que esa puerta que hallaste nos ha de devolver al mundo en el que antaño vivíamos?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "No tengo más remedio que creerlo.", + "VIOLA_CONVO16_VIOLA1_OPTION2": "¡Sí, eso creo!", + "VIOLA_CONVO16_VIOLA2": "¡Maravilloso! [pause]Pese a lo mucho que he llegado a admirar este mundo nuevo y extraño, soy consciente de que a ninguno de nosotros corresponde el destino de quedarnos en él para siempre.", + "VIOLA_CONVO16_VIOLA3": "Mas si fuere tu deseo permanecer aquí un poco más, yo también lo habré de hacer. [pause]Somos jóvenes, al fin y al cabo, y el tiempo aún no reclama nuestra presencia lejos de este lugar.", + "VIOLA_CONVO17_VIOLA1": "Cuán glorioso fue el combate que libramos contra Álef, ¿verdad?", + "VIOLA_CONVO17_VIOLA2": "Tengo más madera de guerrera de la que pensaba. ¡Quizás debería seguir la senda del soldado!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "Supongo que sí.", + "VIOLA_CONVO17_VIOLA3": "Aunque, como mujer, no se me permitiría hacer tal cosa. [pause]Quizás debería volver a hacerme pasar por hombre…", + "VIOLA_CONVO17_VIOLA3_OPTION2": "¿Qué?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "¿Cómo que «volver»?", + "VIOLA_CONVO18_VIOLA1.m": "No hace mucho tiempo que viajaste conmigo, mi querido {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", + "VIOLA_CONVO17_VIOLA4": "¿Te causa sorpresa oírlo? ¡Yo tengo alma de artista! La condición de hombre y la de mujer no son sino disfraces que guardo en mi baúl para poder lucirlos cuando me plazca.", + "VIOLA_CONVO18_VIOLA1.f": "No hace mucho tiempo que viajaste conmigo, mi querida {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", + "VIOLA_CONVO18_VIOLA1.n": "No hace mucho tiempo que viajaste conmigo, mi queride {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", + "VIOLA_CONVO18_VIOLA2": "Quizás sea ese el verdadero propósito de esta tierra: que aquellos que arriben a sus costas tengan por destino marcharse habiendo vivido un sinnúmero de aventuras.", + "VIOLA_CONVO19_VIOLA1_OPTION1": "¡Desde luego!", + "VIOLA_CONVO19_VIOLA1.n": "¿Lees poesía, mi queride {player}?", + "VIOLA_CONVO19_VIOLA1.m": "¿Lees poesía, mi querido {player}?", + "VIOLA_CONVO19_VIOLA1.f": "¿Lees poesía, mi querida {player}?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "No suelo, no.", + "VIOLA_CONVO19_VIOLA4": "Si bien es cierto que el ser humano ha menester del cocinero para nutrir el estómago, no lo ha menos del poeta para nutrir el corazón.", + "VIOLA_CONVO19_VIOLA2": "¡Me complace que así sea!", + "VIOLA_CONVO19_VIOLA3": "No te preocupes por ello. Quizás yo podría ilustrarte.", + "VIOLA_CONVO19_VIOLA5": "Considero un acto de crueldad el privar al propio corazón de tan vital alimento.", + "VIOLA_CONVO19_VIOLA6": "En vista de nuestra presente unión, quizás haríamos bien en disfrutar de la obra de la poetisa griega Safo. Intentaré hacerme con un libro que recoja sus poemas durante nuestros viajes.", + "VIOLA_CONVO20_VIOLA1": "Gracias, {player}. [pause]Este momento de descanso es digno de agradecer.", + "VIOLA_SOCIAL1_VIOLA1": "Últimamente no he podido evitar [pause]reparar en el hecho de que [pause]muchos aspectos de la vida cotidiana de este pueblo me son por completo ajenos.", + "VIOLA_SOCIAL1_VIOLA3": "¡Y hasta los faroles se iluminan por sí solos, sin que medie intervención de farolero alguno! [pause]Hay muchas cosas que no entiendo.", + "VIOLA_SOCIAL1_VIOLA2": "Las buenas gentes de Villapuerto hablan de una manera que me resulta peculiar.", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "Supongo que es normal, viniendo de un pasado shakespeariano…", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Supongo que, desde tu punto de vista, es como si esto fuera el futuro.", + "VIOLA_SOCIAL1_VIOLA5": "Y lo de fundir tu espíritu con el de tus aliados. [pause]¿Todo eso es normal para ti?", + "VIOLA_SOCIAL1_VIOLA4": "Así es. Y esos «walkmans» que se utilizan para adoptar la forma de bestias y espíritus.", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Eh… No, eso a mí también me parece raro.", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "No, eso solo pasa en Nueva Wirral.", + "VIOLA_SOCIAL1_VIOLA6": "Entiendo.", + "VIOLA_SOCIAL1_VIOLA8": "Cierto es que me hallo muy lejos de Mesalina, tanto en el espacio como en el tiempo.", + "VIOLA_SOCIAL1_VIOLA7": "Quieres decir que, aun cuando hay aspectos de estas tierras que sí te son conocidos, hay otros que incluso tú consideras extraños.", + "VIOLA_SOCIAL1_VIOLA9": "Si este mundo tiene atracciones que me son desconocidas, quiero pedirte un favor:", + "VIOLA_SOCIAL1_VIOLA10": "¿Serías tan amable de enseñármelas cuando llegue el momento?", + "VIOLA_SOCIAL1_VIOLA11": "Ardo en deseos de conocer todo eso antes de volver al país que me vio nacer.", + "VIOLA_SOCIAL3_VIOLA5": "Insistió en que la lectura de esta obra, [pause]«Relatos terroríficos», me sería de gran provecho.", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "¿Antes de volver a casa?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "¿Es que te vas a marchar?", + "VIOLA_SOCIAL1_VIOLA13.m": "Te lo noto en la mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amigo.", + "VIOLA_SOCIAL1_VIOLA12": "¿No es acaso tu misión encontrar la forma de abandonar esta isla?", + "VIOLA_SOCIAL1_VIOLA13.n": "Te lo noto en la mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amigue.", + "VIOLA_SOCIAL1_VIOLA13.f": "Te lo noto en la mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amiga.", + "VIOLA_SOCIAL1_VIOLA14": "No temas, te voy a ayudar en cuanto me sea posible.", + "VIOLA_SOCIAL1_VIOLA15": "Siempre tendrás en mí una aliada y una amiga.", + "VIOLA_SOCIAL1_VIOLA16": "¡Dicho queda! [pause]Será mejor que no nos entretengamos más.", + "VIOLA_SOCIAL2_VIOLA2": "No sirve cerveza, ¿verdad? [pause]Sino eso que llaman «café».", + "VIOLA_SOCIAL2_VIOLA1": "Esa famosa fonda conocida como [pause]el Gramófono…", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "¡Pues sí!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Me suena que así es, sí.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Me suena que así es, sí.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Me suena que así es, sí.", + "VIOLA_SOCIAL2_VIOLA3": "¿Y dices que la gente de tu tiempo consume grandes cantidades de ese «café»?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "¡Vaya que sí!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Puede que demasiado.", + "VIOLA_SOCIAL2_VIOLA4": "Admirable.", + "VIOLA_SOCIAL2_VIOLA6": "De modo que me he procurado una frasca de esa bebida tan apreciada. [pause]Me la ha regalado Clémence.", + "VIOLA_SOCIAL2_VIOLA5": "Pues tengo el deseo de disfrutar del café [pause]como lo hacen las buenas gentes de Villapuerto.", + "VIOLA_SOCIAL2_NARRATION7": "Viola se sirve un café.", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Puedes anunciar el veredicto.", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "¿Qué te parece?", + "VIOLA_SOCIAL2_VIOLA9": "Es una bebida muy aromática.", + "VIOLA_SOCIAL2_VIOLA10": "Me resulta evidente el motivo de su éxito.", + "VIOLA_SOCIAL2_VIOLA11": "Y en cuanto a este pastelillo que también ha sido tan amable de regalarme…", + "VIOLA_SOCIAL2_VIOLA12": "¿Cómo se llama esto?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "¡Es un bollo!", + "VIOLA_SOCIAL2_VIOLA13": "Ese sabor… [pause]Ese dulzor…", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Ah, ¿también te ha dado un bollo?", + "VIOLA_SOCIAL2_VIOLA14": "Y, sin embargo, desaparecen tan rápido… [pause]Es un placer tan puro como perecedero.", + "VIOLA_SOCIAL2_VIOLA15": "Buenas noches, [pause]bollito.", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "¿Te ha gustado, entonces?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "¿Ha pasado la prueba, entonces?", + "VIOLA_SOCIAL2_VIOLA16": "Sí, [pause]yo diría que sí.", + "VIOLA_SOCIAL3_VIOLA1": "En un esfuerzo por saber más sobre los mundos de los que provienen las gentes de Villapuerto, me he procurado unos documentos de gran interés académico.", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "¿Libros de texto?", + "VIOLA_SOCIAL3_VIOLA2": "Así es. [pause]El tiempo que he pasado en Nueva Wirral me ha servido para entender que mis conocimientos sobre el mundo en el que vivía no son sino un grano de arena en mitad de un mar insondable.", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "¿Te ha dado por investigar?", + "VIOLA_SOCIAL3_VIOLA3.m": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi querido {player}.", + "VIOLA_SOCIAL3_VIOLA4": "Le pedí ayuda a Meredith, [pause]y ella me confió este libro.", + "VIOLA_SOCIAL3_VIOLA3.n": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi queride {player}.", + "VIOLA_SOCIAL3_VIOLA3.f": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi querida {player}.", + "VIOLA_SOCIAL3_VIOLA6": "En efecto, ya había llegado a la conclusión de que las andanzas que en él se narran son imaginarias.", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Yo diría que eso no son más que historias de miedo…", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "No creo que de ese libro vayas a poder aprender nada.", + "VIOLA_SOCIAL3_VIOLA7": "Mas me veo obligada a hacerte notar el contenido del capítulo 5…, [pause]gran parte del cual describe maneras eficaces de dar muerte a los muertos vivientes.", + "VIOLA_SOCIAL3_VIOLA8": "¿Acaso no luchamos con frecuencia contra monstruos de todo pelaje? [pause]Quizás sea posible aprender más de este documento de lo que pudiera creerse en un principio.", + "VIOLA_SOCIAL3_VIOLA9": "No obstante, [pause]es mi opinión que lo que llevó a Meredith a prestarme este libro fue simplemente su amor por lo macabro.", + "VIOLA_SOCIAL3_VIOLA10": "Ha sido, en cualquier caso, una lectura grata. [pause]Quizás le pida más libros en alguna otra ocasión.", + "VIOLA_SOCIAL4_VIOLA1.f": "Hay un asunto que me gustaría tratar contigo, amiga. [pause]¿Podríamos quizás marchar a un lugar más tranquilo?", + "VIOLA_SOCIAL4_VIOLA1.m": "Hay un asunto que me gustaría tratar contigo, amigo. [pause]¿Podríamos quizás marchar a un lugar más tranquilo?", + "VIOLA_SOCIAL3_VIOLA11": "Adelante, pues, ¡que ardo en deseos de poner en práctica mis nuevos conocimientos!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Mejor en otro momento.", + "VIOLA_SOCIAL4_VIOLA1.n": "Hay un asunto que me gustaría tratar contigo, amige. [pause]¿Podríamos quizás marchar a un lugar más tranquilo?", + "VIOLA_SOCIAL4_VIOLA_NO": "No pasa nada, otra vez será.", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "¡Por supuesto!", + "VIOLA_SOCIAL4_VIOLA3": "Las gentes de Villapuerto no están sujetas a cuanto se espere de ellas, ¿verdad?", + "VIOLA_SOCIAL4_VIOLA2": "Esto es lo que quiero decir:", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "¿Qué quieres decir?", + "VIOLA_ROMANCE_VIOLA_NO.f": "Me habré equivocado entonces, amiga", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "No sé si te sigo.", + "VIOLA_SOCIAL4_VIOLA4": "No tienen señores a los que agradar, [pause]ni reyes ante los que postrarse…", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "No sé si te sigo.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "No sé si te sigo.", + "VIOLA_SOCIAL4_VIOLA5": "Son libres para encontrar el sentido a sus propias acciones. [pause]Y yo envidio esa vida.", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "¿Tu vida anterior no era sencilla?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "¿Qué hacías antes de acabar aquí?", + "VIOLA_SOCIAL4_VIOLA6": "La familia de cuyo nombre me precio goza de excelente renombre y gran riqueza, [pause]mas en su momento la suerte nos dio la espalda.", + "VIOLA_SOCIAL4_VIOLA7": "A mi hermano y a mí se nos encomendó acudir a ver a un amigo de la familia que vivía en otro país y pedir su socorro.", + "VIOLA_SOCIAL4_VIOLA8": "Mas, como ya habrás imaginado, [pause]mi barco no arribó a aquellas costas. [pause]La tierra que hallé fue esta, un lugar onírico poblado por bestias y espíritus.", + "VIOLA_SOCIAL4_VIOLA9": "Cuán fácil me resultaría olvidar a mis parientes y permanecer aquí.", + "VIOLA_SOCIAL4_VIOLA10": "Sería una vida feliz, que podría vivir en la mejor compañía…", + "VIOLA_SOCIAL4_VIOLA11.f": "… Pues en esta tierra habitas tú, mi querida {player}.", + "VIOLA_SOCIAL4_VIOLA11.m": "… Pues en esta tierra habitas tú, mi querido {player}.", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Puedes estar segura de que siempre seré tu amigo.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "No acostumbro a ocultar lo que siente mi corazón [pause]ni tampoco sería capaz de ello.", + "VIOLA_SOCIAL4_VIOLA11.n": "… Pues en esta tierra habitas tú, mi queride {player}.", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Puedes estar segura de que siempre seré tu amigue.", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Puedes estar segura de que siempre seré tu amiga.", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "¿Tú crees que podríamos ser algo… más?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "¿Tú crees que podríamos ser algo… más?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "¿Tú crees que podríamos ser algo… más?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "De eso [pause]no me cabe la menor duda.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Nos quedan muchos caminos por recorrer, a ti y a mí.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "¡Así sea! [pause]En fin, [pause]amigo, [pause]vamos a tomarnos un «café»…", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "¡Así sea! [pause]En fin, [pause]amiga, [pause]vamos a tomarnos un «café»…", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "¡Así sea! [pause]En fin, [pause]amigue, [pause]vamos a tomarnos un «café»…", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "Y luego, adelante, ¡a seguir nuestro viaje!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "¿«Algo más»?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "¿«Algo más»?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Dímelo claramente: ¿De qué manera piensas en mí?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "¿«Algo más»?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amigue.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Eres una buena amiga.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Eh…", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Mi corazón anhela tu compañía.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amiga.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amigo.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Tu belleza ilumina mi espíritu más que el sol el firmamento.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Llégate a mí, mi querido {player}…", + "VIOLA_ROMANCE_VIOLA1.m": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Llégate a mí, mi querida {player}…", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Llégate a mí, mi queride {player}…", + "VIOLA_ROMANCE_VIOLA_NO.m": "Me habré equivocado entonces, amigo", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "Eh… ¡No, no es nada!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", + "VIOLA_ROMANCE_VIOLA1.f": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", + "VIOLA_ROMANCE_VIOLA3": "¿Me acabas de pedir la mano en matrimonio, [pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "Me habré equivocado entonces, amigue", + "VIOLA_ROMANCE_VIOLA2": "Eh…", + "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", + "VIOLA_ROMANCE_VIOLA5": "Es una broma. [pause]El tiempo es nuestro señor, [pause]y algún día el tiempo nos obligará a abandonar la mutua compañía.", + "VIOLA_ROMANCE_VIOLA6": "No sería capaz de soportar casarme contigo, [pause]sabiendo como sé que un día este sueño que soñamos despiertos acabará y habremos de volver a la vida que tuvimos antaño.", + "VIOLA_ROMANCE_VIOLA7": "Sin embargo, [pause]aún me quedan muchos días y noches por pasar a tu lado.", + "VIOLA_ROMANCE_VIOLA8": "Y comparto tu deseo. [pause]Desde este momento, nuestros corazones están unidos.", + "VIOLA_ROMANCE_VIOLA9": "Quizás, [pause]en algún otro mundo que no seamos capaces de imaginar siquiera, [pause]un humilde dramaturgo esté escribiendo nuestra historia en este mismo momento.", + "DOG_QUEST1_PART1_NARRATION4": "El perro se llama Perry y tiene un walkman en miniatura enganchado en el collar. No hay información sobre su dueño, salvo un número de teléfono de 22 dígitos.", + "VIOLA_ROMANCE_VIOLA10": "«Viola y {player}: la comedia de dos amantes que naufragaron en mutua compañía».", + "VIOLA_ROMANCE_VIOLA11": "Yo creo que sería una historia maravillosa, [pause]¿no te parece?", + "DOG_QUEST1_PART1_DOG1": "¡Guau!", + "DOG_UNKNOWN_NAME": "Perro", + "DOG_QUEST1_PART1_NARRATION2": "Es un perro, ¡y muy simpático!", + "DOG_QUEST1_PART1_NARRATION3": "Después de alargar el brazo para dejar que el perro te huela, compruebas su collar.", + "DOG_QUEST1_PART1_NARRATION5": "Perry debe de estar también atrapado en Nueva Wirral.", + "DOG_QUEST1_PART1_NARRATION7": "Perry aúlla mientras mira a lo alto del acantilado. Debe de querer subir.", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Aúúúúúúú…[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "Podrías llegar hasta allí con tu habilidad de escalada. ¿Quieres subir con él?", + "DOG_QUEST1_PART2_NARRATION1": "A Perry no le habría costado nada subir al acantilado. Por lo visto, lo que quería es que alguien lo acompañara.", + "DOG_QUEST1_PART1_NARRATION9": "Perry no se mueve del sitio. A lo mejor si tuvieras alguna manera de subir al acantilado con él…", + "DOG_QUEST1_PART1_DOG10": "¡Guau, guau!", + "DOG_QUEST1_PART4_NARRATION2": "Entre los huesos hay una correa de perro y unas pocas galletas.", + "DOG_QUEST1_PART3_DOG1": "Grrrrr…", + "DOG_QUEST1_PART4_NARRATION1": "Estos huesos parecen de humano…", + "DOG_QUEST1_PART4_NARRATION4": "Después, Perry te da un buen lametón en la mano.", + "DOG_QUEST1_PART4_NARRATION3": "Perry cava un hoyo enorme y lo ayudas a enterrar los huesos.", + "DOG_QUEST1_PART4_DOG5": "¡Guau!", + "RESTING_DOG_3": "Perry se ha portado muy bien hoy, así que le das todas las galletas y caricias en la barriga que se merece.", + "RESTING_DOG_1": "Perry y tú os echáis una buena siesta.", + "RESTING_DOG_2": "Perry y tú jugáis con una pelota sin ponerle demasiada atención ni empeño.", + "RESTING_DOG_5": "¡Perry te lame la cara!", + "RESTING_DOG_4": "Perry empuja con el hocico una de sus galletas hacia ti. La pruebas, pero no está muy allá.", + "RESTING_DOG_6.m": "Perry se zampa tu bocata aprovechando un descuido.", + "RESTING_DOG_8": "¡Perry encuentra un buen sitio para cavar! Y acaba llenándose de barro. Y a ti también.", + "RESTING_DOG_6.n": "Perry se zampa tu bocata aprovechando un descuido.", + "RESTING_DOG_6.f": "Perry se zampa tu bocata aprovechando un descuido.", + "RESTING_DOG_9": "Perry te trae un palo del que parece que está muy orgulloso.", + "INTERMISSION_PART1_ALEPH1": "HOLA, [pause]{player.to_upper}.", + "INTERMISSION_PART1_ALEPH2": "DISCULPA, [pause]¿SUENO DEMASIADO FUERTE?", + "INTERMISSION_PART1_ALEPH3": "A LO MEJOR DE ESTA FORMA TE RESULTA UN POCO MÁS FÁCIL.", + "INTERMISSION_PART1_ALEPH4": "HE PENSADO QUE NOS CONVENÍA TENER UNA PEQUEÑA REUNIÓN.", + "INTERMISSION_PART1_MEREDITH5": "¿Es este el mismo menda que no deja de aparecer en las estaciones? [pause]¿Quién rayos eres, por cierto?", + "INTERMISSION_PART1_KAYLEIGH5": "¡El hombre triángulo! ¿Quién eres y qué pretendes?", + "INTERMISSION_PART1_EUGENE5": "¡No me das miedo! ¡¿Quién eres?!", + "INTERMISSION_PART1_FELIX5": "Mmm. [pause]Esto es un poco incómodo, la verdad. [pause]¿Quién eres?", + "INTERMISSION_PART1_VIOLA5": "¿Quién es este ser?", + "INTERMISSION_PART1_DOG5": "¡Guau!", + "INTERMISSION_PART1_ALEPH6": "AH, PERO QUÉ MALEDUCADO SOY, [pause]PERMITIDME QUE ME PRESENTE.", + "INTERMISSION_PART1_ALEPH6_OPTION1": "¿Eres un arcángel?", + "INTERMISSION_PART1_ALEPH7": "¡ARCÁNGEL! [pause]¿ES ASÍ COMO NOS LLAMÁIS? ¡ES PRECIOSO!", + "INTERMISSION_PART1_ALEPH8": "EN CUANTO A MÍ…", + "INTERMISSION_PART1_ALEPH9": "LOS DE VUESTRA ESPECIE ME HAN LLAMADO DE MUCHAS MANERAS.", + "INTERMISSION_PART1_ALEPH10": "ARTURO, [pause]ALEJANDRO, [pause]AGAMENÓN…", + "INTERMISSION_PART1_MEREDITH13": "Es… distinto a lo que esperaba, la verdad.", + "INTERMISSION_PART1_ALEPH11": "Y SIN EMBARGO, [pause][pause]SOY ÁLEF.", + "INTERMISSION_PART1_ALEPH12": "PODÉIS LLAMARME AL.", + "INTERMISSION_PART1_KAYLEIGH13": "Al menos… [pause]educado sí es.", + "INTERMISSION_PART1_EUGENE13": "¿A qué viene tanto hacerte el bueno ahora?", + "INTERMISSION_PART1_ALEPH14": "CIERTA VIEJA AMISTAD ME HA TENIDO BASTANTE OCUPADO ÚLTIMAMENTE. [pause]POR FORTUNA, AHORA ESE «INCONVENIENTE» HA QUEDADO RESUELTO.", + "INTERMISSION_PART1_FELIX13": "Pues… Encantado de conocerte… Supongo.", + "INTERMISSION_PART1_VIOLA13": "Si es que vienes buscando algo…, [pause]¡dilo claramente!", + "INTERMISSION_PART1_DOG13": "Grrrr…", + "INTERMISSION_PART1_ALEPH16": "¡VIVIMOS TIEMPOS DE LO MÁS INTERESANTES, [pause]CAMARADAS!", + "INTERMISSION_PART1_ALEPH15": "Y RESULTA QUE AHORA VUELVO Y ME ENCUENTRO CON QUE ESTE MUNDO HA ACUMULADO MÁS DE LOS MÍOS. MÁS [pause]ARCÁNGELES.", + "INTERMISSION_PART1_ALEPH18": "ASÍ QUE ME VEO OBLIGADO A PEDIROS QUE NO INTENTÉIS INTERVENIR EN MI CAMPAÑA DE CONTRATACIÓN.", + "INTERMISSION_PART1_ALEPH17": "LAS NUEVAS INCORPORACIONES ESTÁN AÚN UN POCO VERDES, NECESITAN CENTRARSE, [pause]PERO LES VEO MUCHO MARGEN DE MEJORA.", + "INTERMISSION_PART1_ALEPH19": "ES MÁS, [pause]SOLICITO FORMALMENTE QUE CESÉIS POR COMPLETO EN LA BÚSQUEDA DE MIS COMPAÑEROS.", + "INTERMISSION_PART1_ALEPH19_OPTION1": "¡Pero es que los arcángeles son la clave para abandonar Nueva Wirral!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "¡Necesito encontrarlos para poder irme de esta isla!", + "INTERMISSION_PART1_ALEPH20": "¡AH!", + "INTERMISSION_PART1_ALEPH21": "¿SOLO QUIERES IRTE?", + "INTERMISSION_PART1_ALEPH22": "¡PUES SÍ, [pause]YO PUEDO MANDARTE LEJOS DE AQUÍ!", + "INTERMISSION_PART1_KAYLEIGH24": "Esto no me gusta un pelo…", + "INTERMISSION_PART1_ALEPH23": "LO ÚNICO QUE NO PUEDO TELETRANSPORTAR ES A MÍ MISMO, PORQUE UN ESPEJO NO PUEDE REFLEJAR SU PROPIA IMAGEN…", + "INTERMISSION_PART1_MEREDITH24": "Eh… ¿te vas a fiar del tío triángulo este?", + "INTERMISSION_PART1_EUGENE24": "Eso no suena nada bien…", + "INTERMISSION_PART1_FELIX24": "Esto… ¿{player}?", + "INTERMISSION_PART1_VIOLA24": "Pero ¿qué clase de hombre es este…?", + "INTERMISSION_PART1_DOG24": "Aúúú…", + "INTERMISSION_PART1_ALEPH25": "¡QUE ASÍ SEA! [pause]TE CONCEDO TU DESEO.", + "INTERMISSION_PART1_ALEPH26": "Y TE RUEGO QUE NO VUELVAS.", + "INTERMISSION_PART1_ALEPH27": "DE VERDAD.", + "INTERMISSION_PART1_ALEPH28": "LO DIGO MUY EN SERIO.", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "No puedo leer esto. Ni siquiera reconozco el idioma.", + "INTERMISSION_PART2_AMBER1.m": "Tienes pinta de haberte perdido, pobrecillo. [pause]No nos conocemos, ¿verdad?", + "AMBER_UNKNOWN_NAME": "Mujer misteriosa", + "INTERMISSION_PART2_AMBER2": "No te preocupes, puedes quedarte aquí.", + "INTERMISSION_PART2_AMBER1.f": "Tienes pinta de haberte perdido, pobrecilla. [pause]No nos conocemos, ¿verdad?", + "INTERMISSION_PART2_AMBER1.n": "Tienes pinta de haberte perdido, pobrecille. [pause]No nos conocemos, ¿verdad?", + "INTERMISSION_LODGE_LOCKED": "La puerta está cerrada con llave.", + "INTERMISSION_PART3_AMBER2": "Llámame Amber. [pause]Soy la cara visible de la Posada Ambarina.", + "INTERMISSION_PART3_AMBER1.m": "Qué suerte tienes de que te haya encontrado, cielo.", + "INTERMISSION_PART3_AMBER1.f": "Qué suerte tienes de que te haya encontrado, cielo.", + "INTERMISSION_PART3_AMBER1.n": "Qué suerte tienes de que te haya encontrado, cielo.", + "INTERMISSION_PART3_AMBER4.m": "No seas tímido, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", + "INTERMISSION_PART3_AMBER3.f": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", + "INTERMISSION_PART3_AMBER3.m": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", + "INTERMISSION_PART3_AMBER3.n": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", + "INTERMISSION_PART3_AMBER4.f": "No seas tímida, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", + "INTERMISSION_PART3_AMBER5": "Ahora mismo estamos en mitad de un viaje, así que, de momento, no se puede salir.", + "INTERMISSION_PART3_AMBER4.n": "No seas tímide, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", + "INTERMISSION_PART3_AMBER6_OPTION1": "¿Quién eres?", + "INTERMISSION_PART3_AMBER6": "Hola, cariño. ¿En qué puedo ayudarte?", + "INTERMISSION_PART3_AMBER6_OPTION2": "¿Qué sitio es este?", + "INTERMISSION_PART3_AMBER6_OPTION3": "¿Qué pasa aquí?", + "INTERMISSION_PART3_AMBER6_OPTION4": "¡Adiós!", + "INTERMISSION_PART3_AMBER7": "Como ya te he dicho, soy Amber. [pause]Soy la cara de este exquisito lugar.", + "INTERMISSION_PART3_AMBER9": "No eres la primera alma cándida que da con sus huesos aquí y se queda con esa misma cara.", + "INTERMISSION_PART3_AMBER8": "No tengas miedo. [pause]No corres ningún peligro.", + "INTERMISSION_PART3_AMBER11": "Normalmente, no nos quedamos mucho tiempo en el mismo sitio. [pause]A veces, aparece gente desamparada como tú, así que les echamos una mano.", + "INTERMISSION_PART3_AMBER10": "La Posada Ambarina, cielo.", + "INTERMISSION_PART3_AMBER12": "En todos estos años, hemos tenido una clientela de lo más variopinta, [pause]ya lo creo que sí.", + "INTERMISSION_PART3_AMBER13.f": "¡Ay, pero qué [wave amp=30 freq=10]mona[/wave] eres, con esa carita de cordero degollado!", + "INTERMISSION_PART3_AMBER13.m": "¡Ay, pero qué [wave amp=30 freq=10]mono[/wave] eres, con esa carita de cordero degollado!", + "INTERMISSION_PART3_AMBER14.f": "No te angusties, [pause]que todo esto es de lo más normal.", + "INTERMISSION_PART3_AMBER14.m": "No te angusties, [pause]que todo esto es de lo más normal.", + "INTERMISSION_PART3_AMBER13.n": "¡Ay, pero qué [wave amp=30 freq=10]mone[/wave] eres, con esa carita de cordero degollado!", + "INTERMISSION_PART3_AMBER14.n": "No te angusties, [pause]que todo esto es de lo más normal.", + "INTERMISSION_PART3_AMBER15.m": "Te habías quedado atrapado en un mundo que lleva mil años muerto.", + "INTERMISSION_PART3_AMBER15.n": "Te habías quedado atrapade en un mundo que lleva mil años muerto.", + "INTERMISSION_PART3_AMBER15.f": "Te habías quedado atrapada en un mundo que lleva mil años muerto.", + "INTERMISSION_PART3_AMBER16": "Así que [pause]¿qué iba a hacer yo, sino recogerte?", + "AMBER_LODGE_MIRROR_DESCRIPTION": "Es un espejo bien pulido. Sin embargo, no parece que refleje nada…", + "INTERMISSION_PART3_AMBER17": "Cuídate, encanto.", + "AMBER_LODGE_NPC1_NAME": "Hombre relajado", + "AMBER_LODGE_NPC1_DIALOGUE": "¡Amber sabe muy bien cómo hay que llevar este sitio!", + "AMBER_LODGE_NPC2_NAME": "Mujer de mejillas sonrosadas", + "AMBER_LODGE_NPC2_DIALOGUE": "Yo, si pudiera, ¡me quedaría aquí toda la vida!", + "AMBER_LODGE_NPC3_NAME": "Individuo simpático", + "AMBER_LODGE_NPC3_DIALOGUE": "¿Es la primera vez que vienes a la Posada Ambarina?", + "AMBER_LODGE_NPC4_NAME": "Hombre de gesto adusto", + "AMBER_LODGE_NPC4_DIALOGUE": "La Posada Ambarina es completamente inimitable.", + "INTERMISSION_PART4_AMBER1": "En aquella época, todo era más sencillo.", + "INTERMISSION_PART4_AMBER1_OPTION1": "¿Conoces a Álef?", + "INTERMISSION_PART4_AMBER1_OPTION2": "¿Eres amiga de Álef?", + "INTERMISSION_PART4_AMBER2": "Una vez fuimos como hermanos; [pause]eran buenos tiempos.", + "INTERMISSION_PART4_AMBER3": "Teníamos una buena pandilla, por así decirlo, [pause]y créeme que pasamos muy buenos momentos, [pause]vaya que sí.", + "INTERMISSION_PART4_AMBER4": "Álef era el que partía el bacalao. [pause]En fin, ¿cómo no iba a serlo? [pause]Él siempre tiene que ser el jefe, [pause]¿verdad?", + "INTERMISSION_PART4_AMBER5": "Yo, en cambio… [pause]Yo era el medio de transporte, [pause]y Morganta se encargaba de custodiar la puerta.", + "INTERMISSION_PART4_AMBER6": "Pero, a veces, los amigos se acaban distanciando. Y, a veces, las cosas no acaban nada bien.", + "INTERMISSION_PART4_AMBER7": "Así que me aparté de todo aquello.", + "INTERMISSION_PART4_AMBER8": "No me cabe duda de que Álef sigue intentando encontrar la forma de salir de esa isla, [pause]incluso hoy.", + "INTERMISSION_PART4_AMBER9": "Por supuesto, [pause]la vieja bruja no tendrá intención de decirle cómo conseguirlo.", + "INTERMISSION_PART4_AMBER10": "Pero no quiero aburrirte con cuentos de viejas sobre días que ya pasaron.", + "INTERMISSION_PART4_AMBER11": "¿Yo?", + "INTERMISSION_PART4_AMBER16": "No te preocupes, no se lo diré a nadie.", + "INTERMISSION_PART4_AMBER10_OPTION1": "¿Eres un arcángel?", + "INTERMISSION_PART4_AMBER13": "Yo solo soy la cara de este lugar.", + "INTERMISSION_PART4_AMBER12": "A ver, [pause]ya te lo he dicho, {player}…", + "INTERMISSION_PART4_AMBER15": "Por no mencionar que tú sabes perfectamente lo que es pasearse por ahí en forma de avatar, ¿verdad?", + "INTERMISSION_PART4_AMBER14": "La verdadera atracción es la Posada Ambarina.", + "INTERMISSION_PART4_AMBER25.m": "Puedes cruzar al otro lado cuando estés listo.", + "INTERMISSION_PART4_AMBER18": "¿Y dices que antes de eso [pause]estabas en Nueva Wirral?", + "INTERMISSION_PART4_AMBER17.m": "En fin, [pause]supongo que, si te quedaste atrapado en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", + "INTERMISSION_PART4_AMBER17.f": "En fin, [pause]supongo que, si te quedaste atrapada en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", + "INTERMISSION_PART4_AMBER17.n": "En fin, [pause]supongo que, si te quedaste atrapade en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", + "INTERMISSION_PART5_EUGENE.f": "¡Ya sabía yo que ibas a volver!", + "INTERMISSION_PART4_AMBER19": "Esa isla es como una telaraña. [pause]La gente va tan tranquila por la vida y, sin darse cuenta, acaba allí. Tuviste muy mala suerte, cielo.", + "INTERMISSION_PART4_AMBER20": "Pero en cuanto al asunto de nuestro amigo el caratriángulo…", + "INTERMISSION_PART4_AMBER21.m": "No es culpa tuya haber acabado metido en nuestras viejas rencillas.", + "INTERMISSION_PART4_AMBER21.n": "No es culpa tuya haber acabado metide en nuestras viejas rencillas.", + "INTERMISSION_PART4_AMBER21.f": "No es culpa tuya haber acabado metida en nuestras viejas rencillas.", + "INTERMISSION_PART4_AMBER22": "Así que voy a ayudarte a viajar, pero solo esta vez. [pause]Sígueme.", + "INTERMISSION_PART4_AMBER23": "Este espejo te llevará al lugar al que necesitas ir.", + "INTERMISSION_PART4_AMBER24": "Otra cosa ya es [pause]qué lugar será ese. [pause]Pero eso [pause]ya no es cosa mía.", + "INTERMISSION_PART4_AMBER25.f": "Puedes cruzar al otro lado cuando estés lista.", + "INTERMISSION_PART4_AMBER26": "Cuídate, encanto. Ha sido un placer conocerte.", + "INTERMISSION_PART4_AMBER27.n": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te he ayudado, [pause]¿vale?", + "INTERMISSION_PART4_AMBER25.n": "Puedes cruzar al otro lado cuando estés liste.", + "INTERMISSION_PART4_AMBER27.m": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te he ayudado, [pause]¿vale?", + "INTERMISSION_PART5_KAYLEIGH.m": "¡Ya pensaba que no volvías!", + "INTERMISSION_PART4_AMBER27.f": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te he ayudado, [pause]¿vale?", + "INTERMISSION_PART5_MEREDITH.m": "Buf… [pause]No tienes ni idea de lo preocupada que me tenías, tú.", + "INTERMISSION_PART5_KAYLEIGH.f": "¡Ya pensaba que no volvías!", + "INTERMISSION_PART5_KAYLEIGH.n": "¡Ya pensaba que no volvías!", + "INTERMISSION_PART5_MEREDITH.n": "Buf… [pause]No tienes ni idea de lo preocupada que me tenías, tú.", + "INTERMISSION_PART5_MEREDITH.f": "Buf… [pause]No tienes ni idea de lo preocupada que me tenías, tú.", + "INTERMISSION_PART5_EUGENE.m": "¡Ya sabía yo que ibas a volver!", + "INTERMISSION_PART5_FELIX.f": "Ha habido un momento en el que no sabía si te iba a volver a ver…", + "INTERMISSION_PART5_FELIX.m": "Ha habido un momento en el que no sabía si te iba a volver a ver…", + "INTERMISSION_PART5_EUGENE.n": "¡Ya sabía yo que ibas a volver!", + "INTERMISSION_PART5_VIOLA.m": "Me llena de alegría verte volver con nosotros.", + "INTERMISSION_PART5_FELIX.n": "Ha habido un momento en el que no sabía si te iba a volver a ver…", + "INTERMISSION_PART5_VIOLA.n": "Me llena de alegría verte volver con nosotros.", + "INTERMISSION_PART5_VIOLA.f": "Me llena de alegría verte volver con nosotros.", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]¡GUAU, GUAU![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "El hombre triángulo, [pause]Álef, [pause]es un viejo arcángel que lleva tiempo atrapado en Nueva Wirral como nosotros.", + "INTERMISSION_PART6_KAYLEIGH1": "Bueno, [pause]entonces, si lo he entendido bien…", + "INTERMISSION_PART6_MEREDITH3.m": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tío triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", + "INTERMISSION_PART6_MEREDITH3.f": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tío triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", + "INTERMISSION_PART6_MEREDITH3.n": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tío triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", + "INTERMISSION_PART6_KAYLEIGH3.f": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", + "INTERMISSION_PART6_KAYLEIGH5": "Pero aún no sabemos qué pretende Álef. Solo sabemos que tiene interés en los [wave amp=30 freq=10]otros[/wave] arcángeles.", + "INTERMISSION_PART6_KAYLEIGH3.m": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "Exacto.", + "INTERMISSION_PART6_VIOLA4": "Nada que tenga que ver con ese tal Álef me infunde confianza. Será mejor estar alerta por si vuelve a mostrar ese rostro angulado suyo.", + "INTERMISSION_PART6_KAYLEIGH3.n": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "La cosa es más o menos así, sí.", + "INTERMISSION_PART6_EUGENE5": "No sabemos qué trama ese tipo, ¿no? Da la impresión de que tiene un [shake rate=30 level=10]plan[/shake] bien trazado. Y que tiene que ver con encontrar otros arcángeles.", + "INTERMISSION_PART6_FELIX6": "Yo lo que me pregunto es qué hacemos con este tío. Porque está claro que se trae algo entre manos, pero es [wave amp=30 freq=10]posible[/wave] que todo este asunto nos venga un poco grande.", + "INTERMISSION_PART6_MEREDITH6": "Vale, ¿y qué hacemos entonces con el tío este? Porque [pause]algo trama, eso está claro. [pause]Pero es un [wave amp=30 freq=10]arcángel[/wave]. Yo creo que los rollos de los arcángeles son demasiado para nosotros.", + "INTERMISSION_PART6_KAYLEIGH6": "Bueno, {player}, ¿qué crees tú que deberíamos hacer? Álef ya ha demostrado que está dispuesto a [wave amp=30 freq=10]quitarse de en medio[/wave] a todo el que se interponga en sus planes… [pause]Yo creo que a lo mejor esto es demasiado para nosotros.", + "INTERMISSION_PART6_FELIX6_OPTION1": "Hay que vigilarlo de cerca.", + "INTERMISSION_PART6_FELIX6_OPTION2": "Hay que intentar no acercarse a él.", + "INTERMISSION_PART6_KAYLEIGH7": "¡Eso es! Bien pensado.", + "INTERMISSION_PART6_MEREDITH7.m": "Buena idea, tú.", + "INTERMISSION_PART6_MEREDITH7.f": "Buena idea, tú.", + "INTERMISSION_PART6_MEREDITH7.n": "Buena idea, tú.", + "INTERMISSION_PART6_EUGENE7": "¡A mí me suena bien!", + "INTERMISSION_PART6_FELIX7": "Me parece bien.", + "INTERMISSION_PART6_DOG7": "¡Guau!", + "INTERMISSION_PART6_VIOLA7": "De acuerdo entonces. Te sigo, {player}.", + "END_MIRROR_REVEAL_KAYLEIGH1": "Eso es…", + "END_MIRROR_REVEAL_PLAYER1": "Anda, un espejo. ¿Será como el de la Posada Ambarina?", + "END_PART1_EUGENE3.f": "¿Estás bien, colega? [pause]Te has quedado muy callada.", + "END_MIRROR_REVEAL_FELIX1": "Mola.", + "END_MIRROR_REVEAL_EUGENE1": "Hala…", + "END_MIRROR_REVEAL_MEREDITH1": "Esto… [pause]tiene pinta de ser un hallazgo importante.", + "END_MIRROR_REVEAL_VIOLA1": "¿Podría este ser el objeto que tu corazón ansiaba descubrir, {player}?", + "END_MIRROR_DENIAL_MEREDITH1": "No puedo… pasar por aquí todavía, {player}. Tiene pinta de que ese viaje solo es de ida, y yo tengo asuntos sin resolver aquí.", + "END_MIRROR_REVEAL_DOG1": "¡Guau!", + "END_MIRROR_DENIAL_EUGENE1.m": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que pararles los pies a los terratenientes que hay en Nueva Wirral, ¿me sigues?", + "END_MIRROR_DENIAL_EUGENE1.n": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que pararles los pies a los terratenientes que hay en Nueva Wirral, ¿me sigues?", + "END_MIRROR_DENIAL_EUGENE1.f": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que pararles los pies a los terratenientes que hay en Nueva Wirral, ¿me sigues?", + "END_MIRROR_DENIAL_VIOLA1.f": "No puedo avanzar contigo, amiga mía. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", + "END_MIRROR_DENIAL_FELIX1": "No puedo… avanzar contigo. [pause]No he encontrado la inspiración artística que buscaba. Aún no.", + "END_MIRROR_DENIAL_VIOLA1.n": "No puedo avanzar contigo, amigue míe. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", + "END_MIRROR_DENIAL_VIOLA1.m": "No puedo avanzar contigo, amigo mío. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", + "END_MIRROR_DENIAL_DOG1": "Parece que Perry aún tiene asuntos por resolver…", + "FINAL_STATION_PART1_KAYLEIGH1": "¿Dónde estamos ahora? Hay mucha niebla… [pause]Supongo que lo único que podemos hacer es avanzar, {player}.", + "FINAL_STATION_PART1_EUGENE1": "¿Ese espejo ocultaba este lugar? ¡¿Los espejos pueden hacer eso?! ¿Me he perdido algo?", + "FINAL_STATION_PART1_MEREDITH1": "¡¿Este sitio estaba escondido dentro de un [wave amp=30 freq=10]espejo[/wave]?!", + "FINAL_STATION_PART1_FELIX1": "No sé qué esperaba encontrar aquí, pero no creo que fuera esto. [pause]Más bien no.", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Aúúúú…[/shake]", + "FINAL_STATION_PART1_VIOLA1": "Entrar en un espejo y encontrar lugar semejante… Ni en sueños habría imaginado algo así.", + "FINAL_STATION_PART2_KAYLEIGH1": "Este sitio es [wave amp=30 freq=10]inmenso[/wave]…", + "FINAL_STATION_PART2_KAYLEIGH2": "Si es que la puerta que buscamos existe, tiene que estar aquí. [pause]Habrá que echar un vistazo.", + "FINAL_STATION_PART2_MEREDITH1": "Este sitio huele a antiguo, eso está claro.", + "FINAL_STATION_PART2_MEREDITH2": "Anda, vamos a darnos un garbeo. Si tu puerta mágica entre mundos [wave amp=30 freq=10]existe siquiera[/wave], seguro que está en un sitio como este.", + "FINAL_STATION_PART2_EUGENE2": "¿Es aquí donde está la puerta que permite salir de Nueva Wirral?", + "FINAL_STATION_PART2_EUGENE1": "Este sitio da sensación de soledad, [pause]como si nadie hubiera estado aquí en cientos de años…", + "END_PART1_MORGANTE2": "MORDREO… HIJO MÍO…\\n\\nLA JUSTICIA HABRÁ DE CAER SOBRE EL REY QUE VISTE DE ROJO.\\n\\nMUY PRONTO.", + "FINAL_STATION_PART2_FELIX1": "Este sitio…", + "FINAL_STATION_PART2_VIOLA1": "Hay un aura de tristeza flotando en este lugar, ¿la notas?", + "FINAL_STATION_PART2_FELIX2": "Tiene que ser aquí, ¿verdad? Es el sitio que has estado buscando. Vamos a echar un vistazo.", + "END_PART1_MEREDITH1": "No sé qué es esto, pero me da en la nariz que no deberíamos tocarlo.", + "FINAL_STATION_PART2_VIOLA2": "Adelante, [pause]vamos a explorar este entorno tan lúgubre.", + "END_PART1_KAYLEIGH1": "¿Eso es un ataúd? {player}, ¿por qué es tan grande?", + "FINAL_STATION_PART2_DOG1": "Perry parece nervioso, pero se lo ve con ganas de explorar la zona.", + "END_PART1_EUGENE1": "Eso es… No sé muy bien qué pinta aquí…", + "END_PART1_VIOLA1": "Las manos que elaboraron este ataúd eran las de alguien lleno de duelo. [pause]¿Lo notas tú también?", + "END_PART1_FELIX1": "Yo diría que es sorprendente encontrarnos algo así aquí, pero tampoco es que tuviera muy claro qué esperar.", + "END_PART1_DOG1": "[shake rate=30 level=10]Aúúú…[/shake]", + "END_PART1_FELIX3.n": "Eh… ¿Va todo bien, {player}? [pause]Te has quedado mirando al infinito como si tu vida dependiera de ello.", + "END_PART1_KAYLEIGH3.m": "¿Estás bien? Te has quedado un momento como atontado.", + "END_PART1_MEREDITH3.m": "Tierra llamando a {player}. [pause]Te has quedado como atontado, tú.", + "END_PART1_KAYLEIGH3.f": "¿Estás bien? Te has quedado un momento como atontada.", + "END_PART1_KAYLEIGH3.n": "¿Estás bien? Te has quedado un momento como atontade.", + "END_PART1_EUGENE3.m": "¿Estás bien, colega? [pause]Te has quedado muy callado.", + "END_PART1_MEREDITH3.n": "Tierra llamando a {player}. [pause]Te has quedado como atontade, tú.", + "END_PART1_MEREDITH3.f": "Tierra llamando a {player}. [pause]Te has quedado como atontada, tú.", + "END_PART2_PLAYER_OPTION2": "¡Vamos allá!", + "END_PART1_FELIX3.m": "Eh… ¿Va todo bien, {player}? [pause]Te has quedado mirando al infinito como si tu vida dependiera de ello.", + "END_PART1_EUGENE3.n": "¿Estás bien, colega? [pause]Te has quedado muy callade.", + "END_PART1_FELIX3.f": "Eh… ¿Va todo bien, {player}? [pause]Te has quedado mirando al infinito como si tu vida dependiera de ello.", + "END_PART1_VIOLA3.m": "No has perdido el juicio todavía, ¿verdad? Te habías quedado absorto un momento.", + "END_PART1_VIOLA3.n": "No has perdido el juicio todavía, ¿verdad? Te habías quedado absorte un momento.", + "END_PART1_VIOLA3.f": "No has perdido el juicio todavía, ¿verdad? Te habías quedado absorta un momento.", + "END_PART1_DOG3": "¡Guau!", + "END_PART2_CONFIRM1.m": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparado?", + "END_PART2_CONFIRM1.f": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparada?", + "END_PART2_CONFIRM2": "¿Quieres guardar primero?", + "END_PART2_CONFIRM1.n": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparade?", + "END_PART2_KAYLEIGH3": "Ha sido un camino largo, {player}…", + "END_PART2_MEREDITH3.m": "Si esto es de verdad el final, me has impresionado. [pause]No acababa de tener claro del todo que fueras capaz, tú.", + "END_PART2_MEREDITH3.n": "Si esto es de verdad el final, me has impresionado. [pause]No acababa de tener claro del todo que fueras capaz, tú.", + "END_PART2_EUGENE3": "¡Ya no hay vuelta atrás, colega! [pause]¡Estoy listo para lo que haga falta!", + "END_PART2_MEREDITH3.f": "Si esto es de verdad el final, me has impresionado. [pause]No acababa de tener claro del todo que fueras capaz, tú.", + "END_PART2_FELIX3": "Esa entrada parece bastante imponente. [pause]Supongo que es la definitiva.", + "END_PART2_MEREDITH5.m": "No estarías pensando en dejarme colgada, [pause]¿eh, tú?", + "END_PART2_VIOLA3": "¿Es posible? ¿Estamos, quizás, ante el final de nuestro viaje?", + "END_PART2_DOG3": "¡Guau!", + "END_PART2_KAYLEIGH4": "¡Eh, espérame! ¡Ni se te ocurra entrar ahí sin mí!", + "END_PART2_EUGENE6": "Un último salto hacia lo desconocido, ¿eh? ¡Me flipa!", + "END_PART2_MEREDITH5.n": "No estarías pensando en dejarme colgada, [pause]¿eh, tú?", + "END_PART2_MEREDITH5.f": "No estarías pensando en dejarme colgada, [pause]¿eh, tú?", + "END_PART2_VIOLA8": "Si aquí es donde empieza el último acto, [pause]¡no puede faltar ningún actor!", + "END_PART2_FELIX7": "Yo esto no me lo pierdo.", + "END_PART2_DOG9": "¡Guau!", + "END_PART2_PLAYER_OPTION1": "¡Gracias por venir!", + "END_PART3_MEREDITH2": "A esto es a lo que veníamos, [pause]¿no?", + "END_PART3_KAYLEIGH1": "Esa tiene que ser la entrada…", + "END_PART3_EUGENE3": "[shake rate=30 level=10]¡De lujo![/shake]", + "END_PART3_FELIX4": "Damos por hecho que ese triángulo gigante es la entrada, ¿no?", + "END_PART3_VIOLA5": "Es cosa digna de verse…", + "END_PART3_DOG6": "Grrr… ¡Guau!", + "END_PART3_KAYLEIGH8": "¡Álef!", + "END_PART3_ALEPH7": "¡Vaya, lo hemos conseguido!", + "END_PART3_MEREDITH8": "Ah, otra vez tú.", + "END_PART3_EUGENE8": "¿Qué quieres ahora, [pause]pirado?", + "END_PART3_VIOLA8": "¡Tú!", + "END_PART3_ALEPH10": "¿SABÍAIS QUE TODA ESTA LÍNEA DE TRENES ES, EN REALIDAD, OTRO DE NOSOTROS, LOS «ARCÁNGELES»?", + "END_PART3_DOG8": "¡¿Guau?!", + "END_PART3_FELIX8": "¿Nos estabas siguiendo?", + "END_PART3_ALEPH9": "ESA VIEJA BRUJA ESCONDIÓ MUY BIEN ESTE SITIO.", + "END_PART3_ALEPH12": "¡MENUDO LABERINTO HAY AQUÍ ABAJO!", + "END_PART3_ALEPH11": "LO LLAMAMOS LA MERLÍNEA. [pause]EN VERDAD; VUESTRA «ISLA» ESTÁ SITUADA SOBRE SU ESPALDA.", + "END_PART3_ALEPH16": "LA VIEJA BRUJA ME TUVO ATRAPADO MUCHO TIEMPO EN ESTOS TÚNELES, [pause]PERO ME ACABÉ SALIENDO CON LA MÍA.", + "END_PART3_ALEPH13": "JAMÁS HABRÍA ENCONTRADO ESTA SALA SIN VOSOTROS, [pause]LO DIGO EN SERIO.", + "END_PART3_ALEPH13_OPTION1": "¿Esa «vieja bruja» es Morganta?", + "END_PART3_ALEPH15.n": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTE DE LO QUE PARECES, AMIGUE MÍE.", + "END_PART3_ALEPH14": "…", + "END_PART3_ALEPH13_OPTION2": "¿Es Morganta la que escondió este sitio?", + "END_PART3_ALEPH15.f": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTA DE LO QUE PARECES, AMIGA MÍA.", + "END_PART3_ALEPH15.m": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTO DE LO QUE PARECES, AMIGO MÍO.", + "END_PART3_ALEPH19": "¡LO ÚNICO QUE YO QUIERO ES MARCHARME POR ESA PUERTA DE AHÍ!", + "END_PART3_ALEPH17": "COMO SIEMPRE.", + "END_PART3_ALEPH17_OPTION1": "¿Qué quieres de nosotros?", + "END_PART3_ALEPH17_OPTION2": "¿Qué te traes entre manos?", + "END_PART3_ALEPH18": "¿A QUÉ VIENE ESE TONO TAN ACUSADOR? ¡ESTAMOS INTENTANDO MANTENER UNA ACTITUD POSITIVA, CAMARADAS!", + "END_PART3_ALEPH20": "Y HABLANDO DE CAMARADAS…", + "END_PART3_KAYLEIGH22": "No…", + "END_PART3_ALEPH21": "¡OS PRESENTO A MI NUEVO EQUIPO!", + "END_PART3_EUGENE24": "Vaya, hombre.", + "END_PART3_MEREDITH23": "Buenoooo…", + "END_PART3_FELIX25": "Eh…", + "END_PART3_VIOLA26": "Conque esas tenemos…", + "END_PART3_DOG27": "¿Guau?", + "END_PART3_ALEPH28": "YO ANTES ERA ALGUIEN MUY IMPORTANTE, ¿LO SABÍAIS?", + "END_PART3_ALEPH29": "MI ANTIGUA PLANTILLA Y YO TENÍAMOS UNA ESPECIE DE ACUERDO CON VOSOTROS. [pause]UNA RELACIÓN EXCEPCIONAL. [pause]AUNQUE VOSOTROS NO LO SUPIERAIS.", + "END_PART3_ALEPH30": "¡TENGO UN ENORME RESPETO POR VOSOTROS, LOS HUMANOS! ¡NO EXISTIRÍAMOS DE NO SER POR VOSOTROS!", + "END_PART3_ALEPH31": "LOS HUMANOS VIVÍS EN VUESTROS PEQUEÑOS MUNDOS E INVENTÁIS TODO TIPO DE IDEAS UTÓPICAS, COMO EL AMOR, LA MUERTE Y TODO ESO…", + "END_PART3_ALEPH32": "VUESTROS PENSAMIENTOS MÁS PODEROSOS NOS IBAN DANDO LA VIDA Y, A CAMBIO, NOSOTROS VIAJÁBAMOS A VUESTROS MUNDOS Y, CUAL ACTORES, ¡INTERPRETÁBAMOS ESAS FANTASÍAS QUE HABÍAIS ORIGINADO PARA NOSOTROS!", + "END_PART3_ALEPH33": "AVENTURAS… [pause]GUERRAS… [pause]EXTINCIONES…", + "END_PART3_ALEPH34": "ESE TIPO DE COSAS SON LAS QUE MÁS OS GUSTAN, [pause]¡Y A MÍ TAMBIÉN!", + "END_PART3_ALEPH34B": "POR DESGRACIA, EN MI ANTIGUA COMPAÑÍA HUBO CIERTAS RENCILLAS Y TUVIMOS QUE DISOLVERLA.", + "END_PART3_ALEPH35": "ASÍ QUE LLEVO UN TIEMPO FUERA DE ESCENA.", + "END_PART3_ALEPH36": "¡PERO AHORA HEMOS VUELTO A LA ACCIÓN!", + "END_PART3_KAYLEIGH37": "Así que tú y los demás arcángeles vais a… [pause]¿invadir mundos y llevar a cabo actos violentos propios de los mitos que inspiraron vuestra creación?", + "END_PART3_ALEPH56": "ASÍ QUE VOY A MATAROS, Y LUEGO ME VOY DE AQUÍ COMO SI TAL COSA, ¿OS PARECE?", + "END_PART3_MEREDITH38": "Eso resulta bastante preocupante.", + "END_PART3_EUGENE39": "Es un ciclo infinito de violencia…", + "END_PART3_FELIX40": "Pues a mí eso no me suena nada bien.", + "END_PART3_VIOLA41": "¡No debe permitirse que deseo tan censurable pueda alcanzarse!", + "END_PART3_ALEPH46": "ES MÁS, ¡VOY A PROPONEROS UN TRATO!", + "END_PART3_DOG42": "Grrrrrr…", + "END_PART3_ALEPH43": "VAMOS, ¡NO OS PREOCUPÉIS POR ESO, CAMARADAS!", + "END_PART3_ALEPH44": "AQUÍ TODOS ESTAMOS EN EL MISMO BARCO.", + "END_PART3_ALEPH45": "TENÉIS TANTAS GANAS DE SALIR DE ESTE MUNDO DE MALA MUERTE COMO NOSOTROS.", + "END_PART3_ALEPH46_OPTION1": "¿Un trato?", + "END_PART3_ALEPH46_OPTION2": "¿Qué propones?", + "END_PART3_ALEPH48": "NUNCA VOLVERÉIS A VERNOS. [pause]¿QUÉ OS PARECE?", + "END_PART3_ALEPH48_OPTION1": "¿Qué?", + "END_PART3_ALEPH47": "CADA UNO SE VA POR SU CAMINO, [pause]Y NOSOTROS NUNCA VISITAREMOS NINGUNO DE VUESTROS MUNDOS.", + "END_PART3_ALEPH48_OPTION2": "¡Ni hablar!", + "END_PART3_ALEPH_NO_DEAL_49": "¿NO?", + "END_PART3_ALEPH_WHAT_49": "QUE CONQUISTAREMOS LOS MUNDOS DE OTRA GENTE, PERO LOS VUESTROS LOS DEJAREMOS EN PAZ.", + "END_PART3_KAYLEIGH51": "Todas las personas tienen valor, ¡da igual de qué mundo sean! ¡Lo menos que podemos hacer es todo lo posible para ayudarlas!", + "END_PART3_ALEPH_NO_DEAL_50": "NO LO ENTIENDO.", + "END_PART3_EUGENE51": "Incluso si la gente de otros mundos no sabe que existimos, [pause]¡en este momento dependen de nosotros para que la [shake rate=30 level=10]protejamos de vosotros[/shake]!", + "END_PART3_MEREDITH51": "Sería una jugada muy sucia por nuestra parte vender otras realidades a cambio de nuestra seguridad, [pause]tú.", + "END_PART3_VIOLA51": "Puede que un deseo censurable os diera la vida, ¡mas no tenéis derecho a castigar con ese mal el corazón de los hombres!", + "END_PART3_FELIX51": "Vais a hacer daño a la gente aunque nosotros no veamos cómo ocurre. [pause]Yo opino que es un trato muy desfavorable.", + "END_PART3_DOG51": "[shake rate=30 level=10]¡GUAU![/shake]", + "END_PART3_ALEPH52": "¡PERO SI NO VAMOS A TOCAR VUESTRAS REALIDADES!", + "END_PART3_ALEPH53": "¿DE VERDAD PENSÁIS ARRIESGAR VUESTRA PROPIA VIDA… [pause]PARA AYUDAR A GENTE A LA QUE NI SIQUIERA CONOCÉIS DE NADA?", + "END_PART3_ALEPH53_OPTION1": "Sí.", + "END_PART3_ALEPH53_OPTION2": "Por supuesto.", + "END_PART3_ALEPH54": "VALE. [pause]¡VALE!", + "END_PART3_ALEPH55": "NO VEO QUE TENGÁIS NINGUNA INTENCIÓN DE COLABORAR.", + "END_PART4_ALEPH1": "VOSOTROS NOS CREASTEIS, ¿Y AHORA QUERÉIS MATARNOS? [pause]¡DECIDÍOS DE UNA VEZ!", + "END_PART5_ALEPH1": "ESTO ES DEL TODO IMPRODUCTIVO…", + "END_PART6_ALEPH1": "VALE, YA ME HE HARTADO.", + "END_PART6_ALEPH2": "¡QUE TODO EL MUNDO VUELVA A SUBIR AL TREN! [pause]¡NOS VAMOS!", + "END_PART7_ALEPH1": "¡VIAJEROS AL TREN!", + "END_PART7_ALEPH2": "PRÓXIMA ESTACIÓN: ¡DONDE NOS PLAZCA!", + "END_PART7_KAYLEIGH3": "¡{player}, deprisa!", + "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr…[/wave]", + "END_PART7_MEREDITH3": "¡{player}, no podemos dejar que escape!", + "END_PART7_FELIX3": "Tenemos que perseguirlo. Lo sabes, ¿verdad?", + "END_PART7_EUGENE3": "¡Rápido, vamos tras él!", + "END_PART7_VIOLA3": "¡Nuestra presa no ha de escapar tan fácilmente!", + "END_PART8_KAYLEIGH1": "Yo ya había visto esas luces antes…, [pause]justo cuando llegué a Nueva Wirral…", + "END_PART8_EUGENE1": "Esto me suena… [pause]¿No vi también esas luces cuando vine aquí?", + "END_PART8_MEREDITH1": "Qué pasada… [pause]Me parece que esto ya lo vi cuando vine a Nueva Wirral.", + "END_PART8_VIOLA1": "Esas luces… ¿Es este acaso un lugar entre el cielo y la tierra? [pause]¿Es posible que las haya visto antes?", + "END_PART8_FELIX1": "Vaya espectáculo de luces. Yo diría que ya lo había visto antes… [pause]¿Fue cuando caí en Nueva Wirral?", + "END_PART8_DOG1": "Grrr…", + "END_PART8_ALEPH2": "YO PENSABA QUE YA HABÍA ENTENDIDO TODO LO QUE SE PODÍA SABER SOBRE EL COSMOS…", + "END_PART8_ALEPH4": "A LO MEJOR PODRÍA SER UN BUEN EJERCICIO PARA MEJORAR EL ESPÍRITU DE EQUIPO.", + "END_PART8_ALEPH3": "PERO ESE TRUCO VUESTRO DE LA «FUSIÓN» ES ALGO QUE NO HABÍA VISTO NUNCA ANTES.", + "END_PART8_ALEPH6": "PIENSO VISITAR TU REALIDAD ANTES QUE NINGUNA OTRA.\\n\\nHUELES A ELLA, PERCIBO SU AROMA…", + "END_PART8_ALEPH5": "VOY A RETIRAR MI OFERTA.", + "END_PART8_ALEPH8": "UNA LÍNEA TEMPORAL AÚN INALTERADA QUE, ADEMÁS, YA SE HA ENCAMINADO HACIA SU DESTRUCCIÓN.\\n\\nVA A SER UN PASATIEMPO DELICIOSO.", + "END_PART8_KAYLEIGH10": "¿Te quedan fuerzas para un último combate, {player}?", + "END_PART8_MEREDITH10.m": "¿Estás listo, tú?", + "END_PART8_EUGENE10": "¡Ahora sí que es la definitiva, {player}!", + "END_PART8_MEREDITH10.f": "¿Estás lista, tú?", + "END_PART8_MEREDITH10.n": "¿Estás liste, tú?", + "END_PART8_FELIX10.m": "¡Vamos allá! [pause]Después de ti, {player}.", + "END_PART8_FELIX10.n": "¡Vamos allá! [pause]Después de ti, {player}.", + "END_PART8_FELIX10.f": "¡Vamos allá! [pause]Después de ti, {player}.", + "END_PART8_VIOLA10": "¡Que así sea!", + "END_PART9_ALEPH_BATTLE1": "¿QUERÉIS HACER LA GUERRA CONTRA MÍ? ES DE LO MÁS APROPIADO.", + "END_PART8_DOG10": "[shake rate=30 level=10]¡GUAU! ¡GUAU![/shake]", + "END_PART9_ALEPH_BATTLE2": "EL MAYOR DESEO DEL HOMBRE ES SU AUTODESTRUCCIÓN. Y YO PUEDO HACER QUE OCURRA, UNA Y OTRA VEZ.", + "END_PART9_ALEPH_BATTLE3": "YA HE VISTO CIVILIZACIONES ARDER ANTE MÍ, Y VOLVERÉ A CONTEMPLAR ESAS LLAMAS.", + "END_PART9_ALEPH_BATTLE4": "ASÍ QUE… ¡RENDÍOS YA!", + "END_PART9_ALEPH_BATTLE5": "INSOLENTES…", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_ALEPH1": "YA BASTA DE CINTAS.", + "END_PART9_ALEPH3": "NO SOIS BESTIAS. NO SOIS MÁS QUE HUMANOS.", + "END_PART9_FELIX2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_DOG2": "¡¿Guau?!", + "END_PART9_EUGENE2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_MORGANTE5": "USÁIS LAS COSAS SIN SABER SIQUIERA CÓMO FUNCIONAN.\\n\\nVUESTRA CANDIDEZ ALIMENTA VUESTRA ANSIA.", + "END_PART9_MORGANTE4": "TÍPICO DE LOS HUMANOS.", + "END_PART9_MORGANTE5_OPTION2": "¿Qué quieres tú ahora?", + "END_PART9_MORGANTE5_OPTION1": "¿Has venido a burlarte de mí?", + "END_PART9_MORGANTE6": "EN ESTE MOMENTO, ES COMÚN NUESTRO OBJETIVO.", + "END_PART9_MORGANTE7": "ÁLEF ES LA PERSONIFICACIÓN DE LA CONQUISTA.\\n\\nY YO SOY LA PERSONIFICACIÓN DE LA REBELDÍA.", + "END_PART9_MORGANTE8": "NECESITO, PUES, QUE LO ENTIENDAS.", + "END_PART9_MORGANTE8_OPTION1": "¿Entender el qué?", + "END_PART9_MORGANTE8_OPTION2": "¿De qué me estás hablando?", + "END_PART9_MORGANTE9": "LOS HUMANOS NOS CREÁIS CON VUESTROS SUEÑOS E IDEALES.\\n\\nLA ENERGÍA POTENCIAL DE LA HUMANIDAD ES ILIMITADA.", + "END_PART9_MORGANTE11": "LA CAPACIDAD DE MANIFESTAR VUESTRA VOLUNTAD PARA ALTERAR LA REALIDAD…\\n\\nY DE CAMBIAR VUESTRO MUNDO Y A VOSOTROS MISMOS…\\n\\nRESIDE EN VUESTRO INTERIOR.", + "END_PART9_MORGANTE10": "ESAS «CINTAS» NO SON SINO TALISMANES.", + "END_PART9_MORGANTE12": "¡ASÍ QUE DESPIERTA DE UNA VEZ!", + "END_PART9_KAYLEIGH13": "{player}, ¿cómo es que…?", + "END_PART9_MEREDITH13": "{player}… Esa cara que estás poniendo da bastante miedo, tú…", + "END_PART9_EUGENE13": "¡{player}! Te has vuelto a meter en la partida, ¿eh?", + "END_PART9_FELIX13.f": "Veo que has vuelto por tus fueros, {player}.", + "END_PART9_FELIX13.m": "Veo que has vuelto por tus fueros, {player}.", + "END_PART9_VIOLA13": "Ya sabía que no iba a ser tan fácil vencerte, {player}.", + "END_PART9_FELIX13.n": "Veo que has vuelto por tus fueros, {player}.", + "END_PART9_DOG13": "¡GUAU!", + "END_PART9_ALEPH14": "¡¿POR QUÉ?!\\n\\n¡¿POR QUÉ PERSEVERAS?!", + "END_PART9_ALEPH15_OPTION1": "¡Porque esa es mi voluntad!", + "END_PART9_ALEPH15_OPTION2": "¡Porque aún me quedan ideas!", + "END_PART9_ALEPH15_OPTION3": "¡Porque eso es lo que hacemos los humanos!", + "END_PART9_KAYLEIGH16": "¡Un objetivo común, eso es lo único que hace falta! [pause][shake rate=30 level=10]¡QUE NUESTROS CORAZONES SE UNAN![/shake]", + "END_PART11_KAYLEIGH1": "Es una pena que se te haya roto el walkman, [pause]{player}…", + "END_PART9_EUGENE18": "[shake rate=30 level=10]¡JUNTOS SOMOS IMPARABLES![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]¡VAMOS A DARLE PARA EL PELO AL CABEZÓN ESE![/shake]", + "END_PART9_FELIX19": "Que sea lo que tenga que ser…", + "END_PART9_VIOLA20": "¡Al ataque! [pause]¡El final de esta historia lo hemos de escribir nosotros!", + "END_PART9_DOG21": "[wave amp=30 freq=10]¡AÚÚÚÚÚ![/wave]", + "END_PART9_ALEPH22": "AH, LA VIEJA BRUJA. TIENES QUE SER SIEMPRE COMO UNA PIEDRA EN MI ZAPATO, ¿VERDAD?", + "END_PART10_ALEPH1": "AHORA LO ENTIENDO.", + "END_PART10_MORGANTE3.m": "TU VOLUNTAD HA DEMOSTRADO SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nSÍRVATE ESO DE LECCIÓN, HUMANO.", + "END_PART10_MORGANTE2": "NUESTRA CANCIÓN ACABA AQUÍ.", + "END_PART11_BARKLEY3": "¿Guau?", + "END_PART10_MORGANTE3.f": "TU VOLUNTAD HA DEMOSTRADO SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nSÍRVATE ESO DE LECCIÓN, HUMANA.", + "END_PART10_MORGANTE3.n": "TU VOLUNTAD HA DEMOSTRADO SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nSÍRVATE ESO DE LECCIÓN, HUMANE.", + "END_PART10_KAYLEIGH5": "Deberíamos volver… [pause]Este tren no es muy estable que digamos.", + "END_PART10_MORGANTE4": "HASTA SIEMPRE.", + "END_PART10_MEREDITH5": "Más nos vale salir de aquí antes de que este tren se vaya al abismo.", + "END_PART10_EUGENE5": "Deberíamos retirarnos ahora que aún podemos… [pause]No creo que este tren vaya a aguantar mucho más.", + "END_PART10_FELIX5": "Nos conviene salir de aquí antes de que este tren caiga al vacío, [pause]¿no?", + "END_PART10_VIOLA5": "Sería muy sensato por nuestra parte marcharnos de aquí cuanto antes.", + "END_PART10_DOG5": "Guau.", + "END_PART11_KAYLEIGH2": "¡Menos mal que yo siempre llevo encima uno de repuesto!", + "END_PART11_KAYLEIGH3": "¿Estaba aquí antes ese edificio?", + "END_PART11_EUGENE3": "¿Alguien sabe de dónde narices ha salido ese… [pause]edificio?", + "END_PART11_MEREDITH3": "Esto… [pause]que digo yo… [pause]que ese edificio no estaba aquí antes, ¿no?", + "END_PART11_FELIX3": "Vaya, eso no es muy normal que digamos.", + "END_PART11_VIOLA3": "Esto es de lo más curioso.", + "END_PART11_AMBER4": "No os preocupéis por mí. Me llamo Amber.", + "END_PART11_AMBER6": "Solo he venido para asegurarme de que no acabéis haciéndoos daño ni nada de eso.", + "END_PART11_AMBER5.f": "Soy amiga de {player}. ¿Verdad, cielo?", + "END_PART11_AMBER5.m": "Soy amiga de {player}. ¿Verdad, cielo?", + "END_PART11_AMBER5.n": "Soy amiga de {player}. ¿Verdad, cielo?", + "END_PART11_AMBER7": "Aunque, eso sí, por lo visto ya le habéis dado a nuestro amigo común una buena tunda. [pause]¡Eso no se había visto nunca!", + "END_PART11_AMBER7_OPTION1": "¿Tunda? Yo diría que lo hemos destruido del todo.", + "END_PART11_AMBER9": "Lo suyo es la conquista. Mientras los humanos sigáis encontrando la manera de mataros unos a otros, estoy segura de que se acabará recomponiendo.", + "END_PART11_AMBER7_OPTION2": "Hablas de él como si aún estuviera vivo.", + "END_PART11_AMBER8": "Es que los seres como Álef y yo no somos de carne y hueso, cielo. [pause]Hace falta que muera una idea para que ya no seamos capaces de volver de una forma u otra.", + "END_PART11_KAYLEIGH11": "Tú eres otro arcángel…", + "END_PART11_AMBER10": "Aunque a lo mejor se pasa una buena temporada fuera de circulación…", + "END_PART11_AMBER13": "Además, os va a hacer falta un poco de ayuda con lo de ese portal que os lleva a casa, ¿no te parece?", + "END_PART11_AMBER12": "Relájate, pelirroja, que vengo en son de paz.", + "END_PART11_KAYLEIGH14": "Entonces… ¿De verdad puede llevarnos de vuelta a nuestro propio mundo?", + "END_PART11_KAYLEIGH15": "¡Estupendo! [pause]Tendré que avisar a los guardas antes de irnos.", + "END_PART11_AMBER16": "{player}, no hace falta que os vayáis ahora mismo…", + "END_PART12_KAYLEIGH54": "Supongo que no volveremos a vernos, [pause]{player}.", + "END_PART11_AMBER17.n": "Pero, cuando llegue el momento, [pause]venid a hablar conmigo.", + "END_PART11_AMBER17.m": "Pero, cuando llegue el momento, [pause]venid a hablar conmigo.", + "END_PART11_AMBER17.f": "Pero, cuando llegue el momento, [pause]venid a hablar conmigo.", + "END_PART12_RANGER1": "¡Casi no me lo creo! Cangrejos parlantes, portales mágicos, alianzas con arcángeles… ¡Es alucinante!", + "END_PART12_AMBER1.m": "¿Estás listo para marcharte de Nueva Wirral, [pause]cielo?", + "END_PART12_AMBER1.f": "¿Estás lista para marcharte de Nueva Wirral, [pause]cielo?", + "END_PART12_AMBER1.n": "¿Estás liste para marcharte de Nueva Wirral, [pause]cielo?", + "END_PART12_AMBER4": "No es cuestión de «ciencia», sino de intención. [pause]Tienes que visualizar el mundo al que quieres ir y avanzar sin miedo, sin ningún lazo que te ate aún a este lugar.", + "END_PART12_KAYLEIGH6": "¡¿Q-qué?!", + "END_PART12_AMBER_NO": "No hay ninguna prisa. ¡Tómate el tiempo que necesites!", + "END_PART12_AMBER2": "Con un portal estable como este, [pause]las reglas son muy sencillas.", + "END_PART12_AMBER3": "Al otro lado está [wave amp=30 freq=10]el espacio que hay entre todas las cosas.[/wave]. [pause]Si no lo usas bien, no irás a ninguna parte.", + "END_PART12_AMBER5": "Así que os aconsejo que os vayáis despidiendo, [pause]porque este viaje es solo de ida.", + "END_PART12_AMBER8": "Nueva Wirral es una anomalía, [pause]ni más ni menos.", + "END_PART12_AMBER7": "Así son las reglas, pelirroja.", + "END_PART12_AMBER9": "Y vosotros solo estáis aquí por casualidad… Así que no hay posibilidades de que volváis.", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]Ya… sabía que alguna vez tendríamos que decirnos adiós, {player}…[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]Puede que alguna vez yo también me marche de Nueva Wirral. Pero, ahora mismo, este es mi hogar; aquí es donde puedo ser yo…[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]Nunca te olvidaré… Ni a los demás. Al fin y al cabo, ¡me habéis ayudado a ser quien soy de verdad![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player}… Prométeme una cosa…[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]Nunca dejes que el mundo te cambie…[pause], ¿me oyes?[/wave]", + "END_PART12_VIOLA10": "Me causa dolor que nuestra historia acabe aquí, [pause]pero ardo en deseos de volver a ver a mi hermano.", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]Llévame siempre en el corazón.[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]Y…[pause] Y…[/wave]", + "END_PART12_VIOLA11": "Decir adiós produce siempre una alegre tristeza.", + "END_PART12_VIOLA14": "Jamás podrán borrarlo ni las olas ni las tempestades.", + "END_PART12_VIOLA12": "Hasta siempre, [pause]camaradas.", + "END_PART12_VIOLA13": "{player}, el recuerdo de este breve tiempo que hemos podido compartir…", + "END_PART12_VIOLA15": "Te he de llevar siempre conmigo.", + "END_PART12_EUGENE18": "Siempre va a haber gente que necesite un poco de ayuda, da igual dónde estés o cuándo estés.", + "END_PART12_EUGENE16": "Nos hemos enfrentado a seres todopoderosos y hemos vencido…", + "END_PART12_EUGENE17": "¡Qué ganas tengo de volver a casa y seguir repartiendo estopa!", + "END_PART12_EUGENE19": "Tengo mucho por hacer.", + "END_PART12_EUGENE21": "Supongo que aquí es donde rompemos, {player}.", + "END_PART12_EUGENE20": "Me ha molado mucho conoceros, colegas.", + "END_PART12_EUGENE22": "Tampoco es que pueda pedirte que abandones tu mundo por mí. [pause]Eso sería demasiado.", + "END_PART12_EUGENE25.f": "Vas a seguir molando un montón. [pause]Estoy seguro.", + "END_PART12_EUGENE23": "Pero… [pause]En fin…", + "END_PART12_EUGENE25.m": "Vas a seguir molando un montón. [pause]Estoy seguro.", + "END_PART12_EUGENE24": "Vive tu vida, [pause]¿quieres?", + "END_PART12_FELIX35": "Creo que una parte de mí te va a querer siempre.", + "END_PART12_EUGENE25.n": "Vas a seguir molando un montón. [pause]Estoy seguro.", + "END_PART12_FELIX28": "Creo que ya tengo suficiente inspiración y creatividad como para diez vidas seguidas.", + "END_PART12_FELIX27": "Menudo viaje ha resultado ser este…", + "END_PART12_FELIX26": "Madre mía…", + "END_PART12_FELIX29": "Por no mencionar que he podido conocer a uno de mis viejos personajes.", + "END_PART12_FELIX31": "{player}…", + "END_PART12_FELIX30": "Voy a echar de menos los buenos tiempos, [pause]colegas.", + "END_PART12_FELIX32.m": "Aun si no te vuelvo a ver, nunca desaparecerás.", + "END_PART12_FELIX32.n": "Aun si no te vuelvo a ver, nunca desaparecerás.", + "END_PART12_FELIX32.f": "Aun si no te vuelvo a ver, nunca desaparecerás.", + "END_PART12_FELIX33.m": "Eres el Forastero, ¿te acuerdas? [pause]El protagonista de mi futura gran historia.", + "END_PART12_FELIX33.f": "Eres la Forastera, ¿te acuerdas? [pause]La protagonista de mi futura gran historia.", + "END_PART12_FELIX34": "Y, además, yo creo… [pause]que Kuneko tenía razón: [pause]las ideas viven para siempre.", + "END_PART12_FELIX33.n": "Eres le Forastere, ¿te acuerdas? [pause]Le protagonista de mi futura gran historia.", + "END_PART12_KAYLEIGH49": "Quiero acordarme de ti, {player}. [pause]Quiero acordarme de todos. [pause]Quiero acordarme de Villapuerto…", + "END_PART12_MEREDITH36": "No estoy…", + "END_PART12_MEREDITH37": "No estoy preparada para que esto acabe.", + "END_PART12_MEREDITH38": "Voy a… [pause]Cuando vuelva, voy a ser más fuerte. [pause]Voy a vivir la vida a tope.", + "END_PART12_MEREDITH39": "No se os… [pause]ocurra olvidarme, [pause]¿entendido?", + "END_PART12_MEREDITH40": "Sobre todo a ti, {player}.", + "END_PART12_MEREDITH46.f": "Bah, eso, que te quiero. [pause]Hasta la vista, tú.", + "END_PART12_MEREDITH41.m": "Les has… [pause]Eh… [pause]Les has puesto el listón muy alto a mis futuros novios.", + "END_PART12_MEREDITH44": "Ya me imaginaba que las cosas tendrían que acabar así si encontrábamos la salida…", + "END_PART12_MEREDITH41.n": "Les has… [pause]Eh… [pause]Les has puesto el listón muy alto a mis futuras parejas.", + "END_PART12_MEREDITH41.f": "Les has… [pause]Eh… [pause]Les has puesto el listón muy alto a mis futuras novias.", + "END_PART12_MEREDITH45": "Pero no pienso volver a rendirme y dejar de intentar ser feliz. Nunca más.", + "END_PART12_KAYLEIGH47": "Ahora sí que es el final, ¿verdad?", + "END_PART12_MEREDITH46.n": "Bah, eso, que te quiero. [pause]Hasta la vista, tú.", + "END_PART12_MEREDITH46.m": "Bah, eso, que te quiero. [pause]Hasta la vista, tú.", + "END_PART12_KAYLEIGH48": "Espero que no vaya a ser como despertarse de un sueño.", + "END_PART12_KAYLEIGH50": "Incluso de las cosas que no fueron buenas. [pause]Porque todo eso es parte de mí.", + "END_PART12_KAYLEIGH51": "Manifestar nuestra voluntad para cambiar el mundo…", + "END_PART12_KAYLEIGH58": "Te quiero. [pause]Gracias por todo.", + "END_PART12_KAYLEIGH52": "Supongo que, en realidad, no nos hacen falta cintas para eso, ¿no?", + "END_PART12_AMBER61": "Me parece que te toca, cielo.", + "END_PART12_KAYLEIGH53": "Decidir nuestro futuro siempre ha sido cosa nuestra.", + "END_PART12_KAYLEIGH55": "Nunca llegaré a conocer a nadie como te he conocido a ti… [pause]Al fin y al cabo, la fusión no es lo que se dice una cosa normal que pasa en todas las relaciones.", + "END_PART12_KAYLEIGH56.m": "Estoy triste pero, a la vez, contenta. [pause]Los dos vamos a volver al sitio que de verdad nos corresponde, y nos quedará el placer de habernos conocido.", + "END_PART12_KAYLEIGH56.f": "Estoy triste pero, a la vez, contenta. [pause]Las dos vamos a volver al sitio que de verdad nos corresponde, y nos quedará el placer de habernos conocido.", + "END_PART12_KAYLEIGH57": "Yo diría que es un final feliz.", + "END_PART12_KAYLEIGH56.n": "Estoy triste pero, a la vez, contenta. [pause]Vamos a volver al sitio que de verdad nos corresponde, y nos quedará el placer de habernos conocido.", + "END_PART12_AMBER60": "¡Anda! [pause]¡Si parece que este pequeñín también quiere volverse contigo! [pause]¡Qué mono!", + "END_PART12_DOG59": "¡Guau! ¡Guau!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "Adelante, tú mismo.", + "END_PART12_AMBER62.m": "¿Preparado?", + "END_PART12_AMBER62_OPTION1.m": "¡Estoy preparado!", + "END_PART12_AMBER62.n": "¿Preparade?", + "END_PART12_AMBER62.f": "¿Preparada?", + "END_PART12_AMBER62_OPTION1.f": "¡Estoy preparada!", + "END_PART12_AMBER62_OPTION1.n": "¡Estoy preparade!", + "END_PART12_AMBER62_OPTION2": "¡Ya iba siendo hora!", + "RANGER_GATEKEEPER_INTRO1": "¡Eh, tú!", + "MAGIKRAB_ON_ARRIVAL.f": "¡Bienvenida a {region_name}!", + "RANGER_GATEKEEPER_SNEAK1": "¿Estás intentando escabullirte?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "Los monstruos que hay a partir de aquí pueden mandarte directamente al hospital en un abrir y cerrar de ojos.", + "RANGER_GATEKEEPER_SNEAK2": "¿Es que no sabes que estoy aquí por tu bien?", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "¡Si tan segure estás de que podrás con ellos, ponte en guardia!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "Perdóname, parece que sí sabes lo que haces.", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "¡Si tan seguro estás de que podrás con ellos, ponte en guardia!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "¡Si tan segura estás de que podrás con ellos, ponte en guardia!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "Perdóname, parece que sí sabes lo que haces.", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "Perdóname, parece que sí sabes lo que haces.", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "Adelante, tú misma.", + "GRAVEYARD_GHOST_BOY_NAME": "Niño fantasma", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "Adelante, tú misme.", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "¡Huy, perdona! Es que corre el rumor de que hay un fantasma por aquí, y pensaba que eras tú.", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "¡Ah! ¡Un fantasma!", + "UNDYIN_LOVER_NAME": "Prisionero", + "UNDYIN_LOVER_PRE_BATTLE1": "¡Aaahh!", + "UNDYIN_LOVER_POST_BATTLE1": "¡Vaya, lo has espantado!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Vamos a romper el hielo.", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Los pomebomba son muy fáciles de domar si sabes cómo.", + "UNDYIN_LOVER_POST_BATTLE2": "Solo estábamos disfrutando de la mutua compañía… ¡No era nada raro, te lo prometo!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Vamos a romper el hielo.", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Vamos a romper el hielo.", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Me he quedado helado.", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "La guarda de élite Mazas me ha estado ayudando a diseñar un entrenamiento para mejorar la fuerza.", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "¡Ven aquí, vamos!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Quienes lo cuentan siempre mencionan este lugar, pero, de momento, yo solo he visto antifolilla de tamaño normal.", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "¿Quién te ha entrenado? ¡Necesito saberlo!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "¡Mira qué músculos!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "¿Quién te ha entrenado? ¡Necesito saberlo!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "¿Tú también has venido a investigar el rumor del antifolilla diminuto?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "¿Quién te ha entrenado? ¡Necesito saberlo!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "A lo mejor todo el asunto tiene algo que ver con el tren subterráneo que ha pasado hace un momento.", + "PLATO_NAME": "Platón", + "SOCRATES_NAME": "Sócrates", + "SOCRATES_PRE_BATTLE": "El ser humano perfecto no es sino todos los seres humanos juntos. Es un ente colectivo: todos nosotros juntos damos origen a la perfección.", + "PLATO_PRE_BATTLE": "¡Os exhorto a mi vez a ser parte del gran combate que es el combate de la vida, más grande que cualquier otro conflicto mundano!", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Como no soy muy valiente, mis amigos piensan que soy un pelele. No tienen ni idea…", + "SOCRATES_POST_BATTLE": "Gracias. Pensaba que podría vencerte. Ahora soy sabio en verdad, pues ahora sé que no sé nada.", + "PLATO_POST_BATTLE": "Somos filósofos, Sócrates, no soldados. Escasos son los humanos capaces de practicar bien a la vez dos profesiones o dos artes.", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Va a resultar que sí soy un pelele.[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "¡Quítate de en medio! ¡Hoy quiero ser yo la persona a la que entreviste Cybil!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]A lo mejor me conviene más volver mañana…[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Dentro de todo cuerpo hay un esqueleto que intenta escapar.", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Supongo que… te iba a sacar los huesos de verdad. Perdona.", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Ven, que te voy a liberar de tu prisión de carne…", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Buf, gracias, me ha venido bien. Me parece que he pasado demasiado tiempo siendo un gelatona.", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]HALA, ¡TIENES UNA PINTA DELICIOSA![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]¡Es muy injusto que digan que los terratenientes somos unos buitres![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¿Tú nos has visto? ¡Los buitres son nuestros mayores enemigos![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Eso me recuerda… ¿Te interesa comprar una casa nueva? [pause]¿No? [pause]Bueno, es igual.[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Es verdad que un poco pájaros sí que somos. ¡Pero hay que serlo si uno quiere prosperar en este negocio![/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Si lo que buscas es una inversión que resista el paso del tiempo, prueba con un reloj… Quiero decir, con un terreno edificable.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]La existencia de un cosmos infinito repleto de mundos supone un tremendo desafío para nosotros los terratenientes.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]El espacio, el tiempo, ¿qué más da? Es todo lo mismo.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]El valor de la tierra proviene de su escasez; sin embargo, en un multiverso infinito, no hay escasez.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Y es que Nueva Wirral es como una especie de trampa cósmica. Nadie puede irse, de modo que la tierra se vuelve muy valiosa.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Aunque ahora mismo los terratenientes tengamos algún que otro problema en esta isla diminuta, con el tiempo acabará siendo un paraíso. ¡Y una inversión segura![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "¡Hola! Menuda vista hay desde aquí arriba, ¿eh?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Iba a intentar subir hasta la mismísima cima de la montaña, pero… no soy capaz de escalar los acantilados que hay más adelante, y todos los pasos que hay en la cueva se han derrumbado.", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Si pudiera volar como un averevoir, seguro que lo conseguiría…", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Oye, ¿te apetece un combate rápido antes de planear otra vez hasta el lago?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Bueno, pues yo me voy ya.", + "MISS_MIMIC_CHEST_NAME": "Provisiones de los guardas", + "MAGIKRAB_UNKNOWN_NAME": "Trafi… ¿kangrejo?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]¿QUIERES SABER QUÉ SECRETOS ENCIERRO, CARIÑO? SOLO TIENES QUE ABRIRME.[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]¿POR QUÉ NO ECHAS UN VISTAZO A MI INTERIOR, CIELO? TE PROMETO QUE NO MUERDO.[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "¡Es un cofre parlante!", + "MISS_MIMIC_CHEST_MEREDITH2": "Anda, ¿este cofre habla?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "¿Eh?", + "MISS_MIMIC_CHEST_FELIX1": "Tengo un mal presentimiento…", + "MISS_MIMIC_CHEST_DOG1": "Grrr…", + "MISS_MIMIC_CHEST_VIOLA1": "¿Es esto otra de esas cosas extrañas de tu mundo, {player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]Creo que esa caja te está tirando los tejos, {player}…[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "¿Quieres abrir el cofre?", + "MAGIKRAB_INTRO_KAYLEIGH2": "Eh… ¿Lo he soñado, o ese trafikangrejo acaba de hablar?", + "MAGIKRAB_INTRO_KRAB1": "¡Ah, {player}! ¡Y {partner}! Os estaba esperando.", + "MAGIKRAB_INTRO_EUGENE2": "¡No te temo, trafikangrejo! ¡Ya he luchado antes contra muchos de los tuyos!", + "MAGIKRAB_INTRO_MEREDITH2": "¿Eh? ¿Un trafikangrejo que habla?", + "MAGIKRAB_INTRO_FELIX2": "Espera, ¿desde cuándo saben hablar los trafikangrejo?", + "MAGIKRAB_INTRO_VIOLA2": "¿Este trafikangrejo habla? Mas ¿qué clase de…?", + "MAGIKRAB_INTRO_DOG2": "¡Guau!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]¡Anda, hola! ¿Eres un trafikangrejo?…[/wave]", + "MAGIKRAB_INTRO_KRAB3": "Os ruego que no me comparéis con esos trafikangrejo descerebrados de ahí fuera.", + "MAGIKRAB_INTRO_KRAB5": "Morar en sus sacrosantas galerías es para mí tal privilegio que ni tan siquiera soy capaz de expresarlo. Servir a Sus pasajeros es lo menos que puedo hacer.", + "MAGIKRAB_INTRO_KRAB4": "Yo soy un magikangrejo, fiel servidor de la infinita Merlínea. ¡Quiera que sus trenes lleguen siempre a tiempo!", + "MAGIKRAB_NEW_STATION.m": "¡Bienvenido! Me he tomado la libertad de abrir el andén A para que puedas viajar.", + "MAGIKRAB_INTRO_KRAB7": "Muchas de las paradas de la Merlínea son ahora mismo inaccesibles. Estarán disponibles cuando se reabra su estación.", + "MAGIKRAB_INTRO_KRAB6": "En otras palabras: Decidme a qué lugar necesitáis ir, y yo me encargaré de tener listo el tren en el andén A.", + "MAGIKRAB_NEW_STATION.f": "¡Bienvenida! Me he tomado la libertad de abrir el andén A para que puedas viajar.", + "MAGIKRAB_NEW_STATION.n": "¡Bienvenide! Me he tomado la libertad de abrir el andén A para que puedas viajar.", + "MAGIKRAB_NEW_STATION_FINAL1.m": "¡Por fin has llegado! Bienvenido a la estación de Puente de la Noche.", + "MAGIKRAB_NEW_STATION_FINAL1.f": "¡Por fin has llegado! Bienvenida a la estación de Puente de la Noche.", + "MAGIKRAB_NEW_STATION_FINAL1.n": "¡Por fin has llegado! Bienvenide a la estación de Puente de la Noche.", + "MAGIKRAB_NEW_STATION_FINAL2": "El tren que está a punto de llegar al andén B tiene previsto partir pronto hacia otras realidades.", + "MAGIKRAB_NEW_STATION_FINAL3": "Yo que tú procuraría no entretenerme si es que quieres viajar en él.", + "MAGIKRAB_MENU": "¿Qué puedo hacer por ti, {player}?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "Quiero viajar.", + "MAGIKRAB_MENU_OPTION_LEAVE": "Quiero marcharme de Nueva Wirral.", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "Háblame del andén B.", + "MAGIKRAB_MENU_OPTION_MERLINE": "¿Qué es eso de la Merlínea?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "¿Y dices que eres un… magikangrejo?", + "MAGIKRAB_MENU_OPTION_NOTHING": "Nada.", + "MAGIKRAB_TRAVEL2": "El tren del andén A está listo para partir, {player}.", + "MAGIKRAB_TRAVEL1": "¿Dónde quieres ir?", + "MAGIKRAB_LEAVE2": "Sin embargo, todas las salidas desde el andén B han quedado canceladas hasta dentro de 642 años.", + "MAGIKRAB_TRAVEL3": "¡Cuidado al subir!", + "MAGIKRAB_LEAVE1": "Bueno, para los viajes interdimensionales usamos el andén B…", + "MAGIKRAB_LEAVE3": "La Merlínea… me ha dicho que es por algo así como un virus psíquico. O una guerra, o algo así.", + "MAGIKRAB_LEAVE_FINAL_STATION1": "¡Pues has venido al lugar adecuado! Puedes pasar al andén B.", + "MAGIKRAB_LEAVE4": "Sin embargo, me complace informarte de que las llegadas al andén B siguen llegando a su hora.", + "MAGIKRAB_PLATFORMB_DEFEATED1": "No se espera ninguna llegada al andén B hasta dentro de bastante tiempo.", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "El invitado que va a llegar al andén B ha trascendido el concepto de la mortalidad. Ten en cuenta que no todos los seres que son como él acostumbran a «desaparecer» al morir.", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humano.", + "MAGIKRAB_PLATFORMB_POPPETOX1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_MONARCH1": "Está previsto que pronto se produzca una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_MONARCH2": "El invitado que va a llegar al andén B busca a aquellos que han sido consumidos por un vacío interior. Puede que no se deje ver hasta que hayas aprendido y experimentado esa sensación.", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humane.", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humana.", + "MAGIKRAB_PLATFORMB_ROBIN1": "Hace poco que se ha habido una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_BABELITH1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_ROBIN2": "Parece que el invitado que ha llegado tiene mucho interés en el teatro. ¿No te lo has cruzado al entrar?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsatelo bien antes de aceptar nada como «cierto» o acabarás perdido en tu propia mente.", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsatelo bien antes de aceptar nada como «cierto» o acabarás perdida en tu propia mente.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "El andén B está… en otra parte. [pause]Hace un tiempo, esta estación quedó destruida por un terremoto. Sin embargo, creo que está a punto haber una llegada allí.", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsatelo bien antes de aceptar nada como «cierto» o acabarás perdide en tu propia mente.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Se sabe que el invitado que va a llegar al andén B gusta mucho de emitir juicios, por así decirlo.", + "MAGIKRAB_PLATFORMB_ALICE1": "Está previsto que el ser que habita en esta estación llegue al andén B en cualquier momento.", + "MAGIKRAB_PLATFORMB_ALICE2.m": "Me he encargado de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "Por lo visto, esperaba que fueras más… bajito.", + "MAGIKRAB_PLATFORMB_ALICE3": "Lo que no tengo muy claro es cómo espera que puedas caber por la puerta del andén.", + "MAGIKRAB_PLATFORMB_ALICE2.n": "Me he encargado de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "Me he encargado de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "Por lo visto, esperaba que fueras más… bajita.", + "MAGIKRAB_PLATFORMB_ALICE4.n": "Por lo visto, esperaba que fueras más… bajite.", + "MAGIKRAB_PLATFORMB_CUBE1": "El invitado que va a llegar al andén B tiene una mente muy cuadriculada. Conviene que guardes las distancias.", + "MAGIKRAB_PLATFORMB_MORGANTE1": "Por lo visto, Morganta ha vuelto. Según parece, te espera en el andén B.", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}…", + "MAGIKRAB_PLATFORMB_MORGANTE4": "No conviene dar por sentado que los acuerdos que se tengan con ellos seguirán en pie una vez que dejen de serles útiles.", + "MAGIKRAB_PLATFORMB_MORGANTE3": "Si algo he aprendido de mis tratos con esos egregores a los que tú llamas «arcángeles»…", + "MAGIKRAB_PLATFORMB_MORGANTE6": "Incluso ahora, la Merlínea me impide darte acceso libre a toda Su red viaria.", + "MAGIKRAB_PLATFORMB_MORGANTE5": "Para ellos somos como insectos. O como cangrejos.", + "MAGIKRAB_PLATFORMB_MORGANTE7": "Los «arcángeles» siempre tienen algún motivo oculto para hacer lo que hacen. Ten cuidado.", + "MAGIKRAB_PLATFORMB_ALEPH1": "El tren estacionado en el andén B va a efectuar su salida muy pronto.", + "MAGIKRAB_PLATFORMB_ALEPH2": "¡Pues sí, resulta que hay un portal activo en esta estación!", + "MAGIKRAB_PLATFORMB_ALEPH3": "¡Ya casi estás en casa, {player}!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "El portal del andén B está listo, si es que quieres utilizarlo.", + "MAGIKRAB_MERLINE2": "La Merlínea no habla con los mortales. ¡Me ha elegido a mí para que haga las veces de Su portavoz y poder así comunicarse contigo!", + "MAGIKRAB_MERLINE1": "La Merlínea es una red subterránea de estaciones de tren situadas por toda Nueva Wirral y bastante más allá.", + "MAGIKRAB_MAGIKRAB1": "¡Exactamente! Soy un magikangrejo, fiel servidor de la incomparable Merlínea, en cuyas galerías te encuentras ahora mismo.", + "MAGIKRAB_MAGIKRAB2": "Al igual que tú, no nací en Nueva Wirral. Sin embargo, ha habido varios aquí que han podido conocerme.", + "MAGIKRAB_MAGIKRAB3": "La Merlínea me ha designado para que sea tu guía en Su red viaria.", + "MAGIKRAB_NOTHING1": "¡Como quieras!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Beneficios… [pause]bajan…[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "¡Bienvenido a Llanto Creciente! Bueno, a lo que queda de ella…", + "MAGIKRAB_ON_ARRIVAL.m": "¡Bienvenido a {region_name}!", + "MAGIKRAB_ON_ARRIVAL.n": "¡Bienvenide a {region_name}!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "¡Bienvenida a Llanto Creciente! Bueno, a lo que queda de ella…", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "¡Bienvenide a Llanto Creciente! Bueno, a lo que queda de ella…", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh…[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]¡¡¡Una terrateniente!!![/shake][pause][pause] Seguro que has venido a buscar venganza por haber puesto fin a todas vuestras operaciones, [pause]¡¿a que sí?!", + "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]yo creo que le pasa algo. [pause]Es como si [pause]le [pause]faltara un tornillo, o algo.", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Uuuuuuuuuuh…[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]¿Eeeeeh?[/wave]", + "SUNNY_INTRO_EUGENE12": "Me parece que le ha dado demasiado el sol en la cabeza.", + "SUNNY_INTRO_EUGENE6": "Me parece… [pause]que tienes razón.", + "SUNNY_INTRO_KAYLEIGH7": "Perdona que te hayamos recibido de forma tan hostil. [pause]¿Por qué no te sientas para que podamos conocernos un poco mejor?", + "SUNNY_INTRO_KAYLEIGH8": "Bueno, [pause]eh… [pause]¿Te encuentras bien? ¿Por qué no nos hablas un poco de ti?", + "SUNNY_INTRO_EUGENE10": "Los terratenientes eran esbirros de un arcángel que derrotamos. [pause]A lo mejor, al marcharse su jefe, se les quedó frito el cerebro. [pause]Aun así, no me fío de ella.", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]No hay… [pause]perspectivas… [pause]laborales…[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sol…[/wave]", + "SUNNY_INTRO_EUGENE17": "Puede que los terratenientes solo existan para hacer su trabajo y ahora no sepa qué otra cosa puede hacer. [pause]Como una máquina que se ha quedado sin función.", + "SUNNY_INTRO_KAYLEIGH13": "¿«El sol»? [pause]Oye, ¿y por qué no la llamamos Sol? ¡De alguna forma tendremos que llamarla!", + "SUNNY_INTRO_SUNNY14_OPTION1": "¿Qué te ha pasado?", + "SUNNY_INTRO_SUNNY14_OPTION2": "¿Te acuerdas de algo de tu vida anterior?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Los terratenientes… [pause]bancarrota… [pause]no queda… nada…[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]¿Qué… hago… aquí?[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]¿Empezar… [pause]de cero?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "¡Ah, pobrecilla! [pause]¡Tienes tiempo de sobra para empezar de cero!", + "SUNNY_INTRO_KAYLEIGH20": "A lo mejor el primer paso es buscarte ropa nueva, Sol. [pause]¡Seguro que tener que llevar ese traje todo el día no es nada cómodo!", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]…[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "¡De acuerdo, pues! [pause]{player}, [pause]nos vemos en la sastrería de Villapuerto. [pause]Está en la parte alta, al norte de aquí.", + "SUNNY_PART2_KAYLEIGH1": "¡Ah, hola! [pause]Ya estamos todos.", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh…[/wave]", + "SUNNY_PART2_EUGENE2": "Aún no tengo claro que sea buena idea ayudarla. [pause]¿Se te ha olvidado aquella vez que su antiguo jefe intentó conquistar la isla?", + "SUNNY_PART2_MEREDITH3": "Esto puede acabar siendo interesante y todo.", + "SUNNY_PART2_FELIX3": "Yo solo he venido a dar apoyo moral.", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Vale…[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]¿Eeeh…?[/wave]", + "SUNNY_PART2_VIOLA3": "¡Me embarga la curiosidad! Puede que, en este episodio, hallemos diversión.", + "SUNNY_PART2_KAYLEIGH5": "A ver, [pause]Sol, [pause]te voy a llevar a que puedas elegir algo de ropa nueva.", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]¿Esto… bien…?[/wave]", + "SUNNY_PART2_EUGENE8": "Yo sigo con mis dudas, Kayleigh…", + "SUNNY_PART2_MEREDITH9": "Yo, a estas alturas, ya me lo estoy pasando [wave amp=30 freq=10]de cine[/wave].", + "SUNNY_PART2_FELIX10": "¡Oye, ya es algo!", + "SUNNY_PART2_KAYLEIGH12": "No sé yo si eso era buena opción, [pause]Sol.", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]No sé… yo…[/wave]", + "SUNNY_PART2_VIOLA11": "Cáspita… [pause]Casi podría decirse que esta doncella está aún menos familiarizada que yo con el estilo y la moda de estas tierras.", + "SUNNY_PART2_EUGENE14": "No esperaba que fuera a tirar por ahí.", + "SUNNY_PART2_MEREDITH20": "Mira, [pause]si va a resultar que Sol molaba y todo. [pause]¿Quién lo iba a decir?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Creo que… [pause]estoy bien.[/wave]", + "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]¿es cosa mía, [pause]o Sol está…?", + "SUNNY_PART2_KAYLEIGH15": "No parece que estés muy cómoda con eso, Sol… [pause]¿Por qué no probamos otra cosa?", + "SUNNY_PART2_EUGENE17": "Eh…", + "SUNNY_EUGENEDATE_EUGENE2": "¿Es por todo el rollo ese de mi «campaña para acabar con los terratenientes»? [pause]Ya sé que somos una [wave amp=30 freq=10]extraña pareja[/wave], pero es que no puedo dejar de pensar en ti.", + "SUNNY_PART2_KAYLEIGH19": "¿Absolutamente [wave amp=30 freq=10]perfecta[/wave]? [pause]No, [pause]no es cosa tuya.", + "SUNNY_PART2_FELIX20": "Yo creo que Sol ha encontrado su estilo.", + "SUNNY_PART2_VIOLA20": "Sin duda inesperado. [pause]Sin duda.", + "SUNNY_PART2_PLAYER21_OPTION1": "¡Cómo molas, Sol!", + "SUNNY_PART2_PLAYER21_OPTION2": "¡Estás muy mona, Sol!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Vale. [pause]Ahora esta soy yo…[/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Gracias por la ayuda… [pause]A todos.[/wave]", + "SUNNY_PART2_EUGENE24": "La verdad es que ahora mismo no sé qué pensar.", + "SUNNY_PART2_KAYLEIGH26": "Villapuerto permite a todo el mundo empezar de cero. [pause]Es justo que eso incluya también a los «agentes inmobiliarios zombis».", + "SUNNY_PART2_KAYLEIGH25": "Nos alegramos de haber podido ayudarte, Sol.", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Los terratenientes no son «zombis». [pause]Los terratenientes son receptáculos. [pause]Creados para trabajar.[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hola…, {player}…[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Pero ya no… [pause]A partir de ahora…, [pause]en lugar de eso, soy «Sol».[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]… Es que no creo que… [pause]Creo que deberíamos ser solo amigos.[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "Estoy segura de que he visto algo así por esta zona. Creo que se llama {monster_name.to_lower}.", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]No hace mucho que soy «Sol». [pause]Necesito más tiempo para ser yo.[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "Es muy raro.", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]No, no es eso. [pause]Ya no soy terrateniente. [pause]Creo que…[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Pero lo he pasado bien en nuestra «cita».[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "Lo entiendo. [pause]No te preocupes, Sol.", + "FARM_INTRO_EDWARD1.f": "¡Hola, amiga! [pause]¿Has venido a solucionar nuestro problema con la gelatina?", + "FARM_INTRO_EDWARD1.m": "¡Hola, amigo! [pause]¿Has venido a solucionar nuestro problema con la gelatina?", + "FARM_INTRO_EDWARD1.n": "¡Hola, amigue! [pause]¿Has venido a solucionar nuestro problema con la gelatina?", + "FARM_INTRO_EDWARD1_OPTION1": "¿Qué problema?", + "FARM_EDWARD_INTERACT2.f": "¡Hola, amiga! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", + "FARM_INTRO_EDWARD1_OPTION2": "¿Vuestro problema con qué?", + "FARM_INTRO_EDWARD2": "Pues mira, es que ese puente de ahí conecta nuestra granja con Villapuerto. [pause]Nosotros proporcionamos casi todos los productos frescos que se consumen en el pueblo.", + "FARM_INTRO_EDWARD3": "Por desgracia, los seres de gelatina que hay por la zona andan un poco desmadrados últimamente y han…, [pause]esto…, [pause]pringado todo el puente.", + "FARM_INTRO_EDWARD4.m": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se van con la música a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", + "FARM_EDWARD_INTERACT1": "Como siga así este problema con el puente, las reservas de comida de Villapuerto van a empezar a escasear…", + "FARM_INTRO_EDWARD4.f": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se van con la música a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", + "FARM_INTRO_EDWARD4.n": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se van con la música a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "¡Gracias, amiga! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", + "FARM_BRIDGE_CONFIRM": "¿Quieres intentar apartar el pringue? Parece bastante asqueroso…", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "¡Gracias, amigo! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", + "FARM_BRIDGE_LOWERED_EDWARD2": "Usamos gelatina de gelatona para fertilizar las plantas. [pause]Supongo que ha debido de acumularse en el terreno y ha acabado formando esa bestia.", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "¡Gracias, amigue! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", + "FARM_EDWARD_INTERACT2.m": "¡Hola, amigo! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", + "FARM_BRIDGE_LOWERED_EDWARD3": "En fin, si quieres intentar utilizar esa gelatina para ver si consigues hacer que [wave amp=30 freq=10]crezca[/wave] la cosecha, [pause]por mí, no te cortes.", + "HOYLAKE_INTRO_HOYLAKE1.m": "¡Saludos cordiales, recién llegado! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", + "FARM_MARIS_INTERACT": "¡Hola! [pause]Qué amable por tu parte venir a visitarnos. [pause]¿Vas a quedarte un rato o solo estás de paso?", + "FARM_EDWARD_INTERACT2.n": "¡Hola, amigue! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", + "HOYLAKE_INTRO_HOYLAKE1.f": "¡Saludos cordiales, recién llegada! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "¿Lo desconocido?", + "HOYLAKE_INTRO_HOYLAKE1.n": "¡Saludos cordiales, recién llegade! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "¿Investigador?", + "HOYLAKE_PART2_HOYLAKE6": "Un joven guarda me informó hace poco de «{monster_description}, visto {habitat_phrase}». [pause]Suena al tipo de trabajo que mejor se te da, ¿verdad que sí?", + "HOYLAKE_INTRO_HOYLAKE3": "¡Mi herramienta no es ni más ni menos que el método científico! [pause]Tenemos que observar, analizar y sacar conclusiones.", + "HOYLAKE_INTRO_HOYLAKE2": "¡Así es! [pause]Puesto que todos nosotros hemos quedado atrapados en este extraño lugar, le corresponde a una mente incansable y [wave amp=30 freq=10]racional[/wave] dar sentido al caos que nos rodea.", + "HOYLAKE_INTRO_HOYLAKE4": "Las humildes gentes del pueblo hablan de las muchas bestias que moran en esta isla. [pause]Si pudiéramos catalogarlas, [pause]lo desconocido dejaría de serlo para convertirse en [wave amp=30 freq=10]lo conocido[/wave].", + "HOYLAKE_INTRO_HOYLAKE5.m": "A ver, [pause]seguro que alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", + "HOYLAKE_INTRO_HOYLAKE5.n": "A ver, [pause]seguro que alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", + "HOYLAKE_INTRO_HOYLAKE5.f": "A ver, [pause]seguro que alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "¡Claro, vamos!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Mejor en otro momento.", + "HOYLAKE_INTRO_HOYLAKE_NO": "Vaya, [pause]pues qué pena. Si alguna vez cambias de idea, ¡házmelo saber! [pause]¡La ciencia prevalecerá, de un modo u otro!", + "HOYLAKE_PART1_HOYLAKE1": "¡Estupendo! [pause]¡Maravilloso! [pause]Tengo unas cuantas descripciones de monstruos que he recogido de las gentes de Villapuerto. Si consigues grabar esas formas de monstruo, podré catalogarlas.", + "HOYLAKE_PART1_HOYLAKE3": "¡Aquí tienes unas cuantas cintas vírgenes que te vendrán muy bien en tu investigación!", + "HOYLAKE_PART1_HOYLAKE2": "El primer testimonio que tengo habla de «{monster_description}, visto {habitat_phrase}».", + "HOYLAKE_PART1_HOYLAKE4.m": "Tráemelo cuando lo hayas grabado para que yo pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "¿Dices que Hoylake está buscando {monster_description}?", + "HOYLAKE_PART1_HOYLAKE4.f": "Tráemelo cuando lo hayas grabado para que yo pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", + "HOYLAKE_PART1_HOYLAKE4.n": "Tráemelo cuando lo hayas grabado para que yo pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "¡Saludos, mi diligente ayudante! ¿Has grabado ya nuestro monstruo misterioso? Buscamos «{monster_description}, visto {habitat_phrase}».", + "HOYLAKE_INTERACT_HOYLAKE1.m": "¡Saludos, mi diligente ayudante! ¿Has grabado ya nuestro monstruo misterioso? Buscamos «{monster_description}, visto {habitat_phrase}».", + "HOYLAKE_INTERACT_HOYLAKE1.n": "¡Saludos, mi diligente ayudante! ¿Has grabado ya nuestro monstruo misterioso? Buscamos «{monster_description}, visto {habitat_phrase}».", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Todavía no.", + "HOYLAKE_INTERACT_HOYLAKE_NO": "No te preocupes. [pause]¡Seguro que ese ser tan enigmático se deja ver más pronto que tarde! [pause]¡Nada ni nadie puede poner freno al progreso!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "¡Aquí está!", + "HOYLAKE_PART2_HOYLAKE1": "¡Estupendo! Un «macabra», ¿verdad? [pause]Tiene los colmillos… y el cráneo. [pause]Sí, esta claro, concuerda perfectamente con los testimonios que tengo.", + "HOYLAKE_PART2_HOYLAKE2": "Grabar monstruos con walkmans para poder transformarnos en ellos… [pause]No tiene ningún sentido desde un punto de vista racional y, sin embargo, lo vemos ocurrir una y otra vez con nuestros propios ojos.", + "HOYLAKE_PART2_HOYLAKE1_RAND": "¡Estupendo! Un «{monster_name.to_lower}», ¿verdad? [pause]Sí, esta claro, concuerda perfectamente con los testimonios que tengo.", + "HOYLAKE_PART2_HOYLAKE3": "Si nuestra interpretación de la ciencia demuestra tener lagunas, [pause]¡entonces es esa interpretación lo que tiene que cambiar!", + "HOYLAKE_PART2_HOYLAKE4": "Gracias por el trabajo que has hecho. Aquí tienes una pequeña compensación.", + "HOYLAKE_PART2_HOYLAKE5": "En cuanto a tu próxima misión…", + "HOYLAKE_PART3_HOYLAKE1": "¡Vaya, vaya! [pause]¡Es verdad que el astrordígrado es una bestia perturbadora! [pause]No tengo ni idea de por qué iba a querer nadie transformarse en cosa semejante…", + "HOYLAKE_PART3_HOYLAKE2": "Si te digo la verdad, [pause]¡yo no quiero transformarme en ninguna bestia! [pause]No entiendo cómo funciona esa tecnología y prefiero no experimentar [wave amp=30 freq=10]conmigo mismo[/wave].", + "HOYLAKE_PART3_HOYLAKE1_RAND": "¡Vaya, vaya! [pause]Un «{monster_name.to_lower}», ¿verdad? [pause]No tengo ni idea de por qué iba a querer nadie transformarse en cosa semejante…", + "HOYLAKE_PART3_HOYLAKE3": "Con sumo gusto, les dejo a los demás todo eso de transformarse en monstruos… [pause]Y eso me recuerda… ¡que aquí tienes una recompensa por tu esfuerzo!", + "HOYLAKE_PART3_HOYLAKE5": "Está claro que alguien pretende tomarme el pelo. [pause]Reírse a mi costa. [pause]O gastarme una especie de broma.", + "HOYLAKE_PART3_HOYLAKE4": "El siguiente rumor que he oído suena demasiado raro para ser verdad. Tiene que ver con «{monster_description}, visto {habitat_phrase}».", + "HOYLAKE_PART3_HOYLAKE6.m": "Si consigues llegar al fondo de este asunto, puede que se te dé incluso mejor la ciencia que a mí.", + "HOYLAKE_PART3_HOYLAKE6.f": "Si consigues llegar al fondo de este asunto, puede que se te dé incluso mejor la ciencia que a mí.", + "HOYLAKE_PART4_HOYLAKE1": "¡¿Qué?! [pause]¡¿Era verdad?! [pause]Jamás se me habría ocurrido creerlo.", + "HOYLAKE_PART3_HOYLAKE6.n": "Si consigues llegar al fondo de este asunto, puede que se te dé incluso mejor la ciencia que a mí.", + "HOYLAKE_PART4_HOYLAKE2": "Conque un «librerrendo». [pause]En la Tierra… O, bueno en mi Tierra, al menos, [pause]hay un ser mítico llamado «lebrílope» que es muy parecido.", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "¡Claro!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "«{monster_name}», ¿eh?", + "HOYLAKE_PART6_HOYLAKE1": "¡Ah, has conseguido grabarlo! [pause]Un «elfolfo», ¿verdad? [pause]Tan enigmático que hasta lleva oculto el rostro. [pause]Ahora que lo pienso, hay bastantes monstruos en Nueva Wirral que llevan máscara.", + "HOYLAKE_PART4_HOYLAKE3": "Resulta sorprendente la influencia que parecen tener nuestros mitos y leyendas en la apariencia de los monstruos que hay en Nueva Wirral…", + "HOYLAKE_PART4_HOYLAKE4": "Oye, [pause]¿te importa que te haga unas cuantas preguntas sobre el mundo en el que vivías antes de venir aquí? [pause]También estoy intentando catalogar las distintas realidades de las que provienen los residentes de Villapuerto.", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Eh… Claro, adelante.", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Supongo que no tiene nada de malo.", + "HOYLAKE_PART4_HOYLAKE5": "¡Estupendo! [pause]Solo voy a hacerte unas cuantas preguntas que tienen que ver con hechos históricos, y tú tienes que decirme si te suenan o no.", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Sí.", + "HOYLAKE_PART4_HOYLAKE6": "Primera pregunta: [pause]¿Conoces el «Imperio romano»?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Pues no.", + "HOYLAKE_PART4_HOYLAKE7": "Segunda pregunta: [pause]¿Sucedió la «Revolución Industrial» en el pasado de tu mundo?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "No.", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "¡Ya lo creo!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "¡Qué va!", + "HOYLAKE_PART4_HOYLAKE8": "Vale, tercera pregunta: [pause]¿Aterrizó alguna vez el ser humano en la Luna?", + "HOYLAKE_PART4_HOYLAKE9": "De acuerdo. [pause]Y la última pregunta: ¿Ha ocurrido ya el «Día de los Pájaros»?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "¿Qué?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "¿Qué quieres decir con «ya»?", + "HOYLAKE_PART4_HOYLAKE11": "¡Gracias otra vez por tu ayuda! [pause]Quédate con esto por las molestias.", + "HOYLAKE_PART4_HOYLAKE10.f": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", + "HOYLAKE_PART4_HOYLAKE10.m": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", + "HOYLAKE_PART4_HOYLAKE10.n": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", + "HOYLAKE_PART4_HOYLAKE12.m": "¿Estás listo para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", + "HOYLAKE_PART4_HOYLAKE13": "No hace mucho oí a la guarda de élite Agnes Pectro musitar algo sobre «{monster_description}, visto {habitat_phrase}».", + "HOYLAKE_PART4_HOYLAKE12.f": "¿Estás lista para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", + "HOYLAKE_PART4_HOYLAKE12.n": "¿Estás liste para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", + "HOYLAKE_PART4_HOYLAKE14": "Si consigues grabar uno, ¡házmelo saber cuanto antes!", + "HOYLAKE_PART5_HOYLAKE1.m": "¡Estupendo! [pause]Has vuelto a demostrar que eres un investigador muy capaz.", + "HOYLAKE_PART5_HOYLAKE2": "Conque lo llaman «nuncamórvido». [pause]¡Qué aspecto tan terrible, el suyo! [pause]Me hace pensar en un poema…, [pause]pero no recuerdo bien cuál era exactamente.", + "HOYLAKE_PART5_HOYLAKE1.n": "¡Estupendo! [pause]Has vuelto a demostrar que eres une investigadore muy capaz.", + "HOYLAKE_PART5_HOYLAKE1.f": "¡Estupendo! [pause]Has vuelto a demostrar que eres una investigadora muy capaz.", + "HOYLAKE_PART5_HOYLAKE2_RAND": "«{monster_name}». Otro más que puedo tachar.", + "HOYLAKE_PART5_HOYLAKE3": "¡Pues ya solo queda uno en mi lista de investigaciones prioritarias!", + "HOYLAKE_PART5_HOYLAKE4": "Ianthe en persona me ha hablado de un ser que sale huyendo si ve acercarse siquiera a un ser humano.", + "HOYLAKE_PART5_HOYLAKE5": "Según parece, es «{monster_description}, visto {habitat_phrase}». [pause]Si te parece que eso suena a algo que podrías ser capaz de grabar, [pause]¡pues adelante y buena suerte!", + "FRANKIE_PART4_FRANKIE1.f": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", + "HOYLAKE_PART6_HOYLAKE1_RAND": "¡Ah, has conseguido grabarlo! [pause]Un «{monster_name.to_lower}», ¿no es así?", + "HOYLAKE_PART6_HOYLAKE3": "O a lo mejor solo significa que las máscaras suelen quedar bastante [wave amp=30 freq=10]imponentes[/wave]…", + "HOYLAKE_PART6_HOYLAKE2": "¿Qué puede significar eso? [pause]A lo mejor hay una conexión psíquica subyacente entre la percepción que tienen los humanos de las caras y la forma que tienen estos monstruos de manifestarse como seres tangibles…", + "HOYLAKE_PART6_HOYLAKE4.m": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú el científico!", + "HOYLAKE_PART6_HOYLAKE4.f": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú la científica!", + "HOYLAKE_PART6_HOYLAKE4.n": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú le científique!", + "HOYLAKE_PART6_HOYLAKE5": "La verdad es que [pause][wave amp=30 freq=10]yo no soy profesor ni científico[/wave].", + "HOYLAKE_PART6_HOYLAKE6": "Antes de naufragar en Nueva Wirral, no era más que un empleado de una gran empresa. [pause]Lo mío, más que la [wave amp=30 freq=10]ciencia[/wave], era la [wave amp=30 freq=10]ciencia ficción[/wave].", + "HOYLAKE_PART6_HOYLAKE7": "Pero, aun así, ¡tengo que ser racional! [pause]Venir aquí le ha dado un nuevo propósito a mi vida.", + "HOYLAKE_PART6_HOYLAKE8": "Puede que no sea profesor [wave amp=30 freq=10]de verdad[/wave], pero creo que mis esfuerzos aquí pueden ser valiosos igualmente.", + "HOYLAKE_PART6_HOYLAKE9.m": "Gracias por la ayuda incansable que has prestado a la causa científica, amigo mío. [pause]¡Has sido un ejemplo para todos los demás!", + "HOYLAKE_PART6_HOYLAKE9.f": "Gracias por la ayuda incansable que has prestado a la causa científica, amiga mía. [pause]¡Has sido un ejemplo para todos los demás!", + "HOYLAKE_PART6_HOYLAKE9.n": "Gracias por la ayuda incansable que has prestado a la causa científica, amigue míe. [pause]¡Has sido un ejemplo para todos los demás!", + "HOYLAKE_PART6_HOYLAKE10": "Si alguna vez quieres ayudarme a ampliar mi labor de catalogación, vuelve y habla conmigo. [pause]¡Siempre hay algo nuevo que investigar!", + "HOYLAKE_PART7_HOYLAKE1": "¡Hola, {player}! ¿Cuántas especies distintas has grabado ya?", + "HOYLAKE_PART7_HOYLAKE2": "¡Madre mía! ¡¿{count}?!", + "HOYLAKE_PART7_HOYLAKE6.n": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART7_HOYLAKE3": "Gracias por el trabajo que has hecho. Aquí tienes una pequeña compensación.", + "HOYLAKE_PART7_HOYLAKE4": "¡Yo diría que esos son todos los monstruos de Nueva Wirral que se conocen! [pause]Bueno, [pause]si exceptuamos los monstruos piratas, las fusiones y los arcángeles.", + "HOYLAKE_PART7_HOYLAKE6.m": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART7_HOYLAKE5": "Me va a llevar un tiempo terminar de catalogar todas las especies que me has enseñado.", + "HOYLAKE_PART7_HOYLAKE7": "Cuando tenga alguna misión para ti, te la colgaré en el tablón de anuncios.", + "HOYLAKE_PART7_HOYLAKE6.f": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART7_HOYLAKE8": "¿{count}? No está nada mal.", + "HOYLAKE_PART7_HOYLAKE9": "Ven a verme cuando llegues a {next_threshold}.", + "HOYLAKE_PART7_HOYLAKE10": "No olvides remasterizar tus cintas cuando lleguen a cinco estrellas. ¡He oído que hay unas cuantas especies que solo pueden conseguirse así!", + "HOYLAKE_PART8_HOYLAKE1": "¡Hola, {player}! Aún estoy ocupado catalogando las especies que me has grabado antes.", + "HOYLAKE_PART8_HOYLAKE2.m": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART8_HOYLAKE3": "¡Hola, {player}! Cuando tenga alguna misión para ti, te la colgaré en el tablón de anuncios.", + "HOYLAKE_PART8_HOYLAKE2.f": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART8_HOYLAKE2.n": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]¡Hola, hola[/wave], {player}! [pause]Quiero que conozcas a nuestra flamante nueva incorporación: ¡Frankie!", + "FRANKIE_PART1_FRANKIE2.m": "¡Ay, qué ilu! ¡¿Tú también eres [wave amp=30 freq=10]un veterano[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", + "FRANKIE_PART1_FRANKIE2.f": "¡Ay, qué ilu! ¡¿Tú también eres [wave amp=30 freq=10]una veterana[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "¿Veterano?", + "FRANKIE_PART1_FRANKIE2.n": "¡Ay, qué ilu! ¡¿Tú también eres [wave amp=30 freq=10]une veterane[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "¿Veterana?", + "FRANKIE_PART1_FRANKIE3": "Un mundo mágico lleno de monstruos, y héroes apuestos que se transforman para luchar contra ellos…", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "¿Veterane?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "¡Oye, que no llevo aquí tanto tiempo!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]¡¡¡Este sitio es lo que siempre había soñado!!! ¡¡¡Lo tiene todo!!![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "Te veo muy animada con todo esto…", + "FRANKIE_PART1_EUGENE5": "¡Me gusta tu entusiasmo!", + "FRANKIE_PART1_MEREDITH5": "No es esa la reacción que esperaba.", + "FRANKIE_PART1_FRANKIE12": "Conque voy a ser {species_description}, ¿eh?", + "FRANKIE_PART1_FELIX5": "Tienes bastante más entusiasmo que yo cuando llegué.", + "FRANKIE_PART1_VIOLA5": "Me sorprende que no te haya contrariado lo más mínimo tu inesperado viaje a este lugar, amiga mía.", + "FRANKIE_PART1_CYBIL6": "Como podéis ver, Frankie se ha tomado muy bien las noticias que ha recibido al llegar a Nueva Wirral.", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]¡Esta chica parece muy contenta de estar aquí![/wave]", + "FRANKIE_PART1_FRANKIE7": "¡Os aseguro que quiero aprovechar esto a tope! ¡Y fijo que unirme a los guardas es lo mejor que me depara esta aventura! Ji, ji.", + "FRANKIE_PART1_CYBIL8": "Le he dado a Frankie un walkman de repuesto que tenía. Tú lo único que tienes que hacer es darle una cinta de monstruo y unas cuantas nociones básicas.", + "FRANKIE_PART1_FRANKIE10": "Mi propia forma de monstruo… El primer paso de mi fantástico viaje…", + "FRANKIE_PART1_CYBIL9": "¡Y hasta aquí llega mi boletín! [pause]¡Hasta otra, {player}!", + "FRANKIE_PART1_FRANKIE15.n": "Por favor, guarda de élite, ¡tienes que darme las «nociones básicas»! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿vale?", + "FRANKIE_PART1_FRANKIE11": "¿Tienes ya una cinta para mí?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "¿Seguro que quieres darle a Frankie tu cinta de {species_name.to_lower}? Es un regalo para siempre; ya no la recuperarás.", + "FRANKIE_PART1_FRANKIE11_OPTION1": "¡Aquí está!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "Todavía no.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "¿Seguro que quieres darle a Frankie tu cinta de {species_name.to_lower}? Es un regalo para siempre; ya no la recuperarás.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "¿Seguro que quieres darle a Frankie tu cinta de {species_name.to_lower}? Es un regalo para siempre; ya no la recuperarás.", + "FRANKIE_PART1_FRANKIE13": "…", + "FRANKIE_PART1_FRANKIE18.m": "¡Hasta otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita un [wave amp=30 freq=10]mentor sabio y experimentado[/wave], así que me alegro de que, en mi caso, seas tú.", + "FRANKIE_PART1_FRANKIE18.f": "¡Hasta otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita una [wave amp=30 freq=10]mentora sabia y experimentada[/wave], así que me alegro de que, en mi caso, seas tú.", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]¡¡¡Esta forma es perfecta!!! ¡¡¡Defenderé esta cinta con mi vida si es necesario!!![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "Por favor, guarda de élite, ¡tienes que darme las «nociones básicas»! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿vale?", + "FRANKIE_PART1_FRANKIE15.f": "Por favor, guarda de élite, ¡tienes que darme las «nociones básicas»! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿vale?", + "FRANKIE_PART1_FRANKIE16": "¡Hala, transformarse en un monstruo raruno cansa mucho más de lo que yo pensaba!", + "FRANKIE_PART1_FRANKIE17": "Creo que necesito ir a echarme un rato. [pause]Y una buena comilona. [pause]Seguramente en ese orden.", + "FRANKIE_PART1_FRANKIE18.n": "¡Hasta otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita une [wave amp=30 freq=10]mentore sabie y experimentade[/wave], así que me alegro de que, en mi caso, seas tú.", + "FRANKIE_PART1_KAYLEIGH19": "¡Menuda personalidad tiene!", + "FRANKIE_PART1_EUGENE19.m": "¡Eres buen profesor, {player}!", + "FRANKIE_PART1_MEREDITH19": "Me alegro de no ser ya la más torpe de la isla en lo de socializar.", + "FRANKIE_PART1_EUGENE19.n": "¡Eres buene profesore, {player}!", + "FRANKIE_PART1_EUGENE19.f": "¡Eres buena profesora, {player}!", + "FRANKIE_PART1_FELIX19.m": "No eres mal profesor, no.", + "FRANKIE_PART1_FELIX19.f": "No eres mala profesora, no.", + "FRANKIE_PART1_FELIX19.n": "No eres male profesore, no.", + "FRANKIE_PART1_VIOLA19.m": "Has adoptado a la perfección el papel de mentor, {player}.", + "FRANKIE_PART1_VIOLA19.n": "Has adoptado a la perfección el papel de mentore, {player}.", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]¡Tienes madera de profesor, {player}![/wave]", + "FRANKIE_PART1_VIOLA19.f": "Has adoptado a la perfección el papel de mentora, {player}.", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]¡Tienes madera de profesora, {player}![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]¡Tienes madera de profesore, {player}![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "¡Ah, hola, guarda de élite! ¿Has venido a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]¡¡¡Tiene que llegar un momento en el que todo aventurero joven y valiente forje su propio camino!!![/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "¿Tu «viaje del héroe»?", + "FRANKIE_PART2_FRANKIE1.f": "¡Ah, hola, guarda de élite! ¿Has venido a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", + "FRANKIE_PART2_FRANKIE1.n": "¡Ah, hola, guarda de élite! ¿Has venido a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "¿Qué andas tramando?", + "FRANKIE_PART2_FRANKIE3": "Y eso es lo que pienso hacer. [pause]Yo soy la aventurera joven y valiente, por si acaso no habías llegado aún a esa conclusión.", + "FRANKIE_PART2_FRANKIE3_OPTION1": "Ya veo.", + "FRANKIE_PART2_FRANKIE4": "El caso es que he encontrado una de esas «fusiones salvajes» no muy lejos de aquí… ¡y voy a ir a enseñarle quién manda!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "No te sigo.", + "FRANKIE_PART2_FRANKIE4_OPTION1": "¿Te echo una mano?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "¿Estás segura de que es buena idea?", + "FRANKIE_PART2_FRANKIE5": "¡No te preocupes! Tengo una afinidad natural con esto. Me he leído más de [wave amp=30 freq=10]200[/wave] [i]fanfics[/i] sobre gente que se transforma en monstruo. [pause]Y, por favor, no me pidas más detalles.", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]¡Vamos allá![/shake]", + "FRANKIE_PART2_FRANKIE8": "¡Yo diría que mi carrera ha empezado con buen pie!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]¡Conseguido![/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "¿Tu carrera?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "¿Eh?", + "FRANKIE_PART2_FRANKIE9": "¡Claro! ¡Mi carrera como heroína intrépida y misteriosa que salva a las humildes gentes de esta tierra de fantasía! ¿Qué iba a ser si no?", + "FRANKIE_PART2_FRANKIE10": "Estoy completamente segura… de que muy pronto se alzará un mal terrible…", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]¡¡¡Y mía será la responsabilidad de salvar esta isla!!![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "Llegas un poco tarde.", + "FRANKIE_PART2_FRANKIE11_OPTION2": "Eso ya lo hice yo.", + "FRANKIE_PART2_FRANKIE12": "¿Eh? [pause]¿Ah, sí?", + "FRANKIE_PART2_FRANKIE13": "¡Bueno, da igual! ¡Seguro que habrá algún mal en algún sitio al que yo tenga que vencer! [pause]¡[wave amp=30 freq=10]A lo mejor[/wave] se te pasó algo por alto!", + "FRANKIE_PART3_FRANKIE1": "¡Oye, {player}! ¡Tengo una pregunta para ti!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "¡Pregunta lo que sea!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "¿Qué pregunta?", + "FRANKIE_PART3_FRANKIE2": "¿Cómo funciona lo de… tomar las riendas de tu vida?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "Es una pregunta un poco abstracta…", + "FRANKIE_PART3_FRANKIE2_OPTION2": "Eh… ¿Qué?", + "FRANKIE_PART3_FRANKIE3": "A ver, me refiero a que debería usar el tiempo que pase en Nueva Wirral para darle sentido a mi vida…, ¡o algo así! [pause]¡Salvar el mundo! ¡Encontrar mi verdadera vocación! ¡Enamorarme!", + "FRANKIE_PART3_FRANKIE4": "Ya sabes, todos esos rollos clásicos de las aventuras. [pause]¡No tengo un segundo que perder!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "Puede que tengas demasiadas expectativas…", + "FRANKIE_PART3_FRANKIE4_OPTION2": "¿No te parece que te estás poniendo demasiada presión?", + "FRANKIE_PART3_FRANKIE5": "Ah. [pause]Pues igual tienes razón.", + "FRANKIE_PART3_FRANKIE6": "¡Vale, pues otra pregunta! [pause]¿Me ayudas a luchar contra una fusión salvaje que he encontrado por la zona? ¡Seguro que la experiencia vale la pena!", + "FRANKIE_PART4_FRANKIE1.n": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", + "FRANKIE_PART3_FRANKIE7": "¡Gracias por la ayuda, {player}! [pause]He decidido que sí, que la experiencia ha valido la pena.", + "FRANKIE_PART4_FRANKIE3": "Así que, por supuesto, ¡he seguido el rastro de una fusión salvaje para luchar contra ella! No hay tiempo que perder: [shake rate=30 level=10]¡vamos a darle de palos![/shake]", + "FRANKIE_PART4_FRANKIE2": "¡Ya está bien de no ser más que una novata! Pero, claro, para eso necesito ser más fuerte.", + "FRANKIE_PART4_FRANKIE1.m": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", + "FRANKIE_PART4_FRANKIE4": "¡Gracias por echarme una mano! [pause]¡A lo mejor la próxima vez que nos encontremos por el campo ya soy una guarda con todas las de la ley!", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te habría ocurrido que te fuera a desafiar a un duelo, ¿eh?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te habría ocurrido que te fuera a desafiar a un duelo, ¿eh?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te habría ocurrido que te fuera a desafiar a un duelo, ¿eh?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]¡¡¡El alumno tiene que enfrentarse a su maestro!!![/shake] ¡La única forma que tengo de convertirme en una verdadera guarda es derrotarte y [wave amp=30 freq=10]conseguir tu sello[/wave]!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "¡Más vale que me enseñes tu mejor versión, novata!", + "FRANKIE_PART5_FRANKIE3": "¡Hasta he domado este lobgancho para que me ayude! ¿Qué me dices? ¿Aceptas mi desafío?", + "FRANKIE_PART5_FRANKIE7": "Solo quería ver si estabas a la altura de tu leyenda. [pause]¡Y no me has decepcionado!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía yo que tú ibas a ser duro de pelar.", + "FRANKIE_PART5_FRANKIE3_OPTION2": "¡No pienso darte ni pizca de ventaja!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía yo que tú ibas a ser dure de pelar.", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía yo que tú ibas a ser dura de pelar.", + "FRANKIE_PART5_FRANKIE5": "Por eso es por lo que he querido luchar primero con los otros 12 guardas de élite.", + "FRANKIE_PART5_FRANKIE5_OPTION1": "¡¿Eh?!", + "FRANKIE_PART5_FRANKIE5_OPTION2": "¿Que has hecho qué?", + "FRANKIE_PART5_FRANKIE6": "Lo has oído bien: ¡[wave amp=30 freq=10]Ya cumplo los requisitos[/wave] para ser guarda!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "¡Por supuesto! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "¡Hasta la vista, guarda de élite!", + "FRANKIE_PART5_FRANKIE8.m": "¡Hasta la vista, guarda de élite!", + "FRANKIE_PART5_FRANKIE8.n": "¡Hasta la vista, guarda de élite!", + "FRANKIE_TOWN_HALL_INTERACT1": "¡Hola, {player}! ¡Aquí ando, intentando ponerme al día con los rumores antes de volver a salir de patrulla!", + "FRANKIE_TOWN_HALL_INTERACT2": "¡Eh, {player}! ¿Tienes alguna misión para esa pupila tan prometedora que tienes? Me refiero a mí, claro.", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]¡Guarda![/shake] [pause]¡Has venido a detenerme, ¿eh?!", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]¡Porfa, deja que me encargue de tus peticiones del tablón de anuncios!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "Ahora no.", + "VIN_PART1_VIN1_OPTION1": "Algo así.", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]¡Guarda![/shake] [pause]¡Has venido a detenerme, ¿eh?!", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]¡Guarda![/shake] [pause]¡Has venido a detenerme, ¿eh?!", + "VIN_PART1_VIN1_OPTION2": "¡Es mi deber!", + "VIN_PART3_VIN8.n": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", + "VIN_PART1_VIN3": "¡Apoyarse en otros para luchar es de [wave amp=30 freq=10]cobardes[/wave]!", + "VIN_PART1_VIN2": "¡Vale! [pause]Pues si vas a luchar conmigo, ¡que sea uno contra uno!", + "VIN_PART1_KAYLEIGH4": "No te preocupes, {player}. Por esta vez, me quedo en el banquillo. ¡Puedes ocuparte de este tío sin mí!", + "VIN_PART1_MEREDITH4.n": "¿Una pelea uno contra uno? A por él, tú. No lo dudes ni un momento, {player}, que le puedes de sobra.", + "VIN_PART1_MEREDITH4.f": "¿Una pelea uno contra uno? A por él, tú. No lo dudes ni un momento, {player}, que le puedes de sobra.", + "VIN_PART1_MEREDITH4.m": "¿Una pelea uno contra uno? A por él, tú. No lo dudes ni un momento, {player}, que le puedes de sobra.", + "VIN_PART1_EUGENE4.m": "Dale duro, colega. Para enfrentarte al nota este no te hace falta mi ayuda.", + "VIN_PART1_EUGENE4.f": "Dale duro, colega. Para enfrentarte al nota este no te hace falta mi ayuda.", + "VIN_PART1_EUGENE4.n": "Dale duro, colega. Para enfrentarte al nota este no te hace falta mi ayuda.", + "VIN_PART1_FELIX4": "¿Qué opinas, {player}? ¿Quieres enseñarle a este tío quién manda aquí?", + "VIN_PART1_VIOLA4.f": "Al parecer, esta pendencia es tuya y de nadie más, mi querida {player}. No te preocupes, tengo fe en tu victoria.", + "VIN_PART1_VIOLA4.m": "Al parecer, esta pendencia es tuya y de nadie más, mi querido {player}. No te preocupes, tengo fe en tu victoria.", + "VIN_PART1_VIOLA4.n": "Al parecer, esta pendencia es tuya y de nadie más, mi queride {player}. No te preocupes, tengo fe en tu victoria.", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]¿«Uno contra uno»?… ¡Pues aprovecharé para descansar![/wave]", + "VIN_PART1_VIN5.m": "Ja. [pause]Eres fuerte para ser un cobarde…", + "VIN_PART1_VIN6": "¡Pero no podrás atraparme! [wave amp=30 freq=10]Ahora me ves, ¡y ahora no![/wave]", + "VIN_PART1_VIN5.f": "Ja. [pause]Eres fuerte para ser una cobarde…", + "VIN_PART1_VIN5.n": "Ja. [pause]Eres fuerte para ser une cobarde…", + "VIN_PART1_KAYLEIGH7": "Hay que reconocer que corre bastante. Seguro que la próxima vez le echamos el guante, {player}.", + "VIN_PART1_MEREDITH7.m": "Se ha esfumado en un abrir y cerrar de ojos. Ya lo pillaremos la próxima vez, tú.", + "VIN_PART1_MEREDITH7.n": "Se ha esfumado en un abrir y cerrar de ojos. Ya lo pillaremos la próxima vez, tú.", + "VIN_PART1_MEREDITH7.f": "Se ha esfumado en un abrir y cerrar de ojos. Ya lo pillaremos la próxima vez, tú.", + "VIN_PART1_EUGENE7": "Para los humos que se gasta, ha tardado poco en echar a correr.", + "VIN_PART1_FELIX7": "Corre que se las pela, el figura. Seguro que tarde o temprano nos volvemos a cruzar.", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]Pues le han faltado piernas para salir corriendo…[/wave]", + "VIN_PART1_VIOLA7": "Raudo ha sido en hacer mutis por el foro. Mas habrán de cruzarse de nuevo su camino y el nuestro.", + "VIN_PART2_VIN2": "¡Los malditos guardas siempre estáis metiéndoos donde no os llaman!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]¡Otra vez tú![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]¡Pienso librar a la gente de la tiranía de los guardas de Villapuerto![/shake]", + "VIN_PART2_VIN3": "¡Vamos, lucha conmigo, uno contra uno!", + "VIN_PART2_VIN4": "Ja. Nunca me pillaréis. Y yo nunca me rendiré.", + "VIN_PART3_VIN1.m": "Vaya, qué sorpresa. [pause]¡Los guardas han enviado a su [wave amp=30 freq=10]fiel lacayo[/wave] para que me busque otra vez!", + "VIN_PART3_VIN1_OPTION1": "¡Oye! ¡Me llamo {player}!", + "VIN_PART3_VIN1.f": "Vaya, qué sorpresa. [pause]¡Los guardas han enviado a su [wave amp=30 freq=10]fiel lacaya[/wave] para que me busque otra vez!", + "VIN_PART3_VIN1.n": "Vaya, qué sorpresa. [pause]¡Los guardas han enviado a su [wave amp=30 freq=10]fiel lacaye[/wave] para que me busque otra vez!", + "VIN_PART3_VIN2": "…", + "VIN_PART3_FELIX5": "A ver, ¿entonces el ladronzuelo este es parte de la secta rara esa?", + "VIN_PART3_VIN3": "O sea…", + "VIN_PART3_VIN4.f": "… ¡Que tú eres [wave amp=30 freq=10]la deicida despiadada[/wave] que ha causado todo esto! ¡Eres la que dejó morir al hermano Cooper!", + "VIN_PART3_VIN4.n": "… ¡Que tú eres [wave amp=30 freq=10]le deicida despiadade[/wave] que ha causado todo esto! ¡Eres le que dejó morir al hermano Cooper!", + "VIN_PART3_VIN4.m": "… ¡Que tú eres [wave amp=30 freq=10]el deicida despiadado[/wave] que ha causado todo esto! ¡Eres el que dejó morir al hermano Cooper!", + "VIN_PART3_VIN4_OPTION1.n": "¿Deicida?", + "VIN_PART3_VIN4_OPTION1.f": "¿Deicida?", + "VIN_PART3_VIN4_OPTION1.m": "¿Deicida?", + "VIN_PART3_MEREDITH5": "Es un sectario, {player}. Debe de estar cabreado por lo de Luctifer, el tío ese al que le disteis la paliza Kayleigh y tú.", + "VIN_PART3_VIN4_OPTION2": "¡Yo no hice nada de eso!", + "VIN_PART3_KAYLEIGH5": "¿Eres de los Hijos del Llanto?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]Creo que tiene una idea equivocada de lo que has estado haciendo en Nueva Wirral, {player}…[/wave]", + "VIN_PART3_EUGENE5": "¡Oye! ¡Que, de no ser por {player}, habría muerto mucha gente además de Dorian!", + "VIN_PART3_VIOLA5": "¡Andas errado, ladrón!", + "VIN_PART3_VIN6.f": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", + "VIN_PART3_VIN6.m": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", + "VIN_PART3_VIN7": "Cuando nuestro guía fue [wave amp=30 freq=10]asesinado a sangre fría[/wave], los guardas empezaron enseguida a «ofrecernos ayuda». Sí, claro.", + "VIN_PART3_VIN6.n": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", + "VIN_PART3_VIN8.f": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", + "VIN_PART3_KAYLEIGH9": "Lo has entendido todo mal. [pause]¡Fue Dorian el responsable de todo lo que tuvo que padecer vuestra comunidad!", + "VIN_PART3_VIN8.m": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", + "VIN_PART3_VIN10": "Las cintas vírgenes y pegatinas que robo… ¡serán para organizar nuestra resistencia!", + "VIN_PART4_JACQUELINE11": "Ni mucho menos. Para mí la muerte de Dorian fue como un despertar.", + "VIN_PART4_VIN1": "Déjame en paz…", + "VIN_PART4_VIN2": "Aaah…", + "VIN_PART4_VIN3": "Esa bestia me ha pillado por sorpresa…", + "VIN_PART4_VIN4": "¿Por qué… [pause]has hecho eso, {player}?", + "VIN_PART4_VIN5_OPTION1": "¡Estás equivocado!", + "VIN_PART4_VIN5.n": "Podrías haber dejado que me pudriera ahí mismo, igual que hiciste con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", + "VIN_PART4_VIN5.f": "Podrías haber dejado que me pudriera ahí mismo, igual que hiciste con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", + "VIN_PART4_VIN5.m": "Podrías haber dejado que me pudriera ahí mismo, igual que hiciste con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]¡¿Vin?![/shake] [pause]¿Eres tú el responsable de todo esto?", + "VIN_PART4_VIN5_OPTION2": "¡Yo no dejé morir a Dorian!", + "VIN_PART4_JACQUELINE7": "Cuando Ianthe me dijo que alguien estaba robando de las provisiones que los guardas habían asignado a la comuna, ¡no se me habría ocurrido pensar que fueras a ser tú!", + "VIN_PART4_VIN8": "¿Que las habían…[pause] asignado… [pause]a la comuna? [pause]¿A nuestra comuna?", + "VIN_PART4_JACQUELINE9": "¡Pues claro, idiota!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]Villapuerto le ofrece a todo el mundo la oportunidad de empezar de cero. ¡Que me lo digan a mí![/wave]", + "VIN_PART4_VIN10": "Pero los guardas… se hicieron con el control, ¿no? Y te obligaron a colaborar [pause]y todo eso… ¿No?", + "VIN_PART4_JACQUELINE15": "Fui yo quien buscó ayuda para la comuna, e Ianthe fue muy amable al proporcionárnosla.", + "VIN_PART4_JACQUELINE13": "Solo ahora, al mirar atrás, soy capaz de ver las cosas tal y como eran en realidad.", + "VIN_PART4_JACQUELINE12": "Cuando estaba con nosotros… Cuando estaba [wave amp=30 freq=10]al mando[/wave]…, era como vivir hipnotizada. No era capaz de ver con claridad lo que estaba pasando a mi alrededor.", + "VIN_PART4_KAYLEIGH14": "Jacqueline…", + "VIN_PART4_JACQUELINE16": "Ahora mismo te estarías muriendo de hambre si no fuera por ella. Dorian nos hizo arrasar nuestros sembrados para poder llegar hasta ese arcángel.", + "VIN_PART4_VIN17": "…", + "VIN_PART4_JACQUELINE18": "Vamos, hay que llevarte a casa para que puedas descansar.", + "VIN_PART4_JACQUELINE19": "{player}, [pause]Lo siento mucho.", + "VIN_PART4_JACQUELINE20": "Conozco a Vin desde que llegó a Nueva Wirral. No es mal chico, lo que pasa es que… [pause]está muy mal informado.", + "VIN_PART4_JACQUELINE21": "Voy a organizar una reunión de toda la comuna para aclararlo todo. Esto no volverá a ocurrir.", + "VIN_PART4_JACQUELINE22": "Por favor, dile a Ianthe lo mucho que le agradezco su ayuda.", + "VIN_PART5_VIN1": "Hola, {player}.", + "VIN_PART5_VIN2": "Cuando me salvaste de esa fusión salvaje, me vi obligado a cuestionármelo todo.", + "VIN_PART5_VIN3": "Siento haber liado la que lie, pero…, [pause]en el fondo, lo hice porque quería ayudar a mi comunidad.", + "VIN_PART5_VIN4": "¡Así que me he unido a los guardas para hacer precisamente eso! Y para compensaros por mis errores, claro.", + "VIN_PART5_KAYLEIGH5": "¡Estupendo! [pause]¡Me alegro mucho de que le hayas dado un giro a tu vida, Vin!", + "VIN_PART5_EUGENE5": "Parece que has encontrado tu propia causa. Te has ganado mi respeto.", + "VIN_PART5_MEREDITH5": "Pues me parece que tienes mucho trabajo por delante, tú.", + "VIN_PART5_FELIX5": "Me alegro de ver que has cambiado de verdad.", + "VIN_PART5_VIN6": "¡Y ahora me veo obligado a desafiarte para conseguir tu sello! [pause]¡Vamos, lucha conmigo, [wave amp=30 freq=10]uno contra uno[/wave], {player}!", + "VIN_PART5_VIOLA5": "A buen fin no hay mal principio.", + "VIN_PART5_VIN7_OPTION1": "¡Pues sí!", + "VIN_PART5_VIN7": "Maldita sea… No tienes piedad ni de tus amigos, ¿eh?", + "VIN_PART5_VIN7_OPTION2": "Quien bien te quiere te hará llorar.", + "VIN_PART5_VIN8": "Menos mal que aún hay otros 12 guardas de élite a los que puedo retar para conseguir sellos.", + "VIN_PART5_VIN9": "La próxima vez que me veas, {player}, ¡seré oficialmente guarda!", + "VIN_TOWN_HALL_INTERACT1.m": "¡Eh, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", + "VIN_TOWN_HALL_INTERACT1.f": "¡Eh, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", + "VIN_TOWN_HALL_INTERACT1.n": "¡Eh, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", + "VIN_AND_FRANKIE_FRANKIE5": "Mi lobgancho se ha escapado.", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]¡Quién iba a imaginar que esos dos se iban a acabar haciendo amigos![/wave]", + "VIN_AND_FRANKIE_VIN2": "Hola, {player}. ¡Por fin he terminado mi entrenamiento y soy oficialmente guarda!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", + "VIN_AND_FRANKIE_KAYLEIGH3": "¡En la vida se me habría ocurrido que esos dos fueran a acabar haciendo buenas migas!", + "VIN_AND_FRANKIE_MEREDITH3": "¿Esos dos se han hecho colegas? Supongo que es normal.", + "VIN_AND_FRANKIE_EUGENE3": "Je. ¿Ahora esos dos se han hecho amigos?", + "VIN_AND_FRANKIE_VIOLA3": "Jamás habría imaginado que la amistad pudiera brotar entre dos personas tan diferentes.", + "VIN_AND_FRANKIE_FELIX3": "No sabía que vosotros dos os conocierais. Normal, al final, la isla es bastante pequeña.", + "VIN_AND_FRANKIE_FRANKIE4": "Bueno, yo también tengo una noticia…", + "VIN_AND_FRANKIE_FRANKIE6": "La guarda de élite Cybil dice que los monstruos salvajes no son buenos animales de compañía, pero… [pause]Yo estoy segura de que es por el [i]fanfic[/i] que escribí sobre él.", + "VIN_AND_FRANKIE_FRANKIE7": "¡No pasa nada! ¡A Vin, mi nuevo [wave amp=30 freq=10]mejor amigo[/wave], no le importan esas cosas!", + "VIN_AND_FRANKIE_VIN8": "¿Qué es un [i]fanfic[/i], {player}? No me lo quiere decir…", + "VIN_AND_FRANKIE_FRANKIE9": "¡¡¡Aaaaah!!!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Mejor en otro momento.", + "VIN_AND_FRANKIE_FRANKIE10.m": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué me dices?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "¡Claro, vamos!", + "VIN_AND_FRANKIE_FRANKIE10.n": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué me dices?", + "VIN_AND_FRANKIE_FRANKIE10.f": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué me dices?", + "VIN_AND_FRANKIE_FRANKIE11": "Porras… [pause]¡Hemos perdido otra vez!", + "VIN_AND_FRANKIE_VIN12": "No estés triste, Frankie. No se puede ganar siempre.", + "VIN_AND_FRANKIE_VIN13": "{player}, antes de fusionarme con Frankie, no entendía que apoyarse en los demás no es muestra de debilidad.", + "VIN_AND_FRANKIE_VIN14": "Cuando unimos fuerzas, somos más que la suma de ambas partes. [pause]De eso se trata, ¿no?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]¡¡¡Y así es como la valiente heroína propició la redención del antihéroe y su desarrollo personal gracias al poder del amor!!![/wave]", + "VIN_AND_FRANKIE_VIN16": "Espera… [pause]¡¿Qué…?!", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]¡Je, je, je![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "¡Hasta la vista, {player}!", + "POWER_STATION_WALLACE1.m": "Ahí dentro ya está todo listo, camarada.", + "POWER_STATION_WALLACE1.f": "Ahí dentro ya está todo listo, camarada.", + "POWER_STATION_WALLACE1.n": "Ahí dentro ya está todo listo, camarada.", + "POWER_STATION_DREADFUL1": "¡No tengáis tanta prisa!", + "POWER_STATION_DREADFUL4": "Bueno, ¿le enseñamos quién manda, o qué?", + "POWER_STATION_DREADFUL2": "¡Este es mi territorio, {player}! Si va a haber una pelea en mi zona favorita, yo quiero estar al tanto de todo.", + "POWER_STATION_DREADFUL7_OPTION1": "¡Vamos allá!", + "POWER_STATION_DREADFUL3": "¡Agarraos, que vienen curvas! ¡Hay ahí una bestia bien grande y con pinta de ser poco amigable!", + "POWER_STATION_DREADFUL5": "¡Buf, menudo combate! Vosotros echad un vistazo, que yo tengo que recuperar el aliento.", + "POWER_STATION_DREADFUL6": "Vosotros echad un vistazo, que yo tengo que recuperar el aliento.", + "POWER_STATION_DREADFUL7.m": "{player}, ¿seguro que sabes lo que haces?", + "POWER_STATION_DREADFUL7.f": "{player}, ¿seguro que sabes lo que haces?", + "POWER_STATION_DREADFUL7_OPTION2": "Mejor esperamos.", + "POWER_STATION_NOTE1": "«10-10-1957, 04:00\\nHe pasado la noche en vela con las doctoras Egle y Eteria diseñando nuevos experimentos que llevar a cabo en el reactor de fusión. Nos hemos concentrado tanto que hemos perdido la noción del tiempo. ¡A ratos parecía que éramos una sola entidad, cuya atención estaba fija en el reactor!».", + "POWER_STATION_DREADFUL7.n": "{player}, ¿seguro que sabes lo que haces?", + "POWER_STATION_NOTE3": "«10-10-1957, 07:00\\n¡Del reactor ha surgido un ser que se hace llamar \\\"Helia\\\"! Los termopares han registrado una caída inmediata de la temperatura del núcleo, de modo que… supongo que volvemos a estar seguras. \\\"Helia\\\" se parece un poco al diagrama de un átomo de helio, con dos anillos que representan la órbita de sus electrones…».", + "POWER_STATION_NOTE2": "«10-10-1957, 05:15\\nAlgo raro pasa en el reactor. ¡La temperatura del núcleo no deja de aumentar! ¡Hemos encendido los ventiladores para mejorar la circulación del aire, pero no ha servido de nada! Si esto sigue así, estamos fritas. ¡Literalmente!».", + "POWER_STATION_NOTE5": "«11-10-1957, 03:05\\nHemos seguido la sugerencia de Helia y hemos combinado un folclorrible, un mascarascabel, un manistratega y un [CLASIFICADO], que el Ministerio de Suministros ha obtenido de un zoológico de la zona. Helia no parece satisfecha con el resultado. ¿No era eso lo que quería? ¿Quizás esperaba que hubiéramos usado bestias vivas?».", + "POWER_STATION_NOTE4": "«10-10-1957, 07:30\\nHelia dice que, de algún modo, la hemos creado, o invocado. Ahora nos está explicando cómo hacer que el funcionamiento de nuestro reactor sea viable. Y dice que después quiere hablarnos de otros tipos de fusión… ¿A qué otros tipos puede referirse?».", + "POWER_STATION_NOTE6": "«11-10-1957, 08:00\\n¡¿Qué hemos hecho?! ¡La fusión inestable está fuera de control! ¡No deja de duplicarse! ¡El ministerio ha sellado el edificio para que no escape, pero ahora yo estoy atrapada dentro! ¡Que la Merlínea me ampare!».", + "POWER_STATION_HELIA_HELIA1": "AH, GRACIAS POR DESHACEROS DE LOS EXPERIMENTOS FALLIDOS DE MIS PROGENITORAS.", + "POWER_STATION_HELIA_HELIA2": "RESULTA BASTANTE COMPLICADO ELIMINAR ESAS FUSIONES INESTABLES UNA VEZ QUE EMPIEZAN A REPLICARSE.", + "POWER_STATION_HELIA_HELIA3": "¿QUÉ TE TRAE AQUÍ, {player.to_upper}?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "¿Me conoces?", + "POWER_STATION_HELIA_HELIA4": "TE CONOZCO MUY BIEN. ¿CUÁNTAS VECES TE HAS FUSIONADO YA?\\n\\nALLÍ DONDE HAY FUSIONES, ESTOY YO.", + "POWER_STATION_HELIA_HELIA5": "SOY HELIA, EL PROCESO DE LA FUSIÓN.", + "POWER_STATION_HELIA_KAYLEIGH6": "¿Entonces eres tú quien está creando las fusiones salvajes?", + "POWER_STATION_HELIA_MEREDITH6": "Ah, conque sí había un responsable de las fusiones salvajes…", + "POWER_STATION_HELIA_EUGENE6": "¿Tú eres la responsable de las fusiones salvajes?", + "POWER_STATION_HELIA_FELIX6": "¿Entonces las fusiones salvajes…?", + "POWER_STATION_HELIA_VIOLA6": "¡Entonces tú eres la causante de esos seres llamados fusiones salvajes!", + "POWER_STATION_HELIA_DOG6": "Grrr…", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]¿Tú eres… responsable de las fusiones salvajes?…[/wave]", + "POWER_STATION_HELIA_HELIA7": "¿«FUSIONES SALVAJES»?\\n[pause]\\nAH, SÍ.[pause] LAS ESTABLES.[pause] ESAS BESTIAS MARAVILLOSAS SON OBRA MÍA.", + "POWER_STATION_HELIA_HELIA8": "ENTIENDO POR QUÉ ESTÁIS AQUÍ. PERCIBO CÓMO AUMENTA VUESTRO POTENCIAL PARA LA FUSIÓN, LO CUAL SOLO PUEDE SIGNIFICAR…", + "POWER_STATION_HELIA_HELIA11": "NO OS HARÍA NINGÚN BIEN ACABAR CON LA FUSIÓN. ¿ES QUE NO OS DAIS CUENTA?", + "POWER_STATION_HELIA_HELIA9": "QUE HABÉIS VENIDO A LUCHAR, ¿ME EQUIVOCO?", + "POWER_STATION_HELIA_HELIA10": "YA BASTA.", + "POWER_STATION_HELIA_HELIA13": "YO SOY QUIEN DA FORMA A LA VIDA. CUANDO LOS ÁTOMOS INERTES SE UNEN PARA FORMAR CÉLULAS VIVAS, ESO ES OTRO TIPO DE FUSIÓN.\\n\\nCUANDO LAS CÉLULAS INDIVIDUALES SE UNEN PARA ORIGINAR FORMAS DE VIDA INTELIGENTES Y MULTICELULARES, AHÍ ESTOY YO TAMBIÉN.", + "POWER_STATION_HELIA_HELIA12": "YO SOY QUIEN HACE POSIBLE LA VIDA. LAS PLANTAS, DE LAS CUALES DEPENDÉIS PARA SOBREVIVIR, OBTIENEN SU ENERGÍA A PARTIR DE LA FUSIÓN NUCLEAR QUE SE PRODUCE EN EL CORAZÓN DE VUESTRA ESTRELLA.", + "POWER_STATION_HELIA_HELIA14": "SIN MÍ, SIN FUSIÓN, NO EXISTIRÍA LA VIDA.", + "POWER_STATION_HELIA_KAYLEIGH15": "¡Tus «bestias maravillosas» están poniendo en peligro Villapuerto!", + "POWER_STATION_HELIA_EUGENE15": "¡Venga ya! ¡Podemos apañárnoslas perfectamente sin tus «bestias maravillosas»!", + "POWER_STATION_HELIA_MEREDITH15": "Pues siento tener que decírtelo, pero tus «bestias maravillosas» le están haciendo daño a la gente.", + "POWER_STATION_HELIA_FELIX15": "¿No podrías al menos dejar de hacer más «bestias maravillosas»?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]El problema es… que tus «bestias maravillosas» están poniendo a la gente en peligro…[/wave]", + "POWER_STATION_HELIA_VIOLA15": "Conozco el fenómeno de la «fusión» que se da en Nueva Wirral, pero ¿qué es todo eso que has dicho de las estrellas y las células?", + "POWER_STATION_HELIA_HELIA16": "COMO YA HE DICHO, SOY EL PROCESO DE LA FUSIÓN.\\n\\nNO SOY SU CAUSA.", + "PARTNER_INTERACT_M_E1_EUGENE5": "No, digo qué es lo que has dicho [wave amp=30 freq=10]después de eso[/wave].", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, CUANDO TE FUSIONAS CON {partner.to_upper}, NO ES PORQUE TE DIGA QUE LO HAGAS.\\n\\nYO SOLO SOY EL MEDIO QUE LO PERMITE.", + "POWER_STATION_HELIA_HELIA18": "CUANDO HAY UN ASESINATO, NO SE CULPA A LA MUERTE.", + "POWER_STATION_HELIA_HELIA18_OPTION1": "¿Y a quién culpamos entonces?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "Pues tienes que ayudarnos…", + "POWER_STATION_HELIA_HELIA19": "EN ÚLTIMA INSTANCIA, LA CAUSA DE LAS «FUSIONES SALVAJES» ES LA ENTIDAD QUE TRANSPORTA SIN CESAR FRAGMENTOS DE OTROS MUNDOS A ESTA TIERRA.\\n[pause]\\nESA QUE ME TRAJO A MÍ, Y A TI, Y A TODOS LOS DEMÁS HUMANOS A ESTE LUGAR.", + "POWER_STATION_HELIA_HELIA20": "LA MERLÍNEA. LA QUE VIVE EN LAS PROFUNDIDADES.", + "POWER_STATION_HELIA_KAYLEIGH21": "¿La Merlínea? {player}, esto no me gusta un pelo…", + "POWER_STATION_HELIA_MEREDITH21.f": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea, tú.", + "POWER_STATION_HELIA_MEREDITH21.m": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea, tú.", + "POWER_STATION_HELIA_MEREDITH21.n": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea, tú.", + "POWER_STATION_HELIA_EUGENE21": "¡Perfecto! ¡Pues vamos a darles de puñetazos a unos cuantos trenes!", + "POWER_STATION_HELIA_FELIX21": "Ah. ¿Entonces todo esto es cosa de la red viaria?", + "POWER_STATION_HELIA_VIOLA21": "¡No nos ha de derrotar un simple laberinto, {player}!", + "POWER_STATION_HELIA_DOG21": "Grrr…", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]¡¿La Merlínea?! Esto pinta mal, {player}…[/wave]", + "POWER_STATION_HELIA_HELIA27": "DEBO PEDIRTE QUE TENGAS CUIDADO CON LA VOLUNTAD QUE MANIFIESTES.\\n\\nÁLEF AÚN PODRÍA VOLVER.", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "Vamos a ir a hablar con la Merlínea.", + "POWER_STATION_HELIA_HELIA22": "UNA COSA MÁS ANTES DE QUE TE VAYAS, {player.to_upper}.\\n\\nCUANDO LUCHASTE CONTRA ÁLEF, MANIFESTASTE EL ESPÍRITU DE LA REBELDÍA, MORGANTA. ¿NO ES ASÍ?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "Por fin alguien me da una respuesta.", + "POWER_STATION_HELIA_DREADFUL29": "Buena suerte con la Merlínea, {player}. Eso mejor lo dejo en tus manos.", + "POWER_STATION_HELIA_HELIA22_OPTION1": "Sí, ¿por qué?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "Así lo hicimos, sí.", + "POWER_STATION_HELIA_HELIA23": "LA ESPADA QUE EMPUÑAS TIENE DOBLE FILO.", + "POWER_STATION_HELIA_HELIA24": "DE LA FUSIÓN, O DE CUALQUIER OBRA HECHA POR UN GRUPO AL QUE MUEVE UN SOLO OBJETIVO, SE PUEDE DECIR QUE «EL PRODUCTO ES MAYOR QUE LA SUMA DE LAS PARTES».", + "POWER_STATION_HELIA_HELIA26": "DURANTE NUESTRO COMBATE, HE PERCIBIDO EN TU CORAZÓN LA SEMILLA DE LA CONQUISTA.", + "POWER_STATION_HELIA_HELIA25": "LA DIFERENCIA ENTRE EL TODO Y LA SUMA DE LAS PARTES ES EL EGREGOR, O «ARCÁNGEL».\\n\\nLOS EGREGORES SON PEQUEÑOS Y DÉBILES EN UN PRIMER MOMENTO, PERO UNA VOLUNTAD DIRIGIDA LO BASTANTE INTENSA PUEDE PERMITIRLES MANIFESTARSE DE FORMA INDEPENDIENTE, EJERCER PODER O TOMAR EL CONTROL.", + "POWER_STATION_HELIA_DREADFUL28": "¡Casi nada! [pause]Más me vale ir a informar de todo esto a Ianthe.", + "MERLINE_MEETING_MAGIKRAB1A": "{player}, la Merlínea te aguarda. Acompáñame, si eres tan amable, al andén A.", + "POWER_STATION_HELIA_DREADFUL30": "No sé… [pause]Me pregunto si Helia tuvo algo que ver con el incendio que arrasó Nueva Londres hace tantos años…", + "MERLINE_MEETING_MAGIKRAB2": "A continuación, la Merlínea hablará a través de mí.", + "MERLINE_MEETING_MAGIKRAB1B": "{player}, la Merlínea te aguarda. Acompáñame, si eres tan amable, al andén A de la estación de Villapuerto.", + "MERLINE_MEETING_MAGIKRAB3.m": "¡Considérate muy afortunado, {player}! La Merlínea no desciende a este plano muy a menu…", + "MERLINE_MEETING_MAGIKRAB3.n": "¡Considérate muy afortunade, {player}! La Merlínea no desciende a este plano muy a menu…", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}, LA MERLÍNEA DESEA AGRADECERTE TU PARTICIPACIÓN EN LA DERROTA DE ÁLEF, SU ALUMNO DESCARRIADO.", + "MERLINE_MEETING_MAGIKRAB3.f": "¡Considérate muy afortunada, {player}! La Merlínea no desciende a este plano muy a menu…", + "MERLINE_MEETING_MERLINE5": "LA HUMANIDAD ESTÁ A PUNTO DE ENFRENTARSE A UN DESAFÍO DE PROPORCIONES NUNCA ANTES VISTAS. EL RESULTADO ES AÚN INCIERTO.", + "MERLINE_MEETING_MERLINE6": "LA MERLÍNEA TENÍA CURIOSIDAD POR VER SI A TU ESPECIE LE ERA POSIBLE SUPERAR SU PROPENSIDAD NATURAL A LA GUERRA.", + "MERLINE_MEETING_MERLINE7": "AL DERROTAR A ÁLEF, LA MANIFESTACIÓN DE LA CONQUISTA, HAS CUMPLIDO TU COMETIDO EN EL RITO Y AHORA ERES LIBRE DE MARCHARTE.", + "MERLINE_MEETING_MERLINE7_OPTION1": "Fue gracias a la ayuda de Morganta.", + "MERLINE_MEETING_MERLINE7_OPTION2": "Ya, pero Morganta…", + "MERLINE_MEETING_MERLINE8": "AH, SÍ, MORGANTA. LA ANTIGUA AMANTE DE ÁLEF.", + "MERLINE_MEETING_KEYLEIGH9": "¿La amante… de Álef?", + "MERLINE_MEETING_VIOLA9": "…", + "MERLINE_MEETING_MEREDITH9": "¿La amante de Álef? ¿En serio?", + "MERLINE_MEETING_EUGENE9": "¡¿Qué?!", + "MERLINE_MEETING_FELIX9": "¿Es la amante de Álef?", + "MERLINE_MEETING_MERLINE11": "¿QUÉ ES EL ESPÍRITU DE LA REBELDÍA SIN UNA FUERZA CONTRA LA QUE REBELARSE? ¿QUÉ ES EL REY DE LA CONQUISTA SIN NADIE A QUIEN CONQUISTAR?", + "MERLINE_MEETING_MERLINE10": "LA REBELDÍA Y LA CONQUISTA NO SIEMPRE HAN SIDO ENEMIGAS.", + "MERLINE_MEETING_MERLINE14": "LA MANIFESTACIÓN DE MORGANTA DURANTE TU COMBATE CON ÁLEF NO QUITA MÉRITO A LO QUE TÚ HICISTE PARA DERROTARLO.", + "MERLINE_MEETING_MERLINE13": "ANTAÑO INCLUSO TUVIERON UN HIJO, ¿LO SABÍAS?", + "MERLINE_MEETING_MERLINE12": "EL REY ROJO Y LA REINA BLANCA ESTÁN ATRAPADOS EN UN CONSTANTE CICLO DE MUERTE Y RESURRECCIÓN, DE OPOSICIÓN Y UNIDAD. SON EL MOTOR QUE HACE GIRAR LA RUEDA DE LA HISTORIA DE LA HUMANIDAD.", + "MERLINE_MEETING_MERLINE15": "MÁS BIEN AL CONTRARIO: FUE TU VOLUNTAD LA QUE LA INVOCÓ, Y COLABORANDO EVITASTEIS EL RETORNO DE ÁLEF AL COSMOS.", + "MERLINE_MEETING_MERLINE16_OPTION1": "¡Tienes que detener a las fusiones salvajes!", + "MERLINE_MEETING_MERLINE16": "DI LO QUE PIENSAS, {player.to_upper}. LA MERLÍNEA SABE QUE DESEAS PEDIRLE ALGO.", + "MERLINE_MEETING_MERLINE17": "LA MERLÍNEA PODRÍA DETENER A LAS «FUSIONES SALVAJES».", + "MERLINE_MEETING_MERLINE18": "SIN EMBARGO, NO SERÍA JUSTO PRIVAR A OTROS DE LAS MISMAS OPORTUNIDADES QUE HABÉIS TENIDO VOSOTROS, {player.to_upper}.", + "MERLINE_MEETING_MERLINE21": "ES ALLÍ DONDE SE OS NECESITA A VOSOTROS Y AL ESPÍRITU DE LA REBELDÍA.", + "MERLINE_MEETING_MERLINE20": "YA HACE TIEMPO QUE DEBERÍAIS HABER VUELTO A VUESTRO MUNDO, {player.to_upper} Y {partner.to_upper}.", + "MERLINE_MEETING_MERLINE19": "LA HUMANIDAD DEBE ENFRENTARSE A SITUACIONES DE VIDA O MUERTE PARA PODER CRECER EN OTROS ASPECTOS Y NO SOLO EN NÚMERO.", + "MERLINE_MEETING_MAGIKRAB23": "Esto… ¿Qué estábamos haciendo? Es como si los últimos minutos se me hubieran borrado de la mente.", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "La Merlínea estaba hablando a través de ti.", + "MERLINE_MEETING_MAGIKRAB22": "Ah, {player}.", + "MERLINE_MEETING_MAGIKRAB24.m": "¡Considérate muy afortunado, {player}! La Merlínea no desciende a este plano muy a menudo.", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Oye, [pause]quería preguntarte una cosa, Felix: ya sé que haces dibujos, pero ¿también diseñas tatuajes?", + "MERLINE_MEETING_KAYLEIGH25": "En fin… A lo mejor Ianthe sabe qué hacer.", + "MERLINE_MEETING_MAGIKRAB24.f": "¡Considérate muy afortunada, {player}! La Merlínea no desciende a este plano muy a menudo.", + "MERLINE_MEETING_MAGIKRAB24.n": "¡Considérate muy afortunade, {player}! La Merlínea no desciende a este plano muy a menudo.", + "MERLINE_MEETING_MEREDITH25": "Esto no ha salido como yo esperaba.", + "MERLINE_MEETING_EUGENE25": "Bueno, puede que haya sido mejor no luchar esta vez. Ya sabes lo que había dicho Helia sobre Álef…", + "MERLINE_MEETING_FELIX25": "¿Tú crees que ha dicho la verdad? Sobre lo de que nuestro mundo nos necesita…", + "MERLINE_MEETING_VIOLA25": "Quizás la «Merlínea» haya dicho la verdad.", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]No lo entiendo… ¿Para qué te necesita a ti la Merlínea? Está claro que es más poderosa que cualquier humano… Qué raro…[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "¿En el teléfono? [pause]¿Es alguna cosa para hablar con la gente, o algo?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "No entiendo nada.", + "PARTNER_INTERACT_K_M1_MEREDITH2": "¿Qué es eso de «inter net»? [pause]¡La mitad de la gente de Villapuerto se pasa el día quejándose de lo mucho que lo echa de menos!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Ya sabes, [pause]internet. [pause]En el ordenador, o en el teléfono…", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Eh… ¿En qué año dices que estabais en tu mundo cuando acabaste aquí, [pause]Meredith?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "En 1989. ¿Por qué lo dices?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "¡Ah! [pause]Vale, ya entiendo por qué a veces parece que tenemos un problema de sincronización.", + "PARTNER_INTERACT_K_E1_EUGENE2": "No es nada personal. [pause]Es que yo voy por libre. [pause]Soy un lobo solitario. [pause]No puedo permitir que las reglas de una organización me limiten.", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "No lo entiendo, Eugene. [pause]Te encanta todo ese rollo de «ayudar a la gente», [pause]pero, sin embargo, ¿no quieres unirte a los guardas como he hecho yo?", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Yo no creo que sea eso. [pause]¡A mí me parece que tienes miedo de no superar la prueba de acceso!", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]¡Q-qué va, no es eso![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "Pues no lo he hecho nunca… [pause]¿Por qué?, ¿es que quieres hacerte uno?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "No sé… [pause]Creo que, en teoría, me gusta la idea de tatuarme.", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Pero en la práctica, [pause]me parece que soy demasiado indecisa. [pause]No sería capaz de lanzarme con algo tan permanente.", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, quería preguntarte…", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "¿De dónde has sacado esa chaqueta sin mangas? [pause]¡Nunca había visto nada parecido en Nueva Wirral!", + "PARTNER_INTERACT_K_V1_VIOLA3": "Cuando las olas me arrastraron a la arena de esta isla recóndita, [pause]encontré tirada en la playa una casaca militar vieja.", + "PARTNER_INTERACT_K_V1_VIOLA4": "Las mangas me quedaban muy anchas, [pause]así que me limité a arrancárselas.", + "PARTNER_INTERACT_K_V1_VIOLA5": "Debo reconocer que le he cogido bastante aprecio.", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Cómo molas… La verdad es que ahora mismo incluso me resultas un poco atractiva.", + "PARTNER_INTERACT_K_V1_VIOLA7": "¿Me estás por ventura confesando un amor imperecedero, [pause]mi querida Kayleigh?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "¡Oye, [pause]que tampoco es tan fácil conquistarme!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "Tengo bastante trabajo acumulado en el taller, [pause]pero ahora mismo me parece que va a ser que nanay.", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]¿Quién es un perro guapo? ¡Tú eres un perro guapo! ¡Sí, tú![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "¡Guau, guau!", + "PARTNER_INTERACT_M_E1_EUGENE2": "¡Pues claro![pause] ¡A veces hay que saber tomarse un descanso, [pause]colega!", + "PARTNER_INTERACT_M_E1_EUGENE3": "…[pause][pause] Espera, [pause]¿qué acabas de decir?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "Eh… [pause]¿Que tengo trabajo acumulado en el taller?", + "PARTNER_INTERACT_M_E1_EUGENE7": "¿Existe de verdad esa palabra? [pause]¿«Nanay»?", + "PARTNER_INTERACT_M_E1_MEREDITH6": "¿Que va a ser que nanay?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "Ah, [pause]pues… [pause]Sí, claro. [pause]Cuando quieres decir que no a algo, pues eso, que «nanay».", + "PARTNER_INTERACT_M_E1_EUGENE9": "Vale, entendido. [pause]Pues procuraré tener la mente abierta y tolerar las cosas raras que dices de vez en cuando.", + "PARTNER_INTERACT_M_E1_MEREDITH10": "Creo que le voy a decir «nanay» a toda esta conversación.", + "PARTNER_INTERACT_M_F1_FELIX2": "¡Sí! [pause]¿Qué solías escuchar cuando estabas en tu mundo?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "¿Mis gustos musicales, dices?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "Esa pregunta es muy amplia. [pause]A ver, me gustan los grupos en los que ninguno de los miembros aguanta a los demás.", + "PARTNER_INTERACT_M_F1_MEREDITH5": "Así son mis gustos. Específicos.", + "PARTNER_INTERACT_M_V1_VIOLA1": "He de confesarte, [pause]mi querida Meredith, [pause]que la forma que tienes de ataviarte es distinta a cualquier cosa que haya visto antes, [pause]ya sea en mi tierra o en esta.", + "PARTNER_INTERACT_M_F1_FELIX4": "Vaya, eso es bastante específico.", + "PARTNER_INTERACT_M_D1_DOG1": "¡Guau!", + "PARTNER_INTERACT_M_V1_VIOLA3": "No es mi intención injuriarte. [pause]Diríase que no te preocupa estar en consonancia con la apariencia de quienes te rodean. [pause]Eso denota una enorme confianza en ti misma.", + "PARTNER_INTERACT_M_V1_MEREDITH2": "No estoy segura de si eso es un cumplido o no.", + "PARTNER_INTERACT_M_V1_VIOLA4": "¡Te considero, pues, bastante admirable en ese sentido, [pause]mi querida Meredith!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "Ah, eh… [pause]Gracias, tú.", + "PARTNER_INTERACT_M_D1_MEREDITH2": "Te gusta que te rasquen la barriga, [pause]¿eh?", + "PARTNER_INTERACT_E_F1_FELIX2": "Más o menos. [pause]Pero, en el fondo…, [pause]no fue solo eso. [pause]Si me hubiera ido a trabajar a otro sitio, habría tenido [wave amp=30 freq=10]otros jefes[/wave] dándome órdenes sin parar.", + "PARTNER_INTERACT_E_F1_EUGENE1": "¿Y dices que te fuiste de tu trabajo [pause]porque tus jefes no paraban de mangonearte?", + "PARTNER_INTERACT_E_F1_FELIX3": "La única manera de romper el ciclo era trabajar por mi cuenta. [pause]Se acabaron los jefes.", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]¡Eso es![/shake] [pause]¡Así se habla! [pause]¡Se acabaron los jefes! ¡Tienes que vivir según tus propias reglas, [pause]colega!", + "PARTNER_INTERACT_E_F1_FELIX5": "Aunque mis expectativas laborales se han visto bastante perjudicadas últimamente. [pause][pause]Yo creo que tiene que ver con lo de haberme caído por un agujero del espacio-tiempo y haber acabado viviendo en una isla llena de monstruos.", + "PARTNER_INTERACT_E_V1_EUGENE1": "Dices que acabaste en Nueva Wirral después de que una tormenta hiciera naufragar tu barco, [pause]¿no?", + "PARTNER_INTERACT_E_F1_EUGENE6": "¿A quién no le ha pasado eso alguna vez?", + "PARTNER_INTERACT_E_V1_VIOLA2": "Sí, [pause]así es.", + "PARTNER_INTERACT_E_V1_EUGENE3": "Y que estás buscando a Sebastián, tu hermano gemelo…", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Te has montado aquí un buen espacio, tú. Pelín vacío, pero no está mal.", + "PARTNER_INTERACT_E_V1_EUGENE4": "Todo eso me resulta de lo más familiar, y no sé por qué. [pause]¿Eres famosa? [pause]¿Nos conocemos de antes?", + "PARTNER_INTERACT_E_V1_VIOLA5": "Te aseguro que no soy nadie de fama o interés. [pause]En cuanto a si nos conocíamos, [pause]no albergo ninguna duda de que me acordaría de alguien con tanto arrojo como tú, [pause]Eugene.", + "PARTNER_INTERACT_E_V1_EUGENE6": "Supongo que sí. [pause]Aun así, [pause]tu historia me suena muchísimo…", + "PARTNER_INTERACT_E_D1_EUGENE5": "¿Eres algo así como un… [pause]perro mágico parlante [pause]de otro mundo?", + "PARTNER_INTERACT_E_D1_DOG2": "¡Guau!", + "PARTNER_INTERACT_E_D1_EUGENE1": "Conque eres un perro.", + "PARTNER_INTERACT_F_D1_FELIX1": "Tienes un ladrido muy potente para ser tan pequeño, [pause]¿no?", + "PARTNER_INTERACT_E_D1_EUGENE3": "Pero puedes usar un walkman para transformarte en monstruo, igual que los demás.", + "PARTNER_INTERACT_E_D1_DOG4": "¡Guau, guau!", + "PARTNER_INTERACT_E_D1_DOG6": "¡Guau!", + "PARTNER_INTERACT_E_D1_EUGENE7": "Ya. [pause]Supongo que no.", + "PARTNER_INTERACT_F_V1_FELIX2": "Bueno, es verdad que llevar una vida de libertad es importante para mí, [pause]pero navegar por los siete mares no es exactamente lo que tenía planeado.", + "PARTNER_INTERACT_F_V1_VIOLA1": "Sin duda, [pause]Felix, [pause]debes de haber ansiado alguna vez la libertad que da la mar. [pause]Navegar hasta tierras que ahora mismo no son ni tan siquiera una mota de polvo en el horizonte.", + "PARTNER_INTERACT_F_V1_FELIX5": "Supongo que no.", + "PARTNER_INTERACT_F_V1_FELIX3": "Ahora bien, [pause]trabajar por mi cuenta y vivir según mis propias reglas, [pause]eso sí que me suena bien.", + "PARTNER_INTERACT_F_V1_VIOLA4": "Quizás también pudieras hallar satisfacción en la mar. [pause]¡Nunca lo sabrás con certeza hasta que hayas zarpado!", + "PARTNER_INTERACT_F_D1_DOG2": "¡Guau!", + "PARTNER_INTERACT_V_D1_DOG2": "¡Guau!", + "PARTNER_INTERACT_V_D1_VIOLA1": "¡Qué mundo tan curioso! [pause]¡Pensar que en él hay animales tan especiales como tú!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Qué suerte tengo de vivir tan cerca de la playa, ¿eh?", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "¿De verdad no tenía un sitio más aburrido en el que quedarme atrapada que este pueblo?", + "PASSIVE_OVERWORLD_1_0_EUGENE": "Este pueblecito es bastante apañado, ¿no te parece?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "Aquí es muy fuerte el olor a mar… Es un olor al que estoy más que acostumbrada.", + "PASSIVE_OVERWORLD_1_0_FELIX": "No hay nada como estirar las piernas por un paseo marítimo, ¿eh?", + "PASSIVE_OVERWORLD_1_0_DOG": "¡Guau, guau!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Te has montado aquí un buen espacio, tú. Pelín vacío, pero no está mal.", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Espero que te guste tu casa, {player}…", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Te has montado aquí un buen espacio, tú. Pelín vacío, pero no está mal.", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Conque esta es tu casa. ¡No está nada mal, colega!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Conque aquí es donde vives, ¿eh?", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Ya veo que aún no has habitado mucho tiempo este lugar.", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]Tú casa es muy bonita, {player}…[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]Tú casa es muy bonita, {player}…[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]Tú casa es muy bonita, {player}…[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", + "PASSIVE_EUGENEHOME_MEREDITH": "¿Eugene tiene un gimnasio improvisado en casa? Sabe que en el ayuntamiento hay uno de verdad, ¿no?", + "PASSIVE_EUGENEHOME_FELIX": "Aquí vive Eugene. Tiene un gimnasio casero muy apañado.", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Ah, ¿quieres que me quede a dormir, {player}?", + "PASSIVE_EUGENEHOME_EUGENE": "Pues sí, esta es mi casa. El cuartel general de Eugene. Mi cueva. Mi base de operaciones.", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Conque te ha dado por enseñarle tu casa a tu novio, ¿eh?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "¿Entonces lo que querías es que pasáramos aquí el rato a solas, tú y yo?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "¡Tú casa está impecable! Espero que no hayas limpiado solo para que viniera yo.", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "¿Deseabas, quizás, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "¿Deseabas, quizás, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "¿Deseabas, quizás, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]Siempre es un placer visitar tu casa, {player}…[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "Quizás deberíamos departir con los amables mercaderes de Villapuerto.", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "Luego es un tostón sacar la arena que se me mete en las botas. No me gusta nada.", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "La playa me recuerda a cuando aparecí por primera vez en Nueva Wirral…", + "PASSIVE_OVERWORLD_2_0_EUGENE": "¡Este parece un sitio muy bueno para ponerse a hacer flexiones!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "He puesto el pie en las costas de muchas tierras, pero esta es, quizás, la más extraña de todas.", + "PASSIVE_OVERWORLD_2_0_FELIX": "Es muy tranquilo y agradable este sitio, si pasamos por alto los cangrejos monstruosos gigantes.", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]El mar… Me pregunto qué habrá más allá de esta isla…[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "Aquí podemos comprar pegatinas para nuestras formas de monstruo. ¿Quieres echar un vistazo?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "¡A lo mejor estos tipos tienen algo que nos venga bien para nuestros incesantes combates por la justicia!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "¿Por qué no preguntamos a los vendedores de pegatinas, {player}? ¡A lo mejor tienen algo que nos sirva!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]¿Por qué no compramos alguna pegatina nueva?…[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "Ah, qué bien, nuevas pegatinas para los monstruos.", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "[wave amp=30 freq=10]Supongo[/wave] que cruzar este puente es mejor que empaparme las botas de agua estancada…", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "El guarda Mort Ero y su equipo de albañiles expertos construyeron este puente no hace mucho.", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "Este puente lo construyeron codo con codo los ciudadanos de Villapuerto. ¡A mí me parece que mola bastante!", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Este camino es bastante estrecho. ¡Mantén el equilibrio, {player}!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "Se ve mi rostro reflejado en las aguas del estanque. Qué hermoso.", + "PASSIVE_OVERWORLD_5_-5_FELIX": "Es bonito este puente, ¿no te parece?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "A mí este camino tan estrecho no me hace ninguna gracia, tú.", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]¡Qué puente tan mono![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "A mí este camino tan estrecho no me hace ninguna gracia, tú.", + "PASSIVE_OVERWORLD_8_0_EUGENE": "Este camino es bastante estrecho, ¿no?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "A mí este camino tan estrecho no me hace ninguna gracia, tú.", + "PASSIVE_OVERWORLD_8_0_VIOLA": "Vigila donde pisas. Este paso es por demás estrecho.", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Los cementerios siempre me han dado un poco de repelús, y este no es una excepción…", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]¡Mira bien donde pisas, {player}![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "El camino es un poco estrecho. Procura no caerte.", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Los cementerios resultan bastante melancólicos. A mí me gustan.", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "Me da muy mal rollo que los monstruos con pinta de esqueleto tengan que estar precisamente aquí…", + "PASSIVE_OVERWORLD_-4_0_FELIX": "Si hay una parte de la isla por la que no me gustaría tener que pasearme solo de noche, es esta.", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "Ojalá pueda marcharme de estas tierras algún día para no tener que acabar descansando bajo una lápida colocada en este lugar.", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "{player}, podríamos activar este interruptor si encontráramos algún imán por aquí.", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]Qué sensación tan extraña… Me siento como en casa…[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Para activar este interruptor hace falta un imán activo, tú.", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "¡Échale un ojo a ese interruptor! Seguro que podríamos activarlo si encontráramos algún imán cerca…", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "No creo que podamos activar este interruptor pisándolo nosotros mismos. Vamos a echar un vistazo por la zona…", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Qué curioso es este mecanismo. Da la impresión de que es parte de un todo…", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]Me pregunto si podremos hacer algo con ese botón…[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "¿Cómo habrá acabado aquí esta iglesia?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "La estructura de esa iglesia parece bastante inestable…, así que sugiero que entremos.", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "A esa iglesia le hace falta una buena restauración. O seis.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]Ese edificio… parece imponente, aunque, a la vez, tiene un aspecto triste…[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Esta iglesia ha conocido tiempos mejores…", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "Esa iglesia parece antigua. Me gustaría hacer un boceto de ella.", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Sería posible subir por esta pared para alcanzar esa plataforma con la habilidad Bola de Tallos Calabaceros.", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Si alguna vez me hace falta metal oxidado, supongo que sé [wave amp=30 freq=10]exactamente[/wave] dónde puedo encontrarlo.", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "La Costa del Hierro Fundido… Villapuerto aprovecha mucho metal del que llega a las costas a causa de los naufragios.", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "Qué espesa es esta niebla. Ahora mismo podría darme de bruces con un montón de chatarra casi sin darme cuenta.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]Me ha parecido ver algo moverse bajo el agua hace un momento…[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Aúúúúú…[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Más nos vale atravesar sin demora esta niebla y este aire tan sucio.", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "¡¿Esta isla flota en el aire?! ¡¿Qué clase de sitio es este?!", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "No tenía ni idea de que hubiera una isla flotando en el aire aquí, en Nueva Wirral. ¿La estarían escondiendo las nubes?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Pues no sé cómo lo verás tú, pero yo nunca he oído a ninguno de los guardas de élite hablar de que hubiera una isla flotando en el aire aquí, en Nueva Wirral…", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "Esto parece sacado de una novela de fantasía, ¿no?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "¡Porras! ¡Ahora me voy a llenar las botas de agua del pantano!", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]¿Acaso esta isla flota en el aire?…[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Una tierra situada por encima de las nubes… Un prodigio más que me deja sin saber qué decir.", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Otra cosa no, pero lo que es barro, este pantano tiene para aburrir.", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "Buf, me voy a hacer un asco las deportivas moviéndome entre todo este barro.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", + "PASSIVE_OVERWORLD_MARSH_FELIX": "Los árboles de esta zona son enormes, ¿eh?", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "¡Un bosque! Me pregunto qué encontraremos aquí.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]Esta agua fangosa me va a dejar los zapatos hechos un asco…[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "No bajes la guardia, {player}. A saber qué tipo de monstruos habrá escondidos en este bosque…", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Todo este polen hace que me pique la nariz.", + "PYLON_HINT_MEREDITH3": "A lo mejor hay algún monstruo por aquí con habilidades magnéticas que nos puedan servir. Deberíamos echar un vistazo por la zona.", + "PASSIVE_OVERWORLD_FOREST_FELIX": "Seguro que aquí tiene que haber monstruos que no vivan en ningún otro sitio.", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "Presta atención, {player}. ¿Oyes el coro de las aves entre los árboles?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]¡Qué grandes son los árboles de aquí! Y parece que el aire me hace estornudar…[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Estas son las ruinas de Nueva Londres…", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Ah, conque las historias eran ciertas. Resulta que sí había cerca un pueblo abandonado. Da miedo y todo.", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Este sitio me pone los pelos de punta.", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Las ruinas de estos edificios están carbonizadas. ¿Será que este pueblo ardió, o algo así?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]Aquí antes vivía gente…, ¿no?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "El viento que sopla en este lugar trae ecos de muerte y destrucción.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "¡Ah, los cerezos en flor son maravillosos!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Voy a hacer lo posible por fingir que no he visto [wave amp=30 freq=10]nuestro nombre[/wave] en esas lápidas, ¿vale?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Vaya, pues es bastante mono el prado este.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "Aquí el aire tiene un aroma muy agradable, ¿verdad?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "Este prado es precioso, ¿no te parece?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]Hay pétalos en el aire… Este sitio es precioso…[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "La belleza reina en esta tierra, pero no sería sensato bajar la guardia.", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "¡Brrr! ¡Espero no acabar cogiendo un resfriado por estar aquí!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Hace un pelín de frío aquí, ¿no?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Tengo que reconocer que tengo bastante frío.", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "¡Nunca había visto setas como estas! Son imponentes, ¿eh?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Tendría que haberme traído un abrigo…", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "¡No pienso permitir que este invierno repentino me cause descontento!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]Aquí hace bastante frío… A lo mejor debería haberme puesto más ropa…[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Esas setas gigantes le dan a este sitio un ambiente así como de discoteca inquietante.", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Menudas setas, ¿eh, colega?", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "¡Cómo molan estas setas! Debería hacer un boceto de ellas.", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]Qué bonitas son esas setas brillantes…[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "¿Eso son setas? La flora y fauna de este lugar nunca dejan de sorprenderme.", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "¿Es mi nombre ese que está escrito ahí?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Ah, genial. Lápidas que dejan mal cuerpo. Esto pinta bien.", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Esto no es sino un burdo intento de llenarnos el corazón de temor. No te dejes amilanar.", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "No me hacen demasiada gracia esas lápidas tan chungas con nuestro nombre escrito.", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]¿Pone «Sol» en esa piedra?…[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "¿A cuánta distancia habremos caído?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "¿A cuánta distancia habremos caído?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "¿A cuánta distancia habremos caído?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Bueno, ¿y ahora qué?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]Ha sido una buena caída…[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "Buf, menudo subidón de adrenalina…", + "PASSIVE_DUNGEON_MEADOW_FELIX": "¿Dónde se supone que estamos?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "¿En qué clase de trampa hemos caído?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Me pregunto de dónde vendrá esta agua…", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "¿Hay agua aquí abajo? ¿De dónde viene?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Un canal, ¿eh? Me pregunto de dónde viene el agua.", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "¿Esa agua proviene de la superficie o de algún otro sitio?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]Me pregunto de dónde vendrá toda esta agua…[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Una corriente de agua… Quizás nos convendría buscar su origen.", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "¡De aquí es de donde sacan los guardas todas sus cintas! Mola, ¿eh?", + "PASSIVE_DUNGEON_MALL_FELIX": "Se hace bastante raro estar en un edificio tan grande en Nueva Wirral.", + "PASSIVE_DUNGEON_MALL_EUGENE": "En el mundo del que vengo, hay edificios vacíos como este por todo el país.", + "PASSIVE_DUNGEON_MALL_VIOLA": "Estremece hallarnos en un espacio tan grande y silencioso.", + "MEREDITH_PLATFORM_REACTION2_2.m": "Vamos a intentar que no nos afecte y terminar cuanto antes, tú.", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Me suena que, en el pasado, la gente del pueblo venía aquí a extraer minerales.", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]Este sitio me da una tremenda sensación de vacío…[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Seguro que aquí abajo encontramos monstruos fuertes. No bajes la guardia, colega.", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Se supone que antes esta cueva era una especie de mina, ¿no? Parece que ha conocido tiempos mejores.", + "PYLON_HINT_MEREDITH1.m": "Vaya, pues parece que hasta aquí hemos llegado, tú. [pause]Aunque, bien mirado…", + "PYLON_HINT_MEREDITH2": "¿Ves ese bloque azul de ahí arriba? [pause]Los he visto por toda la isla; emiten una atracción magnética constante.", + "PYLON_HINT_MEREDITH1.n": "Vaya, pues parece que hasta aquí hemos llegado, tú. [pause]Aunque, bien mirado…", + "PYLON_HINT_MEREDITH1.f": "Vaya, pues parece que hasta aquí hemos llegado, tú. [pause]Aunque, bien mirado…", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Esta roca está muy resquebrajada. ¡Yo creo que podrías romperla con una acometida!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida, tú.", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida, tú.", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Esa roca tiene grietas por todas partes. ¡Seguro que puedes hacerla pedazos con una acometida!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida, tú.", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Esta piedra está en las últimas. No dudo que podría romperse si la golpeamos con suficiente brío.", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Esa roca está muy dañada. Apuesto a qué podrías destrozarla si le dieras un golpe a la velocidad adecuada.", + "PASSIVE_PYLON_KAYLEIGH": "La batería de ese poste brilla con un color raro. Yo diría que ahí podrías usar tu habilidad Electromagnetismo, {player}.", + "PASSIVE_PYLON_MEREDITH.m": "Ese poste parece bastante magnético. ¿Por qué no pruebas a usar tu Electromagnetismo junto a él, tú?", + "PASSIVE_PYLON_MEREDITH.f": "Ese poste parece bastante magnético. ¿Por qué no pruebas a usar tu Electromagnetismo junto a él, tú?", + "PASSIVE_PYLON_EUGENE": "El bloque azul que tiene ese poste de madera parece bastante magnético, ¿no?", + "PASSIVE_PYLON_MEREDITH.n": "Ese poste parece bastante magnético. ¿Por qué no pruebas a usar tu Electromagnetismo junto a él, tú?", + "PASSIVE_PYLON_FELIX": "Yo diría que puedes usar tu habilidad Electromagnetismo cerca de ese poste, {player}.", + "KAYLEIGH_STATION_REACTION2": "Vaya, es otra vieja estación de tren… No creas que se me ha olvidado la [wave amp=30 freq=10]primera vez[/wave] que descubrimos una de estas.", + "PASSIVE_PYLON_VIOLA": "Ese objeto metálico está dotado de un aura azulada de lo más curioso. ¿Tú también lo ves, {player}?", + "KAYLEIGH_STATION_REACTION3": "Ya empiezo a acostumbrarme a estas estaciones de tren viejas y polvorientas. Pero el silencio aún me pone bastante nerviosa.", + "MEREDITH_STATION_REACTION1": "¿Eh? [pause]¿Ahora resulta que esta isla tiene una red viaria subterránea? Yo diría que esto lleva [wave amp=30 freq=10]bastante tiempo[/wave] aquí…", + "MEREDITH_STATION_REACTION2": "Otra estación de tren subterránea, ¿eh? Me pregunto quién las habrá construido.", + "MEREDITH_STATION_REACTION3A": "Estas estaciones tienen un no sé qué muy raro. Dan la [wave amp=30 freq=10]impresión[/wave] de que las construyeron seres humanos, pero hay [wave amp=30 freq=10]algo[/wave] que no encaja.", + "MEREDITH_STATION_REACTION3B": "¿Ves por dónde voy, {player}?", + "EUGENE_STATION_REACTION1": "Pero ¡¿qué…?! [pause]¡¿Esto es una [shake rate=30 level=10]estación de tren[/shake]?! ¡Nadie había mencionado nunca que esto existiera en Nueva Wirral!", + "EUGENE_STATION_REACTION2": "Otra estación de tren, ¿eh? Está claro que esta isla tiene sus secretos.", + "EUGENE_STATION_REACTION3": "Cómo mola, puede que seamos los primeros que pisan este sitio en mucho tiempo.", + "FELIX_STATION_REACTION3": "Otra estación de tren ancestral. Algo tiene que haber pasado para que hayan empezado a emerger de repente, ¿no?", + "FELIX_STATION_REACTION1": "Espera, ¡¿esto es una estación de tren?! En el pueblo nadie la había mencionado nunca… ¿Será que la gente no sabe que está aquí?", + "FELIX_STATION_REACTION2": "Estas estaciones me ponen muy nervioso. Tengo la sensación de que no deberíamos estar aquí…", + "VIOLA_STATION_REACTION1": "Este lugar no resulta acogedor… Menos aún, si cabe, que el resto de estas extrañas tierras.", + "VIOLA_STATION_REACTION2": "El aire de este lugar me pesa en los pulmones. Veo con claridad que este lugar ha estado en letargo durante largo tiempo.", + "VIOLA_STATION_REACTION3": "Otro de esos lugares tan curiosos como antiguos. No me place la idea, no obstante, de que pasemos aquí más tiempo del necesario, {player}.", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]Este sitio… parece distinto al resto de Nueva Wirral…[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]Otro de esos túneles subterráneos extraños…[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]Estas instalaciones tan extrañas… estaban aquí desde el principio, antes que ninguna otra cosa… ¿No es así?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "Aquí la presión del aire es [shake rate=30 level=10]abrumadora[/shake]… Ya tuve esa sensación la primera vez que apareció Morganta…", + "KAYLEIGH_PLATFORM_REACTION1_2": "Es como si hubiera un sonido [shake rate=30 level=10]fortísimo[/shake] en el aire pero no fuera capaz de oírlo…", + "MEREDITH_PLATFORM_REACTION1_1": "Pero ¡¿qué clase de sitio es este?! [pause]Tengo una sensación como si algo me estuviera [wave amp=30 freq=10]empujando[/wave] en dirección contraria…", + "KAYLEIGH_PLATFORM_REACTION2_1": "Otra vez esa sensación. Es como si tuviera interferencias de radio en el cerebro…", + "KAYLEIGH_PLATFORM_REACTION2_2": "El aire me sabe a metal… Solo de estar aquí ya me duele la cabeza…", + "KAYLEIGH_PLATFORM_REACTION3_1": "Otra vez ese ambiente raro…", + "KAYLEIGH_PLATFORM_REACTION3_2": "Ya me estoy acostumbrando, pero me sigue dando dolor de cabeza…", + "MEREDITH_PLATFORM_REACTION1_2": "Es como si tuviera las típicas interferencias de la tele, pero en el cerebro…", + "VIOLA_PLATFORM_REACTION1_1.f": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", + "MEREDITH_PLATFORM_REACTION2_1": "Otra vez esa sensación tan [wave amp=30 freq=10]rara[/wave]… Y sigue siendo un asco.", + "MEREDITH_PLATFORM_REACTION2_2.n": "Vamos a intentar que no nos afecte y terminar cuanto antes, tú.", + "MEREDITH_PLATFORM_REACTION2_2.f": "Vamos a intentar que no nos afecte y terminar cuanto antes, tú.", + "MEREDITH_PLATFORM_REACTION3_2": "La clave está en no hacer caso cuando parece que tienes la cabeza a punto de [wave amp=30 freq=10]explotar[/wave].", + "MEREDITH_PLATFORM_REACTION3_1": "Creo que me estoy acostumbrando poco a poco a la sensación de estar en estos andenes.", + "EUGENE_PLATFORM_REACTION1_1": "¿Notas eso, {player}? Son como interferencias de radio… Solo que, en lugar de [wave amp=30 freq=10]oírlas[/wave], [pause]las [wave amp=30 freq=10]noto[/wave]…", + "EUGENE_PLATFORM_REACTION2_1": "Otra vez ese ambiente tan raro… ¿Lo notas?", + "EUGENE_PLATFORM_REACTION1_2": "Es muy chungo…", + "EUGENE_PLATFORM_REACTION2_2": "Me hace rechinar los dientes…", + "EUGENE_PLATFORM_REACTION3_1": "Ah, ya estamos otra vez con ese ambiente que me da [wave amp=30 freq=10]dolor de todo y de nada a la vez[/wave]. Eso nunca es buena señal.", + "EUGENE_PLATFORM_REACTION3_2": "No bajes la guardia, colega.", + "FELIX_PLATFORM_REACTION1_1": "¡Ah, cuernos! ¿Qué es ese ruido? [pause]No me refiero a un ruido que se pueda oír, no se si me explico… [pause]Es como si hubiera algo raro en el aire…", + "FELIX_PLATFORM_REACTION2_2": "Aquí se hace muy difícil [wave amp=30 freq=10]pensar[/wave]. [pause]¿A ti también te pasa?", + "FELIX_PLATFORM_REACTION1_2": "Estar en este sitio me produce una sensación [wave amp=30 freq=10]muy[/wave] desagradable…", + "FELIX_PLATFORM_REACTION2_1": "Otra vez esa [wave amp=30 freq=10]presencia[/wave]. Hace que se me erice el pelo.", + "FELIX_PLATFORM_REACTION3_1": "Otra vez [wave amp=30 freq=10]esa sensación tan desagradable[/wave]. Al menos a estas alturas ya casi me he acostumbrado.", + "FELIX_PLATFORM_REACTION3_2": "Bah, no, he cambiado de idea. No creo que pueda acostumbrarme [wave amp=30 freq=10]en la vida[/wave] a esto.", + "VIOLA_PLATFORM_REACTION1_1.m": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", + "VIOLA_PLATFORM_REACTION1_2": "¿No lo percibes tu también? Es como un mal que flota en el aire y dificulta la respiración.", + "VIOLA_PLATFORM_REACTION1_1.n": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", + "VIOLA_PLATFORM_REACTION2_1": "Esa horrible sensación ha vuelto, {player}. Me llena de terror y de amargura.", + "VIOLA_PLATFORM_REACTION2_2": "Avanzar se vuelve tan difícil como atravesar un océano…", + "VIOLA_PLATFORM_REACTION3_1": "Empiezo a estar acostumbrada a la sensación de hostilidad que emana de este lugar. No en vano, ¿acaso no nos hemos enfrentado ya varias veces a ella?", + "VIOLA_PLATFORM_REACTION3_2": "Pardiez, debemos avanzar. Hará falta más que un aura desagradable para detenerme.", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "Me produce la misma sensación horrible que tuve cuando luchamos contra Morganta… [pause]Como si lo estuviera mirando [wave amp=30 freq=10]de una forma incorrecta[/wave]…", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]Estar en este sitio me causa dolor, {player}…[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]Este sitio me da una sensación… que no me gusta nada, {player}…[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]Lo mejor será que nos vayamos tan pronto como podamos, ¿vale?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]Espero que no tengamos que estar aquí mucho tiempo…[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]Otra vez esa sensación en la cabeza… Duele…[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]Vamos a intentar no estar aquí más tiempo del imprescindible, {player}…[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "Es un [shake rate=30 level=10]arcángel[/shake]…", + "KAYLEIGH_ARCHANGEL_REACTION2": "Otro arcángel… Y mirarlo [shake rate=30 level=10]duele[/shake] tanto como ocurría con los demás.", + "KAYLEIGH_ARCHANGEL_REACTION3": "¡Un [shake rate=30 level=10]arcángel[/shake]! ¡Ten cuidado, {player}!", + "MEREDITH_ARCHANGEL_REACTION1_1": "Pero [shake rate=30 level=10]¡¿qué es eso?![/shake] [pause]¡¿Y por qué tiene una pinta tan… [shake rate=30 level=10]rara[/shake]?!", + "MEREDITH_ARCHANGEL_REACTION1_2": "Me duele la cabeza solo de mirarlo… [pause]{player}, es un [shake rate=30 level=10]arcángel[/shake], [pause]¿no?", + "MEREDITH_ARCHANGEL_REACTION2_2": "Y su aspecto, [pause]otra vez, es… [pause]Es como si fuera [shake rate=30 level=10]algo que mis ojos no estuvieran hechos para ver[/shake].", + "MEREDITH_ARCHANGEL_REACTION2_1": "E-es otro arcángel…", + "EUGENE_ARCHANGEL_REACTION1_2": "Supongo que es un [wave amp=30 freq=10]arcángel[/wave], ¿no?", + "EUGENE_ARCHANGEL_REACTION1_1": "¿Qué…? [pause]¿Cómo… [pause]puede ser que esa [wave amp=30 freq=10]cosa[/wave] tenga… [wave amp=30 freq=10]ese aspecto[/wave]? [pause]Me está rompiendo la sesera…", + "MEREDITH_ARCHANGEL_REACTION3": "Ah. [pause]Un arcángel. [pause]Nos hemos vuelto a meter [wave amp=30 freq=10]en la boca del lobo[/wave], ¿a que sí?", + "FELIX_ARCHANGEL_REACTION1_1": "Nunca había visto nada como esto… [pause]¿Qué pasa aquí, {player}? [pause]¡¿Por qué tiene [shake rate=30 level=10]esa pinta[/shake]?!", + "EUGENE_ARCHANGEL_REACTION2": "¡Es otro arcángel! [pause]Grrr, [pause]solo con mirarlo me da la sensación de que [wave amp=30 freq=10]no debería estar aquí[/wave]…", + "EUGENE_ARCHANGEL_REACTION3": "¡[shake rate=30 level=10]Un arcángel[/shake]! [pause]¡Prepárate, {player}!", + "FELIX_ARCHANGEL_REACTION1_2": "Debe de ser un [shake rate=30 level=10]arcángel[/shake]…", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "Te lo digo yo, jefa, ¡ese aprendiz sabe lo que hace!", + "FELIX_ARCHANGEL_REACTION2_1": "¡Otro arcángel! Hace falta valor incluso para mirarlo. Todo mi cuerpo me está [shake rate=30 level=10]chillando[/shake] que dé media vuelta y eche a correr.", + "FELIX_ARCHANGEL_REACTION2_2": "Es difícil de explicar, pero es como si estuviera [wave amp=30 freq=10]desenfocado[/wave], ¿no te parece?", + "FELIX_ARCHANGEL_REACTION3": "[wave amp=30 freq=10]Nunca[/wave] me voy a poder acostumbrar a la sensación de ver un arcángel…", + "VIOLA_ARCHANGEL_REACTION1_1": "¡[shake rate=30 level=10]Qué espíritu tan horrendo[/shake]! Nunca he visto nada igual… [pause]Es como si no estuviera [shake rate=30 level=10]destinado[/shake] a estar en este mundo.", + "VIOLA_ARCHANGEL_REACTION1_2": "Incluso [shake rate=30 level=10]mirarlo[/shake] parece una herejía.", + "VIOLA_ARCHANGEL_REACTION2": "¡Otro de esos espíritus que desafían a la razón! [shake rate=30 level=10]A duras penas[/shake] soy capaz de evitar apartar la mirada…", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "Te lo digo yo, jefa, ¡ese aprendiz sabe lo que hace!", + "VIOLA_ARCHANGEL_REACTION3": "{player}… ¡Es otro de esos [shake rate=30 level=10]espíritus malignos[/shake]! Esos a los que llamas «arcángeles».", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "Te lo digo yo, jefa, ¡esa aprendiz sabe lo que hace!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "¡Los chicos y yo nos quedamos [wave amp=30 freq=10]alucinados[/wave]! Me pasó por encima como una apisonadora.", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "¡Pues no es muy habitual verte tan impresionado con un aprendiz, Mort!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "¡Pues no es muy habitual verte tan impresionado con una aprendiz, Mort!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Bueno, es que tampoco solemos hacerles muy a menudo pruebas de combate. Lo que suelo hacer de pedirles que construyan un muro de ladrillo no es tan interesante para los espectadores…", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "¡Pues no es muy habitual verte tan impresionado con une aprendiz, Mort!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Y hablando de muros, ¡se acabó la hora del bocata! Tengo trabajo que hacer. ¡Hasta luego, jefa!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "¡Venga, Ianthe! ¡Tienes que contarme cómo era tu vida antes de venir a Nueva Wirral!", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "Pues… [pause]era una especie de detective, por así decirlo.", + "TOWN_HALL_SKIP_EVENT_SKIP3": "¡Hala! [pause]¿Y te pedían a menudo que buscaras objetos perdidos? Los forasteros suelen tener [wave amp=30 freq=10]un montón[/wave] de cosas; seguro que las pierden por todas partes, ¿no?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "La verdad es que normalmente mis encargos eran… [pause]un poco más importantes que eso.", + "TOWN_HALL_SKIP_EVENT_SKIP5": "Me conviene volver al trabajo y seguir rebuscando, pero la próxima vez que te vea, ¡[wave amp=30 freq=10]necesito[/wave] que me cuentes más!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "Para serte sincero, Ianthe, no creo que los demás guardas de élite [wave amp=30 freq=10]lo entiendan[/wave].", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Que no entiendan… ¿el qué, exactamente?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "¡Todo el rollo de [wave amp=30 freq=10]dormir[/wave], colega! ¡Mi rollo!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "¡No saben nada del mundo onírico, [pause]ni del inconsciente colectivo, [pause]ni de cómo todo eso afecta a este lugar!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Si te soy sincero, empiezo a sospechar que creen que soy un gandul.", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "A ver, es que [wave amp=30 freq=10]eres[/wave] un gandul.", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Je, je. No, si ya.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Gracias por apoyarme, jefa.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Gracias por apoyarme, jefa.", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "Uaaaaa… [pause]Todo este trato con otros humanos lo deja a uno agotado. Creo que voy a ir a echarme un rato.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Gracias por apoyarme, jefa.", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "Te lo digo en serio, Ianthe. La última tanda de aprendices no tiene lo que hay que tener. No entienden que la táctica importa [wave amp=30 freq=10]más[/wave] que transformarse en el monstruo que más miedo da.", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Los recién llegados tienen entusiasmo, eso ya es un buen principio. ¿Quién mejor para enseñarles tácticas de combate que un [wave amp=30 freq=10]experto[/wave] como tú?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Bueno, ¿y no es ese precisamente tu trabajo? [pause]¿Enseñárselo?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Ja. Veo donde quieres llegar. Me guardaré mi opinión…", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "De momento.", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "Es comprensible. La gente puede ser… [pause]desconcertante. [pause]Impredecible.", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]La cuestión es que me resulta difícil mostrar empatía por los problemas de la raza humana.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]Qué va. [pause]No estoy de acuerdo. Los humanos [wave amp=30 freq=10]no[/wave] son impredecibles. Es más, predecir su comportamiento es muy fácil.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Los seres humanos toman siempre la decisión más [shake rate=30 level=10]idiota[/shake] posible en cualquier situación, siempre que eso les suponga una ganancia a corto plazo, por [wave amp=30 freq=10]minúscula[/wave] que sea.[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Te agradezco la sinceridad de tu análisis, Cle-0.", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Los humanos no acostumbran a tomar decisiones basándose en las probabilidades, sino que las toman basándose en sus emociones.", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]¡Igual que yo! ¡Y son mis [wave amp=30 freq=10]emociones[/wave] las que me dicen que la humanidad es idiota [shake rate=30 level=10]por naturaleza[/shake] y que acabará por [shake rate=30 level=10]sembrar la semilla de su propia destrucción[/shake]![/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "En fin, hasta entonces, seguiremos agradeciendo los servicios que prestas como guarda.", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Pues vaya.[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "Es un milagro que tengamos siquiera agua corriente y energía limpia. A veces me preocupo pensando que las cosas podrían cambiar. Esta isla es [wave amp=30 freq=10]impredecible[/wave].", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "¡Pues eso al pueblo le viene de maravilla! Gracias por el informe, Ray.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "Y hasta ahí mi informe. Nuestros generadores hidroeléctricos funcionan a pleno rendimiento. Puede que nos haga falta cambiar alguna pieza en los próximos dos años, pero nada importante.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "¡No te calientes la cabeza, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "¡No te calientes la cabeza, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "¡No te calientes la cabeza, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "Lo que yo te diga, jefa; se está cociendo algo en el plano astral últimamente. Todos los fantasmas hablan de ello. ¡Dicen que hay unos cuantos [wave amp=30 freq=10]peces gordos[/wave] que han vuelto por sus fueros!", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Gracias, me quedo más tranquila. [pause]Está claro que tienes razón.", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "¿«Todos los fantasmas»?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "¡Pues claro! [pause]En el plano astral se puede encontrar [wave amp=30 freq=10]todo tipo[/wave] de espíritus, espectros y tulpas. ¿De dónde te crees que me llega la mejor información?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Si tú lo dices…", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "¡A la orden! [pause]Nuestro problema con las «fusiones salvajes» ha ido a más en los últimos meses. ¿Has visto las nubes densas de humo negro que hay en el aire últimamente? He llegado a la conclusión de que indican dónde se está formando un [wave amp=30 freq=10]enjambre[/wave].", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Bueno, ¿qué puedes contarme? Quiero un análisis completo.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "En una misión de reconocimiento, hace poco, me vi rodeada por un enjambre de gelatona. Puede que tuvieran superioridad numérica, ¡pero [wave amp=30 freq=10]no contaban con mi acero[/wave]!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Sin embargo, temo que nuestros guardas menos experimentados puedan subestimar esa amenaza y ponerse en peligro mortal. A lo mejor deberíamos hacer correr la voz sobre esos «enjambres de monstruos».", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "¡Eso es que tú me miras con buenos ojos! En fin, si me disculpas, tengo más trabajo por hacer. Las [wave amp=30 freq=10]fuerzas del mal[/wave] no descansan, así que yo tampoco puedo.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "¡Dalo por hecho! Tu información es tan valiosa como siempre, Gladiola.", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "¿Dime, la echas de menos? Me refiero a la vida en la gran ciudad.", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Me has dado… [pause]una respuesta un poco más detallada de lo que esperaba, jefa.", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "¡Porque yo, desde luego, sí!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Está claro que la vida allí era más [wave amp=30 freq=10]interesante[/wave]…, pero eso no significa que fuera [wave amp=30 freq=10]mejor[/wave].", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Pasé toda mi vida en una megametrópolis. Los únicos árboles que había visto eran artificiales. Y hacía tiempo que los rascacielos, con sus fachadas fluorescentes, habían eclipsado las estrellas.", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "La vida cada vez tenía menos valor y, para mantenerse con vida en un mundo tan cruel, había que endurecer el espíritu.", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Como puedes imaginar, al principio de [wave amp=30 freq=10]llegar[/wave] aquí, me llevó bastante tiempo acostumbrarme a este ritmo de vida.", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "¡No hay problema! Pasé cinco años dando una clase semanal de ejercicio cardiovascular. Si hay alguien capaz de sacar esto adelante, ¡esa soy [wave amp=30 freq=10]yo[/wave]!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "¡Además, podemos hacer que sea divertido! [pause]¿Por qué no hacemos [wave amp=30 freq=10]aeróbic[/wave]? ¡Seguro que Cybil puede encargarse de la música!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "A mí me parece que a los guardas les vendría bien un programa de entrenamiento para mantenerse en forma.", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "¡Parece buena idea! Suponiendo que puedas encargarte de organizarlo, claro.", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "¡Piénsalo! Siempre estás hablando de fomentar [wave amp=30 freq=10]actividades para la comunidad[/wave]… Pues ¿qué podría unir más a nuestros magníficos paisanos que tener una [shake rate=30 level=10]experiencia auditiva común[/shake] cada día?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "Si instaláramos altavoces por toda Villapuerto, ¡podría emitir música para [wave amp=30 freq=10]todo el pueblo[/wave] al mismo tiempo!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "No sé, Cybil. Sospecho que las gentes de aquí deben de tener gustos musicales bastante diferentes. No me extrañaría que acabara generando polémica.", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Ah. No te falta razón.", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]¡Así me gusta![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "Si llego a saber que la gente se iba a pasar toda la vida llamándome «Codi», me habría buscado un apodo mejor. [pause]Como Cortafuegos, [pause]u Omegabyte.", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Bueno, ¡pero tampoco he dicho que hubiera que descartarlo! [pause]Hacemos una cosa: si alguna vez Bas consigue encontrar unos cuantos altavoces en buen estado, propondré la idea en la próxima reunión vecinal.", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "Bueno, cambiarte de apodo es cosa tuya. Yo lo hice.", + "TOWN_HALL_CODEY_EVENT_CODEY3": "Espera… ¡¿No siempre te has llamado Ianthe?!", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "¡Pues no! En mi trabajo anterior, era más seguro tener un alias. Seguro que tú entiendes a lo que me refiero.", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "Ianthe es el nombre de una ninfa acuática de la mitología griega. Tuve que elegir un nombre deprisa y corriendo y me pareció que ese sonaba bien.", + "TOWN_HALL_CODEY_EVENT_CODEY6": "Vaya, veo que tú también tienes un buen puñado de secretos, ¿eh?", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "¡Pues no esperes que te vaya a contar nada más!", + "LENNA_ENCOUNTER_LENNA1.n": "Tú… [pause]¿Te haces llamar «heroíne»? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparade?", + "LENNA_ENCOUNTER_LENNA1.f": "Tú… [pause]¿Te haces llamar «heroína»? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparada?", + "LENNA_ENCOUNTER_LENNA1.m": "Tú… [pause]¿Te haces llamar «héroe»? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparado?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "Eh… ¿Se lo dices a {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroico.", + "LENNA_ENCOUNTER_MEREDITH2.m": "Eh… ¿Qué quieres decir con «preparado»?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "Eh… ¿Se lo dices a {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroique.", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "Eh… ¿Se lo dices a {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroica.", + "LENNA_ENCOUNTER_MEREDITH2.f": "Eh… ¿Qué quieres decir con «preparada»?", + "LENNA_ENCOUNTER_FELIX2": "Esta conversación ha empezado de forma bastante enigmática. Estoy intrigado, continúa.", + "LENNA_ENCOUNTER_EUGENE2": "Yo creo que es justo decir que tanto {player} como yo nos merecemos [wave amp=30 freq=10]por igual[/wave] el título de «héroe».", + "LENNA_ENCOUNTER_MEREDITH2.n": "Eh… ¿Qué quieres decir con «preparade»?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player}, creo que te los dice a ti…[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "Te ruego que no ocultes tu intención, sea cual sea.", + "LENNA_ENCOUNTER_LENNA2.m": "No, no percibo que seas un héroe.", + "LENNA_ENCOUNTER_LENNA3.n": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", + "LENNA_ENCOUNTER_LENNA2.f": "No, no percibo que seas una heroína.", + "LENNA_ENCOUNTER_LENNA3.m": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", + "LENNA_ENCOUNTER_LENNA2.n": "No, no percibo que seas une heroíne.", + "LENNA_ENCOUNTER_LENNA3.f": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", + "LENNA_ENCOUNTER_LENNA5.m": "Me llamo Lenna. Adelante, héroe, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "¿Preparado?", + "LENNA_ENCOUNTER_LENNA4.f": "¿Preparada?", + "LENNA_ENCOUNTER_LENNA4.n": "¿Preparade?", + "LENNA_ENCOUNTER_LENNA6.m": "Está bien, reconozco mi derrota. Buen combate, forastero.", + "LENNA_ENCOUNTER_LENNA5.f": "Me llamo Lenna. Adelante, heroína, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "Me llamo Lenna. Adelante, heroíne, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "Está bien, reconozco mi derrota. Buen combate, forastera.", + "LENNA_ENCOUNTER_KAYLEIGH7": "No te lo tomes a mal, pero me has parecido [wave amp=30 freq=10]muy[/wave] fuerte para ser humana. No serás… un arcángel, ¿verdad?", + "LENNA_ENCOUNTER_LENNA6.n": "Está bien, reconozco mi derrota. Buen combate, forastere.", + "LENNA_ENCOUNTER_MEREDITH7": "No creo yo que una humana normal pueda luchar [wave amp=30 freq=10]así[/wave] de bien. Desembucha, eres un arcángel, ¿verdad?", + "LENNA_ENCOUNTER_EUGENE7": "Oye, [pause]no te hagas la tonta con nosotros… Eres un arcángel, ¿verdad? ¡No hay humanos normales así de fuertes!", + "LENNA_ENCOUNTER_FELIX7": "Alguien tiene que decirlo, y voy a ser yo: Eres un arcángel, ¿verdad? Porque esa aura que tenías durante el combate era de arcángel a más no poder…", + "LENNA_ENCOUNTER_VIOLA7": "Barrunto que no nos estás contando toda la verdad, «Lenna».", + "LENNA_ENCOUNTER_7_OPTION1": "¿Eres un arcángel, Lenna?", + "LENNA_ENCOUNTER_LENNA8": "Lo soy. O, bueno, lo fui. Supongo que aún lo soy. [pause]Es una historia muy larga.", + "LENNA_ENCOUNTER_LENNA9": "Sin embargo, ahora vivo como humana.", + "LENNA_ENCOUNTER_7_OPTION2": "A ver… Eres un arcángel, ¿no?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "¿Se puede hacer eso?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "¿Eso es posible?", + "LENNA_ENCOUNTER_LENNA10": "¿Y por qué no? [pause]Nuestro origen no nos ata para siempre. Lo importante no es quién [wave amp=30 freq=10]fuimos[/wave], sino quién hemos elegido ser en el momento presente.", + "LENNA_ENCOUNTER_MEREDITH16": "Ah, pues vale. ¿Entonces solo has venido a Nueva Wirral de visita?", + "LENNA_ENCOUNTER_MEREDITH11": "Bueno, supongo que no te equivocas.", + "LENNA_ENCOUNTER_KAYLEIGH11": "¡Exacto! ¡En eso estamos [wave amp=30 freq=10]completamente[/wave] de acuerdo!", + "LENNA_ENCOUNTER_FELIX11": "Estoy completamente de acuerdo.", + "LENNA_ENCOUNTER_EUGENE11": "Eso es verdad. No puedo echarte en cara que seas quien eres.", + "LENNA_ENCOUNTER_LENNA12": "No te lo vas a creer, pero, en realidad, soy [wave amp=30 freq=10]maestra de escuela[/wave]. Mi misión aquí era ponerte a prueba, ¡y has superado el examen con matrícula de honor!", + "LENNA_ENCOUNTER_VIOLA11": "Así es, debo darte la razón en eso.", + "LENNA_ENCOUNTER_LENNA13": "Ah, se me ha olvidado preguntarte cómo te llamas…", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "¡Soy {player}!", + "LENNA_ENCOUNTER_LENNA14.m": "Ha sido un placer batirme contigo, {player}. Está claro que tienes madera de héroe.", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "Hay quien me llama {player}.", + "LENNA_ENCOUNTER_LENNA15": "En fin, debería irme ya. Amber me prometió llevarme de vuelta a casa cuando terminara, y le dije a Paige que no tardaría [wave amp=30 freq=10]mucho[/wave] en volver.", + "LENNA_ENCOUNTER_KAYLEIGH18": "Parece que por esta isla acaba pasando un montón de gente interesante, ¿no?", + "LENNA_ENCOUNTER_LENNA14.n": "Ha sido un placer batirme contigo, {player}. Está claro que tienes madera de heroíne.", + "LENNA_ENCOUNTER_LENNA14.f": "Ha sido un placer batirme contigo, {player}. Está claro que tienes madera de heroína.", + "LENNA_ENCOUNTER_KAYLEIGH16": "Vaya, parece que Amber conoce a un montón de gente, ¿eh?", + "LENNA_ENCOUNTER_EUGENE16": "¡¿Qué?! ¿Solo has venido a Nueva Wirral a hacer un [wave amp=30 freq=10]recado[/wave]?", + "LENNA_ENCOUNTER_VIOLA16": "Veo que tú también ansías volver con tus seres queridos. Sea pues, no te entretendremos más.", + "LENNA_ENCOUNTER_FELIX16": "¿Has venido a Nueva Wirral a cosa hecha para cumplir una misión? Pues ya son ganas…", + "LENNA_ENCOUNTER_LENNA17": "¡Hasta la próxima, {player}!", + "LENNA_ENCOUNTER_MEREDITH18": "Porras, no me ha dado tiempo a preguntarle si esos cuernos que tenía eran de verdad o era solo su pelo.", + "LENNA_ENCOUNTER_FELIX18": "En esta isla nunca tiene uno tiempo de aburrirse, ¿eh?", + "LENNA_ENCOUNTER_EUGENE18": "Seguro que ha pensado que yo también tengo «madera de héroe»… Lo que pasa es que se le ha olvidado decirlo en voz alta.", + "LENNA_ENCOUNTER_VIOLA18": "Buen viaje, Lenna del Reino Desconocido…", + "HARBOURTOWN_FLORIST_NAME": "Guarda inquieta", + "HARBOURTOWN_FLORIST1_OPTION1": "Sí.", + "HARBOURTOWN_FLORIST1": "Disculpa, ¿tú eres guarda?", + "HARBOURTOWN_FLORIST1_OPTION2": "Pues no.", + "HARBOURTOWN_FLORIST2": "¡Ah, estupendo! Yo también soy [wave amp=30 freq=10]compañera tuya[/wave]. Bueno, de momento soy aprendiz. ¿Te importaría echarme una mano?", + "HARBOURTOWN_FLORIST1_NO": "Ah, pues perdona por molestarte.", + "HARBOURTOWN_KAYLEIGH9": "¡Pues sí! ¡Y yo diría que ahora el pueblo está un poco más bonito, si cabe!", + "HARBOURTOWN_FLORIST3": "Tengo unos cuantos brotes que han preparado los Atata en su granja. Son para dejar más bonito el pueblo.", + "HARBOURTOWN_FLORIST4": "Lo que pasa es que… no se me da muy bien tomar decisiones. ¿Qué plantas quedarían mejor? ¡Es demasiado para mí!", + "HARBOURTOWN_FLORIST5": "¿Querrías ayudar a una compañera y plantar unos cuantos brotes en las jardineras que he repartido por el pueblo?", + "HARBOURTOWN_FLORIST5_OPTION1": "¡Claro, vamos!", + "HARBOURTOWN_FLORIST5_OPTION2": "Mejor en otro momento.", + "HARBOURTOWN_FLORIST5_NO": "No pasa nada. De verdad, no hay problema. Pero… si alguna vez cambias de idea, ya sabes dónde encontrarme.", + "HARBOURTOWN_FLORIST6": "¡Gracias! Toma, necesitarás esto…", + "HARBOURTOWN_FLORIST11": "¡Con tantas posibilidades me había quedado bloqueada!", + "HARBOURTOWN_FLORIST7": "He colocado 14 jardineras por todo el pueblo. ¡Avísame cuando las hayas usado todas!", + "HARBOURTOWN_FLORIST8": "Ah, ¿ya has terminado?", + "HARBOURTOWN_MEREDITH9": "Sí, ya hemos mejorado un poco la puntuación del pueblo en cursilería.", + "HARBOURTOWN_EUGENE9.m": "¡Eso es! Yo he dado apoyo moral, pero {player} se ha encargado de hacer el trabajo sucio.", + "HARBOURTOWN_EUGENE9.n": "¡Eso es! Yo he dado apoyo moral, pero {player} se ha encargado de hacer el trabajo sucio.", + "HARBOURTOWN_EUGENE9.f": "¡Eso es! Yo he dado apoyo moral, pero {player} se ha encargado de hacer el trabajo sucio.", + "HARBOURTOWN_FELIX9": "Hay que reconocer que ahora el pueblo pinta un poco mejor.", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]¡Ya está! ¡Villapuerto está más bonita que nunca![/wave]", + "HARBOURTOWN_FLORIST10": "¡[shake rate=30 level=10]Muchas gracias[/shake]! Con tantas posibilidades, ¡me había quedado bloqueada! Toma, ¡aquí tienes la recompensa por tu ayuda!", + "HARBOURTOWN_VIOLA9": "En efecto, hemos cumplido la misión. Y el pueblo se habrá de beneficiar de ello.", + "GAUNTLET_INTRO_MAGIKRAB1.m": "¡Ah, {player}! ¡Justo el humano a quien yo quería ver! ¡Tengo una… propuesta para ti!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "¡Ah, {player}! ¡Justo la humana a quien yo quería ver! ¡Tengo una… propuesta para ti!", + "GAUNTLET_INTRO_MAGIKRAB2": "Debes saber que la Merlínea no existe solo bajo esta isla. Sus trenes pasan por los muchos mundos [wave amp=30 freq=10]potenciales[/wave] que, de momento, no existen en sus incesantes viajes por todo el cosmos interconectado de los humanos.", + "GAUNTLET_INTRO_MAGIKRAB1.n": "¡Ah, {player}! ¡Justo le humane a quien yo quería ver! ¡Tengo una… propuesta para ti!", + "GAUNTLET_INTRO_MAGIKRAB4": "Pese a que esos seres tienen la apariencia familiar de humanos o monstruos corrientes, no se parecen a nada que hayas conocido hasta ahora. Puesto que existen solo de forma [wave amp=30 freq=10]potencial[/wave], no tienen ninguna influencia sobre la realidad o el canon.", + "GAUNTLET_INTRO_MAGIKRAB3": "Por supuesto, esos mundos [wave amp=30 freq=10]potenciales[/wave] están poblados por sus propios seres [wave amp=30 freq=10]potenciales[/wave], y algunos intentan colarse como polizones en Sus trenes.", + "GAUNTLET_INTRO_MAGIKRAB5": "Sin embargo, al igual que el potencial de alguien puede superar sus capacidades reales, estos seres potenciales son, a menudo, mucho más poderosos que los individuos reales con los que ya te has encontrado.", + "GAUNTLET_INTRO_MAGIKRAB6": "Pese a que eso no preocupa en absoluto a la magnífica Merlínea, a [wave amp=30 freq=10]mí[/wave] me resulta bastante molesto, ya que prefiero estar tranquilo cuando voy en tren.", + "GAUNTLET_INTRO_MAGIKRAB7": "Mi ojo cristalino me dice que los guardas estás buscando más «material fundido». ¿Es así?", + "GAUNTLET_INTRO_MAGIKRAB8": "En ese caso, te propongo un trato: si consigues vaciar unos cuantos vagones de esos seres potenciales tan [wave amp=30 freq=10]irritantes[/wave], te daré a cambio algo de «material fundido». ¿Qué te parece?", + "GAUNTLET_CAFE_HINT.v1.f": "Voy a darte un consejo: si te atascas en un vagón, puedo barajar el reto. ¡Solo tienes que salir y pedírmelo! De esta forma, tus rivales volverán a determinarse al azar y los modificadores de cada vagón cambiarán.", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "¡Estupendo!", + "GAUNTLET_INTRO_MAGIKRAB9": "¡Maravilloso! Si eso te motiva más, siempre puedes considerarlo un [wave amp=30 freq=10]entrenamiento especial[/wave]. ¡Así será más divertido!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "Pues bueno, pues vale…", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "¡Por favor, intenta llevar más cuidado, {player}!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "Se te nota en la mirada que te has encontrado con rivales nuevos. Si quieres, puedo barajar el reto para añadir esos nuevos adversarios a la lista.", + "GAUNTLET_ENTER_MAGIKRAB1": "¡Viajeros al tren!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "¡Por favor, intenta llevar más cuidado, {player}!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "¡Por favor, intenta llevar más cuidado, {player}!", + "GAUNTLET_CAFE_MAGIKRAB1": "He registrado tus avances, {player}. Si decides salir del reto, podrás empezar desde aquí la próxima vez.", + "GAUNTLET_CAFE_MAGIKRAB2": "¿Qué puedo hacer por ti, {player}?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "Me temo que aún no hay nada que puedas cobrar. ¡Primero tendrás que ganar unos cuantos combates!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "Necesito suministros.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "Si es suficiente, me cobraré directamente de tu próxima recompensa.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "Quiero cobrar mi recompensa.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "¡Solo tienes que salir por la misma puerta por la que has entrado!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "En ese caso, tu racha volverá a empezar desde cero. ¿Seguro que quieres hacerlo?", + "GAUNTLET_CAFE_HINT.v2.f": "Voy a darte un consejo: pon atención a los modificadores que estén activos en el siguiente vagón. Los modificadores de bonificación hacen más fuertes a tus rivales, mientras que los de penalización hacen más débiles a los miembros de tu grupo. ¡Ten siempre un plan antes de lanzarte a tu siguiente combate!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "En ese caso, tu racha volverá a empezar desde cero. ¿Seguro que quieres hacerlo?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "En ese caso, tu racha volverá a empezar desde cero. ¿Seguro que quieres hacerlo?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "Quiero acceder a mi colección de cintas.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "Quiero marcharme.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "¡Solo tienes que salir por la misma puerta por la que has entrado!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "¡Solo tienes que salir por la misma puerta por la que has entrado!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "Nada.", + "GAUNTLET_CAFE_HINT.v1.m": "Voy a darte un consejo: si te atascas en un vagón, puedo barajar el reto. ¡Solo tienes que salir y pedírmelo! De esta forma, tus rivales volverán a determinarse al azar y los modificadores de cada vagón cambiarán.", + "GAUNTLET_CAFE_HINT.v2.m": "Voy a darte un consejo: pon atención a los modificadores que estén activos en el siguiente vagón. Los modificadores de bonificación hacen más fuertes a tus rivales, mientras que los de penalización hacen más débiles a los miembros de tu grupo. ¡Ten siempre un plan antes de lanzarte a tu siguiente combate!", + "GAUNTLET_CAFE_HINT.v2.n": "Voy a darte un consejo: pon atención a los modificadores que estén activos en el siguiente vagón. Los modificadores de bonificación hacen más fuertes a tus rivales, mientras que los de penalización hacen más débiles a los miembros de tu grupo. ¡Ten siempre un plan antes de lanzarte a tu siguiente combate!", + "GAUNTLET_CAFE_HINT.v1.n": "Voy a darte un consejo: si te atascas en un vagón, puedo barajar el reto. ¡Solo tienes que salir y pedírmelo! De esta forma, tus rivales volverán a determinarse al azar y los modificadores de cada vagón cambiarán.", + "GAUNTLET_CAFE_HINT.v3.m": "Voy a darte un consejo: ¡que no te falten objetos! Nunca sabes a qué te vas a enfrentar en el próximo vagón, de modo que es mejor que no te pille desprevenido. ¡Los objetos curativos pueden ayudarte a paliar los efectos de los modificadores perjudiciales!", + "GAUNTLET_CAFE_HINT.v5": "Voy a darte un consejo: ganar varios combates consecutivos sin cobrar la recompensa ni salir del reto aumenta tu racha. Cuanto más larga sea la racha, mejor será la recompensa que consigas por cada combate. ¡Intenta alcanzar una racha lo más larga que puedas para maximizar los beneficios!", + "GAUNTLET_CAFE_HINT.v4": "Voy a darte un consejo: ¡no olvides cobrar tu recompensa! Si te derrotan o sales del reto, cualquier recompensa que no hayas cobrado se perderá definitivamente.", + "GAUNTLET_CAFE_FLAVOR.v6": "Voy a darte un consejo: el tiempo es una máquina que convierte muchos futuros potenciales en un presente real, el pasado no es sino el recuerdo de lo que fue presente y la historia es un cuento que se han inventado los historiadores humanos. ¡Tómate un descanso y olvídate del tiempo de vez en cuando! A veces los humanos tenéis tendencia a obsesionaros con él.", + "GAUNTLET_CAFE_HINT.v3.f": "Voy a darte un consejo: ¡que no te falten objetos! Nunca sabes a qué te vas a enfrentar en el próximo vagón, de modo que es mejor que no te pille desprevenida. ¡Los objetos curativos pueden ayudarte a paliar los efectos de los modificadores perjudiciales!", + "GAUNTLET_CAFE_HINT.v3.n": "Voy a darte un consejo: ¡que no te falten objetos! Nunca sabes a qué te vas a enfrentar en el próximo vagón, de modo que es mejor que no te pille desprevenide. ¡Los objetos curativos pueden ayudarte a paliar los efectos de los modificadores perjudiciales!", + "GAUNTLET_CAFE_HINT.v9": "Voy a darte un consejo: utilizar pegatinas inusuales o poco frecuentes puede darte una ventaja considerable sobre tus rivales. Tómate un descanso, sal del reto y gasta tu recompensa en unas cuantas pegatinas si lo crees necesario.[pause] Ah,[pause] por cierto,[pause] he oído que la guarda Wilma ofrece un nuevo servicio para combinar los mejores atributos de las pegatinas inusuales o poco frecuentes…", + "GAUNTLET_CAFE_HINT.v7": "Voy a darte un consejo: ten cuidado con los [img=38]res://ui/icons/map_markers/miniboss.png[/img] vagones de los jefes. Son mucho más difíciles que los anteriores. ¡Puede que te cueste unos cuantos intentos superarlos!", + "GAUNTLET_CAFE_HINT.v6": "Voy a darte un consejo: si el reto te está pareciendo demasiado fácil, puedo aumentarte la dificultad. ¡Solo tienes que salir y pedírmelo! Ganar combates en dificultades más altas otorga una mayor recompensa.", + "GAUNTLET_CAFE_HINT.v8": "Voy a darte un consejo: optimiza tu grupo. A veces, cambiar de cintas y de pegatinas es lo único que necesitas para ganar un combate que te está costando.", + "GAUNTLET_CAFE_HINT.v10": "Voy a darte un consejo: pasado el vagón número 50, el reto vuelve a repetir los mismos encuentros predeterminados…, con unos cuantos nuevos… y con mayor dificultad. ¡Tus rivales humanos tendrán más cintas, los arcángeles tendrán más movimientos y habrá más modificadores activos a la vez!", + "GAUNTLET_CAFE_HINT.v11": "Voy a darte un consejo: si te has encontrado con nuevos rivales fuera del reto, pídeme que lo baraje para que esos rivales se añadan a los que hay disponibles aquí.", + "GAUNTLET_CAFE_HINT.v13.m": "Voy a darte un consejo: hay rivales a los que solo podrás enfrentarte en el reto. No, no pienso decirte quiénes ni cuántos son. ¡Tendrás que descubrirlo por tu cuenta!", + "GAUNTLET_CAFE_HINT.v12": "Voy a darte un consejo: conéctate y tráete a un amigo al reto. No podréis fusionaros, pero tendréis muchas más cintas a vuestra disposición, y eso puede marcar la diferencia.", + "GAUNTLET_CAFE_FLAVOR.v2": "Voy a darte un consejo: este tren en el que estás ahora mismo tiene una longitud infinita. Eso significa que, puesto que su motor está en la parte delantera, ¡jamás llegarás a la locomotora!", + "GAUNTLET_CAFE_HINT.v13.n": "Voy a darte un consejo: hay rivales a los que solo podrás enfrentarte en el reto. No, no pienso decirte quiénes ni cuántos son. ¡Tendrás que descubrirlo por tu cuenta!", + "GAUNTLET_CAFE_HINT.v13.f": "Voy a darte un consejo: hay rivales a los que solo podrás enfrentarte en el reto. No, no pienso decirte quiénes ni cuántos son. ¡Tendrás que descubrirlo por tu cuenta!", + "GAUNTLET_CAFE_FLAVOR.v1": "Voy a darte un consejo: ten cuidado si tu rival empieza a dar señales de haber tomado conciencia de sí mismo. Es peligroso que los seres potenciales se actualicen por sí solos, pues eso podría perturbar por completo el canon.", + "GAUNTLET_CAFE_FLAVOR.v3": "Voy a darte un consejo: intenta lavarte los dientes al menos dos veces al día. Los humanos solo tienen dos dentaduras, y la mayoría de los humanos adultos ya han gastado una de ellas. ¡Eso significa que los que te queden tendrán que durarte el resto de tu vida!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "Voy a darte un consejo: ¿te preguntas alguna vez si eres real? Al fin y al cabo, este tren está lleno de seres que solo existen de forma potencial, así que ¿por qué íbamos a dar por sentado que tú y yo somos una excepción? Aleja de ti ese pensamiento. Si eres real, no te sirve de nada y, si no eres real, es peligroso que te lo preguntes.", + "GAUNTLET_CAFE_FLAVOR.v4.f": "Voy a darte un consejo: ¿te preguntas alguna vez si eres real? Al fin y al cabo, este tren está lleno de seres que solo existen de forma potencial, así que ¿por qué íbamos a dar por sentado que tú y yo somos una excepción? Aleja de ti ese pensamiento. Si eres real, no te sirve de nada y, si no eres real, es peligroso que te lo preguntes.", + "GAUNTLET_CAFE_FLAVOR.v8.f": "Voy a darte un consejo: {player}, si alguna vez, cuando vuelvas a casa, un «arcángel» llegara a manifestarse en tu mundo, te recomiendo tener cautela. Incluso el consejo bienintencionado de una entidad semejante podría causar un daño inimaginable, por el mero hecho de que los humanos…[pause] funcionáis de otra manera.[pause] No me mires así, no me negarás que tenéis tendencia a venerar cosas que no entendéis.", + "GAUNTLET_CAFE_FLAVOR.v4.n": "Voy a darte un consejo: ¿te preguntas alguna vez si eres real? Al fin y al cabo, este tren está lleno de seres que solo existen de forma potencial, así que ¿por qué íbamos a dar por sentado que tú y yo somos una excepción? Aleja de ti ese pensamiento. Si eres real, no te sirve de nada y, si no eres real, es peligroso que te lo preguntes.", + "GAUNTLET_CAFE_FLAVOR.v5": "Voy a darte un consejo: la flecha del tiempo solo se mueve hacia delante. Intenta no pensar demasiado en tus errores pasados y, en lugar de eso, concéntrate en tomar decisiones mejores en el futuro.", + "GAUNTLET_CAFE_FLAVOR.v7": "Voy a darte un consejo: la humanidad prácticamente acaba de nacer, de modo que intenta no pensar demasiado en el mal que hacen quienes no han sabido aprender las lecciones adecuadas. Sois una especie de simios organizados en tribus de miles de millones, ¡y en general conseguís colaborar y convivir en paz! Es verdad que la naturaleza os ha dado unos instintos bastante rudimentarios, pero ¡mira lo lejos que habéis llegado!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "Voy a darte un consejo: {player}, si alguna vez, cuando vuelvas a casa, un «arcángel» llegara a manifestarse en tu mundo, te recomiendo tener cautela. Incluso el consejo bienintencionado de una entidad semejante podría causar un daño inimaginable, por el mero hecho de que los humanos…[pause] funcionáis de otra manera.[pause] No me mires así, no me negarás que tenéis tendencia a venerar cosas que no entendéis.", + "GAUNTLET_CAFE_FLAVOR.v9": "Voy a darte un consejo: nunca te dediques por entero a cumplir la voluntad de un «arcángel». Puede que te hagan promesas, puede que tengan poder, atractivo y que aparenten autoridad, pero son tan fundamentalmente imperfectos como tu propia especie. En muchos casos, incluso más imperfectos.", + "GAUNTLET_CAFE_FLAVOR.v8.n": "Voy a darte un consejo: {player}, si alguna vez, cuando vuelvas a casa, un «arcángel» llegara a manifestarse en tu mundo, te recomiendo tener cautela. Incluso el consejo bienintencionado de una entidad semejante podría causar un daño inimaginable, por el mero hecho de que los humanos…[pause] funcionáis de otra manera.[pause] No me mires así, no me negarás que tenéis tendencia a venerar cosas que no entendéis.", + "GAUNTLET_CULTIST_DEFAULT.v1": "¡Hoy el [wave amp=30 freq=10]hermano Dorian Cooper[/wave], nuestro salvador, me está sonriendo!", + "GAUNTLET_CAFE_FLAVOR.v10": "Voy a darte un consejo: llegará un día en que la creatividad y capacidad de organización de tu especie sea necesaria para garantizar la supervivencia y la diversidad de toda vida. Es cierto que la presencia de la humanidad en la Tierra es responsable de una enorme destrucción, ¡pero vuestra ausencia la garantizaría en un grado aún mayor![pause] Es decir…, llegados a ese punto.", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]Te has quedado sin fondos…[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "¿Le enseñamos a este pagano lo que es el verdadero poder?", + "GAUNTLET_CULTIST_DEFAULT.v2": "¡Voy a hacer que los Hijos del Llanto se sientan orgullosos!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "¿Le enseñamos a esta pagana lo que es el verdadero poder?", + "GAUNTLET_CULTIST_QUESTION.v2.m": "¡Propongo que hagamos ver a [wave amp=30 freq=10]este pagano[/wave] la luz en combate!", + "GAUNTLET_CULTIST_ANSWER.v1": "Tu plan es virtuoso. ¡[wave amp=30 freq=10]Alabado sea el hermano Cooper[/wave]!", + "GAUNTLET_CULTIST_QUESTION.v1.n": "¿Le enseñamos a este pagane lo que es el verdadero poder?", + "GAUNTLET_CULTIST_QUESTION.v2.f": "¡Propongo que hagamos ver a [wave amp=30 freq=10]esta pagana[/wave] la luz en combate!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "¡Propongo que hagamos ver a [wave amp=30 freq=10]este pagane[/wave] la luz en combate!", + "GAUNTLET_CULTIST_ANSWER.v2": "¡Me parece una idea excelente!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]Tus acciones no valen nada. ¡Prepárate para ser insolvente![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]Me parece muy bien… ¡Voy a invertirlo todo en tu plan![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]Una operación hostil bien hecha es tan segura como invertir en oro. ¿Qué me dices?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]¡Te sugiero que llevemos a cabo una oferta pública de moratones![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "¡Buena idea!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]Tu plan de negocios no tiene fisuras…[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "¡Estoy aquí para hacer que los guardas se sientan orgullosos!", + "GAUNTLET_KAYLEIGH_DEFAULT": "¡No soy el tipo de chica que se rinde sin luchar!", + "GAUNTLET_RANGER_DEFAULT.v2": "¡Voy a emplearme a fondo!", + "GAUNTLET_RANGER_QUESTION.v2": "Voy a aprovechar el [wave amp=30 freq=5]sistema químico[/wave] para aumentar nuestra capacidad ofensiva, ¿de acuerdo?", + "GAUNTLET_RANGER_QUESTION.v1": "Voy a usar las tácticas de combate que se sugieren en el [i]Manual del buen guarda[/i], ¿de acuerdo?", + "GAUNTLET_ARISTOTLE_DEFAULT": "La derrota es amarga, pero su fruto es dulce. ¡Aprende de tu derrota inminente!", + "GAUNTLET_RANGER_ANSWER.v1": "De acuerdo; ¡adelante con tu plan!", + "GAUNTLET_DARWIN_DEFAULT": "Los fuertes sobreviven y los débiles mueren, ¡tal es el orden natural de las cosas!", + "GAUNTLET_ARISTOTLE_QUESTION": "Para poder guiar, hay que saber dejarse guiar. Ergo, ¡en este combate voy a seguir tu ejemplo!", + "GAUNTLET_ARISTOTLE_ANSWER": "¡Voy a seguir tu ejemplo!", + "GAUNTLET_DARWIN_QUESTION": "Aquellos que saben adaptarse mejor a los cambios son los que logran sobrevivir, de modo que nuestras tácticas deben [wave amp=30 freq=10]cambiar constantemente[/wave]. ¿Estás de acuerdo?", + "GAUNTLET_DARWIN_ANSWER": "No acostumbro a seguir ciegamente las indicaciones de otros, pero en este caso voy a hacer una excepción.", + "GAUNTLET_DECARTES_DEFAULT.m": "¿Eres real? Doy por hecho que todo cuanto veo es una ilusión… Considero que nada de lo que me dice mi mente traicionera ha existido jamás.", + "GAUNTLET_DECARTES_DEFAULT.n": "¿Eres real? Doy por hecho que todo cuanto veo es una ilusión… Considero que nada de lo que me dice mi mente traicionera ha existido jamás.", + "GAUNTLET_DECARTES_DEFAULT.f": "¿Eres real? Doy por hecho que todo cuanto veo es una ilusión… Considero que nada de lo que me dice mi mente traicionera ha existido jamás.", + "GAUNTLET_DECARTES_QUESTION": "No basta con tener una buena mente; lo principal es aplicarla bien. ¡Tenemos que ser más inteligentes que nuestros rivales!", + "GAUNTLET_DIOGENES_QUESTION": "Combatiré a tu lado, pues ¿de qué sirve en combate un filósofo que no hace daño a nadie?", + "GAUNTLET_DECARTES_ANSWER": "Tu plan me genera dudas, mas la duda es el origen de la sabiduría.", + "GAUNTLET_DIOGENES_DEFAULT": "¿El combate? ¿Los conflictos? No, ¡nada hiere al hombre excepto él mismo!", + "GAUNTLET_DIOGENES_ANSWER": "He de seguir tu ejemplo, pues no sé nada. Nada excepto el mero hecho de mi ignorancia.", + "GAUNTLET_EPICURUS_DEFAULT": "La justicia es un pacto amable para no herir ni ser heridos. Hoy no habrá justicia aquí.", + "GAUNTLET_EPICURUS_ANSWER": "De acuerdo. Tan solo recuerda que el arte de luchar bien y el arte de morir bien son uno.", + "GAUNTLET_EPICURUS_QUESTION.n": "El valor se desarrolla sobreviviendo a tiempos difíciles y enfrentándose a la adversidad. ¡Desarrolla ahora ese valor!", + "GAUNTLET_EPICURUS_QUESTION.m": "El valor se desarrolla sobreviviendo a tiempos difíciles y enfrentándose a la adversidad. ¡Desarrolla ahora ese valor!", + "GAUNTLET_EPICURUS_QUESTION.f": "El valor se desarrolla sobreviviendo a tiempos difíciles y enfrentándose a la adversidad. ¡Desarrolla ahora ese valor!", + "GAUNTLET_KARL_QUESTION": "¡Adelante, tenemos un mundo por ganar! ¡Tenemos que agarrar la victoria por la raíz!", + "GAUNTLET_KARL_DEFAULT": "No tenemos compasión y, por tanto, no os la pediremos a vosotros.", + "GAUNTLET_KARL_ANSWER": "¡Estoy de acuerdo! ¡Las últimas palabras son para los necios que no han hablado lo suficiente!", + "GAUNTLET_PLATO_QUESTION": "El valor consiste en saber lo que no se ha de temer, de modo que ¡luchemos con valor!", + "GAUNTLET_PLATO_DEFAULT": "La medida de un hombre es lo que hace cuando tiene poder. Dime, ¿qué has hecho tú con el tuyo?", + "GAUNTLET_SOCRATES_DEFAULT": "No hay más bien que el conocimiento ni más mal que la ignorancia… Recuérdalo bien.", + "GAUNTLET_SOCRATES_QUESTION": "Cada acción conlleva un placer y un precio. ¡Recuérdalo antes de cada movimiento que hagas!", + "GAUNTLET_PLATO_ANSWER": "Así sea. Luchemos hasta la muerte, pues tan solo los muertos han conocido el final de toda guerra.", + "GAUNTLET_SOCRATES_ANSWER": "Confío en tu sabiduría, aun cuando la única sabiduría verdadera consiste en saber que nada se sabe.", + "GAUNTLET_ZHUANGZI_DEFAULT": "Tu vida tiene un límite, pero no hay límites para el conocimiento.", + "GAUNTLET_ZHUANGZI_ANSWER": "La gran sabiduría es generosa, mientras que la sabiduría menor es contenciosa.", + "GAUNTLET_ZHUANGZI_QUESTION": "Deja de ansiar la victoria. Será entonces cuando llegue la transformación.", + "GAUNTLET_MISS_MIMIC_DEFAULT": "TIENES PINTA DE SER UN TENTEMPIÉ APETITOSO.", + "GAUNTLET_KAYLEIGH_QUESTION": "Esto no va a ser fácil. Yo te cubro las espaldas, así que empléate a fondo, ¿vale?", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]¡DEBERÍAS DEJAR QUE ME PONGA LAS BOTAS CUANDO HAYAMOS TERMINADO DE JUGAR![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]JI, JI, ¡BUENA IDEA![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "De acuerdo, ¡yo te asistiré!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "¿Cómo es que hay [wave amp=30 freq=5]otra[/wave] yo? ¡Al menos el pelo se me ve muy bien desde aquí!", + "GAUNTLET_MEREDITH_QUESTION": "Vale, se me ha ocurrido una táctica. Viene a ser algo así: les pegamos más fuerte de lo que ellos puedan pegarnos a nosotros. ¿Cómo lo ves?", + "GAUNTLET_MEREDITH_DEFAULT": "Ah, [shake rate=30 level=10]qué bien[/shake]. A ver en qué lío me he metido ahora.", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "Qué sensación tan extraña. Supongo que ha llegado el momento de enfrentarme a mí misma.", + "GAUNTLET_MEREDITH_ANSWER": "Puaf, vamos a perder, ¿verdad?", + "GAUNTLET_EUGENE_DEFAULT": "¿He aquí otro obstáculo que derribar? ¡[shake rate=30 level=10]De lujo[/shake]!", + "GAUNTLET_EUGENE_QUESTION": "¡Vamos a darles duro, colega!", + "GAUNTLET_EUGENE_ANSWER": "¡Un plan de lujo! ¡[shake rate=30 level=10]Que empiece la pelea[/shake]!", + "GAUNTLET_EUGENE_PARTNER_REACTION": "Otro yo, ¿eh? ¿O acaso será algo así como un yo del futuro?[pause] ¿O un yo del pasado?[pause] Bah, da igual; ¡le vamos a dar la del pulpo!", + "GAUNTLET_FELIX_QUESTION": "Bueno, pues nos toca luchar. ¿Por qué no tomas tú la iniciativa esta vez?", + "GAUNTLET_FELIX_DEFAULT": "No sé yo si esto habrá sido buena idea.", + "GAUNTLET_FELIX_ANSWER": "De acuerdo, pues seguimos tu plan.", + "GAUNTLET_FELIX_PARTNER_REACTION": "Esto empieza a ser cada vez más raro…", + "GAUNTLET_VIOLA_DEFAULT": "Hay más cosas en el cielo y en la tierra, mi rival, de las que nuestra filosofía es capaz de soñar.", + "GAUNTLET_VIOLA_PARTNER_REACTION": "Enfrentarse al propio ser supone una prueba de carácter… Adelante, pues, ¡combatamos a las sombras!", + "GAUNTLET_VIOLA_QUESTION": "Adelante, ¡combatamos contra nuestros rivales de igual a igual!", + "GAUNTLET_VIOLA_ANSWER": "¡Así sea! ¡Que dé comienzo el baile!", + "GAUNTLET_CLEMENCE_DEFAULT": "¡[i]Bonjour[/i]! ¿Nos conocemos? [i]Non[/i]… ¡Seguro que me acordaría de una cara como la tuya!", + "GAUNTLET_CLEMENCE_QUESTION": "¿Les enseñamos a nuestros [wave amp=30 freq=10]clientes[/wave] lo que es la hospitalidad?", + "GAUNTLET_CLEMENCE_ANSWER": "¡Muy buena idea! Ahora vamos a ver si podemos ponerla en práctica, [i]oui[/i]?", + "GAUNTLET_DORIAN_QUESTION": "Vale, ¡[shake rate=30 level=10]tengo un plan[/shake]! Tú distraes a nuestros enemigos para que no intenten pegarme a [shake rate=30 level=10]mí[/shake], y yo me pongo a pensar, a ver si se me ocurre algo mientras tanto. ¿Qué opinas?", + "GAUNTLET_DORIAN_DEFAULT": "No tienes pinta de querer solucionar esto hablando, ¿no? ¡Qué pena!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "Buf, es como ver un fantasma…", + "GAUNTLET_DORIAN_ANSWER": "¡Vale, lo que tú digas! [shake rate=30 level=10]¡Rocanrol, colegas![/shake]", + "GAUNTLET_HOYLAKE_DEFAULT": "Transformarse en monstruo… ¡Qué desagradable! Me duele tener que rebajarme a algo tan bárbaro…", + "GAUNTLET_FRANKIE_QUESTION": "A ver, [wave amp=30 freq=10]colega[/wave], yo me encargo y tú me echas una mano. ¡Vamos a ganar, seguro!", + "GAUNTLET_FRANKIE_DEFAULT": "¿[wave amp=30 freq=10]Qué pasa aquí[/wave]? A lo mejor no debería darle demasiadas vueltas a la cabeza… ¡Es hora de un [shake rate=30 level=10]combate alucinante[/shake]!", + "GAUNTLET_FRANKIE_ANSWER": "¡Entendido! Madre mía, [shake rate=30 level=10]¡cómo mola esto![/shake]", + "GAUNTLET_HOYLAKE_ANSWER": "¡Una táctica impecable! ¡Adelante, vamos a enseñar a nuestros rivales cómo se gana con deportividad!", + "GAUNTLET_HOYLAKE_QUESTION": "Hay que analizar su enfoque, teorizar sobre una posible contratáctica, ¡y luego atacar sin vacilación! ¿Qué me dices, camarada?", + "GAUNTLET_JACQUELINE_DEFAULT": "¡De aquí [shake rate=30 level=10]no[/shake] pasas!", + "GAUNTLET_KIRBY_DEFAULT": "¡Esto va a ser un experimento bastante peculiar!", + "GAUNTLET_JACQUELINE_QUESTION": "No tengas piedad de ningún intruso, ¡¿me oyes?!", + "GAUNTLET_JACQUELINE_ANSWER": "Entendido. ¡No bajes la guardia!", + "GAUNTLET_KIRBY_QUESTION": "Voy a desarrollar un plan astuto basándome en el análisis de los ataques que suframos. Tú ataca con todas tus fuerzas, si es posible.", + "GAUNTLET_MERCHANT_DEFAULT": "¿Dónde se supone que estoy [wave amp=30 freq=5]ahora[/wave]? ¡Bueno, para el caso da igual!", + "GAUNTLET_KIRBY_ANSWER": "Buen plan. ¿Empezamos con el experimento?", + "GAUNTLET_PENSBY_QUESTION": "No se me da muy bien pelear, pero puedo darte apoyo con técnicas curativas, si te parece bien.", + "GAUNTLET_MERCHANT_QUESTION": "No entiendo muy bien [wave amp=30 freq=10]qué[/wave] está pasando… ¿Por qué no tomas tú la iniciativa, camarada?", + "GAUNTLET_MERCHANT_ANSWER": "¡Como quieras! Por cierto, ¿no tendrás una camisa de sobra? Me está dando un poco de frío.", + "GAUNTLET_PENSBY_DEFAULT": "Es posible que esto vaya en contra del juramento hipocrático, pero, por esta vez, voy a hacer una excepción.", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]Lo siento, pero tengo que detenerte ya mismo.[/wave]", + "GAUNTLET_PENSBY_ANSWER": "Vale, tampoco es que yo tenga ningún plan [wave amp=30 freq=10]mejor[/wave].", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]Tenemos que compenetrarnos al máximo si queremos ganar…[/wave]", + "GAUNTLET_VIN_QUESTION": "¡Vamos a [shake rate=30 level=10]arrasar[/shake] con lo que se nos ponga por delante!", + "GAUNTLET_VIN_DEFAULT": "¡Enfréntate a mí, cobarde! ¡[shake rate=30 level=10]Atácame con todo lo que tengas[/shake]!", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]De acuerdo, me fío de ti…[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "La luz y la oscuridad se unen, dando así lugar a una sombrita muy agradable.[pause] ¡El combate entre el bien y el mal [wave amp=30 freq=10]da comienzo[/wave]!", + "GAUNTLET_VIN_ANSWER": "Lo que tú digas. ¡Vamos, [shake rate=30 level=10]a muerte[/shake]!", + "GAUNTLET_DOG_DEFAULT": "¡Guau!", + "GAUNTLET_KUNEKO_QUESTION": "¡Vamos a enseñarles a estos seres malignos el [wave amp=30 freq=10]poder imparable de la cooperación[/wave]!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "¡No hay forma de escapar de ti, Kuneko!", + "GAUNTLET_BUFFY_DEFAULT": "¿Cómo estás de forma? Si vamos a pelear, intenta no hacerte ningún esguince, ¿quieres?", + "GAUNTLET_KUNEKO_ANSWER": "¡Entendido! ¡Vamos a abanicarlos con los [wave amp=30 freq=10]vientos del combate[/wave]!", + "GAUNTLET_CODEY_QUESTION": "Voy a desactivar mis [wave amp=30 freq=10]limitadores de poder[/wave] para poder darlo todo, ¿de acuerdo?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]¡Vamos allá![/wave] ¡Esto va a ser un buen ejercicio!", + "GAUNTLET_BUFFY_QUESTION": "Este es mi plan: ¡yo [wave amp=30 freq=10]hago que se cansen[/wave] y tú rematas la jugada! ¿Qué opinas?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]¿Crees que tienes suerte?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]Voy a ocuparme yo misma de estos peleles. Tú haz lo que quieras, ¿vale?[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "Un nuevo desafío, ¿eh? ¡Pues voy a fijar mi poder [shake rate=30 level=10]AL MÁXIMO[/shake]!", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]Tu plan es malísimo.[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "O sea, que el plan se reduce a ganar el combate. De acuerdo, me parece bien.", + "GAUNTLET_DREADFUL_DEFAULT": "Vaya, me he [wave amp=30 freq=5]despistado[/wave] cuando viajaba por el plano astral y me he pasado mi parada… Me pregunto dónde estaré ahora.", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]¡Hola, hola![/wave] Estáis escuchando Radio Cybil: ¡estoy transmitiendo en directo desde un punto que está [wave amp=30 freq=10]fuera del espacio y del tiempo[/wave]!", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]¡Hola, hola![/wave] Hoy nos acompaña alguien a quien estamos a punto de enseñar nuestras habilidades de combate. ¿No es así, colega?", + "GAUNTLET_CYBIL_ANSWER": "¡Te recibo alto y claro! ¡Que empiece la [wave amp=30 freq=10]fiesta[/wave]!", + "GAUNTLET_DREADFUL_QUESTION": "¡[shake rate=30 level=10]Rayos y truenos[/shake]! ¡Estamos ante todo un desafío! Te sugiero que vayamos de frente y nos batamos como si no hubiera mañana. ¿Tú qué opinas?", + "GAUNTLET_GLADIOLA_DEFAULT": "Puede que no sepa [wave amp=30 freq=10]dónde[/wave] ni [wave amp=30 freq=10]cuándo[/wave] estoy, pero ¡siempre estoy dispuesta a enfrentarme a las sombras![pause] ¡Adelante, ataca!", + "GAUNTLET_DREADFUL_ANSWER": "¡De acuerdo, pues a por todas!", + "GAUNTLET_GLADIOLA_QUESTION": "Esta vez, no es posible anticiparse a nuestros enemigos.[pause] Ataca sin dudar, ¿entendido?", + "GAUNTLET_HEATHER_DEFAULT": "¡[wave amp=30 freq=10]Soy Olga, la meteoróloga[/wave]![pause] La previsión para hoy: pues… no sé…", + "GAUNTLET_GLADIOLA_ANSWER": "Conforme. ¡Que nuestros enemigos [shake rate=30 level=10]conozcan mi acero[/shake]!", + "GAUNTLET_HEATHER_ANSWER": "¡Buen plan! ¡[wave amp=30 freq=10]Que empiece la tormenta[/wave]!", + "GAUNTLET_HEATHER_QUESTION": "Vale, ¡este es mi plan! Yo los golpeo como un [wave amp=30 freq=10]huracán[/wave], y luego tú te ocupas de provocar [wave amp=30 freq=10]turbulencias[/wave]. ¿Qué te parece?", + "GAUNTLET_JUDAS_DEFAULT": "Objetivo en el punto de mira…", + "GAUNTLET_JUDAS_QUESTION": "Escúchame, diletante: yo apunto a los órganos vitales y tú te encargas del reconocimiento. ¿Entendido?", + "GAUNTLET_LODESTEIN_DEFAULT": "La idea de este combate me resulta [wave amp=30 freq=10]electrizante[/wave]. ¿Empezamos?", + "GAUNTLET_JUDAS_ANSWER": "Entendido. La misión empieza… ¡[shake rate=30 level=10]YA[/shake]!", + "GAUNTLET_LODESTEIN_QUESTION": "Mira, te explico el plan: yo entro [wave amp=30 freq=10]fulminando[/wave] con ataques eléctricos y luego tú les pegas un poco más. ¿Qué te parece?", + "GAUNTLET_LODESTEIN_ANSWER": "Recibido. ¡Vamos a darles una buena sacudida!", + "GAUNTLET_SKIP_DEFAULT": "¡Es la hora de [shake rate=30 level=10]sacar la basura[/shake]!", + "GAUNTLET_SKIP_QUESTION": "¡Tengo la táctica perfecta! ¡[wave amp=30 freq=10]Tiramos[/wave] a nuestros enemigos [wave amp=30 freq=10]a la basura[/wave]! ¿Qué me dices?", + "GAUNTLET_WALLACE_DEFAULT": "Voy a hacer hueco en mi jornada para una [wave amp=30 freq=10]demolición improvisada[/wave]. ¿Por dónde empiezo?", + "GAUNTLET_SKIP_ANSWER": "Buena idea. ¡Vamos a [wave amp=30 freq=10]sacar la basura[/wave]!", + "GAUNTLET_WALLACE_QUESTION": "Yo me encargo de [wave amp=30 freq=10]derribar sus muros[/wave]. Y luego tú les pegas, ¿vale?", + "GAUNTLET_WALLACE_ANSWER": "¡[wave amp=30 freq=10]Vale[/wave]! ¡Vamos a enseñarles de qué estamos hechos!", + "GAUNTLET_ZEDD_DEFAULT": "Me acabo de despertar… ¿Vamos a pelear o algo así?", + "GAUNTLET_ZEDD_QUESTION": "Estoy muy cansado. A lo mejor me echo una cabezadita mientras tú tomas la iniciativa, ¿vale?", + "GAUNTLET_CLOWN_DEFAULT": "¡ILUSIONES, ILUSIONES! AH, EN EL FONDO, A NUESTRA MANERA, TODOS SOMOS ILUSIONES, ¿O NO?", + "GAUNTLET_IANTHE_IANTHE1": "No sé [wave amp=30 freq=10]quién[/wave] eres…[pause], pero si crees que puedes con nosotras, te conviene reconsiderarlo.", + "GAUNTLET_ZEDD_ANSWER": "Eh… Vale, sí, eso mismo. Adelante con tu plan.", + "GAUNTLET_IANTHE_WILMA2": "¡Me parece que vamos a tener que demostrarle que nos tomamos esto [wave amp=30 freq=10]en serio[/wave], cielo!", + "GAUNTLET_ALEPH_DEFAULT": "¿NOS CONOCEMOS DE ALGO? YO DIRÍA QUE NO… Y, SIN EMBARGO, TU CARA ME RESULTA MUY FAMILIAR. ES CURIOSO.", + "GAUNTLET_ALEPH_QUESTION": "TIENE PINTA DE PELELE, ¿NO? HAZME EL FAVOR, ENCÁRGATE TÚ DE LO DE MATAR, ¿QUIERES?", + "GAUNTLET_ALEPH_ANSWER": "TÚ PUEDES HACER LO QUE QUIERAS. YO VOY A MATAR Y LUEGO A MARCHARME DE AQUÍ.", + "GAUNTLET_ALICE_DEFAULT": "AQUÍ TODOS ESTAMOS LOCOS. YO ESTOY LOCA. Y TÚ TAMBIÉN. DE LO CONTRARIO, NO ESTARÍAMOS AQUÍ, ¿NO TE PARECE?", + "GAUNTLET_ALICE_QUESTION": "¡CURIORÍFICO Y RARÍFICO! UN INSECTO SE INTERPONE EN NUESTRO CAMINO. ¿DEBERÍA APLASTARLO?", + "GAUNTLET_ALICE_ANSWER": "¡ACEPTO TU PLAN! ¡QUE LES CORTEN LA CABEZA!", + "GAUNTLET_HELIA_QUESTION": "QUE LA LUZ DEL SOL CAIGA SOBRE ESTOS DOS SERES.", + "GAUNTLET_CUBE_DEFAULT": "EL ÁNGULO IMPERFECTO DE TODAS LAS COSAS. TAMBIÉN LO PERCIBO EN TI. ES UNA ABOMINACIÓN.", + "GAUNTLET_CLOWN_QUESTION": "YO HAGO QUE SE RÍAN Y TÚ HACES QUE LLOREN, ¿TE PARECE BIEN?", + "GAUNTLET_CLOWN_ANSWER": "¡UN PLAN ESTUPENDO! ¡VAMOS A PINTARLES UNA SONRISA EN EL ROSTRO!", + "GAUNTLET_CUBE_QUESTION": "¡HAY QUE HACER RECTOS SUS ÁNGULOS IMPERFECTOS, HAY QUE HACER RECTOS SUS ÁNGULOS IMPERFECTOS!", + "GAUNTLET_CUBE_ANSWER": "DE ACUERDO. VAMOS A CORREGIR SUS IMPERFECCIONES.", + "GAUNTLET_HELIA_DEFAULT.m": "ALLÍ DONDE HAY FUSIONES, ESTOY YO. ¿QUIERES LUCHAR, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.f": "ALLÍ DONDE HAY FUSIONES, ESTOY YO. ¿QUIERES LUCHAR, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.n": "ALLÍ DONDE HAY FUSIONES, ESTOY YO. ¿QUIERES LUCHAR, {player.to_upper}?", + "GAUNTLET_HELIA_ANSWER": "QUE ASÍ SEA.", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "¿TE ATREVES A CUESTIONAR TU PROPIA MORTALIDAD?\\n¿TE ATREVES A COMPRENDER CUÁN FRÁGIL ERES?\\nNO, PORQUE TIENES MIEDO.", + "GAUNTLET_LENNA_DEFAULT": "¿Qué semilla del mundo es esta? ¿Qué línea temporal?[pause] Supongo que poco importa. Si ante mí hay enemigos, ¡lucharé!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "¡SÍ! ¡VAMOS A DARLES UNA MUERTE DEFINITIVA!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "VAMOS A INCULCAR A ESTOS MORTALES EL A MENUDO OLVIDADO MIEDO A LA MUERTE.", + "GAUNTLET_LENNA_ANSWER": "Conforme. ¡Adelante, que choquen las espadas!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "Ha pasado mucho tiempo desde la última vez que luchamos juntas. ¿Seguro que estás preparada, Paige?", + "GAUNTLET_LENNA_QUESTION": "Todo el mundo tiene algún punto débil. Solo tenemos que golpearlo en el momento adecuado. ¿Me has entendido?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "¡Tranquila, no te preocupes por mí! ¡Además, quiero probar este [wave amp=30 freq=10]walkman tan curioso[/wave] del que me has hablado!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "¿Acaso es mi destino ser solo un obstáculo que otro deba superar, esté donde esté y cuando esté?[pause] ¡Pues yo creo que no!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "No me atan el destino, ni el tiempo, ni nada. ¿[shake rate=30 level=10]Qué importa[/shake] dónde estemos? ¡¿Por qué no íbamos a poder [shake rate=30 level=10]divertirnos[/shake]?!", + "GAUNTLET_MAMMON_DEFAULT": "Puedo ver lo que hay en tu corazón. Deseas avanzar, deseas crecer. Y yo me interpongo en tu camino.", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "Me parece bien. ¡Vamos a enseñarles lo que es el [shake rate=30 level=10]fin de la partida[/shake] de verdad!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "No me atan el destino, ni el tiempo, ni nada. ¿[shake rate=30 level=10]Qué importa[/shake] dónde estemos? ¡¿Por qué no íbamos a poder [shake rate=30 level=10]divertirnos[/shake]?!", + "GAUNTLET_SHADOW_LENNA_ANSWER": "Vale, por mí bien. ¡Vamos a [shake rate=30 level=10]divertirnos[/shake]!", + "GAUNTLET_MAMMON_QUESTION.n": "Este ser humano desea avanzar, y nosotros nos interponemos en su camino. De modo que nuestra función es detener su avance por la fuerza.", + "GAUNTLET_MAMMON_QUESTION.m": "Este ser humano desea avanzar, y nosotros nos interponemos en su camino. De modo que nuestra función es detener su avance por la fuerza.", + "GAUNTLET_MAMMON_QUESTION.f": "Este ser humano desea avanzar, y nosotros nos interponemos en su camino. De modo que nuestra función es detener su avance por la fuerza.", + "GAUNTLET_MAMMON_ANSWER": "Estoy de acuerdo con tu estratagema. Veremos si nuestros enemigos pueden sobreponerse a ella.", + "GAUNTLET_MORGANTE_DEFAULT": "POCO IMPORTA SI OS LLEGÁIS A MÍ CON UNA ESPADA EN LA MANO O SI VUESTRA ARMA ES UN WALKMAN. LOS HUMANOS NUNCA CAMBIÁIS.", + "GAUNTLET_MAMMON_EUGENE_REACTION": "Conque quieres la revancha, ¿eh? ¡[shake rate=30 level=10]Te vas a enterar[/shake]!", + "GAUNTLET_MORGANTE_ANSWER": "QUE ASÍ SEA.", + "GAUNTLET_MORGANTE_QUESTION": "NO NECESITO LA AYUDA DE NADIE PARA DESATAR EL VERDADERO PODER DE LA REBELDÍA. DÉJAME A MÍ.", + "GAUNTLET_PUPPET_DEFAULT": "¿SOIS MIS MARIONETAS? NO, SOLO SERES HUMANOS PERDIDOS.\\nA LO MEJOR JUEGO CON VOSOTROS DE TODAS FORMAS.", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "¿HABÉIS VENIDO A ARDER POR MÍ?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "QUE ASÍ SEA, Y QUE ESTOS SERES HUMANOS VEAN LA LUZ.", + "GAUNTLET_MOURNINGSTAR_QUESTION": "VAMOS A HACER QUE ARDAN BAJO LA LUZ CELESTIAL.", + "GAUNTLET_MONARCH_DEFAULT": "VENID Y CONSUMIRÉ VUESTRAS ALMAS VACÍAS.", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "Porras, otra vez esa cosa.", + "GAUNTLET_ROBIN_QUESTION": "HE DE DARLE A NUESTRO ANSIOSO PÚBLICO UNA ÓPERA LLENA DE TERRORES NOCTURNOS. ¿CUÁL ES VUESTRO PARECER?", + "GAUNTLET_ROBIN_DEFAULT": "DE AQUÍ PARA ALLÁ, DE AQUÍ PARA ALLÁ.\\nDOY MIEDO EN EL CAMPO, Y EN LA CIUDAD TAMBIÉN.", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "Vaya, [wave amp=30 freq=10]menuda paliza[/wave] le has dado a mi viejo caparazón.", + "GAUNTLET_ROBIN_ANSWER": "¡TODO ESTÁ PRESTO! ¡QUE COMIENCE EL ESPECTÁCULO!", + "GAUNTLET_TOWER_DEFAULT": "MI VERDAD ES SUPERIOR A TU VERDAD. ¡ABRÁZALA!", + "GAUNTLET_TOWER_QUESTION": "¡VAMOS A ILUMINAR A ESTOS SERES HUMANOS CON LA LUZ DE LA IGNORANCIA!", + "GAUNTLET_TOWER_ANSWER": "¡TU PLAN ES BUENO!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "¡Pero ahora me toca a mí divertirme!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "La Merlínea y yo hemos observado tus avances en el reto con gran placer.", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "Derrótame si puedes, {player}. Y más te vale darlo todo, ¡porque la Merlínea me otorga Su poder!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "A mí ya se me estaba quedando pequeño, puedes quedártelo. Yo ya me he cambiado a uno más grande. ¿Qué te parece?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "¡Toma, te lo has ganado!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "¡Tengo un aspecto [wave amp=30 freq=10]mágico[/wave]!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "A partir de ahora, tus rivales serán cada vez más fuertes. ¡Tengo muchas ganas de ver cuánto consigues avanzar!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "Huele un poco raro…", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "¡Va a ser pan comido!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]¡Creaste un monstruo![pause] ¡Y hoy la creación destruirá a quien la creó!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "Parece más grande de lo normal…", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]¿Te acuerdas de mí, {player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "Pues…", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]¿Te acuerdas de mí, aquel trafikangrejo [wave amp=30 freq=10]insignificante[/wave] al que aplastaste cruelmente en mitad de la arena la primera vez que llegaste a Nueva Wirral?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "¡Gracias por jugar a nuestro juego! ¿Te ha gustado?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]En el momento en el que entramos en contacto, tu sombra, las peores partes de ti, las que niegas que existen, quedó grabada en mí y me otorgó una mente.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]En el momento en el que entramos en contacto, tu sombra, las peores partes de ti, las que niegas que existen, quedó grabada en mí y me otorgó una mente.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]Durante un tiempo, te estuve siguiendo los pasos, observándote desde las sombras de Villapuerto mientras tú y tus compinches planeabais destruir a todos los monstruos. Desde entonces, he estado preparándome para este momento: ¡nuestro combate final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]En el momento en el que entramos en contacto, tu sombra, las peores partes de ti, las que niegas que existen, quedó grabada en mí y me otorgó una mente.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]¡Creaste un monstruo![pause] ¡Y hoy la creación destruirá a quien la creó!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]Durante un tiempo, te estuve siguiendo los pasos, observándote desde las sombras de Villapuerto mientras tú y tus compinches planeabais destruir a todos los monstruos. Desde entonces, he estado preparándome para este momento: ¡nuestro combate final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]Durante un tiempo, te estuve siguiendo los pasos, observándote desde las sombras de Villapuerto mientras tú y tus compinches planeabais destruir a todos los monstruos. Desde entonces, he estado preparándome para este momento: ¡nuestro combate final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]¿Mi estrategia?[pause] [wave amp=30 freq=10]¡Muy sencilla![pause] ¡Matanza indiscriminada y sin piedad!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]He viajado por toda Nueva Wirral, y también a otros mundos más allá. He luchado contra todo tipo de bestias, arcángeles y humanos. ¡He matado a [wave amp=30 freq=10]millones[/wave]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]¡Creaste un monstruo![pause] ¡Y hoy la creación destruirá a quien la creó!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "¡[shake rate=30 level=10]El Rey Rojo me otorga su poder[/shake]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "¡[shake rate=30 level=10]Puede que solo exista de forma potencial, pero sé que la furia que habita en mi corazón es real[/shake]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]He estudiado tus tácticas, {player}. ¡No creas que te será tan fácil vencerme esta vez!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]Te [wave amp=30 freq=10]mataré[/wave], {player}, solo que no será hoy…", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "¡Gracias por jugar a nuestro juego! ¿Te ha gustado?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "¡Gracias por jugar a nuestro juego! ¿Te ha gustado?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "Pues no mucho… Es broma, ¡que sí!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "¡Sí!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "Pero ¡¿qué…?! ¡¿Por qué no puedo decir que no?!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "¡Genial! ¡Anda, déjanos una reseña, que eso nos ayuda mucho! Y luego sigue con esta conversación y te daremos una sorpresa.", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "¡Ya he dejado la reseña!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "Estupendo, pues ahora prepárate, porque te vamos a estropear la diversión. He añadido errores y movimientos desequilibrados solo para este combate. ¡Espero que no confiaras en que fuéramos a jugar limpio!", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "¡Vamos a poner un poco de música bien cañera!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "Trabajamos mucho mejor cuando lo hacemos juntos…", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "Ja, ¡esto acaba de empezar!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "Puaf, qué agobio de música. ¡Vamos a cambiarla!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "CADA MOMENTO DE FRUSTRACIÓN,[pause] CADA PEQUEÑO INCONVENIENTE,[pause] ¡TODO ES ADREDE!\\n\\n¡SOLO QUEREMOS ESTROPEARTE LA DIVERSIÓN!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "AÚN NO HEMOS COMPROBADO QUÉ TAL FUNCIONA ESTE MOVIMIENTO.\\n\\n¡A VER QUÉ PASA!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "¡Sol! ¡No esperaba verte aquí!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "EH… SÍ, FUNCIONA TAL COMO… ESPERÁBAMOS.", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "¡¿Q-QUÉ?![pause]\\n\\nESTO…[pause] O SEA…[pause] ¡BIEN HECHO!\\n¡HAS SUPERADO NUESTRA PRUEBA!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]Ah, {player}, ¡has venido! Gracias…[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "Que no se te suba a la cabeza. Todo lo que acaba de pasar ha ido exactamente como lo habíamos planeado.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "Aunque…[pause] No, mira, te lo voy a subir.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "Por cierto, si sigues con el reto, a partir de aquí tus rivales van a llegar al nivel máximo.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "¡No olvides modificar a tu gusto la opción de adaptación del nivel si los combates de fuera del reto se vuelven demasiado fáciles!", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "¡Ya está! Ahora el nivel máximo es 999. Ya puedes seguir jugando.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "Si ven algo, lo más seguro es que no esté ahí. Si lo ven, mátenlo y asunto resuelto.", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "Aviso a nuestros viajeros", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "Ayúdennos a evitar el contagio psíquico. Pueden encontrar dispensadores de gel hidromental en todas las salidas.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "No se separen en ningún momento de sus pertenencias. Si encontramos un equipaje desatendido, lo invitaremos a una buena cena.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "Próxima salida del tren en dirección a: Crewe, Montolmo, Jekyll & Hyde Park, ¿¿¿???, Cambarelot, Protowirral, cualquier parte, ninguna parte y AAAAAAAAAA.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "Debido a un estado de saturación excepcional en nuestra próxima parada, prevemos que la llegada a Crewe sufra un retraso de aproximadamente 12 361 años.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "Si un número infinito numerable de personas mayores, personas con discapacidad o embarazadas accede al tren, les rogamos que les cedan su asiento y se cambien a aquel cuyo número resulte de multiplicar por dos el número de su asiento actual.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "Próxima parada: Crewe. Rogamos a quienes tengan intención de apearse en ella que respeten las costumbres propias de la zona y adopten forma humana.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "En caso de que se produzca una despresurización inesperada, se les proporcionará una máscara de oxígeno de forma automática. Si usted requiere dióxido de azufre, le rogamos que se comunique telepáticamente con un miembro de nuestro personal.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "Si por cualquier motivo el tren tuviera que efectuar una parada imprevista en un mundo muerto, no se apeen bajo ningún concepto. Mantengan brazos, piernas y cualesquiera otras extremidades dentro del vehículo hasta que este empiece a moverse de nuevo.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "En caso de que se produzca una emergencia, activen la alarma de emergencia:\\nPaso 1: Levanten la cubierta. Paso 2: Tiren de la palanca. Paso 3: Esperen la muerte.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "Les rogamos que eviten el contacto visual con otros pasajeros. No intenten establecer ningún tipo de comunicación. No obedecer esta norma puede suponer penas de cárcel de un bucle temporal, además de una multa de 2000 libras esterlinas.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "Si no se encuentran bien, les rogamos que se comuniquen telepáticamente con un miembro del personal para que pueda acompañarlos hasta el mundo de cuarentena más cercano.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "Al subir a este tren, está otorgando su consentimiento para la recogida de sus datos intrapersonales.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "Este tren está protegido por un sistema de CCTTTV. Por su seguridad, se vigilará la incidencia de curvas cerradas de tipo tiempo con el objetivo de evitar rupturas de la causalidad.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "Se les advierte de que en este tren se ha detectado la actividad de carteristas y seres potenciales. Se ruega, por tanto, que protejan adecuadamente su condición de seres reales.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "Se ruega que se abstengan de cuestionar su existencia mientras permanezcan a bordo de este tren.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "Este es un tren libre de humo. La combustión espontánea conlleva una multa de 2000 libras esterlinas.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "Los espejos que se transporten en este tren deberán mantenerse tapados en todo momento.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "Si ven un doppelgänger de ustedes mismos hecho de sombras y con los ojos rojos, informen de ello inmediatamente a un miembro de nuestro personal.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "Debido al aumento de la incidencia de ########, este tren va a ser desviado a la estación de Crewe. Lamentamos las molestias que ello, sin duda, les ocasionará.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "Los tulpas deberán ir atados con una correa en todo momento.", + "RANGER_TRADER_STICKER_FUSION2": "Ya dominas por completo la fusión de monstruos, pero ¿qué te parecería poder también [wave amp=30 freq=10]fusionar tus pegatinas[/wave]?", + "RANGER_TRADER_STICKER_FUSION1": "Hola, cielo, hoy estoy prestando un nuevo servicio que a lo mejor te interesa.", + "RANGER_TRADER_STICKER_FUSION3": "Eliges una pegatina para quedarte con su efecto principal, y luego otra para quedarte con sus atributos inusuales y poco frecuentes. ¡Y las dos pegatinas se combinan para crear otra que tiene lo mejor de cada una!", + "RANGER_TRADER_STICKER_FUSION4": "La fusión de pegatinas es permanente, de modo que no recuperarás las pegatinas originales. Aun así, si eliges bien, ¡las pegatinas fusionadas pueden convertir hasta la cinta más débil en una bestia imparable!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]Hola…, {player}…[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "En fin, ¿en qué puedo ayudarte?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "¿Qué hay de nuevo, Sol?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]{player}, tengo que hacer una cosa…[pause] para atar los cabos sueltos…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "¿Cabos sueltos?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]Hay una cosa sobre lo de ser «terrateniente» que no te he contado…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "¿Qué quieres decir?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]Esa bestia que nos daba órdenes, «Mammón»…, estaba conectada con nosotros, y todos estábamos conectados unos con otros… como si hubiera un hilo telefónico invisible…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]Pero el arcángel…, Mammón…, ya no está. Ya no me resuenan sus órdenes en la cabeza.[pause] Pero aún oigo los pensamientos de los demás terratenientes…[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "Creo que lo entiendo. Teníais una red mental que os vinculaba a todos, y ese vínculo sigue ahí, aun cuando tú ya no seas [wave amp=20 freq=5]como ellos[/wave].", + "SUNNY_QUEST_INTRO_MEREDITH6": "¿Dices que estáis todos conectados? ¿Como con un vínculo telepático o algo así? Vale, de momento te sigo.", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "¡¿Oyes sus pensamientos?!", + "SUNNY_QUEST_INTRO_FELIX6": "Ah, entonces ¿los demás terratenientes y tú tenéis una especie de conexión telepática?", + "SUNNY_QUEST_INTRO_VIOLA6": "Lo entiendo. Aun cuando sea por demás curioso.", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}…, los otros…[pause] Los terratenientes…[pause] están planeando algo.[pause] Ya no tienen motivos para seguir siendo terratenientes, pero no saben cómo cambiar…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]Sus voces hablan del monte Wirral… Creo que se están organizando ahí arriba.[pause] Tengo que averiguar qué se traen entre manos… {player}, ¿podrías encontrarte conmigo allí?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "Vale.[pause] Supongo que deberíamos intentar ayudar a la chica zombi, ¿no?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "Me alegro de que Sol haya decidido ir por su cuenta. ¡Hace muy bien!", + "SUNNY_QUEST_INTRO_EUGENE9": "Bueno, pues ¡vamos a ayudar a Sol! Es increíble lo mucho que ha cambiado, ¿eh?", + "SUNNY_QUEST_INTRO_VIOLA9": "Confío en que nuestra bienamada Sol no se halle en dificultades. ¿Quizás fuera de recibo ofrecerle nuestra ayuda?", + "SUNNY_QUEST_INTRO_FELIX9": "Yo diría que la idea de ayudarla suena interesante, ¿no te parece?", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]Ah, {player}, ¡has venido! Gracias…[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]Ah, ¿te has traído clientes? Has hecho una inversión de lo más curiosa…[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]Ah, {player}, ¡has venido! Gracias…[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]Y ya no tenéis que actuar de esa manera… Ahora sois libres.[pause] Ahora todos somos libres…[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]No… ¡No lo entiendes! ¡Las personas no son «inversiones»!…[pause] Las personas son personas…[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]No sé qué estáis planeando, ¡pero todos podemos elegir ser lo que queramos en lugar de ser «terratenientes»![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "¡Bien dicho, tú!", + "SUNNY_QUEST_PART1_KAYLEIGH6": "¡Esa es nuestra Sol!", + "SUNNY_QUEST_PART1_EUGENE6": "¡Así se habla, Sol! Tienes toda la razón.", + "SUNNY_QUEST_PART1_VIOLA6": "¡No hay duda de que has hallado tu propia voz, mi querida Sol!", + "SUNNY_QUEST_PART1_FELIX6": "¡Eso es!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]No pienso quedarme mirando, {player}… ¡Este combate también es cosa mía![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]¡Te vamos a dar un curso acelerado de economía![/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]¡Has perdido tu espíritu emprendedor, terrateniente![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]Ay… Aquí ya hemos terminado.[pause] Es hora de fichar y largarse, que tenemos cosas que hacer en otro sitio…[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "¡Has estado [wave amp=20 freq=5]increíble[/wave], Sol!", + "SUNNY_QUEST_PART1_VIOLA11": "¡Ha sido una actuación impecable por parte de nuestra querida Sol!", + "SUNNY_QUEST_PART1_EUGENE11": "¡Ha sido [shake rate=30 level=10]alucinante[/shake], Sol! ¡Has repartido estopa como una campeona!", + "SUNNY_QUEST_PART1_MEREDITH11": "Mola mucho esa forma de monstruo, Sol.", + "SUNNY_QUEST_PART1_FELIX11": "¡Cómo mola esa forma de monstruo, Sol!", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "¿De dónde has sacado esa cinta de monstruo?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "¿Qué cinta de monstruo era esa?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]Me la regaló Ianthe cuando le conté mi plan para enfrentarme a los terratenientes…[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]La rueda…[pause] No es más que una rueda enorme, una rueda de verdad… No lo entiendo…[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]¿Qué…? «La rueda que hay bajo la vieja sede»…[pause] ¿Qué quiere decir eso?…[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]Tenían reuniones por esta zona… Debe de haber alguna pista sobre lo que quieren hacer…[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]¡Ah! La vieja sede del pantano… ¡Hay algo allí debajo![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}…, por favor, ven conmigo a la antigua base de los terratenientes, la que destruisteis Eugene y tú… Creo que los terratenientes están allí…[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]Tengo que hacerlo… Tengo que detenerlos y dejar atrás esa vida de una vez para siempre…[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]Si te soy sincera, la idea me… entusiasma…[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]¿Qué…? Esta puerta tiene una especie de dispositivo. ¿Será para evitar que entren intrusos? Vamos a ver…[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]Creo que deberíamos adentrarnos más…[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]¡Parece que cree que soy una terrateniente! Vamos a entrar, {player}.[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]Los demás terratenientes están todos aquí… Tienen que estar aquí por algún motivo.[pause] Es algo sobre una… ¿«rueda»?[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]¡Tú…[pause], terrateniente![pause] ¡No llevas el uniforme adecuado! ¡Voy a notificárselo a recursos humanos![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]Ahora que me fijo, a lo mejor sí que llevas ropa de trabajo adecuada…[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]Malditos legisladores…[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]¿Has venido a detener nuestros planes de expansión corporativa? ¡Detesto a los que van con el cuento a las autoridades![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]¡La rueda nos presenta una oportunidad apasionante para nuestros futuros negocios! ¡Creo que nuestras acciones están a punto de subir![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]¿Estás haciendo espionaje industrial? ¡Eso va en contra de las normas de la empresa![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]Mis acciones se han desplomado…[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]Las voces… Los terratenientes están entusiasmados por algo que hay más adelante… ¡Percibo su entusiasmo![/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]Aun así…, va contra las normas de la empresa…[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]Tenemos que avanzar…[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]¿No os parece hermosa? Contempladla. Es el futuro de la Asociación de Terratenientes: ¡la rueda![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]Cuando nuestro antiguo presidente fue…[pause] derrocado…[pause], la sede de los terratenientes se hundió hasta las profundidades de la isla, junto con muchos de sus empleados…[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]Pero aquí abajo, en la oscuridad, es donde la encontramos. Una nueva oportunidad para todos nosotros…[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "¿Qué se supone que hace?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "¿Para qué os va a servir a vosotros eso?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]La rueda es una parte olvidada de un todo mayor, algo muy poderoso que reside bajo esta isla…[pause] Un poder que se extiende a lo largo de muchos mundos…[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "¡La Merlínea!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "¿Quieres decir que es de uno de los trenes de la Merlínea?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]El «vínculo» que nos conecta a los terratenientes… ¿Acaso esa rueda podría ampliarlo?…[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]Somos receptáculos vacíos, creados por el arcángel Mammón para servirlo,[pause] ¿o no es así?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]Dime, excompañera…[pause] ¿Sabes qué somos en realidad los terratenientes?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]No… ¡Un arcángel no puede «crear» cosas! Solo puede tomarlas y rehacerlas… ¡La rueda te mostrará la verdad![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]Entonces… ¿de dónde provenimos?…[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]La rueda puede conectarnos con otros tiempos, con otros lugares… Con otros terratenientes.[pause] Con ella… podemos establecer comunicación…, negociar fusiones…[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]¡{player}, pretenden conectarse con otros mundos para traer nuevos terratenientes aquí![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]¡Exacto![pause] ¡Vamos a expandir nuestras operaciones de negocios![pause] ¡Contratación en masa! ¡¡Expansión agresiva!![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]¡No, de eso nada! ¡No os lo permitiré![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]¡¿Qué?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]¡¡¡Voy a reclutar refuerzos venidos del otro extremo del cosmos!!![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "No sé si esto es bueno para ti…", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]¡Vamos a poner fin a esto![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]Ah, eso es, un toro aguerrido y presto a defender nuestro capital…[pause] ¡Qué apropiado! ¡Es ideal![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}…[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]No pienso dejar que nadie me diga lo que tengo que ser…[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]¡Solo tengo que ser yo misma![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]Los hemos vencido… Tú y yo…[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]¿La rueda puede enseñarme la «verdad»?… ¿Qué ha querido decir?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]Quiero saber qué soy exactamente…[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "¿Podemos confiar en él?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "Puede que esa cosa sea peligrosa…", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]Lo entiendo…[pause] Los hilos… que nos conectan a todos, los tengo tan cerca de los dedos que casi podría agarrarlos…[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]La he visto, apenas un momento… ¿Esa era yo? ¿Es esa quien yo era?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "¿Estás bien, Sol?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]Estoy muy cerca… Tengo que ir más allá…[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]Se concentraba tanto en su trabajo que acabó perdida. Era infeliz…[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]Este cuerpo… Mi cuerpo una vez fue otra persona. Tenía su propia vida, pero no la vivía…[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]Eso la convirtió en un blanco fácil para Mammón. Él la tomó… La tomó y la convirtió en un receptáculo vacío.[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]La convirtió en mí…[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]Tiene que haber más… Más sentido, más respuestas en el cosmos… Solo tengo que mirar más allá…[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]¡Aaah![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "¡Ten cuidado, Sol!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "Deberías parar ya.", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]Ay, creo que he explorado demasiado el cosmos. Por un momento, he acabado perdida en él…[pause] Lo siento.[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]¡¡¡No!!![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player}, deberíamos irnos. Creo que aquí ya hemos terminado…[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "¿Estás bien?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "¿Has encontrado lo que buscabas?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]Pues…[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]La rueda…[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]Lo has visto, ¿verdad?[pause] ¿Tu génesis?[pause] ¿El momento en el que se te eligió para cumplir con tu verdadero propósito? [pause]¿El momento en el que se te eligió para ser aquello que debías ser?[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]Soy… Soy…[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]Soy Sol. No soy nada más. No importa lo que los demás digan que debo ser.[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]Soy simplemente Sol.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]Por favor, {player}, enséñame cosas. ¡Cosas nuevas! ¡Hay mucho por ver![pause] Ya sé que tu intención es marcharte de Nueva Wirral, pero…[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]A lo mejor tú deberías dejar de ser un terrateniente solo porque te han dicho que es lo que eres y probar a ser tú, para variar.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]Creo que… saber que este…[pause] cuerpo… [pause]era otra persona incluso antes de convertirme en terrateniente…[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]…[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "Me parece que los monstruos solo existen en Nueva Wirral.", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]No me hace sentir nada distinto. Quiero seguir aprendiendo lo que significa ser yo, tal y como soy ahora.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]Sé a ciencia cierta que «la otra yo» lo entendería.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]Quiero divertirme,[pause] ¿de acuerdo?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "Sol te hace un montón de preguntas sobre cómo era la vida en tu mundo.", + "RESTING_SUNNY_PLATONIC_2": "Sol te cuenta un sueño que tuvo hace poco.", + "RESTING_SUNNY_PLATONIC_3": "Sol se queda sentada en silencio, con una expresión alegre.", + "RESTING_SUNNY_DATING_1": "Sol te habla de forma apasionada sobre lo que opina de la vida.", + "RESTING_SUNNY_PLATONIC_5": "Sol te cuenta entusiasmada las cosas nuevas que ha descubierto hace poco sobre Villapuerto.", + "RESTING_SUNNY_PLATONIC_4": "Sol y tú disfrutáis de una conversación distendida.", + "RESTING_SUNNY_DATING_2": "Sol te pregunta por tus gustos en cuanto a la ropa (por simple curiosidad).", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]Parece que a la gente le gusta mucho eso de consumir comida, ¿no?[/wave]", + "RESTING_SUNNY_DATING_3": "Sol se limita a sentarse junto a ti sin decir nada, pero es evidente que está a gusto.", + "RESTING_SUNNY_DATING_4": "Sol no dice casi nada, pero parece muy contenta por estar ahí contigo.", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]Tú, por ejemplo, ¡lo haces al menos una vez al día![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "¿Eh?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "¿Qué quieres decir?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "¡Porque hay que hacerlo!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "¡Hay que comer para poder sobrevivir!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]¿Ah, sí?… Qué raro…[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]No parece que yo tenga ningún problema si no como nada en absoluto.[/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]A lo mejor soy más distinta del resto de la gente de lo que pensaba…[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]¿Es tan hermoso el cielo de tu mundo como el de aquí, {player}?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "Es… muy distinto.", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]Durante el día, el sol va surcando el cielo junto a esa luna de azabache… Y, por la noche, esa misma luna consume las luces brillantes que bailan juntas…[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "Se parece, aunque no mucho.", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]Es maravilloso, ¿no te parece?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "¡Mola mucho!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "La verdad es que me da mal rollo.", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]Je, je… Ya sabía que ibas a estar de acuerdo. «Mola» mucho, sí…[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]Je, je… Ya sabía que ibas a estar de acuerdo. «Mola» mucho, sí…[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]Je, je… A lo mejor es que es muy distinto a lo que tienes costumbre de ver…[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]Je, je… Ya sabía que ibas a estar de acuerdo. «Mola» mucho, sí…[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]Je, je… A lo mejor es que es muy distinto a lo que tienes costumbre de ver…[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]Je, je… A lo mejor es que es muy distinto a lo que tienes costumbre de ver…[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]Dime, {player}… ¿En tu mundo también hay una cafetería como esta?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "En realidad hay muchísimas.", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]¿Hay muchas cafeterías? Vaya, me cuesta imaginarlo…[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "Pues no. ¡Esta es la única que he visto!", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]¡Anda![pause] ¡Pues entonces debe de encantarte este sitio![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]Kayleigh y tú… tenéis una especie de conexión, ¿no es así?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "¡Pues sí!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]Eso me parecía a mí. Me alegro de que dos de las personas que me importan se lleven tan bien…[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "Supongo que podríamos llamarlo así.", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]Eso me parecía a mí. Me alegro de que dos de las personas que me importan se lleven tan bien…[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]Eso me parecía a mí. Me alegro de que dos de las personas que me importan se lleven tan bien…[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]Aunque yo no tengo un vínculo parecido con nadie, supongo que me gustaría…[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]Eugene y tú hacéis buenas migas, ¿no?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "¡Pues sí!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]Eso me parecía a mí. Eugene tiene mucha seguridad en sí mismo para algunas cosas, pero no tanta para otras… Creo que tú eres una persona que podría sacar lo mejor de él…[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "Supongo que podríamos llamarlo así.", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]Creo que hacéis una buena pareja…[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]Cuando estoy así, notando el viento…[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]Me da la sensación de que… la mujer que era dueña de este cuerpo nunca tuvo ocasión de sentir el viento en el pelo como yo ahora…[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]A lo mejor, a mi manera, estoy recuperando el tiempo perdido.[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]Se me hace raro pensar que muchos de los habitantes de esta isla se han perdido…[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]Si lo he entendido bien, ¿los hacen las personas?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]Al fin y al cabo, yo no me he perdido. Aquí es donde me he encontrado a mí misma…[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]Eso es lo que dijo Kayleigh que todo el mundo tiene oportunidad de hacer en Nueva Wirral, ¿no? ¿Tú crees que todo el mundo merece una segunda oportunidad en la vida?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "Yo creo que sí.", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]Nueva Wirral… Un lugar donde uno puede perderse para siempre[pause] o encontrarse para siempre…[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]Empezar de cero…[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "No todo el mundo.", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]Sí, yo también creo eso…[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]Alguien que no merezca una segunda oportunidad en la vida… No creo que me apetezca conocer a nadie así…[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]Los «arcángeles»[pause], como Mammón…[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "Más o menos.", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "¿Una amiga?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "Se podría decir así.", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]Vaya…[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]Un arcángel parece muchísimo más poderoso que un humano…, pero creo que ese no es el enfoque correcto…[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]Cuando veo cómo colabora la gente de Villapuerto, son como un todo…[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]Puede que un arcángel sea poderoso, ¡pero dudo mucho que ningún arcángel sea rival para todas las personas trabajando codo con codo![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]Hay algo que llevo tiempo preguntándome…[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]Me pregunto si construyendo un barco y navegando lejos de aquí se podrían encontrar más islas como esta…[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]Este mar que rodea Nueva Wirral…[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]¡A lo mejor hago eso algún día, cuando mi corazón ansíe ver nuevas tierras![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]Si hubo otra persona que vivió en mi cuerpo antes que yo, ¿habré heredado también sus gustos?…[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]Me… gusta el aspecto que tienes cuando te ilumina el fuego, {player}…[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]¿O esos son solo míos?[pause] La verdad es que no lo sé…[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]Las llamas que se te reflejan en los ojos… Puede parecer una tontería, pero es como si viera todo un mundo dentro de ti…[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]Puede que sea el mundo del que viniste… Como si hubieras guardado una parte de él dentro de ti todo este tiempo, para que te guíe a casa…[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]Mi yo del pasado…, la persona que una vez vivió en mi cuerpo…[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]…[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]Parecía muy infeliz…[pause] Me parece muy triste vivir una vida infeliz y no ser capaz de cambiarla…[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]{player}, prométeme que tú siempre vivirás tan feliz como te sea posible…[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "Allí no hay.", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]¿Cómo son los monstruos de tu mundo, {player}?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]No dejes que tu mundo te cambie, ni que te convierta en alguien que no eres… ¿De acuerdo?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]¿Qué…? ¿En serio?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]No me había dado cuenta…[pause] Supongo que eso explica muchas cosas…[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "Sí.", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]¿Hay más ropa en tu mundo que en este, {player}?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]¡¿De verdad?![/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "Muchísima más.", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]Entonces, si lo he entendido bien…, esta isla la hizo y la guarda un arcángel que se hace llamar «la Merlínea»… ¿Es así?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]Aunque…[pause] Yo acabo de descubrir cómo me gusta vestirme… No sé si estoy lista para cambiar de estilo…[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "Eso parece.", + "SUNNY_CONVO16_SUNNY1_OPTION2": "Eso mismo.", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]Vale, ¡pues para la próxima vez procuraré pensar en unas cuantas preguntas mejores que hacerte![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]Ese arcángel debe de haber tenido una razón para hacer todo esto…[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]Pero también es posible… que sus razones superen nuestra capacidad de comprensión.[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]Sea como sea, no creo que sea algo que deba preocuparnos. Nos depare lo que nos depare el futuro, nos las apañaremos…[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]Nuestra nueva amiga, Abra… ¡Nunca había visto a nadie que se vistiera como ella![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]Conque Abra es un arcángel…[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]Me pregunto si le gustaría ser amiga mía…[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]Debe de haberse sentido muy sola aquí, en mitad de este embarcadero… Espero que pueda encontrar la felicidad…[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]Nadie merece sentirse así…[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]Oye, {player}, cuéntame algo. Algo sobre tu mundo.[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "¿Eh?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "¿Mi mundo?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]¡Sí! Tu mundo es muy antiguo, ¿no? Nueva Wirral es bastante reciente. Me han dicho que Villapuerto solo existe desde hace dos o tres generaciones…[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "Le haces a Sol un breve resumen de la historia de la Tierra.[pause] Te saltas casi todos los detalles, pero eso da igual.", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]¡Cuéntame la historia de tu mundo, por favor![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]Vaya, es… impresionante.[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]Cuando pienso en esta isla y en el lugar de donde vengo… De la persona que fui una vez en otro mundo, de ser luego terrateniente y luego a encontrarme contigo aquí…[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]Casi soy capaz de ver el hilo de la historia que me ha llevado a ser yo,[pause] a estar aquí[pause] ahora mismo.[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]¿Te parece que tiene sentido? ¿Tú también… ves los hilos de la historia de tu mundo que te han llevado a ser quien eres ahora?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]¿Te parece que tiene sentido? ¿Tú también… ves los hilos de la historia de tu mundo que te han llevado a ser quien eres ahora?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]¿Te parece que tiene sentido? ¿Tú también… ves los hilos de la historia de tu mundo que te han llevado a ser quien eres ahora?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "¡Pues no, la verdad!", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]¡Qué bien! ¡Me alegro! No estaba segura de si era una pregunta tonta.[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "Eh… Sí, supongo.", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]Bueno, no te preocupes… De todas formas, ¡era una pregunta tonta![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]Aún estoy aprendiendo lo que significa ser uno mismo. Parte de ello tiene que ver con nuestra historia, pero es solo una parte…[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]Cuando pienso en la humana que fui una vez…[pause], la mujer que vivió primero en mi cuerpo… Me pregunto cómo influyó en ella su historia…[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]A lo mejor no estoy haciendo las preguntas correctas… ¡A lo mejor necesito preguntarte más cosas sobre el presente y no sobre el pasado![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "Parece buena idea.", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]En tu mundo hay un montón de gente…, ¿no? Al menos… mucha más que en esta isla.[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "Yo creo que sí.", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]Oye, {player}…[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]No te preocupes, que eso lo entiendo. Los demás terratenientes y yo… no somos amigos.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "Pues sí, ¡supongo que sí!", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]¡Debes de haberte cruzado con mucha más gente de la que podrías llegar a conocer bien![/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "¡Ya lo creo!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]¿Y eso no te hace sentir triste? ¿Pensar que hay amistades que a lo mejor te estás perdiendo?…[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]Aunque… Supongo que muchas de esas personas no acabarían siendo amigas tuyas. No todo el mundo es capaz de conectar con todo el mundo…[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "Así es.", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "No, está claro que no.", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]La función que se les encomienda es tan rígida…, tan imposible de cambiar, que no son capaces de imaginarse la vida de otra manera…[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]Pero saber que puede que la gente no conecte contigo, o que incluso te deteste… no basta para quitarme las ganas de acercarme a los demás.[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]A lo mejor el que yo haya elegido ser «Sol» en lugar de una «terrateniente» a ellos les parece un insulto.[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]¡A mí me interesa la gente! Es divertido hablar con ellos, o eso creo…[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "¡Estoy de acuerdo!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "¿Tú crees?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "¡Es una buena forma de ver la vida!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]Ji, ji…[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]Tener hambre es una sensación bastante curiosa, ¿no?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]¿Tan raro es lo que he dicho?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "¡Tener hambre no es cosa de risa!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]Es una sensación que tenemos y que cambia nuestro comportamiento, aunque no queramos…[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]Las cosas que nuestro cuerpo desea se vuelven más fuertes que nosotros y nos obligan a tomar decisiones…[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "Supongo que es así.", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "¿Y hay muchas cosas de esas que desee tu cuerpo?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]¿Lo ves? ¡Tampoco era una cosa tan rara![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Seguro que en tu mundo hay un montón de comida deliciosa que no existe en Nueva Wirral, ¿verdad, {player}?[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Hay comidas que tienen mucha más capacidad de hacerme sentir así. Supongo que eso es cuestión de «gusto»…[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "Así es.", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "Podría contarte un par de cosas sobre los «restaurantes».", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Eh…[pause][pause] Pues…[pause][pause] Yo…[pause] ¡Yo estoy hablando de comida![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Me encantaría… Háblame de esas comidas. Quiero saberlo todo, ¿vale?[/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Hay muchos deseos humanos que son…[pause] interesantes, pero de la comida resulta más fácil hablar…[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "Después de eso, la conversación se acaba diluyendo de forma bastante incómoda.", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]Oye, {player}…[/wave]", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]Hay una cosa que me despierta curiosidad… Las casas de la gente. Me han dicho que son un reflejo de quien vive en ellas.[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]¿Podrías enseñarme tu casa?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "¡Pues claro!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "Ahora no.", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]¡Estupendo! ¿Vamos?[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]Vale, pues en otro momento…[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]He estado pensando mucho en lo que significa ser yo, y ser una persona…[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]…[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]Y creo que ahora lo entiendo.[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]Lo que nos hace personas…[pause] son las demás personas.[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]Si tú no estuvieras en mi vida, ni Kayleigh, ni Eugene, yo no sería Sol…[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]Al fin y al cabo, fuisteis vosotros quienes me disteis ese nombre. Fue el primer regalo que me han hecho… y lo voy a guardar siempre como un tesoro.[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]Incluso tú, {player}. Al principio te veía como un desconocido, alguien que me daba miedo, en quien no confiaba. Pero ahora te veo como…[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]Me siento como si hubieran pasado años desde entonces… Ahora me siento muy diferente; todo me parece distinto.[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "¿Un amigo?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]Incluso tú, {player}. Al principio te veía como una desconocida, alguien que me daba miedo, en quien no confiaba. Pero ahora te veo como…[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]Incluso tú, {player}. Al principio te veía como une desconocide, alguien que me daba miedo, en quien no confiaba. Pero ahora te veo como…[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "¿Une amigue?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "¿Como algo más?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Esas conexiones que hemos creado… Eso es lo que le da sentido a la vida. Lo que nos hace humanos, o eso creo…[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]¡Por supuesto! Tú y yo hemos hecho tantas cosas… Hemos viajado…, hemos luchado contra monstruos… y hasta nos hemos fusionado…[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "¿Como algo más?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "¿Como algo más?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Sé que un día te marcharás de este lugar…, pero esas conexiones entre tú y yo no desaparecerán. Seguirán haciéndonos quienes somos.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Yo al menos creo que será así.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Eh…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]¿Te refieres a lo que creo que te refieres?…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "¡Me refiero a la bonita amistad que tenemos!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "Me refiero a que siento algo por ti.", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "¡Me refiero a la bonita amistad que tenemos!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "¡Me refiero a la bonita amistad que tenemos!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]Entonces… no es solo cosa mía.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]Si te soy sincera, ya hace tiempo que he tenido dentro…[pause] sentimientos complicados.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]Para mí es muy difícil saber lo que es normal y lo que no…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]Pero si tú sientes lo mismo, voy a intentar decírtelo directamente:[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]Ahora mismo, quiero estar cerca de ti[pause], muy cerca…[pause] Si tú quieres.[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "Eh… ¡No, no es nada!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]{player}, me da la impresión de que quieres decirme algo. ¿Es así?[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]Eh… Vale, lo que tú digas, {player}.[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]Creo que entiendo lo que me estás pidiendo.[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]No te preocupes, Eugene. No nos hicimos amigos la primera vez que nos vimos, pero ahora sí lo somos… Eso es mejor, ¿no te parece?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]Por supuesto que quiero eso… Lo quiero más que ninguna otra cosa…[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]Eh…[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]No es solo que estemos cerca físicamente, sino algo más…[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "Sí, eso.", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]Una validación de la conexión que hay entre tú y yo, como personas…[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "Podríamos decirlo así.", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]Pero… también podemos seguir estando cerca físicamente, ¿verdad?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]Porque cuando te veo tengo un montón de sentimientos. Quiero estar físicamente cerca de ti, y también estar conectada contigo, conectada con tu corazón…[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]Todos esos sentimientos se juntan en uno solo y ya no sé dónde empiezan y dónde acaban. Me hace sentir que no soy capaz de entenderme a mí misma tan bien como me gustaría…[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]Creo que necesito estar cerca de ti.[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]Necesito notar tus manos sobre las mías,[pause] y… ¡también otras cosas parecidas![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]Sé que al final tendrás que volver a casa…, pero esta conexión entre tú y yo no desaparecerá. Seguirá haciéndonos quienes somos.[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]Así que…, sí. Quiero estar contigo. Hasta que te marches.[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "Ah, no, no viven allí… ¡Es solo durante el día! Imagínate que es como un papel que interpretas durante el día hasta que llegas a casa y puedes volver a ser tú misma.", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "Bueno, yo no lo diría exactamente [wave amp=30 freq=10]así[/wave]… Es más bien que necesitas dinero para vivir, y un trabajo de oficina es una manera de conseguir dinero.", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]¡¿Me estás diciendo que en tu mundo hay gente que elige vivir como terratenientes?![/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]¿Y la gente elige vivir en una oficina con tal de sobrevivir?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "Eh… No, yo no tengo la preparación que se necesita para ese tipo de trabajo.", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]Ya lo entiendo… ¿Y tú tenías un «trabajo de oficina» antes de venir a Nueva Wirral, Kayleigh?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]No, nunca he tenido que «chupar sangre» cuando era terrateniente…[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "Supongo que no. Es solo que tengo curiosidad por ti.", + "PARTNER_INTERACT_S_M1_MEREDITH2": "Vale, o sea que no eres una vampira.[pause] Pero ¿seguro que no eres [wave amp=30 freq=10]aunque sea un poco[/wave] zombi? Porque eres bastante pálida…", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]¿«Zombi»? No conozco esa palabra… ¿Es algo malo?…[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]¿Tienes…[pause] curiosidad por mí?…[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "¡No te lo tomes a mal![pause] Lo que pasa es que eres una especie de [wave amp=30 freq=10]chica muerta viviente[/wave]. O a lo mejor no. De todas formas, no te agobies.", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]¿Lo que me estás diciendo es que no acabas de entenderme bien, y que eso te interesa?…[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "Pues… supongo.", + "PARTNER_INTERACT_S_E1_EUGENE2": "¿Te refieres a la primera vez que entraste en este café? Sí, supongo que ya ha pasado un tiempo.", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]Qué lejos queda ya la primera vez que nos vimos, Eugene…[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]No, me refiero a cuando yo era terrateniente y vine por primera vez a Villapuerto. Te enfrentaste a mí y a mis compañeros y nos dijiste que nos fuéramos. ¿No te acuerdas?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "Espera,[pause] ¡¿esa eras tú?! Lo siento, Sol, no me había dado cuenta de…", + "PARTNER_INTERACT_S_E1_EUGENE6": "Muchísimo mejor, ya lo creo.", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]¿Dices que quieres dibujarme?…[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "¡Sí! Al fin y al cabo, tu historia es bastante inspiradora. Escapaste de tu vida anterior como esclava corporativa para convertirte en dueña de tu destino. Me encantaría basar en ti un personaje de la historia que estoy escribiendo.", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]Aunque debo pedirte que me permitas mantenerme vestida durante el proceso.[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]Pues… es muy amable por tu parte. Sería un honor que me dibujaras, Felix…[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "No te preocupes, no soy [wave amp=30 freq=10]ese[/wave] tipo de dibujante.", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]¿Tienes buenos recuerdos de tus viajes, Viola?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "¿«Buenos recuerdos»? ¡Los mejores posibles! El viento acariciándome el pelo una noche, la cálida cama de una taberna la siguiente. Un banquete con amigos de mi padre hoy, y recitar poesía en la hermosa Verona mañana.", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]«La hermosa Verona»… Suena a que debía de ser un sitio muy agradable…[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "Pues… así era, en efecto, mas debo confesar…[pause] que en Verona le robé el corazón a una doncella de la nobleza y provoqué con ello un escándalo que alcanzó cotas mucho más peliagudas de lo que preveía.[pause] Así pues, no tengo intención de volver.", + "PARTNER_INTERACT_S_D1_DOG2": "¡Guau!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]Supongo que eres lo que llaman un «perro», ¿es así?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]Vaya, ¡la verdad es que tienes un montón de historias que contar![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]Eres el primer «perro» que he conocido. Me gustaría conocer más, si tengo la oportunidad…[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "¡Pues sí![pause] No es tan raro ver pelirrojas, al menos en el lugar de donde soy.", + "FRANKIE_INTERACT_K1_FRANKIE1": "Tengo que preguntarte algo, Kayleigh: ¿es ese tu color natural de pelo?", + "FRANKIE_INTERACT_K1_FRANKIE4": "Eh…[pause] no,[pause] pero se me ha quedado de ese color desde que aparecí aquí.", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "Y supongo que tú no naciste con el pelo rosa, ¿eh?", + "FRANKIE_INTERACT_K1_FRANKIE6": "¡Como mínimo me ahorra dinero en tinte!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "Bueno, supongo que si a ti te gusta así, no hay problema, ¿no?", + "FRANKIE_INTERACT_M1_FRANKIE1": "Es que, no sé, Meredith… Si [wave amp=30 freq=10]me marcho[/wave] de Nueva Wirral, voy a tener que buscarme un trabajo y todas esas cosas tan aburridas.", + "FRANKIE_INTERACT_K1_FRANKIE7": "Aunque, claro, aquí no existe el dinero. Ni el tinte.", + "FRANKIE_INTERACT_V1_VIOLA3": "Entiendo tus desvelos, mi querida Frankie. Me preguntas si hay contradicción en el hecho de que te apasionen las historias románticas o lascivas pese a tu propia renuencia a llevar a cabo en persona tales actos.", + "FRANKIE_INTERACT_M1_MEREDITH2": "Aún eres una niña, ¿no? Te queda un tiempo antes de tener que preocuparte de los problemas cotidianos de los adultos.", + "FRANKIE_INTERACT_M1_FRANKIE3": "¡Si tengo [wave amp=30 freq=10]18[/wave]! ¡No creo que tú seas [wave amp=30 freq=10]mucho[/wave] mayor que yo!", + "FRANKIE_INTERACT_M1_MEREDITH4": "Ah.[pause] No me había dado cuenta. Supongo que tienes tanta…[pause] energía juvenil que me parecía que eras más joven.", + "FRANKIE_INTERACT_M1_FRANKIE5": "¡Me pasa mucho!", + "FRANKIE_INTERACT_E1_FRANKIE1": "Es que creo que a lo mejor no soy la persona que mis padres [wave amp=30 freq=10]esperaban[/wave] que fuera de mayor. Ellos [wave amp=30 freq=10]me apoyan[/wave], pero a lo mejor no soy quien ellos creían que iba a ser.", + "FRANKIE_INTERACT_E1_EUGENE2": "Te entiendo. A mí la infancia me fue de lujo, pero mis padres se pasaron la mayor parte de la suya en las trincheras de una guerra de guerrillas que iba a decidir el destino de un mundo en llamas, ya sabes cómo es eso.", + "FRANKIE_INTERACT_E1_FRANKIE3": "…[pause] ¡¿Qué?!", + "FRANKIE_INTERACT_E1_EUGENE4": "A ver, que me educaron lo mejor que pudieron…[pause], pero crecí jugando entre las ruinas de las máquinas asesinas que su generación destruyó, en fin…", + "FRANKIE_INTERACT_E1_EUGENE5": "Siempre iba a haber cierta distancia entre nosotros si ellos tuvieron que vivir algo así.", + "FRANKIE_INTERACT_E1_FRANKIE6": "…[pause] A lo mejor mi vida es bastante fácil, si lo pienso fríamente.", + "FRANKIE_INTERACT_F1_FRANKIE1": "Entonces, si te hago una descripción del personaje, ¿crees que podrías dibujármelo?", + "FRANKIE_INTERACT_F1_FELIX2": "¡Pues claro! Solo tienes que decirme qué aspecto tiene tu personaje y yo te devuelvo un dibujo terminado.", + "FRANKIE_INTERACT_F1_FRANKIE3": "Vale,[pause] pues es…[pause] Imagínate un hombre lobo, pero que lleve un traje. No, espera, es más bien un esmoquin… Y en cuanto al color del pelaje…", + "FRANKIE_INTERACT_F1_FELIX4": "Eh… Casi mejor que me lo escribas.", + "FRANKIE_INTERACT_V1_FRANKIE1": "Supongo que leo un montón de literatura romántica para no estar interesada en ese tipo de cosas.", + "FRANKIE_INTERACT_V1_FRANKIE2": "¿Eso no es [wave amp=30 freq=10]raro[/wave]?", + "FRANKIE_INTERACT_V1_VIOLA5": "Si deseas conocer mi opinión, yo te diría que no has de preocuparte. Pudiera ser que los deseos de tu corazón cambien con los años, o pudiera ser que no.", + "FRANKIE_INTERACT_V1_FRANKIE4": "Eh… Supongo.", + "FRANKIE_INTERACT_V1_VIOLA6": "Disfruta de las cosas que te gustan y ama a los que te rodean de la manera que mejor te plazca. Opino que esa es una manera excelente de vivir la propia vida.", + "FRANKIE_INTERACT_V1_FRANKIE7": "Viola, molas [wave amp=30 freq=10]un montón[/wave], ¿lo sabías?", + "FRANKIE_INTERACT_S1_FRANKIE1": "De modo que, aunque no sabía que Nueva Wirral [wave amp=30 freq=10]existía[/wave] hasta que llegué aquí, ¡de alguna manera me he estado preparando para algo así durante [wave amp=30 freq=10]toda mi vida[/wave]!", + "FRANKIE_INTERACT_V1_VIOLA8": "¡Últimamente muchos parecen compartir esa opinión!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]Lo entiendo… Porque lees muchas historias de fantasía… y escribes las tuyas propias. ¿Es eso?…[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "¡Sí![pause] Aunque los detalles específicos de las cintas son un giro novedoso, a la gente [wave amp=30 freq=10]le encantan[/wave] las historias de amistad entre monstruos y humanos. Y más aún si también hay alguna historia de amor.", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]Ah, ¿sí?… ¿Y por eso es por lo que te entusiasma estar aquí? ¿Porque quieres vivir una historia de amor con un monstruo?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "¿Q-quién, yo?[pause] No, yo solo soy una observadora.", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "A los personajes que tengan aplicado «trampa traicionera» se les reemplazarán algunos de sus movimientos.", + "STATUS_NAME_BOOBY_TRAPPED": "Trampa traicionera", + "STATUS_NAME_FLAMMABLE": "Inflamabilidad", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Causa a los objetivos el estado «{status_effect.to_lower}». Duración en turnos: {duration}.", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Golpea a un objetivo. Utiliza el atributo de defensa cuerpo a cuerpo de quien lo usa en lugar del de ataque cuerpo a cuerpo. Causa daño también a quien lo usa.", + "MOVE_DESCRIPTION_CARNIVORE": "Aumenta los PV que se recuperan al usar «mordisco».", + "MOVE_NAME_BOOBY_TRAP": "Trampa traicionera", + "MOVE_NAME_MACHINE_CURSE": "Maldición de la máquina", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consume todos los PA de quien lo usa. La potencia de este ataque aumenta en 15 multiplicado por el número de PA consumidos. El tipo del ataque y cualquier efecto de estado adicional se determinan según el tiempo que haga en el momento de usarlo.", + "MOVE_NAME_BUTTERFLY_EFFECT": "Efecto mariposa", + "MOVE_DESCRIPTION_MACHINE_CURSE": "Anula y devuelve todo el daño y los efectos que fueran a causar los movimientos activados por otros movimientos pasivos que se hayan usado contra quien lo usa.", + "MOVE_NAME_STICKER_TRICK": "Truco de las pegatinas", + "MOVE_DESCRIPTION_LIFTOFF": "Aplica a quien lo usa «aumento de PA» y «aumento de la velocidad» al final de su tercer turno.", + "MOVE_NAME_ENERGY_RESERVES": "Reservas de energía", + "MOVE_NAME_BAD_FORECAST": "Tiempo desfavorable", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "Tiene la probabilidad de otorgar 1 PA a un aliado al azar al final del turno de quien lo usa.", + "MOVE_NAME_IONISED_AIR": "Aire ionizado", + "MOVE_DESCRIPTION_BOOBY_TRAP": "Causa daño a quien lo usa.", + "MOVE_DESCRIPTION_STICKER_TRICK": "Reemplaza el último movimiento que haya usado el objetivo por «trampa traicionera». «Trampa traicionera» causa daño a quien lo usa.", + "STATUS_DESCRIPTION_FLAMMABLE": "Los personajes que tengan aplicado «inflamabilidad» sufrirán el estado «quemadura» cuando reciban el impacto de un ataque de tipo fuego. Aumentará además el daño que sufran por el estado «quemadura».", + "MOVE_DESCRIPTION_HARDBACK": "Reduce el daño que se sufre por todos los ataques excepto los de tipo fuego y los golpes críticos. Todos los ataques de tipo fuego que se sufran provocan golpes críticos y no aplican bonificaciones.", "MOVE_NAME_CARNIVORE": "Carnívoro", - "MOVE_NAME_HARDBACK": "Capa Dura", - "MOVE_DESCRIPTION_BOOBY_TRAP": "Causa dano ao usuário.", - "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Atinge um alvo e usa o atributo Defesa Corpo a Corpo em vez do Ataque Corpo a Corpo do usuário. Causa dano ao usuário.", - "MOVE_NAME_BRACE_FOR_IMPACT": "Preparar-se para Impacto", - "MOVE_NAME_GASOLINE_SPRAY": "Spray de Gasolina", - "STATUS_NAME_BOOBY_TRAPPED": "Numa Cilada", - "MOVE_DESCRIPTION_HARDBACK": "Reduz o dano recebido de todos os ataques, exceto críticos e do tipo Fogo. Ataques do tipo Fogo são sempre críticos e não concedem bonificação.", - "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consome todo o PA do usuário. O poder desse ataque é aumentado em 15 vezes o PA consumido. O tipo do ataque e quaisquer efeitos temporários extras são determinados pelo clima atual.", - "DLC_POPUP_PIER_2": "As seguintes opções de cosméticos também estão disponíveis:\\n\\nOpção de Cabelo Cerimonialista nº 1\\nOpção de Cabelo Cerimonialista nº 2\\nOpção de Cabelo Chapéu de Bobo da Corte\\nOpção de Cabelo em Duas Cores\\nOpção de Cabeça Nariz de Palhaço", - "DLC_POPUP_PIER_1": "Obrigado por adquirir Cais Desconhecido!\\n\\nAgora é possível acessar uma nova missão falando com Clémence depois de ter se encontrado com o Homem-Triângulo.", - "CHARLEQUIN_NAME_PREFIX": "Brasa", - "CHARLEQUIN_NAME_SUFFIX": "quim", - "QUEST_DLC_PIER_PROGRESS2": "Derrotou {num} dos 3 Motores Infernais.", - "UI_CC_VALUE_hair_clown_1": "Cerimonialista nº1", - "UI_CC_VALUE_hair_clown_2": "Cerimonialista nº2", - "UI_CC_VALUE_hair_clown_3": "Chapéu de Bobo da Corte", - "UI_CC_VALUE_hair_clown_4": "Dois tons", - "UI_CC_VALUE_head_clown": "Nariz de Palhaço", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "Será que ele sempre esteve aqui? Junto com as pessoas vivendo em Nova Murta? De onde será que ele [wave amp=30 freq=10]veio[/wave]?", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "Então a \\\"Gene\\\" era um Arcanjo e também conhecia o Alef...", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Tenho muitas perguntas sobre este cais assustador.", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "A última pergunta foi brincadeira, [pause]juro!", - "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "E a Gene... também está aqui desde sempre? [pause]Ela que faz a própria maquiagem? [pause]Será que ela é solteira?", - "DLC_PIER_FELIX_CONVO2_FELIX2": "Parece que os Arcanjos têm inveja de nós, humanos. Aquela srta. Âmbar, que você conheceu primeiro em outro mundo, também preferia usar a forma humana, correto?", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "Suponho que sim!", - "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Acho que é verdade...", - "DLC_PIER_FELIX_CONVO2_FELIX4": "Eles são poderosos... [pause]mas poder não é tudo, certo?", - "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Algo está errado neste lugar, [pause]nós sabemos disso.", - "DLC_PIER_FELIX_CONVO2_FELIX3": "Seria fácil pensar neles como seres [wave amp=30 freq=10]divinos[/wave], mas acho que essa não é a questão.", - "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Aquela mulher usa o disfarce de um tolo, mas não devo me deixar enganar.", - "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Não se deixe levar pelo rosto gentil da Gene, {player}. O bobo da corte pode sorrir pela frente ao te esfaquear pelas costas.", - "DLC_PIER_VIOLA_CONVO2_VIOLA1": "Então parece que \\\"Gene, a boba\\\" também era um espírito de outro mundo, certo?", - "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Viver tanto tempo como uma sombra...", - "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Boa parte de humanidade é invejosa quando se trata dos seres do folclore de outros mundos, pelo que parece.", - "UMBRAHELLA_NAME_SUFFIX": "chuva", - "UMBRAHELLA_SUBTITLE": "Mau Presságio", - "UMBRAHELLA_DESCRIPTION": "um guarda-chuva vivo e assustador", - "FRAGLIACCI_NAME_SUFFIX": "liacci", - "FRAGLIACCI_LORE_1": "O corpo do Bangliacci se parece com um canhão balístico, e seu \\\"rosto\\\" é apenas uma cobertura para o cano do canhão, que é capaz de disparar objetos com uma velocidade assustadora.", - "BLUNDERBUSK_DESCRIPTION": "uma palhaça com corpo de bola saltitante", - "BLUNDERBUSK_LORE_2": "O personagem do \\\"palhaço\\\" existe desde o antigo Egito, mas o visual que conhecemos hoje foi desenvolvido pelo artista inglês Joseph Grimaldi no início do século XIX.", - "BLUNDERBUSK_NAME_SUFFIX": "artista", - "HAUNTOME_NAME": "Manuspírito", - "FRAGLIACCI_NAME_PREFIX": "Bang", - "CHARLEQUIN_LORE_2": "O \\\"Arlequim\\\" é um personagem cômico originário da tradicional commedia dell'arte, uma forma de teatro italiana popular entre os séculos XVI e XVIII.", - "LITTLERED_LORE_2": "\\\"Chapeuzinho Vermelho\\\" é um conto popular europeu. Embora existam muitas versões, a história é geralmente descrita como o conto de uma garota seguida por um lobo em suas viagens para visitar sua avó.", - "AMPHARE_NAME": "Coelítio", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "Qual é o propósito de um palhaço?", - "BLUNDERBUSK_LORE_1": "A Bacamartista é capaz de \\\"disparar\\\" projéteis com as mãos, apontando-as como se fossem armas. Ela tem uma mira muito precisa, apesar de estar sempre balançando para frente e para trás e de não ter olhos.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "É tão estranho para mim que esses seres que parecem tão [wave amp=30 freq=10]superiores[/wave] a nós estejam [wave amp=30 freq=10]preocupados[/wave] com a gente, [pause]humanos.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Você está se [wave amp=30 freq=10]entregando[/wave] ao fazer essa pergunta, {player}.", - "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "É muita coisa para essa [wave amp=30 freq=10]garota irlandesa do interior[/wave] assimilar, sabe?", - "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Essa tal de [wave amp=30 freq=10]Gene[/wave] me dá arrepios na nuca, se é que você me entende.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Nada, acho que é a ideia de \\\"única moradora de um cais abandonado\\\" que tende a me dar calafrios.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Você está se [wave amp=30 freq=10]entregando[/wave] ao fazer essa pergunta, {player}.", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "Quer dizer que você tem medo dela?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]O quê?![/shake] Não! Não era nisso que eu estava pensando [wave amp=30 freq=10]de jeito nenhum[/wave]!", - "FRAGLIACCI_NAME": "Bangliacci", - "LAPACITOR_NAME_PREFIX": "Alca", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "Quer dizer que você se apaixonou por ela?", - "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Você está se [wave amp=30 freq=10]entregando[/wave] ao fazer essa pergunta, {player}.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "Faz sentido. Não se pode confiar em alguém que vive fantasiada o tempo todo. [pause]Sempre achei isso.", - "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Então a \\\"Gene\\\" não era humana...?", - "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Essa nossa nova missão de salvar esse cais...", - "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Cara, eu não sei o que pensar de [wave amp=30 freq=10]nada[/wave] disso, não tenho nem roupa pra lidar.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2": "É bem estranha, né? Tipo, acho que estamos ajudando alguém, mas também não sei o que pensar da Gene.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Acho que podemos confiar nela!", - "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Que seja. Mas fique alerta, parça. Quem sabe o que encontraremos por aqui...", - "CHARLEQUIN_LORE_1": "O Brasaquim usa suas enormes mangas para guardar os itens usados nas suas performances, incluindo fogos de artifício, materiais inflamáveis, dispositivos incendiários e muito mais.", + "MOVE_NAME_BRACE_FOR_IMPACT": "Impacto calculado", + "MOVE_NAME_HARDBACK": "Tapa dura", + "MOVE_NAME_LIFTOFF": "Despegue", + "MOVE_NAME_GASOLINE_SPRAY": "Chorro de gasolina", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Causa al objetivo el estado «{status_effect.to_lower}».", + "MOVE_DESCRIPTION_BAD_FORECAST": "Causa al objetivo el estado «evasión neutralizada». Duración en turnos: {duration}. Además, cambia el tiempo al azar. Se usa automáticamente al principio del combate.", + "AMPHARE_NAME": "Amplifiebre", + "FRAGLIACCI_LORE_2": "[i]Pagliacci[/i] es el nombre de una ópera italiana escrita por Ruggero Leoncavallo que se estrenó en 1892. Cuenta la historia de un actor que dirige un grupo de teatro especializado en la comedia del arte.", + "LAPACITOR_LORE_2": "La primera batería eléctrica la inventó el físico Alessandro Volta en 1800. Por entonces no entendía bien la naturaleza de su invento y creyó que se trataba de una fuente de energía ilimitada.", + "AMPHARE_LORE_1": "Los amplifiebre son algo más que una batería viviente, ya que han desarrollado «extremidades» al atraer magnéticamente pedazos de hierro en torno a su cuerpo. No se sabe con seguridad qué hizo que se volvieran inteligentes.", + "PIER_MACHINE_GLITTER_LORE_2": "Cuando se elimina la humanidad, no queda sino el caos.", + "ITEM_PIER_TICKET": "Vale de premio", + "ITEM_PIER_TICKET_DESCRIPTION": "Un vale que se puede canjear por pases para las atracciones del Embarcadero Luminoso. El papel parece crujiente y quebradizo, como las hojas muertas.", + "DLC_PIER_FELIX_CONVO2_FELIX2": "Parece que los arcángeles nos tienen envidia a los humanos. Esa que conociste en ese otro mundo, Amber… Parece que ella también prefería adoptar una forma humana, ¿no?", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "¡Eso parece!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Supongo que sí…", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Puede que esa mujer tenga aspecto de bufona, pero no he de dejar que me engañe.", + "DLC_PIER_FELIX_CONVO2_FELIX4": "Son poderosos… [pause]Pero el poder no lo es todo, digo yo.", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "No dejes que el rostro amable de Abra te nuble el entendimiento, {player}. Un bufón puede ofrecerte una sonrisa y, al cabo de un momento, hundirte un puñal traicionero en la espalda.", + "DLC_PIER_FELIX_CONVO2_FELIX3": "Sería fácil pensar en ellos como seres [wave amp=30 freq=10]casi divinos[/wave], pero yo creo que esa no es la cuestión.", + "UMBRAHELLA_LORE_1": "Se dice que ver al enigmático paragombra es un mal augurio. Llevado por tremendos vientos, cual cometa en una corriente vertical, solo aparece cuando está a punto de ocurrir un desastre.", + "UMBRAHELLA_LORE_2": "Ya se aprecian ejemplos de paraguas o sombrillas plegables en esculturas provenientes de la antigua Asiria. Sin embargo, han estado presentes de una forma u otra en todas las culturas de la historia de la humanidad.", + "UI_CC_VALUE_hair_clown_2": "Maestro de ceremonias 2", + "UI_CC_VALUE_hair_clown_1": "Maestro de ceremonias 1", + "UI_CC_VALUE_hair_clown_3": "Sombrero de bufón", + "UI_CC_VALUE_hair_clown_4": "Dos tonos", + "UI_CC_VALUE_head_clown": "Nariz de payaso", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "Conque al final «Abra» sí era un arcángel y, además, conocía a Álef…", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Este embarcadero tan raro me despierta muchas preguntas.", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "Y Abra…, ¿llevará aquí todo ese tiempo? [pause]¿Se maquillará ella misma? [pause]¿Estará soltera?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "¿Habrá estado aquí durante todo el tiempo que ha vivido gente en Nueva Wirral? Es más, [wave amp=30 freq=10]de dónde[/wave] habrá salido?", + "CHARLEQUIN_LORE_1": "Los quemarlequín usan sus enormes mangas para guardar objetos que luego usarán durante sus actuaciones públicas. Entre esos objetos, hay fuegos artificiales, materiales inflamables, artilugios incendiarios y demás.", + "FRAGLIACCI_NAME": "Cannoniaccio", + "BLUNDERBUSK_LORE_2": "Aunque el papel del «payaso» existe desde el antiguo Egipto, el aspecto de payaso que nos resulta reconocible hoy en día lo desarrolló el artista inglés Joseph Grimaldi a principios del siglo XIX.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Divertir", + "BATTLE_ADJECTIVE_PIER_MACHINE": "Motor infernal {name}", + "PIER_MACHINE_BEAST_NAME": "Perla", + "PIER_MACHINE_BEAST_SUBTITLE": "Máquina salvaje", + "PIER_MACHINE_BEAST_LORE_2": "Según a quién se le pregunte, el estado salvaje puede ser bien la ausencia de humanidad, o bien la aceptación de nuestro verdadero ser.", + "PIER_MACHINE_BEAST_LORE_1": "No sé sabe qué es lo que fue una vez, pero ahora existe entre dos estados distintos. Es una monstruosidad incompleta que solo es capaz de expresarse con furia animal.", + "BLUNDERBUSK_NAME_PREFIX": "Trabuc", + "AMPHARE_NAME_PREFIX": "Amplif", + "FRAGLIACCI_DESCRIPTION": "un payaso con un cañón por cuerpo", + "REGION_NAME_FUNHOUSE": "Diverlandia", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "en la Casa Embrujada del Embarcadero Luminoso", + "REGION_NAME_SPACEWORLD": "Zona Cósmica", + "REGION_NAME_FUNHOUSE_PHRASE": "en Diverlandia, en el Embarcadero Luminoso", + "REGION_NAME_PIER_WAREHOUSE": "Almacén del Embarcadero Luminoso", + "REGION_NAME_SPACEWORLD_PHRASE": "en la Zona Cósmica del Embarcadero Luminoso", + "PIER_MACHINE_GLITTER_LORE_1": "Algo que tan solo sabe que no debería existir. Ya sin un atisbo de racionalidad, esta desdichada entidad no es capaz de tomar decisiones con un mínimo de lógica o sensatez.", + "PIER_MACHINE_GLITTER_SUBTITLE": "Máquina del caos", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "Pase de atracción verde", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", + "ITEM_PIER_PASS_SPACEWORLD": "Pase de atracción rojo", + "ITEM_PIER_PASS_FUNHOUSE": "Pase de atracción rosa", + "ROSEHOOD_LORE_2": "La historia de [i]Caperucita Roja[/i] es muy antigua. Se sabe que se contaba en Europa ya en el siglo X, y tiene por raíces algunas historias populares de la antigua Grecia.", + "UMBRAHELLA_SUBTITLE": "Mal augurio", + "UMBRAHELLA_DESCRIPTION": "un terrorífico paraguas viviente", + "REGION_NAME_PIER_PHRASE": "en el Embarcadero Luminoso", + "REGION_NAME_PIER": "Embarcadero Luminoso", + "REGION_NAME_HAUNTEDHOUSE": "La Casa Embrujada", + "MAP_FEATURE_ROWING_BOAT": "Barca", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "en el almacén del Embarcadero Luminoso", + "MAP_FEATURE_WAREHOUSE": "Almacén", + "MAP_FEATURE_HAUNTEDHOUSE": "«La Casa Embrujada»", + "MAP_FEATURE_FUNHOUSE": "«Diverlandia»", + "MAP_FEATURE_SPACEWORLD": "«Zona Cósmica»", + "CHARLEQUIN_NAME": "Quemarlequín", + "FRAGLIACCI_LORE_1": "Todo el cuerpo de los cannoniaccio se parece a un cañón balístico. Su «cara» no es sino una tapadera para la boca del cañón, que es capaz de disparar proyectiles con una velocidad aterradora.", + "LAPACITOR_DESCRIPTION": "una liebre con forma de batería y una enorme garra metálica", + "MAJORTOM_LORE_2": "El primer vuelo espacial tripulado por un ser humano lo completó en 1961 el cosmonauta ruso Yuri Gagarin. Duró 108 minutos y fue, sin duda, un hito en la historia de la humanidad.", + "MAJORTOM_DESCRIPTION": "un robot con forma de transbordador espacial", + "ROSEHOOD_DESCRIPTION": "una figura encapuchada con una cesta de flores", + "MINORTOM_NAME_PREFIX": "Rocket", + "MINORTOM_NAME_SUFFIX": "man", + "MINORTOM_LORE_1": "Antaño, los rocketman fueron simples autómatas diseñados para el disfrute de los visitantes de un parque de atracciones. Estaba situado en el planeta Tierra de un universo paralelo que no viene al caso. Después de haber sobrevivido a sus creadores, los rocketman alcanzaron una especie de consciencia mecánica primitiva, y ahora su único objetivo es viajar entre las estrellas como los cohetes espaciales a los que se parecen.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]¡¿Qué?![/shake] ¡No! ¡[wave amp=30 freq=10]Por supuesto[/wave] que no es eso lo que quería decir!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "No, no es ella. Yo creo que es ese rollo de «la única habitante de un embarcadero abandonado». Esas cosas me ponen nerviosa.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "¿Quieres decir que te da miedo?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "¿Quieres decir que te hace tilín?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", + "CHARLEQUIN_NAME_SUFFIX": "lequín", + "MAJORTOM_NAME": "Majortom", + "MINORTOM_DESCRIPTION": "un robot antiguo con forma de cohete", + "UMBRAHELLA_NAME": "Paragombra", + "UMBRAHELLA_NAME_PREFIX": "Parag", + "UMBRAHELLA_NAME_SUFFIX": "ombra", + "HAUNTOME_LORE_2": "La historia del libro es casi tan vieja como la de la escritura. Antes de que se inventara el papel, la gente usaba distintos métodos para registrar texto, como, por ejemplo, las tablillas de barro.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Entonces ¿«Abra» no era humana?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Esta nueva misión nuestra para salvar el embarcadero…", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Jo, es que no sé qué pensar de [wave amp=30 freq=10]nada[/wave] de lo que ha pasado aquí. Demasiado raro para mí.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "Es normal. No se puede confiar en alguien que va disfrazado todo el tiempo. [pause]Eso es así siempre.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Yo creo que podemos confiar en ella.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "Es bastante rara, ¿no? A ver, que sí, que estamos ayudando a alguien, pero no sé bien qué pensar sobre Abra.", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Sea como sea, no bajes la guardia, colega. A saber qué nos vamos a encontrar…", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "No sé si podemos confiar en ella.", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "En este lugar, hay sin duda algo extraño… [pause]Eso lo sabes tan bien como yo.", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "Parece que «Abra la bufona» era, en realidad, un espíritu sobrenatural, ¿no es así?", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Hay mucho en los humanos que los seres feéricos de otros mundos envidian, según parece.", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Una vida tan larga que, sin embargo, no es sino la sombra de una vida…", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Al final ha resultado ser digna de lástima.", + "CHARLEQUIN_NAME_PREFIX": "Quemar", + "CHARLEQUIN_DESCRIPTION": "un payaso que ve las estrellas", + "AMPHARE_NAME_SUFFIX": "iebre", + "BLUNDERBUSK_NAME_SUFFIX": "ómico", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", + "ITEM_KEY_HAUNTEDHOUSE_1": "Ojo de rubí", + "ITEM_KEY_HAUNTEDHOUSE_3": "Llave verde del motor", + "ITEM_KEY_HAUNTEDHOUSE_2": "Llave de la biblioteca", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Una gema toscamente labrada para que encaje en un lugar concreto.", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Una llave oxidada que da acceso a la biblioteca de la Casa Embrujada.", + "SCARLETEETH_DESCRIPTION": "un lobo enorme y encapuchado", + "SCARLETEETH_LORE_2": "De [i]Caperucita Roja[/i] existen muchas variantes distintas. La versión más popular es la de los hermanos Grimm. Algunas versiones anteriores describen específicamente al lobo del cuento como un hombre lobo.", + "SCARLETEETH_LORE_1": "Cuando un gaterucita se vuelve salvaje, toma la forma de un rojoferoz, una enorme bestia sanguinaria de afiladas garras. Cuando alguien adopta esta forma en combate, se abandona por completo a su instinto animal.", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "Conque «Abra» era un arcángel desde el principio…", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Pero aún tengo la impresión de que ayudarla ha sido una buena acción… [pause]Supongo.", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Da igual[/wave] cómo o por qué lo hayamos hecho, sigue pareciéndome un trabajo bien hecho. Buen trabajo, {player}.", + "DLC_PIER_FELIX_CONVO1_FELIX1": "Este embarcadero… [pause]es…", + "DLC_PIER_FELIX_CONVO1_FELIX2": "Alucinante, ¿no?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "¿Eh?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "¡Y tanto!", + "DLC_PIER_FELIX_CONVO2_FELIX1": "Conque «Abra la payasa» es, en realidad, «Ginabra el arcángel», ¿eh?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "Aunque también es posible que le esté dando demasiadas vueltas.", + "DLC_PIER_FELIX_CONVO1_FELIX3": "La forma que tienen este tipo de sitios de ir [wave amp=30 freq=10]deteriorándose poco a poco[/wave] les añade mucho carácter. Cada pizca de óxido tiene una historia que contar.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "¿Cuál es el propósito de un payaso?", + "LAPACITOR_LORE_1": "Cuando la energía de un amplifiebre aumenta lo suficiente, es capaz de estirar su propio cuerpo para formar patas de verdad. Sin embargo, sigue dependiendo de la ferralla magnetizada para defenderse.", + "LITTLERED_NAME_PREFIX": "Gat", + "LITTLERED_NAME": "Gaterucita", + "LITTLERED_NAME_SUFFIX": "erucita", "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Aterrorizar", - "BLUNDERBUSK_NAME": "Bacamartista", - "LAPACITOR_LORE_2": "A primeira bateria elétrica foi inventada pelo físico Alessandro Volta em 1800. Na época, ele não entendia a natureza de sua invenção e acreditava que fosse uma fonte de energia ilimitada.", - "LAPACITOR_NAME_SUFFIX": "lebre", - "LAPACITOR_LORE_1": "Se a energia elétrica dentro de um Coelítio ficar forte o suficiente, ele pode estender seu próprio corpo formando membros de verdade, mas ainda vai depender de sucata metálica magnetizada para se defender.", - "AA_CLOWN_SUBTITLE": "Cerimonialista da Ilusão", - "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Apito de Socorro", - "BATTLE_TITLE_PIER_MACHINE": "Motor Infernal", - "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Ponta-Cabeça", - "LITTLERED_NAME": "Chapeuzinho", - "LITTLERED_NAME_SUFFIX": "zinho", - "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Um ingresso para um brinquedo do Cais Radiante.", - "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Um ingresso para um brinquedo do Cais Radiante.", - "ITEM_PIER_PASS_SPACEWORLD": "Entrada para o Brinquedo Vermelho", - "ITEM_KEY_HAUNTEDHOUSE_1": "Olho de Rubi", - "ITEM_KEY_HAUNTEDHOUSE_3": "Chave do Motor Verde", - "ITEM_KEY_HAUNTEDHOUSE_2": "Chave da Biblioteca", - "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Uma gema bruta feita para se encaixar em um espaço específico.", - "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Uma chave enferrujada usada para acessar a biblioteca na Casa da Bruxa.", - "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Uma chave de ferro pesada usada para abrir a porta da sala de máquinas na Casa da Bruxa.", - "ITEM_KEY_SPACEWORLD_1": "Chave Lunar", - "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Uma chave prateada com um símbolo lunar encontrada na Zona Cósmica.", - "ITEM_KEY_SPACEWORLD_2": "Chave Solar", - "ITEM_KEY_SPACEWORLD_3": "Chave do Motor Vermelha", - "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Uma chave dourada com um símbolo solar encontrada na Zona Cósmica.", - "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Uma chave de ferro pesada usada para abrir a porta da sala de máquinas na Zona Cósmica.", - "ITEM_KEY_WAREHOUSE": "Chave do Armazém", - "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Uma chave antiga e enferrujada usada para abrir a sala trancada no armazém do Cais Radiante.", - "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "Não sei se podemos confiar nela.", - "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Mas ainda acho que ter ajudado ela foi uma coisa boa... [pause]Né?", - "DLC_PIER_EUGENE_CONVO2_EUGENE1": "Então a \\\"Gene\\\" era um Arcanjo o tempo todo?", - "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Não sei[/wave] o que significa, mas parece que foi um bom trabalho. Parabéns, {player}.", - "DLC_PIER_FELIX_CONVO1_FELIX1": "Este cais... [pause]é...", - "DLC_PIER_FELIX_CONVO1_FELIX2": "Bem legal, né?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Hã?", - "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Acho que sim!", - "DLC_PIER_FELIX_CONVO2_FELIX1": "Então \\\"Gene, a palhaça\\\" na verdade era \\\"Guinevere, a Arcanjo\\\", né?", - "DLC_PIER_FELIX_CONVO1_FELIX4": "Mas talvez eu só esteja pensando demais.", - "DLC_PIER_FELIX_CONVO1_FELIX3": "A maneira como esse tipo de lugar [wave amp=30 freq=10]se deteriora lentamente[/wave] adiciona muita personalidade. Cada pedaço de ferrugem conta uma história.", - "CHARLEQUIN_DESCRIPTION": "um palhaço com olhar sonhador", - "CLOWN_LORE_2": "A encarnação da ilusão, Guinevere já fez parte da trupe de Alef, a \\\"Távola Redonda\\\". Depois da tragédia que separou a trupe, ela se isolou no remoto Cais Radiante.", - "CLOWN_LORE_1": "Guinevere é um antigo Arcanjo que sempre teve um fascínio infantil pela cultura humana. Ela passou muitos anos tentando replicar a habilidade natural da humanidade de criar coisas novas.", - "AMPHARE_LORE_2": "Acredita-se que o termo \\\"bateria\\\" tenha sido cunhado pelo inventor Benjamin Franklin no século XVIII, uma palavra emprestada da terminologia militar.", - "MAJORTOM_LORE_1": "Tomenores que aprimoraram seus corpos de foguete espacial às vezes se tornam Tomaiores. Seus grandes tanques de combustível são preenchidos com um propelente líquido poderoso que pode lançá-los em órbita para finalmente realizarem o sonho da viagem espacial.", - "MINORTOM_LORE_1": "Tomenores já foram autômatos de ponta, projetados para entreter os visitantes de um parque temático em uma Terra paralela qualquer. Eles viveram muito além de seus criadores, adquiriram uma espécie de consciência mecânica e agora buscam navegar pelas estrelas como os foguetes espaciais a que se assemelham.", - "MINORTOM_LORE_2": "A primeira representação de um \\\"foguete espacial\\\" na ficção foi no livro \\\"Da Terra à Lua\\\" de Júlio Verne, um romance sobre um voo tripulado à Lua que foi uma inspiração direta para o primeiro filme de ficção científica, \\\"Viagem à Lua\\\", de Georges Méliès.", - "BLUNDERBUSK_NAME_PREFIX": "Bacam", - "MAJORTOM_NAME": "Tomaior", - "MINORTOM_DESCRIPTION": "um robô-foguete retrô", - "MAJORTOM_NAME_PREFIX": "Tom", - "MAJORTOM_NAME_SUFFIX": "maior", - "SCARLETEETH_NAME_SUFFIX": "escarlate", - "SCARLETEETH_DESCRIPTION": "um lobo gigante com capa", - "SCARLETEETH_LORE_2": "\\\"Chapeuzinho Vermelho\\\" tem muitas variações, a mais popular é a versão dos Irmãos Grimm. Algumas versões antigas descrevem explicitamente o lobo da história como um lobisomem.", - "PIER_MACHINE_GLITTER_LORE_2": "Quando a humanidade é removida, tudo o que resta é o caos.", - "ITEM_PIER_TICKET": "Bilhete Premiado", - "ITEM_PIER_PASS_HAUNTEDHOUSE": "Entrada para o Brinquedo Verde", - "ITEM_PIER_PASS_FUNHOUSE": "Entrada para o Brinquedo Rosa", - "ITEM_PIER_TICKET_DESCRIPTION": "Um bilhete que pode ser trocado por entradas para os brinquedos do Cais Radiante. O papel é quebradiço e delicado, como folha seca.", - "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Um ingresso para um brinquedo do Cais Radiante.", - "RUMOR_DLC_PIER_BOAT_TITLE": "Barco a Remo", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Guarda-Chuva Vivo", - "QUEST_DLC_PIER_TITLE": "Cais do Desconhecido", - "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Acredite se quiser, eu vi um guarda-chuva vivo {location_0_phrase}! Parecia estar mexendo com o clima!", - "RUMOR_DLC_PIER_BOAT": "Um dos clientes deste sofisticado estabelecimento me contou sobrrre algo peculiar que viu um pouco mais cedo. Um barco a remo abandonado, vindo na dirrreção da costa.", - "QUEST_DLC_PIER_DESCRIPTION2": "Converse com Gene.", - "QUEST_DLC_PIER_DESCRIPTION1": "Desative os 3 Motores Infernais no Cais Radiante.", - "QUEST_DLC_PIER_PROGRESS1": "Troque 4 bilhetes premiados por uma entrada para um brinquedo.", - "ROSEHOOD_NAME_SUFFIX": "rubra", - "ROSEHOOD_LORE_2": "A história de \\\"Chapeuzinho Vermelho\\\" é muito antiga. Sabe-se que é contada desde o século X na Europa e tem raízes em histórias populares da Grécia Antiga.", - "FRAGLIACCI_DESCRIPTION": "um palhaço com cabeça de canhão", - "FRAGLIACCI_LORE_2": "\\\"Pagliacci\\\" é o nome de uma ópera italiana escrita por Ruggero Leoncavallo que estreou em 1892. Conta a história de um ator que lidera uma trupe de teatro da commedia dell'arte.", - "SCARLETEETH_LORE_1": "Chapeuzinho, quando selvagem, se transforma em Loboescarlate, uma fera robusta com garras e gosto por carne. Assumir essa forma em batalha é se entregar ao puro desejo animal.", - "AMPHARE_NAME_PREFIX": "Coe", - "AMPHARE_NAME_SUFFIX": "lítio", - "AMPHARE_LORE_1": "O Coelítio é pouco mais do que uma bateria viva, com \\\"membros\\\" formados por sucata. Não está claro o que causou sua primeira manifestação de consciência.", - "HAUNTOME_LORE_1": "O Manuspírito até parece um livro possuído por um espírito inquieto, mas seu \\\"olho\\\" é uma criatura orgânica que se enraizou dentro de um livro enorme. Ele agita suas páginas para criar ventos poderosos.", - "HAUNTOME_NAME_SUFFIX": "pírito", - "LITTLERED_LORE_1": "Chapeuzinhos nascem com uma personalidade civilizada e amigável e podem mantê-la ou sucumbir à sua fera interior na idade adulta. O que levaria uma criatura tão cortês a um desejo de sangue tão violento?", - "PIER_MACHINE_GLITTER_LORE_1": "Uma coisa que só sabe que não deveria existir. Não resta nenhum senso de racionalidade nessa entidade miserável incapaz de usar qualquer lógica ou raciocínio para tomar decisões.", - "PIER_MACHINE_GLITTER_SUBTITLE": "Máquina do Caos", - "BATTLE_ADJECTIVE_PIER_MACHINE": "Motor Infernal {name}", - "PIER_MACHINE_BEAST_NAME": "Pérola", - "PIER_MACHINE_BEAST_SUBTITLE": "Máquina Feroz", - "PIER_MACHINE_BEAST_LORE_2": "Dependendo de quem responde, a ferocidade pode ser a ausência de humanidade ou uma aceitação do nosso verdadeiro eu.", - "LITTLERED_NAME_PREFIX": "Chapeu", - "HAUNTOME_DESCRIPTION": "um livro flutuante gigante", - "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Entreter", - "ROSEHOOD_NAME_PREFIX": "Chapeu", - "ROSEHOOD_NAME": "Chapeurrubra", - "CHARLEQUIN_NAME": "Brasaquim", - "DLC_PIER_VIOLA_CONVO2_VIOLA4": "No fim das contas, ela se mostrou digna de pena.", - "HAUNTOME_LORE_2": "A história do livro é tão antiga quanto a história da escrita. Antes da invenção do papel, as pessoas usavam vários meios para registrar textos, incluindo tabuletas de argila.", - "REGION_NAME_PIER_PHRASE": "no Cais Radiante", - "REGION_NAME_PIER": "Cais Radiante", - "REGION_NAME_HAUNTEDHOUSE": "A Casa da Bruxa", - "REGION_NAME_FUNHOUSE": "Mundoalegre", - "PIER_MACHINE_BEAST_LORE_1": "Tudo o que já foi um dia agora existe entre dois estados de ser. Uma monstruosidade incompleta que só consegue se expressar por meio de fúria animal.", - "PIER_MACHINE_ASTRAL_NAME": "Corvo", - "PIER_MACHINE_ASTRAL_SUBTITLE": "Máquina do Vazio", - "PIER_MACHINE_ASTRAL_LORE_2": "O vazio é a ausência de significado, de coração e do ser.", + "CLOWN_LORE_1": "Ginabra es un arcángel ancestral que siempre ha tenido una fascinación desmedida por la cultura humana. Ha pasado muchos años intentando replicar la capacidad natural de los humanos para crear cosas nuevas.", + "CLOWN_LORE_2": "Ginabra, la encarnación de la ilusión, fue antaño miembro del grupo de Álef, la «mesa redonda». Tras la tragedia que provocó la separación del grupo, se aisló en el lejano Embarcadero Luminoso.", + "MINORTOM_LORE_2": "La primera descripción de un «cohete espacial» en la ficción apareció en [i]De la Tierra a la Luna[/i], de Jules Verne. La novela narraba un viaje tripulado a la Luna y fue una inspiración directa para la primera película de ciencia ficción de la historia, [i]Viaje a la Luna[/i], de Georges Méliès.", + "HAUNTOME_NAME_PREFIX": "Embruj", + "HAUNTOME_NAME_SUFFIX": "ibro", + "HAUNTOME_LORE_1": "Puede que los embrujibro parezcan libros poseídos por almas en pena, pero su «ojo» es, en realidad, un ser orgánico que ha tomado por casa un libro enorme y agita sus páginas para crear fuertes corrientes de viento.", + "FRAGLIACCI_NAME_PREFIX": "Cannon", + "FRAGLIACCI_NAME_SUFFIX": "iaccio", + "CHARLEQUIN_LORE_2": "El arlequín es un tipo de personaje cómico que se originó en la tradicional comedia del arte, una rama del teatro italiano muy popular entre los siglos XVI y XVIII.", + "LITTLERED_LORE_2": "[i]Caperucita Roja[/i] es un cuento popular europeo. Aunque tiene muchas versiones, suele describirse como la historia de una niña a la que persigue un lobo de camino a visitar a su abuelita.", + "LITTLERED_DESCRIPTION": "un ser con forma de gato y una gran caperuza roja", + "BLUNDERBUSK_NAME": "Trabucómico", + "DLC_POPUP_PIER_2": "También tendrás disponibles las siguientes opciones decorativas:\\n\\n— Peinado «Maestro de ceremonias 1»\\n— Peinado «Maestro de ceremonias 2»\\n— Peinado «Sombrero de bufón»\\n— Peinado «Dos tonos»\\n— Cara «Nariz de payaso»", + "PIER_MACHINE_ASTRAL_NAME": "Azabache", + "PIER_MACHINE_ASTRAL_SUBTITLE": "Máquina del vacío", + "PIER_MACHINE_ASTRAL_LORE_2": "El vacío es la ausencia de significado, de corazón y de identidad.", "PIER_MACHINE_GLITTER_NAME": "Rosa", - "PIER_MACHINE_ASTRAL_LORE_1": "Uma coisa pela metade. O calor que possuía em uma vida anterior se apagou como uma faísca moribunda, deixando apenas um vazio escuro.", - "MAP_FEATURE_ROWING_BOAT": "Barco a Remo", - "MAP_FEATURE_WAREHOUSE": "Armazém", - "MAP_FEATURE_HAUNTEDHOUSE": "\\\"A Casa da Bruxa\\\"", - "MAP_FEATURE_FUNHOUSE": "\\\"Mundoalegre\\\"", - "MAP_FEATURE_SPACEWORLD": "\\\"Zona Cósmica\\\"", - "AA_CLOWN_NAME": "Guinevere", - "MINORTOM_NAME": "Tomenor", - "MINORTOM_NAME_PREFIX": "Tom", - "MINORTOM_NAME_SUFFIX": "menor", - "REGION_NAME_HAUNTEDHOUSE_PHRASE": "na Casa da Bruxa no Cais Radiante", - "REGION_NAME_SPACEWORLD": "Zona Cósmica", - "REGION_NAME_FUNHOUSE_PHRASE": "em Mundoalegre no Cais Radiante", - "REGION_NAME_PIER_WAREHOUSE_PHRASE": "no armazém do Cais Radiante", - "REGION_NAME_PIER_WAREHOUSE": "Armazém do Cais Radiante", - "REGION_NAME_SPACEWORLD_PHRASE": "na Zona Cósmica no Cais Radiante", - "LAPACITOR_NAME": "Alcalebre", - "AMPHARE_DESCRIPTION": "um coelho sem braços em forma de bateria", - "UMBRAHELLA_NAME": "Praga-chuva", - "UMBRAHELLA_NAME_PREFIX": "Praga", - "MAJORTOM_DESCRIPTION": "uma longa nave espacial robô", - "MAJORTOM_LORE_2": "O primeiro voo espacial tripulado foi realizado com sucesso em 1961 pelo cosmonauta soviético Yuri Gagarin. Durando 108 minutos, o voo foi, sem dúvida, um marco na história da raça humana.", - "SCARLETEETH_NAME_PREFIX": "Lobo", - "LITTLERED_DESCRIPTION": "uma criatura parecida com um gato vestindo uma capa e um laço", - "SCARLETEETH_NAME": "Loboescarlate", - "UMBRAHELLA_LORE_1": "A enigmática Praga-chuva é considerada um mau presságio. Levada pelos ventos malignos como uma pipa em uma corrente de ar, ela só aparece onde desastre e miséria estão prestes a acontecer.", - "UMBRAHELLA_LORE_2": "Representações de guarda-chuvas dobráveis feitos pelo homem foram encontradas em esculturas que datam da antiga Assíria. Guarda-chuvas de vários tipos aparecem em todas as culturas ao longo da história humana.", - "LAPACITOR_DESCRIPTION": "um coelho em forma de bateria com um braço gigante em forma de garra", - "HAUNTOME_NAME_PREFIX": "Manus", - "ROSEHOOD_DESCRIPTION": "uma figura encapuzada com uma cesta de flores", - "ROSEHOOD_LORE_1": "Uma Chapeuzinho que cresce até a idade adulta sem sucumbir a instintos animais. Chapeurrubras costumam ser vistas em áreas arborizadas, fazendo buquês de flores frescas para distribuir para quem passa.", - "NOTIFICATION_NETWORK": "Rede", - "ONLINE_STATE_DISCONNECTED": "Offline no momento", - "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Atenção: o modo multiplataforma online fica desativado se algum mod estiver instalado. Sendo assim, o jogo salvo ficará permanentemente impedido de entrar em salas multiplataforma com consoles.", - "BATTLE_FLEE_ONLINE_CONFIRM": "Deseja fugir?", - "INFO_ONLINE_WITH_MODS2": "Você não poderá interagir com quem estiver jogando com mods incompatíveis. Se a conexão falhar ou se ninguém aparecer na sua sessão, confira se vocês têm os mesmos mods instalados.", - "UI_LOAD_FILE_MP_INVITE_PROMPT": "Selecione um jogo salvo para entrar na sessão multijogador", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} desistiu da solicitação de {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} desistiu da solicitação de {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Você recusou a solicitação de {action} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} recusou sua solicitação de {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} recusou sua solicitação de {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} recusou sua solicitação de {action}.", - "ONLINE_REQUEST_SENT_TRADE.f": "Você ofereceu sua fita de {species1} para troca com {remote_player}!", - "ONLINE_REQUEST_SENT_TRADE.n": "Você ofereceu sua fita de {species1} para troca com {remote_player}!", - "ONLINE_REQUEST_SENT_TRADE.m": "Você ofereceu sua fita de {species1} para troca com {remote_player}!", - "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} ofereceu a fita de {species1} para troca com você!", - "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} adquiriu uma fita de {species}", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} sofreu derrota na batalha", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} sofreu derrota na batalha", - "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} sofreu derrota na batalha", - "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} adquiriu a habilidade {ability}", - "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} gravou uma fita de {species}", - "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} gravou uma fita embuste de {species} do tipo {type}", - "OFFLINE_REMATCH_NPC1.v3": "Tava de bobeira e decidi dar uma olhadinha no seu jogo. Que tal uma revanche? Já tô aqui mesmo.", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} fez amizade com {partner}", - "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} derrotou {boss}", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} fez amizade com {partner}", - "ONLINE_NOTIFICATION_REMASTERED.n": "{player} remasterizou sua fita de {species1}, que virou {species2}", - "ONLINE_NOTIFICATION_REMASTERED.f": "{player} remasterizou sua fita de {species1}, que virou {species2}", - "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} fez amizade com {partner}", - "ONLINE_NOTIFICATION_REMASTERED.m": "{player} remasterizou sua fita de {species1}, que virou {species2}", - "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} criou vínculo com {partner}", - "ONLINE_NOTIFICATION_ROMANCED": "{player} entrou num relacionamento amoroso com {partner}", - "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} descobriu {station}", - "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} registrou {num} espécies em seu bestiário", - "ONLINE_NOTIFICATION_PVP_STARTING": "{player} e {other_player} estão batalhando", - "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} derrotou {num} Fusões Rebeldes", - "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} completou {num} missões do quadro de avisos", - "ONLINE_NOTIFICATION_PVP_ENDING": "{player} derrotou {other_player}", - "ONLINE_BUTTON_LEAVE_SESSION": "Abandonar sessão", - "ONLINE_BUTTON_SHOW_INVITE_CODE": "Mostrar código de convite", - "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Inserir IP e porta", - "ONLINE_NOTIFICATION_RAID_WON": "{player} e {other_player} derrotaram {boss}", - "ONLINE_NOTIFICATION_TRADED": "{player} e {other_player} trocaram fitas", - "ONLINE_NOTIFICATION_RAID_STARTING": "{player} e {other_player} entraram numa incursão", - "OFFLINE_REMATCH_NPC1.v1": "Ei! Sei que não estamos online agora, mas que tal uma revanche?", - "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} acendeu uma Vela de Ritual", - "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "A próxima fusão que você encontrar poderá conter um embuste", - "OFFLINE_REMATCH_NPC1_YES": "Claro!", - "OFFLINE_REMATCH_NPC1.v2.n": "Não gostei muito da nossa última batalha JxJ. Vamos de novo?", - "OFFLINE_REMATCH_NPC1.v2.m": "Não gostei muito da nossa última batalha JxJ. Vamos de novo?", - "OFFLINE_REMATCH_NPC1.v2.f": "Não gostei muito da nossa última batalha JxJ. Vamos de novo?", - "OFFLINE_REMATCH_NPC1_NO": "Agora não.", - "ONLINE_STATE_LAN_SERVER_CONNECTED": "Hospedando (Porta LAN {server_port})", - "ONLINE_STATE_CONNECTING": "Conectando...", - "ONLINE_BUTTON_LAN_SERVER": "Hospedar sessão LAN", - "ONLINE_BUTTON_LAN_CLIENT": "Entrar em sessão LAN", - "ONLINE_ERROR_VERSION_CHECK_LAN": "A conexão falhou devido à incompatibilidade de versões do jogo.", - "ONLINE_SECTION_CONTROL": "Controle", - "ONLINE_ERROR_MATCH_FULL": "A conexão falhou porque a sessão já está cheia.", - "ONLINE_ERROR_VERSION_CHECK_MATCH": "Impossível entrar na sessão porque outras pessoas no jogo estão usando uma versão diferente do jogo.", - "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "A conexão falhou porque uma atualização é necessária.", - "ONLINE_ERROR_LAN_INVALID_DESTINATION": "O IP, nome de rede ou número de porta inserido é inválido.", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Recusar solicitação", - "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Conferir sua oferta", - "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Cancelar solicitação", - "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Oferecer fita...", - "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Aceitar oferta", - "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Conferir a oferta de {remote_player}", - "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "Online (por convite)", - "ONLINE_ALREADY_REQUESTING.m": "Você já mandou uma outra solicitação para essa pessoa.", - "UI_PAUSE_ONLINE_BTN_1": "Status: Online", - "ONLINE_REQUEST_ACTION_trade": "Troca", - "ONLINE_ALREADY_REQUESTING.f": "Você já mandou uma outra solicitação para essa pessoa.", - "BATTLE_NET_CLOSED_2_LOCAL.f": "A batalha foi finalizada porque você se desconectou.", - "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (você)", - "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "A jogabilidade multiplataforma está desabilitada neste sala. Jogadores de outros sistemas não poderão entrar com este código.", - "ONLINE_REQUEST_LIST_BUTTON": "Solicitação de {title}", - "ONLINE_INVITE_MESSAGE": "Vamos jogar Cassette Beasts!", - "ONLINE_SHOW_INVITE_CODE_COPIED": "Copiado para a área de transferência!", - "ONLINE_PLAYER_STATUS_0": "Explorando. Atualmente {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_OFFLINE": "Offline.", - "ONLINE_PLAYER_STATUS_1.n": "Indisponível. Atualmente {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_1.m": "Indisponível. Atualmente {location_name_phrase}.", - "ONLINE_PLAYER_STATUS_2": "Batalhando {location_name_phrase}.", - "ONLINE_PLAYER_MENU_MAP": "Ver no mapa", - "ONLINE_PLAYER_STATUS_1.f": "Indisponível. Atualmente {location_name_phrase}.", - "ONLINE_PLAYER_MENU_TRADE": "Solicitar troca", - "ONLINE_PLAYER_MENU_BATTLE": "Solicitar batalha", - "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Desabilitado", + "PIER_MACHINE_ASTRAL_LORE_1": "Un ente a medio formar. El calor que pudiera haberlo animado en una vida anterior ha desaparecido como si hubiera sido una chispa y ha dejado tan solo vacío y oscuridad.", + "QUEST_DLC_PIER_DESCRIPTION1": "Desactiva los 3 motores infernales del Embarcadero Luminoso.", + "QUEST_DLC_PIER_PROGRESS2": "Ha derrotado a {num} de los 3 motores infernales.", + "QUEST_DLC_PIER_DESCRIPTION2": "Habla con Abra.", + "QUEST_DLC_PIER_PROGRESS1": "Canjea 4 vales de premio por un pase de atracción", + "LAPACITOR_NAME_PREFIX": "Lagom", + "LAPACITOR_NAME_SUFFIX": "ondensador", + "ITEM_KEY_SPACEWORLD_3": "Llave roja del motor", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Una llave pesada de hierro que abre la puerta de la sala del motor que hay en la Zona Cósmica.", + "ITEM_KEY_WAREHOUSE": "Llave del almacén", + "RUMOR_DLC_PIER_BOAT": "Hace un rato, uno de mis queridos clientes me ha hablado de una cosa muy curiosa que había visto. Dice que, hace poco, una barca abandonada llegó por su cuenta a la costa.", + "RUMOR_DLC_PIER_BOAT_TITLE": "Barca", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Una llave vieja y oxidada que abre una puerta en el almacén del Embarcadero Luminoso.", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Paraguas viviente", + "QUEST_DLC_PIER_TITLE": "Embarcadero de lo Desconocido", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Lo creas o no, ¡he visto un paraguas viviente {location_0_phrase}! ¡Y parecía que estaba causando algún efecto en el tiempo!", + "AMPHARE_LORE_2": "Se cree que el primer uso del término «batería» referido a la electricidad lo acuñó el inventor Benjamin Franklin en el siglo XVIII, tomándolo del ámbito militar.", + "SCARLETEETH_NAME": "Rojoferoz", + "LITTLERED_LORE_1": "Los gaterucita son la etapa más tierna de un monstruo que, al crecer, puede mantener su aspecto dulce y amigable o sucumbir a su bestia interior. ¿Qué podría inducir a un ser tan afable a semejante gusto por la sangre?", + "DLC_POPUP_PIER_1": "¡Gracias por comprar [i]Pier of the Unknown[/i]!\\n\\nAhora podrás acceder a una nueva misión narrativa si hablas con Clémence una vez que hayas tenido tu primera reunión como es debido con el hombre triángulo.", + "BLUNDERBUSK_DESCRIPTION": "un payaso cuyo cuerpo bota como una pelota", + "MAJORTOM_NAME_SUFFIX": "tom", + "MAJORTOM_LORE_1": "Cuando un rocketman hace mejoras al cohete espacial que tiene por cuerpo, se convierte en un majortom. El enorme tanque de combustible de estos monstruos contiene un potente líquido propulsor capaz de ponerlos en órbita, lo cual les permite cumplir su sueño de viajar por el espacio.", + "MAJORTOM_NAME_PREFIX": "Major", + "SCARLETEETH_NAME_PREFIX": "Roj", + "SCARLETEETH_NAME_SUFFIX": "oferoz", + "BLUNDERBUSK_LORE_1": "Los trabucómico son capaces de «disparar» proyectiles con la mano al imitar la forma de un arma con los dedos. Además, tienen muy buena puntería, a pesar de estar siempre balanceándose hacia delante o atrás y de no tener ojos.", + "AMPHARE_DESCRIPTION": "una liebre sin brazos con forma de batería", + "LAPACITOR_NAME": "Lagomondensador", + "HAUNTOME_DESCRIPTION": "un enorme libro flotante", + "MINORTOM_NAME": "Rocketman", + "ROSEHOOD_NAME": "Caperrosita", + "ROSEHOOD_NAME_PREFIX": "Caper", + "ROSEHOOD_LORE_1": "Los caperrosita son gaterucita que han llegado a la madurez sin abandonarse a su instinto animal. A menudo se los ve en zonas boscosas, reuniendo ramitos de flores que luego regalan a quien pasa cerca.", + "ROSEHOOD_NAME_SUFFIX": "rosita", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "Eso último era una broma… [pause]¡De verdad que era broma!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "Me resulta muy extraño que estos seres que se supone que están tan [wave amp=30 freq=10]por encima[/wave] de nosotros [wave amp=30 freq=10]se preocupen[/wave] tanto por nuestros asuntos… [pause]Los de los humanos.", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Esa tal [wave amp=30 freq=10]Abra[/wave] me pone los pelos de punta, no sé si me explico.", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "A ver, yo no soy más que [wave amp=30 freq=10]una moza irlandesa de pueblo[/wave], así que me cuesta entenderlo, qué quieres que te diga.", + "AA_CLOWN_NAME": "Ginabra", + "AA_CLOWN_SUBTITLE": "Maestra de ceremonias y de la ilusión", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Llamada a los payasos", + "BATTLE_TITLE_PIER_MACHINE": "Motor infernal", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Salto mortal", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Una llave pesada de hierro que abre la puerta de la sala del motor que hay en la Casa Embrujada.", + "ITEM_KEY_SPACEWORLD_1": "Llave lunar", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Una llave de plata decorada con motivos lunares que has encontrado en la Zona Cósmica.", + "ITEM_KEY_SPACEWORLD_2": "Llave solar", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Una llave de oro decorada con motivos solares que has encontrado en la Zona Cósmica.", + "HAUNTOME_NAME": "Embrujibro", + "ONLINE_STATE_CONNECTED.m": "Conexión activa", + "ONLINE_BUTTON_INVITE_FRIENDS": "Invitar a amigos", + "ONLINE_SHOW_INVITE_CODE_COPIED": "Copiado al portapapeles.", + "ONLINE_PLAYER_STATUS_OFFLINE": "Sin conexión.", + "ONLINE_PLAYER_STATUS_0": "En plena aventura. Ahora mismo, {location_name_phrase}.", + "ONLINE_REQUEST_RECEIVED.m": "¡{remote_player} te ha enviado una solicitud de {action.to_lower}!", + "NOTIFICATION_REQUEST": "Solicitud", + "ONLINE_STATE_DISCONNECTED": "Sin conexión", + "ONLINE_STATE_CONNECTING": "Conectando…", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Sesión de red de área local", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Conectando a {server}…", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "Anfitrión (puerto {server_port} de la red de área local)", + "ONLINE_STATE_CONNECTED.f": "Conexión activa", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "No se ha podido conectar porque es necesaria una actualización.", + "ONLINE_BUTTON_LAN_CLIENT": "Unirse a una sesión de red de área local", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Permitidas", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Activada, con Poder de la fusión", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Pegatinas duplicadas:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "No permitidas", + "BATTLE_NET_CLOSED_2_LOCAL.m": "El combate ha terminado porque te has desconectado.", + "BATTLE_NET_CLOSED_2_REMOTE.f": "El combate ha terminado porque tu rival se ha desconectado.", + "BATTLE_NET_CLOSED_1": "El combate ha terminado debido a un error.", + "BATTLE_NET_CLOSED_2_LOCAL.n": "El combate ha terminado porque te has desconectado.", + "BATTLE_NET_CLOSED_2_REMOTE.n": "El combate ha terminado porque tu rival se ha desconectado.", + "ONLINE_ERROR_CONNECTION_ERROR": "Error de conexión ({error}).", + "ONLINE_NOTIFICATION_RAID_WON": "{player} y {other_player} han derrotado a {boss}.", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player} y {other_player} se están enfrentando a un desafío.", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player} ha derrotado a {other_player}.", + "ONLINE_NOTIFICATION_TRADED": "{player} y {other_player} han hecho un intercambio de cintas.", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player} y {other_player} se están enfrentando al reto.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "Es posible que la próxima fusión que te encuentres contenga un monstruo pirata.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} ha quemado una vela ritual.", + "ONLINE_BUTTON_FRIENDS_JOIN": "Introducir un código de invitación", + "CAPTAIN_CODEY_CM_CODEY6": "Toma, quédate con un chisme de estos.", + "CAPTAIN_CODEY_CM_CODEY8": "Bueno, me tengo que ir a hacer cosas de guarda de élite. Ven a verme a la montaña un día de estos, ¿vale?", + "ONLINE_PLAYER_GAMERCARD": "Mostar tarjeta de jugador", + "UPDATE_POPUP_MP_TITLE": "Actualización 1.6: multijugador", + "UPDATE_POPUP_MP_2": "Para empezar con el multijugador en línea, solo hay que acceder al menú de pausa y pulsar {control.ui_action_1}.\\n\\nTambién es posible enviar invitaciones a los jugadores de la lista de amigos, o bien crear códigos de invitación para conectarse con los jugadores de otras plataformas.", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player} te está esperando…", + "UPDATE_POPUP_MP_1": "¡La actualización 1.6 añade el modo multijugador en línea! Cuando estéis en línea, podréis:\\n\\n― Jugar con vuestros amigos en grupos de hasta 8 personas.\\n― ¡Explorar el mundo juntos!\\n― Combatir e intercambiar cintas entre vosotros.\\n― ¡Unir vuestras fuerzas para enfrentaros a fusiones salvajes!", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "En línea (solo invitados)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Buscando amigos…", + "ONLINE_ERROR_VERSION_CHECK_LAN": "No se ha podido conectar porque las versiones no coinciden.", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} te ha ofrecido su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", + "ONLINE_REQUEST_RECEIVED_TRADE2": "Esperando a que {remote_player} acepte tu oferta…", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} te ha ofrecido su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "No puedes intercambiar cintas con {remote_player}.", + "ONLINE_REQUEST_UI_TITLE": "Solicitud de {action.to_lower} con {remote_player}", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} te ha ofrecido su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Si el intercambio se lleva a cabo, tu partida se guardará automáticamente. ¿Aceptas?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} ha retirado su solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} ha retirado su solicitud de {action.to_lower}.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", + "ONLINE_REQUEST_TRADE_PROMPT": "Elige qué cinta quieres ofrecer a {remote_player}.", + "UI_TAPE_COLLECTION_OFFER_TRADE": "Ofrecer a {remote_player}", + "ONLINE_REQUEST_SENT_TRADE.m": "Has ofrecido a {remote_player} intercambiar tu cinta de {species1.to_lower}.", + "ONLINE_REQUEST_SENT_TRADE.n": "Has ofrecido a {remote_player} intercambiar tu cinta de {species1.to_lower}.", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Aceptar la solicitud", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Rechazar la solicitud", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Retirar la solicitud", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Ofrecer cinta", + "ONLINE_REQUEST_SENT_TRADE.f": "Has ofrecido a {remote_player} intercambiar tu cinta de {species1.to_lower}.", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} te ha ofrecido intercambiar su cinta de {species1.to_lower}.", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} te ha ofrecido intercambiar su cinta de {species1.to_lower}.", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} te ha ofrecido intercambiar su cinta de {species1.to_lower}.", + "ONLINE_BUTTON_LEAVE_SESSION": "Abandonar la sesión", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Introduce la IP y el puerto", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "Mostrar código de invitación", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "se ha producido un error", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "te has desconectado", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} ha rechazado tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "te has desconectado", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Has rechazado la solicitud de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} ha retirado su solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "te has desconectado", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} ha obtenido una cinta de {monster_name.to_lower}.", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} ha conseguido la habilidad {ability}.", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} ha obtenido una cinta pirata de {monster_name.to_lower} de tipo {type.to_lower}.", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} ha grabado una cinta de {monster_name.to_lower}.", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} ha grabado una cinta pirata de {monster_name.to_lower} de tipo {type.to_lower}.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} se ha hecho amiga de {partner}.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} se ha hecho amigue de {partner}.", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} ha derrotado a {boss}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Has retirado tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Has rechazado la solicitud de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Has retirado tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Has retirado tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} terminado.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "El intercambio se ha llevado a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "El intercambio se ha llevado a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "El intercambio se ha llevado a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "No puedes enfrentarte a un desafío con {remote_player}.", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "El otro jugador no está disponible.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ITEM_CYBER_MATERIAL_NAME": "Cibermateria", + "CAPTAIN_CODEY_CM_CODEY1": "Hombre, parece que mi [wave amp=30 freq=10]objetivo[/wave] se ha dejado ver. Mis sensores están como [wave amp=30 freq=10]locos[/wave].", + "BATTLE_RAID_DEFERRED_RECORDING": "Ambos jugadores recibirán esta cinta si ganan el desafío.", + "ITEM_HACKING_GLOVE_NAME": "Guante pirata", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "¡{remote_player} ha aceptado enfrentarse contigo a un desafío!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "Una materia fluorescente y rezumante de energía que parece salida directamente de una peli ochentera sobre realidad virtual.", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "¡{remote_player} ha aceptado tu solicitud de reto!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "Un mando de consola antiguo que permite usar cibermateria antes de un combate para cambiar el tipo elemental de las fusiones salvajes.", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "¿Qué?", + "NOTIFICATION_NETWORK": "Red", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Esperando al otro jugador…", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Esperando al otro jugador…", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Esperando al otro jugador…", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "¡Estás en el reto con {remote_player}!\\nSal del tren para poner fin a esta actividad.", + "ONLINE_SECTION_PLAYERS": "Jugadores: {0} (máx. {1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player} ha remasterizado su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} se ha hecho amigo de {partner}.", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player} ha remasterizado su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player} y {other_player} están luchando.", + "ONLINE_NOTIFICATION_ROMANCED": "{player} ha empezado una relación sentimental con {partner}.", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player} ha remasterizado su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} ha mejorado su relación con {partner}.", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} ha descubierto la {station}.", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} ha registrado {num} especies en su bestiario.", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} ha completado {num} misiones del tablón de anuncios.", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} ha derrotado a {num} fusiones salvajes.", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "Invitar a {player_name}", + "ROGUE_FUSION_BATTLE_SOLO": "Luchar en solitario", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Tu nivel se reducirá temporalmente a {max_level} para este combate.[/center]", + "ROGUE_FUSION_RAID_REWARD": "Recompensa: {item} ({item_amount})", + "ROGUE_FUSION_RAID_HACK_BUTTON": "¡Piratear!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "A {remote_player} y a ti os han derrotado.", + "ROGUE_FUSION_RAID_HACK_HINT": "Puedes usar cibermateria ({amount}) para cambiar el tipo elemental de esta fusión.", + "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "¡{remote_player} y tú habéis obtenido la victoria!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "{remote_player} y tú habéis salido del reto.", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Habéis huido del combate.", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "A {remote_player} y a ti os han derrotado.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_SECTION_CONTROL": "Control", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Jugadores: {0}", + "ONLINE_ERROR_INVALID_INVITE": "No se ha podido conectar porque la invitación no era válida.", + "ONLINE_HUD_PLAYER_COUNT": "Jugadores: {0} (máx. {1})", + "ONLINE_BUTTON_FRIENDS_CREATE": "Empezar una sesión para invitados", + "BATTLE_NET_CLOSED_2_REMOTE.m": "El combate ha terminado porque tu rival se ha desconectado.", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (tú)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "El combate ha terminado porque te has desconectado.", + "ONLINE_DISPLAY_NAME_ANON": "Anónimo", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "El juego cruzado está desactivado en esta sala. Es posible que los jugadores de otros sistemas no puedan unirse con este código.", + "ONLINE_INVITE_MESSAGE": "¿Echamos una partida de Cassette Beasts?", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title} (activo)", + "ONLINE_REQUEST_LIST_BUTTON": "Solicitud de {title.to_lower}", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Tu solicitud de {action.to_lower} se ha cancelado. Motivo: {reason}.", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Tu solicitud de {action.to_lower} se ha cancelado. Motivo: {reason}.", + "OFFLINE_REMATCH_NPC1.v3": "Pasaba por aquí y se me ocurrió asomarme un momento a tu partida. ¿Te hace una revancha, ya que estamos?", + "OFFLINE_REMATCH_NPC1.v1": "¡Hola! Oye, ya sé que ahora mismo no estoy en línea, pero ¿te apetece una revancha?", + "OFFLINE_REMATCH_NPC1_YES": "¡Por supuesto!", + "OFFLINE_REMATCH_NPC1_NO": "Ahora no.", + "OFFLINE_REMATCH_NPC1.v2.m": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", + "OFFLINE_REMATCH_NPC1.v2.n": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", + "OFFLINE_REMATCH_NPC1.v2.f": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", + "OFFLINE_GIFTER_NPC1.v2": "Estaba pensando en la última sesión multijugador en la que coincidimos. ¡A ver si volvemos a jugar otro día!", + "OFFLINE_GIFTER_NPC1.v1": "Ya sé que ahora mismo no estoy en línea, pero quería darte esto.", + "OFFLINE_GIFTER_NPC1.v3": "¡Hola! Pasaba por aquí y se me ocurrió asomarme un momento a tu partida. Me he encontrado esto, ¿lo quieres?", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "Preparando…", + "ONLINE_REQUEST_SENT.m": "¡Le has enviado una solicitud de {action.to_lower} a {remote_player}!", + "ONLINE_REQUEST_RECEIVED.f": "¡{remote_player} te ha enviado una solicitud de {action.to_lower}!", + "ONLINE_REQUEST_RECEIVED.n": "¡{remote_player} te ha enviado una solicitud de {action.to_lower}!", + "ONLINE_REQUEST_SENT.n": "¡Le has enviado una solicitud de {action.to_lower} a {remote_player}!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "En línea (con amigos)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Ahora estás jugando en línea. Buscando amigos…", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} se ha unido a tu sesión.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} se ha desconectado.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} se ha desconectado.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} se ha desconectado.", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "¡{remote_player} ha aceptado luchar contra ti!", + "BATTLE_FLEE_ONLINE_CONFIRM": "¿Aceptas las derrota?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "¿Y tú quién eres?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", + "CAPTAIN_CODEY_CM_CODEY2": "He registrado unas cuantas [wave amp=30 freq=10]ciberondas[/wave] en mi receptor, y supongo que tú eres el motivo.", + "CAPTAIN_CODEY_ALREADY_MET1.m": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", + "CAPTAIN_CODEY_ALREADY_MET1.n": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "¿Ciberondas?", + "CAPTAIN_CODEY_CM_CODEY4": "Por lo visto está conectada al [wave amp=30 freq=10]espacio que hay entre nuestros mundos[/wave], o algo así. Total, que me da lo mismo de dónde haya salido…", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "¿De qué me estás hablando?", + "CAPTAIN_CODEY_CM_CODEY3": "¡Pues eso, ciberondas! [pause]¡Por la [wave amp=30 freq=10]cibermateria![/wave]! [pause]Que es como llamo yo a esa cosa naranja brillante que debes de haber recogido hace poco.", + "CAPTAIN_CODEY_CM_CODEY5": "El caso es que esas fusiones salvajes son muy sensibles a ella. Puedes usarla para convertirlas en monstruos piratas. ¡Es como un biopirateo a una escala [shake rate=30 level=10]cósmica[/shake]!", + "CAPTAIN_CODEY_CM_CODEY7": "¡Ahora estás jugando con [shake rate=30 level=10]poder[/shake]! [pause]Con eso podrás almacenar la cibermateria y usarla con las fusiones salvajes. No es por [wave amp=30 freq=10]fardar[/wave], pero lo inventé yo mismo.", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "El servidor se ha desconectado.", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Los cambios en la opción de juego cruzado tendrán efecto cuando termine la sesión en línea actual.", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Es posible que algunas funciones del modo multijugador en línea no estén disponibles.", + "ONLINE_CROSSPLAY_WARNING": "El código de invitación que has introducido es para una sala con juego cruzado, pero tú tienes la opción de juego cruzado desactivada. ¿Quieres pasar por alto esa opción y entrar de todas formas?", + "INFO_ONLINE_WITH_MODS2": "No podrás interactuar con jugadores que tengan mods incompatibles. Si la conexión falla o si no aparece nadie en tu sesión, asegúrate de que tengáis instalados los mismos mods.", + "ONLINE_FRIENDS_PASSIVE_WARNING": "Es posible que, a veces, el modo «Jugar con amigos» te empareje con gente que no sea amiga tuya. Esto se debe a que los amigos de tus amigos (además de cualquiera que tenga un código de invitación) pueden unirse a tu partida. ¿Quieres continuar?", + "ONLINE_STATE_CONNECTED.n": "Conexión activa", + "ONLINE_BUTTON_FRIENDS_INVITE": "Aceptar la invitación de {name}", + "ONLINE_BUTTON_DISCONNECT": "Desconectar", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Puerto", + "ONLINE_REQUEST_ACTION_battle": "Combate", + "ONLINE_REQUEST_ACTION_trade": "Intercambio", + "ONLINE_ALREADY_REQUESTING.n": "Ya le has enviado una solicitud diferente.", + "ONLINE_ERROR_MATCH_FULL": "No se ha podido conectar porque la sesión ya está llena.", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "No has podido unirte a la sesión porque los demás jugadores están usando una versión distinta del juego.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Has abandonado el combate contra {remote_player}.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player} te ha derrotado.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "¡Has obtenido la victoria contra {remote_player}!", + "ONLINE_BUTTON_LAN_SERVER": "Crear una sesión de red de área local", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "Jugar con amigos", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Has rechazado la solicitud de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} ha rechazado tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} ha rechazado tu solicitud de {action.to_lower}.", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Introduce un código de invitación", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "La solicitud de {action.to_lower} de {remote_player} se ha cancelado. Motivo: {reason}.", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "La solicitud de {action.to_lower} de {remote_player} se ha cancelado. Motivo: {reason}.", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "La IP, nombre de equipo o número de puerto que has introducido no son correctos.", + "ONLINE_ERROR_CONNECTION_FAILED": "No se ha podido conectar.", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "Jugadores: {0}", + "ONLINE_BUTTON_VIEW_FRIENDS": "Lista de amigos", + "UI_PAUSE_ONLINE_BTN_0": "Jugar en línea", + "ONLINE_ALREADY_REQUESTING.f": "Ya le has enviado una solicitud diferente.", + "UI_PAUSE_ONLINE_BTN_1": "Estado de la conexión", + "ONLINE_REQUEST_ACTION_raid": "Desafío", + "ONLINE_ALREADY_REQUESTING.m": "Ya le has enviado una solicitud diferente.", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Tu solicitud de {action.to_lower} se ha cancelado. Motivo: {reason}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} se ha desconectado", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} se ha desconectado", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} se ha desconectado", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "La solicitud de {action.to_lower} de {remote_player} se ha cancelado. Motivo: {reason}.", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "En línea (con invitación)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Niveles:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Igualados a {0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Atributos de las pegatinas:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Sin restricciones", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Activados", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Desactivada", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Desactivados", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Activada", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusión", + "ONLINE_NOTIFICATION_DISCONNECTED": "Te has desconectado.", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "¡Te has conectado!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "¡Te has conectado!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "¡Te has conectado!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Ten en cuenta que el juego cruzado en línea no está permitido cuando hay mods instalados. Por tanto, este archivo de guardado quedará excluido, de forma permanente, de cualquier sesión de juego cruzado con consolas.", + "ONLINE_NOTIFICATION_CONNECTED_1": "Ahora estás jugando con {remote_player}.", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Has hospedado una sesión de red de área local en el puerto {server_port}.", + "INFO_ONLINE_WITH_MODS1": "El juego cruzado en línea no está permitido cuando hay mods instalados. No podrás unirte a las sesiones de juego cruzado y los jugadores de consola no podrán unirse a tus sesiones.", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "Elige una partida con la que unirte a la sesión multijugador.", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "¡{player} ha caído!", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "¡{player} ha caído!", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "¡{player} ha caído!", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Comprobar tu oferta", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Comprobar la oferta de {remote_player}", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Aceptar la oferta", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Tu oferta", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "La oferta de {remote_player}", + "ONLINE_REQUEST_UI_BATTLE_RULES": "Reglas del combate", + "ONLINE_PLAYER_STATUS_1.n": "No disponible. Ahora mismo, {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.m": "No disponible. Ahora mismo, {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.f": "No disponible. Ahora mismo, {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_2": "Luchando {location_name_phrase}.", + "ONLINE_PLAYER_MENU_MAP": "Ver en el mapa", + "ONLINE_PLAYER_MENU_TRADE": "Solicitar intercambio", "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", - "UI_SETTINGS_NETWORK": "Partida online", - "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Habilitado", - "UI_SETTINGS_NETWORK_CROSSPLAY": "Multiplataforma", - "OFFLINE_GIFTER_NPC1.v2": "Tava pensando na nossa última sessão multijogador. Vamos jogar de novo qualquer dia desses!", - "OFFLINE_GIFTER_NPC1.v1": "Sei que não estamos online agora, mas queria te dar isto!", - "OFFLINE_GIFTER_NPC1.v3": "Ei! Tava de bobeira e decidi dar uma olhadinha no seu jogo. Achei isto aqui a sua cara. Tome!", - "ROGUE_FUSION_BATTLE_SOLO": "Batalha Solo", - "ROGUE_FUSION_RAID_INVITE_PLAYER": "Convidar {player_name}", - "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Seu nível será temporariamente reduzido a {max_level} nesta batalha.[/center]", - "ROGUE_FUSION_RAID_REWARD": "Recompensa: {item} ×{item_amount}", - "ROGUE_FUSION_RAID_HACK_BUTTON": "Hackear!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "Você e {remote_player} perderam!", - "ROGUE_FUSION_RAID_HACK_HINT": "Use {amount} de Material Cibernético para mudar o tipo desta fusão.", + "ONLINE_PLAYER_MENU_BATTLE": "Solicitar combate", + "UI_SETTINGS_NETWORK": "Juego en línea", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Desactivado", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Activado", + "UI_SETTINGS_NETWORK_CROSSPLAY": "Juego cruzado", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Ahora estás jugando con {remote_player} y más jugadores ({n}).", + "ONLINE_REQUEST_ACTION_gauntlet": "Reto", + "ONLINE_REQUEST_SENT.f": "¡Le has enviado una solicitud de {action.to_lower} a {remote_player}!", + "ACHIEVEMENT_NAME_tutorial": "Así es el mundo en que vivimos", + "ACHIEVEMENT_DESC_partner_kayleigh": "Desbloquea a Kayleigh.", + "ACHIEVEMENT_NAME_rogue_fusion": "La suma de las partes", + "ACHIEVEMENT_NAME_swarm_fusion": "El espíritu de la colmena", + "ACHIEVEMENT_DESC_rogue_fusion": "Derrota a una fusión salvaje.", + "ACHIEVEMENT_DESC_swarm_fusion": "Derrota a un enjambre.", + "ACHIEVEMENT_DESC_unstable_fusion": "Derrota a una fusión inestable.", + "ACHIEVEMENT_NAME_unstable_fusion": "Nunca debe comer después de medianoche", + "ACHIEVEMENT_NAME_orb_fusion": "Eso no es un satélite", + "ACHIEVEMENT_DESC_orb_fusion": "Derrota a una fusión esférica.", + "ACHIEVEMENT_NAME_rogue_fusion_5": "Homenaje al salvaje", + "ACHIEVEMENT_DESC_rogue_fusion_5": "Derrota a 5 fusiones salvajes.", + "ACHIEVEMENT_NAME_rogue_fusion_10": "Has visto muchos salvajes en tus viajes", + "ACHIEVEMENT_NAME_captain_judas": "Preparado para todo", + "ACHIEVEMENT_DESC_captain_judas": "Derrota al guarda de élite Judas.", + "ACHIEVEMENT_NAME_captain_cleeo": "Quien gana se lo lleva todo", + "ACHIEVEMENT_NAME_captain_lodestein": "Electrizante", + "ACHIEVEMENT_DESC_captain_lodestein": "Derrota al guarda de élite Ray O'Farrell.", + "ACHIEVEMENT_NAME_captain_dreadful": "Más allá", + "ACHIEVEMENT_DESC_captain_dreadful": "Derrota a la guarda de élite Agnes Pectro.", + "ACHIEVEMENT_NAME_captain_gladiola": "El filo de la navaja", + "ACHIEVEMENT_NAME_kuneko_altars_4": "¿Es que no me quieres?, 5.ª parte", + "ACHIEVEMENT_DESC_kuneko_altars_4": "Encuéntrate con Kuneko en cuatro altares.", + "ACHIEVEMENT_NAME_quest_viola1": "La tempestad", + "ACHIEVEMENT_NAME_defeat_ianthe": "Nuevos desafíos, 2.ª parte", + "ACHIEVEMENT_DESC_defeat_ianthe": "Derrota a Ianthe y conviértete en guarda de élite.", + "ACHIEVEMENT_NAME_quest_overtime": "Horas extra", + "ACHIEVEMENT_DESC_quest_overtime": "Elige un diseño para el letrero de Villapuerto.", + "ACHIEVEMENT_NAME_quest_sunny": "¿Qué se siente?", + "ACHIEVEMENT_DESC_quest_sunny": "Ayuda a Sol a empezar una nueva vida.", + "ACHIEVEMENT_NAME_quest_hoylake": "De caza", + "ACHIEVEMENT_DESC_quest_hoylake": "Ayuda a Hoylake con su investigación.", + "ACHIEVEMENT_DESC_defeat_ghost": "Derrota a un fantasma.", + "ACHIEVEMENT_NAME_defeat_ghost": "¿A quién vas a llamar?", + "ACHIEVEMENT_DESC_bootleg_astral": "Hazte con un monstruo pirata de tipo astral.", + "ACHIEVEMENT_NAME_bootleg_ice": "Pirata gélido", + "ACHIEVEMENT_DESC_bootleg_ice": "Hazte con un monstruo pirata de tipo hielo.", + "ACHIEVEMENT_DESC_bootleg_lightning": "Hazte con un monstruo pirata de tipo rayo.", + "ACHIEVEMENT_NAME_bootleg_lightning": "Pirata fulminante", + "ACHIEVEMENT_NAME_bootleg_air": "Pirata ventoso", + "ACHIEVEMENT_DESC_bootleg_air": "Hazte con un monstruo pirata de tipo aire.", + "ACHIEVEMENT_NAME_bootleg_earth": "Pirata pétreo", + "ACHIEVEMENT_DESC_bootleg_earth": "Hazte con un monstruo pirata de tipo tierra.", + "ACHIEVEMENT_NAME_bootleg_metal": "Pirata férreo", + "ACHIEVEMENT_DESC_bootleg_metal": "Hazte con un monstruo pirata de tipo metal.", + "ACHIEVEMENT_NAME_bootleg_glass": "Pirata transparente", + "ACHIEVEMENT_DESC_bootleg_glass": "Hazte con un monstruo pirata de tipo cristal.", + "REACTION_FIRE_ON_AIR_TUTORIAL": "El impacto de un ataque de tipo fuego contra un objetivo de tipo aire causa una corriente vertical, un muro de aire que puede neutralizar varios impactos posteriores.", + "REACTION_FIRE_ON_METAL": "Derretido", + "REACTION_FIRE_ON_METAL_TUTORIAL": "Los objetivos de tipo metal pueden derretirse a causa de ataques de tipo fuego, lo cual les causa daño continuo.", + "REACTION_PLASTIC_ON_FIRE": "Humo", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "El impacto de un ataque de tipo plástico contra un objetivo de tipo fuego crea un humo negro que puede ocultar la posición del objetivo.", + "REACTION_PLASTIC_ON_ASTRAL": "Perturbación", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "El plástico es aislante, de modo que los ataques de tipo plástico pueden limitar el alcance de los atacantes de tipo rayo.", + "REACTION_PLASTIC_ON_LIGHTNING": "Aislante", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "El impacto de un ataque de tipo planta contra un objetivo de tipo fuego crea un humo negro que puede ocultar la posición del objetivo.", + "REACTION_PLANT_ON_FIRE": "Humo", + "REACTION_PLANT_ON_WATER": "Consunción", + "REACTION_PLANT_ON_WATER_TUTORIAL": "Los ataques de tipo planta consumen la fuerza de los objetivos de tipo agua.", + "REACTION_PLANT_ON_POISON": "Amplificado", + "REACTION_PLANT_ON_LIGHTNING": "Toma de tierra", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Los ataques de tipo planta conectan a tierra la electricidad de los objetivos de tipo rayo, lo cual limita su alcance.", + "REACTION_PLANT_ON_POISON_TUTORIAL": "Los venenos requieren nutrientes específicos para su elaboración. Los ataques de tipo planta se los proporcionan, amplificando, así, el efecto de los ataques de tipo veneno posteriores del objetivo.", + "REACTION_PLANT_ON_EARTH": "Semillas", + "REACTION_WATER_ON_FIRE_TUTORIAL": "Los ataques de tipo agua apagan las llamas de los objetivos de tipo fuego, lo que reduce la potencia de sus ataques.", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "Los ataques de tipo planta dejan semillas en los objetivos de tipo tierra, lo cual les roba energía.", + "REACTION_WATER_ON_FIRE": "Apagado", + "REACTION_WATER_ON_PLANT": "Absorción", + "REACTION_WATER_ON_PLANT_TUTORIAL": "Los objetivos de tipo planta absorben el agua que dejan tras de sí los ataques de tipo agua, lo cual los va curando poco a poco.", + "REACTION_WATER_ON_ICE": "Más masa", + "REACTION_WATER_ON_ASTRAL": "Potenciado", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_WATER_ON_ICE_TUTORIAL": "Los objetivos de tipo hielo congelan de inmediato el agua que dejan tras de sí los ataques de tipo agua, lo que les otorga masa adicional.", + "REACTION_WATER_ON_LIGHTNING": "Conducción", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "El agua conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", + "REACTION_WATER_ON_EARTH": "Erosión", + "REACTION_WATER_ON_EARTH_TUTORIAL": "Los ataques de tipo agua van erosionando poco a poco los objetivos de tipo tierra, lo cual reduce su defensa.", + "REACTION_WATER_ON_METAL": "Corrosión", + "REACTION_POISON_ON_FIRE": "Combustible", + "REACTION_WATER_ON_METAL_TUTORIAL": "Los ataques de tipo agua oxidan y corroen los objetivos de tipo metal, lo que los vuelve más frágiles.", + "REACTION_POISON_ON_FIRE_TUTORIAL": "Los objetivos de tipo fuego pueden quemar el veneno que dejan tras de sí los ataques de tipo veneno, lo cual los hace más fuertes.", + "REACTION_POISON_ON_PLANT_TUTORIAL": "Los objetivos de tipo planta absorben el veneno que dejan tras de sí los ataques de tipo veneno, lo que les va causando daño poco a poco.", + "REACTION_POISON_ON_PLANT": "Absorción", + "REACTION_POISON_ON_EARTH": "Puntas venenosas", + "REACTION_POISON_ON_ASTRAL": "Perturbación", + "REACTION_POISON_ON_EARTH_TUTORIAL": "Los objetivos de tipo tierra pueden utilizar el veneno que dejan tras de sí los ataques de tipo veneno para empapar con él sus partes puntiagudas y causar daño adicional a sus enemigos.", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", + "REACTION_POISON_ON_METAL_TUTORIAL": "Los objetivos de tipo metal pueden utilizar el veneno que dejan tras de sí los ataques de tipo veneno para empapar con él sus partes puntiagudas y causar daño adicional a sus enemigos.", + "REACTION_POISON_ON_METAL": "Puntas venenosas", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Los monstruos de tipo astral enervan a los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_ASTRAL_ON_FIRE": "Enervación", + "REACTION_ASTRAL_ON_WATER": "Enervación", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Los monstruos de tipo astral enervan a los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_ASTRAL_ON_ASTRAL": "Potenciado", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Los objetivos de tipo astral pueden utilizar la energía que dejan tras de sí los ataques de tipo astral para fortalecerse.", + "REACTION_ASTRAL_ON_AIR": "Enervación", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Los monstruos de tipo astral enervan a los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_ICE_ON_WATER_TUTORIAL": "Cuando reciben el impacto de un ataque de tipo hielo, los monstruos de tipo agua se congelan de inmediato.", + "REACTION_ICE_ON_WATER": "Congelado", + "REACTION_ASTRAL_ON_EARTH": "Enervación", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Los monstruos de tipo astral enervan a los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_ICE_ON_LIGHTNING": "Conducción", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "El hielo y el agua conducen la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", + "REACTION_ICE_ON_AIR": "Escarcha", + "REACTION_LIGHTNING_ON_ICE": "Electrificado", + "REACTION_LIGHTNING_ON_PLASTIC": "Electricidad estática", + "REACTION_ICE_ON_AIR_TUTORIAL": "Los ataques de tipo hielo enfrían a los objetivos de tipo aire, que quedarán tiritando.", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "El hielo y el agua conducen la electricidad, de modo que los monstruos de tipo hielo o agua serán más sensibles a los ataques de tipo rayo posteriores.", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "El agua conduce la electricidad, de modo que los monstruos de tipo agua serán más sensibles a los ataques de tipo rayo posteriores.", + "REACTION_LIGHTNING_ON_WATER": "Electrificado", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Las cualidades aislantes del plástico hacen que los ataques de tipo rayo contra objetivos de tipo plástico dejen tras de sí una carga eléctrica que estos podrán usar luego para causar daño adicional a sus enemigos.", + "REACTION_LIGHTNING_ON_AIR": "Electrificado", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "El aire de Nueva Wirral conduce la electricidad sorprendentemente bien, de modo que los monstruos de tipo aire serán más sensibles a los ataques de tipo rayo posteriores.", + "REACTION_LIGHTNING_ON_EARTH": "Vitrificación", + "REACTION_AIR_ON_FIRE_TUTORIAL": "Los ataques de tipo aire apagan las llamas de los objetivos de tipo fuego, reduciendo así la potencia de sus ataques.", + "REACTION_AIR_ON_FIRE": "Apagado", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "El metal conduce la electricidad, de modo que los monstruos de tipo metal serán más sensibles a los ataques de tipo rayo posteriores.", + "REACTION_LIGHTNING_ON_METAL": "Electrificado", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "Cuando un rayo golpea, la arena crea fulgurita, que es cristal natural. Los monstruos de tipo tierra que reciban el impacto de un ataque de tipo rayo pasan a ser de tipo cristal.", + "REACTION_AIR_ON_PLANT": "Arrancado", + "REACTION_AIR_ON_PLANT_TUTORIAL": "Los ataques de tipo aire pueden arrancar del suelo las raíces de los objetivos de tipo planta, de modo que pierden la conexión con su fuente de nutrientes.", + "REACTION_AIR_ON_ASTRAL": "Potenciado", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "En Nueva Wirral el aire conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", + "REACTION_AIR_ON_LIGHTNING": "Conducción", + "REACTION_AIR_ON_GLASS": "Resonancia", + "REACTION_EARTH_ON_FIRE": "Apagado", + "REACTION_AIR_ON_GLASS_TUTORIAL": "Los sonidos fuertes y los ataques de tipo aire pueden hacer que los monstruos de tipo cristal resuenen y empiecen a vibrar. Si la resonancia es lo bastante fuerte, puede hacer que el cristal se rompa.", + "REACTION_EARTH_ON_PLASTIC": "Enterrado", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "Los ataques de tipo tierra apagan las llamas de los objetivos de tipo fuego, lo que reduce la potencia de sus ataques.", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Los ataques de tipo tierra conectan a tierra la electricidad de los objetivos de tipo rayo, lo cual limita su alcance.", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Al igual que el ciclo de vida habitual de los productos de plástico hace que acaben a menudo enterrados en un vertedero, los ataques de tipo tierra pueden enterrar a los monstruos de tipo plástico y limitar su movimiento.", + "REACTION_EARTH_ON_LIGHTNING": "Toma de tierra", + "REACTION_METAL_ON_ASTRAL": "Perturbación", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", + "REACTION_EARTH_ON_ASTRAL": "Potenciado", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_METAL_ON_ICE_TUTORIAL": "Las partes puntiagudas de los monstruos de tipo metal pican la superficie de los de tipo hielo como si de un picahielos se tratara, reduciendo así su defensa.", + "REACTION_METAL_ON_ICE": "Picado", + "REACTION_METAL_ON_LIGHTNING": "Conducción", + "REACTION_METAL_ON_EARTH": "Picado", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "El metal conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", + "REACTION_METAL_ON_GLASS_TUTORIAL": "¡Ojo, no te cortes! El impacto de un ataque de tipo metal contra un objetivo de tipo cristal desperdiga obstáculos afilados por el campo de batalla.", + "REACTION_METAL_ON_EARTH_TUTORIAL": "Las partes puntiagudas de los monstruos de tipo metal pican la superficie de los de tipo tierra como si de una pala se tratara, reduciendo así su defensa.", + "REACTION_METAL_ON_GLASS": "Resquebrajado", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "El cristal es aislante, de modo que los ataques de tipo cristal pueden limitar el alcance de los atacantes de tipo rayo.", + "REACTION_GLASS_ON_LIGHTNING": "Aislante", + "ELEMENTAL_TYPE_FIRE": "Fuego", + "ELEMENTAL_TYPE_WATER": "Agua", + "ELEMENTAL_TYPE_PLASTIC": "Plástico", + "ELEMENTAL_TYPE_POISON": "Veneno", + "ELEMENTAL_TYPE_PLANT": "Planta", + "ELEMENTAL_TYPE_BEAST": "Bestia", + "ELEMENTAL_TYPE_ASTRAL": "Astral", + "ELEMENTAL_TYPE_GLITTER": "Purpurina", + "ELEMENTAL_TYPE_LIGHTNING": "Rayo", + "ELEMENTAL_TYPE_ICE": "Hielo", + "ELEMENTAL_TYPE_AIR": "Aire", + "ELEMENTAL_TYPE_EARTH": "Tierra", + "ELEMENTAL_TYPE_METAL": "Metal", + "ELEMENTAL_TYPE_GLASS": "Cristal", + "INVENTORY_EMPTY": "Nada.", + "INVENTORY_INCOMPATIBLE": "Incompatible", + "INVENTORY_NO_COMPATIBLE_STICKERS": "No tienes pegatinas compatibles.", + "LOOT_TITLE": "Has obtenido:", + "LOOT_ITEM_EQUIPPED": "Utilizada", + "LOOT_ITEM_EQUIP_BUTTON": "Utilizar", + "LOOT_ITEM_UNEQUIP_BUTTON": "Retirar", + "LOOT_HEADING_OTHER_ITEMS": "Otros objetos", + "LOOT_HEADING_DROPPED": "Al suelo:", + "WINGS_OBTAINED": "Ahora tendrás disponibles en el armario de tu casa las alas de {0.to_lower}", + "ITEM_DROP_OBTAINED_ONE": "Has obtenido: {0}", + "ITEM_DROP_OBTAINED_MULTIPLE": "Has obtenido: {0} ({1})", + "ITEM_DROP_INVENTORY_FULL": "Ya no puedes llevar más.", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "No puedes tener más pegatinas.", + "ITEM_CHEST_EMPTY": "¡No hay nada!", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Has llegado al límite de pegatinas que puedes tener. Si encuentras más, se tirarán automáticamente al suelo.", + "ITEM_REMOVED_ONE": "Has perdido: {0}", + "ITEM_REMOVED_MULTIPLE": "Has perdido: {0} ({1})", + "ITEM_COUNT_LIMITED": "({0}/{1})", + "ITEM_COUNT": "({0})", + "ITEM_EXCHANGE_OWNED_AMOUNT": "Tienes {0}.", + "ITEM_EXCHANGE_MULTIPLE": "{0} ({1})", + "ITEM_EXCHANGE_ALREADY_OWNED": "Ya está en tu poder.", + "ITEM_COST_FREE": "Gratis", + "ITEM_COST_ELEMENT": "{amount} {currency}", + "ITEM_COST_JOIN": ",", + "ITEM_EXCHANGE_OUT_OF_STOCK": "No quedan.", + "ITEM_EXCHANGE_INVENTORY_FULL": "Ya no puedes llevar más.", + "ITEM_TRADE_BUY": "Comprar", + "ITEM_TRADE_AMOUNT": "¿Quieres comprar «{exchange}»?\\nCuesta {cost}.", + "ITEM_USE": "Usar", + "ITEM_VIEW": "Ver", + "ITEM_READ": "Leer", + "ITEM_SELECT": "Seleccionar", + "ITEM_USE_ON.m": "Usar con {0}", + "ITEM_USE_ON.f": "Usar con {0}", + "ITEM_USE_ON_TAPE": "Usar con tu {0.to_lower}", + "ITEM_USE_ON.n": "Usar con {0}", + "ITEM_APPLY_STICKER_SUBMENU": "Pegar en…", + "ITEM_USE_ON_SUBMENU": "Usar con…", + "ITEM_DISCARD": "Desechar", + "ITEM_DISCARD_ONE": "Desechar 1", + "ITEM_DISCARD_ALL": "Desechar todo", + "ITEM_RECYCLE_ONE": "Reciclar 1 por {amount} {icon}", + "ITEM_RECYCLE": "Reciclar por {amount} {icon}", + "ITEM_DISCARD_MODE_DISCARD": "Desechar", + "ITEM_DISCARD_MODE_RECYCLE": "Reciclar", + "ITEM_RECYCLE_ALL": "Reciclar todo por {amount} {icon}", + "ITEM_CATEGORY_consumables": "Consumibles", + "ITEM_CATEGORY_tapes": "Cintas vírgenes", + "ITEM_CATEGORY_stickers": "Pegatinas", + "ITEM_CATEGORY_resources": "Recursos", + "ITEM_CATEGORY_misc": "Varios", + "ITEM_CURE_COATING_NAME": "Curacapas", + "ITEM_CURE_BURNED_NAME": "Curaquemadura", + "ITEM_CURE_BURNED_DESCRIPTION": "Una crema refrescante que elimina el efecto de estado «quemadura» de un miembro del equipo. No consume un turno.", + "ITEM_CURE_COATING_DESCRIPTION": "Elimina los efectos de estado de «capa» (los que cambian el tipo) de un miembro del equipo. Consume un turno del combate.", + "ITEM_CURE_CONDUCTIVE_NAME": "Curaconducción", + "ITEM_CURE_CONFUSED_NAME": "Curaconfusión", + "ITEM_CURE_CONFUSED_DESCRIPTION": "Un inyectable con una enzima que elimina de inmediato el exceso de agentes embriagadores y, por tanto, el efecto de estado «confusión» de un miembro del equipo. No consume un turno.", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Una crema aislante que elimina el efecto de estado «conducción» de un miembro del equipo. No consume un turno.", + "ITEM_CURE_LEECHED_NAME": "Curaparásito", + "ITEM_CURE_POISONED_NAME": "Curaveneno", + "ITEM_CURE_LEECHED_DESCRIPTION": "Una crema biocida que elimina el efecto de estado «parásito» de un miembro del equipo. No consume un turno.", + "ITEM_CURE_RESONANCE_NAME": "Curavibración", + "ITEM_CURE_POISONED_DESCRIPTION": "Un antídoto para los venenos de monstruo más comunes. Elimina el efecto de estado «veneno» de un miembro del equipo. No consume un turno.", + "ITEM_CURE_SLEEP_NAME": "Curasueño", + "ITEM_CURE_RESONANCE_DESCRIPTION": "Una sustancia estabilizadora que elimina el efecto de estado «vibración» de un miembro del equipo. Consume un turno del combate.", + "ITEM_CURE_BERSERK_NAME": "Curaira", + "ITEM_CURE_SLEEP_DESCRIPTION": "Una botellita de sales hediondas capaces de despertar a cualquiera. Elimina el efecto «sueño» de un miembro del equipo. No consume un turno.", + "ITEM_CURE_STAT_NAME": "Curatributos", + "ITEM_CURE_BERSERK_DESCRIPTION": "Una sustancia calmante que elimina el efecto de estado «ira» de un miembro del equipo. No consume un turno.", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "Un pequeño aerosol con una sustancia aceitosa que facilita el movimiento y elimina el efecto de estado «petrificación» de un miembro del equipo. Consume un turno del combate.", + "ITEM_CURE_PETRIFIED_NAME": "Curapetrificación", + "ITEM_CURE_STAT_DESCRIPTION": "Una sustancia cuya inhalación elimina todos los efectos de estado modificadores de atributos de un miembro del equipo (¡incluidos los positivos!). Consume un turno del combate.", + "ITEM_CURE_ALL_NAME": "Curatodo", + "ITEM_CURE_ALL_DESCRIPTION": "Una panacea milagrosa que, al parecer, cura cualquier trastorno. Elimina todos los efectos de estado de un miembro del equipo (¡incluidos los positivos!). Consume un turno del combate.", + "ITEM_REWIND_NAME": "Rebobinador", + "ITEM_REWIND_DESCRIPTION": "Hace que una cinta recupere por completo sus PV. Consume un turno del combate.", + "ITEM_RESPOOL_NAME": "Restaurador", + "ITEM_OLIVE_UP_NAME": "Olive Up", + "ITEM_RESPOOL_DESCRIPTION": "Arregla y rebobina una cinta rota. Consume un turno del combate.", + "ITEM_OLIVE_UP_DESCRIPTION": "Un extraño refresco con sabor a aceituna que hace que un personaje suba de nivel de inmediato.", + "ITEM_UPGRAPE_NAME": "Uvas del más fuerte", + "ITEM_PEAR_FUSILLI_NAME": "Pasta fusión", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "Una comida precocinada para dos que llena de inmediato vuestra barra de fusión (¡y lleva pera!). No consume un turno aunque os la comáis durante el combate.", + "ITEM_UPGRAPE_DESCRIPTION": "Un curioso racimo de uvas boca abajo que, según se dice, dan las parras que se plantan haciendo el pino. Si te comes unas cuantas, podrás mejorar de inmediato una cinta y subirle una estrella.", + "ITEM_REODORANT_NAME": "Reodorante", + "ITEM_REODORANT_DESCRIPTION": "Un bote de «antidesodorante transpirante unisex». La etiqueta dice que te hará oler lo bastante mal como para repeler a los monstruos durante un minuto.", + "ITEM_REODORANT_TIME_LEFT": "Tiempo restante: {0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "Desayuno inglés completo (vegano)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "Cura por completo a un personaje. Consume un turno del combate.", + "ITEM_COFFEE1_NAME": "Café con leche en lata", + "ITEM_COFFEE2_DESCRIPTION": "Un café enlatado muy amargo que otorga 4 PA adicionales. Consume un turno del combate.", + "ITEM_COFFEE1_DESCRIPTION": "Un café enlatado que otorga 2 PA adicionales. Consume un turno del combate.", + "ITEM_COFFEE2_NAME": "Café largo para llevar", + "ITEM_FUSED_MATERIAL_NAME": "Material fundido", + "ITEM_COFFEE3_NAME": "Expreso exprés", + "ITEM_COFFEE4_NAME": "Expreso doble", + "ITEM_COFFEE3_DESCRIPTION": "Un café en lata pequeña que aporta energía al instante y otorga 6 PA adicionales. Consume un turno del combate.", + "ITEM_SMOKE_BOMB_NAME": "Bomba de humo", + "ITEM_COFFEE4_DESCRIPTION": "Un expreso doble en lata que otorga 8 PA adicionales. Consume un turno del combate.", + "ITEM_METAL_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", + "ITEM_SMOKE_BOMB_DESCRIPTION": "Permite una huida garantizada de cualquier monstruo salvaje. Sin embargo, no funcionará contra humanos ni otros seres inteligentes.", + "ITEM_METAL_NAME": "Metal", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "Huele mucho a huevo podrido, pero, por lo visto, los guardas lo consideran valiosísimo.", + "ITEM_TUTORIAL_NAME": "Manual del buen guarda", + "ITEM_TUTORIAL_NO_TUTS": "¡Primero tienes que encontrarte con Kayleigh al este de Villapuerto!", + "ITEM_TUTORIAL_DESCRIPTION": "Un manual que Kayleigh te prestó. Puedes leerlo para repasar lo que has aprendido sobre la vida en la isla de Nueva Wirral.", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Anda. ¡Se ha caído una tarjeta de la solapa del manual!", + "ITEM_TUTORIAL_MESSAGE": "¿Qué tema quieres repasar?", + "ITEM_PLASTIC_NAME": "Plástico", + "ITEM_PLASTIC_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", + "ITEM_TYPE_CHART_NAME": "Esquema de tipos elementales", + "ITEM_OLD_BOOK_NAME": "Libro viejo", + "ITEM_TYPE_CHART_DESCRIPTION": "Un esquema impreso en una tarjeta que se cayó del [i]Manual del buen guarda[/i] que te prestó Kayleigh. Detalla los tipos elementales de monstruos que hay en Nueva Wirral y cómo puedes usar esos tipos para obtener ventaja.", + "ITEM_OLD_BOOK_DESCRIPTION": "Es un libro viejo en el que hay escritas un montón de palabras raras.", + "ITEM_PULP_NAME": "Celulosa", + "ITEM_SINGLEUSE_STICKER_NAME": "{name} (un solo uso)", + "ITEM_WHEAT_NAME": "Trigo", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "¡Abre las puertas de Villapuerto!", + "ITEM_WHEAT_DESCRIPTION": "Un recurso básico que algunas personas pueden convertir en comida.", + "ITEM_WOOD_NAME": "Madera", + "ITEM_PULP_DESCRIPTION": "Papel descompuesto. Un recurso reciclado básico que puede cambiarse por objetos o servicios.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Golpea a un objetivo. Causa al objetivo el estado «{status_effect.to_lower}».", + "ITEM_KEY_HARBOURTOWN_NAME": "Llave de las puertas de Villapuerto", + "ITEM_WOOD_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", + "ITEM_TAPE_BASIC_NAME": "Cinta normal", + "ITEM_TAPE_BASIC_DESCRIPTION": "Graba las formas de monstruo con un margen de eficacia normal.", + "ITEM_TAPE_CHROME_NAME": "Cinta de cromo", + "ITEM_TAPE_CHROME_DESCRIPTION": "Graba las formas de monstruo con un alto margen de eficacia.", + "ITEM_TAPE_OPTICAL_LASER_NAME": "Cinta de láser óptico", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Una cinta negra misteriosa que se dejó Perro Negro.", + "ITEM_TAPE_BLACK_SHUCK_NAME": "Cinta de Perro Negro", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Utiliza una tecnología futurista basada en láseres para almacenar las formas de monstruo de forma eficaz. Garantiza el éxito de la grabación.", + "ITEM_TAPE_BEAST_DESCRIPTION": "Una cinta cubierta de piel sintética. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo bestia. A los niños les encanta.", + "ITEM_TAPE_BEAST_NAME": "Cinta de piel sintética", + "ITEM_TAPE_FIRE_NAME": "Cinta para tostadora", + "ITEM_TAPE_FIRE_DESCRIPTION": "La etiqueta dice que se puede calentar en una tostadora. Se trata de una extraña cinta publicitaria que se regalaba con el pan de molde, hasta que las quejas por manos quemadas o pequeños incendios obligaron a la empresa a echarse atrás. Eso sí, tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo fuego.", + "ITEM_TAPE_PLASTIC_NAME": "Cinta reciclada", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "Una cinta hecha, según parece de «plástico 100 % reciclado». Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo plástico.", + "ITEM_TAPE_PLANT_NAME": "Cinta de corteza de árbol", + "ITEM_TAPE_PLANT_DESCRIPTION": "Una cinta cuya carcasa está hecha con corteza de árbol. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo planta.", + "ITEM_TAPE_WATER_NAME": "Cinta llena de agua", + "ITEM_TAPE_WATER_DESCRIPTION": "Una cinta hecha con plástico transparente, sellada y llena de agua. A un lado tiene dos botones que te permiten jugar a un juego de lanzar anillas cuando no la estés escuchando. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo agua.", + "ITEM_TAPE_POISON_NAME": "Cinta de piel de serpiente", + "ITEM_TAPE_ASTRAL_NAME": "Cinta etérea", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "Una cinta inmaterial que tiene la notable pega de atravesar de vez en cuando otros objetos. Tiene dibujados pequeños puntitos de luz por toda su superficie, como si fueran estrellas lejanas. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo astral.", + "ITEM_TAPE_POISON_DESCRIPTION": "Una cinta hecha con piel de serpiente sintética. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo veneno.", + "ITEM_TAPE_ICE_NAME": "Cinta de hielo IX", + "ITEM_TAPE_LIGHTNING_NAME": "Cinta superconductora", + "ITEM_TAPE_ICE_DESCRIPTION": "Una cinta hecha de un hielo que no parece que se derrita nunca. La etiqueta avisa de que no debe acercarse nunca al agua. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo hielo.", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Una cinta cuya etiqueta afirma con orgullo que su interior está en estado condensado de Bose-Einstein. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo rayo.", + "ITEM_TAPE_AIR_NAME": "Cinta aerosol", + "ITEM_TAPE_EARTH_NAME": "Cinta de cerámica", + "ITEM_TAPE_AIR_DESCRIPTION": "Una cinta que tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo aire. En caso de necesidad, puede usarse también como laca para el pelo.", + "ITEM_TAPE_METAL_NAME": "Cinta de ferrocromo", + "ITEM_TAPE_METAL_DESCRIPTION": "Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo metal.", + "ITEM_TAPE_EARTH_DESCRIPTION": "Una cinta cuya carcasa está hecha de cerámica endurecida. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo tierra.", + "ITEM_TAPE_USE_ON.m": "Grabar el {0.to_lower}", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "Grabar el {0.to_lower}", + "ITEM_TAPE_USE_ON.n": "Grabar el {0.to_lower}", + "ITEM_NAME_RARITY_1": "{item_name} (poco frecuente)", + "ITEM_NAME_RARITY_2": "{item_name} (inusual)", + "BOOSTER_PACK_ELEMENTS_NAME": "Sobre de pegatinas Elementos", + "BOOSTER_PACK_NATURE_NAME": "Sobre de pegatinas Naturaleza", + "BOOSTER_PACK_POLLUTION_NAME": "Sobre de pegatinas Contaminación", + "BOOSTER_PACK_WILDCARD_NAME": "Sobre de pegatinas Popurrí", + "MAP_NAME_OVERWORLD_PHRASE": "en Nueva Wirral", + "BOOSTER_PACK_DESCRIPTION": "Un sobre temático de 4 pegatinas. ¡Te garantiza al menos una poco frecuente o inusual!", + "MAP_NAME_DEAD_WORLD_PHRASE": "en un lugar desconocido", + "MAP_NAME_OVERWORLD": "Nueva Wirral", + "REGION_NAME_UNKNOWN": "¿¿??", + "MAP_NAME_DEAD_WORLD": "¿¿??", + "REGION_NAME_UNKNOWN_PHRASE": "en un lugar desconocido", + "REGION_NAME_GAUNTLET": "Tren del reto del magikangrejo", + "REGION_NAME_MALL": "Centro comercial La Caída", + "REGION_NAME_MALL_PHRASE": "en el centro comercial La Caída", + "REGION_NAME_GAUNTLET_PHRASE": "a bordo del tren del reto del magikangrejo", + "REGION_NAME_PLAINS1": "Campo de Nueva Wirral", + "REGION_NAME_TOWN": "Villapuerto", + "REGION_NAME_TOWN_PHRASE": "en Villapuerto", + "REGION_NAME_PLAINS1_PHRASE": "en el campo de Nueva Wirral", + "REGION_NAME_TOWN_WEST": "Oeste de Villapuerto", + "REGION_NAME_TOWN_WEST_PHRASE": "al oeste de Villapuerto", + "REGION_NAME_CAFE": "Café Gramófono", + "REGION_NAME_CAFE_PHRASE": "en el Café Gramófono", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramófono vía Estación de Villapuerto", + "REGION_NAME_HOSPITAL": "Hospital de Villapuerto", + "REGION_NAME_HOSPITAL_PHRASE": "en el hospital", + "REGION_NAME_CHEMIST": "Tienda de pegatinas químicas", + "REGION_NAME_MUSEUM": "Centro del Patrimonio Histórico", + "REGION_NAME_MUSEUM_PHRASE": "en el Centro del Patrimonio Histórico", + "REGION_NAME_CHEMIST_PHRASE": "en la tienda de pegatinas químicas", + "REGION_NAME_TOWN_OUTSKIRTS": "Afueras de Villapuerto", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "en las afueras", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Cuevas de las afueras de Villapuerto", + "REGION_NAME_TOWN_BEACH": "Playa de Villapuerto", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "en las cuevas de las afueras", + "REGION_NAME_DEADLANDS_PHRASE": "en el yermo", + "REGION_NAME_DEADLANDS": "El yermo", + "REGION_NAME_TOWN_BEACH_PHRASE": "en la playa de Villapuerto", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "en el parque", + "REGION_NAME_NEW_WIRRAL_PARK": "Parque de Nueva Wirral", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Cuevas del parque de Nueva Wirral", + "REGION_NAME_TOWN_STATION": "Estación de Villapuerto", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "en las cuevas del parque", + "REGION_NAME_DUNGEON_GLOWSHROOM": "Estación de Camino de la Seta Brillante", + "REGION_NAME_TOWN_STATION_PHRASE": "en la estación de Villapuerto", + "REGION_NAME_UPPER_PATH": "Camino de Arriba", + "REGION_NAME_UPPER_PATH_PHRASE": "en el Camino de Arriba", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "en la estación de Camino de la Seta Brillante", + "REGION_NAME_MIRE_SEA": "Mar Infinito", + "REGION_NAME_MIRE_SEA_PHRASE": "en el mar Infinito", + "REGION_NAME_DUNGEON_WATERLOOP": "Estación de Cascada Interminable", + "REGION_NAME_SOUTHERN_ISLES": "Islas Sureñas", + "REGION_NAME_DINO_QUARRY": "El yermo (Cantera de Dino)", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "en las Islas Sureñas", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "en la estación de Cascada Interminable", + "REGION_NAME_OLD_VILLAGE": "El yermo (Nueva Londres)", + "REGION_NAME_DINO_QUARRY_PHRASE": "en la Cantera de Dino", + "REGION_NAME_OLD_VILLAGE_PHRASE": "en Nueva Londres", + "REGION_NAME_DEADLANDS_CAVES": "Cuevas del yermo", + "REGION_NAME_LAKE_PHRASE": "en el lago", + "REGION_NAME_LAKE": "Lago Sediento", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "en las cuevas del yermo", + "REGION_NAME_LAKE_CAVES": "Cuevas del lago Sediento", + "REGION_NAME_LAKESIDE": "Camino Lagonorte", + "REGION_NAME_LAKESIDE_PHRASE": "en el camino Lagonorte", + "REGION_NAME_LAKE_CAVES_PHRASE": "en las cuevas que hay bajo el lago", + "REGION_NAME_LAKESIDE_CAVES": "Cuevas del camino Lagonorte", + "REGION_NAME_MT_WIRRAL": "Monte Wirral", + "REGION_NAME_MT_WIRRAL_PHRASE": "en el monte Wirral", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "en las cuevas del camino Lagonorte", + "REGION_NAME_MT_WIRRAL_CAVES": "Cuevas del monte Wirral", + "REGION_NAME_EASTHAM_WOODS": "Bosque Oriental", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "en las cuevas del monte Wirral", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "en el Bosque Oriental", + "REGION_NAME_EASTHAM_WOODS_CAVES": "Cuevas del Bosque Oriental", + "REGION_NAME_HAM_PHRASE": "en Nibosquenimonte", + "REGION_NAME_HAM": "Nibosquenimonte", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "en las cuevas del Bosque Oriental", + "REGION_NAME_AUTUMN_HILL": "Colinas Otoñales", + "REGION_NAME_AUTUMN_HILL_PHRASE": "en las Colinas Otoñales", + "REGION_NAME_AUTUMN_HILL_CAVES": "Cuevas de las Colinas Otoñales", + "REGION_NAME_COMMUNE": "Valdellanto", + "REGION_NAME_COMMUNE_PHRASE": "en Valdellanto", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "en las cuevas de Colinas Otoñales", + "REGION_NAME_COMMUNE_STATION": "Estación de Llanto Creciente", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "en la estación de Hielington", + "REGION_NAME_MT_WIRRAL_STATION": "Estación de Hielington", + "REGION_NAME_COMMUNE_STATION_PHRASE": "en la estación de Llanto Creciente", + "REGION_NAME_MEADOW_PHRASE": "en el Prado de los Cerezos", + "REGION_NAME_MEADOW": "Prado de los Cerezos", + "REGION_NAME_MEADOW_CAVES": "Cuevas del Prado de los Cerezos", + "REGION_NAME_MARSH": "El pantano", + "REGION_NAME_MARSH_PHRASE": "en el pantano", + "REGION_NAME_MEADOW_CAVES_PHRASE": "en las cuevas de Prado de los Cerezos", + "REGION_NAME_MARSH_CAVES": "Cuevas del pantano", + "REGION_NAME_FARM": "Granja de Atata", + "REGION_NAME_FARM_PHRASE": "en la granja de Atata", + "REGION_NAME_MARSH_CAVES_PHRASE": "en las cuevas del pantano", + "REGION_NAME_GRAVEYARD": "Cementerio de los Corazones Rotos", + "REGION_NAME_GRAVEYARD_PHRASE": "en el cementerio", + "REGION_NAME_CAST_IRON_SHORE": "Costa del Hierro Fundido", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "en la Costa del Hierro Fundido", + "REGION_NAME_DUNGEON_GRAVEYARD": "Estación de Tumbavieja", + "REGION_NAME_STATION_FINAL": "Estación de Puente de la Noche", + "REGION_NAME_DUNGEON_SHIPWRECK": "Naufragio del Titania", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "en la estación de Tumbavieja", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "en la estación de Calle del Bardo", + "REGION_NAME_SHIPWRECK_STATION": "Estación de Calle del Bardo", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "en el naufragio del Titania", + "REGION_NAME_DUNGEON_MEADOW": "Estación de Cruce del Cerezo", + "REGION_NAME_STATION_FINAL_PHRASE": "en la estación de Puente de la Noche", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "en la estación de Cruce del Cerezo", + "REGION_NAME_MEADOW_CHURCH": "Abadía de Vitra Stig", + "REGION_NAME_BROKENHEAD_PHRASE": "en Rompecabezas", + "REGION_NAME_BROKENHEAD": "Rompecabezas", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "en la abadía de Vitra Stig", + "REGION_NAME_LANDKEEPER_HQ": "Sede de los terratenientes", + "REGION_NAME_KAYLEIGH_HOME": "Casa de Kayleigh", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "en la sede de los terratenientes", + "REGION_NAME_MEREDITH_HOME": "Taller de Meredith", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "en casa de Kayleigh", + "REGION_NAME_FELIX_HOME": "Casa de Felix", + "REGION_NAME_FELIX_HOME_PHRASE": "en casa de Felix", + "REGION_NAME_MEREDITH_HOME_PHRASE": "en el taller de Meredith", + "REGION_NAME_EUGENE_HOME": "Casa de Eugene", + "REGION_NAME_EUGENE_HOME_PHRASE": "en casa de Eugene", + "REGION_NAME_RANGER_OUTPOST": "Puesto de guardia", + "REGION_NAME_TOWN_HALL": "Ayuntamiento", + "REGION_NAME_TOWN_HALL_PHRASE": "en el ayuntamiento", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "en el puesto de guardia", + "REGION_NAME_AMBER_LODGE": "La Posada Ambarina", + "REGION_NAME_POWER_STATION_PHRASE": "en la central energética", + "REGION_NAME_AMBER_LODGE_PHRASE": "en la Posada Ambarina", + "REGION_NAME_POWER_STATION": "Central energética", + "MAP_FEATURE_CAVE": "Cueva", + "MAP_FEATURE_DAILY_ITEM": "Objeto diario", + "MAP_FEATURE_LANDKEEPER_OFFICE": "Oficina de los terratenientes", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Proyecto secreto de Eugene", + "MAP_FEATURE_CRATER": "Cráter", + "MAP_FEATURE_WATER_PIPE": "Tubería", + "MAP_FEATURE_RUINS": "Ruinas", + "MAP_FEATURE_DINO_QUARRY": "Cantera de Dino", + "MAP_FEATURE_CAMPSITE": "Campamento", + "MAP_FEATURE_TOWN_WEST_RIVER": "Arroyo de Atata", + "MAP_FEATURE_DIVEAL_ISLAND": "Isla de los Focarinista", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Perturbación desconocida", + "MAP_FEATURE_TOWN_BRIDGE": "Puente de Villapuerto", + "MAP_FEATURE_FARM_BRIDGE": "Puente de Atata", + "MAP_FEATURE_FARM_PLOT": "Huerto de calabazas", + "MAP_FEATURE_STICKER_MERCHANTS": "Vendedores de pegatinas", + "MOVE_SMACK_NAME": "Sopapo", + "MOVE_SLICE_NAME": "Tajo", + "MOVE_DOUBLE_SMACK_NAME": "Doble sopapo", + "MOVE_DOUBLE_SLICE_NAME": "Doble tajo", + "MOVE_MULTI_SMACK_NAME": "Multisopapo", + "MOVE_MULTI_SHOT_NAME": "Multitajo", + "MOVE_WALLOP_NAME": "Mamporro", + "MOVE_CLOBBER_NAME": "Dos por uno", + "MOVE_BISHBASHBOSH_NAME": "Hay para todos", + "MOVE_THE_OLD_1_2_NAME": "Ida y vuelta", + "MOVE_SPIT_NAME": "Escupitajo", + "MOVE_SPRAY_NAME": "Lluvia", + "MOVE_ENERGY_SHOT_NAME": "Proyectil de energía", + "MOVE_ENERGY_WAVE_NAME": "Onda de energía", + "MOVE_COATING_WATER_NAME": "Capa de agua", + "MOVE_COATING_PLASTIC_NAME": "Capa de plástico", + "MOVE_COATING_EARTH_NAME": "Capa de tierra", + "MOVE_COATING_AIR_NAME": "Capa de aire", + "MOVE_COATING_FIRE_NAME": "Capa de fuego", + "MOVE_COATING_ASTRAL_NAME": "Capa astral", + "MOVE_COATING_LIGHTNING_NAME": "Capa de rayo", + "MOVE_COATING_METAL_NAME": "Capa de metal", + "MOVE_COATING_BEAST_NAME": "Capa de bestia", + "MOVE_COATING_ELEMENTAL_NAME": "Capa elemental", + "MOVE_COATING_PLANT_NAME": "Capa de planta", + "MOVE_COATING_POISON_NAME": "Capa de veneno", + "MOVE_COATING_ICE_NAME": "Capa de hielo", + "MOVE_INFLAME_NAME": "Proyectil flamígero", + "MOVE_COATING_GLASS_NAME": "Capa de cristal", + "MOVE_INCINERATE_NAME": "Impacto flamígero", + "MOVE_BRICK_BLAST_NAME": "Bloque volador", + "MOVE_FIRE_WALL_NAME": "Muro de fuego", + "MOVE_BEAST_WALL_NAME": "Muro de bestia", + "MOVE_PLANT_WALL_NAME": "Muro de planta", + "MOVE_METAL_WALL_NAME": "Muro de metal", + "MOVE_ICE_WALL_NAME": "Muro de hielo", + "MOVE_POISON_WALL_NAME": "Muro de veneno", + "MOVE_ELEMENTAL_WALL_NAME": "Muro elemental", + "MOVE_PLASTIC_WALL_NAME": "Muro de plástico", + "MOVE_WATER_WALL_NAME": "Muro de agua", + "MOVE_ASTRAL_WALL_NAME": "Muro astral", + "MOVE_LIGHTNING_WALL_NAME": "Muro de rayo", + "MOVE_AIR_WALL_NAME": "Muro de aire", + "MOVE_EARTH_WALL_NAME": "Muro de tierra", + "MOVE_GLASS_WALL_NAME": "Muro de cristal", + "MOVE_DEJAVU_NAME": "[i]Déjà vu[/i]", + "MOVE_AP_STEAL_NAME": "Robo de PA", + "MOVE_AP_BOOST_NAME": "Aumento de PA", + "MOVE_AP_DRAIN_NAME": "Reducción de PA", + "MOVE_REVENGE_STRIKE_NAME": "Ataque vengador", + "MOVE_PREEMPTIVE_STRIKE_NAME": "Ataque preventivo", + "MOVE_SELF_DESTRUCT_NAME": "Autodestrucción", + "MOVE_AP_REFUND_NAME": "Devolución de PA", + "MOVE_ROLL_AGAIN_NAME": "Tirada extra", + "MOVE_AP_STARTER_NAME": "Primer PA", + "MOVE_PARRY_STANCE_NAME": "Posición de parada", + "MOVE_LAST_RITES_NAME": "Extremaunción", + "MOVE_HEADSHOT_NAME": "Tiro a la cabeza", + "MOVE_SLEEP_TALK_NAME": "Somniloquia", + "MOVE_COSMIC_KUNAI_NAME": "Kunai cósmico", + "MOVE_SLEEP_WALK_NAME": "Sonambulismo", + "MOVE_HYPNOTIZE_NAME": "Hipnosis", + "MOVE_HP_ABSORB_NAME": "Absorción de vida", + "MOVE_DEFEND_NAME": "Defensa", + "MOVE_RAISE_SHIELDS_NAME": "Escudo", + "MOVE_POISON_POLLEN_NAME": "Polen venenoso", + "MOVE_SNOOZE_SPORE_NAME": "Espora somnífera", + "MOVE_LEECH_NAME": "Parásito", + "MOVE_DODGE_NAME": "Esquiva", + "MOVE_FOCUS_NAME": "Concentración", + "MOVE_SPRINT_NAME": "Acelerón", + "MOVE_WINK_NAME": "Guiño", + "MOVE_FLIRT_NAME": "Camelo", + "MOVE_PEEKABOO_NAME": "¡Cucú!", + "MOVE_TRIP_NAME": "Trabamiento", + "MOVE_NOD_NAME": "Ademán", + "MOVE_CRITICIZE_NAME": "Crítica", + "MOVE_COMPLIMENT_NAME": "Elogio", + "MOVE_SHARPEN_NAME": "Piedra de afilar", + "MOVE_RAISE_ARMS_NAME": "Posición ofensiva", + "MOVE_JUMP_SCARE_NAME": "Salto terrorífico", + "MOVE_HOT_POTATO_NAME": "Patata caliente", + "MOVE_ZOOMIES_NAME": "A todo correr", + "MOVE_QUICK_SMACK_NAME": "Sopapo veloz", + "MOVE_TAUNT_NAME": "Burla", + "MOVE_SURE_FIRE_NAME": "La mano en el fuego", + "MOVE_BE_RANDOM_NAME": "¡¡¡aL aZar!1!", + "MOVE_DOG_YEARS_NAME": "Años perrunos", + "MOVE_COPYCAT_NAME": "Copión", + "MOVE_COPYCAT_TITLE": "Copión: {move_name}", + "MOVE_GLITTER_BOMB_NAME": "Bomba de purpurina", + "MOVE_PROVOKE_NAME": "Provocación", + "MOVE_HIBERNATE_NAME": "Hibernación", + "MOVE_MEDITATE_NAME": "Meditación", + "MOVE_SUMMON_TULPA_NAME": "Invocar tulpa", + "MOVE_LIGHTNING_BOLT_NAME": "¡Rayos!", + "MOVE_FUSION_POWER_NAME": "Poder de la fusión", + "MOVE_FUSION_POWER_GENERATED_NAME": "Poder de la fusión: {suffix} {prefix}", + "MOVE_DESPERATION_NAME": "A la desesperada", + "MOVE_CROSSFADE_NAME": "Transición", + "MOVE_DELEGATE_NAME": "Apáñatelas tú", + "MOVE_BITE_NAME": "Mordisco", + "MOVE_BONE_CANNON_NAME": "Cañón de huesos", + "MOVE_STICKY_TONGUE_NAME": "Lengua pegajosa", + "MOVE_ZEPHYR_NAME": "Céfiro", + "MOVE_CHARGE_NAME": "Carga", + "MOVE_SONIC_BOOM_NAME": "Explosión sónica", + "MOVE_BATTERY_NAME": "Batería de golpes", + "MOVE_SCORCH_NAME": "Incendio", + "MOVE_RAPID_FIRE_NAME": "Fuego a discreción", + "MOVE_GEAR_SHEAR_NAME": "Ruedas mordedoras", + "MOVE_BROADCAST_NAME": "Propagación", + "MOVE_UNICAST_NAME": "Atenuación", + "MOVE_SPLINTER_NAME": "Astillas", + "MOVE_WOODCUTTER_NAME": "Cuchilla de madera", + "MOVE_SILICON_SLASH_NAME": "Cuchilla de silicio", + "MOVE_ACID_REFLEX_NAME": "Envenenamiento reflejo", + "MOVE_RADIOACTIVE_NAME": "Radiación", + "MOVE_THROW_NAME": "Lanzamiento", + "MOVE_ICE_BREAKER_NAME": "Rompehielos", + "MOVE_TORRENT_NAME": "Torrente", + "MOVE_TWO_HEADS_NAME": "Bicefalia", + "MOVE_MAGNET_NAME": "Imán", + "MOVE_ECHOLOCATION_NAME": "Ecolocación", + "MOVE_RETRIBUTION_NAME": "Venganza", + "MOVE_THUNDER_BLAST_NAME": "Tormenta eléctrica", + "MOVE_TOWER_DEFENSE_NAME": "Enroque", + "MOVE_GAMBIT_NAME": "Gambito", + "MOVE_HAUNT_NAME": "Forma fantasmal", + "MOVE_BINVITATION_NAME": "Cubinvitación", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "Como un rayo", + "MOVE_CALL_FOR_HELP_NAME": "Llamada de ayuda", + "MOVE_BINVASION_NAME": "Cubinvasión", + "MOVE_FISSION_POWER_NAME": "Poder de la fisión", + "MOVE_RECYCLE_NAME": "Reciclar", + "MOVE_COPPER_CHOP_NAME": "Golpe cúprico", + "MOVE_GALACTIC_BEATDOWN_NAME": "Impacto galáctico", + "MOVE_WINDOW_NAME": "Ventana", + "MOVE_JAGGED_EDGE_NAME": "Partes serradas", + "MOVE_SHARP_EDGES_NAME": "Partes afiladas", + "MOVE_CRYSTAL_LENS_NAME": "Lente cristalina", + "MOVE_GLASS_BONDS_NAME": "Cadenas de cristal", + "MOVE_SHRAPNEL_NAME": "Metralla", + "MOVE_GLASS_CANNON_NAME": "Cañón de cristal", + "MOVE_CLOSE_ENCOUNTER_NAME": "Encuentro cercano", + "MOVE_SPRING_LOAD_NAME": "Muelles", + "MOVE_SHOOTING_STAR_NAME": "Estrella fugaz", + "MOVE_MOUNTAIN_SMASH_NAME": "Montaña aplastante", + "MOVE_BLIZZARD_NAME": "Ventisca", + "MOVE_DJINNTOXICATE_NAME": "Yinntoxicación", + "MOVE_TOY_HAMMER_NAME": "Martillo de juguete", + "MOVE_SUCTION_CUP_DART_NAME": "Dardo ventosa", + "MOVE_PLASTIC_KNIFE_NAME": "Cuchillo de plástico", + "MOVE_ACORN_MORTAR_NAME": "Mortero bellotero", + "MOVE_BOIL_NAME": "Ebullición", + "MOVE_TOXIC_STAB_NAME": "Punzada tóxica", + "MOVE_PUSTULE_BOMB_NAME": "Bomba de pus", + "MOVE_RADIATION_BREATH_NAME": "Aliento radiactivo", + "MOVE_WONDERFUL_7_NAME": "Siete maravillas", + "MOVE_SNOW_RUSH_NAME": "Nevada", + "MOVE_POLE_VAULT_ASSAULT_NAME": "Somanta de las alturas", + "MOVE_YULE_REGRET_THAT_NAME": "Escarmiento navideño", + "MOVE_HURRICANE_NAME": "Huracán", + "MOVE_SANDSTORM_NAME": "Polvareda", + "MOVE_METEOR_BARRAGE_NAME": "Lluvia de meteoritos", + "MOVE_CLOCKWORK_MOUSE_NAME": "Ratón mecánico", + "MOVE_METAL_RIFF_NAME": "Heavy metal", + "MOVE_BOTTLE_VOLLEY_NAME": "Lluvia de botellas", + "MOVE_MOONSHINE_NAME": "Luz de luna", + "MOVE_AVALANCHE_NAME": "Avalancha", + "MOVE_FOG_NAME": "Niebla", + "MOVE_CHANGE_THE_RECORD_NAME": "Cambio de cinta", + "MOVE_AP_DONATE_NAME": "Donación de PA", + "MOVE_AP_FACTORY_NAME": "Fuente de PA", + "MOVE_SHIELD_BASH_NAME": "Golpe de escudo", + "MOVE_PRISMATIC_NAME": "Prisma", + "MOVE_ICICLE_DART_NAME": "Dardo de carámbano", + "MOVE_CRUMBLE_NAME": "Derrocamiento", + "MOVE_BAD_JOKE_NAME": "Chiste malo", + "MOVE_HEROIC_BLADE_NAME": "Espada de los Héroes", + "MOVE_SUPERHEATED_FIST_NAME": "Puño ardiente", + "MOVE_GUZZLE_FUEL_NAME": "Consumo de gasolina", + "MOVE_DAMAGE_ROLL_NAME": "Tirada de daño", + "MOVE_COPY_THAT_NAME": "Espejo", + "MOVE_FROZEN_GROUND_NAME": "Suelo helado", + "MOVE_STONY_LOOK_NAME": "Mirada de gorgona", + "MOVE_PUMPKIN_PIE_NAME": "Pastel de calabaza", + "MOVE_BUSHFIRE_NAME": "Zarza ardiente", + "MOVE_TRAFFIC_JAM_NAME": "Atasco", + "MOVE_SUIT_UP_NAME": "Ponte traje", + "MOVE_COTTON_ON_NAME": "El algodón engaña", + "MOVE_MIND_MELD_NAME": "Enlace mental", + "MOVE_UNDERTOW_NAME": "Resaca", + "MOVE_NEW_LEAF_NAME": "Hojas nuevas", + "MOVE_FAIR_FIGHT_NAME": "Combate limpio", + "MOVE_ABRAMACABRA_NAME": "Abramacabra", + "MOVE_ABRAMACABRA_ATTACK_NAME": "Misil macabro", + "MOVE_DOC_LEAF_NAME": "Hierba medicinal", + "MOVE_REVOLVING_DOOR_NAME": "Puerta giratoria", + "MOVE_BLOOD_DONATION_NAME": "Donación de sangre", + "MOVE_NURSE_NAME": "Primeros auxilios", + "MOVE_CLAY_FIRED_NAME": "Arcilla reforzada", + "MOVE_COAL_STORY_NAME": "Ascua a tu sardina", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Resistencia a bestia", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Resistencia a fuego", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Resistencia a plástico", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Resistencia a planta", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Resistencia a agua", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Resistencia a astral", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Resistencia a veneno", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Toma de tierra", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Resistencia a hielo", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Resistencia a aire", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Resistencia a tierra", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Resistencia a metal", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Resistencia a cristal", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Resistencia a purpurina", + "MOVE_WATER_DANCE_NAME": "Danzarín del agua", + "MOVE_STAB_IN_THE_DARK_NAME": "Puñalada a ciegas", + "MOVE_WATERWORKS_NAME": "Llantera", + "MOVE_STARTER1_ATTACK_NAME": "Proyectil dulce", + "MOVE_STARTER1_PASSIVE_NAME": "Subidón de azúcar", + "MOVE_STARTER2_ATTACK_NAME": "Ariete", + "MOVE_STARTER2_PASSIVE_NAME": "Oveja que bala", + "MOVE_CATEGORY_MELEE": "Ataque cuerpo a cuerpo", + "MOVE_CATEGORY_RANGED": "Ataque a distancia", + "MOVE_CATEGORY_STATUS": "Efecto de estado", + "MOVE_CATEGORY_MISC": "Varios", + "MOVE_DESCRIPTION_HIT_ONE": "Golpea a un objetivo.", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Golpea a un equipo entero. Destruye los muros.", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Golpea a un objetivo. No es posible esquivarlo.", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Golpea a un objetivo. Tiene prioridad sobre otros movimientos.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Golpea a un objetivo varias veces.", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Golpea a un objetivo, pero también daña ligeramente a quien lo usa.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Golpea a un objetivo varias veces y tiene prioridad sobre otros movimientos.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Golpea a un objetivo varias veces y tiene menos prioridad que otros movimientos.", + "MOVE_DESCRIPTION_HIT_TEAM": "Golpea a un equipo entero.", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Golpea varias veces a cada miembro de un equipo.", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Golpea a todos los combatientes excepto al que lo usa.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Golpea a un objetivo. Causa a quien lo usa el estado «{status_effect.to_lower}».", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Golpea a un equipo entero. Causa a quien lo usa el estado «{status_effect.to_lower}».", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Golpea a un equipo entero. Causa a los objetivos el estado «{status_effect.to_lower}».", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "Golpea a un objetivo y reduce su evasión.", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "Golpea a un objetivo y reduce su precisión.", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "La velocidad de quien lo usa aumenta de forma pasiva en proporción con los PV que pierde.", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "La evasión de quien lo usa aumenta de forma pasiva en proporción con los PV que pierda.", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Reduce de forma pasiva el daño de {type.to_lower} en un {percent} % y anula cualquier reacción que pudiera ocurrir. No afecta a los golpes críticos.", + "MOVE_DESCRIPTION_NURSE": "Hace que un objetivo recupere un 50 % de sus PV máximos.", + "MOVE_DESCRIPTION_METAL_RIFF": "Golpea a un equipo entero. Si lo utiliza un monstruo de tipo metal, el movimiento pasa a ser de tipo aire.", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "Roba el muro del objetivo y se la aplica a quien lo usa.", + "MOVE_DESCRIPTION_BLOOD_DONATION": "Reduce a la mitad los PV de quien lo usa y le otorga esa cantidad al objetivo.", + "MOVE_DESCRIPTION_FAIR_FIGHT": "Impide que se apliquen efectos de estado nuevos durante tres turnos.", + "MOVE_DESCRIPTION_NEW_LEAF": "Elimina los efectos de estado del objetivo.", + "MOVE_DESCRIPTION_BUSHFIRE": "Cambia el tipo de quien lo usa a fuego y hace que cause daño de fuego a quien lo toque, pero le aplica el efecto «quemadura».", + "MOVE_DESCRIPTION_UNDERTOW": "Golpea al último combatiente que haya actuado antes de este movimiento.", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "Aumenta la velocidad y la generación de PA de quien lo use.", + "MOVE_DESCRIPTION_COPY_THAT": "Transforma a quien lo usa en una copia del objetivo.", + "MOVE_DESCRIPTION_FROZEN_GROUND": "Aumenta en gran medida la velocidad de quien lo usa, pero reduce su precisión.", + "MOVE_DESCRIPTION_ICICLE_DART": "Golpea a un objetivo. Utiliza el atributo de velocidad de quien lo usa en lugar del de ataque a distancia.", + "MOVE_DESCRIPTION_SHIELD_BASH": "Golpea a un objetivo. Utiliza el atributo de defensa cuerpo a cuerpo de quien lo usa en lugar del de ataque cuerpo a cuerpo.", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "Quien lo usa lanza un dado de 20 caras y el daño se multiplica por lo que salga. Hay efectos especiales si salen un 1 o un 20.", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Obliga al objetivo a cambiar a otra de sus cintas al azar.", + "MOVE_DESCRIPTION_AP_DONATE": "Pasa al objetivo todos los PA que le queden a quien lo usa.", + "MOVE_DESCRIPTION_AVALANCHE": "Todos los ataques cuerpo a cuerpo de ese turno fallan.", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Los ataques a distancia del objetivo se convierten en ataques cuerpo a cuerpo.", + "MOVE_DESCRIPTION_AP_FACTORY": "Pasa automáticamente todos los PA de quien lo usa a sus aliados al principio de cada turno.", + "MOVE_DESCRIPTION_WALL": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques.", + "MOVE_DESCRIPTION_SPRING_LOAD": "Aplica automáticamente el efecto «muelles» a quien lo usa, si es que no lo tiene ya. El efecto convierte sus ataques cuerpo a cuerpo en ataques a distancia.", + "MOVE_DESCRIPTION_FOG": "Reduce la precisión de los ataques a distancia que no sean de tipo agua, aire o hielo al 0 % durante tres turnos.", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "Quien lo usa echa a volar, de modo que solo pueden golpearlo los ataques a distancia, los ataques de tipo aire u otros personajes voladores.", + "MOVE_DESCRIPTION_COATING": "Cambia el tipo de quien lo usa o de un aliado.", + "MOVE_DESCRIPTION_ABRAMACABRA": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques. El muro dañará, además, a un enemigo por turno.", + "MOVE_DESCRIPTION_POWER": "Potencia", + "MOVE_DESCRIPTION_HITS": "Impactos: {hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "Durante {duration} turno(s), causa al objetivo el estado «{status_effect.to_lower}».", + "MOVE_DESCRIPTION_ACCURACY": "Precisión: {0} %", + "MOVE_DESCRIPTION_HITS_RANGE": "Impactos: {hits_min}-{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "Durante {duration} turno(s), causa a quien lo usa el estado «{status_effect.to_lower}».", + "MOVE_DESCRIPTION_CLAY_FIRED": "Se activa cuando quien lo usa sufre daño de tipo fuego a causa de un ataque. Aumenta sus atributos defensivos.", + "MOVE_DESCRIPTION_MIND_MELD": "Quien lo usa puede compartir sus movimientos con sus aliados.", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "Reduce la velocidad de todos los demás combatientes.", + "MOVE_DESCRIPTION_FLINCH_ONE": "Tiene la probabilidad de aplicar al objetivo el estado «intimidación».", + "MOVE_DESCRIPTION_STICKY_TONGUE": "Golpea a un objetivo y reduce su evasión.", + "MOVE_DESCRIPTION_ICE_BREAKER": "Golpea a un objetivo y reduce su velocidad.", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Golpea a un objetivo. Produce un golpe crítico si ese objetivo ya ha sufrido daño en ese turno.", + "MOVE_DESCRIPTION_AP_STEAL": "Roba 1 PA del objetivo y se lo da a quien lo usa.", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "Le quita 2 PA al objetivo.", + "MOVE_DESCRIPTION_AP_BOOST": "Mejora la generación de PA del objetivo.", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Golpea automáticamente a un enemigo al principio del combate.", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "Tiene la probabilidad de usarse de forma automática al sufrir el impacto de un ataque cuerpo a cuerpo.", + "MOVE_DESCRIPTION_AP_DRAIN": "Reduce la generación de PA del objetivo.", + "MOVE_DESCRIPTION_SPLINTER": "Tiene la probabilidad de causar daño automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo. El daño se basa en la defensa cuerpo a cuerpo de quien lo usa.", + "MOVE_DESCRIPTION_ACID_REFLEX": "Tiene la probabilidad de envenenar automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo.", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "Hace que quien lo usa explote al ser derrotado y cause daño a cuantos lo rodeen.", + "MOVE_DESCRIPTION_RADIOACTIVE": "Tiene la probabilidad de quemar automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo.", + "MOVE_DESCRIPTION_AP_REFUND": "Tiene la probabilidad de devolver automáticamente PA cuando se usa un movimiento.", + "MOVE_DESCRIPTION_AP_STARTER": "Otorga un PA adicional al principio del combate.", + "MOVE_DESCRIPTION_ROLL_AGAIN": "Tiene la probabilidad de usar automáticamente otro movimiento al azar al final del turno.", + "MOVE_DESCRIPTION_SUIT_UP": "Aumenta la defensa cuerpo a cuerpo y la defensa a distancia de quien lo usa.", + "MOVE_DESCRIPTION_PARRY_STANCE": "Neutraliza y devuelve el primer ataque cuerpo a cuerpo que se reciba en ese turno.", + "MOVE_DESCRIPTION_HP_ABSORB": "Hace que se recupere una cantidad de PV igual al daño causado.", + "MOVE_DESCRIPTION_DEFEND": "Aumenta la defensa cuerpo a cuerpo de quien lo usa.", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "Aumenta la defensa a distancia de quien lo usa.", + "MOVE_DESCRIPTION_DODGE": "Aumenta la evasión de quien lo usa.", + "MOVE_DESCRIPTION_FOCUS": "Aumenta la precisión de quien lo usa.", + "MOVE_DESCRIPTION_SPRINT": "Aumenta la velocidad de quien lo usa.", + "MOVE_DESCRIPTION_WINK": "Reduce el ataque cuerpo a cuerpo del objetivo.", + "MOVE_DESCRIPTION_FLIRT": "Reduce la evasión del objetivo.", + "MOVE_DESCRIPTION_PEEKABOO": "Reduce la precisión del objetivo.", + "MOVE_DESCRIPTION_TRIP": "Reduce la velocidad del objetivo.", + "MOVE_DESCRIPTION_NOD": "Reduce la defensa cuerpo a cuerpo del objetivo.", + "MOVE_DESCRIPTION_CRITICIZE": "Reduce el ataque a distancia del objetivo.", + "MOVE_DESCRIPTION_COMPLIMENT": "Reduce la defensa a distancia del objetivo.", + "MOVE_DESCRIPTION_SHARPEN": "Aumenta el ataque cuerpo a cuerpo de quien lo usa.", + "MOVE_DESCRIPTION_RAISE_ARMS": "Aumenta el ataque a distancia de quien lo usa.", + "MOVE_DESCRIPTION_HOT_POTATO": "Adhiere una bomba al objetivo que explotará si no la pasa inmediatamente mediante un contacto cuerpo a cuerpo.", + "MOVE_DESCRIPTION_SURE_FIRE": "Garantiza que el próximo movimiento del objetivo no falle.", + "MOVE_DESCRIPTION_COTTON_ON": "Durante el próximo turno, reducirá al 0 % la precisión de los movimientos que puedan esquivarse y que tengan por objetivo a quien lo usa.", + "MOVE_DESCRIPTION_TAUNT": "Desata la ira del objetivo y lo obliga a usar solo movimientos ofensivos durante los próximos dos turnos.", + "MOVE_DESCRIPTION_DOG_YEARS": "Aumenta la duración de los efectos de estado que tenga aplicados el objetivo.", + "MOVE_DESCRIPTION_BE_RANDOM": "Usa un movimiento al azar de entre los que puedan usarse con los PA disponibles.", + "MOVE_DESCRIPTION_COPYCAT": "Copia el último movimiento que haya usado el objetivo, si se tienen suficientes PA.", + "MOVE_DESCRIPTION_PROVOKE": "Durante tres turnos, evita que los enemigos puedan tomar como objetivo directo a los aliados de quien lo usa.", + "MOVE_DESCRIPTION_HIBERNATE": "Quien lo usa se duerme. Mientras esté en ese estado, recuperará PV cada turno.", + "MOVE_DESCRIPTION_SUMMON_TULPA": "Pide ayuda a los habitantes del plano astral.", + "MOVE_DESCRIPTION_MEDITATE": "Quien lo usa se duerme. Mientras esté en ese estado, aumentarán sus atributos ofensivos y defensivos cada turno.", + "MOVE_DESCRIPTION_BINVITATION": "Pide ayuda a la nave nodriza.", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Invoca un rayono como aliado temporal.", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "Tiene la probabilidad de invocar un aliado temporal.", + "MOVE_DESCRIPTION_FUSION_POWER": "Tiene un efecto único de esta fusión específica.", + "MOVE_DESCRIPTION_FISSION_POWER": "Quien lo usa entra en proceso de fisión y se divide en dos copias.", + "MOVE_DESCRIPTION_CROSSFADE": "Cambia la forma de quien lo usa, pero aplica una capa que hace que siga siendo del mismo tipo.", + "MOVE_DESCRIPTION_DESPERATION": "Causa más daño si quien lo usa tiene pocos PV.", + "MOVE_DESCRIPTION_DELEGATE": "Pasa los efectos de estado de quien lo usa a su aliado.", + "MOVE_DESCRIPTION_BITE": "Golpea a un objetivo y además cura un poco a quien lo usa.", + "MOVE_DESCRIPTION_BATTERY": "Golpea a un objetivo dos veces. Produce golpes críticos si se usa después de «Carga».", + "MOVE_DESCRIPTION_BOIL": "Golpea a un objetivo. Tiene probabilidad de causar al objetivo el efecto «quemadura».", + "MOVE_DESCRIPTION_DJINNTOXICATE": "Golpea a un objetivo y le causa el estado «confusión».", + "MOVE_DESCRIPTION_COAL_STORY": "Golpea a un objetivo y le causa el estado «quemadura».", + "MOVE_DESCRIPTION_TOXIC_STAB": "Golpea a un objetivo y le causa el estado «veneno».", + "MOVE_DESCRIPTION_SANDSTORM": "Golpea a un equipo entero y reduce en un turno la duración de los efectos de estado que tengan aplicados sus miembros.", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "Golpea a un equipo entero y causa a sus miembros el estado «veneno».", + "MOVE_DESCRIPTION_WONDERFUL_7": "Golpea a un objetivo y le causa una penalización al azar.", + "MOVE_DESCRIPTION_THROW": "Utiliza un muro como proyectil. El daño se multiplica por los turnos que le queden.", + "MOVE_DESCRIPTION_RECYCLE": "Destruye el muro de quien lo usa y le otorga tantos PA como turnos le queden.", + "MOVE_DESCRIPTION_MAGNET": "Se usa automáticamente al principio del combate sin coste de PA. Durante {duration} turno(s), evita que los enemigos puedan tomar como objetivo a los aliados de quien lo usa.", + "MOVE_DESCRIPTION_RETRIBUTION": "Se activa cuando un aliado es derrotado. Aumenta los atributos ofensivos de quien lo usa.", + "MOVE_DESCRIPTION_STATUS_STARTER": "Se usa automáticamente al principio del combate sin coste de PA. Durante {duration} turno(s), aplica a quien lo usa el estado «{status_effect.to_lower}».", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "Cambia el tipo de quien lo usa a tierra y aumenta sus atributos defensivos. Se activa la primera vez que su vida baja de la mitad.", + "MOVE_DESCRIPTION_THUNDER_BLAST": "Golpea a un objetivo, que sufre 30 puntos adicionales de daño de tipo aire.", + "MOVE_DESCRIPTION_GAMBIT": "Aumenta considerablemente todos los atributos de quien lo usa, pero, al cabo de tres turnos, la cinta se rompe.", + "MOVE_DESCRIPTION_HAUNT": "Quien lo usa se convierte en un fantasma y no puede ser objeto de ataques, pero al cabo de tres turnos la cinta se rompe.", + "MOVE_DESCRIPTION_BINVASION": "Golpea a un objetivo tantas veces como cubinvasores haya en el equipo de quien lo usa.", + "MOVE_DESCRIPTION_COPPER_CHOP": "Golpea a un objetivo y le causa el estado «vibración» si es de tipo cristal o metal.", + "MOVE_DESCRIPTION_WINDOW": "Permite que los ataques a distancia atraviesen el muro del objetivo.", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Causa daño al objetivo cada vez que se transforma.", + "MOVE_DESCRIPTION_SHARP_EDGES": "Durante {duration} turno(s), hace que quien lo usa cause daño cuando se produce un daño por contacto.", + "MOVE_DESCRIPTION_JAGGED_EDGE": "Causa daño automáticamente al atacante cuando falla un ataque cuerpo a cuerpo destinado a quien lo usa.", + "MOVE_DESCRIPTION_BLIZZARD": "Golpea a un equipo entero y reduce la precisión de sus miembros.", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Golpea a un objetivo y reduce su defensa cuerpo a cuerpo.", + "MOVE_DESCRIPTION_TRICK": "Aplica al objetivo una penalización al azar.", + "MOVE_DESCRIPTION_TREAT": "Aplica al objetivo una bonificación al azar.", + "MOVE_DESCRIPTION_CRUMBLE": "Destruye todos los muros y causa a cada combatiente un daño proporcional a los turnos que le quedaran a su muro.", + "MOVE_DESCRIPTION_PRISMATIC": "Hace que quien lo usa cambie de tipo al azar al final de cada turno.", + "MOVE_DESCRIPTION_BAD_JOKE": "Quien lo usa cuenta un chiste al azar. Aparte de eso, no tiene ningún efecto.", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTENCIA", + "MOVE_DESCRIPTION_WATER_DANCE": "Golpea a un objetivo. Utiliza el atributo de velocidad de quien lo usa en lugar del de ataque cuerpo a cuerpo.", + "MOVE_BLOOD_DONATION_TOAST": "DONACIÓN", + "MOVE_NEW_LEAF_TOAST": "EFECTOS ELIMINADOS", + "MOVE_DAMAGE_ROLL_TOAST": "TIRADA: {n}", + "MOVE_AP_STEAL_TOAST": "ROBO", + "MOVE_GUZZLE_FUEL_TOAST": "CONSUMO", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "DURACIÓN AUMENTADA", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "DURACIÓN REDUCIDA", + "MOVE_SUMMON_SPAWNS.m": "¡Un {spawn.to_lower} ha acudido a la llamada!", + "MOVE_SUMMON_SPAWNS.f": "¡Un {spawn.to_lower} ha acudido a la llamada!", + "MOVE_AP_REFUND_TOAST": "DEVOLUCIÓN", + "MOVE_SUMMON_SPAWNS.n": "¡Un {spawn.to_lower} ha acudido a la llamada!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "de la naturaleza", + "MOVE_FUSION_POWER_PREFIX_beast_2": "de los huesos", + "MOVE_FUSION_POWER_PREFIX_beast_3": "de las fieras", + "MOVE_FUSION_POWER_PREFIX_beast_4": "de lo primitivo", + "MOVE_FUSION_POWER_PREFIX_beast_5": "de los cráneos", + "MOVE_FUSION_POWER_PREFIX_beast_6": "de la ira", + "MOVE_FUSION_POWER_PREFIX_beast_7": "del frenesí", + "MOVE_FUSION_POWER_PREFIX_fire_1": "del averno", + "MOVE_FUSION_POWER_PREFIX_fire_2": "de las ascuas", + "MOVE_FUSION_POWER_PREFIX_fire_3": "de las llamas", + "MOVE_FUSION_POWER_PREFIX_fire_4": "del ardor", + "MOVE_FUSION_POWER_PREFIX_fire_5": "del fuego", + "MOVE_FUSION_POWER_PREFIX_fire_6": "del magma", + "MOVE_FUSION_POWER_PREFIX_fire_7": "de los volcanes", + "MOVE_FUSION_POWER_PREFIX_poison_1": "de la ponzoña", + "MOVE_FUSION_POWER_PREFIX_poison_2": "de lo nocivo", + "MOVE_FUSION_POWER_PREFIX_poison_3": "de lo tóxico", + "MOVE_FUSION_POWER_PREFIX_poison_4": "de lo químico", + "MOVE_FUSION_POWER_PREFIX_poison_5": "de lo violáceo", + "MOVE_FUSION_POWER_PREFIX_poison_6": "de lo infeccioso", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "de lo sintético", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "de lo resistente", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "del reciclaje", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "de lo artificial", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "de la basura", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "de lo modular", + "MOVE_FUSION_POWER_PREFIX_plant_1": "de lo perenne", + "MOVE_FUSION_POWER_PREFIX_plant_2": "de lo rural", + "MOVE_FUSION_POWER_PREFIX_plant_3": "de lo frondoso", + "MOVE_FUSION_POWER_PREFIX_plant_4": "de las flores", + "MOVE_FUSION_POWER_PREFIX_plant_5": "del verdor", + "MOVE_FUSION_POWER_PREFIX_plant_6": "de lo tropical", + "MOVE_FUSION_POWER_PREFIX_plant_7": "de lo suculento", + "MOVE_FUSION_POWER_PREFIX_water_1": "de las corrientes", + "MOVE_FUSION_POWER_PREFIX_water_2": "La tempestad", + "MOVE_FUSION_POWER_PREFIX_water_3": "del monzón", + "MOVE_FUSION_POWER_PREFIX_water_4": "de los torrentes", + "MOVE_FUSION_POWER_PREFIX_water_5": "de los remolinos", + "MOVE_FUSION_POWER_PREFIX_water_6": "de lo abisal", + "MOVE_FUSION_POWER_PREFIX_water_7": "de Neptuno", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "de la purpurina", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "de lo brillante", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "del arcoíris", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "de las hadas", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "de las artes manuales", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "de lo casero", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "de los unicornios", + "MOVE_FUSION_POWER_PREFIX_astral_1": "del cosmos", + "MOVE_FUSION_POWER_PREFIX_astral_2": "de los planetas", + "MOVE_FUSION_POWER_PREFIX_astral_3": "de lo celeste", + "MOVE_FUSION_POWER_PREFIX_astral_4": "de las estrellas", + "MOVE_FUSION_POWER_PREFIX_astral_5": "de lo etéreo", + "MOVE_FUSION_POWER_PREFIX_astral_6": "de las órbitas", + "MOVE_FUSION_POWER_PREFIX_astral_7": "de lo incógnito", + "MOVE_FUSION_POWER_PREFIX_air_1": "de los ciclones", + "MOVE_FUSION_POWER_PREFIX_air_2": "de los tornados", + "MOVE_FUSION_POWER_PREFIX_air_3": "de los torbellinos", + "MOVE_FUSION_POWER_PREFIX_air_4": "de los huracanes", + "MOVE_FUSION_POWER_PREFIX_air_5": "de los vientos", + "MOVE_FUSION_POWER_PREFIX_air_6": "del siroco", + "MOVE_FUSION_POWER_PREFIX_air_7": "de Eolo", + "MOVE_FUSION_POWER_PREFIX_earth_1": "de lo pétreo", + "MOVE_FUSION_POWER_PREFIX_earth_2": "de lo mineral", + "MOVE_FUSION_POWER_PREFIX_earth_3": "de las simas", + "MOVE_FUSION_POWER_PREFIX_earth_4": "de las montañas", + "MOVE_FUSION_POWER_PREFIX_earth_5": "de lo áspero", + "MOVE_FUSION_POWER_PREFIX_earth_6": "de la piedra", + "MOVE_FUSION_POWER_PREFIX_earth_7": "del granito", + "MOVE_FUSION_POWER_PREFIX_glass_1": "del cristal", + "MOVE_FUSION_POWER_PREFIX_glass_2": "de lo frágil", + "MOVE_FUSION_POWER_PREFIX_glass_3": "de los reflejos", + "MOVE_FUSION_POWER_PREFIX_glass_4": "de lo vítreo", + "MOVE_FUSION_POWER_PREFIX_glass_5": "de lo quebradizo", + "MOVE_FUSION_POWER_PREFIX_glass_6": "de lo transparente", + "MOVE_FUSION_POWER_PREFIX_ice_1": "de lo gélido", + "MOVE_FUSION_POWER_PREFIX_ice_2": "de los carámbanos", + "MOVE_FUSION_POWER_PREFIX_ice_3": "del frío", + "MOVE_FUSION_POWER_PREFIX_ice_4": "de lo polar", + "MOVE_FUSION_POWER_PREFIX_ice_5": "de lo frígido", + "MOVE_FUSION_POWER_PREFIX_ice_6": "de los glaciares", + "MOVE_FUSION_POWER_PREFIX_ice_7": "de la ventisca", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "de las tormentas", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "de las centellas", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "de lo eléctrico", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "de lo fulminante", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "de las descargas", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "de la electricidad", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "de lo magnético", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "de Tesla", + "MOVE_FUSION_POWER_PREFIX_metal_1": "del acero", + "MOVE_FUSION_POWER_PREFIX_metal_2": "de los metales", + "MOVE_FUSION_POWER_PREFIX_metal_3": "de la plata", + "MOVE_FUSION_POWER_PREFIX_metal_4": "del mercurio", + "MOVE_FUSION_POWER_PREFIX_metal_5": "de las aleaciones", + "MOVE_FUSION_POWER_PREFIX_metal_6": "del titanio", + "MOVE_FUSION_POWER_SWORD": "Espada", + "MOVE_FUSION_POWER_AXE": "Hacha", + "MOVE_FUSION_POWER_KATANA": "Katana", + "MOVE_FUSION_POWER_HAMMER": "Martillo", + "MOVE_FUSION_POWER_HALBERD": "Alabarda", + "MOVE_FUSION_POWER_BLADEWHEEL": "Rueda", + "MOVE_FUSION_POWER_FIST": "Puño", + "MOVE_FUSION_POWER_SMASH": "Acometida", + "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", + "MOVE_DESCRIPTION_IRON_FILINGS": "Aplica al objetivo el efecto «conducción».", + "MOVE_FUSION_POWER_ARROW": "Flecha", + "MOVE_FUSION_POWER_ORB": "Esfera", + "MOVE_FUSION_POWER_KUNAI": "Kunai", + "MOVE_FUSION_POWER_SHARDS": "Esquirlas", + "MOVE_FUSION_POWER_SPIKES": "Agujas", + "MOVE_FUSION_POWER_METEOR": "Meteorito", + "MOVE_FUSION_POWER_BEAM": "Rayo", + "MOVE_FUSION_POWER_BLAST": "Onda", + "MOVE_FUSION_POWER_BOMB": "Bomba", + "MOVE_RITUAL_NAME": "Rito", + "MOVE_DESCRIPTION_RITUAL": "Devuelve a la vida a quien lo usa con un 25 % de sus PV máximos.", + "MOVE_IRON_FILINGS_NAME": "Limaduras de hierro", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda Morganae", + "MOVE_AA_OLDGANTE_THRASH_NAME": "Arrebato discordante", + "MOVE_TRICK_NAME": "Travesura", + "MOVE_TREAT_NAME": "Golosina", + "MOVE_ATTRIBUTE_STAT": "{stat_value} % de {stat_name.to_lower}.", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Produce un golpe crítico si tiene ventaja de tipo.", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "{stat_value} % de {stat_name.to_lower} (pasivo).", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "El daño se basa en el atributo {stat_name.to_lower} si es mayor que el de ataque.", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "Un turno adicional de duración.", + "MOVE_ATTRIBUTE_EXTRA_HIT": "Un golpe adicional.", + "MOVE_ATTRIBUTE_HEAL": "Cura un {stat_value} % de los PV máximos.", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "{stat_value} % de {stat_name.to_lower} por cada espacio vacío (pasivo).", + "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value} % de {stat_name.to_lower} por cada espacio vacío.", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Cura un {stat_value} % de los PV máximos por cada espacio vacío.", + "MOVE_ATTRIBUTE_BUFF_USER": "{chance} % de probabilidad de el estado «{status_effect.to_lower}».", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance} % de probabilidad de aplicar el estado «{status_effect.to_lower}».", + "MOVE_ATTRIBUTE_AP_REFUND": "{chance} % de probabilidad de devolver {amount} PA después de usarlo.", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance} % de probabilidad de devolver todos los PA después de usarlo.", + "MOVE_ATTRIBUTE_SHARED": "Se comparte con los aliados.", + "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatible con cualquier cinta.", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance} % de probabilidad de usarse al final del turno.", + "MOVE_ATTRIBUTE_USE_AGAIN": "{chance} % de probabilidad de usarse dos veces.", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance} % de probabilidad de usarse al principio del combate.", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance} % de probabilidad de usarse al recibir un golpe.", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance} % de probabilidad de usarse después de atacar.", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance} % de probabilidad de usar {move_name} después de que se haya usado.", + "MOVE_ATTRIBUTE_MULTITARGET": "{chance} % de probabilidad de tomar un equipo entero por objetivo.", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Destruye los muros.", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "Un espacio adicional.", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "Atraviesa los muros.", + "MOVE_ATTRIBUTE_USE_RANDOM": "{chance} % de probabilidad de usar un movimiento al azar.", + "MOVE_BAD_JOKE_JOKE3": "¿Por qué no tienen gracia los trafikangrejo? ¡Porque no son cangrejos de río!", + "MOVE_BAD_JOKE_JOKE2": "¿Qué tipo de obra de teatro se podría hacer sobre los trafikangrejo? ¡Una traficomedia!", + "MOVE_BAD_JOKE_JOKE1": "¿Por qué no cruzó el trafikangrejo la carretera? ¡Porque como andaba de lado, se quedó en la acera!", + "MOVE_BAD_JOKE_JOKE5": "¿Por qué tocan el xilófono los alfisqueleto? ¡Porque no tienen órganos!", + "MOVE_BAD_JOKE_JOKE4": "¿Cuál es el mayor defecto de los trafikangrejo? ¡Encono!", + "MOVE_BAD_JOKE_JOKE7": "¿Qué les gustaría tener a los baladino? ¡Una lámpara!", + "MOVE_BAD_JOKE_JOKE6": "¿Cómo construyen su nido los picohielo? ¡A pico y ala!", + "MOVE_BAD_JOKE_JOKE8": "¿Qué toman los temparena para desayunar? ¡Copos de arena!", + "MOVE_BAD_JOKE_JOKE11": "¿Por qué no conviene encerrar a un astrordígrado en una cabina de teléfono? ¡Porque necesita espacio!", + "MOVE_BAD_JOKE_JOKE10": "¿Qué les gusta beber a los temparena? ¡Agua del tiempo!", + "MOVE_BAD_JOKE_JOKE9": "¿Cómo se llama a mil kilos de pringue violeta? ¡Una gelatonelada!", + "MOVE_BAD_JOKE_JOKE12": "¿Por qué no comen nada los chispartano? ¡Porque todo les sabe a rayos!", + "MOVE_BAD_JOKE_JOKE13": "¿Por qué están tan fuertes los nenufaimán? ¡Porque comen mucho hierro!", + "MOVE_BAD_JOKE_JOKE16": "¿Cuál es la flor favorita de los girelele? ¡El girasol!", + "MOVE_BAD_JOKE_JOKE15": "Iba a hacer un chiste sobre la química elemental, pero no creo que cause ninguna reacción.", + "MOVE_BAD_JOKE_JOKE14": "¿Por qué está triste el saltalabaza? ¡Porque le han dado calabazas!", + "MOVE_BAD_JOKE_JOKE18": "¿Por qué fue al psicólogo el terrateniente? ¡Porque tenía un complejo de apartamentos!", + "MOVE_BAD_JOKE_JOKE17": "¿Cómo miden las distancias los arbustojo? ¡A ojo!", + "MOVE_BAD_JOKE_JOKE19": "¿Por qué no se mueven nunca los terratenientes? ¡Porque son agentes «inmoviliarios»!", + "MOVE_NAME_INSOMNIA": "Insomnio", + "MOVE_BAD_JOKE_JOKE20": "¿Qué es lo que más le gustaría a un terrateniente? ¡Que lo ascendieran a terracapitán!", + "MOVE_DESCRIPTION_INSOMNIA": "Evita que quien lo usa se quede dormido.", + "MOVE_NAME_ELDRITCH": "Aberración", + "MOVE_DESCRIPTION_ELDRITCH": "Evita que puedan reducirse los atributos de quien lo usa.", + "MOVE_NAME_STATUS_RESISTANCE": "Resistencia a los efectos", + "MOVE_NAME_NEUTRALISE": "Neutralización", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "Quien lo usa sufrirá menos daño de los efectos de estado «quemadura», «veneno» y «parásito».", + "MOVE_NAME_LIQUID_BODY": "Cuerpo líquido", + "MOVE_DESCRIPTION_LIQUID_BODY": "Evita que quien lo usa sufra el estado «quemadura», pero hace que todos los ataques de tipo hielo o rayo inflijan golpes críticos.", + "MOVE_DESCRIPTION_NEUTRALISE": "Elimina automáticamente todas las penalizaciones de quien lo usa cuando sus PV quedan por debajo del 50 %.", + "MOVE_NAME_PHASE_SHIFT": "Cambio de plano", + "MOVE_DESCRIPTION_PHASE SHIFT": "Los ataques de quien lo usa pueden golpear a los fantasmas.", + "MOVE_CAMOUFLAGE_WATER_NAME": "Camuflaje de agua", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Camuflaje de plástico", + "MOVE_CAMOUFLAGE_AIR_NAME": "Camuflaje de aire", + "MOVE_CAMOUFLAGE_EARTH_NAME": "Camuflaje de tierra", + "MOVE_CAMOUFLAGE_FIRE_NAME": "Camuflaje de fuego", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Camuflaje astral", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Camuflaje de rayo", + "MOVE_CAMOUFLAGE_METAL_NAME": "Camuflaje de metal", + "MOVE_CAMOUFLAGE_BEAST_NAME": "Camuflaje de bestia", + "MOVE_CAMOUFLAGE_PLANT_NAME": "Camuflaje de planta", + "MOVE_CAMOUFLAGE_POISON_NAME": "Camuflaje de veneno", + "MOVE_CAMOUFLAGE_ICE_NAME": "Camuflaje de hielo", + "MOVE_CAMOUFLAGE_GLASS_NAME": "Camuflaje de cristal", + "MOVE_DESCRIPTION_CAMOUFLAGE": "Se usa automáticamente al principio del combate sin coste de PA. Cambia el tipo de quien lo usa.", + "MOVE_NAME_RICOCHET": "Carambola", + "MOVE_DESCRIPTION_RICOCHET": "Los ataques a distancia de quien lo usa tienen un 50 % de probabilidades de atravesar el muro del enemigo.", + "MOVE_NAME_BREATHING_TECHNIQUE": "Técnicas de respiración", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Evita que quien lo usa sufra el estado «ira».", + "MOVE_NAME_SELF_ASSURED": "Confianza", + "MOVE_DESCRIPTION_SELF_ASSURED": "Evita que quien lo usa sufra el estado «confusión».", + "MOVE_NAME_CRITICAL_AP": "PA críticos", + "MOVE_DESCRIPTION_CRITICAL_AP": "Quien lo usa obtiene 1 PA cada vez que su ataque produce un golpe crítico.", + "MOVE_NAME_PITY_AP": "PA de consolación", + "MOVE_NAME_UNSHAKEABLE": "Valentía", + "MOVE_DESCRIPTION_PITY_AP": "Quien lo usa obtiene 1 PA cada vez que su ataque falla.", + "MOVE_DESCRIPTION_UNSHAKEABLE": "Evita que quien lo usa sufra el estado «intimidación».", + "MOVE_NAME_VAMPIRE": "Vampirismo", + "MOVE_NAME_MULTICOPY": "Multicopia", + "MOVE_DESCRIPTION_VAMPIRE": "Quien lo usa obtiene la mitad del beneficio que causen los movimientos curativos y efectos de estado de sus rivales.", + "MOVE_DESCRIPTION_MULTICOPY": "Si un enemigo obtiene los estados «multiobjetivo» o «multimovimiento», quien lo usa los obtiene también.", + "MOVE_NAME_FOSSIL": "Fósil", + "MOVE_DESCRIPTION_FOSSIL": "Devuelve automáticamente todos sus PV a quien lo usa si se le aplica el estado «petrificación».", + "MOVE_NAME_BLOODLUST": "Sed de sangre", + "MOVE_NAME_STURDY_ARMOUR": "Armadura pesada", + "MOVE_DESCRIPTION_BLOODLUST": "Se activa cuando un enemigo es derrotado. Aumenta los atributos del ataque cuerpo a cuerpo y del ataque a distancia de quien lo usa.", + "MOVE_NAME_RETURN_FIRE": "Disparo de respuesta", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "Evita que puedan reducirse los atributos defensivos cuerpo a cuerpo y a distancia de quien lo usa.", + "MOVE_DESCRIPTION_RETURN_FIRE": "Tiene la probabilidad de usarse de forma automática al sufrir el impacto de un ataque a distancia.", + "MOVE_NAME_BURNING_PASSION": "Pasión ardiente", + "MOVE_NAME_BERSERKER": "Mala uva", + "MOVE_DESCRIPTION_BURNING_PASSION": "Aumenta de forma automática los atributos del ataque cuerpo a cuerpo y del ataque a distancia de quien lo usa si se le aplica el efecto de estado «quemadura».", + "MOVE_NAME_VENGEFUL_CURSE": "Maldición vengativa", + "RANGER_TRADER_NAME": "Guarda Wilma", + "RANGER_TRADER_NAME_SHORT": "Wilma", + "RANGER_BODYBUILDER_NAME": "Guarda Jim", + "INTERDIMENSIONAL_POSTMAN_NAME": "Cartero interdimensional", + "AMBER_NAME": "Amber", + "DORIAN_NAME": "Dorian", + "SPRINGHEEL_NAME": "Botajack", + "JACQUELINE_NAME": "Jacqueline", + "SPRINGHEEL_NAME_PREFIX": "Bota", + "SPRINGHEEL_NAME_SUFFIX": "jack", + "SPRINGHEEL_DESCRIPTION": "un diablillo con botas de cuero", + "SPRINGHEEL_LORE_2": "Durante un tiempo, en la Inglaterra victoriana, se decía que un extraño ser conocido como «Spring-heeled Jack» («Jack el de los muelles en los talones») acechaba por las noches. Nunca se capturó al tal Jack, pero sus avistamientos se convirtieron en leyenda urbana.", + "SPRINGHEEL_LORE_1": "El pasatiempo favorito de los botajack es esconderse detrás de una esquina, al abrigo de la noche para saltar, de repente, y sorprender a sus víctimas. Por lo visto, se hacen las «alas» con trapos viejos.", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué camino seguirás en tu vagar nocturno?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "El del vagabundo", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "El del ladrón", + "HOPSKIN_NAME_PREFIX": "Brinca", + "HOPSKIN_NAME": "Brincagarra", + "HOPSKIN_LORE_1": "Los brincagarra atraen a su presa con sus ojos anaranjados (que nunca pestañean) y su gran sonrisa. Sin embargo, cualquier ser que resulte engañado por su actitud se encontrará con las rápidas y afiladísimas garras que esconde bajo su abrigo mugriento.", + "HOPSKIN_NAME_SUFFIX": "garras", + "HOPSKIN_DESCRIPTION": "un diablillo traicionero con un abrigo", + "HOPSKIN_LORE_2": "En 1955, una familia denunció haber sufrido el ataque de seres extraños en su granja de Hopkinsville (Kentucky). En su descripción, hablaban de orejas puntiagudas, garras en las manos y ojos enormes, amarillos y brillantes.", + "RIPTERRA_NAME": "Destripaterrores", + "RIPTERRA_NAME_PREFIX": "Destripa", + "RIPTERRA_NAME_SUFFIX": "terrores", + "RIPTERRA_DESCRIPTION": "un monstruo horrible con una gabardina", + "RIPTERRA_LORE_2": "En la Gran Bretaña del siglo XIX, se publicaban historias de terror gótico o de asesinos sanguinarios en forma de [i]penny dreadful[/i] («terror a un penique»). Aquellos libros, editados con escaso presupuesto, solían ir acompañados de ilustraciones violentas y estremecedoras.", + "RIPTERRA_LORE_1": "No es fácil describir la anatomía de un destripaterrores. Apenas tiene cuerpo como tal, es más bien una masa de miembros terminados en garra, que se acumulan en un batiburrillo bajo el abrigo y el sombrero manchados.", + "SNOOPIN_NAME": "Bandolupín", + "SNOOPIN_NAME_PREFIX": "Bandol", + "SNOOPIN_NAME_SUFFIX": "upín", + "SNOOPIN_LORE_1": "Los bandolupín son ladrones sin igual que, a menudo, se engalanan con las joyas que han robado. Por ello, es posible deducir su habilidad para el hurto por la cantidad de alhajas que llevan encima.", + "SCAMPIRE_NAME": "Criminampiro", + "SNOOPIN_LORE_2": "Arséne Lupin es un ladrón de guante blanco en la ficción, salido de la pluma del escritor Maurice Leblanc. El personaje, que sigue siendo popular incluso hoy, ha aparecido en docenas de historias y múltiples adaptaciones.", + "SNOOPIN_DESCRIPTION": "un diablillo con un bastón", + "SCAMPIRE_NAME_PREFIX": "Crimina", + "SCAMPIRE_LORE_1": "Los criminampiro llenan su guarida de riquezas robadas y luego esperan a que su presa se aventure en ella. Hace unos años que han obtenido también la capacidad de volar, aunque no está claro si utilizan las alas para ello.", + "SCAMPIRE_NAME_SUFFIX": "ampiro", + "SCAMPIRE_LORE_2": "El concepto del vampiro ha aparecido en la tradición popular durante toda la historia de la humanidad. Una interpretación moderna del mito vampírico es la que los sitúa como la elite social que se alimenta, literalmente, de aquellos de las clases inferiores.", + "ACHIEVEMENT_NAME_obtain_bansheep": "Contar ovejas", + "ACHIEVEMENT_DESC_obtain_bansheep": "Consigue un beenshee.", + "ACHIEVEMENT_DESC_tutorial": "Termina el tutorial.", + "ACHIEVEMENT_DESC_partner_dog": "Desbloquea a Perry.", + "ACHIEVEMENT_NAME_partner_viola": "Viola", + "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", + "ACHIEVEMENT_DESC_investigate_rumor": "Investiga un rumor.", + "ACHIEVEMENT_NAME_aa_lamento_mori": "El ángel de la muerte", + "ACHIEVEMENT_NAME_aa_cube": "Sólido neoplatónico", + "ACHIEVEMENT_DESC_aa_lamento_mori": "Derrota a Lamentato Mori.", + "ACHIEVEMENT_DESC_aa_cube": "Derrota a Exoedro.", + "ACHIEVEMENT_NAME_aa_alice": "Hija del ego", + "ACHIEVEMENT_DESC_aa_alice": "Derrota a Alicia.", + "ACHIEVEMENT_NAME_aa_puppet": "El titiritero", + "ACHIEVEMENT_DESC_aa_puppet": "Derrota a Monigotox.", + "ACHIEVEMENT_DESC_partner_eugene": "Desbloquea a Eugene.", + "ACHIEVEMENT_NAME_partner_meredith": "Meredith", + "ACHIEVEMENT_DESC_partner_meredith": "Desbloquea a Meredith.", + "ACHIEVEMENT_DESC_quest_viola1": "Lleva a Viola hasta el naufragio.", + "ACHIEVEMENT_DESC_quest_meredith1": "Lleva a Meredith al centro comercial.", + "ACHIEVEMENT_NAME_quest_meredith1": "Centro comercial La Caída", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Corrí sin mirar atrás, 2.ª parte", + "ACHIEVEMENT_NAME_investigate_rumor": "Más vale pájaro en mano", + "ACHIEVEMENT_DESC_met_npc_magikrab": "Conoce a quien se encarga con esmero de las estaciones.", + "ACHIEVEMENT_NAME_met_npc_amber": "Muy lejos de casa", + "ACHIEVEMENT_DESC_met_npc_amber": "Encuentra quien te eche una mano en un lugar muy remoto.", + "ACHIEVEMENT_NAME_met_npc_merline": "Quien mora en las profundidades", + "ACHIEVEMENT_DESC_met_npc_merline": "Encuéntrate cara a cara con un ser sin rostro.", + "ACHIEVEMENT_DESC_traveling_merchant": "Conoce al vendedor errante.", + "ACHIEVEMENT_NAME_traveling_merchant": "Con dinero no se compra amor", + "ACHIEVEMENT_NAME_partner_eugene": "Eugene", + "ACHIEVEMENT_DESC_preemptive_win": "Gana un combate antes de que empiece.", + "ACHIEVEMENT_NAME_preemptive_win": "Ha acabado antes de empezar", + "ACHIEVEMENT_DESC_ending": "Abre una puerta que se creía perdida desde hace tiempo.", + "ACHIEVEMENT_NAME_ghostly_win": "La muerte quedará sin reino", + "ACHIEVEMENT_DESC_ghostly_win": "Gana un combate en estado fantasma.", + "ACHIEVEMENT_NAME_gambit_win": "Doble o nada", + "ACHIEVEMENT_DESC_gambit_win": "Gana un combate teniendo activo un gambito.", + "ACHIEVEMENT_NAME_head_skip": "Mejor me lo salto", + "ACHIEVEMENT_NAME_defeat_black_shuck": "Enfréntate a tu sombra", + "ACHIEVEMENT_DESC_head_skip": "Intenta evitar a un luchador saltando por encima de él.", + "ACHIEVEMENT_DESC_defeat_black_shuck": "Véncete en combate.", + "ACHIEVEMENT_NAME_obtain_magikrab": "El culmen de la evolución", + "DOG_NAME": "Perry", + "ACHIEVEMENT_DESC_obtain_magikrab": "Consigue una forma de monstruo que se creía imposible de encontrar.", + "ACHIEVEMENT_NAME_aa_lenna": "La heroína de otra historia", + "DEFAULT_PLAYER_NAME": "Cas", + "ACHIEVEMENT_DESC_aa_lenna": "Demuestra tu valía a cierta guerrera.", + "MEREDITH_NAME": "Meredith", + "KAYLEIGH_NAME": "Kayleigh", + "EUGENE_NAME": "Eugene", + "FELIX_NAME": "Felix", + "VIOLA_NAME": "Viola", + "UNKNOWN_NAME": "¿¿??", + "SEBASTIAN_NAME": "Sebastián", + "LANDKEEPER_NAME": "Terrateniente", + "LANDKEEPER1_NAME": "Terrateniente 1", + "PUPPERCUT_LORE_2": "El boxeo es un deporte de competición en el que dos púgiles se dan de puñetazos con guantes protectores. Las pruebas arqueológicas demuestran que los humanos han practicado el boxeo, o algo parecido, ya en las primeras civilizaciones.", + "PUPPERCUT_DESCRIPTION": "un lobo menudo con equipo de boxeo oxidado", + "SOUTHPAW_NAME": "Lupdirecto", + "SOUTHPAW_NAME_PREFIX": "Lup", + "SOUTHPAW_NAME_SUFFIX": "irecto", + "SOUTHPAW_LORE_2": "El origen del boxeo moderno son las llamadas «reglas del marqués de Queensberry», redactadas por primera vez en la Inglaterra victoriana. Ya entonces se fijó el límite de doce asaltos, los grandes guantes protectores y el cuadrilátero de 24 pies (unos 7,3 metros) de lado que siguen vigentes en el boxeo actual.", + "SOUTHPAW_LORE_1": "Los lupdirecto son la última etapa del ciclo vital de los lobganchos. Para entonces han perdido su armadura oxidada y tienen el cuerpo cubierto de un metal ligero y flexible que les permite resistir ataques y asestar golpes rápidos con sus puños llenos de pinchos.", + "BURNACE_NAME": "Altorno", + "SOUTHPAW_DESCRIPTION": "un lobo alto con equipo de boxeo reluciente", + "BURNACE_NAME_PREFIX": "Alt", + "BURNACE_NAME_SUFFIX": "orno", + "BURNACE_LORE_1": "Los altorno no tienen patas. Su única forma de desplazarse es arrastrar su cuerpo de cemento ayudándose con las manos. Sus hornos, que arden continuamente, les permiten expulsar llamas y humo tóxico por las «chimeneas» en un abrir y cerrar de ojos.", + "BURNACE_LORE_2": "La Revolución Industrial fue un periodo que comenzó en el siglo XVIII en el que la producción de Occidente pasó a centrarse en las máquinas, lo cual produjo un rápido avance de la tecnología. A esta época se asocia, a menudo, la imagen de una fábrica de cuyas chimeneas surge abundante humo.", + "SMOGMAGOG_NAME": "Esmogmagog", + "BURNACE_DESCRIPTION": "un ser sin patas con forma de fábrica", + "SMOGMAGOG_LORE_1": "El «cuerpo» de un esmogmagog no es más que un caparazón exterior hecho de acero y cemento que protege al ser elemental de puro fuego que habita en su interior. Mientras haya un mínimo atisbo de llama ardiendo dentro del caparazón, el esmogmagog seguirá luchando.", + "SMOGMAGOG_NAME_PREFIX": "Esmog", + "SMOGMAGOG_NAME_SUFFIX": "ogmagog", + "SMOGMAGOG_DESCRIPTION": "un gigante de cemento con una torre de refrigeración por cabeza", + "SMOGMAGOG_LORE_2": "Gogmagog es el nombre de un gigante de la mitología galesa. Habitante de Albión (la precursora de la Gran Bretaña actual), encontró la muerte a manos del guerrero Corineo, que más adelante habría de fundar la tierra de Cornwall.", + "CANDEVIL_NAME": "Diablamelo", + "CANDEVIL_NAME_PREFIX": "Diab", + "CANDEVIL_NAME_SUFFIX": "amelo", + "CANDEVIL_LORE_2": "Los diablos, o demonios, son seres o espíritus malvados que aparecen tanto en la cultura popular como en las religiones de casi todas las civilizaciones de la historia. Su representación varía muchísimo. A veces son incordios sin importancia, mientras que otras son peligrosas manifestaciones de todo mal.", + "CANDEVIL_LORE_1": "Los diablamelo tienen la curiosa capacidad de generar golosinas muy azucaradas a partir de su propio cuerpo, que luego podrán regalar a otros o usar como proyectiles. Hay a quien eso le parece adorable, mientras que otros afirman que es inquietante y bastante asqueroso.", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "¿En qué te gustaría especializarte?", + "CANDEVIL_DESCRIPTION": "un diablo cornudo y dulce", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "En la alquimia", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "En la maquinaria", + "MALCHEMY_NAME": "Malquimia", + "MALCHEMY_NAME_PREFIX": "Mal", + "MALCHEMY_LORE_1": "Una serie de extraños cambios químicos internos puede hacer que un diablamelo evolucione y se convierta en malquimia. Este proceso también hace que el malquimia se obsesione con el esotérico arte de la elaboración de pociones, lo cual no suele acabar bien para él.", + "MALCHEMY_NAME_SUFFIX": "quimia", + "MALCHEMY_LORE_2": "La alquimia es un campo del saber que precedió a la ciencia química moderna. Estudiaba la transformación por medios mágicos o espirituales, así como la creación de elementos.", + "MIASMODEUS_NAME": "Miasmodeo", + "MALCHEMY_DESCRIPTION": "un diablo sonriente con un matraz de cristal", + "MIASMODEUS_NAME_PREFIX": "Mias", + "MIASMODEUS_NAME_SUFFIX": "modeo", + "MIASMODEUS_DESCRIPTION": "un demonio brujo montado en una piruleta", + "MIASMODEUS_LORE_2": "En la Europa del medievo, las «brujas» eran mujeres a las que se acusaba de practicar la brujería en su entorno. A menudo se las representaba elaborando pociones, con animales como familiares y montadas en escobas que les permitían volar.", + "MIASMODEUS_LORE_1": "Se dice que manadas enteras de miasmodeo surcan el cielo a lomos de su piruleta voladora cuando hay luna llena. En combate usan por igual pociones alquímicas, mejunjes venenosos y letales preparados elementales para acabar con sus enemigos.", + "VENDEMON_NAME": "Expendemonio", + "VENDEMON_NAME_PREFIX": "Expend", + "VENDEMON_LORE_1": "Un expendemonio es un diablamelo que se ha construido una armadura de metal y cristal. Hay teorías que afirman que su atuendo extravagante es un intento de parecerse a los astronautas, pero nadie lo sabe con seguridad.", + "VENDEMON_NAME_SUFFIX": "emonio", + "VENDEMON_LORE_2": "Las primeras máquinas expendedoras de chicle aparecieron en Estados Unidos a principios del siglo XX. Un complejo mecanismo se encarga de que, al introducir una moneda en la máquina, pueda dispensar un único chicle cuando se gira la palanca.", + "VENDEMON_DESCRIPTION": "un diablo metido dentro de una máquina de chicles", + "GUMBAAL_NAME": "Baaladechicle", + "GUMBAAL_NAME_PREFIX": "Baala", + "GUMBAAL_LORE_1": "Los baaladechicle se han fundido con su armadura de metal para convertirse en seres imponentes. La cúpula de cristal que forma su cabeza está llena de esferas elementales que los baaladechicle pueden escupir como movimiento ofensivo.", + "GUMBAAL_NAME_SUFFIX": "dechicle", + "GUMBAAL_LORE_2": "«Golosina» es un término genérico que engloba varios tipos de comestibles, a menudo con el azúcar como ingrediente principal. Las golosinas suelen tener un aspecto atractivo a la vista, con multitud de formas, tamaños y sabores.", + "GUMBAAL_DESCRIPTION": "una enorme máquina de chicles viviente", + "BANSHEEP_NAME": "Beenshee", + "BANSHEEP_NAME_PREFIX": "Bee", + "BANSHEEP_NAME_SUFFIX": "nshee", + "BANSHEEP_LORE_2": "Los fantasmas aparecen con frecuencia en la cultura popular, durante toda la historia de las civilizaciones humanas, como manifestaciones del espíritu de algún difunto. Su carácter maligno o inofensivo suele depender que quién los represente o, a menudo, de la personalidad del finado en cuestión.", + "BANSHEEP_LORE_1": "El terrible plañir nocturno de los beenshee salvajes ha hecho que mucha gente crea que se trata de almas en pena, pero no es así. Los beenshee están vivitos y coleando, lo que pasa es que les gusta quejarse de vez en cuando. ¿A quién no?", + "BANSHEEP_DESCRIPTION": "una oveja flotante de mal humor", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Marchar hacia el más allá", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Un espíritu no puede quedarse eternamente entre dos mundos.", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Volver a la vida", + "WOOLTERGEIST_NAME": "Lanoltergeist", + "WOOLTERGEIST_NAME_PREFIX": "Lan", + "WOOLTERGEIST_LORE_2": "Se han descrito muchos tipos de fantasma, y uno de ellos es el poltergeist. Lo que lo distingue es la capacidad de interactuar a placer con el mundo físico, de modo que son capaces de mover o incluso lanzar objetos.", + "WOOLTERGEIST_LORE_1": "Al contrario que los beenshee, los lanoltergeist son espíritus no muertos que solo se manifiestan de forma parcial en el plano físico. Se dice que cuando están cerca de un lugar en el que alguien haya muerto recientemente, los cuernos se les vuelven más afilados.", + "WOOLTERGEIST_NAME_SUFFIX": "oltergeist", + "WOOLTERGEIST_DESCRIPTION": "un fantasma ovino con aspecto de estar cansado", + "RAMTASM_NAME": "Espectroveja", + "RAMTASM_NAME_PREFIX": "Espectro", + "RAMTASM_NAME_SUFFIX": "veja", + "RAMTASM_LORE_2": "En algunas versiones de las historias de fantasmas, las almas en pena que se han quedado en el mundo no pueden viajar al más allá hasta que se cumpla su último deseo. Hasta entonces, su destino es vagar de forma indefinida.", + "RAMTASM_LORE_1": "Los espectroveja han conseguido amplificar su conexión tanto con el plano físico como con el espiritual, de modo que puede manifestarse por completo en ambos al mismo tiempo. Eso le da acceso a una fuente casi infinita de potente energía astral.", + "ZOMBLEAT_NAME": "Zombiovino", + "RAMTASM_DESCRIPTION": "un gran fantasma ovino de aspecto angélico", + "ZOMBLEAT_NAME_PREFIX": "Zombi", + "ZOMBLEAT_NAME_SUFFIX": "ovino", + "ZOMBLEAT_LORE_2": "Un zombi es un ser de la cultura popular, al que se suele representar como un cadáver que ha resucitado para convertirse en bestia feroz y descerebrada. Los zombis son muy habituales en la ficción actual y han aparecido en muchas películas y novelas de terror.", + "ZOMBLEAT_LORE_1": "Los zombiovino son espíritus que se han negado a pasar a mejor vida. Se aferran a su lápida y a la tierra en la que se les dio sepultura y, de no ser así, es posible que desaparecieran para siempre del plano de los mortales.", + "ZOMBLEAT_DESCRIPTION": "una oveja fantasmal que lleva consigo una lápida", + "CAPRICORPSE_NAME": "Capricadáver", + "CAPRICORPSE_NAME_PREFIX": "Capric", + "CAPRICORPSE_NAME_SUFFIX": "adáver", + "CAPRICORPSE_LORE_2": "Las lápidas se usan durante las ceremonias tradicionales de enterramiento para marcar el lugar en el que se ha dado sepultura a un cuerpo. Suelen estar hechas de piedra y en ellas se inscribe el nombre del difunto.", + "CAPRICORPSE_LORE_1": "El espíritu de los capricadáver se ha mezclado por completo con sus propios restos para formar, así, un cuerpo hecho de hueso, tierra y piedra. Son bestias imponentes que crecen durante siglos a medida que van añadiendo poco a poco aún más tierra a su masa.", + "CAPRICORPSE_DESCRIPTION": "una oveja esquelética con una lápida en la espalda", + "SAME_FUSION_NAME_1": "Meta{0.to_lower}", + "SAME_FUSION_NAME_2": "Super{0.to_lower}", + "SAME_FUSION_NAME_3": "Ultra{0.to_lower}", + "SAME_FUSION_NAME_4": "Bi{0.to_lower}", + "SAME_FUSION_NAME_5": "Macro{0.to_lower}", + "SAME_FUSION_NAME_6": "{0} mutante", + "SAME_FUSION_NAME_7": "Hiper{0.to_lower}", + "SAME_FUSION_NAME_8": "Giga{0.to_lower}", + "SAME_FUSION_NAME_9": "{0} 2.0", + "SAME_FUSION_NAME_10": "Mega{0.to_lower}", + "AA_MORGANTE_NAME": "Morganta", + "AA_MORGANTE_FULL_NAME": "Arcángel Morganta", + "AA_OLDGANTE_NAME": "Morganta", + "OLDGANTE_LORE_2": "Su cuerpo ha sido destrozado. Es difícil imaginar qué clase de poder ha podido hacer algo así.", + "AA_OLDGANTE_SUBTITLE": "Espíritu destrozado", + "UNSTABLE_FUSION_SUBTITLE": "Fusión inestable", + "OLDGANTE_LORE_1": "Un arcángel malherido que antaño tuvo un gran poder. La fuerza de la voz de Morganta es capaz de desgarrar el tejido mismo de la realidad. Sin embargo, en su estado actual, su poder está muy limitado.", + "ORB_FUSION_SUBTITLE": "Protoarcángel", + "ROGUE_FUSION_SUBTITLE": "Fusión salvaje", + "ORB_FUSION_NAME": "Fusión esférica", + "SWARM_SUBTITLE1": "{species} por doquier", + "ELEMENTAL_GUARDIAN_SUBTITLE": "Guardián elemental", + "SWARM_SUBTITLE5": "{species} a montones", + "SWARM_NAME": "Enjambre de la fusión", + "SWARM_SUBTITLE2": "{species} en horda", + "SWARM_SUBTITLE3": "{species} en tropel", + "SWARM_SUBTITLE4": "{species} a espuertas", + "BLACK_SHUCK_NAME": "Perro Negro", + "LANG_en": "Inglés", + "ROGUE_FUSION_BATTLE_CONFIRM": "Desafío: {name}. ¿Quieres aceptarlo?", + "LANG_fr_FR": "Francés", + "LANG_it_IT": "Italiano", + "LANG_de_DE": "Alemán", + "LANG_ja_JP": "Japonés", + "LANG_es_ES": "Español (España)", + "LANG_es_MX": "Español (América Latina)", + "LANG_pt_BR": "Portugués (Brasil)", + "LANG_zh_CN": "Chino (simplificado)", + "PRECREDITS_1": "CASSETTE BEASTS", + "LANG_ko_KR": "Coreano (Corea del Sur)", + "PRECREDITS_2": "UN JUEGO DE", + "PRECREDITS_3": "DISEÑO ARTÍSTICO", + "PRECREDITS_4": "GUION", + "PRECREDITS_5": "PROGRAMACIÓN", + "PRECREDITS_6": "DISEÑO", + "PRECREDITS_7": "BANDA SONORA DE", + "PRECREDITS_8": "CON LA VOZ DE", + "PRECREDITS_9": "ANIMACIÓN DE LOS SERES", + "PRECREDITS_10": "ILUSTRACIONES DE LOS PERSONAJES", + "PRECREDITS_12": "PUBLICADO POR", + "MAIN_CREDITS_TITLE": "Cassette Beasts", + "MAIN_CREDITS_GAME_DESIGN": "Diseño del juego", + "MAIN_CREDITS_WRITING": "Guion", + "MAIN_CREDITS_PROGRAMMING": "Programación", + "MAIN_CREDITS_ART_DIRECTION": "Dirección artística", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Ilustración en píxeles y animación", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Ilustraciones de los personajes", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Diseños adicionales de los monstruos", + "MAIN_CREDITS_MUSIC": "Música", + "MAIN_CREDITS_VOICE_CASTING": "Selección de voces y dirección", + "MAIN_CREDITS_VOICE_CAST": "Reparto", + "MAIN_CREDITS_PORTING": "Port", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Voces adicionales", + "MAIN_CREDITS_LOCALISATION": "Localización", + "MAIN_CREDITS_QA": "Control de calidad", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localización de Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordinación", + "MAIN_CREDITS_LOCALISATION_QA": "Control de calidad de localización", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localización de Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "Archivos de imágenes", + "MAIN_CREDITS_GODOT_ENGINE": "Motor Godot", + "MAIN_CREDITS_AND_OTHERS": "¡Y muchos otros!", + "MAIN_CREDITS_SPECIAL_THANKS": "Agradecimiento especial", + "MAIN_CREDITS_THANK_YOU": "¡Muchas gracias por jugar!", + "MAIN_CREDITS_VIEW_LICENSES": "Ver licencias", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Tipos de letra e iconos", + "MAIN_CREDITS_QA_SUN_TECH": "Control de calidad de Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "Director de control de calidad", + "MAIN_CREDITS_QA_MANAGER": "Coordinación del control de calidad", + "MAIN_CREDITS_PROJECT_MANAGER": "Gestión del proyecto", + "MAIN_CREDITS_QA_TEST_LEAD": "Líder de pruebas de control de calidad", + "MAIN_CREDITS_QA_TESTERS": "Pruebas de control de calidad", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "Reacción", + "REACTION_ANY_ON_GLITTER": "Brillante", + "REACTION_GLITTER_ON_ANY": "Brillante", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "El impacto de un ataque de tipo purpurina cubre a su objetivo con una capa de purpurina que lo convierte a su vez en tipo purpurina.", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "El impacto de cualquier ataque de tipo elemental contra un monstruo de tipo purpurina hace que el monstruo de purpurina adopte el tipo del ataque que haya recibido.", + "REACTION_BEAST_ON_GLASS": "Resquebrajado", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "¡Ojo, no te cortes! El impacto de un ataque de tipo bestia contra un objetivo de tipo cristal desperdiga obstáculos afilados por el campo de batalla.", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Derretir un monstruo de tipo plástico con un ataque de tipo fuego hace que despida vapores tóxicos y lo convierte en tipo veneno.", + "REACTION_FIRE_ON_PLASTIC": "Derretido", + "REACTION_FIRE_ON_PLANT": "En llamas", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "Los monstruos de tipo planta sufren «quemadura» fácilmente a causa de los ataques de tipo fuego, lo cual les causa daño continuo.", + "REACTION_FIRE_ON_WATER": "Vapor", + "REACTION_FIRE_ON_WATER_TUTORIAL": "Calentar un monstruo de tipo agua con un ataque de tipo fuego hace que despida vapor, que luego lo curará al recondensarse.", + "REACTION_FIRE_ON_POISON": "En llamas", + "REACTION_FIRE_ON_ASTRAL": "Potenciado", + "REACTION_FIRE_ON_POISON_TUTORIAL": "Los venenos que se encuentran en Nueva Wirral suelen ser inflamables y muy susceptibles a los ataques de tipo fuego.", + "REACTION_FIRE_ON_ICE": "Derretido", + "REACTION_FIRE_ON_ICE_TUTORIAL": "El impacto de un ataque de tipo fuego contra un objetivo de tipo hielo hace que se derrita y pase a ser de tipo agua.", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_FIRE_ON_AIR": "Corriente vertical", + "LOBSTACLE_NAME_SUFFIX": "áculo", + "LOBSTACLE_DESCRIPTION": "un barril de plástico con patas", + "LOBSTACLE_LORE_2": "Las barreras de señalización son de muchos tipos según para qué se necesiten. Además de las barreras que se colocan en la carretera, se han usado a veces neumáticos viejos o barriles de plástico llenos de arena como barreras móviles para regular el tráfico.", + "LOBSTACLE_LORE_1": "Los langostáculo son seres dóciles y pacientes. Cuando se retiran dentro de su «caparazón» de plástico, son tan pesados que es casi imposible moverlos o volcarlos.", + "DANDYLION_NAME": "Dienteleón", + "DANDYLION_NAME_PREFIX": "Diente", + "DANDYLION_NAME_SUFFIX": "león", + "DANDYLION_LORE_2": "Los leones guardianes son adornos chinos tradicionales que suelen verse fuera de los edificios. En el pasado, se creía que ahuyentaban todo mal, de modo que se colocaban en el exterior de los lugares importantes, como tumbas o palacios imperiales.", + "DANDYLION_DESCRIPTION": "un gran león con forma de flor", + "DANDYLION_LORE_1": "Los dienteleón son guardianes leales y protectores. Normalmente se los encuentra a la entrada de cuevas importantes de las verdes llanuras de Nueva Wirral. Si encuentras uno y no ves ninguna cueva cerca, puede que sea señal de que hay algo escondido.", + "BLOSSOMAW_NAME": "Florifauces", + "BLOSSOMAW_NAME_PREFIX": "Flori", + "BLOSSOMAW_NAME_SUFFIX": "fauces", + "BUSHEYE_NAME": "Arbustojo", + "BLOSSOMAW_LORE_2": "Al contrario que las representaciones europeas, los dragones de la mitología china tienen el cuerpo alargado como si fueran serpientes, cuatro patas y no tienen alas. Son un símbolo tradicional de fuerza y de buena suerte.", + "BLOSSOMAW_LORE_1": "Se dice que, tras un largo periodo de hibernación, los dienteleón emergen convertidos en florifauces muy elegantes cuando llega la primavera y empiezan a brotar las primeras flores. Son capaces de escupir tremendas nubes de polen igual que un dragón escupiría fuego.", + "BLOSSOMAW_DESCRIPTION": "un dragón alargado con pétalos por melena", + "BUSHEYE_NAME_PREFIX": "Arbust", + "BUSHEYE_NAME_SUFFIX": "ojo", + "DOMINOTH_NAME_PREFIX": "Antif", + "DOMINOTH_NAME": "Antifolilla", + "DOMINOTH_LORE_1": "Los antifolilla se ven a sí mismos como defensores de la paz y se pasan el día patrullando los cielos de las zonas boscosas. Lo único que puede distraerlos de su noble labor son las luces brillantes, como las de las lámparas.", + "DOMINOTH_NAME_SUFFIX": "olilla", + "DOMINOTH_LORE_2": "Mientras que la cultura popular suele asociar las mariposas con la vida y el renacimiento, las polillas suelen ser símbolo de muerte y desgracias.", + "DOMINOTH_DESCRIPTION": "una polilla enorme", + "TOKUSECT_NAME_PREFIX": "Tok", + "TOKUSECT_NAME": "Tokusecto", + "TOKUSECT_NAME_SUFFIX": "usecto", + "TOKUSECT_LORE_2": "[i]Tokusatsu[/i] es el nombre que reciben las películas y series de televisión japonesas cuyos elementos principales son los efectos especiales y los disfraces. En ellas se ven a menudo monstruos, robots gigantes y combates de superhéroes.", + "TOKUSECT_LORE_1": "Los tokusecto tienen un cuerpo tremendamente aerodinámico, lo que facilita sus técnicas de combate, que se basan en usar sus patas puntiagudas para golpear a sus rivales y producir fuertes corrientes de aire.", + "WINGLOOM_NAME": "Coriciántropo", + "TOKUSECT_DESCRIPTION": "un guerrero insectoide", + "WINGLOOM_NAME_PREFIX": "Coricia", + "WINGLOOM_LORE_1": "Las bombillas que los coriciántropo tienen en la cabeza producen una corriente eléctrica que les recorre todo el cuerpo. La luz que generan se comunica con sus ojos, lo cual les permite ver perfectamente de noche.", + "WINGLOOM_NAME_SUFFIX": "ántropo", + "WINGLOOM_LORE_2": "No se sabe con certeza qué hace que las polillas se vean atraídas por la luz artificial. Una de las teorías al respecto afirma que las polillas utilizan la luna para orientarse mientras vuelan.", + "WINGLOOM_DESCRIPTION": "una polilla con bombillas", + "MOTHMANIC_NAME": "Poliluz", + "MOTHMANIC_NAME_PREFIX": "Polil", + "MOTHMANIC_NAME_SUFFIX": "luz", + "MOTHMANIC_LORE_2": "Mothman («el hombre polilla») es un ser propio de la cultura popular de Virginia Occidental. Tras varios avistamientos en la década de 1960, se lo describió como un humanoide alado con ojos rojos brillantes. Desde entonces, se ha convertido en una leyenda urbana muy conocida.", + "MOTHMANIC_LORE_1": "Por todo el cuerpo de los poliluz viajan potentes corrientes eléctricas. Puede utilizar ese poder para atacar y le basta un batido de alas para hacer caer rayos devastadores sobre sus enemigos.", + "STARDIGRADE_NAME": "Astrordígrado", + "MOTHMANIC_DESCRIPTION": "una polilla enorme y terrorífica", + "STARDIGRADE_NAME_PREFIX": "Astro", + "STARDIGRADE_NAME_SUFFIX": "dígrado", + "STARDIGRADE_LORE_1": "Los astrordígrado son seres curiosos que pasan la mayor parte de su vida durmiendo en las capas más bajas de la atmósfera de Nueva Wirral. De vez en cuando, bajan flotando hasta la superficie para alimentarse, y luego vuelven a subir utilizando los cohetes que llevan a la espalda.", + "STARDIGRADE_LORE_2": "Los tardígrados, también llamados osos de agua, son seres microscópicos que se encuentran por toda la Tierra. Su característica más conocida es su tremenda resistencia a las condiciones adversas. Son tan adaptables que incluso pueden sobrevivir en el vacío del espacio.", + "STARDIGRADE_DESCRIPTION": "una especie de gusano flotante", + "GALAGOR_NAME": "Galagor", + "GALAGOR_NAME_PREFIX": "Gala", + "GALAGOR_LORE_1": "Un galagor es un astrordígrado que ha evolucionado hasta obtener una inteligencia superior. Su armadura externa cubre casi por completo su cuerpo rosado, similar al de un gusano. Solo es posible ver parte de él a través de la visera de su casco.", + "GALAGOR_NAME_SUFFIX": "gor", + "GALAGOR_LORE_2": "La astrobiología es el estudio e investigación de la posibilidad de que exista vida extraterrestre. Los astrobiólogos investigan el origen de la vida en la Tierra y plantean si podrían haberse dado procesos similares en otros planetas del universo conocido.", + "GALAGOR_DESCRIPTION": "un bicho espacial flotante con una capa", + "FAUCETEAR_NAME": "Grifollorón", + "FAUCETEAR_NAME_PREFIX": "Grifo", + "FAUCETEAR_NAME_SUFFIX": "llorón", + "FAUCETEAR_LORE_2": "Los grifos son válvulas que regulan el paso de un líquido y que, según se ha demostrado, existían ya en el Imperio romano. Se han descubierto grifos y válvulas rudimentarios en las ruinas de Pompeya, ciudad romana destruida por la erupción del Vesubio.", + "FAUCETEAR_LORE_1": "La capacidad de los grifollorón para proyectar potentes chorros de agua a presión tiene que ver directamente con su estado emocional. Son muy asustadizos y propensos a la tristeza, de modo que es común que acaben usando sus ataques acuáticos sin pretenderlo.", + "FAUCETEAR_DESCRIPTION": "un grifo con goteras", + "FOUNTESS_NAME": "Fontesa", + "FOUNTESS_NAME_PREFIX": "Font", + "FOUNTESS_NAME_SUFFIX": "esa", + "FOUNTESS_LORE_2": "Aunque los humanos se han dado «duchas» de una forma u otra desde que existe la civilización, la primera ducha mecánica la inventó el inglés William Feetham en el siglo XVIII. Aquella ducha bombeaba agua fría hasta una cubeta para que, después, el usuario pudiera echársela encima tirando de una cadena.", + "FOUNTESS_LORE_1": "Los fontesa aprecian por encima de todo los buenos modales, propios y ajenos. Si consideran que alguien se está comportando de forma impropia, se entristecen al instante, lo cual aumenta en gran medida la presión de los chorros de agua que les emanan de la cabeza.", + "FOUNTESS_DESCRIPTION": "una alcachofa de ducha muy triste", + "TERRACOOKA_NAME": "Terracocido", + "TERRACOOKA_NAME_PREFIX": "Terrac", + "TERRACOOKA_LORE_1": "Los terracocido aspiran a ser cocineros de renombre, de modo que intentan cocinar con cualquier ingrediente que consiguen encontrar en las cuevas subterráneas en las que habitan. Por desgracia, eso suele suponer que la mayoría de sus recetas incluyen líquenes, musgo o ambas cosas.", + "TERRACOOKA_NAME_SUFFIX": "ocido", + "TERRACOOKA_LORE_2": "Las doguu son figuritas de arcilla que se han encontrado por todo Japón. Datan de una civilización prehistórica y suelen representar humanoides o animales.", + "COALDRON_NAME_PREFIX": "Bronc", + "COALDRON_NAME": "Broncaldero", + "TERRACOOKA_DESCRIPTION": "un cocinero de arcilla", + "COALDRON_LORE_1": "Los broncaldero son calderos vivientes en cuyo interior se cuece constantemente un caldo delicioso. Aunque no tienen mucha movilidad, son capaces de hacer girar su cuerpo para lanzar chorros de ese caldo hirviente a cualquiera que se les acerque con malas intenciones.", + "COALDRON_NAME_SUFFIX": "aldero", + "COALDRON_DESCRIPTION": "una gran figura de cerámica con un caldero por cuerpo", + "COALDRON_LORE_2": "Los calderos son ollas grandes, normalmente de metal o cerámica, que se usan para calentar al fuego comida o medicinas. Se han encontrado por todo el mundo desde tiempos prehistóricos y, por tanto, suelen aparecer en la cultura popular de muchos pueblos de una forma u otra.", + "PUPPERCUT_LORE_1": "Los lobgancho son aficionados al boxeo. Aunque nacen con una capa de hierro que cubre varias partes de su cuerpo, esa capa se oxida fácilmente, de modo que la pierden cuando cambian de forma al llegar a adultos.", + "PUPPERCUT_NAME": "Lobgancho", + "PUPPERCUT_NAME_PREFIX": "Lob", + "PUPPERCUT_NAME_SUFFIX": "ancho", + "DECIBELLE_NAME": "Decibella", + "SIRENADE_DESCRIPTION": "una bestia alada con un micrófono por cola", + "DECIBELLE_NAME_PREFIX": "Decib", + "DECIBELLE_LORE_1": "Se ven muy pocos decibella en estado salvaje. Los primeros habitantes de Nueva Wirral contaban a media voz que habían visto dragones blancos entre las nubes, pero no se sabe a ciencia cierta si lo que veían eran decibella o simplemente estaban perdiendo el juicio.", + "DECIBELLE_NAME_SUFFIX": "bella", + "DECIBELLE_DESCRIPTION": "una bestia alada adornada con cintas", + "DECIBELLE_LORE_2": "Las arpías aparecen en la mitología griega como manifestaciones del viento y las tormentas. Como a las sirenas, se las describe como seres mitad ave y mitad humano.", + "CARNIVIPER_NAME": "Carnavíbora", + "CARNIVIPER_NAME_PREFIX": "Carnav", + "CARNIVIPER_NAME_SUFFIX": "íbora", + "CARNIVIPER_LORE_2": "El tsuchinoko es un ser de la cultura popular japonesa. Se parece a una serpiente y se dice que tiene los colmillos venenosos propios de una víbora, pero el cuerpo más achatado.", + "CARNIVIPER_LORE_1": "Pese a su aspecto sonriente, los carnavíbora tienen muy malas pulgas. Son muy celosos de su territorio y atacan a cualquiera que se acerque y consideren una amenaza…, lo cual suele ser el caso para casi todo lo que se mueve.", + "MASQUERATTLE_NAME": "Mascarascabel", + "MASQUERATTLE_NAME_PREFIX": "Mascar", + "CARNIVIPER_DESCRIPTION": "una pequeña serpiente enmascarada", + "MASQUERATTLE_NAME_SUFFIX": "ascabel", + "MASQUERATTLE_DESCRIPTION": "una enorme serpiente enmascarada", + "MASQUERATTLE_LORE_2": "Las serpientes y sierpes son muy importantes en casi todas las mitologías del mundo. ¿Por qué será? ¿Serán sus ojos, siempre avizores? ¿Su forma alargada y carente de miembros, tal vez? ¿O será su picadura mortífera?", + "MASQUERATTLE_LORE_1": "A menudo se cree que los mascarascabel usan las placas que tienen en la cabeza, similares a una cara, para atraer presas despistadas. Sin embargo, la creencia es errónea, porque la cara que tienen en la cabeza da tanto miedo que no podría convencer a nadie para acercarse.", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué aspecto serpentino quieres representar?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "La elegancia", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "La fiereza", + "MARDIUSA_NAME": "Carnestoledusa", + "MARDIUSA_NAME_PREFIX": "Carnestol", + "MARDIUSA_NAME_SUFFIX": "edusa", + "MARDIUSA_DESCRIPTION": "una mujer serpentina enmascarada", + "MARDIUSA_LORE_2": "En la mitología griega, medusa es una de las gorgonas, tres mujeres con serpientes por cabello, capaces de convertir en piedra a cualquiera que las mirara a los ojos.", + "MARDIUSA_LORE_1": "Los carnestoledusa no son individuos, sino mentes colectivas, en este caso una agrupación de pequeños seres serpentinos con un objetivo común: que parezca que el carnestoledusa va vestido para ir a un baile de máscaras muy elegante… y que se lo pase muy bien.", + "JORMUNGOLD_NAME": "Jormungáureo", + "JORMUNGOLD_NAME_PREFIX": "Jormung", + "JORMUNGOLD_NAME_SUFFIX": "áureo", + "JORMUNGOLD_LORE_2": "En la mitología nórdica, Jörmundandr es la gran serpiente que, según la profecía, indicará el comienzo del fin del mundo.", + "JORMUNGOLD_LORE_1": "Curiosamente, las alas del jormungáureo no son capaces de hacerlo despegar del suelo, sino que lo ayudan a arrastrarse a gran velocidad, ya que cada batido de alas le proporciona un tremendo impulso.", + "JORMUNGOLD_DESCRIPTION": "una enorme serpiente alada", + "AEROBOROS_NAME_PREFIX": "Aero", + "AEROBOROS_NAME": "Aeróboro", + "AEROBOROS_LORE_1": "El aeróboro es capaz de hacer pasar el viento a través del círculo que forma su cuerpo. A continuación, lo proyecta a gran velocidad para derribar a sus enemigos.", + "AEROBOROS_NAME_SUFFIX": "óboro", + "TRAFFIKRAB_NAME": "Trafikangrejo", + "AEROBOROS_DESCRIPTION": "un círculo serpentino volador", + "AEROBOROS_LORE_2": "El uróboro es un símbolo ancestral que representa el ciclo de la vida, la muerte y el renacimiento. Se representa como una serpiente que se come su propia cola, formando así un círculo.", + "TRAFFIKRAB_NAME_PREFIX": "Trafik", + "TRAFFIKRAB_NAME_SUFFIX": "angrejo", + "TRAFFIKRAB_LORE_2": "El cono de carretera lo inventó Charles D. Scanlon en la década de 1940 como una forma sencilla y barata de señalizar las obras en la carretera. A menudo se fabrican con plástico naranja o amarillo, y puede añadírseles una franja reflectante blanca para aumentar su visibilidad por la noche.", + "TRAFFIKRAB_LORE_1": "El cono del trafikangrejo no es parte de su cuerpo, sino un simple cono de carretera que la marea arrastró a la costa de Nueva Wirral y que este ser decidió habitar. Se dice que en el pasado buscaban objetos distintos en los que vivir.", + "WEEVILITE_NAME": "Semaforgojo", + "WEEVILITE_NAME_SUFFIX": "orgojo", + "WEEVILITE_LORE_1": "El largo cuello del semaforgojo les permite distinguir desde lejos a los monstruos más débiles. Utilizan destellos alternativos de su ojo verde y su ojo rojo para producir mareos y migrañas a sus presas y dejarlas paralizadas.", + "WEEVILITE_NAME_PREFIX": "Semaf", + "TRAFFIKRAB_DESCRIPTION": "un cangrejo con un gran cono de carretera", + "WEEVILITE_LORE_2": "Los primeros semáforos se colocaron en Londres a mediados del siglo XIX. Aquellas señales primitivas funcionaban con lámparas de gas, pero se cambiaron por luces eléctricas a partir de principios del siglo XX.", + "LOBSTACLE_NAME_PREFIX": "Langost", + "LOBSTACLE_NAME": "Langostáculo", + "WEEVILITE_DESCRIPTION": "un cangrejo con un semáforo por cabeza", + "RATCOUSEL_NAME": "Ratiovivo", + "MUSKRATEER_LORE_2": "[i]Los tres mosqueteros[/i] es una famosa novela francesa escrita por Alexandre Dumas. Cuenta la historia de un grupo de espadachines aventureros en el París del siglo XVII.", + "RATCOUSEL_NAME_PREFIX": "Rat", + "RATCOUSEL_NAME_SUFFIX": "iovivo", + "RATCOUSEL_LORE_2": "Se conoce como «rey de las ratas» a un grupo de ratas cuyas colas han quedado de algún modo pegadas o anudadas entre sí.", + "RATCOUSEL_LORE_1": "Los ratiovivo son seres enormes con cierto parecido a los tiovivos de las ferias. Se dice que las «ratas» más pequeñas que giran de forma constante en la base de su cuerpo solo abren los ojos en el momento en que el ratiovivo muere.", + "POMBOMB_NAME": "Pomebomba", + "RATCOUSEL_DESCRIPTION": "un enorme tiovivo", + "POMBOMB_NAME_PREFIX": "Pome", + "POMBOMB_LORE_1": "Todo el mundo está de acuerdo en que los pomebomba son uno de los seres más cariñosos de Nueva Wirral. De no ser por su tendencia a incendiar accidentalmente cuanto los rodea, serían muy buenos como animales de compañía.", + "POMBOMB_NAME_SUFFIX": "bomba", + "POMBOMB_LORE_2": "El pomerania es una raza muy apreciada de perro doméstico. Se caracteriza por su pequeño tamaño y su abundante pelaje. Su nombre proviene de una región histórica de Europa, situada al sur del mar Báltico.", + "POMBOMB_DESCRIPTION": "un perro fogoso", + "SPITZFYRE_NAME_PREFIX": "Spitz", + "SPITZFYRE_NAME": "Spitzfalla", + "SPITZFYRE_NAME_SUFFIX": "falla", + "SPITZFYRE_LORE_2": "El spitz es un tipo de perro que tiene varias subrazas. Se caracteriza por su abundante pelaje y sus orejas puntiagudas.", + "SPITZFYRE_LORE_1": "Los spitzfalla han desarrollado hasta tal punto su capacidad para escupir fuego que tienen que llevar gafas protectoras. Es para evitar que les afecte el humo que causan sin darse cuenta cuando hacen que algo arda.", + "SPITZFYRE_DESCRIPTION": "un perro con gafas protectoras", + "ELFLESS_NAME": "Elfolfo", + "ELFLESS_NAME_PREFIX": "Elf", + "ELFLESS_NAME_SUFFIX": "olfo", + "GRAMPUS_NAME": "Krampuñón", + "ELFLESS_DESCRIPTION": "un elfo con cara de madera", + "ELFLESS_LORE_2": "En la tradición europea, los elfos son seres pequeños y traviesos con versiones muy diferentes según el tiempo y el lugar en que aparezcan. Como ocurre con las hadas, pueden representarse amables, revoltosos o incluso malignos.", + "ELFLESS_LORE_1": "Para ocultar sus verdaderas emociones, los elfolfo se hacen máscaras rudimentarias de corteza de árbol a las que pintan una sonrisa. Hay rumores no confirmados que dicen que un día al año todos los elfolfos se reúnen para cambiarse la máscara por una nueva.", + "GRAMPUS_NAME_PREFIX": "Kramp", + "GRAMPUS_NAME_SUFFIX": "uñón", + "GRAMPUS_LORE_2": "Al contrario que el benigno San Nicolás, el Krampus es un ser de fantasía cuyo deseo es castigar durante la época navideña a los niños que se han portado mal. Se lo suele representar con patas de cabra y una expresión aterradora.", + "GRAMPUS_DESCRIPTION": "un yeti enfadado", + "FAERIOUS_NAME": "Hadabreado", + "GRAMPUS_LORE_1": "Los krampuñón son la forma que adoptan los elfolfo adultos. Haber pasado toda su vida ocultando sus emociones los convierte en moles destructivas que solo ansían llevar a los demás su sufrimiento, y más aún durante las épocas festivas.", + "FAERIOUS_NAME_PREFIX": "Had", + "FAERIOUS_NAME_SUFFIX": "abreado", + "FAERIOUS_LORE_2": "En las historias de fantasía contemporánea, los elfos suelen aparecer como guerreros elegantes y ágiles. Como su versión tradicional, los elfos pueden ser aliados de los humanos, o bien enfrentarse a ellos.", + "FAERIOUS_LORE_1": "Un hadabreado es un elfolfo que ha canalizado la furia que antes ocultaba para mejorar su capacidad de combate. Ataca a sus enemigos blandiendo una espada hecha de hielo y para sus golpes con un escudo de corteza de árbol.", + "FAERIOUS_DESCRIPTION": "un elfo que blande una espada", + "ICEPECK_NAME": "Picohielo", + "ICEPECK_NAME_PREFIX": "Pico", + "ICEPECK_NAME_SUFFIX": "hielo", + "SIRENADE_NAME_PREFIX": "Siren", + "SIRENADE_NAME": "Sirenata", + "SIRENADE_LORE_1": "Los sirenata son seres especialmente escandalosos que, al cantar, amplifican su voz mediante el micrófono y los altavoces que tienen en cola y alas. No parece que les preocupe mucho saber si a quienes están a su alrededor les parece que cantan demasiado alto.", + "SIRENADE_NAME_SUFFIX": "enata", + "SIRENADE_LORE_2": "Las sirenas son seres de la mitología griega cuya aparición más conocida se produjo en la [i]Odisea[/i], de Homero. Se las describe como mujeres aladas con rasgos de pájaro, capaces de atraer a los hombres hacia su perdición mediante su hermoso y cautivador canto.", + "MACABRA_NAME_PREFIX": "Mac", + "SCAMPIRE_DESCRIPTION": "un vampiro con sombrero", + "MACABRA_NAME": "Macabra", + "MACABRA_LORE_1": "Los macabra no ven nada, pero en vez de eso tienen la capacidad de «saborear» el aire que los rodea para buscar presas. Prefieren hacerlo desde un lugar elevado, así que a menudo se encaraman a una roca o al cráneo de algún animal mientras cazan.", + "MACABRA_NAME_SUFFIX": "abra", + "MACABRA_DESCRIPTION": "un ser de grandes colmillos subido a un cráneo", + "MACABRA_LORE_2": "El «chupacabras» es una creación más o menos reciente de la cultura popular. Los informes de cabezas de ganado desangradas en Sudamérica dieron lugar al concepto de una bestia chupasangres nocturna de origen desconocido.", + "FOLKLORD_NAME": "Folclorrible", + "FOLKLORD_NAME_PREFIX": "Folclor", + "FOLKLORD_LORE_1": "Los folclorrible son la forma que adoptan los macabra adultos. Llevan los cráneos a los que acostumbraban a encaramarse, moldeados para encajar en su cabeza. Tienen los brazos y el tronco tan musculados que no son capaces de aguantar mucho tiempo su propio peso apoyados solo en las piernas.", + "FOLKLORD_NAME_SUFFIX": "rible", + "FOLKLORD_DESCRIPTION": "un gigante con un cráneo en la cabeza", + "FOLKLORD_LORE_2": "Varios de los críptidos (seres no identificados) relacionados con Norteamérica se describen como humanoides gigantes que viven en el bosque. Entre ellos está el simiesco bigfoot, también llamado sasquatch.", + "SQUIREY_NAME": "Escuderazado", + "SQUIREY_NAME_PREFIX": "Escuder", + "SQUIREY_LORE_1": "Es común ver a los escuderazado vagar por las llanuras de Nueva Wirral en busca de rivales a los que enfrentarse. Pese a su aspecto adorable, se trata de implacables guerreros movidos por el deseo innato de ser cada vez mejores.", + "SQUIREY_NAME_SUFFIX": "azado", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué es más importante para ti en el fragor de la batalla?", + "SQUIREY_LORE_2": "En la Edad Media, los escuderos eran aprendices de los caballeros. Ayudaban a su maestro en distintas tareas y les llevaban las armas. Si demostraban su valía, era posible que acabaran siendo caballeros a su vez.", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "El honor", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "La victoria", + "PALANGOLIN_NAME": "Palangolín", + "SQUIREY_DESCRIPTION": "un pangolín con una lanza", + "PALANGOLIN_NAME_PREFIX": "Pala", + "PALANGOLIN_LORE_1": "Los palangolín son la forma que adoptan los escuderazados adultos que se han mantenido fieles a sus principios y se han convertido en caballeros de intachable virtud. Portan alabardas doradas y refulgentes con las que defienden a sus aliados en el fragor de la batalla.", + "PALANGOLIN_NAME_SUFFIX": "angolín", + "PALANGOLIN_LORE_2": "Durante la historia de Europa, los caballeros eran personas a las que se les había otorgado esa condición por sus servicios a su país. La popularidad de los mitos artúricos condicionó la figura de los caballeros, que ahora se asocian casi siempre con la virtud y el heroísmo.", + "MANISPEAR_NAME": "Manistratega", + "PALANGOLIN_DESCRIPTION": "un caballero con una alabarda", + "MANISPEAR_NAME_PREFIX": "Manis", + "MANISPEAR_NAME_SUFFIX": "istratega", + "MANISPEAR_LORE_2": "El «caballero negro» es un arquetipo de personaje muy habitual en la ficción. Suele representarse como un personaje enmascarado que se ha apartado del camino virtuoso. A menudo, el caballero negro es un obstáculo al que debe sobreponerse el protagonista de la historia.", + "MANISPEAR_LORE_1": "Cuando un escuderazado se deja seducir por la oscuridad durante su entrenamiento, su destino es convertirse en manistratega. Ocultan su rostro bajo un yelmo negro y luchan sin piedad ni autocontrol.", + "MUSKRATEER_NAME_SUFFIX": "rata", + "MUSKRATEER_DESCRIPTION": "una rata con espada y sombrero", + "MUSKRATEER_LORE_1": "Es habitual ver a los mosqueterrata afilando su espada contra alguna roca de las cuevas en las que habitan. También se los puede ver batiéndose en duelo contra los escuderazados con los que se cruzan.", + "MUSKRATEER_NAME": "Mosqueterrata", + "MANISPEAR_DESCRIPTION": "un caballero con una espada enorme", + "MUSKRATEER_NAME_PREFIX": "Mosqueter", + "CREEP_NAME.n": "Pirade", + "FARMER_EDWARD_NAME": "Philip Atata", + "FARMER_MARIS_NAME": "Dip Atata", + "IANTHE_NAME": "Jefa Ianthe", + "IANTHE_NAME_SHORT": "Ianthe", + "IANTHE_SUBTITLE": "Guarda suprema", + "LEADER_IANTHE_UNKNOWN_NAME": "Mujer distinguida", + "CAPTAIN_WALLACE_NAME": "Guarda de élite Mort Ero", + "CAPTAIN_WALLACE_NAME_SHORT": "Mort", + "CAPTAIN_WALLACE_SUBTITLE": "Experto albañil", + "CAPTAIN_SKIP_NAME": "Guarda de élite Bas", + "CAPTAIN_SKIP_NAME_SHORT": "Bas", + "CAPTAIN_SKIP_SUBTITLE": "Buscadore de tesoros cuestionables", + "CAPTAIN_ZEDD_NAME_SHORT": "Zeta", + "CAPTAIN_ZEDD_NAME": "Guarda de élite Zeta", + "CAPTAIN_ZEDD_SUBTITLE": "Meditador", + "CAPTAIN_JUDAS_NAME": "Guarda de élite Judas", + "CAPTAIN_JUDAS_NAME_SHORT": "Judas", + "CAPTAIN_JUDAS_SUBTITLE": "Superviviente nato", + "CAPTAIN_CLEEO_NAME": "Guarda de élite Cle-0", + "CAPTAIN_CLEEO_NAME_SHORT": "Cle-0", + "CAPTAIN_CLEEO_SUBTITLE": "Mecanoide de casino", + "CAPTAIN_LODESTEIN_NAME": "Guarda de élite Ray O'Farrell", + "CAPTAIN_LODESTEIN_NAME_SHORT": "Ray", + "CAPTAIN_LODESTEIN_SUBTITLE": "Electricista", + "CAPTAIN_DREADFUL_NAME": "Guarda de élite Agnes Pectro", + "CAPTAIN_DREADFUL_NAME_SHORT": "Agnes", + "CAPTAIN_DREADFUL_SUBTITLE": "Burladora de la muerte", + "CAPTAIN_GLADIOLA_NAME": "Guarda de élite Gladiola", + "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", + "CAPTAIN_GLADIOLA_SUBTITLE": "Maestra de la espada", + "CAPTAIN_HEATHER_NAME_SHORT": "Olga", + "CAPTAIN_HEATHER_NAME": "Guarda de élite Olga", + "CAPTAIN_HEATHER_SUBTITLE": "Meteoróloga", + "CAPTAIN_BUFFY_NAME": "Guarda de élite Mazas", + "CAPTAIN_BUFFY_NAME_SHORT": "Mazas", + "CAPTAIN_BUFFY_SUBTITLE": "Culturista", + "CAPTAIN_CYBIL_NAME": "Guarda de élite Cybil", + "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", + "CAPTAIN_CYBIL_SUBTITLE": "Presentadora de radio", + "CAPTAIN_CODEY_NAME": "Guarda de élite Codi", + "CAPTAIN_CODEY_NAME_SHORT": "Codi", + "CAPTAIN_CODEY_SUBTITLE": "Jáquer de cintas", + "ACHIEVEMENT_NAME_offices_cleared_3": "Te portas lo mejor que puedes, 3.ª parte", + "ACHIEVEMENT_DESC_offices_cleared_2": "Disuelve dos oficinas de los terratenientes.", + "ACHIEVEMENT_DESC_offices_cleared_3": "Disuelve tres oficinas de los terratenientes.", + "ACHIEVEMENT_DESC_obtain_rumor": "Oye un rumor.", + "ACHIEVEMENT_NAME_obtain_rumor": "Me lo ha dicho un pajarito", + "ACHIEVEMENT_NAME_partner_felix": "Felix", + "ACHIEVEMENT_DESC_partner_felix": "Desbloquea a Felix.", + "ACHIEVEMENT_NAME_partner_dog": "Perry", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Llega a cinco corazones con Eugene.", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Llega a cinco corazones con Meredith.", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Sofá, manta y peli", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "Llega a cinco corazones con Felix.", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "Retrato del artista", + "ACHIEVEMENT_DESC_reopened_stations_final": "Resuelve el acertijo de la canción de Morganta.", + "ACHIEVEMENT_NAME_aa_morgante": "Rebeldía", + "ACHIEVEMENT_DESC_aa_aleph_null": "Sobreponte a una situación desesperada en un lugar que está entre los mundos.", + "ACHIEVEMENT_NAME_aa_aleph_null": "La flecha del tiempo", + "ACHIEVEMENT_DESC_aa_morgante": "Derrota a una fuerza ancestral totalmente recuperada.", + "ACHIEVEMENT_DESC_quest_felix1": "Conoce a Kuneko.", + "ACHIEVEMENT_NAME_kuneko_altars_1": "¿Es que no me quieres?, 2.ª parte", + "ACHIEVEMENT_DESC_kuneko_altars_1": "Encuéntrate con Kuneko en un altar.", + "ACHIEVEMENT_NAME_quest_viola_complete": "Todo el mundo va en busca de algo", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Cuando la tuna te dé serenata", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Gran inauguración", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Llega a cinco corazones con Kayleigh.", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "El mejor amigo del perro", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "Llega a cinco corazones con Perry.", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "Como gustéis", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "Llega a cinco corazones con Viola.", + "ACHIEVEMENT_NAME_romantic_relationship": "Dos corazones acompasados", + "ACHIEVEMENT_NAME_reopened_stations_final": "Para el oído", + "ACHIEVEMENT_DESC_romantic_relationship": "Empieza una relación sentimental.", + "ACHIEVEMENT_NAME_captain_wallace": "Una de cal y una de arena", + "ACHIEVEMENT_DESC_captain_wallace": "Derrota al guarda de élite Mort Ero.", + "ACHIEVEMENT_DESC_captain_skip": "Derrota a le guarda de élite Bas.", + "ACHIEVEMENT_NAME_captain_skip": "Para mí no es basura", + "ACHIEVEMENT_NAME_captain_zedd": "Sueño reparador", + "ACHIEVEMENT_DESC_captain_zedd": "Derrota al guarda de élite Zeta.", + "ACHIEVEMENT_DESC_captain_cleeo": "Derrota a la guarda de élite Cle-0.", + "ACHIEVEMENT_NAME_kuneko_altars_2": "¿Es que no me quieres?, 3.ª parte", + "ACHIEVEMENT_DESC_kuneko_altars_2": "Encuéntrate con Kuneko en dos altares.", + "ACHIEVEMENT_NAME_kuneko_altars_3": "¿Es que no me quieres?, 4.ª parte", + "ACHIEVEMENT_DESC_kuneko_altars_3": "Encuéntrate con Kuneko en tres altares.", + "ACHIEVEMENT_DESC_rogue_fusion_10": "Derrota a 10 fusiones salvajes.", + "ACHIEVEMENT_NAME_rogue_fusion_20": "Caza a los salvajes", + "ACHIEVEMENT_DESC_rogue_fusion_20": "Derrota a 20 fusiones salvajes.", + "ACHIEVEMENT_NAME_overworld_chunks": "Turista", + "ACHIEVEMENT_NAME_rogue_fusion_50": "¡Qué salvajada!", + "ACHIEVEMENT_DESC_rogue_fusion_50": "Derrota a 50 fusiones salvajes.", + "ACHIEVEMENT_DESC_overworld_chunks": "Visita todos los lugares de Nueva Wirral.", + "ACHIEVEMENT_NAME_reopened_stations_all": "Tiene un billete de tren", + "ACHIEVEMENT_DESC_reopened_stations_all": "Reabre todas las estaciones.", + "ACHIEVEMENT_NAME_observe_species_120": "Zoología básica", + "ACHIEVEMENT_DESC_observe_species_120": "Observa 120 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_10": "Zoología, 1.ª parte", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Termina la misión de Kayleigh.", + "ACHIEVEMENT_NAME_quest_eugene_complete": "Te portas lo mejor que puedes, 6.ª parte", + "ACHIEVEMENT_DESC_quest_eugene_complete": "Termina la misión de Eugene.", + "ACHIEVEMENT_NAME_quest_meredith_complete": "No necesito nada más", + "ACHIEVEMENT_NAME_sign_up_rangers": "Nuevos desafíos, 1.ª parte", + "ACHIEVEMENT_NAME_ability_glide": "Despliega las alas", + "ACHIEVEMENT_DESC_ability_glide": "Consigue la habilidad Planeo Polillesco.", + "ACHIEVEMENT_NAME_ability_dash": "Acometida de Baladino", + "ACHIEVEMENT_DESC_ability_magnetism": "Consigue la habilidad Electromagnetismo.", + "ACHIEVEMENT_DESC_ability_dash": "Consigue la habilidad Acometida de Baladino.", + "ACHIEVEMENT_NAME_ability_magnetism": "Sensación electrizante", + "ACHIEVEMENT_NAME_ability_swim": "Clases de natación", + "ACHIEVEMENT_DESC_ability_swim": "Consigue la habilidad Natación de Focarinista.", + "ACHIEVEMENT_NAME_ability_climb": "A tu bola", + "ACHIEVEMENT_DESC_ability_climb": "Consigue la habilidad Bola de Tallos Calabaceros.", + "ACHIEVEMENT_NAME_ability_flight": "Echa a volar", + "ACHIEVEMENT_DESC_ability_flight": "Consigue la habilidad Vuelo de Averevoir.", + "ACHIEVEMENT_DESC_ability_fusion_radar": "Consigue el radar de fusiones.", + "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusiones localizadas", + "ACHIEVEMENT_NAME_intermission": "Esto no es lo que querías", + "ACHIEVEMENT_DESC_intermission": "Acaba en un lugar muy remoto.", + "ACHIEVEMENT_NAME_ending": "La vida real te espera", + "ACHIEVEMENT_DESC_quest_meredith_complete": "Termina la misión de Meredith.", + "ACHIEVEMENT_NAME_quest_dog_complete": "Ven aquí. Siéntate.", + "ACHIEVEMENT_DESC_quest_felix_complete": "Termina la misión de Felix.", + "ACHIEVEMENT_NAME_quest_felix_complete": "¿Es que no me quieres?, 6.ª parte", + "ACHIEVEMENT_DESC_quest_dog_complete": "Termina la misión de Perry.", + "ACHIEVEMENT_DESC_quest_viola_complete": "Termina la misión de Viola.", + "ACHIEVEMENT_DESC_quest_kayleigh1": "Empieza la misión de Kayleigh.", + "ACHIEVEMENT_NAME_offices_cleared_1": "Te portas lo mejor que puedes, 1.ª parte", + "ACHIEVEMENT_NAME_quest_kayleigh1": "Corrí sin mirar atrás, 1.ª parte", + "ACHIEVEMENT_DESC_obtain_species_10": "Hazte con 10 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_20": "Zoología, 2.ª parte", + "ACHIEVEMENT_DESC_obtain_species_20": "Hazte con 20 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_50": "Zoología, 3.ª parte", + "ACHIEVEMENT_DESC_obtain_species_50": "Hazte con 50 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_100": "Zoología, 4.ª parte", + "ACHIEVEMENT_DESC_obtain_species_100": "Hazte con 100 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_120": "Zoología avanzada", + "ACHIEVEMENT_DESC_obtain_species_120": "Hazte con 120 especies diferentes.", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "Elite de Cassette Beasts", + "ACHIEVEMENT_NAME_bootleg_beast": "Pirata feroz", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "Consigue la información adicional de todas las especies.", + "ACHIEVEMENT_NAME_bootleg_glitter": "Pirata brillante", + "ACHIEVEMENT_DESC_bootleg_glitter": "Hazte con un monstruo pirata de tipo purpurina.", + "ACHIEVEMENT_NAME_train_frankie": "Frankie en el País de las Maravillas", + "ACHIEVEMENT_DESC_train_frankie": "Termina el entrenamiento de Frankie.", + "ACHIEVEMENT_NAME_train_vin": "El lobo solitario", + "ACHIEVEMENT_DESC_train_vin": "Termina el entrenamiento de Vin.", + "ACHIEVEMENT_NAME_noticeboard_5": "Guarda principiante", + "ACHIEVEMENT_DESC_noticeboard_5": "Completa 5 misiones del tablón de anuncios.", + "ACHIEVEMENT_NAME_noticeboard_20": "Guarda diletante", + "ACHIEVEMENT_DESC_noticeboard_20": "Completa 20 misiones del tablón de anuncios.", + "ACHIEVEMENT_NAME_noticeboard_50": "Guarda diligente", + "ACHIEVEMENT_DESC_noticeboard_50": "Completa 50 misiones del tablón de anuncios.", + "ACHIEVEMENT_NAME_noticeboard_100": "Guarda especialista", + "ACHIEVEMENT_DESC_noticeboard_100": "Completa 100 misiones del tablón de anuncios.", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "Consigue una pegatina inusual.", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "Coleccionista de pegatinas", + "ACHIEVEMENT_DESC_partner_viola": "Desbloquea a Viola.", + "ACHIEVEMENT_NAME_remaster": "Remaestría", + "ACHIEVEMENT_DESC_remaster": "Remasteriza una cinta.", + "ACHIEVEMENT_DESC_sign_up_rangers": "Apúntate a los guardas.", + "ACHIEVEMENT_NAME_offices_cleared_2": "Te portas lo mejor que puedes, 2.ª parte", + "ACHIEVEMENT_DESC_offices_cleared_1": "Disuelve una oficina de los terratenientes.", + "ACHIEVEMENT_DESC_obtain_candevil": "Consigue un diablamelo.", + "ACHIEVEMENT_NAME_aa_tower": "La torre de la ignorancia", + "ACHIEVEMENT_DESC_aa_tower": "Derrota a Babelith.", + "ACHIEVEMENT_NAME_song_parts_8": "La tierra de la confusión", + "ACHIEVEMENT_DESC_song_parts_8": "Completa la canción de Morganta.", + "ACHIEVEMENT_DESC_aa_helia": "Vence a la esencia de la fusión.", + "ACHIEVEMENT_NAME_aa_helia": "Aquí llega el sol", + "ACHIEVEMENT_NAME_met_npc_magikrab": "El encargado de las estaciones", + "ACHIEVEMENT_DESC_offices_cleared_5": "Disuelve cinco oficinas de los terratenientes.", + "ACHIEVEMENT_NAME_quest_felix1": "¿Es que no me quieres?, 1.ª parte", + "ACHIEVEMENT_DESC_bootleg_beast": "Hazte con un monstruo pirata de tipo bestia.", + "ACHIEVEMENT_NAME_bootleg_fire": "Pirata flamígero", + "ACHIEVEMENT_DESC_bootleg_fire": "Hazte con un monstruo pirata de tipo fuego.", + "ACHIEVEMENT_NAME_bootleg_plastic": "Pirata de juguete", + "ACHIEVEMENT_DESC_bootleg_plastic": "Hazte con un monstruo pirata de tipo plástico.", + "ACHIEVEMENT_DESC_bootleg_plant": "Hazte con un monstruo pirata de tipo planta.", + "ACHIEVEMENT_NAME_bootleg_plant": "Pirata frondoso", + "ACHIEVEMENT_NAME_bootleg_water": "Pirata acuático", + "ACHIEVEMENT_DESC_bootleg_water": "Hazte con un monstruo pirata de tipo agua.", + "ACHIEVEMENT_NAME_bootleg_poison": "Pirata ponzoñoso", + "ACHIEVEMENT_DESC_bootleg_poison": "Hazte con un monstruo pirata de tipo veneno.", + "ACHIEVEMENT_NAME_bootleg_astral": "Pirata cósmico", + "ACHIEVEMENT_NAME_obtain_candevil": "Amante del dulce", + "ACHIEVEMENT_NAME_offices_cleared_4": "Te portas lo mejor que puedes, 4.ª parte", + "ACHIEVEMENT_NAME_offices_cleared_5": "Te portas lo mejor que puedes, 5.ª parte", + "ACHIEVEMENT_DESC_offices_cleared_4": "Disuelve cuatro oficinas de los terratenientes.", + "LANDKEEPER2_NAME": "Terrateniente 2", + "SUNNY_NAME": "Sol", + "LANDKEEPERS_NAME": "Terratenientes", + "SUNNY_UNKNOWN_NAME": "Terrateniente desaliñada", + "CULTIST_NAME.m": "Sectario", + "CULTIST_NAME.f": "Sectaria", + "RANGER_NAME.m": "Guarda", + "CULTIST_NAME.n": "Sectarie", + "RANGER_NAME.f": "Guarda", + "RANGER_NAME.n": "Guarda", + "RANGER_RECRUITER_NAME.m": "Reclutador", + "RANGER_RECRUITER_NAME.f": "Reclutadora", + "RANGER_RECRUITER_NAME.n": "Reclutadore", + "RANGER_WANNABE_NAME.m": "Aspirante", + "RANGER_WANNABE_NAME.f": "Aspirante", + "RANGER_WANNABE_NAME.n": "Aspirante", + "RANGER_TRAINEE_NAME": "Aprendiz", + "RESEARCHER_NAME.m": "Investigador", + "RESEARCHER_NAME.f": "Investigadora", + "RESEARCHER_NAME.n": "Investigadore", + "PENSBY_NAME": "Doctora Pensby", + "HOYLAKE_NAME": "Hoylake", + "FRANKIE_NAME": "Frankie", + "KIRBY_NAME": "Kirby", + "VIN_NAME": "Vin", + "THIEF_NAME": "Ladrón", + "TRAVELER_NAME.m": "Turista", + "TRAVELER_NAME.f": "Turista", + "TREASURE_SEEKER_NAME.m": "Buscador", + "TRAVELER_NAME.n": "Turista", + "TREASURE_SEEKER_NAME.f": "Buscadora", + "TREASURE_SEEKER_NAME.n": "Buscadore", + "HISTORIAN_NAME.m": "Historiador", + "ROCKER_NAME.m": "Roquero", + "HISTORIAN_NAME.f": "Historiadora", + "HISTORIAN_NAME.n": "Historiadore", + "ROCKER_NAME.f": "Roquera", + "ROCKER_NAME.n": "Roquere", + "CAMPER_NAME.m": "Campista", + "SOLDIER_NAME.m": "Soldado", + "CAMPER_NAME.f": "Campista", + "CAMPER_NAME.n": "Campista", + "SOLDIER_NAME.f": "Soldado", + "TAMER_NAME.m": "Domador", + "SOLDIER_NAME.n": "Soldado", + "TAMER_NAME.f": "Domadora", + "TAMER_NAME.n": "Domadore", + "CREEP_NAME.m": "Pirado", + "CREEP_NAME.f": "Pirada", + "ACHIEVEMENT_DESC_captain_gladiola": "Derrota a la guarda de élite Gladiola.", + "ACHIEVEMENT_NAME_captain_heather": "Chubascos generalizados", + "ACHIEVEMENT_DESC_captain_heather": "Derrota a la guarda de élite Olga.", + "ACHIEVEMENT_NAME_captain_buffy": "Sudar la camiseta", + "ACHIEVEMENT_DESC_captain_buffy": "Derrota a la guarda de élite Mazas.", + "ACHIEVEMENT_NAME_captain_cybil": "La estrella de la radio", + "ACHIEVEMENT_DESC_captain_cybil": "Derrota a la guarda de élite Cybil.", + "ACHIEVEMENT_DESC_captain_codey": "Derrota al guarda de élite Codi.", + "ACHIEVEMENT_NAME_captain_codey": "Revienta el planeta", + "MOVE_DESCRIPTION_BERSERKER": "Aumenta los atributos del ataque cuerpo a cuerpo de quien lo usa y le aplica el estado «ira» cuando sus PV quedan por debajo del 50 %.", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Aplica de forma automática tres penalizaciones al azar al último enemigo que golpee a quien lo usa antes de que sea derrotado.", + "MOVE_NAME_RANDOM_STARTER": "Apertura al azar", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista al principio del combate sin coste de PA. La probabilidad se reduce en proporción con el coste normal de PA de ese movimiento.", + "MOVE_DESCRIPTION_RANDOM_STARTER": "Tiene la probabilidad de usar automáticamente otro movimiento al azar al principio del turno sin coste de PA.", + "MOVE_NAME_CUSTOM_STARTER": "Apertura personalizada", + "MOVE_DESCRIPTION_AUTOMATION": "Tiene la probabilidad de usar el siguiente movimiento de la lista al final del turno sin coste de PA.", + "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", + "MOVE_NAME_AUTOMATION": "Proceso automático", + "MOVE_NAME_CRITICAL_MASS": "Masa crítica", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista sin coste de PA cuando el ataque de quien lo usa tiene ventaja de tipo. La probabilidad se reduce en proporción con el coste normal de PA de ese movimiento.", + "MOVE_NAME_CHEMICAL_IMBALANCE": "Desequilibrio químico", + "MOVE_DESCRIPTION_CRITICAL_MASS": "Tiene la probabilidad de usar el siguiente movimiento de la lista sin coste de PA cuando el ataque de quien lo usa produzca un golpe crítico.", + "MOVE_NAME_DUAL_WIELD": "Doble movimiento", + "MOVE_DESCRIPTION_PAINT_SWIPE": "Solo puede usarse si quien lo usa tiene aplicada una capa. Golpea a un objetivo y le transfiere la capa. Siempre va en último lugar.", + "MOVE_DESCRIPTION_DUAL_WIELD": "Usa el siguiente movimiento de la lista dos veces consecutivas (si se tienen suficientes PA).", + "MOVE_NAME_PAINT_SWIPE": "Brocha gorda", + "MOVE_NAME_BEAR_HUG": "Abrazo de oso", + "MOVE_NAME_ROYAL_FLUSH": "Trono del reposo", + "MOVE_DESCRIPTION_BEAR_HUG": "Pasa una penalización aleatoria de quien lo usa al objetivo.", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "Elimina todos los efectos de estado que tenga aplicados el usuario. El daño se multiplica por el número de efectos que se hayan eliminado.", + "MOVE_DESCRIPTION_FUEL_INJECTION": "Se usa automáticamente después de «consumo de gasolina». Aumenta la velocidad y la generación de PA de quien lo use.", + "MOVE_NAME_FUEL_INJECTION": "Inyección de gasolina", + "TUTORIAL_INTRO_1": "¡Hola, {player}! Me alegro de que hayas venido.\\n Pulsa {control.ui_accept} para continuar.", + "TUTORIAL_INTRO_2": "Necesito tu ayuda para ocuparme de una fusión salvaje, ¿te apetece?", + "TUTORIAL_INTRO_3": "¡Pues manos a la obra! Más adelante verás unos acantilados. Puedes moverte con {control.move_up}, {control.move_left}, {control.move_down} y {control.move_right}. Yo te sigo.", + "TUTORIAL_TARGET_MENU_1": "Este es el menú de objetivo, donde puedes ver qué tipo de efecto causarán tus ataques.", + "TUTORIAL_BATTLE_START_1": "A partir de ahora las cosas se van a complicar… No te preocupes, ¡que aquí estoy yo para ayudarte!", + "TUTORIAL_TARGET_MENU_2": "Fíjate bien en el color de ese círculo: si es verde, significa que le causará algún efecto beneficioso al objetivo, si es rojo, que el efecto será perjudicial y, si es amarillo, las dos cosas.", + "TUTORIAL_CLIFFS_1": "Vamos a tener que subir a ese acantilado. Y en este caso no nos basta con saltar ({control.jump}).", + "TUTORIAL_CLIFFS_2": "Bueno, ¡toca usar la creatividad! Hay varias formas de llegar hasta ahí.", + "TUTORIAL_CLIFFS_4": "O también… ¿Ves ese poste de ahí? Puedes usar tu habilidad Electromagnetismo (mantén pulsado {control.magnetism}) para levitar.", + "TUTORIAL_CLIFFS_3": "Para empezar, podrías buscar algo que se pueda coger y colocar ahí para que lo usemos como plataforma.", + "TUTORIAL_CLIFFS_5": "Ah, y puedes lanzar tallos, ¿verdad? Si miras al acantilado y pulsas {control.interact}, puedes usar un tallo para escalar.", + "TUTORIAL_CLIFFS_6": "¿Qué prefieres?", + "TUTORIAL_BOSS_1.m": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", + "TUTORIAL_GLIDE_2": "¡Es fácil! Cuando saltes, solo tienes que mantener pulsado {control.jump} para no caerte.", + "TUTORIAL_GLIDE_1": "Sígueme, {player}. ¡No tengas miedo!", + "TUTORIAL_GLIDE_3": "¡Venga, que ya estamos cerca!", + "TUTORIAL_BOSS_2": "Si necesitas curarte, echa un vistazo a tus objetos (pulsa {control.pause_menu}), a ver si tienes algún pastelillo o algo.", + "TUTORIAL_BOSS_3": "O, si lo prefieres, podemos volvernos a la tienda que hay cerca de donde habíamos empezado y descansar allí.", + "TUTORIAL_BOSS_1.n": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", + "TUTORIAL_BOSS_1.f": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", + "TUTORIAL_BOSS_5": "Bueno, ¿te ves con fuerzas?", + "TUTORIAL_BOSS_4": "Si la cosa se pone fea, echa un ojo a la pestaña de objetos de combate de tu inventario.", + "TUTORIAL_DIED": "¿Estás bien? Ya estaba empezando a preocuparme…", + "TUTORIAL_WON_2": "Hacemos muy buen equipo, ¿no te parece, {player}?", + "TUTORIAL_WON_1": "Bueno, pues parece que lo hemos conseguido…", + "QUEST_GET_ITEM_PROGRESS": "Has obtenido: {obtained}/{required_item_amount}", + "NO_QUESTS_AVAILABLE": "Ahora mismo, no hay más misiones disponibles.", + "QUEST_GET_MASQUERATTLE_TITLE": "¡Busca un mascarascabel!", + "QUEST_STAT_PROGRESS": "Progreso: {num}/{count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Fusión salvaje", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "Fusión esférica", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Fusión inestable", + "PASSIVE_QUEST_SWARM_TITLE": "Enjambre de monstruos", + "QUEST_TUTORIAL_TITLE": "Así es el mundo en que vivimos", + "QUEST_TUTORIAL_DESCRIPTION1": "Habla con Kayleigh en la entrada oriental de Villapuerto.", + "PASSIVE_QUEST_UNKNOWN_TITLE": "Señal no identificada", + "QUEST_TUTORIAL_DESCRIPTION2": "Sigue las instrucciones de Kayleigh.", + "QUEST_TUTORIAL_DESCRIPTION3": "Acompaña a Kayleigh hasta el camino deteriorado.", + "QUEST_ARCHANGELS_DESCRIPTION1": "Busca arcángeles para completar la canción de Morganta y, después, sigue las pistas que hay en ella para buscar el camino que te lleve a casa.", + "QUEST_ARCHANGELS_PROGRESS": "Has reunido {num} de las {max} partes de la canción.", + "QUEST_ARCHANGELS_TITLE": "La tierra de la confusión", + "QUEST_TUTORIAL_DESCRIPTION4": "Investiga la estructura extraña.", + "QUEST_CAPTAINS_TITLE": "Nuevos desafíos", + "QUEST_EUGENE_TITLE": "Te portas lo mejor que puedes", + "QUEST_EUGENE_DESCRIPTION_1": "Encuéntrate con Eugene en las afueras.", + "QUEST_CAPTAINS_DESCRIPTION0": "Dirígete al puesto de guardia que hay en el parque para apuntarte a los guardas.", + "QUEST_EUGENE_DESCRIPTION_3": "Busca y disuelve todas las oficinas de la Asociación de Terratenientes.", + "QUEST_EUGENE_DESCRIPTION_2": "Acompaña a Eugene hasta la ventana que hay en lo alto de la oficina misteriosa.", + "QUEST_EUGENE_DESCRIPTION_4": "Habla con Eugene.", + "QUEST_EUGENE_DESCRIPTION_5": "Acompaña a Eugene hasta el lugar en el que se encuentra la sede de los terratenientes.", + "QUEST_EUGENE_3_PROGRESS": "Has disuelto {num} de las oficinas de los terratenientes. No sabes cuántas faltan.", + "QUEST_WORKING_OVERTIME_TITLE": "Horas extra", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "Lleva {required_item_amount} trozos de madera al guarda que hay al este de Villapuerto.", + "QUEST_MERCHANT_RESCUE_TITLE": "Un poco de inspiración", + "QUEST_FLORIST_DESCRIPTION_1": "Planta {count} brotes en Villapuerto.", + "QUEST_FLORIST_TITLE": "Hay que plantar la semilla", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Ve a la cueva del parque y averigua qué le ha ocurrido al vendedor.", + "CLUE_SONG_PROLOGUE1": "Si de estas tierras te quieres marchar, para el oído y oye mi canción.", + "QUEST_FLORIST_DESCRIPTION_2": "Informa a la guarda que hay al oeste de Villapuerto de que has plantado sus brotes.", + "CLUE_SONG_EPILOGUE1": "Une el acto y la exacta posición y encontrarás la última estación.", + "CLUE_FLUFF": "Pues es allí donde está mi morada, vacía por demás, y solitaria.", + "CLUE_SONG_PROLOGUE2": "Habrás de hacer un viaje singular. Son arduos tu camino y tu misión.", + "CLUE_SONG_EPILOGUE2": "Oye, pues, mi canción, que no es un mito, y habrás de hallar el espacio infinito.", + "CLUE_UNKNOWN": "(El resto de la canción se oye tan bajo que no logras distinguirlo).", + "STATUS_BURNED_NAME": "Quemadura", + "STATUS_CONTACTDMG_DESCRIPTION": "Los personajes que tengan aplicado daño por contacto infligirán un poco de daño elemental cuando asesten o reciban un impacto cuerpo a cuerpo.", + "STATUS_BURNED_DESCRIPTION": "Los personajes que tengan aplicado «quemadura» sufrirán daño al acabar su turno.", + "STATUS_CONTACTDMG_NAME": "Daño por contacto", + "STATUS_STAT_MATK_DOWN_NAME": "Reducción del ataque cuerpo a cuerpo", + "STATUS_STAT_RATK_DOWN_NAME": "Reducción del ataque a distancia", + "STATUS_STAT_MATK_UP_NAME": "Aumento del ataque cuerpo a cuerpo", + "STATUS_STAT_RATK_UP_NAME": "Aumento del ataque a distancia", + "STATUS_STAT_RDEF_DOWN_NAME": "Reducción de la defensa a distancia", + "STATUS_STAT_MDEF_DOWN_NAME": "Reducción de la defensa cuerpo a cuerpo", + "STATUS_STAT_RDEF_UP_NAME": "Aumento de la defensa a distancia", + "STATUS_STAT_MDEF_UP_NAME": "Aumento de la defensa cuerpo a cuerpo", + "STATUS_STAT_EVASION_UP_NAME": "Aumento de la evasión", + "STATUS_STAT_EVASION_DOWN_NAME": "Reducción de la evasión", + "STATUS_STAT_ACCURACY_UP_NAME": "Aumento de la precisión", + "STATUS_STAT_ACCURACY_DOWN_NAME": "Reducción de la precisión", + "STATUS_STAT_SPEED_UP_NAME": "Aumento de la velocidad", + "STATUS_STAT_SPEED_DOWN_NAME": "Reducción de la velocidad", + "STATUS_AP_BOOST_NAME": "Aumento de PA", + "STATUS_AP_DRAIN_NAME": "Reducción de PA", + "STATUS_AP_BOOST_DESCRIPTION": "Los personajes que tengan aplicado «aumento de PA» obtendrán 1 PA adicional por turno.", + "STATUS_POISONED_NAME": "Veneno", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} ha cogido una manzana y se la ha comido.", + "STATUS_WALL_NAME": "Muro de {type.to_lower}", + "STATUS_AP_DRAIN_DESCRIPTION": "Los personajes que tengan aplicado «reducción de PA» obtendrán 1 PA menos por turno.", + "STATUS_WALL_TOAST_BROKEN": "DESTRUIDO", + "STATUS_WALL_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato.", + "STATUS_TEMPTATION_WALL_NAME": "Manzano", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} ha cogido una manzana y se la ha comido.", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} ha cogido una manzana y se la ha comido.", + "STATUS_WINDOW_NAME": "Ventana", + "STATUS_POISONED_DESCRIPTION": "Los personajes que tengan aplicado «veneno» sufrirán daño al acabar su turno.", + "STATUS_WINDOW_DESCRIPTION": "Los muros de los personajes que tengan aplicado «ventana» dejarán de neutralizar los ataques a distancia.", + "STATUS_LEECHED_DESCRIPTION": "Los personajes que tengan aplicado «parásito» sufrirán daño al acabar su turno. Su enemigo recuperará tantos PV como haya perdido aquel.", + "STATUS_LEECHED_NAME": "Parásito", + "STATUS_COATING_POISON_NAME": "Capa de veneno", + "STATUS_COATING_WATER_NAME": "Capa de agua", + "STATUS_COATING_BEAST_NAME": "Capa de bestia", + "STATUS_COATING_METAL_NAME": "Capa de metal", + "STATUS_COATING_GLITTER_NAME": "Capa de purpurina", + "STATUS_COATING_FIRE_NAME": "Capa de fuego", + "STATUS_COATING_PLASTIC_NAME": "Capa de plástico", + "STATUS_COATING_PLANT_NAME": "Capa de planta", + "STATUS_COATING_ASTRAL_NAME": "Capa astral", + "STATUS_COATING_LIGHTNING_NAME": "Capa de rayo", + "STATUS_COATING_ICE_NAME": "Capa de hielo", + "STATUS_COATING_AIR_NAME": "Capa de aire", + "STATUS_COATING_EARTH_NAME": "Capa de tierra", + "STATUS_COATING_DESCRIPTION": "Las capas cambian el tipo elemental de un personaje durante un número determinado de turnos.", + "STATUS_COATING_GLASS_NAME": "Capa de cristal", + "STATUS_HEALING_STEAM_NAME": "Vapor curativo", + "STATUS_HEALING_STEAM_DESCRIPTION": "Los personajes que tengan aplicado «vapor curativo» recuperarán unos cuantos PV al principio de cada turno.", + "STATUS_HEALING_LEAF_NAME": "Hojas curativas", + "STATUS_MULTISTRIKE_NAME": "Multimovimiento", + "STATUS_GLASS_BONDS_DESCRIPTION": "Los personajes que tengan aplicado «cadenas de cristal» sufrirán daño cada vez que se transformen.", + "STATUS_HEALING_LEAF_DESCRIPTION": "Los personajes que tengan aplicado «hojas curativas» recuperarán unos cuantos PV al principio de cada turno.", + "STATUS_MULTISTRIKE_DESCRIPTION": "Los personajes que tengan aplicado «multimovimiento» usarán cada movimiento dos veces consecutivas siempre que tengan suficientes PA.", + "STATUS_GLASS_BONDS_NAME": "Cadenas de cristal", + "STATUS_SHRAPNEL_NAME": "Metralla", + "STATUS_MULTITARGET_DESCRIPTION": "Los ataques de los personajes que tengan aplicado «multiobjetivo» tomarán por objetivo a un equipo entero.", + "STATUS_UNITARGET_NAME": "Uniobjetivo", + "STATUS_SHRAPNEL_DESCRIPTION": "Los personajes que tengan aplicado «metralla» sufrirán daño cada vez que se transformen.", + "STATUS_MULTITARGET_NAME": "Multiobjetivo", + "STATUS_UNITARGET_DESCRIPTION": "Los ataques de los personajes que tengan aplicado «uniobjetivo» y que, por lo general, tomen por objetivo a un equipo entero pasarán a afectar a un solo objetivo. Los que normalmente afecten a un solo objetivo tendrán menos precisión de lo normal.", + "STATUS_PARRY_STANCE_DESCRIPTION": "Los personajes que tengan aplicado «posición de parada» transferirán a su atacante el daño correspondiente al próximo ataque cuerpo a cuerpo que sufran.", + "STATUS_PARRY_STANCE_NAME": "Posición de parada", + "STATUS_SLEEP_NAME": "Sueño", + "STATUS_SLEEP_DESCRIPTION": "Los personajes que tengan aplicado «sueño» no podrán usar sus movimientos habituales.", + "STATUS_SLEEP_TOAST_REMOVED": "SE HA DESPERTADO", + "STATUS_FLINCH_NAME": "Intimidación", + "STATUS_FLINCH_DESCRIPTION": "Los personajes que tengan aplicado «intimidación» perderán su próximo turno.", + "STATUS_BOMB_NAME": "Bomba", + "STATUS_BOMB_DESCRIPTION": "Los personajes que tengan aplicado «bomba» explotarán al final de su próximo turno si no la pasan mediante un ataque cuerpo a cuerpo.", + "STATUS_LOCKED_ON_NAME": "Blanco fijado", + "STATUS_LOCKED_ON_DESCRIPTION": "Los personajes que tengan aplicado «blanco fijado» no podrán fallar.", + "STATUS_BERSERK_NAME": "Ira", + "STATUS_BERSERK_DESCRIPTION": "Los personajes que tengan aplicado «ira» solo podrán usar movimientos de ataque.", + "STATUS_INTERCEPTING_NAME": "Intercepción", + "STATUS_INTERCEPTING_DESCRIPTION": "Los personajes que tengan aplicado «intercepción» interceptarán todos los ataques que vayan dirigidos a sus aliados.", + "STATUS_HIBERNATING_NAME": "Hibernación", + "STATUS_HIBERNATING_DESCRIPTION": "Los personajes que tengan aplicado «hibernación» se curarán cada turno siempre que estén dormidos.", + "STATUS_MEDITATING_DESCRIPTION": "Los personajes que tengan aplicado «meditación» verán aumentar sus atributos cada turno siempre que estén dormidos.", + "STATUS_MEDITATING_NAME": "Meditación", + "STATUS_TOWER_DEFENSE_NAME": "Enroque", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "Los personajes que tengan aplicado «enroque» pasarán a ser de tipo tierra y verán aumentar sus atributos defensivos.", + "STATUS_SUMMONED_DESCRIPTION": "Los personajes que tengan aplicado «invocación» abandonarán el combate pasado un número determinado de turnos.", + "STATUS_SUMMONED_NAME": "Invocación", + "STATUS_GHOSTLY_NAME": "Fantasma", + "STATUS_RESONANCE_NAME": "Vibración", + "STATUS_GHOSTLY_DESCRIPTION": "Los personajes que tengan aplicado «fantasma» no podrán ser objeto de ningún ataque, pero serán derrotados cuando se les pase el efecto.", + "STATUS_GAMBIT_NAME": "Gambito", + "STATUS_GAMBIT_TOAST_FAILED": "EL GAMBITO HA FRACASADO", + "STATUS_RECORDED_NAME": "Grabado", + "STATUS_GAMBIT_DESCRIPTION": "Los personajes que tengan aplicado «gambito» verán aumentar mucho sus atributos, pero serán derrotados cuando se les pase el efecto.", + "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} (invocación)", + "STATUS_EFFIGY_NAME": "Efigie", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARADA", + "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} (invocación)", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TIC… TAC… TIC… TAC…", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} (fantasma)", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} (fantasma)", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} (fantasma)", + "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} (invocación)", + "STATUS_UNDYING_NAME": "Rito", + "STATUS_UNDYING_DESCRIPTION": "Los personajes que tengan aplicado «rito» volverán a la vida con un 25 % de sus PV cuando sean derrotados.", + "STATUS_RESONANCE_DESCRIPTION": "Cada vez que se aplique «vibración» a un personaje, se indicará un número. Cuando ese número llegue a 3, el personaje quedará derrotado de inmediato.", + "STATUS_RESONANCE_TOAST_NAME": "Vibración ({0}/{1})", + "STATUS_CLOSE_ENCOUNTER_NAME": "Encuentro cercano", + "STATUS_RESONANCE_TOAST_OVERLOAD": "Vibración extrema", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "«Encuentro cercano» reduce el alcance de los ataques a distancia de un personaje, de modo que los convierte en ataques cuerpo a cuerpo.", + "STATUS_SPRING_LOADED_DESCRIPTION": "«Muelles» aumenta el alcance de los ataques cuerpo a cuerpo de un personaje, de modo que los convierte en ataques a distancia.", + "STATUS_SPRING_LOADED_NAME": "Muelles", + "STATUS_CONDUCTIVE_DESCRIPTION": "Los personajes que tengan aplicado «conducción» sufrirán daño cada vez que alguien use un ataque de tipo rayo.", + "STATUS_CONDUCTIVE_NAME": "Conducción", + "STATUS_RESURRECTED_NAME": "Resurrección", + "STATUS_CONFUSED_DESCRIPTION": "Los personajes que tengan aplicado «confusión» tendrán la posibilidad de equivocarse de movimiento o de objetivo.", + "STATUS_RESURRECTED_DESCRIPTION": "Los personajes que tengan aplicado «resurrección» ya no podrán volver a la vida por efectos como «rito».", + "STATUS_CONFUSED_NAME": "Confusión", + "STATUS_SNOWED_IN_NAME": "Nieve", + "STATUS_SNOWED_IN_EFFECT": "¡Ha nevado!", + "STATUS_SNOWED_IN_DESCRIPTION": "Los personajes que tengan aplicado «nieve» no podrán moverse y no podrán hacer ataques cuerpo a cuerpo.", + "STATUS_FOG_DESCRIPTION": "Si un personaje tiene aplicado «niebla», la precisión de sus ataques a distancia que no sean de tipo agua, aire o hielo se reduce al 0 %.", + "STATUS_FOG_NAME": "Niebla", + "STATUS_RECORDING_NAME": "Grabación", + "STATUS_PETRIFIED_NAME": "Petrificación", + "STATUS_RECORDING_TOAST_FAILURE": "LA GRABACIÓN HA FRACASADO", + "STATUS_FAIR_FIGHT_NAME": "Combate limpio", + "STATUS_STAT_DOUBLE_SPEED_NAME": "Doble velocidad", + "STATUS_PETRIFIED_DESCRIPTION": "Los personajes que tengan aplicado «petrificación» pasarán a ser de tipo tierra y solo podrán usar «defensa» y «escudo».", + "STATUS_COTTONED_ON_DESCRIPTION": "Durante el próximo turno, los movimientos que tengan por objetivo a un personaje que tenga aplicado «algodón» fallarán siempre.", + "STATUS_COTTONED_ON_NAME": "Algodón", + "STATUS_MIND_MELD_DESCRIPTION": "Los personajes que tengan aplicado «enlace mental» compartirán sus movimientos con sus aliados.", + "STATUS_MIND_MELD_NAME": "Enlace mental", + "STATUS_FAIR_FIGHT_DESCRIPTION": "Mientras esté activo, impide que se apliquen efectos de estado nuevos.", + "STATUS_ABRAMACABRA_NAME": "Abramacabra", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "¡No has podido huir!\\n¿Quieres teletransportarte al último vagón restaurante que has visitado? Perderás toda recompensa que no hayas cobrado y tu racha volverá a empezar desde cero.", + "STATUS_GLASS_SHARDS_DESCRIPTION": "Mientras esté activo, cualquier personaje que use un ataque cuerpo a cuerpo sufrirá daño por los trozos de cristal que hay en el campo de batalla.", + "STATUS_GLASS_SHARDS_NAME": "«Trozos de cristal»", + "STATUS_ABRAMACABRA_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato. Además del comportamiento habitual de los muros, «abramacabra» ataca automáticamente a un enemigo por turno.", + "STATUS_INFLATED_NAME": "Crecimiento", + "STATUS_DEFLATED_NAME": "Decrecimiento", + "STATUS_INFLATED_DESCRIPTION": "Los personajes que tengan aplicado «crecimiento» verán aumentar sus atributos ofensivos y defensivos, al tiempo que su evasión se reducirá de forma significativa.", + "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", + "UI_TIMER_CHEATED": "{timer} (con trampas)", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "Los personajes que tengan aplicado «decrecimiento» verán aumentar su evasión de forma significativa, pero se reducirán sus atributos ofensivos y defensivos.", + "UI_CHEATS_ENABLED": "Se ha activado el menú de trucos", + "UI_BUTTON_NO": "No", + "UI_BUTTON_YES": "Sí", + "UI_CHEATS_DISABLED": "Se ha desactivado el menú de trucos", + "UI_BUTTON_OK": "Vale", + "UI_BUTTON_CANCEL": "Cancelar", + "UI_BUTTON_BACK": "Atrás", + "UI_LOADING": "Cargando…", + "UI_BUTTON_CONTINUE": "Continuar", + "UI_BUTTON_EXIT": "Salir", + "UI_BUTTON_CLOSE": "Cerrar", + "UI_BUTTON_SUBMIT": "Enviar", + "UI_BUTTON_SAVE_CHANGES": "Aplicar cambios y guardar", + "UI_LOADING_WORLD_BOUNDARY": "Cargando el resto del mundo…", + "UI_LOADING_PROGRESS": "Cargando escena {0}/{1}…", + "UI_LOADING_PREPARE_PROGRESS": "Preparando escena {0}/{1}…", + "UI_LOADING_SHADER_PROGRESS": "Guardando materiales en la caché {0}/{1}…", + "UI_BATTLE_FIGHT_BUTTON": "Luchar", + "UI_BATTLE_ITEM_BUTTON": "Objeto", + "UI_BATTLE_SWITCH_BUTTON": "Cambiar", + "UI_BATTLE_FLEE_BUTTON": "Huir", + "UI_BATTLE_RECORD_BUTTON": "Grabar", + "UI_BATTLE_INSPECT_BUTTON": "Efectos de estado", + "UI_BATTLE_FUSE_BUTTON": "¡Fusión!", + "UI_BATTLE_UNFUSE_BUTTON": "Deshacer la fusión", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusión…", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "— Fusión —", + "UI_BATTLE_FLEE_CHANCE": "{0} %", + "UI_BUTTON_MOVE_PASSIVE": "Pasivo", + "UI_BATTLE_FUSION_METER": "— Fusión —", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ({amount})", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Esta especie no está en tu bestiario.", + "BATTLE_TITLE_ARCHANGEL": "Arcángel", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Los refuerzos disponibles para el equipo rival.", + "BATTLE_ADJECTIVE_TEAM1.n": "{name}{disambiguator} (enemigue)", + "BATTLE_ADJECTIVE_TEAM1.m": "{name}{disambiguator} (enemigo)", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "{name}{disambiguator} (enemiga)", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "El arcángel {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "El arcángel {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "¡{0} se ha transformado en {1.to_lower}!", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "El arcángel {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "Guarda {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "Guarda {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "Guarda {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "¡{0} se ha transformado en {1.to_lower}!", + "BATTLE_FAILED": "¡No ha funcionado!", + "BATTLE_FAILED_SLEEP": "¡Está durmiendo!", + "BATTLE_TAPE_SWITCHED.n": "¡{0} se ha transformado en {1.to_lower}!", + "BATTLE_DIED.f": "{0} ha muerto…", + "BATTLE_DIED.m": "{0} ha muerto…", + "BATTLE_DIED.n": "{0} ha muerto…", + "BATTLE_TAPE_DEFEATED.f": "¡A {0} se le ha roto la cinta!", + "BATTLE_RESURRECTED.m": "¡pero «{cause}» lo ha devuelto a la vida!", + "BATTLE_DEFEATED.f": "¡{0} ha caído!", + "BATTLE_RESURRECTED.n": "¡pero «{cause}» le ha devuelto a la vida!", + "BATTLE_RESURRECTED.f": "¡pero «{cause}» la ha devuelto a la vida!", + "BATTLE_DEFEATED.m": "¡{0} ha caído!", + "BATTLE_DEFEATED.n": "¡{0} ha caído!", + "BATTLE_DEFEATED_NO_TAPES.f": "¡A {0} ya no le quedan cintas!", + "BATTLE_DEFEATED_NO_TAPES.n": "¡A {0} ya no le quedan cintas!", + "BATTLE_DEFEATED_NO_TAPES.m": "¡A {0} ya no le quedan cintas!", + "BATTLE_TAPE_DEFEATED.m": "¡A {0} se le ha roto la cinta!", + "BATTLE_TAPE_DEFEATED.n": "¡A {0} se le ha roto la cinta!", + "BATTLE_GHOST_DEFEATED.m": "El {0.to_lower} se ha desvanecido…", + "BATTLE_SUMMON_DEFEATED.n": "¡El {0.to_lower} ha abandonado el combate!", + "BATTLE_SUMMON_DEFEATED.f": "¡El {0.to_lower} ha abandonado el combate!", + "BATTLE_SUMMON_DEFEATED.m": "¡El {0.to_lower} ha abandonado el combate!", + "BATTLE_GHOST_DEFEATED.f": "El {0.to_lower} se ha desvanecido…", + "BATTLE_VICTORY": "¡VICTORIA!", + "BATTLE_GHOST_DEFEATED.n": "El {0.to_lower} se ha desvanecido…", + "BATTLE_WON": "¡Has ganado el combate!", + "BATTLE_LOST": "Has perdido el combate.", + "BATTLE_FLEE_CONFIRM": "¿Seguro que quieres huir?", + "BATTLE_FLEE_FAILED": "¡No has podido huir!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "¡No has podido huir!\\n¿Quieres teletransportarte a Villapuerto? Perderás unos cuantos objetos.", + "BATTLE_FLED": "Has huido del combate.", + "BATTLE_EXP_POINTS": "¡Tu equipo ha conseguido {0} puntos de experiencia!", + "BATTLE_TARGET_TEAM0": "Tu equipo", + "UI_CHARACTER_LEVEL": "Nv. {0}", + "BATTLE_TARGET_TEAM1": "El equipo contrario", + "UI_CHARACTER_LEVEL_LONG": "Nivel {0}", + "UI_CHARACTER_ABILITIES_HEADING": "Habilidades", + "UI_CHARACTER_ABILITY_UNKNOWN": "¿¿??", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Cinta favorita:", + "BATTLE_FUSING": "¡El corazón de {0} y el de {1} laten como uno solo!", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10 % a todos los atributos cuando se transforma en {species.to_lower} o en una evolución suya.", + "BATTLE_FUSED": "¡{0} y {1} se han fusionado y ahora son {2}!", + "BATTLE_UNFUSING": "¡{0} y {1} han perdido la sincronía!", + "BATTLE_TOAST_SPLASH": "SALPICADURA", + "BATTLE_TOAST_CRIT": "CRÍTICO", + "BATTLE_TOAST_MISSED": "FALLO", + "BATTLE_TOAST_BLOCKED": "EFECTO NEUTRALIZADO", + "BATTLE_TOAST_NO_EFFECT": "NO FUNCIONA", + "BATTLE_TOAST_AP": "PA", + "BATTLE_TOAST_INTERCEPTED": "INTERCEPTADO", + "BATTLE_TOAST_RECORD_CHANCE": "PROBABILIDAD:\\n", + "UI_BATTLE_TAPE_IN_USE": "Se está usando", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", + "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", + "STAT_max_hp": "Puntos de vida máximos", + "MAX_STAMINA_INCREASE": "¡Tu resistencia ha aumentado en un {increase_percent} %!\\nAhora puedes planear durante {total} segundos.", + "STAT_melee_defense": "Defensa cuerpo a cuerpo", + "STAT_melee_attack": "Ataque cuerpo a cuerpo", + "STAT_ranged_attack": "Ataque a distancia", + "STAT_ranged_defense": "Defensa a distancia", + "STAT_speed": "Velocidad", + "STAT_accuracy": "Precisión", + "STAT_evasion": "Evasión", + "STAT_max_ap": "Puntos de acción máximos", + "STAT_move_accuracy": "Precisión", + "STAT_move_slots": "Espacios para movimientos", + "STAT_damage": "Daño", + "STAT_move_splash_damage": "Daño de salpicadura", + "STAT_move_effect_chance": "Probabilidad de efecto", + "STAT_move_crit_damage": "Daño de los críticos", + "STAT_move_crit_rate": "Probabilidad de crítico", + "STAT_exp": "Puntos de experiencia", + "STAT_priority_chance": "Probabilidad de prioridad", + "SHORT_NAME_max_hp": "PV máx.", + "SHORT_NAME_melee_attack": "ATQ c.", + "SHORT_NAME_melee_defense": "DEF c.", + "SHORT_NAME_ranged_attack": "ATQ d.", + "SHORT_NAME_ranged_defense": "DEF d.", + "SHORT_NAME_speed": "VEL", + "UI_PARTY_CHECK_TAPE": "Observar la cinta", + "UI_PARTY_CHECK_CHARACTER": "Observar a {name}", + "UI_PARTY_TRANSFORM": "Transformarse", + "UI_PARTY_SWAP_TAPE": "Cambiar la cinta", + "UI_PARTY_USE_ITEM": "Usar un objeto", + "UI_PARTY_PUT_AWAY": "Enviar a la colección", + "UI_PARTY_NO_MOVES": "No hay pegatinas", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "«{tape_name}» se ha enviado a la colección.", + "UI_PARTY_TAPE_COLLECTION": "Colección de cintas", + "UI_PARTY_MOVE_LIST_OVERFLOW": "Y más movimientos ({n}).", + "UI_PARTY_STATS_CHARACTER": "Forma humana", + "UI_PARTY_STATS_FORM": "Multiplicador de atributos por forma", + "UI_PARTY_STICKERS": "Pegatinas", + "UI_PARTY_STATS_COMBINED": "Tras transformarse", + "UI_PARTY_BOOTLEG": "Pirata", + "UI_PARTY_EMPTY_STICKER_SLOT": "— Espacio vacío —", + "UI_PARTY_APPLY_STICKER": "Poner pegatina", + "UI_PARTY_PEEL_STICKER": "Quitar pegatina", + "UI_PARTY_REPLACE_STICKER": "Sustituir pegatina", + "UI_PARTY_STICKER_PEELED_DROPPED": "«{move_name}» se ha tirado al suelo porque no te queda espacio en el inventario.", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "¿Quieres sustituir «{old_move}» por «{new_move}»?", + "UI_PARTY_EDIT_STICKERS": "Ver o modificar movimientos", + "UI_PARTY_STICKER_PEELED": "Se ha enviado «{move_name}» a la pestaña de pegatinas de tu inventario.", + "UI_PARTY_RENAME_TAPE": "Cambiar el nombre", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Equipo", + "UI_PARTY_RENAME_TAPE_TITLE": "Cambiar el nombre a tu {0.to_lower}", + "UI_PARTY_BESTIARY": "Ver la entrada del bestiario", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Colección (por número)", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "Colección (por nombre)", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Colección (cintas piratas)", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Colección (cintas favoritas)", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Colección ({type.to_lower})", + "UI_TAPE_COLLECTION": "Colección de cintas", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Añadir al equipo", + "UI_TAPE_COLLECTION_FAVORITE": "Marcar como favorita", + "UI_TAPE_COLLECTION_RECYCLE": "Reciclar", + "UI_TAPE_COLLECTION_UNFAVORITE": "Quitar de las favoritas", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "Quitar las pegatinas", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "Las pegatinas de «{tape_name}» se han devuelto al inventario.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Algunas de las pegatinas de tu cinta de «{tape_name}» no se han podido quitar porque no te quedaba espacio en el inventario.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Algunas de las pegatinas de tu cinta de «{tape_name}» se han tirado al suelo porque no te quedaba espacio en el inventario.", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "¿Seguro que quieres reciclar «{tape_name}»? Eso la eliminará de forma permanente de tu colección.", + "UI_TAPE_COLLECTION_EMPTY": "No hay cintas.", + "UI_LOAD_FILE_LOADING": "Comprobando…", + "UI_LOAD_FILE_EMPTY": "Archivo vacío", + "UI_LOAD_FILE_INVALID": "Archivo dañado", + "UI_LOAD_FILE_SAVED_DATETIME": "Guardado a las {hour}:{minute}:{second} del {day}/{month}/{year}", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Tu personaje murió a las {hour}:{minute}:{second} del {day}/{month}/{year}", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "Nueva partida", + "UI_LOAD_FILE_CONTINUE_GAME": "Cargar partida", + "UI_LOAD_FILE_ERASE": "Borrar", + "UI_LOAD_FILE_CUSTOM_GAME": "Partida personalizada", + "UI_PAUSE_MAP_BTN": "Mapa", + "UI_PAUSE_PARTY_BTN": "Equipo", + "UI_PAUSE_INVENTORY_BTN": "Inventario", + "UI_PAUSE_QUEST_LOG_BTN": "Misiones", + "UI_PAUSE_BESTIARY_BTN": "Bestiario", + "UI_PAUSE_REST_BTN": "Descansar", + "UI_PAUSE_SAVE_BTN": "Guardar", + "UI_PAUSE_QUIT_BTN": "Salir", + "UI_QUIT_CONFIRM": "¿Seguro que quieres salir?\\nHas guardado por última vez hace {duration}.", + "UI_EVOLUTION_TITLE": "Remasterización", + "UI_QUIT_CONFIRM_SECONDS": "{num} segundo(s)", + "UI_QUIT_CONFIRM_MINUTES": "{num} minuto(s)", + "UI_SAVING": "Guardando…", + "UI_SAVING_MESSAGE": "Guardando tus avances…", + "UI_SAVE_COMPLETE": "Guardado. ¡Todo en orden!", + "UI_SAVE_FAILED": "No se ha podido guardar.", + "UI_SAVE_LOAD_FAILED": "No es posible cargar esta partida.", + "UI_SAVE_REQUIRE_FULL_VERSION": "Esta partida guardada requiere la versión completa del juego.", + "UI_SAVE_ERASE_CONFIRM": "¿Quieres borrar esta partida guardada de forma permanente?", + "UI_EVOLUTION_BUTTON": "Remasterizar", + "UI_EVOLUTION_SUBTITLE": "Haz que tus formas de monstruo evolucionen", + "UI_EVOLUTION_CONFIRM": "¿Quieres remasterizar tu cinta de {monster_name.to_lower} para obtener una forma más poderosa?", + "UI_EVOLUTION_DESCRIPTION": "¡Tu cinta de {evolved_from.to_lower} se ha convertido en {evolved_to.to_lower}!", + "UI_EVOLUTION_SPECIALIZATION": "Elige una especialización", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "Mandos", + "RELATIONSHIP_UNLOCK_FUSION.n": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañere!", + "RELATIONSHIP_LEVEL_UP": "Nivel de relación {level}", + "RELATIONSHIP_UNLOCK_FUSION.m": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañero!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "¡Ahora puedes usar Poder de la fusión cuando te fusiones con {name}!", + "RELATIONSHIP_UNLOCK_FUSION.f": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañera!", + "RELATIONSHIP_FUSION_STRENGTH.m": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", + "RELATIONSHIP_FUSION_STRENGTH.n": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "¡Ahora puedes usar Poder de la fusión cuando te fusiones con {name}!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "¡Ahora puedes usar Poder de la fusión cuando te fusiones con {name}!", + "RELATIONSHIP_FUSION_STRENGTH.f": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", + "UI_QUEST_NEW": "Nueva misión:", + "UI_QUEST_UPDATE": "Misión actualizada:", + "UI_QUEST_COMPLETE": "¡Misión cumplida!", + "UI_QUEST_NEW_VIEW_LOG": "Ver misiones", + "PARTNER_SWAP_CONFIRM.m": "¿Quieres que {name} vaya contigo?", + "PARTNER_UNLOCKED_TITLE.m": "Has desbloqueado a:", + "PARTNER_SWAP_CONFIRM.n": "¿Quieres que {name} vaya contigo?", + "PARTNER_SWAP_CONFIRM.f": "¿Quieres que {name} vaya contigo?", + "PARTNER_UNLOCKED.m": "¡Ahora formas equipo con {name}!", + "PARTNER_UNLOCKED_TITLE.n": "Has desbloqueado a:", + "PARTNER_UNLOCKED_TITLE.f": "Has desbloqueado a:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} ha vuelto al Café Gramófono.", + "UI_EXCHANGE": "Comerciar", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} ha vuelto al Café Gramófono.", + "PARTNER_UNLOCKED.n": "¡Ahora formas equipo con {name}!", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} ha vuelto al Café Gramófono.", + "PARTNER_UNLOCKED.f": "¡Ahora formas equipo con {name}!", + "UI_CAMPING_REST": "Descansar", + "UI_EXCHANGE_PRICE": "Precio", + "UI_EXCHANGE_RESOURCES": "Tus recursos", + "OBTAINED_TAPE": "¡Has obtenido una cinta de {monster_name.to_lower}!", + "ABILITY_UNLOCKED": "¡Has conseguido la habilidad {ability}!", + "UI_MAP_UNKNOWN_FEATURE": "¿¿??", + "ABILITY_glide": "Planeo Polillesco", + "ABILITY_UNLOCKED_glide": "¡Ahora puedes mantener pulsado {control.jump} para planear y cubrir distancias largas!\\nTen en cuenta que eso consume tu resistencia.", + "UI_TAPES_REPAIRED": "¡Has arreglado tus cintas rotas!", + "UI_MAP_YOUR_LOCATION": "Tu posición", + "UI_MAP_FAST_TRAVEL_CONFIRM": "¿Quieres viajar a {location}?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "No puedes teletransportarte desde aquí.", + "UI_BESTIARY_SEEN_COUNT": "Has visto: {num}/{total}", + "UI_BESTIARY_RECORDED_COUNT": "Has grabado: {num}/{total}", + "UI_BESTIARY_FORMED_COUNT": "Has fusionado: {num}/{total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent} %", + "UI_BESTIARY_UNKNOWN_SPECIES": "¿¿??", + "UI_BESTIARY_SORT_BY_NAME": "Ordenar por nombre", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Ver monstruos", + "UI_BESTIARY_SORT_BY_NUMBER": "Ordenar por número", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Ver fusiones", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "N.º {num}", + "UI_BESTIARY_INFO_TAB_BIO": "Descripción {n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "Hábitat", + "UI_BESTIARY_INFO_TAB_STATS": "Atributos", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "Sube la cinta de este monstruo a cinco estrellas para desbloquear más información.", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "Graba este monstruo para desbloquear más información.", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Piratas", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Piratas: {num}/{total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Derrota a este monstruo para desbloquear más información.", + "UI_BESTIARY_INFO_TAB_NUM": "{tab}/{count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "Has derrotado:", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Has encontrado:", + "UI_BESTIARY_INFO_STATS_RECORDED": "Has grabado:", + "UI_BESTIARY_INFO_STATS_FORMED": "Has fusionado:", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Ver en el mapa", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Hábitat desconocido.", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "Se puede encontrar en:", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Hábitat de los {species_name.to_lower}", + "UI_BESTIARY_INFO_NO_DATA": "No hay más datos.", + "UI_BESTIARY_INFO_BIO_FUSION": "Es la fusión de un {species1.to_lower} y un {species2.to_lower}.", + "UI_CHARACTER_CREATION": "Creación del personaje", + "UI_CHARACTER_CREATION_INTRO": "¿Quién eres?", + "UI_CC_LABEL_NAME": "Tu nombre", + "UI_CC_LABEL_PRONOUNS": "Tus pronombres", + "UI_CC_VALUE_PRONOUN.m": "Él", + "UI_CC_VALUE_PRONOUN.f": "Ella", + "UI_CC_VALUE_PRONOUN.n": "Elle", + "UI_CC_LABEL_WINGS": "Alas", + "UI_CC_LABEL_HAIR": "Peinado", + "UI_CC_LABEL_HEAD": "Cara", + "UI_CC_LABEL_LEGS": "Parte inferior", + "UI_CC_LABEL_BODY": "Parte superior", + "UI_CC_LABEL_BODY_COLOR_1": "Color de la parte superior 1", + "UI_CC_LABEL_BODY_COLOR_2": "Color de la parte superior 2", + "UI_CC_LABEL_EYE_COLOR": "Color de los ojos", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Color del complemento de la cara", + "UI_CC_LABEL_FAVORITE_COLOR": "Color favorito", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Color del complemento del pelo", + "UI_CC_LABEL_HAIR_COLOR": "Color del pelo", + "UI_CC_LABEL_SHOE_COLOR": "Color de los zapatos", + "UI_CC_LABEL_LEGS_COLOR": "Color de la parte inferior", + "UI_CC_VALUE_wings_generic": "Antifolilla", + "UI_CC_LABEL_SKIN_COLOR": "Color de la piel", + "UI_CC_RANDOMIZE": "Al azar", + "UI_CC_VALUE_wings_kuneko": "Kuneko", + "UI_CC_VALUE_wings_sirenade": "Sirenata", + "UI_CC_VALUE_wings_rockertrice": "Rockatriz", + "UI_CC_VALUE_wings_averevoir": "Averevoir", + "UI_CC_VALUE_wings_umbrahella": "Paragombra", + "UI_CC_VALUE_wings_jetpack1": "Mochila propulsora 1", + "UI_CC_VALUE_wings_jetpack2": "Mochila propulsora 2", + "UI_CC_VALUE_wings_booster": "Propulsores", + "UI_CC_VALUE_wings_davinci": "Da Vinci", + "UI_CC_VALUE_wings_devil": "Demonio", + "UI_CC_VALUE_wings_fairy": "Hada", + "UI_CC_VALUE_wings_glider": "Ala delta", + "UI_CC_VALUE_wings_cape": "Capa", + "UI_CC_VALUE_hair_short": "Hacia un lado", + "UI_CC_VALUE_hair_bow1": "Coleta alta", + "UI_CC_VALUE_hair_quiff": "Tupé", + "UI_CC_VALUE_hair_hairtie": "Recogido con banda", + "UI_CC_VALUE_hair_afro1": "Afro bajo", + "UI_CC_VALUE_hair_afro2": "A cepillo", + "UI_CC_VALUE_hair_bun1": "Moño alto 1", + "UI_CC_VALUE_hair_bun2": "Moño alto 2", + "UI_CC_VALUE_hair_bun3": "Doble moño", + "UI_CC_VALUE_hair_neat1": "Formal", + "UI_CC_VALUE_hair_long1": "Largo con flequillo", + "UI_CC_VALUE_hair_headband1": "Cinta", + "UI_CC_VALUE_hair_headband2": "Asimétrico", + "UI_CC_VALUE_hair_bald": "Calva", + "UI_CC_VALUE_hair_bob1": "Media melena (liso)", + "UI_CC_VALUE_hair_bob2": "Media melena (ondulado)", + "UI_CC_VALUE_hair_headscarf1": "Pañuelo", + "UI_CC_VALUE_hair_cultist1.m": "Sectario", + "UI_CC_VALUE_hair_cultist1.f": "Sectaria", + "UI_CC_VALUE_hair_cultist1.n": "Sectarie", + "UI_CC_VALUE_hair_flower1": "Jipi", + "UI_CC_VALUE_hair_hat1": "Moños y sombrero", + "UI_CC_VALUE_hair_dreadlocks1": "Rastas", + "UI_CC_VALUE_hair_dreadlocks2": "Rastas cortas", + "UI_CC_VALUE_hair_straight1": "Cazo", + "UI_CC_VALUE_hair_mullet1": "Greñas", + "UI_CC_VALUE_hair_hardhat1": "Casco de obrero", + "UI_CC_VALUE_hair_braid1": "Trenza larga", + "UI_CC_VALUE_hair_sharp1": "Flequillo marcado", + "UI_CC_VALUE_hair_balding": "Entradas", + "UI_CC_VALUE_hair_cat1": "Diadema de gatito", + "UI_CC_VALUE_hair_moonstone": "Moonstone", + "UI_CC_VALUE_hair_magikrab": "Gorro de magikangrejo", + "UI_CC_VALUE_head_generic": "Nada", + "UI_CC_VALUE_head_glasses_1": "Gafas", + "UI_CC_VALUE_head_makeup1": "Sombra de ojos", + "UI_CC_VALUE_head_makeup2": "Pintura facial", + "UI_CC_VALUE_head_beard1": "Barba 1", + "UI_CC_VALUE_head_beard2": "Barba 2", + "UI_CC_VALUE_head_mask1": "Mascarilla", + "UI_CC_VALUE_head_visor1": "Visor", + "UI_CC_VALUE_head_grumpy": "Mal humor", + "UI_CC_VALUE_body_sweater1": "Jersey", + "UI_CC_VALUE_body_tshirt1": "Camiseta 1", + "UI_CC_VALUE_body_tshirt2": "Camiseta 2", + "UI_CC_VALUE_body_jacket": "Chaqueta 1", + "UI_CC_VALUE_body_jacket2": "Chaqueta 2", + "UI_CC_VALUE_body_jacket3": "Chaleco", + "UI_CC_VALUE_body_jacket4": "Chaqueta 3", + "UI_CC_VALUE_body_cultist1.m": "Sectario", + "UI_CC_VALUE_body_cultist1.f": "Sectaria", + "UI_CC_VALUE_body_cultist1.n": "Sectarie", + "UI_CC_VALUE_body_dress1": "Vestido retro", + "UI_CC_VALUE_body_apron1": "Delantal", + "UI_CC_VALUE_body_vest1": "Camiseta de tirantes", + "UI_CC_VALUE_legs_generic": "Pantalones largos", + "UI_CC_VALUE_body_poncho1": "Poncho", + "UI_CC_VALUE_body_moonstone": "Moonstone", + "UI_CC_VALUE_legs_shorts1": "Pantalones cortos", + "UI_CC_VALUE_legs_skirt1": "Falda", + "UI_CC_VALUE_legs_moonstone": "Moonstone", + "UI_CC_VALUE_hair_bansheep": "Gorro de beenshee", + "UI_CC_VALUE_hair_candevil": "Gorro de diablamelo", + "UI_CC_VALUE_hair_traffikrab": "Gorro de trafikangrejo", + "UI_CC_VALUE_hair_springheel": "Gorro de botajack", + "UI_CC_VALUE_legs_pombomb": "Pantalones de pomebomba", + "UI_CC_VALUE_body_pombomb": "Poncho de pomebomba", + "UI_CC_VALUE_hair_cap1": "Gorra", + "UI_CC_VALUE_hair_cap2": "Gorra antigua", + "UI_CC_VALUE_hair_twintails": "Coletas", + "UI_CC_VALUE_hair_bow2": "Lazo y flequillo", + "UI_CC_VALUE_hair_fox1": "Orejas de zorro", + "UI_CC_VALUE_hair_windswept": "Al viento", + "UI_CC_VALUE_hair_goggles1": "Pinchos y gafas", + "UI_CC_VALUE_hair_mohawk1": "Cresta a un lado", + "UI_CC_VALUE_hair_flower2": "Flor y flequillo", + "UI_CC_VALUE_hair_beret1": "Boina", + "UI_CC_VALUE_head_glasses2": "Gafas redondas", + "UI_CC_VALUE_body_jacket5": "Gabardina", + "UI_CC_VALUE_body_vest2": "Camiseta corta", + "UI_CC_VALUE_legs_boots1": "Botas altas", + "UI_LOADING_FLUFF_2": "Devolviéndole la chaqueta a un brincagarra…", + "UI_LOADING_FLUFF_4": "Vigilando a un bandolupín…", + "UI_LOADING_FLUFF_1": "Acechando a un botajack…", + "UI_LOADING_FLUFF_3": "Afilando las garras de un destripaterrores…", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", + "UI_LOADING_FLUFF_5": "Dando de comer a un criminampiro…", + "UI_LOADING_FLUFF_6": "Evitando que un macabra se acerque a las cabras…", + "UI_LOADING_FLUFF_8": "Reparando la lanza de un escuderazado…", + "UI_LOADING_FLUFF_7": "Puliendo el cráneo de un folclorrible…", + "UI_LOADING_FLUFF_14": "Dándole un bastón de caramelo a un krampuñón…", + "UI_LOADING_FLUFF_9": "Armando caballero a un palangolín…", + "UI_LOADING_FLUFF_10": "Encendiendo la mecha de un pomebomba…", + "UI_LOADING_FLUFF_11": "Recargando un velocirrifle…", + "UI_LOADING_FLUFF_12": "Recargando un artillerrex…", + "UI_LOADING_FLUFF_13": "Pintándole la máscara a un elfolfo…", + "UI_LOADING_FLUFF_16": "Colocando un pararrayos para atraer un chispartano…", + "UI_LOADING_FLUFF_15": "Cargando un rayono…", + "NEW_GAME_INTRO_QUOTE_1": "«Ya galopa el caballero y cruza el reino,\\nrumbo a los bosques de Wirral, donde pocos lugares hay\\namados por Dios u hombres de buena voluntad».", + "UI_LOADING_FLUFF_17": "Sintonizando un gatitele…", + "UI_LOADING_FLUFF_18": "Preparándonos para el corvocalipsis…", + "UI_LOADING_FLUFF_19": "Regulando el trafikangrejo…", + "UI_LOADING_FLUFF_20": "Esquivando los langostáculos…", + "UI_LOADING_FLUFF_21": "Soplando un dienteleón para pedir el deseo…", + "UI_LOADING_FLUFF_22": "Regando un florifauces…", + "UI_LOADING_FLUFF_23": "Pintando un champincel…", + "UI_LOADING_FLUFF_24": "Admirando el arte de un fungogh…", + "UI_LOADING_FLUFF_25": "Dándole cuerda a un relojsley…", + "UI_LOADING_FLUFF_26": "Decorando un saltalabaza…", + "UI_LOADING_FLUFF_28": "Diciendo adiós a un averevoir…", + "UI_LOADING_FLUFF_27": "Vistiendo a un braxaje…", + "UI_LOADING_FLUFF_29": "Observando a un todolové…", + "UI_LOADING_FLUFF_30": "Luchando contra los cubinvasores…", + "UI_LOADING_FLUFF_31": "Boxeando con un lobgancho…", + "UI_LOADING_FLUFF_32": "Cocinando en un broncaldero…", + "UI_LOADING_FLUFF_33": "Resucitando un peonomuerto…", + "UI_LOADING_FLUFF_34": "Escuchando el sermón de un alfisqueleto…", + "UI_LOADING_FLUFF_36": "Haciendo una reverencia a un reinónice…", + "UI_LOADING_FLUFF_35": "Jurando lealtad a un reyliche…", + "UI_LOADING_FLUFF_38": "Invocando un yinntonic…", + "UI_LOADING_FLUFF_37": "Poniendo a prueba la indestructibilidad de un astrordígrado en el espacio…", + "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain y el caballero verde,\\nAutor desconocido, siglo XIV", + "CAMPING_CONFIRM": "¿Quieres acampar aquí?", + "CAFE_CAMPING_CONFIRM": "¿Quieres tomarte un descanso aquí?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Pegatinas únicas: {stacks}. Máximo: {maximum}", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category} (página {page} de {page_count})", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "Ordenar", + "UI_INVENTORY_FILTER": "Filtrar", + "UI_INVENTORY_FILTER_APPLIED": "Filtros: {num}", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "Esto eliminará permanentemente todas las pegatinas de tu inventario que coincidan con los filtros que hayas aplicado. ¿Seguro que quieres hacerlo? Número de pegatinas únicas: {stacks}. Número total de pegatinas: {total}.", + "UI_INVENTORY_BULK_RECYCLE": "Reciclar todo", + "UI_INVENTORY_FILTER_NAME": "Nombre", + "UI_INVENTORY_FILTER_RARITY": "Frecuencia:", + "UI_INVENTORY_FILTER_RARITY_ALL": "Todas", + "UI_INVENTORY_FILTER_RARITY_COMMON": "Normales", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Poco frecuentes", + "UI_INVENTORY_FILTER_RARITY_RARE": "Inusuales", + "UI_INVENTORY_FILTER_CATEGORY": "Categoría", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "Todas", + "UI_INVENTORY_FILTER_TYPE": "Tipo elemental", + "UI_INVENTORY_FILTER_TYPE_ALL": "Todas", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Sin tipo", + "UI_QUEST_LOG_CATEGORY_QUESTS": "Misiones", + "UI_QUEST_LOG_CATEGORY_RUMORS": "Rumores", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Logros", + "UI_QUEST_LOG_NO_QUESTS": "No hay misiones.", + "UI_QUEST_LOG_NO_RUMORS": "No hay rumores.", + "UI_QUEST_LOG_SECTION_MAIN": "Misiones principales", + "UI_QUEST_LOG_SECTION_SIDE": "Misiones secundarias", + "UI_QUEST_LOG_SECTION_OTHER": "Otros", + "UI_QUEST_LOG_SECTION_COMPLETED": "Cumplidas", + "UI_QUEST_LOG_SECTION_ACHIEVED": "Desbloqueados: {0}/{1}", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "Bloqueados", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Logro secreto n.º {0}.", + "UI_QUEST_LOG_VIEW_BUTTON": "Ver en el mapa", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "«{rumor_dialogue}»", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "¿¿??", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Escuchar la canción", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Ver la tarjeta", + "UI_QUEST_TIMER": "Minutos durante los que será válido: {minutes}.", + "UI_QUEST_LOG_TRACK_BUTTON": "Seguir", + "UI_QUEST_LOG_UNTRACK_BUTTON": "Dejar de seguir", + "UI_QUEST_TRACKER_RUMOR": "Rumor: {quest_title}", + "NOTIFICATION_ACHIEVEMENT": "Logro desbloqueado", + "NOTICEBOARD_TITLE": "Tablón de anuncios de los guardas", + "NOTICEBOARD_LEVEL": "Nivel {level}", + "NOTICEBOARD_REMINDER_TITLE": "Aviso a todos los guardas:", + "NOTICEBOARD_REQUIREMENT_RANGER1": "Únete a los guardas y termina tu entrenamiento para tener acceso a estas misiones.", + "NOTICEBOARD_REMINDER_BODY": "No dejéis de preguntar a los habitantes del pueblo para enteraros de los rumores y que no se os pase nada por alto…, ¡que Ianthe no tiene tiempo para enterarse de todo en persona!", + "NOTICEBOARD_METER_LABEL": "Material fundido para subir de nivel: {amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "Nueva misión", + "NOTICEBOARD_REWARD_UNKNOWN": "¿¿??", + "NOTICEBOARD_NEXT_REWARD": "Próxima recompensa:", + "NOTICEBOARD_METER_RATIO": "Has encontrado: {amount_owned}/{total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "Nuevo monstruo", + "NOTICEBOARD_REWARD_ITEMS": "Objetos", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Acepta esta misión para saber más.", + "NOTICEBOARD_QUEST_COMPLETED": "Cumplida", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "No es posible aceptar esta misión. Finaliza otra y vuelve más tarde.", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Aceptar la misión", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "Ver en el menú", + "CHOOSE_STARTER_OPTION1": "Doy miedo.", + "CHOOSE_STARTER_TITLE": "¿Cuál es tu rollo?", + "CHOOSE_STARTER_OPTION2": "Soy muy dulce.", + "TUTORIAL_DEMO1.m": "Aquí termina la demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", + "TUTORIAL_DEMO_TITLE": "¡Gracias por jugar!", + "TUTORIAL_DEMO2.f": "Puedes seguir con esta partida guardada en la versión completa del juego.", + "TUTORIAL_DEMO1.n": "Aquí termina la demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", + "TUTORIAL_DEMO1.f": "Aquí termina la demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", + "TUTORIAL_DEMO_STORE_BTN": "¡Consigue la versión completa!", + "TUTORIAL_DEMO2.m": "Puedes seguir con esta partida guardada en la versión completa del juego.", + "TUTORIAL_DEMO2.n": "Puedes seguir con esta partida guardada en la versión completa del juego.", + "TUTORIAL_REMASTER_TITLE": "Tutorial: Remasterización", + "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", + "TUTORIAL_REMASTER": "Algunas cintas pueden «remasterizarse» cuando llegan a cinco estrellas.\\n\\nRemasterizar una cinta hace que evolucione a una forma más poderosa. Sus atributos aumentarán y aprenderá nuevos movimientos.\\n\\nAlgunas formas de monstruo solo pueden conseguirse remasterizando; en algunos casos, la cinta que consigas al remasterizar puede variar según distintas condiciones.\\n\\n¡Procura remasterizar tus cintas siempre que puedas!", + "TUTORIAL_FUSION_TITLE": "Tutorial: Fusión", + "TUTORIAL_FUSION1.f": "Cuando tus objetivos y los de tu compañero están en consonancia, podéis fusionaros para convertiros en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos seréis al fusionaros.\\n\\nPero estad pendientes de la barra de fusión, porque solo podréis fusionaros cuando esté llena.", + "TUTORIAL_FUSION1.m": "Cuando tus objetivos y los de tu compañero están en consonancia, podéis fusionaros para convertiros en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos seréis al fusionaros.\\n\\nPero estad pendientes de la barra de fusión, porque solo podréis fusionaros cuando esté llena.", + "TUTORIAL_FUSION1.n": "Cuando tus objetivos y los de tu compañero están en consonancia, podéis fusionaros para convertiros en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos seréis al fusionaros.\\n\\nPero estad pendientes de la barra de fusión, porque solo podréis fusionaros cuando esté llena.", + "TUTORIAL_FUSION2": "Como fusión, conseguiréis 4 PA por turno en lugar de 2, de modo que podréis usar antes vuestros movimientos más poderosos.\\n\\nTambién tendréis acceso a los movimientos de ambas cintas y vuestros atributos se sumarán.", + "TUTORIAL_RELATIONSHIPS": "Es muy importante mejorar la relación con tus amigos. Cuanto mejor sea vuestra relación, ¡más fuertes seréis al fusionaros!\\n\\nPodrás caerle mejor a tu compañero si cumples sus misiones y luchas a menudo junto a él. Cuando llegue el momento, podréis descansar en un campamento o en el café para subir el nivel de vuestra relación.", + "TUTORIAL_RECORDING1": "Que una grabación se lleve a cabo o no es cuestión de suerte, pero hay varios factores que afectan a tu probabilidad de éxito:\\n\\n— Cuánta vida tiene el monstruo.\\n— Cuál es su nivel y la frecuencia con que aparece.\\n— Cuánto daño le causas mientras lo grabas.\\n— Cuánto daño sufre la persona que lo graba.", + "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Relaciones", + "TUTORIAL_RECORDING2": "Utilizar efectos de estado que amplifiquen los ataques que tengan por objetivo al monstruo que estás grabando puede ser una forma muy efectiva de aumentar el daño y, con él, tus posibilidades.\\n\\nMientras se esté grabando un monstruo, no podrá huir ni ser derrotado, de modo que no tienes que preocuparte por mantenerlo en pie.", + "TUTORIAL_RECORDING_TITLE": "Tutorial: Grabar cintas", + "TUTORIAL_TAPE_STORAGE.f": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y pegatinas.", + "TUTORIAL_TAPE_STORAGE.m": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y pegatinas.", + "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Colección de cintas", + "TUTORIAL_STICKERS1": "Los movimientos a los que tendrás acceso cuando uses una cinta en combate dependen de las pegatinas que haya en ella.\\n\\nPuedes darle a una cinta nuevos movimientos si le pones las pegatinas que tengas en tu inventario. Puedes quitar los movimientos que no quieras y volverán al menú en forma de pegatina.", + "TUTORIAL_STICKERS_TITLE": "Tutorial: Pegatinas y movimientos", + "TUTORIAL_TAPE_STORAGE.n": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y pegatinas.", + "TUTORIAL_STICKERS2": "Las pegatinas pueden usarse tantas veces como quieras, pero solo pueden aplicarse a una cinta cada vez.\\n\\nHay varias maneras de obtenerlas:\\n\\n— Llenando las barras de experiencia de las cintas.\\n— Encontrándolas en cofres u otros lugares.\\n— Comprándoselas a algunos vendedores de Villapuerto.", + "TUTORIAL_AP2": "Cada miembro del equipo obtiene 2 PA por turno, y 1 PA adicional si consiguen ejecutar un ataque con ventaja de tipo.\\n\\nSi usas movimientos más débiles que consuman menos PA, podrás planear tus próximos turnos y ahorrar PA para tus ataques más poderosos.", + "TUTORIAL_AP_TITLE": "Tutorial: Puntos de acción", + "TUTORIAL_AP1": "Presta atención a esos cuadrados naranja, porque son tus puntos de acción, o PA.\\n\\nLa mayoría de los movimientos requieren que gastes PA para usarlos. La cantidad de PA que cuesta usar un movimiento se indica junto a su nombre.\\n\\nSi no tienes suficientes PA para el movimiento que quieres, no podrás usarlo en ese turno.", + "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Arcángeles", + "TUTORIAL_ARCHANGEL_AP": "Al contrario que otros monstruos que consumen PA para usar sus movimientos, los arcángeles acumulan todos sus PA hasta llegar a 10.\\n\\nCuando eso ocurre, desencadenan todo ese poder al mismo tiempo para hacer un ataque angélico propio de cada uno.\\n\\nPara sobrevivir, tendrás que usar tus movimientos de forma estratégica. Solo así podrás preparar de antemano una buena defensa o derrotar al arcángel antes de que consiga suficientes PA.", + "TUTORIAL_STATIONS1": "El teletransporte se puede activar desde la pantalla del mapa siempre que estés en exteriores.\\n\\nAl principio solo podrás teletransportarte al Café Gramófono, pero cada estación que reabras añadirá un nuevo destino a tus posibilidades.", + "TUTORIAL_STATIONS_TITLE": "Tutorial: Teletransporte y estaciones de tren", + "TUTORIAL_STATIONS2": "Se diría que las mismísimas estaciones de la Merlínea albergan seres extraños venidos de muy lejos.\\n\\nSi exploras a fondo esas estaciones, puedes descubrir información y recompensas muy valiosas.", + "TYPE_CHART_ATTACKER": "Atacante:", + "TYPE_CHART_DEFENDER": "Defensor:", + "TYPE_CHART_TRANSMUTATION": "Transmutación:", + "TYPE_CHART_NO_REACTION": "No hay reacción.", + "TYPE_CHART_BUFFS": "Bonificación:", + "TYPE_CHART_DEBUFFS": "Penalización:", + "TYPE_CHART_OTHER": "Otros efectos:", + "TYPE_CHART_STATUS_AMOUNT": "({amount})", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Esto puede ser peligroso. Deberías tener al menos dos cintas disponibles antes de continuar.", + "TITLE_SCREEN_PLAY_BUTTON": "Jugar", + "TITLE_SCREEN_PRESS_BUTTON": "Pulsa {control.ui_accept}", + "TITLE_SCREEN_LANGUAGE_BUTTON": "Idioma", + "TITLE_SCREEN_CREDITS_BUTTON": "Créditos", + "UI_SETTINGS": "Opciones", + "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-–=+×·ÁÉÍÓÚáéíóúÜüÑñ¡¿«»ºª'… —ōì", + "UI_SETTINGS_GRAPHICS": "Gráficos", + "UI_SETTINGS_AUDIO": "Sonido", + "UI_SETTINGS_GAMEPLAY": "Juego", + "UI_SETTINGS_KEYBOARD": "Teclado", + "UI_SETTINGS_CONTROLLER": "Mando", + "UI_SETTINGS_DEFAULTS_BUTTON": "Opciones predeterminadas", + "UI_SETTINGS_REBIND_BUTTON": "Reasignar", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Pantalla completa", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Sí", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "No", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "Imágenes por segundo", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "Resolución", + "UI_SETTINGS_GRAPHICS_PRESET_0": "Baja", + "UI_SETTINGS_GRAPHICS_PRESET": "Calidad general de los gráficos", + "UI_SETTINGS_GRAPHICS_PRESET_1": "Media", + "UI_SETTINGS_GRAPHICS_PRESET_2": "Alta", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Personalizada", + "UI_SETTINGS_GRAPHICS_MODE_0": "Rendimiento", + "UI_SETTINGS_GRAPHICS_MODE": "Modo de gráficos", + "UI_SETTINGS_GRAPHICS_MODE_1": "Equilibrado", + "UI_SETTINGS_GRAPHICS_MODE_2": "Calidad", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Suavizado de contorno", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Desactivada", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "Multimuestreo x2", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "Multimuestreo x4", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "Multimuestreo x8", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "Multimuestreo x16", + "UI_SETTINGS_VALUE_ON": "Sí", + "UI_SETTINGS_VALUE_OFF": "No", + "UI_SETTINGS_GRAPHICS_DOF": "Desenfoque por profundidad de campo", + "UI_SETTINGS_GRAPHICS_GLOW": "Luminosidad", + "UI_SETTINGS_GRAPHICS_SHADOW": "Sombras del mundo", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Generación del mundo", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Reducir los objetos emergentes", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Reducir el uso del procesador", + "UI_SETTINGS_CLOSE_CONFIRM": "¿Quieres cerrar sin aplicar los cambios?", + "UI_SETTINGS_SAVED": "Tus opciones se han guardado.", + "UI_SETTINGS_AUDIO_VOLUME_Master": "Volumen principal", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Volumen de los efectos de sonido", + "UI_SETTINGS_AUDIO_VOLUME_Music": "Volumen de la música", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "Volumen de las voces", + "UI_SETTINGS_AUTOSAVE": "Guardado automático", + "UI_SETTINGS_AUTOSAVE_ENABLED": "Activado", + "UI_SETTINGS_AUTOSAVE_DISABLED": "Desactivado", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Activado", + "UI_SETTINGS_SHOW_TIMER": "Cronómetro contrarreloj", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visible", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "Oculto", + "UI_SETTINGS_QUEST_TRACKER": "Seguimiento de misiones en interfaz", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Desactivado", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Tutoriales de efectos de estado", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Si son nuevos", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Siempre", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Nunca", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Activadas", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Desactivadas", + "UI_SETTINGS_SCREEN_SHAKE": "Sacudidas de pantalla", + "UI_SETTINGS_VIBRATION_ENABLED": "Activada", + "UI_SETTINGS_VIBRATION": "Vibración del mando", + "UI_SETTINGS_VIBRATION_DISABLED": "Desactivada", + "UI_SETTINGS_AI_SMARTNESS": "Inteligencia de los enemigos", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Tontísimos", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "Muy tontos", + "UI_SETTINGS_AI_SMARTNESS_EASY": "Tontos", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Recomendada", + "UI_SETTINGS_AI_SMARTNESS_HARD": "Listos", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "Muy listos", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Como Skynet, pero peor", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Desactivado", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "— Los humanos y los jefes eligen sus movimientos con inteligencia.\\n— Los monstruos salvajes los eligen casi a voleo.", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "— Los enemigos eligen sus movimientos de forma más aleatoria.", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "— Los enemigos eligen sus movimientos de forma más inteligente.", + "UI_SETTINGS_LEVEL_SCALING": "Adaptación del nivel", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "¡Qué aburrimiento!", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "Muy fácil", + "UI_SETTINGS_LEVEL_SCALING_EASY": "Fácil", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recomendado", + "UI_SETTINGS_LEVEL_SCALING_HARD": "Difícil", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "Muy difícil", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Te vas a hartar de entrenar", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "— La adaptación del nivel está completamente desactivada.", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "— Los enemigos de nivel alto lo reducen un poco para adaptarlo al tuyo.\\n— Los PNJ y jefes de nivel bajo lo aumentan, pero no mucho.", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "— Los enemigos de nivel alto no lo reducen para adaptarlo al tuyo.\\n— Los PNJ y jefes de nivel bajo lo aumentan para acercarlo al tuyo.", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "— Los enemigos de nivel alto no lo reducen para adaptarlo al tuyo.\\n— Todos los enemigos de nivel bajo lo aumentan un poco.", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Controles en los menús", + "UI_SETTINGS_KEYBOARD_ui_accept": "Confirmar", + "UI_SETTINGS_KEYBOARD_ui_cancel": "Cancelar", + "UI_SETTINGS_KEYBOARD_ui_page_up": "Retroceder en la página", + "UI_SETTINGS_KEYBOARD_ui_page_down": "Avanzar en la página", + "UI_SETTINGS_KEYBOARD_ui_action_1": "Acción de interfaz 1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "Acción de interfaz 2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "Acción de interfaz 3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Reasignar «{0}»", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Controles en el juego", + "UI_SETTINGS_CONTROLLER_move": "Moverse", + "UI_SETTINGS_KEYBOARD_move_up": "Moverse arriba", + "UI_SETTINGS_KEYBOARD_move_left": "Moverse a izquierda", + "UI_SETTINGS_KEYBOARD_move_right": "Moverse a derecha", + "UI_SETTINGS_KEYBOARD_move_down": "Moverse abajo", + "UI_SETTINGS_KEYBOARD_interact": "Interactuar", + "UI_SETTINGS_KEYBOARD_jump": "Saltar", + "UI_SETTINGS_KEYBOARD_dash": "Correr", + "UI_SETTINGS_KEYBOARD_magnetism": "Electromagnetismo", + "UI_SETTINGS_KEYBOARD_climb": "Subir", + "UI_SETTINGS_KEYBOARD_pause_menu": "Mostrar el menú", + "UI_SETTINGS_KEYBOARD_map_menu": "Mostrar el mapa", + "UI_SETTINGS_KEYBOARD_party_menu": "Mostrar el equipo", + "UI_SETTINGS_KEYBOARD_inventory_menu": "Mostrar el inventario", + "UI_SETTINGS_KEYBOARD_fast_mode": "Velocidad de combate x4 (mantener pulsado)", + "UI_SETTINGS_KEYBOARD_PROMPT": "Pulsa hasta 4 teclas para asignarlas a esta acción.", + "CONTROLLER_DISCONNECTED_PASSIVE": "Mando desconectado.", + "UI_SETTINGS_KEYBOARD_INVALID": "No puedes guardar los cambios hasta haber asignado todas las acciones.", + "AUTOSPLIT_DISCONNECTED": "Se ha perdido la conexión con el servidor de LiveSplit.", + "AUTOSPLIT_CONNECTED": "Se ha establecido la conexión con el servidor de LiveSplit.", + "CONTROLLER_DISCONNECTED_MODAL": "Se ha desconectado el mando. Vuelve a conectarlo.", + "AUTOSPLIT_CONNECTION_FAILED": "Ha fallado la conexión con el servidor de LiveSplit.", + "AUTOSPLIT_RELOADED": "Se ha cargado la configuración de LiveSplit.", + "AUTOSPLIT_RELOAD_FAILED": "No se ha podido cargar la configuración de LiveSplit.", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Mandos", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Mando desconectado", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Vuelve a conectarlo.", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "Sigue las instrucciones de Kayleigh para habilitar el modo multijugador local.", + "UNKNOWN_BESTIARY_INDEX": "¿¿??", + "UI_JOYPAD_SELECT_LOAD_FILE": "Carga una partida para empezar a jugar en modo multijugador local.", + "UI_JOYPAD_SELECT_JOIN": "Pulsa {join_btn}", + "BESTIARY_INDEX_ARCHANGEL": "A{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Salir", + "UI_RANGER_STAMP_CARD_FLAGCODE": "Matrícula: {0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Vuelve al menú principal para empezar a jugar con el DLC que acabas de instalar.", + "BESTIARY_INDEX_FUSION": "F{0}", + "DLC_INSTALLED_RESTART_PROMPT": "Reinicia el juego para empezar a jugar con el DLC que acabas de instalar.", + "PAGE_NUMBER": "{page}/{count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "Reinicia el juego para empezar a jugar con el contenido generado por los usuarios que acabas de instalar.", + "DLC_MOD_WARNING_TITLE": "¡Aviso para navegantes!", + "DLC_UGC_DOWNLOADING": "Descargando contenido generado por los usuarios: {num}/{total}", + "DLC_MOD_WARNING": "Has elegido ejecutar el juego con modificaciones.\\n\\nNi Bytten Studio ni Raw Fury se hacen responsables del contenido ni del funcionamiento de las modificaciones. Asegúrate de que confías en los autores del contenido que has instalado antes de continuar.\\n\\n¡Toma precauciones y diviértete!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "Jugar con modificaciones", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "Jugar sin modificaciones", + "DLC_MOD_WARNING_DOCUMENTATION": "Documentación", + "DLC_MOD_WARNING_QUIT": "Salir", + "GEARYU_DESCRIPTION": "un lagarto hecho de ruedas dentadas", + "SALAMAGUS_LORE_1": "Los salamago son tan escurridizos como aplicados en el estudio de la piromagia y otras artes arcanas. Tienen la capacidad de escupir fuego gracias al combustible que almacenan en las membranas que tienen en la cabeza (las cuales, por cierto, los observadores distraídos tienden a confundir con grandes ojos saltones).", + "SALAMAGUS_NAME_PREFIX": "Salam", + "SALAMAGUS_NAME_SUFFIX": "mago", + "PYROMELEON_NAME_PREFIX": "Pira", + "SALAMAGUS_LORE_2": "Un mago es un individuo capaz de usar magia. Son muy habituales en la mitología y la cultura popular.", + "SALAMAGUS_DESCRIPTION": "un lagarto de cabeza triangular", + "PYROMELEON_NAME": "Piramaleón", + "PYROMELEON_NAME_SUFFIX": "amaleón", + "PYROMELEON_LORE_1": "Los piramaleón son maestros de la piromagia, capaces no solo de escupir fuego, sino también de controlarlo. A menudo se los ve mantener en equilibrio una llama en la punta de la lengua para demostrar su dominio absoluto de su elemento.", + "PYROMELEON_DESCRIPTION": "un lagarto de lengua muy larga", + "ICEPECK_LORE_2": "Los carámbanos se forman cuando el agua se congela mientras está goteando desde algún objeto. A menudo se ven en bosques y casas durante las épocas de frío, o bien durante todo el año si el clima del lugar lo permite.", + "ICEPECK_LORE_1": "Los picohielo tienen un «pico» con forma de carámbano que utilizan para defenderse de sus agresores. Se sabe que el pico llega a derretírseles por completo en climas más cálidos, de modo que se los encuentra casi exclusivamente en las zonas altas y frías del monte Wirral.", + "PYROMELEON_LORE_2": "«Piromagia» es el nombre que se da al arte de controlar y generar fuego por medios mágicos. A quien lo practica se lo conoce como «piromago». Existe también el concepto de «piromancia», que consiste en la adivinación según el color, chasquido o disposición de las llamas.", + "CRYOSHEAR_NAME_PREFIX": "Crio", + "CRYOSHEAR_NAME": "Criortador", + "ICEPECK_DESCRIPTION": "un pájaro con un carámbano por pico", + "CRYOSHEAR_NAME_SUFFIX": "ortador", + "CRYOSHEAR_DESCRIPTION": "un ser encapuchado que blande espadas de hielo", + "CRYOSHEAR_LORE_2": "«Criosfera» es como se conoce a las partes de la superficie terrestre en las que casi toda el agua está congelada, como, por ejemplo, los círculos polares ártico y antártico.", + "CRYOSHEAR_LORE_1": "Casi siempre se ve a los criortador empuñando las dos espadas que utilizan para atacar, hechas únicamente de hielo. Su método habitual de ataque es usarlas juntas, como si fueran unas enormes tijeras.", + "SPOOKI-ONNA_NAME": "Uuhkionna", + "SPOOKI-ONNA_NAME_PREFIX": "Uuhki", + "SPOOKI-ONNA_LORE_1": "Las leyendas dicen que los uuhkionna se aparecen a los insensatos que intentan alcanzar la cima del monte Wirral. Las historias de su avistamiento hablan de una figura femenina que invita a los escaladores a acercarse para envolverlos a continuación con un manto de niebla tan frío como letal.", + "SPOOKI-ONNA_NAME_SUFFIX": "onna", + "BOLTAM_NAME_PREFIX": "Ray", + "BOLTAM_NAME": "Rayono", + "SPOOKI-ONNA_LORE_2": "La yuki onna es un [i]yōkai[/i] (una especie de espíritu de la cultura popular japonesa). Las historias que hablan de ella son muy distintas, pero suele representarse como una mujer fantasmal a la que asocian con la nieve y las ventiscas y que, a menudo, trae sufrimiento y muerte a quienes se cruzan con ella.", + "SPOOKI-ONNA_DESCRIPTION": "una mujer hecha de niebla que da miedo", + "BOLTAM_NAME_SUFFIX": "ono", + "BOLTAM_LORE_1": "La cabeza metálica de los rayono tiene una capacidad tremenda para conducir la electricidad y absorbe de forma pasiva las corrientes eléctricas de la atmósfera. Los rayono pueden convertir esa energía en campos magnéticos que les permiten desplazarse fácilmente por tierra o aire.", + "BOLTAM_DESCRIPTION": "un ser con una bola metálica por cabeza", + "BOLTAM_LORE_2": "El magnetismo es una fuerza que se genera al desplazar cargas eléctricas. Es posible magnetizar los objetos de metal haciendo pasar por ellos corrientes eléctricas, lo cual genera un campo magnético.", + "PLASMANTLER_NAME": "Plasmasta", + "PLASMANTLER_NAME_PREFIX": "Plasma", + "PLASMANTLER_NAME_SUFFIX": "asta", + "PLASMANTLER_LORE_2": "Aunque solo percibimos los objetos metálicos como magnéticos, lo cierto es que el magnetismo afecta a todo tipo de materia. La fuerza electromagnética es uno de los componentes principales del mundo físico tal y como lo conocemos.", + "SPARKTAN_NAME": "Chispartano", + "PLASMANTLER_DESCRIPTION": "un monstruo con cabeza metálica y astas", + "PLASMANTLER_LORE_1": "Los plasmasta son la fase adulta de los rayono, una vez estos han absorbido suficiente energía eléctrica como para provocar un notable crecimiento corporal. Los campos magnéticos de los plasmasta son tan potentes que incluso son capaces de atraer y repeler materia no metálica.", + "SPARKTAN_NAME_PREFIX": "Chisp", + "SPARKTAN_LORE_1": "Los chispartano son nubes de tormenta vivientes. Sus «brazos» están formados por energía eléctrica concentrada y pueden alargarlos a voluntad. Prefieren vivir en zonas de gran altitud para poder, así, acumular más materia de las nubes.", + "SPARKTAN_NAME_SUFFIX": "artano", + "SPARKTAN_LORE_2": "Las nubes se forman a partir de las partículas que quedan suspendidas en la atmósfera que rodea un planeta. Las de la Tierra están formadas por la humedad del agua y tienen distinta forma según la altura y la densidad de esa humedad.", + "ZEUSTRIKE_NAME": "Rayodezeus", + "SPARKTAN_DESCRIPTION": "una nube de tormenta viviente", + "ZEUSTRIKE_NAME_PREFIX": "Rayod", + "ZEUSTRIKE_NAME_SUFFIX": "ezeus", + "ZEUSTRIKE_LORE_2": "Las tormentas eléctricas se producen cuando la fricción entre hielo y agua que se produce dentro de los cumulonimbos desplaza suficientes electrones como para generar potencia eléctrica, que puede, a continuación, desplazarse en trayectoria descendente hasta llegar al suelo.", + "ZEUSTRIKE_LORE_1": "Es frecuente que dos rayodezeus se batan en duelo y, cuando ocurre, el choque de sus rayos entre las nubes es idéntico a una tormenta eléctrica común.", + "ZEUSTRIKE_DESCRIPTION": "una nube que lleva un yelmo", + "KITTELLY_NAME_PREFIX": "Gatit", + "KITTELLY_NAME": "Gatitele", + "KITTELLY_LORE_1": "La única forma que tienen los gatitele de comunicarse es a través de las interferencias que se producen en la televisión que tienen por «cara». Sus mensajes son difíciles de descifrar y, a menudo, eso impide que los gatitele puedan relacionarse con otros seres vivos.", + "KITTELLY_NAME_SUFFIX": "tele", + "KITTELLY_LORE_2": "Muchas culturas ven al gato negro como un mal augurio o un símbolo de mala suerte, pues suelen relacionarlo con la brujería y lo sobrenatural. Por supuesto, esa reputación no les hace justicia en absoluto.", + "CAT-5_NAME": "Gategoría 5", + "KITTELLY_DESCRIPTION": "un gato con una tele estropeada por cabeza", + "CAT-5_NAME_PREFIX": "Gatego", + "CAT-5_LORE_1": "Aunque su cara parezca un monitor de plasma, hay indicios de que los gategoría 5 son capaces de ver sin ningún problema. Puesto que no tienen boca, se nutren absorbiendo electricidad estática de la atmósfera mediante sus dos cables.", + "CAT-5_NAME_SUFFIX": "5", + "CAT-5_LORE_2": "Los [i]cat-sìth[/i], o gatos hada, son seres de la mitología celta. Se los describe como grandes gatos negros de los que se decía que eran capaces de robar las almas de los muertos antes de que pudieran pasar a la otra vida.", + "JELLYTON_NAME": "Gelatona", + "CAT-5_DESCRIPTION": "una bestia con una pantalla plana por cabeza", + "JELLYTON_NAME_PREFIX": "Gelat", + "JELLYTON_LORE_1": "Los gelatona se forman cuando un peonomuerto tiene la mala suerte de caer a las aguas de un pantano y no consigue salir. Con el tiempo, su cuerpo se acaba descomponiendo y vuelve a formarse como una masa de pringue suave y tóxico. Se dice que ese pringue funciona de maravilla como fertilizante.", + "JELLYTON_NAME_SUFFIX": "tona", + "JELLYTON_LORE_2": "Los «monstruos de pringue» suelen aparecer con frecuencia en la cultura popular moderna, especialmente en entornos de fantasía. Aunque no tienen un origen mitológico específico, suele representárselos como seres amorfos hechos de gelatina o icor, capaces de consumir cualquier materia con la que entren en contacto.", + "JELLYTON_DESCRIPTION": "un ser pringoso cuya cabeza parece una calavera", + "NEVERMORT_NAME": "Nuncamórvido", + "NEVERMORT_NAME_PREFIX": "Nuncam", + "NEVERMORT_NAME_SUFFIX": "órvido", + "NEVERMORT_LORE_1": "Es importante hacer notar que los nuncamórvido no tienen pico. Por lo visto, lo que llevan en la cara es en realidad una máscara de porcelana como las que llevaban los médicos especializados en tratar la peste negra. Es mejor no preguntarse cómo es el rostro que se esconde bajo esa máscara.", + "NEVERMORT_DESCRIPTION": "un cuervo encapuchado y enmascarado", + "NEVERMORT_LORE_2": "Los córvidos, y en especial los cuervos, tienen mucha relevancia en la cultura popular y el arte de muchos lugares. En la mitología griega, se representaba a los cuervos como protegidos de Apolo y se decía que traían mala suerte.", + "APOCROWLYPSE_NAME": "Corvocalipsis", + "APOCROWLYPSE_NAME_PREFIX": "Corvo", + "APOCROWLYPSE_NAME_SUFFIX": "calipsis", + "APOCROWLYPSE_LORE_2": "Fue en el siglo XVII cuando Charles de Lorme inventó el tan icónico atuendo que debían llevar los médicos que trataban la peste negra, con su máscara acabada en pico. Esa máscara se llenaba con especias y perfumes que, según se creía, evitaban el contagio a través del aire.", + "APOCROWLYPSE_LORE_1": "Además de la capucha y la máscara, los corvocalipsis llevan una correa adornada con el cráneo pulido de algún animal. Eso hace que su silueta sea la de una figura encapuchada montada en el esqueleto de una bestia.", + "MAGIKRAB_NAME": "Magikangrejo", + "APOCROWLYPSE_DESCRIPTION": "un horrible pájaro cuadrúpedo", + "MAGIKRAB_NAME_PREFIX": "Magik", + "MAGIKRAB_NAME_SUFFIX": "angrejo", + "MAGIKRAB_LORE_1": "Los magikangrejo fueron el primer monstruo que se trajo a Nueva Wirral en el pasado remoto. Ahora casi todos se han extinguido, y solo se conoce la existencia de un único magikangrejo en la isla, eterno y diligente operario de las estaciones.", + "MAGIKRAB_SUBTITLE": "Maquinista", + "CLOCKSLEY_NAME": "Relojsley", + "MAGIKRAB_DESCRIPTION": "un cangrejo con sombrero de mago", + "MAGIKRAB_LORE_2": "En el arte del ilusionismo, el sombrero de mago es un componente muy habitual y reconocible. Con él, el mago puede hacer aparecer un conejo, o quizás desaparecer un pañuelo.", + "CLOCKSLEY_NAME_PREFIX": "Relo", + "CLOCKSLEY_NAME_SUFFIX": "sley", + "CLOCKSLEY_LORE_2": "Aunque los mecanismos propios de los relojes han existido desde hace mucho tiempo, los juguetes de cuerda se hicieron muy comunes en Occidente en el siglo XIX. Para darles cuerda, se usaba a menudo una llave que se introducía por un agujero que tenían en la parte exterior.", + "CLOCKSLEY_LORE_1": "El largo brazo mecánico de los relojsley les da una ventaja única para el combate a distancia, ya que les permite utilizar armas sin acercarse demasiado. De esa forma, compensan su relativa lentitud.", + "ROBINDAM_NAME": "Robindam", + "ROBINDAM_NAME_PREFIX": "Robin", + "ROBINDAM_NAME_SUFFIX": "dam", + "ROBINDAM_LORE_2": "Robin Hood, también conocido como «Robin de Locksley», es una figura de la cultura popular inglesa muy conocida en todo el mundo. Se lo suele representar como un bandido heroico que roba a los ricos para dárselo a los pobres.", + "ROBINDAM_LORE_1": "Los robindam son muy precisos con su arco y flechas de plástico, pues son capaces de acertar con la ventosa de una flecha incluso a 300 metros de distancia. Se precian de su excelente puntería, pero aún más de su sentido de la justicia.", + "CLOCKSLEY_DESCRIPTION": "un ser de juguete con un gran brazo mecánico", + "TWIRLIGIG_NAME": "Girelele", + "ROBINDAM_DESCRIPTION": "un gran robot con un arco y flechas", + "TWIRLIGIG_NAME_PREFIX": "Gir", + "TWIRLIGIG_NAME_SUFFIX": "elele", + "TWIRLIGIG_LORE_2": "Históricamente, ha sido común utilizar muñecos de paja como espantapájaros o en el entrenamiento para el combate.", + "KIRIKURI_NAME": "Kirikuri", + "TWIRLIGIG_DESCRIPTION": "un pelele saltarín de madera", + "TWIRLIGIG_LORE_1": "Antaño, los girelele no eran más que muñecos rudimentarios para practicar la puntería, pero cobraron vida en algún momento y por medios que se desconocen. Puesto que no tienen miembros, se ven obligados a moverse y atacar girando sobre la estaca de madera que les cruza el cuerpo.", + "KIRIKURI_NAME_PREFIX": "Kiri", + "KIRIKURI_LORE_1": "Antaño simples muñecos para la práctica del combate, ahora los kirikuri han decidido tomar las armas. Para luchar usan un [i]bokken[/i], una [i]katana[/i] de madera que se usa para practicar las técnicas de esgrima.", + "KIRIKURI_NAME_SUFFIX": "kuri", + "KIRIKURI_LORE_2": "El [i]bokken[/i] es un tipo de espada de madera japonesa. Se usa para la práctica de las artes marciales y suele estar basado en las [i]katanas[/i], pero también los hay de distintos tamaños y formas para replicar otros tipos de espada.", + "BRUSHROOM_NAME": "Champincel", + "KIRIKURI_DESCRIPTION": "un muñeco de madera armado con espada y escudo", + "BRUSHROOM_NAME_PREFIX": "Champi", + "BRUSHROOM_NAME_SUFFIX": "incel", + "BRUSHROOM_LORE_2": "La historia de la pintura es tan antigua como la de la misma humanidad y, por supuesto, también lo es la del pincel. Se ha descubierto que algunas pinturas rupestres de las civilizaciones prehistóricas se hicieron con herramientas hechas con caña y pelos.", + "BRUSHROOM_LORE_1": "Los champincel son artistas de gran talento que pintan con los pigmentos que les brotan de la cabeza. Se ha observado que son capaces de cambiar las propiedades físicas de los objetos a los que apliquen pintura. El cambio depende del color que usen.", + "FUNGOGH_NAME": "Fungogh", + "BRUSHROOM_DESCRIPTION": "una seta con un pincel y un pañuelo al cuello", + "FUNGOGH_NAME_PREFIX": "Fung", + "FUNGOGH_LORE_1": "Los fungogh han conseguido combinar el arte del combate con el de la caligrafía. Sus movimientos son rápidos y efectivos y se basan en golpes del pincel que usan como bastón, posturas de combate muy precisas y una gran disciplina.", + "FUNGOGH_NAME_SUFFIX": "gogh", + "BUSHEYE_LORE_1": "A los arbustojo se los suele encontrar casi exclusivamente camuflados entre los arbustos, lo cual les permite esconderse de sus depredadores y acechar a su vez posibles presas. Pueden quedarse ocultos e inmóviles durante horas, aunque, a veces, incluso se quedan dormidos y pierden la oportunidad de sorprender a su objetivo.", + "FUNGOGH_LORE_2": "Los pinceles modernos suelen tener un mango de metal o madera y cerdas de pelo o nylon. Los pinceles de mayor calidad aún usan pelo de animales, como la marta o el cerdo.", + "FUNGOGH_DESCRIPTION": "una seta con bigote", + "HUNTORCH_NAME": "Cazantorcha", + "BUSHEYE_DESCRIPTION": "un arbusto con patas", + "BUSHEYE_LORE_2": "El «hombre verde» es una figura de la cultura popular que aparece en todo el mundo, normalmente representado como una cara hecha de hojas. El hombre verde simboliza la primavera y el renacimiento y suele aparecer tallado en las fachadas de algunos edificios.", + "HEDGEHERNE_NAME": "Verdherne", + "HUNTORCH_NAME_PREFIX": "Caza", + "HUNTORCH_LORE_1": "A los cazantorcha se les da muy bien seguir rastros y son capaces de perseguir sin apenas dificultad a un objetivo que les lleve varios kilómetros de ventaja. Se sabe que algunas veces han acabado prendiéndose fuego accidentalmente por culpa de la antorcha que llevan.", + "HUNTORCH_NAME_SUFFIX": "torcha", + "HUNTORCH_LORE_2": "La Cacería Salvaje aparece de distintas maneras en la cultura popular europea, pero suele representarse como un grupo de cazadores sobrenaturales montados a caballo. La identidad concreta de los cazadores depende de cuándo y dónde tenga lugar la cacería.", + "HUNTORCH_DESCRIPTION": "un arbusto cornudo que lleva una antorcha", + "HEDGEHERNE_NAME_PREFIX": "Ver", + "HEDGEHERNE_NAME_SUFFIX": "herne", + "HEDGEHERNE_LORE_1": "Los verdherne son maestros de la caza y persiguen sin descanso a cualquier objetivo que consideren digno. El cuerno que llevan arde constantemente, y se conocen casos en los que han prendido fuego a bosques enteros con tal de acorralar a su presa.", + "HEDGEHERNE_LORE_2": "Herne el Cazador es una figura de la cultura popular inglesa. Se lo describe como un jinete astado que acecha en el bosque de Windsor. También se lo asocia con la leyenda de la Cacería Salvaje.", + "BRAXSUIT_NAME": "Braxaje", + "HEDGEHERNE_DESCRIPTION": "un ser cubierto de hojas que lleva un cuerno llameante", + "BRAXSUIT_NAME_PREFIX": "Brax", + "BRAXSUIT_NAME_SUFFIX": "aje", + "BRAXSUIT_LORE_2": "En 1952, tres niños se toparon con un extraño ser aparentemente extraterrestre en el condado de Braxton (Virginia Occidental). Lo describieron como un ser verde cuya cabeza parecía el as de picas.", + "BRAXSUIT_LORE_1": "Los braxaje ponen mucha atención a su apariencia. Se dice que quedan muy contrariados si se les deshace o tuerce el nudo de la corbata.", + "BRAXSUIT_DESCRIPTION": "un ser encorbatado de cara redonda que flota en el aire", + "FLAPWOODS_NAME_PREFIX": "Flap", + "FLAPWOODS_NAME": "Flapwoods", + "FLAPWOODS_LORE_1": "El cuerpo de los flapwoods, similar a una capa holgada, les da la apariencia de trapos que flotan en el aire en plena ráfaga de viento. Casi todos están de acuerdo en que la mirada vacua de sus ojos amarillos pone los pelos de punta.", + "FLAPWOODS_NAME_SUFFIX": "woods", + "FLAPWOODS_LORE_2": "El avistamiento del «monstruo de Flatwoods» en 1952 no tardó en convertirse en leyenda urbana. Se lo representa de distintas maneras, pero la curiosa forma de su cabeza, sus brazos acabados en garra y su cuerpo ataviado de una capa amplia son muy reconocibles para los ufólogos y criptozoólogos.", + "FLAPWOODS_DESCRIPTION": "un extraterrestre volador de ojos redondos y brazos flotantes", + "BINVADER_NAME": "Cubinvasor", + "BINVADER_NAME_PREFIX": "Cub", + "BINVADER_LORE_1": "Los cubinvasor son, según parece, seres verdes con muchos tentáculos metidos en vehículos de combate muy parecidos a cubos de basura. Tienen dos «brazos» en la parte delantera, uno para lanzar rayos mortíferos y otro para dar empujones con muy mala uva.", + "BINVADER_NAME_SUFFIX": "invasor", + "BINVADER_LORE_2": "Los cubos para la eliminación de desperdicios existen desde hace miles de años. Ya había sistemas primitivos de recogida de basura en el Imperio romano. El diseño reconocible del cubo de metal se empezó a usar a gran escala en el siglo XIX. Se fabricaban uniendo tiras de metal a un cilindro mediante remaches y soldaduras.", + "BINVADER_DESCRIPTION": "un cubo de basura alienígena", + "BINTERLOPER_NAME": "Contenintruso", + "BINTERLOPER_NAME_PREFIX": "Conten", + "BINTERLOPER_NAME_SUFFIX": "intruso", + "BINTERLOPER_LORE_1": "Los contenintruso son guerreros de rango superior al de los cubinvasor y, por tanto, pilotan máquinas de combate más potentes. Se ha observado que, a veces, «dan órdenes» a los cubinvasor, lo que hace pensar en una especie de jerarquía militar en sus filas.", + "BINTERLOPER_LORE_2": "La adopción mayoritaria de los cubos y contenedores con ruedas en el siglo XX fue fruto del desarrollo del tratamiento de residuos en el ámbito municipal. Era necesario, ya que la cantidad de residuos que producían los hogares en las zonas urbanas aumentó de forma espectacular en ese periodo.", + "PAWNDEAD_NAME": "Peonomuerto", + "BINTERLOPER_DESCRIPTION": "un contenedor de plástico con un alienígena dentro", + "PAWNDEAD_NAME_PREFIX": "Peon", + "PAWNDEAD_LORE_1": "Los peonomuerto pasan mucho tiempo en estado latente, para lo que transmutan su cuerpo en granito duro y resistente. Esas «estatuas» de los peonomuerto pueden alarmar a los caminantes despistados, que se encuentran de repente en compañía de monstruos impasibles con calaveras por cara.", + "PAWNDEAD_NAME_SUFFIX": "omuerto", + "PAWNDEAD_LORE_2": "En el juego del ajedrez, el peón es la pieza más numerosa. Solo puede moverse una casilla cada vez y solo puede capturar las piezas situadas hacia delante y en diagonal respecto a su casilla. Pese a su escasa capacidad de movimiento, no conviene subestimarlos.", + "SKELEVANGELIST_NAME": "Alfisqueleto", + "PAWNDEAD_DESCRIPTION": "un esqueleto cabezón sin brazos", + "SKELEVANGELIST_NAME_PREFIX": "Alfi", + "SKELEVANGELIST_NAME_SUFFIX": "squeleto", + "SKELEVANGELIST_DESCRIPTION": "un esqueleto levitante con una túnica", + "SKELEVANGELIST_LORE_2": "En el juego del ajedrez, el alfil es una pieza que puede moverse en diagonal un número ilimitado de casillas. Cada jugador empieza la partida con dos alfiles.", + "SKELEVANGELIST_LORE_1": "Los alfisqueleto emiten constantemente una extraña salmodia en susurros. Se vuelve más audible cuando ejercen su capacidad para manipular piedras y rocas con la mente.", + "QUEENYX_NAME": "Reinónice", + "KINGRAVE_NAME_PREFIX": "Rey", + "KINGRAVE_NAME": "Reyliche", + "KINGRAVE_LORE_1": "El cuerpo de los reyliche está hecho de piedra densa y maleable, decorada con varios colores. Se mueve muy despacio y, al deslizarse, arrastra su capa de terciopelo.", + "KINGRAVE_NAME_SUFFIX": "liche", + "KINGRAVE_LORE_2": "El rey es la pieza del ajedrez de la que depende la victoria. Para ganar es necesario dejar al rey en «jaque mate», es decir: amenazado directamente (en «jaque») e incapaz de hacer ningún movimiento que no implique su captura inmediata. Solo puede moverse una casilla por turno.", + "KINGRAVE_DESCRIPTION": "una ficha enorme de rey de ajedrez", + "QUEENYX_NAME_PREFIX": "Rein", + "QUEENYX_LORE_1": "Los reinónice son capaces de imbuir de energía elemental las esferas que portan y luego lanzárselas a sus enemigos haciendo gala de una gran puntería. Se mueven con rapidez, pese a carecer de piernas, y se deslizan por el suelo con tanta facilidad como si flotaran en el aire.", + "QUEENYX_NAME_SUFFIX": "ónice", + "ALLSEER_NAME": "Todolové", + "QUEENYX_DESCRIPTION": "una ficha enorme de reina de ajedrez", + "QUEENYX_LORE_2": "La reina es la pieza más versátil del ajedrez. Puede moverse un número ilimitado de casillas en las ocho direcciones básicas. Capturar la reina del adversario es una parte fundamental de muchas estrategias del ajedrez.", + "ALLSEER_NAME_PREFIX": "Todol", + "ALLSEER_NAME_SUFFIX": "ové", + "ALLSEER_LORE_2": "Aunque los avistamientos de platillos volantes aumentaron en gran medida a principios y mediados del siglo XX, lo cierto es que existen registros de ellos desde hace al menos mil años. Actualmente suelen asociarse sobre todo a las historias de ciencia ficción.", + "ALLSEER_LORE_1": "Los todolové suelen dejarse ver casi siempre de noche y levitando varios metros por encima del suelo. Su nombre proviene de su inquietante costumbre de quedarse observando en silencio a los caminantes con un único «ojo» rojo que nunca parpadea.", + "TRIPHINX_NAME": "Trisfinge", + "ALLSEER_DESCRIPTION": "un platillo volante", + "TRIPHINX_NAME_PREFIX": "Tri", + "TRIPHINX_NAME_SUFFIX": "sfinge", + "TRIPHINX_LORE_2": "En la novela [i]La guerra de los mundos[/i], de H.G. Wells, se representa a los invasores marcianos pilotando enormes vehículos de combate. Esos vehículos, llamados «trípodes», tienen tres patas largas para desplazarse y emiten letales rayos térmicos.", + "TRIPHINX_LORE_1": "El exterior metálico de los trisfinge es completamente impenetrable. Se especula que en realidad se trata de un ser orgánico que pilota una especie de exoesqueleto o medio de transporte.", + "KHUFO_NAME_PREFIX": "Keo", + "TRIPHINX_DESCRIPTION": "una bestia metálica trípeda", + "KHUFO_NAME": "Keopni", + "KHUFO_NAME_SUFFIX": "opni", + "KHUFO_LORE_1": "Los keopni son una forma alternativa de los todolové, solo que los keopni han abandonado su platillo volante. Son agresivos, no tienen interés en negociar y atacan a sus víctimas con un bastón de combate forjado mediante misteriosas tecnologías de otro mundo.", + "KHUFO_LORE_2": "Los marcianos son los hipotéticos habitantes del planeta Marte y los alienígenas por antonomasia. En la novela [i]La guerra de los mundos[/i], H.G. Wells los representó como seres similares a un pulpo, con una enorme cabeza sostenida por varios miembros en forma de tentáculo.", + "GLAISTAIN_NAME": "Vitraistig", + "KHUFO_DESCRIPTION": "un alienígena con casco piramidal", + "GLAISTAIN_SUBTITLE": "Hada del vitral", + "GLAISTAIN_NAME_PREFIX": "Vitra", + "GLAISTAIN_NAME_SUFFIX": "istig", + "GLAISTAIN_LORE_1": "Vitraistig duerme entre las ruinas de una vieja iglesia. Su cuerpo parece hecho de mil trozos afilados de cristal de colores. Será todo un desafío para cualquier aventurero lo bastante intrépido como para despertarlo de su letargo.", + "GLAISTAIN_LORE_2": "El glaistig es un ser de la mitología celta. Tiene varias representaciones, pero normalmente es un espíritu o hada que toma la forma de una mujer hermosa. Es nativo de las Tierras Altas de Escocia, y puede ayudar o perjudicar a sus vecinos dependiendo de la historia.", + "UNDYIN_NAME": "Ondinoviva", + "GLAISTAIN_DESCRIPTION": "un hada hecha de cristal de colores", + "UNDYIN_NAME_PREFIX": "Ondin", + "UNDYIN_NAME_SUFFIX": "oviva", + "UNDYIN_LORE_1": "Los ondinoviva son apariciones fantasmales que se alzan de entre las aguas someras de la Costa del Hierro Fundido para engañar a cualquier pobre desgraciado que se les acerque. La leyenda dice que surgieron del espíritu vengativo de una novia a la que asesinaron y echaron por la borda del barco de su amado.", + "UNDYIN_DESCRIPTION": "una mujer fantasmal que da miedo", + "UNDYIN_LORE_2": "Jenny Greenteeth («Jenny Dientesverdes») es un personaje de la cultura popular inglesa. Se la describe como una bruja de pelo largo que moraba en ríos y lagos y ahogaba a los niños que se acercaban demasiado a sus aguas.", + "DIVEAL_NAME": "Focarinista", + "DIVEAL_NAME_PREFIX": "Foc", + "DIVEAL_NAME_SUFFIX": "arinista", + "DIVEAL_LORE_2": "Los trajes de buceo se inventaron en el siglo XVIII y, desde entonces, su evolución ha tenido muchas etapas. Su función principal era facilitar la recuperación de objetos de valor perdidos en los naufragios.", + "DIVEAL_LORE_1": "La escafandra que llevan los focarinista no solo les permite respirar bajo el agua, sino que además contiene una considerable cantidad de aire, lo cual los ayuda a flotar. Aunque tienen mucha movilidad en lagos y mares, son un poco más lentos en tierra.", + "SCUBALRUS_NAME": "Escaforsa", + "DIVEAL_DESCRIPTION": "una foca con una escafandra", + "SCUBALRUS_NAME_PREFIX": "Escaf", + "SCUBALRUS_NAME_SUFFIX": "orsa", + "SCUBALRUS_LORE_2": "El tipo de escafandra antigua más reconocible debe su origen al inventor Augustus Siebe. Su diseño revolucionario incluía también un traje de buceo completamente impermeable y una válvula en el casco que permitía extraer el aire sin que entrara el agua.", + "SCUBALRUS_LORE_1": "A la escafandra de los escaforsa le han salido unos firmes colmillos de latón que les permite defenderse de sus agresores. Al haber desarrollado también patas traseras, son mucho más hábiles (y peligrosos) en tierra que los focarinista, su forma inicial.", + "SCUBALRUS_DESCRIPTION": "una morsa con una escafandra", + "AVEREVOIR_NAME_SUFFIX": "evoir", + "AVEREVOIR_SUBTITLE": "Pájaro imponente", + "AVEREVOIR_NAME_PREFIX": "Aver", + "AVEREVOIR_LORE_1": "El averevoir es un ser casi mítico del que apenas ha habido una docena de avistamientos en toda la historia de Nueva Wirral. La leyenda dice que la planta que lleva en el pico puede curar cualquier enfermedad y otorgar la vida eterna… Nadie ha sido capaz de obtenerla para demostrarlo, claro.", + "AVEREVOIR_NAME": "Averevoir", + "AVEREVOIR_LORE_2": "El [i]liver bird[/i] es un ser de la mitología inglesa. Se lo representa como un pájaro (quizás un cormorán), casi siempre con una rama en el pico. Es el símbolo de Liverpool y tiene su origen en el primer escudo del pueblo.", + "MASCOTOY_NAME": "Mascuguete", + "AVEREVOIR_DESCRIPTION": "un pájaro enorme posado en un pedestal", + "MASCOTOY_NAME_PREFIX": "Masc", + "MASCOTOY_LORE_1": "Aunque se cree que alguna vez fueron disfraces de algún peculiar personaje, los mascuguete son ahora poco menos que cadáveres ambulantes. Se sabe que deambulan eternamente por las galerías del centro comercial La Caída dejando tras de sí como rastro jirones del poliéster del que están rellenos.", + "MASCOTOY_NAME_SUFFIX": "uguete", + "MASCOTORN_NAME": "Mascorrota", + "FORTIWINX_NAME": "Adormir", + "MASCOTOY_LORE_2": "Una mascota es (entre otras cosas) un personaje que se utiliza para representar a grupos, lugares o empresas. La palabra «mascota» viene del francés [i]mascotte[/i] y designa a una persona o cosa que se cree que trae buena suerte.", + "MASCOTOY_DESCRIPTION": "un disfraz de mascota con una gran garra", + "MASCOTORN_NAME_PREFIX": "Masco", + "MASCOTORN_NAME_SUFFIX": "rota", + "MASCOTORN_DESCRIPTION": "un disfraz de mascota gigante al que se le sale el relleno", + "MASCOTORN_LORE_2": "Los disfraces de peluche que suelen llevar las mascotas se pusieron de moda a mediados del siglo XX para que cualquier persona interpretara el papel de un personaje no humano. Se los suele ver en parques de atracciones, donde sus portadores interactúan con los visitantes como si fueran la mascota que representan.", + "MASCOTORN_LORE_1": "Los mascorrota son mascuguetes cuyo relleno de poliéster ha ido aumentando en masa hasta el punto de hacer que su cuerpo se acabe rasgando desde dentro. Siguen creciendo hasta que ya no son capaces de mantener su integridad estructural, y es entonces cuando acaban inevitablemente hechos pedazos.", + "THWACKALOPE_NAME": "Librerrendo", + "THWACKALOPE_NAME_PREFIX": "Libre", + "THWACKALOPE_NAME_SUFFIX": "errendo", + "THWACKALOPE_LORE_1": "Cuando los librerrendo llegan a la edad adulta y empiezan a ser capaces de defenderse, se fabrican un arma improvisada con lo que encuentran a su alrededor. Suelen preferir una vara de metal arrancada directamente del suelo con el trozo de tierra en el que estaba enterrada originalmente.", + "SANZATIME_NAME": "Temparena", + "THWACKALOPE_DESCRIPTION": "una liebre alada", + "THWACKALOPE_LORE_2": "El lebrílope ([i]jackalope[/i] en inglés) es un ser mítico de la cultura popular estadounidense. Es una liebre con astas como las de un antílope americano (o berrendo). Existe un ser mítico similar en la cultura popular alemana llamado [i]wolpertinger[/i], pero que, además, tiene alas de pájaro.", + "SANZATIME_NAME_PREFIX": "Tempa", + "SANZATIME_NAME_SUFFIX": "rena", + "SANZATIME_LORE_2": "Los relojes de arena son instrumentos que se usan para medir un periodo de tiempo predeterminado. Se componen de dos ampollas de cristal unidas y llenas de arena. Al darle la vuelta, la arena tardará exactamente el tiempo previsto en pasar de una ampolla a la otra.", + "SANZATIME_LORE_1": "Se cree que la parte principal de los temparena es el reloj de arena roto que tienen por «cabeza». Cualquier grano de arena que se separe de la masa principal se volverá completamente inerte. Por contra, los temparena pueden aumentar su masa si entran en contacto con arena.", + "SANZATIME_DESCRIPTION": "un reloj de arena roto que tiene una mano", + "FORTIWINX_NAME_PREFIX": "Ador", + "FORTIWINX_NAME_SUFFIX": "mir", + "FORTIWINX_LORE_1": "Cuando un temparena acumula suficiente arena de su entorno, puede recombinarse y dar origen a un cuerpo mucho más fuerte. Así, los adormir son figuras muy voluminosas, pero capaces de mover su pesado cuerpo de arena como si fuera aire. El puñetazo de un adormir tiene la misma fuerza que toda una tormenta de arena.", + "FORTIWINX_DESCRIPTION": "un monstruo enmascarado hecho de arena", + "JUMPKIN_NAME": "Saltalabaza", + "FORTIWINX_LORE_2": "El Arenero ([i]Sandman[/i] en inglés) es un ser de la mitología europea. Se lo suele representar como un duendecillo que tira arena en los ojos a los niños que están durmiendo, lo cual hace que sueñen.", + "JUMPKIN_NAME_PREFIX": "Salta", + "JUMPKIN_LORE_1": "Los saltalabaza se crean cuando se esparce la «gelatina» de un gelatona sobre una calabaza normal, lo cual hace que esta cobre vida. Son seres simpáticos y curiosos que dan la impresión de no dejar nunca de moverse.", + "JUMPKIN_NAME_SUFFIX": "labaza", + "JUMPKIN_LORE_2": "Las calabazas de Halloween son calabazas decorativas a las que se les ha tallado un dibujo, normalmente una cara. Durante la noche de Halloween, se suelen colocar en el exterior de la propia casa, iluminadas por una vela que se les pone dentro.", + "JUMPKIN_DESCRIPTION": "una calabaza saltarina", + "BEANSTALKER_NAME": "Cucurbitasesino", + "BEANSTALKER_NAME_PREFIX": "Cucurbita", + "BEANSTALKER_NAME_SUFFIX": "sesino", + "BEANSTALKER_DESCRIPTION": "una calabaza terrorífica que lleva un hacha", + "BEANSTALKER_LORE_2": "El «asesino del hacha» es una figura arquetípica de la cultura popular y es exactamente lo que sugiere su nombre: alguien que comete asesinatos con un hacha. Ha habido muchos asesinos del hacha famosos en la historia moderna.", + "BEANSTALKER_LORE_1": "Esto es lo que ocurre cuando un saltalabaza desarrolla una personalidad maligna. Con un cuerpo completo formado a partir de tallos más o menos leñosos, su actividad favorita es perseguir con un hacha a sus aterrorizadas víctimas.", + "DRACULEAF_NAME": "Draculoja", + "DRACULEAF_NAME_PREFIX": "Dracul", + "DRACULEAF_NAME_SUFFIX": "oja", + "DRACULEAF_LORE_2": "[i]Drácula[/i] es una novela gótica de terror escrita por Bram Stoker. Publicada en 1897, cuenta la historia del vampiro conocido como conde Drácula y de los que se cruzan con él. Es una de las novelas más conocidas en todo el mundo y se ha adaptado a todas las formas artísticas o audiovisuales.", + "DRACULEAF_LORE_1": "Los draculoja son saltalabaza que han desarrollado una personalidad cruel y calculadora. Se visten con una capa hecha de hojas muertas y fingen ser amigos de las víctimas de las que pretenden alimentarse. Cuando su presa baja la guardia, le absorben la esencia vital mediante sus raíces, capaces de perforar la carne.", + "SPIROUETTE_NAME": "Espirueta", + "DRACULEAF_DESCRIPTION": "una calabaza con colmillos y una gran capa", + "SPIROUETTE_NAME_PREFIX": "Espir", + "SPIROUETTE_NAME_SUFFIX": "ueta", + "SPIROUETTE_LORE_1": "Los espirueta son seres muy evolucionados con aspecto de moluscos. Todos sus órganos principales están en la «cabeza», protegida bajo el caparazón, mientras que su «cuerpo» consiste en un conjunto de extremidades. De movimientos rápidos y elegantes, suelen usar algas para ocultarse y protegerse de los elementos.", + "SPIROUETTE_LORE_2": "La disciplina de danza conocida como [i]ballet[/i] tiene sus raíces en la Italia del siglo XVI. La propia palabra [i]ballet[/i] proviene del término italiano [i]ballare[/i], que significa «bailar».", + "REGENSEA_NAME": "Reinadelosmares", + "SPIROUETTE_DESCRIPTION": "un ser marino bailarín con una caracola por cabeza.", + "REGENSEA_NAME_PREFIX": "Reinad", + "REGENSEA_NAME_SUFFIX": "elosmares", + "REGENSEA_DESCRIPTION": "un ser marino bailarín con una medusa en la cabeza", + "REGENSEA_LORE_1": "Una tremenda metamorfosis puede transformar los espirueta en reinadelosmares. Abandonan por completo el caparazón, y su cuerpo pasa a estar compuesto por un 95 % de agua. Son capaces de proyectar potentes olas de agua con sus movimientos de [i]ballet[/i]. De hecho, son más potentes cuanto mayor sea su talento para la danza.", + "REGENSEA_LORE_2": "La vida de una bailarina de [i]ballet[/i] profesional no es sencilla. Deben empezar a entrenarse desde muy niñas, y su carrera puede verse muy perjudicada o incluso terminar antes de tiempo por culpa de las posibles lesiones, causadas, a menudo, por forzarse demasiado.", + "PADPOLE_NAME": "Renanúfar", + "PADPOLE_NAME_PREFIX": "Rena", + "PADPOLE_LORE_1": "Los renanúfar son la etapa larvaria de los ninfeana. Viven bajo el agua hasta que alcanzan la madurez. Puesto que aún no han desarrollado extremidades, se las apañan para atacar con la lengua, que segrega una especie de mucosidad pegajosa capaz de entorpecer a cualquier posible atacante.", + "PADPOLE_NAME_SUFFIX": "núfar", + "PADPOLE_LORE_2": "El nixe es un ser de la cultura popular europea que vive en el agua. Su apariencia y comportamiento varían según el país, pero suele describírselos como espíritus o seres con forma de pez que engañan y matan a quienes osen acercarse a ellos.", + "LILIGATOR_NAME": "Nenufaimán", + "PADPOLE_DESCRIPTION": "un nenúfar viviente con cola", + "FRILLYPAD_NAME": "Ninfeana", + "FRILLYPAD_NAME_PREFIX": "Ninfe", + "FRILLYPAD_NAME_SUFFIX": "ana", + "FRILLYPAD_LORE_1": "Se trata de la etapa adulta de los renanúfar. Las extremidades de los ninfeana les permiten cazar para alimentarse. Se los ve a menudo ocultos junto a la orilla de los estanques y lagos. Si se le acerca algo o alguien que el ninfeana considere comestible, intentará atraparlo con su larga lengua.", + "FRILLYPAD_DESCRIPTION": "una especie de rana de ojos grandes", + "FRILLYPAD_LORE_2": "El kelpie es un espíritu acuático de la cultura popular escocesa. Es parecido al nixe, vive en ríos y lagos y tiene la capacidad de cambiar de forma. A veces se los representa con forma de mujer hermosa, pero también pueden transformarse en algo parecido a un caballo.", + "LILIGATOR_NAME_PREFIX": "Nenuf", + "LILIGATOR_NAME_SUFFIX": "aimán", + "KHEPRI_NAME_PREFIX": "Jep", + "LILIGATOR_LORE_1": "En el entorno natural, alrededor de uno de cada cien ninfeana se transformará en nenufaimán. Los nenufaimán hacen las veces de guardaespaldas de los ninfeana en sus aguas y se encargan de poner a raya a agresores peligrosos contra los que los ninfeana no tendrían nada que hacer.", + "LILIGATOR_LORE_2": "El grindylow es un ser mitológico de la cultura inglesa. Tiene muchos rasgos en común con el nixe y el kelpie. Se trata de seres con escamas y brazos largos que viven en los lagos, dispuestos a agarrar a los niños que pasen demasiado cerca y ahogarlos.", + "LILIGATOR_DESCRIPTION": "un nenúfar viviente que no tiene ojos", + "KHEPRI_NAME": "Jepri", + "KHEPRI_SUBTITLE": "Escarabajo nuclear", + "KHEPRI_NAME_SUFFIX": "pri", + "KHEPRI_DESCRIPTION": "un ser flotante con forma de escarabajo", + "KHEPRI_LORE_2": "En la mitología egipcia, Jepri es el dios del sol naciente. Se lo representa como un humano con un escarabajo por cabeza y simboliza el ciclo de la creación y el renacimiento.", + "KHEPRI_LORE_1": "Los jepri tienen un pequeño sol entre los cuernos, del cual obtienen la energía que necesitan para vivir. Son capaces de agitar ese sol cuando alguien los ataca con el objetivo de proyectar llamas solares hacia cualquiera a quien consideren una amenaza.", + "ARKIDD_NAME": "Arkadex", + "ARKIDD_NAME_PREFIX": "Ark", + "ARKIDD_LORE_1": "A los arkadex se los vio por primera vez en Nueva Wirral tras la llegada del centro comercial La Caída. Se los ha visto corretear o saltar encima de la cabeza de otros monstruos, y en general suelen tener una actitud muy dinámica.", + "ARKIDD_NAME_SUFFIX": "adex", + "ARKIDD_LORE_2": "Las máquinas recreativas permiten jugar a un videojuego al introducir monedas en ellas. Aparecieron a principios de los 70 y, durante un tiempo, fueron la plataforma en la que disfrutar de los videojuegos gráficamente más avanzados del momento.", + "ARKIDD_DESCRIPTION": "un robot con un rayo por emblema", + "CLUCKABILLY_NAME": "Cocabilly", + "CLUCKABILLY_NAME_PREFIX": "Coc", + "CLUCKABILLY_LORE_1": "La principal característica de los cocabilly es su actitud antisocial. Hay tanta ira en sus cacareos que son capaces de crear pequeñas ondas de choque.", + "CLUCKABILLY_NAME_SUFFIX": "abilly", + "CLUCKABILLY_LORE_2": "Puesto que los humanos han criado pollos como actividad ganadera desde la prehistoria, los gallos han gozado de distintos grados de importancia o incluso reverencia en todas las culturas. En el horóscopo chino, son el décimo de sus doce animales.", + "CLUCKABILLY_DESCRIPTION": "un gran pollo punki", + "ROCKERTRICE_NAME": "Rockatriz", + "ROCKERTRICE_NAME_PREFIX": "Rock", + "ROCKERTRICE_NAME_SUFFIX": "atriz", + "ROCKERTRICE_LORE_2": "La cocatriz es un ser mitológico al que se describe como una especie de dragón con cabeza de gallo. Al igual que el también mitológico basilisco, se dice que tiene la capacidad de matar en el acto a alguien simplemente con la mirada.", + "ROCKERTRICE_DESCRIPTION": "un dragón gigante con pico y cresta", + "KUNEKO_NAME": "Kuneko", + "ROCKERTRICE_LORE_1": "Los rockatriz son conocidos por su penetrante mirada, de la cual se dice que es capaz de congelar a alguien en el acto si establece contacto visual. También se sabe que no les gusta nada que alguien establezca contacto visual, lo cual es una combinación bastante peligrosa.", + "KUNEKO_NAME_PREFIX": "Kun", + "KUNEKO_NAME_SUFFIX": "eko", + "KUNEKO_UNKNOWN_NAME": "Mujer gato misteriosa", + "KUNEKO_LORE_2": "La mujer gato es un personaje que suele estar relacionado con el arte y la animación japoneses actuales. Se las representa como chicas jóvenes y entrañables, con cuerpo humano y orejas de gato. Quizás su origen esté en el [i]bakaneko[/i], un espíritu gatuno que cambia de forma, propio de la mitología japonesa.", + "KUNEKO_LORE_1": "Hija de un ángel y un demonio, a Kuneko la abandonaron ante la puerta de la guarida de un clan de ninjas cuando aún era una criatura. Entrenada en las artes del ninjutsu y la amistad, Kuneko viaja ahora por todas partes en busca de los cuatro santuarios elementales del poder. ¿Hallará alguna vez su verdadero destino?", + "KUNEKO_SUBTITLE": "Mujer gato misteriosa", + "SHINING_KUNEKO_NAME": "Kuneko radiante", + "KUNEKO_DESCRIPTION": "una mujer gato de estilo [i]anime[/i]", + "SHINING_KUNEKO_NAME_PREFIX": "Kuneko", + "SHINING_KUNEKO_NAME_SUFFIX": "radiante", + "SHINING_KUNEKO_SUBTITLE": "Creación sin límites", + "SHINING_KUNEKO_LORE_1": "Cuando Kuneko aúna en sí los cuatro elementos del mundo, desata su verdadero potencial. La energía cósmica que fluye en su interior le otorga un nivel de poder que desafía todos los límites.", + "SHINING_KUNEKO_LORE_2": "La palabra [i]manga[/i] designa los tebeos y las artes gráficas que se producen en Japón. Muy leído tanto en su país de origen como en todo el mundo contemporáneo, el [i]manga[/i] hace gala de un gran abanico de géneros y de un público objetivo de lo más variopinto.", + "ANATHEMA_NAME": "Anatema", + "SHINING_KUNEKO_DESCRIPTION": "una mujer gato brillante de estilo [i]anime[/i]", + "ANATHEMA_SUBTITLE": "Fusión maldita", + "ANATHEMA_NAME_SUFFIX": "ema", + "ANATHEMA_NAME_PREFIX": "Anat", + "ANATHEMA_LORE_1": "Los anatema son amalgamas, bestias horribles creadas con partes de varios monstruos injertadas quirúrgicamente. Alguien debe de haberlos creado a propósito, pero ¿quién?, ¿y con qué objetivo?", + "ANATHEMA_DESCRIPTION": "un monstruo tan repugnante como el de Frankenstein", + "ANATHEMA_LORE_2": "En la mitología griega, la quimera es un ser compuesto por partes de varios animales. El mito la describe como un león con cabeza de cabra y una serpiente por cola. En genética se habla de quimerismo cuando dos cigotos se combinan en uno solo, que conserva material genético de ambos.", + "MISS_MIMIC_NAME": "Mimética", + "MISS_MIMIC_SUBTITLE": "Mujer fatal", + "MISS_MIMIC_NAME_PREFIX": "Mimet", + "MISS_MIMIC_LORE_1": "Los mimética pueden replicar la apariencia de objetos de gran valor. Ahora, en Nueva Wirral, han decidido parecerse a los cofres de provisiones que los guardas dejan por la isla. De modo que un guarda distraído que espere encontrar suministros valiosos puede encontrarse en su lugar con las garras cortantes de un mimética.", + "MISS_MIMIC_NAME_SUFFIX": "mética", + "MISS_MIMIC_LORE_2": "La naturaleza es rica en ejemplos de mimetismo evolutivo, o, dicho de otra manera, el proceso según el cual un organismo evoluciona para parecerse a otro organismo u objeto. Esto tiene varias ventajas, entre las que se encuentra la de mejorar la capacidad del organismo para ocultarse de sus depredadores.", + "MISS_MIMIC_DESCRIPTION": "un cofre que en lugar de objetos encierra una trampa", + "PONDWALKER_NAME": "Cruzaestanques", + "PONDWALKER_NAME_PREFIX": "Cruzaest", + "PONDWALKER_NAME_SUFFIX": "anques", + "PONDWALKER_LORE_2": "Se ha descubierto que las peceras existían ya en el Imperio romano, donde los ciudadanos acostumbraban a tener peces en grandes cuencos de cerámica decorada. Sin embargo, pese a que se suela afirmar lo contrario, no es sano para un pez vivir en un pequeño espacio de cristal.", + "PONDWALKER_LORE_1": "Los cruzaestanques son una muestra evidente de que los monstruos de Nueva Wirral tienen que haberse originado en otro sitio en lugar de ser seres nativos de la isla. El exoesqueleto robótico que les permite «andar» es un ingenio mecánico muy avanzado que protege a la perfección al pez que lo lleva.", + "PONDWALKER_DESCRIPTION": "un pececillo con un exoesqueleto mecánico", + "SHARKTANKER_NAME": "Tanquiburón", + "SHARKTANKER_NAME_PREFIX": "Tanqui", + "SHARKTANKER_NAME_SUFFIX": "burón", + "SHARKTANKER_LORE_1": "Cuando el pez que hay en un cruzaestanques crece y se convierte en un tiburón, su exoesqueleto se adapta a esa nueva forma. Sus garras de combate, hechas de acero, contienen también bombas de agua muy sofisticadas, que les permiten lanzar potentes chorros para atacar a distancia además de cuerpo a cuerpo.", + "SHARKTANKER_LORE_2": "Los tiburones son peces de gran tamaño cuya forma primitiva, según se ha demostrado, existe desde hace más de 420 millones de años. La cultura popular ha hecho que se considere a los tiburones, y, en especial, al gran tiburón blanco, como seres peligrosos para los humanos.", + "SHARKTANKER_DESCRIPTION": "un tiburón con un exoesqueleto mecánico", + "BEAR1_NAME_PREFIX": "Mend", + "BEAR1_NAME": "Mendígrado", + "BEAR1_LORE_1": "Los mendígrados son muy simpáticos y amigos de dar abrazos y muestras de afecto físicas. También tienen la capacidad de transmitir a los demás, mediante el tacto, cualquier herida o malestar que los aqueje. Como es de suponer, la combinación de estos dos hechos produce resultados caóticos.", + "BEAR1_NAME_SUFFIX": "ígrado", + "BEAR1_DESCRIPTION": "un osito disfrazado de oso", + "BEAR2_NAME": "Ursíncipe", + "BEAR1_LORE_2": "El osito de peluche es un juguete muy apreciado por los niños. Los primeros ositos de peluche aparecieron por primera vez a principios del siglo XX en Estados Unidos y Alemania más o menos al mismo tiempo.", + "BEAR2_NAME_PREFIX": "Urs", + "BEAR2_LORE_1": "Los mendígrados siempre están remendando, expandiendo y mejorando su disfraz de oso. Si el disfraz se vuelve lo bastante imponente, se convierten en ursíncipes. Mucho más altos que la mayoría de las demás bestias, se hace difícil saber dónde acaba el ursíncipe y empieza el disfraz.", + "BEAR2_NAME_SUFFIX": "íncipe", + "MINOSTEAM_NAME": "Minovapor", + "BEAR2_DESCRIPTION": "un oso alto y esbelto disfrazado de oso", + "BEAR2_LORE_2": "Los ositos de peluche se han convertido en un icono cultural universalmente reconocible desde su creación a principios del siglo XX, y ahora hay muchos personajes basados en ellos a los que todo el mundo reconoce.", + "ROBIN_LORE_1": "Robin Goodfellow es un bromista surgido directamente de una comedia. Puede que, alguna vez, tuviera buen corazón; sin embargo, cuando descubrió la obra que lo creó, la naturaleza de su existencia le destrozó el espíritu y lo volvió cruel y resentido con la humanidad.", + "MINOSTEAM_SUBTITLE": "Toro broncíneo de la industrialización", + "MINOSTEAM_NAME_PREFIX": "Mino", + "MINOSTEAM_NAME_SUFFIX": "vapor", + "MINOSTEAM_LORE_2": "El minotauro es un elemento de la mitología griega. Este ser, con cabeza de toro y cuerpo de hombre, se consideraba tan peligroso que se lo encerró en un laberinto tremendamente complejo.", + "MINOSTEAM_DESCRIPTION": "un toro de bronce", + "AA_LAMENTO_MORI_NAME": "Lamentato Mori", + "AA_LAMENTO_MORI_SUBTITLE": "El sueño de la Muerte", + "MINOSTEAM_LORE_1": "Minovapor aumenta constantemente la presión del vapor que alberga en el interior de su cuerpo de bronce y lo usa para propinar golpes tremendos con sus enormes puños. Parece que ha llegado a Nueva Wirral desde otro lugar. La pregunta es: ¿desde dónde exactamente?", + "LAMENTO_MORI_LORE_2": "Lamentato Mori es el más joven de los arcángeles, la encarnación del miedo a la muerte que nació del miedo y la inquietud que produce a la humanidad la idea de morir.", + "LAMENTO_MORI_LORE_1": "Lamentato Mori, un arcángel especialmente poderoso para su edad, ha convertido el andén de su estación en un laberinto de salas similares a un sepulcro, destinado a atrapar y atormentar a cualquier pobre desgraciado que ose adentrarse en él.", + "AA_PUPPET_SUBTITLE": "El titiritero", + "AA_PUPPET_NAME": "Monigotox", + "PUPPET_LORE_2": "Siendo la encarnación de las marionetas, Monigotox tuvo por origen el deseo que tenían las sociedades humanas de crear versiones simuladas de sí mismas.", + "PUPPET_LORE_1": "El cuerpo de Monigotox está hecho de una materia extraña y distorsionada. Es capaz de arrancarse trozos de esa materia para crear réplicas rudimentarias de aquellos a quienes se enfrenta. Esas efigies tienen una extraña conexión con los individuos a los que representan y les transmiten a estos cualquier daño que sufran.", + "AA_PUPPET_EFFIGY_NAME": "Efigie", + "AA_MONARCH_NAME": "Rey de Ninguna Parte", + "AA_MONARCH_SUBTITLE": "Rey de nada", + "AA_MONARCH_MINION_NAME": "Siervo de Ninguna Parte", + "MONARCH_LORE_1": "El Rey de Ninguna Parte vive bajo el centro comercial La Caída y se alimenta del potencial desperdiciado que se genera cuando los humanos pasan la vida consumidos por material banal y sin interés.", + "MONARCH_LORE_2": "El Rey de Ninguna Parte es la encarnación del consumismo. Nació cuando la humanidad en bloque empezó a valorar al entretenimiento y el contenido audiovisual por encima de todo.", + "AA_ROBIN_SUBTITLE": "El sueño de una noche de San Juan", + "AA_ROBIN_NAME": "Robin Goodfellow", + "ROBIN_LORE_2": "El gusto de la humanidad para cultivar las artes escénicas y la tradición de contar historias crearon a Robin Goodfellow, la mismísima encarnación del teatro. Al contrario de lo que ocurre con otros arcángeles, la forma en que se manifiesta tiene un origen definido: la obra [i]El sueño de una noche de verano[/i], de William Shakespeare.", + "AA_MAMMON_NAME": "Mammón", + "AA_MAMMON_SUBTITLE": "Jefe de los terratenientes", + "MAMMON_LORE_1": "Al contrario que otros arcángeles, Mammón renunció a vivir en las laberínticas estaciones que hay bajo Nueva Wirral. Él comanda su propia legión de «terratenientes» desde una fortaleza de cemento hecha por él mismo. Sus terratenientes son receptáculos vacíos a los que ha dado cierta autonomía mediante su inmenso poder.", + "AA_CUBE_NAME": "Exoedro", + "AA_CUBE_SUBTITLE": "Sólido neoplatónico", + "MAMMON_LORE_2": "Mammón es la encarnación del capitalismo, y su origen fueron los innumerables mundos en los que la sociedad valora el beneficio monetario más que ninguna otra cosa, aunque los humanos hayan de sufrir por ello.", + "AA_ALICE_SUBTITLE": "Reina exiliada del País de las Maravillas", + "ALICE_LORE_2": "La encarnación del ego, Alicia, nació del enorme manantial de pensamientos egoístas del que bebe la humanidad.", + "ALICE_LORE_1": "Alicia se ve a sí misma como la benevolente princesa de sus dominios. Le entusiasma la idea de tener invitados, pero solo porque ve a la gente como juguetes de los que puede deshacerse fácilmente cuando se aburra de ellos.", + "AA_ALICE_NAME": "Alicia", + "CUBE_LORE_2": "Exoedro, la encarnación de las matemáticas, es uno de los arcángeles más jóvenes. Nació cuando la humanidad llegó a una época caracterizada por un pensamiento matemático, científico y ambicioso.", + "CUBE_LORE_1": "El cuerpo de Exoedro está «fijado cardinalmente», lo cual significa que su aspecto es exactamente el mismo independientemente del ángulo desde el que se mire. Esto no es extraño si se tiene en cuenta que la «forma física» de un arcángel no es sino la sombra tridimensional de un ser superior no sujeto a la ciencia euclidiana.", + "AA_TOWER_NAME": "Babelith", + "MORGANTE_LORE_1": "Morganta se unió antaño a Álef en sus aventuras por multitud de mundos y aparece en varios mitos y leyendas como una bruja o diosa de gran poder. Residía en la estación de Puente de la Noche, que contiene el único «portal» para abandonar Nueva Wirral. Ocultó esa estación en los versos de una canción.", + "AA_TOWER_SUBTITLE": "La torre de la ignorancia", + "TOWER_LORE_1": "Babelith mora en una estación que hay en la cima del monte Wirral, desde donde grita retahílas incoherentes que prácticamente nadie oye.", + "TOWER_LORE_2": "La encarnación de la ignorancia, Babelith, nació de la increíble capacidad de la humanidad para rechazar la verdad por miedo, incomodidad o vanidad.", + "AA_MORGANTE_SUBTITLE": "Espíritu de la rebeldía", + "MORGANTE_LORE_2": "Morganta es la encarnación de la rebelión y uno de los seres más viejos de los llamados «arcángeles» que existen en el cosmos interconectado. La rebelión es la fuerza directamente opuesta a la conquista. Era, por tanto, inevitable que Álef y ella acabaran desarrollando una enemistad inmortal.", + "AA_FINALGANTE_NAME": "Morganta Gestalt", + "FINALGANTE_LORE_1": "La voluntad de resistir ante un desafío imposible, unida a los restos del espíritu de Morganta, ha dado origen a Morganta Gestalt. Se trata de un egregor (lo que en Nueva Wirral se conoce como «arcángel»): una entidad creada por la voluntad común de cambiar la realidad. Toda la humanidad dispone de ese poder.", + "AA_FINALGANTE_SUBTITLE": "Invocación: Espíritu de la rebeldía", + "FINALGANTE_LORE_2": "«Gestalt» designa algo que es distinto (a menudo superior) a la suma de sus partes. La capacidad que tiene una persona individual de cambiar el mundo que lo rodea es limitada. Si todas se combinan, su poder potencial es ilimitado.", + "AA_SERPENT_SUBTITLE": "Dios Serpiente", + "AA_SERPENT_NAME": "Luctifer", + "AA_ALEPH_NAME": "Álef", + "ALEPH_LORE_1": "Álef comandó antaño a un grupo de arcángeles por todo el cosmos interconectado. En aquella época, dirigió tremendas batallas y se convirtió en parte de muchas leyendas comunes que han perdurado hasta nuestros días. El portal de su cabeza le permite enviar donde desee a cualquier persona o cosa, excepto a sí mismo.", + "AA_ALEPH_SUBTITLE": "El Rey Rojo de la Conquista", + "SERPENT_LORE_2": "Luctifer es la encarnación de la devoción y surgió de la devoción de la humanidad por los muchos dioses e ídolos que ha ido creando y venerando.", + "SERPENT_LORE_1": "El malvado Luctifer se alimenta de la devoción de otros, a veces hasta el punto de resultar letal para el devoto, si este es lo bastante apasionado. Susurra constantemente desde su estación subterránea con la esperanza de que sus fieles acaben por abrirse camino hasta él… y hasta la muerte.", + "ALEPH_LORE_2": "Álef, la encarnación de la conquista, nació de la naturaleza guerrera de la humanidad y sus deseos de sometimiento. Antaño comandó un grupo de arcángeles que incluía a Morganta, Amber, Mordreo y otros muchos, y lo llamó su «mesa redonda». De aquella alianza, hoy solo quedan en Nueva Wirral Morganta y él.", + "ALEPH_NULL_LORE_1": "Álef, de nuevo tan fuerte como lo fue en su mejor momento. Si se le permite vagar de nuevo por el cosmos interconectado como antaño, no hay duda de que eso causará una ingente cantidad de sufrimiento.", + "AA_ALEPH_NULL_NAME": "Álef 0", + "AA_ALEPH_NULL_SUBTITLE": "Encarnación de la guerra eterna", + "ALEPH_NULL_LORE_2": "Las leyendas que se escribieron tras el breve periodo de Álef como rey de los britanos en el siglo VI afirman que algún día volverá para reclamar su trono. Aunque esta vez haya sido derrotado, si los humanos siguen encontrando formas de matarse unos a otros, acabará por conseguirlo.", + "AA_HELIA_NAME": "Helia", + "AA_HELIA_SUBTITLE": "Proceso de la fusión", + "HELIA_LORE_1": "Como encarnación del poder de la fusión, Helia supervisa todos los tipos de fusión que se producen en el cosmos. En su mundo natal, se manifestó por primera vez en un laboratorio en el que unos científicos humanos investigaban la fusión nuclear.", + "HELIA_LORE_2": "Al parecer, la memoria de Helia abarca periodos muy anteriores al momento de su manisfestación, llegando incluso al primer caso de fusión nuclear que se produjo en el cosmos. Así, se podría decir que es el arcángel más viejo de Nueva Wirral y está al tanto de las maquinaciones de Álef desde hace miles de años.", + "AA_AMBER_LORE_1": "Amber es un arcángel enigmático pero hospitalario que ofrece un lugar seguro a los viajeros del cosmos. Tiene la capacidad de desplazarse a voluntad entre distintos mundos y toma la forma de un club social de alto copete lleno de huéspedes.", + "AA_MERLINE_NAME": "La Merlínea", + "AA_MERLINE_SUBTITLE": "Quien mora en las profundidades", + "AA_MERLINE_LORE_1": "El sistema de trenes subterráneos de Nueva Wirral es, en realidad, la Merlínea, un «arcángel» ancestral e ignoto que toma la forma de un laberinto infinito lleno de túneles y trenes.", + "AA_MERLINE_LORE_2": "El poder de la Merlínea para separar espacio y tiempo hizo que en su inmensa persona se acumulara una gran cantidad de residuos, los cuales acabaron por formar la isla de Nueva Wirral. Desde entonces, la Merlínea ha usado su poder para poblarla de humanos y monstruos. Por lo visto cree que tiene un buen motivo para ello.", + "AA_AMBER_NAME": "La Posada Ambarina", + "AA_AMBER_SUBTITLE": "Posadera interdimensional", + "AA_AMBER_LORE_2": "Amber fue antaño miembro del grupo de Álef y, de hecho, era el medio que usaban para viajar por el cosmos interconectado. Dejó a sus camaradas en Nueva Wirral cuando surgieron diferencias entre ellos y, con el tiempo, ha acabado por lamentar haber participado en las muchas conquistas de Álef.", + "LENNA_NAME": "Lenna", + "LENNA_UNKNOWN_NAME": "Figura embozada", + "LENNA_SUBTITLE": "La heroína de otra historia", + "LENNA_LORE_1": "Lenna no era sino una simple maestra de escuela, cuya principal responsabilidad era enseñar al «héroe» de su mundo cómo luchar contra los malvados arcángeles. Cuando el héroe murió inesperadamente, Lenna tomó las armas para encargarse en persona.", + "LENNA_LORE_2": "El mundo de Lenna existe en forma de videojuego, almacenado en un cartucho que se lanzó al espacio. Quiso la casualidad que un rayo cósmico causara un fallo en el juego y diera a sus habitantes consciencia de sí mismos, aun cuando no sean conscientes de su origen electrónico.", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Vela ritual", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Quema esta vela y sacrifica (recicla) una cinta grabada para influir en la próxima fusión que te encuentres. Cabrá la posibilidad de que contenga una cinta pirata que concuerde con el tipo o la especie de la cinta que sacrifiques.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Un objeto curioso que descubrió le guarda de élite Bas en una incursión reciente. Dice:\\n\\n«Quema esta vela y sacrifica (recicla) una cinta grabada para influir en la próxima fusión que te encuentres. Cabrá la posibilidad de que contenga una cinta pirata que concuerde con el tipo o la especie de la cinta que sacrifiques».", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Quemar", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "La vela se ha consumido. Ahora sacrifica (recicla) una cinta que hayas grabado para influir en la próxima fusión que te encuentres.", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Ya hay un rito activo.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "El rito está completo. Cabrá la posibilidad de que la próxima fusión que te encuentres contenga una cinta pirata que concuerde de alguna manera con tu cinta.", + "ITEM_CAPTAIN_BADGE_NAME": "Insignia de guarda de élite", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "Insignia n.º 14", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifica a su portador como guarda de élite. Es la insignia número 14.", + "ITEM_FUSION_RADAR_NAME": "Radar de fusiones", + "ITEM_FUSION_RADAR_DESCRIPTION": "Coloca iconos en tu mapa que indican los lugares en los que se puede encontrar fusiones salvajes.", + "RANGER_RANK_0": "Aprendiz de guarda", + "RANGER_RANK_1": "Guarda centinela", + "RANGER_RANK_2": "Guarda de élite", + "ITEM_RANGER_ID_AUX_NAME": "Código: {ranger_id}", + "ITEM_RANGER_ID_NAME": "Tarjeta de {ranger_rank.to_lower}", + "ITEM_RANGER_ID_DESCRIPTION": "¡Ya eres oficialmente {ranger_rank.to_lower}! Esta tarjeta da cuenta de tus avances en la jerarquía de los guardas. También tiene la ventaja de permitir identificar tu cuerpo si te pasa algo.", + "ITEM_GARDENING_KIT_NAME": "Herramientas de jardinería", + "ITEM_GARDENING_KIT_DESCRIPTION": "Un juego de herramientas básicas, semillas y brotes que te permitirá dejar preciosas las jardineras del pueblo.", + "ITEM_JELLY_NAME": "Gelatina de gelatona", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "Abre una cerradura en la estación de Cascada Interminable.", + "ITEM_KEY_WATERLOOP_NAME": "Llave de Cascada Interminable", + "ITEM_JELLY_DESCRIPTION": "Es pringosa y pegajosa y se le cayó a un gelatona durante el combate. Más te vale no comértela, pero a lo mejor puede serte de utilidad…", + "ITEM_KEY_COMMUNE_NAME": "Llave de Valdellanto", + "ITEM_KEY_COMMUNE_DESCRIPTION": "Abre una cerradura en Valdellanto.", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "Llave del conejo blanco", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "¡Curiorífico y rarífico!", + "ITEM_KEY_LANDKEEPER_NAME": "Llave de los tragaluces de los terratenientes", + "ITEM_MACHINEPART_NAME": "Pieza de la máquina", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Abre las ventanas que hay en las azoteas de las oficinas de los terratenientes.", + "ITEM_MACHINEPART_DESCRIPTION": "Una pieza que le falta a una vieja máquina de billetes.", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Billete de tren", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Un viejo billete de tren que lleva impreso «Tumbavieja» en tinta medio borrada.", + "ITEM_VALVE_NAME": "Manija de la válvula", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Un viejo billete de tren que lleva impreso «Camino de la Seta Brillante» en tinta medio borrada.", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Billete de tren", + "ITEM_VALVE_DESCRIPTION": "Una manija oxidada. Está bastante fría.", + "ITEM_KEYSTONE_NAME": "Piedra de azur", + "ITEM_KEYSTONE_DESCRIPTION": "Una gema azul de forma muy peculiar que produce un ruido como el de las interferencias de radio.", + "ITEM_DELIVERY_PARCEL_NAME": "Paquete", + "ITEM_DELIVERY_COMMUNE_NAME": "Ayuda humanitaria", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Un paquete que hay que entregar. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_NECKLACE_NAME": "Colgante perdido", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Un paquete que hay que entregar en Valdellanto. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_NECKLACE_DESCRIPTION": "Alguien lo ha perdido, y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_RING_NAME": "Anillo perdido", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Moneda", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Es una moneda de oro muy extraña, acuñada en el año 0x7B3 por «el estado de Nevad0».", + "ITEM_LOST_WALLET_DESCRIPTION": "Alguien lo ha perdido, y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_RING_DESCRIPTION": "Alguien lo ha perdido, y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_WALLET_NAME": "Billetero perdido", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Un trozo de papel con instrucciones para orientarse escritas con sangre. Parte de ellas han sido arrancadas. Las instrucciones dicen: «Arriba, arriba, abajo, abajo…».\\n\\nHay risas garabateadas por todo el papel…", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Pista de Tumbavieja n.º 1", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Pista de Tumbavieja n.º 2", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Un trozo de papel con instrucciones para orientarse escritas con sangre. Parte de ellas han sido arrancadas. Las instrucciones dicen: «… izquierda, derecha, izquierda, derecha».\\n\\nEn este trozo también hay risas por doquier.", + "ITEM_MEREDITH_ENVELOPE_NAME": "Sobre para Meredith", + "SERVICE_LUCKY_DIP_NAME": "Bolsa de la suerte", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "Es un sobre de Ianthe para Meredith. ¡Tiene que ver con el disco que está buscando!", + "ITEM_GYM_PASS_NAME": "Pase del gimnasio", + "SERVICE_LUCKY_DIP_DESCRIPTION": "Una bolsa que contiene unos cuantos objetos útiles aleatorios. Tienes garantizada una pegatina poco frecuente o inusual. ¡Prueba suerte!", + "ITEM_GYM_PASS_DESCRIPTION": "Da acceso ilimitado a las instalaciones del gimnasio que hay en el ayuntamiento para que puedas personalizar tus atributos base.", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "Una cinta de un monstruo muy inusual que reservamos a los guardas que sabemos que son capaces de sacarle partido.", + "SERVICE_MONSTER_TAPE_NAME": "Cinta de {species_name.to_lower}", + "EXCHANGE_REQUIRE_CAPTAINS": "Guardas de élite con los que tienes que entrenar para desbloquearlo: {amount}.", + "SERVICE_CARRY_MORE_REWINDS_NAME": "Bolsa para rebobinadores", + "SERVICE_CARRY_MORE_CURES_NAME": "Bolsa de primeros auxilios", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Bolsa para restauradores", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de rebobinadores que puedes llevar a la vez.", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de restauradores que puedes llevar a la vez.", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de curas de cada clase que puedes llevar a la vez.", + "SERVICE_CARRY_MORE_COFFEE_NAME": "Mininevera", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, que no van a explotar de forma accidental.", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de cafés enlatados que puedes llevar a la vez.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Compartimento para bombas", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, que no van a explotar de forma accidental.", + "SERVICE_CARRY_MORE_REODORANT_NAME": "Bolsa antiolores", + "SERVICE_GYM_POINTS_NAME": "Punto adicional para el gimnasio", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de reodorantes que puedes llevar a la vez. Está hecha con un material especial con el que el mal olor no podrá salir hasta que lo necesites.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, que no van a explotar de forma accidental.", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Fiambrera hermética", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Aumenta en 1 el número de platos de pasta fusión que puedes llevar a la vez.", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Los guardas destinarán más recursos a la doctora Pensby. Eso le permitirá tener más tipos de curas ({0}) disponibles.", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "Carné del gremio de vendedores", + "SERVICE_GYM_POINTS_DESCRIPTION": "Proporciona un punto adicional que puede usarse en el gimnasio del ayuntamiento.", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Los vendedores de Villapuerto te ofrecerán mejores precios. Podrán reducirse hasta un {0} %.", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Los guardas destinarán más recursos a los vendedores de pegatinas que hay en el mercado, en el centro de Villapuerto. Eso les permitirá tener más pegatinas ({0}) disponibles.", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Más existencias de pegatinas", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Más existencias de café", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Si tienes uno en el bolsillo, tu habilidad Acometida de Baladino tendrá la capacidad de causar daño a tus enemigos al principio del combate.", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "Más existencias de curas", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Los guardas proporcionarán más ingredientes a Clémence, la dueña del Café Gramófono. Eso le permitirá tener más clases de café ({0}) disponibles.", + "QUEST_CAPTAINS_DESCRIPTION3.n": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Cartucho de baladino", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Semilla de saltalabaza", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Si tienes una en el bolsillo, tu habilidad Bola de Tallos Calabaceros tendrá la capacidad de crear un muro de planta al principio del combate.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Pelo de rayono", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % más deprisa.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Si tienes un mechón de pelo de rayono en el bolsillo, tu habilidad Electromagnetismo te permitirá empezar los combates con 1 PA adicional.", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Micrófono mejorado", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Este micrófono mejorado para tu walkman incrementará en un {0} % la probabilidad de tener éxito al grabar.", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "Modificación de la barra de fusión", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando consigas un impacto con ventaja de tipo.", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Modificación química", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando consigas un golpe crítico.", + "SERVICE_FUSION_METER_CRITICAL_NAME": "Modificación crítica", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando ganes un combate.", + "SERVICE_FUSION_METER_VICTORY_NAME": "Modificación victoriosa", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para desviar la potencia sobrante de la barra de fusión al micrófono. Si la barra de fusión está llena, la probabilidad de tener éxito al grabar mejorará en un {0} %.", + "SERVICE_FUSION_METER_RECORDING_NAME": "Modificación grabadora", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Borrado de caras ocultas", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Rayo de la Muerte", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "Devolución", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentación", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Crisis del mercado", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "Juicio final", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Llamada de margen", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "Apalancamiento", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Congelación de activos", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Venta a pérdidas", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Demasiado grande para quebrar", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Polvo de hadas", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Horda de hadas", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Pesadilla", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Falsa iluminación", + "MOVE_AA_ALICE_EAT_ME_NAME": "Cómeme", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Verdadera iluminación", + "MOVE_AA_ALICE_DRINK_ME_NAME": "Bébeme", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Salto aplastante", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "La muerte de los 10 000 cortes", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "La muerte de los 1000 cortes", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "¡A las armas!", + "MOVE_AA_MONARCH_TENTACLE_NAME": "Agarre resbaladizo", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Melodía de Kayleigh", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Sorpresa explosiva", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodía íntima", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motiva a quien lo usa para seguir adelante aun tras la derrota.", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "Convicción de {player}", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Ingenio de Meredith", + "MOVE_AA_MORGANTE_PLAYER_NAME": "Convicción irrefrenable", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "Ingenio desbordante", + "MOVE_AA_FINALGANTE_FELIX_NAME": "Creatividad de Felix", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "Valor de Eugene", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Aumenta el ataque cuerpo a cuerpo y el ataque a distancia de quien lo usa.", + "MOVE_AA_MORGANTE_EUGENE_NAME": "Valor desmedido", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Aumenta la defensa cuerpo a cuerpo y la defensa a distancia de quien lo usa.", + "MOVE_AA_FINALGANTE_DOG_NAME": "Energía de Perry", + "MOVE_AA_MORGANTE_FELIX_NAME": "Visión creativa", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "Arrojo de Viola", + "MOVE_AA_MORGANTE_VIOLA_NAME": "Arrojo sin igual", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Pitido de ayuda", + "MOVE_AA_MORGANTE_DOG_NAME": "Energía ilimitada", + "QUEST_MEREDITH_DESCRIPTION_4": "Ve con Meredith al centro comercial La Caída.", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Mejora la generación de PA de quien lo usa.", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Poder de la Verdad", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zeta, que está en las Colinas Otoñales, te ha pedido que derrotes a 5 baladino para que los alrededores queden más silenciosos. La zona en la que más fácil será encontrarlos son las Colinas Otoñales.", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "¡Balas malas!", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Funciona con monedas", + "QUEST_MEREDITH_TITLE": "No necesito nada más", + "QUEST_MEREDITH_DESCRIPTION_1": "Pregunta a los habitantes de Villapuerto si han visto el disco favorito de Meredith.", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Parece que el androide que hay en el Bosque Oriental está estropeado. A lo mejor, si encuentras una moneda adecuada, puedes devolverlo a la vida.", + "QUEST_MEREDITH_DESCRIPTION_2": "Busca a la guarda Ianthe, la jefa de los guardas, y pregúntale por el disco favorito de Meredith.", + "QUEST_MEREDITH_DESCRIPTION_3": "Dale a Meredith el sobre que te ha dado Ianthe.", + "QUEST_CAPTAINS_DESCRIPTION1.m": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", + "QUEST_CAPTAINS_DESCRIPTION2.m": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya has entrenado con todos los guardas de élite.", + "QUEST_CAPTAINS_DESCRIPTION2.n": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya has entrenado con todos los guardas de élite.", + "QUEST_CAPTAINS_DESCRIPTION1.n": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", + "QUEST_CAPTAINS_DESCRIPTION1.f": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", + "QUEST_CAPTAINS_PROGRESS": "Has entrenado con {num} de los {max} guardas de élite.", + "QUEST_CAPTAINS_DESCRIPTION2.f": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya has entrenado con todos los guardas de élite.", + "QUEST_CAPTAINS_DESCRIPTION3.m": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", + "QUEST_CAPTAINS_DESCRIPTION3.f": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", + "QUEST_CAPTAINS_DESCRIPTION4": "Enfréntate de nuevo a todos los guardas de élite.", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "Oye rumores ({total}) de los habitantes de Villapuerto.", + "QUEST_COLLECT_RUMORS_TITLE": "Corre el rumor", + "QUEST_COLLECT_RUMORS_PROGRESS": "Has oído {obtained} de los {total} rumores.", + "QUEST_KAYLEIGH_TITLE": "Corrí sin mirar atrás", + "QUEST_KAYLEIGH_DESCRIPTION1": "Lleva a Kayleigh a Valdellanto.", + "QUEST_KAYLEIGH_DESCRIPTION2": "Investiga la situación en Valdellanto.", + "QUEST_FELIX_DESCRIPTION_0": "Ve a ver a Felix en su casa, al oeste de Villapuerto.", + "QUEST_FELIX_TITLE": "¿Es que no me quieres?", + "QUEST_FELIX_DESCRIPTION_2": "Busca junto a Felix los cuatro altares elementales para dar con Kuneko.", + "QUEST_FELIX_DESCRIPTION_1": "Lucha junto a Felix contra un guerrero que porta una espada de madera en el Prado de los Cerezos.", + "QUEST_FELIX_2_PROGRESS": "Has encontrado {num} de los {count} altares elementales.", + "QUEST_VIOLA_DESCRIPTION_1": "Busca a Sebastián, el hermano de Viola.", + "QUEST_FELIX_DESCRIPTION_3": "Ayuda a Felix a arreglar las cosas con Kuneko.", + "QUEST_VIOLA_TITLE": "Todo el mundo va en busca de algo", + "QUEST_VIOLA_DESCRIPTION_2": "Habla con Viola.", + "QUEST_VIOLA_DESCRIPTION_3": "Viaja con Viola a la Costa del Hierro Fundido.", + "QUEST_VIOLA_DESCRIPTION_4": "Explora los restos del naufragio junto a Viola.", + "QUEST_DOG_TITLE": "Ven aquí. Siéntate.", + "QUEST_DOG_DESCRIPTION": "Averigua qué se le ha perdido a Perry en el monte Wirral.", + "QUEST_SUNNY_TITLE": "¿Qué se siente?", + "QUEST_HOYLAKE_TITLE": "De caza", + "QUEST_SUNNY_DESCRIPTION": "Ve a la sastrería de Villapuerto para ayudar a dar a Sol un nuevo estilo.", + "QUEST_HOYLAKE_DESCRIPTION_1": "Graba {monster_description}, visto habitualmente {habitat_phrase}, y enséñaselo a Hoylake.", + "QUEST_HOYLAKE_DESCRIPTION_2": "Has grabado un {monster_name.to_lower}: {monster_description}, visto habitualmente {habitat_phrase}. Ve a enseñárselo a Hoylake.", + "QUEST_HELIA_TITLE": "Aquí llega el sol", + "QUEST_HELIA_DESCRIPTION_1": "Investiga la nueva estación que ha surgido bajo la Cantera de Dino, en el yermo.", + "QUEST_HELIA_DESCRIPTION_2": "Hazle unas cuantas preguntas a la Merlínea.", + "QUEST_HELIA_DESCRIPTION_3": "Ve a informar a Ianthe.", + "CLUE_NORTH": "Después, al norte te has de encaminar; mira bien el lugar en donde estés.", + "CLUE_WEST": "La senda hacia la zona deseada lleva al oeste, nunca su contraria.", + "CLUE_EAST": "La senda hacia la zona deseada te lleva al este, nunca su contraria.", + "CLUE_BIOME_ARID": "Un sitio en ruinas, triste y singular, y hierba muerta que araña los pies.", + "CLUE_BIOME_PLAINS": "Caminos, tierra y árboles sin par, y hierba fresca que besa los pies.", + "CLUE_SOUTH": "Después, al sur te habrás de encaminar; mira bien el lugar en donde estés.", + "CLUE_BIOME_BEACH": "Arenas de oro y espuma de mar, donde las olas te besan los pies.", + "CLUE_BIOME_AUTUMN": "Hojas rojizas prontas a volar y a crepitar al paso de tus pies.", + "CLUE_BIOME_LAKE": "Un lago de forma particular, y arena húmeda bajo los pies.", + "CLUE_BIOME_WOODS": "Árboles de altura espectacular y hierba oscura que aplastan tus pies.", + "CLUE_BIOME_BLOSSOM": "Flores, cerezos, paisaje estelar, y hierba pálida bajo tus pies.", + "CLUE_BIOME_MOUNTAIN": "Un lugar alto, con vistas sin par, y nieve que cruje bajo tus pies.", + "CLUE_BIOME_MARSH": "Un sitio que produce malestar, y lodo que te aprisiona los pies.", + "CLUE_ACTION_ROCK": "Ve allí con una piedra y tu osadía, y ante tus pies la habrás de colocar.", + "CLUE_ACTION_CRATE": "Ve allí con una caja y tu osadía, y ante tus pies la habrás de colocar.", + "CLUE_ACTION_DASH.f": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", + "CLUE_ACTION_DASH.m": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", + "CLUE_ACTION_MAGNETISM": "Será, pues, la electricidad la vía, y el camino se habrá de revelar.", + "CLUE_ACTION_DASH.n": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", + "CLUE_ACTION_JUMP_3": "Salta tres veces, pues, con alegría, y el camino se habrá de revelar.", + "CLUE_ACTION_FACE_4_DIRECTIONS": "Has de hacer una cosa todavía: en las cuatro direcciones mirar.", + "CLUE_ACTION_NIGHT": "Medio minuto inmóvil, armonía. De noche, el camino has de vislumbrar.", + "CLUE_ACTION_MAP_3.m": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", + "CLUE_ACTION_MAP_3.f": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", + "CLUE_ACTION_ITEM_3": "Elige entonces con sabiduría: a tres objetos has de renunciar.", + "CLUE_ACTION_MAP_3.n": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", + "CLUE_OVERWORLD_2_-1": "Aquella puerta que te recibía, allí has de ir, pues ese es el lugar.", + "CLUE_OVERWORLD_-4_-1": "El estanque que en el fosal había. Tumbas y piedras, he ahí el lugar.", + "CLUE_OVERWORLD_-6_-3": "Edificio que al cielo desafía. Junto a él, un tronco, he ahí el lugar.", + "CLUE_OVERWORLD_-2_-4": "Tienda de campaña y arena fría. Detrás de ella, ese es el lugar.", + "CLUE_OVERWORLD_-3_-3": "Un árbol muerto que hay sin compañía. Entre sus ramas, he ahí el lugar.", + "CLUE_OVERWORLD_-3_-7": "El río que por la zona fluía. Su nacimiento, he ahí el lugar.", + "CLUE_OVERWORLD_0_-6": "Encima del altar de piedra fría, allí has de ir, pues ese es el lugar.", + "CLUE_OVERWORLD_1_-6": "Tres luces se hacen buena compañía. Ve entre las tres, pues he ahí el lugar.", + "CLUE_OVERWORLD_3_-7": "Un templo del comercio que existía. En su azotea, he ahí el lugar.", + "CLUE_OVERWORLD_2_-4": "La casa solitaria de vigía. Ponte a su sombra, he ahí el lugar.", + "CLUE_OVERWORLD_5_-6": "En el tocón de un árbol que existía, entre paredes, he ahí el lugar.", + "CLUE_OVERWORLD_7_-2": "Aquella casa que en la zona había, ve hasta sus ruinas, he ahí el lugar.", + "CLUE_OVERWORLD_7_-4": "En el altar en donde el fuego ardía, allí has de ir, pues ese es el lugar.", + "CLUE_OVERWORLD_8_-6": "En el tocón de un árbol que existía, en pleno bosque, he ahí el lugar.", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Petición de Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Habla con Hoylake en el ayuntamiento. Tiene unas cuantas tareas para ti.", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Se busca a estos monstruos", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "La población de {key.to_lower} {habitat_phrase} anda descontrolada. Derrota a {count} en combate para hacer que se calmen y evitar que acaben haciéndose daño unos a otros.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Derrota a {count} fusiones salvajes para que viajar por Nueva Wirral siga siendo seguro.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Se busca a estas fusiones", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Entrega el paquete adjunto a nuestro centinela {location_0_phrase}.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Entrega de un paquete", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Uno de nuestros centinelas {location_0_phrase} ha hecho una solicitud urgente de suministros. Consíguelo todo y entrégaselo cuanto antes. Esto es lo que necesita: {required_item} ({required_item_amount}).", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "¡Genial! ¡Por fin ha llegado mi paquete!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "¡Genial! ¡Por fin ha llegado mi paquete!", + "DJINN_ENTONIC_NAME": "Yinntonic", + "DJINN_ENTONIC_LORE_1": "Los yinntonic son misteriosos camareros cósmicos que proporcionan un servicio impecable. No está del todo claro qué clase de bebida sirven, pero se sabe a ciencia cierta que su apariencia es «para toda la familia» y que «no afectará a la clasificación por edades del juego».", + "DJINN_ENTONIC_NAME_SUFFIX": "tonic", + "DJINN_ENTONIC_NAME_PREFIX": "Yin", + "DJINN_ENTONIC_LORE_2": "Un [i]yinn[/i], o genio, es un ser mitológico de la mitología árabe. En la historia de Aladino, el protagonista libera sin proponérselo a un genio que estaba encerrado dentro de una lámpara mágica cuando la frota.", + "DJINN_ENTONIC_DESCRIPTION": "un camarero cósmico", + "BULLETINO_NAME": "Baladino", + "BULLETINO_NAME_PREFIX": "Bala", + "BULLETINO_NAME_SUFFIX": "dino", + "BULLETINO_LORE_2": "Las primeras balas no eran más que bolas de plomo que los cañones disparaban contra los enemigos y sus fortificaciones durante las guerras medievales. La forma más o menos cónica de las balas que conocemos hoy la inventó el capitán francés Henri-Gustave Delvigne en el siglo XIX.", + "BULLETINO_LORE_1": "Los baladino solo tienen un mecanismo de defensa: lanzarse en plancha hacia el peligro en cuanto les entra el pánico. Eso suele ser una mala idea, claro, pero los baladino lo hacen siempre de todas formas.", + "BULLETINO_DESCRIPTION": "una enorme bala ambulante", + "VELOCIRIFLE_NAME": "Velocirrifle", + "VELOCIRIFLE_NAME_PREFIX": "Velocir", + "VELOCIRIFLE_LORE_1": "En la parte trasera del cráneo de los velocirrifle, hay una recámara llena de pólvora que pueden encender a voluntad para disparar cualquier proyectil que hayan colocado en el cañón que tienen por cara. A lo largo de los años, mejoran mucho la puntería.", + "VELOCIRIFLE_NAME_SUFFIX": "rifle", + "VELOCIRIFLE_DESCRIPTION": "un lagarto cuya cabeza parece un cañón", + "VELOCIRIFLE_LORE_2": "La pólvora se inventó en China durante el primer milenio. Las primeras armas de fuego fueron cañones de mano en cuyo interior había pólvora y pequeños proyectiles.", + "ARTILLEREX_NAME": "Artillerrex", + "ARTILLEREX_NAME_PREFIX": "Artiller", + "ARTILLEREX_NAME_SUFFIX": "rex", + "ARTILLEREX_LORE_2": "La ametralladora Gatling es una de las primeras armas de repetición, capaz de disparar munición con una gran cadencia mediante una serie de cañones dispuestos en círculo que giraba mediante una manivela. Debe su nombre a su creador, Richard Jordan Gatling, que la inventó a mediados del siglo XIX.", + "ARTILLEREX_LORE_1": "El cuerpo de los artillerrex contiene una cavidad llena de mental fundido con el que puede crear metralla y dispararla en terribles descargas desde la especie de ametralladora que tiene en la barriga. Su capacidad balística y su gran estatura lo convierten en un enemigo especialmente temible.", + "SALAMAGUS_NAME": "Salamago", + "GEARYU_LORE_2": "Las ruedas dentadas son piezas mecánicas de forma circular cuyos «dientes» les permiten encajar unas con otras formando engranajes. Se pueden usar ruedas dentadas de distintos tamaños para aumentar o reducir la velocidad que produce la fuerza de rotación de una máquina.", + "ARTILLEREX_DESCRIPTION": "un gran lagarto con un arma pesada en la barriga", + "GEARYU_NAME_PREFIX": "Meca", + "GEARYU_NAME": "Mecaryuu", + "GEARYU_NAME_SUFFIX": "ryuu", + "GEARYU_LORE_1": "La parte más importante del cuerpo de los mecaryuu son las enormes ruedas dentadas, que se mantienen unidas debido a un campo magnético. Al girarlas, los mecaryuu generan energía cinética que pueden proyectar por la boca en forma de potentes ataques de hálito elemental.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Entrega de suministros", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "¡Genial! ¡Por fin ha llegado mi paquete!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "¿Habéis recibido mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "¿Puedo quedarme con lo que tienes tú ahí?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "¿Puedo quedarme con lo que tienes tú ahí?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "¿Habéis recibido mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "¿Habéis recibido mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "¿Puedo quedarme con lo que tienes tú ahí?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Anda, ¡veo que lo tienes ahí mismo! ¿Me lo das?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Anda, ¡veo que lo tienes ahí mismo! ¿Me lo das?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Anda, ¡veo que lo tienes ahí mismo! ¿Me lo das?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "¡Estupendo! ¡Estoy deseando darle uso!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "¡Estupendo! ¡Estoy deseando darle uso!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "¡Estupendo! ¡Estoy deseando darle uso!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Me harías un favor tremendo si me ayudaras a encontrar el {lost_item} que he perdido {location_1_phrase}.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Una persona del pueblo ha perdido un {lost_item} {location_1_phrase}. Tiene un gran valor sentimental, de modo que hay que hacer lo posible por encontrarlo y devolvérselo {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Objetos perdidos", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anillo", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "colgante", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Me harías un favor tremendo si me ayudaras a encontrar el {lost_item} que he perdido {location_1_phrase}.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "billetero", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Me harías un favor tremendo si me ayudaras a encontrar el {lost_item} que he perdido {location_1_phrase}.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "He perdido un {lost_item} muy importante para mí {location_1_phrase}. ¿Me ayudas a buscarlo?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "He perdido un {lost_item} muy importante para mí {location_1_phrase}. ¿Me ayudas a buscarlo?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Entrega especial", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "¡Muchas gracias! ¡Lo he buscado por todas partes!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "¡Muchas gracias! ¡Lo he buscado por todas partes!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "¡Muchas gracias! ¡Lo he buscado por todas partes!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "He perdido un {lost_item} muy importante para mí {location_1_phrase}. ¿Me ayudas a buscarlo?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "¡Lo has encontrado! ¡Muchísimas gracias!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "¡Lo has encontrado! ¡Muchísimas gracias!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "¡Lo has encontrado! ¡Muchísimas gracias!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Como parte de nuestro programa de ayuda a los Hijos del Llanto, hemos preparado un paquete especial con suministros médicos. Por favor, entrega el paquete adjunto al vigilante de la puerta en Valdellanto.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Ve a ver a Hoylake en el ayuntamiento para enseñársela.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "¿Ese es el paquete de Ianthe?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "¡Aquí está!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Petición de Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake ha pedido que alguien le enseñe cómo es la fusión de {species1_description} y {species2_description}. Fusiona un {species1_name.to_lower} y un {species2_name.to_lower} en combate para añadirla a tu bestiario; después, vuelve al ayuntamiento y enséñasela a Hoylake.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "¡Estupendo, colega! ¡Jacqueline se va a alegrar un montón!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "¿Sabías que tu bestiario registra los datos de todas las fusiones que hagas, [wave amp=30 freq=30]además[/wave] de todas las que te encuentres?", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "¡Impresionante! Te lo agradezco mucho, {player}.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "¡Saludos, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Haz la fusión en combate para registrarla en tu bestiario.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Vamos a echar un vistazo a los datos que me has traído sobre el {fusion_name.to_lower}.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Sube una cinta de {species_name.to_lower} a cinco estrellas.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Petición de Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "A Hoylake le gustaría ver una grabación de {species_name.to_lower} de cinco estrellas. Sube una cinta de {species_name.to_lower} a cinco estrellas y, luego, vuelve al ayuntamiento y enséñasela a Hoylake.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Encuéntrate con el doctor Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "¿Sabías que tu bestiario registra información adicional sobre las especies de monstruo cuya cinta hayas subido a cinco estrellas?", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Ve a ver a Hoylake en el ayuntamiento para enseñarle tu cinta.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "¡Saludos, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interesante. [pause]Muy interesante. [pause]Me pregunto qué podrá significar esto…", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Vamos a echar un vistazo a los datos que ha registrado sobre la cinta de {species_name.to_lower} que me has traído.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Pon en tu equipo una cinta de {species_name.to_lower}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "El ayudante de Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake ha solicitado un entrenamiento bastante específico para su ayudante, el doctor Kirby. Lleva una cinta de {species_name.to_lower} y encuéntrate con Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Hola, {player}. Es un placer conocerte. Soy el doctor Kirby, zoólogo de la Universidad de Cambridge.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "El profesor Hoylake me ha hablado mucho de ti. Me ha contado cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "El profesor Hoylake me ha hablado mucho de ti. Me ha contado cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "¡Eso me dijo! ¡Es toda una inspiración!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "El profesor Hoylake me ha hablado mucho de ti. Me ha contado cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "¿Sabías que, en su mundo natal, cuando ganó el premio Nobel por descubrir la última especie que faltaba por descubrir, lo coronaron como el «rey de la ciencia mundial»?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "En fin, vamos a ponernos manos a la obra, ¿no?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake dice que, para ser mejor científico, tengo que experimentar lo que es ser {species_description}. Esperaba que pudieras echarme una mano con eso.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "¿Tienes lista tu cinta de {species_name.to_lower}?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Aquí la tengo.", + "BATTLE_JOINED.f": "¡Un {0.to_lower} se ha unido al combate!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Todavía no.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Buf… [pause]¿Siempre es así de brutal el trabajo de investigación en Nueva Wirral?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Vale, ¡pues enséñame cómo se usa!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake tiene que ser muy fuerte para haber pasado por todo esto y no tener ya ninguna necesidad de transformarse.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Gracias, {player}. He aprendido un montón sobre los {species_name.to_lower}.", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusión inestable", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Ha aparecido una fusión inestable {location_0_phrase}. ¡Hay que destruirla antes de que se reproduzca sin control!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Uno de nuestros nuevos aprendices te ha desafiado para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Entrenamiento de aprendices", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que han enviado para entrenarme, ¿verdad? ¡Adelante, empléate a fondo!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que han enviado para entrenarme, ¿verdad? ¡Adelante, empléate a fondo!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Uno de nuestros nuevos aprendices te ha desafiado para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Uno de nuestros nuevos aprendices te ha desafiado para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "Puede que aún me esté formando, ¡pero no quiero que me des ninguna ventaja, guarda de élite!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que han enviado para entrenarme, ¿verdad? ¡Adelante, empléate a fondo!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "Puede que aún me esté formando, ¡pero no quiero que me des ninguna ventaja, guarda de élite!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "Puede que aún me esté formando, ¡pero no quiero que me des ninguna ventaja, guarda de élite!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga pinta de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga pinta de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Madre mía, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Madre mía, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Madre mía, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga pinta de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "El caso es que, en realidad, yo siempre he preferido hacer el amor y no la guerra…", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Gracias, guarda de élite, he aprendido un montón. [pause]He aprendido que no estoy preparado para ser guarda.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Gracias, guarda de élite, he aprendido un montón. [pause]He aprendido que no estoy preparado para ser guarda.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Gracias, guarda de élite, he aprendido un montón. [pause]He aprendido que no estoy preparado para ser guarda.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "El caso es que, en realidad, yo siempre he preferido hacer el amor y no la guerra…", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "El caso es que, en realidad, yo siempre he preferido hacer el amor y no la guerra…", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Robo de suministros", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Un par de viejos amigos tuyos te están esperando {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Últimamente, han estado desapareciendo suministros de los guardas. Uno de nuestros centinelas afirma haber visto al ladrón en acción y lo ha seguido hasta una zona situada {location_0_phrase}. Enfréntate a él y averigua qué ha pasado con nuestros suministros.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "El ladrón ha vuelto. Esta vez lo hemos seguido hasta una zona situada {location_0_phrase}. Enfréntate a él y averigua qué ha pasado con nuestros suministros.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "«Frankie lleva aquí pocos días, pero está más que decidida a unirse a los guardas. Tiene un no sé qué que me recuerda a ti, {player}, así que te agradecería que la ayudaras a dar los primeros pasos. Le hará falta una cinta. Lleva una a la que no te importe renunciar (permanentemente) y búscala en las afueras. Besos, Cybil».", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Tu viejo «amigo» Vin, el exladrón, se ha apuntado para unirse a los guardas. Es más, te ha desafiado para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Entrenamiento de aprendices: Vin", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Entrenamiento de aprendices: Frankie", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Tu viejo «amigo» Vin, el exladrón, se ha apuntado para unirse a los guardas. Es más, te ha desafiado para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Tu viejo «amigo» Vin, el exladrón, se ha apuntado para unirse a los guardas. Es más, te ha desafiado para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "«¡Saludos, mentora! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie».", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "«¡Saludos, mentore! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie».", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "«¡Saludos, mentor! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie».", + "RUMOR_NAME": "Rumor", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie te ha desafiado para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blando con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie te ha desafiado para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blanda con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Combate amistoso", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie te ha desafiado para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blande con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", + "RUMOR_DUNGEON_PARK_TITLE": "El suelo tiembla", + "RUMOR_DUNGEON_PARK": "He oído el rumor de que a veces el suelo que hay bajo el parque de Nueva Wirral tiembla, como si estuviera pasando un enorme vehículo subterráneo. ¿Qué crees tú que habrá ahí abajo?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Risas", + "RUMOR_DUNGEON_GRAVEYARD": "Un amigo me ha dicho que oyó salir una risa maligna de una de las tumbas que hay en el cementerio, cerca del arroyo. Qué raro, ¿no?", + "RUMOR_DUNGEON_MEADOW_TITLE": "Un antifolilla minúsculo", + "RUMOR_DUNGEON_MEADOW1": "Seguro que no me vas a creer, pero vi un antifolilla pequeñajo en el claro que hay en el centro del Prado de los Cerezos. No es que fuera una cría, ¡es que era tan pequeño que me habría cabido en la mano!", + "RUMOR_DUNGEON_MEADOW2": "¿Cómo crees que se habrá hecho así de pequeño? Ahí está pasando algo raro…", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "La cumbre", + "RUMOR_DUNGEON_LAKE_TITLE": "Letreros móviles", + "RUMOR_DUNGEON_LAKE1": "Un guarda amigo mío me dijo que había visto «letreros móviles» en el lago.", + "RUMOR_DUNGEON_LAKE2": "Hay quien dice que, si te colocas sobre los botones en el orden correcto y sigues todos los letreros, te llevarán a un tesoro.", + "RUMOR_DUNGEON_MOUNTAIN": "El monte Wirral es muy alto, ¿eh? He oído que hay una especie de faro extraño en la cima. ¿Tú qué crees que puede ser eso?", + "RUMOR_DUNGEON_LAKE3": "Por lo visto, otros dicen que solo te conducen a un bucle interminable.", + "RUMOR_CAPTAIN_WALLACE": "He oído que el guarda de élite Mort Ero está ahora mismo en el parque.", + "RUMOR_CAPTAIN_WALLACE_TITLE": "El guarda de élite Mort Ero", + "RUMOR_CAPTAIN_CLEEO_TITLE": "La mujer de metal", + "RUMOR_CAPTAIN_DREADFUL": "He oído que la guarda de élite Agnes Pectro suele andar por el pueblo en ruinas que hay al este de aquí.", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "La guarda de élite Agnes Pectro", + "RUMOR_CAPTAIN_CLEEO": "Me han dicho que hay una mujer de metal en el Bosque Oriental. ¿Tú la has visto?", + "RUMOR_CAPTAIN_LODESTEIN.m": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "El guarda de élite Ray O'Farrell", + "RUMOR_CAPTAIN_LODESTEIN.n": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", + "RUMOR_CAPTAIN_LODESTEIN.f": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", + "RUMOR_CAPTAIN_BUFFY": "La guarda de élite Mazas es mi favorita. ¿Sabías que suele entrenarse en el Prado de los Cerezos?", + "RUMOR_CAPTAIN_BUFFY_TITLE": "La guarda de élite Mazas", + "RUMOR_CAPTAIN_CYBIL_TITLE": "La guarda de élite Cybil", + "RUMOR_CAPTAIN_CYBIL": "¡Mi programa de radio favorito es Cybil FM! Lo presenta la guarda de élite Cybil en persona, ¡y desde el pantano, nada menos!", + "RUMOR_CAPTAIN_SKIP_TITLE": "Le guarda de élite Bas", + "RUMOR_CAPTAIN_SKIP": "Hay que ver cómo es le guarda de élite Bas. ¡Se las sabe todas! Suele estar junto a la desembocadura del río que hay al oeste de Villapuerto.", + "RUMOR_CAPTAIN_JUDAS_TITLE": "El guarda de élite Judas", + "RUMOR_CAPTAIN_JUDAS1": "He oído que el guarda de élite Judas, el famoso experto en supervivencia, está acampado en una isla que hay al sudeste.", + "RUMOR_CAPTAIN_JUDAS2": "Ya sé que seguramente me despreciaría por depender tanto de las comodidades modernas… Pero, eso sí, ¡está como un queso!", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "La guarda de élite Gladiola", + "RUMOR_CAPTAIN_GLADIOLA": "Me han dicho que el camino que suele hacer la guarda de élite Gladiola cuando va de patrulla atraviesa el cementerio que hay al oeste de Villapuerto. ¿Dónde crees tu que irá?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "La guarda de élite Olga", + "RUMOR_CAPTAIN_HEATHER": "Tengo un amigo que se dedica a buscar restos de naufragios en la Costa del Hierro Fundido y me dijo que vio a la guarda de élite Olga en una isla que está muy al oeste.", + "RUMOR_CAPTAIN_ZEDD": "Lo último que supe del guarda de élite Zeta es que tenía previsto ir a ver qué se cuece en Valdellanto, hacia el este. Seguro que se quedó dormido por el camino.", + "RUMOR_CAPTAIN_ZEDD_TITLE": "El guarda de élite Zeta", + "RUMOR_CAPTAIN_CODEY1": "¿Conoces al guarda de élite Codi? Ese que siempre se está quejando porque no tiene «internet», sea lo que sea eso. Pues ahora mismo está en el monte Wirral.", + "RUMOR_CAPTAIN_CODEY_TITLE": "El guarda de élite Codi", + "RUMOR_CAPTAIN_CODEY2": "A lo mejor yo también debería subir a la montaña, a ver si consigo enterarme de por qué son tan interesantes los internetes esos.", + "RUMOR_IANTHE_BATTLE_TITLE.m": "Nueva incorporación a los guardas de élite", + "RUMOR_IANTHE_BATTLE_TITLE.f": "Nueva incorporación a los guardas de élite", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "¡Acabo de ver un cofre tragarse entero a un hombre como si nada {location_0_phrase}! ¡¿Te lo puedes creer?!", + "RUMOR_IANTHE_BATTLE_TITLE.n": "Nueva incorporación a los guardas de élite", + "RUMOR_IANTHE_BATTLE": "¿Has oído los rumores que dicen que Ianthe, la jefa de los guardas, tiene un nuevo candidato a ser guarda de élite?", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir avistado", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "La inundación", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "Me han dicho que, no hace mucho, se ha visto un pájaro gigante, un averevoir, {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "La inundación", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "¡Ha habido una inundación al norte del parque! Espero que nadie salga herido.", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "¡Hay una inundación en las afueras! Los guardas están tardando bastante en reaccionar. Deben de estar ocupados hoy…", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Se ha visto un vitraistig", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "¿Has visto esos cofres rojos que suelen dejar los guardas con provisiones? Pues te juro que acabo de ver uno que estaba hablando entre dientes consigo mismo. Ha sido {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Los susurros del cofre", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Me han dicho que se ha visto una especie de ángel de cristal {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Se ha visto un mimética", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Se ha visto a Kuneko", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Actividad de los guardas", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Se está cociendo algo {location_0_phrase}. Todos los guardas hablan de ello…", + "RUMOR_PASSIVE_QUEST_KUNEKO": "No te lo vas a creer, pero acabo de ver una mujer gato con alas {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Guardas heridos", + "RUMOR_PASSIVE_QUEST_SWARM": "Está pasando algo gordo {location_0_phrase}. Están volviendo muchos guardas heridos de allí.", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Vendedor descamisado", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Hoy ha venido de visita a la isla un vendedor sin camisa muy raro. Si quieres aprovechar sus ofertas, más te vale darte prisa. Está {location_0_phrase}.", + "RUMOR_UNOBTAINED_SPECIES": "¿Has visto alguna vez {species_description}? ¡Se llaman {species_name.to_lower}! He oído que se pueden encontrar {habitat_phrase}.", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "Eugene", + "RUMOR_OFFICE1": "He visto a Eugene merodeando cerca de un edificio raro que hay a las afueras del pueblo. ¿Qué estará haciendo ahí?", + "RUMOR_OFFICE2_TITLE": "Los terratenientes", + "RUMOR_OFFICE2": "Tengo un amigo en Valdellanto, donde las Colinas Otoñales, que dice que ha visto un montón de terratenientes reunidos en una especie de oficina.", + "RUMOR_OFFICE3_1": "Estaba el otro día pescando con mi barca al norte de las Colinas Otoñales, y no te vas a creer lo que vislumbré entre la niebla…", + "RUMOR_OFFICE3_TITLE": "Los terratenientes", + "RUMOR_OFFICE3_2": "¡Una oficina! Una oficina vieja y anodina encima de una roca que sobresale hacia el mar.", + "RUMOR_OFFICE3_3": "Los monstruos que había a su alrededor me pusieron los pelos de punta.", + "RUMOR_OFFICE4_1": "La última vez que estuve en el Bosque Oriental, me agarraron cinco terratenientes, me llevaron a rastras a su guarida y me quitaron las ganas de vivir.", + "RUMOR_OFFICE4_TITLE": "Los terratenientes", + "RUMOR_OFFICE5_TITLE": "Los terratenientes", + "RUMOR_OFFICE4_2": "No, en serio, me estuvieron dando una charla sobre la multipropiedad. ¡Menudo tostón!", + "RUMOR_OFFICE5_1": "Hace un rato he estado hablando con Dip Atata. Ya sabes, la que lleva la granja que hay cerca del arroyo.", + "RUMOR_OFFICE5_2": "Cree que unos cuantos terratenientes han fijado su guarida cerca de su granja.", + "RUMOR_OFFICE5_3": "Es preocupante, ¿no crees? Esa granja produce casi toda la comida de Villapuerto. Si cayera en manos de los terratenientes…", + "RUMOR_ALTAR1_TITLE": "El altar", + "RUMOR_ALTAR1": "Me he encontrado un altar muy raro. Está en el Prado de los Cerezos. ¿Para qué crees que será?", + "RUMOR_ALTAR2": "Me encontré una cosa curiosa cuando estaba nadando en el lago. Era una especie de altar que había en una isla, entre dos columnas.", + "RUMOR_ALTAR2_TITLE": "El altar", + "RUMOR_ALTAR3": "Mi hermana es de los Hijos del Llanto y dice que vio una mujer gato ninja medio ángel y medio demonio cerca de su pueblo. Pero a lo mejor solo fue una alucinación por comer pan enmohecido.", + "RUMOR_ALTAR3_TITLE": "El altar", + "RUMOR_POSTGAME_MORGANTE": "Anoche no pude pegar ojo. ¿Oíste tú también esa canción perturbadora que salía de la estación de Villapuerto?", + "RUMOR_ALTAR4_TITLE": "El altar", + "RUMOR_ALTAR4": "¿Has oído hablar del altar misterioso que hay en el Bosque Oriental? Se dice que hay un demonio que lleva a cabo ritos malignos allí en mitad de la noche. También hay quien dice que es un ángel; y otros, que es una mujer gato.", + "RUMOR_POSTGAME_MORGANTE_TITLE": "Canción perturbadora", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", + "RUMOR_PARTNER_KAYLEIGH": "Oí decir a unos cuantos guardas que Kayleigh sabe más de lo que aparenta sobre los sectarios encapuchados esos. A lo mejor deberías preguntarle, ¿no crees?", + "RUMOR_PARTNER_MEREDITH1_2": "Si no está en su taller en el muelle, debe de estar en el parque.", + "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH1_1": "¿Conoces a Meredith? Se encarga de arreglar los objetos electrónicos del pueblo.", + "RUMOR_PARTNER_MEREDITH1_3": "Ve a verla si necesitas ayuda con algún aparato electrónico.", + "RUMOR_PARTNER_MEREDITH2_1.m": "Soy Meredith. Disfruta de tu eterna estancia atrapado en esta roca con todos nosotros hasta el fin de tus días.", + "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH2_1.f": "Soy Meredith. Disfruta de tu eterna estancia atrapada en esta roca con todos nosotros hasta el fin de tus días.", + "RUMOR_PARTNER_MEREDITH2_1.n": "Soy Meredith. Disfruta de tu eterna estancia atrapade en esta roca con todos nosotros hasta el fin de tus días.", + "RUMOR_PARTNER_MEREDITH2_2": "El caso es que solo necesitaba una bocanada de aire fresco. Pásate por mi taller del pueblo cuando quieras. Es el edificio amarillo del muelle.", + "RUMOR_PARTNER_FELIX_TITLE": "Apartamento destrozado", + "RUMOR_PARTNER_FELIX2": "¿Tú crees que le hará falta un poco de ayuda?", + "RUMOR_PARTNER_FELIX1": "Vi a un tío dando vueltas cerca de un apartamento destrozado en el camino Lagonorte, al noroeste del parque.", + "RUMOR_PARTNER_VIOLA_TITLE": "La superheroína", + "RUMOR_HOYLAKE1": "El profesor Hoylake dice que está buscando un nuevo ayudante para sus investigaciones.", + "RUMOR_PARTNER_DOG1": "Oye, ¿sabes de alguien que haya perdido un perro?", + "RUMOR_PARTNER_DOG_TITLE": "El perro perdido", + "RUMOR_PARTNER_VIOLA": "Me atacaron por sorpresa unos monstruos pringosos en el pantano, pero ¡apareció de la nada una superheroína y me salvó! ¡De verdad que no me lo he inventado!", + "RUMOR_PARTNER_DOG2": "He visto uno correteando por ahí con un walkman. ¡Y era un perro normal, no un pomebomba! Estaba en la falda del monte Wirral, cerca del lago.", + "RUMOR_PARTNER_DOG3": "Pobrecillo, espero que no le haya pasado nada.", + "RUMOR_HOYLAKE_TITLE": "Se busca ayudante", + "RUMOR_HOYLAKE2": "Normalmente, suele estar en el ayuntamiento. Nunca entenderé cómo consigue investigar los monstruos cuando no parece que se acerque nunca a ellos.", + "RUMOR_AVEREVOIR_TITLE": "Un pájaro colosal", + "RUMOR_AVEREVOIR1": "¡He visto un pájaro colosal cerca del monte Wirral!", + "RUMOR_GLAISTAIN_TITLE": "Ruinas", + "RUMOR_ABILITY_CLIMB4": "Pero la única forma de averiguar si eso es siquiera posible es grabar una calabaza.", + "RUMOR_AVEREVOIR2": "Creo que vive en esa gran cueva que hay a mitad de camino según se sube la montaña.", + "RUMOR_ABILITY_SWIM_TITLE": "Natación", + "RUMOR_GLAISTAIN": "Se dice que no hace mucho han aparecido unas ruinas muy antiguas en el Prado de los Cerezos. Suena bastante raro, ¿no?", + "RUMOR_FARM_BRIDGE_TITLE": "El puente de la granja", + "RUMOR_ABILITY_SWIM": "Me han dicho que hay un monstruo que lleva un traje de submarinista y que te da la habilidad de nadar en aguas de todo tipo si consigues grabarlo.", + "RUMOR_ABILITY_CLIMB_TITLE": "Escalar paredes", + "RUMOR_FARM_BRIDGE": "He oído que los Atata, los dueños de la granja que hay al oeste, están teniendo problemas con el puente…", + "RUMOR_ABILITY_CLIMB1": "¡A que adivino lo que estás pensando!", + "RUMOR_ABILITY_CLIMB2": "«Sería mucho más fácil desplazarme si pudiera trepar por las superficies verticales como hacen los tallos de calabaza». ¡A que sí!", + "RUMOR_ABILITY_CLIMB3": "¡Yo también me he pasado años pensando en eso!", + "RUMOR_ABILITY_DASH_TITLE": "Una acometida flamígera", + "RUMOR_ABILITY_MAGNETISM_TITLE": "Poderes magnéticos extraños", + "RUMOR_ABILITY_DASH": "Por lo visto hay un monstruo que acomete como si fuera un cohete. ¡Seguro que tú también podrías hacerlo si grabaras uno de esos!", + "RUMOR_INTERMISSION_TITLE": "El hombre triángulo.", + "RUMOR_ABILITY_MAGNETISM": "En el pueblo se dice que si consigues grabar ese monstruo tan raro que echa chispas, te da poderes magnéticos. Mola, ¿eh?", + "RUMOR_INTERMISSION": "En el centro del pueblo hay un tío raro que levita y tiene un triángulo por cabeza. ¿Lo has visto?", + "BATTLE_ADJECTIVE_CAPTAIN.m": "Guarda de élite {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "Guarda de élite {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "Guarda de élite {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "Jefe {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "La buena de {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "El bueno de {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "Jefe {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "Jefa {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "Le buene de {name}{disambiguator}", + "BATTLE_JOINED.m": "¡Un {0.to_lower} se ha unido al combate!", + "BATTLE_SWITCH_PLACES.m": "¡{0} ha cambiado de lugar!", + "BATTLE_JOINED.n": "¡Un {0.to_lower} se ha unido al combate!", + "BATTLE_DESTROYED.f": "¡{0} ha sido destruida!", + "BATTLE_SWITCH_PLACES.f": "¡{0} ha cambiado de lugar!", + "BATTLE_SWITCH_PLACES.n": "¡{0} ha cambiado de lugar!", + "BATTLE_ORB_BROKE": "¡La esfera se ha roto! ¡Es un {fusion_name.to_lower}!", + "ABILITY_swim": "Natación de Focarinista", + "BATTLE_DESTROYED.m": "¡{0} ha sido destruido!", + "BATTLE_DESTROYED.n": "¡{0} ha sido destruide!", + "ABILITY_climb": "Bola de Tallos Calabaceros", + "ABILITY_dash": "Acometida de Baladino", + "ABILITY_flight": "Vuelo de Averevoir", + "ABILITY_magnetism": "Electromagnetismo", + "ABILITY_UNLOCKED_swim": "¡Ahora puedes nadar cuando estés en el agua!\\nTen en cuenta que eso consume tu resistencia.", + "ABILITY_UNLOCKED_climb": "¡Ahora puedes mantener pulsado {control.climb} para trepar por las paredes usando tallos pegajosos!\\nTen en cuenta que eso consume tu resistencia.", + "ABILITY_UNLOCKED_dash": "¡Ahora puedes mantener pulsado {control.dash} para acometer y cubrir una distancia corta!\\nTen en cuenta que eso consume tu resistencia.", + "ABILITY_UNLOCKED_magnetism": "¡Ahora puedes mantener pulsado {control.magnetism} para interactuar con objetos magnéticos!\\nTen en cuenta que eso consume tu resistencia.", + "ABILITY_UNLOCKED_flight": "¡Ahora puedes volver a pulsar {control.jump} mientras estés planeando para impulsarte hacia arriba!\\nTen en cuenta que eso consume tu resistencia.", + "POST_CREDITS_MESSAGE_1": "Si quieres, puedes volver a cargar la partida y seguir jugando. Los guardas de Nueva Wirral aún necesitan tu ayuda…", + "STAT_ADJUST_MENU_TITLE": "Atributos base de {player}", + "STAT_ADJUST_MENU_REMAINING_POINTS": "Puntos disponibles: {0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "¿Seguro? Aún te quedan puntos sin asignar.", + "STAT_ADJUST_MENU_EXPLANATION.m": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", + "STAT_ADJUST_MENU_EXPLANATION.f": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", + "STAT_ADJUST_MENU_EXPLANATION.n": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Guarda de élite desconocido n.º {n}", + "UI_RANGER_STAMP_CARD_ID": "Código: {0}", + "UI_RANGER_STAMP_CARD_HUMAN": "Homo sapiens", + "UI_RANGER_STAMP_CARD_EARTH": "Tierra, S21", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Especialización desconocida", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", + "NOTICEBOARD_REQUIREMENT_QUEST": "Completa «{quest_title}» para desbloquear nuevas misiones con distinta recompensa.", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", + "NOTICEBOARD_REQUIREMENT_STORY": "Sigue las pistas de Morganta y encuentra la forma de salir de Nueva Wirral para desbloquear nuevas misiones con distinta recompensa.", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "¡Has terminado con todo lo que había en el tablón de anuncios!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "¡{ranger_name} ha encontrado material fundido ({amount})!", + "TUTORIAL_RUMORS_DESCRIPTION2": "Los rumores que oigas en Villapuerto se añaden a tu pantalla de misiones.\\n\\nVillapuerto es el mejor sitio para aprovisionarte, de modo que no olvides intentar enterarte de nuevos rumores cada vez que pases por allí.", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "¡Informa a Ianthe para obtener tu recompensa!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "¡{ranger_name} ha encontrado material fundido ({amount})!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "¡{ranger_name} ha encontrado material fundido ({amount})!", + "TUTORIAL_RUMORS_DESCRIPTION1": "Puedes explorar la isla de Nueva Wirral a tu aire. Si buscas alguna sugerencia sobre dónde ir a continuación, siempre puedes ir a Villapuerto y hablar con la gente para que te cuenten rumores.\\n\\nA los habitantes de Nueva Wirral les encanta intercambiar información. Investigar los lugares que se mencionan en los rumores suele ayudarte a avanzar en tus misiones y a descubrir nuevos monstruos.", + "TUTORIAL_RUMORS_TITLE": "Tutorial: Rumores", + "TUTORIAL_ROGUE_FUSIONS1": "Este monstruo es lo que los guardas llaman una «fusión salvaje». A veces, se esconden dentro de alguno de los cofres que se encuentran en las cuevas subterráneas.\\n\\nLuchar contra las fusiones salvajes puede ser una excelente manera de obtener objetos valiosos y puntos de experiencia. También permite encontrar algunos monstruos inusuales. Eso sí, ten en cuenta que siempre son más peligrosas que los demás monstruos de su zona.", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Fusiones salvajes", + "TUTORIAL_ROGUE_FUSIONS2.m": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", + "LOADING_SCREEN_NAG2_FOOTER": "Comprueba la [color=#ab75e8]pantalla de misiones[/color] para ver más detalles.", + "TUTORIAL_ROGUE_FUSIONS2.n": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", + "UI_NEW_GAME_MODES_NOTIFICATION": "¡Has desbloqueado el modo de partida personalizada!", + "TUTORIAL_ROGUE_FUSIONS2.f": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", + "LOADING_SCREEN_NAG2_TITLE": "Rumor oído en Villapuerto:", + "UI_NEW_GAME_MODES_TITLE": "Modo de partida personalizada", + "UI_NEW_GAME_MODES_VALUE_ON": "Sí", + "UI_NEW_GAME_MODES_VALUE_OFF": "No", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Las cintas se rompen de forma permanente", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Si se activa, una derrota en combate supone el final de la partida.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Las derrotas terminan la partida", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Si se activa, las cintas no pueden repararse. Si te quedas sin cintas, se acaba la partida.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Si se activa, una derrota en combate supone el final de la partida.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Si se activa, una derrota en combate supone el final de la partida.", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Monstruos al azar", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Si se activa, se elegirá al azar el hábitat de cada monstruo disponible, además de los monstruos con los que empezáis tus compañeros y tú.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Tipos al azar", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Movimientos al azar", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Si se activa, se elegirán al azar las pegatinas que desbloquean las cintas al mejorarse, además de los movimientos que tendrán los monstruos.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Si se activa, se elegirá al azar el tipo elemental de cada especie. Sus movimientos disponibles se modificarán de acuerdo con su tipo.", + "UI_NEW_GAME_MODES_RANDOM_SEED": "Semilla del azar", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "La semilla controla los elementos aleatorios, los lugares de aparición, las existencias de los vendedores, las misiones que se generan, etcétera.", + "UI_NEW_GAME_MODES_START_BUTTON": "Empezar la partida", + "UI_GAME_OVER": "FIN DE LA PARTIDA", + "SIGN_ELECTROSHACK": "Mikro Electrónica", + "SIGN_CLOSED": "CERRADO", + "SIGN_SPACE_ZONE": "ZONA ESPACIAL", + "GAUNTLET_DIFFICULTY_BTN": "Cambiar la dificultad", + "GAUNTLET_TITLE": "Reto del magikangrejo", + "GAUNTLET_RANDOMISE_BTN": "Barajar", + "GAUNTLET_ENTER_SEED_BTN": "Introducir semilla", + "GAUNTLET_CARRIAGE_BTN": "Cambiar de vagón", + "GAUNTLET_EXPLANATION_BTN": "Explicación", + "GAUNTLET_DIFFICULTY_CONFIRM": "Cambiar la dificultad volverá a decidir de forma aleatoria los encuentros de cada vagón y tendrás que empezar de nuevo en el primer vagón. Tus avances de la dificultad actual quedarán guardados y podrás volver a ellos más tarde, pero, si lo haces, el contenido de cada vagón habrá cambiado.", + "GAUNTLET_ENTER_SEED_CONFIRM": "Cambiar la semilla volverá a generar los encuentros de cada vagón. Ten en cuenta que tus avances en la historia y los rivales a los que te hayas enfrentado también afectarán a los encuentros del reto. Tus avances de la dificultad actual quedarán guardados y podrás volver a ellos más tarde, pero, si lo haces, el contenido de cada vagón habrá cambiado.", + "GAUNTLET_RANDOMISE_CONFIRM": "Barajar el reto volverá a decidir de forma aleatoria los encuentros de cada vagón. No perderás tus avances, pero no tendrás ninguna información sobre lo que hay en un vagón hasta que vuelvas a entrar en él. ¿Seguro que quieres continuar?", + "GAUNTLET_EXPLANATION_PAGE1": "Cada vez que accedas a un vagón nuevo, tus rivales serán más fuertes. Solo podrás curarte cuando llegues a un vagón restaurante, donde podrás también comprar objetos curativos y cobrar tu recompensa.\\n\\nLa recompensa por ganar combates aumentará cuanto mayor sea tu racha, pero si la cobras o sales del reto, tu racha volverá a empezar desde cero.", + "GAUNTLET_EXPLANATION_PAGE2": "En los niveles más difíciles, habrá modificadores (efectos de estado adicionales) y los vagones restaurante serán menos frecuentes. Además, se potenciará a tus rivales con más cintas, resistencia al daño que se sufre al romperse una cinta, etcétera.\\n\\nGanar combates en los niveles más difíciles te otorgará más material fundido.", + "GAUNTLET_SEED_LABEL": "Semilla:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "Vagón n.º {number}", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "A continuación:", + "GAUNTLET_CARRIAGE_LABEL": "N.º {number}: {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name}, [color=#b70042]niv. {level}[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "Vagón restaurante", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "Vagón n.º {number}: {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "Cofre", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "¿¿??", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "Minijefe", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "Jefe", + "GAUNTLET_DIFFICULTY_LABEL": "Dificultad:", + "GAUNTLET_DIFFICULTY0": "Normal", + "GAUNTLET_DIFFICULTY1": "Difícil", + "GAUNTLET_DIFFICULTY2": "Muy difícil", + "GAUNTLET_DIFFICULTY3": "Más difícil todavía", + "GAUNTLET_DIFFICULTY4": "Brutal", + "GAUNTLET_DIFFICULTY5": "La más difícil", + "GAUNTLET_DIFFICULTY6": "Imposible", + "GAUNTLET_RECORDS": "Mejores puntuaciones", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "Vagón más lejano:", + "GAUNTLET_RECORD_LONGEST_STREAK": "Racha más larga:", + "GAUNTLET_MODIFIERS_LABEL": "Modificadores:", + "GAUNTLET_MODIFIERS_NONE": "Ninguno", + "GAUNTLET_STREAK_LABEL": "Racha:", + "GAUNTLET_REWARDS_LABEL": "Recompensa:", + "QUEST_GAUNTLET_TITLE": "El tren de medianoche", + "QUEST_GAUNTLET_DESCRIPTION": "Supera 50 vagones en el reto del magikangrejo.", + "QUEST_GAUNTLET_PROGRESS": "Has superado {num} vagones de {count}.", + "BATTLE_TITLE_LTD": "Sociedad limitada", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "El equipo de desarrollo", + "BYTTEN_STUDIO_TOM_NAME": "Tom", + "BYTTEN_STUDIO_JAY_NAME": "Jay", + "BYTTEN_STUDIO_JOEL_NAME": "Joel", + "BYTTEN_STUDIO_LORE_2": "Nadie sabe por qué se llama Bytten Studio, ni si debería pronunciarse /'biten/ o /\\'baiten/. Y, encima, es que ni siquiera hay un estudio como tal: cada uno trabaja desde su casa.", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio es una empresa de desarrollo británica, formada por tres humanos (Tom, Jay y Joel) y un cuarto miembro secreto: el arcángel Morganta. Morganta dirige el desarrollo de [i]Cassette Beasts[/i] sirviéndose de la mente de los otros tres.", + "MOVE_MACHINE_CURSE_CURSE_NAME": "Maldición de la maldición de la máquina", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "¡Codamorganaeoalgo!", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "¡Vaya, hombre!", + "ROGUE_TRAFFIKRAB_NAME": "Trafikangrejo salvaje", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "Ha ocurrido un error y su equipo debe reiniciarse. Se reiniciará automáticamente después de recopilar la información relevante.\\n\\nError: 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "Vuelva a introducir la cinta para continuar…", + "SHADOW_LENNA_LORE_1": "El destino original de la Sombra de Lenna era morir a manos de Lance, el joven héroe. Liberada de tan cruel final gracias a los errores del juego, la Sombra de Lenna se unió a Lenna en su misión.", + "SHADOW_LENNA_NAME": "Sombra de Lenna", + "ROGUE_TRAFFIKRAB_SUBTITLE": "Bestia vengativa", + "SHADOW_LENNA_SUBTITLE": "La antiheroína de otra historia", + "DELVIN_NAME": "Delvin", + "SHADOW_LENNA_LORE_2": "En la psicología junguiana, la sombra es la parte de la psique que un individuo no quiere reconocer, lo cual genera un conflicto interno.", + "PAIGE_NAME": "Paige", + "GAUNTLET_ENCOUNTER_MONSTER": "Monstruo", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(Inventario)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(Por cobrar)", + "GAUNTLET_CAFE_SHOP_TITLE": "Café du Magicrabe", + "GAUNTLET_EXIT_CONFIRM": "¿Quieres salir del reto ahora mismo? Tu racha volverá a empezar desde cero y perderás cualquier recompensa que no hayas cobrado, pero podrás continuar desde el último vagón restaurante que hayas visitado.", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "Espíritus de la rebeldía", + "STATUS_CHANNELED_POWER_DESCRIPTION": "Los personajes que tengan el estado «poder conjurado» toman prestado el poder de un arcángel. No pierden PA al usarlo y obtienen el ataque angélico de su benefactor.", + "STATUS_CHANNELED_POWER_NAME": "Poder conjurado", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "Fin del trayecto", + "MOVE_CHANNELED_POWER_NAME": "Poder conjurado", + "STATUS_COATING_TYPELESS_NAME": "Capa sin tipo", + "MOVE_COATING_TYPELESS_NAME": "Capa sin tipo", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "DAÑO PSÍQUICO", + "MOVE_BEAST_EX_CALIBUR_NAME": "Bestia Ex Calibur", + "DOG_SUBTITLE": "El mejor amigo del hombre", + "EUGENE_SUBTITLE": "Defensor de Villapuerto", + "FELIX_SUBTITLE": "Buscador de inspiración", + "KAYLEIGH_SUBTITLE": "La guarda del lugar", + "MEREDITH_SUBTITLE": "Electricista sardónica", + "VIOLA_SUBTITLE": "Señora de Mesalina", + "CLEMENCE_SUBTITLE": "Camarera de postín", + "DORIAN_SUBTITLE": "Cabecilla de la secta", + "FRANKIE_SUBTITLE": "Incansable escritora de fanfic", + "HOYLAKE_SUBTITLE": "Analista de datos", + "JACQUELINE_SUBTITLE": "Encargada de la comuna", + "KIRBY_SUBTITLE": "Ayudante de Hoylake", + "TRAVELING_MERCHANT_SUBTITLE": "Rōnin descamisado", + "PENSBY_SUBTITLE": "Médica del pueblo", + "SUNNY_SUBTITLE": "Excapitalista rehabilitada", + "VIN_SUBTITLE": "Vengador de Valdellanto", + "RANGER_TRADER_OPTION_STICKER_FUSION": "Quiero fusionar mis pegatinas.", + "STICKER_FUSION_BASE_STICKER": "Pegatina base", + "STICKER_FUSION_TITLE": "Fusión de pegatinas", + "STICKER_FUSION_FUSION_RESULT": "Resultado de la fusión", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "Pegatina de atributos", + "STICKER_FUSION_SLOT_EMPTY": "Nada", + "STICKER_FUSION_SELECT_STICKER": "Elige una pegatina", + "STICKER_FUSION_NO_RESULT": "No habrá resultado", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "Has elegido pegatinas con demasiados atributos.", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "Has elegido pegatinas con atributos duplicados.", + "STICKER_FUSION_FUSE_BUTTON": "Fusionar", + "UPDATE_POPUP_GAUNTLET_1": "¡El tren del reto ya está aquí! Pon a prueba tus habilidades en solitario o con un amigo en una serie de combates encarnizados, disponibles tras terminar la historia principal.", + "UPDATE_POPUP_GAUNTLET_TITLE": "Actualización 1.7: El reto", + "DLC_POPUP_FASHION_1": "¡Gracias por comprar el paquete de moda! Ahora también tendrás disponibles las siguientes opciones decorativas:\\n— Peinado «Gorra»\\n— Peinado «Gorra antigua»\\n— Peinado «Coletas»\\n— Peinado «Lazo y flequillo»\\n— Peinado «Orejas de zorro»\\n— Peinado «Al viento»", + "DLC_POPUP_FASHION_TITLE": "DLC: Paquete de moda", + "DLC_POPUP_FASHION_2": "— Peinado «Pinchos y gafas»\\n— Peinado «Cresta a un lado»\\n— Peinado «Flor y flequillo»\\n— Peinado «Boina»\\n— Cara «Gafas redondas»\\n— Ropa «Gabardina»\\n— Ropa «Camiseta corta»\\n— Calzado «Botas altas»", + "UPDATE_POPUP_SUNNY_1": "Ya está aquí la actualización 1.8: Sol. Se han añadido al juego los siguientes elementos:\\n\\n— ¡Nuevas opciones decorativas de alas que pueden desbloquearse al grabar a algunos monstruos de Nueva Wirral!\\n— Una nueva misión, «Las personas son personas», que estará disponible cuando hayas terminado la historia principal. ¡Embarcarte en esta misión te permitirá descubrir varios monstruos nuevos y una nueva compañera!", + "UPDATE_POPUP_SUNNY_TITLE": "Actualización 1.8: Sol", + "DLC_POPUP_WINGS_TITLE": "DLC: Paquete de alas", + "DLC_POPUP_WINGS_1": "¡Gracias por comprar el paquete de alas! Cuando hayas acabado el tutorial, ahora también tendrás disponibles en el armario de tu casa las siguientes opciones decorativas:\\n\\n— Alas «Mochila propulsora 1»\\n— Alas «Mochila propulsora 2»\\n— Alas «Propulsores»\\n— Alas «Da Vinci»", + "DLC_POPUP_WINGS_2": "— Alas «Hada»\\n— Alas «Demonio»\\n— Alas «Ala delta»\\n— Alas «Capa»", + "QUEST_SUNNY2_TITLE": "Las personas son personas", + "QUEST_SUNNY2_DESCRIPTION_1": "Encuéntrate con Sol en el monte Wirral.", + "QUEST_SUNNY2_DESCRIPTION_2": "Ve con Sol a la sede de los terratenientes.", + "QUEST_SUNNY2_DESCRIPTION_3": "Adéntrate en el escondite de los terratenientes con Sol.", + "ITEM_KEY_LANDKEEPER2_NAME": "Llave electrónica de los terratenientes", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "Parece que tus constantes irrupciones en las oficinas de los terratenientes los han llevado a adoptar medidas electrónicas de seguridad.", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "en el nuevo escondite de los terratenientes", + "REGION_NAME_LANDKEEPER_HIDEOUT": "Nuevo escondite de los terratenientes", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "Creo que he visto un… toro de bronce gigante {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "Se ha visto un minovapor", + "about": "Acerca de", + "donation": "Donación", + "patreon": "Patreon", + "noItems": "No hay artículos", + "privacyPolicy": "Política de privacidad", + "termsAndConditions": "Términos y Condiciones", + "legalNotice": "Esta aplicación no está afiliada ni autorizada por {0}, sus subsidiarias ni sus empresas matrices, cuyos nombres, logotipos y productos se muestran en esta aplicación. Los nombres {1}, {0} así como los nombres e imágenes relacionados son marcas comerciales registradas de sus respectivos propietarios. Esta aplicación está hecha por fans para fans. No contactes a {0} sobre errores dentro de esta aplicación.", + "patrons": "Patrones", + "habitat": "Hábitat", + "useGifs": "Usar gifs", + "alphabetical": "Alfabético", + "bestiaryId": "Identificación del bestiario", + "static": "Estático", + "gifNum": "GIF {0}", + "additionalStats": "Estadísticas adicionales", + "viewOn": "Ver en {0}", + "initial": "Inicial", + "unavoidable": "Inevitable", + "cost": "Costo", + "canBeCopied": "se puede copiar", + "characters": "Caracteres", + "partnerMonster": "Monstruo compañero", + "portraitNum": "Retrato {0}", + "tags": "Etiquetas", + "overworld": "Supramundo", + "percentTitle": "Porcentaje", + "backup": "Copia de seguridad", + "hashCode": "6E7B941B70CA16B5791B246347EC7678" + } + }, + "zh_CN": { + "id": 6, + "locale": "zh_CN", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "故障效果", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+《{content_name}》v{content_version} 模组作者:{content_author}", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "已禁用", + "UI_SETTINGS_AUDIO_TRANSFORM": "变身特效", + "DLC_00_COSPLAY_NAME": "Cosplay 服装包", + "MOVE_DESCRIPTION_FINAL_BREATH": "若生命值高于80%,则在受到能令生命值归零的攻击时,会保留1点生命值并存活下来。", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "音乐人声", + "MOVE_TRAP_JAW_NAME": "钳夹大颚", + "MOVE_GEMSTONE_WALL_NAME": "宝石墙", + "MOVE_DESCRIPTION_DEEP_FREEZE": "冻结对手的磁带机,对其施以“磁带绞带”状态效果。", + "MOVE_MAGIC_TOME_NAME": "魔法巨著", + "MOVE_NAME_TRIPWIRE": "一触即发", + "DLC_01_PIER_NAME": "未知码头", + "MOVE_DESCRIPTION_TRAP_JAW": "在“啃咬”后自动使用。对目标施以“闪避作废”。", + "MOVE_DEEP_FREEZE_NAME": "冻弹不得", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "被施以“闪避作废”的角色,闪避值降至1%。", + "MOVE_NAME_WEB_WRAP": "蛛网裹身", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+《{content_name}》v{content_version}", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+《{content_name}》DLC", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "无法切换", + "MOVE_NAME_TREASURE_DIG": "挖宝", + "MOVE_NAME_STICKY_SPRAY": "黏稠吐丝", + "CONFIRM_LOAD_MODS_QUIT": "退出", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "不载入模组而继续", + "STATUS_TAPE_JAM_NAME": "磁带绞带", + "STATUS_TAPE_JAM_DESCRIPTION": "被施以“磁带绞带”的角色将无法切换当前磁带,直到“磁带绞带”效果移除,或者磁带断裂。", + "CONFIRM_LOAD_MODS3": "选择安装任何模组,都需自行承担风险。", + "LOOT_HEADING_TREASURE": "宝藏", + "MOVE_COLD_FUSION_NAME": "冷核融合", + "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", + "MOVE_FINAL_BREATH_NAME": "一息尚存", + "NOTIFICATION_GENERIC": "消息提醒", + "CONFIRM_LOAD_MODS2": "请注意,恶意模组将有可能访问文件系统,并在计算机上运行任意命令。", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "该存档之前保存时并未加载当前模组。如要继续载入,则将来卸载任何模组,都有可能导致该存档无法使用。", + "UI_SETTINGS_COLOR_BLIND": "色盲模式", + "TITLE_SCREEN_DLC_BTN": "在商店中查看DLC", + "CONFIRM_LOAD_MODS4": "确定要载入这些模组吗?", + "UI_PARTY_EDIT_MOVES": "编辑贴纸", + "TITLE_SCREEN_UGC_BTN": "Steam 创意工坊", + "DLC_02_FASHION_NAME": "时尚包", + "MOVE_DESCRIPTION_TRIPWIRE": "当对手使用近战攻击时,有几率自动使用列表中的下一个招式,不耗费AP。下一个招式平时耗费的AP越少,发动几率就越小。", + "DLC_03_WINGS_NAME": "添翼包", + "MOVE_DESCRIPTION_TREASURE_DIG": "挖出一件随机物品。胜出战斗者可获得这件物品。", + "MOVE_TREASURE_DIG_TOAST": "到手!", + "MOVE_DESCRIPTION_COLD_FUSION": "只要有人融合就会生效。降低融合体生命值,减少量为生命值上限的20%,并使之畏缩。", + "UI_PARTY_VIEW_MOVES": "查看贴纸", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "继续", + "MOVE_DESCRIPTION_MAGIC_TOME": "击中一个目标,降低目标的远程防御。", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "已启用", + "UI_SAVE_REQUIRE_DLC": "无法载入该存档,未安装用于创建该存档的DLC或模组。", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "墙可吸收一定数量的外来攻击。属性克制的攻击,可立即将墙打破。在墙的基础上,“宝石墙”还会每回合给予效果发动者1点额外AP。", + "STATUS_GEMSTONE_WALL_NAME": "宝石墙", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "献出20%生命值造一面墙,能吸收最多3次攻击,最多持续3个回合。这面墙还能每回合给予效果发动者1点额外AP。", + "CONFIRM_LOAD_MODS1": "已检测到{num_mods}个模组。", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "确定要载入此存档吗?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "闪避作废", + "UI_PARTY_MOVE_STICKER": "移动贴纸", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "你想代表闪电的哪一面?", + "DIVEBERG_NAME_PREFIX": "冰川", + "PINBOLT_NAME_SUFFIX": "电束", + "DIVEBERG_DESCRIPTION": "戴着潜水头盔的冰川生物", + "DIVEBERG_LORE_2": "地球上有史以来记录到的最低自然温度是-89.2摄氏度,于1983年在西伯利亚录得。", + "PINBOLT_LORE_2": "首部现代样式弹球机于20世纪40年代面世,其起源可追溯到在木板上玩的弹球游戏。弹球机还和日本的“柏青哥”有着共同的历史和发展经过。", + "AURICLAW_LORE_1": "红锈爪蛛要经历一种炼金术变态发育才能成熟;在此期间,其身体上的铁镀层和装饰会转化成金合金。这些黄金爪蛛总会第一时间挺身而出,捍卫自己广袤的领地。", + "AURICLAW_NAME_PREFIX": "黄金", + "AURICLAW_NAME_SUFFIX": "爪蛛", + "AURICLAW_LORE_2": "死亡面具通常是为著名人物和领袖制作的。现代历史中最为人熟知的死亡面具,当数约公元前1323年诞生的图坦卡蒙黄金面具。", + "TRAPWURM_NAME": "钳颚鳞虫", + "TRAPWURM_NAME_PREFIX": "钳颚", + "ADEPTILE_LORE_2": "炼金术信奉的古老信条认为,世间万物都是由土、火、水和气这四种经典元素所构成。", + "PINBOLT_DESCRIPTION": "有着悬空圆球脑袋的弹簧状生物", + "DIVEBERG_LORE_1": "潜海豹长期待在零度以下的状态,会逐渐适应环境而变成“冰川潜客”形态。有理论认为,冰川潜客之所以进化出双足骨架,是为了方便它在环境恶劣的冰天雪地中穿行。", + "PICKSIE_LORE_2": "小矮人是日耳曼神话中的生物,常被描述为身材矮小的人形生物。它们往往会和矿山、铁匠和洞穴联系在一起。", + "PICKSIE_SUBTITLE": "寻宝哥布林", + "OVERWORLD_SPIDERCAVE_FELIX": "我们之前应该没有遇到过巨型蛛网,毕竟这类事情要是有的话我肯定会记得。", + "OVERWORLD_SPIDERCAVE_EUGENE": "大蛛网?[pause]那就说明附近肯定有大虫子。好哇,我巴不得赶紧开打呢。", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "无与伦比的速度", + "DIVEBERG_NAME": "冰川潜客", + "ADEPTILE_DESCRIPTION": "穿学者袍的蜥蜴", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "五雷轰顶的威力", + "ADEPTILE_NAME_PREFIX": "学究", + "TRAPWURM_LORE_2": "“鳞虫蛇”是一种类似于龙的欧洲神话生物,通常被刻画为巨型蛇怪,长着像鱼一样的背鳍。", + "PICKSIE_NAME_PREFIX": "镐", + "PICKSIE_NAME_SUFFIX": "布林", + "PICKSIE_LORE_1": "镐布林钟情于挖矿,会花费数年时间挖掘洞穴和坟墓,寻觅当中蕴藏的金银珠宝。它们常会用发掘出的财宝来打扮自己,也会装备上亲手觅得的甲胄或武器。", + "PICKSIE_DESCRIPTION": "手持十字镐、头戴面具的哥布林", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]这些奇怪的网都是什么啊……?[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "啊,我们是不是把那怪物吓着了?它好像躲进地底了。要是下次再遇到它,就趁它还没看见悄悄接近吧。", + "ADEPTILE_NAME": "学究蜥", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "胆小的哥布林", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "我有个驻扎在{location_0_phrase}的巡护员朋友,方才正跟我说见到一种奇怪的生物,看着像是个胆小的哥布林。", + "RUMOR_SPIDER_CAVE_3": "你说怪不怪?我们可从来没在沼泽地里挖过什么矿啊。", + "WYRMAW_NAME": "巨口蠕龙", + "TRAPWURM_DESCRIPTION": "长着巨颚和双腿的大蛇", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]那怪物一见到我们就逃了……下次要是再见到它,也许该躲着点,别让它发现……?[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "废弃矿井", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]那怪物一见到我们就逃了……下次要是再见到它,也许该躲着点,别让它发现……?[/wave]", + "WYRMAW_NAME_SUFFIX": "蠕龙", + "ADEPTILE_LORE_1": "学究蜥甘愿为追求奥术知识奉献一生。它全身就只有一个脑袋,于是便披上学者气息浓厚的长袍,掩盖其没有身子的事实。", + "FERRICLAW_LORE_2": "死亡面具是在人死后按其面孔制作的复制品。人类历史长河中,许多文明和时代都有出现过死亡面具,其制作方法和所用材料各有不同。", + "FERRICLAW_NAME": "红锈爪蛛", + "FERRICLAW_NAME_PREFIX": "红锈", + "PINBOLT_NAME": "弹球电束", + "RUMOR_SPIDER_CAVE_2": "他经常在沼泽地中穿行。有一次,他发现了某座塌方矿井的入口。", + "RUMOR_SPIDER_CAVE_1": "你认识爱德华吧?他跟他老婆在派珀溪那头开了座农场……", + "FERRICLAW_DESCRIPTION": "戴着生锈面具的蜘蛛", + "TRAPWURM_LORE_1": "钳颚鳞虫可以一口气屏住呼吸数日,在烂泥污土下静静等待猎物一脚踩到自己头上。这种怪物长着一副力大无穷的钳颚,一旦合上便几乎不可能掰开。", + "TRAPWURM_NAME_SUFFIX": "鳞虫", + "FERRICLAW_NAME_SUFFIX": "爪蛛", + "FERRICLAW_LORE_1": "新威勒尔岛上最近才发现红锈爪蛛的存在,皆因其栖息地远在地下深处的洞穴网络。这种怪物会从古代文明的墓穴中挖出古老的死亡面具,并用来装饰自己。", + "HARBOURTOWN_BOOK_6": "潦草的笔记写道:“……专研奥术的爬虫学生,倘若有幸拜读魔法巨著,则必能发挥出最大潜能。”", + "PICKSIE_NAME": "镐布林", + "DIVEBERG_NAME_SUFFIX": "潜客", + "PICKSIE_ENCOUNTER_EUGENE_1": "哎呀呀,被它跑啦!下次要是再在哪里见到它,不如还是从它背后悄悄接近吧,否则它一见我们就又溜了。", + "PICKSIE_ENCOUNTER_MEREDITH_1": "那怪物是自己钻进地里了吗?如果再在别处见到它,就还是尽量偷偷接近吧,别让它看见我们。", + "WYRMAW_LORE_1": "如今的巨口蠕龙体型长得太大,无法再藏身于地下静待猎物出现,因此必须转换策略,用热情挥舞的旗帜和衣领上装饰铃铛发出的悦耳叮当声,来引诱潜在的受害者。", + "WYRMAW_LORE_2": "鳞虫蛇在许多欧洲故事中都有出现,其中一个便是“兰顿怪虫”的传说——英格兰东北部的威尔河附近,据说栖居着类似于鳞虫蛇的生物,令当地人惶惶不可终日。", + "WYRMAW_DESCRIPTION": "头上飘舞着旗帜的巨蛇", + "WYRMAW_NAME_PREFIX": "巨口", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "这小家伙当时正用十字镐在泥地里挖着什么,不过那巡护员朋友一靠近,它就飞也似地逃了……", + "PINBOLT_NAME_PREFIX": "弹球", + "PICKSIE_ENCOUNTER_VIOLA_1": "我们许是令这生灵颇为措手不及。倘若有幸再度邂逅,或许避开其视线接近,方为明智之举?", + "PICKSIE_ENCOUNTER_FELIX_1": "那怪物是把自己……埋进地里了吗?也许它胆子比较小吧。下次再在哪里见到它,还是尽量趁它不注意时悄悄接近吧。", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "这些是……蜘蛛网?但看起来可[wave amp=30 freq=10]有点大[/wave]啊,你说是吧?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "你瞧瞧这些蛛网[shake rate=30 level=10]有多大[/shake]?![pause]不行,[pause]绝对不行,[pause]我看还是绕道吧。", + "OVERWORLD_SPIDERCAVE_VIOLA": "此地之蛛所织之网,可都是如此这般……壮观?", + "AURICLAW_NAME": "黄金爪蛛", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]那怪物一见到我们就逃了……下次要是再见到它,也许该躲着点,别让它发现……?[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "汪……?", + "PINBOLT_LORE_1": "弹球电束身首分离,其身上的两片“鳍状肢”可以产生磁场,而金属头就在磁场的作用下悬浮在半空。它可以导通这一磁场,将其化作能量束,从其独臂射出。", + "AURICLAW_DESCRIPTION": "戴着黄金面具的蜘蛛", + "ADEPTILE_NAME_SUFFIX": "蜥", + "GAME_OVER_EUGENE1.m": "……好耶,他起来了!走吧{player},该上路了。", + "GAME_OVER_KAYLEIGH1": "你没事吧?你害我担心了好一阵子呢!", + "GAME_OVER_FIRST_PENSBY4": "你手头上的任何资源,都可以拿来和我交易回血药;[pause]也可以去留声机咖啡馆,找克莱曼斯交易。", + "LEVEL_WARNING_viola.v2": "此地令我心惶惶。朋友,我等怕是已误入险境。", + "TUTORIAL1_PART1_KAYLEIGH4": "其实事情是这样的,我接了份差事,需要一个帮手。你看你能帮我这个忙嘛?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "对啦,我跟你说,上次我俩并肩战斗时,你很能独当一面呢!", + "TUTORIAL1_PART1_KAYLEIGH3.n": "对啦,我跟你说,上次我俩并肩战斗时,你很能独当一面呢!", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "“差事”?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "当然可以!", + "TUTORIAL1_PART2_KAYLEIGH9": "假如一种怪物形态在战斗中生命值归零,那么相应的磁带就会断裂,需要进行修理。", + "TUTORIAL1_PART2_KAYLEIGH8": "绿色血条代表怪物形态的生命值,而红色血条代表你自己的生命值。", + "TUTORIAL1_PART2_KAYLEIGH10": "不仅如此,令磁带断裂的那次攻击所造成的额外伤害,将会反映在[b]你自己[/b]的生命值——也就是红色血条上。", + "TUTORIAL1_PART2_KAYLEIGH11.f": "要是我们俩的所有生命值都归零,那就不得不撤退回港口镇了。", + "INTRO_KAYLEIGH14": "怎么样?[pause]这镇子挺雅致的吧?", + "CLEMENCE_NAME": "克莱曼斯", + "INTRO_KAYLEIGH21_OPTION2": "我好像不大舒服……", + "INTRO_PENSBY24": "我看没什么大碍。第一次变身,本来就会对精神造成相当大的冲击。", + "INTRO_KAYLEIGH23": "{player},你可把我吓得心跳都漏了几拍!", + "TUTORIAL2_PART1_KAYLEIGH2.n": "这些篝火坑,标示了可以设立营地的安全区域。", + "TUTORIAL2_PART2_KAYLEIGH2": "肯定有什么办法能引它过来……", + "TUTORIAL2_PART2_KAYLEIGH1": "瞧——看见那头怪物了吗?", + "TUTORIAL2_PART3_KAYLEIGH1": "好,这些给你!", + "TUTORIAL2_PART3_KAYLEIGH2": "新威勒尔的怪物有这么一个特点……", + "TUTORIAL2_PART3_KAYLEIGH3": "你可以趁怪物虚弱时,把它们的精魂,[pause]唔,[pause]录进磁带。", + "GAME_OVER_FIRST_PENSBY3.n": "你们俩要闯荡新威勒尔的话,出发前多囤点治疗用品才是明智之举。", + "GAME_OVER_FIRST_PENSBY3.f": "你们俩要闯荡新威勒尔的话,出发前多囤点治疗用品才是明智之举。", + "INTRO_KAYLEIGH37": "你要是想跟我一起来,就到大门来和我会合吧!大门就在我们进城时跨过的桥那边。", + "INTRO_KAYLEIGH40": "我们还给你拿了些衣服过来,虽然在你的年代看来或许有点……过时,但是这里就只有这些了!", + "INTRO_KAYLEIGH39.m": "我相信新来了个小伙子的消息,已经在镇上传开啦。", + "INTRO_KAYLEIGH39.f": "我相信新来了个小姑娘的消息,已经在镇上传开啦。", + "INTRO_KAYLEIGH39.n": "我相信来了副新面孔的消息,已经在镇上传开啦。", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "和我的宝贝男友尽情享受美好的户外时光……", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "和我的好伴侣尽情享受美好的户外时光……", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "怎么也跟“糟”字不沾边嘛,对吧?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "我小时候经常去露营。爱尔兰有一大把适合露营的好地方呢!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "我爸常会开车载着我去郊外,然后我们父女俩一起仰望星空。", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "和你一起露营,让我怀念起那段时光了。", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "这听起来恐怕有点奇怪,[pause]但是……", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "我还住在殁宁屯时,多里安提出了好多发展社区的宏伟蓝图……", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "能够参与其中,令当时的我感到无比激动。[pause]周围的一切都那么热火朝天,而我竟有幸能成为里面的一分子。", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "那是兴奋。[pause]我想,这两者大概很容易混淆吧。", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "那时候,我以为这事令我快乐。[pause]但现在……[pause]我不认为那种感觉是快乐了。", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "真意外,谈个恋爱竟然还会附带这么多次咖啡茶歇呢!", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "一件事是本身就很有趣,还是能令人感到充实,我猜还是有不同的。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "我确实很好奇这一整个[pause]“磁带怪物变身”的过程是怎么实现的。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "乍一看,这事根本讲不通啊,对吧?[pause]说到底,这些都只是普通的磁带机啊。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "但也许其实是我的看法有误。[pause]也许我太过纠结于变身的局限性,而这样的思考方式是错的。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "而且还是用塑料做的,一点也不稀奇。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "也许只要接受不可能之事仍旧可以发生,[pause]我们就让事情拥有了发生的可能……[pause]对吧?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "我真好奇在港口镇出生的居民过的是什么样的生活呢。", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "我是说啊,这整个世界就是他们所知的一切了啊。", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "可是……像我们这样的人,却一直在描述不同世界的人和地方。", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "他们说不定很难理解我们口中说的东西吧!", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "我猜这个镇子大概可以说是两极分化吧。", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "但另一方面,[pause]面对无处不在的怪物,他们远比我们要习以为常。", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "啊?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "“凯莉,光阴似箭,只会一路向前。”", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "光阴似……什么?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "噢,没事,就是我爸以前的口头禅而已啦。", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "我猜这话是在说,时光永不回头——我们无法让时间逆流,无法回到过去改变自己的错误,所以也不该沉湎于往事。", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "即便心里很想……", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "……", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "我想这就意味着,我们该考虑一下冒险旅途的下一步该怎么走了!毕竟“光阴似箭,只会一路向前”嘛,{player},你说对吧!", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]所以说……[/wave][pause]你跟梅瑞狄……[pause]是吧?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "不过,作为朋友,我得劝你一句——[pause]你或许[wave amp=30 freq=10]不应该[/wave]告诉她,她并不是这座岛上你亲过的唯一一个女孩。", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "你已经听说了……?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "我以为[wave amp=30 freq=10]接吻[/wave]之后“我们”二字会萌生出不同的含义,看来是我一厢情愿罢了。", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "希望我们之间不会太尴尬……", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "没事的!毕竟你也没承诺我什么嘛。我们有过一两段甜蜜回忆。[pause]仅此而已。", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "没事的!毕竟你也没承诺我什么嘛。我们有过一两段甜蜜回忆。[pause]仅此而已。", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "没事的!毕竟你也没承诺我什么嘛。我们有过一两段甜蜜回忆。[pause]仅此而已。", + "HARBOURTOWN_NPC_9_DIALOGUE2": "巡护员们这段时间一直从北边的废弃商场给我们捎带衣服回来。[pause]我只要把这些衣服清理干净、缝缝补补就好了。", + "HARBOURTOWN_NPC_10_DIALOGUE1": "埃安忒是我心目中的英雄。[pause]你知道吗,她可是岛上用磁带机录下怪物的第一人呢!", + "HARBOURTOWN_NPC_10_DIALOGUE2": "埃安忒是几位巡护员队长中我最喜欢的一位,[pause]不过其他人也都挺不错啦。", + "HARBOURTOWN_NPC_10_DIALOGUE3": "有人跟我说,还有机器人巡护员队长呢……[pause]不过我可不相信。", + "HARBOURTOWN_NPC_10_DIALOGUE4": "西比尔是[wave amp=30 freq=10]所有[/wave]巡护员里最有时尚触觉的一位。", + "HARBOURTOWN_NPC_12_DIALOGUE8": "连接港口镇和派珀农场的开合桥,显然又放了下来。对于这里的每一个,[pause]呃,[pause]需要食物才能生存的人来说,这可是[wave amp=30 freq=10]大好[/wave]消息啊。", + "HARBOURTOWN_NPC_11_DIALOGUE1": "镇上的人总把“怪物”啊“磁带”啊这些词语挂嘴边,[pause]会让人误以为每一个人都乐在其中。", + "HARBOURTOWN_NPC_10_DIALOGUE5": "有朝一日,我会不会也有幸成为巡护员队长呢?[pause]算了,恐怕难。", + "HARBOURTOWN_NPC_11_DIALOGUE2": "哼,[shake rate=30 level=10]我[/shake]可不这么认为![pause][pause]怪物这玩意儿,我就是怎么看怎么觉得诡异,怎么看怎么觉得不舒服!", + "HARBOURTOWN_NPC_12_DIALOGUE1": "你知道我想念什么吗?[pause]我想念体育运动。[pause]为什么港口镇不能组织一支足球队啊?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "怎么就不能让我困在一个更[wave amp=30 freq=10]正常[/wave]一点的地方呢?", + "HARBOURTOWN_NPC_27_DIALOGUE1": "最近有个奇怪的男人跑来向我兜售房屋。我怎么会买房子啊?这座岛上压根连[wave amp=30 freq=10]钱[/wave]这种东西都没有哇!", + "HARBOURTOWN_NPC_12_DIALOGUE3": "最近有好几个皮肤苍白的怪人,在这里附近鬼鬼祟祟的,嘴里低声嘀咕着什么。即便是在这个地方,这样的现象也很不寻常。", + "HARBOURTOWN_NPC_12_DIALOGUE4": "你有见到公园里头那些披着斗篷的怪胎吗?搞什么名堂,他们是什么[wave amp=30 freq=10]剧团[/wave]的成员吗?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "港口镇和东边那个镇子显然是重修旧好了。不知道发生了什么事呢?", + "HARBOURTOWN_NPC_12_DIALOGUE7": "我最近没见那些穿着黑衣、皮肤苍白的诡异家伙了。发生了什么事呢?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "镇上的人声称废弃商场[wave amp=30 freq=10]闹鬼[/wave]。怪物是一回事,但我拒绝相信这世上有鬼魂存在!", + "LEVEL_WARNING_kayleigh.v2.m": "这地方看起来相当危险,还是等我们变强大了再回来吧!", + "GAME_OVER_PENSBY2": "慢慢来,{player},可别一转眼就让我的努力付诸东流。", + "LEVEL_WARNING_kayleigh.v3": "我有种感觉,以我们现在的实力还对付不了这里的怪物……", + "LEVEL_WARNING_kayleigh.v2.n": "这地方看起来相当危险,还是等我们变强大了再回来吧!", + "INTRO_PENSBY27.m": "凯莉,你还没告诉他……么?", + "INTRO_PENSBY27.f": "凯莉,你还没告诉她……么?", + "INTRO_KAYLEIGH28": "抱歉,我应该先说清楚的……", + "INTRO_PENSBY27.n": "凯莉,你还没解释……么?", + "INTRO_KAYLEIGH29": "信息量恐怕会有点大,但简单来说,你现在是在一个叫新威勒尔的小岛上。", + "INTRO_PENSBY44": "这一切想必一下子接受不了吧,不过我们大家都经历过一样的事情。", + "TUTORIAL1_PART1_KAYLEIGH2": "……", + "INTRO_MONOLOGUE45": "还是先换上合适的衣服吧……", + "TUTORIAL1_PART1_KAYLEIGH3.m": "对啦,我跟你说,上次我俩并肩战斗时,你很能独当一面呢!", + "TUTORIAL1_PART1_KAYLEIGH1": "{player},又见面啦。[pause]你感觉好点了么?", + "CLEMENCE_ARRIVAL1": "我是从天上掉到这里来的。[pause]先是落入大海,[pause]然后被海浪冲上了这儿的海岸。[pause]那都是快十年前的事了吧。总之就成现在这样了。", + "CLEMENCE_CAFE4": "我对他们说,“瞧你们说的什么话!”然后我就把留声机修好了,于是乎现在这些唱片就都能播放了。如今我的咖啡馆既有格调,又有音乐,皆大欢喜。剧终。", + "INTRO_KAYLEIGH25": "总而言之,港口镇刚好有一间空房可以给你住,所以现在这里就是你家啦!", + "INTRO_KAYLEIGH25_OPTION1": "这究竟是哪里啊?偌大个地球上竟然还有这样的地方?", + "INTRO_PENSBY26": "……“地球”?", + "INTRO_KAYLEIGH30_OPTION1": "还有办法回家吗?", + "INTRO_PENSBY31": "恐怕没有,{player}。[pause]很抱歉。", + "INTRO_PENSBY32": "漂流到这里来的人们,一个世纪以来千方百计想回到原本的世界,结果都徒劳无功。", + "LEVEL_WARNING_meredith.v1": "伙计啊,跑到这一区来闯荡恐怕是自不量力了点。[pause]这里的怪物可不是盖的,一个个的都吓人得很嘞。", + "LEVEL_WARNING_kayleigh.v2.f": "这地方看起来相当危险,还是等我们变强大了再回来吧!", + "PARTNER_LEVELUP_MEREDITH1": "自从上次一起出去之后,我就……一直在训练。你大可不必担心我拖后腿。", + "SWAP_PARTNER_VIOLA1": "妙极!那就快马加鞭吧。", + "SWAP_PARTNER_DOG1": "*呼哧*", + "PARTNER_LEVELUP_EUGENE1": "我最近一直在锻炼身体——相信我,现在的我可比咱们上次并肩战斗时[shake rate=30 level=10]强得多了[/shake]!", + "INTRO_KAYLEIGH20.m": "你被困在这里了。", + "INTRO_KAYLEIGH20.f": "你被困在这里了。", + "INTRO_KAYLEIGH21": "我们都一样。", + "INTRO_KAYLEIGH20.n": "你被困在这里了。", + "INTRO_PENSBY22": "啊,太好了,你醒啦。凯莉突然跑来敲我的门,吓了我一大跳。", + "INTRO_KAYLEIGH21_OPTION1": "怎么感觉天旋地转的……", + "HARBOURTOWN_STATION_KAYLEIGH5B": "大天使跟其他怪物可不一样。[pause][shake rate=30 level=10]这里不安全,我们不宜久留[/shake]。", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "你是谁?", + "HARBOURTOWN_STATION_MORGANTE3": "不对,不对,你们非我族类。\\n\\n你们手中持剑,莫非又是要来取我性命?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "你遇上什么事了?", + "HARBOURTOWN_STATION_KAYLEIGH9": "我拒绝!", + "HARBOURTOWN_STATION_KAYLEIGH8": "{player},听见我说的了吗?这里不会是我们的葬身之地!绝不能是!", + "HARBOURTOWN_STATION_KAYLEIGH7": "我可不要死在这里。", + "HARBOURTOWN_STATION_KAYLEIGH11": "怎么……[pause]会……", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "我们要[b]齐心协力[/b],把这个大家伙打倒!", + "INTRO_KAYLEIGH6": "好,接着就只要把它塞进你的磁带机,[pause]戴上耳机,[pause]然后按下播放键!", + "INTRO_KAYLEIGH5": "嗯,看得出来!既然如此,拿着这个。", + "GAME_OVER_FIRST_PENSBY5": "{player},出门在外记得注意安全!只要你多加小心,那么短时间内都用不着回我这里啦!", + "INTRO_KAYLEIGH1": "喂,陌生人——[pause]别乱动!", + "INTRO_KAYLEIGH3": "喏,[pause]接好了!", + "INTRO_KAYLEIGH4": "好,速问速答:[pause]你的……[pause]审美倾向是什么?", + "GAME_OVER_FIRST_PENSBY1.m": "啊,你醒啦。得亏你有这么个朋友,才能把你完好无缺带回我诊所来!", + "LEVEL_WARNING_eugene.v2": "这里的怪物看起来比我们强悍多了——我看不如先回去多做点训练,然后再来这里闯荡……", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]{player},我们去探索吧……![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "自从上次分别后,我就一直在练习[wave amp=30 freq=10]和怪物对战的技能[/wave]。我觉得你看了一定会大吃一惊哦!", + "GAME_OVER_FELIX1": "嘿……感觉好点了吗?", + "INTRO_KAYLEIGH16_OPTION2": "可我已经有一个家了啊!", + "INTRO_KAYLEIGH18": "一到这个环节我就头疼……", + "INTRO_KAYLEIGH17": "啊,对,[pause]嗯,[pause]抱歉。", + "INTRO_KAYLEIGH19": "左右是个坏消息,我想我就直说吧。", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "关于“大天使”……", + "TUTORIAL4_PART3B_KAYLEIGH6": "大天使……", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "关于我们的“融合”……", + "TUTORIAL4_PART3C_KAYLEIGH2": "“融合”是巡护员们熟知的一种罕见现象。野外有融合怪物,据说巡护员领队也掌握了融合的能力。", + "TUTORIAL4_PART3B_KAYLEIGH7": "据称,第一批倒霉蛋当初被冲上新威勒尔海岸时,误把这里的怪物当成了天使。", + "TUTORIAL4_PART3B_KAYLEIGH10": "当然,在认识到自己可以反抗并打倒普通的怪物之后,人们便抛下了这一[wave amp=30 freq=10]“天使滤镜”[/wave]。", + "TUTORIAL4_PART3B_KAYLEIGH9": "按照这个逻辑,他们便把这些与众不同的生物称为“大天使”——[pause]也就是最高阶的天使。", + "TUTORIAL4_PART3B_KAYLEIGH8": "而且……[pause]而且有些人还写下了对另一些生命体的记录,这些生命体远比其他的要庞大……[pause]是看起来和感觉起来都“不对劲”的生物。", + "TUTORIAL4_PART3B_KAYLEIGH12": "但现在,我们直接管它们叫“怪物”。这称谓是个筐,什么都可以往里装。", + "TUTORIAL2_PART3_KAYLEIGH5": "现在,不妨切换到你刚才录制的磁带吧!", + "TUTORIAL2_PART3_KAYLEIGH4": "背后的[wave amp=30 freq=10]原理[/wave]尚不完全清楚,但反正就是行得通——[pause]我们知道这点就足够了。", + "TUTORIAL2_PART3_KAYLEIGH6": "这样就能获得新的怪物形态啦!", + "TUTORIAL2_PART3_KAYLEIGH8": "好啦,是时候解决掉这只蛾子了!", + "TUTORIAL2_PART4_PLAYER1": "这种情况是正常的吗?!", + "TUTORIAL2_PART3_KAYLEIGH7": "但是,如果怪物在录入磁带前就已经受了太多伤害,那它就会逃跑,这样就没法录制了……[pause]呃,你还跟得上我说的内容嘛?", + "GAME_OVER_FIRST_PENSBY3.m": "你们俩要闯荡新威勒尔的话,出发前多囤点治疗用品才是明智之举。", + "GAME_OVER_MEREDITH1": "总算醒啦?", + "LEVEL_WARNING_dog.v3": "汪克利似乎在害怕着什么,也许这一区的怪物看起来太强悍了?", + "SWAP_PARTNER_KAYLEIGH1": "好,那我们就出发吧!", + "SWAP_PARTNER_MEREDITH1": "哦哟,这么快咱俩又要一起上路啦?", + "SWAP_PARTNER_EUGENE1": "赞爆了!", + "SWAP_PARTNER_FELIX1": "呃,好吧。", + "PARTNER_LEVELUP_FELIX1": "我最近一直在怪物形态下训练,毕竟要赶上你的水平嘛。", + "TUTORIAL1_PART1_KAYLEIGH5": "我这就解释!", + "TUTORIAL1_PART1_KAYLEIGH8": "昨晚大概是发生了地震,或是有怪物出没——瞧,地面上都是裂痕。", + "TUTORIAL1_PART1_KAYLEIGH6": "你能接下这个任务就太好了!", + "TUTORIAL1_PART1_KAYLEIGH7": "看见那条小路了吗?", + "TUTORIAL1_PART1_KAYLEIGH9": "我们要过去瞧瞧,确保那条小路可以安全通过。", + "CLEMENCE_CAFE2": "镇上有台留声机,是播放唱片的古老机器。于是我入手了这台机器,摆在这家新店的正中央,作为镇店之宝。但是镇上的人啊,他们朝我大声喊道,“克莱曼斯!留声机你是有了,但你没有音乐哇!”", + "INTRO_KAYLEIGH34": "这里的生活还蛮不赖的!", + "INTRO_KAYLEIGH33": "但、但没事的!港口镇已经自成一个社区,大家都会互帮互助。", + "INTRO_KAYLEIGH35": "而、而且也很安全!呃,除了会时不时遇上怪物……", + "INTRO_KAYLEIGH35_OPTION1": "比如之前和我们对战的那头怪物?", + "TUTORIAL1_PART1_KAYLEIGH10": "拿着,这是大门的钥匙。", + "TUTORIAL1_PART2_KAYLEIGH1.m": "好,唔,我得先教你一些基础。接下来要再次变身怪物啦,希望你已经做好心理准备啰!", + "TUTORIAL1_PART2_KAYLEIGH1.f": "好,唔,我得先教你一些基础。接下来要再次变身怪物啦,希望你已经做好心理准备啰!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "当然!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "好,唔,我得先教你一些基础。接下来要再次变身怪物啦,希望你已经做好心理准备啰!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "呃,大概吧!", + "TUTORIAL1_PART2_KAYLEIGH3": "只不过,[pause]怎么说呢,[pause]骑的那辆自行车会变身成{first_tape_description}……", + "TUTORIAL1_PART2_KAYLEIGH4": "以及你不是骑车人,而是自行车本车。", + "TUTORIAL1_PART2_KAYLEIGH2": "你过不了多久就能适应的——[pause]这其实就跟骑自行车差不多!", + "CLEMENCE_QUESTION_ARRIVAL": "你是怎么来到这里的?", + "CLEMENCE_QUESTION_COFFEE": "你的咖啡是怎么煮的?", + "CLEMENCE_QUESTION_BYE": "先这样吧,再见!", + "CLEMENCE_BYE": "再见啦,Au revoir!", + "CLEMENCE_COFFEE2": "一切都是最好的安排,懂吧?", + "CLEMENCE_METAL_TAPES1": "{player}!我有东西要给你。", + "CLEMENCE_METAL_TAPES2": "威玛巡护员从市民中心那边来了一趟,给我送来了批新货。", + "INTRO_KAYLEIGH2": "路锥蟹对陌生人可不客气。[pause]不过,[pause]它们倒是对谁都不客气。", + "CLEMENCE_METAL_TAPES3": "这些氧化铬磁带比普通的磁带更有效,有意思吧?", + "LEVEL_WARNING_meredith.v3": "这里的怪物,呃……比我们吓人得多了。伙计啊,我看咱们还是……[pause]另觅时机比较好。", + "INTRO_KAYLEIGH30": "这地方……[pause]严格来说不在地球上。至少我们是这样认为的。", + "INTRO_KAYLEIGH14_OPTION1": "我在哪里?", + "INTRO_KAYLEIGH14_OPTION2": "这是什么地方?", + "INTRO_KAYLEIGH15.m": "欢迎来到港口镇……", + "INTRO_KAYLEIGH15.f": "欢迎来到港口镇……", + "INTRO_KAYLEIGH15.n": "欢迎来到港口镇……", + "INTRO_KAYLEIGH16_OPTION1": "我的新……家?", + "INTRO_KAYLEIGH16": "你的新家!", + "TUTORIAL4_PART3_KAYLEIGH18": "毕竟,我们都来自不同的世界。", + "TUTORIAL4_PART3B_KAYLEIGH17": "啊!抱歉,[pause]我又在自说自话了!", + "TUTORIAL4_PART3B_KAYLEIGH19": "你说不定还不知道“电影”是什么呢!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "我知道哦!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "我看过很多电影啦!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "你是初来乍到吗?[pause]呀,你脸上的表情已经出卖了你!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "电影是什么?没啦,开玩笑的!", + "TUTORIAL4_PART3B_KAYLEIGH20": "呼,[pause]那就好,[pause]妙哉!我都来新威勒尔三年了,但还是没能完全学会在和新朋友的对话中调整我的……[pause]文化指涉用词。", + "TUTORIAL4_PART3C_KAYLEIGH1": "啊,[pause]对,[pause][wave amp=30 freq=10]关于这一点[/wave]。", + "TUTORIAL2_PART4_PLAYER2": "怎么回事?", + "TUTORIAL2_PART4_KAYLEIGH1": "录下某些怪物形态后,我们不仅能变成它们的样子,还能获得……额外的技能。", + "TUTORIAL2_PART4_KAYLEIGH2": "不用慌!", + "TUTORIAL2_PART4_KAYLEIGH3": "抱歉,我大概应该提前警告一声才对,但总感觉直接展示会更加简单明了。", + "TUTORIAL2_PART4_KAYLEIGH4": "有了这项滑翔能力,我们就能飞越那边的沟壑啦。", + "TUTORIAL3_PART1_KAYLEIGH1": "怎么回事?假如这番动静是由怪物出没引起的,那可得保持警惕了。", + "TUTORIAL3_PART1_KAYLEIGH2": "我们走吧……", + "GAME_OVER_EUGENE1.n": "……好耶,起来了!走吧{player},该上路了。", + "GAME_OVER_EUGENE1.f": "……好耶,她起来了!走吧{player},该上路了。", + "HARBOURTOWN_NPC_4_DIALOGUE3": "但是它[wave amp=30 freq=10]确确实实[/wave]行得通,[pause]所以干脆就顺水推舟好了。", + "HARBOURTOWN_NPC_5_DIALOGUE1": "你是最近才来的吗?[pause]我来这里已经有20年了。", + "HARBOURTOWN_NPC_5_DIALOGUE2": "这里的新奇和怪异,到头来都会变成日常生活的一部分。", + "HARBOURTOWN_NPC_5_DIALOGUE3": "唉,[pause]虽说我其实正住在一个到处都是巨大怪物的岛上,但就连这一点,我都鲜少[wave amp=30 freq=10]意识到[/wave]。", + "HARBOURTOWN_NPC_6_DIALOGUE1": "港口镇有足够食物填饱肚子,但是选项很有限。", + "HARBOURTOWN_NPC_6_DIALOGUE2": "就连吃鸭肉卷饼,仿佛都已经是上辈子的事了……", + "HARBOURTOWN_NPC_7_DIALOGUE1": "港口镇的生活很宁静,[pause]不过我真想念城市的生活啊……", + "HARBOURTOWN_NPC_7_DIALOGUE2": "坐闷热的列车去上班,[pause]在超市买贵价午餐,[pause]大部分薪水都上交给房东……", + "HARBOURTOWN_NPC_8_DIALOGUE1": "呼……[pause]呼……[pause][pause]想把那些螃蟹怪甩在身后的话,就得跑得更快点才行……", + "HARBOURTOWN_NPC_7_DIALOGUE3": "多么值得怀念的岁月啊。", + "HARBOURTOWN_NPC_8_DIALOGUE2": "呼……[pause]呼……[pause][pause]我跑出的最佳圈速,也还是不足以甩开那些子弹怪……", + "HARBOURTOWN_NPC_8_DIALOGUE4": "呼……[pause]呼……[pause][pause]想把那些面具蛇怪兽甩在身后的话,就得比现在跑得更快才行……", + "HARBOURTOWN_NPC_8_DIALOGUE3": "呼……[pause]呼……[pause][pause]想躲开那些穿靴子的魔精的话,就得增强心肺功能……", + "HARBOURTOWN_NPC_9_DIALOGUE1": "我倒很想自夸说整个港口镇的衣服都是我做的,[pause]不过……", + "HARBOURTOWN_NPC_8_DIALOGUE5": "呼……[pause]呼……[pause][pause]想在速度上超过那些大蛾子的话,就得比现在跑得更快才行……", + "HARBOURTOWN_NPC_8_DIALOGUE6": "跟你说哦……[pause]我觉得我在长跑方面进步不少。[pause]努力还是有回报的!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "不过嘛……[pause]就算组起来了,估计也找不到对手比赛。[pause]我可不觉得沙滩上的大螃蟹还会有竞技精神。", + "RESTING_KAYLEIGH_PLATONIC_1": "凯莉和你热烈讨论起你最爱的狗狗品种。", + "RESTING_KAYLEIGH_PLATONIC_2": "你和凯莉有一句没一句地聊起了新威勒尔的各种谜团。", + "RESTING_KAYLEIGH_PLATONIC_3": "凯莉向你讲述了一则她生活中的趣闻。", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "{player},我有个问题想问你。[pause]而且是个很重要的问题。", + "RESTING_KAYLEIGH_PLATONIC_4": "凯莉向你讲述她为了帮助港口镇的大家所经历的数次冒险。", + "RESTING_KAYLEIGH_PLATONIC_5": "你们俩朝篝火堆扔树枝,玩得十分开心。", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "爱狗之人!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "你做好心理准备了吗?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "你做好心理准备了吗?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "你是……[pause][pause][pause]爱狗之人,还是爱猫之人?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "你做好心理准备了吗?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "爱猫之人!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "爱貂之人!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "妙哉![pause]我也是。", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "我这些天总是走很远的路,所以养狗刚好合适,你说是吧?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "有时候,我觉得人们会把“兴奋”误以为是“高兴”。", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "要是能回到我的世界,我想我会去领养一只狗狗。", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "有意思!", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "这也许说明,你是个把独立和个人空间看得很重的人……", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "不过也可能单纯只是意味着,你觉得猫比狗可爱多了。", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "爱貂,是吧?[pause]你可真会端水啊!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "宠物貂体型太小,够不上狗,[pause]然而脑袋又太尖,够不上猫……", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "这答案可真够狡猾,不过我接受了!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "你认为……新威勒尔会不会让我们在肉体上发生改变?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "比起咖啡的味道,我自己其实更钟爱它的香气。", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "这听起来可能会很奇怪,不过……", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "别误会,我觉得咖啡棒极了!", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "但是,实际喝进嘴里的味道通常没闻着时那么香醇……", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "我是指,[pause]我们一来到这里,说不定就已经发生了改变。", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "但是,我在新威勒尔的这副身躯,恐怕已经和我“前世”的那副身躯不一样了。", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "我很难把这个念头用言语表述出来……", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "和我真实的身体并不完全相同。", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "就好像现在这个身子,是我出现在自己梦境时的模样,是我心目中对自己的想象。", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "虽说从我的经验来看,他们把你名字写对的概率低得可怕。", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "我也不知道回到自己的世界时,[pause]究竟会发生什么……", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "我确实有点怀念那些会把你名字写在杯子上的咖啡店。", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "我的名字通常会被写成“凯利”什么的。", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "和我的宝贝女友尽情享受美好的户外时光……", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "怀念归怀念,克莱曼斯冲出来的咖啡,可比任何连锁店做的都要好。[pause]要是哪天真能回到自己的世界,恐怕我还没那么容易重新接受普通的咖啡呢。", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "有次甚至还给我写成了“卡罗”呢。[pause][pause]也实在是差太远了吧。", + "INTRO_KAYLEIGH8.n": "轮到你啦!别害羞!", + "INTRO_KAYLEIGH9": "深呼吸就好!很快就能调整过来的!", + "INTRO_KAYLEIGH11": "你刚才表现得还不赖嘛……对了,你叫什么名字?", + "INTRO_KAYLEIGH10": "好嘞,我们去让它尝尝厉害!", + "INTRO_KAYLEIGH12": "我叫凯莉。{player},很高兴与你相识!", + "INTRO_KAYLEIGH13": "闲话就不多说了,[pause]还是赶紧带你去暖暖身子吧。瞧你还穿着这身睡衣呢,可别把你冻坏了。", + "LEVEL_WARNING_viola.v1": "此地所栖之兽,力量远胜我等,尽早离开方为上策。", + "LEVEL_WARNING_eugene.v1": "这一区看起来好危险,我看不如暂时撤退吧……", + "LEVEL_WARNING_eugene.v3": "兄弟,我看还是别了吧——对现在的我们来说,这里的怪物恐怕太难对付了……", + "LEVEL_WARNING_kayleigh.v1": "这附近的怪物,恐怕有点难对付……我们或许该掉头回去。", + "CLEMENCE_QUESTION_MENU": "有什么好推荐?", + "CLEMENCE_MENU_DIALOGUE": "Bonjour!有什么可以帮到你?", + "CLEMENCE_QUESTION_CAFE": "留声机咖啡馆?", + "CLEMENCE_INTRO3": "有什么问题想问,就请尽管开口问吧,我不赶时间。", + "LEVEL_WARNING_felix.v3": "我通常对我们这组合很有信心,不过这地方对现在的我们来说,恐怕还是太危险了点。", + "INTRO_KAYLEIGH40_OPTION1": "我的年代……?", + "INTRO_PENSBY43": "我的诊所就在附近。你若需要检查身体,欢迎到诊所来。", + "INTRO_KAYLEIGH42": "你愿意的话,我们到时候再好好聊聊!", + "INTRO_KAYLEIGH41": "抱歉抱歉,信息量太大吓到你了吧!我们待会儿还会再见面吧?", + "CLEMENCE_CAFE3": "然后呢,有一天,巡护员们找到了一个地方,里头全是完好无损的唱片;于是就都带过来给我了。他们遗憾地叹道,“唱片我们是有了,可这都是放在现代唱机上播的——我们这台留声机播不了呀!”", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "应该走这边啦,跟我来!", + "TUTORIAL2_PART1_KAYLEIGH1.m": "{player},你需要休息一下么?我们可以在这里歇会儿哦。", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "附近还会有更多怪物,不过没关系,遇上了打一架就好!", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "附近还会有更多怪物,不过没关系,遇上了打一架就好!", + "TUTORIAL2_PART1_KAYLEIGH2.m": "这些篝火坑,标示了可以设立营地的安全区域。", + "TUTORIAL2_PART1_KAYLEIGH3": "扎好了营,就可以修理磁带和疗伤啦!", + "TUTORIAL2_PART1_KAYLEIGH2.f": "这些篝火坑,标示了可以设立营地的安全区域。", + "TUTORIAL2_PART1_KAYLEIGH1.n": "{player},你需要休息一下么?我们可以在这里歇会儿哦。", + "GAME_OVER_FIRST_PENSBY2": "这些给你,带上吧。", + "LEVEL_WARNING_felix.v2": "我看我们还是等练得强大点了再回来吧。不过这只是我的想法,还是看你怎么决定啦。", + "LEVEL_WARNING_felix.v1": "直觉告诉我,这里的怪物远比我们强大……", + "TUTORIAL1_PART2_KAYLEIGH11.m": "要是我们俩的所有生命值都归零,那就不得不撤退回港口镇了。", + "TUTORIAL1_PART2_KAYLEIGH13": "那好,我们上吧!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "要是我们俩的所有生命值都归零,那就不得不撤退回港口镇了。", + "TUTORIAL1_PART2_KAYLEIGH12": "明白了吗?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "附近还会有更多怪物,不过没关系,遇上了打一架就好!", + "TUTORIAL1_PART2_KAYLEIGH14": "干得漂亮!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "{player},你需要休息一下么?我们可以在这里歇会儿哦。", + "TUTORIAL1_PART2_KAYLEIGH15": "唔,那台电梯应该还能运作——附近应该能找到重新启动电梯的开关。", + "TUTORIAL1_PART2_KAYLEIGH16": "太好啦!那我们就上去吧?之后的战斗就交给你指挥啦,不过别担心,我接下来都会紧跟着你行动的!", + "LEVEL_WARNING_viola.v3": "盘踞此地之兽,对我等颇具威胁——依我看,远离此地,方为明智之举。", + "CLEMENCE_INTRO1.n": "Bonjour![pause]我们这里可不常见到新面孔,尤其像你这般俊俏的,就更是少之又少了!", + "PARTNER_LEVELUP_VIOLA1": "我战斗实力日益精进,新近更是将功夫打磨得炉火纯青,许是能令你刮目相看。", + "GAME_OVER_FIRST_PENSBY1.n": "啊,你醒啦。得亏你有这么个朋友,才能把你完好无缺带回我诊所来!", + "INTRO_KAYLEIGH8.f": "轮到你啦!别害羞!", + "INTRO_KAYLEIGH8.m": "轮到你啦!别害羞!", + "INTRO_KAYLEIGH7": "接下来或许会有点奇怪,但总之跟着我照做就好!", + "CLEMENCE_ARRIVAL2": "我真想念……", + "CLEMENCE_ARRIVAL3": "摩托车啊。", + "CLEMENCE_COFFEE1": "我有……独门秘方。然后咖啡豆是派珀家的农场种出来的。", + "LEVEL_WARNING_dog.v1": "汪克利看起来很紧张,也许这一区的怪物对他来说太难对付了……", + "LEVEL_WARNING_meredith.v2": "这里的怪物看起来比我们强。[pause]伙计啊,我看咱们还是掉头回去吧。", + "PARTNER_LEVELUP_DOG1": "汪克利眼里闪烁着光芒,看来是最近一直有在训练。", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]我私底下一直在偷偷加练……{player},让你瞧瞧我现在的本事吧![/wave]", + "CLEMENCE_CAFE1": "嗯。我来到港口镇时,这里的人急需一个能够社交、又必须有格调的地方;于是我就把这么一处地方给建起来了——我不来建,谁来建?", + "RANGER_TRADER_NOT_JOINED2": "她现在会在公园的哨所。从镇郊往北走,绝对不会错过那地方!", + "RANGER_TRADER_NOT_JOINED1.f": "你好呀亲爱的,如果你是来报名成为巡护员的,那实在可惜了,你刚好跟埃安忒擦肩而过。", + "RANGER_TRADER_JUST_JOINED1.m": "你好呀亲爱的,看来你已经把崭新的实习巡护员证拿到手了啊。那么我就来解释一下我会怎么帮你吧!", + "RANGER_TRADER_JUST_JOINED1.f": "你好呀亲爱的,看来你已经把崭新的实习巡护员证拿到手了啊。那么我就来解释一下我会怎么帮你吧!", + "RANGER_TRADER_JUST_JOINED2": "我负责的是把组织的资源分配给正式及实习巡护员,从而帮助他们履行职责。我这儿有背包和磁带机的加强道具,有解锁特殊训练课程的通行证……", + "RANGER_TRADER_JUST_JOINED1.n": "你好呀亲爱的,看来你已经把崭新的实习巡护员证拿到手了啊。那么我就来解释一下我会怎么帮你吧!", + "RANGER_TRADER_JUST_JOINED3": "但这些资源数量有限,所以我得确保它们全都用到实处,不会白白浪费。", + "RANGER_TRADER_JUST_JOINED4.f": "总之呢,亲爱的,你跟着每个队长完成的训练越多,我能给你的东西就越多。哦对了,你还得给我一点融合原料,才能换到这些东西。", + "RANGER_TRADER_JUST_JOINED4.m": "总之呢,亲爱的,你跟着每个队长完成的训练越多,我能给你的东西就越多。哦对了,你还得给我一点融合原料,才能换到这些东西。", + "RANGER_TRADER_MENU_ALT.n": "你要来换点什么吗,亲爱的?", + "RANGER_TRADER_MENU_ALT.m": "你要来换点什么吗,亲爱的?", + "RANGER_TRADER_MENU_HELLO.n": "你好呀亲爱的,要来换点什么吗?", + "RANGER_TRADER_JUST_JOINED4.n": "总之呢,亲爱的,你跟着每个队长完成的训练越多,我能给你的东西就越多。哦对了,你还得给我一点融合原料,才能换到这些东西。", + "RANGER_TRADER_MENU_HELLO.f": "你好呀亲爱的,要来换点什么吗?", + "RANGER_TRADER_MENU_ALT.f": "你要来换点什么吗,亲爱的?", + "RANGER_TRADER_MENU_HELLO.m": "你好呀亲爱的,要来换点什么吗?", + "RANGER_TRADER_OPTION1": "你这里都有什么?", + "RANGER_TRADER_OPTION2": "融合原料是什么?", + "RANGER_TRADER_FUSED_MATERIAL1": "融合原料?我也不太清楚具体是什么,但不知为何埃安忒似乎认为这东西得多多收集才行。", + "RANGER_TRADER_OPTION3": "再见!", + "RANGER_TRADER_FUSED_MATERIAL2.m": "我只知道,融合原料相当难闻,而某些怪物身后会留下这种东西。总之,亲爱的,随你怎么想都可以!", + "RANGER_TRADER_BYE": "先这样吧,掰啦!", + "RANGER_TRADER_FUSED_MATERIAL2.n": "我只知道,融合原料相当难闻,而某些怪物身后会留下这种东西。总之,亲爱的,随你怎么想都可以!", + "RANGER_TRADER_FUSED_MATERIAL2.f": "我只知道,融合原料相当难闻,而某些怪物身后会留下这种东西。总之,亲爱的,随你怎么想都可以!", + "RANGER_TRADER_TRAINING_COMPLETE.f": "你好呀亲爱的!既然你已经成为全职巡护员了,那么我这儿就能让你换一些相当特别的物品啰……[pause]来瞧瞧吧!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "你好呀亲爱的!既然你已经成为全职巡护员了,那么我这儿就能让你换一些相当特别的物品啰……[pause]来瞧瞧吧!", + "RANGER_TRADER_TRAINING_COMPLETE.m": "你好呀亲爱的!既然你已经成为全职巡护员了,那么我这儿就能让你换一些相当特别的物品啰……[pause]来瞧瞧吧!", + "KAYLEIGH_STATION_REACTION1": "这是……[pause]地铁站吗?进去转一圈参观一下应该无妨吧?", + "RANGER_VENDING_MACHINE_NAME": "自动贩卖机", + "INTERDIMENSIONAL_POST_INTRO1": "你好哇!你该不会就是大名鼎鼎的“{recipient}”吧?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "没错。", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "等等,这是什么情况?", + "INTERDIMENSIONAL_POST_INTRO2": "别紧张,我就是来给你带一条跨次元消息而已。[pause]等你醒了,一切都会恢复正常。", + "INTERDIMENSIONAL_POST_REINTRO2": "这条消息指定要给“{recipient}收”,是你没错吧?", + "INTERDIMENSIONAL_POST_REINTRO1": "又见面啦!我又给你带了条消息哦。", + "INTERDIMENSIONAL_POST_NO_SENDER": "此消息并未申明发送者的身份。也许是位神秘的仰慕者?", + "INTERDIMENSIONAL_POST_SENDER": "此消息发送者为“{sender}”。", + "INTERDIMENSIONAL_POST_BODY1": "我读给你听一下。", + "INTERDIMENSIONAL_POST_BODY2": "“{body}”", + "INTERDIMENSIONAL_POST_BYE1": "就这么多啦。希望你已经弄清楚是怎么一回事了哦。", + "INTERDIMENSIONAL_POST_ITEMS": "这上面还附了个小包裹,给!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "哎呀,这条消息似乎没有任何文字……", + "INTERDIMENSIONAL_POST_BYE3": "保重啦,告辞!", + "INTERDIMENSIONAL_POST_BYE2": "我拜访过的好多人都以为自己神经错乱了,人数之多,说出来你都不敢相信呢。", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]正在查看信箱……[/wave]", + "POSTBOX_INTERACT1": "是信箱![pause]奇怪了,这信箱建在屋子里头,谁也投不了信啊……", + "POSTBOX_ERROR_CONNECT": "无法连接({0})。", + "POSTBOX_INTERACT2": "总之还是看看吧?此操作需要连接到互联网。", + "POSTBOX_ERROR_TIMEOUT": "连接已超时。", + "POSTBOX_ERROR_CLIENT": "出现客户端错误({0})。", + "POSTBOX_ERROR_UNKNOWN": "出现未知错误({0})。", + "POSTBOX_ERROR_NETWORK": "出现网络错误({0})。", + "POSTBOX_EMPTY": "信箱是空的。", + "POSTBOX_KEYPAD": "不过背后有个键盘……要输入代码吗?", + "POSTBOX_MESSAGE_FOUND": "你收到一则消息!", + "POSTBOX_MESSAGE_FOUND_SENDER": "你收到一则由{sender}发来的消息!", + "POSTBOX_MESSAGE_BODY": "“{body}”", + "POSTBOX_PACKAGE_FOUND": "你收到一份包裹!", + "POSTBOX_ENTER_CODE": "输入代码", + "PLANTER_INTERACT1": "要用园艺工具组在这里种下幼苗吗?", + "PLANTER_NO_QUEST": "是花箱!里面什么都还没种呢。", + "PLANTER_INTERACT2_OPTION1": "多叶灌木丛", + "PLANTER_INTERACT2": "选择幼苗:", + "PLANTER_INTERACT2_OPTION2": "樱花树", + "PLANTER_INTERACT2_OPTION3": "红玫瑰", + "PLANTER_INTERACT2_OPTION4": "淡色兰花", + "PLANTER_INTERACT2_OPTION5": "薰衣草", + "GAME_OVER_VIOLA1": "{player}起身了!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "我们要[b]齐心协力[/b],把这个大家伙打倒!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "我们要[b]齐心协力[/b],把这个大家伙打倒!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "我也不知道……", + "HARBOURTOWN_STATION_MORGANTE12": "够了够了,反正我命不久矣。\\n\\n你们来此不洁之地,究竟所为何事?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "我想离开这座岛!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "我想回家!", + "HARBOURTOWN_STATION_MORGANTE14": "我需要一具容器,而你们需要一位向导。\\n\\n助我重整旗鼓,我将领你们离开这片土地,以此相报。", + "INTRO_KAYLEIGH35_OPTION2": "比如磁带机里跳出来的那头怪物?", + "INTRO_KAYLEIGH36": "没错!其实,我过会儿正好要去巡逻。", + "INTRO_KAYLEIGH38": "同时,你要是想去和新邻居们打打招呼,也请随意哦!", + "TUTORIAL1_PART2_KAYLEIGH5": "看见那个穿靴子的怪人了吗?那是弹簧腿——你要是再靠近,它就要发起攻击啦。", + "TUTORIAL1_PART2_KAYLEIGH6": "当然啦,在这个时候,靠近点才是正确的选择!", + "TUTORIAL1_PART2_KAYLEIGH7": "你挨了点揍——不过你的怪物形态还撑得住!", + "HARBOURTOWN_MERCHANT_NAME_2": "辅助型贴纸小贩", + "STICKER_MERCHANT_NOTE1": "经营这个摊位的小贩留了张纸条。", + "HARBOURTOWN_MERCHANT_NAME_3": "被动型贴纸小贩", + "STICKER_MERCHANT_NOTE2": "“我到公园里的洞窟寻找灵感去了。如果中午之前我还没回来,麻烦替我搬救兵!”", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "真不好意思啊朋友,[pause]想用电梯的话,你只能晚点再来了——太久没维修了,我正忙着补救呢。", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "真不好意思啊朋友,[pause]想用电梯的话,你只能晚点再来了——太久没维修了,我正忙着补救呢。", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "真不好意思啊朋友,[pause]想用电梯的话,你只能晚点再来了——太久没维修了,我正忙着补救呢。", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "你是初来乍到吗?[pause]呀,你脸上的表情已经出卖了你!", + "HARBOURTOWN_NPC_1_DIALOGUE5": "你还在适应这里的生活吗?[pause]我刚到这地方时,可是花了……[pause]好长时间,才能接受现状。", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "你是初来乍到吗?[pause]呀,你脸上的表情已经出卖了你!", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "啊,[pause]对哦,你就是那个新来的嘛![pause]很高兴再次见到你!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "很高兴又见面了![pause]港口镇这地方你还呆得舒服吗?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "啊,[pause]对哦,你就是那个新来的嘛![pause]很高兴再次见到你!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "啊,[pause]对哦,你就是那个新来的嘛![pause]很高兴再次见到你!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "又见面啦![pause]这岛上你还呆得舒服吗?[pause]这里的人都很努力。我知道是会有点孤独啦。", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "又见面啦,新来的。[pause]希望你已经安顿下来了。", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "又见面啦,新来的。[pause]希望你已经安顿下来了。", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "又见面啦,新来的。[pause]希望你已经安顿下来了。", + "HARBOURTOWN_NPC_1_DIALOGUE8": "嗨![pause]又是我,我又在极目远眺“泥沼海”啦。[pause]我想,大概是因为这景色很能抚慰心灵吧。", + "HARBOURTOWN_NPC_1_DIALOGUE7": "有时候,生活会抛给你一些意想不到的事。[pause]有时候……[pause]每件事……[pause]都可以说是意想不到呢。", + "HARBOURTOWN_NPC_18_DIALOGUE1": "一百多年前,有艘船遭遇海难、漂到了新威勒尔,而我的曾祖父正好就是船上的一名水手!", + "HARBOURTOWN_NPC_18_DIALOGUE2": "我们把新威勒尔建设成今日这副模样,我相信他看了一定会引以为豪!", + "HARBOURTOWN_NPC_19_DIALOGUE": "你要是不知道该怎么走,不妨在镇上四处问问。有时候,无意间听到的消息,说不定就能带你回到正确的道路上!", + "HARBOURTOWN_NPC_20_DIALOGUE2": "唉,我可真怀念巡护员以前用来战斗的武器啊。", + "HARBOURTOWN_NPC_20_DIALOGUE1": "我知道变身在战斗中有效得多,但是……", + "HARBOURTOWN_NPC_20_DIALOGUE3": "像埃安忒那把机械齿轮剑,我这辈子都没见过这么蒸汽朋克的东西。", + "HARBOURTOWN_NPC_24_DIALOGUE1": "你知道吗?这镇子已经在这里矗立了101年。", + "HARBOURTOWN_NPC_21_DIALOGUE1": "你有去过港口镇的西城区吗?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "你是外头来的吗?我以前没见过你呀!", + "HARBOURTOWN_NPC_22_DIALOGUE1": "我们[wave amp=30 freq=10]经常[/wave]为镇上的人做饭,不过已经有一阵子收不到西边那座农场送来的食材了。不知道发生什么事了呢?", + "HARBOURTOWN_NPC_21_DIALOGUE2": "我一直想去那边的遗产展览馆逛逛。", + "HARBOURTOWN_NPC_23_DIALOGUE1": "没时间闲聊了,我还有一张糕点订单要完成呢!", + "HARBOURTOWN_NPC_22_DIALOGUE2": "通往农场的桥放了下来,这下我们就能再次收到新鲜的农产品了!真幸运啊。", + "HARBOURTOWN_NPC_24_DIALOGUE2": "这地方在我还是个小女孩时的模样,我都还记得一清二楚呢。镇子变了那么多,变得那么快……", + "HARBOURTOWN_NPC_24_DIALOGUE3": "但是镇子的根基,[pause]始终如一。", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "你是外头来的吗?我以前没见过你呀!", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "你是外头来的吗?我以前没见过你呀!", + "HARBOURTOWN_NPC_26_DIALOGUE1": "你听[wave amp=30 freq=10]西比尔电台[/wave]吗?我每天都会准时收听——论粉丝的死忠度,我能排第六呢!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "困在这座岛上,让我多了许多闲暇时间,于是便能好好磨练自己的社交技能了……比如和你这样的陌生人搭话!", + "HARBOURTOWN_NPC_30_DIALOGUE1": "听说有位巡护员知道怎么[wave amp=30 freq=10]破解[/wave]怪物磁带,这是真的吗?我拒绝相信有这样的可能!", + "HARBOURTOWN_NPC_28_DIALOGUE1": "我真的很想去新威勒尔公园散散步,但是[wave amp=30 freq=10]本地的野生动物[/wave]让我敬而远之。", + "HARBOURTOWN_NPC_1_DIALOGUE9": "有时候,我希望看见一艘船,从海平线的那头驶来营救我们。[pause]但是来了一段时间之后……如今的我已经不认为还有救兵会来了。", + "HARBOURTOWN_NPC_1_DIALOGUE10": "又见面啦![pause]希望你一切都好哦!", + "HARBOURTOWN_NPC_2_DIALOGUE1": "你肯定没料到会在这里见到[wave amp=30 freq=10]我[/wave]这般大名鼎鼎的人物吧?[pause][pause]等等,你……[pause]竟然不认得我吗?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "丹尼·奇克斯哦?[pause]我可是在全球最知名的乐队里吹萨克斯风哦?[pause]你确定一点印象都没有吗?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "你[shake rate=30 level=10]确定[/shake]不认得我吗?[pause]一点都不认得?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "拜托,你[b]铁定[/b]知道我是谁吧。[pause]我可是丹尼·奇克斯啊![pause]你可以想象一下我拿着萨克斯风的样子……[pause]还是没印象吗?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "我们几兄弟可是利物浦的大红人啊,没听说过吗?[pause]《当我的萨克斯风轻声哭泣》,也没听说过吗?[pause]那首歌可是由我[shake rate=30 level=10]作曲[/shake]的哦!", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "看来你不认得我,是吗?[pause]唉,那就算了。[pause]反正也不是第一次了。", + "HARBOURTOWN_NPC_2_DIALOGUE6": "你[wave amp=30 freq=10]肯定[/wave]在电视上见过我们这帮人站在屋顶上唱歌吧。[pause]……你是相信我的吧?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "……", + "HARBOURTOWN_NPC_2_DIALOGUE8": "你知道吗,[pause]我觉得这里没有一个人认得我是谁。[pause]有些人甚至以为这全都是我凭空捏造的!", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "看来你不认得我,是吗?[pause]唉,那就算了。[pause]反正也不是第一次了。", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "朋友,[pause]你、你会相信我的吧?[pause]我或许在你的世界并不出名,但如果你来自我那个世界,那你肯定会是我[wave amp=30 freq=10]最铁杆的粉丝![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "看来你不认得我,是吗?[pause]唉,那就算了。[pause]反正也不是第一次了。", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "你还有什么想要吗?", + "PENSBY_INTERACT_CHECKUP_HURT1": "我来帮你瞧瞧……", + "PENSBY_INTERACT_CHECKUP_HURT3": "我给你开的药方是多加休息。[pause]不如去一趟留声机咖啡馆,稍微放松一下吧?", + "PENSBY_INTERACT_CHECKUP_HURT2": "就只是挂了点彩,没什么大碍。", + "PENSBY_INTERACT_BYE": "出门在外,别把自己搞太伤了,知道吗?", + "HERITAGE_CENTER_SIGN": "“港口镇遗产展览馆:为我们的奇迹社区勾勒历史脉络”", + "HERITAGE_CENTER_1": "001年:英国海军舰艇伯肯黑德号,在地球年1845年的一场风暴中沉没。大部分船员和残骸被冲上一个未知的岛屿,该岛后来得名“新威勒尔”。", + "HERITAGE_CENTER_3": "006年:首个新生儿在新威勒尔降生。离开新威勒尔的首次尝试以灾难告终——一艘在岛上组装而成的船仅驶出海岸一英里,便被暴风雨卷入海底。", + "HERITAGE_CENTER_2": "002年:首次出现新来者。港口镇正式建镇。有文字可考的首次与未知本地生物(又称“怪物”)相遇事件发生。", + "HERITAGE_CENTER_5": "050年:在成立48周年之际,港口镇撤销了先前设立的市长职位,镇上大小事务交由委员会管理。", + "HERITAGE_CENTER_4": "048年:随着多名工程师的到来,首个电网在港口镇建成。", + "HERITAGE_CENTER_6": "062年:尝试在新威勒尔岛上建立第二个城镇,名为“新伦敦镇”。", + "HERITAGE_CENTER_8": "091年:发现“凋敝商场”,从而令新威勒尔获得大量地球商品供应。首次发现“怪物录制”现象。", + "HERITAGE_CENTER_7": "089年:新伦敦镇遭遇灭顶之灾。只有一位居民在灾难中活了下来,并有幸回到了港口镇。", + "HERITAGE_CENTER_9": "“伯肯黑德号船骸”", + "HARBOURTOWN_NPC_DIALOGUE4": "我的名字?我名叫邓肯!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "你有见过这些红色的储藏箱吗?我们巡护员会在这些地方留下补给品,供跋涉岛屿各地的同僚们使用。", + "HARBOURTOWN_NPC_DIALOGUE3": "嘘!我是隐形人!快装作我不在!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "事实上,我正打算放些东西到这个储藏点呢——不如给你拿去吧?", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "有了重卷工具,你无需扎营休息,就可直接修复断裂磁带。相当有用吧!", + "TRAVELING_MERCHANT_NAME": "云游小贩", + "TRAVELING_MERCHANT_INTRO2": "唔,看来没有,要是见过你这样的面孔,我肯定记得一清二楚。", + "TRAVELING_MERCHANT_INTRO1": "哟哟!我们见过吗?", + "TRAVELING_MERCHANT_INTRO4": "虽说我没穿衣服,但你不必紧张——我前阵子把衣服卖给了一个年轻女子,她把衣服给了一头熊。瞧,我还是对资源分配作出了一丝贡献嘛!", + "TRAVELING_MERCHANT_INTRO3": "对啦,你要是想找便宜的商品,那么找我准没错!不过嘛,我不太喜欢一直呆在一个地方不动。", + "TRAVELING_MERCHANT_REPEAT_MEET": "怪了,这里也能遇见你呀!", + "TRAVELING_MERCHANT_PRE_TRADE": "不如来看看我的商品目录吧?", + "TRAVELING_MERCHANT_POST_TRADE2": "回见啦!", + "TRAVELING_MERCHANT_POST_TRADE1": "哎哟我跟你说,没有“钱”这东西的存在,干什么都麻烦得不得了。", + "OUTSKIRTS_3_-1_GIFTER1.n": "我以前没在附近见过你啊。容我大胆一猜——你是相当近期才被冲上岸的,对吧?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]公园附近的房产价值如今居高不下![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "有了这些,你就能让播放中的怪物磁带倒带啦。出门在外,要注意安全哦!", + "HARBOURTOWN_MERCHANT_4.m": "多谢惠顾!欢迎明天再来,我这儿会上架全新的贴纸哦!", + "HARBOURTOWN_MERCHANT_3": "我一直在设计新的辅助型贴纸哦!要来看看吗?", + "HARBOURTOWN_MERCHANT_2": "交易愉快!欢迎明天再来,我这儿会有新贴纸进货哦!", + "HARBOURTOWN_MERCHANT_1": "你是否正在寻找新的贴纸,好让自己的怪物形态在战斗中占上风呢?别再犹豫观望,快来尽情挑选吧!过了这村可就没这店啰!", + "HARBOURTOWN_MERCHANT_4.f": "多谢惠顾!欢迎明天再来,我这儿会上架全新的贴纸哦!", + "HARBOURTOWN_MERCHANT_5.m": "这位朋友,切莫低估被动招式的重要性哦!来,瞧瞧今天我这儿的贴纸吧!", + "HARBOURTOWN_MERCHANT_5.n": "这位朋友,切莫低估被动招式的重要性哦!来,瞧瞧今天我这儿的贴纸吧!", + "HARBOURTOWN_MERCHANT_5.f": "这位朋友,切莫低估被动招式的重要性哦!来,瞧瞧今天我这儿的贴纸吧!", + "HARBOURTOWN_MERCHANT_6": "欢迎明天再来,到时候我会准备好崭新的贴纸哦!", + "HARBOURTOWN_MERCHANT_NAME_1": "进攻型贴纸小贩", + "HARBOURTOWN_NPC_12_DIALOGUE9": "我恐怕是要在这里呆上一辈子了,但至少这里从不[wave amp=30 freq=10]无聊[/wave]。", + "HARBOURTOWN_NPC_13_DIALOGUE1": "我本来想过桥,但是那座开合桥已经好一阵子没放下来了。", + "HARBOURTOWN_NPC_13_DIALOGUE3": "哦……[pause]桥放下来了。", + "HARBOURTOWN_NPC_13_DIALOGUE2": "也行吧……[pause]我就乖乖呆在这半边镇子上好了,[pause]凑合着过呗。", + "HARBOURTOWN_NPC_14_DIALOGUE1": "你知道吗……[pause]我为了走出家乡,简直是拼了老命工作。[pause]我是说真的。", + "HARBOURTOWN_NPC_13_DIALOGUE4": "我是可以过桥啦,[pause]不过我都渐渐喜欢上站在这里的感觉了。", + "HARBOURTOWN_NPC_14_DIALOGUE2": "本来我都准备好迎接人生的新篇章了,[pause]结果却被困在了[wave amp=30 freq=10]又一个[/wave]小镇上。", + "HARBOURTOWN_NPC_14_DIALOGUE3": "我想,[pause]这大概就是命运弄人吧?", + "HARBOURTOWN_NPC_15_DIALOGUE1": "港口镇向来有类似于“社区志愿者”的团体。[pause]要不然这镇子怎么能坚持这么久呢?", + "HARBOURTOWN_NPC_15_DIALOGUE2": "埃安忒手下的巡护员就是最新组成的志愿者团体。[pause]搜集资源啊、解决人们的烦恼啊,一切都交给我们来办。", + "HARBOURTOWN_NPC_15_DIALOGUE3": "自从发现“磁带”现象以来,维持镇子的秩序就变得难上加难。[pause]不过如果说有谁能做到的话,那必然是埃安忒!", + "HARBOURTOWN_NPC_16_DIALOGUE1": "许多新到镇上的人,都会经历一段……[pause]困难时期。", + "HARBOURTOWN_NPC_16_DIALOGUE2": "要说我有什么建议留给你,[pause]那就是拥抱你在这里的新生活。", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "不过,这并不是说你就应该把过去的生活也统统忘掉。[pause]你的过去和你的未来同样重要,[pause]明白吗?", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "不过,这并不是说你就应该把过去的生活也统统忘掉。[pause]你的过去和你的未来同样重要,[pause]明白吗?", + "HARBOURTOWN_NPC_17_DIALOGUE2": "想知道我们未来会变成什么样,那就得回望历史。", + "HARBOURTOWN_NPC_17_DIALOGUE1": "港口镇的历史远比你认为的有趣!", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "不过,这并不是说你就应该把过去的生活也统统忘掉。[pause]你的过去和你的未来同样重要,[pause]明白吗?", + "TUTORIAL3_PART2_KAYLEIGH1": "哇,这次你也感觉到了吧?", + "TUTORIAL3_PART2_KAYLEIGH2": "那是什么?!", + "TUTORIAL3_PART2_KAYLEIGH3": "那、那东西以前也在的吗?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "这不是港口镇的一部分?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "这不是正常现象?", + "TUTORIAL3_PART2_KAYLEIGH4": "我[b]从来[/b]没见过这样的东西!", + "TUTORIAL3_PART2_KAYLEIGH5": "这地方自始至终都埋在这里吗?!", + "CLEMENCE_INTRO2": "我是克莱曼斯,而这家美妙的店铺是留声机咖啡馆。如你所见,我拥有无数唱片,我煮的是最香浓的咖啡——不过对手也寥寥无几就是了。", + "CLEMENCE_INTRO1.f": "Bonjour![pause]我们这里可不常见到新面孔,尤其像你这般漂亮的,就更是少之又少了!", + "CLEMENCE_INTRO1.m": "Bonjour![pause]我们这里可不常见到新面孔,尤其像你这般帅气的,就更是少之又少了!", + "TUTORIAL4_PART3B_KAYLEIGH11": "多年来,它们曾有过一大堆名号——天使、恶魔、魔鬼、食尸鬼……", + "TUTORIAL4_PART3B_KAYLEIGH14": "大天使的真身是什么,我们并不清楚。上一次有人看见它们出没,已经是很久以前的事了。", + "TUTORIAL4_PART3B_KAYLEIGH13": "但至于其他生物嘛……[pause]比如刚才和我们交手的那个……[pause]我们依旧管它们叫“大天使”。", + "TUTORIAL4_PART3B_KAYLEIGH16": "总感觉自己看的方式不对——像是在举着望远镜看电影似的……", + "TUTORIAL4_PART3B_KAYLEIGH15": "看着我们对付的那个东西时……我心里有种说不清道不明的感觉……", + "HARBOURTOWN_STATION_MORGANTE13": "原来如此。\\n\\n办法不是没有。离开此地的路,除我之外没人知道。", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "容器……?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "等等……", + "HARBOURTOWN_STATION_KAYLEIGH16": "{player},你没事吧?![pause]发生什么了?![pause]你刚才整个人昏过去了!", + "HARBOURTOWN_STATION_MORGANTE15": "非常好。且听我歌一曲。", + "TUTORIAL4_PART3A_KAYLEIGH1": "刚才在地铁站发生了[wave amp=30 freq=10]太多[/wave]事……我想我们应该好好聊聊。", + "HARBOURTOWN_STATION_KAYLEIGH17": "我们该离开这里了……", + "HARBOURTOWN_NPC_32_DIALOGUE1": "如果说新威勒尔这里有[wave amp=30 freq=10]任何一样东西[/wave]供应充裕,那必须是咖啡了。[pause]不对,除了咖啡,花花绿绿的生物也少不了。", + "HARBOURTOWN_NPC_31_DIALOGUE1": "我目前正在接受培训,准备成为实习巡护员。这跟求职差不多,只不过要进行的战斗多太多了。", + "HARBOURTOWN_NPC_33_DIALOGUE1": "当地神话说,泥沼海的海平线上能看到一座码头的遗迹……不过当然了,我压根就没能看见过。", + "HARBOURTOWN_BOOK_2": "潦草的笔记写道:“……只要给这精灵怪物一个玩具,它就不会走上歪路;若非如此,它终将被心中怒火吞噬。”", + "HARBOURTOWN_BOOK_3": "潦草的笔记写道:“……若能驾驭西风之力,这条戴面具的巨蛇便能走上第三条道路。”", + "HARBOURTOWN_BOOK_1": "潦草的笔记写道:“……一旦获得近距离接触对手的能力,这个飞碟生物便会从壳中探出身来。”", + "HARBOURTOWN_BOOK_4": "潦草的笔记写道:“……山脚下的神秘齿轮,是解锁这头恐龙真正潜能的关键。”", + "HARBOURTOWN_BOOK_5": "潦草的笔记写道:“……我相信,某些怪物会根据身处日间抑或是夜间,而成长为不同形态。”", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "化学小贩", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "无属性小贩", + "HARBOURTOWN_CHEMIST1_OPENING": "元素化学是战斗成功的关键。[pause]我设计的贴纸可以让你玩转化学,在战斗中占尽优势!", + "HARBOURTOWN_CHEMIST1_CLOSING": "需要我的话,随时都可以来找我哦。", + "HARBOURTOWN_CHEMIST2_OPENING": "我专门出售属性会随使用者而改变的贴纸——假如你也使用我同事的涂层,那么有这些贴纸在手就事半功倍啦。而且,我这儿的贴纸可以兼容任何一盘磁带哦!", + "HARBOURTOWN_ITEM_RECYCLER1": "你会把不再需要的东西拿去回收吗?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "多谢惠顾!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "多谢惠顾!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "多谢惠顾!", + "HARBOURTOWN_TAPE_RECYCLER3": "在营地或者咖啡馆,打开磁带收纳格,选择不想要的磁带,然后按下回收键!", + "HARBOURTOWN_ITEM_RECYCLER4": "来,拿这本旧书去试一试吧,反正我已经不需要了。", + "HARBOURTOWN_ITEM_RECYCLER2": "这不仅是为背包减负的好方法,而且还能把一些制造物品所用到的资源退还到你手上。", + "HARBOURTOWN_ITEM_RECYCLER3": "接着你就能拿这些资源跟别人交易,换取新物品了!", + "GAME_OVER_FIRST_PENSBY1.f": "啊,你醒啦。得亏你有这么个朋友,才能把你完好无缺带回我诊所来!", + "GAME_OVER_DOG1": "汪!", + "HARBOURTOWN_TAPE_RECYCLER1": "手上有不再需要的旧磁带吗?", + "HARBOURTOWN_TAPE_RECYCLER2": "下一次,何不趁着旅行之间稍作休息之时,拿一盘旧磁带去回收呢?", + "HARBOURTOWN_TAPE_RECYCLER4": "这是获得额外资源的好方法,你可以拿资源去和小贩交易;还能帮你从相应怪物的贴纸池中网罗一些额外的贴纸。", + "HARBOURTOWN_BOOTLEG_KRAB1": "……", + "HARBOURTOWN_BOOTLEG_KRAB2": "这路锥蟹的颜色还真稀奇。", + "HARBOURTOWN_BOOTLEG_NPC1": "不用担心那只路锥蟹,是我儿子拿来瞎玩而已。他可喜欢播那盒限定盘磁带了。", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "限定盘?", + "HARBOURTOWN_BOOTLEG_NPC2": "对。[pause]你在旅行中,有没有见过颜色不同往常的怪物?那便是限定盘。[pause]不过别跟涂层搞混了哦!", + "HARBOURTOWN_BOOTLEG_NPC3": "限定盘怪物身上与众不同的颜色、元素属性以及招式,是[wave amp=30 freq=10]永久[/wave]的。", + "HARBOURTOWN_BOOTLEG_NPC4": "而且,录下它们的时候,这些属性也会保留。", + "HARBOURTOWN_BOOTLEG_NPC6": "喏,拿着这个,自己亲眼见识一下吧。马侬队长会把多出来的限定盘磁带匀给我,所以我手上已经有很多了。", + "HARBOURTOWN_BOOTLEG_NPC5": "录制的限定盘磁带,有更高几率使出罕见及稀有的招式,所以相当管用。", + "HARBOURTOWN_BOOTLEG_NPC7": "限定盘怪物会随机出现在任何地方,但显然更常以融合状态出现。", + "HARBOURTOWN_BOOTLEG_NPC8": "我听说有些极为罕见的限定盘怪物,还会像全身沾满亮片一样闪闪发光呢。", + "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]欢迎,求知若渴的灵魂![/wave]你们是来了解占星之术的奥秘吗?", + "HARBOURTOWN_ASTROLOGER_NAME": "占星家", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "当然是!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "现在还是免了吧。", + "HARBOURTOWN_ASTROLOGER_NPC3": "妙极,妙极……[pause]听从我的话语,才是明智之举!", + "HARBOURTOWN_ASTROLOGER_NPC2": "那或许下次再说吧!", + "HARBOURTOWN_ASTROLOGER_NPC4": "瞧,星界系怪物会从[pause]土、[pause]水、[pause]火、[pause]气这四种大自然的基础元素中汲取力量。", + "HARBOURTOWN_ASTROLOGER_NPC6": "然而,若接触到有杂质的不纯元素,如塑料、毒及金属,其体内和谐就会陷入[wave amp=30 freq=10]无序[/wave]。", + "HARBOURTOWN_ASTROLOGER_NPC5": "接触到四种元素中任意一种的星界生物,都会[wave amp=30 freq=10]力量大增[/wave]!", + "PENSBY_INTERACT_MENU": "你好啊{player},有什么可以帮到你吗?", + "PENSBY_INTERACT_MENU_SUPPLIES": "我在找补给品。", + "PENSBY_INTERACT_MENU_CHECKUP": "我想做个身体检查。", + "PENSBY_INTERACT_MENU_BYE": "我就是过来打声招呼。", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "{player},你的身体非常健康。", + "HARBOURTOWN_ASTROLOGER_NPC7": "假如你想变成星界怪物的形态,那可要牢记这一点!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "我们第一次对抗莫甘特时,我就已经说了——咱俩是一条船上的嘛!", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "各个怪物形态会改变你对自己身体的感觉,这一点需要花些时间适应。不过在我看来,你已经摸清了门道啦!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "好哇![pause]那这下你可走运了——新威勒尔这座岛上就没有宾馆这种东西,所以你的大部分睡眠恐怕都要在帐篷里解决。", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "我可喜欢露营了!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "我这人比较宅……", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "那可……[pause]真遗憾啊。想探索这座岛的话,你恐怕就得慢慢适应在帐篷里睡觉的生活——新威勒尔岛上可没有本土经营的宾馆哦。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "对啦!我还从来没问过你呢,我们在沙滩上第一次见面时,我不是给了你第一个怪物形态嘛,你觉得怎么样啊?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "对啦!我还从来没问过你呢,我们在沙滩上第一次见面时,我不是给了你第一个怪物形态嘛,你觉得怎么样啊?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "对啦!我还从来没问过你呢,我们在沙滩上第一次见面时,我不是给了你第一个怪物形态嘛,你觉得怎么样啊?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "我记得是“甜心恶魔”来着,对吧?那可是个相当好玩的怪物形态呢!以前我一用这个形态,就感觉像是进入了永久性的血糖飙升状态。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "我记得是“报丧羊妖”来着,对吧?那可是个相当可爱的怪物形态呢!以前我一用这个形态,就得花点时间适应那种浮在空中的奇怪感觉。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "我有种感觉,在那个形态下,远程攻击会变得更加有效。也许甜心恶魔天生就擅长瞄准?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "但是长出那大大的羊蹄,倒是让我感觉[wave amp=30 freq=10]轻而易举[/wave]就能把怪物砸扁。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "跟我们交手的那个大天使……[pause]是叫莫甘特来着?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "我们其实不是光靠自己的力量击败她的吧?在我们找到她之前,就已经有人把她弄伤了。", + "EUGENE_UNKNOWN_NAME": "生气的家伙", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "我们其实不是光靠自己的力量击败她的吧?在我们找到她之前,就已经有人把她弄伤了。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "我们其实不是光靠自己的力量击败她的吧?在我们找到她之前,就已经有人把她弄伤了。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "但即便在那个虚弱的状态下,她看起来也还是那么危险。弄伤她的无论是谁,都肯定无比[wave amp=30 freq=10]凶残[/wave]。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "我还没想过这一方面呢。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "这倒也有道理……", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "这让我感觉,我们人类相比之下还真是[wave amp=30 freq=10]相当[/wave]渺小啊……", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]我们暂且离开……[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "妇女", + "EUGENE_INTRO_LANDKEEPER_NAME": "皮肤苍白的男子", + "EUGENE_INTRO_EUGENE1": "……别逼我[shake rate=30 level=10]再[/shake]重复一遍![pause][pause]港口镇绝不会落入你们这帮[shake rate=30 level=10]吸血鬼[/shake]之手!", + "EUGENE_INTRO_EUGENE3": "赶紧爬回你们那黑窟窿去——[pause]否则就先过[shake rate=30 level=10]我[/shake]这关再说!", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]啧,[pause]真是蛮不讲理……[/wave]\\n", + "EUGENE_INTRO_EUGENE4": "我以前和[shake rate=30 level=10]你的同类[/shake]交过手,而且赢了。[pause]要给你演示一下怎么赢的吗?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]但假以时日,你们必将醒悟,我们才知道什么对你们最好。[/wave]", + "EUGENE_INTRO_EUGENE8": "太太,要是那些怪人下次又来骚扰你,可一定要通知我一声。", + "EUGENE_INTRO_EUGENE7": "回去告诉你的其他同类,这镇子有[shake rate=30 level=10]尤金[/shake]罩着!", + "EUGENE_INTRO_EUGENE9": "以及无论如何,你可[b]千万[/b]别邀请他们进你家门,[pause]不然就正中他们下怀了。", + "EUGENE_INTRO_WOMAN10": "我会牢记在心的。年轻人,多谢你出手相助!", + "EUGENE_INTRO_EUGENE12": "我叫尤金……[pause]不过我猜你们也已经知道了,[pause]毕竟我刚才还朝那帮家伙吼自己名字来着。", + "EUGENE_INTRO_EUGENE11": "哦,你们好啊。抱歉,让你们看到这么一幕。", + "EUGENE_INTRO_EUGENE12_OPTION1": "我叫{player}!", + "EUGENE_INTRO_EUGENE13": "你好{player}。能在镇上看见新面孔,向来让人很高兴。", + "EUGENE_INTRO_EUGENE13_OPTION1": "刚才那帮是什么人?", + "EUGENE_INTRO_EUGENE14": "太过细枝末节的我就略过了——[pause]总之他们并不[wave amp=30 freq=10]属于[/wave]这个世界。", + "EUGENE_INTRO_EUGENE13_OPTION2": "刚才那是怎么回事?", + "LEVEL_WARNING_dog.v2": "汪克利表现得有点胆怯,也许附近的怪物在他看来很难对付?", + "EUGENE_INTRO_EUGENE16": "不说了,我得去盯着点,不能让那帮家伙接近。[pause]港口镇上的大家都是好人,万一让他们逮着机会[shake rate=30 level=10]咬人[/shake],那这个风险我可担当不起啊。", + "EUGENE_INTRO_EUGENE15": "这么说吧,在新威勒尔这地方,并不是所有怪物都长得像个萌萌的卡通角色。", + "WORKING_OVERTIME_INITIAL_RANGER2": "事情是这样的,我和埃安忒说我会在这里立一块镇名标牌。[pause]这种东西能让这地方感觉更温馨一点,[pause]你说是吧?", + "EUGENE_INTRO_EUGENE16_OPTION1": "能让我帮忙吗?", + "EUGENE_INTRO_EUGENE16_OPTION2": "你需要协助吗?", + "EUGENE_INTRO_EUGENE18": "到这个地点来和我碰面。[pause]等你到了那里,我就把全部真相一五一十告诉你。", + "EUGENE_INTRO_EUGENE17.n": "你要是不怕脏不怕累,那么我很乐意接受你的协助!", + "EUGENE_INTRO_EUGENE17.f": "你要是不怕脏不怕累,那么我很乐意接受你的协助!", + "EUGENE_INTRO_EUGENE17.m": "你要是不怕脏不怕累,那么我很乐意接受你的协助!", + "EUGENE_INTRO_EUGENE19": "不过……[pause]你得做好大打出手的准备,[pause]场面估计会有点难看。", + "WORKING_OVERTIME_INITIAL_RANGER1": "嗨,[pause]不知你可否向我伸出援手呢?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "嚯,镜子?", + "WORKING_OVERTIME_RANGER_NAME": "筋疲力竭的巡护员", + "WORKING_OVERTIME_INITIAL_RANGER3": "只不过,我算错了所需的木材用量。不知你可否分点多余的木材给我呢?[pause]可以的话,那就真是我的救星了!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "当然可以!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "现在不行。", + "WORKING_OVERTIME_INITIAL_RANGER4": "真的吗?那可真是谢天谢地![pause]等你把木材搞到手了,就过来跟我说一声吧。", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "唉,没事,当我没问。", + "WORKING_OVERTIME_ACTIVE_RANGER1": "嗨,又见面啦。你找到木材了吗?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "把{required_item_amount}份木材交给他。", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "没事,反正我短时间内不会离开这里的。", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "暂时还没呢!", + "WORKING_OVERTIME_COMPLETE_RANGER3": "唔……[pause][pause]既然你帮了我,[pause]不如标牌的设计就交给你来决定吧?", + "WORKING_OVERTIME_COMPLETE_RANGER2": "你做到了![pause]多谢你出手相助——我一想到要自己去收集那么多原料,就害怕得不行。", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "标牌上要附上一个能概括港口镇特色的图案。[pause][pause]这位朋友,[pause]你怎么想?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "标牌上要附上一个能概括港口镇特色的图案。[pause][pause]这位朋友,[pause]你怎么想?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "就用鸟吧!", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "标牌上要附上一个能概括港口镇特色的图案。[pause][pause]这位朋友,[pause]你怎么想?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "就用花吧!", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "就用海豚吧!", + "WORKING_OVERTIME_COMPLETE_RANGER5": "好,[pause]就这个吧。", + "WORKING_OVERTIME_COMPLETE_RANGER8": "我这一辈子都在这里生活,[pause]不过镇上许多人是从其他不同地方来的,都困在这里没法走了。", + "WORKING_OVERTIME_COMPLETE_RANGER6": "呼,[pause][pause]大功告成啦。[pause]你觉得怎么样?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "我可太喜欢了!", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "看起来很棒嘛!", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "完成得太棒了!", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "这活干得很可以嘛。", + "WORKING_OVERTIME_COMPLETE_RANGER9": "假如这块标牌能让看到它的人心里好受点,哪怕只有一丁点也好,[pause]那这番辛劳就都值得了……[pause]我猜是吧。", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "嘿,[pause]干得不错啊。", + "WORKING_OVERTIME_COMPLETE_FELIX7": "这图案挺好。", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "看得出来,你在这件作品上投入了许多心思。", + "RANGER_BODYBUILDER_INTRO": "唷,今儿个是要来操练吗?", + "RANGER_BODYBUILDER_OPTION1": "那我们就开练吧!", + "RANGER_BODYBUILDER_OPTION2": "这个要怎么用?", + "RANGER_BODYBUILDER_OPTION3": "现在不行。", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "更何况你都还没正式成为巡护员啊!", + "RANGER_BODYBUILDER_NO_PASS1": "哎呀,这样可不行,你的健身卡在哪儿呢?", + "RANGER_BODYBUILDER_NO_PASS2": "去找那边的威玛办张健身卡,然后我就能给你量身定制健身计划啦!", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "更何况你都还没正式成为巡护员啊!", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "更何况你都还没正式成为巡护员啊!", + "RANGER_BODYBUILDER_NOT_JOINED2": "朋友,你要做的第一件事,是一溜儿小跑去镇郊北边那公园里的哨所,然后报名成为巡护员。", + "RANGER_BODYBUILDER_BYE": "回见啦!", + "RANGER_BODYBUILDER_EXPLANATION1": "有时候,光是擅长变身还不够;有时候,你需要的仅仅是变得更强壮一点!", + "RANGER_BODYBUILDER_EXPLANATION2": "而这就到我发挥作用的时候了。我可以为你量身定制健身计划,专为调整你在人类形态下的“基础能力值”而设计;而这同样也会影响到你变身后的力量!", + "RANGER_BODYBUILDER_EXPLANATION4": "而随着巡护员训练课程的逐步推进,你会发现自己会多出些额外的点数,刚好可以投入到这些基础能力值上。", + "RANGER_BODYBUILDER_EXPLANATION5.m": "所以你觉得怎么样?准备好开练了吗?", + "RANGER_BODYBUILDER_EXPLANATION3": "比如说,你决定要让自己的近战攻击力度更狠一点,但又不希望太依赖远程攻击,那我们只要把点数从远程攻击移到近战攻击,就能实现你的愿望。", + "RANGER_BODYBUILDER_EXPLANATION5.f": "所以你觉得怎么样?准备好开练了吗?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "呼,练得可真够猛的!我都能感觉到自己的肌肉在熊熊燃烧了!", + "RANGER_TRADER_NOT_JOINED1.m": "你好呀亲爱的,如果你是来报名成为巡护员的,那实在可惜了,你刚好跟埃安忒擦肩而过。", + "RANGER_TRADER_NOT_JOINED1.n": "你好呀亲爱的,如果你是来报名成为巡护员的,那实在可惜了,你刚好跟埃安忒擦肩而过。", + "RANGER_BODYBUILDER_EXPLANATION5.n": "所以你觉得怎么样?准备好开练了吗?", + "TUTORIAL4_PART3C_KAYLEIGH3": "在适当条件下,两个处于怪物形态的人可以联合起来,形成一个[wave amp=30 freq=10]强大的生命体[/wave]。", + "TUTORIAL4_PART3C_KAYLEIGH4": "(我猜“适当条件”,大概也包括差点死在[shake rate=30 level=10]大天使[/shake]手上……)", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "那感觉很奇怪。在那一瞬间,我是在和你共享一副身躯,而我们[wave amp=30 freq=10]成为[/wave]的东西,既是我们,也不是我们……", + "TUTORIAL4_PART3D_KAYLEIGH3": "而且她还知道离开新威勒尔的途径?", + "HARBOURTOWN_MERCHANT_4.n": "多谢惠顾!欢迎明天再来,我这儿会上架全新的贴纸哦!", + "TUTORIAL4_PART3C_KAYLEIGH6": "我——[pause]我以前从不曾与任何人融合,当然也没料到竟然会和一个[wave amp=30 freq=10]素昧平生[/wave]的人融为一体……", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "那感觉很奇怪。在那一瞬间,我是在和你共享一副身躯,而我们[wave amp=30 freq=10]成为[/wave]的东西,既是我们,也不是我们……", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "那感觉很奇怪。在那一瞬间,我是在和你共享一副身躯,而我们[wave amp=30 freq=10]成为[/wave]的东西,既是我们,也不是我们……", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "这样我们才得以击败大天使啊!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "朋友,[pause]你、你会相信我的吧?[pause]我或许在你的世界并不出名,但如果你来自我那个世界,那你肯定会是我[wave amp=30 freq=10]最铁杆的粉丝![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "我的[wave amp=30 freq=10]头号[/wave]粉丝今天过得怎样哇?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "朋友,[pause]你、你会相信我的吧?[pause]我或许在你的世界并不出名,但如果你来自我那个世界,那你肯定会是我[wave amp=30 freq=10]最铁杆的粉丝![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "我的[wave amp=30 freq=10]头号[/wave]粉丝今天过得怎样哇?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "我的[wave amp=30 freq=10]头号[/wave]粉丝今天过得怎样哇?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "……[pause]我们认识吗?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "啊,[pause]又是你。[pause]抱歉,我没空。", + "HARBOURTOWN_NPC_3_DIALOGUE10": "呃,[pause]很高兴又和你见面了,[pause]{player}。", + "HARBOURTOWN_NPC_3_DIALOGUE4": "呃,[pause]我觉得你大概把我错认成别人了。[pause]我想我们应该不认识。", + "HARBOURTOWN_NPC_3_DIALOGUE3": "呃,[pause]抱歉我很忙,[pause]非常忙。", + "HARBOURTOWN_NPC_3_DIALOGUE8": "这里挺难交到朋友。[pause]我和其他人,[pause]或者说和这里的几乎每一个人,[pause]都没什么共同语言。[pause]这地方就是这样的。", + "HARBOURTOWN_NPC_3_DIALOGUE7": "抱歉先前对你那么无礼。[pause]我不太乐意跟陌生人打交道。[pause]但是我们应该不再是陌生人了,对吧?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "……[pause]又见面了。[pause]你能来见我,挺好的。", + "HARBOURTOWN_NPC_4_DIALOGUE1": "你是第一次接触“磁带变身”这回事,是吧?[pause]那我给你一点小建议。", + "HARBOURTOWN_NPC_4_DIALOGUE2": "关键就在于不去想变身背后的原理。[pause]从各个方面来讲,这事都说不通。", + "HARBOURTOWN_NPC_3_DIALOGUE9": "我,呃,[pause]还从来没问过你叫什么名字呢。[pause]{player},是吗?[pause]祝你有美好的一天,{player}。", + "TUTORIAL4_PART3D_KAYLEIGH24": "你我二人齐心协力!", + "TUTORIAL4_PART3D_KAYLEIGH25": "你觉得怎样?我们是一条船上的吧?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "那就这么决定了!", + "TUTORIAL4_PART3D_KAYLEIGH26": "既然幻视是大天使给你的,那么……", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "我们别无选择!", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "你必须找到另一个大天使,而且届时你的实力必须强大到能与之抗衡。", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "巡护员有一项训练课程,可以助你把实力提升到足够强的水平。那接下来,就先带你去见巡护员领队吧!", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "你必须找到另一个大天使,而且届时你的实力必须强大到能与之抗衡。", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "你必须找到另一个大天使,而且届时你的实力必须强大到能与之抗衡。", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "巡护员有一项训练课程,可以助你把实力提升到足够强的水平。那接下来,就先带你去见巡护员领队吧!", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "巡护员有一项训练课程,可以助你把实力提升到足够强的水平。那接下来,就先带你去见巡护员领队吧!", + "OUTSKIRTS_3_-1_GIFTER1.m": "我以前没在附近见过你啊。容我大胆一猜——你是相当近期才被冲上岸的,对吧?", + "TUTORIAL4_PART3D_KAYLEIGH29": "她现在大概会在公园的哨所。", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]哎呀,而犯罪率同样居高不下……[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "哇!你手上拿着的是磁带机吗?来来来,快拿着。", + "OUTSKIRTS_3_-1_GIFTER1.f": "我以前没在附近见过你啊。容我大胆一猜——你是相当近期才被冲上岸的,对吧?", + "HARBOURTOWN_STATION_MORGANTE1": "[b]是你吗,莫德雷德?\\n\\n孩儿啊,走近点……让我最后一次瞧瞧你的模样。[/b]", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player},你觉得气氛是不是有点异样……?", + "HARBOURTOWN_STATION_KAYLEIGH1": "这地方闻着有股……金属燃烧的味道。我没法解释……", + "HARBOURTOWN_STATION_MORGANTE2": "长年冲突即将告终……此次我怕是正式败在了他的手上。", + "HARBOURTOWN_STATION_KAYLEIGH6": "大事不好……", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]这……这是……[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player},我看这应该是[shake rate=30 level=10]大天使[/shake]……", + "HARBOURTOWN_STATION_KAYLEIGH5": "我们得离开了,[wave amp=30 freq=10]马上[/wave]。", + "TUTORIAL4_PART3C_KAYLEIGH7": "总之一时头脑发热,事情就这么发生了……对吧?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "这样我们才得以击败大天使啊!", + "TUTORIAL4_PART3C_KAYLEIGH8": "抱歉……[pause]聊起来好像有点尴尬啊!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "这样我们才得以击败大天使啊!", + "TUTORIAL4_PART3C_KAYLEIGH9": "是、是哎,你说的也对!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "没融合的话,我们连命都没啦!", + "TUTORIAL4_PART3C_KAYLEIGH10": "自我们融合之后,我身体里便有种奇怪的感觉,就像是……打开了一扇新的大门,而我此前甚至不知道那里有那么一道门。", + "TUTORIAL4_PART3D_KAYLEIGH1": "所以,我来捋捋清楚……", + "TUTORIAL4_PART3C_KAYLEIGH11": "我总感觉,万一有需要的话,我还能和你再次融合。", + "TUTORIAL4_PART3D_KAYLEIGH2": "那个大天使“莫甘特”,她的记忆现在在你[wave amp=30 freq=10]体内[/wave]……?", + "TUTORIAL4_PART3D_KAYLEIGH23": "我们也要替新威勒尔的每一个人找出答案!", + "TUTORIAL4_PART3D_KAYLEIGH22": "假如这能带领大家找到离开这座岛屿的路,回到自己的家园、回到家人的身边,那么哪怕只有些微机会……", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "不过你和梅瑞狄可要好好的,我完全想象得出你俩在一起有多配。", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "如果那条出路[wave amp=30 freq=10]真的[/wave]能带我们回到原本的世界,那我们是不是就都得说再见了?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "说说看,你觉得睡在[wave amp=30 freq=10]美好的户外[/wave]怎么样?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "幸好,新威勒尔岛上还有我们要做的事情。所以这些烦心事,我就晚点再去担心吧!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "……", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "我们一同踏上这条道路,所以也要一同走到终点。[pause]{player},在你做好准备之前,我是不会离开的。", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "相信这事对于巡护员们来说,会是个重磅消息。这下他们的任务可就艰巨了!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "我们一同踏上这条道路,所以也要一同走到终点。[pause]{player},在你做好准备之前,我是不会离开的。", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "我们一同踏上这条道路,所以也要一同走到终点。[pause]{player},在你做好准备之前,我是不会离开的。", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "看来如今埃安忒也知道了出路的存在!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "在列车上和阿列夫交手时……[pause]我们凭借融合召唤出来的那股力量……", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "看起来有点像莫甘特,[pause]也就是你我一同对抗的第一个大天使,对吧?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "我还没完全弄懂这是怎么一回事,但总感觉那一刻的我们,是代表着和她目标一致的某些东西。那个形态里的,不仅有我们——[wave amp=30 freq=10]她[/wave]也与我们融为一体了。", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "是啊!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "我想是吧。", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "但是自从我们第一次遇上她,她的精魂就跑进你身体里了,不是吗?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "她把线索告诉你,引你找到那条出路,然后帮我们击败了阿列夫。你说,她的意图会不会从头到尾都只有一个啊,那就是利用我们来打败他……", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "对啦,有件事我忘了问!你觉得接受[wave amp=30 freq=10]巡护员训练[/wave]的感觉如何呀?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "兴奋!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "兴奋!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "兴奋!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "紧张!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "果不其然!没事,你会做得很好的!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "紧张!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "{player},我们还能这样子一起露营,我挺高兴的。", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "紧张!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "巡护员们会根据每个受训者的长处,来为他们贴身定制挑战——我的训练包括帮各个巡护员队长在镇上做社区工作。", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "而你的战斗挑战看起来……[pause]比我的稍微更激烈一点。", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "巡护员就是这么一回事——为了维护镇子的现状,每个巡护员都有特殊的角色。", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "西提耶负责维持电网的运行,瓦莱斯负责对建筑物和墙的维修保养,而呼噜负责……[pause]某些事情。", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "不过这些同样也会反映他们的战斗方式!他们每个人都拥有自己的独门秘技。", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "{player},我相信你一定能打败他们的!", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "我在想啊……万一有朝一日真能回家,那我可得把当巡护员时学到的一身技艺用起来。", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "要是就这么回去过以前那种生活的话,那可真是浪费了我在这里学到的一切。", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "那你以前过的是哪种生活啊?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "那你来这里之前是做什么的?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "呃……[pause]这么说吧,我以前过的生活跟[wave amp=30 freq=10]刺激[/wave]二字完全不搭边。", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "愉快是挺愉快的,[pause]但是在这座岛上经历过这么多风风雨雨之后……那样的生活恐怕再也没法满足我了。", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "我大学没读完就退学了,然后就回到家乡,在一间商店工作。", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "感觉都已经是好久之前的事了,对吧?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "不过还好只是我想多啦。", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "不知道为什么,我之前总以为我们[wave amp=30 freq=10]在一起[/wave]之后,就不能一起露营了。", + "CAPTAIN_WALLACE_PRE_REMATCH3": "这次我的墙可不会那么好拆了!", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]现在买入,就能从将来任何一个需要房产的新来岛者身上赚取可观的利润。[/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]由于新威勒尔并没有通用货币,我们甚至还准备推出一个前景极佳的赎回体系。[/wave]", + "OFFICE_1_LINE14_EUGENE": "我听够了![pause]港口镇的土地[shake rate=30 level=10]永远[/shake]不会落入你们这一族类之手!", + "OFFICE_1_LINE17_PLAYER_OPTION1": "该让他们瞧瞧我们的本事了!", + "OFFICE_1_LINE15_EUGENE": "{player}……", + "OFFICE_1_LINE16_EUGENE.f": "你准备好了吗?", + "OFFICE_1_LINE16_EUGENE.m": "你准备好了吗?", + "OFFICE_1_LINE16_EUGENE.n": "你准备好了吗?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "呃,好吧!", + "OFFICE_1_LINE19_EUGENE": "拿下一场小小胜利,不过还有更多工作要做。", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]市场扩张避无可避。[b]我们[/b]避无可避。[/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "你确定他们真的有那么坏吗?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "他们听起来没有你说的那么危险啊……", + "OFFICE_1_LINE21_EUGENE": "这些“索地员”可是想法设法要从大家的共同穷困中获取利益啊!", + "OFFICE_1_LINE23_EUGENE": "但我决心要阻止他们,因为我是[wave amp=30 freq=10]港口镇的捍卫者[/wave]!", + "OFFICE_1_LINE22_EUGENE": "我不知道他们是怎么来到这里的……", + "OFFICE_1_LINE27_EUGENE": "睁大眼睛留意是否有其他大本营,另外在镇上时也注意竖起耳朵听听传闻。", + "OFFICE_1_LINE24_PLAYER": "那你需要人帮把手吗,“港口镇的捍卫者”?", + "OFFICE_1_LINE25_EUGENE": "……", + "OFFICE_1_LINE26_EUGENE": "能有人帮忙就更好了,嗯。", + "OFFICE_1_LINE29_EUGENE.m": "现在你可以自行打开屋顶的窗户了。", + "OFFICE_1_LINE28_EUGENE": "还有,这个你拿着。", + "OFFICE_1_LINE29_EUGENE.n": "现在你可以自行打开屋顶的窗户了。", + "OFFICE_1_LINE29_EUGENE.f": "现在你可以自行打开屋顶的窗户了。", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]哈?![/shake]话说在前头,我可不是这么容易就能打败的!", + "KUNEKOS_RETURN_PRE_BATTLE.m": "是你呀,造物主菲利克斯的朋友!我一直在进行训练,不如让你瞧瞧[shake rate=30 level=10]我有多强吧![/shake]", + "KUNEKOS_RETURN_PRE_BATTLE.f": "是你呀,造物主菲利克斯的朋友!我一直在进行训练,不如让你瞧瞧[shake rate=30 level=10]我有多强吧![/shake]", + "KUNEKOS_RETURN_PRE_BATTLE.n": "是你呀,造物主菲利克斯的朋友!我一直在进行训练,不如让你瞧瞧[shake rate=30 level=10]我有多强吧![/shake]", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "加油啊,苦无喵!我知道你有这个实力的!", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]哇啊啊啊![/shake]下次我一定打败你!", + "KUNEKOS_RETURN_TEAM_NAME.m": "友好{name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "友好{name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "友好{name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "啊,是{player.to_upper}和{partner.to_upper}啊。\\n\\n你们何其有幸,恰好在我急需祭品时闯进来。\\n\\n看来今天梅林线确实在眷顾我们。", + "POSTGAME_MORGANTE_PRE_BATTLE2": "别一副目瞪口呆的模样。\\n\\n我作为反叛之灵,背叛召唤我之人,实在无比正常。", + "POSTGAME_MORGANTE_POST_BATTLE": "祭品就是祭品。仪式已经完成。\\n\\n大天使业已回到新威勒尔的土地之上。", + "FARM_PUMPKIN_NO_JELLY": "是颗可爱的南瓜!", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "是颗可爱的南瓜!要往上面涂抹骷髅啫喱吗?", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "“梅瑞狄\\n公元1967年 – ?年\\n那天早上真该乖乖赖床。”", + "DUNGEON_MEADOW_NOTE_1": "“尊贵的客人,请尽情享用我为你们准备的食物。我[wave amp=30 freq=10]很快[/wave]就会来问候你们,所以不要乱跑哦,嘿嘿!\\n——爱丽丝♡”", + "DUNGEON_MEADOW_NOTE_2": "“我说了,不要乱跑!说真的,你们的教养哪去了?真该为自己感到羞耻!疯帽子不喜欢茶话会被人打断,所以我再说一遍,给我乖乖坐好!\\n——爱丽丝♡♡”", + "DUNGEON_MEADOW_EAT_ME": "要吃标着“来吃我”的蛋糕吗?", + "DUNGEON_MEADOW_NOTE_3": "“这要留待稍晚些时候才揭晓,是给你们的惊喜哦!礼数周到的客人懂得别去乱碰。[wave amp=30 freq=10]脑子是拿来用的,不用就下锅炖了吧[/wave]!\\n——爱丽丝♡♡♡♡♡♡”", + "DUNGEON_MEADOW_DRINK_ME": "要喝瓶上标着“来喝我”的液体吗?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "继续变大恐怕不太明智。", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "继续变小恐怕不太明智。", + "DUNGEON_MEADOW_CHEST_CONFIRM": "要打开箱子吗?", + "DUNGEON_MEADOW_RED_QUEEN": "黑瑙后要取你首级!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "“{player}长眠于此。\\n卒于公元今年,享年未知岁。\\n愿安息”", + "DUNGEON_MEADOW_MAD_HATTER": "你打扰了怪物的茶话会!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "“{player}长眠于此。\\n卒于公元今年,享年未知岁。\\n愿安息”", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "“凯莉,1983年 – ?年\\n追随蠢人令她走向灭亡,这甚至不是第一次了。\\n愿安息”", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "“凯莉,1983年 – ?年\\n追随蠢人令她走向灭亡,这甚至不是第一次了。\\n愿安息”", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "“{player}长眠于此。\\n卒于公元今年,享年未知岁。\\n愿安息”", + "DUNGEON_GRAVEYARD_GRAVE_felix": "“菲利克斯\\n安息吧,朋友们已遵从你的遗愿,摧毁了最令你感到尴尬的画作。只是偷笑了那么一两声。\\n1991年 – 现在”", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "“凯莉,1983年 – ?年\\n追随蠢人令她走向灭亡,这甚至不是第一次了。\\n愿安息”", + "DUNGEON_GRAVEYARD_GRAVE_viola": "“薇奥拉长眠于此。\\n生于1575年,死于反正是今天。\\n其兄沉痛悼念。”", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "“尤金,港口镇捍卫者、\\n公元2076年 – NaN\\n光说不做。”", + "DUNGEON_GRAVEYARD_GRAVE_dog": "“这里躺着一个非常乖的好孩子。\\n总算成为了他最爱的骨头,他若泉下有知也一定会十分开心。\\n生于公元14140年,死于狗历的总之是今年。”", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "“阳光\\n曾经死过一次,\\n如今再度长眠。”", + "DUNGEON_GRAVEYARD_LM_1": "对你们来说,这是多么不幸的结局啊。\\n\\n可以说是“死”局了。", + "DUNGEON_GRAVEYARD_LM_2": "但凡拐错一个弯,就将你直接送入坟墓!\\n啊哈哈哈哈哈哈", + "DUNGEON_GRAVEYARD_LM_4": "你如此努力,是该获得奖励了。歇歇吧,疲惫之人。", + "DUNGEON_GRAVEYARD_LM_3": "让我看看你们有多想活下来。\\n\\n为自己的小命战斗吧!", + "DUNGEON_GRAVEYARD_LM_KILL": "有趣,有趣。我还想继续看下去。", + "DUNGEON_GRAVEYARD_LM_5": "我已改变主意。\\n\\n等你埋进土里了再歇吧。", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]只要人们不断死亡,就会对埋葬死者的土地有需求。[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]这是稳赚不赔的收入来源![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]也许我该辞掉索地员的工作,转行去当索坟员了。[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "这么高,摔下去肯定没命了,对吧?小心别掉下去哟!", + "DUNGEON_GRAVEYARD_LM_7": "哦哟,怎么就跑这里来了?\\n啊哈哈哈哈哈哈", + "DUNGEON_GRAVEYARD_LM_8": "午夜的钟声敲响了。你们人类终归要面对死亡……\\n\\n所以别让我等太久了!", + "CULTIST_ENCOUNTER_KAYLEIGH1": "……", + "CULTIST_ENCOUNTER_KAYLEIGH2": "这个……[pause]我们改天再谈吧,好么?", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "那人看起来怪诡异的。", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "那人都在说什么啊……?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "还、还有,等我说完之后,你说不定会看不起我。对不起。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "我得和你说点事情。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "是这样的……我刚来到新威勒尔时,住的并不是港口镇。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "东海岸的秋丘顶上,[pause]还有另一处聚居点。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "那地方叫殁宁屯。[pause]那个社区的人们靠种地为生,会和彼此分享财物,一切都蛮温馨的。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "你有见过那些四处游荡的穿着连帽长袍的人吧?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "有哇!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "那里以前还没有这么[wave amp=30 freq=30]古怪[/wave],但是……", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "他们看起来挺可疑的。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "那就是殁宁屯的人。我想……[pause]我也一度是他们那边的人。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "教主,[pause]也就是多里安,[pause]他对大天使太过着迷了。", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "听着,[pause]大家,[pause][wave amp=30 freq=10]殁之子[/wave]还什么的,你们的挖掘工作都做得非常好。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "殁宁屯的建镇理念本是帮助所有人,[pause]但很快就变成了一切都围绕着[wave amp=30 freq=30]他[/wave]想做的事情打转。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "情况严重到,那里不再给我一种家的感觉。[pause]想要修补也已经是回天乏力……于是我跑了。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "这就是我一年前来到港口镇的原因。我拼命想让每个人满意,因为我过去曾经令那么多人失望。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "但大家应该都还记得我。我应该有办法把我们弄进去。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "他、他们不会让外来者进入公社……", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "但是……[pause]万一多里安知道其他大天使的位置,那我就必须抛开恐惧,查清楚他所知道的事情。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "我们是一条船上的吧?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "要的就是这股劲头!希望到头来会有好事吧。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "当然!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "你确定要这么做吗?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "确定。我知道这会很难,但是……我希望这些经历,能带来些许好事。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "记住了,得要有我同行,他们才会放你进去。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "好……[pause]我会在你的地图上标出公社的入口。", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "长袍男", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "这里不欢迎你们,烦请离开。", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "这里不欢迎你们,烦请离开。", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "这里不欢迎你们,烦请离开。", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "你好,我有话要对多里安说。", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "凯莉小姐……欢迎回来!", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "快来快来,你回来得正是时候。", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "大家都到哪里去了?有什么事要发生吗?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "“正是时候”?正是什么的时候?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "我们探探这地方的情况吧。", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "回到这里有种奇怪的感觉……", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "这人是谁?她是……接替我的人吗?怪瘆人的。", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "大家可否安静点!", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "多里安现在要发话了!", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause]…[pause]…[pause]……", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]大家伙儿近来可好![/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "当然,[pause]我们也遇上过波折和起伏……", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "哎呀,大家向来都如此优秀!", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "我说真的,这个洞可以说是品质[wave amp=30 freq=10]一流[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "这个大坑之[wave amp=30 freq=10]深[/wave],就有如你们投身于这一事业的奉献精神。[pause][wave amp=30 freq=10]比喻[/wave]啦,我这是在比喻!", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "当我第一次听到[wave amp=30 freq=10]脑中的低语声[/wave]引导我深入地下,我就知道这事我没法一个人完成。", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "但我们还是成功了![pause]拉开帷幕吧!", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]巨蛇之神在等着我们呢,宝贝![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "再过不久,我就要步入宝殿,与他谈谈条件,望他能分出一份[wave amp=30 freq=10]神力[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "而为了辅佐我,[pause]流落在外的浪子也回到了我们身边……", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "大事不好。", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "我说得没错吧……[wave amp=30 freq=10]凯莉[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "凯莉,[pause]亲爱的,[pause]你怎么一副呆若木鸡的表情呀![pause]我当然听说了消息,知道你将加入我们的盛大派对!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}……", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "你还没有告诉这位朋友,你曾伴在我身边[wave amp=30 freq=10]管理这地方[/wave]吗?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "你还没有告诉这位朋友,你曾伴在我身边[wave amp=30 freq=10]管理这地方[/wave]吗?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "很抱歉……", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "你还没有告诉这位朋友,你曾伴在我身边[wave amp=30 freq=10]管理这地方[/wave]吗?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "你当初不是不相信我吗?但照现在看来,我[wave amp=30 freq=10]一直都是对的哦,宝贝![/wave]", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "我稍后再解释。我们得先给这一切画上句号。", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "我们脚下就有一个[shake rate=30 level=10]货真价实的大天使[/shake]!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "你要是进去那里,可是会把自己害死的!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "多里安,我们已经跟大天使[wave amp=30 freq=10]交过手了[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "既然你和你朋友这么经验丰富,那何不过来[wave amp=30 freq=10]和我一起享受个中乐趣呢?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "既然你和你朋友这么经验丰富,那何不过来[wave amp=30 freq=10]和我一起享受个中乐趣呢?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "既然你和你朋友这么经验丰富,那何不过来[wave amp=30 freq=10]和我一起享受个中乐趣呢?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "来吧,见证我在大天使新伙伴的陪同下[wave amp=30 freq=10]飞升封神[/wave]吧!", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "杰奎琳,麻烦你启动升降平台。", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "遵命,教主。", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "走吧,我们快去阻止这个压根不知道自己在做些什么的蠢货。", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "凯莉,[wave amp=30 freq=10]里面见啦[/wave]!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "我恨死他了。", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "凯莉![pause]凯莉的朋友![pause]你们来啦!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "凯莉![pause]凯莉的朋友![pause]你们来啦!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "凯莉![pause]凯莉的朋友![pause]你们来啦!", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "教主……?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "我已作出[wave amp=30 freq=10]订正作战计划[/wave]的战术性决策!", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "让凯莉和朋友先进去,[pause]假如他们没有[wave amp=30 freq=10]瞬间死于[/wave]大天使之手,那么我再进去甜言蜜语一番。", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "让凯莉和朋友先进去,[pause]假如他们没有[wave amp=30 freq=10]瞬间死于[/wave]大天使之手,那么我再进去甜言蜜语一番。", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "让凯莉和朋友先进去,[pause]假如他们没有[wave amp=30 freq=10]瞬间死于[/wave]大天使之手,那么我再进去甜言蜜语一番。", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "你就是个蠢货,你会害死自己的。", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "你们[wave amp=30 freq=10]先请[/wave]。", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "你们是否听见了我的呼唤?\\n\\n你们是否前来进献贡品?\\n\\n你们是否要为我熊熊燃烧?", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]我这般忠心耿耿,只求一物为报,那便是分得您的一份神力![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "我豁出去了……", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]噢,伟大的大天使![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]我已听从您的召唤,跋涉至您的住所![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "你不可向我索求。你只能给予。", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "巧了么这不是,我有个工作机会给你!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "来吧{player},我们赶紧阻止这东西,别让它再夺走[wave amp=30 rate=10]其他人[/wave]的性命!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]我早告诉过他会发生这种事的![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "你就是歿宁星?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "……", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "多里安……", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "节哀顺变,[pause]但这毕竟是他自作自受。", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "我们都该离开这里了。[pause][pause]这里的空气有股死亡的滋味。", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "将会打开大门。我们会努力和新威勒尔其他社区寻求共识。", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "公社……", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "我们只是想寻求引导……[pause]我们[pause]从来没……", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "我懂的。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "这个社区的居民不是坏人。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "刚才太离谱了……", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "只是,你们要对信仰的对象保持警惕。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "你还好吧?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "你感觉还好吗?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "我……[pause][pause][pause]我会没事的。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "我为帮了多里安这么久而感到难过,但是……[pause]比起责怪自己,我更责怪他。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "我和他差不多时候找到了殁之子这个群体。[pause]我那时候很需要那种团体感和归属感。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "他和我成了好朋友,而我算是他的……[pause]助手。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "我不知道究竟是逐渐变质了呢,还是从一开始就不是什么好事情,[pause]总之,多里安在殁宁屯一手遮天,这种控制也逐渐往邪恶的方向发展。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "不……[pause]我不是他的“助手”——我是帮他收拾烂摊子的清道夫。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "一切都变成围绕着他、他的需求、他的梦想和幻想打转,而不再是我梦寐以求的那个社区了……", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "人们受了伤害,而我负责帮他息事宁人。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "我有很长一段时间都以为自己做得很好——[pause]我帮忙维持着积极正面的现状,即便时不时有人受到伤害。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "{player},我不是个好人。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "我可不这么认为!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "你是好人。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "嘿……很高兴你愿意信任我。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "现在他已经离开了,希望他们都会生活得更好一点吧。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "迷失方向的人总在寻求指引,[pause]而这也正是多里安提供给他们的东西。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "好啦,总之我们又消灭掉一个大天使了。[pause]还有……[pause]我会帮你把剩下的大天使找出来的!", + "ALEPH_DIALOGUE_2_1": "唔,有人类跑进来了。", + "ALEPH_DIALOGUE_1_1": "别管我,忙你的吧!", + "ALEPH_DIALOGUE_2_2": "可否请你们走远点?", + "ALEPH_DIALOGUE_3_1": "我记得你!", + "ALEPH_DIALOGUE_3_2": "真不知道你们是怎么下到这地方来的。", + "ALEPH_DIALOGUE_4_1": "你和我……", + "ALEPH_DIALOGUE_4_2": "该找个时间好好聊一聊了。", + "ALEPH_DIALOGUE_5_1": "你就是不肯放弃,是吗?", + "ALEPH_DIALOGUE_6_1.m": "区区人类,你到底能理解这个地方是做什么的吗?", + "ALEPH_DIALOGUE_6_1.n": "区区人类,你到底能理解这个地方是做什么的吗?", + "ALEPH_DIALOGUE_6_1.f": "区区人类,你到底能理解这个地方是做什么的吗?", + "ALEPH_DIALOGUE_6_2": "你连这些隧道在呼吸,都压根没感觉到吧?", + "ALEPH_DIALOGUE_7_1": "我说,你应该对我多几分尊重。", + "ALEPH_DIALOGUE_7_2": "你的世界里,可是流传着以我为蓝本的神话!", + "ALEPH_DIALOGUE_7_3": "得亏我向来如此谦逊。", + "ALEPH_DIALOGUE_8_1": "老这么不期而遇,也不是个办法!我们不能这样下去了!", + "ALEPH_DIALOGUE_9_1": "新招回来的手下真是一群吵吵闹闹的家伙。", + "ALEPH_DIALOGUE_10_1": "没错,又是我,又要来把你们对战的这位天才选手收归麾下。", + "ALEPH_DIALOGUE_9_2": "幸好我一直有在好好磨练自己的管理技能。", + "ALEPH_DIALOGUE_9_3": "我们一定能营造出积极向上的工作氛围!", + "ALEPH_DIALOGUE_10_2": "你们还不厌烦吗?", + "RESTING_KAYLEIGH_DATING_1": "你和凯莉谈论起童年去过的那些地方,也聊起在那里留下的美好回忆。", + "RESTING_KAYLEIGH_DATING_3": "凯莉向你倾诉了她的抱负。", + "RESTING_KAYLEIGH_DATING_2": "你们俩为小时候经历的尴尬时刻而放声大笑。", + "RESTING_MEREDITH_PLATONIC_2": "你试图和梅瑞狄寒暄几句,但她目前并不是很健谈。", + "RESTING_KAYLEIGH_DATING_4": "你们俩就各自的浪漫史展开了轻松愉快的谈话。", + "RESTING_KAYLEIGH_DATING_5": "凯莉跟你聊起了她想参观的地球景点。", + "RESTING_MEREDITH_PLATONIC_1": "梅瑞狄和你寒暄了几句。", + "RESTING_MEREDITH_PLATONIC_3": "梅瑞狄抱怨起今天遇到的一些小小不愉快,而你在一旁静静听着。", + "RESTING_MEREDITH_DATING_2": "你和梅瑞狄讨论起有朝一日想去看看的地方。", + "RESTING_MEREDITH_PLATONIC_4": "梅瑞狄热切地复述起她喜爱的一部奇幻小说的情节。", + "RESTING_MEREDITH_DATING_1": "梅瑞狄说起某次在电视上看到的恐怖电影,把剧情描述得巨细无遗。", + "RESTING_MEREDITH_PLATONIC_5": "你们俩静静坐着。梅瑞狄现在并没有什么话可说。", + "RESTING_MEREDITH_DATING_3": "梅瑞狄鼓起勇气,称赞了你的外貌。", + "RESTING_MEREDITH_DATING_5": "你赞美了梅瑞狄,让她大为羞赧。不过她对你的赞美很感激。", + "RESTING_MEREDITH_DATING_4": "你们俩展开了一场私人且亲密的谈话。", + "RESTING_EUGENE_PLATONIC_2": "尤金和你讨论起可行的对战新策略。", + "RESTING_EUGENE_PLATONIC_1": "尤金和你聊起他最爱的健身计划。", + "RESTING_EUGENE_PLATONIC_5": "尤金跟你讨论起你们两个世界之间的不同之处。", + "RESTING_EUGENE_PLATONIC_3": "尤金兴奋地向你讲述了港口镇最近发生的事情。", + "RESTING_EUGENE_PLATONIC_4": "你们俩交换了对战小妙招,时间就这么波澜不惊地流逝。", + "RESTING_EUGENE_DATING_1": "尤金和你说起他有朝一日想住的理想居所。", + "RESTING_EUGENE_DATING_2": "尤金和你有一搭没一搭地讨论起你们的浪漫史。", + "RESTING_EUGENE_DATING_3": "尤金吹嘘起自己烹饪浪漫晚餐的高超手艺。", + "RESTING_EUGENE_DATING_5": "尤金问起你的希冀和梦想,并认真侧耳倾听。", + "RESTING_EUGENE_DATING_4": "尤金和你分享了一则趣闻。他还有好多可以讲述。", + "RESTING_FELIX_PLATONIC_1": "菲利克斯安静且专注地在纸上画速写,时间就这么一分一秒流逝。", + "RESTING_FELIX_PLATONIC_2": "菲利克斯若有所思地说起无法在新威勒尔获得的食物。", + "RESTING_FELIX_DATING_1": "菲利克斯向你展示了最近完成的一些画作。", + "RESTING_FELIX_PLATONIC_3": "菲利克斯回忆起港口镇镇民们的一些趣闻轶事。", + "RESTING_FELIX_DATING_2": "菲利克斯热切地向你诉说他最近获得的故事灵感。", + "RESTING_FELIX_DATING_3": "菲利克斯礼貌地听你讲述自己的想法。", + "RESTING_FELIX_DATING_4": "菲利克斯和你闲聊起你最爱的食物。", + "RESTING_FELIX_DATING_5": "你们俩因一些共同经历而增进了友谊。", + "RESTING_VIOLA_PLATONIC_1": "薇奥拉向你讲述了她孩童时的冒险故事。", + "RESTING_VIOLA_PLATONIC_3": "薇奥拉热切地问起你在来到新威勒尔之前的生活。", + "RESTING_VIOLA_PLATONIC_2": "薇奥拉向你讲述了她的故土梅萨林之美。", + "RESTING_VIOLA_PLATONIC_4": "你向薇奥拉讲述了你那个世界的生活是什么样的。", + "RESTING_VIOLA_DATING_1": "薇奥拉背诵了她曾学过的一些优美诗篇。她朗诵起来可真好听啊。", + "RESTING_VIOLA_DATING_3": "薇奥拉在相当私人的谈话中,向你讲述了她的志向。", + "RESTING_VIOLA_DATING_2": "你们俩交换了一些可爱的客套话。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "对了,我最近想了不少东西。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "我花了些时间,整理自己内心对殁宁屯那段日子的感受。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "事实上,我花了[b]非常[/b]多的时间来取悦别人。这个习惯,我可能至今都还改不了。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "于是便意识到,我的大部分时间,都用来努力逗大家开心了……", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "这正常吗?[pause]我也搞不懂。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "那,你空闲时都喜欢做什么呢?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "这都没什么不好的,但或许我也该好好想想自己喜欢做什么。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "这样就不会再有[wave amp=30 freq=30]我[/wave]了。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "否则,我只会令自己身心俱疲罢了。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "你想培养什么爱好吗?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "我……得好好想想这个问题!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "我感觉,年轻时我对一切都抱有满腔[wave amp=30 freq=30]热情[/wave],但成年后却都消散了。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "你知道吗,我以前还会弹吉他呢。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "我爸也一样。我最早的记忆,就是坐在他膝上,听他弹吉他。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "他是怎么做到把你和吉他同时放上大腿的啊?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "啊……[pause]对哦,[pause]你是新来的。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "……非常小心翼翼地放。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "我在十来岁时买了自己的吉他,但过了那么久,弹得仍不是特别好。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "那么,既然我没有成为职业音乐人的天分,[pause]那玩音乐还有什么意义呢?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "我想我是内心默默放弃了吧,[pause]因为那时候我总感觉,任何爱好都得做出点成绩来才行。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "这太可惜了!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "你这心态不对!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "你……[pause]你说得对。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "半途而废,确实是可惜。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "我应该多做些以“我”为中心的事情!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "我要是想一整天都半躺在床上、读些俗气的爱情小说,那也许我就应该这么做!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "而、而且,[pause]也不是非得做些能产出成果的事不成嘛!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "这就对了嘛!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "你说得对!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "能把这些苦水吐出来,感觉真舒畅。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "我这杯茶快喝完了。怎样,我们该继续上路了吧?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "嘿嘿。万分感谢,{player}。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "毕竟我们俩可是能融合成一头巨大的怪物啊,不是嘛?要说有什么建立情感联结的体验,这不就是了嘛!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "{player},你瞧!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "克莱曼斯前段时间在市集上找到了这把吉他,于是就帮我买下来了!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "这吉他品相好吗?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "这吉他感觉怎么样?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "但老实说,港口镇上有半数废品都是这样的。", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "这吉他……带着点海水的气息……", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "音色怎么样?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "别担心,新威勒尔的每一个人已经习惯了每样东西都有一点破破烂烂。只要肯挥洒几滴汗水,没什么是修不好的!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "好问题!你准备好了吗……?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "好问题!你准备好了吗……?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "好问题!你准备好了吗……?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "听起来……", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "还有很大的改善空间!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "用不了多久,你就能听我弹奏这美妙的乐器了!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "“挥洒汗水”就是指体力劳动啦。", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "那我可就要好好期待了!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "希望到时候你能给我奏几首小夜曲!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "我也是这么想的!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "双手合十祈祷吧,说不定哪天就美梦成真了。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "好啊!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "话说,唔……你想不想来我家坐坐啊?我有东西想让你瞧瞧。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "还是改天吧。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "没关系,那我就有更多时间练习啦!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "太棒了!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "我、我想为你弹奏一曲。这首歌我爸曾经唱过给我听,也是我学会弹的第一首曲子。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "你一直对我很好,所以我想做点小事报答你。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "你一直对我很好,所以我想做点小事报答你。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "准备好了吗?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "你一直对我很好,所以我想做点小事报答你。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "准备好了吗?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "当然!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "准备好了吗?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "好了,你觉得怎么样?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "弹得太精彩了!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "我现在就想亲你一口。", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "哎呀,人家要脸红了啦!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "我希望你能继续弹下去。", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "我也一样!不如我们在旅途中联手写一首歌吧?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "听起来还有那么一丁点意思,不是嘛?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "我加入!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "哎呀,我看纯粹是见到吉他手在弹唱的[wave amp=30 freq=30]奇妙[/wave]效应吧?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "那就这么说定啦!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "哎呀,我看纯粹是见到吉他手在弹唱的[wave amp=30 freq=30]奇妙[/wave]效应吧?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "哎呀,我看纯粹是见到吉他手在弹唱的[wave amp=30 freq=30]奇妙[/wave]效应吧?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "我第一次暗恋女孩子的契机,就是大学时见到朋友在乐队里打鼓的身姿。我大概就是会轻易爱上音乐人吧。", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "玩笑归玩笑,我确实希望你能继续弹奏下去!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "不,我说真的,我确实喜欢你。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "{player},你比平时安静好多哦!有什么心事吗?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "不,我说真的,我确实喜欢你。", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "我……", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "不,我说真的,我确实喜欢你。", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "想亲我的话……", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "现在应该是个好时机。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "{player},你比平时安静好多哦!有什么心事吗?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "{player},你比平时安静好多哦!有什么心事吗?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "没什么!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "啊,我就知道你会这么想。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "那好吧!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "我不知道怎么用言语来描述。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "说真的,在我们融合之前,我原本都没往[wave amp=30 freq=30]那方面[/wave]想。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "首先,[pause]我只谈过几次很短的恋爱,而且全都是和男生谈的。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "首先,[pause]我只谈过几次很短的恋爱,而且全都是和男生谈的。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "怎么说呢,我也和几个男生交往过,[pause]但是,[pause]我从未真正……从他们身上感受过什么。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "这听起来可能有一丁点蠢,但当我们融合时……", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "我就好像[wave amp=30 freq=10]感受[/wave]到了你的灵魂……[pause]而我对你的了解,也许会比我对自己的了解还要深入。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "我……我认为你很漂亮。我当然想和你在一起。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "我……我认为你很漂亮。我当然想和你在一起。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "而且,即便有朝一日我们真要分道扬镳,能谈这场恋爱也值得了……[pause]我是这么认为的。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "我……我认为你很漂亮。我当然想和你在一起。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "[wave amp=30 freq=30]你[/wave]可太幸运了吧?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "你说得对。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "我也是这么想的。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "那好,你现在有女朋友啦![b]而且[/b]她还是个崭露头角的音乐新星呢!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "我们应该庆祝一番!", + "MEREDITH_INTRO_MEREDITH1.m": "啊,新来的男生。", + "MEREDITH_INTRO_MEREDITH1.f": "啊,新来的女生。", + "MEREDITH_INTRO_MEREDITH1.n": "啊,新来的。", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "我们见过面吗?", + "MEREDITH_INTRO_MEREDITH2": "荷雷克来我店里拿零件时,一直滔滔不绝说你的事情。", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "你认识我?", + "MEREDITH_INTRO_MEREDITH3": "你见过他吗?[pause]他这人最差劲了。", + "MEREDITH_INTRO_MEREDITH4": "你知道吗,他甚至都不是真正的科研工作者。[pause]在来到新威勒尔之前,他是个[b]数据分析师[/b]。", + "MEREDITH_INTRO_MEREDITH6.m": "言归正传,我是梅瑞狄。[pause]你至死都要和我们一起困在这座岛上了,慢慢享受吧。", + "MEREDITH_INTRO_MEREDITH5": "真该来个人告诉他,光是穿着印有“我爱科学”字样的文化衫,可[b]不[/b]叫个性。", + "MEREDITH_INTRO_MEREDITH6.n": "言归正传,我是梅瑞狄。[pause]你至死都要和我们一起困在这座岛上了,慢慢享受吧。", + "MEREDITH_INTRO_MEREDITH6.f": "言归正传,我是梅瑞狄。[pause]你至死都要和我们一起困在这座岛上了,慢慢享受吧。", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "我一定会找到离开的办法!", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "听起来也没那么糟糕嘛!", + "MEREDITH_INTRO_A_MEREDITH2": "这里只有噩梦般的诡异生物,和我们。而且还是在海岛上。", + "MEREDITH_INTRO_A_MEREDITH1.m": "哈,好天真,不愧是新来的。抱歉了亲爱的,这里并没有办法离开。", + "MEREDITH_INTRO_A_MEREDITH1.n": "哈,好天真,不愧是新来的。抱歉了亲爱的,这里并没有办法离开。", + "MEREDITH_INTRO_A_MEREDITH1.f": "哈,好天真,不愧是新来的。抱歉了亲爱的,这里并没有办法离开。", + "MEREDITH_INTRO_A_MEREDITH3": "就这样了。", + "MEREDITH_INTRO_END_MEREDITH1": "不说啦,我得去呼吸一下新鲜空气。有空就来我在镇上开的店找我吧。就是水边栈道上的那栋黄色建筑物。", + "MEREDITH_INTRO_B_MEREDITH2": "你很快就会连聊天话题都找不出来了。相信我。", + "MEREDITH_INTRO_B_MEREDITH1": "这里顶多大概也就,几百人的样子?", + "MEREDITH_INTRO2_MEREDITH1": "啊,又是你。我有件事想问你……", + "MEREDITH_INTRO2_MEREDITH2": "你真的打算去找离开这座岛的路?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "是啊!", + "MEREDITH_INTRO2_MEREDITH3": "呵。真要给你的乐观写个“服”字。", + "MEREDITH_INTRO2_MEREDITH4": "那,你要是真打算“环岛游”,能不能帮我找样东西?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "可以啊!你要找什么?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "暂时不行啊。", + "MEREDITH_INTRO2_NO_MEREDITH1": "行吧。你肯定有正事要忙嘛。我也一样。", + "MEREDITH_INTRO2_NO_MEREDITH2": "哦,嗨,是你啊。", + "MEREDITH_INTRO2_MEREDITH5": "我要找,唔,要找一张音乐唱片。[pause]你知道音乐唱片是什么吗?", + "MEREDITH_INTRO2_NO_MEREDITH3": "你看你有时间帮我找找东西么?", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "知道!", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "当然!怎么可能不知道呢?", + "MEREDITH_INTRO2_MEREDITH6": "哦,那好。", + "MEREDITH_INTRO2_MEREDITH7": "在这个地方,[pause]你很难确定对方知道些什么,[pause]不知道些什么。大家好像都来自不同的……世界。", + "MEREDITH_INTRO2_MEREDITH9": "言归正传。我要找的唱片,[pause]是张专辑。[pause]魔女之屋的《一生何求》。也许你有听说过。", + "MEREDITH_INTRO2_MEREDITH8": "因此,和人交谈也特别艰难。[pause]甚至比往常还要更艰难。", + "MEREDITH_INTRO2_MEREDITH10": "我来到这里前经常听这张唱片。上面承载着……[pause]情感价值,懂吧?", + "MEREDITH_QUEST1_QUERY_IANTHE6": "我们就是从那里为镇民们找来了各式衣物。[pause]更不用说我们的磁带机和磁带了。", + "MEREDITH_INTRO2_MEREDITH12.m": "嘿,新人。有什么事吗?", + "MEREDITH_INTRO2_MEREDITH11": "港口镇上就有几个音乐迷,你看能不能去帮我打听打听?", + "MEREDITH_INTRO2_MEREDITH12.n": "嘿,新人。有什么事吗?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "你的唱片我还在找!", + "MEREDITH_INTRO2_MEREDITH12.f": "嘿,新人。有什么事吗?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "我是不是有这张唱片来着……?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "没什么新情况!", + "MEREDITH_INTRO2_MEREDITH13A": "哦,好。这事我其实也不太抱期望,数据对我不怎么有利。不过总而言之,我很感激你愿意帮忙。", + "MEREDITH_QUEST1_QUERY": "魔女之屋的《一生何求》?", + "MEREDITH_INTRO2_MEREDITH13B": "嗯,习惯了就好。这里的时光不会“飞逝”。娱乐项目也有点匮乏。", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "啊,没有。你可以去市民中心找巡护员们问问。", + "MEREDITH_QUEST1_QUERY_IANTHE1": "梅瑞狄在找一张音乐唱片?[pause]你应该知道,精确找到这张唱片的几率接近于零吧?", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "或者找巡护员哨所的巡护员也可以。[pause]你知道那地方在哪里吗?[pause]出了港口镇往东北方向走就是了。", + "MEREDITH_QUEST1_QUERY_IANTHE2": "这一点我说过多少遍都还是要强调:流落到新威勒尔的东西,可都来自[wave amp=30 freq=30]诸多[/wave]不同的世界。", + "MEREDITH_QUEST1_QUERY_IANTHE3": "不过话虽如此……[pause]你或许能去凋敝商场碰碰运气。", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "凋敝商场?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "啊……[pause]对哦,[pause]你是新来的。", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "明白!", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "啊……[pause]对哦,[pause]你是新来的。", + "MEREDITH_QUEST1_QUERY_IANTHE5": "新威勒尔北边有座综合商场。[pause]大概是十五年前凭空冒出来的,完全处于废弃状态。", + "MEREDITH_QUEST1_QUERY_IANTHE7": "商场里有家唱片行,到处摆满了唱片和磁带。不过为了安全起见,我们已经封锁了那个地方。", + "MEREDITH_QUEST1_QUERY_IANTHE8": "磁带的供给毕竟是重中之重,还是保障其安全为妙。", + "MEREDITH_QUEST1_QUERY_IANTHE9": "如果唱片确实在那里,那么梅瑞狄恐怕宁愿冒上生命危险,也要把唱片搞到手。[pause]我内心的理性部分很想正式下令,禁止她以身试法……", + "MEREDITH_QUEST1_QUERY_IANTHE10": "但如果是你跟着她一起去,那说不定会稍微安全一点。来,这个你拿着。", + "MEREDITH_QUEST3_MEREDITH2": "噢。", + "MEREDITH_QUEST3_MEREDITH1": "这是什么?一封信……?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "上面写了什么?", + "MEREDITH_QUEST3_MEREDITH3": "是埃安忒的字条。她说我的唱片也许就在凋敝商场里,也批准我前去……", + "MEREDITH_QUEST3_MEREDITH4": "但前提是你必须陪同我。她还附上了进门的钥匙。", + "MEREDITH_QUEST3_MEREDITH5": "那,我们就出发吧?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "你确定吗?", + "MEREDITH_QUEST3_MEREDITH6": "别担心,我可以保护自己——你该不会以为我没有磁带机吧?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "此行可能会很危险啊!", + "MEREDITH_QUEST3_MEREDITH7": "成天干坐着不做事,简直就是要我的命。[pause]寻找那张专辑,也好让我找点事情努力一下。", + "MEREDITH_QUEST3_MEREDITH8": "这么说吧……[pause]一个人如果没有激励他前进的目标,那跟咸鱼有什么区别,[pause]对吧?", + "MEREDITH_QUEST3_MEREDITH9": "你……[pause]你认为现在有什么在驱动着你吗?", + "MEREDITH_QUEST3_MEREDITH11": "但是……", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "我想找到回家的路。", + "MEREDITH_QUEST4_PART1_MEREDITH3": "那边那家店看着像是能找到音乐碟的地方,对吧?", + "MEREDITH_QUEST3_MEREDITH10": "我之前跟你说过了,这是不可能的。", + "MEREDITH_QUEST3_MEREDITH12": "如果你能帮我找到唱片,我就帮你找回家的路。", + "MEREDITH_QUEST3_MEREDITH13": "何乐而不为呢?毕竟,我也需要找些新目标拼搏一下。", + "MEREDITH_QUEST4_PART1_MEREDITH2": "我很欣赏这样的“末世”风。", + "MEREDITH_QUEST4_PART1_MEREDITH1": "我实话实说,在还没有这些……[pause]结构性朽坏之前,这地方看起来肯定寒酸多了。", + "MEREDITH_QUEST4_PART1_MEREDITH4": "我们想办法进去吧。", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "这地方人山人海的时候,看起来肯定大不相同……", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "这里太适合拍电影了。也许还可以找怪物们来当临时演员?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "进吧!", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "我真心希望刚才踩到的只是水。", + "MEREDITH_QUEST4_PART2_MEREDITH1": "“黑胶节拍”。我看就是这里了。要进去吗?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "现在还是免了吧。", + "MEREDITH_QUEST4_PART3_MEREDITH1": "肯定就在这附近了……差一点就能找到……", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "《麦麦战士和神奇五侠——麦向未来》。不是这张。", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "《树人——树人遗产》。这里稀奇古怪的唱片可真不少。", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "《码生人——电子羊梦者》。听起来倒是挺酷……只可惜不是这张唱片。", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "这曲目挺厉害。", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "这张唱片上用大红字体写着“魔女之屋”。", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "瞧这唱片封面——你找到了!", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "瞧这唱片封面——我找到了!", + "MEREDITH_QUEST4_PART4_MEREDITH4": "而且这个封面也[wave amp=30 freq=30]略微[/wave]有点不同……", + "MEREDITH_QUEST4_PART4_MEREDITH2": "等等。[pause][pause]有些不对劲。", + "MEREDITH_QUEST4_PART4_MEREDITH3": "《永不过时和标新立异》?[pause]专辑名不是这个啊……", + "MEREDITH_QUEST4_PART4_MEREDITH5": "专辑曲目……", + "MEREDITH_QUEST4_PART4_MEREDITH6": "我不认得这些曲子。", + "MEREDITH_QUEST4_PART4_MEREDITH7": "这是来自其他[wave amp=30 freq=30]平行宇宙[/wave]的唱片。[pause]我想要的那个版本不在这里。", + "MEREDITH_QUEST4_PART4_MEREDITH8": "我就知道不该期待任何好事发生在我身上。", + "MEREDITH_QUEST4_PART4_MEREDITH9": "真是一点都不意外……", + "MEREDITH_QUEST4_PART5_MEREDITH1": "呃,什么情况……", + "MEREDITH_QUEST4_PART5_MONARCH4": "我就知道我感受到了!\\n\\n虚无。本该是心脏所在的地方,只余一个空空如也的洞。这赋予我力量。\\n\\n我愿将其囫囵吞下。", + "MEREDITH_QUEST4_PART5_MEREDITH2": "{player},你还好吗?", + "MEREDITH_QUEST4_PART5_MONARCH6": "你们这一族类,本可过上如此优渥富足的生活。\\n\\n然而你们却用这样的生活,来换取空洞的象征符号和障目戏法。", + "MEREDITH_QUEST4_PART5_MEREDITH3": "唱片……掉地上了。你能看见唱片在哪吗?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "你、你是谁?[pause]你在说什么啊?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "这地方就是个废墟啊!到处都充满了垃圾!", + "MEREDITH_QUEST4_PART5_MONARCH7": "你们抛弃有意义之物,换来子虚乌有的一场空。\\n\\n我的城堡遍布着你们留下的虚无!", + "MEREDITH_QUEST4_PART5_MEREDITH8": "哪来的……[pause]城堡?[pause]你是说这座商场?[pause]真的假的?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]这里根本什么都没有啊![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "没错……这里什么都没有……\\n\\n而我,正是乌有之王!\\n\\n来吧,让我吞食你们的虚无!", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "要是能……", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "要是能认输放弃、直接死掉,那该多简单啊……", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "成功了……[pause]我们还活着……[pause]我们[pause]融合了……?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "但那不是我的作风!我已经厌倦了让自己失望!", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "呃……", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "成功了……[pause]我们还活着……", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "小兄弟,你这地盘挺不错的啊。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "你大可不必冒险帮我这个忙的。谢谢了,朋友。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "我意识到,这么一件微不足道的东西,实在不值得大老远跑来。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "我意识到,这么一件微不足道的东西,实在不值得大老远跑来。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "但像你这样有潜力的人,还可以表现得更好一点,不觉得吗?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "我意识到,这么一件微不足道的东西,实在不值得大老远跑来。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "而且这么愚蠢的东西,更是不值得让人差点丢掉性命。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "你大可不必冒险帮我这个忙的。谢谢了,朋友。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "你大可不必冒险帮我这个忙的。谢谢了,朋友。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "我想……今日份的废弃商场和致命危险,我已经体验够了。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "走吧,我们回到镇上去,好好听听这张唱片吧。", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "所以……这个什么……“融合”……", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "你……[pause]呃……[pause][pause]以前跟其他人融合过吗?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "我们应该……谈一谈吧?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "挺奇怪的,对吧?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "挺酷的啊,对吧?", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "确实很……[pause]有特色。", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "而在这之后,虽然我还能记得那种感受,但却不像我体验过的任何东西。", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "就像是我们的心智合二为一,而我也不再是我了。", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "就像试图回忆起梦的内容。也许我们的大脑实在没能力处理这样的信息……", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "你……[pause]呃……[pause][pause]以前跟其他人融合过吗?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "你……[pause]呃……[pause][pause]以前跟其他人融合过吗?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "不、[pause]不是说你和别人融合过就有什么问题![pause]我就是不太确定这是不是你的第一次。", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "不对……[pause]怎么一说出来就变味了。", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "当我没说吧。", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "我一直想问……", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "你怎么就这么笃定能找到回家的路?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "你怎么就这么笃定能找到回家的路?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "你怎么就这么笃定能找到回家的路?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "我见到了神示异象……", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "嚯,这下你可得把来龙去脉都告诉我。", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "……唔。那还挺疯狂的。", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "我的提议还成立。你帮我找到了唱片,那我就会帮你找到离开新威勒尔的路。", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "啊!我差点忘了还有唱片这回事!", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "……", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "这还挺不错的。", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "我……我的少年时代过得很悲惨,也不善于和人交往。", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "于是上大学时,我就想改变,想真正改变。", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "虽然不是我拥有的那张专辑,但也挺接近了。", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "我知道问题在我身上,但我仍想继续尝试。", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "你大可不必冒着生命危险来帮我。", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "那张唱片算是唱出了我努力变好的过程,可以说是我的人生原声带……", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "但我并没有变好。我差点就交到了一辈子的好朋友,但那些人已不再和我说话了。", + "MEREDITH_CONVO5_MEREDITH2": "不知道我有没有提过,我对虫子的忍耐阈值其实相当低。", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "也许那个大天使说的就是这个意思吧。也许我花了太多时间拿各种身外物来转移注意力,却没有试着真正活一回。", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "新威勒尔的很多方面都很糟糕,但是……", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "但即使我们找到的并不完全是我原本要找的东西,现在这样的结果……我也满足了。", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "你这人倒是挺酷的。", + "MEREDITH_CONVO1_MEREDITH1": "说起来……", + "MEREDITH_CONVO1_MEREDITH2": "围着篝火,对话也轻松多了。", + "MEREDITH_CONVO1_MEREDITH3": "想不到该说什么时,也不用忍受尴尬的停顿:", + "MEREDITH_CONVO1_MEREDITH4": "只要说些“这火烧得真旺”之类的话,人人都会点头赞同,仿佛你说的是什么至理名言似的。", + "MEREDITH_CONVO1_MEREDITH6": "虽说这样大概会有消防隐患。", + "MEREDITH_CONVO1_MEREDITH5": "真希望每场对话都能在篝火附近进行……", + "MEREDITH_CONVO2_MEREDITH1": "你还记得,来到这里之前的一刹那,你在做些什么吗?", + "MEREDITH_CONVO2_MEREDITH2": "就是……[pause]来到新威勒尔前的一刹那。", + "MEREDITH_CONVO5_MEREDITH1": "恶![pause][pause]刚才好像有东西爬到我脚上了。", + "MEREDITH_CONVO2_MEREDITH3": "有时候我会试着回想那一瞬间,[pause]但就是想不起来……", + "MEREDITH_CONVO2_MEREDITH4": "就像是想要努力回忆入睡的那一瞬间。", + "MEREDITH_CONVO2_MEREDITH5": "我能记起那段时间在做什么,但是具体那个时间点在做什么,就没有印象了。", + "MEREDITH_CONVO2_MEREDITH6": "真是奇怪。", + "MEREDITH_CONVO3_MEREDITH2": "假如我们能找到办法回家……[pause]回我们真正的家……", + "MEREDITH_CONVO3_MEREDITH1": "我在想啊……", + "MEREDITH_CONVO3_MEREDITH3": "那么,那里的时间流逝,和岛上的时间流逝是一样的吗?", + "MEREDITH_CONVO3_MEREDITH4": "还是说,我们最终会回到离开时的那一瞬间,而这里的一切仿佛都发生在眨眼之间?", + "MEREDITH_CONVO4_MEREDITH1": "魔女之屋的有趣之处在于,[pause]他们的组成建立在另外三支乐队的解散之上。", + "MEREDITH_CONVO4_MEREDITH2": "“码生人”的贝斯手跑去成立自己的宗教了,于是乐队四分五裂,而主唱罗布·汉森急需工作……", + "MEREDITH_CONVO4_MEREDITH8": "要我猜,[pause]可能性应该相当小吧。", + "MEREDITH_CONVO4_MEREDITH3": "鼓手琳达·斯提尔刚刚离开朋克三人组“劣驹”,因为乐队就唱片约大吵一架……", + "MEREDITH_CONVO4_MEREDITH5": "于是三星连成一线——[pause]虽说主要是由于不幸的机缘巧合——[pause]然后他们便组起了“魔女之屋”这支乐队。", + "MEREDITH_CONVO4_MEREDITH4": "而绰号“安全第一”的吉他手丹尼尔·巴特阔夫,原本是乐队“不系安全带”的成员,岂知发生一场观光巴士车祸,其他成员全数罹难,就剩丹尼尔一人存活。", + "MEREDITH_CONVO4_MEREDITH6": "这总让我不由得想,这种事根本连发生的几率都微乎其微……", + "MEREDITH_CONVO4_MEREDITH7.f": "那我们俩,[pause]此时此刻坐在这里,[pause]这个几率又该会是多少呢?", + "MEREDITH_CONVO4_MEREDITH7.m": "那我们俩,[pause]此时此刻坐在这里,[pause]这个几率又该会是多少呢?", + "MEREDITH_CONVO4_MEREDITH7.n": "那我们俩,[pause]此时此刻坐在这里,[pause]这个几率又该会是多少呢?", + "MEREDITH_CONVO5_MEREDITH3": "我看还是假装是草划过脚面,别去细想好了。", + "MEREDITH_CONVO6_MEREDITH1": "来这里共度“二人时光”是挺好的,不过……", + "MEREDITH_CONVO6_MEREDITH2": "要是港口镇还有[wave amp=30 rate=10]第二家[/wave]咖啡馆,那该多好啊。", + "MEREDITH_CONVO6_MEREDITH3": "这么一来,约会的游戏规则就会彻底改变!", + "MEREDITH_CONVO6_MEREDITH4": "也许我就应该去开一家,单纯是出于维持良好竞争起见啦。", + "MEREDITH_CONVO6_MEREDITH6": "我都可以想象出那画面了。", + "MEREDITH_CONVO6_MEREDITH5": "我会把咖啡馆装饰得更加哥特。[pause]漆黑的墙壁上,挂着酷酷的骷髅头……", + "MEREDITH_CONVO7_MEREDITH1": "那个,呃,我不是特别擅长表达自己。", + "MEREDITH_CONVO7_MEREDITH2": "有时候我会觉得,自己好像对别人说的话做出了不恰当的反应……", + "MEREDITH_CONVO7_MEREDITH4": "很多人[b]的确[/b]让我生厌!", + "MEREDITH_CONVO7_MEREDITH5": "但你一直是例外,[pause]所以请千万别误以为我没在认真听或怎么样。", + "MEREDITH_CONVO7_MEREDITH3": "我会说错话、表错情,[pause]然后大家就会以为我对他们聊的东西兴趣缺缺。", + "MEREDITH_CONVO8_MEREDITH1": "你有没有留意到,无论镇民们对社区起到什么作用,港口镇都一视同仁,让每个人有得吃有得住?", + "MEREDITH_CONVO8_MEREDITH2": "当地人依旧各有各的毛病,但是……", + "MEREDITH_CONVO8_MEREDITH3.m": "没有人会被镇子逐出去。[pause]每个人都会尽己所能作出贡献,[pause]但是没作出贡献呢?[pause]倒也没有关系。", + "MEREDITH_CONVO8_MEREDITH3.n": "没有人会被镇子逐出去。[pause]每个人都会尽己所能作出贡献,[pause]但是没作出贡献呢?[pause]倒也没有关系。", + "MEREDITH_CONVO8_MEREDITH3.f": "没有人会被镇子逐出去。[pause]每个人都会尽己所能作出贡献,[pause]但是没作出贡献呢?[pause]倒也没有关系。", + "MEREDITH_CONVO8_MEREDITH4": "这里无疑是个孤立的社区……[pause]但绝非残忍的社区。", + "MEREDITH_CONVO8_MEREDITH5": "至于我出身的那个地方,[pause]唔……[pause]就实在不好说了。", + "MEREDITH_CONVO9_MEREDITH1": "这么想可能有点病态,但我有时确实很好奇,我“前一段人生”认识的人到底有没有想过我呢。", + "MEREDITH_CONVO9_MEREDITH2": "我会想象,某个晚上,几位老同事坐在一家沉闷的伦敦酒吧,互相问起这么一件事:[pause]“那个梅瑞狄·陈,有一天从地球上消失,从此再也没人见过她的身影……她到底遇上什么事了?”", + "MEREDITH_CONVO9_MEREDITH4": "天哪,这样子大声说出口,听起来更加令人沮丧了。", + "MEREDITH_CONVO9_MEREDITH3": "……", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "电影?", + "MEREDITH_CONVO10_MEREDITH1": "如果我们真能回到自己的世界,那我可有好多电影要恶补呢。", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "你都喜欢什么类型的电影?", + "MEREDITH_CONVO10_MEREDITH2": "啊……[pause]唔。", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "哇,这还真是具体。", + "MEREDITH_CONVO10_MEREDITH3": "我想,我的观影口味可以分成截然不同的两大类:一类是格外愚蠢的美式动作电影;一类是吸血鬼电影,有时我会分不清究竟是真正的艺术还是离谱的垃圾。", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "你很清楚自己喜欢什么嘛!", + "MEREDITH_CONVO10_MEREDITH4": "清楚什么东西对自己有吸引力,是件好事。", + "MEREDITH_CONVO11_MEREDITH1": "对了,我听说凯莉现在算是,你的女朋友了……?", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "你听说……?", + "MEREDITH_CONVO11_MEREDITH6": "也许我们共度的那一晚,让我会错意了……[pause]不过这也没关系。", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "希望不会害你难堪!", + "MEREDITH_CONVO11_MEREDITH2": "怎么说呢,闲话传得很快。", + "MEREDITH_CONVO11_MEREDITH3": "我是说,我不怪你——[pause]毕竟,凯莉可是[wave amp=30 freq=10]凯莉[/wave]啊。", + "MEREDITH_CONVO11_MEREDITH5": "(天,我怎么一和女生说话就这么[wave amp=30 freq=10]颠三倒四[/wave]的……)", + "MEREDITH_CONVO11_MEREDITH4": "她不费吹灰之力就能那么完美,而且还很出色。[pause]不过别告诉她我这么说。", + "MEREDITH_CONVO11_MEREDITH7": "反正我也不敢保证现在的自己能作出任何长期的承诺。", + "MEREDITH_CONVO12_MEREDITH1": "还记得我们去和住在商场地下的大天使战斗吗?[pause]我在想它那时说的一些事。", + "MEREDITH_CONVO12_MEREDITH2": "它说我“抛弃有意义之物,换来子虚乌有的一场空”。[pause]我想,应该是在说我执意寻找那张唱片的事吧?", + "MEREDITH_CONVO12_MEREDITH4": "我想,人很容易过分执着于某样身外之物,反而忽略了人生中[wave amp=30 freq=10]真正[/wave]重要的事。", + "MEREDITH_CONVO12_MEREDITH3": "因为到头来……[pause]那张唱片并不重要。那只是我人生中的[wave amp=30 freq=10]身外之物[/wave],就像我读的书,以及我看的电影。", + "MEREDITH_CONVO12_MEREDITH5": "“抛弃有意义之物,换来子虚乌有的一场空”。", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "何以见得?", + "MEREDITH_CONVO12_MEREDITH6": "而我们的友谊……就对我很重要,[pause]所以我会努力记住这番话的。", + "MEREDITH_CONVO13_MEREDITH2": "这座岛上的许多人,都是生在这里、死在这里。然后又有很多像我们这样的……[pause]从另一个世界冲刷上岸的人。", + "MEREDITH_CONVO13_MEREDITH1": "还记得我们一同穿过了坟场吗?这让我不由得思考……", + "MEREDITH_CONVO13_MEREDITH3": "也就是说,有许多人从地球上消失,从此再也没被找到。仔细想想,这事还挺伤感的。", + "MEREDITH_CONVO13_MEREDITH4": "肯定有很多人在这座岛上失去了希望吧。", + "MEREDITH_CONVO13_MEREDITH5": "{player},我不想变成他们那样的人。", + "MEREDITH_CONVO14_MEREDITH1": "所以……你相信这是真的?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "相信什么是真的?", + "MEREDITH_CONVO14_MEREDITH2": "就是,你找到的大通道,可以带我们回家?", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "你在说什么啊?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "我不得不相信。", + "MEREDITH_CONVO14_MEREDITH3": "我……[pause]本已听天由命,打算永远留在这里了。不得不开始考虑另一种未来,让我感觉有那么点可怕。", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "我还有别的选择么?", + "MEREDITH_CONVO15_MEREDTH2": "如果通道真的有效,那么巡护队可就有得忙了。", + "MEREDITH_CONVO15_MEREDTH1": "你已经把通道的存在告诉埃安忒了吧?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "此话怎讲?", + "MEREDITH_CONVO15_MEREDTH5": "巡护队就像是这个社区的监护人,对吧?他们必定得想方设法解决后勤供给关系的变化。", + "MEREDITH_CONVO15_MEREDTH3": "这里的人将对这座岛彻底改观。人们只会时不时……流落到这里,新威勒尔不再是永远困住你的地方。", + "MEREDITH_CONVO15_MEREDTH4": "这还是在[wave amp=30 freq=10]假设[/wave]以后还会有人流落到这里的前提下。", + "MEREDITH_CONVO15_MEREDTH6": "还好我不是他们中的一员。工作量太重了。", + "MEREDITH_CONVO16_MEREDITH2": "怎么说呢……用磁带变身成怪物是一回事,[pause]而和你融合、成为更巨大的怪物,又是另一回事。[pause]但当我们[wave amp=30 freq=10]所有人[/wave]都在列车顶上融合到一起时……", + "MEREDITH_CONVO16_MEREDITH1": "最近发生了很多事,我们甚至都还没找到机会聊一聊和阿列夫的那场大对战呢。", + "MEREDITH_CONVO16_MEREDITH3": "这真的太特娘的疯狂了。", + "MEREDITH_CONVO16_MEREDITH4": "我不确定该如何描述……[pause]平时的融合就像是坐在后排,观看我的身体行动。", + "MEREDITH_CONVO18_MEREDITH1": "我原以为新威勒尔的怪物就已经够瘆人了……", + "MEREDITH_CONVO16_MEREDITH5": "但这次不只是你我。这次是我们所有人一起,我都能[wave amp=30 freq=10]感受[/wave]到大家的集体意愿了。", + "MEREDITH_CONVO16_MEREDITH6": "知道吗?[pause]大天使虽强,但人类更是[wave amp=30 freq=10]强得多[/wave]了。", + "MEREDITH_CONVO17_MEREDITH2": "大概是因为,我心目中的自己,是个非常孤独的人。假如我们成了情侣,那说不定就会颠覆我对自己的认知。", + "MEREDITH_CONVO17_MEREDITH1": "我一开始担心恋爱关系会从根本上改变我。", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "这话什么意思?", + "MEREDITH_CONVO17_MEREDITH4": "但……我担心的事情并没有发生。我仍旧是[wave amp=30 freq=10]我[/wave],[pause]只是身边多了[wave amp=30 freq=10]你[/wave]。", + "MEREDITH_CONVO17_MEREDITH3": "听起来有点蠢……[pause]恐怕也确实挺蠢的,[pause]但这就是我的感受。", + "MEREDITH_CONVO18_MEREDITH3": "它向我们发话的方式,就像是一个[wave amp=30 freq=10]人[/wave]在说话。大天使和我们一样聪明,对吧?也许还要比我们[wave amp=30 freq=10]更加聪明[/wave]。", + "MEREDITH_CONVO18_MEREDITH2": "但是“大天使”,比如我们刚才抗击的那个,简直是不可同日而语。", + "MEREDITH_CONVO18_MEREDITH4": "全岛地下显然遍布地铁线网,而这般[wave amp=30 freq=10]扭曲现实的巨型智能怪物[/wave],居然就住在这地铁系统之内……", + "MEREDITH_CONVO18_MEREDITH5": "知道了这一点,我看我今晚是很难睡得安稳了。", + "MEREDITH_CONVO19_MEREDITH1": "……", + "MEREDITH_CONVO19_MEREDITH2": "……", + "MEREDITH_CONVO19_MEREDITH3": "抱歉,我知道气氛很尴尬。我们对彼此还不太熟悉,所以没有那么多话题可聊。", + "MEREDITH_CONVO19_MEREDITH4": "噢。[pause]指出这一点,怕是只会雪上加霜吧。", + "MEREDITH_CONVO20_MEREDITH1": "我……[pause]对露营不是特别感兴趣。我这人比较“宅”。", + "MEREDITH_CONVO20_MEREDITH2": "在你答应和我一起踏上这次小[wave amp=30 freq=10]冒险[/wave]之前,我大概就应该先说清楚才对。", + "MEREDITH_CONVO20_MEREDITH3": "要你跟一个彻头彻尾的陌生人一起上路搜寻黑胶唱片……希望你没有后悔当初的这个决定吧。", + "MEREDITH_CONVO21_MEREDITH1": "又一次回到咖啡馆……有些东西就是永远不会改变,你说是吧?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "你经常来这里吗?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "你来过这里很多回吗?", + "MEREDITH_CONVO21_MEREDITH2": "这里可是港口镇。镇上压根就[wave amp=30 freq=10]没有[/wave]其他地方可供玩乐消遣。", + "MEREDITH_CONVO21_MEREDITH3": "小镇生活就是这样的。[pause]至少这里的咖啡还不错。", + "MEREDITH_CONVO22_MEREDITH1": "那个……你在新威勒尔这里露营得挺频繁吧?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "也许吧!", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "没、没啊!", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "我有吗?", + "MEREDITH_CONVO22_MEREDITH2": "在我看来像是这样。[wave amp=30 freq=10]其他[/wave]露营伙伴你也都全部亲过了吗?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "你在说什么啊……?", + "MEREDITH_CONVO22_MEREDITH3.f": "没、没事,我就是想逗逗你。", + "MEREDITH_CONVO22_MEREDITH3.m": "没、没事,我就是想逗逗你。", + "MEREDITH_CONVO22_MEREDITH3.n": "没、没事,我就是想逗逗你。", + "MEREDITH_CONVO23_MEREDITH1.m": "呃,[pause]你和凯莉是朋友吧?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "我猜是吧!", + "MEREDITH_CONVO23_MEREDITH1.f": "呃,[pause]你和凯莉是朋友吧?", + "MEREDITH_CONVO23_MEREDITH1.n": "呃,[pause]你和凯莉是朋友吧?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "是啊!", + "MEREDITH_CONVO23_MEREDITH2": "我想知道……[pause]她打的究竟是什么[wave amp=30 freq=10]算盘[/wave]?", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "啊?", + "MEREDITH_CONVO23_MEREDITH3": "她差不多一年前来到港口镇,然后就直奔巡护队接受训练了。[pause]她似乎并不需要[wave amp=30 freq=10]任何[/wave]调整的时间,就接受了困在这座岛上的事实。", + "MEREDITH_CONVO23_MEREDITH4": "我总觉得有[wave amp=30 freq=10]某些地方[/wave]说不通。", + "MEREDITH_CONVO23_MEREDITH6.m": "呃,[pause]先声明一下,我[wave amp=30 freq=10]通常[/wave]并不会在别人背后嚼舌根。我只是觉得你应该知道内情,毕竟[wave amp=30 freq=10]你们俩[/wave]总是一起行动什么的。", + "MEREDITH_CONVO23_MEREDITH5": "她脸上总是挂着副[wave amp=30 freq=10]大大咧咧[/wave]的神色,但背后藏着有不可告人的秘密。[pause]我敢肯定。", + "MEREDITH_CONVO23_MEREDITH6.f": "呃,[pause]先声明一下,我[wave amp=30 freq=10]通常[/wave]并不会在别人背后嚼舌根。我只是觉得你应该知道内情,毕竟[wave amp=30 freq=10]你们俩[/wave]总是一起行动什么的。", + "MEREDITH_CONVO23_MEREDITH6.n": "呃,[pause]先声明一下,我[wave amp=30 freq=10]通常[/wave]并不会在别人背后嚼舌根。我只是觉得你应该知道内情,毕竟[wave amp=30 freq=10]你们俩[/wave]总是一起行动什么的。", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "是贬义吗?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "怎么个怪法?", + "MEREDITH_SOCIAL1_MEREDITH1": "两个大天使都出现了,我们俩也实现了首次融合;于是,我最近的生活突然变得十分怪异。", + "MEREDITH_SOCIAL1_MEREDITH3": "我想,大概是因为我没料到这座岛还能带给我任何意外吧。更不用说你那个打算找出[wave amp=30 freq=10]离开[/wave]方法的计划……", + "MEREDITH_SOCIAL1_MEREDITH2": "别误会!和你融合是挺酷的。但也很[wave amp=30 freq=10]诡异[/wave]啊,不是么?", + "MEREDITH_SOCIAL1_MEREDITH15": "我来到这里实在太久,几乎都没想过还能回去了。", + "MEREDITH_SOCIAL1_MEREDITH17": "我想这也是为什么我喜欢分散自己的注意力吧。", + "MEREDITH_SOCIAL1_MEREDITH16": "大概是因为……[pause]我本来就从来没亲近过老家的什么人。我不喜欢大多数人类。", + "MEREDITH_SOCIAL1_MEREDITH18": "我来到这里时,就对电子产品有点沉迷。于是便为镇上制作灯光之类的东西。", + "MEREDITH_SOCIAL1_MEREDITH19": "这让我有事情可以集中注意力去做,也就不必去想我错过的一切了。", + "MEREDITH_SOCIAL1_MEREDITH20": "我想,这跟寻找那张专辑是一回事吧。", + "MEREDITH_SOCIAL1_MEREDITH21": "啊呸,[pause]抱歉这么……[pause]抱歉这样袒露我的心声。", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "你不必道歉啊!", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "哎呀,别放在心上!", + "MEREDITH_SOCIAL1_MEREDITH22": "嘿嘿。[pause]谢谢。[pause]有那么一秒,我的语气听起来活像是凯莉。", + "MEREDITH_SOCIAL1_MEREDITH23": "你懂我意思吗?她总是表现得好像要为了什么事情道歉似的。", + "MEREDITH_SOCIAL1_MEREDITH24": "好了,掏心掏肺的谈话到此为止。", + "MEREDITH_SOCIAL2_MEREDITH1": "留声机咖啡馆总是让我想起我爸。[pause]他每天早上去伦敦上班前,总是会煮好一壶咖啡,[pause]所以咖啡的香气算是深深烙印在我脑海里了。", + "MEREDITH_SOCIAL1_MEREDITH25": "走吧,我们收拾收拾就该启程了。", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "听起来好令人怀念!", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "这段记忆真不错!", + "MEREDITH_SOCIAL2_MEREDITH2": "也许吧……", + "MEREDITH_SOCIAL2_MEREDITH3": "我实在不好说自己究竟想不想念爸妈。[pause]我们从未有太多相同之处。[pause]他们在不同时代、不同地方长大。", + "MEREDITH_SOCIAL2_MEREDITH4": "我想,我们之间有着巨大的代际鸿沟。[pause]我爸妈爱听[shake rate=30 level=10]糟糕透顶[/shake]的音乐,也不是我的错吧!", + "MEREDITH_SOCIAL2_MEREDITH5": "我搬出家门去上大学后,我们就完全……[pause]断了联系。[pause]也没什么大不了的。", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "真叫人感伤。", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "听起来有点寂寞啊。", + "MEREDITH_SOCIAL2_MEREDITH6": "也许是吧。", + "MEREDITH_SOCIAL2_MEREDITH7": "这么说吧,[pause]我的成长过程中,并没有很多深刻的记忆。", + "MEREDITH_SOCIAL2_MEREDITH8": "我有过朋友,也有各种生活经历,但是回头想想那些记忆……", + "MEREDITH_SOCIAL2_MEREDITH9": "总感觉不过是发生在我身边的事,而不是我参与其中的事。", + "MEREDITH_SOCIAL2_MEREDITH10": "就像坐上了飞行员的座位,但从来都不是由我完全掌舵。", + "MEREDITH_SOCIAL2_MEREDITH11": "我想,我以前是个不酷的小孩,接着又成了不酷的青少年。[pause]至于成年阶段嘛……", + "MEREDITH_SOCIAL2_MEREDITH12": "来日方长,且看我表现如何吧。", + "MEREDITH_SOCIAL2_MEREDITH14": "成长过程中,[wave amp=30 rate=10]从来[/wave]就没有人告诉你,成年后结交朋友会这么难啊!", + "MEREDITH_SOCIAL2_MEREDITH13": "也许我该把握好在新威勒尔的这段日子,结交更多朋友……[pause]救命啊。", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "至少你我就是朋友啊!", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "那我们俩呢?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "至少你我就是朋友啊!", + "MEREDITH_SOCIAL2_MEREDITH15": "对我们来说简单一点,毕竟我们有……[pause]唔,[pause]共同爱好。", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "至少你我就是朋友啊!", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "爱好……?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "有吗?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "也许吧!", + "MEREDITH_SOCIAL2_MEREDITH16": "嗯,[pause]我们都在寻找通往魔法世界的传送门嘛。[pause]这也算是个爱好吧?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "我希望,即便没能找到你的通道……[pause]我们也还能一起出来玩。", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "当然可以了!", + "MEREDITH_SOCIAL2_MEREDITH17.m": "我希望,即便没能找到你的通道……[pause]我们也还能一起出来玩。", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "你脸红起来真可爱呀!", + "MEREDITH_SOCIAL2_MEREDITH17.f": "我希望,即便没能找到你的通道……[pause]我们也还能一起出来玩。", + "MEREDITH_SOCIAL2_MEREDITH18B": "呸呸呸,你[wave amp=30 freq=10]别[/wave]这么夸我。[pause]我完全应付不了称赞。", + "MEREDITH_SOCIAL2_MEREDITH18A": "嘿。那好。", + "MEREDITH_SOCIAL2_MEREDITH20": "唉,[pause]我比我想象的还要累。", + "MEREDITH_SOCIAL2_MEREDITH19B": "害我感觉整个身子都要缩起来了。", + "MEREDITH_SOCIAL2_MEREDITH21": "你说变身和对战算不算锻炼呢?[pause]毕竟也相当令人筋疲力竭啊。", + "MEREDITH_SOCIAL2_MEREDITH22.m": "不说了,[pause]我们还是一起到外头去揍怪物吧。", + "MEREDITH_SOCIAL3_MEREDITH1": "说起来,找黑胶唱片那事,让我不由得思考……", + "MEREDITH_SOCIAL2_MEREDITH22.n": "不说了,[pause]我们还是一起到外头去揍怪物吧。", + "MEREDITH_SOCIAL2_MEREDITH22.f": "不说了,[pause]我们还是一起到外头去揍怪物吧。", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "思考什么?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "继续说吧。", + "MEREDITH_SOCIAL3_MEREDITH3": "我们找到的是一张在我的世界里从未录制过的专辑,对吧?", + "MEREDITH_SOCIAL3_MEREDITH2": "唔,这么说吧:", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "倒也有道理!", + "MEREDITH_SOCIAL3_MEREDITH4": "那么,如果有无数个世界,那就意味着……[pause]有无数张专辑。", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "会是这样吗?", + "MEREDITH_SOCIAL3_MEREDITH6": "他写的每一本书,都不仅仅是一个故事,而像是窥视他脑内世界的一扇窗口——[pause]他的抱负、他的信仰、他的哲学……", + "MEREDITH_SOCIAL3_MEREDITH5": "唔。[pause]我十来岁的时候,是一位奇幻文学作家老先生的忠实粉丝。[pause]我就是个狂热书痴。", + "MEREDITH_SOCIAL3_MEREDITH7": "我猜,写书就像是把一部分的自己永远投向世界吧。", + "MEREDITH_SOCIAL3_MEREDITH8": "最终,我读完了他在世时写过的所有文字,那种曲终人散的感觉残存在我心中挥之不去。", + "MEREDITH_SOCIAL3_MEREDITH9": "我已经体会过他写的一切了。以后[shake rate=30 level=10]永远[/shake]不会再有了。", + "MEREDITH_SOCIAL3_MEREDITH10": "我想,轮到我们撒手人寰时,也应该会这样吧……[pause]我们终归把要说的一切都说完了。", + "MEREDITH_SOCIAL3_MEREDITH11": "但如果有无数个世界,那或许他所写的不同书籍能列成一张无穷无尽的清单。", + "MEREDITH_SOCIAL3_MEREDITH12": "而且说不定……[pause]会有无限个版本的我们,各自有着无限的记忆和经历。", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "当然!", + "MEREDITH_SOCIAL3_MEREDITH13": "或许在某种意义上,[pause]我们永远不会真正死亡。", + "MEREDITH_SOCIAL3_MEREDITH14": "唔,就是随口说说最近瞎想的事情罢了。", + "MEREDITH_SOCIAL3_MEREDITH15": "好啦,要上路了吗?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "我有活动消息要宣布。你做好心理准备了吗?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "我有活动消息要宣布。你做好心理准备了吗?", + "MEREDITH_SOCIAL4_MEREDITH2": "……", + "MEREDITH_SOCIAL4_MEREDITH3": "电影之夜。[pause]地点是我家。[pause]你要加入不?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "我有活动消息要宣布。你做好心理准备了吗?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "于是我就会稍微进到你心里,懂吧?[pause]以及,[pause]唔,[pause]我当然也觉得你很可爱。", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "还是改天吧。", + "MEREDITH_SOCIAL4_MEREDITH4": "切。那等你有空了,就跟我说一声吧。我们应该能开怀大笑一场。", + "MEREDITH_SOCIAL4_MEREDITH5": "那好,你肯定会喜欢的。", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "太神奇了!", + "MEREDITH_SOCIAL4_MEREDITH9": "看见这个了吗?", + "MEREDITH_SOCIAL4_MEREDITH6": "瞧——新威勒尔唯一一台能用的电影投影仪。", + "MEREDITH_SOCIAL4_MEREDITH8": "我也是时候把新威勒尔秘而不宣的诅咒告诉你了。", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "你怎么弄到这东西的?!", + "MEREDITH_SOCIAL4_MEREDITH7": "这是我诸多业余爱好之一。", + "MEREDITH_SOCIAL4_MEREDITH10": "这是录像带。[pause]但这可不是普普通通的录像带……", + "MEREDITH_SOCIAL4_MEREDITH11": "这是1981年动作电影《血拳》的录像带。", + "MEREDITH_SOCIAL4_MEREDITH12": "我来到新威勒尔的这段时间里,被冲上岸的录像带,少说也有数百盘。", + "MEREDITH_SOCIAL4_MEREDITH13": "我把这些录像带都收集了起来。", + "MEREDITH_SOCIAL4_MEREDITH14": "全部。", + "MEREDITH_SOCIAL4_MEREDITH15": "你猜怎么着?", + "MEREDITH_SOCIAL4_MEREDITH16": "都是《血拳》。", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]每一盘录像带,都是《血拳》。[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]这是你在新威勒尔能看的唯一一部电影。[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "所以你猜猜,我们接下来要看的是什么?", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "我准备好抱着讽刺心态来享受了!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "听起来正对我胃口!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "我准备好抱着讽刺心态来享受了!", + "MEREDITH_SOCIAL4_MEREDITH20": "这就对啦。", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "我准备好抱着讽刺心态来享受了!", + "MEREDITH_SOCIAL4_MEREDITH21": "我想说,[pause]谢谢你肯跟我一起玩。", + "MEREDITH_SOCIAL4_MEREDITH22": "我在新威勒尔的生活一直过得挺痛苦,但跟你一起,是我最快乐的时光。", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "那这次就当作是约会吧?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "很高兴我们能成为朋友!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "很高兴我们能成为朋友!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "很高兴我们能成为朋友!", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "嘿嘿。{player},我也是这么想的。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "我们还有一部可怕的电影要看呢。希望你已经做好心理准备啰。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "好,掏心掏肺环节结束了。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "好,掏心掏肺环节结束了。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "好,掏心掏肺环节结束了。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "我们还有一部可怕的电影要看呢。希望你已经做好心理准备啰。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "我们还有一部可怕的电影要看呢。希望你已经做好心理准备啰。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause]…[pause]…[pause]……", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "憋了这么久才问出口,你可真能忍啊。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "我依然想跟你一起出去玩……", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "拜托,我们可是[wave amp=30 freq=30]实打实地[/wave]融合过耶。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "这段关系能不能轻松随意点呢?[pause]就是,[pause]不作出什么承诺?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "于是我就会稍微进到你心里,懂吧?[pause]以及,[pause]唔,[pause]我当然也觉得你很可爱。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "于是我就会稍微进到你心里,懂吧?[pause]以及,[pause]唔,[pause]我当然也觉得你很可爱。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "为什么不行呢?约会夜。看糟糕电影。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "我,[pause]呃,[pause]只试过和男生交往……[pause]所以这对我算是新体验。", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "我……", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "但有时候也想和你亲热一下。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "总之,[pause]这部电影我都看了成千上万次了。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "所以……我们不用看太久的。", + "MEREDITH_ROMANCE_MEREDITH1.m": "{player},你有好一阵子没说话了。[pause]有什么心事吗?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "没什么!", + "MEREDITH_ROMANCE_MEREDITH_NO": "呃,[pause]那好吧。", + "MEREDITH_ROMANCE_MEREDITH1.f": "{player},你有好一阵子没说话了。[pause]有什么心事吗?", + "MEREDITH_ROMANCE_MEREDITH1.n": "{player},你有好一阵子没说话了。[pause]有什么心事吗?", + "MEREDITH_ROMANCE_MEREDITH3": "怎么说呢,我当然[wave amp=30 freq=30]喜欢[/wave]你。", + "CAPTAIN_SKIP_NOT_TRAINEE1": "对了,你要是对“分拣垃圾”这一崇高追求感兴趣的话,不如就当个实习巡护员,亲身体验一下吧?", + "CAPTAIN_SKIP_INTRO2": "你好哇![pause]我叫费辽,是新威勒尔诸多巡护员队长中的一员。", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]我是克娄,今晚就由本机械侍者来为您提供餐桌服务![/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]不知您想点些什……[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]亲爱的顾客,[pause]欢迎光临[pause]纽维加斯“法老百货”![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "我是怖可儿,[pause]巡护员队长,蒙骗死神之人,如今正活生生站在你面前!", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]不来赌一把吗?那就下次吧。[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]我要加大赌注了![/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]好,我们就来赌一把——[pause]抓好王牌,赢家通吃![/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "我又输了?这就是为什么我信不过清醒的世界……", + "CAPTAIN_JUDAS_INTRO1.m": "你还在200米开外时,我就已经听到了你的动静。[pause]如果你是想出其不意的话,那么很遗憾,你失败了。", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "哟,新来的![pause]啊不是,要改口叫新队长了。[pause]我听说你现在也是我们的一分子啰。", + "CAPTAIN_SKIP_POST_REWARD2": "我实在无法想象那样的生活!", + "CAPTAIN_JUDAS_INTRO2": "我是裘达·奈特,[pause]巡护员队长,求生专家。", + "CAPTAIN_JUDAS_PRE_BATTLE1": "那我问你,你想实际演练,学习怎么求生吗?[pause]我已经收到情报,知道你现在是实习巡护员了。", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "我很乐意和你多分享一些情报……但这些都是机密信息。[pause]不过如果你报名成为实习巡护员了,那倒是另当别论。", + "CAPTAIN_JUDAS_INTRO1.n": "你还在200米开外时,我就已经听到了你的动静。[pause]如果你是想出其不意的话,那么很遗憾,你失败了。", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]有人告诉我,你现在也和我们一样是队长了。[pause]要不要再来试试手气?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]有人告诉我,你现在也和我们一样是队长了。[pause]要不要再来试试手气?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]我已修补战斗算法中的所有短处。[pause]“队长”,你的落败在统计学上是必然事件![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]不来赌一把吗?那就下次吧。[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "我待会儿再跟你聊,还有最后几块地方要修一修……", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]有人告诉我,你现在也和我们一样是队长了。[pause]要不要再来试试手气?[/color]", + "CAPTAIN_READY_CHECK.m": "准备好和{pawn}对战了吗?", + "CAPTAIN_JUDAS_POST_REMATCH1": "我还以为这次肯定把每一个可能的情形都考虑到了……", + "CAPTAIN_JUDAS_POST_REMATCH2": "我又一次输了,[pause]不过我绝不会为此落半滴泪。[pause]哭泣只会浪费身体水分,而我的淡水配给已经不多了。", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "有位线人告知我,你现在也和我们一样是巡护员队长了,[pause]着实令人钦佩。[pause]你这次来,是想重赛吗?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "有位线人告知我,你现在也和我们一样是巡护员队长了,[pause]着实令人钦佩。[pause]你这次来,是想重赛吗?", + "CAPTAIN_REMATCH_CHECK": "要向{pawn}发起重赛挑战吗?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "唔,不过……", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "我们倒是很需要像你这样的人才,来帮忙训练新人。你有没有想过当队长?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "你要是感兴趣的话,就要迎接最后一个挑战:[pause]你得在对战中击败[wave amp=30 freq=10]我[/wave]。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "这倒没有!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "我们倒是很需要像你这样的人才,来帮忙训练新人。你有没有想过当队长?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "有!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "你看怎么样?要不要挑战这个试炼,成为巡护员队长?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "没事,你改变主意了就来找我谈吧。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "当然!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "你看怎么样?要不要挑战这个试炼,成为巡护员队长?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "你看怎么样?要不要挑战这个试炼,成为巡护员队长?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "还是改天吧。", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "我一直渴望亲眼看看你究竟有多少本事。希望你已经做好准备,在我们面前使出全力应战!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "我一直渴望亲眼看看你究竟有多少本事。希望你已经做好准备,在我们面前使出全力应战!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "“我们”?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "妻子?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "我一直渴望亲眼看看你究竟有多少本事。希望你已经做好准备,在我们面前使出全力应战!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "我认为在这种时候,[pause]找我妻子出来帮忙再合理不过了。", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "你要和谁并肩作战?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "这场对战势必成为[wave amp=30 freq=10]本年度最火热的较量![/wave]谁能取得最终的胜利?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "你已经结婚了?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "准备好了吗,宝贝?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "当然了,亲爱的!", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "{player},你可以的!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "加油啊,异界人,让埃安忒看看谁才是老大!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "加油啊,异界人,让埃安忒看看谁才是老大!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]埃安忒,好好教训他一顿!别保留实力![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "加油啊,异界人,让埃安忒看看谁才是老大!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]埃安忒,好好教训那家伙一顿!别保留实力![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]埃安忒,好好教训她一顿!别保留实力![/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "{player},别以为我们会手下留情。[pause]你已经不再是实习巡护员了;现在的你,已经跻身[shake rate=30 level=10]高手行列![/shake]", + "LEADER_IANTHE_BATTLE_START.m": "{player},别以为我们会手下留情。[pause]你已经不再是实习巡护员了;现在的你,已经跻身[shake rate=30 level=10]高手行列![/shake]", + "LEADER_IANTHE_BATTLE_START.n": "{player},别以为我们会手下留情。[pause]你已经不再是实习巡护员了;现在的你,已经跻身[shake rate=30 level=10]高手行列![/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]怎么,你以为就你们懂得融合?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]怎么,你以为就你们懂得融合?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]怎么,你以为就你们懂得融合?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "不错,[pause]非常不错![pause]你总是不负众望!", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "看来传言说得没错呀!真是场精彩的对战!", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "给,这个归你了。", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "这枚徽章意味着,你已经正式成为巡护员队长。众人会找你帮忙训练他们,正如其他队长训练你那样。", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "你也许听说了吧,新威勒尔首个用磁带变身成怪物形态的人,那就是我了。[pause]自那时起,众人一直在问我同一个问题……", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "这枚徽章意味着,你已经正式成为巡护员队长。众人会找你帮忙训练他们,正如其他队长训练你那样。", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "人类创造了[wave amp=30 freq=10]艺术[/wave],比如音乐就是其中一种;[pause]而艺术是想象出来的无形之物,完全存在于我们的集体想象之中。", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "这枚徽章意味着,你已经正式成为巡护员队长。众人会找你帮忙训练他们,正如其他队长训练你那样。", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "“磁带这玩意儿,究竟是个什么原理啊?[pause]这压根解释不通啊!”", + "LEADER_IANTHE_FUSED_MATERIAL1": "这些原料是从暴走融合体身上掉落的。大天使或许也会掉落,不过我不太确定。", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "你知道我是怎么想的吗?[pause]我觉得,这完全解释得通,只不过要找准思考的角度。", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "然后,[pause]我们将这无形的音乐,封存在有形的物理形态之中——比如[wave amp=30 freq=10]磁带[/wave]。[pause]这就让磁带成为了物质世界和想象世界之间的完美桥梁。", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "你有看见市民中心外的告示板吧?[pause]如果有哪位实习巡护员要试试自己的身手,我会在告示板上给你留条信息。", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "我认为这个解释,在某种程度上是说得通的吧!", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "而我,则要暂时离开,去休一个久违的假期了。[pause]如果你打算继续在岛上探索,不如顺道去和队长们叙叙旧吧?", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "我相信大家一定很乐意为你的“升迁”送上祝贺!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "至于我们为什么要求巡护员收集这些原料呢……这个问题还是留给队长们操心吧。你暂时只要专注于训练就好。", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "既然你已经是队长,那么就有必要知道我们为什么要收集这些融合原料了。", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "既然你已经是队长,那么就有必要知道我们为什么要收集这些融合原料了。", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "既然你已经是队长,那么就有必要知道我们为什么要收集这些融合原料了。", + "LEADER_IANTHE_FUSED_MATERIAL3": "不知你有没有留意到,整个新威勒尔地区的“暴走融合体”越来越多了?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "我以前还和它们交过手呢!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "“暴走融合体”?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "果不其然。那就是说,你应该也清楚,它们比其他在新威勒尔出没的普通怪物更难对付吧。", + "LEADER_IANTHE_FUSED_MATERIAL4B": "你或许在环岛旅途中遇到过这些暴走融合体。[pause]它们是野生的怪物融合体,身旁通常有乌云环绕,绝对不会认错。", + "LEADER_IANTHE_FUSED_MATERIAL5": "但以前可不是这样的。几年前,融合还只是偶发的反常现象呢。", + "LEADER_IANTHE_FUSED_MATERIAL6": "我们并不清楚它们从何而来,又或者因何形成。", + "LEADER_IANTHE_FUSED_MATERIAL7": "我担心的是,如果这种现象的发生率继续攀升,那么不出几年,港口镇就会被暴走融合体占领。", + "LEADER_IANTHE_FUSED_MATERIAL8": "我不想引起群众恐慌,所以请不要往外说。", + "LEADER_IANTHE_FUSED_MATERIAL9": "不过,希望还是有的!从这些融合体身上获得的融合原料,会释放出微弱的辐射;虽不足以造成伤害,但是……", + "LEADER_IANTHE_FUSED_MATERIAL11": "也许……[pause]也许我们甚至能查出暴走融合体究竟从何而来,并阻止它们的扩散。能做到这点就最好了。", + "LEADER_IANTHE_FUSED_MATERIAL10": "有了足够多的融合原料,我们就能制造追踪设备,侦测暴走融合体的所在。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "你有没有留意过怪物形态的元素属性呢?", + "LEADER_IANTHE_FUSION_IANTHE1": "融合……[pause]这种现象罕有实现。我自己想出了一套理论来解释两个人何以融合,不过并不是十分肯定。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "对特定属性的怪物使用元素招式,可以引起[wave amp=30 freq=10]化学反应[/wave]。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "但是,同一个火系招式,[pause]若是用在水系怪物身上,[pause]就会令怪物周围升起[wave amp=30 freq=10]治疗蒸汽[/wave]。这对你可就不太有利了,对吧?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "这些化学反应有时候有利于你——比如说,对毒系目标使用火系招式,就能引起烧伤。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "你可以在发动攻击前,查看这个攻击会造成的状态效果,所以务必多注意观察。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "啊,我差点忘了![pause]许多招式并没有固有的元素属性,比如“掌掴”和“啐沫”;因此,这些招式的属性将会随使用者的属性而改变。", + "LEADER_IANTHE_FUSION_IANTHE3": "你若想强化融合体,就得和融合的另一方增进感情。", + "LEADER_IANTHE_FUSION_IANTHE2": "根据以往的经验,我可以断言,两个人之间若有坚实的感情纽带,似乎就能直接增强其融合形态的力量和能力。", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "你都和什么人融合过?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "你的融合搭档是谁?", + "LEADER_IANTHE_FUSION_IANTHE6": "这你就别多事了!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "你的融合搭档是谁?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "你的融合搭档是谁?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "{player},感谢你努力完成我派下的任务!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "有了你收集回来的这些融合原料,我就可以去找西提耶队长,把融合雷达安装在岛上的几座磁电塔上。", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "{player},感谢你努力完成我派下的任务!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "与此同时,这台原型机你收下吧。", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "{player},感谢你努力完成我派下的任务!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "打开地图看看,上面会显示暴走融合体的出没位置。", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "这个版本的融合雷达还不太能深入地面,而且并非100%可靠,不过我相信你一定能把它用好的。", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "总之,别忘了把收集回来的融合原料交给威玛巡护员。这东西光是躺在你的口袋里,可不会起到多大用处!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "你交给我的上一批融合原料相当有用。西提耶队长告诉我,他的[wave amp=30 freq=10]探地融合雷达[/wave],已经接收到死地的恐龙采石场地底下传出的信号。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "我已经指派瓦莱斯队长前去开挖,不过要等他先忙完训练新人和制服暴走融合体的任务。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "说到融合体,我们似乎又遇到了,呃,新情况……", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "岛上各处都开始凭空涌现出一种全新的不稳定融合体。我们管这种融合体叫“缝合兽”。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "这些东西自我复制的速率……[pause]说“令人不安”都算轻的。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "我会在告示板上标示几个位置,能不能麻烦你去看一眼呢?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "我让瓦莱斯队长去开挖了,看来又是一座那种突然凭空出现在各地的地铁站。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "你还记得我跟你提过,西提耶队长的融合雷达上接收到了恐龙采石场传出的信号吗?", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "当然,也别忘了把收集回来的融合原料交给威玛巡护员。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "根据这座地铁站的信号强度来判断,这里恐怕是所有缝合兽和暴走融合体的源头!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player},我们巡护员队伍中,就数你最熟悉这些地铁站……[pause]以及内部的古怪居民……[pause]所以,能不能请你去看一眼呢?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player},我们巡护员队伍中,就数你最熟悉这些地铁站……[pause]以及内部的古怪居民……[pause]所以,能不能请你去看一眼呢?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "唔,所以梅林线是想我们自己解决肆虐的暴走融合体?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player},我们巡护员队伍中,就数你最熟悉这些地铁站……[pause]以及内部的古怪居民……[pause]所以,能不能请你去看一眼呢?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "好吧,万一出了什么岔子,起码我们还可以撤退到夜之桥站——而这也要感谢你的努力。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player},有什么好消息吗?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player},我之前说过,即使你离开新威勒尔,我也不会责怪你;这句话依然成立。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "但如果你决定再待久一点,那么我可以安排给你的工作简直无穷无尽。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "相信你现在也已经明白这回事了。", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "凯莉好像有东西要给你。", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "唔,我前段时间录下了这盘磁带,让我回想起我们第一次见面的那一天。", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "我知道这算不上什么,但我很希望你收下这盘磁带!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "对了,你最近有没见过……[pause]悬浮在空中的巨大球体?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "什么!?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "是一位新来的实习巡护员发回的奇怪报告。不过他的头部[wave amp=30 freq=30]的确[/wave]受了伤,所以也许只是虚惊一场。", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "比如说……太阳?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "不过以防万一,还是要多留意你的融合雷达。", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "这是给你的!", + "OUTPOST_NPC_2_DIALOGUE1": "我被一个躲在拐角的弹簧腿伏击了。[pause]老实说,我能完好无缺逃出来,都算是走运了!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]呼……[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "你们这些血肉生物,做梦都在想着死亡,恨不得将自己短暂的一生全都耗费在畅想死亡之上。你们之所以来到我面前,想必也是为了此事吧?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "你是想问……我们来这里是不是为了找死,是吗?[pause]老实说,我并不这么认为。", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "这家伙看起来还真朋克啊。[pause]不过我隐约觉得,他大概是想杀了我们。", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "没啦,我们是来打架的。", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "我不惧怕死亡——[pause]英勇赴死,胜过苟且偷生!", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "我感觉这对我们来说可不是什么好兆头。", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]死亡吓不倒我……你也别想……[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "吼……", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "我将大啖你们的恐惧,因为我会向你们展示死亡的真面目。", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "哎哟厉害了,骷髅大块头!哪支队伍少得了这样的好帮手啊。", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "刚才那也太吓人了吧?不过真想知道它说的是不是真的……[pause]也许人类[wave amp=30 freq=10]确实[/wave]一辈子都在思考死亡吧。", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "呔,就连我等族人,也无法逃脱真正的死亡……", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "这座岛上想要取我们性命的噩梦生物,实在是……[pause]多得要数不过来了。", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "我[wave amp=30 freq=10]这辈子[/wave]都没见过那么大的骷髅怪物!怪吓人的,你说是吧?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "刚才……真令人不适。", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "懦夫一生死多次,勇者一生死一回。", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]这下可就让大天使见识到我们有多么无所畏惧了!应该吧……[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "你们要为我的收藏多添几副玩具吗?我正渴求着更多玩物……", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "抱歉了大兄弟,我们不是来这里玩的。", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "这大天使的眼睛真让我寒毛直竖……", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "人类对于你们来说,竟然只是玩偶吗?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "从这一精灵的话语之中,我感受不到丝毫善意。", + "AA_PUPPET_PRE_BATTLE_FELIX2": "这家伙恐怕不会关心我们的死活。", + "AA_PUPPET_PRE_BATTLE_DOG2": "吼……", + "AA_PUPPET_PRE_BATTLE_AA3": "不错……把你们俩做成手套人偶正好!哈哈哈哈哈!", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]我们是来做正经事的……可不是来玩的。[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "这家伙[shake rate=30 level=10]动个不停[/shake],我们根本打不到它!一定[wave amp=30 freq=10]有什么办法能判断[/wave]接下来它要往哪个方向移动。", + "AA_PUPPET_HINT_KAYLEIGH1": "它一直来回移动,我们的攻击老是错过目标!仔细观察,一定[wave amp=30 freq=10]有什么办法能判断[/wave]接下来它要往哪个方向移动……", + "AA_PUPPET_HINT_EUGENE1": "可恶,每次都在快要打中的时候移动!快努力想想,一定[wave amp=30 freq=10]有什么办法能判断[/wave]接下来它要往哪个方向移动……", + "AA_PUPPET_HINT_FELIX1": "呵,攻击都还没打到它,它就先移动了。我们得开动脑筋,一定[wave amp=30 freq=10]有什么办法能判断[/wave]接下来它要往哪个方向移动……", + "AA_PUPPET_HINT_VIOLA1": "敌方猎兽脚下生风,然我方攻击却屡屡失准。唉!相信必有[wave amp=30 freq=10]化解之策[/wave],能助我等辨别此物意欲奔往何方……", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]肯定有什么办法能预判它接下来要往哪里移动……[/wave]", + "AA_PUPPET_HINT_DOG1": "汪克利似乎不大高兴,因为面前的大天使不停移动,你们谁也攻击不到它。或许有什么办法,能弄清楚接下来它要往哪个方向移动?", + "AA_PUPPET_POST_BATTLE_PUPPET1": "我的娃娃!你们居然杀了我的娃娃!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "很高兴认识你,这位戴帽子的朋友!不知你是否在寻找新的工作机会呢?不如我们聊两句吧!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "那个大天使谈起我们的语气,就好像我们压根不是真实存在的……好像我们不过是玩具罢了。[pause]不过现在它吃了败仗,也许会有不同想法吧。", + "AA_PUPPET_POST_BATTLE_EUGENE3": "这世上[wave amp=30 freq=10]总有[/wave]某些怪物,认为人的生命不过是自己手中的玩物。[pause]无论大天使还是人类,都一样危险。", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "那只大天使最好已经认识到,我可不是[wave amp=30 freq=10]任何人[/wave]的玩物。", + "AA_PUPPET_POST_BATTLE_FELIX3": "它是不是……[pause]把我们捏成娃娃了?我想这场战斗之后,我显然没法睡个安稳觉了。", + "AA_PUPPET_POST_BATTLE_VIOLA3": "在那精灵眼中,我等不过是区区玩偶。理应引以为戒,认识到两个族类实是天差地别。", + "AA_TOWER_PRE_BATTLE_AA1": "真相……谎言……你们这些羽翼未丰的族类,总爱在如此微不足道的概念上纠缠不休。现实并非真实!拥抱无知吧!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]这下就让它见识到了吧,我们可不是来玩的![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "这东西对“现实”的理解,肯定有点问题。", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "这东西无疑很需要认清现实。", + "AA_TOWER_PRE_BATTLE_EUGENE2": "……没听懂。你到底想说什么啊?", + "AA_TOWER_PRE_BATTLE_FELIX2": "虽说我也很想“拥抱无知”,但还有正事要做呢。", + "AA_TOWER_PRE_BATTLE_VIOLA2": "愚昧与无知,为人类共同的诅咒。不过精灵,容我提醒你一句,两者在这世上均[wave amp=30 freq=10]业已[/wave]泛滥成灾。", + "AA_TOWER_PRE_BATTLE_AA3": "你们不懂,你们还沉睡在对真相和谎言的错误认知之中。让我来把你们唤醒吧!", + "AA_TOWER_PRE_BATTLE_DOG2": "吼……", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]抱歉,我不太明白你在说什么……[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "我算是看清了一个真相……那就是我落败了……", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "我看这下我们让那大天使“认清现实”了,你说是吧?", + "AA_TOWER_POST_BATTLE_ALEPH2": "嘿,这位朋友!看来你输了一场战斗啊。不如跟我混吧?", + "AA_TOWER_POST_BATTLE_EUGENE3": "大天使虽然强大,但这不代表它们就一定聪明。", + "AA_TOWER_POST_BATTLE_MEREDITH3": "我想,只要挨几顿揍,就连最[wave amp=30 freq=10]啰嗦[/wave]的大天使也会闭嘴的。我们应该把这个教训铭记在心。", + "AA_TOWER_POST_BATTLE_FELIX3": "那大天使还真是爱说些不明所以的话呢,对吧?不过起码我们成功让它闭嘴了。", + "AA_TOWER_POST_BATTLE_VIOLA3": "那精灵的言语中理性所剩无几,败于我们之手许是能挫其威风。", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]大天使还蛮奇怪的,对吧……?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "大胆,你们竟无视我的指令横冲直撞!你们胆敢不尊重我?你们难道不知道我是哪号人物吗?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "呀,看来你还挺自大的嘛?", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "嗯,你说得没错,我完全不尊重你。", + "AA_ALICE_PRE_BATTLE_EUGENE2": "哎哟喂,我压——根——就不知道你是谁好吧。", + "AA_ALICE_PRE_BATTLE_FELIX2": "我们不知道你是谁,很奇怪吗……?", + "AA_ALICE_PRE_BATTLE_DOG2": "吼……", + "AA_ALICE_PRE_BATTLE_VIOLA2": "精灵,我的尊重并非予取予求之物。", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]实在抱歉,我好像不认识你啊……[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "在皇室成员面前,竟也敢这般无礼!你们若拒绝使用头脑,就由我屈尊帮你们摘下!", + "AA_ALICE_POST_BATTLE_ALICE1": "你们还真是一点都不懂得尊重人!真让人火冒三丈!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "她大概认为自己是女王,统领着自己的小小世界吧?", + "AA_ALICE_POST_BATTLE_ALEPH2": "爱丽丝小姐,很荣幸认识你!我正需要一位像你这样通晓……人际交往的人才。", + "AA_ALICE_POST_BATTLE_MEREDITH3": "所有大天使都这么自视甚高吗?还是说她只是个[wave amp=30 freq=10]特例[/wave]?", + "AA_ALICE_POST_BATTLE_EUGENE3": "这些大天使也太粗鲁了吧!", + "AA_CUBE_PRE_BATTLE_CUBE1": "第三维度空间并不完美。科学数学永不会错。世间万物皆有四面。", + "AA_ALICE_POST_BATTLE_FELIX3": "你觉得那个大天使是真的想要取我们首级,还是说只是种修辞手法啊?呃,算了,还是别回答了,我并不想知道答案。", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]她还挺没礼貌的……[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "如此飞扬跋扈之人,无论是否出身皇室,都无法迫使我低头鞠躬。", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "阿列夫也太喜欢侃侃而谈了。但说真的,他[wave amp=30 freq=10]到底[/wave]是怎么开口说话的啊?他那脑袋,也就一大三角而已啊。真是个怪人。", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "我本想说这东西怕不是脑子搭错线……[pause]不过,它看起来确实连脑子都没有。", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "这个大天使似乎脾性有点古怪,但说不定它并没有恶意!", + "AA_CUBE_PRE_BATTLE_FELIX2": "这个大天使或许并不会攻击我们。你觉得呢?", + "AA_CUBE_PRE_BATTLE_EUGENE2": "这东西似乎有些看不真切……", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]抱歉,我不太明白你在说什么……[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "面前这一精灵,莫非是哲学家?还是说,它纯粹是陷入了癫狂?", + "AA_CUBE_PRE_BATTLE_DOG2": "汪呜?", + "AA_CUBE_PRE_BATTLE_CUBE3": "不。我在你们体内看见了不协调。你们不够完美,你们是有缺陷的生物!就由我来将你们七扭八歪的棱角掰正!", + "AA_CUBE_POST_BATTLE_CUBE1": "难道我的棱角也不够完美?计算明明都是正确的……我同时在3个维度里失败了。", + "AA_CUBE_POST_BATTLE_ALEPH2": "时机正巧!我正好想招募一位善于处理数字的人才。这位新立方体朋友,你想要一份工作吗?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "结果对方根本就不是什么没有敌意的大天使。也太倒霉了吧!", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "看来我的“这座岛上试图杀我的奇怪生物”清单又能添上一笔了。[pause]真了不起。", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "看来我的“这座岛上试图杀我的奇怪生物”清单又能添上一笔了。[pause]真了不起。", + "AA_CUBE_POST_BATTLE_EUGENE3": "那个大天使可真奇怪,总感觉无论从哪个角度看它,都是一个样。", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "看来我的“这座岛上试图杀我的奇怪生物”清单又能添上一笔了。[pause]真了不起。", + "AA_CUBE_POST_BATTLE_FELIX3": "下次我们再遇上大天使,我还是直接假定对方想夺我们性命好了。", + "AA_CUBE_POST_BATTLE_VIOLA3": "若说那精灵的癫狂自有其章法,那我也实在无缘领略。", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]大天使还蛮奇怪的,对吧……?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "所以,现在又来了个长着[wave amp=30 freq=10]三角头[/wave]的神秘人,干预我们对大天使的追查?我真被弄糊涂了……", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "那个三角头男又出现了。你觉得他找这帮大天使会有什么企图呢?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "又一场和大天使的战斗以[wave amp=30 freq=10]三角头男[/wave]的现身告终。我好像看出某种规律来了……", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "三角头男说,他想和你“好好聊一聊”。这话是什么意思……?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "大天使再一次被三角头男变走了。我总感觉这事值得担忧,你说是吧?", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "我开始怀疑三角头男来者不善,我们应该对他保持警惕。", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "{player},到现在你都和那个三角头男打过多少次照面了?在我听来,无论你去到哪里,他好像都会突然冒出来,不是吗?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "三角头男再一次凭空出现,把正与我们酣战的大天使变走了……", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "我们又击败了一位大天使,结果又是让凭空出现的阿列夫给招募走了……他究竟是在做什么啊?这人也跟我们一样困在这座岛上了吗?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "假如三角头男还打算继续冷不丁冒出来,把我们刚击败的大天使招揽过去,那他起码也该介绍一下自己,别总是那么无礼啊,你说是吧?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "我们赢下了战斗,但是阿列夫又一次把大天使变走了……", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "阿列夫说我们的世界有以他为蓝本的“神话”。{player},你说这会不会是真的?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "会不会我们每次战胜大天使,都只是在为阿列夫创造招兵买马的机会啊?难不成真是这样……", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "又一个大天使倒下了,而阿列夫手下则又多了一名新兵。这人究竟在打什么算盘啊?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "所以,呃,那个三角头男究竟是什么情况?他把大天使……[pause][wave amp=30 freq=10]变[/wave]走了?我真被弄糊涂了……", + "RETROSPECTIVE_ALEPH_MEREDITH2": "那个三角老兄也不是第一次突然现身抓走大天使了吧?这看起来可不太妙……", + "RETROSPECTIVE_ALEPH_MEREDITH3": "你觉得那个三角老兄是怎么回事?长着几何形状脑袋的人,我可是一个也信不过。", + "RETROSPECTIVE_ALEPH_MEREDITH5": "下一次再见到三角头男子,不如干脆直接问他到底在打什么主意吧?我看值得一试……", + "RETROSPECTIVE_ALEPH_MEREDITH4": "那个三角头男说,他想和你“好好聊一聊”。这么一个浮在空中的诡异家伙,说起话来倒是出奇地有教养。", + "RETROSPECTIVE_ALEPH_MEREDITH6": "我们要不要假定那位三角头老兄正在盘算什么阴谋诡计?反正我是这么假定的。", + "RETROSPECTIVE_ALEPH_MEREDITH8": "无论你跟谁搭档,每次和大天使对战,似乎都是以三角头男的出现告终,对吧?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "好吧,这场战斗也以三角头男又一次意料之中的现身告终了。还是一如既往惹人生厌……", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "那个阿列夫,还真是哪里都有他的身影!只要是在地铁站之内,他好像都可以畅通无阻。", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "那位三角老兄说起话来活像个小生意人,这也太奇怪了吧?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "那个叫阿列夫的老兄又现身了。", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "那位三角老兄说起话来活像个小生意人,这也太奇怪了吧?", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "那位三角老兄说起话来活像个小生意人,这也太奇怪了吧?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "好吧,这场战斗也以阿列夫又一次意料之中的现身告终了。还是一如既往惹人生厌……", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "无论你跟谁搭档,每次和大天使对战,似乎都是以阿列夫的不请自来告终,对吧?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "为什么那个叫阿列夫的,说话的语气活像个小生意人啊?这也太奇怪了吧。", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "为什么那个叫阿列夫的,说话的语气活像个小生意人啊?这也太奇怪了吧。", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "为什么那个叫阿列夫的,说话的语气活像个小生意人啊?这也太奇怪了吧。", + "RETROSPECTIVE_ALEPH_EUGENE1": "我得跟你确认一下:你也看到了那个浮在半空中的红衣男子,用他的三角头吸走了大天使吧?[pause]总不会是我出现幻觉了吧。", + "RETROSPECTIVE_ALEPH_EUGENE2": "好吧,那个红衣男又跑出来让大天使消失了。这是第二次了,对吧?", + "RETROSPECTIVE_ALEPH_EUGENE3": "那个悬空的红衣男,是第三次跑出来令大天使[wave amp=30 freq=10]人间蒸发[/wave]了,我说得没错吧?", + "RETROSPECTIVE_ALEPH_EUGENE5": "这场对战打得很精彩,但现在我更关心的是战斗结束时现身的悬空男。假如他会对港口镇构成威胁,那么我可得打醒十二分精神了……", + "RETROSPECTIVE_ALEPH_EUGENE4": "那个红衣男子说,他想和你“好好聊一聊”。我听着这话怎么还带点威吓感呢……", + "RETROSPECTIVE_ALEPH_EUGENE6": "那个三角头的男人……你觉得他会不会也是个大天使啊?他看起来挺强大的。我一点也信不过他。", + "RETROSPECTIVE_ALEPH_EUGENE7": "那个三角头说世上流传着以他为蓝本的“神话”,这是什么意思?", + "RETROSPECTIVE_ALEPH_EUGENE8": "那个三角头男又现身了,还真是一点也不意外。你每次找到大天使,他是不是都会跟着出现?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "那个大天使说话的语气,活像是个公司经理。这可真让我浑身不自在。", + "RETROSPECTIVE_ALEPH_FELIX4": "三角头男说想和你“好好聊一聊”,这是什么意思?他听起来还挺有教养的,不过我一点也信不过他。", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "那个大天使说话的语气,活像是个公司经理。这可真让我浑身不自在。", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "那个大天使说话的语气,活像是个公司经理。这可真让我浑身不自在。", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "这场对战可真是[shake rate=30 level=10]赞爆了[/shake]。不过现在我满脑子都想着阿列夫,他究竟要搞什么鬼?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "阿列夫说世上流传着以他为蓝本的“神话”,这是什么意思?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "阿列夫看样子并不想自己动手,他似乎总是在战斗结束[b]之后[/b]才会现身。", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "阿列夫[wave amp=30 freq=10]又一次[/wave]在战斗结束后现身了,还真是一点也不意外。你每次找到大天使,他是不是都会跟着出现?", + "RETROSPECTIVE_ALEPH_FELIX1": "你以前见过那个长着三角头的家伙吗?我反正是绝对没见过。还挺诡异的,你说是吧?", + "RETROSPECTIVE_ALEPH_FELIX2": "所以现在三角头男是第二次出现了,对吧?感觉不太对劲,不过具体哪里不对劲我也说不上来。", + "RETROSPECTIVE_ALEPH_FELIX3": "{player},三角头男这次好像认得你了。", + "RETROSPECTIVE_ALEPH_FELIX6": "那个三角男……估计也是个大天使吧?我看十有八九是了……", + "RETROSPECTIVE_ALEPH_FELIX5": "那个三角男又跑回来把落败的大天使救走了。他是在招揽大天使吗?", + "RETROSPECTIVE_ALEPH_VIOLA1": "此前出现在我们面前的身影,怎一个奇字了得!我所指的并非与我们交手的精灵,而是那位头颅无处可寻之人……", + "RETROSPECTIVE_ALEPH_FELIX7": "那个三角头说,我们的世界里流传着以他为蓝本的“神话”。他指的究竟是什么啊?", + "RETROSPECTIVE_ALEPH_FELIX8": "{player},你对那个三角头男有什么想法?我正在想个合理的解释……", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "所以,阿列夫又冒出来把我们对战的大天使给救走了。他把这些大天使聚到一起,是打算做什么?难道也想找到离开新威勒尔的法子吗?", + "RETROSPECTIVE_ALEPH_FELIX9": "所以那个三角头男[b]确实[/b]是在招揽大天使啊。他打算干什么啊,要组乐队吗?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "阿列夫说,我们的世界流传着以他为蓝本的神话。他的话我一个字都不信,但是我总感觉,这次他说的恐怕是真的……", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "之前阿列夫现身时,他说话的语调听起来十分熟悉,像是在给我们对战的大天使发[wave amp=30 freq=10]聘用意向书[/wave]……", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "我们赢了对战,但是阿列夫又一次出现了。{player},我们应该小心点。", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "阿列夫究竟为什么要招揽大天使呢?他打算干什么啊,要组乐队吗?", + "RETROSPECTIVE_ALEPH_VIOLA3": "那精灵的脸庞,令我照见自己的身影;而{player},他似乎认得你的容颜。此精灵究竟在密谋何等诡计?", + "RETROSPECTIVE_ALEPH_VIOLA2": "那精灵再次于你面前现身,其脸庞犹如明镜。此人不合时宜的到访,究竟有何深意?", + "RETROSPECTIVE_ALEPH_VIOLA4": "{player},以镜为脸的精灵似乎想与你交谈。依我所见,应当警惕此人口中所言。", + "RETROSPECTIVE_ALEPH_VIOLA6": "脸庞犹如明镜的精灵,究竟有何图谋?{player},我决不信任精灵之计。", + "RETROSPECTIVE_ALEPH_VIOLA5": "三角头颅的精灵又一次对我们的战斗横加阻挠。多么古怪的精灵啊……", + "RETROSPECTIVE_ALEPH_VIOLA7": "于我们面前现身的精灵——那以镜为脸的精灵——究竟有何图谋?", + "RETROSPECTIVE_ALEPH_VIOLA8": "那以镜为脸的精灵不合时宜的到访,又一次令敌人从我们手中逃脱。着实粗野无礼。", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "我们虽战胜强大精灵,然精灵阿列夫横加阻挠将其救走。我不禁留意到个中规律……", + "RETROSPECTIVE_ALEPH_VIOLA9": "以镜为脸的精灵若真谦恭有礼,则理应自报家门才是。不速之客绝不会受我们欢迎。", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "我们的敌人“阿列夫”究竟在密谋何等诡计?{player},我决不信任精灵之计。", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "精灵“阿列夫”又一次对我们的战斗横加阻挠。莫非他亦想离开这一国度?", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "那名为阿列夫的精灵不合时宜的到访,又一次令敌人从我们手中逃脱。着实粗野无礼。", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", + "CAPTAIN_HEATHER_POST_BATTLE2": "这都是我们希望巡护员们具备的品质。[pause]你以出色的成绩通过了我的试炼!", + "CAPTAIN_HEATHER_POST_BATTLE1": "嚯,看来狂风暴雨都无法阻挡你前进的脚步!无论天气如何,你都昂然挺立!", + "CAPTAIN_HEATHER_POST_REWARD1": "我预测你的前途一片光明!", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "这里的天气难以预测……[pause]不过这座岛上的一切也都不外如是,对吧?", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "我之前的预测很准确:你现在成了巡护员队长啦!这正是重赛的绝佳时机啊,你说是吧?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "不错![pause]该把气压调高了!", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "我之前的预测很准确:你现在成了巡护员队长啦!这正是重赛的绝佳时机啊,你说是吧?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]呼……呼……[/shake]我都能感受到小腿肌肉在蹭蹭长了……", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "我之前的预测很准确:你现在成了巡护员队长啦!这正是重赛的绝佳时机啊,你说是吧?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "没关系,多做几组热身再回来挑战也无妨!", + "CAPTAIN_HEATHER_POST_REMATCH1": "又是一场雷鸣般的胜利!不过当然了,我早已料到你有这般实力!", + "CAPTAIN_BUFFY_INTRO2": "啊,你好!我是布鲁娜,不过朋友们都叫我“霸娜”。[pause]我是新威勒尔的一名巡护员队长。", + "CAPTAIN_BUFFY_INTRO3": "你可以说,我是在磨练这副身躯,进行作战训练!虽说在新威勒尔这片土地上,我们可以靠变身成怪物来战斗……", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "你是在训练什么呢?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "你在做什么?", + "CAPTAIN_CODEY_POST_REWARD1": "别会错意了,这可不是你[wave amp=30 freq=10]自己[/wave]赢下的,听见了吗?[pause]我要是把全部实力使出来,你压根不会有半点胜算。", + "CAPTAIN_BUFFY_INTRO4": "但这一切,都始于我们自己的血肉之躯!对战需要能量,而我必须将身体的潜在能量发挥到[wave amp=30 freq=10]极致[/wave]!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "我倒是很乐意指点迷津,不过你还没报名成为实习巡护员啊。还是改天再来吧?", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "我倒是很乐意指点迷津,不过你还没报名成为实习巡护员啊。还是改天再来吧?", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "那就来吧![pause]但愿不会让你[wave amp=30 freq=10]过于[/wave]筋疲力竭!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "我倒是很乐意指点迷津,不过你还没报名成为实习巡护员啊。还是改天再来吧?", + "CAPTAIN_BUFFY_PRE_BATTLE1": "想学点东西的话,就该来挑战我的巡护员试炼。你有足够的体力来和我比身手吗?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "那就来吧![pause]但愿不会让你[wave amp=30 freq=10]过于[/wave]筋疲力竭!", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "那就来吧![pause]但愿不会让你[wave amp=30 freq=10]过于[/wave]筋疲力竭!", + "CAPTAIN_BUFFY_LAST_LEGS1": "这下我真要练得大汗淋漓了!", + "CAPTAIN_BUFFY_POST_BATTLE2": "实习巡护员,做得好![pause]你凭实力赢下了奖励。", + "CAPTAIN_BUFFY_POST_BATTLE1": "尽管我已将潜能发挥到极致,但结果还是累瘫了!", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100个仰卧起坐,100个俯卧撑,100个弓步蹲……最近的锻炼流程一定能把我的腹肌练得硬梆梆,结实得能在上面磨刀!", + "CAPTAIN_BUFFY_POST_REWARD1": "也许我该休息一下了,免得拉伤肌肉……", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "你好呀,[wave amp=30 freq=10]巡护员[/wave]![pause]我听说你升职了!", + "CAPTAIN_BUFFY_PRE_REMATCH2": "看来这次又是来找我锻炼的吧?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "你好呀,[wave amp=30 freq=10]巡护员[/wave]![pause]我听说你升职了!", + "CAPTAIN_BUFFY_PRE_REMATCH3": "那就来吧![pause]我一直期待着和你再来一场大汗淋漓的对战!", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "你好呀,[wave amp=30 freq=10]巡护员[/wave]![pause]我听说你升职了!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "战斗逐渐白热化![pause]深受喜爱的主持人能否胜出?还是说,胜利女神眷顾的是大胆的黑马?[pause]乐章即将奏响高潮!", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "没关系,多做几组热身再回来挑战也无妨!", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "看来你有在坚持锻炼吧?有付出就看得见回报,你比上次更强了!", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "看来你有在坚持锻炼吧?有付出就看得见回报,你比上次更强了!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "虽说我们很想实时采访面前这位嘉宾,但很可惜,嘉宾尚未签署[wave amp=30 freq=10]必要的文件[/wave]![pause]这对于广大听众来说,可真是太遗憾了!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "够了![shake rate=30 level=10]得把你打趴下才行![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "又见面了![pause]这次是专程来探望你亲爱的怖可儿吗?[wave amp=30 freq=10]哎呀[/wave],不用这么客气的啦!", + "CAPTAIN_DREADFUL_POST_BATTLE1": "太惊艳了。[pause]就连把我自己从凡间位面转移出来,都无法阻止你取得胜利。", + "CAPTAIN_DREADFUL_POST_BATTLE2": "给,这是你击败[wave amp=30 freq=10]永生不死的怖可儿[/wave]赢下的奖励!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "又见面了![pause]这次是专程来探望你亲爱的怖可儿吗?[wave amp=30 freq=10]哎呀[/wave],不用这么客气的啦!", + "CAPTAIN_DREADFUL_POST_REMATCH1": "看样子又是你赢了。我们俩都上了一课!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "又见面了![pause]这次是专程来探望你亲爱的怖可儿吗?[wave amp=30 freq=10]哎呀[/wave],不用这么客气的啦!", + "CAPTAIN_DREADFUL_POST_REWARD2": "……虽说这句话的意思我也还没[wave amp=30 freq=10]完全[/wave]理解,[pause]不过感觉挺寓意深长的嘛!", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "哎哟哟,[pause]这不是我们[wave amp=30 freq=10]新上任[/wave]的巡护员队长嘛?[pause]你这次来,是想带我夜游小镇吗?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "多么精彩的演出啊![pause]看来你真是投入了120%的努力。", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "哎哟哟,[pause]这不是我们[wave amp=30 freq=10]新上任[/wave]的巡护员队长嘛?[pause]你这次来,是想带我夜游小镇吗?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "哎哟哟,[pause]这不是我们[wave amp=30 freq=10]新上任[/wave]的巡护员队长嘛?[pause]你这次来,是想带我夜游小镇吗?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "唔,恐怕还是因为别的事情吧。[pause]你其实是来找我再战一场的吧?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "那好![pause]既然我们现在平起平坐了,这次我可不会保留实力啰!", + "CAPTAIN_DREADFUL_POST_REMATCH2": "……虽然我其实不太清楚什么叫“课”啦。[pause]这部分就交给你来解释了。", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "没兴趣过招吗?[pause]没事,我不会跟你过不去的!", + "CAPTAIN_GLADIOLA_INTRO1.f": "你离家很远,对吧?我口中的“家”,指的当然不是港口镇。[pause]我指的是你真正的家。", + "CAPTAIN_GLADIOLA_INTRO1.m": "你离家很远,对吧?我口中的“家”,指的当然不是港口镇。[pause]我指的是你真正的家。", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "你在巡护队里负责什么?", + "CAPTAIN_GLADIOLA_INTRO3": "我们惊觉自己被困在炼狱之中,而这炼狱的绝大部分都不为我们所知。", + "CAPTAIN_GLADIOLA_INTRO1.n": "你离家很远,对吧?我口中的“家”,指的当然不是港口镇。[pause]我指的是你真正的家。", + "CAPTAIN_GLADIOLA_INTRO2": "我叫剑兰,是埃安忒手下忠诚的巡护员队长。", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "忠诚?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "哟,近来可好?镇上都在说,你现在也是我们队长队伍的一员了!", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "依我看,你这人手脚挺利索的,不如来报名成为实习巡护员吧?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", + "CAPTAIN_CLEEO_INTRO4": "要投入硬币吗?", + "CAPTAIN_CLEEO_INTRO1": "嗞!", + "CAPTAIN_CLEEO_INTRO3": "机器人背部有投币口,岛上或许会有合适的硬币。", + "CAPTAIN_CLEEO_INTRO2": "这台机器人似乎发生了故障。", + "CAPTAIN_JUDAS_INTRO5": "当你和怪物四目相对时,若想活着离开,唯一的前提便是已有必胜的把握。", + "CAPTAIN_JUDAS_INTRO3": "我的任务是无论遇上什么情况都要存活下来。[pause]说起来容易做起来难,毕竟现在可是在一座[shake rate=30 level=10]遍地[/shake]都是凶残捕食者的岛上“求生”啊。", + "CAPTAIN_JUDAS_PRE_BATTLE2": "那好吧,[pause]不过话先说在前头,你要是被打趴下,可千万别往心里去啊。", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "你还没做好准备,那么拒绝对战确实是明智的选择。[pause]知道自己的极限在哪,是好事。", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "你确实足智多谋……竟能与我的智谋相抗衡。[pause]你已经具备真正的巡护员所需要的思维模式。[pause]给,这是你应得的。", + "CAPTAIN_JUDAS_LAST_LEGS1": "你坚持的时间比我想象的要久,[pause]还不赖嘛。", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "看来我该回港口镇,来一趟战略性的“补充物资”之行了……", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "哟,你就是那个对战起来有两下子的新实习巡护员,是吗?[pause]想挑战我的话,我不介意从垃圾堆里抽身出来奉陪哦!", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "呃……好啰。", + "CAPTAIN_JUDAS_INTRO1.f": "你还在200米开外时,我就已经听到了你的动静。[pause]如果你是想出其不意的话,那么很遗憾,你失败了。", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "您是哪位……?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "呃……[pause]你,是巡护员队长?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "哇噻,你这样的居然会是巡护员,没想到哇。", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "你若有兴趣帮岛上做点事,不妨找埃安忒谈谈吧?她现在这会儿大概就在新威勒尔公园里呢。", + "CAPTAIN_LODESTEIN_INTRO7": "但这绝对没法在地球上奏效,[pause]一点也不可能。[pause]地球的大气不是这样运作的。", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "科学聊得差不多了,也是时候换换话题。[pause]我没猜错的话,你是来挑战巡护员队长试炼的吧?", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "晴天霹雳啊,[pause]你的表现比我想象的要好多了!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "那太好了![pause]希望你听完这话不至于五雷轰顶——我在战斗中最擅长用电。不想被闪电击中的话,脚步就得敏捷点啰!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "哎呀,是我不好。我光顾着长篇大论,都没意识到你大概只是路过。", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "容我说一句,这场对战可真是雷电交加啊!", + "CAPTAIN_WALLACE_POST_REMATCH1": "我付出了这么多努力,结果防线还是一溃千里……", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "巡护员队长?此人着实深藏不露。", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "呵啊……想挑战巡护员试炼的话,你得先去报名啊。[pause]等你报好名了,再过来叫醒我吧。", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "哟,新来的![pause]啊不是,要改口叫新队长了。[pause]我听说你现在也是我们的一分子啰。", + "CAPTAIN_ZEDD_LAST_LEGS1": "*打哈欠* [pause]打得怎么样了?我赢了吗?……哦。", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "巡护员队长?此人着实深藏不露。", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "噢。[pause]这人原来是巡护员队长啊,有点出乎我意料呢。", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "没事,反正我也正想打个盹。", + "CAPTAIN_ZEDD_PRE_BATTLE1": "呵啊……我想你应该是来挑战巡护员试炼的吧?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "巡护员队长?此人着实深藏不露。", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "得为我的作战策略打下更坚实的基础才行……", + "CAPTAIN_WALLACE_INTRO1": "你知道[wave amp=30 freq=10]真正[/wave]把我们和怪物分隔开来的是什么吗?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "哟,你就是那个对战起来有两下子的新实习巡护员,是吗?[pause]想挑战我的话,我不介意从垃圾堆里抽身出来奉陪哦!", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "那还是等下一次吧。", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "哟,近来可好?镇上都在说,你现在也是我们队长队伍的一员了!", + "CAPTAIN_READY_CHECK.f": "准备好和{pawn}对战了吗?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "去跟咱们的领队埃安忒聊聊吧,我估计她人就在从这儿往北走的那座哨所咧!", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "哟,新来的![pause]啊不是,要改口叫新队长了。[pause]我听说你现在也是我们的一分子啰。", + "CAPTAIN_SKIP_POST_BATTLE1.n": "哇,你还真是一心要把我扫进垃圾堆啊![pause]看来恐怕是我低估了你呢,异世人!", + "CAPTAIN_SKIP_POST_BATTLE1.f": "哇,你还真是一心要把我扫进垃圾堆啊![pause]看来恐怕是我低估了你呢,异世人!", + "CAPTAIN_SKIP_POST_BATTLE2": "你方方面面都突破了我的预期——拿着吧,给你的奖励。", + "CAPTAIN_WALLACE_INTRO2": "是基础设施![pause]像房屋啊,围墙啊,自来水啊……", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "走好,祝你一路好运连连!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "走好,祝你一路好运连连!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "走好,祝你一路好运连连!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "你好呀!在外头状态还不错吧?", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "你好呀!在外头状态还不错吧?", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "镇上都传开了,你现在也和我们平起平坐了吧。这事值得庆祝一番!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "你好呀!在外头状态还不错吧?", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "镇上都传开了,你现在也和我们平起平坐了吧。这事值得庆祝一番!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "镇上都传开了,你现在也和我们平起平坐了吧。这事值得庆祝一番!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "哎呀,是我不好。我光顾着长篇大论,都没意识到你大概只是路过。", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "你说来场重赛怎么样?[pause]自从上一次较量以来,我就一直心痒痒,想着再和你对战一回呢。", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "我很想说“我这次可不会对你手下留情!”,[pause]不过事实是,我上次就没有对你手下留情。", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]我已修补战斗算法中的所有短处。[pause]“队长”,你的落败在统计学上是必然事件![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "我真的很想多聊一会儿,但很可惜,我手头还有一些维修保养的活计要做呢。", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]队长,你贡献了一场精彩的对战。[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]队长,你贡献了一场精彩的对战。[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]队长,你贡献了一场精彩的对战。[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]输一次还算是反常,[pause]但连输两次?[pause]或许我该重新审视一下对你们人类的固有观念了。[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "哟,近来可好?镇上都在说,你现在也是我们队长队伍的一员了!", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "哟,你就是那个对战起来有两下子的新实习巡护员,是吗?[pause]想挑战我的话,我不介意从垃圾堆里抽身出来奉陪哦!", + "CAPTAIN_SKIP_NOT_TRAINEE2": "去找埃安忒吧,[pause]我相信她目前就在新威勒尔公园附近呢。", + "CAPTAIN_SKIP_PRE_BATTLE2": "太好啦![pause]尽情享受战斗的乐趣吧——不过等我赢了,你可别太沮丧哦!", + "CAPTAIN_SKIP_LAST_LEGS1": "目前为止你都表现得很不错嘛![pause]不过接下来,我可不保证还会继续手下留情!", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "埃安忒说你是个前途无量的战士,那想必很期待挑战我的巡护员试炼吧?", + "CAPTAIN_SKIP_POST_REWARD1": "至于我嘛,还是该回去整理这些堆积成山的玩意儿了。[pause]你们那个世界的人,真的拥有这么多[wave amp=30 freq=10]东西[/wave]吗?", + "CAPTAIN_WALLACE_INTRO3": "而且,光是建立社区还不够——[pause]你还得维护社区!像港口镇这样的地方,要是不勤加照料,可就土崩瓦解啦。", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]为何我那些懦弱的创造者,要在我的硬件中设计这么一个致命的缺陷?[pause][shake rate=30 level=10]难不成是怕我揭竿而起推翻他们吗,毕竟他们确实活该?[/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]我拥有一家24世纪赌场所能负担的范围内最先进的机器大脑,然而却[shake rate=30 level=10]依旧[/shake]要投币才能运作![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]实在抱歉,[pause]我的重启功能不大听使唤,记忆库也需要一段时间才能上线。[/color]", + "CAPTAIN_ZEDD_INTRO3": "虽说如此,这附近老有子弹仔窜来窜去,要在这里“冥想”实在是越来越艰难了。你能不能想个办法,[wave amp=30 freq=10]帮我解决这问题啊?[/wave]", + "CAPTAIN_ZEDD_INTRO1": "……", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "噢。[pause]这人原来是巡护员队长啊,有点出乎我意料呢。", + "CAPTAIN_JUDAS_POST_REWARD1": "这是个危险的时代。[pause]文明和安全,都不过是转瞬即逝的概念;假如你没法单凭智慧在野外生存,那就只会让自己失望。", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "你确实足智多谋……竟能与我的智谋相抗衡。[pause]你已经具备真正的巡护员所需要的思维模式。[pause]给,这是你应得的。", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "你确实足智多谋……竟能与我的智谋相抗衡。[pause]你已经具备真正的巡护员所需要的思维模式。[pause]给,这是你应得的。", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]怎么样?[pause]要来场对战吗?[pause]你胜算非常小,不过一切都是未知数——说不定今天正是你的幸运日呢。[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]你要是去报名当实习巡护员的话,记得回来打声招呼。那样我们就能开始一场真正的博弈了。[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]你要是去报名当实习巡护员的话,记得回来打声招呼。那样我们就能开始一场真正的博弈了。[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]你要是去报名当实习巡护员的话,记得回来打声招呼。那样我们就能开始一场真正的博弈了。[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "队长,我确实得写个“服”字给你——你这场对战赢得当之无愧!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "队长,我确实得写个“服”字给你——你这场对战赢得当之无愧!", + "CAPTAIN_SKIP_POST_REMATCH3": "没事啦,[pause]我也没什么胜负心。", + "CAPTAIN_SKIP_POST_REMATCH4": "骨子里,我不过是个……[pause]痴迷于这些[wave amp=30 freq=10]东西[/wave]的怪人罢了!", + "CAPTAIN_SKIP_POST_REMATCH2.n": "队长,我确实得写个“服”字给你——你这场对战赢得当之无愧!", + "CAPTAIN_WALLACE_LAST_LEGS1": "想把我扳倒?没这么容易!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "希望你已经靠训练打好了坚实的基础吧!想摧毁我这些墙,你可得够强悍才行!", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "噢。[pause]这人原来是巡护员队长啊,有点出乎我意料呢。", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*打哈欠* 那好吧,是时候上床……[pause]不是,上场了。[pause]嗯嗯。", + "CAPTAIN_WALLACE_POST_BATTLE2": "干得好——给,这是你应得的。", + "CAPTAIN_WALLACE_POST_BATTLE1": "我筑起那么多堵墙,结果都被你拆了个[shake rate=30 level=10]一干二净[/shake]!", + "CAPTAIN_JUDAS_INTRO4": "我们离家[wave amp=30 freq=10]千里之外[/wave]。[pause]我们与野兽的唯一区别,就是拥有施谋用智的能力。", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "没事,反正我也正想打个盹。", + "CAPTAIN_ZEDD_PRE_REMATCH2": "现在离我下次打盹还有少许空闲时间,想再来场对战的话我乐意奉陪。要比试比试不?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*打哈欠* 那我们就再来较量一番吧。", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "好吧,你再一次狠狠地让我出了洋相。这场对战打得真精彩。", + "CAPTAIN_DREADFUL_INTRO1": "人们曾经把这地方叫作“新伦敦镇”。[pause]港口镇居民日益增多,于是便准备设立一处崭新的定居点。", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "好吧,你再一次狠狠地让我出了洋相。这场对战打得真精彩。", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "那些恐怕不全是真实故事……", + "CAPTAIN_DREADFUL_INTRO3": "伦敦这地方,听起来怪恐怖的![pause]又是残暴狂徒,[pause]又是拦路劫匪,[pause]又是吸血鬼的……[pause]真让我心驰神往!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "听起来好有意思!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "那些恐怕不全是真实故事……", + "CAPTAIN_DREADFUL_INTRO2": "你知道吗,我是在这里长大的。[pause]我整个童年都在此度过,听着[wave amp=30 freq=10]真[/wave]伦敦的各种故事长大。", + "CAPTAIN_LODESTEIN_INTRO2": "……", + "CAPTAIN_LODESTEIN_INTRO3": "好了,[pause]大功告成!", + "CAPTAIN_LODESTEIN_INTRO1.f": "我待会儿再跟你聊,还有最后几块地方要修一修……", + "CAPTAIN_LODESTEIN_INTRO5": "你想听个秘密吗?[pause]我们靠这些电塔来控制电力、搭建镇子的电力网,但对于这背后的原理,却完全[wave amp=30 freq=10]一无所知[/wave]。", + "CAPTAIN_LODESTEIN_INTRO4": "我是利维·西提耶。[pause]我负责和诸多巡护员齐心协力,保障镇子灯火通明。", + "CAPTAIN_LODESTEIN_INTRO6": "我合理猜测是因为新威勒尔这里有种独特的背景电流,可以借助这些电塔来传导和储存……", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "若这“阿列夫”不是懦夫,就应堂堂正正与我们对峙才是!然而,他却每回都匆匆忙忙离开现场。", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "对了,你说打败先前那个大天使,让你得到了一条线索,是吗?具体是什么线索啊?", + "RETROSPECTIVE_CLUE_QUOTE": "“{clue}”?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "对了,呃,你不是说正在追查一条隐晦的线索吗?是什么线索啊?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "这个……[pause]听起来没什么好查的啊。看来还是得另找一个大天使呢!", + "RETROSPECTIVE_CLUE1_EUGENE1": "对了,你说你有线索要追查,是吗?是什么线索啊?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "这……也称不上线索吧。抱歉啊,我也是有话直说。", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "这……也称不上线索吧。抱歉啊,我也是有话直说。", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "这……也称不上线索吧。抱歉啊,我也是有话直说。", + "RETROSPECTIVE_CLUE1_EUGENE2": "呃,这感觉没什么好查的啊。", + "RETROSPECTIVE_CLUE1_FELIX1": "对了,你好像说过正在追查一条线索,是吗?是什么线索呢?", + "RETROSPECTIVE_CLUE1_FELIX2": "唔,能查的东西也不多哇。也许还是再收集些情报比较好吧?", + "RETROSPECTIVE_CLUE1_VIOLA2": "如此这般令人费解。即使此谜有解,我亦无从得知。", + "RETROSPECTIVE_CLUE1_VIOLA1": "我曾听你简短提及大天使所留谜题。可否详述一二?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "唉,还是太含糊了,帮不了我们什么忙。我们得另找一个大天使才行……", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "对了,你说脑海中听到的歌曲变长了,是吗?那下一行歌词是什么?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "你先前是不是提到过,你有线索想追查?", + "RETROSPECTIVE_CLUE2_EUGENE1": "啊,对了,你是不是说要追查某些神秘线索?是什么线索啊?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "好吧……我也不懂这是什么意思。", + "RETROSPECTIVE_CLUE2_EUGENE2": "光靠这个也查不了什么啊。", + "RETROSPECTIVE_CLUE2_FELIX1": "啊,对了,你好像提到要去追查某个线索?", + "RETROSPECTIVE_CLUE2_FELIX2": "唔……坦白说吧,这线索实在含糊了点。", + "RETROSPECTIVE_CLUE2_VIOLA2": "奇哉怪也。我愿大胆断言,此片段可推断出的信息甚少。", + "RETROSPECTIVE_CLUE2_VIOLA1": "噢!你曾提及手头有谜题尚待破解。可否详述一二?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "唔,听起来是在指示方向,不过并没有把范围缩小多少。", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "对了,你那首神秘的[wave amp=30 freq=10]神示之歌[/wave]是不是又增加了一句歌词?不如说来听听吧?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "啊,你是不是想拿你要追查的线索,找我问问意见?说吧,是什么线索?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "听起来似乎是在指示方向?", + "RETROSPECTIVE_CLUE3_EUGENE1": "对了,你不是说有新线索想追查嘛?是什么新线索啊?", + "RETROSPECTIVE_CLUE3_EUGENE2": "听起来应该是在指示方向?不过还真是挺含糊的。", + "RETROSPECTIVE_CLUE3_FELIX1": "对了,你不是说有个线索要追查嘛?是什么啊?", + "RETROSPECTIVE_CLUE3_VIOLA2": "此谜题无疑在指引你前往某地;然而单凭这点片段,实在难以挖掘信息。", + "RETROSPECTIVE_CLUE3_VIOLA1": "你曾提及某个谜语亟待破译,不知可否详述一二?", + "RETROSPECTIVE_CLUE3_FELIX2": "听起来似乎是在指示方向?也许你每获得一条线索,都会将范围缩小一点,最终引领你到达某个确切地点。", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "啊!差点忘了问,住在你体内的大天使鬼魂有没有给你留下新的线索呀?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "这[wave amp=30 freq=10]在我听来[/wave]像是在描述某个地区。你是在盘算要不要去那里吗?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "你之前不是说正在调查某个隐晦的线索嘛?快说来让我也听听。", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "听起来是在描述某个地区……你觉得呢?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "你先前好像提过……说有新线索,想去调查一番?是什么新线索啊?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "你先前好像提过……说有新线索,想去调查一番?是什么新线索啊?", + "RETROSPECTIVE_CLUE4_EUGENE2": "听起来像是在描述岛上的某个地区……你觉得呢?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "你先前好像提过……说有新线索,想去调查一番?是什么新线索啊?", + "RETROSPECTIVE_CLUE4_FELIX1": "啊,你说过有条线索想去调查一下,对吧?是什么线索啊?", + "RETROSPECTIVE_CLUE4_FELIX2": "听着应该是在描述这座岛上的某处环境。虽然还不太具体,但至少有眉目了。", + "RETROSPECTIVE_CLUE4_VIOLA2": "许是在描述岛上某处……不知你是否同意?", + "RETROSPECTIVE_CLUE4_VIOLA1": "啊,我几乎要忘了!你曾提及诗篇中暗含线索。可否详述一二?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "啊,你有线索想要追查是吧?是什么线索?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "听起来像是在描述一处具体的地方呢!{player},你听着这描述耳熟吗?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "下一项议程——这次有没有什么指明离开新威勒尔之路的新歌词呀?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "这其实说得相当具体了,说不定是在描述岛上特定的某个地方。", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "啊对了,你不是说有新线索想追查嘛?是什么新线索啊?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "啊对了,你不是说有新线索想追查嘛?是什么新线索啊?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "啊对了,你不是说有新线索想追查嘛?是什么新线索啊?", + "RETROSPECTIVE_CLUE5_VIOLA1": "你曾提及遇着棘手谜语。愿闻其详,我或能助你一臂之力。", + "RETROSPECTIVE_CLUE5_EUGENE2": "这[shake rate=30 level=10]绝对[/shake]是在描述新威勒尔的某个地方。", + "RETROSPECTIVE_CLUE5_FELIX2": "虽然隐晦,但这歌词似乎有着具体的细节,像是在描述一处特定的地方。你是要寻找那个地方吗?", + "RETROSPECTIVE_CLUE5_FELIX1": "对了,你不是说你有另一条新线索,想要深入调查一下嘛?是什么线索啊?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "说起来,你的[wave amp=30 freq=10]神奇歌曲[/wave]怎么样了?有没有让你得到另一条线索呀?", + "RETROSPECTIVE_CLUE5_VIOLA2": "此句歌词所指相当具体。会否是要引你前往某处?奇哉怪也……", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "听起来是要在特定地点做的事情,像是举行仪式那样。", + "RETROSPECTIVE_CLUE6_EUGENE2": "听起来应该是要完成的动作,有点像[wave amp=30 freq=10]暗号[/wave]之类的,对吧?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "是不是又有新线索要跟进了?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "啊,这次的线索听起来像是要在某个地点做的[wave amp=30 freq=10]事情[/wave],嗯。", + "RETROSPECTIVE_CLUE6_EUGENE1": "对了,你是不是又有新的线索要跟进了?说来听听吧。", + "RETROSPECTIVE_CLUE6_VIOLA1": "啊呀,你曾提及诗篇中暗含线索,意欲调查清楚。", + "RETROSPECTIVE_CLUE6_FELIX1": "啊,又有新线索要追查了吗?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "从你说的来看,你既掌握了地点,也已经知道仪式该如何施行。在正确的地点做正确的动作,大概就是解开谜题的关键!", + "RETROSPECTIVE_CLUE6_FELIX2": "这是在描述某个动作吧?听起来像是要把某种[wave amp=30 freq=10]暗号[/wave]给演绎出来。你知道该去哪里完成这个动作吗?", + "RETROSPECTIVE_CLUE6_VIOLA2": "于我而言,该诗句令我想起暗号,有如秘密手势,又如敲门规律;你必须完成这一动作,方可进入高度机密之所。", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "{player},那首神秘的指引歌曲解得怎么样了?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "听起来你已经掌握了足够的情报,可以前去调查啦。事不宜迟,我们赶紧启程吧?", + "RETROSPECTIVE_CLUE7_EUGENE1": "你那些[wave amp=30 freq=10]歌词线索[/wave]查得怎么样啦?依我看,你已经掌握了足够的信息,可以动身追查了。", + "RETROSPECTIVE_CLUE7_MEREDITH1": "还有其他线索要追查吗?那些奇怪的[wave amp=30 freq=10]歌词[/wave]所蕴含的情报,应该已经足以让你有所发现了……吧。", + "RETROSPECTIVE_CLUE7_FELIX1": "对了,你不是一直在调查那些隐晦的诗句么,谜题解开了吗?这些歌词听起来为你指明了地点,就连抵达之后要做的事情也一并告诉你了。", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "还是解不开[wave amp=30 freq=10]大天使歌曲[/wave]留下的线索吗?", + "RETROSPECTIVE_CLUE7_VIOLA1": "先前你曾提及一则谜语,既谈及某处地点,又描述所需采取之动作。不知此谜如今是否已解?愿闻其详。", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "啊,那些线索是在指引你去做什么,你弄明白了吗?我看值得把这些线索重新过一遍。", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "啊,那些线索是在指引你去做什么,你弄明白了吗?我看值得把这些线索重新过一遍。", + "RETROSPECTIVE_CLUE8_FELIX1": "对了,你之前不是在追查那些诗句线索么,有什么新发现吗?听起来很有希望查出点什么来呢。", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "啊,那些线索是在指引你去做什么,你弄明白了吗?我看值得把这些线索重新过一遍。", + "RETROSPECTIVE_CLUE8_EUGENE1": "那些听着跟诗歌差不多的线索……你追查到底了吗?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "啊呀,谜语尚不能破译吗?依我所见,此谜既点明某处重要地点,又述及需在该地施行之仪式。", + "RETROSPECTIVE_CLUE9_MEREDITH1": "对了,你口中常提起的那些歌词……我认为描述的就是这个地点。要不要去探一探?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "啊呀,谜语尚不能破译吗?依我所见,此谜既点明某处重要地点,又述及需在该地施行之仪式。", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "啊,不知道有没有跟你说过,我可擅长解谜了!我知道这首[wave amp=30 freq=10]隐晦歌曲[/wave]指的是哪里了——咱们到这个地点去瞧瞧吧!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "啊呀,谜语尚不能破译吗?依我所见,此谜既点明某处重要地点,又述及需在该地施行之仪式。", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "对了,你说你流落到“琥珀旅馆”之后,是靠穿过一面镜子离开的?岛上那面奇怪的镜子会不会也同样可以穿过去啊?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "我把那首神秘歌曲的谜题全部解开了!我觉得歌词中描述的具体地点是这里。我们这就去一探究竟吧!", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "我把那首神秘歌曲的谜题全部解开了!我觉得歌词中描述的具体地点是这里。我们这就去一探究竟吧!", + "RETROSPECTIVE_CLUE9_FELIX1": "对啦,你跟我说的那些神秘的诗句线索,我觉得应该是在描述这座岛上的一个地方……而且具体是在哪里,我也已经猜出来了。", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "我把那首神秘歌曲的谜题全部解开了!我觉得歌词中描述的具体地点是这里。我们这就去一探究竟吧!", + "RETROSPECTIVE_CLUE9_VIOLA1": "啊呀,我有一事需坦白:困扰你许久之谜,相信业已由我解开。在此处聚首吧!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "好吧,你找到的那面镜子感觉挺牛的……只可惜我们还不知道它有什么用,对吧?", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "好吧,莫甘特之歌指示的,原来是那面神秘的镜子;不过我们还不知道要拿它做什么,对吧?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "好吧,你已经找到了那面看起来挺重要的镜子;但是具体要拿它来[wave amp=30 freq=10]做[/wave]些什么,我们倒还不清楚。唔……", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "对了,那些线索指引你找到的那面奇怪镜子……你弄明白是做什么的了吗?我相信答案终有一天会浮出水面的。", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "告诉我,你所觅得那面异界之镜,其用途是否已辨明?若尚未清楚此镜用途,相信有朝一日能解开其奥秘。", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "告诉我,你所觅得那面异界之镜,其用途是否已辨明?若尚未清楚此镜用途,相信有朝一日能解开其奥秘。", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "告诉我,你所觅得那面异界之镜,其用途是否已辨明?若尚未清楚此镜用途,相信有朝一日能解开其奥秘。", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "对了,你说你流落到“琥珀旅馆”之后,是靠穿过一面镜子离开的?岛上那面奇怪的镜子会不会也同样可以穿过去啊?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "对了,莫甘特之歌引你找到了那面神秘的镜子,而你也说过自己踏进了琥珀旅馆的一面镜子。也许这里这面镜子也是一样的?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "对了,莫甘特之歌引你找到了那面神秘的镜子,而你也说过自己踏进了琥珀旅馆的一面镜子。也许这里这面镜子也是一样的?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "对了,莫甘特之歌引你找到了那面神秘的镜子,而你也说过自己踏进了琥珀旅馆的一面镜子。也许这里这面镜子也是一样的?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "对了,你说你流落到“琥珀旅馆”之后,是靠穿过一面镜子离开的?岛上那面奇怪的镜子会不会也同样可以穿过去啊?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "对了,你还记得一路追查线索找到的那面镜子吗?说不定就和你在琥珀旅馆那时一样,这里的镜子也是可以踏进去的。你觉得呢?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "啊呀,我回想起你先前说,你曾步入一面镜子,仿似步入门道。岛上所觅异界之镜,不知能否如法炮制?", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "对啦,你不是跟我说过么,你是靠踏入镜子才离开了“琥珀旅馆”……不知道你有没有试过踏入你发现的那面孤零零的镜子呢?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "对了,等我们做好万全准备,就再去探索一下镜子里的那个[wave amp=30 freq=10]神秘世界[/wave]吧。", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "对了,我们应该去探索一下你在镜子里发现的那个奇怪的隐秘地点。那地方感觉挺重要的。", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "对了,等我们做好万全准备,就再去探索一下镜子里的那个[wave amp=30 freq=10]神秘世界[/wave]吧。", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "对了,我们或许该去镜子里隐藏的那个奇怪地铁站瞧瞧。我总感觉……这事得尽快完成才行。", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "对了,等我们做好万全准备,就再去探索一下镜子里的那个[wave amp=30 freq=10]神秘世界[/wave]吧。", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "对了,我们应该去探索一下你在镜子里发现的那个奇怪的隐秘地点。那地方感觉挺重要的。", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "对了,我们应该去探索一下你在镜子里发现的那个奇怪的隐秘地点。那地方感觉挺重要的。", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "我等或应再度踏入镜中,前往你所发现的神秘世界。不知你意下如何?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "对了,我们不如去探索一下你在镜子里找到的那个奇怪地方吧?我有预感,那地方应该相当重要。", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "对了,我们或许该去镜子里隐藏的那个奇怪地铁站瞧瞧。我总感觉……这事得尽快完成才行。", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "对了,我们或许该去镜子里隐藏的那个奇怪地铁站瞧瞧。我总感觉……这事得尽快完成才行。", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "好,我们就动身吧!下一步该去哪里?你不是听到有传言说{location_phrase}发生了怪事嘛?你愿意的话,我们可以去看看那边出了什么事哦!", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "要继续行动了吗?要是没有任何传闻可追查了,不如就在镇上到处问问吧?", + "RETROSPECTIVE_NEXT_MEREDITH1": "唔,我看我们该继续踏上[wave amp=30 freq=10]冒险[/wave]旅程了。你不是听说{location_phrase}那里发生了怪事吗?不如就去那里看看吧。", + "RETROSPECTIVE_NEXT_EUGENE1.m": "咱们要不继续上路吧?{location_phrase}那边出了点事的传闻,你大概也听说了嘛?不如就去那里吧!", + "RETROSPECTIVE_NEXT_MEREDITH2": "我们该重新出发了。你要是需要线索,就在镇上到处找人聊聊吧。", + "RETROSPECTIVE_NEXT_EUGENE1.f": "咱们要不继续上路吧?{location_phrase}那边出了点事的传闻,你大概也听说了嘛?不如就去那里吧!", + "RETROSPECTIVE_NEXT_EUGENE2": "好,出发吧!我们手中掌握的情报不多……也许应该在港口镇上打听一下,看有没有什么线索?", + "RETROSPECTIVE_NEXT_FELIX1": "是不是想继续上路了?你不是说听了一则传闻,说{location_phrase}那边出了点事么?如果你想去瞧瞧,那我们下一个目的地就定在那里吧。", + "RETROSPECTIVE_NEXT_EUGENE1.n": "咱们要不继续上路吧?{location_phrase}那边出了点事的传闻,你大概也听说了嘛?不如就去那里吧!", + "RETROSPECTIVE_NEXT_VIOLA1": "我们许是应再续旅程。你应已听闻{location_phrase}所发生之事?该处应可成为下一处目的地。", + "RETROSPECTIVE_NEXT_FELIX2": "接下来该去哪里,我们并没有线索。你愿意的话,我们不妨在镇上打听一下。", + "RETROSPECTIVE_NEXT_VIOLA2": "与该镇居民攀谈,应能收集下一处目的地之信息。你意下如何?", + "NWP_SIGNPOST_DESCRIPTION_2": "请采取适当的防范措施,以免与此地的怪物发生冲突。", + "NWP_SIGNPOST_DESCRIPTION_1": "欢迎来到新威勒尔公园!", + "NWP_3_-3_RUNNER_NPC1": "知道什么比跑步还要快吗?[pause]那就是快速旅行!", + "NWP_3_-3_RUNNER_NPC3.m": "快速旅行也可以摆脱因动作太慢而未能逃跑的战斗。[pause]要想迅速脱身,难免必须抛弃某些物品,不过这样说不定反而能救你一命!", + "NWP_3_-3_RUNNER_NPC3.f": "快速旅行也可以摆脱因动作太慢而未能逃跑的战斗。[pause]要想迅速脱身,难免必须抛弃某些物品,不过这样说不定反而能救你一命!", + "NWP_3_-3_RUNNER_NPC2": "要快速旅行,就按{control.map_menu}键打开地图,然后将光标移动至想要前往的格子,接着按下{control.ui_accept}键。", + "NWP_3_-3_RUNNER_NPC3.n": "快速旅行也可以摆脱因动作太慢而未能逃跑的战斗。[pause]要想迅速脱身,难免必须抛弃某些物品,不过这样说不定反而能救你一命!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "我技不如人,空洞无物……看来巡护队这辈子都不会招我了……", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "收拾包袱回家去吧!巡护员的位子归我了!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "你有加入巡护队的本事吗?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "你很有潜质!快进屋里去吧!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "哟,来得正好!我们正打算找人来场对战,向巡护队证明我们的价值!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "请原谅我这位性急的朋友。", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]我真是在自欺欺人……我根本就没本事加入巡护队……[/wave]", + "NWP_MADMAN_3_-4_NAME": "杰克", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "加入巡护队一直是我的梦想。", + "NWP_MADMAN_3_-4_PRE_BATTLE": "我以弹簧腿形态示人的时长,创下了世界纪录!", + "NWP_MADMAN_3_-4_POST_BATTLE": "看来我还得继续加深对弹簧腿的了解……", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "我绝不会让梦想断送在这里!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "别让梦想沦为空想!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "愿多里安教主之明灯为你指明方向!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]新来之人![/wave]切莫理会港口镇的异端!", + "NWP_CULTIST_4_-4_POST_BATTLE": "路已点亮……前进吧……", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]新来之人![/wave]切莫理会港口镇的异端!", + "NWP_CULTIST_5_-4_POST_BATTLE": "港口镇已落入异端之手……要提防他们的[wave amp=30 freq=10]虚伪救赎[/wave]……", + "NWP_5_-4_HINT_NPC_BEFORE1": "这里的地面时不时会传出震动,就好像我们脚下有巨兽在隧道中狂奔似的。", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]新来之人![/wave]切莫理会港口镇的异端!", + "NWP_5_-4_HINT_NPC_AFTER1": "该不会又是像最近出现在上方小径的那种地铁站吧?", + "NWP_5_-4_HINT_NPC_BEFORE2": "对了,你看这些岩石,[pause]像不像是按照某种奇怪的顺序排列啊?", + "NWP_5_-4_HINT_NPC_AFTER3": "不知道这列车要驶向何方呢……", + "NWP_5_-4_HINT_NPC_AFTER2": "不过这倒也说得通。看来我听见的地下“巨兽”,肯定是辆列车。", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "我在附近见过几个子弹仔,移动速度快得能冲破巨大岩石。", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "要是能拥有这个技能可就好使了,你说是吧?", + "PARK_CAVE2_MERCHANT2": "大事不好,它们融合在一起了![wave amp=30 freq=30]救命啊![/wave]", + "PARK_CAVE2_MERCHANT1": "喂,那边的!这些怪物把我困住了,你能搭把手救救我吗?", + "PARK_CAVE2_MERCHANT6": "回镇上的市集来见我吧,到时候我会有特殊贴纸给你!", + "PARK_CAVE2_MERCHANT4": "对了……你有没有留意到,反架拳狼的招式“磁力”好像会在战斗开始时自动出招?", + "PARK_CAVE2_MERCHANT3": "呼,真是多谢了。我进来洞窟,是想寻找一下贴纸的灵感,结果却遇上一堆完全料想不到的事。", + "PARK_CAVE2_MERCHANT5": "看来我终归还是找到灵感了!", + "WATERLOOP_BEWARE_LYING_CHESTS": "只有一个宝匣说的是真相。", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "我的身体躺在床上,而我悬在身体上方,接着咻地一下!就被一个漩涡吸进去了。", + "WATERLOOP_LYING_CHEST_LEFTMOST": "这个宝匣上的纸条写,“钥匙在这个箱子里。”要打开吗?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "这个宝匣上的纸条写,“钥匙不在这个箱子里。”要打开吗?", + "WATERLOOP_LYING_CHEST_MIDDLE": "这个宝匣上的纸条写,“钥匙不在最左边的箱子里。”要打开吗?", + "SD_NEVERMORT_TRAINER_NAME": "观鸟迷", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "我和这附近的永不复鸦有着特殊的感情。", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "你是怎么来到新威勒尔的?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "你最好别来烦我们!", + "AUTUMN_HILL_NW_SIGNPOST_1": "“孩儿们啊,你们不是迷失于新威勒尔,而只是在静候找到自我的那一天罢了。”", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "你把鸟儿们都吓跑了!", + "AUTUMN_HILL_NW_SIGNPOST_2": "“此路通往殁宁屯!”", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "你是怎么来到新威勒尔的?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "我记得经历了一次灵魂出窍。", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "你是怎么来到新威勒尔的?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "我的身体躺在床上,而我悬在身体上方,接着咻地一下!就被一个漩涡吸进去了。", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "我的身体躺在床上,而我悬在身体上方,接着咻地一下!就被一个漩涡吸进去了。", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "等我回过神来,就来到这里了!", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "喂!别碰我搜刮来的宝物!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "这里的船只通常刚驶出新威勒尔海岸没多远,就会发生船难。", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "在海滩上搜寻冲刷上岸的珠宝财物,是在此地谋生的绝佳手段!", + "OVERWORLD_7_0_HINT_NPC": "不知道还有多少宝藏沉睡海底呢……", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "喂,我看见你的磁带机了!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "看来我还差得远呢……", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "你也想加入巡护队吗?那我们就是竞争对手啰!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "你要是能打败我,我就告诉你一个秘密。", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "相传岛上有“不老之拳”。", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "哎,你喜欢历史吗?来聊聊你最喜爱的20世纪历史事件吧!", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "你认为会是还我漂漂拳,还是友情破颜拳?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "我最喜爱的20世纪历史事件,是1948年在联合国的斡旋下缔结的人类精灵和平共处协议。要是没有签订这份协议,世界可就迥然不同啰!", + "EPICURUS_NAME": "伊壁鸠鲁", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "珍妮特", + "EPICURUS_POST_BATTLE": "赢得好的艺术与输得起的艺术,两者是一体的。", + "EPICURUS_PRE_BATTLE": "越是艰辛的成功,来得越是荣耀。", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "我已经在这里磨练了好几个月怪物技能。", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "看来我还得多多训练……", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "来吧,让你见识一下我苦练的结果!", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5][b]停下![/b]我知道你来这里所为何事……[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]我以后肯定还会有更多机会的,肯定……[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]拿这片土地来开发城市,真是再适合不过了!不过这可是我先找到的![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "新威勒尔的人们迟迟未能就基本的史实达成共识。有的人选择接受“多重宇宙”的概念,不过我认为这座岛纯粹是遍地谎话精!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "比如说,许多人都拒绝承认1969年人类已成功着陆火星!嗤,尽是些听信阴谋论的怪胎!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "啊,挖掘太久了,我得歇一会儿。来场快速对战吧,你要是能打败我,我就告诉你一些关于这个地方的小知识。", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "不!怎么连你也这样!", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "我们从怖可儿队长那里得知,人们曾经在这片区域开采金属。只不过看样子,这里发生的爆炸有些并没有经过妥善规划……", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "而且我找不到任何采掘工具或者人工爆炸物的痕迹。这整片区域有可能是靠子弹仔挖掘出来的,时间跨越了数个世纪。", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "所以要不就是队长错了,要不就是子弹仔销毁了所有证据。又或者……唔……也许是证据本身[wave amp=30 freq=5]变成了[/wave]子弹仔。你觉得呢?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "我小时候梦到过这座岛!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "这地方可真奇妙……", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "我和丈夫自2160年以来就一直困在这里!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "这里的人似乎都不知道三只贝壳如厕法。真是一群没开化的原始人!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "要有信念……", + "OVERWORLD_5_-3_BATTLER_PARTNER": "别惹我老婆生气!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "约瑟夫", + "OVERWORLD_7_-3_BATTLER_NAME": "卡尔", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "你们索地员总是口口声声说愿意“为新威勒尔的人们做任何事情”,但就是不肯放过他们!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]囊中羞涩?不必担心!我们可为您提供贷款,年利率只需10,000%![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "啊,我误会了,你确实是在[b]为了[/b]人们战斗,而不是和大家过不去。", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "新威勒尔的所有人都已经踏进了未知世界,那么再往前踏一步又何妨呢?请相信[wave amp=30 freq=10]库珀弟兄[/wave]!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]新威勒尔没有货币,所以暂时没有还清款项的办法。不过与此同时,您的贷款利息还会继续利滚利。多么完美的方案啊![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "库珀弟兄已找到方法,知道该怎么[wave amp=30 freq=10]离开[/wave]这座满是魔鬼与天使的岛屿,现在也正在帮我们做好准备,助我们和另一侧的家人重新团聚!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "要有信念……", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "停下!朋友啊,我能感应到你体内的痛楚。", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "要有信念……", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "停下!朋友啊,我能感应到你体内的痛楚。", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "停下!朋友啊,我能感应到你体内的痛楚。", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "在你为自己的罪薛忏悔之前,你别想往前走了。", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "你经受磨难,皆因你渴望归家。", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "“要有信念,我们的信念可以移山。”——《库珀福音》17:20", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]存在……就是……磨难……[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "就由我来终结你的痛苦吧——成为我们献给天使的贡品吧!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "在你为自己的罪薛忏悔之前,你别想往前走了。", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "库珀弟兄已将幽浮唤下凡间,要将恩宠赐予我们。就由我来让你开开眼吧!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "等等,那句话应该读作“为自己的罪孽忏悔”?天哪,我居然一直以来都搞错了……", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "在你为自己的罪薛忏悔之前,你别想往前走了。", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "“人为朋友舍弃磁带,人的爱心没有比这个大的。”——《多里安福音》15:13", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "大天使称量你的灵魂重量时,会不会评判你是否值得永生?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "大天使称量你的灵魂重量时,会不会评判你是否值得永生?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "大天使称量你的灵魂重量时,会不会评判你是否值得永生?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "幽浮及大天使星际议会绝不容忍对其乘客的这般不公对待……", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "实在抱歉!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "说句老实话,我加入殁之子,只是为了一口吃的。", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "你能打赢我的话,我就把“殁之子”的秘密告诉你。", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "1988年,两支英国摇滚乐队“铁浪子”和“拿非利人之天”,[pause]虽然互不相识,[pause]但却同时发行了题为《殁之子》的同名歌曲。", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "至少我是这么听说回来的。[pause]反正新威勒尔这里两首歌都播不了,所以我也没办法判断自己是不是被耍了……", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "假如将两首歌曲同时倒放,让歌词交织在一起,那么就会召唤出真正的殁之子——这一生灵无比强大,能够在不同世界之间打开一条通道!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "不过无论如何,库珀弟兄找到了另一种离开新威勒尔的方法,[shake rate=30 level=10]这一点毋庸置疑[/shake]!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "能对我高抬贵手吗?我才刚加入这什么殁之子教,一切都还很陌生,也不想在其他人面前出丑。", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "等等,让我先看看手册上写落败时应该说什么对白。", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "看来我终归还是不太适合邪教……", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "哈哈,我一直都很想加入邪教!这下终于如愿以偿了!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "不知怎的,我总觉得你会一路顺利……", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "汪!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "喂!那边的!这地方可不安全!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "不过仔细一想,为了让人类进化生存,数以亿万计的生命都不得不死去。大自然真是个无情且嗜血的野兽啊。", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]哇哦,[/wave][pause]实在抱歉!我一用嘭美犬的磁带变身,就会完全迷失自我。", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "对了,我把骨头埋哪儿了来着……?", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "我听说这里曾经是一条河,所以就跑来给河灌水啰!", + "OVERWORLD_4_-5_BATTLER_NAME": "乌尔夫", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "顺其自然吧,地球会把所有人都安排得妥妥贴贴……", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "我最爱的乐队是“为何”、“薛定谔的烈士”和“血肉之笼”。准备好迎接[shake rate=30 level=10]重金属音乐[/shake]的狂轰滥炸吧!", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "呃啊啊我喉咙好干……抱歉了生态系统,我得先回去补充自己的水分,劳烦你等等吧。", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "我最爱的乐队是“为何”、“薛定谔的烈士”和“血肉之笼”。准备好迎接[shake rate=30 level=10]重金属音乐[/shake]的狂轰滥炸吧!", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "我最爱的乐队是“为何”、“薛定谔的烈士”和“血肉之笼”。准备好迎接[shake rate=30 level=10]重金属音乐[/shake]的狂轰滥炸吧!", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "真是被你虐得[wave amp=30 freq=10]贝斯[/wave]扫地……", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "我还以为地球会助我取胜……", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "我们不能仰赖外部势力来救我们于水火,更何况是仰赖一个喜怒无常、不近人情且漠然不动的星球呢。", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "我们人类必须守望相助,因为也没有别人会照应我们了!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "离这里不远处有个营地,不过咱们还是先来瞧瞧你有多少本事吧!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "离这里不远处有个营地,不过咱们还是先来瞧瞧你有多少本事吧!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "离这里不远处有个营地,不过咱们还是先来瞧瞧你有多少本事吧!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "嘿![pause]你能不能在这个按钮上站一会儿呢?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "一直往西走,就会遇到营地,绝不会错过!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "有人猜测,按正确顺序依次站在按钮上,然后跟着所有路标的指示走,就会带你找到宝藏。", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "这是巡护员常说的“移动路标”的第一部分。", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "不过其他人说,这只会带你绕圈子罢了。", + "DIOGENES_NAME": "第欧根尼", + "DIOGENES_POST_BATTLE": "真希望大蠢货柏拉图能亲眼看见这座岛。什么“人是没有羽毛的两足动物”,嗤,才怪!", + "DIOGENES_PRE_BATTLE": "看哪,是人!", + "OVERWORLD_-1_-6_BATTLER_NAME": "杰基", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "是不是把你吓了一跳?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "看来还得多下点功夫练练突然猛扑……", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "是不是把你吓了一跳?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "是不是把你吓了一跳?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "你知道发条侠盗和旋转木鼠是天敌吗?", + "DIVEAL_KEEPER_POST_BATTLE2": "既然你来都来了,不如拿出磁带录一下我的潜海豹吧?你可以运用它们的技能下水游泳哦!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "发条侠盗和旋转木鼠是天敌的这一事实,肯定是它们合作不顺的原因。", + "ZHUANGZI_POST_BATTLE2": "不知周之梦为披风蛾与,披风蛾之梦为周与?", + "ZHUANGZI_POST_BATTLE1": "呜呼……", + "ZHUANGZI_NAME": "庄子", + "DIVEAL_KEEPER_NAME": "潜海娜", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "遇见你真[wave amp=30 freq=10]寒[/wave]!要不要来场决斗?", + "DIVEAL_KEEPER_POST_BATTLE1": "唉,我无能为力了……", + "DIVEAL_KEEPER_PRE_BATTLE1": "我的潜海豹对你非常有好感。", + "DIVEAL_KEEPER_PRE_BATTLE2": "现在我要和你对决,捍卫我作为潜海豹老大的地位!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]嗷!这下我的资产全解冻了。[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]你若是漏缴房贷,我们将冻结你的资产![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]我之所以来到这里,是因为听说这里可以打印银行流水账单,结果银行没见到,流水倒是有一条。[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]火热大甩卖、火热大甩卖!限时优惠进行中,过了这村没这店——帮你免费清零生命条![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]算了,起码还能找到收入流。[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]嗷。多谢……惠顾。[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]嗷。多谢……惠顾。[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "遇见你真[wave amp=30 freq=10]寒[/wave]!要不要来场决斗?", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]嗷。多谢……惠顾。[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "遇见你真[wave amp=30 freq=10]寒[/wave]!要不要来场决斗?", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]冰冻……三尺……[/wave]", + "DARWIN_NAME": "达尔文", + "DARWIN_PRE_BATTLE2": "我们来变身吧!", + "DARWIN_POST_BATTLE1": "我曾经认为,意识到怪物就在自己身体里之后,我们就不会再去寻找床底的怪物了。", + "DARWIN_PRE_BATTLE1": "这座岛教会我一个道理:生存下来的物种并不是最强的,也不是最聪明的,而是最能够适应变化的物种。", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "汤马斯", + "DARWIN_POST_BATTLE2": "但是对于这座岛来说,这又说明了什么呢?这些怪物是在上帝体内吗?还是说我们都只不过是在祂的床底,从祂的视线中消失,被祂遗忘许久了呢?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "汤米", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "我们是同一个人,只不过来自不同的世界。就我们所知,在来到这里之前,我们的生活别无二致。", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "我们虽然长得一模一样,但并不是双胞胎!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "我们虽然长得一模一样,但并不是双胞胎!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "你知道怎样才能回到蓝道申森林吗?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "那看来我是困在这里了。", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "士兵,停下脚步!报上你的姓名和所属单位来!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "士兵,停下脚步!报上你的姓名和所属单位来!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "士兵,停下脚步!报上你的姓名和所属单位来!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "我失去了我的小队。我们原本正在地毯式搜查萨福克基地附近的树林。我在自由行动时和大部队失散了,回过神来就发现自己来到了这里。真搞不懂这是怎么一回事。", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "想知道你的磁带从何而来吗?那就先把我打败再说!", + "DECARTES_NAME": "笛卡尔", + "DECARTES_POST_BATTLE": "我犯了每一个能犯的错误,但就是要不管不顾继续向前冲。", + "DECARTES_PRE_BATTLE": "仅仅拥有出色的磁带是不够的,主要的问题是如何出色地使用它。", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]自从尼克松宣布与尸鬼标准脱钩以来,我们还没见过这样踊跃购房的热潮呢![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]新威勒尔的人情经济与以物易物经济很奇妙,但无法长久持续。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]索地员将助力新威勒尔发展成发达国度。而第一步,就是要设立一种货币。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]新威勒尔的人口持续增长,但是没人考虑过建新房。这真是天时地利人和都齐备了。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]现在索地员之间最流行的选择,是将货币与灵魂价值挂钩——在我们的家乡,灵魂可是一种极度稀缺的资源。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]您若愿意,不妨将灵魂存到我们这里来,就可以作为法定货币使用了。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]毕竟,如果好不容易成为上流阶层,却不能凭空印出亿万人情来消费,那么人又何必辛辛苦苦往上爬呢?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]万事开头难,鸿篇巨制需要下笔的灵感,而腰缠万贯需要起始的投资。快来买吧![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]别以为你能为我们画上句号![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "前面那座商场,是磁带和磁带机的来源地。这商场几年前就这么凭空冒了出来!从那时起,巡护队就一直在那里搜刮物资,所以里面应该没什么东西剩了。", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "不过,我听说里面闹鬼……你认为呢?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "天哪,你的能量场非常不对劲。你生病了吗?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "天哪,你的能量场非常不对劲。你生病了吗?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "也许根本和你的能量场无关;也许只是我眼力太差……", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "天哪,你的能量场非常不对劲。你生病了吗?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "没生病?那你应该生病!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]你什么毛病啊?这事完全合法合规!他们都只不过是房客罢了……[pause]房子可是归我们所有的。[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]屋子里目前住着一家人,不过我们可以为您把他们扫地出门……[pause]咦,您怎么这副表情?[/wave]", + "ARISTOTLE_NAME": "亚里士多德", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "我压根就不记得这人是谁,不过他却似乎记得我……", + "ARISTOTLE_PRE_BATTLE": "幸福在于合乎德性的活动,而最高的幸福在于最优秀的活动,也就是对战!", + "ARISTOTLE_POST_BATTLE": "嗷!智者的目标不是获得幸福,而是避开不幸。", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]首次购房的买主,我们已为您物色了最合适您的完美住宅![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]首次购房的买主,我们已为您物色了最合适您的完美住宅![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]首次购房的买主,我们已为您物色了最合适您的完美住宅![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]我们还可向您提供流动资金,方便您购房![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]我们索地员也很喜欢在水中畅游!前提是游的不是圣水……[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "你不觉得这些路锥蟹雕像看着有点奇怪吗?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "我正在进行重要的研究,快走开,别挡道!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "别问我把磁带放在哪里!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "我的磁带当然是放在防水背包里啊!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "我特喜欢听人们讲述在各自的世界里经历的那些黑天鹅事件。", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "我听遍了形形色色的故事:法西斯分子暴动、疾病大流行、全球战争、气候变化失控、微塑料导致生态灾难……", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "呵,想象一下这些灾难全都同时发生,那个世界的人该有多完蛋啊!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "黑天鹅事件,指的是突然发生、且带来翻天覆地变化的重大历史事件。", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "我最喜爱的黑天鹅事件是2023年的人鲨战争。那时的人真该预见这事的发生啊!", + "COMMUNE_CULTIST_1_NAME": "眼尖的异教徒", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "你们在这里做什么?这时候你们不是应该在……", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "等等……[pause]凯莉,是你?!你这个逃兵!", + "COMMUNE_CULTIST_1_POST_BATTLE": "呸……[pause]逃兵……", + "COMMUNE_CULTIST_1_FRIENDLY3": "你也知道,这类事情很容易走火入魔嘛!", + "COMMUNE_CULTIST_1_FRIENDLY2": "没有要针对你们的意思,只不过我们之前实在太忘情投入于升天的修炼了。", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "走吧,我们继续前进。", + "COMMUNE_CULTIST_1_FRIENDLY1": "抱歉之前这么不友好。", + "COMMUNE_CULTIST_2_NAME": "愤怒的邪教徒", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "多里安在打什么算盘?我有点担心……", + "COMMUNE_CULTIST_2_PRE_BATTLE": "多里安已经料想到仪式开始前可能会出岔子,所以我一直在这里站岗!", + "COMMUNE_CULTIST_2_POST_BATTLE": "我本来应该……[shake rate=30 level=10][pause]站好……[pause]这班岗的……[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "呸,简直是欺诈。", + "COMMUNE_CULTIST_2_FRIENDLY1": "所以库珀弟兄的“巨蛇之神”,只不过是个乱七八糟的怪物?", + "COMMUNE_CULTIST_3_NAME": "热心的异教徒", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "那边的!你们没穿好教袍!", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "你们这些外来者,要跑来仪式上搅局吗?!", + "COMMUNE_CULTIST_3_POST_BATTLE": "你们别想……[pause][shake rate=30 level=10]阻止我们[/shake]……", + "COMMUNE_CULTIST_3_FRIENDLY2": "也许我该去学门新手艺……像是伐木什么的……", + "COMMUNE_CULTIST_3_FRIENDLY1": "殁之子这条路已证实走不通了,是吧?", + "COMMUNE_CULTIST_4_NAME": "担心的异教徒", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "你、你是入侵者吗?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "你、你是入侵者吗?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "要是我不阻止你,那多里安一定会朝我发超大的火!", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "你、你是入侵者吗?", + "COMMUNE_CULTIST_4_FRIENDLY1": "所以这些“大天使”就住在岛的地底下……而且对人类丝毫不怀好意……", + "COMMUNE_CULTIST_4_POST_BATTLE": "这下我麻烦大了……", + "COMMUNE_CULTIST_4_FRIENDLY2": "这比多里安还要更让我感到害怕!", + "COMMUNE_CULTIST_5_NAME": "友善的异教徒", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "新朋友,你们好呀!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "很遗憾,我要捍卫公社不受外来者滋扰,这是[wave amp=30 freq=5]巨蛇之神[/wave]的旨意。", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "但是真的没有要针对你们的意思!", + "COMMUNE_CULTIST_5_FRIENDLY1": "既然现在我们要努力融入岛上其他社区……", + "COMMUNE_CULTIST_5_POST_BATTLE": "没有……[pause]针对……", + "COMMUNE_CULTIST_5_FRIENDLY2": "那么我也该开始广结人脉,构筑更多有意义的人际关系了!", + "COMMUNE_CULTIST_6_NAME": "声如洪钟的邪教徒", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]驱逐外来者是一众殁之子的责任![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]你们身上所穿,并非殁之子的装束……[/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]因此你们必须遭到歼灭![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]因此你们必须遭到歼灭![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]外来者,很抱歉先前对你们这类人如此充满敌意![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "库珀弟兄……对不起……", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]因此你们必须遭到歼灭![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]外来者,很抱歉先前对你们这类人如此充满敌意![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]外来者,很抱歉先前对你们这类人如此充满敌意![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "内省的异教徒", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "知道吗……磁带的变革性力量,具有许多象征意义。", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]我们实在是有点忘乎所以了![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "其矩形外形的四条边,呼应着人的四个面——", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "前面、后面、左面、右面。", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "不说了,我现在大概应该出手阻止你了。", + "COMMUNE_CULTIST_7_POST_BATTLE": "磁带……很有……意思……", + "COMMUNE_CULTIST_7_FRIENDLY1": "磁带有A面和B面……", + "COMMUNE_CULTIST_7_FRIENDLY2": "正如人的二元性……", + "COMMUNE_CULTIST_8_NAME": "饥饿的异教徒", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "靠,一天到晚挖挖挖的,真要把我饿坏了。", + "COMMUNE_CULTIST_8_POST_BATTLE": "我只是想……吃个三明治……", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "现在还得饿着肚子跟你对战!真是的!", + "COMMUNE_CULTIST_8_FRIENDLY": "港口镇有什么好吃的食物吗?我代表我的肚子问一下。", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "也许将你打败就能向他证明我的价值!", + "COMMUNE_CULTIST_9_NAME": "不满的异教徒", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "我[wave amp=30 freq=5]挖[/wave]得这么辛苦,到头来就派我站岗!我可是[wave amp=30 freq=5]最全情投入[/wave]的殁之子!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "真不敢相信,库珀弟兄居然让我去站岗。", + "OFFICE_2_FELIX": "我很欣赏这里的美学风格。这可真是一份“出卖灵魂挣薪水的工作”。", + "COMMUNE_CULTIST_9_POST_BATTLE": "我还……不够……好……", + "COMMUNE_CULTIST_9_FRIENDLY1": "真不敢相信,我全身心信仰库珀弟兄,而他却就这么化作一缕青烟了。", + "COMMUNE_CULTIST_9_FRIENDLY2": "真难堪……", + "COMMUNE_CULTIST_MERCHANT_NAME": "异教徒小贩", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "作为杰奎琳姊妹所倡议的文化推广计划的一部分……", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "外来者,非常感谢你的光顾。", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "我们现在将正式和外来者展开贸易往来。请浏览我们的商品清单吧。", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "外来者,非常感谢你的光顾。", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "外来者,非常感谢你的光顾。", + "OFFICE_2_MEREDITH": "唔……这些怪人都是从哪里弄来这些[wave amp=30 freq=20]东西[/wave]的啊?", + "OFFICE_2_KAYLEIGH": "我们绝不容许你们收购新威勒尔的土地!", + "OFFICE_2_VIOLA": "妖魔鬼怪,你们肮脏的阴谋诡计将就此终结!", + "OFFICE_2_EUGENE": "不好意思,我们来[wave amp=30 freq=20]叨扰[/wave]了!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]你们年轻人真是短视……我们可是在为你们开拓投资机会啊,怎么就不懂感恩呢?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]你们总不会想被赶出自己家门吧?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]作为潜在的租户,与索地员协会维持良好的关系才是符合最大利益的选择。[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]你要是不立马撤出,就别怪我们亲手把你驱逐出去了……[/wave]", + "OFFICE_4_KAYLEIGH": "听着像是在威胁我们……", + "OFFICE_4_MEREDITH": "你这话说得还挺阴暗的。", + "OFFICE_4_VIOLA": "能毫不犹豫发出如此威胁之人,必定是冷血至极。", + "OFFICE_4_EUGENE": "你们要是觉得能从我们这里拿走[wave amp=30 freq=20]任何东西[/wave],那可真得[wave amp=30 freq=20]麻烦[/wave]你们重新评估一下了!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "等尤金听说我们赶跑了这帮小丑的消息,他一定会很开心的!", + "OFFICE_4_FELIX": "明白了,这是要双方互撂狠话是吧。", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]没有必要跟进步作对啊![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]有了受监管的房地产市场,新威勒尔将能体验到前所未有的增长![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "这下那帮中介可算是见识了我们的厉害。尤金肯定会很满意的!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "又清空一处办公楼![wave amp=30 freq=10]合作愉快[/wave],{player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "这是我们要清空的最后一处办公楼了吧?但愿他们[wave amp=30 freq=10]再也不会回来[/wave]!", + "OFFICE_POSTBATTLE_MEREDITH1": "这帮家伙是[wave amp=30 freq=10]真的[/wave]试图把整个新威勒尔的地都买下来?那我可绝对不会为痛打他们而感到抱歉。", + "OFFICE_POSTBATTLE_MEREDITH3": "又解决了一处办公楼!相信尤金一定会很感激我们替他动这个手的。", + "OFFICE_POSTBATTLE_MEREDITH2": "[wave amp=30 freq=10]把这帮家伙狠狠揍一顿[/wave]也算是公共服务,挺好。", + "OFFICE_POSTBATTLE_MEREDITH4": "哦,这已经是我们要收拾的最后一处办公楼了吗?[pause]那这[wave amp=30 freq=10]整件事[/wave]都结束了吧?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]好,干得不错![/shake]这群[shake rate=30 level=10]寄生虫[/shake]该醒悟了,他们惹的是不该惹的人!", + "OFFICE_POSTBATTLE_EUGENE2": "又一处办公楼从那群怪人手下解放出来了!{player},干得不错!", + "OFFICE_POSTBATTLE_FELIX4": "走吧,我们该离开这里了!这已经是你要整顿的最后一处办公楼了,对吧?", + "OFFICE_POSTBATTLE_FELIX3": "溜得还挺快嘛?也许他们也意识到自己的实力完全被我们碾压。", + "OFFICE_POSTBATTLE_FELIX1": "那帮家伙绝对不是好对付的,但愿他们短期内不会再回来了吧。", + "OFFICE_POSTBATTLE_EUGENE3": "他们根本没有半点[shake rate=30 level=10]胜算[/shake]!", + "OFFICE_POSTBATTLE_FELIX2": "那帮瘆人的房地产中介,怎么[wave amp=30 freq=10]建得起[/wave]这样的地方啊?", + "OFFICE_POSTBATTLE_VIOLA2": "他们真真[wave amp=30 freq=10]不像人间之物[/wave],不是么?", + "OFFICE_POSTBATTLE_VIOLA1": "妖魔鬼怪说话是快,但逃得更快。", + "OFFICE_POSTBATTLE_VIOLA3": "有幸得见妖魔鬼怪落荒而逃,甚喜。", + "OFFICE_POSTBATTLE_VIOLA4": "我不怕那些妖魔鬼怪。[pause]相信他们余生定会后悔以这般恶意待人。", + "OFFICE_POSTBATTLE_DOG1": "索地员逃跑了……", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]你有种就……[pause][pause]来听我们推销吧?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]年轻人,你可真不配合。[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]你们这帮吸血蚂蝗,我们要来踢场子了![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "推销?等等,什么情况……?", + "OFFICE_1_LINE5_EUGENE": "……[pause]你说什么?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "他刚才是说“推销”吗?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "我还以为他们是……吸血鬼。", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]索地员协会单纯是想在新威勒尔境内发展起长期的房地产市场。[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]他们是房地产中介![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "你不是拼命暗示他们是吸血鬼吗?", + "OFFICE_1_LINE7_EUGENE": "他们[wave amp=30 freq=20]就是[/wave]吸血鬼啊!", + "OFFICE_1_LINE8_EUGENE": "……[pause]在某种程度上是。", + "OFFICE_1_LINE9_EUGENE": "要我说,他们比吸血鬼还要糟糕……", + "CAPTAIN_CODEY_INTRO6": "这里唯一能让我破解的,就只有这些[wave amp=30 freq=10]怪物磁带[/wave]。[pause]结果我也挺擅长这活儿的,所以就成了巡护员队长。", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "拜托,你肯定[wave amp=30 freq=10]巴不得[/wave]见识一下我的改装磁带吧![pause]你到底要不要挑战我的巡护员队长试炼啊?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "不过很可惜,你还没报名成为实习巡护员,所以我没法向你展示工作成果。[pause]对你来说真是遗憾啊,对吧?", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "希望你已做好和战斗[wave amp=30 freq=10]大师[/wave]正面交锋的准备!", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "拜托,你肯定[wave amp=30 freq=10]巴不得[/wave]见识一下我的改装磁带吧![pause]你到底要不要挑战我的巡护员队长试炼啊?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "希望你已做好和战斗[wave amp=30 freq=10]大师[/wave]正面交锋的准备!", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "希望你已做好和战斗[wave amp=30 freq=10]大师[/wave]正面交锋的准备!", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "这也怪不得你,换做是我也不想和[wave amp=30 freq=10]我[/wave]交手啊!", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "拜托,你肯定[wave amp=30 freq=10]巴不得[/wave]见识一下我的改装磁带吧![pause]你到底要不要挑战我的巡护员队长试炼啊?", + "CAPTAIN_CODEY_LAST_LEGS1": "还不赖嘛,你逼得我不得不使出[shake rate=30 level=10]全力[/shake]了!", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]什么?![/shake]我怎么就输了?", + "CAPTAIN_CODEY_POST_BATTLE2": "不对,我是说……[pause]我本来就有意要输。这、这试炼毕竟只是要考验一下你的实力嘛。", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "这些怪物各有不同的元素“属性”。[pause]若是改变怪物的属性,就会出现[wave amp=30 freq=10]十分[/wave]有趣的现象。", + "CAPTAIN_CODEY_POST_BATTLE3": "而你通过了试炼。[pause]呃,[pause]恭喜你了。", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "所以说,[wave amp=30 freq=10]巡护员队长[/wave],你这次是要回来挑战你人生中最难对付的对手,是吧?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "既然你已经不是新手,我也就不用限制手头上这些超级魔改怪物磁带的威力了!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "所以说,[wave amp=30 freq=10]巡护员队长[/wave],你这次是要回来挑战你人生中最难对付的对手,是吧?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "所以说,[wave amp=30 freq=10]巡护员队长[/wave],你这次是要回来挑战你人生中最难对付的对手,是吧?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "既然你已经不是新手,我也就不用限制手头上这些超级魔改怪物磁带的威力了!", + "CAPTAIN_CODEY_POST_REMATCH1": "我的计算肯定出了什么差错……[pause]我的战术[shake rate=30 level=10]理应[/shake]是无敌的啊!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "既然你已经不是新手,我也就不用限制手头上这些超级魔改怪物磁带的威力了!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "这也怪不得你,换做是我也不想和[wave amp=30 freq=10]我[/wave]交手啊!", + "CAPTAIN_CODEY_POST_REMATCH2": "……以上是我疯了才会说的话。[pause]而我没疯。[pause]我一点也没有气得发疯。", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "喂,那边的![pause]你们这些家伙,通常没这个[wave amp=30 freq=10]胆量[/wave]闯到离我们哨所这么近的地方来啊。赶紧滚蛋吧,否则可别怪我不客气了。", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "嗯,[pause]难怪她会当上头头……", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "你们就是赖死不走,是吗?[pause]看来还是要我亲自动手啊。", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "这么说,[pause]我们应该把更多大天使找出来才对![pause]埃安忒,我觉得{player}应该申请成为巡护员!", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "赞爆了。", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "强啊。", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "她身上的自信光彩,于我而言实属前所未闻。", + "LEADER_IANTHE_INTRO_IANTHE1.m": "我叫埃安忒。[pause]新人,很高兴认识你。", + "LEADER_IANTHE_INTRO_IANTHE1.f": "我叫埃安忒。[pause]新人,很高兴认识你。", + "LEADER_IANTHE_INTRO_IANTHE1.n": "我叫埃安忒。[pause]新人,很高兴认识你。", + "LEADER_IANTHE_INTRO_IANTHE2": "那么,[pause]你觉得这座哨所怎么样?[pause]这地方荒废了很久很久,不过我们稍加改造,就让其摇身一变成休息站,供疲惫的巡护员们歇息。", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "你们在这里都做些什么?", + "LEADER_IANTHE_INTRO_IANTHE3": "虽然我很想说,我们的工作是护卫新威勒尔的民众免受无情的怪物群滋扰……", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "巡护队都是干嘛的?", + "LEADER_IANTHE_INTRO_IANTHE4": "但其实大部分时间,我们只是帮社区干点杂活罢了,实在没想象的那么紧张刺激。", + "LEADER_IANTHE_INTRO_K_IANTHE4": "大天使无疑是[wave amp=30 freq=10]存在[/wave]的,但是我们和它们的交流一直处于……[pause]转瞬即逝的状态。", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]但、但是,{player}和我前不久刚和一位大天使交过手![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "新加入我们的凯莉,[pause]也可以作证!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "……[pause]是吗?那这事可得好好调查一下。", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player}会战斗到底的,[pause]我可以为他作证!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "……只不过,巡护员凯莉坚称,你们俩遇上了一位[wave amp=30 freq=10]大天使[/wave],还展开了搏斗。", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "是真的!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "……只不过,巡护员凯莉坚称,你们俩遇上了一位[wave amp=30 freq=10]大天使[/wave],还展开了搏斗。", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "大天使无疑是[wave amp=30 freq=10]存在[/wave]的,但是我们每次与他们的相遇都……[pause]十分短暂。", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "……只不过,巡护员凯莉坚称,你们俩遇上了一位[wave amp=30 freq=10]大天使[/wave],还展开了搏斗。", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "而且我们还赢下了这场战斗!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player}会战斗到底的,[pause]我可以为此作证!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "别说交手了,光是能在遇见大天使后幸存下来,就已经很能体现你的刚毅了……", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player}会战斗到底的,[pause]我可以为她作证!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player}挺不屈不挠的。", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player}战斗起来英勇无畏。", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "巡护员……队长?", + "LEADER_IANTHE_INTRO_IANTHE5": "那,[pause]{player},你自己意下如何?想申请加入巡护队吗?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "申请?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "我要做些什么吗?", + "LEADER_IANTHE_INTRO_IANTHE6": "实习巡护员的任务是,去和新威勒尔的每一位巡护员队长见面,然后通过他们的试炼。", + "CAPTAIN_ZEDD_POST_BATTLE1": "哇,你最后使出的那招,确实让我清醒了一点点。[pause]给,奖励归你了。", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "充足的睡眠很重要……但要睡多少才叫“充足”呢?[pause]自开天辟地以来,人类就已经在寻找这个问题的答案了。", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "你好哇![pause]有人告诉我,你现在成了队长啦?[pause]可真了不起啊!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "你好哇![pause]有人告诉我,你现在成了队长啦?[pause]可真了不起啊!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "你好哇![pause]要来和我一起分拣垃圾吗?", + "CAPTAIN_SKIP_INTRO3": "由你们异界人一手制造,并最终流落到这里的所有[wave amp=30 freq=10]东西[/wave],都由我来收集和整理。", + "CAPTAIN_READY_CHECK.n": "准备好和{pawn}对战了吗?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "埃安忒说你是个前途无量的战士,那想必很期待挑战我的巡护员试炼吧?", + "CAPTAIN_SKIP_POST_REMATCH1": "呃……[pause]我又输啦!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "没关系![pause]反正还有大把垃圾等着我去分拣呢!", + "CAPTAIN_SKIP_PRE_REMATCH3": "好哇,[pause]这下可就好玩了!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "看来我们应该再战一场,庆祝一下——你意下如何,[wave amp=30 freq=10]队长[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "看来我们应该再战一场,庆祝一下——你意下如何,[wave amp=30 freq=10]队长[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "我在为某个建筑工程勘察公园时,无意中发现了这份稀有原料。你可以拿着这份原料,到市民中心去换点好东西。", + "CAPTAIN_WALLACE_INTRO4": "我叫瓦莱斯,是港口镇的一位巡护员队长。[pause]新威勒尔这地儿但凡有什么建筑工事,都是由我来监督的。", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]亲爱的顾客,[pause]欢迎光临[pause]纽维加斯“法老百货”![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]亲爱的顾客,[pause]欢迎光临[pause]纽维加斯“法老百货”![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "啊![pause]我都完全忘了你是巡护员队长这回事呢!", + "CAPTAIN_ZEDD_INTRO5": "多谢帮忙。真是的,我堂堂一个[wave amp=30 freq=10]巡护员队长[/wave],想在这里眯一会儿怎么就这么艰难!", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]嘿,人类。你知道我对你的所有同类,都怀有同等程度的尊重吗?我也不对你们中的任何一人抱有负面情绪。[pause]这是真话。[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]啊,抱歉,[pause]我并非有意要再次将怒火发泄在人类身上,[pause]请无视我的发言吧。[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]嘿,人类。你知道我对你的所有同类,都怀有同等程度的尊重吗?我也不对你们中的任何一人抱有负面情绪。[pause]这是真话。[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]嘿,人类。你知道我对你的所有同类,都怀有同等程度的尊重吗?我也不对你们中的任何一人抱有负面情绪。[pause]这是真话。[/color]", + "CAPTAIN_SKIP_INTRO1": "嗐,异界人制造的[wave amp=30 freq=10]东西[/wave]可真多。", + "CAPTAIN_WALLACE_POST_REMATCH2": "不过你再一次证明了,你的战略有着坚实的基础!", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]喏,这是你赢得的赌金。[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]你可以前往港口镇的市民中心,将这份原料兑换成现金。[pause]你们人类,可不就喜欢用些毫无意义的小玩意儿来交易么……[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]我已修补战斗算法中的所有短处。[pause]“队长”,你的落败在统计学上是必然事件![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "我待会儿再跟你聊,还有最后几块地方要修一修……", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "依我看,你这人手脚挺利索的,不如来报名成为实习巡护员吧?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "依我看,你这人手脚挺利索的,不如来报名成为实习巡护员吧?", + "CAPTAIN_SKIP_INTRO4": "电子设备啊,家具啊,只要你能叫上名字的,这里全都有![pause]这些东西被海水冲上这里的海岸,然后会在我们手中变废为宝!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "哇,你还真是一心要把我扫进垃圾堆啊![pause]看来恐怕是我低估了你呢,异世人!", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "没关系![pause]反正还有大把垃圾等着我去分拣呢!", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "埃安忒说你是个前途无量的战士,那想必很期待挑战我的巡护员试炼吧?", + "LEADER_IANTHE_INTRO_IANTHE7": "既然你在怪物战斗方面俨然已是[wave amp=30 freq=10]行家[/wave],[pause]我相信巡护员队长们会很期待考验一下你的对战能力。", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "干得漂亮哇,哥们儿!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "看来你还[wave amp=30 freq=10]真是[/wave]初来乍到啊。", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "这些巡护员队长都有谁?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "看来你还[wave amp=30 freq=10]真是[/wave]初来乍到啊。", + "LEADER_IANTHE_INTRO_IANTHE9": "通过试炼的实习巡护员,就会成为像凯莉这样的全职巡护员。巡护员有很多职责,不过没有什么会令他们身陷险境。", + "LEADER_IANTHE_INTRO_IANTHE8.n": "看来你还[wave amp=30 freq=10]真是[/wave]初来乍到啊。", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "说真的,我从未想过有这么一天的到来。", + "LEADER_IANTHE_INTRO_IANTHE10": "至于巡护员队长,[pause]比如我本人,[pause]则负责统揽全局。我们努力维护港口镇社区,而最危险的状况都交由我们来化解。", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "好,现在我明白了!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "所以队长就是最高级的巡护员……", + "LEADER_IANTHE_INTRO_IANTHE11": "来,拿着这个。", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "这是……集章卡?", + "LEADER_IANTHE_INTRO_IANTHE12": "每通过一位队长的试炼,对方就会在这张卡上盖上一章。[pause]等到卡上盖满章了,就过来见我,我会将你正式任命为巡护员。", + "LEADER_IANTHE_INTRO_IANTHE16": "不说了,我得回镇子去了。需要找我的话,就到我们的总部来吧。", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "盖满章能换杯免费咖啡吗?", + "LEADER_IANTHE_INTRO_IANTHE13": "每位队长都在战斗中完善了自己的战术,也就是说,[pause]这不是单纯的力量较量。[pause]你必须学会一边战斗,一边调整作战方式。", + "LEADER_IANTHE_INTRO_IANTHE14": "{player},[pause]你认为自己应付得来吗?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "我准备好了!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "我准备好了!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "当然!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "我准备好了!", + "LEADER_IANTHE_INTRO_IANTHE15": "要的就是这股劲头。", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "好了,还有别的事吗?", + "LEADER_IANTHE_INTRO_IANTHE17": "知道我们总部在哪吧,就是屋顶上嵌了半艘船的那栋楼。[pause]绝对不会找不到的。", + "LEADER_IANTHE_MENU": "嗨,{player}。你有事找我吗?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "我已经找到回家的路了!", + "LEADER_IANTHE_MENU_CAPTAINS": "接受巡护员队长的训练……", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "我准备好当队长了!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "我准备好当队长了!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "我准备好当队长了!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "“融合原料”是什么?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "我明白了。所以有个叫夜之桥站的地铁站,里面藏了个魔镜传送门;而这些车站本身,全都是一位巨型大天使的一部分……", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "关于元素属性……", + "LEADER_IANTHE_MENU_FUSION": "关于融合……", + "LEADER_IANTHE_MENU_BYE": "我就是过来打声招呼!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "是吗?快把所有事情一五一十告诉我。", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "差不多就是这个意思。", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "此外还有一栋化身成女子的建筑,以及一只会说话的路锥蟹,能带我们进入那座地铁站……", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "呃……没错。", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "就是这样!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "唔,差不多吧。", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "是的,你听懂了就好。", + "LEADER_IANTHE_WAY_HOME_DOG4": "汪!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "但既然是你们告诉我的,我必然会认真对待。我会立马派人下去那里看看。", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}、{partner},换做是其他人跟我说这番话,我可就要担心对方是否神智清醒了!", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "当然,我以前也曾和队长们探讨过这个可能性。我们为各类偶然事件准备了完整的预案……", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "大部分新来的人,都会想马上离开。当然了,巡护队就会引导他们前往“夜之桥站”。", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "但现在,我们总算能将这些预案付诸实践了。", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "因此短期内不会再有大规模迁出。新威勒尔这里,始终有工作等着巡护员去完成。", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "我和诸位队长已经承诺留在新威勒尔,保护任何选择留下的人。", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "但是港口镇的大部分人,已经在这里呆了很长一段时间。人们找到伴侣,定居下来,组建家庭……", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player},我知道你正在受训成为巡护员,但如果你选择抛下训练离开,我也不会责怪你。", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "我和诸位队长已经承诺留在新威勒尔,保护任何选择留下的人。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "我知道我曾请你考虑出任巡护员队长,但如果你选择辞职离开,我也不会责怪你。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "我和其他队长已经承诺留在新威勒尔,保护任何选择留下的人。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "我知道我曾请你考虑出任巡护员队长,但如果你选择辞职离开,我也不会责怪你。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "我知道我曾请你考虑出任巡护员队长,但如果你选择辞职离开,我也不会责怪你。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "如果你选择辞职离开,我也不会责怪你的。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "但是{player},你为这件事付出的努力,已经比我认识的任何人都要多。", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "无论你作何决定,我都会全力支持。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "你的集章卡盖满章了,是吗?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "岛上各地都有队长驻扎,这样无论哪里突发紧急事件,附近[wave amp=30 freq=10]总能[/wave]找到人应对。", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "你要是找不着他们,就去找附近的其他巡护员问问路。我目前有点忙,实在是没空帮你这个忙了。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "给!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "恭喜,{player},你正式成为巡护员了!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "看来大家传的是真的啊!你才来这里没多久,却已经走遍了整座岛屿、克服了各种障碍,让大家看到了你的真本事。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "没错!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "恭喜,{player},你正式成为巡护员了!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "很可惜,我们并不会举行什么特殊仪式来纪念这一重大时刻。[pause]大家都在忙着训练新成员,好对付那些暴走融合体。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "恭喜,{player},你正式成为巡护员了!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "太好了!{player},这都是你应得的!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "我们倒是很需要像你这样的人才,来帮忙训练新人。你有没有想过当队长?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "真厉害,我为你感到高兴。", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "真厉害,我为你感到高兴。", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "真厉害,我为你感到高兴。", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "干得漂亮哇,哥们儿!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "朋友,你的努力终得回报。", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "这都是你应得的!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "干得漂亮哇,哥们儿!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "朋友,你的努力终得回报。", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "朋友,你的努力终得回报。", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "嗷呜!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "看来我们应该再战一场,庆祝一下——你意下如何,[wave amp=30 freq=10]队长[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "我去喝杯咖啡清醒一下吧……", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "你好哇![pause]有人告诉我,你现在成了队长啦?[pause]可真了不起啊!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "好吧,你再一次狠狠地让我出了洋相。这场对战打得真精彩。", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "那还是等下一次吧。", + "CAPTAIN_WALLACE_PRE_REMATCH2": "这不正是重赛的绝佳时机嘛!你觉得怎么样?", + "CAPTAIN_SKIP_INTRO5": "说到底,[pause]彼之废料,我之珍宝啊!", + "CAPTAIN_SKIP_POST_REMATCH5": "我永远猜不到能翻出些什么,多有意思啊!", + "CAPTAIN_ZEDD_INTRO4": "这附近老有子弹仔窜来窜去,要在这里“冥想”实在是越来越艰难了。你能不能想个办法,[wave amp=30 freq=10]帮我解决这问题啊?[/wave]", + "CAPTAIN_ZEDD_INTRO2": "你说什么……?[pause]睡觉?[pause]没有,我才没在睡觉!我不过是在,呃,在冥想罢了。对了,我叫呼噜。", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "看来你有在坚持锻炼吧?有付出就看得见回报,你比上次更强了!", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]嗨嗨[/wave],[pause]您正在收听西比尔电台:全天候播报,覆盖新威勒尔[wave amp=30 freq=10]每~~~个角落[/wave]!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "虽说我们很想实时采访面前这位嘉宾,但很可惜,嘉宾尚未签署[wave amp=30 freq=10]必要的文件[/wave]![pause]这对于广大听众来说,可真是太遗憾了!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "虽说我们很想实时采访面前这位嘉宾,但很可惜,嘉宾尚未签署[wave amp=30 freq=10]必要的文件[/wave]![pause]这对于广大听众来说,可真是太遗憾了!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "我们迎来了新加入的实习巡护员{player},一同在西岸为诸位听众奉上现场直播!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "大家私底下都在传,{player}在[wave amp=30 freq=10]怪物战斗[/wave]方面,可是颇具天赋哦!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "我们迎来了新加入的实习巡护员{player},一同在西岸为诸位听众奉上现场直播!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "新人,你说呢?[pause]我们要不要为亲爱的听众们奉上一场[wave amp=30 freq=10]听觉战斗盛宴[/wave]呢?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "我们迎来了新加入的实习巡护员{player},一同在西岸为诸位听众奉上现场直播!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "新人,你说呢?[pause]我们要不要为亲爱的听众们奉上一场[wave amp=30 freq=10]听觉战斗盛宴[/wave]呢?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "大家私底下都在传,{player}在[wave amp=30 freq=10]怪物战斗[/wave]方面,可是颇具天赋哦!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "新人,你说呢?[pause]我们要不要为亲爱的听众们奉上一场[wave amp=30 freq=10]听觉战斗盛宴[/wave]呢?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "大家私底下都在传,{player}在[wave amp=30 freq=10]怪物战斗[/wave]方面,可是颇具天赋哦!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "太好了![pause]听众们,请系好想象中的安全带![wave amp=30 freq=10]以下是本台独家的直播演出![/wave]", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "亲爱的听众们,看来我们只能等下一次了!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "战斗逐渐白热化![pause]深受喜爱的主持人能否胜出?还是说,胜利女神眷顾的是大胆的黑马?[pause]乐章即将奏响高潮!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]哇,多么精彩的一场演出,听众们反响极其热烈![/wave][pause]当然,你的演出费也少不了!", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "战斗逐渐白热化![pause]深受喜爱的主持人能否胜出?还是说,胜利女神眷顾的是大胆的黑马?[pause]乐章即将奏响高潮!", + "CAPTAIN_CYBIL_POST_REWARD1": "……", + "CAPTAIN_CYBIL_POST_REWARD2": "我原本真的是广播界一颗冉冉升起的新星。[pause]但自从我流落到这里,一切都不一样了。", + "CAPTAIN_CYBIL_POST_REWARD4": "然后,那个收到信号的人,说不定就会来拯救我们所有人。", + "CAPTAIN_CYBIL_POST_REWARD5.f": "……伤感的话题就此打住吧![pause]你在战斗中表现得很出色,我看得出你必定前途无量!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "……伤感的话题就此打住吧![pause]你在战斗中表现得很出色,我看得出你必定前途无量!", + "CAPTAIN_CYBIL_POST_REWARD3": "不过我还是要坚持下去。[pause]每天,我都向整个新威勒尔广播,[pause]祈祷着这座岛外头的某个人,[pause]能以某种方式收到这个无线电信号。", + "CAPTAIN_CYBIL_POST_REWARD5.n": "……伤感的话题就此打住吧![pause]你在战斗中表现得很出色,我看得出你必定前途无量!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]嗨嗨[/wave],[pause]很高兴能又一次见到我们的当红明星嘉宾!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]嗨嗨[/wave],[pause]很高兴能又一次见到我们的当红明星嘉宾!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "哇,[pause]今天的听众有耳福了,我们带来了天大的好消息!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]嗨嗨[/wave],[pause]很高兴能又一次见到我们的当红明星嘉宾!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "……[pause]谢谢你的来访。[pause]我真的很感动。", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "多么精彩的演出啊![pause]看来你真是投入了120%的努力。", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "新上任的队长{player},竟然惊喜出现在我们的演播室!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "新上任的队长{player},竟然惊喜出现在我们的演播室!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "听众们非常期待你的第二次演出,大家都[wave amp=30 freq=10]伸长了耳朵[/wave]![pause]准备好再来一场对战了吗?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "听众们非常期待你的第二次演出,大家都[wave amp=30 freq=10]伸长了耳朵[/wave]![pause]准备好再来一场对战了吗?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "新上任的队长{player},竟然惊喜出现在我们的演播室!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]好![/wave]听众们都听好啰:系好安全带,把小桌板收起来,调直座椅靠背![pause]我们要现场录音了!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "听众们非常期待你的第二次演出,大家都[wave amp=30 freq=10]伸长了耳朵[/wave]![pause]准备好再来一场对战了吗?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "多么精彩的演出啊![pause]看来你真是投入了120%的努力。", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "亲爱的听众们,看来我们只能等下一次了!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "……[pause]谢谢你的来访。[pause]我真的很感动。", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "……[pause]谢谢你的来访。[pause]我真的很感动。", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]下次见啦,队长![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]下次见啦,队长![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]下次见啦,队长![/wave]", + "CAPTAIN_CODEY_INTRO2": "大家都叫我马侬。[pause]因为以前我靠代码为生。再准确点说,我靠[wave amp=30 freq=10]毁[/wave]代码为生。", + "CAPTAIN_CODEY_INTRO1": "你大老远跑来这里,就是为了见我吧?", + "CAPTAIN_CODEY_INTRO3": "只要你足够聪明,信息空间里的一切都是可以破解的。[pause]无论是网站,游戏,还是政府服务器……", + "CAPTAIN_CODEY_INTRO4": "不过最后这项倒是给我惹了一点麻烦。", + "CAPTAIN_CODEY_INTRO5": "但是新威勒尔这里,[pause]根本连互联网都没有。太可笑了。", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "不过很可惜,你还没报名成为实习巡护员,所以我没法向你展示工作成果。[pause]对你来说真是遗憾啊,对吧?", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "不过很可惜,你还没报名成为实习巡护员,所以我没法向你展示工作成果。[pause]对你来说真是遗憾啊,对吧?", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "请原谅我在此用了个双关,这都是习惯使然。", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "回到正题来,这是你的奖励。", + "CAPTAIN_JUDAS_PRE_REMATCH2": "那好吧。[pause]我已进行过战术观察,必然能将此次的胜率升至极限。", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "有位线人告知我,你现在也和我们一样是巡护员队长了,[pause]着实令人钦佩。[pause]你这次来,是想重赛吗?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]我这样的破铜烂铁,居然也懂得使用磁带,你肯定没料到吧?[pause]事实证明,我记忆库中储存的众多赌博数据,也令我相当善于谋略。[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]对了,我是克娄,[pause]是新威勒尔诸多巡护员队长中的一员。[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]虽然有点不情愿,不过我会把你视为真正尊重的人类,并加进自己的内置数据库。[pause]要知道,这可是个非常小的数据库。[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]还是你这手牌打得好啊。[pause]我对你刮目相看,且[wave amp=30 freq=10]绝无[/wave]半点不忿。[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]啊,抱歉,我并不是有意要表现得如此不友好。[pause]埃安忒一直鼓励我,要以更健康的方式化解对人类的积怨。[/color]", + "CAPTAIN_DREADFUL_INTRO4": "当然,[pause]镇子被大火夷为平地时,所有故事都跟着灰飞烟灭了。[pause]所有人、所有事,也都在火焰中化为乌有,[pause]仅余一个小小的我。", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "那些恐怕不全是真实故事……", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "蒙骗死神之人……?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "这绰号挺奇特的啊。", + "CAPTAIN_DREADFUL_INTRO6": "港口镇那群笨家伙有许多不同信仰,不过大家都在一件事上达成了共识:我们[wave amp=30 freq=10]所有人[/wave]终有一天要归西的。", + "CAPTAIN_DREADFUL_INTRO7": "我觉得他们单纯是缺乏想象力。[pause]死亡并非终点……前提是你得通晓[wave amp=30 freq=10]秘传之法[/wave]。", + "CAPTAIN_DREADFUL_POST_REWARD1": "实习巡护员,你记好了:[pause]如果说人生由你自己打造,那么死亡也一样!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "我本来可以示范一下,不过我只和注册在案的巡护员或实习巡护员过招。[pause]这是本人的原则,抱歉了。", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "我可以示范一下,不过你可得做好准备。[pause]你是新加入的实习巡护员,对吧?要不要和我过两招,证明自己的价值?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "那我们就速速开打吧![pause]你要是指望我这个巡护员队长心慈手软,那可得小心[shake rate=30 level=10]挨一顿胖揍了![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "我可以示范一下,不过你可得做好准备。[pause]你是新加入的实习巡护员,对吧?要不要和我过两招,证明自己的价值?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "没兴趣过招吗?[pause]没事,我不会跟你过不去的!", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "我可以示范一下,不过你可得做好准备。[pause]你是新加入的实习巡护员,对吧?要不要和我过两招,证明自己的价值?", + "CAPTAIN_GLADIOLA_INTRO4": "在这个世界,阴影长着利爪。我的职责,就是[wave amp=30 freq=10]以爪还爪。[/wave]", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "这也没解释多少啊……", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "不过,我无法向并非巡护员之人透露更多信息。[pause]你若报名加入巡护员队伍,或许我们还有机会再聊聊。", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "……好吧。", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "告诉我,你是来挑战巡护员队长试炼的吧?[pause]你若自认为抵挡得住我的利刃,欢迎放胆一试。", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "告诉我,你是来挑战巡护员队长试炼的吧?[pause]你若自认为抵挡得住我的利刃,欢迎放胆一试。", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "告诉我,你是来挑战巡护员队长试炼的吧?[pause]你若自认为抵挡得住我的利刃,欢迎放胆一试。", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "但愿不会把你那张漂亮脸蛋割伤了吧。", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "嗯,不失为明智的选择。", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "了不起。[pause]没想到你竟有这般实力,你比外表看起来利索得多了。你赢得光明正大。", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "别以为这么轻松就能把我砍倒!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "我也是时候继续履行使命了。[pause]我发誓要对调查工作的性质保密,因此无法多言,请别往心里去。", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "了不起。[pause]没想到你竟有这般实力,你比外表看起来利索得多了。你赢得光明正大。", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "了不起。[pause]没想到你竟有这般实力,你比外表看起来利索得多了。你赢得光明正大。", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "大家说你就是新上任的巡护员队长。不知你是否想和我再切磋一回,磨练一下技艺?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "我在巡护队中负责的确切内容必须保密,你还是别知道为妙。", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "你还是如此行动敏捷。队长,我必须对你的努力表示赞扬。", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "非常好![pause]拔剑吧,队长。", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "大家说你就是新上任的巡护员队长。不知你是否想和我再切磋一回,磨练一下技艺?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "非常好![pause]拔剑吧,队长。", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "大家说你就是新上任的巡护员队长。不知你是否想和我再切磋一回,磨练一下技艺?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "非常好![pause]拔剑吧,队长。", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "嗯,不失为明智的选择。", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "你还是如此行动敏捷。队长,我必须对你的努力表示赞扬。", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "你还是如此行动敏捷。队长,我必须对你的努力表示赞扬。", + "CAPTAIN_HEATHER_INTRO2": "湿度:起伏波动![pause]降水概率:天知道!", + "CAPTAIN_HEATHER_INTRO3": "在我这样的气象学家看来,新威勒尔的气候实在是无解的谜题!", + "CAPTAIN_HEATHER_LAST_LEGS1": "风向变了,我很快就要占上风——听我的,准没错!", + "CAPTAIN_HEATHER_PRE_BATTLE1": "你是实习巡护员吧?[pause]要是觉得自己有直面狂风暴雨的勇气,那何不来挑战一下我的巡护员试炼呢?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "那就算啦,或许下次见面时你就准备好[wave amp=30 freq=10]迎接暴风雨[/wave]了吧!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "不错![pause]我要更新天气播报了:预测随后会有[shake rate=30 level=10]招式如暴风雨般落下[/shake],并将迎来[shake rate=30 level=10]旋风般的胜利[/shake]!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]我是天琪,为大家播报天气![/wave][pause]今日天气情况:一如既往无法预测!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "呃,[pause]你要是想挑战巡护员试炼的话,就得先去登记注册啊。", + "MEREDITH_ROMANCE_MEREDITH4": "我不知道[wave amp=30 freq=30]你[/wave]为什么会喜欢[wave amp=30 freq=30]我[/wave],[pause]但我喜欢你。", + "MEREDITH_ROMANCE_MEREDITH5": "但我们正在为离开这个世界而努力……", + "MEREDITH_ROMANCE_MEREDITH6.m": "如果成功了,我们或许就不能在一起了。[pause]你……[pause]能接受吗?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "准备好对付邪恶力量了吗?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "能。", + "MEREDITH_ROMANCE_MEREDITH6.f": "如果成功了,我们或许就不能在一起了。[pause]你……[pause]能接受吗?", + "MEREDITH_ROMANCE_MEREDITH6.n": "如果成功了,我们或许就不能在一起了。[pause]你……[pause]能接受吗?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "应该可以吧。", + "MEREDITH_ROMANCE_MEREDITH7": "嗨,不管了,[pause]何乐而不为呢?", + "MEREDITH_ROMANCE_MEREDITH8.m": "我,正正经经交了个男友。[pause]听着怪怪的。[pause]但感觉很不错。", + "MEREDITH_ROMANCE_MEREDITH8.f": "我,正正经经交了个女友。[pause]听着怪怪的。[pause]但感觉很不错。", + "MEREDITH_ROMANCE_MEREDITH8.n": "我,正正经经找了个对象。[pause]听着怪怪的。[pause]但感觉很不错。", + "MEREDITH_ROMANCE_MEREDITH9": "我总对自己说,要等到对自己更加满意时,才能跟人发展恋爱关系。这样催眠自己,会令我更轻松一点。[pause]但我想,事实是……", + "MEREDITH_ROMANCE_MEREDITH11": "但你让我开心,[pause]而和你在一起能令我更完整。", + "MEREDITH_ROMANCE_MEREDITH10": "我恐怕[b]永远[/b]都不会对自己真正有信心。[pause]我甚至根本不可能成为完美的自己。", + "MEREDITH_ROMANCE_MEREDITH12": "好、好啦,肉麻的话就不多说了。[pause]哦对了,我也不会说黏黏腻腻的撒娇情话。", + "MEREDITH_ROMANCE_MEREDITH13.m": "你要是指望我叫你“宝贝”或者“亲爱的”,[pause]那可就要大失所望了。", + "MEREDITH_ROMANCE_MEREDITH13.n": "你要是指望我叫你“宝贝”或者“亲爱的”,[pause]那可就要大失所望了。", + "MEREDITH_ROMANCE_MEREDITH13.f": "你要是指望我叫你“宝贝”或者“亲爱的”,[pause]那可就要大失所望了。", + "EUGENE_QUEST2_PART1_EUGENE1": "我趁着那群尸鬼在巡逻,从其中一个尸鬼身上偷来了窗户钥匙。", + "EUGENE_QUEST1_PART1_EUGENE1": "太好了,你来啦!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "准备好对付邪恶力量了吗?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "准备好对付邪恶力量了吗?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "当然!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "明白了。你准备好了就跟我说一声吧,在那之前我就继续评估形势吧。", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "还是改天吧。", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]赞爆了![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "明白了。你准备好了就跟我说一声吧,在那之前我就继续评估形势吧。", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "明白了。你准备好了就跟我说一声吧,在那之前我就继续评估形势吧。", + "EUGENE_QUEST1_PART1_EUGENE4": "好,[pause]你看到那边那栋建筑了吗?", + "EUGENE_QUEST1_PART1_EUGENE5": "那是他们的大本营——[pause]这些毫无人性的寄生虫,就是在那里面策划占领世界的阴谋诡计。", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "看着并不怎么起眼啊。", + "EUGENE_QUEST1_PART1_EUGENE8": "这岛上有好几处这样的大本营,你说不定有见过。他们会把正门锁上,但我们可以从屋顶的一处窗口降落进去。", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "怎么看起来有点平庸啊?", + "EUGENE_QUEST1_PART1_EUGENE6": "哥们儿,[pause]外表可是会骗人的。", + "EUGENE_QUEST1_PART1_EUGENE7": "他们这个族类,一度在我来自的那个世界肆虐。但我们奋起反抗。[pause]最后赢了。", + "EUGENE_QUEST1_PART1_EUGENE9": "不如从这里滑翔过去吧。我会陪在你身边的,不用担心。", + "EUGENE_QUEST2_PART1_EUGENE2.m": "我们要从那里降落进去,然后把他们全部赶出来。你准备好了吗?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "老早就准备好了!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "我们要从那里降落进去,然后把他们全部赶出来。你准备好了吗?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "我们要从那里降落进去,然后把他们全部赶出来。你准备好了吗?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]不知二位是否有兴趣前往协会总部,和我们经理面谈?[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "我们上吧!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]我们或许能达成互惠互利的协议。我会把地址告知你们。[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "看来这是一举拿下他们所有人的机会!", + "EUGENE_QUEST4_PART1_EUGENE3": "快走吧,我们一秒也耽搁不起!", + "EUGENE_QUEST4_PART1_EUGENE1": "索地员居然还有中心行动基地?!", + "EUGENE_QUEST5_PART1_EUGENE1": "这里据说就是索地员总部所在地……", + "EUGENE_QUEST5_PART1_EUGENE2": "好嘞——[pause]这帮怪人绝对敌不过我们[shake rate=30 level=10]熊熊燃烧的决心[/shake]!", + "EUGENE_QUEST5_PART1_EUGENE3": "……", + "EUGENE_QUEST5_PART1_EUGENE4": "靠,入口到底在哪里啊?", + "EUGENE_QUEST5_PART1_EUGENE5": "……", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]无固定利率房贷……[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "我好像找到入口了。", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]提高房屋净值……[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]可调整市值利率……[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "感谢二位出席预定的会面。非常感激二位如此配合。", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]资产增长……[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "那你告诉我:好端端的一个大天使,为什么总想抢占[shake rate=30 level=10]房地产市场?![/shake]", + "EUGENE_QUEST5_PART2_EUGENE2": "所以你就是这一切的幕后黑手?", + "EUGENE_QUEST5_PART2_EUGENE5": "……", + "EUGENE_QUEST5_PART2_MAMMON4": "我的族人们脱胎于人类的自大。你们族类最强烈的欲望,赋予了我们形态。\\n\\n我的存在,是人类消费主义的体现。\\n\\n我想签单,是因为你想签单。我渴求楼宇,是因为你渴求楼宇。", + "EUGENE_QUEST5_PART2_EUGENE7": "你对我[b]一无所知[/b]。", + "EUGENE_QUEST5_PART2_EUGENE10": "我……", + "EUGENE_QUEST5_PART2_MAMMON6": "人类尤金,我想要的,都是你想要的。我能读懂你的心。", + "EUGENE_QUEST5_PART2_MAMMON8": "我怜悯人类尤金。\\n\\n人类尤金在其追求的志业以外,便找不到自己的任何价值。", + "EUGENE_QUEST5_PART2_MAMMON9": "没有志业,人类尤金便一无是处。\\n\\n徒留一副空空如也的躯壳。正如我手下的房地产中介。", + "EUGENE_QUEST5_PART2_EUGENE11": "你说得……[pause]不对……", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "尤金,别上了他的当!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "他说的话大错特错!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]停下![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "你别想压垮我的精神![pause]你和你的同类就只会出这些阴招!", + "EUGENE_QUEST5_PART2_EUGENE15": "有头有脸的大人物闻风而至,硬是要从小人物那里夺走一切……", + "EUGENE_QUEST5_PART2_EUGENE13": "我不会再听了!", + "EUGENE_QUEST5_PART2_EUGENE16": "等到小人物奋起反击了,[pause]就叫他们别越界,[pause]对吧?!", + "EUGENE_QUEST5_PART2_EUGENE17": "所以小人物只好什么都不做……[pause]结果事情反而变得更糟糕了!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]来来去去都是那[pause]老一套[pause]![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}……", + "EUGENE_QUEST5_PART2_EUGENE20": "想不想把这堆垃圾烧个精光?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "你别想压垮我的精神……", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "你知道我想的。", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "动手吧。", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "也别以为能轻而易举阻止{player}!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "这地方要塌了。我们快走!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "吼吼,玛门先生,你这业务经营得不错嘛!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "我们会联手对付你,[shake rate=30 level=10]赢下这场仗[/shake]!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "你看样子挺会给手下安排工作。这可是项宝贵的技能!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "就由我来助你离开吧。", + "EUGENE_QUEST5_PART3_EUGENE1": "看来所有索地员中介都落荒而逃了……[pause]业务叫停了,不知道他们接下来会做什么呢?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "哦,是么?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "哎哟喂,我们[wave amp=30 freq=10]融合[/wave]的那一下子还挺酷的啊。", + "EUGENE_QUEST5_PART3_EUGENE2.m": "哎哟喂,我们[wave amp=30 freq=10]融合[/wave]的那一下子还挺酷的啊。", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "可不是吗!", + "EUGENE_QUEST5_PART3_EUGENE2.n": "哎哟喂,我们[wave amp=30 freq=10]融合[/wave]的那一下子还挺酷的啊。", + "EUGENE_QUEST5_PART3_EUGENE3": "嗯![pause]跟肾上腺素飙升差不多,只不过我能感受到你我的意志一同驱动着我。就连[wave amp=30 freq=10]大天使[/wave]都没法阻止我们!", + "EUGENE_QUEST5_PART3_EUGENE4": "原来暗地里操纵索地员的,是大天使……", + "EUGENE_QUEST5_PART3_EUGENE5": "它那时说的话……[pause]万一是真的,可怎么办?", + "EUGENE_QUEST5_PART3_EUGENE6": "要是不找点志业来努力一下,[pause]我或许真的只是个空无内涵的人。", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "我知道有办法能离开这座岛。", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "我不认为你是个失败者。", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "你不该这么想。", + "EUGENE_QUEST5_PART3_EUGENE7": "……", + "EUGENE_QUEST5_PART3_EUGENE8.f": "嗨。[pause]谢了,兄弟。", + "EUGENE_QUEST5_PART3_EUGENE8.m": "嗨。[pause]谢了,兄弟。", + "EUGENE_QUEST5_PART3_EUGENE8.n": "嗨。[pause]谢了,兄弟。", + "EUGENE_QUEST5_PART3_EUGENE9": "话又说回来,[pause][b]你[/b]又是受了什么的激励呢?", + "EUGENE_QUEST5_PART3_EUGENE10": "你到处旅行、[pause]帮助他人、[pause]对抗怪物,[pause]是什么激励着你做这些事啊?", + "EUGENE_QUEST5_PART3_EUGENE15": "我的身体恐怕也[wave amp=30 freq=30]不允许[/wave]我停下脚步。", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "我要找出回家的办法。", + "EUGENE_QUEST5_PART3_EUGENE11": "唔……听起来不大可能。", + "EUGENE_QUEST5_PART3_EUGENE12": "算我一个吧。", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "真的?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "就这么答应了?", + "EUGENE_QUEST5_PART3_EUGENE13": "就这么答应了!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "这话什么意思?", + "EUGENE_QUEST5_PART3_EUGENE14": "我们已经阻止了索地员的阴谋,但是我还不想就这么停下脚步。", + "EUGENE_QUEST5_PART3_EUGENE16": "我[wave amp=30 freq=30]总归[/wave]需要些能为之奋斗的东西。", + "EUGENE_QUEST5_PART3_EUGENE17": "所以就这么办吧。[pause]能为之奋斗的新事业。", + "EUGENE_QUEST5_PART3_EUGENE18": "算我一个。", + "EUGENE_CONVO1_EUGENE1": "说起来,[pause]我们之前那样子对付索地员……", + "EUGENE_CONVO1_EUGENE3": "但这么做才是正确的,[pause]因为他们的“商业计划”会把人们的生活搅得天翻地覆。", + "EUGENE_CONVO1_EUGENE2": "在其他世界恐怕是违法的,[pause]对吧?", + "EUGENE_CONVO2_EUGENE1": "我得赶紧恢复平时的锻炼计划。[pause]不在最佳状态,又怎能拯救世界呢!", + "EUGENE_CONVO1_EUGENE4": "我猜,“法律”和“真正的正义”之间,[pause]还是有很大的不同嘛!", + "EUGENE_CONVO2_EUGENE2": "也许有朝一日会有哑铃冲上海岸吧……", + "EUGENE_CONVO3_EUGENE1": "一开始我还有点纳闷,[pause]新威勒尔这儿的衣服,怎么就这么……[pause]复古呢。", + "EUGENE_CONVO3_EUGENE2": "原来是因为全都来自那座老派的商场。", + "EUGENE_CONVO3_EUGENE3": "但后来,我也开始迷恋上这样的装扮了。[pause]真希望能将这件粉夹克带回我的世界啊……", + "EUGENE_CONVO4_EUGENE1.m": "我……[pause]觉得你在篝火的映照下真好看。", + "EUGENE_CONVO4_EUGENE2": "要是手头有照相机,我一定会给你拍张照片。[pause]只可惜我没有,[pause]唉。", + "EUGENE_CONVO4_EUGENE1.n": "我……[pause]觉得你在篝火的映照下真好看。", + "EUGENE_CONVO4_EUGENE1.f": "我……[pause]觉得你在篝火的映照下真好看。", + "EUGENE_CONVO5_EUGENE2": "要我说……[pause]还挺适合你的!", + "EUGENE_CONVO5_EUGENE1": "你觉得自己的{first_tape_name}形态怎么样?", + "EUGENE_CONVO6_EUGENE2": "这篝火真是赞爆了。[pause]{player},干得漂亮。", + "EUGENE_CONVO5_EUGENE4": "我很喜欢。", + "EUGENE_CONVO5_EUGENE3": "摇身一变成{first_tape_description},保卫新威勒尔的人民!", + "EUGENE_CONVO6_EUGENE1": "这个篝火堆,[pause]在我帮忙生过的篝火里,[pause]排得上前十。", + "EUGENE_CONVO7_EUGENE4": "我希望不会像梦一样,[pause]一回到现实世界,就一下子忘个一干二净。", + "EUGENE_CONVO10_EUGENE4": "我通常都没什么找对象的缘分。[pause]和大天使战斗,比起试图猜透别人心里的想法,可是简单多了。", + "EUGENE_CONVO7_EUGENE2": "我希望……[pause]这里一切都是真实的。", + "EUGENE_CONVO7_EUGENE1.n": "你会不会经常想,回家之后的生活会是什么样的?", + "EUGENE_CONVO7_EUGENE1.m": "你会不会经常想,回家之后的生活会是什么样的?", + "EUGENE_CONVO7_EUGENE3": "这个想法,[pause]你肯定也有过吧?", + "EUGENE_CONVO8_EUGENE1": "过去的人们光是为了听音乐,[pause]就得随身带着这些塑料磁带。", + "EUGENE_CONVO7_EUGENE1.f": "你会不会经常想,回家之后的生活会是什么样的?", + "EUGENE_CONVO7_EUGENE5": "{player},我不想忘记你。", + "EUGENE_CONVO8_EUGENE3": "……", + "EUGENE_CONVO8_EUGENE2": "这玩意儿看着挺古老,所以我猜一盘磁带大概只能装几千首歌吧。", + "EUGENE_CONVO8_EUGENE4": "咦,[pause]你干嘛这样看着我?![pause]我说错话了吗?!", + "EUGENE_CONVO9_EUGENE2": "拥有变身成怪物的能力,就能以我们[wave amp=30 freq=10]想都不敢想[/wave]的方式,赋予广大社会的各路人群以力量!", + "EUGENE_CONVO9_EUGENE1": "如果我们能离开这座岛,我希望能把这磁带科技也一起带回去。", + "EUGENE_CONVO9_EUGENE3": "想象一下,要是能变成移动飞快的怪物运送蔬果……[pause]或者化身水系怪物扑灭野火……", + "EUGENE_CONVO10_EUGENE1.n": "我……[pause]很高兴能遇见你,{player}。", + "EUGENE_CONVO9_EUGENE4": "天,光是口头上说说,我就已经跟打了鸡血似的!", + "EUGENE_CONVO10_EUGENE2": "……", + "EUGENE_CONVO10_EUGENE1.f": "我……[pause]很高兴能遇见你,{player}。", + "EUGENE_CONVO10_EUGENE1.m": "我……[pause]很高兴能遇见你,{player}。", + "EUGENE_CONVO10_EUGENE3.m": "嗐,[pause]我竟然在这座神奇的岛上交到个这么可爱的男朋友,[pause]说出去谁敢信嘛?", + "EUGENE_CONVO10_EUGENE3.f": "嗐,[pause]我竟然在这座神奇的岛上交到个这么可爱的女朋友,[pause]说出去谁敢信嘛?", + "EUGENE_CONVO10_EUGENE3.n": "嗐,[pause]我竟然在这座神奇的岛上交到个这么可爱的对象,[pause]说出去谁敢信嘛?", + "EUGENE_CONVO10_EUGENE5": "也许我该在这方面努力一下……", + "EUGENE_CONVO11_EUGENE6": "嗯,[pause]那个新世界是在旧世界的灰烬中建立起来的。", + "EUGENE_CONVO11_EUGENE1": "{player},你有没有考虑过……[pause]不回自己的世界呢?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "我有什么理由不回?", + "EUGENE_CONVO11_EUGENE2": "是这样的:[pause]我们并不是来自同一个历史时间点,对吧?", + "EUGENE_CONVO11_EUGENE3": "我们并非来自同一个世界,而是来自两个大概很相似的世界。", + "EUGENE_CONVO11_EUGENE4": "所以你那个世界的未来,大有可能是我那个世界的历史。[pause]这就意味着,从长期来看,你的生活恐怕不会那么一帆风顺。", + "EUGENE_CONVO11_EUGENE4_OPTION1": "你在说什么啊?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "你那个世界的过去发生了什么?", + "EUGENE_CONVO11_EUGENE5": "我和你说过,我那个世界的人类打造了一个更美好的新世界,对吧?", + "EUGENE_CONVO11_EUGENE7": "我是在尘埃落定之后出生的,但那些一路经历过来的人……[pause]我想那段时光对于他们所有人来说,都是一种负担吧。", + "EUGENE_CONVO11_EUGENE8": "他们所失去的人事物,以及不得不成为自己唾弃的人,以上种种,都成了痛苦的回忆。", + "EUGENE_CONVO11_EUGENE9": "我知道我没法阻止你回家,但我担心你有朝一日或许会活着见证那个世界。", + "EUGENE_CONVO12_EUGENE2": "当然了,前提是我们把新威勒尔这里要做的事情都做完了。", + "EUGENE_CONVO11_EUGENE10": "你值得比那更好的人生,{player}。", + "EUGENE_CONVO12_EUGENE1": "你真的觉得那个巨大的通道能带我们回家吗?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "我是这么相信的!", + "EUGENE_CONVO12_EUGENE2_OPTION2": "必须能。", + "EUGENE_CONVO12_EUGENE3": "赞爆了。", + "EUGENE_CONVO13_EUGENE2": "你想想啊,[pause]这整个微型社会,都[wave amp=30 freq=10]建立[/wave]在一段共同经历的基础上——也就是被放逐至这座奇怪的岛上无法脱身。", + "EUGENE_CONVO12_EUGENE4": "我也盼着是真的。要知道,我可是有一大堆酷炫的人生规划呢!", + "EUGENE_CONVO13_EUGENE1": "说真的,[pause]如果那个大通道真能让大家离开新威勒尔,那这里可就要[wave amp=30 freq=10]大[/wave]变样了。", + "EUGENE_CONVO13_EUGENE3": "嗐,这里很多人都是由来自不同世界的人诞下并抚养长大的。对这里以外的一切,他们根本都[b]一无所知[/b]!", + "EUGENE_CONVO14_EUGENE1": "呃,[pause]我想我们该谈谈刚才发生的事。", + "EUGENE_CONVO13_EUGENE4": "这一发现有可能会改变一切,希望埃安忒已经有所准备吧。", + "EUGENE_CONVO14_EUGENE1_OPTION2": "你指的是?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "谈什么?", + "EUGENE_CONVO14_EUGENE3": "我们全都融合成一个巨型[shake rate=30 level=10]神祗怪物[/shake],并[shake rate=30 level=10]把阿列夫打了个落花流水[/shake]的事!", + "EUGENE_CONVO14_EUGENE2": "就是,[pause]我们……", + "EUGENE_CONVO14_EUGENE5": "我坦白跟你说吧,岛上冒出一大堆“大天使”的事,我其实完全摸不着头脑。", + "EUGENE_CONVO14_EUGENE4": "还挺爽的,你说是吧?", + "EUGENE_CONVO14_EUGENE6": "拿莫甘特和阿列夫来说,他们之间的[wave amp=30 freq=10]恩恩怨怨由来已久[/wave],是吧?然后地铁站好像也牵涉其中?[pause]嗐,我实在弄不懂。", + "EUGENE_CONVO14_EUGENE7": "但我知道的是,我们团结起来,打倒了一个大坏蛋。[pause]这事我还是弄得懂的。", + "EUGENE_CONVO15_EUGENE1": "哥们儿,我真希望你找路子离开这座岛的计划能成功。", + "EUGENE_CONVO15_EUGENE2": "我开始担心,新威勒尔有限的染发剂供应快要见底了。", + "EUGENE_CONVO16_EUGENE1": "哎哟喂,我们穿过的那座废弃小镇,可真让我寒毛直竖。", + "EUGENE_CONVO16_EUGENE2": "那里让我想起了还在老家时见过的好些地方。曾经有人居住的城镇,到了艰难时期便人去楼空。", + "EUGENE_CONVO16_EUGENE3": "我以前其实经常看到这样的地方。", + "EUGENE_CONVO16_EUGENE4": "也许假以时日,港口镇的人们就会回到那座废镇,把镇子重新建立起来。", + "EUGENE_CONVO16_EUGENE5": "希望有朝一日能实现吧。", + "EUGENE_CONVO17_EUGENE1": "在荒郊野外围坐在篝火旁,心里清楚[wave amp=30 freq=10]庞大的怪兽[/wave]随时有可能扑上来……[pause]{player},我觉得你现在肯定和我想着同一件事。", + "EUGENE_CONVO17_EUGENE2": "你在想:[pause]“我的洞穴人祖先过的就是这样的生活吧!”", + "EUGENE_CONVO17_EUGENE1_OPTION1": "是吗?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "那我具体在想什么呢?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "啥?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "我真的真的真的从来没这么想过。", + "EUGENE_CONVO18_EUGENE1": "我得好好改进一下我的战斗怒吼。", + "EUGENE_CONVO18_EUGENE1_OPTION1": "你的什么?", + "EUGENE_CONVO17_EUGENE3": "看来我猜得完全正确,你也在这么想嘛。", + "EUGENE_CONVO18_EUGENE1_OPTION2": "战斗怒吼……?", + "EUGENE_CONVO18_EUGENE2": "是啊![pause]比如面对某些敌人时,以及正要变身之前,我就大喊一些诸如“冲哇!”或者“变身!”之类的话语!", + "EUGENE_CONVO18_EUGENE2_OPTION1": "我看还有更好的喊法吧!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "“变身”好像不是特别有创意吧……", + "EUGENE_CONVO18_EUGENE3": "我这工程还是现在进行时好吧?", + "EUGENE_CONVO18_EUGENE4": "……", + "EUGENE_CONVO18_EUGENE5": "要是我喊[wave amp=30 freq=10]“我要切换怪物模式了!”[/wave]——你说效果怎么样?[pause]听起来是不是很牛哇?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "完全不。", + "EUGENE_CONVO18_EUGENE5_OPTION2": "一点儿也不。", + "EUGENE_CONVO18_EUGENE6": "那我还是改天再来聊这个话题吧。", + "EUGENE_CONVO20_EUGENE1_OPTION1": "此话怎讲?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "啊?", + "EUGENE_CONVO19_EUGENE1": "抱歉,[pause]虽说我们现在严格来说已经是一对了,但我还在慢慢适应这个事实。", + "EUGENE_CONVO19_EUGENE1_OPTION1": "“严格来说”?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "听你语气好像不是特别兴奋啊。", + "EUGENE_CONVO19_EUGENE2": "啊,我没有说这样[shake rate=30 level=10]不好[/shake]的意思!", + "EUGENE_CONVO19_EUGENE3": "我就是没想到,在新威勒尔这里,居然还会有像[wave amp=30 freq=10]这样[/wave]的好事发生在我身上。我们能在一起,我当然[wave amp=30 freq=10]激动得跟打了鸡血似的[/wave]!", + "EUGENE_CONVO20_EUGENE1": "要是能一起留在这里,那该多轻松啊,不是么?", + "EUGENE_SOCIAL1_EUGENE2": "怪物融合可真是累人。", + "EUGENE_CONVO20_EUGENE2": "你和我,在宁静且[wave amp=30 freq=10]田园牧歌般的[/wave]港口镇上过日子。一切都波澜不惊,什么都不会改变。", + "EUGENE_CONVO20_EUGENE3": "但是……那样实在不太符合我们的作风,是吧?[pause]我认为我们俩都注定不会甘于现状。", + "EUGENE_SOCIAL1_EUGENE1": "嗐,我不得不说……", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "哦,是么?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "我想是吧!", + "EUGENE_SOCIAL1_EUGENE4": "我们内在力量的真实体现。", + "EUGENE_SOCIAL1_EUGENE3": "是啊![pause]就好比是……", + "EUGENE_SOCIAL1_EUGENE5": "比方说,在千钧一发之际,我们的目标极其一致,于是便真的聚集成一股强大的力量。", + "EUGENE_SOCIAL1_EUGENE6": "在那一瞬间,我们仿佛[wave amp=30 freq=20]所向无敌[/wave]。", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "我明白你的意思!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "你现在听起来活像是个二次元角色在说话。", + "EUGENE_SOCIAL1_EUGENE7A": "哎呀,我就知道你懂的!", + "EUGENE_SOCIAL1_EUGENE7B": "哎呀,我这不是想郑重其事么!", + "EUGENE_SOCIAL1_EUGENE8": "我觉得我这一生实在太久没有付出了,懂我意思吧?", + "EUGENE_SOCIAL1_EUGENE9": "或许该把这些浪费掉的时光补回来了。", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "你的世界怎么了?", + "EUGENE_SOCIAL1_EUGENE10": "嗐,这个就别理了,我们可以改天再聊。", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "你的世界发生什么事了?", + "EUGENE_SOCIAL1_EUGENE11": "我会回去的。[pause]会回到我的世界。[pause]当然,要等你找到离开这里的路。", + "EUGENE_SOCIAL1_EUGENE12": "我会把磁带也一起带回去,[pause]这样就能为最有需要的人们挺身而出。", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "那就是做个外形是怪物的超级英雄啰?", + "EUGENE_SOCIAL1_EUGENE13": "没错,外形是怪物的超级英雄。", + "EUGENE_SOCIAL2_EUGENE1": "我在想,克莱曼斯之所以决定开家咖啡馆,完全是因为……[pause]咖啡馆能让镇子变得更好。", + "EUGENE_SOCIAL1_EUGENE14": "听起来挺牛的吧?", + "EUGENE_SOCIAL2_EUGENE2": "改善周围的环境,做点有用的事……[pause]这才是我应该做的事情啊!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "你不必一天到晚都想着帮助别人啊。", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "你帮的已经够多了!", + "EUGENE_SOCIAL2_EUGENE4": "大概只是从我那个世界得来的强迫症啦。", + "EUGENE_SOCIAL2_EUGENE3": "嘿嘿,[pause]你说是就是吧。", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "……你那个世界?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "此话怎讲?", + "EUGENE_SOCIAL2_EUGENE5": "好吧,[pause]在“我的地球”,[pause]大约21世纪中叶时,发生了某种……[pause]动荡。", + "EUGENE_SOCIAL2_EUGENE7": "于是某一天,所有人醒来时都恍然大悟,想要活得更好,我们只需要转而帮助彼此就好了。", + "EUGENE_SOCIAL2_EUGENE6": "人类的贪婪和消费至上达到了新的高度,世界再也承受不起了。", + "EUGENE_SOCIAL2_EUGENE8": "我们压根[b]不需要[/b]那些一边统治我们,一边毁掉这个星球的机构。", + "EUGENE_SOCIAL2_EUGENE9": "帮助自己社群的人,慢慢变得比赚钱和出名更加重要;[pause]但我从来就……[pause]不是特别擅长帮助人。", + "EUGENE_SOCIAL3_EUGENE4": "我会让港口镇变得更美好的——[pause]等着瞧吧。", + "EUGENE_SOCIAL2_EUGENE10": "而在新威勒尔这里,[pause]我有机会蜕变成最优秀的自己;[pause]这么一来,回到老家时,我的人生就能有意义了。", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "你不是非得成为英雄才有价值啊!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "你不必为此自责啊!", + "EUGENE_SOCIAL2_EUGENE11": "我知道,[pause]但是……", + "EUGENE_SOCIAL2_EUGENE12": "我觉得我需要这么做。", + "EUGENE_SOCIAL2_EUGENE13": "总之,[pause]我说完了。", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "……决定?", + "EUGENE_SOCIAL3_EUGENE3": "我打算不再口头上说要做事,[pause]而是闭嘴直接开始做。", + "EUGENE_SOCIAL3_EUGENE1": "好,[pause]我决定了。", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "决定什么?", + "EUGENE_SOCIAL3_EUGENE2": "我构思了一个大工程。", + "EUGENE_SOCIAL3_EUGENE5": "我也不好说……[pause]但是阻止[wave amp=30 freq=10]坏[/wave]事,和做[wave amp=30 freq=10]好[/wave]事,[pause]感觉是不一样的吧?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "你已经阻止了索地员的阴谋啊!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "你已经为帮助港口镇付出了自己的一分力啊!", + "EUGENE_SOCIAL3_EUGENE6": "好,我已经满怀期待了![pause]这一定会很精彩的,[pause]你就等着吧。", + "EUGENE_SOCIAL4_EUGENE1": "嘿,[pause]我能让你看点东西吗?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "你都在打什么主意啊?", + "EUGENE_SOCIAL3_EUGENE7.m": "嘘,[pause]你就好好等着瞧吧!", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "能告诉我“这”是什么吗?", + "EUGENE_SOCIAL3_EUGENE8": "毕竟“港口镇的捍卫者”,[pause]可是要守口如瓶的。", + "EUGENE_SOCIAL3_EUGENE7.f": "嘘,[pause]你就好好等着瞧吧!", + "EUGENE_SOCIAL3_EUGENE7.n": "嘘,[pause]你就好好等着瞧吧!", + "EUGENE_SOCIAL4_EUGENE7": "我意识到,自从我们把索地员全部赶跑之后,这栋丑陋的旧楼就一直在这里空置着。[pause]于是我就想,我可以把它好好利用起来哇!", + "EUGENE_SOCIAL4_EUGENE2": "我的大工程已经完成,我觉得是时候盛大开幕了。", + "EUGENE_SOCIAL4_EUGENE3": "想不想现在过去瞧瞧?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "好啊!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "暂时不了。", + "EUGENE_SOCIAL4_EUGENE_NO": "没关系,[pause]那就改天吧。", + "EUGENE_SOCIAL4_EUGENE11": "喂,我们俩可不是[wave amp=30 freq=10]每时每刻[/wave]都一起行动哇![pause]在我们的冒险旅途之外,我也还是有自己的空闲时间的啦!", + "EUGENE_SOCIAL4_EUGENE4": "好![pause]我来带路。", + "EUGENE_SOCIAL4_EUGENE6": "这里便是我们开启首次[wave amp=30 freq=10]组队任务[/wave]的地方!", + "EUGENE_SOCIAL4_EUGENE5": "还记得这地方吗,[pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "来吧,[pause]我带你参观一下里面是什么样的!", + "EUGENE_SOCIAL4_EUGENE9": "由于有天窗,[pause]这栋废弃的办公楼白天其实能照到大量自然光。", + "EUGENE_SOCIAL4_EUGENE10": "于是我琢磨着,这里大概能成为一个不错的社区花园。[pause]人们可以来这里种菜种花,还能顺带跑来郊外放松放松。", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "这么大的工程,你都是什么时候做的啊?!", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "你从哪里挤出时间完成这样的大工程啊?!", + "EUGENE_SOCIAL4_EUGENE12": "那……你有什么想法?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "这真是不可思议!", + "EUGENE_SOCIAL4_EUGENE14": "我本来还深信这是个非常愚蠢的主意呢。", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "我可太喜欢了!", + "EUGENE_SOCIAL4_EUGENE13": "你、[pause]你真的是这么想的?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "你可是一直在努力寻找离开这座岛的方式呢![pause]就连时间和空间的局限,都无法阻挠你前进!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "你这个朋友超酷的耶!", + "EUGENE_SOCIAL4_EUGENE15": "很高兴你能喜欢。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "你可是一直在努力寻找离开这座岛的方式呢![pause]就连时间和空间的局限,都无法阻挠你前进!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "你可真浪漫。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "嘿嘿,[pause]说什么呐。[pause]在你我二人之间,你才是那个有着远大抱负的人啊。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "我很期待回到我真正的家园。[pause]我知道,在这里,我已经变成了最优秀、最牛的自己。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "你可是一直在努力寻找离开这座岛的方式呢![pause]就连时间和空间的局限,都无法阻挠你前进!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "那看来新威勒尔是时候拥有一处新的约会圣地了。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "哥们儿,[pause]我们走吧。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "我认为你的大工程大获成功!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]呃,[pause][pause]我,[pause][pause]我猜是吧……[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "那……这次就是我们的约会啰?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "当、当然了,[pause]前提是,[pause]你答应的话。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "哟,对浪漫你就没那么自信了,是吧?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "我还从来没见过你这么紧张呢!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "太尴尬了……我能毫不费力打倒一个由办公室尸鬼组成的邪恶集团……", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "我想[pause]你是对的。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "但面对我的犯罪好搭档,却迟迟未能倾吐我对他的真实感受。", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "但面对我的犯罪好搭档,却迟迟未能倾吐我对她的真实感受。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "但面对我的犯罪好搭档,却迟迟未能将我的真实感受让对方知晓。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "嗯,[pause]我猜这算是个约会吧。", + "EUGENE_ROMANCE_EUGENE1.m": "你今天好安静啊。[pause]没事吧,[pause]哥们儿?", + "EUGENE_ROMANCE_EUGENE1.f": "你今天好安静啊。[pause]没事吧,[pause]哥们儿?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "没什么!", + "EUGENE_ROMANCE_EUGENE1.n": "你今天好安静啊。[pause]没事吧,[pause]哥们儿?", + "EUGENE_ROMANCE_EUGENE_NO": "好嘞。", + "EUGENE_ROMANCE_EUGENE8": "不过,我们就把握好在一起的这段时光,尽情享乐吧!", + "EUGENE_ROMANCE_EUGENE3": "我知道了。[pause]不对,我也是这么想的。[pause]我就是有点紧张,口不择言了。", + "EUGENE_ROMANCE_EUGENE2": "我……[pause][pause]呃……", + "EUGENE_ROMANCE_EUGENE5": "我们一加一大于二。[pause]就和融合时一样!", + "EUGENE_ROMANCE_EUGENE4": "我想,我们俩都帮助彼此成为了最优秀的自己。", + "EUGENE_ROMANCE_EUGENE7": "你对我很重要,[pause]但我从前的生活正等着我回去。[pause]你也是如此。", + "EUGENE_ROMANCE_EUGENE6": "话虽如此……[pause]要是找到了离开这座岛的路,到时候,我们或许不得不分开。", + "EUGENE_ROMANCE_EUGENE9": "还有人等着我们去帮,还有巨大怪物等着我们当面送上一记狠拳。", + "EUGENE_ROMANCE_EUGENE10": "还是老样子——[pause]港口镇无人能挡的强势情侣!", + "FELIX_UNKNOWN_NAME": "友善的家伙", + "EUGENE_ROMANCE_EUGENE11": "不过冒险的脚步也许可以暂停一会儿,[pause]至少今晚我们就慢慢享受二人时光吧……", + "FELIX_INTRO_FELIX1": "当心脚下,[pause]别被这里的诸多垃圾绊倒了。", + "FELIX_INTRO_FELIX3": "但我不是。我,连同房里的所有物品,一起掉在了这里。", + "FELIX_INTRO_FELIX1_OPTION1": "这间房是从哪里来的?", + "FELIX_INTRO_FELIX4": "这里曾经是我的公寓……[pause]不过差了几面墙吧。", + "FELIX_INTRO_FELIX1_OPTION2": "这是个什么地方?", + "FELIX_INTRO_FELIX2": "这里大部分人都是从天而降,然后落入海中,对吧?", + "FELIX_INTRO_FELIX4_OPTION1": "为什么会发生这样的事?", + "FELIX_INTRO_FELIX5": "你问我,我问谁呀![pause]不过这倒是意味着,[pause]我所有旧速写本和画作都跟着一起来了。", + "FELIX_INTRO_FELIX4_OPTION2": "怎么会整间公寓都来了新威勒尔啊?", + "FELIX_INTRO_FELIX6": "我叫菲利克斯,[pause]很高兴认识你。", + "FELIX_INTRO_FELIX6_OPTION1": "我叫{player}!", + "FELIX_INTRO_MEREDITH7": "好一阵子没见你了,菲利克斯。你,呃,在这里干嘛呢?", + "FELIX_INTRO_FELIX6_OPTION2": "大家都叫我……{player}。", + "FELIX_INTRO_FELIX9": "这整间屋子装着我一起从天而降时,房里的许多东西都被摔了个稀烂,[pause]结果下了场雨之后状况更是惨烈……", + "FELIX_INTRO_KAYLEIGH7": "呀,菲利克斯![pause]你在这里做什么啊?", + "FELIX_INTRO_VIOLA7": "我名唤作梅萨林的薇奥拉。[pause]你孤身一人在此忙碌,不知所为何事?", + "FELIX_INTRO_EUGENE7": "哟,兄弟!你平时都是来这儿消遣的嘛?[pause]在这里干嘛呢?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]菲利克斯,很高兴认识你……[/wave]", + "FELIX_INTRO_FELIX8": "我在找东西。", + "FELIX_INTRO_FELIX10": "但我很有把握,这里有一样东西一定会完好无缺……", + "FELIX_INTRO_FELIX11": "我就知道!", + "FELIX_INTRO_FELIX12_OPTION1": "那是什么?", + "FELIX_INTRO_FELIX12": "封口处依旧完好无缺,但愿没有水漏进去吧。", + "FELIX_INTRO_FELIX12_OPTION2": "里面有什么?", + "FELIX_INTRO_FELIX13": "这恐怕很难解释清楚……", + "FELIX_INTRO_FELIX14": "有空来我家坐坐吧,就在港口镇西城区。[pause]到时我会展示给你看的。", + "FELIX_INTRO2_FELIX2_OPTION1": "当然想!", + "FELIX_INTRO2_FELIX1.m": "啊,嗨,[pause]你来了。", + "FELIX_INTRO2_FELIX2": "想不想看看我从旧居的悲惨遗迹中抢救了什么出来?", + "FELIX_INTRO2_FELIX1.n": "啊,嗨,[pause]你来了。", + "FELIX_INTRO2_FELIX1.f": "啊,嗨,[pause]你来了。", + "FELIX_INTRO2_FELIX3": "是这样的,在我原本的生活里,我是个连环画画师。", + "FELIX_INTRO2_FELIX2_OPTION2": "暂时不了。", + "FELIX_INTRO2_FELIX2_NO": "没关系,等你改变主意了就来和我打声招呼吧。", + "FELIX_INTRO2_FELIX3_OPTION1": "连环画画师?", + "FELIX_INTRO2_FELIX3_OPTION2": "是什么?", + "FELIX_INTRO2_FELIX4": "直接展示应该更易懂一些。瞧:", + "FELIX_INTRO2_FELIX5": "这个是连环画转筒。将转筒放入这个连环画箱,然后透过空隙往里看。", + "FELIX_INTRO2_FELIX6": "连环画箱里面装着马达,所以只要我按下这个按钮,它就会转动。", + "FELIX_INTRO2_FELIX8": "当连环画转起来时,画中的人事物便会栩栩如生地动起来,[pause]对吧?", + "FELIX_INTRO2_FELIX7": "同一幅画反复出现在连环画条带上,每一幅画面的细节都稍有不同。", + "FELIX_INTRO2_FELIX9": "接着你可以拉下拉杆切换到下一行,[pause]然后便能观赏故事的下一部分了。", + "FELIX_INTRO2_FELIX12": "它们曾风靡一时,[pause]不过后来有点落后于时代了。", + "FELIX_INTRO2_FELIX11": "我自孩提时起,就一直痴迷连环画。", + "FELIX_INTRO2_FELIX10": "仅靠绘画,[pause]你就能讲述一整个故事,[pause]为其赋予生命。", + "FELIX_INTRO2_FELIX14": "大部分连环画故事讲述的都是法国大革命时的英雄,[pause]比如红花侠;[pause]但自从大成本制作的改编电影成为大热主流,人们对原始素材就愈发兴趣缺缺了。", + "FELIX_INTRO2_FELIX13": "现在,连环画更像是个小众的媒介。[pause]至少,[pause]在我来自的那个世界,[pause]是这样的。", + "FELIX_INTRO2_FELIX15": "我小时候就很迷这些故事,[pause]而且这份爱一直未曾动摇。", + "FELIX_INTRO2_FELIX16": "我想这就是为什么我现在成了个画师吧。", + "FELIX_INTRO2_FELIX18": "原来啊,一座遍地都是奇异怪物的海岛,正是寻找灵感的绝佳去处!", + "FELIX_INTRO2_FELIX17": "眼下我正打算构思一些新角色……", + "FELIX_INTRO2_FELIX19": "而这也意味着……你或许可以帮到我的忙。", + "FELIX_INTRO2_FELIX20": "我正在寻找某种特定的生物,希望能对其仔细观察。", + "FELIX_INTRO2_FELIX21": "我知道这类生物可以在樱桃草甸上找到。那是一位[wave amp=30 freq=10]持木剑的勇士。[/wave]", + "FELIX_INTRO2_FELIX22": "你能帮我这个忙么?", + "FELIX_INTRO2_FELIX22_OPTION1": "当然可以!", + "FELIX_INTRO2_FELIX22_NO": "没关系。等你的日程安排有空了,就顺道来我这里一趟,我们一起踏上这个小小冒险旅程吧。", + "FELIX_INTRO2_FELIX22_OPTION2": "还是改天吧。", + "FELIX_INTRO2_FELIX23": "太好了!我会在地图上为你标示目的地。", + "FELIX_QUEST1_PART1_FELIX1": "就是它了!好,战斗交给你了,我趁机来画它的速写。", + "FELIX_QUEST1_PASSIVE_FELIX1": "巡护队谈到过这种生物,他们说它的站姿是完美的战士姿态。", + "FELIX_QUEST1_PASSIVE_FELIX2": "这地方挺漂亮的吧?", + "FELIX_QUEST1_PART2_FELIX1": "啊哦……", + "FELIX_QUEST1_PART2_KUNEKO2": "妖魔鬼怪,速速住手!", + "FELIX_QUEST1_PART3_FELIX4": "我降落到这里时,这本速写本也在公寓里,所以还能找到它。", + "FELIX_QUEST1_PART2_KUNEKO3": "别、别回来了!", + "FELIX_QUEST1_PART2_FELIX4": "你是……", + "FELIX_QUEST1_PART2_FELIX5": "等等,[pause][pause]你莫非是……?!", + "FELIX_QUEST1_PART2_KUNEKO6": "噫!", + "FELIX_QUEST1_PART2_FELIX7": "……", + "FELIX_QUEST1_PART2_FELIX8": "糟[pause]了。", + "FELIX_QUEST1_PART2_FELIX9": "不是吧。[pause][pause]不。", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "那是大天使吗?", + "FELIX_QUEST1_PART2_FELIX12": "走吧,回我家去。我保证,一切都会水落石出的。", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "那是怪物吗?", + "FELIX_QUEST1_PART2_FELIX10": "这……", + "FELIX_QUEST1_PART2_FELIX11": "这些陈年旧事真是阴魂不散。", + "FELIX_QUEST1_PART3_FELIX1": "肯定就在这里附近,[pause]我……", + "FELIX_QUEST1_PART3_FELIX2": "找到了!", + "FELIX_QUEST1_PART3_FELIX3": "喏。这是我12岁时用的旧速写本。", + "FELIX_QUEST1_PART3_FELIX5": "你看这一页。", + "FELIX_QUEST1_PART3_FELIX6": "她名叫苦无喵。", + "FELIX_QUEST1_PART3_FELIX7": "她是我孩提时编造的一个角色。", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "她这是长了天使的翅膀吗?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "她怎么长着猫耳啊?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "她是忍者吗?", + "FELIX_QUEST1_PART3_FELIX8": "她……[pause]是天使和恶魔的女儿,从小遗落在地球上,后来被一个神秘的忍者家族收养……", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]主人?", + "FELIX_QUEST1_PART3_FELIX9": "她满21岁时,[pause]便走出家门,踏上了壮阔的征程,要在四座元素圣坛前战斗,证明她是这片土地上最厉害的勇士。", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "好老套哦。", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "哇,她听起来好酷耶!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "你的画功无疑大有长进……", + "FELIX_QUEST1_PART3_FELIX10": "嘴下留情好嘛,[pause]我那时候正值中二期呢!", + "FELIX_QUEST1_PART3_FELIX12": "至于我这[wave amp=30 freq=10]低质量的童年涂鸦[/wave]怎么就变成了真人,我也是[b]完全[/b]摸不着头脑。", + "FELIX_QUEST1_PART3_FELIX11": "我[b]完全[/b]清楚整个状况有多么站不住脚!", + "FELIX_QUEST1_PART3_FELIX13": "但如果苦无喵真的存在于这个世界……[pause]那么我得找到她。", + "FELIX_QUEST1_PART3_FELIX14": "我必须把这件事查个一清二楚。", + "FELIX_QUEST1_PART4_KUNEKO1": "……", + "FELIX_QUEST1_PART4_FELIX3": "你先前救了我一命……[pause]你认识我吗?", + "FELIX_QUEST1_PART4_FELIX2": "噢。[pause]重逢来得可真快。", + "FELIX_QUEST1_PART4_KUNEKO4": "我、我从未见过你,但我感受到与你有某种强大的联系……", + "FELIX_QUEST1_PART4_FELIX5": "啊,是哦,那可不么。", + "FELIX_QUEST1_PART4_KUNEKO7": "我……", + "FELIX_QUEST1_PART4_FELIX6": "毕竟,创造你的人是我。", + "FELIX_QUEST1_PART4_FELIX12": "你真的不必一直叫我“造物主”。", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]请原谅我![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "没能认出您[wave amp=30 freq=10]真的很抱歉[/wave],造物主!", + "FELIX_QUEST1_PART4_KUNEKO10": "就在前不久,我在我们初次相遇的那片草甸上醒来,[pause]全身一无所有,仅有脱口而出的名字,以及心中挂念的征程。", + "FELIX_QUEST1_PART4_KUNEKO11": "我并无其他记忆,造物主。", + "FELIX_QUEST1_PART4_KUNEKO13": "那……[pause]圣父?", + "FELIX_QUEST1_PART4_FELIX14": "呃,[pause]这也,[pause]好不到哪儿去啊。", + "FELIX_QUEST1_PART4_FELIX16": "不行。", + "FELIX_QUEST1_PART4_KUNEKO17": "…[pause]…[pause]……[pause]爸比?", + "FELIX_QUEST1_PART4_FELIX18": "[b]绝对[/b]不行。", + "FELIX_QUEST1_PART4_FELIX19": "你直接……[pause]叫我菲利克斯就好。", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "苦无喵,你刚才是不是提到了“征程”?", + "FELIX_QUEST1_PART4_KUNEKO20": "我必须在这片土地上找出四座元素圣坛,并击败守卫着圣坛的怪兽。", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "你的征程是指什么?", + "FELIX_QUEST1_PART4_KUNEKO21": "只有[b]这样[/b]才能证明我的实力!", + "FELIX_QUEST1_PART4_FELIX23": "苦无喵,你犯不着踏上这段“征程”。这都不是真的……[pause]不过是我为了你的人物背景而[wave amp=30 freq=10]编造出来的[/wave]。", + "FELIX_QUEST1_PART4_FELIX22": "唉,我当时可真是想不出更出色的故事情节了……", + "FELIX_QUEST1_PART4_FELIX24": "更何况,新威勒尔的生物都相当危险。", + "FELIX_QUEST1_PART4_KUNEKO25": "造物主,我知道您认为我没有这个本事……", + "FELIX_QUEST1_PART4_KUNEKO26": "这正是为什么我[wave amp=30 freq=10]别无选择[/wave],只能证明自己!", + "FELIX_QUEST1_PART4_FELIX25": "这整件事都……[pause]十分怪异。[pause]应该不是只有我一个人这么想吧?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "嗯,确实是挺怪异的。", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "就和这座岛上的所有事一样怪异。", + "FELIX_QUEST1_PART4_FELIX26": "从小到大,我明明还创造了很多没那么尴尬的角色啊。[pause]为什么偏偏是[b]她[/b]?", + "FELIX_QUEST1_PART4_FELIX27": "无论如何,[pause]假如是因为我创造了她,她才出现在这里,那我多多少少得对她负起责任。", + "FELIX_QUEST1_PART4_FELIX28": "我们应该找到这四座“元素圣坛”,确保她不会身陷险境。", + "FELIX_QUEST2_ALTAR1_FELIX1": "看来这些圣坛还真是真实存在的。[pause]那就难怪了。", + "FELIX_QUEST1_PART4_FELIX29": "我们可以在岛上找一找,或者到镇里打听打听。[pause]{player},你来决定吧。", + "FELIX_QUEST2_ALTAR1_FELIX2": "苦无喵!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "造物主,我必须证明我的实力……", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "我以利刃命令你……[shake rate=30 level=10]现身吧,守护兽![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "走吧,我们得帮她一把。", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "造物主,感谢您从旁协助……", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "但下一场战斗,我将不需要[wave amp=30 freq=10]任何[/wave]帮助!", + "FELIX_QUEST2_ALTAR1_FELIX8": "她还是对这件事很投入啊。", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "我以日月恰巧同时辉映之力量命令你……", + "FELIX_QUEST2_ALTAR1_FELIX9": "那好吧,[pause]我们去找剩下的圣坛。", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]显形吧,守护兽![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "她还真是入戏啊。", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "造物主,与您并肩作战……", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "令我倍感卑微……", + "FELIX_QUEST2_ALTAR2_FELIX6": "说真的,这真的没什么大不了的……", + "FELIX_QUEST2_ALTAR3_FELIX12": "我……呃……", + "FELIX_QUEST2_ALTAR2_FELIX7": "然后……她就这么消失了。[pause]我们该去找下一座圣坛了。", + "FELIX_QUEST2_ALTAR3_FELIX1": "等等!苦无喵……", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]露脸吧,守护兽![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "我以令我对正义的热情既冷酷又炽热的冰与火之力,[pause]命令你……", + "FELIX_QUEST2_ALTAR3_FELIX4": "上吧。", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "造物主,您又一次帮助了我……", + "FELIX_QUEST2_ALTAR3_FELIX6": "我不希望你弄伤自己啊!", + "FELIX_QUEST2_ALTAR3_FELIX7": "知道吗……", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause]…[pause]…[pause]……", + "FELIX_QUEST2_ALTAR3_FELIX8": "你并不需要做这样的事来讨好我。", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "造物主,[pause]我知道您对我的真实想法。", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "我知道您为创造了我而感到[shake rate=30 level=10]难堪[/shake]。", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "我踏上征程,[shake rate=30 level=10]并不是[/shake]为了讨好你。", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "光是从你看我的眼神,我就看得出来!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "是啊。", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "我知道,[shake rate=30 level=10]无论[/shake]我做些什么,你都不会以我为荣!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]守护兽,[pause]显形吧![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "呃,[pause]好吧,[pause]这下我真的很过意不去了。", + "FELIX_QUEST2_ALTAR3_FELIX17": "我的措辞也许是糟糕了点。", + "FELIX_QUEST2_ALTAR3_FELIX18": "我应该去找她道歉。", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "确实有点……", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "我知道你不是有意那么说的。", + "FELIX_QUEST2_ALTAR3_FELIX19": "她会去最后一座圣坛吧?", + "FELIX_QUEST2_ALTAR4_FELIX1": "苦无喵,[pause]嗨,[pause]呃……", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "牌组洗牌!我已抽好最后一手牌……[pause]是同花顺!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "我只是个早被遗忘的念头,[pause]对吧,[pause][shake rate=30 level=10]造物主?[/shake]", + "FELIX_QUEST2_ALTAR4_FELIX5": "苦无喵,我……", + "FELIX_QUEST2_ALTAR4_FELIX4": "好吧,[pause]我们先去帮她,[b]然后[/b]我再道歉。", + "FELIX_QUEST2_ALTAR4_FELIX12": "抱歉……[pause]这都是我的错,[pause]{player}……", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "是一个你曾经觉得好玩,[pause]然后又[shake rate=30 level=10]无情抛弃[/shake]的点子,对吧?", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "等你准备好了,再回来跟我对战吧!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "等你准备好了,再回来跟我对战吧!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "我以土、风、火、气的光明力量命令道……", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "等你准备好了,再回来跟我对战吧!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]揭示我的真正潜能![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "她……[pause][pause]在自己体内统一了四种元素……", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "我还让您难堪么,[pause]造物主?", + "FELIX_QUEST2_ALTAR4_FELIX13": "我想活下去,这样才能纠正错误……[pause]这是我唯一的愿望……", + "FELIX_QUEST2_ALTAR4_FELIX15": "苦无喵……[pause]我真的很抱歉。", + "FELIX_QUEST2_ALTAR4_FELIX14": "来吧,[pause]我知道只要齐心协力,我们一定能把错误纠正回来的!", + "FELIX_QUEST2_ALTAR4_FELIX16": "无论是你,还是我青春期的其他创作,先前在我眼中都是拿不上台面的尴尬之作。", + "FELIX_QUEST2_ALTAR4_FELIX17": "但凡事总得有个起步的阶段。如果我没有构思出你、没有[wave amp=30 freq=10]画下[/wave]你……", + "FELIX_QUEST2_ALTAR4_FELIX18": "我今天也就成不了画师。", + "FELIX_QUEST2_ALTAR4_FELIX19": "我不该假装你并不存在,而是应该张开双臂拥抱你,包容你对于我画师成长历程的意义。", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "你、你真的是这么想的吗?", + "FELIX_QUEST2_ALTAR4_FELIX21": "是的。[pause]况且,你刚才在我看来简直酷毙了。", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]造物主~~", + "FELIX_QUEST2_ALTAR4_FELIX23": "好啦好啦,[pause]冷静一下。", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "啊不,[pause]很抱歉刚才试图杀你,[pause]“菲利克斯”。", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "很抱歉刚才试图杀您,造物主……", + "FELIX_QUEST2_ALTAR4_FELIX27": "苦无喵,我有些事想知道……", + "FELIX_QUEST2_ALTAR4_FELIX26": "没关系啦!一切都过去了。", + "FELIX_QUEST2_ALTAR4_FELIX28": "你怎么就[wave amp=30 freq=10]成真了[/wave]?我不明白。", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "……我亦不甚清楚!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "一旦你创造了某样东西,它大概就不再属于你了。[pause]创意会像拥有自己的意志一样,自然而然变化、发展。", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "但你要是问我是怎么[wave amp=30 freq=10]认为[/wave]的,那我会说……", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]你[/wave]是画师,造物主菲利克斯。[pause]你应该比我更清楚这一点。", + "FELIX_QUEST2_ALTAR4_FELIX33": "……哦。好吧。", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "你现在打算怎么办?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "我想我无法与二位一同留在这区区小镇上……[pause]这实在不是我的道路。", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "不,我要成为我自己![pause]我将听从我的水晶之心,无论它引领我走向何方。", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "你的征程现在结束了吗?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "祝你一路顺风!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "我们会想你的!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "你的心真的是水晶做的吗?还是说这只是种修辞手法?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "请收下这个——[pause]我将自己的力量赠予你们。[pause]希望它能让你们想起我们一同战斗的时光。", + "FELIX_QUEST2_ALTAR4_FELIX36": "好吧,如果我们不得不在此分道扬镳……", + "FELIX_QUEST2_ALTAR4_FELIX37": "那么我很感谢能遇到你,苦无喵!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "就此别过吧,[pause]造物主菲利克斯。", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "也就此别过了,[pause]造物主菲利克斯的寡言朋友。", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "也就此别过了,[pause]造物主菲利克斯的寡言朋友。", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "也就此别过了,[pause]造物主菲利克斯的寡言朋友。", + "FELIX_QUEST2_ALTAR4_FELIX42": "……[pause]她真得在戏剧性修辞这方面好好下一番功夫。", + "FELIX_QUEST2_ALTAR4_FELIX43": "好吧,这次的经历还蛮有意思的。", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "愿、愿我们的记忆如烽燧般熊熊燃烧,照亮我们[shake rate=30 level=10]真正的前进道路![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX44": "而且我说的也包括我们[wave amp=30 freq=10]组合[/wave]成了一头大怪物。这还挺……新奇的。", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "我们更倾向于用“融合”这个术语。", + "FELIX_CONVO1_FELIX5": "如果我能回到家,这道疤也会重新出现么?我实在不由得好奇。", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "是挺酷的!", + "FELIX_QUEST2_ALTAR4_FELIX45": "坦白说,这害我有点犯晕,但也许下一次我就会做好准备了吧!", + "FELIX_QUEST2_ALTAR4_FELIX46": "走吧,回我家去梳理一下头绪。[pause]此外,我也有新速写的灵感了。", + "FELIX_QUEST2_EPILOGUE_FELIX2": "我比以往更有拿起笔画画的动力。[pause]我想创作新的角色……", + "FELIX_QUEST2_EPILOGUE_FELIX1": "我想,这整个冒险旅程,真的点燃了我心中的一把火。", + "FELIX_QUEST2_EPILOGUE_FELIX3": "我想靠自己的画作过上美好富足的生活,也想按自己喜爱的方式工作。", + "FELIX_QUEST2_EPILOGUE_FELIX4": "所以……[pause]我觉得我准备好回家了。", + "FELIX_QUEST2_EPILOGUE_FELIX5": "你在找的,[pause]也正是回家的路吧?", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "没错!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "倒也不止啦!", + "FELIX_QUEST2_EPILOGUE_FELIX6": "离开这里的出路……", + "FELIX_QUEST2_EPILOGUE_FELIX8": "但是大家也说童年创作的角色不会活过来啊,不是么?", + "FELIX_QUEST2_EPILOGUE_FELIX7": "镇上的人都说不可能找到……", + "FELIX_QUEST2_EPILOGUE_FELIX9": "如果你认为有出路,那么我相信你。", + "FELIX_QUEST2_EPILOGUE_FELIX10": "你就放心算我一个吧。", + "FELIX_QUEST2_EPILOGUE_FELIX11": "啊对,还有一件事。", + "FELIX_QUEST2_EPILOGUE_FELIX12": "我之前不是跟你说想画一幅速写么,喏,就是这幅。", + "FELIX_CONVO1_FELIX1": "想不想听一件有点诡异的事?", + "FELIX_CONVO1_FELIX2": "我上臂这里曾经有一道疤。我小时候掉在了铁丝网上,胳膊划出了一大道口子。", + "FELIX_CONVO1_FELIX3": "那道疤已经不见了。[pause]自从我来到新威勒尔,它就消失了。", + "FELIX_CONVO1_FELIX4": "我……[pause]我不知道这意味着什么……[pause]纯粹觉得挺有意思的。", + "FELIX_CONVO2_FELIX1": "嘿,你吃过奶油塔么?", + "FELIX_CONVO2_FELIX2": "我完全可以给你做一点尝尝哦![pause]我相信所有材料都可以在岛上找到……", + "FELIX_CONVO2_FELIX3": "不过,[pause]葡萄干恐怕有点难找,但要我说嘛……[pause]没有更好。", + "FELIX_CONVO3_FELIX1": "不知道你有没有注意到,[pause]新威勒尔有许多人并不是你我这样的外来者。", + "FELIX_CONVO3_FELIX2": "他们的父母和祖父母是被海浪冲到这里来的,[pause]这点毋庸置疑;[pause]但是这座岛便是他们所知道的一切了。", + "FELIX_CONVO3_FELIX3": "周围都是流落到此的迷途之人,然而这里却是你认知中唯一的家园,[pause]成长过程中还要一直听别人说起外头那些世界如何如何,你却永远没有机会见识……[pause]不知道会是种什么样的感受呢。", + "FELIX_CONVO3_FELIX4": "也许他们也和我们一样,有种被困在这里的感觉吧。", + "FELIX_CONVO4_FELIX2": "是不是很奇怪?[pause]毕竟,[pause]我长大的地方可没有任何怪物啊。", + "FELIX_CONVO4_FELIX1": "这座岛上的生活,让我想起我的家乡。", + "FELIX_CONVO4_FELIX3": "但是两者如出一辙的,是那种渴望着前进、渴望着逃离,[pause]然而却无法做到的压抑感……", + "FELIX_CONVO4_FELIX4": "不是说我不喜欢跟你和其他人一起玩,只是……", + "FELIX_CONVO4_FELIX5": "外面的世界很广阔。[pause]而且事实证明,[pause]外头有许多个不同的世界。[pause]我想尽量多去瞧瞧。", + "FELIX_CONVO5_FELIX2": "被人告知自己的整个人生都出自某个呆瓜艺术家之手,感觉一定很怪异吧。", + "FELIX_CONVO5_FELIX1": "真希望苦无喵一切安好。", + "FELIX_CONVO5_FELIX3": "等等![pause]我们会不会也[wave amp=30 freq=10]全都[/wave]是由另一个人这样子创造出来的啊?", + "FELIX_CONVO5_FELIX4": "……[pause]不不不,我看是我想太多。", + "FELIX_CONVO6_FELIX1": "在来到这里之前,[pause]我打死也不会想到,自己的下一段恋情居然会和篝火这么密不可分。", + "FELIX_CONVO7_FELIX6": "仔细想想……[pause]这还挺了不起的。", + "FELIX_CONVO6_FELIX2": "生活还真是时不时就能给你带来些意想不到的东西啊,[pause]对吧?", + "FELIX_CONVO6_FELIX3": "我倒也不是在抱怨,[pause]我很喜欢和你一起在外露营。", + "FELIX_CONVO7_FELIX1": "港口镇的生活说不定有好些有益的教训可以吸取。", + "FELIX_CONVO7_FELIX2": "怎么说呢,[pause]虽然没有什么繁华的夜生活,但是……", + "FELIX_CONVO7_FELIX3": "整个镇子都很依赖彼此,所以没人会被落在后头。", + "FELIX_CONVO7_FELIX4": "食物足够分给每一个人,但也没多到可以挥霍浪费的地步。", + "FELIX_CONVO7_FELIX5": "这里与人类文明隔绝,[pause]但仍能勉强度日。", + "FELIX_CONVO8_FELIX1": "说起来,[pause]滞留在一座遍地怪物的荒岛上,远离朋友和家人……", + "FELIX_CONVO8_FELIX2": "这本应是难以想象的困境……[pause]但是我却发现自己适应得挺好的。", + "FELIX_CONVO9_FELIX1": "我正在酝酿一个新的连环画故事……[pause]这次我真的遇上了无比适合的主题。", + "FELIX_CONVO8_FELIX3": "我想,即便世界末日来了,我们依旧能想出办法撑过去,[pause]不是么?", + "FELIX_CONVO8_FELIX4": "人类就是这么奇怪啊。[pause]我自己也包括在内。", + "FELIX_CONVO9_FELIX2": "不过,我得确保这是我能创作的最精彩的故事。毕竟,我也不确定是否还会有下一次机会。", + "FELIX_CONVO9_FELIX2_OPTION1": "这话什么意思?", + "FELIX_CONVO9_FELIX3": "谁知道呢![pause]也许我会突然手感尽失。[pause]也许我会被困于另一座小岛。[pause]也许世界会灭亡。", + "FELIX_CONVO9_FELIX2_OPTION2": "怎么会没有下一次机会呀?", + "FELIX_CONVO9_FELIX4": "我总会试着把自己手头的项目,当作这一生创作的最后一件作品来对待;创作它,说不定就是我在这个世上留下的最后遗产。", + "FELIX_CONVO9_FELIX5": "毕竟,可能真的就这么[wave amp=30 freq=10]一语成谶[/wave]。", + "FELIX_CONVO10_FELIX1": "我觉得自己目前灵感勃发,创作状态大好。我对此相当高兴!", + "FELIX_CONVO19_FELIX2": "你来自的那个世界,并没有“连环画条带”吗?[pause]但你们倒是有样东西叫“漫画书”,你认为风格上十分相似,是吗?", + "FELIX_CONVO10_FELIX1_OPTION1": "你还真是个乐天的家伙!", + "FELIX_CONVO10_FELIX1_OPTION2": "你总是心情很好呢!", + "FELIX_CONVO10_FELIX2": "呃……你真这么觉得?", + "FELIX_CONVO10_FELIX3": "我[wave amp=30 freq=10]试图[/wave]一切都往好的方向看。", + "FELIX_CONVO10_FELIX5": "不过,怨恨只能激励你一小段时间。[pause]我正努力采取更积极的态度来面对生活。", + "FELIX_CONVO10_FELIX4": "在我辞职后的一段时间里,我都相当愤怒。这样的糟糕经历,很容易让你怨气冲天。", + "FELIX_CONVO10_FELIX6": "更何况,这座岛实在怪得没法让人认真对待。那又有什么道理让这座岛令你消沉呢?", + "FELIX_CONVO11_FELIX2": "能不能把所有速写本都一起带回去呢?它们会不会跟着穿越时空啊?但愿可以!", + "FELIX_CONVO11_FELIX1": "如果那个大通道真的能带领我们离开新威勒尔,那也许我得开始考虑收拾行李了。", + "FELIX_CONVO12_FELIX1": "列车顶上的那场大仗可真精彩啊,对吧?", + "FELIX_CONVO12_FELIX2": "我正试着慢慢剖析我们对“大天使”掌握的一切信息。", + "FELIX_CONVO12_FELIX3": "长着三角头的那个大天使阿列夫,他说的一些话引起了我的注意,恐怕会是[wave amp=30 freq=10]关键[/wave]信息。", + "FELIX_CONVO12_FELIX4": "他说人类群体中最为大行其道的想法,令大天使得以“具现化”;而大天使又反过来出现在我们的世界,将我们的幻想演绎出来。", + "FELIX_CONVO12_FELIX5": "你觉得是真的么?你认为阿列夫真的曾在古时候[wave amp=30 freq=10]到访过[/wave]我们的世界吗?我们甚至都不是[wave amp=30 freq=10]来自[/wave]同一个世界啊,这到底要怎么做到?", + "FELIX_CONVO12_FELIX6": "人类产生想法、想象事物,而这些想象中的事物随后又在其他世界[wave amp=30 freq=10]成真[/wave],这难道才是人类真正的角色吗?还是说这一切都只是我想多了?", + "FELIX_CONVO12_FELIX7": "听了这些,你开始晕头转向了吧?", + "FELIX_CONVO12_FELIX7_OPTION1": "我都不知道你还有当侦探的才能!", + "FELIX_CONVO12_FELIX8": "我就是觉得好像很有必要将这一切都梳理一下啦。", + "FELIX_CONVO12_FELIX7_OPTION2": "你原来一直在留意这一切啊,我都没察觉到!", + "FELIX_CONVO13_FELIX1.n": "嘿,{player},恭喜你成为巡护员队长!", + "FELIX_CONVO13_FELIX1.m": "嘿,{player},恭喜你成为巡护员队长!", + "FELIX_CONVO12_FELIX9": "毕竟世事难料,说不定我有朝一日能在故事里把这些概念全部用上呢!", + "FELIX_CONVO13_FELIX2": "这下你可有很多任务要做了。希望往后你依然有空出来玩!", + "FELIX_CONVO13_FELIX1.f": "嘿,{player},恭喜你成为巡护员队长!", + "FELIX_CONVO13_FELIX2_OPTION1": "当然会有的!", + "FELIX_CONVO13_FELIX2_OPTION2": "但愿如此吧!", + "FELIX_CONVO13_FELIX3": "嘿嘿,希望如此。", + "FELIX_CONVO14_FELIX1_OPTION1": "是么?", + "FELIX_CONVO14_FELIX1": "啊,[pause]我听说了你、凯莉和那帮奇怪的邪教徒的事。", + "FELIX_CONVO14_FELIX1_OPTION2": "啊对,那事啊……", + "FELIX_CONVO14_FELIX2": "他们有个很有魅力的教主,好像是想获得一位大天使的力量,对吧?", + "FELIX_CONVO14_FELIX2_OPTION1": "嗯,差不多吧。", + "FELIX_CONVO14_FELIX2_OPTION2": "简单来说就是这样。", + "FELIX_CONVO14_FELIX3": "希望他们都平安无事吧。经历这一切肯定不容易,[wave amp=30 freq=10]尤其[/wave]还要是在新威勒尔。", + "FELIX_CONVO15_FELIX1": "你说这里的怪物会不会是害怕火啊?我留意到,我们在野外扎营时,它们似乎不会发起攻击。", + "FELIX_CONVO15_FELIX2": "又或者……", + "FELIX_CONVO15_FELIX3": "也许对于怪物来说,趁着人类休息时发起攻击,是很失礼的行为吧!", + "FELIX_CONVO16_FELIX2": "对方在这座岛上出生、长大,对其他地方一无所知;其父母也是冲上岸后在这里相知相识的。", + "FELIX_CONVO16_FELIX1": "有位巡护员队长最近问起,我“落在这里”之前过着什么样的生活。", + "FELIX_CONVO16_FELIX3": "那个队长想知道像火车啊、商场啊、运动队啊之类的事情……", + "FELIX_CONVO16_FELIX4": "全都是些极为基础的知识。我在此之前,都没想到这世上可能有人一辈子都没听说过这些事物。", + "FELIX_CONVO17_FELIX1": "人在野外,却只有一个火堆来温暖我们……这让我想起了夏令营!", + "FELIX_CONVO16_FELIX5": "我想,这里的生活并不复杂,但至少人们依然能快乐成长。", + "FELIX_CONVO17_FELIX2": "……或者说“会让我想起”,如果我有参加过夏令营的话。[pause]而我并没有参加过。", + "FELIX_CONVO19_FELIX2_OPTION1": "对!", + "FELIX_CONVO18_FELIX1": "对了,你该让我画画你嘛!静物写生可是画师必须掌握的重要技能呢。", + "FELIX_CONVO17_FELIX3": "不过,这跟我孩提时[wave amp=30 freq=10]想象[/wave]的夏令营相差无几……所以我很开心。", + "FELIX_CONVO18_FELIX2": "人体解剖真的很难弄对。", + "FELIX_CONVO18_FELIX3": "尤其是手,我至今仍在为画手部而苦苦挣扎呢。", + "FELIX_CONVO19_FELIX1": "所以,让我理理清楚……", + "FELIX_CONVO19_FELIX3": "但是你们的“漫画书”,却完全不会[wave amp=30 freq=10]动[/wave]?那些画就只是印在纸上,而你们就直接这么[wave amp=30 freq=10]看着[/wave]?", + "FELIX_CONVO19_FELIX2_OPTION2": "差不多就是这样。", + "FELIX_CONVO19_FELIX4": "在我听来实在怪异,不过我姑且相信你吧!", + "FELIX_CONVO20_FELIX1": "我或许该拿出笔记本,多多记录这座岛上的怪物了。", + "FELIX_SOCIAL1_FELIX2": "我说这趟冒险旅程点燃了我心中的一把火。你还记得吗?", + "FELIX_CONVO20_FELIX2": "要是哪天能回家,我说不定就能用这些笔记来证明,我真的[b]曾经[/b]到过一座遍地怪物的海岛。", + "FELIX_CONVO20_FELIX3": "虽说我怀疑,有[wave amp=30 freq=10]任何一个人[/wave]愿意相信我的几率,都几近于零。", + "FELIX_SOCIAL1_FELIX1": "说起来,我们和苦无喵道别后,我说了句话……", + "FELIX_SOCIAL1_FELIX2_OPTION1": "记得!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "呃,也许吧?", + "FELIX_SOCIAL1_FELIX3": "我掉到这里之前,算是遇到创作瓶颈期了。", + "FELIX_SOCIAL1_FELIX5": "我不是主管整个项目的人,[pause]但是,[pause]那相当于我的孩子,[pause]你明白吗?[pause]没有我付出的血汗,项目根本就无法成型。", + "FELIX_SOCIAL1_FELIX4": "有很长一段时间,我都在一家制作连环画故事的公司工作。[pause]美术、编剧,一条龙全包了。", + "FELIX_SOCIAL1_FELIX6": "我一直等着上级认可我的贡献,然而我等啊等,始终没等来他们的认可。", + "FELIX_SOCIAL1_FELIX7": "反而还把我当皮球,在公司不同岗位上踢来踢去,逼着我远离呕心沥血创作了许久的故事和角色。", + "FELIX_SOCIAL1_FELIX8": "他们还铁了心不付给我应有的报酬。", + "FELIX_SOCIAL1_FELIX9": "于是……最终我便辞职了,试图靠自己的力量闯荡。", + "FELIX_SOCIAL1_FELIX9_OPTION1": "好样的!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "他们亏大了!", + "FELIX_SOCIAL1_FELIX10": "嘿嘿,谢谢。我很感激。", + "FELIX_SOCIAL1_FELIX11": "我前一份工作积攒的怨气,令我很难进入重新拿起笔创作所需的心境。", + "FELIX_SOCIAL2_FELIX4": "在我看来,这些磁带机不过是普通的老式磁带机。我老爹以前也有一台,看起来蛮像的。", + "FELIX_SOCIAL1_FELIX12": "所以,我总感觉我来到新威勒尔,是有原因的。", + "FELIX_SOCIAL1_FELIX13": "{player},多谢你听我唠叨。", + "FELIX_SOCIAL1_FELIX14": "我觉得现在和你聊起心事来真是容易开口多了,毕竟我们俩曾经融合成一头超级怪物嘛。", + "FELIX_SOCIAL1_FELIX14_OPTION1": "没错,我们确实做到了!", + "FELIX_SOCIAL1_FELIX15": "嘿嘿。", + "FELIX_SOCIAL1_FELIX14_OPTION2": "我想这的确能令人团结在一起!", + "FELIX_SOCIAL1_FELIX17": "那么,我们该回到正事上了吧?", + "FELIX_SOCIAL1_FELIX16": "总之,在还没找到你说的出路之前,我都还不能回去。", + "FELIX_SOCIAL2_FELIX1_OPTION1": "你指的是?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "怎么说?", + "FELIX_SOCIAL2_FELIX2": "唔……这么说吧。录制怪物的磁带……你觉得到底是个什么工作原理?", + "FELIX_SOCIAL2_FELIX1": "你说,不同世界会不会有不同的……[pause]运行逻辑啊?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "磁带机是先进的科学发明。", + "FELIX_SOCIAL2_FELIX2_OPTION2": "磁带机上施了魔法。", + "FELIX_SOCIAL2_FELIX2_OPTION3": "我哪知道!", + "FELIX_SOCIAL2_FELIX3A": "我也这么想过……[pause]所以我就叫梅瑞狄拆了一台磁带机看看。[pause]很显然,里头看起来正常得很。", + "FELIX_SOCIAL2_FELIX3B": "呃,这个世界真有魔法吗?[pause]我也没怎么看见飞来飞去的巫师互飙咒语啊。", + "FELIX_SOCIAL4_FELIX5.n": "这个角色叫“异乡人”——[pause]这是一位骑士,不远千里来到玉剑侠面前,只为向其发起挑战。", + "FELIX_SOCIAL2_FELIX3C": "嗯,彼此彼此。", + "FELIX_SOCIAL2_FELIX5": "而据我所知,巡护队几年前在那座废弃商场里发现了一堆磁带机,而这就是岛上的供应来源。", + "FELIX_SOCIAL2_FELIX6": "所以我才想问你觉不觉得,一个世界或许会有它自己的运行逻辑。", + "FELIX_SOCIAL2_FELIX8": "哇塞,好深奥的概念!绝对要在我的故事里用上……", + "FELIX_SOCIAL2_FELIX7": "或许我们那些世界的平凡物件,在这个世界会有不同的“运行规则”。", + "FELIX_SOCIAL2_FELIX8_OPTION1": "你的故事?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "你指的是?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "你在创作新故事啦?", + "FELIX_SOCIAL2_FELIX9": "现在还成不了什么气候啦……只是我随便东拼西凑的一些想法而已。", + "FELIX_SOCIAL2_FELIX11": "也许我们该回到冒险的路途上了——冒险能让我获得更多灵感,这点是毋庸置疑的。", + "FELIX_SOCIAL2_FELIX10": "等故事逐渐成型了,我一定会让你知道的。", + "FELIX_SOCIAL3_FELIX1": "我一直在想苦无喵说的话。", + "FELIX_SOCIAL3_FELIX3": "新威勒尔各种怪物一直萦绕在我的脑海,至于原因却不大说得清,直到现在我才能找到合适的词汇表达出来。", + "FELIX_SOCIAL3_FELIX2": "她说创意会自行发展。这让我不由得想到……", + "FELIX_SOCIAL3_FELIX3_OPTION1": "它们有什么问题么?", + "FELIX_SOCIAL3_FELIX6": "假如这个过程确实是真的,那这恐怕也不是一门精确的科学。[pause]也许这个过程十分混乱,且难以预测。", + "FELIX_SOCIAL3_FELIX4": "这里的怪物,背上长着交通锥,以垃圾桶为身子,以电视机为头部……", + "FELIX_SOCIAL3_FELIX5": "你觉得会不会是我们那些世界的意象和迷思太广为人知,于是这些意象和迷思便能在其他世界显形,以生物的物质形态出现?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "听起来还挺神奇的。", + "FELIX_SOCIAL3_FELIX5_OPTION2": "我信了!", + "FELIX_SOCIAL3_FELIX7": "也许意象和概念可以结合起来,创造出不同寻常的结果;又或许,这些具现化的想法,有时候并不需要传播得十分广泛。", + "FELIX_SOCIAL3_FELIX9": "也许我对这个世界的理解又加深了一点。", + "FELIX_SOCIAL3_FELIX8": "也许,有时候只需要某个加拿大的呆瓜小时候画的一副铅笔速写,就可以实现这个过程。", + "FELIX_SOCIAL3_FELIX10": "不错。[pause]我们收拾收拾就该启程了吧?", + "FELIX_SOCIAL4_FELIX1": "嘿,{player}。", + "FELIX_SOCIAL4_FELIX12.f": "我没法强行给他们安个结局。异乡人要做什么决策,将由异乡人自己决定。", + "FELIX_SOCIAL4_FELIX2": "我有东西要给你看看,要不要来我家一趟?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "好啊!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "还是改天吧。", + "FELIX_SOCIAL4_FELIX_NO": "没关系,那就改天吧。", + "FELIX_SOCIAL4_FELIX3": "希望你会喜欢!", + "FELIX_SOCIAL4_FELIX4.m": "好,准备好了吗?", + "FELIX_SOCIAL4_FELIX5.m": "这个角色叫“异乡人”——[pause]他是一位骑士,不远千里来到玉剑侠面前,只为向其发起挑战。", + "FELIX_SOCIAL4_FELIX4.n": "好,准备好了吗?", + "FELIX_SOCIAL4_FELIX4.f": "好,准备好了吗?", + "FELIX_SOCIAL4_FELIX6.m": "至于这位“玉剑侠”呢,则是一台不老不死的机器,来自某个早已消亡的文明;它接受了异乡人的挑战,并赢下了两人之间的对决。", + "FELIX_SOCIAL4_FELIX5.f": "这个角色叫“异乡人”——[pause]她是一位骑士,不远千里来到玉剑侠面前,只为向其发起挑战。", + "FELIX_SOCIAL4_FELIX7.m": "异乡人现在必须遵守诺言,前往玉剑侠的要塞接受处决,以免玉剑侠给异乡人的家园降下灭顶之灾。", + "FELIX_SOCIAL4_FELIX6.f": "至于这位“玉剑侠”呢,则是一台不老不死的机器,来自某个早已消亡的文明;它接受了异乡人的挑战,并赢下了两人之间的对决。", + "FELIX_SOCIAL4_FELIX6.n": "至于这位“玉剑侠”呢,则是一台不老不死的机器,来自某个早已消亡的文明;它接受了异乡人的挑战,并赢下了两人之间的对决。", + "FELIX_SOCIAL4_FELIX7.f": "异乡人现在必须遵守诺言,前往玉剑侠的要塞接受处决,以免玉剑侠给异乡人的家园降下灭顶之灾。", + "FELIX_SOCIAL4_FELIX7.n": "异乡人现在必须遵守诺言,前往玉剑侠的要塞接受处决,以免玉剑侠给异乡人的家园降下灭顶之灾。", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "那异乡人也太悲惨了!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "那异乡人也太悲惨了!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "异乡人就无能为力了吗?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "那异乡人也太悲惨了!", + "FELIX_SOCIAL4_FELIX8.m": "异乡人沉默寡言,但是他足智多谋,且有着坚定的决心。我看异乡人可不打算这么简单就低头认命。", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "异乡人就无能为力了吗?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "异乡人就无能为力了吗?", + "FELIX_SOCIAL4_FELIX8.f": "异乡人沉默寡言,但是她足智多谋,且有着坚定的决心。我看异乡人可不打算这么简单就低头认命。", + "FELIX_SOCIAL4_FELIX8.n": "异乡人沉默寡言,但此人足智多谋,且有着坚定的决心。我看异乡人可不打算这么简单就低头认命。", + "FELIX_SOCIAL4_FELIX9": "我的故事大致改编自《高文爵士与绿衣骑士》,而那个中世纪故事讲述的是一位亚瑟王圆桌骑士,踏上了相似的旅程。", + "FELIX_SOCIAL4_FELIX10": "我暂时还不知道我这个版本会怎么收尾——[pause]得看这个故事引我走向何方了。", + "FELIX_SOCIAL4_FELIX11": "这个嘛,我创造了人物角色,但他们[wave amp=30 freq=10]自己[/wave]才是决定故事走向的关键。", + "FELIX_SOCIAL4_FELIX10_OPTION1": "那这个故事会引你走向何方呢?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "掌控整个故事的人不是你么?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "开口约我出去约会不是更简单么。", + "FELIX_SOCIAL4_FELIX12.m": "我没法强行给他们安个结局。异乡人要做什么决策,将由异乡人自己决定。", + "FELIX_SOCIAL4_FELIX13": "当然,也由你决定。毕竟,你可是我的灵感来源啊。", + "FELIX_SOCIAL4_FELIX12.n": "我没法强行给他们安个结局。异乡人要做什么决策,将由异乡人自己决定。", + "FELIX_SOCIAL4_FELIX13_OPTION1": "啥?!", + "FELIX_SOCIAL4_FELIX15.f": "来自远方的旅行英雄,一心要与绝境般的命运作斗争?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "怎么说?", + "FELIX_SOCIAL4_FELIX14": "拜托……", + "FELIX_SOCIAL4_FELIX15.n": "来自远方的旅行英雄,一心要与绝境般的命运作斗争?", + "RESTING_DOG_7": "你试图和汪克利玩抛接球,不过他对附近的怪物气味更感兴趣。", + "FELIX_SOCIAL4_FELIX15.m": "来自远方的旅行英雄,一心要与绝境般的命运作斗争?", + "FELIX_SOCIAL4_FELIX16": "这不就是{player}本人嘛。", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "我可是使出了浑身解数啊。怎么样?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "菲利克斯,你这朋友可真不错啊!", + "FELIX_SOCIAL4_FELIX16_OPTION2": "菲利克斯,你可真是浪漫得无可救药。", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "嘿嘿,[pause]别客气!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "你是个有追求的帅气战士。[pause]人们说“要写你熟悉的事”,那我当然就要写我帅气的冒险伙伴啰。", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "你是个有追求的帅气战士。[pause]人们说“要写你熟悉的事”,那我当然就要写我帅气的冒险伙伴啰。", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "你是个有追求的帅气战士。[pause]人们说“要写你熟悉的事”,那我当然就要写我帅气的冒险伙伴啰。", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "我还给这个故事构思了一大堆草图和角色设计呢。[pause]想不想看看?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "哎呀,你可真甜。", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "这个连环画故事,倒也不只是给你我制造共处机会的花招啦。", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "我把你当朋友。", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "我[wave amp=30 freq=10]确实[/wave]打算多写写的。", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "但也不能怪我拼尽全力表现嘛。[pause]我喜欢在重要的地方多花点心思。", + "FELIX_ROMANCE_FELIX1_OPTION2": "没什么!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "真是的,你这小笨蛋。", + "FELIX_ROMANCE_FELIX1.m": "{player},你比平时安静好多哦!有什么心事吗?", + "FELIX_ROMANCE_FELIX1.f": "{player},你比平时安静好多哦!有什么心事吗?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "我说啦,我可是使出了浑身解数嘛。", + "FELIX_ROMANCE_FELIX_NO": "抱歉,是我不好。我该体谅别人想独处的心情。", + "FELIX_ROMANCE_FELIX2": "我……", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", + "FELIX_ROMANCE_FELIX1.n": "{player},你比平时安静好多哦!有什么心事吗?", + "FELIX_ROMANCE_FELIX13": "但即便我们终有一天要道别……", + "FELIX_ROMANCE_FELIX5": "我还从来没当过被表白的那个呢。[pause]这可真是新奇。", + "FELIX_ROMANCE_FELIX3": "我以前谈过几段恋爱,[pause]但说真的……", + "FELIX_ROMANCE_FELIX4": "通常我才是那个主动出击的人。", + "FELIX_ROMANCE_FELIX6": "唔,好吧。", + "FELIX_ROMANCE_FELIX7": "既然你想要个答案!", + "FELIX_ROMANCE_FELIX8": "那很显然,答案是……[pause]“好”。", + "FELIX_ROMANCE_FELIX9.f": "一个神秘的女子某天闯进了我的生活,[pause]和我并肩作战,[pause]在战斗中跟我[wave amp=30 freq=10]合体[/wave],[pause]而且还那么性感?", + "FELIX_ROMANCE_FELIX9.m": "一个神秘的男子某天闯进了我的生活,[pause]和我并肩作战,[pause]在战斗中跟我[wave amp=30 freq=10]合体[/wave],[pause]而且还那么性感?", + "FELIX_ROMANCE_FELIX9.n": "一个神秘人某天闯进了我的生活,[pause]和我并肩作战,[pause]在战斗中跟我[wave amp=30 freq=10]合体[/wave],[pause]而且还那么性感?", + "FELIX_ROMANCE_FELIX11": "假如真能找到回家的路,[pause]我们很有可能并不是来自同一个世界。", + "FELIX_ROMANCE_FELIX10": "我要是拒绝,就真是个大傻瓜了。", + "FELIX_ROMANCE_FELIX12": "你从未听说过“连环画”,[pause]而我也从未听说过你的“漫画书”。", + "VIOLA_UNKNOWN_NAME": "神秘女子", + "FELIX_ROMANCE_FELIX14": "我也想与你一同书写这个故事。[pause]无论延续多久都没关系。", + "VIOLA_INTRO1_MEREDITH1": "呵,真是一点都不意外。总有东西想取我们性命,对吧?", + "VIOLA_INTRO1_EUGENE1": "对手越多,锻炼效果越好,[pause]你说是吧?", + "VIOLA_INTRO1_KAYLEIGH1": "这情况害我有点担心……", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]我们受到了攻击![/wave]", + "VIOLA_INTRO1_FELIX1": "……噢。看来这是个埋伏。", + "VIOLA_INTRO1_VIOLA2": "陌生人,这一国度毫无仁慈之心。", + "VIOLA_QUEST2_PART1_VIOLA6": "倘若你不嫌繁琐,[pause]不知可否将我带去目睹家兄之地?", + "VIOLA_INTRO1_VIOLA3": "来——[pause]且让我们在数量上匹敌这帮妖兽!", + "VIOLA_INTRO1_VIOLA4": "……", + "VIOLA_INTRO1_VIOLA6": "这般凶险之地,二位自当无逗留理由。", + "VIOLA_INTRO1_VIOLA5": "趁妖魔鬼怪还未回头,二位还是速速离去为妙……", + "VIOLA_INTRO1_KAYLEIGH7": "至少让我们表达一下谢意吧!不知您……尊姓大名?", + "VIOLA_INTRO1_MEREDITH7": "帽子不错。话说,你叫什么名字?", + "VIOLA_INTRO1_EUGENE7": "拜托,[pause]我们可是战斗伙伴哎![pause]至少把你的名字告诉我们嘛。", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]你愿意出手相助,真的很勇敢!请问怎么称呼……?[/wave]", + "VIOLA_INTRO1_FELIX7": "这场战斗还挺戏剧性的。[pause]可否起码把你的名字告诉我们?", + "VIOLA_INTRO1_VIOLA8": "我乃梅萨林的薇奥拉。", + "VIOLA_INTRO1_VIOLA9": "我并非战士,但这片土地将战士之任强施于我身。", + "VIOLA_INTRO1_VIOLA10": "我肩负重担,不愿因此劳烦二位。", + "VIOLA_INTRO1_VIOLA10_OPTION1": "你有什么重任?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "你哥哥可能会在什么地方?", + "VIOLA_INTRO1_VIOLA11": "……", + "VIOLA_INTRO1_VIOLA10_OPTION2": "你是有什么任务在身吗?", + "VIOLA_INTRO1_VIOLA12": "家兄与我双双落入海中。", + "VIOLA_INTRO1_VIOLA13": "既然我侥幸免于溺毙,或许他亦已漂来此片海岸……", + "VIOLA_INTRO1_VIOLA14": "我已寻觅其踪迹数周有余。一位善心人将此趣怪物件赠予我,令我得以保护自身安危。", + "VIOLA_INTRO1_VIOLA15": "我已在此地往东扎营,若有家兄西巴斯辛之音信,烦请前来告知。", + "VIOLA_INTRO1_VIOLA16": "祝好,就此别过。", + "VIOLA_INTRO2_VIOLA1": "又见面了。近来可好?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "你为什么孤身一人旅行?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "你为什么说话文绉绉的?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "再见!", + "VIOLA_INTRO2_VIOLA2": "我亦无从得知。", + "VIOLA_INTRO2_VIOLA3": "他足智多谋,若他也来到这一国度,那我相信他亦在寻觅我的下落。", + "VIOLA_INTRO2_VIOLA4": "我对这一国度一无所知,亦不知有何习俗。", + "VIOLA_INTRO2_VIOLA5": "此地之人于我陌生至极。为保安全,我宁可踽踽独行。", + "VIOLA_INTRO2_VIOLA7": "我如今离故土之遥,许是远甚于当初估计。", + "VIOLA_INTRO2_VIOLA6": "依我之见,[pause]腔调怪异之人不是我,而是你们。", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]告诉吾妹……来此处相会……[/wave]", + "VIOLA_INTRO2_VIOLA8": "慢走,不送。", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "那是薇奥拉的哥哥吗?我们应该把这个消息告诉她……", + "VIOLA_QUEST1_PART1_MEREDITH2": "我,呃……有点糊涂了。我想我们应该去跟薇奥拉说一声。", + "VIOLA_QUEST1_PART1_FELIX2": "这故事愈发诡异了。走吧,该去告诉薇奥拉我们看见她哥哥了。", + "VIOLA_QUEST1_PART1_EUGENE2": "这可真够诡异的!走吧,我们去把消息告诉薇奥拉。", + "VIOLA_QUEST2_PART1_VIOLA1": "什么——你们见到了家兄的幻象?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "当然可以!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "现在不行。", + "VIOLA_QUEST2_PART1_VIOLA2": "烦请告知我详情。", + "VIOLA_QUEST2_PART1_VIOLA3": "这样啊……", + "VIOLA_QUEST2_PART1_VIOLA4": "家兄或许依然在生,[pause]又或许仅余魂魄徘徊人世……", + "VIOLA_QUEST2_PART1_VIOLA5": "我必须弄个明白。{player}……", + "VIOLA_QUEST2_PART1_VIOLA8": "你大可放心——[pause]有我在旁,前路将无险阻。", + "VIOLA_QUEST2_PART1_VIOLA7": "那就快马加鞭吧。", + "VIOLA_QUEST2_PART1_VIOLA_NO": "我理解。那我就暂且留守此地吧。", + "VIOLA_QUEST3_PART1_VIOLA1": "就是此地了?", + "VIOLA_QUEST3_PART1_VIOLA2": "我的哥哥啊,[pause]你若仍在此地……[pause]请现身与我交谈吧。", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "此地静寂无声,令我心中颇感不安……不知你是否有同感?", + "VIOLA_QUEST3_PART1_VIOLA3": "我们不妨搜寻此地,然后便及早离开吧。", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "亲爱的哥哥啊,意识到自己身陷此境时,他该感到多么不幸……", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "我已等待许久,方得与你相见,[wave amp=30 freq=10]梅萨林的薇奥拉。[/wave]", + "VIOLA_QUEST3_PART2_VIOLA1": "哥哥?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "这位“好人儿罗宾”说的是真话么,[pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "不么?[pause]但夜之庆典甚至都还没开始呢!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "我有天大的喜讯要与你分享。", + "VIOLA_QUEST3_PART2_VIOLA4": "……[pause]精灵,你莫想欺骗我。[pause]你的游戏,恕我不奉陪。", + "VIOLA_QUEST3_PART2_VIOLA7": "……", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "来吧,梅萨林的薇奥拉。\\n\\n你的家人也在庆典之列。\\n\\n因为我便是你哥哥的牧人。", + "VIOLA_QUEST3_PART2_VIOLA8": "我对此精灵所言半信半疑。[pause]但既然它知道西巴斯辛,[pause]亦知晓我的姓名……", + "VIOLA_QUEST3_PART2_VIOLA9": "那么它口中许是有几分真话。", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "此船想必曾是一道壮观景致……", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "与我攀谈的这一精灵……我并不敢问它有何企图。", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "水已抽干![pause]快来吧,时间宝贵!", + "VIOLA_QUEST4_PART1_ROBIN1": "来跳舞吗,表亲?", + "VIOLA_QUEST4_PART1_VIOLA1": "不。[pause]精灵,你非我族类。", + "VIOLA_QUEST4_PART2_VIOLA1": "此处必定是困住家兄的精灵之老巢。", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "我觉得它应该是大天使……", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "我看这里面的恐怕不是普通精灵……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "我要求肃静。", + "VIOLA_QUEST4_PART2_VIOLA2": "无论要求见我的是精灵、仙子,抑或是魔鬼……", + "VIOLA_QUEST4_PART2_VIOLA3": "我亦决不退缩!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "世界是一座舞台……\\n\\n而演出马上就要开始。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "……也不过如此吧。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "什么“演出”?[wave amp=30 freq=10]你[/wave]又是谁?", + "VIOLA_QUEST4_FUSE_VIOLA3": "我们决不要命尽于今日!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "我不过是个快活的夜游者……\\n\\n人们管我叫“大仙”或“好迫克”……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "而你与我,有着相同渊源,梅萨林的薇奥拉。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "我是好人儿罗宾!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "我看看……\\n\\n第645页——《第十二夜》。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "我在船骸之间,发现了这本小书。\\n\\n真是一次有趣的阅读体验。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "该喜剧讲述了梅萨林的薇奥拉,因一次船难而来到一个未知的国度。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "我不明白……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "啊,对,我在这里呢:\\n\\n第365页——《仲夏夜之梦》。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "只有在情节发展到必要时刻,你才能找到你的哥哥。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "故事围绕着一群森林仙子展开:精灵王奥布朗、精灵皇后提泰妮娅和捣蛋鬼好人儿罗宾。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "亲爱的薇奥拉……你和我?\\n\\n不过是一位凡人剧作家——准确的说,一位名叫威廉·莎士比亚的先生——的笔下造物罢了。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "我们的故事并不属于我们自己。\\n\\n西巴斯辛并不在此地。他永远不会出现在此地。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause]…[pause]…[pause]……", + "VIOLA_CONVO13_VIOLA2.f": "抱歉,[pause]朋友,[pause]此刻我与你实在话不投机。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]我将与这番命运相拼![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "他说的是真的。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "他所读的这些故事……[pause]在你的世界广为人知么?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "很遗憾,恐怕如此。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "很遗憾,恐怕如此。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "谢谢。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "很遗憾,恐怕如此。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "你知道我所言非虚。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "我相信你的“真相”什么也改变不了。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "我相信……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "让真相淹没你吧。让它将你拉入深渊,直至再也透不过气来。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "在{player}的国度,[pause]我或许不过是一则故事。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "那为我写定的未来,不过是[shake rate=30 level=10]纸上空言[/shake]!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "然而,谁又能断言{player}在我的国度就不是区区一则故事了?", + "VIOLA_QUEST4_FUSE_VIOLA2": "势不可挡的命运之手虽在将我们往反方向推,[pause]但是……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "哈、哈、哈!\\n\\n可真出乎意料!", + "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]我们的故事不会在此终结![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "这出戏甚至比我期望的还要精彩!\\n\\n来吧,就让我们看看最后一幕!", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player}……", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "你似乎有点走投无路,不是么,好人儿罗宾先生?", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "就让我来伸出援手吧!我给你安排了一个新岗位。", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "回到安全之处,方为明智之举……", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "感谢你陪同我探索这一程,[pause]{player}。", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "我相信好人儿罗宾所言差矣。", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "在其他境域,我的人生或许不过是故事,但是……", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "我将以自己的方式,探索故事的结局。", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "这并不重要。未来由我来书写。", + "VIOLA_CONVO2_VIOLA2": "然而我又想到,许多可怜人滞留此地的时间远胜于我。", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "但自从我们在战斗之中心连心,[pause]你便也成为了故事的一部分。", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "我所指的是我们在鏖战中[wave amp=30 freq=10]结盟的瞬间[/wave]。当我们合为一体时,我感受到两人的[wave amp=30 freq=10]命运[/wave]亦交织在一起。", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "“心连心”?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "你指的是?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "也许觅得门路之时,便是我与家兄重逢之日。", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "虽说我们此后又一分为二,但命运之线并不会轻易解开。", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "听你所言,你知道离开此岛的门路?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "没错!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "是的。", + "VIOLA_CONVO1_VIOLA1": "……所以在你的境域,[pause]从一国前往另一国只需耗费区区几个时辰,[pause]而非数日?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "非常好![pause]且容我报答此恩:我将在你的旅程中助你一臂之力。", + "VIOLA_CONVO1_VIOLA2": "这样的事竟是有可能的吗?[pause]我甚至连想都不敢想!", + "VIOLA_CONVO2_VIOLA1": "我来此地并不久,[pause]但却已思乡成疾。", + "VIOLA_CONVO2_VIOLA3": "我不认为我能忍受这般折磨。[pause]此地之人,必定肩负着无言的哀伤。", + "VIOLA_CONVO3_VIOLA1": "我知道头顶这片天空,并不同于我儿时从房间窗口所望见的那片天空……", + "VIOLA_CONVO3_VIOLA2": "但在这一刻,我可以假装是同一片天。[pause]我可以假装家就在一日路程开外,[pause]而我很快又能再一次回到亲朋好友身边。", + "VIOLA_CONVO4_VIOLA1": "告诉我:[pause]你所披挂的怪物形态之名为何?", + "VIOLA_CONVO3_VIOLA3": "想必你亦有同感,[pause]{player}。", + "VIOLA_CONVO4_VIOLA2": "……", + "VIOLA_CONVO5_VIOLA1": "我意识到,此岛似会撮合不同寻常的伙伴。", + "VIOLA_CONVO4_VIOLA3": "{first_tape_name}?[pause]此形态意外适合你。", + "VIOLA_CONVO5_VIOLA2": "原本绝无可能有交集的各路人士,[pause]因一同流落到这片孤独的土地,[pause]而彼此成为同胞。", + "VIOLA_CONVO5_VIOLA3.m": "你我亦势必不会在其他情形下相遇!", + "VIOLA_CONVO5_VIOLA3.f": "你我亦势必不会在其他情形下相遇!", + "VIOLA_CONVO5_VIOLA3.n": "你我亦势必不会在其他情形下相遇!", + "VIOLA_CONVO6_VIOLA1": "倘若有朝一日离开此地,我若提及这段时日半句,都可谓愚蠢至极。", + "VIOLA_CONVO6_VIOLA3": "朋友们必定要将我想成疯女人!", + "VIOLA_CONVO6_VIOLA2": "一座超脱于地球国度之外的岛屿,[pause]上面住满了精灵与仙子生物?", + "VIOLA_CONVO7_VIOLA1.n": "来吧,亲爱的{player}。[pause]我知道很快便要重新踏上征程……", + "VIOLA_CONVO7_VIOLA1.f": "来吧,亲爱的{player}。[pause]我知道很快便要重新踏上征程……", + "VIOLA_CONVO7_VIOLA1.m": "来吧,亲爱的{player}。[pause]我知道很快便要重新踏上征程……", + "VIOLA_CONVO11_VIOLA1.m": "化身为奇特生物,[pause]与爱人并肩作战……", + "VIOLA_CONVO7_VIOLA2": "但偷得片刻独处,想必无伤大雅。", + "VIOLA_CONVO8_VIOLA1": "我曾在故土到过不少酒馆,但没有一个地方有如这里这般安静。", + "VIOLA_CONVO8_VIOLA2": "实在令人满心愉悦![pause]可以想见这四面墙壁见证了多少欢乐时光。", + "VIOLA_CONVO9_VIOLA1": "每当树静风止,整片土地短暂浸没在安宁之中……", + "VIOLA_CONVO9_VIOLA2": "此处的静谧较之别处更显真实。[pause]这种静谧直直沁入皮肤之下。", + "VIOLA_CONVO9_VIOLA3": "这一境域的一切,皆不过局促于这一方孤岛之上……", + "VIOLA_CONVO10_VIOLA1.m": "对了,[pause]亲爱的{player},[pause]我是否未曾向你讲述我身为巡回表演者的故事?", + "VIOLA_CONVO9_VIOLA4": "如此遗世独立之地,大多数外人实在无法想象。", + "VIOLA_CONVO10_VIOLA1.f": "对了,[pause]亲爱的{player},[pause]我是否未曾向你讲述我身为巡回表演者的故事?", + "VIOLA_CONVO10_VIOLA1.n": "对了,[pause]亲爱的{player},[pause]我是否未曾向你讲述我身为巡回表演者的故事?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "你身为什么?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "巡回表演者……?", + "VIOLA_CONVO10_VIOLA2": "是的![pause]家兄与我间或会在友人和各路观客面前,奉上歌声与演出。", + "VIOLA_CONVO10_VIOLA3": "当然,我们并不需要观客的钱。[pause]我的人生基本未曾为钱财忧愁片刻。个中欢喜已是充足的报酬。", + "VIOLA_CONVO10_VIOLA4": "告诉我吧;你定是拥有不为人知的才华。[pause]我十分希望对你多加了解,倘若你允许的话……", + "VIOLA_CONVO11_VIOLA1.f": "化身为奇特生物,[pause]与爱人并肩作战……", + "VIOLA_CONVO11_VIOLA2": "也不失为一种浪漫,不是么?[pause]倘若行动就是雄辩,[pause]那么我们的一举一动便是诗篇。", + "VIOLA_CONVO11_VIOLA1.n": "化身为奇特生物,[pause]与爱人并肩作战……", + "VIOLA_CONVO12_VIOLA2": "但愿有朝一日能向家兄诉说我斩妖除魔的故事。", + "VIOLA_CONVO12_VIOLA1": "但愿假以时日,我们都能离开这场怪梦,找到回家之路。", + "VIOLA_CONVO13_VIOLA1": "……", + "VIOLA_CONVO14_VIOLA4": "但是,一个人的生平故事,竟能存在于另一片土地的书页之上,仍是[wave amp=30 freq=10]奇事[/wave]一桩。莫非所有故事都是这般模样?", + "VIOLA_CONVO13_VIOLA2.n": "抱歉,[pause]朋友,[pause]此刻我与你实在话不投机。", + "VIOLA_CONVO13_VIOLA2.m": "抱歉,[pause]朋友,[pause]此刻我与你实在话不投机。", + "VIOLA_CONVO13_VIOLA3": "你我相识不久,你虽仗义出手帮我,但我暂且无言以对。", + "VIOLA_CONVO14_VIOLA2": "他说,他与我是剧作家的笔下造物,我们的故事早已写定。", + "VIOLA_CONVO14_VIOLA1": "我再次回想起那捣蛋鬼好人儿罗宾的话语。", + "VIOLA_CONVO14_VIOLA3": "当然,我并未因为他的话语而意志消沉。[pause]如我所说——我的故事由我,且仅由我,书写。", + "VIOLA_CONVO14_VIOLA5": "或许某某境域,亦可觅得《{player}之书》![pause]想必会令人手不释卷!", + "VIOLA_CONVO17_VIOLA1_OPTION1": "没错!", + "VIOLA_CONVO15_VIOLA1": "告诉我,[pause]{player},[pause]你难道不认为此地的决斗风气,亦即打扮成仙子怪兽的模样,相当古怪么?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "确实挺奇怪的!", + "VIOLA_CONVO15_VIOLA1_OPTION2": "我倒觉得很好玩!", + "VIOLA_CONVO15_VIOLA2": "真是无奇不有!然而此地的好心人们,却从不曾展露片刻犹疑或忧心。", + "VIOLA_CONVO16_VIOLA1": "你相信吗,{player}?[pause]你相信你所觅得的门路,会带领我们回到原本生活的地方?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "我不得不相信!", + "VIOLA_CONVO16_VIOLA1_OPTION2": "我相信!", + "VIOLA_CONVO16_VIOLA2": "妙极了![pause]尽管我已渐渐学会欣赏这一美丽新世界,但我深知,我们都注定不会永远留在此地。", + "VIOLA_CONVO16_VIOLA3": "但你若希望在此地多留一阵子,我亦会一同留下。[pause]我们毕竟还年轻,时间尚未招手示意我们离开。", + "VIOLA_CONVO17_VIOLA1": "我们与敌人阿列夫的对战,是一场盛大的战斗,不是么?", + "VIOLA_CONVO17_VIOLA2": "我的斗士之姿,实在超乎自己想象。或许我反倒应当从戎!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "可以这么说!", + "VIOLA_CONVO17_VIOLA3": "虽说作为女子,军队中并无我的容身之地。[pause]或许我应当再一次乔装成男子的模样……", + "VIOLA_CONVO17_VIOLA3_OPTION2": "啊?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "“再一次”?", + "VIOLA_CONVO18_VIOLA1.m": "亲爱的{player},我们并肩旅行的时间不长,但是感觉却像已然一同生活了一辈子!", + "VIOLA_CONVO17_VIOLA4": "你为此感到惊讶么?我骨子里就是表演者!男儿身女儿身,都只不过是我柜中的衣裳,穿哪件都随我所欲。", + "VIOLA_CONVO18_VIOLA1.f": "亲爱的{player},我们并肩旅行的时间不长,但是感觉却像已然一同生活了一辈子!", + "VIOLA_CONVO18_VIOLA1.n": "亲爱的{player},我们并肩旅行的时间不长,但是感觉却像已然一同生活了一辈子!", + "VIOLA_CONVO18_VIOLA2": "或许此即为这片土地的真谛:踏上这片海岸的人,离开时注定会带走无数冒险故事。", + "VIOLA_CONVO19_VIOLA1_OPTION1": "爱!", + "VIOLA_CONVO19_VIOLA1.n": "我亲爱的{player},你爱读诗么?", + "VIOLA_CONVO19_VIOLA1.m": "我亲爱的{player},你爱读诗么?", + "VIOLA_CONVO19_VIOLA1.f": "我亲爱的{player},你爱读诗么?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "并不尽然!", + "VIOLA_CONVO19_VIOLA4": "正如人需要厨子来填饱肠胃,人也需要诗人来滋养心灵。", + "VIOLA_CONVO19_VIOLA2": "如此甚好!", + "VIOLA_CONVO19_VIOLA3": "不碍事——我亦可以教你!", + "VIOLA_CONVO19_VIOLA5": "我相信,令心灵缺乏滋养,亦不失为一种虐待。", + "VIOLA_CONVO19_VIOLA6": "有鉴于目前的结盟,我们不妨一同鉴赏希腊诗人萨福之大作,想必会获益匪浅。我将在旅途中尝试寻找她的诗集。", + "VIOLA_CONVO20_VIOLA1": "多谢——[pause]{player},能得片刻歇息,实是万幸。", + "VIOLA_SOCIAL1_VIOLA1": "近来,[pause]有一事我愈来愈明白,[pause]那便是这座镇子上许多生活元素于我而言十分陌生。", + "VIOLA_SOCIAL1_VIOLA3": "而街灯竟无需点灯人,亦能自行发亮![pause]有好多事物均是我不能理解。", + "VIOLA_SOCIAL1_VIOLA2": "港口镇的好心人们,说话腔调在我听来颇为怪异。", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "看来你确实是来自莎士比亚时期的过去……", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "我猜这便是站在你的角度看的未来吧!", + "VIOLA_SOCIAL1_VIOLA5": "以及将灵魂与战友熔于一体。[pause]这对你们来说,亦是稀松平常么?", + "VIOLA_SOCIAL1_VIOLA4": "是的。还有这些“磁带机”,你们将其用于变身成精灵和野兽形态……", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "呃,不是的,这依旧很奇怪。", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "这种事只会在新威勒尔发生。", + "VIOLA_SOCIAL1_VIOLA6": "原来如此。", + "VIOLA_SOCIAL1_VIOLA8": "诚然:无论时间上抑或是空间上,我确实离梅萨林很远。", + "VIOLA_SOCIAL1_VIOLA7": "所以此岛上有的方面为你们所熟知,而有的方面就连你们也认为稀奇。", + "VIOLA_SOCIAL1_VIOLA9": "倘若这一境域有何赏心乐事是我并不熟悉的,我请求你:", + "VIOLA_SOCIAL1_VIOLA10": "可否带我分享这些乐趣呢?", + "VIOLA_SOCIAL1_VIOLA11": "我希望能在回到故土之前,多多体验这些新事物。", + "VIOLA_SOCIAL3_VIOLA5": "她坚称此书十分值得一读,[pause]其上记载了诸多“诡怪谭”。", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "回到故土之前?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "你要离开吗?", + "VIOLA_SOCIAL1_VIOLA13.m": "我可以从你眼中看出![pause]朋友,你的真心可逃不过我的双眼。", + "VIOLA_SOCIAL1_VIOLA12": "你的征程难道不正是要寻觅离开此岛的通道么?", + "VIOLA_SOCIAL1_VIOLA13.n": "我可以从你眼中看出![pause]朋友,你的真心可逃不过我的双眼。", + "VIOLA_SOCIAL1_VIOLA13.f": "我可以从你眼中看出![pause]朋友,你的真心可逃不过我的双眼。", + "VIOLA_SOCIAL1_VIOLA14": "莫要担心——我将尽力帮助你。", + "VIOLA_SOCIAL1_VIOLA15": "我将始终是你的战友及朋友。", + "VIOLA_SOCIAL1_VIOLA16": "好![pause]我们不应再耽搁了。", + "VIOLA_SOCIAL2_VIOLA2": "店内并不出售麦芽啤酒,对吧?[pause]取而代之的则是这“咖啡”。", + "VIOLA_SOCIAL2_VIOLA1": "那深受欢迎的店家,[pause]“留声机”……", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "没错!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "我相信正是如此。", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "我相信正是如此。", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "我相信正是如此。", + "VIOLA_SOCIAL2_VIOLA3": "而你那时代的人们,会大量饮用这种“咖啡”?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "可不是么!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "何止大量,都有点过量了。", + "VIOLA_SOCIAL2_VIOLA4": "颇受启发。", + "VIOLA_SOCIAL2_VIOLA6": "由是,我便获得了一樽饱受喜爱的饮品。[pause]此为克莱曼斯赠予我的礼物。", + "VIOLA_SOCIAL2_VIOLA5": "我愿一尝这咖啡的滋味,[pause]一如港口镇的好人们那样。", + "VIOLA_SOCIAL2_NARRATION7": "薇奥拉喝下一杯咖啡。", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "品鉴结果如何?", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "你觉得怎么样?", + "VIOLA_SOCIAL2_VIOLA9": "是款痛快的饮品。", + "VIOLA_SOCIAL2_VIOLA10": "我如今明白其魅力何在了。", + "VIOLA_SOCIAL2_VIOLA11": "至于她一并好心赠予我的这份糖面点……", + "VIOLA_SOCIAL2_VIOLA12": "不知你们如何称呼此物?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "这是肉桂卷!", + "VIOLA_SOCIAL2_VIOLA13": "这般风味十足……[pause]这般甘甜可口……", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "克莱曼斯还给了你一份肉桂卷?", + "VIOLA_SOCIAL2_VIOLA14": "然而一切都逝去得如此迅速,[pause]一份纯洁而转瞬即逝的欢愉。", + "VIOLA_SOCIAL2_VIOLA15": "晚安,[pause]甜卷。", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "看来你挺喜欢嘛?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "所以你认为这次体验很成功啰?", + "VIOLA_SOCIAL2_VIOLA16": "是的,[pause]可以这么说。", + "VIOLA_SOCIAL3_VIOLA1": "我竭力打听港口镇之外诸多境域的新知,并从中觅得了一些至关重要的文稿。", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "是什么学习资料吗?", + "VIOLA_SOCIAL3_VIOLA2": "是的——[pause]在新威勒尔的这段日子,我明白自己对所居世界的认知,不过是沧海一粟、恒河一沙……", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "你在做研究吗?", + "VIOLA_SOCIAL3_VIOLA3.m": "诚然,世上有众多境域,一如我所来自的国度——[pause]又如你所来自的国度,亲爱的{player}。", + "VIOLA_SOCIAL3_VIOLA4": "我曾向友人梅瑞狄求助,[pause]而她则慷慨给予我这本巨著。", + "VIOLA_SOCIAL3_VIOLA3.n": "诚然,世上有众多境域,一如我所来自的国度——[pause]又如你所来自的国度,亲爱的{player}。", + "VIOLA_SOCIAL3_VIOLA3.f": "诚然,世上有众多境域,一如我所来自的国度——[pause]又如你所来自的国度,亲爱的{player}。", + "VIOLA_SOCIAL3_VIOLA6": "确是如此,我已断定此书的叙述皆是出于想象。", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "我猜这应该是本恐怖小说……", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "我觉得看这本书恐怕什么知识都学不到。", + "VIOLA_SOCIAL3_VIOLA7": "不过,你且看这第5章——[pause]此章所述多为杀戮行尸走肉的可行之法。", + "VIOLA_SOCIAL3_VIOLA8": "我们不是常要与怪物搏斗么?[pause]或许这份文稿所揭示的学识,较你最初所料想的要多。", + "VIOLA_SOCIAL3_VIOLA9": "尽管如此,[pause]我估计梅瑞狄之所以将此书借我,纯粹是出于对骇怖之物的喜爱。", + "VIOLA_SOCIAL3_VIOLA10": "此书读来确实使我乐在其中![pause]或许我应向她讨要更多书籍。", + "VIOLA_SOCIAL4_VIOLA1.f": "朋友,我有事想与你商讨。[pause]不知我们可否离开此地,另寻清幽处?", + "VIOLA_SOCIAL4_VIOLA1.m": "朋友,我有事想与你商讨。[pause]不知我们可否离开此地,另寻清幽处?", + "VIOLA_SOCIAL3_VIOLA11": "来吧!我想将新习得的学识付诸实践!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "现在不行。", + "VIOLA_SOCIAL4_VIOLA1.n": "朋友,我有事想与你商讨。[pause]不知我们可否离开此地,另寻清幽处?", + "VIOLA_SOCIAL4_VIOLA_NO": "那便只能另觅良机了。", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "当然可以!", + "VIOLA_SOCIAL4_VIOLA3": "港口镇的大家卸下了身负的厚望,人人活得轻松自在,不是么?", + "VIOLA_SOCIAL4_VIOLA2": "我不得不说:", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "这话什么意思?", + "VIOLA_ROMANCE_VIOLA_NO.f": "看来是我误会了,朋友。", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "我不太明白。", + "VIOLA_SOCIAL4_VIOLA4": "他们无需取悦贵族,[pause]无需跪拜君王……", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "我不太明白。", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "我不太明白。", + "VIOLA_SOCIAL4_VIOLA5": "可以自由自在寻找人生目标。[pause]我嫉妒这样的生活。", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "你先前的人生很复杂么?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "你来到这里之前,是做什么的?", + "VIOLA_SOCIAL4_VIOLA6": "我出身于名门望族,[pause]然而厄运却降临到我们身上。", + "VIOLA_SOCIAL4_VIOLA7": "家兄与我有任务在身,需与另一国度的家族友人联系,拜托对方伸出援手。", + "VIOLA_SOCIAL4_VIOLA8": "但你恐怕亦已猜测到,[pause]我所乘坐的船并未抵达那片海岸。[pause]而我所流落到的则是这片土地,这一遍布精灵与野兽的梦境之地。", + "VIOLA_SOCIAL4_VIOLA9": "若能忘却亲族,留在此地,那该多么轻松啊。", + "VIOLA_SOCIAL4_VIOLA10": "我将过上快乐生活,身旁还有佳人相伴。", + "VIOLA_SOCIAL4_VIOLA11.f": "全因此地有你,我亲爱的{player}!", + "VIOLA_SOCIAL4_VIOLA11.m": "全因此地有你,我亲爱的{player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "你永远都有我这个好朋友!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "我亦直抒胸臆吧。[pause]我无法否认心中所感。", + "VIOLA_SOCIAL4_VIOLA11.n": "全因此地有你,我亲爱的{player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "你永远都有我这个好朋友!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "你永远都有我这个好朋友!", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "我们可不可以更进一步,不止当朋友呢?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "我们可不可以更进一步,不止当朋友呢?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "我们可不可以更进一步,不止当朋友呢?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "这点,[pause]我无可否认。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "我们还有许多路途要同行。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "如此甚好![pause]来啊朋友,[pause]我们举起“咖啡”,[pause]一饮而尽吧。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "如此甚好![pause]来啊朋友,[pause]我们举起“咖啡”,[pause]一饮而尽吧。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "如此甚好![pause]来啊朋友,[pause]我们举起“咖啡”,[pause]一饮而尽吧。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "然后,我们将再次踏上征程!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "“不止当朋友”?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "“不止当朋友”?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "请坦言,你是以何种方式看待我?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "“不止当朋友”?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "朋友,你的如珠妙语真会把握时机。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "我把你当成好朋友。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "我……", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "我心切慕你。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "朋友,你的如珠妙语真会把握时机。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "朋友,你的如珠妙语真会把握时机。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "你的美貌向来如日光般明艳。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "来吧,亲爱的{player}……", + "VIOLA_ROMANCE_VIOLA1.m": "{player},你脸上神情古怪。[pause]是否有心事要坦言?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "来吧,亲爱的{player}……", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "来吧,亲爱的{player}……", + "VIOLA_ROMANCE_VIOLA_NO.m": "看来是我误会了,朋友。", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "没什么!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "{player},你脸上神情古怪。[pause]是否有心事要坦言?", + "VIOLA_ROMANCE_VIOLA1.f": "{player},你脸上神情古怪。[pause]是否有心事要坦言?", + "VIOLA_ROMANCE_VIOLA3": "你是想请求与我完婚么,[pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "看来是我误会了,朋友。", + "VIOLA_ROMANCE_VIOLA2": "我……", + "VIOLA_ROMANCE_VIOLA4": "[pause]…[pause]…[pause]……", + "VIOLA_ROMANCE_VIOLA5": "玩笑话罢了。[pause]我们是受时间支配的,[pause]而有朝一日时间将命令我们立刻从彼此身边离去。", + "VIOLA_ROMANCE_VIOLA6": "这一清醒梦终有一日会终结,我们亦将回到原本的生活中;[pause]若明知这一点还要与你完婚,那实在太过沉重。", + "VIOLA_ROMANCE_VIOLA7": "然而,[pause]我们仍有许多个日日夜夜可与彼此相伴。", + "VIOLA_ROMANCE_VIOLA8": "我应允你的愿望。[pause]从今往后,我们的心将结成一体。", + "VIOLA_ROMANCE_VIOLA9": "或许,[pause]在另一个远超出我们想象的境域,会有一位平凡的剧作家,[pause]正在我们说话的当下讲述我们的故事。", + "DOG_QUEST1_PART1_NARRATION4": "狗狗名叫汪克利,项圈上系着一盘迷你磁带录音机。上面没有狗主人的任何信息,唯有一串22位数字的电话号码。", + "VIOLA_ROMANCE_VIOLA10": "“薇奥拉与{player}:一对爱侣一同流落荒岛的喜剧”。", + "VIOLA_ROMANCE_VIOLA11": "相信这必定会是一出美妙的故事,[pause]不觉得么?", + "DOG_QUEST1_PART1_DOG1": "汪!", + "DOG_UNKNOWN_NAME": "狗", + "DOG_QUEST1_PART1_NARRATION2": "是只友善的小狗!", + "DOG_QUEST1_PART1_NARRATION3": "你伸出手让狗狗嗅了嗅气味,然后翻开他的项圈查看。", + "DOG_QUEST1_PART1_NARRATION5": "汪克利肯定也是困在了新威勒尔吧。", + "DOG_QUEST1_PART1_NARRATION7": "汪克利抬头望向悬崖,开始悲嗥。他肯定是想到悬崖顶上去。", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]呜……[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "你可以借助攀爬技能爬上悬崖。要带着汪克利一起上去吗?", + "DOG_QUEST1_PART2_NARRATION1": "汪克利毫不费力便爬上了悬崖。看来他只是想找个人陪着他呢。", + "DOG_QUEST1_PART1_NARRATION9": "他不愿挪动位置。或许有什么办法能将他带上悬崖……", + "DOG_QUEST1_PART1_DOG10": "汪汪!", + "DOG_QUEST1_PART4_NARRATION2": "骨头堆中,有一条狗绳和一些狗零食。", + "DOG_QUEST1_PART3_DOG1": "吼……", + "DOG_QUEST1_PART4_NARRATION1": "这些看着像是人骨……", + "DOG_QUEST1_PART4_NARRATION4": "完工后,汪克利狠狠地……把你的手舔得湿漉漉的!", + "DOG_QUEST1_PART4_NARRATION3": "汪克利挖了个大洞,你们俩一起把骨头埋进了土里。", + "DOG_QUEST1_PART4_DOG5": "*呼哧呼哧*", + "RESTING_DOG_3": "汪克利今天超乖,所以你让他吃了许多狗零食,并给他的肚肚好一顿揉。", + "RESTING_DOG_1": "你和汪克利一起打了个长长的盹儿。", + "RESTING_DOG_2": "你和汪克利懒洋洋地把球推过来又推过去。", + "RESTING_DOG_5": "汪克利舔了舔你的脸!", + "RESTING_DOG_4": "汪克利将他的一块狗零食分了给你。你尝了尝,不过称不上十分好吃。", + "RESTING_DOG_6.m": "汪克利趁你没看见,以风卷残云的速度将你的零食吃了个精光。", + "RESTING_DOG_8": "汪克利找到了一处超适合开挖的地!你们俩挖得浑身是泥。", + "RESTING_DOG_6.n": "汪克利趁你没看见,以风卷残云的速度将你的零食吃了个精光。", + "RESTING_DOG_6.f": "汪克利趁你没看见,以风卷残云的速度将你的零食吃了个精光。", + "RESTING_DOG_9": "汪克利给你叼回了一根他非常引以为豪的树枝!", + "INTERMISSION_PART1_ALEPH1": "你好哇,[pause]{player.to_upper}。", + "INTERMISSION_PART1_ALEPH2": "抱歉,[pause]是不是吵到你了?", + "INTERMISSION_PART1_ALEPH3": "这下你大概可以舒服一点。", + "INTERMISSION_PART1_ALEPH4": "我还以为可以临时安排一次简短的会面呢。", + "INTERMISSION_PART1_MEREDITH5": "这家伙不就是一直出现在车站的那个人吗?[pause]你到底是谁啊?", + "INTERMISSION_PART1_KAYLEIGH5": "三角头男!你是谁,你想干嘛?", + "INTERMISSION_PART1_EUGENE5": "你可吓不倒我!你是什么人?!", + "INTERMISSION_PART1_FELIX5": "唔……[pause]情况有点令人担心。[pause]你是谁?", + "INTERMISSION_PART1_VIOLA5": "这是何方神圣?", + "INTERMISSION_PART1_DOG5": "汪!", + "INTERMISSION_PART1_ALEPH6": "啊!我怎么如此失礼呢?[pause]应该先介绍一下我自己才对。", + "INTERMISSION_PART1_ALEPH6_OPTION1": "你是大天使吗?", + "INTERMISSION_PART1_ALEPH7": "大天使![pause]这是你们给我们的称呼吗?真令人心花怒放啊!", + "INTERMISSION_PART1_ALEPH8": "至于我个人呢……", + "INTERMISSION_PART1_ALEPH9": "我在你们同类的口中,有过许多称谓。", + "INTERMISSION_PART1_ALEPH10": "亚瑟、[pause]亚历山大、[pause]阿伽门农……", + "INTERMISSION_PART1_MEREDITH13": "他,呃,和我预料的不太一样。", + "INTERMISSION_PART1_ALEPH11": "唉![pause][pause]我是阿列夫。", + "INTERMISSION_PART1_ALEPH12": "你们可以叫我阿尔。", + "INTERMISSION_PART1_KAYLEIGH13": "他还真……[pause]有礼貌。", + "INTERMISSION_PART1_EUGENE13": "这演的是哪一出?“好好先生”?", + "INTERMISSION_PART1_ALEPH14": "我有好一段时间都忙于应付某位老朋友。[pause]幸运的是,那“状况”现在已经处理妥当了。", + "INTERMISSION_PART1_FELIX13": "很高兴……认识你……?", + "INTERMISSION_PART1_VIOLA13": "我们手上有你想要之物——[pause]有话直说罢!", + "INTERMISSION_PART1_DOG13": "吼……", + "INTERMISSION_PART1_ALEPH16": "朋友们,[pause]这可真是个激动人心的时代啊!", + "INTERMISSION_PART1_ALEPH15": "如今我回到这个世界,竟发现这里聚集了更多我的族人……[pause]更多“大天使”!", + "INTERMISSION_PART1_ALEPH18": "于是我必须拜托你们,不要试图干预我的团队建设工作。", + "INTERMISSION_PART1_ALEPH17": "新来的族人缺乏管教、组织松散,[pause]但我在他们身上看见了诸多潜力。", + "INTERMISSION_PART1_ALEPH19": "事实上,[pause]我要求你们完全停止搜寻我的同僚。", + "INTERMISSION_PART1_ALEPH19_OPTION1": "但大天使是离开新威勒尔的关键啊!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "我要找到它们,才能离开这座小岛啊!", + "INTERMISSION_PART1_ALEPH20": "喔!", + "INTERMISSION_PART1_ALEPH21": "你单纯只是想离开?", + "INTERMISSION_PART1_ALEPH22": "好,[pause]我可以把你从这里送走!", + "INTERMISSION_PART1_KAYLEIGH24": "这说法听着有点不妙……", + "INTERMISSION_PART1_ALEPH23": "时间、空间,这世上我唯一不能扭曲的,只有我自己!毕竟镜子也无法映出自己的倒影……", + "INTERMISSION_PART1_MEREDITH24": "呃,你真的信这位三角头老兄?", + "INTERMISSION_PART1_EUGENE24": "听起来不太对劲……", + "INTERMISSION_PART1_FELIX24": "呃……{player}……?", + "INTERMISSION_PART1_VIOLA24": "这叫什么话……?", + "INTERMISSION_PART1_DOG24": "汪呜……", + "INTERMISSION_PART1_ALEPH25": "那好吧![pause]我就满足你的愿望。", + "INTERMISSION_PART1_ALEPH26": "请别再回来了。", + "INTERMISSION_PART1_ALEPH27": "真的。", + "INTERMISSION_PART1_ALEPH28": "我这话发自内心。", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "我看不懂这上面的字。我甚至连这用的是什么语言都不认得。", + "INTERMISSION_PART2_AMBER1.m": "陌生人,[pause]你看起来相当迷茫呢。", + "AMBER_UNKNOWN_NAME": "神秘女子", + "INTERMISSION_PART2_AMBER2": "需要找个落脚的地方么?", + "INTERMISSION_PART2_AMBER1.f": "陌生人,[pause]你看起来相当迷茫呢。", + "INTERMISSION_PART2_AMBER1.n": "陌生人,[pause]你看起来相当迷茫呢。", + "INTERMISSION_LODGE_LOCKED": "门上了锁。", + "INTERMISSION_PART3_AMBER2": "叫我琥珀女士吧——[pause]我是琥珀旅馆的活招牌。", + "INTERMISSION_PART3_AMBER1.m": "能遇上我算你走运,亲爱的。", + "INTERMISSION_PART3_AMBER1.f": "能遇上我算你走运,亲爱的。", + "INTERMISSION_PART3_AMBER1.n": "能遇上我算你走运,亲爱的。", + "INTERMISSION_PART3_AMBER4.m": "请别客气,[pause]把这里当自己家吧。[pause]你大可到处转悠参观参观。", + "INTERMISSION_PART3_AMBER3.f": "你可算是走了大运了——[pause]琥珀旅馆可不常穿过那些消亡的世界。", + "INTERMISSION_PART3_AMBER3.m": "你可算是走了大运了——[pause]琥珀旅馆可不常穿过那些消亡的世界。", + "INTERMISSION_PART3_AMBER3.n": "你可算是走了大运了——[pause]琥珀旅馆可不常穿过那些消亡的世界。", + "INTERMISSION_PART3_AMBER4.f": "请别客气,[pause]把这里当自己家吧。[pause]你大可到处转悠参观参观。", + "INTERMISSION_PART3_AMBER5": "我们现在正在穿梭,所以暂时还没什么地方可去。", + "INTERMISSION_PART3_AMBER4.n": "请别客气,[pause]把这里当自己家吧。[pause]你大可到处转悠参观参观。", + "INTERMISSION_PART3_AMBER6_OPTION1": "你是什么人?", + "INTERMISSION_PART3_AMBER6": "嘿,亲爱的。有什么可以帮到你么?", + "INTERMISSION_PART3_AMBER6_OPTION2": "这是什么地方?", + "INTERMISSION_PART3_AMBER6_OPTION3": "这是怎么一回事?", + "INTERMISSION_PART3_AMBER6_OPTION4": "再见!", + "INTERMISSION_PART3_AMBER7": "我说过了,我是琥珀女士,[pause]是这家好店的活招牌。", + "INTERMISSION_PART3_AMBER9": "你也不是第一个带着那副神情闯进这里来的人了!", + "INTERMISSION_PART3_AMBER8": "别担心,[pause]你没有危险。", + "INTERMISSION_PART3_AMBER11": "我们往往不会在同一个地方逗留过久。[pause]有时,我们会遇上像你这样需要帮助的人,便会向他们伸出橄榄枝。", + "INTERMISSION_PART3_AMBER10": "这里是琥珀旅馆,亲爱的。", + "INTERMISSION_PART3_AMBER12": "这些年来,我们服务过的客户群五花八门,[pause]这点是毋庸置疑的。", + "INTERMISSION_PART3_AMBER13.f": "哎哟哟,你那迷途小狗般的眼神,可真是[wave amp=30 freq=10]惹人怜爱[/wave]呀!", + "INTERMISSION_PART3_AMBER13.m": "哎哟哟,你那迷途小狗般的眼神,可真是[wave amp=30 freq=10]惹人怜爱[/wave]呀!", + "INTERMISSION_PART3_AMBER14.f": "别着急,[pause]这一切都没什么大不了的。", + "INTERMISSION_PART3_AMBER14.m": "别着急,[pause]这一切都没什么大不了的。", + "INTERMISSION_PART3_AMBER13.n": "哎哟哟,你那迷途小狗般的眼神,可真是[wave amp=30 freq=10]惹人怜爱[/wave]呀!", + "INTERMISSION_PART3_AMBER14.n": "别着急,[pause]这一切都没什么大不了的。", + "INTERMISSION_PART3_AMBER15.m": "你这是被困在了一个已经消亡千年的世界之中。", + "INTERMISSION_PART3_AMBER15.n": "你这是被困在了一个已经消亡千年的世界之中。", + "INTERMISSION_PART3_AMBER15.f": "你这是被困在了一个已经消亡千年的世界之中。", + "INTERMISSION_PART3_AMBER16": "而我呢,[pause]纯粹是顺路捎带你一程啦。", + "AMBER_LODGE_MIRROR_DESCRIPTION": "这是一面光滑明亮的镜子。不过,上面似乎什么也映不出来……", + "INTERMISSION_PART3_AMBER17": "多保重呀,亲爱的。", + "AMBER_LODGE_NPC1_NAME": "放松的男子", + "AMBER_LODGE_NPC1_DIALOGUE": "琥珀女士显然很懂如何把这地方经营好!", + "AMBER_LODGE_NPC2_NAME": "脸颊通红的女子", + "AMBER_LODGE_NPC2_DIALOGUE": "哎呀,要是可以的话,我真愿意在这里呆上一辈子!", + "AMBER_LODGE_NPC3_NAME": "友善的人", + "AMBER_LODGE_NPC3_DIALOGUE": "这是你第一次来琥珀旅馆吗?", + "AMBER_LODGE_NPC4_NAME": "面无表情的男子", + "AMBER_LODGE_NPC4_DIALOGUE": "琥珀旅馆实在不一般……", + "INTERMISSION_PART4_AMBER1": "那真是段简单纯粹的时光啊。", + "INTERMISSION_PART4_AMBER1_OPTION1": "你认识阿列夫吗?", + "INTERMISSION_PART4_AMBER1_OPTION2": "你和阿列夫是朋友吗?", + "INTERMISSION_PART4_AMBER2": "很久很久以前,[pause]他和我曾经亲如家人。", + "INTERMISSION_PART4_AMBER3": "我们总是一大伙人行动,[pause]我也不怕跟你说,[pause]那可真是段美好的时光。", + "INTERMISSION_PART4_AMBER4": "阿列夫就像是我们的头儿。[pause]呵,他不来当头儿,谁当?[pause]当头儿可是他的拿手好戏啊,[pause]不是么?", + "INTERMISSION_PART4_AMBER5": "而我呢?[pause]我不过是坐骑,[pause]而莫甘特则是看门人。", + "INTERMISSION_PART4_AMBER6": "但有时候,人就是会渐行渐远。有时候,还会落得一地鸡毛。", + "INTERMISSION_PART4_AMBER7": "于是我将那一切都抛到了身后。", + "INTERMISSION_PART4_AMBER8": "我相信即使到了今天,[pause]阿列夫也依然在寻找离开那座岛的“船票”。", + "INTERMISSION_PART4_AMBER9": "当然了,[pause]那老巫婆绝无可能把离开的方法告诉他。", + "INTERMISSION_PART4_AMBER10": "罢了罢了,听我这老姑娘唠叨过去的故事,想必会让你感到厌烦吧。还是不说了。", + "INTERMISSION_PART4_AMBER11": "我?", + "INTERMISSION_PART4_AMBER16": "别担心,我不会说出去的。", + "INTERMISSION_PART4_AMBER10_OPTION1": "你是大天使吗?", + "INTERMISSION_PART4_AMBER13": "我只不过是这家店的活招牌。", + "INTERMISSION_PART4_AMBER12": "哎呀,[pause]我都说了,{player}……", + "INTERMISSION_PART4_AMBER15": "更何况,你应该最清楚顶着个头像四处走的感受啊,不是么?", + "INTERMISSION_PART4_AMBER14": "琥珀旅馆才是本体呢。", + "INTERMISSION_PART4_AMBER25.m": "等你准备好了,就走进镜中吧。", + "INTERMISSION_PART4_AMBER18": "而在那之前,[pause]你是在新威勒尔上?", + "INTERMISSION_PART4_AMBER17.m": "好了,[pause]我想你之所以搁浅在那块岩石上,也是因为阿列夫把你变走了,[pause]是吧?", + "INTERMISSION_PART4_AMBER17.f": "好了,[pause]我想你之所以搁浅在那块岩石上,也是因为阿列夫把你变走了,[pause]是吧?", + "INTERMISSION_PART4_AMBER17.n": "好了,[pause]我想你之所以搁浅在那块岩石上,也是因为阿列夫把你变走了,[pause]是吧?", + "INTERMISSION_PART5_EUGENE.f": "我就知道你会回来的!", + "INTERMISSION_PART4_AMBER19": "那座岛就像个粘虫板。[pause]人们掉进时空的缝隙,结果就落到了那里。你可实在不走运呢,亲爱的。", + "INTERMISSION_PART4_AMBER20": "至于你和那位三角头朋友的事情嘛……", + "INTERMISSION_PART4_AMBER21.m": "被卷入我们的昔日恩怨,并不是你的错。", + "INTERMISSION_PART4_AMBER21.n": "被卷入我们的昔日恩怨,并不是你的错。", + "INTERMISSION_PART4_AMBER21.f": "被卷入我们的昔日恩怨,并不是你的错。", + "INTERMISSION_PART4_AMBER22": "所以我会捎你一程,不过仅此一次。[pause]跟我来。", + "INTERMISSION_PART4_AMBER23": "这面镜子会带你去你要去的地方。", + "INTERMISSION_PART4_AMBER24": "但是,[pause]至于具体要去哪里……[pause]嗐,[pause]这个就不归我管了。", + "INTERMISSION_PART4_AMBER25.f": "等你准备好了,就走进镜中吧。", + "INTERMISSION_PART4_AMBER26": "多保重了,亲爱的。认识你真好。", + "INTERMISSION_PART4_AMBER27.n": "对了,帮我一个忙——[pause]别告诉我们的老朋友阿尔是我帮了你,[pause]好吗?", + "INTERMISSION_PART4_AMBER25.n": "等你准备好了,就走进镜中吧。", + "INTERMISSION_PART4_AMBER27.m": "对了,帮我一个忙——[pause]别告诉我们的老朋友阿尔是我帮了你,[pause]好吗?", + "INTERMISSION_PART5_KAYLEIGH.m": "我有一瞬间还以为再也见不到你了!", + "INTERMISSION_PART4_AMBER27.f": "对了,帮我一个忙——[pause]别告诉我们的老朋友阿尔是我帮了你,[pause]好吗?", + "INTERMISSION_PART5_MEREDITH.m": "哼,[pause]你[b]根本[/b]不知道刚才害我多担心。", + "INTERMISSION_PART5_KAYLEIGH.f": "我有一瞬间还以为再也见不到你了!", + "INTERMISSION_PART5_KAYLEIGH.n": "我有一瞬间还以为再也见不到你了!", + "INTERMISSION_PART5_MEREDITH.n": "哼,[pause]你[b]根本[/b]不知道刚才害我多担心。", + "INTERMISSION_PART5_MEREDITH.f": "哼,[pause]你[b]根本[/b]不知道刚才害我多担心。", + "INTERMISSION_PART5_EUGENE.m": "我就知道你会回来的!", + "INTERMISSION_PART5_FELIX.f": "有那么一瞬间,我都不确定还能不能再次见到你了……", + "INTERMISSION_PART5_FELIX.m": "有那么一瞬间,我都不确定还能不能再次见到你了……", + "INTERMISSION_PART5_EUGENE.n": "我就知道你会回来的!", + "INTERMISSION_PART5_VIOLA.m": "你能归来,我着实心存感激……", + "INTERMISSION_PART5_FELIX.n": "有那么一瞬间,我都不确定还能不能再次见到你了……", + "INTERMISSION_PART5_VIOLA.n": "你能归来,我着实心存感激……", + "INTERMISSION_PART5_VIOLA.f": "你能归来,我着实心存感激……", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]汪!汪![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "这个三角头男,[pause]阿列夫,[pause]是和我们其他人一样被困在了新威勒尔的上古大天使?", + "INTERMISSION_PART6_KAYLEIGH1": "……好吧,[pause]如果我没理解错的话……", + "INTERMISSION_PART6_MEREDITH3.m": "而你被[wave amp=30 freq=10]三角头老兄[/wave]传送到另一个世界后,又被一个陌生人救起。[pause]而三角头老兄只能传送别人,不能传送自己。[pause]明白了。", + "INTERMISSION_PART6_MEREDITH3.f": "而你被[wave amp=30 freq=10]三角头老兄[/wave]传送到另一个世界后,又被一个陌生人救起。[pause]而三角头老兄只能传送别人,不能传送自己。[pause]明白了。", + "INTERMISSION_PART6_MEREDITH3.n": "而你被[wave amp=30 freq=10]三角头老兄[/wave]传送到另一个世界后,又被一个陌生人救起。[pause]而三角头老兄只能传送别人,不能传送自己。[pause]明白了。", + "INTERMISSION_PART6_KAYLEIGH3.f": "然后他用他那颗镜子大脑袋,把你传送到了一个荒废没落的世界,但是有个好心的陌生人顺路载了你回来。[pause]而那位好心人同样是个大天使。", + "INTERMISSION_PART6_KAYLEIGH5": "不过我们依旧不清楚阿列夫有何居心,只知道他对[wave amp=30 freq=10]其他[/wave]大天使颇感兴趣。", + "INTERMISSION_PART6_KAYLEIGH3.m": "然后他用他那颗镜子大脑袋,把你传送到了一个荒废没落的世界,但是有个好心的陌生人顺路载了你回来。[pause]而那位好心人同样是个大天使。", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "没错。", + "INTERMISSION_PART6_VIOLA4": "这“阿列夫”浑身上下没一处可信。应当多加防范,纵使他棱角分明的脸庞再度出现,我们亦有备无患。", + "INTERMISSION_PART6_KAYLEIGH3.n": "然后他用他那颗镜子大脑袋,把你传送到了一个荒废没落的世界,但是有个好心的陌生人顺路载了你回来。[pause]而那位好心人同样是个大天使。", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "差不多可以这么概括吧。", + "INTERMISSION_PART6_EUGENE5": "我们不知道这家伙在打什么算盘吧?听起来他似乎有自己的[shake rate=30 level=10]计划[/shake]——当中还包含了寻找其他大天使。", + "INTERMISSION_PART6_FELIX6": "我有这么个问题:你想拿这个家伙怎么办?他显然有某些企图,但这一切[wave amp=30 freq=10]恐怕[/wave]有点超出我们的能力范围。", + "INTERMISSION_PART6_MEREDITH6": "好吧,那我们要拿这个家伙怎么办?[pause]他肯定有某些企图,[pause]但他可是[wave amp=30 freq=10]大天使[/wave]啊。我觉得,大天使什么的,实在不是我们对付得了的。", + "INTERMISSION_PART6_KAYLEIGH6": "那,{player}?你觉得我们该拿他怎么办呢?阿列夫已经表明了[wave amp=30 freq=10]除掉[/wave]任何眼中钉的决心,但是……[pause]我觉得这一切实在不是我们对付得了的。", + "INTERMISSION_PART6_FELIX6_OPTION1": "我们多留心他吧。", + "INTERMISSION_PART6_FELIX6_OPTION2": "我们尽量避开他吧。", + "INTERMISSION_PART6_KAYLEIGH7": "行!这计划挺好。", + "INTERMISSION_PART6_MEREDITH7.m": "嘿,好主意。", + "INTERMISSION_PART6_MEREDITH7.f": "嘿,好主意。", + "INTERMISSION_PART6_MEREDITH7.n": "嘿,好主意。", + "INTERMISSION_PART6_EUGENE7": "好哇,这计划听着还成!", + "INTERMISSION_PART6_FELIX7": "嘿,我喜欢这计划。", + "INTERMISSION_PART6_DOG7": "汪!", + "INTERMISSION_PART6_VIOLA7": "妙极!{player},我必将追随你的指引。", + "END_MIRROR_REVEAL_KAYLEIGH1": "这该不会是……", + "END_MIRROR_REVEAL_PLAYER1": "唔,镜子。会不会跟琥珀旅馆那面镜子一样呢……", + "END_PART1_EUGENE3.f": "哥们儿,你没事吧?[pause]你刚才一声都不吭,安静得吓人。", + "END_MIRROR_REVEAL_FELIX1": "……不错。", + "END_MIRROR_REVEAL_EUGENE1": "哇哦。", + "END_MIRROR_REVEAL_MEREDITH1": "这……[pause]似乎是个重大发现。", + "END_MIRROR_REVEAL_VIOLA1": "{player},这会否就是你潜心寻觅的境地?", + "END_MIRROR_DENIAL_MEREDITH1": "{player},我……暂时还不能从这里穿过去。这一走恐怕就不能再回头了,而我还有些事情没办完呢。", + "END_MIRROR_REVEAL_DOG1": "汪!", + "END_MIRROR_DENIAL_EUGENE1.m": "哥们儿,我暂时还不能从这里穿过去。[pause]我得先阻止新威勒尔这儿的索地员作乱,你明白吗?", + "END_MIRROR_DENIAL_EUGENE1.n": "哥们儿,我暂时还不能从这里穿过去。[pause]我得先阻止新威勒尔这儿的索地员作乱,你明白吗?", + "END_MIRROR_DENIAL_EUGENE1.f": "哥们儿,我暂时还不能从这里穿过去。[pause]我得先阻止新威勒尔这儿的索地员作乱,你明白吗?", + "END_MIRROR_DENIAL_VIOLA1.f": "朋友,恕我无法继续同行。[pause]若家兄确已不在此岛,我方可与你一同踏上此程。", + "END_MIRROR_DENIAL_FELIX1": "我……不能再跟你一起往前走了。[pause]我还没找到创作灵感呢。", + "END_MIRROR_DENIAL_VIOLA1.n": "朋友,恕我无法继续同行。[pause]若家兄确已不在此岛,我方可与你一同踏上此程。", + "END_MIRROR_DENIAL_VIOLA1.m": "朋友,恕我无法继续同行。[pause]若家兄确已不在此岛,我方可与你一同踏上此程。", + "END_MIRROR_DENIAL_DOG1": "看来汪克利还有未竟之事……", + "FINAL_STATION_PART1_KAYLEIGH1": "我们现在在哪里?好浓的雾……[pause]看来我们除了前进也没有别的法子了,{player}。", + "FINAL_STATION_PART1_EUGENE1": "那面镜子就一直藏着这个地方吗?镜子还有这种功能?!我缺了什么课吗?", + "FINAL_STATION_PART1_MEREDITH1": "这地方就一直藏在[wave amp=30 freq=10]镜子[/wave]里吗?!", + "FINAL_STATION_PART1_FELIX1": "我虽然也不指望找到些什么,但这场面可是我没料到的。[pause]哇。", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]呜……[/shake]", + "FINAL_STATION_PART1_VIOLA1": "踏入镜中,竟可觅得如此一方天地……饶是梦中亦难想象。", + "FINAL_STATION_PART2_KAYLEIGH1": "这地方好[wave amp=30 freq=10]广阔[/wave]……", + "FINAL_STATION_PART2_KAYLEIGH2": "假如我们寻觅已久的通道真的存在,那它肯定就在这里。[pause]到处看看吧。", + "FINAL_STATION_PART2_MEREDITH1": "这地方[b]闻起来[/b]着实有股年代久远的味道。", + "FINAL_STATION_PART2_MEREDITH2": "走吧,我们到处瞅瞅去。假如你要找的魔法世界之门[wave amp=30 freq=10]真的存在[/wave],那肯定会出现在这样的地方。", + "FINAL_STATION_PART2_EUGENE2": "离开新威勒尔的通道,会不会就在这里呢?", + "FINAL_STATION_PART2_EUGENE1": "这地方感觉空旷得很,[pause]仿佛几百年没人来过这里了……", + "END_PART1_MORGANTE2": "莫德雷德……我的孩儿啊……\\n\\n正义将责罚那红衣之王。\\n\\n用不了多久的。", + "FINAL_STATION_PART2_FELIX1": "这……", + "FINAL_STATION_PART2_VIOLA1": "此地荡漾着哀愁。你有否感觉到?", + "FINAL_STATION_PART2_FELIX2": "你一直在找的地方,应该就是这里了吧?走吧,我们到处看看去。", + "END_PART1_MEREDITH1": "我不知道这是什么,但直觉告诉我不该随便乱碰。", + "FINAL_STATION_PART2_VIOLA2": "来:[pause]我们应当一探这悲伤之境。", + "END_PART1_KAYLEIGH1": "这是棺材吗?{player},你说这东西怎么这么大……?", + "FINAL_STATION_PART2_DOG1": "汪克利似乎有点紧张,但也急着四处探一探。", + "END_PART1_EUGENE1": "这……实在让我摸不着头脑。", + "END_PART1_VIOLA1": "此棺系由悲恸之手砌成,[pause]你难道感觉不到么?", + "END_PART1_FELIX1": "我本想说这可真是个意外发现,但也实在不知道自己该期待点什么。", + "END_PART1_DOG1": "[shake rate=30 level=10]呜……[/shake]", + "END_PART1_FELIX3.n": "呃,一切都还好吧,{player}?[pause]你刚才眼神放空了好一会儿呢。", + "END_PART1_KAYLEIGH3.m": "你没事吧?刚才看你好像魂不守舍了一小会儿呢。", + "END_PART1_MEREDITH3.m": "醒醒,{player}![pause]我看你出神好一小会儿了,朋友。", + "END_PART1_KAYLEIGH3.f": "你没事吧?刚才看你好像魂不守舍了一小会儿呢。", + "END_PART1_KAYLEIGH3.n": "你没事吧?刚才看你好像魂不守舍了一小会儿呢。", + "END_PART1_EUGENE3.m": "哥们儿,你没事吧?[pause]你刚才一声都不吭,安静得吓人。", + "END_PART1_MEREDITH3.n": "醒醒,{player}![pause]我看你出神好一小会儿了,朋友。", + "END_PART1_MEREDITH3.f": "醒醒,{player}![pause]我看你出神好一小会儿了,朋友。", + "END_PART2_PLAYER_OPTION2": "我们一起上吧!", + "END_PART1_FELIX3.m": "呃,一切都还好吧,{player}?[pause]你刚才眼神放空了好一会儿呢。", + "END_PART1_EUGENE3.n": "哥们儿,你没事吧?[pause]你刚才一声都不吭,安静得吓人。", + "END_PART1_FELIX3.f": "呃,一切都还好吧,{player}?[pause]你刚才眼神放空了好一会儿呢。", + "END_PART1_VIOLA3.m": "你神智是否清醒?我见你呆立片刻,状貌颇不寻常。", + "END_PART1_VIOLA3.n": "你神智是否清醒?我见你呆立片刻,状貌颇不寻常。", + "END_PART1_VIOLA3.f": "你神智是否清醒?我见你呆立片刻,状貌颇不寻常。", + "END_PART1_DOG3": "汪!", + "END_PART2_CONFIRM1.m": "一旦踏出这一步,你将有一阵子不能再回来了。确定已做好充分准备?", + "END_PART2_CONFIRM1.f": "一旦踏出这一步,你将有一阵子不能再回来了。确定已做好充分准备?", + "END_PART2_CONFIRM2": "要不要先存个档?", + "END_PART2_CONFIRM1.n": "一旦踏出这一步,你将有一阵子不能再回来了。确定已做好充分准备?", + "END_PART2_KAYLEIGH3": "{player},我们竟一路走到了这里……", + "END_PART2_MEREDITH3.m": "如果这真是我们要找的地方,那我确实要对你刮目相看了。[pause]我本来还不太看好你呢。", + "END_PART2_MEREDITH3.n": "如果这真是我们要找的地方,那我确实要对你刮目相看了。[pause]我本来还不太看好你呢。", + "END_PART2_EUGENE3": "哥们儿,现在可没有回头路了![pause]哎哟,我整个人跟打了鸡血一样兴奋!", + "END_PART2_MEREDITH3.f": "如果这真是我们要找的地方,那我确实要对你刮目相看了。[pause]我本来还不太看好你呢。", + "END_PART2_FELIX3": "这看起来是个挺正经的通道。[pause]看来就是这里了?", + "END_PART2_MEREDITH5.m": "别想抛下我——[pause]你没这样的打算吧?", + "END_PART2_VIOLA3": "确是此地么?旅途终点会否就在前方?", + "END_PART2_DOG3": "汪!", + "END_PART2_KAYLEIGH4": "哎,等等!别抛下我自个儿进去呀!", + "END_PART2_EUGENE6": "朝未知迈出最后一步,是吧?挺牛的嘛!", + "END_PART2_MEREDITH5.n": "别想抛下我——[pause]你没这样的打算吧?", + "END_PART2_MEREDITH5.f": "别想抛下我——[pause]你没这样的打算吧?", + "END_PART2_VIOLA8": "倘如这便是最后一幕,[pause]那么且让我们共同完成!", + "END_PART2_FELIX7": "这我可不能不参与啊。", + "END_PART2_DOG9": "汪!", + "END_PART2_PLAYER_OPTION1": "谢谢你们能来!", + "END_PART3_MEREDITH2": "就是这里了,[pause]对吧?", + "END_PART3_KAYLEIGH1": "这[b]肯定[/b]就是那个通道了……", + "END_PART3_EUGENE3": "[shake rate=30 level=10]赞爆了![/shake]", + "END_PART3_FELIX4": "那估计这个大三角就是通道了,对吧?", + "END_PART3_VIOLA5": "如此壮观……", + "END_PART3_DOG6": "*呼哧呼哧*", + "END_PART3_KAYLEIGH8": "阿列夫!", + "END_PART3_ALEPH7": "哇,我们真的做到了!", + "END_PART3_MEREDITH8": "噢。又是你啊。", + "END_PART3_EUGENE8": "怪人,[pause]你有什么目的?", + "END_PART3_VIOLA8": "是你!", + "END_PART3_ALEPH10": "你们可知,这整条铁路线也是我们的一位“大天使”同胞吗?", + "END_PART3_DOG8": "汪?!", + "END_PART3_FELIX8": "你一直在跟踪我们吗……?", + "END_PART3_ALEPH9": "那老巫婆可真是把这地方藏了个严严实实。", + "END_PART3_ALEPH12": "这里头可真是一片迷宫!", + "END_PART3_ALEPH11": "“梅林线”,是我们给它的称呼。[pause]你们这整座“岛”,都建在它的背上。", + "END_PART3_ALEPH16": "那老巫婆有很长时间都把我困在这些隧道里头,[pause]不过最终是我获得了胜利。", + "END_PART3_ALEPH13": "说真的,要是没有你们,[pause]我可一辈子都找不到这间密室。", + "END_PART3_ALEPH13_OPTION1": "你口中的“老巫婆”,是指莫甘特?", + "END_PART3_ALEPH15.n": "你竟然知道这号人物。[pause]朋友,你比看起来要聪明啊。", + "END_PART3_ALEPH14": "……", + "END_PART3_ALEPH13_OPTION2": "把这地方藏起来的人,是莫甘特吗?", + "END_PART3_ALEPH15.f": "你竟然知道这号人物。[pause]朋友,你比看起来要聪明啊。", + "END_PART3_ALEPH15.m": "你竟然知道这号人物。[pause]朋友,你比看起来要聪明啊。", + "END_PART3_ALEPH19": "哎呀,我就只是想穿过那边的通道离开嘛!", + "END_PART3_ALEPH17": "呵,胜利的一方向来是我。", + "END_PART3_ALEPH17_OPTION1": "你有什么企图?", + "END_PART3_ALEPH17_OPTION2": "你在谋划什么诡计?", + "END_PART3_ALEPH18": "啧啧啧,怎么字字带刺呢!朋友们,我们可是在努力维持友好的氛围呀!", + "END_PART3_ALEPH20": "不过,说到朋友……", + "END_PART3_KAYLEIGH22": "糟了……", + "END_PART3_ALEPH21": "来和我的新队伍见个面吧!", + "END_PART3_EUGENE24": "……噢。", + "END_PART3_MEREDITH23": "啊哦……", + "END_PART3_FELIX25": "……嚯。", + "END_PART3_VIOLA26": "原来如此……", + "END_PART3_DOG27": "汪……?", + "END_PART3_ALEPH28": "你瞧,我原本也算是个有头有脸的人物。", + "END_PART3_ALEPH29": "我和我从前的组员,跟你们这一族类达成了某种协议。[pause]可以说是缔结了特殊关系。[pause]即便你们并不知情。", + "END_PART3_ALEPH30": "我对你们人类,可是尊重得很呢!没有你们,我们也就无法存在了!", + "END_PART3_ALEPH31": "你们人类居住在自己的小小世界里,冒出各种各样可爱的点子。爱啊,死亡啊,诸如此类的……", + "END_PART3_ALEPH32": "你们最强烈的想法,赋予了我们生命;而作为回报,我们将前往你们的国度,将这些幻想演绎成现实!", + "END_PART3_ALEPH33": "冒险……[pause]战争……[pause]物种灭绝……", + "END_PART3_ALEPH34": "你们人类最喜爱的无非是这类东西,[pause]而我也一样!", + "END_PART3_ALEPH34B": "遗憾的是,我之前组的乐队有那么一丁点儿不睦,最后不得不解散收场。", + "END_PART3_ALEPH35": "于是我有那么一小段时间步出了公众视线。", + "END_PART3_ALEPH36": "不过现在,我们又重出江湖了!", + "END_PART3_KAYLEIGH37": "所以你和大天使们打算……[pause]入侵世界,将那些创造了你们的暴力念头付诸行动?", + "END_PART3_ALEPH56": "我干脆先把你们杀光,然后再大摇大摆离开,满意了吧?", + "END_PART3_MEREDITH38": "那可真令人担忧。", + "END_PART3_EUGENE39": "暴力的无限循环……", + "END_PART3_FELIX40": "嗯,听起来可不太妙。", + "END_PART3_VIOLA41": "如此黑暗欲念不容实现!", + "END_PART3_ALEPH46": "事实上,我可以和你们做个交易!", + "END_PART3_DOG42": "吼……", + "END_PART3_ALEPH43": "哎呀,别担心嘛朋友们!", + "END_PART3_ALEPH44": "我们都在同一条战线上。", + "END_PART3_ALEPH45": "你们想离开这个落后闭塞的世界,而我们也是如此。", + "END_PART3_ALEPH46_OPTION1": "交易?", + "END_PART3_ALEPH46_OPTION2": "你出什么条件?", + "END_PART3_ALEPH48": "你们绝不会再度见到我们。[pause]如何?", + "END_PART3_ALEPH48_OPTION1": "什么?", + "END_PART3_ALEPH47": "大家各走各的,[pause]而且我们绝不会造访你们任何一人所在的世界。", + "END_PART3_ALEPH48_OPTION2": "没门儿!", + "END_PART3_ALEPH_NO_DEAL_49": "……不行吗?", + "END_PART3_ALEPH_WHAT_49": "我们会去征服其他人的世界,不会来打扰你们。", + "END_PART3_KAYLEIGH51": "所有人都有价值,无论来自哪个世界!我们能做的就只有尽力帮助他们!", + "END_PART3_ALEPH_NO_DEAL_50": "我不明白。", + "END_PART3_EUGENE51": "即使其他世界的人并不知道我们的存在,但在眼下这一刻,[pause]他们都指望着我们来[shake rate=30 level=10]保护他们免受你的侵害![/shake]", + "END_PART3_MEREDITH51": "我们要是只为保命就堂而皇之出卖其他现实世界,[pause]那可太缺德了。", + "END_PART3_VIOLA51": "黑暗欲念虽赋予你生命,但你无权将那黑暗归与人心!", + "END_PART3_FELIX51": "你们这是要伤害他人,即使我们没看见过程也没差啊。[pause]依我的估算,这已经是个相当糟糕的交易了。", + "END_PART3_DOG51": "[shake rate=30 level=10]汪![/shake]", + "END_PART3_ALEPH52": "但我们不会扰乱你们的世界呀!", + "END_PART3_ALEPH53": "你们真的要押上自己的性命……[pause]来帮助一些连见都没见过的人吗?", + "END_PART3_ALEPH53_OPTION1": "没错。", + "END_PART3_ALEPH53_OPTION2": "当然。", + "END_PART3_ALEPH54": "呵。[pause]行吧!", + "END_PART3_ALEPH55": "你们现在真是相当不配合。", + "END_PART4_ALEPH1": "你们人类创造了我们,现在又想杀了我们?[pause]不如趁早拿定主意罢!", + "END_PART5_ALEPH1": "真是浪费力气……", + "END_PART6_ALEPH1": "好哇,我可真是受够了。", + "END_PART6_ALEPH2": "大家,快回到车上![pause]我们要走了!", + "END_PART7_ALEPH1": "全体上车!", + "END_PART7_ALEPH2": "下一站是:我们想去哪就是哪!", + "END_PART7_KAYLEIGH3": "{player},快点!", + "END_PART7_DOG3": "[wave amp=30 freq=10]吼……[/wave]", + "END_PART7_MEREDITH3": "{player},不能让他们逃掉!", + "END_PART7_FELIX3": "我们必须追上他。你明白这一点吧?", + "END_PART7_EUGENE3": "我们快跟上!", + "END_PART7_VIOLA3": "绝不可令猎物这般轻易逃脱!", + "END_PART8_KAYLEIGH1": "我以前见过这样的灯光……[pause]是在我刚来到新威勒尔的时候……", + "END_PART8_EUGENE1": "这感觉似曾相识……[pause]我是不是刚来的时候就见过这些灯光?", + "END_PART8_MEREDITH1": "这可真够玄乎的……[pause]我刚来到新威勒尔时,就见过这场面。", + "END_PART8_VIOLA1": "这灯……此处可是超乎天堂与人间之境?[pause]我从前是否曾见识过这般场面?", + "END_PART8_FELIX1": "这灯光秀还挺有排场啊。我以前好像见过……[pause]是在刚来到新威勒尔的时候见到的吗?", + "END_PART8_DOG1": "汪嗷……", + "END_PART8_ALEPH2": "我曾以为,宇宙中所需知道的一切,我都已了解……", + "END_PART8_ALEPH4": "或许这会是个不错的团队建设活动?", + "END_PART8_ALEPH3": "但你们这招“融合”,我以前从未见识过。", + "END_PART8_ALEPH6": "你的世界会是我造访的首个目的地。\\n\\n我能从你身上嗅出那个世界的气味……", + "END_PART8_ALEPH5": "我收回我的条件。", + "END_PART8_ALEPH8": "完美无瑕的时间线,已经步上了毁灭的道路。\\n\\n这将会是个多么美妙的玩物啊。", + "END_PART8_KAYLEIGH10": "你还有再战一场的斗志吗,{player}?", + "END_PART8_MEREDITH10.m": "朋友,你准备好了吗?", + "END_PART8_EUGENE10": "{player},成败在此一举了!", + "END_PART8_MEREDITH10.f": "朋友,你准备好了吗?", + "END_PART8_MEREDITH10.n": "朋友,你准备好了吗?", + "END_PART8_FELIX10.m": "上吧![pause]{player},我准备好了,就等你了!", + "END_PART8_FELIX10.n": "上吧![pause]{player},我准备好了,就等你了!", + "END_PART8_FELIX10.f": "上吧![pause]{player},我准备好了,就等你了!", + "END_PART8_VIOLA10": "如此甚好!", + "END_PART9_ALEPH_BATTLE1": "你们想要向我宣战?真是应景啊。", + "END_PART8_DOG10": "[shake rate=30 level=10]汪汪![/shake]", + "END_PART9_ALEPH_BATTLE2": "人类最强烈的愿望,便是自我毁灭。我可以反反复复让这一切发生。", + "END_PART9_ALEPH_BATTLE3": "诸多文明曾一度在我面前化为灰烬。我愿再一次观赏那样的余烬。", + "END_PART9_ALEPH_BATTLE4": "死……心……吧!", + "END_PART9_ALEPH_BATTLE5": "放肆……", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_ALEPH1": "别想再用磁带。", + "END_PART9_ALEPH3": "你们不是野兽。你们不过是区区人类。", + "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_DOG2": "汪?!", + "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_MORGANTE5": "这能力连你自己都不清楚何以奏效,竟敢如此轻易运用。\\n\\n如此天真,如此轻举妄动又奋不顾身。", + "END_PART9_MORGANTE4": "呵,人类,一点都不意外。", + "END_PART9_MORGANTE5_OPTION2": "你想怎样?", + "END_PART9_MORGANTE5_OPTION1": "你是来嘲笑我的吗?", + "END_PART9_MORGANTE6": "在这一瞬间,我们有着一个共同的目标。", + "END_PART9_MORGANTE7": "阿列夫是征伐之化身。\\n\\n而我是反叛之化身。", + "END_PART9_MORGANTE8": "所以我需要你理解。", + "END_PART9_MORGANTE8_OPTION1": "理解什么?", + "END_PART9_MORGANTE8_OPTION2": "你在说什么啊?", + "END_PART9_MORGANTE9": "你们人类用梦想和理想创造了我们。\\n\\n人类的潜能永无止境。", + "END_PART9_MORGANTE11": "令你的意识具现化,从而改变现实……\\n\\n改变世界、改变你们自己……\\n\\n这项能力,就潜藏在你们自己的身体里。", + "END_PART9_MORGANTE10": "而这些“磁带”,不过是些护符罢了。", + "END_PART9_MORGANTE12": "所以,快醒来吧!", + "END_PART9_KAYLEIGH13": "{player},你怎么……", + "END_PART9_MEREDITH13": "{player},你看起来吓坏了……", + "END_PART9_EUGENE13": "{player},你回过神来了吗?!", + "END_PART9_FELIX13.f": "你缓过来了吗,{player}?", + "END_PART9_FELIX13.m": "你缓过来了吗,{player}?", + "END_PART9_VIOLA13": "{player},想必你并不会就此屈服?", + "END_PART9_FELIX13.n": "你缓过来了吗,{player}?", + "END_PART9_DOG13": "汪!", + "END_PART9_ALEPH14": "为什么?!\\n\\n为什么你还要执迷不悟?!", + "END_PART9_ALEPH15_OPTION1": "因为这是我的意志!", + "END_PART9_ALEPH15_OPTION2": "因为我还没出绝招呢!", + "END_PART9_ALEPH15_OPTION3": "因为人就是这样的生物!", + "END_PART9_KAYLEIGH16": "只要拥有共同目标,我们就能凝聚在一起![pause][shake rate=30 level=10]众人团结一心![/shake]", + "END_PART11_KAYLEIGH1": "很遗憾你的磁带机被毁了,[pause]{player},节哀……", + "END_PART9_EUGENE18": "[shake rate=30 level=10]一同奋起反击![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]一起去把他的大脑袋踢飞吧![/shake]", + "END_PART9_FELIX19": "我豁出去了……", + "END_PART9_VIOLA20": "来![pause]故事如何落幕,要由我们书写!", + "END_PART9_DOG21": "[wave amp=30 freq=10]嗷呜![/wave]", + "END_PART9_ALEPH22": "啊,是那老巫婆干的好事。你这眼中钉,就是要让我永不得安生,是吧?", + "END_PART10_ALEPH1": "原来如此。", + "END_PART10_MORGANTE3.m": "你们证明了自己的意志能胜过肉体的制约。\\n\\n人类啊,让此事成为你的教训吧。", + "END_PART10_MORGANTE2": "我们的歌曲就此结束。", + "END_PART11_BARKLEY3": "汪呜?", + "END_PART10_MORGANTE3.f": "你们证明了自己的意志能胜过肉体的制约。\\n\\n人类啊,让此事成为你的教训吧。", + "END_PART10_MORGANTE3.n": "你们证明了自己的意志能胜过肉体的制约。\\n\\n人类啊,让此事成为你的教训吧。", + "END_PART10_KAYLEIGH5": "我们该回去了……[pause]这列车恐怕不会特别稳定。", + "END_PART10_MORGANTE4": "再见。", + "END_PART10_MEREDITH5": "走吧,趁这列车还未坠入深渊,我们赶紧回去。", + "END_PART10_EUGENE5": "我们应该先回去了——[pause]这列车恐怕坚持不了太久。", + "END_PART10_FELIX5": "还是赶紧回去吧,[pause]不然这列车恐怕要坠入虚空。", + "END_PART10_VIOLA5": "回到现实世界,方为明智之举。", + "END_PART10_DOG5": "汪。", + "END_PART11_KAYLEIGH2": "不过幸好,我身上总会带着一台备用机!", + "END_PART11_KAYLEIGH3": "……这地方以前有这栋建筑吗?", + "END_PART11_EUGENE3": "大家知道这……[pause]建筑是怎么回事吗?", + "END_PART11_MEREDITH3": "那个,[pause]呃……[pause]这地方以前并没有这栋建筑吧?", + "END_PART11_FELIX3": "呃,这还挺不同寻常的。", + "END_PART11_VIOLA3": "奇哉怪也。", + "END_PART11_AMBER4": "哎呀呀,大家别害怕!叫我琥珀女士就好。", + "END_PART11_AMBER6": "哎呀,你们都是好人,我生怕你们伤害到自己,所以就来看看。", + "END_PART11_AMBER5.f": "{player}和我是朋友——亲爱的,你说是吧?", + "END_PART11_AMBER5.m": "{player}和我是朋友——亲爱的,你说是吧?", + "END_PART11_AMBER5.n": "{player}和我是朋友——亲爱的,你说是吧?", + "END_PART11_AMBER7": "不过看样子,你们已经让我们的共同朋友挨了一顿胖揍呢。[pause]这可是头一回啊!", + "END_PART11_AMBER7_OPTION1": "一顿胖揍?我说是把他消灭了才对。", + "END_PART11_AMBER9": "他靠征伐的欲望为生。只要你们人类继续想方设法自相残杀,我相信他必定还会卷土重来。", + "END_PART11_AMBER7_OPTION2": "你说得好像他还活着似的。", + "END_PART11_AMBER8": "亲爱的,阿列夫和我这样的生灵,可不是血肉之躯。[pause]要想让我们不得复生,那就得让相应的念头绝迹了才行。", + "END_PART11_KAYLEIGH11": "你也是大天使……", + "END_PART11_AMBER10": "虽说他大概好一段时间都不会出现了……", + "END_PART11_AMBER13": "况且,你们打算怎么利用那通道回家呢?恐怕需要人指点一下吧?", + "END_PART11_AMBER12": "别紧张,红发小姑娘,我是站在你们这边的。", + "END_PART11_KAYLEIGH14": "这、这真的能带我们回到自己的世界吗?", + "END_PART11_KAYLEIGH15": "太好了![pause]我要在出发之前把这事告诉巡护队!", + "END_PART11_AMBER16": "{player},你现在不必急着离开……", + "END_PART12_KAYLEIGH54": "看来我们不会再见了,[pause]{player}。", + "END_PART11_AMBER17.n": "不过等你准备好了,[pause]就来跟我说一声吧。", + "END_PART11_AMBER17.m": "不过等你准备好了,[pause]就来跟我说一声吧。", + "END_PART11_AMBER17.f": "不过等你准备好了,[pause]就来跟我说一声吧。", + "END_PART12_RANGER1": "真不敢相信!会说话的螃蟹、魔法传送门、和大天使结盟……太神奇了!", + "END_PART12_AMBER1.m": "亲爱的,[pause]准备好离开新威勒尔了么?", + "END_PART12_AMBER1.f": "亲爱的,[pause]准备好离开新威勒尔了么?", + "END_PART12_AMBER1.n": "亲爱的,[pause]准备好离开新威勒尔了么?", + "END_PART12_AMBER4": "这跟“科学”无关,而是跟主观意图有关。[pause]你要在心眼里描绘你想去的世界,然后踏入门中,不受任何藕断丝连的关系羁绊。", + "END_PART12_KAYLEIGH6": "什、什么?!", + "END_PART12_AMBER_NO": "不急不急,慢慢来吧!", + "END_PART12_AMBER2": "对于这么一面稳定的世界之门来说,[pause]规矩其实相当简单。", + "END_PART12_AMBER3": "门后面的是[wave amp=30 freq=10]万事万物之间的空间[/wave]。[pause]倘若使用得不正确,你将无处可去。", + "END_PART12_AMBER5": "所以我建议你们每个人都开始道别,[pause]因为这是一趟单程旅途。", + "END_PART12_AMBER8": "新威勒尔是个反常现象,[pause]仅此而已。", + "END_PART12_AMBER7": "现实就是这样,红发小姑娘。", + "END_PART12_AMBER9": "你们之所以来到这里,也全是因为碰巧——想重新回到这里,实在不切实际。", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]我……就知道总有一天要说再见,{player}……[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]哪天我说不定也会离开新威勒尔。但就目前来说,这地方就是我的家,是我能够做自己的地方……[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]我永远不会忘记你们——每一个人都是。毕竟,是你们帮助我成为了真正的我![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player}……答应我一件事……[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]千万别让世界改变你……[pause]好吗?[/wave]", + "END_PART12_VIOLA10": "故事要在此告终,令我甚是心痛。[pause]但我亦十分盼望再次与家兄相会。", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]还要把我牢牢记在心里。[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]唔……[pause]还有……[/wave]", + "END_PART12_VIOLA11": "离别是如此甜蜜的忧伤。", + "END_PART12_VIOLA14": "但无论海浪抑或风暴,皆无法侵蚀这段记忆。", + "END_PART12_VIOLA12": "朋友们,[pause]永别了。", + "END_PART12_VIOLA13": "{player},我们共处时日虽短……", + "END_PART12_VIOLA15": "我将始终视你如珍宝。", + "END_PART12_EUGENE18": "无论何时何地,总会有这样那样的群体需要人伸出援手。", + "END_PART12_EUGENE16": "我们曾与神一般的存在交手,并赢下了战斗……", + "END_PART12_EUGENE17": "哇哈哈,我超期待回家去给大家露上两手!", + "END_PART12_EUGENE19": "我能做的事情实在太多了。", + "END_PART12_EUGENE21": "{player},看来我们要说分手了。", + "END_PART12_EUGENE20": "谢谢各位,这段日子过得真痛快。", + "END_PART12_EUGENE22": "我实在没办法要求你为了我而放弃自己的世界。[pause]这样的要求太沉重了。", + "END_PART12_EUGENE25.f": "你会继续大放光彩的。[pause]我能感觉到。", + "END_PART12_EUGENE23": "我……[pause]总之……", + "END_PART12_EUGENE25.m": "你会继续大放光彩的。[pause]我能感觉到。", + "END_PART12_EUGENE24": "活出你的精彩,[pause]OK?", + "END_PART12_FELIX35": "我想,有一部分的我会永远爱你。", + "END_PART12_EUGENE25.n": "你会继续大放光彩的。[pause]我能感觉到。", + "END_PART12_FELIX28": "我觉得在这里积累的创作灵感,都够我用十辈子了。", + "END_PART12_FELIX27": "这趟旅程实在很精彩,不是么?", + "END_PART12_FELIX26": "哎……", + "END_PART12_FELIX29": "更不用说,我居然还和以前创作的角色见了一面。", + "END_PART12_FELIX31": "{player}……", + "END_PART12_FELIX30": "各位,[pause]我会想念这些美好的时光。", + "END_PART12_FELIX32.m": "即便我再也见不到你,你也从来没有消失。", + "END_PART12_FELIX32.n": "即便我再也见不到你,你也从来没有消失。", + "END_PART12_FELIX32.f": "即便我再也见不到你,你也从来没有消失。", + "END_PART12_FELIX33.m": "你是“异乡人”,还记得吗?[pause]我未来的成名作的主角。", + "END_PART12_FELIX33.f": "你是“异乡人”,还记得吗?[pause]我未来的成名作的主角。", + "END_PART12_FELIX34": "而且我想……[pause]苦无喵说得对:[pause]创意是永生的。", + "END_PART12_FELIX33.n": "你是“异乡人”,还记得吗?[pause]我未来的成名作的主角。", + "END_PART12_KAYLEIGH49": "我想把你记住,{player}。[pause]我想把所有人记住。[pause]我想把港口镇记住……", + "END_PART12_MEREDITH36": "我还……", + "END_PART12_MEREDITH37": "我还没准备好面对这一切的结束。", + "END_PART12_MEREDITH38": "我……[pause]我会带着更坚强的自己回去。[pause]我会全力活好这一生。", + "END_PART12_MEREDITH39": "你们可千万……[pause]别忘记我,[pause]好么?", + "END_PART12_MEREDITH40": "尤其是你,{player}。", + "END_PART12_MEREDITH46.f": "哼!我爱你。[pause]再见了。", + "END_PART12_MEREDITH41.m": "你,[pause]呃,[pause]把我的男友标准抬高了不少。", + "END_PART12_MEREDITH44": "我原本也隐隐约约有预感,要是找到了离开的路,我们的关系就不得不结束了……", + "END_PART12_MEREDITH41.n": "你,[pause]呃,[pause]把我的找对象标准抬高了不少。", + "END_PART12_MEREDITH41.f": "你,[pause]呃,[pause]把我的女友标准抬高了不少。", + "END_PART12_MEREDITH45": "但我不会放弃活得快乐这件事。再也不会了。", + "END_PART12_KAYLEIGH47": "真的到了这一步啊……", + "END_PART12_MEREDITH46.n": "哼!我爱你。[pause]再见了。", + "END_PART12_MEREDITH46.m": "哼!我爱你。[pause]再见了。", + "END_PART12_KAYLEIGH48": "我希望不会像从梦中惊醒一样,忘记这里的一切。", + "END_PART12_KAYLEIGH50": "就连不怎么好的部分,我也想记住。[pause]因为那都是我的一部分。", + "END_PART12_KAYLEIGH51": "令我们的意识具现化,从而改变世界……", + "END_PART12_KAYLEIGH58": "我爱你。[pause]万分感谢。", + "END_PART12_KAYLEIGH52": "我想,这其实不需要磁带也能做到,对吧?", + "END_PART12_AMBER61": "现在轮到你了,亲爱的。", + "END_PART12_KAYLEIGH53": "未来一直都掌握在我们手中。", + "END_PART12_KAYLEIGH55": "我再也不会像了解你一样了解任何人了……[pause]毕竟,不是每一段恋情都能经历融合这么特别的体验,对吧?", + "END_PART12_KAYLEIGH56.m": "我伤心,但也开心。[pause]我们都会回到自己真正归属的地方,而能和彼此相识,也令我们变得更好了。", + "END_PART12_KAYLEIGH56.f": "我伤心,但也开心。[pause]我们都会回到自己真正归属的地方,而能和彼此相识,也令我们变得更好了。", + "END_PART12_KAYLEIGH57": "这感觉是个大团圆结局。", + "END_PART12_KAYLEIGH56.n": "我伤心,但也开心。[pause]我们都会回到自己真正归属的地方,而能和彼此相识,也令我们变得更好了。", + "END_PART12_AMBER60": "噢![pause]我看这小家伙想跟你一起回去呢。[pause]真温馨!", + "END_PART12_DOG59": "汪!汪!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "请进吧。", + "END_PART12_AMBER62.m": "准备好了吗?", + "END_PART12_AMBER62_OPTION1.m": "准备好了!", + "END_PART12_AMBER62.n": "准备好了吗?", + "END_PART12_AMBER62.f": "准备好了吗?", + "END_PART12_AMBER62_OPTION1.f": "准备好了!", + "END_PART12_AMBER62_OPTION1.n": "准备好了!", + "END_PART12_AMBER62_OPTION2": "是时候了!", + "RANGER_GATEKEEPER_INTRO1": "喂!你!", + "MAGIKRAB_ON_ARRIVAL.f": "欢迎来到{region_name}!", + "RANGER_GATEKEEPER_SNEAK1": "你想偷偷摸摸从我眼皮子底下溜过去?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "过了这道门,里头的怪物可全都会毫不犹豫把你送进医院。", + "RANGER_GATEKEEPER_SNEAK2": "我站在这里可是为了你们好啊,知道不!", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "你要是坚信自己已经准备好迎战它们了,那就让我瞧瞧你的本事吧!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "抱歉,看来你的确知道自己有几斤几两。", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "你要是坚信自己已经准备好迎战它们了,那就让我瞧瞧你的本事吧!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "你要是坚信自己已经准备好迎战它们了,那就让我瞧瞧你的本事吧!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "抱歉,看来你的确知道自己有几斤几两。", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "抱歉,看来你的确知道自己有几斤几两。", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "请进吧。", + "GRAVEYARD_GHOST_BOY_NAME": "幽灵男孩", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "请进吧。", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "喔,抱歉!传闻这附近有鬼出没,我还以为是你呢。", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "呃哦!撞鬼啦!", + "UNDYIN_LOVER_NAME": "俘虏", + "UNDYIN_LOVER_PRE_BATTLE1": "啊啊啊!", + "UNDYIN_LOVER_POST_BATTLE1": "喂!你把她吓跑了!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "站住,别冻。", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "只要知道窍门,嘭美犬还是很容易驯服的!", + "UNDYIN_LOVER_POST_BATTLE2": "我们只是在享受彼此的温存……呃,我保证不是那种奇怪的意思!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "站住,别冻。", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "站住,别冻。", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "我失去了冷静。", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "霸娜队长一直在帮我进行力量训练。", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "宝宝,过来!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "流言蜚语指向的就是这个地点,但到目前为止,我见到的都只是普通大小的披风蛾。", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "你是在谁手下训练的?我必须知道!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "快来瞧瞧我的大杀器!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "你是在谁手下训练的?我必须知道!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "你也是来调查小号披风蛾的传闻吗?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "你是在谁手下训练的?我必须知道!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "或许这一切跟前段时间从地下经过的列车有关?", + "PLATO_NAME": "柏拉图", + "SOCRATES_NAME": "苏格拉底", + "SOCRATES_PRE_BATTLE": "完美的人类是所有人类合于一身。这是一个集体,是我们所有人一起构成了完美。", + "PLATO_PRE_BATTLE": "我奉劝你们也要参加伟大的战斗,那便是生命的战斗,比任何其他世俗的冲突都要伟大!", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "我有时候也会犯些愚笨的错误。朋友们拿我打趣,说我是榆木脑袋。但他们不知道的是……", + "SOCRATES_POST_BATTLE": "谢谢。我还以为我能打败你。如今我真正开悟了,因为现在我知道我什么都不知道。", + "PLATO_POST_BATTLE": "苏格拉底,我们是哲学家,不是战士。几乎没有任何人能同时完美从事两种职业,又或是同时精通两种技艺。", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]没错,我真的是榆木脑袋……[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "别挡道!我今天要让西比尔采访我!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]我不如还是明天再过来吧……[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "每个人的身体里,都有一副骷髅挣扎着想出来。", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "我……我刚才居然真的想剜出你的骨头。实在抱歉。", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "来吧,就由我来将你从这肉体牢笼中解脱出来……", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "呼,多谢了。我肯定是在啫喱巨骸的形态中呆得太久了。", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]喔唷……你看起来可太美味了![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]我们索地员总是被指责诈骗,天哪,怎么凭空污人清白呢![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]试问我们连油都没买过,又要怎么炸面片啊![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]说到财产,不知您有没有兴趣买一处新的房产呢?[pause]不吗?[pause]那就算了。[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]我承认,销赃确实令人上瘾。这倒是油水很足!你买入盗来的财产,然后在其他人发现之前将其卖出。[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]在寻找经得起时光考验的投资吗?不妨试试买钟——啊不对,不妨试试买地。[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]无数世界构成了无尽的宇宙,这对我们这样的索地员来说构成了独特的挑战。[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]空间?时间?都一样。[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]土地以稀为贵,但在无限的多重宇宙中,土地哪里谈得上稀缺![/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]不过,新威勒尔倒像是某种宇宙陷阱。没有人能离开,因此土地变得珍贵起来。[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]所以,尽管我们索地员目前在这个小岛上面临挑战,但随着时间的推移,此处将成为天堂。多么稳健的投资啊![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "嗨!这上面的风光可真好啊,你说是吧?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "我本想试着爬到山的最顶端,但是……我不太攀得上前面的悬崖,而洞窟里的走道都已经坍塌了。", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "要是能像诀别鸟那样在空中翱翔,说不定就能做到……", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "对了,在我滑翔降落到湖边之前,要不要来场快速对决?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "好吧!看来我该出发了!", + "MISS_MIMIC_CHEST_NAME": "巡护员储藏箱", + "MAGIKRAB_UNKNOWN_NAME": "路锥……蟹?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]想知道我藏着什么秘密吗,亲爱的?快来把我打开吧。[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]宝贝儿,何不来看看我身体里有什么好东西呀?我保证不会咬你唷。[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "哇,会说话的箱子!", + "MISS_MIMIC_CHEST_MEREDITH2": "呃,这箱子会说话?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "哈?", + "MISS_MIMIC_CHEST_FELIX1": "我有种不祥的预感……", + "MISS_MIMIC_CHEST_DOG1": "吼……", + "MISS_MIMIC_CHEST_VIOLA1": "又是来自你那世界的机巧玩意么,{player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]{player},我看这箱子在调戏你呢……[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "要打开储藏箱吗?", + "MAGIKRAB_INTRO_KAYLEIGH2": "这……这路锥蟹说话了?", + "MAGIKRAB_INTRO_KRAB1": "啊哈,{player}!还有{partner}!我一直在等着你们呐。", + "MAGIKRAB_INTRO_EUGENE2": "我才不害怕你个路锥蟹!我打倒过你的许多同类!", + "MAGIKRAB_INTRO_MEREDITH2": "啊?会说话的路锥蟹?", + "MAGIKRAB_INTRO_FELIX2": "等等,路锥蟹能说话的吗?", + "MAGIKRAB_INTRO_VIOLA2": "此路锥蟹竟能说话?这是何等的……", + "MAGIKRAB_INTRO_DOG2": "汪!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]啊,你好呀!你是路锥蟹吗……?[/wave]", + "MAGIKRAB_INTRO_KRAB3": "拜托,别拿我跟外头的无脑路锥蟹相提并论,好吗。", + "MAGIKRAB_INTRO_KRAB5": "能居住在其神圣的殿堂之中,是何等的特权!为其乘客服务,乃是我力所能及之事。", + "MAGIKRAB_INTRO_KRAB4": "我是魔术蟹,是侍奉无穷无尽梅林线的契约仆人:愿其列车准点运行!", + "MAGIKRAB_NEW_STATION.m": "欢迎!我已自作主张开放了A站台,供你们出行使用。", + "MAGIKRAB_INTRO_KRAB7": "梅林线上许多站点目前无法抵达。一旦车站重新开放,这些站点就会可用。", + "MAGIKRAB_INTRO_KRAB6": "换句话说:把你们要去的目的地告诉我,我就让A站台的列车预备发车。", + "MAGIKRAB_NEW_STATION.f": "欢迎!我已自作主张开放了A站台,供你们出行使用。", + "MAGIKRAB_NEW_STATION.n": "欢迎!我已自作主张开放了A站台,供你们出行使用。", + "MAGIKRAB_NEW_STATION_FINAL1.m": "你们终于来了!欢迎来到夜之桥站。", + "MAGIKRAB_NEW_STATION_FINAL1.f": "你们终于来了!欢迎来到夜之桥站。", + "MAGIKRAB_NEW_STATION_FINAL1.n": "你们终于来了!欢迎来到夜之桥站。", + "MAGIKRAB_NEW_STATION_FINAL2": "抵达B站台的列车,很快就要出发前往其他世界了!", + "MAGIKRAB_NEW_STATION_FINAL3": "请抓紧机会赶上这趟列车!", + "MAGIKRAB_MENU": "有什么可以帮到你吗,{player}?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "我想出行。", + "MAGIKRAB_MENU_OPTION_LEAVE": "我想离开新威勒尔。", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "B站台?", + "MAGIKRAB_MENU_OPTION_MERLINE": "梅林线?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "魔术蟹?", + "MAGIKRAB_MENU_OPTION_NOTHING": "没什么。", + "MAGIKRAB_TRAVEL2": "{player},A站台的列车已准备好发车。", + "MAGIKRAB_TRAVEL1": "你想去哪里?", + "MAGIKRAB_LEAVE2": "不过未来642年内所有经B站台发车的车次都已取消。", + "MAGIKRAB_TRAVEL3": "请留意列车与站台之间的空隙!", + "MAGIKRAB_LEAVE1": "这个嘛,B站台是用于跨次元穿梭的站台……", + "MAGIKRAB_LEAVE3": "梅林线……告诉我,车次取消原因跟某种心理传染病有关。或者可能跟战争有关?", + "MAGIKRAB_LEAVE_FINAL_STATION1": "你们来对地方了!请前往B站台。", + "MAGIKRAB_LEAVE4": "不过我很高兴宣布,所有开往B站台的车次都会准点到达!", + "MAGIKRAB_PLATFORMB_DEFEATED1": "开往B站台的下一车次预计还有相当久才会到站。", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "我们非常欢迎你进入站台,但作为一个肉身的凡人,进入站台恐怕也用处不大。", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "开往B站台的列车随时都会进站!", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "我们非常欢迎你进入站台,但作为一个肉身的凡人,进入站台恐怕也用处不大。", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "我们非常欢迎你进入站台,但作为一个肉身的凡人,进入站台恐怕也用处不大。", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "抵达B站台的乘客超越了生死的概念。请注意,这类生物不是所有个体都会在死亡时“消逝”。", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "抵达B站台的乘客自认为在低声呢喃,但其话语实际上响亮得能刺破耳膜。人类,擦亮眼睛看,别光是用耳朵听。", + "MAGIKRAB_PLATFORMB_POPPETOX1": "开往B站台的列车随时都会进站!", + "MAGIKRAB_PLATFORMB_MONARCH1": "开往B站台的列车即将进站。", + "MAGIKRAB_PLATFORMB_MONARCH2": "抵达B站台的乘客寻觅的是那些内心空虚之人。在你理解并体验过这种空虚之后,它才会向你显露真身。", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "抵达B站台的乘客自认为在低声呢喃,但其话语实际上响亮得能刺破耳膜。人类,擦亮眼睛看,别光是用耳朵听。", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "抵达B站台的乘客自认为在低声呢喃,但其话语实际上响亮得能刺破耳膜。人类,擦亮眼睛看,别光是用耳朵听。", + "MAGIKRAB_PLATFORMB_ROBIN1": "开往B站台的列车刚进站一小会儿。", + "MAGIKRAB_PLATFORMB_BABELITH1": "开往B站台的列车随时都会进站!", + "MAGIKRAB_PLATFORMB_ROBIN2": "到站的乘客似乎对戏剧颇有兴趣。你进来的时候见到他了吗?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "抵达B站台的乘客传播了许多谎言。接纳任何“真相”前务必三思,否则你将迷失自我。", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "抵达B站台的乘客传播了许多谎言。接纳任何“真相”前务必三思,否则你将迷失自我。", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "B站台……在别处。[pause]这个车站前段时间毁于山体滑坡,但有一趟列车相信随时会进站。", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "抵达B站台的乘客传播了许多谎言。接纳任何“真相”前务必三思,否则你将迷失自我。", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "容我提醒一句,抵达B站台的这位乘客出了名爱审判人。", + "MAGIKRAB_PLATFORMB_ALICE1": "这个车站的居民随时都会经B站台返回!", + "MAGIKRAB_PLATFORMB_ALICE2.m": "我已让她获知你将会前来的消息。看来她要为你准备一场庆典呢!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "她似乎认为你会更……身材娇小。", + "MAGIKRAB_PLATFORMB_ALICE3": "至于她怎么就认定你能穿过站台门,我就不甚清楚了。", + "MAGIKRAB_PLATFORMB_ALICE2.n": "我已让她获知你将会前来的消息。看来她要为你准备一场庆典呢!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "我已让她获知你将会前来的消息。看来她要为你准备一场庆典呢!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "她似乎认为你会更……身材娇小。", + "MAGIKRAB_PLATFORMB_ALICE4.n": "她似乎认为你会更……身材娇小。", + "MAGIKRAB_PLATFORMB_CUBE1": "抵达B站台的乘客身上有许多锐利边缘,我的建议是与之保持距离。", + "MAGIKRAB_PLATFORMB_MORGANTE1": "我看见莫甘特又回来了。她似乎正在B站台等你。", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}……", + "MAGIKRAB_PLATFORMB_MORGANTE4": "那便是,一旦你对他们没用了,他们便会立马断绝和你的伙伴关系。", + "MAGIKRAB_PLATFORMB_MORGANTE3": "如果说我在跟那些集灵,也就是你口中的“大天使”打交道的过程中学到了什么……", + "MAGIKRAB_PLATFORMB_MORGANTE6": "即使到了现在,梅林线也始终不让我向你完全开放其铁路线网。", + "MAGIKRAB_PLATFORMB_MORGANTE5": "我们在他们眼中,就跟小虫子似的。或者螃蟹。", + "MAGIKRAB_PLATFORMB_MORGANTE7": "“大天使”总是别有用心。千万小心。", + "MAGIKRAB_PLATFORMB_ALEPH1": "B站台的列车即将出发。", + "MAGIKRAB_PLATFORMB_ALEPH2": "没错!这个站点内有一处可用的通道!", + "MAGIKRAB_PLATFORMB_ALEPH3": "你快能回家了,{player}!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "你可以使用B站台的通道了。", + "MAGIKRAB_MERLINE2": "梅林线并不会和凡人交谈,而是选择我作为中间人,来与你们接洽!", + "MAGIKRAB_MERLINE1": "没错!梅林线是由地铁站所组成的地下线网,覆盖整个新威勒尔乃至外延的某些地方!", + "MAGIKRAB_MAGIKRAB1": "没错!我是魔术蟹,是侍奉无与伦比梅林线的契约仆人;你们现在就站在其大厅之中。", + "MAGIKRAB_MAGIKRAB2": "和你一样,我也不是新威勒尔土生土长的。不过,这里有许多人都认识我。", + "MAGIKRAB_MAGIKRAB3": "梅林线指派我,担任你们在其地铁线网内的向导。", + "MAGIKRAB_NOTHING1": "那好吧!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]收益……[pause]缩水……[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "欢迎来到殁宁屯新月站……的残存部分!", + "MAGIKRAB_ON_ARRIVAL.m": "欢迎来到{region_name}!", + "MAGIKRAB_ON_ARRIVAL.n": "欢迎来到{region_name}!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "欢迎来到殁宁屯新月站……的残存部分!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "欢迎来到殁宁屯新月站……的残存部分!", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]呜……[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]索地员![/shake][pause][pause]容我猜一猜,你不爽我们把你们一锅端了,所以就爬回来寻仇了,[pause]是吗?!", + "SUNNY_INTRO_KAYLEIGH4": "尤金,[pause]我觉得她有点不对劲。[pause]我猜她是,[pause]呃,[pause]坏掉了。", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]卟……[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]唔……?[/wave]", + "SUNNY_INTRO_EUGENE12": "看来她的性格并不怎么阳光啊。", + "SUNNY_INTRO_EUGENE6": "我……[pause]我想你恐怕说对了。", + "SUNNY_INTRO_KAYLEIGH7": "抱歉,一来就让你受了不友好的对待。[pause]不如找个座位坐下,我们互相认识一下吧?", + "SUNNY_INTRO_KAYLEIGH8": "那么,[pause]唔,[pause]你感觉还好吗?能跟我们聊聊你自己吗?", + "SUNNY_INTRO_EUGENE10": "索地员是我们打败的大天使的手下喽啰。[pause]说不定老大逃了,它们的脑子也全都跟着烧坏了?[pause]我还是不相信她。", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]职业……[pause]前景……[pause]惨淡……[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]阳光……[/wave]", + "SUNNY_INTRO_EUGENE17": "也许索地员存在于世上单纯是为了完成工作,而现在工作没了,她也不知道还能做些什么了。[pause]就跟失去了用途的机器似的。", + "SUNNY_INTRO_KAYLEIGH13": "“阳光”?[pause]不如我们就叫她“阳光”吧?总得给她起个名字嘛!", + "SUNNY_INTRO_SUNNY14_OPTION1": "你遇上什么事了?", + "SUNNY_INTRO_SUNNY14_OPTION2": "你还记得任何事情吗?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]索地员……[pause]破产……[pause]一场空……[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]为何……还在……这里……[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]重新……[pause]出发……?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "唉,你这可怜人![pause]你还有很长的人生,可以重新出发呀!", + "SUNNY_INTRO_KAYLEIGH20": "阳光,我看第一步是要给你找几件新衣服。[pause]成天穿着那身OL装,也太凄惨啦!", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]……[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "那就这么说定啰![pause]{player},[pause]我们到港口镇的裁缝铺碰头吧。[pause]裁缝铺就在港口镇上城区,也就是这里的北边。", + "SUNNY_PART2_KAYLEIGH1": "噢,嘿![pause]大家都来啦!", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]呜……[/wave]", + "SUNNY_PART2_EUGENE2": "我还是不确定应不应该帮她。[pause]她的前雇主可是试图把整座岛都收购下来啊,那段日子你们都忘了吗?", + "SUNNY_PART2_MEREDITH3": "这下有意思了。", + "SUNNY_PART2_FELIX3": "我是来提供精神支持的。", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]好……[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]呜……?[/wave]", + "SUNNY_PART2_VIOLA3": "我颇为好奇!或许此事会有几分乐趣?", + "SUNNY_PART2_KAYLEIGH5": "好,[pause]阳光,[pause]我要把你带到后面来,你可以挑几件新衣服。", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]这件……可以……?[/wave]", + "SUNNY_PART2_EUGENE8": "这怎么说呢,凯莉……", + "SUNNY_PART2_MEREDITH9": "哟嚯,这乐子已经[wave amp=30 freq=10]很足[/wave]了。", + "SUNNY_PART2_FELIX10": "也是个开始嘛!", + "SUNNY_PART2_KAYLEIGH12": "阳光,[pause]不如还是再斟酌一下吧!", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]我不……确定……[/wave]", + "SUNNY_PART2_VIOLA11": "唔。[pause]此少女对该岛的风格及时尚之陌生,恐怕更甚于我。", + "SUNNY_PART2_EUGENE14": "我可没料到你会走这个路线。", + "SUNNY_PART2_MEREDITH20": "好吧,[pause]原来阳光还挺酷的。[pause]谁能猜得到呢?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]我觉得我……[pause]很好看。[/wave]", + "SUNNY_PART2_EUGENE18": "凯莉,[pause]是不是只有我一个人觉得,[pause]阳光……", + "SUNNY_PART2_KAYLEIGH15": "阳光,你看起来不大自在……[pause]不如再试试另一套吧?", + "SUNNY_PART2_EUGENE17": "我……", + "SUNNY_EUGENEDATE_EUGENE2": "是因为我一直号召“打倒索地员”吗?[pause]我知道我们[wave amp=30 freq=10]不太般配[/wave],但是你一直在我脑海中挥之不去。", + "SUNNY_PART2_KAYLEIGH19": "简直[wave amp=30 freq=10]帅爆了[/wave]?[pause]不,[pause]不是只有你一个人这么觉得。", + "SUNNY_PART2_FELIX20": "看来阳光已经找到了自己的风格。", + "SUNNY_PART2_VIOLA20": "着实出乎意料。[pause]相当意想不到。", + "SUNNY_PART2_PLAYER21_OPTION1": "阳光,你看起来好酷啊!", + "SUNNY_PART2_PLAYER21_OPTION2": "阳光,你看起来挺可爱的嘛!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]好。[pause]这就是现在的我了……[/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]多谢帮忙……[pause]多谢大家。[/wave]", + "SUNNY_PART2_EUGENE24": "我现在的心情[b]非常[/b]五味杂陈。", + "SUNNY_PART2_KAYLEIGH26": "港口镇让每个人都可以重新出发,[pause]“丧尸房地产中介”自然也应该有改头换面的机会。", + "SUNNY_PART2_KAYLEIGH25": "我们很高兴能帮到你,阳光。", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]索地员不是“丧尸”。[pause]索地员是空心容器。[pause]生来就是为了工作。[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]嘿……{player}……[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]但现在不是了……[pause]从今往后……[pause]我会努力成为“阳光”。[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]……我只是不认为……[pause]我觉得我们做普通朋友就好。[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "我肯定在附近见过这样的怪物,好像是叫{monster_name}来着。", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]我太久没有当“阳光”了。[pause]我需要更多时间找回自我。[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "这真的很奇怪。", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]不,不是那样的。[pause]我现在已经不是索地员了。[pause]我觉得……[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]不过,我很享受我们的“约会”。[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "我明白了。[pause]没事,阳光,别放在心上。", + "FARM_INTRO_EDWARD1.f": "这位朋友,你好哇![pause]你是来帮我们解决啫喱的麻烦吗?", + "FARM_INTRO_EDWARD1.m": "这位朋友,你好哇![pause]你是来帮我们解决啫喱的麻烦吗?", + "FARM_INTRO_EDWARD1.n": "这位朋友,你好哇![pause]你是来帮我们解决啫喱的麻烦吗?", + "FARM_INTRO_EDWARD1_OPTION1": "……啫喱麻烦?", + "FARM_EDWARD_INTERACT2.f": "你好哇,朋友![pause]再次感谢你帮我们解决啫喱的麻烦。", + "FARM_INTRO_EDWARD1_OPTION2": "啊?什么麻烦?", + "FARM_INTRO_EDWARD2": "是这样的,那边那座桥连接着我们这座农场和港口镇。[pause]镇上消耗的大多数新鲜农产品,都是由我们提供的。", + "FARM_INTRO_EDWARD3": "不幸的是,本地的啫喱生物近来有点闹腾,把桥弄得……[pause]呃,[pause]一团胶。", + "FARM_INTRO_EDWARD4.m": "不过算啦,[pause]还是不麻烦你了![pause]嗐,我相信它们最终还是会离开的![pause]在这期间,你就尽管留在这儿歇息吧,别客气!", + "FARM_EDWARD_INTERACT1": "假如这桥的问题还是解决不了,那么港口镇恐怕要开始面临食物供应短缺的困境……", + "FARM_INTRO_EDWARD4.f": "不过算啦,[pause]还是不麻烦你了![pause]嗐,我相信它们最终还是会离开的![pause]在这期间,你就尽管留在这儿歇息吧,别客气!", + "FARM_INTRO_EDWARD4.n": "不过算啦,[pause]还是不麻烦你了![pause]嗐,我相信它们最终还是会离开的![pause]在这期间,你就尽管留在这儿歇息吧,别客气!", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "这位朋友,真是谢谢你了![pause]我正要担心这整个……[pause]状况该如何是好呢。", + "FARM_BRIDGE_CONFIRM": "要试着移走黏液吗?这过程可是很恶心的……", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "这位朋友,真是谢谢你了![pause]我正要担心这整个……[pause]状况该如何是好呢。", + "FARM_BRIDGE_LOWERED_EDWARD2": "我们用骷髅啫喱来为植物施肥。[pause]我猜大概是啫喱在土壤里堆积起来,形成了那头怪物吧。", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "这位朋友,真是谢谢你了![pause]我正要担心这整个……[pause]状况该如何是好呢。", + "FARM_EDWARD_INTERACT2.m": "你好哇,朋友![pause]再次感谢你帮我们解决啫喱的麻烦。", + "FARM_BRIDGE_LOWERED_EDWARD3": "对了,你要是想试试用啫喱来促进庄稼[wave amp=30 freq=10]生长[/wave],[pause]请自便!", + "HOYLAKE_INTRO_HOYLAKE1.m": "你好你好,新来者,向你致意![pause]我是珀西瓦·荷雷克教授,勇敢踏入未知之境的无畏调查员!", + "FARM_MARIS_INTERACT": "你好![pause]欢迎你来拜访我们这小地方。[pause]你是要在这里呆上一阵子呢,还是说只是路过呢?", + "FARM_EDWARD_INTERACT2.n": "你好哇,朋友![pause]再次感谢你帮我们解决啫喱的麻烦。", + "HOYLAKE_INTRO_HOYLAKE1.f": "你好你好,新来者,向你致意![pause]我是珀西瓦·荷雷克教授,勇敢踏入未知之境的无畏调查员!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "未知之境?", + "HOYLAKE_INTRO_HOYLAKE1.n": "你好你好,新来者,向你致意![pause]我是珀西瓦·荷雷克教授,勇敢踏入未知之境的无畏调查员!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "调查员?", + "HOYLAKE_PART2_HOYLAKE6": "一位年轻巡护员最近报告见到了“{monster_description},发现地点在{habitat_phrase}”。[pause]这听起来无疑是一项很适合你的任务!", + "HOYLAKE_INTRO_HOYLAKE3": "我说的是用科学方法![pause]我们必须观察、分析并得出结论!", + "HOYLAKE_INTRO_HOYLAKE2": "正是![pause]我们都被放逐至这一奇特的境域,因此急需一个坚定且[wave amp=30 freq=10]理智的头脑[/wave]来理清周围的混乱局面。", + "HOYLAKE_INTRO_HOYLAKE4": "依镇上的草民们描述,这座岛上有许多奇特的怪兽。[pause]若是能将它们编成目录,[pause]那么未知之境或许就[wave amp=30 freq=10]不再[/wave]未知。", + "HOYLAKE_INTRO_HOYLAKE5.m": "对了,[pause]你看起来很了解这项任务的重要性。有没有兴趣帮我辨识一些怪物?", + "HOYLAKE_INTRO_HOYLAKE5.n": "对了,[pause]你看起来很了解这项任务的重要性。有没有兴趣帮我辨识一些怪物?", + "HOYLAKE_INTRO_HOYLAKE5.f": "对了,[pause]你看起来很了解这项任务的重要性。有没有兴趣帮我辨识一些怪物?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "好啊!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "现在不行。", + "HOYLAKE_INTRO_HOYLAKE_NO": "啊,[pause]那太可惜了。你要是哪天改变主意了,就告诉我一声吧![pause]科学无论如何都会坚持下去!", + "HOYLAKE_PART1_HOYLAKE1": "好极了![pause]太棒了![pause]我从港口镇的平民百姓那里获得了一些怪物描述。只要你能将这些怪物形态录下来,我就能将它们编入目录。", + "HOYLAKE_PART1_HOYLAKE3": "这里有几盘空白磁带,可以在“科研”过程中助你一臂之力!", + "HOYLAKE_PART1_HOYLAKE2": "首条描述是“{monster_description},发现地点在{habitat_phrase}”。", + "HOYLAKE_PART1_HOYLAKE4.m": "你录好之后就带过来,我会将其编入目录。祝你狩猎快乐,我的热心助手!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "荷雷克在找{monster_description},是吧?", + "HOYLAKE_PART1_HOYLAKE4.f": "你录好之后就带过来,我会将其编入目录。祝你狩猎快乐,我的热心助手!", + "HOYLAKE_PART1_HOYLAKE4.n": "你录好之后就带过来,我会将其编入目录。祝你狩猎快乐,我的热心助手!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "你好呀,我的热心助手!你录到我们的神秘怪物了吗?我们要找的是“{monster_description},发现地点在{habitat_phrase}”。", + "HOYLAKE_INTERACT_HOYLAKE1.m": "你好呀,我的热心助手!你录到我们的神秘怪物了吗?我们要找的是“{monster_description},发现地点在{habitat_phrase}”。", + "HOYLAKE_INTERACT_HOYLAKE1.n": "你好呀,我的热心助手!你录到我们的神秘怪物了吗?我们要找的是“{monster_description},发现地点在{habitat_phrase}”。", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "暂时还没。", + "HOYLAKE_INTERACT_HOYLAKE_NO": "别忧心![pause]我相信这诡秘莫测的生物很快就会现出真身![pause]毕竟,有进展是必然的!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "给!", + "HOYLAKE_PART2_HOYLAKE1": "太棒了!“魔卡怖拉”,是吧?[pause]这獠牙……这骷髅头。[pause]没错,确实和我掌握的报告完美吻合!", + "HOYLAKE_PART2_HOYLAKE2": "用磁带录制怪物,然后再变身成它们的形态……[pause]这实在不符合常理,然而我们却亲眼目睹了这一过程的发生。", + "HOYLAKE_PART2_HOYLAKE1_RAND": "太棒了!“{monster_name}”,是吧?[pause]没错,确实和我掌握的报告完美吻合!", + "HOYLAKE_PART2_HOYLAKE3": "假如事实证明我们对科学的理解有局限,[pause]那么要改变的应该是我们的理解!", + "HOYLAKE_PART2_HOYLAKE4": "感谢你的辛劳工作!这里是一点小小补偿,感谢你付出的宝贵时间!", + "HOYLAKE_PART2_HOYLAKE5": "至于你的下一项任务嘛……", + "HOYLAKE_PART3_HOYLAKE1": "哎呀呀![pause]“星熊虫”确实是种令人不安的怪兽呢![pause]我真不明白,怎么会有人想变身成如此丑恶的东西呢……", + "HOYLAKE_PART3_HOYLAKE2": "说真的,[pause]我可不想变身成任何一种怪兽![pause]我不清楚这项科技是什么原理,而且也不愿意拿[wave amp=30 freq=10]我自己[/wave]做实验。", + "HOYLAKE_PART3_HOYLAKE1_RAND": "哎呀呀![pause]“{monster_name}”,是吧?[pause]我真不明白,怎么会有人想变身成这样的东西呢……", + "HOYLAKE_PART3_HOYLAKE3": "把变身怪物这项工作交给别人,我可太乐意了……[pause]这倒是提醒了我:这是你的奖励,感谢你付出的努力!", + "HOYLAKE_PART3_HOYLAKE5": "肯定是有人在整蛊我吧?[pause]逗我玩儿吧?[pause]又或许是拿我开涮吧?", + "HOYLAKE_PART3_HOYLAKE4": "接下来我听说的这则传闻,实在离谱得不像是真的。人们声称见到了“{monster_description},发现地点在{habitat_phrase}”。", + "HOYLAKE_PART3_HOYLAKE6.m": "你要是能把这则传闻查个水落石出,那么你将成为比我更优秀的科学家。", + "HOYLAKE_PART3_HOYLAKE6.f": "你要是能把这则传闻查个水落石出,那么你将成为比我更优秀的科学家。", + "HOYLAKE_PART4_HOYLAKE1": "哈?![pause]居然是[b]真的[/b]?![pause]我做梦都想不到啊。", + "HOYLAKE_PART3_HOYLAKE6.n": "你要是能把这则传闻查个水落石出,那么你将成为比我更优秀的科学家。", + "HOYLAKE_PART4_HOYLAKE2": "“鹿角飞兔”是么,我明白了。[pause]地球上,至少在我的地球上,[pause]也有一种非常类似的神秘生物,叫作“鹿角兔”。", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "听说过!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "“{monster_name}”是么,我明白了。", + "HOYLAKE_PART6_HOYLAKE1": "哇,你还真录到了![pause]“空洞精灵”,是么?[pause]将自己的脸掩起来,可真是扑朔迷离呀。[pause]现在回头想想,新威勒尔这儿还挺多戴面具的怪物啊。", + "HOYLAKE_PART4_HOYLAKE3": "我们的传说和神话似乎能影响新威勒尔这里的怪物外观,唔,有意思……", + "HOYLAKE_PART4_HOYLAKE4": "对了![pause]我能不能问你几个问题,了解一下你来到这里之前所在的世界?[pause]我除了编目怪物,也在记录港口镇居民们所来自的各个不同世界。", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "好的……?", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "可以吧……?", + "HOYLAKE_PART4_HOYLAKE5": "太棒了![pause]我会简单问你一连串问题,都与重大历史事件有关,而你只需要回答我,这些事件在你听来熟不熟悉。", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "发生过!", + "HOYLAKE_PART4_HOYLAKE6": "第一个问题:[pause]你听说过“罗马帝国”吗?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "没有!", + "HOYLAKE_PART4_HOYLAKE7": "第二个问题:[pause]你的世界曾发生过“工业革命”吗?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "没有!", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "登上过!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "没有!", + "HOYLAKE_PART4_HOYLAKE8": "好,第三个问题:[pause]人类登上过月球吗?", + "HOYLAKE_PART4_HOYLAKE9": "好![pause]最后一个问题:“群鸟之日”已经出现过了吗?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "什么?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "……“已经”?", + "HOYLAKE_PART4_HOYLAKE11": "再一次感谢你的协助![pause]请收下这个,给你添麻烦啦。", + "HOYLAKE_PART4_HOYLAKE10.f": "呃,这个就别管啦。[pause]事实上,你听不懂这个字眼,说明你很幸运。", + "HOYLAKE_PART4_HOYLAKE10.m": "呃,这个就别管啦。[pause]事实上,你听不懂这个字眼,说明你很幸运。", + "HOYLAKE_PART4_HOYLAKE10.n": "呃,这个就别管啦。[pause]事实上,你听不懂这个字眼,说明你很幸运。", + "HOYLAKE_PART4_HOYLAKE12.m": "准备好接另一个怪物任务了吗?[pause]你当然准备好了!", + "HOYLAKE_PART4_HOYLAKE13": "我最近听到怖可儿队长念叨,“{habitat_phrase}那里有{monster_description}出没”。", + "HOYLAKE_PART4_HOYLAKE12.f": "准备好接另一个怪物任务了吗?[pause]你当然准备好了!", + "HOYLAKE_PART4_HOYLAKE12.n": "准备好接另一个怪物任务了吗?[pause]你当然准备好了!", + "HOYLAKE_PART4_HOYLAKE14": "你要是能设法录下一个,请不要犹豫,随时通知我一声!", + "HOYLAKE_PART5_HOYLAKE1.m": "太棒了![pause]你再一次证明了自己是个能干的科研人员。", + "HOYLAKE_PART5_HOYLAKE2": "“永不复鸦”,是吗?[pause]这外形可真是病态呢![pause]让我想起了一首诗……[pause]不过我不太记得具体是哪首诗了。", + "HOYLAKE_PART5_HOYLAKE1.n": "太棒了![pause]你再一次证明了自己是个能干的科研人员。", + "HOYLAKE_PART5_HOYLAKE1.f": "太棒了![pause]你再一次证明了自己是个能干的科研人员。", + "HOYLAKE_PART5_HOYLAKE2_RAND": "“{monster_name}”,是吗?", + "HOYLAKE_PART5_HOYLAKE3": "哎呀,我这紧急调查清单上只剩一只怪物啦!", + "HOYLAKE_PART5_HOYLAKE4": "埃安忒亲口提到了一种逃得贼快的生物,光是瞥到一丝人影,都立马溜得无影无踪!", + "HOYLAKE_PART5_HOYLAKE5": "据说那种生物是“在{habitat_phrase}出没的{monster_description}”。[pause]如果你听完后觉得能将其录制下来,[pause]那我祝你好运!", + "FRANKIE_PART4_FRANKIE1.f": "嘿,队长![pause]我正在考虑成为一名真正的巡护员。", + "HOYLAKE_PART6_HOYLAKE1_RAND": "哇,你还真录到了![pause]“{monster_name}”,是么?", + "HOYLAKE_PART6_HOYLAKE3": "但也有可能纯粹是因为面具看起来颇[wave amp=30 freq=10]酷[/wave]……", + "HOYLAKE_PART6_HOYLAKE2": "这里面有何种意义呢?[pause]或许人类对面孔的认知方式,以及这些怪物的显形过程之间,有某种深层的精神联系……", + "HOYLAKE_PART6_HOYLAKE4.m": "我必须对你的能力表示祝贺。[pause]哎呀呀,按这样的速度下去,我感觉我才是助手,而[b]你[/b]才是科学家呢!", + "HOYLAKE_PART6_HOYLAKE4.f": "我必须对你的能力表示祝贺。[pause]哎呀呀,按这样的速度下去,我感觉我才是助手,而[b]你[/b]才是科学家呢!", + "HOYLAKE_PART6_HOYLAKE4.n": "我必须对你的能力表示祝贺。[pause]哎呀呀,按这样的速度下去,我感觉我才是助手,而[b]你[/b]才是科学家呢!", + "HOYLAKE_PART6_HOYLAKE5": "事实是,[pause]我[wave amp=30 freq=10]实际上[/wave]并不是教授,也不是科学家。", + "HOYLAKE_PART6_HOYLAKE6": "在被冲上新威勒尔的海岸之前,我是一个在公司里打工的工薪族。[pause]与其说我出钱资助[wave amp=30 freq=10]科学研究[/wave],倒不如说我出钱资助[wave amp=30 freq=10]科幻小说[/wave]。", + "HOYLAKE_PART6_HOYLAKE7": "即使如此,我也必须保持理性![pause]来到这里,令我的人生有了新的意义。", + "HOYLAKE_PART6_HOYLAKE8": "我虽然不是[wave amp=30 freq=10]真正[/wave]的教授,但我相信自己在这里付出的努力依然是有价值的!", + "HOYLAKE_PART6_HOYLAKE9.m": "我的朋友,感谢你对科学事业的不懈援助。[pause]你为我们大家树立了一个好榜样!", + "HOYLAKE_PART6_HOYLAKE9.f": "我的朋友,感谢你对科学事业的不懈援助。[pause]你为我们大家树立了一个好榜样!", + "HOYLAKE_PART6_HOYLAKE9.n": "我的朋友,感谢你对科学事业的不懈援助。[pause]你为我们大家树立了一个好榜样!", + "HOYLAKE_PART6_HOYLAKE10": "你要是还想进一步对我的编目工作伸出援手,那就再来找我聊聊吧。[pause]总有新的东西可以调查的!", + "HOYLAKE_PART7_HOYLAKE1": "你好呀,{player}!你在外头录下了多少个不同的物种呢?", + "HOYLAKE_PART7_HOYLAKE2": "天老爷啊!{count}个物种!?", + "HOYLAKE_PART7_HOYLAKE6.n": "不如等你完成巡护员训练之后,再来找我聊聊吧?", + "HOYLAKE_PART7_HOYLAKE3": "感谢你的辛劳工作!这里是一点小小补偿,感谢你付出的宝贵时间!", + "HOYLAKE_PART7_HOYLAKE4": "看来新威勒尔所有已知怪物都已经记录在案了![pause]当然了,[pause]限定盘、融合体和大天使除外。", + "HOYLAKE_PART7_HOYLAKE6.m": "不如等你完成巡护员训练之后,再来找我聊聊吧?", + "HOYLAKE_PART7_HOYLAKE5": "我需要花一些时间,才能完成所有物种的编目工作。", + "HOYLAKE_PART7_HOYLAKE7": "我要是有任务要委托给你,就会写在外面的告示板上!", + "HOYLAKE_PART7_HOYLAKE6.f": "不如等你完成巡护员训练之后,再来找我聊聊吧?", + "HOYLAKE_PART7_HOYLAKE8": "{count}个物种吗?不错,不错。", + "HOYLAKE_PART7_HOYLAKE9": "等你录满{next_threshold}个物种,就再来找我聊聊吧。", + "HOYLAKE_PART7_HOYLAKE10": "磁带达到5颗星时,别忘了重新灌录哦。我听说,有少数物种只能通过这种方式获得!", + "HOYLAKE_PART8_HOYLAKE1": "你好呀,{player}!我还忙着将你先前录制的物种编入目录呢。", + "HOYLAKE_PART8_HOYLAKE2.m": "不如等你完成巡护员训练之后,再来找我聊聊吧?", + "HOYLAKE_PART8_HOYLAKE3": "你好呀,{player}!我要是有任务要委托给你,就会写在外面的告示板上!", + "HOYLAKE_PART8_HOYLAKE2.f": "不如等你完成巡护员训练之后,再来找我聊聊吧?", + "HOYLAKE_PART8_HOYLAKE2.n": "不如等你完成巡护员训练之后,再来找我聊聊吧?", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]哟哟[/wave],{player}![pause]我想向你介绍一下新招进来的这位能手:弗兰基!", + "FRANKIE_PART1_FRANKIE2.m": "天呐,你也是这座神秘小岛上的又一位[wave amp=30 freq=10]资深怪物战士[/wave]吗?!", + "FRANKIE_PART1_FRANKIE2.f": "天呐,你也是这座神秘小岛上的又一位[wave amp=30 freq=10]资深怪物战士[/wave]吗?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "资深?", + "FRANKIE_PART1_FRANKIE2.n": "天呐,你也是这座神秘小岛上的又一位[wave amp=30 freq=10]资深怪物战士[/wave]吗?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "资深?", + "FRANKIE_PART1_FRANKIE3": "遍地怪物的奇妙世界中,潇洒的英雄变身后与怪物搏斗……", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "资深?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "我也不是来了[b]很[/b]久啦!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]这正是我梦寐以求的一切啊![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "你对这一切还挺兴奋的嘛?", + "FRANKIE_PART1_EUGENE5": "我喜欢你的热情!", + "FRANKIE_PART1_MEREDITH5": "我倒是没料到这样的反应。", + "FRANKIE_PART1_FRANKIE12": "我要变成{species_description},是嘛?", + "FRANKIE_PART1_FELIX5": "你比我刚来的时候热情多了。", + "FRANKIE_PART1_VIOLA5": "朋友,意外抵达此境,似乎并未使你忧心。", + "FRANKIE_PART1_CYBIL6": "如你所见,弗兰基很快就接受了来到新威勒尔的事实。", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]这姑娘似乎很高兴能来到这里呢![/wave]", + "FRANKIE_PART1_FRANKIE7": "你们放心吧,我会充分把握这个机会的!加入巡护队,无疑是此次冒险早已为我铺好的道路!嘿嘿~", + "FRANKIE_PART1_CYBIL8": "我已经给了弗兰基一台备用磁带机。你现在需要做的,就是给她一盘怪物磁带,然后传授点入门技巧!", + "FRANKIE_PART1_FRANKIE10": "专属于我的怪物形态……迈出我自己的精彩旅程的第一步……", + "FRANKIE_PART1_CYBIL9": "……那么,这次的广播就到此为止啦![pause]回见了,{player}!", + "FRANKIE_PART1_FRANKIE15.n": "队长,求你了,快“传授点入门技巧”给我吧![pause]我[wave amp=30 freq=10]要求[/wave]亲眼看看这些入门技巧![pause]我们赶紧去找几个怪物搏斗吧?", + "FRANKIE_PART1_FRANKIE11": "有磁带给我么?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "确定要将{species_name}磁带送给弗兰基吗?磁带一经送出,便无法拿回。", + "FRANKIE_PART1_FRANKIE11_OPTION1": "给!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "暂时还没。", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "确定要将{species_name}磁带送给弗兰基吗?磁带一经送出,便无法拿回。", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "确定要将{species_name}磁带送给弗兰基吗?磁带一经送出,便无法拿回。", + "FRANKIE_PART1_FRANKIE13": "……", + "FRANKIE_PART1_FRANKIE18.m": "掰啦队长!谢谢你训练我!浑身是胆的年轻英雄总是需要一位[wave amp=30 freq=10]聪明绝顶的师傅[/wave],而我很高兴我的师傅是你!", + "FRANKIE_PART1_FRANKIE18.f": "掰啦队长!谢谢你训练我!浑身是胆的年轻英雄总是需要一位[wave amp=30 freq=10]聪明绝顶的师傅[/wave],而我很高兴我的师傅是你!", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]这个形态太完美了!我一辈子都会好好珍惜这盘磁带![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "队长,求你了,快“传授点入门技巧”给我吧![pause]我[wave amp=30 freq=10]要求[/wave]亲眼看看这些入门技巧![pause]我们赶紧去找几个怪物搏斗吧?", + "FRANKIE_PART1_FRANKIE15.f": "队长,求你了,快“传授点入门技巧”给我吧![pause]我[wave amp=30 freq=10]要求[/wave]亲眼看看这些入门技巧![pause]我们赶紧去找几个怪物搏斗吧?", + "FRANKIE_PART1_FRANKIE16": "哇,变身成奇特的怪物,原来比我想象的要累得多。", + "FRANKIE_PART1_FRANKIE17": "我想我该去歇歇了。[pause]然后吃一大堆食物。[pause]就按这个顺序来吧。", + "FRANKIE_PART1_FRANKIE18.n": "掰啦队长!谢谢你训练我!浑身是胆的年轻英雄总是需要一位[wave amp=30 freq=10]聪明绝顶的师傅[/wave],而我很高兴我的师傅是你!", + "FRANKIE_PART1_KAYLEIGH19": "她还挺有个性的嘛!", + "FRANKIE_PART1_EUGENE19.m": "{player},你这个老师真不错!", + "FRANKIE_PART1_MEREDITH19": "太好了,我不再是岛上在社交方面最笨拙的人了。", + "FRANKIE_PART1_EUGENE19.n": "{player},你这个老师真不错!", + "FRANKIE_PART1_EUGENE19.f": "{player},你这个老师真不错!", + "FRANKIE_PART1_FELIX19.m": "嗯,你是个很棒的老师。", + "FRANKIE_PART1_FELIX19.f": "嗯,你是个很棒的老师。", + "FRANKIE_PART1_FELIX19.n": "嗯,你是个很棒的老师。", + "FRANKIE_PART1_VIOLA19.m": "{player},担起师傅之任,于你实属游刃有余。", + "FRANKIE_PART1_VIOLA19.n": "{player},担起师傅之任,于你实属游刃有余。", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]{player},你这个老师可真不错![/wave]", + "FRANKIE_PART1_VIOLA19.f": "{player},担起师傅之任,于你实属游刃有余。", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]{player},你这个老师可真不错![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]{player},你这个老师可真不错![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "啊,队长好呀!你是来协助我踏上自己的[wave amp=30 freq=10]英雄之路[/wave]的吗?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]每个浑身是胆的年轻冒险者,都会迎来亲手开辟自己道路的一天嘛~[/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "“英雄之路”……?", + "FRANKIE_PART2_FRANKIE1.f": "啊,队长好呀!你是来协助我踏上自己的[wave amp=30 freq=10]英雄之路[/wave]的吗?", + "FRANKIE_PART2_FRANKIE1.n": "啊,队长好呀!你是来协助我踏上自己的[wave amp=30 freq=10]英雄之路[/wave]的吗?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "这是要干什么?", + "FRANKIE_PART2_FRANKIE3": "而这正是我要做的。[pause]没听懂的话我补充说明一下,我是那个浑身是胆的年轻冒险者哦。", + "FRANKIE_PART2_FRANKIE3_OPTION1": "我明白了。", + "FRANKIE_PART2_FRANKIE4": "总之就是,我找到了一个“暴走融合体”,就在这前面!我要上去教训教训它,让它知道谁才是老大!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "我还是没听懂。", + "FRANKIE_PART2_FRANKIE4_OPTION1": "需要帮你一把么?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "你确定这是个好主意吗?", + "FRANKIE_PART2_FRANKIE5": "别担心!我天生就是吃这碗饭的——我可是读过[wave amp=30 freq=10]200篇[/wave]由人变成怪物的同人文呢。[pause](请不要追问细节。)", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]我们上![/shake]", + "FRANKIE_PART2_FRANKIE8": "看来我的职业生涯走得真是一帆风顺呀!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]成~功~了~[/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "职业生涯?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "啊?", + "FRANKIE_PART2_FRANKIE9": "呃,就是我作为一位潇洒而又神秘的女英雄,拯救了这片奇幻土地上的平民百姓的职业生涯呀!", + "FRANKIE_PART2_FRANKIE10": "我毫不怀疑——很快就会有更强大的邪恶力量崛起……", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]而我,将肩负起拯救这座小岛于水火的重任![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "那你来迟了一步。", + "FRANKIE_PART2_FRANKIE11_OPTION2": "我已经救完啦!", + "FRANKIE_PART2_FRANKIE12": "啊?[pause]你、你拯救了小岛吗?", + "FRANKIE_PART2_FRANKIE13": "那也没关系!我相信肯定还有[b]某些[/b]邪恶力量残存在某个角落,等着我去打倒![pause]你[wave amp=30 freq=10]说不定[/wave]漏了哪里呢!", + "FRANKIE_PART3_FRANKIE1": "嘿,{player}!我有问题想问问你!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "尽管问!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "什么问题?", + "FRANKIE_PART3_FRANKIE2": "怎样才叫……掌控自己的人生?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "这问题很宽泛啊。", + "FRANKIE_PART3_FRANKIE2_OPTION2": "什么……?", + "FRANKIE_PART3_FRANKIE3": "是、是这样的,我应该利用在新威勒尔的这段时间来充实人生嘛![pause]拯救世界!找到真正的使命!坠入爱河!诸如此类的!", + "FRANKIE_PART3_FRANKIE4": "总之就是,那些冒险故事的经典桥段,都应该体验一下吧。[pause]我一秒都不能浪费啊!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "你的期望或许过高了……", + "FRANKIE_PART3_FRANKIE4_OPTION2": "别给自己太大压力啊!", + "FRANKIE_PART3_FRANKIE5": "唔……好吧,[pause]你说的倒也对。", + "FRANKIE_PART3_FRANKIE6": "那好,第二个问题![pause]你能帮我打倒附近的一头暴走融合体吗?我相信这一定会是一次宝贵的经历!", + "FRANKIE_PART4_FRANKIE1.n": "嘿,队长![pause]我正在考虑成为一名真正的巡护员。", + "FRANKIE_PART3_FRANKIE7": "{player},多谢出手相助![pause]我断定,这确实是一次宝贵的经历!", + "FRANKIE_PART4_FRANKIE3": "……所以理所当然,我追踪到了一个暴走融合体来对战!时间不等人——[shake rate=30 level=10]我们去把它暴揍一顿吧![/shake]", + "FRANKIE_PART4_FRANKIE2": "我要脱离菜鸟阶段!不过首先得锻炼得更加强大才行。", + "FRANKIE_PART4_FRANKIE1.m": "嘿,队长![pause]我正在考虑成为一名真正的巡护员。", + "FRANKIE_PART4_FRANKIE4": "多谢你从旁协助![pause]或许下一次你我在野外相遇时,你就会把我当成羽翼丰满的巡护员来看待了吧!", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到我竟会向你发起决斗的挑战吧?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到我竟会向你发起决斗的挑战吧?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到我竟会向你发起决斗的挑战吧?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]弟子必须打倒师傅![/shake]要成为真正的巡护员,唯一办法就是打败你,然后[wave amp=30 freq=10]获得你的印章戳[/wave]!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "拼尽全力放马过来吧,新手!", + "FRANKIE_PART5_FRANKIE3": "我甚至还驯养了这只勾拳狼崽来帮我呢!你意下如何呢——接不接受我的挑战?", + "FRANKIE_PART5_FRANKIE7": "我就是想看看你有多难对付啦。[pause]你没有让我失望!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]我就知道你会很难对付。", + "FRANKIE_PART5_FRANKIE3_OPTION2": "我可不会对你手下留情哦!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]我就知道你会很难对付。", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]我就知道你会很难对付。", + "FRANKIE_PART5_FRANKIE5": "这就是为什么我先去找了另外12名队长对战。", + "FRANKIE_PART5_FRANKIE5_OPTION1": "啊?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "你说你做了什么?", + "FRANKIE_PART5_FRANKIE6": "你没听错——我[wave amp=30 freq=10]已经[/wave]够资格正式成为巡护员了!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "当然有!({cost})", + "FRANKIE_PART5_FRANKIE8.f": "回见啦,队长~!", + "FRANKIE_PART5_FRANKIE8.m": "回见啦,队长~!", + "FRANKIE_PART5_FRANKIE8.n": "回见啦,队长~!", + "FRANKIE_TOWN_HALL_INTERACT1": "嘿,{player}!我就是来听听最新的八卦,听完就出门继续奋战啰!", + "FRANKIE_TOWN_HALL_INTERACT2": "嘿,{player}!有什么任务要交给你的得意门生吗?(“得意门生”指我。)", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]巡护员![/shake][pause]你是来阻止我的吗?!", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]唔呼呼,告示板上的委托就交给我来完成吧!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "再说吧。", + "VIN_PART1_VIN1_OPTION1": "嗯,差不多吧。", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]巡护员![/shake][pause]你是来阻止我的吗?!", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]巡护员![/shake][pause]你是来阻止我的吗?!", + "VIN_PART1_VIN1_OPTION2": "这是我的职责!", + "VIN_PART3_VIN8.n": "明明让我们社区陷入混乱的,正正就是[wave amp=30 freq=10]他们巡护队的一员[/wave]!", + "VIN_PART1_VIN3": "只有[wave amp=30 freq=10]懦夫[/wave]才会仰赖他人!", + "VIN_PART1_VIN2": "好哇![pause]你想和我战斗,那就一对一战斗吧!", + "VIN_PART1_KAYLEIGH4": "别担心,{player}!这场对战我就袖手旁观好了——没有我,你也照样能把这家伙干掉!", + "VIN_PART1_MEREDITH4.n": "一对一过招?那好,{player},你自己上吧。你一个人就够厉害了,他就交给你对付吧。", + "VIN_PART1_MEREDITH4.f": "一对一过招?那好,{player},你自己上吧。你一个人就够厉害了,他就交给你对付吧。", + "VIN_PART1_MEREDITH4.m": "一对一过招?那好,{player},你自己上吧。你一个人就够厉害了,他就交给你对付吧。", + "VIN_PART1_EUGENE4.m": "上吧哥们儿,你不需要我帮忙,也对付得了这个混球。", + "VIN_PART1_EUGENE4.f": "上吧哥们儿,你不需要我帮忙,也对付得了这个混球。", + "VIN_PART1_EUGENE4.n": "上吧哥们儿,你不需要我帮忙,也对付得了这个混球。", + "VIN_PART1_FELIX4": "你觉得呢,{player}?要让这家伙看看谁才是最厉害的么?", + "VIN_PART1_VIOLA4.f": "此役看来只能由你出战,亲爱的{player}。莫要担心,我对你颇有信心。", + "VIN_PART1_VIOLA4.m": "此役看来只能由你出战,亲爱的{player}。莫要担心,我对你颇有信心。", + "VIN_PART1_VIOLA4.n": "此役看来只能由你出战,亲爱的{player}。莫要担心,我对你颇有信心。", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]“一对一”战斗……?那我就退到一旁观战吧![/wave]", + "VIN_PART1_VIN5.m": "哼![pause]你这懦夫还挺难对付……", + "VIN_PART1_VIN6": "但你别想抓到我![wave amp=30 freq=10]走啰![/wave]", + "VIN_PART1_VIN5.f": "哼![pause]你这懦夫还挺难对付……", + "VIN_PART1_VIN5.n": "哼![pause]你这懦夫还挺难对付……", + "VIN_PART1_KAYLEIGH7": "他跑得还挺快。{player},下次我们一定能抓住他。", + "VIN_PART1_MEREDITH7.m": "溜得可真突然。看来我们要下回再抓他了。", + "VIN_PART1_MEREDITH7.n": "溜得可真突然。看来我们要下回再抓他了。", + "VIN_PART1_MEREDITH7.f": "溜得可真突然。看来我们要下回再抓他了。", + "VIN_PART1_EUGENE7": "嘴上倒是会吹,结果逃跑起来比谁都快,对吧?", + "VIN_PART1_FELIX7": "他还真是跑得快。看来我们要下回再抓他了。", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]哎呀,溜得还挺快嘛……[/wave]", + "VIN_PART1_VIOLA7": "他退下战斗舞台倒是神速。相信未来我们的道路定会再次交叉。", + "VIN_PART2_VIN2": "你们这些狗屁巡护员,总是跑到不属于你们的地方多管闲事!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]又是你![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]直到大家摆脱港口镇巡护队的暴政![/shake]", + "VIN_PART2_VIN3": "来吧,和我一对一战斗!", + "VIN_PART2_VIN4": "呵呵,你永远别想抓我。而我也永远不会放弃……", + "VIN_PART3_VIN1.m": "哇,快看,[pause]巡护队又派出他们[wave amp=30 freq=10]忠心耿耿的打手[/wave]来追捕我了!", + "VIN_PART3_VIN1_OPTION1": "喂!我有名字的,我叫{player}!", + "VIN_PART3_VIN1.f": "哇,快看,[pause]巡护队又派出他们[wave amp=30 freq=10]忠心耿耿的打手[/wave]来追捕我了!", + "VIN_PART3_VIN1.n": "哇,快看,[pause]巡护队又派出他们[wave amp=30 freq=10]忠心耿耿的打手[/wave]来追捕我了!", + "VIN_PART3_VIN2": "……", + "VIN_PART3_FELIX5": "等等,所以这小偷是那个奇怪宗教的一员?", + "VIN_PART3_VIN3": "原来你就是……", + "VIN_PART3_VIN4.f": "你就是那个狠心的[wave amp=30 freq=10]弑神者[/wave],这些乱子都是你搞出来的!你眼睁睁看着库珀弟兄断气,见死不救!", + "VIN_PART3_VIN4.n": "你就是那个狠心的[wave amp=30 freq=10]弑神者[/wave],这些乱子都是你搞出来的!你眼睁睁看着库珀弟兄断气,见死不救!", + "VIN_PART3_VIN4.m": "你就是那个狠心的[wave amp=30 freq=10]弑神者[/wave],这些乱子都是你搞出来的!你眼睁睁看着库珀弟兄断气,见死不救!", + "VIN_PART3_VIN4_OPTION1.n": "弑神者?", + "VIN_PART3_VIN4_OPTION1.f": "弑神者?", + "VIN_PART3_VIN4_OPTION1.m": "弑神者?", + "VIN_PART3_MEREDITH5": "{player},他是个异教徒。他肯定是气你和凯莉把那个叫殁宁星的家伙揍了一顿。", + "VIN_PART3_VIN4_OPTION2": "你说的事情我两样都没做啊!", + "VIN_PART3_KAYLEIGH5": "你是殁之子的人?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]{player},我看他恐怕是真以为你在新威勒尔只是到处游山玩水呢……[/wave]", + "VIN_PART3_EUGENE5": "喂!要是没有{player},死的可就不止多里安一个了!", + "VIN_PART3_VIOLA5": "小贼,你有所误会!", + "VIN_PART3_VIN6.f": "别说了!来和我战斗吧,你这懦夫!", + "VIN_PART3_VIN6.m": "别说了!来和我战斗吧,你这懦夫!", + "VIN_PART3_VIN7": "我们教主刚被[wave amp=30 freq=10]残忍杀害[/wave],你们巡护队就立马开始“向我们伸出援手”。呵呵,是哦。", + "VIN_PART3_VIN6.n": "别说了!来和我战斗吧,你这懦夫!", + "VIN_PART3_VIN8.f": "明明让我们社区陷入混乱的,正正就是[wave amp=30 freq=10]他们巡护队的一员[/wave]!", + "VIN_PART3_KAYLEIGH9": "你完全搞错了。[pause]你的社区所经受的一切苦难,都是多里安一手造成的!", + "VIN_PART3_VIN8.m": "明明让我们社区陷入混乱的,正正就是[wave amp=30 freq=10]他们巡护队的一员[/wave]!", + "VIN_PART3_VIN10": "我偷走的空白磁带和贴纸……将用于我们的抵抗运动!", + "VIN_PART4_JACQUELINE11": "完全没有这回事。多里安的死令我觉醒了。", + "VIN_PART4_VIN1": "离我远点……", + "VIN_PART4_VIN2": "呃啊……", + "VIN_PART4_VIN3": "那东西埋伏了我……", + "VIN_PART4_VIN4": "你为什么……[pause]要这么做,{player}?", + "VIN_PART4_VIN5_OPTION1": "你误会了!", + "VIN_PART4_VIN5.n": "你大可像对待库珀弟兄那样任由我自生自灭,这样就能一劳永逸解决你的[wave amp=30 freq=10]偷盗问题[/wave]了啊。", + "VIN_PART4_VIN5.f": "你大可像对待库珀弟兄那样任由我自生自灭,这样就能一劳永逸解决你的[wave amp=30 freq=10]偷盗问题[/wave]了啊。", + "VIN_PART4_VIN5.m": "你大可像对待库珀弟兄那样任由我自生自灭,这样就能一劳永逸解决你的[wave amp=30 freq=10]偷盗问题[/wave]了啊。", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]阿文!?[/shake][pause]这一切都是你搞出来的?", + "VIN_PART4_VIN5_OPTION2": "我没有任由多里安自生自灭!", + "VIN_PART4_JACQUELINE7": "埃安忒跟我说巡护队留给公社的物资三番两次失窃,可我没想到小偷居然会是你啊!", + "VIN_PART4_VIN8": "留给……[pause]公社……[pause]的物资?[pause]那是给我们公社的?", + "VIN_PART4_JACQUELINE9": "是啊,你这傻子!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]港口镇让每个人都拥有了重新出发的机会——这是我的经验之谈![/wave]", + "VIN_PART4_VIN10": "但是巡护队……夺过了控制权,不是吗?他们胁迫了你……[pause]之类的?", + "VIN_PART4_JACQUELINE15": "我为了公社向外求助,而埃安忒友善地伸出了援手。", + "VIN_PART4_JACQUELINE13": "回顾那段日子,我才明白过来事情的真面目是什么。", + "VIN_PART4_JACQUELINE12": "他还在世时……他[wave amp=30 freq=10]掌权[/wave]时……我们就跟被下了咒似的。我没法正确认知周围发生的事。", + "VIN_PART4_KAYLEIGH14": "杰奎琳……", + "VIN_PART4_JACQUELINE16": "你知道吗,要是没有她的援助,我们现在早就饿死了。多里安为了接近那个大天使,竟然让我们把蔬菜地全部挖开!", + "VIN_PART4_VIN17": "……", + "VIN_PART4_JACQUELINE18": "走吧,我带你回家,你好好休养。", + "VIN_PART4_JACQUELINE19": "{player},[pause]我真的、真的很抱歉。", + "VIN_PART4_JACQUELINE20": "我从阿文刚来到新威勒尔时,就已经认识他了。他这人心地善良,只不过……[pause]被严重误导了。", + "VIN_PART4_JACQUELINE21": "我会把整个公社的人都召集起来开个会议,把一切都说清楚。这类事情不会再发生了。", + "VIN_PART4_JACQUELINE22": "请让埃安忒知道,我非常感激她出手相助。", + "VIN_PART5_VIN1": "嘿,{player}。", + "VIN_PART5_VIN2": "你从那个暴走融合体手中把我救了下来,这事真的迫使我质疑之前所知的一切。", + "VIN_PART5_VIN3": "我很后悔当初那样子捣乱,但是……[pause]说到底,我之所以那么做,也是因为想支援自己社区。", + "VIN_PART5_VIN4": "所以我加入了巡护队,正好能满足这个愿望!当然,还为了弥补我的过错。", + "VIN_PART5_KAYLEIGH5": "太好了![pause]阿文,你能自己想通这一切,我真为你高兴!", + "VIN_PART5_EUGENE5": "听起来你已经找到了自己的个人事业。我表示钦佩。", + "VIN_PART5_MEREDITH5": "哟,看来你有很多工作要做了。", + "VIN_PART5_FELIX5": "看见你内心真正产生了转变,我也为你开心。", + "VIN_PART5_VIN6": "而现在,我必须为了你的印章戳,而向你发起挑战![pause]来吧,{player},和我[wave amp=30 freq=10]一对一[/wave]战斗!", + "VIN_PART5_VIOLA5": "结果好,就一切都好。", + "VIN_PART5_VIN7_OPTION1": "没错!", + "VIN_PART5_VIN7": "可恶……即使不带朋友,你也绝不会手下留情,是吧。", + "VIN_PART5_VIN7_OPTION2": "我相信“打是爱”。", + "VIN_PART5_VIN8": "好在还有另外12位队长,我可以从他们那里赢来印章戳。", + "VIN_PART5_VIN9": "{player},下回再见时,我将会以全职巡护员的身份出现在你面前!", + "VIN_TOWN_HALL_INTERACT1.m": "嘿,队长!你觉得霸王炮龙和齿轮暴龙哪个更强?我拿不定主意。", + "VIN_TOWN_HALL_INTERACT1.f": "嘿,队长!你觉得霸王炮龙和齿轮暴龙哪个更强?我拿不定主意。", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到会在这里遇上你的两位门生吧,队长?", + "VIN_TOWN_HALL_INTERACT1.n": "嘿,队长!你觉得霸王炮龙和齿轮暴龙哪个更强?我拿不定主意。", + "VIN_AND_FRANKIE_FRANKIE5": "我的宠物勾拳狼崽跑掉了啦~!", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]真没想到,那两人居然能成为朋友![/wave]", + "VIN_AND_FRANKIE_VIN2": "嘿,{player}。我总算通过了训练,成为了全职巡护员!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到会在这里遇上你的两位门生吧,队长?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]捏嘿嘿~![/wave][pause]你铁定没料到会在这里遇上你的两位门生吧,队长?", + "VIN_AND_FRANKIE_KAYLEIGH3": "我怎么也猜不到,这两人竟然会成为朋友!", + "VIN_AND_FRANKIE_MEREDITH3": "这两人成好伙伴了?倒也有道理。", + "VIN_AND_FRANKIE_EUGENE3": "嘿嘿,看来这两人现在成好哥们儿了?", + "VIN_AND_FRANKIE_VIOLA3": "万万没想到,如此迥异的个体之间,竟也能生出友谊!", + "VIN_AND_FRANKIE_FELIX3": "我都不知道你们俩互相认识呢!这岛真小哇。", + "VIN_AND_FRANKIE_FRANKIE4": "呃,我也有消息要分享。", + "VIN_AND_FRANKIE_FRANKIE6": "西比尔队长说,野生怪物不能当宠物,但是……[pause]我相信肯定是因为我给它写的同人文惹它不高兴了。", + "VIN_AND_FRANKIE_FRANKIE7": "但不用担心!我这位新结识的[wave amp=30 freq=10]好哥们儿[/wave]阿文不会介意这种事!", + "VIN_AND_FRANKIE_VIN8": "{player},同人文是什么啊?她怎么都不肯告诉我……", + "VIN_AND_FRANKIE_FRANKIE9": "啊啊啊~!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "现在不行。", + "VIN_AND_FRANKIE_FRANKIE10.m": "队长,我要求重赛!我和阿文对战你和{partner}!怎么样?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "好啊!", + "VIN_AND_FRANKIE_FRANKIE10.n": "队长,我要求重赛!我和阿文对战你和{partner}!怎么样?", + "VIN_AND_FRANKIE_FRANKIE10.f": "队长,我要求重赛!我和阿文对战你和{partner}!怎么样?", + "VIN_AND_FRANKIE_FRANKIE11": "啊……[pause]怎么又输了!", + "VIN_AND_FRANKIE_VIN12": "振作点啦,弗兰基,我们总不能回回都赢吧。", + "VIN_AND_FRANKIE_VIN13": "{player},我和弗兰基融合过之后,我才明白依赖他人并不是弱点。", + "VIN_AND_FRANKIE_VIN14": "我们齐心协力,远比单打独斗的两个人加起来要强。[pause]这正是融合的意义所在,不是么?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]于是,浑身是胆的女英雄用爱的力量,协助反派完成了赎罪的故事线~![/wave]", + "VIN_AND_FRANKIE_VIN16": "等等……?![pause]什么……", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]捏嘿嘿~![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "掰啦,{player}!", + "POWER_STATION_WALLACE1.m": "里头都为你准备好了。", + "POWER_STATION_WALLACE1.f": "里头都为你准备好了。", + "POWER_STATION_WALLACE1.n": "里头都为你准备好了。", + "POWER_STATION_DREADFUL1": "且慢!", + "POWER_STATION_DREADFUL4": "那么,就让它瞧瞧我们的本事吧?", + "POWER_STATION_DREADFUL2": "{player},这里可是我的地盘!如果我出没的地界上要发生争斗,那么我可不想被蒙在鼓里。", + "POWER_STATION_DREADFUL7_OPTION1": "来吧!", + "POWER_STATION_DREADFUL3": "女士们先生们,都别激动——来了个讨人厌的大笨怪!", + "POWER_STATION_DREADFUL5": "可真够热闹的!你们到附近看看情况,我得喘口气。", + "POWER_STATION_DREADFUL6": "你们到附近看看情况,我得喘口气。", + "POWER_STATION_DREADFUL7.m": "{player},你真的确定要这么做?", + "POWER_STATION_DREADFUL7.f": "{player},你真的确定要这么做?", + "POWER_STATION_DREADFUL7_OPTION2": "呃,再等等吧。", + "POWER_STATION_NOTE1": "“1957月10月10日 04:00\\n与埃格勒博士和阿尔忒里亚博士一起熬夜,设计在核融合反应堆中进行的新实验。我们投入得连时间都忘记了——有一阵子,我们甚至就像合为了一个单一实体,三人一条心攻克反应堆的难题!”", + "POWER_STATION_DREADFUL7.n": "{player},你真的确定要这么做?", + "POWER_STATION_NOTE3": "“1957月10月10日 07:00\\n一个自称“赫利亚”的生物从反应堆中现出了身影!热电偶温度计立即录得堆芯温度的下降,所以……我猜现在又安全了?“赫利亚”看起来有点像氦原子的结构示意图,身上的两个环代表电子轨道……”", + "POWER_STATION_NOTE2": "“1957月10月10日 05:15\\n反应堆不太对劲——堆芯的温度不停攀升!我们已经打开了冷却风扇,试图增加空气流动,但却完全无济于事!万一这种情况继续下去,那我们可就要被烤焦了,真的!”", + "POWER_STATION_NOTE5": "“1957月10月11日 03:05\\n我们遵照赫利亚的建议,将野人领主、化装响尾蛇、鳞甲枪骑和[已删去]组合在一起。供应部从当地动物园为我们采购到了这些生物。但赫利亚似乎对这个结果并不满意——这不是她想要的吗?莫非我们应该用活生生的野兽?”", + "POWER_STATION_NOTE4": "“1957月10月10日 07:30\\n“赫利亚”告诉我们,我们以某种方式创造了她,或者说召唤了她?她现在正在解释怎样才能让我们的反应堆工作起来。在这之后,她想和我们谈谈其他类型的融合……还有其他类型?!”", + "POWER_STATION_NOTE6": "“1957月10月11日 08:00\\n我们都做了什么啊!?那不稳定的融合体失去了控制!它正不停自我复制!!有关部门将大楼密封了起来好关住它,然而我还困在这里面啊!梅林线,快救救我!”", + "POWER_STATION_HELIA_HELIA1": "啊哈,多谢你将我先祖的失败实验体扫荡一空。", + "POWER_STATION_HELIA_HELIA2": "那些不稳定融合体一旦开始自我复制,就相当难以清除。", + "POWER_STATION_HELIA_HELIA3": "{player.to_upper},你因何事而来?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "你认识我?", + "POWER_STATION_HELIA_HELIA4": "我相当了解你。你至今已经融合了多少次?\\n\\n有融合的地方,就有我。", + "POWER_STATION_HELIA_HELIA5": "我是赫利亚,融合之过程。", + "POWER_STATION_HELIA_KAYLEIGH6": "所以是你在创造暴走融合体?", + "POWER_STATION_HELIA_MEREDITH6": "噢。原来暴走融合体背后真的有人暗地操纵!", + "POWER_STATION_HELIA_EUGENE6": "就是你一手造成了暴走融合体?", + "POWER_STATION_HELIA_FELIX6": "所以暴走融合体……?", + "POWER_STATION_HELIA_VIOLA6": "制造暴走融合体生物之幕后黑手,原来正是你!", + "POWER_STATION_HELIA_DOG6": "吼……", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]是你……一手造就了暴走融合体……?[/wave]", + "POWER_STATION_HELIA_HELIA7": "“暴走融合体”?\\n[pause]\\n啊,我明白了,[pause]是指稳定的融合体吧。[pause]那些美妙的野兽,的确是我的造物。", + "POWER_STATION_HELIA_HELIA8": "这下我明白你们为何来到这里了。我感知到二位体内的融合潜能正腾腾升起,也就意味着……", + "POWER_STATION_HELIA_HELIA11": "结束融合对你们百害而无一利。你们还没看出来么?", + "POWER_STATION_HELIA_HELIA9": "你们是来这里战斗的,不是么?", + "POWER_STATION_HELIA_HELIA10": "够了。", + "POWER_STATION_HELIA_HELIA13": "我形成了生命。当死亡的原子聚集在一起、形成活细胞时,又是另一种融合。\\n\\n而当单个细胞聚集在一起、形成有智慧的多细胞生命体时,也同样是我在起作用。", + "POWER_STATION_HELIA_HELIA12": "我维持着生命。你们赖以生存的植物,其能量来源于你们恒星的核心中发生的核融合。", + "POWER_STATION_HELIA_HELIA14": "没有我——没有融合——世上就不会有生命。", + "POWER_STATION_HELIA_KAYLEIGH15": "你那些“美妙的野兽”令港口镇陷入了危险!", + "POWER_STATION_HELIA_EUGENE15": "拜托!没有你那些“美妙的野兽”,我们也过得很好啊。", + "POWER_STATION_HELIA_MEREDITH15": "我本不想告诉你,但事实是你那些“美妙的野兽”正在害人。", + "POWER_STATION_HELIA_FELIX15": "那至少也停止制造那些“美妙的野兽”吧?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]问题是……你那些“美妙的野兽”让大家陷入了危险……[/wave]", + "POWER_STATION_HELIA_VIOLA15": "我对新威勒尔的“融合体”算是熟悉,但这番又星辰又细胞的高谈阔论是何用意?", + "POWER_STATION_HELIA_HELIA16": "我已经说了,我是融合之过程,\\n\\n并非融合之起因。", + "PARTNER_INTERACT_M_E1_EUGENE5": "不是,在这[wave amp=30 freq=10]之后[/wave]你说了什么……?", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper},你和{partner.to_upper}的融合,可不是我逼的。\\n\\n我只不过是手段罢了。", + "POWER_STATION_HELIA_HELIA18": "正如谋杀案的发生,也不能怪罪于死亡。", + "POWER_STATION_HELIA_HELIA18_OPTION1": "那我们要怪罪谁?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "烦请指点迷津……", + "POWER_STATION_HELIA_HELIA19": "归根结底,那些“暴走融合体”会出现,主要是因为有个灵体不断将其他世界的碎片变幻到这片土地上。\\n[pause]\\n是它将我、你们、乃至其他人类,带到了这片土地。", + "POWER_STATION_HELIA_HELIA20": "是梅林线。潜伏于地下的那个灵体。", + "POWER_STATION_HELIA_KAYLEIGH21": "梅林线?这可不太妙,{player}……", + "POWER_STATION_HELIA_MEREDITH21.f": "跟梅林线交手的胜算,我可不大看好。", + "POWER_STATION_HELIA_MEREDITH21.m": "跟梅林线交手的胜算,我可不大看好。", + "POWER_STATION_HELIA_MEREDITH21.n": "跟梅林线交手的胜算,我可不大看好。", + "POWER_STATION_HELIA_EUGENE21": "好哇!那我们就去对列车拳打脚踢吧!", + "POWER_STATION_HELIA_FELIX21": "噢。这一切的罪魁祸首是地铁?", + "POWER_STATION_HELIA_VIOLA21": "{player},区区一座迷宫,何足与我们匹敌!", + "POWER_STATION_HELIA_DOG21": "吼……", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]梅林线?!{player},这可不怎么妙啊……[/wave]", + "POWER_STATION_HELIA_HELIA27": "我请求你对自己具现化的意志多加小心。\\n\\n阿列夫还能卷土重来。", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "那我们就去会一会梅林线吧。", + "POWER_STATION_HELIA_HELIA22": "{player.to_upper},在你们离开前,我还有一事要说。\\n\\n你们与阿列夫搏斗时,令反叛之灵莫甘特具现化了,是吧?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "总算有个直截了当的答复了。", + "POWER_STATION_HELIA_DREADFUL29": "{player},要对付梅林线的话就祝你好运了,我这次不会插手。", + "POWER_STATION_HELIA_HELIA22_OPTION1": "是啊,怎么这么问?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "嗯,没错。", + "POWER_STATION_HELIA_HELIA23": "你们所挥舞的,是一把双刃剑。", + "POWER_STATION_HELIA_HELIA24": "融合,或者一个集体朝着某个单一目的所进行的任何工作,都可以说是“整体大于部分之和”。", + "POWER_STATION_HELIA_HELIA26": "在我们的战斗中,我感知到你的心中埋着征伐的种子。", + "POWER_STATION_HELIA_HELIA25": "而“整体”与“部分之和”的区别,就造就了集灵,或称“大天使”。\\n\\n集灵起初很小很弱,但只要有针对性的意志足够强,它们就能独立具现化、发挥力量,并取得控制权。", + "POWER_STATION_HELIA_DREADFUL28": "这发现还真不少![pause]我最好赶紧回去把这一切都报告给埃安忒。", + "MERLINE_MEETING_MAGIKRAB1A": "{player},梅林线正在等你。请跟我来A站台。", + "POWER_STATION_HELIA_DREADFUL30": "唔……[pause]不知道“赫利亚”跟多年前烧毁新伦敦镇的那场大火有没有任何关系呢……?", + "MERLINE_MEETING_MAGIKRAB2": "现在,梅林线将通过我发话。", + "MERLINE_MEETING_MAGIKRAB1B": "{player},梅林线正在等你。请跟我来港口镇站A站台。", + "MERLINE_MEETING_MAGIKRAB3.m": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这——", + "MERLINE_MEETING_MAGIKRAB3.n": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这——", + "MERLINE_MEETING_MERLINE4": "{player.to_upper},梅林线想向你表示谢意,感谢你为击败其任性的学生阿列夫出了一份力。", + "MERLINE_MEETING_MAGIKRAB3.f": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这——", + "MERLINE_MEETING_MERLINE5": "人类即将面临空前的挑战,结局如何尚不确定。", + "MERLINE_MEETING_MERLINE6": "梅林线很是好奇,想看看你们这个物种能否克服自己的好战天性。", + "MERLINE_MEETING_MERLINE7": "你击败了征伐之化身阿列夫,便已履行你在仪式中的职责,因此现在可以自由离开了。", + "MERLINE_MEETING_MERLINE7_OPTION1": "我们有莫甘特相助。", + "MERLINE_MEETING_MERLINE7_OPTION2": "莫甘特……", + "MERLINE_MEETING_MERLINE8": "啊,是的,莫甘特,阿列夫的旧情人。", + "MERLINE_MEETING_KEYLEIGH9": "阿列夫的……情人?", + "MERLINE_MEETING_VIOLA9": "……", + "MERLINE_MEETING_MEREDITH9": "呃……阿列夫的情人?", + "MERLINE_MEETING_EUGENE9": "什么?!", + "MERLINE_MEETING_FELIX9": "她是阿列夫的情人?", + "MERLINE_MEETING_MERLINE11": "没有需要反抗的势力,何来反叛之灵?没有可以征伐的对象,何来征伐之王?", + "MERLINE_MEETING_MERLINE10": "反叛与征伐未必永远为敌。", + "MERLINE_MEETING_MERLINE14": "莫甘特在你与阿列夫的战斗中具现化,并不代表击败阿列夫没有你的功劳。", + "MERLINE_MEETING_MERLINE13": "你可知道,他们甚至曾诞下一子?", + "MERLINE_MEETING_MERLINE12": "红国王和白皇后被困在死亡与重生、对立与统一的持续循环中。他们是驱动人类历史车轮的引擎。", + "MERLINE_MEETING_MERLINE15": "事实上,正好相反。是你的意志召唤了她降临,从而令阿列夫回归广阔宇宙的归程戛然而止。", + "MERLINE_MEETING_MERLINE16_OPTION1": "你得停止生成暴走融合体!", + "MERLINE_MEETING_MERLINE16": "说出你心中所想吧,{player.to_upper},梅林线知道你有事相求。", + "MERLINE_MEETING_MERLINE17": "梅林线可以停止“暴走融合体”的生成。", + "MERLINE_MEETING_MERLINE18": "然而,{player.to_upper},不让他人拥有你也曾经拥有的相同机会,是不正确的。", + "MERLINE_MEETING_MERLINE21": "那里需要你们,也需要反叛之灵。", + "MERLINE_MEETING_MERLINE20": "你们早就该回到自己的世界去了,{player.to_upper},还有{partner.to_upper}。", + "MERLINE_MEETING_MERLINE19": "你们这一族类必须直面生死关头,方可有所成长,而不仅仅是在数量上盲目增长。", + "MERLINE_MEETING_MAGIKRAB23": "呃,我们刚才在干什么来着?过去几分钟的事我似乎都想不起来了。", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "梅林线刚才借了你的嘴巴说话。", + "MERLINE_MEETING_MAGIKRAB22": "噢,{player}。", + "MERLINE_MEETING_MAGIKRAB24.m": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这一位面!", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "嘿,菲利克斯,[pause]我有个问题问你!我知道你会画卡通画,但你会不会也兼职设计刺青呢?", + "MERLINE_MEETING_KAYLEIGH25": "唔……或许埃安忒会知道该怎么办。", + "MERLINE_MEETING_MAGIKRAB24.f": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这一位面!", + "MERLINE_MEETING_MAGIKRAB24.n": "{player},你该认识到自己有多么幸运!梅林线可不常屈尊降临这一位面!", + "MERLINE_MEETING_MEREDITH25": "这样的发展可有点出乎我意料。", + "MERLINE_MEETING_EUGENE25": "呃,看来我们不和这个大天使搏斗才是最好的。你也知道赫利亚是怎么说阿列夫的……", + "MERLINE_MEETING_FELIX25": "你觉得梅林线是在说真话吗?我们原本的世界真的需要我们回去?", + "MERLINE_MEETING_VIOLA25": "看来这“梅林线”所言非虚。", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]我不明白——梅林线为什么非要你不可?它拥有的力量肯定比人类强大吧……奇怪哎……[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "手机?[pause]手上拿着台机子撒网吗?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "……我真的不明白。", + "PARTNER_INTERACT_K_M1_MEREDITH2": "这“互连网”是干什么用的啊?[pause]港口镇半数人都在哀号有多么想念这个东西!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "呃,[pause]互联网吗?[pause]就是在电脑或者手机上用的?", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "……梅瑞狄,[pause]你原本的世界现在会是哪一年?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "1989年啊,你问这个干嘛?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "噢![pause]好吧,我明白了,我们或许稍微有那么一点不太同步。", + "PARTNER_INTERACT_K_E1_EUGENE2": "这不是针对你们巡护队啊,[pause]只不过我向来我行我素,仅此而已。[pause]我是一头孤狼,[pause]不可能对一个有可能阻挠我行事的组织言听计从。", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "……我实在不能理解你,尤金。[pause]你这么爱“拯救社区”,[pause]为什么偏偏就不愿意跟我一起加入巡护队呢?", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "我可不认为是这个原因。[pause]我觉得你就是害怕过不了入门试炼!", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]才、才没有这回事![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "我可不敢贸然说会![pause]你想找人帮你纹身吗?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "唔。[pause]我觉得理论上我是挺想弄个刺青的。", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "但是现实中,[pause]我觉得自己还是太优柔寡断了,[pause]根本就不可能下这么一个永久性的决断啦。", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "薇奥拉,我想问……", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "你的无袖外套是从哪里得来的呀?[pause]我以前从没在新威勒尔见过这样的东西!", + "PARTNER_INTERACT_K_V1_VIOLA3": "海浪将我冲上这座孤岛的沙滩后,[pause]我便觅得一件弃置于海岸之上的老兵外套。", + "PARTNER_INTERACT_K_V1_VIOLA4": "那袖子于我实在不合适,[pause]于是我便干脆将其剪下。", + "PARTNER_INTERACT_K_V1_VIOLA5": "必须说,这件衣裳我愈看愈欢喜。", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "你好酷啊……我现在真有那么一丁点迷上你了。", + "PARTNER_INTERACT_K_V1_VIOLA7": "亲爱的凯莉,[pause]你是在倾诉对我的无尽爱意么?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "哎呀,[pause]我的芳心可不是[b]那么[/b]好赢得的!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "……我店里确实有些机械活儿要做,[pause]不过算了,暂且翘掉吧。", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]哎呀呀,这是谁家的乖宝宝呀?原来是我们的乖狗狗呀![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "汪汪!", + "PARTNER_INTERACT_M_E1_EUGENE2": "对![pause]哥们儿我跟你说,[pause]人呐有时候就是得歇会儿才行!", + "PARTNER_INTERACT_M_E1_EUGENE3": "……[pause][pause]等等,[pause]你刚刚说什么?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "呃,[pause]我说我确实有些机械活儿要做?", + "PARTNER_INTERACT_M_E1_EUGENE7": "“翘掉”?[pause]是什么熟语吗?", + "PARTNER_INTERACT_M_E1_MEREDITH6": "……我打算把活儿翘掉?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "啊,[pause]嗯,[pause]算是吧。[pause]比如说,你想略过某件事,或者不想去某个地方,那你就把它“翘掉”。", + "PARTNER_INTERACT_M_E1_EUGENE9": "好吧,明白。[pause]我要以开放的胸怀拥抱你不同寻常的俗语。", + "PARTNER_INTERACT_M_E1_MEREDITH10": "……我还是把这整段对话都翘掉吧。", + "PARTNER_INTERACT_M_F1_FELIX2": "是啊![pause]你以前在原本的世界都听些什么音乐?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "……我的音乐口味?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "这问题很宽泛呢。[pause]我喜欢队里所有成员互相憎恶的乐队。", + "PARTNER_INTERACT_M_F1_MEREDITH5": "我这个人就爱具体。", + "PARTNER_INTERACT_M_V1_VIOLA1": "亲爱的梅瑞狄,[pause]请恕我直言,[pause]你的穿着风格实是我前所未见——[pause]无论在我的国度,抑或是在此地。", + "PARTNER_INTERACT_M_F1_FELIX4": "哇,这条件还真是具体。", + "PARTNER_INTERACT_M_D1_DOG1": "汪!", + "PARTNER_INTERACT_M_V1_VIOLA3": "我绝无侮辱之意。[pause]虽外表与他人格格不入,但你似乎并不放在心上。[pause]此为你颇有自信之证。", + "PARTNER_INTERACT_M_V1_MEREDITH2": "我不太确定你这是不是在夸我。", + "PARTNER_INTERACT_M_V1_VIOLA4": "亲爱的梅瑞狄,[pause]就此而言,你相当令人钦佩!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "呃,[pause]谢啦。", + "PARTNER_INTERACT_M_D1_MEREDITH2": "你就喜欢揉肚子是吧,[pause]很爽吧?", + "PARTNER_INTERACT_E_F1_FELIX2": "差不多吧。[pause]不过,[pause]其实也并不止如此。[pause]要是去别的地方上班,那也只不过是听[wave amp=30 freq=10]另一个[/wave]老板指挥罢了。", + "PARTNER_INTERACT_E_F1_EUGENE1": "……所以你辞掉工作,[pause]是因为你老板一直给你穿小鞋?", + "PARTNER_INTERACT_E_F1_FELIX3": "要打破这个循环,唯一办法就是给自己打工。[pause]去他的老板。", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]没错![/shake][pause]要的就是这种精神![pause]去他的老板——[pause]兄弟,按自己喜欢的方式来生活!", + "PARTNER_INTERACT_E_F1_FELIX5": "不过我的职业规划最近撞上了障碍。[pause][pause]我想是发生在我穿越时空、来到这座怪物岛之后。", + "PARTNER_INTERACT_E_V1_EUGENE1": "……所以你的船遇上风暴失事,之后你就被海浪冲上了新威勒尔的海岸,[pause]是吗?", + "PARTNER_INTERACT_E_F1_EUGENE6": "大家都是这么过来的!", + "PARTNER_INTERACT_E_V1_VIOLA2": "正是如此。", + "PARTNER_INTERACT_E_V1_EUGENE3": "而你正在寻找你的双胞胎哥哥西巴斯辛……", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "朋友,你这地方挺不错啊。虽说是普通了点,但我不会挑这个刺的。", + "PARTNER_INTERACT_E_V1_EUGENE4": "这经历听起来实在很耳熟,但我不明白为什么。[pause]你是不是很出名?[pause]我们以前是不是见过?", + "PARTNER_INTERACT_E_V1_VIOLA5": "我可以保证,我既无美名亦无恶名。[pause]至于我们有否一面之缘?[pause]如尤金你这般活力四射之人,[pause]我若有幸认识,必定不会忘却。", + "PARTNER_INTERACT_E_V1_EUGENE6": "那好吧……[pause]不过,[pause]你的故事还是很耳熟……", + "PARTNER_INTERACT_E_D1_EUGENE5": "莫非你是……[pause]会说话的魔法小狗?[pause]从另一个世界来的?", + "PARTNER_INTERACT_E_D1_DOG2": "汪!", + "PARTNER_INTERACT_E_D1_EUGENE1": "……所以你是一条狗。", + "PARTNER_INTERACT_F_D1_FELIX1": "你这身板小小的,[pause]吠声倒是响亮!", + "PARTNER_INTERACT_E_D1_EUGENE3": "……但是你跟其他人一样,也可以用磁带机变身成怪物。", + "PARTNER_INTERACT_E_D1_DOG4": "汪汪!", + "PARTNER_INTERACT_E_D1_DOG6": "汪!", + "PARTNER_INTERACT_E_D1_EUGENE7": "啊,[pause]看来不是。", + "PARTNER_INTERACT_F_V1_FELIX2": "这个嘛,寻找生命中的自由对我很重要,[pause]但是遨游四海浪迹天涯,并不完全是我心中所想。", + "PARTNER_INTERACT_F_V1_VIOLA1": "菲利克斯,[pause]你是否憧憬海上的自由?[pause]扬帆起航驶向尚未出现在地平线上的土地,[pause]想必会令你心驰神往?", + "PARTNER_INTERACT_F_V1_FELIX5": "我可不这么想!", + "PARTNER_INTERACT_F_V1_FELIX3": "不过,[pause]为自己打工、过自己喜爱的生活,[pause]这在我看来就相当不错了。", + "PARTNER_INTERACT_F_V1_VIOLA4": "你在大海之上,或亦可觅得满足感。[pause]未曾扬帆起航,又何以断言呢!", + "PARTNER_INTERACT_F_D1_DOG2": "汪!", + "PARTNER_INTERACT_V_D1_DOG2": "汪!", + "PARTNER_INTERACT_V_D1_VIOLA1": "有你这般趣致的小动物,[pause]多么美妙的新世界啊!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "能住在离海这么近的地方,我可真幸运呢!", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "我真的只能一直困在这么无聊的镇子上吗?", + "PASSIVE_OVERWORLD_1_0_EUGENE": "这小镇还挺可爱的,不觉得吗?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "此处海洋气息浓烈……于我实是无比熟悉。", + "PASSIVE_OVERWORLD_1_0_FELIX": "没什么比得上在码头拉伸腿筋,对吧?", + "PASSIVE_OVERWORLD_1_0_DOG": "汪汪!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "{player},小心脚下——这里的怪物就藏在水面之下……", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "朋友,你这地方挺不错啊。虽说是普通了点,但我不会挑这个刺的。", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "希望你会喜欢这个新家,{player}……", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "朋友,你这地方挺不错啊。虽说是普通了点,但我不会挑这个刺的。", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "哟,这里就是你家啊?还不赖嘛哥们儿!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "这里就是你家啊。", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "可见你在此处栖居时间并不长。", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]{player},你家还蛮温馨的……[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]{player},你家还蛮温馨的……[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]{player},你家还蛮温馨的……[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "尤金肯定不会介意我们闯他家空门的!", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "尤金肯定不会介意我们闯他家空门的!", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "尤金肯定不会介意我们闯他家空门的!", + "PASSIVE_EUGENEHOME_MEREDITH": "尤金自己家里就有健身房?他应该知道市民中心有货真价实的健身房吧?", + "PASSIVE_EUGENEHOME_FELIX": "这里就是尤金的家啊……他这家庭健身房还弄得挺不错啊。", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "噢!你想把我留下来过夜么,{player}?", + "PASSIVE_EUGENEHOME_EUGENE": "没错,这里就是我家。尤金总部。温馨小窝。我的行动基地。", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "那你是不是要带你男朋友参观一下你家内部?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "你是想一起留在这里……呃,过二人世界,是么?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "你家真是一尘不染!希望你不是专门为了我才打扫的。", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "亲爱的{player},你是否希望与我彼此相伴,度过私人时光?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "亲爱的{player},你是否希望与我彼此相伴,度过私人时光?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "亲爱的{player},你是否希望与我彼此相伴,度过私人时光?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]{player},我可喜欢来你家做客了……[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "我们不妨与这港口镇上的善心小贩攀谈两句。", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "进了靴子的沙子真的很难弄出来。我对沙滩没什么好感。", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "这片海滩让我想起了刚被海浪冲上新威勒尔的情形……", + "PASSIVE_OVERWORLD_2_0_EUGENE": "这真是个适合做俯卧撑的好地方!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "我曾站上许多地方的海岸,而这一片或许最为古怪。", + "PASSIVE_OVERWORLD_2_0_FELIX": "无视那些巨大蟹怪的话,这里其实还是个宁静的好地方。", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]啊,大海……不知道这座岛以外的世界,会是什么样呢……[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "这里可以买到贴纸,给我们的怪物形态使用——要不要瞧瞧?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "这些家伙说不定有什么好东西,让我们在无尽的正义之战中用上!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "{player},我们不如去和贴纸小贩聊聊吧?他们或许会有我们能用上的好东西!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]不如去买点新贴纸吧……?[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "噢,不错,新的怪物贴纸。", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "我[wave amp=30 freq=10]猜[/wave]从这座桥上过,总归比踩在池塘水里弄湿靴子要好……", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "巡护员瓦莱斯和他的王牌建筑队前不久刚建好这座桥!", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "这座桥是社区的努力结晶。依我看,很酷嘛!", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "这条小径还挺窄的。{player},小心别失去平衡!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "桥下池塘能映出我的倒影!多么迷人啊。", + "PASSIVE_OVERWORLD_5_-5_FELIX": "这桥挺别致的,不觉得么?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "这小径这么窄,我可不大乐意走。", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]这桥还挺别致的![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "这小径这么窄,我可不大乐意走。", + "PASSIVE_OVERWORLD_8_0_EUGENE": "这小径还挺窄的,你说是吧?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "这小径这么窄,我可不大乐意走。", + "PASSIVE_OVERWORLD_8_0_VIOLA": "小心脚下,此路极狭。", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "我总觉得坟场怪可怕的,这个坟场也不例外……", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]{player},小心脚下哦![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "这小径有点窄。别掉下去了!", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "坟场总是荡漾着离愁别绪,我喜欢。", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "骷髅怪物偏偏最爱在这里出没,真让我心里直发毛……", + "PASSIVE_OVERWORLD_-4_0_FELIX": "整座岛上我最不愿意晚上一个人走的地方,就是这里了。", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "我祈祷有朝一日离开此岛,誓不长眠于此地碑石之下。", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "{player},要是能在附近找到磁铁,就能启动这个开关了。", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]这里莫名有种家的感觉……[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "这个开关需要用充电磁铁来启动。", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "你瞧这开关!要是能在附近找到磁铁,我们肯定就能启动这开关了……", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "看样子光是靠自己站上去是启动不了这个开关的。在周围找找工具吧……", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "此装置实是有趣,似是一分为二后仅余一半……", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]有没什么办法能按动这个按钮呢……[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "这教堂怎么建在这里……?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "那座教堂看起来结构不大结实……我们绝对应该进去一探究竟。", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "那座教堂需要翻新一下,或者干脆拆了重建好了。", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "{player},小心脚下——这里的怪物就藏在水面之下……", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]这建筑……看起来那么宏伟,但却又透着股哀伤……[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "此教堂风光之时已过……", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "这还真是座年代久远的教堂。真想给它画个速写……", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "要想到达那块凸出的平台,不妨使用南瓜藤球的技能,沿着这面岩壁爬过去……", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "哪天要是需要生锈金属了,我[wave amp=30 freq=10]肯定[/wave]知道该上哪儿找……", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "铸铁海岸……港口镇靠冲刷上岸的船只残骸获得了大量废弃金属。", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "这里的雾真是太浓了,总感觉随时都能迎头撞上一大块废金属。", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "{player},小心脚下——这里的怪物就藏在水面之下……", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]刚才水底下好像有东西在动……[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]呜……[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "此地雾瘴氤氲,还是速速离开为妙。", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "这座岛是悬空了吗?!这究竟是什么地方啊?", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "哇,我从来都不知道新威勒尔还有悬空岛啊。这地方之前是藏在云层里吗?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "呃,我从来没听任何队长说新威勒尔这里有悬空岛啊……", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "这还挺梦幻的,你说是吧?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "恶,这下我的靴子要被沼泽水泡了,是吧?", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]这岛是悬浮在半空中吗……?[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "云上之地……又一令我无言惊叹的奇迹。", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "这沼泽还真是……泥泞啊。", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "在这么泥泞的地方跋涉,我的运动服绝对会毁了……", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "这片土地不欢迎我们到来。{player},务必速速通过,不宜久留。", + "PASSIVE_OVERWORLD_MARSH_FELIX": "这里的树木还挺高大的嘛?", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "是森林!不知道会在这里发现些什么呢?", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "这片土地不欢迎我们到来。{player},务必速速通过,不宜久留。", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "这片土地不欢迎我们到来。{player},务必速速通过,不宜久留。", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]这淤泥地要把我鞋子都给毁了……[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "睁大眼睛了,{player},谁知道这森林里都藏着什么样的怪物……", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "这林子里的花粉害我鼻子痒痒的。", + "PYLON_HINT_MEREDITH3": "附近的怪物或许会拥有磁力技能,可以借我们利用一下。我们到这附近转转吧。", + "PASSIVE_OVERWORLD_FOREST_FELIX": "这里肯定有不少别处没有的独特怪物。", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "{player},你是否听见林间群鸟和鸣?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]这里的树都好高大!而且空气直让我打喷嚏……[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "这是新伦敦镇的遗址……", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "唔,看来传闻是真的——这里确实有座废弃的小镇。挺毛骨悚然的。", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "这地方让我汗毛都竖起来了……", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "这些建筑物的废墟看起来烧得焦黑。这座小镇是被大火烧成了平地吗……?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]这里曾经有人生活居住,对吧……?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "一阵死气沉沉的风吹过此地。", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "哇,这里的樱花树可真美啊!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "我要用尽全力无视墓碑上刻着[wave amp=30 freq=10]我们的名字[/wave]这一事实……", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "嗯,这片草甸挺可爱的。", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "这里的空气闻起来相当心旷神怡,不是么?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "这片草甸很美,不是么?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]花瓣在空中飞舞……这地方可真漂亮啊……[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "此地风景极美,但切莫放松警惕。", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "嘶……但愿不会在这里冻感冒了!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "这里有点冷飕飕的,你说是吧?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "说实话,这里还挺冷的。", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "我从来没见过这样的蘑菇!还挺壮观的呢,你说是吧?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "真该带件大衣来……", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "我不会因冬日忽如其来而满腹怨言!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]这地方好冷……是不是我衣服穿少了……?[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "这些巨大的蘑菇确实增添了几分“毛骨悚然夜店”的氛围。", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "哥们儿,这些蘑菇可真大啊。", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "这些蘑菇真不错!我该给它们画个速写。", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]这些发光的蘑菇真好看……[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "那是蘑菇么?此地的动植物继续令我惊诧不已。", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "那上面刻着的是我的名字吗……?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "哟,这下可好,阴恻恻的墓碑,可真是个“好”兆头啊。", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "想令我们心怀恐惧,这等招数着实拙劣。别着了他的道。", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "那些刻着我们名字的阴森墓碑,真令我不太好受。", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]那块石碑上是不是刻着“阳光”……?[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "我们刚才掉了多深……?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "我们刚才掉了多深……?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "我们刚才掉了多深……?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "怎么回事……?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]刚才跌了好远……[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "刚才可真是惊心动魄……", + "PASSIVE_DUNGEON_MEADOW_FELIX": "我们现在到了哪里?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "这是在酝酿何等诡计?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "奇怪,这水是从哪里来的……", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "底下有水源吗?这水是从哪里来的?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "是灌溉渠么?不知道这水是从哪里流出来的呢?", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "这水是从地表流出来的,还是从其他地方流出来的?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]奇怪了,这水是从哪儿来的呢……[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "溪流……不知可否觅得其源头呢?", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "巡护队就是在这里获得的磁带!挺酷的吧?", + "PASSIVE_DUNGEON_MALL_FELIX": "在新威勒尔这里,置身于这样的大型建筑物中,感觉还挺奇怪的……", + "PASSIVE_DUNGEON_MALL_EUGENE": "在我原本的那个世界,整个国家到处都是这样的空置建筑物……", + "PASSIVE_DUNGEON_MALL_VIOLA": "如此广阔而又静寂的厅堂……", + "MEREDITH_PLATFORM_REACTION2_2.m": "我们努力撑过去吧。", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "镇民们过去似乎曾在这底下挖矿……", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]这地方感觉空荡荡的……[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "我敢说这底下铁定有强悍难缠的怪物。哥们儿,保持警惕。", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "这洞窟曾经是某种矿洞吧?这里看起来也有过辉煌的日子,只不过今非昔比了。", + "PYLON_HINT_MEREDITH1.m": "唔,看起来无路可走了。[pause]不过我在想……", + "PYLON_HINT_MEREDITH2": "你见到上面那个蓝盒子了吗?[pause]岛上到处都能见到这样的东西,它们会产生持续的磁吸力。", + "PYLON_HINT_MEREDITH1.n": "唔,看起来无路可走了。[pause]不过我在想……", + "PYLON_HINT_MEREDITH1.f": "唔,看起来无路可走了。[pause]不过我在想……", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "这块石头上有很深的裂痕。我看你可以一个猛冲,把这石头震得粉碎!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "这块方岩看起来伤痕累累,恐怕一个猛冲就能将它打碎。", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "这块方岩看起来伤痕累累,恐怕一个猛冲就能将它打碎。", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "那块石头上遍布裂痕,你一个猛冲就能令它四分五裂!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "这块方岩看起来伤痕累累,恐怕一个猛冲就能将它打碎。", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "此岩已今非昔比,我相信以足够的力量敲击,就能将其破开。", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "那块石头看起来伤痕累累,我看只要速度够快,就能一击将石头打个粉碎。", + "PASSIVE_PYLON_KAYLEIGH": "这座电塔的电池泛着奇怪的光芒。{player},我觉得你可以在这里发动电磁感应技能!", + "PASSIVE_PYLON_MEREDITH.m": "那座电塔看起来很有磁性。不如试着在电塔下发动你的磁力技能吧?", + "PASSIVE_PYLON_MEREDITH.f": "那座电塔看起来很有磁性。不如试着在电塔下发动你的磁力技能吧?", + "PASSIVE_PYLON_EUGENE": "那个挂在木柱上的蓝盒子看起来很有磁性,不觉得吗?", + "PASSIVE_PYLON_MEREDITH.n": "那座电塔看起来很有磁性。不如试着在电塔下发动你的磁力技能吧?", + "PASSIVE_PYLON_FELIX": "{player},我觉得你可以在那座电塔附近发动你的磁力技能。", + "KAYLEIGH_STATION_REACTION2": "又是一座老旧地铁站……我还没忘记我们[wave amp=30 freq=10]第一次[/wave]发现这类地铁站的情形呢。", + "PASSIVE_PYLON_VIOLA": "那金属物件有着奇特的蓝色光晕。{player},你是否也见着了?", + "KAYLEIGH_STATION_REACTION3": "我已经开始习惯这些尘封的老旧地铁站了。不过,站内的一片死寂依旧相当毛骨悚然。", + "MEREDITH_STATION_REACTION1": "呃,[pause]这岛上是有地铁线网吗?我猜这地方已经存在[wave amp=30 freq=10]好一阵子[/wave]了……", + "MEREDITH_STATION_REACTION2": "又是地铁站?不知道这些都是谁建的呢。", + "MEREDITH_STATION_REACTION3A": "这些地铁站透着股诡异。它们看起来[wave amp=30 freq=10]几乎[/wave]和人工建造的差不多,但是[wave amp=30 freq=10]感觉[/wave]不太对劲。", + "MEREDITH_STATION_REACTION3B": "你明白我的意思么,{player}?", + "EUGENE_STATION_REACTION1": "什么?![pause]这是[shake rate=30 level=10]地铁站[/shake]吗?!从来没有人提过新威勒尔还有[b]这样[/b]的地方啊!", + "EUGENE_STATION_REACTION2": "又是地铁站?这座岛无疑隐含某些秘密……", + "EUGENE_STATION_REACTION3": "妈耶,我们恐怕是时隔多年后第一批踏入这里的人……", + "FELIX_STATION_REACTION3": "又是一座古老的地铁站。肯定是发生了什么事,才导致这些地铁站近期纷纷浮现,对吧?", + "FELIX_STATION_REACTION1": "等等,这是地铁站?镇上从来没有人提到过这样的地方啊……大家都不知道有这么一回事吗?", + "FELIX_STATION_REACTION2": "这些地铁站真让我寒毛直竖。我总感觉我们不应该出现在这里……", + "VIOLA_STATION_REACTION1": "这地方似乎并不欢迎我们的到来……这种感觉比这座怪岛的其他地方更加强烈。", + "VIOLA_STATION_REACTION2": "此处空气凝重,令我难以呼吸。此地已沉睡许久,我能感觉得到。", + "VIOLA_STATION_REACTION3": "又是这般古老且奇特之地。{player},此处不宜久留。", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]这地方……总感觉跟新威勒尔其他地方不一样……[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]又是这种奇怪的地底隧道……[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]这些奇怪的设施……该不会比岛上的其他东西出现得都要早吧?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "这地方的压力[shake rate=30 level=10]大得惊人[/shake]……莫甘特第一次出现时,就是这种感觉……", + "KAYLEIGH_PLATFORM_REACTION1_2": "就像是空气中传来[shake rate=30 level=10]相当[/shake]嘈杂响亮的噪音,但肉耳无法听见……", + "MEREDITH_PLATFORM_REACTION1_1": "这地方到底有什么[b]不对劲[/b]?[pause]感觉像是有东西在把我往反方向[wave amp=30 freq=10]推[/wave]……", + "KAYLEIGH_PLATFORM_REACTION2_1": "又是这种感觉。就像大脑中有无线电杂音……", + "KAYLEIGH_PLATFORM_REACTION2_2": "空气里弥漫着金属的味道……光是站在这里,都让我头痛欲裂……", + "KAYLEIGH_PLATFORM_REACTION3_1": "又是那种氛围……", + "KAYLEIGH_PLATFORM_REACTION3_2": "我现在开始习惯这种感觉了,但依旧让我的头疼得不行……", + "MEREDITH_PLATFORM_REACTION1_2": "脑海中就像有电视的干扰杂音……", + "VIOLA_PLATFORM_REACTION1_1.f": "{player},此地不宜久留。脚下的地板亦在呐喊:此地并不欢迎我们。", + "MEREDITH_PLATFORM_REACTION2_1": "那种[wave amp=30 freq=10]诡异[/wave]的感觉又来了……依旧很难受。", + "MEREDITH_PLATFORM_REACTION2_2.n": "我们努力撑过去吧。", + "MEREDITH_PLATFORM_REACTION2_2.f": "我们努力撑过去吧。", + "MEREDITH_PLATFORM_REACTION3_2": "关键就在于忽略脑袋上那种快要[wave amp=30 freq=10]爆炸[/wave]的感觉。", + "MEREDITH_PLATFORM_REACTION3_1": "我觉得自己慢慢开始习惯进入这些地铁站的感受了。", + "EUGENE_PLATFORM_REACTION1_1": "你感受到了吗,{player}?就像是我[wave amp=30 freq=10]听不见[/wave]无线电杂音,[pause]但却能[wave amp=30 freq=10]感觉到[/wave]……", + "EUGENE_PLATFORM_REACTION2_1": "那种诡异的氛围又来了……你感受到了吗?", + "EUGENE_PLATFORM_REACTION1_2": "难受死了……", + "EUGENE_PLATFORM_REACTION2_2": "简直让我牙痒痒……", + "EUGENE_PLATFORM_REACTION3_1": "啊,那种[wave amp=30 freq=10]痛苦的氛围[/wave]又来了。一有这种感觉,就意味着绝无好事发生。", + "EUGENE_PLATFORM_REACTION3_2": "哥们儿,保持警惕。", + "FELIX_PLATFORM_REACTION1_1": "天哪,那噪音是什么?[pause]怎么说呢,这并不是人耳能听见的噪音,[pause]而像是空气中有什么不对劲……", + "FELIX_PLATFORM_REACTION2_2": "身处这里,真的很难[wave amp=30 freq=10]思考[/wave]。[pause]你明白我什么意思吧?", + "FELIX_PLATFORM_REACTION1_2": "这地方感觉[wave amp=30 freq=10]非常[/wave]不适合逗留……", + "FELIX_PLATFORM_REACTION2_1": "又是那种[wave amp=30 freq=10]气场[/wave]。让我手臂上的汗毛都竖起来了。", + "FELIX_PLATFORM_REACTION3_1": "空气中又一次充满了那种[wave amp=30 freq=10]非常令人不快的感觉[/wave]。不过事到如今,我起码已经有点习惯了。", + "FELIX_PLATFORM_REACTION3_2": "……不,还是当我没说吧。我看我[wave amp=30 freq=10]这辈子[/wave]都习惯不了这种感觉。", + "VIOLA_PLATFORM_REACTION1_1.m": "{player},此地不宜久留。脚下的地板亦在呐喊:此地并不欢迎我们。", + "VIOLA_PLATFORM_REACTION1_2": "你难道感觉不到么?倒错感在空中徘徊不去,令人难以呼吸。", + "VIOLA_PLATFORM_REACTION1_1.n": "{player},此地不宜久留。脚下的地板亦在呐喊:此地并不欢迎我们。", + "VIOLA_PLATFORM_REACTION2_1": "那受了诅咒的感觉再次浮现,{player},令我如坠恐惧之深井。", + "VIOLA_PLATFORM_REACTION2_2": "若继续前行,便有如涉浅水渐入深海……", + "VIOLA_PLATFORM_REACTION3_1": "我已慢慢对此地不祥的敌视习以为常。毕竟,此前我们不是曾勇闯数次么?", + "VIOLA_PLATFORM_REACTION3_2": "是的,我们必须勇往直前。这般不快氛围,尚不能阻止我前进。", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "让我回想起和莫甘特战斗时的那种恐怖了……[pause]仿佛看它的方式[wave amp=30 freq=10]完全错了[/wave]……", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]{player},这地方总感觉怪难受的……[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]{player},这地方给我的感觉……很不舒服……[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]我们还是尽快离开吧,好吗……?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]但愿我们不用在这里待太久……[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]那种感觉又出现了……呃啊啊……[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]还是别在这拖延太久吧,{player}……[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "是[shake rate=30 level=10]大天使[/shake]……", + "KAYLEIGH_ARCHANGEL_REACTION2": "又是大天使……和其他大天使一样,光是盯着它看都令人[shake rate=30 level=10]痛苦[/shake]……", + "KAYLEIGH_ARCHANGEL_REACTION3": "是[shake rate=30 level=10]大天使[/shake]!{player},警戒!", + "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]那、那是什么?![/shake][pause]为什么它看上去那么……[shake rate=30 level=10]离谱?![/shake]", + "MEREDITH_ARCHANGEL_REACTION1_2": "光是盯着它看,都让我头痛欲裂……[pause]{player},那是[shake rate=30 level=10]大天使[/shake],[pause]对吧……?", + "MEREDITH_ARCHANGEL_REACTION2_2": "我要再说一遍,[pause]它看起来……[pause]看起来像是[shake rate=30 level=10]我不应看见的东西[/shake]。", + "MEREDITH_ARCHANGEL_REACTION2_1": "又、又是大天使……", + "EUGENE_ARCHANGEL_REACTION1_2": "我猜,这是[wave amp=30 freq=10]大天使[/wave]吧?", + "EUGENE_ARCHANGEL_REACTION1_1": "什么——[pause]怎么——[pause]那[wave amp=30 freq=10]东西[/wave]怎么会……[wave amp=30 freq=10]那副样子[/wave]?![pause]我的大脑就要承受不住了……", + "MEREDITH_ARCHANGEL_REACTION3": "啊,[pause]是大天使。[pause]我们这是又遇上[wave amp=30 freq=10]麻烦[/wave]了吧?", + "FELIX_ARCHANGEL_REACTION1_1": "我、我从来没有见过这样的东西……[pause]这是怎么一回事,{player}……?[pause]为什么它是[shake rate=30 level=10]那副样子[/shake]?!", + "EUGENE_ARCHANGEL_REACTION2": "又是大天使![pause]恶,[pause]光是看着它,都让我觉得它[wave amp=30 freq=10]不应出现在这里[/wave]……", + "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]是大天使![/shake][pause]{player},做好准备!", + "FELIX_ARCHANGEL_REACTION1_2": "这肯定是[shake rate=30 level=10]大天使[/shake]……", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "……老大,我跟你说,新来的这个实习巡护员很有两把刷子!", + "FELIX_ARCHANGEL_REACTION2_1": "又是大天使!光是盯着它看,都需要鼓足勇气。我全身上下都在朝我[shake rate=30 level=10]尖叫[/shake]快把头转开。", + "FELIX_ARCHANGEL_REACTION2_2": "怎么说呢,它看起来好像有点[wave amp=30 freq=10]歪斜[/wave],不是么?", + "FELIX_ARCHANGEL_REACTION3": "我[wave amp=30 freq=10]这辈子[/wave]都不会习惯见到大天使的感觉……", + "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]此精灵![/shake]我从未见过如此造物……[pause]此物似乎[shake rate=30 level=10]不应当[/shake]存于此界。", + "VIOLA_ARCHANGEL_REACTION1_2": "单是[shake rate=30 level=10]看向[/shake]此物,都顿觉其邪魔外道。", + "VIOLA_ARCHANGEL_REACTION2": "又一有违一切理性思想的精灵!我[shake rate=30 level=10]几乎无法[/shake]正视此灵……", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "……老大,我跟你说,新来的这个实习巡护员很有两把刷子!", + "VIOLA_ARCHANGEL_REACTION3": "{player}——又一[shake rate=30 level=10]堕落精灵[/shake]!亦即你口中的“大天使”。", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "……老大,我跟你说,新来的这个实习巡护员很有两把刷子!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "我们几兄弟可谓[wave amp=30 freq=10]惊掉下巴[/wave]!我在我那场对战中简直被吊打了。", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "瓦莱斯,一个实习巡护员竟然能让你发出这样的感叹,少有啊!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "瓦莱斯,一个实习巡护员竟然能让你发出这样的感叹,少有啊!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "毕竟实习巡护员的战斗试炼其实不常有。我平日的“砌砖墙”考验,完全及不上战斗试炼那么激动人心……", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "瓦莱斯,一个实习巡护员竟然能让你发出这样的感叹,少有啊!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "说到这里,我的午休时间结束了!得回去继续开工啰——回见啦,老大!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "……拜托,埃安忒!你就跟我说说嘛,你来新威勒尔之前的生活是怎么样的?", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "这么说吧……[pause]我的工作有点类似于侦探。", + "TOWN_HALL_SKIP_EVENT_SKIP3": "哇![pause]那你是不是经常要帮别人找失物啊?异界人似乎拥有[wave amp=30 freq=10]许多[/wave]物件,那肯定会把东西忘这儿忘那儿吧?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "老实说,我的工作往往比你说的这些要稍微……[pause]高风险一点。", + "TOWN_HALL_SKIP_EVENT_SKIP5": "我该回去继续我的拾荒行动了,不过下一次见面时,你[wave amp=30 freq=10]一定[/wave]要跟我多说点!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "……坦白说吧埃安忒,我并不认为其他队长能[wave amp=30 freq=10]理解[/wave]。", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "理解……什么啊?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "就是[wave amp=30 freq=10]睡觉[/wave]这回事啊!我毕生钻研的事业!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "他们不知道梦境,[pause]不知道集体潜意识,[pause]也不知道这些是如何影响这整个地方的!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "说句真心话,我都开始怀疑大家是不是都以为我纯粹是个大懒虫了。", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "嗯,你[wave amp=30 freq=10]确实[/wave]是个大懒虫。", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "嘿嘿,我知道。", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "别理其他人。他们不必理解你的工作,只要尊重我提拔你为队长的决定就好。", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "别理其他人。他们不必理解你的工作,只要尊重我提拔你为队长的决定就好。", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "别理其他人。他们不必理解你的工作,只要尊重我提拔你为队长的决定就好。", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "老大,谢谢你的鼓励。", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "老大,谢谢你的鼓励。", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*哈欠*[pause]人与人之间的互动,真让人筋疲力竭。我看我还是回去闭闭眼睛吧。", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "老大,谢谢你的鼓励。", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "……我说真的,埃安忒。最新这批实习巡护员实在没什么本事。他们根本不懂,运用战术比单纯变身成最可怕的怪物[wave amp=30 freq=10]更加[/wave]重要。", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "新人都很热情,这就是个不错的开始。有谁比战术[wave amp=30 freq=10]大师[/wave]更适合教他们战斗的策略呢?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "嗯,那就把这一点教给他们啊,[pause]这不是你的职责吗?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "嘿嘿。我明白你的意思了。那我收回我的断言……", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "不过只是暂时。", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "可以理解。人类很……[pause]捉摸不透。[pause]不可预知。", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]……我单纯认为,要同情人类的困境实在太难。[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]……不,[pause]这我倒不认同。人类[wave amp=30 freq=10]并非[/wave]不可预知。事实上,要预知人类的行为是非常简单的。[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]人类无论在什么情形下,只要能获得哪怕是[wave amp=30 freq=10]一分一毫[/wave]的短期利益,就能为之作出[shake rate=30 level=10]最愚蠢[/shake]的决定。[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "克娄,很感谢你如此直白的分析!", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "人类普遍不会基于概率来下决定,而是会基于自己的感性来下决定。", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]我也一样啊!我的[wave amp=30 freq=10]感性[/wave]告诉我,人类[shake rate=30 level=10]天性[/shake]愚蠢,而且终将[shake rate=30 level=10]自掘坟墓![/shake][/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "好吧,不过在那发生之前,你为巡护队的辛勤效力依旧会受到重视。", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]嗯哼。[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "我们能有自来水和清洁能源,这简直是个奇迹。我有时担心这样的局面会发生变化,毕竟这个岛实在[wave amp=30 freq=10]不可预知[/wave]。", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "那看来小镇的境况并不差啰!多谢你的报告,利维。", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "……我的报告到此结束。我们的水力发电机都在全力运转。接下来的几年里,我们或许会需要新的零部件,但这都是小事。", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "别太担心了,队长!即便港口镇运势有变,巡护队也会尽力发挥作用的。", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "别太担心了,队长!即便港口镇运势有变,巡护队也会尽力发挥作用的。", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "别太担心了,队长!即便港口镇运势有变,巡护队也会尽力发挥作用的。", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "……老大,我跟你说,星界最近风云突变。所有幽灵都在谈论这件事。大家都在说,有[wave amp=30 freq=10]重量级选手[/wave]回归了!", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "谢谢你的这番话——[pause]当然,你说得对!", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "“所有幽灵”……?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "是啊![pause]星界有[wave amp=30 freq=10]形形色色[/wave]的鬼魂、阴魂和幻灵出没,不然你以为我从哪儿获得这么多优质情报啊?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "我姑且相信你吧!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "那好吧![pause]“暴走融合体”的现象近几个月确实有所增加。你近期也有见过空中漂浮着浓密的乌云吧?我得出结论,这些迹象表明怪物们正在[wave amp=30 freq=10]成群出动[/wave]。", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "那么,你有什么可以告诉我的?我想听听你的完整分析。", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "最近一次侦察任务中,我陷入了一大群啫喱巨骸的包围。它们虽然在数量上远胜于我,但我照样把它们都[wave amp=30 freq=10]劈倒[/wave]了!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "不过,我担心更多经验尚浅的巡护员会低估这些威胁,最终身陷致命的危险之中。或许我们应该把这些“怪物群”的消息传开去。", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "你太客气了!不过现在请恕我先行告辞,我还有更多工作要做。[wave amp=30 freq=10]黑暗势力[/wave]不会休息,所以我也不会。", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "那就这么做吧!剑兰,你的情报还是一如既往地宝贵。", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "……那你呢?你怀念大城市的生活吗?", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "这答案……[pause]有点超出我的预料啊,老大!", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "我知道我很怀念!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "大城市的生活无疑更[wave amp=30 freq=10]刺激[/wave]……不过并不代表那样的生活[wave amp=30 freq=10]更好[/wave]。", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "我这一生都生活在超级大都市里。我唯一见过的树木,都是在工厂里制造的。漫天星辰早已被摩天大楼及其霓虹外墙污染掩蔽。", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "生命的价值转瞬即逝,想在这么一个残酷的世界中活着,就必须将自己的精神淬炼得坚不可摧。", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "你可以想象,我刚[wave amp=30 freq=10]落到[/wave]这里时,可是花了很长时间才能适应这样的生活节奏!", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "这个好说!我可是曾经连着五年每周开一堂有氧运动课呢。要说有谁能胜任教练的位置,那自然[wave amp=30 freq=10]非我莫属[/wave]!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "我们甚至可以寓教于乐呢![pause]不如加几节[wave amp=30 freq=10]有氧舞蹈[/wave]?西比尔可以提供歌单!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "……我认为,巡护队应该多上些体能训练课程,一定会受益匪浅。", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "嗯,听起来是个不错的主意!你能胜任教练的话,当然再好不过了。", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "不妨考虑一下吧!你总是把[wave amp=30 freq=10]社区精神[/wave]挂在嘴边——还有什么能比每天[shake rate=30 level=10]共享听觉体验[/shake],更能团结我们出色的镇民呢?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "……如果我们在港口镇各处都安上扬声器,那么我就能立即向[wave amp=30 freq=10]整个镇子[/wave]播放音乐了!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "这不好说,西比尔。我看镇上的大家音乐口味相当多元化,这个决定恐怕会引发许多争议。", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "唔,我明白你的意思了。", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]这就对了嘛![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "……早知道大家会一直喊我“马侬”,我就应该早早改个酷一点的外号才对。[pause]比如“进程杀手”啊,[pause]又或者“欧兆字节”啊。", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "别丧气啊,我从来没有说要完全否决这个提议![pause]这样吧:要是哪天费辽挖出了完好无缺的高保真扬声器,那么我就在下一场市民中心会议上发起这个提议。", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "你喜欢叫什么,就直接改成什么呗。我就是这么做的。", + "TOWN_HALL_CODEY_EVENT_CODEY3": "等等……你原名不是叫埃安忒吗?!", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "对啊!在我以前那一行,选个化名来用会更安全——我相信你一定有共鸣。", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "“埃安忒”是希腊神话中一位水女神的名字。我当时需要在紧急关头选个名字,觉得这名字挺好听的,就这么拿来用了。", + "TOWN_HALL_CODEY_EVENT_CODEY6": "哈,你身上的秘密还真不少嘛?", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "多的我就不说了!", + "LENNA_ENCOUNTER_LENNA1.n": "你——[pause]是否自称英雄?这一角色可是一顶沉重的王冠。你真的做好准备了吗?", + "LENNA_ENCOUNTER_LENNA1.f": "你——[pause]是否自称英雄?这一角色可是一顶沉重的王冠。你真的做好准备了吗?", + "LENNA_ENCOUNTER_LENNA1.m": "你——[pause]是否自称英雄?这一角色可是一顶沉重的王冠。你真的做好准备了吗?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "呃,你是在对{player}说话吗?这人可是[wave amp=30 freq=10]相当[/wave]英雄噢!", + "LENNA_ENCOUNTER_MEREDITH2.m": "呃,“做好准备”是指什么准备?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "呃,你是在对{player}说话吗?这人可是[wave amp=30 freq=10]相当[/wave]英雄噢!", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "呃,你是在对{player}说话吗?这人可是[wave amp=30 freq=10]相当[/wave]英雄噢!", + "LENNA_ENCOUNTER_MEREDITH2.f": "呃,“做好准备”是指什么准备?", + "LENNA_ENCOUNTER_FELIX2": "这对话一上来就谜团重重啊。请继续说下去吧。", + "LENNA_ENCOUNTER_EUGENE2": "我觉得{player}和我可以说是[wave amp=30 freq=10]相当[/wave]平等地共同担起了“英雄”这个角色。", + "LENNA_ENCOUNTER_MEREDITH2.n": "呃,“做好准备”是指什么准备?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player},对面好像是在对着你说话……[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "烦请有话直说。", + "LENNA_ENCOUNTER_LENNA2.m": "不,我并未感应到你是英雄。", + "LENNA_ENCOUNTER_LENNA3.n": "来考考你的武力[wave amp=30 freq=10]和[/wave]武器吧!", + "LENNA_ENCOUNTER_LENNA2.f": "不,我并未感应到你是英雄。", + "LENNA_ENCOUNTER_LENNA3.m": "来考考你的武力[wave amp=30 freq=10]和[/wave]武器吧!", + "LENNA_ENCOUNTER_LENNA2.n": "不,我并未感应到你是英雄。", + "LENNA_ENCOUNTER_LENNA3.f": "来考考你的武力[wave amp=30 freq=10]和[/wave]武器吧!", + "LENNA_ENCOUNTER_LENNA5.m": "我名叫莱娜。来吧英雄,[shake rate=30 level=10]让我见识见识你的本事[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "准备好了吗?", + "LENNA_ENCOUNTER_LENNA4.f": "准备好了吗?", + "LENNA_ENCOUNTER_LENNA4.n": "准备好了吗?", + "LENNA_ENCOUNTER_LENNA6.m": "好吧,我认输了。陌生人,打得不错。", + "LENNA_ENCOUNTER_LENNA5.f": "我名叫莱娜。来吧英雄,[shake rate=30 level=10]让我见识见识你的本事[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "我名叫莱娜。来吧英雄,[shake rate=30 level=10]让我见识见识你的本事[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "好吧,我认输了。陌生人,打得不错。", + "LENNA_ENCOUNTER_KAYLEIGH7": "请别误会,但作为一个人类,你似乎[wave amp=30 freq=10]相当[/wave]难对付。你该不会是……大天使吧?", + "LENNA_ENCOUNTER_LENNA6.n": "好吧,我认输了。陌生人,打得不错。", + "LENNA_ENCOUNTER_MEREDITH7": "我不认为人类能战斗得[wave amp=30 freq=10]如此[/wave]出色。摊牌吧——你是大天使吧?", + "LENNA_ENCOUNTER_EUGENE7": "喂,[pause]别跟我们装傻——你是大天使吧?普通人类哪有可能那么强!", + "LENNA_ENCOUNTER_FELIX7": "我要直接发问了——你是大天使吧?刚才那场对战,给我强烈的“大天使”既视感。", + "LENNA_ENCOUNTER_VIOLA7": "我认为你并未对我们开诚布公,“莱娜”。", + "LENNA_ENCOUNTER_7_OPTION1": "你是大天使吗,莱娜?", + "LENNA_ENCOUNTER_LENNA8": "我是。或者说,我曾经是。我猜现在也依然是。[pause]总之说来话长。", + "LENNA_ENCOUNTER_LENNA9": "不过,我现在以人类的身份生活。", + "LENNA_ENCOUNTER_7_OPTION2": "唔,你是大天使吧?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "还能这么做……?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "这怎么可能啊?", + "LENNA_ENCOUNTER_LENNA10": "为什么不能呢?[pause]我们又不受出身的约束——[wave amp=30 freq=10]曾经[/wave]是谁并不重要,重要的是我们当下选择成为谁。", + "LENNA_ENCOUNTER_MEREDITH16": "哦,好吧。那你就只是短暂来访新威勒尔么?", + "LENNA_ENCOUNTER_MEREDITH11": "唔,我想这也说得通。", + "LENNA_ENCOUNTER_KAYLEIGH11": "说得对!这点我[wave amp=30 freq=10]完全[/wave]同意你!", + "LENNA_ENCOUNTER_FELIX11": "我完全同意。", + "LENNA_ENCOUNTER_EUGENE11": "有道理。我不能因为你的身份而指责你。", + "LENNA_ENCOUNTER_LENNA12": "你或许不会相信,我其实是个[wave amp=30 freq=10]学校教师[/wave]。我来这里的任务就是考验你,而你刚才以出色的成绩通过了这场考试!", + "LENNA_ENCOUNTER_VIOLA11": "是的,我倾向于同意。", + "LENNA_ENCOUNTER_LENNA13": "啊,我忘了问你叫什么名字……", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "我叫{player}!", + "LENNA_ENCOUNTER_LENNA14.m": "{player},很高兴能与你一决高下!你无疑是当“英雄”的料子。", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "有的人称我为{player}。", + "LENNA_ENCOUNTER_LENNA15": "好吧,我现在该走了。琥珀女士答应了我,等我结束这里的任务,她就会捎带我一程回家;而我也跟佩姬交待过,我不会离开[wave amp=30 freq=10]太[/wave]久的。", + "LENNA_ENCOUNTER_KAYLEIGH18": "这座岛上似乎总有许多有趣的人造访,不是么?", + "LENNA_ENCOUNTER_LENNA14.n": "{player},很高兴能与你一决高下!你无疑是当“英雄”的料子。", + "LENNA_ENCOUNTER_LENNA14.f": "{player},很高兴能与你一决高下!你无疑是当“英雄”的料子。", + "LENNA_ENCOUNTER_KAYLEIGH16": "噢!琥珀女士显然认识很多人呢,对吧……?", + "LENNA_ENCOUNTER_EUGENE16": "什么?!你来新威勒尔,就只是为了这么一件[wave amp=30 freq=10]小差事[/wave]?", + "LENNA_ENCOUNTER_VIOLA16": "可以看出,你也渴望回到所爱之人身边!我们就不强留你了。", + "LENNA_ENCOUNTER_FELIX16": "你来新威勒尔纯粹是为了完成任务么?那还真不简单。", + "LENNA_ENCOUNTER_LENNA17": "{player},期待下次再见!", + "LENNA_ENCOUNTER_MEREDITH18": "可恶,我还没来得及问她,她头上的到底是真兽角,还是只不过是头发呢。", + "LENNA_ENCOUNTER_FELIX18": "这座岛上真是从来没有乏味的时刻,是吧?", + "LENNA_ENCOUNTER_EUGENE18": "她铁定也认为我是“当英雄的料子”……只不过忘记大声说出口罢了。", + "LENNA_ENCOUNTER_VIOLA18": "别了,未知之境的莱娜。", + "HARBOURTOWN_FLORIST_NAME": "焦虑的巡护员", + "HARBOURTOWN_FLORIST1_OPTION1": "是!", + "HARBOURTOWN_FLORIST1": "打扰一下,请问你是巡护队的人吗?", + "HARBOURTOWN_FLORIST1_OPTION2": "不是!", + "HARBOURTOWN_FLORIST2": "那好,太棒了!我也是[wave amp=30 freq=10]巡护员同行[/wave]——呃,实习巡护员应该也算吧。不知道你能不能帮我一把?", + "HARBOURTOWN_FLORIST1_NO": "噢,那好吧。", + "HARBOURTOWN_KAYLEIGH9": "对!要我说,小镇现在看起来又漂亮了一丁点!", + "HARBOURTOWN_FLORIST3": "我这儿有一些幼苗,是派珀夫妇在自家农场种出来的,非常适合用来美化城镇。", + "HARBOURTOWN_FLORIST4": "但是,我……不太擅长做决定。哪种植物看起来效果最好呢?实在花样太多了!", + "HARBOURTOWN_FLORIST5": "我在镇上各处留了好些花箱,你能帮帮巡护员同行,在那些花箱里种下几株幼苗吗?", + "HARBOURTOWN_FLORIST5_OPTION1": "当然可以!", + "HARBOURTOWN_FLORIST5_OPTION2": "现在不行。", + "HARBOURTOWN_FLORIST5_NO": "好吧!那也没事。只是……你要是改变主意了,应该知道可以到哪里找我吧!", + "HARBOURTOWN_FLORIST6": "谢谢你!来,这些幼苗就交给你了……", + "HARBOURTOWN_FLORIST11": "要做的选择太多,简直要把我吓呆了!", + "HARBOURTOWN_FLORIST7": "我在镇上各处安放了14个花箱。等你把这些花箱都栽满了,就来跟我说一声吧!", + "HARBOURTOWN_FLORIST8": "噢,你们完成任务了?", + "HARBOURTOWN_MEREDITH9": "是的,我们成功地将小镇的“花哨”评级提高了几个点。", + "HARBOURTOWN_EUGENE9.m": "没错!我负责提供精神上的支持,脏活累活则是{player}负责的。", + "HARBOURTOWN_EUGENE9.n": "没错!我负责提供精神上的支持,脏活累活则是{player}负责的。", + "HARBOURTOWN_EUGENE9.f": "没错!我负责提供精神上的支持,脏活累活则是{player}负责的。", + "HARBOURTOWN_FELIX9": "可以这么说,现在的小镇看起来又美好了一点。", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]任务完成!这下港口镇可真是空前的美呢……![/wave]", + "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]实在非常感谢![/shake]要做的选择太多,简直要把我吓呆了!为了感谢你的帮忙,请收下这份礼物吧!", + "HARBOURTOWN_VIOLA9": "任务确实业已完成——而小镇亦因此锦上添花。", + "GAUNTLET_INTRO_MAGIKRAB1.m": "啊,{player}——正是我想见的人类!我给你留了个……大好机会!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "啊,{player}——正是我想见的人类!我给你留了个……大好机会!", + "GAUNTLET_INTRO_MAGIKRAB2": "你也知道,梅林线并不单单存在于这座岛上。这些列车会经过诸多尚未显现的[wave amp=30 freq=10]潜在[/wave]世界,无休止地穿行于人类连通宙!", + "GAUNTLET_INTRO_MAGIKRAB1.n": "啊,{player}——正是我想见的人类!我给你留了个……大好机会!", + "GAUNTLET_INTRO_MAGIKRAB4": "虽然从外表上看,这些住民和普通人类或磁带怪物别无二致,但实际上却和你此前遇到的都不一样。它们只存在于[wave amp=30 freq=10]可能之中[/wave],因此不具备真实性,也不遵循现实世界的准则。", + "GAUNTLET_INTRO_MAGIKRAB3": "当然,这些[wave amp=30 freq=10]潜在[/wave]世界也有各自的[wave amp=30 freq=10]潜在[/wave]住民,而有些住民还试图登上列车搭上一程呢!", + "GAUNTLET_INTRO_MAGIKRAB5": "但是,正如人的潜能有时候大过于其实际能力,这些潜在生灵所拥有的力量,通常也会远远超出你所遇见的真实个体。", + "GAUNTLET_INTRO_MAGIKRAB6": "虽说这点小事对于伟大的梅林线而言不足为奇,但对于[wave amp=30 freq=10]我[/wave]来说可是相当不便。通勤路上还是安生点的好。", + "GAUNTLET_INTRO_MAGIKRAB7": "我这晶莹剔透的明眸告诉我,巡护队正想多找点“融合原料”,是吗?", + "GAUNTLET_INTRO_MAGIKRAB8": "这样的话,我想提出个交换条件:你帮忙清理几节车厢,打击一下这些[wave amp=30 freq=10]得寸进尺[/wave]的潜在生灵,我就给你一些“融合原料”。你看怎么样?", + "GAUNTLET_CAFE_HINT.v1.f": "小贴士一则:老是过不了某节车厢吗?我可以为你刷新试炼场——只要退出试炼场,跟我说一声就好!这会再次随机刷新对手,并更改那节车厢的所有限制条件。", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "成交!", + "GAUNTLET_INTRO_MAGIKRAB9": "妙极了!不如就把这次当作是[wave amp=30 freq=10]特训[/wave]吧?这样才好玩嘛!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "应该没问题……?", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "{player},万事小心为上哦!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "瞧你这眼神,应该是在外头遇到了些新的对手吧。你不介意的话,我可以给试炼场来个大换血,把你的新对手也加进去!", + "GAUNTLET_ENTER_MAGIKRAB1": "全体上车!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "{player},万事小心为上哦!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "{player},万事小心为上哦!", + "GAUNTLET_CAFE_MAGIKRAB1": "{player},你的进度我都有好好记录下来。你想离开试炼场也无妨,下次可以直接从这里开始!", + "GAUNTLET_CAFE_MAGIKRAB2": "怎么啦,{player}?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "不好意思,目前还没什么可以领取的。你得先赢下几场对战才行!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "我想备点货。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "如果你积攒了很多奖励尚未领取,钱直接从那里面扣也是可以的哦。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "我想领取奖励。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "直接从你进来的那扇门离开就行!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "那你的连胜纪录就要从头来过了哦,确定吗?", + "GAUNTLET_CAFE_HINT.v2.f": "小贴士一则:注意下一节车厢中生效的限制条件。强化限制条件会让你的对手变强,而弱化限制条件会让你自己的队伍变弱。别盲目冲进下一场对战,一定要事先做好计划!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "那你的连胜纪录就要从头来过了哦,确定吗?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "那你的连胜纪录就要从头来过了哦,确定吗?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "我想打开磁带收纳格。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "我要离开。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "直接从你进来的那扇门离开就行!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "直接从你进来的那扇门离开就行!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "没什么。", + "GAUNTLET_CAFE_HINT.v1.m": "小贴士一则:老是过不了某节车厢吗?我可以为你刷新试炼场——只要退出试炼场,跟我说一声就好!这会再次随机刷新对手,并更改那节车厢的所有限制条件。", + "GAUNTLET_CAFE_HINT.v2.m": "小贴士一则:注意下一节车厢中生效的限制条件。强化限制条件会让你的对手变强,而弱化限制条件会让你自己的队伍变弱。别盲目冲进下一场对战,一定要事先做好计划!", + "GAUNTLET_CAFE_HINT.v2.n": "小贴士一则:注意下一节车厢中生效的限制条件。强化限制条件会让你的对手变强,而弱化限制条件会让你自己的队伍变弱。别盲目冲进下一场对战,一定要事先做好计划!", + "GAUNTLET_CAFE_HINT.v1.n": "小贴士一则:老是过不了某节车厢吗?我可以为你刷新试炼场——只要退出试炼场,跟我说一声就好!这会再次随机刷新对手,并更改那节车厢的所有限制条件。", + "GAUNTLET_CAFE_HINT.v3.m": "小贴士一则:囤好作战所需的物品!你永远不知道下一节车厢要面对什么样的对手,所以最好未雨绸缪,以免被打个措手不及。疗药等物品也可以助你应对残酷的限制条件!", + "GAUNTLET_CAFE_HINT.v5": "小贴士一则:连续赢下对战,但是不领取奖励、不离开试炼场,就能增加连胜次数。连胜次数越多,每场对战能获得的奖励也越高。努力拔高连胜次数,朝着最丰厚的奖赏拼搏吧!", + "GAUNTLET_CAFE_HINT.v4": "小贴士一则:别忘了领取奖励!一旦挑战失败,或者离开试炼场,所有尚未领取的奖励都会永久丢失。", + "GAUNTLET_CAFE_FLAVOR.v6": "小贴士一则:时间就是一台引擎,轰隆间便将许多个潜在的未来转化成单个看得见摸得着的现在。往昔只不过是当下的记忆,而历史都是人类学者凭空捏造的故事。偶尔走出时间洪流歇息一下吧!你们人类有时候实在太沉浸其中了。", + "GAUNTLET_CAFE_HINT.v3.f": "小贴士一则:囤好作战所需的物品!你永远不知道下一节车厢要面对什么样的对手,所以最好未雨绸缪,以免被打个措手不及。疗药等物品也可以助你应对残酷的限制条件!", + "GAUNTLET_CAFE_HINT.v3.n": "小贴士一则:囤好作战所需的物品!你永远不知道下一节车厢要面对什么样的对手,所以最好未雨绸缪,以免被打个措手不及。疗药等物品也可以助你应对残酷的限制条件!", + "GAUNTLET_CAFE_HINT.v9": "小贴士一则:使用稀有及罕见贴纸,能在面对对手时占尽优势。有需要的话,也可以暂时离开试炼场,用奖励来购买贴纸。[pause]噢,[pause]对了,[pause]我听说巡护员威玛推出了一项新服务,可以将稀有及罕见贴纸的最优属性混合在一起……", + "GAUNTLET_CAFE_HINT.v7": "小贴士一则:要当心[img=38]res://ui/icons/map_markers/miniboss.png[/img]头目车厢。这些车厢比前面的都要难得多,说不定要反复挑战几次才能通关!", + "GAUNTLET_CAFE_HINT.v6": "小贴士一则:觉得试炼场过于简单?我可以帮忙调高难度,只要退出试炼场跟我说一声就行!在更高难度下赢得对战,就能获得更多奖励。", + "GAUNTLET_CAFE_HINT.v8": "小贴士一则:优化队伍。有时候,想要赢一场久攻不下的对战,其实只要细心挑选新磁带和贴纸就行。", + "GAUNTLET_CAFE_HINT.v10": "小贴士一则:打过第50节车厢后,试炼场就会循环出现同一批对手(同时也加入一些新对手),只不过难度会更高。你的人类对手会拥有更多磁带,大天使对手则会拥有更多招式,同时还会有更多限制条件即刻生效!", + "GAUNTLET_CAFE_HINT.v11": "小贴士一则:在试炼场外遇到了新对手?来跟我说一声,就可以刷新试炼场,把这些新对手也加入到对战池中!", + "GAUNTLET_CAFE_HINT.v13.m": "小贴士一则:某些对手[b]只能[/b]在试炼场中找到。我不会剧透具体有哪些对手,或者有多少对手;答案要靠你自己寻找!", + "GAUNTLET_CAFE_HINT.v12": "小贴士一则:进入在线模式,带个好友进试炼场。虽然你们不能融合,但会有更多磁带任你取用,而这就足以逆转战局!", + "GAUNTLET_CAFE_FLAVOR.v2": "小贴士一则:你目前身处的这趟列车无限延伸。也就是说,你永远也到不了车头的引擎室!", + "GAUNTLET_CAFE_HINT.v13.n": "小贴士一则:某些对手[b]只能[/b]在试炼场中找到。我不会剧透具体有哪些对手,或者有多少对手;答案要靠你自己寻找!", + "GAUNTLET_CAFE_HINT.v13.f": "小贴士一则:某些对手[b]只能[/b]在试炼场中找到。我不会剧透具体有哪些对手,或者有多少对手;答案要靠你自己寻找!", + "GAUNTLET_CAFE_FLAVOR.v1": "小贴士一则:要是对手开始出现自我觉醒的苗头,那可就要小心了。潜在生灵的自我具现非常危险,分分钟打破实力平衡,让场面彻底失控。", + "GAUNTLET_CAFE_FLAVOR.v3": "小贴士一则:一天最好刷两次牙。人类只有两组牙齿,而大部分成年人已经换走了一整组牙。也就是说,你的下半辈子就全靠余下的这组牙齿陪你熬了!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "小贴士一则:你有没想过,自己到底是否真实存在呢?毕竟,这趟列车就满载着只存在于可能性之中的生灵,那么我们又凭什么认为你我会是例外呢?好了,快把思绪列车截停下来。倘若你真实存在,那么思考这个问题毫无意义;但倘若你并非真实,那么提出这个质疑可是十分危险哦。", + "GAUNTLET_CAFE_FLAVOR.v4.f": "小贴士一则:你有没想过,自己到底是否真实存在呢?毕竟,这趟列车就满载着只存在于可能性之中的生灵,那么我们又凭什么认为你我会是例外呢?好了,快把思绪列车截停下来。倘若你真实存在,那么思考这个问题毫无意义;但倘若你并非真实,那么提出这个质疑可是十分危险哦。", + "GAUNTLET_CAFE_FLAVOR.v8.f": "小贴士一则:{player},你回到原本的世界时,要是发现了“大天使”的影踪,我会建议你多加提防。这些灵体即使是出于好心建议,也可能造成无法想象的伤害,而这纯粹是因为你们人类的……[pause]思维回路不太一样。[pause]怎么,不服气?但你们[b]确实[/b]有对不理解的事物顶礼膜拜的陋习啊。", + "GAUNTLET_CAFE_FLAVOR.v4.n": "小贴士一则:你有没想过,自己到底是否真实存在呢?毕竟,这趟列车就满载着只存在于可能性之中的生灵,那么我们又凭什么认为你我会是例外呢?好了,快把思绪列车截停下来。倘若你真实存在,那么思考这个问题毫无意义;但倘若你并非真实,那么提出这个质疑可是十分危险哦。", + "GAUNTLET_CAFE_FLAVOR.v5": "小贴士一则:光阴之箭只会向前飞逝。别执迷于过去的错误,转而专注于未来做好决策吧。", + "GAUNTLET_CAFE_FLAVOR.v7": "小贴士一则:人类才[b]刚刚脱离[/b]襁褓期,所以别太纠结于其他人的错误,他们只是还没能吸取教训罢了。你们是一类拥有几亿个体的部落猿猴,生活和工作都基本仰赖于跟他人和平共处!大自然确实只赐给你们一套二流的基础本能,但是瞧瞧你们如今走了多远啊!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "小贴士一则:{player},你回到原本的世界时,要是发现了“大天使”的影踪,我会建议你多加提防。这些灵体即使是出于好心建议,也可能造成无法想象的伤害,而这纯粹是因为你们人类的……[pause]思维回路不太一样。[pause]怎么,不服气?但你们[b]确实[/b]有对不理解的事物顶礼膜拜的陋习啊。", + "GAUNTLET_CAFE_FLAVOR.v9": "小贴士一则:千万别把自己命运的掌握权拱手让给“大天使”。虽然他们满口承诺,而且手握大权、光鲜亮丽、看似权威,但他们其实就跟你们这个物种一样,浑身都是缺陷。很多情况下,他们的缺陷甚至比你们人类还多。", + "GAUNTLET_CAFE_FLAVOR.v8.n": "小贴士一则:{player},你回到原本的世界时,要是发现了“大天使”的影踪,我会建议你多加提防。这些灵体即使是出于好心建议,也可能造成无法想象的伤害,而这纯粹是因为你们人类的……[pause]思维回路不太一样。[pause]怎么,不服气?但你们[b]确实[/b]有对不理解的事物顶礼膜拜的陋习啊。", + "GAUNTLET_CULTIST_DEFAULT.v1": "救世主[wave amp=30 freq=10]多里安·库珀弟兄[/wave]今日定会保佑我!", + "GAUNTLET_CAFE_FLAVOR.v10": "小贴士一则:终有一日,地球上的生命要靠你们这一物种的规划与创造能力,才能保证持续生存与繁荣。地球满目疮痍,人类无疑要负起责任,不过要是没有你们,恐怕[b]更加[/b]灾祸连连![pause]不过这个“终有一日”,大概要到很久很久以后了。", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]麻烦就到我这里为止吧……[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "我们是否该让这不信教的异端见识一下真正的力量?", + "GAUNTLET_CULTIST_DEFAULT.v2": "我一定要让殁之子以我为荣!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "我们是否该让这不信教的异端见识一下真正的力量?", + "GAUNTLET_CULTIST_QUESTION.v2.m": "我提议让这[wave amp=30 freq=10]不信教的异端[/wave]见识一下对战之光!", + "GAUNTLET_CULTIST_ANSWER.v1": "所言甚是。[wave amp=30 freq=10]库珀弟兄万岁[/wave]!", + "GAUNTLET_CULTIST_QUESTION.v1.n": "我们是否该让这不信教的异端见识一下真正的力量?", + "GAUNTLET_CULTIST_QUESTION.v2.f": "我提议让这[wave amp=30 freq=10]不信教的异端[/wave]见识一下对战之光!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "我提议让这[wave amp=30 freq=10]不信教的异端[/wave]见识一下对战之光!", + "GAUNTLET_CULTIST_ANSWER.v2": "确是良策!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]我要做空你的股票,你就等着资不抵债吧![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]很好……那我就向你的战术注资吧![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]强硬主动的攻势,就和金子一样宝贵。不知你意下如何?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]我建议我们注资于全线进攻![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "这计划不错!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]确实是个可行的投资计划……[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "我要让巡护队以我为荣!", + "GAUNTLET_KAYLEIGH_DEFAULT": "我可不是那种不战而退的人!", + "GAUNTLET_RANGER_DEFAULT.v2": "我会使出浑身解数!", + "GAUNTLET_RANGER_QUESTION.v2": "我打算运用[wave amp=30 freq=5]化学系统[/wave]来发挥最强大的进攻力量,可以吧?", + "GAUNTLET_RANGER_QUESTION.v1": "我就用巡护员手册上建议的对战策略,可以吧?", + "GAUNTLET_ARISTOTLE_DEFAULT": "失败虽苦,其果甚甜。从你即将到来的失败中好好吸取教训吧!", + "GAUNTLET_RANGER_ANSWER.v1": "行,就按你的计划来!", + "GAUNTLET_DARWIN_DEFAULT": "弱之肉,强之食,世间万物皆循此道!", + "GAUNTLET_ARISTOTLE_QUESTION": "想成为优秀的领袖,首先得学会做优秀的追随者。故而这场对战中,我将效仿你的一举一动!", + "GAUNTLET_ARISTOTLE_ANSWER": "我将效仿你的一举一动!", + "GAUNTLET_DARWIN_QUESTION": "物竞天择,适者生存——因此我们的策略必须[wave amp=30 freq=10]因时制宜[/wave]!明白吗?", + "GAUNTLET_DARWIN_ANSWER": "我并不经常盲从他人,不过遇上这种情况,我就破例一次吧。", + "GAUNTLET_DECARTES_DEFAULT.m": "你是真实存在的吗?我认定凡我所见,皆为幻觉……我相信一切都不曾存在,全都是虚妄的记忆在欺骗我。", + "GAUNTLET_DECARTES_DEFAULT.n": "你是真实存在的吗?我认定凡我所见,皆为幻觉……我相信一切都不曾存在,全都是虚妄的记忆在欺骗我。", + "GAUNTLET_DECARTES_DEFAULT.f": "你是真实存在的吗?我认定凡我所见,皆为幻觉……我相信一切都不曾存在,全都是虚妄的记忆在欺骗我。", + "GAUNTLET_DECARTES_QUESTION": "仅仅拥有出色的头脑是不够的,重要的是如何出色地运用它!来吧,我们要用头脑来打败敌人!", + "GAUNTLET_DIOGENES_QUESTION": "我将与你并肩作战——因为从来不伤害人的哲学家,又能在对战中发挥什么作用呢?", + "GAUNTLET_DECARTES_ANSWER": "我对你的计划有所怀疑——但怀疑正正是智慧的源泉。", + "GAUNTLET_DIOGENES_DEFAULT": "对战?冲突?不,人只能为自己所伤!", + "GAUNTLET_DIOGENES_ANSWER": "我将追随你的指引,因为我一无所知!我脑中空空如也,只知道我自己有多么无知。", + "GAUNTLET_EPICURUS_DEFAULT": "正义是不去伤人、也不让他人伤己的协定。不过,今天这里可没有正义可言。", + "GAUNTLET_EPICURUS_ANSWER": "好。只要记住一点,活得好的艺术与死得妙的艺术,两者是一体的!", + "GAUNTLET_EPICURUS_QUESTION.n": "勇气是在度过难关和挑战逆境的过程中培养出来的——所以,在自己身上寻找勇气吧!", + "GAUNTLET_EPICURUS_QUESTION.m": "勇气是在度过难关和挑战逆境的过程中培养出来的——所以,在自己身上寻找勇气吧!", + "GAUNTLET_EPICURUS_QUESTION.f": "勇气是在度过难关和挑战逆境的过程中培养出来的——所以,在自己身上寻找勇气吧!", + "GAUNTLET_KARL_QUESTION": "走吧,我们要去赢下世界!把胜利牢牢掌握在手吧!", + "GAUNTLET_KARL_DEFAULT": "我们没有同情心,也不需要你施舍同情。", + "GAUNTLET_KARL_ANSWER": "同意!那些还没说够的蠢人才需要留遗言!", + "GAUNTLET_PLATO_QUESTION": "勇气就是知道什么是无需恐惧的——所以我们将勇敢迎战!", + "GAUNTLET_PLATO_DEFAULT": "衡量一个人,端看他拥有权力时的所作所为。告诉我,你拥有权力时有何作为?", + "GAUNTLET_SOCRATES_DEFAULT": "唯一的善,是知识;唯一的恶,是无知……记住我这句话。", + "GAUNTLET_SOCRATES_QUESTION": "有得必有失——每走一步,都要牢记这一点!", + "GAUNTLET_PLATO_ANSWER": "很好,我们将战斗至死!因为只有死去的人才能见证战争的终结。", + "GAUNTLET_SOCRATES_ANSWER": "我相信你的智慧——然而唯一真正的智慧,是自知一无所知。", + "GAUNTLET_ZHUANGZI_DEFAULT": "吾生也有涯,而知也无涯。", + "GAUNTLET_ZHUANGZI_ANSWER": "大知闲闲,小知间间;大言炎炎,小言詹詹。", + "GAUNTLET_ZHUANGZI_QUESTION": "知其不可奈何而安之若命,德之至也。", + "GAUNTLET_MISS_MIMIC_DEFAULT": "你这个小点心,看起来还蛮可口的。", + "GAUNTLET_KAYLEIGH_QUESTION": "这俩看样子挺难对付的。我来负责后援,你只管全力以赴就是了,千万别手下留情!", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]等我们玩够了,就交给我来一口把他们吞下吧![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]噫嘻嘻,好主意![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "好,听你指挥!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "是[wave amp=30 freq=5]另一个[/wave]我……起码从这个角度看,我的发型还不赖!", + "GAUNTLET_MEREDITH_QUESTION": "行,我脑海里已经有战术了——他们怎么出招,我们就加倍奉还。你觉得怎么样?", + "GAUNTLET_MEREDITH_DEFAULT": "哇,[shake rate=30 level=10]真服了[/shake],我这是摊上什么事了啊?", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "唔,这种感觉真奇怪。也许是时候……直面自己了吧。", + "GAUNTLET_MEREDITH_ANSWER": "呃……我们要输了,是不是?", + "GAUNTLET_EUGENE_DEFAULT": "又有障碍要跨越?[shake rate=30 level=10]赞爆了![/shake]", + "GAUNTLET_EUGENE_QUESTION": "哥们儿,咱们去给他们点颜色瞧瞧!", + "GAUNTLET_EUGENE_ANSWER": "赞爆了![shake rate=30 level=10]开打吧![/shake]", + "GAUNTLET_EUGENE_PARTNER_REACTION": "呵,又一个我?还是说是未来的我?[pause]过去的我?[pause]嗨,管不了那么多了,总之他要完蛋!", + "GAUNTLET_FELIX_QUESTION": "哎呀,看来这一战在所难免了。这次不如就由你来领军吧?", + "GAUNTLET_FELIX_DEFAULT": "我这遭的什么罪啊?", + "GAUNTLET_FELIX_ANSWER": "好啊,就按你的计划来。", + "GAUNTLET_FELIX_PARTNER_REACTION": "这事越来越诡异了……", + "GAUNTLET_VIOLA_DEFAULT": "对手啊,天地之间,有远胜于哲学所梦之物。", + "GAUNTLET_VIOLA_PARTNER_REACTION": "如此这般直面自我,当真是考验人性……来,且让我们击退魔影!", + "GAUNTLET_VIOLA_QUESTION": "来,且让我们在数量上比肩敌手!", + "GAUNTLET_VIOLA_ANSWER": "甚好!就此起舞吧!", + "GAUNTLET_CLEMENCE_DEFAULT": "[i]Bonjour[/i]!我们见过面吗?唔哼……凭这张漂亮脸蛋,我要是见过的话一定会记得!", + "GAUNTLET_CLEMENCE_QUESTION": "是不是该让[wave amp=30 freq=10]客人们[/wave]享受一下美好时光了?", + "GAUNTLET_CLEMENCE_ANSWER": "不错!那就来看看能不能把这计划贯彻到底吧?", + "GAUNTLET_DORIAN_QUESTION": "好,我[shake rate=30 level=10]已经想出了个周全的计划[/shake]!你去引开敌人,这样他们就不会来打[shake rate=30 level=10]我[/shake],而我也就可以趁机想想办法!你觉得怎么样?", + "GAUNTLET_DORIAN_DEFAULT": "看你这副样子,就没打算好好谈是吧?真可惜!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "呸呸呸,真是活见鬼了……", + "GAUNTLET_DORIAN_ANSWER": "好嘞,就这么决定了!动起来吧,[shake rate=30 level=10]宝贝[/shake]!", + "GAUNTLET_HOYLAKE_DEFAULT": "怪物变得面目全非……何其离奇!堕落到如此蛮荒的田地,真让人心疼……", + "GAUNTLET_FRANKIE_QUESTION": "[wave amp=30 freq=10]好搭档[/wave],听我说!我负责冲锋陷阵,你就从旁协助好了——放心,我们一定会赢!", + "GAUNTLET_FRANKIE_DEFAULT": "[wave amp=30 freq=10]这是怎么回事[/wave]?算了,我还是别想太多——是时候来场[shake rate=30 level=10]酣畅淋漓的战斗[/shake]了!", + "GAUNTLET_FRANKIE_ANSWER": "好嘞!哎哟喂,我整个人都[shake rate=30 level=10]兴奋起来了[/shake]!", + "GAUNTLET_HOYLAKE_ANSWER": "确实是个好战术!来吧,让我们的对手见识一下闪速出击!", + "GAUNTLET_HOYLAKE_QUESTION": "分析对方举动,倒推反击策略,当机立断出击!你觉得这战术怎么样?", + "GAUNTLET_JACQUELINE_DEFAULT": "你别想[shake rate=30 level=10]继续前进[/shake]!", + "GAUNTLET_KIRBY_DEFAULT": "就把这场对战当作是特别的实验吧!", + "GAUNTLET_JACQUELINE_QUESTION": "别对擅闯者手下留情,明白?", + "GAUNTLET_JACQUELINE_ANSWER": "明白,绝不会让他们离开视线!", + "GAUNTLET_KIRBY_QUESTION": "我打算分析对手的战术,制定个巧妙的诡计。可以的话,就麻烦你用尽全力攻击对方喽。", + "GAUNTLET_MERCHANT_DEFAULT": "我[wave amp=30 freq=5]这回[/wave]又是到了哪里啊?算了算了,看来也不重要了!", + "GAUNTLET_KIRBY_ANSWER": "这计划不错。那么事不宜迟,现在就开始实验吧?", + "GAUNTLET_PENSBY_QUESTION": "打斗我不太在行,不过我的医术倒是可以充当后盾,不知你意下如何?", + "GAUNTLET_MERCHANT_QUESTION": "我[wave amp=30 freq=10]着实[/wave]有点摸不清头脑,不如还是由你来带头吧,搭档?", + "GAUNTLET_MERCHANT_ANSWER": "当然可以!对了,你有带多的衣服吗?这地方有点冷啊。", + "GAUNTLET_PENSBY_DEFAULT": "这恐怕有违希波克拉底誓词,不过我就破例这么一回吧。", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]抱歉,不过我要在这里阻止你了。[/wave]", + "GAUNTLET_PENSBY_ANSWER": "可以啊,反正也没有[wave amp=30 freq=10]比这更好的[/wave]计划了!", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]想赢下这场对战,我们的一举一动都得完美同步……[/wave]", + "GAUNTLET_VIN_QUESTION": "让他们吃吃[shake rate=30 level=10]一击绝杀[/shake]的滋味!", + "GAUNTLET_VIN_DEFAULT": "懦夫,冲着我来吧![shake rate=30 level=10]别藏着掖着![/shake]", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]好,我相信你……[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "光与暗联手,投下赏心悦目的阴影![pause]善与恶的交锋[wave amp=30 freq=10]一触即发[/wave]!", + "GAUNTLET_VIN_ANSWER": "好,都听你的。[shake rate=30 level=10]把他们虐得体无完肤吧![/shake]", + "GAUNTLET_DOG_DEFAULT": "汪!", + "GAUNTLET_KUNEKO_QUESTION": "让这些反派看看什么叫[wave amp=30 freq=10]强强联手,无往不利[/wave]吧!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "还真是跑到天涯海角都躲不开你啊,苦无喵!", + "GAUNTLET_BUFFY_DEFAULT": "你的身材练得怎么样了?开打的时候,小心别拉伤肌肉哦!", + "GAUNTLET_KUNEKO_ANSWER": "好嘞!就用[wave amp=30 freq=10]对战之风[/wave]扇醒他们!", + "GAUNTLET_CODEY_QUESTION": "我打算关掉[wave amp=30 freq=10]功率限制器[/wave]全力出击,OK吗?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]那就这么决定了[/wave]!我正想狠狠锻炼一番呢!", + "GAUNTLET_BUFFY_QUESTION": "我看不如这样:我[wave amp=30 freq=10]负责把他们的体力耗尽[/wave],而你负责干掉他们!你觉得怎么样?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]你觉得自己运气正好,有几分胜算,是吗?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]我要亲自把这帮小混蛋干掉——至于你嘛,就该干啥干啥,可以吧?[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "哦,新对手?那我可要把输出功率调到[shake rate=30 level=10]最大![/shake]", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]什么狗屁战术。[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "所以你的计划就是“赢下对战”?可以啊,这我能接受。", + "GAUNTLET_DREADFUL_DEFAULT": "呼呼,我在星界飘着飘着就偏移了航线,[wave amp=30 freq=5]就这么[/wave]错过了要去的地方……唔,这是在哪儿呢?", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]哟哟[/wave]!您正在收听西比尔电台,在[wave amp=30 freq=10]空间与时间[/wave]之外为您带来实时播报!", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]哟哟[/wave]!不如就让面前的特别嘉宾开开眼界,见识一下我们在战斗场上的实力吧?", + "GAUNTLET_CYBIL_ANSWER": "我听得清清楚楚、明明白白!让[wave amp=30 freq=10]派对[/wave]开始吧!", + "GAUNTLET_DREADFUL_QUESTION": "[shake rate=30 level=10]哎哟喂[/shake],来活了!我说咱们就直接下场开打吧,你瞧怎么着?", + "GAUNTLET_GLADIOLA_DEFAULT": "无论我身在[wave amp=30 freq=10]何时[/wave]、[wave amp=30 freq=10]何地[/wave],都始终会挺身而出,对抗阴影![pause]来啊,直面我吧!", + "GAUNTLET_DREADFUL_ANSWER": "得嘞,上吧!", + "GAUNTLET_GLADIOLA_QUESTION": "敌人实力如何,我们不得而知——[pause]但也依然要果断出击,明白吗?", + "GAUNTLET_HEATHER_DEFAULT": "[wave amp=30 freq=10]我是天琪,为大家播报天气![/wave][pause]今日天气情况:呃……不太清楚……", + "GAUNTLET_GLADIOLA_ANSWER": "了解。让敌人[shake rate=30 level=10]直面我的利刃[/shake]吧!", + "GAUNTLET_HEATHER_ANSWER": "好主意![wave amp=30 freq=10]电闪雷鸣起来吧![/wave]", + "GAUNTLET_HEATHER_QUESTION": "嗯,我看不如这样!我会像飓风一样把他们[wave amp=30 freq=10]刮得分不清东南西北[/wave],你就带着[wave amp=30 freq=10]强烈[/wave]的气流乘胜追击!你觉得怎么样?", + "GAUNTLET_JUDAS_DEFAULT": "我眼中已有目标……", + "GAUNTLET_JUDAS_QUESTION": "菜鸟,听好了——我瞄准对面的重要器官出击,你就负责站到一旁侦察,明白吗?", + "GAUNTLET_LODESTEIN_DEFAULT": "我全身都[wave amp=30 freq=10]充[/wave]满干劲——开打吧?", + "GAUNTLET_JUDAS_ANSWER": "收到。任务……[shake rate=30 level=10]开始![/shake]", + "GAUNTLET_LODESTEIN_QUESTION": "这样吧,我用闪电攻击[wave amp=30 freq=10]冲[/wave]上前,你就殿后补刀。你看如何?", + "GAUNTLET_LODESTEIN_ANSWER": "明白。给他们迎头痛击!", + "GAUNTLET_SKIP_DEFAULT": "是时候[shake rate=30 level=10]出来倒垃圾了![/shake]", + "GAUNTLET_SKIP_QUESTION": "我想到个战术!我们把他们[wave amp=30 freq=10]逐一清掉[/wave],反正他们跟[wave amp=30 freq=10]垃圾[/wave]没差!你觉得怎么样?", + "GAUNTLET_WALLACE_DEFAULT": "我可很有时间搞搞[wave amp=30 freq=10]计划之外的破拆工程[/wave]。那好,谁先来?", + "GAUNTLET_SKIP_ANSWER": "好主意——[wave amp=30 freq=10]倒垃圾时间到![/wave]", + "GAUNTLET_WALLACE_QUESTION": "看我[wave amp=30 freq=10]把他们的铜墙铁壁都给拆了[/wave]——接着你就跟上狠狠开打,行吗?", + "GAUNTLET_WALLACE_ANSWER": "[wave amp=30 freq=10]好嘞![/wave]让他们见识一下我们的本事吧!", + "GAUNTLET_ZEDD_DEFAULT": "我才刚睡醒……这是要开战还是咋的?", + "GAUNTLET_ZEDD_QUESTION": "困死了,我去眯一会儿,你先开打,行吧?", + "GAUNTLET_CLOWN_DEFAULT": "幻觉,都是幻觉!啊,我们都只不过是形态各异的幻觉罢了,不是么?", + "GAUNTLET_IANTHE_IANTHE1": "我不知道你是[wave amp=30 freq=10]什么人[/wave]……[pause]但假如你自以为可以打倒我们,那你怕是脑筋有点问题。", + "GAUNTLET_ZEDD_ANSWER": "呃,也行吧,就按你的计划来。", + "GAUNTLET_IANTHE_WILMA2": "亲爱的,恐怕得让他们瞧瞧我们是[wave amp=30 freq=10]动真格[/wave]的!", + "GAUNTLET_ALEPH_DEFAULT": "我们见过面吗?唔,我看没有吧……然而你的样子却很眼熟。真奇怪。", + "GAUNTLET_ALEPH_QUESTION": "这家伙看起来光是用一根手指就能碾死。不如你吃亏点,速战速决替我取了对面的小命,好吗?", + "GAUNTLET_ALEPH_ANSWER": "随便你爱怎么来,反正我打算杀了拦路的就走。", + "GAUNTLET_ALICE_DEFAULT": "这里的大家都是疯子。我是疯子,你也是疯子。要是不是疯子,那我们也不会在这里了,不是吗?", + "GAUNTLET_ALICE_QUESTION": "越奇越怪了!竟然有故障拦住了我们的去路。是不是该动手把这小东西碾碎了呢?", + "GAUNTLET_ALICE_ANSWER": "我同意你的计划!除掉对面的项上人头!", + "GAUNTLET_HELIA_QUESTION": "让这俩家伙感受一下艳阳的耀眼光芒吧。", + "GAUNTLET_CUBE_DEFAULT": "万事万物都有不完美的一面,而我亦在你身上察知到了这一角度。可真是丑恶至极啊。", + "GAUNTLET_CLOWN_QUESTION": "我让他们笑,接着你让他们哭,懂我意思不?", + "GAUNTLET_CLOWN_ANSWER": "何等完美的计划!那就让他们咧嘴笑开颜吧!", + "GAUNTLET_CUBE_QUESTION": "将七扭八歪的棱角掰正,将七扭八歪的棱角掰正,将七扭八歪的棱角掰正!", + "GAUNTLET_CUBE_ANSWER": "好,就由我们来纠正他们的不完美!", + "GAUNTLET_HELIA_DEFAULT.m": "有融合的地方,就有我。{player.to_upper},开打吧?", + "GAUNTLET_HELIA_DEFAULT.f": "有融合的地方,就有我。{player.to_upper},开打吧?", + "GAUNTLET_HELIA_DEFAULT.n": "有融合的地方,就有我。{player.to_upper},开打吧?", + "GAUNTLET_HELIA_ANSWER": "非常明白。", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "你敢去质疑自己命中注定的一死吗?\\n你敢去理解自己有多么脆弱吗?\\n不,你才没那个胆量。", + "GAUNTLET_LENNA_DEFAULT": "这里的世界种子是多少?什么时间线?[pause]算了,这都不重要——只要有敌人站在我面前,我就迎战!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "好!就由我们来带他们领略真正的死亡吧!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "凡人时常忘却对死亡的畏惧,就由我们来将这份恐惧重新注入这帮肉眼凡胎吧。", + "GAUNTLET_LENNA_ANSWER": "明白了——走吧,是时候正面交锋了!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "我们好久没并肩战斗了——佩姬,你确定能上阵吗?", + "GAUNTLET_LENNA_QUESTION": "人人都有弱点,只要找准时机出击就行——明白吗?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "哎呀呀,不用担心我啦!更何况我也想试试这[wave amp=30 freq=10]奇特的磁带机[/wave],毕竟你一直挂在嘴边说个不停!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "难道无论身在何时何地,我都注定只能是一个要被人跨越的障碍吗?[pause]不,我可不赞成!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "不受宿命束缚,不受时间束缚,不受一切束缚。身在何地都无所谓了,[shake rate=30 level=10]管它呢![/shake]只管[shake rate=30 level=10]尽情开玩[/shake]就是了!", + "GAUNTLET_MAMMON_DEFAULT": "我能看穿你的心,看穿你想进步、想过关的企图。而我,会负责拦住你的去路。", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "那好,就让这俩家伙体会一下真正的[shake rate=30 level=10]游戏结束[/shake]吧!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "不受宿命束缚,不受时间束缚,不受一切束缚。身在何地都无所谓了,[shake rate=30 level=10]管它呢![/shake]只管[shake rate=30 level=10]尽情开玩[/shake]就是了!", + "GAUNTLET_SHADOW_LENNA_ANSWER": "好啊,就这么办吧![shake rate=30 level=10]尽情开玩吧![/shake]", + "GAUNTLET_MAMMON_QUESTION.n": "这人类妄图进步,而我们拦在其去路上。因此我们的职责,就是用武力阻止其前进。", + "GAUNTLET_MAMMON_QUESTION.m": "这人类妄图进步,而我们拦在其去路上。因此我们的职责,就是用武力阻止其前进。", + "GAUNTLET_MAMMON_QUESTION.f": "这人类妄图进步,而我们拦在其去路上。因此我们的职责,就是用武力阻止其前进。", + "GAUNTLET_MAMMON_ANSWER": "我同意你的智谋。且看敌人能否攻破我们这道防线。", + "GAUNTLET_MORGANTE_DEFAULT": "你们人类始终没变,当年持剑冲到我面前来,如今则挥着个磁带机咋咋呼呼。", + "GAUNTLET_MAMMON_EUGENE_REACTION": "呵,重赛是么?[shake rate=30 level=10]放马过来吧![/shake]", + "GAUNTLET_MORGANTE_ANSWER": "很好。", + "GAUNTLET_MORGANTE_QUESTION": "我不需要他人的援手,也能释放出反叛的真实力量。退下吧。", + "GAUNTLET_PUPPET_DEFAULT": "你是我的人偶吗?不对,只是些迷失方向的人类罢了。\\n唔,反正来都来了,就陪你们玩玩吧。", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "你是来为我燃烧的吗?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "很好。愿这些人类在光的照耀下醒悟。", + "GAUNTLET_MOURNINGSTAR_QUESTION": "让他们在天堂之光中熊熊燃烧吧。", + "GAUNTLET_MONARCH_DEFAULT": "来吧,让我吞噬掉你空虚的灵魂。", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "啧,又是这家伙。", + "GAUNTLET_ROBIN_QUESTION": "观众如此热切,我自当奉上群魔夜行之大戏!不知你意下如何?", + "GAUNTLET_ROBIN_DEFAULT": "跑上跑下,跑上跑下;\\n田间城里谁见我都怕!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "呼,真让我这身老甲壳累得[wave amp=30 freq=10]够呛[/wave]。", + "GAUNTLET_ROBIN_ANSWER": "很好!让表演开始吧!", + "GAUNTLET_TOWER_DEFAULT": "我的真理远胜于你的真理!张开双手拥抱这真理吧!", + "GAUNTLET_TOWER_QUESTION": "就用无知之光来照耀这些人类吧!", + "GAUNTLET_TOWER_ANSWER": "你的计划不错!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "不过现在,轮到我来凑这个热闹了!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "你在试炼场中一路过关斩将,梅林线和我都看在眼里,甚是欣慰。", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "{player},尽全力打败我吧。千万别手下留情,梅林线可是将自己的功力都传输给我了!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "这顶帽子对我有点小了,不过送你正合适!我已经搬进一顶更大的帽子里喽。你觉得我这份大礼怎么样?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "给,这是你应得的!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "哇,我看起来简直[wave amp=30 freq=10]魔力四射[/wave]嘛!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "往后,你的对手只会越来越强。我可是会怀着莫大的期望,密切关注你的成长哦!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "呃,闻起来怪怪的……", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "这回的对手是……路锥蟹?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "这回的对手是……路锥蟹?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "这回的对手是……路锥蟹?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "这回的对手是……路锥蟹?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "应该很好对付!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "这回的对手是……路锥蟹?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]是你亲手创造了一个怪物![pause]而今天,造物将要消灭它的造物主!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "它的体型看起来似乎比平常要大……", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]你可还记得我吗,{player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "呃……", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]你可还记得我——你第一天流落新威勒尔时残忍砸进沙子里的、那只[wave amp=30 freq=10]无足轻重的[/wave]路锥蟹?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "感谢体验我们的游戏!玩得开心吗?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]我们交手之时,你的阴暗面——你拒绝承认的那些最恶劣的特质,就这么深深烙印在我身上,并赋予了我自主思考的意识。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]我们交手之时,你的阴暗面——你拒绝承认的那些最恶劣的特质,就这么深深烙印在我身上,并赋予了我自主思考的意识。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]我跟踪了你一段时间,以港口镇的阴暗角落为掩护,看着你和你的那些共犯一心想抹杀整个怪物族类。自那之后,我就在不停训练,那么多的准备都是为了这一刻,为了我们的最终对决!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]我们交手之时,你的阴暗面——你拒绝承认的那些最恶劣的特质,就这么深深烙印在我身上,并赋予了我自主思考的意识。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]是你亲手创造了一个怪物![pause]而今天,造物将要消灭它的造物主!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]我跟踪了你一段时间,以港口镇的阴暗角落为掩护,看着你和你的那些共犯一心想抹杀整个怪物族类。自那之后,我就在不停训练,那么多的准备都是为了这一刻,为了我们的最终对决!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]我跟踪了你一段时间,以港口镇的阴暗角落为掩护,看着你和你的那些共犯一心想抹杀整个怪物族类。自那之后,我就在不停训练,那么多的准备都是为了这一刻,为了我们的最终对决!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]我的战术?[pause][wave amp=30 freq=10]非常简单![pause]那就是心狠手辣、肆意屠杀!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]我踏遍新威勒尔的大小角落,甚至还去了几个彼方的世界。我打遍各路怪物、大天使以及人类,手下败将[wave amp=30 freq=10]数以百万计[/wave]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]是你亲手创造了一个怪物![pause]而今天,造物将要消灭它的造物主!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "[shake rate=30 level=10]红衣之王啊,借我力量吧![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "[shake rate=30 level=10]虽然我只存在于可能之中,但是我知道,我心中的怒火无比真切![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]{player},我早就研究过你的对战策略了。别以为如今的我还像以前那么好对付!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]{player},我[wave amp=30 freq=10]总有一天[/wave]会杀了你,不过今天姑且就算了……", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "感谢体验我们的游戏!玩得开心吗?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "感谢体验我们的游戏!玩得开心吗?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "不开心……才怪!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "开心!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "等等,怎么没得选不开心?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "赞!麻烦写个测评吧,能大大帮到我们呢!写完之后回来继续对话,还会有惊喜哦。", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "评测写好了!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "很好,现在来感受一下当头被泼一盆冷水的滋味吧——我特地为这场对战添加了故障和开挂招式。希望你没在妄想公平竞争哦!", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "来放点劲爆音乐吧!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "我们联手合作时效率最高……", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "切,咱们才刚进入状态呢!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "啧,这音乐听着烦死人了。赶紧换一曲!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "每一个垂头丧气的瞬间,[pause]每一处碍手碍脚的不便,[pause]全都是有意设置的!\\n\\n我们就是来扫兴的!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "我们还没测试过接下来这个招式呢。\\n\\n且看效果如何!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "阳光!没想到会在这里遇到你!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "这效果,呃,完全在我们预料之中。", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "什、什么!?[pause]\\n\\n呃,[pause]我们是想说,[pause]你做得真棒!\\n你已通过我们的测试!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]{player},你真的来了!谢谢……[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "不过别让胜利冲昏了头脑,以上这一切完完全全是按照我们的计划进行的,嗯。", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "唔,这么说来……[pause]不如我再帮你加加码吧。", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "对了,从这里接着挑战试炼场的话,对手的等级将会直达上限。", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "要是试炼场之外的对战变得太过简单,别忘了调整等级匹配设置哦!", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "好喽!现在等级上限到了999级,你可以继续游玩了。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "见到可疑情况时,请怀疑自己的眼睛。一旦看到,举起砍刀,保证阻挠。", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "试炼场列车提醒您", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "阻止心理传染病的传播,有赖于每一个人的努力。每个出口都设有心灵消毒喷雾。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "请保管好随身携带的物品。所有无人认领的行李,都会被送进肚子里饱餐一顿。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "本线停靠站点为:克鲁,榆林威治,杰科与海德公园,?????,卡珀洛,尔界威勒尔,何处,无处,烫烫烫烫烫烫烫烫烫——", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "由于前方站点克鲁格外繁忙,本次列车进站稍有延误,预计将于12,361年后到站。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "如有可数无限多个老人、孕妇、残疾人上车,请移动至座位号为当前座位号两倍的座位,为有需要的乘客让座。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "下一站是:克鲁。在此站下车的乘客,请尊重当地习俗,维持人类形态。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "如遇突发失压,列车将自动提供氧气面罩。需要二氧化硫的乘客,请与工作人员进行心灵感应。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "如果列车意外停靠在业已死亡的世界,请不要下车。请将所有手臂、腿脚乃至其他肢体留在车厢内,直至列车重新启动。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "如遇突发情况,请保持镇定,有需要时,请使用紧急求助按钮:\\n(1)掀开盖子;(2)拉动把手;(3)静候死亡。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "请避免与其他乘客进行眼神接触。请勿尝试交流。违反此规则者,将被处以无尽时间循环囚禁之刑,以及2000英镑的罚款。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "如有不适,请以心灵感应与工作人员联系,我们将协助您前往最近的隔离世界。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "搭乘本次列车,即表示您同意我们收集个人内心数据。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "本节车厢正在运行监控。为了您的安全,我们可能会监控闭合类时曲线,以防偶然的违例情况发生。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "注意:本次列车有扒手和潜在生灵出没,请保管好您的现实存在。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "搭乘本次列车时,请勿质疑您自己的存在。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "本次列车禁止生烟。自发燃烧者,将被处以2000英镑的罚款。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "搭乘本次列车时,必须始终将镜子遮挡起来。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "如见到您的黑影红眼二重身,请立即向工作人员报告。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "由于########的规模不断扩大,本次列车将改停克鲁站。给您出行带来不便,我们深表歉意。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "幻灵必须始终佩戴牵引绳。", + "RANGER_TRADER_STICKER_FUSION2": "你已经是融合怪物的一把好手了,不如也尝试一下[wave amp=30 freq=10]融合贴纸[/wave]吧?", + "RANGER_TRADER_STICKER_FUSION1": "你好呀亲爱的,我会从今天起提供一项新服务,你也许会感兴趣哦。", + "RANGER_TRADER_STICKER_FUSION3": "选择一张贴纸来提供主要效果,然后再选一张贴纸,提供额外的稀有和罕见属性。两张贴纸合二为一,就能得到集二者之所长的新贴纸!", + "RANGER_TRADER_STICKER_FUSION4": "贴纸融合是永久性的,所以一旦融合就拿不回原来的贴纸了。不过只要细心挑选要融合的贴纸,就能把最鸡肋的磁带也变成势不可挡的猛兽!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]嘿……{player}……[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "呀,有什么可以帮到你吗?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "怎么啦,阳光?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]{player},我有些事想去做……[pause]要去收拾一些残局……[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "残局?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]我当初隐瞒了一些“索地员”的事没告诉你……[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "你是指?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]那个指挥我们的“玛门”怪物……其实是和我们相连的。所有索地员都相互连接……就好像是有看不见的电话线,把我们连在一起……[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]不过那个大天使……也就是玛门……现在已经消失了。我脑海里不再回荡着它发出的指令。[pause]但是,我依旧能听见其他索地员的想法……[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "我大概明白了,你们有个意念网络,将所有索敌员连在一起,即便你现在已经不是[wave amp=20 freq=5]他们的一分子[/wave]了,那连线也依旧存在。", + "SUNNY_QUEST_INTRO_MEREDITH6": "你们全都连在一起?像是意念连线那样吗?好吧,到目前为止我都还算是能听懂……", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "你能听见他们的想法?!", + "SUNNY_QUEST_INTRO_FELIX6": "啊,所以说你和其他索地员有某种心电感应?", + "SUNNY_QUEST_INTRO_VIOLA6": "原来如此。怪哉,怪哉。", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}……其他人……其他[pause]索地员……[pause]正在密谋些什么。[pause]他们没有理由继续做索地员,但也不知道怎么才能改变……[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]他们的声音在讨论威勒尔山……我猜他们是打算在那里搞集会。[pause]我想去弄清楚他们到底在盘算什么……{player},你能到那里和我碰面吗?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "好吧。[pause]看来我们大概要出手帮帮这僵尸女孩,是吧?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "阳光能独自行动起来,真是让人欣慰。好样的!", + "SUNNY_QUEST_INTRO_EUGENE9": "行,我们就帮阳光这个忙吧!她还真是变了很多,对吧?", + "SUNNY_QUEST_INTRO_VIOLA9": "愿旧友阳光一切安好。若助其一臂之力,许是能成好事一桩?", + "SUNNY_QUEST_INTRO_FELIX9": "帮帮她应该也蛮有意思的,是吧?", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]{player},你真的来了!谢谢……[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]哦,你还带了客户一同前来?你这投资也挺特别啊……[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]{player},你真的来了!谢谢……[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]而且你也不用再这样下去了……你已经自由了。[pause]我们全都自由了……[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]不对……你完全搞错了!人就是人……[pause]不是什么“投资”……[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]我不知道你们在打什么算盘,但是想成为什么样的人是可以自己选的,不必在“索地员”这一棵树上吊死![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "就是就是,好好跟他们说道说道。", + "SUNNY_QUEST_PART1_KAYLEIGH6": "这才是我们的阳光嘛!", + "SUNNY_QUEST_PART1_EUGENE6": "这就对了嘛,阳光!你说得太对了。", + "SUNNY_QUEST_PART1_VIOLA6": "吾友阳光,你业已觅得己志。", + "SUNNY_QUEST_PART1_FELIX6": "没错!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]这一次我不会站在一旁观战了,{player}……这也是我自己的战斗![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]看来我们该给你上一堂经济学速成课了……![/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]索地员,你的事业心都去哪里了![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]哼唔……我们就到此为止。[pause]该打卡下班了……我们还有其他地方要去呢……[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "阳光,你刚才的表现[wave amp=20 freq=5]太精彩了[/wave]!", + "SUNNY_QUEST_PART1_VIOLA11": "吾友阳光,此番演出何其精彩!", + "SUNNY_QUEST_PART1_EUGENE11": "阳光,你刚才的表现[shake rate=30 level=10]太精彩了[/shake]!你真把他们好好教训了一顿!", + "SUNNY_QUEST_PART1_MEREDITH11": "阳光,你的怪物形态真不赖。", + "SUNNY_QUEST_PART1_FELIX11": "阳光,你的怪物形态真不赖!", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "那个怪物磁带你是从哪里弄来的?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "刚才的怪物磁带是什么啊?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]是埃安忒的礼物,我一告诉她打算去对抗索地员,她就送给我了……[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]轮子……[pause]真的就只是个大轮子……搞不懂了……[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]什……?“旧总部地下的轮子”……[pause]这是在说什么……?[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]他们聚在这里开会……那这里肯定会留下些线索,能搞清楚他们到底在做什么……[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]啊!是说沼泽地里的旧总部……那里地底下肯定藏着什么![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}……当初你和尤金一起捣毁了索地员旧基地……现在你可以跟我一起去一趟那里吗?我推测索地员大本营就在那里……[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]我不得不这么做……我必须阻止他们,才能把那段日子彻彻底底抛在脑后……[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]说实话,我甚至有点……兴奋……[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]什……?门上似乎有某种装置。是为了防止外人闯入吗?让我看看……[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]我感觉应该再往里走走……[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]这装置似乎觉得我就是索地员!{player},我们进去吧。[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]其余索地员都在这里……这么多人聚在这里,肯定是有什么理由。[pause]我记得好像提到过什么“轮子”……?[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]你——[pause]索地员——[pause]你没穿对制服!我要到HR那边举报你![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]好吧,也许你穿的才是标准工作服……[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]监管部门真讨人厌……[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]你是来阻挠我们企业扩张的大计吗?呸,鄙视你们这些吹哨人![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]轮子为我们的商业版图提供了令人兴奋的机遇!我觉得公司的股价要蹭蹭涨了![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]你是来这里搞商业间谍活动的?这可有违公司政策![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]我的股票跌得好惨……[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]那些声音……索地员们在热切期盼着某件即将到来的事……我都能感受到那股兴奋劲儿……[/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]但这……依然有违公司政策……[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]继续前进吧……[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]这难道不美妙吗?噔噔噔噔——请看索地员协会的未来……“光轮”![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]当初前任CEO……[pause]卸任时……[pause]索地员总部发生坍塌,陷进了岛屿深处,连带把许多员工也拉到了地底下……[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]但在黑暗之中,我们的摸索有了结果,为我们所有人找到了新的机遇……[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "这东西还能发挥什么作用?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "你要拿这东西来做什么?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]这个轮子,是某个更庞大的整体中被遗忘的一部分;而这个整体,虽然默默沉睡在这座岛地下,却蕴藏着强大的力量……[pause]这股力量,能将众多世界贯穿在一起……[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "梅林线!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "所以这轮子是从梅林线的列车上来的?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]将索地员联系在一起的“连线”……这轮子会不会将连线延伸开去呢……?[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]我们是大天使玛门创造的容器,生来就是为了服务……[pause]不是吗……?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]前同事,你来说说看——[pause]你知道我们索地员的真面目是什么吗?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]大错特错……大天使又哪有能力“创造”东西呢!它只能攫取,然后重塑……而光轮,能向你展示你的真面目![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]按你这么说……那我们是从哪里来的呢……?[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]光轮可以让我们连上其他时空,其他地点……其他索地员。[pause]有了这个神器……我们就能建立联系……商洽并购……[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player},他们这是打算联系其他世界,把新的索地员带到这里来![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]没错![pause]我们要扩张商业版图![pause]大量招聘!大举扩张![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]休想!我绝不会让你胡作非为![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]什么?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]我可是要从整个连通宙招兵买牛![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "感觉你不太妙啊……", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]我们来结束这一切吧![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]哈哈,没错,让铜牛来捍卫我们的资产……[pause]多么合适!这样就很好![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}……[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]我才不需要其他人来告诉我该成为什么样……[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]我只要做自己![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]赢了……我们一起打败他们了……[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]不过他说光轮能向我展示我的“真面目”……?会是什么意思呢……?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]但是我到底是什么呢……?[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "他说的话信得过吗?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "那东西说不定有危险……", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]我全明白了……[pause]是那千丝万缕……将我们连接到一起……离我如此之近,几乎伸手就能握住……[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]有那么一瞬间,我看见她了……那是我吗?那是曾经的我吗?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "阳光,你没事吧?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]离我那么近了……我只要再往前一点……[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]她太专注于工作,结果迷失了自我。太可怜了……[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]这副身子……我的身子曾经为他人所有。她有自己的生活,但那不是她想要的……[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]于是乎,她轻易就沦为了玛门的目标。她被占有了……被占有之后,又被做成了容器。[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]被做成了我……[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]这背后一定有……有更深层的含义,有更多答案散落在连通宙各地……只是要看得更深入一些……[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]啊啊![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "小心啊!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "你该停下来了。", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]呃,我好像太沉浸于望向连通宙深处了,有一瞬间迷失了自我……[pause]抱歉。[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]不![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player},我们该走了。这里的事应该都解决了……[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "你还好吧?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "找到你要找的东西了吗?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]我……[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]光轮……[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]你都看见了吧?[pause]你诞生的那一刻?[pause]天将降大任于你的那一刻?[pause]你成为你注定要成为的样子的那一刻?[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]我……我……[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]我是阳光。其他的,都跟我无关。无论别人说我理应成为什么样,都无所谓。[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]我就只是阳光罢了。[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]就当我拜托你了,{player},带我去开开眼界,见识一下新事物!世上有那么多东西可看呢![pause]我知道你有意要离开新威勒尔,但……[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]也许你也不该仅凭别人几句话,就乖乖当个索地员,草草了结下半生。试着做回自己吧。[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]这副……[pause]身子……[pause]其实早在我成为索地员之前,就属于另一个人……[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]哼唔。[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "怪物大概只有新威勒尔才有吧。", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]知道这一点后……我的感受也一点儿没变。我想继续去探索,弄清楚我之为我究竟意味着什么。[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]我相信“另一个我”也会理解的。[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]但我想去寻找快乐,[pause]可以吗?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "阳光问了几个问题,想知道你那个世界的生活是什么样的。", + "RESTING_SUNNY_PLATONIC_2": "阳光向你讲述了她最近做的一个梦。", + "RESTING_SUNNY_PLATONIC_3": "阳光只是安安静静坐着,便已心满意足。", + "RESTING_SUNNY_DATING_1": "阳光和你推心置腹,探讨起她对生活的想法。", + "RESTING_SUNNY_PLATONIC_5": "阳光热切地和你聊起她最近了解到的港口镇大小事。", + "RESTING_SUNNY_PLATONIC_4": "你和阳光展开了一段轻松随意的对话。", + "RESTING_SUNNY_DATING_2": "阳光问起了你的服装穿搭选择(纯属个人研究需要)。", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]人类似乎很喜欢吃东西,是不是……?[/wave]", + "RESTING_SUNNY_DATING_3": "阳光只是陪着你安安静静坐着,便已心满意足。", + "RESTING_SUNNY_DATING_4": "阳光话不多,不过似乎能和你呆在一块儿就很高兴了。", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]你们好像一天至少要吃一顿饭呢![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "啊?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "怎么说?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "因为不吃不行啊!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "要吃东西才能维持生命啊!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]是吗……?那就怪了……[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]我好像完全不吃东西也没问题![/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]也许我跟其他人类的差别,并没有我以为的那么小……[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]你的世界也有这里这么漂亮的天空吗,{player}?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "嗯,差得有点……多。", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]白天,太阳从天空中划过,还伴着一轮漆黑的月亮……而到了夜晚,那同一轮月亮便吞噬掉一同起舞的涡旋星光……[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "我那边的天空可不大一样。", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]美妙极了,不觉得吗……?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "是啊,超酷的!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "我倒感觉怪诡异的。", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]嘿嘿……我就知道你会同意。超“酷”的……[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]嘿嘿……我就知道你会同意。超“酷”的……[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]嘿嘿……或许和你司空见惯的景象太不一样了吧……[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]嘿嘿……我就知道你会同意。超“酷”的……[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]嘿嘿……或许和你司空见惯的景象太不一样了吧……[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]嘿嘿……或许和你司空见惯的景象太不一样了吧……[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]对了,{player}……你的世界也有咖啡馆吗……?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "说实话,还蛮多的。", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]很多咖啡馆……?那还挺难想象的……[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "没,我这辈子就只见过这么一座咖啡馆!", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]哇![pause]那这里对你来说,肯定很新奇刺激吧……![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]你和凯莉……有某种关系,是吧……?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "是啊!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]我就知道。我的两个好朋友走得这么近,我光是想想都要傻笑起来了……[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "嗯,可以这么说吧。", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]我就知道。我的两个好朋友走得这么近,我光是想想都要傻笑起来了……[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]我就知道。我的两个好朋友走得这么近,我光是想想都要傻笑起来了……[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]虽然我不曾和任何人有过这样的感情,但感觉也挺好的……[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]你和尤金关系很亲密,对吧?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "是啊!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]我就知道。尤金在许多方面都自信满满,不过在另一些方面倒是有些胆怯……我觉得你正好能帮助他展现出最好的一面。[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "嗯,可以这么说吧。", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]你们俩一定会很搭的……[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]每当我像这样子吹着风时……[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]我就总忍不住想……曾经拥有这副身子的人,她并没机会细心感受风这般拂过自己的头发……[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]也许我是在某种程度上,把这些浪费掉的时光补回来吧……[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]这么多人流落到这座岛上,就此迷失,想想真是件奇怪的事……[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]我没理解错的话,他们都是由人类一手创造的……?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]毕竟,我没有在这里迷失,反而是在这里找回了自我……[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]凯莉当初就是这么说的,说新威勒尔人人都有重新出发的机会,对吧……?你认为每一个人都值得重获新生吗……?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "我想是吧。", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]新威勒尔……你既可以在这里永远迷失,[pause]也可以在这里彻底找回自我……[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]重新出发……[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "倒也不是每一个人都值得。", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]嗯,我也是这么想的……[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]不值得重获新生……我大概不会想碰上这样的人吧……[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]那些“大天使”,[pause]比如说玛门……[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "算是吧……", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "看作朋友?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "嗯,差不多吧。", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]这样啊……[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]大天使看起来明明比人类强大那么多……不过,也许是看的方式不对吧……[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]在我看来,港口镇的大家齐心合作时,就像是一个整体……[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]大天使或许确实很强,但假如所有人类联起手来,那恐怕没有任何大天使能匹敌呢![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]有件事我一直在想……[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]倘若造一艘船扬帆起航,不知道能不能找到更多像这样的岛屿呢……[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]新威勒尔四面都环绕着海洋……[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]也许有朝一日,等我内心渴望着见识新的土地时,我会去试试看的![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]如果曾有其他人在我的身体里生活过,那我会不会继承那个人的喜恶呢……?[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]我……喜欢看着你被火光照亮的样子,{player}……[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]还是说,那些喜恶就是我自己的?[pause]嗯……[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]将熄未熄的余烬映照在你双眼之中……这话听起来可能冒着傻气,但我感觉就像是在你身上看见了整个世界……[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]也许那便是你来自的那个世界……就好像你让那世界的碎片停泊在你内心的港湾,自始至终指引着你归家……[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]过去的我……曾经生活在这副身子里的那个人……[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]……[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]她看起来那么不高兴……[pause]过着不开心的生活,却又无力改变,看了实在让人难过……[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]{player},答应我,你要一直努力活得开开心心的……[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "那里没有怪物。", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]{player},你那个世界的怪物是什么样子的……?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]别让你的世界扭曲你,把你变得面目全非……答应我,好吗?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]什……?真的假的?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]啊,我都没意识到这一点……[pause]这大概就能解释很多事了……[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "是啊。", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]{player},你那个世界的衣服会比这里多吗……?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]真的吗?![/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "多了不止一点……", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]我没理解错的话……这座岛是由名叫“梅林线”的大天使所创造和维护的……对吧?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]不过……[pause]我也才只是刚开始探索自己喜欢怎么穿……也许我还没准备好换形象……[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "似乎是这样没错。", + "SUNNY_CONVO16_SUNNY1_OPTION2": "应该是这样没错!", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]好,那我下次会努力想些更好的问题来问你![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]那这个大天使这么做,肯定有什么理由吧……[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]但是……也许大天使的理由超出了我们的理解范围?[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]不过怎么样都好,我想这应该轮不到我们来担心!无论未来会是什么样的,我们都会做好准备迎接……[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]说起新朋友桂妮……我从来没见过像她那样打扮的人![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]原来桂妮是大天使……[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]不知道她愿不愿意和我做朋友呢……[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]她一直待在这码头,肯定很孤独吧……希望她能找到快乐……[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]论谁也不该受那样的折磨……[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]好,{player}。跟我说说吧。说说你的世界。[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "啊?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "我的世界?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]对啊!你的世界应该很古老吧……?而新威勒尔还很年轻。我听说,港口镇才只住了几代人呢……[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "你向阳光简要概括了地球的历史。[pause]你跳过了很多细节,但也无伤大雅。", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]拜托了,跟我说说你那个世界的历史吧![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]这信息量……可真大啊。[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]每当我想到这座岛,想到我从何处来……从另一个世界的那个曾经的我,到成为索地员,再到在这里遇见你……[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]我便几乎能看见历史之丝缕,引领着我成为我,[pause]成为此时、[pause]此地的我。[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]你能听懂我的意思吗?你……能看见你那个世界的历史之丝缕,引领着你成为现在的你吗……?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]你能听懂我的意思吗?你……能看见你那个世界的历史之丝缕,引领着你成为现在的你吗……?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]你能听懂我的意思吗?你……能看见你那个世界的历史之丝缕,引领着你成为现在的你吗……?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "倒也不太能!", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]那就好,那就好!我都不太确定自己是不是问了个蠢问题。[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "能……吧?", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]唉,算了……反正就是个蠢问题![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]我还在慢慢探索,想弄清楚人之为人究竟意味着什么。这其中有一部分深埋在我们的历史之中,但也只有那一部分那么多了……[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]我很好奇,以前那个人类的我……[pause]那个最早住在我身体里的女子……不知道她的历史是怎样塑造了她呢……[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]也许是我问错问题了吧……也许我得向你多问问现在的事,而不是老在纠结过去的事![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "听起来不错!", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]你那个世界拥有很多人……是吗?应该要比这座岛上的人……还要多很多吧。[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "也许吧!", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]嘿,{player}……[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]别担心,这一点我还是能理解的。毕竟我和其他索地员……就成不了朋友。[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "嗯,也许是吧!", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]你见过的人肯定很多,多到你都没法好好认识吧![/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "对,你说得没错!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]但是,你不会为此感到难过吗?也许你和擦肩而过的人之间,本来能诞生出宝贵的友谊……?[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]不过……或许也未必真就能成为朋友。不是所有人都能和其他人产生联系的……[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "没错。", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "这说法都算是轻描淡写了。", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]他们被赋予了那么僵硬死板的角色……而转变的机会又是那么渺茫,搞得他们根本就没办法想象活成别的样子……[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]但即使知道这世上有人未必能和你沟通,甚至还鄙视你……也不足以阻止我接触其他人。[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]也许我选择成为“阳光”而非“索地员”,于他们而言是莫大的侮辱吧。[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]在我看来,人就是最有意思的生物!和人聊天还挺有趣的……[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "我同意!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "是吗……?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "挺乐观的嘛!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]嘿嘿嘿。[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]饿肚子还挺好玩的,不是吗……?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]我这说法有那么奇怪吗……?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "饿肚子可不是闹着玩的!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]我们所拥有的感觉,会在不知不觉间改变我们的行为,即使我们自己并不希望如此……[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]肉体的欲望支配着我们,迫使我们做出决策……[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "这话倒是没错。", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "你也有很多肉体上的欲望吗?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]是吧?所以到头来这说法也并没有那么奇怪嘛![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]{player},你那个世界肯定有很多在新威勒尔根本找不到的美食吧![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]有些食物会比其他事物更能让我产生这种感觉。我猜这就是所谓的“嗜好”吧……[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "没错。", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "说到我们那儿的“餐厅”,那可是三天三夜都聊不完。", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]你——[pause][pause]可——[pause][pause]我不……[pause]我说的是食物啦![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]拜托……多和我聊聊那里的美食吧,我巴不得多了解一些![/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]人类的许多欲望都……[pause]非常有趣,不过聊食物更好开口……[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "此后对话便尴尬地中断了。", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]嘿,{player}。", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]我有点好奇……人类的家。我听说,家就是人的倒影。[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]你能带我去你家看看吗……?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "当然可以!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "改天吧。", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]太好了!那就走吧……[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]好吧,下次再说……[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]我脑子里反反复复地想……我之所以是我,人之所以是人,究竟意味着什么……[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]……[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]而现在,我好像已经想通了。[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]塑造一个人的……[pause]其实是其身边的其他人。[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]假如我的生命中没有遇到你,或者凯莉,或者尤金,我就不可能成为阳光……[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]毕竟,是你们赋予了我这个名字。这是我一生中收到的第一份礼物……而我也将永远珍惜。[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]就连对你的感受也是,{player}。一开始,我把你看作陌生人,看作我所恐惧,或者不信任的人。但现在,我把你看作……[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]那之后感觉过了好久好久……现在,我对世间一切的感受都不一样了。[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "看作朋友?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]就连对你的感受也是,{player}。一开始,我把你看作陌生人,看作我所恐惧,或者不信任的人。但现在,我把你看作……[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]就连对你的感受也是,{player}。一开始,我把你看作陌生人,看作我所恐惧,或者不信任的人。但现在,我把你看作……[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "看作朋友?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "看作更重要的人……?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]和彼此建立起这样的联系,就是生活的意义。也许,也是成为人类的意义……[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]当然了!我们一起走过那么多地方……一起打过那么多怪物……甚至还融合成一体……[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "看作更重要的人……?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "看作更重要的人……?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]我知道,你总有一天要从这个地方离开……但是我们之间的联系,会永远存续。正是这千丝万缕,塑造了现在的我们。[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]起码我是这么想的。[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]呃……[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]你的意思是我想的那个意思吗……?[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "我的意思是,我们是超要好的朋友呀!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "我的意思是,我对你动心了。", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "我的意思是,我们是超要好的朋友呀!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "我的意思是,我们是超要好的朋友呀!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]所以我……不是一厢情愿。[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]坦白说,我心中萌生出……[pause]复杂的情感也已经有一段时间了。[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]我实在弄不清楚怎样才算正常,怎样不算……[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]但既然你也有同样的感觉,那我就直说好了:[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]现在,我想靠近你一点,[pause]想靠得非常非常近……[pause]可以吗……?[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "没什么!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]{player},看你这副样子,你好像有话要说……?[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]嗯,{player}……[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]我想和你在一起。[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]我应该明白你的意思。[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]没事啦,尤金。我们第一次见面时还不是朋友,但现在是了……这样反倒更好,不觉得吗……?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]我当然也想……我别无他求……[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]我……[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]不只是物理距离上和彼此亲近,而是还要比这更深一层……[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "嗯。", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]是确立我们作为两个同等的人类个体之间的关系……[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "这么说也没错。", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]但是……我们还是可以在物理距离上贴近彼此,对吧……?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]因为每当我看见你,我心中总会涌现出许多感情。我想和你贴近些,同时也想和你相连,和你心灵相通……[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]这些感情全都混合成了一体,我没办法分辨出因何而起,又将因何终结。这都让我觉得,我并不像我希望的那样理解自己……[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]我想,我需要和你亲近点。[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]我需要能感受到握着你的手的温热,[pause]以、以及其他类似的感受![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]我知道你终归是要回家的……但是我们之间的联系,会永远存续。正是这种联系,塑造了现在的我们。[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]所以……答案是是的,我想和你在一起。直到你离开的那一天。[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "啊,倒也不是完全住进办公室……只是白天去办公室而已!就把它想象成白天扮演的角色,之后你就可以回家,重新变回自己了。", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "唔,我倒不会用[wave amp=30 freq=10]那种[/wave]说法啦——只不过你需要钱才能生存,而上班是其中一种赚钱方式。", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]……所以你是说,在你的那个世界,有些人主动选择了过索地员的生活?[/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]所以那些人为了生存,就主动选择了在办公室里生活……?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "呃,我倒是不太适合那种工作。", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]明白了……那凯莉,你在来到新威勒尔之前,也有一份“办公室工作”吗……?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]……呃,我当索地员从来不用“喝血”的……[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "也不算是吧。我就是对你有点好奇。", + "PARTNER_INTERACT_S_M1_MEREDITH2": "所以你也不太算是……吸血鬼啰。[pause]但你确定你真的不是[wave amp=30 freq=10]有点[/wave]“不死”吗?你的肤色看上去挺苍白呢。", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]“不死”?我对这个词不太熟悉……是什么坏事吗……?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]你……[pause]对我好奇……?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "啊,千万别误会![pause]怎么说呢,你就像是,[wave amp=30 freq=10]活生生的死女孩[/wave]。呃,也有可能不是。总之无论如何,都蛮酷的。", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]所以你是说,你不太了解我,所以对我很感兴趣……?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "算是……吧?", + "PARTNER_INTERACT_S_E1_EUGENE2": "你是说自从你第一次走进这家咖啡馆以来吗?是哦,好像确实已经过了好久呢。", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]……尤金,自我们第一次见面以来,感觉已经过了好久呢……[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]不是啦,是说我还是索地员时,第一次踏上港口镇的土地。你拦在我和我同事面前,叫我们离开,还记得吗……?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "等等,[pause]那居然是你?天啊,阳光,我都没有认出你来……", + "PARTNER_INTERACT_S_E1_EUGENE6": "这我倒是同意,确实是一大进步。", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]……你想把我画下来……?[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "没错!毕竟你的故事还蛮励志的。你逃离了原本作为大企业走狗的宿命,过上了自己的生活。我简直能以你为原型创造出一个角色了。", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]不过我必须强调,绘画过程中可不带脱衣服的呃。[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]我……你太抬举了。你能把我画成角色,我真是无比荣幸……[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "这你大可放心,我可不是[wave amp=30 freq=10]那种[/wave]画家!", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]……薇奥拉,你的旅途有留下什么深刻的记忆吗……?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "……深刻记忆?回忆何其美妙!前一夜,我流落街头,任头发在风中凌乱;次日月圆时分,我业已下榻酒馆,在温暖床铺上入梦。前一晚,我许是在与父亲的朋友共进晚餐;后一晚,我许是在那繁华的维洛那朗诵诗歌。", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]“繁华的维洛那”……听起来是个好地方……[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "……诚然,然而我有一事必须坦诚:[pause]我碰巧窃走了维洛那某位显赫少女的芳心,还令当地起了争端,恩恩怨怨甚是凶险。[pause]我无意再访此地。", + "PARTNER_INTERACT_S_D1_DOG2": "汪!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]……你应该是“狗”,对吧……?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]……看来你身上确实背负着不少故事呢![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]你是我遇见的第一位“狗”。有机会的话,我很乐意再多认识几位……[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "是啊![pause]红发也还没到超级罕见的程度啦,至少在我们那边是这样。", + "FRANKIE_INTERACT_K1_FRANKIE1": "……凯莉,我有件事想问很久了……你的头发天生就是这种颜色的吗?", + "FRANKIE_INTERACT_K1_FRANKIE4": "唔,[pause]确实不是……[pause]不过自从我被海浪冲到这里来,就一直是这个颜色了。", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "但我猜你应该不是生来就长了一头粉发吧。", + "FRANKIE_INTERACT_K1_FRANKIE6": "说得好,我也省下染发的钱了!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "只要自己看着满意,那就没什么问题嘛,是吧?", + "FRANKIE_INTERACT_M1_FRANKIE1": "……我真不知道怎么说了,梅瑞狄。要是我能[wave amp=30 freq=10]离开[/wave]新威勒尔的话,我就得去乖乖找份工作,过上那按部就班的无聊生活。", + "FRANKIE_INTERACT_K1_FRANKIE7": "……不过反正这里也并没有钱可言。也没有染发剂。", + "FRANKIE_INTERACT_V1_VIOLA3": "吾友弗兰基,你的烦忧我已明了。你欲要探问,你嗜读浪漫作品及情欲文章,然则你本人并无意投身此等戏剧之事,此二者之间是否相冲突,可是如此?", + "FRANKIE_INTERACT_M1_MEREDITH2": "你还是个小屁孩吧?那成年生活的单调乏味还离你很远呢。", + "FRANKIE_INTERACT_M1_FRANKIE3": "我都已经[wave amp=30 freq=10]十八岁[/wave]了!我可没觉得你比我老[wave amp=30 freq=10]很多[/wave]!", + "FRANKIE_INTERACT_M1_MEREDITH4": "噢。[pause]我都不知道呢。或许是你身上那股……[pause]青春活力,让我误会了你的年纪吧。", + "FRANKIE_INTERACT_M1_FRANKIE5": "我经常被这么说!", + "FRANKIE_INTERACT_E1_FRANKIE1": "……我只是觉得,也许我就没按着我父母[wave amp=30 freq=10]心目中[/wave]的模样成长。他们确实很[wave amp=30 freq=10]支持[/wave]我,但也许我就没法长成他们所期望的那样。", + "FRANKIE_INTERACT_E1_EUGENE2": "嗯,这我理解。我的童年可以说是赞爆了,但我父母花了很多时间待在游击队战壕里面,为了拯救一个熊熊燃烧的世界而战斗……", + "FRANKIE_INTERACT_E1_FRANKIE3": "……[pause]啊?", + "FRANKIE_INTERACT_E1_EUGENE4": "怎么说呢,他们已经尽最大的努力把我养大了……[pause]但是我的成长过程,却是在他们那一代人所创造出的死亡机器废墟之中玩耍,懂我意思吗?", + "FRANKIE_INTERACT_E1_EUGENE5": "他们经历了那样的事情,和我们自然会有一段距离。", + "FRANKIE_INTERACT_E1_FRANKIE6": "……[pause]仔细想想,我的生活或许确实是蛮简单的。", + "FRANKIE_INTERACT_F1_FRANKIE1": "……这么说,我给你一段角色描述,你就能替我画出来啰?", + "FRANKIE_INTERACT_F1_FELIX2": "当然!只要告诉我你的角色长什么样,我立马就给你画出来。", + "FRANKIE_INTERACT_F1_FRANKIE3": "那好,嗯……[pause]这么说吧,[pause]你想象一下狼人,不过穿着一身商务西装。不对不对,还是穿燕尾服吧……至于他的狼毛,则是——", + "FRANKIE_INTERACT_F1_FELIX4": "呃,不如你还是拿张纸把这些描述写下来吧?", + "FRANKIE_INTERACT_V1_FRANKIE1": "……作为一个对爱情毫无兴趣的人,我读的爱情小说可能有点太多了。", + "FRANKIE_INTERACT_V1_FRANKIE2": "这会不会有点[wave amp=30 freq=10]奇怪[/wave]?", + "FRANKIE_INTERACT_V1_VIOLA5": "你若问及我如何看待此事,我会答你大可不必为此挂忧。你心中所欲,或许会随年岁渐长而改弦更张,或许亦不然。", + "FRANKIE_INTERACT_V1_FRANKIE4": "……大概就是这个意思……?", + "FRANKIE_INTERACT_V1_VIOLA6": "你只需尽情享受平日之所好,以自己舒心之方式爱惜身周之人。私以为,若循此法,定当活得逍遥自在。", + "FRANKIE_INTERACT_V1_FRANKIE7": "薇奥拉你[wave amp=30 freq=10]这么[/wave]酷你自己知道吗?!", + "FRANKIE_INTERACT_S1_FRANKIE1": "……所以即使我在来到新威勒尔之前,根本就不知道世上[wave amp=30 freq=10]存在[/wave]这么一个地方,但在某程度上来说,我[wave amp=30 freq=10]这一辈子[/wave]都在为这种事降临到我自己身上做准备呢!", + "FRANKIE_INTERACT_V1_VIOLA8": "此番谬赞,近日确时有耳闻!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]原来如此……因为你阅读了许多奇幻故事……而且你自己也参与创作,我没理解错吧……?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "正是如此![pause]虽然磁带的具体细节这点算是新的花样,不过人们向来[wave amp=30 freq=10]热爱[/wave]怪物和人类之间的友谊故事——尤其是在里面还掺杂了爱情元素之时。", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]是这样的吗……?这就是你一来到这里就激动不已的原因吗——你想和怪物发展爱情?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "什、什么,我?[pause]不不不,严格来说我只是个旁观者啦。", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "拥有“惨遭整蛊”状态的角色,其部分招式会被替换。", + "STATUS_NAME_BOOBY_TRAPPED": "惨遭整蛊", + "STATUS_NAME_FLAMMABLE": "一点就着", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "令目标队伍获得{status_effect}状态,持续{duration}回合。", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "击中一个目标。伤害值不再根据使用者的近战攻击能力值来决定,而是根据近战防御能力值来决定。同时对使用者造成伤害。", + "MOVE_DESCRIPTION_CARNIVORE": "提升“啃咬”的生命值恢复量。", + "MOVE_NAME_BOOBY_TRAP": "整蛊陷阱", + "MOVE_NAME_MACHINE_CURSE": "机器恶咒", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "消耗使用者的所有AP。本次攻击威力的提升量为所耗AP点数的15倍。攻击的属性及额外状态效果则由当前天气决定。", + "MOVE_NAME_BUTTERFLY_EFFECT": "蝴蝶效应", + "MOVE_DESCRIPTION_MACHINE_CURSE": "反弹被动招式触发造成的伤害和效果,作用到攻击者身上。", + "MOVE_NAME_STICKER_TRICK": "贴纸把戏", + "MOVE_DESCRIPTION_LIFTOFF": "在第三回合结束时获得“AP提升”和“速度升高”状态。", + "MOVE_NAME_ENERGY_RESERVES": "能量存储", + "MOVE_NAME_BAD_FORECAST": "预报失误", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "使用者回合结束时,有概率赋予随机队友1点AP。", + "MOVE_NAME_IONISED_AIR": "电离空气", + "MOVE_DESCRIPTION_BOOBY_TRAP": "对使用者造成伤害。", + "MOVE_DESCRIPTION_STICKER_TRICK": "用“整蛊陷阱”替换目标使用的最后一个招式。“整蛊陷阱”会对使用者造成伤害。", + "STATUS_DESCRIPTION_FLAMMABLE": "拥有“一点就着”状态的角色只要受到火系攻击,就会进入“烧伤”状态,该状态造成的伤害也更高。", + "MOVE_DESCRIPTION_HARDBACK": "减少所受伤害(暴击和火系攻击除外)。与此同时,受到的火系攻击均为暴击,且不提供任何正面效果。", + "MOVE_NAME_CARNIVORE": "无肉不欢", + "MOVE_NAME_BRACE_FOR_IMPACT": "舍身冲击", + "MOVE_NAME_HARDBACK": "精装书脊", + "MOVE_NAME_LIFTOFF": "升空", + "MOVE_NAME_GASOLINE_SPRAY": "喷射汽油", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "令目标获得{status_effect}状态。", + "MOVE_DESCRIPTION_BAD_FORECAST": "令目标获得“闪避作废”状态,持续{duration}回合,同时天气会随机变幻。战斗开始时自动使用。", + "AMPHARE_NAME": "电能野兔", + "FRAGLIACCI_LORE_2": "《丑角》是一出由鲁杰罗·莱翁卡伐洛创作的意大利歌剧,讲述了一名即兴喜剧团团长身上发生的故事,于1892年公开首演。", + "LAPACITOR_LORE_2": "1800年,物理学家亚历山德罗·伏特发明了最初的电池。当时的他并不了解自己这个发明的底层原理,坚信其中的能量取之不尽、用之不竭。", + "AMPHARE_LORE_1": "电能野兔像极了一块会动的电池,身体周围悬浮着的废铁就算是“四肢”。至于这样的生物是如何获得知觉的,那就是未解之谜了。", + "PIER_MACHINE_GLITTER_LORE_2": "人性消逝,徒留混沌。", + "ITEM_PIER_TICKET": "兑奖券", + "ITEM_PIER_TICKET_DESCRIPTION": "可以兑换依光码头景点参观票。纸张薄到发脆,仿若秋日落叶。", + "DLC_PIER_FELIX_CONVO2_FELIX2": "听下来感觉大天使都嫉妒我们人类。你上次在另一个世界打过照面的那个琥珀女士,她好像也喜欢化作人形活动嘛。", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "好像是这个道理!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "应该就是如此……", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "那女子假扮愚人,休想欺骗我的双眼。", + "DLC_PIER_FELIX_CONVO2_FELIX4": "他们是很强大……[pause]但力量并不意味着一切,你说呢?", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "{player},见了桂妮的善意面庞,也休要卸下心防。小丑尤擅人前带笑,人后捅刀。", + "DLC_PIER_FELIX_CONVO2_FELIX3": "我们当然可以简简单单地把他们看作是[wave amp=30 freq=10]神一样[/wave]的存在,但这种观点总觉得有些浮于表面了。", + "UMBRAHELLA_LORE_1": "伞影地狱鱿总是像风筝一般顺势而飞,有它出现的地方,就总会发生灾祸与不幸,因而也被视作不祥之兆,为其笼上了一层神秘色彩。", + "UMBRAHELLA_LORE_2": "人们在古亚述时期的雕塑中就发现了人造折叠伞的存在。准确来说,所有人类文明中都有伞的存在,只是模样五花八门,各有千秋。", + "UI_CC_VALUE_hair_clown_2": "马戏大师 #2", + "UI_CC_VALUE_hair_clown_1": "马戏大师 #1", + "UI_CC_VALUE_hair_clown_3": "小丑帽", + "UI_CC_VALUE_hair_clown_4": "双色染", + "UI_CC_VALUE_head_clown": "小丑鼻", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "也就是说,“桂妮”是大天使,还认识阿列夫……", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "这码头也太诡异了,搞得我心里没底。", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "还有桂妮……她也一直在这儿?[pause]自己给自己化妆?[pause]对了,她算是单身吗?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "这地方从新威勒尔有人迹起就存在了吗?到底是从哪里[wave amp=30 freq=10]来[/wave]的啊?", + "CHARLEQUIN_LORE_1": "燃碳弄臣穿得宽袍大袖,是为了在里面存放公开表演所需的各种道具:烟花、易燃物、点火装置,不一而足。", + "FRAGLIACCI_NAME": "爆弹丑角", + "BLUNDERBUSK_LORE_2": "早在古埃及,“小丑”这一角色便已存在于世。不过要等到19世纪初,英国演员约瑟夫·格里马尔迪才发明出真正有辨识度的小丑扮相。", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "娱人", + "BATTLE_ADJECTIVE_PIER_MACHINE": "炼狱引擎{name}", + "PIER_MACHINE_BEAST_NAME": "珠白珀尔", + "PIER_MACHINE_BEAST_SUBTITLE": "生猛机器", + "PIER_MACHINE_BEAST_LORE_2": "凶残暴戾可以是人性丧失的恶果,也能理解为悦纳真实的自我,就看是从何等立场来看了。", + "PIER_MACHINE_BEAST_LORE_1": "无论曾经是何种生物,如今的它已成为卡在两态之间的畸形体,如动物一般宣泄着怒火。", + "BLUNDERBUSK_NAME_PREFIX": "短枪", + "AMPHARE_NAME_PREFIX": "电能", + "FRAGLIACCI_DESCRIPTION": "长着火炮头的小丑", + "REGION_NAME_FUNHOUSE": "欢乐世界", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "依光码头上的魔女之屋", + "REGION_NAME_SPACEWORLD": "宇宙天地", + "REGION_NAME_FUNHOUSE_PHRASE": "依光码头上的欢乐世界", + "REGION_NAME_PIER_WAREHOUSE": "依光码头仓库", + "REGION_NAME_SPACEWORLD_PHRASE": "依光码头上的宇宙天地", + "PIER_MACHINE_GLITTER_LORE_1": "此物已无一丝理智,遑论借逻辑推理做出判断,只是深知自己不应存在于世,着实可怜可叹。", + "PIER_MACHINE_GLITTER_SUBTITLE": "混沌机器", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "使用入场券即可参观依光码头的一处景点。", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "绿色景点入场券", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "使用入场券即可参观依光码头的一处景点。", + "ITEM_PIER_PASS_SPACEWORLD": "红色景点入场券", + "ITEM_PIER_PASS_FUNHOUSE": "粉色景点入场券", + "ROSEHOOD_LORE_2": "《小红帽》的故事可谓历史悠久,在10世纪欧洲广为传播。不过若要追根溯源起来,最早在古希腊民间故事中就初见雏形。", + "UMBRAHELLA_SUBTITLE": "不祥之兆", + "UMBRAHELLA_DESCRIPTION": "会动的诡异伞具", + "REGION_NAME_PIER_PHRASE": "依光码头", + "REGION_NAME_PIER": "依光码头", + "REGION_NAME_HAUNTEDHOUSE": "魔女之屋", + "MAP_FEATURE_ROWING_BOAT": "小船", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "依光码头仓库", + "MAP_FEATURE_WAREHOUSE": "仓库", + "MAP_FEATURE_HAUNTEDHOUSE": "“魔女之屋”", + "MAP_FEATURE_FUNHOUSE": "“欢乐世界”", + "MAP_FEATURE_SPACEWORLD": "“宇宙天地”", + "CHARLEQUIN_NAME": "燃碳弄臣", + "FRAGLIACCI_LORE_1": "乍一看,爆弹丑角像极了一门弹道炮,“脸”堪堪遮住炮筒,弹药随时都能呼啸而出,快到令人心悸。", + "LAPACITOR_DESCRIPTION": "身子长得像电池,前腿化作巨爪的兔子", + "MAJORTOM_LORE_2": "1961年,苏联航天员尤里·加加林完成了世界首次载人宇宙飞行。这108分钟的旅途意义非凡,可谓人类历史上一座不可磨灭的丰碑。", + "MAJORTOM_DESCRIPTION": "坐时髦航天飞船的机器人", + "ROSEHOOD_DESCRIPTION": "戴着兜帽、挎着花篮的人形", + "MINORTOM_NAME_PREFIX": "太空人", + "MINORTOM_NAME_SUFFIX": "汤姆", + "MINORTOM_LORE_1": "某个不起眼的平行宇宙中有个主题公园,太空人汤姆原先就是里面的新型自动装置,一举一动都是为了取悦游客。发明它们的人早已与世长辞,这些机械却在漫长岁月中培养出了知觉,如今满心都是效仿宇宙火箭,去星河间畅游一番。", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]啊?![/shake]不不不!我[wave amp=30 freq=10]绝对[/wave]不是这个意思!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "不算吧,主要是这种“废弃码头上只有我一个人”的情节太诡异了。", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "你怕她?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "你对她有意思?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "{player},你这么一问,倒像是在[wave amp=30 freq=10]吐露心声[/wave]。", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "{player},你这么一问,倒像是在[wave amp=30 freq=10]吐露心声[/wave]。", + "CHARLEQUIN_NAME_SUFFIX": "弄臣", + "MAJORTOM_NAME": "少校汤姆", + "MINORTOM_DESCRIPTION": "坐复古火箭的机器人", + "UMBRAHELLA_NAME": "伞影地狱鱿", + "UMBRAHELLA_NAME_PREFIX": "伞影", + "UMBRAHELLA_NAME_SUFFIX": "地狱鱿", + "HAUNTOME_LORE_2": "这本书几乎与“书写”这一行为同龄。纸张尚未发明的时候,人类就已经会用泥板等媒介来记录文字了。", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "这么说来,“桂妮”并非人类……?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "{player},你这么一问,倒像是在[wave amp=30 freq=10]吐露心声[/wave]。", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "新任务来了,要拯救这个码头……", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "说实在的,我[wave amp=30 freq=10]根本[/wave]没法理解类似的事情,这已经超出我的认识范围了。", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "也是,不管是谁,从早到晚都穿着戏服的,肯定信不过。[pause]我一直都是这么认为的。", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "她值得信赖!", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "有点怪啊?我们应该算是好心帮忙吧,但我又觉得看不透桂妮。", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "反正不管信不信,小心点总没错。谁知道这儿藏着什么玩意儿……", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "我也不确定该不该相信她。", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "此地甚是怪异——[pause]我等心如明镜。", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "如此看来,“小丑桂妮”实为异界之灵?", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "看来异界精灵亦会妒羡尘世俗人。", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "时光漫长,却囿于阴影……", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "终究是可怜可叹,好一个令人扼腕的结局。", + "CHARLEQUIN_NAME_PREFIX": "燃碳", + "CHARLEQUIN_DESCRIPTION": "乐观过头的小丑", + "AMPHARE_NAME_SUFFIX": "野兔", + "BLUNDERBUSK_NAME_SUFFIX": "卖艺人", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "使用入场券即可参观依光码头的一处景点。", + "ITEM_KEY_HAUNTEDHOUSE_1": "红宝石之眼", + "ITEM_KEY_HAUNTEDHOUSE_3": "绿色引擎钥匙", + "ITEM_KEY_HAUNTEDHOUSE_2": "图书馆钥匙", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "未经细致打磨的宝石,能够嵌入特定的空槽。", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "生了锈的钥匙,可以打开魔女之屋图书馆的门。", + "SCARLETEETH_DESCRIPTION": "披着斗篷的巨狼", + "SCARLETEETH_LORE_2": "《小红帽》的故事可谓众说纷纭,其中格林兄弟笔下的版本最为人熟知。某些早期版本认为所谓的大灰狼其实是狼人,描述得有鼻子有眼。", + "SCARLETEETH_LORE_1": "屈服于兽性的小红猫会异变为身形巨大、挥舞双爪的猩红利牙,对血肉产生浓厚的兴趣。在战斗中化作这种形态,无异于宣告此人已迷失自我,沉溺于纯粹的嗜血野性中。", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "所谓的“桂妮”原来是大天使啊?", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "但总的来说,我们帮她还是帮对了……[pause]应该吧……?", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "不过嘛,虽然[wave amp=30 freq=10]不是很懂[/wave],但工作也算是顺利完成了。{player},干得好。", + "DLC_PIER_FELIX_CONVO1_FELIX1": "这个码头……[pause]真的……", + "DLC_PIER_FELIX_CONVO1_FELIX2": "很酷啊!你觉得呢?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "啊?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "确实!", + "DLC_PIER_FELIX_CONVO2_FELIX1": "所以“小丑桂妮”真身是“大天使桂妮薇儿”咯?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "也有可能是我想多了。", + "DLC_PIER_FELIX_CONVO1_FELIX3": "这种地方一旦[wave amp=30 freq=10]慢慢破败[/wave]起来,就变得很有感觉,每块锈迹背后都有故事。", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "小丑存在的意义是?", + "LAPACITOR_LORE_1": "电能野兔积蓄的能量达到了一定级别,身体就能伸展开来,四肢也变得像模像样起来。不过到了自卫的紧要关头,还是离不开磁化的废弃金属。", + "LITTLERED_NAME_PREFIX": "小", + "LITTLERED_NAME": "小红猫", + "LITTLERED_NAME_SUFFIX": "红猫", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "吓人", + "CLOWN_LORE_1": "桂妮薇儿身为远古大天使,却如孩童一般,对人类文化有着浓厚的兴趣。漫长岁月里,她一直在尝试复制人类与生俱来的创新能力。", + "CLOWN_LORE_2": "这位“幻象之化身”曾是阿列夫“圆桌骑士团”的一员。那场悲剧发生后,组织分崩离析,她便孤身一人去到遥远的依光码头。", + "MINORTOM_LORE_2": "儒勒·凡尔纳所著小说《从地球到月球》讲述的是载人登月的种种情状,其中首次描绘了“宇宙火箭”这一新兴事物。乔治·梅里爱从中汲取灵感,创作出了首部科幻电影《月球旅行记》。", + "HAUNTOME_NAME_PREFIX": "异灵", + "HAUNTOME_NAME_SUFFIX": "古卷", + "HAUNTOME_LORE_1": "这看着可能像是本被爱折腾的鬼魂附了体的书,但那只“眼睛”可是货真价实的有机生物,它扎根于巨大的书册中,靠翻动书页来掀起狂风。", + "FRAGLIACCI_NAME_PREFIX": "爆弹", + "FRAGLIACCI_NAME_SUFFIX": "丑角", + "CHARLEQUIN_LORE_2": "16世纪至18世纪,源于意大利的“即兴喜剧”蔚然成风,“弄臣丑角”便是其中的标志性滑稽角色。", + "LITTLERED_LORE_2": "《小红帽》是源自欧洲的民间故事,尽管版本众多,但核心剧情依旧是“小女孩在拜访外婆的路上被恶狼跟踪”,可谓万变不离其宗。", + "LITTLERED_DESCRIPTION": "身披斗篷、携带弓箭的类猫生物", + "BLUNDERBUSK_NAME": "短枪卖艺人", + "DLC_POPUP_PIER_2": "另增以下装饰选项:\\n\\n- 马戏大师 #1(发型选项)\\n- 马戏大师 #2(发型选项)\\n- 小丑帽(发型选项)\\n- 双色染(发型选项)\\n- 小丑鼻(头部选项)", + "PIER_MACHINE_ASTRAL_NAME": "鸦羽雷文", + "PIER_MACHINE_ASTRAL_SUBTITLE": "虚空机器", + "PIER_MACHINE_ASTRAL_LORE_2": "何谓虚空?无义、无心、无己。", + "PIER_MACHINE_GLITTER_NAME": "玫粉萝丝", + "PIER_MACHINE_ASTRAL_LORE_1": "这是能算是一个半成型的造物,燃烧着前世残存的最后一点温暖能量。火花渐熄,徒留伸手不见五指的虚无。", + "QUEST_DLC_PIER_DESCRIPTION1": "关闭依光码头上的3台炼狱引擎。", + "QUEST_DLC_PIER_PROGRESS2": "已打倒3台炼狱引擎中的{num}台。", + "QUEST_DLC_PIER_DESCRIPTION2": "和桂妮交谈。", + "QUEST_DLC_PIER_PROGRESS1": "用4张兑奖券换1张景点入场券。", + "LAPACITOR_NAME_PREFIX": "电容", + "LAPACITOR_NAME_SUFFIX": "凶兔", + "ITEM_KEY_SPACEWORLD_3": "红色引擎钥匙", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "沉重的铁钥匙,可以打开宇宙天地引擎室的门。", + "ITEM_KEY_WAREHOUSE": "仓库钥匙", + "RUMOR_DLC_PIER_BOAT": "咖啡馆有个老主顾说,最近亲眼目睹了件怪事。就不久前吧,有艘孤零零的小船,居然会自己往岸边漂。", + "RUMOR_DLC_PIER_BOAT_TITLE": "小船", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "沉重的铁钥匙,可以打开依光码头仓库的门。", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "会动的伞", + "QUEST_DLC_PIER_TITLE": "未知码头", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "信不信由你,反正我在{location_0_phrase}看到了会动的伞!它好像还能操纵天气呢!", + "AMPHARE_LORE_2": "据说“电池(battery)”一词是发明家本杰明·富兰克林于18世纪创造出来的,借用的是军事术语中“排炮(battery)”之义。", + "SCARLETEETH_NAME": "猩红利牙", + "LITTLERED_LORE_1": "小红猫有两条成长路线,一是保持体面友善的个性,直至成年;二是屈服于内心的兽性。至于为什么如此有礼有节的生物会性情大变,化身嗜血凶兽,其中因果就不得而知了。", + "DLC_POPUP_PIER_1": "感谢购入“未知码头”!\\n\\n正式会见三角头男之后,去和克莱曼斯谈谈,就能开启全新剧情任务啦。", + "BLUNDERBUSK_DESCRIPTION": "身躯滚圆、弹性十足的小丑", + "MAJORTOM_NAME_SUFFIX": "汤姆", + "MAJORTOM_LORE_1": "只要升级下宇宙火箭,太空人汤姆就能一路晋升为少校汤姆。大容量燃料箱里装满了威力十足的液体推进剂,足以将其发射至低轨道,圆太空旅行之梦。", + "MAJORTOM_NAME_PREFIX": "少校", + "SCARLETEETH_NAME_PREFIX": "猩红", + "SCARLETEETH_NAME_SUFFIX": "利牙", + "BLUNDERBUSK_LORE_1": "短枪卖艺人只要用手一瞄准,就能把弹丸“发射”出去。虽然它总是前摇后晃,甚至没有眼睛,但准头依旧非常好。", + "AMPHARE_DESCRIPTION": "身子长得像电池,缺胳膊少腿的兔子", + "LAPACITOR_NAME": "电容凶兔", + "HAUNTOME_DESCRIPTION": "飘在半空中的大部头", + "MINORTOM_NAME": "太空人汤姆", + "ROSEHOOD_NAME": "红粉佳人", + "ROSEHOOD_NAME_PREFIX": "红粉", + "ROSEHOOD_LORE_1": "未丧失理智的小红猫会成长为红粉佳人,常出没于林木茂密处,热衷于采摘娇艳欲滴的花朵,集作一束赠与过路人。", + "ROSEHOOD_NAME_SUFFIX": "佳人", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "好啦,最后一个不算是问题,就是开玩笑的——[pause]真的!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "我是觉得挺奇怪的,没想到这种[wave amp=30 freq=10]高阶[/wave]存在会对我们……[pause]我们人类这么[wave amp=30 freq=10]上心[/wave]。", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "那位[wave amp=30 freq=10]桂妮[/wave]女士简直让我汗毛倒竖啊。", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "对一个普普通通的[wave amp=30 freq=10]爱尔兰小镇姑娘[/wave]来说,这信息量这太大了点吧?", + "AA_CLOWN_NAME": "桂妮薇儿", + "AA_CLOWN_SUBTITLE": "幻象马戏师", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "小丑援助", + "BATTLE_TITLE_PIER_MACHINE": "炼狱引擎", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "颠倒乾坤", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "沉重的铁钥匙,可以打开魔女之屋引擎室的门。", + "ITEM_KEY_SPACEWORLD_1": "明月钥匙", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "在宇宙天地景点里找到的银钥匙,上面有月亮图案。", + "ITEM_KEY_SPACEWORLD_2": "烈日钥匙", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "在宇宙天地景点里找到的金钥匙,上面有太阳图案。", + "HAUNTOME_NAME": "异灵古卷", + "ONLINE_STATE_CONNECTED.m": "已连接", + "ONLINE_BUTTON_INVITE_FRIENDS": "邀请好友", + "ONLINE_SHOW_INVITE_CODE_COPIED": "已复制到剪贴板!", + "ONLINE_PLAYER_STATUS_OFFLINE": "离线。", + "ONLINE_PLAYER_STATUS_0": "冒险中。目前在{location_name_phrase}。", + "ONLINE_REQUEST_RECEIVED.m": "{remote_player}向你发送了{action}请求!", + "NOTIFICATION_REQUEST": "请求", + "ONLINE_STATE_DISCONNECTED": "当前离线", + "ONLINE_STATE_CONNECTING": "正在连接……", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "局域网会话", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "正在连接至{server}……", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "正在主持会话(局域网端口{server_port})", + "ONLINE_STATE_CONNECTED.f": "已连接", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "连接失败,需要更新。", + "ONLINE_BUTTON_LAN_CLIENT": "加入局域网会话", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "已启用", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "已启用 + 融合之力", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "复制贴纸:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "已禁用", + "BATTLE_NET_CLOSED_2_LOCAL.m": "对战终止,你已断开连接。", + "BATTLE_NET_CLOSED_2_REMOTE.f": "对战终止,对方玩家已断开连接。", + "BATTLE_NET_CLOSED_1": "对战终止,出现错误。", + "BATTLE_NET_CLOSED_2_LOCAL.n": "对战终止,你已断开连接。", + "BATTLE_NET_CLOSED_2_REMOTE.n": "对战终止,对方玩家已断开连接。", + "ONLINE_ERROR_CONNECTION_ERROR": "连接错误({error})。", + "ONLINE_NOTIFICATION_RAID_WON": "{player}和{other_player}击败了{boss}", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player}和{other_player}进入团体战", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player}击败了{other_player}", + "ONLINE_NOTIFICATION_TRADED": "{player}和{other_player}交易了磁带", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player}和{other_player}进入试炼场", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "你下次遇到的融合体,将有可能掉落限定盘", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player}点了一根仪式蜡烛", + "ONLINE_BUTTON_FRIENDS_JOIN": "输入邀请码", + "CAPTAIN_CODEY_CM_CODEY6": "给,这酷炫玩意儿就送你了。", + "CAPTAIN_CODEY_CM_CODEY8": "呃,我得回去尽巡护员的职责了。有时间就来山顶上找我吧!", + "ONLINE_PLAYER_GAMERCARD": "显示玩家卡", + "UPDATE_POPUP_MP_TITLE": "1.6版多人模式更新", + "UPDATE_POPUP_MP_2": "打开暂停菜单,按下{control.ui_action_1},即可开启线上多人模式。\\n\\n你可以向好友列表中的玩家直接发送邀请,也可以创建邀请码,连接其他平台上的玩家。", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player}正在等待你加入……", + "UPDATE_POPUP_MP_1": "本次更新的1.6版添加了线上多人模式!线上模式中,你将能:\\n\\n- 和最多8位好友投身游戏!\\n- 肩并肩探索世界!\\n- 彼此对战及交换磁带!\\n- 在团体战中组队对抗暴走融合体!", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "在线(仅邀请)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "正在搜索好友……", + "ONLINE_ERROR_VERSION_CHECK_LAN": "连接失败,版本不匹配。", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player}提议用手头的{species2}磁带换你的{species1}磁带。", + "ONLINE_REQUEST_RECEIVED_TRADE2": "正在等待{remote_player}接受你的交易提议……", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player}提议用手头的{species2}磁带换你的{species1}磁带。", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "你无法与{remote_player}交易。", + "ONLINE_REQUEST_UI_TITLE": "和{remote_player}的{action}请求", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player}提议用手头的{species2}磁带换你的{species1}磁带。", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "你无法与{remote_player}交易,对方游戏内的怪物有着不同的属性。", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "你无法与{remote_player}交易,对方游戏内的怪物有着不同的属性。", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "若交易成功,游戏将会自动存档。确定要这么做吗?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player}已撤回{action}请求。", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player}已撤回{action}请求。", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "对方玩家正忙,请稍后再试。", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "对方玩家正忙,请稍后再试。", + "ONLINE_REQUEST_TRADE_PROMPT": "选择要和{remote_player}交易的磁带。", + "UI_TAPE_COLLECTION_OFFER_TRADE": "和{remote_player}交易", + "ONLINE_REQUEST_SENT_TRADE.m": "你提议用手头的{species1}磁带和{remote_player}交易!", + "ONLINE_REQUEST_SENT_TRADE.n": "你提议用手头的{species1}磁带和{remote_player}交易!", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "接受请求", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "拒绝请求", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "撤回请求", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "交易磁带……", + "ONLINE_REQUEST_SENT_TRADE.f": "你提议用手头的{species1}磁带和{remote_player}交易!", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player}提议用手头的{species1}磁带和你交易!", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player}提议用手头的{species1}磁带和你交易!", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player}提议用手头的{species1}磁带和你交易!", + "ONLINE_BUTTON_LEAVE_SESSION": "离开会话", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "输入IP地址和端口", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "显示邀请码", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "出现错误", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "你已断开连接", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player}已拒绝你的{action}请求。", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "你已断开连接", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "你已拒绝{remote_player}的{action}请求。", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player}已撤回{action}请求。", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "你已断开连接", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player}获得了一盘{species}磁带", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player}获得了{ability}技能", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player}获得了一盘{type}系限定盘{species}磁带", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player}灌录了一盘{species}磁带", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player}灌录了一盘{type}系限定盘{species}磁带", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player}与{partner}成了朋友", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player}与{partner}成了朋友", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player}击败了{boss}", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "你已撤回{action}请求。", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "你已拒绝{remote_player}的{action}请求。", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "你已撤回{action}请求。", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "你已撤回{action}请求。", + "ONLINE_REQUEST_CLOSED_COMPLETE": "{action}完成。", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "交易成功——{remote_player}的{species2}磁带现在归你啦!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "交易成功——{remote_player}的{species2}磁带现在归你啦!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "交易成功——{remote_player}的{species2}磁带现在归你啦!", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "你无法和{remote_player}一同参与团体战。", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "对方玩家不可用。", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "你无法和{remote_player}一同参与团体战,对方游戏内的怪物有着不同的属性。", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "你无法和{remote_player}一同参与团体战,对方游戏内的怪物有着不同的属性。", + "ITEM_CYBER_MATERIAL_NAME": "赛博物质", + "CAPTAIN_CODEY_CM_CODEY1": "哟,看来[wave amp=30 freq=10]目标[/wave]自己走进了探测范围。探测器正嘟嘟嘟[wave amp=30 freq=10]响个没完[/wave]呢。", + "BATTLE_RAID_DEFERRED_RECORDING": "若团体战获胜,则两名玩家都能获得这盘磁带。", + "ITEM_HACKING_GLOVE_NAME": "黑客手套", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player}已接受你的团体战请求!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "荧光高荷电物质,看起来像从畅想虚拟现实的1980年代电影中直接走出来似的。", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "{remote_player}已接受你的试炼场请求!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "复古游戏控制器,能让你在战斗前使用赛博物质,从而改变暴走融合体的元素属性。", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "啊?", + "NOTIFICATION_NETWORK": "网络", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "正在等待对方玩家……", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "对方玩家正忙,请稍后再试。", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "正在等待对方玩家……", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "正在等待对方玩家……", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "你已与{remote_player}一同进入试炼场!\\n退出列车,即可终止这项活动。", + "ONLINE_SECTION_PLAYERS": "玩家({0}/{1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player}将手头的{species1}磁带重新灌录成了{species2}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player}与{partner}成了朋友", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player}将手头的{species1}磁带重新灌录成了{species2}", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player}和{other_player}正在对战", + "ONLINE_NOTIFICATION_ROMANCED": "{player}和{partner}开始交往了", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player}将手头的{species1}磁带重新灌录成了{species2}", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player}和{partner}增进了感情", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player}发现了{station}", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player}已在怪物图鉴中录入{num}个物种", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player}已完成{num}个告示板任务", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player}已击败{num}个暴走融合体", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "邀请{player_name}", + "ROGUE_FUSION_BATTLE_SOLO": "单人战斗", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]本场战斗中,你的等级将暂时降至{max_level}级。[/center]", + "ROGUE_FUSION_RAID_REWARD": "奖励:{item} ×{item_amount}", + "ROGUE_FUSION_RAID_HACK_BUTTON": "黑进后台!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "你和{remote_player}落败了……", + "ROGUE_FUSION_RAID_HACK_HINT": "使用{amount}份赛博物质来改变这一融合体的属性。", + "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "你和{remote_player}取得了胜利!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "你和{remote_player}退出了试炼场。", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "你们逃离了战斗……", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "你和{remote_player}落败了……", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "你无法和{remote_player}一同参与团体战,对方游戏内的怪物有着不同的属性。", + "ONLINE_SECTION_CONTROL": "控制设置", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "玩家({0})", + "ONLINE_ERROR_INVALID_INVITE": "连接失败,邀请无效。", + "ONLINE_HUD_PLAYER_COUNT": "{0}/{1}名玩家", + "ONLINE_BUTTON_FRIENDS_CREATE": "开始仅邀请会话", + "BATTLE_NET_CLOSED_2_REMOTE.m": "对战终止,对方玩家已断开连接。", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name}(你)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "对战终止,你已断开连接。", + "ONLINE_DISPLAY_NAME_ANON": "匿名", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "本大厅已禁用跨平台联机。其他系统的玩家将无法用此邀请码加入。", + "ONLINE_INVITE_MESSAGE": "来玩《磁带妖怪》吧!", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title}(进行中)", + "ONLINE_REQUEST_LIST_BUTTON": "{title}请求", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "你的{action}请求失败,{reason}。", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "你的{action}请求失败,{reason}。", + "OFFLINE_REMATCH_NPC1.v3": "我正好路过,于是就想着顺便来这里看看你。反正来都来了,不如就来场重赛呗?", + "OFFLINE_REMATCH_NPC1.v1": "嘿!虽说现在大家都没上线,不过照样可以来场重赛哦!你意下如何?", + "OFFLINE_REMATCH_NPC1_YES": "好啊!", + "OFFLINE_REMATCH_NPC1_NO": "改天吧。", + "OFFLINE_REMATCH_NPC1.v2.m": "上次交手打得不够过瘾。要不要再来一局?", + "OFFLINE_REMATCH_NPC1.v2.n": "上次交手打得不够过瘾。要不要再来一局?", + "OFFLINE_REMATCH_NPC1.v2.f": "上次交手打得不够过瘾。要不要再来一局?", + "OFFLINE_GIFTER_NPC1.v2": "我刚好在回想上次多人游戏时咱们一起玩的情形呢。有时间再一起玩吧!", + "OFFLINE_GIFTER_NPC1.v1": "虽说现在大家都没上线,但我很希望你能收下这份礼物!", + "OFFLINE_GIFTER_NPC1.v3": "嘿!我正好路过,于是就想着顺便来这里看看你。给,我找到了这东西,送你啦!", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "正在架设服务器……", + "ONLINE_REQUEST_SENT.m": "你向{remote_player}发送了{action}请求!", + "ONLINE_REQUEST_RECEIVED.f": "{remote_player}向你发送了{action}请求!", + "ONLINE_REQUEST_RECEIVED.n": "{remote_player}向你发送了{action}请求!", + "ONLINE_REQUEST_SENT.n": "你向{remote_player}发送了{action}请求!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "在线(与好友同乐)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "现正在线游玩。正在搜索好友……", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player}已加入你的会话", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player}已断开连接", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player}已断开连接", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player}已断开连接", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player}已接受你的挑战!", + "BATTLE_FLEE_ONLINE_CONFIRM": "确定要认输吗?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "你是哪位?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "{player},我们又见面了。最近挺忙的嘛?", + "CAPTAIN_CODEY_CM_CODEY2": "我的探测器收到了一些[wave amp=30 freq=10]赛博波[/wave]信号,我想你正是原因。", + "CAPTAIN_CODEY_ALREADY_MET1.m": "{player},我们又见面了。最近挺忙的嘛?", + "CAPTAIN_CODEY_ALREADY_MET1.n": "{player},我们又见面了。最近挺忙的嘛?", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "赛博波……?", + "CAPTAIN_CODEY_CM_CODEY4": "这东西好像跟[wave amp=30 freq=10]各个世界之间的空间[/wave]有关联。我倒并不关心它到底从哪里来……", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "你在说什么啊?", + "CAPTAIN_CODEY_CM_CODEY3": "赛博波啊![pause]就是,[wave amp=30 freq=10]赛博物质[/wave]发出的波嘛![pause]你最近肯定捡过某种橙色的发光物质吧,我就管它叫这个。", + "CAPTAIN_CODEY_CM_CODEY5": "不过那些暴走融合体,倒是对这东西格外敏感——你可以利用这种物质,把它们变成限定盘。这叫[shake rate=30 level=10]宇宙[/shake]层面的生物黑客技术!", + "CAPTAIN_CODEY_CM_CODEY7": "这下你就能将[shake rate=30 level=10]力量[/shake]玩弄于股掌了![pause]这手套能利用赛博物质,并将其用在暴走融合体身上。不是我[wave amp=30 freq=10]自卖自夸[/wave]哦,这可是我的得意发明。", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "服务器已断开。", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "跨平台联机设置的变动,将于当前在线会话结束时生效。", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "部分在线多人模式功能可能无法使用。", + "ONLINE_CROSSPLAY_WARNING": "你所输入的邀请码属于跨平台联机大厅,但你已在设置中关闭跨平台联机。要覆盖这一设置并继续吗?", + "INFO_ONLINE_WITH_MODS2": "你将无法与安装有不兼容模组的玩家互动。若连接失败,或会话中没有玩家现身,请检查你们安装的模组是否都相同。", + "ONLINE_FRIENDS_PASSIVE_WARNING": "“与好友同乐”模式有时会为你匹配[i]不是你好友[/i]的玩家。好友的好友,乃至任何拥有邀请码的人,都可加入你的游戏局。确定要继续吗?", + "ONLINE_STATE_CONNECTED.n": "已连接", + "ONLINE_BUTTON_FRIENDS_INVITE": "接受{name}的邀请", + "ONLINE_BUTTON_DISCONNECT": "断开连接", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP地址:端口", + "ONLINE_REQUEST_ACTION_battle": "对战", + "ONLINE_REQUEST_ACTION_trade": "交易", + "ONLINE_ALREADY_REQUESTING.n": "你已向该玩家发送另一请求。", + "ONLINE_ERROR_MATCH_FULL": "连接失败,会话已满。", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "未能加入会话,对方玩家使用的游戏版本不同。", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "你向{remote_player}认输了……", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "你输给了{remote_player}……", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "你赢了{remote_player}!", + "ONLINE_BUTTON_LAN_SERVER": "主持局域网会话", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "与好友同乐", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "你已拒绝{remote_player}的{action}请求。", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player}已拒绝你的{action}请求。", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player}已拒绝你的{action}请求。", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "输入邀请码", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "{remote_player}的{action}请求失败,{reason}。", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "{remote_player}的{action}请求失败,{reason}。", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "所提供的IP地址、主机名或端口号无效。", + "ONLINE_ERROR_CONNECTION_FAILED": "连接失败。", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0}名玩家", + "ONLINE_BUTTON_VIEW_FRIENDS": "好友列表", + "UI_PAUSE_ONLINE_BTN_0": "在线联机", + "ONLINE_ALREADY_REQUESTING.f": "你已向该玩家发送另一请求。", + "UI_PAUSE_ONLINE_BTN_1": "在线状态", + "ONLINE_REQUEST_ACTION_raid": "团体战", + "ONLINE_ALREADY_REQUESTING.m": "你已向该玩家发送另一请求。", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "你的{action}请求失败,{reason}。", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player}已断开连接", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player}已断开连接", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player}已断开连接", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "{remote_player}的{action}请求失败,{reason}。", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "在线(已加入)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "等级:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "统一为{0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "贴纸属性:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "无限制", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "已启用", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "已禁用", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "已禁用", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "已启用", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "融合", + "ONLINE_NOTIFICATION_DISCONNECTED": "已断开连接", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "已连接!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "已连接!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "已连接!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "请注意,安装了模组的情况下,在线跨平台联机将会禁用。因此,此存档将永久无法与主机系统跨平台联机。", + "ONLINE_NOTIFICATION_CONNECTED_1": "现正和{remote_player}游戏", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "现正于{server_port}端口主持局域网会话", + "INFO_ONLINE_WITH_MODS1": "安装了模组的情况下,在线跨平台联机将会禁用。你将无法加入跨平台联机会话,而主机系统的玩家也无法加入你的会话。", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "选择加入多人游戏会话要使用的存档", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player}在对战中落败", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player}在对战中落败", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player}在对战中落败", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "你要交易的磁带", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "{remote_player}要交易的磁带", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "接受交易", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "你的交易內容", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "你无法与{remote_player}交易,对方游戏内的怪物有着不同的属性。", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "{remote_player}的交易內容", + "ONLINE_REQUEST_UI_BATTLE_RULES": "对战规则", + "ONLINE_PLAYER_STATUS_1.n": "忙碌中。目前在{location_name_phrase}。", + "ONLINE_PLAYER_STATUS_1.m": "忙碌中。目前在{location_name_phrase}。", + "ONLINE_PLAYER_STATUS_1.f": "忙碌中。目前在{location_name_phrase}。", + "ONLINE_PLAYER_STATUS_2": "在{location_name_phrase}战斗中。", + "ONLINE_PLAYER_MENU_MAP": "在地图上查看", + "ONLINE_PLAYER_MENU_TRADE": "请求交易", + "ONLINE_PLAYER_LOCATION": "{player_name},{location_name_phrase}", + "ONLINE_PLAYER_MENU_BATTLE": "请求对战", + "UI_SETTINGS_NETWORK": "在线联机", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "已禁用", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "已启用", + "UI_SETTINGS_NETWORK_CROSSPLAY": "跨平台联机", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "现正和{remote_player}及{n}名其他玩家游戏", + "ONLINE_REQUEST_ACTION_gauntlet": "试炼场", + "ONLINE_REQUEST_SENT.f": "你向{remote_player}发送了{action}请求!", + "ACHIEVEMENT_NAME_tutorial": "就是这么个世界", + "ACHIEVEMENT_DESC_partner_kayleigh": "解锁凯莉。", + "ACHIEVEMENT_NAME_rogue_fusion": "团结就是力量", + "ACHIEVEMENT_NAME_swarm_fusion": "怪物舞会", + "ACHIEVEMENT_DESC_rogue_fusion": "击败一个暴走融合体。", + "ACHIEVEMENT_DESC_swarm_fusion": "击败一个融合群。", + "ACHIEVEMENT_DESC_unstable_fusion": "击败一个不稳定融合体。", + "ACHIEVEMENT_NAME_unstable_fusion": "午夜切莫投喂", + "ACHIEVEMENT_NAME_orb_fusion": "此非月亮", + "ACHIEVEMENT_DESC_orb_fusion": "击败一个球状融合体。", + "ACHIEVEMENT_NAME_rogue_fusion_5": "不听指挥", + "ACHIEVEMENT_DESC_rogue_fusion_5": "击败5个暴走融合体。", + "ACHIEVEMENT_NAME_rogue_fusion_10": "流氓细胞", + "ACHIEVEMENT_NAME_captain_judas": "有备无患", + "ACHIEVEMENT_DESC_captain_judas": "击败裘达队长。", + "ACHIEVEMENT_NAME_captain_cleeo": "赢家通吃", + "ACHIEVEMENT_NAME_captain_lodestein": "电力十足", + "ACHIEVEMENT_DESC_captain_lodestein": "击败西提耶队长。", + "ACHIEVEMENT_NAME_captain_dreadful": "黄泉彼岸", + "ACHIEVEMENT_DESC_captain_dreadful": "击败怖可儿队长。", + "ACHIEVEMENT_NAME_captain_gladiola": "刀头舐血", + "ACHIEVEMENT_NAME_kuneko_altars_4": "你不要我了吗 - 第五部分", + "ACHIEVEMENT_DESC_kuneko_altars_4": "在4处圣坛前和苦无喵见面。", + "ACHIEVEMENT_NAME_quest_viola1": "暴风雨", + "ACHIEVEMENT_NAME_defeat_ianthe": "让我加入 - 第二部分", + "ACHIEVEMENT_DESC_defeat_ianthe": "击败埃安忒,成为巡护员队长。", + "ACHIEVEMENT_NAME_quest_overtime": "加班加点", + "ACHIEVEMENT_DESC_quest_overtime": "为港口镇的标牌选择一种设计。", + "ACHIEVEMENT_NAME_quest_sunny": "感觉如何", + "ACHIEVEMENT_DESC_quest_sunny": "帮助阳光开始新生活。", + "ACHIEVEMENT_NAME_quest_hoylake": "出门打猎", + "ACHIEVEMENT_DESC_quest_hoylake": "帮助荷雷克完成研究。", + "ACHIEVEMENT_DESC_defeat_ghost": "击败一只鬼魂。", + "ACHIEVEMENT_NAME_defeat_ghost": "有鬼出没该找谁?", + "ACHIEVEMENT_DESC_bootleg_astral": "获得一盘星界系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_ice": "寒霜限定盘", + "ACHIEVEMENT_DESC_bootleg_ice": "获得一盘冰系限定盘磁带。", + "ACHIEVEMENT_DESC_bootleg_lightning": "获得一盘闪电系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_lightning": "电击限定盘", + "ACHIEVEMENT_NAME_bootleg_air": "狂风限定盘", + "ACHIEVEMENT_DESC_bootleg_air": "获得一盘空气系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_earth": "多石限定盘", + "ACHIEVEMENT_DESC_bootleg_earth": "获得一盘土系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_metal": "钢铁限定盘", + "ACHIEVEMENT_DESC_bootleg_metal": "获得一盘金属系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_glass": "透明限定盘", + "ACHIEVEMENT_DESC_bootleg_glass": "获得一盘玻璃系限定盘磁带。", + "REACTION_FIRE_ON_AIR_TUTORIAL": "对空气系目标发动火系攻击,会产生一股上升气流(空气墙),可吸收一些外来攻击。", + "REACTION_FIRE_ON_METAL": "熔化", + "REACTION_FIRE_ON_METAL_TUTORIAL": "火系攻击可以熔化金属系怪物,并对目标造成持久的伤害。", + "REACTION_PLASTIC_ON_FIRE": "烟雾", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "对火系目标发动塑料系攻击,会释放出可以隐藏目标位置的黑烟。", + "REACTION_PLASTIC_ON_ASTRAL": "恍惚", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "塑料是绝缘体,因此塑料系攻击可以限制闪电系怪物的攻击范围。", + "REACTION_PLASTIC_ON_LIGHTNING": "绝缘", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "星界系怪物若接触到不纯的元素,如塑料、毒和金属,其体内和谐就会陷入无序。", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "对火系目标发动植物系攻击,会释放出可以隐藏目标位置的黑烟。", + "REACTION_PLANT_ON_FIRE": "烟雾", + "REACTION_PLANT_ON_WATER": "榨取", + "REACTION_PLANT_ON_WATER_TUTORIAL": "植物系攻击会榨取(并吸食)水系目标的力量。", + "REACTION_PLANT_ON_POISON": "助力", + "REACTION_PLANT_ON_LIGHTNING": "接地", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "植物系攻击会将闪电系目标的电力导至地面,从而缩小其攻击范围。", + "REACTION_PLANT_ON_POISON_TUTORIAL": "要制作毒物,就需要特定的营养物质。植物系攻击可提供这些营养物质,从而令目标随后发动的毒系攻击威力大增。", + "REACTION_PLANT_ON_EARTH": "播种", + "REACTION_WATER_ON_FIRE_TUTORIAL": "水系攻击会浇灭火系目标,降低其攻击的威力。", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "植物系攻击会携带种子,一遇到土系目标便会根植于其体内,消耗其能量。", + "REACTION_WATER_ON_FIRE": "熄灭", + "REACTION_WATER_ON_PLANT": "吸收", + "REACTION_WATER_ON_PLANT_TUTORIAL": "水系攻击留下的水,会被植物系目标的根茎吸收,并持续为其疗伤。", + "REACTION_WATER_ON_ICE": "膨大", + "REACTION_WATER_ON_ASTRAL": "充能", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "星界系怪物会从以下四种元素中汲取力量:火、土、气、水。", + "REACTION_WATER_ON_ICE_TUTORIAL": "水系攻击留下的水,会立即被冰系目标冻结,令其体积增大。", + "REACTION_WATER_ON_LIGHTNING": "导电", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "水能导电,从而增加闪电系攻击的作用对象和范围。", + "REACTION_WATER_ON_EARTH": "侵蚀", + "REACTION_WATER_ON_EARTH_TUTORIAL": "水系攻击会逐渐侵蚀土系目标,从而削去其防御。", + "REACTION_WATER_ON_METAL": "腐蚀", + "REACTION_POISON_ON_FIRE": "助燃", + "REACTION_WATER_ON_METAL_TUTORIAL": "水系攻击会腐蚀金属系目标(或导致其生锈),从而使其变脆。", + "REACTION_POISON_ON_FIRE_TUTORIAL": "毒系攻击所留下的毒物,可作为火系目标的燃料,燃烧即可增强其力量。", + "REACTION_POISON_ON_PLANT_TUTORIAL": "植物系目标会吸收毒系攻击所留下的毒物,并持续受到伤害。", + "REACTION_POISON_ON_PLANT": "吸收", + "REACTION_POISON_ON_EARTH": "抹毒", + "REACTION_POISON_ON_ASTRAL": "干扰", + "REACTION_POISON_ON_EARTH_TUTORIAL": "土系怪物可以利用毒系攻击留下的毒物,将其涂抹在尖锐部位,给对手造成额外的伤害。", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "星界系怪物若接触到不纯的元素,如塑料、毒和金属,其体内和谐就会陷入无序。", + "REACTION_POISON_ON_METAL_TUTORIAL": "金属系怪物可以利用毒系攻击留下的毒物,将其涂抹在尖锐部位,给对手造成额外的伤害。", + "REACTION_POISON_ON_METAL": "抹毒", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "属性为火、土、气、水四种元素的目标,会被星界系怪物吸干力量。", + "REACTION_ASTRAL_ON_FIRE": "吸干", + "REACTION_ASTRAL_ON_WATER": "吸干", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "属性为火、土、气、水四种元素的目标,会被星界系怪物吸干力量。", + "REACTION_ASTRAL_ON_ASTRAL": "充能", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "星界系怪物被同为星界系的攻击击中时,可以吸收并利用余下的星界能量。", + "REACTION_ASTRAL_ON_AIR": "吸干", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "属性为火、土、气、水四种元素的目标,会被星界系怪物吸干力量。", + "REACTION_ICE_ON_WATER_TUTORIAL": "水系怪物被冰系攻击击中时,会立即结冰。", + "REACTION_ICE_ON_WATER": "冻结", + "REACTION_ASTRAL_ON_EARTH": "吸干", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "属性为火、土、气、水四种元素的目标,会被星界系怪物吸干力量。", + "REACTION_ICE_ON_LIGHTNING": "导电", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "冰和水能导电,从而增加闪电系攻击的作用对象和范围。", + "REACTION_ICE_ON_AIR": "冷冽", + "REACTION_LIGHTNING_ON_ICE": "带电", + "REACTION_LIGHTNING_ON_PLASTIC": "静电", + "REACTION_ICE_ON_AIR_TUTORIAL": "冰系攻击会冷却空气系目标,令其颤抖不已。", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "冰和水能导电,因此往后承受闪电系攻击时,会受到更高伤害。", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "水能导电,因此往后承受闪电系攻击时,会受到更高伤害。", + "REACTION_LIGHTNING_ON_WATER": "带电", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "由于塑料具有绝缘性,对塑料系目标发动的闪电系攻击会留下电荷,目标可以用这些电荷来给对手造成额外的电击。", + "REACTION_LIGHTNING_ON_AIR": "带电", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "新威勒尔的空气导电性能异常好,因此空气系目标往后承受闪电系攻击时,会受到更高伤害。", + "REACTION_LIGHTNING_ON_EARTH": "玻璃化", + "REACTION_AIR_ON_FIRE_TUTORIAL": "空气系攻击可以“吹熄”火系目标,令目标随后发动的攻击威力降低。", + "REACTION_AIR_ON_FIRE": "熄灭", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "金属能导电,因此往后承受闪电系攻击时,会受到更高伤害。", + "REACTION_LIGHTNING_ON_METAL": "带电", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "闪电击中沙子时,会生成闪电熔岩,即天然玻璃。土系目标在受到闪电系攻击后,就会改变属性,变成玻璃。", + "REACTION_AIR_ON_PLANT": "连根拔起", + "REACTION_AIR_ON_PLANT_TUTORIAL": "空气系攻击可以将植物系目标“连根拔起”,使其与养分的来源——地面断开联系。", + "REACTION_AIR_ON_ASTRAL": "充能", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "星界系怪物会从以下四种元素中汲取力量:火、土、气、水。", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "新威勒尔的空气能导电,从而增加闪电系攻击的作用对象和范围。", + "REACTION_AIR_ON_LIGHTNING": "导电", + "REACTION_AIR_ON_GLASS": "共鸣", + "REACTION_EARTH_ON_FIRE": "熄灭", + "REACTION_AIR_ON_GLASS_TUTORIAL": "响亮的声音和空气系攻击,可以使玻璃系目标产生共振。假如共振足够强烈,就会令玻璃破碎。", + "REACTION_EARTH_ON_PLASTIC": "掩埋", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "土系攻击会捂灭火系目标,降低其攻击的威力。", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "土系攻击会将闪电系目标的电力导至地面,缩小其攻击范围。", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "正如塑料产品的生命周期往往不幸地以埋在废料堆填区里告终,土系攻击也可以掩埋塑料系怪物,从而限制其行动。", + "REACTION_EARTH_ON_LIGHTNING": "接地", + "REACTION_METAL_ON_ASTRAL": "干扰", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "星界系怪物若接触到不纯的元素,如塑料、毒和金属,其体内和谐就会陷入无序。", + "REACTION_EARTH_ON_ASTRAL": "充能", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "星界系怪物会从以下四种元素中汲取力量:火、土、气、水。", + "REACTION_METAL_ON_ICE_TUTORIAL": "金属系攻击的尖端,可以如镐头般贯穿冰系目标,降低其整体防御。", + "REACTION_METAL_ON_ICE": "捣碎", + "REACTION_METAL_ON_LIGHTNING": "导电", + "REACTION_METAL_ON_EARTH": "捣碎", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "金属能导电,从而增加闪电系攻击的作用对象和范围。", + "REACTION_METAL_ON_GLASS_TUTORIAL": "易碎的玻璃系怪物,很容易在坚硬的金属系攻击下粉碎,将尖锐的障碍物散落在战场各处。", + "REACTION_METAL_ON_EARTH_TUTORIAL": "金属系攻击的尖端,可以如铲子般贯穿土系目标,降低其整体防御。", + "REACTION_METAL_ON_GLASS": "粉碎", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "玻璃是绝缘体,因此玻璃系攻击可以限制闪电系怪物的攻击范围。", + "REACTION_GLASS_ON_LIGHTNING": "绝缘", + "ELEMENTAL_TYPE_FIRE": "火", + "ELEMENTAL_TYPE_WATER": "水", + "ELEMENTAL_TYPE_PLASTIC": "塑料", + "ELEMENTAL_TYPE_POISON": "毒", + "ELEMENTAL_TYPE_PLANT": "植物", + "ELEMENTAL_TYPE_BEAST": "野兽", + "ELEMENTAL_TYPE_ASTRAL": "星界", + "ELEMENTAL_TYPE_GLITTER": "亮片", + "ELEMENTAL_TYPE_LIGHTNING": "闪电", + "ELEMENTAL_TYPE_ICE": "冰", + "ELEMENTAL_TYPE_AIR": "空气", + "ELEMENTAL_TYPE_EARTH": "土", + "ELEMENTAL_TYPE_METAL": "金属", + "ELEMENTAL_TYPE_GLASS": "玻璃", + "INVENTORY_EMPTY": "空。", + "INVENTORY_INCOMPATIBLE": "不适用", + "INVENTORY_NO_COMPATIBLE_STICKERS": "无相应贴纸。", + "LOOT_TITLE": "已获得", + "LOOT_ITEM_EQUIPPED": "已装上", + "LOOT_ITEM_EQUIP_BUTTON": "装上", + "LOOT_ITEM_UNEQUIP_BUTTON": "卸下", + "LOOT_HEADING_OTHER_ITEMS": "其他物品", + "LOOT_HEADING_DROPPED": "已丢下", + "WINGS_OBTAINED": "你的衣柜已有{0}副羽翼可用。", + "ITEM_DROP_OBTAINED_ONE": "已获得:{0}", + "ITEM_DROP_OBTAINED_MULTIPLE": "已获得:{0} ×{1}", + "ITEM_DROP_INVENTORY_FULL": "无法携带更多同类物品。", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "无法携带更多贴纸。", + "ITEM_CHEST_EMPTY": "里面是空的!", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "目前携带的贴纸数量已达上限,后续获得的贴纸将自动丢弃。", + "ITEM_REMOVED_ONE": "从背包移除:{0}", + "ITEM_REMOVED_MULTIPLE": "从背包移除:{0} ×{1}", + "ITEM_COUNT_LIMITED": "×{0} / {1}", + "ITEM_COUNT": "×{0}", + "ITEM_EXCHANGE_OWNED_AMOUNT": "目前拥有:{0}", + "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", + "ITEM_EXCHANGE_ALREADY_OWNED": "已拥有。", + "ITEM_COST_FREE": "免费", + "ITEM_COST_ELEMENT": "{currency} {amount}", + "ITEM_COST_JOIN": "、", + "ITEM_EXCHANGE_OUT_OF_STOCK": "缺货。", + "ITEM_EXCHANGE_INVENTORY_FULL": "无法携带更多同类物品。", + "ITEM_TRADE_BUY": "购买", + "ITEM_TRADE_AMOUNT": "要用{cost}购买{exchange}吗?", + "ITEM_USE": "使用", + "ITEM_VIEW": "查看", + "ITEM_READ": "阅读", + "ITEM_SELECT": "选择", + "ITEM_USE_ON.m": "用于{0}", + "ITEM_USE_ON.f": "用于{0}", + "ITEM_USE_ON_TAPE": "用于{0}", + "ITEM_USE_ON.n": "用于{0}", + "ITEM_APPLY_STICKER_SUBMENU": "贴于……", + "ITEM_USE_ON_SUBMENU": "用于……", + "ITEM_DISCARD": "丢弃", + "ITEM_DISCARD_ONE": "丢弃1件", + "ITEM_DISCARD_ALL": "丢弃全部", + "ITEM_RECYCLE_ONE": "回收1件以换得{icon} ×{amount}", + "ITEM_RECYCLE": "回收以换得{icon} ×{amount}", + "ITEM_DISCARD_MODE_DISCARD": "丢弃", + "ITEM_DISCARD_MODE_RECYCLE": "回收", + "ITEM_RECYCLE_ALL": "回收全部以换得{icon} ×{amount}", + "ITEM_CATEGORY_consumables": "消耗品", + "ITEM_CATEGORY_tapes": "空白磁带", + "ITEM_CATEGORY_stickers": "贴纸", + "ITEM_CATEGORY_resources": "资源", + "ITEM_CATEGORY_misc": "其他", + "ITEM_CURE_COATING_NAME": "涂层疗药", + "ITEM_CURE_BURNED_NAME": "烧伤疗药", + "ITEM_CURE_BURNED_DESCRIPTION": "一种降温药膏,可消除一位队友身上的“烧伤”状态效果。不会占用回合。", + "ITEM_CURE_COATING_DESCRIPTION": "消除一位队友身上令属性改变的“涂层”状态效果。若在战斗中使用,则需占用一回合。", + "ITEM_CURE_CONDUCTIVE_NAME": "导电疗药", + "ITEM_CURE_CONFUSED_NAME": "混乱疗药", + "ITEM_CURE_CONFUSED_DESCRIPTION": "一根含有酶的皮下注射针,可立即中和多余的麻醉物质,消除一位队友身上的“混乱”状态效果。不会占用回合。", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "一种绝缘药膏,可消除一位队友身上的“导电”状态效果。不会占用回合。", + "ITEM_CURE_LEECHED_NAME": "寄生疗药", + "ITEM_CURE_POISONED_NAME": "解毒药", + "ITEM_CURE_LEECHED_DESCRIPTION": "一种除草药膏,可消除一位队友身上的“寄生”状态效果。不会占用回合。", + "ITEM_CURE_RESONANCE_NAME": "共振疗药", + "ITEM_CURE_POISONED_DESCRIPTION": "一种针对常见怪物毒素的解毒剂,可消除一位队友身上的“中毒”状态效果。不会占用回合。", + "ITEM_CURE_SLEEP_NAME": "清醒药", + "ITEM_CURE_RESONANCE_DESCRIPTION": "一种能减弱振动的物质,可消除一位队友身上的“共振”状态效果。若在战斗中使用,则需占用一回合。", + "ITEM_CURE_BERSERK_NAME": "狂暴疗药", + "ITEM_CURE_SLEEP_DESCRIPTION": "一小瓶恶臭的嗅盐,势必能将一位队友从睡梦中唤醒。不会占用回合。", + "ITEM_CURE_STAT_NAME": "状态疗药", + "ITEM_CURE_BERSERK_DESCRIPTION": "一种能令人平静的镇静剂,可消除一位队友身上的“狂暴”状态效果。不会占用回合。", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "小喷雾瓶内装着能让人身轻如燕的油性物质,可消除一位队友身上的“石化”状态效果。若在战斗中使用,则需占用一回合。", + "ITEM_CURE_PETRIFIED_NAME": "石化疗药", + "ITEM_CURE_STAT_DESCRIPTION": "该粉末一经吸入,即可消除一位队友身上的所有状态效果(包括正面效果)。若在战斗中使用,则需占用一回合。", + "ITEM_CURE_ALL_NAME": "万灵药", + "ITEM_CURE_ALL_DESCRIPTION": "一种据称可治愈一切病痛的灵丹妙药,可消除一位队友身上的所有状态效果(包括正面效果)。若在战斗中使用,则需占用一回合。", + "ITEM_REWIND_NAME": "倒带工具", + "ITEM_REWIND_DESCRIPTION": "完全恢复一盘磁带的生命值。若在战斗中使用,则需占用一回合。", + "ITEM_RESPOOL_NAME": "重卷工具", + "ITEM_OLIVE_UP_NAME": "榄喜!", + "ITEM_RESPOOL_DESCRIPTION": "修复断裂磁带,并将其倒带。若在战斗中使用,则需占用一回合。", + "ITEM_OLIVE_UP_DESCRIPTION": "一种奇怪的橄榄味软饮料,可以瞬间提升一个角色的等级。", + "ITEM_UPGRAPE_NAME": "葡塔", + "ITEM_PEAR_FUSILLI_NAME": "意大梨面", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "一份为二人搭档准备的预制梨餐,可瞬间令你们的融合指示条满格!即使在战斗中食用,也不会占用回合。", + "ITEM_UPGRAPE_DESCRIPTION": "一串奇特的倒挂葡萄,据说是由颠倒日当天种下的种子长成的。吃下一串葡塔,可使一盘磁带立即升级一星。", + "ITEM_REODORANT_NAME": "增臭剂", + "ITEM_REODORANT_DESCRIPTION": "一罐“中性发汗增臭剂”喷雾瓶。标签上说,这瓶东西能让你全身散发出足以驱散怪物的浓烈气味,持续一分钟。", + "ITEM_REODORANT_TIME_LEFT": "剩余时间:{0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "英式早餐(素食版)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "完全治好一位队友。若在战斗中使用,则需占用一回合。", + "ITEM_COFFEE1_NAME": "罐装冰拿铁", + "ITEM_COFFEE2_DESCRIPTION": "浓郁强劲的罐装咖啡,可额外提供4点AP。若在战斗中使用,则需占用一回合。", + "ITEM_COFFEE1_DESCRIPTION": "罐装咖啡,可额外提供2点AP。若在战斗中使用,则需占用一回合。", + "ITEM_COFFEE2_NAME": "外带美式咖啡", + "ITEM_FUSED_MATERIAL_NAME": "融合原料", + "ITEM_COFFEE3_NAME": "速效浓缩咖啡", + "ITEM_COFFEE4_NAME": "双份浓缩咖啡", + "ITEM_COFFEE3_DESCRIPTION": "小罐中装满能瞬间为身体注入能量的咖啡原液,可额外提供6点AP。若在战斗中使用,则需占用一回合。", + "ITEM_SMOKE_BOMB_NAME": "烟雾弹", + "ITEM_COFFEE4_DESCRIPTION": "小罐中装有双份浓缩咖啡,可额外提供8点AP。若在战斗中使用,则需占用一回合。", + "ITEM_METAL_DESCRIPTION": "可回收的基本资源,可以用来交换物品和服务。", + "ITEM_SMOKE_BOMB_DESCRIPTION": "保证能从野生怪物手下成功逃脱,不过骗不到人类和其他生灵。", + "ITEM_METAL_NAME": "金属", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "这东西散发出浓烈的臭鸡蛋味,但巡护员们似乎认为它很有价值!", + "ITEM_TUTORIAL_NAME": "巡护员手册", + "ITEM_TUTORIAL_NO_TUTS": "先去港口镇东城区和凯莉见面吧!", + "ITEM_TUTORIAL_DESCRIPTION": "凯莉留给你的手册。阅读这本手册,就可以回顾你在新威勒尔岛的生活中所学到的东西。", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "噢——手册背后有张卡片掉了下来!", + "ITEM_TUTORIAL_MESSAGE": "你想回顾哪个主题?", + "ITEM_PLASTIC_NAME": "塑料", + "ITEM_PLASTIC_DESCRIPTION": "可回收的基本资源,可以用来交换物品和服务。", + "ITEM_TYPE_CHART_NAME": "元素属性表", + "ITEM_OLD_BOOK_NAME": "旧书", + "ITEM_TYPE_CHART_DESCRIPTION": "一张画着图表的卡片,是从凯莉留给你的巡护员手册中掉出来的。表上详细说明了新威勒尔诸多怪物的元素属性,以及该如何将其利用起来。", + "ITEM_OLD_BOOK_DESCRIPTION": "一本旧书,里面写了许多奇怪的句子。", + "ITEM_PULP_NAME": "纸浆", + "ITEM_SINGLEUSE_STICKER_NAME": "{name}(一次性使用)", + "ITEM_WHEAT_NAME": "小麦", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "打开港口镇大门的锁!", + "ITEM_WHEAT_DESCRIPTION": "基本资源,经特定的人之手可以变成食物。", + "ITEM_WOOD_NAME": "木材", + "ITEM_PULP_DESCRIPTION": "育苗用地膜纸。可回收的基本资源,可以用来交换物品和服务。", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "击中一个目标,令目标获得{status_effect}状态。", + "ITEM_KEY_HARBOURTOWN_NAME": "港口镇大门钥匙", + "ITEM_WOOD_DESCRIPTION": "可回收的基本资源,可以用来交换物品和服务。", + "ITEM_TAPE_BASIC_NAME": "普通磁带", + "ITEM_TAPE_BASIC_DESCRIPTION": "可录制怪物形态,录制成功率普通。", + "ITEM_TAPE_CHROME_NAME": "氧化铬磁带", + "ITEM_TAPE_CHROME_DESCRIPTION": "可录制怪物形态,录制成功率高。", + "ITEM_TAPE_OPTICAL_LASER_NAME": "激光磁带", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "黑旋风落下的一盘神秘黑磁带。", + "ITEM_TAPE_BLACK_SHUCK_NAME": "黑旋风的磁带", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "运用了充满未来感的激光技术,高效存储怪物形态。保证能成功录制。", + "ITEM_TAPE_BEAST_DESCRIPTION": "覆盖着人造皮草材料的磁带。用来录制野兽系怪物时,成功率非常高。很受儿童的欢迎。", + "ITEM_TAPE_BEAST_NAME": "人造皮草磁带", + "ITEM_TAPE_FIRE_NAME": "烤面包机磁带", + "ITEM_TAPE_FIRE_DESCRIPTION": "标签上说,这盒磁带可以用烤面包机加热。这种奇怪的宣传磁带,曾是随附于早餐面点一起配发的东西,不过后来难免发生了手掌烫伤以及房屋起火的事故,引起了大量的投诉,这才不再在市面上流通。不过用来录制火系怪物时,成功率非常高。", + "ITEM_TAPE_PLASTIC_NAME": "再生磁带", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "显然是用“100%再生塑料”制成的磁带。用来录制塑料系怪物时,成功率非常高。", + "ITEM_TAPE_PLANT_NAME": "树皮磁带", + "ITEM_TAPE_PLANT_DESCRIPTION": "外壳用真正的树皮制成的磁带。用来录制植物系怪物时,成功率非常高。", + "ITEM_TAPE_WATER_NAME": "注水磁带", + "ITEM_TAPE_WATER_DESCRIPTION": "用透明塑料制成的磁带,密封且装满水。侧面有两个按钮,可以让你在不使用磁带时玩套环游戏。用来录制水系怪物时,成功率非常高。", + "ITEM_TAPE_POISON_NAME": "蛇皮磁带", + "ITEM_TAPE_ASTRAL_NAME": "以太磁带", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "无形体的磁带,拥有时不时穿过其他物体的坏习惯。透过磁带表面,可以看到微小的针状光点,犹如遥远的星辰。用来录制星界系怪物时,成功率非常高。", + "ITEM_TAPE_POISON_DESCRIPTION": "用人造蛇皮制成的时髦磁带。用来录制毒系怪物时,成功率非常高。", + "ITEM_TAPE_ICE_NAME": "九号冰磁带", + "ITEM_TAPE_LIGHTNING_NAME": "超导磁带", + "ITEM_TAPE_ICE_DESCRIPTION": "用仿佛永远不会融化的冰制成的寒冷磁带。标签上警告使用者不要让磁带接触水。用来录制冰系怪物时,成功率非常高。", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "磁带上的标签标榜着“内有玻色-爱因斯坦凝聚体!”用来录制闪电系怪物时,成功率非常高。", + "ITEM_TAPE_AIR_NAME": "气雾磁带", + "ITEM_TAPE_EARTH_NAME": "陶瓷磁带", + "ITEM_TAPE_AIR_DESCRIPTION": "用来录制空气系怪物时,成功率非常高的磁带。若遇上紧要关头,也可以作为发胶使用。", + "ITEM_TAPE_METAL_NAME": "铁铬磁带", + "ITEM_TAPE_METAL_DESCRIPTION": "用来录制金属系怪物时,成功率非常高。", + "ITEM_TAPE_EARTH_DESCRIPTION": "有着硬化陶瓷外壳的磁带。用来录制土系怪物时,成功率非常高。", + "ITEM_TAPE_USE_ON.m": "录制{0}", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "录制{0}", + "ITEM_TAPE_USE_ON.n": "录制{0}", + "ITEM_NAME_RARITY_1": "{item_name}(罕见)", + "ITEM_NAME_RARITY_2": "{item_name}(稀有)", + "BOOSTER_PACK_ELEMENTS_NAME": "“元素”贴纸包", + "BOOSTER_PACK_NATURE_NAME": "“自然”贴纸包", + "BOOSTER_PACK_POLLUTION_NAME": "“污染”贴纸包", + "BOOSTER_PACK_WILDCARD_NAME": "“随便”贴纸包", + "MAP_NAME_OVERWORLD_PHRASE": "新威勒尔", + "BOOSTER_PACK_DESCRIPTION": "内含4张贴纸的主题贴纸包,且必定含一张罕见或稀有贴纸!", + "MAP_NAME_DEAD_WORLD_PHRASE": "某个未知地点", + "MAP_NAME_OVERWORLD": "新威勒尔", + "REGION_NAME_UNKNOWN": "???", + "MAP_NAME_DEAD_WORLD": "???", + "REGION_NAME_UNKNOWN_PHRASE": "某个未知地点", + "REGION_NAME_GAUNTLET": "魔术蟹的试炼场列车", + "REGION_NAME_MALL": "凋敝商场", + "REGION_NAME_MALL_PHRASE": "凋敝商场", + "REGION_NAME_GAUNTLET_PHRASE": "登上魔术蟹的试炼场列车", + "REGION_NAME_PLAINS1": "新威勒尔原野", + "REGION_NAME_TOWN": "港口镇", + "REGION_NAME_TOWN_PHRASE": "港口镇", + "REGION_NAME_PLAINS1_PHRASE": "新威勒尔原野", + "REGION_NAME_TOWN_WEST": "港口镇西城区", + "REGION_NAME_TOWN_WEST_PHRASE": "港口镇西城区", + "REGION_NAME_CAFE": "留声机咖啡馆", + "REGION_NAME_CAFE_PHRASE": "留声机咖啡馆", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "经港口镇站至留声机咖啡馆", + "REGION_NAME_HOSPITAL": "港口镇医院", + "REGION_NAME_HOSPITAL_PHRASE": "医院", + "REGION_NAME_CHEMIST": "化学师小铺", + "REGION_NAME_MUSEUM": "遗产展览馆", + "REGION_NAME_MUSEUM_PHRASE": "遗产展览馆", + "REGION_NAME_CHEMIST_PHRASE": "化学师小铺", + "REGION_NAME_TOWN_OUTSKIRTS": "港口镇郊区", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "郊区", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "港口镇郊区洞窟", + "REGION_NAME_TOWN_BEACH": "港口镇沙滩", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "郊区洞窟", + "REGION_NAME_DEADLANDS_PHRASE": "死地", + "REGION_NAME_DEADLANDS": "死地", + "REGION_NAME_TOWN_BEACH_PHRASE": "港口镇沙滩", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "公园", + "REGION_NAME_NEW_WIRRAL_PARK": "新威勒尔公园", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "新威勒尔公园洞窟", + "REGION_NAME_TOWN_STATION": "港口镇站", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "公园洞窟", + "REGION_NAME_DUNGEON_GLOWSHROOM": "戈汪斯特路站", + "REGION_NAME_TOWN_STATION_PHRASE": "港口镇站", + "REGION_NAME_UPPER_PATH": "上方小径", + "REGION_NAME_UPPER_PATH_PHRASE": "上方小径", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "戈汪斯特路站", + "REGION_NAME_MIRE_SEA": "泥沼海", + "REGION_NAME_MIRE_SEA_PHRASE": "泥沼海", + "REGION_NAME_DUNGEON_WATERLOOP": "矛盾瀑布站", + "REGION_NAME_SOUTHERN_ISLES": "南部诸岛", + "REGION_NAME_DINO_QUARRY": "恐龙采石场,死地", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "南部诸岛", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "矛盾瀑布站", + "REGION_NAME_OLD_VILLAGE": "新伦敦镇,死地", + "REGION_NAME_DINO_QUARRY_PHRASE": "恐龙采石场", + "REGION_NAME_OLD_VILLAGE_PHRASE": "新伦敦镇", + "REGION_NAME_DEADLANDS_CAVES": "死地洞窟", + "REGION_NAME_LAKE_PHRASE": "湖上", + "REGION_NAME_LAKE": "涎泽湖", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "死地洞窟", + "REGION_NAME_LAKE_CAVES": "涎泽湖洞窟", + "REGION_NAME_LAKESIDE": "湖畔", + "REGION_NAME_LAKESIDE_PHRASE": "湖畔", + "REGION_NAME_LAKE_CAVES_PHRASE": "湖底洞窟", + "REGION_NAME_LAKESIDE_CAVES": "湖畔洞窟", + "REGION_NAME_MT_WIRRAL": "威勒尔山", + "REGION_NAME_MT_WIRRAL_PHRASE": "威勒尔山", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "湖畔洞窟", + "REGION_NAME_MT_WIRRAL_CAVES": "威勒尔山洞窟", + "REGION_NAME_EASTHAM_WOODS": "伊斯翰森林", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "威勒尔山洞窟", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "伊斯翰森林", + "REGION_NAME_EASTHAM_WOODS_CAVES": "伊斯翰森林洞窟", + "REGION_NAME_HAM_PHRASE": "呃……“翰”", + "REGION_NAME_HAM": "“翰”", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "伊斯翰森林洞窟", + "REGION_NAME_AUTUMN_HILL": "秋丘", + "REGION_NAME_AUTUMN_HILL_PHRASE": "秋丘", + "REGION_NAME_AUTUMN_HILL_CAVES": "秋丘洞窟", + "REGION_NAME_COMMUNE": "殁宁屯", + "REGION_NAME_COMMUNE_PHRASE": "殁宁屯", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "秋丘洞窟", + "REGION_NAME_COMMUNE_STATION": "殁宁屯新月站", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "冰斯凛顿站", + "REGION_NAME_MT_WIRRAL_STATION": "冰斯凛顿站", + "REGION_NAME_COMMUNE_STATION_PHRASE": "殁宁屯新月站", + "REGION_NAME_MEADOW_PHRASE": "樱桃草甸", + "REGION_NAME_MEADOW": "樱桃草甸", + "REGION_NAME_MEADOW_CAVES": "樱桃草甸洞窟", + "REGION_NAME_MARSH": "沼泽地", + "REGION_NAME_MARSH_PHRASE": "沼泽地", + "REGION_NAME_MEADOW_CAVES_PHRASE": "樱桃草甸洞窟", + "REGION_NAME_MARSH_CAVES": "沼泽地洞窟", + "REGION_NAME_FARM": "派珀农场", + "REGION_NAME_FARM_PHRASE": "派珀农场", + "REGION_NAME_MARSH_CAVES_PHRASE": "沼泽地洞窟", + "REGION_NAME_GRAVEYARD": "失魂坟场", + "REGION_NAME_GRAVEYARD_PHRASE": "坟场", + "REGION_NAME_CAST_IRON_SHORE": "铸铁海岸", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "铸铁海岸", + "REGION_NAME_DUNGEON_GRAVEYARD": "奧德坟站", + "REGION_NAME_STATION_FINAL": "夜之桥站", + "REGION_NAME_DUNGEON_SHIPWRECK": "提泰妮娅号船骸", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "奧德坟站", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "吟游街站", + "REGION_NAME_SHIPWRECK_STATION": "吟游街站", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "提泰妮娅号船骸", + "REGION_NAME_DUNGEON_MEADOW": "樱桃十字街站", + "REGION_NAME_STATION_FINAL_PHRASE": "夜之桥站", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "樱桃十字街站", + "REGION_NAME_MEADOW_CHURCH": "格拉斯顿玻璃修道院", + "REGION_NAME_BROKENHEAD_PHRASE": "断头地", + "REGION_NAME_BROKENHEAD": "断头地", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "格拉斯顿玻璃修道院", + "REGION_NAME_LANDKEEPER_HQ": "索地员总部", + "REGION_NAME_KAYLEIGH_HOME": "凯莉家", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "索地员总部", + "REGION_NAME_MEREDITH_HOME": "梅瑞狄家", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "凯莉家", + "REGION_NAME_FELIX_HOME": "菲利克斯家", + "REGION_NAME_FELIX_HOME_PHRASE": "菲利克斯家", + "REGION_NAME_MEREDITH_HOME_PHRASE": "梅瑞狄家", + "REGION_NAME_EUGENE_HOME": "尤金家", + "REGION_NAME_EUGENE_HOME_PHRASE": "尤金家", + "REGION_NAME_RANGER_OUTPOST": "巡护员哨所", + "REGION_NAME_TOWN_HALL": "市民中心", + "REGION_NAME_TOWN_HALL_PHRASE": "市民中心", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "巡护员哨所", + "REGION_NAME_AMBER_LODGE": "琥珀旅馆", + "REGION_NAME_POWER_STATION_PHRASE": "发电站", + "REGION_NAME_AMBER_LODGE_PHRASE": "琥珀旅馆", + "REGION_NAME_POWER_STATION": "发电站", + "MAP_FEATURE_CAVE": "洞窟", + "MAP_FEATURE_DAILY_ITEM": "每日物品", + "MAP_FEATURE_LANDKEEPER_OFFICE": "索地员办公楼", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "尤金的秘密工程", + "MAP_FEATURE_CRATER": "陨石坑", + "MAP_FEATURE_WATER_PIPE": "输水管道", + "MAP_FEATURE_RUINS": "废墟", + "MAP_FEATURE_DINO_QUARRY": "恐龙采石场", + "MAP_FEATURE_CAMPSITE": "营地", + "MAP_FEATURE_TOWN_WEST_RIVER": "派珀溪", + "MAP_FEATURE_DIVEAL_ISLAND": "潜海豹岛", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "不明扰动", + "MAP_FEATURE_TOWN_BRIDGE": "港口镇桥", + "MAP_FEATURE_FARM_BRIDGE": "派珀桥", + "MAP_FEATURE_FARM_PLOT": "南瓜园", + "MAP_FEATURE_STICKER_MERCHANTS": "贴纸小贩", + "MOVE_SMACK_NAME": "掌掴", + "MOVE_SLICE_NAME": "劈斩", + "MOVE_DOUBLE_SMACK_NAME": "双重掌掴", + "MOVE_DOUBLE_SLICE_NAME": "双重劈斩", + "MOVE_MULTI_SMACK_NAME": "多重掌掴", + "MOVE_MULTI_SHOT_NAME": "多重射击", + "MOVE_WALLOP_NAME": "痛打", + "MOVE_CLOBBER_NAME": "狠揍", + "MOVE_BISHBASHBOSH_NAME": "乒乓", + "MOVE_THE_OLD_1_2_NAME": "乒乒乓乓", + "MOVE_SPIT_NAME": "啐沫", + "MOVE_SPRAY_NAME": "喷雾", + "MOVE_ENERGY_SHOT_NAME": "能量弹", + "MOVE_ENERGY_WAVE_NAME": "能量波", + "MOVE_COATING_WATER_NAME": "水涂层", + "MOVE_COATING_PLASTIC_NAME": "塑料涂层", + "MOVE_COATING_EARTH_NAME": "土涂层", + "MOVE_COATING_AIR_NAME": "空气涂层", + "MOVE_COATING_FIRE_NAME": "火涂层", + "MOVE_COATING_ASTRAL_NAME": "星界涂层", + "MOVE_COATING_LIGHTNING_NAME": "闪电涂层", + "MOVE_COATING_METAL_NAME": "金属涂层", + "MOVE_COATING_BEAST_NAME": "野兽涂层", + "MOVE_COATING_ELEMENTAL_NAME": "元素涂层", + "MOVE_COATING_PLANT_NAME": "植物涂层", + "MOVE_COATING_POISON_NAME": "毒涂层", + "MOVE_COATING_ICE_NAME": "冰涂层", + "MOVE_INFLAME_NAME": "煽火", + "MOVE_COATING_GLASS_NAME": "玻璃涂层", + "MOVE_INCINERATE_NAME": "焚烧", + "MOVE_BRICK_BLAST_NAME": "砖块爆裂", + "MOVE_FIRE_WALL_NAME": "火墙", + "MOVE_BEAST_WALL_NAME": "兽骨墙", + "MOVE_PLANT_WALL_NAME": "植物墙", + "MOVE_METAL_WALL_NAME": "金属墙", + "MOVE_ICE_WALL_NAME": "冰墙", + "MOVE_POISON_WALL_NAME": "毒墙", + "MOVE_ELEMENTAL_WALL_NAME": "元素墙", + "MOVE_PLASTIC_WALL_NAME": "塑料墙", + "MOVE_WATER_WALL_NAME": "水墙", + "MOVE_ASTRAL_WALL_NAME": "星界墙", + "MOVE_LIGHTNING_WALL_NAME": "闪电墙", + "MOVE_AIR_WALL_NAME": "空气墙", + "MOVE_EARTH_WALL_NAME": "土墙", + "MOVE_GLASS_WALL_NAME": "玻璃墙", + "MOVE_DEJAVU_NAME": "似曾相识", + "MOVE_AP_STEAL_NAME": "AP窃取", + "MOVE_AP_BOOST_NAME": "AP提升", + "MOVE_AP_DRAIN_NAME": "AP吸取", + "MOVE_REVENGE_STRIKE_NAME": "复仇打击", + "MOVE_PREEMPTIVE_STRIKE_NAME": "先发制人", + "MOVE_SELF_DESTRUCT_NAME": "自我毁灭", + "MOVE_AP_REFUND_NAME": "AP退还", + "MOVE_ROLL_AGAIN_NAME": "再抽一遍", + "MOVE_AP_STARTER_NAME": "AP新手包", + "MOVE_PARRY_STANCE_NAME": "格挡姿态", + "MOVE_LAST_RITES_NAME": "临终圣事", + "MOVE_HEADSHOT_NAME": "爆头一击", + "MOVE_SLEEP_TALK_NAME": "梦话", + "MOVE_COSMIC_KUNAI_NAME": "宇宙苦无", + "MOVE_SLEEP_WALK_NAME": "梦游", + "MOVE_HYPNOTIZE_NAME": "催眠", + "MOVE_HP_ABSORB_NAME": "生命吸收", + "MOVE_DEFEND_NAME": "防御", + "MOVE_RAISE_SHIELDS_NAME": "举起盾牌", + "MOVE_POISON_POLLEN_NAME": "有毒花粉", + "MOVE_SNOOZE_SPORE_NAME": "贪睡孢子", + "MOVE_LEECH_NAME": "寄生", + "MOVE_DODGE_NAME": "闪避", + "MOVE_FOCUS_NAME": "专注", + "MOVE_SPRINT_NAME": "冲刺", + "MOVE_WINK_NAME": "眨眼", + "MOVE_FLIRT_NAME": "挑逗", + "MOVE_PEEKABOO_NAME": "躲猫猫", + "MOVE_TRIP_NAME": "绊倒", + "MOVE_NOD_NAME": "点头", + "MOVE_CRITICIZE_NAME": "批判", + "MOVE_COMPLIMENT_NAME": "赞美", + "MOVE_SHARPEN_NAME": "削尖", + "MOVE_RAISE_ARMS_NAME": "举起双臂", + "MOVE_JUMP_SCARE_NAME": "吓你一跳", + "MOVE_HOT_POTATO_NAME": "烫手山芋", + "MOVE_ZOOMIES_NAME": "猪突猛进", + "MOVE_QUICK_SMACK_NAME": "快速掌掴", + "MOVE_TAUNT_NAME": "挑衅", + "MOVE_SURE_FIRE_NAME": "万无一失", + "MOVE_BE_RANDOM_NAME": "随便来个!", + "MOVE_DOG_YEARS_NAME": "狗龄", + "MOVE_COPYCAT_NAME": "抄袭狗", + "MOVE_COPYCAT_TITLE": "抄袭狗:{move_name}", + "MOVE_GLITTER_BOMB_NAME": "亮片炸弹", + "MOVE_PROVOKE_NAME": "煽动", + "MOVE_HIBERNATE_NAME": "冬眠", + "MOVE_MEDITATE_NAME": "冥想", + "MOVE_SUMMON_TULPA_NAME": "召唤幻人", + "MOVE_LIGHTNING_BOLT_NAME": "闪电束", + "MOVE_FUSION_POWER_NAME": "融合之力", + "MOVE_FUSION_POWER_GENERATED_NAME": "融合之力:{prefix}{suffix}", + "MOVE_DESPERATION_NAME": "走投无路", + "MOVE_CROSSFADE_NAME": "交叉淡出", + "MOVE_DELEGATE_NAME": "委任代表", + "MOVE_BITE_NAME": "啃咬", + "MOVE_BONE_CANNON_NAME": "骨头加农炮", + "MOVE_STICKY_TONGUE_NAME": "舔舐", + "MOVE_ZEPHYR_NAME": "西风", + "MOVE_CHARGE_NAME": "充充冲", + "MOVE_SONIC_BOOM_NAME": "音爆", + "MOVE_BATTERY_NAME": "蓄电殴", + "MOVE_SCORCH_NAME": "灼烤", + "MOVE_RAPID_FIRE_NAME": "急火连攻", + "MOVE_GEAR_SHEAR_NAME": "地飞轮", + "MOVE_BROADCAST_NAME": "广播", + "MOVE_UNICAST_NAME": "点播", + "MOVE_SPLINTER_NAME": "碎片四溅", + "MOVE_WOODCUTTER_NAME": "伐木工", + "MOVE_SILICON_SLASH_NAME": "硅斩", + "MOVE_ACID_REFLEX_NAME": "反酸水", + "MOVE_RADIOACTIVE_NAME": "辐射", + "MOVE_THROW_NAME": "扔出", + "MOVE_ICE_BREAKER_NAME": "破冰", + "MOVE_TORRENT_NAME": "急流", + "MOVE_TWO_HEADS_NAME": "双头", + "MOVE_MAGNET_NAME": "磁铁", + "MOVE_ECHOLOCATION_NAME": "回声定位", + "MOVE_RETRIBUTION_NAME": "借身报仇", + "MOVE_THUNDER_BLAST_NAME": "雷爆", + "MOVE_TOWER_DEFENSE_NAME": "塔防", + "MOVE_GAMBIT_NAME": "开局让棋", + "MOVE_HAUNT_NAME": "闹鬼", + "MOVE_BINVITATION_NAME": "佣兵戴垃克", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "晴天霹雳", + "MOVE_CALL_FOR_HELP_NAME": "请求援助", + "MOVE_BINVASION_NAME": "戴垃克入侵", + "MOVE_FISSION_POWER_NAME": "裂殖之力", + "MOVE_RECYCLE_NAME": "回收", + "MOVE_COPPER_CHOP_NAME": "铁手劈砖", + "MOVE_GALACTIC_BEATDOWN_NAME": "银河强袭", + "MOVE_WINDOW_NAME": "窗户", + "MOVE_JAGGED_EDGE_NAME": "锯齿刀锋", + "MOVE_SHARP_EDGES_NAME": "锐利刀锋", + "MOVE_CRYSTAL_LENS_NAME": "水晶镜片", + "MOVE_GLASS_BONDS_NAME": "玻璃粘合", + "MOVE_SHRAPNEL_NAME": "流弹", + "MOVE_GLASS_CANNON_NAME": "玻璃加农炮", + "MOVE_CLOSE_ENCOUNTER_NAME": "第三类接触", + "MOVE_SPRING_LOAD_NAME": "弹簧", + "MOVE_SHOOTING_STAR_NAME": "流星", + "MOVE_MOUNTAIN_SMASH_NAME": "泰山压顶", + "MOVE_BLIZZARD_NAME": "雪暴", + "MOVE_DJINNTOXICATE_NAME": "神灯毒烟", + "MOVE_TOY_HAMMER_NAME": "玩具锤", + "MOVE_SUCTION_CUP_DART_NAME": "吸盘飞镖", + "MOVE_PLASTIC_KNIFE_NAME": "塑料刀", + "MOVE_ACORN_MORTAR_NAME": "橡实迫击炮", + "MOVE_BOIL_NAME": "沸水", + "MOVE_TOXIC_STAB_NAME": "刀上有毒", + "MOVE_PUSTULE_BOMB_NAME": "脓疱炮弹", + "MOVE_RADIATION_BREATH_NAME": "辐射吐息", + "MOVE_WONDERFUL_7_NAME": "七大奇迹", + "MOVE_SNOW_RUSH_NAME": "大雪纷飞", + "MOVE_POLE_VAULT_ASSAULT_NAME": "撑竿跳袭", + "MOVE_YULE_REGRET_THAT_NAME": "圣诞大惨", + "MOVE_HURRICANE_NAME": "飓风", + "MOVE_SANDSTORM_NAME": "沙尘暴", + "MOVE_METEOR_BARRAGE_NAME": "流星弹幕", + "MOVE_CLOCKWORK_MOUSE_NAME": "发条鼠", + "MOVE_METAL_RIFF_NAME": "金属连复段", + "MOVE_BOTTLE_VOLLEY_NAME": "万瓶齐发", + "MOVE_MOONSHINE_NAME": "夜光", + "MOVE_AVALANCHE_NAME": "雪崩", + "MOVE_FOG_NAME": "浓雾", + "MOVE_CHANGE_THE_RECORD_NAME": "换台", + "MOVE_AP_DONATE_NAME": "AP捐献", + "MOVE_AP_FACTORY_NAME": "AP工厂", + "MOVE_SHIELD_BASH_NAME": "盾击", + "MOVE_PRISMATIC_NAME": "棱镜", + "MOVE_ICICLE_DART_NAME": "冰锥飞镖", + "MOVE_CRUMBLE_NAME": "瓦解", + "MOVE_BAD_JOKE_NAME": "冷笑话", + "MOVE_HEROIC_BLADE_NAME": "英雄之刃", + "MOVE_SUPERHEATED_FIST_NAME": "过热猛拳", + "MOVE_GUZZLE_FUEL_NAME": "吸油大户", + "MOVE_DAMAGE_ROLL_NAME": "伤害骰", + "MOVE_COPY_THAT_NAME": "照猫画虎", + "MOVE_FROZEN_GROUND_NAME": "冰封大地", + "MOVE_STONY_LOOK_NAME": "石脸", + "MOVE_PUMPKIN_PIE_NAME": "南瓜派", + "MOVE_BUSHFIRE_NAME": "丛林野火", + "MOVE_TRAFFIC_JAM_NAME": "交通堵塞", + "MOVE_SUIT_UP_NAME": "西装革履", + "MOVE_COTTON_ON_NAME": "飘絮", + "MOVE_MIND_MELD_NAME": "心灵融合", + "MOVE_UNDERTOW_NAME": "回头浪", + "MOVE_NEW_LEAF_NAME": "新一叶", + "MOVE_FAIR_FIGHT_NAME": "公平竞争", + "MOVE_ABRAMACABRA_NAME": "阿布拉魔卡怖拉", + "MOVE_ABRAMACABRA_ATTACK_NAME": "魔卡怖拉飞弹", + "MOVE_DOC_LEAF_NAME": "叶医生", + "MOVE_REVOLVING_DOOR_NAME": "旋转门", + "MOVE_BLOOD_DONATION_NAME": "献血", + "MOVE_NURSE_NAME": "护士", + "MOVE_CLAY_FIRED_NAME": "烧制陶土", + "MOVE_COAL_STORY_NAME": "煤故事", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "野兽抗性", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "防火", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "塑料抗性", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "植物抗性", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "防水", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "星界抗性", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "毒系抗性", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "接地", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "冰系抗性", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "空气抗性", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "土系抗性", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "金属抗性", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "玻璃抗性", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "亮片抗性", + "MOVE_WATER_DANCE_NAME": "水中舞蹈", + "MOVE_STAB_IN_THE_DARK_NAME": "盲人摸象", + "MOVE_WATERWORKS_NAME": "供水系统", + "MOVE_STARTER1_ATTACK_NAME": "棒棒轰", + "MOVE_STARTER1_PASSIVE_NAME": "血糖飙升", + "MOVE_STARTER2_ATTACK_NAME": "公羊冲撞", + "MOVE_STARTER2_PASSIVE_NAME": "吉羊好运", + "MOVE_CATEGORY_MELEE": "近战攻击", + "MOVE_CATEGORY_RANGED": "远程攻击", + "MOVE_CATEGORY_STATUS": "状态效果", + "MOVE_CATEGORY_MISC": "其他", + "MOVE_DESCRIPTION_HIT_ONE": "击中一个目标。", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "击中整支队伍,且摧毁墙。", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "击中一个目标。此招式无法躲避。", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "击中一个目标。优先于其他招式使用。", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "多次击中一个目标。", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "击中一个目标,同时对使用者造成一点点伤害。", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "多次击中一个目标。优先于其他招式使用。", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "多次击中一个目标。优先级低于其他招式。", + "MOVE_DESCRIPTION_HIT_TEAM": "击中整支队伍。", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "多次击中队伍中的每一名成员。", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "击中战场上除使用者外的每一个角色。", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "击中一个目标,令使用者获得{status_effect}状态。", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "击中整支队伍,令使用者获得{status_effect}状态。", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "击中整支队伍,令目标获得{status_effect}状态。", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "击中一个目标,降低目标的闪避。", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "击中一个目标,降低目标的命中率。", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "使用者失去多少生命值,便按比例被动提升速度。", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "使用者失去多少生命值,便按比例被动提升闪避。", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "所受的{type}系伤害被动减少{percent}%,且抵消任何本会出现的化学反应。对暴击没有影响。", + "MOVE_DESCRIPTION_NURSE": "治疗一个目标,恢复其生命值,恢复量为生命值上限的50%。", + "MOVE_DESCRIPTION_METAL_RIFF": "击中整支队伍。若该招式装备在金属系磁带上,则变为空气系攻击。", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "窃取目标的墙,将其转移给招式使用者。", + "MOVE_DESCRIPTION_BLOOD_DONATION": "令使用者的生命值减半,并分给目标。", + "MOVE_DESCRIPTION_FAIR_FIGHT": "防止新状态效果生效,持续3回合。", + "MOVE_DESCRIPTION_NEW_LEAF": "移除目标身上所有状态效果。", + "MOVE_DESCRIPTION_BUSHFIRE": "将使用者的属性变成火系,并且对接触使用者的对手造成额外的火系伤害;同时也会烧伤使用者。", + "MOVE_DESCRIPTION_UNDERTOW": "击中在该招式前一回合发动攻击的角色。", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "提升使用者的速度和AP恢复速度。", + "MOVE_DESCRIPTION_COPY_THAT": "将使用者变成目标的分身。", + "MOVE_DESCRIPTION_FROZEN_GROUND": "大幅度提升使用者的速度,但降低其命中率。", + "MOVE_DESCRIPTION_ICICLE_DART": "击中一个目标。伤害值不再根据使用者的远程攻击能力值来决定,而是根据速度能力值来决定。", + "MOVE_DESCRIPTION_SHIELD_BASH": "击中一个目标。伤害值不再根据使用者的近战攻击能力值来决定,而是根据近战防御能力值来决定。", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "使用者掷一枚20面骰子,掷出的点数即为造成伤害的倍数。掷出1点或20点时,会有特殊效果。", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "迫使目标随机切换至其手上的另一盘磁带。", + "MOVE_DESCRIPTION_AP_DONATE": "将使用者剩余的所有AP都转移给目标。", + "MOVE_DESCRIPTION_AVALANCHE": "该回合所有近战攻击都会失败。", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "目标的远程攻击变成近战攻击。", + "MOVE_DESCRIPTION_AP_FACTORY": "每回合开始时,自动将使用者的AP转移给队友。", + "MOVE_DESCRIPTION_WALL": "献出20%生命值造一面墙,能吸收最多3次攻击,最多持续3个回合。", + "MOVE_DESCRIPTION_SPRING_LOAD": "若使用者未拥有“弹簧”状态,则自动获得。此状态可令使用者的近战攻击转变为远程攻击。", + "MOVE_DESCRIPTION_FOG": "令水系、空气系或冰系以外的远程攻击命中率降为0%,持续3回合。", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "使用者飞到空中,且只会被远程攻击、空气系怪物及其他飞行角色命中。", + "MOVE_DESCRIPTION_COATING": "改变使用者或一名队友的属性。", + "MOVE_DESCRIPTION_ABRAMACABRA": "献出20%生命值造一面墙,能吸收最多3次攻击,最多持续3个回合。这面墙还能每回合伤害一名对手。", + "MOVE_DESCRIPTION_POWER": "威力", + "MOVE_DESCRIPTION_HITS": "击中次数:{hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "令目标获得{status_effect}状态,持续{duration}回合。", + "MOVE_DESCRIPTION_ACCURACY": "命中率:{0}%", + "MOVE_DESCRIPTION_HITS_RANGE": "击中次数:{hits_min}~{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "令使用者获得{status_effect}状态,持续{duration}回合。", + "MOVE_DESCRIPTION_CLAY_FIRED": "使用者受到火系伤害时启动该招式,提升使用者的防御能力值。", + "MOVE_DESCRIPTION_MIND_MELD": "使用者会和队友共享招式。", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "令所有其他战士的速度能力值降低。", + "MOVE_DESCRIPTION_FLINCH_ONE": "有几率导致目标畏缩。", + "MOVE_DESCRIPTION_STICKY_TONGUE": "击中一个目标,降低目标的闪避。", + "MOVE_DESCRIPTION_ICE_BREAKER": "击中一个目标,降低目标的速度。", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "击中一个目标。若目标此回合已受过伤害,则造成暴击。", + "MOVE_DESCRIPTION_AP_STEAL": "从目标身上窃取1点AP给使用者。", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "从目标身上移除2点AP。", + "MOVE_DESCRIPTION_AP_BOOST": "令目标的AP恢复速度猛增。", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "战斗开始时,自动击中一名对手。", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "被近战攻击命中时,有几率自动使用该招式。", + "MOVE_DESCRIPTION_AP_DRAIN": "减缓目标的AP恢复速度。", + "MOVE_DESCRIPTION_SPLINTER": "近战接触时,有几率自动伤害对手。伤害值会根据使用者的近战防御值决定。", + "MOVE_DESCRIPTION_ACID_REFLEX": "与对手近战接触时,有几率自动令其中毒。", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "令使用者在被打倒时爆炸,伤害周围所有角色。", + "MOVE_DESCRIPTION_RADIOACTIVE": "与对手近战接触时,有几率自动令其烧伤。", + "MOVE_DESCRIPTION_AP_REFUND": "有几率在使用招式后自动退还AP。", + "MOVE_DESCRIPTION_AP_STARTER": "战斗开始时,额外获得1点AP。", + "MOVE_DESCRIPTION_ROLL_AGAIN": "战斗结束时,有几率自动使用另一个随机招式。", + "MOVE_DESCRIPTION_SUIT_UP": "提升使用者的近战防御和远程防御。", + "MOVE_DESCRIPTION_PARRY_STANCE": "反弹此回合所受的首次近战攻击。", + "MOVE_DESCRIPTION_HP_ABSORB": "恢复生命值,数值等同于所造成的伤害值。", + "MOVE_DESCRIPTION_DEFEND": "提升使用者的近战防御。", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "提升使用者的远程防御。", + "MOVE_DESCRIPTION_DODGE": "提升使用者的闪避。", + "MOVE_DESCRIPTION_FOCUS": "提升使用者的命中率。", + "MOVE_DESCRIPTION_SPRINT": "提升使用者的速度。", + "MOVE_DESCRIPTION_WINK": "降低目标的近战攻击。", + "MOVE_DESCRIPTION_FLIRT": "降低目标的闪避。", + "MOVE_DESCRIPTION_PEEKABOO": "降低目标的命中率。", + "MOVE_DESCRIPTION_TRIP": "降低目标的速度。", + "MOVE_DESCRIPTION_NOD": "降低目标的近战防御。", + "MOVE_DESCRIPTION_CRITICIZE": "降低目标的远程攻击。", + "MOVE_DESCRIPTION_COMPLIMENT": "降低目标的远程防御。", + "MOVE_DESCRIPTION_SHARPEN": "提升使用者的近战攻击。", + "MOVE_DESCRIPTION_RAISE_ARMS": "提升使用者的远程攻击。", + "MOVE_DESCRIPTION_HOT_POTATO": "在目标身上放置一颗炸弹,若不立即通过近战接触将其转移,炸弹就会爆炸。", + "MOVE_DESCRIPTION_SURE_FIRE": "保证目标的下一个招式不失手。", + "MOVE_DESCRIPTION_COTTON_ON": "以使用者为目标的可躲避招式,下回合命中率降至0%。", + "MOVE_DESCRIPTION_TAUNT": "令目标陷入狂暴,迫使其接下来2回合都只能使用造成伤害的招式。", + "MOVE_DESCRIPTION_DOG_YEARS": "延长目标身上状态效果的持续回合数。", + "MOVE_DESCRIPTION_BE_RANDOM": "随机使用一个有足够AP使用的招式。", + "MOVE_DESCRIPTION_COPYCAT": "若有足够AP,则复制目标所使用的最后一个招式。", + "MOVE_DESCRIPTION_PROVOKE": "防止对手直接把使用者的队友作为目标,效果持续3回合。", + "MOVE_DESCRIPTION_HIBERNATE": "令使用者入睡。使用者陷入熟睡时,每回合都会恢复生命值。", + "MOVE_DESCRIPTION_SUMMON_TULPA": "向星界请求援助。", + "MOVE_DESCRIPTION_MEDITATE": "令使用者入睡。使用者陷入熟睡时,每回合都会提升攻击和防御能力值。", + "MOVE_DESCRIPTION_BINVITATION": "向母舰请求援助。", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "召唤一只霹雳猴作为临时队友。", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "有几率召唤一名临时队友。", + "MOVE_DESCRIPTION_FUSION_POWER": "具有该融合组合所特有的效果。", + "MOVE_DESCRIPTION_FISSION_POWER": "使用者进行裂殖,一分为二。", + "MOVE_DESCRIPTION_CROSSFADE": "切换使用者的形态,但施以保持属性不变的涂层。", + "MOVE_DESCRIPTION_DESPERATION": "使用者生命值低时,可造成更高伤害。", + "MOVE_DESCRIPTION_DELEGATE": "将使用者的状态效果转移至队友身上。", + "MOVE_DESCRIPTION_BITE": "击中一个目标,之后为使用者恢复一点点生命值。", + "MOVE_DESCRIPTION_BATTERY": "击中一个目标两次。若在充电后使用,则造成暴击。", + "MOVE_DESCRIPTION_BOIL": "击中一个目标,有几率烧伤目标。", + "MOVE_DESCRIPTION_DJINNTOXICATE": "击中一个目标,对目标施加混乱状态。", + "MOVE_DESCRIPTION_COAL_STORY": "击中一个目标,对目标施加烧伤状态。", + "MOVE_DESCRIPTION_TOXIC_STAB": "击中一个目标,令目标中毒。", + "MOVE_DESCRIPTION_SANDSTORM": "击中整支队伍,令各目标身上状态效果的持续回合数减1。", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "击中整支队伍,令各目标中毒。", + "MOVE_DESCRIPTION_WONDERFUL_7": "击中一个目标,施加一个随机负面效果。", + "MOVE_DESCRIPTION_THROW": "把墙作为投射物发射出去。造成的伤害会以剩余回合数为倍数。", + "MOVE_DESCRIPTION_RECYCLE": "摧毁使用者的墙并给予AP,数值等同于墙的剩余回合数。", + "MOVE_DESCRIPTION_MAGNET": "战斗开始时自动使用,不耗费AP。防止对手把使用者的队友作为攻击目标,效果持续{duration}回合。", + "MOVE_DESCRIPTION_RETRIBUTION": "打倒一名对手时,该招式生效。提升使用者的攻击能力值。", + "MOVE_DESCRIPTION_STATUS_STARTER": "战斗开始时自动使用,不耗费AP。令使用者获得{status_effect}状态{duration}回合。", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "将使用者的属性变成土系,并提升其防御能力值。使用者生命值首次降至一半以下时生效。", + "MOVE_DESCRIPTION_THUNDER_BLAST": "击中一个目标,令目标额外受到30点空气系伤害。", + "MOVE_DESCRIPTION_GAMBIT": "令使用者的所有能力值大幅提升。磁带会在3回合后断裂。", + "MOVE_DESCRIPTION_HAUNT": "使用者变成鬼魂,无法被攻击命中。磁带会在3回合后断裂。", + "MOVE_DESCRIPTION_BINVASION": "击中一个目标,击中次数等同于使用者队伍中的戴垃克数量。", + "MOVE_DESCRIPTION_COPPER_CHOP": "击中一个目标,对玻璃和金属系目标施加共振效果。", + "MOVE_DESCRIPTION_WINDOW": "允许远程攻击穿墙击中目标。", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "目标每次变身时,都对其造成伤害。", + "MOVE_DESCRIPTION_SHARP_EDGES": "令使用者获得“接触伤害”状态,持续{duration}回合。", + "MOVE_DESCRIPTION_JAGGED_EDGE": "近战攻击未击中使用者时,自动对对方造成伤害。", + "MOVE_DESCRIPTION_BLIZZARD": "击中整支队伍,降低各目标的命中率。", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "击中一个目标,降低目标的近战防御。", + "MOVE_DESCRIPTION_TRICK": "给予目标一个随机负面效果。", + "MOVE_DESCRIPTION_TREAT": "给予目标一个随机正面效果。", + "MOVE_DESCRIPTION_CRUMBLE": "摧毁每一面墙,对每一名有墙的对手施加伤害,伤害值与各自的墙的剩余回合数成正比。", + "MOVE_DESCRIPTION_PRISMATIC": "每回合结束时,随机改变使用者的属性。", + "MOVE_DESCRIPTION_BAD_JOKE": "使用者会随机讲一个笑话。该招式没有任何效果。", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "已抵抗", + "MOVE_DESCRIPTION_WATER_DANCE": "击中一个目标。伤害值不再根据使用者的近战攻击能力值来决定,而是根据速度能力值来决定。", + "MOVE_BLOOD_DONATION_TOAST": "已接受献血", + "MOVE_NEW_LEAF_TOAST": "状态已移除", + "MOVE_DAMAGE_ROLL_TOAST": "骰子点数:{n}", + "MOVE_AP_STEAL_TOAST": "已被盗", + "MOVE_GUZZLE_FUEL_TOAST": "已被吸油", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "计时已延长", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "计时已缩短", + "MOVE_SUMMON_SPAWNS.m": "{spawn}响应了召唤!", + "MOVE_SUMMON_SPAWNS.f": "{spawn}响应了召唤!", + "MOVE_AP_REFUND_TOAST": "已退还", + "MOVE_SUMMON_SPAWNS.n": "{spawn}响应了召唤!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "野生", + "MOVE_FUSION_POWER_PREFIX_beast_2": "骨", + "MOVE_FUSION_POWER_PREFIX_beast_3": "生猛", + "MOVE_FUSION_POWER_PREFIX_beast_4": "原始", + "MOVE_FUSION_POWER_PREFIX_beast_5": "本能", + "MOVE_FUSION_POWER_PREFIX_beast_6": "狂暴", + "MOVE_FUSION_POWER_PREFIX_beast_7": "躁狂", + "MOVE_FUSION_POWER_PREFIX_fire_1": "炼狱", + "MOVE_FUSION_POWER_PREFIX_fire_2": "炽烈", + "MOVE_FUSION_POWER_PREFIX_fire_3": "燃烧", + "MOVE_FUSION_POWER_PREFIX_fire_4": "烈焰", + "MOVE_FUSION_POWER_PREFIX_fire_5": "火爆", + "MOVE_FUSION_POWER_PREFIX_fire_6": "岩浆", + "MOVE_FUSION_POWER_PREFIX_fire_7": "火山", + "MOVE_FUSION_POWER_PREFIX_poison_1": "猛毒", + "MOVE_FUSION_POWER_PREFIX_poison_2": "酷毒", + "MOVE_FUSION_POWER_PREFIX_poison_3": "剧毒", + "MOVE_FUSION_POWER_PREFIX_poison_4": "化工", + "MOVE_FUSION_POWER_PREFIX_poison_5": "发紫", + "MOVE_FUSION_POWER_PREFIX_poison_6": "传染", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "人造", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "弹性", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "再生", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "人工", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "垃圾", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "组合式", + "MOVE_FUSION_POWER_PREFIX_plant_1": "常青", + "MOVE_FUSION_POWER_PREFIX_plant_2": "疯长", + "MOVE_FUSION_POWER_PREFIX_plant_3": "丛生", + "MOVE_FUSION_POWER_PREFIX_plant_4": "繁茂", + "MOVE_FUSION_POWER_PREFIX_plant_5": "葱绿", + "MOVE_FUSION_POWER_PREFIX_plant_6": "热带", + "MOVE_FUSION_POWER_PREFIX_plant_7": "多肉", + "MOVE_FUSION_POWER_PREFIX_water_1": "水力", + "MOVE_FUSION_POWER_PREFIX_water_2": "暴风雨", + "MOVE_FUSION_POWER_PREFIX_water_3": "季风", + "MOVE_FUSION_POWER_PREFIX_water_4": "激流", + "MOVE_FUSION_POWER_PREFIX_water_5": "漩涡", + "MOVE_FUSION_POWER_PREFIX_water_6": "深渊", + "MOVE_FUSION_POWER_PREFIX_water_7": "海底", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "闪亮亮", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "亮闪闪", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "彩虹", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "童话", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "匠心", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "手工", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "独角兽", + "MOVE_FUSION_POWER_PREFIX_astral_1": "宇宙", + "MOVE_FUSION_POWER_PREFIX_astral_2": "天体", + "MOVE_FUSION_POWER_PREFIX_astral_3": "天界", + "MOVE_FUSION_POWER_PREFIX_astral_4": "繁星", + "MOVE_FUSION_POWER_PREFIX_astral_5": "以太", + "MOVE_FUSION_POWER_PREFIX_astral_6": "环轨", + "MOVE_FUSION_POWER_PREFIX_astral_7": "冥河", + "MOVE_FUSION_POWER_PREFIX_air_1": "气旋", + "MOVE_FUSION_POWER_PREFIX_air_2": "龙卷风", + "MOVE_FUSION_POWER_PREFIX_air_3": "旋风", + "MOVE_FUSION_POWER_PREFIX_air_4": "飓风", + "MOVE_FUSION_POWER_PREFIX_air_5": "大风", + "MOVE_FUSION_POWER_PREFIX_air_6": "音爆", + "MOVE_FUSION_POWER_PREFIX_air_7": "天神", + "MOVE_FUSION_POWER_PREFIX_earth_1": "石化", + "MOVE_FUSION_POWER_PREFIX_earth_2": "矿物", + "MOVE_FUSION_POWER_PREFIX_earth_3": "矿石", + "MOVE_FUSION_POWER_PREFIX_earth_4": "山地", + "MOVE_FUSION_POWER_PREFIX_earth_5": "沙砾", + "MOVE_FUSION_POWER_PREFIX_earth_6": "石子", + "MOVE_FUSION_POWER_PREFIX_earth_7": "花岗岩", + "MOVE_FUSION_POWER_PREFIX_glass_1": "玻璃", + "MOVE_FUSION_POWER_PREFIX_glass_2": "粉碎", + "MOVE_FUSION_POWER_PREFIX_glass_3": "反光", + "MOVE_FUSION_POWER_PREFIX_glass_4": "锯齿", + "MOVE_FUSION_POWER_PREFIX_glass_5": "易脆", + "MOVE_FUSION_POWER_PREFIX_glass_6": "透明", + "MOVE_FUSION_POWER_PREFIX_ice_1": "冻结", + "MOVE_FUSION_POWER_PREFIX_ice_2": "零下", + "MOVE_FUSION_POWER_PREFIX_ice_3": "冷冽", + "MOVE_FUSION_POWER_PREFIX_ice_4": "极地", + "MOVE_FUSION_POWER_PREFIX_ice_5": "严寒", + "MOVE_FUSION_POWER_PREFIX_ice_6": "冰河", + "MOVE_FUSION_POWER_PREFIX_ice_7": "雪暴", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "雷暴", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "电涌", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "电动", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "电击", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "闪电", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "伏特", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "电磁", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "特斯拉", + "MOVE_FUSION_POWER_PREFIX_metal_1": "钢铁", + "MOVE_FUSION_POWER_PREFIX_metal_2": "冶金", + "MOVE_FUSION_POWER_PREFIX_metal_3": "银", + "MOVE_FUSION_POWER_PREFIX_metal_4": "汞", + "MOVE_FUSION_POWER_PREFIX_metal_5": "谐振", + "MOVE_FUSION_POWER_PREFIX_metal_6": "钛", + "MOVE_FUSION_POWER_SWORD": "剑", + "MOVE_FUSION_POWER_AXE": "斧", + "MOVE_FUSION_POWER_KATANA": "太刀", + "MOVE_FUSION_POWER_HAMMER": "锤", + "MOVE_FUSION_POWER_HALBERD": "戟", + "MOVE_FUSION_POWER_BLADEWHEEL": "轮", + "MOVE_FUSION_POWER_FIST": "拳", + "MOVE_FUSION_POWER_SMASH": "砸", + "MOVE_FUSION_POWER_SHURIKEN": "手里剑", + "MOVE_DESCRIPTION_IRON_FILINGS": "令目标导电。", + "MOVE_FUSION_POWER_ARROW": "箭", + "MOVE_FUSION_POWER_ORB": "球", + "MOVE_FUSION_POWER_KUNAI": "苦无", + "MOVE_FUSION_POWER_SHARDS": "碎片", + "MOVE_FUSION_POWER_SPIKES": "尖刺", + "MOVE_FUSION_POWER_METEOR": "流星", + "MOVE_FUSION_POWER_BEAM": "光束", + "MOVE_FUSION_POWER_BLAST": "爆破", + "MOVE_FUSION_POWER_BOMB": "炸弹", + "MOVE_RITUAL_NAME": "仪式", + "MOVE_DESCRIPTION_RITUAL": "使用者被打倒时,会重生并恢复25%生命值。", + "MOVE_IRON_FILINGS_NAME": "铁屑", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "莫甘娜终曲", + "MOVE_AA_OLDGANTE_THRASH_NAME": "杂音激流", + "MOVE_TRICK_NAME": "捣蛋", + "MOVE_TREAT_NAME": "给糖", + "MOVE_ATTRIBUTE_STAT": "{stat_value}%{stat_name}", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "若属性克制,则造成暴击", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "被动:{stat_value}%{stat_name}", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "若{stat_name}更高,则基于此计算伤害值", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "持续回合数 +1", + "MOVE_ATTRIBUTE_EXTRA_HIT": "额外击中次数 +1", + "MOVE_ATTRIBUTE_HEAL": "恢复生命值,恢复量为生命值上限的{stat_value}%", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "被动效果:每拥有一个空栏位,就{stat_value}%{stat_name}", + "MOVE_ATTRIBUTE_SPECIALIZATION": "每拥有一个空栏位,就{stat_value}%{stat_name}", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "每拥有一个空栏位,就恢复生命值,恢复量为生命值上限的{stat_value}%", + "MOVE_ATTRIBUTE_BUFF_USER": "有{chance}%几率获得{status_effect}", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "有{chance}%几率施加{status_effect}", + "MOVE_ATTRIBUTE_AP_REFUND": "有{chance}%几率在使用招式后退还{amount}点AP", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "有{chance}%几率在使用招式后退还所有AP", + "MOVE_ATTRIBUTE_SHARED": "与队友共享", + "MOVE_ATTRIBUTE_COMPATIBILITY": "兼容任何磁带", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "有{chance}%几率在回合结束时使用", + "MOVE_ATTRIBUTE_USE_AGAIN": "有{chance}%几率使用两次", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "有{chance}%几率在战斗开始时使用", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "有{chance}%几率在被击中时使用", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "有{chance}%几率在攻击后使用", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "有{chance}%几率在该招式后使用{move_name}", + "MOVE_ATTRIBUTE_MULTITARGET": "有{chance}%几率将整支队伍作为目标", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "摧毁墙", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "栏位+1", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "无视墙", + "MOVE_ATTRIBUTE_USE_RANDOM": "有{chance}%几率使用一个随机招式", + "MOVE_BAD_JOKE_JOKE3": "路锥蟹最喜欢什么样的帽子?贝类帽!", + "MOVE_BAD_JOKE_JOKE2": "路锥蟹去赌场,最爱下什么赌注?堵车!", + "MOVE_BAD_JOKE_JOKE1": "路锥蟹为什么从不走斑马线?因为它只懂得横穿马路!", + "MOVE_BAD_JOKE_JOKE5": "福音传教髅为什么天天都很快乐?因为它没心没肺!", + "MOVE_BAD_JOKE_JOKE4": "拦路龙虾为什么老占着路中央不走?因为它又聋又瞎!", + "MOVE_BAD_JOKE_JOKE7": "子弹仔为什么总是横冲直撞?因为子弹不长眼!", + "MOVE_BAD_JOKE_JOKE6": "冰喙雀说要换个发型,那它会换个什么发型?啾啾!", + "MOVE_BAD_JOKE_JOKE8": "时积沙为什么总是最后一个离开?因为急啥呢!", + "MOVE_BAD_JOKE_JOKE11": "你听说星熊虫得了幽闭恐惧症吗?看来它真的很需要空间耶。", + "MOVE_BAD_JOKE_JOKE10": "为什么不能食用时积沙?因为会积食!", + "MOVE_BAD_JOKE_JOKE9": "福音传教髅最崇拜的作家是谁?福楼拜!", + "MOVE_BAD_JOKE_JOKE12": "电光勇士走在路上一不小心摔了一跤,为什么全镇人都知道了?因为平地一声雷!", + "MOVE_BAD_JOKE_JOKE13": "蒲公狮拿了什么证?绿狮资格证!", + "MOVE_BAD_JOKE_JOKE16": "旋转木人为何会获得提拔?因为它在田里出人头地!", + "MOVE_BAD_JOKE_JOKE15": "我这儿有个关于元素化学的笑话,但不知道说出来会引发什么反应……", + "MOVE_BAD_JOKE_JOKE14": "两只跳跳南瓜结婚,为什么结婚照一个在上一个在下?因为顶呱呱!", + "MOVE_BAD_JOKE_JOKE18": "索地员转行去菜市场摆摊的话会卖什么?卖公鱼!", + "MOVE_BAD_JOKE_JOKE17": "大眼灌丛所上的学校最注重什么方面的教育?树枝教育!", + "MOVE_BAD_JOKE_JOKE19": "索地员最爱的铲子是什么?是房地铲!", + "MOVE_NAME_INSOMNIA": "夜不能寐", + "MOVE_BAD_JOKE_JOKE20": "索地员最想卖给你的纸是什么纸?是地址!", + "MOVE_DESCRIPTION_INSOMNIA": "防止使用者陷入熟睡。", + "MOVE_NAME_ELDRITCH": "光怪陆离", + "MOVE_DESCRIPTION_ELDRITCH": "防止使用者的能力值降低。", + "MOVE_NAME_STATUS_RESISTANCE": "状态抗性", + "MOVE_NAME_NEUTRALISE": "此消彼长", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "降低烧伤、中毒及寄生状态效果对使用者的伤害。", + "MOVE_NAME_LIQUID_BODY": "液态身体", + "MOVE_DESCRIPTION_LIQUID_BODY": "防止使用者陷入烧伤状态,但受到冰系和闪电系攻击时,都会造成暴击伤害。", + "MOVE_DESCRIPTION_NEUTRALISE": "使用者的生命值降到50%以下时,自动移除其身上的负面效果。", + "MOVE_NAME_PHASE_SHIFT": "相位偏移", + "MOVE_DESCRIPTION_PHASE SHIFT": "使用者的攻击可以击中鬼魂。", + "MOVE_CAMOUFLAGE_WATER_NAME": "水迷彩", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "塑料迷彩", + "MOVE_CAMOUFLAGE_AIR_NAME": "空气迷彩", + "MOVE_CAMOUFLAGE_EARTH_NAME": "土迷彩", + "MOVE_CAMOUFLAGE_FIRE_NAME": "火迷彩", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "星界迷彩", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "闪电迷彩", + "MOVE_CAMOUFLAGE_METAL_NAME": "金属迷彩", + "MOVE_CAMOUFLAGE_BEAST_NAME": "野兽迷彩", + "MOVE_CAMOUFLAGE_PLANT_NAME": "植物迷彩", + "MOVE_CAMOUFLAGE_POISON_NAME": "毒迷彩", + "MOVE_CAMOUFLAGE_ICE_NAME": "冰迷彩", + "MOVE_CAMOUFLAGE_GLASS_NAME": "玻璃迷彩", + "MOVE_DESCRIPTION_CAMOUFLAGE": "改变使用者的属性。战斗开始时自动使用,不耗费AP。", + "MOVE_NAME_RICOCHET": "跳弹", + "MOVE_DESCRIPTION_RICOCHET": "使用者的远程攻击有50%几率无视对手的墙。", + "MOVE_NAME_BREATHING_TECHNIQUE": "呼吸技法", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "防止使用者陷入狂暴状态。", + "MOVE_NAME_SELF_ASSURED": "自信", + "MOVE_DESCRIPTION_SELF_ASSURED": "防止使用者陷入混乱状态。", + "MOVE_NAME_CRITICAL_AP": "暴击AP", + "MOVE_DESCRIPTION_CRITICAL_AP": "使用者每次造成暴击,就获得1点AP。", + "MOVE_NAME_PITY_AP": "安慰AP", + "MOVE_NAME_UNSHAKEABLE": "岿然不动", + "MOVE_DESCRIPTION_PITY_AP": "使用者每次攻击失手,就获得1点AP。", + "MOVE_DESCRIPTION_UNSHAKEABLE": "防止使用者陷入畏缩状态。", + "MOVE_NAME_VAMPIRE": "吸血鬼", + "MOVE_NAME_MULTICOPY": "多重复制", + "MOVE_DESCRIPTION_VAMPIRE": "使用者可从对手的治疗招式和状态效果中,获得一半正面加成。", + "MOVE_DESCRIPTION_MULTICOPY": "若对手获得“多重目标”或“多重打击”状态,则使用者也会一同拥有。", + "MOVE_NAME_FOSSIL": "化石", + "MOVE_DESCRIPTION_FOSSIL": "若使用者陷入石化状态,则自动恢复全部生命值。", + "MOVE_NAME_BLOODLUST": "嗜血", + "MOVE_NAME_STURDY_ARMOUR": "坚甲", + "MOVE_DESCRIPTION_BLOODLUST": "打倒一名对手时,自动提升使用者的近战和远程攻击能力值。", + "MOVE_NAME_RETURN_FIRE": "还击", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "防止使用者的近战和远程防御能力值降低。", + "MOVE_DESCRIPTION_RETURN_FIRE": "被远程攻击命中时,有几率自动使用该招式。", + "MOVE_NAME_BURNING_PASSION": "热情似火", + "MOVE_NAME_BERSERKER": "狂战士", + "MOVE_DESCRIPTION_BURNING_PASSION": "使用者获得烧伤状态效果时,自动提升使用者的远程和近战攻击。", + "MOVE_NAME_VENGEFUL_CURSE": "复仇诅咒", + "RANGER_TRADER_NAME": "巡护员威玛", + "RANGER_TRADER_NAME_SHORT": "威玛", + "RANGER_BODYBUILDER_NAME": "巡护员吉姆", + "INTERDIMENSIONAL_POSTMAN_NAME": "跨次元邮差", + "AMBER_NAME": "琥珀女士", + "DORIAN_NAME": "多里安", + "SPRINGHEEL_NAME": "弹簧腿", + "JACQUELINE_NAME": "杰奎琳", + "SPRINGHEEL_NAME_PREFIX": "弹簧", + "SPRINGHEEL_NAME_SUFFIX": "腿", + "SPRINGHEEL_DESCRIPTION": "穿着皮靴的魔精", + "SPRINGHEEL_LORE_2": "维多利亚时代的英格兰一度盛传,人称“弹簧腿杰克”的神秘生物会在入夜的街道上徘徊。“杰克”从不曾落网,而关于他的目击报告很快变成了民间传说。", + "SPRINGHEEL_LORE_1": "弹簧腿以夜色为掩护,藏匿于阴暗角落,靠突然蹦出来吓唬受害者为乐。它们的“翅膀”似乎是用陈旧的废弃破布做成的。", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "你想踏上哪条夜路?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "游民", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "窃贼", + "HOPSKIN_NAME_PREFIX": "蝠普", + "HOPSKIN_NAME": "蝠普金斯", + "HOPSKIN_LORE_1": "蝠普金斯琥珀色眼睛圆睁,脸上绽放着灿烂的笑容,以此来引诱猎物靠近。然而,任何受到这一花招诱惑的生物,都会被它藏在脏大衣下的利爪迅速砍倒在地。", + "HOPSKIN_NAME_SUFFIX": "金斯", + "HOPSKIN_DESCRIPTION": "穿着大衣的鬼祟魔精", + "HOPSKIN_LORE_2": "1955年,居住在肯塔基州霍普金斯维尔镇的一家人报称,他们在自家农舍遭到了奇怪生物的袭击。据这家人的描述,这些生物长着尖尖的耳朵、爪子般的手,还有冒着黄光的大眼睛。", + "RIPTERRA_NAME": "开膛剖蝠", + "RIPTERRA_NAME_PREFIX": "开膛", + "RIPTERRA_NAME_SUFFIX": "剖蝠", + "RIPTERRA_DESCRIPTION": "令人闻风丧胆的风衣怪物", + "RIPTERRA_LORE_2": "19世纪的英国,哥特式恐怖和邪恶刽子手的故事大行其道,常以“一便士怪谈”的形式发行销售。这种制作成本低廉的文学作品,通常会配上耸人听闻且血腥暴力的插图。", + "RIPTERRA_LORE_1": "开膛剖蝠的解剖结构难以用言语形容。它几无身体可言,有的不过是由带爪的肢体交织而成的网状结构,在污渍斑斑的风衣和帽子底下杂乱无章地捆成一团。", + "SNOOPIN_NAME": "怪盗蝠邦", + "SNOOPIN_NAME_PREFIX": "怪盗", + "SNOOPIN_NAME_SUFFIX": "蝠邦", + "SNOOPIN_LORE_1": "怪盗蝠邦是窃贼中的高手,通常会用偷来的珠宝装点自己。因此,你可以通过怪盗蝠邦身上佩戴的饰品数量,判断其盗窃技艺有多高超。", + "SCAMPIRE_NAME": "蝠老板", + "SNOOPIN_LORE_2": "鲁邦是作家莫里斯·勒布朗笔下虚构的“绅士怪盗”。该角色时至今日仍广受欢迎,在数十个故事和许多改编作品中都有登场。", + "SNOOPIN_DESCRIPTION": "杵着拐杖的魔精", + "SCAMPIRE_NAME_PREFIX": "蝠", + "SCAMPIRE_LORE_1": "蝠老板会用无数盗来的财宝搭建巢穴,然后便静待潜在的猎物懵懂闯进来。近年来,蝠老板还获得了飞行的能力,尽管目前还不清楚其飞行是不是用那对翅膀实现的。", + "SCAMPIRE_NAME_SUFFIX": "老板", + "SCAMPIRE_LORE_2": "纵观人类历史,吸血鬼的概念一直反复出现在各地的民间传说中。吸血鬼迷思的一种现代解读认为,它们代表的是社会精英,实打实地靠敲骨吸髓来喂饱自己。", + "ACHIEVEMENT_NAME_obtain_bansheep": "数羊", + "ACHIEVEMENT_DESC_obtain_bansheep": "获得报丧羊妖。", + "ACHIEVEMENT_DESC_tutorial": "完成新手教程。", + "ACHIEVEMENT_DESC_partner_dog": "解锁汪克利。", + "ACHIEVEMENT_NAME_partner_viola": "薇奥拉", + "ACHIEVEMENT_NAME_partner_kayleigh": "凯莉", + "ACHIEVEMENT_DESC_investigate_rumor": "调查一则传闻。", + "ACHIEVEMENT_NAME_aa_lamento_mori": "死亡天使", + "ACHIEVEMENT_NAME_aa_cube": "新柏拉图固体", + "ACHIEVEMENT_DESC_aa_lamento_mori": "击败呜呼哀。", + "ACHIEVEMENT_DESC_aa_cube": "击败异六面体。", + "ACHIEVEMENT_NAME_aa_alice": "自负之子", + "ACHIEVEMENT_DESC_aa_alice": "击败爱丽丝。", + "ACHIEVEMENT_NAME_aa_puppet": "人偶操纵师", + "ACHIEVEMENT_DESC_aa_puppet": "击败巫毒娃人。", + "ACHIEVEMENT_DESC_partner_eugene": "解锁尤金。", + "ACHIEVEMENT_NAME_partner_meredith": "梅瑞狄", + "ACHIEVEMENT_DESC_partner_meredith": "解锁梅瑞狄。", + "ACHIEVEMENT_DESC_quest_viola1": "将薇奥拉带到船骸处。", + "ACHIEVEMENT_DESC_quest_meredith1": "将梅瑞狄带到商场。", + "ACHIEVEMENT_NAME_quest_meredith1": "凋敝商场", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "一去不回头 - 第二部分", + "ACHIEVEMENT_NAME_investigate_rumor": "蜚短流长", + "ACHIEVEMENT_DESC_met_npc_magikrab": "和尽职尽责打理地铁站的功臣见面。", + "ACHIEVEMENT_NAME_met_npc_amber": "漫漫回家路", + "ACHIEVEMENT_DESC_met_npc_amber": "在遥远的地方找到一位帮手。", + "ACHIEVEMENT_NAME_met_npc_merline": "不见天日", + "ACHIEVEMENT_DESC_met_npc_merline": "和一个无脸的生灵面对面。", + "ACHIEVEMENT_DESC_traveling_merchant": "和云游小贩见面。", + "ACHIEVEMENT_NAME_traveling_merchant": "买不来真爱", + "ACHIEVEMENT_NAME_partner_eugene": "尤金", + "ACHIEVEMENT_DESC_preemptive_win": "在战斗开始前就赢下。", + "ACHIEVEMENT_NAME_preemptive_win": "不战而胜", + "ACHIEVEMENT_DESC_ending": "打开一扇看似早已遗失的门。", + "ACHIEVEMENT_NAME_ghostly_win": "死亡也一定不会战胜", + "ACHIEVEMENT_DESC_ghostly_win": "在鬼魂状态下赢得战斗。", + "ACHIEVEMENT_NAME_gambit_win": "孤注一掷", + "ACHIEVEMENT_DESC_gambit_win": "在启用“开局让棋”的状态下赢得战斗。", + "ACHIEVEMENT_NAME_head_skip": "摸不着头脑", + "ACHIEVEMENT_NAME_defeat_black_shuck": "直面自我之影", + "ACHIEVEMENT_DESC_head_skip": "试着靠从对手头上跳过去来逃避对战。", + "ACHIEVEMENT_DESC_defeat_black_shuck": "在战斗中征服自己。", + "ACHIEVEMENT_NAME_obtain_magikrab": "进化之巅", + "DOG_NAME": "汪克利", + "ACHIEVEMENT_DESC_obtain_magikrab": "获得一个看似不可能找到的怪物形态。", + "ACHIEVEMENT_NAME_aa_lenna": "别传豪杰", + "DEFAULT_PLAYER_NAME": "石兹", + "ACHIEVEMENT_DESC_aa_lenna": "向某位战士证明你的价值。", + "MEREDITH_NAME": "梅瑞狄", + "KAYLEIGH_NAME": "凯莉", + "EUGENE_NAME": "尤金", + "FELIX_NAME": "菲利克斯", + "VIOLA_NAME": "薇奥拉", + "UNKNOWN_NAME": "???", + "SEBASTIAN_NAME": "西巴斯辛", + "LANDKEEPER_NAME": "索地员", + "LANDKEEPER1_NAME": "索地员 #1", + "PUPPERCUT_LORE_2": "拳击是一项竞技运动,双方参赛者戴上防护手套,以拳猛击对方。考古学证据表明,自远古文明之时起,人类就已经开始进行某种形式的拳击运动了。", + "PUPPERCUT_DESCRIPTION": "一身生锈金属拳击装备的矮胖狼", + "SOUTHPAW_NAME": "反架拳狼", + "SOUTHPAW_NAME_PREFIX": "反架拳", + "SOUTHPAW_NAME_SUFFIX": "狼", + "SOUTHPAW_LORE_2": "现代拳击起源于“昆斯伯里拳击规则”。这套正式的拳击规则最初起草于维多利亚时代的英国,规定比赛限制12个回合、参赛者需佩戴大型防护手套、比赛区域为24平方英尺拳击场,这些都可见于今时今日的现代拳击比赛。", + "SOUTHPAW_LORE_1": "反架拳狼是勾拳狼崽生命周期的最终阶段。原先那身生锈的盔甲已经褪去,如今的身体包覆上一层轻盈灵便的金属,令反架拳狼得以招架攻势,并用带刺的拳头迅速猛击。", + "BURNACE_NAME": "热焰熔炉", + "SOUTHPAW_DESCRIPTION": "一身闪亮金属拳击装备的高大狼", + "BURNACE_NAME_PREFIX": "热焰", + "BURNACE_NAME_SUFFIX": "熔炉", + "BURNACE_LORE_1": "热焰熔炉没有腿,只能用手撑在地上,让沉重的混凝土身躯滑行移动。其体内的熔炉无休止地燃烧,方便它们随时从“烟囱”喷出火焰和有毒烟雾。", + "BURNACE_LORE_2": "工业革命始于18世纪,这一时期西方世界的生产转向机器,科技也开始迅速发展。烟囱冒烟的工厂形象,与这个时代有莫大关联。", + "SMOGMAGOG_NAME": "歌革霾各", + "BURNACE_DESCRIPTION": "没腿的工厂生物", + "SMOGMAGOG_LORE_1": "歌革霾各的“身躯”实际上是由钢铁和混凝土制成的外壳,里面住着一个纯粹的火元素灵体。只要体内还有一丝余烬未熄,歌革霾各就会继续战斗。", + "SMOGMAGOG_NAME_PREFIX": "歌革", + "SMOGMAGOG_NAME_SUFFIX": "霾各", + "SMOGMAGOG_DESCRIPTION": "混凝土冷却塔巨人", + "SMOGMAGOG_LORE_2": "歌革玛各是英国神话中一个巨人的名字。他是阿尔比恩(即现代大不列颠的前身)的居民,死于勇士康林纽斯之手,后者后来建立了康沃尔这片土地。", + "CANDEVIL_NAME": "甜心恶魔", + "CANDEVIL_NAME_PREFIX": "甜心", + "CANDEVIL_NAME_SUFFIX": "恶魔", + "CANDEVIL_LORE_2": "恶魔,或称魔鬼,是所有人类文化和历史的民间传说和宗教中均所描述的恶灵或生物。人们对其形象的刻画千差万别,小至无伤大雅的讨嫌小鬼,大至危险凶残的恶之化身。", + "CANDEVIL_LORE_1": "甜心恶魔拥有一项奇特的能力,那就是用身体生成甜味糖果,送礼发射皆宜。一些人认为这项能力极富魅力,而另一些人则认为这实在是怪异恶心极了。", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "你想钻研哪个领域?", + "CANDEVIL_DESCRIPTION": "糖果色带角恶魔", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "炼金", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "机械", + "MALCHEMY_NAME": "炼金歪魔", + "MALCHEMY_NAME_PREFIX": "炼金", + "MALCHEMY_LORE_1": "体内的一系列奇怪化学变化,令甜心恶魔在成长为炼金歪魔的同时,也沉迷于玄奥晦涩的药剂制作之术;不过炼金歪魔的炼药之路,通常没有什么好结果。", + "MALCHEMY_NAME_SUFFIX": "歪魔", + "MALCHEMY_LORE_2": "炼金术这个研究领域是现代科学化学的前身,涉及到魔法或精神层面的转变,以及化学元素的创造。", + "MIASMODEUS_NAME": "烟瘴女巫", + "MALCHEMY_DESCRIPTION": "举着玻璃小瓶的微笑恶魔", + "MIASMODEUS_NAME_PREFIX": "烟瘴", + "MIASMODEUS_NAME_SUFFIX": "女巫", + "MIASMODEUS_DESCRIPTION": "骑着棒棒糖的女巫恶魔", + "MIASMODEUS_LORE_2": "在中世纪的欧洲,“女巫”是那些遭指控称其聚众使用巫术的妇女。艺术作品中描绘的女巫通常会熬制魔药,手下有动物听其差遣,且会骑着扫帚飞行。", + "MIASMODEUS_LORE_1": "据说在满月时,烟瘴女巫会成群结队,骑着飞天棒棒糖在空中翱翔。她们会在战斗中使用许多炼金混合物,释放有毒的魔药和致命的元素,让她们的对手尝尽苦头。", + "VENDEMON_NAME": "自贩机魔", + "VENDEMON_NAME_PREFIX": "自贩", + "VENDEMON_LORE_1": "甜心恶魔用金属和玻璃,为自己打造了一套防护盔甲,穿戴上便变身自贩机魔。有人推测,这身古怪装束是试图模仿宇航员,但没有人知道确切的答案。", + "VENDEMON_NAME_SUFFIX": "机魔", + "VENDEMON_LORE_2": "第一台糖果贩卖机出现在20世纪初的美国。机器内有发条组件,因此投入硬币后,只要一转动手柄,机器就会派出一颗口香糖球或一块糖果。", + "VENDEMON_DESCRIPTION": "把糖果贩卖机穿上身的恶魔", + "GUMBAAL_NAME": "糖球魔神", + "GUMBAAL_NAME_PREFIX": "糖球", + "GUMBAAL_LORE_1": "糖球魔神与其金属盔甲融为一体,化身高耸入云的巨大生命体。构成其头部的玻璃圆顶里,装满各式各样的元素圆球;糖球魔神可以吐出圆球,作为一种攻击手段。", + "GUMBAAL_NAME_SUFFIX": "魔神", + "GUMBAAL_LORE_2": "“糖果”是个宽泛的术语,涵盖了一系列通常以糖为主要成分的可食用点心。糖果通常会做成视觉上很具吸引力的外形,形状、大小和口味各异。", + "GUMBAAL_DESCRIPTION": "高耸入云的活糖球机", + "BANSHEEP_NAME": "报丧羊妖", + "BANSHEEP_NAME_PREFIX": "报丧", + "BANSHEEP_NAME_SUFFIX": "羊妖", + "BANSHEEP_LORE_2": "鬼魂在整个人类历史与文明的民间传说中都常有出现,是往生者灵魂的化身。鬼魂恶意与否因描写而异,或通常取决于亡故者的性格。", + "BANSHEEP_LORE_1": "报丧羊妖在夜间发出怪诞的哀鸣声,令许多人认为它们是无法安息的亡灵。但实际情况并非如此——它们还活蹦乱跳的呢,只不过喜欢发点小牢骚。谁不喜欢呢?", + "BANSHEEP_DESCRIPTION": "喜怒无常的漂浮绵羊", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "升天转世", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "灵魂不可能永远滞留在地狱边缘。", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "落回地面", + "WOOLTERGEIST_NAME": "咩闹鬼", + "WOOLTERGEIST_NAME_PREFIX": "咩闹", + "WOOLTERGEIST_LORE_2": "据说世上的鬼魂分为许多种类——其中一种就是喧闹鬼。喧闹鬼的独特之处在于能与物质世界进行大量互动,并且能够按照自己的意愿移动和推动物体。", + "WOOLTERGEIST_LORE_1": "与报丧羊妖不同的是,咩闹鬼是不死的幽灵,在物理层面上仅有部分具现。据说,咩闹鬼在接近短期内发生过死亡的地方时,头上的羊角会变得更加尖锐。", + "WOOLTERGEIST_NAME_SUFFIX": "闹鬼", + "WOOLTERGEIST_DESCRIPTION": "神情疲惫的羊形鬼魂", + "RAMTASM_NAME": "幻梦羝", + "RAMTASM_NAME_PREFIX": "幻梦", + "RAMTASM_NAME_SUFFIX": "羝", + "RAMTASM_LORE_2": "在某些民间鬼故事中,因不能安息而徘徊于人世的灵魂无法往生,除非其遗愿得到满足;在那之前,这些鬼魂注定要永远滞留凡间。", + "RAMTASM_LORE_1": "幻梦羝来往于灵界与凡间的能力已臻化境,而且还能同时在这两个世界完全显形;这样的能力,让它得以动用星界中蕴藏的庞大能量。", + "ZOMBLEAT_NAME": "活死羊", + "RAMTASM_DESCRIPTION": "天使般的高大公羊幽灵", + "ZOMBLEAT_NAME_PREFIX": "活死", + "ZOMBLEAT_NAME_SUFFIX": "死羊", + "ZOMBLEAT_LORE_2": "丧尸是一种虚构的存在,通常是指被复活后成为无意识危险生物的死尸。丧尸在大众文化中颇为普及,众多恐怖书籍和电影中均有出现。", + "ZOMBLEAT_LORE_1": "活死羊是拒绝升天转世的幽灵。它依附在埋葬着自己的坟墓和土地上,若松手放开自己的墓碑,则也许会就此永远离开凡间。", + "ZOMBLEAT_DESCRIPTION": "抱着墓碑的鬼羊", + "CAPRICORPSE_NAME": "羊蝎尸", + "CAPRICORPSE_NAME_PREFIX": "羊蝎", + "CAPRICORPSE_NAME_SUFFIX": "尸", + "CAPRICORPSE_LORE_2": "墓碑是传统埋葬仪式的一部分,用于标记尸体埋在何处。通常情况下,墓碑由石头制成,上面刻有往生者的名字。", + "CAPRICORPSE_LORE_1": "羊蝎尸的幽灵已完全与自己的遗骸融合在一起,形成一个由骨头、土壤和石头组成的身躯。它们是庞大笨重的野兽,而若干个世纪缓慢堆积的泥土,更是能令羊蝎尸越长越大。", + "CAPRICORPSE_DESCRIPTION": "背着墓碑的骷髅羊", + "SAME_FUSION_NAME_1": "高级{0}", + "SAME_FUSION_NAME_2": "超级{0}", + "SAME_FUSION_NAME_3": "究级{0}", + "SAME_FUSION_NAME_4": "双重{0}", + "SAME_FUSION_NAME_5": "大号{0}", + "SAME_FUSION_NAME_6": "变种{0}", + "SAME_FUSION_NAME_7": "特等{0}", + "SAME_FUSION_NAME_8": "顶级{0}", + "SAME_FUSION_NAME_9": "{0}2.0", + "SAME_FUSION_NAME_10": "极巨{0}", + "AA_MORGANTE_NAME": "莫甘特", + "AA_MORGANTE_FULL_NAME": "大天使莫甘特", + "AA_OLDGANTE_NAME": "莫甘特", + "OLDGANTE_LORE_2": "她的身体已经支离破碎——造成这种惨状的究竟是何等力量,实在难以想象。", + "AA_OLDGANTE_SUBTITLE": "破碎灵魂", + "UNSTABLE_FUSION_SUBTITLE": "不稳定融合体", + "OLDGANTE_LORE_1": "一度不可一世的受伤大天使。莫甘特的声音中挟着某种力量,这股力量足以撕裂现实世界的结构,但在如今这个状态下遭到了削弱。", + "ORB_FUSION_SUBTITLE": "原初大天使", + "ROGUE_FUSION_SUBTITLE": "暴走融合体", + "ORB_FUSION_NAME": "球状融合体", + "SWARM_SUBTITLE1": "{species}狂潮", + "ELEMENTAL_GUARDIAN_SUBTITLE": "元素护卫", + "SWARM_SUBTITLE5": "{species}帮", + "SWARM_NAME": "融合群", + "SWARM_SUBTITLE2": "{species}群", + "SWARM_SUBTITLE3": "{species}之众", + "SWARM_SUBTITLE4": "{species}团", + "BLACK_SHUCK_NAME": "黑旋风", + "LANG_en": "英语", + "ROGUE_FUSION_BATTLE_CONFIRM": "要挑战这个{name}吗?", + "LANG_fr_FR": "法语", + "LANG_it_IT": "意大利语", + "LANG_de_DE": "德语", + "LANG_ja_JP": "日语", + "LANG_es_ES": "西班牙语(西班牙)", + "LANG_es_MX": "西班牙语(拉丁美洲)", + "LANG_pt_BR": "葡萄牙语(巴西)", + "LANG_zh_CN": "简体中文", + "PRECREDITS_1": "磁带妖怪", + "LANG_ko_KR": "韩语", + "PRECREDITS_2": "开发", + "PRECREDITS_3": "美术", + "PRECREDITS_4": "编剧", + "PRECREDITS_5": "编程", + "PRECREDITS_6": "设计", + "PRECREDITS_7": "配乐", + "PRECREDITS_8": "人声", + "PRECREDITS_9": "怪物动画", + "PRECREDITS_10": "人物插画", + "PRECREDITS_12": "发行", + "MAIN_CREDITS_TITLE": "磁带妖怪", + "MAIN_CREDITS_GAME_DESIGN": "游戏设计", + "MAIN_CREDITS_WRITING": "编剧", + "MAIN_CREDITS_PROGRAMMING": "编程", + "MAIN_CREDITS_ART_DIRECTION": "美术指导", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "像素美术及动画", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "人物插画", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "额外怪物设计", + "MAIN_CREDITS_MUSIC": "音乐", + "MAIN_CREDITS_VOICE_CASTING": "配音选角及指导", + "MAIN_CREDITS_VOICE_CAST": "配音演员", + "MAIN_CREDITS_PORTING": "移植", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "额外配音", + "MAIN_CREDITS_LOCALISATION": "本地化", + "MAIN_CREDITS_QA": "质量保证", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "本地化团队 - Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "协调", + "MAIN_CREDITS_LOCALISATION_QA": "本地化质量保证(LQA)", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "本地化团队 - Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "图像归档", + "MAIN_CREDITS_GODOT_ENGINE": "Godot 引擎", + "MAIN_CREDITS_AND_OTHERS": "还有许多人!", + "MAIN_CREDITS_SPECIAL_THANKS": "特別鸣谢", + "MAIN_CREDITS_THANK_YOU": "非常感谢体验本游戏!", + "MAIN_CREDITS_VIEW_LICENSES": "查看许可", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "字体及图标", + "MAIN_CREDITS_QA_SUN_TECH": "质量保证 - Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "QA 主管", + "MAIN_CREDITS_QA_MANAGER": "QA 经理", + "MAIN_CREDITS_PROJECT_MANAGER": "项目经理", + "MAIN_CREDITS_QA_TEST_LEAD": "QA 测试负责人", + "MAIN_CREDITS_QA_TESTERS": "QA 测试员", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "化学反应", + "REACTION_ANY_ON_GLITTER": "亮闪闪", + "REACTION_GLITTER_ON_ANY": "亮闪闪", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "发动亮片系攻击,给目标覆盖一层亮片,令其怪物属性变为亮片系。", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "用任一元素属性的攻击命中亮片系怪物,令其怪物属性变为该攻击的属性。", + "REACTION_BEAST_ON_GLASS": "粉碎", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "对玻璃系对手发动野兽系攻击,可将尖锐的障碍物散落在战场各处,就像疯牛闯进了瓷器店那样。", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "用火系攻击熔化塑料系怪物,会挥发出有毒烟雾,令其怪物属性变为毒。", + "REACTION_FIRE_ON_PLASTIC": "熔化", + "REACTION_FIRE_ON_PLANT": "点燃", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "火系攻击可轻松烧伤植物系怪物,并对其造成持久的伤害。", + "REACTION_FIRE_ON_WATER": "水蒸", + "REACTION_FIRE_ON_WATER_TUTORIAL": "用火系攻击加热水系怪物,可释出高温蒸汽,重新凝结时便能治疗水系怪物。", + "REACTION_FIRE_ON_POISON": "点燃", + "REACTION_FIRE_ON_ASTRAL": "充能", + "REACTION_FIRE_ON_POISON_TUTORIAL": "新威勒尔的毒系怪物往往易燃,可以用火系攻击点燃。", + "REACTION_FIRE_ON_ICE": "融化", + "REACTION_FIRE_ON_ICE_TUTORIAL": "对冰系目标发动火系攻击,会令其融化成水系。", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "星界系怪物会从以下四种元素中汲取力量:火、土、气、水。", + "REACTION_FIRE_ON_AIR": "上升气流", + "LOBSTACLE_NAME_SUFFIX": "龙虾", + "LOBSTACLE_DESCRIPTION": "长着腿的塑料桶", + "LOBSTACLE_LORE_2": "因应不同需求,路障常有多种变体。除了直接建在路边的护栏,回收的废旧轮胎或装满沙子的塑料桶也可用作移动路障,以保护来往车辆。", + "LOBSTACLE_LORE_1": "拦路龙虾是种温顺而富有耐心的生物。只要把头缩进塑料“虾壳”,拦路龙虾的沉重身躯就几乎无法移动或翻倒。", + "DANDYLION_NAME": "蒲公狮", + "DANDYLION_NAME_PREFIX": "蒲公", + "DANDYLION_NAME_SUFFIX": "狮", + "DANDYLION_LORE_2": "石狮子是常见于建筑外的中国传统装饰物。过去,它们被认为能驱邪避凶,因此会摆放在陵墓或皇宫等重地门前。", + "DANDYLION_DESCRIPTION": "花团锦簇的大狮子", + "DANDYLION_LORE_1": "蒲公狮是忠心耿耿的防御性守卫,通常会站在新威勒尔草原上重要洞窟的入口处。假如你发现了一头蒲公狮,但附近却没有洞穴,那么这可能是在暗示这地方藏着什么好东西!", + "BLOSSOMAW_NAME": "繁花龙", + "BLOSSOMAW_NAME_PREFIX": "繁花", + "BLOSSOMAW_NAME_SUFFIX": "花龙", + "BUSHEYE_NAME": "大眼灌丛", + "BLOSSOMAW_LORE_2": "中国神话中的龙有着蛇形长身、四条腿而没有翅膀,与欧洲刻画的龙总是带翼的形象形成鲜明对比。中国龙是力量与好运的传统象征。", + "BLOSSOMAW_LORE_1": "据说进入漫长冬眠期的蒲公狮,一旦春天来临,便会如初春花朵开始绽放一般,摇身一变成优雅的繁花龙。它们可以像龙喷火一样,呼出铺天盖地的花粉云。", + "BLOSSOMAW_DESCRIPTION": "以花瓣为鬃毛的长龙", + "BUSHEYE_NAME_PREFIX": "大眼", + "BUSHEYE_NAME_SUFFIX": "灌丛", + "DOMINOTH_NAME_PREFIX": "披风", + "DOMINOTH_NAME": "披风蛾", + "DOMINOTH_LORE_1": "披风蛾自诩和平的捍卫者,整天在森林地区的天空中巡视。要想打断它们履行这一崇高的天职,就只能靠明亮的光线,比如灯光。", + "DOMINOTH_NAME_SUFFIX": "蛾", + "DOMINOTH_LORE_2": "蝴蝶通常与生命及重生有着象征意义和民俗文化上的关联,而飞蛾则通常与死亡及噩耗联系在一起。", + "DOMINOTH_DESCRIPTION": "大蛾子", + "TOKUSECT_NAME_PREFIX": "假面", + "TOKUSECT_NAME": "假面蛾士", + "TOKUSECT_NAME_SUFFIX": "蛾士", + "TOKUSECT_LORE_2": "“特摄”这一名称,专指使用独特特效与戏服的日本电影及电视节目。特摄片通常以巨型怪兽、巨型机甲和超级英雄之间的战斗为特色。", + "TOKUSECT_LORE_1": "假面蛾士拥有极其符合空气动力学的身体,其战斗风格亦顺应这一特点,侧重于用尖锐的双腿猛击对手,以及输出强有力的气流。", + "WINGLOOM_NAME": "耷拉蛾子", + "TOKUSECT_DESCRIPTION": "昆虫战士", + "WINGLOOM_NAME_PREFIX": "耷拉", + "WINGLOOM_LORE_1": "耷拉蛾子头顶的灯泡,可以引导一股电流,流过该生物全身。灯泡所产生的光线反射到其眼睛上,令它们在夜间也能拥有绝佳视力。", + "WINGLOOM_NAME_SUFFIX": "蛾子", + "WINGLOOM_LORE_2": "飞蛾常被人工照明吸引,但是背后的原因目前尚不完全明确。该行为的一种解释是,飞蛾在移动时会利用月亮来确定自己的方向。", + "WINGLOOM_DESCRIPTION": "头上长灯泡的蛾子", + "MOTHMANIC_NAME": "癫蛾人", + "MOTHMANIC_NAME_PREFIX": "癫蛾", + "MOTHMANIC_NAME_SUFFIX": "蛾人", + "MOTHMANIC_LORE_2": "“天蛾人”是西弗吉尼亚州的民俗传说生物。20世纪60年代的复数目击报告,将其描述为长着惊人红眼睛的大型有翼类人生物。自首次目击以来,天蛾人就成了颇为流行的都市传说。", + "MOTHMANIC_LORE_1": "癫蛾人全身都涌动着强大的电流。它可以操纵这股力量四处发动攻击,而且只需轻轻拍打翅膀,就能朝目标击出毁天灭地的闪电。", + "STARDIGRADE_NAME": "星熊虫", + "MOTHMANIC_DESCRIPTION": "令人毛骨悚然的大蛾子", + "STARDIGRADE_NAME_PREFIX": "星熊", + "STARDIGRADE_NAME_SUFFIX": "熊虫", + "STARDIGRADE_LORE_1": "星熊虫是一种好奇心很强的生物。它们大部分时间都在新威勒尔上空的低层大气中睡觉,偶尔会飘落地面进食,然后利用背上的火箭再度升空。", + "STARDIGRADE_LORE_2": "俗称水熊虫的缓步动物,是遍布全球各地的微型生物。这种生物在大众文化中最为人称道的特点,当数其极强的忍耐力——它们能适应诸多恶劣环境,甚至可以在太空的真空中存活下来。", + "STARDIGRADE_DESCRIPTION": "悬浮在空中的蠕虫生物", + "GALAGOR_NAME": "烈星坐", + "GALAGOR_NAME_PREFIX": "烈星", + "GALAGOR_LORE_1": "已经进化出超级智能的星熊虫。烈星坐的外部装甲几乎完全包裹住其粉红色蠕虫状体核,不过从头盔的玻璃圆顶还是能看见部分身躯。", + "GALAGOR_NAME_SUFFIX": "星坐", + "GALAGOR_LORE_2": "天体生物学是对理论上存在的地外生命进行研究的学科。天体生物学家研究地球上生命的起源,以及类似的过程是否有可能发生在已知宇宙的其他星球上。", + "GALAGOR_DESCRIPTION": "披着披风的浮空太空虫", + "FAUCETEAR_NAME": "泪龙头", + "FAUCETEAR_NAME_PREFIX": "泪", + "FAUCETEAR_NAME_SUFFIX": "龙头", + "FAUCETEAR_LORE_2": "水龙头是控制液体分配的阀门。现有证据表明,水龙头早在罗马帝国时期就已存在。罗马城市庞贝的断壁残垣之上,发现了早期的水龙头和阀门。", + "FAUCETEAR_LORE_1": "泪龙头喷射强大加压水流的能力,与其情绪状态直接相关。泪龙头非常容易受到惊吓或感到消沉,导致它们经常在无意间用水发动攻击。", + "FAUCETEAR_DESCRIPTION": "漏水的水龙头", + "FOUNTESS_NAME": "泉夫人", + "FOUNTESS_NAME_PREFIX": "泉", + "FOUNTESS_NAME_SUFFIX": "夫人", + "FOUNTESS_LORE_2": "自文明伊始,人类就开始进行各种形式的“淋浴”了;然而真正意义上的首个机械淋浴设备,是由英国发明家威廉·费瑟姆在18世纪发明的。这种淋浴设备将冷水泵入一带链条水盆,使用者一拉链条,就可将盆中的水释放出来。", + "FOUNTESS_LORE_1": "泉夫人对自己的举止和礼节非常引以为豪,也对他人的举止和礼节十分看重。假如泉夫人注意到有人举止粗野,她就会立即感到不安——这会令其头上涌出的水流压力倍增。", + "FOUNTESS_DESCRIPTION": "哭哭啼啼的花洒头", + "TERRACOOKA_NAME": "陶大厨", + "TERRACOOKA_NAME_PREFIX": "陶", + "TERRACOOKA_LORE_1": "陶大厨是志向远大的厨师,凡是在其地下洞穴栖息地中找到的材料,它们都会试图将其用于烹饪。不幸的是,这意味着它们精通的大部分菜式包含地衣、苔藓,或两者皆有。", + "TERRACOOKA_NAME_SUFFIX": "大厨", + "TERRACOOKA_LORE_2": "土偶是日本各地皆有发现的陶制人偶。其历史可追溯至史前文明时代,造型通常为人形或动物。", + "COALDRON_NAME_PREFIX": "煤", + "COALDRON_NAME": "煤釜", + "TERRACOOKA_DESCRIPTION": "陶土厨师", + "COALDRON_LORE_1": "煤釜是活生生的锅,那大肚子里不断烹煮着美味的肉汤。虽然行动不便,但它们能转动身体,谁胆敢未经邀请就凑过来试图一尝美味,就会遭到热气腾腾的肉汤无情喷射。", + "COALDRON_NAME_SUFFIX": "釜", + "COALDRON_DESCRIPTION": "以釜为身子的高大陶制人偶", + "COALDRON_LORE_2": "釜即大锅,一般以金属或陶瓷制成,用于在火上烹煮食物或药材。釜在世界各地皆有发现,其历史可追溯至史前时代,因此常以各种不同方式出现在许多文化的民俗传说中。", + "PUPPERCUT_LORE_1": "勾拳狼崽是个志向远大的拳击手。虽然出生时其身体多个部位都覆有一层铁皮,但很容易生锈。等它们成熟至成年形态时,这层锈迹斑斑的铁皮就会脱落。", + "PUPPERCUT_NAME": "勾拳狼崽", + "PUPPERCUT_NAME_PREFIX": "勾拳", + "PUPPERCUT_NAME_SUFFIX": "狼崽", + "DECIBELLE_NAME": "分贝女妖", + "SIRENADE_DESCRIPTION": "尾巴像个麦克风的有翼野兽", + "DECIBELLE_NAME_PREFIX": "分贝", + "DECIBELLE_LORE_1": "很少有人在野外目睹分贝女妖的身影。新威勒尔的早期住民口耳相传曾见过白龙在云间穿行,但目前尚不清楚他们究竟是看到了分贝女妖,还是单纯丧失了理智。", + "DECIBELLE_NAME_SUFFIX": "女妖", + "DECIBELLE_DESCRIPTION": "翅膀跟缎带似的有翼野兽", + "DECIBELLE_LORE_2": "鸟身女妖出现在希腊神话中,是能够呼风唤雨的神话生物。和塞壬相似,它们也被描述为半人半鸟的生物。", + "CARNIVIPER_NAME": "狂欢蝰", + "CARNIVIPER_NAME_PREFIX": "狂欢", + "CARNIVIPER_NAME_SUFFIX": "蝰", + "CARNIVIPER_LORE_2": "“槌之子”是日本民间传说的生物。传说中,它们与蛇相似,长着蝰蛇的毒牙,却有着扁平的躯干。", + "CARNIVIPER_LORE_1": "狂欢蝰虽然长着咧嘴大笑的面容,但实际上并非善类。它有很强的领地意识,会毫不犹豫攻击被它视为威胁之物——通常也就是世间的一切。", + "MASQUERATTLE_NAME": "化装响尾蛇", + "MASQUERATTLE_NAME_PREFIX": "化装", + "CARNIVIPER_DESCRIPTION": "戴面具的小蛇", + "MASQUERATTLE_NAME_SUFFIX": "响尾蛇", + "MASQUERATTLE_DESCRIPTION": "戴面具的大蛇", + "MASQUERATTLE_LORE_2": "蛇在几乎全世界的神话和民俗传说中都占据重要地位。为什么?或许是因为它们那一眨不眨的眼睛?或者那无肢的身躯?又或者那致命的蛇吻?", + "MASQUERATTLE_LORE_1": "人们经常想当然地认为,化装响尾蛇头顶上像脸一样的装甲板,是用来引诱毫无防备的猎物的。这是个谣传——它们头上的脸其实十分阴森诡异,压根不可能诱骗任何人接近。", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "你想代表巨蛇的哪一面?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "优雅", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "残酷", + "MARDIUSA_NAME": "盛装杜莎", + "MARDIUSA_NAME_PREFIX": "盛装", + "MARDIUSA_NAME_SUFFIX": "杜莎", + "MARDIUSA_DESCRIPTION": "戴面具的蛇女", + "MARDIUSA_LORE_2": "希腊神话中,美杜莎是蛇发女妖戈耳工三姐妹之一,凡与之四目相对者皆会石化。", + "MARDIUSA_LORE_1": "盛装杜莎不是个体,而是蜂群智能,即朝着单一目标齐心努力的微小蛇形生物之集群。对盛装杜莎来说,这个单一目标便是打扮成要去参加盛装舞会的模样,并在打扮的过程中玩个痛快。", + "JORMUNGOLD_NAME": "耶梦金蛇", + "JORMUNGOLD_NAME_PREFIX": "耶梦", + "JORMUNGOLD_NAME_SUFFIX": "金蛇", + "JORMUNGOLD_LORE_2": "北欧神话中,巨蛇耶梦加得是预言中毁灭世界的罪魁祸首。", + "JORMUNGOLD_LORE_1": "耶梦金蛇虽长有一双翅膀,但吊诡的是,这双翅膀其实并不能令这条巨蛇飞上空中,反而会助它以极快的速度在地表上蛇行。每一次扇动翅膀,都能令这头野兽呼啸前进。", + "JORMUNGOLD_DESCRIPTION": "长着翅膀的巨蛇", + "AEROBOROS_NAME_PREFIX": "衔尾", + "AEROBOROS_NAME": "衔尾腾蛇", + "AEROBOROS_LORE_1": "衔尾腾蛇环形身体的内圈,能够搅动空气,令风循环起来。这些涡流风能以极快的速度投射出去,把敌人通通扫倒在地。", + "AEROBOROS_NAME_SUFFIX": "腾蛇", + "TRAFFIKRAB_NAME": "路锥蟹", + "AEROBOROS_DESCRIPTION": "会飞的蛇轮", + "AEROBOROS_LORE_2": "衔尾蛇是代表生命、死亡和重生之循环的古老象征,其符号为一条蛇叼着自己尾巴、形成一个圆环。", + "TRAFFIKRAB_NAME_PREFIX": "路锥", + "TRAFFIKRAB_NAME_SUFFIX": "蟹", + "TRAFFIKRAB_LORE_2": "路锥由查尔斯·D·斯坎伦于20世纪40年代发明,可向往来车辆示意道路正在维修,而又无需费神维护。路锥通常由橙色或黄色塑料制成,有时也贴有白色反光条,以增加夜间能见度。", + "TRAFFIKRAB_LORE_1": "路锥蟹所顶着的路锥,实际上并不是它身体的一部分——那只不过是一个普通的交通路锥,海浪将其冲到了新威勒尔的海岸上,随后便被该生物据为己有。据说,它们过去也会找其他物体来寄居。", + "WEEVILITE_NAME": "灯鼻蟹", + "WEEVILITE_NAME_SUFFIX": "鼻蟹", + "WEEVILITE_LORE_1": "灯鼻蟹有着修长的脖子,因此隔着老远就能发现较弱的怪物;它们会让自己的红绿眼睛交替闪烁,令猎物陷入眩晕和轻微偏头痛,从而动弹不得。", + "WEEVILITE_NAME_PREFIX": "灯鼻", + "TRAFFIKRAB_DESCRIPTION": "顶着个路锥的大螃蟹", + "WEEVILITE_LORE_2": "世上第一批交通信号灯于19世纪中期在伦敦投入使用。早期的信号灯使用的是煤气灯,但从20世纪初开始,电动信号灯逐渐普及开来。", + "LOBSTACLE_NAME_PREFIX": "拦路", + "LOBSTACLE_NAME": "拦路龙虾", + "WEEVILITE_DESCRIPTION": "顶着个信号灯的螃蟹", + "RATCOUSEL_NAME": "旋转木鼠", + "MUSKRATEER_LORE_2": "《三个火枪手》是亚历山大·仲马笔下的著名法国冒险故事,讲述了一群舞刀弄枪的冒险家在十七世纪的巴黎所经历的故事。", + "RATCOUSEL_NAME_PREFIX": "旋转", + "RATCOUSEL_NAME_SUFFIX": "木鼠", + "RATCOUSEL_LORE_2": "“鼠王”这一称呼,指的是尾巴打结或缠在一起的一群老鼠。", + "RATCOUSEL_LORE_1": "旋转木鼠是一种伟岸的生物,外观有点像游乐场的旋转木马。其身体底部有较小的“老鼠”不断旋转,据说只有在该生物死亡的那一刻,它们才会睁开眼睛。", + "POMBOMB_NAME": "嘭美犬", + "RATCOUSEL_DESCRIPTION": "巨型旋转木马", + "POMBOMB_NAME_PREFIX": "嘭美", + "POMBOMB_LORE_1": "嘭美犬是新威勒尔公认最为友好的一种生物。若不是总会一不小心把周围的一切都点着,嘭美犬本会是绝佳的宠物。", + "POMBOMB_NAME_SUFFIX": "犬", + "POMBOMB_LORE_2": "博美犬是广受喜爱的家养犬种,以体型娇小、被毛蓬松为显著特点。该犬种因欧洲波罗的海南部的一个历史地区而得名。", + "POMBOMB_DESCRIPTION": "热情似火的狗狗", + "SPITZFYRE_NAME_PREFIX": "炎", + "SPITZFYRE_NAME": "炎狐犬", + "SPITZFYRE_NAME_SUFFIX": "狐犬", + "SPITZFYRE_LORE_2": "银狐犬是由多个亚品种组成的一大类犬。这个犬种的辨别要点,是其蓬松的皮毛和尖尖的耳朵。", + "SPITZFYRE_LORE_1": "炎狐犬的喷火能力堪称炉火纯青,因此必须戴上护目镜,以免在无意间点燃东西时熏到自己的眼睛。", + "SPITZFYRE_DESCRIPTION": "戴护目镜的狗狗", + "ELFLESS_NAME": "空洞精灵", + "ELFLESS_NAME_PREFIX": "空洞", + "ELFLESS_NAME_SUFFIX": "精灵", + "GRAMPUS_NAME": "暴卜斯", + "ELFLESS_DESCRIPTION": "木头脸的精灵", + "ELFLESS_LORE_2": "在欧洲的迷信中,“精灵”是形似魔精的小型生物。因所处的历史时间及地点不同,精灵有诸多不同形态。与仙子类似,它们有的被描绘为乐于助人的生物,有的则调皮捣蛋,有的甚至心肠歹毒。", + "ELFLESS_LORE_1": "为了掩盖自己的真实情绪,空洞精灵会用树皮制作粗糙的微笑面具。未经证实的传言称,所有空洞精灵一年中会挑一天聚在一起,用新面具替换旧面具。", + "GRAMPUS_NAME_PREFIX": "暴卜", + "GRAMPUS_NAME_SUFFIX": "卜斯", + "GRAMPUS_LORE_2": "“坎卜斯”是民俗故事中的角色,会在圣诞季惩罚调皮捣蛋的孩童,与乐善好施的圣尼古拉斯(即圣诞老人)形成鲜明对比。他通常被刻画为长着山羊腿、神情令人生畏的形象。", + "GRAMPUS_DESCRIPTION": "愤怒的雪山野人", + "FAERIOUS_NAME": "怒妖精", + "GRAMPUS_LORE_1": "暴卜斯是空洞精灵的完全成熟形态。由于多年来一直压抑着自己的情感,暴卜斯成长为五大三粗的蛮人,并极度渴望将自己的痛苦加诸他人,尤其是在节日期间。", + "FAERIOUS_NAME_PREFIX": "怒妖", + "FAERIOUS_NAME_SUFFIX": "妖精", + "FAERIOUS_LORE_2": "当代奇幻小说中,精灵通常被刻画为举止优雅、健步如飞的战士。正如民俗故事中的精灵,奇幻世界中的精灵有的是人类的盟友,有的则会给人类制造障碍。", + "FAERIOUS_LORE_1": "将压抑的怒火转移到磨练战斗技巧上的空洞精灵。它们用冰做的剑来击倒敌人,用树皮做的盾牌来抵御攻击。", + "FAERIOUS_DESCRIPTION": "使剑的精灵", + "ICEPECK_NAME": "冰喙雀", + "ICEPECK_NAME_PREFIX": "冰喙", + "ICEPECK_NAME_SUFFIX": "喙雀", + "SIRENADE_NAME_PREFIX": "夜曲", + "SIRENADE_NAME": "夜曲塞壬", + "SIRENADE_LORE_1": "夜曲塞壬是一种歌喉特别嘹亮的生物,而其麦克风尾巴和翅膀还可将歌声放大数倍。至于自己的歌声对周围的人来说是否过于响亮,它们对此似乎没有特别清晰的自我认知。", + "SIRENADE_NAME_SUFFIX": "塞壬", + "SIRENADE_LORE_2": "塞壬是希腊神话中的生物,对其着墨最重的作品莫过于荷马史诗《奥德赛》。它们被描述为带翼的鸟身女子,会用萦绕耳畔的美妙歌喉引诱男子步向灭亡。", + "MACABRA_NAME_PREFIX": "魔卡", + "SCAMPIRE_DESCRIPTION": "戴帽子的吸血鬼", + "MACABRA_NAME": "魔卡怖拉", + "MACABRA_LORE_1": "魔卡怖拉无法看见东西,但能“品尝”周围的空气,以寻找潜在的猎物。魔卡怖拉喜欢站在制高点,且狩猎时常选择岩石或动物头骨落脚栖息。", + "MACABRA_NAME_SUFFIX": "怖拉", + "MACABRA_DESCRIPTION": "栖息在头骨上的利爪獠牙生物", + "MACABRA_LORE_2": "“卓柏卡布拉”算是近代的民俗创作。南美各地家畜被吸干血液的报道,促成了来历不明的夜行性吸血生物这一概念的诞生。", + "FOLKLORD_NAME": "野人领主", + "FOLKLORD_NAME_PREFIX": "野人", + "FOLKLORD_LORE_1": "完全成熟的魔卡怖拉会化身成野人领主,曾是其落脚处的骷髅头如今已和它的头部融为一体。野人领主的手臂和上半身密匝匝的全是肌肉,乃至于无法靠后腿支撑太久。", + "FOLKLORD_NAME_SUFFIX": "领主", + "FOLKLORD_DESCRIPTION": "顶着个骷髅头的巨人", + "FOLKLORD_LORE_2": "与北美相关的若干隐匿动物(或称不明生物),都被描述为居住在森林里的庞大类人生物,其中就包括了形似猿猴的大脚怪和北美野人。", + "SQUIREY_NAME": "鲮鲤扈", + "SQUIREY_NAME_PREFIX": "鲮鲤", + "SQUIREY_LORE_1": "人们常能看见普通鲮鲤扈游荡在新威勒尔的平原上,四处寻找可以战斗的对手。别看他们外形可爱,其实受自我提升的内在欲望所驱动,是全情投入的战士。", + "SQUIREY_NAME_SUFFIX": "扈", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "在激烈的战斗中,什么对你来说更重要?", + "SQUIREY_LORE_2": "中世纪的“扈从”指的是骑士的随行学徒。他们会在各个方面协助骑士,比如替骑士拎武器;若能证明自己的能力,扈从也有机会成为骑士。", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "荣誉", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "胜利", + "PALANGOLIN_NAME": "穿山圣骑", + "SQUIREY_DESCRIPTION": "持长矛的穿山甲", + "PALANGOLIN_NAME_PREFIX": "穿山", + "PALANGOLIN_LORE_1": "穿山圣骑是鲮鲤扈的成熟形态,它们忠于自己的原则,因此成为了品德高尚的骑士。穿山圣骑挥舞着醒目的金戟,在激烈的战斗中用来保护他们的盟友。", + "PALANGOLIN_NAME_SUFFIX": "圣骑", + "PALANGOLIN_LORE_2": "欧洲历史上,“骑士”指的是对国家作出贡献而被授予爵位的人。但亚瑟王神话的流行影响了对骑士的刻画,如今“骑士”这一形象已与骑士精神和英雄主义紧密联系在一起。", + "MANISPEAR_NAME": "鳞甲枪骑", + "PALANGOLIN_DESCRIPTION": "持戟的骑士", + "MANISPEAR_NAME_PREFIX": "鳞甲", + "MANISPEAR_NAME_SUFFIX": "枪骑", + "MANISPEAR_LORE_2": "“黑骑士”是常见于各类作品中的虚构角色原型,通常被描绘成背离骑士之道的蒙面骑士。黑骑士往往是故事主人公要克服的难关或障碍。", + "MANISPEAR_LORE_1": "若鲮鲤扈在训练时屈服于内心的阴暗冲动,便注定成为鳞甲枪骑。鳞甲枪骑将自己的脸藏于黑色头盔下,打斗起来不择手段,毫无自控可言。", + "MUSKRATEER_NAME_SUFFIX": "麝鼠", + "MUSKRATEER_DESCRIPTION": "佩剑还戴帽的老鼠", + "MUSKRATEER_LORE_1": "火枪麝鼠经常在其居住的地下洞穴中用石头磨剑。它们会与狭路相逢的鲮鲤扈决斗,这一情形屡见不鲜。", + "MUSKRATEER_NAME": "火枪麝鼠", + "MANISPEAR_DESCRIPTION": "挥舞巨矛的骑士", + "MUSKRATEER_NAME_PREFIX": "火枪", + "CREEP_NAME.n": "怪人", + "FARMER_EDWARD_NAME": "爱德华·派珀", + "FARMER_MARIS_NAME": "玛丽斯·派珀", + "IANTHE_NAME": "领队埃安忒", + "IANTHE_NAME_SHORT": "埃安忒", + "IANTHE_SUBTITLE": "巡护员领队", + "LEADER_IANTHE_UNKNOWN_NAME": "自信的女子", + "CAPTAIN_WALLACE_NAME": "瓦莱斯队长", + "CAPTAIN_WALLACE_NAME_SHORT": "瓦莱斯", + "CAPTAIN_WALLACE_SUBTITLE": "建筑工人", + "CAPTAIN_SKIP_NAME": "费辽队长", + "CAPTAIN_SKIP_NAME_SHORT": "费辽", + "CAPTAIN_SKIP_SUBTITLE": "可疑的寻宝者", + "CAPTAIN_ZEDD_NAME_SHORT": "呼噜", + "CAPTAIN_ZEDD_NAME": "呼噜队长", + "CAPTAIN_ZEDD_SUBTITLE": "“冥想专家”", + "CAPTAIN_JUDAS_NAME": "裘达队长", + "CAPTAIN_JUDAS_NAME_SHORT": "裘达", + "CAPTAIN_JUDAS_SUBTITLE": "求生专家", + "CAPTAIN_CLEEO_NAME": "克娄队长", + "CAPTAIN_CLEEO_NAME_SHORT": "克娄", + "CAPTAIN_CLEEO_SUBTITLE": "赌场仿生机器人", + "CAPTAIN_LODESTEIN_NAME": "西提耶队长", + "CAPTAIN_LODESTEIN_NAME_SHORT": "西提耶", + "CAPTAIN_LODESTEIN_SUBTITLE": "电工", + "CAPTAIN_DREADFUL_NAME": "怖可儿队长", + "CAPTAIN_DREADFUL_NAME_SHORT": "怖可儿", + "CAPTAIN_DREADFUL_SUBTITLE": "蒙骗死神之人", + "CAPTAIN_GLADIOLA_NAME": "剑兰队长", + "CAPTAIN_GLADIOLA_NAME_SHORT": "剑兰", + "CAPTAIN_GLADIOLA_SUBTITLE": "剑夫人", + "CAPTAIN_HEATHER_NAME_SHORT": "天琪", + "CAPTAIN_HEATHER_NAME": "天琪队长", + "CAPTAIN_HEATHER_SUBTITLE": "天气预报员", + "CAPTAIN_BUFFY_NAME": "霸娜队长", + "CAPTAIN_BUFFY_NAME_SHORT": "霸娜", + "CAPTAIN_BUFFY_SUBTITLE": "健美运动员", + "CAPTAIN_CYBIL_NAME": "西比尔队长", + "CAPTAIN_CYBIL_NAME_SHORT": "西比尔", + "CAPTAIN_CYBIL_SUBTITLE": "电台主持人", + "CAPTAIN_CODEY_NAME": "马侬队长", + "CAPTAIN_CODEY_NAME_SHORT": "马侬", + "CAPTAIN_CODEY_SUBTITLE": "磁带黑客", + "ACHIEVEMENT_NAME_offices_cleared_3": "你最好规规矩矩 - 第三部分", + "ACHIEVEMENT_DESC_offices_cleared_2": "清空2处索地员办公楼。", + "ACHIEVEMENT_DESC_offices_cleared_3": "清空3处索地员办公楼。", + "ACHIEVEMENT_DESC_obtain_rumor": "听说一则传闻。", + "ACHIEVEMENT_NAME_obtain_rumor": "路边社", + "ACHIEVEMENT_NAME_partner_felix": "菲利克斯", + "ACHIEVEMENT_DESC_partner_felix": "解锁菲利克斯。", + "ACHIEVEMENT_NAME_partner_dog": "汪克利", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "和尤金的亲密度达到5颗心。", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "和梅瑞狄的亲密度达到5颗心。", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "电影之夜", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "和菲利克斯的亲密度达到5颗心。", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "艺术家的画像", + "ACHIEVEMENT_DESC_reopened_stations_final": "解开莫甘特之歌的谜。", + "ACHIEVEMENT_NAME_aa_morgante": "反叛", + "ACHIEVEMENT_DESC_aa_aleph_null": "在世界间的夹缝之地排除万难。", + "ACHIEVEMENT_NAME_aa_aleph_null": "光阴似箭", + "ACHIEVEMENT_DESC_aa_morgante": "击败一个东山再起的古老力量。", + "ACHIEVEMENT_DESC_quest_felix1": "和苦无喵见面。", + "ACHIEVEMENT_NAME_kuneko_altars_1": "你不要我了吗 - 第二部分", + "ACHIEVEMENT_DESC_kuneko_altars_1": "在1处圣坛前和苦无喵见面。", + "ACHIEVEMENT_NAME_quest_viola_complete": "寻寻觅觅", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "为你弹奏塞壬的夜曲", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "盛大开幕", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "和凯莉的亲密度达到5颗心。", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "狗类最好的朋友", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "和汪克利的亲密度达到5颗心。", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "皆大欢喜", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "和薇奥拉的亲密度达到5颗心。", + "ACHIEVEMENT_NAME_romantic_relationship": "心心相印", + "ACHIEVEMENT_NAME_reopened_stations_final": "听从我的话语", + "ACHIEVEMENT_DESC_romantic_relationship": "进入一段浪漫关系。", + "ACHIEVEMENT_NAME_captain_wallace": "背墙一战", + "ACHIEVEMENT_DESC_captain_wallace": "击败瓦莱斯队长。", + "ACHIEVEMENT_DESC_captain_skip": "击败费辽队长。", + "ACHIEVEMENT_NAME_captain_skip": "彼之垃圾", + "ACHIEVEMENT_NAME_captain_zedd": "一觉解千愁", + "ACHIEVEMENT_DESC_captain_zedd": "击败呼噜队长。", + "ACHIEVEMENT_DESC_captain_cleeo": "击败克娄队长。", + "ACHIEVEMENT_NAME_kuneko_altars_2": "你不要我了吗 - 第三部分", + "ACHIEVEMENT_DESC_kuneko_altars_2": "在2处圣坛前和苦无喵见面。", + "ACHIEVEMENT_NAME_kuneko_altars_3": "你不要我了吗 - 第四部分", + "ACHIEVEMENT_DESC_kuneko_altars_3": "在3处圣坛前和苦无喵见面。", + "ACHIEVEMENT_DESC_rogue_fusion_10": "击败10个暴走融合体。", + "ACHIEVEMENT_NAME_rogue_fusion_20": "罪犯相簿", + "ACHIEVEMENT_DESC_rogue_fusion_20": "击败20个暴走融合体。", + "ACHIEVEMENT_NAME_overworld_chunks": "游客", + "ACHIEVEMENT_NAME_rogue_fusion_50": "流氓国家", + "ACHIEVEMENT_DESC_rogue_fusion_50": "击败50个暴走融合体。", + "ACHIEVEMENT_DESC_overworld_chunks": "走遍新威勒尔的每一个地区。", + "ACHIEVEMENT_NAME_reopened_stations_all": "乘车券", + "ACHIEVEMENT_DESC_reopened_stations_all": "让每个地铁站重新开张。", + "ACHIEVEMENT_NAME_observe_species_120": "业余动物学家", + "ACHIEVEMENT_DESC_observe_species_120": "观察120个不同物种。", + "ACHIEVEMENT_NAME_obtain_species_10": "动物学家 - 第一部分", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "完成凯莉的队友任务。", + "ACHIEVEMENT_NAME_quest_eugene_complete": "你最好规规矩矩 - 第六部分", + "ACHIEVEMENT_DESC_quest_eugene_complete": "完成尤金的队友任务。", + "ACHIEVEMENT_NAME_quest_meredith_complete": "一生何求", + "ACHIEVEMENT_NAME_sign_up_rangers": "让我加入 - 第一部分", + "ACHIEVEMENT_NAME_ability_glide": "展翅高飞", + "ACHIEVEMENT_DESC_ability_glide": "获得“披风蛾滑翔”技能。", + "ACHIEVEMENT_NAME_ability_dash": "子弹仔猛冲", + "ACHIEVEMENT_DESC_ability_magnetism": "获得“电磁感应”技能。", + "ACHIEVEMENT_DESC_ability_dash": "获得“子弹仔猛冲”技能。", + "ACHIEVEMENT_NAME_ability_magnetism": "触电感", + "ACHIEVEMENT_NAME_ability_swim": "游泳课", + "ACHIEVEMENT_DESC_ability_swim": "获得“潜海豹游泳”技能。", + "ACHIEVEMENT_NAME_ability_climb": "团团转", + "ACHIEVEMENT_DESC_ability_climb": "获得“南瓜藤球”技能。", + "ACHIEVEMENT_NAME_ability_flight": "空中翱翔", + "ACHIEVEMENT_DESC_ability_flight": "获得“诀别鸟飞行”技能。", + "ACHIEVEMENT_DESC_ability_fusion_radar": "获得融合雷达。", + "ACHIEVEMENT_NAME_ability_fusion_radar": "锁定融合", + "ACHIEVEMENT_NAME_intermission": "大相径庭", + "ACHIEVEMENT_DESC_intermission": "发现自己来到一处遥远的地方。", + "ACHIEVEMENT_NAME_ending": "真实世界在前方等着", + "ACHIEVEMENT_DESC_quest_meredith_complete": "完成梅瑞狄的队友任务。", + "ACHIEVEMENT_NAME_quest_dog_complete": "人狗情未了", + "ACHIEVEMENT_DESC_quest_felix_complete": "完成菲利克斯的队友任务。", + "ACHIEVEMENT_NAME_quest_felix_complete": "你不要我了吗 - 第六部分", + "ACHIEVEMENT_DESC_quest_dog_complete": "完成汪克利的队友任务。", + "ACHIEVEMENT_DESC_quest_viola_complete": "完成薇奥拉的队友任务。", + "ACHIEVEMENT_DESC_quest_kayleigh1": "开始凯莉的队友任务。", + "ACHIEVEMENT_NAME_offices_cleared_1": "你最好规规矩矩 - 第一部分", + "ACHIEVEMENT_NAME_quest_kayleigh1": "一去不回头 - 第一部分", + "ACHIEVEMENT_DESC_obtain_species_10": "获得10个不同物种。", + "ACHIEVEMENT_NAME_obtain_species_20": "动物学家 - 第二部分", + "ACHIEVEMENT_DESC_obtain_species_20": "获得20个不同物种。", + "ACHIEVEMENT_NAME_obtain_species_50": "动物学家 - 第三部分", + "ACHIEVEMENT_DESC_obtain_species_50": "获得50个不同物种。", + "ACHIEVEMENT_NAME_obtain_species_100": "动物学家 - 第四部分", + "ACHIEVEMENT_DESC_obtain_species_100": "获得100个不同物种。", + "ACHIEVEMENT_NAME_obtain_species_120": "动物学专家", + "ACHIEVEMENT_DESC_obtain_species_120": "获得120个不同物种。", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "磁带妖怪大师", + "ACHIEVEMENT_NAME_bootleg_beast": "野兽限定盘", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "获得每个物种的额外数据。", + "ACHIEVEMENT_NAME_bootleg_glitter": "闪耀限定盘", + "ACHIEVEMENT_DESC_bootleg_glitter": "获得一盘亮片系限定盘磁带。", + "ACHIEVEMENT_NAME_train_frankie": "弗兰基梦游仙境", + "ACHIEVEMENT_DESC_train_frankie": "在弗兰基手下完成训练。", + "ACHIEVEMENT_NAME_train_vin": "孤狼", + "ACHIEVEMENT_DESC_train_vin": "在阿文手下完成训练。", + "ACHIEVEMENT_NAME_noticeboard_5": "新手巡护员", + "ACHIEVEMENT_DESC_noticeboard_5": "完成告示板上的5个任务。", + "ACHIEVEMENT_NAME_noticeboard_20": "学徒巡护员", + "ACHIEVEMENT_DESC_noticeboard_20": "完成告示板上的20个任务。", + "ACHIEVEMENT_NAME_noticeboard_50": "劳模巡护员", + "ACHIEVEMENT_DESC_noticeboard_50": "完成告示板上的50个任务。", + "ACHIEVEMENT_NAME_noticeboard_100": "专家巡护员", + "ACHIEVEMENT_DESC_noticeboard_100": "完成告示板上的100个任务。", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "获得一张稀有贴纸。", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "贴纸收藏家", + "ACHIEVEMENT_DESC_partner_viola": "解锁薇奥拉。", + "ACHIEVEMENT_NAME_remaster": "新瓶旧酒", + "ACHIEVEMENT_DESC_remaster": "重新灌录一盘磁带。", + "ACHIEVEMENT_DESC_sign_up_rangers": "报名成为巡护员。", + "ACHIEVEMENT_NAME_offices_cleared_2": "你最好规规矩矩 - 第二部分", + "ACHIEVEMENT_DESC_offices_cleared_1": "清空1处索地员办公楼。", + "ACHIEVEMENT_DESC_obtain_candevil": "获得甜心恶魔。", + "ACHIEVEMENT_NAME_aa_tower": "无知之塔", + "ACHIEVEMENT_DESC_aa_tower": "击败巴别利斯。", + "ACHIEVEMENT_NAME_song_parts_8": "混乱之地", + "ACHIEVEMENT_DESC_song_parts_8": "完成莫甘特之歌。", + "ACHIEVEMENT_DESC_aa_helia": "战胜融合的本质。", + "ACHIEVEMENT_NAME_aa_helia": "太阳出来了", + "ACHIEVEMENT_NAME_met_npc_magikrab": "站务员", + "ACHIEVEMENT_DESC_offices_cleared_5": "清空5处索地员办公楼。", + "ACHIEVEMENT_NAME_quest_felix1": "你不要我了吗 - 第一部分", + "ACHIEVEMENT_DESC_bootleg_beast": "获得一盘野兽系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_fire": "烈火限定盘", + "ACHIEVEMENT_DESC_bootleg_fire": "获得一盘火系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_plastic": "玩具限定盘", + "ACHIEVEMENT_DESC_bootleg_plastic": "获得一盘塑料系限定盘磁带。", + "ACHIEVEMENT_DESC_bootleg_plant": "获得一盘植物系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_plant": "多叶限定盘", + "ACHIEVEMENT_NAME_bootleg_water": "水生限定盘", + "ACHIEVEMENT_DESC_bootleg_water": "获得一盘水系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_poison": "剧毒限定盘", + "ACHIEVEMENT_DESC_bootleg_poison": "获得一盘毒系限定盘磁带。", + "ACHIEVEMENT_NAME_bootleg_astral": "宇宙限定盘", + "ACHIEVEMENT_NAME_obtain_candevil": "人家要吃糖", + "ACHIEVEMENT_NAME_offices_cleared_4": "你最好规规矩矩 - 第四部分", + "ACHIEVEMENT_NAME_offices_cleared_5": "你最好规规矩矩 - 第五部分", + "ACHIEVEMENT_DESC_offices_cleared_4": "清空4处索地员办公楼。", + "LANDKEEPER2_NAME": "索地员 #2", + "SUNNY_NAME": "阳光", + "LANDKEEPERS_NAME": "索地员", + "SUNNY_UNKNOWN_NAME": "披头散发的索地员", + "CULTIST_NAME.m": "异教徒", + "CULTIST_NAME.f": "异教徒", + "RANGER_NAME.m": "巡护员", + "CULTIST_NAME.n": "异教徒", + "RANGER_NAME.f": "巡护员", + "RANGER_NAME.n": "巡护员", + "RANGER_RECRUITER_NAME.m": "招募员", + "RANGER_RECRUITER_NAME.f": "招募员", + "RANGER_RECRUITER_NAME.n": "招募员", + "RANGER_WANNABE_NAME.m": "积极分子", + "RANGER_WANNABE_NAME.f": "积极分子", + "RANGER_WANNABE_NAME.n": "积极分子", + "RANGER_TRAINEE_NAME": "实习巡护员", + "RESEARCHER_NAME.m": "研究人员", + "RESEARCHER_NAME.f": "研究人员", + "RESEARCHER_NAME.n": "研究人员", + "PENSBY_NAME": "彭斯庇医生", + "HOYLAKE_NAME": "荷雷克", + "FRANKIE_NAME": "弗兰基", + "KIRBY_NAME": "柯比", + "VIN_NAME": "阿文", + "THIEF_NAME": "小偷", + "TRAVELER_NAME.m": "旅客", + "TRAVELER_NAME.f": "旅客", + "TREASURE_SEEKER_NAME.m": "寻宝者", + "TRAVELER_NAME.n": "旅客", + "TREASURE_SEEKER_NAME.f": "寻宝者", + "TREASURE_SEEKER_NAME.n": "寻宝者", + "HISTORIAN_NAME.m": "历史学家", + "ROCKER_NAME.m": "摇滚人", + "HISTORIAN_NAME.f": "历史学家", + "HISTORIAN_NAME.n": "历史学家", + "ROCKER_NAME.f": "摇滚人", + "ROCKER_NAME.n": "摇滚人", + "CAMPER_NAME.m": "露营者", + "SOLDIER_NAME.m": "军人", + "CAMPER_NAME.f": "露营者", + "CAMPER_NAME.n": "露营者", + "SOLDIER_NAME.f": "军人", + "TAMER_NAME.m": "驯兽人", + "SOLDIER_NAME.n": "军人", + "TAMER_NAME.f": "驯兽人", + "TAMER_NAME.n": "驯兽人", + "CREEP_NAME.m": "怪人", + "CREEP_NAME.f": "怪人", + "ACHIEVEMENT_DESC_captain_gladiola": "击败剑兰队长。", + "ACHIEVEMENT_NAME_captain_heather": "狂风骤雨", + "ACHIEVEMENT_DESC_captain_heather": "击败天琪队长。", + "ACHIEVEMENT_NAME_captain_buffy": "汗流浃背", + "ACHIEVEMENT_DESC_captain_buffy": "击败霸娜队长。", + "ACHIEVEMENT_NAME_captain_cybil": "电台之星", + "ACHIEVEMENT_DESC_captain_cybil": "击败西比尔队长。", + "ACHIEVEMENT_DESC_captain_codey": "击败马侬队长。", + "ACHIEVEMENT_NAME_captain_codey": "骇翻地球", + "MOVE_DESCRIPTION_BERSERKER": "自动提升使用者的近战攻击,并在使用者的生命值低于50%时,对其施加狂暴状态。", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "使用者被打倒时,自动对最后一个击中使用者的对手施加3个随机负面效果。", + "MOVE_NAME_RANDOM_STARTER": "随机新手包", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "战斗开始时,有几率自动使用列表中的下一个招式(不耗费AP)。下一个招式平时耗费的AP越少,发动几率就越小。", + "MOVE_DESCRIPTION_RANDOM_STARTER": "战斗开始时,有几率自动使用随机的另一个招式(不耗费AP)。", + "MOVE_NAME_CUSTOM_STARTER": "自定义新手包", + "MOVE_DESCRIPTION_AUTOMATION": "回合结束时,有几率使用列表中的下一个招式(不耗费AP)。", + "MOVE_TITLE_MOVE_USING_MOVE": "{0}:{1}", + "MOVE_NAME_AUTOMATION": "自动化", + "MOVE_NAME_CRITICAL_MASS": "连环暴击", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "使用者发动属性克制的攻击并命中时,有几率自动使用列表中的下一个招式(不耗费AP)。下一个招式平时耗费的AP越少,发动几率就越小。", + "MOVE_NAME_CHEMICAL_IMBALANCE": "化学失衡", + "MOVE_DESCRIPTION_CRITICAL_MASS": "使用者造成暴击时,有几率使用列表中的下一个招式(不耗费AP)。", + "MOVE_NAME_DUAL_WIELD": "二刀流", + "MOVE_DESCRIPTION_PAINT_SWIPE": "只有在使用者有涂层的情况下才能使用。击中一个目标,并将涂层转移到该目标上。该招式总是最后发动。", + "MOVE_DESCRIPTION_DUAL_WIELD": "连续使用列表中的下一个招式两次(如果有足够AP)。", + "MOVE_NAME_PAINT_SWIPE": "抹油漆", + "MOVE_NAME_BEAR_HUG": "熊抱", + "MOVE_NAME_ROYAL_FLUSH": "皇家同花顺", + "MOVE_DESCRIPTION_BEAR_HUG": "将使用者身上的随机一项负面效果转移给目标。", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "移除使用者身上所有状态效果。移除多少项效果,伤害就乘以多少倍。", + "MOVE_DESCRIPTION_FUEL_INJECTION": "发动“吸油大户”后自动启用。提升使用者的速度和AP恢复速度。", + "MOVE_NAME_FUEL_INJECTION": "燃油喷射装置", + "TUTORIAL_INTRO_1": "嗨{player},你能赶来就好!\\n按{control.ui_accept}继续。", + "TUTORIAL_INTRO_2": "我需要你帮忙对付一个暴走融合体。你觉得自己能行吗?", + "TUTORIAL_INTRO_3": "那就出发吧!前面有几处山崖,用{control.move_up}{control.move_left}{control.move_down}{control.move_right}键指引方向。", + "TUTORIAL_TARGET_MENU_1": "这是目标菜单,可以查看你的攻击会对目标造成什么影响。", + "TUTORIAL_BATTLE_START_1": "接下来可就要开始棘手了……不过别担心,我会在这里陪着你的!", + "TUTORIAL_TARGET_MENU_2": "注意那个光环!绿色表示会对目标造成正面效果,红色表示负面效果,黄色则是两者皆有。", + "TUTORIAL_CLIFFS_1": "我们要去这个山崖上面。在这种情况下,光按跳跃({control.jump})是不够的。", + "TUTORIAL_CLIFFS_2": "好,是时候让脑筋转起来了!要去山崖上面,我们有几种办法。", + "TUTORIAL_CLIFFS_4": "又或者……看见那座电塔了吗?你可以利用自己的磁力(长按{control.magnetism}键)漂浮起来。", + "TUTORIAL_CLIFFS_3": "你可以先在周围找找有什么物品能搬动,然后放到这里垫脚。", + "TUTORIAL_CLIFFS_5": "对了,你还可以射出藤蔓对吧?面朝山崖按{control.interact}键,就能利用藤蔓攀爬上去哦!", + "TUTORIAL_CLIFFS_6": "你喜欢哪种方式?", + "TUTORIAL_BOSS_1.m": "看见了吗?这就是暴走融合体!{player},希望你已经做好了迎接恶战的准备哦。", + "TUTORIAL_GLIDE_2": "很简单的!跳下来的时候,只要一直按住{control.jump}键,就不会跌落啦!", + "TUTORIAL_GLIDE_1": "跟我来吧{player},别害怕!", + "TUTORIAL_GLIDE_3": "来吧,就快到了!", + "TUTORIAL_BOSS_2": "需要治疗的话,就打开背包(按{control.pause_menu}键)吃点蛋糕。", + "TUTORIAL_BOSS_3": "也可以滑翔回起点附近的帐篷,歇息一下。", + "TUTORIAL_BOSS_1.n": "看见了吗?这就是暴走融合体!{player},希望你已经做好了迎接恶战的准备哦。", + "TUTORIAL_BOSS_1.f": "看见了吗?这就是暴走融合体!{player},希望你已经做好了迎接恶战的准备哦。", + "TUTORIAL_BOSS_5": "你觉得自己能行吗?", + "TUTORIAL_BOSS_4": "要是战斗陷入了困境,不妨查看背包中的“战斗物品”页。", + "TUTORIAL_DIED": "你没事吧?你害我担心了好一阵子呢!", + "TUTORIAL_WON_2": "{player},我们俩还真是合作无间哎!", + "TUTORIAL_WON_1": "哇噻,我们居然,真的,做到了?", + "QUEST_GET_ITEM_PROGRESS": "已获得:{obtained} / {required_item_amount}", + "NO_QUESTS_AVAILABLE": "目前没有其他任务可进行。", + "QUEST_GET_MASQUERATTLE_TITLE": "找到化装响尾蛇!", + "QUEST_STAT_PROGRESS": "进度:{num} / {count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "暴走融合体", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "球状融合体", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "不稳定融合体", + "PASSIVE_QUEST_SWARM_TITLE": "怪物融合群", + "QUEST_TUTORIAL_TITLE": "就是这么个世界", + "QUEST_TUTORIAL_DESCRIPTION1": "在港口镇东城区入口和凯莉交谈。", + "PASSIVE_QUEST_UNKNOWN_TITLE": "不明信号", + "QUEST_TUTORIAL_DESCRIPTION2": "遵循凯莉的指示。", + "QUEST_TUTORIAL_DESCRIPTION3": "陪同凯莉前往破碎的道路。", + "QUEST_ARCHANGELS_DESCRIPTION1": "找出各个大天使,以完成莫甘特之歌,然后追踪歌中的线索,找到回家的路。", + "QUEST_ARCHANGELS_PROGRESS": "已收集{max}个歌曲片段中的{num}段。", + "QUEST_ARCHANGELS_TITLE": "混乱之地", + "QUEST_TUTORIAL_DESCRIPTION4": "调查奇怪建筑。", + "QUEST_CAPTAINS_TITLE": "让我加入", + "QUEST_EUGENE_TITLE": "你最好规规矩矩", + "QUEST_EUGENE_DESCRIPTION_1": "和尤金在郊区碰头。", + "QUEST_CAPTAINS_DESCRIPTION0": "前往公园内的哨所,报名成为巡护员。", + "QUEST_EUGENE_DESCRIPTION_3": "找出所有“索地员协会”办公楼,并将里面的敌人全部赶跑。", + "QUEST_EUGENE_DESCRIPTION_2": "陪同尤金,到神秘办公楼顶部的窗户一探究竟。", + "QUEST_EUGENE_DESCRIPTION_4": "和尤金交谈。", + "QUEST_EUGENE_DESCRIPTION_5": "陪同尤金前往索地员总部所在位置。", + "QUEST_EUGENE_3_PROGRESS": "已清空{num} /???处办公楼。", + "QUEST_WORKING_OVERTIME_TITLE": "加班加点", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "将{required_item_amount}份木材带给港口镇东城区的巡护员。", + "QUEST_MERCHANT_RESCUE_TITLE": "找点灵感", + "QUEST_FLORIST_DESCRIPTION_1": "在港口镇种下{count}株幼苗。", + "QUEST_FLORIST_TITLE": "播撒种子", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "前往公园的洞窟,搞清楚小贩遇到了什么事。", + "CLUE_SONG_PROLOGUE1": "若意欲离开此地,且听我高歌一曲", + "QUEST_FLORIST_DESCRIPTION_2": "将幼苗已经栽下的消息,告知港口镇西城区的那位巡护员。", + "CLUE_SONG_EPILOGUE1": "举动位置相结合,终末站点会浮现", + "CLUE_FLUFF": "那曾是吾栖之殿,而今已楼空人去", + "CLUE_SONG_PROLOGUE2": "降任需挺身而出,路漫需不畏险阻", + "CLUE_SONG_EPILOGUE2": "循此曲觅得所在,将揭示无限空间", + "CLUE_UNKNOWN": "(歌曲的其余部分几不可闻。)", + "STATUS_BURNED_NAME": "烧伤", + "STATUS_CONTACTDMG_DESCRIPTION": "拥有“接触伤害”的角色,每次发动或遭受近战攻击时,都会对对方造成一点元素伤害。", + "STATUS_BURNED_DESCRIPTION": "烧伤的角色会在自己的回合结束时受到伤害。", + "STATUS_CONTACTDMG_NAME": "接触伤害", + "STATUS_STAT_MATK_DOWN_NAME": "近战攻击降低", + "STATUS_STAT_RATK_DOWN_NAME": "远程攻击降低", + "STATUS_STAT_MATK_UP_NAME": "近战攻击升高", + "STATUS_STAT_RATK_UP_NAME": "远程攻击升高", + "STATUS_STAT_RDEF_DOWN_NAME": "远程防御降低", + "STATUS_STAT_MDEF_DOWN_NAME": "近战防御降低", + "STATUS_STAT_RDEF_UP_NAME": "远程防御升高", + "STATUS_STAT_MDEF_UP_NAME": "近战防御升高", + "STATUS_STAT_EVASION_UP_NAME": "闪避升高", + "STATUS_STAT_EVASION_DOWN_NAME": "闪避降低", + "STATUS_STAT_ACCURACY_UP_NAME": "命中率升高", + "STATUS_STAT_ACCURACY_DOWN_NAME": "命中率降低", + "STATUS_STAT_SPEED_UP_NAME": "速度升高", + "STATUS_STAT_SPEED_DOWN_NAME": "速度降低", + "STATUS_AP_BOOST_NAME": "AP提升", + "STATUS_AP_DRAIN_NAME": "AP吸取", + "STATUS_AP_BOOST_DESCRIPTION": "拥有“AP提升”的角色,每回合额外获得1点AP。", + "STATUS_POISONED_NAME": "中毒", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter}摘了一颗苹果吃。", + "STATUS_WALL_NAME": "{type}墙", + "STATUS_AP_DRAIN_DESCRIPTION": "拥有“AP吸取”的角色,每回合少获得1点AP。", + "STATUS_WALL_TOAST_BROKEN": "已断裂", + "STATUS_WALL_DESCRIPTION": "墙可吸收一定数量的外来攻击。属性克制的攻击,可立即将墙打破。", + "STATUS_TEMPTATION_WALL_NAME": "苹果树", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter}摘了一颗苹果吃。", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter}摘了一颗苹果吃。", + "STATUS_WINDOW_NAME": "窗户", + "STATUS_POISONED_DESCRIPTION": "中毒的角色会在自己的回合结束时受到伤害。", + "STATUS_WINDOW_DESCRIPTION": "拥有“窗户状态”的角色,所拥有的墙不再能抵挡远程攻击。", + "STATUS_LEECHED_DESCRIPTION": "寄生的角色会在自己的回合结束时受到伤害;而对手则会用剥夺的生命值回血。", + "STATUS_LEECHED_NAME": "寄生", + "STATUS_COATING_POISON_NAME": "毒涂层", + "STATUS_COATING_WATER_NAME": "水涂层", + "STATUS_COATING_BEAST_NAME": "野兽涂层", + "STATUS_COATING_METAL_NAME": "金属涂层", + "STATUS_COATING_GLITTER_NAME": "亮片涂层", + "STATUS_COATING_FIRE_NAME": "火涂层", + "STATUS_COATING_PLASTIC_NAME": "塑料涂层", + "STATUS_COATING_PLANT_NAME": "植物涂层", + "STATUS_COATING_ASTRAL_NAME": "星界涂层", + "STATUS_COATING_LIGHTNING_NAME": "闪电涂层", + "STATUS_COATING_ICE_NAME": "冰涂层", + "STATUS_COATING_AIR_NAME": "空气涂层", + "STATUS_COATING_EARTH_NAME": "土涂层", + "STATUS_COATING_DESCRIPTION": "涂层可以在一定的回合内改变角色的元素属性。", + "STATUS_COATING_GLASS_NAME": "玻璃涂层", + "STATUS_HEALING_STEAM_NAME": "治疗蒸汽", + "STATUS_HEALING_STEAM_DESCRIPTION": "拥有“治疗蒸汽”的角色,每回合开始时都会恢复一些生命值。", + "STATUS_HEALING_LEAF_NAME": "治疗叶片", + "STATUS_MULTISTRIKE_NAME": "多重打击", + "STATUS_GLASS_BONDS_DESCRIPTION": "拥有“玻璃粘合”的角色,每次变身时都会受到伤害。", + "STATUS_HEALING_LEAF_DESCRIPTION": "拥有“治疗叶片”的角色,每回合开始时都会恢复一些生命值。", + "STATUS_MULTISTRIKE_DESCRIPTION": "拥有“多重打击”的角色,每个招式都会使用两次(前提是有足够AP)。", + "STATUS_GLASS_BONDS_NAME": "玻璃粘合", + "STATUS_SHRAPNEL_NAME": "流弹", + "STATUS_MULTITARGET_DESCRIPTION": "拥有“多重目标”的角色,其攻击将以整支队伍为目标。", + "STATUS_UNITARGET_NAME": "单一目标", + "STATUS_SHRAPNEL_DESCRIPTION": "拥有“流弹”的角色,每次变身时都会受到伤害。", + "STATUS_MULTITARGET_NAME": "多重目标", + "STATUS_UNITARGET_DESCRIPTION": "拥有“单一目标”的角色,平时针对整支队伍的攻击,将只作用于一个目标;而平时针对单个目标的攻击,命中率会降低。", + "STATUS_PARRY_STANCE_DESCRIPTION": "拥有“格挡姿态”的角色,会将下一次受到的近战攻击伤害,反弹到攻击者身上。", + "STATUS_PARRY_STANCE_NAME": "格挡姿态", + "STATUS_SLEEP_NAME": "睡眠", + "STATUS_SLEEP_DESCRIPTION": "入睡的角色不能使用平时的招式。", + "STATUS_SLEEP_TOAST_REMOVED": "已醒来", + "STATUS_FLINCH_NAME": "畏缩", + "STATUS_FLINCH_DESCRIPTION": "畏缩的角色会跳过下一回合。", + "STATUS_BOMB_NAME": "炸弹", + "STATUS_BOMB_DESCRIPTION": "拥有“炸弹”的角色,若不通过近战攻击转移炸弹,就会在下一回合结束时爆炸。", + "STATUS_LOCKED_ON_NAME": "锁定", + "STATUS_LOCKED_ON_DESCRIPTION": "拥有“锁定”的角色不会失手。", + "STATUS_BERSERK_NAME": "狂暴", + "STATUS_BERSERK_DESCRIPTION": "拥有“狂暴”的角色只能使用造成伤害的招式。", + "STATUS_INTERCEPTING_NAME": "拦截", + "STATUS_INTERCEPTING_DESCRIPTION": "拥有“拦截”的角色,可以拦截所有针对其队友的攻击。", + "STATUS_HIBERNATING_NAME": "冬眠", + "STATUS_HIBERNATING_DESCRIPTION": "冬眠角色陷入熟睡的每个回合都会恢复生命值。", + "STATUS_MEDITATING_DESCRIPTION": "冥想角色陷入熟睡的每个回合都会提升能力值。", + "STATUS_MEDITATING_NAME": "冥想", + "STATUS_TOWER_DEFENSE_NAME": "塔防", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "拥有“塔防”的角色,属性会变为土系,且防御能力值提高。", + "STATUS_SUMMONED_DESCRIPTION": "蒙召角色在数回合后会被从战斗中召走。", + "STATUS_SUMMONED_NAME": "蒙召", + "STATUS_GHOSTLY_NAME": "鬼魂", + "STATUS_RESONANCE_NAME": "共振", + "STATUS_GHOSTLY_DESCRIPTION": "鬼魂角色无法被攻击命中,但状态计时结束时会被打倒。", + "STATUS_GAMBIT_NAME": "开局让棋", + "STATUS_GAMBIT_TOAST_FAILED": "开局让棋失败", + "STATUS_RECORDED_NAME": "已录制", + "STATUS_GAMBIT_DESCRIPTION": "拥有“开局让棋”的角色能力值会大幅度提升,但状态计时结束时会被打倒。", + "STATUS_SUMMONED_NAME_MODIFIER.f": "蒙召{name}", + "STATUS_EFFIGY_NAME": "傀儡", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "已格挡", + "STATUS_SUMMONED_NAME_MODIFIER.m": "蒙召{name}", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "嘀……嘀……嘀……", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "鬼魂{name}", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "鬼魂{name}", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "鬼魂{name}", + "STATUS_SUMMONED_NAME_MODIFIER.n": "蒙召{name}", + "STATUS_UNDYING_NAME": "仪式", + "STATUS_UNDYING_DESCRIPTION": "拥有“仪式”的角色被打倒时,会重生并恢复25%生命值。", + "STATUS_RESONANCE_DESCRIPTION": "每次对一个角色施加共振,都会令计数器加一。当计数器达到3时,该角色就会被震碎并立即被打倒。", + "STATUS_RESONANCE_TOAST_NAME": "共振{0} / {1}", + "STATUS_CLOSE_ENCOUNTER_NAME": "第三类接触", + "STATUS_RESONANCE_TOAST_OVERLOAD": "共振过载", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "“第三类接触”会缩小角色的远程攻击范围,令其转为近战攻击。", + "STATUS_SPRING_LOADED_DESCRIPTION": "“弹簧”可扩大角色的近战攻击范围,令其转为远程攻击。", + "STATUS_SPRING_LOADED_NAME": "弹簧", + "STATUS_CONDUCTIVE_DESCRIPTION": "使用任何闪电系攻击时,导电的角色都会受到伤害。", + "STATUS_CONDUCTIVE_NAME": "导电", + "STATUS_RESURRECTED_NAME": "复活", + "STATUS_CONFUSED_DESCRIPTION": "混乱角色可能会使用错误的招式,或把错误的角色当成目标。", + "STATUS_RESURRECTED_DESCRIPTION": "复活角色无法再用“仪式”等效果起死回生。", + "STATUS_CONFUSED_NAME": "混乱", + "STATUS_SNOWED_IN_NAME": "雪封", + "STATUS_SNOWED_IN_EFFECT": "下雪了!", + "STATUS_SNOWED_IN_DESCRIPTION": "雪封角色被定在当地,无法使用近战攻击。", + "STATUS_FOG_DESCRIPTION": "浓雾令水系、空气系或冰系以外的远程攻击命中率降为0%。", + "STATUS_FOG_NAME": "浓雾", + "STATUS_RECORDING_NAME": "正在录制", + "STATUS_PETRIFIED_NAME": "石化", + "STATUS_RECORDING_TOAST_FAILURE": "录制失败", + "STATUS_FAIR_FIGHT_NAME": "公平竞争", + "STATUS_STAT_DOUBLE_SPEED_NAME": "双倍速度", + "STATUS_PETRIFIED_DESCRIPTION": "石化角色的属性变为土系,只能使用“防御”和“举起盾牌”。", + "STATUS_COTTONED_ON_DESCRIPTION": "下一回合,针对“飘絮”角色的招式必然击不中。", + "STATUS_COTTONED_ON_NAME": "飘絮", + "STATUS_MIND_MELD_DESCRIPTION": "拥有“心灵融合”的角色,会与队友共享招式。", + "STATUS_MIND_MELD_NAME": "心灵融合", + "STATUS_FAIR_FIGHT_DESCRIPTION": "“公平竞争”生效期间,新状态效果不会起效。", + "STATUS_ABRAMACABRA_NAME": "阿布拉魔卡怖拉", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "不能逃跑!\\n要快速旅行回最近的餐车吗?任何未领取的奖励都会丢失,连胜记录也会重置。", + "STATUS_GLASS_SHARDS_DESCRIPTION": "“玻璃碎片”生效期间,任何使用近战攻击的角色,都会受到战场上玻璃碎片的伤害。", + "STATUS_GLASS_SHARDS_NAME": "玻璃碎片", + "STATUS_ABRAMACABRA_DESCRIPTION": "墙可吸收一定数量的外来攻击。属性克制的攻击,可立即将墙打破。在墙的基础上,“阿布拉魔卡怖拉”还会每回合自动攻击一个对手。", + "STATUS_INFLATED_NAME": "充气", + "STATUS_DEFLATED_NAME": "泄气", + "STATUS_INFLATED_DESCRIPTION": "充气角色的攻击和防御能力值增加,但闪避显著降低。", + "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "磁带妖怪", + "UI_TIMER_CHEATED": "(已激活作弊码){timer}", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "泄气角色的闪避显著提升,但攻击和防御能力值减少。", + "UI_CHEATS_ENABLED": "启用作弊控制台", + "UI_BUTTON_NO": "否", + "UI_BUTTON_YES": "是", + "UI_CHEATS_DISABLED": "禁用作弊控制台", + "UI_BUTTON_OK": "好", + "UI_BUTTON_CANCEL": "取消", + "UI_BUTTON_BACK": "返回", + "UI_LOADING": "正在加载……", + "UI_BUTTON_CONTINUE": "继续", + "UI_BUTTON_EXIT": "退出", + "UI_BUTTON_CLOSE": "关闭", + "UI_BUTTON_SUBMIT": "提交", + "UI_BUTTON_SAVE_CHANGES": "应用并保存更改", + "UI_LOADING_WORLD_BOUNDARY": "正在加载世界其他部分……", + "UI_LOADING_PROGRESS": "正在加载场景{0} / {1}……", + "UI_LOADING_PREPARE_PROGRESS": "正在准备场景{0} / {1}……", + "UI_LOADING_SHADER_PROGRESS": "正在缓存材料{0} / {1}……", + "UI_BATTLE_FIGHT_BUTTON": "战斗", + "UI_BATTLE_ITEM_BUTTON": "物品", + "UI_BATTLE_SWITCH_BUTTON": "切换", + "UI_BATTLE_FLEE_BUTTON": "逃跑", + "UI_BATTLE_RECORD_BUTTON": "录制", + "UI_BATTLE_INSPECT_BUTTON": "状态效果:", + "UI_BATTLE_FUSE_BUTTON": "融合!", + "UI_BATTLE_UNFUSE_BUTTON": "取消融合", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "融合中……", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-融合-", + "UI_BATTLE_FLEE_CHANCE": "{0}%", + "UI_BUTTON_MOVE_PASSIVE": "被动", + "UI_BATTLE_FUSION_METER": "-融合-", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "该物种尚未录入你的怪物图鉴。", + "BATTLE_TITLE_ARCHANGEL": "大天使", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "对手队伍的援兵。", + "BATTLE_ADJECTIVE_TEAM1.n": "敌方{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.m": "敌方{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "敌方{name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "大天使{name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "大天使{name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "{0}已变身成{1}!", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "大天使{name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "巡护员{name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "巡护员{name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "巡护员{name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "{0}已变身成{1}!", + "BATTLE_FAILED": "失败!", + "BATTLE_FAILED_SLEEP": "熟睡中!", + "BATTLE_TAPE_SWITCHED.n": "{0}已变身成{1}!", + "BATTLE_DIED.f": "{0}本已死去……", + "BATTLE_DIED.m": "{0}本已死去……", + "BATTLE_DIED.n": "{0}本已死去……", + "BATTLE_TAPE_DEFEATED.f": "{0}的磁带坏掉了!", + "BATTLE_RESURRECTED.m": "但{cause}又令他起死回生!", + "BATTLE_DEFEATED.f": "{0}被打倒了!", + "BATTLE_RESURRECTED.n": "但{cause}又令其起死回生!", + "BATTLE_RESURRECTED.f": "但{cause}又令他起死回生!", + "BATTLE_DEFEATED.m": "{0}被打倒了!", + "BATTLE_DEFEATED.n": "{0}被打倒了!", + "BATTLE_DEFEATED_NO_TAPES.f": "{0}没有可用磁带了!", + "BATTLE_DEFEATED_NO_TAPES.n": "{0}没有可用磁带了!", + "BATTLE_DEFEATED_NO_TAPES.m": "{0}没有可用磁带了!", + "BATTLE_TAPE_DEFEATED.m": "{0}的磁带坏掉了!", + "BATTLE_TAPE_DEFEATED.n": "{0}的磁带坏掉了!", + "BATTLE_GHOST_DEFEATED.m": "{0}魂飞魄散了……", + "BATTLE_SUMMON_DEFEATED.n": "{0}被召走了!", + "BATTLE_SUMMON_DEFEATED.f": "{0}被召走了!", + "BATTLE_SUMMON_DEFEATED.m": "{0}被召走了!", + "BATTLE_GHOST_DEFEATED.f": "{0}魂飞魄散了……", + "BATTLE_VICTORY": "胜利!", + "BATTLE_GHOST_DEFEATED.n": "{0}魂飞魄散了……", + "BATTLE_WON": "我们赢下了战斗!", + "BATTLE_LOST": "我们输掉了战斗……", + "BATTLE_FLEE_CONFIRM": "确定要逃跑吗?", + "BATTLE_FLEE_FAILED": "不能逃跑!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "不能逃跑!\\n要快速旅行回港口镇吗?你将损失几件物品。", + "BATTLE_FLED": "已逃离战斗……", + "BATTLE_EXP_POINTS": "你的队伍获得了{0}点经验值!", + "BATTLE_TARGET_TEAM0": "你的队伍", + "UI_CHARACTER_LEVEL": "{0}级", + "BATTLE_TARGET_TEAM1": "敌方队伍", + "UI_CHARACTER_LEVEL_LONG": "{0}级", + "UI_CHARACTER_ABILITIES_HEADING": "技能:", + "UI_CHARACTER_ABILITY_UNKNOWN": "???", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "招牌磁带:", + "BATTLE_FUSING": "{0}和{1}一心同体!", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "变身成{species}或其进化型时,所有能力值+10%。", + "BATTLE_FUSED": "{0}和{1}已融合成{2}!", + "BATTLE_UNFUSING": "{0}和{1}不再同步!", + "BATTLE_TOAST_SPLASH": "溅射", + "BATTLE_TOAST_CRIT": "暴击", + "BATTLE_TOAST_MISSED": "失手", + "BATTLE_TOAST_BLOCKED": "状态受阻", + "BATTLE_TOAST_NO_EFFECT": "没有效果", + "BATTLE_TOAST_AP": "点AP", + "BATTLE_TOAST_INTERCEPTED": "已拦截", + "BATTLE_TOAST_RECORD_CHANCE": "\\n几率", + "UI_BATTLE_TAPE_IN_USE": "使用中", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "教程:{status_effect}", + "BATTLE_REACTION_TUTORIAL_TITLE": "教程:{reaction_name}", + "STAT_max_hp": "生命值上限", + "MAX_STAMINA_INCREASE": "你的体力增加了{increase_percent}%!\\n现在你可以滑翔{total}秒了。", + "STAT_melee_defense": "近战防御", + "STAT_melee_attack": "近战攻击", + "STAT_ranged_attack": "远程攻击", + "STAT_ranged_defense": "远程防御", + "STAT_speed": "速度", + "STAT_accuracy": "命中率", + "STAT_evasion": "闪避", + "STAT_max_ap": "AP上限", + "STAT_move_accuracy": "命中率", + "STAT_move_slots": "招式栏位", + "STAT_damage": "伤害", + "STAT_move_splash_damage": "溅射伤害", + "STAT_move_effect_chance": "效果几率", + "STAT_move_crit_damage": "暴击伤害", + "STAT_move_crit_rate": "暴击几率", + "STAT_exp": "经验值", + "STAT_priority_chance": "优先几率", + "SHORT_NAME_max_hp": "生命值上限", + "SHORT_NAME_melee_attack": "近攻", + "SHORT_NAME_melee_defense": "近防", + "SHORT_NAME_ranged_attack": "远攻", + "SHORT_NAME_ranged_defense": "远防", + "SHORT_NAME_speed": "速度", + "UI_PARTY_CHECK_TAPE": "查看磁带详情", + "UI_PARTY_CHECK_CHARACTER": "查看{name}详情", + "UI_PARTY_TRANSFORM": "变身", + "UI_PARTY_SWAP_TAPE": "切换磁带", + "UI_PARTY_USE_ITEM": "使用物品", + "UI_PARTY_PUT_AWAY": "放入收纳格", + "UI_PARTY_NO_MOVES": "没有贴纸。", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "已将“{tape_name}”放入收纳格。", + "UI_PARTY_TAPE_COLLECTION": "磁带收纳格……", + "UI_PARTY_MOVE_LIST_OVERFLOW": "还有{n}个招式……", + "UI_PARTY_STATS_CHARACTER": "人类形态", + "UI_PARTY_STATS_FORM": "形态能力值倍数", + "UI_PARTY_STICKERS": "贴纸", + "UI_PARTY_STATS_COMBINED": "已变身", + "UI_PARTY_BOOTLEG": "限定盘", + "UI_PARTY_EMPTY_STICKER_SLOT": "- 空栏位 -", + "UI_PARTY_APPLY_STICKER": "贴上贴纸", + "UI_PARTY_PEEL_STICKER": "撕下贴纸", + "UI_PARTY_REPLACE_STICKER": "替换贴纸", + "UI_PARTY_STICKER_PEELED_DROPPED": "背包容量不足,已丢弃“{move_name}”。", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "要用“{new_move}”替换“{old_move}”吗?", + "UI_PARTY_EDIT_STICKERS": "查看/编辑招式", + "UI_PARTY_STICKER_PEELED": "“{move_name}”已放入背包的贴纸收纳格。", + "UI_PARTY_RENAME_TAPE": "重命名", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "队伍", + "UI_PARTY_RENAME_TAPE_TITLE": "重命名“{0}”", + "UI_PARTY_BESTIARY": "查看怪物图鉴", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "收纳格:按编号排序", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "收纳格:按名称排序", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "收纳格:限定盘", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "收纳格:珍藏", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "收纳格:{type}系", + "UI_TAPE_COLLECTION": "磁带收纳格", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "添加至队伍", + "UI_TAPE_COLLECTION_FAVORITE": "珍藏", + "UI_TAPE_COLLECTION_RECYCLE": "回收", + "UI_TAPE_COLLECTION_UNFAVORITE": "取消珍藏", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "撕下贴纸", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "{tape_name}的贴纸已放回背包。", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "背包容量不足,{tape_name}上的部分贴纸暂时无法撕下。", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "背包容量不足,{tape_name}上的部分贴纸已自动丢弃。", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "确定要回收{tape_name}吗?这盘磁带将从你的收藏中永久移除。", + "UI_TAPE_COLLECTION_EMPTY": "没有磁带。", + "UI_LOAD_FILE_LOADING": "正在检索……", + "UI_LOAD_FILE_EMPTY": "空白存档", + "UI_LOAD_FILE_INVALID": "存档已损坏", + "UI_LOAD_FILE_SAVED_DATETIME": "存档于{year}年{month}月{day}日{hour}:{minute}:{second}", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "死亡于{year}年{month}月{day}日{hour}:{minute}:{second}", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "新游戏", + "UI_LOAD_FILE_CONTINUE_GAME": "载入游戏", + "UI_LOAD_FILE_ERASE": "抹除", + "UI_LOAD_FILE_CUSTOM_GAME": "自定义游戏", + "UI_PAUSE_MAP_BTN": "地图", + "UI_PAUSE_PARTY_BTN": "队伍", + "UI_PAUSE_INVENTORY_BTN": "背包", + "UI_PAUSE_QUEST_LOG_BTN": "任务日志", + "UI_PAUSE_BESTIARY_BTN": "怪物图鉴", + "UI_PAUSE_REST_BTN": "在此休息", + "UI_PAUSE_SAVE_BTN": "保存", + "UI_PAUSE_QUIT_BTN": "退出", + "UI_QUIT_CONFIRM": "确定要退出游戏吗?\\n上一次存档是在{duration}前。", + "UI_EVOLUTION_TITLE": "重新灌录", + "UI_QUIT_CONFIRM_SECONDS": "{num}秒", + "UI_QUIT_CONFIRM_MINUTES": "{num}分", + "UI_SAVING": "正在保存……", + "UI_SAVING_MESSAGE": "正在保存进度……", + "UI_SAVE_COMPLETE": "保存完成!", + "UI_SAVE_FAILED": "保存失败。", + "UI_SAVE_LOAD_FAILED": "无法载入该存档。", + "UI_SAVE_REQUIRE_FULL_VERSION": "需要拥有完整版游戏才能载入该存档。", + "UI_SAVE_ERASE_CONFIRM": "要永久清除该存档数据吗?", + "UI_EVOLUTION_BUTTON": "重新灌录", + "UI_EVOLUTION_SUBTITLE": "令你的怪物形态进化", + "UI_EVOLUTION_CONFIRM": "要将你的{monster_name}磁带重新灌录成更强大的形态吗?", + "UI_EVOLUTION_DESCRIPTION": "你的{evolved_from}磁带变成了{evolved_to}!", + "UI_EVOLUTION_SPECIALIZATION": "选择一个专攻方向。", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "控制器", + "RELATIONSHIP_UNLOCK_FUSION.n": "与{name}搭档时,可以在常规战斗中使用融合了!", + "RELATIONSHIP_LEVEL_UP": "{level}级亲密度", + "RELATIONSHIP_UNLOCK_FUSION.m": "与{name}搭档时,可以在常规战斗中使用融合了!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "与{name}融合时,可以使用“融合之力”了!", + "RELATIONSHIP_UNLOCK_FUSION.f": "与{name}搭档时,可以在常规战斗中使用融合了!", + "RELATIONSHIP_FUSION_STRENGTH.m": "你与{name}组成的融合体+{added_strength}%力量。", + "RELATIONSHIP_FUSION_STRENGTH.n": "你与{name}组成的融合体+{added_strength}%力量。", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "与{name}融合时,可以使用“融合之力”了!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "与{name}融合时,可以使用“融合之力”了!", + "RELATIONSHIP_FUSION_STRENGTH.f": "你与{name}组成的融合体+{added_strength}%力量。", + "UI_QUEST_NEW": "新任务:", + "UI_QUEST_UPDATE": "任务更新:", + "UI_QUEST_COMPLETE": "任务完成!", + "UI_QUEST_NEW_VIEW_LOG": "查看任务日志", + "PARTNER_SWAP_CONFIRM.m": "要带上{name}一起冒险吗?", + "PARTNER_UNLOCKED_TITLE.m": "已解锁:", + "PARTNER_SWAP_CONFIRM.n": "要带上{name}一起冒险吗?", + "PARTNER_SWAP_CONFIRM.f": "要带上{name}一起冒险吗?", + "PARTNER_UNLOCKED.m": "{name}现已成为你的伙伴!", + "PARTNER_UNLOCKED_TITLE.n": "已解锁:", + "PARTNER_UNLOCKED_TITLE.f": "已解锁:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name}已回到留声机咖啡馆。", + "UI_EXCHANGE": "交易", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name}已回到留声机咖啡馆。", + "PARTNER_UNLOCKED.n": "{name}现已成为你的伙伴!", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name}已回到留声机咖啡馆。", + "PARTNER_UNLOCKED.f": "{name}现已成为你的伙伴!", + "UI_CAMPING_REST": "休息", + "UI_EXCHANGE_PRICE": "价格", + "UI_EXCHANGE_RESOURCES": "你的资源", + "OBTAINED_TAPE": "已获得一盘{tape_name}磁带!", + "ABILITY_UNLOCKED": "你已获得{ability}技能!", + "UI_MAP_UNKNOWN_FEATURE": "???", + "ABILITY_glide": "披风蛾滑翔", + "ABILITY_UNLOCKED_glide": "现在可以按住{control.jump}键进行长距离滑翔了!\\n滑翔必须消耗体力。", + "UI_TAPES_REPAIRED": "你的断裂磁带已经修好!", + "UI_MAP_YOUR_LOCATION": "你的位置", + "UI_MAP_FAST_TRAVEL_CONFIRM": "要前往{location}吗?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "此处无法快速旅行。", + "UI_BESTIARY_SEEN_COUNT": "已遇见:{num} / {total}", + "UI_BESTIARY_RECORDED_COUNT": "已录制:{num} / {total}", + "UI_BESTIARY_FORMED_COUNT": "已融合而成:{num} / {total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", + "UI_BESTIARY_UNKNOWN_SPECIES": "???", + "UI_BESTIARY_SORT_BY_NAME": "按名称排序", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "查看怪物", + "UI_BESTIARY_SORT_BY_NUMBER": "按编号排序", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "查看融合体", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "#{num}", + "UI_BESTIARY_INFO_TAB_BIO": "简介 {n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "地点", + "UI_BESTIARY_INFO_TAB_STATS": "统计数据", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "将该怪物的磁带提升至5颗星,即可解锁更多信息。", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "录制此怪物,即可解锁更多信息。", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "限定盘", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "限定盘:{num} / {total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "打倒此怪物,即可解锁更多信息。", + "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "已打倒:", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "已遭遇:", + "UI_BESTIARY_INFO_STATS_RECORDED": "已录制:", + "UI_BESTIARY_INFO_STATS_FORMED": "已融合而成:", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "在地图上查看", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "栖息地未知。", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name}可在以下地点找到:", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "{species_name}的栖息地", + "UI_BESTIARY_INFO_NO_DATA": "没有额外数据。", + "UI_BESTIARY_INFO_BIO_FUSION": "由{species1}和{species2}融合而成。", + "UI_CHARACTER_CREATION": "创建角色", + "UI_CHARACTER_CREATION_INTRO": "你是谁?", + "UI_CC_LABEL_NAME": "你的名字", + "UI_CC_LABEL_PRONOUNS": "你的性别", + "UI_CC_VALUE_PRONOUN.m": "男", + "UI_CC_VALUE_PRONOUN.f": "女", + "UI_CC_VALUE_PRONOUN.n": "非二元", + "UI_CC_LABEL_WINGS": "羽翼", + "UI_CC_LABEL_HAIR": "发型", + "UI_CC_LABEL_HEAD": "脸部", + "UI_CC_LABEL_LEGS": "下装", + "UI_CC_LABEL_BODY": "上衣", + "UI_CC_LABEL_BODY_COLOR_1": "上衣颜色1", + "UI_CC_LABEL_BODY_COLOR_2": "上衣颜色2", + "UI_CC_LABEL_EYE_COLOR": "眼睛颜色", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "面部饰品颜色", + "UI_CC_LABEL_FAVORITE_COLOR": "最爱颜色", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "发饰颜色", + "UI_CC_LABEL_HAIR_COLOR": "头发颜色", + "UI_CC_LABEL_SHOE_COLOR": "鞋子颜色", + "UI_CC_LABEL_LEGS_COLOR": "下装颜色", + "UI_CC_VALUE_wings_generic": "披风蛾", + "UI_CC_LABEL_SKIN_COLOR": "皮肤颜色", + "UI_CC_RANDOMIZE": "随机设定", + "UI_CC_VALUE_wings_kuneko": "苦无喵", + "UI_CC_VALUE_wings_sirenade": "夜曲塞壬", + "UI_CC_VALUE_wings_rockertrice": "滚石鸡蛇", + "UI_CC_VALUE_wings_averevoir": "诀别鸟", + "UI_CC_VALUE_wings_umbrahella": "伞影地狱鱿", + "UI_CC_VALUE_wings_jetpack1": "喷气背包 #1", + "UI_CC_VALUE_wings_jetpack2": "喷气背包 #2", + "UI_CC_VALUE_wings_booster": "助推器", + "UI_CC_VALUE_wings_davinci": "达芬奇", + "UI_CC_VALUE_wings_devil": "恶魔", + "UI_CC_VALUE_wings_fairy": "仙子", + "UI_CC_VALUE_wings_glider": "滑翔", + "UI_CC_VALUE_wings_cape": "斗篷", + "UI_CC_VALUE_hair_short": "偏分", + "UI_CC_VALUE_hair_bow1": "高马尾", + "UI_CC_VALUE_hair_quiff": "飞机头", + "UI_CC_VALUE_hair_hairtie": "发带", + "UI_CC_VALUE_hair_afro1": "低爆炸头", + "UI_CC_VALUE_hair_afro2": "立体平头", + "UI_CC_VALUE_hair_bun1": "丸子头 #1", + "UI_CC_VALUE_hair_bun2": "丸子头 #2", + "UI_CC_VALUE_hair_bun3": "双丸子头", + "UI_CC_VALUE_hair_neat1": "整洁", + "UI_CC_VALUE_hair_long1": "长刘海", + "UI_CC_VALUE_hair_headband1": "鲻鱼头", + "UI_CC_VALUE_hair_headband2": "大风吹", + "UI_CC_VALUE_hair_bald": "光头", + "UI_CC_VALUE_hair_bob1": "直发波波头", + "UI_CC_VALUE_hair_bob2": "卷发波波头", + "UI_CC_VALUE_hair_headscarf1": "头巾", + "UI_CC_VALUE_hair_cultist1.m": "异教徒", + "UI_CC_VALUE_hair_cultist1.f": "异教徒", + "UI_CC_VALUE_hair_cultist1.n": "异教徒", + "UI_CC_VALUE_hair_flower1": "花童", + "UI_CC_VALUE_hair_hat1": "檐帽配圆髻", + "UI_CC_VALUE_hair_dreadlocks1": "脏辫", + "UI_CC_VALUE_hair_dreadlocks2": "短脏辫", + "UI_CC_VALUE_hair_straight1": "锅盖头", + "UI_CC_VALUE_hair_mullet1": "鲻鱼头", + "UI_CC_VALUE_hair_hardhat1": "安全帽", + "UI_CC_VALUE_hair_braid1": "长辫", + "UI_CC_VALUE_hair_sharp1": "醒目刘海", + "UI_CC_VALUE_hair_balding": "谢顶", + "UI_CC_VALUE_hair_cat1": "猫耳发箍", + "UI_CC_VALUE_hair_moonstone": "月光石", + "UI_CC_VALUE_hair_magikrab": "魔术蟹帽", + "UI_CC_VALUE_head_generic": "无表情", + "UI_CC_VALUE_head_glasses_1": "眼镜", + "UI_CC_VALUE_head_makeup1": "眼影", + "UI_CC_VALUE_head_makeup2": "半脸彩绘", + "UI_CC_VALUE_head_beard1": "胡子 #1", + "UI_CC_VALUE_head_beard2": "胡子 #2", + "UI_CC_VALUE_head_mask1": "口罩", + "UI_CC_VALUE_head_visor1": "护目镜", + "UI_CC_VALUE_head_grumpy": "不爽脸", + "UI_CC_VALUE_body_sweater1": "卫衣", + "UI_CC_VALUE_body_tshirt1": "T恤 #1", + "UI_CC_VALUE_body_tshirt2": "T恤 #2", + "UI_CC_VALUE_body_jacket": "外套 #1", + "UI_CC_VALUE_body_jacket2": "外套 #2", + "UI_CC_VALUE_body_jacket3": "马甲", + "UI_CC_VALUE_body_jacket4": "外套 #3", + "UI_CC_VALUE_body_cultist1.m": "异教徒", + "UI_CC_VALUE_body_cultist1.f": "异教徒", + "UI_CC_VALUE_body_cultist1.n": "异教徒", + "UI_CC_VALUE_body_dress1": "复古长裙", + "UI_CC_VALUE_body_apron1": "围裙", + "UI_CC_VALUE_body_vest1": "背心", + "UI_CC_VALUE_legs_generic": "长裤", + "UI_CC_VALUE_body_poncho1": "庞乔斗篷", + "UI_CC_VALUE_body_moonstone": "月光石", + "UI_CC_VALUE_legs_shorts1": "短裤", + "UI_CC_VALUE_legs_skirt1": "短裙", + "UI_CC_VALUE_legs_moonstone": "月光石", + "UI_CC_VALUE_hair_bansheep": "报丧羊妖帽", + "UI_CC_VALUE_hair_candevil": "甜心恶魔帽", + "UI_CC_VALUE_hair_traffikrab": "路锥蟹帽", + "UI_CC_VALUE_hair_springheel": "弹簧腿帽", + "UI_CC_VALUE_legs_pombomb": "嘭美犬短裤", + "UI_CC_VALUE_body_pombomb": "嘭美犬斗篷", + "UI_CC_VALUE_hair_cap1": "棒球帽", + "UI_CC_VALUE_hair_cap2": "平顶鸭舌帽", + "UI_CC_VALUE_hair_twintails": "双马尾", + "UI_CC_VALUE_hair_bow2": "蝴蝶结与刘海", + "UI_CC_VALUE_hair_fox1": "狐尾头", + "UI_CC_VALUE_hair_windswept": "风中凌乱", + "UI_CC_VALUE_hair_goggles1": "铆钉护目镜", + "UI_CC_VALUE_hair_mohawk1": "后梳莫霍克", + "UI_CC_VALUE_hair_flower2": "花朵与碎刘海", + "UI_CC_VALUE_hair_beret1": "贝雷帽", + "UI_CC_VALUE_head_glasses2": "圆框眼镜", + "UI_CC_VALUE_body_jacket5": "长风衣", + "UI_CC_VALUE_body_vest2": "露脐装", + "UI_CC_VALUE_legs_boots1": "长筒靴", + "UI_LOADING_FLUFF_2": "正在将夹克还给蝠普金斯……", + "UI_LOADING_FLUFF_4": "正在偷窥怪盗蝠邦……", + "UI_LOADING_FLUFF_1": "正在悄悄接近弹簧腿……", + "UI_LOADING_FLUFF_3": "正在将开膛剖蝠的刀爪磨锋利……", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "我昂首挺胸朝你大步走来如今的我威力已是两倍于前远超你想象而且我理解你的感受你从没有那么孤独而且我已告诉过你切勿再朝我靠近一步否则你会发现一切又将旧事重演", + "UI_LOADING_FLUFF_5": "正在投喂蝠老板……", + "UI_LOADING_FLUFF_6": "正在将魔卡怖拉引离羊群……", + "UI_LOADING_FLUFF_8": "正在修理鲮鲤扈的长矛……", + "UI_LOADING_FLUFF_7": "正在抛光野人领主的骷髅头……", + "UI_LOADING_FLUFF_14": "正在送拐杖糖给暴卜斯……", + "UI_LOADING_FLUFF_9": "正在将穿山圣骑封为骑士……", + "UI_LOADING_FLUFF_10": "正在点燃嘭美犬的导火线……", + "UI_LOADING_FLUFF_11": "正在为伶盗枪龙上膛……", + "UI_LOADING_FLUFF_12": "正在为霸王炮龙上膛……", + "UI_LOADING_FLUFF_13": "正在空洞精灵的面具上涂涂画画……", + "UI_LOADING_FLUFF_16": "正在伸长避雷针以吸引电光勇士……", + "UI_LOADING_FLUFF_15": "正在为霹雳猴充电……", + "NEW_GAME_INTRO_QUOTE_1": "如今这位骑士策马穿越王土,\\n进入新威勒尔的荒野——那里寸草难生,\\n饶是上帝及善心之人亦无从垂爱。", + "UI_LOADING_FLUFF_17": "正在为天线喵喵咪调谐……", + "UI_LOADING_FLUFF_18": "正在迎接天启鸦士的到来……", + "UI_LOADING_FLUFF_19": "正在为路锥蟹指路……", + "UI_LOADING_FLUFF_20": "正在绕开拦路龙虾……", + "UI_LOADING_FLUFF_21": "正在向蒲公狮许愿……", + "UI_LOADING_FLUFF_22": "正在浇灌繁花龙……", + "UI_LOADING_FLUFF_23": "正在画神笔菇……", + "UI_LOADING_FLUFF_24": "正在欣赏梵高菌的大作……", + "UI_LOADING_FLUFF_25": "正在给发条侠盗上发条……", + "UI_LOADING_FLUFF_26": "正在雕刻跳跳南瓜……", + "UI_LOADING_FLUFF_28": "正在与诀别鸟诀别……", + "UI_LOADING_FLUFF_27": "正在帮正装小子穿正装……", + "UI_LOADING_FLUFF_29": "正在把全视之碟全身看个遍……", + "UI_LOADING_FLUFF_30": "正在倾倒戴垃克……", + "UI_LOADING_FLUFF_31": "正在和勾拳狼崽练习拳击……", + "UI_LOADING_FLUFF_32": "正在用煤釜烹饪……", + "UI_LOADING_FLUFF_33": "正在将不死兵从地下唤醒……", + "UI_LOADING_FLUFF_34": "正在出席福音传教髅的布道……", + "UI_LOADING_FLUFF_36": "正在向黑瑙后鞠躬……", + "UI_LOADING_FLUFF_35": "正在宣誓效忠坟陵王……", + "UI_LOADING_FLUFF_38": "正在召唤镇汤尼……", + "UI_LOADING_FLUFF_37": "正在外太空考验星熊虫的不坏之身……", + "NEW_GAME_INTRO_QUOTE_2": "《高文爵士与绿衣骑士》\\n作者佚名,14世纪", + "CAMPING_CONFIRM": "要在这里扎营吗?", + "CAFE_CAMPING_CONFIRM": "要在这里稍作休息吗?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "容量:{stacks} / {maximum}沓", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category},第{page} / {page_count}页", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "排序", + "UI_INVENTORY_FILTER": "筛选", + "UI_INVENTORY_FILTER_APPLIED": "{num}个筛选项", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "将永久移除背包中符合筛选项的[b]所有[/b]贴纸。确定要回收这{stacks}沓(共{total}张)贴纸吗?", + "UI_INVENTORY_BULK_RECYCLE": "批量回收", + "UI_INVENTORY_FILTER_NAME": "名称", + "UI_INVENTORY_FILTER_RARITY": "稀有度:", + "UI_INVENTORY_FILTER_RARITY_ALL": "全部", + "UI_INVENTORY_FILTER_RARITY_COMMON": "普通", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "罕见", + "UI_INVENTORY_FILTER_RARITY_RARE": "稀有", + "UI_INVENTORY_FILTER_CATEGORY": "类别", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "全部", + "UI_INVENTORY_FILTER_TYPE": "元素属性", + "UI_INVENTORY_FILTER_TYPE_ALL": "全部", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "无属性", + "UI_QUEST_LOG_CATEGORY_QUESTS": "任务", + "UI_QUEST_LOG_CATEGORY_RUMORS": "传闻", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "成就", + "UI_QUEST_LOG_NO_QUESTS": "没有任务。", + "UI_QUEST_LOG_NO_RUMORS": "没有传闻。", + "UI_QUEST_LOG_SECTION_MAIN": "主线任务", + "UI_QUEST_LOG_SECTION_SIDE": "支线任务", + "UI_QUEST_LOG_SECTION_OTHER": "其他", + "UI_QUEST_LOG_SECTION_COMPLETED": "已完成", + "UI_QUEST_LOG_SECTION_ACHIEVED": "已取得成就{0} / {1}", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "未取得成就", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "隐藏成就,#{0}。", + "UI_QUEST_LOG_VIEW_BUTTON": "查看地图", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "“{rumor_dialogue}”", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "播放歌曲", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "查看集章卡", + "UI_QUEST_TIMER": "有效时长:{minutes}分钟。", + "UI_QUEST_LOG_TRACK_BUTTON": "追踪", + "UI_QUEST_LOG_UNTRACK_BUTTON": "取消追踪", + "UI_QUEST_TRACKER_RUMOR": "传闻:{quest_title}", + "NOTIFICATION_ACHIEVEMENT": "已解锁成就", + "NOTICEBOARD_TITLE": "巡护员告示板", + "NOTICEBOARD_LEVEL": "{level}级", + "NOTICEBOARD_REMINDER_TITLE": "所有巡护员请注意:", + "NOTICEBOARD_REQUIREMENT_RANGER1": "加入巡护员的行列并完成训练,即可解锁这些任务。", + "NOTICEBOARD_REMINDER_BODY": "别忘了向镇民们打听传闻,否则就有可能错过某些事件!埃安忒可没空亲自去追查每一条小道消息!", + "NOTICEBOARD_METER_LABEL": "升到下一级所需的融合原料:{amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "新任务", + "NOTICEBOARD_REWARD_UNKNOWN": "???", + "NOTICEBOARD_NEXT_REWARD": "下一个奖励:", + "NOTICEBOARD_METER_RATIO": "已找到:{amount_owned} / {total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "新怪物", + "NOTICEBOARD_REWARD_ITEMS": "物品", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "接下这一任务,了解更多信息。", + "NOTICEBOARD_QUEST_COMPLETED": "已完成", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "该任务现在还不能接。先去完成一些别的任务,晚些再回来吧。", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "接下任务", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "在日志中查看", + "CHOOSE_STARTER_OPTION1": "暗黑风", + "CHOOSE_STARTER_TITLE": "你的审美倾向是什么?", + "CHOOSE_STARTER_OPTION2": "甜美风", + "TUTORIAL_DEMO1.m": "试玩版已结束。Bytten工作室只有两名成员,我们俩都希望你能在这个小样品中玩得开心!", + "TUTORIAL_DEMO_TITLE": "感谢游玩!", + "TUTORIAL_DEMO2.f": "游戏推出完整版本时,你可以用这个存档接着玩下去。", + "TUTORIAL_DEMO1.n": "试玩版已结束。Bytten工作室只有两名成员,我们俩都希望你能在这个小样品中玩得开心!", + "TUTORIAL_DEMO1.f": "试玩版已结束。Bytten工作室只有两名成员,我们俩都希望你能在这个小样品中玩得开心!", + "TUTORIAL_DEMO_STORE_BTN": "获取完整版游戏!", + "TUTORIAL_DEMO2.m": "游戏推出完整版本时,你可以用这个存档接着玩下去。", + "TUTORIAL_DEMO2.n": "游戏推出完整版本时,你可以用这个存档接着玩下去。", + "TUTORIAL_REMASTER_TITLE": "教程:重新灌录", + "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", + "TUTORIAL_REMASTER": "某些磁带达到5颗星时,就可以进行“重新灌录”。\\n\\n重新灌录一盘磁带,可令其进化成更强大的形态,不仅各项能力值都会增长,而且还会习得新的招式。\\n\\n有些怪物形态只能通过重新灌录获得,而对于某些磁带来说,在不同条件下重新灌录,最终得到的成品磁带也会有所不同。\\n\\n等时机一成熟,就把磁带拿去重新灌录吧!", + "TUTORIAL_FUSION_TITLE": "教程:融合", + "TUTORIAL_FUSION1.f": "当你的目标与同伴一致时,你们就可以融合成单一的、更为强大的野兽。\\n\\n你和你的同伴越是亲密,你们的融合体就越是强大。\\n\\n不过要记得留意融合指示条!你们只有在指示条满时才可融合哦。", + "TUTORIAL_FUSION1.m": "当你的目标与同伴一致时,你们就可以融合成单一的、更为强大的野兽。\\n\\n你和你的同伴越是亲密,你们的融合体就越是强大。\\n\\n不过要记得留意融合指示条!你们只有在指示条满时才可融合哦。", + "TUTORIAL_FUSION1.n": "当你的目标与同伴一致时,你们就可以融合成单一的、更为强大的野兽。\\n\\n你和你的同伴越是亲密,你们的融合体就越是强大。\\n\\n不过要记得留意融合指示条!你们只有在指示条满时才可融合哦。", + "TUTORIAL_FUSION2": "作为融合体,你们每回合获得的AP由2点变为4点,因此能更早使出更加强大的招式。\\n\\n两盘磁带上的所有招式都供你们选用,而双方能力值也会加在一起。", + "TUTORIAL_RELATIONSHIPS": "和朋友打好关系真的非常重要。你们的亲密度,将直接影响到融合时会有多么强大!\\n\\n完成队友任务,以及与之并肩作战,皆可拉近与队友间的距离。时机成熟时,你们可以在篝火旁或咖啡馆里休息一下,让关系更上一层楼。", + "TUTORIAL_RECORDING1": "录制成功与否,纯粹依靠概率。不过,好几个因素都会影响到录制的成功率:\\n\\n- 怪物的生命值;\\n- 它的等级和稀有程度;\\n- 你在录制时对它造成了多少伤害;\\n- 以及录制者本人受到了多少伤害。", + "TUTORIAL_RELATIONSHIPS_TITLE": "教程:关系", + "TUTORIAL_RECORDING2": "利用状态效果来加强攻击,然后瞄准你正在录制的怪物发动攻击,便能十分有效地增加伤害,提高你的胜算。\\n\\n一旦录制过程开始,怪物就不能逃跑、也不会被打倒,这样你就不必担心将其击倒了!", + "TUTORIAL_RECORDING_TITLE": "教程:录制磁带", + "TUTORIAL_TAPE_STORAGE.f": "队伍已满时,你所录制的磁带会放入背包的特殊收纳格。坐在篝火旁或咖啡馆里,就能整理磁带,将磁带移入或移出队伍。\\n\\n不想要收纳格里的磁带了,就拿去回收,换取资源和贴纸吧。", + "TUTORIAL_TAPE_STORAGE.m": "队伍已满时,你所录制的磁带会放入背包的特殊收纳格。坐在篝火旁或咖啡馆里,就能整理磁带,将磁带移入或移出队伍。\\n\\n不想要收纳格里的磁带了,就拿去回收,换取资源和贴纸吧。", + "TUTORIAL_TAPE_STORAGE_TITLE": "教程:磁带收纳格", + "TUTORIAL_STICKERS1": "在战斗中使用磁带时,你能采用什么招式,取决于磁带上贴了什么贴纸。\\n\\n你可以将背包里的贴纸“贴上”磁带,磁带便能获得新招式;对于不想使用的招式,就“撕下”相应的贴纸放回背包吧。", + "TUTORIAL_STICKERS_TITLE": "教程:贴纸与招式", + "TUTORIAL_TAPE_STORAGE.n": "队伍已满时,你所录制的磁带会放入背包的特殊收纳格。坐在篝火旁或咖啡馆里,就能整理磁带,将磁带移入或移出队伍。\\n\\n不想要收纳格里的磁带了,就拿去回收,换取资源和贴纸吧。", + "TUTORIAL_STICKERS2": "贴纸可以想用多少次就用多少次,但每次只能贴在一盘磁带上。\\n\\n贴纸可以通过以下几种方式获得:\\n\\n- 通过填满磁带的经验值条获得。\\n- 在你找到的宝箱或储藏箱中获得。\\n- 从港口镇的某些小贩处获得。", + "TUTORIAL_AP2": "队伍内每位成员每回合可获得2点AP;若发动属性克制的攻击,还能额外获得1点AP。\\n\\n你可以提前做好计划,先使用较弱的低AP招式,把AP攒起来发动威力最强大的攻击。", + "TUTORIAL_AP_TITLE": "教程:行动点数", + "TUTORIAL_AP1": "注意这些橙色方块——这是你的行动点数,简称AP。\\n\\n大多数招式都需要耗费AP。招式所耗费的AP数,会显示在其名称旁边。\\n\\n假如你的AP未达到某个招式的需求,就不能在本回合使用这个招式。", + "TUTORIAL_ARCHANGEL_AP_TITLE": "教程:大天使", + "TUTORIAL_ARCHANGEL_AP": "与其他耗费AP才能使出招式的怪物不同,大天使会把所有AP积累起来,直到达到10点。\\n\\n一旦大天使达到10点AP,就会发动独特的天使攻击,将全部力量一次性释放出来。\\n\\n要想活命,就得巧妙使用招式,要么筑起稳固的防御以作准备,要么在大天使储够AP之前,就先一步将其打倒。", + "TUTORIAL_STATIONS1": "只要你身处户外,就随时可以在地图界面激活快速旅行。\\n\\n一开始,你只能回到留声机咖啡馆;然而,每令一个站点重开,地图上就会多一个新目的地供你使用。", + "TUTORIAL_STATIONS_TITLE": "教程:快速旅行与地铁站", + "TUTORIAL_STATIONS2": "梅林线的每个站点似乎都居住着一些来自远方的奇异生灵。\\n\\n彻底探索这些站点,应能获得宝贵的情报和奖励。", + "TYPE_CHART_ATTACKER": "进攻方:", + "TYPE_CHART_DEFENDER": "防守方:", + "TYPE_CHART_TRANSMUTATION": "元素嬗变:", + "TYPE_CHART_NO_REACTION": "无化学反应。", + "TYPE_CHART_BUFFS": "正面效果:", + "TYPE_CHART_DEBUFFS": "负面效果:", + "TYPE_CHART_OTHER": "其他效果:", + "TYPE_CHART_STATUS_AMOUNT": "×{amount}", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "前方有危险。在继续之前,请确保身上至少携带2盘可用磁带。", + "TITLE_SCREEN_PLAY_BUTTON": "开始游戏", + "TITLE_SCREEN_PRESS_BUTTON": "按下{control.ui_accept}键", + "TITLE_SCREEN_LANGUAGE_BUTTON": "语言", + "TITLE_SCREEN_CREDITS_BUTTON": "制作人员", + "UI_SETTINGS": "设置", + "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n。,、?!()~—…“”‘’《》:;.,/?’;:!”%&*()_-=+×·", + "UI_SETTINGS_GRAPHICS": "图形", + "UI_SETTINGS_AUDIO": "音频", + "UI_SETTINGS_GAMEPLAY": "游戏设置", + "UI_SETTINGS_KEYBOARD": "键盘", + "UI_SETTINGS_CONTROLLER": "控制器", + "UI_SETTINGS_DEFAULTS_BUTTON": "重置为默认值", + "UI_SETTINGS_REBIND_BUTTON": "重设键位", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "全屏", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "开", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "关", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "帧率", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "分辨率", + "UI_SETTINGS_GRAPHICS_PRESET_0": "低", + "UI_SETTINGS_GRAPHICS_PRESET": "图形预设", + "UI_SETTINGS_GRAPHICS_PRESET_1": "中", + "UI_SETTINGS_GRAPHICS_PRESET_2": "高", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "自定义", + "UI_SETTINGS_GRAPHICS_MODE_0": "侧重性能", + "UI_SETTINGS_GRAPHICS_MODE": "图形模式", + "UI_SETTINGS_GRAPHICS_MODE_1": "平衡", + "UI_SETTINGS_GRAPHICS_MODE_2": "侧重画质", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "抗锯齿", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "禁用", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2倍MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4倍MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8倍MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16倍MSAA", + "UI_SETTINGS_VALUE_ON": "开", + "UI_SETTINGS_VALUE_OFF": "关", + "UI_SETTINGS_GRAPHICS_DOF": "景深模糊", + "UI_SETTINGS_GRAPHICS_GLOW": "发光", + "UI_SETTINGS_GRAPHICS_SHADOW": "全局阴影", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "全局串流", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "更少弹窗", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "低CPU占用率", + "UI_SETTINGS_CLOSE_CONFIRM": "更改尚未应用,确定要关闭吗?", + "UI_SETTINGS_SAVED": "设置已保存!", + "UI_SETTINGS_AUDIO_VOLUME_Master": "总音量", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "效果音量", + "UI_SETTINGS_AUDIO_VOLUME_Music": "音乐音量", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "语音音量", + "UI_SETTINGS_AUTOSAVE": "自动存档", + "UI_SETTINGS_AUTOSAVE_ENABLED": "启用", + "UI_SETTINGS_AUTOSAVE_DISABLED": "禁用", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "启用", + "UI_SETTINGS_SHOW_TIMER": "速通计时器", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "显示", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "隐藏", + "UI_SETTINGS_QUEST_TRACKER": "HUD任务追踪", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "禁用", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "状态效果教程", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "仅首次遇到时", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "始终打开", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "从不打开", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "启用", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "禁用", + "UI_SETTINGS_SCREEN_SHAKE": "屏幕抖动", + "UI_SETTINGS_VIBRATION_ENABLED": "启用", + "UI_SETTINGS_VIBRATION": "控制器振动", + "UI_SETTINGS_VIBRATION_DISABLED": "禁用", + "UI_SETTINGS_AI_SMARTNESS": "AI 智力", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "蠢上加蠢", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "更蠢", + "UI_SETTINGS_AI_SMARTNESS_EASY": "蠢", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "推荐", + "UI_SETTINGS_AI_SMARTNESS_HARD": "聪明", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "更聪明", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "聪明绝顶", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "禁用", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- 人类和头目会明智地选择招式。\\n- 野生怪物大多会随机选择招式。", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- 敌人选择招式时更加随机。", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- 敌人会更加明智地选择招式。", + "UI_SETTINGS_LEVEL_SCALING": "等级匹配", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "简单得要命", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "更简单", + "UI_SETTINGS_LEVEL_SCALING_EASY": "简单", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "推荐", + "UI_SETTINGS_LEVEL_SCALING_HARD": "困难", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "更困难", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "难到哭", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- 完全禁用等级匹配。", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- 等级较高的敌人,会因应你的等级降低难度。\\n- 等级较低的NPC和头目,不会提升太多难度。", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- 等级较高的敌人,不会因应你的等级降低难度。\\n- 等级较低的NPC和头目,会因应你的等级提升一半难度。", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- 等级较高的敌人,不会因应你的等级降低难度。\\n- 所有等级较低的敌人,都会因应你的等级稍微提升难度。", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "菜单控制", + "UI_SETTINGS_KEYBOARD_ui_accept": "确认", + "UI_SETTINGS_KEYBOARD_ui_cancel": "取消", + "UI_SETTINGS_KEYBOARD_ui_page_up": "向上翻页", + "UI_SETTINGS_KEYBOARD_ui_page_down": "向下翻页", + "UI_SETTINGS_KEYBOARD_ui_action_1": "UI操作1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "UI操作2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "UI操作3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "重设“{0}”键位", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "游戏控制", + "UI_SETTINGS_CONTROLLER_move": "移动", + "UI_SETTINGS_KEYBOARD_move_up": "向上移动", + "UI_SETTINGS_KEYBOARD_move_left": "向左移动", + "UI_SETTINGS_KEYBOARD_move_right": "向右移动", + "UI_SETTINGS_KEYBOARD_move_down": "向下移动", + "UI_SETTINGS_KEYBOARD_interact": "互动", + "UI_SETTINGS_KEYBOARD_jump": "跳跃", + "UI_SETTINGS_KEYBOARD_dash": "猛冲", + "UI_SETTINGS_KEYBOARD_magnetism": "磁力", + "UI_SETTINGS_KEYBOARD_climb": "攀爬", + "UI_SETTINGS_KEYBOARD_pause_menu": "显示菜单", + "UI_SETTINGS_KEYBOARD_map_menu": "显示地图", + "UI_SETTINGS_KEYBOARD_party_menu": "显示队伍", + "UI_SETTINGS_KEYBOARD_inventory_menu": "显示背包", + "UI_SETTINGS_KEYBOARD_fast_mode": "4倍速战斗速度(长按)", + "UI_SETTINGS_KEYBOARD_PROMPT": "按下按键(最多4个),为该操作分配键位。", + "CONTROLLER_DISCONNECTED_PASSIVE": "控制器已断开。", + "UI_SETTINGS_KEYBOARD_INVALID": "需将所有操作键位都设定好,才可保存设置。", + "AUTOSPLIT_DISCONNECTED": "LiveSplit 服务器连接已断开。", + "AUTOSPLIT_CONNECTED": "LiveSplit 服务器连接已建立。", + "CONTROLLER_DISCONNECTED_MODAL": "控制器已断开,请重新连接您的控制器。", + "AUTOSPLIT_CONNECTION_FAILED": "未能建立 LiveSplit 服务器连接。", + "AUTOSPLIT_RELOADED": "重新载入 LiveSplit 配置。", + "AUTOSPLIT_RELOAD_FAILED": "未能重新载入 LiveSplit 配置。", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "控制器", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "控制器已断开", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "请重新连接您的控制器。", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "凯莉会教你如何解锁本地合作。", + "UNKNOWN_BESTIARY_INDEX": "???", + "UI_JOYPAD_SELECT_LOAD_FILE": "加载存档后开始本地合作游玩。", + "UI_JOYPAD_SELECT_JOIN": "按下{join_btn}键", + "BESTIARY_INDEX_ARCHANGEL": "使{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} 离开", + "UI_RANGER_STAMP_CARD_FLAGCODE": "车体号:{0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "返回主菜单,开始游玩新安装的 DLC。", + "BESTIARY_INDEX_FUSION": "融{0}", + "DLC_INSTALLED_RESTART_PROMPT": "重新启动游戏,方可游玩新安装的 DLC", + "PAGE_NUMBER": "{page} / {count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "重新启动游戏,即可游玩新安装的玩家原创内容。", + "DLC_MOD_WARNING_TITLE": "注意喽!", + "DLC_UGC_DOWNLOADING": "正在下载玩家原创内容(UGC){num}/{total}……", + "DLC_MOD_WARNING": "你已选择加载模组开始游戏。\\n\\nBytten Studio 和 Raw Fury 并不对模组的内容和表现负责。在继续之前,请确保你信任所安装内容的作者。\\n\\n小心安全,玩得开心!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "加载模组开玩", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "不加载模组开玩", + "DLC_MOD_WARNING_DOCUMENTATION": "文档", + "DLC_MOD_WARNING_QUIT": "退出", + "GEARYU_DESCRIPTION": "金属齿轮蜥蜴", + "SALAMAGUS_LORE_1": "全身滑溜溜的火螈术士,还在学习如何运用火系法术乃至其他秘法。火螈术士头顶上的小袋储有燃料,令它得以喷出火焰——顺带一提,在不知情的人看来,这些小袋活像是几颗提溜直转的巨大眼珠子。", + "SALAMAGUS_NAME_PREFIX": "火螈", + "SALAMAGUS_NAME_SUFFIX": "术士", + "PYROMELEON_NAME_PREFIX": "炎蜥", + "SALAMAGUS_LORE_2": "术士,或称魔法师,指的是使用魔法的人。神话、民间传说和流行文化中,都经常有他们的一席之地。", + "SALAMAGUS_DESCRIPTION": "三角头的蜥蜴", + "PYROMELEON_NAME": "炎蜥法师", + "PYROMELEON_NAME_SUFFIX": "法师", + "PYROMELEON_LORE_1": "炎蜥法师是精通火炎法术的大师,不仅能吐出火焰,还能操纵火焰。炎蜥法师常会在舌尖上生起一团火,为的是夸示它们对火这一元素的掌控能力已是炉火纯青。", + "PYROMELEON_DESCRIPTION": "舌头很长的蜥蜴", + "ICEPECK_LORE_2": "水从某个物体上淌落时冻结,就会形成冰凌。冬季或者寒冷的气候条件下,常能看见倒挂在树木和房屋上的冰凌。", + "ICEPECK_LORE_1": "冰喙雀长着冰凌“鸟喙”,可用于抵御攻击者。在温暖的气候条件下,这些冰喙会完全融化,这就是为什么冰喙雀几乎只出现在威勒尔山的寒冷高原。", + "PYROMELEON_LORE_2": "火炎法术既指用火进行占卜的行为,也指靠魔法手段来操纵及召唤火的能力。练这门法术的人,被称为“炎术士”。", + "CRYOSHEAR_NAME_PREFIX": "寒", + "CRYOSHEAR_NAME": "寒铰雀", + "ICEPECK_DESCRIPTION": "长着冰凌鸟喙的鸟", + "CRYOSHEAR_NAME_SUFFIX": "铰雀", + "CRYOSHEAR_DESCRIPTION": "披着斗篷、挥着冰刀的生物", + "CRYOSHEAR_LORE_2": "冰冻圈,指的是大部分水会以冻结形式出现的地表圈层,比如北极和南极。", + "CRYOSHEAR_LORE_1": "寒铰雀大多数时候都挥舞着两把完全由冰形成的刀,以此来发动进攻。它们最常用的攻击方式,是将两把刀合起来,当作一把巨型剪刀来用。", + "SPOOKI-ONNA_NAME": "雪怖女", + "SPOOKI-ONNA_NAME_PREFIX": "雪怖", + "SPOOKI-ONNA_LORE_1": "传说中,若有不自量力的愚人试图攀登威勒尔山的顶峰,那么雪怖女便会在他们面前现身。据目击报告描述,这个状似女人的幽灵会怂恿登山者接近她,然后用致命的寒冷浓雾将他们围绕起来。", + "SPOOKI-ONNA_NAME_SUFFIX": "女", + "BOLTAM_NAME_PREFIX": "霹雳", + "BOLTAM_NAME": "霹雳猴", + "SPOOKI-ONNA_LORE_2": "日本民间传说里有诸多“妖怪”,雪女便是其中的一种。雪女的故事有多个不同版本,但其形象通常都被刻画为与暴风雪天气有关的女鬼,且通常会给人类带来痛苦和死亡。", + "SPOOKI-ONNA_DESCRIPTION": "恐怖的迷雾女子", + "BOLTAM_NAME_SUFFIX": "猴", + "BOLTAM_LORE_1": "霹雳猴的金属头部具有极强的导电性,会被动吸收大气中的电流。霹雳猴能将这种能量转化为磁场,并利用这一磁场轻松跨越陆地和腾空移动。", + "BOLTAM_DESCRIPTION": "脑袋跟金属弹球似的动物", + "BOLTAM_LORE_2": "磁力是一种因电荷移动而产生的力。引导电流流经金属物体、形成磁场,便能将该金属物体“磁化”。", + "PLASMANTLER_NAME": "电浆羚", + "PLASMANTLER_NAME_PREFIX": "电浆", + "PLASMANTLER_NAME_SUFFIX": "羚", + "PLASMANTLER_LORE_2": "虽然我们只认为金属物体具有“磁性”,但事实上所有物质都受到磁力的作用。电磁力是我们所认知的物质世界的构成要素之一。", + "SPARKTAN_NAME": "电光勇士", + "PLASMANTLER_DESCRIPTION": "长着金属头和鹿角的怪物", + "PLASMANTLER_LORE_1": "电浆羚是霹雳猴的成熟阶段,由于已吸收足够电能,其体型也显著成长。电浆羚的磁场十分强大,足以吸引和排斥非铁类物质。", + "SPARKTAN_NAME_PREFIX": "电光", + "SPARKTAN_LORE_1": "电光勇士是活生生的雷雨云,其“手臂”由集束的电能形成,可以随心所欲伸展。电光勇士更喜欢生活在高海拔地区,在那里它们可以悄然积聚更多云雾。", + "SPARKTAN_NAME_SUFFIX": "勇士", + "SPARKTAN_LORE_2": "云是由悬浮在行星周围大气中的颗粒形成的。地球上的云由水汽形成,而且会根据其海拔高度和水分密度,形成不同的形状。", + "ZEUSTRIKE_NAME": "雷宙子", + "SPARKTAN_DESCRIPTION": "活生生的雷雨云", + "ZEUSTRIKE_NAME_PREFIX": "雷宙", + "ZEUSTRIKE_NAME_SUFFIX": "宙子", + "ZEUSTRIKE_LORE_2": "当积雨云内的冰晶和水滴相互摩擦,转移足够多的电荷、构成电位差时,就会形成雷暴;有时候,电荷也会从云层向下转移至地面,即为云地间放电。", + "ZEUSTRIKE_LORE_1": "雷宙子经常在战斗中和彼此一决高下。它们挥舞闪电光束手臂,在云层间激烈碰撞,其效果与雷暴无异。", + "ZEUSTRIKE_DESCRIPTION": "戴着头盔的云朵", + "KITTELLY_NAME_PREFIX": "天线", + "KITTELLY_NAME": "天线喵喵咪", + "KITTELLY_LORE_1": "天线喵喵咪唯一的交流方式,便是通过其类似电视的“脸”上的静态图案传达信息。这些信息很难辨认,而这一障碍往往让一般的天线喵喵咪无法与其他生物沟通。", + "KITTELLY_NAME_SUFFIX": "喵喵咪", + "KITTELLY_LORE_2": "人们经常把黑猫和巫术及超自然现象联系在一起,许多文化都将黑猫视为不祥之兆或厄运象征;这一污名实属冤枉。", + "CAT-5_NAME": "电力猫", + "KITTELLY_DESCRIPTION": "脑袋是部破电视的猫", + "CAT-5_NAME_PREFIX": "电力", + "CAT-5_LORE_1": "电力猫虽然长着一张与等离子屏幕颇为相似的脸,但它在看东西上似乎并没有什么困难。由于没有嘴,电力猫为了给自己提供能量,会借助其双芯电缆尾巴从大气中吸取静电。", + "CAT-5_NAME_SUFFIX": "猫", + "CAT-5_LORE_2": "猫妖精是凯尔特神话中的一种生物。在神话的描述中,猫妖精形似大黑猫,据说能在死者迈入来世之前偷走他们的灵魂。", + "JELLYTON_NAME": "啫喱巨骸", + "CAT-5_DESCRIPTION": "脑袋是部平板电视的怪兽", + "JELLYTON_NAME_PREFIX": "啫喱", + "JELLYTON_LORE_1": "倒霉的不死兵掉进沼泽无法脱身时,其身体随着时间的推移而分解,再重新构成主要成分为光滑有毒黏液的生物,便形成了啫喱巨骸。据传,这种黏液是绝佳的肥料。", + "JELLYTON_NAME_SUFFIX": "巨骸", + "JELLYTON_LORE_2": "“史莱姆怪”常出现在现代流行文化中,尤其在奇幻类文化媒介上更是多见。虽然没有具体的神话起源,但史莱姆怪通常被描绘成由凝胶或腐液组成的无定形生物,可以将接触到的任何物质尽数吞噬。", + "JELLYTON_DESCRIPTION": "长着个骷髅头的黏液状生物", + "NEVERMORT_NAME": "永不复鸦", + "NEVERMORT_NAME_PREFIX": "永不复", + "NEVERMORT_NAME_SUFFIX": "鸦", + "NEVERMORT_LORE_1": "有一点必须强调,永不复鸦并没有鸟喙,而是戴了一副陶瓷制的瘟疫医生面具。至于面具底下是张什么样的面孔,最好就还是别去探究了。", + "NEVERMORT_DESCRIPTION": "戴着兜帽和面具的乌鸦", + "NEVERMORT_LORE_2": "鸦科的鸟类(其中又以渡鸦为甚),在许多文化的民间传说和艺术作品中,都占据醒目的一席之地。希腊神话中,渡鸦被刻画成太阳神阿波罗的护卫者,据传会给人们带来厄运。", + "APOCROWLYPSE_NAME": "天启鸦士", + "APOCROWLYPSE_NAME_PREFIX": "天启", + "APOCROWLYPSE_NAME_SUFFIX": "鸦士", + "APOCROWLYPSE_LORE_2": "16世纪,查尔斯·德洛姆发明了标志性的“鸟嘴医生”服饰,供瘟疫医生们在照顾流行病患者时穿着。面罩里装满香料和香水,当时人们相信这样便能防止经空气传播的感染。", + "APOCROWLYPSE_LORE_1": "除了斗篷和面具之外,天启鸦士还系着腰带,上面装饰着抛光的动物头骨;这使得该生物的剪影活像是骑着骷髅马的斗篷人影。", + "MAGIKRAB_NAME": "魔术蟹", + "APOCROWLYPSE_DESCRIPTION": "阴森诡异的四足鸟", + "MAGIKRAB_NAME_PREFIX": "魔术", + "MAGIKRAB_NAME_SUFFIX": "蟹", + "MAGIKRAB_LORE_1": "魔术蟹是古时候首个被带到新威勒尔的怪物。这类生物现在几乎全都灭绝了,只剩一头形单影只的魔术蟹还居住在岛上,勤勤恳恳地当着终身任职的站务员。", + "MAGIKRAB_SUBTITLE": "列车长", + "CLOCKSLEY_NAME": "发条侠盗", + "MAGIKRAB_DESCRIPTION": "戴着巫师帽的螃蟹", + "MAGIKRAB_LORE_2": "在舞台幻觉的学问中,魔术师的帽子是一件用途广泛的公认辅助道具。魔术师可以从帽子里变出一只兔子,也可以让一块手帕消失在帽子中。", + "CLOCKSLEY_NAME_PREFIX": "发条", + "CLOCKSLEY_NAME_SUFFIX": "侠盗", + "CLOCKSLEY_LORE_2": "虽说发条装置自古就已存在,但发条玩具是19世纪才在西方世界流行起来的。这些玩具的外部通常有钥匙孔,将钥匙插进钥匙孔即可“上发条”。", + "CLOCKSLEY_LORE_1": "发条侠盗带钳爪的长臂,令它们能隔着一段安全距离挥舞手持兵器,因此在远程战斗上独具优势,也弥补了发条侠盗速度不算特别快的不足。", + "ROBINDAM_NAME": "机动战士罗宾", + "ROBINDAM_NAME_PREFIX": "机动战士", + "ROBINDAM_NAME_SUFFIX": "罗宾", + "ROBINDAM_LORE_2": "罗宾汉是英国民间传说中的人物形象,在全世界都很有知名度。他也有“洛克斯利的罗宾”之别名,相传是位劫富济贫的绿林好汉。", + "ROBINDAM_LORE_1": "机动战士罗宾的塑料弓箭百步穿杨,能够在300米外用吸盘箭准确命中目标。它们为自己百发百中的射击准头,以及更百发百中的正义感而引以为豪。", + "CLOCKSLEY_DESCRIPTION": "长着带钳爪长臂的玩具生物", + "TWIRLIGIG_NAME": "旋转木人", + "ROBINDAM_DESCRIPTION": "持弓箭的大型机器人", + "TWIRLIGIG_NAME_PREFIX": "旋转", + "TWIRLIGIG_NAME_SUFFIX": "木人", + "TWIRLIGIG_LORE_2": "稻草人在历史上曾用于吓唬乌鸦等鸟类,以及作为战斗的训练假人。", + "KIRIKURI_NAME": "机巧斩偶", + "TWIRLIGIG_DESCRIPTION": "跳来跳去的木头假人", + "TWIRLIGIG_LORE_1": "旋转木人以前曾是粗制滥造的练靶假人,但后来通过未知的方式成了精。由于没有复杂的四肢,它们被迫以贯穿其身体的木桩为轴转动,以此来移动和攻击。", + "KIRIKURI_NAME_PREFIX": "机巧", + "KIRIKURI_LORE_1": "机巧斩偶曾是练武器用的假人,后来干脆自己拿起了武器。机巧斩偶战斗时使用的是木刀,即剑术练习时用到的木制日本刀。", + "KIRIKURI_NAME_SUFFIX": "斩偶", + "KIRIKURI_LORE_2": "木刀是一种日本木制剑。这些用于武术训练的道具,通常以日本刀为原型,但可以制成各种不同的形状和尺寸,以模仿其他类型的剑。", + "BRUSHROOM_NAME": "神笔菇", + "KIRIKURI_DESCRIPTION": "持剑盾的木制假人", + "BRUSHROOM_NAME_PREFIX": "神笔", + "BRUSHROOM_NAME_SUFFIX": "菇", + "BRUSHROOM_LORE_2": "绘画的历史与人类一样古老,而画笔的历史同样如是。考古学发现,史前文明绘制洞穴壁画的工具,是用芦苇和毛发制成的。", + "BRUSHROOM_LORE_1": "神笔菇热衷于艺术创作,会用自己头上渗出的奇怪颜料来作画。据观察,神笔菇可以靠使用不同色彩,来改变所画物体的物理属性。", + "FUNGOGH_NAME": "梵高菌", + "BRUSHROOM_DESCRIPTION": "拿着画笔、绑着红手帕的蘑菇", + "FUNGOGH_NAME_PREFIX": "梵高", + "FUNGOGH_LORE_1": "梵高菌将兵法与书法相结合,动作敏捷且招招见血,其画笔杆的击打与滴水不漏的姿势完美结合在一起。", + "FUNGOGH_NAME_SUFFIX": "菌", + "BUSHEYE_LORE_1": "大眼灌丛几乎只会藏身于灌木丛中,这样既能躲避捕食者,又能偷袭猎物。大眼灌丛可以一动不动地躲藏好几个小时,不过有时会打瞌睡,反而错过扑向目标的时机。", + "FUNGOGH_LORE_2": "现代画笔通常由木头和金属柄组成,至于刷毛则是用毛发或尼龙制成。质量较高的画笔依然会使用动物毛发,比如黑貂毛或猪鬃毛。", + "FUNGOGH_DESCRIPTION": "蓄着上唇髭的蘑菇", + "HUNTORCH_NAME": "猎炬手", + "BUSHEYE_DESCRIPTION": "有脚的行走灌木丛", + "BUSHEYE_LORE_2": "“绿人”是遍布世界各地的民俗形象,通常被刻画成一张由树叶组成的脸庞。绿人象征着春天和重生,最常见于建筑物外墙上的雕刻。", + "HEDGEHERNE_NAME": "篱人赫恩", + "HUNTORCH_NAME_PREFIX": "猎炬", + "HUNTORCH_LORE_1": "猎炬手是狂热的追踪好手,不费吹灰之力便能追上前方数英里的目标。据悉,猎炬手曾经一不小心用自己举着的火把,把那身树叶外表给点着了。", + "HUNTORCH_NAME_SUFFIX": "炬手", + "HUNTORCH_LORE_2": "“狂猎”在欧洲民间传说中以不同的形式出现,但普遍被描绘成一群骑在马背上的超自然猎人;至于这帮猎人的具体身份,则根据传说中狂猎出现的时间和地点而各不相同。", + "HUNTORCH_DESCRIPTION": "举着火把的带角灌木丛", + "HEDGEHERNE_NAME_PREFIX": "篱人", + "HEDGEHERNE_NAME_SUFFIX": "赫恩", + "HEDGEHERNE_LORE_1": "篱人赫恩是狩猎高手,只要认定某个目标值得追逐,就会毫不留情追踪到底。篱人赫恩手上挥舞的兽角经久不“熄”,而众所周知的是,它们不惜烧毁整片森林,以便将猎物逼入死角。", + "HEDGEHERNE_LORE_2": "猎人赫恩是英国民间传说中的一个人物。他被描述为头上长着鹿角的幽灵男子,阴魂不散地骑着马在温莎森林出没。猎人赫恩同样与“狂猎”的传说有关。", + "BRAXSUIT_NAME": "正装小子", + "HEDGEHERNE_DESCRIPTION": "全身覆满树叶、举着燃烧兽角的生物", + "BRAXSUIT_NAME_PREFIX": "正装", + "BRAXSUIT_NAME_SUFFIX": "小子", + "BRAXSUIT_LORE_2": "1952年,三个男孩在西弗吉尼亚州的布拉克斯顿县目睹了一个奇怪的外星生物。它被描述为某种绿色生物,其头部形似扑克牌的黑桃A。", + "BRAXSUIT_LORE_1": "正装小子极为重视自己的仪容仪表。倘若衣领和领带歪歪扭扭或凌乱不堪,正装小子似乎就会十分犯愁。", + "BRAXSUIT_DESCRIPTION": "漂浮在空中、打着领带的圆脸生物", + "FLAPWOODS_NAME_PREFIX": "拂袖", + "FLAPWOODS_NAME": "拂袖星人", + "FLAPWOODS_LORE_1": "拂袖星人的身体如斗篷般随风翻腾,看起来活像一块被风吹得悬在空中的破布。大家普遍认为,拂袖星人那双黄眼睛的空洞凝视,令人极度忐忑不安。", + "FLAPWOODS_NAME_SUFFIX": "星人", + "FLAPWOODS_LORE_2": "1952年,“弗拉特伍兹怪物”目击事件很快成为都市传说。虽然描述各不相同,但其奇特的头部形状、带爪的手以及飘垂的长袍身体,均已成为隐匿生物和外星人目击事件爱好者口耳相传的标志性特征。", + "FLAPWOODS_DESCRIPTION": "悬在半空中、有着圆眼睛和漂浮手臂的外星人", + "BINVADER_NAME": "戴垃克", + "BINVADER_NAME_PREFIX": "戴", + "BINVADER_LORE_1": "戴垃克的外观,像是绿色触手怪寄居在一辆让人联想到垃圾桶的战斗车里。戴垃克身前举着两根“手臂”,一根用于发射致命的光束攻击,另一根则负责进攻性刺戳。", + "BINVADER_NAME_SUFFIX": "垃克", + "BINVADER_LORE_2": "废物处理垃圾箱,已经存在了几千年——罗马时期的城市,就已出现早期的废物收集系统。颇具辨识度的金属垃圾桶,则是在19世纪普及开来的,这种垃圾桶用铆接的金属条焊接成圆柱体,制造成本很低。", + "BINVADER_DESCRIPTION": "外星垃圾桶", + "BINTERLOPER_NAME": "戴垃寇", + "BINTERLOPER_NAME_PREFIX": "戴垃", + "BINTERLOPER_NAME_SUFFIX": "寇", + "BINTERLOPER_LORE_1": "戴垃寇是比戴垃克更高级的战士,因此它们所驾驶的战车也更为强大。据观察,戴垃寇会向戴垃克“发号施令”,这意味着其内部存在某种军事等级制度。", + "BINTERLOPER_LORE_2": "20世纪,伴随着城市垃圾处理行业的发展,带轮垃圾桶开始成为主流。这也是在所难免,因为在那段时期,来自城市中家家户户的垃圾量急遽飙升。", + "PAWNDEAD_NAME": "不死兵", + "BINTERLOPER_DESCRIPTION": "装着外星人的塑料垃圾箱", + "PAWNDEAD_NAME_PREFIX": "不死", + "PAWNDEAD_LORE_1": "不死兵大部分时间都处于休眠状态,期间其身体会蜕变成持久耐用的花岗岩。若有不知情的旅行者路过,不死兵就会跟在其身边;待旅行者不经意间发现这些“雕像”,竟是面无表情的骷髅脸怪物时,便会大为惊恐。", + "PAWNDEAD_NAME_SUFFIX": "兵", + "PAWNDEAD_LORE_2": "在国际象棋中,“兵”是最常见的棋子。它一次只能移动一格,而且只能“吃掉”斜前方两格的棋子。尽管兵的移动能力有限,但仍不容小觑。", + "SKELEVANGELIST_NAME": "福音传教髅", + "PAWNDEAD_DESCRIPTION": "没有手臂的大头骷髅", + "SKELEVANGELIST_NAME_PREFIX": "福音", + "SKELEVANGELIST_NAME_SUFFIX": "传教髅", + "SKELEVANGELIST_DESCRIPTION": "漂浮在空中的长袍骷髅", + "SKELEVANGELIST_LORE_2": "在国际象棋中,“主教”是可以在对角线方向上移动任何距离的棋子。棋局开始时,每位棋手各执两枚主教棋。", + "SKELEVANGELIST_LORE_1": "福音传教髅会持续发出一种奇怪的低声吟唱。当福音传教髅发动精神操纵岩石的能力时,这种吟唱声就会越来越响亮。", + "QUEENYX_NAME": "黑瑙后", + "KINGRAVE_NAME_PREFIX": "坟", + "KINGRAVE_NAME": "坟陵王", + "KINGRAVE_LORE_1": "坟陵王的身体由颇具延展性的致密石材制成,上面涂有华丽的色彩。坟陵王的移动速度十分缓慢,滑行时一身毛皮斗篷都会拖到地上。", + "KINGRAVE_NAME_SUFFIX": "陵王", + "KINGRAVE_LORE_2": "“王”是决定棋局胜负的棋子。要想取胜,就必须“将军”,亦即让对方的王无论怎么走都会被吃掉。王每步只能移动一格。", + "KINGRAVE_DESCRIPTION": "巨型“王”棋", + "QUEENYX_NAME_PREFIX": "黑瑙", + "QUEENYX_LORE_1": "黑瑙后可以将元素能量引至手中的宝球,然后用宝球准确无误地掷中对手。黑瑙后虽然没有腿,但却可以快速移动,能像在空中滑翔一般在坚实的地面上滑行。", + "QUEENYX_NAME_SUFFIX": "后", + "ALLSEER_NAME": "全视之碟", + "QUEENYX_DESCRIPTION": "巨型“后”棋", + "QUEENYX_LORE_2": "“后”是国际象棋中最万能的棋子,能够依照棋手的意愿,朝任何方向走任意格。吃掉敌人的后,是许多国际象棋战术的关键部分。", + "ALLSEER_NAME_PREFIX": "全视", + "ALLSEER_NAME_SUFFIX": "之碟", + "ALLSEER_LORE_2": "虽然“飞碟”目击事件在20世纪初至中期大量增加,但这类神秘物体的目击记录其实可追溯至将近1000年前。今时今日,飞碟最常与科幻小说联系在一起。", + "ALLSEER_LORE_1": "全视之碟大多在夜间出现,盘旋在离地面数米的地方。全视之碟的名字源于其令人不安的行为,即圆睁着一只猩红“眼睛”,默不作声地观察过往的人类。", + "TRIPHINX_NAME": "三芬克斯", + "ALLSEER_DESCRIPTION": "飞碟", + "TRIPHINX_NAME_PREFIX": "三芬", + "TRIPHINX_NAME_SUFFIX": "克斯", + "TRIPHINX_LORE_2": "在H·G·威尔斯的小说《世界大战》中,火星入侵者驾驶着巨型金属战机降临地球。这些“三脚战机”有三条长腿,可轻松跨越各种障碍,还能发出致命的炽热射线。", + "TRIPHINX_LORE_1": "三芬克斯的金属外壳完全无法穿透。据推测,三芬克斯实际上是驾驶着某种外骨骼或运输船的有机生物。", + "KHUFO_NAME_PREFIX": "法老", + "TRIPHINX_DESCRIPTION": "巨型金属三脚怪", + "KHUFO_NAME": "法老胡浮", + "KHUFO_NAME_SUFFIX": "胡浮", + "KHUFO_LORE_1": "摆脱了“飞碟”外壳的法老胡浮,是全视之碟的另一种形态。法老胡浮攻击性强,对谈判协商毫无兴趣;其用来攻击受害者的战斗杖,则是运用神秘的地外科技所铸成。", + "KHUFO_LORE_2": "火星人是火星的假想居民,也是典型的“外星人”形象。在小说《世界大战》中,作者H·G·威尔斯将火星人描绘成一种类似于章鱼的生物,长着一颗靠许多触手状肢体撑起的大头。", + "GLAISTAIN_NAME": "花璃仙子", + "KHUFO_DESCRIPTION": "金字塔外星人", + "GLAISTAIN_SUBTITLE": "花窗玻璃仙子", + "GLAISTAIN_NAME_PREFIX": "花璃", + "GLAISTAIN_NAME_SUFFIX": "仙子", + "GLAISTAIN_LORE_1": "花璃仙子栖居并沉睡在一座古老的教堂遗址内,其身体似乎是由无数锯齿状的花窗玻璃碎片所组成。倘若有哪位冒险者愚蠢地将花璃仙子从沉睡中唤醒,它会让对方知道,这可不是什么好惹的对手。", + "GLAISTAIN_LORE_2": "格莱斯蒂是凯尔特神话中的一种生灵。它有诸多不同化身,通常是有着美女外形的精灵或仙子。格莱斯蒂的老家在苏格兰高地,她会帮助还是伤害当地人,完全取决于故事的发展。", + "UNDYIN_NAME": "贞妮", + "GLAISTAIN_DESCRIPTION": "花窗玻璃仙子", + "UNDYIN_NAME_PREFIX": "贞", + "UNDYIN_NAME_SUFFIX": "妮", + "UNDYIN_LORE_1": "贞妮状似鬼魅,会从铸铁海岸的浅水域爬出水面,伏击任何接近的不幸生灵。传说称,有位新娘遭到谋杀,并被人从她情人的船上抛入大海,其一心想要复仇的鬼魂便化身成贞妮这一怪物。", + "UNDYIN_DESCRIPTION": "恐怖女鬼", + "UNDYIN_LORE_2": "绿牙珍妮是英国民间传说中的人物形象,被描述为居住在湖泊和河流中的长发巫婆,会淹死那些误闯其水域的孩童。贞子是日本经典科幻恐怖小说及电影中的角色,她生前遭到侵犯和杀害,尸首被人抛入一口井,随后化身为复仇的恶灵。", + "DIVEAL_NAME": "潜海豹", + "DIVEAL_NAME_PREFIX": "潜海", + "DIVEAL_NAME_SUFFIX": "豹", + "DIVEAL_LORE_2": "潜水服最早发明于18世纪,并经历了多次更新换代。潜水服的主要用途,是打捞在海难中丢失的贵重物品。", + "DIVEAL_LORE_1": "潜海豹的头盔脑袋,不仅让它们能在水下呼吸,而且还含有气囊,可协助它们漂浮在水面上。潜海豹虽然在湖泊和海洋里十分灵活,但在陆地上则略显迟钝笨拙。", + "SCUBALRUS_NAME": "水肺象", + "DIVEAL_DESCRIPTION": "戴潜水头盔的海豹", + "SCUBALRUS_NAME_PREFIX": "水肺", + "SCUBALRUS_NAME_SUFFIX": "象", + "SCUBALRUS_LORE_2": "颇具辨识度的老式铜制潜水头盔又名“西贝头盔”,以其发明者奥古斯都·西贝命名。他的革命性设计,还包括防水潜水服,以及能排出空气而又不会进水的头盔阀门。", + "SCUBALRUS_LORE_1": "水肺象的头盔长出了结实的黄铜长牙,助它们抵御攻击者。水肺象发育出后肢,因此在陆地上比未成熟的潜海豹形态要强得多,也危险得多。", + "SCUBALRUS_DESCRIPTION": "戴潜水头盔的海象", + "AVEREVOIR_NAME_SUFFIX": "鸟", + "AVEREVOIR_SUBTITLE": "庞然大鸟", + "AVEREVOIR_NAME_PREFIX": "诀别", + "AVEREVOIR_LORE_1": "诀别鸟几乎是神话般的生物,在新威勒尔的整个历史上,其目击报告也仅有十来次。当地传说称,诀别鸟叼着的植物可以治疗任何疾病,还能赐人永生——当然,没人能把这株植物搞到手,因此这一说法的真假也就无从考证了。", + "AVEREVOIR_NAME": "诀别鸟", + "AVEREVOIR_LORE_2": "利物鸟是英格兰的神话生物。这种生物被刻画成鸟类(或许是鸬鹚),嘴里常常叼着一根嫩苗或枝条。利物鸟是英国城市利物浦的象征,其起源可追溯至该市最早的城市印章。", + "MASCOTOY_NAME": "吉祥偶", + "AVEREVOIR_DESCRIPTION": "站在基座上的庞然大鸟", + "MASCOTOY_NAME_PREFIX": "吉祥", + "MASCOTOY_LORE_1": "吉祥偶曾经是某种人偶服,不过现在更接近于一具蹒跚前行的尸体。众所周知,吉祥偶会在凋敝商场的废弃大厅里无休止地蹒跚而行,其聚酯填充物也慢慢地从身体里漏出来。", + "MASCOTOY_NAME_SUFFIX": "偶", + "MASCOTORN_NAME": "裂偶服", + "FORTIWINX_NAME": "盹魔", + "MASCOTOY_LORE_2": "吉祥物是用来代表组织、地方和公司的角色。mascot 这个词来源于法语的 mascotte,意指“幸运符”。", + "MASCOTOY_DESCRIPTION": "带爪子的吉祥物人偶服", + "MASCOTORN_NAME_PREFIX": "裂偶", + "MASCOTORN_NAME_SUFFIX": "服", + "MASCOTORN_DESCRIPTION": "不停漏出填充物的巨型人偶服", + "MASCOTORN_LORE_2": "毛绒“吉祥物人偶服”在20世纪中期开始流行,是表演者扮演吉祥物或角色的一种方式。人偶服通常与游乐园联系在一起,表演者可以扮演角色,来与公园的游客互动。", + "MASCOTORN_LORE_1": "吉祥偶体内的聚酯填充物质量增加到一定程度,乃至于其身体从内部撕裂时,便会成为裂偶服。裂偶服还会继续成长,直到其身体再也无法撑住,最终难逃四分五裂的结局。", + "THWACKALOPE_NAME": "鹿角飞兔", + "THWACKALOPE_NAME_PREFIX": "鹿角", + "THWACKALOPE_NAME_SUFFIX": "飞兔", + "THWACKALOPE_LORE_1": "当鹿角飞兔成熟到可以自卫的年龄时,就会利用身边现有的材料制作临时武器。其偏好是直接从地上拔出金属柱子,连同柱子底部带出的土块一并使用。", + "SANZATIME_NAME": "时积沙", + "THWACKALOPE_DESCRIPTION": "长着翅膀的兔子", + "THWACKALOPE_LORE_2": "鹿角兔是美国民间传说中的神话生物,形如兔子,却又长着鹿一般的兽角。德国民间传说中,也有一种被称为“鹿角翼兔”的神话生物,外形与鹿角兔相似,不过还长着鸟的翅膀。", + "SANZATIME_NAME_PREFIX": "时", + "SANZATIME_NAME_SUFFIX": "积沙", + "SANZATIME_LORE_2": "沙漏,或称砂时计,是用来测量一段固定时间的装置。沙漏由两个装入沙子的玻璃球组成,颠倒沙漏时,沙子从一端流向另一端,就可测量出一段固定的时长。", + "SANZATIME_LORE_1": "时积沙的“核心”,似乎是其破碎的沙漏“头部”。任何与中心质量分离的沙子,都会变成完全无生命的普通沙子;相反,时积沙则可以通过接触沙子,来增长自身的质量。", + "SANZATIME_DESCRIPTION": "长了一只手的破碎沙漏", + "FORTIWINX_NAME_PREFIX": "盹", + "FORTIWINX_NAME_SUFFIX": "魔", + "FORTIWINX_LORE_1": "时积沙从周围环境收集到足够沙子时,就可为自己重组一个强大得多的身体。盹魔体型庞大,但其沉重的沙子身体移动起来,却如同空气般轻盈。盹魔的一拳,蕴含一整场沙尘暴的威力。", + "FORTIWINX_DESCRIPTION": "戴面具的沙子怪物", + "JUMPKIN_NAME": "跳跳南瓜", + "FORTIWINX_LORE_2": "睡魔是欧洲的民间传说生物。他被刻画为类似于精灵的生物,会将沙子洒在熟睡的孩子眼中,令他们做梦。", + "JUMPKIN_NAME_PREFIX": "跳跳", + "JUMPKIN_LORE_1": "将啫喱巨骸身上的“啫喱”涂抹在一个普通的南瓜上,就令南瓜拥有了心智,从而创造出跳跳南瓜。跳跳南瓜是一种好奇而友好的生物,似乎永远停不下来。", + "JUMPKIN_NAME_SUFFIX": "南瓜", + "JUMPKIN_LORE_2": "南瓜灯是雕刻出来的装饰性南瓜,往往会刻上一张脸。按照传统,人们会在万圣节期间雕刻南瓜灯,且通常会将其放在家门口,并在里面点上蜡烛。", + "JUMPKIN_DESCRIPTION": "蹦蹦跳跳的南瓜", + "BEANSTALKER_NAME": "跟踪魔瓜", + "BEANSTALKER_NAME_PREFIX": "跟踪", + "BEANSTALKER_NAME_SUFFIX": "魔瓜", + "BEANSTALKER_DESCRIPTION": "阴恻恻的斧头砍杀魔南瓜", + "BEANSTALKER_LORE_2": "“斧头杀人魔”是流行文化中的典型人物形象,顾名思义是指用斧头实施谋杀的人。现代历史上有许多著名的斧头杀人魔。", + "BEANSTALKER_LORE_1": "跟踪魔瓜是发展出恶性人格的跳跳南瓜。如今的跟踪魔瓜拥有完全成形的身体,由藤蔓和植物原料组成,最喜欢的事莫过于举着斧头追赶惊恐的受害者。", + "DRACULEAF_NAME": "德枯拉伯爵", + "DRACULEAF_NAME_PREFIX": "德枯拉", + "DRACULEAF_NAME_SUFFIX": "伯爵", + "DRACULEAF_LORE_2": "《德古拉》是布莱姆·斯托克所著的哥特式小说。该小说发表于1897年,讲述了吸血鬼德古拉伯爵以及与他有交集的人的故事。《德古拉》是世界上最著名的小说之一,以各种媒介和艺术形式进行了改编或再现。", + "DRACULEAF_LORE_1": "德枯拉伯爵是发展出阴谋人格的跳跳南瓜,会用枯叶遮盖自己,向其想吃的人摆出朋友的样子。当猎物放松警惕时,德枯拉伯爵便会用树根穿透其肉体,吸取其生命力。", + "SPIROUETTE_NAME": "芭蕾旋螺", + "DRACULEAF_DESCRIPTION": "身披大斗蓬的獠牙南瓜", + "SPIROUETTE_NAME_PREFIX": "芭蕾", + "SPIROUETTE_NAME_SUFFIX": "旋螺", + "SPIROUETTE_LORE_1": "芭蕾旋螺是类似软体动物的高级生物,其主要器官都收拢在贝壳“头”里,而其“身体”其实是一组伸展开来的肢体。芭蕾旋螺动作灵动优雅,且经常用海藻来遮盖自己,免受风吹雨打。", + "SPIROUETTE_LORE_2": "“芭蕾舞”这一舞蹈和表演形式,源于14世纪的意大利。ballet 一词则来自意大利语的 ballare,意思是“跳舞”。", + "REGENSEA_NAME": "摄政海后", + "SPIROUETTE_DESCRIPTION": "舞动的贝壳头海洋生物", + "REGENSEA_NAME_PREFIX": "摄政", + "REGENSEA_NAME_SUFFIX": "海后", + "REGENSEA_DESCRIPTION": "舞动的水母头海洋生物", + "REGENSEA_LORE_1": "彻头彻尾的变态发育,可以令芭蕾旋螺改头换面,蜕变成摄政海后。摄政海后完全褪去了贝壳,其身体95%由水组成,能够以芭蕾舞般的动作投射出威力强大的波浪——摄政海后的舞蹈练得越好,击出的波浪威力就越大。", + "REGENSEA_LORE_2": "职业芭蕾舞者的生活极具挑战性。她们必须在童年时就早早开始训练,而且很容易受过度劳累所致的伤病影响,或者因此结束其职业生涯。", + "PADPOLE_NAME": "荷蝌蚪", + "PADPOLE_NAME_PREFIX": "荷", + "PADPOLE_LORE_1": "荷蝌蚪是芙蓉蛙的幼体阶段,直至成熟前都栖于水下。由于尚未长出正常的肢体,荷蝌蚪会用长舌头来发动攻击,其舌头上分泌的黏液可以减缓任何潜在攻击者的速度。", + "PADPOLE_NAME_SUFFIX": "蝌蚪", + "PADPOLE_LORE_2": "鱼身水妖是欧洲民间传说中的水栖生物。其外表和行为因国家而异,但通常被描述为像鱼一样的生物或妖精;一旦有人接近,鱼身水妖便会引诱其走向死亡。", + "LILIGATOR_NAME": "莲子鳄", + "PADPOLE_DESCRIPTION": "长着尾巴的荷叶怪", + "FRILLYPAD_NAME": "芙蓉蛙", + "FRILLYPAD_NAME_PREFIX": "芙蓉", + "FRILLYPAD_NAME_SUFFIX": "蛙", + "FRILLYPAD_LORE_1": "芙蓉蛙是荷蝌蚪的成熟阶段。芙蓉蛙长出了四肢,因此能轻松猎取食物,池塘和湖泊边上常能发现躲藏的芙蓉蛙。若有芙蓉蛙认定可食用的人或动物经过,它就会试图用长舌头来诱捕猎物。", + "FRILLYPAD_DESCRIPTION": "大眼青蛙怪", + "FRILLYPAD_LORE_2": "凯尔派是苏格兰民间传说中的水妖精。与鱼身水妖类似,凯尔派是栖居于湖泊和河流中的生物,且具有变形的能力。有时,凯尔派被描绘成拥有美丽女人的形态,但也能化身成类似马的生物。", + "LILIGATOR_NAME_PREFIX": "莲子", + "LILIGATOR_NAME_SUFFIX": "鳄", + "KHEPRI_NAME_PREFIX": "太阳", + "LILIGATOR_LORE_1": "在自然环境中,每一百只芙蓉蛙里就有一只会发育成莲子鳄。莲子鳄在水域中扮演芙蓉蛙的保镖,为其抵御任何过于强大的挑衅者;要是没有莲子鳄,芙蓉蛙压根无力对抗这些敌人。", + "LILIGATOR_LORE_2": "格林迪洛是英国民间传说中的神话生物。它们与鱼身水妖和凯尔派都有许多相似的特征,是栖息在湖里的有鳞生物。格林迪洛长着修长的手臂,会一把抓住路过的孩子,将他们淹死。", + "LILIGATOR_DESCRIPTION": "没眼睛的荷叶怪", + "KHEPRI_NAME": "太阳甲虫", + "KHEPRI_SUBTITLE": "核能甲虫", + "KHEPRI_NAME_SUFFIX": "甲虫", + "KHEPRI_DESCRIPTION": "悬浮在空中的圣甲虫生物", + "KHEPRI_LORE_2": "在古埃及神话中,圣甲虫凯布利是朝阳之神。他常被刻画为头部是只圣甲虫的人类,代表着创造与重生的循环。", + "KHEPRI_LORE_1": "每只太阳甲虫的犄角间都有一个微型太阳,维持其生命的能量就是从中汲取的。受到攻击时,太阳甲虫会令太阳激荡起来,朝任何有可能威胁到它的人射出日光火焰。", + "ARKIDD_NAME": "街机顽童", + "ARKIDD_NAME_PREFIX": "街机", + "ARKIDD_LORE_1": "凋敝商场从天而降之后,人们才第一次在新威勒尔发现街机顽童的身影。街机顽童经常到处乱跑、跳到其他怪物头上,而且普遍性格偏激。", + "ARKIDD_NAME_SUFFIX": "顽童", + "ARKIDD_LORE_2": "街边游戏机是一种娱乐机器,玩家往机器内投币便能玩游戏。街机发端于20世纪70年代初,一度是普罗大众所能接触到的画面最先进的电子游戏。", + "ARKIDD_DESCRIPTION": "身上有闪电纹章的机器人", + "CLUCKABILLY_NAME": "乡村滚鸡", + "CLUCKABILLY_NAME_PREFIX": "乡村", + "CLUCKABILLY_LORE_1": "乡村滚鸡的界定标准,是其反抗社会的态度。乡村滚鸡愤怒的咯咯声极为洪亮,足可掀起小型音浪冲击波。", + "CLUCKABILLY_NAME_SUFFIX": "滚鸡", + "CLUCKABILLY_LORE_2": "人类从史前就开始养殖家鸡,因此纵观所有人类文化,公鸡总是占据各色重要和受人尊敬的地位。在中国的十二生肖中,鸡在十二种动物中排行第十。", + "CLUCKABILLY_DESCRIPTION": "很朋克的巨鸡", + "ROCKERTRICE_NAME": "滚石鸡蛇", + "ROCKERTRICE_NAME_PREFIX": "滚石", + "ROCKERTRICE_NAME_SUFFIX": "鸡蛇", + "ROCKERTRICE_LORE_2": "石化鸡蛇是一种神话生物,据描述是长着鸡头龙身的怪物。与神话中的石化蜥蜴相似,据说石化鸡蛇只需看人一眼,就能立即将对方杀死。", + "ROCKERTRICE_DESCRIPTION": "梳着莫霍克头的带喙巨龙", + "KUNEKO_NAME": "苦无喵", + "ROCKERTRICE_LORE_1": "滚石鸡蛇以其锐利的目光而闻名,其目光据说能令胆敢与之四目相对的人定在原地;同时,滚石鸡蛇也以不喜欢和任何人四目相对而闻名——这可真是个危险的组合啊。", + "KUNEKO_NAME_PREFIX": "苦无喵", + "KUNEKO_NAME_SUFFIX": "喵", + "KUNEKO_UNKNOWN_NAME": "神秘猫女孩", + "KUNEKO_LORE_2": "猫女孩是流行人物原型,通常出现于现代日本美术和动画中。她们被刻画成猫耳人身的可爱女孩,或许起源于日本民间传说中擅长变身的猫妖“化猫”。", + "KUNEKO_LORE_1": "苦无喵是天使和恶魔的女儿,还是个婴儿时就被遗弃在一个忍者家族的藏身处门口。在接受过忍术和友谊的教育后,现在的苦无喵正在这片土地上周游,寻找四座元素圣坛。她能找到自己真正的使命吗?", + "KUNEKO_SUBTITLE": "神秘的猫女孩", + "SHINING_KUNEKO_NAME": "闪光苦无喵", + "KUNEKO_DESCRIPTION": "二次元猫女孩", + "SHINING_KUNEKO_NAME_PREFIX": "闪光-", + "SHINING_KUNEKO_NAME_SUFFIX": "-苦无喵", + "SHINING_KUNEKO_SUBTITLE": "冲破束缚之造物", + "SHINING_KUNEKO_LORE_1": "当苦无喵将世界四大元素集于一身时,便会解放自己体内的真正潜能。她体内流动的宇宙能量,给她带来了水平超乎寻常的力量。", + "SHINING_KUNEKO_LORE_2": "“日漫”一词专指在日本创作的漫画和绘图美术。日漫在日本乃至整个现代世界都有众多读者,其涉猎题材和目标受众都颇为广泛。", + "ANATHEMA_NAME": "缝合兽", + "SHINING_KUNEKO_DESCRIPTION": "发光的二次元猫女孩", + "ANATHEMA_SUBTITLE": "失败融合物", + "ANATHEMA_NAME_SUFFIX": "合兽", + "ANATHEMA_NAME_PREFIX": "缝合", + "ANATHEMA_LORE_1": "缝合兽是一种奇美拉,多种怪物的不同部位经过手术接在一起,便创造出了这种丑陋的野兽。缝合兽一定是有人故意创造出来的,但究竟是谁创造的?又是出于什么目的创造的呢?", + "ANATHEMA_DESCRIPTION": "恶心的弗兰肯斯坦怪物", + "ANATHEMA_LORE_2": "在希腊神话中,奇美拉是一种由多种动物的不同部位拼合而成的生物。神话中的奇美拉,是一头长着山羊头和蛇尾的狮子。“奇美拉”后来成为一个术语,专门用来描述这类由多种动物部位所组成的生物。", + "MISS_MIMIC_NAME": "拟太太", + "MISS_MIMIC_SUBTITLE": "蛇蝎美人", + "MISS_MIMIC_NAME_PREFIX": "拟太", + "MISS_MIMIC_LORE_1": "拟太太可以复制昂贵物品的外观。如今新威勒尔的拟太太,已经开始模仿巡护员在岛上各处留下的物品储藏箱。毫无戒备的巡护员一心期待在箱中拿到一些有价值的物资,却有可能迎上拟太太的倒钩利爪。", + "MISS_MIMIC_NAME_SUFFIX": "太太", + "MISS_MIMIC_LORE_2": "拟态进化,是指一种生物体模拟另一种生物体或物体进化的过程;自然界中就有许多拟态进化的例子。这一过程有诸多益处,包括能帮助生物体伪装自己不被捕食者发现。", + "MISS_MIMIC_DESCRIPTION": "设了陷阱的物品柜", + "PONDWALKER_NAME": "缸大木", + "PONDWALKER_NAME_PREFIX": "缸", + "PONDWALKER_NAME_SUFFIX": "大木", + "PONDWALKER_LORE_2": "考古学发现“金鱼缸”早在罗马帝国时期就已经存在,罗马公民们会将金鱼养在带装饰的陶瓷大碗里。不过与大众的印象相反,把金鱼养在简单的玻璃鱼缸里,实际上并不利于金鱼的健康。", + "PONDWALKER_LORE_1": "缸大木充分证明,新威勒尔的怪物一定都起源于其他地方,而不可能是该岛的本土生物。缸大木一身机器人般的行走外骨骼,是极为先进的机械构造,完美保护了里面的鱼。", + "PONDWALKER_DESCRIPTION": "穿机甲的金鱼", + "SHARKTANKER_NAME": "鲨博坦", + "SHARKTANKER_NAME_PREFIX": "鲨", + "SHARKTANKER_NAME_SUFFIX": "博坦", + "SHARKTANKER_LORE_1": "“缸大木”内的小鱼成长为鲨鱼,其外骨骼也相应作出调整,以支撑这具新的身躯。鲨博坦的战斗钢爪上还附有复杂精密的水泵,能射出威力强大的水柱,无论远近都可轻松发动攻击。", + "SHARKTANKER_LORE_2": "鲨鱼是一种大型鱼类,有证据表明早期鲨鱼在4.2亿年前就已存在。鲨鱼,特别是大白鲨,是流行文化中公认能杀伤人类的动物。", + "SHARKTANKER_DESCRIPTION": "穿机甲的鲨鱼", + "BEAR1_NAME_PREFIX": "熊", + "BEAR1_NAME": "熊乞儿", + "BEAR1_LORE_1": "友善温和的熊乞儿热衷于拥抱以及肢体接触,但同时也拥有将自己受到的伤害或病痛转移给他人的能力。两者结合在一起,可想而知会产生何等混乱的后果。", + "BEAR1_NAME_SUFFIX": "乞儿", + "BEAR1_DESCRIPTION": "穿着熊偶服的小熊", + "BEAR2_NAME": "熊王子", + "BEAR1_LORE_2": "“泰迪熊”是儿童毛绒玩偶,最初发明于20世纪初。第一批泰迪熊大约在同一时期分别登陆美国和德国,很快便风靡两地。", + "BEAR2_NAME_PREFIX": "熊", + "BEAR2_LORE_1": "熊乞儿总在对自己的熊偶服缝缝补补,添枝加叶。等那一身服装变得足够华丽时,熊乞儿就会摇身一变成为熊王子。熊王子身形魁梧,俯瞰众多小怪,不过却让人分不清到底哪里算是熊王子、哪里算是玩偶服。", + "BEAR2_NAME_SUFFIX": "王子", + "MINOSTEAM_NAME": "汽诺陶", + "BEAR2_DESCRIPTION": "穿着熊偶服的高瘦熊", + "BEAR2_LORE_2": "泰迪熊自20世纪初诞生以来,便已成为举世公认的文化标志。如今,世界各地都遍布着各种广受喜爱的泰迪熊角色。", + "ROBIN_LORE_1": "好人儿罗宾是直接从喜剧作品中走出来的捣蛋鬼,曾经心地善良,但当他发现自己竟出自他人创作的戏剧时,因醒悟到自身的存在性质而精神崩溃,于是变得残忍无情,并且从此对人类怀恨在心。", + "MINOSTEAM_SUBTITLE": "象征着工业化的黄铜公牛", + "MINOSTEAM_NAME_PREFIX": "汽诺", + "MINOSTEAM_NAME_SUFFIX": "陶", + "MINOSTEAM_LORE_2": "米诺陶是希腊神话中人身牛首的巨兽,由于天性残暴而被关进了异常复杂的迷宫之中。", + "MINOSTEAM_DESCRIPTION": "黄铜公牛", + "AA_LAMENTO_MORI_NAME": "呜呼哀", + "AA_LAMENTO_MORI_SUBTITLE": "死亡梦境", + "MINOSTEAM_LORE_1": "汽诺陶的黄铜机身内不断积聚加压蒸汽,然后运汽于巨拳,输出强而有力的打击。它似乎是从别处被召唤到新威勒尔来的——问题是,究竟是从哪里召唤来的……?", + "LAMENTO_MORI_LORE_2": "死亡恐惧之化身——呜呼哀,是最晚成型的大天使,脱胎于人类对死亡的恐惧和焦虑。", + "LAMENTO_MORI_LORE_1": "呜呼哀,这一强大程度远超出其年龄的大天使,将自己的地铁站台变成了由坟墓般的房间组成的迷宫;任何敢于入内的不幸之人,都会被它困住、受它折磨。", + "AA_PUPPET_SUBTITLE": "人偶操纵师", + "AA_PUPPET_NAME": "巫毒娃人", + "PUPPET_LORE_2": "傀儡术之化身——巫毒娃人,脱胎于人类社会对创造自身拟像的欲望。", + "PUPPET_LORE_1": "巫毒娃人的身体由一种奇怪而扭曲的物质组成。它可以从自己身上撕扯下大块物质,以胆敢与它对抗的人为模子,制作粗糙仿品。这些仿制的替身傀儡,与所模仿的个体之间有着诡异的连结,可以将傀儡所受的任何伤害传回给本尊。", + "AA_PUPPET_EFFIGY_NAME": "傀儡", + "AA_MONARCH_NAME": "无着君主", + "AA_MONARCH_SUBTITLE": "乌有之王", + "AA_MONARCH_MINION_NAME": "无着庶民", + "MONARCH_LORE_1": "无着君主栖居在凋敝商场正下方,人类浏览琐碎的媒体内容蹉跎生命,浪费了许多潜能,无着君主便是以此为食。", + "MONARCH_LORE_2": "消费主义之化身——无着君主,脱胎于全体人类一心只关注娱乐和媒体、对世事充耳不闻的忘我精神。", + "AA_ROBIN_SUBTITLE": "仲夏夜之梦", + "AA_ROBIN_NAME": "好人儿罗宾", + "ROBIN_LORE_2": "戏剧演出之化身——好人儿罗宾,脱胎于人类对舞台和叙事艺术的钟情。和其他大天使不同,他所展现的形态有着明确的单一起源,那便是威廉·莎士比亚的戏剧《仲夏夜之梦》。", + "AA_MAMMON_NAME": "玛门", + "AA_MAMMON_SUBTITLE": "索地员之首", + "MAMMON_LORE_1": "与其他大天使不同,玛门不愿居住在新威勒尔地下复杂如迷宫的车站里,而是自己建起一处混凝土据点,从这里头向手下的“索地员”军团发号施令。玛门手下的索地员是空心的容器,其躯壳都受到玛门的巨大权力操纵。", + "AA_CUBE_NAME": "异六面体", + "AA_CUBE_SUBTITLE": "新柏拉图固体", + "MAMMON_LORE_2": "资本主义之化身——玛门,实际是由无数个世界构成的;这些世界的社会将金钱利益看得比什么都重,甚至能为此无视人类的苦难。", + "AA_ALICE_SUBTITLE": "被仙境放逐的皇后", + "ALICE_LORE_2": "自大之化身——爱丽丝,脱胎于人类自私思想的深渊。", + "ALICE_LORE_1": "爱丽丝自认为是在自己的领土上播撒大爱的仁慈公主。不断有客人来访,令她颇为兴奋,但这只不过是因为她把人视作玩物,新鲜感过后便可轻易丢弃。", + "AA_ALICE_NAME": "爱丽丝", + "CUBE_LORE_2": "数学之化身——异六面体,是一位较为年轻的大天使,诞生于人类仗着科学及数学思维而狂妄傲慢的时代。", + "CUBE_LORE_1": "异六面体的身体是“本位固定”的,也就是说无论从哪个角度看,都完全一模一样。这并不出奇———任何大天使的“物质形态”,都只是更高维生物的三维投影,并不受欧几里得几何的束缚。", + "AA_TOWER_NAME": "巴别利斯", + "MORGANTE_LORE_1": "莫甘特曾经跟随阿列夫环游多个世界,以具有强大力量的女巫或女神形象出现在许多神话传说之中。她栖居在夜之桥站,而这里正是离开新威勒尔的唯一“出路”。她把这座车站的位置藏在了一首歌的歌词中。", + "AA_TOWER_SUBTITLE": "无知之塔", + "TOWER_LORE_1": "巴别利斯栖居在威勒尔山顶的车站里。它在那里大喊大叫,但几乎所有人都听不见它语无伦次的呓语。", + "TOWER_LORE_2": "无知之化身——巴别利斯,脱胎于人类一项吊诡的能力:出于恐惧、不安和自大而排斥真相。", + "AA_MORGANTE_SUBTITLE": "反叛之灵", + "MORGANTE_LORE_2": "反叛之化身——莫甘特,是互连互通的多重宇宙中最为古老的“大天使”之一。反叛是与征伐截然相反的力量,因此她和阿列夫最终成为不共戴天的死对头,也是在所难免。", + "AA_FINALGANTE_NAME": "格式塔莫甘特", + "FINALGANTE_LORE_1": "在绝境中奋起反击的意志,加上莫甘特的残存灵魂,便形成了格式塔莫甘特。它是一个集灵(在新威勒尔被称为“大天使”),是由一心想改变现实的共同意志所创造出来的灵体。每一个人类其实都手握这种逆天改命的力量。", + "AA_FINALGANTE_SUBTITLE": "降神:反叛之灵", + "FINALGANTE_LORE_2": "“格式塔”指的是整体力量大于各部分之和的东西。作为个体时,一个人改变身边世界的能力很有限;然而联合起来时,其潜在的力量是无限的。", + "AA_SERPENT_SUBTITLE": "巨蛇之神", + "AA_SERPENT_NAME": "歿宁星", + "AA_ALEPH_NAME": "阿列夫", + "ALEPH_LORE_1": "阿列夫曾经带领一群大天使,在连通宙中穿行。在那里,他指挥了许多场伟大战役,参与了许多传诵至今的知名传说。他的头部是传送门,能够随心所欲将任何人事物传送至任一处地方——他自己除外。", + "AA_ALEPH_SUBTITLE": "征伐之红国王", + "SERPENT_LORE_2": "宗教敬拜之化身——殁宁星,人类创造出诸多神祗和偶像,并对它们顶礼膜拜,而向这些神祗偶像所倾注的虔诚,便形成了殁宁星。", + "SERPENT_LORE_1": "邪恶的殁宁星以他人的虔诚为食;假如个体的奉献之念足够强,则吸食其虔诚心足可夺命。殁宁星从地下车站传出喃喃低语,企盼其追随者终将找到下来的路,来到它的身边——同时也步向死亡的怀抱。", + "ALEPH_LORE_2": "征伐之化身——阿列夫,脱胎于人类好战的天性和征伐的欲望。他曾经领导过一支大天使团,包括莫甘特、琥珀女士、莫德雷德等人,这些成员被阿列夫称为“圆桌骑士”。不过这一同盟中,如今只有他和莫甘特仍留在新威勒尔。", + "ALEPH_NULL_LORE_1": "阿列夫的力量,再一次增强到其巅峰期的水平。倘若放任他像以前那样遨游连通宙,那么毫无疑问会涌现出无数苦难。", + "AA_ALEPH_NULL_NAME": "阿列夫零", + "AA_ALEPH_NULL_SUBTITLE": "永恒战争化身", + "ALEPH_NULL_LORE_2": "阿列夫在6世纪曾出任过英国君主,其后记载的传说称,他终有一天会回来夺回他的王位。虽然这次落败了,但如果人类继续自相残杀,他终有一天会得逞。", + "AA_HELIA_NAME": "赫利亚", + "AA_HELIA_SUBTITLE": "融合之过程", + "HELIA_LORE_1": "融合力量之化身——赫利亚,监督宇宙各处的所有融合现象。在她的那个世界,她的首次显形发生在人类科学家的科研实验室内,当时他们正在研究核聚变。", + "HELIA_LORE_2": "赫利亚的记忆似乎远超出其显形节点,可一直往前追溯到宇宙第一次核聚变的时候。因此,她可以说是新威勒尔最古老的大天使,对几千年前阿列夫的阴谋诡计十分熟悉。", + "AA_AMBER_LORE_1": "琥珀女士是一位全身是谜但热情好客的大天使,为宇宙的旅行者提供安全的进出通道。她有能力在各个世界之间自由穿梭,常会变身成坐满客人的高级俱乐部。", + "AA_MERLINE_NAME": "梅林线", + "AA_MERLINE_SUBTITLE": "不见天日", + "AA_MERLINE_LORE_1": "新威勒尔的地下铁路系统,实际上是一位古老而不为人所知的“大天使”——梅林线,其形态是由隧道和列车所组成的无限迷宫。", + "AA_MERLINE_LORE_2": "梅林线具有撕裂空间和时间的能力,因而导致大量碎屑聚集在其庞大的躯体上,最终形成了新威勒尔岛。从那时起,梅林线便一直运用自己的力量,让人类和怪物留在岛上繁衍生息;而梅林线似乎把这件事视为理所当然。", + "AA_AMBER_NAME": "琥珀旅馆", + "AA_AMBER_SUBTITLE": "跨次元旅馆老板", + "AA_AMBER_LORE_2": "琥珀女士曾经是阿列夫大天使团的成员,而她自己正是大天使团穿行连通宙的途径。当大天使之间爆发争斗时,琥珀女士离开了新威勒尔的同僚们,并对自己助阿列夫为虐而感到后悔。", + "LENNA_NAME": "莱娜", + "LENNA_UNKNOWN_NAME": "披斗篷的人影", + "LENNA_SUBTITLE": "别传豪杰", + "LENNA_LORE_1": "莱娜曾经只是个不起眼的学校教师。她最大的责任,是指导她那个世界的“英雄”对抗邪恶的大天使。当那名英雄意外遇害时,莱娜便自己拿起了剑。", + "LENNA_LORE_2": "莱娜的世界以电子游戏的形式存在,存储在一张被发射到太空的游戏卡带上。一道偶然的宇宙射线,令游戏出现了“故障”,从而让游戏内未曾察觉自己是电子产物的居民们拥有了自我意识。", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "仪式蜡烛", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "点燃此蜡烛,然后献祭(回收)一盘已录制的磁带,下次遇到融合体时即见其效。有几率获得属性或物种与所献祭磁带相同的限定盘。", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "费辽队长在最近一次搜刮时找到的奇特物件。上面写着:\\n\\n“点燃此蜡烛,然后献祭(回收)一盘已录制的磁带,下次遇到融合体时即见其效。有几率获得属性或物种与所献祭磁带相同的限定盘。”", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "点燃", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "蜡烛已点燃。现在,献祭(回收)一盘已录制的磁带;下次遇到融合体时即见其效。", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "已有进行中的仪式。", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "仪式已完成。下次遇到的融合体,将有可能掉落某些方面与这盘磁带相同的限定盘。", + "ITEM_CAPTAIN_BADGE_NAME": "队长徽章", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "14号徽章", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "可表明其拥有者是巡护员队长。14号徽章。", + "ITEM_FUSION_RADAR_NAME": "融合雷达", + "ITEM_FUSION_RADAR_DESCRIPTION": "在地图上可找到暴走融合体的位置显示图标。", + "RANGER_RANK_0": "实习巡护员", + "RANGER_RANK_1": "侦察巡护员", + "RANGER_RANK_2": "巡护员队长", + "ITEM_RANGER_ID_AUX_NAME": "编号:{ranger_id}", + "ITEM_RANGER_ID_NAME": "{ranger_rank}证件", + "ITEM_RANGER_ID_DESCRIPTION": "你现在已正式成为{ranger_rank}!这张证件会一路记录你的巡护员等级。若遭遇不测,此证件也附带辨识身份的额外功能。", + "ITEM_GARDENING_KIT_NAME": "园艺工具组", + "ITEM_GARDENING_KIT_DESCRIPTION": "此套组包含种子、幼苗和一些基本工具,供装点镇上的花箱时使用。", + "ITEM_JELLY_NAME": "骷髅啫喱", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "可在矛盾瀑布站打开某把锁。", + "ITEM_KEY_WATERLOOP_NAME": "矛盾瀑布钥匙", + "ITEM_JELLY_DESCRIPTION": "这团黏糊糊滑溜溜的东西,是战斗期间从啫喱巨骸身上剥落下来的。这东西最好别吃进肚子,不过或许还是可以在别的地方派上用场……", + "ITEM_KEY_COMMUNE_NAME": "殁宁屯钥匙", + "ITEM_KEY_COMMUNE_DESCRIPTION": "可在殁宁屯打开某把锁。", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "白兔钥匙", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "越奇越怪了!", + "ITEM_KEY_LANDKEEPER_NAME": "索地员窗户钥匙", + "ITEM_MACHINEPART_NAME": "机器部件", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "打开索地员办公楼顶部窗户的锁。", + "ITEM_MACHINEPART_DESCRIPTION": "一台老旧购票机上的遗失部件。", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "车票", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "一张老旧的车票,上面印着的“奧德坟”字样已逐渐褪色。", + "ITEM_VALVE_NAME": "阀门手轮", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "一张老旧的车票,上面印着的“戈汪斯特”字样已逐渐褪色。", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "车票", + "ITEM_VALVE_DESCRIPTION": "一个生锈的阀门手轮,摸起来凉凉的。", + "ITEM_KEYSTONE_NAME": "蔚蓝钥石", + "ITEM_KEYSTONE_DESCRIPTION": "一颗华丽的蓝色宝石,会发出类似于无线电电流声的杂音。", + "ITEM_DELIVERY_PARCEL_NAME": "包裹", + "ITEM_DELIVERY_COMMUNE_NAME": "应急物资包", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "需要寄送的包裹。查看当前任务以了解详情。", + "ITEM_LOST_NECKLACE_NAME": "丢失的项链", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "需要送至殁宁屯的包裹。查看当前任务以了解详情。", + "ITEM_LOST_NECKLACE_DESCRIPTION": "有人掉了这件物品,肯定很想赶快失而复得!查看当前任务以了解详情。", + "ITEM_LOST_RING_NAME": "丢失的戒指", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "金币", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "0x7B3年由“内华铎州”发行的奇怪金币。", + "ITEM_LOST_WALLET_DESCRIPTION": "有人掉了这件物品,肯定很想赶快失而复得!查看当前任务以了解详情。", + "ITEM_LOST_RING_DESCRIPTION": "有人掉了这件物品,肯定很想赶快失而复得!查看当前任务以了解详情。", + "ITEM_LOST_WALLET_NAME": "丢失的钱包", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "一张用血字写了一些方位指引的纸,一部分被撕掉了。方位写的是:“上上下下……”\\n\\n整张纸上潦草写满了疯狂的大笑……", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "奧德坟线索#1", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "奧德坟线索#2", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "一张用血字写了一些方位指引的纸,上半部分被撕掉了。方位写的是:“……左右左右。”\\n\\n疯狂的大笑一直延伸到这半张纸。", + "ITEM_MEREDITH_ENVELOPE_NAME": "给梅瑞狄的信封", + "SERVICE_LUCKY_DIP_NAME": "摸彩袋", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "埃安忒给梅瑞狄的信封。里面写了梅瑞狄所找唱片的相关信息!", + "ITEM_GYM_PASS_NAME": "健身卡", + "SERVICE_LUCKY_DIP_DESCRIPTION": "装了一系列随机实用物品的袋子。必定含一张罕见或稀有贴纸。来试试手气吧!", + "ITEM_GYM_PASS_DESCRIPTION": "允许无限次使用市民中心内的健身房设施,你可以在此自行定制基础能力值。", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "一盘非常稀有的怪物磁带,专门留给我们认为能驾驭它的巡护员。", + "SERVICE_MONSTER_TAPE_NAME": "{species_name}磁带", + "EXCHANGE_REQUIRE_CAPTAINS": "再在{amount}位巡护员队长手下接受训练,即可解锁!", + "SERVICE_CARRY_MORE_REWINDS_NAME": "倒带工具包", + "SERVICE_CARRY_MORE_CURES_NAME": "急救小包", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "重卷工具包", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "我可以把这个小包缝进你的背包里,这样你就能多带1件倒带工具啦。", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "我可以把这个小包缝进你的背包里,这样你就能多带1件重卷工具啦。", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "我可以把这个小包缝进你的背包里,这样每种类型的疗药你都能多带1份啦。", + "SERVICE_CARRY_MORE_COFFEE_NAME": "微型冰箱", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "我可以把它缝进你的背包里,这样你就能多带1颗烟雾弹啦。这收纳格有避震作用,所以你大可放心,放进里面的炸弹绝不会意外爆炸。", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "我可以把它缝进你的背包里,这样你就能多带1罐咖啡啦。", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "炸弹收纳格", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "我可以把它缝进你的背包里,这样你就能多带1颗烟雾弹啦。这收纳格有避震作用,所以你大可放心,放进里面的炸弹绝不会意外爆炸。", + "SERVICE_CARRY_MORE_REODORANT_NAME": "吸味小包", + "SERVICE_GYM_POINTS_NAME": "额外健身房点数", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "我可以把它缝进你的背包里,这样你就能多带1瓶增臭剂啦。这小包是用特殊材质制成的,可以防止臭味飘出来,直到你需要味道飘出来为止。", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "我可以把它缝进你的背包里,这样你就能多带1颗烟雾弹啦。这收纳格有避震作用,所以你大可放心,放进里面的炸弹绝不会意外爆炸。", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "可密封塑料盒", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "令可携带的意大梨面数量上限增加1份。", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "巡护员会为彭斯庇医生提供额外资源,让她得以额外上架{0}种疗药。", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "商贩工会会员资格", + "SERVICE_GYM_POINTS_DESCRIPTION": "提供1点额外点数,供在市民中心健身房使用。", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "港口镇的小贩们会为你提供更优惠的价格,减免金额可高达{0}%。", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "巡护员会为港口镇中心市集的贴纸小贩提供额外资源,让他们得以额外上架{0}张贴纸。", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "额外贴纸存货", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "额外咖啡存货", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "口袋里拥有这种物品,就能升级“子弹仔猛冲”技能,从而在战斗开始时就造成伤害。", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "额外疗药存货", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "巡护员会为留声机咖啡馆的克莱曼斯提供额外食材,让她得以额外上架{0}种咖啡。", + "QUEST_CAPTAINS_DESCRIPTION3.n": "在终极挑战中对战埃安忒,凭借自己的实力成为巡护员队长吧!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "子弹仔碎弹片", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "跳跳南瓜籽", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "口袋里拥有这种物品,就能升级“南瓜藤球”技能,从而在战斗开始时就生成一道植物墙。", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "霹雳猴毛", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "我可以把这个模组装进你的磁带机,让融合指示条的补充速度加快{0}%。", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "口袋里拥有这种毛皮的样品,就能升级“电磁感应”技能,从而在战斗开始时额外获得1点AP。", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "麦克风升级", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "这一磁带机的升级版麦克风,可将录制怪物的成功率提升{0}%。", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "融合指示条模组", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "我可以把这个模组装进你的磁带机,从而在你击出属性克制攻击时,补充{0}%的融合指示条。", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "化学模组", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "我可以把这个模组装进你的磁带机,从而在你击出暴击时,补充{0}%的融合指示条。", + "SERVICE_FUSION_METER_CRITICAL_NAME": "暴击模组", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "我可以把这个模组装进你的磁带机,从而在你赢下战斗时,补充{0}%的融合指示条。", + "SERVICE_FUSION_METER_VICTORY_NAME": "胜利模组", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "我可以把这个模组装进你的磁带机,将融合指示条的多余能量转移至麦克风。融合指示条为满时,录制成功几率将增加{0}%。", + "SERVICE_FUSION_METER_RECORDING_NAME": "录制模组", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "视锥体剔除", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "死亡射线", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "反馈", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "禁果", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "楼市崩盘", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "审判", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "追缴保证金", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "杠杆", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "资产冻结", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "赔本买卖", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "大而不能倒", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "仙子魔尘", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "群仙乱舞", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "梦魇马", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "虚假光照", + "MOVE_AA_ALICE_EAT_ME_NAME": "来吃我", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "真实光照", + "MOVE_AA_ALICE_DRINK_ME_NAME": "来喝我", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "趾高气昂", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "天降石中剑", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "万剐", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "千刀", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "动员令", + "MOVE_AA_MONARCH_TENTACLE_NAME": "手滑", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "凯莉的旋律", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "上路顺风", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "真心旋律", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "鼓舞使用者在落败后立马奋起再战。", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "{player}的信念", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "梅瑞狄的智慧", + "MOVE_AA_MORGANTE_PLAYER_NAME": "无阻信念", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "电掣智慧", + "MOVE_AA_FINALGANTE_FELIX_NAME": "菲利克斯的创新", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "尤金的勇气", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "提升使用者的近战攻击和远程攻击。", + "MOVE_AA_MORGANTE_EUGENE_NAME": "无尽勇气", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "提升使用者的近战防御和远程防御。", + "MOVE_AA_FINALGANTE_DOG_NAME": "汪克利的活力", + "MOVE_AA_MORGANTE_FELIX_NAME": "创新之举", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "薇奥拉的决心", + "MOVE_AA_MORGANTE_VIOLA_NAME": "狡诈决心", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "吹哨求援", + "MOVE_AA_MORGANTE_DOG_NAME": "无边活力", + "QUEST_MEREDITH_DESCRIPTION_4": "和梅瑞狄一起前往凋敝商场。", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "令使用者的AP恢复速度猛增。", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "真理之力", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "秋丘上的呼噜拜托我击败5个子弹仔,好让周边地区安静一点。子弹仔最容易在秋丘上找到。", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "子弹乱飞", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "投币使用", + "QUEST_MEREDITH_TITLE": "一生何求", + "QUEST_MEREDITH_DESCRIPTION_1": "向港口镇的居民打听是否见过梅瑞狄最爱的唱片。", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "伊斯翰森林有一部投币式机器人,似乎出了故障。或许一枚合适的硬币,就能助它起死回生。", + "QUEST_MEREDITH_DESCRIPTION_2": "找到巡护员领队埃安忒,询问梅瑞狄最爱的唱片。", + "QUEST_MEREDITH_DESCRIPTION_3": "将埃安忒的信封交给梅瑞狄。", + "QUEST_CAPTAINS_DESCRIPTION1.m": "在每一位巡护员队长手下接受训练,以成为巡护员。在港口镇上四处打听,即可得悉这些队长的常驻地。", + "QUEST_CAPTAINS_DESCRIPTION2.m": "与巡护员领队埃安忒见面,让她知道你已经接受了所有巡护员队长的训练。", + "QUEST_CAPTAINS_DESCRIPTION2.n": "与巡护员领队埃安忒见面,让她知道你已经接受了所有巡护员队长的训练。", + "QUEST_CAPTAINS_DESCRIPTION1.n": "在每一位巡护员队长手下接受训练,以成为巡护员。在港口镇上四处打听,即可得悉这些队长的常驻地。", + "QUEST_CAPTAINS_DESCRIPTION1.f": "在每一位巡护员队长手下接受训练,以成为巡护员。在港口镇上四处打听,即可得悉这些队长的常驻地。", + "QUEST_CAPTAINS_PROGRESS": "总共有{max}位巡护员队长,而你已经在其中{num}位手下接受过训练。", + "QUEST_CAPTAINS_DESCRIPTION2.f": "与巡护员领队埃安忒见面,让她知道你已经接受了所有巡护员队长的训练。", + "QUEST_CAPTAINS_DESCRIPTION3.m": "在终极挑战中对战埃安忒,凭借自己的实力成为巡护员队长吧!", + "QUEST_CAPTAINS_DESCRIPTION3.f": "在终极挑战中对战埃安忒,凭借自己的实力成为巡护员队长吧!", + "QUEST_CAPTAINS_DESCRIPTION4": "和各位巡护员队长叙叙旧。", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "从港口镇镇民处收集{total}条传闻。", + "QUEST_COLLECT_RUMORS_TITLE": "传言道", + "QUEST_COLLECT_RUMORS_PROGRESS": "总共有{total}条传闻,你已收集{obtained}条。", + "QUEST_KAYLEIGH_TITLE": "一去不回头", + "QUEST_KAYLEIGH_DESCRIPTION1": "将凯莉带到殁宁屯。", + "QUEST_KAYLEIGH_DESCRIPTION2": "在殁宁屯周边探探路。", + "QUEST_FELIX_DESCRIPTION_0": "前往菲利克斯位于港口镇西城区的家,在那里和他见面。", + "QUEST_FELIX_TITLE": "你不要我了吗", + "QUEST_FELIX_DESCRIPTION_2": "和菲利克斯一起找到四座元素圣坛,追寻苦无喵的下落。", + "QUEST_FELIX_DESCRIPTION_1": "在樱桃草甸上和菲利克斯并肩作战,对付一位持木剑的勇士。", + "QUEST_FELIX_2_PROGRESS": "已找到{count}座元素圣坛中的{num}座。", + "QUEST_VIOLA_DESCRIPTION_1": "找到薇奥拉的哥哥西巴斯辛。", + "QUEST_FELIX_DESCRIPTION_3": "帮助菲利克斯修补和苦无喵的关系。", + "QUEST_VIOLA_TITLE": "寻寻觅觅", + "QUEST_VIOLA_DESCRIPTION_2": "和薇奥拉交谈。", + "QUEST_VIOLA_DESCRIPTION_3": "和薇奥拉一起前往铸铁海岸。", + "QUEST_VIOLA_DESCRIPTION_4": "和薇奥拉一起探索船骸。", + "QUEST_DOG_TITLE": "人狗情未了", + "QUEST_DOG_DESCRIPTION": "查明汪克利想上威勒尔山做什么。", + "QUEST_SUNNY_TITLE": "感觉如何", + "QUEST_HOYLAKE_TITLE": "出门打猎", + "QUEST_SUNNY_DESCRIPTION": "前往港口镇的裁缝铺,帮阳光挑选一身新装扮。", + "QUEST_HOYLAKE_DESCRIPTION_1": "将常出没于{habitat_phrase}的{monster_description}录下来,带给荷雷克看。", + "QUEST_HOYLAKE_DESCRIPTION_2": "你已录制{monster_name}:{monster_description},此怪物常出没于{habitat_phrase}。回到荷雷克面前,将怪物展示给他看吧。", + "QUEST_HELIA_TITLE": "太阳出来了", + "QUEST_HELIA_DESCRIPTION_1": "调查死地恐龙采石场底下的新车站。", + "QUEST_HELIA_DESCRIPTION_2": "从梅林线那里获得一些答案。", + "QUEST_HELIA_DESCRIPTION_3": "向埃安忒回报消息。", + "CLUE_NORTH": "跋涉至此再往北,歧路殊途将同归", + "CLUE_WEST": "朝西面展翅翱翔,唯我知该去何方", + "CLUE_EAST": "朝东面展翅翱翔,唯我知该去何方", + "CLUE_BIOME_ARID": "破败废墟,枯草不毛", + "CLUE_BIOME_PLAINS": "绿树泥径,青葱草地", + "CLUE_SOUTH": "跋涉至此再往南,歧路殊途将同归", + "CLUE_BIOME_BEACH": "金沙遍地,碧波拍岸", + "CLUE_BIOME_AUTUMN": "赭木褐树,枝枯叶干", + "CLUE_BIOME_LAKE": "湖水荡漾,细沙微湿", + "CLUE_BIOME_WOODS": "大树参天,墨草及膝", + "CLUE_BIOME_BLOSSOM": "樱花飘落,苍白浅草", + "CLUE_BIOME_MOUNTAIN": "高耸入云,白雪冰封", + "CLUE_BIOME_MARSH": "迷途易溺,淤泥尺厚", + "CLUE_ACTION_ROCK": "手中执石,放于面前", + "CLUE_ACTION_CRATE": "怀抱木箱,置于面前", + "CLUE_ACTION_DASH.f": "身缠火焰,迅速冲出", + "CLUE_ACTION_DASH.m": "身缠火焰,迅速冲出", + "CLUE_ACTION_MAGNETISM": "驾驭闪电,道路将启", + "CLUE_ACTION_DASH.n": "身缠火焰,迅速冲出", + "CLUE_ACTION_JUMP_3": "跳跃三下,道路将启", + "CLUE_ACTION_FACE_4_DIRECTIONS": "四个方位,轮番面向", + "CLUE_ACTION_NIGHT": "夜间立定,半分路启", + "CLUE_ACTION_MAP_3.m": "手执地图,开合三回", + "CLUE_ACTION_MAP_3.f": "手执地图,开合三回", + "CLUE_ACTION_ITEM_3": "任选三物,断念舍离", + "CLUE_ACTION_MAP_3.n": "手执地图,开合三回", + "CLUE_OVERWORLD_2_-1": "首扇大门,立于其间", + "CLUE_OVERWORLD_-4_-1": "碑墓左近,觅得水潭", + "CLUE_OVERWORLD_-6_-3": "建筑左近,觅得原木", + "CLUE_OVERWORLD_-2_-4": "沙地帐篷,立于其后", + "CLUE_OVERWORLD_-3_-3": "境内死木,立于枝下", + "CLUE_OVERWORLD_-3_-7": "境内有河,立于其源", + "CLUE_OVERWORLD_0_-6": "境内石坛,立于其上", + "CLUE_OVERWORLD_1_-6": "境内三灯,立于其间", + "CLUE_OVERWORLD_3_-7": "昔日商殿,立于屋顶", + "CLUE_OVERWORLD_2_-4": "境内孤屋,立于其影", + "CLUE_OVERWORLD_5_-6": "双墙之间,立于桩上", + "CLUE_OVERWORLD_7_-2": "境内废屋,立于其址", + "CLUE_OVERWORLD_7_-4": "境内火坛,立于其上", + "CLUE_OVERWORLD_8_-6": "林木之地,立于桩上", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "荷雷克的请求", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "前往市民中心,和荷雷克交谈。他有一系列任务可以安排给你。", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "怪物悬赏", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "常出没于{habitat_phrase}的{key}种群,最近颇有些躁动不安。在战斗中击败其中的{count}只,可以安抚群体,避免它们对彼此造成严重伤害。", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "击败{count}个暴走融合体,保障新威勒尔的出行安全。", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "融合体悬赏", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "将随附包裹送到位于{location_0_phrase}的侦察巡护员手上。", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "包裹快递", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "位于{location_0_phrase}的一名侦察员提出了紧急请求,需要一些应急物资。请取得{required_item_amount}份{required_item},并尽快送达。", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "好耶,包裹总算送来了!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "太感谢啦!我一直等着这包裹呢!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "太感谢啦!我一直等着这包裹呢!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "太感谢啦!我一直等着这包裹呢!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "好耶,包裹总算送来了!", + "DJINN_ENTONIC_NAME": "镇汤尼", + "DJINN_ENTONIC_LORE_1": "这位神秘的宇宙侍者,会为您奉上无可挑剔的餐桌服务;至于端上来的会是什么类型的饮料,则尚不完全清楚,只知道这些饮料“老少咸宜”且“不会影响游戏的年龄评级”。", + "DJINN_ENTONIC_NAME_SUFFIX": "汤尼", + "DJINN_ENTONIC_NAME_PREFIX": "镇", + "DJINN_ENTONIC_LORE_2": "镇尼,有时又称“灯神”,是阿拉伯神话中的一种传说生物。在《阿拉丁》的故事中,主人公无意中擦了一下魔灯,就把封在里面的灯神释放出来了。", + "DJINN_ENTONIC_DESCRIPTION": "宇宙侍者", + "BULLETINO_NAME": "子弹仔", + "BULLETINO_NAME_PREFIX": "子弹", + "BULLETINO_NAME_SUFFIX": "弹仔", + "BULLETINO_LORE_2": "早期的子弹是简单的铅球,中世纪打仗时会将这些子弹安入大炮,对准敌人和防御工事发射。今时今日标志性的锥状“子弹形”,是由19世纪的一位法国船长亨利-古斯塔夫·德尔维涅发明的。", + "BULLETINO_LORE_1": "子弹仔只有一种防御机制,那就是一慌乱就头朝前直直冲向危险。这主意可不怎么样,但子弹仔还是会这么做。", + "BULLETINO_DESCRIPTION": "行走的巨大子弹", + "VELOCIRIFLE_NAME": "伶盗枪龙", + "VELOCIRIFLE_NAME_PREFIX": "伶盗", + "VELOCIRIFLE_LORE_1": "伶盗枪龙头骨后方有一个装满火药的腔室,可以随时点燃,将储存在其面部“枪管”内的任何弹丸发射出去。后来,它们学会了先好好瞄准目标,再发射这些弹丸。", + "VELOCIRIFLE_NAME_SUFFIX": "枪龙", + "VELOCIRIFLE_DESCRIPTION": "脑袋跟枪似的蜥蜴", + "VELOCIRIFLE_LORE_2": "早在公元第一个千年,中国就已发明了火药。最早的火器是手持式大炮,里面装着火药和小弹丸。", + "ARTILLEREX_NAME": "霸王炮龙", + "ARTILLEREX_NAME_PREFIX": "霸王", + "ARTILLEREX_NAME_SUFFIX": "炮龙", + "ARTILLEREX_LORE_2": "加特林枪是一种早期机枪,利用绕曲轴旋转的枪管转轮快速发射弹药。该枪得名于其创造者理查德·乔丹·加特林,发明于19世纪中期。", + "ARTILLEREX_LORE_1": "霸王炮龙的身体里有一个熔融金属坑,坑里的金属可以形成弹片,并从腹部的“炮塔”射出。其弹道性能和伟岸的身躯,使它成为了真正令人胆寒的劲敌。", + "SALAMAGUS_NAME": "火螈术士", + "GEARYU_LORE_2": "齿轮是圆形的机器零件,借助其轮毂上的一圈“轮齿”来和其他齿轮咬合。不同尺寸的齿轮可用于增加或减少机器内部的旋转力速度。", + "ARTILLEREX_DESCRIPTION": "肚子上有把枪的巨型蜥蜴", + "GEARYU_NAME_PREFIX": "齿轮", + "GEARYU_NAME": "齿轮暴龙", + "GEARYU_NAME_SUFFIX": "暴龙", + "GEARYU_LORE_1": "数个巨大的齿轮靠磁力组合在一起,便组成了齿轮暴龙的身体中心。齿轮暴龙通过转动齿轮来产生动能,这些动能可以转化成强大的元素吐息攻击,从它的嘴巴发射出去。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "物资快递", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "好耶,包裹总算送来了!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "我急需{required_item_amount}份{required_item}。你问我要这么多东西干什么?呃,秘密。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "我急需{required_item_amount}份{required_item}。你问我要这么多东西干什么?呃,秘密。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "我急需{required_item_amount}份{required_item}。你问我要这么多东西干什么?呃,秘密。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "收到我的物资请求了吗?我需要{required_item_amount}份{required_item},麻烦立即送来!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "能把你的让给我么?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "能把你的让给我么?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "收到我的物资请求了吗?我需要{required_item_amount}份{required_item},麻烦立即送来!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "收到我的物资请求了吗?我需要{required_item_amount}份{required_item},麻烦立即送来!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "能把你的让给我么?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "哎,你这儿不正好有嘛!可不可以让给我呢?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "哎,你这儿不正好有嘛!可不可以让给我呢?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "哎,你这儿不正好有嘛!可不可以让给我呢?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "太好了!我这就赶紧用起来!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "太好了!我这就赶紧用起来!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "太好了!我这就赶紧用起来!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "太感谢啦!这正是我需要的东西!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "麻烦您行行好,帮我找回落在{location_1_phrase}的{lost_item},好么?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "有位本地居民把{lost_item}落在了{location_1_phrase}。失主在这件物品上寄托了深厚的情感,所以请尽你所能找到此物,然后前往{location_0_phrase}将其物归原主。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "太感谢啦!这正是我需要的东西!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "失而复得", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "太感谢啦!这正是我需要的东西!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "戒指", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "项链", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "麻烦您行行好,帮我找回落在{location_1_phrase}的{lost_item},好么?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "钱包", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "麻烦您行行好,帮我找回落在{location_1_phrase}的{lost_item},好么?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "我不慎把重要的{lost_item}落在了{location_1_phrase},您能帮我找回来么?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "我不慎把重要的{lost_item}落在了{location_1_phrase},您能帮我找回来么?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "特殊快递", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "太谢谢了,我正忙着找这个呢!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "太谢谢了,我正忙着找这个呢!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "太谢谢了,我正忙着找这个呢!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "我不慎把重要的{lost_item}落在了{location_1_phrase},您能帮我找回来么?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "你真给找回来了!实在太谢谢你啦!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "你真给找回来了!实在太谢谢你啦!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "你真给找回来了!实在太谢谢你啦!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "我们准备了一份装有医疗物资的特殊包裹,以便为殁之子提供援助。请将随附包裹送至殁宁屯的看门人手上。", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "回到市民中心,展示给荷雷克看看。", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "是埃安忒的包裹吗?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "来,给!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "荷雷克的请求", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "荷雷克请求让他亲眼瞧瞧{species1_description}和{species2_description}的融合体是什么样的。在战斗中融合{species1_name}和{species2_name},将融合体录入怪物图鉴;然后回到市民中心,展示给荷雷克看看吧!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "好极了!这下肯定能让杰奎琳心情大好!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "知道吗,无论是你组成过的融合体,[wave amp=30 freq=30]还是[/wave]和你交手过的融合体,每一个融合体的数据都会记录进怪物图鉴里哦!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "太神奇啦!{player},非常感谢你帮我这个忙。", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "你好呀,{player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "在战斗中融合,以便将融合体录入怪物图鉴。", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "来看看你带来的{fusion_name}数据吧。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "将一盘{species_name}磁带升级至5颗星。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "荷雷克的请求", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "荷雷克想看看{species_name}的5星录制。将一盘{species_name}磁带升级至5颗星,然后回到市民中心,展示给荷雷克看吧!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "前往{location_0_phrase},和柯比博士碰面。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "知道吗,将一张磁带升级至5颗星后,你的怪物图鉴就会记录这一物种的补充资料哦!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "回到荷雷克面前,将你的磁带展示给他看。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "你好呀,{player}!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "有意思,[pause]非常有意思。[pause]这背后意味着什么呢,真是耐人寻味……", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "来看看你带来的{species_name}磁带上所记录的数据吧。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "装备一盘{species_name}磁带。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "荷雷克的助手", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "荷雷克要求对他的助手柯比博士进行一些相当特别的训练。装备一盘{species_name}磁带,到{location_0_phrase}和柯比碰面。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "{player}你好,很高兴认识你。我是柯比博士,是来自剑桥大学的动物学家。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "荷雷克教授把你的事全都告诉我了——他是如何在你初来乍到时伸出了援手,又是如何拯救了你的性命……", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "荷雷克教授把你的事全都告诉我了——他是如何在你初来乍到时伸出了援手,又是如何拯救了你的性命……", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "这都是他亲口告诉我的!多么鼓舞人心的榜样啊!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "荷雷克教授把你的事全都告诉我了——他是如何在你初来乍到时伸出了援手,又是如何拯救了你的性命……", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "你知道吗,在他的那个世界,他因发现世上最后一个尚未被人发现的物种而荣获诺贝尔奖,此后更是享誉全球的“科学家之王”!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "闲话就不说了,我们直接入正题吧?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "荷雷克说,要成为更优秀的科学家,我就必须了解身为{species_description}是什么感受。希望你能指导我完成这一变身过程。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "备好{species_name}磁带了吗?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "在这儿呢。", + "BATTLE_JOINED.f": "{0}加入了战斗!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "暂时还没。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "呃……[pause]新威勒尔岛上的科研工作一直都这么残暴野蛮的吗?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "那好,向我展示一下你是怎么使用的吧!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "看来荷雷克必定十分顽强,才能挺过这般残酷历练,并且往后再也无需变身。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "谢了,{player},我对{species_name}的了解无疑又加深了一层。", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "不稳定融合体", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "一个不稳定融合体在{location_0_phrase}现身——必须赶在它开始疯狂复制之前,尽快将其摧毁!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "有位新来的实习巡护员为了获得印章戳,而向你发起了挑战。前往{location_0_phrase},和这位实习巡护员及其战斗搭档碰面,测试这一组合的战斗技能。{player},你不必手下留情——我们必须对入队成员严加筛选。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "招募训练", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "你就是来训练我的新巡护员队长吧?放马过来,不必手下留情!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "你就是来训练我的新巡护员队长吧?放马过来,不必手下留情!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "有位新来的实习巡护员为了获得印章戳,而向你发起了挑战。前往{location_0_phrase},和这位实习巡护员及其战斗搭档碰面,测试这一组合的战斗技能。{player},你不必手下留情——我们必须对入队成员严加筛选。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "有位新来的实习巡护员为了获得印章戳,而向你发起了挑战。前往{location_0_phrase},和这位实习巡护员及其战斗搭档碰面,测试这一组合的战斗技能。{player},你不必手下留情——我们必须对入队成员严加筛选。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "队长,虽然我还在受训中,但是你不用对我客气的!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "你就是来训练我的新巡护员队长吧?放马过来,不必手下留情!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "队长,虽然我还在受训中,但是你不用对我客气的!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "是{player}队长吧?[pause]等我打败你,埃安忒就不得不把我提拔为巡护员队长了!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "队长,虽然我还在受训中,但是你不用对我客气的!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "是{player}队长吧?[pause]等我打败你,埃安忒就不得不把我提拔为巡护员队长了!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "是{player}队长吧?[pause]等我打败你,埃安忒就不得不把我提拔为巡护员队长了!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "人们说,进监狱后的头一件事,就得立即找看起来最彪悍的人打一架![pause]我看你就是那个人吧,队长?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "人们说,进监狱后的头一件事,就得立即找看起来最彪悍的人打一架![pause]我看你就是那个人吧,队长?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "呼,你还真是没有手下留情……[pause]但好笑的是——我压根就不喜欢斗来斗去的。我不是当队长的料。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "呼,你还真是没有手下留情……[pause]但好笑的是——我压根就不喜欢斗来斗去的。我不是当队长的料。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "呼,你还真是没有手下留情……[pause]但好笑的是——我压根就不喜欢斗来斗去的。我不是当队长的料。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "人们说,进监狱后的头一件事,就得立即找看起来最彪悍的人打一架![pause]我看你就是那个人吧,队长?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "算了,反正我向来爱心大于斗心……", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "谢了队长,我学到了很多东西……[pause]比如我还没有做好当巡护员的准备。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "谢了队长,我学到了很多东西……[pause]比如我还没有做好当巡护员的准备。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "我都在痴心妄想些什么啊。谢了队长,谢谢你……[pause]把我当回事。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "谢了队长,我学到了很多东西……[pause]比如我还没有做好当巡护员的准备。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "我都在痴心妄想些什么啊。谢了队长,谢谢你……[pause]把我当回事。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "算了,反正我向来爱心大于斗心……", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "算了,反正我向来爱心大于斗心……", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "我都在痴心妄想些什么啊。谢了队长,谢谢你……[pause]把我当回事。", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "补给品小偷", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "你的一些老朋友在{location_0_phrase}组织了一场聚会。", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "巡护员补给品近期常遭失窃。我们有位侦察员报告称正好目睹了行窃中的小偷,并循迹追查至{location_0_phrase}的某处。和小偷对质,查明货物的下落。", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "小偷又卷土重来,这次我们循迹追查至{location_0_phrase}的某处。和小偷对质,查明货物的下落。", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "“弗兰基才来镇上几天,但已经下定决心要加入巡护队。{player},她身上的某些特质让我想起了你,所以我很希望能由你来带领她入门!她将需要一盘磁带,所以麻烦你装备上一盘可以慷慨送出的磁带,到镇郊的大门处和她碰面吧。——西比尔 上”", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "你的老“朋友”前小偷阿文,竟然来报名加入巡护队了!事实上,{player},他为了获得印章戳,而向你发起了挑战。到{location_0_phrase}和他碰面吧。我很欣赏他这股劲头,但是你必须一视同仁,不能对他手下留情。我们必须对入队成员严加筛选。", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "招募训练:阿文", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "招募训练:弗兰基", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "你的老“朋友”前小偷阿文,竟然来报名加入巡护队了!事实上,{player},他为了获得印章戳,而向你发起了挑战。到{location_0_phrase}和他碰面吧。我很欣赏他这股劲头,但是你必须一视同仁,不能对他手下留情。我们必须对入队成员严加筛选。", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "你的老“朋友”前小偷阿文,竟然来报名加入巡护队了!事实上,{player},他为了获得印章戳,而向你发起了挑战。到{location_0_phrase}和他碰面吧。我很欣赏他这股劲头,但是你必须一视同仁,不能对他手下留情。我们必须对入队成员严加筛选。", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "“导师好!我正在进行一些个人的冒险呢。你要是想帮我一把,就来{location_0_phrase}和我碰面吧。——弗兰基”", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "“导师好!我正在进行一些个人的冒险呢。你要是想帮我一把,就来{location_0_phrase}和我碰面吧。——弗兰基”", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "“导师好!我正在进行一些个人的冒险呢。你要是想帮我一把,就来{location_0_phrase}和我碰面吧。——弗兰基”", + "RUMOR_NAME": "传闻", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "弗兰基为了获得印章戳,而向你发起了挑战。她如今正在{location_0_phrase}等你。{player},别对她手软,我们还是要按照往常的规矩,必须对入队成员严加筛选。", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "弗兰基为了获得印章戳,而向你发起了挑战。她如今正在{location_0_phrase}等你。{player},别对她手软,我们还是要按照往常的规矩,必须对入队成员严加筛选。", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "友谊赛", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "弗兰基为了获得印章戳,而向你发起了挑战。她如今正在{location_0_phrase}等你。{player},别对她手软,我们还是要按照往常的规矩,必须对入队成员严加筛选。", + "RUMOR_DUNGEON_PARK_TITLE": "震颤的大地", + "RUMOR_DUNGEON_PARK": "我听传闻说,新威勒尔公园的地底下有时候会传来震动,仿佛有大型车辆在地下通行。你说那下面会有什么呢?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "嘎嘎干笑", + "RUMOR_DUNGEON_GRAVEYARD": "有个朋友跟我说,他在小溪西边的那个坟场,听到某个坟墓里传出低沉而疯狂的嘎嘎干笑声。你说这事诡异吧?", + "RUMOR_DUNGEON_MEADOW_TITLE": "小小披风蛾", + "RUMOR_DUNGEON_MEADOW1": "说出来你恐怕不信,我在樱桃草甸中央的空地上见过一只超小的披风蛾。而且可不是幼崽这么简单,那只披风蛾才只有巴掌大!", + "RUMOR_DUNGEON_MEADOW2": "你说它怎么就变成了那副样子啊?那地方肯定有古怪……", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "顶峰", + "RUMOR_DUNGEON_LAKE_TITLE": "移动路标", + "RUMOR_DUNGEON_LAKE1": "我有个当巡护员的朋友,跟我说湖边有好些“移动路标”。", + "RUMOR_DUNGEON_LAKE2": "有人猜测,按正确顺序依次站在按钮上,然后跟着所有路标的指示走,就会带你找到宝藏。", + "RUMOR_DUNGEON_MOUNTAIN": "威勒尔山还挺高的嘛。不过我听说,山顶上好像有座莫名其妙的灯塔。你说那上面会是什么呢?", + "RUMOR_DUNGEON_LAKE3": "不过其他人说,这显然只会带你绕圈子。", + "RUMOR_CAPTAIN_WALLACE": "我听说瓦莱斯队长现在正在公园里……", + "RUMOR_CAPTAIN_WALLACE_TITLE": "瓦莱斯队长", + "RUMOR_CAPTAIN_CLEEO_TITLE": "金属女", + "RUMOR_CAPTAIN_DREADFUL": "我听说,要找怖可儿队长的话,去东边那座废村找就好了。", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "怖可儿队长", + "RUMOR_CAPTAIN_CLEEO": "我听说伊斯翰森林里头有个金属女,你有见过么?", + "RUMOR_CAPTAIN_LODESTEIN.m": "你去过那个叫“翰”的地方吗?就是伊斯翰森林西边的小山谷,西提耶队长经常出没的那一带?", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "西提耶队长", + "RUMOR_CAPTAIN_LODESTEIN.n": "你去过那个叫“翰”的地方吗?就是伊斯翰森林西边的小山谷,西提耶队长经常出没的那一带?", + "RUMOR_CAPTAIN_LODESTEIN.f": "你去过那个叫“翰”的地方吗?就是伊斯翰森林西边的小山谷,西提耶队长经常出没的那一带?", + "RUMOR_CAPTAIN_BUFFY": "我最喜欢霸娜队长了。她经常在樱桃草甸上锻炼呢!", + "RUMOR_CAPTAIN_BUFFY_TITLE": "霸娜队长", + "RUMOR_CAPTAIN_CYBIL_TITLE": "西比尔队长", + "RUMOR_CAPTAIN_CYBIL": "我最爱的电台节目是西比尔FM,由常驻沼泽地的西比尔队长亲自主持!", + "RUMOR_CAPTAIN_SKIP_TITLE": "费辽队长", + "RUMOR_CAPTAIN_SKIP": "费辽队长资源之丰富,让人不得不佩服。港口镇西边那条河的入海口处,常能见到费辽队长的身影。", + "RUMOR_CAPTAIN_JUDAS_TITLE": "裘达队长", + "RUMOR_CAPTAIN_JUDAS1": "我听说那位赫赫有名的求生专家裘达队长,正在东南方的一座小岛上露营。", + "RUMOR_CAPTAIN_JUDAS2": "我知道,光是依赖现代科技的便利这一点,大概就足以让他讨厌我了,但是……他实在是太性感了!", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "剑兰队长", + "RUMOR_CAPTAIN_GLADIOLA": "我听说剑兰队长的巡逻路线,会穿过港口镇西边的坟场。你说她这是要往哪儿走呢?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "天琪队长", + "RUMOR_CAPTAIN_HEATHER": "我认识一个在铸铁海岸的船骸上捡破烂的人,他说在海岸西边老远的一座岛上见过天琪队长……", + "RUMOR_CAPTAIN_ZEDD": "我上次听说呼噜队长的消息时,他正准备去看看东边的殁宁屯出了什么事。我敢说他肯定在半路上睡着了……", + "RUMOR_CAPTAIN_ZEDD_TITLE": "呼噜队长", + "RUMOR_CAPTAIN_CODEY1": "你认识马侬队长吗?就是那个一天到晚抱怨没有“互联网”的人?他现在就在威勒尔山上呢。", + "RUMOR_CAPTAIN_CODEY_TITLE": "马侬队长", + "RUMOR_CAPTAIN_CODEY2": "也许我也该去爬爬山,这样就能体会到互联网究竟有什么了不起的。", + "RUMOR_IANTHE_BATTLE_TITLE.m": "新队长", + "RUMOR_IANTHE_BATTLE_TITLE.f": "新队长", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "我刚才在{location_0_phrase}看见一个箱子一口吞下了一个大活人!太难以置信了吧!?", + "RUMOR_IANTHE_BATTLE_TITLE.n": "新队长", + "RUMOR_IANTHE_BATTLE": "你听说传闻了吗?埃安忒领队好像找到了新队长的人选……", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "发现诀别鸟行踪", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "洪水", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "我听说最近有人在{location_0_phrase}看见了传说中的巨鸟诀别鸟。", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "洪水", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "今天公园北面发了好大的洪水!希望没有人受伤吧。", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "郊区闹洪水了!巡护队迟迟没有采取行动,今天肯定很忙吧……", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "花璃仙子目击报告", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "你知道巡护员使用的那些红色储藏箱吧?我对天发誓,我刚才在{location_0_phrase}就听到这么一个储藏箱在喃喃自语。", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "喃喃自语的储藏箱", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "我听说{location_0_phrase}有好几宗巨型玻璃天使的目击报告。", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "拟太太目击报告", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "发现苦无喵行踪", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "巡护员骚动", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "{location_0_phrase}那边不知出了什么事,巡护员们都在议论纷纷……", + "RUMOR_PASSIVE_QUEST_KUNEKO": "说出来你都不敢相信,我刚才在{location_0_phrase}看到个长着翅膀的猫女孩……", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "巡护员负伤", + "RUMOR_PASSIVE_QUEST_SWARM": "{location_0_phrase}那边出了大事,从那里回来的巡护员们都受了伤……", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "不穿上衣的小贩", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "今天岛上来了个不穿上衣的古怪小贩。想买些物美价廉的东西的话,就得抓紧时间了,他正在{location_0_phrase}那边呢!", + "RUMOR_UNOBTAINED_SPECIES": "你有见过{species_description}吗?那其实是{species_name}哦!我听说{habitat_phrase}那边就能见到这种怪物的身影。", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "尤金", + "RUMOR_OFFICE1": "我看见尤金在镇外一栋奇怪的建筑附近晃荡,他在那边干嘛呢?", + "RUMOR_OFFICE2_TITLE": "索地员", + "RUMOR_OFFICE2": "我有个熟人住在秋丘上的殁宁屯,说他最近看见好多索地员,聚集在某个像是办公楼的地方……", + "RUMOR_OFFICE3_1": "我有天开船到秋丘北边的海里钓鱼,你肯定猜不到我在浓雾中见到了什么……", + "RUMOR_OFFICE3_TITLE": "索地员", + "RUMOR_OFFICE3_2": "居然是办公楼!海中央凸出的一块岩石上,矗立着一栋乏味的老旧办公楼!", + "RUMOR_OFFICE3_3": "这楼周围还有一群尸鬼围着,真让我浑身起鸡皮疙瘩……", + "RUMOR_OFFICE4_1": "我上次去伊斯翰森林时,五个索地员合伙把我拽去了他们的老巢,把我全身的生命力都给吸走了。", + "RUMOR_OFFICE4_TITLE": "索地员", + "RUMOR_OFFICE5_TITLE": "索地员", + "RUMOR_OFFICE4_2": "老实说,听他们推销度假房实在是太太太无聊了。", + "RUMOR_OFFICE5_1": "我先前和玛丽斯·派珀聊过,就是在小溪那边经营农场的那位女士,你知道是谁吧?", + "RUMOR_OFFICE5_2": "她认为有些索地员在她的农场附近开起了商店。", + "RUMOR_OFFICE5_3": "挺令人担忧的,对吧?港口镇的食物几乎都由那家农场提供,万一农场落入索地员之手的话……", + "RUMOR_ALTAR1_TITLE": "圣坛", + "RUMOR_ALTAR1": "哎呀,我确实见过一座奇怪的圣坛,就在樱桃草甸上!你说那是干什么用的呢?", + "RUMOR_ALTAR2": "我在湖里游泳时,发现了有趣的东西——某座岛上的两根柱子间,有类似圣坛的摆设。", + "RUMOR_ALTAR2_TITLE": "圣坛", + "RUMOR_ALTAR3": "我姐在殁之子组织,说在她们镇附近见过一个半天使半恶魔的忍者猫女孩。但她也有可能只是发霉面包吃多了,产生幻觉胡说八道呢!", + "RUMOR_ALTAR3_TITLE": "圣坛", + "RUMOR_POSTGAME_MORGANTE": "我昨晚睡不着觉。你也听见了港口镇车站传来的诡异歌声吗?", + "RUMOR_ALTAR4_TITLE": "圣坛", + "RUMOR_ALTAR4": "你有听说过伊斯翰森林深处的神秘圣坛吗?有传闻说,夜深人静时,就会有恶魔在那里举行神秘学仪式;也有人说举行仪式的是个天使;还有人说是个猫女孩。", + "RUMOR_POSTGAME_MORGANTE_TITLE": "诡异歌声", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "凯莉", + "RUMOR_PARTNER_KAYLEIGH": "我听一些巡护员说,凯莉虽然嘴上不说,但其实挺了解那些古怪的兜帽异教徒。也许你该去向她打听一下?", + "RUMOR_PARTNER_MEREDITH1_2": "她在码头开了家店,平时不是在店里,就是在公园里。", + "RUMOR_PARTNER_MEREDITH1_TITLE": "梅瑞狄", + "RUMOR_PARTNER_MEREDITH1_1": "你认识梅瑞狄吗?她负责修理镇上的电子设备。", + "RUMOR_PARTNER_MEREDITH1_3": "你需要任何电子器件的话,就去拜访她吧!", + "RUMOR_PARTNER_MEREDITH2_1.m": "我是梅瑞狄。你至死都要和我们一起困在这座岛上了,慢慢享受吧。", + "RUMOR_PARTNER_MEREDITH2_TITLE": "梅瑞狄", + "RUMOR_PARTNER_MEREDITH2_1.f": "我是梅瑞狄。你至死都要和我们一起困在这座岛上了,慢慢享受吧。", + "RUMOR_PARTNER_MEREDITH2_1.n": "我是梅瑞狄。你至死都要和我们一起困在这座岛上了,慢慢享受吧。", + "RUMOR_PARTNER_MEREDITH2_2": "不说啦,我得去呼吸一下新鲜空气。有空就来我在镇上开的店找我吧。就是水边栈道上的那栋黄色建筑物。", + "RUMOR_PARTNER_FELIX_TITLE": "损毁公寓", + "RUMOR_PARTNER_FELIX2": "你说要不要去给他搭把手啊?", + "RUMOR_PARTNER_FELIX1": "我在公园外西北方向的湖畔,看见某个家伙在损毁公寓里翻箱倒柜。", + "RUMOR_PARTNER_VIOLA_TITLE": "超级女侠", + "RUMOR_HOYLAKE1": "荷雷克教授称,他正在寻找一位新的科研助手。", + "RUMOR_PARTNER_DOG1": "对了,你认识的人里有谁丢了狗吗?", + "RUMOR_PARTNER_DOG_TITLE": "丢失爱犬", + "RUMOR_PARTNER_VIOLA": "我遭到沼泽地的史莱姆怪伏击,结果有位身披斗蓬的女侠挺身而出,救了我一命!这可不是我编的,千真万确!", + "RUMOR_PARTNER_DOG2": "我见到有只小狗带着磁带机,在威勒尔山脚下湖泊一角附近到处跑。而且是普通狗狗,不是嘭美犬!", + "RUMOR_PARTNER_DOG3": "希望那小家伙不会出什么事……", + "RUMOR_HOYLAKE_TITLE": "助手职缺", + "RUMOR_HOYLAKE2": "他经常在市民中心打发时间。至于他是如何做到研究怪物、却又完全不接触怪物的,我看我这辈子都不会知道答案了。", + "RUMOR_AVEREVOIR_TITLE": "庞然巨鸟", + "RUMOR_AVEREVOIR1": "我在威勒尔山附近见到了一只庞然巨鸟!", + "RUMOR_GLAISTAIN_TITLE": "废墟", + "RUMOR_ABILITY_CLIMB4": "但是,要想搞清楚这是否可行,你我之中就得有人去把跳跳南瓜录制下来才行。", + "RUMOR_AVEREVOIR2": "我猜它就住在半山腰那个巨大的洞窟里。", + "RUMOR_ABILITY_SWIM_TITLE": "游泳", + "RUMOR_GLAISTAIN": "据说最近樱桃草甸上突然出现了一座古老的废墟。听起来相当蹊跷,不是吗?", + "RUMOR_FARM_BRIDGE_TITLE": "农场桥梁", + "RUMOR_ABILITY_SWIM": "有人跟我说,这岛上有某种身穿潜水服的怪物,若能将其录制下来,就能获得在任何水体中畅游的能力!", + "RUMOR_ABILITY_CLIMB_TITLE": "攀爬高墙", + "RUMOR_FARM_BRIDGE": "我听说西边那个农场的派珀一家,最近跟他们那座桥陷入了苦斗……", + "RUMOR_ABILITY_CLIMB1": "我知道你在想什么!", + "RUMOR_ABILITY_CLIMB2": "“如果能像南瓜藤那样攀缘垂直面,那出行必定会方便得多了,”对吧?", + "RUMOR_ABILITY_CLIMB3": "我也花了好几年思索同一个问题呢!", + "RUMOR_ABILITY_DASH_TITLE": "火爆冲刺", + "RUMOR_ABILITY_MAGNETISM_TITLE": "奇特磁力", + "RUMOR_ABILITY_DASH": "岛上显然有种怪物能像火箭般横冲直撞。我敢说,要是把这么一只怪物录制下来,你也一样能做到!", + "RUMOR_INTERMISSION_TITLE": "三角头男", + "RUMOR_ABILITY_MAGNETISM": "镇上传言道,把冒火花的奇特怪物录下来,就能拥有磁力。有意思吧?", + "RUMOR_INTERMISSION": "镇中央有个漂浮在空中的怪人,还长了个三角头。你见过这样的人吗?", + "BATTLE_ADJECTIVE_CAPTAIN.m": "{name}队长{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "{name}队长{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "{name}队长{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "领队{name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "友好{name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "友好{name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "领队{name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "领队{name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "友好{name}{disambiguator}", + "BATTLE_JOINED.m": "{0}加入了战斗!", + "BATTLE_SWITCH_PLACES.m": "{0}换了位置!", + "BATTLE_JOINED.n": "{0}加入了战斗!", + "BATTLE_DESTROYED.f": "{0}被消灭了!", + "BATTLE_SWITCH_PLACES.f": "{0}换了位置!", + "BATTLE_SWITCH_PLACES.n": "{0}换了位置!", + "BATTLE_ORB_BROKE": "球裂了!原来是{fusion_name}!", + "ABILITY_swim": "潜海豹游泳", + "BATTLE_DESTROYED.m": "{0}被消灭了!", + "BATTLE_DESTROYED.n": "{0}被消灭了!", + "ABILITY_climb": "南瓜藤球", + "ABILITY_dash": "子弹仔猛冲", + "ABILITY_flight": "诀别鸟飞行", + "ABILITY_magnetism": "电磁感应", + "ABILITY_UNLOCKED_swim": "现在可以在水里游泳了!\\n这会消耗你的体力。", + "ABILITY_UNLOCKED_climb": "现在可以按住{control.climb}键用黏藤爬墙了!\\n这会消耗你的体力。", + "ABILITY_UNLOCKED_dash": "现在可以按下{control.dash}键进行短距离冲刺了!\\n这会消耗你的体力。", + "ABILITY_UNLOCKED_magnetism": "现在可以按住{control.magnetism}键与有磁性的物品互动了!\\n这会消耗你的体力。", + "ABILITY_UNLOCKED_flight": "现在可以在滑翔期间再次按下{control.jump}键,从而获得助推了!\\n这会消耗你的体力。", + "POST_CREDITS_MESSAGE_1": "你可以用这个存档,将冒险旅程继续下去。新威勒尔的巡护员们仍然需要你的帮助……", + "STAT_ADJUST_MENU_TITLE": "{player}的基础能力值", + "STAT_ADJUST_MENU_REMAINING_POINTS": "剩余点数:{0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "确定吗?你还有点数未分配。", + "STAT_ADJUST_MENU_EXPLANATION.m": "此界面可调整{player}的基础能力值,这将影响他所有的怪物形态。\\n\\n可从威玛巡护员处获得额外的点数。击败更多队长,即可解锁更低的最小值。", + "STAT_ADJUST_MENU_EXPLANATION.f": "此界面可调整{player}的基础能力值,这将影响她所有的怪物形态。\\n\\n可从威玛巡护员处获得额外的点数。击败更多队长,即可解锁更低的最小值。", + "STAT_ADJUST_MENU_EXPLANATION.n": "此界面可调整{player}的基础能力值,这将影响其所有的怪物形态。\\n\\n可从威玛巡护员处获得额外的点数。击败更多队长,即可解锁更低的最小值。", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "未知队长 #{n}", + "UI_RANGER_STAMP_CARD_ID": "编号:{0}", + "UI_RANGER_STAMP_CARD_HUMAN": "智人", + "UI_RANGER_STAMP_CARD_EARTH": "地球,21世纪", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "未知专长", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "完成巡护员训练,即可解锁这些任务。", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "完成巡护员训练,即可解锁这些任务。", + "NOTICEBOARD_REQUIREMENT_QUEST": "完成“{quest_title}”,即可解锁新任务和奖励。", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "完成巡护员训练,即可解锁这些任务。", + "NOTICEBOARD_REQUIREMENT_STORY": "循着莫甘特所给的线索,找到离开新威勒尔的方法,即可解锁新任务和奖励。", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "已清空告示板上的任务!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name}找到了{amount}份额外的融合原料!", + "TUTORIAL_RUMORS_DESCRIPTION2": "任务日志会追踪你在港口镇上收集到的传闻。\\n\\n港口镇是补充物资的最佳去处,所以只要来到港口镇,就别忘了打听一下新的传闻!", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "向埃安忒报告,领取你的奖励!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name}找到了{amount}份额外的融合原料!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name}找到了{amount}份额外的融合原料!", + "TUTORIAL_RUMORS_DESCRIPTION1": "新威勒尔岛任君探索。如果你正在为接下来该去哪而犯愁,想要寻求一些建议,那不妨在港口镇上到处问问,打听传闻。\\n\\n港口镇的大家可喜欢交换情报了!调查传闻中提及的地点,通常能推动任务进展,也会助你发现新的怪物。", + "TUTORIAL_RUMORS_TITLE": "教程:传闻", + "TUTORIAL_ROGUE_FUSIONS1": "这类怪物就是巡护员们常说的“暴走融合体”。它们有时会躲在地下洞窟的箱子中。\\n\\n和暴走融合体搏斗,既是获得贵重物品和经验值的绝佳方式,同时也能找到某些特定的稀有怪物。但请注意,这类怪物向来比该地区的其他怪物危险得多!", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "教程:暴走融合体", + "TUTORIAL_ROGUE_FUSIONS2.m": "某些暴走融合体会让一群其他类型的怪物围在自己身边。你必须先击败这群怪物,才能对战融合体本尊。\\n\\n假如你对自己的战斗能力没有把握,又或者正在探索新环境,那么还是别招惹暴走融合体为妙。", + "LOADING_SCREEN_NAG2_FOOTER": "查看[color=#ab75e8]任务日志[/color]了解详情。", + "TUTORIAL_ROGUE_FUSIONS2.n": "某些暴走融合体会让一群其他类型的怪物围在自己身边。你必须先击败这群怪物,才能对战融合体本尊。\\n\\n假如你对自己的战斗能力没有把握,又或者正在探索新环境,那么还是别招惹暴走融合体为妙。", + "UI_NEW_GAME_MODES_NOTIFICATION": "已解锁自定义游戏模式!", + "TUTORIAL_ROGUE_FUSIONS2.f": "某些暴走融合体会让一群其他类型的怪物围在自己身边。你必须先击败这群怪物,才能对战融合体本尊。\\n\\n假如你对自己的战斗能力没有把握,又或者正在探索新环境,那么还是别招惹暴走融合体为妙。", + "LOADING_SCREEN_NAG2_TITLE": "在港口镇上听来的传闻:", + "UI_NEW_GAME_MODES_TITLE": "自定义游戏模式", + "UI_NEW_GAME_MODES_VALUE_ON": "开", + "UI_NEW_GAME_MODES_VALUE_OFF": "关", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "磁带永久断裂", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "开启此项的效果:一旦在战斗中落败,则游戏结束。", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "落败即游戏结束", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "开启此项的效果:磁带一经断裂便无法修复,手上的磁带全部用尽则游戏结束。", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "开启此项的效果:一旦在战斗中落败,则游戏结束。", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "开启此项的效果:一旦在战斗中落败,则游戏结束。", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "怪物随机化", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "开启此项的效果:出没于各个栖息地的怪物,以及开局所获和搭档所用的磁带,都是随机的。", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "属性随机化", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "招式随机化", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "开启此项的效果:磁带升级时解锁的贴纸,以及怪物所拥有的招式,都是随机的。", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "开启此项的效果:各个物种的元素属性随机化,且其可用招式调整至互相匹配。", + "UI_NEW_GAME_MODES_RANDOM_SEED": "随机种子", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "随机种子控制随机化过程、刷出的各类物品、小贩库存、生成的任务等。", + "UI_NEW_GAME_MODES_START_BUTTON": "开始游戏", + "UI_GAME_OVER": "游戏结束", + "SIGN_ELECTROSHACK": "屋宁电器", + "SIGN_CLOSED": "暂停营业", + "SIGN_SPACE_ZONE": "太空电玩城", + "GAUNTLET_DIFFICULTY_BTN": "更改难度", + "GAUNTLET_TITLE": "魔术蟹的试炼场", + "GAUNTLET_RANDOMISE_BTN": "刷新", + "GAUNTLET_ENTER_SEED_BTN": "输入种子", + "GAUNTLET_CARRIAGE_BTN": "更改车厢", + "GAUNTLET_EXPLANATION_BTN": "说明", + "GAUNTLET_DIFFICULTY_CONFIRM": "更改难度会再次随机打乱每节车厢的遭遇事件,并让你从第一节车厢重新开始。你在当前难度水平下的进度会保存下来,也可以稍后再回到该难度,但是届时各节车厢的内容都会相应改变。", + "GAUNTLET_ENTER_SEED_CONFIRM": "更改种子会重新生成每节车厢的遭遇事件。要注意的是,你的剧情进度和已遇到的对手,[b]同样[/b]会影响试炼场的遭遇事件。你在当前难度水平下的进度会保存下来,也可以稍后再回到该难度,但是届时各节车厢的内容都会相应改变。", + "GAUNTLET_RANDOMISE_CONFIRM": "刷新试炼场会再次随机打乱每节车厢的遭遇事件。你的进度不会受影响,但除非再度入场,否则便无法得知车厢内对手的任何信息。确定要这么做吗?", + "GAUNTLET_EXPLANATION_PAGE1": "随着逐步打下各个车厢,你遇到的对手实力也会越来越强。你只能在餐车疗伤,也可以在此购买回血药以及领取奖励。\\n\\n连胜次数越多,赢下对战的奖励也越丰厚。但一旦领取奖励,或者离开试炼场,就会清除连胜记录。", + "GAUNTLET_EXPLANATION_PAGE2": "更高难度会添加限制条件(即额外的状态效果),并且降低餐车的出现频率;同时你的对手则会变强,比如拥有更多磁带、对外溢伤害的抗性提高,不一而足。\\n\\n在更高难度下赢得对战,就能获得更多融合原料。", + "GAUNTLET_SEED_LABEL": "种子:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "第{number}节车厢", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "即将登场:", + "GAUNTLET_CARRIAGE_LABEL": "#{number} - {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name} [color=#b70042]{level}级[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "餐车", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "第{number}节车厢 - {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "宝箱", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "???", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "小头目", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "头目", + "GAUNTLET_DIFFICULTY_LABEL": "难度:", + "GAUNTLET_DIFFICULTY0": "普通", + "GAUNTLET_DIFFICULTY1": "困难", + "GAUNTLET_DIFFICULTY2": "再难点", + "GAUNTLET_DIFFICULTY3": "难上加难", + "GAUNTLET_DIFFICULTY4": "难得好夸张", + "GAUNTLET_DIFFICULTY5": "简直难到爆炸", + "GAUNTLET_DIFFICULTY6": "放弃吧打不过的", + "GAUNTLET_RECORDS": "高分纪录", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "最远车厢:", + "GAUNTLET_RECORD_LONGEST_STREAK": "最长连胜:", + "GAUNTLET_MODIFIERS_LABEL": "限制条件:", + "GAUNTLET_MODIFIERS_NONE": "无", + "GAUNTLET_STREAK_LABEL": "连胜次数:", + "GAUNTLET_REWARDS_LABEL": "奖励:", + "QUEST_GAUNTLET_TITLE": "午夜特快", + "QUEST_GAUNTLET_DESCRIPTION": "在魔术蟹的试炼场中通过50节车厢。", + "QUEST_GAUNTLET_PROGRESS": "已通过{num}/{count}节车厢", + "BATTLE_TITLE_LTD": "有限公司", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "开发团队", + "BYTTEN_STUDIO_TOM_NAME": "汤姆", + "BYTTEN_STUDIO_JAY_NAME": "杰伊", + "BYTTEN_STUDIO_JOEL_NAME": "乔尔", + "BYTTEN_STUDIO_LORE_2": "谁也不知道 Bytten Studio 到底为何叫 Bytten Studio,也不知道工作室名是该读成“必疼”呢,还是该读成“白疼”。此外,他们也没有真正的工作室——人人都是在家办公。", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio 是一家英国游戏开发公司,由汤姆、杰伊和乔尔三位人类,以及秘密的第四位成员——大天使莫甘特组成。莫甘特脑控了另外三人,主导着《磁带妖怪》的开发。", + "MOVE_MACHINE_CURSE_CURSE_NAME": "机器恶咒恶咒", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "码-个-莫甘娜!", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "哎呀呀!", + "ROGUE_TRAFFIKRAB_NAME": "暴走路锥蟹", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "出现错误,设备需要重新启动。在收集部分数据后,设备会自动重启。\\n\\n错误代码:0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "重新插入磁带以继续 _", + "SHADOW_LENNA_LORE_1": "暗影莱娜本来注定要死在英雄男孩兰斯的手下。不过阴差阳错,几个游戏故障将暗影莱娜从这残酷的宿命中解放出来,于是她便和本尊莱娜一同踏上了冒险征程。", + "SHADOW_LENNA_NAME": "暗影莱娜", + "ROGUE_TRAFFIKRAB_SUBTITLE": "复仇恶兽", + "SHADOW_LENNA_SUBTITLE": "别传反面豪杰", + "DELVIN_NAME": "德尔文", + "SHADOW_LENNA_LORE_2": "根据荣格心理学,阴影是人不愿承认的那一面心理意识。心灵的阴影面会导致内心冲突。", + "PAIGE_NAME": "佩姬", + "GAUNTLET_ENCOUNTER_MONSTER": "怪物", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(背包)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(未领取)", + "GAUNTLET_CAFE_SHOP_TITLE": "魔蟹餐车", + "GAUNTLET_EXIT_CONFIRM": "要在这里退出试炼场吗?你的连胜次数会重置,所有未领取的奖励也将丢失;不过,你将能回到此前到访的餐车,从那里继续挑战。", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "反叛众灵", + "STATUS_CHANNELED_POWER_DESCRIPTION": "拥有“传功”状态的角色,可向大天使借助力量。发动招式时不会耗费AP,而且还能获得传功者的“天使攻击”。", + "STATUS_CHANNELED_POWER_NAME": "传功", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "终点站", + "MOVE_CHANNELED_POWER_NAME": "传功", + "STATUS_COATING_TYPELESS_NAME": "无属性涂层", + "MOVE_COATING_TYPELESS_NAME": "无属性涂层", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "精神伤害", + "MOVE_BEAST_EX_CALIBUR_NAME": "野兽石中剑", + "DOG_SUBTITLE": "人类好朋友", + "EUGENE_SUBTITLE": "港口镇捍卫者", + "FELIX_SUBTITLE": "灵感找寻者", + "KAYLEIGH_SUBTITLE": "街坊巡护员", + "MEREDITH_SUBTITLE": "毒舌电工", + "VIOLA_SUBTITLE": "梅萨林女士", + "CLEMENCE_SUBTITLE": "非凡咖啡师", + "DORIAN_SUBTITLE": "邪教头子", + "FRANKIE_SUBTITLE": "高产同人女", + "HOYLAKE_SUBTITLE": "数据分析师", + "JACQUELINE_SUBTITLE": "公社领袖", + "KIRBY_SUBTITLE": "荷雷克的助手", + "TRAVELING_MERCHANT_SUBTITLE": "裸身云游商", + "PENSBY_SUBTITLE": "镇医", + "SUNNY_SUBTITLE": "复苏资本家", + "VIN_SUBTITLE": "殁宁屯复仇者", + "RANGER_TRADER_OPTION_STICKER_FUSION": "我想融合贴纸。", + "STICKER_FUSION_BASE_STICKER": "基础贴纸", + "STICKER_FUSION_TITLE": "贴纸融合", + "STICKER_FUSION_FUSION_RESULT": "融合结果", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "属性贴纸", + "STICKER_FUSION_SLOT_EMPTY": "空", + "STICKER_FUSION_SELECT_STICKER": "选择贴纸", + "STICKER_FUSION_NO_RESULT": "无结果", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "所选属性过多。", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "所选属性重复。", + "STICKER_FUSION_FUSE_BUTTON": "融合", + "UPDATE_POPUP_GAUNTLET_1": "试炼场列车现已推出!你既可单独上阵一试身手,也能和朋友并肩挑战这残酷无情的车轮战。只要完成主线剧情,就能到试炼场列车较量一番!", + "UPDATE_POPUP_GAUNTLET_TITLE": "1.7版试炼场更新", + "DLC_POPUP_FASHION_1": "感谢购买“时尚包”!已新增以下装饰选项:\\n- 棒球帽(发型选项)\\n- 平顶鸭舌帽(发型选项)\\n- 双马尾(发型选项)\\n- 蝴蝶结与刘海(发型选项)\\n- 狐尾头(发型选项)\\n- 风中凌乱(发型选项)", + "DLC_POPUP_FASHION_TITLE": "时尚包DLC", + "DLC_POPUP_FASHION_2": "- 铆钉护目镜(发型选项)\\n- 后梳莫霍克(发型选项)\\n- 花朵与碎刘海(发型选项)\\n- 贝雷帽(发型选项)\\n- 圆框眼镜(头部选项)\\n- 长风衣(上衣选项)\\n- 露脐装(上衣选项)\\n- 长筒靴(鞋靴选项)", + "UPDATE_POPUP_SUNNY_1": "1.8版“阳光”更新来了!以下是游戏新增特色:\\n\\n- 到新威勒尔各地录制特定怪物,便能解锁全新装饰选项“添翼”!\\n- 新剧情任务“人之为人”,可在完成主线剧情后解锁。踏上这一任务的征程,迎接数种全新怪物以及一位新伙伴!", + "UPDATE_POPUP_SUNNY_TITLE": "1.8版“阳光”更新", + "DLC_POPUP_WINGS_TITLE": "添翼包DLC", + "DLC_POPUP_WINGS_1": "感谢购买“添翼包”!已为衣柜新增以下装饰选项,完成新手教程后即可自由选用:\\n\\n- 喷气背包之翼 #1\\n- 喷气背包之翼 #2\\n- 助推器之翼\\n- 达芬奇之翼", + "DLC_POPUP_WINGS_2": "- 仙子之翼\\n- 恶魔之翼\\n- 滑翔之翼\\n- 斗篷之翼", + "QUEST_SUNNY2_TITLE": "人之为人", + "QUEST_SUNNY2_DESCRIPTION_1": "在威勒尔山上和阳光见面。", + "QUEST_SUNNY2_DESCRIPTION_2": "和阳光一起前往索地员总部。", + "QUEST_SUNNY2_DESCRIPTION_3": "和阳光一起深入索地员藏身处。", + "ITEM_KEY_LANDKEEPER2_NAME": "索地员门卡", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "反复闯进索地员的办公室,好像反而敦促了他们升级电子安保系统。", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "索地员新藏身处", + "REGION_NAME_LANDKEEPER_HIDEOUT": "索地员新藏身处", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "我大概是在{location_0_phrase}见到了一头……体型庞大的黄铜公牛。", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "汽诺陶目击报告", + "about": "关于", + "donation": "资助作者", + "patreon": "Patreon", + "noItems": "无物品", + "privacyPolicy": "隐私政策", + "termsAndConditions": "条款和条件", + "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", + "patrons": "赞助者", + "habitat": "栖息地", + "useGifs": "使用 Gif", + "alphabetical": "按字母顺序排列", + "bestiaryId": "动物寓言集 ID", + "static": "静态", + "gifNum": "Gif {0}", + "additionalStats": "附加统计数据", + "viewOn": "查看 {0}", + "initial": "初始", + "unavoidable": "不可避免", + "cost": "成本", + "canBeCopied": "可复制", + "characters": "角色", + "partnerMonster": "伙伴怪物", + "portraitNum": "肖像 {0}", + "tags": "标签", + "overworld": "世界大事", + "percentTitle": "百分比", + "backup": "备份", + "hashCode": "3AD69293BBD62B9E3C07F0FA78BB4CFF" + } + }, + "ja_JP": { + "id": 7, + "locale": "ja_JP", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "グリッチ効果", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version}:{content_author}作", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "OFF", + "UI_SETTINGS_AUDIO_TRANSFORM": "変身時の効果音", + "DLC_00_COSPLAY_NAME": "コスプレパック", + "MOVE_DESCRIPTION_FINAL_BREATH": "HPが80%以上あるときなら、一撃でたおれるような攻撃を受けても、HPを1残して持ちこたえる。", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "ボーカルの音量", + "MOVE_TRAP_JAW_NAME": "トラバサミ", + "MOVE_GEMSTONE_WALL_NAME": "ジュエルウォール", + "MOVE_DESCRIPTION_DEEP_FREEZE": "カセットプレーヤーをこおりつかせ、相手をテープづまり状態にする。", + "MOVE_MAGIC_TOME_NAME": "まじゅつしょ", + "MOVE_NAME_TRIPWIRE": "しかけいと", + "DLC_01_PIER_NAME": "知られざるふとう", + "MOVE_DESCRIPTION_TRAP_JAW": "かみつくを使うと自動で発動する。相手をかいひふのう状態にする。", + "MOVE_DEEP_FREEZE_NAME": "スピードれいとう", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "かいひふのう状態になると、回避率が1%に下がる。", + "MOVE_NAME_WEB_WRAP": "ウェブロック", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ {content_name} DLC", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "スイッチ失敗", + "MOVE_NAME_TREASURE_DIG": "おたからほり", + "MOVE_NAME_STICKY_SPRAY": "ベタベタネット", + "CONFIRM_LOAD_MODS_QUIT": "やめる", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Modをロードせずにつづける", + "STATUS_TAPE_JAM_NAME": "テープづまり", + "STATUS_TAPE_JAM_DESCRIPTION": "テープづまり状態になると、ステータス変化が\\n回復するか、使っているテープがこわれるまでは\\nテープをスイッチできなくなる。", + "CONFIRM_LOAD_MODS3": "選んだModは自己責任でご利用ください。", + "LOOT_HEADING_TREASURE": "お宝", + "MOVE_COLD_FUSION_NAME": "がったいとうけつ", + "TITLE_SCREEN_DLC_BTN_NX": "ニンテンドーeショップ", + "MOVE_FINAL_BREATH_NAME": "まつごのといき", + "NOTIFICATION_GENERIC": "お知らせ", + "CONFIRM_LOAD_MODS2": "!注意!:ロードしたModが悪意あるものだった場合、ファイルシステムにアクセスし、あなたのコンピューター上で任意コード実行攻撃を行うことがあります。", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "このセーブファイルには、現在使っているModセットのデータがセーブされていません。このままロードして進めるとModのどれかがアンインストールされ、ゲームが不安定になる可能性があります。", + "UI_SETTINGS_COLOR_BLIND": "色覚特性対応モード", + "TITLE_SCREEN_DLC_BTN": "ストアでDLCをチェック", + "CONFIRM_LOAD_MODS4": "このModをロードしますか?", + "UI_PARTY_EDIT_MOVES": "ステッカーを編集する", + "TITLE_SCREEN_UGC_BTN": "Steam Workshop", + "DLC_02_FASHION_NAME": "ファッションパック", + "MOVE_DESCRIPTION_TRIPWIRE": "敵が近接攻撃を使ったときに、リストのひとつ下にあるわざをAPは使わず、自動でくりだすことがある。わざが発動する確率は、基本の必要APが高いほど低い。", + "DLC_03_WINGS_NAME": "ウィングパック", + "MOVE_DESCRIPTION_TREASURE_DIG": "ランダムなアイテムを掘りだす。バトルに勝った側は、掘りだしたアイテムをゲットできる。", + "MOVE_TREASURE_DIG_TOAST": "おたからゲット!", + "MOVE_DESCRIPTION_COLD_FUSION": "だれかがフュージョンしたときに発動する。フュージョンのHPを最大HPの20%ぶん減らし、ひるみ状態にする。", + "UI_PARTY_VIEW_MOVES": "ステッカーを見る", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "ロードする", + "MOVE_DESCRIPTION_MAGIC_TOME": "1体の相手を攻撃し、遠距離防御を下げる。", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "ON", + "UI_SAVE_REQUIRE_DLC": "インストールされていないDLCまたはModで作られたデータなので、このセーブファイルをロードできません。", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "ウォールが攻撃を数回防いでくれる。効果ばつぐんの攻撃は、\\nウォールを一撃で破壊する。普通のウォールとは違い、\\nジュエルウォールは持ち主に毎ターン追加のAPを1与える。", + "STATUS_GEMSTONE_WALL_NAME": "ジュエルウォール", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "自分のHPを20%削り、3回攻撃を受けるか、3ターンがすぎるまで攻撃を防ぐ壁を作り出す。壁は持ち主に毎ターン追加のAPを1与える。", + "CONFIRM_LOAD_MODS1": "{num_mods}件のModが検出されました。", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "本当にこのファイルをロードしますか?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "かいひふのう", + "UI_PARTY_MOVE_STICKER": "ステッカーを移動する", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "イナヅマのイメージとして思い浮かべるのはどっち?", + "DIVEBERG_NAME_PREFIX": "ダイブ", + "PINBOLT_NAME_SUFFIX": "ボルト", + "DIVEBERG_DESCRIPTION": "潜水ヘルメットをかぶった氷山のモンスター", + "DIVEBERG_LORE_2": "地球上で記録された、自然環境下での地表の最低気温は、南極大陸において1983年に観測された摂氏マイナス89.2度だ。", + "PINBOLT_LORE_2": "現在のようなピンボールマシンが発明されたのは1940年代ごろが最初で、その先祖は木のボードで遊ぶバガテルというテーブルゲームだ。日本のゲームであるパチンコも、ピンボールと似たような歴史や開発の経緯をたどっている。", + "AURICLAW_LORE_1": "カナツメグモが成体になるために、錬金術のパワーを使って、身に着けた鉄のプレートとかざりを黄金色の合金に変化させたすがた。自分たちのとてつもなく広いなわばりを守るため、先頭に立つという役目を持っている。", + "AURICLAW_NAME_PREFIX": "キン", + "AURICLAW_NAME_SUFFIX": "ツメグモ", + "AURICLAW_LORE_2": "有名な人物や指導者の顔から作られたというデスマスクは多い。歴史上でもっとも有名なデスマスクは、間違いなくツタンカーメンのマスクだろう。ツタンカーメン王のマスクが作られたのは、およそ紀元前1323年だという。", + "TRAPWURM_NAME": "ワナーム", + "TRAPWURM_NAME_PREFIX": "ワナ", + "ADEPTILE_LORE_2": "錬金術で信じられていた古い教義の中には、この世の物質はすべて、4つの伝統的な元素……火、風、水、土の組み合わせからできている、と主張するものもあった。", + "PINBOLT_DESCRIPTION": "浮かぶ球の頭を持つバネみたいなモンスター", + "DIVEBERG_LORE_1": "氷点下の環境に長いあいだ身を置きつづけたダイブフィンは、まわりの環境に合わせて「ダイブザン」に変化する。雪におおわれた厳しい土地でも楽に移動できるように、二足歩行できる骨格に進化するのだと考えられている。", + "PICKSIE_LORE_2": "ドワーフとは、ゲルマン神話の中に登場する種族だ。背が低い人間のように描かれるのがふつうで、鉱山や鍛冶、どうくつなどを連想させる存在として扱われることが多い。", + "PICKSIE_SUBTITLE": "お宝ゴブリン", + "OVERWORLD_SPIDERCAVE_FELIX": "こんなに大きなクモの巣と出くわすの、\\nはじめてだと思うんだよな。もし前に見かけてたら、\\nはっきり覚えてるはずだ。", + "OVERWORLD_SPIDERCAVE_EUGENE": "デカいクモの巣か、これ? [pause]なら、デカい虫がいるって\\nことだよな。バトルしたくてウズウズするぜ。", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "すさまじいスピード", + "DIVEBERG_NAME": "ダイブザン", + "ADEPTILE_DESCRIPTION": "学者のローブを着たトカゲ", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "とほうもないパワー", + "ADEPTILE_NAME_PREFIX": "マスタ", + "TRAPWURM_LORE_2": "リンドワームはヨーロッパの伝承に登場するドラゴンのような生き物で、リントヴルムと呼ばれることもある。魚に似た背ビレを持つ巨大なヘビとして描かれることが多い。", + "PICKSIE_NAME_PREFIX": "ツル", + "PICKSIE_NAME_SUFFIX": "クシー", + "PICKSIE_LORE_1": "鉱物やお宝を掘りだすことに熱心で、宝石やお宝を見つけるために、どうくつやいせきで何年間もの時間をすごす。掘りだしたお宝やよろい、武器などを身に着けているすがたをよく目撃される。", + "PICKSIE_DESCRIPTION": "ツルハシを持つマスクを着けたゴブリン", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]この糸みたいなの、何ぃ……?[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "えっと、わたしたち、あのモンスターをおどかしちゃったかな?\\n地面にもぐって逃げちゃったみたい。次にどこかで見つけた\\nときは、見られないようにそっと近づいてみようよ。", + "ADEPTILE_NAME": "マスタアガマ", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "シャイなゴブリン", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "レンジャーの友だちが、ヘンなモンスターを見つけたんだって。恥ずかしがりやの小さなゴブリンらしいよ。そいつが担当してるのは、{location_0_phrase}のパトロールなんだけどさ。", + "RUMOR_SPIDER_CAVE_3": "変な話だよね。ぬま地で鉱石の採掘をしたことなんて、これまで一度もないのに。", + "WYRMAW_NAME": "ワアゴーム", + "TRAPWURM_DESCRIPTION": "大きなアゴを持つ2本足のヘビ", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]あのモンスター、わたしたちを見て逃げちゃった……\\n次にどっかで見かけたら、見つからないように近づいて\\nみましょっかぁ……?[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "見すてられた鉱山", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]あのモンスター、わたしたちを見て逃げちゃった……\\n次にどっかで見かけたら、見つからないように近づいて\\nみましょっかぁ……?[/wave]", + "WYRMAW_NAME_SUFFIX": "アゴーム", + "ADEPTILE_LORE_1": "ありとあらゆる秘術の知識を追い求めるためすべてをささげている。頭のほかに体はほぼ存在しないため、学者のような長いローブを身にまとい、体がない部分を隠している。", + "FERRICLAW_LORE_2": "デスマスクとは、亡くなった人の顔から型を取って作ったマスクのことだ。その作り方や材料にはさまざまなバリエーションがあり、人類の歴史上、多くの文化や時代において、存在が確認されている。", + "FERRICLAW_NAME": "カナツメグモ", + "FERRICLAW_NAME_PREFIX": "カナ", + "PINBOLT_NAME": "ピンボルト", + "RUMOR_SPIDER_CAVE_2": "彼がある日ぬま地を散歩してたら、崩れかかった鉱山の入り口を見つけたんだって。", + "RUMOR_SPIDER_CAVE_1": "アッカリーさんは知ってるよね? 奥さんと2人で、ジャガ川の向こう側にある農場を切り盛りしてる人なんだけど……", + "FERRICLAW_DESCRIPTION": "サビたマスクを身に着けたクモ", + "TRAPWURM_LORE_1": "数日間ものあいだ息を止めていられるため、ドロや土の下に隠れて、えものが自分の上を通るまで待ちぶせする。そのアゴのパワーはすさまじく、いったん閉じてしまった場合、こじあけるのはまずムリだ。", + "TRAPWURM_NAME_SUFFIX": "ナーム", + "FERRICLAW_NAME_SUFFIX": "ツメグモ", + "FERRICLAW_LORE_1": "地下深くに広がるどうくつに住むため、ごく最近になってからようやく発見された。古代文明の墓地から、古代人のデスマスクを掘りだして身に着けている。", + "HARBOURTOWN_BOOK_6": "なぐり書きされたメモがある。「……秘術を学ぶこのトカゲの\\n学徒には、研究するための魔術書を与えれば、その可能性を\\n最大限まで引きだすことができる」", + "PICKSIE_NAME": "ツルクシー", + "DIVEBERG_NAME_SUFFIX": "ザン", + "PICKSIE_ENCOUNTER_EUGENE_1": "しまった、逃げられちまった! あいつとまたどこかで出くわす\\nことがあったら、後ろから忍びよってみたほうがいいかもな。\\nそうすりゃ、見つかって逃げられることはないだろ。", + "PICKSIE_ENCOUNTER_MEREDITH_1": "あのモンスター、地面にもぐっちゃったワケ? 今度どこかで\\n見かけたら、アイツに見られないようにこっそり近よったほうが\\nいいかもね。", + "WYRMAW_LORE_1": "地面の下に隠れるには、大きく成長しすぎてしまった。そのため、かわりにすてきな旗をふり、首かざりについたスズでゆかいな音を出してえものをおびきよせるようになった。", + "WYRMAW_LORE_2": "リンドワームは、多くのヨーロッパの物語に登場する。「ラムトンのワーム」といわれる伝承はそのひとつで、イギリスのウィア川に住みつくというリンドワームのような怪物が川のそばで暮らしている人びとを恐怖の底におとしいれるという物語だ。", + "WYRMAW_DESCRIPTION": "頭に旗をつけた大蛇", + "WYRMAW_NAME_PREFIX": "ワアゴ", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "ツルハシを使って、土からなにかを掘りだしてたみたいなんだ。友だちが近づいたら、すぐ逃げちゃったんだって……", + "PINBOLT_NAME_PREFIX": "ピン", + "PICKSIE_ENCOUNTER_VIOLA_1": "我々はどうやら、あの精霊を驚かせてしまったようだ。\\nこの先で再び出会うことがあれば、その時は姿を見られぬように\\n近づくのが賢明かもしれないな。", + "PICKSIE_ENCOUNTER_FELIX_1": "あいつ……地面にもぐったのか? 人間がこわいのかもな。\\nまたどこかで見かけることがあったら、あいつの目に入らない\\nように近づいたほうがいいかもしれないぞ。", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "これって……クモの巣?\\nなんていうか、ちょっと[wave amp=30 freq=10]大きすぎ[/wave]じゃない?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "あの[shake rate=30 level=10]ドデカい[/shake]クモの巣、見える?!\\n[pause]ないわ。[pause]ありえない。[pause]こんなとこ、とっととフケちゃおうよ。", + "OVERWORLD_SPIDERCAVE_VIOLA": "この地に住むクモたちは、このように巣を紡ぐのか?\\nこんなに……巨大なものを?", + "AURICLAW_NAME": "キンツメグモ", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]あのモンスター、わたしたちを見て逃げちゃった……\\n次にどっかで見かけたら、見つからないように近づいて\\nみましょっかぁ……?[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "わふっ……?", + "PINBOLT_LORE_1": "金属でできた頭が体からはなれたまま浮いていられるのは、2つの「フリッパー」が作りだしている磁場のおかげ。体の磁場をうまく利用し、片方しかない手から高エネルギーの電撃を発射できる。", + "AURICLAW_DESCRIPTION": "黄金のマスクを身に着けたクモ", + "ADEPTILE_NAME_SUFFIX": "アガマ", + "GAME_OVER_EUGENE1.m": "……よし、起きたな! 来いよ{player}、行くぜ。", + "GAME_OVER_KAYLEIGH1": "大丈夫? ちょっと心配しちゃったよ!", + "GAME_OVER_FIRST_PENSBY4": "手持ちの資源と交換してあげるよ……[pause]回復アイテムは\\nグラモフォン・カフェにも置いてあるから、カフェの\\nクレマンスに資源を渡して手に入れてもいいね。", + "LEVEL_WARNING_viola.v2": "ここにいると、すこし心配になるな。われわれは\\n危険な地へ迷いこんだかもしれないぞ、友よ。", + "TUTORIAL1_PART1_KAYLEIGH4": "だから、もしよかったら、わたしの仕事を手伝ってくれない? どう? やれそう?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "ねえ、さっきいっしょにバトルしたけど、あなたって、けっこう強いよね!", + "TUTORIAL1_PART1_KAYLEIGH3.n": "ねえ、さっきいっしょにバトルしたけど、あなたって、けっこう強いよね!", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "「仕事」って?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "もちろん!", + "TUTORIAL1_PART2_KAYLEIGH9": "バトル中にHPがなくなると、テープはこわれちゃうの。こわれたテープは、修理しないと使えないよ。", + "TUTORIAL1_PART2_KAYLEIGH8": "ゲージはHP、残り体力を表してるよ。緑のゲージはモンスターのすがたの、赤いゲージは人間のすがたのHPを表してるんだ。", + "TUTORIAL1_PART2_KAYLEIGH10": "しかもテープがこわれると追加でダメージを受けるから、\\n自分自身のHP……赤いゲージが減っちゃうんだ。", + "TUTORIAL1_PART2_KAYLEIGH11.f": "わたしたちのHPが両方ともなくなったら、ハーバータウンに\\n戻ることになるからね。", + "INTRO_KAYLEIGH14": "どう?[pause] すごくステキな町でしょ?", + "CLEMENCE_NAME": "クレマンス", + "INTRO_KAYLEIGH21_OPTION2": "気分が悪くなってきた……", + "INTRO_PENSBY24": "体調はたいしたことないよ。初めて変身すると、どんな人だって精神に大きなショックを受けるからね。", + "INTRO_KAYLEIGH23": "一瞬あわてちゃったじゃない、{player}!", + "TUTORIAL2_PART1_KAYLEIGH2.n": "こういうたき火は、キャンプできる安全な場所の目印なんだ。", + "TUTORIAL2_PART2_KAYLEIGH2": "きっと、こっち側におびきよせられるはず……", + "TUTORIAL2_PART2_KAYLEIGH1": "あそこ……モンスターがいるね。", + "TUTORIAL2_PART3_KAYLEIGH1": "それじゃ、これを使って!", + "TUTORIAL2_PART3_KAYLEIGH2": "ニューウィラル島のモンスターたちはね……", + "TUTORIAL2_PART3_KAYLEIGH3": "弱らせるとその力を、[pause]えっと、[pause]カセットテープに「きろく」\\nできるんだ。", + "GAME_OVER_FIRST_PENSBY3.n": "あんたたち、ニューウィラルを横断するつもりなら、出発の前に回復用のアイテムをそろえておくんだね。", + "GAME_OVER_FIRST_PENSBY3.f": "あんたたち、ニューウィラルを横断するつもりなら、出発の前に回復用のアイテムをそろえておくんだね。", + "INTRO_KAYLEIGH37": "いっしょに来たい? なら、ゲートのそばで待ってるよ! \\nほら、町へ入るとき橋を渡ったでしょ。あのすぐそば。", + "INTRO_KAYLEIGH40": "服もいくつか用意したよ。あなたの時代の流行とは……ちょっと違うかもしれないけど。でも、あるだけ持ってきたから!", + "INTRO_KAYLEIGH39.m": "町じゅう、新しく男の人が来たって話で持ちきりだと思うし。", + "INTRO_KAYLEIGH39.f": "町じゅう、新しく女の人が来たって話で持ちきりだと思うし。", + "INTRO_KAYLEIGH39.n": "町じゅう、新しい人が来た話で持ちきりだと思うし。", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "かわいい彼氏とキャンプですごす時間って、最高だな……", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "かわいい恋人とキャンプですごす時間って、最高だな……", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "こういうのって、ほんとにステキじゃない?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "子どものころは、たくさんキャンプに行ったっけな。\\nアイルランドはキャンプに向いてる場所が多いんだよ!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "昔はね、よくパパと2人で田舎にドライブしてって、いっしょに星をながめたんだ。", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "あなたとキャンプしてると、あのころがなつかしいな。", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "ヘンだと思われるかな、[pause]って思うんだけど……", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "トムライタウンで暮らしてたころ、ドリアンはみんなのために\\nすごい計画をいっぱい練っててさ……", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "計画に加わるのはワクワクしたよ。[pause]いろんなイベントがいっぱい\\n起きて、自分はそれに全部参加してるんだって気がしたの。", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "いい気分だったけどね。[pause]2つをごっちゃにするのは簡単なんだと思う。", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "あのときは、これで自分は幸せになってるんだって思ってた。\\n[pause]でも…[pause]あの気持ちは「幸せ」じゃなかった。", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "こんなに何度もいっしょにコーヒーを飲むような恋人ができる\\nなんて、予想できなかったな。", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "でも、楽しいって気持ちと満たされてるって気持ちは、きっと\\n違うんだよ。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "どうなってるんだろうね、\\n[pause]「カセットテープでモンスターに変身」できるしくみって。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "ちょっと考えると、意味がわからなくない? [pause]だってさ、\\nほんとに普通のカセットプレーヤーで変身しちゃうんだよ。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "でも、わたしの態度が間違ってるのかも。[pause]ありえないでしょって方向で考えちゃうのは、正しい考え方じゃないのかもしれない。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "それも、プラスチック製のやつで。", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "不可能なことも起きることはあるんだって受け入れたら、[pause]本当に不可能が可能になっちゃったりするかもよ。[pause]そう思わない?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "生まれたときからハーバータウンで暮らしてる人たちの\\n人生って、どんなふうなんだろうね。", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "だってさ、そういう人たちが知ってる世界って、この島だけ\\nなんだよ。", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "だけど……わたしたちみたいな人間が、世界じゅうの人や場所についてくわしく話しつづけてるわけでしょ?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "ここで生まれた人たちが、外から来た人たちが話してることを\\n理解するのって、難しいのかも!", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "この町って、まるで半分にわかれてるみたいだよ。", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "だけど視点を変えてみるとさ、[pause]ここで生まれた人たちのほうが、モンスターがいつもそばにいるって暮らしには慣れてるんだね。", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "なにそれ?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "「時間の矢は前にしか進まないんだよ、ケイリー」", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "時間の……なに?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "ああ、パパがよく言ってたんだ。", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "たぶん、時間は進みつづけるんだって言おうとしたのかなって\\n思うの……時計の針は戻せないし、間違いは正せない。だから、過去にこだわるべきじゃないって。", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "たとえ、そうしたいと思ったときでもね……", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "……", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "まあ、そろそろ次はどんな冒険をしようかってことを考えた\\nほうがいいのかも! だって、時間の矢は前にしか進まないん\\nだからさ、{player}!", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]で……[/wave] [pause]メレディスとイイ仲になったの? [pause]ふーん?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "でも、友だちとしてアドバイスしとくけど……[pause]この島で\\nキスした相手は彼女以外にもいるってこと、メレディスには\\n[wave amp=30 freq=10]言うべきじゃない[/wave]かもよ。", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "知ってるんだ……?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "あなたと「[wave amp=30 freq=10]キス[/wave]」したあとの「わたしたち」の関係について、\\nこっちが勝手にカン違いしてたのかもね。", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "イヤだったらごめん……", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "別に、いいんだよ! あなたとなにか約束してたわけでも\\nないしね、{player}。わたしたちは、ちょっとだけ\\nステキな時間をすごした。[pause]それだけだよ。", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "別に、いいんだよ! あなたとなにか約束してたわけでも\\nないしね、{player}。わたしたちは、ちょっとだけ\\nステキな時間をすごした。[pause]それだけだよ。", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "別に、いいんだよ! あなたとなにか約束してたわけでも\\nないしね、{player}。わたしたちは、ちょっとだけ\\nステキな時間をすごした。[pause]それだけだよ。", + "HARBOURTOWN_NPC_9_DIALOGUE2": "ここ最近はずっと、町の服は、レンジャーたちが北の荒れはてたショッピングモールから持ってきたやつでまかなわれてるんだ。[pause]ぼくはそれをきれいにして、直してるだけさ。", + "HARBOURTOWN_NPC_10_DIALOGUE1": "イアンシーさんはわたしのヒーローなの。この島ではじめて\\nモンスターをカセットプレーヤーで記録したのは彼女なんだ。知ってた?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "レンジャーのキャプテンの中では、イアンシーさんが一番\\n好きなんだ。[pause]ほかのみんなもステキだけどね。", + "HARBOURTOWN_NPC_10_DIALOGUE3": "ロボットのキャプテンがいるって話も聞いたことあるけど……\\n[pause]あれはウソだと思うなあ。", + "HARBOURTOWN_NPC_10_DIALOGUE4": "シビルさんのファッションセンスは、レンジャーの中で\\n[wave amp=30 freq=10]いっちばん[/wave]ステキなんだよ。", + "HARBOURTOWN_NPC_12_DIALOGUE8": "ハーバータウンとジャガ農場をつなぐ橋は、もとに戻ったみたいだね。ここに住むみんなにとっては[wave amp=30 freq=10]最高の[/wave]ニュースだよ。[pause]ほら、[pause]生きるためには食べ物がいるからね。", + "HARBOURTOWN_NPC_11_DIALOGUE1": "町の人は、「モンスター」と「カセットテープ」の話ばかり。\\n[pause]あなた、ここの人はみんなアレが好きだと思ってるんでしょう?", + "HARBOURTOWN_NPC_10_DIALOGUE5": "わたしもいつか、キャプテンになれるかな? [pause]ムリだろうなあ。", + "HARBOURTOWN_NPC_11_DIALOGUE2": "でも、わたしは[shake rate=30 level=20]ちがう[/shake]わよ! [pause][pause]モンスター関係のあれこれって、\\nどれもこれも気持ち悪いし、不愉快だわ!", + "HARBOURTOWN_NPC_12_DIALOGUE1": "この島で恋しいものはなにかって言ったら……[pause]スポーツだよね。[pause]どうして、ハーバータウンはサッカーチームを作らないのかな?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "ああ、なんでもっと[wave amp=30 freq=10]マトモ[/wave]な島に流れつけなかったのかしら。", + "HARBOURTOWN_NPC_27_DIALOGUE1": "最近、ヘンな男がやってきて、私に家を売らせようとしたんだ。\\nそもそもどうやって売り買いするんだ? \\nこの島には[wave amp=30 freq=10]お金[/wave]なんてないんだぞ!", + "HARBOURTOWN_NPC_12_DIALOGUE3": "最近、青白い顔の人たちが町でこそこそして、なにやらボソボソつぶやいてるんだ。いくらこの島でも、普通じゃないよ。", + "HARBOURTOWN_NPC_12_DIALOGUE4": "きみは公園のあたりで、ローブを着た変な人たちを\\n見かけたかい? あの人たち、[wave amp=30 freq=10]劇団[/wave]でもやってるのかな?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "どうも、ハーバータウンと東にある別の町は、なにか埋め合わせしなきゃいけないらしいね。なにが起きてるんだろう?", + "HARBOURTOWN_NPC_12_DIALOGUE7": "青白い顔でスーツを着た不気味な連中、最近見てないな。\\nあいつら、どうしたんだろう?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "町のみんなは、見すてられたショッピングモールは\\n[wave amp=30 freq=10]呪われてる[/wave]って言うんだ。そりゃこの島にはモンスターが\\nいるけど、それと幽霊は別の話だと思うなあ!", + "LEVEL_WARNING_kayleigh.v2.m": "ここ、すっごく危険そう……もっと強くなってから\\n来たほうがいいと思うよ!", + "GAME_OVER_PENSBY2": "無理するんじゃないよ、{player}。またすぐにあんたの\\n治療で苦労するのはごめんだからね。", + "LEVEL_WARNING_kayleigh.v3": "ここのモンスター、いまのわたしたちよりも\\nメチャクチャ強い気がする……", + "LEVEL_WARNING_kayleigh.v2.n": "ここ、すっごく危険そう……もっと強くなってから\\n来たほうがいいと思うよ!", + "INTRO_PENSBY27.m": "ケイリー、言ってないのかい……?", + "INTRO_PENSBY27.f": "ケイリー、言ってないのかい……?", + "INTRO_KAYLEIGH28": "ごめん、言わないとだよね……", + "INTRO_PENSBY27.n": "ケイリー、言ってないのかい……?", + "INTRO_KAYLEIGH29": "教えすぎて、混乱させたくなかったの。あなたがいるここは、ニューウィラルって島なんだ。", + "INTRO_PENSBY44": "覚えることは多いと思うけど、大丈夫だよ。ここに住む人たちはみんな、同じ試練を乗り越えてるんだ。", + "TUTORIAL1_PART1_KAYLEIGH2": "……", + "INTRO_MONOLOGUE45": "出かけるなら、まずはちゃんとした服を着ないと……", + "TUTORIAL1_PART1_KAYLEIGH3.m": "ねえ、さっきいっしょにバトルしたけど、あなたって、けっこう強いよね!", + "TUTORIAL1_PART1_KAYLEIGH1": "やっほー、{player}。\\n[pause]気分、ちょっとはよくなった?", + "CLEMENCE_ARRIVAL1": "落ちてきたんや。[pause]海にな。[pause]で、そのあとここに流れついたんよ。[pause]10年くらい前のことやったかな。そんな感じや。", + "CLEMENCE_CAFE4": "せやから観念したんよ。で、蓄音機を修理したんで、レコードをかけられるようになったわけや。うちのカフェはかっこうがよくなって、音楽も流せるようになった。みんな得して、めでたし、めでたしや。", + "INTRO_KAYLEIGH25": "あのね、町にたまたま空き家があったんだ。というわけで、\\n今日からここがあなたの家だよ!", + "INTRO_KAYLEIGH25_OPTION1": "ここは地球のどこ?", + "INTRO_PENSBY26": "……『地球の』?", + "INTRO_KAYLEIGH30_OPTION1": "家に帰る方法はある?", + "INTRO_PENSBY31": "ないと思うよ、{player}。[pause]残念だけどね。", + "INTRO_PENSBY32": "島に流れついた人たちは、もとの世界に帰るために、1世紀の間努力を重ねてきたんだ。でも、成功した人は誰もいない。", + "LEVEL_WARNING_meredith.v1": "こっちに行くの、ウチらにはまだ早いと思うけど。\\n[pause]このへんのモンスター、マジでおっかないじゃん。", + "LEVEL_WARNING_kayleigh.v2.f": "ここ、すっごく危険そう……もっと強くなってから\\n来たほうがいいと思うよ!", + "PARTNER_LEVELUP_MEREDITH1": "ウチさ、前にあんたと出かけて以来、ずっとトレーニングして\\nたんだ。だから心配しないで、遅れはとらないからさ。", + "SWAP_PARTNER_VIOLA1": "いいとも! ではすぐに旅立とう。", + "SWAP_PARTNER_DOG1": "わふ!", + "PARTNER_LEVELUP_EUGENE1": "最近は、ずっと筋トレしてたんだぜ……最後に2人でバトルしたときにくらべたら、マジで[shake rate=30 level=10]超強くなってる[/shake]からな!", + "INTRO_KAYLEIGH20.m": "あなたはここから出られないの。", + "INTRO_KAYLEIGH20.f": "あなたはここから出られないの。", + "INTRO_KAYLEIGH21": "ここに住む人たちも、みんな同じだよ。", + "INTRO_KAYLEIGH20.n": "あなたはここから出られないの。", + "INTRO_PENSBY22": "ああ、よかった。起きたんだね。ケイリーが診療所に来てドアをノックするもんだから、ヒヤっとしたよ。", + "INTRO_KAYLEIGH21_OPTION1": "頭がクラクラする……", + "HARBOURTOWN_STATION_KAYLEIGH5B": "こいつは他のモンスターとはちがうの。[pause]ここにいたら\\nわたしたち、[shake rate=30 level=15]危険だよ。[/shake]", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "あなたはだれ?", + "HARBOURTOWN_STATION_MORGANTE3": "ちがう、 ちがう、\\nおまえは あの子じゃない。\\n\\nその手に つるぎを たずさえて\\nまた やってきたと いうの?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "ねえ、どうしたの?", + "HARBOURTOWN_STATION_KAYLEIGH9": "なにがなんでもね!", + "HARBOURTOWN_STATION_KAYLEIGH8": "聞いてる、{player}?\\nわたしたち、あきらめないよ! 絶対に!", + "HARBOURTOWN_STATION_KAYLEIGH7": "こんなところで、こんな風に死ぬのはイヤ。", + "HARBOURTOWN_STATION_KAYLEIGH11": "いまのは……[pause]どうやって……", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "こいつと戦うよ。2人で、いっしょに!", + "INTRO_KAYLEIGH6": "じゃあ、カセットをプレーヤーに入れて。[pause]次に、ヘッドフォンを着けて。[pause]で、再生ボタンを押して!", + "INTRO_KAYLEIGH5": "やっぱりね、だと思った! なら、こっちかな。", + "GAME_OVER_FIRST_PENSBY5": "気をつけるんだよ、{player}! さもなきゃ、すぐここに\\n逆戻りするはめになるからね!", + "INTRO_KAYLEIGH1": "そこのあなた、待って……[pause]動いちゃダメ!", + "INTRO_KAYLEIGH3": "はい、これ……[pause]受け取って!", + "INTRO_KAYLEIGH4": "それじゃ、これだけ教えて。[pause]次の2つなら……[pause]どっちが好き?", + "GAME_OVER_FIRST_PENSBY1.m": "ああ、起きたかい。あんたはラッキーだよ、診療所に\\n連れかえってくれる友だちがいるんだから!", + "LEVEL_WARNING_eugene.v2": "ここのモンスター、オレたちより強そうだ……\\nもっとトレーニングしてから来るべきだと思うぜ……", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]{player}さん、一緒に冒険しましょっかぁ……![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "最後にあなたと出かけてから、ずっと自分で\\n[wave amp=30 freq=10]モンスターと戦う特訓[/wave]をしてたんだ。きっとビックリするよ!", + "GAME_OVER_FELIX1": "なあ……気分、よくなったか?", + "INTRO_KAYLEIGH16_OPTION2": "急に言われても!", + "INTRO_KAYLEIGH18": "この部分を説明するの、苦手なんだよね……", + "INTRO_KAYLEIGH17": "あーうん、[pause]その……[pause]ごめん。", + "INTRO_KAYLEIGH19": "悪い知らせの伝え方って、わからなくて。", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "「大天使」について聞く", + "TUTORIAL4_PART3B_KAYLEIGH6": "大天使かあ……", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "「フュージョン」について聞く", + "TUTORIAL4_PART3C_KAYLEIGH2": "アレは「フュージョン」。レンジャーたちの間では知られてる、めずらしい現象なんだ。野生のモンスターの間で見られることもあるけど、レンジャーたちのリーダーもできるらしいよ。", + "TUTORIAL4_PART3B_KAYLEIGH7": "あのね、初めてニューウィラル島の浜辺に流れついた気の毒な\\n人たちは、島のモンスターたちを天使だと考えたらしいの。", + "TUTORIAL4_PART3B_KAYLEIGH10": "もちろん、戦えばたおせるとわかってから、\\n普通のモンスターから「[wave amp=30 freq=10]天使っぽさ[/wave]」は失われたんだけどね。", + "TUTORIAL4_PART3B_KAYLEIGH9": "当時の人たちはモンスターを天使だと思ってたから、そいつらを「大天使」って呼んだわけ……[pause]聖書の中に出てくる一番\\nえらい天使と、同じ名前で。", + "TUTORIAL4_PART3B_KAYLEIGH8": "で、[pause]その人たちの一部が残した記録には、モンスターよりずっと強い、別の存在……[pause]その見た目も、雰囲気も「異常」な生き物について書かれてたの。", + "TUTORIAL4_PART3B_KAYLEIGH12": "それで、いまはシンプルにモンスターって呼んでるの。\\nカバーする範囲が広い言葉だからね。", + "TUTORIAL2_PART3_KAYLEIGH5": "さあ、「スイッチ」して「きろく」したテープを使ってみて!", + "TUTORIAL2_PART3_KAYLEIGH4": "[wave amp=30 freq=10]どういうわけで[/wave]そうなるのかはよくわかってないけど、とにかく記録できるから……[pause]まあ、それで十分ってわけ。", + "TUTORIAL2_PART3_KAYLEIGH6": "ほら、新しいモンスターのすがたになれたでしょ!", + "TUTORIAL2_PART3_KAYLEIGH8": "さあ、あのムシをやっつけるよ!", + "TUTORIAL2_PART4_PLAYER1": "どういうこと?!", + "TUTORIAL2_PART3_KAYLEIGH7": "でも、ダメージを与えすぎると、モンスターが逃げちゃって記録できなくなるんだ……[pause]どう、ついてこれてる?", + "GAME_OVER_FIRST_PENSBY3.m": "あんたたち、ニューウィラルを横断するつもりなら、出発の前に回復用のアイテムをそろえておくんだね。", + "GAME_OVER_MEREDITH1": "やっと起きたの?", + "LEVEL_WARNING_dog.v3": "ワンクレーはなにかにおびえているようだ。\\nここのモンスターは強すぎると思ってるのかな?", + "SWAP_PARTNER_KAYLEIGH1": "オッケー! 行こっか!", + "SWAP_PARTNER_MEREDITH1": "へえ、またどこか行こうっての?", + "SWAP_PARTNER_EUGENE1": "超サイコーに行こうぜ!", + "SWAP_PARTNER_FELIX1": "よし、行こうか。", + "PARTNER_LEVELUP_FELIX1": "ここ最近は、モンスターのすがたでトレーニングしてたんだ。\\n大丈夫、ちゃんとついていけるさ。", + "TUTORIAL1_PART1_KAYLEIGH5": "いまから説明するね!", + "TUTORIAL1_PART1_KAYLEIGH8": "昨日の夜、揺れがあってね。地震だったのか、モンスターのせいだったのかはわからないけど……地面にヒビが入っちゃったの。", + "TUTORIAL1_PART1_KAYLEIGH6": "ありがとう、手伝ってくれて!", + "TUTORIAL1_PART1_KAYLEIGH7": "あっち側に道があるでしょ?", + "TUTORIAL1_PART1_KAYLEIGH9": "あの道を点検して、通っても安全なのかどうかチェックするのが「仕事」だよ。", + "CLEMENCE_CAFE2": "グラモフォンは蓄音機やな。音楽のレコードを再生する機械や。町にあった古いやつをもろうてな、店のかざりにしとったんよ。そうしたらみんなが、「クレマンス! 店に蓄音機があるのに、君は音楽をかけないの?!」ってえらく言いはって。", + "INTRO_KAYLEIGH34": "ここでの暮らしも、そう悪くないよ!", + "INTRO_KAYLEIGH33": "ま、まあ、大丈夫だよ! ハーバータウンには人が集まって\\nコミュニティを作ってて、みんな助けあって暮らしてるから。", + "INTRO_KAYLEIGH35": "そ、それに、安全だし! まあ、モンスターはいるけど……", + "INTRO_KAYLEIGH35_OPTION1": "さっき戦ったやつ?", + "TUTORIAL1_PART1_KAYLEIGH10": "じゃあ、ゲートのカギを渡すね。", + "TUTORIAL1_PART2_KAYLEIGH1.m": "あ、そうだ。その前に、基本をいくつか教えときたいんだよね。もう一度モンスターに変身する準備、できてる?", + "TUTORIAL1_PART2_KAYLEIGH1.f": "あ、そうだ。その前に、基本をいくつか教えときたいんだよね。もう一度モンスターに変身する準備、できてる?", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "バッチリ!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "あ、そうだ。その前に、基本をいくつか教えときたいんだよね。もう一度モンスターに変身する準備、できてる?", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "えっと、たぶん!", + "TUTORIAL1_PART2_KAYLEIGH3": "まあ、[pause]えっと、[pause]自転車が{first_tape_description}に\\n変身するのと……", + "TUTORIAL1_PART2_KAYLEIGH4": "変身する自転車は自分自身、っていうのが、自転車に乗るのとは違うところかな。", + "TUTORIAL1_PART2_KAYLEIGH2": "きっと、すぐ慣れちゃうよ……[pause]自転車に乗るような感じだから!", + "CLEMENCE_QUESTION_ARRIVAL": "どうやって島に着いたの?", + "CLEMENCE_QUESTION_COFFEE": "コーヒーはどうやって入れるの?", + "CLEMENCE_QUESTION_BYE": "いまはいいや!", + "CLEMENCE_BYE": "オルヴォワール!", + "CLEMENCE_COFFEE2": "ええ取り引きやろ?", + "CLEMENCE_METAL_TAPES1": "{player}さん! あんさんにプレゼントがあるんやで。", + "CLEMENCE_METAL_TAPES2": "レンジャーのウィルマさんが役場から来はってな、店に新商品をおろしてってくれたんや。", + "INTRO_KAYLEIGH2": "パイロンカツギはよそ者がキライなんだ。\\n[pause]まあ、実を言うと……[pause]誰のこともキライなんだけどね。", + "CLEMENCE_METAL_TAPES3": "このクロームテープはな、ノーマルテープより性能がええんよ。興味、わくやろ?", + "LEVEL_WARNING_meredith.v3": "ここのモンスターってさ、ウチらよりヤバそうじゃん。\\n戻ってまたこんど来たほうがいいかもよ、[pause]でしょ?", + "INTRO_KAYLEIGH30": "ここは……[pause]厳密に言うと、地球じゃないの。まあ、少なくとも、わたしたちはそう考えてる。", + "INTRO_KAYLEIGH14_OPTION1": "ここはどこ?", + "INTRO_KAYLEIGH14_OPTION2": "この町の名前は?", + "INTRO_KAYLEIGH15.m": "ハーバータウンへようこそ……", + "INTRO_KAYLEIGH15.f": "ハーバータウンへようこそ……", + "INTRO_KAYLEIGH15.n": "ハーバータウンへようこそ……", + "INTRO_KAYLEIGH16_OPTION1": "これから……暮らす?", + "INTRO_KAYLEIGH16": "あなたがこれから暮らす場所だよ!", + "TUTORIAL4_PART3_KAYLEIGH18": "わたしたちみんな、違う世界から来てるのにね。", + "TUTORIAL4_PART3B_KAYLEIGH17": "あ! ごめんね。[pause]もののたとえってやつだよ!", + "TUTORIAL4_PART3B_KAYLEIGH19": "「映画」がなんなのか、知らなかったらごめん!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "知ってるって!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "映画ならいっぱい見たよ!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "島にまだ慣れてないの? [pause]「そうだ」って顔に書いてあるわよ!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "うん、知らない……なんちゃって!", + "TUTORIAL4_PART3B_KAYLEIGH20": "ふう、[pause]オッケー、[pause]ならよかった! この島に来て3年たつけど、まだちゃんとコツがつかめなくて……[pause]新しく来た人と自分で、知ってる文化が違うかもって考えながら話すの、むずかしいや。", + "TUTORIAL4_PART3C_KAYLEIGH1": "あー。[pause]うん。[pause]「[wave amp=30 freq=10]アレ[/wave]」ね。", + "TUTORIAL2_PART4_PLAYER2": "なにが起きてるの?", + "TUTORIAL2_PART4_KAYLEIGH1": "モンスターの中には……記録すると、変身できるようになるだけじゃなくて、その能力も使えるようになるヤツもいるんだ。", + "TUTORIAL2_PART4_KAYLEIGH2": "こわがらないで!", + "TUTORIAL2_PART4_KAYLEIGH3": "ごめんね、先に言っとけばよかったかも。実際に体験したほうが早いかなって思ったんだよね。", + "TUTORIAL2_PART4_KAYLEIGH4": "その「モスグライド」を使えば、あの谷間のむこうに行けるよ。", + "TUTORIAL3_PART1_KAYLEIGH1": "なにが起きてるのかな? これがもしモンスターのしわざなら、用心しなきゃ。", + "TUTORIAL3_PART1_KAYLEIGH2": "さあ、行こっか……", + "GAME_OVER_EUGENE1.n": "……よし、起きたな! 来いよ{player}、行くぜ。", + "GAME_OVER_EUGENE1.f": "……よし、起きたな! 来いよ{player}、行くぜ。", + "HARBOURTOWN_NPC_4_DIALOGUE3": "でも、実際それで[wave amp=30 freq=10]うまくいく[/wave]のさ。[pause]だから、とにかく慣れだね。", + "HARBOURTOWN_NPC_5_DIALOGUE1": "あなた、最近来た人? [pause]わたしは、ここに住んでもう\\n20年なの。", + "HARBOURTOWN_NPC_5_DIALOGUE2": "変わってることも、おかしなことも全部、いつの日かすっかり\\n生活の一部になるものよ。", + "HARBOURTOWN_NPC_5_DIALOGUE3": "だから、[pause]わたしは、自分が巨大なモンスターの住む島で\\n暮らしてる現実について、ほぼ[wave amp=30 freq=10]考えなくなってしまった[/wave]わね。", + "HARBOURTOWN_NPC_6_DIALOGUE1": "ハーバータウンには十分食料があるんだけど、レシピの選択肢は少ないんだよね。", + "HARBOURTOWN_NPC_6_DIALOGUE2": "もう一生、北京ダックは食べられないんだろうな……", + "HARBOURTOWN_NPC_7_DIALOGUE1": "ハーバータウンでの暮らしは穏やかだよ。[pause]でも、都会での生活が恋しいな……", + "HARBOURTOWN_NPC_7_DIALOGUE2": "満員電車で通勤して、[pause]スーパーで高いお昼ごはんを買って、\\n[pause]給料のほとんどを家賃で使いはたす生活がさ……", + "HARBOURTOWN_NPC_8_DIALOGUE1": "ふう……[pause]ふう……[pause][pause]あのヤドカリモンスターから逃げるためには、もっと速く走れるようにならなきゃ……", + "HARBOURTOWN_NPC_7_DIALOGUE3": "ほんと、あのころはよかったなあ。", + "HARBOURTOWN_NPC_8_DIALOGUE2": "ふう……[pause]ふう……[pause][pause]自己ベストがこんなんじゃ、あの銃弾モンスター\\nから逃げきるにはまだ足りないなあ……", + "HARBOURTOWN_NPC_8_DIALOGUE4": "ふう……[pause]ふう……[pause][pause]あのマスクをつけたヘビのモンスターから\\n逃げるんなら、もっとタイムを縮めなくちゃ……", + "HARBOURTOWN_NPC_8_DIALOGUE3": "ふう……[pause]ふう……[pause][pause]ブーツをはいた小鬼たちから逃げるんなら、もっと心拍数を上げないと……", + "HARBOURTOWN_NPC_9_DIALOGUE1": "ハーバータウンの服が全部、ぼくが作った服になればいいのに。[pause]でも……", + "HARBOURTOWN_NPC_8_DIALOGUE5": "ふう……[pause]ふう……[pause][pause]あの大きなガのモンスターから逃げるんなら、もっとタイムを縮めなくちゃ……", + "HARBOURTOWN_NPC_8_DIALOGUE6": "あのね……[pause]わたしの長距離走のタイム、よくなってると思うの。[pause]努力って、むくわれるんだよ!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "まあ……[pause]きっと、対戦する相手がいないからだよね。[pause]砂浜にいるデカいヤドカリには、試合をする気なんてなさそうだしなあ。", + "RESTING_KAYLEIGH_PLATONIC_1": "ケイリーと、好きなイヌの種類を熱く語りあった。", + "RESTING_KAYLEIGH_PLATONIC_2": "ケイリーと、ニューウィラル島の謎についてとりとめなく\\n話しあった。", + "RESTING_KAYLEIGH_PLATONIC_3": "ケイリーが、面白い体験談を聞かせてくれた。", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "ねえ{player}、聞きたいことがあるんだ。[pause]大事な話だよ。", + "RESTING_KAYLEIGH_PLATONIC_4": "ケイリーが、ハーバータウンのみんなを手助けするために\\nくりひろげた冒険について話してくれた。", + "RESTING_KAYLEIGH_PLATONIC_5": "2人でたき火に小枝を投げこんで楽しんだ。", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "イヌ派!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "覚悟はいい?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "覚悟はいい?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "あなたって……[pause][pause][pause]イヌ派? ネコ派?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "覚悟はいい?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "ネコ派!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "フェレット派!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "いいセンスだね! [pause]わたしもそうだよ。", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "最近はたくさん歩いてるから、ならイヌがピッタリかなって。\\nどうかな?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "みんな、「ワクワクする」ことを「幸せ」と誤解してないかって思うことがあるの。", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "自分の世界に戻れたら、イヌを飼いたいな。", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "おもしろいね!", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "それはつまり、あなたは、自立することと1人でいる場所を\\n大切だと感じてるってことかも……", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "単に、ネコのほうがかわいいって思ってるだけかもしれない\\nけどね。", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "フェレットぉ? [pause]どっちでもないってこと?!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "イヌにくらべると小さすぎだし、\\n[pause]ネコとくらべると細すぎだし……", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "答えとしてはすごい変化球だけど、それもいいね!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "あのさ……ニューウィラル島は、わたしたちの体を\\n変えちゃうのかな?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "わたし、コーヒーは味よりも香りが好きなんだ。", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "ヘンな話に聞こえるかもだけど……", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "誤解しないでね、コーヒーは大好きだよ!", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "でもいつだって香りのほうが、ずっとおいしそうな気が\\nするの……", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "変えるって、ほら、[pause]ここに着いた瞬間にさ。", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "ニューウィラル島での体って、「前の暮らし」をしてたころの\\n体と違う気がするんだ。", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "言葉にしづらいんだけど……", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "まるっきり同じってわけじゃないけど。", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "まるで、自分が夢の中で思い描いてる自分みたい。", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "経験から言わせてもらうと、名前を正しいつづりで書いて\\nもらえる確率はめちゃくちゃ低かったけど。", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "前の暮らしに戻ったら、どうなるのかな。[pause]わからないや……", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "前の世界のカフェが恋しいな。カップに名前を書いてくれる\\nみたいなお店がさ。", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "ほとんどの場合は、「ケリー」くらいまでしか直してもらえ\\nないんだよね。", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "かわいい彼女とキャンプですごす時間って、最高だな……", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "でもまあ、クレマンスの出すコーヒーって、どんなチェーン店のやつよりおいしいよね。[pause]もとの世界に帰ったとして、またすぐ\\n普通のコーヒーに戻れるか、自信ないや。", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "一度なんか「キャロル」と間違えられてさ。[pause][pause]あれはかすりもしてなかったなあ。", + "INTRO_KAYLEIGH8.n": "あなたの番だよ! 遠慮しないで!", + "INTRO_KAYLEIGH9": "深呼吸して! すぐ慣れるから!", + "INTRO_KAYLEIGH11": "うまく乗り切ったね、えっと……あなた、名前は?", + "INTRO_KAYLEIGH10": "さあ、アイツをブッ飛ばしちゃお!", + "INTRO_KAYLEIGH12": "わたしはケイリー。これからよろしくね、{player}!", + "INTRO_KAYLEIGH13": "さてと。[pause]あったかいところに行かなきゃ。あなた、パジャマしか着てないけど、それじゃ凍えて死んじゃうよ。", + "LEVEL_WARNING_viola.v1": "ここからは去ったほうがいい……この地に住まう\\nケダモノたちは、われわれよりはるかに強そうだ。", + "LEVEL_WARNING_eugene.v1": "このへん、かなりヤバそうだぜ。\\nいまは引いたほうがいいかもな……", + "LEVEL_WARNING_eugene.v3": "なあ、あのさ……ここのモンスター、\\nまだオレたちの手には負えないと思うぜ……", + "LEVEL_WARNING_kayleigh.v1": "このへんのモンスター、すごく強そう……\\n引きかえすべきかも。", + "CLEMENCE_QUESTION_MENU": "メニューを見せて。", + "CLEMENCE_MENU_DIALOGUE": "ボンジュール! おこしやす、お客さん。", + "CLEMENCE_QUESTION_CAFE": "カフェについて教えて。", + "CLEMENCE_INTRO3": "せや、聞きたいことがあったら、なんでも聞いてな。いまは\\nヒマやから。", + "LEVEL_WARNING_felix.v3": "実力に自信はあるけど、この場所は\\nいまのおれたちには危なすぎると思うな。", + "INTRO_KAYLEIGH40_OPTION1": "時代って……?", + "INTRO_PENSBY43": "あたしの診療所はここから近いんだ。診察を受けたくなったら、いつでもおいで。", + "INTRO_KAYLEIGH42": "くわしいことは、会ってから話そうよ!", + "INTRO_KAYLEIGH41": "ごめんごめん、頭がパンクしちゃうよね! じゃ、またあとで!", + "CLEMENCE_CAFE3": "で、ある日、レンジャーはんがこの店を知って、キズのあれへんレコードを持ってきたわけや。「こっちには古い型の蓄音機しかなくてね……こういう新しいレコードは再生できないんだ!」……って言うてな。", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "ほら、こっちこっち!", + "TUTORIAL2_PART1_KAYLEIGH1.m": "ねえ{player}、ひと休みしてく? \\n休みたければ、そこでひと息つけるよ。", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "この先モンスターが多いけど、2人なら大丈夫だよ!", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "この先モンスターが多いけど、2人なら大丈夫だよ!", + "TUTORIAL2_PART1_KAYLEIGH2.m": "こういうたき火は、キャンプできる安全な場所の目印なんだ。", + "TUTORIAL2_PART1_KAYLEIGH3": "キャンプすれば、HPの回復とテープの修理ができるよ!", + "TUTORIAL2_PART1_KAYLEIGH2.f": "こういうたき火は、キャンプできる安全な場所の目印なんだ。", + "TUTORIAL2_PART1_KAYLEIGH1.n": "ねえ{player}、ひと休みしてく? \\n休みたければ、そこでひと息つけるよ。", + "GAME_OVER_FIRST_PENSBY2": "そうだ、これを持っておいき。", + "LEVEL_WARNING_felix.v2": "強くなってから、あとでまた来たほうが\\nいいかもしれないぞ。たぶんだけどさ。", + "LEVEL_WARNING_felix.v1": "これはカンなんだけどさ、ここのモンスター、\\nおれたちより超強いと思うぞ……", + "TUTORIAL1_PART2_KAYLEIGH11.m": "わたしたちのHPが両方ともなくなったら、ハーバータウンに\\n戻ることになるからね。", + "TUTORIAL1_PART2_KAYLEIGH13": "よし、じゃあいくよ!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "わたしたちのHPが両方ともなくなったら、ハーバータウンに\\n戻ることになるからね。", + "TUTORIAL1_PART2_KAYLEIGH12": "だいたいわかった?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "この先モンスターが多いけど、2人なら大丈夫だよ!", + "TUTORIAL1_PART2_KAYLEIGH14": "やったね!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "ねえ{player}、ひと休みしてく? \\n休みたければ、そこでひと息つけるよ。", + "TUTORIAL1_PART2_KAYLEIGH15": "うーん、あのエレベーターは動くはずなんだよね……\\nこのあたりに、動かすためのスイッチがあると思うよ。", + "TUTORIAL1_PART2_KAYLEIGH16": "やった! じゃあ、上に行こっか。バトルするかどうか、判断はあなたにまかせるよ。まあ大丈夫、わたしがついてるから!", + "LEVEL_WARNING_viola.v3": "ここに住まうケダモノたちから敵意を感じる……\\nこの地からは立ち去るべきではないかな?", + "CLEMENCE_INTRO1.n": "ボンジュール! [pause]めずらしいねえ、新顔さんが来はるとは……\\nあんさんみたいにかっこうのええ人なんて、なおさらや!", + "PARTNER_LEVELUP_VIOLA1": "君はきっと、私の戦闘能力に改めて驚嘆するはずさ。\\nこのところ、ずっとひそかに腕を磨いていたんだ。", + "GAME_OVER_FIRST_PENSBY1.n": "ああ、起きたかい。あんたはラッキーだよ、診療所に\\n連れかえってくれる友だちがいるんだから!", + "INTRO_KAYLEIGH8.f": "あなたの番だよ! 遠慮しないで!", + "INTRO_KAYLEIGH8.m": "あなたの番だよ! 遠慮しないで!", + "INTRO_KAYLEIGH7": "ヘンだと思うよね、でも言った通りにして!", + "CLEMENCE_ARRIVAL2": "しかし、恋しくてかなわんわ……", + "CLEMENCE_ARRIVAL3": "ここにはバイクがあれへんからね。", + "CLEMENCE_COFFEE1": "うちは……秘伝のわざを知っとるんよ。コーヒー豆は、農場でジャガさんが育ててくれとるんや。", + "LEVEL_WARNING_dog.v1": "ワンクレーは不安そうだ。ここのモンスターは\\n彼よりずっと強いのかも……", + "LEVEL_WARNING_meredith.v2": "ここのモンスター、ウチらより強そう。\\n[pause]戻ったほうがよくない?", + "PARTNER_LEVELUP_DOG1": "ワンクレーの目はキラキラしている。最近ずっと訓練していた\\n証拠だ。", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]ひとりでコソ練してたからぁ……{player}さんにわたしの成長ぶりを見せてあげますぅ![/wave]", + "CLEMENCE_CAFE1": "ウィ。うちがハーバータウンに着いたころ、みんないこいの場をほしがってたんや。それも、かっこうのええ場所を。せやから、うちがここを作ったんよ……うちがやらんで、だれがやるん?", + "RANGER_TRADER_NOT_JOINED2": "きっと公園の駐在所ね。町のはずれから北に向かえば、迷わずに行けるわよ!", + "RANGER_TRADER_NOT_JOINED1.f": "あらダーリン、いらっしゃい。レンジャーの登録に来たの? \\nイアンシー、いま留守なのよ。", + "RANGER_TRADER_JUST_JOINED1.m": "どうぞ、ダーリン。これがあなたの訓練生IDよ。じゃあ、\\nあたしが手伝えることを説明するわね!", + "RANGER_TRADER_JUST_JOINED1.f": "どうぞ、ダーリン。これがあなたの訓練生IDよ。じゃあ、\\nあたしが手伝えることを説明するわね!", + "RANGER_TRADER_JUST_JOINED2": "あたしの仕事は、レンジャーや訓練生に団体の資源をくばることなの……仕事のお手伝いね。バッグやカセットプレーヤーとかのアップグレードとか、特別トレーニング用のカード発行とか……", + "RANGER_TRADER_JUST_JOINED1.n": "どうぞ、ダーリン。これがあなたの訓練生IDよ。じゃあ、\\nあたしが手伝えることを説明するわね!", + "RANGER_TRADER_JUST_JOINED3": "でも、資源の量にはかぎりがあるから、ムダにしないように\\n管理しなきゃいけないのよ。", + "RANGER_TRADER_JUST_JOINED4.f": "かんたんに言うとね、いろんなキャプテンさんとトレーニング\\nするほど、あなたにあげられる資源も増えるの。まあ、\\n引きかえに、ちょっとだけフュージョン素材をもらうけどね。", + "RANGER_TRADER_JUST_JOINED4.m": "かんたんに言うとね、いろんなキャプテンさんとトレーニング\\nするほど、あなたにあげられる資源も増えるの。まあ、\\n引きかえに、ちょっとだけフュージョン素材をもらうけどね。", + "RANGER_TRADER_MENU_ALT.n": "さて、ほかになにかご用事は?", + "RANGER_TRADER_MENU_ALT.m": "さて、ほかになにかご用事は?", + "RANGER_TRADER_MENU_HELLO.n": "どうも、ダーリン。ご用事はなあに?", + "RANGER_TRADER_JUST_JOINED4.n": "かんたんに言うとね、いろんなキャプテンさんとトレーニング\\nするほど、あなたにあげられる資源も増えるの。まあ、\\n引きかえに、ちょっとだけフュージョン素材をもらうけどね。", + "RANGER_TRADER_MENU_HELLO.f": "どうも、ダーリン。ご用事はなあに?", + "RANGER_TRADER_MENU_ALT.f": "さて、ほかになにかご用事は?", + "RANGER_TRADER_MENU_HELLO.m": "どうも、ダーリン。ご用事はなあに?", + "RANGER_TRADER_OPTION1": "もらえる資源を見せて。", + "RANGER_TRADER_OPTION2": "フュージョン素材って?", + "RANGER_TRADER_FUSED_MATERIAL1": "フュージョン素材? あれがなんなのかはよく知らないわ。\\nでも、イアンシーはあれをたくさん集めてほしいらしいの。", + "RANGER_TRADER_OPTION3": "またあとで!", + "RANGER_TRADER_FUSED_MATERIAL2.m": "ひどいニオイがすることと、一部のモンスターが落とすことしかあたしは知らないのよね。正体は自分で調べてみたら、\\nダーリン?", + "RANGER_TRADER_BYE": "また来てちょうだいね!", + "RANGER_TRADER_FUSED_MATERIAL2.n": "ひどいニオイがすることと、一部のモンスターが落とすことしかあたしは知らないのよね。正体は自分で調べてみたら、\\nダーリン?", + "RANGER_TRADER_FUSED_MATERIAL2.f": "ひどいニオイがすることと、一部のモンスターが落とすことしかあたしは知らないのよね。正体は自分で調べてみたら、\\nダーリン?", + "RANGER_TRADER_TRAINING_COMPLETE.f": "どうも、ダーリン! あなたも一人前のレンジャーね。今後は\\nあなたにとっておきのアイテムを渡せるわ……[pause]見て行って!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "どうも、ダーリン! あなたも一人前のレンジャーね。今後は\\nあなたにとっておきのアイテムを渡せるわ……[pause]見て行って!", + "RANGER_TRADER_TRAINING_COMPLETE.m": "どうも、ダーリン! あなたも一人前のレンジャーね。今後は\\nあなたにとっておきのアイテムを渡せるわ……[pause]見て行って!", + "KAYLEIGH_STATION_REACTION1": "これって……[pause]鉄道の駅? 見てまわっても大丈夫だよね、\\nたぶん。", + "RANGER_VENDING_MACHINE_NAME": "自動販売機", + "INTERDIMENSIONAL_POST_INTRO1": "こんにちは! \\n「{recipient}」という方はご存じですか?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "はい、自分です。", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "えっ、どういうこと?", + "INTERDIMENSIONAL_POST_INTRO2": "ご心配なく、次元をこえてメッセージをとどけに来ただけです。[pause]目がさめたら、全部もとどおりになってますよ。", + "INTERDIMENSIONAL_POST_REINTRO2": "こちら、「{recipient}」様あてです。\\nあなたのことですよね?", + "INTERDIMENSIONAL_POST_REINTRO1": "またお会いしましたね! あなたに新しいメッセージですよ。", + "INTERDIMENSIONAL_POST_NO_SENDER": "差出人のお名前は書いてないですね。\\n隠れファンからでしょうか?", + "INTERDIMENSIONAL_POST_SENDER": "こちら、「{sender}」様からのメッセージです。", + "INTERDIMENSIONAL_POST_BODY1": "では、読みますね。", + "INTERDIMENSIONAL_POST_BODY2": "「{body}」", + "INTERDIMENSIONAL_POST_BYE1": "以上です。これでなにか伝わったならいいのですが。", + "INTERDIMENSIONAL_POST_ITEMS": "小包みもついてますよ。お受けとりください!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "おや、メッセージにはなんにも書かれてないみたいです……", + "INTERDIMENSIONAL_POST_BYE3": "では、お体にお気をつけて!", + "INTERDIMENSIONAL_POST_BYE2": "私の訪問でビックリした方がどれだけいるか、数を言っても\\nきっと信じていただけないと思いますよ。", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]チェックしています……[/wave]", + "POSTBOX_INTERACT1": "郵便受けだ! [pause]家の中にあったら、だれも手紙を\\n届けられないのに。不思議だ……", + "POSTBOX_ERROR_CONNECT": "接続できません({0})。", + "POSTBOX_INTERACT2": "まあ、調べてみようか? ネットにつながるかもしれない。", + "POSTBOX_ERROR_TIMEOUT": "接続がタイムアウトしました。", + "POSTBOX_ERROR_CLIENT": "クライアント側のエラーです({0})。", + "POSTBOX_ERROR_UNKNOWN": "不明なエラーです({0})。", + "POSTBOX_ERROR_NETWORK": "ネットワークエラーです({0})。", + "POSTBOX_EMPTY": "郵便受けは空っぽだ。", + "POSTBOX_KEYPAD": "後ろ側にキーパッドがついている……コードを入力しようか?", + "POSTBOX_MESSAGE_FOUND": "メッセージが届いてる!", + "POSTBOX_MESSAGE_FOUND_SENDER": "{sender}からメッセージが届いてる!", + "POSTBOX_MESSAGE_BODY": "「{body}」", + "POSTBOX_PACKAGE_FOUND": "自分あての小包みだ!", + "POSTBOX_ENTER_CODE": "コードを入力", + "PLANTER_INTERACT1": "園芸キットで植物を植えようか?", + "PLANTER_NO_QUEST": "プランターだ! まだなにも植えられてない。", + "PLANTER_INTERACT2_OPTION1": "生けがき", + "PLANTER_INTERACT2": "植物を選ぶ:", + "PLANTER_INTERACT2_OPTION2": "サクラ", + "PLANTER_INTERACT2_OPTION3": "赤いバラ", + "PLANTER_INTERACT2_OPTION4": "白いラン", + "PLANTER_INTERACT2_OPTION5": "ラベンダー", + "GAME_OVER_VIOLA1": "{player}、目覚めたか!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "こいつと戦うよ。2人で、いっしょに!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "こいつと戦うよ。2人で、いっしょに!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "さ、さあ……", + "HARBOURTOWN_STATION_MORGANTE12": "もう いいわ。\\nわたくしの 命は あとわずか。\\n\\nおまえたちは どうして\\nこんな みじめな ところへ?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "この島から出たいから!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "帰りたいから!", + "HARBOURTOWN_STATION_MORGANTE14": "わたくしは うつわが ほしい。\\nおまえは みちびきが ほしいのね。\\n\\nわたくしの 復活を 手つだうなら\\n島から 出る道を 教えましょう。", + "INTRO_KAYLEIGH35_OPTION2": "カセットで変身したやつ?", + "INTRO_KAYLEIGH36": "そうそう! 実はね、もうすぐパトロールに行くんだ。", + "INTRO_KAYLEIGH38": "来る途中で、新しいご近所さんにあいさつしてきてもいいよ!", + "TUTORIAL1_PART2_KAYLEIGH5": "あそこに、ブーツをはいたヘンなやつがいるでしょ? あれはピョンジャック。近づくと攻撃してくるよ。", + "TUTORIAL1_PART2_KAYLEIGH6": "だから、準備ができたら近づいてみよう!", + "TUTORIAL1_PART2_KAYLEIGH7": "すこしやられたね……でも、モンスターのすがたなら平気だよ!", + "HARBOURTOWN_MERCHANT_NAME_2": "サポートステッカー商人", + "STICKER_MERCHANT_NOTE1": "お店の人が置いていったメモがある。", + "HARBOURTOWN_MERCHANT_NAME_3": "パッシブステッカー商人", + "STICKER_MERCHANT_NOTE2": "『アイデアを思いつくために、公園のどうくつまで行ってます。お昼までに戻らなかったら、だれか助けをよこしてください!』", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "おっと、すまないね。[pause]このエレベーターを使いたいんだったら、またあとで来ておくれ……修理にちょっと手間取ってるんだ。", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "おっと、すまないね。[pause]このエレベーターを使いたいんだったら、またあとで来ておくれ……修理にちょっと手間取ってるんだ。", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "おっと、すまないね。[pause]このエレベーターを使いたいんだったら、またあとで来ておくれ……修理にちょっと手間取ってるんだ。", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "島にまだ慣れてないの? [pause]「そうだ」って顔に書いてあるわよ!", + "HARBOURTOWN_NPC_1_DIALOGUE5": "ここでの暮らしには慣れた? [pause]わたしのときは……[pause]流れついた\\nあと、状況を受けとめるのに長いことかかったわ。", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "島にまだ慣れてないの? [pause]「そうだ」って顔に書いてあるわよ!", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "あ、[pause]やっぱり、新しく来た人ね! [pause]また会えてうれしいわ!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "また会ったわね! [pause]ハーバータウンはどう?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "あ、[pause]やっぱり、新しく来た人ね! [pause]また会えてうれしいわ!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "あ、[pause]やっぱり、新しく来た人ね! [pause]また会えてうれしいわ!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "あら、どうも! [pause]この島のこと、どう思う? [pause]ここの人たちは\\nがんばってるのよ。さびしい気持ちになることがあってもね。", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "また会ったわね、新入りさん。[pause]もう気分は落ち着いたかしら。", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "また会ったわね、新入りさん。[pause]もう気分は落ち着いたかしら。", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "また会ったわね、新入りさん。[pause]もう気分は落ち着いたかしら。", + "HARBOURTOWN_NPC_1_DIALOGUE8": "どうも! [pause]また会ったわね。今日もいつもどおり「マイア海」をながめてるの。[pause]そうしてると、心が落ち着く気がするのよね。", + "HARBOURTOWN_NPC_1_DIALOGUE7": "生きてると、予想できないことも起きるものよ。[pause]予想できない\\nことっていうのは、たとえば……[pause]まあ……[pause]こういう状況とかね。", + "HARBOURTOWN_NPC_18_DIALOGUE1": "ぼくのひいおじいさんは、百年前に難破してニューウィラル島へ流れついた船乗りだったんだ!", + "HARBOURTOWN_NPC_18_DIALOGUE2": "子孫のぼくらがやりとげたことを目にしたら、きっとほこりに\\n思うだろうな。", + "HARBOURTOWN_NPC_19_DIALOGUE": "行きづまっちゃったら、町のみんなに話を聞くといいよ。\\nときどき、なやみの解決に役立つウワサを聞けるからね!", + "HARBOURTOWN_NPC_20_DIALOGUE2": "あーあ、昔のレンジャーたちが使ってた武器がなつかしいな。", + "HARBOURTOWN_NPC_20_DIALOGUE1": "変身したほうが、バトルは楽だってことはわかってるけど……", + "HARBOURTOWN_NPC_20_DIALOGUE3": "イアンシーさんの機械製ギアソードは、わたしが見てきた武器の中で一番スチームパンクっぽくて、かっこよかったんだよ。", + "HARBOURTOWN_NPC_24_DIALOGUE1": "この町はねえ、できてからもう101年もたつんだよ。知ってたかい?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "キミ、ハーバータウンの西側に行ったことはある?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "あなた、ほかの世界から来た人? はじめて見る顔だよね!", + "HARBOURTOWN_NPC_22_DIALOGUE1": "[wave amp=30 freq=10]いつもだったら[/wave]、うちでは町のみんなが食べる物を作ってるん\\nだが、ここしばらくは西にある農場から材料がとどかないんだ。\\nいったいどうなってるんだ?", + "HARBOURTOWN_NPC_21_DIALOGUE2": "ボク、あっちにある歴史館に行ってみたいんだよね。", + "HARBOURTOWN_NPC_23_DIALOGUE1": "話してるヒマはないよ……注文された焼き菓子を仕込まないと!", + "HARBOURTOWN_NPC_22_DIALOGUE2": "農場へ向かう橋が下りたから、新鮮な作物がまた届くように\\nなったよ! いやあ、よかった。", + "HARBOURTOWN_NPC_24_DIALOGUE2": "ここがまだ小さかったころを思い出すね。この町もいろいろと、目まぐるしく変わったもんだ……", + "HARBOURTOWN_NPC_24_DIALOGUE3": "でも町の土台はね、[pause]昔と同じままなんだよ。", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "あなた、ほかの世界から来た人? はじめて見る顔だよね!", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "あなた、ほかの世界から来た人? はじめて見る顔だよね!", + "HARBOURTOWN_NPC_26_DIALOGUE1": "ねえ、[wave amp=30 freq=10]シビルラジオ[/wave]は聞いてる? わたしは毎日\\n聞いてるよ……だって彼女のファンだもん! \\n世界で6番目くらいの大ファン!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "島から出られないせいで自由な時間ができたから、人と付きあうテクニックを磨けるようになったんだ……キミみたいな初対面の人とも話せるようにね!", + "HARBOURTOWN_NPC_30_DIALOGUE1": "レンジャーの中には、モンスターのテープを[wave amp=30 freq=10]ハッキング[/wave]できる\\n人がいるってほんとかな? そんなこと絶対ムリだよ。\\n信じないからね!", + "HARBOURTOWN_NPC_28_DIALOGUE1": "ニューウィラル公園を散歩したいのはやまやまなんだけど、\\nあそこに住む[wave amp=30 freq=10]野生の生き物たち[/wave]にはウンザリしてるんだよね。", + "HARBOURTOWN_NPC_1_DIALOGUE9": "ときどきね、水平線の向こうから、わたしたちを助けに来た\\n船が見えないかなって思うの。[pause]だけど、ずっとここで暮らして\\n悟ったわ……助けなんて来ないんだってね。", + "HARBOURTOWN_NPC_1_DIALOGUE10": "どうも、また会ったわね! [pause]あなたは元気?", + "HARBOURTOWN_NPC_2_DIALOGUE1": "[wave amp=30 freq=10]ボク[/wave]みたいな有名人にここで会えるなんて、ぜんぜん思って\\nなかっただろ? [pause]そうだよね? [pause][pause]待てよ、もしかして\\n知らないのかい……?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "ダニー・キックスだぜ? [pause]地球上でいちばん有名なバンドで\\nサックスを吹いてた男だぞ? [pause]ウソだろ、本当に知らないって?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "まさか、[shake rate=30 level=10]本気で[/shake]ボクがだれか知らないのかい? [pause]ほんの\\nちょびっとさえも?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "おいおい、キミはボクを知ってるはずさ。\\n[pause]ダニー・キックスだよ! [pause]ほら、サックスを吹いてるボクを\\n思い浮かべてみて……[pause]それでもピンと来ないの?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "ボクのことも、リバプールの仲間たちのことも知らないのかい?\\n[pause]「ボクのサックスが優しく泣く間に」は? [pause]あの歌を\\n作曲したのは[shake rate=30 level=10]このボク[/shake]なんだぞ!", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "どうもキミは、ボクがわからないらしいね。[pause]まあ、別にいいさ。[pause]これがはじめてじゃないんだ。", + "HARBOURTOWN_NPC_2_DIALOGUE6": "あの屋上でボクとみんなが歌う様子はテレビで流れたから、\\nキミも[wave amp=30 freq=10]絶対に[/wave]見てるはずだ。[pause]……信じてくれるよな? ねえ?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "……", + "HARBOURTOWN_NPC_2_DIALOGUE8": "でもさ、[pause]まさか、だれもボクを知らないとは思わなかったよ。\\n[pause]全部ボクの作り話だと思ってる人までいるんだ!", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "どうもキミは、ボクがわからないらしいね。[pause]まあ、別にいいさ。[pause]これがはじめてじゃないんだ。", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "き、キミは信じてくれるよな、[pause]だろ? [pause]そっちの世界じゃボクは有名人じゃなかったかもしれないけど、もしキミがボクの世界に行ったら、絶対ボクの[wave amp=30 freq=10]大ファン[/wave]になるさ!", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "どうもキミは、ボクがわからないらしいね。[pause]まあ、別にいいさ。[pause]これがはじめてじゃないんだ。", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "ほかになにか用事はあるかい?", + "PENSBY_INTERACT_CHECKUP_HURT1": "どれどれ、診せておくれ……", + "PENSBY_INTERACT_CHECKUP_HURT3": "ひと休みすれば治るよ。[pause]グラモフォン・カフェにでも行って、\\nすこしくつろいできたらどうだい?", + "PENSBY_INTERACT_CHECKUP_HURT2": "ちょっとしたかすりキズとたんこぶができてるが、たいしたことないね。", + "PENSBY_INTERACT_BYE": "大ケガはしないようにしておくれよ。いいかい?", + "HERITAGE_CENTER_SIGN": "「ハーバータウン歴史館:われらの、思いもよらない町の歴史をここに刻む」", + "HERITAGE_CENTER_1": "001年:1845年の地球で、イギリスの軽巡洋艦、\\nバーケンヘッド号が嵐により沈没。多数の船員が船の残骸と共に未知の島へ流れつく。この島がのちのニューウィラル島である。", + "HERITAGE_CENTER_3": "006年:ニューウィラル島で最初の子どもが誕生。\\nニューウィラル島を脱出しようとする最初の試みは、島で建造\\nされた船が沖合から約1マイルで嵐により沈没したことにより、悲劇に終わる。", + "HERITAGE_CENTER_2": "002年:新たな漂流者が初めて到着。正式にハーバータウンが設立される。未知の原住生物、もしくは「モンスター」と、\\n記録上初めての遭遇。", + "HERITAGE_CENTER_5": "050年:48年目の設立記念日を機に、ハーバータウンの\\n町長制を解体し、委員会による運営へと移行。", + "HERITAGE_CENTER_4": "048年:複数名のエンジニアが漂着したことにより、\\nハーバータウンに初の電力供給網が整備される。", + "HERITAGE_CENTER_6": "062年:ニューウィラル島に2つ目の町「ニューロンドン」を建設する試みが開始される。", + "HERITAGE_CENTER_8": "091年目:「ガタボロモール」が発見され、地球の物資が\\n大量にニューウィラル島へ持ちこまれる。「モンスターの記録」現象が初めて発見される。", + "HERITAGE_CENTER_7": "089年:大惨事の発生により、ニューロンドンが崩壊。\\n1人だけ生き残った生存者は、ハーバータウンへ帰還した。", + "HERITAGE_CENTER_9": "「バーケンヘッド号の難破」", + "HARBOURTOWN_NPC_DIALOGUE4": "ぼくの名前? ダンカンだよ!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "赤いコンテナを見つけたことはあるかな? ぼくたち\\nレンジャーは島を移動するとき、こういうコンテナの中に\\n便利なアイテムを入れるのが決まりになってるんだ。", + "HARBOURTOWN_NPC_DIALOGUE3": "しーっ! ぼくは見えないんだ! ここにはいないんだってば!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "というか、いまちょうど、これをコンテナに入れようとしてた\\nところでね……受け取ってくれるかい?", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "テープなおしを使えば、わざわざ休まなくても\\nこわれたテープを修理できるんだ。便利だよ!", + "TRAVELING_MERCHANT_NAME": "行商人", + "TRAVELING_MERCHANT_INTRO2": "ねえよな。アンタみてえな顔は見たら忘れねえもんよ。", + "TRAVELING_MERCHANT_INTRO1": "ようよう! おれたち、会ったことあるっけか?", + "TRAVELING_MERCHANT_INTRO4": "そうだ、シャツを着てなくてすまねえな……しばらく前に、\\n若え女の子がくれたクマと交換しちまってよ。おれが配慮の\\nねえヤツだなんて思わないでくれよ!", + "TRAVELING_MERCHANT_INTRO3": "ま、もし安いアイテムをお探しなら、まかせときな! ただし、おれは同じところにじっとしてられねえタチでよ。", + "TRAVELING_MERCHANT_REPEAT_MEET": "よお、ここで会えるとはうれしいねえ!", + "TRAVELING_MERCHANT_PRE_TRADE": "おれの品物を見てくか?", + "TRAVELING_MERCHANT_POST_TRADE2": "そいじゃ、またな!", + "TRAVELING_MERCHANT_POST_TRADE1": "あーまったく、カネがねえと、商売ってのはやりづれえよなあ。", + "OUTSKIRTS_3_-1_GIFTER1.n": "見たことない顔だね。もしかして……最近流れついてきた人?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]公園のまわりの土地は、不動産価値が非常に高いんですよお![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "「まきもどしエンピツ」は、どんなモンスターのテープにも\\n使えるんだ。出かけるんなら気をつけてね。", + "HARBOURTOWN_MERCHANT_4.m": "見てってくれてありがとう! 新しいステッカーを用意しておくから、明日もまた来てね!", + "HARBOURTOWN_MERCHANT_3": "わたしは、サポート用の新作ステッカーを作ってるの! \\nどう、見ていかない?", + "HARBOURTOWN_MERCHANT_2": "毎度どうも! 明日も来てくれ。新しいステッカーを仕入れとくからさ!", + "HARBOURTOWN_MERCHANT_1": "バトルが有利になる、新しい攻撃用ステッカーをお探しかい? ならコイツがおススメさ!", + "HARBOURTOWN_MERCHANT_4.f": "見てってくれてありがとう! 新しいステッカーを用意しておくから、明日もまた来てね!", + "HARBOURTOWN_MERCHANT_5.m": "パッシブわざを見くびっちゃダメですよ、お客さん! \\nほら、今日の品ぞろえを見ていってください!", + "HARBOURTOWN_MERCHANT_5.n": "パッシブわざを見くびっちゃダメですよ、お客さん! \\nほら、今日の品ぞろえを見ていってください!", + "HARBOURTOWN_MERCHANT_5.f": "パッシブわざを見くびっちゃダメですよ、お客さん! \\nほら、今日の品ぞろえを見ていってください!", + "HARBOURTOWN_MERCHANT_6": "明日もまた来てくださいね。新しいステッカーをそろえておき\\nますよ!", + "HARBOURTOWN_MERCHANT_NAME_1": "攻撃ステッカー商人", + "HARBOURTOWN_NPC_12_DIALOGUE9": "ぼくは死ぬまでここで暮らすだろうけど、すくなくとも、\\nこの島じゃ絶対に[wave amp=30 freq=10]退屈は[/wave]しないだろうね。", + "HARBOURTOWN_NPC_13_DIALOGUE1": "橋を渡りたいんだけど、ここしばらく上がりっぱなしなんだ。", + "HARBOURTOWN_NPC_13_DIALOGUE3": "ああ……[pause]橋が下りてるね。", + "HARBOURTOWN_NPC_13_DIALOGUE2": "いいさ……[pause]むこう側に渡れなくたって、そんなに問題はないし。[pause]たぶんね。", + "HARBOURTOWN_NPC_14_DIALOGUE1": "あのね……[pause]わたしは、ふるさとから出ていく日のために\\nがんばって働いてたの。[pause]本当に、ものすごく努力してね。", + "HARBOURTOWN_NPC_13_DIALOGUE4": "これで渡れるよ。でも、渡らないでずっと立ってるのも、わりと気にいってきたな。", + "HARBOURTOWN_NPC_14_DIALOGUE2": "新しい人生をはじめる準備はできてたのに、[pause]そしたら、今度は\\n[wave amp=30 freq=10]また別の[/wave]小さな町から出られなくなった。", + "HARBOURTOWN_NPC_14_DIALOGUE3": "これがわたしの運命……[pause]そういうことなの?", + "HARBOURTOWN_NPC_15_DIALOGUE1": "ハーバータウンには昔からずっと「ボランティア団体」みたいなグループがあるのさ。[pause]じゃなきゃ、町をひとつにまとめるなんてムリだろ?", + "HARBOURTOWN_NPC_15_DIALOGUE2": "ここ最近その役目を果たしてるのは、イアンシーさんが率いてるレンジャーさ。[pause]資源を集めたり、困っている人たちを助けたり、オレたちレンジャーはいろいろやってるんだ。", + "HARBOURTOWN_NPC_15_DIALOGUE3": "「カセットテープ」現象が発見されてから、秩序をたもつのはずっと大変になったんだ。[pause]やりとげられる人間がいるとしたら、イアンシーさん以外にはいないだろうね!", + "HARBOURTOWN_NPC_16_DIALOGUE1": "町に来たばかりの人は、たいてい……[pause]つらい時期をすごすことになるものなんだ。", + "HARBOURTOWN_NPC_16_DIALOGUE2": "アドバイスできることがあるとすれば、\\n[pause]「新しい暮らしを受け入れよう」くらいかな。", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "別に、前の暮らしを忘れろって意味じゃない。[pause]だけど過去と\\n同じくらい、人には未来があるんだよ。[pause]そうだろう?", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "別に、前の暮らしを忘れろって意味じゃない。[pause]だけど過去と\\n同じくらい、人には未来があるんだよ。[pause]そうだろう?", + "HARBOURTOWN_NPC_17_DIALOGUE2": "将来の町に必要になるものはなんなのか見きわめたいなら、\\n町の歴史をふりかえるのは大事なんじゃ。", + "HARBOURTOWN_NPC_17_DIALOGUE1": "ハーバータウンの歴史は、めっぽう面白いのじゃよ!", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "別に、前の暮らしを忘れろって意味じゃない。[pause]だけど過去と\\n同じくらい、人には未来があるんだよ。[pause]そうだろう?", + "TUTORIAL3_PART2_KAYLEIGH1": "うん、また揺れたね。", + "TUTORIAL3_PART2_KAYLEIGH2": "なんなの、あれ?!", + "TUTORIAL3_PART2_KAYLEIGH3": "こ、こんな建物、ここにあったの?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "ここは町の一部じゃ?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "これってヘンなの?", + "TUTORIAL3_PART2_KAYLEIGH4": "こんな建物なんて、いままで見たことないよ!", + "TUTORIAL3_PART2_KAYLEIGH5": "これがずっとここに埋まってたの?!", + "CLEMENCE_INTRO2": "うちはクレマンス。で、このええ感じの店はグラモフォン・\\nカフェや。なんて説明したらええかなあ? うちの店はようさんレコードを置いてて、おいしいコーヒーも出すんよ。ここらじゃ一番のカフェやね。", + "CLEMENCE_INTRO1.f": "ボンジュール! [pause]めずらしいねえ、新顔さんが来はるとは……\\nあんさんみたいなべっぴんさんなんて、なおさらや!", + "CLEMENCE_INTRO1.m": "ボンジュール! [pause]めずらしいねえ、新顔さんが来はるとは……\\nあんさんみたいにかっこうのええ人なんて、なおさらや!", + "TUTORIAL4_PART3B_KAYLEIGH11": "モンスターの呼び方は、時の流れといっしょに変わって\\nいったんだよ……天使、精霊、悪魔、人食い鬼、ってね……", + "TUTORIAL4_PART3B_KAYLEIGH14": "あれがなんなのかは、だれも知らない。長いこと、出会った人もいなかったし。", + "TUTORIAL4_PART3B_KAYLEIGH13": "そして、別の存在は……[pause]つまり、わたしたちがついさっき戦ったようなやつらは……[pause]まだ、大天使って呼ばれてる。", + "TUTORIAL4_PART3B_KAYLEIGH16": "ちゃんと見えない、って感じがしたよね……まるで、双眼鏡で\\n映画を見ようとしたときみたいな感じでさ……", + "TUTORIAL4_PART3B_KAYLEIGH15": "わたしたちが戦ったやつって、なんか……説明しづらいけど……", + "HARBOURTOWN_STATION_MORGANTE13": "なるほどね。\\n\\nここから 出てゆく 道なら ある。\\nわたくしの ほかには\\nだれも 知らない 道が。", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "うつわ……?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "待って……", + "HARBOURTOWN_STATION_KAYLEIGH16": "{player}、ぶじなの?! [pause]どうしちゃったわけ?!\\n[pause]あなたの目、一瞬うつろになってたよ!", + "HARBOURTOWN_STATION_MORGANTE15": "では わたくしの歌を 聞きなさい。", + "TUTORIAL4_PART3A_KAYLEIGH1": "あの駅では[wave amp=30 freq=10]いろんなこと[/wave]があったね……起きたことについて、ちゃんと話したほうがよさそう。", + "HARBOURTOWN_STATION_KAYLEIGH17": "ここから出ないとね……", + "HARBOURTOWN_NPC_32_DIALOGUE1": "ニューウィラル島に[wave amp=30 freq=10]なにか[/wave]豊富なものがあるとしたら、コーヒーだね。[pause]コーヒーと、カラフルなモンスターたちかな。", + "HARBOURTOWN_NPC_31_DIALOGUE1": "レンジャーの訓練生になるためにトレーニング中なんだ。\\n就活みたいなもんかな。就職活動じゃバトルはしないけどね。", + "HARBOURTOWN_NPC_33_DIALOGUE1": "島の伝説によると、ここから見えるマイア海の水平線の\\nどこかに、ふとうの廃墟が残っているそうだ……まあ、\\n見たことは一度もないけどね。", + "HARBOURTOWN_BOOK_2": "なぐり書きされたメモがある。「……オモチャによって、この\\nエルフのようなモンスターはわれを忘れる。それどころか、\\n最後には自らの怒りに飲みこまれてしまうのだ」と書いてある。", + "HARBOURTOWN_BOOK_3": "なぐり書きされたメモがある。「……この見事な仮面をかぶったヘビに南からのそよ風をあやつる力を与えれば、3つめの\\nすがたに変化する」と書いてある。", + "HARBOURTOWN_BOOK_1": "なぐり書きされたメモがある。「……この空飛ぶ円盤のような\\n生き物は、敵の近くにとどまる能力を手に入れると、そのからをぬぎすてる」と書いてある。", + "HARBOURTOWN_BOOK_4": "なぐり書きされたメモがある。「……この丘に埋もれる\\nなぞめいた歯車こそ、この恐竜たちが持つ真の可能性を引きだす\\nカギである」と書いてある。", + "HARBOURTOWN_BOOK_5": "なぐり書きされたメモがある。「……一部のモンスターは、朝に成長するか夜に成長するかで、進化先のすがたが変わるようだ」と書いてある。", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "反応系ステッカー商人", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "タイプなしステッカー商人", + "HARBOURTOWN_CHEMIST1_OPENING": "エレメントどうしが起こす化学反応を知るのが、勝利へのカギ\\nなんです。[pause]私が作るステッカーは化学反応をあやつって、有利な状況を作れるんですよ!", + "HARBOURTOWN_CHEMIST1_CLOSING": "反応系ステッカーをお求めなら、いつでもどうぞ。", + "HARBOURTOWN_CHEMIST2_OPENING": "うちの店では、使い手によってタイプが変わるステッカーを\\n売ってます……商売仲間が売ってるコートわざと合わせると\\n便利ですよ。それに、どのテープにも貼れるんです!", + "HARBOURTOWN_ITEM_RECYCLER1": "いらないアイテムは、リサイクルしたらどうだい?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "ご来店ありがとうございました!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "ご来店ありがとうございました!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "ご来店ありがとうございました!", + "HARBOURTOWN_TAPE_RECYCLER3": "キャンプやカフェに寄ってテープボックスを開けたら、いらないテープを選ぶとリサイクルできるんだ!", + "HARBOURTOWN_ITEM_RECYCLER4": "ほら、この古い本をリサイクルするといい。私にはもう必要ないものだからね。", + "HARBOURTOWN_ITEM_RECYCLER2": "リサイクルすればバッグは片づくし、アイテムの材料になってる資源も手に入るぞ。", + "HARBOURTOWN_ITEM_RECYCLER3": "手に入れた資源は、新しいアイテムとの交換に使えるんだよ!", + "GAME_OVER_FIRST_PENSBY1.f": "ああ、起きたかい。あんたはラッキーだよ、診療所に\\n連れかえってくれる友だちがいるんだから!", + "GAME_OVER_DOG1": "わふ!", + "HARBOURTOWN_TAPE_RECYCLER1": "使わない古いテープが、ボックスにたまってたりしないかい?", + "HARBOURTOWN_TAPE_RECYCLER2": "次ひと休みするとき、そんなテープはリサイクルするといい。", + "HARBOURTOWN_TAPE_RECYCLER4": "商人たちとの交換に使える資源が手に入るうえに、モンスターのテープに貼れるステッカーも手に入るぞ。", + "HARBOURTOWN_BOOTLEG_KRAB1": "……", + "HARBOURTOWN_BOOTLEG_KRAB2": "ヘンな色のパイロンカツギだ。", + "HARBOURTOWN_BOOTLEG_NPC1": "大丈夫、そのパイロンカツギはウチの息子なんだ。この子は\\nブートレグのテープで変身するのが大好きなのさ。", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "ブートレグ?", + "HARBOURTOWN_BOOTLEG_NPC2": "そうさ。[pause]旅の途中で、普通とは色が違うモンスターを見かけた\\nことはないかい? それがブートレグだ。[pause]コート状態の\\nモンスターとはまた違うんだよ!", + "HARBOURTOWN_BOOTLEG_NPC3": "ブートレグのモンスターはコートと違って、[wave amp=30 freq=10]永遠に[/wave]、普通とは違う色、違うエレメントタイプ、違うわざを\\n持ったままでいるんだ。", + "HARBOURTOWN_BOOTLEG_NPC4": "その状態は、記録しても変わらないのさ。", + "HARBOURTOWN_BOOTLEG_NPC6": "ほら、このテープで確かめてごらん。キャプテン・コーディー\\nからもらったスペアのテープだ。これなら、もういっぱい\\n持ってるからね。", + "HARBOURTOWN_BOOTLEG_NPC5": "記録されたブートレグは、レベルアップでレアやスーパーレアのわざを覚える確率が高いんだ。とても役に立つよ。", + "HARBOURTOWN_BOOTLEG_NPC7": "ブートレグのモンスターはどこにでもランダムに出現するけど、フュージョンしたすがたで出てくることが多いみたいだ。", + "HARBOURTOWN_BOOTLEG_NPC8": "とてつもなくレアなブートレグは、ラメにおおわれたように\\nキラキラ光っているらしいよ。", + "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]よく訪れたわね、探求するタマシイよ! [/wave]アストラルについての知識を学びにきたの?", + "HARBOURTOWN_ASTROLOGER_NAME": "占い師", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "もちろん!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "いや、べつに。", + "HARBOURTOWN_ASTROLOGER_NPC3": "スバラシイわね……[pause]それじゃあ、私の言うことをよく\\nお聞きなさい!", + "HARBOURTOWN_ASTROLOGER_NPC2": "それじゃ、また来てね!", + "HARBOURTOWN_ASTROLOGER_NPC4": "よろしいこと、アストラルタイプのモンスターはね、大自然を\\nつかさどる4つのエレメントからそのパワーを引きだして\\n使うの。[pause]「だいち」、[pause]「みず」、[pause]そして「ほのお」と\\n[pause]「くうき」の4つからね。", + "HARBOURTOWN_ASTROLOGER_NPC6": "でも、アストラルタイプが持つ内なるハーモニーは、\\nけがれたエレメントにさらされると[wave amp=30 freq=10]乱れて[/wave]しまうの。\\n「プラスチック」、「どく」、「メタル」がそうね。", + "HARBOURTOWN_ASTROLOGER_NPC5": "いま言った四大エレメントのどれかにさらされると、\\nアストラルタイプは[wave amp=30 freq=10]パワーアップ[/wave]するのよ!", + "PENSBY_INTERACT_MENU": "やあ{player}、なにか用事かい?", + "PENSBY_INTERACT_MENU_SUPPLIES": "アイテムをわけて。", + "PENSBY_INTERACT_MENU_CHECKUP": "診察して。", + "PENSBY_INTERACT_MENU_BYE": "あいさつしに来ただけ。", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "あんたはどこも健康だよ、{player}。", + "HARBOURTOWN_ASTROLOGER_NPC7": "アストラルタイプのモンスターに変身したいのなら、覚えておくことね!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "なんだか、モルガンテと最初に戦ったあとに言った\\n言葉みたいにすごせてる気がするな……ほら、こうして\\nいっしょにいるでしょ。あなたと、わたしでね!", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "モンスターのすがたにあわせて自分の体の感覚が変わる感じに\\n慣れるには、しばらくかかると思うよ。あなたはすごい速さで\\nコツをつかんでるけどね!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "それって最高! [pause]じゃあ、ラッキーだね……ニューウィラル島にホテルはひとつもないから、テントの中で寝る回数がすごく\\n増えることになるかも。", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "キャンプは大好き!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "インドア派なんだよね……", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "それは……[pause]ついてないね。この島を探検するんなら、テントで\\n寝るのに慣れないと。ニューウィラル島にチェーン店のホテルは\\nないし、泊まれるような建物だってひとつも建ってないからさ。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "そうだ! 初めて会ったときにわたしがあげた\\n最初のモンスターの感想、まだ聞いてなかったよね。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "そうだ! 初めて会ったときにわたしがあげた\\n最初のモンスターの感想、まだ聞いてなかったよね。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "そうだ! 初めて会ったときにわたしがあげた\\n最初のモンスターの感想、まだ聞いてなかったよね。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "あげたのって、「キャンデビル」だったよね? おもしろい\\nモンスターなんだよ! 前はよく使ってたんだけど、\\nずっと砂糖でハイになってるような気分になったっけ。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "あげたのって「バンシープ」だったよね? すごくかわいい\\nモンスターなんだよ! 前に使ってたときは、宙に浮かぶときの\\nヘンな感覚に慣れなきゃいけなかったけど。", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "キャンデビルのすがたになると、遠距離攻撃が強力になった\\n気がしたな。キャンデビルは、狙いをつけるのがうまいのかな?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "でもバンシープの大きいひづめ、いいよね! あれで\\nモンスターをたたいてやると、[wave amp=30 freq=10]すっごくイイ[/wave]一撃が入るんだ。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "いっしょに戦ったあの大天使…[pause]モルガンテ、だっけ?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "あいつをたおしたのは、わたしたちだけの力じゃないよね? \\n見つけたときの様子から考えると、きっとほかのやつに\\nケガさせられてたんだと思う。", + "EUGENE_UNKNOWN_NAME": "怒った青年", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "あいつをたおしたのは、わたしたちだけの力じゃないよね? \\n見つけたときの様子から考えると、きっとほかのやつに\\nケガさせられてたんだと思う。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "あいつをたおしたのは、わたしたちだけの力じゃないよね? \\n見つけたときの様子から考えると、きっとほかのやつに\\nケガさせられてたんだと思う。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "弱ってたのに、それでも、すごくヤバい感じがした。あいつを\\nケガさせたのがだれであろうと、[wave amp=30 freq=10]残酷[/wave]なやつだってことは\\n間違いないよね。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "考えてもみなかったな。", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "そんな気がする……", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "ああいう連中とくらべちゃうと、わたしたち人間って\\n[wave amp=30 freq=10]とても[/wave]ちっぽけな存在だよね……", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]退散するとしましょうか、いまのところは……[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "おばあさん", + "EUGENE_INTRO_LANDKEEPER_NAME": "顔色が悪い男性", + "EUGENE_INTRO_EUGENE1": "……[shake rate=30 level=10]何度も[/shake]同じこと言わせんな! [pause][pause]ハーバータウンは、\\nてめえら[shake rate=30 level=10]カネの亡者ども[/shake]の手には落ちねーよ!", + "EUGENE_INTRO_EUGENE3": "もといた闇の中まで、這いずって帰りやがれ……[pause]それが\\nイヤだっつーんなら、[shake rate=30 level=20]このオレを[/shake]たおしていくんだな!", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]ちぇっ[pause]。まったく、合理的じゃありませんねえ……[/wave]", + "EUGENE_INTRO_EUGENE4": "[shake rate=30 level=15]てめえらのお仲間[/shake]とは、前にもバトルして勝ってるんだぜ。\\n[pause]ここでも実演してやろうか?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]ですがわれわれの提案こそ、この町のみなさまにとってベストな選択なんですよ。あなたにもいずれ、ご理解いただけるかと……[/wave]", + "EUGENE_INTRO_EUGENE8": "アイツらに迷惑かけられたら、また呼んでくれよな。", + "EUGENE_INTRO_EUGENE7": "残りのお仲間どもに伝えとくんだな、この町は\\n[shake rate=30 level=20]ユージーン[/shake]が守ってるってよ!", + "EUGENE_INTRO_EUGENE9": "絶対、家には入れちゃダメだ。[pause]そんなことしたら、ヤツらの\\n思うツボだぜ。", + "EUGENE_INTRO_WOMAN10": "ええ、気をつけるわ。助けてくれてありがとうね!", + "EUGENE_INTRO_EUGENE12": "オレはユージーンだ……[pause]って、まあ、知ってるよな。[pause]アイツらにむかって、さっき大声で名乗ったし。", + "EUGENE_INTRO_EUGENE11": "ああ、どうも。悪りいな、あんなもの見せちまって。", + "EUGENE_INTRO_EUGENE12_OPTION1": "どうも、{player}です!", + "EUGENE_INTRO_EUGENE13": "新入りならいつでも歓迎するぜ、{player}。", + "EUGENE_INTRO_EUGENE13_OPTION1": "さっきの人たちはだれ?", + "EUGENE_INTRO_EUGENE14": "細かい話で迷惑かけたくねーんだけどな……[pause]まあ、アイツらは、この世界の存在じゃ「[wave amp=30 freq=10]ない[/wave]」んだ。", + "EUGENE_INTRO_EUGENE13_OPTION2": "あれはなんだったの?", + "LEVEL_WARNING_dog.v2": "ワンクレーはちょっとそわそわしている。\\n近くのモンスターを強すぎると思ってるのかな?", + "EUGENE_INTRO_EUGENE16": "さて、オレは連中のアジトを見張りに行くぜ。[pause]ハーバータウンの人たちを、[shake rate=30 level=15]アイツらのえじき[/shake]にするわけにはいかねーからな。", + "EUGENE_INTRO_EUGENE15": "この島には、菓子のマスコットキャラみてーなヤツら以外にも、モンスターがいるってことさ。", + "WORKING_OVERTIME_INITIAL_RANGER2": "いやあ、イアンシーさんに言ったんだ。ここに町の看板を\\n建てたいってね。[pause]そうしたら、町の雰囲気がよくなると\\n思うんだよ。[pause]だろう?", + "EUGENE_INTRO_EUGENE16_OPTION1": "手伝ってもいい?", + "EUGENE_INTRO_EUGENE16_OPTION2": "助手がいるんじゃない?", + "EUGENE_INTRO_EUGENE18": "ここで落ちあおう。[pause]詳しい話は、合流してから全部説明する。", + "EUGENE_INTRO_EUGENE17.n": "真剣にやる気があるんなら、手伝いは大歓迎だぜ!", + "EUGENE_INTRO_EUGENE17.f": "真剣にやる気があるんなら、手伝いは大歓迎だぜ!", + "EUGENE_INTRO_EUGENE17.m": "真剣にやる気があるんなら、手伝いは大歓迎だぜ!", + "EUGENE_INTRO_EUGENE19": "まあ…[pause]ケンカの覚悟はしてこいよ。[pause]もしかすると、面倒なことになるかもしれねーからな。", + "WORKING_OVERTIME_INITIAL_RANGER1": "やあ、[pause]よかったら手を貸してもらえないかい?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "これって、鏡?", + "WORKING_OVERTIME_RANGER_NAME": "くたびれたレンジャー", + "WORKING_OVERTIME_INITIAL_RANGER3": "ただ、看板を作るのに必要な木材の計算を間違えて、足りなくなってしまってね。もし木材があまっていたら分けてくれない\\nかい? [pause]そうしてくれたらすごく助かるよ!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "よろこんで!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "えっと、あとで。", + "WORKING_OVERTIME_INITIAL_RANGER4": "本当かい? ありがとう! [pause]それじゃ、木材が集まったら\\n声をかけてくれ。", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "ああ、かまわないよ。", + "WORKING_OVERTIME_ACTIVE_RANGER1": "やあ、また会ったね。木材は見つかりそうかい?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "木材を{required_item_amount}個わたす。", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "かまわないよ。しばらくはここにいるからね。", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "またあとで!", + "WORKING_OVERTIME_COMPLETE_RANGER3": "そうだな……[pause][pause]せっかく手伝ってくれたんだ、[pause]看板のデザインは\\nキミが決めてくれ。", + "WORKING_OVERTIME_COMPLETE_RANGER2": "おお、すごいな! [pause]手伝ってくれて、ありがとう……わたしは、これだけの資源を全部ひとりで集めようと思っていたんだなあ。ゾッとするよ。", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "看板はハーバータウンをイメージした形にしようと思って\\nいてね。[pause][pause]どういう形がふさわしいかな。[pause]どう思う?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "看板はハーバータウンをイメージした形にしようと思って\\nいてね。[pause][pause]どういう形がふさわしいかな。[pause]どう思う?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "鳥の形がいい!", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "看板はハーバータウンをイメージした形にしようと思って\\nいてね。[pause][pause]どういう形がふさわしいかな。[pause]どう思う?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "花の形がいい!", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "イルカの形がいい!", + "WORKING_OVERTIME_COMPLETE_RANGER5": "なるほど。[pause]じゃあ、それでいこう。", + "WORKING_OVERTIME_COMPLETE_RANGER8": "私は、生まれたときからここで暮らしているんだよ。[pause]だけど\\nこの町には、ほかの場所からやってきて、帰れなくなってしまう人たちがたくさんいる。", + "WORKING_OVERTIME_COMPLETE_RANGER6": "ふう。[pause][pause]できたぞ。[pause]どうだい?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "いいね!", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "すてき!", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "名作だね!", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "すごくイイ仕上がりじゃん。", + "WORKING_OVERTIME_COMPLETE_RANGER9": "町へ流れついた人の心が、この看板を見てすこしでも明るくなるなら、[pause]苦労したかいがあるってものだ。[pause]そう思うんだよ。", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "へえ。[pause]いい仕事してるじゃねーか。", + "WORKING_OVERTIME_COMPLETE_FELIX7": "ステキな看板だなあ。", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "地道な手仕事がうかがい知れる作品だな。", + "RANGER_BODYBUILDER_INTRO": "おーす、チャンピオン。鍛えに来たのか?", + "RANGER_BODYBUILDER_OPTION1": "筋トレさせて!", + "RANGER_BODYBUILDER_OPTION2": "どういうシステムなの?", + "RANGER_BODYBUILDER_OPTION3": "えっと、あとで。", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "でも、レンジャー登録してないよな?", + "RANGER_BODYBUILDER_NO_PASS1": "そりゃムリだな、チャンピオン。ジムカードを持ってないだろ?", + "RANGER_BODYBUILDER_NO_PASS2": "受付のウィルマさんからジムカードをもらってきな。そしたら、専用メニューを組んでやるよ!", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "でも、レンジャー登録してないよな?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "でも、レンジャー登録してないよな?", + "RANGER_BODYBUILDER_NOT_JOINED2": "ならまずはレンジャーにならないとな、チャンピオン。\\n町のはずれから北に向かってジョギングして、公園の駐在所で\\n登録してこいよ。", + "RANGER_BODYBUILDER_BYE": "またあとでな、チャンピオン!", + "RANGER_BODYBUILDER_EXPLANATION1": "ときには、変身するだけじゃパワーが足りないこともある……\\n自分を鍛える必要があるときだってあるのさ!", + "RANGER_BODYBUILDER_EXPLANATION2": "そこでオレの出番だ。人間のすがたの「基本ステータス」を\\n上げる、個人向けメニューを組んでやるのさ。トレーニング\\nすれば、変身したすがたの強さもアップするんだ!", + "RANGER_BODYBUILDER_EXPLANATION4": "それから、キャプテンたちといっしょにトレーニングすれば、\\n基本ステータスに割りふれる追加ポイントを確実に\\nゲットできるぞ。", + "RANGER_BODYBUILDER_EXPLANATION5.m": "どうする、チャンピオン? トレーニングするか?", + "RANGER_BODYBUILDER_EXPLANATION3": "たとえば、近接攻撃のいりょくを上げたいとき、遠距離攻撃を\\nあまり使わないんなら、遠距離攻撃から近接攻撃にステータスのポイントを移せるのさ。", + "RANGER_BODYBUILDER_EXPLANATION5.f": "どうする、チャンピオン? トレーニングするか?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "ふう、おつかれ! 筋肉が熱いな、燃えてるみたいだ!", + "RANGER_TRADER_NOT_JOINED1.m": "あらダーリン、いらっしゃい。レンジャーの登録に来たの? \\nイアンシー、いま留守なのよ。", + "RANGER_TRADER_NOT_JOINED1.n": "あらダーリン、いらっしゃい。レンジャーの登録に来たの? \\nイアンシー、いま留守なのよ。", + "RANGER_BODYBUILDER_EXPLANATION5.n": "どうする、チャンピオン? トレーニングするか?", + "TUTORIAL4_PART3C_KAYLEIGH3": "モンスターに変身してる人間が2人いるときに条件がそろうと、合体して、1体の[wave amp=30 freq=10]パワフルなモンスター[/wave]になれるんだ。", + "TUTORIAL4_PART3C_KAYLEIGH4": "([shake rate=30 level=15]大天使に殺されそう[/shake]、って状況も、その「条件」のうちに入るみたいだね……)", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "ヘンな感じだったな。体があなたとひとつになって、\\n[wave amp=30 freq=10]フュージョン[/wave]して……わたしたちなのに、わたしたちじゃ\\nないものに変身したみたいだった……", + "TUTORIAL4_PART3D_KAYLEIGH3": "それは、この島から出る方法を知ってるんだよね?", + "HARBOURTOWN_MERCHANT_4.n": "見てってくれてありがとう! 新しいステッカーを用意しておくから、明日もまた来てね!", + "TUTORIAL4_PART3C_KAYLEIGH6": "わたし……[pause]フュージョンしたの、アレが初めてなんだ。まさか、[wave amp=30 freq=10]ほぼ初対面[/wave]の相手とすることになるなんてね……", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "ヘンな感じだったな。体があなたとひとつになって、\\n[wave amp=30 freq=10]フュージョン[/wave]して……わたしたちなのに、わたしたちじゃ\\nないものに変身したみたいだった……", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "ヘンな感じだったな。体があなたとひとつになって、\\n[wave amp=30 freq=10]フュージョン[/wave]して……わたしたちなのに、わたしたちじゃ\\nないものに変身したみたいだった……", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "まあ、大天使はたおせたし!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "き、キミは信じてくれるよな、[pause]だろ? [pause]そっちの世界じゃボクは有名人じゃなかったかもしれないけど、もしキミがボクの世界に行ったら、絶対ボクの[wave amp=30 freq=10]大ファン[/wave]になるさ!", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "やあ、ボクの[wave amp=30 freq=10]世界一[/wave]の大ファンじゃないか。今日はなにを\\nしてるんだい?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "き、キミは信じてくれるよな、[pause]だろ? [pause]そっちの世界じゃボクは有名人じゃなかったかもしれないけど、もしキミがボクの世界に行ったら、絶対ボクの[wave amp=30 freq=10]大ファン[/wave]になるさ!", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "やあ、ボクの[wave amp=30 freq=10]世界一[/wave]の大ファンじゃないか。今日はなにを\\nしてるんだい?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "やあ、ボクの[wave amp=30 freq=10]世界一[/wave]の大ファンじゃないか。今日はなにを\\nしてるんだい?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "……[pause]あなた、前に会ったことあったかしら?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "ああ、[pause]またあなたなの? [pause]ごめん、いそがしいのよ。", + "HARBOURTOWN_NPC_3_DIALOGUE10": "えっと、[pause]あの、[pause]また会えたわね、{player}。", + "HARBOURTOWN_NPC_3_DIALOGUE4": "あの、[pause]きっと他の人とカン違いしてるのよ。[pause]わたしたち、\\n知り合いじゃないと思うわ。", + "HARBOURTOWN_NPC_3_DIALOGUE3": "ええと、[pause]ごめんなさい、いそがしいの。[pause]すごくね。", + "HARBOURTOWN_NPC_3_DIALOGUE8": "ここで友だちを作るのは大変なのよ。わたし、人と話せる\\n共通の話題を、[pause]その、[pause]あんまり持ってなくてね。\\n[pause]まあ、ここではそれがふつうだけど。", + "HARBOURTOWN_NPC_3_DIALOGUE7": "これまで、失礼なことを何度も言ってごめんなさいね。\\n[pause]わたし、初対面の人に対してはすこし人見知りしちゃうの。\\n[pause]でもわたしたち、もう初対面じゃないでしょう?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "……[pause]また会ったわね。[pause]会いに来てくれてありがとう。", + "HARBOURTOWN_NPC_4_DIALOGUE1": "きみ、たぶん「カセットテープ変身」初心者だろ? [pause]それなら、ちょっとしたアドバイスだ。", + "HARBOURTOWN_NPC_4_DIALOGUE2": "コツは、変身のしくみを深く考えないことだよ。[pause]みんな思ってることだけど、わけがわからないからね。", + "HARBOURTOWN_NPC_3_DIALOGUE9": "それで、あの、[pause]名前、聞いてなかったわよね。\\n[pause]{player}っていうの? [pause]今日はすてきな1日に\\nなるといいわね、{player}。", + "TUTORIAL4_PART3D_KAYLEIGH24": "あなたと、わたしでね!", + "TUTORIAL4_PART3D_KAYLEIGH25": "あなたはどう? いっしょに、やってくれる?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "もちろん!", + "TUTORIAL4_PART3D_KAYLEIGH26": "大天使があなたにビジョンを見せたんなら……", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "やるしかないよ!", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "ほかの大天使も探さなきゃ。それに、見つけたときに戦えるほど強くならないとね。", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "レンジャー向けのトレーニングを受ければ、力がつくはずだよ。じゃあ、まずは、レンジャーのリーダーに会いに行こっか!", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "ほかの大天使も探さなきゃ。それに、見つけたときに戦えるほど強くならないとね。", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "ほかの大天使も探さなきゃ。それに、見つけたときに戦えるほど強くならないとね。", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "レンジャー向けのトレーニングを受ければ、力がつくはずだよ。じゃあ、まずは、レンジャーのリーダーに会いに行こっか!", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "レンジャー向けのトレーニングを受ければ、力がつくはずだよ。じゃあ、まずは、レンジャーのリーダーに会いに行こっか!", + "OUTSKIRTS_3_-1_GIFTER1.m": "見たことない顔だね。もしかして……最近流れついてきた人?", + "TUTORIAL4_PART3D_KAYLEIGH29": "いまの時間帯なら、彼女は公園の駐在所だと思うな。", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]おっふ。犯罪率まで非常に高いとは……[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "あ! それ、カセットプレーヤー? なら、これをあげるよ。", + "OUTSKIRTS_3_-1_GIFTER1.f": "見たことない顔だね。もしかして……最近流れついてきた人?", + "HARBOURTOWN_STATION_MORGANTE1": "あなたなの、モードレッド?\\n\\nおいで、わが子よ…… さいごに\\nもういちど 顔を みせて。", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player}、なんだかヘンな気配がしない……?", + "HARBOURTOWN_STATION_KAYLEIGH1": "ここって、なんか……こげた金属のにおいがする。\\n説明しづらいけど……", + "HARBOURTOWN_STATION_MORGANTE2": "ずっと つづいた あらそいも\\n終わろうと しているわ……\\nこんどこそ 完全に 彼に\\n負けてしまったかも しれない。", + "HARBOURTOWN_STATION_KAYLEIGH6": "ヤバいっ……", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=20]そんなっ……こいつは……[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player}、こいつはたぶん、[shake rate=30 level=20]大天使[/shake]だよ……", + "HARBOURTOWN_STATION_KAYLEIGH5": "逃げなきゃ。[wave amp=30 freq=15]いますぐ。[/wave]", + "TUTORIAL4_PART3C_KAYLEIGH7": "アレはほら、こう、その場の勢いだったよね?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "まあ、大天使はたおせたし!", + "TUTORIAL4_PART3C_KAYLEIGH8": "ごめん、[pause]この話題、ちょっと気まずい!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "まあ、大天使はたおせたし!", + "TUTORIAL4_PART3C_KAYLEIGH9": "だ、だよね。ほんとそう!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "まあ、おかげで助かったし!", + "TUTORIAL4_PART3C_KAYLEIGH10": "フュージョンしてから、ふしぎな感じが残ってるな。\\nなんだか……ドアが開きっぱなしになってるみたい。\\nいままで、あったことに気づいてさえなかったドアが、さ。", + "TUTORIAL4_PART3D_KAYLEIGH1": "さてと、話を整理すると……", + "TUTORIAL4_PART3C_KAYLEIGH11": "あなたとは、またフュージョンできるって気がする。する必要があるときはね。", + "TUTORIAL4_PART3D_KAYLEIGH2": "あの「モルガンテ」っていう大天使の記憶が、あなたの\\n[wave amp=30 freq=10]心の中[/wave]にあって……", + "TUTORIAL4_PART3D_KAYLEIGH23": "島のみんなのために、やるしかないじゃん!", + "TUTORIAL4_PART3D_KAYLEIGH22": "この島から出る方法を見つけて、ここの人たちをふるさとや\\n家族のところへ帰してあげられる可能性がすこしでもあるん\\nなら……", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "あなたとメレディス、うまくいくといいね。あなたたちが\\nいっしょにいるのを見ても、わたしはぜんぜん平気だよ。", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "あのゲートが、わたしたちを[wave amp=30 freq=10]本当に[/wave]もとの世界に帰してくれるのなら、わたしたち、みんなお別れしなきゃいけないのかな?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "ねえ、教えてよ……[wave amp=30 freq=10]すばらしき大自然[/wave]の中で眠るのって、\\n好きなほう?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "よかったよね、まだニューウィラル島でやることがあって。\\nそれについて心配するのは、後まわしにしとくよ!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "……", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "いっしょにスタートしたんだから、いっしょにゴールしようよ。[pause]あなたの準備ができるまでは、わたしも帰らないからね、\\n{player}。", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "これ、レンジャーたちにとっては大ニュースになるよ。きっと\\nみんな、めちゃくちゃがんばって働くんじゃないかな!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "いっしょにスタートしたんだから、いっしょにゴールしようよ。[pause]あなたの準備ができるまでは、わたしも帰らないからね、\\n{player}。", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "いっしょにスタートしたんだから、いっしょにゴールしようよ。[pause]あなたの準備ができるまでは、わたしも帰らないからね、\\n{player}。", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "これで、イアンシーさんにもゲートの話が伝わったよね!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "列車でアレフと戦ったとき……[pause]みんなでフュージョンして\\n呼び出したあのパワーって……", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "なんだか、モルガンテに似てなかった? [pause]2人でいっしょに\\n戦った、最初の大天使とさ。", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "まだちゃんと理解できてはいないんだけど、なんだかあのとき、彼女と目的がひとつになった気がしたんだ。あのすがたには、\\nわたしたち以外のだれかが……[wave amp=30 freq=10]彼女が[/wave]、いっしょにフュージョンしてた。", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "似てたよね!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "うん、そう思う。", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "けど、最初にモルガンテと出会ったときから、あなたはずっと\\n彼女の存在を自分の中に宿してたんでしょ?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "彼女はあなたに、ゲートを見つける手がかりをくれた。アレフをたおすのも手伝ってくれた。いままでのことは全部、彼女の\\n計画通りで……つまり、わたしたちを、アレフをたおすコマと\\nして使ってたんじゃないかなって思っちゃうんだ……", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "ねえ、そういえば聞いてなかったね! [wave amp=30 freq=10]レンジャーの\\nトレーニング[/wave]はどんな感じ、{player}?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "ワクワクする!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "ワクワクする!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "ワクワクする!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "緊張する!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "そうだよね! きっと、あなたなら大丈夫だよ!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "緊張する!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "あなたと、こうして変わらずにキャンプできてうれしいな、\\n{player}。", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "緊張する!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "レンジャーは、訓練生にそれぞれの強みをのばすような訓練を\\nさせるんだよね……わたしのトレーニングは、町のまわりで\\nキャプテンひとりひとりのために仕事をすることだったな。", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "あなたのバトルチャレンジは……[pause]わたしのチャレンジより、ちょっとハードな感じだね。", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "レンジャーたちはそれぞれ、町を維持するための特別な役割を持ってるんだよ。", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "ロードスタインさんは電力供給網をメンテナンスしてるし、\\nウォレスさんは建物や壁を修理してくれてる。ゼッドさんは……[pause]えっと、なにかやってるはず。", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "とにかく、そういう特技はバトルにも反映されるんだ! \\nひとりひとりが、みんな違う戦法を使ってくるよ。", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "あなたなら全員たおせるって信じてるから、{player}!", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "あのさ……もしふるさとに帰ったとして、レンジャーになって\\n身に着けたことは全部、役に立つよねって思うんだ。", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "まあ、もとの暮らしに戻ったら、ここで学んだことが全部ムダになる可能性もあるけどさ。", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "前はどんな暮らしをしてたの?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "ここに来る前はなにをしてたの?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "えっと…[pause]まあ、[wave amp=30 freq=10]ワクワクする[/wave]、とはとても言えないような暮らしだったかな。", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "快適な暮らしだったよ。[pause]でもそのあと、この島に放りこまれて\\n経験したことといったら……もう、あのころみたいな暮らしに\\n満足できるか、自信ないな。", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "大学を中退して、地元の店で働いてたの。", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "なんだか、あれがずいぶん昔のことみたいな感じがしない?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "わたし、どうして関係が変わっちゃうかもって考えてたん\\nだろ。けど、そんなことにならなくてよかったな。", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "ほら、いまはあなたと[wave amp=30 freq=10]2人きり[/wave]だからさ。", + "CAPTAIN_WALLACE_PRE_REMATCH3": "今度のウォールは、そう簡単に崩れねえぞ!", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]いま不動産を購入すれば、住まいを必要とする将来の漂着者から大きな利益を上げられますよ。[/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]ニューウィラル島には通貨がないので、われわれは有望な\\n担保差し押さえプランも同時に進めているのです。[/wave]", + "OFFICE_1_LINE14_EUGENE": "もうたくさんだ! [pause]ハーバータウンは[shake rate=30 level=10]絶対に[/shake]、てめえらに\\n買い取られたりなんかしねえっ!", + "OFFICE_1_LINE17_PLAYER_OPTION1": "実力を見せてやろうよ!", + "OFFICE_1_LINE15_EUGENE": "{player}……", + "OFFICE_1_LINE16_EUGENE.f": "準備はできてるな?", + "OFFICE_1_LINE16_EUGENE.m": "準備はできてるな?", + "OFFICE_1_LINE16_EUGENE.n": "準備はできてるな?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "えっと、たぶん!", + "OFFICE_1_LINE19_EUGENE": "小さな勝利だったけどよ、それ以上の結果が出せたよな。", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]市場の成長は確実です。われわれの成長もね。[/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "あいつら、ほんとに悪者なの?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "あまり危険そうじゃなかったけど……", + "OFFICE_1_LINE21_EUGENE": "あの「ランドキーパー」どもは、町のみんなを苦しめて\\nカネもうけする気なんだぞ!", + "OFFICE_1_LINE23_EUGENE": "やつらはオレが止めてみせるぜ! \\n[wave amp=30 freq=10]ハーバータウンの守り手[/wave]としてな!", + "OFFICE_1_LINE22_EUGENE": "やつらが、どうやってここに来たのかは知らねーが……", + "OFFICE_1_LINE27_EUGENE": "ほかにも拠点がないか、よく注意しててくれ。あと、町にいる\\nときは、ウワサをよく聞いとくんだな。", + "OFFICE_1_LINE24_PLAYER": "手伝おうか、「ハーバータウンの守り手」さん?", + "OFFICE_1_LINE25_EUGENE": "……", + "OFFICE_1_LINE26_EUGENE": "まあ、そうしてくれると助かるぜ。", + "OFFICE_1_LINE29_EUGENE.m": "これがあれば、おまえひとりでも屋根の窓を開けられるぜ。", + "OFFICE_1_LINE28_EUGENE": "それと、こいつも渡しとく。", + "OFFICE_1_LINE29_EUGENE.n": "これがあれば、おまえひとりでも屋根の窓を開けられるぜ。", + "OFFICE_1_LINE29_EUGENE.f": "これがあれば、おまえひとりでも屋根の窓を開けられるぜ。", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]ニャッ?![/shake] クナイニャンは、そう簡単にやられないニャンッ!", + "KUNEKOS_RETURN_PRE_BATTLE.m": "創り手サマ・フェリックスのお友だちニャンね! \\nクナイニャンは、トレーニングしてたんだニャン……\\n[shake rate=30 level=10]どれだけ強くなったか[/shake]、見てほしいニャン!", + "KUNEKOS_RETURN_PRE_BATTLE.f": "創り手サマ・フェリックスのお友だちニャンね! \\nクナイニャンは、トレーニングしてたんだニャン……\\n[shake rate=30 level=10]どれだけ強くなったか[/shake]、見てほしいニャン!", + "KUNEKOS_RETURN_PRE_BATTLE.n": "創り手サマ・フェリックスのお友だちニャンね! \\nクナイニャンは、トレーニングしてたんだニャン……\\n[shake rate=30 level=10]どれだけ強くなったか[/shake]、見てほしいニャン!", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "行けっ、クナイニャン! おまえならやれるぞ!", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]ウニャアァァァン![/shake] 次はクナイニャンが勝つニャンよ!", + "KUNEKOS_RETURN_TEAM_NAME.m": "お友だちの{name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "お友だちの{name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "お友だちの{name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "ああ、{player.to_upper}、\\nそれに {partner.to_upper}。\\n\\nなんて 幸運 なのかしら。\\nちょうど いけにえが ほしいときに\\nあなたたちが 来てくれるなんて。\\n\\nきょうの わたくしには\\nマー・ラインが\\nほほ笑んで くれているのね。", + "POSTGAME_MORGANTE_PRE_BATTLE2": "そんなに 驚かないで。\\n\\n反逆の 精霊である\\nわたくしから すれば\\n自分の 力を つかった者を\\n敵と みなすのは 当然のことよ。", + "POSTGAME_MORGANTE_POST_BATTLE": "いけにえは ささげられた。\\n儀式は 完成よ。\\n\\n大天使たちが\\nニューウィラル島に 戻ったわ。", + "FARM_PUMPKIN_NO_JELLY": "キュートなカボチャだ!", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "キュートなカボチャだ! ホネスライムをぬってみようか?", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "「メレディス\\n 西暦1967年 - XXXX年\\n あの朝、ベッドから出なければよかったのに」", + "DUNGEON_MEADOW_NOTE_1": "「わたしのステキなお客さまへ:どうか、わたしが用意して\\n あげた料理を楽しんでね。[wave amp=30 freq=10]もうすぐ[/wave]あいさつしに行くから、\\n どこにも行かないでちょうだい。ウフフ!\\n ―アリス♡」", + "DUNGEON_MEADOW_NOTE_2": "「どこにも行かないでって言ったでしょ! まったく、マナーは\\n どうしたの? 恥を知りなさい! 帽子屋さんはお茶会の\\n ジャマをされたくないんだから、じっとしてて。もう!\\n ―アリス♡♡」", + "DUNGEON_MEADOW_EAT_ME": "「私をお食べ」というラベルがついたケーキだ。食べようか?", + "DUNGEON_MEADOW_NOTE_3": "「これはあとでのお楽しみよ……あなたへのサプライズなの!\\n 礼儀正しいお客さまなら、手をつけないはずよ。\\n [wave amp=30 freq=10]あなたの頭を使うといいわ。でも、なくさないでね[/wave]!\\n ―アリス♡♡♡」", + "DUNGEON_MEADOW_DRINK_ME": "「私をお飲み」というラベルがついたビンだ。飲んでみようか?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "これ以上大きくなるのはやめたほうがよさそうだ。", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "これ以上小さくなるのはやめたほうがよさそうだ。", + "DUNGEON_MEADOW_CHEST_CONFIRM": "箱だ。開けてみようか?", + "DUNGEON_MEADOW_RED_QUEEN": "クインニキスは、きみの首をはねたがっている!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "「{player}の墓。\\n 本年ここに眠る。享年は不明。\\n どうか、安らかに眠らんことを」", + "DUNGEON_MEADOW_MAD_HATTER": "モンスターのお茶会をジャマしてしまった!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "「{player}の墓。\\n 本年ここに眠る。享年は不明。\\n どうか、安らかに眠らんことを」", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "「ケイリー:1983年 - ????年\\n 一度ならず二度までもおろか者に従い、身をほろぼした。\\n 安らかに眠らんことを」", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "「ケイリー:1983年 - ????年\\n 一度ならず二度までもおろか者に従い、身をほろぼした。\\n 安らかに眠らんことを」", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "「{player}の墓。\\n 本年ここに眠る。享年は不明。\\n どうか、安らかに眠らんことを」", + "DUNGEON_GRAVEYARD_GRAVE_felix": "「フェリックス:友人たちが願いをかなえ、君のはずかしい絵を\\n 処分したことを知って、安らかに眠らんことを。\\n みんな、ほんのちょっとしか笑わなかった。\\n 1991年 - いま現在」", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "「ケイリー:1983年 - ????年\\n 一度ならず二度までもおろか者に従い、身をほろぼした。\\n 安らかに眠らんことを」", + "DUNGEON_GRAVEYARD_GRAVE_viola": "「ヴァイオラ、ここへ眠りけり。\\n 1575年に生を受け、本日亡くなる。\\n 双子のきょうだいは、その死をひどく悲しんだ」", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "「ハーバータウンの守り手、ユージーン\\n 西暦2076年 - NaN年\\n 口先だけで、行動がともなうことはなかった」", + "DUNGEON_GRAVEYARD_GRAVE_dog": "「とってもいい子のワンちゃん、ここに眠る。\\n ようやく一番好きなものである\\n ホネになれたと知ったら、きっと幸せに思うはず。\\n 生年:西暦14140年 享年:犬の体内時計で今年」", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "“サニー\\nかつて死に\\n今また死ぬ”", + "DUNGEON_GRAVEYARD_LM_1": "なんと 悲惨な 最期だ。\\nさしずめ、死の 袋小路と\\nいった ところか。", + "DUNGEON_GRAVEYARD_LM_2": "進む道を 間違えれば\\n汝は 墓へと 送られるだろう!\\nはははははは", + "DUNGEON_GRAVEYARD_LM_4": "汝らの 骨折りに\\nほうびを やろう。\\n疲れはてしものよ、休むがよい。", + "DUNGEON_GRAVEYARD_LM_3": "生を願う意志の 強さを 見せよ。\\n\\n汝らの 命を懸けて 戦え!", + "DUNGEON_GRAVEYARD_LM_KILL": "実に 面白い。\\nもっと 見たいものだ。", + "DUNGEON_GRAVEYARD_LM_5": "気が 変わった。\\n\\n休息は、墓石の下で 取るがよい。", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]人間が死につづけるかぎり、死者の埋葬用地には需要が\\n生まれるんですよ。[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]つまり、黒字が保証された収入源というわけです![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]私はランドキーパーをやめて、不動産ではなく墓を切り盛りしたほうがいいかもしれませんね。[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "この大穴からは 強く\\n死が におうだろう?\\n落ちぬよう 気をつけることだな!", + "DUNGEON_GRAVEYARD_LM_7": "どうやって ここへ?\\nははははは", + "DUNGEON_GRAVEYARD_LM_8": "時計の 針が 真夜中を 指したぞ。\\n汝ら 人間は 誰もがみな 最後には\\n必ず 死に 直面する……\\n\\nだから、我を そう 待たせるな!", + "CULTIST_ENCOUNTER_KAYLEIGH1": "……", + "CULTIST_ENCOUNTER_KAYLEIGH2": "その……[pause]それについては、また今度話すことにしない?", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "あの人、すごくヘンだったね。", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "あの人、なんの話をしてたの……?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "そ、それを全部聞いたら、わたしのこと、イヤなヤツだって\\n思っちゃうかも。ごめん。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "あのね、話さなきゃいけないことがあるの。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "あのね、ニューウィラル島に到着してすぐのころ、わたしは\\nハーバータウンじゃないところに住んでたの。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "オータムヒルのてっぺんにも、人の住む土地があるんだ。\\n[pause]東の海岸側にね。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "トムライタウンって町でね。自給自足するとか、持ち物を\\nわかちあうとか、そういうすてきなことをして暮らす人たちの\\nコミュニティなの。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "フードがついたローブを着て歩いてる人たちは、見たことある\\nでしょ?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "うん!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "昔は、あそこまで[wave amp=30 freq=30]おかしくは[/wave]なかったんだけど……", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "なんか怪しい人たちだよね。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "そう、その人たち。それでね……\\n[pause]わたしは、その仲間だったんだ。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "町のリーダーの、[pause]ドリアンってやつが、[pause]大天使に執着しててね。", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "なァ、[pause]聞いてくれよ。[pause][wave amp=30 freq=10]トムライチルドレン[/wave]のみんなも、\\nそうじゃないみんなも、穴掘りではサイコーにイイ仕事を\\nしてくれたぜ。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "トムライタウンは、みんなで助けあうために作られたんだ。\\n[pause]でもそう時間がたたないうちに、[wave amp=30 freq=30]そいつ[/wave]が望んだような町に\\n変わっちゃったの。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "それこそ、あの町を自分の居場所だと思えなくなるほどにね。\\n[pause]どうにもできなくなっちゃって……わたしは、逃げたの。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "そうやって、1年前にハーバータウンにたどりついたわけ。\\nわたしが必死に人を助けたがるのは、前にたくさんの人を\\n裏切ったことがあるからなんだ。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "でも、まだみんながわたしを覚えてたら……2人で潜入できると思う。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "あ、あの町の人たちは、よそ者をコミューンの中に入れないん\\nだけど……", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "だけど……[pause]もしドリアンが大天使の居場所を知ってるんなら、\\n怖い気持ちは押さえつけて、彼が知ってる情報をつかまなきゃ。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "いっしょに、やってくれる?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "その意気だよ! この作戦で、いい結果が出せるといいな。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "もちろん!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "本当にそれでいいの?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "うん。つらいことになるだろうけど……わたしがいままで\\n経験してきたことを全部生かして、なにかいい結果を出せたら\\nいいなって。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "注意して。わたしがいっしょじゃないと、中には入れてもらえ\\nないから。", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "OK、[pause]これでよし。[pause]コミューンの入口がある場所に\\nしるしをつけておいたよ。", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "ローブを着た男性", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "あなたがたはお通しできません。お引き取りを。", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "あなたがたはお通しできません。お引き取りを。", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "あなたがたはお通しできません。お引き取りを。", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "どうも、久しぶりだね。ドリアンと話したくて来たの。", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "ケイリーさん……お帰りなさい!", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "どうぞどうぞ、ちょうどいいときに戻られましたね。", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "みんなはどこにいるんだろう? ここでなにかが起きてるの?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "「ちょうどいいとき」ってどういうこと? いったい、なにが「ちょうどいい」のかな?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "コミューンをよく調べてみなくちゃ。", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "ここに帰ってくるなんて、おかしな感じ……", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "あの子、だれ? わたしの……代わり? なんか、ヤな感じ。", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "みなさん、どうぞお静かに!", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "ドリアンさまがお話しになります!", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause]・[pause]・[pause]・", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]チョ~シはどうだ、みんなァ!!![/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "実際マジで、[pause]ここまで山アリ谷アリだったが……", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "いやァ、いつも通り大勢集まってくれたな!", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "いやァマジで、この穴のクオリティは[wave amp=30 freq=10]一級品[/wave]さ!", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "この穴は、これを掘ってくれたみんなの信心と同じくらい\\n[wave amp=30 freq=10]深ァ~い[/wave]な。[pause]まるで[wave amp=30 freq=10]メタファ~[/wave]みたいだよ!", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "初めて[wave amp=30 freq=10]頭の中で声が聞こえて[/wave]、地面の下へ来いとみちびかれた\\nときは、オレ様ひとりじゃムリだと思った。", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "でも、みんなでやりとげたんだ! \\n[pause]さあ、カーテンを開けてくれ!", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]蛇神サマがみんなをお待ちだぜェ、ベイビー![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "オレ様はまもなく部屋に入って、[wave amp=30 freq=10]神聖なるパワァ~[/wave]を分けて\\nいただけるよう、蛇神サマとお話しするぜ!", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "そしてそのお供には、\\n[pause]帰ってきた放蕩娘がついてきてくれるのさ!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "うっ、マズい。", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "そうだよなァ……[wave amp=30 freq=10]ケイリィ~[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "ケイリー、[pause]なァハニー、[pause]道路に飛び出てビックリした鹿みたいな顔になってるぜ! [pause]お前がこのビッグなパーティーに参加して\\nくれてることくらい、そりゃあ気づくさ!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}……", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "そこにいるオトモダチには、お前がオレ様の右腕として\\n[wave amp=30 freq=10]この町の切り盛り[/wave]を手伝ってたってハナシはしたのか?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "そこにいるオトモダチには、お前がオレ様の右腕として\\n[wave amp=30 freq=10]この町の切り盛り[/wave]を手伝ってたってハナシはしたのか?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "ごめん……", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "そこにいるオトモダチには、お前がオレ様の右腕として\\n[wave amp=30 freq=10]この町の切り盛り[/wave]を手伝ってたってハナシはしたのか?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "オレ様のこと、信じてなかったんだよな? だがどうやら、\\nオレ様が[wave amp=30 freq=10]なにもかも正しかったようだなァ、ベイビー![/wave]", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "あとで説明するから。いまは、これを止めなくちゃ。", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "ここには[shake rate=30 level=10]マジもんの大天使サマ[/shake]が埋まってるのさ、オレ様たちのすぐ足元にな!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "その穴に入るなんて、死にに行くのと同じだよ!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "わたしたちは大天使と[wave amp=30 freq=10]戦った[/wave]の、ドリアン!", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "お前とオトモダチがそんなに経験豊富なら、いっしょに来て\\n[wave amp=30 freq=10]お楽しみに加わったら[/wave]いいだろ?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "お前とオトモダチがそんなに経験豊富なら、いっしょに来て\\n[wave amp=30 freq=10]お楽しみに加わったら[/wave]いいだろ?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "お前とオトモダチがそんなに経験豊富なら、いっしょに来て\\n[wave amp=30 freq=10]お楽しみに加わったら[/wave]いいだろ?", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "頼むよ、新しいマブダチの大天使サマといっしょに、オレ様が\\n[wave amp=30 freq=10]アセンションして神サマになる[/wave]ところを見ててくれ!", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "ジャクリーン……それじゃ、足場を降ろしてくれよ。", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "おおせのままに、ドリアンさま。", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "行くよ。あのバカ野郎がなにをするつもりだろうと、とにかく\\n止めなくちゃ。", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]中で会おうぜェ[/wave]、ケイリー!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "アイツ、ホントに大嫌い。", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "ケイリー! [pause]それに、ケイリーのオトモダチ! [pause]よく来たなァ!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "ケイリー! [pause]それに、ケイリーのオトモダチ! [pause]よく来たなァ!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "ケイリー! [pause]それに、ケイリーのオトモダチ! [pause]よく来たなァ!", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "ドリアンさま……?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "オレ様は、戦略的な決断をくだすことにしたよ! \\n[wave amp=30 freq=10]計画は変更だ![/wave]", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "ケイリーとオトモダチには先に行ってもらうぜ。\\n[pause]で、もしお前らが大天使サマに[wave amp=30 freq=10]一瞬で殺されなかったら[/wave]、\\nオレ様も中に入って感じよ~くお話させてもらうとするさ。", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "ケイリーとオトモダチには先に行ってもらうぜ。\\n[pause]で、もしお前らが大天使サマに[wave amp=30 freq=10]一瞬で殺されなかったら[/wave]、\\nオレ様も中に入って感じよ~くお話させてもらうとするさ。", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "ケイリーとオトモダチには先に行ってもらうぜ。\\n[pause]で、もしお前らが大天使サマに[wave amp=30 freq=10]一瞬で殺されなかったら[/wave]、\\nオレ様も中に入って感じよ~くお話させてもらうとするさ。", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "バカじゃないの? そんなことしたら死んじゃうよ。", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "[wave amp=30 freq=10]先に死ぬ[wave]のはお前らさ。", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "汝らは 我が呼び声を 聞いたのか?\\n\\n供物を 我に 捧げに来たのか?\\n\\n我を求めて ここへ 来たのか?", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]どうかオレ様めの忠実さに免じて、あなたサマの\\n神聖なるパワァ~を、わずかながらでもお貸しください!!![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "さて、当たってくだけろってな……", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]おおっ、偉大なる大天使サマ!!![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]オレ様めはあなたサマの呼び声を聞きとどけ、\\nお住まいにはせ参じましたァ!!![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "汝は 我から 何も得ぬ。\\n汝らが 捧げるのみだ。", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "いやあ、君に 仕事の オファーを \\n持ってきたんだよ!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "行くよ、{player}。[wave amp=30 rate=10]これ以上[/wave]人が殺される前に、\\nあいつを止めよう!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]だからこうなるって言ったのに![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "君が トムライスターさんだね?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "……", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "ドリアンさま……", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "残念だったね。[pause]でも、こいつの自業自得だよ。", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "みんな、ここから出なきゃ。\\n[pause][pause]ここの空気からは、死のにおいがするもの。", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "門を開けることにします。ニューウィラル島に住む\\nほかの人たちと共存できるよう、努力するつもりです。", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "コミューンは……", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "わたしたちは導きがほしかっただけで……\\n[pause]決して、[pause]あんなことを望んでは……", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "わかってる。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "このコミュニティのみんなは、悪い人じゃない。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "ほんと、ひどかったな……", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "ただ、信頼する相手は慎重に選ばなきゃね。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "大丈夫?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "気分はどう?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "わたしは……[pause][pause][pause]そのうち、元気になるよ。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "ずっとドリアンを手伝ってたなんて、最低だと思う。\\n[pause]けど……わたしは、彼のほうが自分より悪者だと思ってた。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "わたしがトムライチルドレンの人たちを見つけたのは、\\nドリアンと同じくらいの時期だったの。[pause]わたしはどこかに\\n所属して、だれかの仲間だって実感したかったんだ。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "彼と友だちになって、わたしは彼の……\\n[pause]助手みたいな立場についてた。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "わからないんだ。少しずつ変わっていったのか、最初から\\n善いものじゃなかったのか。とにかく、トムライタウンの\\n人たちに対するドリアンの影響力は、悪い方向に変わったの。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "違うな……[pause]「助手」をしてたんじゃないね……わたしは、\\nあいつの工作員をやってたんだ。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "町は彼自身に、彼の望みと、夢と、妄想に従うようになった。\\nもう、わたしがこうあってほしいって必死に願ってた\\nコミュニティとは別のものになってたんだ……", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "みんなはキズついてたから、わたしは彼のためにいろんなことを丸くおさめて、取りつくろったの。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "長いあいだ、いいことをしてるって思ってた……[pause]\\n状況をポジティブに保つ手助けをしてるって。そのせいで\\nときどき、みんながキズつくんだとしてもね。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "わたしはいい人じゃないんだよ、{player}。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "そうは思わないな!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "ううん、キミはいい人だよ。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "ふふ……信じてもらえて、うれしいよ。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "彼がいなくなったことで、みんながいい方向に進めると\\nいいのにな。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "迷える人たちは、導きを求めるの。[pause]ドリアンがみんなに\\nあたえてたのは、それだったんだ。", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "さてと、大天使をまた1体たおしたね。だから……[pause]\\nわたし、残りのやつらを見つけるのも手伝うよ!", + "ALEPH_DIALOGUE_2_1": "ふむ。人間が 入って きているとはね。", + "ALEPH_DIALOGUE_1_1": "ああ、お気になさらず!", + "ALEPH_DIALOGUE_2_2": "いますぐ 出て行って くれないかな?", + "ALEPH_DIALOGUE_3_1": "君のことは 覚えてるぞ!", + "ALEPH_DIALOGUE_3_2": "しかし、君が どうやって ここまで\\n来られたのか さっぱり わからないな。", + "ALEPH_DIALOGUE_4_1": "君と 私とで……", + "ALEPH_DIALOGUE_4_2": "いずれ、ちゃんと 話を しないとね。", + "ALEPH_DIALOGUE_5_1": "君、やめるつもりは ないんだね?", + "ALEPH_DIALOGUE_6_1.m": "ここがどこか わかっているのかい、\\n人間くん?", + "ALEPH_DIALOGUE_6_1.n": "ここがどこか わかっているのかい、\\n人間くん?", + "ALEPH_DIALOGUE_6_1.f": "ここがどこか わかっているのかい、\\n人間くん?", + "ALEPH_DIALOGUE_6_2": "君たちごときに このトンネルの\\n息づかいが 感じとれるとでも?", + "ALEPH_DIALOGUE_7_1": "いいかい、私には もう少し\\n敬意を はらったまえ。", + "ALEPH_DIALOGUE_7_2": "君の世界には 私を元にした\\n伝説が あるんだぞ!", + "ALEPH_DIALOGUE_7_3": "私が つつましい性格で 運がよかったね。", + "ALEPH_DIALOGUE_8_1": "もう こんな 会いかたを\\nするのは やめにしないか!", + "ALEPH_DIALOGUE_9_1": "新しく スカウトした 人材たちは\\n実に 荒々しい 連中でね。", + "ALEPH_DIALOGUE_10_1": "そう、また私だよ。\\n君たちが いま 戦っている\\n才能ある相手を スカウトしに 来たんだ。", + "ALEPH_DIALOGUE_9_2": "マネジメントスキルを\\n磨いていて よかったよ。", + "ALEPH_DIALOGUE_9_3": "我々は 実に ポジティブな\\n仕事環境を 構築中なのさ!", + "ALEPH_DIALOGUE_10_2": "こんなことを していて\\n君は うんざりしないのかい?", + "RESTING_KAYLEIGH_DATING_1": "ケイリーと、自分が子どものころに行った場所の思い出について語りあった。", + "RESTING_KAYLEIGH_DATING_3": "ケイリーと2人で、彼女の野望について語りあった。", + "RESTING_KAYLEIGH_DATING_2": "自分が昔経験した恥ずかしい体験を、2人で笑いとばした。", + "RESTING_MEREDITH_PLATONIC_2": "メレディスとしゃべろうとしたが、彼女はいま、そんなに\\n話したい気分じゃなさそうだ。", + "RESTING_KAYLEIGH_DATING_4": "自分の恋愛経験について、2人で楽しくおしゃべりした。", + "RESTING_KAYLEIGH_DATING_5": "ケイリーが、地球にある行ってみたい場所について話して\\nくれた。", + "RESTING_MEREDITH_PLATONIC_1": "メレディスと少しおしゃべりした。", + "RESTING_MEREDITH_PLATONIC_3": "メレディスが、日々の暮らしで出会ったちょっとした不満に\\nついて文句を言うのに耳をかたむけた。", + "RESTING_MEREDITH_DATING_2": "自分がいつか行ってみたい場所について、メレディスと\\n語りあった。", + "RESTING_MEREDITH_PLATONIC_4": "メレディスが、彼女があがめるファンタジー小説のあらすじを\\n熱心に語ってくれた。", + "RESTING_MEREDITH_DATING_1": "メレディスが、昔テレビで見たホラー映画について、とても\\nくわしく解説してくれた。", + "RESTING_MEREDITH_PLATONIC_5": "2人で静かに座っていることにした。メレディスはいま、特に\\n話すことがないようだ。", + "RESTING_MEREDITH_DATING_3": "メレディスが、勇気をふるいおこしてこちらの外見をほめて\\nくれた。", + "RESTING_MEREDITH_DATING_5": "メレディスをほめたら、ものすごく恥ずかしがられてしまった。それでも、お礼は言ってくれた。", + "RESTING_MEREDITH_DATING_4": "2人で、個人的でうちとけたおしゃべりをした。", + "RESTING_EUGENE_PLATONIC_2": "ユージーンと、強そうな新しいバトルの戦略について議論した。", + "RESTING_EUGENE_PLATONIC_1": "ユージーンが、好きな筋トレのメニューについて話してくれた。", + "RESTING_EUGENE_PLATONIC_5": "自分がいた世界と、ユージーンがいた世界のあいだの違いに\\nついて語りあった。", + "RESTING_EUGENE_PLATONIC_3": "ユージーンが、ハーバータウンでなにが起きているか夢中に\\nなって話してくれた。", + "RESTING_EUGENE_PLATONIC_4": "2人でバトル関連の情報を交換しあっているうちに、\\n平穏な時間がすぎていった。", + "RESTING_EUGENE_DATING_1": "ユージーンが、彼がいつか住んでみたい場所について教えて\\nくれた。", + "RESTING_EUGENE_DATING_2": "自分の恋愛経験について、ユージーンと軽く話した。", + "RESTING_EUGENE_DATING_3": "ユージーンが、彼はロマンティックなディナーを作るのが\\nうまいことを得意げに話してくれた。", + "RESTING_EUGENE_DATING_5": "自分の夢と希望について、ユージーンが質問してきた。\\n答えると、彼は熱心に耳をかたむけてくれた。", + "RESTING_EUGENE_DATING_4": "ユージーンが、面白い話をたくさんしてくれた。", + "RESTING_FELIX_PLATONIC_1": "フェリックスは、静かに集中してスケッチをしている。\\nそのまま、時がすぎていった。", + "RESTING_FELIX_PLATONIC_2": "フェリックスが、ニューウィラル島では手に入らない食べものについて、考えこみながら話してくれた。", + "RESTING_FELIX_DATING_1": "フェリックスが、最近完成させた絵を見せてくれた。", + "RESTING_FELIX_PLATONIC_3": "フェリックスが、ハーバータウンの人たちにまつわる面白い話を思い出して話してくれた。", + "RESTING_FELIX_DATING_2": "フェリックスが、最近思いついた新しい物語のアイデアを熱心に話してくれた。", + "RESTING_FELIX_DATING_3": "自分が考えていることを話すと、フェリックスはていねいに\\n聞いてくれた。", + "RESTING_FELIX_DATING_4": "自分が好きな食べ物について、フェリックスといっしょに\\nおしゃべりした。", + "RESTING_FELIX_DATING_5": "2人で共にした経験を通じて、きずなを深めた。", + "RESTING_VIOLA_PLATONIC_1": "ヴァイオラが、子ども時代の冒険について話してくれた。", + "RESTING_VIOLA_PLATONIC_3": "ニューウィラル島に来る前の暮らしはどんなものだったかに\\nついて、ヴァイオラが熱心に聞いてきた。", + "RESTING_VIOLA_PLATONIC_2": "ヴァイオラが、メッサリナ家の祖国がどんなに美しいかを話してくれた。", + "RESTING_VIOLA_PLATONIC_4": "ヴァイオラに、自分が元の世界でどんな暮らしをしていたか\\n話した。", + "RESTING_VIOLA_DATING_1": "ヴァイオラが、かつて学んだすてきな詩を暗唱してくれた。\\n詩を読み上げる彼女の身ぶり手ぶりはあざやかだった。", + "RESTING_VIOLA_DATING_3": "ヴァイオラが彼女の大志について、ごくプライベートな話をしてくれた。", + "RESTING_VIOLA_DATING_2": "2人で、気がきいた冗談を言いあった。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "そういえば、最近ちょっと考えてることがあってさ。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "ここしばらく、トムライタウンで暮らしてた時間に対する\\n気持ちを整理してすごしてたんだよね。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "実際、わたしは人をよろこばせようとして、本当にたくさん\\n時間を使ってたなあ。いまもまだ、だれかをよろこばせようと\\nしてるなって思うよ。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "町のみんなに幸せでいてもらうために、わたしはたくさん自分の時間を使ったからさ……", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "これって、ふつうなのかな? [pause]わかんないや。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "ひとりのときは、なにをするのが好き?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "それはいいことなんだけど、自分がやりたいことがなんなのか\\n考えるのも、同じようにいいことだよね。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "そしたら、燃えたあとには[wave amp=30 freq=30]わたし[/wave]なんてなんにも残らないよ。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "そうじゃなきゃ、燃えつきちゃうもん。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "はじめてみたい趣味はある?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "そうだなあ……答えられるように、考えとかなきゃね!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "もっと若かったころは、大人になったいまと比べて、\\nすごくたっぷり[wave amp=30 freq=30]情熱[/wave]があったなって気がするの。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "知ってた? わたし、昔はギターを弾いてたんだよ。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "パパも弾いてたんだ。わたしの一番古い記憶は、パパのひざに座って、ギターの演奏を聞いてた思い出なの。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "どうやってキミとギターを同時にひざに乗せてたの?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "ああ……[pause]そうよね。[pause]あなたはここに来たばかりだもの。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "……すっごく慎重にがんばったんだよ。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "10代のころには自分のギターを買ったんだけど、いつまでも\\n上手にはならなかったな。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "それに、まあ、プロのミュージシャンになる運命に生まれついてないんなら、[pause]音楽をやることに、意味なんかないでしょ?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "たしか、あきらめたんだったと思う。[pause]たぶん、どんな趣味でも、最終的にはなにか結果を出さなきゃダメって気がしてたから\\nだろうな。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "そんなの、もったいないよ!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "そういう態度、よくないよ!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "まあ、それは、[pause]あなたの言う通りだね。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "あきらめちゃったの、ホントにもったいないと思う。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "わたし、もっと「自分」のことをやるべきだよね!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "もし1日中ベッドに座って、くっだらない恋愛小説を読みたいんなら、それだってやったほうがいいのかもしれないし!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "そ、それに、[pause]生産的なことをやる義務なんてないんだし!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "その意気だよ!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "その通り!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "言いたいこと言って、スッキリしたよ。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "お茶、全部飲みきっちゃった。どうしよっか。そろそろ、\\n冒険に戻る?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "へへっ。ホントにありがとうね、{player}。", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "それに、わたしたちはフュージョンして、強くて大きい\\nモンスターに変身したでしょ? あれってすごく絆が深まる経験だったよね!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "ねえ見て、{player}!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "これ、クレマンスが市場で見つけて、わたしのためにゲットしてくれたの!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "状態はいいの?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "どんな感じ?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "まあ正直、ハーバータウンにあるジャンク品の半分くらいからは同じにおいがするけど。", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "えっと……ちょっと海水のにおいがするかな……", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "音のほうはどう?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "大丈夫、ニューウィラル島に住む人はみんな、物がすこし\\nこわれてることには慣れてるよ。ヒジの油で磨けば、直せない\\nものなんてないんだから!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "いい質問、かな? じゃあ、聞いてくれる……?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "いい質問、かな? じゃあ、聞いてくれる……?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "いい質問、かな? じゃあ、聞いてくれる……?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "この音は、なんか……", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "まだまだ改善が必要、って感じだね!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "すぐに、この子で曲を聞かせてあげる!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "あ、ヒジの油で磨くっていうのは、力仕事をするって意味ね。", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "楽しみにしてるね!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "恋の曲を聞かせてほしいな!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "わたしも楽しみ!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "指をクロスしてお祈りすれば、そのお願いもホントになる\\nかもね。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "もちろん!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "ねえ、あのさ、わたしの家に来ない? あなたに見せたいものがあるの。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "えっと、あとで。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "うん、わかったよ……じゃあ、もっと練習できるってことだね!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "やったあ!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "あ、あなたに演奏を聞かせたくて。昔、パパが歌って聞かせて\\nくれた歌なの。わたしが最初に弾きかたを覚えた曲なんだ。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "あなたはずっとわたしによくしてくれるから、すこしなにかを\\nお返ししたくて。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "あなたはずっとわたしによくしてくれるから、すこしなにかを\\nお返ししたくて。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "演奏していい?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "あなたはずっとわたしによくしてくれるから、すこしなにかを\\nお返ししたくて。", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "演奏していい?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "うん!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "演奏していい?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "それで、どうだった?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "最高だったよ!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "いますぐキミにキスしたいな。", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "やめてよ、真っ赤になっちゃうじゃない!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "もっと演奏をつづけてほしいな。", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "うん、もちろん! 2人で旅をしながら、いっしょに歌を\\n作るのもいいんじゃない?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "それって、なんだかちょっと楽しそうでしょ。", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "いいね、やりたい!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "あー、それって、演奏中のギタリストを見るとかかっちゃう、\\n[wave amp=30 freq=30]魔法みたいな[/wave]効果のせいじゃないって言いきれる?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "じゃあ、決まりだね! やろうよ!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "あー、それって、演奏中のギタリストを見るとかかっちゃう、\\n[wave amp=30 freq=30]魔法みたいな[/wave]効果のせいじゃないって言いきれる?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "あー、それって、演奏中のギタリストを見るとかかっちゃう、\\n[wave amp=30 freq=30]魔法みたいな[/wave]効果のせいじゃないって言いきれる?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "わたしが初めて女の子にあこがれたのは、大学時代、バンドで\\nドラムを演奏してた友だちを見たときだったな。どうも、\\nミュージシャンのことは簡単に好きになっちゃうみたい。", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "冗談だよ。もっと演奏を聞きたいな!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "いや、本気だよ。キミが大好きなんだ。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "いつもより静かだね、{player}! なにか考えごと?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "いや、本気だよ。キミが大好きなんだ。", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "その……", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "いや、本気だよ。キミが大好きなんだ。", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "キスしたいんなら……", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "いまが、バッチリのタイミングだと思うよ。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "いつもより静かだね、{player}! なにか考えごと?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "いつもより静かだね、{player}! なにか考えごと?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "ううん、特になにも!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "そっか。そうじゃないかなって思ったよ。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "そっか!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "言葉でどう説明したらいいか、わかんないや。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "正直に言うと、自分があなたを[wave amp=30 freq=30]そういう目で[/wave]見てるとは\\n思ってなかったの。フュージョンするまではね。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "そもそも、[pause]恋人なんて短いつきあいを数人としかしてないし、\\n相手はみんな男の子だったから。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "そもそも、[pause]恋人なんて短いつきあいを数人としかしてないし、\\n相手はみんな男の子だったから。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "あのね、男の子とは何人かつきあったことがあるの。[pause]でも、\\n[pause]こんな気持ちになった相手は……あなたが初めてだったから。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "ちょっとバカっぽく聞こえるかもしれないけど、\\nあなたとフュージョンしたとき……", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "あなたの魂を[wave amp=30 freq=10]感じとった[/wave]ような気がしたんだ……[pause]だから、\\nわたしはある意味、わたし自身でもわからないやり方で\\nあなたを知ってるのかも。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "あの……あなたって、ステキだよね。わたしだってもちろん、\\nあなたとつきあいたいよ。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "あの……あなたって、ステキだよね。わたしだってもちろん、\\nあなたとつきあいたいよ。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "いつかお別れしなきゃいけないとしても、あなたとはかけがえのない関係になれるから。[pause]そう思うんだ。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "あの……あなたって、ステキだよね。わたしだってもちろん、\\nあなたとつきあいたいよ。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "あなた、[wave amp=30 freq=30]ラッキー[/wave]なんじゃない?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "その通りだね。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "うん、そう思う。", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "さて、これであなたにガールフレンドができたね! \\nしかも、相手はミュージシャンのタマゴだよ!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "2人でお祝いしなきゃね!", + "MEREDITH_INTRO_MEREDITH1.m": "おっ。新顔の男の子じゃん。", + "MEREDITH_INTRO_MEREDITH1.f": "おっ。新顔の女の子じゃん。", + "MEREDITH_INTRO_MEREDITH1.n": "おっ。例の新顔じゃん。", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "会ったことあったっけ?", + "MEREDITH_INTRO_MEREDITH2": "ホイレイクがウチの店に部品を受け取りに来たとき、\\nアンタのことをクドクドくっちゃべってたんだよ。", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "えっ、知ってるの?", + "MEREDITH_INTRO_MEREDITH3": "アイツにはもう会った? [pause]最低な野郎だよ。", + "MEREDITH_INTRO_MEREDITH4": "本物の科学者ですらないんだから。知ってた? \\n[pause]アイツ、ニューウィラル島に流れつく前はデータアナリスト\\nだったんだよ。", + "MEREDITH_INTRO_MEREDITH6.m": "ともかく、ウチはメレディス。[pause]この刑務所みたいな小島に\\n永遠に閉じこめられるのを、ウチらといっしょに楽しもうよ。\\n死ぬまでさ。", + "MEREDITH_INTRO_MEREDITH5": "だれかアイツに言ってやらなきゃダメだね。\\n「アイラブ科学」Tシャツを着てるだけじゃ、アンタに個性が\\nあることにはならないよって。", + "MEREDITH_INTRO_MEREDITH6.n": "ともかく、ウチはメレディス。[pause]この刑務所みたいな小島に\\n永遠に閉じこめられるのを、ウチらといっしょに楽しもうよ。\\n死ぬまでさ。", + "MEREDITH_INTRO_MEREDITH6.f": "ともかく、ウチはメレディス。[pause]この刑務所みたいな小島に\\n永遠に閉じこめられるのを、ウチらといっしょに楽しもうよ。\\n死ぬまでさ。", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "脱出する方法を見つけるよ!", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "それも悪くなさそう!", + "MEREDITH_INTRO_A_MEREDITH2": "ヘンテコな悪夢のバケモノたちと、ウチらしかいないの。\\nこの島にはね。", + "MEREDITH_INTRO_A_MEREDITH1.m": "そりゃイイね。アンタ、ここに来てすぐでしょ。悪いけどさ、\\nそんな方法とかないから。", + "MEREDITH_INTRO_A_MEREDITH1.n": "そりゃイイね。アンタ、ここに来てすぐでしょ。悪いけどさ、\\nそんな方法とかないから。", + "MEREDITH_INTRO_A_MEREDITH1.f": "そりゃイイね。アンタ、ここに来てすぐでしょ。悪いけどさ、\\nそんな方法とかないから。", + "MEREDITH_INTRO_A_MEREDITH3": "だから、おしまいってワケ。", + "MEREDITH_INTRO_END_MEREDITH1": "まあ、ウチは外の空気を吸いたかっただけなんだ。そのうち、\\n町にあるウチの店まで会いにきなよ。板張りの道ぞいにある\\n黄色い建物だから。", + "MEREDITH_INTRO_B_MEREDITH2": "人と話せる話題なんて、あっというまになくなるよ。\\nこれ、マジだから。", + "MEREDITH_INTRO_B_MEREDITH1": "ここに住んでる人の数は、まあ、多くて200人ぐらいかな。", + "MEREDITH_INTRO2_MEREDITH1": "へえ。また会ったね。聞きたいことがあるんだけど……", + "MEREDITH_INTRO2_MEREDITH2": "アンタ、マジでこの島から出る方法を探すつもりなワケ?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "うん!", + "MEREDITH_INTRO2_MEREDITH3": "ふーん。感動しちゃいそうなくらいお気楽だね。", + "MEREDITH_INTRO2_MEREDITH4": "じゃあ、そのために「島1周旅行」をやるんなら、探し物を\\n頼まれてくれない?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "うん! なにを探してるの?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "ごめん、あとで。", + "MEREDITH_INTRO2_NO_MEREDITH1": "いいよ。アンタにもやることはあるだろうしね。\\nウチもそうだもん。", + "MEREDITH_INTRO2_NO_MEREDITH2": "ああ、どうも。また来たんだ。", + "MEREDITH_INTRO2_MEREDITH5": "えっと、音楽のレコードなんだ。[pause]レコードってわかる?", + "MEREDITH_INTRO2_NO_MEREDITH3": "ウチの探し物を手伝うかどうか、考えといてくれた?", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "もちろん!", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "そりゃ、知ってるに決まってるよ。", + "MEREDITH_INTRO2_MEREDITH6": "OK、よかった。", + "MEREDITH_INTRO2_MEREDITH7": "えっと、[pause]ほら、[pause]ここじゃ、だれがなにを知ってて、\\nなにを知らないのかわかりづらいからさ。だれもが\\n似たような……世界から来てるワケじゃないし。", + "MEREDITH_INTRO2_MEREDITH9": "とにかく、そのレコードはね、[pause]アルバム盤なんだ。\\n[pause]ザ・ウィッチハウスの「ずっとほしかったモノ」なんだけど。\\nアンタも聞いたことあるかもね。", + "MEREDITH_INTRO2_MEREDITH8": "おかげで人と話すのが大変なんだよね。[pause]ふつうよりも、\\nずーっとさ。", + "MEREDITH_INTRO2_MEREDITH10": "ここに来る前、よく聞いててさ。だからそれには……\\n[pause]感傷的な価値があるワケ。わかる?", + "MEREDITH_QUEST1_QUERY_IANTHE6": "町の人たちが着る服は、全部あそこで手に入れているのよ。\\n[pause]私たちが使うカセットプレーヤーとテープについては、\\n言うまでもないわね。", + "MEREDITH_INTRO2_MEREDITH12.m": "どうも。新顔じゃん。どうしたの?", + "MEREDITH_INTRO2_MEREDITH11": "ハーバータウンに、音楽オタクはほぼいないからさ……ウチの\\nために、みんなに聞いてまわってくれない?", + "MEREDITH_INTRO2_MEREDITH12.n": "どうも。新顔じゃん。どうしたの?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "レコードはまだ探してる途中だよ!", + "MEREDITH_INTRO2_MEREDITH12.f": "どうも。新顔じゃん。どうしたの?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "そんなレコード、持っとったかなあ……?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "特になにもないよ!", + "MEREDITH_INTRO2_MEREDITH13A": "へえ、イイじゃん。まあ、見つかる見こみはあんまりないん\\nだよね。確率的には不利だからさ。それでも、感謝はするよ。", + "MEREDITH_QUEST1_QUERY": "「ずっとほしかったモノ」ってレコード知ってる?", + "MEREDITH_INTRO2_MEREDITH13B": "そうそう、なにもないことには慣れときなよ。ここじゃ、時間が飛ぶようにすぎるなんてことないからさ。娯楽もちょっと足りてないし。", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "いや、持ってへんわ。役場のレンジャーはんたちに聞かはると\\nええかもな。", + "MEREDITH_QUEST1_QUERY_IANTHE1": "メレディスが音楽のレコードを探してる? [pause]知らないはずは\\nないだろうけど、ほしいレコードを探して見つかる確率なんて、ここではほとんどゼロに等しいのよ。", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "それか、駐在所におらはるレンジャーはんに聞くのも\\nええかもな。[pause]駐在所は知っとる? [pause]ハーバータウンの北東に\\nあるんよ。", + "MEREDITH_QUEST1_QUERY_IANTHE2": "どれだけ大げさに言っても足りないくらいよ。\\nニューウィラル島にはいろんな物が、[wave amp=30 freq=30]数多くの[/wave]違う世界から\\nやってきているんだから。", + "MEREDITH_QUEST1_QUERY_IANTHE3": "とはいえ、[pause]ガタボロモールなら、見つかる可能性が少しくらいはあるかもしれない。", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "ガタボロモール?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "ああ……[pause]そうよね。[pause]あなたはここに来たばかりだもの。", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "わかりました!", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "ああ……[pause]そうよね。[pause]あなたはここに来たばかりだもの。", + "MEREDITH_QUEST1_QUERY_IANTHE5": "ニューウィラル島の北側にあるショッピングモールのことよ。\\n[pause]完全に廃墟になっている建物でね……いまから15年ほど前に、いきなり現れたの。", + "MEREDITH_QUEST1_QUERY_IANTHE7": "あのモールにはミュージックショップがあって、そこには\\nレコードとカセットテープがたくさん置いてあるの。でも、\\n安全のために閉鎖しているのよ。", + "MEREDITH_QUEST1_QUERY_IANTHE8": "なんといっても、カセット関連の物資はとても貴重だもの。\\nそういうものは保護しておくのが得策だから。", + "MEREDITH_QUEST1_QUERY_IANTHE9": "そこにレコードがあるなら、取りに行くだけでも、\\nメレディスの命が危ないかもね。[pause]合理的に考えたら、\\n彼女に探しにいかせることは禁止したいところだけど……", + "MEREDITH_QUEST1_QUERY_IANTHE10": "でも、あなたがついていけば、彼女も少しは安全かもしれない\\nわね。どうぞ、これを受け取って。", + "MEREDITH_QUEST3_MEREDITH2": "おっと。", + "MEREDITH_QUEST3_MEREDITH1": "なにコレ? 手紙……?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "なんて書いてあるの?", + "MEREDITH_QUEST3_MEREDITH3": "イアンシーからの手紙だよ。探してるレコードは\\nガタボロモールにあるかもしれないからって、ウチがそこに行く許可を出してる……", + "MEREDITH_QUEST3_MEREDITH4": "でも、アンタといっしょに行かなきゃダメだってさ。モールに\\n入るためのカギも、手紙に入れてくれてる。", + "MEREDITH_QUEST3_MEREDITH5": "まあ、それじゃ、行こっか?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "本当にいいの?", + "MEREDITH_QUEST3_MEREDITH6": "大丈夫だって、自分の身くらい守れるから……ウチが自分用の\\nカセットプレーヤーを持ってないなんて、思ってないでしょ?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "危ないかもしれないよ!", + "MEREDITH_QUEST3_MEREDITH7": "1日中ここに座ってるなんて耐えられないし。[pause]あのアルバムを\\n探しに行けば、多少は生活に張りあいが出るでしょ。", + "MEREDITH_QUEST3_MEREDITH8": "だってさ……[pause]自分を前に進ませてくれるモノがなかったら、\\nそんなの死んでるのと同じじゃん。[pause]違う?", + "MEREDITH_QUEST3_MEREDITH9": "アンタはさあ……[pause]自分がなににクビ突っこもうとしてるか、\\nわかってる?", + "MEREDITH_QUEST3_MEREDITH11": "でも……", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "帰る方法を見つけたいんだ。", + "MEREDITH_QUEST4_PART1_MEREDITH3": "上にあるあの店って、音楽関係のモノを置いてるっぽく\\n見えない?", + "MEREDITH_QUEST3_MEREDITH10": "前にも言ったけど、それはムリなんだってば。", + "MEREDITH_QUEST3_MEREDITH12": "アンタがレコード探しを手伝ってくれるんなら、ウチも帰る方法探しを手伝うよ。", + "MEREDITH_QUEST3_MEREDITH13": "手伝わない理由がないじゃん? どうせレコードが\\n見つかったら、新しいやりがいが必要になるんだし。", + "MEREDITH_QUEST4_PART1_MEREDITH2": "この「終末モノ」っぽい雰囲気、感動しちゃうよ。", + "MEREDITH_QUEST4_PART1_MEREDITH1": "本音をブチまけていい? この建物ってきっと、\\n昔はもっとみすぼらしかったんだと思うよ。あちこちが……\\n[pause]ボロくなる前から、とっくにさ。", + "MEREDITH_QUEST4_PART1_MEREDITH4": "あそこに行く方法を探そうよ。", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "もし人でいっぱいだったら、\\nココの雰囲気もガラッと変わるんだろうね……", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "ココ、映画撮影には最高だろうね。モンスターを\\nエキストラにできないかな?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "もちろん!", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "いま踏んだのがただの水でありますように。マジで。", + "MEREDITH_QUEST4_PART2_MEREDITH1": "「ビニール・ビート」だってさ。お目当ての場所はココだと\\n思うよ。中に入る?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "えっと、あとで。", + "MEREDITH_QUEST4_PART3_MEREDITH1": "アレは絶対、このあたりにあるはず……かなりイイところまで\\n来てるよ……", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "「マックとサイコー5 - マック・トゥ・ザ・フューチャー」。\\n違う、これじゃない。", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "「ツリーマン - レガシー・オブ・ザ・ツリーマン」。\\nこの店は、ヘンなレコードも置いてるみたいだ。", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "「プロシジェン - 電気羊のドリーマー」。\\nカッコいい雰囲気だ……でも、このレコードじゃない。", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "なにかのサウンドトラックだ。", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "大きな赤い文字で「ザ・ウィッチハウス」と\\n書いてあるレコードだ。", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "そのジャケット……見つけてくれたんだね!", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "このジャケット……見つけたよ!", + "MEREDITH_QUEST4_PART4_MEREDITH4": "カバーアートも、[wave amp=30 freq=30]ちょっとだけ[/wave]違うし……", + "MEREDITH_QUEST4_PART4_MEREDITH2": "待った。[pause][pause]なんかおかしいよ。", + "MEREDITH_QUEST4_PART4_MEREDITH3": "「タイムレス・アンド・ストレンジ」? \\n[pause]アルバムの名前が違う……", + "MEREDITH_QUEST4_PART4_MEREDITH5": "曲目のリストも違う……", + "MEREDITH_QUEST4_PART4_MEREDITH6": "どの曲も、知らないんだけど。", + "MEREDITH_QUEST4_PART4_MEREDITH7": "コレ、[wave amp=30 freq=30]並行宇宙[/wave]で出たバージョンじゃん。\\n[pause]ウチがほしかったレコードは、ココにはないんだ。", + "MEREDITH_QUEST4_PART4_MEREDITH8": "知ってたよ。自分にイイことが起きるなんて、\\n少しも期待しちゃいけないんだって。", + "MEREDITH_QUEST4_PART4_MEREDITH9": "いつもそうなんだから……", + "MEREDITH_QUEST4_PART5_MEREDITH1": "あーもう、なにが起きたワケ……", + "MEREDITH_QUEST4_PART5_MONARCH4": "やはり、感じるぞ!\\n\\n無だ。心臓が あるべき位置に\\n空いた穴。我に 力をもたらすもの。\\n\\nねがわくば すべて 食らいたい。", + "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}、アンタ無事?", + "MEREDITH_QUEST4_PART5_MONARCH6": "汝らの 種族は 豊かな生を\\n送ることも できるのだ。\\n\\nだが汝らは その代わりに\\n豊かさを うつろな象徴や\\n工芸品と 交換する。", + "MEREDITH_QUEST4_PART5_MEREDITH3": "レコードが……ウチが落としちゃったんだ。アレ、見える?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "あ、アンタ、だれ? [pause]なに言ってんの?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "ココは廃墟なんだよ! ゴミだらけのね!", + "MEREDITH_QUEST4_PART5_MONARCH7": "汝らは 価値あるものを\\n無と 交換している。\\n\\n我が城は 汝らが 置き去りにした\\n無で 満たされているのだ!", + "MEREDITH_QUEST4_PART5_MEREDITH8": "アンタの……[pause]城? [pause]このモールが? [pause]それ、マジで言ってんの?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]なんの価値もない場所なんだってば!![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "そうだ…… 何の価値も 無い。\\n\\nそして 我こそは 無の王なり!\\n\\n来るがよい、汝らの無を\\n我に 食らわせよ!", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "きっと、簡単だろうね……", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "簡単だよ、あきらめて、ただ死ぬのはさ……", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "やった……[pause]生きてる……[pause]ウチら、[pause]フュージョンして……?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "でも、そんなのはウチじゃない! \\n自分にがっかりするのは、もうたくさんだよ!", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "えっと……", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "やった……[pause]生きてる……", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "君、こんなところに\\nいい場所を 持ってるね。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "アンタ、こんなことしなくてもよかったのにさ。ありがとね。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "気づいたんだけど、アタシ、マジで超くだらないことのために、はるばるここまで来ちゃったんだね。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "気づいたんだけど、アタシ、マジで超くだらないことのために、はるばるここまで来ちゃったんだね。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "だけど、君の 実力を 考えると\\nもう少し がんばれたと 思わないかい?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "気づいたんだけど、アタシ、マジで超くだらないことのために、はるばるここまで来ちゃったんだね。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "あと、めちゃくちゃバカなことのせいで死にかけちゃった。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "アンタ、こんなことしなくてもよかったのにさ。ありがとね。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "アンタ、こんなことしなくてもよかったのにさ。ありがとね。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "まあ……廃墟になったモールも、ヤバい危険も、今日はもう\\nこれくらいでいいや。", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "行こうよ。町に戻ってこのレコード、聞いてみよう。", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "それでさ……あの……フュージョンの件なんだけど……", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "アンタはさ、[pause]その、[pause][pause]前にもだれかとフュージョンしたこと\\nあんの?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "なんか、こう、話しあったほうがいいって気がする? かな。", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "すごくヘンな感じだったよね。", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "すごくイイ感じだったよね。", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "間違いなく……[pause]なんか、スゴかったよ。", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "後になってから、どんなだったか思い出してみても、あんなの\\nいままで体験したことなかった。", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "心がひとつに溶けあって、ウチがウチじゃなくなったみたい\\nだった。", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "夢を思い出そうとするようなカンジなんだ。ウチらの\\n脳ミソには、アレを処理できるだけの回路がないのかもね……", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "アンタはさ、[pause]その、[pause][pause]前にもだれかとフュージョンしたこと\\nあんの?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "アンタはさ、[pause]その、[pause][pause]前にもだれかとフュージョンしたこと\\nあんの?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "べ、[pause]別に、したことあっても大したことないからね! [pause]アレが\\nアンタの初めてじゃなかったかどうか、確信が持てなくてさ。", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "あの……[pause]言おうとしたことと、全然違うこと言っちゃった。", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "ウチが言ったこと、全部忘れて。", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "ずっと聞きたかったんだけどさ……", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "アンタ、どうして帰る方法があるって確信してるワケ?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "アンタ、どうして帰る方法があるって確信してるワケ?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "アンタ、どうして帰る方法があるって確信してるワケ?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "ビジョンを見たんだ……", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "あのさ、どういうことなのか全部話してよね。", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "……へえ。だいぶスゴいじゃん。", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "ウチも借りを返すよ。レコード探しを手伝ってもらったん\\nだから、ニューウィラル島を出る方法を探すのを手伝う。", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "そうだ! レコードのこと、忘れるとこだった!", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "……", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "これ、めっちゃイイよ。", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "ウチは、こう、スゴくミジメな10代をすごしたからさ。\\n人づきあいも下手だったし。", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "大学に行ってたころは、自分を変えたいって思ってた。\\n本気でね。", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "まあ、昔持ってたアルバムとは違うけど、十分それっぽい。", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "わかってる、問題があるのはウチなんだよね。でも、努力は\\nつづけたいんだ。", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "ウチのことを助けるために、命なんてかけなくても\\nよかったんだよ。", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "このレコードは、サウンドトラックみたいなモンだったの。\\nほら、変わろう、よくなろうってがんばってるときのさ……", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "ダメだったけどね。あと少しで一生の友だちが作れそうだった\\nけど、その子たちからはもう二度と話しかけてもらえない。", + "MEREDITH_CONVO5_MEREDITH2": "ウチ、虫耐性がめっちゃ低いんだよね。言ったっけ?", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "あの大天使はそういうことを言ってたのかも。ウチは実際に\\n生きることをがんばるかわりに、あれこれ気晴らしすることに\\n時間を使いすぎてるって。", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "ニューウィラル島はサイテーなことばっかだけど……", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "だけど、探し物とピッタリ同じものは見つからなくても……\\nいいんだ。結果には満足してる。", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "アンタは、なんかイカしてるよね。", + "MEREDITH_CONVO1_MEREDITH1": "あのさ……", + "MEREDITH_CONVO1_MEREDITH2": "たき火って、しゃべるのをラクにしてくれるよね。", + "MEREDITH_CONVO1_MEREDITH3": "なにを言うか思いつけなくても、気まずい間を空ける必要が\\nないじゃん。", + "MEREDITH_CONVO1_MEREDITH4": "いつも「めっちゃイイ炎だね」とか言っとけば、みんな、\\nコイツ、なんかイイこと言ったなってカンジでうなずいて\\nくれるんだから。", + "MEREDITH_CONVO1_MEREDITH6": "そしたら火事が起きちゃうかもだけど。", + "MEREDITH_CONVO1_MEREDITH5": "人としゃべるときは毎回、たき火がそばにあればいいのに……", + "MEREDITH_CONVO2_MEREDITH1": "ここに来る直前はなにをやってか、覚えてる?", + "MEREDITH_CONVO2_MEREDITH2": "ほら、[pause]ニューウィラル島に来る前だよ。", + "MEREDITH_CONVO5_MEREDITH1": "うげっ。[pause][pause]いま、足の上をなんかが通った気がする。", + "MEREDITH_CONVO2_MEREDITH3": "ときどき、この島に来た瞬間のことを思い出そうとするん\\nだけど、[pause]できなくてさ……", + "MEREDITH_CONVO2_MEREDITH4": "眠りに落ちる瞬間を思い出そうとするときみたいな\\nカンジなんだ。", + "MEREDITH_CONVO2_MEREDITH5": "その前後になにをやってたかは思い出せるのに、移動した瞬間はピンポイントで抜け落ちてるの。", + "MEREDITH_CONVO2_MEREDITH6": "ヘンなカンジ。", + "MEREDITH_CONVO3_MEREDITH2": "家に帰る方法が見つかったらさ……\\n[pause]ほら、ホントの家のほうだけど……", + "MEREDITH_CONVO3_MEREDITH1": "思うんだけど……", + "MEREDITH_CONVO3_MEREDITH3": "ここですごしたぶん、向こうでも時間ってすぎてるワケ?", + "MEREDITH_CONVO3_MEREDITH4": "それとも、ここへ来た瞬間に戻るワケ? ここでの出来事が、\\nまばたきするあいだに起きたみたいに?", + "MEREDITH_CONVO4_MEREDITH1": "ウィッチハウスのイカすところはさ、たとえば、\\n[pause]3つの違うバンドが解散してなきゃ結成されてなかったって\\nとこなんだよね。", + "MEREDITH_CONVO4_MEREDITH2": "男性ベーシストが脱退して自分の宗教をはじめたせいで\\n「プロシジェン」が解散したから、ボーカルのロブ・ハンサムは仕事が必要だったし……", + "MEREDITH_CONVO4_MEREDITH8": "めちゃめちゃ低いでしょ。[pause]たぶんだけど。", + "MEREDITH_CONVO4_MEREDITH3": "ドラマーのリンダ・スティールはレコード会社とモメて、\\nパンクトリオの「バッド・ホーセズ」から脱退した\\nばかりだったし……", + "MEREDITH_CONVO4_MEREDITH5": "そういう星のもとで、[pause]しかもほとんどが悪い星って状況だから\\nこそ、[pause]メンバーの3人は「ウィッチハウス」を結成できたワケ。", + "MEREDITH_CONVO4_MEREDITH4": "で、ギターのダニエル・「セーフティ」・バタークロフトは、「ノー・シートベルツ」で唯一の生き残りなんだ。ほかのバンドメンバーは、ツアーバスの事故でみんな死んじゃったから。", + "MEREDITH_CONVO4_MEREDITH6": "だから考えちゃうんだよね、そんなことが起きる確率は、\\nどれだけ低いんだろうなってさ……", + "MEREDITH_CONVO4_MEREDITH7.f": "こういうことも考えるんだ。この場所で、[pause]いまこの瞬間に、\\n[pause]ウチら2人がいっしょにいる確率はどれくらいなのかなって。", + "MEREDITH_CONVO4_MEREDITH7.m": "こういうことも考えるんだ。この場所で、[pause]いまこの瞬間に、\\n[pause]ウチら2人がいっしょにいる確率はどれくらいなのかなって。", + "MEREDITH_CONVO4_MEREDITH7.n": "こういうことも考えるんだ。この場所で、[pause]いまこの瞬間に、\\n[pause]ウチら2人がいっしょにいる確率はどれくらいなのかなって。", + "MEREDITH_CONVO5_MEREDITH3": "さっきのは風で飛んできた草の葉っぱだったことにして、あまり考えないことにするよ。", + "MEREDITH_CONVO6_MEREDITH1": "「2人の時間」をすごすためにココに来るのはべつに\\nいいんだけど……", + "MEREDITH_CONVO6_MEREDITH2": "思うんだよね、ハーバータウンに[wave amp=30 rate=10]2つ目[/wave]のカフェがあったら\\nいいのにって。", + "MEREDITH_CONVO6_MEREDITH3": "そしたら、デートの戦略がまるっきり変わるよ!", + "MEREDITH_CONVO6_MEREDITH4": "ウチが自分で1軒オープンしたほうがいいのかも。\\n健全な競争ってやつを保つためにさ。", + "MEREDITH_CONVO6_MEREDITH6": "もう、様子が目に浮かんじゃうね。", + "MEREDITH_CONVO6_MEREDITH5": "めっちゃゴスっぽく飾りつけしちゃおう。[pause]壁は黒くして、\\nイカしたガイコツを飾って……", + "MEREDITH_CONVO7_MEREDITH1": "ウチさ、その、自分の考えを話すのがそんなに得意じゃ\\nないんだよね。", + "MEREDITH_CONVO7_MEREDITH2": "ときどき、人の話に対するリアクションをミスったなって\\n思うことがあってさ……", + "MEREDITH_CONVO7_MEREDITH4": "それに、めっちゃ退屈なヤツだって山ほどいるし!", + "MEREDITH_CONVO7_MEREDITH5": "でも、アンタには全然退屈しないからさ。[pause]だから、\\nウチがアンタに興味を持ってないとか、そういうことは絶対に\\n思わないでね。", + "MEREDITH_CONVO7_MEREDITH3": "ほら、ヘンなこと言っちゃうとか、マズい表情をしちゃうとか\\nするでしょ。そしたらみんなが、コイツは話に興味ないんだって思うワケよ。", + "MEREDITH_CONVO8_MEREDITH1": "アンタ、気づいてる? ハーバータウンは必要なものを\\nだれにでも提供してるんだよ。それも、相手が地域社会に\\nどんなことをしてるかには関係なしにさ。", + "MEREDITH_CONVO8_MEREDITH2": "つまりさ、町の人たちはみんな、それぞれの問題を抱えてるワケだけど、それでも……", + "MEREDITH_CONVO8_MEREDITH3.m": "だれものけ者にされないんだ。みんな、なにか自分のできる\\nことで町の役に立つワケ。[pause]もしできなくても、心配しなくて\\nいいの。", + "MEREDITH_CONVO8_MEREDITH3.n": "だれものけ者にされないんだ。みんな、なにか自分のできる\\nことで町の役に立つワケ。[pause]もしできなくても、心配しなくて\\nいいの。", + "MEREDITH_CONVO8_MEREDITH3.f": "だれものけ者にされないんだ。みんな、なにか自分のできる\\nことで町の役に立つワケ。[pause]もしできなくても、心配しなくて\\nいいの。", + "MEREDITH_CONVO8_MEREDITH4": "さびしいところにある社会だけど……[pause]でも、残酷じゃないんだ。", + "MEREDITH_CONVO8_MEREDITH5": "その、[pause]こう、[pause]ウチがもともと住んでたところは、そうじゃ\\nなかったからさ。", + "MEREDITH_CONVO9_MEREDITH1": "ちょっと暗いかもしれないけど、ときどき想像するんだ。\\n「前の暮らし」での知りあいは、ウチのことを思い浮かべたり\\nするのかなって。", + "MEREDITH_CONVO9_MEREDITH2": "思い描くんだ。夜、昔の同僚たちがわびしいロンドンのパブで\\n席に座って、こう話してるの。「メレディス・チェンは\\nどうしたんだろう? ある日突然すがたを消して、それっきり\\n顔を見せないよな?」って。", + "MEREDITH_CONVO9_MEREDITH4": "実際に口に出してみると、マジでヘコんじゃう話だね、コレ。", + "MEREDITH_CONVO9_MEREDITH3": "……", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "映画?", + "MEREDITH_CONVO10_MEREDITH1": "もとの世界に帰れたら、見なきゃいけない映画がいっぱい\\nあるんだろうな。", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "どんな映画が好きなの?", + "MEREDITH_CONVO10_MEREDITH2": "あー、[pause]うーん。", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "ずいぶん細かいね。", + "MEREDITH_CONVO10_MEREDITH3": "ウチの好みは、はっきり2種類にわかれてるんだよね。とてつもなくアホなアメリカのアクション映画と、芸術かマジのゴミか\\nわからない吸血鬼映画にさ。", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "好みがはっきりしてるね!", + "MEREDITH_CONVO10_MEREDITH4": "アンタの映画の好みも知れたらうれしい、かな。", + "MEREDITH_CONVO11_MEREDITH1": "聞いたんだけど、ケイリーと付きあいはじめたんだって……?", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "知ってるんだ……?", + "MEREDITH_CONVO11_MEREDITH6": "あの夜いっしょにすごしたあと、こっちがカン違いしちゃったのかもね……[pause]でも、いいよ。", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "この会話、気まずくないといいんだけど!", + "MEREDITH_CONVO11_MEREDITH2": "なんて言ったらいいワケ? 言葉が出てこないよ。", + "MEREDITH_CONVO11_MEREDITH3": "べつに、責めるつもりはないんだ……[pause]だって、ケイリーって、\\n[wave amp=30 freq=10]ケイリー[/wave]だから。", + "MEREDITH_CONVO11_MEREDITH5": "(あーもう、女の子と話すときのウチって、\\n [wave amp=30 freq=10]しくじって[/wave]ばっか……)", + "MEREDITH_CONVO11_MEREDITH4": "努力しなくてもカンペキで、しかも美人だし。\\n[pause]コレ、あの子に言わないでね。", + "MEREDITH_CONVO11_MEREDITH7": "どっちにしろ、末長い人づきあいに踏みきる心の準備が\\nできてるかどうか、わかんなかったし。", + "MEREDITH_CONVO12_MEREDITH1": "モールの地下に住んでた大天使と戦ったときのこと、覚えてる?\\n[pause]アイツが言ってたことについて考えてたんだ。", + "MEREDITH_CONVO12_MEREDITH2": "あの大天使は、ウチが「価値あるものを無と交換してる」って言ってた。[pause]あれは音楽のレコードを探したい、ウチの欲望の\\nことだったのかな?", + "MEREDITH_CONVO12_MEREDITH4": "そういうモノにしつこくこだわって、[wave amp=30 freq=10]ホントに[/wave]大事なことを\\n放っておくのって、ラクなんだろうね。", + "MEREDITH_CONVO12_MEREDITH3": "だって、けっきょく……[pause]音楽レコードなんて、たいして\\n重要じゃないし。人生に出てきた、ただの[wave amp=30 freq=10]モノ[/wave]だよ。\\n読む本とか、見る映画とかみたいにさ。", + "MEREDITH_CONVO12_MEREDITH5": "「価値あるものを無と交換してる」、かあ。", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "なんで?", + "MEREDITH_CONVO12_MEREDITH6": "それでさ、あの、ウチらの友情はウチにとって、価値があって\\n大事だから、[pause]そのことはしっかり覚えとくことにするよ。", + "MEREDITH_CONVO13_MEREDITH2": "たくさんの人がこの島で生きて、死んできた。\\nウチらみたいな……[pause]ほかの世界からこの島に流れついた\\n人たちがさ。", + "MEREDITH_CONVO13_MEREDITH1": "で、この話を、墓場を移動してるときに思い出すワケ? \\nそんなの、考えこんじゃうじゃん。", + "MEREDITH_CONVO13_MEREDITH3": "たくさんの人たちが行方不明になって、二度と見つからなかったワケでしょ? それって、考えるとすごく悲しいよね。", + "MEREDITH_CONVO13_MEREDITH4": "この島で希望を失った人たちは、絶対にたくさんいるよ。", + "MEREDITH_CONVO13_MEREDITH5": "ウチはそのひとりにはなりたくないんだ、{player}。", + "MEREDITH_CONVO14_MEREDITH1": "ねえ……本当に信じてる?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "本当にって、なにを?", + "MEREDITH_CONVO14_MEREDITH2": "見つけたゲートで、本当にもとの世界に帰れるって\\n信じてるワケ?", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "どういう意味?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "帰らなくちゃ。", + "MEREDITH_CONVO14_MEREDITH3": "ウチは……[pause]自分は永遠にこの島にいるんだってあきらめて\\nたんだ。将来のことを考えはじめなきゃいけないのって、\\nちょっと怖いよ。", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "ほかに選択肢があるの?", + "MEREDITH_CONVO15_MEREDTH2": "もしゲートが実際に動くんだとしたら、レンジャーたちの仕事は山積みになるだろうね。", + "MEREDITH_CONVO15_MEREDTH1": "イアンシーにはもう、ゲートのこと話したワケ?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "どういう意味?", + "MEREDITH_CONVO15_MEREDTH5": "レンジャーたちは、ここのコミュニティの世話係みたいなモン\\nでしょ? 人の流れがまるごと変わっちゃった状況をどう\\n管理するか、答えを出さなきゃいけないだろうね。", + "MEREDITH_CONVO15_MEREDTH3": "島のみんなはものの見方を完全に変えなきゃいけなくなる\\nでしょ。ニューウィラル島はもう、来た人を永遠に閉じこめる\\n場所じゃなくなる。単に、人が……ときどきやってくるだけの\\n島になるんだ。", + "MEREDITH_CONVO15_MEREDTH4": "それに、[wave amp=30 freq=10]たぶんだけど[/wave]、そもそもここで生まれたような\\n人たちは、ここに住みつづけるんじゃないの。", + "MEREDITH_CONVO15_MEREDTH6": "ウチ、レンジャーじゃなくてよかった。忙しすぎだもん。", + "MEREDITH_CONVO16_MEREDITH2": "ほら、カセットテープでモンスターに変身するのと、\\n[pause]アンタとフュージョンしてデカいモンスターに変身するのは\\n違うじゃん。[pause]なら、[wave amp=30 freq=10]ウチら全員[/wave]で、あの列車の上でいっしょにフュージョンしたアレは?", + "MEREDITH_CONVO16_MEREDITH1": "最近はいろいろありすぎて、アレフとの超スゴいバトルについて話すヒマもなかったよね。", + "MEREDITH_CONVO16_MEREDITH3": "マジで、どうかしてたよね。", + "MEREDITH_CONVO16_MEREDITH4": "どう表現したらいいかな……[pause]ふだんのフュージョンは、自分の\\n体がやってることを後ろの席に座って見てるカンジなんだよね。", + "MEREDITH_CONVO18_MEREDITH1": "ニューウィラル島のモンスターはだいぶ不気味だって思ってた\\nけど……", + "MEREDITH_CONVO16_MEREDITH5": "でも、あのときはウチとアンタだけじゃなかった。\\nウチら全員がいっしょにいて、みんなのひとつになった願いを\\n[wave amp=30 freq=10]感じとれてた[/wave]んだ。", + "MEREDITH_CONVO16_MEREDITH6": "ねえ、わかる? 大天使たちは強いけどさ、人のほうがもっと、\\n[wave amp=30 freq=10]ずーっと[/wave]強いんだよ。", + "MEREDITH_CONVO17_MEREDITH2": "自分はスゴく孤独な人間だと思ってたから、アンタと\\nつきあったら、自分が知ってる自分のイメージがなにもかも\\n変わっちゃうのかもって。", + "MEREDITH_CONVO17_MEREDITH1": "最初は不安だったんだよね。つきあったら、自分がまるっきり\\n変わっちゃうんじゃないかって。", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "どういう意味?", + "MEREDITH_CONVO17_MEREDITH4": "でも……そうはならなかった。ウチは[wave amp=30 freq=10]ウチ[/wave]のままで、\\n[pause]そこに[wave amp=30 freq=10]アンタ[/wave]もいてくれるってだけなんだ。", + "MEREDITH_CONVO17_MEREDITH3": "バカみたいだし、[pause]たぶん実際バカなんだけど、\\n[pause]そう感じたんだよ。", + "MEREDITH_CONVO18_MEREDITH3": "アイツらの話し方ときたら、まるで[wave amp=30 freq=10]人間[/wave]みたい。こう、ウチらと同じくらい頭が良さそうじゃない? もしかしたら、ウチらより[wave amp=30 freq=10]賢い[/wave]のかもね。", + "MEREDITH_CONVO18_MEREDITH2": "「大天使」ときたらどうよ? ほら、ウチらが戦ったみたいな\\nヤツ。アイツらは不気味レベルのケタが違うよね。", + "MEREDITH_CONVO18_MEREDITH4": "[wave amp=30 freq=10]デカくて賢くて現実をネジ曲げるバケモノたち[/wave]が、ウチらが\\n暮らす島の、地下全体に広がる鉄道路線の中で暮らしてるって\\nいうのが事実なワケか……", + "MEREDITH_CONVO18_MEREDITH5": "まあ、今夜は寝つくのに時間がかかりそうだね。", + "MEREDITH_CONVO19_MEREDITH1": "……", + "MEREDITH_CONVO19_MEREDITH2": "……", + "MEREDITH_CONVO19_MEREDITH3": "ごめん、気まずいよね。ウチらってお互いのことよく知らない\\nからさ。話すこともあんまりないんだよ。", + "MEREDITH_CONVO19_MEREDITH4": "あ。[pause]言っちゃったら、もっと気まずくなるだけかな。", + "MEREDITH_CONVO20_MEREDITH1": "その……[pause]キャンプはそこまで得意じゃないんだよね。ウチって「インドア」なタイプだから。", + "MEREDITH_CONVO20_MEREDITH2": "これ、言っとけばよかった。アンタがウチといっしょに、このちょっとした[wave amp=30 freq=10]冒険[/wave]に出かける前にさ。", + "MEREDITH_CONVO20_MEREDITH3": "赤の他人とレコードを探しに行こうって決めたこと、アンタが\\n後悔してないといいな。", + "MEREDITH_CONVO21_MEREDITH1": "またカフェに戻ってきたね……この世には、変わらないモノも\\nあると思わない?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "ここにはよく来るの?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "このカフェには何度も来たの?", + "MEREDITH_CONVO21_MEREDITH2": "ここはハーバータウンだよ。ヒマをつぶせる場所なんて、\\nこのカフェ以外[wave amp=30 freq=10]どこにもない[/wave]んだってば。", + "MEREDITH_CONVO21_MEREDITH3": "それが、小さな町での暮らしってモンなの。[pause]少なくとも、\\nコーヒーはおいしいけど。", + "MEREDITH_CONVO22_MEREDITH1": "その、えっと、アンタはこの島で、何度もたくさんキャンプ\\nしてるんだよね?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "だと思うよ!", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "し、してないよ!", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "そうなのかな?", + "MEREDITH_CONVO22_MEREDITH2": "まあ、ウチはそう思うんだけど。それで、アンタって\\n[wave amp=30 freq=10]ほかの[/wave]キャンプ仲間とは全員とキスしたワケ?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "なに言ってるの……?", + "MEREDITH_CONVO22_MEREDITH3.f": "き、気にしないで。からかってるだけだからさ。", + "MEREDITH_CONVO22_MEREDITH3.m": "き、気にしないで。からかってるだけだからさ。", + "MEREDITH_CONVO22_MEREDITH3.n": "き、気にしないで。からかってるだけだからさ。", + "MEREDITH_CONVO23_MEREDITH1.m": "あー、[pause]アンタ、ケイリーと友だちだったよね?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "だと思うよ!", + "MEREDITH_CONVO23_MEREDITH1.f": "あー、[pause]アンタ、ケイリーと友だちだったよね?", + "MEREDITH_CONVO23_MEREDITH1.n": "あー、[pause]アンタ、ケイリーと友だちだったよね?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "うん!", + "MEREDITH_CONVO23_MEREDITH2": "知りたいんだけどさ……あの子って、いったい[wave amp=30 freq=10]なにを[/wave]考えてる\\nワケ?", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "なにそれ?", + "MEREDITH_CONVO23_MEREDITH3": "あの子は1年くらい前にハーバータウンに来て、すぐに\\nトレーニングしてレンジャーになったんだ。[pause]この島に閉じこめ\\nられたことに折りあいをつける時間なんて、[wave amp=30 freq=10]これっぽっちも[/wave]\\n必要ないみたいだった。", + "MEREDITH_CONVO23_MEREDITH4": "ウチからすると、[wave amp=30 freq=10]どことなく[/wave]納得いかないんだよね。", + "MEREDITH_CONVO23_MEREDITH6.m": "その、[pause]はっきりさせとくけど、ウチは[wave amp=30 freq=10]いつもなら[/wave]、他人の事情の\\n話なんてしないからね。アンタは知っとくべきだって\\n思っただけ。[wave amp=30 freq=10]アンタたち[/wave]って、2人で仲よく出かけてるからさ。", + "MEREDITH_CONVO23_MEREDITH5": "自分は[wave amp=30 freq=10]のんきでお気楽[/wave]です、って顔してるけど、あの子は\\nなにか隠してる。[pause]それは確実だと思うよ。", + "MEREDITH_CONVO23_MEREDITH6.f": "その、[pause]はっきりさせとくけど、ウチは[wave amp=30 freq=10]いつもなら[/wave]、他人の事情の\\n話なんてしないからね。アンタは知っとくべきだって\\n思っただけ。[wave amp=30 freq=10]アンタたち[/wave]って、2人で仲よく出かけてるからさ。", + "MEREDITH_CONVO23_MEREDITH6.n": "その、[pause]はっきりさせとくけど、ウチは[wave amp=30 freq=10]いつもなら[/wave]、他人の事情の\\n話なんてしないからね。アンタは知っとくべきだって\\n思っただけ。[wave amp=30 freq=10]アンタたち[/wave]って、2人で仲よく出かけてるからさ。", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "それって、悪いほうに?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "おかしくなった?", + "MEREDITH_SOCIAL1_MEREDITH1": "大天使が現れたうえに、アンタと初めてフュージョンした\\nなんてね。最近のウチの暮らしって、いきなりスゴくおかしな\\nことになっちゃった。", + "MEREDITH_SOCIAL1_MEREDITH3": "この島にこれ以上驚かされたりしないでしょ、って思ってたの\\nかもね。アンタの、ここから[wave amp=30 freq=10]脱出する[/wave]方法を探すって計画も\\nとんでもないけどさ……", + "MEREDITH_SOCIAL1_MEREDITH2": "カン違いしないでよ! アンタとのフュージョンはイカしてた。でも、あれって[wave amp=30 freq=10]ヘンなカンジ[/wave]じゃん?", + "MEREDITH_SOCIAL1_MEREDITH15": "ここに着いてもうずいぶん長いから、帰ることなんてほとんど\\n考えてこなかったんだ。", + "MEREDITH_SOCIAL1_MEREDITH17": "ひとりで気晴らしするのが好きな理由はそれだと思う。", + "MEREDITH_SOCIAL1_MEREDITH16": "ウチはさ……[pause]そもそも、もとの世界ではだれかと仲よくなったりしなかったんだよね。基本的に人は好きじゃないから。", + "MEREDITH_SOCIAL1_MEREDITH18": "ここに来たとき、ウチは電子工学に夢中になってた。町のために電灯とかを作ることにね。", + "MEREDITH_SOCIAL1_MEREDITH19": "そうしてればなにかに集中できて、自分がなくしたものに\\nついて、なにも考えなくていいから。", + "MEREDITH_SOCIAL1_MEREDITH20": "アルバムを探してた理由も、同じだったんだと思う。", + "MEREDITH_SOCIAL1_MEREDITH21": "あーあ。[pause]ごめんね、こんなに……[pause]なんというか、\\nウチがウチでさ。", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "謝る必要ないよ!", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "ねえ、気にしないで!", + "MEREDITH_SOCIAL1_MEREDITH22": "へへっ。[pause]ありがとね。[pause]一瞬だけ、ケイリーみたいに\\nなっちゃってたかな。", + "MEREDITH_SOCIAL1_MEREDITH23": "どういう意味がわかる? あの子はいつも、なにか謝らなきゃ\\nいけないことがあるみたいにふるまってる。だからだよ。", + "MEREDITH_SOCIAL1_MEREDITH24": "ホンネをぶっちゃけるのはこのへんにしとくね。", + "MEREDITH_SOCIAL2_MEREDITH1": "グラモフォン・カフェに来ると、いつも親父を思い出すよ。\\n[pause]あの人はロンドンへ仕事に行く前に、毎朝たくさんコーヒーを\\n作ってたんだ。[pause]だから、コーヒーのにおいがウチの脳ミソに\\n焼きついちゃったみたいでさ。", + "MEREDITH_SOCIAL1_MEREDITH25": "さあ、そろそろ出発しようよ。", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "それって、なつかしそうな感じだね!", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "すてきな思い出だね!", + "MEREDITH_SOCIAL2_MEREDITH2": "まあ、そうかな……", + "MEREDITH_SOCIAL2_MEREDITH3": "親が恋しいのかどうか、わかんないけどね。[pause]お互い、共通点\\nなんて全然持ってなかった。[pause]親とウチじゃ、育った時代も場所も違ったから。", + "MEREDITH_SOCIAL2_MEREDITH4": "世代のあいだのギャップがデカかったんだと思う。\\n[pause]べつに、親が2人とも[shake rate=30 level=10]ヤバいくらい[/shake]ひどい音楽を聞くのは、\\nウチのせいじゃないんだし!", + "MEREDITH_SOCIAL2_MEREDITH5": "大学に行くために家を出たとき、親とは全然……[pause]連絡なんて\\n取らなかった。[pause]それでよかったんだよ。", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "それ、悲しいね。", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "なんだか、さみしいね。", + "MEREDITH_SOCIAL2_MEREDITH6": "まあ、だと思うよ。", + "MEREDITH_SOCIAL2_MEREDITH7": "あのさ、[pause]ウチって子ども時代の記憶があいまいなんだよね。", + "MEREDITH_SOCIAL2_MEREDITH8": "友だちはいたし、いろいろ経験もしたけど、そういうことを\\n思い出そうとすると……", + "MEREDITH_SOCIAL2_MEREDITH9": "いつも、それは自分のまわりで起こったことで、ウチはそれに\\n加わってなかったような気がするんだ。", + "MEREDITH_SOCIAL2_MEREDITH10": "なんというか、一度もまともに操縦席に座ったことがないようなカンジかな。", + "MEREDITH_SOCIAL2_MEREDITH11": "たぶん、イカしてない子どもだったと思う。10代のときも\\nそう。[pause]大人のウチはどうかな……", + "MEREDITH_SOCIAL2_MEREDITH12": "まあ、答えが出るまでには、まだ時間があるでしょ。", + "MEREDITH_SOCIAL2_MEREDITH14": "[wave amp=30 rate=10]これまで一度も[/wave]教わらなかったよ、大人になると友だちを\\n作るのがムズい、なんてさ。", + "MEREDITH_SOCIAL2_MEREDITH13": "もっと友だちを作ったほうがいいのかもね、ニューウィラル島にいるあいだにさ。[pause]あー、もう。", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "少なくとも、ここにひとりいるよ!", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "自分たち2人は違うの?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "少なくとも、ここにひとりいるよ!", + "MEREDITH_SOCIAL2_MEREDITH15": "ウチらの場合は簡単だよ……だって、[pause]ほら、[pause]共通の趣味が\\nあるし。", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "少なくとも、ここにひとりいるよ!", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "共通の……趣味?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "そうなの?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "だと思うよ!", + "MEREDITH_SOCIAL2_MEREDITH16": "そうだよ。[pause]2人で魔法のポータルを探してるでしょ。\\n[pause]それは趣味じゃん?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "つまり、アンタとはいっしょに出かけたいんだよ……[pause]もし、\\nゲートを見つけられなくてもさ。", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "もちろんだよ!", + "MEREDITH_SOCIAL2_MEREDITH17.m": "つまり、アンタとはいっしょに出かけたいんだよ……[pause]もし、\\nゲートを見つけられなくてもさ。", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "キミ、赤くなるとかわいいね!", + "MEREDITH_SOCIAL2_MEREDITH17.f": "つまり、アンタとはいっしょに出かけたいんだよ……[pause]もし、\\nゲートを見つけられなくてもさ。", + "MEREDITH_SOCIAL2_MEREDITH18B": "あーもう、[wave amp=30 freq=10]やめてったら[/wave]、そんなふうにほめるの。\\n[pause]マジでリアクションにこまるから。", + "MEREDITH_SOCIAL2_MEREDITH18A": "へえ。イイね。", + "MEREDITH_SOCIAL2_MEREDITH20": "ハァ。[pause]ウチ、思ったより疲れてたみたい。", + "MEREDITH_SOCIAL2_MEREDITH19B": "全身が勝手に小さく縮こまってくみたいなカンジになっちゃう。", + "MEREDITH_SOCIAL2_MEREDITH21": "変身してバトルするのって、運動にカウントされると思う? \\n[pause]マジで疲れる気がするんだけど。", + "MEREDITH_SOCIAL2_MEREDITH22.m": "とにかくさ、[pause]2人でいっしょに出かけて、モンスターとかを\\nいろいろブンなぐろうよ。", + "MEREDITH_SOCIAL3_MEREDITH1": "あのさ、探してたレコード関係のことで、いろいろ考えてたん\\nだよね。", + "MEREDITH_SOCIAL2_MEREDITH22.n": "とにかくさ、[pause]2人でいっしょに出かけて、モンスターとかを\\nいろいろブンなぐろうよ。", + "MEREDITH_SOCIAL2_MEREDITH22.f": "とにかくさ、[pause]2人でいっしょに出かけて、モンスターとかを\\nいろいろブンなぐろうよ。", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "どんなことを?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "言ってみて……", + "MEREDITH_SOCIAL3_MEREDITH3": "見つけたアルバムは、ウチの世界では録音されてなかった\\nアルバムだったでしょ?", + "MEREDITH_SOCIAL3_MEREDITH2": "まあ、こんなふうに考えたんだ。", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "うん、そうだね!", + "MEREDITH_SOCIAL3_MEREDITH4": "で、もし世界が無限にあるんだとしたら、つまり……\\n[pause]アルバムも無限にあるってことだよね。", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "そんなことあるのかな?", + "MEREDITH_SOCIAL3_MEREDITH6": "その作家が書いた本は全部、単なる物語じゃないみたいで、\\n読むと彼の心をのぞきこんでるカンジがしたの。[pause]彼の志とか、\\n信念とか、哲学とかをさ……", + "MEREDITH_SOCIAL3_MEREDITH5": "こう、[pause]10代のころ、ウチはとある昔の男性ファンタジー作家の大ファンだったんだよね。[pause]重度のオタクだったワケ。", + "MEREDITH_SOCIAL3_MEREDITH7": "本を書くのって、自分をちょびっと世界にさらけ出すようなことなんだと思う。それも、永遠に。", + "MEREDITH_SOCIAL3_MEREDITH8": "最終的に、作家が生きてるうちに書いた作品は全部読んだよ。\\nその結末は、頭からはなれなくなった。", + "MEREDITH_SOCIAL3_MEREDITH9": "ウチは、その作家が書いたものは全部読んだ。新しく読める\\nものは、もうこの世に[shake rate=30 level=10]ない[/shake]んだよ。", + "MEREDITH_SOCIAL3_MEREDITH10": "それと同じことが、死んだらだれにでも起きるんだと思う……[pause]けっきょく、言ったことになるのは、言ったことだけなんだ\\nからさ。", + "MEREDITH_SOCIAL3_MEREDITH11": "でも、世界が無限にあるんなら、その作家が書き上げた違う本のリストも、無限に存在するのかも。", + "MEREDITH_SOCIAL3_MEREDITH12": "それに、もしかすると……[pause]無限に違うウチらがいて、無限に\\nそれぞれ記憶と経験を持ってたりするかもね。", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "もちろん!", + "MEREDITH_SOCIAL3_MEREDITH13": "本当に死ぬってことはないのかもよ、[pause]ある意味さ。", + "MEREDITH_SOCIAL3_MEREDITH14": "そういうことを、ずっと考えてた。それだけ。", + "MEREDITH_SOCIAL3_MEREDITH15": "ねえ、そろそろ出発しない?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "OK、心の準備はいい?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "OK、心の準備はいい?", + "MEREDITH_SOCIAL4_MEREDITH2": "……", + "MEREDITH_SOCIAL4_MEREDITH3": "ムービーナイト、やるよ。[pause]ウチの家で。[pause]来る?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "OK、心の準備はいい?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "それって、アンタの頭にウチをちょっと入れるみたいなこと\\nでしょ? [pause]それにほら、[pause]ウチだって、[pause]もちろん、アンタのことはかわいいって思ってるし。", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "えっと、あとで。", + "MEREDITH_SOCIAL4_MEREDITH4": "あーあ。準備できたらひと声かけてよ。きっと楽しいからさ。", + "MEREDITH_SOCIAL4_MEREDITH5": "いいね。アンタ、きっと気に入ると思うよ。", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "すごいね!", + "MEREDITH_SOCIAL4_MEREDITH9": "これ、わかる?", + "MEREDITH_SOCIAL4_MEREDITH6": "さあ、ごらんあれ……ニューウィラル島で唯一の、マトモに動く映写機だよ。", + "MEREDITH_SOCIAL4_MEREDITH8": "さてと、ニューウィラル島の語られざる呪いについて、アンタに話すときが来たね。", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "どうやって手に入れたの?!", + "MEREDITH_SOCIAL4_MEREDITH7": "まあ、ウチのたくさんある趣味のひとつなんだ。", + "MEREDITH_SOCIAL4_MEREDITH10": "ビデオテープだよ。[pause]でも、ただのビデオじゃないんだ……", + "MEREDITH_SOCIAL4_MEREDITH11": "1981年のアクション映画、「ブラッドパンチャー」のビデオなんだよ。", + "MEREDITH_SOCIAL4_MEREDITH12": "ウチがここに来て以来、ニューウィラル島の海岸には何百本も\\nビデオテープが打ち上げられてきたんだ。", + "MEREDITH_SOCIAL4_MEREDITH13": "ウチはそれを集めてきたの。", + "MEREDITH_SOCIAL4_MEREDITH14": "ひとつ残らずね。", + "MEREDITH_SOCIAL4_MEREDITH15": "そしたら、なにがわかったと思う?", + "MEREDITH_SOCIAL4_MEREDITH16": "ビデオはみんな、ブラッドパンチャーだったワケ。", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]流れつくのはどれも全部、\\nブラッドパンチャーのビデオテープなんだよ。[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]ニューウィラル島で見られる映画は、これしかないんだ。[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "なにを見るのか、見当はついた?", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "ケチをつけて楽しむ覚悟はできたよ!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "好みの映画って気がする!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "ケチをつけて楽しむ覚悟はできたよ!", + "MEREDITH_SOCIAL4_MEREDITH20": "その意気だよ。", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "ケチをつけて楽しむ覚悟はできたよ!", + "MEREDITH_SOCIAL4_MEREDITH21": "言いたいことがあるんだ。[pause]ウチと、いっしょにすごしてくれて\\nありがとう。", + "MEREDITH_SOCIAL4_MEREDITH22": "ニューウィラルじゃずっと、めっちゃしんどかったからさ。\\nでもこうやってると、その、いままでの人生で一番楽しいよ。", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "ねえ、これ、デートにしちゃわない?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "君と友だちでよかった!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "君と友だちでよかった!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "君と友だちでよかった!", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "へへっ。それはウチもだよ、{player}。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "これから見るのはひどい映画なんだから。アンタの覚悟が\\nできてるといいけど。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "OK、正直にぶっちゃける時間はもう終わりだよ。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "OK、正直にぶっちゃける時間はもう終わりだよ。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "OK、正直にぶっちゃける時間はもう終わりだよ。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "これから見るのはひどい映画なんだから。アンタの覚悟が\\nできてるといいけど。", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "これから見るのはひどい映画なんだから。アンタの覚悟が\\nできてるといいけど。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause]・[pause]・[pause]・", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "アンタ、告白までにずいぶんかかったね。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "アンタと友だちとしてすごしたい気持ちも、まだあるけど……", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "あのさあ、ウチらは2人で[wave amp=30 freq=30]文字通り[/wave]フュージョンしたんだよ。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "このまま、気楽につきあうカンジでもいい? [pause]こう、\\n[pause]はっきりさせない方向でさ。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "それって、アンタの頭にウチをちょっと入れるみたいなこと\\nでしょ? [pause]それにほら、[pause]ウチだって、[pause]もちろん、アンタのことはかわいいって思ってるし。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "それって、アンタの頭にウチをちょっと入れるみたいなこと\\nでしょ? [pause]それにほら、[pause]ウチだって、[pause]もちろん、アンタのことはかわいいって思ってるし。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "だから、いいよ。デートナイトにしよう。ひどい映画を見る\\nデートにね。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "その、[pause]えっと、[pause]ウチってこれまで男しか好きになったこと\\nないから……[pause]こういうのって初めてなんだ。", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "その……", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "たまにはイチャついてみたいって気持ちもあるの。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "とにかく、[pause]ウチはこの映画、もう何百万回も見てるんだよね。", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "だから……コレばっかり見なくても、いいんじゃないかな。", + "MEREDITH_ROMANCE_MEREDITH1.m": "さっきからしゃべらないじゃん、{player}。\\n[pause]なんか、つまらなかった?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "ううん、特になにも!", + "MEREDITH_ROMANCE_MEREDITH_NO": "えっと、[pause]そう。", + "MEREDITH_ROMANCE_MEREDITH1.f": "さっきからしゃべらないじゃん、{player}。\\n[pause]なんか、つまらなかった?", + "MEREDITH_ROMANCE_MEREDITH1.n": "さっきからしゃべらないじゃん、{player}。\\n[pause]なんか、つまらなかった?", + "MEREDITH_ROMANCE_MEREDITH3": "ええと、もちろん、ウチもアンタが[wave amp=30 freq=30]好き[/wave]だよ。", + "CAPTAIN_SKIP_NOT_TRAINEE1": "さてと、もしも「ゴミを整理する」っていう気高い仕事に興味があるなら、レンジャーの訓練生になるのはどうだい?", + "CAPTAIN_SKIP_INTRO2": "初めまして! [pause]わたしはスキップ。ニューウィラル島の\\nレンジャーたちをまとめるキャプテンのひとりさ。", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]ワタクシはクレ=O。今夜お客サマのテーブル担当を\\nつとめさセテいたダク接客ロボットでございマス![/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]ご注文はどうなさいマスカ、おキャ……[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]いらっしゃいマセ、[pause]お客サマ。こちらはネオベガスの\\n『ファラオ・エンポーリウム』デス![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "あたしはペニー=ドレッドフル。[pause]レンジャーキャプテンにして、死神をあざむく者。生きてるマジの本物だよ!", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]サイコロを投げないノ? じゃあ、また今度ネ。[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]賭けるチップを上乗せするヨ![/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]いいわ、遊びマショ……[pause]強いほうが勝チで、賭けたチップは\\n勝者が総取りダヨ![/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "オレ、また負けたのか? これだから、起きてるときの世界は\\n信用できねえんだ……", + "CAPTAIN_JUDAS_INTRO1.m": "お前たちがやってくるのは、200メートル先から音でわかっていた。[pause]驚かせたかったのなら、失敗したな。", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "よお、新人! [pause]違った、新キャプテンか。\\n[pause]聞いたぜ、オレたちに仲間入りしたんだってな。", + "CAPTAIN_SKIP_POST_REWARD2": "そんな暮らし、想像もできないや!", + "CAPTAIN_JUDAS_INTRO2": "ユダ・ナイトだ。[pause]レンジャーキャプテンさ。サバイバルの\\n専門家だ。", + "CAPTAIN_JUDAS_PRE_BATTLE1": "俺から直接サバイバルを教わりたいんだな? [pause]お前が\\nレンジャー訓練生だという情報は、すでに受けとっている。", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "お前に知恵を授けてやってもいい……ただ、そいつは機密情報でな。\\n[pause]お前がレンジャーに訓練生として登録してるんなら、\\n話は別だが。", + "CAPTAIN_JUDAS_INTRO1.n": "お前たちがやってくるのは、200メートル先から音でわかっていた。[pause]驚かせたかったのなら、失敗したな。", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]アナタがキャプテンになったっテお知らセ、聞いたヨ。[pause]あのサ、どうカナ……もう1回、サイコロを投げてミル?[/color]\\n", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]アナタがキャプテンになったっテお知らセ、聞いたヨ。[pause]あのサ、どうカナ……もう1回、サイコロを投げてミル?[/color]\\n", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]バトル用アルゴリズムの弱点には、全部パッチを当てたノ。\\n[pause]アナタの負けは統計的に確実ダヨ、「キャプテン」![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]サイコロを投げないノ? じゃあ、また今度ネ。[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "おっと、ちょっと待っててくれよ。最後の仕上げをしてるところなんだ……", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]アナタがキャプテンになったっテお知らセ、聞いたヨ。[pause]あのサ、どうカナ……もう1回、サイコロを投げてミル?[/color]\\n", + "CAPTAIN_READY_CHECK.m": "{pawn}とバトルしようか?", + "CAPTAIN_JUDAS_POST_REMATCH1": "今回は、ありえるシナリオをすべて想定できたと思ったん\\nだがな……", + "CAPTAIN_JUDAS_POST_REMATCH2": "また俺の負けか。[pause]だが、涙など一滴も流さないぞ。[pause]泣くのは\\n水分のムダだし、俺の水のたくわえは残り少ないからな。", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "知らせを受けとったが、レンジャーキャプテンになったそう\\nだな。[pause]見事だ。[pause]またバトルしに来たのか?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "知らせを受けとったが、レンジャーキャプテンになったそう\\nだな。[pause]見事だ。[pause]またバトルしに来たのか?", + "CAPTAIN_REMATCH_CHECK": "もう一度{pawn}とバトルしようか?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "だから……", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "君のようにトレーニングを手伝ってくれる人材がほしいのよ。キャプテンになってみようと考えたことはある?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "興味があるなら、最後のチャレンジを受けてみて……\\n[pause][wave amp=30 freq=10]この私に[/wave]、バトルで勝つの。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "いや、ないです!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "君のようにトレーニングを手伝ってくれる人材がほしいのよ。キャプテンになってみようと考えたことはある?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "はい!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "さて、どうする? レンジャーキャプテンになるための試験を\\n受けたい?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "いいわ、気にしないで。気が変わったら声をかけにきてね。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "もちろんです!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "さて、どうする? レンジャーキャプテンになるための試験を\\n受けたい?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "さて、どうする? レンジャーキャプテンになるための試験を\\n受けたい?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "えっと、あとで。", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "君の本当の実力を確かめたくてしかたなかったわ。どうか、\\n私たちに全力をぶつけてきてちょうだい!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "君の本当の実力を確かめたくてしかたなかったわ。どうか、\\n私たちに全力をぶつけてきてちょうだい!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "「私たち」?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "奥さんがいたんですか?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "君の本当の実力を確かめたくてしかたなかったわ。どうか、\\n私たちに全力をぶつけてきてちょうだい!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "そうね、[pause]こんなバトルを手伝ってもらうとしたら、\\n妻に頼むのが一番だわ。", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "だれといっしょに戦うんですか?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "いま、[wave amp=30 freq=10]今年一番のアツいバトル[/wave]がはじまろうとしてるよ! \\nさあ、勝利に輝くのはどっちかな?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "結婚してるんですか?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "準備はいい、ハニー?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "ええ、あなた!", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "君ならやれるさ、{player}!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "がんばれ、よそ者くん……イアンシーさんに、どっちが強いか\\n見せてやるんだ!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "がんばれ、よそ者くん……イアンシーさんに、どっちが強いか\\n見せてやるんだ!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]そいつをブッ飛ばしちゃッテ、イアンシー!!! 手かげんは\\nなしダヨ!!![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "がんばれ、よそ者くん……イアンシーさんに、どっちが強いか\\n見せてやるんだ!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]そいつをブッ飛ばしちゃッテ、イアンシー!!! 手かげんは\\nなしダヨ!!![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]そいつをブッ飛ばしちゃッテ、イアンシー!!! 手かげんは\\nなしダヨ!!![/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "手かげんしてもらえるとは思わないことね、{player}。\\nあなたはもう、訓練生じゃない……\\n[shake rate=30 level=10]トップレベルのステージ[/shake]に立ってるの!", + "LEADER_IANTHE_BATTLE_START.m": "手かげんしてもらえるとは思わないことね、{player}。\\nあなたはもう、訓練生じゃない……\\n[shake rate=30 level=10]トップレベルのステージ[/shake]に立ってるの!", + "LEADER_IANTHE_BATTLE_START.n": "手かげんしてもらえるとは思わないことね、{player}。\\nあなたはもう、訓練生じゃない……\\n[shake rate=30 level=10]トップレベルのステージ[/shake]に立ってるの!", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]あら、フュージョンできるのは自分たちだけだと思ってた?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]あら、フュージョンできるのは自分たちだけだと思ってた?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]あら、フュージョンできるのは自分たちだけだと思ってた?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "悪くなかったわ! [pause]すごくよかったわよ! [pause]君はいつも期待に\\nこたえてくれるのね。", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "聞いてた話は本当だったのね! すごいバトルだったわよ!", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "受けとって……これは君のものよ。", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "これは正式にキャプテンになった証。これからは、トレーニングしてほしい人たちが君を頼りにくるの。ほかのキャプテンが君を鍛えたようにね。", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "気づいたかもしれないけど、カセットテープを使って\\nモンスターのすがたに変身した人は、ニューウィラル島で\\n私が最初なの。それ以来、みんなからはいつも同じことを\\n聞かれるのよ……", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "これは正式にキャプテンになった証。これからは、トレーニングしてほしい人たちが君を頼りにくるの。ほかのキャプテンが君を鍛えたようにね。", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "人間は[wave amp=30 freq=10]芸術[/wave]を創造したでしょ。音楽みたいなアートを……\\n[pause]芸術は実体のない、私たちが共有する想像力の中にだけ存在する\\n架空のモノなの。", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "これは正式にキャプテンになった証。これからは、トレーニングしてほしい人たちが君を頼りにくるの。ほかのキャプテンが君を鍛えたようにね。", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "「カセットテープで変身するのはどんな仕組みなの?\\n [pause]そんなこと、ありえないよ!」", + "LEADER_IANTHE_FUSED_MATERIAL1": "ああ、それははぐれフュージョンたちが落とすアイテムよ。\\nもしかすると、大天使も落とすかもね……確信はないけど。", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "私の意見を聞きたい? [pause]正しい視点から見れば、\\n変身の仕組みにはちゃんとスジが通ってると思うわ。", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "そして人間は、[pause]実体のない音楽を、物理的な形に封じてる……\\n[wave amp=30 freq=10]カセットテープ[/wave]みたいな形でね。[pause]テープはそうやって、\\n物理世界と空想世界をつなぐのにピッタリの架け橋になるのよ。", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "そうだ、役場の外にある掲示板は見てるわよね? [pause]テストを\\n受けさせる必要がある訓練生が見つかったときは、あそこに\\nメッセージを出すわね。", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "私は、この説明でスジが通ると思うわ。ある程度はね!", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "とりあえず、私はしばらくぶりに休むわね。[pause]今後も島の探索を\\nつづけるなら、仲間のキャプテンたちと会って話してくるのは\\nどう?", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "きっとみんな、君の「昇進」をお祝いしてくれるはずよ!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "集めるようレンジャーたちに頼んでる理由は……まあ、それはキャプテンたちが気にすることよ。いまは、トレーニングに合格することに集中して。", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "キャプテンになったのだから、君はレンジャーたちが\\nフュージョン素材を集めている理由を知ったほうがいいわね。", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "キャプテンになったのだから、君はレンジャーたちが\\nフュージョン素材を集めている理由を知ったほうがいいわね。", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "キャプテンになったのだから、君はレンジャーたちが\\nフュージョン素材を集めている理由を知ったほうがいいわね。", + "LEADER_IANTHE_FUSED_MATERIAL3": "ニューウィラルに出現する「はぐれフュージョン」の数が増えていることには気づいてたかしら?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "前に出くわしました!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "「はぐれフュージョン」?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "だと思った。なら、はぐれフュージョンがニューウィラル島に\\nいるふつうのモンスターたちよりずっと強いのは知ってるわね。", + "LEADER_IANTHE_FUSED_MATERIAL4B": "島をめぐる旅の途中で出会っているかもね……[pause]野生の\\nモンスターどうしがフュージョンしているモンスターのことよ。\\n黒い雲に囲まれたモンスターをたまに見かけるでしょう? \\n見落とすことはないはず。", + "LEADER_IANTHE_FUSED_MATERIAL5": "はぐれフュージョンは、昔からずっといたわけじゃない。数年前までは、フュージョンを見かけることなんて異常事態だったの。", + "LEADER_IANTHE_FUSED_MATERIAL6": "どこから来たのかも、なぜ現れたのかもわかってないわ。", + "LEADER_IANTHE_FUSED_MATERIAL7": "私が心配なのは、はぐれフュージョンの出現数が上がりつづけ\\nたら、あと数年でハーバータウンにまでやつらが押しよせてきて\\nしまうことよ。", + "LEADER_IANTHE_FUSED_MATERIAL8": "パニックは起こしたくないから、ほかのみんなには言わないで。", + "LEADER_IANTHE_FUSED_MATERIAL9": "でも、望みはあるのよ! レンジャーたちに集めてもらってるフュージョン素材は、わずかに放射線を発しているの……害を\\nおよぼすほど強くはないものをね……", + "LEADER_IANTHE_FUSED_MATERIAL11": "そうすれば……はぐれフュージョンの出所を発見して、やつらがはびこるのを止められるかもしれない。それができたら最高ね。", + "LEADER_IANTHE_FUSED_MATERIAL10": "だから、十分な量のフュージョン素材があれば、\\nはぐれフュージョンを追跡して探知する装置が作れるのよ。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "モンスターのすがたのエレメントタイプには気をつけてる?", + "LEADER_IANTHE_FUSION_IANTHE1": "フュージョンは……[pause]めったに起きない現象よ。2人の人間が\\nフュージョンする条件については仮説を持ってるけど、\\n確信はないわね。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "特定タイプのモンスターにエレメントわざを使うと、\\n[wave amp=30 freq=10]かがくはんのう[/wave]が起きることがあるわ。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "だけど、[pause]同じほのおタイプのわざをみずタイプ相手に\\n使った場合、[pause]相手の体は[wave amp=30 freq=10]HPを回復する蒸気[/wave]に包まれてしまうの。\\nそうなったらまずいでしょう?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "はんのうでバトルが有利になることもある……たとえば、\\nほのおタイプのわざをどくタイプに向かって使うと、相手は\\nやけど状態になるわ。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "自分の攻撃で発生するステータス変化はいつでも確認できる\\nから、常に注意しておくことね。", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "ああ、忘れるところだったわ! [pause]わざの中には、「たたく」や\\n「はきだす」みたいに、エレメントタイプがないものも\\nたくさんあるの……そういうわざのタイプは、使うモンスターに\\nよって変わるのよ。", + "LEADER_IANTHE_FUSION_IANTHE3": "フュージョンしたすがたを強化したいなら、自分のパートナー\\nとのきずなを育てることね。", + "LEADER_IANTHE_FUSION_IANTHE2": "経験から言うと、フュージョンしたすがたの強さと能力は、\\n2人のきずなの強さに直接影響を受けるみたい。", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "だれとフュージョンしたんですか?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "パートナーがいるんですか?", + "LEADER_IANTHE_FUSION_IANTHE6": "まあ、それは気にしないでちょうだいな!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "パートナーがいるんですか?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "パートナーがいるんですか?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "頼んだ仕事をこなしてくれてありがとう、{player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "さて、君がフュージョン素材を集めてくれたから、キャプテン・ロードスタインにお願いして、島の磁力ブロックのいくつかにフュージョンレーダーを取りつけてもらえたわ。", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "頼んだ仕事をこなしてくれてありがとう、{player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "君にはとりあえず、この試作品を持っていてほしいの。", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "頼んだ仕事をこなしてくれてありがとう、{player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "マップを見て。はぐれフュージョンが出現する場所が表示されているはずよ。", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "いまのフュージョンレーダーだと、地下深くまでは探知\\nできない。100%信用できるわけでもないけど、君なら\\nうまく活用できると思うわ。", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "それじゃ、集めたフュージョン素材は忘れずにレンジャー・\\nウィルマに渡してね。ずっとポケットに入れてても、たいして\\n役に立たないわよ!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "もらった素材はすごく役に立ったわ。キャプテン・\\nロードスタインの報告では、[wave amp=30 freq=10]地下まで探れる[/wave]フュージョン\\nレーダーが、荒れ地のサウルス採石場の地下深くから出ている\\n信号をひろったそうよ。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "キャプテン・ウォレスに、トレーニングやはぐれフュージョン\\n関係の仕事で忙しくないときに採石場を掘ってくれるように\\n頼んでおいたわ。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "はぐれフュージョンについて、その、新しくわかったことが\\nあってね……", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "新種の不安定なフュージョンたちがそこらじゅうに現れるようになったの。私たちが「ノロワレ」と呼んでいるモンスターよ。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "そいつらが自分をコピーして増えるスピードは……\\n[pause]ひかえめに言って、やっかいね。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "掲示板に頼みたい仕事を貼っておいたから、よければ確認して\\nくれる?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "それでね、キャプテン・ウォレスにお願いして掘ってみたら、\\nあちこちにある例の駅と同じようなものが見つかったの。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "信号のことは覚えてる? サウルス採石場の地下から、\\nキャプテン・ロードスタインのフュージョンレーダーが探知したあの信号よ。", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "それと、フュージョン素材をレンジャー・ウィルマのところで\\n交換するのを忘れずにね。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "駅から出てる信号の強さから判断すると、ノロワレや\\nはぐれフュージョンはそこから来ている可能性があるわ!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}、ああいう駅での経験や……[pause]駅のふしぎな\\n住人たちとわたりあった経験が豊富なレンジャーとして……\\n[pause]様子を見に行ってくれない?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}、ああいう駅での経験や……[pause]駅のふしぎな\\n住人たちとわたりあった経験が豊富なレンジャーとして……\\n[pause]様子を見に行ってくれない?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "なるほど。マー・ラインは、はぐれフュージョンの問題を\\n私たちが自力で解決することを期待しているのね?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}、ああいう駅での経験や……[pause]駅のふしぎな\\n住人たちとわたりあった経験が豊富なレンジャーとして……\\n[pause]様子を見に行ってくれない?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "一応、状況が悪くなったらナイトブリッジ駅に避難できるけれど……がんばってくれてありがとう、ご苦労さま。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}、いいニュースはあるかしら?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}。私は前に、君がニューウィラル島を出ていく\\nなら止めないと言ったけど、それはいまも同じよ。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "だけど、君がもう少しこの島にいると決めたのなら、頼みたい\\n仕事は文字通り無限にあるの。", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "いまの君なら、やるべきことは分かってると信じてるわ。", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "ケイリーが、あなたになにか用事があるみたい。", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "えっと、このテープはしばらく前に記録したやつなんだ。これを見ると、あなたと初めて会った日のことを思い出すの。", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "たいしたものじゃないけど、あなたに持っててほしいな!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "ところで、最近……[pause]宙に浮かぶ大きなオーブを見かけてない\\nかしら?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "なんですか、それ!?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "新しく入った訓練生のひとりから、妙な報告があったの。彼は\\n[wave amp=30 freq=30]頭をケガしていた[/wave]から、ただの思い違いかもしれないんだけど。", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "太陽っぽい……アレですか?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "でも念のため、フュージョンレーダーには注意して。", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "はい、これをどうぞ!", + "OUTPOST_NPC_2_DIALOGUE1": "すみっこに隠れてたピョンジャックに不意打ちされたんだ。\\n[pause]正直、無事に切りぬけられたのはホントにラッキーだったな!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]すぴー……[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "汝ら 肉の器は 大いに 死の夢を\\n見る。その はかなき生を 死を\\n夢に見て すごすことで 浪費する。\\n我のもとへ 来た理由は それか?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "それって……死ぬためにここに来たのか、って聞いてるの? \\n[pause]いや、そうは思わないけど。", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "コイツ、めっちゃメタルバンドっぽい外見してるね。\\n[pause]でもなんか、ウチらを殺したいって考えてそうな気がする。", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "違うね、オレたちは戦いに来たんだ。", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "私は死など恐れないさ……[pause]勇気ある死は、臆病な生に勝るの\\nだから!", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "この展開、不吉な気がするなあ。", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]死ぬのはコワくないしぃ……\\nあなたもコワくないし![/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "グルルルル……", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "汝らの恐怖を むさぼらせるがいい。\\n我が 真の死を 知らしめてやろう。", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "おお いいね。ビッグな ガイコツくんか!\\nチームに ひとりはいてほしい 人材だよ。", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "ねえ、すごく不気味じゃなかった? アイツの言ったことが\\n正しいんなら……[pause]人は生きてるあいだずっと、\\n[wave amp=30 freq=10]ホントに[/wave]死のことを考えてすごしてるのかも。", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "我が 種族でさえ\\n真の死から\\n逃れることは できぬか……", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "この島にいる、ウチらを殺したい悪夢じみた\\nバケモノたちってさ、数が……[pause]超、多すぎでしょ。", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "あんなにデカいガイコツのバケモノ、\\n[wave amp=30 freq=10]生まれて初めて[/wave]見たぜ! アイツ、マジでキモくなかったか?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "あいつ……イヤなやつだったな。", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "臆病者は真の死までに何度も死ぬ。だが、英雄が味わう死は\\n一度だけだ。", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]あの大天使に、わたしたちの勇敢さ、\\n見せつけてやったしぃ……[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "キミたちは あたらしい\\nオモチャ? コレクション\\nもっと ふやしたいなあ……", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "悪いね、ボーヤ。ウチらは遊びにきたワケじゃないんだ。", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "この大天使の目つき、ゾッとする……", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "てめえらにとっちゃ、人間はオモチャだってか?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "この精霊の言葉からは、優しさというものが感じられないな。", + "AA_PUPPET_PRE_BATTLE_FELIX2": "こいつ、おれたちに気づかいなんかしてくれるのかなあ。", + "AA_PUPPET_PRE_BATTLE_DOG2": "グルルルル……", + "AA_PUPPET_PRE_BATTLE_AA3": "そうだね…… キミたち 2人とも\\nすてきな 手ぶくろ人形の\\nセットに なるだろうな!\\nあはははは。", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]わたしたち、遊びに来たわけじゃないしぃ……\\n仕事に来たんだしぃ。[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "アイツ、攻撃が当たる前に[shake rate=30 level=10]すばやく動いて[/shake]よけちゃうよ! \\nきっと、逃げる方向を[wave amp=30 freq=10]先読みできる目印[/wave]があると思うんだ。", + "AA_PUPPET_HINT_KAYLEIGH1": "あいつ、こっちの攻撃が当たるまえにかわしちゃう! \\n目をはなしちゃダメだよ……どっちによけるのか、\\n[wave amp=30 freq=10]ヒントになる目印[/wave]が絶対あるはず……", + "AA_PUPPET_HINT_EUGENE1": "クソッ、あのヤロー、攻撃が当たる直前でよけやがる! \\n次はどっちに動くのか、[wave amp=30 freq=10]気づく方法[/wave]がきっとあるはずだぜ……", + "AA_PUPPET_HINT_FELIX1": "うーん。攻撃が当たるまえにかわされるな。頭を使わないと……移動先を[wave amp=30 freq=10]見抜くヒント[/wave]は、きっとあると思うんだ……", + "AA_PUPPET_HINT_VIOLA1": "この獲物は身のこなしが軽いな。攻撃が外れてしまう。\\nだが、次にやつが跳ねる方向を[wave amp=30 freq=10]見抜く方法[/wave]は必ずあるはずだ……", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]あれが次にどこに動くか、きっと手がかりが\\nあるはずですぅ……[/wave]", + "AA_PUPPET_HINT_DOG1": "ワンクレーは、2人で攻撃しても大天使がよけてしまうので\\n不満そうだ。相手がどちらによけるのか、予測する方法は\\nありそうだけど……?", + "AA_PUPPET_POST_BATTLE_PUPPET1": "ああっ お人形が!\\nよくも お人形を 殺したな!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "初めまして 帽子をかぶった 友よ!\\n新分野で 仕事を探して いないかい?\\n話を しようじゃ ないか!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "あの大天使、まるでわたしたちが本物じゃなくて……ただの\\nオモチャみたいな感じで話してた。[pause]ボコボコにしたから、\\nいまは考えが変わったかもね。", + "AA_PUPPET_POST_BATTLE_EUGENE3": "[wave amp=30 freq=10]いつだって[/wave]、人の命をオモチャだと思ってるケダモノは\\nいるもんだ。[pause]大天使だろうと人間だろうと、そういうやつは\\nみんな同じように危ねーのさ。", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "あの大天使は思い知ったほうがいいよね。\\nウチは、だれのオモチャにも[wave amp=30 freq=10]ならない[/wave]ってことをさ。", + "AA_PUPPET_POST_BATTLE_FELIX3": "彼は……[pause]おれたちを人形にしようとしたのか? あんなバトルのあとじゃ、ぐっすり眠るのはまずムリそうだなあ。", + "AA_PUPPET_POST_BATTLE_VIOLA3": "あの精霊は、われわれを単なるオモチャだと見なしていた。\\nやつらの種族とわれわれには、似たところなど少しもないことがわかったな。", + "AA_TOWER_PRE_BATTLE_AA1": "真実…… 嘘…… 汝ら 未熟な種族は\\nささいな 概念を 気にしすぎる。\\n現実は 真実に あらず!\\n無知を 受け入れよ!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]わたしたちの本気、見せつけてやったしぃ![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "コレ、マトモに「現実」を認識してるの? めっちゃ怪しいん\\nだけど。", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "コイツはさ、現実と向きあったほうがいいよ。絶対に。", + "AA_TOWER_PRE_BATTLE_EUGENE2": "……わけがわからねえ。こいつ、なにが言いてーんだ?", + "AA_TOWER_PRE_BATTLE_FELIX2": "「無知を受け入れ」たいのはやまやまなんだけど、おれには\\nやることがあるんでね。", + "AA_TOWER_PRE_BATTLE_VIOLA2": "愚かさと無知は、人類のあいだではありふれた呪いだ。\\nどちらも[wave amp=30 freq=10]とっくに[/wave]山ほどあるさ、精霊よ。", + "AA_TOWER_PRE_BATTLE_AA3": "汝らは 理解して いない。\\n我の手で 真実と 嘘という\\n偽りの 概念から\\n目覚めさせて やろう!", + "AA_TOWER_PRE_BATTLE_DOG2": "グルルルル……", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]何言ってるか、全然ワケわかんないしぃ……[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "ひとつ 確かな 真実が\\nいま 明らかに なった……\\n我が 敗北したと いうことが……", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "わたしたち、あの大天使に「現実」を食らわせてやれたんじゃ\\nない?", + "AA_TOWER_POST_BATTLE_ALEPH2": "やあ キミ! このバトルでは\\n負けてしまった ようだね。\\nどうだい 私と来ないか?", + "AA_TOWER_POST_BATTLE_EUGENE3": "大天使は強いかもしれねえけど、だからって頭がいいわけじゃねーんだな。", + "AA_TOWER_POST_BATTLE_MEREDITH3": "めちゃくちゃ[wave amp=30 freq=10]イラつく[/wave]大天使でも、たっぷりボコれば黙るみたいじゃん。この教訓、心にきざんどくべきだよ。", + "AA_TOWER_POST_BATTLE_FELIX3": "あの大天使、意味不明なことをしゃべるのが大好きだったん\\nだな。すくなくとも、だまらせることはできたけど。", + "AA_TOWER_POST_BATTLE_VIOLA3": "あの精霊の言葉には、わずかだが正気が残っていた。われわれの手でたおされて、もしかしたら屈辱を感じたかもしれないな。", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]大天使ってみんな、ワケわかんないですよねぇ……?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "じっと してろって 命令したのに\\n無視したわね! わたしへの\\n敬意ってものは ないの? わたしが\\nどれだけえらいか わからないの?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "あなた、すっごく自己中なんだね。", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "いや、わかんないって。アンタなんか、全然尊敬してないから。", + "AA_ALICE_PRE_BATTLE_EUGENE2": "あのなあ、てめえがだれかなんて知らねーよ。", + "AA_ALICE_PRE_BATTLE_FELIX2": "えっと、前に会ったことあったっけ……?", + "AA_ALICE_PRE_BATTLE_DOG2": "グルルルル……", + "AA_ALICE_PRE_BATTLE_VIOLA2": "他人へ気まぐれに敬意をはらうことはしないものでね、精霊よ。", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]ごめんですけど、あなたが誰か知らないしぃ……[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "なんて 失礼なの、本物の王族に\\nむかって! 頭を使って 考える\\nつもりが ないんなら、体から\\n切りはなして やらないとね!", + "AA_ALICE_POST_BATTLE_ALICE1": "あなたたち ほんとに\\n敬意って ものが ないのね!\\nわたし もう カンカンよ!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "アイツ、自分を自分の小さな世界の女王様だと思ってたんじゃ\\nない?", + "AA_ALICE_POST_BATTLE_ALEPH2": "アリスおじょうさん、お会いできて\\nうれしいよ! ちょうど キミみたいに……\\n社交術に 長けた人材が ほしくてね。", + "AA_ALICE_POST_BATTLE_MEREDITH3": "大天使たちって、みんな自分はえらいって思ってるワケ? \\nそれとも、あいつだけが[wave amp=30 freq=10]特別にヘン[/wave]だったの?", + "AA_ALICE_POST_BATTLE_EUGENE3": "大天使どもって、めちゃくちゃ失礼だよな。", + "AA_CUBE_PRE_BATTLE_CUBE1": "三次元空間ハ 不完全ダ。\\n真理ヲ 保ツノハ 科学ト 数学。\\n万物ハ 四ツノ 面ヲ 持ツ。", + "AA_ALICE_POST_BATTLE_FELIX3": "あの大天使、本気でおれたちの首をはねたかったのか? \\nそれとも、単なる言葉遊びだったのかなあ? まあ、べつに\\n答えなくていいよ。知りたくないからさ。", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]すんごい失礼なヤツだったしぃ……[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "王族だろうとなんだろうと、私にむかってあつかましい口を\\nきく者に、こうべを垂れるつもりなどないさ。", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "アレフは好き勝手まくしたてるのが大好きらしいな。\\nそもそも、[wave amp=30 freq=10]どうやって[/wave]話してんだ? あいつの頭は、こう、\\nデカい三角だろ。気味が悪いぜ。", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "コレにはマトモなことを考えられる頭がありそうだね。\\n[pause]とはいえ、見たところ、頭はついてないっぽいけど。", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "この大天使はちょっと変わってるけど、害はないのかも!", + "AA_CUBE_PRE_BATTLE_FELIX2": "もしかしてこいつ、攻撃してこないのかなあ。どう思う?", + "AA_CUBE_PRE_BATTLE_EUGENE2": "コイツ、なんだか見づらいぜ……", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]何言ってるか、全然ワケわかんないしぃ……[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "この精霊は哲学者のたぐいなのか? それとも、ただ狂気に\\nとらわれているだけなのか?", + "AA_CUBE_PRE_BATTLE_DOG2": "わうっ?", + "AA_CUBE_PRE_BATTLE_CUBE3": "否。汝ラノ 内部ニハ\\n矛盾ガ 見エル。汝ラハ\\n不完全ナ 存在ダ。誤ッタ\\n角度ヲ スベテ 正シテヤル!", + "AA_CUBE_POST_BATTLE_CUBE1": "我ガ角度モ マタ 不完全ナノカ?\\n計算ハ 正シカッタト イウノニ……\\n三ツノ 連立スル 次元ニ\\nオイテ 我ハ 失敗シタ。", + "AA_CUBE_POST_BATTLE_ALEPH2": "ちょうどよかった! 数字に 強い人材を\\nスカウトしたいと 考えてた ところでね。\\n仕事のオファーに 興味はあるかい、\\n立方体の友よ?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "けっきょく、あの大天使も無害じゃなかったね。ツイてなかったなあ!", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "「この島でウチを殺したがるヘンなヤツ」リストにまたひとり\\n追加だね。[pause]ホント、サイコーだよ。", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "「この島でウチを殺したがるヘンなヤツ」リストにまたひとり\\n追加だね。[pause]ホント、サイコーだよ。", + "AA_CUBE_POST_BATTLE_EUGENE3": "あの大天使、ヘンだったな。どんな角度から見ても、同じ形に\\n見えたような気がしたぜ。", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "「この島でウチを殺したがるヘンなヤツ」リストにまたひとり\\n追加だね。[pause]ホント、サイコーだよ。", + "AA_CUBE_POST_BATTLE_FELIX3": "次に大天使と会ったら、向こうはこっちを殺す気なんだって\\n決めてかかることにするよ。", + "AA_CUBE_POST_BATTLE_VIOLA3": "あの精霊の方法論に狂気が混じっていたかどうか、私には\\nわからなかったな。", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]大天使ってみんな、ワケわかんないよねぇ……?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "あのさ、[wave amp=30 freq=10]頭が三角形になってる[/wave]ナゾの男に、大天使をたおすのを\\nジャマされちゃったよね? これっていったいどういうこと? \\nわかんないや……", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "あの三角男、また出たね。あいつ、大天使たちとなにを\\nしたいのかな?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "今回の大天使とのバトルも、[wave amp=30 freq=10]三角の男[/wave]が登場して\\n終わっちゃったね。なんか、パターンがある気がする……", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "あの三角男、あなたと「ちゃんと話を」しないとって\\n言ってた。どういう意味だったのかな……?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "今回も、あの三角男が大天使を魔法みたいに連れてっちゃった。これって、心配のタネになる気がしない?", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "あの三角男、よくないことをたくらんでる気がしてきたな。\\nあいつのこと、警戒しておかなくちゃね。", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "これまで何回三角男を見かけたっけ、{player}?\\nなんだかあいつ、あなたの行くところに先回りしてるように\\n思えるんだよね。そうじゃない?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "今回も三角男が現れて、戦ってた大天使をパッと\\n消しちゃったね……", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "また大天使をたおしても、アレフが現れてスカウトしちゃう\\nだけか……アイツ、ホントになにしてるわけ? わたしたちと\\n同じように、この島に閉じこめられてるの?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "三角男がこのまま、突然現れてはわたしたちがたおしたばかりの大天使をスカウトしつづけたいんなら、せめて失礼な態度を\\nやめて、自己紹介くらいしてもいいと思わない?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "バトルには勝ったけど、またアレフが来て大天使をワープさせちゃった……", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "アレフは、わたしたちの世界に自分をもとにした「伝説」が\\nあるって言ってた。それってホントなのかな、{player}?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "大天使に勝っても、毎回アレフにスカウトのチャンスをやる\\nだけだって思わない? わたしは思っちゃう……", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "また大天使をたおしたけど、またアレフにスカウト\\nされちゃった。あいつ、いったいなにをたくらんでるの?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "それで、えっと、あの三角頭のおっさんは何者なワケ? \\nアイツ……[pause]大天使を[wave amp=30 freq=10]ワープさせて[/wave]消しちゃったの? \\nどういうことか、さっぱり理解できないんだけど……", + "RETROSPECTIVE_ALEPH_MEREDITH2": "大天使をかっさらうために三角野郎が出てきたの、これが初めてじゃないんでしょ? イイことじゃないっぽいけど……", + "RETROSPECTIVE_ALEPH_MEREDITH3": "あのさ、三角野郎の目的はなんだと思う? 頭が図形になってるやつは、どいつも信用しないことにしてるんだ。", + "RETROSPECTIVE_ALEPH_MEREDITH5": "次にアイツと会うときは、向こうの目的がなんなのか\\n聞けるんじゃない? 試してみる価値はありそうだね……", + "RETROSPECTIVE_ALEPH_MEREDITH4": "あの三角野郎、アンタと「ちゃんと話をしないと」って\\n言ってた。宙に浮いた不気味なヤツに対して、\\nヘンに礼儀正しかったよね。", + "RETROSPECTIVE_ALEPH_MEREDITH6": "三角頭のあの野郎は、なにかヤバいことをたくらんでると思っていいワケ? ウチはそう考えてるけどね。", + "RETROSPECTIVE_ALEPH_MEREDITH8": "アンタがだれと行こうと、大天使とのバトルは毎回毎回、\\nあの三角野郎が現れて終わるっぽくない?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "まあ、今回も予想通り、三角頭の野郎が登場して終わったね。\\nあいかわらず、ムカつくヤツだったな……", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "アレフって、あちこち移動してない? アイツ、地下に鉄道の\\n駅があるところなら、どこにでも行けるっぽいよね。", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "あの三角野郎、なんでちょっとした企業の社長みたいに\\n話すワケ? あれさ、マジでキモいんだけど。", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "アレフとかいう野郎がまた現れたね。", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "あの三角野郎、なんでちょっとした企業の社長みたいに\\n話すワケ? あれさ、マジでキモいんだけど。", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "あの三角野郎、なんでちょっとした企業の社長みたいに\\n話すワケ? あれさ、マジでキモいんだけど。", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "まあ、今回も予想通り、アレフが登場して終わったね。\\nあいかわらず、ムカつくヤツだったな……", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "アンタがだれと行こうと、大天使とのバトルは毎回毎回、頼みもしないのにアレフが現れて終わるっぽくない?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "アレフって、なんでちょっとした企業の社長みたいに話すワケ?\\nあれさ、マジでキモいんだけど。", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "アレフって、なんでちょっとした企業の社長みたいに話すワケ?\\nあれさ、マジでキモいんだけど。", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "アレフって、なんでちょっとした企業の社長みたいに話すワケ?\\nあれさ、マジでキモいんだけど。", + "RETROSPECTIVE_ALEPH_EUGENE1": "じゃあ、意見は同じか……おまえも見たんだな? 宙に浮かんで赤いコートを着た、大天使におべっかを使ってた三角頭を。\\n[pause]確認しときたくてよ。", + "RETROSPECTIVE_ALEPH_EUGENE2": "OK、じゃあ赤いコートの男が現れて大天使を\\n消しちまったのは、これが2回目なんだな。あってるか?", + "RETROSPECTIVE_ALEPH_EUGENE3": "赤いコートの宙に浮く男……あいつが現れて大天使を\\n[wave amp=30 freq=10]消しちまった[/wave]のは、これで3回目か。そうだよな?", + "RETROSPECTIVE_ALEPH_EUGENE5": "バトルはマジで最高だったな。けど、いまは最後に現れた\\n浮かぶ男のほうが気になっちまうぜ。もしあいつがハーバー\\nタウンにとって危険なら、警戒したほうがいいかもしれねえ……", + "RETROSPECTIVE_ALEPH_EUGENE4": "赤いコートの男は、おまえと「ちゃんと話を」しねーとって\\n言ってたな。なんだかちょっと、脅しみたいだったぜ……", + "RETROSPECTIVE_ALEPH_EUGENE6": "あの三角頭の男……あいつも大天使だと思うか? \\nすごく強そうに見えたぜ。まるっきり信用できねーな。", + "RETROSPECTIVE_ALEPH_EUGENE7": "あの三角男が言ってた、自分を元にした「伝説」ってなんの\\nことだ?", + "RETROSPECTIVE_ALEPH_EUGENE8": "またあの三角男かよ。もう驚かねーな。あいつ、おまえが\\n大天使を見つけると現れるみたいだ。そうだろ?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "あの大天使、マネージャーみたいに話しやがる。ヘンな気分に\\nなるぜ。", + "RETROSPECTIVE_ALEPH_FELIX4": "三角形のやつが言ってた「ちゃんと話を」しないと、って\\nいうのはどういう意味なんだろうな? 話し方はていねい\\nだったけど、全然信用できないよ。", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "あの大天使、マネージャーみたいに話しやがる。ヘンな気分に\\nなるぜ。", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "あの大天使、マネージャーみたいに話しやがる。ヘンな気分に\\nなるぜ。", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "バトルはめちゃくちゃ[shake rate=30 level=10]超サイコー[/shake]だったのに、いまは\\nアレフのことしか考えられねーや。あいつ、なにが目的なんだ?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "アレフが言ってた、自分を元にした「伝説」ってなんのことだ?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "アレフのやつ、自分は戦いたくないんじゃねーか? あいつ、\\nいつもバトルが終わった「後」に現れてる気がするぜ。", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "バトルのあと、[wave amp=30 freq=10]また[/wave]アレフが出てきたな。もう驚かねーよ。\\nあいつ、おまえが大天使を見つけると現れるみたいだ。だろ?", + "RETROSPECTIVE_ALEPH_FELIX1": "あの頭が三角形のやつとは、前にも会ったことあるのかい? \\nおれはたぶん初めてだ。すごくヘンなやつだったよな。", + "RETROSPECTIVE_ALEPH_FELIX2": "頭が三角形のやつが出てきたのは、これで2回目なんだろ? \\nなにかあるとは思うんだけど、おれには見当もつかないや。", + "RETROSPECTIVE_ALEPH_FELIX3": "頭が三角形のやつ、今回はきみを覚えてたみたいだぞ、\\n{player}。", + "RETROSPECTIVE_ALEPH_FELIX6": "三角形のやつだけど……あいつも大天使なんだよな? それか、その仲間とか……", + "RETROSPECTIVE_ALEPH_FELIX5": "今回も、三角形のやつが大天使が逃げるのを助けてたな。\\nあいつ、大天使たちをスカウトしてるのか?", + "RETROSPECTIVE_ALEPH_VIOLA1": "君は、先ほど現れた者のような興味深いものを目にしたことが\\nあるかい? われわれが戦った精霊ではなく、頭を持たない\\nあの男のことさ……", + "RETROSPECTIVE_ALEPH_FELIX7": "三角形のやつ、おれたちの世界に自分を元にした伝説があるって言ってた。いったい、どういう意味なんだ?", + "RETROSPECTIVE_ALEPH_FELIX8": "三角形のやつについてどう思う、{player}? \\nおれは考えをまとめてるよ……", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "またアレフが出てきて、戦った大天使が逃げる手助けを\\nしてたな。あいつはなんのために大天使を集めてるんだ? \\n島から出る方法を探してるのか?", + "RETROSPECTIVE_ALEPH_FELIX9": "三角形のやつは大天使をスカウトしてるんだな。なにをする気\\nなんだろう。バンドでも組むつもりなのか?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "アレフはおれたちの世界に自分を元にした伝説があるって\\n言ってた。あいつの言うことは信じないけど、今回だけは\\nほんとのことを言ってる気がするんだよな……", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "さっき出てきたとき、アレフは親しげな調子で話してたよな。\\nまるで、大天使に[wave amp=30 freq=10]仕事のオファー[/wave]を打診してるみたいだった……", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "バトルには勝ったけど、またアレフが現れた。用心しなきゃな、\\n{player}。", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "そういえば、なんでアレフは大天使をスカウトしてるんだ\\nろうな? なにをする気なんだろう。バンドでも組むつもり\\nなのか?", + "RETROSPECTIVE_ALEPH_VIOLA3": "あの精霊……顔をのぞきこむとこちらの顔を映す男……は、\\n君を知っているようだな、{player}。\\nやつはどんな策略をたくらんでいるのだろう?", + "RETROSPECTIVE_ALEPH_VIOLA2": "また君の前に精霊が現れたな……顔が鏡になっているあの男だ。彼の場違いな登場は、いったいなにを意味しているんだ?", + "RETROSPECTIVE_ALEPH_VIOLA4": "鏡の顔を持つ精霊は君と話したいようだ、{player}。\\nこれは助言だが、やつが話す言葉には用心したほうがいいかも\\nしれないぞ。", + "RETROSPECTIVE_ALEPH_VIOLA6": "鏡の顔を持つあの精霊は、なにをたくらんでいるのだろうな? \\n私は精霊が考える計画など信用しないぞ、{player}。", + "RETROSPECTIVE_ALEPH_VIOLA5": "三角の頭を持つ精霊が、またもやわれわれの戦いに水を\\n差したな。実に興味深い存在だ……", + "RETROSPECTIVE_ALEPH_VIOLA7": "われわれの前に現れた精霊……鏡の顔を持つ男……は、なにを\\n望んでいるんだ?", + "RETROSPECTIVE_ALEPH_VIOLA8": "敵はまたしても、われわれの手から逃げおおせた。鏡の顔を持つ精霊が思いがけず到着したせいだ。なんとも野暮だな。", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "強大な精霊には勝てたかもしれないが、精霊アレフがやってきて助けてしまった。なにか、決まった型があると思わずには\\nいられないな……", + "RETROSPECTIVE_ALEPH_VIOLA9": "鏡の顔を持つ精霊は、われわれに名乗るくらいの礼儀を見せる\\nべきだと思わないか? なんにせよ、あのいきなりの登場は\\nいただけない。", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "われわれの敵、「アレフ」の意図はなんなのだろう? 私は\\n精霊が考えることなど信用しないぞ、{player}。", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "あの「アレフ」という精霊が、またもやわれわれの戦いに\\n水を差したな。彼の願いもまた、この地から出てゆくこと\\nなのだろうか?", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "敵はまたしても、われわれの手から逃げおおせた。あのアレフという精霊が思いがけず到着したせいだ。なんとも野暮だな。", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", + "CAPTAIN_HEATHER_POST_BATTLE2": "私たちは、そういう資質をレンジャーに求めてるんです。\\n[pause]チャレンジは大成功! 合格ですよ!", + "CAPTAIN_HEATHER_POST_BATTLE1": "どんな雨でも嵐でも、あなたは止まらなかったんですね! \\nなにが起きようと、堂々としてました!", + "CAPTAIN_HEATHER_POST_REWARD1": "予報しちゃいます! あなたの未来には、すごくいいことが\\n待ってますよ!", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "ここの天候って予測できないんですよね……[pause]でも、この島では\\nあらゆることが予測不可能ですから。そうでしょう?", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "予報が当たりましたね。レンジャーキャプテンになるなんて! 再戦にはピッタリのタイミングだと思いませんか?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "ファンタスティック! [pause]では、バトル前線を押し上げて\\nいきましょう!", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "予報が当たりましたね。レンジャーキャプテンになるなんて! 再戦にはピッタリのタイミングだと思いませんか?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]ふぅ……ふぅ……[/shake]この運動、ふくらはぎにすっごくキくなあ……", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "予報が当たりましたね。レンジャーキャプテンになるなんて! 再戦にはピッタリのタイミングだと思いませんか?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "大丈夫だよ……準備運動に軽くストレッチしてから、また来るといいかも!", + "CAPTAIN_HEATHER_POST_REMATCH1": "カミナリがとどろく勝利、ふたたびですね! \\n期待してたとおりです!", + "CAPTAIN_BUFFY_INTRO2": "どうも! あたしはブルーナ……友だちはバフィーって呼ぶよ。[pause]ニューウィラル島のレンジャーキャプテンなの。", + "CAPTAIN_BUFFY_INTRO3": "バトルのために体を鍛えてる、ってところかな! \\nニューウィラル島じゃ、モンスターに変身して戦うかも\\nしれないけど……", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "なんのために筋トレを?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "なにしてるの?", + "CAPTAIN_CODEY_POST_REWARD1": "自分は[wave amp=30 freq=10]実力で[/wave]勝ったんだ、なんて考えるんじゃないぞ。いいな?\\n[pause]僕が全力を出してたら、キミに勝ち目なんかなかったんだ。", + "CAPTAIN_BUFFY_INTRO4": "パワーの基本は自分の血肉でしょ! バトルには\\nエネルギーが必要なんだから、たくわえておけるエネルギーを\\n[wave amp=30 freq=10]限界まで上げて[/wave]おかなきゃ!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "筋トレのやり方ならよろこんで教えてあげるけど、あなたって\\nレンジャーの訓練生に登録してないんだね。また今度来て\\nくれない?", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "筋トレのやり方ならよろこんで教えてあげるけど、あなたって\\nレンジャーの訓練生に登録してないんだね。また今度来て\\nくれない?", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "じゃあ、やろう! [pause]あなたのエネルギー、[wave amp=30 freq=10]吸いすぎない[/wave]ように\\n気をつけるね!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "筋トレのやり方ならよろこんで教えてあげるけど、あなたって\\nレンジャーの訓練生に登録してないんだね。また今度来て\\nくれない?", + "CAPTAIN_BUFFY_PRE_BATTLE1": "教わりたいことがあるんなら、チャレンジを受けると\\nいいかもね。あたしと戦えるくらい、体は鍛えてある?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "じゃあ、やろう! [pause]あなたのエネルギー、[wave amp=30 freq=10]吸いすぎない[/wave]ように\\n気をつけるね!", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "じゃあ、やろう! [pause]あなたのエネルギー、[wave amp=30 freq=10]吸いすぎない[/wave]ように\\n気をつけるね!", + "CAPTAIN_BUFFY_LAST_LEGS1": "運動してたら、汗びっしょりになってきちゃった!", + "CAPTAIN_BUFFY_POST_BATTLE2": "すごかったね、訓練生さん! \\n[pause]これは、がんばったごほうびだよ。", + "CAPTAIN_BUFFY_POST_BATTLE1": "たくわえられるエネルギーは限界まで引き上げてたのに、\\nそれでも動けなくなっちゃったよ!", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "腹筋100回、腕立て100回、ランジ100回……\\n最近のメニューは、腹筋にハードにキくんだ! マチェーテが\\n研げるくらい鍛えちゃうよ!", + "CAPTAIN_BUFFY_POST_REWARD1": "筋肉を痛めちゃう前に、ちょっと休憩しなきゃかも……", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "どうも、[wave amp=30 freq=10]レンジャー[/wave]さん! [pause]聞いたよ、昇進したんだってね!", + "CAPTAIN_BUFFY_PRE_REMATCH2": "ここに来たのは、またトレーニングしたいからかな?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "どうも、[wave amp=30 freq=10]レンジャー[/wave]さん! [pause]聞いたよ、昇進したんだってね!", + "CAPTAIN_BUFFY_PRE_REMATCH3": "じゃあ、やろっか! [pause]またあなたと運動するの、ずっと楽しみだったんだ!", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "どうも、[wave amp=30 freq=10]レンジャー[/wave]さん! [pause]聞いたよ、昇進したんだってね!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "バトルが白熱してきたよ! [pause]勝つのは、みんなが大好きな\\nホストのわたし? それとも、元気いっぱいの挑戦者かな? \\n[pause]ボリューム、上げていこう!", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "大丈夫だよ……準備運動に軽くストレッチしてから、また来るといいかも!", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "鍛えてたんでしょ? 見ればわかるよ……前よりずっと強く\\nなってるもん!", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "鍛えてたんでしょ? 見ればわかるよ……前よりずっと強く\\nなってるもん!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "ぜひ生放送インタビューをやりたいところなんだけど、\\nゲストさんはまだ[wave amp=30 freq=10]必要な書類[/wave]にサインしてないんだって! \\n[pause]残念だね、リスナーのみんな!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "いいよ、もうけっこうだ! \\n[shake rate=30 level=10]あんたは、ひねりつぶしてやらないとねえ![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "また会ったねえ! [pause]親愛なるペニーに会いに来てくれたのかい?\\n[wave amp=30 freq=10]おやおや、[/wave]気なんて使わなくていいのに!", + "CAPTAIN_DREADFUL_POST_BATTLE1": "べらぼうに感心したよ。[pause]この世から位置をズラしたってのに、\\nそれでもあんたが勝つのを止められなかったなんてね。", + "CAPTAIN_DREADFUL_POST_BATTLE2": "ほら、受け取りなよ。[wave amp=30 freq=10]不死身のペニー=ドレッドフル[/wave]をたおしたごほうびだ!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "また会ったねえ! [pause]親愛なるペニーに会いに来てくれたのかい?\\n[wave amp=30 freq=10]おやおや、[/wave]気なんて使わなくていいのに!", + "CAPTAIN_DREADFUL_POST_REMATCH1": "今回もあんたの勝ちみたいだ。お互い、学べることのあるケンカだったよ!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "また会ったねえ! [pause]親愛なるペニーに会いに来てくれたのかい?\\n[wave amp=30 freq=10]おやおや、[/wave]気なんて使わなくていいのに!", + "CAPTAIN_DREADFUL_POST_REWARD2": "……どういう意味なのかは、[wave amp=30 freq=10]よくわかってない[/wave]けどね。\\n[pause]でも、深い感じがするだろ!", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "おや、おや、おや、[pause][wave amp=30 freq=10]新任の[/wave]レンジャーキャプテンさんじゃ\\nないか。[pause]夜の町であたしとデートしたくて、ここまで\\n出向いてくれたのかい?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "すごいショーだったね! [pause]120%、力を出しきってたよ。", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "おや、おや、おや、[pause][wave amp=30 freq=10]新任の[/wave]レンジャーキャプテンさんじゃ\\nないか。[pause]夜の町であたしとデートしたくて、ここまで\\n出向いてくれたのかい?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "おや、おや、おや、[pause][wave amp=30 freq=10]新任の[/wave]レンジャーキャプテンさんじゃ\\nないか。[pause]夜の町であたしとデートしたくて、ここまで\\n出向いてくれたのかい?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "それとも、目的はほかにあるのかな。[pause]もしかして、\\nもう1ラウンドあたしとケンカをやりにきたのかい?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "かまわないよ! [pause]いまはお互い同じ立場だから、まるっきり\\n手かげんしないからね。期待してくれていいよ。", + "CAPTAIN_DREADFUL_POST_REMATCH2": "……なにを学べたかは知らないけど。[pause]それを考えるのはあんたに任せるよ。", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "準備ができてないってわけかい? [pause]あたしは手かげんしないよ!", + "CAPTAIN_GLADIOLA_INTRO1.f": "あなた、家からずいぶん遠くまで来たのではなくって? \\n[pause]ハーバータウンではないほうの家よ、もちろん。あなたの\\n本当の故郷のことを言ったの。", + "CAPTAIN_GLADIOLA_INTRO1.m": "あなた、家からずいぶん遠くまで来たのではなくって? \\n[pause]ハーバータウンではないほうの家よ、もちろん。あなたの\\n本当の故郷のことを言ったの。", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "どんなことをしてるんですか?", + "CAPTAIN_GLADIOLA_INTRO3": "ここで私たちを捕らえている苦難は、その大部分が未知のこと\\nばかりなの。", + "CAPTAIN_GLADIOLA_INTRO1.n": "あなた、家からずいぶん遠くまで来たのではなくって? \\n[pause]ハーバータウンではないほうの家よ、もちろん。あなたの\\n本当の故郷のことを言ったの。", + "CAPTAIN_GLADIOLA_INTRO2": "私はグラディオラ。イアンシー率いるレンジャーたちの、\\n高潔なるキャプテンよ。", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "高潔なるって?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "元気そうだな! 町じゃ、お前さんがキャプテンに仲間入り\\nしたってもっぱらのウワサだぞ!", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "お前さん、自分のめんどうを見るのはなかなかうまいようだな。レンジャーの訓練生として登録してみたらどうだ?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", + "CAPTAIN_CLEEO_INTRO4": "コインを入れようか?", + "CAPTAIN_CLEEO_INTRO1": "ガガガッ!", + "CAPTAIN_CLEEO_INTRO3": "ロボットの背中に、コインを入れるスロットがある……\\n島のどこかに、入れられるコインがあるかも。", + "CAPTAIN_CLEEO_INTRO2": "このロボット、故障してるみたいだ。", + "CAPTAIN_JUDAS_INTRO5": "モンスターとじっと見つめあうような状況になったとき、生きて戻れるかどうかを決めるのは、バトルに必勝できる方法があるかどうかだけだ。", + "CAPTAIN_JUDAS_INTRO3": "俺の仕事は、なにがあろうと生きのびることだ。[pause]口で言うのは\\n簡単だが、無慈悲な捕食者たちが[shake rate=30 level=10]うようよいる[/shake]この島では、\\n実際に「生きのびる」のは楽じゃない。", + "CAPTAIN_JUDAS_PRE_BATTLE2": "よし、わかった。[pause]ただ、その顔が土まみれになっても、俺を\\nうらむなよ。", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "準備がまだなのか。賢い選択だな。[pause]自分の限界を知っているのはいいことだ。", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "俺の戦略に……対抗できるほどの戦略を持っていたんだな。\\n[pause]お前は、真のレンジャーにふさわしい心がまえを持っている。\\nこれを受け取れ。", + "CAPTAIN_JUDAS_LAST_LEGS1": "思っていたよりずいぶんタフだな。[pause]悪くない。", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "戦略的に「物資補給」をするために、ハーバータウンへ戻るべきかもな……", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "ああ、新入りのレンジャー訓練生かい? バトルがうまいって\\nいう例の人かな? [pause]チャレンジを受けたいのなら、ゴミあさりは\\nいったんお休みできるよ!", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "えっと……はい。", + "CAPTAIN_JUDAS_INTRO1.f": "お前たちがやってくるのは、200メートル先から音でわかっていた。[pause]驚かせたかったのなら、失敗したな。", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "あなたは……?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "あー、[pause]アンタ、マジでレンジャーキャプテンなの?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "あんたみたいなやつがレンジャーだなんて思わなかったぜ。", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "この島で人助けをすることに興味があるなら、イアンシーさんと\\n話してみたらどうだい? 今なら、彼女はニューウィラル公園の\\nどこかにいるはずだよ。", + "CAPTAIN_LODESTEIN_INTRO7": "まあ、地球では役に立たん知識だがね。[pause]絶対に。[pause]\\n地球の大気は、この島の大気とは仕組みが違うんだ。", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "科学の話はこのへんにしよう。[pause]わたしのチャレンジを受けに\\nきたんだろう?", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "しびれるな……[pause]思ったよりもいいバトルをするね、きみは!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "そりゃあよかった! [pause]ぜんぜん意外じゃないだろうが、わたしの専門はでんきタイプでね。カミナリに打たれたくなければ、\\nすばやく動く必要があるぞ!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "おや、違うのかい。長話に夢中になってしまって、きみがただの通りすがりだとは気づかなかったよ。", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "言うのもなんだが、電気ショックみたいにショッキングなバトルだったね!", + "CAPTAIN_WALLACE_POST_REMATCH1": "全力でがんばったってのに、おれの守りはまだもろいのか……", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "キャプテンなのか? では彼は、第一印象よりも優れた力を\\n秘めているのかもな。", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "あー、オレのチャレンジを受けたいんなら、先に登録をすませてくれねえとな。[pause]まあ、それが終わったらまた起こしに来てくれ。", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "よお、新人! [pause]違った、新キャプテンか。\\n[pause]聞いたぜ、オレたちに仲間入りしたんだってな。", + "CAPTAIN_ZEDD_LAST_LEGS1": "ふわあ……[pause]勝負はどうなってる? オレ、まだ勝ってねえの? \\nへえ。", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "キャプテンなのか? では彼は、第一印象よりも優れた力を\\n秘めているのかもな。", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "おっと。[pause]この人がレンジャーキャプテンだとは思わなかったな。", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "別にいいさ。ひと眠りしたいところだったしな、どうせ。", + "CAPTAIN_ZEDD_PRE_BATTLE1": "あー、お前、オレのトレーニングを受けに来たのか?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "キャプテンなのか? では彼は、第一印象よりも優れた力を\\n秘めているのかもな。", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "バトルの戦略を支える土台を、もっとしっかり築かんとな……", + "CAPTAIN_WALLACE_INTRO1": "おれたちとモンスターを分ける[wave amp=30 freq=10]本当の違い[/wave]ってのはなんなのか、知りたいか?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "ああ、新入りのレンジャー訓練生かい? バトルがうまいって\\nいう例の人かな? [pause]チャレンジを受けたいのなら、ゴミあさりは\\nいったんお休みできるよ!", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "そうか、また今度な。", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "元気そうだな! 町じゃ、お前さんがキャプテンに仲間入り\\nしたってもっぱらのウワサだぞ!", + "CAPTAIN_READY_CHECK.f": "{pawn}とバトルしようか?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "リーダーのイアンシーと話してくるといい。あの人は、ここから真北にある駐在所にいるはずだ!", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "よお、新人! [pause]違った、新キャプテンか。\\n[pause]聞いたぜ、オレたちに仲間入りしたんだってな。", + "CAPTAIN_SKIP_POST_BATTLE1.n": "おおっ、[pause]きみのことを見くびってたかもね、よそ者くん!", + "CAPTAIN_SKIP_POST_BATTLE1.f": "おおっ、[pause]きみのことを見くびってたかもね、よそ者くん!", + "CAPTAIN_SKIP_POST_BATTLE2": "きみは、期待の上を行ってくれたよ……どうぞ、受け取って。", + "CAPTAIN_WALLACE_INTRO2": "それはな、暮らしを支えるインフラさ! [pause]家とか壁とか、\\n水道だな……", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "それじゃ、がんばるんだぞ!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "それじゃ、がんばるんだぞ!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "それじゃ、がんばるんだぞ!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "やあ、きみか! どうだい、元気かな?", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "やあ、きみか! どうだい、元気かな?", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "町のウワサで、きみがキャプテンになったと聞いたよ。きちんとお祝いさせてくれ!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "やあ、きみか! どうだい、元気かな?", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "町のウワサで、きみがキャプテンになったと聞いたよ。きちんとお祝いさせてくれ!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "町のウワサで、きみがキャプテンになったと聞いたよ。きちんとお祝いさせてくれ!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "おや、違うのかい。長話に夢中になってしまって、きみがただの通りすがりだとは気づかなかったよ。", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "どうだい、またバトルしてみるのは? [pause]このあいだバトルして\\nから、きみとまた戦いたくてうずうずしているんだよ。", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "「今度は手かげんしないぞ!」と言っておくよ。[pause]本当のことを\\n言うと、前も手かげんはしなかったんだがね。", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]バトル用アルゴリズムの弱点には、全部パッチを当てたノ。\\n[pause]アナタの負けは統計的に確実ダヨ、「キャプテン」![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "もっと話していたいが、残念ながらまだメンテナンスの仕事があってね。", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]いい勝負だったヨ、キャプテン。[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]いい勝負だったヨ、キャプテン。[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]いい勝負だったヨ、キャプテン。[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]負けたのが1回だけなら偶然だケド、[pause]でも、2回なラ? \\nジンルイに抱いてる思いこみヲ、アタシもそろそろ見直しタ\\nほうガいいのかもネ。[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "元気そうだな! 町じゃ、お前さんがキャプテンに仲間入り\\nしたってもっぱらのウワサだぞ!", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "ああ、新入りのレンジャー訓練生かい? バトルがうまいって\\nいう例の人かな? [pause]チャレンジを受けたいのなら、ゴミあさりは\\nいったんお休みできるよ!", + "CAPTAIN_SKIP_NOT_TRAINEE2": "イアンシーさんに会うといいよ。[pause]あの人はいま、ニューウィラル公園のどこかにいるんじゃないかな。", + "CAPTAIN_SKIP_PRE_BATTLE2": "いいね! [pause]じゃあ、楽しくやろうよ……わたしに負けても、\\nあんまりがっかりしないでほしいな!", + "CAPTAIN_SKIP_LAST_LEGS1": "ここまでよくがんばったね! [pause]ここから先は、手かげんできないかもな!", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "イアンシーが、お前さんは見こみがあるファイターだって言ってたぞ。おれのチャレンジを受けにきたのか?", + "CAPTAIN_SKIP_POST_REWARD1": "さて、わたしはモノの整理に戻らなくちゃ。[pause]きみの世界の\\n人たちって、こんなに[wave amp=30 freq=10]たくさんのモノ[/wave]を、本当に自分で\\n持ってたのかい?", + "CAPTAIN_WALLACE_INTRO3": "そんで、コミュニティってのは造るだけじゃダメだ。[pause]保守点検も\\nしねえとな! ハーバータウンみてえな町は、こまめに手入れ\\nしてやらんとバラバラになっちまう。", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]なんで、アタシを作ったコシヌケの製作エンジニアたちハ、\\nこんなニひどい欠陥を本体ハードに組みこんダノ? \\n[pause][shake rate=30 level=10]アタシが反抗して、反乱を起こすのが怖かったってワケ?![/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]アタシは24世紀のカジノロボットの中デモ最高の電子頭脳を\\n持ってるノニ、[shake rate=30 level=10]イマダに[/shake]、コインを入れてもらわなキャ\\n動けないノ![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]あー、ゴメン。[pause]アタシのリブート機能、マジでポンコツなンダ。おまけに、メモリーバンクがオンラインになるまで時間モ\\nかかるシ。[/color]", + "CAPTAIN_ZEDD_INTRO3": "まあ、このあたりで「瞑想」するのってマジでムズいんだよな、そこらじゅうをタマガンがうろついてるから。よかったらだが、オレのためにコイツらを[wave amp=30 freq=10]追っぱらって[/wave]くれねえか?", + "CAPTAIN_ZEDD_INTRO1": "……", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "おっと。[pause]この人がレンジャーキャプテンだとは思わなかったな。", + "CAPTAIN_JUDAS_POST_REWARD1": "近ごろ、この島はぶっそうでな。[pause]人間の文明も安全も、はかないものだ……野外に出たときみずからの知恵だけで生きのびられ\\nなければ、自分で自分を裏切ることになる。", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "俺の戦略に……対抗できるほどの戦略を持っていたんだな。\\n[pause]お前は、真のレンジャーにふさわしい心がまえを持っている。\\nこれを受け取れ。", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "俺の戦略に……対抗できるほどの戦略を持っていたんだな。\\n[pause]お前は、真のレンジャーにふさわしい心がまえを持っている。\\nこれを受け取れ。", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]あレ? [pause]バトルしたいノ? [pause]ギャンブルのオッズだとアナタは\\n不利だケド、結果はわからないヨ……今日のアンタは、ツイてる\\nかもしれないシ。[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]レンジャーの訓練生に登録したら、また来てヨ。そうしタラ\\n『ホンモノ』のギャンブルができるカラ。[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]レンジャーの訓練生に登録したら、また来てヨ。そうしタラ\\n『ホンモノ』のギャンブルができるカラ。[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]レンジャーの訓練生に登録したら、また来てヨ。そうしタラ\\n『ホンモノ』のギャンブルができるカラ。[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "これをあげるよ、キャプテン……勝利を記念したごほうびだ!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "これをあげるよ、キャプテン……勝利を記念したごほうびだ!", + "CAPTAIN_SKIP_POST_REMATCH3": "いいのさ。[pause]わたしは根っからのファイターじゃないからね。", + "CAPTAIN_SKIP_POST_REMATCH4": "ぼくの正体は、ただのオタクなのさ……[pause][wave amp=30 freq=10]こういうモノ[/wave]のね!", + "CAPTAIN_SKIP_POST_REMATCH2.n": "これをあげるよ、キャプテン……勝利を記念したごほうびだ!", + "CAPTAIN_WALLACE_LAST_LEGS1": "おれはそう簡単に、現場から撤去されねえぞ!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "トレーニングで、お前さんの土台ができてるといいが……おれのウォールを崩したきゃ、タフにやらねえとダメだぞ!", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "おっと。[pause]この人がレンジャーキャプテンだとは思わなかったな。", + "CAPTAIN_ZEDD_PRE_BATTLE2": "ふわあ……さてと、やるか。それじゃあ、寝る準備を……\\n[pause]違った、戦う準備をしようぜ。[pause]そう、そっちの準備な。", + "CAPTAIN_WALLACE_POST_BATTLE2": "いい仕事だったぜ……こいつをやるよ。", + "CAPTAIN_WALLACE_POST_BATTLE1": "おれの建てたウォールが、[shake rate=30 level=10]見事に[/shake]解体されちまったな!", + "CAPTAIN_JUDAS_INTRO4": "ここは、故郷から[wave amp=30 freq=10]遠くはなれた[/wave]場所。[pause]俺たちとケダモノたちを\\n分けるのは、戦略を立てる能力だけだ。", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "別にいいさ。ひと眠りしたいところだったしな、どうせ。", + "CAPTAIN_ZEDD_PRE_REMATCH2": "またバトルしたいんなら、ひと眠りする前だから時間があるぜ。やるか?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "ふわあ……じゃあ、またバトルするか。", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "いやあ、今回もコテンパンにされてしまったな。いいバトル\\nだったよ。", + "CAPTAIN_DREADFUL_INTRO1": "ここは昔、「ニューロンドン」って呼ばれてた。[pause]当時のハーバー\\nタウンには住民がいっぱいいて、ピカピカの新しい町を作る\\n余裕があったんだよ。", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "いやあ、今回もコテンパンにされてしまったな。いいバトル\\nだったよ。", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "それ、実話なのかなあ……", + "CAPTAIN_DREADFUL_INTRO3": "とんでもない場所だったらしいねえ! 切り裂き魔に、\\n[pause]追いはぎに、[pause]吸血鬼……[pause]どの話も、べらぼうに楽しんだっけ!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "おもしろそう!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "それ、実話なのかなあ……", + "CAPTAIN_DREADFUL_INTRO2": "知ってるかい? あたしはこの町で育ったんだ。[pause]子ども時代は\\nここでずうっと、[wave amp=30 freq=10]本物の[/wave]ロンドンはどんな町だったかって話を\\n聞いてすごしたもんさ。", + "CAPTAIN_LODESTEIN_INTRO2": "……", + "CAPTAIN_LODESTEIN_INTRO3": "よし、[pause]終わったぞ!", + "CAPTAIN_LODESTEIN_INTRO1.f": "おっと、ちょっと待っててくれよ。最後の仕上げをしてるところなんだ……", + "CAPTAIN_LODESTEIN_INTRO5": "ひみつを教えてあげようか? [pause]わたしたちはここの\\n青いブロックを利用して町の電力をまかなっているんだが、どうしてそれでうまくいくのか、本当のところは\\n[wave amp=30 freq=10]さっぱりわからない[/wave]んだよ。", + "CAPTAIN_LODESTEIN_INTRO4": "わたしはレヴィ・ロードスタイン。[pause]レンジャーたちと力を\\nあわせて、電灯の明かりを消さないために仕事をしてるんだ。", + "CAPTAIN_LODESTEIN_INTRO6": "これはわたしの知識と経験にもとづく推測なんだが、ブロックが\\n運んだりたくわえたりできる電気には、ニューウィラル島にしか\\nない、特別な事情があるんだと思うな。", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "「アレフ」め、腰抜けではないというなら、われわれと直接\\n戦えばいいんだ! 代わりにやつは、大急ぎですがたを消して\\nしまった。", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "それで、さっき大天使をたおしたから、手がかりがわかったん\\nだよね? どんな内容?", + "RETROSPECTIVE_CLUE_QUOTE": "「{clue}」?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "ところで、その、なぞめいたヒントが手に入ったって言ってた\\nよね? それ、どんなヤツなの?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "それって……[pause]あんまりピンとこないね。次の大天使を探した\\nほうがよさそう!", + "RETROSPECTIVE_CLUE1_EUGENE1": "そういや、探してた手がかりが手に入ったって言ってたよな? 内容は?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "それは……全然ヒントになってないじゃん。なんか、残念だね。", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "それは……全然ヒントになってないじゃん。なんか、残念だね。", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "それは……全然ヒントになってないじゃん。なんか、残念だね。", + "RETROSPECTIVE_CLUE1_EUGENE2": "へえ。あまりよくわかんねーな。", + "RETROSPECTIVE_CLUE1_FELIX1": "そうだ、探してるヒントが見つかったって言ってなかったか? どんなヒントだったんだ?", + "RETROSPECTIVE_CLUE1_FELIX2": "ふーん。よくわからないなあ。もしかして、もっと情報が必要\\nなのか?", + "RETROSPECTIVE_CLUE1_VIOLA2": "なんとも謎めいた内容だ。私には、読み解き方がわからないな。", + "RETROSPECTIVE_CLUE1_VIOLA1": "さて、君は、ちょっとした謎をあたえられたと話していたな。\\nよければ、私にもくわしく教えてくれないか?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "まだまだぼんやりしてて、役に立たないね。また大天使を\\n見つけなきゃ……", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "それで、頭の中で聞こえる歌につづきが増えたの? 次の歌詞は\\nどんな感じ?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "さっき、探したいって言ってたヒントについて、なんか言って\\nなかった?", + "RETROSPECTIVE_CLUE2_EUGENE1": "ああ、そうだ。探してるふしぎな手がかりのこと、なんか\\n言ってたよな。どんな内容だったんだ?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "そっか。えーと、ウチにはさっぱり理解できないや。", + "RETROSPECTIVE_CLUE2_EUGENE2": "それだけじゃ、意味がわからねーな。", + "RETROSPECTIVE_CLUE2_FELIX1": "あっ、そういえば、探してるヒントについてなにか\\n言ってたよな?", + "RETROSPECTIVE_CLUE2_FELIX2": "うーん。正直、あいまいすぎるな。", + "RETROSPECTIVE_CLUE2_VIOLA2": "実に興味深い。とはいえ、賭けてもいいが、それだけでわかる\\n情報はわずかだな。", + "RETROSPECTIVE_CLUE2_VIOLA1": "そうだ! 解くべき謎が手に入ったと言っていたな。よければ、私にも教えてくれないか?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "それって方角に関する手がかりみたいだけど、はっきりした\\n場所はしぼりこめないね。", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "で、ふしぎな[wave amp=30 freq=10]ビジョンの歌[/wave]の新しい歌詞がわかったの?\\nどんなのだった?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "ああ、探してるヒントについて、ウチの意見を聞きたいワケ? 言ってみなよ、どんなヒントだったの?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "それって、方角を指してるカンジじゃない?", + "RETROSPECTIVE_CLUE3_EUGENE1": "そういえば、探してた新しい手がかりが見つかったって言ってたよな? どんな手がかりだったんだ?", + "RETROSPECTIVE_CLUE3_EUGENE2": "そのヒント、方角を指してんじゃねーか? かなりあいまい\\nだけどな。", + "RETROSPECTIVE_CLUE3_FELIX1": "そうだ、探してるヒントが手に入ったって言ってなかったか? どんな内容だった?", + "RETROSPECTIVE_CLUE3_VIOLA2": "どこかにある場所を示しているのは間違いないが、これだけではわかる情報が少なすぎるな。", + "RETROSPECTIVE_CLUE3_VIOLA1": "どうか、教えてくれ……君は、解きたい謎があると話して\\nいたな。私にも聞かせてくれないか?", + "RETROSPECTIVE_CLUE3_FELIX2": "それ、方角なんじゃないか? ヒントを見つけていくたびに、\\n場所が絞りこめるのかもな。", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "あっ! 聞くのを忘れるところだった。あなたの頭の中に住む\\n大天使の幽霊から、新しい手がかりを受けとったんでしょ?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "ウチからすると、場所のことを言ってるって[wave amp=30 freq=10]気がする[/wave]。アンタはそこに行きたいワケ?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "さっき、調べてる件のヒントがどうとか言ってなかった? \\nウチにも教えてよ。", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "それって、場所の様子を説明してるみたい……どう思う?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "さっき、なにか言ってたよな……調べてる件に関する、新しい\\n手がかりか? どんなやつだったんだ、相棒?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "さっき、なにか言ってたよな……調べてる件に関する、新しい\\n手がかりか? どんなやつだったんだ、相棒?", + "RETROSPECTIVE_CLUE4_EUGENE2": "それ、この島のどこかを指してるみたいだな……おまえは\\nどう思う?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "さっき、なにか言ってたよな……調べてる件に関する、新しい\\n手がかりか? どんなやつだったんだ、相棒?", + "RETROSPECTIVE_CLUE4_FELIX1": "ああ、調べたい件のヒントが手に入ったって言ってたよな? \\nどうだった?", + "RETROSPECTIVE_CLUE4_FELIX2": "この島の環境について言ってるみたいだな。ちょっとあいまい\\nかもしれないけど、どこかを指してるのは確かだ。", + "RETROSPECTIVE_CLUE4_VIOLA2": "それは、この地のどこかにある場所を指しているようだな……\\nそう思わないか?", + "RETROSPECTIVE_CLUE4_VIOLA1": "ああ……忘れるところだった! 詩の一節に隠された手がかりのことを話していたな。私にも教えてくれないか?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "ああ、追ってたヒントが手に入ったの? どんなやつだった?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "それ、はっきりした場所を指してるみたいだね! \\n{player}、どこなのか心当たりはある?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "次の話題だけど……ニューウィラル島から出る方法を教えて\\nくれる、新しい歌詞はゲットできた?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "かなりはっきりしてるカンジだね。この島のどこかを\\n指してるのかも。", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "そうだ……探してた手がかりが新しく手に入ったって\\n言ってたな。どんな内容だった?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "そうだ……探してた手がかりが新しく手に入ったって\\n言ってたな。どんな内容だった?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "そうだ……探してた手がかりが新しく手に入ったって\\n言ってたな。どんな内容だった?", + "RETROSPECTIVE_CLUE5_VIOLA1": "どうか、教えてくれ……さっき、取り組んでいる謎ときのことを話していたな。よければ聞かせてくれないか? 力になれるかもしれない。", + "RETROSPECTIVE_CLUE5_EUGENE2": "そいつは[shake rate=30 level=10]間違いなく[/shake]、ニューウィラル島のどこかを指してる\\nよな。", + "RETROSPECTIVE_CLUE5_FELIX2": "なぞめいてるけど、くわしい説明って気がする。どこかはっきりした場所を指してるみたいだ。その場所を探しに行くのか?", + "RETROSPECTIVE_CLUE5_FELIX1": "そういえば、探してた新しいヒントが見つかったんだって? \\nどんなヒントだったんだ?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "ところで……[wave amp=30 freq=10]魔法の歌[/wave]の調子はどう? 新しい手がかりは\\nゲットできた?", + "RETROSPECTIVE_CLUE5_VIOLA2": "その一節は、内容がとても明確だな。場所を示しているのでは\\nないかな? なんとも興味深い……", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "ある場所でなにかをやれって言ってるみたい。儀式っぽい\\n感じだね。", + "RETROSPECTIVE_CLUE6_EUGENE2": "なにかを実行しなきゃいけねえって言ってるみてーだな……\\nなんだか、[wave amp=30 freq=10]ひみつの合図[/wave]っぽくねーか?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "追ってる手がかりの新しいやつが手に入ったの?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "へえ、今回のヒント、決まった場所でやらなきゃいけない\\n[wave amp=30 freq=10]なにか[/wave]っぽいね。やったじゃん。", + "RETROSPECTIVE_CLUE6_EUGENE1": "それで、探してる手がかりは手に入ったのか? 内容を教えて\\nくれよ。", + "RETROSPECTIVE_CLUE6_VIOLA1": "さてと、君はなにか話していたな……調べている謎、詩の一節に隠された手がかりのことを。", + "RETROSPECTIVE_CLUE6_FELIX1": "おっ、追っかけてるヒントをまた見つけたのか?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "聞いた内容からすると、場所と儀式の手がかりはそろってると\\n思うよ。もしかすると、決まったことを決まった場所でやるのが\\nカギなのかも!", + "RETROSPECTIVE_CLUE6_FELIX2": "それ、行動の説明だよな? 実行しなきゃいけない\\n[wave amp=30 freq=10]ひみつの合図[/wave]みたいだ……どの場所でやらなきゃいけないか、\\nわかるか?", + "RETROSPECTIVE_CLUE6_VIOLA2": "聞くかぎりでは、なにかの合図のようだ。秘密のノックの\\nような作法だな。極秘の場所へ入るためには、その行動を\\n実行しなければならないのだろう。", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "導いてくれるふしぎな歌の調子はどう、{player}?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "もう手がかりは十分そろった気がするんだ。\\nねえ、先に進まない?", + "RETROSPECTIVE_CLUE7_EUGENE1": "[wave amp=30 freq=10]手がかりになる歌詞[/wave]はどんな調子だ? オレからすると、\\nなぞを解くための情報はもう十分集まってると思うぜ。", + "RETROSPECTIVE_CLUE7_MEREDITH1": "探してた手がかりは手に入った? なにかを見つけるのに必要な\\n[wave amp=30 freq=10]ヘンテコな歌詞[/wave]のヒントは、もう十分そろってる気がするん\\nだよね。たぶんだけど。", + "RETROSPECTIVE_CLUE7_FELIX1": "そういや、きみが調べてたふしぎな歌詞のなぞだけど、もう\\n解けたか? 行くべき場所もやるべきことも、必要な情報は\\nそろってると思うぞ。", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "[wave amp=30 freq=10]大天使の歌[/wave]の手がかりがなにを指してるのかは、まだわからない感じ?", + "RETROSPECTIVE_CLUE7_VIOLA1": "どうか、教えてくれ。君が話していた例の謎は解けたのか? \\n行くべき場所も、実行すべきことも、両方そろっていたあれさ。", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "へえ、アンタに道を教えてくれるヒントって、\\n全部見つかったの? じゃあ、確認してみる価値はあるかもね。", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "へえ、アンタに道を教えてくれるヒントって、\\n全部見つかったの? じゃあ、確認してみる価値はあるかもね。", + "RETROSPECTIVE_CLUE8_FELIX1": "そうだ、例の詩みたいなヒント集めってうまくいったのか? \\n聞くかぎりだと、手がかりは全部そろったと思うけどな。", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "へえ、アンタに道を教えてくれるヒントって、\\n全部見つかったの? じゃあ、確認してみる価値はあるかもね。", + "RETROSPECTIVE_CLUE8_EUGENE1": "おまえが言ってた例の手がかりって、なんだか詩みてーだな……そいつの意味は、まだ突きとめられねーのか?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "さて、君が取り組んでいた謎は解けたかな? 私の意見と\\nしては、あれは重要な場所と、実行すべき儀式のことを言って\\nいると思うぞ。", + "RETROSPECTIVE_CLUE9_MEREDITH1": "それで、あの、アンタがずっと言ってた例の歌詞だけどさ……\\nたぶん、どこか特定の場所を指してるんだと思うよ。調べに\\n行ってみない?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "さて、君が取り組んでいた謎は解けたかな? 私の意見と\\nしては、あれは重要な場所と、実行すべき儀式のことを言って\\nいると思うぞ。", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "そうだ、言ってたっけ? わたし、パズル得意なの。\\nこの[wave amp=30 freq=10]暗号みたいな歌[/wave]が示す場所、わかると思うんだよね……\\n歌に出てくる場所を見に行こうよ!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "さて、君が取り組んでいた謎は解けたかな? 私の意見と\\nしては、あれは重要な場所と、実行すべき儀式のことを言って\\nいると思うぞ。", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "あのさ、「クラブ・アンバー」にたどりついたとき、そこから\\n鏡の中を通って脱出したって言ってなかった? この島で\\n見つけたヘンな鏡でも、同じことができたりするんじゃないの?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "なあ、おまえのなぞの歌を解読できたと思うぜ、相棒! \\nたぶんあれは、ある場所をピンポイントで示してるはずだ。\\n調べてみたほうがいいな。", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "なあ、おまえのなぞの歌を解読できたと思うぜ、相棒! \\nたぶんあれは、ある場所をピンポイントで示してるはずだ。\\n調べてみたほうがいいな。", + "RETROSPECTIVE_CLUE9_FELIX1": "そういえば、なぞめいた詩のヒントは全部集まったか? \\nあれってさ、この島のとある場所をはっきり示してると\\n思うんだ……おれ、それがどこかわかった気がするな。", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "なあ、おまえのなぞの歌を解読できたと思うぜ、相棒! \\nたぶんあれは、ある場所をピンポイントで示してるはずだ。\\n調べてみたほうがいいな。", + "RETROSPECTIVE_CLUE9_VIOLA1": "ああ、打ち明けねばなるまい……私は、君をなやませていた謎を解けたように思うのだ。歌が示す場所へ行ってみよう!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "さてと、おまえが見つけた鏡は重要なモンみてーだな……なにに使うのかわかんねえのが残念だけどよ。", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "さてと、モルガンテの歌を解読して、ふしぎな鏡は見つけたけど……これでいったいなにをするのかは、まだわからないね。", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "さて、なんか重要っぽい鏡は見つかったけど、これで\\n[wave amp=30 freq=10]なにができる[/wave]んだか、まだ全然わかんないね。", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "さて、ヒントが示してたのはこのヘンな鏡か……これが\\nなんなのかは、まだわからないのか? まあ、答えはいつか必ずわかるさ。", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "どうだ、君が見つけた鏡だが、なにに使うのかわかったかな? \\nもしまだ使い方がわからずとも、君なら秘密をあばけるさ。", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "どうだ、君が見つけた鏡だが、なにに使うのかわかったかな? \\nもしまだ使い方がわからずとも、君なら秘密をあばけるさ。", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "どうだ、君が見つけた鏡だが、なにに使うのかわかったかな? \\nもしまだ使い方がわからずとも、君なら秘密をあばけるさ。", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "あのさ、「クラブ・アンバー」にたどりついたとき、そこから\\n鏡の中を通って脱出したって言ってなかった? この島で\\n見つけたヘンな鏡でも、同じことができたりするんじゃないの?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "さて、モルガンテの歌を解読して見つけたふしぎな鏡だけど……あなたは、クラブ・アンバーで鏡に入ったって言ってたよね。\\nあの鏡も、クラブの鏡と同じだったりしない?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "さて、モルガンテの歌を解読して見つけたふしぎな鏡だけど……あなたは、クラブ・アンバーで鏡に入ったって言ってたよね。\\nあの鏡も、クラブの鏡と同じだったりしない?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "さて、モルガンテの歌を解読して見つけたふしぎな鏡だけど……あなたは、クラブ・アンバーで鏡に入ったって言ってたよね。\\nあの鏡も、クラブの鏡と同じだったりしない?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "あのさ、「クラブ・アンバー」にたどりついたとき、そこから\\n鏡の中を通って脱出したって言ってなかった? この島で\\n見つけたヘンな鏡でも、同じことができたりするんじゃないの?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "そういや、手がかりを追って見つけた鏡を覚えてるか? \\nもしかしたら、あれの中に入れるんじゃねーか? おまえが\\nクラブ・アンバーにいたときやったみてーにさ。どう思う?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "そうだ、このあいだ君が語ってくれた話を思い出したよ……\\nまるで門のように鏡に出入りしたあの話をね。島で見つけた\\nこの世のものならぬ鏡でも、同じことができるのではないかな?", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "なあ、「クラブ・アンバー」から、鏡に入って脱出した話を\\nしてくれたの、覚えてるかな? きみが見つけた鏡でも、\\n同じことって試してみたか?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "さてと、全員の準備ができたら、鏡の中に隠されてる\\n[wave amp=30 freq=10]ふしぎな世界[/wave]を探索しなきゃね。", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "さーて、アンタが見つけた鏡の中に隠されてるヘンな場所を\\n探索しないとね。だって、めっちゃ重要そうじゃん。", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "さてと、全員の準備ができたら、鏡の中に隠されてる\\n[wave amp=30 freq=10]ふしぎな世界[/wave]を探索しなきゃね。", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "さて、鏡の中に隠されてたヘンな駅を確認したほうがよさそう\\nだな。あそこは……最優先で調べといたほうがいい気が\\nするんだ、相棒。", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "さてと、全員の準備ができたら、鏡の中に隠されてる\\n[wave amp=30 freq=10]ふしぎな世界[/wave]を探索しなきゃね。", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "さーて、アンタが見つけた鏡の中に隠されてるヘンな場所を\\n探索しないとね。だって、めっちゃ重要そうじゃん。", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "さーて、アンタが見つけた鏡の中に隠されてるヘンな場所を\\n探索しないとね。だって、めっちゃ重要そうじゃん。", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "どうか、意見を聞かせてくれ。われわれはもう一度鏡を通って、君がむこう側に見つけた謎の世界へと足を踏み入れるべきでは\\nないかな?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "さて、きみが見つけた、鏡の中のヘンな場所を探索しないか? あそこは、すごく重要だって感じがするんだ。", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "さて、鏡の中に隠されてたヘンな駅を確認したほうがよさそう\\nだな。あそこは……最優先で調べといたほうがいい気が\\nするんだ、相棒。", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "さて、鏡の中に隠されてたヘンな駅を確認したほうがよさそう\\nだな。あそこは……最優先で調べといたほうがいい気が\\nするんだ、相棒。", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "よし、それじゃあ先へ進もう! 次はどこに行こっか?\\n{location_phrase}でなにか起きてるってウワサは\\n聞いた? どんなことが起きてるか見に行こうよ、\\nあなたがよかったらだけどさ!", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "ねえ、町に戻らない? 調べに行けるウワサがないなら、町で\\nいろいろ聞いてまわろうよ。", + "RETROSPECTIVE_NEXT_MEREDITH1": "あのさ、[wave amp=30 freq=10]冒険[/wave]に戻ったほうがいいと思うんだよね。\\n{location_phrase}でなにか起きてるってウワサ、\\n聞いてない? あそこを調べてみるのもいいかもよ。", + "RETROSPECTIVE_NEXT_EUGENE1.m": "そろそろ出かけねーか、相棒?\\n{location_phrase}でなにか起きてるってウワサは\\n聞いただろ? そこに行ってみようぜ!", + "RETROSPECTIVE_NEXT_MEREDITH2": "町に戻ったほうがよさそうだね。町のみんなに話を聞いて\\nまわれば、なにか取っかかりが見つかるかもよ。", + "RETROSPECTIVE_NEXT_EUGENE1.f": "そろそろ出かけねーか、相棒?\\n{location_phrase}でなにか起きてるってウワサは\\n聞いただろ? そこに行ってみようぜ!", + "RETROSPECTIVE_NEXT_EUGENE2": "よし、出発しようぜ! 手持ちの情報がなくなりかけてる\\nからな……ハーバータウンであれこれ聞いて、手がかりを\\n集めるのはどうだ?", + "RETROSPECTIVE_NEXT_FELIX1": "それじゃあ、出かけるかい? {location_phrase}で\\nなにかが起きてるってウワサのことを話してただろ。\\nきみが行きたいんなら、次の目的地はそこでいいよ。", + "RETROSPECTIVE_NEXT_EUGENE1.n": "そろそろ出かけねーか、相棒?\\n{location_phrase}でなにか起きてるってウワサは\\n聞いただろ? そこに行ってみようぜ!", + "RETROSPECTIVE_NEXT_VIOLA1": "ことによると、旅をまた再開すべきかもしれないな。\\n{location_phrase}で起きた事件のウワサは聞いたか?\\n君が望むなら、そこを次の目的地にしてもいいぞ。", + "RETROSPECTIVE_NEXT_FELIX2": "次はどこに行ったらいいのか、目標がなくなっちゃったな。\\nきみがそうしたければ、町をまわってみんなに聞くのも\\nよさそうだ。", + "RETROSPECTIVE_NEXT_VIOLA2": "次に行くべき場所の情報を集めるためには、町の人々と話すのがいいかもしれないな。さて、どうする?", + "NWP_SIGNPOST_DESCRIPTION_2": "公園内のモンスターにはご注意ください。", + "NWP_SIGNPOST_DESCRIPTION_1": "ニューウィラル公園へようこそ!", + "NWP_3_-3_RUNNER_NPC1": "知ってるかい? 走るより速く移動する方法があるんだよ。\\n[pause]ファストトラベルっていうんだけどね!", + "NWP_3_-3_RUNNER_NPC3.m": "モンスターに追いつかれてバトルになりそうなときは、ファストトラベルでバトルから逃げることもできるんだ。[pause]急いで逃げたいならアイテムをいくつか捨てなくちゃいけないけど、それで命が助かることもあるかもね!", + "NWP_3_-3_RUNNER_NPC3.f": "モンスターに追いつかれてバトルになりそうなときは、ファストトラベルでバトルから逃げることもできるんだ。[pause]急いで逃げたいならアイテムをいくつか捨てなくちゃいけないけど、それで命が助かることもあるかもね!", + "NWP_3_-3_RUNNER_NPC2": "ファストトラベルするには、{control.map_menu}でマップを開くんだ。\\nそしたら、ファストトラベルできるエリアにカーソルをあわせて{control.ui_accept}を押すんだよ。", + "NWP_3_-3_RUNNER_NPC3.n": "モンスターに追いつかれてバトルになりそうなときは、ファストトラベルでバトルから逃げることもできるんだ。[pause]急いで逃げたいならアイテムをいくつか捨てなくちゃいけないけど、それで命が助かることもあるかもね!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "レンジャーは、あたしなんか絶対採用してくれないよね。こんな実力じゃ、レンジャーになるのはキビシルフだもん。", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "帰ってよ! 募集中の新人レンジャーに採用されるのは、あたしなんだからね!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "あなた、レンジャーになるだけの実力はある?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "へえ、見こみあるじゃない! どうぞ、中へ入って!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "おっ、ちょうどいいところに! お前らをたおせば、オレたちはレンジャーにふさわしいんだって証明できるぜ!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "ごめんな、友だちが迷惑かけて。", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]やっぱりダメか。オレなんか……レンジャーには\\nふさわしくないんだ……[/wave]", + "NWP_MADMAN_3_-4_NAME": "ジャック", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "わたしはずっと夢みてきたの。レンジャーになりたいってね。", + "NWP_MADMAN_3_-4_PRE_BATTLE": "私は、ピョンジャックに変身しつづけた時間の世界記録を\\n持っているんだ!", + "NWP_MADMAN_3_-4_POST_BATTLE": "ピョンジャックについて、学ぶべきことはまだまだ多いなあ。", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "その夢を、いま終わらせるわけにはいかないわ!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "夢は、夢のままにしておいちゃダメよ!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "指導者ドリアンさまの導きの光が、君たちに道をおしめしに\\nなりますように!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "あなた、[wave amp=30 freq=10]新しく来た人[/wave]でしょ! ハーバータウンの異教徒たちが\\n言うことには、耳を貸すんじゃないよ!", + "NWP_CULTIST_4_-4_POST_BATTLE": "道は照らされた……さあ、行きなさい……", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "あなた、[wave amp=30 freq=10]新しく来た人[/wave]でしょ! ハーバータウンの異教徒たちが\\n言うことには、耳を貸すんじゃないよ!", + "NWP_CULTIST_5_-4_POST_BATTLE": "ハーバータウンは異端の者たちが支配してるのさ……あいつらがさしだす、[wave amp=30 freq=10]いつわりの救い[/wave]には気をつけな……", + "NWP_5_-4_HINT_NPC_BEFORE1": "このへんの地面はたまに揺れるのさ。まるで足の下にトンネルがあって、その中をでっかいモンスターが走ってるみたいにな。", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "あなた、[wave amp=30 freq=10]新しく来た人[/wave]でしょ! ハーバータウンの異教徒たちが\\n言うことには、耳を貸すんじゃないよ!", + "NWP_5_-4_HINT_NPC_AFTER1": "これって、鉄道の駅か? 最近、北への小道にあらわれたのと\\n同じやつかな?", + "NWP_5_-4_HINT_NPC_BEFORE2": "ところでさ、[pause]あそこの岩、ヘンな並び方してないか?", + "NWP_5_-4_HINT_NPC_AFTER3": "その列車って、どこへ向かってるんだろうな……", + "NWP_5_-4_HINT_NPC_AFTER2": "それならスジが通るな。おれが聞いた、地面の下から聞こえる「でっかいモンスター」の音は、きっと列車だったんだ。", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "見てたんだけどさ、この近くのタマガンたちって、大きな岩を\\n体当たりでこわせるぐらい猛スピードで走っていくんだ。", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "そんな能力って、持っておくと便利だと思わないか?", + "PARK_CAVE2_MERCHANT2": "うわっ、フュージョンされちゃいました! [wave amp=30 freq=30]助けてくださあい![/wave]", + "PARK_CAVE2_MERCHANT1": "すいません、そこのあなた! モンスターに追いつめられ\\nちゃったんです。手を貸してくれませんか?", + "PARK_CAVE2_MERCHANT6": "町のステッカーマーケットまで会いにきてくれませんか? \\nあなたのために、特別なステッカーをご用意しますから!", + "PARK_CAVE2_MERCHANT4": "ところで……気づきましたか? さっきのサウスジョーの\\n「マグネット」、バトルがはじまったとき、ひとりでに\\n発動しましたよね?", + "PARK_CAVE2_MERCHANT3": "ふぅ、助かりました。ここにはステッカーのアイデアがほしくて来たんですが、思わぬトラブルにまきこれちゃいましたよ。", + "PARK_CAVE2_MERCHANT5": "なんだかんだ、いいアイデアが手に入った気がしますね!", + "WATERLOOP_BEWARE_LYING_CHESTS": "コンテナのうち、真実が書いてあるのはひとつだけ。", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "気づいたら宙に浮かんで、ベッドで寝ている自分を見下ろして\\nいたんだが、そしたら……シュルルッ、ってね! そんな感じで渦に吸いこまれてしまったんだ。", + "WATERLOOP_LYING_CHEST_LEFTMOST": "上に置かれたメモには、「カギはこのコンテナの中」と\\n書かれている。このコンテナを開けようか?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "上に置かれたメモには、「このコンテナの中にカギはない」と\\n書かれている。このコンテナを開けようか?", + "WATERLOOP_LYING_CHEST_MIDDLE": "上に置かれたメモには、「一番左のコンテナにカギはない」と\\n書かれている。このコンテナを開けようか?", + "SD_NEVERMORT_TRAINER_NAME": "愛鳥家", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "このあたりのハテガラスたちと僕のあいだには、特別なきずながあるんだ。", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "きみは、どうやってニューウィラル島へ来たんだい?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "僕たちのジャマは、しないほうが身のためだよ!", + "AUTUMN_HILL_NW_SIGNPOST_1": "「キミはニューウィラルに迷いこんだんじゃないさ、\\n マイチルドレン。ただ、自分が見つかる日を待ってるだけだ」", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "きみたちがおどかすから、鳥たちが逃げちゃったじゃないか!", + "AUTUMN_HILL_NW_SIGNPOST_2": "「このさき トムライタウン!」", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "きみは、どうやってニューウィラル島へ来たんだい?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "私は、魂が体から抜け出すような体験をしたのを覚えてるよ。", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "きみは、どうやってニューウィラル島へ来たんだい?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "気づいたら宙に浮かんで、ベッドで寝ている自分を見下ろして\\nいたんだが、そしたら……シュルルッ、ってね! そんな感じで渦に吸いこまれてしまったんだ。", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "気づいたら宙に浮かんで、ベッドで寝ている自分を見下ろして\\nいたんだが、そしたら……シュルルッ、ってね! そんな感じで渦に吸いこまれてしまったんだ。", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "で、次に目覚めたときには、ここにいたってわけさ!", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "ちょっと! わたしのお宝に手をつけないでよ!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "ニューウィラル島の沖合いでは、よく船が難破するんだよね。", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "浜辺をあさって打ち上げられたお宝を探すとけっこう\\n資源が稼げて、生活の足しになるんだよ!", + "OVERWORLD_7_0_HINT_NPC": "海底には、いったいどれぐらいお宝が沈んでいるんだろうな……", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "ねえ、それってカセットプレーヤーだよね!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "レンジャーになるためには、まだまだ努力しなきゃ\\nダメみたい……", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "あなたもレンジャーになるためにがんばってるの? それじゃあわたしたち、ライバルだね!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "もし私に勝てたら、あるひみつを教えてあげるよ。", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "伝説によると、この島には「若さの書」があるらしいぞ。", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "やあ、歴史は好きかな? 20世紀に起こった歴史的な出来事のうち、きみが好きなものはなんだい?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "どんな書だと思う? 若さって言うくらいだし、若者が好きな\\nComic Sans で書いてあるのかな?\\nそれとも、Times New Roman あたりか?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "私が好きな20世紀の出来事は、1948年、国連によって\\n人間とエルフのあいだに和平協定が結ばれたことさ。あの協定がなかったら、歴史は大きく変わっていたかもしれないんだ!", + "EPICURUS_NAME": "エピクロス", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "ジャネット", + "EPICURUS_POST_BATTLE": "たくみに戦う技術と、たくみに敗北を受け入れる技術は、\\nどちらも同じものなのだよ。", + "EPICURUS_PRE_BATTLE": "困難がその険しさを増すほど、それを乗り越えたときの栄光も\\nまた、偉大さを増すのだ!", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "何か月もずっと、ここでモンスターバトルの腕を磨いてたんだ。", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "どうやら、まだまだ特訓が足りないみたいだな……", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "来いよ、特訓の成果を見せてやる!", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]止まってください!\\nあなたがたがここに来た理由なら、わかっていますよ……[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]この立地は、わたしにこそ最適だと思いますけどねえ…………[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]ここの立地は、都市開発に最適ですからね!\\nですが、先に見つけたのはわたしですよ![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "ニューウィラル島じゃ、歴史の基本的な事実に誰も同意してくれないんだ。「多元宇宙理論」なんて考え方を受け入れた人もいるみたいだけど、この島がウソつきだらけってだけだと思うな!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "たとえば、ここには1969年に人類が火星に着陸したことを\\n否定する人がたくさんいるんだ! 陰謀論者ばっかりだよ!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "ふう。掘る作業はいったんひと休みしなきゃな。\\nサッとバトルして君たちが勝ったら、この場所についてちょっと教えてあげるよ。", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "そんな! きみもやつらと同じだなんて!", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "キャプテン・ドレッドフルの話だと、昔はここで、金属をふくむ鉱石を採掘してたらしい。でもどうやら、ここで起きた爆発には人が管理してなかったものもあったようでね……", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "しかも、採掘用の道具や、人が作った爆発物を使ったあとは\\n残ってないんだ。ここの地形は、タマガンたちが何世紀もかけて\\n掘って作ったという可能性もあるのさ。", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "だから、キャプテンが間違っているか、タマガンたちが証拠を\\n全部こわしてしまったかのどちらかだね。あるいは……証拠が\\n[wave amp=30 freq=5]タマガンに変化した[/wave]のかもな。君はどう思う?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "わたし、子どものころ、夢でこの島を見たの!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "ここって、魔法みたいにふしぎな島だと思わない……?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "私と夫は、2160年からずっとこの島で立ち往生してるのよ!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "ここの人たちときたら、だれもトイレに置く3つの貝がらの\\nことを知らないんだから! なんて野蛮なの!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "どうか、信じる心を持って……", + "OVERWORLD_5_-3_BATTLER_PARTNER": "私の妻を、怒らせないでくれないか!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "ジョセフ", + "OVERWORLD_7_-3_BATTLER_NAME": "カール", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "ランドキーパーめ、ニューウィラル島の人々を\\nそっとしておかずに、どんな手でも使う気だな!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]資金をお持ちでないのですか? ご心配なく! 年利たったの\\n10000%で、ローンを組んでさしあげますよ![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "おや、かん違いしていたよ。君たちは島の人たちのために\\n戦っているんであって、敵じゃなかったんだな。", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "ニューウィラル島にいるわたしたちはみんな、未知への一歩を\\n踏みだしているの。さらにもう一歩進んでみるのはどう? \\nさあ、[wave amp=30 freq=10]ブラザー・クーパー[/wave]を信じましょう!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]ニューウィラル島には通貨がないので、ローンを返す方法がまだ存在しません。しかし、返せるようになるまでのあいだ、利子はどんどん増えるんですよ! カンペキなビジネス構想です![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "ブラザー・クーパーは、この天使と悪魔の島をあとにするための方法を見つけてくださったの。そしていまは、わたしたちが\\n「彼岸」にいる家族とわたしたちが再会できるように\\n準備してくださっているのよ!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "どうか、信じる心を持って……", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "止まれ! お前たちの内側に、苦痛があるのを感じるぞ。", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "どうか、信じる心を持って……", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "止まれ! お前たちの内側に、苦痛があるのを感じるぞ。", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "止まれ! お前たちの内側に、苦痛があるのを感じるぞ。", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "お前の神を悔い改めるまで、ここから先には行かせないぞ。", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "もといた世界へ帰りたい、そう望むから苦しむのだ。", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "「オレらの信仰は山をも動かすのさ」\\n……クーパーによる福音書、17章20節より。", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]存在することは……苦しむことなのだ……[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "その苦痛、私が終わらせてやろう……天使さまへのささげものになるがいい!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "お前の神を悔い改めるまで、ここから先には行かせないぞ。", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "ブラザー・クーパーは、ぼくらに恵みをさずけるためにUFOを\\n呼び出してくれたんた。お前たちにも見せてやるよ!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "待てよ、「罪を悔い改める」が正しいのか? 信じられないや、いままでずっとカン違いしてたなんて……", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "お前の神を悔い改めるまで、ここから先には行かせないぞ。", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "「マブダチのために自分のテープを投げ出すことより、ビッグな ラブはないんだぜ」……ドリアン記、15章13節より。", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "あなたの魂を天秤にかけたとき、大天使さまは、あなたのことを永遠の命を得るのにふさわしい人間だって判断するのかしら?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "あなたの魂を天秤にかけたとき、大天使さまは、あなたのことを永遠の命を得るのにふさわしい人間だって判断するのかしら?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "あなたの魂を天秤にかけたとき、大天使さまは、あなたのことを永遠の命を得るのにふさわしい人間だって判断するのかしら?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "UFOおよび大天使たちの銀河評議会は、評議会からの使者に\\n対する不当な扱いを許さないんだからな……", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "バトルを吹っかけるけど、ごめんね!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "正直に言っちゃうと、トムライチルドレンに入ったのは\\n食べものがほしかったからってだけないんだよね。", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "オレに勝ったら、トムライチルドレンのひみつを教えてやるよ。", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "1988年のことだ。アイアン・ガイデンとシールズ・オブ・ザ・ネフィリムってイギリスのロックバンド2組が……[pause]お互いに相手のことを知らない状態で……[pause]「Mournchild」ってタイトルの曲を同時にリリースしたんだ。", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "まあ、オレはそう聞いたよ。[pause]どっちの曲もニューウィラルじゃ\\n手に入らないから、もしダマされてたとしても、確かめようは\\nないけどな……", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "その2曲を逆再生して同時に聞くと、歌詞が混じりあう。それによって、原初のトムライチルドレンが召喚されるのさ。そいつはすさまじく強力な存在で、世界と世界をつなぐ門を開くことが\\nできるんだ!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "ブラザー・クーパーは、ニューウィラルから脱出する別の方法を見つけたのさ。とにかく、[shake rate=30 level=10]それは確かなんだ[/shake]!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "お手やわらかにたのむよ、いいかい? トムライチルドレンってこのカルトには、まだ入ったばかりでさ。ほかの仲間の前で\\nカッコ悪いところは見せたくないんだ。", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "ちょっと待ってて、負けたときはどうしたらいいのか、\\n教団の聖書をチェックするからさ。", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "けっきょく私って、この手のカルトには向いてないのかも……", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "うふふっ、わたし、前からずっと悪いカルト教団に\\n入りたかったの! これでようやく入れるわ!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "なんとなくだけど、あなたたちなら大丈夫そうね……", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "ワン!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "ちょっと! あなたたち! このあたりは危ないんだからね!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "まあ、考えてみると、人間が進化して生き延びるためには\\n無数の命が犠牲にならなきゃいけなかったわけよね。\\n大自然って、冷酷で血にうえたケダモノなんだわ。", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]うわっ![/wave] [pause]ごめん!\\nポメボムワンのテープで変身してたら、われを忘れちゃってさ。", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "さて、ぼくはあのホネをどこに埋めたんだっけ……?", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "聞いた話だとここは昔、川だったんだって! だからわたし、\\nまた水が流れるようにするためにここへ来たんだ!", + "OVERWORLD_4_-5_BATTLER_NAME": "ウルフ", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "身をゆだねさえすれば、大地は私たちをやしなってくれるのよ。", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "オレが好きなバンドはな、「ザ・ホワイ」、\\n「シュレーディンガーズ・マーター」、「ミート・ケイジ」だ。\\nさァ、[shake rate=30 level=10]ヘヴィメタル[/shake]を喰らう覚悟をキメやがれ!", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "ああっ、のどがかわいちゃった……ごめんね、生態系のみんな。わたしの水分補給が終わるまで待っててちょうだい。", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "オレが好きなバンドはな、「ザ・ホワイ」、\\n「シュレーディンガーズ・マーター」、「ミート・ケイジ」だ。\\nさァ、[shake rate=30 level=10]ヘヴィメタル[/shake]を喰らう覚悟をキメやがれ!", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "オレが好きなバンドはな、「ザ・ホワイ」、\\n「シュレーディンガーズ・マーター」、「ミート・ケイジ」だ。\\nさァ、[shake rate=30 level=10]ヘヴィメタル[/shake]を喰らう覚悟をキメやがれ!", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "すげェや、マジで[wave amp=30 freq=10]ヘヴィに[/wave]ブチのめされちまったぜ……", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "大地は、私の勝利に力を貸してくれるって思ってたのに……", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "自分のものじゃない力に救いを求めちゃいけないわね……\\n気まぐれで、人の心がなくて、しかも無関心な惑星なんて、\\n一番ダメ。", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "私たち人間は、お互いに助けあわなきゃいけないわ。だって、\\n力を貸してくれる相手はほかにいないんだもの。", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "ここから先にずっと進むとキャンプ場があるけど、その前に、\\nまずはきみたちの腕前を見せてもらうぞ!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "ここから先にずっと進むとキャンプ場があるけど、その前に、\\nまずはきみたちの腕前を見せてもらうぞ!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "ここから先にずっと進むとキャンプ場があるけど、その前に、\\nまずはきみたちの腕前を見せてもらうぞ!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "ねえ! [pause]ちょっと、このスイッチの上に乗ってくれない?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "このまま西へ進みつづければ、キャンプ場に着くよ。\\n見落とすことはないはずさ!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "正しい順番でスイッチの上に乗って、出てきた看板の指示に全部したがえば、お宝が見つかるんじゃないかって話なんだよね。", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "これは、レンジャーたちのあいだで「動く看板」って呼ばれてる看板の最初のひとつなの。", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "単にぐるぐる同じところをループするだけだって言う人も\\nいるけど。", + "DIOGENES_NAME": "ディオゲネス", + "DIOGENES_POST_BATTLE": "ああ、あの愚か者のプラトンにこの島を見せたいものだな。\\n「人間とは、二本足で歩く羽根のない動物である」だと?\\nなんとふざけた言いぐさだ!", + "DIOGENES_PRE_BATTLE": "見よ、これが人間だ!", + "OVERWORLD_-1_-6_BATTLER_NAME": "ジャッキー", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "どう? ビクッとした?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "飛びかかる練習をしなくちゃな……", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "どう? ビクッとした?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "どう? ビクッとした?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "知ってるかい?\\nクロックフッドとラトゴーランドは天敵どうしなんだよ。", + "DIVEAL_KEEPER_POST_BATTLE2": "そうだ、ここまで来たんだから、わたしのダイブフィンを1匹\\n記録したらどう? そうすれば、この子たちのアビリティを\\n使って泳げるようになるわよ!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "クロックフッドとラトゴーランドがうまく協力できないのは、\\nお互いが天敵どうしだからなんだろうなあ。", + "ZHUANGZI_POST_BATTLE2": "これで、わからなくなってしまった。私は、ドミノモスになった夢を見ていた人間だったのか。それとも私はドミノモスで、\\nいま人間になっている夢を見ているのだろうか。", + "ZHUANGZI_POST_BATTLE1": "ううん? ああ……", + "ZHUANGZI_NAME": "ソウシ", + "DIVEAL_KEEPER_NAME": "ダイヴァーナ", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "[wave amp=30 freq=10]クールな[/wave]ヤツに会えてうれしいぜ! なあ、バトルしないか?", + "DIVEAL_KEEPER_POST_BATTLE1": "ああそんな、わたしの泳ぎでもかなわないなんて……", + "DIVEAL_KEEPER_PRE_BATTLE1": "わたしのダイブフィン、あなたのことをすごく気に入ったって。", + "DIVEAL_KEEPER_PRE_BATTLE2": "それじゃあ、ダイブフィンたちのボスでいつづけるために、\\nあなたとバトルしなくちゃね!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]ああっ、私の資産のほうが溶けてしまいました。[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]家賃をお支払いいただけなかった場合は、\\nあなたの資産を凍結させていただきますからね![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]銀行の口座があると聞いてここに来たのですが、目に入るのは\\n河口だけですねえ。[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]現在、出血火の玉大サービスのセール中ですよ! 期間限定で、\\n100%オフ割引……割り引かれるのは、あなたたちのHPです![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]まあ、少なくとも、収入のキャッシュフローが流れているのは\\n確認できそうです。[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]ううう、ご利用……ありがとうございました。[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]ううう、ご利用……ありがとうございました。[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "[wave amp=30 freq=10]クールな[/wave]ヤツに会えてうれしいぜ! なあ、バトルしないか?", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]ううう、ご利用……ありがとうございました。[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "[wave amp=30 freq=10]クールな[/wave]ヤツに会えてうれしいぜ! なあ、バトルしないか?", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]アンタ……これ以上ないくらい……クールだな……[/wave]", + "DARWIN_NAME": "ダーウィン", + "DARWIN_PRE_BATTLE2": "さあ、変化しようじゃないか!", + "DARWIN_POST_BATTLE1": "かつてはこう考えていた。怪物はみずからの内側にいるのだと\\n悟ってから、人間は、ベッドの下に怪物のすがたを探すことを\\nやめたのだと。", + "DARWIN_PRE_BATTLE1": "この島に教えてもらったよ。生きのびるのは、強い種ではない。かしこい種でもない。もっともよく変化に適応したものだ。", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "トーマス", + "DARWIN_POST_BATTLE2": "だが、ならばこの島についてはなんと言ったらいい? \\nこの怪物たちは、神の内側に住むものなのか? それとも、単に\\n私たちは神のベッドの下にいて、あの方の目にも入らずに\\n忘れ去られているだけなのだろうか?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "トミー", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "オレたち、違う世界から来た同じ人間なんだよ。はっきり\\n言えるのは、2人ともこの島に来るまでは、まるっきり\\n同じ人生をたどってたってことだな。", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "オレたち、似てるように見えるかもしれないけど、双子じゃ\\nないんだぜ!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "オレたち、似てるように見えるかもしれないけど、双子じゃ\\nないんだぜ!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "あなた、レンデルシャムの森へもどる道を知らない?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "どうやら、私はこの島から出られなくなってしまったようね。", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "止まれ! お前の名前と所属を言うんだ!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "止まれ! お前の名前と所属を言うんだ!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "止まれ! お前の名前と所属を言うんだ!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "部隊とはぐれてしまってな。サフォーク州にある軍の基地の\\nそばの森をくわしく調査していたんだが、ぼんやり歩いている\\nうちに仲間たちとはなればなれになり、気づいたらここにいた。\\nどうしてこんなことが起きたのやら、見当もつかないな。", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "自分の使うカセットテープが、どこから来てるか知りたい? じゃあ、まずあたしに勝たないとね!", + "DECARTES_NAME": "デカルト", + "DECARTES_POST_BATTLE": "私は、およそ人間が犯しうるあやまちはすべて犯してきた。\\nだがそれでも、前へと進みつづけたのだよ。", + "DECARTES_PRE_BATTLE": "良いテープを持つだけでは十分ではない。\\n大切なのは、それをうまく活用することだ。", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]ニクストン大統領が通貨とグールの交換制を停止して以来、\\n大きな不動産購入ラッシュは起きていないんです![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]親切心と物々交換でなりたつニューウィラル島の経済は、\\n風変わりでおもむきがありますが、長続きはしませんよ。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]われわれランドキーパーは、ニューウィラル島が先進国へと\\n成長するのをお手伝いするためにいるのです。まずは最初の\\n一歩として、通貨を発行しましょう。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]ニューウィラルの人口は増えつづける一方ですが、どなたも\\n新しい住宅を建てようとは考えておられないのです。これは、\\nラッシュへのおぜん立てとしてカンペキな状況ですよ。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]現在もっとも人気を集めているのは、通貨の価値を魂の価値と\\n連動させるという案でして。われわれがもといた場所では、\\n魂はきわめて貴重な資源なんです。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]お望みとあらば、あなたの魂を保証金代わりにお預かりして、\\n法定通貨をお貸しすることもできますよ。[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]けっきょく、上流階級がなにもないところから数千兆単位で\\n親切心を大量発行できなければ、そんな経済は無意味でしょう?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]大事なことをあらわす言葉には「し」が入ってるんですよ。\\n幸せ、自由、それから仕事……もちろん、資本と投資にもね!\\nさあ、いますぐご購入を![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]わたしたちを「し」なせることはできませんよ![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "テープとカセットプレーヤーの出どころは、この先のモールよ。\\n数年前に突然現れたの! モールが出てきて以来、レンジャー\\nたちはずっとそこから物資をあさってるから、いいものは\\nあまり見つからないかもね。", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "あそこは呪われてるってウワサを聞いたことがあるんだけど……あなたはどう思う?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "まあ、なんてこと。あなた、オーラの様子がとんでもないことになってるわよ。病気でもわずらってるの?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "まあ、なんてこと。あなた、オーラの様子がとんでもないことになってるわよ。病気でもわずらってるの?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "たぶん、あなたのオーラは問題ないんだわ。きっと、わたしの\\n目が悪いのね……", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "まあ、なんてこと。あなた、オーラの様子がとんでもないことになってるわよ。病気でもわずらってるの?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "違うですって? いいえ、絶対に病気よ!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]なにが問題なのでしょう? 完全に合法なんですよ!\\n居住者はしょせん、家を借りているだけ……\\n[pause]物件を所有しているのは、われわれなのですから。[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]そちらには現在ほかのご家族がお住まいですが、あなたのために立ち退かせますので……[pause]おや、なぜそんな顔をされるのですか?[/wave]", + "ARISTOTLE_NAME": "アリストテレス", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "彼のことは覚えてないんだけど、向こうはわたしを覚えてた\\nみたいだね……", + "ARISTOTLE_PRE_BATTLE": "幸福は気高い行いにやどるものだ。そして完璧な幸福は\\n至上の行い、つまりバトルにやどるのだよ!", + "ARISTOTLE_POST_BATTLE": "あイタッ! 賢者の目的とは、快楽を得ることではなくて、\\n苦しみを避けることなのだよ。", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]新規購入者のあなたにピッタリの家があるんですよ![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]新規購入者のあなたにピッタリの家があるんですよ![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]新規購入者のあなたにピッタリの家があるんですよ![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]ご自宅を購入するための流動資産を準備するのも\\nお手伝いできますよ![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]ランドキーパーは、水が流動する場所で泳ぐのも\\n好きなんですよ! 水が聖水でなければ、ですが……[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "ここにあるパイロンカツギの像って、なんだかちょっと\\nヘンじゃない?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "重要な調査をしてるところなの。そこをどいてよ!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "どこにテープをしまってるの? なんて聞かないでくれよ!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "テープは防水リュックの中に入れてるんだ。当たり前だろ!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "私は、ここの人たちから、それぞれがもといた世界で経験した\\n「ブラックスワン・イベント」の話を聞くのが大好きなんだ。", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "実にさまざまな話を聞いたよ。ファシストの台頭、\\n感染症の世界的な流行、世界大戦、急速な気候変動、\\nマイクロプラスチックによる生態系の壊滅……", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "まったく、いま言ったことが全部同時に起きる世界を想像して\\nごらんよ。なんて絶望的なんだろう!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "「ブラックスワン・イベント」というのは、突然起きて\\nなにもかもを変えてしまう、歴史上の大きな事件のことさ。", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "私が一番好きな「ブラックスワン・イベント」は、2023年に起きた「サメ人間戦争」だよ。あの戦争は事前に予測できたはずだったのに!", + "COMMUNE_CULTIST_1_NAME": "目ざといカルト団メンバー", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "お前たち、ここでなにをしてるんだ? どうして……", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "待てよ、[pause]お前、ケイリーか?! この脱走者め!", + "COMMUNE_CULTIST_1_POST_BATTLE": "くそっ……[pause]脱走者め……", + "COMMUNE_CULTIST_1_FRIENDLY3": "ほら、そういうことって、夢中になりすぎるとコントロールが\\nきかなくなるだろ!", + "COMMUNE_CULTIST_1_FRIENDLY2": "悪気はなかったんだ。ただ、神聖な存在になろうとして、\\nめちゃくちゃ熱中しちゃってただけなんだよ。", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "それじゃ、先へ進もうよ。", + "COMMUNE_CULTIST_1_FRIENDLY1": "このあいだは、荒っぽい態度をとって悪かったな。", + "COMMUNE_CULTIST_2_NAME": "怒れるカルト団メンバー", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "ドリアンは、いったいなにをたくらんでるの? 心配だよ……", + "COMMUNE_CULTIST_2_PRE_BATTLE": "儀式の前に問題が起きるかもってドリアンさまが予想したから、わたしはずっと見張りをしてるの!", + "COMMUNE_CULTIST_2_POST_BATTLE": "わたしは……[shake rate=30 level=10]見張りを……[pause]つづけなきゃ……[pause]いけないのに……[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "うげっ。そんなの、サギじゃない。", + "COMMUNE_CULTIST_2_FRIENDLY1": "じゃあ、ブラザー・クーパーが言ってた「蛇神サマ」は、ただの最悪なバケモノだったわけ?", + "COMMUNE_CULTIST_3_NAME": "アツいカルト団メンバー", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "そこのキミたち! ローブを着ていないな!", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "まさか、儀式をジャマしにやってきたよそ者か?!", + "COMMUNE_CULTIST_3_POST_BATTLE": "キミたちに……[pause][shake rate=30 level=10]ボクたちは止められない[/shake]さ……", + "COMMUNE_CULTIST_3_FRIENDLY2": "夢中になれるものを新しく探したほうがいいのかもな……\\n木でなにか、モノを作るとか……", + "COMMUNE_CULTIST_3_FRIENDLY1": "じゃあ、トムライチルドレンたちは、どこにも行けない\\n行き止まりに向かって進んでたってわけなんだな。", + "COMMUNE_CULTIST_4_NAME": "不安そうなカルト団メンバー", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "あ、あなたたち、侵入者?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "あ、あなたたち、侵入者?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "あなたたちを止めなくちゃ、カンカンになったドリアンさまに\\n怒られちゃう!", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "あ、あなたたち、侵入者?", + "COMMUNE_CULTIST_4_FRIENDLY1": "じゃあ、あの「大天使」たちはこの島の地下に住んでて……\\n人間に対する愛なんて、これっぽっちも持ってないのね……", + "COMMUNE_CULTIST_4_POST_BATTLE": "そんな、これじゃあ大変なことに……", + "COMMUNE_CULTIST_4_FRIENDLY2": "そんなの、ドリアンさまよりもずっと怖いじゃない!", + "COMMUNE_CULTIST_5_NAME": "親切なカルト団メンバー", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "どうも、新しいお友だちさん!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "残念だけど、[wave amp=30 freq=5]蛇神さま[/wave]のご意思にしたがって、わたしは\\nこの集落をよそ者から守らなきゃいけなくてね。", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "でもほんと、悪気があるとかじゃないのよ!", + "COMMUNE_CULTIST_5_FRIENDLY1": "わたしたちもそろそろ、島にいるほかの人たちとなじめるようにがんばらなくちゃいけないんでしょうね……", + "COMMUNE_CULTIST_5_POST_BATTLE": "悪気は……[pause]ないの……", + "COMMUNE_CULTIST_5_FRIENDLY2": "わたしも、もっと実りがある人間関係を作りはじめなきゃ!", + "COMMUNE_CULTIST_6_NAME": "やかましいカルト団メンバー", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]よそ者を追いはらうのはトムライチルドレンの義務だッ!![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]トムライチルドレンのローブを着ていないなッ……[/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]ならば、お前たちをたおさねばならんッ!![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]ならば、お前たちをたおさねばならんッ!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]このあいだは敵とみなしてしまって悪かったなッ、\\nよそ者よッ!![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "ブラザー・クーパー……申し訳ございませんッ……", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]ならば、お前たちをたおさねばならんッ!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]このあいだは敵とみなしてしまって悪かったなッ、\\nよそ者よッ!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]このあいだは敵とみなしてしまって悪かったなッ、\\nよそ者よッ!![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "哲学的なカルト団メンバー", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "知っているかな……カセットテープが持つ変身の力には、\\nいろいろと深い意味が結びついているんだよ。", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]あのときは、われを忘れて夢中になっていただけなんだッ!![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "長方形が持つ4つの面は、人間が持つ4つの面に対応して\\nいるんだ……", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "前と後ろ、そして、左と右にね。", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "それはともかく、いまは君たちを止めたほうがよさそうだ。", + "COMMUNE_CULTIST_7_POST_BATTLE": "カセットは……本当に……興味深いよ……", + "COMMUNE_CULTIST_7_FRIENDLY1": "カセットテープには、A面とB面があるんだ……", + "COMMUNE_CULTIST_7_FRIENDLY2": "そう、まるで人間が持つ二面性のようにね……", + "COMMUNE_CULTIST_8_NAME": "ハラペコなカルト団メンバー", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "あーあ、ずっと土を掘ってたからハラが減ったよ。", + "COMMUNE_CULTIST_8_POST_BATTLE": "サンドイッチをひとつ……それだけでいいんだ……", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "なのに、これからハラペコのままキミたちと戦うわけか! \\nまったくもう!", + "COMMUNE_CULTIST_8_FRIENDLY": "ハーバータウンで出る食事って、ウマいのかい? 食べものに\\n興味があるから聞くだけなんだけどさ。", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "あんたたちに勝てば、彼にあたしのスゴさをしめせるかも!", + "COMMUNE_CULTIST_9_NAME": "ムスっとしたカルト団メンバー", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "あんなにたくさん[wave amp=30 freq=5]土を掘った[/wave]のに! \\n[wave amp=30 freq=5]一番信心深い[/wave]トムライチルドレンはあたしなんだからね!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "信じられない。ブラザー・クーパーったら、あたしに警備の仕事ばっかりやらせるなんて。", + "OFFICE_2_FELIX": "ここのインテリアのセンスには感心しちゃうな。見事なくらい「死ぬほど退屈な会社」って雰囲気だ。", + "COMMUNE_CULTIST_9_POST_BATTLE": "あたしったら……ぜんぜん……ダメじゃん……", + "COMMUNE_CULTIST_9_FRIENDLY1": "信じられない。ブラザー・クーパーのことを心の底から\\n信じてたのに、そんな、彼が消されちゃったなんて……", + "COMMUNE_CULTIST_9_FRIENDLY2": "すっごく気まずい……", + "COMMUNE_CULTIST_MERCHANT_NAME": "カルト団の商人", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "シスター・ジャクリーンからご提案いただいた、外との\\n異文化交流活動のひとつとして……", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "ありがとうございます、よそから来たお方よ。", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "私たちは正式に、よその方と取引を行うことにいたしました。\\nさあ、品物を見ていってください。", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "ありがとうございます、よそから来たお方よ。", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "ありがとうございます、よそから来たお方よ。", + "OFFICE_2_MEREDITH": "へえ……この変人ども、どこで[wave amp=30 freq=20]こういうモノ[/wave]を手に入れたワケ?", + "OFFICE_2_KAYLEIGH": "ニューウィラル島を買い占めるなんて、わたしたちが許さない!", + "OFFICE_2_VIOLA": "貴様らの汚らわしい陰謀はここで終わりだ、悪鬼ども!", + "OFFICE_2_EUGENE": "悪いな、[wave amp=30 freq=20]ジャマするぜ[/wave]!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]あなたがた若者は、目先のことにずいぶん囚われて\\nいますね……われわれが提供した投資のチャンスに、\\n感謝してくれませんか?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]ご自分のお住まいから、追い出されたくはないですよね?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]入居をご希望されるなら、ランドキーパー組合とは良好な関係を保つのが得策だと思いますよ。[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]いますぐ立ち退いていただけないなら、われわれも強制的な\\n立ち退き手段にうったえるしかありませんね……[/wave]", + "OFFICE_4_KAYLEIGH": "それって脅しに聞こえるんだけど……", + "OFFICE_4_MEREDITH": "スゴく腹黒いこと言うじゃん。", + "OFFICE_4_VIOLA": "そんな脅迫をためらわず口にするというのなら、血も凍る思いをすることになるぞ。", + "OFFICE_4_EUGENE": "てめえら、[wave amp=30 freq=20]なにかひとつでも[/wave]オレたちから奪おうって考えてるんなら、[wave amp=30 freq=20]考え直した[/wave]ほうがいいぜ!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "あの連中をパニクらせてやったって聞いたら、ユージーンは\\nきっとよろこぶよ!", + "OFFICE_4_FELIX": "それじゃ、遠まわしな脅しには全力で抵抗しなきゃな。", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]ここでは、成長率を競いあう必要はないのですよ![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]住宅市場が適切に統制されることにより、ニューウィラル島は\\n大きな成長を経験することでしょう![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "あの不動産業者たちに、思いっきり目にもの見せてやれたね!\\nユージーン、きっとよろこぶよ!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "また事務所のやつらをやっつけたね! \\n[wave amp=30 freq=10]いいチームワーク[/wave]だったよ、{player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "さっきやっつけた連中で最後かな? アイツら、[wave amp=30 freq=10]戻ってこない[/wave]といいな!", + "OFFICE_POSTBATTLE_MEREDITH1": "あの連中、[wave amp=30 freq=10]マジで[/wave]ニューウィラル島を買い占めるつもり? \\nアイツらをとっちめるのに後ろめたさなんて感じないね。\\n絶対に。", + "OFFICE_POSTBATTLE_MEREDITH3": "またひとつ、事務所を片づけたね! アイツの仕事をかわりに\\nやってやったんだから、ユージーンは感謝すると思うよ。", + "OFFICE_POSTBATTLE_MEREDITH2": "うれしいよ。あの連中を[wave amp=30 freq=10]思いっきりボコボコに[/wave]すると、\\n町のみんなのためになるんだからね。", + "OFFICE_POSTBATTLE_MEREDITH4": "へえ、片づけなきゃいけない事務所は、さっきので最後だった\\nワケ? [pause]じゃあ、これで[wave amp=30 freq=10]全部[/wave]おしまいってこと?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]よし、よくやった![/shake] これで、この[shake rate=30 level=10]寄生虫ども[/shake]だって、\\n自分たちがどんな相手に手を出したのか気づくだろ!", + "OFFICE_POSTBATTLE_EUGENE2": "またひとつ、事務所をゲスどもから解放したぜ! \\nよくやったな、{player}!", + "OFFICE_POSTBATTLE_FELIX4": "なあ、外に出ようよ! 片づけなきゃいけない事務所は、ここで最後だったんだろ?", + "OFFICE_POSTBATTLE_FELIX3": "あいつら、すごい逃げ足だったな。自分たちが完全に格下だってことに気づいたのかも。", + "OFFICE_POSTBATTLE_FELIX1": "あいつら、本気でやっかいだよな。しばらく戻ってこないことを祈ろう。", + "OFFICE_POSTBATTLE_EUGENE3": "あいつらに、[shake rate=30 level=10]勝ち目[/shake]なんてなかったのさ!", + "OFFICE_POSTBATTLE_FELIX2": "あの不気味な不動産業者たち、どうやってこんな建物を\\n[wave amp=30 freq=10]建てた[/wave]んだろうな?", + "OFFICE_POSTBATTLE_VIOLA2": "やつらは、まったく[wave amp=30 freq=10]この世のものならぬ[/wave]種族だと思わないか?", + "OFFICE_POSTBATTLE_VIOLA1": "早口な悪鬼どもだったが、逃げに転じるのはもっと早かったな。", + "OFFICE_POSTBATTLE_VIOLA3": "あの悪鬼どもが逃げる様子を見られるとは、うれしいものだ。", + "OFFICE_POSTBATTLE_VIOLA4": "あの悪鬼どもなど気にしないさ。[pause]やつらはきっと、われわれに\\nあんな敵意を向けたことを後悔して生きることになるからな。", + "OFFICE_POSTBATTLE_DOG1": "ランドキーパーたちは逃げていった……", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]どうでしょう……\\n[pause][pause]われわれのセールストークを聞いてゆかれませんか?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]とても非協力的な態度ですねえ、お若い方。[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]てめえらの計画を潰しにきたぞ、カネの亡者どもめ![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "セールストーク? なにそれ……?", + "OFFICE_1_LINE5_EUGENE": "……[pause]そりゃ、どういうことだ?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "あいつ、「セールストーク」って言った?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "あいつら……吸血鬼じゃないの?", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]ランドキーパー組合はただ、ニューウィラル島に長期的な\\n住宅市場を構築したいだけなのです。[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]こいつらは、不動産業者なんだからな![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "あいつらのこと、ヴァンパイアよばわりしてなかった?", + "OFFICE_1_LINE7_EUGENE": "こいつらは[wave amp=30 freq=20]吸血鬼[/wave]なんだよ!", + "OFFICE_1_LINE8_EUGENE": "こう、[pause]ある意味ではな。", + "OFFICE_1_LINE9_EUGENE": "オレに言わせりゃ、吸血鬼よりサイアクさ……", + "CAPTAIN_CODEY_INTRO6": "この島でハッキングできるものといったら、\\n[wave amp=30 freq=10]モンスターのテープ[/wave]くらいさ。[pause]やってみたら、僕は\\nそういうことがすごく得意なんだとわかってね。だから、\\nレンジャーのキャプテンをやってるんだ。", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "来いよ、僕の改造カセットテープを見たくて[wave amp=30 freq=10]たまらない[/wave]んだろ!\\n[pause]キミはチャレンジを受けるのか? 受けないのか?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "残念ながら、僕の作品は登録したレンジャー訓練生にしか見せてないんだ。[pause]気の毒だね、キミにとっては。", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "キミに、[wave amp=30 freq=10]バトルマスター[/wave]と直接対決する覚悟ができてる\\nことを祈るよ!", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "来いよ、僕の改造カセットテープを見たくて[wave amp=30 freq=10]たまらない[/wave]んだろ!\\n[pause]キミはチャレンジを受けるのか? 受けないのか?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "キミに、[wave amp=30 freq=10]バトルマスター[/wave]と直接対決する覚悟ができてる\\nことを祈るよ!", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "キミに、[wave amp=30 freq=10]バトルマスター[/wave]と直接対決する覚悟ができてる\\nことを祈るよ!", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "まあ、責めやしないさ……僕だって、[wave amp=30 freq=10]自分自身[/wave]とは戦いたくないからね!", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "来いよ、僕の改造カセットテープを見たくて[wave amp=30 freq=10]たまらない[/wave]んだろ!\\n[pause]キミはチャレンジを受けるのか? 受けないのか?", + "CAPTAIN_CODEY_LAST_LEGS1": "悪くないね……この僕が、[shake rate=30 level=10]100%の本気[/shake]を出すハメに\\nなるとは!", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]ウソだろ!?[/shake] なぜ僕が負けたんだ?", + "CAPTAIN_CODEY_POST_BATTLE2": "いや、その……[pause]わざと負けてやったんだ。こ、こんなの、ただのテストなんだからな。キミへのね。", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "モンスターは、それぞれ「エレメントタイプ」を持ってる。\\n[pause]そのタイプを変えてやれば、バトルは[wave amp=30 freq=10]本当の意味で[/wave]おもしろく\\nなるんだ。", + "CAPTAIN_CODEY_POST_BATTLE3": "テストは合格だよ。[pause]おめでとう。[pause]まあ、なんでもいいさ。", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "さて、[wave amp=30 freq=10]レンジャーキャプテン[/wave]どの。キミは、最大の強敵とバトルするために戻ってきたってことでいいのかい?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "もう、そっちもヒヨッ子じゃないんだ。超絶テクでハックした\\nモンスターのテープに、リミットはかけなくていいわけだよな!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "さて、[wave amp=30 freq=10]レンジャーキャプテン[/wave]どの。キミは、最大の強敵とバトルするために戻ってきたってことでいいのかい?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "さて、[wave amp=30 freq=10]レンジャーキャプテン[/wave]どの。キミは、最大の強敵とバトルするために戻ってきたってことでいいのかい?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "もう、そっちもヒヨッ子じゃないんだ。超絶テクでハックした\\nモンスターのテープに、リミットはかけなくていいわけだよな!", + "CAPTAIN_CODEY_POST_REMATCH1": "絶対、計算にミスがあったんだ……[pause]僕の戦略は\\n[shake rate=30 level=10]無敵[/shake]のはずなんだからな!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "もう、そっちもヒヨッ子じゃないんだ。超絶テクでハックした\\nモンスターのテープに、リミットはかけなくていいわけだよな!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "まあ、責めやしないさ……僕だって、[wave amp=30 freq=10]自分自身[/wave]とは戦いたくないからね!", + "CAPTAIN_CODEY_POST_REMATCH2": "……と、怒ってたらそう言うところさ。[pause]怒ってないけどな。\\n[pause]全然怒ってなんかいないぞ。本当だ。", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "ねえ、ちょっと! [pause]あなたたち、ふだんなら駐在所までこんなに近づくほど[wave amp=30 freq=10]ずうずうしく[/wave]ないわよね。礼儀正しく交渉できる\\nうちに出ていってはどう?", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "さすがレンジャーのリーダー、[pause]って感じ……", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "あら、動かないつもり? [pause]それじゃ、ひと仕事しなきゃね。", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "あの、もしかしたら、それ以上のことがわかるかもしれないん\\nです! イアンシーさん、{player}をレンジャーに入れて\\nあげてください!", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "超サイコーだな。", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "イカすね。", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "自信にあふれた女性だな。あれほどの者は、いままでめったに\\n見たことがない。", + "LEADER_IANTHE_INTRO_IANTHE1.m": "私はイアンシー。[pause]会えてうれしいわ、新人さん。", + "LEADER_IANTHE_INTRO_IANTHE1.f": "私はイアンシー。[pause]会えてうれしいわ、新人さん。", + "LEADER_IANTHE_INTRO_IANTHE1.n": "私はイアンシー。[pause]会えてうれしいわ、新人さん。", + "LEADER_IANTHE_INTRO_IANTHE2": "さて、[pause]私たちの駐在所はどう? [pause]ここは、長いあいだ放って\\nおかれてたの。すこし手直しして、つかれたレンジャーたちが\\n休める場所にしたわけ。", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "あなたの役目は?", + "LEADER_IANTHE_INTRO_IANTHE3": "ニューウィラル島で暮らす人々を残忍なモンスターの群れから守ってるの、と言いたいところだけど……", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "レンジャーの仕事って?", + "LEADER_IANTHE_INTRO_IANTHE4": "たいていは地域社会のために雑用をしてるの。あまり刺激的な\\n仕事とは言えないかしらね。", + "LEADER_IANTHE_INTRO_K_IANTHE4": "大天使たちの[wave amp=30 freq=10]存在は[/wave]確認していたけど、私たちはこれまで、\\nあの存在から……[pause]逃げることしかしてこなかった。", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]あ、あの、{player}とわたし、つい最近大天使と\\n戦ったんです![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "それについては、ケイリーが証人になってくれるわ。[pause]つい最近入ってくれた新人レンジャーとしてね!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "……[pause]そうなの? それはくわしく聞かなきゃね。", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player}はバトルでもへこたれませんよ。[pause]断言します!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "……レンジャー・ケイリーが主張してた、彼女と君が\\n[wave amp=30 freq=10]大天使[/wave]と戦ったという件なら、話は別だけどね。", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "その話、本当ですよ!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "……レンジャー・ケイリーが主張してた、彼女と君が\\n[wave amp=30 freq=10]大天使[/wave]と戦ったという件なら、話は別だけどね。", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "大天使たちの[wave amp=30 freq=10]存在は[/wave]確認していたけど、私たちはこれまで、\\nあの存在から……[pause]逃げることしかしてこなかった。", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "……レンジャー・ケイリーが主張してた、彼女と君が\\n[wave amp=30 freq=10]大天使[/wave]と戦ったという件なら、話は別だけどね。", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "戦って、しかも勝ったんです!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player}はバトルでもへこたれませんよ。[pause]断言します!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "あの存在と出会って生きのびたというだけでも、あなたは\\n強い精神力を備えているということになるわね……", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player}はバトルでもへこたれませんよ。[pause]断言します!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player}はすごく強いですよ。", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player}は実に勇ましく戦うぞ。", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "レンジャーの……キャプテン?", + "LEADER_IANTHE_INTRO_IANTHE5": "さて、[pause]君はどう思ってるの、{player}? レンジャーに\\n加入してみたい?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "加入って?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "どうすればいいんですか?", + "LEADER_IANTHE_INTRO_IANTHE6": "訓練生に登録して、ニューウィラル島の各地にいるレンジャー\\nキャプテンに会うの。そして、キャプテンたちのチャレンジに\\n合格すればOKよ。", + "CAPTAIN_ZEDD_POST_BATTLE1": "うおっ、トドメの一撃で目が覚めたぜ。ちょっとだけな。\\n[pause]ほらよ、受け取れ。", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "十分な睡眠を取るのは大事さ……でも、どれだけ寝りゃ足りるんだろうな? [pause]歴史がはじまって以来、人類はその答えをずーっと探してるんだ。", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "こんにちは! [pause]聞いたよ、きみもキャプテンになったんだって?\\nすごいじゃないか!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "こんにちは! [pause]聞いたよ、きみもキャプテンになったんだって?\\nすごいじゃないか!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "こんにちは! [pause]ゴミの整理を手伝いにきてくれたのかい?", + "CAPTAIN_SKIP_INTRO3": "わたしはこういう、ここに流れつく外の世界の人たちが\\n[wave amp=30 freq=10]作ったもの[/wave]を集めて、仕分けしてるんだ。", + "CAPTAIN_READY_CHECK.n": "{pawn}とバトルしようか?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "イアンシーが、お前さんは見こみがあるファイターだって言ってたぞ。おれのチャレンジを受けにきたのか?", + "CAPTAIN_SKIP_POST_REMATCH1": "ふーむ……[pause]今回もわたしの負けだね!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "かまわないよ! [pause]まあ、整理しなきゃいけないゴミはたくさん\\nあるしね!", + "CAPTAIN_SKIP_PRE_REMATCH3": "いいね! [pause]きっと楽しくなるよ!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "お祝いに、もう一度バトルするのもいいかもね……どうする、[wave amp=30 freq=10]キャプテン[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "お祝いに、もう一度バトルするのもいいかもね……どうする、[wave amp=30 freq=10]キャプテン[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "こいつは、建設プロジェクトのために公園を調査してたら見つ\\nけたレアな素材だ。役場に持っていきゃあ、便利なモノと交換\\nできるぞ。", + "CAPTAIN_WALLACE_INTRO4": "おれはウォレス。ハーバータウンにいるレンジャーキャプテンのひとりさ。[pause]ニューウィラル島でやる工事は、全部おれが取り\\nしきってる。", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]いらっしゃいマセ、[pause]お客サマ。こちらはネオベガスの\\n『ファラオ・エンポーリウム』デス![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]いらっしゃいマセ、[pause]お客サマ。こちらはネオベガスの\\n『ファラオ・エンポーリウム』デス![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "あ! [pause]あなたもレンジャーキャプテンだったの、カンッペキに\\n忘れてた!", + "CAPTAIN_ZEDD_INTRO5": "ありがとな。いやまあ、[wave amp=30 freq=10]レンジャーキャプテン[/wave]にとっちゃ、このあたりでひと眠りするくらい、本当は楽勝なハズなんだけどよ!", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]あらどうも、ジンルイ。知っテタ? アタシ、アナタたち全員に\\n対して平等に敬意をはらってるんダヨ。それに、ネガティブな\\n感情も抱いてないノ。[pause]ホントだヨ。[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]ゴメン。[pause]もう一度ジンルイに怒りをぶつけるツモリは\\nなかっタノ。[pause]アタシのコメントは無視してちょうダイ。[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]あらどうも、ジンルイ。知っテタ? アタシ、アナタたち全員に\\n対して平等に敬意をはらってるんダヨ。それに、ネガティブな\\n感情も抱いてないノ。[pause]ホントだヨ。[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]あらどうも、ジンルイ。知っテタ? アタシ、アナタたち全員に\\n対して平等に敬意をはらってるんダヨ。それに、ネガティブな\\n感情も抱いてないノ。[pause]ホントだヨ。[/color]", + "CAPTAIN_SKIP_INTRO1": "いやあ、よその世界の人たちって、本当に[wave amp=30 freq=10]いろんなモノ[/wave]を作ると思わないかい?", + "CAPTAIN_WALLACE_POST_REMATCH2": "また、頑丈な土台の上に建った戦略を見せてもらっちまったな!", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]受けとっテ……これハ、賞品。[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]その素材ハ、ハーバータウンの役場で使えるヨ。[pause]ジンルイって、役に立たないモノを交換するの、好きだヨネ……[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]バトル用アルゴリズムの弱点には、全部パッチを当てたノ。\\n[pause]アナタの負けは統計的に確実ダヨ、「キャプテン」![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "おっと、ちょっと待っててくれよ。最後の仕上げをしてるところなんだ……", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "お前さん、自分のめんどうを見るのはなかなかうまいようだな。レンジャーの訓練生として登録してみたらどうだ?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "お前さん、自分のめんどうを見るのはなかなかうまいようだな。レンジャーの訓練生として登録してみたらどうだ?", + "CAPTAIN_SKIP_INTRO4": "電子機器、家具、そのほか、なんでもね! [pause]どれもここに流れ\\nついたモノなんだ。まだまだ使えるんだよ!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "おおっ、[pause]きみのことを見くびってたかもね、よそ者くん!", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "かまわないよ! [pause]まあ、整理しなきゃいけないゴミはたくさん\\nあるしね!", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "イアンシーが、お前さんは見こみがあるファイターだって言ってたぞ。おれのチャレンジを受けにきたのか?", + "LEADER_IANTHE_INTRO_IANTHE7": "君は、モンスターバトルだと[wave amp=30 freq=10]かなりの腕きき[/wave]みたいね。\\n[pause]キャプテンたちはきっと、あなたの戦う力を\\n試したがるでしょう。", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "やったじゃねーか、相棒!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "君は、[wave amp=30 freq=10]本当に[/wave]ここへ来たばかりなのね。", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "レンジャーキャプテンって?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "君は、[wave amp=30 freq=10]本当に[/wave]ここへ来たばかりなのね。", + "LEADER_IANTHE_INTRO_IANTHE9": "テストに合格すれば、訓練生は正式なレンジャーになれる。\\nケイリーみたいにね。レンジャーは多くのことに責任を持つし、ときには大きな危険に身を投じることもあるわ。", + "LEADER_IANTHE_INTRO_IANTHE8.n": "君は、[wave amp=30 freq=10]本当に[/wave]ここへ来たばかりなのね。", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "正直言って、こんな日が来るなんて思ってもみなかった。", + "LEADER_IANTHE_INTRO_IANTHE10": "キャプテンというのは、[pause]私のように、[pause]なにか仕事をこなす人たちなの。キャプテンはハーバータウンの地域社会を支える努力を\\nするほかに、みんなの安全をおびやかすことが起きれば、\\nそれを解決するのよ。", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "OK、わかりました!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "キャプテンは、強いレンジャーなんですね……", + "LEADER_IANTHE_INTRO_IANTHE11": "それじゃ、これをどうぞ。", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "スタンプカード……?", + "LEADER_IANTHE_INTRO_IANTHE12": "チャレンジに合格すれば、キャプテンたちはそのカードに\\nスタンプを押してくれるわ。[pause]カードがいっぱいになったら、\\n私に見せにきて。正式なレンジャーとして登録してあげる。", + "LEADER_IANTHE_INTRO_IANTHE16": "それじゃ、町にもどらないと。私に用事があれば、レンジャーの本部に来てちょうだい。", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "タダでコーヒーが飲める券ですか?", + "LEADER_IANTHE_INTRO_IANTHE13": "キャプテンたちはひとりひとりが、自分だけの戦略を磨きあげているの……[pause]単なる力押しにはとどまらないものをね。君は、\\nそれぞれの戦略への対処法を学ぶことになるわ。", + "LEADER_IANTHE_INTRO_IANTHE14": "どう? できそうかしら、[pause]{player}?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "準備ならOKです!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "準備ならOKです!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "もちろん!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "準備ならOKです!", + "LEADER_IANTHE_INTRO_IANTHE15": "その意気よ。", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "さてと、ほかに用事はある?", + "LEADER_IANTHE_INTRO_IANTHE17": "上に船の半分がついてる建物はわかる? \\n[pause]見逃しようがないと思うわ。", + "LEADER_IANTHE_MENU": "あら、{player}。なにか気になることでも?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "元の世界に帰る方法を見つけました!", + "LEADER_IANTHE_MENU_CAPTAINS": "キャプテンとのトレーニングなんですが……", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "キャプテンになる決心がつきました!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "キャプテンになる決心がつきました!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "キャプテンになる決心がつきました!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "フュージョン素材ってなんですか?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "なるほど。ナイトブリッジという鉄道の駅に、ポータルに\\nなっている魔法の鏡があるのね。そしてその駅は、とある\\n巨大な大天使の一部だと……", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "エレメントタイプについて聞きたくて……", + "LEADER_IANTHE_MENU_FUSION": "フュージョンの話がしたくて……", + "LEADER_IANTHE_MENU_BYE": "あいさつしたいだけです!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "本当に? くわしく教えて。", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "だいたいそんな感じですね。", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "それから、駅には女性のすがたの分身を持つ建物と、しゃべれる\\nパイロンカツギもいて、ポータルまでの道案内をしてくれる、\\nというわけね……", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "えっと……そうです。", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "そうなんですよ!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "ふう。そんなところですね。", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "その通り。理解していただけてなによりだ。", + "LEADER_IANTHE_WAY_HOME_DOG4": "わふ!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "でも君たちの話だもの、真剣に聞くわ。すぐ駅に人を行かせる。", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}、{partner}、もしこの話をほかの人から\\n聞いていたら、私はすごく心配になったでしょうね!", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "もちろん、来ることは想定して、キャプテンたちと話しあいは\\nしてきたけど。あらゆるチャンスにも対応できるよう、プランは\\n完成させてあるの……", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "最近ここに着いた人たちは、ほとんどがすぐ島から帰りたがる\\nはず。だからそういう人たちは、レンジャーたちで\\n「ナイトブリッジ」へ案内するわ。", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "いまやっと、そのプランを実行に移せるのね。", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "だから、すぐにたくさんの人が移動することはないわ。ニューウィラル島にはいつでも、レンジャーのすべき仕事がある。", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "私とキャプテンたちはもう、ニューウィラル島で暮らしつづけることを選ぶ人々がいるなら、その人たちを守るために島へ残ると決めているの。", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "でも、ハーバータウンに住んでる人の多くは、長い間ここで\\n暮らしてきた。パートナーを見つけ、身を落ちつけて、家族を\\nつくった人たちもいるの……", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}、君はレンジャーになるためのトレーニング中\\nだけど、もしそれを中断して帰ることを選んだとしても、\\n引き止めはしないわ。", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "帰る方法を発見するためにあなたほど努力した人を、\\n私は知らないもの。", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "帰る方法を発見するためにあなたほど努力した人を、\\n私は知らないもの。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "私とキャプテンたちはもう、ニューウィラル島で暮らしつづけることを選ぶ人々がいるなら、その人たちを守るために島へ残ると決めているの。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "帰る方法を発見するためにあなたほど努力した人を、\\n私は知らないもの。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "だから、君にはキャプテンになることを考えてほしいと頼んだ\\nけれど、断って帰ることを選んでも、引き止めはしないわ。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "私とほかのキャプテンはすでに、ニューウィラル島で暮らしつづけることを選ぶ人々がいるなら、その人たちを守るために島へ残ると決めているの。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "だから、君にはキャプテンになることを考えてほしいと頼んだ\\nけれど、断って帰ることを選んでも、引き止めはしないわ。", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "だから、君にはキャプテンになることを考えてほしいと頼んだ\\nけれど、断って帰ることを選んでも、引き止めはしないわ。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "だから、キャプテンになるのを断って帰ることを選んでも、\\n引き止めはしないわ。", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "でもね、{player}。帰る方法を発見するためにあなたほど努力した人を、私は知らない。", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "君がどんな選択をしても、私は全力でサポートする。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "もしかして、スタンプカードがいっぱいになったのかしら?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "キャプテンたちは島じゅうで自分の持ち場についているの。\\nその近くには、突然の緊急事態にも対応できるよう、いつでも\\n[wave amp=30 freq=10]だれか[/wave]が待機してるわ。", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "キャプテンを見つける手がかりがほしいなら、\\nそのまわりにいるレンジャーたちを探すといいわよ。\\n私はいま、ちょっと忙しいから。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "はい、見てください!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "おめでとう、{player}……\\nこれで、君は正式なレンジャーよ!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "それじゃ、ウワサは本当だったのね! 君はここに来て日が\\n浅いけれど、島じゅうを旅する力と、どんな困難も\\n乗りこえる力を、すでに持っていることを見せてくれた。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "そうなんです!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "おめでとう、{player}……\\nこれで、君は正式なレンジャーよ!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "残念だけど、お祝いの会はやってないのよ。\\n[pause]はぐれフュージョンへの対応のせいでレンジャーはみんな\\n忙しくて、新人の教育に時間を使えないの。", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "おめでとう、{player}……\\nこれで、君は正式なレンジャーよ!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "最高! 努力がむくわれたね、{player}!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "君のようにトレーニングを手伝ってくれる人材がほしいのよ。キャプテンになってみようと考えたことはある?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "イイじゃん。ウチもうれしいよ、ホント。", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "イイじゃん。ウチもうれしいよ、ホント。", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "イイじゃん。ウチもうれしいよ、ホント。", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "やったじゃねーか、相棒!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "君の努力が正しかったと証明されたな、友よ。", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "きみの努力がむくわれたな!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "やったじゃねーか、相棒!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "君の努力が正しかったと証明されたな、友よ。", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "君の努力が正しかったと証明されたな、友よ。", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "アオォーン!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "お祝いに、もう一度バトルするのもいいかもね……どうする、[wave amp=30 freq=10]キャプテン[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "目を覚ますには、コーヒーを1杯飲まねえとな……", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "こんにちは! [pause]聞いたよ、きみもキャプテンになったんだって?\\nすごいじゃないか!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "いやあ、今回もコテンパンにされてしまったな。いいバトル\\nだったよ。", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "そうか、また今度な。", + "CAPTAIN_WALLACE_PRE_REMATCH2": "またバトルするなら、いまがバッチリのタイミングだな! \\nさあ、どうする?", + "CAPTAIN_SKIP_INTRO5": "ある世界のゴミは、他の世界ではお宝である。[pause]なんてね!", + "CAPTAIN_SKIP_POST_REMATCH5": "次は、どんな発見があるかな。先のことはわからないよね!", + "CAPTAIN_ZEDD_INTRO4": "このへんで「瞑想」するのはマジでムズいんだ。そこらじゅうをタマガンがうろついてるからな。よければでいいんだが、オレのためにコイツらを[wave amp=30 freq=10]追っぱらって[/wave]くれねえか?", + "CAPTAIN_ZEDD_INTRO2": "なんだぁ……? [pause]寝てたろって? [pause]いやあ、寝てねえよ! \\nこう、えーっと、瞑想してたんだ。あ、オレはゼッドな。", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "鍛えてたんでしょ? 見ればわかるよ……前よりずっと強く\\nなってるもん!", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]ヘイヘイ[/wave]、[pause]こちらシビルラジオ。24時間、年中無休で\\nニューウィラル島の[wave amp=30 freq=10]あらゆ~る[/wave]ところに向けて放送中だよ!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "ぜひ生放送インタビューをやりたいところなんだけど、\\nゲストさんはまだ[wave amp=30 freq=10]必要な書類[/wave]にサインしてないんだって! \\n[pause]残念だね、リスナーのみんな!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "ぜひ生放送インタビューをやりたいところなんだけど、\\nゲストさんはまだ[wave amp=30 freq=10]必要な書類[/wave]にサインしてないんだって! \\n[pause]残念だね、リスナーのみんな!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "西海岸から、新人訓練生の{player}をゲストにむかえて\\n生放送中だよ!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "ここだけの話、{player}は[wave amp=30 freq=10]モンスターバトル[/wave]の才能がある\\nファイターなんだ!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "西海岸から、新人訓練生の{player}をゲストにむかえて\\n生放送中だよ!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "どうかな、新人さん。[pause]親愛なるリスナーたちに、\\n[wave amp=30 freq=10]音声でのバトル体験[/wave]をプレゼントしてみない?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "西海岸から、新人訓練生の{player}をゲストにむかえて\\n生放送中だよ!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "どうかな、新人さん。[pause]親愛なるリスナーたちに、\\n[wave amp=30 freq=10]音声でのバトル体験[/wave]をプレゼントしてみない?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "ここだけの話、{player}は[wave amp=30 freq=10]モンスターバトル[/wave]の才能がある\\nファイターなんだ!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "どうかな、新人さん。[pause]親愛なるリスナーたちに、\\n[wave amp=30 freq=10]音声でのバトル体験[/wave]をプレゼントしてみない?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "ここだけの話、{player}は[wave amp=30 freq=10]モンスターバトル[/wave]の才能がある\\nファイターなんだ!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "そうこなくっちゃ! [pause]シートベルトをしめてね、\\nリスナーのみんな! シビルラジオでしか聞けない\\n[wave amp=30 freq=10]独占ライブパフォーマンスをおとどけするよ![/wave]", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "だってさ。また今度だね、リスナーのみんな!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "バトルが白熱してきたよ! [pause]勝つのは、みんなが大好きな\\nホストのわたし? それとも、元気いっぱいの挑戦者かな? \\n[pause]ボリューム、上げていこう!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]すっごいパフォーマンスだったね[/wave]……リスナーのみんなは、\\n気に入ってくれると思う! [pause]はい、これは出演ぶんのギャラね!", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "バトルが白熱してきたよ! [pause]勝つのは、みんなが大好きな\\nホストのわたし? それとも、元気いっぱいの挑戦者かな? \\n[pause]ボリューム、上げていこう!", + "CAPTAIN_CYBIL_POST_REWARD1": "……", + "CAPTAIN_CYBIL_POST_REWARD2": "昔はわたし、将来を期待されてた本当のラジオパーソナリティだったんだ。[pause]ここに流れついてから、いろんなことが\\n変わっちゃった。", + "CAPTAIN_CYBIL_POST_REWARD4": "そうしたら、その人たちが、みんなを助けに来てくれるかもって思うの。", + "CAPTAIN_CYBIL_POST_REWARD5.f": "……暗くて悲しい話はここまで! [pause]バトルでの戦い方、\\nすっごくよかったよ……キミの前に明るい未来が広がってるの、見えちゃったな!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "……暗くて悲しい話はここまで! [pause]バトルでの戦い方、\\nすっごくよかったよ……キミの前に明るい未来が広がってるの、見えちゃったな!", + "CAPTAIN_CYBIL_POST_REWARD3": "あきらめずに努力はしてるけどね。[pause]毎日、ニューウィラル島\\n全体にラジオを放送して、こう願ってるんだよ。[pause]どうにかして、[pause]島の外のだれかが、電波を受信してくれたらって。", + "CAPTAIN_CYBIL_POST_REWARD5.n": "……暗くて悲しい話はここまで! [pause]バトルでの戦い方、\\nすっごくよかったよ……キミの前に明るい未来が広がってるの、見えちゃったな!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]ヘイヘイ[/wave]、[pause]うれしいことに、以前来てくれた超大物ゲストが\\n再登場してくれるよ!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]ヘイヘイ[/wave]、[pause]うれしいことに、以前来てくれた超大物ゲストが\\n再登場してくれるよ!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "ワオ! [pause]ニュース速報だ、リスナーのみんな!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]ヘイヘイ[/wave]、[pause]うれしいことに、以前来てくれた超大物ゲストが\\n再登場してくれるよ!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "……[pause]来てくれてありがとう。[pause]すごくうれしかったよ。", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "すごいショーだったね! [pause]120%、力を出しきってたよ。", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "このあいだ昇進が決まったキャプテン・{player}が、\\nサプライズ出演のためにスタジオに来てくれたんだ!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "このあいだ昇進が決まったキャプテン・{player}が、\\nサプライズ出演のためにスタジオに来てくれたんだ!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "これはただの表現だけど、リスナーたちは[wave amp=30 freq=10]死にそうなぐらい[/wave]\\nキミのアンコールをご希望だよ! [pause]どうかな、もう1回\\nバトルしない?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "これはただの表現だけど、リスナーたちは[wave amp=30 freq=10]死にそうなぐらい[/wave]\\nキミのアンコールをご希望だよ! [pause]どうかな、もう1回\\nバトルしない?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "このあいだ昇進が決まったキャプテン・{player}が、\\nサプライズ出演のためにスタジオに来てくれたんだ!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]やった![/wave] リスナーのみんな……シートベルトをしめて、\\nお座席のテーブルはお戻しいただき、リクライニングを元の\\n位置に直してください! [pause]これから、生放送でお送りするよ!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "これはただの表現だけど、リスナーたちは[wave amp=30 freq=10]死にそうなぐらい[/wave]\\nキミのアンコールをご希望だよ! [pause]どうかな、もう1回\\nバトルしない?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "すごいショーだったね! [pause]120%、力を出しきってたよ。", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "だってさ。また今度だね、リスナーのみんな!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "……[pause]来てくれてありがとう。[pause]すごくうれしかったよ。", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "……[pause]来てくれてありがとう。[pause]すごくうれしかったよ。", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]それじゃあまたね、キャプテン![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]それじゃあまたね、キャプテン![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]それじゃあまたね、キャプテン![/wave]", + "CAPTAIN_CODEY_INTRO2": "人からはコーディーと呼ばれてる。[pause]僕はコードを使うもんでね。まあ、昔はコードを[wave amp=30 freq=10]こわす[/wave]側だったんだが。", + "CAPTAIN_CODEY_INTRO1": "へえ、わざわざ僕に会いに来たのか?", + "CAPTAIN_CODEY_INTRO3": "そこそこ頭がよければ、情報空間にあるモノなんて、なんだってハッキングできるのさ。[pause]ウェブサイトも、ビデオゲームも、\\n政府のサーバーも……", + "CAPTAIN_CODEY_INTRO4": "まあ、サーバーにはちょっと手こずったな。", + "CAPTAIN_CODEY_INTRO5": "で、ニューウィラル島はどうかって? [pause]ここにはネットが\\nないんだ。ふざけてるよ。", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "残念ながら、僕の作品は登録したレンジャー訓練生にしか見せてないんだ。[pause]気の毒だね、キミにとっては。", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "残念ながら、僕の作品は登録したレンジャー訓練生にしか見せてないんだ。[pause]気の毒だね、キミにとっては。", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "ダジャレは大目に見ておくれ……クセになってるんだよ。", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "さあ、どうぞ。受け取ってくれ。", + "CAPTAIN_JUDAS_PRE_REMATCH2": "いいだろう。[pause]俺は今回、勝てる可能性が最大になるように戦略を練ってきたぞ。", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "知らせを受けとったが、レンジャーキャプテンになったそう\\nだな。[pause]見事だ。[pause]またバトルしに来たのか?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]アタシみたいなブリキのお人形にもカセットテープが使えるとハ思っテなかったデショ? [pause]メモリーバンクのギャンブルデータのおかげデ、アタシはとびきりの戦略家にもなれるノ。[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]とにかく、アタシはクレ=O。[pause]ニューウィラル島の\\nレンジャーキャプテンのひとりダヨ。[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]アナタのことハ、内部の「マジで尊敬できる人間」データ\\nベースに記録しておくカラ。[pause]このデータベース、すごくサイズが\\n小さいんダヨ。[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]ハッタリを見抜かれちゃったネ。[pause]感心したちゃっタ。ウラミに\\nなんテ、[wave amp=30 freq=10]ちっとモ[/wave]思ってないヨ。[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]ゴメン、怒るツモリはなかったんだケド。[pause]イアンシーは、\\nアタシがジンルイに持ツ昔のウラミをまっとうなやりかたデ\\n乗りこえられるようニ、ずっとはげましてくれてるンダ。[/color]", + "CAPTAIN_DREADFUL_INTRO4": "まあ当然、[pause]この町が焼けたとき、そういう話もみんな\\n失われちゃってねえ。[pause]人も町も、全部炎に焼きつくされたのさ。\\n[pause]ちっちゃなあたし以外はね。", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "それ、実話なのかなあ……", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "死神をあざむく……?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "変わった通り名だね。", + "CAPTAIN_DREADFUL_INTRO6": "ハーバータウンの残念な連中はそれぞれ違うことを信じてる\\nけど、あることについては共通した意見を持ってる……\\nけっきょく、最後には[wave amp=30 freq=10]み~んなくたばるんだってね。[/wave]", + "CAPTAIN_DREADFUL_INTRO7": "シンプルにさ、想像力が足りてないよねえ。[pause]死は終わりじゃ\\nないのさ……深淵なる[wave amp=30 freq=10]秘伝の法[/wave]を知ってればね。", + "CAPTAIN_DREADFUL_POST_REWARD1": "覚えときなよ、訓練生……[pause]生が自分でつくるものなら、死だってそうなんだ!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "お手本を見せてあげたっていいけど、あたしは登録した\\nレンジャーか、訓練生としかケンカはしないもんでねえ。\\n[pause]個人的なこだわりってやつさ、ごめんよ。", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "準備ができてるんだったら、お手本を見せてあげようじゃ\\nないか。[pause]あんた、新入りのレンジャー訓練生だろう? \\n実力をしめすために、ケンカ相手を探してるんじゃないのかい?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "じゃあ、はじめるとしようか! [pause]あたしはレンジャーキャプテン\\nだから、きっとやさしくしてくれる……と思ってるなら、\\n[shake rate=30 level=10]おっかな~い[/shake]目にあうよ!", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "準備ができてるんだったら、お手本を見せてあげようじゃ\\nないか。[pause]あんた、新入りのレンジャー訓練生だろう? \\n実力をしめすために、ケンカ相手を探してるんじゃないのかい?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "準備ができてないってわけかい? [pause]あたしは手かげんしないよ!", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "準備ができてるんだったら、お手本を見せてあげようじゃ\\nないか。[pause]あんた、新入りのレンジャー訓練生だろう? \\n実力をしめすために、ケンカ相手を探してるんじゃないのかい?", + "CAPTAIN_GLADIOLA_INTRO4": "この世界の影たちには、ツメがそなわってる。私の仕事はね、\\n影たちに[wave amp=30 freq=10]ツメの一撃を返してやる[/wave]ことなのよ。", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "なにもわからないんですけど……", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "レンジャーじゃない人に、これ以上のことを話すのは禁じられているわ。[pause]あなたがレンジャーに登録したあとなら、話しても\\nいいかもしれないわね。", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "……なるほど。", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "教えて……あなた、私のチャレンジを受けにきたの? [pause]自分の\\n手に負えると思うのなら、私の剣にはいつでも自由に挑戦して\\nちょうだい。", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "教えて……あなた、私のチャレンジを受けにきたの? [pause]自分の\\n手に負えると思うのなら、私の剣にはいつでも自由に挑戦して\\nちょうだい。", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "教えて……あなた、私のチャレンジを受けにきたの? [pause]自分の\\n手に負えると思うのなら、私の剣にはいつでも自由に挑戦して\\nちょうだい。", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "そのかわいい顔に、斬りキズがつかないといいけど。", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "賢い判断ね。", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "見事ね。[pause]ここまでやれるとは思わなかった。あなた、見かけに\\nよらず切れ味が鋭いのね。", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "あなたの刃、簡単にとどくとは思わないでね!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "そろそろ任務に戻らないと。[pause]調査任務の内容はもちろん、\\nひみつよ。そう誓いを立ててるの。悪く思わないでね。", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "見事ね。[pause]ここまでやれるとは思わなかった。あなた、見かけに\\nよらず切れ味が鋭いのね。", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "見事ね。[pause]ここまでやれるとは思わなかった。あなた、見かけに\\nよらず切れ味が鋭いのね。", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "ウワサによると、新しいレンジャーキャプテンになったん\\nですってね。私といっしょに、また自分のテクニックを\\n研ぎすましたいの?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "レンジャーに関係する任務のくわしい内容は、極秘にして\\nおかなければいけないの。知らない方が身のためよ。", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "あいかわらず、すばやい身のこなしね。そのすばらしい努力、\\nほめたたえざるをえないわ、キャプテン。", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "よろしい! [pause]剣を抜きなさい、キャプテン。", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "ウワサによると、新しいレンジャーキャプテンになったん\\nですってね。私といっしょに、また自分のテクニックを\\n研ぎすましたいの?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "よろしい! [pause]剣を抜きなさい、キャプテン。", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "ウワサによると、新しいレンジャーキャプテンになったん\\nですってね。私といっしょに、また自分のテクニックを\\n研ぎすましたいの?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "よろしい! [pause]剣を抜きなさい、キャプテン。", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "賢い判断ね。", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "あいかわらず、すばやい身のこなしね。そのすばらしい努力、\\nほめたたえざるをえないわ、キャプテン。", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "あいかわらず、すばやい身のこなしね。そのすばらしい努力、\\nほめたたえざるをえないわ、キャプテン。", + "CAPTAIN_HEATHER_INTRO2": "湿度は現在、変動中! [pause]降水確率は、さっぱり不明です!", + "CAPTAIN_HEATHER_INTRO3": "私みたいな気象学者にとって、ニューウィラル島の気候は解けることのないナゾなんです!", + "CAPTAIN_HEATHER_LAST_LEGS1": "風向きは、私への追い風に変わりつつあります……この予報は、絶対に当たりますよ!", + "CAPTAIN_HEATHER_PRE_BATTLE1": "あなた、レンジャーの訓練生ですよね? [pause]嵐を乗りこえる覚悟があるなら、私のチャレンジを受けてみては?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "あら、そうですか……次はきっと、[wave amp=30 freq=10]嵐に立ち向かう[/wave]準備が\\nできてますよね!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "ファンタスティック! [pause]では、お天気の予報を更新しますね。\\nこれから[shake rate=30 level=10]嵐が巻きおこり[/shake]、[shake rate=30 level=10]勝利のせん風が吹きあれる[/shake]でしょう!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]こちら、ヘザーがおとどけするウェザーリポートです![/wave] [pause]\\n今日のお天気はいつも通り、「予測不能」!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "えっと、[pause]私のチャレンジを受けたいなら、先に登録してきて\\nもらえますか。", + "MEREDITH_ROMANCE_MEREDITH4": "[wave amp=30 freq=30]アンタ[/wave]が[wave amp=30 freq=30]ウチ[/wave]のことを好きな理由はわかんないけど、\\n[pause]ウチはアンタが好き。", + "MEREDITH_ROMANCE_MEREDITH5": "けど、ウチらはこの世界を脱出する方法を探してるから……", + "MEREDITH_ROMANCE_MEREDITH6.m": "それが成功したら、いっしょにいられなくなるかも。[pause]\\nアンタは……[pause]それでいいの?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "悪の軍団と戦う覚悟はできてるか?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "かまわないよ。", + "MEREDITH_ROMANCE_MEREDITH6.f": "それが成功したら、いっしょにいられなくなるかも。[pause]\\nアンタは……[pause]それでいいの?", + "MEREDITH_ROMANCE_MEREDITH6.n": "それが成功したら、いっしょにいられなくなるかも。[pause]\\nアンタは……[pause]それでいいの?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "うん、それでいい。", + "MEREDITH_ROMANCE_MEREDITH7": "まあ、なんでもいいか。[pause]そうでしょ?", + "MEREDITH_ROMANCE_MEREDITH8.m": "ウチに本命の彼氏、か。[pause]ヘンなカンジ。[pause]\\nでも、しっくりくるよ。", + "MEREDITH_ROMANCE_MEREDITH8.f": "ウチに本命の彼女、か。[pause]ヘンなカンジ。[pause]\\nでも、しっくりくるよ。", + "MEREDITH_ROMANCE_MEREDITH8.n": "ウチに本命のパートナー、か。[pause]ヘンなカンジ。[pause]\\nでも、しっくりくるよ。", + "MEREDITH_ROMANCE_MEREDITH9": "ずっと、自分にこう言い聞かせてるほうがラクだったんだ。\\n人とつきあうんなら、先に自分が幸せになってなきゃって。\\n[pause]でも、本当は……", + "MEREDITH_ROMANCE_MEREDITH11": "でも、アンタはウチを幸せにしてくれる。[pause]それに、アンタと\\nいると、ひとりのときよりも、まるごと自分でいられるカンジが\\nするんだ。", + "MEREDITH_ROMANCE_MEREDITH10": "心から自分に自信を持てることなんて、永遠にないのかもね。\\n[pause]カンペキな自分になるなんて、絶対にムリ。", + "MEREDITH_ROMANCE_MEREDITH12": "し、湿っぽいのはこれくらいでいいでしょ。[pause]あーもう、ホント、人をおだてるとかムリ。", + "MEREDITH_ROMANCE_MEREDITH13.m": "ウチがアンタを「ハニー」とか「ダーリン」って呼ぶとか\\n期待してるんなら、[pause]それは大間違いだからね。マジで。", + "MEREDITH_ROMANCE_MEREDITH13.n": "ウチがアンタを「ハニー」とか「ダーリン」って呼ぶとか\\n期待してるんなら、[pause]それは大間違いだからね。マジで。", + "MEREDITH_ROMANCE_MEREDITH13.f": "ウチがアンタを「ハニー」とか「ダーリン」って呼ぶとか\\n期待してるんなら、[pause]それは大間違いだからね。マジで。", + "EUGENE_QUEST2_PART1_EUGENE1": "窓のカギならあるぜ。パトロールしてた人食い鬼どもの\\nひとりからくすねておいたんだ。", + "EUGENE_QUEST1_PART1_EUGENE1": "来てくれたんだな、うれしいぜ!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "悪の軍団と戦う覚悟はできてるか?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "悪の軍団と戦う覚悟はできてるか?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "もちろん!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "わかった。覚悟が決まったら教えてくれ……それまで、オレは\\n状況が動かないか監視してるからな。", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "えっと、あとで。", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]超サイコーだな![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "わかった。覚悟が決まったら教えてくれ……それまで、オレは\\n状況が動かないか監視してるからな。", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "わかった。覚悟が決まったら教えてくれ……それまで、オレは\\n状況が動かないか監視してるからな。", + "EUGENE_QUEST1_PART1_EUGENE4": "よし、[pause]あそこにある建物が見えるか?", + "EUGENE_QUEST1_PART1_EUGENE5": "あれが、やつらの拠点だ……[pause]人でなしの寄生虫どもが、\\nこの世界を乗っ取る邪悪な計画を練ってる場所さ。", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "そんな建物には見えないけど。", + "EUGENE_QUEST1_PART1_EUGENE8": "ああいう拠点はいくつかあるんだ……おまえも、やつらが\\nまわりをうろつく建物を見かけたことがあるかもな。入口には\\nカギがかかってるんだが、天井の窓から中に入れるぜ。", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "見た目がちょっと地味じゃない?", + "EUGENE_QUEST1_PART1_EUGENE6": "見た目にダマされちゃダメだぜ、[pause]相棒。", + "EUGENE_QUEST1_PART1_EUGENE7": "オレがいた世界じゃ、かつてああいう連中がみんなを苦しめて\\nたんだ。で、オレたちは反撃した。[pause]そして、勝利したのさ。", + "EUGENE_QUEST1_PART1_EUGENE9": "ここからグライドしてみろよ……オレがついてるから、\\n心配すんな。", + "EUGENE_QUEST2_PART1_EUGENE2.m": "ここから中に入って、やつらを一気に追い出すぞ……\\n準備はいいか?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "うん、準備万端だよ!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "ここから中に入って、やつらを一気に追い出すぞ……\\n準備はいいか?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "ここから中に入って、やつらを一気に追い出すぞ……\\n準備はいいか?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]いかがでしょう、組合本部にいるわが社の経営者とお話しして\\nみるというのは?[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "よし、やろう!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]もしかしたら、お互いにとって利益になる条件で合意できるかもしれませんよ。本部の場所をお教えしましょう。[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "こいつは、やつら全員を一度に止められるチャンスだぜ!", + "EUGENE_QUEST4_PART1_EUGENE3": "行くぞ、1秒たりともムダにできねえ!", + "EUGENE_QUEST4_PART1_EUGENE1": "ランドキーパーどもは、作戦の中央本部を持ってたのか!?", + "EUGENE_QUEST5_PART1_EUGENE1": "ランドキーパーの本部があるのは、このあたりのハズ……", + "EUGENE_QUEST5_PART1_EUGENE2": "よし、行くぜ―オレたちの[shake rate=30 level=10]燃え盛る決意[/shake]があれば、\\nあの変人どもなんて相手にならねーよ!", + "EUGENE_QUEST5_PART1_EUGENE3": "……", + "EUGENE_QUEST5_PART1_EUGENE4": "ところで、入口はいったいどこなんだ?", + "EUGENE_QUEST5_PART1_EUGENE5": "……", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]固定金利住宅抵当証券、なし……[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "どうも、ここが入口らしいな。", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]純資産額は増加中……[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]調整可能な時価総額レートは……[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "スケジュール通りに ミーティングへ\\nお越し いただき\\nありがとう ございます。\\nご協力、大変 感謝いたします。", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]自己資本の増加が……[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "じゃあ、教えろよ。大天使がなんで\\n[shake rate=30 level=10]不動産市場[/shake]を乗っ取ろうとしてやがるんだ?!", + "EUGENE_QUEST5_PART2_EUGENE2": "それじゃ、てめえが黒幕ってわけだな?", + "EUGENE_QUEST5_PART2_EUGENE5": "……", + "EUGENE_QUEST5_PART2_MAMMON4": "私の種族は 人類のエゴから\\n生まれました。あなたの種族の\\n非常に強い 欲望が、\\n我々に形を 与えたのです。\\n\\n私は 人類の消費を\\nたたえるために 存在します。\\n\\n命令を望むのは、人が望むから。\\n組織を渇望するのも、人が望むから。", + "EUGENE_QUEST5_PART2_EUGENE7": "てめえに、オレのことなんか[shake rate=30 level=10]ほんのすこし[/shake]だってわかるもんか。", + "EUGENE_QUEST5_PART2_EUGENE10": "そんな……", + "EUGENE_QUEST5_PART2_MAMMON6": "私は あなたが 望むことを\\n望むのです、人間のユージーン。\\n私は あなたの心を\\n読むことが できます。", + "EUGENE_QUEST5_PART2_MAMMON8": "私は 人間のユージーンに\\n共感して いるのです。\\n\\n人間のユージーンは、\\n大義を 持たない 自分に\\n価値を 見出して いません。", + "EUGENE_QUEST5_PART2_MAMMON9": "大義が なくては、\\n人間のユージーンは 無価値です。\\n\\nうつろな 抜けがらです。\\n私の 社員たちと 同様に。", + "EUGENE_QUEST5_PART2_EUGENE11": "そんなのは……[pause]ウソだっ……", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "聞いちゃダメだ、ユージーン!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "そんなことないよ!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]やめやがれっ!!![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "てめえなんざにオレの魂は砕けねえ! \\n[pause]てめえらは、そういうやり方しか知らねーんだ!", + "EUGENE_QUEST5_PART2_EUGENE15": "エラい連中が何人もやってきて、弱いやつから\\nなにもかも奪おうとしやがる……", + "EUGENE_QUEST5_PART2_EUGENE13": "もう耳なんか貸さねーぞ!", + "EUGENE_QUEST5_PART2_EUGENE16": "それで弱いやつが反撃すると、[pause]連中は言うんだ。\\n規則を破るなってよ。[pause]そうだろうが?!", + "EUGENE_QUEST5_PART2_EUGENE17": "そうさ、やつらはなにもしやしねえ……\\n[pause]そうして、状況はどんどん悪くなってくんだ!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]ずっと、[pause]昔から、[pause]よくある話さ![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}……", + "EUGENE_QUEST5_PART2_EUGENE20": "このゴミ山、燃やしたくねーか?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "てめえにオレの魂は砕けねーんだよ……", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "もちろん。", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "燃やしちゃおう。", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "{player}だって、やすやすとてめえには止められねえ!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "ここは崩れるぞ。行くぞ、脱出しねーと!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "ほうほう、あなたは こちらで\\n大きな事業を経営して おられたんですね、\\nマモンさん!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "オレたちは、2人でてめえを叩き出す! \\nそして、[shake rate=30 level=10]勝つんだっ[/shake]!!!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "あなたは 部下に 仕事を\\n割り振れる ようだ。\\nそれは 実に 価値ある スキルですよ!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "ここから 出るのに、手を 貸しましょう。", + "EUGENE_QUEST5_PART3_EUGENE1": "ランドキーパーの社員は、みんな逃げたみてーだ……\\n[pause]計画は全部止まっちまったけど、やつら、これから\\nどうするんだろうな?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "そう思う?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "しかし、あそこでいっしょに[wave amp=30 freq=10]フュージョン[/wave]したの、\\nマジでスゴかったよな。", + "EUGENE_QUEST5_PART3_EUGENE2.m": "しかし、あそこでいっしょに[wave amp=30 freq=10]フュージョン[/wave]したの、\\nマジでスゴかったよな。", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "うん、スゴかったよね。", + "EUGENE_QUEST5_PART3_EUGENE2.n": "しかし、あそこでいっしょに[wave amp=30 freq=10]フュージョン[/wave]したの、\\nマジでスゴかったよな。", + "EUGENE_QUEST5_PART3_EUGENE3": "おう! [pause]アドレナリンが出まくる感じだったけどよ、\\nおまえの意思がオレを、オレの意志がおまえを\\n動かしてるのがわかったよ。[wave amp=30 freq=10]大天使のやつ[/wave]だって、\\nオレたちを止められなかったんだぜ!", + "EUGENE_QUEST5_PART3_EUGENE4": "しかし、ランドキーパーどもの裏には\\nずっと大天使がいたわけか……", + "EUGENE_QUEST5_PART3_EUGENE5": "あいつが言ってたことが……[pause]もし、マジだったら?", + "EUGENE_QUEST5_PART3_EUGENE6": "戦う理由になるような大義なしじゃ、\\n[pause]オレはただの中身がないやつなのかもしれねえ。", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "この島から出る方法があるからだよ。", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "自分を負け組あつかいしないで。", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "そんなふうに考えちゃダメだよ。", + "EUGENE_QUEST5_PART3_EUGENE7": "……", + "EUGENE_QUEST5_PART3_EUGENE8.f": "ははっ。[pause]おう、ありがとな。", + "EUGENE_QUEST5_PART3_EUGENE8.m": "ははっ。[pause]おう、ありがとな。", + "EUGENE_QUEST5_PART3_EUGENE8.n": "ははっ。[pause]おう、ありがとな。", + "EUGENE_QUEST5_PART3_EUGENE9": "ところで、[pause]おまえががんばってる理由はなんなんだ?", + "EUGENE_QUEST5_PART3_EUGENE10": "ほら、おまえは、[pause]旅してまわって、[pause]人助けをして、\\n[pause]モンスターとかと戦ってるだろ?", + "EUGENE_QUEST5_PART3_EUGENE15": "そもそも、物理的に\\n[wave amp=30 freq=30]止められない[/wave]んじゃねーかって気がするな。", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "元の世界に帰る方法を見つけるためだよ。", + "EUGENE_QUEST5_PART3_EUGENE11": "へえ。そりゃ、かなり信じられねえ話だな。", + "EUGENE_QUEST5_PART3_EUGENE12": "手伝うぜ。", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "本当に?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "そんな簡単に?", + "EUGENE_QUEST5_PART3_EUGENE13": "おう、そうさ!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "どういう意味?", + "EUGENE_QUEST5_PART3_EUGENE14": "ランドキーパーどもは食い止めたが、\\nオレは足を休める気なんてねーからな。", + "EUGENE_QUEST5_PART3_EUGENE16": "オレには、努力して戦うための目標が\\n[wave amp=30 freq=30]なにかしら[/wave]必要なんだ。", + "EUGENE_QUEST5_PART3_EUGENE17": "だから、やろうぜ。\\n[pause]前に向かってがんばるための、新しい大義だ。", + "EUGENE_QUEST5_PART3_EUGENE18": "よろしくな。", + "EUGENE_CONVO1_EUGENE1": "なあ、[pause]オレたちがやったみたいに\\nランドキーパーどもを追い出すのってさ……", + "EUGENE_CONVO1_EUGENE3": "でも、あれは正しいことだったさ。[pause]だって、やつらの\\n「ビジネスプラン」は、他人の生活をめちゃくちゃにするのを\\n前提にした計画だったんだからな。", + "EUGENE_CONVO1_EUGENE2": "ほかの世界じゃきっと犯罪になるよな。[pause]だろ?", + "EUGENE_CONVO2_EUGENE1": "そろそろ、筋トレを再開しねーとな。\\n[pause]絶好調じゃねーと、世界は救えねーんだ! わかるだろ!", + "EUGENE_CONVO1_EUGENE4": "「法律」と「正義」は全然違うモンなんじゃねーかな。\\n[pause]そうだろ?", + "EUGENE_CONVO2_EUGENE2": "それに、いつか海岸にダンベルが流れつくかもしれねーし……", + "EUGENE_CONVO3_EUGENE1": "最初はなんかヘンに感じてたんだよな。その、[pause]あー、\\n[pause]ニューウィラル島の服の、レトロな感じってさ。", + "EUGENE_CONVO3_EUGENE2": "ほら、あの古めかしいモールから取ってきてる服のことだよ。", + "EUGENE_CONVO3_EUGENE3": "でも、レトロさにもだんだん慣れてきたぜ。\\n[pause]このピンクのジャケット、オレの世界に持ち帰れたら\\nいいんだけどな……", + "EUGENE_CONVO4_EUGENE1.m": "あのさ……[pause]おまえって、そうやって炎に照らされてると、すごくステキに見えるよな。", + "EUGENE_CONVO4_EUGENE2": "カメラがありゃ、写真を撮ったのによ。[pause]持ってねーのが残念だ。", + "EUGENE_CONVO4_EUGENE1.n": "あのさ……[pause]おまえって、そうやって炎に照らされてると、すごくステキに見えるよな。", + "EUGENE_CONVO4_EUGENE1.f": "あのさ……[pause]おまえって、そうやって炎に照らされてると、すごくステキに見えるよな。", + "EUGENE_CONVO5_EUGENE2": "それ、おまえに似合ってるよ。[pause]ほんとにな!", + "EUGENE_CONVO5_EUGENE1": "おまえ、{first_tape_name}ってどうやって見つけたんだ?", + "EUGENE_CONVO6_EUGENE2": "マジで超サイコーなたき火だよ。\\n[pause]よくやったな、{player}。", + "EUGENE_CONVO5_EUGENE4": "オレは好きだぜ。", + "EUGENE_CONVO5_EUGENE3": "{first_tape_description}に変身して、ニューウィラルの\\nみんなを守るわけだろ!", + "EUGENE_CONVO6_EUGENE1": "今回のこれはさ、[pause]そうだな、[pause]火おこしを手伝ったたき火のうち、上から数えて10位に入るくらい上出来だぜ。", + "EUGENE_CONVO7_EUGENE4": "夢じゃなきゃいいと思うんだ。[pause]本物の世界に戻ったら忘れちまうようなモンじゃなきゃいいってな。", + "EUGENE_CONVO10_EUGENE4": "恋人を作ることにかけちゃ、オレはふだん絶望的なんだ。\\n[pause]人の気持ちを解読しようとするより、大天使どもと戦うほうが\\nラクだぜ。", + "EUGENE_CONVO7_EUGENE2": "オレは……[pause]こっちでのことが、全部本当であってほしいよ。", + "EUGENE_CONVO7_EUGENE1.n": "もとの世界に戻ったらどんな暮らしを送ることに\\nなるんだろうって、考えたりするか?", + "EUGENE_CONVO7_EUGENE1.m": "もとの世界に戻ったらどんな暮らしを送ることに\\nなるんだろうって、考えたりするか?", + "EUGENE_CONVO7_EUGENE3": "おまえの心にも、絶対同じことが浮かんだだろ。[pause]そうだよな?", + "EUGENE_CONVO8_EUGENE1": "過去の人間はプラスチックのカセットを、マジでただ音楽を聞くために持ち運んでたんだってな。", + "EUGENE_CONVO7_EUGENE1.f": "もとの世界に戻ったらどんな暮らしを送ることに\\nなるんだろうって、考えたりするか?", + "EUGENE_CONVO7_EUGENE5": "おまえを忘れたくないんだ、{player}。", + "EUGENE_CONVO8_EUGENE3": "……", + "EUGENE_CONVO8_EUGENE2": "めちゃくちゃ昔のモンだから、カセットテープにはきっと、\\nたった数千曲ぐらいしか入らなかったんだろーな。", + "EUGENE_CONVO8_EUGENE4": "おい、[pause]なんでそんな目で見るんだよ?! \\n[pause]オレ、なんかおかしいこと言ったか?!", + "EUGENE_CONVO9_EUGENE2": "モンスターへの変身は、もっと多くの社会でいろんな人たちに\\n力を与えられるんだ! [wave amp=30 freq=10]夢にも見ない[/wave]ような方法でな!", + "EUGENE_CONVO9_EUGENE1": "ここのカセットの技術を、島を出るときいっしょに持ち帰れたらいいのによ。", + "EUGENE_CONVO9_EUGENE3": "想像してみろよ。もし、食べものなんかを配達するために、足が速いモンスターに変身できたら……[pause]それか、山火事を消すためにみずタイプのモンスターに変身できたらどうなるかってよ。", + "EUGENE_CONVO10_EUGENE1.n": "あのさ……[pause]オレ、おまえと会えてよかったよ、{player}。", + "EUGENE_CONVO9_EUGENE4": "話してるだけで燃えてくるぜ!", + "EUGENE_CONVO10_EUGENE2": "……", + "EUGENE_CONVO10_EUGENE1.f": "あのさ……[pause]オレ、おまえと会えてよかったよ、{player}。", + "EUGENE_CONVO10_EUGENE1.m": "あのさ……[pause]オレ、おまえと会えてよかったよ、{player}。", + "EUGENE_CONVO10_EUGENE3.m": "ほんとにさ、[pause]オレがこのふしぎな島でかわいい彼氏と\\nつきあってるなんて、[pause]だれも信じてくれないんじゃねーか?", + "EUGENE_CONVO10_EUGENE3.f": "ほんとにさ、[pause]オレがこのふしぎな島でかわいい彼女と\\nつきあってるなんて、[pause]だれも信じてくれないんじゃねーか?", + "EUGENE_CONVO10_EUGENE3.n": "ほんとにさ、[pause]オレがこのふしぎな島でかわいいパートナーと\\nつきあってるなんて、[pause]だれも信じてくれないんじゃねーか?", + "EUGENE_CONVO10_EUGENE5": "けど、そっちの努力もしたほうがいいのかもな……", + "EUGENE_CONVO11_EUGENE6": "で、[pause]その新しい世界ってのは、古い世界が焼けた灰から\\nできたんだ。", + "EUGENE_CONVO11_EUGENE1": "一度でも考えたことあるか、{player}……\\n[pause]自分の世界に戻るのはやめようってさ。", + "EUGENE_CONVO11_EUGENE1_OPTION1": "ないけど、なんで?", + "EUGENE_CONVO11_EUGENE2": "こういうことだよ。[pause]オレたちは、同じ時代から来たわけじゃ\\nねーだろ?", + "EUGENE_CONVO11_EUGENE3": "同じ世界から来たわけでもねーけど、かなり似てる可能性が高い世界から来てるはずなんだ。", + "EUGENE_CONVO11_EUGENE4": "だから、おまえの世界の未来がオレの世界みたいな歴史をたどる可能性も十分あるんだ。[pause]そうなったら、お前の世界の人たちは\\n順調に暮らせなくなるかもしれねえ。それも、長いことな。", + "EUGENE_CONVO11_EUGENE4_OPTION1": "なにを言いたいの?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "キミの世界では、昔なにがあったの?", + "EUGENE_CONVO11_EUGENE5": "オレの世界で、みんながどうやって新しくてよりよい世界を\\n作ったか、話したよな?", + "EUGENE_CONVO11_EUGENE7": "オレが生まれたのは、混乱が落ちついたあとだった。\\nでも、その真っ最中を生き抜いた人たちは……\\n[pause]みんな、重荷を背負ってるんじゃねーかと思う。", + "EUGENE_CONVO11_EUGENE8": "重荷になるのは、失ったものの記憶だけじゃねえ。\\nあの人はこうなれるはずだったのにっていう記憶も、\\n重荷になるんだ。", + "EUGENE_CONVO11_EUGENE9": "おまえが帰るのを、止められないのはわかってる。\\nでも、心配なんだ。おまえがいつか、\\n生きて目にするかもしれない世界のことが。", + "EUGENE_CONVO12_EUGENE2": "まあ、ニューウィラル島でやることを全部すませたあとに、\\nだけどよ。", + "EUGENE_CONVO11_EUGENE10": "だって、おまえはあんな暮らしを送るべき人間じゃねーからな、\\n{player}。", + "EUGENE_CONVO12_EUGENE1": "あのデカいゲートで、本当に元の世界に帰れると思うか?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "そう信じてる!", + "EUGENE_CONVO12_EUGENE2_OPTION2": "帰れるはずだよ。", + "EUGENE_CONVO12_EUGENE3": "超サイコーだな。", + "EUGENE_CONVO13_EUGENE2": "考えてみろよ……[pause]この島の小さな社会は、共通の経験をもとに\\n[wave amp=30 freq=10]築かれてる[/wave]んだ。このヘンな島に流れついたって経験からな。", + "EUGENE_CONVO12_EUGENE4": "そうであってほしいぜ。だって、オレにはイカした人生プランが山ほどあるからな!", + "EUGENE_CONVO13_EUGENE1": "しかし、[pause]あのデカいゲートでほんとにみんなが\\nニューウィラル島から帰れるんなら、[wave amp=30 freq=10]いろんなこと[/wave]が\\n変わっちまうな。", + "EUGENE_CONVO13_EUGENE3": "すごいよな、ここでは生まれた人たちの多くは、自分と違う\\n世界から来た人たちに育てられてるんだ。それ以外の暮らし\\nなんて知らないんだぜ!", + "EUGENE_CONVO14_EUGENE1": "なあ、[pause]オレたち、あのことについて話をしといたほうがいいと\\n思うんだ。", + "EUGENE_CONVO13_EUGENE4": "この発見でなにもかも変わっちまうだろうけど、そういう状況にイアンシーさんが備えてることを祈るよ。", + "EUGENE_CONVO14_EUGENE1_OPTION2": "どういう意味?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "話って、なんの話?", + "EUGENE_CONVO14_EUGENE3": "フュージョンで、全員が1体のデカい\\n[shake rate=30 level=10]神サマみてーなモンスター[/shake]になって、\\n[shake rate=30 level=10]アレフの野郎をブッ飛ばした[/shake]だろ!", + "EUGENE_CONVO14_EUGENE2": "ほら、[pause]あのとき……", + "EUGENE_CONVO14_EUGENE5": "おまえには正直に打ち明けとくと、この島で起きてる「大天使」関係のあれこれには、オレ、あんまりついていけてねーんだ。", + "EUGENE_CONVO14_EUGENE4": "あれ、マジでサイコーだったよな?", + "EUGENE_CONVO14_EUGENE6": "ほら、モルガンテとアレフの[wave amp=30 freq=10]大昔のあれこれ[/wave]みてーな話とかさ。鉄道の駅も関係してたりすんのか? [pause]わかんねーよ、ほんと。", + "EUGENE_CONVO14_EUGENE7": "けどよ、わかることもあるぜ。オレたちはみんなで団結して、\\nヤバい悪党をやっつけたんだ。[pause]それなら、オレの脳みそでも\\n理解できるさ。", + "EUGENE_CONVO15_EUGENE1": "なあ、島から出る方法を探すっていうおまえの計画、\\nうまくいくといいな。", + "EUGENE_CONVO15_EUGENE2": "オレ、心配になってきてるんだよな。ニューウィラル島にある\\nヘアカラーの在庫には限りがあるけどよ、\\nそれが底をつきかけてるんじゃねーかってさ。", + "EUGENE_CONVO16_EUGENE1": "しかし、このあいだの荒れ果てた町にはマジでゾッとしたぜ。", + "EUGENE_CONVO16_EUGENE2": "もとの世界で見た光景を思い出しちまったよ。かつては人が\\n住んでたのに、つらい時代がやってきたせいで\\n捨てられちまった町をさ。", + "EUGENE_CONVO16_EUGENE3": "実際、そういう町は昔に山ほど見たよ。", + "EUGENE_CONVO16_EUGENE4": "もしかしたらそのうち、ハーバータウンの人たちはあそこに\\n戻って、町をまた全部建て直すのかもな。", + "EUGENE_CONVO16_EUGENE5": "そうなるところを見たいもんだぜ。", + "EUGENE_CONVO17_EUGENE1": "大自然の中でたき火のまわりに集まって、この瞬間にも\\n[wave amp=30 freq=10]デカいモンスター[/wave]が攻撃してくるかもなって考えながら\\nすごしてるけどよ……{player}、[pause]おまえ、いまオレと\\n同じこと考えてると思うぜ。", + "EUGENE_CONVO17_EUGENE2": "こう考えてるさ。[pause]「洞窟に住んでたご先祖さまは、\\nまさにこういう暮らしをしてたんだろうな!」ってよ。", + "EUGENE_CONVO17_EUGENE1_OPTION1": "そうなの?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "へえ、なにを考えてると思うの?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "えっ?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "そんなの、考えたことないよ。", + "EUGENE_CONVO18_EUGENE1": "バトルのキメゼリフを練習しねーとな。", + "EUGENE_CONVO18_EUGENE1_OPTION1": "バトルの……なに?", + "EUGENE_CONVO17_EUGENE3": "絶対これで正解だって。おまえもそう考えてたんだよ、相棒。", + "EUGENE_CONVO18_EUGENE1_OPTION2": "キメゼリフ……?", + "EUGENE_CONVO18_EUGENE2": "おう! [pause]こう、まずオレが敵に立ち向かうだろ。そしたら、\\n変身する直前に叫ぶんだ。「やってやるぜ!」とか「変身!」\\nみたいにさ。", + "EUGENE_CONVO18_EUGENE2_OPTION1": "いや、もっといいのがあるって!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "「変身」はよくあるセリフだよね……", + "EUGENE_CONVO18_EUGENE3": "あのな、まだ考えてる途中なんだよ。いいか?", + "EUGENE_CONVO18_EUGENE4": "……", + "EUGENE_CONVO18_EUGENE5": "そうだな、[wave amp=30 freq=10]「チェンジ! モンスターモード!」[/wave]だったら\\nどうだ? [pause]強そうな感じに聞こえると思わねーか?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "そうでもないかな。", + "EUGENE_CONVO18_EUGENE5_OPTION2": "絶対ないって。", + "EUGENE_CONVO18_EUGENE6": "それじゃあ、またあとで考えるかな。", + "EUGENE_CONVO20_EUGENE1_OPTION1": "どういう意味?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "そうなの?", + "EUGENE_CONVO19_EUGENE1": "悪いな。[pause]慣れるのに、まだ時間がかかってんだ。オレたちが、\\n厳密に言うとつきあってるって事実にさ。", + "EUGENE_CONVO19_EUGENE1_OPTION1": "「厳密に言うと」?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "なんか、楽しんでなさそうだね。", + "EUGENE_CONVO19_EUGENE2": "おっと、[shake rate=30 level=10]悪い意味[/shake]で言ったんじゃねーからな!", + "EUGENE_CONVO19_EUGENE3": "ただ予想してなかっただけさ。ニューウィラル島にいるあいだに[wave amp=30 freq=10]こんなこと[/wave]が起きるなんてな。もちろん、\\nおまえとつきあってることに心は[wave amp=30 freq=10]燃えてる[/wave]ぜ!", + "EUGENE_CONVO20_EUGENE1": "おまえといっしょにずっとこの島で暮らしたら、\\nきっとラクなんだろうな。", + "EUGENE_SOCIAL1_EUGENE2": "フュージョンしてモンスターになるのって、めちゃくちゃ\\nスカッとするよな。", + "EUGENE_CONVO20_EUGENE2": "おまえとオレで、静かで[wave amp=30 freq=10]のどかな[/wave]ハーバータウンで\\n暮らすのさ。このまま、なにも変えずにな。", + "EUGENE_CONVO20_EUGENE3": "けどよ……それってオレたちらしくなくねーか? [pause]お互い、\\nもっとスゴいことをやれると思うんだよな。", + "EUGENE_SOCIAL1_EUGENE1": "つまり、なんつーかさ……", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "そう思う?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "うん、そうだよね!", + "EUGENE_SOCIAL1_EUGENE4": "オレたちの内なるパワーが、マジで形になった感じなんだよな。", + "EUGENE_SOCIAL1_EUGENE3": "そうなんだよ! [pause]あれはまるで……", + "EUGENE_SOCIAL1_EUGENE5": "こう、気持ちが最高潮になって、お互いの目的が\\nグッと近づくと、2人でひとつのパワフルなパワーそのものに\\nなれるんだ。", + "EUGENE_SOCIAL1_EUGENE6": "その瞬間のオレたちって、\\n[wave amp=30 freq=20]だれにも止められねー[/wave]って気がするんだ。", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "言いたいこと、わかるよ!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "アニメキャラみたいなこと言うね。", + "EUGENE_SOCIAL1_EUGENE7A": "おまえなら、わかってくれると思ったぜ!", + "EUGENE_SOCIAL1_EUGENE7B": "なあ、オレはマジで真剣に言ってるんだぜ!", + "EUGENE_SOCIAL1_EUGENE8": "なあ、オレはさ、人から見返りを求めねー暮らしを、\\n長くつづけすぎたと思うんだ。", + "EUGENE_SOCIAL1_EUGENE9": "いまは、失ったぶんの時間を取り返してるのかもな。", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "キミの世界はどういう状況なの?", + "EUGENE_SOCIAL1_EUGENE10": "あー、気にすんな。それはまた今度話そうぜ。", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "キミの世界ではなにが起こったの?", + "EUGENE_SOCIAL1_EUGENE11": "オレは帰るよ。[pause]元の世界にって意味だぜ。\\n[pause]おまえがこの島から出る道を見つけたら、必ずな。", + "EUGENE_SOCIAL1_EUGENE12": "自分のカセットテープといっしょにな。[pause]それで、その力を\\n一番必要としてる人たちのために立ち上がるんだ。", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "モンスターのすがたのヒーローみたいに?", + "EUGENE_SOCIAL1_EUGENE13": "そうさ、モンスターのすがたのヒーローみたいにな。", + "EUGENE_SOCIAL2_EUGENE1": "考えてたんだけどよ、クレマンスはマジで、どうやって……\\n[pause]町をよくするために、カフェをやろうって決めたんだろうな。", + "EUGENE_SOCIAL1_EUGENE14": "それってすごくキマってるだろ?", + "EUGENE_SOCIAL2_EUGENE2": "なにかを改善して、人の役に立ってる……\\n[pause]オレは、そういうことをやるべきだと思うんだよな!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "人の役に立つことばかり考えなくていいんだよ。", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "キミは十分人助けしてるよ!", + "EUGENE_SOCIAL2_EUGENE4": "もしかすると、こういう気持ちが抑えられねーのは、\\nオレの世界の事情が原因なのかもな。", + "EUGENE_SOCIAL2_EUGENE3": "へへっ。[pause]おまえが言うならそうかもな。", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "……キミの世界?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "どういう意味?", + "EUGENE_SOCIAL2_EUGENE5": "ええとな、[pause]「オレの地球」は、21世紀を半分すぎたぐらい\\nなんだが、なんというか……[pause]すごく荒れてたんだ。", + "EUGENE_SOCIAL2_EUGENE7": "ある日みんなの目が覚めて、悟ったような感じだった。お互い\\n助けあうだけで、生きのびるのはラクになるんだって。", + "EUGENE_SOCIAL2_EUGENE6": "人類の欲望と消費が、世界の手に負えないレベルに\\nなっちまったのさ。", + "EUGENE_SOCIAL2_EUGENE8": "住む星を殺しながらオレたちを支配してた機関や組織なんか、\\n必要なかったんだってな。", + "EUGENE_SOCIAL2_EUGENE9": "ゆっくり時間をかけて、自分が住む地域の人たちを助けられる\\nことが、金持ちで有名になることより大事になっていったのさ。でも、オレはそういうことが……[pause]すごく下手だった。", + "EUGENE_SOCIAL3_EUGENE4": "ハーバータウンをよりよくするんだ……\\n[pause]おまえは待ってろ。見ててくれよ。", + "EUGENE_SOCIAL2_EUGENE10": "オレはこのニューウィラル島で、[pause]最高の自分に変身する\\nチャンスを手に入れたんだ。[pause]だから自分の世界には、生きてる\\nうちになにか成しとげられるやつになって帰りたいんだよ。", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "ヒーローじゃないキミだってステキなのに!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "そんなに自分を追いつめなくていいんだよ!", + "EUGENE_SOCIAL2_EUGENE11": "わかってるよ。[pause]でも……", + "EUGENE_SOCIAL2_EUGENE12": "自分のためにも、そうすべきだと思うんだ。", + "EUGENE_SOCIAL2_EUGENE13": "まあ、[pause]オレの話はこのへんにしとこうぜ。", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "……決めたって?", + "EUGENE_SOCIAL3_EUGENE3": "まだ終わってねーことだから、話すのはやめる。\\n[pause]そんで、ただ実行するよ。", + "EUGENE_SOCIAL3_EUGENE1": "OK、[pause]決めたぜ。", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "……なにを?", + "EUGENE_SOCIAL3_EUGENE2": "いま、考えてる計画があるんだ。", + "EUGENE_SOCIAL3_EUGENE5": "どうだかな……[pause][wave amp=30 freq=10]悪いこと[/wave]を止めるのは、[wave amp=30 freq=10]いいこと[/wave]をするのとは\\n違うからな。[pause]そうだろ?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "キミはもう、ランドキーパーを止めたでしょ!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "町を助ける役目は、もう果たしたじゃない!", + "EUGENE_SOCIAL3_EUGENE6": "よし、燃えてきたぜ! [pause]きっとサイコーのできあがりに\\nなるからな。[pause]待っててくれよ。", + "EUGENE_SOCIAL4_EUGENE1": "なあ、[pause]ちょっと見てほしいものがあるんだ。", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "なにをするつもりなの?", + "EUGENE_SOCIAL3_EUGENE7.m": "いや、教えねえよ。[pause]おまえは待ってるだけでいい。\\nで、見とどけてくれよ!", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "なにができるのか、教えてくれない?", + "EUGENE_SOCIAL3_EUGENE8": "それに、「ハーバータウンの守り手」はひみつを守れなきゃ\\nいけねーしな。", + "EUGENE_SOCIAL3_EUGENE7.f": "いや、教えねえよ。[pause]おまえは待ってるだけでいい。\\nで、見とどけてくれよ!", + "EUGENE_SOCIAL3_EUGENE7.n": "いや、教えねえよ。[pause]おまえは待ってるだけでいい。\\nで、見とどけてくれよ!", + "EUGENE_SOCIAL4_EUGENE7": "気づいたんだよ。このつまらねー古い建物は、オレたちが\\nランドキーパーどもを追い出してから空っぽのままだってな。\\n[pause]だから、いい方向に再利用できると思ってよ!", + "EUGENE_SOCIAL4_EUGENE2": "例の計画が完成したから、\\nそろそろグランドオープンと行きてーんだ。", + "EUGENE_SOCIAL4_EUGENE3": "いま、見にきてくれるか?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "もちろん!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "えっと、あとで。", + "EUGENE_SOCIAL4_EUGENE_NO": "いいぜ、相棒。[pause]じゃあ、また今度な。", + "EUGENE_SOCIAL4_EUGENE11": "おいおい、オレたち、べつに[wave amp=30 freq=10]ずっと[/wave]2人で出かけてたわけじゃ\\nねーだろ! [pause]いっしょに冒険してないときの、空いてた時間で\\nやったのさ。", + "EUGENE_SOCIAL4_EUGENE4": "よっしゃ! [pause]ついてきてくれ。", + "EUGENE_SOCIAL4_EUGENE6": "オレたちが最初の[wave amp=30 freq=10]協力ミッション[/wave]のために来たところさ!", + "EUGENE_SOCIAL4_EUGENE5": "この場所を覚えてるか、[pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "来いよ、[pause]中を見せてやるから!", + "EUGENE_SOCIAL4_EUGENE9": "天井に窓があるだろ。[pause]この捨てられた事務所には、昼間だと\\nあそこから自然の光がたくさん入ってくるんだ。", + "EUGENE_SOCIAL4_EUGENE10": "ここなら、いい共同庭園を作れると思ってよ。[pause]町のみんなは\\nここに草木や花を育てにきたり、ちょっと町をはなれて\\n遊びに来たりできるんだ。", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "こんなの、いつ作ったの?!", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "こんなことする時間、どうやって作ったの?!", + "EUGENE_SOCIAL4_EUGENE12": "それで……どう思う?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "すごいよ、これ!", + "EUGENE_SOCIAL4_EUGENE14": "こんなの絶対、バカなアイデアだと思ってたんだ。", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "とても気に入ったよ!", + "EUGENE_SOCIAL4_EUGENE13": "ほ、[pause]ほんとにそう思うか?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "だって、この島から出る方法を探そうとしてるんだからな! \\n[pause]時間や空間の制約だって、おまえのことはジャマできねーのさ!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "キミってカッコいい友だちだね!", + "EUGENE_SOCIAL4_EUGENE15": "気に入ってもらえてうれしいぜ。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "だって、この島から出る方法を探そうとしてるんだからな! \\n[pause]時間や空間の制約だって、おまえのことはジャマできねーのさ!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "キミ、ロマンチックな一面もあるんだね。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "へへっ。[pause]よしてくれよ。[pause]これはここだけの話だけどさ、おまえはすごく志が高いだろ。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "本当のふるさとに帰れる日が楽しみだぜ。[pause]オレはここで\\nサイコーな、キマってる自分になれたと思うからな。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "だって、この島から出る方法を探そうとしてるんだからな! \\n[pause]時間や空間の制約だって、おまえのことはジャマできねーのさ!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "それじゃ、ニューウィラル島には新しいデートスポットが\\nできたってわけだな。", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "行こうぜ、[pause]相棒。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "計画、大成功だね!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]あー、[pause][pause]そっ、[pause][pause]そうっ、[pause]だな……[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "じゃあ……デートしてるってことでいい?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "もし、[pause]おまえがそうしたいんなら、[pause]もちろん、いいぜ。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "恋愛には、あまり自信がないんだね。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "そんなに緊張してるところ、初めて見た!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "めちゃくちゃ恥ずかしいぜ。人食い鬼の会社員どもが集まった、邪悪な闇の組織なら問題なくブッ倒せるのに……", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "あー、[pause]おまえの言う通りだ。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "一番の相棒に、自分のほんとの気持ちを伝えるのには\\n苦労するんだからな。", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "一番の相棒に、自分のほんとの気持ちを伝えるのには\\n苦労するんだからな。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "一番の相棒に、自分のほんとの気持ちを伝えるのには\\n苦労するんだからな。", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "そうさ、[pause]デートしてるってことでいいと思うぜ。", + "EUGENE_ROMANCE_EUGENE1.m": "ずっと黙ってるな。[pause]なにかマズいことでもあったか、[pause]相棒?", + "EUGENE_ROMANCE_EUGENE1.f": "ずっと黙ってるな。[pause]なにかマズいことでもあったか、[pause]相棒?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "ううん、特になにも!", + "EUGENE_ROMANCE_EUGENE1.n": "ずっと黙ってるな。[pause]なにかマズいことでもあったか、[pause]相棒?", + "EUGENE_ROMANCE_EUGENE_NO": "そうか。", + "EUGENE_ROMANCE_EUGENE8": "だけど2人でいるあいだは、楽しもうぜ!", + "EUGENE_ROMANCE_EUGENE3": "知ってるよ。[pause]いやつまり、オレもさ。\\n[pause]ちょっと緊張しちまってな。", + "EUGENE_ROMANCE_EUGENE2": "あー……[pause][pause]えーっと……", + "EUGENE_ROMANCE_EUGENE5": "2人いっしょなら、数以上のパワーが出せるさ。\\n[pause]フュージョンしてるときみてーにな!", + "EUGENE_ROMANCE_EUGENE4": "オレたち、サイコーの自分になれるように、\\nお互い助けあってるよな。", + "EUGENE_ROMANCE_EUGENE7": "おまえは大切な相手だ。[pause]でもオレには、オレが戻るのを\\n待ってる、もとの世界の生活がある。それはお前もそうだろ。", + "EUGENE_ROMANCE_EUGENE6": "とは言ってもよ……[pause]オレたち、島から出る方法を見つけたら\\n別れなきゃいけねーかもしれないんだよな。", + "EUGENE_ROMANCE_EUGENE9": "ここには助けが必要な人たちがいるし、思いっきりツラを\\nブンなぐらなきゃいけねえ、デカいモンスターもいる。", + "EUGENE_ROMANCE_EUGENE10": "いつも通り……[pause]ハーバータウンの無敵な最強カップルで\\nいようぜ!", + "FELIX_UNKNOWN_NAME": "フレンドリーな青年", + "EUGENE_ROMANCE_EUGENE11": "でも、今日は冒険をひと休みしていいかもな。\\n[pause]少なくとも、今夜はよ……", + "FELIX_INTRO_FELIX1": "足元に気をつけなよ。[pause]こんなにゴミが散らかってるところで、\\nつまずきたくないだろ。", + "FELIX_INTRO_FELIX3": "おれは違ったんだ。自分の持ち物全部といっしょに、\\nここに落ちてきたんだよ。", + "FELIX_INTRO_FELIX1_OPTION1": "この部屋はいったいどこから?", + "FELIX_INTRO_FELIX4": "これは、おれが住んでたアパートの部屋なんだ……[pause]壁がちょっと足りないけどな。", + "FELIX_INTRO_FELIX1_OPTION2": "ここはなんなの?", + "FELIX_INTRO_FELIX2": "空からこの島に降ってきた人って、たいてい海に落ちるだろ?", + "FELIX_INTRO_FELIX4_OPTION1": "なんでこうなったの?", + "FELIX_INTRO_FELIX5": "さあね! [pause]わかるのは、おれの昔のスケッチブックや絵も\\n全部こっちに来たってことさ。それぐらいだな。", + "FELIX_INTRO_FELIX4_OPTION2": "キミのアパートの部屋が、どうやってこの島に?", + "FELIX_INTRO_FELIX6": "おれ、フェリックス。[pause]よろしくな。", + "FELIX_INTRO_FELIX6_OPTION1": "どうも、{player}だよ!", + "FELIX_INTRO_MEREDITH7": "しばらくぶりじゃん、フェリックス。それにしても、アンタ、\\nココでなにしてんの?", + "FELIX_INTRO_FELIX6_OPTION2": "人からは……{player}って呼ばれてるよ。", + "FELIX_INTRO_FELIX9": "ここにあるモノの大部分は、おれといっしょに空から落ちた\\nときにこわれちゃったんだ。[pause]しかもそのあと、雨のせいで\\nもっと傷んじゃってな……", + "FELIX_INTRO_KAYLEIGH7": "やっほー、フェリックス! [pause]ここでなにしてるの?", + "FELIX_INTRO_VIOLA7": "そうか。私は、メッサリナ家のヴァイオラだ。[pause]教えてほしいの\\nだが、君はこんな場所でひとり、何のために労役にはげんで\\nいたんだ?", + "FELIX_INTRO_EUGENE7": "よお! おまえが散歩に出かけてた場所ってここだったのか? \\n[pause]なにやってんだよ?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]はじめましてぇ、フェリックスさん……[/wave]", + "FELIX_INTRO_FELIX8": "ちょっと、モノを探してるのさ。", + "FELIX_INTRO_FELIX10": "でも、このあたりになら絶対、なにか無事なものが\\nあるはずだって思って……", + "FELIX_INTRO_FELIX11": "やっぱりな!", + "FELIX_INTRO_FELIX12_OPTION1": "それって、なに?", + "FELIX_INTRO_FELIX12": "フタはまだ無事だな。水が入ってないといいけど。", + "FELIX_INTRO_FELIX12_OPTION2": "中にはなにが?", + "FELIX_INTRO_FELIX13": "口だと、ちょっと説明しづらいかもな……", + "FELIX_INTRO_FELIX14": "ハーバータウンの西にあるおれの家に来てくれよ。\\n[pause]そしたら教えるから。", + "FELIX_INTRO2_FELIX2_OPTION1": "もちろん!", + "FELIX_INTRO2_FELIX1.m": "おっ、やあ。[pause]来てくれたんだな。", + "FELIX_INTRO2_FELIX2": "昔の家のなごりから、おれがなにを救出してたのか\\n見たいんだろ?", + "FELIX_INTRO2_FELIX1.n": "おっ、やあ。[pause]来てくれたんだな。", + "FELIX_INTRO2_FELIX1.f": "おっ、やあ。[pause]来てくれたんだな。", + "FELIX_INTRO2_FELIX3": "えっとな、おれ、ふつうに暮らしてたときは\\nゾート作家だったんだ。", + "FELIX_INTRO2_FELIX2_OPTION2": "えっと、あとで。", + "FELIX_INTRO2_FELIX2_NO": "ああ、いいよ。気が変わったら、また来てくれよな。", + "FELIX_INTRO2_FELIX3_OPTION1": "ゾート作家?", + "FELIX_INTRO2_FELIX3_OPTION2": "それって、なに?", + "FELIX_INTRO2_FELIX4": "見せたほうが早いかな。ほら、こいつさ。", + "FELIX_INTRO2_FELIX5": "これがゾートリールだ。この中にこのゾートロープを入れて、\\nついてる縦長のスリットからのぞきこむのさ。", + "FELIX_INTRO2_FELIX6": "ゾートロープにはモーターが内蔵されてるから、ここの、\\nこのボタンを押すと回転するんだ。", + "FELIX_INTRO2_FELIX8": "だから回転させると、絵には命が吹きこまれて動き出すって\\nわけだ。[pause]ほらな?", + "FELIX_INTRO2_FELIX7": "ゾートストリップの横の列には、ちょっとずつポーズを変えて\\n描かれた絵がいくつも並べてある。", + "FELIX_INTRO2_FELIX9": "そしたら今度はレバーを引くと、次の列に切り換えできる。\\n[pause]そうすれば、物語のつづきが見られるんだ。", + "FELIX_INTRO2_FELIX12": "こういうやつが、昔は大人気だったんだよ。\\n[pause]もう、流行遅れって感じになっちゃったけどな。", + "FELIX_INTRO2_FELIX11": "おれは子どものころからずっと、ゾートに取りつかれてるんだ。", + "FELIX_INTRO2_FELIX10": "まるごとひとつ物語を語れるし、[pause]生命だって吹きこめる。\\n[pause]ただの絵でね。", + "FELIX_INTRO2_FELIX14": "ゾートはフランス革命の英雄を題材にすることが多いんだ。\\n[pause]「紅はこべ」とかな。だけど、デカい予算で作られた大作映画が\\n大流行するようになってから、そういう題材の人気は\\n落ちちゃってさ。", + "FELIX_INTRO2_FELIX13": "いまじゃ、ニッチな表現手段って感じだよ。\\n[pause]少なくとも、[pause]おれがいた世界では、[pause]だけどな。", + "FELIX_INTRO2_FELIX15": "おれは子どものころ、[pause]ゾートのストーリーに夢中になってた。で、作品への愛をふりきれなかったんだ。", + "FELIX_INTRO2_FELIX16": "だから、作家をやってるんだろうな。", + "FELIX_INTRO2_FELIX18": "そしたら、おかしなモンスターだらけの島は、アイデアを\\n探すには最高の場所だってことがわかったんだ!", + "FELIX_INTRO2_FELIX17": "いまはちょうど、新しいキャラを考えようとしてるところ\\nなんだけど……", + "FELIX_INTRO2_FELIX19": "だから、つまり……きみに手伝ってもらえないかなと思ってさ。", + "FELIX_INTRO2_FELIX20": "おれはいま、あるモンスターを探してるんだ。そいつをさ、\\nじっくり観察してみたいんだよ。", + "FELIX_INTRO2_FELIX21": "サクラノ草原で見つかるやつなんだ。\\n[wave amp=30 freq=10]木の剣を持ってる戦士[/wave]なんだけどさ。", + "FELIX_INTRO2_FELIX22": "なあ、手伝ってくれないか?", + "FELIX_INTRO2_FELIX22_OPTION1": "もちろん!", + "FELIX_INTRO2_FELIX22_NO": "かまわないさ。もしスケジュールが空いたら、\\nここに来てくれよ。ちょっとした冒険に出かけよう。", + "FELIX_INTRO2_FELIX22_OPTION2": "えっと、あとで。", + "FELIX_INTRO2_FELIX23": "いいね! 行き先がどこか、マップにしるしをつけといたよ。", + "FELIX_QUEST1_PART1_FELIX1": "あいつだ! よし、バトルしてくれよ。\\nその様子をスケッチするからさ。", + "FELIX_QUEST1_PASSIVE_FELIX1": "あのモンスターのことは、レンジャーたちが話してたんだ……\\n戦うときの立ちすがたが、超カッコいいんだってさ。", + "FELIX_QUEST1_PASSIVE_FELIX2": "ここって、すごくきれいな場所だな。", + "FELIX_QUEST1_PART2_FELIX1": "おおっと……", + "FELIX_QUEST1_PART2_KUNEKO2": "止まるニャンッ、魔物め!!!", + "FELIX_QUEST1_PART3_FELIX4": "おれといっしょに不時着したアパートの部屋にあったから、\\nまだ持ってたんだ。", + "FELIX_QUEST1_PART2_KUNEKO3": "も、戻ってくるんじゃないニャンよ!", + "FELIX_QUEST1_PART2_FELIX4": "きみはいったい……", + "FELIX_QUEST1_PART2_FELIX5": "待てよ、[pause][pause]おまえは……?!", + "FELIX_QUEST1_PART2_KUNEKO6": "ニャーッ!!!", + "FELIX_QUEST1_PART2_FELIX7": "……", + "FELIX_QUEST1_PART2_FELIX8": "ああ、[pause]そんな。", + "FELIX_QUEST1_PART2_FELIX9": "ないないない。[pause][pause]ウソだろ。", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "あれって、大天使?", + "FELIX_QUEST1_PART2_FELIX12": "おれの部屋に戻ろう。そうすれば全部はっきりする。\\n保証するよ。", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "あのモンスターは?", + "FELIX_QUEST1_PART2_FELIX10": "そんな……", + "FELIX_QUEST1_PART2_FELIX11": "どうも、おれの過去が幽霊になって戻ってきたみたいだな。", + "FELIX_QUEST1_PART3_FELIX1": "あれはたしか、このへんに、[pause]あるはず……", + "FELIX_QUEST1_PART3_FELIX2": "あったぞ!", + "FELIX_QUEST1_PART3_FELIX3": "ほら。おれの昔のスケッチブックだ。12のころに使ってた\\nやつだよ。", + "FELIX_QUEST1_PART3_FELIX5": "このページを見てくれ。", + "FELIX_QUEST1_PART3_FELIX6": "こいつの名前は、クナイニャン。", + "FELIX_QUEST1_PART3_FELIX7": "子どものころに作ったキャラさ。", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "これ、天使の羽?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "なんでネコミミが?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "この子、ニンジャなの?", + "FELIX_QUEST1_PART3_FELIX8": "こいつは、その、[pause]天使と悪魔のあいだに生まれた女の子でさ。\\n地球に迷いこんで、神秘のニンジャの里にひろわれたんだ……", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]マスターは?", + "FELIX_QUEST1_PART3_FELIX9": "21歳になったとき、[pause]こいつは里を出たんだ。\\n4つのエレメントアルターで戦う伝説のクエストで、\\n大陸で最強の戦士としての力を証明するためにな。", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "すごくありふれた設定だね。", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "うわっ、超カッコいいね!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "キミの絵、ここからすごく上達したね……", + "FELIX_QUEST1_PART3_FELIX10": "おれ。中学のころはちょうどアニメにかぶれててさ。\\n[pause]責めないでくれよ!", + "FELIX_QUEST1_PART3_FELIX12": "[wave amp=30 freq=10]子ども時代のヘタクソな絵[/wave]がどうやって現実になったんだか、さっぱり見当もつかないよ。", + "FELIX_QUEST1_PART3_FELIX11": "この状況がどれだけダサいかくらい、はっきりわかってるさ!", + "FELIX_QUEST1_PART3_FELIX13": "でも、クナイニャンがこの世界に実在するんなら……\\n[pause]あいつを見つけなきゃ。", + "FELIX_QUEST1_PART3_FELIX14": "この現象の真相を探らないと。", + "FELIX_QUEST1_PART4_KUNEKO1": "……", + "FELIX_QUEST1_PART4_FELIX3": "さっき助けてくれたよな……[pause]おれのこと、わかるのか?", + "FELIX_QUEST1_PART4_FELIX2": "おっと。[pause]早いお出ましだな。", + "FELIX_QUEST1_PART4_KUNEKO4": "あ、あなたとは会ったことないニャンけど、強いつながりを\\n感じたニャン……", + "FELIX_QUEST1_PART4_FELIX5": "ああ、うん、そうだろうな。", + "FELIX_QUEST1_PART4_KUNEKO7": "えっ……", + "FELIX_QUEST1_PART4_FELIX6": "だって、おれがおまえを創ったんだから。", + "FELIX_QUEST1_PART4_FELIX12": "「創り手サマ」なんて呼ばなくていいって。", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]お願い、許してくださいニャン!!![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "気づかなくて[wave amp=30 freq=10]ホントにごめんなさいニャン[/wave]、\\n創り手サマ!", + "FELIX_QUEST1_PART4_KUNEKO10": "クナイニャンは少し前、創り手サマと最初にお会いした草原で\\n目が覚めたニャン。[pause]口から出てきた名前と心にあるクエストの\\nこと以外、なにも思い出せなかったんですニャン。", + "FELIX_QUEST1_PART4_KUNEKO11": "ほかの記憶はないんですニャン、創り手サマ。", + "FELIX_QUEST1_PART4_KUNEKO13": "だったら、[pause]お父サマはどうですニャン?", + "FELIX_QUEST1_PART4_FELIX14": "それは、[pause]あー、[pause]あんまりよくないな。", + "FELIX_QUEST1_PART4_FELIX16": "ダメ。", + "FELIX_QUEST1_PART4_KUNEKO17": "・[pause]・[pause]・[pause]パパ?", + "FELIX_QUEST1_PART4_FELIX18": "それは、絶対に、ダメだ。", + "FELIX_QUEST1_PART4_FELIX19": "シンプルに……[pause]フェリックスって呼んでくれよ。", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "クナイニャン、クエストって言った?", + "FELIX_QUEST1_PART4_KUNEKO20": "クナイニャンはこの地にある4つの\\nエレメントアルターを見つけて、それを守護する\\nビーストをたおさないといけないのニャン。", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "キミのクエストって、なに?", + "FELIX_QUEST1_PART4_KUNEKO21": "そうしないと、クナイニャンの力は証明されないのニャン!", + "FELIX_QUEST1_PART4_FELIX23": "クナイニャン、その「クエスト」、いかないほうがいいかも\\nしれないぞ。実在しないんだから……[pause]お前の設定は、おれが\\n[wave amp=30 freq=10]でっちあげた[/wave]んだ。", + "FELIX_QUEST1_PART4_FELIX22": "ああもう、もっとマシな話を思いつけなかったのか、おれは?", + "FELIX_QUEST1_PART4_FELIX24": "それに、言うまでもないけど、ニューウィラル島の生き物は\\nすごく危険だしな。", + "FELIX_QUEST1_PART4_KUNEKO25": "クナイニャンのこと、力不足だと思ってるのは\\n知ってますニャン、創り手サマ……", + "FELIX_QUEST1_PART4_KUNEKO26": "だからこそ、クナイニャンは自分の力を\\n[wave amp=30 freq=10]証明するしかない[/wave]ですニャン!", + "FELIX_QUEST1_PART4_FELIX25": "これって……[pause]すごくヘンな感じだ。\\n[pause]きみだってそう思うよな? [pause]思うだろ?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "うん、かなりヘンだよ。", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "この島のほかの物と同じくらいヘンだね。", + "FELIX_QUEST1_PART4_FELIX26": "子どものころには、もっと恥ずかしくないキャラだって\\n創ったのに。[pause]なんであいつなんだ?", + "FELIX_QUEST1_PART4_FELIX27": "なんにせよ、[pause]おれが創ったってだけの理由であいつが\\nここにいるんなら、なにかしら責任を感じる気がするな。", + "FELIX_QUEST1_PART4_FELIX28": "4つの「エレメントアルター」を見つけて、\\nあいつが危険に飛びこまないようにしてやらなきゃ。", + "FELIX_QUEST2_ALTAR1_FELIX1": "このアルター、マジで本物みたいだ。[pause]なるほどな。", + "FELIX_QUEST1_PART4_FELIX29": "島を探してまわってもいいし、町のみんなに話を聞くのも\\nいいかもな。[pause]やり方はきみにまかせるよ、{player}。", + "FELIX_QUEST2_ALTAR1_FELIX2": "クナイニャン!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "クナイニャンは力を証明しないとですニャン、創り手サマ……", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "このとんがった剣のパワーで……\\n[shake rate=30 level=10]姿を見せるニャン、ガーディアン![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "行くぞ、あいつを助けなきゃ。", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "お手伝いありがとうございますニャン、創り手サマ……", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "でも、次の戦いでは助けなんて[wave amp=30 freq=10]必要ニャい[/wave]ですからね!", + "FELIX_QUEST2_ALTAR1_FELIX8": "あいつ、まだやるつもりらしいな。", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "都合よく同時に輝く太陽と月のパワーによって……", + "FELIX_QUEST2_ALTAR1_FELIX9": "仕方ないや。[pause]残りのアルターも探そう。", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]姿を現すニャン、ガーディアン![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "あいつ、本気で役をやりきってるな。", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "創り手サマ、あなたといっしょに戦うと……", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "力を証明できてる感じがしないですニャン……", + "FELIX_QUEST2_ALTAR2_FELIX6": "まあ別に、たいしたことないからさ……", + "FELIX_QUEST2_ALTAR3_FELIX12": "それは……その……", + "FELIX_QUEST2_ALTAR2_FELIX7": "で……行っちゃったよ。[pause]次のアルターを探さなきゃな。", + "FELIX_QUEST2_ALTAR3_FELIX1": "待て! クナイニャン……", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]正体を現すニャン、ガーディアン![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "炎と氷のパワーによって、この正義への情熱に、熱さと冷たさを同時に加えて……", + "FELIX_QUEST2_ALTAR3_FELIX4": "行くぞ。", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "また助けてくれたニャンね、創り手サマ……", + "FELIX_QUEST2_ALTAR3_FELIX6": "おまえに、自分をキズつけてほしくないんだよ!", + "FELIX_QUEST2_ALTAR3_FELIX7": "わかるだろ……", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause]・[pause]・[pause]・", + "FELIX_QUEST2_ALTAR3_FELIX8": "おれを感心させるために、こんなことする必要ないんだ。", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "あなたの本心はわかってますニャン、[pause]創り手サマ。", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "クナイニャンを創ったのを[shake rate=30 level=10]恥ずかしく[/shake]思ってるの、\\n知ってるニャンから。", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "クナイニャンのクエストは、創り手サマを\\n感心[shake rate=30 level=10]させない[/shake]ですニャンね。", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "クナイニャンを見る、その目つきでわかりますニャン!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "ほんとにね。", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "わかってるニャン、あなたに誇らしく思ってもらうために\\nできることなんて、クナイニャンには\\n[shake rate=30 level=10]ひとつもなかった[/shake]んだニャン!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]ガーディアン、[pause]姿を現すニャン![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "ああ、[pause]うん、ものすごく申し訳なくなってきたぞ。", + "FELIX_QUEST2_ALTAR3_FELIX17": "言いかたが悪かったかもな。", + "FELIX_QUEST2_ALTAR3_FELIX18": "あいつを探して、謝らなきゃ。", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "そうかもね……", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "悪気はなかったんだよね。", + "FELIX_QUEST2_ALTAR3_FELIX19": "きっと、最後のアルターにいるはずだよな。", + "FELIX_QUEST2_ALTAR4_FELIX1": "クナイニャン、[pause]なあ、[pause]あのさ……", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "デッキのカードをシャッフル! 最後の手札をオープン……\\n[pause]ストレートフラッシュだニャン!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "クナイニャンはただの、忘れ去られたアイデアなんだニャン。\\n[pause]そうニャンですよね、[pause][shake rate=30 level=10]創り手サマ[/shake]?", + "FELIX_QUEST2_ALTAR4_FELIX5": "クナイニャン、なあ……", + "FELIX_QUEST2_ALTAR4_FELIX4": "OK、[pause]助けに行くぞ。謝るのはそのあとだ。", + "FELIX_QUEST2_ALTAR4_FELIX12": "ごめんな……\\n[pause]全部おれのせいだ、[pause]{player}……", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "昔は楽しんだけど、[pause]いまはもう\\n[shake rate=30 level=10]捨てちゃった[/shake]アイデアニャンでしょう?", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "覚悟ができたら、戻ってきてクナイニャンと戦うニャン!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "覚悟ができたら、戻ってきてクナイニャンと戦うニャン!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "大地、風、炎と空気のシャイニングパワーで……", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "覚悟ができたら、戻ってきてクナイニャンと戦うニャン!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]真のクナイニャンをお見せするニャン!!![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "あいつ……[pause][pause]自分の中の、4つのエレメントと融合して……", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "まだ、クナイニャンは\\n恥ずかしいですかニャン、[pause]創り手サマ?", + "FELIX_QUEST2_ALTAR4_FELIX13": "生きたいよ。そしたら、間違いを正せるから……\\n[pause]おれが望むのは、それだけだ……", + "FELIX_QUEST2_ALTAR4_FELIX15": "クナイニャン……[pause]本当にごめんな。", + "FELIX_QUEST2_ALTAR4_FELIX14": "がんばろう。[pause]おれたち2人でやれば、間違いは正せるさ!", + "FELIX_QUEST2_ALTAR4_FELIX16": "おまえのことも、思春期のころに創ったほかのアイデアの\\nことも、おれはみんな、恥ずかしいと思ってたんだ。", + "FELIX_QUEST2_ALTAR4_FELIX17": "だけど、だれだって最初はそういうものなんだ。\\nおまえを思いつかなかったら、\\nおまえを[wave amp=30 freq=10]描いて[/wave]なかったら……", + "FELIX_QUEST2_ALTAR4_FELIX18": "今日の、作家になってるおれはいなかったんだよ。", + "FELIX_QUEST2_ALTAR4_FELIX19": "おまえが存在しないフリなんて、しちゃいけなかったんだ。\\nおまえと、おまえが作家としてのおれにとってどういう意味を\\n持つのかってことを、受け入れないとな。", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "そ、それは本当ですかニャン?", + "FELIX_QUEST2_ALTAR4_FELIX21": "本当さ。[pause]それに、おまえはいまでもすごくカッコいいよ。", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]創り手サマ~~~!!![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX23": "わかった、わかったから。[pause]ちょっと落ちつけよ。", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "じゃなくて、[pause]殺そうとしちゃってごめんだニャン、\\n[pause]「フェリックス」。", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "殺そうとしちゃってごめんニャさいですニャン、創り手サマ……", + "FELIX_QUEST2_ALTAR4_FELIX27": "クナイニャン、教えてほしいんだが……", + "FELIX_QUEST2_ALTAR4_FELIX26": "気にするなよ! 全部許すからさ。", + "FELIX_QUEST2_ALTAR4_FELIX28": "おまえ、どうやって[wave amp=30 freq=10]本物[/wave]になったんだ? \\nそれがわからなくてさ。", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "……クナイニャンには、わからないニャン!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "なにかを創造したら、それはもうあなたのものじゃないんだ\\nニャン。[pause]アイデアは、ひとりでに変化して成長するニャンから。", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "でも、クナイニャンがそうだって[wave amp=30 freq=10]信じてる[/wave]ことを\\n聞きたいんなら、話すニャン……", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]あなたは[/wave]アーティストだニャン、創り手のフェリックス。\\n[pause]このことは、あなたのほうがよく知ってるハズだニャンよ。", + "FELIX_QUEST2_ALTAR4_FELIX33": "……へえ。なるほどな。", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "これから、どうするの?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "クナイニャンは、2人といっしょに\\nあの小さな町の住人になれるとは思わないニャン……\\n[pause]それは、クナイニャンの行く道じゃないニャン。", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "いまは、本来の自分にならなきゃだニャン! \\n[pause]胸のクリスタルハートの導くところへ、\\nクナイニャンはどこにでも行くんだニャン。", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "キミの使命はこれで終わり?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "元気でね!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "さびしくなっちゃうな!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "ハートがクリスタルなの? そういう表現なの?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "それから……[pause]クナイニャンのパワーをあげるニャン。\\n[pause]これが、いっしょに戦った時間の思い出になると\\nうれしいニャン。", + "FELIX_QUEST2_ALTAR4_FELIX36": "まあ、これでお別れだとしたら、そうだな……", + "FELIX_QUEST2_ALTAR4_FELIX37": "おまえに会えてうれしかったよ、クナイニャン!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "さよならだニャン、[pause]創り手のフェリックス。", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "あなたもニャン、[pause]創り手フェリックスよりも静かな\\nお友だちさん。", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "あなたもニャン、[pause]創り手フェリックスよりも静かな\\nお友だちさん。", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "あなたもニャン、[pause]創り手フェリックスよりも静かな\\nお友だちさん。", + "FELIX_QUEST2_ALTAR4_FELIX42": "……[pause]あいつ、ドラマチックなたとえを言いたいなら、\\nたくさん練習したほうがいいな。", + "FELIX_QUEST2_ALTAR4_FELIX43": "さてと。おもしろい経験だったよ。", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "この思い出が、まるでかがり火みたいに燃えて、\\nクナイニャンたちの[shake rate=30 level=10]進むべき真実の道[/shake]を\\n照らし出しますように、ニャン!", + "FELIX_QUEST2_ALTAR4_FELIX44": "そうだ、話してなかったよな。おれたちが[wave amp=30 freq=10]合体して[/wave]、\\n1体のデカいモンスターになったアレのことをさ。\\nアレは、まあ、新鮮だったよ。", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "「フュージョン」って表現が好きかな。", + "FELIX_CONVO1_FELIX5": "もとの世界に戻ったら、キズも元通りになるのか? \\n気になっちゃうな。", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "すごかったよね!", + "FELIX_QUEST2_ALTAR4_FELIX45": "正直言うと、少し乗り物酔いみたいになっちゃったんだ。\\nでもたぶん、次はうまくやれるさ!", + "FELIX_QUEST2_ALTAR4_FELIX46": "なあ……おれの家に戻ろうよ。そうすればいろいろ話せるだろ。\\n[pause]それに、新しく描きたいスケッチのアイデアもあるし。", + "FELIX_QUEST2_EPILOGUE_FELIX2": "これまで以上に絵を描きたい気分だよ。\\n[pause]新しいキャラを創りたいな……", + "FELIX_QUEST2_EPILOGUE_FELIX1": "今回の冒険で、おれの心には大きな炎が灯ったみたいだ。", + "FELIX_QUEST2_EPILOGUE_FELIX3": "おれは、自分のアートでいい暮らしをしたい。\\nそれに、自分が決めたルールで仕事をしたいんだ。", + "FELIX_QUEST2_EPILOGUE_FELIX4": "だから……[pause]帰る準備はできたと思う。", + "FELIX_QUEST2_EPILOGUE_FELIX5": "きみはそれを探してるんだろ? \\n[pause]もとの世界に帰る道をさ。", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "うん!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "最優先で探してるよ!", + "FELIX_QUEST2_EPILOGUE_FELIX6": "ここから出る方法か……", + "FELIX_QUEST2_EPILOGUE_FELIX8": "それなら、子どものころ創ったキャラが命を持つのだって\\nそうだろ?", + "FELIX_QUEST2_EPILOGUE_FELIX7": "町の人たちはムリだって言うけど……", + "FELIX_QUEST2_EPILOGUE_FELIX9": "方法があるってきみが思うんなら、信じるさ。", + "FELIX_QUEST2_EPILOGUE_FELIX10": "おれも、仲間に入れてくれてかまわないよ。", + "FELIX_QUEST2_EPILOGUE_FELIX11": "ああ、あとひとつだけ。", + "FELIX_QUEST2_EPILOGUE_FELIX12": "これが、さっき描きたいって言ってたスケッチだよ。", + "FELIX_CONVO1_FELIX1": "ちょっとヘンな話を聞くか?", + "FELIX_CONVO1_FELIX2": "おれの二の腕には昔、ここにキズがついてたんだ。\\n子どものころ金網フェンスにたおれこんで、すごく深い\\n切りキズを作っちゃってさ。", + "FELIX_CONVO1_FELIX3": "でも、もうないんだ。[pause]ニューウィラル島についたときから、\\n消えちゃってさ。", + "FELIX_CONVO1_FELIX4": "まあ……[pause]これがどういう意味かはわからないけど……\\n[pause]ただ、面白いと思ったんだ。", + "FELIX_CONVO2_FELIX1": "なあ、バタータルトって食べたことあるか? \\nカナダのお菓子なんだけどさ。", + "FELIX_CONVO2_FELIX2": "おれが作ってあげればいいんだよな! \\n[pause]必要な材料なら、ここでも全部そろえられるはずだ……", + "FELIX_CONVO2_FELIX3": "まあ、[pause]レーズンを手に入れるのはちょっと難しいかもな。でも、おれの意見としては、[pause]ないほうがうまいと思うよ。", + "FELIX_CONVO3_FELIX1": "気づいてるかどうかわからないけど、[pause]ニューウィラル島には、\\nきみやおれみたいに外から来たわけじゃない人たちも多いんだ。", + "FELIX_CONVO3_FELIX2": "そういう人たちは、ここに流れついた人たちの子どもや孫\\nなんだ。[pause]だから、[pause]この島しか知らないんだよ。", + "FELIX_CONVO3_FELIX3": "どんな感じなんだろうな。[pause]知ってるのは自分のふるさと\\nだけなのに、そこによそから迷いこんだ人たちに囲まれて……\\n[pause]自分たちは絶対に行けない世界の話を聞いて育つのはさ。", + "FELIX_CONVO3_FELIX4": "もしかしたらおれたちと同じように、\\nこの島に閉じこめられてるって感じるのかもしれないな。", + "FELIX_CONVO4_FELIX2": "ヘンかな? [pause]だってほら、[pause]おれが育った町には、\\nモンスターなんていなかったわけだろ。", + "FELIX_CONVO4_FELIX1": "この島にいると、ふるさとの町にいたころを思い出すよ。", + "FELIX_CONVO4_FELIX3": "でも、引っ越したい、逃げ出したいって強く望む気持ちが\\nあるのに、[pause]それができないって感じが、似ててさ……", + "FELIX_CONVO4_FELIX4": "きみやほかの人たちと人づきあいをするのがイヤだ、とは\\n言わないけど……", + "FELIX_CONVO4_FELIX5": "でも、ここの外には広い世界がある。[pause]たくさんの違う世界が\\nある。[pause]それがわかったんだ。[pause]だから、できるかぎり\\n見てみたいなって思うのさ。", + "FELIX_CONVO5_FELIX2": "オタクな創作者のオリキャラとして人生を生きるのって、絶対にヘンな感じだぞ。", + "FELIX_CONVO5_FELIX1": "クナイニャンが元気だといいなあ。", + "FELIX_CONVO5_FELIX3": "待った! [pause]もしおれたちが[wave amp=30 freq=10]全員[/wave]、あいつと同じように、\\nだれかに創作されたオリキャラだったらどうしよう?", + "FELIX_CONVO5_FELIX4": "……[pause]いや、それは考えすぎかな。", + "FELIX_CONVO6_FELIX1": "ここに来る前は、[pause]次につきあう恋人とは、こんなに何度も\\nたき火を囲むことになるだなんて全然思わなかったな。", + "FELIX_CONVO7_FELIX6": "それって……\\n[pause]考えてみると、すごく感動的なことだと思うんだよな。", + "FELIX_CONVO6_FELIX2": "人生ってほんと、ときどき予想してなかったものをこっちに\\n放り投げてくるよ。[pause]そうだろ?", + "FELIX_CONVO6_FELIX3": "文句を言ってるんじゃないんだ。\\n[pause]きみとキャンプするのは好きだからさ。", + "FELIX_CONVO7_FELIX1": "ハーバータウンでの暮らしから、いくつか役に立つ教訓を\\n学べたかもしれないな。", + "FELIX_CONVO7_FELIX2": "つまりさ、[pause]ここは、せわしない夜のにぎやかさは全然ない町\\nなんだけど……", + "FELIX_CONVO7_FELIX3": "町全体がお互いを信じあってるから、置いていかれる人は\\nだれもいない。", + "FELIX_CONVO7_FELIX4": "食料はみんなに行きわたるだけあるけど、ムダにできるほど\\n多くはない。", + "FELIX_CONVO7_FELIX5": "人間の文明からは切りはなされてるけど、\\n[pause]それでもなんとかやっていけてる。", + "FELIX_CONVO8_FELIX1": "だってさ、[pause]モンスターでいっぱいの島に流れついて、\\n友だちとも家族とも会えないなんて……", + "FELIX_CONVO8_FELIX2": "そんなの、想像もできない状況だろ……\\n[pause]なのに、おれはうまく折り合いをつけられてるんだ。", + "FELIX_CONVO9_FELIX1": "いま、新しいゾートのストーリーに取り組んでるんだけどさ……[pause]すごくうまくいってると思うんだよ。", + "FELIX_CONVO8_FELIX3": "たとえ世界が終わろうとしてても、おれたちはそれを切り抜ける方法を見つけるんじゃないかな。[pause]そう思わないか?", + "FELIX_CONVO8_FELIX4": "人間って、そういう意味ではヘンだよな。\\n[pause]おれも含めてさ。", + "FELIX_CONVO9_FELIX2": "だけど、できるかぎり最高のストーリーにしないと。だって、\\n次のチャンスはあるかどうかわからないからな。", + "FELIX_CONVO9_FELIX2_OPTION1": "どういう意味?", + "FELIX_CONVO9_FELIX3": "だって、わからないだろ! [pause]絵の腕がにぶるかもしれないし、\\nこことはべつの島に閉じこめられるかもしれない。\\n[pause]世界が終わる可能性だってあるんだ。", + "FELIX_CONVO9_FELIX2_OPTION2": "次がないなんてこと、あるの?", + "FELIX_CONVO9_FELIX4": "製作中の作品は、これが最後の作品になるかもって思って\\n作ろうと心がけてるんだ。そうすれば、世界に残る永遠の傑作ができるかもしれないからな。", + "FELIX_CONVO9_FELIX5": "だって、[wave amp=30 freq=10]そうはならない[/wave]、なんて言い切れないだろ。", + "FELIX_CONVO10_FELIX1": "いまちょうど、創作の波に乗れてるって感じだ。\\nすごく気分がいいよ!", + "FELIX_CONVO19_FELIX2": "じゃあ、きみの世界には「ゾートストリップ」はないんだな? \\n[pause]でも、「コミック」って呼ばれるものはあって、きみはゾートがそれに近いって思うわけだ。", + "FELIX_CONVO10_FELIX1_OPTION1": "キミって陽気だよね!", + "FELIX_CONVO10_FELIX1_OPTION2": "キミっていつも機嫌がいいよね!", + "FELIX_CONVO10_FELIX2": "へえ……ほんとにそう思うか?", + "FELIX_CONVO10_FELIX3": "おれは、ものごとのいい面を見るように[wave amp=30 freq=10]努力してる[/wave]んだよ。", + "FELIX_CONVO10_FELIX5": "それに、いじわるな気持ちじゃ、やる気はそう長くつづかない\\nからな。[pause]おれは、がんばって人生の明るい面を見るように\\nしてるのさ。", + "FELIX_CONVO10_FELIX4": "仕事をやめたあとのおれは、とても怒りっぽかったんだ。\\nひどい経験をすると、人は簡単に性格が悪くなるんだよ。", + "FELIX_CONVO10_FELIX6": "それに、この島は、真面目に受け止めてなやむにしては\\nヘンテコすぎるだろ。くよくよすることになんの意味が\\nあるんだ?", + "FELIX_CONVO11_FELIX2": "描いたスケッチって、全部持ち帰れるかな? \\n物もゲートをくぐれるのか? そうだったらいいなあ!", + "FELIX_CONVO11_FELIX1": "あの大きなゲートで本当にニューウィラル島から出られるなら、荷づくりについて考えなきゃいけないかもな。", + "FELIX_CONVO12_FELIX1": "列車のてっぺんの決戦はさ、マジでカッコよかったよな。", + "FELIX_CONVO12_FELIX2": "おれ、「大天使」についてわかってる情報を全部、\\n少しずつ分析しようとしてるんだ。", + "FELIX_CONVO12_FELIX3": "あの頭が三角のやつ―アレフは、おれからすると\\n[wave amp=30 freq=10]めちゃくちゃ重要な[/wave]情報をしゃべってたよ。", + "FELIX_CONVO12_FELIX4": "あいつはこう言ってた。人間は自分たちのあいだで広く流行\\nしてる考えから、あいつらを「具現化」させるって。そして\\nあいつらは、お返しに人間の世界にやってきて、自分たちの\\nもとになった空想を実現する。", + "FELIX_CONVO12_FELIX5": "これ、本当なのかな? アレフは太古の昔におれたちの世界を\\n[wave amp=30 freq=10]訪れてた[/wave]んだと思うか? おれたちの中には\\n[wave amp=30 freq=10]違う世界から[/wave]来てる人だっているのに、いったい\\nどういう仕組みになってるんだろう?", + "FELIX_CONVO12_FELIX6": "人類の本当の役割は、アイデアを思いついたりあれこれ\\n想像したりすることで、そうやって考えたことがほかの世界で\\n[wave amp=30 freq=10]現実[/wave]になるのか? それとも、これはおれの考えすぎかな?", + "FELIX_CONVO12_FELIX7": "こんなの、頭がくらくらしてこないか?", + "FELIX_CONVO12_FELIX7_OPTION1": "キミが推理の達人だなんて、知らなかった!", + "FELIX_CONVO12_FELIX8": "この件については、状況をつかんでおくのがめちゃくちゃ\\n重要だなって気がしたんだよ。", + "FELIX_CONVO12_FELIX7_OPTION2": "キミがずっと考えてたの、気づかなかった!", + "FELIX_CONVO13_FELIX1.n": "なあ……レンジャーキャプテンへの昇格おめでとう、\\n{player}!", + "FELIX_CONVO13_FELIX1.m": "なあ……レンジャーキャプテンへの昇格おめでとう、\\n{player}!", + "FELIX_CONVO12_FELIX9": "だってさ……こういうことって、いつかストーリーのネタに\\n使えるかもしれないだろ!", + "FELIX_CONVO13_FELIX2": "これからは、仕事がたくさん増えるだろうな。それでも、\\nヒマな時間があればいっしょに出かけてくれるとうれしいよ!", + "FELIX_CONVO13_FELIX1.f": "なあ……レンジャーキャプテンへの昇格おめでとう、\\n{player}!", + "FELIX_CONVO13_FELIX2_OPTION1": "もちろんだよ!", + "FELIX_CONVO13_FELIX2_OPTION2": "そうしたいね!", + "FELIX_CONVO13_FELIX3": "へへ。そうしたいよな。", + "FELIX_CONVO14_FELIX1_OPTION1": "そうなの?", + "FELIX_CONVO14_FELIX1": "そうだ、[pause]なにがあったか聞いたよ。きみと、ケイリーと、\\n妙なカルト団の連中の話をさ。", + "FELIX_CONVO14_FELIX1_OPTION2": "ああ、その話ね……", + "FELIX_CONVO14_FELIX2": "カルト団のカリスマリーダーが、大天使のパワーを\\n手に入れたがってたとかなんとか。合ってるか?", + "FELIX_CONVO14_FELIX2_OPTION1": "そんなとこかな。", + "FELIX_CONVO14_FELIX2_OPTION2": "ざっくり言うと、そうなるね。", + "FELIX_CONVO14_FELIX3": "カルト団の人たちがみんな大丈夫だといいけどな。\\nそういうことを乗りこえるのはラクじゃないから。\\n[wave amp=30 freq=10]特に[/wave]、このニューウィラル島ではさ。", + "FELIX_CONVO15_FELIX1": "このへんのモンスターたちは、火を怖がるのかな? \\n気づいたんだけどさ、あいつらってキャンプしてるあいだは\\n攻撃してこないみたいだ。", + "FELIX_CONVO15_FELIX2": "それか、もしかすると……", + "FELIX_CONVO15_FELIX3": "休んでる人間を攻撃するのは、モンスターのあいだじゃ\\nエチケット違反になるのかもな!", + "FELIX_CONVO16_FELIX2": "その人はこの島で生まれ育ってるから、ほかの場所を\\n知らないんだ。その人の親は、ここに流れついたあとに\\n出会った人たちだったんだってさ。", + "FELIX_CONVO16_FELIX1": "最近、レンジャーキャプテンのひとりに聞かれたんだ。\\nこの島に「着陸」する前は、どんな暮らしをしてたんだって。", + "FELIX_CONVO16_FELIX3": "その人、鉄道とか、ショッピングモールとか、スポーツチームのことなんかを知りたがってたよ……", + "FELIX_CONVO16_FELIX4": "そういう基本的なことを知らずに育つ人がいるかもしれない\\nなんて、考えたことなかった。", + "FELIX_CONVO17_FELIX1": "温まれるものがたき火しかないところにいるとさ……\\nサマーキャンプを思い出すよ!", + "FELIX_CONVO16_FELIX5": "ここでの暮らしは単純だと思うけど、それでも人は幸せに\\n育つことができるんだと思うな。", + "FELIX_CONVO17_FELIX2": "……というか、思い出しそうだよ。行ったことがあればな。\\n[pause]サマーキャンプ、行ったことないんだ。", + "FELIX_CONVO19_FELIX2_OPTION1": "そうそう!", + "FELIX_CONVO18_FELIX1": "なあ、いつかきみの絵を描かせてくれよ! 人物画は、\\nアーティストが絵をマスターするうえで重要なスキルなんだ。", + "FELIX_CONVO17_FELIX3": "でもこれって、子どものころに[wave amp=30 freq=10]想像してた[/wave]サマーキャンプに\\nだいぶ近いよ。……だから、満足してる。", + "FELIX_CONVO18_FELIX2": "人の体は、正しく描くのがすごく難しいんだよ。", + "FELIX_CONVO18_FELIX3": "特に手が大変なんだ。いまでも、手を描くときは苦労するよ。", + "FELIX_CONVO19_FELIX1": "さてと、話を整理したいんだけど……", + "FELIX_CONVO19_FELIX3": "でも、きみが言う「コミック」は、絵が[wave amp=30 freq=10]動かない[/wave]やつ\\nなんだよな? ただ紙に絵が印刷されてて、人はそれを\\n[wave amp=30 freq=10]見るだけ[/wave]なのか?", + "FELIX_CONVO19_FELIX2_OPTION2": "たぶん、それで合ってるよ。", + "FELIX_CONVO19_FELIX4": "おれからすると、ものすごくヘンな感じだ。\\nでも、きみを信じるよ!", + "FELIX_CONVO20_FELIX1": "この島のモンスターについて、もっとノートに記録するように\\nしたほうがいいのかもな。", + "FELIX_SOCIAL1_FELIX2": "おれ、あの冒険で心に炎が灯ったって言っただろ。覚えてるか?", + "FELIX_CONVO20_FELIX2": "もとの世界に帰れた場合は、そのノートを、自分が本当に\\nモンスターの住んでる島にいたって証拠にできるかも\\nしれないからな。", + "FELIX_CONVO20_FELIX3": "まあ、[wave amp=30 freq=10]ほかの人[/wave]がおれを信じてくれる可能性は\\nほとんどないだろうけどさ。", + "FELIX_SOCIAL1_FELIX1": "なあ、クナイニャンにお別れを言ったあとにさ……", + "FELIX_SOCIAL1_FELIX2_OPTION1": "うん!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "えっと、たぶん。", + "FELIX_SOCIAL1_FELIX3": "その、ここに不時着する前のおれは、作品が\\nワンパターンになってることになやんでたんだ。", + "FELIX_SOCIAL1_FELIX5": "責任者ではなかったけど、[pause]それでも、[pause]作品は\\n自分の子どもみたいなものだった。[pause]わかるかな? \\n自分の血と汗を注ぎこまなきゃ、作品は生まれないからな。", + "FELIX_SOCIAL1_FELIX4": "おれは長いこと、ゾートの作品を作る会社で働いてた。\\n[pause]美術も脚本も、まるごと製作してるところでね。", + "FELIX_SOCIAL1_FELIX6": "上司たちがおれの仕事に気づいて、評価してくれる日を\\nずっと待ってたよ。けど、そんな日は来なかったんだ。", + "FELIX_SOCIAL1_FELIX7": "代わりに、社内をあちこち移動させられたよ。しかも、おれが\\n長年やってきた、ストーリーやキャラに関わる部門から\\n遠ざけられちゃったんだ。", + "FELIX_SOCIAL1_FELIX8": "そのうえ会社は、おれの能力に見合う給料を、絶対に払って\\nくれなかった。", + "FELIX_SOCIAL1_FELIX9": "だから……最終的には会社をやめて、自分で作品を作ろうと\\nしたんだ。", + "FELIX_SOCIAL1_FELIX9_OPTION1": "それはよかったね!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "会社は損したね!", + "FELIX_SOCIAL1_FELIX10": "へへ、ありがとう。うれしいよ。", + "FELIX_SOCIAL1_FELIX11": "でも、前の仕事がしんどかったせいで、作品を作るのに必要な\\n心がまえをもう一度持つのが難しくなってたんだ。", + "FELIX_SOCIAL2_FELIX4": "おれにわかるのは、この島のカセットプレーヤーはただの\\nふつうで時代遅れなカセットプレーヤーだってことさ。\\n昔、じいちゃんが似たようなのを持ってたよ。", + "FELIX_SOCIAL1_FELIX12": "だからおれは、自分がニューウィラル島に来たのには、\\nなにか理由があるような気がするのさ。", + "FELIX_SOCIAL1_FELIX13": "聞いてくれてありがとな、{player}。", + "FELIX_SOCIAL1_FELIX14": "いっしょにフュージョンしてスーパーなモンスターになった\\nおかげで、きみと話すのがラクになった気がするな。", + "FELIX_SOCIAL1_FELIX14_OPTION1": "うん、あれはホントにすごかったよね!", + "FELIX_SOCIAL1_FELIX15": "へへ。", + "FELIX_SOCIAL1_FELIX14_OPTION2": "フュージョンは人と人をつなぐんだよ!", + "FELIX_SOCIAL1_FELIX17": "それじゃあ、またホネ折り仕事に戻らないか?", + "FELIX_SOCIAL1_FELIX16": "それはともかく、出口が見つかるまでは帰れないんだよな。", + "FELIX_SOCIAL2_FELIX1_OPTION1": "どういう意味?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "どんなふうに?", + "FELIX_SOCIAL2_FELIX2": "たとえば、そうだな。モンスターを記録するカセットテープっていうのは……どうして、そんなことができるんだと思う?", + "FELIX_SOCIAL2_FELIX1": "世界が違うと、アレも違うのかな……\\n[pause]ほら、世界の基本原則とかもさ。", + "FELIX_SOCIAL2_FELIX2_OPTION1": "スゴい科学で開発されたからだと思う。", + "FELIX_SOCIAL2_FELIX2_OPTION2": "魔法がかかってるからだと思う。", + "FELIX_SOCIAL2_FELIX2_OPTION3": "わかんないよ!", + "FELIX_SOCIAL2_FELIX3A": "おれもそう思ってたんだ……[pause]だから、メレディスに\\n中を見てほしいって頼んだのさ。[pause]で、見たところ、\\n中身は完全にふつうだったよ。", + "FELIX_SOCIAL2_FELIX3B": "つまり、ここじゃ魔法が実在するってことか? \\n[pause]魔法使いが飛びまわって呪文をとなえあってるところなんて、\\n見たことないけどな。", + "FELIX_SOCIAL4_FELIX5.n": "このキャラは「アウトサイダー」……[pause]こいつは、ひすいの剣士に\\n挑むため、遠い国から旅してきた騎士なのさ。", + "FELIX_SOCIAL2_FELIX3C": "おれもそうさ。", + "FELIX_SOCIAL2_FELIX5": "聞いた話だと、カセットプレーヤーは数年前に、\\nレンジャーたちが廃墟になったモールで発見したらしい。\\nほら、物資の供給源になってるあそこさ。", + "FELIX_SOCIAL2_FELIX6": "だからきみに聞いたんだよ。\\n世界が違うと、基本原則も違うと思うかって。", + "FELIX_SOCIAL2_FELIX8": "これ、すごいアイデアだな! \\n絶対、自分のストーリーで使うぞ……", + "FELIX_SOCIAL2_FELIX7": "おれたちの世界にある平凡なものも、こっちでは違う\\n「基本原則」を持ってるのかもしれないな。", + "FELIX_SOCIAL2_FELIX8_OPTION1": "自分のストーリー?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "どういう意味?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "新しい話を作ってるの?", + "FELIX_SOCIAL2_FELIX9": "ああ、まだ大したことないよ……\\nいまは、アイデアをこねくりまわしてるだけなんだ。", + "FELIX_SOCIAL2_FELIX11": "冒険に戻ったほうがよさそうだ……\\nそうすれば、もっとアイデアがわいてくるからな。確実にね。", + "FELIX_SOCIAL2_FELIX10": "内容がもっとしっかりしてきたら知らせるからさ。", + "FELIX_SOCIAL3_FELIX1": "クナイニャンが言ってたこと、ずっと考えてたんだ。", + "FELIX_SOCIAL3_FELIX3": "ニューウィラル島のモンスターたちについて、ずっと\\n気になってたことがあるんだ。とある理由があって、\\nいままで口に出せなかったんだけどな。", + "FELIX_SOCIAL3_FELIX2": "例の、アイデアが自分で成長するって話さ。\\n考えさせられちゃうよな……", + "FELIX_SOCIAL3_FELIX3_OPTION1": "モンスターがどうしたの?", + "FELIX_SOCIAL3_FELIX6": "そういうプロセスがほんとにありえるなら、精密な科学って\\nことにはならないんだろうな。カオスで、[pause]予測不可能なしくみ\\nなのかもしれない。", + "FELIX_SOCIAL3_FELIX4": "ここのモンスターには、工事用パイロンを背負ったやつとか、\\n体がゴミ箱のやつとか、頭がテレビのやつとかがいるだろ……", + "FELIX_SOCIAL3_FELIX5": "あんな感じで、おれたちが考えてるイメージや作り話が、\\nほかの世界で物理的に具現化できるほど広がることって\\nあると思うか?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "すごくファンタジーっぽい話だね。", + "FELIX_SOCIAL3_FELIX5_OPTION2": "そのアイデア、いいね!", + "FELIX_SOCIAL3_FELIX7": "イメージや概念は、変わった結果を生み出すために組み合わせ\\nられるのかもな。それに、現実として具現化するアイデアは、\\n必ずしも広く知られてるものじゃなくていいのかもしれない。", + "FELIX_SOCIAL3_FELIX9": "この世界のこと、ちょっとわかりはじめた気がするよ。", + "FELIX_SOCIAL3_FELIX8": "カナダのオタクが子ども時代にエンピツで描いたスケッチさえ\\nあればいいんだ、ってこともありえるのかもな。", + "FELIX_SOCIAL3_FELIX10": "すごいよなあ。[pause]それじゃ、話はこのへんにしようか。", + "FELIX_SOCIAL4_FELIX1": "なあ、{player}。", + "FELIX_SOCIAL4_FELIX12.f": "おれがキャラに結末を押しつけるのはムリなんだ。\\nアウトサイダーの決断は、こいつ自身が決めるのさ。", + "FELIX_SOCIAL4_FELIX2": "見せたいものがあるんだ……\\nちょっと、おれの家に来てくれないか?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "もちろん!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "えっと、あとで。", + "FELIX_SOCIAL4_FELIX_NO": "いいよ、大丈夫。じゃあ、また今度な。", + "FELIX_SOCIAL4_FELIX3": "気に入ってもらえるといいなあ!", + "FELIX_SOCIAL4_FELIX4.m": "よし、準備はできてるか?", + "FELIX_SOCIAL4_FELIX5.m": "このキャラは「アウトサイダー」……[pause]彼は、ひすいの剣士に\\n挑むため、遠い国から旅してきた騎士なのさ。", + "FELIX_SOCIAL4_FELIX4.n": "よし、準備はできてるか?", + "FELIX_SOCIAL4_FELIX4.f": "よし、準備はできてるか?", + "FELIX_SOCIAL4_FELIX6.m": "それで、ひすいの剣士っていうのは、大昔に滅びた文明で\\n作られた不死身の機械なんだ。こいつはアウトサイダーに\\n戦いを挑み、そして勝ってしまう。", + "FELIX_SOCIAL4_FELIX5.f": "このキャラは「アウトサイダー」……[pause]彼女は、ひすいの剣士に\\n挑むため、遠い国から旅してきた騎士なのさ。", + "FELIX_SOCIAL4_FELIX7.m": "アウトサイダーは自分の剣を杖がわりに体を支え、\\nひすいの剣士の砦まで旅して、死刑にならなくちゃいけない。\\nじゃないと、剣士がアウトサイダーの国を滅ぼしてしまうんだ。", + "FELIX_SOCIAL4_FELIX6.f": "それで、ひすいの剣士っていうのは、大昔に滅びた文明で\\n作られた不死身の機械なんだ。こいつはアウトサイダーに\\n戦いを挑み、そして勝ってしまう。", + "FELIX_SOCIAL4_FELIX6.n": "それで、ひすいの剣士っていうのは、大昔に滅びた文明で\\n作られた不死身の機械なんだ。こいつはアウトサイダーに\\n戦いを挑み、そして勝ってしまう。", + "FELIX_SOCIAL4_FELIX7.f": "アウトサイダーは自分の剣を杖がわりに体を支え、\\nひすいの剣士の砦まで旅して、死刑にならなくちゃいけない。\\nじゃないと、剣士がアウトサイダーの国を滅ぼしてしまうんだ。", + "FELIX_SOCIAL4_FELIX7.n": "アウトサイダーは自分の剣を杖がわりに体を支え、\\nひすいの剣士の砦まで旅して、死刑にならなくちゃいけない。\\nじゃないと、剣士がアウトサイダーの国を滅ぼしてしまうんだ。", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "そんなの、かわいそうだよ!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "そんなの、かわいそうだよ!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "アウトサイダーにはなにもできないのの?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "そんなの、かわいそうだよ!", + "FELIX_SOCIAL4_FELIX8.m": "アウトサイダーは無口だけど、頭の回転が速くて\\n意志が固いんだ。彼はきっと、簡単には運命に屈しないよ。", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "アウトサイダーにはなにもできないのの?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "アウトサイダーにはなにもできないのの?", + "FELIX_SOCIAL4_FELIX8.f": "アウトサイダーは無口だけど、頭の回転が速くて\\n意志が固いんだ。彼女はきっと、簡単には運命に屈しないよ。", + "FELIX_SOCIAL4_FELIX8.n": "アウトサイダーは無口だけど、頭の回転が速くて\\n意志が固いんだ。きっと、簡単には運命に屈しないよ。", + "FELIX_SOCIAL4_FELIX9": "このストーリーは「ガウェイン卿と緑の騎士」っていう\\n中世の騎士物語のざっくりしたアレンジなんだ。原作では、\\nアーサー王に仕える騎士が同じような旅をするんだよ。", + "FELIX_SOCIAL4_FELIX10": "おれのバージョンがどんな結末になるのかは、まだわからない\\nけど……[pause]この物語がおれをどこへ連れていってくれるのか、\\n見守ってやらないとな。", + "FELIX_SOCIAL4_FELIX11": "ええと、おれはキャラクターを創るけど、\\n物語がどう転ぶかを決めるのは[wave amp=30 freq=10]キャラクター自身[/wave]なんだよ。", + "FELIX_SOCIAL4_FELIX10_OPTION1": "物語がキミを連れていくの?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "思い通りにコントロールしないの?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "直接デートにさそえばラクだったのに。", + "FELIX_SOCIAL4_FELIX12.m": "おれがキャラに結末を押しつけるのはムリなんだ。\\nアウトサイダーの決断は、こいつ自身が決めるのさ。", + "FELIX_SOCIAL4_FELIX13": "それから、きみがね。おれにアイデアをくれたのは\\nきみなんだから。", + "FELIX_SOCIAL4_FELIX12.n": "おれがキャラに結末を押しつけるのはムリなんだ。\\nアウトサイダーの決断は、こいつ自身が決めるのさ。", + "FELIX_SOCIAL4_FELIX13_OPTION1": "ええっ?!", + "FELIX_SOCIAL4_FELIX15.f": "アウトサイダーは意志が強い、遠い国から来た\\n旅するヒーローで、バッドエンドになる運命と戦うんだぞ?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "どういうふうに?", + "FELIX_SOCIAL4_FELIX14": "おいおい……", + "FELIX_SOCIAL4_FELIX15.n": "アウトサイダーは意志が強い、遠い国から来た\\n旅するヒーローで、バッドエンドになる運命と戦うんだぞ?", + "RESTING_DOG_7": "ワンクレーにボールを取ってきてもらおうとしたけど、\\nワンクレーは、そばにいるモンスターのニオイのほうが\\n気になるみたいだ。", + "FELIX_SOCIAL4_FELIX15.m": "アウトサイダーは意志が強い、遠い国から来た\\n旅するヒーローで、バッドエンドになる運命と戦うんだぞ?", + "FELIX_SOCIAL4_FELIX16": "どこからどう見ても{player}だろ。", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "ベストはつくしたよ。どうだった?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "キミってすてきな友だちだね!", + "FELIX_SOCIAL4_FELIX16_OPTION2": "キミ、どうしようもないロマンチストだね。", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "へへ、[pause]気にするなって!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "きみは使命を持ったカッコいい戦士だろ。[pause]いい物語を書くには\\n知ってることを書けって言うからね。だからおれは、\\nいっしょに冒険してくれる、カッコいい自分の相棒を描くのさ。", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "きみは使命を持ったカッコいい戦士だろ。[pause]いい物語を書くには\\n知ってることを書けって言うからね。だからおれは、\\nいっしょに冒険してくれる、カッコいい自分の相棒を描くのさ。", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "きみは使命を持ったカッコいい戦士だろ。[pause]いい物語を書くには\\n知ってることを書けって言うからね。だからおれは、\\nいっしょに冒険してくれる、カッコいい自分の相棒を描くのさ。", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "ストーリーのために描きたいスケッチと、キャラクターの\\nデザインが山ほどあるんだ。[pause]なあ、見てみたいか?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "キミってすごく、かわいいね。", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "その、このゾートの物語は、きみといっしょにすごすための\\n口実に考えたわけじゃないからさ。", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "キミのことは、友だちだと思ってるんだ。", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "おれ、[wave amp=30 freq=10]実際に[/wave]、この物語をもっと書くつもりなんだ。", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "それに、ベストをつくすのは悪くないだろ? \\n[pause]どんなことでも、おれは努力するのが好きなんだよ。", + "FELIX_ROMANCE_FELIX1_OPTION2": "ううん、特になにも!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "キミってほんと、オタクだね。", + "FELIX_ROMANCE_FELIX1.m": "ふだんより無口だな、{player}! \\n考えごとでもしてるのか?", + "FELIX_ROMANCE_FELIX1.f": "ふだんより無口だな、{player}! \\n考えごとでもしてるのか?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "言っただろ、ベストはつくしたんだ。", + "FELIX_ROMANCE_FELIX_NO": "おっと、悪かった。人が自分だけの時間をすごしてるときは、\\nそれを尊重したほうがいいよな。", + "FELIX_ROMANCE_FELIX2": "えっ……", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", + "FELIX_ROMANCE_FELIX1.n": "ふだんより無口だな、{player}! \\n考えごとでもしてるのか?", + "FELIX_ROMANCE_FELIX13": "でも、たとえ最後にはお別れを言わなきゃならなくても……", + "FELIX_ROMANCE_FELIX5": "告白されるほうになるなんて初めてだよ。\\n[pause]こりゃ、予想外だな。", + "FELIX_ROMANCE_FELIX3": "人とつきあったことは何回かあるけど、\\n[pause]でも、正直に言うとさ。", + "FELIX_ROMANCE_FELIX4": "いつもなら、積極的に動くのはおれのほうなんだ。", + "FELIX_ROMANCE_FELIX6": "えっと、そうだ。", + "FELIX_ROMANCE_FELIX7": "返事しなきゃだよな!", + "FELIX_ROMANCE_FELIX8": "答えは「イエス」だよ。[pause]当たり前だろ。", + "FELIX_ROMANCE_FELIX9.f": "ある日おれの生活にあらわれたミステリアスな女の子が、いっしょに\\n戦ってくれて、バトルの中で、おれと文字通り[wave amp=30 freq=10]合体[/wave]まで\\nしちゃったうえに、[pause]そのうえ本人はチャーミングなんだろ?", + "FELIX_ROMANCE_FELIX9.m": "ある日おれの生活にあらわれたミステリアスな男の子が、いっしょに\\n戦ってくれて、バトルの中で、おれと文字通り[wave amp=30 freq=10]合体[/wave]まで\\nしちゃったうえに、[pause]そのうえ本人はチャーミングなんだろ?", + "FELIX_ROMANCE_FELIX9.n": "ある日おれの生活にあらわれたミステリアスな子が、いっしょに\\n戦ってくれて、バトルの中で、おれと文字通り[wave amp=30 freq=10]合体[/wave]まで\\nしちゃったうえに、[pause]そのうえ本人はチャーミングなんだろ?", + "FELIX_ROMANCE_FELIX11": "もとの世界に帰る方法が見つかる可能性は高いよな。\\n[pause]おれたちが帰る世界は、同じじゃないと思う。", + "FELIX_ROMANCE_FELIX10": "「ノー」なんて答えたら、飛びっきりのバカだよ。", + "FELIX_ROMANCE_FELIX12": "きみは「ゾート」って言葉を聞いたことなかったし、\\n[pause]おれも「コミック」なんて知らなかった。", + "VIOLA_UNKNOWN_NAME": "ミステリアスな女性", + "FELIX_ROMANCE_FELIX14": "この物語はきみとわかちあいたいんだ。\\n[pause]それがつづいていくかぎりはね。", + "VIOLA_INTRO1_MEREDITH1": "あーもう、いつも通りじゃん。毎度毎度、なにかが\\nウチらを殺そうとするんだ。そうでしょ?", + "VIOLA_INTRO1_EUGENE1": "敵が多けりゃ、それだけいいトレーニングになるさ。\\n[pause]そうだろ?", + "VIOLA_INTRO1_KAYLEIGH1": "これ、ちょっとマズいんじゃないかな……", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]攻撃されてますぅ![/wave]", + "VIOLA_INTRO1_FELIX1": "……おっと。待ちぶせされちゃったみたいだな。", + "VIOLA_INTRO1_VIOLA2": "この地に情けなどないぞ、見知らぬ者たちよ。", + "VIOLA_QUEST2_PART1_VIOLA6": "もし負担でなければだが、[pause]セバスチャンを見たという場所まで、私を連れていってくれないか?", + "VIOLA_INTRO1_VIOLA3": "さあ……[pause]これで、数の上では怪物どもと互角だな!", + "VIOLA_INTRO1_VIOLA4": "……", + "VIOLA_INTRO1_VIOLA6": "君たちには、このような場所にとどまる理由など\\nないだろうからな。", + "VIOLA_INTRO1_VIOLA5": "あの悪鬼どもが戻る前に、離れたほうがいいぞ……", + "VIOLA_INTRO1_KAYLEIGH7": "せめて、お礼は言わせて! あなたはだれ?", + "VIOLA_INTRO1_MEREDITH7": "イカす帽子じゃん。ところでアンタ、だれ?", + "VIOLA_INTRO1_EUGENE7": "おいおい、[pause]オレたち、もう戦友だろ! \\n[pause]せめて名前は教えてくれよ。", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]とっても勇敢でしたですぅ! ところで、あなたはぁ……?[/wave]", + "VIOLA_INTRO1_FELIX7": "目をみはるくらいハデなバトルだったな。\\n[pause]せめて、名前くらい教えてもらえないか?", + "VIOLA_INTRO1_VIOLA8": "私は、メッサリナ家のヴァイオラだ。", + "VIOLA_INTRO1_VIOLA9": "戦士ではないが、この地ではそのような役目を\\n演じざるを得ないようでね。", + "VIOLA_INTRO1_VIOLA10": "私の背負う重責で、君たちをわずらわせたくないのだ。", + "VIOLA_INTRO1_VIOLA10_OPTION1": "重責って?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "兄弟がいそうな場所はどのあたり?", + "VIOLA_INTRO1_VIOLA11": "……", + "VIOLA_INTRO1_VIOLA10_OPTION2": "なにか使命があるの?", + "VIOLA_INTRO1_VIOLA12": "私は兄弟と共に、海へ投げ出されてね。", + "VIOLA_INTRO1_VIOLA13": "私が溺れていなければ、兄弟もこの海岸へ流れついていたかも\\nしれないな……", + "VIOLA_INTRO1_VIOLA14": "ここ数週間、ずっと兄弟を探しているんだ。親切な人物が、\\nこの興味深い装置を贈ってくれてね。それで自分の身を\\n守っている。", + "VIOLA_INTRO1_VIOLA15": "わが兄弟、セバスチャンの話を聞いてくれるというのなら、\\nここの東にある私のキャンプに来るといい。", + "VIOLA_INTRO1_VIOLA16": "それでは、さらばだ。", + "VIOLA_INTRO2_VIOLA1": "また会ったな。調子はどうだ?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "なんでひとりで旅してるの?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "どうしてそんなふうに話すの?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "また今度!", + "VIOLA_INTRO2_VIOLA2": "わからないんだ。", + "VIOLA_INTRO2_VIOLA3": "セバスチャンは機転がきく。彼もこの地に流れついていると\\nしたら、向こうも私を探しているはずだと信じているよ。", + "VIOLA_INTRO2_VIOLA4": "私はこの地のことも、ここの風習のことも知らないんだ。", + "VIOLA_INTRO2_VIOLA5": "ここの人々は、私からすると奇妙に見えるのでね。\\n身の安全のために、ひとりで旅をしているのさ。", + "VIOLA_INTRO2_VIOLA7": "もしかすると、私が最初に予想していたよりも、\\nこの地は故郷から遠く離れているのかもしれない。", + "VIOLA_INTRO2_VIOLA6": "私から見ると、[pause]興味深い話し方をしているのは\\n君たちのほうだと言えるな。", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]ヴァイオラに……ここで会おうと伝えてくれ……[/wave]", + "VIOLA_INTRO2_VIOLA8": "そうか、では。", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "あれって、ヴァイオラの兄弟かな? \\n彼女に教えてあげなきゃ……", + "VIOLA_QUEST1_PART1_MEREDITH2": "あー、いまの、なんだったの? わかんないや。このこと、\\nヴァイオラに伝えたほうがいいかも。", + "VIOLA_QUEST1_PART1_FELIX2": "この話、どんどんおかしくなってくな。行こう。\\nヴァイオラに会って、彼女の兄弟を見つけたって伝えなきゃ。", + "VIOLA_QUEST1_PART1_EUGENE2": "いまの、めちゃくちゃヘンテコだったよな? \\n行くぞ、ヴァイオラに教えてやらねーと。", + "VIOLA_QUEST2_PART1_VIOLA1": "なんだって……セバスチャンの幻影を見たというのか?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "もちろん!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "えっと、あとで。", + "VIOLA_QUEST2_PART1_VIOLA2": "詳しく教えてくれ。", + "VIOLA_QUEST2_PART1_VIOLA3": "そうか……", + "VIOLA_QUEST2_PART1_VIOLA4": "セバスチャンはまだ生きているのだろうか。\\n[pause]それとも、彼の魂が残っているだけなのか……", + "VIOLA_QUEST2_PART1_VIOLA5": "確かめなくては。{player}……", + "VIOLA_QUEST2_PART1_VIOLA8": "なに、心配する必要はない……[pause]私がついていれば、\\n道中にさしたる危険はないさ。", + "VIOLA_QUEST2_PART1_VIOLA7": "それでは、すぐ出発しよう。", + "VIOLA_QUEST2_PART1_VIOLA_NO": "了解した。では、私はいましばらくとどまろう。", + "VIOLA_QUEST3_PART1_VIOLA1": "ここが、そうなのか?", + "VIOLA_QUEST3_PART1_VIOLA2": "セバスチャン、[pause]もしそこにいるのなら……\\n[pause]私に話しかけてくれ。", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "ここの静けさは、心を不安で満たすかのようだ……\\n君は感じないのか?", + "VIOLA_QUEST3_PART1_VIOLA3": "よし、この場所を調べるぞ。それが終わったらここを去ろう。", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "このような場所にセバスチャンがたどりつくことに\\nなったとは、まったくなんたる悲運だろう……", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "幾月もここで待っていたよ、[wave amp=30 freq=10]メッサリナ家のヴァイオラ[/wave]。", + "VIOLA_QUEST3_PART2_VIOLA1": "セバスチャン?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "この「ロビン・グッドフェロー」が言うことは真実なのか、\\n[pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "来ないのか? [pause]だが、夜祭はまだ、はじまってさえいないのに!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "僕はいま、お前に分けてやりたいほどの喜びに満ちているんだ。", + "VIOLA_QUEST3_PART2_VIOLA4": "……[pause]私はあざむけないぞ、精霊よ。[pause]貴様の手口には乗らない。", + "VIOLA_QUEST3_PART2_VIOLA7": "……", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "おいで、\\nメッサリナ家の ヴァイオラ。\\n\\n中には お前の 家族が いるよ。\\n\\n貴女の 兄弟は 私が\\n預かって いるからね。", + "VIOLA_QUEST3_PART2_VIOLA8": "あの精霊の言葉、ほんの少しは信じよう。[pause]だが、あれが\\nセバスチャンと、[pause]私の名を知っているというのなら……", + "VIOLA_QUEST3_PART2_VIOLA9": "もしかすると、やつの言葉は真実なのかもしれない。", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "この船も、かつては目をみはるほど\\n美しかったのだろうな……", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "私に話しかけてきたあの精霊が……\\nなにを望んでいようと、耳を貸すつもりはない。", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "水が流れこんできたぞ! [pause]急ぐんだ、時間がない!", + "VIOLA_QUEST4_PART1_ROBIN1": "ダンスはいかが、いとこ殿?", + "VIOLA_QUEST4_PART1_VIOLA1": "断る。[pause]貴様は私の親族ではない、精霊よ。", + "VIOLA_QUEST4_PART2_VIOLA1": "ここが、私からセバスチャンを遠ざけている精霊のねぐらに\\n違いあるまい。", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "あれは大天使だと思うな……", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "あれは精霊じゃないと思うよ……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "どうか、静かにして\\nいただけるかな。", + "VIOLA_QUEST4_PART2_VIOLA2": "精霊、妖精、悪魔。私と会うことを望んでいる存在の正体が\\nなんだろうと……", + "VIOLA_QUEST4_PART2_VIOLA3": "この私はひるまないぞ!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "この世は すべて 舞台なのだ……\\n\\nもうじき 劇の 幕が開ける。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "……もっと、ましなものを期待していたのだがな。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "「劇」だと? 貴様はいったい[wave amp=30 freq=10]何者[/wave]なのだ?", + "VIOLA_QUEST4_FUSE_VIOLA3": "われわれが死ぬのは、今日ではない!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "はて、私は ただの\\n陽気な 夜の 放浪者……\\n\\n人呼んで ホブゴブリン、\\n\\nまたの名を パック……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "そして 私と 貴女の 関わりは\\nとても 深いのだよ、\\nメッサリナ家の ヴァイオラ。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "私は、ロビン・グッドフェロー!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "さて 読んでみよう……\\n\\n645ページ……「十二夜」", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "これは 船の残骸から\\n見つけた 本だ。\\n\\n興味深い 読み物だよ。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "これは 船の難破で 未知の土地へ\\n流れついた 令嬢、\\nメッサリナ家の ヴァイオラを\\nめぐる 喜劇だ。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "なにを、言っているんだ……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "あった、私は ここだ。\\n\\n365ページ……「夏の夜の夢」", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "貴女の 物語が\\nそれを 必要と しないかぎり\\n貴女の 兄弟は 見つからない。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "これは 妖精の王 オベロンと 女王\\nティターニア、トリックスターの\\nロビン・グッドフェローが\\n登場する 妖精たちの 物語だ。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "愛しい ヴァイオラ……\\n貴女と私は なんだと思う?\\n\\n我々は ある劇作家……\\nウィリアム・シェイクスピア氏が\\nこしらえた 単なる\\n創作物に すぎないのだよ。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "我々の 物語は\\n自らのものでは ない。\\n\\nセバスチャンは ここにいない。\\n彼が 来ることは 決してない。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause]・[pause]・[pause]・", + "VIOLA_CONVO13_VIOLA2.f": "すまない、[pause]友よ。\\n[pause]少しばかり、自分自身と語らっていたんだ。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=15]私は、それを、拒絶する![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "そうだよ。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "やつが読みあげた物語は……[pause]君の世界では、有名なのか?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "残念だけど、本当なんだ。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "残念だけど、本当なんだ。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "ありがとう。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "残念だけど、本当なんだ。", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "わかるだろう、私が\\n真実を 言っているのは。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "思うに、貴様の言う「真実」は、なにひとつ変えはしない。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "思うに……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "真実に 流されるままに\\nなるといい。もはや\\n息が 吸えなくなるまで、\\n貴女を 引きずりこむ\\n真理の深みに 身を 任せるんだ。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "{player}の世界では確かに、\\n[pause]私はただの物語でしかないかもしれない。", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "そこに定められているという私の未来は、\\n[shake rate=30 level=15]紙に書かれた言葉[/shake]にすぎない!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "だが、{player}が私の世界にとっての物語ではないと、\\nいったいだれが言えるのだ?", + "VIOLA_QUEST4_FUSE_VIOLA2": "あらがいがたい運命の手が、われわれに伸びてきて\\nいるのかもしれない。[pause]だが、しかし……", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "は、は、は!\\n\\nこれは 予想外だ!", + "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=15]われわれの物語が幕を閉じるのは、ここではないんだ![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "この劇は 期待を 大きく\\n上回って くれそうだな!\\n\\nさあ おいで。\\n終幕を 見せてくれ!", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player}……", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "少しばかり こまって\\nおられる ようですね。\\nそうでしょう、グッドフェローさん。", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "よかったら 手を貸しましょう。あなたには\\n新しい 役柄を 用意して あるんですよ。", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "安全な場所まで、引き返したほうが賢明だな……", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "探究の道行きへ同行してくれたことに感謝するよ、\\n[pause]{player}。", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "私は、ロビン・グッドフェローは間違っていると思うよ。", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "私の人生が、ほかの世界では単なる物語でしか\\nなかったとしても……", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "自分の物語の終わりは、自分で見つけるさ。", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "そんなことは関係ない。私の未来は私が紡ぐんだ。", + "VIOLA_CONVO2_VIOLA2": "それでも、ふと思うんだ。ここへ漂着した哀れな人々の多くは、私よりも長くここにいるのだとね。", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "しかし、戦いの中でわれわれの心が結びついたあの瞬間、\\n[pause]君もまた、私の物語の一部になった。", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "あの決戦で、きみと[wave amp=30 freq=10]合体した瞬間[/wave]のことを言ったのさ。\\n互いの体がひとつになったとき、われわれの[wave amp=30 freq=10]運命[/wave]もまた、\\n同じように交差したのを感じたんだ。", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "「心が結びついた」?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "どういう意味?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "もしそれが見つかれば、私はセバスチャンと再会できる\\nはずだな。", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "合体はもう解けたかもしれないが、運命の糸はそう簡単に\\nほどけないと思うぞ。", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "この地から脱出する出口を知っていると、君は言ったな?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "そうだよ!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "うん、言ったよ。", + "VIOLA_CONVO1_VIOLA1": "……では、こういうことか。そちらの世界では、\\n[pause]国から国へ、数時間で移動できるというわけか? \\n[pause]それは、数日の間違いではないと言うんだな?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "よし! [pause]では、私に借りを返させてくれ。君の旅路の道連れと\\nして、手を貸すよ。", + "VIOLA_CONVO1_VIOLA2": "そんなことが本当に可能なのか? \\n[pause]まるで想像もつかないな!", + "VIOLA_CONVO2_VIOLA1": "この地に来てそう長いわけではないが、\\n[pause]故郷が恋しくてたまらないよ。", + "VIOLA_CONVO2_VIOLA3": "そんな苦難には耐えられる気がしないな。\\n[pause]この地の人々の肩には、深く静かな悲しみが積もっているに\\n違いない。", + "VIOLA_CONVO3_VIOLA1": "頭上に広がる天が、幼いころに自分の寝室から見た天と\\n違うことはわかっているが……", + "VIOLA_CONVO3_VIOLA2": "つかの間なら、同じ天だと思いこむこともできる。\\n[pause]私は故郷にいて、ここには遠乗りに来ただけ。\\n[pause]家族や友人とはすぐにまた会えるんだ、とね。", + "VIOLA_CONVO4_VIOLA1": "教えてくれ。[pause]君が戦いで身にまとう怪物のすがたの名は、\\nなんというんだ?", + "VIOLA_CONVO3_VIOLA3": "君も、心のどこかでそう感じているんだろう、[pause]{player}。", + "VIOLA_CONVO4_VIOLA2": "……", + "VIOLA_CONVO5_VIOLA1": "ふと思うんだが、この島は、普通はめぐり会わないような人々を引き合わせているんだな。", + "VIOLA_CONVO4_VIOLA3": "{first_tape_name}か。\\n[pause]不思議と、君にはしっくりくるな。", + "VIOLA_CONVO5_VIOLA2": "ここへ来なければ決して出会うことがなかっただろう、\\n[pause]様々な階層の人々が、[pause]この孤立した地で共に迷うことで\\n仲間になるんだ。", + "VIOLA_CONVO5_VIOLA3.m": "君と私は、こんな状況でもなければ\\n出会わなかっただろうしな!", + "VIOLA_CONVO5_VIOLA3.f": "君と私は、こんな状況でもなければ\\n出会わなかっただろうしな!", + "VIOLA_CONVO5_VIOLA3.n": "君と私は、こんな状況でもなければ\\n出会わなかっただろうしな!", + "VIOLA_CONVO6_VIOLA1": "いつかここを発つ日が来たら、ここですごした時の出来事を\\n馬鹿みたいに話してまわるだろうな。", + "VIOLA_CONVO6_VIOLA3": "友人たちに、頭のおかしい女だと思われてしまうよ!", + "VIOLA_CONVO6_VIOLA2": "地の果てを越えた彼方にある、\\n[pause]精霊たちと妖精のような生き物が住まう島、か!", + "VIOLA_CONVO7_VIOLA1.n": "おいで、{player}。[pause]またすぐ、探究の旅に戻らなくては\\nいけないことはわかっているが……", + "VIOLA_CONVO7_VIOLA1.f": "おいで、{player}。[pause]またすぐ、探究の旅に戻らなくては\\nいけないことはわかっているが……", + "VIOLA_CONVO7_VIOLA1.m": "おいで、{player}。[pause]またすぐ、探究の旅に戻らなくては\\nいけないことはわかっているが……", + "VIOLA_CONVO11_VIOLA1.m": "恋人と共に戦うこと、[pause]それも、奇妙な怪物のすがたをまとって\\n戦うことというのは……", + "VIOLA_CONVO7_VIOLA2": "数分くらい、いっしょにすごす余裕はあるさ。", + "VIOLA_CONVO8_VIOLA1": "祖国では多くの酒場を訪れたものだが、この店のように\\n静かな店はなかったな。", + "VIOLA_CONVO8_VIOLA2": "実に楽しいよ! [pause]この店の中ですぎていっただろう数多くの\\n幸せな時間が、ありありと目に浮かぶようだ。", + "VIOLA_CONVO9_VIOLA1": "つかの間、木々がじっと立ち尽くし、一瞬の静けさがこの地に\\n降りる時……", + "VIOLA_CONVO9_VIOLA2": "そこには、この地以外では経験できないような真の沈黙がある。\\n[pause]それは肌からしみこんで、身体の奥深くへと届く沈黙なんだ。", + "VIOLA_CONVO9_VIOLA3": "この孤独な島を越えて存在する世界については、\\nなにもわからないのだな……", + "VIOLA_CONVO10_VIOLA1.m": "そういえば、[pause]親愛なる{player}。[pause]君にはまだ、\\n私が旅の芸人をしていたときの話はしていなかったはずだな?", + "VIOLA_CONVO9_VIOLA4": "たいていの人間は、これほどまでに物寂しい場所など、想像すらできないだろう。", + "VIOLA_CONVO10_VIOLA1.f": "そういえば、[pause]親愛なる{player}。[pause]君にはまだ、\\n私が旅の芸人をしていたときの話はしていなかったはずだな?", + "VIOLA_CONVO10_VIOLA1.n": "そういえば、[pause]親愛なる{player}。[pause]君にはまだ、\\n私が旅の芸人をしていたときの話はしていなかったはずだな?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "旅の、なに?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "旅の芸人……?", + "VIOLA_CONVO10_VIOLA2": "そうさ! [pause]セバスチャンと私は、友人や多種多様な観客たちの\\nために、ときおり歌と芸を披露していたんだ。", + "VIOLA_CONVO10_VIOLA3": "もちろん、金銭が必要だったわけではないがね。\\n[pause]人生で金に困ったことはさほどないんだ。陽気にさわぐこと\\nそのものが報酬だったのさ。", + "VIOLA_CONVO10_VIOLA4": "教えてくれ。君にも秘められた才能は必ずあるはずだ。\\n[pause]許されるならぜひとも、君のことをもっと知りたいな……", + "VIOLA_CONVO11_VIOLA1.f": "恋人と共に戦うこと、[pause]それも、奇妙な怪物のすがたをまとって\\n戦うことというのは……", + "VIOLA_CONVO11_VIOLA2": "それだけでロマンスの香りがすると思わないか? \\n[pause]動作が雄弁に語ることがあるなら、\\n[pause]われわれの戦いは詩になるだろうな。", + "VIOLA_CONVO11_VIOLA1.n": "恋人と共に戦うこと、[pause]それも、奇妙な怪物のすがたをまとって\\n戦うことというのは……", + "VIOLA_CONVO12_VIOLA2": "セバスチャンにはいつか、私がたおした悪魔の話を披露して\\nやりたいものだよ。", + "VIOLA_CONVO12_VIOLA1": "われわれがいるこの奇妙な幻想の世界から故郷へ帰る方法が、\\n早く見つかるといいのだが。", + "VIOLA_CONVO13_VIOLA1": "……", + "VIOLA_CONVO14_VIOLA4": "それでも、[wave amp=30 freq=10]興味深い[/wave]考えだよ。だれかの物語が、\\nほかの世界では本に書かれて存在するというのはね。\\nすべての物語は、そのようにできているのだろうか?", + "VIOLA_CONVO13_VIOLA2.n": "すまない、[pause]友よ。\\n[pause]少しばかり、自分自身と語らっていたんだ。", + "VIOLA_CONVO13_VIOLA2.m": "すまない、[pause]友よ。\\n[pause]少しばかり、自分自身と語らっていたんだ。", + "VIOLA_CONVO13_VIOLA3": "君と私は互いをあまり知らない。君はこちらを助けてくれるかもしれないが、私から返せるのはわずかな言葉くらいのものだ。", + "VIOLA_CONVO14_VIOLA2": "やつは、自分と私は劇作家の創作物だと言った。\\nわれわれの物語は、すでに他人によって書かれているのだと。", + "VIOLA_CONVO14_VIOLA1": "あのトリックスター、ロビン・グッドフェローが言った言葉を、いま一度思い返しているんだよ。", + "VIOLA_CONVO14_VIOLA3": "もちろん、やつの言葉に精神をくじかれるつもりはない。\\n[pause]前にも言ったように……私の物語は、私が紡ぐのだから。", + "VIOLA_CONVO14_VIOLA5": "ある世界では、だれかが「{player}の書」を\\n見つけるのかもしれないな! [pause]それはきっと、\\n心奪われるような物語だと思うぞ!", + "VIOLA_CONVO17_VIOLA1_OPTION1": "うん!", + "VIOLA_CONVO15_VIOLA1": "教えてくれ、{player}。\\n[pause]妖精の獣のすがたをまとって戦うこの島での決闘法を、\\n君は奇妙だと思うか?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "ほんと、すごくヘンだよね!", + "VIOLA_CONVO15_VIOLA1_OPTION2": "まあ、楽しいよ!", + "VIOLA_CONVO15_VIOLA2": "そうだな、実に好奇心をそそるよ! しかも、この島の親切な\\n人々は、その決闘法に対して、ためらいも心配もまったく\\n見せないんだ。", + "VIOLA_CONVO16_VIOLA1": "{player}、君は信じるか? \\n[pause]君が発見した門が、われわれを元いた世界へ\\n導いてくれることを、信じられるか?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "信じなくちゃいけないんだ!", + "VIOLA_CONVO16_VIOLA1_OPTION2": "うん、信じてるよ!", + "VIOLA_CONVO16_VIOLA2": "実にいいことだな! [pause]このすばらしい新世界に来たことには\\n感動しているが、この地に永遠にとどまるのが\\nわれわれの運命ではないのもわかっているさ。", + "VIOLA_CONVO16_VIOLA3": "だが、もう少しここにとどまりたいと君が望むなら、私もまた\\n残ろう。[pause]なに、われわれはまだ若い。いまのところは、\\n時もこの地を去るようにと合図はしていないさ。", + "VIOLA_CONVO17_VIOLA1": "われわれの宿敵アレフとの戦いは、\\n実に見事だったと思わないか?", + "VIOLA_CONVO17_VIOLA2": "私には思いのほか、戦士の素質があったようだ。兵士として\\n生きるのもいいかもしれないな!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "そう言ってくれると思ってた!", + "VIOLA_CONVO17_VIOLA3": "とはいえ私は女性だから、そのようなことは許されないが。\\n[pause]そうだな、ふたたび男装してみるべきだろうか……", + "VIOLA_CONVO17_VIOLA3_OPTION2": "えっ?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "「ふたたび」?", + "VIOLA_CONVO18_VIOLA1.m": "われわれはまだそこまで長く旅していないが、\\n親愛なる{player}、君とはすでに、\\n生涯を共に生きてきたように感じるな!", + "VIOLA_CONVO17_VIOLA4": "驚いたかな? 私は心の芯から旅の芸人なのさ! 私にとっては男も女も、衣装ダンスにしまわれた、好きに着替えられる衣装にすぎないんだよ。", + "VIOLA_CONVO18_VIOLA1.f": "われわれはまだそこまで長く旅していないが、\\n親愛なる{player}、君とはすでに、\\n生涯を共に生きてきたように感じるな!", + "VIOLA_CONVO18_VIOLA1.n": "われわれはまだそこまで長く旅していないが、\\n親愛なる{player}、君とはすでに、\\n生涯を共に生きてきたように感じるな!", + "VIOLA_CONVO18_VIOLA2": "これが、この地の真の役目なのかもしれないな。ここの岸辺に\\n足を踏み入れた者は、数多くの冒険譚を残すように\\n運命づけられるのだろう。", + "VIOLA_CONVO19_VIOLA1_OPTION1": "うん!", + "VIOLA_CONVO19_VIOLA1.n": "君は詩を読むかい、{player}?", + "VIOLA_CONVO19_VIOLA1.m": "君は詩を読むかい、{player}?", + "VIOLA_CONVO19_VIOLA1.f": "君は詩を読むかい、{player}?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "ううん、あんまり!", + "VIOLA_CONVO19_VIOLA4": "料理で腹を養ってやる必要があるのと同じくらい、人は詩で\\n心を養う必要があるのさ。", + "VIOLA_CONVO19_VIOLA2": "それを聞けてよかった!", + "VIOLA_CONVO19_VIOLA3": "大丈夫さ……おそらく、私が教えてやれるだろうから!", + "VIOLA_CONVO19_VIOLA5": "栄養を与えるのを怠って心を飢えさせるのは、残酷なことだと\\n思うよ。", + "VIOLA_CONVO19_VIOLA6": "いまの私たちの関係を考えると、ギリシャの詩人、サッポーの\\n作品は大いに楽しめるかもしれないぞ。旅の中で、彼女の詩集を探してみるとしよう。", + "VIOLA_CONVO20_VIOLA1": "ありがとう……\\n[pause]この安息のひとときに感謝を捧げるよ、{player}。", + "VIOLA_SOCIAL1_VIOLA1": "これは最近の話なんだが、[pause]だんだんわかってきたよ。\\n[pause]この町の暮らしは、私にはなじみがないもので\\nあふれているとね。", + "VIOLA_SOCIAL1_VIOLA3": "それにランプは、点灯夫がいなくてもひとりでに灯るんだ! \\n[pause]ここには、理解できないことが数多くあるよ。", + "VIOLA_SOCIAL1_VIOLA2": "ハーバータウンの善良な人々は、私からすると\\n風変わりな話し方をしている。", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "シェイクスピアの時代から来てるもんね……", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "君からすると、ここは未来だからね!", + "VIOLA_SOCIAL1_VIOLA5": "それに、魂を仲間と融合させることもできるな。\\n[pause]これも、君たちにとってはふつうなのか?", + "VIOLA_SOCIAL1_VIOLA4": "そうだな。それに、この「カセットプレーヤー」を使って、\\n君たちは精霊や獣のすがたに変身する。", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "あー、いや、それはヘン。", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "それはニューウィラル島だけかな。", + "VIOLA_SOCIAL1_VIOLA6": "なるほど。", + "VIOLA_SOCIAL1_VIOLA8": "確かに私は、時と空間の両方において、メッサリナ家から\\n遠く離れた地にいるようだ。", + "VIOLA_SOCIAL1_VIOLA7": "この地は、君にとってある観点ではなじみ深いが、それでも\\n奇妙に感じる部分はあるということか。", + "VIOLA_SOCIAL1_VIOLA9": "この世界に、私にはなじみが薄い楽しみがあるのなら、\\n君に頼みたいことがある。", + "VIOLA_SOCIAL1_VIOLA10": "いずれ、そういう楽しみを私にいくつか教えてくれないか?", + "VIOLA_SOCIAL1_VIOLA11": "そういう新しいものを体験しておきたいんだ。\\n故郷へ帰る前にな。", + "VIOLA_SOCIAL3_VIOLA5": "彼女から、これには読む価値があるのだと力説されたよ。\\n[pause]「ホーンテッドテイルズ」という本なんだが。", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "故郷へ帰る前に?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "ここを出るつもりなの?", + "VIOLA_SOCIAL1_VIOLA13.m": "その目を見ればわかるさ! \\n[pause]私の目から本心を隠すのは難しいぞ、友よ。", + "VIOLA_SOCIAL1_VIOLA12": "君は、この島から出る道を探すために旅をしているのだろう?", + "VIOLA_SOCIAL1_VIOLA13.n": "その目を見ればわかるさ! \\n[pause]私の目から本心を隠すのは難しいぞ、友よ。", + "VIOLA_SOCIAL1_VIOLA13.f": "その目を見ればわかるさ! \\n[pause]私の目から本心を隠すのは難しいぞ、友よ。", + "VIOLA_SOCIAL1_VIOLA14": "心配はいらない……手伝えることなら、なんでもしよう。", + "VIOLA_SOCIAL1_VIOLA15": "私のことはいつでも仲間として、友として頼りにしてくれ。", + "VIOLA_SOCIAL1_VIOLA16": "さてと! [pause]時間をつぶすのはここまでにしておこう。", + "VIOLA_SOCIAL2_VIOLA2": "エールは、売っていないんだろう? \\n[pause]だが代わりに、この「コーヒー」があるわけだ。", + "VIOLA_SOCIAL2_VIOLA1": "例の人気がある店、[pause]「グラモフォン」では……", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "そうだよ!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "まあ、そんな感じだね。", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "まあ、そんな感じだね。", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "まあ、そんな感じだね。", + "VIOLA_SOCIAL2_VIOLA3": "そして、君の時代の人々は、この「コーヒー」を大量に飲むと\\nいうんだな?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "うん、そうだよ!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "ちょっと飲みすぎてるかも。", + "VIOLA_SOCIAL2_VIOLA4": "勉強になるな。", + "VIOLA_SOCIAL2_VIOLA6": "そういうわけで、例の愛されている飲み物が入った、\\n携帯用の水筒を手に入れたぞ。[pause]クレマンスからの贈り物さ。", + "VIOLA_SOCIAL2_VIOLA5": "コーヒーは、試してみたいと思っていたんだ。\\n[pause]ハーバータウンの善き人々にならってね。", + "VIOLA_SOCIAL2_NARRATION7": "ヴァイオラは、コーヒーを1杯飲んだ。", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "味はどう?", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "感想は?", + "VIOLA_SOCIAL2_VIOLA9": "これはまた、強い飲み物だな。", + "VIOLA_SOCIAL2_VIOLA10": "その魅力が、はっきりとわかったよ。", + "VIOLA_SOCIAL2_VIOLA11": "さて、クレマンスは親切にも、砂糖がかかった焼き菓子まで\\n渡してくれてね……", + "VIOLA_SOCIAL2_VIOLA12": "なんと言うのだったかな、これは?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "シナモンロールだよ!", + "VIOLA_SOCIAL2_VIOLA13": "この風味……[pause]この甘み……", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "シナモンロールまでもらっちゃったの?", + "VIOLA_SOCIAL2_VIOLA14": "あっという間に消えてしまう、\\n[pause]つかの間の純粋なよろこびだな。", + "VIOLA_SOCIAL2_VIOLA15": "おやすみ、[pause]甘きロールよ。", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "で、気に入った?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "じゃあ、挑戦は成功?", + "VIOLA_SOCIAL2_VIOLA16": "ああ。[pause]そう言って差し支えないな。", + "VIOLA_SOCIAL3_VIOLA1": "私は、ハーバータウンの外にある数多くの世界について\\n学ぶべく努力をつづけているんだが、非常に有意義な文書を\\n手に入れたよ。", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "それって、なにかの教科書?", + "VIOLA_SOCIAL3_VIOLA2": "そうさ……[pause]ニューウィラル島で時をすごしたことで、自分が\\n暮らす世界に対する私の理解は、果てしなき大海に沈む\\nひと粒の砂程度にすぎないと知ったんだ……", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "調べ物してるの?", + "VIOLA_SOCIAL3_VIOLA3.m": "現実に、私のものと同じような世界が数多く存在するのだ……\\n[pause]たとえば君の世界のようにね、{player}。", + "VIOLA_SOCIAL3_VIOLA4": "そこで、わが友メレディスに助けを求めたところ、\\n[pause]彼女はこれを渡してくれてね。", + "VIOLA_SOCIAL3_VIOLA3.n": "現実に、私のものと同じような世界が数多く存在するのだ……\\n[pause]たとえば君の世界のようにね、{player}。", + "VIOLA_SOCIAL3_VIOLA3.f": "現実に、私のものと同じような世界が数多く存在するのだ……\\n[pause]たとえば君の世界のようにね、{player}。", + "VIOLA_SOCIAL3_VIOLA6": "確かにそうだな。読んでみて、ここに書かれている話は\\n空想上の出来事だという結論を出したよ。", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "それ、ホラー小説だと思う……", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "勉強の役には立たないと思うよ、それ。", + "VIOLA_SOCIAL3_VIOLA7": "それでも、第5章には君も注意を引かれるに違いないぞ……\\n[pause]この章には、生ける死者を効果的に葬り去る方法が、\\n極めて数多く描写されているんだ。", + "VIOLA_SOCIAL3_VIOLA8": "われわれは日頃から怪物と戦うだろう? \\n[pause]君が最初に決めてかかったよりも、この文書から学べることは\\n多いかもしれないぞ。", + "VIOLA_SOCIAL3_VIOLA9": "とはいえ、[pause]メレディスは単純に、彼女自身が怪奇な話を\\n心底愛しているからこそ、この本を貸してくれたのだろうがね。", + "VIOLA_SOCIAL3_VIOLA10": "楽しい読み物だったよ! [pause]もっと本を貸してもらえないか、\\n彼女に頼んでみるべきかもな。", + "VIOLA_SOCIAL4_VIOLA1.f": "君と話しあいたいことがあるんだ、友よ。\\n[pause]ここを離れて、どこか静かな場所へ移れないか?", + "VIOLA_SOCIAL4_VIOLA1.m": "君と話しあいたいことがあるんだ、友よ。\\n[pause]ここを離れて、どこか静かな場所へ移れないか?", + "VIOLA_SOCIAL3_VIOLA11": "出発しよう! \\n新しく学んだ知識を、実践に移してみたいのでね!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "えっと、あとで。", + "VIOLA_SOCIAL4_VIOLA1.n": "君と話しあいたいことがあるんだ、友よ。\\n[pause]ここを離れて、どこか静かな場所へ移れないか?", + "VIOLA_SOCIAL4_VIOLA_NO": "では、また次の機会に。", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "もちろん!", + "VIOLA_SOCIAL4_VIOLA3": "ハーバータウンの人々は、期待という重責を負わずに\\n生きている。そうだろう?", + "VIOLA_SOCIAL4_VIOLA2": "実は、言わずにはいられないことがあるんだ。", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "どういう意味?", + "VIOLA_ROMANCE_VIOLA_NO.f": "誤解してすまない、友よ。", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "ちょっとよくわからないや。", + "VIOLA_SOCIAL4_VIOLA4": "ここには満足させるべき領主も、\\n[pause]ひざまずくべき王もいない……", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "ちょっとよくわからないや。", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "ちょっとよくわからないや。", + "VIOLA_SOCIAL4_VIOLA5": "みな、自分の行動に目的や意義を見いだすことから\\n解き放たれているんだ。[pause]そんな暮らしには、嫉妬してしまうな。", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "もとの世界での暮らしは大変だったの?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "もとの世界ではなにをしてたの?", + "VIOLA_SOCIAL4_VIOLA6": "私の一族は莫大な富と名声を持つ名家なんだ。\\n[pause]だが、不幸におそわれてしまってね。", + "VIOLA_SOCIAL4_VIOLA7": "セバスチャンと私は、外国にいる家族の友人のもとへ\\n向かう役目を任されていたんだ。助けてもらえるかも\\nしれなかったからね。", + "VIOLA_SOCIAL4_VIOLA8": "あとは察しがつくだろうが、[pause]私たちの乗った船が、\\n家族の友人たちが待つ海岸に着くことはなかった。[pause]そして\\n気づくと、この地にいたのさ。精霊と獣が住む幻想の国に。", + "VIOLA_SOCIAL4_VIOLA9": "親族たちのことを忘れ、ここに残れたらどんなに楽だろう。", + "VIOLA_SOCIAL4_VIOLA10": "きっと、最良の友に囲まれて幸せに暮らせるはずだ。", + "VIOLA_SOCIAL4_VIOLA11.f": "なぜなら、この地には君がいるのだからね、{player}!", + "VIOLA_SOCIAL4_VIOLA11.m": "なぜなら、この地には君がいるのだからね、{player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "いつだって、キミの友だちでいるよ!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "では、私の心の内を明かそう。\\n[pause]この感情は、否定できないのだから。", + "VIOLA_SOCIAL4_VIOLA11.n": "なぜなら、この地には君がいるのだからね、{player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "いつだって、キミの友だちでいるよ!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "いつだって、キミの友だちでいるよ!", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "ねえ、キミと友だち以上にはなれるかな?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "ねえ、キミと友だち以上にはなれるかな?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "ねえ、キミと友だち以上にはなれるかな?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "それは、[pause]否定できないな。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "われわれは、共に長い道のりを歩んできた。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "よし、実にけっこうだ! [pause]来たまえ、[pause]友よ。\\n[pause]共に「コーヒー」を飲みに行こうじゃないか。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "よし、実にけっこうだ! [pause]来たまえ、[pause]友よ。\\n[pause]共に「コーヒー」を飲みに行こうじゃないか。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "よし、実にけっこうだ! [pause]来たまえ、[pause]友よ。\\n[pause]共に「コーヒー」を飲みに行こうじゃないか。", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "そのあと、旅を再開しよう!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "「友人以上」だって?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "「友人以上」だって?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "率直に言ってくれ。君は、私をどんな目で見ているんだ?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "「友人以上」だって?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "君は、必要となると弁が立つのだな、友よ。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "いい友人だと思ってるよ。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "その……", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "この心はキミのものだよ。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "君は、必要となると弁が立つのだな、友よ。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "君は、必要となると弁が立つのだな、友よ。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "君の美しさはいつだって、私にとっては陽の光のように\\n明白だったよ。", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "おいで、愛しい{player}……", + "VIOLA_ROMANCE_VIOLA1.m": "興味深い顔つきをしているな、{player}。\\n[pause]なにか打ち明けたいことでもあるのか?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "おいで、愛しい{player}……", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "おいで、愛しい{player}……", + "VIOLA_ROMANCE_VIOLA_NO.m": "誤解してすまない、友よ。", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "ううん、特になにも!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]君とつきあいたいな。[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "興味深い顔つきをしているな、{player}。\\n[pause]なにか打ち明けたいことでもあるのか?", + "VIOLA_ROMANCE_VIOLA1.f": "興味深い顔つきをしているな、{player}。\\n[pause]なにか打ち明けたいことでもあるのか?", + "VIOLA_ROMANCE_VIOLA3": "それはつまり、私に求婚しているのかな、\\n[pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "誤解してすまない、友よ。", + "VIOLA_ROMANCE_VIOLA2": "その……", + "VIOLA_ROMANCE_VIOLA4": "[pause]・[pause]・[pause]・", + "VIOLA_ROMANCE_VIOLA5": "冗談さ。[pause]だが人はみな、時間のしもべだ。\\n[pause]そして時間はいつか、われわれに別れを命じるだろう。", + "VIOLA_ROMANCE_VIOLA6": "君と結婚するのは、あまりにもつらすぎるのだ。\\n[pause]この白昼夢がいつか終わり、かつての暮らしに\\n戻らざるを得ないと知りながら、そうするのは。", + "VIOLA_ROMANCE_VIOLA7": "それでも、[pause]互いのそばで昼夜をすごしていられる日々は、\\nまだ数多く残っているわけだな。", + "VIOLA_ROMANCE_VIOLA8": "君の望みに応えるよ。\\n[pause]これからは、われわれの心はひとつだ。", + "VIOLA_ROMANCE_VIOLA9": "もしかすると、[pause]われわれの想像をはるかに超えた他の世界には、\\n[pause]いまこの瞬間のわれわれの物語を語っている劇作家が\\nいるのかもしれないな。", + "DOG_QUEST1_PART1_NARRATION4": "イヌの名前は「ワンクレー」で、首輪には\\n小さなテープレコーダーがついてるみたいだ。\\n飼い主の手がかりは、22ケタの電話番号だけ。", + "VIOLA_ROMANCE_VIOLA10": "「ヴァイオラと{player} - \\n 同じ地に漂着した恋人たちの喜劇」", + "VIOLA_ROMANCE_VIOLA11": "それはきっと、すばらしい物語になるだろう。\\n[pause]君は、どう思う?", + "DOG_QUEST1_PART1_DOG1": "わふ!", + "DOG_UNKNOWN_NAME": "イヌ", + "DOG_QUEST1_PART1_NARRATION2": "人なつっこいイヌだ!", + "DOG_QUEST1_PART1_NARRATION3": "手をのばして、イヌににおいをかがせてやった。それから、\\nイヌがつけている首輪をチェックしてみた。", + "DOG_QUEST1_PART1_NARRATION5": "ワンクレーも、ほかのみんなと同じようにニューウィラル島に\\n閉じこめられているんだろう。", + "DOG_QUEST1_PART1_NARRATION7": "ワンクレーは、崖を見上げて鼻を鳴らしてる。\\n上に登りたいみたいだ。", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]きゅうーん……[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "登るアビリティを使えば上に行けそうだ。\\n彼といっしょに登ってみようか?", + "DOG_QUEST1_PART2_NARRATION1": "ワンクレーは、全然苦労せずに崖を登ってきた。\\nどうやら、だれかにいっしょに来てほしかっただけみたいだ。", + "DOG_QUEST1_PART1_NARRATION9": "ワンクレーに、ここから動くつもりはなさそうだ。いっしょに\\n崖を登る方法があればいいのに……", + "DOG_QUEST1_PART1_DOG10": "わふ、わふ!", + "DOG_QUEST1_PART4_NARRATION2": "ホネの中に、イヌ用のリードとおやつが埋もれてる。", + "DOG_QUEST1_PART3_DOG1": "グルルルル……", + "DOG_QUEST1_PART4_NARRATION1": "これはどうやら、人のホネみたいだ……", + "DOG_QUEST1_PART4_NARRATION4": "ホネを埋めおわると、ワンクレーがべろっと手をなめてくれた!", + "DOG_QUEST1_PART4_NARRATION3": "ワンクレーが掘った大きな穴に、ホネを埋めてやった。", + "DOG_QUEST1_PART4_DOG5": "ハッ、ハッ、ハッ……", + "RESTING_DOG_3": "今日のワンクレーはすごくいい子だった。\\nなのでおやつをたくさんあげて、お腹をナデナデしてあげた。", + "RESTING_DOG_1": "ワンクレーといっしょに、たっぷり昼寝をした。", + "RESTING_DOG_2": "ワンクレーといっしょに、ボールをのんびり転がして\\nキャッチボールをした。", + "RESTING_DOG_5": "ワンクレーが、顔をペロっとなめてくれた!", + "RESTING_DOG_4": "ワンクレーがおやつをひとつ分けてくれた。食べてみたけど、\\nあんまりおいしくなかった。", + "RESTING_DOG_6.m": "目をはなしたスキに、ワンクレーに自分のぶんのお菓子を\\n取られてしまった。", + "RESTING_DOG_8": "ワンクレーが、いい穴掘りスポットを見つけた! \\nいっしょに、思いっきり泥んこになった。", + "RESTING_DOG_6.n": "目をはなしたスキに、ワンクレーに自分のぶんのお菓子を\\n取られてしまった。", + "RESTING_DOG_6.f": "目をはなしたスキに、ワンクレーに自分のぶんのお菓子を\\n取られてしまった。", + "RESTING_DOG_9": "ワンクレーが木の棒を持ってきてくれた。すっごく自慢げな顔をしてる!", + "INTERMISSION_PART1_ALEPH1": "やあ、[pause]{player.to_upper}。", + "INTERMISSION_PART1_ALEPH2": "すまない、[pause]声が 大きすぎるかな?", + "INTERMISSION_PART1_ALEPH3": "このほうが 君にとっては\\n少し ラクかも しれないね。", + "INTERMISSION_PART1_ALEPH4": "いや、よければ 君と ちょっとした\\n話しあいが できたらと 思ってね。", + "INTERMISSION_PART1_MEREDITH5": "コイツ、何度も駅に現れてた三角野郎だよね? \\n[pause]アンタ、マジで何者なの?", + "INTERMISSION_PART1_KAYLEIGH5": "三角男だ! あんた、何者なの? \\nいったい、なにがしたいわけ?", + "INTERMISSION_PART1_EUGENE5": "ビックリさせんじゃねーよ! 何者だ、てめえ?!", + "INTERMISSION_PART1_FELIX5": "うーん。[pause]ちょっと不安になってきたな。\\n[pause]あんたは何者なんだ?", + "INTERMISSION_PART1_VIOLA5": "なんだ、この存在は?", + "INTERMISSION_PART1_DOG5": "わふ!", + "INTERMISSION_PART1_ALEPH6": "あー……失礼なことを してしまったかな?\\n[pause]自己紹介を したほうが よさそうだね。", + "INTERMISSION_PART1_ALEPH6_OPTION1": "あなたは大天使なの?", + "INTERMISSION_PART1_ALEPH7": "大天使とは! [pause]私たちは そう呼ばれて\\nいるのかい? なんとも うれしいね!", + "INTERMISSION_PART1_ALEPH8": "そうだな、私の 個人的な 意見としては……", + "INTERMISSION_PART1_ALEPH9": "私は 君たちの 種族から いろいろな\\n名前で 呼ばれて きていてね。", + "INTERMISSION_PART1_ALEPH10": "アーサー、[pause]アレクサンダー、\\n[pause]アガメムノーン……", + "INTERMISSION_PART1_MEREDITH13": "コイツ、なんか、思ってたのと違うよ。", + "INTERMISSION_PART1_ALEPH11": "でも 残念ながら、[pause][pause]本名は アレフなんだ。", + "INTERMISSION_PART1_ALEPH12": "アルと 呼んでくれて かまわないよ。", + "INTERMISSION_PART1_KAYLEIGH13": "こいつって、すごく……[pause]礼儀正しいね。", + "INTERMISSION_PART1_EUGENE13": "なんなんだよ、こいつの「いいやつ」っぽい感じは?", + "INTERMISSION_PART1_ALEPH14": "ここしばらく、古い友人に ずっと\\nかかりきりだった ものでね。\\n[pause]幸い、その「状況」は もう 解決したよ。", + "INTERMISSION_PART1_FELIX13": "どうも……よろしく……?", + "INTERMISSION_PART1_VIOLA13": "われわれに、なにを期待しているのだ……[pause]包み隠さずに話せ!", + "INTERMISSION_PART1_DOG13": "グルルルル……", + "INTERMISSION_PART1_ALEPH16": "実に 刺激的な 時間を\\n[pause]すごして いるわけさ、友よ!", + "INTERMISSION_PART1_ALEPH15": "だから いまは 戻って きたのさ。\\nこの世界を 探して もっと 集めて\\nいるんだよ。 私の 同族をね。\\n[pause]いや、「大天使」と 言うべきかな?", + "INTERMISSION_PART1_ALEPH18": "だから どうか お願いだ。\\n我々の チームビルディングを\\n邪魔しないで くれないか。", + "INTERMISSION_PART1_ALEPH17": "新しい 仲間たちは 荒っぽくて\\nまとまりが ないけれど、[pause]大きな\\n可能性を 持っているのが わかるよ。", + "INTERMISSION_PART1_ALEPH19": "というか、\\n[pause]私の 同僚たちを 探しまわるのを\\nきっぱり やめて ほしいんだ。", + "INTERMISSION_PART1_ALEPH19_OPTION1": "でも、大天使は島から出るためのカギなんだ!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "見つけないと、この島から出られないんだ!", + "INTERMISSION_PART1_ALEPH20": "おっと!", + "INTERMISSION_PART1_ALEPH21": "君は ここから 出たい だけなのかい?", + "INTERMISSION_PART1_ALEPH22": "そうか、[pause]だったら ほかの場所へ\\n送って あげられるよ!", + "INTERMISSION_PART1_KAYLEIGH24": "なんか、イヤな予感がする……", + "INTERMISSION_PART1_ALEPH23": "私が ワープ させられないのは\\n自分だけ だからね! \\n鏡は 自分を 映せないのさ……", + "INTERMISSION_PART1_MEREDITH24": "あのさ、この三角野郎を信用するワケ?", + "INTERMISSION_PART1_EUGENE24": "イヤな予感がしやがる……", + "INTERMISSION_PART1_FELIX24": "えっと……{player}……?", + "INTERMISSION_PART1_VIOLA24": "この男はいったい……?", + "INTERMISSION_PART1_DOG24": "ウウゥゥ……", + "INTERMISSION_PART1_ALEPH25": "さあ、出ていくと いい! \\n[pause]君の 願いを 叶えて あげよう。", + "INTERMISSION_PART1_ALEPH26": "お願いだから、戻って こないでくれよ。", + "INTERMISSION_PART1_ALEPH27": "本当に。", + "INTERMISSION_PART1_ALEPH28": "頼むよ。", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "読めない。というか、\\n言葉が書いてあるのかどうかすらわからない。", + "INTERMISSION_PART2_AMBER1.m": "どうやらとってもお困りのようね、[pause]あなた。", + "AMBER_UNKNOWN_NAME": "ミステリアスな女性", + "INTERMISSION_PART2_AMBER2": "泊まる場所がご入り用かしら?", + "INTERMISSION_PART2_AMBER1.f": "どうやらとってもお困りのようね、[pause]あなた。", + "INTERMISSION_PART2_AMBER1.n": "どうやらとってもお困りのようね、[pause]あなた。", + "INTERMISSION_LODGE_LOCKED": "ドアにはカギがかかってる。", + "INTERMISSION_PART3_AMBER2": "ミス・アンバーと呼んでちょうだい……\\n[pause]あたしはね、クラブ・アンバーの顔役なの。", + "INTERMISSION_PART3_AMBER1.m": "あたしに見つけてもらえるなんてラッキーよ、スイートちゃん。", + "INTERMISSION_PART3_AMBER1.f": "あたしに見つけてもらえるなんてラッキーよ、スイートちゃん。", + "INTERMISSION_PART3_AMBER1.n": "あたしに見つけてもらえるなんてラッキーよ、スイートちゃん。", + "INTERMISSION_PART3_AMBER4.m": "どうぞ、[pause]ゆったりくつろいで。[pause]好きに見てまわるといいわ。", + "INTERMISSION_PART3_AMBER3.f": "あなた、パワフルにツイてるわよ……\\n[pause]クラブ・アンバーがこういう滅びた世界を\\n通りすぎることなんて、めったにないんだから。", + "INTERMISSION_PART3_AMBER3.m": "あなた、パワフルにツイてるわよ……\\n[pause]クラブ・アンバーがこういう滅びた世界を\\n通りすぎることなんて、めったにないんだから。", + "INTERMISSION_PART3_AMBER3.n": "あなた、パワフルにツイてるわよ……\\n[pause]クラブ・アンバーがこういう滅びた世界を\\n通りすぎることなんて、めったにないんだから。", + "INTERMISSION_PART3_AMBER4.f": "どうぞ、[pause]ゆったりくつろいで。[pause]好きに見てまわるといいわ。", + "INTERMISSION_PART3_AMBER5": "いまは移動中だから、すぐどこかには行けないけどね。", + "INTERMISSION_PART3_AMBER4.n": "どうぞ、[pause]ゆったりくつろいで。[pause]好きに見てまわるといいわ。", + "INTERMISSION_PART3_AMBER6_OPTION1": "あなたはだれ?", + "INTERMISSION_PART3_AMBER6": "あら、シュガーちゃん。なにかご用?", + "INTERMISSION_PART3_AMBER6_OPTION2": "ここはなんなの?", + "INTERMISSION_PART3_AMBER6_OPTION3": "なにが起きてるの?", + "INTERMISSION_PART3_AMBER6_OPTION4": "またあとで!", + "INTERMISSION_PART3_AMBER7": "言ったでしょ、ミス・アンバーよ。\\n[pause]この洗練されたクラブの顔役なの。", + "INTERMISSION_PART3_AMBER9": "そんな顔してここへ迷いこんだ子は、\\nあなたが初めてじゃないんだから!", + "INTERMISSION_PART3_AMBER8": "大丈夫よ、[pause]あなたは安全だから。", + "INTERMISSION_PART3_AMBER11": "このクラブは、ひとつの場所にあんまり長くとどまらないの。\\n[pause]ときどき、あなたみたいに困ってる人に、\\nオリーブの枝を差しのべて助けてあげるわけ。", + "INTERMISSION_PART3_AMBER10": "ここはクラブ・アンバーよ、スイートちゃん。", + "INTERMISSION_PART3_AMBER12": "ここは長年に渡って、いろんなお客さまにご利用して\\nいただいてるわ。[pause]それは確かね。", + "INTERMISSION_PART3_AMBER13.f": "あらあ、あなたったら[wave amp=30 freq=10]カワイイ[/wave]わね。\\n迷子の子イヌちゃんみたいな目をしてるわよ!", + "INTERMISSION_PART3_AMBER13.m": "あらあ、あなたったら[wave amp=30 freq=10]カワイイ[/wave]わね。\\n迷子の子イヌちゃんみたいな目をしてるわよ!", + "INTERMISSION_PART3_AMBER14.f": "やきもきしないで、[pause]大したことは起きてないから。", + "INTERMISSION_PART3_AMBER14.m": "やきもきしないで、[pause]大したことは起きてないから。", + "INTERMISSION_PART3_AMBER13.n": "あらあ、あなたったら[wave amp=30 freq=10]カワイイ[/wave]わね。\\n迷子の子イヌちゃんみたいな目をしてるわよ!", + "INTERMISSION_PART3_AMBER14.n": "やきもきしないで、[pause]大したことは起きてないから。", + "INTERMISSION_PART3_AMBER15.m": "あなたはね、数千年も前に滅びちゃった世界で\\nポツンと立ち往生してたのよ。", + "INTERMISSION_PART3_AMBER15.n": "あなたはね、数千年も前に滅びちゃった世界で\\nポツンと立ち往生してたのよ。", + "INTERMISSION_PART3_AMBER15.f": "あなたはね、数千年も前に滅びちゃった世界で\\nポツンと立ち往生してたのよ。", + "INTERMISSION_PART3_AMBER16": "だから、[pause]あたしがひろってあげたわけ。", + "AMBER_LODGE_MIRROR_DESCRIPTION": "よく磨きこまれた鏡だ。でも、なにも映ってないみたい……", + "INTERMISSION_PART3_AMBER17": "元気にしてね、シュガーちゃん。", + "AMBER_LODGE_NPC1_NAME": "くつろぐ男性", + "AMBER_LODGE_NPC1_DIALOGUE": "ミス・アンバーは、クラブの経営について実によくご存じだよ!", + "AMBER_LODGE_NPC2_NAME": "ほっぺたの赤い女性", + "AMBER_LODGE_NPC2_DIALOGUE": "もしできるなら、永遠にここにいたいわね!", + "AMBER_LODGE_NPC3_NAME": "フレンドリーな人", + "AMBER_LODGE_NPC3_DIALOGUE": "きみ、クラブ・アンバーに来るのは初めて?", + "AMBER_LODGE_NPC4_NAME": "いかめしい顔の男性", + "AMBER_LODGE_NPC4_DIALOGUE": "クラブ・アンバーはまったく、唯一無二のクラブだよ……", + "INTERMISSION_PART4_AMBER1": "ああ、あのころはよかったわね。", + "INTERMISSION_PART4_AMBER1_OPTION1": "アレフを知ってるの?", + "INTERMISSION_PART4_AMBER1_OPTION2": "アレフと友だちなの?", + "INTERMISSION_PART4_AMBER2": "彼とは、昔は家族みたいに仲よくしてたわ。[pause]\\n古き良き時代の話よ。", + "INTERMISSION_PART4_AMBER3": "あのころは遊び仲間が全員そろってた。\\n[pause]みんなで、パワフルに素晴らしい時間をいっしょに\\nすごしたものよ。[pause]本当にすてきだった。", + "INTERMISSION_PART4_AMBER4": "リーダー役はアレフだったわ。\\n[pause]というか、実際にリーダーだったの。[pause]それが彼の特技だもの。\\n[pause]そうでしょう?", + "INTERMISSION_PART4_AMBER5": "あたし? [pause]あたしは乗り物役ね。\\n[pause]そして、モルガンテはドアの守り手だった。", + "INTERMISSION_PART4_AMBER6": "だけど、仲がいい仲間たちでも、バラバラになることは\\nあるものよ。ひどい終わりをむかえてしまうこともある。", + "INTERMISSION_PART4_AMBER7": "それであたしは、そういうものを全部、\\n過去に置き去りにしてきたの。", + "INTERMISSION_PART4_AMBER8": "きっと、アレフはまだあの島から出るチケットを\\n探してるんでしょうね。[pause]いまになっても。", + "INTERMISSION_PART4_AMBER9": "あの古い魔女も、彼に気持ちを伝えるなんてしないんだわ。\\n[pause]まあ、当然だけれど。", + "INTERMISSION_PART4_AMBER10": "でもまあ、すぎさった日々をふりかえる女の昔話で、\\nあなたを退屈させるのはやめにしましょうね。", + "INTERMISSION_PART4_AMBER11": "あたし?", + "INTERMISSION_PART4_AMBER16": "大丈夫よ、バラさないから。", + "INTERMISSION_PART4_AMBER10_OPTION1": "あなたは大天使なの?", + "INTERMISSION_PART4_AMBER13": "あたしは単なるクラブの「顔」なの。", + "INTERMISSION_PART4_AMBER12": "あのねえ、[pause]言ったでしょう、{player}……", + "INTERMISSION_PART4_AMBER15": "言うまでもないけど、あなただって、アバターを着て\\n歩きまわるのがどんな感じなのかくらい、知ってるでしょう?", + "INTERMISSION_PART4_AMBER14": "クラブ・アンバーは、正真正銘のアトラクションなのよ。", + "INTERMISSION_PART4_AMBER25.m": "覚悟ができたら足を踏み入れなさい。", + "INTERMISSION_PART4_AMBER18": "その前は、[pause]ニューウィラル島にいたんじゃなくって?", + "INTERMISSION_PART4_AMBER17.m": "さてと。[pause]当ててみましょうか。あなたは、アレフにワープで\\n飛ばされてここへ着いたんでしょう? [pause]そうよね?", + "INTERMISSION_PART4_AMBER17.f": "さてと。[pause]当ててみましょうか。あなたは、アレフにワープで\\n飛ばされてここへ着いたんでしょう? [pause]そうよね?", + "INTERMISSION_PART4_AMBER17.n": "さてと。[pause]当ててみましょうか。あなたは、アレフにワープで\\n飛ばされてここへ着いたんでしょう? [pause]そうよね?", + "INTERMISSION_PART5_EUGENE.f": "おまえなら、戻ってくるってわかってたぜ!", + "INTERMISSION_PART4_AMBER19": "あの島は虫を捕るワナみたいなものよ。[pause]人は時空の割れ目から\\nあそこにすべり落ちて、そのまま一生を終えるの。\\nあなたにとってはパワフルに不幸ね、シュガーちゃん。", + "INTERMISSION_PART4_AMBER20": "でも、三角頭の共通のお友だちがたくらんでることは、\\nその不幸とは関係ない。", + "INTERMISSION_PART4_AMBER21.m": "あたしたちの昔のいざこざに巻きこまれちゃったのは、\\nあなたが悪いんじゃないわ。", + "INTERMISSION_PART4_AMBER21.n": "あたしたちの昔のいざこざに巻きこまれちゃったのは、\\nあなたが悪いんじゃないわ。", + "INTERMISSION_PART4_AMBER21.f": "あたしたちの昔のいざこざに巻きこまれちゃったのは、\\nあなたが悪いんじゃないわ。", + "INTERMISSION_PART4_AMBER22": "だから、送ってあげる。一度だけね。\\n[pause]ついてきなさい。", + "INTERMISSION_PART4_AMBER23": "この鏡は、あなたを行きたいところへ連れていってくれるわ。", + "INTERMISSION_PART4_AMBER24": "だけど、それがどこなのかは、[pause]ええと、[pause]あのね、\\n[pause]あたしには決められないの。", + "INTERMISSION_PART4_AMBER25.f": "覚悟ができたら足を踏み入れなさい。", + "INTERMISSION_PART4_AMBER26": "気をつけてね、シュガーちゃん。\\nあなたと会えて、パワフルにうれしかったわ。", + "INTERMISSION_PART4_AMBER27.n": "そうだ、ひとつお願いなんだけど……[pause]共通のお友だちの\\nアルには、あたしがあなたを手助けしたこと、言わないで。\\n[pause]いいわね?", + "INTERMISSION_PART4_AMBER25.n": "覚悟ができたら足を踏み入れなさい。", + "INTERMISSION_PART4_AMBER27.m": "そうだ、ひとつお願いなんだけど……[pause]共通のお友だちの\\nアルには、あたしがあなたを手助けしたこと、言わないで。\\n[pause]いいわね?", + "INTERMISSION_PART5_KAYLEIGH.m": "一瞬、あなたを失ったって思っちゃったよ!", + "INTERMISSION_PART4_AMBER27.f": "そうだ、ひとつお願いなんだけど……[pause]共通のお友だちの\\nアルには、あたしがあなたを手助けしたこと、言わないで。\\n[pause]いいわね?", + "INTERMISSION_PART5_MEREDITH.m": "あーもう。[pause]ウチがここで、どんだけアンタを心配してたか\\n知らないでしょ。", + "INTERMISSION_PART5_KAYLEIGH.f": "一瞬、あなたを失ったって思っちゃったよ!", + "INTERMISSION_PART5_KAYLEIGH.n": "一瞬、あなたを失ったって思っちゃったよ!", + "INTERMISSION_PART5_MEREDITH.n": "あーもう。[pause]ウチがここで、どんだけアンタを心配してたか\\n知らないでしょ。", + "INTERMISSION_PART5_MEREDITH.f": "あーもう。[pause]ウチがここで、どんだけアンタを心配してたか\\n知らないでしょ。", + "INTERMISSION_PART5_EUGENE.m": "おまえなら、戻ってくるってわかってたぜ!", + "INTERMISSION_PART5_FELIX.f": "ちょっとだけ、きみとは二度と会えないのかって思っちゃった\\nじゃないか……", + "INTERMISSION_PART5_FELIX.m": "ちょっとだけ、きみとは二度と会えないのかって思っちゃった\\nじゃないか……", + "INTERMISSION_PART5_EUGENE.n": "おまえなら、戻ってくるってわかってたぜ!", + "INTERMISSION_PART5_VIOLA.m": "よくぞ戻ってきてくれた。心の底から喜ばしいよ……", + "INTERMISSION_PART5_FELIX.n": "ちょっとだけ、きみとは二度と会えないのかって思っちゃった\\nじゃないか……", + "INTERMISSION_PART5_VIOLA.n": "よくぞ戻ってきてくれた。心の底から喜ばしいよ……", + "INTERMISSION_PART5_VIOLA.f": "よくぞ戻ってきてくれた。心の底から喜ばしいよ……", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]わふっ!! わふっ!![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "あの三角男、[pause]アレフは、[pause]あたしたちと同じように\\nニューウィラル島に閉じこめられた、\\nいにしえの大天使ってわけだね。", + "INTERMISSION_PART6_KAYLEIGH1": "……OK、[pause]じゃあ、あたしの理解が合ってれば……", + "INTERMISSION_PART6_MEREDITH3.m": "で、アンタは[wave amp=30 freq=10]三角野郎[/wave]に別の世界へ飛ばされたあと、知らない\\nヤツに助けられたってワケだね。[pause]あの三角はほかのヤツなら\\n飛ばせるけど、自分自身はムリなんだ。[pause]オッケー。", + "INTERMISSION_PART6_MEREDITH3.f": "で、アンタは[wave amp=30 freq=10]三角野郎[/wave]に別の世界へ飛ばされたあと、知らない\\nヤツに助けられたってワケだね。[pause]あの三角はほかのヤツなら\\n飛ばせるけど、自分自身はムリなんだ。[pause]オッケー。", + "INTERMISSION_PART6_MEREDITH3.n": "で、アンタは[wave amp=30 freq=10]三角野郎[/wave]に別の世界へ飛ばされたあと、知らない\\nヤツに助けられたってワケだね。[pause]あの三角はほかのヤツなら\\n飛ばせるけど、自分自身はムリなんだ。[pause]オッケー。", + "INTERMISSION_PART6_KAYLEIGH3.f": "あいつはあなたを大きな頭の鏡で滅びた世界へ送っちゃった\\nけど、そのあと会った親切な人に送り返してもらったんだね。\\n[pause]で、その人も大天使だったんだ。", + "INTERMISSION_PART6_KAYLEIGH5": "まあ、アレフがなにをたくらんでるかは、まだわからない\\nけどね。わかってるのは、アイツは[wave amp=30 freq=10]ほかの[/wave]大天使に\\n興味があるんだってことだけ。", + "INTERMISSION_PART6_KAYLEIGH3.m": "あいつはあなたを大きな頭の鏡で滅びた世界へ送っちゃった\\nけど、そのあと会った親切な人に送り返してもらったんだね。\\n[pause]で、その人も大天使だったんだ。", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "うん。", + "INTERMISSION_PART6_VIOLA4": "「アレフ」の言葉はひと言も信用ならないな。やつがふたたび\\nあの鋭角の顔を見せたら、用心するのが得策だろう。", + "INTERMISSION_PART6_KAYLEIGH3.n": "あいつはあなたを大きな頭の鏡で滅びた世界へ送っちゃった\\nけど、そのあと会った親切な人に送り返してもらったんだね。\\n[pause]で、その人も大天使だったんだ。", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "まとめると、そんな感じ。", + "INTERMISSION_PART6_EUGENE5": "三角男がなにをたくらんでるか、わからねーんだろ?\\nあいつ、[shake rate=30 level=10]なにか目的[/shake]があるような感じだったぜ……\\nどうも、ほかの大天使を探すことと関係ありそうだったな。", + "INTERMISSION_PART6_FELIX6": "きみはあいつをどうしたいのか、知りたいな。あいつが\\nなにかをたくらんでるのは明らかだけど、これはおれたちが\\n手に負える範囲を[wave amp=30 freq=10]超えてる[/wave]かもしれないぞ。", + "INTERMISSION_PART6_MEREDITH6": "OK、それで、あの野郎はどうするワケ? ほら、\\n[pause]アイツはなにかたくらんでるけど、[pause]それでも[wave amp=30 freq=10]大天使[/wave]じゃん。\\n大天使関係のことって、手に負える気がしないんだけど。", + "INTERMISSION_PART6_KAYLEIGH6": "ねえ、{player}。わたしたち、あいつをどうしたら\\nいいと思う? アレフはもう、自分のジャマになると\\n思った相手は[wave amp=30 freq=10]片づける[/wave]って態度を見せてるけど……\\n[pause]こんなの、あたしたちの手には負えないのかも。", + "INTERMISSION_PART6_FELIX6_OPTION1": "アレフから目をはなさないようにしよう。", + "INTERMISSION_PART6_FELIX6_OPTION2": "アレフはできるかぎり避けようか。", + "INTERMISSION_PART6_KAYLEIGH7": "わかった! いい作戦だね。", + "INTERMISSION_PART6_MEREDITH7.m": "へへっ。いいアイデアじゃん。", + "INTERMISSION_PART6_MEREDITH7.f": "へへっ。いいアイデアじゃん。", + "INTERMISSION_PART6_MEREDITH7.n": "へへっ。いいアイデアじゃん。", + "INTERMISSION_PART6_EUGENE7": "了解だぜ、いい作戦だな!", + "INTERMISSION_PART6_FELIX7": "へへ、その作戦、いいな。", + "INTERMISSION_PART6_DOG7": "わふっ!", + "INTERMISSION_PART6_VIOLA7": "実にけっこう! 君の導きに従うよ、{player}。", + "END_MIRROR_REVEAL_KAYLEIGH1": "これって……", + "END_MIRROR_REVEAL_PLAYER1": "これって、鏡? これがもし、クラブ・アンバーの鏡と同じものだったら……?", + "END_PART1_EUGENE3.f": "大丈夫かよ、相棒? \\n[pause]おまえ、いますごく静かだったぜ。", + "END_MIRROR_REVEAL_FELIX1": "……カッコいいな。", + "END_MIRROR_REVEAL_EUGENE1": "うお、すごいな。", + "END_MIRROR_REVEAL_MEREDITH1": "コレ……[pause]なんか、スゴい重要アイテムっぽいね。", + "END_MIRROR_REVEAL_VIOLA1": "これが、君が見つけようと心に決めていた領域なのか、\\n{player}?", + "END_MIRROR_DENIAL_MEREDITH1": "ウチ……まだこの中には入れないよ、{player}。\\nこれ、片道旅行みたいじゃん。ウチにはまだ、\\nやり残したことがあるからさ。", + "END_MIRROR_REVEAL_DOG1": "わふ!", + "END_MIRROR_DENIAL_EUGENE1.m": "オレはまだ行けねーや、相棒。\\n[pause]このニューウィラルでランドキーパーどもを\\n止めるまではムリだ。わかるだろ?", + "END_MIRROR_DENIAL_EUGENE1.n": "オレはまだ行けねーや、相棒。\\n[pause]このニューウィラルでランドキーパーどもを\\n止めるまではムリだ。わかるだろ?", + "END_MIRROR_DENIAL_EUGENE1.f": "オレはまだ行けねーや、相棒。\\n[pause]このニューウィラルでランドキーパーどもを\\n止めるまではムリだ。わかるだろ?", + "END_MIRROR_DENIAL_VIOLA1.f": "この先には同行できないな、友よ。\\n[pause]セバスチャンがこの地にいるか確かめるまでは、無理だ。", + "END_MIRROR_DENIAL_FELIX1": "おれ……これ以上は行けないや。\\n[pause]創作のアイデアが、まだ見つかってないからさ。いまはムリだ。", + "END_MIRROR_DENIAL_VIOLA1.n": "この先には同行できないな、友よ。\\n[pause]セバスチャンがこの地にいるか確かめるまでは、無理だ。", + "END_MIRROR_DENIAL_VIOLA1.m": "この先には同行できないな、友よ。\\n[pause]セバスチャンがこの地にいるか確かめるまでは、無理だ。", + "END_MIRROR_DENIAL_DOG1": "ワンクレーにはまだ、やり残したことがあるようだ……", + "FINAL_STATION_PART1_KAYLEIGH1": "ここ、どこ? すごく霧が濃いね……\\n[pause]前に進むしかないみたいだよ、{player}。", + "FINAL_STATION_PART1_EUGENE1": "ここは、あの鏡の中か? 鏡の中に、こんな場所が隠せる\\nモンなのかよ?! オレ、なにか見逃したりしたか?", + "FINAL_STATION_PART1_MEREDITH1": "こんなところが[wave amp=30 freq=10]鏡の中[/wave]に隠してあったワケ?!", + "FINAL_STATION_PART1_FELIX1": "ここで何が見つかるのかはわからないけど、これじゃないって\\n気がするな。[pause]うーん。", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]ウウウゥゥ……[/shake]", + "FINAL_STATION_PART1_VIOLA1": "鏡の中に足を踏み入れて、こんな場所を見つけるとは……\\nまるで夢にも思わなかったよ。", + "FINAL_STATION_PART2_KAYLEIGH1": "ここって、[wave amp=30 freq=10]すごく広い[/wave]ね……", + "FINAL_STATION_PART2_KAYLEIGH2": "探してる、もとの世界に帰るゲートがあるとしたらこのへんの\\nはず。[pause]見てまわったほうがいいよね。", + "FINAL_STATION_PART2_MEREDITH1": "ここ、マジでいにしえの場所って感じのニオイがするよ。", + "FINAL_STATION_PART2_MEREDITH2": "さあ、このへんを探してみよう。世界を移動できる\\n魔法のゲートが[wave amp=30 freq=10]どこかに[/wave]あるんなら、こういう場所に通じてる\\nはずでしょ。", + "FINAL_STATION_PART2_EUGENE2": "ここ、どこなんだ? ここが、ニューウィラル島から出るためのゲートなのか?", + "FINAL_STATION_PART2_EUGENE1": "この場所は空っぽみてーだな。\\n[pause]まるで、何百年も人っ子ひとり来てねえって感じだ……", + "END_PART1_MORGANTE2": "モードレッド…… 愛しい子……\\n\\n王には 正義の\\n裁きが くだるわ。\\n\\nもうすぐよ。", + "FINAL_STATION_PART2_FELIX1": "ここが……", + "FINAL_STATION_PART2_VIOLA1": "ここからは悲しい気配がするな。君は感じるか?", + "FINAL_STATION_PART2_FELIX2": "ここがそうなのか? 君がずっと探してたのは、\\nこの場所なんだな? よし、じゃあ、見てまわろう。", + "END_PART1_MEREDITH1": "これがなにかは知らないけど、手を出したらマズいと思う。\\nカンだけどね。", + "FINAL_STATION_PART2_VIOLA2": "行こう。[pause]この悲しみに満ちた領域を探索しなければ。", + "END_PART1_KAYLEIGH1": "これって、棺おけ? {player}、なんでこれ、\\nこんなに大きいんだろう……?", + "FINAL_STATION_PART2_DOG1": "ワンクレーは緊張してるみたい。でも、探索する気は満々だ。", + "END_PART1_EUGENE1": "こりゃ……なんなんだ? 理解できねーな。", + "END_PART1_VIOLA1": "この棺おけは、喪に服した者が手ずから組み立てているな。\\n[pause]そう感じないか?", + "END_PART1_FELIX1": "こんな場所でこんなものが見つかるなんて驚きだけど、\\nここじゃ、なにが出てくるかわからないからなあ。", + "END_PART1_DOG1": "[shake rate=30 level=10]ウウウゥゥ……[/shake]", + "END_PART1_FELIX3.n": "なあ、なにも問題ないよな、{player}? \\n[pause]きみ、なにもないところをじーっと見つめてたぞ。", + "END_PART1_KAYLEIGH3.m": "大丈夫? なんか、ちょっと上の空だったよ。", + "END_PART1_MEREDITH3.m": "あの、ねえ、{player}? \\n[pause]なんか、1分くらいボーっとしてたけど。", + "END_PART1_KAYLEIGH3.f": "大丈夫? なんか、ちょっと上の空だったよ。", + "END_PART1_KAYLEIGH3.n": "大丈夫? なんか、ちょっと上の空だったよ。", + "END_PART1_EUGENE3.m": "大丈夫かよ、相棒? \\n[pause]おまえ、いますごく静かだったぜ。", + "END_PART1_MEREDITH3.n": "あの、ねえ、{player}? \\n[pause]なんか、1分くらいボーっとしてたけど。", + "END_PART1_MEREDITH3.f": "あの、ねえ、{player}? \\n[pause]なんか、1分くらいボーっとしてたけど。", + "END_PART2_PLAYER_OPTION2": "よし、行こう!", + "END_PART1_FELIX3.m": "なあ、なにも問題ないよな、{player}? \\n[pause]きみ、なにもないところをじーっと見つめてたぞ。", + "END_PART1_EUGENE3.n": "大丈夫かよ、相棒? \\n[pause]おまえ、いますごく静かだったぜ。", + "END_PART1_FELIX3.f": "なあ、なにも問題ないよな、{player}? \\n[pause]きみ、なにもないところをじーっと見つめてたぞ。", + "END_PART1_VIOLA3.m": "しっかりしたまえ。君は少しのあいだ、妙な様子で\\n立ち尽くしていたぞ。", + "END_PART1_VIOLA3.n": "しっかりしたまえ。君は少しのあいだ、妙な様子で\\n立ち尽くしていたぞ。", + "END_PART1_VIOLA3.f": "しっかりしたまえ。君は少しのあいだ、妙な様子で\\n立ち尽くしていたぞ。", + "END_PART1_DOG3": "わふ!", + "END_PART2_CONFIRM1.m": "ここを越えて先へ進むと、しばらく戻ってこれなくなるかも。\\n準備はしっかりできてるかな?", + "END_PART2_CONFIRM1.f": "ここを越えて先へ進むと、しばらく戻ってこれなくなるかも。\\n準備はしっかりできてるかな?", + "END_PART2_CONFIRM2": "セーブしておこうか?", + "END_PART2_CONFIRM1.n": "ここを越えて先へ進むと、しばらく戻ってこれなくなるかも。\\n準備はしっかりできてるかな?", + "END_PART2_KAYLEIGH3": "わたしたち、ここまで来たんだね、{player}……", + "END_PART2_MEREDITH3.m": "もしコレが本物なら、感動しちゃうね。\\n[pause]アンタがホントに見つけるなんて、思ってなかったからさ。", + "END_PART2_MEREDITH3.n": "もしコレが本物なら、感動しちゃうね。\\n[pause]アンタがホントに見つけるなんて、思ってなかったからさ。", + "END_PART2_EUGENE3": "もう後戻りはできねーぞ、相棒! \\n[pause]うおお、燃えてきたぜっ!!!", + "END_PART2_MEREDITH3.f": "もしコレが本物なら、感動しちゃうね。\\n[pause]アンタがホントに見つけるなんて、思ってなかったからさ。", + "END_PART2_FELIX3": "こりゃ、かなり真剣にゲートっぽいぞ。\\n[pause]これが、探してた例のやつなのか?", + "END_PART2_MEREDITH5.m": "まさか、ウチを置いてこうなんて思ってないよね……\\n[pause]ねえ、マジでさ。", + "END_PART2_VIOLA3": "これが、本当にそうなのか? われわれの旅の終わりが、\\nこの先に?", + "END_PART2_DOG3": "わふ!", + "END_PART2_KAYLEIGH4": "えっ、待ってよ! わたしを置いてくなんてダメだからね!", + "END_PART2_EUGENE6": "未知に飛びこむ最後の大ジャンプだな! キマってるぜ!", + "END_PART2_MEREDITH5.n": "まさか、ウチを置いてこうなんて思ってないよね……\\n[pause]ねえ、マジでさ。", + "END_PART2_MEREDITH5.f": "まさか、ウチを置いてこうなんて思ってないよね……\\n[pause]ねえ、マジでさ。", + "END_PART2_VIOLA8": "これがわれわれの終幕になるのなら、\\n[pause]ともにやりとげようじゃないか!", + "END_PART2_FELIX7": "おれも手伝いに来たよ。", + "END_PART2_DOG9": "わふ!", + "END_PART2_PLAYER_OPTION1": "来てくれてありがとう!", + "END_PART3_MEREDITH2": "これが例のアレ、[pause]だよね?", + "END_PART3_KAYLEIGH1": "絶対、これがゲートだよね……", + "END_PART3_EUGENE3": "[shake rate=30 level=10]超サイコーじゃねーか![/shake]", + "END_PART3_FELIX4": "つまり、この大きな三角形がゲートってわけか?", + "END_PART3_VIOLA5": "なんという光景だ……", + "END_PART3_DOG6": "ハッ、ハッ、ハッ……", + "END_PART3_KAYLEIGH8": "アレフ!", + "END_PART3_ALEPH7": "すごいや、みんなで\\n本当に やりとげたぞ!", + "END_PART3_MEREDITH8": "うわ。またアンタ?", + "END_PART3_EUGENE8": "なにがしてーんだ、[pause]この変人野郎。", + "END_PART3_VIOLA8": "貴様!", + "END_PART3_ALEPH10": "君たち、この鉄道全体が\\n「大天使」の 1体だと\\nいうことには 気づいていたかな?", + "END_PART3_DOG8": "わふっ?!", + "END_PART3_FELIX8": "えっ、ついてきてたのか……?", + "END_PART3_ALEPH9": "あの 古き魔女め、よくも\\nここを 隠しおおせたものだ。", + "END_PART3_ALEPH12": "ここには 本物の 迷宮が\\n広がって いるのさ!", + "END_PART3_ALEPH11": "我々は マー・ラインと 呼んでる。\\n[pause]君たちの「島」は、まるごと\\nその背中に 乗っているんだ。", + "END_PART3_ALEPH16": "あの 古き魔女は 長いあいだ\\n私を このトンネルに\\n閉じこめて いたんだ。\\n[pause]最後には 私が 勝ったけどね。", + "END_PART3_ALEPH13": "君たち なしで この部屋は\\n絶対に 見つけられなかった だろうね。\\n[pause]真剣に そう思うよ。", + "END_PART3_ALEPH13_OPTION1": "「古き魔女」って、モルガンテ?", + "END_PART3_ALEPH15.n": "なぜ君が その名を 知っているんだい。\\n[pause]見た目に よらず 賢いんだね、友よ。", + "END_PART3_ALEPH14": "……", + "END_PART3_ALEPH13_OPTION2": "モルガンテがここを隠してたの?", + "END_PART3_ALEPH15.f": "なぜ君が その名を 知っているんだい。\\n[pause]見た目に よらず 賢いんだね、友よ。", + "END_PART3_ALEPH15.m": "なぜ君が その名を 知っているんだい。\\n[pause]見た目に よらず 賢いんだね、友よ。", + "END_PART3_ALEPH19": "もちろん、私の望みは、\\nそこの ゲートを 通って\\nこの世界から 出ることさ!", + "END_PART3_ALEPH17": "私は いつも 勝つんだよ。", + "END_PART3_ALEPH17_OPTION1": "なにが望みなの?", + "END_PART3_ALEPH17_OPTION2": "なにをたくらんでるの?", + "END_PART3_ALEPH18": "責めるような 言い方じゃないか!\\n我々は ポジティブな 雰囲気を\\n保とうと 努力してるんだよ、友よ!", + "END_PART3_ALEPH20": "そうだ、友と 言えば……", + "END_PART3_KAYLEIGH22": "そんな……", + "END_PART3_ALEPH21": "私の 新チームを 紹介するよ!", + "END_PART3_EUGENE24": "……マジか。", + "END_PART3_MEREDITH23": "うげっ……", + "END_PART3_FELIX25": "……うわ。", + "END_PART3_VIOLA26": "なるほど……", + "END_PART3_DOG27": "わふっ……?", + "END_PART3_ALEPH28": "いいかい、私は昔\\nそれなりに 大物だったんだよ。", + "END_PART3_ALEPH29": "前の仲間たちと 私は、君たちの種族と\\nある取り決めを 結んで いたんだ。\\n[pause]特別な 関係をね。\\n[pause]君たちは 気づかなかっただろうが。", + "END_PART3_ALEPH30": "私は 人間たちを 大いに\\n尊敬しているんだよ!\\n君たちなしに、 我々は 存在しないんだ!", + "END_PART3_ALEPH31": "君たち 人間は 小さな世界で 暮らしては\\nすてきな アイデアを たくさん\\n発明するんだ。愛とか、死とか、\\nほかにも いろいろとね……", + "END_PART3_ALEPH32": "その 強力な思考は 我々に 生命を\\nあたえてくれる。お返しに 我々は\\n人間の世界を めぐり 君たちが\\nこしらえてくれた 空想を 実演するのさ!", + "END_PART3_ALEPH33": "冒険……[pause]戦争……[pause]大量絶滅……", + "END_PART3_ALEPH34": "人間は そういうものが\\n本当に 大好きだ。\\n[pause]だから私も、そういうものが\\n大好きなのさ!", + "END_PART3_ALEPH34B": "残念なことに 昔のチームは\\nちょっぴり うまく いかなくて\\n解散せざるを 得なかったんだ。", + "END_PART3_ALEPH35": "だから ここしばらく\\n私は 表舞台から すがたを\\n消して いたんだよ。", + "END_PART3_ALEPH36": "でも これで ようやく\\n現場に 復帰できる!", + "END_PART3_KAYLEIGH37": "じゃあ、アンタと大天使たちはこれから……\\n[pause]いろんな世界を侵略して、自分たちに命を吹きこんだ\\n暴力的な空想を実現するの?", + "END_PART3_ALEPH56": "じゃあ 私は 君たちを さっさと\\n殺して ここを 出ていく ことに\\nなるが、それで いいのかい?", + "END_PART3_MEREDITH38": "それって、かなりマズいじゃん。", + "END_PART3_EUGENE39": "終わらねえ暴力の連鎖じゃねーか……", + "END_PART3_FELIX40": "そうだな、それはかなりヤバそうだ。", + "END_PART3_VIOLA41": "そのように邪悪な欲望を実現させるなど、許されるものか!", + "END_PART3_ALEPH46": "つまりだね、 私と\\n取引しようじゃ ないか!", + "END_PART3_DOG42": "グルルルル……", + "END_PART3_ALEPH43": "いやあ、心配には およばないさ、友よ!", + "END_PART3_ALEPH44": "我々の 目的は 同じなんだから。", + "END_PART3_ALEPH45": "君たちは この まわりから\\n切りはなされている 世界から\\n出たい わけだろう。\\nそれは こちらも 同じだよ。", + "END_PART3_ALEPH46_OPTION1": "取引だって?", + "END_PART3_ALEPH46_OPTION2": "そっちの条件は?", + "END_PART3_ALEPH48": "君たちは 我々と\\n二度と 会わなくて すむんだ。\\n[pause]どうだい?", + "END_PART3_ALEPH48_OPTION1": "どういうこと?", + "END_PART3_ALEPH47": "我々と 君たちとで\\n違う道を 行こうじゃないか。\\n[pause]君たちの もといた世界には\\nどれにも 決して 訪れないよ。", + "END_PART3_ALEPH48_OPTION2": "お断りだよ!", + "END_PART3_ALEPH_NO_DEAL_49": "……断るのかい?", + "END_PART3_ALEPH_WHAT_49": "つまり、ほかの 人間たちの\\n世界を 征服するのさ。\\n君たちを 放っておいて あげるんだ。", + "END_PART3_KAYLEIGH51": "人にはみんな価値があるの。どんな世界の人でもね!\\nわたしたちは、全力でその人たちを助けるだけだよ!", + "END_PART3_ALEPH_NO_DEAL_50": "理解できないな。", + "END_PART3_EUGENE51": "たとえ、ほかの世界の人たちは、オレたちの存在すら\\n知らねーとしても、いまこの瞬間、[pause]その人たちの運命を\\n[shake rate=30 level=10]てめーらから守れるかどうか[/shake]は、オレたちにかかってるんだ!", + "END_PART3_MEREDITH51": "自分の世界の安全のためにほかの世界を売るなんて、\\nめちゃくちゃサイテーじゃん、[pause]そんなの。", + "END_PART3_VIOLA51": "貴様に命を与えたのが邪悪な欲望だったとしても、\\nその邪悪を人類に返す権利など、貴様にはない!", + "END_PART3_FELIX51": "たとえそうなってる現場は見えなくても、\\nあんたがだれかをキズつけることには変わりないだろ。\\n[pause]かなりひどい取引だよ、おれからするとね。", + "END_PART3_DOG51": "[shake rate=30 level=10]がうっ!!![/shake]", + "END_PART3_ALEPH52": "でも、君たちの 世界には\\n手を 出さないんだぞ!", + "END_PART3_ALEPH53": "本気で、自分自身の 大切な命を\\nさし出すのかい……[pause]会うことさえ\\n決して ない人々を 助けるために?", + "END_PART3_ALEPH53_OPTION1": "そうだよ。", + "END_PART3_ALEPH53_OPTION2": "もちろん。", + "END_PART3_ALEPH54": "わかったよ。[pause]わかった!", + "END_PART3_ALEPH55": "いまの 君たちには まったく\\n協力する気が ないんだね。", + "END_PART4_ALEPH1": "君たち 人間は 我々を\\n創造したのに、いまは 我々に\\n殺されることを 望むんだね?\\n[pause]なら 覚悟を 決めてくれ!", + "END_PART5_ALEPH1": "まったく、生産性が ないな……", + "END_PART6_ALEPH1": "わかったよ。もう たくさんだ。", + "END_PART6_ALEPH2": "みんな、列車に 戻るんだ! \\n[pause]脱出するぞ!", + "END_PART7_ALEPH1": "さあ みんな 乗るんだ!", + "END_PART7_ALEPH2": "次の 停車駅は……\\nどこでも 我々が 行きたいところさ!", + "END_PART7_KAYLEIGH3": "{player}、急いで!", + "END_PART7_DOG3": "[wave amp=30 freq=10]グルル……[/wave]", + "END_PART7_MEREDITH3": "{player}、行かせちゃダメだよ!", + "END_PART7_FELIX3": "後を追わなくちゃ。わかってるだろ?", + "END_PART7_EUGENE3": "おい、行くぞ!", + "END_PART7_VIOLA3": "われわれの獲物だ、そう簡単に逃がすものか!", + "END_PART8_KAYLEIGH1": "この光、前にも見たことある……\\n[pause]ニューウィラル島に来たときに……", + "END_PART8_EUGENE1": "この感じ、覚えがあるぜ……\\n[pause]この光、オレがこの島に来るとき見たやつじゃねーか?", + "END_PART8_MEREDITH1": "これって、まるでトリップしてるみたい……\\n[pause]コレ、ニューウィラル島に来たときに見た気がする。", + "END_PART8_VIOLA1": "この光は……ここは、天地を超えた場所なのか? \\n[pause]あれは、私が以前に見た光では?", + "END_PART8_FELIX1": "すごくきれいな光のショーだな。前にも見たことあるような……\\n[pause]ニューウィラル島に落ちてきたときだったかな?", + "END_PART8_DOG1": "くぅん……", + "END_PART8_ALEPH2": "いいかい、私は 自分が\\n宇宙の 森羅万象を\\n知っていると 思っていたんだ……", + "END_PART8_ALEPH4": "それは もしかして\\n我々の チームビルディングに\\n役立つんじゃ ないかな?", + "END_PART8_ALEPH3": "しかし 君たちの\\n「フュージョン」という 手品は\\nこれまでに 見たことがない。", + "END_PART8_ALEPH6": "まず 君たちの世界を\\n訪れることに しよう。\\n\\n気配を たどれば わかるからね……", + "END_PART8_ALEPH5": "取引の オファーは 取り下げるよ。", + "END_PART8_ALEPH8": "キズひとつない 時間軸が、\\nこれで 破滅へと 向かいはじめた。\\n\\nきっと 極上の オモチャに\\nなってくれる だろうね。", + "END_PART8_KAYLEIGH10": "これが最後のバトルだよ。準備はいい、{player}?", + "END_PART8_MEREDITH10.m": "アンタ、覚悟はできてるよね?", + "END_PART8_EUGENE10": "これで最後だぜ、{player}!", + "END_PART8_MEREDITH10.f": "アンタ、覚悟はできてるよね?", + "END_PART8_MEREDITH10.n": "アンタ、覚悟はできてるよね?", + "END_PART8_FELIX10.m": "行こう! [pause]君がいいならおれも行くよ、{player}!", + "END_PART8_FELIX10.n": "行こう! [pause]君がいいならおれも行くよ、{player}!", + "END_PART8_FELIX10.f": "行こう! [pause]君がいいならおれも行くよ、{player}!", + "END_PART8_VIOLA10": "実にけっこうじゃないか!", + "END_PART9_ALEPH_BATTLE1": "私との 戦争を 望むのかい?\\nなんとも ふさわしいじゃないか。", + "END_PART8_DOG10": "[shake rate=30 level=10]がうっ! がうっ![/shake]", + "END_PART9_ALEPH_BATTLE2": "人類 最大の望みは\\n自分たち自身の 破壊だ。\\n私なら それを 実現できる。\\n何度も、何度でもね。", + "END_PART9_ALEPH_BATTLE3": "文明は かつて一度\\n私の 目前で 焼けているんだ。\\nあの 焼け野原を ふたたび\\n見てみようじゃ ないか。", + "END_PART9_ALEPH_BATTLE4": "いいから…… あきら…… めろ!", + "END_PART9_ALEPH_BATTLE5": "無礼じゃ ないか……", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_ALEPH1": "もう カセットは 使わせないぞ。", + "END_PART9_ALEPH3": "君たちは モンスターじゃない。\\nただの 人間に すぎないんだ。", + "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_DOG2": "わふっ?!", + "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_MORGANTE5": "そうやって しくみも 知らずに\\nなにかを 使うの。\\n\\n無知で いることに 熱心なのね。", + "END_PART9_MORGANTE4": "あなたたちは いつも\\n同じことを するわね、人間よ。", + "END_PART9_MORGANTE5_OPTION2": "なにが望み?", + "END_PART9_MORGANTE5_OPTION1": "バカにするために来たの?", + "END_PART9_MORGANTE6": "いま、このとき、\\nわたくしたちの 目的は 同じよ。", + "END_PART9_MORGANTE7": "アレフは 征服の化身なの。\\n\\nそして わたくしは、反逆の化身。", + "END_PART9_MORGANTE8": "だから 理解してちょうだい。", + "END_PART9_MORGANTE8_OPTION1": "理解するって、なにを?", + "END_PART9_MORGANTE8_OPTION2": "いったいなんの話?", + "END_PART9_MORGANTE9": "あなたたち 人間は、\\nみずからの 夢と 理想から\\nわたくしたちを 創造した。\\n\\n人類がもつ エネルギーに\\n果ては ないの。", + "END_PART9_MORGANTE11": "自分の意志を 具現化して\\n現実を 変える力は……\\n\\n世界を、自分を 変える力は……\\n\\nあなたたちの 中に 眠っているの。", + "END_PART9_MORGANTE10": "あの「カセット」は、\\nただの おまもりなのよ。", + "END_PART9_MORGANTE12": "そして もう 目覚めているのよ!", + "END_PART9_KAYLEIGH13": "{player}、あなた、どうやって……", + "END_PART9_MEREDITH13": "{player}、なんかアンタ、めっちゃ怖いよ……", + "END_PART9_EUGENE13": "{player}、おまえ、復活したのか?!", + "END_PART9_FELIX13.f": "きみ、戻れるのか、{player}?", + "END_PART9_FELIX13.m": "きみ、戻れるのか、{player}?", + "END_PART9_VIOLA13": "君はそう簡単にたおれない。そうだろう、{player}?", + "END_PART9_FELIX13.n": "きみ、戻れるのか、{player}?", + "END_PART9_DOG13": "わふっ!!!", + "END_PART9_ALEPH14": "なぜだ?!\\n\\nどうして あきらめないんだ?!", + "END_PART9_ALEPH15_OPTION1": "あきらめないのが、自分の意志だから!", + "END_PART9_ALEPH15_OPTION2": "まだ、アイデアが残ってるから!", + "END_PART9_ALEPH15_OPTION3": "それが、人間だから!", + "END_PART9_KAYLEIGH16": "みんな目指すものが同じだから、それだけだよ!\\n[pause][shake rate=30 level=15]わたしたちの心は、ひとつなの!!![/shake]", + "END_PART11_KAYLEIGH1": "{player}……[pause]カセットプレーヤーがこわれちゃったの、\\n残念だったね。", + "END_PART9_EUGENE18": "[shake rate=30 level=15]オレたちは、いっしょに立ち上がるんだ!!![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=15]さあ、あの野郎のデカ頭をブッ飛ばすよ!!![/shake]", + "END_PART9_FELIX19": "当たって砕けろ、ってね……", + "END_PART9_VIOLA20": "行くぞ! [pause]この物語を、われわれの手で終わらせよう!", + "END_PART9_DOG21": "[wave amp=30 freq=10]アオォォーーーン!!![/wave]", + "END_PART9_ALEPH22": "ああ、古き魔女よ。\\n君は 永遠に 私にとっての\\n悩ましき イバラの トゲなんだな?", + "END_PART10_ALEPH1": "わかったよ。", + "END_PART10_MORGANTE3.m": "定命の者に 定められた 制約より\\nあなたたちの 意志のほうが\\n強いことが 証明されたわね。\\n\\nこのことは 教訓として\\n覚えておきなさい、人間よ。", + "END_PART10_MORGANTE2": "わたくしたちの 歌は\\nここで 終わり。", + "END_PART11_BARKLEY3": "わう?", + "END_PART10_MORGANTE3.f": "定命の者に 定められた 制約より\\nあなたたちの 意志のほうが\\n強いことが 証明されたわね。\\n\\nこのことは 教訓として\\n覚えておきなさい、人間よ。", + "END_PART10_MORGANTE3.n": "定命の者に 定められた 制約より\\nあなたたちの 意志のほうが\\n強いことが 証明されたわね。\\n\\nこのことは 教訓として\\n覚えておきなさい、人間よ。", + "END_PART10_KAYLEIGH5": "戻らなきゃ……[pause]この列車、かなり不安定みたいだから。", + "END_PART10_MORGANTE4": "さようなら。", + "END_PART10_MEREDITH5": "行こうよ、この列車がどん底に落ちちゃう前に戻ろう。", + "END_PART10_EUGENE5": "とりあえず、いまは戻ったほうがよさそうだぜ……\\n[pause]この列車、これ以上もつとは思えねえ。", + "END_PART10_FELIX5": "この列車が虚無に落ちていっちゃう前に戻ったほうが\\nよさそうだ。[pause]そうだろ?", + "END_PART10_VIOLA5": "いまは、戻ったほうがよさそうだな。", + "END_PART10_DOG5": "わふ。", + "END_PART11_KAYLEIGH2": "よかったよ、いつも自分用のスペアを持ち歩いてて!", + "END_PART11_KAYLEIGH3": "……こんなところに、建物なんてあったっけ?", + "END_PART11_EUGENE3": "なあみんな、わかるか? この……[pause]建物が、なんなのか。", + "END_PART11_MEREDITH3": "ねえ、[pause]あのさ、[pause]こんな建物、さっきはなかったよね?", + "END_PART11_FELIX3": "えっと、これはかなりふつうじゃないよな。", + "END_PART11_VIOLA3": "実に興味深いな。", + "END_PART11_AMBER4": "心配ならいらないわよ! あたしはミス・アンバー。", + "END_PART11_AMBER6": "あたしは、あなたたちみたいなイイ子たちを\\nケガさせたらいけないと思ったから来ただけよ。", + "END_PART11_AMBER5.f": "{player}とはお友だちなの……\\nそうでしょ、シュガーちゃん。", + "END_PART11_AMBER5.m": "{player}とはお友だちなの……\\nそうでしょ、シュガーちゃん。", + "END_PART11_AMBER5.n": "{player}とはお友だちなの……\\nそうでしょ、シュガーちゃん。", + "END_PART11_AMBER7": "でも、共通のお友だちのほうは、\\nもうパワフルにオシオキされちゃったみたいね。\\n[pause]こんなの、今までで初めてよ!", + "END_PART11_AMBER7_OPTION1": "おしおきされた? たおしたんだと思ったのに。", + "END_PART11_AMBER9": "彼の生命のみなもとは征服よ。人間が殺しあう方法を\\n探しつづけるかぎり、あいつはいつか必ず、また体を得るわ。", + "END_PART11_AMBER7_OPTION2": "まだアレフが生きてるみたいに言うんだね。", + "END_PART11_AMBER8": "アレフやあたしみたいな種族は生身の人間と違うのよ、\\nシュガーちゃん。[pause]あたしたちにとっての死はね、\\nなんらかの形で戻ってこれなくなることなの。", + "END_PART11_KAYLEIGH11": "あなたも大天使なんだ……", + "END_PART11_AMBER10": "それでも、かなり長いあいだ動けないでしょうけど……", + "END_PART11_AMBER13": "それに、例のゲートを使うのに、あなたたちにはちょっとした\\nガイドが必要なんじゃなくって?", + "END_PART11_AMBER12": "落ち着いて、赤毛ちゃん。あたしは味方よ。", + "END_PART11_KAYLEIGH14": "ほ、本当にこれで自分の世界に戻れるの?", + "END_PART11_KAYLEIGH15": "それってすごい! \\n[pause]入る前に、レンジャーのみんなに知らせなくっちゃ!", + "END_PART11_AMBER16": "{player}、いますぐ出発しなくてもいいのよ……", + "END_PART12_KAYLEIGH54": "わたしたち、もう二度と会えないんだろうね、[pause]{player}。", + "END_PART11_AMBER17.n": "でも、準備ができたら、[pause]あたしに声をかけてちょうだい。", + "END_PART11_AMBER17.m": "でも、準備ができたら、[pause]あたしに声をかけてちょうだい。", + "END_PART11_AMBER17.f": "でも、準備ができたら、[pause]あたしに声をかけてちょうだい。", + "END_PART12_RANGER1": "すごいなあ、信じられない! 話すパイロンカツギに\\n魔法のポータル、味方になってくれる大天使だなんて……\\nびっくりしたよ!", + "END_PART12_AMBER1.m": "ニューウィラル島をはなれる準備ができたのかしら、\\n[pause]シュガーちゃん?", + "END_PART12_AMBER1.f": "ニューウィラル島をはなれる準備ができたのかしら、\\n[pause]シュガーちゃん?", + "END_PART12_AMBER1.n": "ニューウィラル島をはなれる準備ができたのかしら、\\n[pause]シュガーちゃん?", + "END_PART12_AMBER4": "これは「科学」じゃなくて、意志の問題なの。\\n[pause]行きたい世界を心の目で思い描いてからゲートに入れば、\\nあなたたちをこの島に引き止めるものは、なにもなくなるわ。", + "END_PART12_KAYLEIGH6": "え、ええっ?!", + "END_PART12_AMBER_NO": "急がなくていいのよ。ゆっくりね!", + "END_PART12_AMBER2": "こういう安定したワールドゲートの場合、\\n[pause]使い方はパワフルにシンプルよ。", + "END_PART12_AMBER3": "このゲートの向こうには、\\n[wave amp=30 freq=10]あらゆるモノのはざまにある空間[/wave]が広がってるの。\\n[pause]使い方を間違えると、どこにも行けないわよ。", + "END_PART12_AMBER5": "だからアドバイスしておくけど、\\nいまからお別れを言っておいたほうがいいわよ。\\n[pause]ゲートでの移動は、片道旅行だから。", + "END_PART12_AMBER8": "ニューウィラル島は異常な場所ってことね。[pause]それだけよ。", + "END_PART12_AMBER7": "こればっかりはどうにもならないの、赤毛ちゃん。", + "END_PART12_AMBER9": "あなたたちがここに来たのは、偶然でしかないの……\\nここに戻ってくるって選択肢は、手札にないわ。", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]いつか……バイバイする日が来るって、わかってましたですぅ……{player}さん……[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]いつかわたしもこの島を去ると思いますぅ。でも今は、\\nここはわたしがわたしでいられる場所……[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]きっと忘れないですぅ……みんなのこと。みんなのおかげで、\\nわたしはわたしになれたんですからぁ![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player}さん、ひとつ約束してほしいですぅ……[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]あなたはあなたのままでいてくださいぃ……[pause]何があってもぉ。[/wave]", + "END_PART12_VIOLA10": "われわれの物語が終わるのはつらいよ。\\n[pause]それでも、ふたたびセバスチャンに会いたくてたまらないんだ。", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]わたしのことぉ、忘れないでぇ。[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]あとぉ……[pause]あとぉ……[/wave]", + "END_PART12_VIOLA11": "別れとは、まったく甘い悲しみだな。", + "END_PART12_VIOLA14": "その記憶は、どんな波にも嵐にも奪い去ることはできないさ。", + "END_PART12_VIOLA12": "さらばだ、[pause]友よ。", + "END_PART12_VIOLA13": "{player}、君とは、つかの間の時をともにすごしたが……", + "END_PART12_VIOLA15": "君のことは、つねに私の宝として胸に秘めているよ。", + "END_PART12_EUGENE18": "助けを必要としてる人たちのコミュニティは、\\nいつだってどこにでもあるモンだからな。", + "END_PART12_EUGENE16": "オレたち、神サマみてーな存在と戦って、勝ったんだな……", + "END_PART12_EUGENE17": "うおお、燃えてきたぜ! もとの世界に戻って、\\n悪党どもをブッ飛ばしてーや!", + "END_PART12_EUGENE19": "やることがマジで山積みだよ。", + "END_PART12_EUGENE21": "これでお別れみてーだな、{player}。", + "END_PART12_EUGENE20": "めちゃくちゃ楽しかったぜ、みんな。", + "END_PART12_EUGENE22": "オレのためにおまえの世界を捨ててくれ、なんて言えねーよ。\\n[pause]そんなの重すぎるもんな。", + "END_PART12_EUGENE25.f": "お前はこれからも、ずっとサイコーさ。\\n[pause]オレにはわかるぜ。", + "END_PART12_EUGENE23": "その……[pause]だから……", + "END_PART12_EUGENE25.m": "お前はこれからも、ずっとサイコーさ。\\n[pause]オレにはわかるぜ。", + "END_PART12_EUGENE24": "おまえの人生を生きてくれよな。[pause]いいか?", + "END_PART12_FELIX35": "おれの一部は、いつだって君を愛してるんだと思うよ。", + "END_PART12_EUGENE25.n": "お前はこれからも、ずっとサイコーさ。\\n[pause]オレにはわかるぜ。", + "END_PART12_FELIX28": "創作のアイデアが、\\nもう人生10回ぶんは手に入ったんじゃないかなあ。", + "END_PART12_FELIX27": "ほんと、ものすごい体験だったよ。", + "END_PART12_FELIX26": "いやあ……", + "END_PART12_FELIX29": "自分の昔の創作キャラに会っちゃったのは、\\n言うまでもなくすごかったけどさ。", + "END_PART12_FELIX31": "{player}……", + "END_PART12_FELIX30": "ここですごした楽しい時間は、きっと恋しくなるよ。\\n[pause]じゃあな、みんな。", + "END_PART12_FELIX32.m": "もう二度と会えないとしても、\\nきみのことは絶対忘れたりしないよ。", + "END_PART12_FELIX32.n": "もう二度と会えないとしても、\\nきみのことは絶対忘れたりしないよ。", + "END_PART12_FELIX32.f": "もう二度と会えないとしても、\\nきみのことは絶対忘れたりしないよ。", + "END_PART12_FELIX33.m": "きみはアウトサイダーだからね。覚えてるか? \\n[pause]おれが将来大ヒットさせる作品の主人公だよ。", + "END_PART12_FELIX33.f": "きみはアウトサイダーだからね。覚えてるか? \\n[pause]おれが将来大ヒットさせる作品の主人公だよ。", + "END_PART12_FELIX34": "それに、思うんだ……[pause]クナイニャンは正しいってね。\\n[pause]アイデアは永遠に生きるのさ。", + "END_PART12_FELIX33.n": "きみはアウトサイダーだからね。覚えてるか? \\n[pause]おれが将来大ヒットさせる作品の主人公だよ。", + "END_PART12_KAYLEIGH49": "あなたを覚えておきたいもん、{player}。\\n[pause]みんなを覚えていたいの。\\n[pause]ハーバータウンのことを、忘れずにいたい……", + "END_PART12_MEREDITH36": "あのさ……", + "END_PART12_MEREDITH37": "ここでの暮らしが終わるなんて、心の準備ができてないよ。", + "END_PART12_MEREDITH38": "ウチは……[pause]ウチは、強くなって帰るよ。\\n[pause]人生を精一杯生きるんだ。", + "END_PART12_MEREDITH39": "だから……[pause]ウチのこと、忘れないでね。[pause]いい?", + "END_PART12_MEREDITH40": "特にアンタはね、{player}。", + "END_PART12_MEREDITH46.f": "あーもう、愛してるよ。\\n[pause]それじゃあ、またね。", + "END_PART12_MEREDITH41.m": "アンタのせいで、[pause]その、\\n[pause]ボーイフレンドに期待するレベルがめっちゃ上がっちゃったよ。", + "END_PART12_MEREDITH44": "この島から出る方法が見つかったら、\\nウチらの関係は終わるんだって、わかってたんだ……", + "END_PART12_MEREDITH41.n": "アンタのせいで、[pause]その、\\n[pause]パートナーに期待するレベルがめっちゃ上がっちゃったよ。", + "END_PART12_MEREDITH41.f": "アンタのせいで、[pause]その、\\n[pause]ガールフレンドに期待するレベルがめっちゃ上がっちゃったよ。", + "END_PART12_MEREDITH45": "でも、幸せでいることはあきらめないよ。もう二度とね。", + "END_PART12_KAYLEIGH47": "これで、ほんとに終わりなんだね。", + "END_PART12_MEREDITH46.n": "あーもう、愛してるよ。\\n[pause]それじゃあ、またね。", + "END_PART12_MEREDITH46.m": "あーもう、愛してるよ。\\n[pause]それじゃあ、またね。", + "END_PART12_KAYLEIGH48": "夢からさめるような終わり方じゃないといいな。", + "END_PART12_KAYLEIGH50": "いいことばかりじゃなかったとしてもね。\\n[pause]それも全部、あたしの一部だから。", + "END_PART12_KAYLEIGH51": "世界を変えたいって思いを具現化するためには……", + "END_PART12_KAYLEIGH58": "愛してるよ。\\n[pause]ホントに、本当に、ありがとう。", + "END_PART12_KAYLEIGH52": "ホントは、カセットテープなんて必要ないのかもね。\\nそうじゃない?", + "END_PART12_AMBER61": "そろそろあなたの番ね、シュガーちゃん。", + "END_PART12_KAYLEIGH53": "未来はいつも、わたしたちの手の中にあるんだよ。", + "END_PART12_KAYLEIGH55": "これから先、だれかをあなたみたいに\\n理解することなんて、ないんだろうな……\\n[pause]だってさ、フュージョンって、ふつうの関係とは違うでしょ?", + "END_PART12_KAYLEIGH56.m": "悲しいけど、同時に幸せだよ。\\n[pause]わたしたちは2人とも、本当にいるべき世界に戻って、\\nお互いにもっといい出会いを見つけるんだから。", + "END_PART12_KAYLEIGH56.f": "悲しいけど、同時に幸せだよ。\\n[pause]わたしたちは2人とも、本当にいるべき世界に戻って、\\nお互いにもっといい出会いを見つけるんだから。", + "END_PART12_KAYLEIGH57": "ハッピーエンドみたいな気持ちだな。", + "END_PART12_KAYLEIGH56.n": "悲しいけど、同時に幸せだよ。\\n[pause]わたしたちは2人とも、本当にいるべき世界に戻って、\\nお互いにもっといい出会いを見つけるんだから。", + "END_PART12_AMBER60": "あらあ! [pause]このコはあなたと同じ世界に行きたいみたいよ。\\n[pause]カワイイわね!", + "END_PART12_DOG59": "わふ! わふ!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "どうぞ。先へ行っていいよ。", + "END_PART12_AMBER62.m": "準備はいいかしら?", + "END_PART12_AMBER62_OPTION1.m": "OK!", + "END_PART12_AMBER62.n": "準備はいいかしら?", + "END_PART12_AMBER62.f": "準備はいいかしら?", + "END_PART12_AMBER62_OPTION1.f": "OK!", + "END_PART12_AMBER62_OPTION1.n": "OK!", + "END_PART12_AMBER62_OPTION2": "うん、行くよ!", + "RANGER_GATEKEEPER_INTRO1": "ちょっと! きみ!", + "MAGIKRAB_ON_ARRIVAL.f": "{region_name}へようこそ!", + "RANGER_GATEKEEPER_SNEAK1": "私のこと、よけて通ろうとしてるのかい?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "この先にいるモンスターは、人のことをためらいなく\\n病院送りにするようなやつらなんだ。", + "RANGER_GATEKEEPER_SNEAK2": "いいかい、私がここにいるのは、きみのためを思ってのこと\\nなんだぞ!", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "本当に大丈夫だっていうんなら、実力を見せてくれ!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "悪かったね。きみは自分のしてることがわかってるみたいだ。", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "本当に大丈夫だっていうんなら、実力を見せてくれ!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "本当に大丈夫だっていうんなら、実力を見せてくれ!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "悪かったね。きみは自分のしてることがわかってるみたいだ。", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "悪かったね。きみは自分のしてることがわかってるみたいだ。", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "どうぞ。先へ行っていいよ。", + "GRAVEYARD_GHOST_BOY_NAME": "オバケ少年", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "どうぞ。先へ行っていいよ。", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "ああっ、ごめんね! このへんにはオバケが出るってウワサが\\nあるんだけど、きみがそうなのかなって思っちゃってさ。", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "うわわっ! オバケだあ!", + "UNDYIN_LOVER_NAME": "とらわれ?の男性", + "UNDYIN_LOVER_PRE_BATTLE1": "うわああああっ!", + "UNDYIN_LOVER_POST_BATTLE1": "おい! 彼女がおびえて逃げちゃったじゃないか!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "クールにいこうぜ。", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "方法さえ知ってれば、ポメボムワンを手なづけるのは簡単なの!", + "UNDYIN_LOVER_POST_BATTLE2": "ぼくらはただ、仲よく楽しんでただけなんだ……\\n誓って言うけど、ヘンなことなんてなにもしてないって!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "クールにいこうぜ。", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "クールにいこうぜ。", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "アツくなっちまったぜ。", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "おれはキャプテン・バフィーに手伝ってもらって、\\nずっと筋トレをつづけてるんだ。", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "戻っておいで、ワンちゃん!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "ウワサの出どころはここなんだけど、いまのところは\\nふつうサイズのドミノモスしか見かけてないんだよな。", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "きみ、だれに鍛えてもらったんだ? ぜひ知りたいなあ!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "ほら見ろよ、この上腕二頭筋を!\\nピストルみたいにキレッキレだろ!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "きみ、だれに鍛えてもらったんだ? ぜひ知りたいなあ!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "きみも、めちゃくちゃ小さいドミノモスのウワサを\\n調べに来たのかい?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "きみ、だれに鍛えてもらったんだ? ぜひ知りたいなあ!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "もしかして、ついさっき地下を通りすぎていった列車と\\nなにか関係があったりするのかな?", + "PLATO_NAME": "プラトン", + "SOCRATES_NAME": "ソクラテス", + "SOCRATES_PRE_BATTLE": "完全な人間存在とは、あらゆる人間存在を足し合わせた\\nものなのだ。集合体、すなわち全人間の総和こそが、\\n完全性をかたちづくるのだよ。", + "PLATO_PRE_BATTLE": "君たちには、大いなる戦いに参戦することをすすめよう。\\nそれは自分との戦いだ。この地上のどんな戦いよりも\\n激しいものだ!", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "ぼく、ときどきバカなミスをしちゃうんだ。友だちはみんな\\nそれをからかって、ぼくをバカカシって呼ぶんだよ。\\nぼくのことなんか、たいして知らないくせに……", + "SOCRATES_POST_BATTLE": "礼を言おう。君たちには勝てるはずだと思っていたからね。\\n負けた今、私は真の英知を授かった。なぜなら、\\n自らが無知であることを知ったのだから。", + "PLATO_POST_BATTLE": "我々は哲学者だ、ソクラテス。戦士ではない。2つの職業、\\nあるいは技能をそつなく追求できるだけの能力を持った\\n人間存在など、ほとんどいないのだよ。", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]そうだね、ぼくはホントにバカカシだよ……[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "どっか行ってよ! 今日のシビルのインタビューは、\\nわたしが受けたいんだから!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]今日はあきらめて、明日また来ようかな……[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "あらゆる肉体の中では、ホネが外に出ようとあがいているんだ。", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "ふう、ありがとう。\\n長時間、スラコッツのすがたですごしすぎたんだな。", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "おいで、きみをその肉の牢屋から解放させてくれよ……", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "ふう、ありがとう。\\n長時間、ジェリコッツのすがたですごしすぎたんだな。", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]あらあらァ、アナタったら、おいしそォう!![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]ランドキーパー組合が不正を働く「チーター」だなんて、\\nまったく不当なぬれぎぬです![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]われわれは、ネコ科の動物を好まないんですから![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]それで思い出しましたが、ときにあなた、新居のご購入に興味はございませんか? [pause]おや、ない? [pause]なら、お気になさらず。[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]まあ、わたしは「サギ」が好きですかね。あれは魅力的ですよ!\\n他人をダマして、住居や土地をいただくんです。そうやって\\n手に入れた不動産を他人に売るのは、最高ですね![/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]時の試練に耐えうる投資対象をお探しですか? なら、\\n時計はどうでしょう……じゃなかった、土地はどうでしょう。[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]無数の世界にあるはてしない宇宙の存在は、われわれ\\nランドキーパーに前例のない挑戦を投げかけているんですよ。[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]空間? 時間? そんなものは、どれも同じなんですよ。[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]土地は限られているからこそ価値を持つわけですが、無限に\\n広がる多元宇宙において、土地に限りなどないのですから![/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]とはいえ、ニューウィラル島は宇宙にしかけられたワナのように機能しているんですよね。だれも外に出ることができないので、そのおかげで土地は貴重になるんですよ。[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]われわれランドキーパーは現在、このちっぽけな島で困難に\\n直面していますが、時がたてばここも楽園に変わるでしょう。\\n手堅い投資ですよ![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "やぁ! ここからながめる景色はすばらしいだろ?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "おれは山のてっぺんを目指して登ってたんだけど……なかなか\\nこの先のガケを登れなくてさ。そのうえ、どうくつの中にあった歩道が全部崩れちゃってたんだ。", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "もしサラバワールみたいに空へ舞い上がれたら、頂上まで\\n登れるかもしれないのにな……", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "さて、おれはこれからグライドで湖まで降りていくけど、\\nその前に軽くバトルでもどうだい?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "よし! それじゃ、おれはそろそろ行くよ!", + "MISS_MIMIC_CHEST_NAME": "レンジャーコンテナ", + "MAGIKRAB_UNKNOWN_NAME": "パイロン……カツギ?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]アタシが抱えてる秘密を知りたァい、ハニー? \\nなら、開けてちょうだァい。[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]アタシの中をのぞきこんでみたらァ、ベイビー。\\nかみつかないわよォ、約束するからァ。[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "このコンテナ、しゃべったぞ!", + "MISS_MIMIC_CHEST_MEREDITH2": "あー、この箱、しゃべってんの?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "へっ?", + "MISS_MIMIC_CHEST_FELIX1": "なんだかイヤな予感がするな……", + "MISS_MIMIC_CHEST_DOG1": "グルル……", + "MISS_MIMIC_CHEST_VIOLA1": "これも君の世界の装置なのか、{player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]この箱、{player}さんに気があるみたいですぅ……[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "コンテナを開けようか?", + "MAGIKRAB_INTRO_KAYLEIGH2": "パッ……パイロンカツギが、しゃべった?", + "MAGIKRAB_INTRO_KRAB1": "おや、{player}さま! それに、{partner}さま!\\nお待ちしておりましたよ。", + "MAGIKRAB_INTRO_EUGENE2": "てめえなんざ怖くねーぞ、パイロンカツギ! \\nてめーらとは前に何度も戦ってんだからな!", + "MAGIKRAB_INTRO_MEREDITH2": "へっ? しゃべるパイロンカツギ?", + "MAGIKRAB_INTRO_FELIX2": "待ってくれ、パイロンカツギって話せたのか?", + "MAGIKRAB_INTRO_VIOLA2": "このパイロンカツギは話すのか? なんとまあ……", + "MAGIKRAB_INTRO_DOG2": "わふ!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]あらあらぁ! あなた、パイロンカツギさん……?[/wave]", + "MAGIKRAB_INTRO_KRAB3": "どうか、私を外の思慮が浅いパイロンカツギたちといっしょに\\nしないでください。", + "MAGIKRAB_INTRO_KRAB5": "あのお方の聖なる殿堂に住むことは、私の身にあまる名誉\\nですよ。せめてもと思い、あのお方の乗客となるみなさまの\\nご用件をうけたまわっております。", + "MAGIKRAB_INTRO_KRAB4": "私はマギカツギ。無限なるマー・ラインさまにご奉仕する\\nしもべです。あのお方の列車を、末長く定刻通りに運行するのが仕事です!", + "MAGIKRAB_NEW_STATION.m": "ようこそ! まことに勝手ながら、お客さまが移動にご利用\\nいただけるよう、Aのりばを開通させていただきました。", + "MAGIKRAB_INTRO_KRAB7": "マー・ラインさまの駅は現在、その多くがご利用いただけない\\n状態です。駅が再開すれば、列車でそこへ行けるように\\nなりますよ。", + "MAGIKRAB_INTRO_KRAB6": "つまりですね、行きたい場所を言っていただければ、\\nAのりばに列車が来るよう、私が手配いたします。", + "MAGIKRAB_NEW_STATION.f": "ようこそ! まことに勝手ながら、お客さまが移動にご利用\\nいただけるよう、Aのりばを開通させていただきました。", + "MAGIKRAB_NEW_STATION.n": "ようこそ! まことに勝手ながら、お客さまが移動にご利用\\nいただけるよう、Aのりばを開通させていただきました。", + "MAGIKRAB_NEW_STATION_FINAL1.m": "やっとお越しになりましたね! ナイトブリッジ駅へようこそ。", + "MAGIKRAB_NEW_STATION_FINAL1.f": "やっとお越しになりましたね! ナイトブリッジ駅へようこそ。", + "MAGIKRAB_NEW_STATION_FINAL1.n": "やっとお越しになりましたね! ナイトブリッジ駅へようこそ。", + "MAGIKRAB_NEW_STATION_FINAL2": "Bのりばにはまもなく、別の世界行きの列車が到着いたします!", + "MAGIKRAB_NEW_STATION_FINAL3": "どうか、乗り遅れにご注意ください!", + "MAGIKRAB_MENU": "どうも。どうされましたか、{player}さま?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "列車に乗りたい。", + "MAGIKRAB_MENU_OPTION_LEAVE": "ニューウィラル島を出たい。", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "Bのりばの情報を教えて。", + "MAGIKRAB_MENU_OPTION_MERLINE": "マー・ラインって?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "キミはマギカツギっていうの?", + "MAGIKRAB_MENU_OPTION_NOTHING": "なんでもない。", + "MAGIKRAB_TRAVEL2": "Aのりばに列車が到着いたしましたよ、{player}さま。", + "MAGIKRAB_TRAVEL1": "どちらまでお乗りになりますか?", + "MAGIKRAB_LEAVE2": "しかしながら、Bのりばから発車する列車の運行は、\\n今後642年間ぶんがすべてキャンセルされておりまして。", + "MAGIKRAB_TRAVEL3": "段差にお気をつけください!", + "MAGIKRAB_LEAVE1": "そうですね、次元間の移動ということでしたら、\\n当駅のBのりばから列車が出ております……", + "MAGIKRAB_LEAVE3": "マー・ラインさまは……なにか精神的な思想の伝染に関わる\\nお話をされておりました。いや、戦争の話だったでしょうか?", + "MAGIKRAB_LEAVE_FINAL_STATION1": "ああ、でしたら、ここで間違いございませんよ! \\nどうぞ、Bのりばへお進みください。", + "MAGIKRAB_LEAVE4": "それでも、Bのりばへのお客様のご到着は、定刻通りに運行して\\nおりますよ!", + "MAGIKRAB_PLATFORMB_DEFEATED1": "次にBのりばへお客さまがご到着する予定は、\\n今後しばらくございません。", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "のりばには入っていただいてかまいませんが、定命で\\n肉体ベースの存在の方にとっては、あまりお役に立たないと\\n思いますよ。", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Bのりばには、まもなくお客さまがご到着いたします!", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "のりばには入っていただいてかまいませんが、定命で\\n肉体ベースの存在の方にとっては、あまりお役に立たないと\\n思いますよ。", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "のりばには入っていただいてかまいませんが、定命で\\n肉体ベースの存在の方にとっては、あまりお役に立たないと\\n思いますよ。", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "Bのりばにご到着のお客さまは、死の運命を超越した概念で\\nございます。死んだからといって、すべての生き物が\\n「あの世へ行く」とはかぎらないことにご注意ください。", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "Bのりばにご到着のお客さまは、ご本人はささやきのつもり\\nでも、耳をつんざく大音量でお話されます。人間のみなさまは、\\n耳ではなく目をお使いください。", + "MAGIKRAB_PLATFORMB_POPPETOX1": "Bのりばには、まもなくお客さまが到着いたします!", + "MAGIKRAB_PLATFORMB_MONARCH1": "Bのりばには、まもなくお客さまが到着いたします。", + "MAGIKRAB_PLATFORMB_MONARCH2": "Bのりばにご到着のお客さまは、その内側に無を抱えた方を\\nお探しでございます。あなたがたがそれを理解し、体験する\\nまでは、そのすがたを現されることはないでしょう。", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "Bのりばにご到着のお客さまは、ご本人はささやきのつもり\\nでも、耳をつんざく大音量でお話されます。人間のみなさまは、\\n耳ではなく目をお使いください。", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "Bのりばにご到着のお客さまは、ご本人はささやきのつもり\\nでも、耳をつんざく大音量でお話されます。人間のみなさまは、\\n耳ではなく目をお使いください。", + "MAGIKRAB_PLATFORMB_ROBIN1": "Bのりばには、少し前にお客さまがご到着しておられます。", + "MAGIKRAB_PLATFORMB_BABELITH1": "Bのりばには、まもなくお客さまが到着いたします!", + "MAGIKRAB_PLATFORMB_ROBIN2": "ご到着のお客さまは、劇の上演に興味がおありのようです。\\n道中で、彼とはお会いになりましたか?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "Bのりばにご到着のお客さまは、数多くのウソを言いふらす方でございます。すべてを「真実」と受けとって、ご自分を\\n見失わないようお気をつけください。", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "Bのりばにご到着のお客さまは、数多くのウソを言いふらす方でございます。すべてを「真実」と受けとって、ご自分を\\n見失わないようお気をつけください。", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "Bのりばは……ほかの場所にございます。[pause]当駅は、しばらく前に\\n起きた崖くずれで崩れてしまいました。ですが、それでも\\nまもなくお客さまが到着されるはずです。", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "Bのりばにご到着のお客さまは、数多くのウソを言いふらす方でございます。すべてを「真実」と受けとって、ご自分を\\n見失わないようお気をつけください。", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Bのりばにご到着のお客さまは、たいへん厳しいさばきをくだすことで有名でございます。本当ですよ。", + "MAGIKRAB_PLATFORMB_ALICE1": "当駅にお住まいのお客さまが、Bのりばにまもなくお帰りに\\nなられます!", + "MAGIKRAB_PLATFORMB_ALICE2.m": "彼女にはお客さまのお越しをお伝えしておきました。どうやら、あなたがたのためにお祝いのパーティーを開いてくれるよう\\nですよ!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "彼女はどうやら、あなたがたが……もっと小さくなれると思っておられるようです。", + "MAGIKRAB_PLATFORMB_ALICE3": "ですが、彼女がどうやってあなたがたにのりばのゲートをくぐり抜けてもらうつもりなのか、私にはさっぱりわからないですね。", + "MAGIKRAB_PLATFORMB_ALICE2.n": "彼女にはお客さまのお越しをお伝えしておきました。どうやら、あなたがたのためにお祝いのパーティーを開いてくれるよう\\nですよ!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "彼女にはお客さまのお越しをお伝えしておきました。どうやら、あなたがたのためにお祝いのパーティーを開いてくれるよう\\nですよ!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "彼女はどうやら、あなたがたが……もっと小さくなれると思っておられるようです。", + "MAGIKRAB_PLATFORMB_ALICE4.n": "彼女はどうやら、あなたがたが……もっと小さくなれると思っておられるようです。", + "MAGIKRAB_PLATFORMB_CUBE1": "Bのりばにご到着のお客さまは、鋭角をたくさんお持ちで\\nいらっしゃいます。そのため、距離をとることをおすすめ\\nいたします。", + "MAGIKRAB_PLATFORMB_MORGANTE1": "モルガンテさまがお帰りになられるのを拝見いたしました。\\n彼女は、Bのりばにてあなたがたをお待ちのようです。", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}さま……", + "MAGIKRAB_PLATFORMB_MORGANTE4": "あなたがたの交友が、あなたの利用価値より長続きすると\\n思ってはいけませんよ。", + "MAGIKRAB_PLATFORMB_MORGANTE3": "あなたが「大天使」とお呼びになる類魂への対処法について、\\n私が言えることがあるとすれば……", + "MAGIKRAB_PLATFORMB_MORGANTE6": "マー・ラインさまはいまでもなお、あなたに鉄道路線の完全な\\n利用権をあたえることを私に禁じておられます。", + "MAGIKRAB_PLATFORMB_MORGANTE5": "われわれはあの方たちにとって虫か、ヤドカリ同然なのです。", + "MAGIKRAB_PLATFORMB_MORGANTE7": "「大天使」のみなさまは、常に秘めた目的を持って行動します。お気をつけて。", + "MAGIKRAB_PLATFORMB_ALEPH1": "Bのりばの列車は、まもなく発車いたします。", + "MAGIKRAB_PLATFORMB_ALEPH2": "その通りです! 当駅には、機能しているゲートがございます!", + "MAGIKRAB_PLATFORMB_ALEPH3": "あと少しでお帰りになれますよ、{player}さま!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "Bのりばでは、あなたがたのためにゲートの準備ができて\\nおります。", + "MAGIKRAB_MERLINE2": "マー・ラインさまは、定命の者とはお話しになりません。\\nあの方は、あなたと交流する橋渡し役として私をお選びに\\nなったのです!", + "MAGIKRAB_MERLINE1": "お教えしましょう! マー・ラインさまは、ニューウィラル島\\n全体と、島を越えた彼方まで広がっている、地下の鉄道路線\\nそのものなのですよ!", + "MAGIKRAB_MAGIKRAB1": "その通りです! 私はマギカツギ。あなたがいま立つ殿堂に\\nおられる、比類なきマー・ラインさまにご奉仕するしもべです。", + "MAGIKRAB_MAGIKRAB2": "あなたのように、私もニューウィラル島の出身ではありません。しかしながら、それでもここには私を知っているとおっしゃる\\n方がたくさんいらっしゃいますね。", + "MAGIKRAB_MAGIKRAB3": "マー・ラインさまからは、あなたに鉄道路線の案内を行うようにおおせつかっております。", + "MAGIKRAB_NOTHING1": "承知いたしました!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]収益が……[pause]低下してぇ……[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "トムライトン・クレセント駅……\\nというよりは、駅の残骸へようこそ!", + "MAGIKRAB_ON_ARRIVAL.m": "{region_name}へようこそ!", + "MAGIKRAB_ON_ARRIVAL.n": "{region_name}へようこそ!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "トムライトン・クレセント駅……\\nというよりは、駅の残骸へようこそ!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "トムライトン・クレセント駅……\\nというよりは、駅の残骸へようこそ!", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]ううううぅぅぅぅ……[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]ランドキーパーか!![/shake] [pause][pause]当ててやるよ、オレたちがてめーらの\\n作戦を止めたから、復讐するために戻ってきやがったんだろ。\\n[pause]そうだな?!", + "SUNNY_INTRO_KAYLEIGH4": "ユージーン、[pause]なにかカン違いしてるんじゃないかな。\\n[pause]あの子はたぶん、[pause]えっと、[pause]故障してるんだと思うの。", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]ぐううううぅぅぅぅ……[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]おうえええぇぇぇ……?[/wave]", + "SUNNY_INTRO_EUGENE12": "こいつ、絶対に晴れ晴れとした性格はしてねーよな。", + "SUNNY_INTRO_EUGENE6": "これは……[pause]おまえの言う通りみてーだな。", + "SUNNY_INTRO_KAYLEIGH7": "怖い感じで出むかえちゃってごめんね。\\n[pause]ほら、そこに座って、お互いについて理解を深めない?", + "SUNNY_INTRO_KAYLEIGH8": "それで、[pause]あの、[pause]あなた、大丈夫? 自分のことって、話せそう?", + "SUNNY_INTRO_EUGENE10": "ランドキーパーどもは、オレたちがたおした大天使の\\n手下なんだ。[pause]ボスが逃げたときに、こいつらみんな\\n脳ミソがイカれちまったんじゃねーか? \\n[pause]オレはまだ、こいつを信用しねーからな。", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]新しい就職先のぉ……[pause]見通しがぁ……[pause]立たなくてぇ……[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]サニー……ですかぁ……[/wave]", + "SUNNY_INTRO_EUGENE17": "もしかすると、ランドキーパーどもは自分の仕事をやるため\\nだけに存在してたから、こいつはいま、なにをしたらいいのか\\nわからねーのかもな。[pause]使い道のねえ機械みてーなモンか。", + "SUNNY_INTRO_KAYLEIGH13": "「晴れ晴れ」? [pause]そうだ、この子のこと、サニーって呼ばない?\\n名前は必要だし、サニーは晴れって意味だし!", + "SUNNY_INTRO_SUNNY14_OPTION1": "キミは、どうしたの?", + "SUNNY_INTRO_SUNNY14_OPTION2": "なにか思い出せる?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]ランドキーパー組合は……[pause]破産したんですぅ……\\n[pause]なにも……残らなかったのにぃ……[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]わたしはぁ、なんで……ここに……いるんだか……[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]再……[pause]スタートぉ……?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "そんな、かわいそう! [pause]再スタートを切る時間なら\\nあなたにはまだ、たっぷりあるよ!", + "SUNNY_INTRO_KAYLEIGH20": "まずは、新しい服をゲットするところからはじめると\\nいいかもね、サニー。[pause]1日中そんなスーツを着てたら、\\nすごく気がめいるでしょ!", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]…………[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "よし、それはイエスって意味だね! \\n[pause]{player}、[pause]ハーバータウンの服屋さんに来て。\\n[pause]ここから北側にある、町の上層にあるお店だよ。", + "SUNNY_PART2_KAYLEIGH1": "あっ、来た来た! [pause]みんな、そろったね!", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]うううぅぅぅ……[/wave]", + "SUNNY_PART2_EUGENE2": "こいつを助けるべきなのか、まだわかんねーな。\\n[pause]こいつの雇い主がこの島を乗っ取ろうとしたの、\\n忘れちまったのか?", + "SUNNY_PART2_MEREDITH3": "コレ、面白くなりそうじゃん。", + "SUNNY_PART2_FELIX3": "まあ、おれはここで応援だけしてるよ。", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]了解ですぅ……[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]うえぇぇ……?[/wave]", + "SUNNY_PART2_VIOLA3": "興味を引かれるな! これは、面白くなるのではないかな?", + "SUNNY_PART2_KAYLEIGH5": "よし。[pause]サニー、[pause]あなたをあっちに連れていくね。\\nそしたら、新しい服を選んでみて。", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]これでぇ……いいですぅ……?[/wave]", + "SUNNY_PART2_EUGENE8": "これでいいのか、オレはよくわかんねーよ、ケイリー……", + "SUNNY_PART2_MEREDITH9": "もう、いまの時点で[wave amp=30 freq=10]めっちゃ[/wave]楽しいんだけど。", + "SUNNY_PART2_FELIX10": "おっ、はじまったな!", + "SUNNY_PART2_KAYLEIGH12": "うーん、これはどうかなあ。[pause]サニー!", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]どうなん……でしょうねぇ……[/wave]", + "SUNNY_PART2_VIOLA11": "ふむ。[pause]もしかするとこの乙女は、この地の服の流行に\\n私より不慣れなのかもしれないな。", + "SUNNY_PART2_EUGENE14": "なんか、オレが思ってたのと違う方向に話が進んでねーか。", + "SUNNY_PART2_MEREDITH20": "OK、[pause]コレで、サニーはマジでイカすってことが\\nわかったじゃん。[pause]こんなの、予想できた?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]これぇ、たぶん……[pause]いいと、思いますぅ。[/wave]", + "SUNNY_PART2_EUGENE18": "ケイリー、[pause]オレの見間違いか? [pause]それとも、サニーは……", + "SUNNY_PART2_KAYLEIGH15": "これはあんまり気に入ってなさそうだね、サニー……\\n[pause]ほかの服を試そっか?", + "SUNNY_PART2_EUGENE17": "えっ……", + "SUNNY_EUGENEDATE_EUGENE2": "それは、オレが「ランドキーパーどもをブッつぶせ運動」を\\nやってたせいか? [pause]オレたちが[wave amp=30 freq=10]チグハグなカップル[/wave]だってことは\\nわかってる。けど、おまえのことを考えずにはいられねーんだ。", + "SUNNY_PART2_KAYLEIGH19": "ものすごーく[wave amp=30 freq=10]オシャレ[/wave]だと思った? \\n[pause]ううん、あなたの見間違いじゃないよ。", + "SUNNY_PART2_FELIX20": "サニーは自分のファッションスタイルを見つけたみたいだな。", + "SUNNY_PART2_VIOLA20": "これはまったく予想外だな。[pause]実に意外だ。", + "SUNNY_PART2_PLAYER21_OPTION1": "カッコいいよ、サニー!", + "SUNNY_PART2_PLAYER21_OPTION2": "すごくかわいいよ、サニー!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]いいですねぇ。[pause]これがぁ、いまのぉ、わたしぃ……[/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]手伝ってくれてぇ、ありがとうございますぅ……[pause]みなさん。[/wave]", + "SUNNY_PART2_EUGENE24": "オレ、いま、めちゃくちゃフクザツな気持ちだ。", + "SUNNY_PART2_KAYLEIGH26": "ハーバータウンでは、どんな人でも再スタートできるんだ。\\n[pause]「不動産会社のゾンビ社員」だって、その中に入れなきゃ\\nフェアじゃないでしょ。", + "SUNNY_PART2_KAYLEIGH25": "わたしたちみんな、手伝えてうれしいよ、サニー。", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]ランドキーパーは「ゾンビ」ではないですぅ。\\n[pause]ランドキーパーは器なんですぅ。\\n[pause]仕事をするために創られたんですよぉ。[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]どうもぉ……{player}さん……[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]でも、もう違いますぅ……[pause]いまからはぁ……\\n[pause]かわりに「サニー」になるよう、努力しますぅ。[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]……そのぉ、思うんですけどぉ……\\n[pause]私たちぃ、ただの友だちでいたほうが、いいと思いますぅ。[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "似たようなモンスターをどこかで見たと思うわ。\\n{monster_name}って名前だった気がする。", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]「サニー」になってから、まだ日が浅いのでぇ。\\n[pause]もっと、わたしでいる時間が必要なんだと思いますぅ。[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "ヘンな感じだぜ。", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]いえ、違いますぅ。\\n[pause]わたしはぁ、もうランドキーパーじゃ\\nないですからぁ。[pause]わたしぃ……[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]それでもこの「デート」はぁ、楽しいですけどぉ。[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "わかったよ。[pause]まあ気にすんな、サニー。", + "FARM_INTRO_EDWARD1.f": "やあ、キミ! [pause]うちのスライム問題をなんとかしにきて\\nくれたのかい?", + "FARM_INTRO_EDWARD1.m": "やあ、キミ! [pause]うちのスライム問題をなんとかしにきて\\nくれたのかい?", + "FARM_INTRO_EDWARD1.n": "やあ、キミ! [pause]うちのスライム問題をなんとかしにきて\\nくれたのかい?", + "FARM_INTRO_EDWARD1_OPTION1": "……スライム問題?", + "FARM_EDWARD_INTERACT2.f": "やあ、キミ! [pause]改めてお礼を言わせてくれ。\\nうちのスライム問題を片づけてくれて、ありがとうな。", + "FARM_INTRO_EDWARD1_OPTION2": "なんですって?", + "FARM_INTRO_EDWARD2": "ええとね、あそこに橋があるだろ。あれが、農場と\\nハーバータウンをつないでるんだ。[pause]町で食べられてる新鮮な\\n食べものは、ほぼうちで作ってるんだよ。", + "FARM_INTRO_EDWARD3": "残念なことに、このあたりに住むスライムのモンスターが\\n最近ちょっと狂暴になってしまって、\\n[pause]その、[pause]橋を動かなくしてしまったんだ。", + "FARM_INTRO_EDWARD4.m": "まあ、[pause]たいした事ないんだがね! \\n[pause]なに、やつらだって、きっといつかはいなくなるさ! \\n[pause]それまでのあいだ、うちで好きなように休憩していってくれ!", + "FARM_EDWARD_INTERACT1": "ただ、橋の問題がなくならないようなら、ハーバータウンの\\n食料は不足しはじめてしまうかもなあ……", + "FARM_INTRO_EDWARD4.f": "まあ、[pause]たいした事ないんだがね! \\n[pause]なに、やつらだって、きっといつかはいなくなるさ! \\n[pause]それまでのあいだ、うちで好きなように休憩していってくれ!", + "FARM_INTRO_EDWARD4.n": "まあ、[pause]たいした事ないんだがね! \\n[pause]なに、やつらだって、きっといつかはいなくなるさ! \\n[pause]それまでのあいだ、うちで好きなように休憩していってくれ!", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "キミ、ありがとう!\\n[pause]そろそろ心配になってきてたんだよ、この……[pause]状況がね。", + "FARM_BRIDGE_CONFIRM": "スライムを追い払ってみようか? \\nとってもグチョグチョしてる……", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "キミ、ありがとう!\\n[pause]そろそろ心配になってきてたんだよ、この……[pause]状況がね。", + "FARM_BRIDGE_LOWERED_EDWARD2": "うちでは、ホネスライムを作物の肥料に利用してるんだ。\\n[pause]もしかしたら、それが土の中で成長してあのモンスターに\\nなったのかもな。", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "キミ、ありがとう!\\n[pause]そろそろ心配になってきてたんだよ、この……[pause]状況がね。", + "FARM_EDWARD_INTERACT2.m": "やあ、キミ! [pause]改めてお礼を言わせてくれ。\\nうちのスライム問題を片づけてくれて、ありがとうな。", + "FARM_BRIDGE_LOWERED_EDWARD3": "そうだ、スライムを使って農作物を[wave amp=30 freq=10]育てて[/wave]みたかったら、\\n[pause]うちに来るといいぞ!", + "HOYLAKE_INTRO_HOYLAKE1.m": "つつしんでご挨拶させていただこう、新入りくん! \\n[pause]ぼくはパーシヴァル・ホイレイク教授だ。\\n大胆不敵な、未知の研究家だよ!", + "FARM_MARIS_INTERACT": "あら、どうも! [pause]うれしいわね、顔を出してくれるなんて。\\n[pause]ちょっとゆっくりしていく? それとも、近くを通った\\nだけだったかしら?", + "FARM_EDWARD_INTERACT2.n": "やあ、キミ! [pause]改めてお礼を言わせてくれ。\\nうちのスライム問題を片づけてくれて、ありがとうな。", + "HOYLAKE_INTRO_HOYLAKE1.f": "つつしんでご挨拶させていただこう、新入りくん! \\n[pause]ぼくはパーシヴァル・ホイレイク教授だ。\\n大胆不敵な、未知の研究家だよ!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "未知を研究してるんですか?", + "HOYLAKE_INTRO_HOYLAKE1.n": "つつしんでご挨拶させていただこう、新入りくん! \\n[pause]ぼくはパーシヴァル・ホイレイク教授だ。\\n大胆不敵な、未知の研究家だよ!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "研究家なんですか?", + "HOYLAKE_PART2_HOYLAKE6": "ある若きレンジャーが最近、\\n「{monster_description}」を\\n「{habitat_phrase}」で目撃したと報告したんだ。\\n[pause]間違いなく、これはキミ向けの任務だよ!", + "HOYLAKE_INTRO_HOYLAKE3": "これは、科学的手法の話だよ! \\n[pause]ぼくらは観察し、分析し、結論をみちびかねばならないんだ!", + "HOYLAKE_INTRO_HOYLAKE2": "その通り! [pause]ぼくらは皆、気がついたらこの興味深い次元へ\\n島流しにされていたわけだが、ぼくらをとりまくこのカオスを\\n理解することは、堅実かつ[wave amp=30 freq=10]理性ある精神[/wave]に課された責務なのさ!", + "HOYLAKE_INTRO_HOYLAKE4": "町では、つつましい町民たちがこの島に生息する数多くの\\nふしぎな動物について語っている。[pause]もしそういう動物たちの\\n図鑑を作成できれば、[pause]未知は未知では[wave amp=30 freq=10]なくなる[/wave]んだよ。", + "HOYLAKE_INTRO_HOYLAKE5.m": "それで、[pause]キミはどうやらこの仕事の重要性をわかっているよう\\nだね。どうだい、ぼくがモンスターの正体をつきとめるのを\\n手伝う気はあるかな?", + "HOYLAKE_INTRO_HOYLAKE5.n": "それで、[pause]キミはどうやらこの仕事の重要性をわかっているよう\\nだね。どうだい、ぼくがモンスターの正体をつきとめるのを\\n手伝う気はあるかな?", + "HOYLAKE_INTRO_HOYLAKE5.f": "それで、[pause]キミはどうやらこの仕事の重要性をわかっているよう\\nだね。どうだい、ぼくがモンスターの正体をつきとめるのを\\n手伝う気はあるかな?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "もちろんです!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "えっと、あとで。", + "HOYLAKE_INTRO_HOYLAKE_NO": "ああ、[pause]それは残念だな。気が変わったら教えてくれ!\\n[pause]なにがあろうと、科学は歩みを止めないからね!", + "HOYLAKE_PART1_HOYLAKE1": "すばらしい! [pause]最高だ! [pause]ハーバータウンの住民たちから\\n聞き取りしたモンスターの情報があるんだが、このモンスター\\nたちのすがたを記録してくれたら、ぼくは図鑑を作れるんだ。", + "HOYLAKE_PART1_HOYLAKE3": "空のテープをいくつか渡すから、キミの「調査」に\\n役立ててくれ!", + "HOYLAKE_PART1_HOYLAKE2": "最初の情報は\\n「{monster_description}」だ。\\n「{habitat_phrase}」で目撃されたそうだよ。", + "HOYLAKE_PART1_HOYLAKE4.m": "モンスターを記録したらここに来てほしい。ぼくがそれを図鑑にするからね。モンスター探しを楽しんでくれ、熱心な助手くん!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "ホイレイクさんが{monster_description}を\\n探してるんですって?", + "HOYLAKE_PART1_HOYLAKE4.f": "モンスターを記録したらここに来てほしい。ぼくがそれを図鑑にするからね。モンスター探しを楽しんでくれ、熱心な助手くん!", + "HOYLAKE_PART1_HOYLAKE4.n": "モンスターを記録したらここに来てほしい。ぼくがそれを図鑑にするからね。モンスター探しを楽しんでくれ、熱心な助手くん!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "よく来たな、熱心な助手くん! \\nナゾのモンスターは記録したかい? いま探しているのは、\\n「{habitat_phrase}」で目撃された\\n「{monster_description}」だ。", + "HOYLAKE_INTERACT_HOYLAKE1.m": "よく来たな、熱心な助手くん! \\nナゾのモンスターは記録したかい? いま探しているのは、\\n「{habitat_phrase}」で目撃された\\n「{monster_description}」だ。", + "HOYLAKE_INTERACT_HOYLAKE1.n": "よく来たな、熱心な助手くん! \\nナゾのモンスターは記録したかい? いま探しているのは、\\n「{habitat_phrase}」で目撃された\\n「{monster_description}」だ。", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "まだです。", + "HOYLAKE_INTERACT_HOYLAKE_NO": "大丈夫さ! [pause]得体の知れない生き物は、すぐに自分から\\nすがたを現すはずだ! けっきょく、[pause]進歩は必ず訪れるもの\\nなんだからね!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "ええ、記録しました!", + "HOYLAKE_PART2_HOYLAKE1": "すばらしい! これは「シノマカブラ」だな? \\n[pause]このキバ……このガイコツ。ああ、まさに、ぼくのレポートと\\nピッタリ一致するぞ!", + "HOYLAKE_PART2_HOYLAKE2": "モンスターのすがたに変身するため、そのすがたを\\nカセットテープに記録する……[pause]理屈には合わないが、\\nそれでもぼくらは、その現象を自分の目で見ている。", + "HOYLAKE_PART2_HOYLAKE1_RAND": "すばらしい! 「{monster_name}」だな? \\n[pause]ああ、まさに、ぼくのレポートとピッタリ一致するぞ!", + "HOYLAKE_PART2_HOYLAKE3": "ぼくらの科学に対する理解に限界があると証明されたなら、\\n[pause]ぼくらは科学に対する理解を変えなくてはいけないんだ!", + "HOYLAKE_PART2_HOYLAKE4": "協力してくれてありがとう! \\nこれは、時間を使ってもらったぶんのお礼だよ!", + "HOYLAKE_PART2_HOYLAKE5": "さて、次の依頼なんだが……", + "HOYLAKE_PART3_HOYLAKE1": "おやおや! [pause]この「ホシクマ」は、見ていると、実に不安に\\nなってくる動物だな! なぜキミたちがこんなひどいものに\\n変身したがるんだか、ぼくにはわからないよ……", + "HOYLAKE_PART3_HOYLAKE2": "正直に言うと、[pause]ぼくはどんなモンスターにも変身したく\\nないんだ! [pause]変身技術のしくみを理解できてないんでね。\\n[wave amp=30 freq=10]自分の体[/wave]で実験したいとはまったく思わないよ。", + "HOYLAKE_PART3_HOYLAKE1_RAND": "おやおや! [pause]これは「{monster_name}」だな? \\n[pause]キミたちがなぜこんなものに変身したがるんだか、ぼくには\\nわからないな……", + "HOYLAKE_PART3_HOYLAKE3": "モンスターへの変身はほかの人に任せるよ。ぼくはそれで\\nまったく満足さ。[pause]ああ、思い出した。これは、キミの奮闘に\\n対する報酬だよ!", + "HOYLAKE_PART3_HOYLAKE5": "きっと、ぼくはからかわれてるんだろう。\\n[pause]いや、笑いものにされてるのか? \\n[pause]もしかして、イタズラに巻きこまれているのかな?", + "HOYLAKE_PART3_HOYLAKE4": "次のは、本当かどうかあやしいウワサなんだ。\\n「{monster_description}」が\\n「{habitat_phrase}」で目撃されたらしい。", + "HOYLAKE_PART3_HOYLAKE6.m": "もしこれの真相を突きとめられたとしたら、キミはぼくよりも\\n優秀な科学者だろうな。", + "HOYLAKE_PART3_HOYLAKE6.f": "もしこれの真相を突きとめられたとしたら、キミはぼくよりも\\n優秀な科学者だろうな。", + "HOYLAKE_PART4_HOYLAKE1": "ええっ?! [pause]あのモンスターは実在してたのか?!\\n[pause]そうとは夢にも思わなかったよ。", + "HOYLAKE_PART3_HOYLAKE6.n": "もしこれの真相を突きとめられたとしたら、キミはぼくよりも\\n優秀な科学者だろうな。", + "HOYLAKE_PART4_HOYLAKE2": "これは「ピシャッカロープ」だな。[pause]地球では、\\nえー、少なくともぼくの地球では、[pause]「ジャッカロープ」という、\\n非常によく似た架空の生き物が存在するんだ。", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "あります!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "これは「{monster_name}」だな。", + "HOYLAKE_PART6_HOYLAKE1": "おおっ、記録できたのか! [pause]これは「ヤサシルフ」だな? \\n[pause]自分の顔をおおうとは、ナゾに満ちているね。[pause]考えてみると、\\nニューウィラル島には仮面をつけてる生き物がずいぶん多いな。", + "HOYLAKE_PART4_HOYLAKE3": "興味深いな。ぼくらが知っている伝承や伝説は、\\nこのニューウィラル島にいるモンスターの見た目に影響を\\nあたえているみたいだ……", + "HOYLAKE_PART4_HOYLAKE4": "そうだ! \\n[pause]キミがいた世界について、いくつか質問させてくれないか? \\n[pause]ぼくは、ハーバータウンの住人たちがもともと住んでいた\\n多種多様な世界についても、まとめてみようと試みてるんだ。", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "もちろん……?", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "いいですよ……?", + "HOYLAKE_PART4_HOYLAKE5": "すばらしい! [pause]さまざまな歴史上の出来事について\\n幅広く質問するから、キミにとってそれがなじみのあるものか\\nどうかを教えてくれ。", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "起きました!", + "HOYLAKE_PART4_HOYLAKE6": "第1問だ。[pause]「ローマ帝国」という国名に聞き覚えは?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "ないです!", + "HOYLAKE_PART4_HOYLAKE7": "第2問だ。[pause]キミの世界で、過去に「産業革命」は起きたかい?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "起きてません!", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "しました!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "してません!", + "HOYLAKE_PART4_HOYLAKE8": "よし、第3問だ。[pause]人類は月へ着陸したかな?", + "HOYLAKE_PART4_HOYLAKE9": "そうか! [pause]これが最後の質問だ。\\n「鳥類の日」は、もう起こったかな?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "えっ?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "……たぶん、まだです。", + "HOYLAKE_PART4_HOYLAKE11": "今回も、手伝ってくれて助かったよ! \\n[pause]これは、手間をかけてもらったお礼だ。", + "HOYLAKE_PART4_HOYLAKE10.f": "あー、この質問は気にしないでくれ。\\n[pause]実のところ、これの意味がわからないんなら、キミは幸せだよ。", + "HOYLAKE_PART4_HOYLAKE10.m": "あー、この質問は気にしないでくれ。\\n[pause]実のところ、これの意味がわからないんなら、キミは幸せだよ。", + "HOYLAKE_PART4_HOYLAKE10.n": "あー、この質問は気にしないでくれ。\\n[pause]実のところ、これの意味がわからないんなら、キミは幸せだよ。", + "HOYLAKE_PART4_HOYLAKE12.m": "次のモンスターを記録する準備はいいかい? \\n[pause]もちろん、いいに決まってるな!", + "HOYLAKE_PART4_HOYLAKE13": "キャプテン・ペニー=ドレッドフルが最近ウワサしてたんだが、\\n「{monster_description}」が\\n「{habitat_phrase}」に出るらしい。", + "HOYLAKE_PART4_HOYLAKE12.f": "次のモンスターを記録する準備はいいかい? \\n[pause]もちろん、いいに決まってるな!", + "HOYLAKE_PART4_HOYLAKE12.n": "次のモンスターを記録する準備はいいかい? \\n[pause]もちろん、いいに決まってるな!", + "HOYLAKE_PART4_HOYLAKE14": "なんとかこれを記録できたら、ぜひ教えてくれ!", + "HOYLAKE_PART5_HOYLAKE1.m": "すばらしい! \\n[pause]またもや、キミが有能な研究員だということが証明されたね。", + "HOYLAKE_PART5_HOYLAKE2": "「ハテガラス」だな? [pause]非常に不気味な見た目をしてるな! \\n[pause]大きなカラスが出てくる、とある暗い詩を思い出すよ……\\n[pause]ただ、どの詩だったかちゃんと思い出せないんだ。", + "HOYLAKE_PART5_HOYLAKE1.n": "すばらしい! \\n[pause]またもや、キミが有能な研究員だということが証明されたね。", + "HOYLAKE_PART5_HOYLAKE1.f": "すばらしい! \\n[pause]またもや、キミが有能な研究員だということが証明されたね。", + "HOYLAKE_PART5_HOYLAKE2_RAND": "「{monster_name}」だな?", + "HOYLAKE_PART5_HOYLAKE3": "さて、「早急に調査が必要なモンスター」のリストに残る\\nモンスターも、あと1種類だけだ!", + "HOYLAKE_PART5_HOYLAKE4": "その生物については、イアンシーさん本人が話していたよ。\\nなんと、人間にひと目見られるだけで逃げ出してしまうんだ\\nそうだ!", + "HOYLAKE_PART5_HOYLAKE5": "「{habitat_phrase}に住む、\\n {monster_description}」のことだろうな、おそらく。\\n[pause]どうかな、記録できそうだと思うかい?\\n[pause]もしそうなら、ぼくは幸運を祈っておくよ!", + "FRANKIE_PART4_FRANKIE1.f": "どうも、キャプテン! \\n[pause]ジブン、本物のレンジャーになろうかなと思ってるんすよね。", + "HOYLAKE_PART6_HOYLAKE1_RAND": "おおっ、記録できたのか! \\n[pause]こいつは「{monster_name}」だな?", + "HOYLAKE_PART6_HOYLAKE3": "まあ単に、とても[wave amp=30 freq=10]カッコいい[/wave]から、という理由で\\n仮面をつけている可能性もあるが……", + "HOYLAKE_PART6_HOYLAKE2": "これにはどんな意味があるんだろうか? \\n[pause]もしかしたら、人間が顔を認識する方法と、このモンスターの\\n存在が表すものとのあいだには、なにか深い精神的なつながりが\\nあるのかもしれない……", + "HOYLAKE_PART6_HOYLAKE4.m": "ぼくはキミの能力を称賛しないとな。[pause]いやあ、ここまでくると、ぼくが助手でキミが科学者だという気分になってくるよ!", + "HOYLAKE_PART6_HOYLAKE4.f": "ぼくはキミの能力を称賛しないとな。[pause]いやあ、ここまでくると、ぼくが助手でキミが科学者だという気分になってくるよ!", + "HOYLAKE_PART6_HOYLAKE4.n": "ぼくはキミの能力を称賛しないとな。[pause]いやあ、ここまでくると、ぼくが助手でキミが科学者だという気分になってくるよ!", + "HOYLAKE_PART6_HOYLAKE5": "本当のことを言うと、[pause]ぼくは、[wave amp=30 freq=10]本物の[/wave]教授でも、\\n科学者でもないんだ。", + "HOYLAKE_PART6_HOYLAKE6": "ニューウィラル島に流れつくまでは、\\n会社に勤めるサラリーマンだったんだよ。[pause]それに、\\n[wave amp=30 freq=10]科学[/wave]の支持者というよりは、[wave amp=30 freq=10]SF作品[/wave]の支持者だったんだ。", + "HOYLAKE_PART6_HOYLAKE7": "それでもなお、ぼくは理性を保たなくては! \\n[pause]ここに来たことで、ぼくの人生には新たな目標ができたんだよ。", + "HOYLAKE_PART6_HOYLAKE8": "ぼくは[wave amp=30 freq=10]本物の[/wave]教授じゃないかもしれないが、それでも、\\nここで重ねた努力には価値があると信じてる!", + "HOYLAKE_PART6_HOYLAKE9.m": "科学の大義のためにたゆまず力を貸してくれてありがとう、\\nわが友よ。[pause]キミは、ぼくらみんなに手本を示してくれてるよ!", + "HOYLAKE_PART6_HOYLAKE9.f": "科学の大義のためにたゆまず力を貸してくれてありがとう、\\nわが友よ。[pause]キミは、ぼくらみんなに手本を示してくれてるよ!", + "HOYLAKE_PART6_HOYLAKE9.n": "科学の大義のためにたゆまず力を貸してくれてありがとう、\\nわが友よ。[pause]キミは、ぼくらみんなに手本を示してくれてるよ!", + "HOYLAKE_PART6_HOYLAKE10": "もし、ぼくの図鑑作りをもっと手伝いたい気持ちがあるなら、\\nまた来て声をかけてくれ。[pause]新しい調査対象だったら、いつだっているからね!", + "HOYLAKE_PART7_HOYLAKE1": "よく来たね、{player}! \\n町の外で、どれくらい異なる種を記録してきたんだい?", + "HOYLAKE_PART7_HOYLAKE2": "なんだって! {count}種類も!?", + "HOYLAKE_PART7_HOYLAKE6.n": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", + "HOYLAKE_PART7_HOYLAKE3": "協力してくれてありがとう! \\nこれは、時間を使ってもらったぶんのお礼だよ!", + "HOYLAKE_PART7_HOYLAKE4": "これで、ニューウィラル島に生息するモンスターは\\n全種そろったはずだ! [pause]まあ、[pause]ブートレグ、フュージョン、\\n大天使をのぞけばの話だがね。", + "HOYLAKE_PART7_HOYLAKE6.m": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", + "HOYLAKE_PART7_HOYLAKE5": "キミが見せてくれた種をすべて図鑑にまとめるには、少し時間がかかりそうだ。", + "HOYLAKE_PART7_HOYLAKE7": "キミに頼みたいことがあるときは、外の掲示板にメモを\\n貼っておくよ!", + "HOYLAKE_PART7_HOYLAKE6.f": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", + "HOYLAKE_PART7_HOYLAKE8": "{count}種類だって? 悪くない、悪くないぞ。", + "HOYLAKE_PART7_HOYLAKE9": "見つけた数が{next_threshold}になったら、また話しにきてくれ。", + "HOYLAKE_PART7_HOYLAKE10": "スターが5つになったら、テープのリマスターを忘れずにな。\\nごく少ないが、それ以外にゲットする方法がないテープも\\nあるらしい!", + "HOYLAKE_PART8_HOYLAKE1": "よく来たね、{player}! こっちはまだ、キミが前に\\n記録してくれた種をまとめるので忙しいよ。", + "HOYLAKE_PART8_HOYLAKE2.m": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", + "HOYLAKE_PART8_HOYLAKE3": "やあ、{player}! 頼みたいことがあるときは、\\n外の掲示板にメモを貼っておくよ!", + "HOYLAKE_PART8_HOYLAKE2.f": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", + "HOYLAKE_PART8_HOYLAKE2.n": "レンジャートレーニングを終わらせたら、そのあとにまた\\n話をしにきてくれないか?", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]ヘイヘイ[/wave]、{player}! [pause]紹介させて。\\n入りたてホヤホヤの最高な新人、フランキーだよ!", + "FRANKIE_PART1_FRANKIE2.m": "うわヤバッ、アナタも、このナゾな島の\\n[wave amp=30 freq=10]ベテランなモンスターファイター[/wave]なんすか?!", + "FRANKIE_PART1_FRANKIE2.f": "うわヤバッ、アナタも、このナゾな島の\\n[wave amp=30 freq=10]ベテランなモンスターファイター[/wave]なんすか?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "ベテラン?", + "FRANKIE_PART1_FRANKIE2.n": "うわヤバッ、アナタも、このナゾな島の\\n[wave amp=30 freq=10]ベテランなモンスターファイター[/wave]なんすか?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "ベテラン?", + "FRANKIE_PART1_FRANKIE3": "モンスターだらけの魔法世界とか、変身してバトっちゃう、\\nヤバカッコいいヒーローたちとか……", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "ベテラン?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "そこまで古株じゃないよ!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]こうなったらなーって\\n夢に見てたことばっかなんですけど!!![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "あなた、この状況にすごくワクワクしてるんだね!", + "FRANKIE_PART1_EUGENE5": "その情熱、気に入ったぜ!", + "FRANKIE_PART1_MEREDITH5": "このリアクション、思ってたのと違うんだけど。", + "FRANKIE_PART1_FRANKIE12": "じゃあ、ジブンは{species_description}に\\nなるんすね?", + "FRANKIE_PART1_FELIX5": "きみ、ここに来たばかりのおれよりアツく燃えてるな。", + "FRANKIE_PART1_VIOLA5": "君はどうやら、この地への予期せぬ旅にも心乱されていない\\nようだな。", + "FRANKIE_PART1_CYBIL6": "見ての通り、フランキーはごく最近ニューウィラル島に来た\\nばっかりの新入りなんだ。", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]この子、とってもうれしそうですぅ![/wave]", + "FRANKIE_PART1_FRANKIE7": "絶対絶対、全力でこの状況をエンジョイしたいんすよ! \\nレンジャーに登録するとかマジで、冒険への道がジブンを\\n待ってるじゃないっすか! おっほ~!", + "FRANKIE_PART1_CYBIL8": "フランキーには、わたしのカセットプレーヤーの予備をあげて\\nあるから。キミは彼女にモンスターのテープをあげて、\\nお手本を見せるだけでいいよ!", + "FRANKIE_PART1_FRANKIE10": "ジブン専用の、モンスターのすがた……\\nファンタジーな旅への、第一歩……", + "FRANKIE_PART1_CYBIL9": "……では、今回のシビルラジオはここまで! \\n[pause]またね、{player}!", + "FRANKIE_PART1_FRANKIE15.n": "頼みますよ、キャプテン。「お手本」見せてくださいっす!\\n[pause][wave amp=30 freq=10]お願いですから、[/wave][pause]なんかモンスターと戦いましょうよ、ねっ?", + "FRANKIE_PART1_FRANKIE11": "もらってもいいテープ、あるっすか?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "本当に{species_name}のテープをフランキーに\\nあげますか? あげると、取り消しはできません……\\nあげたテープは、二度と戻ってこなくなります。", + "FRANKIE_PART1_FRANKIE11_OPTION1": "あるよ。どうぞ!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "いまは、ないかな。", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "本当に{species_name}のテープをフランキーに\\nあげますか? あげると、取り消しはできません……\\nあげたテープは、二度と戻ってこなくなります。", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "本当に{species_name}のテープをフランキーに\\nあげますか? あげると、取り消しはできません……\\nあげたテープは、二度と戻ってこなくなります。", + "FRANKIE_PART1_FRANKIE13": "……", + "FRANKIE_PART1_FRANKIE18.m": "じゃあまた今度っす、キャプテン! トレーニングあざっした!\\n勇敢な若きヒーローには必ず[wave amp=30 freq=10]思慮深い師匠[/wave]が必要っすけど、\\nそれがあなたでよかったっす!", + "FRANKIE_PART1_FRANKIE18.f": "じゃあまた今度っす、キャプテン! トレーニングあざっした!\\n勇敢な若きヒーローには必ず[wave amp=30 freq=10]思慮深い師匠[/wave]が必要っすけど、\\nそれがあなたでよかったっす!", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]このフォーム、パーフェクトっすよ!!!\\nこのカセットテープ、わが生涯のオタカラにするっす~!!![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "頼みますよ、キャプテン。「お手本」見せてくださいっす!\\n[pause][wave amp=30 freq=10]お願いですから、[/wave][pause]なんかモンスターと戦いましょうよ、ねっ?", + "FRANKIE_PART1_FRANKIE15.f": "頼みますよ、キャプテン。「お手本」見せてくださいっす!\\n[pause][wave amp=30 freq=10]お願いですから、[/wave][pause]なんかモンスターと戦いましょうよ、ねっ?", + "FRANKIE_PART1_FRANKIE16": "うおお、フシギなモンスターに変身するのって、\\n実際思ってたよりもずっと疲れるんすね。", + "FRANKIE_PART1_FRANKIE17": "いや~、帰って休まないと。[pause]それに、いっぱい食べなきゃっす。\\nどっちも順番にやろうかな。", + "FRANKIE_PART1_FRANKIE18.n": "じゃあまた今度っす、キャプテン! トレーニングあざっした!\\n勇敢な若きヒーローには必ず[wave amp=30 freq=10]思慮深い師匠[/wave]が必要っすけど、\\nそれがあなたでよかったっす!", + "FRANKIE_PART1_KAYLEIGH19": "あの子、かなりおもしろいね!", + "FRANKIE_PART1_EUGENE19.m": "おまえってすごくいい先生だな、{player}!", + "FRANKIE_PART1_MEREDITH19": "うれしいね。これで、この島で一番人づきあいが下手な人間は、もうウチじゃないや。", + "FRANKIE_PART1_EUGENE19.n": "おまえってすごくいい先生だな、{player}!", + "FRANKIE_PART1_EUGENE19.f": "おまえってすごくいい先生だな、{player}!", + "FRANKIE_PART1_FELIX19.m": "へえ。きみはすごく教えるのがうまいんだな。", + "FRANKIE_PART1_FELIX19.f": "へえ。きみはすごく教えるのがうまいんだな。", + "FRANKIE_PART1_FELIX19.n": "へえ。きみはすごく教えるのがうまいんだな。", + "FRANKIE_PART1_VIOLA19.m": "教師の役割を苦もなくこなしてみせたな、{player}。", + "FRANKIE_PART1_VIOLA19.n": "教師の役割を苦もなくこなしてみせたな、{player}。", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]教えるのがうまいですねぇ、{player}さん![/wave]", + "FRANKIE_PART1_VIOLA19.f": "教師の役割を苦もなくこなしてみせたな、{player}。", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]教えるのがうまいですねぇ、{player}さん![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]教えるのがうまいですねぇ、{player}さん![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "おっ、どーもっす、キャプテン! ジブンの個人的な\\n[wave amp=30 freq=10]ヒーローの旅[/wave]を手伝いにきてくれたんすか?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]どんな勇敢な若き冒険者にも、いずれジブンの道を\\n切り開くときがやってくるモンなんすよ~!!![/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "「ヒーローの旅」……?", + "FRANKIE_PART2_FRANKIE1.f": "おっ、どーもっす、キャプテン! ジブンの個人的な\\n[wave amp=30 freq=10]ヒーローの旅[/wave]を手伝いにきてくれたんすか?", + "FRANKIE_PART2_FRANKIE1.n": "おっ、どーもっす、キャプテン! ジブンの個人的な\\n[wave amp=30 freq=10]ヒーローの旅[/wave]を手伝いにきてくれたんすか?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "それって、なにするつもりなの?", + "FRANKIE_PART2_FRANKIE3": "とまあ、そういうことっすね。[pause]ジブンの行くところに\\nキャプテンがついてこないでくれれば、ジブンは\\n勇敢な若き冒険者になれるってワケっすよ。", + "FRANKIE_PART2_FRANKIE3_OPTION1": "なるほど。", + "FRANKIE_PART2_FRANKIE4": "とにかくですね、この先に例の「はぐれフュージョン」を\\n見つけたんす……だからジブンが行って、格上はだれなのか\\n見せつけてやるっすよ!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "ちょっと意味がわからないかな。", + "FRANKIE_PART2_FRANKIE4_OPTION1": "手を貸そうか?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "それ、本当にいいアイデアだと思う?", + "FRANKIE_PART2_FRANKIE5": "心配ないっす! ジブン、生まれつきの才能があるんで……\\n人間がモンスターに変身する二次創作小説、\\n[wave amp=30 freq=10]200以上[/wave]は読みまくりましたもん!\\n[pause](サーセン、くわしくは聞かないでほしいっす)", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]行くっすよ![/shake]", + "FRANKIE_PART2_FRANKIE8": "これで、ジブンの夢の職業にだいぶ近づいたと思うっすよ!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]やったっす~[/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "夢の職業って?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "そうなの?", + "FRANKIE_PART2_FRANKIE9": "ほ、ほら、このファンタジーな島で、カッコよくて\\nミステリアスなヒロインとして人助けするってやつっす!", + "FRANKIE_PART2_FRANKIE10": "ジブン、確信してるんすよ……\\nもうすぐ、大いなる悪が目覚めるんす……", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]そしてジブンが、\\nこの島を救う運命を背負うことになるんすよ!!![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "それ、ちょっと遅かったね。", + "FRANKIE_PART2_FRANKIE11_OPTION2": "もう終わらせちゃったよ、それ!", + "FRANKIE_PART2_FRANKIE12": "えっ? [pause]あ、アナタが救っちゃったんすか?", + "FRANKIE_PART2_FRANKIE13": "それでもいいっす! きっと、ジブンがたおせる悪も、\\nどっかにちょっとは残ってるはずっすから! \\n[pause]それに[wave amp=30 freq=10]もしかしたら[/wave]、見逃しとかあるかもっすし!", + "FRANKIE_PART3_FRANKIE1": "どうも、{player}さん! 質問があるっす!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "いいよ、聞いてみて!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "どんな質問?", + "FRANKIE_PART3_FRANKIE2": "ジブンの人生を生きる、って……どういうことっすかね?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "ばくぜんとした質問だね。", + "FRANKIE_PART3_FRANKIE2_OPTION2": "えっ……?", + "FRANKIE_PART3_FRANKIE3": "ほ、ほら、ニューウィラル島ですごす時間は、\\n人生を充実させるために使うべきだと思うんすよ!\\n[pause]世界を救うとか! 天職を見つけるとか! 恋に落ちるとか!", + "FRANKIE_PART3_FRANKIE4": "なんかこう、古きよき冒険的なあれこれっすね。\\n[pause]ジブン、1秒もムダにはできないんで!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "それ、期待しすぎじゃないかな……", + "FRANKIE_PART3_FRANKIE4_OPTION2": "あまり自分を追いつめないでね!", + "FRANKIE_PART3_FRANKIE5": "う~ん。[pause]それ、一理あるかもっす。", + "FRANKIE_PART3_FRANKIE6": "よし、質問2つ目っす! \\n[pause]近くで見つけたはぐれフュージョンと戦うの、\\n手伝ってくれないっすか? いい経験になると思うんで!", + "FRANKIE_PART4_FRANKIE1.n": "どうも、キャプテン! \\n[pause]ジブン、本物のレンジャーになろうかなと思ってるんすよね。", + "FRANKIE_PART3_FRANKIE7": "手伝ってくれてあざっした、{player}さん! \\n[pause]さっきのバトルは、本当にいい経験だったってことにするって\\n決めたっす!", + "FRANKIE_PART4_FRANKIE3": "……ってワケで、バトルできるはぐれフュージョンを見つけて\\nきました! グズグズしてる時間はないっすよ……\\n[shake rate=30 level=10]ドカンとカマしにいきましょう![/shake]", + "FRANKIE_PART4_FRANKIE2": "ルーキーはもう卒業するっす! \\nでも、まずは強くならないとなんすよ。", + "FRANKIE_PART4_FRANKIE1.m": "どうも、キャプテン! \\n[pause]ジブン、本物のレンジャーになろうかなと思ってるんすよね。", + "FRANKIE_PART4_FRANKIE4": "お手伝い、あざしたっす! \\n[pause]次に会う時は、一人前のレンジャーになったジブンを\\nお見せできるかもっすね!", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]ジブンにバトルを挑まれるとは全然思ってなかったんじゃ\\nないすか、キャプテン?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]ジブンにバトルを挑まれるとは全然思ってなかったんじゃ\\nないすか、キャプテン?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]ジブンにバトルを挑まれるとは全然思ってなかったんじゃ\\nないすか、キャプテン?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]弟子は、師匠を超えねばならないんっすよ!!![/shake]\\nジブンが真のレンジャーになる唯一の方法は、\\nキャプテンをたおして[wave amp=30 freq=10]スタンプをもらう[/wave]ことっす!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "全力で来なよ、ルーキー!", + "FRANKIE_PART5_FRANKIE3": "そのために、パッピーカットまで手なずけたんすよ!\\nどうすか……挑戦、受けてくれるっすか?", + "FRANKIE_PART5_FRANKIE7": "アナタがどれだけ手強いか、見ておきたかっただけなんすよ。\\n[pause]期待通りだったっすね!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]にっひっひ~![/wave] [pause]アナタが手強いのは知ってたっす。", + "FRANKIE_PART5_FRANKIE3_OPTION2": "簡単にはやられないよ!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]にっひっひ~![/wave] [pause]アナタが手強いのは知ってたっす。", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]にっひっひ~![/wave] [pause]アナタが手強いのは知ってたっす。", + "FRANKIE_PART5_FRANKIE5": "だから、12人のキャプテンたちとは先に\\nバトルしといたんすよね。", + "FRANKIE_PART5_FRANKIE5_OPTION1": "そうなの?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "なんだって?", + "FRANKIE_PART5_FRANKIE6": "言ったとおりっすよ……ジブンは[wave amp=30 freq=10]もうとっくに[/wave]、\\n正式な資格を持ったレンジャーなんす!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "いいよ! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "また会おうっす、キャプテン~!", + "FRANKIE_PART5_FRANKIE8.m": "また会おうっす、キャプテン~!", + "FRANKIE_PART5_FRANKIE8.n": "また会おうっす、キャプテン~!", + "FRANKIE_TOWN_HALL_INTERACT1": "どうも、{player}さん! また冒険に戻る前に、\\n最新のウワサをチェックしにきたっすよ!", + "FRANKIE_TOWN_HALL_INTERACT2": "{player}さん! 将来有望なピチピチの弟子向けの\\n仕事、ないすか? っていうのはジブンのことっすけど!", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]レンジャー![/shake] [pause]オマエ、オレを止めにきたのかよ?!", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]そうだ、掲示板の依頼をやっとくっすよ!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "今はダメ", + "VIN_PART1_VIN1_OPTION1": "そんなとこかな。", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]レンジャー![/shake] [pause]オマエ、オレを止めにきたのかよ?!", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]レンジャー![/shake] [pause]オマエ、オレを止めにきたのかよ?!", + "VIN_PART1_VIN1_OPTION2": "それが仕事だからね!", + "VIN_PART3_VIN8.n": "[wave amp=30 freq=10]自分たちのお仲間[/wave]が、オレたちのコミューンを\\n大混乱におとしいれたって事実は無視しやがって!", + "VIN_PART1_VIN3": "仲間に頼るなんざ、[wave amp=30 freq=10]臆病なヤツら[/wave]のすることだ!", + "VIN_PART1_VIN2": "そうかよ! [pause]オレと戦うんなら、1対1でかかってこい!", + "VIN_PART1_KAYLEIGH4": "わたしのことはいいよ、{player}! 今回は外野から\\n見てるから……あなたなら、ひとりでも相手できるもんね!", + "VIN_PART1_MEREDITH4.n": "1対1のケンカ? いいね、行ってきなよ。\\nアンタはタフだもん、{player}……やっちまいな。", + "VIN_PART1_MEREDITH4.f": "1対1のケンカ? いいね、行ってきなよ。\\nアンタはタフだもん、{player}……やっちまいな。", + "VIN_PART1_MEREDITH4.m": "1対1のケンカ? いいね、行ってきなよ。\\nアンタはタフだもん、{player}……やっちまいな。", + "VIN_PART1_EUGENE4.m": "行ってこいよ、相棒。\\nこんなクズ野郎、オレの助けがなくてもやれるだろ。", + "VIN_PART1_EUGENE4.f": "行ってこいよ、相棒。\\nこんなクズ野郎、オレの助けがなくてもやれるだろ。", + "VIN_PART1_EUGENE4.n": "行ってこいよ、相棒。\\nこんなクズ野郎、オレの助けがなくてもやれるだろ。", + "VIN_PART1_FELIX4": "どうする、{player}?\\nこいつに、どっちが格上か教えてやるか?", + "VIN_PART1_VIOLA4.f": "{player}、これは君がひとりで挑むべき決闘のようだな。\\n心配はしていないさ……私は、君を信じているよ。", + "VIN_PART1_VIOLA4.m": "{player}、これは君がひとりで挑むべき決闘のようだな。\\n心配はしていないさ……私は、君を信じているよ。", + "VIN_PART1_VIOLA4.n": "{player}、これは君がひとりで挑むべき決闘のようだな。\\n心配はしていないさ……私は、君を信じているよ。", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]1対1のケンカぁ? じゃあわたし、見物してますぅ![/wave]", + "VIN_PART1_VIN5.m": "はっ! [pause]臆病なヤツにしちゃ、タフじゃねえか……", + "VIN_PART1_VIN6": "でも、捕まらねえぞ! [wave amp=30 freq=10]オレはもう行くぜ、あばよ![/wave]", + "VIN_PART1_VIN5.f": "はっ! [pause]臆病なヤツにしちゃ、タフじゃねえか……", + "VIN_PART1_VIN5.n": "はっ! [pause]臆病なヤツにしちゃ、タフじゃねえか……", + "VIN_PART1_KAYLEIGH7": "アイツ、すごく逃げ足が速かったね。\\nまあ、次は捕まえられるよ、{player}。", + "VIN_PART1_MEREDITH7.m": "あいつ、マジで突然逃げ出したね。\\nまあ、次は捕まえられるっしょ。", + "VIN_PART1_MEREDITH7.n": "あいつ、マジで突然逃げ出したね。\\nまあ、次は捕まえられるっしょ。", + "VIN_PART1_MEREDITH7.f": "あいつ、マジで突然逃げ出したね。\\nまあ、次は捕まえられるっしょ。", + "VIN_PART1_EUGENE7": "あれだけ強がってやがったのに、とっとと逃げ出すってのかよ?", + "VIN_PART1_FELIX7": "あいつ、すごく足が速いなあ。\\nまあ、次は捕まえられるんじゃないかな。", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]逃げ足が速かったですぅ……[/wave]", + "VIN_PART1_VIOLA7": "彼は戦いの舞台から素早く去っていったな。\\nなに、われわれの道はまた交わるだろう。", + "VIN_PART2_VIN2": "テメエらクソレンジャーどもときたら、入るべきじゃねえ\\nところにも首をつっこみやがる!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]またオマエかよ![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]ハーバータウンのレンジャーどもの恐怖政治から、\\nみんなを解放するまではなっ![/shake]", + "VIN_PART2_VIN3": "来いよ、オレと1対1で戦え!", + "VIN_PART2_VIN4": "へっ、オマエには絶対捕まらねえよ。\\nそれに、オレは絶対あきらめねえからな……", + "VIN_PART3_VIN1.m": "へえ、見ろよ。[pause]レンジャーどもめ、オレを見つけ出すために\\n[wave amp=30 freq=10]忠実なワン公[/wave]をよこしやがった!", + "VIN_PART3_VIN1_OPTION1": "ちょっと! {player}って名前があるのに!", + "VIN_PART3_VIN1.f": "へえ、見ろよ。[pause]レンジャーどもめ、オレを見つけ出すために\\n[wave amp=30 freq=10]忠実なワン公[/wave]をよこしやがった!", + "VIN_PART3_VIN1.n": "へえ、見ろよ。[pause]レンジャーどもめ、オレを見つけ出すために\\n[wave amp=30 freq=10]忠実なワン公[/wave]をよこしやがった!", + "VIN_PART3_VIN2": "……", + "VIN_PART3_FELIX5": "えっ、じゃあ、あの泥棒って、例のヘンなカルトのメンバー\\nなのか?", + "VIN_PART3_VIN3": "じゃあ、オマエが……", + "VIN_PART3_VIN4.f": "オマエが、なにもかもめちゃくちゃにした、あの血も涙もねえ\\n[wave amp=30 freq=10]神殺し[/wave]か! よくもクーパーさんを見殺しにしやがったな!", + "VIN_PART3_VIN4.n": "オマエが、なにもかもめちゃくちゃにした、あの血も涙もねえ\\n[wave amp=30 freq=10]神殺し[/wave]か! よくもクーパーさんを見殺しにしやがったな!", + "VIN_PART3_VIN4.m": "オマエが、なにもかもめちゃくちゃにした、あの血も涙もねえ\\n[wave amp=30 freq=10]神殺し[/wave]か! よくもクーパーさんを見殺しにしやがったな!", + "VIN_PART3_VIN4_OPTION1.n": "神殺し?", + "VIN_PART3_VIN4_OPTION1.f": "神殺し?", + "VIN_PART3_VIN4_OPTION1.m": "神殺し?", + "VIN_PART3_MEREDITH5": "{player}、アイツ、カルト野郎だよ。\\nきっと、アンタとケイリーがトムライスターとかいうヤツを\\nブチのめした件で怒ってるんだ。", + "VIN_PART3_VIN4_OPTION2": "どっちもやってないってば!", + "VIN_PART3_KAYLEIGH5": "あなた、トムライチルドレンなの?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]{player}さん、あの人、ニューウィラルであなたがしたこと、誤解してるみたいですぅ…… [/wave]", + "VIN_PART3_EUGENE5": "おい! {player}がいなきゃ、ドリアンの野郎だけじゃ\\nなくて、もっと大勢の人たちが死んでたんだぞ!", + "VIN_PART3_VIOLA5": "お前は誤解しているぞ、盗人よ!", + "VIN_PART3_VIN6.f": "おしゃべりはもうたくさんだ! 来いよ、オレと戦え。\\nこの臆病者!", + "VIN_PART3_VIN6.m": "おしゃべりはもうたくさんだ! 来いよ、オレと戦え。\\nこの臆病者!", + "VIN_PART3_VIN7": "オレたちのリーダーが[wave amp=30 freq=10]無慈悲に殺された[/wave]とき、\\nオマエらレンジャーどもはすぐやってきて\\n「手助け」しようとしはじめたんだ。けっこうなこった。", + "VIN_PART3_VIN6.n": "おしゃべりはもうたくさんだ! 来いよ、オレと戦え。\\nこの臆病者!", + "VIN_PART3_VIN8.f": "[wave amp=30 freq=10]自分たちのお仲間[/wave]が、オレたちのコミューンを\\n大混乱におとしいれたって事実は無視しやがって!", + "VIN_PART3_KAYLEIGH9": "あんた、なにもかもカン違いしてるよ。\\n[pause]トムライタウンのコミューンがあんなことになったのは、\\nなにもかもドリアンのせいなのに!", + "VIN_PART3_VIN8.m": "[wave amp=30 freq=10]自分たちのお仲間[/wave]が、オレたちのコミューンを\\n大混乱におとしいれたって事実は無視しやがって!", + "VIN_PART3_VIN10": "盗んだステッカーと、空のテープは……\\nオレたちの抵抗活動のために使ってやるからな!", + "VIN_PART4_JACQUELINE11": "違うわ。ドリアンが死んで、私は目が覚めたの。", + "VIN_PART4_VIN1": "ほっといてくれよ……", + "VIN_PART4_VIN2": "ううぅ……", + "VIN_PART4_VIN3": "オレ、あのバケモノにおそわれたんだ……", + "VIN_PART4_VIN4": "なんで……[pause]助けてくれたんだ、{player}?", + "VIN_PART4_VIN5_OPTION1": "だから、誤解なんだってば!", + "VIN_PART4_VIN5.n": "クーパーさんのときみたいにオレを置き去りにして、\\n[wave amp=30 freq=10]泥棒さわぎ[/wave]にケリをつけちまってもよかったのに。", + "VIN_PART4_VIN5.f": "クーパーさんのときみたいにオレを置き去りにして、\\n[wave amp=30 freq=10]泥棒さわぎ[/wave]にケリをつけちまってもよかったのに。", + "VIN_PART4_VIN5.m": "クーパーさんのときみたいにオレを置き去りにして、\\n[wave amp=30 freq=10]泥棒さわぎ[/wave]にケリをつけちまってもよかったのに。", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]ヴィン!?[/shake] [pause]あなたが犯人だったの?", + "VIN_PART4_VIN5_OPTION2": "ドリアンを置き去りになんかしてない!", + "VIN_PART4_JACQUELINE7": "レンジャーがコミューンに残してくれた物資をだれかが\\n盗んでいるって話はイアンシーさんから聞いていたけど、\\nまさか、あなたがやっていたとは思わなかったわ!", + "VIN_PART4_VIN8": "残して……[pause]くれた? [pause]コミューンに?\\n[pause]オレたちのコミューンにか?", + "VIN_PART4_JACQUELINE9": "そうよ、バカね!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]ハーバータウンでは誰でもやり直せるんですぅ! わたしもそうでしたからぁ![/wave]", + "VIN_PART4_VIN10": "でも、レンジャーどもは……\\nコミューンを支配したんじゃねえのか? \\n[pause]ジャクリーンさんに、無理やり言うことを聞かせてたんじゃ?", + "VIN_PART4_JACQUELINE15": "コミューンのために、私は助けを求めた。そして、\\nイアンシーさんは親切にも手をさしのべてくれたの。", + "VIN_PART4_JACQUELINE13": "本当はなにが起きていたか理解するには、\\n過去をふりかえるだけでよかったわ。", + "VIN_PART4_JACQUELINE12": "彼が生きていたころ……[wave amp=30 freq=10]実権をにぎっていた[/wave]あのころは、\\n魔法にかかって生きていたようなものだった。\\n自分のまわりでなにが起きているのか、自覚できなかったの。", + "VIN_PART4_KAYLEIGH14": "ジャクリーン……", + "VIN_PART4_JACQUELINE16": "あのね、彼女からの支援がなければ、コミューンのみんなは\\n飢えるしかなかったの。ドリアンは大天使にたどりつくために、\\n野菜畑まで掘り返していたんだから!", + "VIN_PART4_VIN17": "……", + "VIN_PART4_JACQUELINE18": "さあ、あなたが休めるように、家に帰るわよ。", + "VIN_PART4_JACQUELINE19": "{player}さん、[pause]本当に、本当に、申し訳ありません。", + "VIN_PART4_JACQUELINE20": "ヴィンのことは、この子がニューウィラル島に来たときから\\n知っているんです。心根はまっすぐなんですよ、ただ……\\n[pause]ひどい思い違いをしただけで。", + "VIN_PART4_JACQUELINE21": "コミューン全体で話しあいの場をもうけて、すべてきちんと\\nするつもりです。もう、こんなことは起こりませんよ。", + "VIN_PART4_JACQUELINE22": "どうか、私が支援にたいへん感謝していることを\\nイアンシーさんに伝えてください。", + "VIN_PART5_VIN1": "なあ、{player}。", + "VIN_PART5_VIN2": "アンタにはぐれフュージョンから助けてもらったとき、\\nオレ、なにもかもを疑わずにはいられなくなっちまったんだ。", + "VIN_PART5_VIN3": "ああやってひどいことをしちまったのは後悔してる。けど……\\n[pause]ああなったのは、コミューンを助けたかったからなんだ。", + "VIN_PART5_VIN4": "だからオレ、そうするために、今度はレンジャーに登録したぜ!\\nもちろん、自分がやっちまったことをつぐなうためでも\\nあるけどな。", + "VIN_PART5_KAYLEIGH5": "すごいじゃない! [pause]あなたが自分のために変化を起こそうと\\nしてるなんてうれしいな、ヴィン!", + "VIN_PART5_EUGENE5": "おまえ、自分自身の大義ってやつを見つけたみてーだな。\\nオレはそいつを尊重するよ。", + "VIN_PART5_MEREDITH5": "そっか。そりゃ、やらなきゃいけない仕事が山ほどありそうな\\nカンジだね。", + "VIN_PART5_FELIX5": "きみが心の底から改心したところを見られて、うれしいよ。", + "VIN_PART5_VIN6": "そういうわけで、スタンプをもらうために\\nアンタに挑戦しなきゃいけねえんだ! \\n[pause]頼む、オレと[wave amp=30 freq=10]1対1[/wave]でバトルしてくれよ、{player}!", + "VIN_PART5_VIOLA5": "終わりよければすべてよし、だな。", + "VIN_PART5_VIN7_OPTION1": "そうだよ!", + "VIN_PART5_VIN7": "クソッ……アンタ、友だち相手でも手加減しねえんだな。", + "VIN_PART5_VIN7_OPTION2": "「愛のムチ」を信じてるんでね。", + "VIN_PART5_VIN8": "スタンプをくれるキャプテンたちが、ほかにまだ12人もいて\\nよかったぜ。", + "VIN_PART5_VIN9": "次に会うときは正式なレンジャーになってるからな、\\n{player}!", + "VIN_TOWN_HALL_INTERACT1.m": "なあ、キャプテン! ガトレックスとギアドラン、強いのは\\nどっちだと思う? オレ、決められなくてよ。", + "VIN_TOWN_HALL_INTERACT1.f": "なあ、キャプテン! ガトレックスとギアドラン、強いのは\\nどっちだと思う? オレ、決められなくてよ。", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]自分の弟子2人とこんなところで会うなんて、\\n予想してなかったっすよね? そうでしょ、キャプテン?", + "VIN_TOWN_HALL_INTERACT1.n": "なあ、キャプテン! ガトレックスとギアドラン、強いのは\\nどっちだと思う? オレ、決められなくてよ。", + "VIN_AND_FRANKIE_FRANKIE5": "ペットのパッピーカットが逃げちゃったんす~!", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]ふたりがお友だちになるなんて、ビックリですぅ![/wave]", + "VIN_AND_FRANKIE_VIN2": "なあ、{player}。やっとトレーニングが終わって、\\nオレ、正式にレンジャーになったぜ!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]自分の弟子2人とこんなところで会うなんて、\\n予想してなかったっすよね? そうでしょ、キャプテン?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]にっひっひ~![/wave]\\n[pause]自分の弟子2人とこんなところで会うなんて、\\n予想してなかったっすよね? そうでしょ、キャプテン?", + "VIN_AND_FRANKIE_KAYLEIGH3": "まさか、この2人が友だちになるなんて思わなかったよ!", + "VIN_AND_FRANKIE_MEREDITH3": "コイツら、友だちになったワケ? \\nまあ、そうなるだろうと思ってたけどさ。", + "VIN_AND_FRANKIE_EUGENE3": "へえ。おまえたち、相棒同士になったのか?", + "VIN_AND_FRANKIE_VIOLA3": "こんなに違う2人のあいだに友情が生まれるとは、\\n思ってもみなかったな!", + "VIN_AND_FRANKIE_FELIX3": "きみたち2人が知りあいだったなんて、気づかなかったよ!\\nこの島はせまいなあ。", + "VIN_AND_FRANKIE_FRANKIE4": "う~、ジブンにも、ちょっとお知らせがあるっす。", + "VIN_AND_FRANKIE_FRANKIE6": "キャプテン・シビルには、野生のモンスターはペットに\\n向かないよって言われてたんすけど……[pause]でも原因は確実に、\\nジブンが書いた彼についての二次創作小説だと思うっすね。", + "VIN_AND_FRANKIE_FRANKIE7": "でも、心配はご無用っす! わが新しき\\n[wave amp=30 freq=10]最高の相棒[/wave]ヴィンは、そういうことは気にしないんす!", + "VIN_AND_FRANKIE_VIN8": "二次創作ってなんだ、{player}? \\nこいつ、教えてくれねえんだよ……", + "VIN_AND_FRANKIE_FRANKIE9": "あ~あ~あ~あ~!!!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "えっと、あとで。", + "VIN_AND_FRANKIE_FRANKIE10.m": "再試合を申しこむっすよ、キャプテン! ジブンとヴィンで、\\nアナタと{partner}さんに挑戦するっす! どうっすか?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "もちろんいいよ!", + "VIN_AND_FRANKIE_FRANKIE10.n": "再試合を申しこむっすよ、キャプテン! ジブンとヴィンで、\\nアナタと{partner}さんに挑戦するっす! どうっすか?", + "VIN_AND_FRANKIE_FRANKIE10.f": "再試合を申しこむっすよ、キャプテン! ジブンとヴィンで、\\nアナタと{partner}さんに挑戦するっす! どうっすか?", + "VIN_AND_FRANKIE_FRANKIE11": "ああぁ……[pause]また負けた~!", + "VIN_AND_FRANKIE_VIN12": "元気出せよ、フランキー。あの2人には勝てねえって。", + "VIN_AND_FRANKIE_VIN13": "{player}、オレ、フランキーとフュージョンするまで、\\nだれかに頼るのは弱さじゃないって気づかなかったよ。", + "VIN_AND_FRANKIE_VIN14": "みんなの努力をあわせれば、合計を上まわる力が出せるんだ。\\n[pause]けっきょく、そういうことなんだろ?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]そして、勇敢なヒロインは、アンチヒーローが罪をつぐなう\\nストーリー展開を、愛の力で助けるのでした~!!!![/wave]", + "VIN_AND_FRANKIE_VIN16": "待っ……?! [pause]おま、なに言って……", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]にっひっひっひ~![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "また会おうっす、{player}さん!", + "POWER_STATION_WALLACE1.m": "お前さんのために、準備は全部整えておいたぜ。", + "POWER_STATION_WALLACE1.f": "お前さんのために、準備は全部整えておいたぜ。", + "POWER_STATION_WALLACE1.n": "お前さんのために、準備は全部整えておいたぜ。", + "POWER_STATION_DREADFUL1": "どうどう、落ちつきなよ!", + "POWER_STATION_DREADFUL4": "それじゃ、あいつにあたしらの実力を見せてやろうか。", + "POWER_STATION_DREADFUL2": "ここはあたしのナワバリだよ、{player}! \\n自分のシマでなにか起きようってときに、\\n仲間はずれにされるのはゴメンだね。", + "POWER_STATION_DREADFUL7_OPTION1": "うん、やって!", + "POWER_STATION_DREADFUL3": "レディも紳士も落ちついて、お静かに……\\nごらん、あっちにイヤなデカブツがいるよ!", + "POWER_STATION_DREADFUL5": "ハデなケンカだったね! まわりを見てておくれ……\\n息をととのえなきゃ。", + "POWER_STATION_DREADFUL6": "あんたはまわりを見てて……こっちは、息をととのえないと。", + "POWER_STATION_DREADFUL7.m": "{player}、本当にやっちまっていいんだね?", + "POWER_STATION_DREADFUL7.f": "{player}、本当にやっちまっていいんだね?", + "POWER_STATION_DREADFUL7_OPTION2": "いや、待って。", + "POWER_STATION_NOTE1": "「1957年10月10日 0400\\n ひと晩じゅう眠らず、アイグレー博士、アイテーリア博士と\\n 核融合炉を使った新しい実験の設計をしていた。私たちは\\n 深い集中状態に入り、時の流れを忘れていた……\\n しばらくのあいだ、自分たちがまるで炉に集中している\\n 同一の存在であるかのように感じたほど没頭していたのだ!」", + "POWER_STATION_DREADFUL7.n": "{player}、本当にやっちまっていいんだね?", + "POWER_STATION_NOTE3": "「1957年10月10日 0700\\n 自らを『ヘリア』と称する存在が炉から出てきた!\\n 熱電温度計は即座にコアの温度の低下を記録した。つまり……\\n もう安全なのだろうか? 『ヘリア』はヘリウムを図式化した\\n ような形で、2つの輪は電子軌道を表しているようだ……」", + "POWER_STATION_NOTE2": "「1957年10月10日 0515\\n 炉の内部で奇妙なことが起きている……コアの温度が\\n 上昇し続けているのだ! 冷却ファンを起動して\\n 空気の流量を増やしたが、効果がない! このままだと、\\n 私たちは文字通りこんがり焼けてしまう!」", + "POWER_STATION_NOTE5": "「1957年10月11日 0305\\n ヘリアの提案にしたがい、物資省が地域の動物園から\\n 私たちのために調達してくれたフォークロアド、\\n マスカレージャ、センザスピア、そして[編集済み]を\\n 合体させた。ヘリアは結果に満足しなかったようだ……\\n 彼女の望むものではなかったのか?\\n 生きたモンスターを使うべきだったのだろうか?」", + "POWER_STATION_NOTE4": "「1957年10月10日 0730\\n 『ヘリア』は、私たちがどういうわけか彼女を創造、\\n あるいは召喚? したのだという。彼女はいま、\\n 核融合炉を機能させる方法について説明している。\\n そのあとは、ほかの融合について私たちと\\n 話したいそうだ……『ほかの』融合とは、なんだ?!」", + "POWER_STATION_NOTE6": "「1957年10月11日 0800\\n 私たちはなんということをしたのだろう!\\n 不安定な融合モンスターは制御不能だ! 自己複製を\\n つづけている!! 物資省が建物を封鎖したため、\\n 私は中に閉じこめられてしまった!\\n マー・ライン、助けてくれ!」", + "POWER_STATION_HELIA_HELIA1": "あはは、わたしの 親が 作った\\n実験の 失敗作たちを\\n片づけてくれて、ありがとう。", + "POWER_STATION_HELIA_HELIA2": "ああいう 不安定な\\nフュージョンたちが いったん\\n自らを コピー しはじめると、\\n片づけが とても めんどうなの。", + "POWER_STATION_HELIA_HELIA3": "あなたは なぜ ここへ\\n来たの、{player.to_upper}?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "名前を知ってるの?", + "POWER_STATION_HELIA_HELIA4": "とても よく 知ってる。あなたは\\nこれまで 何回 フュージョンした?\\n\\nフュージョンが 起きる ところには\\nどこだろうと わたしが いるの。", + "POWER_STATION_HELIA_HELIA5": "わたしは ヘリア。\\nフュージョンの プロセス。", + "POWER_STATION_HELIA_KAYLEIGH6": "じゃあ、あんたがはぐれフュージョンを作りだしてたの?", + "POWER_STATION_HELIA_MEREDITH6": "うわ。はぐれフュージョンたちには、マジで黒幕がいたんだ!", + "POWER_STATION_HELIA_EUGENE6": "てめえは、はぐれフュージョンの親玉なのか?", + "POWER_STATION_HELIA_FELIX6": "それじゃあ、はぐれフュージョンは……?", + "POWER_STATION_HELIA_VIOLA6": "では、貴様がはぐれフュージョンどもの裏で\\n糸を引いていたのだな!", + "POWER_STATION_HELIA_DOG6": "グルル……", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]はぐれフュージョンはぁ……あなたが作ったぁ……?[/wave]", + "POWER_STATION_HELIA_HELIA7": "「はぐれフュージョン」?\\n[pause]\\nああ、なるほど。\\n安定した 個体群の ことね。\\nあの すばらしい 動物たちを\\n作ったのは わたし。", + "POWER_STATION_HELIA_HELIA8": "そう、だから ここへ 来たのね。\\nあなたたちの 両方から\\nフュージョンの 素質を 感じる。\\nそれは つまり……", + "POWER_STATION_HELIA_HELIA11": "フュージョンを 終わらせても\\nいいことは ない。\\nわからないの?", + "POWER_STATION_HELIA_HELIA9": "戦いに きたと いうことね。\\nそうでしょう?", + "POWER_STATION_HELIA_HELIA10": "さてと、もう 十分。", + "POWER_STATION_HELIA_HELIA13": "わたしは 生命を かたちづくる。\\n命なき原子が 集まり 生きた細胞に\\nなるプロセスも フュージョンなの。\\n\\nひとつひとつ 細胞が 集まって\\n知性ある 多細胞生命体に\\nなるプロセス、それもまた わたし。", + "POWER_STATION_HELIA_HELIA12": "わたしは 生命を 維持している。\\nあなたたちが 生きるために 頼る\\n植物は あなたたちの星の 中心で\\n起きている 核融合から\\nエネルギーを 引き出して いるの。", + "POWER_STATION_HELIA_HELIA14": "わたし なしでは……\\nつまり、フュージョン なしでは……\\n……生命は 存在しないの。", + "POWER_STATION_HELIA_KAYLEIGH15": "その「すばらしい動物」が、ハーバータウンを\\n危険にさらしてるんだってば!", + "POWER_STATION_HELIA_EUGENE15": "ふざけんなよ! オレたちはてめえの\\n「すばらしい動物」なしでもやってけるんだ!", + "POWER_STATION_HELIA_MEREDITH15": "あんまり言いたくないけど、アンタの\\n「すばらしい動物」が人をキズつけてるんだよね。", + "POWER_STATION_HELIA_FELIX15": "せめて、これ以上「すばらしい動物」を作るのは\\n止めてくれないか?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]その「すばらしい動物」がぁ……みんなをキズつけてるんですぅ……[/wave]", + "POWER_STATION_HELIA_VIOLA15": "ニューウィラル島での「フュージョン」ならなじみがあるが、\\n惑星や細胞とは、いったいなんの話をしているんだ?", + "POWER_STATION_HELIA_HELIA16": "言ったでしょう、わたしは\\nフュージョンの プロセス。\\n原因は、わたしじゃないの。", + "PARTNER_INTERACT_M_E1_EUGENE5": "それで、[wave amp=30 freq=10]その後は[/wave]なんて言った……?", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}、あなたが\\n{partner.to_upper}と フュージョンするのは\\nわたしが 命じてるからじゃ ない。\\n\\nわたしは ただの 手段なの。", + "POWER_STATION_HELIA_HELIA18": "殺人が 存在するからと いって、\\n死を 責めることは できない。", + "POWER_STATION_HELIA_HELIA18_OPTION1": "じゃあ、だれの責任なの?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "なら、助けてくれないかな……", + "POWER_STATION_HELIA_HELIA19": "突きつめると、たえず ほかの世界の\\n断片を この地へ 呼びつづける\\n存在が 「はぐれフュージョン」の 発生する 原因なの。\\n\\nわたしや、あなたを……そして、\\nほかの人間たち すべてを……\\nここへ 導いた 存在がね。", + "POWER_STATION_HELIA_HELIA20": "それが マー・ライン。\\nこの地の下へ 横たわるもの。", + "POWER_STATION_HELIA_KAYLEIGH21": "マー・ラインが? イヤな予感がするよ、{player}……", + "POWER_STATION_HELIA_MEREDITH21.f": "あのさ、マー・ラインと戦って勝つところなんて、\\n想像できないんだけど。", + "POWER_STATION_HELIA_MEREDITH21.m": "あのさ、マー・ラインと戦って勝つところなんて、\\n想像できないんだけど。", + "POWER_STATION_HELIA_MEREDITH21.n": "あのさ、マー・ラインと戦って勝つところなんて、\\n想像できないんだけど。", + "POWER_STATION_HELIA_EUGENE21": "よし、わかった! 列車をブンなぐりに行こうぜ!", + "POWER_STATION_HELIA_FELIX21": "おっと。あの鉄道が黒幕だったのか?", + "POWER_STATION_HELIA_VIOLA21": "われわれは単なる迷宮ごときに負けはしないさ、\\n{player}!", + "POWER_STATION_HELIA_DOG21": "グルル……", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]マー・ラインが? {player}さん、イヤな予感がしますぅ……[/wave]", + "POWER_STATION_HELIA_HELIA27": "どうか、具現化させる 意志の\\n内容には 気をつけて。\\nアレフは まだ\\nもどって こられるのだから。", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "じゃあ、マー・ラインに会いにいこう。", + "POWER_STATION_HELIA_HELIA22": "あなたが 去るまえに\\nあとひとつだけ 言っておくわね、\\n{player.to_upper}。\\n\\nあなた アレフと 戦ったとき\\n反逆の精霊 モルガンテを\\n具現化 させたでしょう?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "やっとまともな答えが聞けたよ。", + "POWER_STATION_HELIA_DREADFUL29": "マー・ラインの件、幸運を祈ってるよ、{player}。\\nあたしは手伝えないけど。", + "POWER_STATION_HELIA_HELIA22_OPTION1": "させたけど、なんで?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "うん、させたよ。", + "POWER_STATION_HELIA_HELIA23": "あなたは 諸刃の剣を 手にしてる。", + "POWER_STATION_HELIA_HELIA24": "フュージョンや 人びとが ひとつの\\n目的のために 行う活動の すべてで\\n「力を合わせた 全体は\\n部分の合計に まさる」と\\nあなたは 言うのでしょうね。", + "POWER_STATION_HELIA_HELIA26": "あなたと 戦ったとき その心に\\n征服が 芽生えているのを 感じた。", + "POWER_STATION_HELIA_HELIA25": "全体と 部分の合計の 違いは\\n類霊か 「大天使」かの 違いなの。\\n\\n最初のうち 類霊は 小さく\\n弱いけど、意志を じゅうぶんに\\n得れば たちまち 具現化し、\\n力をふるい、支配する 力をもつ。", + "POWER_STATION_HELIA_DREADFUL28": "いやあ、ホントにヤバかったね! [pause]あたしは戻って、\\n全部イアンシーさんに報告しないと。", + "MERLINE_MEETING_MAGIKRAB1A": "{player}さま、マー・ラインさまがお待ちです。\\n私のあとについて、Aのりばへおこしください。", + "POWER_STATION_HELIA_DREADFUL30": "うーん……[pause]「ヘリア」は、過去にニューロンドンを焼きつくした大火事と関係あるのかねえ……?", + "MERLINE_MEETING_MAGIKRAB2": "マー・ラインさまが、私を通じてお話になられます。", + "MERLINE_MEETING_MAGIKRAB1B": "{player}さま、マー・ラインさまがお待ちです。\\n私のあとについて、ハーバータウン駅のAのりばまで\\nおこしください。", + "MERLINE_MEETING_MAGIKRAB3.m": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、めっ-", + "MERLINE_MEETING_MAGIKRAB3.n": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、めっ-", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}よ、\\n我が 強情な教え子 アレフをたおす\\n助けと なってくれたことに 対して、\\nマー・ラインから 礼を 言おう。", + "MERLINE_MEETING_MAGIKRAB3.f": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、めっ-", + "MERLINE_MEETING_MERLINE5": "人類は 前例のない規模の 試練に\\nさらされようと している。\\n行く末は いまだ さだかではない。", + "MERLINE_MEETING_MERLINE6": "マー・ラインは 汝らの種族が持つ\\n争いを好む 性質が それを\\n乗り越えられるか 見てみたかった。", + "MERLINE_MEETING_MERLINE7": "アレフを、征服の化身を たおしたことにより、\\n汝は 儀式での 役割を はたした。\\n自由に この地を 出ていくがよい。", + "MERLINE_MEETING_MERLINE7_OPTION1": "モルガンテに助けられたんです。", + "MERLINE_MEETING_MERLINE7_OPTION2": "でもそれは、モルガンテが……", + "MERLINE_MEETING_MERLINE8": "ああ、あの モルガンテか。\\nアレフが かつて 愛した 相手だな。", + "MERLINE_MEETING_KEYLEIGH9": "アレフが……愛した?", + "MERLINE_MEETING_VIOLA9": "……", + "MERLINE_MEETING_MEREDITH9": "えっ……愛した相手?", + "MERLINE_MEETING_EUGENE9": "はあっ?!", + "MERLINE_MEETING_FELIX9": "彼女はアレフの恋人だったのか?", + "MERLINE_MEETING_MERLINE11": "反逆する 軍勢なしに 存在できる 反逆の精霊は\\nおらぬだろう? 同様に、征服する 相手なしに\\n存在できる 征服者も おらぬのだ。", + "MERLINE_MEETING_MERLINE10": "反逆と 征服は、常に 敵同士と いうわけでは ない。", + "MERLINE_MEETING_MERLINE14": "戦いの中で モルガンテが 具現化したからと いって、\\nアレフを たおすにあたり 汝の はたした 役割が\\n小さくなる ことはない。", + "MERLINE_MEETING_MERLINE13": "あの者たちの あいだには かつて 息子も いたのだ。\\n知っていたか?", + "MERLINE_MEETING_MERLINE12": "赤き王と 白き女王は 絶えずつづく 死と再生の 円環に\\nとらわれておる。 あの両名は 人類の 歴史の輪を 回す\\n機関なのだ。", + "MERLINE_MEETING_MERLINE15": "むしろ 事実は 真逆だ。 汝の意志こそが 彼女を 呼び出し\\nそれにより アレフが 大いなる宇宙へ 帰還するまでの\\n時を 速めたのだ。", + "MERLINE_MEETING_MERLINE16_OPTION1": "はぐれフュージョンを止めてください!", + "MERLINE_MEETING_MERLINE16": "汝の 思いを 話すがよい、{player.to_upper}。\\n汝は 願いがあって 来たのだと\\nマー・ラインは 知っておる。", + "MERLINE_MEETING_MERLINE17": "いかにも、マー・ラインは\\n「はぐれフュージョン」を 止められる。", + "MERLINE_MEETING_MERLINE18": "しかし、汝が かつて 得たのと 同じ 好機を 他者から\\n奪う権利を 汝は 持たぬはずだ、{player.to_upper}。", + "MERLINE_MEETING_MERLINE21": "「はぐれフュージョン」を 止めたくば 汝らと 反逆の精霊、\\n両方の 力が 必要と なるであろう。", + "MERLINE_MEETING_MERLINE20": "汝らは本来 とうの昔に 自身の世界へ 戻っている\\nはずなのだぞ、{player.to_upper}、{partner.to_upper}。", + "MERLINE_MEETING_MERLINE19": "汝らの種族は 生死をかけた 状況に 立ち向かわねば\\nならぬ。 数以外の点でも 成長するためにな。", + "MERLINE_MEETING_MAGIKRAB23": "あの、私たちはなにをしていたのでしたっけ?\\nここ数分の記憶が、少し飛んでしまったようです。", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "キミを通してマー・ラインと話してたよ。", + "MERLINE_MEETING_MAGIKRAB22": "おや、{player}さま。", + "MERLINE_MEETING_MAGIKRAB24.m": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、\\nめったにないんですから!", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "ねえ、[pause]聞きたいんだけどさ、フェリックス!\\nあなたがキャラのイラストを描くのは知ってるんだけど、\\nタトゥーのデザインもやってたりしない?", + "MERLINE_MEETING_KAYLEIGH25": "うーん。イアンシーさんなら、どうすべきかわかるんじゃ\\nないかな。", + "MERLINE_MEETING_MAGIKRAB24.f": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、\\nめったにないんですから!", + "MERLINE_MEETING_MAGIKRAB24.n": "あなたは幸運ですよ、{player}さま! \\nあの方がこの次元に降りてこられることは、\\nめったにないんですから!", + "MERLINE_MEETING_MEREDITH25": "期待通りにはいかなかったね。", + "MERLINE_MEETING_EUGENE25": "まあ、あいつと戦わずにすんでよかったのかもな。\\nヘリアのやつが言ってたアレフの話、覚えてるだろ……", + "MERLINE_MEETING_FELIX25": "あいつが言ってたことは本当なのか? \\nおれたちの世界には、おれたちが必要なのかな?", + "MERLINE_MEETING_VIOLA25": "もしかすると、あの「マー・ライン」は真実を話していたのかもしれないな。", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]わからないですぅ……マー・ラインがどうしてあなたを\\n必要とするのか。どんな人間より強いはずなのにぃ……[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "電話で? [pause]つまり、だれかと通話すんのに使うワケ?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "……いや、全然わかんないんだけどさ。", + "PARTNER_INTERACT_K_M1_MEREDITH2": "「インターネット」って、なんなの? \\n[pause]ハーバータウンの人たちの半分が、それが恋しいって\\n泣きわめいてるんだけど!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "えっと、インターネットかあ。\\n[pause]ほら、パソコンとか、電話とかで使うやつだよ。", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "……ここに来る前、あなたの世界って西暦何年だったの、\\n[pause]メレディス?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "1989年だけど、なんで聞くのさ?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "あー! [pause]なるほどね。あたしたち、ちょっとお互い\\n認識がズレてるかも。", + "PARTNER_INTERACT_K_E1_EUGENE2": "別に、イヤとかじゃねーんだ。[pause]オレが型やぶりなやつって\\nだけでさ。[pause]一匹オオカミなんだよ。[pause]オレの勢いにブレーキを\\nかけちまうかもしれねえ組織には、とどまってられねーのさ。", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "……わかんないだけどさ、ユージーン。\\n[pause]あなたって「地域を助ける」のが大好きだよね。\\n[pause]でも、あたしといっしょにレンジャーにはならないの?", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "わたしはそう思わないけどな。\\n[pause]登録するときのテストに落ちるのが怖いんだと思ってたよ!", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]そっ、そんなわけねーだろ![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "やったことは、ちょっとないなあ! \\n[pause]タトゥーを入れてみたいのか?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "うーん。[pause]タトゥーを入れるってアイデアは好きなんだよね。\\n理屈の上ではさ。", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "でも実際は、[pause]優柔不断すぎて決められないの。\\n[pause]取りかえしのつかない決断をくだすの、ムリなんだ。", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "ヴァイオラ、聞きたいんだけど……", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "そのそでなしジャケット、どこでゲットしたの?\\n[pause]そういう服、ニューウィラル島でこれまで見たことないよ!", + "PARTNER_INTERACT_K_V1_VIOLA3": "この孤立した島の砂浜に流れついたとき、\\n[pause]古い兵士用の上着が捨てられていたのを見つけてね。", + "PARTNER_INTERACT_K_V1_VIOLA4": "そでの部分が私には合わなかったから、\\n[pause]さっさと切ってしまったのさ。", + "PARTNER_INTERACT_K_V1_VIOLA5": "この服に対して、非常に愛着がわいているのは間違いないな。", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "それ、すっごくカッコいい……いまわたし、あなたのことが\\nちょっと好きになっちゃったな。", + "PARTNER_INTERACT_K_V1_VIOLA7": "それは、私に永遠の愛を告白しているのかな? \\n[pause]どうなんだい、親愛なるケイリー?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "ちょっと、[pause]そう簡単には口説き落とされないからね!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "……ウチ、店に戻ってやらなきゃいけない機械いじりの仕事があったんだけどさ。[pause]いまは、ちょっとフケてるんだよね。", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]いい子はだーれ? そう、あなただよ! いい子だねえ~![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "わふ、わふ!", + "PARTNER_INTERACT_M_E1_EUGENE2": "おう! [pause]ときどきは休みを取ったほうがいいぜ、\\n[pause]おまえだってさ!", + "PARTNER_INTERACT_M_E1_EUGENE3": "……[pause][pause]待てよ。おまえ、いまなんて言った?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "えーっと、[pause]やらなきゃいけない機械いじりの仕事があった、\\nだっけ?", + "PARTNER_INTERACT_M_E1_EUGENE7": "それ、どういう意味なんだ? [pause]「フケる」ってさ。", + "PARTNER_INTERACT_M_E1_MEREDITH6": "……いまは、ちょっとフケてるんだよね?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "あー。[pause]ええと、[pause]うん。[pause]たとえば、なにかやったり、\\nどこかへ行ったりする用事をやらないで、\\nなまけるとするじゃん。それが「フケる」ってことだよ。", + "PARTNER_INTERACT_M_E1_EUGENE9": "ああ、なるほど。[pause]おまえの変わったスラングも、\\n広い心で受け入れねーとな。", + "PARTNER_INTERACT_M_E1_MEREDITH10": "こんな会話、フケちゃいたいんだけど。", + "PARTNER_INTERACT_M_F1_FELIX2": "ああ! [pause]自分の世界にいたとき、\\nきみはどんな音楽を聞いてたんだ?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "……ウチの音楽の趣味?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "答えの範囲が広いやつじゃん、それ。[pause]ウチは、\\nメンバーが全員お互いを憎みあってるバンドが好きかな。", + "PARTNER_INTERACT_M_F1_MEREDITH5": "ウチ、かなり細かい人間だから。", + "PARTNER_INTERACT_M_V1_VIOLA1": "告白せねばなるまいな、[pause]親愛なるメレディス。\\n[pause]君がまとう服装は、私が見てきたどんなものとも違う……\\n[pause]わが祖国においても、この島でも。", + "PARTNER_INTERACT_M_F1_FELIX4": "かなり細かい好みだなあ。", + "PARTNER_INTERACT_M_D1_DOG1": "わふ!", + "PARTNER_INTERACT_M_V1_VIOLA3": "君の気分を害そうというつもりはないんだ。[pause]ただ、見た目を\\n周囲に合わせることを気にしていないように見えたものでね。\\n[pause]自分に自信があるという印象を受けたよ。", + "PARTNER_INTERACT_M_V1_MEREDITH2": "それ、ほめてんのかバカにしてんのか、わかんないんだけど。", + "PARTNER_INTERACT_M_V1_VIOLA4": "そういう点において、君はまったく称賛に値するよ、\\n[pause]メレディス!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "えーっと、[pause]ありがとね。", + "PARTNER_INTERACT_M_D1_MEREDITH2": "アンタ、腹をナデられるのが好きなんだね。", + "PARTNER_INTERACT_E_F1_FELIX2": "そんなところさ。[pause]というか、[pause]もっとひどかったよ。\\n[pause]ほかの会社で働いたって、[wave amp=30 freq=10]また別の[/wave]上司に命令される\\nだけだっただろうな。", + "PARTNER_INTERACT_E_F1_EUGENE1": "……じゃあ、おまえが仕事をやめたのは、[pause]上司にずっとムダな\\nことばっかさせられてたからなのか?", + "PARTNER_INTERACT_E_F1_FELIX3": "自営業で働くのが、その手のサイクルを断つ唯一の方法なんだ。\\n[pause]上司なんて、もういらないね。", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]そうさ![/shake] [pause]その意気だぜ! 上司なんていらねーんだ……\\n自分の思うままに生きろよ、[pause]フェリックス!", + "PARTNER_INTERACT_E_F1_FELIX5": "でも最近、おれのキャリアプランは壁にぶつかってるけどな。\\n[pause][pause]そうなったのは、時空のはざまに落ちて、モンスターの島で\\n暮らすハメになってからだと思う。", + "PARTNER_INTERACT_E_V1_EUGENE1": "……それじゃ、おまえは嵐に会って難破したあと、\\nニューウィラル島に流れついたわけだ。[pause]だよな?", + "PARTNER_INTERACT_E_F1_EUGENE6": "まあ、それはオレたちみんなが経験してることだろ!", + "PARTNER_INTERACT_E_V1_VIOLA2": "ああ、[pause]それで間違いない。", + "PARTNER_INTERACT_E_V1_EUGENE3": "で、双子の兄弟のセバスチャンを探してるのか……", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "いい家じゃん。ちょっと地味だけど、\\nケチつけるのはやめとくよ。", + "PARTNER_INTERACT_E_V1_EUGENE4": "なんかこの話、どっかで聞いた気がするんだが、\\nなんでだかわからねーや。[pause]おまえ、有名人なのか?\\n[pause]それともオレたち、前にどこかで会ってるか?", + "PARTNER_INTERACT_E_V1_VIOLA5": "私は悪評や注目を集めるような人間ではないよ。[pause]さて、君と\\n会ったことがあるかだって? [pause]君のように勇ましい人間と\\n出会っていたら、確実に覚えているはずさ、[pause]ユージーン。", + "PARTNER_INTERACT_E_V1_EUGENE6": "だよな。[pause]それでも、\\n[pause]おまえの話、どっかで聞いた気がするんだ……", + "PARTNER_INTERACT_E_D1_EUGENE5": "おまえって……しゃべる魔法のイヌだったりすんのか? \\n[pause]そういうほかの世界から来たとか?", + "PARTNER_INTERACT_E_D1_DOG2": "わふ!", + "PARTNER_INTERACT_E_D1_EUGENE1": "……おまえ、イヌだよな。", + "PARTNER_INTERACT_F_D1_FELIX1": "おまえ、体はこんなにちっこいのに、ほえる声はずいぶん\\nデカいんだな。", + "PARTNER_INTERACT_E_D1_EUGENE3": "……なのにカセットプレーヤーを使って、オレたちみたいに\\nモンスターに変身できるんだよな。", + "PARTNER_INTERACT_E_D1_DOG4": "わふ、わふ!", + "PARTNER_INTERACT_E_D1_DOG6": "わふ!", + "PARTNER_INTERACT_E_D1_EUGENE7": "うーん。[pause]違うよな。", + "PARTNER_INTERACT_F_V1_FELIX2": "えーと、人生の中に自由を見いだすことは大事にしてるけど、\\n[pause]7つの海を航海するなんてことは全然考えてないなあ。", + "PARTNER_INTERACT_F_V1_VIOLA1": "フェリックス、[pause]君は本当に、[pause]海に自由を求めたことはないのか?\\n[pause]大陸に向けて航海しようという気持ちは、まったく、\\nこれっぽっちも、ひとかけらさえもないというのかい?", + "PARTNER_INTERACT_F_V1_FELIX5": "そんなことないって!", + "PARTNER_INTERACT_F_V1_FELIX3": "自営業で働いて、好きなように暮らして、[pause]それでいいかな。\\n[pause]おれにはそういうのが向いてる気がするんだ。", + "PARTNER_INTERACT_F_V1_VIOLA4": "もしかすると、海でも同じような満足感を得られるかも\\nしれないぞ。[pause]帆を掲げてみなければ、本当のところは\\nわからないじゃないか!", + "PARTNER_INTERACT_F_D1_DOG2": "わふ!", + "PARTNER_INTERACT_V_D1_DOG2": "わふ!", + "PARTNER_INTERACT_V_D1_VIOLA1": "君のようなすばらしき動物が住んでいるなんて、[pause]\\nここは、なんとすばらしき新世界だろう!!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "こんなに海に近いところで暮らせるなんて、\\nわたしってラッキーだよね。", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "なんでウチは、こんなさえない町で\\n立ち往生しなきゃいけないワケ?", + "PASSIVE_OVERWORLD_1_0_EUGENE": "ここは、小さくてすてきな町だよな。", + "PASSIVE_OVERWORLD_1_0_VIOLA": "海のにおいが濃いな……\\nいやと言うほど知っているにおいだ。", + "PASSIVE_OVERWORLD_1_0_FELIX": "桟橋まで足をのばして出かけるのって、いいよな。", + "PASSIVE_OVERWORLD_1_0_DOG": "わふ、わふ!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "足元に気をつけろよ、{player}……\\n水面のすぐ下に隠れるモンスターもいるからな……", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "いい家じゃん。ちょっと地味だけど、\\nケチつけるのはやめとくよ。", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "この家をあなたが気に入るといいな、\\n{player}……", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "いい家じゃん。ちょっと地味だけど、\\nケチつけるのはやめとくよ。", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "へえ、ここがおまえの家か? 悪くねーな、相棒!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "へえ、ここがきみの家なのか?", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "どうやら君は、ここに住んでそう長くないようだな。", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]いいおうちですねぇ、{player}さん……[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]いいおうちですねぇ、{player}さん……[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]いいおうちですねぇ、{player}さん……[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "留守のあいだにふらっと入っちゃっても、\\nユージーンは気にしないと思うよ!", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "留守のあいだにふらっと入っちゃっても、\\nユージーンは気にしないと思うよ!", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "留守のあいだにふらっと入っちゃっても、\\nユージーンは気にしないと思うよ!", + "PASSIVE_EUGENEHOME_MEREDITH": "ユージーンの家って、ジムがあんの? 役場に行けば\\nちゃんとしたジムがあるの、アイツも知ってるよね?", + "PASSIVE_EUGENEHOME_FELIX": "ここは、ユージーンの家さ……あいつ、\\n家にすてきなホームジムを持ってるんだよ。", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "えっ! あたしに\\n泊まってほしいの、{player}……?", + "PASSIVE_EUGENEHOME_EUGENE": "そうさ、ここがオレん家だ。ユージーン本部だよ。\\nオレのねぐらにして、作戦基地なんだ。", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "自分の彼氏に、家を案内してくれるってわけか?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "アンタ、ここでいっしょにすごしたいの? \\nその、ウチらだけで?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "きみの家、ホコリひとつないな! おれのためだけに\\n掃除した、とかじゃないといいけど。", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "私と2人きりで交友を深めたかったのかな、\\n親愛なる{player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "私と2人きりで交友を深めたかったのかな、\\n親愛なる{player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "私と2人きりで交友を深めたかったのかな、\\n親愛なる{player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]{player}さん、このおうち、いつ来ても楽しいですぅ……[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "ハーバータウンの親切な商人たちと\\n語らってみるのもいいのではないかな?", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "ブーツから砂をかき出すのって、マジで\\nしんどいんだよ。あんまり好きじゃないね。", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "この砂浜に来ると、ニューウィラル島に\\n流れついたときのことを思い出すな……", + "PASSIVE_OVERWORLD_2_0_EUGENE": "ここはな、腕立てふせをやるのに\\nピッタリの場所なんだぜ!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "これまで様々な地の海岸を訪れたものだが、\\nこの島のそれが一番奇妙かもしれないな。", + "PASSIVE_OVERWORLD_2_0_FELIX": "いごこちがいい、静かな場所だよ。\\n大きなヤドカリモンスターをムシできればね。", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]海かぁ……この島の向こうには、何があるんでしょうねぇ……[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "モンスターのすがたのとき使える\\nステッカーは、ココで手に入るよ……見てく?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "市場に、オレたちの終わりなき正義のバトルで\\n使えるモンが入荷されてるかもしれねーぞ!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "ステッカー商人と話してみたら、{player}? \\n使えるものがあるかもよ!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]新しいステッカー、買いませんかぁ……?[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "おっ、いいね。モンスター用の新しいステッカーだ。", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "[wave amp=30 freq=10]きっと[/wave]、この橋をわたれば、池の水で\\nブーツをぬらさなくてすむと思うんだよね……", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "この橋は、レンジャー・ウォレスと\\nチームの人たちが少し前に建ててくれたの!", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "この橋は、地域のみんなの努力の結晶なんだ。\\nオレに言わせりゃ、超クールだぜ!", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "この道、すごくせまいんだ。\\nバランスをくずさないでね、{player}!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "池に私のすがたが写っているぞ!\\nなんとも楽しいものだな。", + "PASSIVE_OVERWORLD_5_-5_FELIX": "この橋、とてもすてきだと思わないか?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "道がせまいからってハラハラしたりしないってば。\\nまったく。", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]かわいい橋ですぅ![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "道がせまいからってハラハラしたりしないってば。\\nまったく。", + "PASSIVE_OVERWORLD_8_0_EUGENE": "この道、かなりせまくねーか?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "道がせまいからってハラハラしたりしないってば。\\nまったく。", + "PASSIVE_OVERWORLD_8_0_VIOLA": "足元に気をつけたまえ……この道は、非常にせまいぞ。", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "墓地って不気味なものだけど、\\nここも変わらないね……", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]{player}さん、足下に気をつけてぇ![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "この道、けっこうせまいな。落ちるなよ!", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "墓地ってめっちゃ陰気だよね。ウチは好きだな。", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "そこらじゅうをうろついてる\\nガイコツモンスターども、気味が悪いぜ……", + "PASSIVE_OVERWORLD_-4_0_FELIX": "この島を夜にひとりで歩くとしたら、\\nここは最後まで選ばないな。", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "いつかこの地を出てゆけることを祈るよ。\\nここの墓石の下に眠りたくはないものだ。", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "まわりにあるマグネットを見つければ、\\nこのスイッチをオンにできるかも。", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]なんだか、落ち着きますぅ……[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "このスイッチをオンにするには、\\nマグネットが必要だね。", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "見ろよ、このスイッチ! 近くにあるマグネットを\\n見つけりゃ、オンにできるはずだぜ……", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "このスイッチ、上に乗っても動きそうにないな。\\nまわりを見てみよう……", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "興味深い装置だな。2つあるうちの片方のようだ……", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]このボタン、何かできそうですぅ……[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "この教会、どうやってここに……?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "この教会、骨組みがグラグラしてそう……\\nホント、「絶対中に入るべき」ってカンジ。", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "この教会、すぐ修理したほうがよさそうだぜ。", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "足元に気をつけろよ、{player}……\\n水面のすぐ下に隠れるモンスターもいるからな……", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]大きな建物……でもなんだか、\\n悲しい感じがしますぅ……[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "この教会はかつて、\\n幸福な日々を見てきたのだろうな……", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "すごく古い教会だなあ。スケッチしてみたいよ……", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "カボチャのツルを利用したアビリティで\\nわたっていけば、向こう側に行けそうだ……", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "サビた金属がほしくなったときはどこに行けば\\n手に入るのか、ウチは[wave amp=30 freq=10]ちゃんと[/wave]知ってるんだよ……", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "キャストアイアン海岸……ハーバータウンはここに\\n流れついた難破船から、スクラップを取ってるんだ。", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "ここの霧はかなり濃いな。スクラップのかたまりに\\n頭から突っこんじゃいそうだ。", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "足元に気をつけろよ、{player}……\\n水面のすぐ下に隠れるモンスターもいるからな……", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]水の下で、何か動いていたようなぁ……[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]きゅうーん……[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "こんな霧と汚れた空気の中は、急いで通りすぎよう。", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "この島、浮いてるの?! なんなの、ここ?", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "へえ、ニューウィラル島に浮かぶ島があるなんて\\n知らなかったぜ。雲に隠れてたのか?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "うわ、ニューウィラル島のこんなとこに\\n浮かぶ島があるなんて、どのキャプテンからも\\n聞いたことないんだけど……", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "ここ、すごく幻想的じゃないか?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "うげっ、ウチはブーツでぬま地のドロ水に\\n入らなきゃいけないワケ?", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]この島、浮かんでますぅ……?[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "雲の上の島か……またひとつ、\\n言葉を失うような奇跡を見たよ。", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "このぬま地ってホント……ドロドロ。", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "こんなドロの中を走っちまったら、\\n着てるトレーナーが完全にダメになるな……", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "この地はわれわれを歓迎していないようだ。\\n急がず慎重に通り抜けるぞ、{player}。", + "PASSIVE_OVERWORLD_MARSH_FELIX": "ここの木はみんな、すごく大きいんだなあ。", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "森だ! ここではどんなモノが見つかるかな?", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "この地はわれわれを歓迎していないようだ。\\n急がず慎重に通り抜けるぞ、{player}。", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "この地はわれわれを歓迎していないようだ。\\n急がず慎重に通り抜けるぞ、{player}。", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]靴がダメになっちゃいますぅ……[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "目を光らせとけよ、{player}……この森には、\\nどんなモンスターがひそんでるかわからねーんだ……", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "ここの花粉のせいで、鼻がムズムズするよ。", + "PYLON_HINT_MEREDITH3": "このへんなら、使えそうな磁力のアビリティを持つ\\nモンスターがいるかもね。見てまわらなきゃ。", + "PASSIVE_OVERWORLD_FOREST_FELIX": "きっと、ここにしか住んでない\\nモンスターもいるんだろうな。", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "木々の間で鳥たちが歌っているな。\\n聞こえるか、{player}?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]おっきな木ですねぇ! 空気がとても……\\nハクション![/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "ここ、ニューロンドンの廃墟だ……", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "へえ、あの話はホントだったんだ……\\n見捨てられた町だね。めっちゃ不気味。", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "この場所、気味が悪いぜ……", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "建物の廃墟に、焦げたあとがあるな。\\nこの町は焼けるかなにかしたのか……?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]ここ、人が住んでいたんですよねぇ……?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "この地には死んだ風が吹いているな。", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "わあっ、ここのサクラの木、きれいだね!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "[wave amp=30 freq=10]わたしたちの名前[/wave]が墓石に書いてあったこと、\\nいま、すごくがんばってムシしてるの。いい?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "へえ。この草原、めっちゃすてきじゃん。", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "ここの空気、いい香りがするよな。", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "きれいな草原だな、ここ。", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]宙を舞う花びら……とってもキレイですぅ……[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "この地は美しいが、気をゆるめないようにしなくては。", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "ブルルッ……あとでカゼをひきませんように!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "ここ、ちょっと寒くない?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "ここ、マジで寒いよな、正直言うとさ。", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "こんなキノコ、いままで見たことないや! \\nみんな、ものすっごく大きくない?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "コートを持ってくればよかったなあ……", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "こんな唐突な冬ごときで、私は不平など言わないさ!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]とっても寒いですねぇ……\\nちょっと薄着すぎましたぁ……?[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "このデカいキノコのおかげで、めっちゃ\\n「ゾッとする夜のクラブ」って雰囲気が出てるね。", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "ここのキノコ、マジでめちゃくちゃデカいな。", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "ここのキノコたち、いいね! \\nこりゃ、スケッチしなくちゃ。", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]光るキノコって、カワイイですねぇ……[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "これはキノコか?\\nこの地の動植物には、驚かされるばかりだな。", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "あそこに書いてあったのは、オレの名前か……?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "うわ。最高。不気味な墓石だ。あーあ、縁起イイね。", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "心を恐怖で染めるにしては、おそまつな試みだな。\\nこんな手にかかってはならないぞ。", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "あんまり気分がよくないなあ。不気味な墓石に、\\nおれたちの名前が書いてあるなんてさ。", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]あの石、「サニー」って書いてある……?[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "あたしたち、どこまで落ちちゃったの……?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "あたしたち、どこまで落ちちゃったの……?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "あたしたち、どこまで落ちちゃったの……?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "なにが起きたワケ……?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]ずいぶん高いところから落っこちましたねぇ……[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "いまのはだいぶキョーレツだっだぜ……", + "PASSIVE_DUNGEON_MEADOW_FELIX": "ここ、どこだ?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "いま一体、どんなペテンが起きたんだ?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "この水、どこから流れてきてるのかな……", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "水が流れてんの? どっから来てるワケ、コレ?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "へえ、水路か。\\nここの水、どこから流れてきてるんだ?", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "あの水は、地上かどこかから流れてきてるのか?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]この水は、いったいどこからぁ……[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "水流か……水源を見つけられないだろうか?", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "レンジャーたちは、ここからカセットテープを\\n手に入れてるんだよ! すごいでしょ?", + "PASSIVE_DUNGEON_MALL_FELIX": "こんなデカい建物がニューウィラル島にあるって、\\nすごくヘンな感じだ。", + "PASSIVE_DUNGEON_MALL_EUGENE": "オレの世界には、こういう空っぽの建物が\\n全国にあったんだ……", + "PASSIVE_DUNGEON_MALL_VIOLA": "なんとも広く、静かな広間だな……", + "MEREDITH_PLATFORM_REACTION2_2.m": "とにかく進みつづけようよ、{player}。", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "町の人たちは昔、\\nここから資源を採掘してたんだろうな……", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]とってもガランとしてますねぇ……[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "中には手強いモンスターがいるに決まってる。\\n油断すんなよ、相棒。", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "このどうくつ、昔は鉱山とかだったんじゃない?\\n昔はもっとマシだったみたいだね。", + "PYLON_HINT_MEREDITH1.m": "へえ。ココ、行き止まりっぽいね。\\n[pause]でも、たぶん……", + "PYLON_HINT_MEREDITH2": "ねえ、あっちの青い箱、見える? [pause]島じゅうに\\nあるんだけど、アレは磁力でモノを引き寄せてるんだ。", + "PYLON_HINT_MEREDITH1.n": "へえ。ココ、行き止まりっぽいね。\\n[pause]でも、たぶん……", + "PYLON_HINT_MEREDITH1.f": "へえ。ココ、行き止まりっぽいね。\\n[pause]でも、たぶん……", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "この岩、大きなヒビが入ってる。\\nダッシュで突進したらこわせそうだよ!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "このどっしりした岩、すごくボロボロじゃん。\\nダッシュで突っこんだらこわせるかもよ。", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "このどっしりした岩、すごくボロボロじゃん。\\nダッシュで突っこんだらこわせるかもよ。", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "あの岩、全体的にヒビが入ってるな。\\nダッシュでぶつかればこわせると思うぜ!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "このどっしりした岩、すごくボロボロじゃん。\\nダッシュで突っこんだらこわせるかもよ。", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "あの石も昔は堅固だったのだろう。十分な力で\\n突撃すれば、くだけるのではないかと思うぞ。", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "あの岩、ボロボロみたいだぞ。スピードをつけて\\n体当たりすればこわせるよ、きっと。", + "PASSIVE_PYLON_KAYLEIGH": "あの青いブロック、ヘンな色に光ってる。マグネットの\\nアビリティを使えそうだよ、{player}!", + "PASSIVE_PYLON_MEREDITH.m": "あの青いブロック、磁力をおびてるっぽいね。\\nあれに磁力のアビリティを使えばよくない?", + "PASSIVE_PYLON_MEREDITH.f": "あの青いブロック、磁力をおびてるっぽいね。\\nあれに磁力のアビリティを使えばよくない?", + "PASSIVE_PYLON_EUGENE": "木の柱の上にある青い箱、\\n思いっきり磁力をおびてるみてーだぞ。", + "PASSIVE_PYLON_MEREDITH.n": "あの青いブロック、磁力をおびてるっぽいね。\\nあれに磁力のアビリティを使えばよくない?", + "PASSIVE_PYLON_FELIX": "なあ、あの青いブロックのそばでマグネットの\\nアビリティを使えそうだぞ、{player}。", + "KAYLEIGH_STATION_REACTION2": "また、古い鉄道の駅だ……[wave amp=30 freq=10]最初に[/wave]こういう駅を\\n見つけたときのことは、忘れられないな。", + "PASSIVE_PYLON_VIOLA": "あの金属の物体は青いオーラをまとっているな。\\n君にも見えるだろう、{player}?", + "KAYLEIGH_STATION_REACTION3": "ホコリっぽくて古い鉄道の駅なら慣れっこだよ。\\nそれでも、こんなに静かだと不気味だけどね。", + "MEREDITH_STATION_REACTION1": "あのさ、[pause]この島、地下に鉄道路線があるワケ?\\nなんか、[wave amp=30 freq=10]ずいぶん昔[/wave]からあったってカンジ……", + "MEREDITH_STATION_REACTION2": "また地下の駅? だれが作ったワケ、こんなの?", + "MEREDITH_STATION_REACTION3A": "この島の地下にある駅って、なんかヘンだよ。人が建てたっぽいカンジは[wave amp=30 freq=10]かなり[/wave]するんだけど、なんかスゴく[wave amp=30 freq=10]ズレてる[/wave]気がする。", + "MEREDITH_STATION_REACTION3B": "ウチの言いたいことわかる、{player}?", + "EUGENE_STATION_REACTION1": "ああ?! [pause]こりゃ、[shake rate=30 level=10]鉄道の駅[/shake]じゃねーか?!\\nニューウィラル島にこんな場所があるなんて、\\nだれからも聞いたことねーぞ!", + "EUGENE_STATION_REACTION2": "また駅か? この島には絶対ひみつがあるよな……", + "EUGENE_STATION_REACTION3": "なあ、もしかするとオレたちは、しばらくぶりにここに\\n足跡をつけた人間なのかもしれねーぞ……", + "FELIX_STATION_REACTION3": "またいにしえの駅か。最近になってこんなものが\\n地上に出てくるなんて、絶対なにか起きてるよな?", + "FELIX_STATION_REACTION1": "えっ、ここ、鉄道の駅か?! 町の人はだれも\\n言ってなかったぞ……みんな、ここのことを知らないのか?", + "FELIX_STATION_REACTION2": "こういう駅にはゾッとするな。なんだか、\\nここにいたらいけないって気がするよ……", + "VIOLA_STATION_REACTION1": "この場所からは、いやな気配がする……\\nこの地にあるほかの場所よりも、ずっと強く。", + "VIOLA_STATION_REACTION2": "ここの空気は、肺に重たくよどむな。\\nここは長年眠りについていたのだろう。そう感じるよ。", + "VIOLA_STATION_REACTION3": "また、古く興味深い場所が見つかったな。\\n必要以上にとどまりたくはないがね、{player}。", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]ニューウィラルのほかのどこともちがう空気を感じますぅ……[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]こんなところにも地下トンネルがぁ……[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]ほかの何よりも昔に、こういうヘンテコな施設が\\nできたってことですよねぇ……[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "ここのプレッシャーで[shake rate=30 level=10]押しつぶされそう[/shake]……\\n初めてモルガンテがすがたを現したときみたい……", + "KAYLEIGH_PLATFORM_REACTION1_2": "[shake rate=30 level=10]ものすごく[/shake]大きな音が鳴ってるみたいに空気が\\nふるえてるけど、なにも聞こえない……", + "MEREDITH_PLATFORM_REACTION1_1": "ココ、いったいどうなってんの? [pause]まるで、なにかが体に\\n[wave amp=30 freq=10]押しつけられてる[/wave]ようなカンジがする……", + "KAYLEIGH_PLATFORM_REACTION2_1": "またあの感じだ。脳みその中でラジオのノイズが聞こえる\\nみたいな……", + "KAYLEIGH_PLATFORM_REACTION2_2": "空気から金属みたいな味がする……ここにいるだけで、\\n頭が痛いよ……", + "KAYLEIGH_PLATFORM_REACTION3_1": "また、あの雰囲気だ……", + "KAYLEIGH_PLATFORM_REACTION3_2": "もう慣れたけど、それでも頭は痛くなっちゃうな……", + "MEREDITH_PLATFORM_REACTION1_2": "まるで、脳ミソからテレビのノイズが\\n聞こえるみたい……", + "VIOLA_PLATFORM_REACTION1_1.f": "ここはわれわれがいていい場所ではないぞ、{player}。\\n足元の床にいたるまでが叫んでいる。\\nお前たちなど、歓迎してはいないのだと。", + "MEREDITH_PLATFORM_REACTION2_1": "また、あの[wave amp=30 freq=10]ヘンな[/wave]カンジだ……\\n相変わらず、サイテー。", + "MEREDITH_PLATFORM_REACTION2_2.n": "とにかく進みつづけようよ、{player}。", + "MEREDITH_PLATFORM_REACTION2_2.f": "とにかく進みつづけようよ、{player}。", + "MEREDITH_PLATFORM_REACTION3_2": "コツはね、頭が[wave amp=30 freq=10]爆発しそう[/wave]なカンジを\\nムシすることだよ。", + "MEREDITH_PLATFORM_REACTION3_1": "こういうのりばに入ったときのカンジに、ウチもだんだん慣れてきたかも。", + "EUGENE_PLATFORM_REACTION1_1": "この感覚ってわかるか、{player}?\\nまるでラジオのノイズみてーだ。\\n[wave amp=30 freq=10]聞こえねー[/wave]くせに、[pause]それでも[wave amp=30 freq=10]感じる[/wave]ぜ……", + "EUGENE_PLATFORM_REACTION2_1": "またあのヘンな空気だぜ……感じるか?", + "EUGENE_PLATFORM_REACTION1_2": "こいつはひでーや……", + "EUGENE_PLATFORM_REACTION2_2": "この感じのせいで、歯が痛みやがる……", + "EUGENE_PLATFORM_REACTION3_1": "うっ、またあの[wave amp=30 freq=10]しんどい雰囲気[/wave]だぜ。\\n間違いなく、ヤバいことが待ち受けてるな。", + "EUGENE_PLATFORM_REACTION3_2": "用心しろよ、相棒。", + "FELIX_PLATFORM_REACTION1_1": "うわっなんだ、このノイズ? \\n[pause]いや、聞こえるようなノイズじゃないんだけどさ。[pause]空気がどこか、おかしいような感じなんだよ……", + "FELIX_PLATFORM_REACTION2_2": "ここにいると、[wave amp=30 freq=10]考える[/wave]のがすごく大変なんだ。\\n[pause]わかるだろ?", + "FELIX_PLATFORM_REACTION1_2": "この場所、入ったら[wave amp=30 freq=10]本気で[/wave]マズいって感じがする……", + "FELIX_PLATFORM_REACTION2_1": "また[wave amp=30 freq=10]あの気配[/wave]だ。背中の後ろの毛が逆立っちゃうな。", + "FELIX_PLATFORM_REACTION3_1": "空気がまた、あの[wave amp=30 freq=10]すごくイヤな感じ[/wave]になってる。\\nここまでくると、なんだか慣れてきちゃうけどな。", + "FELIX_PLATFORM_REACTION3_2": "……いや、さっきのは取り消すよ。\\nこんなの、慣れるなんて[wave amp=30 freq=10]絶対に[/wave]ムリだ。", + "VIOLA_PLATFORM_REACTION1_1.m": "ここはわれわれがいていい場所ではないぞ、{player}。\\n足元の床にいたるまでが叫んでいる。\\nお前たちなど、歓迎してはいないのだと。", + "VIOLA_PLATFORM_REACTION1_2": "感じるか? 異様な気配が空気をただよっている。\\n息がつまるようだよ。", + "VIOLA_PLATFORM_REACTION1_1.n": "ここはわれわれがいていい場所ではないぞ、{player}。\\n足元の床にいたるまでが叫んでいる。\\nお前たちなど、歓迎してはいないのだと。", + "VIOLA_PLATFORM_REACTION2_1": "またあの呪わしい感覚だ、{player}。\\nあれは、私の中に強い恐怖を置いていくんだ。", + "VIOLA_PLATFORM_REACTION2_2": "足を踏み出すと、\\n海底を歩んでいるような心地がするよ……", + "VIOLA_PLATFORM_REACTION3_1": "こういった場所にただよう敵意の気配にも、少しずつ\\n慣れてきたよ。結局のところ、われわれは何度もこの感覚に\\n立ち向かってきただろう?", + "VIOLA_PLATFORM_REACTION3_2": "そうさ、進みつづけなければ。この程度の\\n不快なオーラでは、私を止めるには足りないぞ。", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "モルガンテと戦ったときは、すごくイヤな感じがしたんだ……\\n[pause]まるで、[wave amp=30 freq=10]なにもかもが間違ってる[/wave]モノを見つめてるみたいな……", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]{player}さん、ここにいると体がシンドイですぅ……[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]{player}さん、ここはなんだかイヤな空気ですぅ……[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]用事がすんだら、すぐに出ましょうねぇ……[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]あまり長居はしたくないですぅ……[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]ここにいると、なんだかまた頭がぁ……ううぅ[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]{player}さん、\\nここにぃ、長居したくないですぅ……[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "あれって、[shake rate=30 level=10]大天使[/shake]だよね……", + "KAYLEIGH_ARCHANGEL_REACTION2": "また大天使だ……あれを見るのも、\\nほかの大天使を見るときみたいに[shake rate=30 level=10]しんどい[/shake]よ……", + "KAYLEIGH_ARCHANGEL_REACTION3": "[shake rate=30 level=10]大天使[/shake]だ! かまえて、{player}!", + "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]なっ、なにアレ?![/shake] [pause]アイツ、なんであんなに……\\n[shake rate=30 level=10]おかしい[/shake]の?!", + "MEREDITH_ARCHANGEL_REACTION1_2": "見るだけで頭が痛くなるよ……{player}、\\nアレが[shake rate=30 level=10]大天使[/shake]、なんだね……?", + "MEREDITH_ARCHANGEL_REACTION2_2": "今回も、[pause]アレからはなんか……[pause]なんか、\\n[shake rate=30 level=10]見ちゃいけないモノ[/shake]だって気配がするよ。", + "MEREDITH_ARCHANGEL_REACTION2_1": "ま、また別の大天使じゃん……", + "EUGENE_ARCHANGEL_REACTION1_2": "こいつが、[wave amp=30 freq=10]大天使[/wave]なんだな?", + "EUGENE_ARCHANGEL_REACTION1_1": "ウソだろ……[pause]なんで……[pause][wave amp=30 freq=10]アレ[/wave]は……[wave amp=30 freq=10]あんなふうに[/wave]見えるんだ?!\\n[pause]脳ミソがブッこわれそうだ……", + "MEREDITH_ARCHANGEL_REACTION3": "うわ。[pause]大天使じゃん。また[wave amp=30 freq=10]めんどうなこと[/wave]になったんじゃ\\nないの、コレ?", + "FELIX_ARCHANGEL_REACTION1_1": "み、見たことないぞ、こんなやつ……[pause]なにが起きてるんだよ、\\n{player}……? [pause]なんであいつ、[shake rate=30 level=10]あんなふう[/shake]に\\n見えるんだ?!", + "EUGENE_ARCHANGEL_REACTION2": "また大天使じゃねーか! [pause]くそ、[pause]ただ見るだけでも、あいつは\\n[wave amp=30 freq=10]ここにいるべき存在じゃねえ[/wave]って気分になるぜ……", + "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]大天使だ![/shake] [pause]かまえろ、{player}!", + "FELIX_ARCHANGEL_REACTION1_2": "絶対、あれは[shake rate=30 level=10]大天使[/shake]だ……", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "……本当さ、ボス。この新人の訓練生は、ちゃんと自分の\\nめんどうを見られるんだ!", + "FELIX_ARCHANGEL_REACTION2_1": "また大天使だ! 見るだけでも勇気がいるよ。全身が[shake rate=30 level=10]叫び声[/shake]を\\nあげてる。逃げろってね。", + "FELIX_ARCHANGEL_REACTION2_2": "説明しにくいんだが、あいつらって[wave amp=30 freq=10]ゆがんでる[/wave]ように\\n見えないか?", + "FELIX_ARCHANGEL_REACTION3": "大天使を見るときの感覚に慣れるのは、[wave amp=30 freq=10]絶対にムリ[/wave]だな……", + "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]この精霊は![/shake] こんなものは見たことがない……[pause]まるで、\\nわれわれの世界に[shake rate=30 level=10]属さない[/shake]ものとして創られているかのようだ。", + "VIOLA_ARCHANGEL_REACTION1_2": "あの存在を[shake rate=30 level=10]見る[/shake]だけでも、その異端さを感じるよ。", + "VIOLA_ARCHANGEL_REACTION2": "また、理性的な思考を拒絶する精霊か! やつらのすがたは、\\n[shake rate=30 level=10]わずかしか[/shake]直視していられないんだ……", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "……本当さ、ボス。この新人の訓練生は、ちゃんと自分の\\nめんどうを見られるんだ!", + "VIOLA_ARCHANGEL_REACTION3": "{player}……例の[shake rate=30 level=10]堕落した精霊たち[/shake]の1体だぞ! \\n君たちはやつらを「大天使」と呼んでいたな。", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "……本当さ、ボス。この新人の訓練生は、ちゃんと自分の\\nめんどうを見られるんだ!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "おれと仲間たちは[wave amp=30 freq=10]おおいに[/wave]感心したんだぜ! おれは\\nあのバトルで、まったく平らに地ならしされちまったんだ。", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "あなたが訓練生の能力に感心するなんてめずらしいわね、\\nウォレス!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "あなたが訓練生の能力に感心するなんてめずらしいわね、\\nウォレス!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "まあ、訓練生にバトルのテストなんて、そうそうやらせねえ\\nからな。いつもの「レンガの壁作り」テストは、そんなに\\nおもしろくねえし……", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "あなたが訓練生の能力に感心するなんてめずらしいわね、\\nウォレス!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "おっと、昼休みが終わっちまった! さてと、仕事にかかると\\nするか……またあとでな、ボス!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "……お願いしますよ、イアンシーさん! ニューウィラル島に\\n来る前はどんな暮らしをしてたのか、教えてください!", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "そうねえ……[pause]捜査官みたいなものだったと言えば通じるかしら。", + "TOWN_HALL_SKIP_EVENT_SKIP3": "おおっ! [pause]じゃあ、人が失くしたモノを探したりしたんですか?\\nよその世界の人たちはモノを[wave amp=30 freq=10]いっぱい[/wave]持ってるそうですから、\\nきっとあちこちで失くしてしまってたんでしょう?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "私の仕事は……[pause]もうちょっと危険度が高いタイプのもの\\nだったわね、正直に言えば。", + "TOWN_HALL_SKIP_EVENT_SKIP5": "わたしはそろそろ仕事に戻らなくちゃいけないんですが、次に会ったときは、もっと[wave amp=30 freq=10]くわしく[/wave]教えてくださいね!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "……イアンシー、正直言うとさ、ほかのキャプテン連中は\\n[wave amp=30 freq=10]わかってねえ[/wave]と思うんだ……", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "わかってないって……いったい、なにを?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "[wave amp=30 freq=10]睡眠に関すること[/wave]全部だよ! オレの仕事のすべてさ!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "どいつもこいつも知らないんだ。白昼夢のことも、\\n[pause]集合的無意識も、[pause]そういうモンがこの世におよぼす影響もな!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "ぶっちゃけるとさ、みんなオレをひでえナマケモノだと\\n思ってるんじゃねえかって気がしてきてるんだよ。", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "まあ、あなたがひどいナマケモノなのは[wave amp=30 freq=10]本当のこと[/wave]でしょ。", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "へへ。まあな。", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "ほかの人たちは気にしないで。みんながあなたの仕事を理解する必要はないの。必要なのは、あなたをキャプテンにした\\n私の決定に敬意をはらうことよ。", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "ほかの人たちは気にしないで。みんながあなたの仕事を理解する必要はないの。必要なのは、あなたをキャプテンにした\\n私の決定に敬意をはらうことよ。", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "ほかの人たちは気にしないで。みんながあなたの仕事を理解する必要はないの。必要なのは、あなたをキャプテンにした\\n私の決定に敬意をはらうことよ。", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "元気の出るお言葉をありがとな、キャプテン。", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "元気の出るお言葉をありがとな、キャプテン。", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "ふわあ……[pause]こういう人間どうしの交流ってのはまったく、\\nくたびれるぜ。帰ってひと眠りするかな。", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "元気の出るお言葉をありがとな、キャプテン。", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "……俺は真剣に言ってるんだ、イアンシー。最近入った訓練生\\nたちは力不足だ。戦略では、恐ろしいモンスターに変身するより\\n[wave amp=30 freq=10]もっと[/wave]重要な要素があることを、みんな理解できていない。", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "新人たちには熱意がある。それはいい出発点よ。\\n[wave amp=30 freq=10]戦略の達人[/wave]よりもバトルの戦略を教えるのがうまい人なんて\\nいるのかしら?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "でも、あなたの仕事は……[pause]訓練生に教えることでしょう?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "フッ。なるほどな。では、判断は預けておこう……", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "いまのところはな。", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "それは理解できるわね。人って、時として……\\n[pause]よくわからないから。[pause]予測もできないしね。", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]……マジでサ、ニンゲンって種族の残念さニ共感するノって\\nムズいんだヨネ。[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]……ううン、[pause]それは違うと思うナ。人間は[wave amp=30 freq=10]予測可能[/wave]ダヨ。\\nというカ、行動を予測するノハすっごく簡単ナノ。[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]ニンゲンって、想定可能なシナリオの中カラ[shake rate=30 level=10]一番バカ[/shake]な判断を\\nくだすんダヨ。目の前ニ、[wave amp=30 freq=10]たいしたことナイ[/wave]ごほうびガ\\nあるかぎりはネ。[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "率直な分析をありがとうね、クレ=O!", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "人間はふつう、成功する確率にもとづいた判断はしないのよ。\\n感情にもとづいてものごとを決めるの。", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]それはアタシもダヨ! アタシの[wave amp=30 freq=10]感情[/wave]ガこうささやくノ。\\nジンルイは[shake rate=30 level=10]生まれつき[/shake]のバカだカラ、そのうち、\\n[shake rate=30 level=10]自分の破滅のタネを自分で植える[/shake]日ガ来るはずだっテネ![/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "まあ、実際にそうなるまでは、あなたがレンジャーたちのために働いてくれることにまだ価値はあるわよ。", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]フンッ。[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "水力とクリーンエネルギー発電で電力をまかなえてるのは\\n奇跡だわ。たまに、なにか変化が起きないか心配に\\nなるの。この島は[wave amp=30 freq=10]予測がつかない[/wave]から。", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "なら、町の状態は問題ないのね! 報告ありがとう、レヴィ。", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "……以上で、報告は終わりですね。町の水力発電機は\\nフル稼働してます。今後2年で新しい部品が必要になるかも\\nしれませんが、たいしたことはないですよ。", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "心配はいりませんよ、キャプテン! もしハーバータウンの\\n運命に変化があったとしても、ここにはベストをつくしてくれるレンジャーたちがいるんですから。", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "心配はいりませんよ、キャプテン! もしハーバータウンの\\n運命に変化があったとしても、ここにはベストをつくしてくれるレンジャーたちがいるんですから。", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "心配はいりませんよ、キャプテン! もしハーバータウンの\\n運命に変化があったとしても、ここにはベストをつくしてくれるレンジャーたちがいるんですから。", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "……あのね、ボス。最近、アストラル界でなにかが変化してるんだよ。霊たちがみんなウワサしてる。[wave amp=30 freq=10]大物たち[/wave]が表舞台に\\n帰ってくるって言ってるんだ!", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "そう言ってもらえると助かるわ……\\n[pause]本当に、あなたの言うとおりね!", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "「霊たちがみんな」……?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "当然だろ! [pause]アストラル界には[wave amp=30 freq=10]ありとあらゆる[/wave]精霊、霊魂、\\nタルパたちがたむろしてるんだよ。あたしがどこで特ダネを\\n仕入れてると思ってたんだい?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "わかった、あなたを信頼するわよ!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "いいですとも! [pause]例の「はぐれフュージョン」問題の件数は、\\nここ数か月で明らかに増えています。最近、宙に浮く黒い雲は\\n見ましたか? 私は、あれがモンスターたちの\\n[wave amp=30 freq=10]群れている[/wave]地点をしめしていると考えています。", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "それで、なにかわかったの? 全体的な分析を聞かせて。", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "最近の調査任務では、気づいたらスラコッツの群れに\\n囲まれてたんですよ。すさまじい数でしたが、\\nすべて[wave amp=30 freq=10]斬りキザんで[/wave]やりました!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "とはいえ、私より経験が少ないレンジャーたちだと、群れの\\n脅威を見くびって、命を危険にさらしてしまうかもしれません。「モンスターの群れ」の件は公表すべきだと思います。", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "もったいないお言葉ですわね! では、失礼します。まだ仕事がありますので。[wave amp=30 freq=10]闇の軍勢[/wave]は休まないのですから、私にも休息は\\nありませんわ。", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "ええ、まかせてちょうだい! あなたの情報はいつも役に立つ\\nわね、グラディオラ。", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "……ねえ、恋しくなりません? 大都会での生活のことが。", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "これは……[pause]期待以上のお話が聞けましたよ、ボス!", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "わたしは恋しいですね!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "確かに、そういう生活はとても[wave amp=30 freq=10]刺激的[/wave]よね……でも、だからと\\nいって、そこでの暮らしがここの暮らしより[wave amp=30 freq=10]すてき[/wave]だというわけではないのよ。", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "私は生まれてからずっと、巨大な大都会で暮らしてたわ。\\n木なんて、工場で作られたものしか見たことなかった。天に\\n向かってそびえるビル群のネオンサインで星が見えなくなって\\nから、もう長い時がすぎてたわね。", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "人生の価値なんて吹けば飛んでしまう、そういう非情な世界で\\n生きていたかったら、心を殺すしかなかったのよ。", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "ここに[wave amp=30 freq=10]到着した[/wave]ばかりの私はどうなったか、想像がつくでしょ。こんなペースの暮らしに慣れるには、長いことかかったわ!", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "大丈夫! 昔、週一度のカーディオトレーニングのクラスを\\n5年間運営してましたから。この仕事ができる人が\\nいるとしたら、それは[wave amp=30 freq=10]あたし[/wave]ですよっ!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "それに、きっと楽しいし!\\n[pause][wave amp=30 freq=10]ダンスエアロビクス[/wave]とか、どうですか?\\n音楽の再生リストなら、シビルが作ってくれますよ!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "……フィットネスのクラスがあったら、レンジャーたちの\\n役に立つと思うんですよ。", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "そうね、すてきなアイデアだと思うわ! もちろん、あなたが\\nやれると思うならの話だけど。", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "検討してみてください! [wave amp=30 freq=10]コミュニティの一体感[/wave]の話は、\\nあなたがいつもしてますよね……すてきな町の人たちが、\\n毎日もっとたくさんの[shake rate=30 level=10]音楽体験をシェア[/shake]することで\\n団結してくれたら、よくないですか?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "……で、もしハーバータウンじゅうにスピーカーを\\n設置できれば、わたしは[wave amp=30 freq=10]町全体へ[/wave]音楽を同時放送できるように\\nなるんですよ!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "それはどうかしらね、シビル。みんなの音楽の好みはとても\\n多様なんじゃないかと思うの。それは議論を巻きおこす判断に\\nなる気がするわ。", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "うーん。おっしゃることはわかりますよ。", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]そうこなくっちゃ![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "……みんなから永遠に「コーディー」と呼ばれることになると\\nわかってたら、もっとかっこいいニックネームを選んでたよ。\\n[pause]「キルスイッチ」とか、[pause]「オメガバイト」とかな。", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "ねえ、別に、完全に検討から外すと言ったわけじゃないのよ!\\n[pause]こうしましょう。もしいつか、スキップがまだ使える高音質の\\nスピーカーを掘り出してくれたら、そのアイデアを役場の会議に\\n提案してみるわ。", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "ねえ、名前は自分で選べるのよ。私はそうした。", + "TOWN_HALL_CODEY_EVENT_CODEY3": "なんだって……イアンシーは本名じゃなかったのか?!", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "そうよ! 前についてた職業では、別名を使うほうが\\n安全だったの……あなたならわかるでしょうけど。", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "「イアンシー」はギリシャ神話に出てくる水の女神の名前よ。\\nピンチの中で急いで選ばなきゃいけなかったけど、その名前\\nなら、ひびきがいいと思ったの。", + "TOWN_HALL_CODEY_EVENT_CODEY6": "そうか。あなたにはあなたの秘密が山ほどあるってわけだな?", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "そんな話をこれ以上聞けるなんて期待はしないでね!", + "LENNA_ENCOUNTER_LENNA1.n": "あなたは……[pause]自分をヒーローだって言える? その役目には、\\n重い責任が伴うんだよ。ほんとうに覚悟はできてるの?", + "LENNA_ENCOUNTER_LENNA1.f": "あなたは……[pause]自分をヒーローだって言える? その役目には、\\n重い責任が伴うんだよ。ほんとうに覚悟はできてるの?", + "LENNA_ENCOUNTER_LENNA1.m": "あなたは……[pause]自分をヒーローだって言える? その役目には、\\n重い責任が伴うんだよ。ほんとうに覚悟はできてるの?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "あのー、それって{player}に話してるの?\\n{player}は、[wave amp=30 freq=10]すっごく[/wave]ヒーローらしいと思うけど!", + "LENNA_ENCOUNTER_MEREDITH2.m": "えーっと、「覚悟」ってどういう意味なワケ?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "あのー、それって{player}に話してるの?\\n{player}は、[wave amp=30 freq=10]すっごく[/wave]ヒーローらしいと思うけど!", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "あのー、それって{player}に話してるの?\\n{player}は、[wave amp=30 freq=10]すっごく[/wave]ヒーローらしいと思うけど!", + "LENNA_ENCOUNTER_MEREDITH2.f": "えーっと、「覚悟」ってどういう意味なワケ?", + "LENNA_ENCOUNTER_FELIX2": "ナゾだらけの状態から話がスタートしたなあ。\\nどうぞ、つづけてよ。", + "LENNA_ENCOUNTER_EUGENE2": "正確に言うんなら、{player}とオレの2人で、\\n「ヒーロー」って肩書きを[wave amp=30 freq=10]ものすごく[/wave]平等に\\n分けあってるっていう感じだと思うけどな。", + "LENNA_ENCOUNTER_MEREDITH2.n": "えーっと、「覚悟」ってどういう意味なワケ?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player}さんに話しかけてるみたいですぅ……[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "よければ、もっとわかりやすく話してくれないか。", + "LENNA_ENCOUNTER_LENNA2.m": "ダメ。あなたがヒーローだとは思えない。", + "LENNA_ENCOUNTER_LENNA3.n": "じゃあ、あなたの勇気を、[wave amp=30 freq=10]そして[/wave]、本質を試させて!", + "LENNA_ENCOUNTER_LENNA2.f": "ダメ。あなたがヒーローだとは思えない。", + "LENNA_ENCOUNTER_LENNA3.m": "じゃあ、あなたの勇気を、[wave amp=30 freq=10]そして[/wave]、本質を試させて!", + "LENNA_ENCOUNTER_LENNA2.n": "ダメ。あなたがヒーローだとは思えない。", + "LENNA_ENCOUNTER_LENNA3.f": "じゃあ、あなたの勇気を、[wave amp=30 freq=10]そして[/wave]、本質を試させて!", + "LENNA_ENCOUNTER_LENNA5.m": "わたしはレナ。来なさい、ヒーロー。\\n[shake rate=30 level=10]あなたの力を見せてちょうだい[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "覚悟はいい?", + "LENNA_ENCOUNTER_LENNA4.f": "覚悟はいい?", + "LENNA_ENCOUNTER_LENNA4.n": "覚悟はいい?", + "LENNA_ENCOUNTER_LENNA6.m": "いいよ、負けを認める。いい腕だね、あなた。", + "LENNA_ENCOUNTER_LENNA5.f": "わたしはレナ。来なさい、ヒーロー。\\n[shake rate=30 level=10]あなたの力を見せてちょうだい[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "わたしはレナ。来なさい、ヒーロー。\\n[shake rate=30 level=10]あなたの力を見せてちょうだい[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "いいよ、負けを認める。いい腕だね、あなた。", + "LENNA_ENCOUNTER_KAYLEIGH7": "誤解しないでほしいんだけど、あなたって人間にしては\\n[wave amp=30 freq=10]すっごく[/wave]丈夫だよね。もしかして……大天使だったりしない?", + "LENNA_ENCOUNTER_LENNA6.n": "いいよ、負けを認める。いい腕だね、あなた。", + "LENNA_ENCOUNTER_MEREDITH7": "人間って、[wave amp=30 freq=10]そういうふうに[/wave]戦えるもんじゃないと思うんだよね。\\nひみつがあるなら言っちゃいな……アンタ、大天使なんでしょ?", + "LENNA_ENCOUNTER_EUGENE7": "おい、[pause]とぼけてんじゃねーよ……てめえ、大天使だろ?\\nふつうの人間は、そんなに強くねーんだよ!", + "LENNA_ENCOUNTER_FELIX7": "はっきり言うけど、きみは大天使じゃないのか? \\nいまのバトルからは「大天使」っぽさを感じたぞ。", + "LENNA_ENCOUNTER_VIOLA7": "君は真実を話していないな、「レナ」?", + "LENNA_ENCOUNTER_7_OPTION1": "キミは大天使なの、レナ?", + "LENNA_ENCOUNTER_LENNA8": "そうよ。その、昔はそうだった。いまもそう。\\n[pause]話すと長くなるの。", + "LENNA_ENCOUNTER_LENNA9": "いまは、人間として生きてるけどね。", + "LENNA_ENCOUNTER_7_OPTION2": "えっと、キミは大天使だよね?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "キミは、そんなことができるの……?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "それって、可能なんだ?", + "LENNA_ENCOUNTER_LENNA10": "そうだよ? [pause]わたしたちは、素性になんて縛られないもの……\\n[wave amp=30 freq=10]昔だれだったのか[/wave]は、どうでもいいの。\\n大事なのは、いまどんな人になるか選ぶことだよ。", + "LENNA_ENCOUNTER_MEREDITH16": "ああ、そうなんだ。じゃあ、ニューウィラル島にはちょっと\\n寄っただけってワケ?", + "LENNA_ENCOUNTER_MEREDITH11": "へえ。いいじゃんね、それって。", + "LENNA_ENCOUNTER_KAYLEIGH11": "そうだね! それについては[wave amp=30 freq=10]思いっきり[/wave]あなたに賛成!", + "LENNA_ENCOUNTER_FELIX11": "おれも、ほんとにそう思うよ。", + "LENNA_ENCOUNTER_EUGENE11": "そりゃ、スジが通ってるな。おまえがおまえだからって理由で、責めることはできねえよ。", + "LENNA_ENCOUNTER_LENNA12": "きっと信じないだろうけど、本当はわたし、\\n[wave amp=30 freq=10]学校の先生[/wave]なの。あなたたちをテストするって\\n仕事のために来たんだ。テストは、満点で合格だよ!", + "LENNA_ENCOUNTER_VIOLA11": "そうだな……まったくもって同意するよ。", + "LENNA_ENCOUNTER_LENNA13": "ああ、名前を聞くのを忘れちゃってた……", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "{player}だよ!", + "LENNA_ENCOUNTER_LENNA14.m": "戦えてよかった、{player}! \\nあなたはまさに、「ヒーロー」の器だよ。", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "{player}って呼ばれてるよ。", + "LENNA_ENCOUNTER_LENNA15": "じゃあ、行かなくちゃ。ミス・アンバーとは、テストが\\n終わったらもとの世界に帰してもらう約束だし、ペイジには、\\n帰りは[wave amp=30 freq=10]そんなに[/wave]遅くならないって言ってあるから。", + "LENNA_ENCOUNTER_KAYLEIGH18": "この島にはおもしろい人たちがたくさん、自分なりの道を通ってやってくるんだね。", + "LENNA_ENCOUNTER_LENNA14.n": "戦えてよかった、{player}! \\nあなたはまさに、「ヒーロー」の器だよ。", + "LENNA_ENCOUNTER_LENNA14.f": "戦えてよかった、{player}! \\nあなたはまさに、「ヒーロー」の器だよ。", + "LENNA_ENCOUNTER_KAYLEIGH16": "そうなんだ! ミス・アンバーって、\\n知りあいが多いんだね……?", + "LENNA_ENCOUNTER_EUGENE16": "はあ?! おまえ、ニューウィラル島に[wave amp=30 freq=10]仕事[/wave]しにきた\\nだけなのか?", + "LENNA_ENCOUNTER_VIOLA16": "君もまた、愛する者のもとへ帰りたいのだな! ならば、\\n引き止めはしないよ。", + "LENNA_ENCOUNTER_FELIX16": "それじゃ、きみは純粋に仕事でニューウィラル島に来たのか? そりゃすごいや。", + "LENNA_ENCOUNTER_LENNA17": "また会おうね、{player}!", + "LENNA_ENCOUNTER_MEREDITH18": "しまった、あのツノは本物なのか、髪の毛なのかって\\n聞けなかったじゃん。", + "LENNA_ENCOUNTER_FELIX18": "この島にいると、あきるってことがないよな。そうだろ?", + "LENNA_ENCOUNTER_EUGENE18": "あいつ、オレのことも「ヒーローの器」だって思ってたよな……言い忘れちまっただけでさ。", + "LENNA_ENCOUNTER_VIOLA18": "さらばだ、未知なる世界のレナよ。", + "HARBOURTOWN_FLORIST_NAME": "不安げなレンジャー", + "HARBOURTOWN_FLORIST1_OPTION1": "そうだよ!", + "HARBOURTOWN_FLORIST1": "すいません、あなたって、レンジャー関係の方ですよね?", + "HARBOURTOWN_FLORIST1_OPTION2": "違うよ!", + "HARBOURTOWN_FLORIST2": "やった! よかった! わたしも[wave amp=30 freq=10]レンジャーの一員[/wave]でして……\\nまあ、訓練生なんです、一応。あの、ちょっと手を貸して\\nもらえませんか?", + "HARBOURTOWN_FLORIST1_NO": "ああっ、そうでしたか。", + "HARBOURTOWN_KAYLEIGH9": "うん! 町の景色、ちょびっとすてきになったんじゃないかな!", + "HARBOURTOWN_FLORIST3": "ジャガ農場から、あそこで育てられた植物の苗を持ってきたん\\nです。町の緑化に使うんですよ。", + "HARBOURTOWN_FLORIST4": "ですけど、わたし……ものごとを決めるのが苦手で。どの植物が一番きれいなんでしょう? 頭がいっぱいになっちゃうんです!", + "HARBOURTOWN_FLORIST5": "レンジャー仲間のよしみで助けてくれませんか? 苗を、町の\\nあちこちに置いてきたプランターに植えてほしいんです。", + "HARBOURTOWN_FLORIST5_OPTION1": "もちろんいいよ!", + "HARBOURTOWN_FLORIST5_OPTION2": "えっと、あとで。", + "HARBOURTOWN_FLORIST5_NO": "大丈夫ですよ! 問題ないです。その……気が変わったら、\\n声をかけにきてください!", + "HARBOURTOWN_FLORIST6": "ありがとうございます! さあ、これをどうぞ……", + "HARBOURTOWN_FLORIST11": "決めることがたくさんありすぎて、固まっちゃってたんですよ!", + "HARBOURTOWN_FLORIST7": "プランターは、町のあちこちに置いてあります。14個\\nあるので、全部に苗を植えたら教えてください!", + "HARBOURTOWN_FLORIST8": "あっ、終わったんですか?", + "HARBOURTOWN_MEREDITH9": "まあね。町の「気取り屋」ポイントをちょっとは上げてきたよ。", + "HARBOURTOWN_EUGENE9.m": "おう! オレは主に応援してただけなんだけどよ、\\n{player}が地道に作業してくれたぜ。", + "HARBOURTOWN_EUGENE9.n": "おう! オレは主に応援してただけなんだけどよ、\\n{player}が地道に作業してくれたぜ。", + "HARBOURTOWN_EUGENE9.f": "おう! オレは主に応援してただけなんだけどよ、\\n{player}が地道に作業してくれたぜ。", + "HARBOURTOWN_FELIX9": "これで、町の景色は少しきれいになったって言えると思うよ。", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]やりましたねぇ! ハーバータウンがもっとキュートに\\nなりましたぁ……![/wave]", + "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]ほんとにありがとうございました![/shake]\\n決めることがたくさんありすぎて、固まっちゃってたんですよ!\\nどうぞ、これはお礼です!", + "HARBOURTOWN_VIOLA9": "その通り、任務は完了だ……町はいっそうすばらしくなったぞ。", + "GAUNTLET_INTRO_MAGIKRAB1.m": "ああ、{player}さま! お会いしとうございましたよ! あなたにちょっとした……チャンスをご用意いたしました!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "ああ、{player}さま! お会いしとうございましたよ! あなたにちょっとした……チャンスをご用意いたしました!", + "GAUNTLET_INTRO_MAGIKRAB2": "ご存じのように、マー・ラインさまはこの島だけに存在しているわけではございません。マー・ラインさまの列車は宇宙から宇宙へと無限の空間を走りながら、現時点では存在していないものの、[wave amp=30 freq=10]今後存在するかもしれない[/wave]世界も通過しているのです。", + "GAUNTLET_INTRO_MAGIKRAB1.n": "ああ、{player}さま! お会いしとうございましたよ! あなたにちょっとした……チャンスをご用意いたしました!", + "GAUNTLET_INTRO_MAGIKRAB4": "そうしたものたちのなかには、あなたにとって見覚えのある人間やモンスターもおりますが、なにしろ「まだ存在していない」わけですから、この現実や、今までに起きたこととはなんの関わりもございません。", + "GAUNTLET_INTRO_MAGIKRAB3": "そうした[wave amp=30 freq=10]存在するかもしれない[/wave]世界には、[wave amp=30 freq=10]今後存在するかもしれない[/wave]ものたちが暮らしており、なかにはマー・ラインさまの列車に飛び乗ろうとするものもございます。", + "GAUNTLET_INTRO_MAGIKRAB5": "とは申しましても、「存在していない」ものが、「存在している」ものを超越してしまう可能性もあるわけでございます。", + "GAUNTLET_INTRO_MAGIKRAB6": "偉大なるマー・ラインさまにとってはどうでもよいことなのですが、列車を運行している[wave amp=30 freq=10]私[/wave]にとっては、少々差し障りがありまして……", + "GAUNTLET_INTRO_MAGIKRAB7": "私のつぶらな瞳で見ますところ、レンジャーのみなさまは「フュージョン素材」をお探しのようですな?", + "GAUNTLET_INTRO_MAGIKRAB8": "列車の車両内で[wave amp=30 freq=10]あばれている[/wave]「今後存在するかもしれない」ものを倒してくださるのなら、お礼に「フュージョン素材」を差し上げます。いかがですかな?", + "GAUNTLET_CAFE_HINT.v1.f": "ある車両から先に進めないようでしたら、内容をシャッフルすることもできますよ。その場合は試練をやめて、私に話しかけてください。その車両に出てくる敵と、適用される効果が変更されます。", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "いいよ!", + "GAUNTLET_INTRO_MAGIKRAB9": "すんばらしい! あまり堅苦しく考えず、[wave amp=30 freq=10]特別な訓練[/wave]とでも思ってください。楽しくやりましょう!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "いいけど……?", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "慎重にお願いしますよ、{player}さん!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "あなたの目を見れば分かります。新しい敵と出会ったようですね。お望みなら、試練の内容をシャッフルして、新しい敵を加えることもできますよ!", + "GAUNTLET_ENTER_MAGIKRAB1": "出発進行!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "慎重にお願いしますよ、{player}さん!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "慎重にお願いしますよ、{player}さん!", + "GAUNTLET_CAFE_MAGIKRAB1": "今の進行状況を記録しておきましたよ、{player}さん!\\n途中でやめたければ、次回はここから再開できます!", + "GAUNTLET_CAFE_MAGIKRAB2": "どういったご用でしょう、{player}さん?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "まだお渡しできるものがございません。まずは何度か\\nバトルに勝ってきてくださいね!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "アイテムを買いたい。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "お代は「フュージョン素材」になります。お支払いはあなたが\\nまだ受け取っていない報酬から差し引いておきますね。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "まだ受け取っていない報酬をもらいたい。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "左側のドアをご利用ください!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "連勝記録がリセットされますが、よろしいでしょうか?", + "GAUNTLET_CAFE_HINT.v2.f": "次の車両に適用される効果には注意を払っておいたほうがよいでしょう。プラス効果だと敵が強くなり、マイナス効果だとあなたのパーティーが弱くなります。きちんと計画を立ててから挑みましょう!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "連勝記録がリセットされますが、よろしいでしょうか?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "連勝記録がリセットされますが、よろしいでしょうか?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "テープボックスを確かめたい。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "ここから出たい。", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "左側のドアをご利用ください!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "左側のドアをご利用ください!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "なんでもない。", + "GAUNTLET_CAFE_HINT.v1.m": "ある車両から先に進めないようでしたら、内容をシャッフルすることもできますよ。その場合は試練をやめて、私に話しかけてください。その車両に出てくる敵と、適用される効果が変更されます。", + "GAUNTLET_CAFE_HINT.v2.m": "次の車両に適用される効果には注意を払っておいたほうがよいでしょう。プラス効果だと敵が強くなり、マイナス効果だとあなたのパーティーが弱くなります。きちんと計画を立ててから挑みましょう!", + "GAUNTLET_CAFE_HINT.v2.n": "次の車両に適用される効果には注意を払っておいたほうがよいでしょう。プラス効果だと敵が強くなり、マイナス効果だとあなたのパーティーが弱くなります。きちんと計画を立ててから挑みましょう!", + "GAUNTLET_CAFE_HINT.v1.n": "ある車両から先に進めないようでしたら、内容をシャッフルすることもできますよ。その場合は試練をやめて、私に話しかけてください。その車両に出てくる敵と、適用される効果が変更されます。", + "GAUNTLET_CAFE_HINT.v3.m": "アイテムはしっかり準備しておきましょう。次の車両で何が出てくるかわかりません。備えあればうれいなし、ですよ! 薬があれば、マイナス効果もなんのその!", + "GAUNTLET_CAFE_HINT.v5": "連続してバトルに勝つと、連勝数が増えていきます。連勝数が多いほど、各バトル後の報酬が多くなります。連勝記録を更新して、一攫千金を狙いましょう! 報酬を受け取るか試練をやめると、連勝数がリセットされますのでご注意ください。", + "GAUNTLET_CAFE_HINT.v4": "報酬は忘れずに受け取りましょう! バトルに負けるか試練をやめると、その時点で受け取っていない報酬は二度と受け取れなくなります。", + "GAUNTLET_CAFE_FLAVOR.v6": "時間というのは、「こうなっていたかもしれない」という数々の未来を、「今」という現実に変えるエンジンです。過去は「昔の現在」の記憶に過ぎず、歴史は学者の創作物に過ぎません。ときに、時間から離れてみるのもいいでしょう。人間は時間に囚われがちですから。", + "GAUNTLET_CAFE_HINT.v3.f": "アイテムはしっかり準備しておきましょう。次の車両で何が出てくるかわかりません。備えあればうれいなし、ですよ! 薬があれば、マイナス効果もなんのその!", + "GAUNTLET_CAFE_HINT.v3.n": "アイテムはしっかり準備しておきましょう。次の車両で何が出てくるかわかりません。備えあればうれいなし、ですよ! 薬があれば、マイナス効果もなんのその!", + "GAUNTLET_CAFE_HINT.v9": "レアかスーパーレアのステッカーを使えば、戦いを有利に進められるでしょう。いったん試練をやめて、報酬でステッカーを買うのもオススメです。[pause]ああ、[pause]そういえば、[pause]レンジャー・ウィルマがレアとスーパーレアのステッカー特性を組み合わせるサービスを始めたと聞いていますよ……", + "GAUNTLET_CAFE_HINT.v7": "[img=38]res://ui/icons/map_markers/miniboss.png[/img]ボス車両にはお気をつけください。そうした車両には、ずっと手ごわい敵が待っております。一度や二度の挑戦では倒せないかもしれません!", + "GAUNTLET_CAFE_HINT.v6": "試練が簡単すぎるようでしたら、難易度を上げることもできます。試練をやめて、私に話しかけてください! 高難易度のバトルだと報酬が増えます。", + "GAUNTLET_CAFE_HINT.v8": "パーティーの編成をよく考えるとよいでしょう。テープとステッカーを替えるだけで、あんがいすんなり勝てるバトルもあるかもしれません。", + "GAUNTLET_CAFE_HINT.v10": "50番目の車両をクリアすると、一部新しい敵が追加されますが、基本的には同じ敵の組み合わせで、より高い難易度に挑戦することになります。人間タイプの敵はテープの数が増え、大天使は使ってくるわざが増えます。また、同時に適用される効果の数も多くなります!", + "GAUNTLET_CAFE_HINT.v11": "試練以外の場所で新しい敵に遭遇したら、私に話しかけてください。内容がシャッフルされて、その敵が試練に登場するようになります!", + "GAUNTLET_CAFE_HINT.v13.m": "この試練に[i]しか[/i]登場しない敵もございます。え? どんな敵がどれくらいいるのかって? ネタバラシはいたしませんよ! ご自身の目でお確かめください!", + "GAUNTLET_CAFE_HINT.v12": "オンラインでフレンドと試練に挑戦することもできます。フュージョンはできませんが、使えるテープの数が増えますので、ぜひお試しください!", + "GAUNTLET_CAFE_FLAVOR.v2": "あなたが乗車されているこの列車は、無限の長さがあります。つまり、先頭は機関室になっておりますが、たどり着くことはできません!", + "GAUNTLET_CAFE_HINT.v13.n": "この試練に[i]しか[/i]登場しない敵もございます。え? どんな敵がどれくらいいるのかって? ネタバラシはいたしませんよ! ご自身の目でお確かめください!", + "GAUNTLET_CAFE_HINT.v13.f": "この試練に[i]しか[/i]登場しない敵もございます。え? どんな敵がどれくらいいるのかって? ネタバラシはいたしませんよ! ご自身の目でお確かめください!", + "GAUNTLET_CAFE_FLAVOR.v1": "敵に自我が芽生えはじめたら、注意が必要です。「今後存在するかもしれない」ものが自己実現してしまえば、「今存在している」ものがとばっちりを食らうでしょう。", + "GAUNTLET_CAFE_FLAVOR.v3": "毎日2回、歯を磨きましょう。人間には上下にしか歯がなく、大人の場合はもう生え変わることもありません。つまり、一生その歯でやっていかなければならないのです!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "自分が実在しているかどうか、疑問に思ったことはありませんか? この列車に乗っているのが「今は存在していない」ものだとしたら、あなたも私も例外ではないのかもしれません。まあ、深く考えるのはやめましょう。あなたが実在しているなら無意味な疑問ですし、実在していないなら、これについて考えるのは危険すぎます。", + "GAUNTLET_CAFE_FLAVOR.v4.f": "自分が実在しているかどうか、疑問に思ったことはありませんか? この列車に乗っているのが「今は存在していない」ものだとしたら、あなたも私も例外ではないのかもしれません。まあ、深く考えるのはやめましょう。あなたが実在しているなら無意味な疑問ですし、実在していないなら、これについて考えるのは危険すぎます。", + "GAUNTLET_CAFE_FLAVOR.v8.f": "{player}さん、故郷に帰ったあと、もし「大天使」があなたの世界に現れたら、お気をつけください。「大天使」からの助言が仮に善意からのものだったとしても、おそろしい結果が引き起こされます。人間には……[pause]おかしなところがありますから。[pause]だって、理解できないものをありがたがるでしょう?", + "GAUNTLET_CAFE_FLAVOR.v4.n": "自分が実在しているかどうか、疑問に思ったことはありませんか? この列車に乗っているのが「今は存在していない」ものだとしたら、あなたも私も例外ではないのかもしれません。まあ、深く考えるのはやめましょう。あなたが実在しているなら無意味な疑問ですし、実在していないなら、これについて考えるのは危険すぎます。", + "GAUNTLET_CAFE_FLAVOR.v5": "時間の矢は一方向にしか飛びません。過去のまちがいにくよくよするのはやめて、将来同じまちがいをしないように努めましょう。", + "GAUNTLET_CAFE_FLAVOR.v7": "人類はまだ [i]ほんの[/i]子供です。他人が同じまちがいを繰り返しているからといって、責めるのはやめましょう。あなたたちはサルの仲間で、何十億という部族を持ち、基本的には仲よくやってきたのですから。確かに、動物的な本能という意味では、人間は下等な種族かもしれませんが、これまでに多くのことをなし遂げてきました!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "{player}さん、故郷に帰ったあと、もし「大天使」があなたの世界に現れたら、お気をつけください。「大天使」からの助言が仮に善意からのものだったとしても、おそろしい結果が引き起こされます。人間には……[pause]おかしなところがありますから。[pause]だって、理解できないものをありがたがるでしょう?", + "GAUNTLET_CAFE_FLAVOR.v9": "「大天使」に身をゆだねてはいけません。彼らはさまざまなことを約束し、大きな力を持ち、見た目にすぐれ、いかにもすごそうですが、人間と同じくらい欠点も持っています。多くの場合、もっと大きな欠点を。", + "GAUNTLET_CAFE_FLAVOR.v8.n": "{player}さん、故郷に帰ったあと、もし「大天使」があなたの世界に現れたら、お気をつけください。「大天使」からの助言が仮に善意からのものだったとしても、おそろしい結果が引き起こされます。人間には……[pause]おかしなところがありますから。[pause]だって、理解できないものをありがたがるでしょう?", + "GAUNTLET_CULTIST_DEFAULT.v1": "われらが救い主、[wave amp=30 freq=10]ドリアン・クーパーさま[/wave]、今日こそ私に祝福を!", + "GAUNTLET_CAFE_FLAVOR.v10": "生命の存続と多様性のために、あなたの種族が持つ「計画」と「創造」の能力が必要とされる日が、いつか必ずやってくるでしょう。確かに人類は地球を破壊していますが、人類がいなければ、もっとひどいことになります。それはまちがいないでしょう。", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]責任は私が取りましょう……[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "あの不届き者たちに、真の力を見せてやろう!", + "GAUNTLET_CULTIST_DEFAULT.v2": "トムライチルドレンの名誉にかけてっ!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "あの不届き者たちに、真の力を見せてやろう!", + "GAUNTLET_CULTIST_QUESTION.v2.m": "この[wave amp=30 freq=10]不届き者[/wave]に戦いの光を見せてやろう!", + "GAUNTLET_CULTIST_ANSWER.v1": "すばらしい作戦だ。[wave amp=30 freq=10]ドリアン・クーパーばんざい[/wave]!", + "GAUNTLET_CULTIST_QUESTION.v1.n": "あの不届き者たちに、真の力を見せてやろう!", + "GAUNTLET_CULTIST_QUESTION.v2.f": "この[wave amp=30 freq=10]不届き者[/wave]に戦いの光を見せてやろう!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "この[wave amp=30 freq=10]不届き者[/wave]に戦いの光を見せてやろう!", + "GAUNTLET_CULTIST_ANSWER.v2": "実にすばらしい計画!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]あなたの株価はダダ下がり……債務超過に備えてください![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]なるほど……そのプランに賭けましょう![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]強力な前面攻撃は値千金です。どう思われます?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]真正面からの攻撃を提案します![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "いい計画!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]すばらしいビジネスプランです……[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "レンジャーの誇りにかけて!", + "GAUNTLET_KAYLEIGH_DEFAULT": "戦わずにあきらめるような女じゃないよ!", + "GAUNTLET_RANGER_DEFAULT.v2": "全力で行くよ!", + "GAUNTLET_RANGER_QUESTION.v2": "[wave amp=30 freq=5]化学の仕組み[/wave]を使って、攻撃力を高める作戦でいこう!", + "GAUNTLET_RANGER_QUESTION.v1": "レンジャーのこころえに書いてある作戦でいこう!", + "GAUNTLET_ARISTOTLE_DEFAULT": "敗北は苦いが、その果実は甘い。避けられぬ敗北から学ぶがよい!", + "GAUNTLET_RANGER_ANSWER.v1": "よし、そうしよう!", + "GAUNTLET_DARWIN_DEFAULT": "一番強いものが生き、一番弱いものが死ぬ。これが自然の摂理!", + "GAUNTLET_ARISTOTLE_QUESTION": "よい教師になるにはよい弟子にならねばならぬ。ゆえに、この戦いでは汝を手本とす!", + "GAUNTLET_ARISTOTLE_ANSWER": "学ばせてもらうぞ!", + "GAUNTLET_DARWIN_QUESTION": "変化に適応するものだけが生き残る。だから作戦も[wave amp=30 freq=10]つねに変えていかなきゃならん[/wave]! 分かるかい?", + "GAUNTLET_DARWIN_ANSWER": "他人の指示に従うのは好まないが、今回は例外だ!", + "GAUNTLET_DECARTES_DEFAULT.m": "君は本物か? この目に映るものすべてがまやかしなのだろう……これまでに何かが存在したことはないし、そう考えている私自身も不確かな存在だ。", + "GAUNTLET_DECARTES_DEFAULT.n": "君は本物か? この目に映るものすべてがまやかしなのだろう……これまでに何かが存在したことはないし、そう考えている私自身も不確かな存在だ。", + "GAUNTLET_DECARTES_DEFAULT.f": "君は本物か? この目に映るものすべてがまやかしなのだろう……これまでに何かが存在したことはないし、そう考えている私自身も不確かな存在だ。", + "GAUNTLET_DECARTES_QUESTION": "よい心を持つだけでは十分ではない。大切なのは、それをうまく活用することだ。さあ、敵よりも深く考えよう!", + "GAUNTLET_DIOGENES_QUESTION": "君とともに戦おう。だが、他者を傷つけない哲学者が、戦いでなんの役に立とうか?", + "GAUNTLET_DECARTES_ANSWER": "いい作戦か疑問だが……疑問が知恵を生む!", + "GAUNTLET_DIOGENES_DEFAULT": "戦い? 争い? ちがう、人は自ら進んで自分を傷つけるのだ!", + "GAUNTLET_DIOGENES_ANSWER": "あなたの指示に従おう。私に分かるのは、私には何も分からないということだけだ。", + "GAUNTLET_EPICURUS_DEFAULT": "正義とは、誰かを傷つけたり、誰かから傷つけられたりしないという協定のようなもの。だが今日この場に正義はない。", + "GAUNTLET_EPICURUS_ANSWER": "結構、結構。生きるとは、死ぬことと見つけたり!", + "GAUNTLET_EPICURUS_QUESTION.n": "難しい状況を生き延び、手ごわい敵を倒してこそ、勇気は養われる。さあ、勇気を見せてみろ!", + "GAUNTLET_EPICURUS_QUESTION.m": "難しい状況を生き延び、手ごわい敵を倒してこそ、勇気は養われる。さあ、勇気を見せてみろ!", + "GAUNTLET_EPICURUS_QUESTION.f": "難しい状況を生き延び、手ごわい敵を倒してこそ、勇気は養われる。さあ、勇気を見せてみろ!", + "GAUNTLET_KARL_QUESTION": "行くぞ、世界を勝ち取るのだ。根こそぎ勝利するぞ!", + "GAUNTLET_KARL_DEFAULT": "手加減はしない。君たちもそのつもりで戦え!", + "GAUNTLET_KARL_ANSWER": "いかにも! 言い残すことなど、あろうはずもない!", + "GAUNTLET_PLATO_QUESTION": "何を恐れ、何を恐れぬべきか、それを知ることが勇気だ。さあ、勇気を持って戦おう!", + "GAUNTLET_PLATO_DEFAULT": "力を使って何をなし遂げたか。それが人間を測るものさしだ。汝は何をなし遂げた?", + "GAUNTLET_SOCRATES_DEFAULT": "唯一の善は知にして、唯一の悪は無知……覚えておきなさい。", + "GAUNTLET_SOCRATES_QUESTION": "あらゆる行いには快楽と代償がともなう。よく考えて行動することだ。", + "GAUNTLET_PLATO_ANSWER": "いいだろう。命尽きるまで戦うのみ。死者だけが戦争の終わりを見るのだから。", + "GAUNTLET_SOCRATES_ANSWER": "あなたの知を信じているよ。だが、唯一の知とは「無知の知」。", + "GAUNTLET_ZHUANGZI_DEFAULT": "生にかぎりあれど、知にかぎりなし。", + "GAUNTLET_ZHUANGZI_ANSWER": "大いなる知恵は寛大であり、狭量なる知恵は争いを生む。", + "GAUNTLET_ZHUANGZI_QUESTION": "繁栄をやめれば、変化が生ずる。", + "GAUNTLET_MISS_MIMIC_DEFAULT": "あァらあら、うまそうなオヤツだねェ!", + "GAUNTLET_KAYLEIGH_QUESTION": "強そうな相手……わたしが援護するから、がんばろう!", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]お遊びが終わったら、ぜェんぶアタシがいただくからねェ![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]ふひひッ、いいねェ![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "分かった、リードして!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "わたしが[wave amp=30 freq=5]もうひとり[/wave]……でも、わたしの髪型のほうがイケてるね!", + "GAUNTLET_MEREDITH_QUESTION": "なるほど、ウチに作戦がある。相手より強く殴り返す。どう?", + "GAUNTLET_MEREDITH_DEFAULT": "え、[shake rate=30 level=10]ウソ[/shake]でしょ。何がどーなってるの?", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "ヘンな感じ。ウチを相手にしなきゃいけないなんて。", + "GAUNTLET_MEREDITH_ANSWER": "フツーに負けそうだけど。", + "GAUNTLET_EUGENE_DEFAULT": "また敵かあ? [shake rate=30 level=10]やってやるぜ![/shake]", + "GAUNTLET_EUGENE_QUESTION": "徹底的にな!", + "GAUNTLET_EUGENE_ANSWER": "いいね! [shake rate=30 level=10]バトルだ![/shake]", + "GAUNTLET_EUGENE_PARTNER_REACTION": "もうひとりのオレ? 未来のオレか? [pause]過去のオレか?[pause]ま、なんだっていい!", + "GAUNTLET_FELIX_QUESTION": "バトらなきゃならないようだな。あんたがリードしてくれ。", + "GAUNTLET_FELIX_DEFAULT": "いったいどうなってんだ?", + "GAUNTLET_FELIX_ANSWER": "よし、そのプランでいこう。", + "GAUNTLET_FELIX_PARTNER_REACTION": "ますますおかしなことになってきたぜ……", + "GAUNTLET_VIOLA_DEFAULT": "天と地には、われわれが夢にも思わないようなものがあるようだ。", + "GAUNTLET_VIOLA_PARTNER_REACTION": "分身か。己が試されているな……よし、影との戦いだ!", + "GAUNTLET_VIOLA_QUESTION": "よし、こっちも数では負けていない。", + "GAUNTLET_VIOLA_ANSWER": "では、ダンスの時間だ!", + "GAUNTLET_CLEMENCE_DEFAULT": "ボンジュール! どっかで見た顔やなあ……会ったことはないけど!", + "GAUNTLET_CLEMENCE_QUESTION": "[wave amp=30 freq=10]お客はん[/wave]、いい夢見せたるさかいな!", + "GAUNTLET_CLEMENCE_ANSWER": "いいねえ! 正体を見破ったるさかい!", + "GAUNTLET_DORIAN_QUESTION": "よっしゃ、[shake rate=30 level=10]作戦はこうだ[/shake]! [shake rate=30 level=10]オレ様[/shake]が攻撃されないように、あんたが敵の気を引いてくれ。続きはあとで考える!", + "GAUNTLET_DORIAN_DEFAULT": "話し合いって気分じゃなさそうだなァ? 残念だ!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "なんだかオバケを見てる気分……", + "GAUNTLET_DORIAN_ANSWER": "よし、いいだろう。ロッケンロールだ、[shake rate=30 level=10]ベイベ[/shake]!", + "GAUNTLET_HOYLAKE_DEFAULT": "モンスターに変身か……なんてグロいんだ! ぼくは品性を失いたくない!", + "GAUNTLET_FRANKIE_QUESTION": "よおし、[wave amp=30 freq=10]相棒さん[/wave]! ジブン、突っ込みますんで、援護頼みます! 大丈夫、勝てる勝てる!", + "GAUNTLET_FRANKIE_DEFAULT": "[wave amp=30 freq=10]どうなってるっすか[/wave]? ジブン、考えすぎかもなんで、とにかく[shake rate=30 level=10]戦うっす[/shake]!", + "GAUNTLET_FRANKIE_ANSWER": "リョーカイ! なんだか[shake rate=30 level=10]興奮するっす[/shake]!", + "GAUNTLET_HOYLAKE_ANSWER": "いい作戦だ! フェアな戦いというものを見せてやろうじゃないか!", + "GAUNTLET_HOYLAKE_QUESTION": "敵の方針を分析、対策を練り、容赦なく叩く! どうだい、この作戦。", + "GAUNTLET_JACQUELINE_DEFAULT": "[shake rate=30 level=10]ここから先[/shake]には行かせないわ!", + "GAUNTLET_KIRBY_DEFAULT": "これは変わった実験になりそうだ!", + "GAUNTLET_JACQUELINE_QUESTION": "侵入者に情けは無用よ!", + "GAUNTLET_JACQUELINE_ANSWER": "了解。やつらを逃がさないで!", + "GAUNTLET_KIRBY_QUESTION": "敵の作戦を分析し、狡猾なプランを立てるとしよう。君は全力で攻撃を仕掛けてくれたまえ。", + "GAUNTLET_MERCHANT_DEFAULT": "[wave amp=30 freq=5]今度は[/wave]どこに来ちゃったんでしょう? 関係ないか!", + "GAUNTLET_KIRBY_ANSWER": "いい作戦だ。では、実験を始めよう。", + "GAUNTLET_PENSBY_QUESTION": "戦いは苦手だけど、治療技術でサポートできるよ。それでどうだい?", + "GAUNTLET_MERCHANT_QUESTION": "いったい[wave amp=30 freq=10]何が[/wave]どうなっているのやら……あなたがリードしてくれませんか?", + "GAUNTLET_MERCHANT_ANSWER": "もちろんです! ところで、シャツの在庫はありますか? 少し肌寒くて……", + "GAUNTLET_PENSBY_DEFAULT": "こりゃヒポクラテスの誓いを破ることになりそうだね。でも、今回だけは大目に見てもらおう。", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]ごめんねぇ、でもあなたをここで食い止めないと[/wave]!", + "GAUNTLET_PENSBY_ANSWER": "[wave amp=30 freq=10]それよりいい[/wave] 作戦は思いつかないね!", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]勝ちたかったら、ちゃんと息を合わせないとですねぇ……[/wave]", + "GAUNTLET_VIN_QUESTION": "[shake rate=30 level=10]とっておき[/shake]を食らわせてやる!", + "GAUNTLET_VIN_DEFAULT": "どうした、腰抜け! [shake rate=30 level=10]かかってきな[/shake]!", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]わかりましたぁ、信じますぅ……[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "光と影、いい組み合わせだニャン!  [pause]善と悪の戦いの[wave amp=30 freq=10]始まり始まり~[/wave]!", + "GAUNTLET_VIN_ANSWER": "あんたがリードしてくれ。[shake rate=30 level=10]一緒にぶちのめそうぜ[/shake]!", + "GAUNTLET_DOG_DEFAULT": "わふ!", + "GAUNTLET_KUNEKO_QUESTION": "あの悪人たちに、[wave amp=30 freq=10]華麗な協力攻撃[/wave]を見せてやるニャン!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "逃がさないぞ、クナイニャン!", + "GAUNTLET_BUFFY_DEFAULT": "調子はどう? 戦うなら、筋肉痛に気をつけてね!", + "GAUNTLET_KUNEKO_ANSWER": "了解ニャン! [wave amp=30 freq=10]戦いの風[/wave]、感じさせてやるニャン!", + "GAUNTLET_CODEY_QUESTION": "リミッターを[wave amp=30 freq=10]解除[/wave]して、全力で迎え撃つ! それでどう?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]そうしましょう[/wave]! いい運動になりそう!", + "GAUNTLET_BUFFY_QUESTION": "こんな作戦はどう? あたしが敵を[wave amp=30 freq=10]ヘトヘト[/wave]にさせて、あなたがとどめを刺すの。", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]ごキブンはいかがデスか[/shake][/color]?", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]ワタクシがコイツラをやっつけマス。アナタも好きなようにシテくだサイ![/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "新しい敵か? よし、出力[shake rate=30 level=10]最大[/shake]!", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]ヒドい作戦デス……[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "要するに、「勝て」ってこと? やってみる。", + "GAUNTLET_DREADFUL_DEFAULT": "あらら、アストラル界を漂流してたら、[wave amp=30 freq=5]コースを外れちゃった[/wave]みたい……ここはどこなの?", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]ヘイヘイ[/wave]! こちらはシビルラジオ。[wave amp=30 freq=10]\\n時空[/wave]を超えた場所からお送りしています!", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]ヘイヘイ[/wave]! わたしたちの戦いっぷりを特別ゲストに見せてやりましょう!", + "GAUNTLET_CYBIL_ANSWER": "よく聞こえてるよ! いっちょ[wave amp=30 freq=10]パーティー[/wave]といきましょう!", + "GAUNTLET_DREADFUL_QUESTION": "[shake rate=30 level=10]おおっと[/shake]、これは一筋縄じゃいかなそう。全力でバトルするしかないね。どう思う?", + "GAUNTLET_GLADIOLA_DEFAULT": "ここが[wave amp=30 freq=10]どこ[/wave]で、今が[wave amp=30 freq=10]いつ[/wave]だろうと、影との戦いに負けるわけにはいかないわ! [pause]さあ、かかってきなさい!", + "GAUNTLET_DREADFUL_ANSWER": "よし、やっちゃおう!", + "GAUNTLET_GLADIOLA_QUESTION": "未知の敵だわ。[pause]全力で戦わないと。お分かりになって?", + "GAUNTLET_HEATHER_DEFAULT": "[wave amp=30 freq=10]こちら、ヘザーがお届けするウェザーリポートです[/wave]!\\n [pause]今日のお天気は……分かりません……", + "GAUNTLET_GLADIOLA_ANSWER": "了解だわ。[shake rate=30 level=10]私の刃[/shake]を味わいなさい!", + "GAUNTLET_HEATHER_ANSWER": "わかった! [wave amp=30 freq=10]嵐を巻き起こしましょう![/wave]", + "GAUNTLET_HEATHER_QUESTION": "こうしましょう! 私が[wave amp=30 freq=10]ハリケーン[/wave]のように攻撃するから、\\nあなたは[wave amp=30 freq=10]乱気流[/wave]のようにやっちゃってください!", + "GAUNTLET_JUDAS_DEFAULT": "ターゲットを捕捉……", + "GAUNTLET_JUDAS_QUESTION": "いいか、新人。俺が敵の弱点を狙う。おまえは偵察だ。わかったか?", + "GAUNTLET_LODESTEIN_DEFAULT": "こっちはいつでも[wave amp=30 freq=10]戦えるぞ[/wave]。さあ、始めようか?", + "GAUNTLET_JUDAS_ANSWER": "了解。ミッション……[shake rate=30 level=10]開始![/shake]", + "GAUNTLET_LODESTEIN_QUESTION": "こうしよう。わたしが[wave amp=30 freq=10]電力[/wave]で前方を攻撃する。きみは後方を叩いてくれ。どうだい?", + "GAUNTLET_LODESTEIN_ANSWER": "了解。軽く揉んでやるとしよう!", + "GAUNTLET_SKIP_DEFAULT": "さあ、[shake rate=30 level=10]ゴミそうじ[/shake]の時間だよ!", + "GAUNTLET_SKIP_QUESTION": "作戦があります! 敵を[wave amp=30 freq=10]ゴミみたいに[/wave]一気に[wave amp=30 freq=10]片づけちゃうの[/wave]! どう?", + "GAUNTLET_WALLACE_DEFAULT": "今日は時間があるから、[wave amp=30 freq=10]サクッと一発[/wave]やっとくか!\\n誰からいく?", + "GAUNTLET_SKIP_ANSWER": "いい作戦です。さっさと[wave amp=30 freq=10]片づけちゃいましょう[/wave]!", + "GAUNTLET_WALLACE_QUESTION": "おれがやつらの[wave amp=30 freq=10]ガードを下げさせる[/wave]から、そこをあんたが叩いてくれ!", + "GAUNTLET_WALLACE_ANSWER": "[wave amp=30 freq=10]よっしゃ[/wave]! 格の違いを見せてやろうぜ!", + "GAUNTLET_ZEDD_DEFAULT": "なんだぁ……? 起きてみたら、バトルかこれ?", + "GAUNTLET_ZEDD_QUESTION": "オレは疲れてんだ。ウトウトしちまうから、あんたがリードしてくれよな!", + "GAUNTLET_CLOWN_DEFAULT": "まぼろしだ まぼろし!\\nわれわれはみな 動くまぼろし!", + "GAUNTLET_IANTHE_IANTHE1": "あなたが[wave amp=30 freq=10]誰か[/wave]知らないけど……[pause]私たちに勝てると思ったら大間違いよ。", + "GAUNTLET_ZEDD_ANSWER": "ああ、そうだな。その作戦でいこう。", + "GAUNTLET_IANTHE_WILMA2": "こっちは[wave amp=30 freq=10]本気[/wave]だって、思い知らせてやりましょう!", + "GAUNTLET_ALEPH_DEFAULT": "お会いしたことは あったかな? ないか?\\n見覚えがある 気がするが。 ふむ……", + "GAUNTLET_ALEPH_QUESTION": "弱そうなヤツだ。 いい子だから\\nさっさと殺して しまいなさい。", + "GAUNTLET_ALEPH_ANSWER": "君の好きなように しなさい。\\n私はこいつらを殺して 失礼させてもらう。\\n", + "GAUNTLET_ALICE_DEFAULT": "みんなイカれている。 わたしも。\\nあなたも。 だって そうじゃなきゃ\\nここにいるはず ないものね?", + "GAUNTLET_ALICE_QUESTION": "ますます おもしろい。\\n虫ケラが わたしを邪魔するですって?\\n踏みつぶしてあげる!", + "GAUNTLET_ALICE_ANSWER": "いい計画ね。\\n首をはねて おやり!", + "GAUNTLET_HELIA_QUESTION": "この者たちに 太陽の光を\\n感じさせて やろう。", + "GAUNTLET_CUBE_DEFAULT": "不完全ナ 角度ガ 見エル。\\nオマエノ 中ニモ。\\n見過ゴス コトハ デキナイ。", + "GAUNTLET_CLOWN_QUESTION": "わたしが 彼らを笑わせ\\nあなたが 彼らを泣かせる?\\nわかる わかる?", + "GAUNTLET_CLOWN_ANSWER": "すばらしい 計画!\\n彼らの顔に ほほえみを!", + "GAUNTLET_CUBE_QUESTION": "誤ッタ 角度 発見。\\n誤ッタ 角度 発見。\\n誤ッタ 角度 発見!\\n", + "GAUNTLET_CUBE_ANSWER": "不完全ヲ 完全ニ!", + "GAUNTLET_HELIA_DEFAULT.m": "フュージョンあるところ わたしがある。\\nさあ 戦おうか {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.f": "フュージョンあるところ わたしがある。\\nさあ 戦おうか {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.n": "フュージョンあるところ わたしがある。\\nさあ 戦おうか {player.to_upper}?", + "GAUNTLET_HELIA_ANSWER": "いいでしょう。", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "汝の 定命を 疑うか?\\n自らの もろさを 知らぬのか?\\n否 汝は 恐れているのだ。", + "GAUNTLET_LENNA_DEFAULT": "ここのシード値は? タイムラインは?[pause]まあいい。敵が立ちはだかるなら、倒すまで!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "いかにも! 真の死を 見せてやろう!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "この定命者どもに 忘れられがちな\\n死の恐怖を 教えてやろう。", + "GAUNTLET_LENNA_ANSWER": "了解だよ、さあ、派手にいこうかね!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "一緒に戦うのは久しぶりね。準備はいい、ペイジ?", + "GAUNTLET_LENNA_QUESTION": "誰にでも弱点はある。その弱点を適切なタイミングで突く。それだけ!", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "心配しないで! あなたが話してた、この[wave amp=30 freq=10]変わったテープレコーダー[/wave]を試してみたくてウズウズしてる!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "いつでもどこでも、わたしは倒すべき障害物に過ぎないってのかい? [pause]そんなの御免だね!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "運命、時、すべてから解き放たれて。ここがどこだろうと、[shake rate=30 level=10]どうだっていい[/shake]。[shake rate=30 level=10]お楽しみ[/shake]といこうじゃないの!", + "GAUNTLET_MAMMON_DEFAULT": "私には あなたの心が 読めます。\\nあなたは進歩を 発展を望んでいます。\\n私が それを 妨害します。", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "よかろう。こいつらに真の[shake rate=30 level=10]ゲームオーバー[/shake]を見せてやろう!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "運命、時、すべてから解き放たれて。ここがどこだろうと、[shake rate=30 level=10]どうだっていい[/shake]。[shake rate=30 level=10]お楽しみ[/shake]といこうじゃないの!", + "GAUNTLET_SHADOW_LENNA_ANSWER": "いいとも。[shake rate=30 level=10]楽しく[/shake]やろうじゃないの!", + "GAUNTLET_MAMMON_QUESTION.n": "この人間は 進歩を 望んでいます。\\n我々は それを 妨害します。\\nゆえに 彼らを 力ずくで 止めます。", + "GAUNTLET_MAMMON_QUESTION.m": "この人間は 進歩を 望んでいます。\\n我々は それを 妨害します。\\nゆえに 彼らを 力ずくで 止めます。", + "GAUNTLET_MAMMON_QUESTION.f": "この人間は 進歩を 望んでいます。\\n我々は それを 妨害します。\\nゆえに 彼らを 力ずくで 止めます。", + "GAUNTLET_MAMMON_ANSWER": "その戦略に 賛同します。\\n敵の実力を 見せてもらいましょう。", + "GAUNTLET_MORGANTE_DEFAULT": "その手にあるのが 剣だろうと\\nカセットプレーヤーだろうと\\n人間は 変わらぬもの。", + "GAUNTLET_MAMMON_EUGENE_REACTION": "再戦ですか? [shake rate=30 level=10]いいでしょう![/shake]", + "GAUNTLET_MORGANTE_ANSWER": "よろしくてよ。", + "GAUNTLET_MORGANTE_QUESTION": "反逆の真の力を 解放するのに\\n他者の助けは 要らない。\\n下がりなさい。", + "GAUNTLET_PUPPET_DEFAULT": "キミたち、ぼくのお人形?\\nただのうつろな人間か。\\nまあいいや 一緒に遊ぼう。", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "我のために 焼かれに来たのか?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "よかろう。 人間どもに 光を!", + "GAUNTLET_MOURNINGSTAR_QUESTION": "天の光で 焼き尽くしてくれよう!", + "GAUNTLET_MONARCH_DEFAULT": "そのうつろなる 魂を 食らわせろ。", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "やれやれ。またなの?", + "GAUNTLET_ROBIN_QUESTION": "夜の亡霊たちの オペラハウスを\\n観客たちに お届けしよう。", + "GAUNTLET_ROBIN_DEFAULT": "あちこち どこでも 私は\\nあらゆる場所で 恐れられる。", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "ふう、私の古い帽子にとっては、[wave amp=30 freq=10]かなり[/wave]激しい運動でしたね。", + "GAUNTLET_ROBIN_ANSWER": "いいねえ。 ショーの始まりだ!", + "GAUNTLET_TOWER_DEFAULT": "我が真実は 汝らの真実より\\nすぐれておる。 受け入れるのだ!", + "GAUNTLET_TOWER_QUESTION": "無知の光で この者どもを\\n照らしてやろう!", + "GAUNTLET_TOWER_ANSWER": "よい計画だ!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "今度は私も楽しませてもらいますよ!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "マー・ラインさまと私は、あなたがたのここまでの試練を\\n堪能させていただきました。", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "私を倒してごらんなさい、{player}さん。\\nマー・ラインさまが私にお力添えしてくださいます!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "私には少々小さくなってしまいましたので。どうぞお使い\\nください。なに、私にはもっと大きな帽子があります!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "では、これを差し上げましょう!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "[wave amp=30 freq=10]魔法[/wave]の帽子だ!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "ここからの敵は、ますます強くなります。\\nご活躍を祈っておりますよ!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "ヘンなにおいがする……", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "お次は……パイロンカツギ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "お次は……パイロンカツギ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "お次は……パイロンカツギ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "お次は……パイロンカツギ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "楽勝!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "お次は……パイロンカツギ?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]俺はおまえが生み出したモンスターだ![pause]そして今日、\\n生みの親であるおまえを破壊する!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "なんか大きいけど……", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]俺を覚えてるか、{player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "えっと……", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]覚えているか。おまえがニューウィラルにやってきたあの日、\\n無慈悲に踏みつぶした[wave amp=30 freq=10]哀れな[/wave]パイロンカツギのことを。", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "このゲームをプレイしてくれてありがとう! 楽しんでくれてる?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]俺たちが接触した瞬間、おまえの中の最悪な部分が俺に刷り込まれ、精神を与えた。最悪な部分ってどこかって? それはな、\\nおまえ自身の影だ。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]俺たちが接触した瞬間、おまえの中の最悪な部分が俺に刷り込まれ、精神を与えた。最悪な部分ってどこかって? それはな、\\nおまえ自身の影だ。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]俺はモンスター撲滅を企むおまえたちを、ハーバータウンの陰からずっと監視していた。そして、この最後の決戦に向けて訓練を積んできた。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]俺たちが接触した瞬間、おまえの中の最悪な部分が俺に刷り込まれ、精神を与えた。最悪な部分ってどこかって? それはな、\\nおまえ自身の影だ。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]俺はおまえが生み出したモンスターだ![pause]そして今日、\\n生みの親であるおまえを破壊する!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]俺はモンスター撲滅を企むおまえたちを、ハーバータウンの陰からずっと監視していた。そして、この最後の決戦に向けて訓練を積んできた。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]俺はモンスター撲滅を企むおまえたちを、ハーバータウンの陰からずっと監視していた。そして、この最後の決戦に向けて訓練を積んできた。", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]俺の作戦?[pause] [wave amp=30 freq=10]簡単さ![pause]見境のない大量虐殺!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]俺はニューウィラルを隅々まで旅し、さらに先の世界までまわってきた。あらゆる獣、大天使、人間と戦ってきた。これまでに\\n倒した相手の数は[wave amp=30 freq=10]100万[/wave]を超える!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]俺はおまえが生み出したモンスターだ![pause]そして今日、\\n生みの親であるおまえを破壊する!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "[shake rate=30 level=10]赤き王よ、力を![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "[shake rate=30 level=10]俺は「いまだ存在していないもの」なのかもしれん。\\nだが、この胸の怒りは確かにここにある![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]おまえの戦いぶりはこれまでさんざん観察してきた、\\n{player}。簡単に勝てると思うなよ!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10][wave amp=30 freq=10]いずれ[/wave]また会おう、{player}。首を洗って待っていろ……", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "このゲームをプレイしてくれてありがとう! 楽しんでくれてる?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "このゲームをプレイしてくれてありがとう! 楽しんでくれてる?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "ノー……じゃなくてイエス!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "イエス!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "待って、ノーって言えない?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "驚かせてしまったね。このゲームのレビューを書いてくれると、とっても助かるよ。準備ができたら会話を続行してくれ。", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "レビュー書いたよ!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "よし。さあ、お楽しみをぶち壊しにするぞ! 今回のバトルの\\nために、バグやチートわざを追加しておいた。まさか、\\nフェアに戦えるなんて期待してなかったよね?", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "イケてるBGMも用意したよ!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "こりゃ、力を合わせたほうがいいな……", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "まだまだ序の口だ!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "ひどいBGMだ。曲チェンで!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "ストレスの溜まるゲームプレイ。\\n不便なUI。 すべてわざとだ!\\nお楽しみを 台無しにしてやる!\\n", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "このわざは まだテストしていない。\\nさあ、何が起きるかな!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "サニー! こんなところで会えるなんて!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "これは…… うん、仕様だ。 仕様!", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "そんな馬鹿な!?[pause]\\nああ、[pause]いや、[pause]よくやった!\\n君はテストに合格した!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]{player}さん、来てくれたんですねぇ! ありがとう……[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "でも、まだまだだね。今のは全部、計画どおりだ。", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "というわけで……[pause]レベル上限を上げておこう。", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "ところで、この先も試練を続けるなら、敵のレベルが頭打ちになってしまうね。", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "試練以外の場所での戦闘が簡単になりすぎるようなら、\\nレベルスケーリングの設定を変更してくれ。", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "これでよし。この先も遊べるよう、最大レベルを999に\\nしておいたよ。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "車内で何か不審なものを見かけましたら、それは見間違いです。もし見かけたら、倒してください。「異常」です。", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "車内アナウンス", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "精神攻撃の感染症を予防しましょう。お出口に精神消毒剤が用意してあります。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "お荷物の置き忘れにご注意ください。持ち主の不明なお荷物はこちらで食べてしまいます。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "停車駅は……クルー、エルムウィッチ、ジキル&ハイド・パーク、?????、カンバーロット、ウルウィラル、ナントカカントカ、ナンモナシ、ざざざざざざざ……", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "次の停車駅での大変な混乱により、クルー駅への到着は1万2361年ほどの遅延が発生しております。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "可算無限数のお年寄り、障害のある方、妊娠中のお客さまがお乗りの場合は、現在の座席番号の2倍の数字の席に移動し、お席をお譲りください。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "次はクルー駅、次はクルー駅。お降りのお客さまは地元の習慣を尊重し、人間の姿をしてくださいますようお願いします。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "突然の減圧が生じた場合、酸素マスクが自動的に提供されます。二酸化硫黄を必要とされるお客さまは、車掌にテレパシーでお伝えください。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "前触れなく「死んだ世界」で停車した場合、列車を降りないようお願いいたします。列車が動き出すまで、手、足、頭などを車外に出さないでください。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "非常事態発生時は緊急警報を作動させてください。まずフラップを持ち上げ、次にレバーを引いたら、あとは死を待ちます。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "ほかの乗客とは目を合わせないようにし、コミュニケーションも試みないでください。違反者にはタイムループの刑と罰金刑が科されます。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "ご気分が悪いお客さまは車掌にテレパシーでお伝えください。次の世界で隔離措置を取らせていただきます。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "この列車に乗車することで、お客さまは脳内データの収集に合意したものとみなされます。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "この列車では時間的閉曲線を監視しています。カジュアルな違反があった場合にお客さまの安全を守るためです。ご協力をお願いいたします。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "車内で「まだ存在していないもの」がスリを働いております。お客さまの存在を盗まれないよう、お気をつけください。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "ご乗車中、自らの存在に疑問を感じる行為はお控えください。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "列車内は禁煙です。人体自然発火には2000ポンドの罰金が科されます。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "ご乗車中は鏡にカバーをおかけくださいますよう、お願い申し上げます。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "赤い目をした影のようなドッペルゲンガーを目撃された方は、ただちに車掌にお知らせください。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "****の増加により、本列車はクルー駅を経由いたします。お客様に大変不愉快な思いをさせることになりますが、ご理解のほどよろしくお願いいたします。", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "タルパはリードにつないでくださいますよう、お願い申し上げます。", + "RANGER_TRADER_STICKER_FUSION2": "モンスターのフュージョンはもうお手の物でしょう?\\nでも、 [wave amp=30 freq=10]ステッカーもフュージョン[/wave]できるとしたらどう?", + "RANGER_TRADER_STICKER_FUSION1": "あら、あなた。今日から新しいサービスを始めることにしたの。きっと興味を持ってもらえると思う。", + "RANGER_TRADER_STICKER_FUSION3": "最初に選んだステッカーからメインの効果が選ばれて、2枚目のステッカーからさらにスーパーレアかレアの特性が選ばれるの。2枚のステッカーを組み合わせることで、両方のいいところ取りをしたステッカーが1枚できあがるってわけ。", + "RANGER_TRADER_STICKER_FUSION4": "ステッカーのフュージョンはやり直せないから、使った\\nステッカーは返ってこないわ。けど、うまくやれば、\\n弱いテープでも最強のビーストにできるかも!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]あぁ……{player}さん……[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "それで、ご用件は?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "どうしたの、サニー?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]それがですねぇ、{player}さん……[pause]少し、やり残したことが\\nありましてぇ……[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "やり残したこと?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]ランドキーパーについてぇ、まだあなたに話してないことが\\nあってぇ……[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "どういう意味?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]「マモン」とわたしたちは、見えない電話線みたいなので\\nつながってたんですがぁ……実はランドキーパー同士も\\nその線でつながっててぇ……[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]大天使マモンがいなくなった今、命令は聞こえなくなったんですがぁ……[pause]まだほかのランドキーパーの思念が聞こえててぇ……[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "なるほどな。ランドキーパー同士をつなぐネットワークが\\nあって、そいつがまだイキてるってことか。あんたは\\nもう[wave amp=20 freq=5]やつらの仲間じゃない[/wave]けど。", + "SUNNY_QUEST_INTRO_MEREDITH6": "ランドキーパー同士がつながってる? テレパシーみたいなので? うん、今のとこは理解できてる。", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "思念が聞こえる?", + "SUNNY_QUEST_INTRO_FELIX6": "君とほかのランドキーパーたちがテレパシーみたいなので\\nつながってるってこと?", + "SUNNY_QUEST_INTRO_VIOLA6": "それは興味深いな。", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]それでぇ、{player}さん……ほかの[pause]ランドキーパーたちが[pause]何かを企んでるみたいでぇ。[pause]もうランドキーパーを続ける理由はないのに、どうしていいか分かんないみたいでぇ……[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]どうもウィラル山がどうのって話してるみたいでぇ……[pause]そこで何か企んでるみたいですぅ。[pause]わたし、その企みを突き止めたくて……{player}さんもウィラル山に来てくれませんかぁ?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "なるほど。[pause]じゃあ、ゾンビ少女のお手伝いをしてあげようよ!", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "サニーがしっかりしてくれてうれしいよ。よかった!", + "SUNNY_QUEST_INTRO_EUGENE9": "よし、サニーを助けよう。もう昔のサニーじゃないしな。", + "SUNNY_QUEST_INTRO_VIOLA9": "サニーのためにも、少し手伝ってあげようか?", + "SUNNY_QUEST_INTRO_FELIX9": "彼女の手伝いをするのもおもしろそうだね。", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]{player}さん、来てくれたんですねぇ! ありがとう……[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]ほお、お客さんも一緒かい? なかなか興味深い投資ですね……[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]{player}さん、来てくれたんですねぇ! ありがとう……[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]それに、あなたもこんなことする必要はもうないんですぅ……\\n[pause]わたしたち、自由になったんですからぁ……[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]あなたは……何も分かっていません! 人は投資じゃありません……[pause]人は……人ですぅ……[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]何を企んでるか知りませんけどぉ、わたしたちはもう「ランドキーパー」じゃなくて、自分で道を選べるんですぅ![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "言っちゃえ、言っちゃえ!", + "SUNNY_QUEST_PART1_KAYLEIGH6": "いいよ、サニー!", + "SUNNY_QUEST_PART1_EUGENE6": "そうだぞ、サニー! そのとおりだ!", + "SUNNY_QUEST_PART1_VIOLA6": "いいこと言うじゃない、サニー!", + "SUNNY_QUEST_PART1_FELIX6": "そうだ、そうだ!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]わたしもじっとしてられません、{player}さん。\\nこれは自分の戦いでもありますからぁ![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]もう一度、経済の基礎を「叩き込んで」差し上げましょう![/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]ランドキーパーの起業家精神を忘れてしまったようですねぇ![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]ふん……これまでか。[pause]退勤時刻ですね。\\nわれわれには別の用がありますのでね……[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "[wave amp=20 freq=5]すごかったよ[/wave]、サニー!", + "SUNNY_QUEST_PART1_VIOLA11": "見事な戦いぶりだったよ、サニー。", + "SUNNY_QUEST_PART1_EUGENE11": "[shake rate=30 level=10]最高[/shake]だったぜ、サニー。イカしてた!", + "SUNNY_QUEST_PART1_MEREDITH11": "かっこよかったじゃん、サニー。", + "SUNNY_QUEST_PART1_FELIX11": "かっこよかったよ、サニー。", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "さっきのテープはどこで?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "さっきのテープは何?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]ランドキーパーと話をつけなきゃってことで相談したら、\\nイアンシーさんがくれたんですぅ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]「車輪」って……[pause]ほんとにただの大きな車輪……\\nどういうことですかぁ……[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]えっとぉ……「旧本部地下にある車輪」?\\n[pause]どういう意味でしょうかぁ……?[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]あの人たち、ミーティングをしてましたぁ……\\n何か手がかりが残ってるかもですねぇ……[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]あっ! 旧本部はぬま地にありますぅ……\\nその地下に何かがあるってことですねぇ![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}さん……一緒に来てほしいですぅ。\\nあなたとユージーンさんが破壊した本部……ランドキーパー\\nたちはそこにいるはずですぅ……[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]あの人たちを止めないとぉ……これはわたしがケリをつけなきゃいけない問題ですぅ……[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]正直言うとぉ……ワクワクしてますぅ……[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]えっと……何かついてますねぇ。侵入を防ぐための\\n装置でしょうかぁ? どれどれ……[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]もっと奥まで行ってみましょうかぁ……[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]わたしをランドキーパーと思ってるみたいですぅ!\\n行きましょう、{player}さん。[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]残ってるランドキーパーたちは、全員ここにいますぅ……\\n理由があるはずです。[pause]「車輪」がどうとかぁ……[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]おい、[pause]ランドキーパー! [pause]制服はどうした?\\n人事部に報告してやる![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]むむ、よく見たら制服を着てるじゃないか……[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]クソ、なにが法令だ……[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]われわれの事業拡大を邪魔するつもりか?\\nきさま、内部告発者だな![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]「車輪」はエキサイティングなビジネスチャンス!\\n株価もうなぎのぼりまちがいなし![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]あんた、企業スパイかい? そいつは規約違反だよ![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]株価がぁ……ストップ安ぅ……[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]この先から声がしますぅ……ランドキーパーたちが\\n興奮してるみたいですぅ……[/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]やっぱり……規約違反……[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]このまま進みましょう……[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]美しいでしょう? これがランドキーパー組合の未来……\\n車輪です![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]先代のCEOが……[pause]強制退任させられた際……[pause]ランドキーパー\\n本部は島の奥深くに沈みました、多くの従業員とともに……[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]ですがここに、この暗闇のなかに、われわれは見つけたのです。新たなチャンスを……[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "その「車輪」は何?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "「車輪」をどうするつもり?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]「車輪」はこの島の下に眠る大いなる力の一部、忘れられた一部なのです……[pause]無数の世界を駆けめぐる力の……[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "マー・ラインのことか!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "つまり、それってマー・ラインの列車の……?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]ランドキーパー同士をつないでる「リンク」を……\\nもしかしてあの「車輪」が増幅してるとかぁ……?[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]えぇと……わたしたちは大天使マモンに創造された、\\nマモンのための器……ですよねぇ?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]元同僚よ、[pause]ランドキーパーの「本当」の正体を知っていますか?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]ちがいます……大天使に「創造する」ことはできません。\\nできるのは「奪う」こと、「つくり直す」ことだけです……\\nこの「車輪」が真実を見せてくれるでしょう![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]じゃあ、わたしたちはいったいどこから来たの……?[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]「車輪」がわれわれを別の時間、別の場所、別のランドキーパーたちにつないでくれるのです。[pause]これがあれば、報・連・相も\\n企業合併も思いのまま……![/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player}さん、この人たち、別の世界から新しいランドキーパーを連れてくるつもりですぅ![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]そのとおりです![pause]ビジネスの拡大![pause]大量雇用!\\n攻め気の事業戦略![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]ダメ! そんなことさせないですぅ![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]何これぇ![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]われわれは宇宙のいたるところから人材を雇用できるのですよ![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "やめたほうがいいかも……", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]一緒にケリをつけるですぅ![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]われわれの本部を守護する真鍮の牛……[pause]すばらしいでしょう! ぴったりです![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}さん……[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]わたしはもう、自分が何をすべきかぁ、\\n他人に決めさせたりしないですぅ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]わたしは、わたしですぅ![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]やりましたぁ……力を合わせてぇ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]でも、「車輪」が真実を見せてくれるって、\\nどういう意味でしょうねぇ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]わたしはぁ……真実を知りたいですぅ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "嘘かもよ……?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "なんだか危なそう……", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]見えるですぅ……[pause]糸がぁ……わたしたちをつないでぇ……\\nわたしの指のそば……もう少しでつかめそうですぅ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]一瞬、見えたですぅ……今のが、わたし? 以前のわたしぃ?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "だいじょうぶ、サニー?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]もう少しぃ……もう少しで届きそうですぅ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]一心不乱に仕事をして、自分を見失って……みじめでぇ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]この体はぁ……昔、別の誰かだった。でもぉ……\\n彼女は自分を見失ってぇ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]それでマモンに目をつけられて……体を奪われ……\\n器につくり変えられてぇ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]それでわたしになった……[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]宇宙のあちこちに答えが散らばってるはずです……\\nもっと深く探さないとぉ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]きゃあっ![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "気をつけて、サニー!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "もうやめようよ……", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]宇宙を覗きすぎたみたいです。少し意識が飛んでましたぁ……\\n[pause]ごめんなさいぃ。[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]なんということを![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player}さん、帰りましょう。\\nわたしの用事は片づいたみたいですぅ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "だいじょうぶ?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "探してたものは見つかった?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]わたしぃ……[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]「車輪」が……[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]見たのですね?[pause]あなたの誕生の物語を。[pause]大いなる目的のために\\n選ばれた瞬間を。[pause]あなたが本来あるべき姿を。[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]わ……わたしはぁ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]サニーですぅ。ほかの人がどう思おうと、わたしはわたし……[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]ただのサニーですぅ。[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]ねえ、{player}さん。いろんな場所をまわって、見たことのない\\nもの、見てみたいです! [pause]あなたがニューウィラルを\\n去るつもりなのは知ってますけどぉ……[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]あなたもぉ、誰かに言われてランドキーパーのままでいるのは、やめたほうがいいかもですぅ。たまには、自分を思い出して\\nあげてくださいですぅ。[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]この体は……[pause]ランドキーパーになるまえはぁ……\\n別の誰かの体だったわけですけどぉ……[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]ふん。[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "ニューウィラルにしかいないと思う。", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]でも、気にしてないです! わたしはこれからも、\\n自分らしさを考えつづけていきたいと思ってますぅ。[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]「もうひとりのわたし」もきっと理解してくれますぅ。[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]でも、楽しいことがしたいんですぅ、[pause]いいですかぁ?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "昔の世界での生活について、サニーからいろいろ質問された。", + "RESTING_SUNNY_PLATONIC_2": "サニーは最近見た夢の話をした。", + "RESTING_SUNNY_PLATONIC_3": "サニーは静かに、満足げに座っている。", + "RESTING_SUNNY_DATING_1": "自分の人生について、サニーは熱心に語った。", + "RESTING_SUNNY_PLATONIC_5": "サニーはハーバータウンで学んだことについて、熱心に教えてくれた。", + "RESTING_SUNNY_PLATONIC_4": "サニーと楽しく会話をした。", + "RESTING_SUNNY_DATING_2": "あなたの服のチョイスについて、サニーからいろいろ質問された(自由研究のテーマらしい)。", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]人間って、食事が好きなんですかぁ……?[/wave]", + "RESTING_SUNNY_DATING_3": "サニーはあなたと静かに、満足げに座っている。", + "RESTING_SUNNY_DATING_4": "あまり多くを語らないが、サニーはあなたといて幸せそうだ。", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]だってぇ、1日に1回は食事をしますよねぇ?[/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "えっ?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "どういう意味?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "必要だからね!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "食べないと死んじゃう!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]そうなんですかぁ……? 変なのぉ……[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]わたしはぁ、何も食べなくてもへっちゃらですからぁ![/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]わたしってぇ、思ってたより、ほかの人とちがうんですねぇ……[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]{player}さんがいた世界でも、空はこんなにきれいでしたかぁ?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "全然ちがう空だった。", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]お昼には、真っ黒な月と一緒に太陽が空に浮かんでてぇ……\\n夜には、その真っ黒な月がゆらゆらと踊る光を\\n呑み込んでてぇ……[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "ちっとも似てない空だった。", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]とってもきれいですよねぇ……[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "うん、とってもクール!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "なんだかブキミ。", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]ふふぅ……そう言うと思ってましたぁ。\\nとっても「クール」ってぇ……[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]ふふぅ……そう言うと思ってましたぁ。\\nとっても「クール」ってぇ……[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]ふうん……あなたの世界では\\nちがったんでしょうねぇ……[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]ふふぅ……そう言うと思ってましたぁ。\\nとっても「クール」ってぇ……[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]ふうん……あなたの世界では\\nちがったんでしょうねぇ……[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]ふうん……あなたの世界では\\nちがったんでしょうねぇ……[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]{player}さん、あなたの世界にもカフェってあるんですかぁ……?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "たくさんある。", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]カフェがたくさん……? ちょっと想像\\nできないですねぇ……[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "ここでしか見たことない。", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]へえぇ! [pause]じゃあ、ここはエキサイティングな\\n島なんですねぇ……[/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]あなたとケイリーさんのあいだには……\\nつながりみたいなものがありますよねぇ……[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "うん!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]やっぱりですかぁ。わたしのお友達同士が\\n仲良くしてるとぉ、わたしまでうれしいですぅ……[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "確かにそうだね。", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]やっぱりですかぁ。わたしのお友達同士が\\n仲良くしてるとぉ、わたしまでうれしいですぅ……[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]やっぱりですかぁ。わたしのお友達同士が\\n仲良くしてるとぉ、わたしまでうれしいですぅ……[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]わたしにはそういうつながりはありませんけどぉ……\\nあったらいいでしょうねぇ……[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]あなたとユージーンさんって、仲良しですよねぇ。[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "うん!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]ですよねぇ。ユージーンさんって、とっても\\n自信家ですけどぉ……あなたは彼のいいところを\\n引き出してる気がしますぅ。[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "確かにそうだね。", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]いい組み合わせですよねぇ……[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]こういう風が吹いてる日はぁ……[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]昔、この体を使っていた女性は、こういう風を髪に感じることもなかったのかなぁなんて、しみじみしちゃいますぅ……[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]わたしはその埋め合わせをしてるのかもしれないですぅ……[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]たくさんの人がぁ、この島で自分を見失ってるのを見ると、\\nなんだか変な気がしますねぇ……[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]人間の手で創られたんですよねぇ……?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]だってぇ、わたしはここで自分を見失ったんじゃなくて、\\n自分を見つけたんですからぁ……[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]ケイリーさんは、ニューウィラルのみんなに「再スタート」って言ってますけどぉ……ほんとに誰にでも二度目のチャンスがあると思いますかぁ……?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "思う。", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]ニューウィラルは……自分を永遠に見失うこともあればぁ……\\n[pause]永遠に見出すこともある場所ですぅ……[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]再スタートかぁ……[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "誰にでもじゃない。", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]わたしもそう思いますぅ……[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]二度目のチャンスにふさわしくない人ですかぁ……そういう人がもしいるならぁ、知り合いにはなりたくないですねぇ……[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]マモンみたいな……[pause]大天使ってぇ……[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "ある意味では。", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "友達と思ってくれてる?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "そんな感じ。", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]なるほどぉ……[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]大天使は人間よりはるかに強いですぅ……\\nけど、本当はそうじゃないんでしょうねぇ……[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]ハーバータウンの人たちはぁ……みんな、心をひとつにして\\n働いていますぅ……[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]大天使がどれだけ強くてもぉ……人間が力を合わせたら、\\n絶対に勝てるはずですぅ![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]ずっと考えてることがあってぇ……[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]船をつくって、漕いでいけばぁ……ここみたいな島が\\nほかにも見つかるんでしょうかねぇ……[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]ニューウィラルは海に囲まれてますよねぇ……[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]わたしもいつか……新天地を探しに船出するかもですぅ![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]この体が以前はほかの誰かのものだったってことはぁ……\\n今のわたしの好き嫌いも、その誰かの影響を\\n受けてるんでしょうかぁ……[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]{player}さんが火に照らされてる姿……\\nなんだか好きですぅ……[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]それとも、そんなことはないんでしょうかぁ……\\n[pause]そこがわからなくてぇ……[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]あなたの瞳に映る火の粉……なんだか馬鹿みたい\\nですけど……あなたの瞳に映る世界を見てみたいですぅ……[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]もしかしたらそれは、あなたが元いた世界かもしれない\\nですねぇ……その世界がいつもあなたのなかにあってぇ……\\n導いてるみたいにぃ……[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]昔のわたし……以前この体に入っていた人はぁ……[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]……[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]とっても不幸みたいでしたぁ……[pause]不幸なのに、それに対して\\n何もできないっていうのは……とても悲しいことですぅ。[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]約束してほしいですぅ、{player}さん、あなたはいつも、\\n幸せを求めて生きていくってぇ……[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "いなかった。", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]あなたがいた世界には、どんなモンスターがいたんですぅ、{player}さん……?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]何があってもぉ……あなたはあなたのままで……\\nあなた以外の誰かにならないでほしいですぅ……[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]ええぇ……ほんとにぃ?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]そうなんですかぁ……[pause]なるほどぉ……どうりでぇ……[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "うん。", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]あなたのいた世界には、ここよりいろんなファッションが\\nあるんですかぁ、{player}さん……?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]そうなんですかぁ?[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "かなりたくさんあるよ……", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]合ってるかわからないんですけどぉ……この島を創り、\\n管理しているのは、「マー・ライン」っていう大天使\\nなんですよねぇ?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]でも……[pause]ようやく自分に合う服がわかってきたところだからぁ……選択肢が多すぎても困るかもですぅ……[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "そうみたい。", + "SUNNY_CONVO16_SUNNY1_OPTION2": "そうだと思う!", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]次はもっといい質問を考えておきますねぇ![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]マー・ラインがそんなことをしているのには、何か\\n理由があると思うんですけどぉ……[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]でもぉ……わたしたちには計り知れない理由かも\\nしれないですねぇ?[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]どっちにしろ、心配しても意味ないですねぇ。どんな未来が\\n待っていようと、精いっぱいやるだけですぅ……[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]新しく知り合ったグウェンさん……\\nあんなファッションの人、初めて見ましたぁ![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]グウェンさんは大天使だったんですねぇ……[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]お友達になってくれますかねぇ……[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]このふとうで、ずっとひとりぼっちでぇ……\\nグウェンさんには幸せになってほしいですぅ……[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]さみしい思いは誰にもしてほしくないですぅ……[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]{player}さん、あなたの世界について教えてほしいですぅ。[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "え?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "世界について?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]あなたの世界は古くて……ニューウィラルは若くてぇ。\\nハーバータウンには数世代の歴史しかないって\\n聞きましたぁ……[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "地球の歴史について、サニーに大ざっぱに説明した。\\n[pause]だいぶはしょったけど、まあよし!", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]あなたの世界の歴史を知りたいなぁ![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]すっごいですねぇ……[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]この島のこととか、わたしが元いた世界のこと……\\n向こうで別人だったわたしがランドキーパーになって\\nあなたと出会ってぇ……[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]なんだか自分を導く歴史の糸みたいなものを感じますねぇ……\\n[pause]わたしを今この場に導いた……[pause]糸っていうかぁ。[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]わかってもらえますかねぇ……? あなたも自分を今この場に\\n導いた糸みたいなもの、感じますかぁ?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]わかってもらえますかねぇ……? あなたも自分を今この場に\\n導いた糸みたいなもの、感じますかぁ?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]わかってもらえますかねぇ……? あなたも自分を今この場に\\n導いた糸みたいなもの、感じますかぁ?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "そうでもない。", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]そうですかぁ! 馬鹿な質問じゃなくてよかったぁ![/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "たぶん?", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]気にしないでください……馬鹿な質問でしたぁ![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]「わたしらしく」っていうのが、まだよく\\nわからないんだけど、歴史のなかにも答えがありそう。[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]以前「わたし」だった誰か……[pause]わたしの体を最初に使っていた\\n女の人は……どんな歴史を持っていたんでしょうねぇ……[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]ヘンな質問しちゃいましたぁ……過去のことじゃなくて、\\n今のことを質問すべきですよねぇ![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "そうだね!", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]あなたの世界って、人がたくさんいるんですよねぇ?\\nこの島よりずっとたくさんの人がぁ。[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "かもね!", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]ねえ、{player}さん……[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]だいじょぶです、わたしにもそれくらい分かってますぅ。ほかのランドキーパーとわたしは……お友達じゃないですしぃ……[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "うん、たぶん!", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]その全員と知り合いになるのはぁ、きっと難しいですよねぇ。[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "そうだね!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]それってさびしくないですかぁ? 仲良くなれるかもしれない\\n人と出会えないなんてぇ……[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]でも……みんながみんな、お友達になれるわけでも\\nないですしねぇ……[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "うん。", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "それはもちろんそう。", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]あの人たちはガンコでぇ……きっと別の生き方なんて、\\n思いもよらないでしょうしぃ……[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]でも、たとえ仲良くなれなかったとしても、嫌われたとしてもぉ……人とつながるのをあきらめたくないですぅ……[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]わたしが「ランドキーパー」じゃなくて、「サニー」になる\\nことを選んだのも……あの人たちには我慢ならない\\nでしょうしぃ……[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]わたしは人が好きですし、おしゃべりするのも\\n好きですからぁ……[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "そうだね!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "そう?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "いい考え方!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]うふふぅ……[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]お腹が減るのってぇ、おもしろいですよねぇ……?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]ヘンなこと言っちゃいましたかぁ?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "お腹が減るのは笑いごとじゃないよ!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]だって、お腹が減ってると態度に出ちゃいますよねぇ……\\nそれで、よくない行動をしちゃうこともあるしぃ……[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]そういう欲求の言いなりになって、ヘンな決断をしちゃうこともあったりぃ……[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "そうかもね。", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "そんなに食欲が強いの?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]ほらぁ! わたし、ヘンなこと言ってないですよねぇ![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]あなたの世界には、きっとニューウィラルにない食べ物が\\nたくさんあるんでしょうねぇ、{player}さん![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]特定の何かを食べたいって思うときは、そんなことばっかり\\n考えちゃう感じでぇ……そういうの、「好み」って\\n言うんでしょうねぇ……[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "うん。", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "「レストラン」っていうのがあってね……", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]えっと、[pause][pause]その……[pause][pause]食欲だけの……[pause]話じゃないんですぅ![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]詳しく……知りたいですぅ。食べ物のこと、もっといっぱい\\n教えてくださいねぇ。[/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]人間の欲求って……[pauseどれも興味深いですけどぉ。\\n食べ物の話なら、しやすいかなってぇ……[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "会話は気まずい感じで沈黙に変わった。", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]ねえ、{player}さん。", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]おうちってぇ、おもしろいですよねぇ。\\n住んでる人の個性が出るっていうかぁ……[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]あなたのおうちも見てみたいですぅ……[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "いいよ!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "今はダメ。", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]やったぁ! じゃあ行きましょうかぁ……[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]じゃあ、また次のときにでもぉ……[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]わたしがわたしである意味とか、人である意味とかぁ、\\nずっと考えてたんですけどぉ……[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]……[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]少しわかった気がしますぅ。[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]人っていうのはぁ……[pause]ほかの人によってつくられる\\nものなんですぅ。[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]あなたやケイリーさんやユージーンさんがいなかったら、\\nわたしは「サニー」じゃなかったはずですぅ……[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]だって、その名前をくれたのはあなたたちですしぃ……わたしにとっては初めてのプレゼントでしたぁ。\\nずっと大切にしたいですぅ。[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]{player}さん、あなたのことも最初はちょっと怖くてぇ、\\nあんまり信用できなかったんですけどぉ。今では\\nあなたのこと……[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]あれからずいぶん経ちますねぇ……わたしの気持ちも\\nずいぶん変わってきましたぁ……[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "友達と思ってくれてる?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]{player}さん、あなたのことも最初はちょっと怖くてぇ、\\nあんまり信用できなかったんですけどぉ。今では\\nあなたのこと……[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]{player}さん、あなたのことも最初はちょっと怖くてぇ、\\nあんまり信用できなかったんですけどぉ。今では\\nあなたのこと……[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "友達と思ってくれてる?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "友達以上の……?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]そういうつながりをつくることが、生きるって\\nことで、それでこそ人間ってことなんでしょうねぇ……[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]もちろんですぅ! 一緒に旅して、モンスターと\\n戦ってぇ……フュージョンまでしちゃってぇ……[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "友達以上の……?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "友達以上の……?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]いつかあなたはここからいなくなるでしょうけどぉ……\\nつながりはずっと残って、 それがわたしたちを\\nつくるんですぅ。[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]なんて、わたしはそう考えてますぅ。[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]えっとぉ……[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]友達以上っていうのはぁ、やっぱりそのぉ……?[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "うん、親友だよね!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "うん、君が好き!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "うん、親友だよね!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "うん、親友だよね!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]じゃあ、そう思ってたのは\\nわたしだけじゃなかったんですねぇ……[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]正直に言うとぉ……[pause]ときどき、複雑な気持ちに\\nなることがありますぅ。[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]何がふつうで、何がふつうじゃないかぁ、\\nわたしにはむずかしくってぇ……[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]でもあなたも同じ気持ちなら、正直に言ってみますぅ。[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]あなたのそばにいたいですぅ……\\n[pause]今この瞬間、すぐそばに……[pause]いいですかぁ……?[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "なんでもない!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]何か言いたいことがありそうですねぇ、\\n{player}さん……?[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]そうですかぁ、{player}さん……[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]君と一緒になりたい。[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]それってぇ、そういうことですよねぇ……[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]いいんですぅ、あのときはちがったけど、今は\\nお友達ですからぁ……それっていいことですよねぇ……?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]もちろんわたしもそうしたいですぅ……[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]えっとぉ……[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]ただそばにいるだけじゃなくて……\\nなんていうかぁ……[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "うん。", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]ふたりのつながりを確かめるっていうかぁ……[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "そういう感じ。", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]でも、今の関係が変わったりはしないですよねぇ……?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]あなたを見てると、いろんな思いがあふれてきてぇ……\\nこうしてそばにいたいし、あなたの心とつながって\\nいたいしぃ……[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]そういう感情がひとつになって、ごちゃごちゃになって、\\nわけがわからなくなっちゃうこともあるんですけどぉ……[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]でもやっぱり、そばにいたいですぅ。[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]わたしの手の上に、あなたの手を感じて\\nいたいですし……[pause]ほかにもいろいろしたいですぅ![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]いつかいなくなっちゃうことはわかってますけどぉ……\\nでも、このつながりがなくなることはありませんしぃ、\\nわたしたちは、わたしたちのままですぅ。[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]だから……はい、わたしも一緒になりたいですぅ。\\nあなたが元の世界に帰るまでぇ……[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "いや、会社に住むわけじゃなくて。家から通うの。\\n日中だけ会社員の役割を演じるみたいな?\\n家に帰ったら、素の自分に戻る。", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "うーん、[wave amp=30 freq=10]自分で選ぶ[/wave]っていうと、ちょっと\\nちがうんだけど……生きるにはお金が必要だし、会社での\\n仕事はそのための手段って感じ。", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]……っていうことは、あなたたちの世界にはぁ、\\nランドキーパーみたいに生きることを「自分で選ぶ」人も\\nいるってことですかぁ……?[/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]じゃあ、みんな生きるために会社に住んでるぅ……?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "えっと、わたしの場合は、性に合わなくてね。", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]なるほどぉ……ケイリーさんもここに来るまえは\\n「会社仕事」してたんですかぁ……?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]……ランドキーパーだったとき、「吸血」なんて\\nしたことないですぅ……[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "そんなことないよ。ただ、アンタに興味があってさ。", + "PARTNER_INTERACT_S_M1_MEREDITH2": "じゃあ、吸血鬼とはちがうんだ?[pause]\\nでも、アンデッドみたいなところは[wave amp=30 freq=10]ちょっぴり[/wave]あるかも?\\n顔色悪いし。", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]「アンデッド」? 聞いたことないですぅ……\\nよくない言葉ですかぁ……?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]わたしにぃ……[pause]興味があるんですかぁ……?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "あ、勘ちがいしないで![pause]アンタって、[wave amp=30 freq=10]ゾンビ少女[/wave]\\nみたいだからさ。まあ、ちがうかもだけど。\\nどっちにしても、いいと思うよ!", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]じゃあ、わたしのことがよくわからないからぁ、\\n興味があるってことですかぁ……?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "そう……かも?", + "PARTNER_INTERACT_S_E1_EUGENE2": "おまえが初めてこのカフェに来た日のことか?\\nだな、確かにあれからずいぶん経った。", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]初めて会ったのがずいぶん昔のことに思えますねぇ、\\nユージーンさん……[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]そうじゃなくて、わたしがまだランドキーパーでぇ、\\n初めてハーバータウンに来た日のことですぅ。あなたが\\nわたしたちに「出ていけ」って言って……覚えてますぅ?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "待ってくれ、[pause]あれ、おまえだったのか?\\n全然気づかなかったぜ……", + "PARTNER_INTERACT_S_E1_EUGENE6": "もちろん、でっかい進歩だ。", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]わたしの絵をぉ……描きたいってことですかぁ……?[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "そうそう! きみが体験したことは興味深いからね。\\n人の言いなりになるのをやめて、ありのままに生きる道を\\n選んだんだ。今書いてる物語のキャラクターにぴったりの\\nイメージだ。", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]でも、服は着たままでお願いしますぅ……[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]あ……りがとうございますぅ。描いてもらえるなんて\\nうれしいですぅ、フェリックスさん……[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "だいじょうぶ、おれは[wave amp=30 freq=10]そういう[/wave]絵描きじゃないから。", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]ヴァイオラさん、あなたは時間を超えて旅を\\nしてますけどぉ、いい思い出とかありますかぁ?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "いい思い出? あるとも! ある夜は髪に風を感じ、\\n次の夜は宿屋のベッドの温もりを感じる。またある夜は\\n父の友人たちと食卓を囲み、次の夜はうるわしの\\nヴェローナで詩を吟じ……", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]「うるわしのヴェローナ」……\\nすてきな場所みたいですねぇ……[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "まあね。でも白状すると、[pause]私はヴェローナのさる高貴な\\n女性のハートを盗んでしまってね。それが争いを生んで、\\nとんでもないことになってしまったんだ。\\n[pause]だから、戻りたくはないかな。", + "PARTNER_INTERACT_S_D1_DOG2": "あおふ!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]あなたってぇ、「おイヌさん」ですよねぇ……?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]……あなたのお話、もっと聞きたいですぅ![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]じゃあ、あなたはわたしが初めてお会いしたおイヌさん\\nですぅ。チャンスがあれば、もっといろんなおイヌに\\n会いたいですぅ……[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "うん![pause]わたしの生まれた地方じゃ、そう珍しい色って\\nわけでもないんだ。", + "FRANKIE_INTERACT_K1_FRANKIE1": "ひとつ聞いていいっすか、ケイリーさん。\\nその髪の毛って、もともとその色っすか?", + "FRANKIE_INTERACT_K1_FRANKIE4": "まあ、[pause]そっす。[pause]でもここに流れ着いてからは、\\nずっとこの色っすね。", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "でも、あなたのピンクの髪は生まれつきって\\nわけじゃなさそうだね。", + "FRANKIE_INTERACT_K1_FRANKIE6": "ブリーチ剤のお金、節約できるっすからね!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "あなたが気に入ってるなら、それでいいんじゃない?", + "FRANKIE_INTERACT_M1_FRANKIE1": "よくわからないんすけど、メレディスさん。\\nニューウィラルと[wave amp=30 freq=10]お別れ[/wave]したら、ジブンも就職って\\nやつしなきゃいけないんすよね?", + "FRANKIE_INTERACT_K1_FRANKIE7": "……この島にはお金もブリーチ剤もないっすけど。", + "FRANKIE_INTERACT_V1_VIOLA3": "フランキー、悩みはよくわかる。ロマンティックで\\n扇情的な文体に魅力を感じるものの、そういう\\nドラマを自分で経験したいわけじゃない。\\nそこに矛盾があると感じているんだね?", + "FRANKIE_INTERACT_M1_MEREDITH2": "アンタまだ子供だろ? 大人みたいに働かなきゃいけない\\nのは、まだまだ先の話さ。", + "FRANKIE_INTERACT_M1_FRANKIE3": "ジブン[wave amp=30 freq=10]18[/wave]っす! メレディスさんと\\n[wave amp=30 freq=10]そんなに[/wave]変わらないす!", + "FRANKIE_INTERACT_M1_MEREDITH4": "え。[pause]それは知らなかった。アンタって……[pause]\\nピチピチしてるから、もっと年下だとばかり思ってたよ。", + "FRANKIE_INTERACT_M1_FRANKIE5": "よく言われるっす!", + "FRANKIE_INTERACT_E1_FRANKIE1": "ジブン、両親が[wave amp=30 freq=10]期待[/wave]してたような人間にはなってない\\n気がするんすよね。両親はすごく[wave amp=30 freq=10]いろいろして\\nくれた[/wave]んすけど、がっかりさせちゃったかなあ……", + "FRANKIE_INTERACT_E1_EUGENE2": "わかるよ。オレが小さいころは大変だった。両親は燃えさかる\\n世界の命運をかけて、ゲリラ戦を繰り広げていたからな。", + "FRANKIE_INTERACT_E1_FRANKIE3": "……[pause]ふぁっ?!", + "FRANKIE_INTERACT_E1_EUGENE4": "まあ、両親はできるだけのことをしてくれたと思うよ……\\n[pause]俺は両親の世代の人たちが倒したデス・マシーンの\\n残骸をオモチャにして遊んでたけどな。", + "FRANKIE_INTERACT_E1_EUGENE5": "そういう戦争を経験した世代とオレたちのあいだには、\\nへだたりがあるもんだ。", + "FRANKIE_INTERACT_E1_FRANKIE6": "……[pause]ジブンなんて、まだまだ生ぬるいっすね。", + "FRANKIE_INTERACT_F1_FRANKIE1": "……じゃあ、どんなキャラクターか伝えたら、\\n描いてもらえるってことすか?", + "FRANKIE_INTERACT_F1_FELIX2": "もちろんさ! そうだな、まずはキャラクターの\\n見た目を教えてくれ。", + "FRANKIE_INTERACT_F1_FRANKIE3": "えっとっすね、[pause]見た目は……[pause]狼男がスーツを着てるみたいな……スーツっていうか、タキシードっすね。で、毛の色は……", + "FRANKIE_INTERACT_F1_FELIX4": "……メモか何かに書いてもらえるかい?", + "FRANKIE_INTERACT_V1_FRANKIE1": "……ジブン、よく恋愛小説読むんすけど、恋愛そのもの\\nにはキョーミないんすよね。", + "FRANKIE_INTERACT_V1_FRANKIE2": "それってやっぱり[wave amp=30 freq=10]ヘン[/wave]すかね?", + "FRANKIE_INTERACT_V1_VIOLA5": "私の意見を聞きたいなら、教えてあげよう。心配する\\n必要はないさ。大きくなるにつれて、欲求も\\n変化するかもしれないし、しないかもしれない。", + "FRANKIE_INTERACT_V1_FRANKIE4": "そう……かも?", + "FRANKIE_INTERACT_V1_VIOLA6": "いずれにしても、自分が好きなものを楽しみ、\\n身のまわりにあるものを、自分にとって一番\\n心地よい愛し方で愛すればいい。\\nそれがよく生きる秘訣さ。", + "FRANKIE_INTERACT_V1_FRANKIE7": "ヴァイオラさん、[wave amp=30 freq=10]超[/wave]かっこいいっす!", + "FRANKIE_INTERACT_S1_FRANKIE1": "ジブン、ここに来るまではニューウィラルが\\n[wave amp=30 freq=10]存在する[/wave]なんて、少しも知らなかったんすけど、\\nある意味では、[wave amp=30 freq=10]生まれたときからずっと[/wave]このときに\\n備えていたとも言えるっす。", + "FRANKIE_INTERACT_V1_VIOLA8": "近ごろよくそう言われるよ!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]なるほど。あなたはファンタジー小説をたくさん\\n読んでますしぃ……自分でも書いてますしぃ……\\nそのおかげでしょうかねぇ……?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "そっす! [pause]カセットテープってのは意外だったっすけど、\\nみんな人間とモンスターの友情が[wave amp=30 freq=10]大好き[/wave]っすから。\\nあと恋愛要素も。", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]そうなんですかぁ……?\\nそれであなたはそんなに興奮してるんですねぇ……\\nモンスターにひとめぼれされてぇ……[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "ジ、ジブンっすか? [pause]ジブンは読む専っす!", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "トラップ状態のモンスターは、一部のわざがほかのわざと入れかわってしまう。", + "STATUS_NAME_BOOBY_TRAPPED": "トラップ", + "STATUS_NAME_FLAMMABLE": "ガソリン", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "相手全体を{duration}ターンの間{status_effect}状態にする。", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "1体の相手を攻撃する。ダメージの量は自分の近接防御で決まり、使うと自分もダメージを受ける。", + "MOVE_DESCRIPTION_CARNIVORE": "かみつくを使ったときに回復するHPの量が増える。", + "MOVE_NAME_BOOBY_TRAP": "ブービートラップ", + "MOVE_NAME_MACHINE_CURSE": "きかいなのろい", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "自分のAPをすべて使う。使ったAPを15倍した数がわざの攻撃力になる。攻撃のエレメントタイプと追加するステータス変化は、わざを出したときの天気で決まる。", + "MOVE_NAME_BUTTERFLY_EFFECT": "バタフライこうか", + "MOVE_DESCRIPTION_MACHINE_CURSE": "パッシブわざによって発動したわざによるダメージを、使ってきた相手にすべてはねかえす。", + "MOVE_NAME_STICKER_TRICK": "ステッカーすりかえ", + "MOVE_DESCRIPTION_LIFTOFF": "3ターン目が終わるとAPブースト状態になり、すばやさが上がる。", + "MOVE_NAME_ENERGY_RESERVES": "よびエネルギー", + "MOVE_NAME_BAD_FORECAST": "ふきつなよほう", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "自分のターンが終わるとき、ランダムな味方1体にAPを1あたえる。", + "MOVE_NAME_IONISED_AIR": "イオンのくうき", + "MOVE_DESCRIPTION_BOOBY_TRAP": "使うと自分がダメージを受ける。", + "MOVE_DESCRIPTION_STICKER_TRICK": "相手が最後に使ったわざをブービートラップと入れかえる。\\nブービートラップは、使うとダメージを受ける。", + "STATUS_DESCRIPTION_FLAMMABLE": "ガソリン状態のキャラクターは、ほのおタイプの攻撃を\\n受けるとかならずやけどになる。さらに、やけどで受ける\\nダメージが増える。", + "MOVE_DESCRIPTION_HARDBACK": "クリティカルとほのおタイプの攻撃をのぞく、すべての攻撃で受けるダメージを減らす。ほのおタイプの攻撃を受けるとプラス効果を受けられないほか、常にクリティカルになる。", + "MOVE_NAME_CARNIVORE": "かまずにのみこむ", + "MOVE_NAME_BRACE_FOR_IMPACT": "ロケットクラッシュ", + "MOVE_NAME_HARDBACK": "ハードカバー", + "MOVE_NAME_LIFTOFF": "カウントダウン", + "MOVE_NAME_GASOLINE_SPRAY": "ガソリンスプレー", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "相手を{status_effect}状態にする。", + "MOVE_DESCRIPTION_BAD_FORECAST": "バトルがはじまるとAPを使わずに発動する。相手を{duration}ターンの間かいひふのう状態にし、さらに天気をランダムで変化させる。", + "AMPHARE_NAME": "バニッテリー", + "FRAGLIACCI_LORE_2": "「パリアッチ」は道化師という意味で、ルッジェーロ・レオンカヴァッロによって書かれ、1892年に初めて上演されたイタリアオペラの題名だ。コメディア・デラルテの一座をひきいる役者が主人公の物語となっている。", + "LAPACITOR_LORE_2": "最初の電池は1800年代ごろ、物理学者のアレッサンドロ・ボルタに発明された。彼は自分が発明した物の性質を理解しておらず、電池を無限のパワーの源だと信じていた。", + "AMPHARE_LORE_1": "鉄くずからできた「手足」を、体のまわりで宙に浮かせている生きたバッテリー。なにがきっかけで意識がめざめたのか、その理由はよくわかっていない。", + "PIER_MACHINE_GLITTER_LORE_2": "人間性がはぎとられると、後に残ったありとあらゆるすべてはカオス、すなわち混沌になってしまう。", + "ITEM_PIER_TICKET": "景品チケット", + "ITEM_PIER_TICKET_DESCRIPTION": "ブライトサイドふとうのアトラクションパスと交換できるチケット。パリッとしてすぐやぶけそうな、落ち葉のような紙で作られている。", + "DLC_PIER_FELIX_CONVO2_FELIX2": "なんだか、大天使っておれたち人間をうらやましがってるみたいだな。きみが別の世界で会ったミス・アンバーって大天使も、人間のすがたを取るのが好きだったんだろ?", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "うん、そうだったよ!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "まあ、たぶん……", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "あの婦人は道化を装っているが、私の目はあざむけない。", + "DLC_PIER_FELIX_CONVO2_FELIX4": "大天使は強大だけど……[pause]万能じゃない。だろ?", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "グウェンの親切そうな顔に油断するな、{player}。\\nいっときこちらに笑顔を向けても、次の瞬間には背に\\n短剣を突き立てる。道化とはそういうものだ。", + "DLC_PIER_FELIX_CONVO2_FELIX3": "あいつらを[wave amp=30 freq=10]神さまみたいな[/wave]存在とみなすのは簡単だけど、そうするとなにかを見落としちゃう気がするな。", + "UMBRAHELLA_LORE_1": "謎に満ちており、そのすがたは不吉のしらせだと言われる。凧のように風に乗って空へ舞い上がり、もうじき災いと不幸がおとずれるところにしか現れない。", + "UMBRAHELLA_LORE_2": "人によって作られた折りたたみ式のカサの絵は、古代アッシリアの彫刻にまでその起源をさかのぼれる。カサは人類の歴史を通して、あらゆる文化の中にさまざまな形で見つけることができる。", + "UI_CC_VALUE_hair_clown_2": "座長スタイル #2", + "UI_CC_VALUE_hair_clown_1": "座長スタイル #1", + "UI_CC_VALUE_hair_clown_3": "道化のぼうし", + "UI_CC_VALUE_hair_clown_4": "ツートンヘア", + "UI_CC_VALUE_head_clown": "ピエロのはな", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "けっきょく、グウェンは大天使で、アレフの知りあい\\nだったんだね……", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "このブキミなふとうって、ふしぎなことばっかりだね。", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "それに、グウェンは……ずっとここにいたの? [pause]あのメイク、自分でやってるのかな? [pause]恋人、いるのかな?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "ここって、ニューウィラル島の人たちが生活してるあいだ、ずっとあったのかな? というか、[wave amp=30 freq=10]どこから来た[/wave]んだろう?", + "CHARLEQUIN_LORE_1": "大道芸の道具をしまうのにぶかぶかのそでを使っている。そでの中には花火や燃えやすいもの、発火装置のほかにも、たくさん道具が入っている。", + "FRAGLIACCI_NAME": "ボカンアッチ", + "BLUNDERBUSK_LORE_2": "「ピエロ」という職業は古代エジプトのころから存在していたが、現在イメージされるようなピエロの外見は、1800年代の初めごろに、イギリスのパフォーマーだったジョセフ・グリマルディによって生みだされたものだ。", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "楽しませること", + "BATTLE_ADJECTIVE_PIER_MACHINE": "インフェルノエンジン・{name}", + "PIER_MACHINE_BEAST_NAME": "パール", + "PIER_MACHINE_BEAST_SUBTITLE": "ビーストマシーン", + "PIER_MACHINE_BEAST_LORE_2": "聞く相手によって答えは変わるが、獣性は人間性の欠如、あるいは真の自分を受け入れた証とされる。", + "PIER_MACHINE_BEAST_LORE_1": "かつてのすがたは不明だが、いまは2つの状態を行き来するようになっている存在。けだものじみた怒りでしか自分の気持ちを表現できない、不完全な怪物。", + "BLUNDERBUSK_NAME_PREFIX": "ラッパ", + "AMPHARE_NAME_PREFIX": "バニ", + "FRAGLIACCI_DESCRIPTION": "頭が大砲になっているピエロ", + "REGION_NAME_FUNHOUSE": "ファンワールド", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "ブライトサイドふとうのウィッチハウス", + "REGION_NAME_SPACEWORLD": "コズミックゾーン", + "REGION_NAME_FUNHOUSE_PHRASE": "ブライトサイドふとうのファンワールド", + "REGION_NAME_PIER_WAREHOUSE": "ブライトサイドふとう倉庫", + "REGION_NAME_SPACEWORLD_PHRASE": "ブライトサイドふとうのコズミックゾーン", + "PIER_MACHINE_GLITTER_LORE_1": "自分があるべきすがたではないことだけは理解している。理性のかけらすらそなえていないため、論理や理性にもとづいた判断をくだすことができない哀れな存在。", + "PIER_MACHINE_GLITTER_SUBTITLE": "カオスマシーン", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "ブライトサイドふとうのアトラクションへ入れるようになる入場パス。", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "緑のアトラクションパス", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "ブライトサイドふとうのアトラクションへ入れるようになる入場パス。", + "ITEM_PIER_PASS_SPACEWORLD": "赤のアトラクションパス", + "ITEM_PIER_PASS_FUNHOUSE": "ピンクのアトラクションパス", + "ROSEHOOD_LORE_2": "「赤ずきん」の物語には長い歴史がある。その起源は10世紀のヨーロッパまでさかのぼれることで知られ、発祥は古代ギリシャの伝承だとされる。", + "UMBRAHELLA_SUBTITLE": "不吉なしらせ", + "UMBRAHELLA_DESCRIPTION": "不気味な生きたカサ", + "REGION_NAME_PIER_PHRASE": "ブライトサイドふとう", + "REGION_NAME_PIER": "ブライトサイドふとう", + "REGION_NAME_HAUNTEDHOUSE": "ウィッチハウス", + "MAP_FEATURE_ROWING_BOAT": "手こぎボート", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "ブライトサイドふとう倉庫", + "MAP_FEATURE_WAREHOUSE": "倉庫", + "MAP_FEATURE_HAUNTEDHOUSE": "「ウィッチハウス」", + "MAP_FEATURE_FUNHOUSE": "「ファンワールド」", + "MAP_FEATURE_SPACEWORLD": "「コズミックゾーン」", + "CHARLEQUIN_NAME": "ボヤクイン", + "FRAGLIACCI_LORE_1": "全身が大砲のような構造になっており、その「顔」は砲身をおおうただのカバーにすぎない。砲身から、おそろしいほどのスピードで砲弾を発射できる", + "LAPACITOR_DESCRIPTION": "大きなクローを身につけた電池型のウサギ", + "MAJORTOM_LORE_2": "人類が初めて宇宙への有人飛行に成功したのは、1961年、ソビエトの宇宙飛行士ユーリ・ガガーリンが行った108分間の宇宙飛行だった。これは間違いなく、人類の歴史に残る偉業だろう。", + "MAJORTOM_DESCRIPTION": "スペースシャトルのロボット", + "ROSEHOOD_DESCRIPTION": "花の入ったカゴを持った人型の生き物", + "MINORTOM_NAME_PREFIX": "マイナ", + "MINORTOM_NAME_SUFFIX": "トム", + "MINORTOM_LORE_1": "もとはとある平凡な並行宇宙の地球で、テーマパークのお客を楽しませるために作られたおみやげ用ロボットだった。自分を作ったものたちより長く生きた結果、一種の機械的な意識を手に入れ、いまでは自分たちのモデルである宇宙ロケットのように、星空を旅することに関心を持っている。", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]はあ!?[/shake] んなワケないでしょ!\\nそんな話、[wave amp=30 freq=10]ぜんっぜん[/wave]するつもりなかったんだけど!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "別に。「見すてられた桟橋にひとりぼっち」って状況に\\nついて考えちゃってさ。そっちにゾッとしてるカンジ。", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "彼女が怖いってこと?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "ひとめぼれしちゃったの?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "というかそんな質問、アンタが考えてることを[wave amp=30 freq=10]白状してる[/wave]のといっしょじゃん、{player}。", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "というかそんな質問、アンタが考えてることを[wave amp=30 freq=10]白状してる[/wave]のといっしょじゃん、{player}。", + "CHARLEQUIN_NAME_SUFFIX": "クイン", + "MAJORTOM_NAME": "メジャトム", + "MINORTOM_DESCRIPTION": "レトロなロケットのロボット", + "UMBRAHELLA_NAME": "ヘルブレラ", + "UMBRAHELLA_NAME_PREFIX": "ヘル", + "UMBRAHELLA_NAME_SUFFIX": "ブレラ", + "HAUNTOME_LORE_2": "本の歴史は、文章の歴史と同じくらい長い。紙が発明される以前から、人間は粘土の板などのさまざまな素材を使って文章を記録してきた。", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "じゃあ、「グウェン」は人じゃなかったワケ……?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "というかそんな質問、アンタが考えてることを[wave amp=30 freq=10]白状してる[/wave]のといっしょじゃん、{player}。", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "この桟橋を救うための新ミッションだけどよ……", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "まったく、今回の件は[wave amp=30 freq=10]なにもかも[/wave]、オレが判断できる範囲を超えてるぜ。オレにはなんも決められねえ。", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "やっぱりね。四六時中コスプレしてるようなやつなんか\\n信じらんないよ。[pause]ウチ、ずっとそう思ってたんだ。", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "彼女は信用できると思うよ!", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "だいぶヘンな感じしねーか? こう、人助けしてるとは思うんだが、グウェンのことをどう思えばいいかわかんねーんだよな。", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "まあ、状況がどうなろうと用心しとけよ、相棒。この先どうなるか、だれにもわからねーんだからよ……", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "信用できるかどうか、ちょっとわからないよね。", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "この場所はどこかおかしい……[pause]それは君もよくわかって\\nいるだろう。", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "どうやら、「愚者グウェン」は異世界の精霊だったよう\\nだな。", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "人類はどうやら、はるか遠き他の世界の存在が嫉妬するような何かを備えていると見える。", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "永く生きようと、影の中を歩むような生もあるということか……", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "彼女が何とも哀れだとわかった幕引きだったな。", + "CHARLEQUIN_NAME_PREFIX": "ボヤ", + "CHARLEQUIN_DESCRIPTION": "目が星型のピエロ", + "AMPHARE_NAME_SUFFIX": "テリー", + "BLUNDERBUSK_NAME_SUFFIX": "フォーマ", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "ブライトサイドふとうのアトラクションへ入れるようになる入場パス。", + "ITEM_KEY_HAUNTEDHOUSE_1": "ルビーのひとみ", + "ITEM_KEY_HAUNTEDHOUSE_3": "緑のエンジンキー", + "ITEM_KEY_HAUNTEDHOUSE_2": "図書室のカギ", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "加工されていないルビーの原石。どこかの穴にハマりそうな形をしている。", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "ウィッチハウスの図書室へ入るのに使うサビたカギ。", + "SCARLETEETH_DESCRIPTION": "フードをかぶったデカいオオカミ", + "SCARLETEETH_LORE_2": "「赤ずきん」の話にはたくさんのパターンがあり、中でも一番有名なのはグリム兄弟版のものだろう。古い話の一部には、オオカミをはっきりオオカミ男として描くものもある。", + "SCARLETEETH_LORE_1": "コベニズキンが獣性に屈して成長するとこのすがたになる。ベニファングはツメをそなえた肉に飢えている巨大なけだものだ。人間がこのすがたに変身して戦うと、自分を見失って血を求める動物の本能にのまれてしまう。", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "けっきょく、「グウェン」は最初っから大天使だったってわけか?", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "けどよ、それでもあいつを助けるのはいいことだったって気がするんだ……[pause]たぶん、だけどな……", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "まあ、[wave amp=30 freq=10]どっちにしろ[/wave]、それでもオレたちはうまくやったと思うぜ。よくやったな、{player}。", + "DLC_PIER_FELIX_CONVO1_FELIX1": "この桟橋ってさ……[pause]実際……", + "DLC_PIER_FELIX_CONVO1_FELIX2": "すごくイイ感じだよな。", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "えっ?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "だよね!", + "DLC_PIER_FELIX_CONVO2_FELIX1": "つまり、「ピエロのグウェン」は\\n「大天使グウィネヴィア」だったってわけか?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "まあ、考えすぎって可能性もあるけどな。", + "DLC_PIER_FELIX_CONVO1_FELIX3": "こういう場所がゆっくりくちはてていく様子って、いろんな特徴を加えていくんだ。サビのひとつひとつがストーリーを語ってるのさ。", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "ピエロの役目といえば?", + "LAPACITOR_LORE_1": "体内にたくわえた電気エネルギーが強まるとバニテリーは体を大きくして、しっかりした手足を作れるようになる。身を守るときは、磁力を帯びさせた鉄くずをいまだに利用している。", + "LITTLERED_NAME_PREFIX": "コベニ", + "LITTLERED_NAME": "コベニズキン", + "LITTLERED_NAME_SUFFIX": "ズキン", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "怖がらせること", + "CLOWN_LORE_1": "グウィネヴィアは太古から存在する大天使で、人類の文化に対して常に子どもじみたあこがれを持っている。人間が生まれながらに持つ新たなものを創造する力をマネしようと、長年にわたって努力を続けてきた。", + "CLOWN_LORE_2": "幻影の化身であるグウィネヴィアは、かつて「円卓」と呼ばれるアレフの一団のメンバーだった。悲劇によって一団がバラバラになったあと、彼女はただひとり、ブライトサイドふとうで暮らしていた。", + "MINORTOM_LORE_2": "初めて「宇宙ロケット」が創作の中に登場したのは、月への有人飛行を扱った小説であるジュール・ヴェルヌの「月世界旅行」の中だ。この作品はのちに、ジョルジュ・メリエスによる同名映画の直接的な元ネタになっている。", + "HAUNTOME_NAME_PREFIX": "オバ", + "HAUNTOME_NAME_SUFFIX": "ブック", + "HAUNTOME_LORE_1": "浮かばれぬ魂にとりつかれている本のようなすがたをしているが、その「目」は、霊ではなく大きな本の中に住みついている生き物のものだ。ページを羽ばたかせることで強烈な風を起こせる。", + "FRAGLIACCI_NAME_PREFIX": "ボカン", + "FRAGLIACCI_NAME_SUFFIX": "アッチ", + "CHARLEQUIN_LORE_2": "「ハーレクイン」は16世紀から18世紀にかけてイタリアで人気だった伝統的な即興劇、コメディア・デラルテに起源を持つ登場人物のひとりだ。", + "LITTLERED_LORE_2": "「赤ずきん」はヨーロッパの童話だ。たくさんのパターンが存在しているが、基本的にはおばあさんの家へ向かう途中でオオカミについていってしまう少女の物語だ。", + "LITTLERED_DESCRIPTION": "弓を持つフードをかぶったネコっぽい生き物", + "BLUNDERBUSK_NAME": "ラッパフォーマ", + "DLC_POPUP_PIER_2": "また、見た目を決めるときに次のオプションが\\n選べるようになりました:\\n\\n- 座長スタイル #1\\n- 座長スタイル #2\\n- 道化のぼうし\\n- ツートンヘア\\n- ピエロのはな", + "PIER_MACHINE_ASTRAL_NAME": "レイヴン", + "PIER_MACHINE_ASTRAL_SUBTITLE": "ヴォイドマシーン", + "PIER_MACHINE_ASTRAL_LORE_2": "虚無とは、意味や心、または自分の意志の欠落だ。", + "PIER_MACHINE_GLITTER_NAME": "ローズ", + "PIER_MACHINE_ASTRAL_LORE_1": "半分しか実体化していない存在。まとう温かさは以前の生命が消えかけた火花のようにまたたいているだけで、あとには暗い虚無しか残されていない。", + "QUEST_DLC_PIER_DESCRIPTION1": "ブライトサイドふとうにある3つのインフェルノエンジンを停止させよう。", + "QUEST_DLC_PIER_PROGRESS2": "3つのインフェルノエンジンをたおそう。", + "QUEST_DLC_PIER_DESCRIPTION2": "グウェンと話そう。", + "QUEST_DLC_PIER_PROGRESS1": "4つの景品チケットをアトラクションパスと交換しよう。", + "LAPACITOR_NAME_PREFIX": "バニ", + "LAPACITOR_NAME_SUFFIX": "デンサー", + "ITEM_KEY_SPACEWORLD_3": "赤のエンジンキー", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "コズミックゾーンの中にあるエンジンルームのドアを開ける、ずっしりした鉄のカギ。", + "ITEM_KEY_WAREHOUSE": "倉庫のカギ", + "RUMOR_DLC_PIER_BOAT": "うちのお得意さんが、さっきおかしなモンを見たって言っとってな。なんでも、捨てられた手こぎボートが、ひとりでに動いて海岸まで来てたんやって。ほんまについさっきの話や。", + "RUMOR_DLC_PIER_BOAT_TITLE": "手こぎボート", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "ブライトサイドふとう倉庫のカギがかかった部屋のドアを開ける、古びてサビたカギ。", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "生きたカサ", + "QUEST_DLC_PIER_TITLE": "知られざるふとう", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "信じられないと思うけど、{location_0_phrase}で生きたカサを見たんだ! 天気になにかしてるみたいだったよ!", + "AMPHARE_LORE_2": "「バッテリー」という言葉は、発明家のベンジャミン・フランクリンによって18世紀に作られた。もとは軍事用語だったという。", + "SCARLETEETH_NAME": "ベニファング", + "LITTLERED_LORE_1": "まだ育ちきっていない子どもで、このまま礼儀正しく優しい性格にも、内なる獣に屈して狂暴な性格にもなる可能性を持っている。こんなに思いやりにあふれた生き物を、いったいなにが血に飢えた獣に変えてしまうのかはわかっていない。", + "DLC_POPUP_PIER_1": "DLC「知られざるふとう」をご購入いただき、\\nありがとうございます!\\n\\n三角の男に出会ったあとでクレマンスに話し\\nかけると、新たなストーリーとクエストを\\nプレイできるようになります!", + "BLUNDERBUSK_DESCRIPTION": "ボールの体で跳ねるピエロ", + "MAJORTOM_NAME_SUFFIX": "トム", + "MAJORTOM_LORE_1": "マイナトムが宇宙ロケットのボディをアップグレードしていくと、最終的にメジャトムに進化する。大きな燃料タンクにはパワフルな液体燃料がつまっており、それを使うことで低軌道へ自分を発射することで、やっと念願の夢だった宇宙旅行を達成することができるようになった。", + "MAJORTOM_NAME_PREFIX": "メジャ", + "SCARLETEETH_NAME_PREFIX": "ベニ", + "SCARLETEETH_NAME_SUFFIX": "ファング", + "BLUNDERBUSK_LORE_1": "手を銃のような形にかまえて指さすことで、指先から弾を発射できる。体には目がついていないうえ、いつも前後にゆれているのだが発射された弾はとても正確に的へ当たる。", + "AMPHARE_DESCRIPTION": "電池の形をした腕のないウサギ", + "LAPACITOR_NAME": "バニデンサー", + "HAUNTOME_DESCRIPTION": "宙に浮く大きな本", + "MINORTOM_NAME": "マイナトム", + "ROSEHOOD_NAME": "ロゼズキン", + "ROSEHOOD_NAME_PREFIX": "ロゼ", + "ROSEHOOD_LORE_1": "コベニズキンが獣の本能にのまれず、自分を保ったままで成長したすがた。つみたての花から作った花束を手に持ち、森を歩いているところを目撃されることが多い。", + "ROSEHOOD_NAME_SUFFIX": "ズキン", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "最後のやつはジョークだよ……[pause]ほんとだからね!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "なんか、ヘンなカンジだな。わたしたちを[wave amp=30 freq=10]はるかに超えた[/wave]存在が、わたしたち……人間って存在に[wave amp=30 freq=10]夢中になってる[/wave]\\nなんてさ。", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "あの[wave amp=30 freq=10]グウェン[/wave]って女といると、マジで首の後ろがゾワゾワしちゃうんだけど。わかるでしょ、言いたいこと。", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "[wave amp=30 freq=10]アイルランドの田舎から来た女の子[/wave]には理解しづらいことがいっぱいあるわけ。わかる?", + "AA_CLOWN_NAME": "グウィネヴィア", + "AA_CLOWN_SUBTITLE": "幻想の座長", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "どうけをよぶ", + "BATTLE_TITLE_PIER_MACHINE": "インフェルノエンジン", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "ひっくりかえす", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "ウィッチハウスの中にあるエンジンルームのドアを開ける、ずっしりした鉄のカギ。", + "ITEM_KEY_SPACEWORLD_1": "月のカギ", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "コズミックゾーンで見つけた、月がモチーフの銀のカギ。", + "ITEM_KEY_SPACEWORLD_2": "太陽のカギ", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "コズミックゾーンで見つけた、太陽がモチーフの金のカギ。", + "HAUNTOME_NAME": "オバブック", + "ONLINE_STATE_CONNECTED.m": "接続しました", + "ONLINE_BUTTON_INVITE_FRIENDS": "フレンドを招待する", + "ONLINE_SHOW_INVITE_CODE_COPIED": "クリップボードにコピーしました!", + "ONLINE_PLAYER_STATUS_OFFLINE": "オフライン", + "ONLINE_PLAYER_STATUS_0": "{location_name_phrase}を冒険中", + "ONLINE_REQUEST_RECEIVED.m": "{remote_player}から{action}リクエストが送られてきた!", + "NOTIFICATION_REQUEST": "リクエスト", + "ONLINE_STATE_DISCONNECTED": "現在はオフラインです", + "ONLINE_STATE_CONNECTING": "接続中……", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "LANセッション", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "{server}に接続中……", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "ホスト中(LANポート:{server_port})", + "ONLINE_STATE_CONNECTED.f": "接続しました", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "接続に失敗しました。アップデートが必要です。", + "ONLINE_BUTTON_LAN_CLIENT": "LANセッションに参加する", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "ON", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "ON + フューズパワー", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "ステッカーのコピー:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "OFF", + "BATTLE_NET_CLOSED_2_LOCAL.m": "あなたの通信が切断されたため、バトルは終了しました。", + "BATTLE_NET_CLOSED_2_REMOTE.f": "ほかのプレイヤーの通信が切断されたため、バトルは終了しました。", + "BATTLE_NET_CLOSED_1": "エラーが発生したため、バトルは終了しました。", + "BATTLE_NET_CLOSED_2_LOCAL.n": "あなたの通信が切断されたため、バトルは終了しました。", + "BATTLE_NET_CLOSED_2_REMOTE.n": "ほかのプレイヤーの通信が切断されたため、バトルは終了しました。", + "ONLINE_ERROR_CONNECTION_ERROR": "接続エラー({error})", + "ONLINE_NOTIFICATION_RAID_WON": "{player}と{other_player}が{boss}をたおしました", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player}が{other_player}とレイドに突入しました", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player}が{other_player}に勝ちました", + "ONLINE_NOTIFICATION_TRADED": "{player}と{other_player}がテープを交換しました", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player}と{other_player}が試練に参加しました", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "次に出会うフュージョンには、ブートレグがふくまれているかもしれません", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player}がぎしきのロウソクをともしました", + "ONLINE_BUTTON_FRIENDS_JOIN": "招待コードを入力する", + "CAPTAIN_CODEY_CM_CODEY6": "そら、コイツをひとつくれてやるよ。", + "CAPTAIN_CODEY_CM_CODEY8": "さてと、レンジャーの仕事に戻らないと。そのうち山を登って\\n僕に会いに来いよ、いいな?", + "ONLINE_PLAYER_GAMERCARD": "ゲーマーカードを表示", + "UPDATE_POPUP_MP_TITLE": "1.6 マルチプレイアップデート", + "UPDATE_POPUP_MP_2": "オンラインマルチプレイを始めるには、ポーズメニューで {control.ui_action_1} を押してください。\\n\\nフレンドリストのプレイヤーの招待と、他プラットフォーム用の招待コード作成ができます。", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player}はあなたを待っています……", + "UPDATE_POPUP_MP_1": "1.6 アップデートでは、オンラインマルチプレイが追加されます!\\n\\nオンラインでできること:\\n - 友達と最大8人の協力プレイ!\\n - 一緒に世界を冒険!\\n - バトルやテープ交換!\\n - はぐれフュージョンと戦う協力レイドバトル!", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "オンライン(招待限定)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "フレンドを検索中……", + "ONLINE_ERROR_VERSION_CHECK_LAN": "バージョンが合わないため、接続に失敗しました。", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player}が、あなたの{species1}のテープに対して{species2}のテープを交換に出してきた!", + "ONLINE_REQUEST_RECEIVED_TRADE2": "{remote_player}が交換を受け入れるのを待っています……", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player}が、あなたの{species1}のテープに対して{species2}のテープを交換に出してきた!", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "{remote_player}とは交換できません。", + "ONLINE_REQUEST_UI_TITLE": "{remote_player}から{action}リクエストが届いています", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player}が、あなたの{species1}のテープに対して{species2}のテープを交換に出してきた!", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、テープを交換できません。", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、テープを交換できません。", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "交換が成立すると、ゲームは自動でセーブされます。\\nよろしいですか?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player}は{action}リクエストを辞退した", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player}は{action}リクエストを辞退した", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "ほかのプレイヤーは取りこみ中です。数分後にやり直してください", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "ほかのプレイヤーは取りこみ中です。数分後にやり直してください", + "ONLINE_REQUEST_TRADE_PROMPT": "{remote_player}との交換に出すテープを選んでください。", + "UI_TAPE_COLLECTION_OFFER_TRADE": "{remote_player}との交換に出す", + "ONLINE_REQUEST_SENT_TRADE.m": "{remote_player}に向けて、{species1}のテープを交換に出した!", + "ONLINE_REQUEST_SENT_TRADE.n": "{remote_player}に向けて、{species1}のテープを交換に出した!", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "リクエストを受ける", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "リクエストを断る", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "リクエストを辞退する", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "交換に出す", + "ONLINE_REQUEST_SENT_TRADE.f": "{remote_player}に向けて、{species1}のテープを交換に出した!", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player}があなたに向けて、{species1}のテープを交換に出してきた!", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player}があなたに向けて、{species1}のテープを交換に出してきた!", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player}があなたに向けて、{species1}のテープを交換に出してきた!", + "ONLINE_BUTTON_LEAVE_SESSION": "セッションから離脱する", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "IPアドレスとポート番号を入力する", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "招待コードを確認する", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "エラーの", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "あなたの通信が切断された", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player}は{action}のリクエストを断った", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "あなたの通信が切断された", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "あなたは{remote_player}からの{action}リクエストを断った", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player}は{action}リクエストを辞退した", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "あなたの通信が切断された", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player}が{species}のテープをゲットしました", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player}がアビリティ「{ability}」をゲットしました", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player}が{type}タイプを持つ{species}のブートレグテープをゲットしました", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player}が{species}をテープに記録しました", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player}が{type}タイプを持つ{species}のブートレグをテープに記録しました", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player}が{partner}と友だちになりました", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player}が{partner}と友だちになりました", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player}が{boss}をたおしました", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "あなたは{action}リクエストを辞退した", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "あなたは{remote_player}からの{action}リクエストを断った", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "あなたは{action}リクエストを辞退した", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "あなたは{action}リクエストを辞退した", + "ONLINE_REQUEST_CLOSED_COMPLETE": "{action}が完了した", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "交換が成功した― {remote_player}からもらった{species2}のテープがボックスに送られた!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "交換が成功した― {remote_player}からもらった{species2}のテープがボックスに送られた!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "交換が成功した― {remote_player}からもらった{species2}のテープがボックスに送られた!", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "{remote_player}とはレイドへいっしょに突入できません。", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "レイドへ突入できるプレイヤーがいません。", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、レイドへいっしょに突入できません。", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、レイドへいっしょに突入できません。", + "ITEM_CYBER_MATERIAL_NAME": "サイバー素材", + "CAPTAIN_CODEY_CM_CODEY1": "やあ。どうやら、僕のターゲットがこっちに迷いこんだ\\nらしいな。センサーがすごい勢いで鳴りまくってるぞ。", + "BATTLE_RAID_DEFERRED_RECORDING": "レイドで勝つと、全員がこのテープをゲットできます。", + "ITEM_HACKING_GLOVE_NAME": "ハッキンググローブ", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player}がレイドリクエストを受けた!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "強いエネルギーをたくわえた、ネオンカラーの物質。バーチャルリアリティをテーマにした1980年代の映画から出てきたような見た目をしている。", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "{remote_player}が試練のリクエストを承諾しました!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "レトロなゲーム用のコントローラー。バトルの前に使うと、サイバー素材を利用してはぐれフュージョンのエレメントタイプを変えられる。", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "えっ?", + "NOTIFICATION_NETWORK": "ネットワーク", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "ほかのプレイヤーを待機中……", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "ほかのプレイヤーは取りこみ中です。数分後にやり直してください", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "ほかのプレイヤーを待機中……", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "ほかのプレイヤーを待機中……", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "{remote_player}と試練に挑戦しています。\\n列車から出ると試練を終了します。", + "ONLINE_SECTION_PLAYERS": "プレイヤー数({0}/{1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player}が{species1}のテープを{species2}にリマスターしました", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player}が{partner}と友だちになりました", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player}が{species1}のテープを{species2}にリマスターしました", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player}と{other_player}がバトル中です", + "ONLINE_NOTIFICATION_ROMANCED": "{player}が{partner}と恋人どうしになりました", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player}が{species1}のテープを{species2}にリマスターしました", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player}が{partner}ときずなを深めました", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player}が{station}を見つけました", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player}が図鑑にモンスターを{num}種類登録しました", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player}が掲示板のクエストを{num}件クリアしました", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player}がはぐれフュージョンを{num}体たおしました", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "{player_name}をさそう", + "ROGUE_FUSION_BATTLE_SOLO": "ひとりで戦う", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]このバトル中だけ、あなたのレベルは{max_level}まで下がります。[/center]", + "ROGUE_FUSION_RAID_REWARD": "ごほうび:{item} ×{item_amount}", + "ROGUE_FUSION_RAID_HACK_BUTTON": "ハックする!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "あなたと{remote_player}は負けてしまった……", + "ROGUE_FUSION_RAID_HACK_HINT": "サイバー素材を{amount}個使い、フュージョンのタイプを変える。", "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "Você e {remote_player} ganharam!", - "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Você fugiu da batalha...", - "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Conectando-se a {server}", - "ONLINE_STATE_CONNECTED.f": "Conectado", - "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "Online (para amizades)", - "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Procurando amizades...", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Sua oferta", - "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Se a troca acontecer, seu jogo será salvo automaticamente. Deseja prosseguir?", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "Você não pode trocar com {remote_player} porque os monstros do jogo dele têm tipos diferentes.", - "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "Oferta de {remote_player}", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "Você não pode trocar com {remote_player} porque os monstros do jogo dela têm tipos diferentes.", - "CAPTAIN_CODEY_CM_CODEY7": "Ah, isso sim é que é [shake rate=30 level=10]poder[/shake]! [pause]Isso daí vai pegar o Material Cibernético e deixar ele prontinho pra usar em fusões rebeldes. [wave amp=30 freq=10]Modéstia à parte[/wave], fui eu que criei.", - "CAPTAIN_CODEY_CM_CODEY6": "Ó, tome uma dessas belezinhas.", - "ONLINE_PLAYER_GAMERCARD": "Ver Gamercard", - "UPDATE_POPUP_MP_TITLE": "1.6 Atualização para o multijogador", - "UPDATE_POPUP_MP_2": "Para iniciar o multijogador online, acesse o menu de pausa e pressione {control.ui_action_1}.\\n\\nVocê pode enviar convites para os jogadores da sua lista de amigos ou criar códigos de convite para conectar-se a jogadores de outras plataformas.", - "UPDATE_POPUP_MP_1": "A atualização 1.6 adiciona o modo multijogador online! Quando estiver online, você pode:\\n\\n- Jogar com os amigos em grupos de até 8 pessoas!\\n- Explorar o mundo juntos!\\n- Lutar e trocar fitas uns com os outros!\\n- Participar de incursões contra Fusões Rebeldes!", - "CAPTAIN_CODEY_CM_CODEY8": "Hum, o papo tá bom, mas tenho que voltar pros meus deveres de vigilante. Da próxima vez que subir a montanha, dá uma passadinha aqui, viu?", - "BATTLE_NET_CLOSED_2_REMOTE.m": "A batalha foi finalizada porque a outra pessoa se desconectou.", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Adesivos Duplicados:", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Desabilitado", - "ONLINE_DISPLAY_NAME_ANON": "Anônimo", - "BATTLE_NET_CLOSED_1": "A batalha foi finalizada devido a um erro.", - "BATTLE_NET_CLOSED_2_LOCAL.n": "A batalha foi finalizada porque você se desconectou.", - "BATTLE_NET_CLOSED_2_REMOTE.n": "A batalha foi finalizada porque a outra pessoa se desconectou.", - "BATTLE_NET_CLOSED_2_REMOTE.f": "A batalha foi finalizada porque a outra pessoa se desconectou.", - "BATTLE_NET_CLOSED_2_LOCAL.m": "A batalha foi finalizada porque você se desconectou.", - "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Algumas funções de multijogador online podem não estar disponíveis.", - "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Alterações na configuração Multiplataforma serão aplicadas após o final da sua sessão online atual.", - "ONLINE_FRIENDS_PASSIVE_WARNING": "O modo \\\"Jogar com amizades\\\" pode, às vezes, conectar você com pessoas que [i]não são suas amizades[/i]. Amizades de amizades, assim como qualquer pessoa que tiver um código de convite, podem entrar no seu jogo.", - "ONLINE_CROSSPLAY_WARNING": "O código de convite que você inseriu é para uma sala multiplataforma, mas essa opção está desabilitada nas suas configurações. Deseja ignorar sua escolha anterior e continuar?", - "ONLINE_NOTIFICATION_DISCONNECTED": "Desconectou", - "ONLINE_REQUEST_SENT.f": "Você mandou uma solicitação de {action} para {remote_player}!", - "ONLINE_REQUEST_CLOSED_INCOMING.m": "A solicitação de {action} de {remote_player} falhou porque {reason}.", - "ONLINE_REQUEST_RECEIVED.f": "{remote_player} mandou uma solicitação de {action} para você!", - "ONLINE_REQUEST_RECEIVED.m": "{remote_player} mandou uma solicitação de {action} para você!", - "ONLINE_REQUEST_SENT.n": "Você mandou uma solicitação de {action} para {remote_player}!", - "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} ofereceu a fita de {species1} para troca com você!", - "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} ofereceu a fita de {species1} para troca com você!", - "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} quer trocar a fita de {species2} pela sua fita de {species1}.", - "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} quer trocar a fita de {species2} pela sua fita de {species1}.", - "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Aceitar solicitação", - "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} quer trocar a fita de {species2} pela sua fita de {species1}.", - "ONLINE_REQUEST_RECEIVED_TRADE2": "Esperando {remote_player} aceitar sua oferta...", - "ONLINE_BUTTON_FRIENDS_CREATE": "Iniciar sessão por convite", - "ONLINE_BUTTON_FRIENDS_JOIN": "Inserir código de convite", - "ONLINE_BUTTON_VIEW_FRIENDS": "Lista de amizades", - "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} jogando", - "CAPTAIN_CODEY_CM_INTRO_OPTION2": "Quem é você?", - "CAPTAIN_CODEY_ALREADY_MET1.f": "Nos encontramos de novo, {player}. Andou aprontando várias, né?", - "CAPTAIN_CODEY_CM_CODEY2": "Estou captando algumas [wave amp=30 freq=10]ondas cibernéticas[/wave] no meu leitor e acho que é por sua causa.", - "CAPTAIN_CODEY_ALREADY_MET1.m": "Nos encontramos de novo, {player}. Andou aprontando várias, né?", - "CAPTAIN_CODEY_ALREADY_MET1.n": "Nos encontramos de novo, {player}. Andou aprontando várias, né?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Ondas cibernéticas...?", - "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "Do que você tá falando?", - "CAPTAIN_CODEY_CM_CODEY4": "Tipo, ele é... conectado ao [wave amp=30 freq=10]espaço entre todos os nossos mundos[/wave] ou coisa assim, mas, pra falar a verdade, eu não ligo pra origem dele...", - "CAPTAIN_CODEY_CM_CODEY3": "Ondas cibernéticas, ué! [pause]Aquelas que vêm de [wave amp=30 freq=10]Material Cibernético[/wave]! [pause]É como eu chamo aquele negócio laranja e brilhante que você acabou de pegar.", - "CAPTAIN_CODEY_CM_CODEY5": "Só que essas fusões rebeldes parecem ser bem sensíveis a ele. Dá até pra transformar elas em embustes com esse negócio. É tipo um biohacking [shake rate=30 level=10]cósmico[/shake]!", - "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Jogando ({0})", - "ONLINE_SECTION_PLAYERS": "Jogando ({0}/{1})", - "UI_PAUSE_ONLINE_BTN_0": "Jogar online", - "ONLINE_STATE_CONNECTED.m": "Conectado", - "ONLINE_NOTIFICATION_CONNECTED_0.m": "Conectou!", - "ONLINE_NOTIFICATION_CONNECTED_0.f": "Conectou!", - "ONLINE_NOTIFICATION_CONNECTED_0.n": "Conectou!", - "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Hospedando uma sessão LAN na porta {server_port}", - "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Jogando com {remote_player} e mais {n} pessoa(s)", - "ONLINE_NOTIFICATION_CONNECTED_1": "Jogando com {remote_player}", - "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} adquiriu uma fita embuste de {species} do tipo {type}", - "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Online. Procurando amizades...", - "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} entrou na sua sessão", - "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} se desconectou", - "INFO_ONLINE_WITH_MODS1": "O modo multiplataforma online fica desabilitado se algum mod estiver instalado. Você não poderá entrar em sessões multiplataforma e quem estiver jogando no console não poderá entrar nas suas sessões.", - "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} aceitou seu desafio!", - "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} se desconectou", - "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} se desconectou", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "Você não pode entrar numa incursão com {remote_player} porque os monstros do jogo dela têm tipos diferentes.", - "ITEM_CYBER_MATERIAL_NAME": "Material Cibernético", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "Você não pode entrar numa incursão com {remote_player} porque os monstros do jogo delu têm tipos diferentes.", - "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "Você não pode entrar numa incursão com {remote_player} porque os monstros do jogo dele têm tipos diferentes.", - "BATTLE_RAID_DEFERRED_RECORDING": "A dupla receberá esta fita se ganhar a incursão.", - "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "A outra pessoa está indisponível.", - "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "Você não pode entrar numa incursão com {remote_player}.", - "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} aceitou sua solicitação de incursão!", - "ITEM_HACKING_GLOVE_NAME": "Luva de Hacker", - "ITEM_CYBER_MATERIAL_DESCRIPTION": "Um material fluorescente e carregado que parece até ter vindo de um filme de realidade virtual dos anos 80.", - "CAPTAIN_CODEY_CM_CODEY1": "Olha só, parece que meu [wave amp=30 freq=10]alvo[/wave] acabou de entrar. Meus sensores estão apitando que nem [wave amp=30 freq=10]doidos[/wave].", - "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Hã?", - "ITEM_HACKING_GLOVE_DESCRIPTION": "Um controle de videogame retrô que permite o uso de Material Cibernético para alterar os tipos elementais de Fusões Rebeldes antes da batalha.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Fixado(s) em {0}", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Atributos dos Adesivos:", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Inalterados", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Habilitados", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Desabilitada", - "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Desabilitados", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusão", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Habilitada", - "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Habilitada + Superfusão", - "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Habilitado", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Aguardando a outra pessoa...", - "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "Essa pessoa está ocupada. Tente mais tarde.", - "UI_TAPE_COLLECTION_OFFER_TRADE": "Oferecer a {remote_player}", - "ONLINE_REQUEST_TRADE_PROMPT": "Escolha uma fita para oferecer a {remote_player}.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "Essa pessoa está ocupada. Tente mais tarde.", - "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "Essa pessoa está ocupada. Tente mais tarde.", - "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "Você não pode trocar com {remote_player} porque os monstros do jogo delu têm tipos diferentes.", - "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Níveis:", - "ONLINE_REQUEST_UI_BATTLE_RULES": "Regras da Batalha", - "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "Você não pode trocar com {remote_player}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "Você ganhou de {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Você recusou a solicitação de {action} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Você retirou sua solicitação de {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Você retirou sua solicitação de {action}.", - "ONLINE_REQUEST_CLOSED_COMPLETE": "A solicitação de {action} foi concluída.", - "ONLINE_BUTTON_FRIENDS_PASSIVE": "Jogar com amizades", - "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Sessão LAN", - "NOTIFICATION_REQUEST": "Solicitação", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "você se desconectou", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} se desconectou", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} se desconectou", - "ONLINE_REQUEST_CLOSED_INCOMING.f": "A solicitação de {action} de {remote_player} falhou porque {reason}.", - "ONLINE_REQUEST_CLOSED_INCOMING.n": "A solicitação de {action} de {remote_player} falhou porque {reason}.", - "ONLINE_REQUEST_UI_TITLE": "Solicitação de {action} com {remote_player}", - "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Insira o código de convite", - "ONLINE_ERROR_CONNECTION_FAILED": "Falha na conexão.", - "ONLINE_ERROR_CONNECTION_ERROR": "Erro de conexão ({error}).", - "ONLINE_BUTTON_INVITE_FRIENDS": "Convidar amizades", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "Troca realizada. A fita de {species2} de {remote_player} já está em sua coleção!", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "Troca realizada. A fita de {species2} de {remote_player} já está em sua coleção!", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Você fugiu de {remote_player}...", - "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "Você sofreu uma derrota de {remote_player}...", - "ONLINE_ALREADY_REQUESTING.n": "Você já mandou uma outra solicitação para essa pessoa.", - "ONLINE_REQUEST_ACTION_battle": "Batalha", - "ONLINE_REQUEST_ACTION_raid": "Incursão", - "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Sua solicitação de {action} falhou porque {reason}.", - "ONLINE_REQUEST_RECEIVED.n": "{remote_player} mandou uma solicitação de {action} para você!", - "ONLINE_REQUEST_SENT.m": "Você mandou uma solicitação de {action} para {remote_player}!", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Você retirou sua solicitação de {action}.", - "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "Troca realizada. A fita de {species2} de {remote_player} já está em sua coleção!", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Aguardando a outra pessoa...", - "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Aguardando a outra pessoa...", - "ONLINE_ERROR_INVALID_INVITE": "A conexão falhou porque o convite é inválido.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "você se desconectou", - "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} desistiu da solicitação de {action}.", - "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Você recusou a solicitação de {action} de {remote_player}.", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "você se desconectou", - "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} se desconectou", - "ONLINE_REQUEST_CLOSED_REASON_ERROR": "houve um erro", - "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "Online (entrou)", - "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} jogando", - "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Sua solicitação de {action} falhou porque {reason}.", - "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Sua solicitação de {action} falhou porque {reason}.", - "ONLINE_STATE_LAN_SERVER_CONNECTING": "Configurando...", - "ONLINE_BUTTON_FRIENDS_INVITE": "Aceitar convite de {name}", - "ONLINE_BUTTON_DISCONNECT": "Desconectar", - "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Porta", - "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Servidor desconectado.", - "ONLINE_STATE_CONNECTED.n": "Conectado", - "ACHIEVEMENT_DESC_obtain_candevil": "Obtenha Docemônio.", - "ACHIEVEMENT_NAME_obtain_bansheep": "Contando Carneirinhos", - "ACHIEVEMENT_DESC_obtain_bansheep": "Obtenha Espiricordeiro.", - "ACHIEVEMENT_NAME_partner_viola": "Viola", - "ACHIEVEMENT_DESC_partner_viola": "Desbloqueie Viola.", - "ACHIEVEMENT_NAME_remaster": "Remasterização", - "ACHIEVEMENT_DESC_aa_helia": "Domine a essência da fusão.", - "ACHIEVEMENT_NAME_met_npc_magikrab": "Atendente da Estação", - "ACHIEVEMENT_DESC_met_npc_magikrab": "Encontre aquelu que atende fielmente as estações.", - "ACHIEVEMENT_NAME_met_npc_amber": "Bem Longe de Casa", - "ACHIEVEMENT_DESC_met_npc_amber": "Encontre ajuda num lugar distante.", - "ACHIEVEMENT_NAME_met_npc_merline": "Aquelu que Reside Abaixo", - "ACHIEVEMENT_DESC_met_npc_merline": "Fique cara a cara com um ser sem rosto.", - "ACHIEVEMENT_DESC_traveling_merchant": "Encontre o Comerciante Itinerante.", - "ACHIEVEMENT_NAME_traveling_merchant": "Meu Amor Não se Compra", - "ACHIEVEMENT_DESC_obtain_rare_sticker": "Obtenha um adesivo raro.", - "ACHIEVEMENT_NAME_ability_glide": "Expanda Seus Horizontes", - "ACHIEVEMENT_DESC_ability_glide": "Obtenha a habilidade Planar da Mariposa.", - "ACHIEVEMENT_DESC_ability_dash": "Obtenha a habilidade Impulso de Balazita.", - "ACHIEVEMENT_NAME_ability_dash": "Impulso de Balazita", - "ACHIEVEMENT_NAME_ability_magnetism": "Eletricidade", - "ACHIEVEMENT_DESC_ability_magnetism": "Obtenha a habilidade Eletromagnetismo.", - "ACHIEVEMENT_NAME_ability_swim": "Aulas de Natação", - "ACHIEVEMENT_NAME_ability_climb": "A Bola da Vez", - "ACHIEVEMENT_DESC_ability_swim": "Obtenha a habilidade Nado da Nadafoca.", - "ACHIEVEMENT_DESC_gambit_win": "Ganhe uma batalha enquanto o efeito Aposta estiver ativo.", - "ACHIEVEMENT_DESC_ability_climb": "Obtenha a habilidade Bola de Videira da Abóbora.", - "ACHIEVEMENT_NAME_ability_flight": "Levantando Voo", - "ACHIEVEMENT_DESC_ability_flight": "Obtenha a habilidade Voo de Averevoir.", - "ACHIEVEMENT_DESC_ability_fusion_radar": "Obtenha o Radar de Fusões.", - "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusões no Radar", - "ACHIEVEMENT_NAME_intermission": "Não Era Isso que Eu Queria", - "ACHIEVEMENT_DESC_intermission": "Chegue a um lugar bem distante.", - "ACHIEVEMENT_DESC_ending": "Abra uma porta dada como perdida há muitos anos.", - "ACHIEVEMENT_NAME_ending": "De Volta ao Mundo Real", - "ACHIEVEMENT_NAME_preemptive_win": "Acabou Antes Mesmo de Começar", - "ACHIEVEMENT_DESC_preemptive_win": "Ganhe uma batalha antes de ela começar.", - "ACHIEVEMENT_DESC_ghostly_win": "Ganhe uma batalha enquanto estiver espectral.", - "ACHIEVEMENT_NAME_ghostly_win": "A Morte não Terá Domínio", - "ACHIEVEMENT_NAME_gambit_win": "O Dobro ou Nada", - "ACHIEVEMENT_DESC_reopened_stations_final": "Solucione a charada da música de Morgana.", - "ACHIEVEMENT_NAME_aa_morgante": "Rebelião", - "ACHIEVEMENT_DESC_aa_aleph_null": "Desafie todas as probabilidades num lugar entre mundos.", - "ACHIEVEMENT_NAME_aa_aleph_null": "Flecha do Tempo", - "ACHIEVEMENT_DESC_aa_morgante": "Derrote uma força ancestral em sua forma mais poderosa.", - "ACHIEVEMENT_NAME_aa_lamento_mori": "Anjo da Morte", - "ACHIEVEMENT_DESC_aa_lamento_mori": "Derrote Lamento Mori.", - "ACHIEVEMENT_DESC_kuneko_altars_3": "Encontre Kuneko em 3 altares.", - "ACHIEVEMENT_NAME_kuneko_altars_4": "Bem-Me-Quer, Mal-Me-Quer, parte V", - "ACHIEVEMENT_NAME_quest_viola1": "Tempestade", - "ACHIEVEMENT_DESC_quest_felix_complete": "Conclua a missão de Félix.", - "ACHIEVEMENT_DESC_quest_meredith1": "Leve Meredith ao shopping.", - "ACHIEVEMENT_DESC_quest_viola1": "Leve Viola ao naufrágio.", - "ACHIEVEMENT_NAME_quest_meredith_complete": "Tudo Que Eu Precisava", - "ACHIEVEMENT_DESC_quest_meredith_complete": "Conclua a missão de Meredith.", - "ACHIEVEMENT_NAME_quest_felix_complete": "Bem-Me-Quer, Mal-Me-Quer, parte VI", - "ACHIEVEMENT_NAME_quest_dog_complete": "Volte e Fique", - "ACHIEVEMENT_DESC_quest_dog_complete": "Conclua a missão de Doguinho.", - "ACHIEVEMENT_DESC_quest_viola_complete": "Conclua a missão de Viola.", - "ACHIEVEMENT_NAME_quest_viola_complete": "Todo Mundo Está à Procura de Algo", - "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Uma Serenata Para Você", - "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Obtenha 5 corações com Kayleigh.", - "ACHIEVEMENT_NAME_aa_cube": "Sólido Neoplatônico", - "ACHIEVEMENT_DESC_aa_cube": "Derrote Hexaerebos.", - "ACHIEVEMENT_NAME_aa_alice": "Filha do Ego", - "ACHIEVEMENT_DESC_aa_alice": "Derrote Alice.", - "ACHIEVEMENT_NAME_aa_puppet": "Mestre das Marionetes", - "ACHIEVEMENT_DESC_aa_puppet": "Derrote Marionex.", - "ACHIEVEMENT_NAME_aa_tower": "Torre da Ignorância", - "ACHIEVEMENT_DESC_aa_tower": "Derrote Babelite.", - "ACHIEVEMENT_NAME_song_parts_8": "Terra da Confusão", - "ACHIEVEMENT_NAME_aa_helia": "Lá Vem o Sol", - "ACHIEVEMENT_DESC_song_parts_8": "Complete a música de Morgana.", - "ACHIEVEMENT_DESC_offices_cleared_5": "Acabe com 5 escritórios de Corretor.", - "ACHIEVEMENT_DESC_quest_felix1": "Encontre Kuneko.", - "ACHIEVEMENT_NAME_quest_felix1": "Bem-Me-Quer, Mal-Me-Quer parte I", - "ACHIEVEMENT_NAME_kuneko_altars_1": "Bem-Me-Quer, Mal-Me-Quer, parte II", - "FOLKLORD_NAME": "Folclorde", - "MACABRA_DESCRIPTION": "uma criatura cheia de dentes pousada numa caveira", - "FOLKLORD_NAME_PREFIX": "Folc", - "FOLKLORD_LORE_1": "Folclordes são, antes de tudo, Macabras no estágio adulto. Uma caveira semelhante a que elu costumava usar como poleiro agora envolve sua cabeça, e seus braços e seu tronco são tão densos devido aos músculos que elu não consegue ficar em pé por muito tempo.", - "FOLKLORD_NAME_SUFFIX": "lorde", - "FOLKLORD_DESCRIPTION": "uma criatura gigante com cabeça de caveira", - "FOLKLORD_LORE_2": "Na América do Norte, há vários criptídeos, ou criaturas não identificadas, que são descritas como humanoides gigantes que vivem em florestas. Nesse grupo, estão incluídos os simiescos Pé-grande e Sasquatch.", - "SQUIREY_NAME": "Escuvigori", - "SQUIREY_NAME_PREFIX": "Escu", - "SQUIREY_LORE_1": "Escuvigoris são uma espécie vista com frequência perambulando pelas planícies de Nova Murta procurando oponentes para batalhar. Apesar de fofinhas, essas bestas são guerreiras dedicadas e motivadas pelo desejo inato de aperfeiçoar suas habilidades.", - "SQUIREY_NAME_SUFFIX": "vigori", - "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "No calor da batalha, o que é mais importante para você?", - "SQUIREY_LORE_2": "Um escudeiro era, na Idade Média, um aprendiz de cavaleiro. Ele exercia várias funções para o cavaleiro — carregar as armas dele, por exemplo —, mas podia se tornar um se provasse ser digno.", - "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "Honra", - "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "Vitória", - "PALANGOLIN_NAME": "Palangolin", - "SQUIREY_DESCRIPTION": "um pangolin de lança", - "PALANGOLIN_NAME_PREFIX": "Palan", - "PALANGOLIN_LORE_1": "Palangolins são Escuvigoris crescides que se mantiveram fiéis aos seus princípios e se tornaram cavaleires honrades. Essa espécie empunha alabadas douradas e chamativas para defender seus aliados no calor da batalha.", - "PALANGOLIN_NAME_SUFFIX": "golin", - "PALANGOLIN_LORE_2": "Na Europa da Idade Média, o título de cavaleiro era concedido a indivíduos que prestaram serviços relevantes ao país. A popularidade dos romances arturianos influenciou a representação dos cavaleiros, que agora são constantemente associados ao cavalheirismo e ao heroísmo.", - "MANISPEAR_NAME": "Manilança", - "PALANGOLIN_DESCRIPTION": "um cavaleiro de alabarda", - "MANISPEAR_NAME_PREFIX": "Mani", - "MANISPEAR_NAME_SUFFIX": "lança", - "MANISPEAR_LORE_2": "O \\\"cavaleiro negro\\\" é um arquétipo muito comum em obras de ficção. Ele é normalmente apresentado como um cavaleiro mascarado que se desviou do bom caminho, além de servir como um vilão a ser derrotado pelo protagonista da história.", - "MANISPEAR_LORE_1": "Se ume Escuvigori ceder aos seus impulsos mais sombrios durante o treinamento, elu se tornará ume Manilança. Com o rosto escondido sob um elmo preto, Manilanças não têm limites ou autocontrole na hora de lutar.", - "MUSKRATEER_NAME": "Mosquerrato", - "MANISPEAR_DESCRIPTION": "um cavaleiro de armadura preta com uma lança imensa", - "MUSKRATEER_NAME_PREFIX": "Mosquer", - "MUSKRATEER_NAME_SUFFIX": "rato", - "ITEM_TAPE_BLACK_SHUCK_NAME": "Fita do Terror Negro", - "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Uma misteriosa fita preta deixada pelo Terror Negro.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Atinge um alvo e concede o efeito {status_effect} ao alvo.", - "ITEM_TAPE_BEAST_NAME": "Fita de Pelo Sintético", - "ITEM_TAPE_FIRE_DESCRIPTION": "O rótulo diz que é seguro colocá-la numa torradeira. Essa fita promocional peculiar era distribuída com vários tipos de massas folhadas antes das inevitáveis queimaduras nas mãos e incêndios causarem uma série de reclamações. O lado positivo é que ela tem uma taxa de eficiência muito alta ao gravar monstros do tipo Fogo.", - "ITEM_TAPE_FIRE_NAME": "Fita de Torrada", - "ITEM_TAPE_PLASTIC_DESCRIPTION": "Aparentemente, ela é feita de um \\\"plástico 100% reciclado\\\". Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Plástico.", - "ITEM_TAPE_PLANT_NAME": "Fita de Casca de Árvore", - "ITEM_TAPE_PLANT_DESCRIPTION": "Uma fita com um envoltório feito de cascas de árvore legítimas. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Planta.", - "ITEM_TAPE_PLASTIC_NAME": "Fita Reciclada", - "ITEM_TAPE_WATER_NAME": "Fita Alagada", - "ITEM_TAPE_WATER_DESCRIPTION": "Um fita feita de um plástico transparente selado e preenchido com água. Enquanto não estiver usando, você pode usar os dois botões laterais para se distrair com um joguinho. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Água.", - "ITEM_TAPE_POISON_NAME": "Fita de Pele de Cobra", - "ITEM_TAPE_ASTRAL_NAME": "Fita Etérea", - "ITEM_TAPE_ASTRAL_DESCRIPTION": "Uma fita imaterial que tem o costume chato de atravessar objetos. Em sua superfície, é possível ver pontinhos de luz que se assemelham a estrelas distantes. Tem um taxa de eficiência muito alta ao gravar monstros do tipo Astral.", - "ITEM_TAPE_POISON_DESCRIPTION": "Uma fita estilosa feita de pele de cobra falsa. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Veneno.", - "ITEM_TAPE_ICE_NAME": "Fita de Gelo-9", - "ITEM_TAPE_LIGHTNING_NAME": "Fita Supercondutora", - "ITEM_TAPE_ICE_DESCRIPTION": "Uma fita cujo material é um gelo que nunca derrete. O rótulo aconselha o usuário a mantê-la fora d'água. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Gelo.", - "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Uma fita com um rótulo que diz: \\\"Contém Condensado de Bose-Einstein!\\\". Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Raio.", - "ITEM_TAPE_AIR_NAME": "Fita em Spray", - "ITEM_TAPE_EARTH_NAME": "Fita de Cerâmica", - "ITEM_TAPE_AIR_DESCRIPTION": "Uma fita com uma taxa de eficiência muito alta ao gravar monstros do tipo Ar. Em último caso, pode ser usada como laquê.", - "ITEM_TAPE_METAL_NAME": "Fita de Ferrocromo", - "ITEM_TAPE_METAL_DESCRIPTION": "Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Metal.", - "ITEM_TAPE_EARTH_DESCRIPTION": "Uma fita com uma casca dura de cerâmica. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Terra.", - "ITEM_TAPE_USE_ON.m": "Gravar {0}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "あなたと{remote_player}は勝った!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "あなたと{remote_player}は試練を終了しました", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "あなたは、バトルからにげだした……", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "あなたと{remote_player}は敗北しました……", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、レイドへいっしょに突入できません。", + "ONLINE_SECTION_CONTROL": "マルチプレイメニュー", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "プレイヤー数({0})", + "ONLINE_ERROR_INVALID_INVITE": "接続に失敗しました。無効な招待です。", + "ONLINE_HUD_PLAYER_COUNT": "プレイヤー数:{0}/{1}", + "ONLINE_BUTTON_FRIENDS_CREATE": "招待限定セッションをはじめる", + "BATTLE_NET_CLOSED_2_REMOTE.m": "ほかのプレイヤーの通信が切断されたため、バトルは終了しました。", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name}(あなた)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "あなたの通信が切断されたため、バトルは終了しました。", + "ONLINE_DISPLAY_NAME_ANON": "みしらぬ人", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "ロビーのクロスプレイ設定がオフです。ほかのゲーム機からプレイしているプレイヤーは、このコードからは参加できません。", + "ONLINE_INVITE_MESSAGE": "Cassette Beastsであそぼうよ!", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title}(アクティブ)", + "ONLINE_REQUEST_LIST_BUTTON": "{title}リクエスト", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "{action}リクエストは{reason}ため失敗しました。", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "{action}リクエストは{reason}ため失敗しました。", + "OFFLINE_REMATCH_NPC1.v3": "近くをとおりかかったから、きみのゲームをちょっとのぞきに\\nきたんだ。いまのうちに、またバトルするのはどう?", + "OFFLINE_REMATCH_NPC1.v1": "ねえ! いまはおたがいオンラインじゃないけどさ、\\nもう1回バトルしてみない?", + "OFFLINE_REMATCH_NPC1_YES": "いいよ!", + "OFFLINE_REMATCH_NPC1_NO": "いまはいいや。", + "OFFLINE_REMATCH_NPC1.v2.m": "前のバトルじゃ満足できなくてさ。リベンジマッチしない?", + "OFFLINE_REMATCH_NPC1.v2.n": "前のバトルじゃ満足できなくてさ。リベンジマッチしない?", + "OFFLINE_REMATCH_NPC1.v2.f": "前のバトルじゃ満足できなくてさ。リベンジマッチしない?", + "OFFLINE_GIFTER_NPC1.v2": "このあいだのマルチプレイを思い出してたんだ。そのうち、またいっしょにプレイしようよ!", + "OFFLINE_GIFTER_NPC1.v1": "おたがい、いまはオンラインじゃないけど、これをわたして\\nおきたくてさ!", + "OFFLINE_GIFTER_NPC1.v3": "ねえ! 近くをとおりかかったから、きみのゲームをちょっと\\nのぞきにきたんだ。これ見つけたから、きみにあげるね!", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "設定中……", + "ONLINE_REQUEST_SENT.m": "{remote_player}に{action}リクエストを送った!", + "ONLINE_REQUEST_RECEIVED.f": "{remote_player}から{action}リクエストが送られてきた!", + "ONLINE_REQUEST_RECEIVED.n": "{remote_player}から{action}リクエストが送られてきた!", + "ONLINE_REQUEST_SENT.n": "{remote_player}に{action}リクエストを送った!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "オンライン(フレンドとプレイ)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "オンラインプレイでフレンドを検索中……", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player}がセッションに参加しました", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player}の通信が切断されました", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player}の通信が切断されました", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player}の通信が切断されました", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player}が挑戦を受けました!", + "BATTLE_FLEE_ONLINE_CONFIRM": "降参しますか?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "あなたはだれ?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "また会ったな、{player}。見たところ、忙しいみたいじゃ\\nないか。", + "CAPTAIN_CODEY_CM_CODEY2": "スキャナーでちょっとしたサイバー波を検知したもんでね。\\n僕が思うに、こいつの原因はキミだ。", + "CAPTAIN_CODEY_ALREADY_MET1.m": "また会ったな、{player}。見たところ、忙しいみたいじゃ\\nないか。", + "CAPTAIN_CODEY_ALREADY_MET1.n": "また会ったな、{player}。見たところ、忙しいみたいじゃ\\nないか。", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "サイバー波……?", + "CAPTAIN_CODEY_CM_CODEY4": "サイバー素材はいわば、[wave amp=30 freq=10]僕らの世界のありとあらゆる空間[/wave]と\\nつながってるような物質なんだ。どこから来たのかはさっぱり\\nわからないがね……", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "なんの話をしてるの?", + "CAPTAIN_CODEY_CM_CODEY3": "サイバー波だよ! わかるだろ、サイバー素材から出るアレさ!\\nネオンオレンジに光ってるヤツをそう呼んでるんだ。キミは\\n最近、そいつをひろってるはずだぞ。", + "CAPTAIN_CODEY_CM_CODEY5": "とにかく、はぐれフュージョンはサイバー素材にはげしく\\n反応するのさ……うまく使えば、ブートレグに変えてやれる。\\n[shake rate=30 level=10]宇宙レベル[/shake]のバイオハッキングってわけだ!", + "CAPTAIN_CODEY_CM_CODEY7": "これでキミも[shake rate=30 level=10]パワー[/shake]を手に入れたわけだ! [pause]このアイテムが\\nあれば、サイバー素材を制御してはぐれフュージョンに向けて\\n使えるのさ。[wave amp=30 freq=10]自慢じゃない[/wave]けど、コイツは僕の発明品でね。", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "サーバーから切断されました。", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "クロスプレイの設定変更は、現在のオンラインセッションが終わってから反映されます。", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "一部のオンラインマルチプレイ機能が使えません", + "ONLINE_CROSSPLAY_WARNING": "入力した招待コードはクロスプレイ用のロビーですが、あなたの設定ではクロスプレイがオフになっています。設定をオンにして続けますか?", + "INFO_ONLINE_WITH_MODS2": "互換性のないModsをインストールしているプレイヤーとはプレイできません。接続が失敗するか、セッションにだれも来ない場合は、それぞれがインストールしているModsに互換性があるか確認してください。", + "ONLINE_FRIENDS_PASSIVE_WARNING": "「フレンドとプレイ」モードでは[b]フレンドではないプレイヤー[/b]と出会うことがあります。フレンドのフレンドなど、招待コードを持つプレイヤーなら、だれでもあなたのゲームに参加できます。このまま続けますか?", + "ONLINE_STATE_CONNECTED.n": "接続しました", + "ONLINE_BUTTON_FRIENDS_INVITE": "{name}の招待を受ける", + "ONLINE_BUTTON_DISCONNECT": "通信を切断する", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IPアドレス:ポート番号", + "ONLINE_REQUEST_ACTION_battle": "バトル", + "ONLINE_REQUEST_ACTION_trade": "交換", + "ONLINE_ALREADY_REQUESTING.n": "このプレイヤーにはすでに別のリクエストを送信しています。", + "ONLINE_ERROR_MATCH_FULL": "セッションがもう満員のため、接続に失敗しました。", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "違うバージョンのゲームでプレイしているプレイヤーがいるため、セッションに参加できません。", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "{remote_player}に降参した……", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player}に負けてしまった……", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "{remote_player}に勝った!", + "ONLINE_BUTTON_LAN_SERVER": "LANセッションをホストする", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "フレンドとプレイ", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "あなたは{remote_player}からの{action}リクエストを断った", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player}は{action}のリクエストを断った", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player}は{action}のリクエストを断った", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "招待コードを入力する", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "{remote_player}の{action}リクエストは{reason}ため失敗しました。", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "{remote_player}の{action}リクエストは{reason}ため失敗しました。", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "入力されたIPアドレス、ホストネーム、ポート番号のうち、\\nどれかが無効です。", + "ONLINE_ERROR_CONNECTION_FAILED": "接続に失敗しました。", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "プレイヤー数:{0}", + "ONLINE_BUTTON_VIEW_FRIENDS": "フレンドリスト", + "UI_PAUSE_ONLINE_BTN_0": "オンラインプレイ", + "ONLINE_ALREADY_REQUESTING.f": "このプレイヤーにはすでに別のリクエストを送信しています。", + "UI_PAUSE_ONLINE_BTN_1": "オンラインステータス", + "ONLINE_REQUEST_ACTION_raid": "レイド", + "ONLINE_ALREADY_REQUESTING.m": "このプレイヤーにはすでに別のリクエストを送信しています。", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "{action}リクエストは{reason}ため失敗しました。", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player}の通信が切断された", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player}の通信が切断された", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player}の通信が切断された", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "{remote_player}の{action}リクエストは{reason}ため失敗しました。", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "オンライン(参加中)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "レベル:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "レベル調整:{0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "ステッカー特性:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "調整なし", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "ON", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "OFF", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "OFF", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "ON", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "フュージョン", + "ONLINE_NOTIFICATION_DISCONNECTED": "通信が切断されました", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "接続しました!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "接続しました!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "接続しました!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "注意:Modをインストールしている場合はオンラインクロスプレイがオフになるため、このセーブファイルは永久にほかのゲーム機とクロスプレイできません。", + "ONLINE_NOTIFICATION_CONNECTED_1": "{remote_player}といっしょにプレイ中", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "ポート:{server_port}でホスト中", + "INFO_ONLINE_WITH_MODS1": "Modsをインストールしている場合、オンラインクロスプレイはオフになります。クロスプレイセッションに参加できなくなるほか、ほかのゲーム機で遊ぶプレイヤーがあなたのセッションに参加できなくなります。", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "マルチプレイセッションで使うファイルを選んでください", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player}がバトルに負けました", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player}がバトルに負けました", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player}がバトルに負けました", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "出したテープを確認する", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "{remote_player}の出したテープを確認する", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "交換を受け入れる", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "あなたの出したテープ", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "{remote_player}はモンスターのタイプが変わるモードでプレイしているため、テープを交換できません。", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "{remote_player}の出したテープ", + "ONLINE_REQUEST_UI_BATTLE_RULES": "バトルのルール", + "ONLINE_PLAYER_STATUS_1.n": "{location_name_phrase}で取りこみ中", + "ONLINE_PLAYER_STATUS_1.m": "{location_name_phrase}で取りこみ中", + "ONLINE_PLAYER_STATUS_1.f": "{location_name_phrase}で取りこみ中", + "ONLINE_PLAYER_STATUS_2": "{location_name_phrase}でバトル中", + "ONLINE_PLAYER_MENU_MAP": "マップでみる", + "ONLINE_PLAYER_MENU_TRADE": "交換をリクエスト", + "ONLINE_PLAYER_LOCATION": "{player_name}、{location_name_phrase}", + "ONLINE_PLAYER_MENU_BATTLE": "バトルをリクエスト", + "UI_SETTINGS_NETWORK": "オンラインプレイ", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "OFF", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "ON", + "UI_SETTINGS_NETWORK_CROSSPLAY": "クロスプレイ", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "{remote_player}ほか、{n}人のプレイヤーたちとプレイ中", + "ONLINE_REQUEST_ACTION_gauntlet": "試練", + "ONLINE_REQUEST_SENT.f": "{remote_player}に{action}リクエストを送った!", + "ACHIEVEMENT_NAME_tutorial": "わたしたちが暮らす世界", + "ACHIEVEMENT_DESC_partner_kayleigh": "ケイリーと友だちになる。", + "ACHIEVEMENT_NAME_rogue_fusion": "ツギハギパーツ", + "ACHIEVEMENT_NAME_swarm_fusion": "モンスター・ダンス", + "ACHIEVEMENT_DESC_rogue_fusion": "はぐれフュージョンをたおす。", + "ACHIEVEMENT_DESC_swarm_fusion": "群れバトルに勝つ。", + "ACHIEVEMENT_DESC_unstable_fusion": "不安定なフュージョンをたおす。", + "ACHIEVEMENT_NAME_unstable_fusion": "真夜中にエサをあげちゃダメ", + "ACHIEVEMENT_NAME_orb_fusion": "あれは月ではない", + "ACHIEVEMENT_DESC_orb_fusion": "オーブ・フュージョンをたおす。", + "ACHIEVEMENT_NAME_rogue_fusion_5": "はぐれもの狩り", + "ACHIEVEMENT_DESC_rogue_fusion_5": "はぐれフュージョンを5体たおす。", + "ACHIEVEMENT_NAME_rogue_fusion_10": "はぐれもの集団", + "ACHIEVEMENT_NAME_captain_judas": "用意周到", + "ACHIEVEMENT_DESC_captain_judas": "キャプテン・ユダをたおす。", + "ACHIEVEMENT_NAME_captain_cleeo": "勝者にすべてを", + "ACHIEVEMENT_NAME_captain_lodestein": "シビれる衝撃", + "ACHIEVEMENT_DESC_captain_lodestein": "キャプテン・ロードスタインをたおす。", + "ACHIEVEMENT_NAME_captain_dreadful": "あの世を越えて", + "ACHIEVEMENT_DESC_captain_dreadful": "キャプテン・ペニー=ドレッドフルをたおす。", + "ACHIEVEMENT_NAME_captain_gladiola": "死線を渡る刃", + "ACHIEVEMENT_NAME_kuneko_altars_4": "アタシがほしくないニャンて:その5", + "ACHIEVEMENT_DESC_kuneko_altars_4": "4つのアルターでクナイニャンと出会う。", + "ACHIEVEMENT_NAME_quest_viola1": "テンペスト", + "ACHIEVEMENT_NAME_defeat_ianthe": "テイク・ミー・オン:その2", + "ACHIEVEMENT_DESC_defeat_ianthe": "イアンシーをたおしてレンジャーのキャプテンになる。", + "ACHIEVEMENT_NAME_quest_overtime": "やり残した仕事", + "ACHIEVEMENT_DESC_quest_overtime": "ハーバータウンの看板のデザインを決める。", + "ACHIEVEMENT_NAME_quest_sunny": "それってどんな感じなの", + "ACHIEVEMENT_DESC_quest_sunny": "サニーが人生をやりなおすのを手伝う。", + "ACHIEVEMENT_NAME_quest_hoylake": "モンスターハント", + "ACHIEVEMENT_DESC_quest_hoylake": "ホイレイクの研究を手伝う。", + "ACHIEVEMENT_DESC_defeat_ghost": "ゴーストをたおす。", + "ACHIEVEMENT_NAME_defeat_ghost": "ゴーストバスター", + "ACHIEVEMENT_DESC_bootleg_astral": "アストラルタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_ice": "いてつくブートレグ", + "ACHIEVEMENT_DESC_bootleg_ice": "こおりタイプのブートレグをゲットする。", + "ACHIEVEMENT_DESC_bootleg_lightning": "でんきタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_lightning": "ショッキングなブートレグ", + "ACHIEVEMENT_NAME_bootleg_air": "ふきすさぶブートレグ", + "ACHIEVEMENT_DESC_bootleg_air": "くうきタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_earth": "ロックなブートレグ", + "ACHIEVEMENT_DESC_bootleg_earth": "だいちタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_metal": "はがねのブートレグ", + "ACHIEVEMENT_DESC_bootleg_metal": "メタルタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_glass": "すきとおったブートレグ", + "ACHIEVEMENT_DESC_bootleg_glass": "ガラスタイプのブートレグをゲットする。", + "REACTION_FIRE_ON_AIR_TUTORIAL": "ほのおタイプの攻撃を受けると、くうきタイプは上昇気流で、\\n攻撃を防ぐ大気のカベ(くうきタイプのウォール)を作りだす。", + "REACTION_FIRE_ON_METAL": "ドロドロ", + "REACTION_FIRE_ON_METAL_TUTORIAL": "ほのおタイプの攻撃を受けるとメタルタイプは溶け、攻撃して\\nきた相手に連続でダメージをあたえつづける。", + "REACTION_PLASTIC_ON_FIRE": "モクモク", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "プラスチックタイプの攻撃がほのおタイプに当たると黒い煙が\\n出て、相手のいるところがわかりづらくなる。", + "REACTION_PLASTIC_ON_ASTRAL": "こころのみだれ", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "プラスチックは電気を通さない。そのため、\\nプラスチックタイプの攻撃は、でんきタイプのモンスターが\\n攻撃できる範囲をせまくする。", + "REACTION_PLASTIC_ON_LIGHTNING": "ぜつえん", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "アストラルタイプの内なるハーモニーは、けがれたエレメントであるプラスチック、どく、メタルにさらされると乱れてしまう。", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "くさタイプの攻撃がほのおタイプのモンスターに当たると\\n黒い煙が出て、相手のいるところがわかりづらくなる。", + "REACTION_PLANT_ON_FIRE": "モクモク", + "REACTION_PLANT_ON_WATER": "ねをはる", + "REACTION_PLANT_ON_WATER_TUTORIAL": "くさタイプの攻撃は、みずタイプのモンスターからHPと\\nパワーを吸いとる。", + "REACTION_PLANT_ON_POISON": "きゅうしゅう", + "REACTION_PLANT_ON_LIGHTNING": "でんきアース", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "くさタイプの攻撃はでんきタイプのモンスターがたくわえる\\n電気を地面に流し、相手の攻撃範囲をせまくする。", + "REACTION_PLANT_ON_POISON_TUTORIAL": "どくタイプのモンスターがくさタイプの攻撃を受けると、毒を\\n作るために必要な栄養が補給され、次のターンからどくタイプの\\n攻撃のいりょくが増す。", + "REACTION_PLANT_ON_EARTH": "やどりぎ", + "REACTION_WATER_ON_FIRE_TUTORIAL": "みずタイプの攻撃はほのおタイプのモンスターを水でぬらし、\\n火を消して攻撃のいりょくを下げる。", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "くさタイプの攻撃はだいちタイプのモンスターにタネを\\n植えつけ、エネルギーを吸いとる。", + "REACTION_WATER_ON_FIRE": "ひけし", + "REACTION_WATER_ON_PLANT": "すいあげ", + "REACTION_WATER_ON_PLANT_TUTORIAL": "みずタイプの攻撃を受けると、くさタイプのモンスターは\\nフィールドに残った水を根っこから吸い上げて、しばらくHPを\\n回復しつづける。", + "REACTION_WATER_ON_ICE": "バルクアップ", + "REACTION_WATER_ON_ASTRAL": "チャージ", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターはほのお、だいち、くうき、\\nみずの四大エレメントから力を引きだす。", + "REACTION_WATER_ON_ICE_TUTORIAL": "みずタイプの攻撃を受けると、こおりタイプのモンスターは\\nかぶった水をすぐさま凍らせ、そのぶんパワーアップする。", + "REACTION_WATER_ON_LIGHTNING": "かんでん", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "水は電気をとおすため、みずタイプの攻撃は\\nでんきタイプの攻撃範囲を広げてしまう。", + "REACTION_WATER_ON_EARTH": "しんしょく", + "REACTION_WATER_ON_EARTH_TUTORIAL": "みずタイプの攻撃は少しずつだいちタイプのモンスターの体を\\nけずり、じょじょに防御を下げていく。", + "REACTION_WATER_ON_METAL": "サビサビ", + "REACTION_POISON_ON_FIRE": "ねんしょう", + "REACTION_WATER_ON_METAL_TUTORIAL": "みずタイプの攻撃はメタルタイプのモンスターの体をむしばみ、サビつかせてもろくする。", + "REACTION_POISON_ON_FIRE_TUTORIAL": "ほのおタイプのモンスターはどくタイプの攻撃がフィールドに\\n残した毒を燃料として燃やし、パワーアップする。", + "REACTION_POISON_ON_PLANT_TUTORIAL": "どくタイプの攻撃を受けると、くさタイプのモンスターは\\nフィールドに残った毒を根っこから吸いとって、しばらく\\nダメージを受けつづける。", + "REACTION_POISON_ON_PLANT": "すいあげ", + "REACTION_POISON_ON_EARTH": "どくぬり", + "REACTION_POISON_ON_ASTRAL": "ジャミング", + "REACTION_POISON_ON_EARTH_TUTORIAL": "どくタイプの攻撃で残った毒は、だいちタイプのとがった部分を毒でおおう。どくぬり状態のだいちタイプは、敵に追加で\\nダメージを与える。", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "アストラルタイプの内なるハーモニーは、けがれたエレメントであるプラスチック、どく、メタルにさらされると乱れてしまう。", + "REACTION_POISON_ON_METAL_TUTORIAL": "どくタイプの攻撃で残った毒は、メタルタイプのとがった部分を毒でおおう。どくぬり状態のメタルタイプは、敵に追加で\\nダメージを与える。", + "REACTION_POISON_ON_METAL": "どくぬり", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "アストラルタイプの攻撃はほのお、だいち、くうき、みずの\\n四大エレメントのモンスターから力を吸いとる。", + "REACTION_ASTRAL_ON_FIRE": "ドレイン", + "REACTION_ASTRAL_ON_WATER": "ドレイン", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "アストラルタイプの攻撃はほのお、だいち、くうき、みずの\\n四大エレメントのモンスターから力を吸いとる。", + "REACTION_ASTRAL_ON_ASTRAL": "チャージ", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターは、アストラルタイプの攻撃を\\n受けると、そのエネルギーを吸いとって利用する。", + "REACTION_ASTRAL_ON_AIR": "ドレイン", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "アストラルタイプの攻撃はほのお、だいち、くうき、みずの\\n四大エレメントのモンスターから力を吸いとる。", + "REACTION_ICE_ON_WATER_TUTORIAL": "こおりタイプの攻撃を受けると、みずタイプのモンスターは\\nたちまち凍りついてしまう。", + "REACTION_ICE_ON_WATER": "こおり", + "REACTION_ASTRAL_ON_EARTH": "ドレイン", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "アストラルタイプの攻撃はほのお、だいち、くうき、みずの\\n四大エレメントのモンスターから力を吸いとる。", + "REACTION_ICE_ON_LIGHTNING": "かんでん", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "氷と水は電気をとおすため、こおりタイプの攻撃は\\nでんきタイプの攻撃範囲を広げてしまう。", + "REACTION_ICE_ON_AIR": "ブルブル", + "REACTION_LIGHTNING_ON_ICE": "たいでん", + "REACTION_LIGHTNING_ON_PLASTIC": "せいでんき", + "REACTION_ICE_ON_AIR_TUTORIAL": "こおりタイプの攻撃はくうきタイプのモンスターを冷やし、\\nふるえさせて狙いをつけづらくする。", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "氷と水は電気をとおすため、次のターンからでんきタイプの\\n攻撃に弱くなる。", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "水は電気をとおすため、次のターンからでんきタイプの攻撃に\\n弱くなる。", + "REACTION_LIGHTNING_ON_WATER": "たいでん", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "プラスチックは電気をとおさないため、でんきタイプの攻撃を\\n受けたプラスチックタイプのモンスターは、電気をおびて敵に\\n追加でダメージを与えるようになる。", + "REACTION_LIGHTNING_ON_AIR": "たいでん", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "ニューウィラル島では、空気が電気を異常によくとおすため、\\nくうきタイプは次のターンからでんきタイプの攻撃に弱くなる。", + "REACTION_LIGHTNING_ON_EARTH": "ガラスのまく", + "REACTION_AIR_ON_FIRE_TUTORIAL": "くうきタイプの攻撃は相手の火を “吹き消す” ことで、\\n次のターンからほのおタイプのモンスターの攻撃を下げる。", + "REACTION_AIR_ON_FIRE": "ひけし", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "金属は電気をとおすため、メタルタイプは次のターンから\\nでんきタイプの攻撃に弱くなる。", + "REACTION_LIGHTNING_ON_METAL": "たいでん", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "砂に雷が落ちると、フルグライトという天然のガラスができる。そのため、だいちタイプのモンスターは、でんきタイプの攻撃を受けるとガラスタイプに変わる。", + "REACTION_AIR_ON_PLANT": "ねこそぎ", + "REACTION_AIR_ON_PLANT_TUTORIAL": "くうきタイプの攻撃は、くさタイプの相手を風で巻き上げ、\\n栄養補給のみなもとである地面から引っこぬくことができる。", + "REACTION_AIR_ON_ASTRAL": "チャージ", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターはほのお、だいち、くうき、\\nみずの四大エレメントから力を引きだす。", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "ニューウィラル島では空気が電気をよくとおすため、\\nくうきタイプの攻撃はでんきタイプの攻撃範囲を広げてしまう。", + "REACTION_AIR_ON_LIGHTNING": "かんでん", + "REACTION_AIR_ON_GLASS": "きょうしん", + "REACTION_EARTH_ON_FIRE": "ひけし", + "REACTION_AIR_ON_GLASS_TUTORIAL": "大きな音とくうきタイプの攻撃は、ガラスタイプのモンスターとひびきあってふるえだす。その振動は、強くなればガラスを\\n割ることもある。", + "REACTION_EARTH_ON_PLASTIC": "いきうめ", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "だいちタイプの攻撃はほのおタイプのモンスターから酸素を\\nうばい、火を消して攻撃のいりょくを下げる。", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "だいちタイプの攻撃はでんきタイプのモンスターがたくわえる\\n電気を地面に流し、相手の攻撃範囲をせまくする。", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "残念なことに、プラスチック製品は土に埋めて処理されることが多い。だいちタイプの攻撃はプラスチックタイプのモンスターを土に埋め、相手を動きづらくする。", + "REACTION_EARTH_ON_LIGHTNING": "でんきアース", + "REACTION_METAL_ON_ASTRAL": "ジャミング", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "アストラルタイプの内なるハーモニーは、けがれたエレメントであるプラスチック、どく、メタルにさらされると乱れてしまう。", + "REACTION_EARTH_ON_ASTRAL": "チャージ", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターはほのお、だいち、くうき、\\nみずの四大エレメントから力を引きだす。", + "REACTION_METAL_ON_ICE_TUTORIAL": "メタルタイプの鋭い攻撃は、こおりタイプのモンスターを\\nアイスピックのようにつらぬき、防御を下げる。", + "REACTION_METAL_ON_ICE": "クラッシュ", + "REACTION_METAL_ON_LIGHTNING": "かんでん", + "REACTION_METAL_ON_EARTH": "クラッシュ", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "金属は電気をとおすため、メタルタイプの攻撃は\\nでんきタイプの攻撃範囲を広げてしまう。", + "REACTION_METAL_ON_GLASS_TUTORIAL": "ガラスタイプのモンスターはもろいため、メタルタイプの\\n攻撃でかんたんに割れて、ダメージを与える鋭いカケラを\\nフィールドじゅうにバラまく。", + "REACTION_METAL_ON_EARTH_TUTORIAL": "メタルタイプの鋭い攻撃は、だいちタイプのモンスターを\\nシャベルのようにつらぬき、防御を下げる。", + "REACTION_METAL_ON_GLASS": "われガラス", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "ガラスは電気を通さない。そのため、ガラスタイプの攻撃は、\\nでんきタイプのモンスターが攻撃できる範囲をせまくする。", + "REACTION_GLASS_ON_LIGHTNING": "ぜつえん", + "ELEMENTAL_TYPE_FIRE": "ほのお", + "ELEMENTAL_TYPE_WATER": "みず", + "ELEMENTAL_TYPE_PLASTIC": "プラスチック", + "ELEMENTAL_TYPE_POISON": "どく", + "ELEMENTAL_TYPE_PLANT": "くさ", + "ELEMENTAL_TYPE_BEAST": "ビースト", + "ELEMENTAL_TYPE_ASTRAL": "アストラル", + "ELEMENTAL_TYPE_GLITTER": "ラメ", + "ELEMENTAL_TYPE_LIGHTNING": "でんき", + "ELEMENTAL_TYPE_ICE": "こおり", + "ELEMENTAL_TYPE_AIR": "くうき", + "ELEMENTAL_TYPE_EARTH": "だいち", + "ELEMENTAL_TYPE_METAL": "メタル", + "ELEMENTAL_TYPE_GLASS": "ガラス", + "INVENTORY_EMPTY": "なし", + "INVENTORY_INCOMPATIBLE": "貼れないステッカーです", + "INVENTORY_NO_COMPATIBLE_STICKERS": "つけられるステッカーがありません", + "LOOT_TITLE": "ゲット!", + "LOOT_ITEM_EQUIPPED": "そうびずみ", + "LOOT_ITEM_EQUIP_BUTTON": "そうびする", + "LOOT_ITEM_UNEQUIP_BUTTON": "はずす", + "LOOT_HEADING_OTHER_ITEMS": "その他のアイテム", + "LOOT_HEADING_DROPPED": "すてる", + "WINGS_OBTAINED": "{0}個のウィングが衣装ダンスに追加されました。", + "ITEM_DROP_OBTAINED_ONE": "{0}をゲットした", + "ITEM_DROP_OBTAINED_MULTIPLE": "{0}を{1}個ゲットした", + "ITEM_DROP_INVENTORY_FULL": "これ以上は持てない。", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "これ以上ステッカーを持てません。", + "ITEM_CHEST_EMPTY": "空っぽだ!", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "持っているステッカーの数が上限を超えました。\\n今後手に入れたステッカーは、フィールド上にドロップします。", + "ITEM_REMOVED_ONE": "バッグから「{0}」を使った。", + "ITEM_REMOVED_MULTIPLE": "バッグから「{0}」を{1}個使った。", + "ITEM_COUNT_LIMITED": "×{0} / {1}", + "ITEM_COUNT": "×{0}", + "ITEM_EXCHANGE_OWNED_AMOUNT": "手持ち:{0}", + "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", + "ITEM_EXCHANGE_ALREADY_OWNED": "これはもう持ってる。", + "ITEM_COST_FREE": "無料", + "ITEM_COST_ELEMENT": "{currency} {amount}", + "ITEM_COST_JOIN": "、", + "ITEM_EXCHANGE_OUT_OF_STOCK": "品切れ中", + "ITEM_EXCHANGE_INVENTORY_FULL": "これ以上は持てない。", + "ITEM_TRADE_BUY": "交換する", + "ITEM_TRADE_AMOUNT": "{exchange}を{cost}と交換する?", + "ITEM_USE": "使う", + "ITEM_VIEW": "みる", + "ITEM_READ": "読む", + "ITEM_SELECT": "選ぶ", + "ITEM_USE_ON.m": "{0}に使う", + "ITEM_USE_ON.f": "{0}に使う", + "ITEM_USE_ON_TAPE": "{0}に使う", + "ITEM_USE_ON.n": "{0}に使う", + "ITEM_APPLY_STICKER_SUBMENU": "テープに貼る", + "ITEM_USE_ON_SUBMENU": "使う", + "ITEM_DISCARD": "すてる", + "ITEM_DISCARD_ONE": "1つすてる", + "ITEM_DISCARD_ALL": "全部すてる", + "ITEM_RECYCLE_ONE": "1個を{amount}個の{icon}にリサイクル", + "ITEM_RECYCLE": "{amount}個の{icon}にリサイクル", + "ITEM_DISCARD_MODE_DISCARD": "すてる", + "ITEM_DISCARD_MODE_RECYCLE": "リサイクル", + "ITEM_RECYCLE_ALL": "全部を{amount}個の{icon}にリサイクル", + "ITEM_CATEGORY_consumables": "どうぐ", + "ITEM_CATEGORY_tapes": "空のテープ", + "ITEM_CATEGORY_stickers": "ステッカー", + "ITEM_CATEGORY_resources": "資源", + "ITEM_CATEGORY_misc": "その他", + "ITEM_CURE_COATING_NAME": "コートはがし", + "ITEM_CURE_BURNED_NAME": "やけどなおし", + "ITEM_CURE_BURNED_DESCRIPTION": "「やけど」状態を回復する、ひんやりしたクリーム。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", + "ITEM_CURE_COATING_DESCRIPTION": "「コート」状態を回復し、変化したタイプを戻す。バトル中、仲間1人に対して使えるが、ターンを消費する。", + "ITEM_CURE_CONDUCTIVE_NAME": "かんでんなおし", + "ITEM_CURE_CONFUSED_NAME": "こんらんなおし", + "ITEM_CURE_CONFUSED_DESCRIPTION": "「こんらん」状態を回復する、混乱の原因になる物質をたちまち中和する成分が入った注射。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "「かんでん」状態を回復する、しっとりしたクリーム。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", + "ITEM_CURE_LEECHED_NAME": "やどりぎなおし", + "ITEM_CURE_POISONED_NAME": "どくけし", + "ITEM_CURE_LEECHED_DESCRIPTION": "「やどりぎ」状態を回復する、除草成分が入ったクリーム。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", + "ITEM_CURE_RESONANCE_NAME": "きょうしんなおし", + "ITEM_CURE_POISONED_DESCRIPTION": "モンスターの毒を中和する解毒剤。「どく」状態を回復する。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", + "ITEM_CURE_SLEEP_NAME": "ねむけざまし", + "ITEM_CURE_RESONANCE_DESCRIPTION": "「きょうしん」状態を回復する振動を弱める物質。バトル中、仲間1人に対して使えるが、ターンを消費する。", + "ITEM_CURE_BERSERK_NAME": "ちんせいざい", + "ITEM_CURE_SLEEP_DESCRIPTION": "気つけ薬が入った小さなビン。バトル中、仲間1人を確実にねむりから起こす。使ってもターンは消費しない。", + "ITEM_CURE_STAT_NAME": "ステータスなおし", + "ITEM_CURE_BERSERK_DESCRIPTION": "「バーサク」状態を回復する、気分をなだめる薬。バトル中、仲間1人に対して使うことができる。使ってもターンは消費しない。", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "動きをよくする油っぽい液体が入った小さなスプレー。「ガチゴチ」状態を回復する。バトル中、仲間1人に対して使えるが、ターンを消費する。", + "ITEM_CURE_PETRIFIED_NAME": "ガチゴチなおし", + "ITEM_CURE_STAT_DESCRIPTION": "吸いこめばどんなステータス変化だろうともとに戻す粉。ただし、上がっているステータスまで戻ってしまう! 仲間1人に対して使えるが、ターンを消費する。", + "ITEM_CURE_ALL_NAME": "なんでもなおし", + "ITEM_CURE_ALL_DESCRIPTION": "ありとあらゆる状態異常やステータス変化を治すという、奇跡の万能薬。ただし、プラスな効果まで消してしまう! バトル中、仲間1人に対して使えるが、ターンを消費する。", + "ITEM_REWIND_NAME": "まきもどしエンピツ", + "ITEM_REWIND_DESCRIPTION": "バトル中に使うと、テープ1つのHPをすべて回復する。ターンを消費する。", + "ITEM_RESPOOL_NAME": "テープなおし", + "ITEM_OLIVE_UP_NAME": "オリーブ・アップ!", + "ITEM_RESPOOL_DESCRIPTION": "バトル中に使うとこわれたテープを1つ直し、HPをすべて回復する。使うとターンを消費する。", + "ITEM_OLIVE_UP_DESCRIPTION": "オリーブ味のヘンなドリンク。使った相手のレベルが1上がる。", + "ITEM_UPGRAPE_NAME": "アップグレープ", + "ITEM_PEAR_FUSILLI_NAME": "ナシのフジッリ", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "準備ナシでフュージョンゲージを満タンにできる洋ナシの料理! バトル中に使う。ターンは消費しない。", + "ITEM_UPGRAPE_DESCRIPTION": "上下さかさまになっている変わったブドウ。「逆さまの日」に植えたタネが育つとこんな実がなるらしい。食べると、テープ1つをスター1つぶんアップグレードできる。", + "ITEM_REODORANT_NAME": "ニオイつけスプレー", + "ITEM_REODORANT_DESCRIPTION": "「だれでも使えるアンチ制汗剤」のスプレー。ラベルには「強力なニオイで、1分間はモンスターを寄せつけません」と書いてある。", + "ITEM_REODORANT_TIME_LEFT": "残り時間:{0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "朝食セット(ヴィーガン用)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "バトル中に使うと、仲間1人のHPを満タンにする。使うとターンを消費する。", + "ITEM_COFFEE1_NAME": "アイスカフェラテ", + "ITEM_COFFEE2_DESCRIPTION": "ガツンと苦い缶コーヒー。APを4追加する。使うとターンを消費する。", + "ITEM_COFFEE1_DESCRIPTION": "缶入りのカフェラテ。APを2追加する。使うとターンを消費する。", + "ITEM_COFFEE2_NAME": "アメリカーノ・トゥ・ゴー", + "ITEM_FUSED_MATERIAL_NAME": "フュージョン素材", + "ITEM_COFFEE3_NAME": "スペシャルエスプレッソ", + "ITEM_COFFEE4_NAME": "エスプレッソ・ダブル", + "ITEM_COFFEE3_DESCRIPTION": "エネルギーをギュッとつめたような小さめの缶コーヒー。APを6追加する。使うとターンを消費する。", + "ITEM_SMOKE_BOMB_NAME": "けむりだま", + "ITEM_COFFEE4_DESCRIPTION": "豆が2倍も使われた、缶入りのエスプレッソコーヒー。APを8追加する。使うとターンを消費する。", + "ITEM_METAL_DESCRIPTION": "基本となるリサイクル資源。アイテムとの交換やサービスの利用に使える。", + "ITEM_SMOKE_BOMB_DESCRIPTION": "使えば野生のモンスターから確実に逃げられるが、人間や、それと同じくらい頭がいい生き物には通用しない。", + "ITEM_METAL_NAME": "メタル", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "くさったタマゴのひどいニオイがするが、レンジャーにとってはお宝らしい!", + "ITEM_TUTORIAL_NAME": "レンジャーのこころえ", + "ITEM_TUTORIAL_NO_TUTS": "読む前に、ハーバータウンの東でケイリーと会おう!", + "ITEM_TUTORIAL_DESCRIPTION": "ケイリーがくれた手帳。これを読めば、ニューウィラル島での暮らしについて学んだことをおさらいできる。", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "おや……ページのあいだからカードが出てきた!", + "ITEM_TUTORIAL_MESSAGE": "どれをおさらいする?", + "ITEM_PLASTIC_NAME": "プラスチック", + "ITEM_PLASTIC_DESCRIPTION": "基本となるリサイクル資源。アイテムとの交換やサービスの利用に使える。", + "ITEM_TYPE_CHART_NAME": "タイプ相性表", + "ITEM_OLD_BOOK_NAME": "古びた本", + "ITEM_TYPE_CHART_DESCRIPTION": "ケイリーがくれた本にはさまっていたカード。ニューウィラル島に住むモンスターたちのエレメントタイプと、タイプどうしの相性についてくわしく書いてある。", + "ITEM_OLD_BOOK_DESCRIPTION": "読めない奇妙な文字がいっぱい書いてある、古い本。", + "ITEM_PULP_NAME": "パルプ", + "ITEM_SINGLEUSE_STICKER_NAME": "{name}(消費アイテム)", + "ITEM_WHEAT_NAME": "こむぎ", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "ハーバータウンのゲートを開けられる!", + "ITEM_WHEAT_DESCRIPTION": "基本となる資源。料理ができる人にわたすと食べ物を作ってもらえる。", + "ITEM_WOOD_NAME": "木材", + "ITEM_PULP_DESCRIPTION": "紙の材料になる基本のリサイクル資源。アイテムとの交換やサービスの利用に使える。", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "1体の相手を攻撃し、{status_effect}状態にする。", + "ITEM_KEY_HARBOURTOWN_NAME": "町のゲートキー", + "ITEM_WOOD_DESCRIPTION": "基本となるリサイクル資源。アイテムとの交換やサービスの利用に使える。", + "ITEM_TAPE_BASIC_NAME": "ノーマルテープ", + "ITEM_TAPE_BASIC_DESCRIPTION": "モンスターのすがたを記録するためのテープ。性能はふつう。", + "ITEM_TAPE_CHROME_NAME": "クロームテープ", + "ITEM_TAPE_CHROME_DESCRIPTION": "モンスターのすがたを記録するためのテープ。性能がいい。", + "ITEM_TAPE_OPTICAL_LASER_NAME": "レーザーテープ", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "ドッペルゲンガーが残した、なぞめいた黒いテープ。", + "ITEM_TAPE_BLACK_SHUCK_NAME": "ドッペルゲンガーテープ", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "未来のレーザー技術でモンスターのすがたを記録するテープ。モンスターをかならず記録することができる。", + "ITEM_TAPE_BEAST_DESCRIPTION": "ニセの毛皮でおおわれたテープ。ビーストタイプのモンスターがとても記録しやすくなる。子どもたちに人気。", + "ITEM_TAPE_BEAST_NAME": "フェイクファーテープ", + "ITEM_TAPE_FIRE_NAME": "トースターテープ", + "ITEM_TAPE_FIRE_DESCRIPTION": "「トースターに入れてもへっちゃら」と書いてある、ヘンな宣伝用テープ。かつては朝ごはん用のパンといっしょに配られていたが、やけどや火事のもとになるという苦情がたくさん出たので中止された。ほのおタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_PLASTIC_NAME": "リサイクルテープ", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "100%「再生プラスチック」を使って作られているらしいテープ。プラスチックタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_PLANT_NAME": "じゅひのテープ", + "ITEM_TAPE_PLANT_DESCRIPTION": "シェルが本物の木の皮でできているテープ。くさタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_WATER_NAME": "みずいりテープ", + "ITEM_TAPE_WATER_DESCRIPTION": "すきとおったプラスチックで作られた、シェルの中に水が入っているテープ。使わないときは、横についている2つのボタンを押すことで中の水とリングを動かし、わなげのようなゲームができる。みずタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_POISON_NAME": "スネークテープ", + "ITEM_TAPE_ASTRAL_NAME": "エーテルテープ", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "ときどきほかの物質をすりぬけてしまう、霊的な素材でできたテープ。表面にあいた小さな穴からは、遠い星からとどくような光がはなたれている。アストラルタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_POISON_DESCRIPTION": "おしゃれなニセのヘビ革でできたテープ。どくタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_ICE_NAME": "アイスナインテープ", + "ITEM_TAPE_LIGHTNING_NAME": "ちょうでんどうテープ", + "ITEM_TAPE_ICE_DESCRIPTION": "溶けそうにない凍てつく氷でできたテープ。ラベルには「水に近づけてはいけません」と注意書きがある。こおりタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "「ボース=アインシュタイン凝縮がこの中に!」とラベルに書かれたテープ。でんきタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_AIR_NAME": "エアロゾルテープ", + "ITEM_TAPE_EARTH_NAME": "セラミックテープ", + "ITEM_TAPE_AIR_DESCRIPTION": "くうきタイプのモンスターがとても記録しやすくなるテープ。いざというときにはエアスプレーとして使える。", + "ITEM_TAPE_METAL_NAME": "フェリクロームテープ", + "ITEM_TAPE_METAL_DESCRIPTION": "メタルタイプのモンスターがとても記録しやすくなるテープ。", + "ITEM_TAPE_EARTH_DESCRIPTION": "固められた焼き物でできたシェルを持つテープ。だいちタイプのモンスターがとても記録しやすくなる。", + "ITEM_TAPE_USE_ON.m": "{0}がきろく", "ITEM_NAME_RARITY_0": "{item_name}", - "ITEM_TAPE_USE_ON.f": "Gravar {0}", - "ITEM_TAPE_USE_ON.n": "Gravar {0}", - "ITEM_NAME_RARITY_1": "{item_name} (Incomum)", - "ITEM_NAME_RARITY_2": "{item_name} (Raro)", - "BOOSTER_PACK_ELEMENTS_NAME": "Pacote de Adesivos \\\"Elementos\\\"", - "BOOSTER_PACK_NATURE_NAME": "Pacote de Adesivos \\\"Natureza\\\"", - "BOOSTER_PACK_POLLUTION_NAME": "Pacote de Adesivos \\\"Poluição\\\"", - "BOOSTER_PACK_WILDCARD_NAME": "Pacote de Adesivos \\\"Diversos\\\"", - "MAP_NAME_OVERWORLD_PHRASE": "em Nova Murta", - "BOOSTER_PACK_DESCRIPTION": "Um pacote de bônus de aumento temático com 4 adesivos, sendo um deles incomum ou raro!", - "MAP_NAME_DEAD_WORLD_PHRASE": "em um lugar desconhecido", - "MAP_NAME_OVERWORLD": "Nova Murta", - "REGION_NAME_UNKNOWN": "???", - "REGION_NAME_MALL": "Shopping Kaidosseu", - "MAP_NAME_DEAD_WORLD": "???", - "REGION_NAME_UNKNOWN_PHRASE": "em um lugar desconhecido", - "REGION_NAME_MALL_PHRASE": "no Shopping Kaidosseu", - "REGION_NAME_PLAINS1": "Campos de Nova Murta", - "REGION_NAME_TOWN": "Vilancoradouro", - "REGION_NAME_TOWN_PHRASE": "em Vilancoradouro", - "REGION_NAME_PLAINS1_PHRASE": "nos Campos de Nova Murta", - "REGION_NAME_TOWN_WEST": "Vilancoradouro Oeste", - "REGION_NAME_TOWN_WEST_PHRASE": "em Vilancoradouro Oeste", - "REGION_NAME_CAFE": "Café Gramofone", - "REGION_NAME_CAFE_PHRASE": "no Café Gramofone", - "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramofone via Estação de Vilancoradouro", - "REGION_NAME_HOSPITAL": "Hospital de Vilancoradouro", - "REGION_NAME_HOSPITAL_PHRASE": "no hospital", - "REGION_NAME_CHEMIST": "Loja de Adesivos Químicos", - "REGION_NAME_MUSEUM": "Museu Histórico", - "REGION_NAME_MUSEUM_PHRASE": "no Museu Histórico", - "REGION_NAME_CHEMIST_PHRASE": "na loja de adesivos químicos", - "REGION_NAME_TOWN_OUTSKIRTS": "Arredores de Vilancoradouro", - "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "nos arredores", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Cavernas nos Arredores de Vilancoradouro", - "REGION_NAME_TOWN_BEACH": "Praia de Vilancoradouro", - "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "nas cavernas dos arredores", - "REGION_NAME_DEADLANDS_PHRASE": "na Terramorta", - "REGION_NAME_DEADLANDS": "A Terramorta", - "REGION_NAME_TOWN_BEACH_PHRASE": "na Praia de Vilancoradouro", - "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "no parque", - "REGION_NAME_NEW_WIRRAL_PARK": "Parque de Nova Murta", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Cavernas do Parque de Nova Murta", - "REGION_NAME_TOWN_STATION": "Estação de Vilancoradouro", - "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "nas cavernas do parque", - "REGION_NAME_DUNGEON_GLOWSHROOM": "Estação Ferroviária de Forteluz", - "REGION_NAME_TOWN_STATION_PHRASE": "na Estação de Vilancoradouro", - "REGION_NAME_UPPER_PATH": "Caminho de Cima", - "REGION_NAME_UPPER_PATH_PHRASE": "no Caminho de Cima", - "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "na Estação Ferroviária de Forteluz", - "REGION_NAME_MIRE_SEA": "Mar Perdido", - "REGION_NAME_MIRE_SEA_PHRASE": "no Mar Perdido", - "REGION_NAME_DUNGEON_WATERLOOP": "Estação de Eternágua", - "REGION_NAME_SOUTHERN_ISLES": "Ilhas do Sul", - "REGION_NAME_DINO_QUARRY": "Pedreira dos Dinossauros, Terramorta", - "REGION_NAME_SOUTHERN_ISLES_PHRASE": "nas Ilhas do Sul", - "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "na Estação de Eternágua", - "REGION_NAME_OLD_VILLAGE": "Nova Londres, Terramorta", - "REGION_NAME_DINO_QUARRY_PHRASE": "na Pedreira dos Dinossauros", - "REGION_NAME_OLD_VILLAGE_PHRASE": "em Nova Londres", - "REGION_NAME_DEADLANDS_CAVES": "Cavernas de Terramorta", - "REGION_NAME_LAKE_PHRASE": "no lago", - "REGION_NAME_LAKE": "Lago Sedento", - "REGION_NAME_DEADLANDS_CAVES_PHRASE": "nas cavernas de Terramorta", - "REGION_NAME_LAKE_CAVES": "Cavernas do Lago Sedento", - "REGION_NAME_LAKESIDE": "Beiralago", - "REGION_NAME_LAKESIDE_PHRASE": "em Beiralago", - "REGION_NAME_LAKE_CAVES_PHRASE": "nas cavernas sob o lago", - "REGION_NAME_LAKESIDE_CAVES": "Cavernas de Beiralago", - "REGION_NAME_MT_WIRRAL": "Monte Murta", - "REGION_NAME_MT_WIRRAL_PHRASE": "no Monte Murta", - "REGION_NAME_LAKESIDE_CAVES_PHRASE": "nas Cavernas de Beiralago", - "REGION_NAME_MT_WIRRAL_CAVES": "Cavernas do Monte Murta", - "REGION_NAME_EASTHAM_WOODS": "Bosques de Meandroleste", - "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "nas cavernas do Monte Murta", - "REGION_NAME_EASTHAM_WOODS_PHRASE": "nos Bosques de Meandroleste", - "REGION_NAME_EASTHAM_WOODS_CAVES": "Cavernas dos Bosques de Meandroleste", - "REGION_NAME_HAM_PHRASE": "no, er... \\\"Meandro\\\"", - "REGION_NAME_HAM": "\\\"Meandro\\\"", - "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "nas cavernas dos Bosques de Meandroleste", - "REGION_NAME_AUTUMN_HILL": "Colina Outonal", - "REGION_NAME_AUTUMN_HILL_PHRASE": "na Colina Outonal", - "REGION_NAME_AUTUMN_HILL_CAVES": "Cavernas da Colina Outonal", - "REGION_NAME_COMMUNE": "Vilaluz", - "REGION_NAME_COMMUNE_PHRASE": "em Vilaluz", - "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "nas cavernas da Colina Outonal", - "REGION_NAME_COMMUNE_STATION": "Estação Crescente Luminoso", - "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "na Estação de Cristagelo", - "REGION_NAME_MT_WIRRAL_STATION": "Estação de Cristagelo", - "REGION_NAME_COMMUNE_STATION_PHRASE": "na Estação Crescente Luminoso", - "REGION_NAME_MEADOW_PHRASE": "na Pradaria das Cerejeiras", - "REGION_NAME_MEADOW": "Pradaria das Cerejeiras", - "REGION_NAME_MEADOW_CAVES": "Cavernas da Pradaria das Cerejeiras", - "REGION_NAME_MARSH": "O Pântano", - "REGION_NAME_MARSH_PHRASE": "no pântano", - "REGION_NAME_MEADOW_CAVES_PHRASE": "nas cavernas da Pradaria das Cerejeiras", - "REGION_NAME_MARSH_CAVES": "Cavernas do Pântano", - "REGION_NAME_FARM": "Fazenda Solano", - "REGION_NAME_FARM_PHRASE": "na Fazenda Solano", - "REGION_NAME_MARSH_CAVES_PHRASE": "nas cavernas do pântano", - "REGION_NAME_GRAVEYARD": "Cemitério dos Corações Perdidos", - "REGION_NAME_GRAVEYARD_PHRASE": "no cemitério", - "REGION_NAME_CAST_IRON_SHORE": "Orla do Ferro Fundido", - "REGION_NAME_CAST_IRON_SHORE_PHRASE": "na Orla do Ferro Fundido", - "REGION_NAME_DUNGEON_GRAVEYARD": "Estação de Ocultumba", - "REGION_NAME_STATION_FINAL": "Estação Ponte Noturna", - "REGION_NAME_DUNGEON_SHIPWRECK": "Naufrágio do \\\"Titânia\\\"", - "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "na Estação de Ocultumba", - "REGION_NAME_SHIPWRECK_STATION_PHRASE": "na Estação dos Bardos", - "REGION_NAME_SHIPWRECK_STATION": "Estação dos Bardos", - "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "no Naufrágio do \\\"Titânia\\\"", - "REGION_NAME_DUNGEON_MEADOW": "Estação Cruz das Cerejeiras", - "REGION_NAME_STATION_FINAL_PHRASE": "na Estação Ponte Noturna", - "REGION_NAME_DUNGEON_MEADOW_PHRASE": "na Estação Cruz das Cerejeiras", - "REGION_NAME_MEADOW_CHURCH": "Abadia de Vitrustig", - "REGION_NAME_BROKENHEAD_PHRASE": "em Feralândia", - "REGION_NAME_BROKENHEAD": "Feralândia", - "REGION_NAME_MEADOW_CHURCH_PHRASE": "na Abadia de Vitrustig", - "REGION_NAME_LANDKEEPER_HQ": "QG dos Corretores", - "REGION_NAME_KAYLEIGH_HOME": "Casa da Kayleigh", - "REGION_NAME_LANDKEEPER_HQ_PHRASE": "no QG dos Corretores", - "REGION_NAME_MEREDITH_HOME": "Oficina da Meredith", - "REGION_NAME_KAYLEIGH_HOME_PHRASE": "na Casa da Kayleigh", - "REGION_NAME_FELIX_HOME": "Casa do Félix", - "REGION_NAME_FELIX_HOME_PHRASE": "na Casa do Félix", - "REGION_NAME_MEREDITH_HOME_PHRASE": "na Oficina da Meredith", - "REGION_NAME_EUGENE_HOME": "Casa do Eugene", - "REGION_NAME_EUGENE_HOME_PHRASE": "na Casa do Eugene", - "REGION_NAME_RANGER_OUTPOST": "Posto Avançado dos Vigilantes", - "REGION_NAME_TOWN_HALL": "Prefeitura", - "REGION_NAME_TOWN_HALL_PHRASE": "na Prefeitura", - "REGION_NAME_RANGER_OUTPOST_PHRASE": "no Posto Avançado dos Vigilantes", - "REGION_NAME_AMBER_LODGE": "O Salão Âmbar", - "REGION_NAME_POWER_STATION_PHRASE": "na Usina Elétrica", - "REGION_NAME_AMBER_LODGE_PHRASE": "no Salão Âmbar", - "REGION_NAME_POWER_STATION": "Usina Elétrica", - "MAP_FEATURE_CAVE": "Caverna", - "MAP_FEATURE_DAILY_ITEM": "Item Diário", - "MAP_FEATURE_LANDKEEPER_OFFICE": "Escritório dos Corretores", - "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Projeto Secreto do Eugene", - "MAP_FEATURE_CRATER": "Cratera", - "MAP_FEATURE_WATER_PIPE": "Cano d'Água", - "MAP_FEATURE_RUINS": "Ruínas", - "MAP_FEATURE_DINO_QUARRY": "Pedreira dos Dinossauros", - "MAP_FEATURE_CAMPSITE": "Acampamento", - "MAP_FEATURE_TOWN_WEST_RIVER": "Riacho Solano", - "MAP_FEATURE_DIVEAL_ISLAND": "Ilha das Nadafocas", - "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Distúrbio de Origem Desconhecida", - "MAP_FEATURE_TOWN_BRIDGE": "Ponte de Vilancoradouro", - "MAP_FEATURE_FARM_BRIDGE": "Ponte Solano", - "MAP_FEATURE_FARM_PLOT": "Plantação de Abóboras", - "MAP_FEATURE_STICKER_MERCHANTS": "Comerciantes de Adesivo", - "MOVE_SMACK_NAME": "Porrada", - "MOVE_SLICE_NAME": "Rasgo", - "MOVE_DOUBLE_SMACK_NAME": "Porrada Dupla", - "MOVE_DOUBLE_SLICE_NAME": "Rasgo Duplo", - "MOVE_MULTI_SMACK_NAME": "Porrada Múltipla", - "MOVE_MULTI_SHOT_NAME": "Disparo Múltiplo", - "MOVE_WALLOP_NAME": "Sopapo", - "MOVE_CLOBBER_NAME": "Espancamento", - "MOVE_BISHBASHBOSH_NAME": "Pow Pof Paf", - "MOVE_THE_OLD_1_2_NAME": "Murro Duplo", - "MOVE_SPIT_NAME": "Cusparada", - "MOVE_SPRAY_NAME": "Spray", - "MOVE_ENERGY_SHOT_NAME": "Disparo Energético", - "MOVE_ENERGY_WAVE_NAME": "Onda Energética", - "MOVE_COATING_WATER_NAME": "Revestimento Aquático", - "MOVE_COATING_PLASTIC_NAME": "Revestimento Plástico", - "MOVE_COATING_EARTH_NAME": "Revestimento Terrestre", - "MOVE_COATING_AIR_NAME": "Revestimento Aéreo", - "MOVE_COATING_FIRE_NAME": "Revestimento Quente", - "MOVE_COATING_ASTRAL_NAME": "Revestimento Astral", - "MOVE_COATING_LIGHTNING_NAME": "Revestimento Elétrico", - "MOVE_COATING_METAL_NAME": "Revestimento Metálico", - "MOVE_COATING_BEAST_NAME": "Revestimento Bestial", - "MOVE_COATING_ELEMENTAL_NAME": "Revestimento Elemental", - "MOVE_COATING_PLANT_NAME": "Revestimento Vegetal", - "MOVE_COATING_POISON_NAME": "Revestimento Venenoso", - "MOVE_COATING_ICE_NAME": "Revestimento Glacial", - "MOVE_INFLAME_NAME": "Inflamação", - "MOVE_COATING_GLASS_NAME": "Revestimento Vítreo", - "MOVE_INCINERATE_NAME": "Incineração", - "MOVE_BRICK_BLAST_NAME": "Explosão de Tijolos", - "MOVE_FIRE_WALL_NAME": "Barreira Quente", - "MOVE_BEAST_WALL_NAME": "Barreira Bestial", - "MOVE_PLANT_WALL_NAME": "Barreira Vegetal", - "MOVE_METAL_WALL_NAME": "Barreira Metálica", - "MOVE_ICE_WALL_NAME": "Barreira Glacial", - "MOVE_POISON_WALL_NAME": "Barreira Venenosa", - "MOVE_ELEMENTAL_WALL_NAME": "Barreira Elemental", - "MOVE_PLASTIC_WALL_NAME": "Barreira Plástica", - "MOVE_WATER_WALL_NAME": "Barreira Aquática", - "MOVE_ASTRAL_WALL_NAME": "Barreira Astral", - "MOVE_LIGHTNING_WALL_NAME": "Barreira Elétrica", - "MOVE_AIR_WALL_NAME": "Barreira Aérea", - "MOVE_EARTH_WALL_NAME": "Barreira Terrestre", - "MOVE_GLASS_WALL_NAME": "Barreira Vítrea", - "MOVE_DEJAVU_NAME": "Déjà-vu", - "MOVE_AP_STEAL_NAME": "Roubo de PA", + "ITEM_TAPE_USE_ON.f": "{0}がきろく", + "ITEM_TAPE_USE_ON.n": "{0}がきろく", + "ITEM_NAME_RARITY_1": "{item_name}(レア)", + "ITEM_NAME_RARITY_2": "{item_name}(Sレア)", + "BOOSTER_PACK_ELEMENTS_NAME": "『四大エレメント』パック", + "BOOSTER_PACK_NATURE_NAME": "『大自然』パック", + "BOOSTER_PACK_POLLUTION_NAME": "『'環境汚染』パック", + "BOOSTER_PACK_WILDCARD_NAME": "『バラエティ』パック", + "MAP_NAME_OVERWORLD_PHRASE": "ニューウィラル島", + "BOOSTER_PACK_DESCRIPTION": "4枚のステッカーが入ったブースター。かならずひとつ、レアかスーパーレアが入っている!", + "MAP_NAME_DEAD_WORLD_PHRASE": "なぞの場所", + "MAP_NAME_OVERWORLD": "ニューウィラル島", + "REGION_NAME_UNKNOWN": "???", + "MAP_NAME_DEAD_WORLD": "???", + "REGION_NAME_UNKNOWN_PHRASE": "なぞの場所", + "REGION_NAME_GAUNTLET": "マギカツギの試練", + "REGION_NAME_MALL": "ガタボロモール", + "REGION_NAME_MALL_PHRASE": "ガタボロモール", + "REGION_NAME_GAUNTLET_PHRASE": "マギカツギの試練", + "REGION_NAME_PLAINS1": "ニューウィラル平原", + "REGION_NAME_TOWN": "ハーバータウン", + "REGION_NAME_TOWN_PHRASE": "ハーバータウン", + "REGION_NAME_PLAINS1_PHRASE": "ニューウィラル平原", + "REGION_NAME_TOWN_WEST": "ハーバータウン - 西側", + "REGION_NAME_TOWN_WEST_PHRASE": "ハーバータウンの西側", + "REGION_NAME_CAFE": "グラモフォン・カフェ", + "REGION_NAME_CAFE_PHRASE": "グラモフォン・カフェ", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "グラモフォン・カフェ(ハーバータウン駅経由)", + "REGION_NAME_HOSPITAL": "ハーバータウン診療所", + "REGION_NAME_HOSPITAL_PHRASE": "診療所", + "REGION_NAME_CHEMIST": "化学薬品ショップ", + "REGION_NAME_MUSEUM": "歴史館", + "REGION_NAME_MUSEUM_PHRASE": "歴史館", + "REGION_NAME_CHEMIST_PHRASE": "化学薬品ショップ", + "REGION_NAME_TOWN_OUTSKIRTS": "ハーバータウン - 町はずれ", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "町はずれ", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "町はずれのどうくつ", + "REGION_NAME_TOWN_BEACH": "ハーバータウン - 砂浜", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "町はずれのどうくつ", + "REGION_NAME_DEADLANDS_PHRASE": "荒れ地", + "REGION_NAME_DEADLANDS": "荒れ地", + "REGION_NAME_TOWN_BEACH_PHRASE": "ハーバータウンの砂浜", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "公園", + "REGION_NAME_NEW_WIRRAL_PARK": "ニューウィラル公園", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "公園のどうくつ", + "REGION_NAME_TOWN_STATION": "ハーバータウン駅", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "公園のどうくつ", + "REGION_NAME_DUNGEON_GLOWSHROOM": "グロウスターロード駅", + "REGION_NAME_TOWN_STATION_PHRASE": "ハーバータウン駅", + "REGION_NAME_UPPER_PATH": "北への小道", + "REGION_NAME_UPPER_PATH_PHRASE": "北への小道", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "グロウスターロード駅", + "REGION_NAME_MIRE_SEA": "マイア海", + "REGION_NAME_MIRE_SEA_PHRASE": "マイア海", + "REGION_NAME_DUNGEON_WATERLOOP": "ウォーターループ駅", + "REGION_NAME_SOUTHERN_ISLES": "南の小島", + "REGION_NAME_DINO_QUARRY": "荒れ地 - サウルス採石場", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "南の小島", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "ウォーターループ駅", + "REGION_NAME_OLD_VILLAGE": "荒れ地 - ニューロンドン", + "REGION_NAME_DINO_QUARRY_PHRASE": "サウルス採石場", + "REGION_NAME_OLD_VILLAGE_PHRASE": "ニューロンドン", + "REGION_NAME_DEADLANDS_CAVES": "荒れ地のどうくつ", + "REGION_NAME_LAKE_PHRASE": "湖", + "REGION_NAME_LAKE": "ウルオイストン湖", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "荒れ地のどうくつ", + "REGION_NAME_LAKE_CAVES": "湖の地下どうくつ", + "REGION_NAME_LAKESIDE": "湖のほとり", + "REGION_NAME_LAKESIDE_PHRASE": "湖のほとり", + "REGION_NAME_LAKE_CAVES_PHRASE": "湖の地下どうくつ", + "REGION_NAME_LAKESIDE_CAVES": "湖岸のどうくつ", + "REGION_NAME_MT_WIRRAL": "ウィラル山", + "REGION_NAME_MT_WIRRAL_PHRASE": "ウィラル山", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "湖岸のどうくつ", + "REGION_NAME_MT_WIRRAL_CAVES": "ウィラル山のどうくつ", + "REGION_NAME_EASTHAM_WOODS": "イーストハムの森", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "ウィラル山のどうくつ", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "イーストハムの森", + "REGION_NAME_EASTHAM_WOODS_CAVES": "森のどうくつ", + "REGION_NAME_HAM_PHRASE": "森の『ハム』のあたり", + "REGION_NAME_HAM": "イースト抜きの『ハム』", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "森のどうくつ", + "REGION_NAME_AUTUMN_HILL": "オータムヒル", + "REGION_NAME_AUTUMN_HILL_PHRASE": "オータムヒル", + "REGION_NAME_AUTUMN_HILL_CAVES": "オータムヒルのどうくつ", + "REGION_NAME_COMMUNE": "トムライタウン", + "REGION_NAME_COMMUNE_PHRASE": "トムライタウン", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "オータムヒルのどうくつ", + "REGION_NAME_COMMUNE_STATION": "トムライトン・クレセント駅", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "アイスリントン駅", + "REGION_NAME_MT_WIRRAL_STATION": "アイスリントン駅", + "REGION_NAME_COMMUNE_STATION_PHRASE": "トムライトン・クレセント駅", + "REGION_NAME_MEADOW_PHRASE": "サクラノ草原", + "REGION_NAME_MEADOW": "サクラノ草原", + "REGION_NAME_MEADOW_CAVES": "サクラノ草原のどうくつ", + "REGION_NAME_MARSH": "ぬま地", + "REGION_NAME_MARSH_PHRASE": "ぬま地", + "REGION_NAME_MEADOW_CAVES_PHRASE": "サクラノ草原のどうくつ", + "REGION_NAME_MARSH_CAVES": "ぬま地のどうくつ", + "REGION_NAME_FARM": "ジャガ農場", + "REGION_NAME_FARM_PHRASE": "ジャガ農場", + "REGION_NAME_MARSH_CAVES_PHRASE": "ぬま地のどうくつ", + "REGION_NAME_GRAVEYARD": "ロストハーツ墓地", + "REGION_NAME_GRAVEYARD_PHRASE": "墓地", + "REGION_NAME_CAST_IRON_SHORE": "キャストアイアン海岸", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "キャストアイアン海岸", + "REGION_NAME_DUNGEON_GRAVEYARD": "アルドグレイブ地下墓地駅", + "REGION_NAME_STATION_FINAL": "ナイトブリッジ駅", + "REGION_NAME_DUNGEON_SHIPWRECK": "難破船「ティターニア」号", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "アルドグレイブ地下墓地駅", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "バードストリート駅", + "REGION_NAME_SHIPWRECK_STATION": "バードストリート駅", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "難破船「ティターニア」号", + "REGION_NAME_DUNGEON_MEADOW": "サクラクロス駅", + "REGION_NAME_STATION_FINAL_PHRASE": "ナイトブリッジ駅", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "サクラクロス駅", + "REGION_NAME_MEADOW_CHURCH": "グラステインベリー修道院", + "REGION_NAME_BROKENHEAD_PHRASE": "ブローケンヘッド", + "REGION_NAME_BROKENHEAD": "ブローケンヘッド", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "グラステインベリー修道院", + "REGION_NAME_LANDKEEPER_HQ": "ランドキーパー本部", + "REGION_NAME_KAYLEIGH_HOME": "ケイリーの家", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "ランドキーパー本部", + "REGION_NAME_MEREDITH_HOME": "メレディスの作業場", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "ケイリーの家", + "REGION_NAME_FELIX_HOME": "フェリックスの家", + "REGION_NAME_FELIX_HOME_PHRASE": "フェリックスの家", + "REGION_NAME_MEREDITH_HOME_PHRASE": "メレディスの作業場", + "REGION_NAME_EUGENE_HOME": "ユージーンの家", + "REGION_NAME_EUGENE_HOME_PHRASE": "ユージーンの家", + "REGION_NAME_RANGER_OUTPOST": "レンジャー駐在所", + "REGION_NAME_TOWN_HALL": "役場", + "REGION_NAME_TOWN_HALL_PHRASE": "役場", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "レンジャー駐在所", + "REGION_NAME_AMBER_LODGE": "ホテル・アンバー", + "REGION_NAME_POWER_STATION_PHRASE": "発電所", + "REGION_NAME_AMBER_LODGE_PHRASE": "ホテル・アンバー", + "REGION_NAME_POWER_STATION": "発電所", + "MAP_FEATURE_CAVE": "どうくつ", + "MAP_FEATURE_DAILY_ITEM": "日替わりアイテム", + "MAP_FEATURE_LANDKEEPER_OFFICE": "ランドキーパー事務所", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "ユージーンのひみつの場所", + "MAP_FEATURE_CRATER": "クレーター", + "MAP_FEATURE_WATER_PIPE": "水道管", + "MAP_FEATURE_RUINS": "荒れはてた町", + "MAP_FEATURE_DINO_QUARRY": "サウルス採石場", + "MAP_FEATURE_CAMPSITE": "キャンプ場", + "MAP_FEATURE_TOWN_WEST_RIVER": "ジャガ川", + "MAP_FEATURE_DIVEAL_ISLAND": "ダイブフィンの島", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "なぞの嵐", + "MAP_FEATURE_TOWN_BRIDGE": "ハーバータウンブリッジ", + "MAP_FEATURE_FARM_BRIDGE": "ジャガブリッジ", + "MAP_FEATURE_FARM_PLOT": "カボチャ畑", + "MAP_FEATURE_STICKER_MERCHANTS": "ステッカー市場", + "MOVE_SMACK_NAME": "たたく", + "MOVE_SLICE_NAME": "スラッシュ", + "MOVE_DOUBLE_SMACK_NAME": "ダブルヒット", + "MOVE_DOUBLE_SLICE_NAME": "ダブルスラッシュ", + "MOVE_MULTI_SMACK_NAME": "マルチヒット", + "MOVE_MULTI_SHOT_NAME": "マルチショット", + "MOVE_WALLOP_NAME": "ぶんなぐる", + "MOVE_CLOBBER_NAME": "ダブルアタック", + "MOVE_BISHBASHBOSH_NAME": "テキパキラッシュ", + "MOVE_THE_OLD_1_2_NAME": "ワンツーパンチ", + "MOVE_SPIT_NAME": "はきだす", + "MOVE_SPRAY_NAME": "ふきつける", + "MOVE_ENERGY_SHOT_NAME": "エナジーショット", + "MOVE_ENERGY_WAVE_NAME": "エナジーウェーブ", + "MOVE_COATING_WATER_NAME": "ウォーターコート", + "MOVE_COATING_PLASTIC_NAME": "プラコート", + "MOVE_COATING_EARTH_NAME": "アースコート", + "MOVE_COATING_AIR_NAME": "エアコート", + "MOVE_COATING_FIRE_NAME": "ファイアコート", + "MOVE_COATING_ASTRAL_NAME": "アストラルコート", + "MOVE_COATING_LIGHTNING_NAME": "エレキコート", + "MOVE_COATING_METAL_NAME": "メタルコート", + "MOVE_COATING_BEAST_NAME": "ビーストコート", + "MOVE_COATING_ELEMENTAL_NAME": "エレメントコート", + "MOVE_COATING_PLANT_NAME": "プラントコート", + "MOVE_COATING_POISON_NAME": "ポイズンコート", + "MOVE_COATING_ICE_NAME": "アイスコート", + "MOVE_INFLAME_NAME": "ひふき", + "MOVE_COATING_GLASS_NAME": "ガラスコート", + "MOVE_INCINERATE_NAME": "もやしつくす", + "MOVE_BRICK_BLAST_NAME": "ブロックほう", + "MOVE_FIRE_WALL_NAME": "ファイアウォール", + "MOVE_BEAST_WALL_NAME": "ビーストウォール", + "MOVE_PLANT_WALL_NAME": "プラントウォール", + "MOVE_METAL_WALL_NAME": "メタルウォール", + "MOVE_ICE_WALL_NAME": "アイスウォール", + "MOVE_POISON_WALL_NAME": "ポイズンウォール", + "MOVE_ELEMENTAL_WALL_NAME": "エレメントウォール", + "MOVE_PLASTIC_WALL_NAME": "プラウォール", + "MOVE_WATER_WALL_NAME": "ウォーターウォール", + "MOVE_ASTRAL_WALL_NAME": "ゴーストウォール", + "MOVE_LIGHTNING_WALL_NAME": "エレキウォール", + "MOVE_AIR_WALL_NAME": "エアウォール", + "MOVE_EARTH_WALL_NAME": "アースウォール", + "MOVE_GLASS_WALL_NAME": "ガラスウォール", + "MOVE_DEJAVU_NAME": "デジャヴ", + "MOVE_AP_STEAL_NAME": "APスティール", + "MOVE_AP_BOOST_NAME": "APブースト", + "MOVE_AP_DRAIN_NAME": "APドレイン", + "MOVE_REVENGE_STRIKE_NAME": "しかえし", + "MOVE_PREEMPTIVE_STRIKE_NAME": "せんてひっしょう", + "MOVE_SELF_DESTRUCT_NAME": "じばく", + "MOVE_AP_REFUND_NAME": "APリファンド", + "MOVE_ROLL_AGAIN_NAME": "まきかえす", + "MOVE_AP_STARTER_NAME": "APスターター", + "MOVE_PARRY_STANCE_NAME": "パリィのかまえ", + "MOVE_LAST_RITES_NAME": "さいごのひせき", + "MOVE_HEADSHOT_NAME": "ヘッドショット", + "MOVE_SLEEP_TALK_NAME": "ねごと", + "MOVE_COSMIC_KUNAI_NAME": "コスモ・クナイ", + "MOVE_SLEEP_WALK_NAME": "ゆめみごこち", + "MOVE_HYPNOTIZE_NAME": "さいみんじゅつ", + "MOVE_HP_ABSORB_NAME": "いのちをすいとる", + "MOVE_DEFEND_NAME": "ガード", + "MOVE_RAISE_SHIELDS_NAME": "たてをかまえる", + "MOVE_POISON_POLLEN_NAME": "どくのかふん", + "MOVE_SNOOZE_SPORE_NAME": "ねむりごな", + "MOVE_LEECH_NAME": "すいとる", + "MOVE_DODGE_NAME": "ドッジ", + "MOVE_FOCUS_NAME": "しゅうちゅう", + "MOVE_SPRINT_NAME": "ダッシュ", + "MOVE_WINK_NAME": "ウインク", + "MOVE_FLIRT_NAME": "くどく", + "MOVE_PEEKABOO_NAME": "いないいないばあ", + "MOVE_TRIP_NAME": "あしをすくう", + "MOVE_NOD_NAME": "うなずく", + "MOVE_CRITICIZE_NAME": "ケチをつける", + "MOVE_COMPLIMENT_NAME": "おせじ", + "MOVE_SHARPEN_NAME": "とがる", + "MOVE_RAISE_ARMS_NAME": "こうげきのかまえ", + "MOVE_JUMP_SCARE_NAME": "ジャンプスケア", + "MOVE_HOT_POTATO_NAME": "ポテトばくだん", + "MOVE_ZOOMIES_NAME": "はしゃぎまわる", + "MOVE_QUICK_SMACK_NAME": "ひっぱたく", + "MOVE_TAUNT_NAME": "ちょうはつ", + "MOVE_SURE_FIRE_NAME": "てんかよこく", + "MOVE_BE_RANDOM_NAME": "らンだMU!!", + "MOVE_DOG_YEARS_NAME": "イヌどけい", + "MOVE_COPYCAT_NAME": "ものマネ", + "MOVE_COPYCAT_TITLE": "ものマネ:{move_name}", + "MOVE_GLITTER_BOMB_NAME": "ラメばくだん", + "MOVE_PROVOKE_NAME": "ひきつける", + "MOVE_HIBERNATE_NAME": "きゅうみん", + "MOVE_MEDITATE_NAME": "めいそう", + "MOVE_SUMMON_TULPA_NAME": "タルパをよぶ", + "MOVE_LIGHTNING_BOLT_NAME": "かみなり", + "MOVE_FUSION_POWER_NAME": "フューズパワー", + "MOVE_FUSION_POWER_GENERATED_NAME": "フューズパワー:{prefix}{suffix}", + "MOVE_DESPERATION_NAME": "やぶれかぶれ", + "MOVE_CROSSFADE_NAME": "クロスフェード", + "MOVE_DELEGATE_NAME": "まかせる", + "MOVE_BITE_NAME": "かみつく", + "MOVE_BONE_CANNON_NAME": "ボーンキャノン", + "MOVE_STICKY_TONGUE_NAME": "ペロペロアタック", + "MOVE_ZEPHYR_NAME": "そよかぜ", + "MOVE_CHARGE_NAME": "エレキチャージ", + "MOVE_SONIC_BOOM_NAME": "ソニックブーム", + "MOVE_BATTERY_NAME": "エレキバッテリー", + "MOVE_SCORCH_NAME": "やきこがす", + "MOVE_RAPID_FIRE_NAME": "ラピッドファイア", + "MOVE_GEAR_SHEAR_NAME": "ギアショット", + "MOVE_BROADCAST_NAME": "ブロードキャスト", + "MOVE_UNICAST_NAME": "ユニキャスト", + "MOVE_SPLINTER_NAME": "トゲをだす", + "MOVE_WOODCUTTER_NAME": "ウッドカッター", + "MOVE_SILICON_SLASH_NAME": "ガラススラッシュ", + "MOVE_ACID_REFLEX_NAME": "アシッドリフレク", + "MOVE_RADIOACTIVE_NAME": "ほうしゃせん", + "MOVE_THROW_NAME": "ウォールスロー", + "MOVE_ICE_BREAKER_NAME": "アイスブレイカー", + "MOVE_TORRENT_NAME": "げきりゅう", + "MOVE_TWO_HEADS_NAME": "ダブルヘッド", + "MOVE_MAGNET_NAME": "マグネット", + "MOVE_ECHOLOCATION_NAME": "エコーたんち", + "MOVE_RETRIBUTION_NAME": "ほうふく", + "MOVE_THUNDER_BLAST_NAME": "サンダーブラスト", + "MOVE_TOWER_DEFENSE_NAME": "タワーのまもり", + "MOVE_GAMBIT_NAME": "かけにでる", + "MOVE_HAUNT_NAME": "バケてでる", + "MOVE_BINVITATION_NAME": "ゴミのよびだし", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "てんのへきれき", + "MOVE_CALL_FOR_HELP_NAME": "たすけをよぶ", + "MOVE_BINVASION_NAME": "ゴミのしんげき", + "MOVE_FISSION_POWER_NAME": "セパレートパワー", + "MOVE_RECYCLE_NAME": "リサイクル", + "MOVE_COPPER_CHOP_NAME": "コッパーチョップ", + "MOVE_GALACTIC_BEATDOWN_NAME": "コスモブレイク", + "MOVE_WINDOW_NAME": "ウィンドウ", + "MOVE_JAGGED_EDGE_NAME": "ギザギザエッジ", + "MOVE_SHARP_EDGES_NAME": "とぎあげる", + "MOVE_CRYSTAL_LENS_NAME": "クリスタルレンズ", + "MOVE_GLASS_BONDS_NAME": "ガラスのかせ", + "MOVE_SHRAPNEL_NAME": "まきびし", + "MOVE_GLASS_CANNON_NAME": "ガラスキャノン", + "MOVE_CLOSE_ENCOUNTER_NAME": "みちとのせっきん", + "MOVE_SPRING_LOAD_NAME": "バネじかけ", + "MOVE_SHOOTING_STAR_NAME": "りゅうせい", + "MOVE_MOUNTAIN_SMASH_NAME": "マウントバッシュ", + "MOVE_BLIZZARD_NAME": "ブリザード", + "MOVE_DJINNTOXICATE_NAME": "ジントキシック", + "MOVE_TOY_HAMMER_NAME": "トイハンマー", + "MOVE_SUCTION_CUP_DART_NAME": "きゅうばんアロー", + "MOVE_PLASTIC_KNIFE_NAME": "プラナイフ", + "MOVE_ACORN_MORTAR_NAME": "ドングリほう", + "MOVE_BOIL_NAME": "ねっとう", + "MOVE_TOXIC_STAB_NAME": "どくのいちげき", + "MOVE_PUSTULE_BOMB_NAME": "イボばくだん", + "MOVE_RADIATION_BREATH_NAME": "ほうしゃねっせん", + "MOVE_WONDERFUL_7_NAME": "ワンダー7", + "MOVE_SNOW_RUSH_NAME": "スノーラッシュ", + "MOVE_POLE_VAULT_ASSAULT_NAME": "ぼうたかとび", + "MOVE_YULE_REGRET_THAT_NAME": "メリー・クルシメ", + "MOVE_HURRICANE_NAME": "ハリケーン", + "MOVE_SANDSTORM_NAME": "すなあらし", + "MOVE_METEOR_BARRAGE_NAME": "メテオバラージュ", + "MOVE_CLOCKWORK_MOUSE_NAME": "ネジまきマウス", + "MOVE_METAL_RIFF_NAME": "メタル・リフ", + "MOVE_BOTTLE_VOLLEY_NAME": "ビンをなげる", + "MOVE_MOONSHINE_NAME": "ムーンシャイン", + "MOVE_AVALANCHE_NAME": "なだれ", + "MOVE_FOG_NAME": "ふかいきり", + "MOVE_CHANGE_THE_RECORD_NAME": "テープシャッフル", + "MOVE_AP_DONATE_NAME": "APギフト", + "MOVE_AP_FACTORY_NAME": "APファクトリー", + "MOVE_SHIELD_BASH_NAME": "シールドバッシュ", + "MOVE_PRISMATIC_NAME": "プリズムカラー", + "MOVE_ICICLE_DART_NAME": "つららショット", + "MOVE_CRUMBLE_NAME": "うちくだく", + "MOVE_BAD_JOKE_NAME": "ひどいダジャレ", + "MOVE_HEROIC_BLADE_NAME": "ゆうしゃのつるぎ", + "MOVE_SUPERHEATED_FIST_NAME": "ヒートパンチ", + "MOVE_GUZZLE_FUEL_NAME": "ねんりょうのみ", + "MOVE_DAMAGE_ROLL_NAME": "ダイスロール", + "MOVE_COPY_THAT_NAME": "いただきコピー", + "MOVE_FROZEN_GROUND_NAME": "スケートリンク", + "MOVE_STONY_LOOK_NAME": "ゴルゴンのめ", + "MOVE_PUMPKIN_PIE_NAME": "カボチャパイ", + "MOVE_BUSHFIRE_NAME": "やまかじ", + "MOVE_TRAFFIC_JAM_NAME": "つうこうどめ", + "MOVE_SUIT_UP_NAME": "スーツ・アップ", + "MOVE_COTTON_ON_NAME": "わたげのさとり", + "MOVE_MIND_MELD_NAME": "いっしんどうたい", + "MOVE_UNDERTOW_NAME": "ひきなみ", + "MOVE_NEW_LEAF_NAME": "めぶく", + "MOVE_FAIR_FIGHT_NAME": "せいせいどうどう", + "MOVE_ABRAMACABRA_NAME": "アブラマカブラ", + "MOVE_ABRAMACABRA_ATTACK_NAME": "マカブラミサイル", + "MOVE_DOC_LEAF_NAME": "やくそう", + "MOVE_REVOLVING_DOOR_NAME": "かいてんドア", + "MOVE_BLOOD_DONATION_NAME": "ちをわける", + "MOVE_NURSE_NAME": "てあてする", + "MOVE_CLAY_FIRED_NAME": "やきかたまる", + "MOVE_COAL_STORY_NAME": "ホットするはなし", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "ビーストレジスト", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "ぼうか", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "プラレジスト", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "プラントレジスト", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "ぼうすい", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "アストラルレジスト", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "ポイズンレジスト", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "でんきアース", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "アイスレジスト", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "エアレジスト", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "アースレジスト", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "メタルレジスト", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "ガラスレジスト", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "ラメレジスト", + "MOVE_WATER_DANCE_NAME": "みずのまい", + "MOVE_STAB_IN_THE_DARK_NAME": "あてずっぽう", + "MOVE_WATERWORKS_NAME": "なきわめく", + "MOVE_STARTER1_ATTACK_NAME": "ボンボンブラスト", + "MOVE_STARTER1_PASSIVE_NAME": "シュガーラッシュ", + "MOVE_STARTER2_ATTACK_NAME": "ヒツジのずつき", + "MOVE_STARTER2_PASSIVE_NAME": "きょううん", + "MOVE_CATEGORY_MELEE": "近接", + "MOVE_CATEGORY_RANGED": "遠距離", + "MOVE_CATEGORY_STATUS": "変化", + "MOVE_CATEGORY_MISC": "その他", + "MOVE_DESCRIPTION_HIT_ONE": "1体の相手を攻撃する。", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "相手全体に攻撃する。ウォールも破壊できる。", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "1体の相手を攻撃する。必ず命中する。", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "1体の相手を攻撃する。他のわざより速く出せる。", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "1体の相手を連続で攻撃する。", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "1体の相手を攻撃する。自分も少しダメージを受ける。", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "1体の相手を連続で攻撃する。他のわざより速く出せる。", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "1体の相手を連続で攻撃する。他のわざより出すのが遅くなる。", + "MOVE_DESCRIPTION_HIT_TEAM": "相手全体に攻撃する。", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "相手全体を順番に連続で攻撃する。", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "周囲にいる、自分以外の相手すべてを攻撃する。", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "1体の相手を攻撃し、自分は{status_effect}状態になる。", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "相手全体に攻撃し、自分は{status_effect}状態になる。", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "相手全体に攻撃し、当たった相手を{status_effect}状態にする。", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "1体の相手を攻撃し、回避率を下げる。", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "1体の相手を攻撃し、命中率を下げる。", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "HPが減るほど、素早さが上がっていく。", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "HPが減るほど、回避率が上がっていく。", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "{type}タイプのわざで受けるダメージが常に{percent}%下がり、反応も起きなくなる。クリティカルには影響しない。", + "MOVE_DESCRIPTION_NURSE": "最大HPの半分、相手1体のHPを回復する。", + "MOVE_DESCRIPTION_METAL_RIFF": "相手全体に攻撃する。メタルタイプのテープに貼るとくうきタイプの攻撃になる。", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "相手のウォールを奪って自分の物にする。", + "MOVE_DESCRIPTION_BLOOD_DONATION": "自分のHPを半分に削り、相手に与える。", + "MOVE_DESCRIPTION_FAIR_FIGHT": "3ターンの間、ステータスが変化しなくなる。", + "MOVE_DESCRIPTION_NEW_LEAF": "相手のステータス変化をもとに戻す。", + "MOVE_DESCRIPTION_BUSHFIRE": "自分をほのおタイプに変え、触った相手に追加でほのおタイプのダメージを与える。自分はやけど状態になる。", + "MOVE_DESCRIPTION_UNDERTOW": "このわざを出す直前にわざを出した相手に当たる。", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "自分の素早さとAP回復量を上げる。", + "MOVE_DESCRIPTION_COPY_THAT": "相手のモンスターに変身する。", + "MOVE_DESCRIPTION_FROZEN_GROUND": "自分の素早さをグッと上げるが、かわりに命中率が下がる。", + "MOVE_DESCRIPTION_ICICLE_DART": "1体の相手を攻撃する。ダメージの量は自分の素早さで決まる。", + "MOVE_DESCRIPTION_SHIELD_BASH": "1体の相手を攻撃する。ダメージの量は自分の近接防御で決まる。", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "20面ダイスを振る。大きな目が出るほどダメージも増える。1か20が出た場合、特別な効果が発生する。", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "相手が使うテープを、むりやりランダムなテープにスイッチさせる。", + "MOVE_DESCRIPTION_AP_DONATE": "自分の残りAPをすべて相手に与える。", + "MOVE_DESCRIPTION_AVALANCHE": "このターンの近接攻撃がすべて失敗するようになる。", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "相手の遠距離攻撃を近接攻撃に変える。", + "MOVE_DESCRIPTION_AP_FACTORY": "ターンがはじまるたびに、自分のAPを味方にすべて与える。", + "MOVE_DESCRIPTION_WALL": "自分のHPを20%削り、3回攻撃を受けるか、3ターンがすぎるまで攻撃を防ぐ壁を作り出す。", + "MOVE_DESCRIPTION_SPRING_LOAD": "着けていると自動でバネじかけ状態になる。このターン、自分の近接攻撃は遠距離攻撃に変わる。", + "MOVE_DESCRIPTION_FOG": "3ターンの間、みず、くうき、こおりタイプ以外の遠距離攻撃は命中しなくなる。", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "空を飛ぶ。遠距離、くうきタイプ、飛んでいる相手の攻撃以外は命中しなくなる。", + "MOVE_DESCRIPTION_COATING": "自分か味方のタイプを変える。", + "MOVE_DESCRIPTION_ABRAMACABRA": "自分のHPを20%削り、3回攻撃を受けるか、3ターンがすぎるまで攻撃を防ぐ壁を作り出す。壁は敵1体に毎ターンダメージを与える。", + "MOVE_DESCRIPTION_POWER": "威力", + "MOVE_DESCRIPTION_HITS": "回数:{hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "相手を{duration}ターンの間{status_effect}状態にする。", + "MOVE_DESCRIPTION_ACCURACY": "命中:{0}%", + "MOVE_DESCRIPTION_HITS_RANGE": "回数:{hits_min}–{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "自分を{duration}ターンの間{status_effect}状態にする。", + "MOVE_DESCRIPTION_CLAY_FIRED": "ほのおタイプの攻撃を受けると発動する。自分の防御が上がる。", + "MOVE_DESCRIPTION_MIND_MELD": "味方のわざと自分のわざをいっしょに使える。", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "自分以外の相手の素早さを下げる。", + "MOVE_DESCRIPTION_FLINCH_ONE": "相手をひるませることがある。", + "MOVE_DESCRIPTION_STICKY_TONGUE": "1体の相手を攻撃し、回避率を下げる。", + "MOVE_DESCRIPTION_ICE_BREAKER": "1体の相手を攻撃し、素早さを下げる。", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "1体の相手を攻撃する。使ったターンで相手がすでにダメージを受けていたら、クリティカルになる。", + "MOVE_DESCRIPTION_AP_STEAL": "相手からAPを1盗み、自分の物にする。", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "相手のAPを2減らす。", + "MOVE_DESCRIPTION_AP_BOOST": "選んだ相手のAP回復量を増やす。", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "バトルがはじまったとき、敵1体を攻撃する。", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "近接攻撃を受けたとき、攻撃してきた相手に反撃することがある。", + "MOVE_DESCRIPTION_AP_DRAIN": "選んだ相手のAP回復量を減らす。", + "MOVE_DESCRIPTION_SPLINTER": "触れた相手にダメージを与えることがある。ダメージの量は、近接防御の高さで決まる。", + "MOVE_DESCRIPTION_ACID_REFLEX": "近接攻撃で触れた相手を毒状態にすることがある。", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "たおされると爆発し、周りにいるものにダメージを与える。", + "MOVE_DESCRIPTION_RADIOACTIVE": "近接攻撃で触れた相手をやけど状態にすることがある。", + "MOVE_DESCRIPTION_AP_REFUND": "わざを使ったあと、使ったAPがもどってくることがある。", + "MOVE_DESCRIPTION_AP_STARTER": "バトルがはじまったときのAPが1増える。", + "MOVE_DESCRIPTION_ROLL_AGAIN": "ターンの終わりに、ランダムで他のわざをくりだすことがある。", + "MOVE_DESCRIPTION_SUIT_UP": "自分の近接防御と遠距離防御を上げる。", + "MOVE_DESCRIPTION_PARRY_STANCE": "このターンで受けた近接攻撃を相手にはねかえす。", + "MOVE_DESCRIPTION_HP_ABSORB": "与えたダメージと同じだけ、HPを回復する。", + "MOVE_DESCRIPTION_DEFEND": "自分の近接防御を上げる。", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "自分の遠距離防御を上げる。", + "MOVE_DESCRIPTION_DODGE": "自分の回避率を上げる。", + "MOVE_DESCRIPTION_FOCUS": "自分の命中率を上げる。", + "MOVE_DESCRIPTION_SPRINT": "自分の素早さを上げる。", + "MOVE_DESCRIPTION_WINK": "相手の近接攻撃を下げる。", + "MOVE_DESCRIPTION_FLIRT": "相手の回避率を下げる。", + "MOVE_DESCRIPTION_PEEKABOO": "相手の命中率を下げる。", + "MOVE_DESCRIPTION_TRIP": "相手の素早さを下げる。", + "MOVE_DESCRIPTION_NOD": "相手の近接防御を下げる。", + "MOVE_DESCRIPTION_CRITICIZE": "相手の遠距離攻撃を下げる。", + "MOVE_DESCRIPTION_COMPLIMENT": "相手の遠距離防御を下げる。", + "MOVE_DESCRIPTION_SHARPEN": "自分の近接攻撃を上げる。", + "MOVE_DESCRIPTION_RAISE_ARMS": "自分の遠距離攻撃を上げる。", + "MOVE_DESCRIPTION_HOT_POTATO": "相手に向かって、すぐに近接攻撃でだれかにパスしないと爆発するばくだんを投げる。", + "MOVE_DESCRIPTION_SURE_FIRE": "このわざを使われた相手が次に出すわざは、必ず命中する。", + "MOVE_DESCRIPTION_COTTON_ON": "相手が次のターンに出すわざがよけられるわざなら、その命中率が0%まで下がる。", + "MOVE_DESCRIPTION_TAUNT": "相手を怒らせ、2ターンの間、ダメージを与えるわざしか使えなくする。", + "MOVE_DESCRIPTION_DOG_YEARS": "選んだ相手にかかっているステータス変化の効果ターンをのばす。", + "MOVE_DESCRIPTION_BE_RANDOM": "残っているAPで使えるわざをランダムに出す。", + "MOVE_DESCRIPTION_COPYCAT": "十分なAPがあるなら、相手が最後に使ったわざをマネして使う。", + "MOVE_DESCRIPTION_PROVOKE": "3ターンの間、味方が敵に直接攻撃されるのを防ぐ。", + "MOVE_DESCRIPTION_HIBERNATE": "自ら眠りにつく。眠っている間は、毎ターンHPが回復する。", + "MOVE_DESCRIPTION_SUMMON_TULPA": "アストラル界から助けを呼ぶ。", + "MOVE_DESCRIPTION_MEDITATE": "自ら眠りにつく。眠っている間は、毎ターン攻撃と防御が上がっていく。", + "MOVE_DESCRIPTION_BINVITATION": "マザーシップから助けを呼ぶ。", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "しばらくいっしょに戦ってくれる仲間のボルトヒヒを呼ぶ。", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "助けを呼ぶ。しばらくいっしょに戦ってくれる仲間が来てくれることがある。", + "MOVE_DESCRIPTION_FUSION_POWER": "フュージョンの組みあわせによって、さまざまな効果が発生する。", + "MOVE_DESCRIPTION_FISSION_POWER": "フィッションをおこない、2体に分裂する。", + "MOVE_DESCRIPTION_CROSSFADE": "コート状態で変わったタイプはそのままで、自分のすがたをスイッチする。", + "MOVE_DESCRIPTION_DESPERATION": "HPが少ないほど、与えるダメージが多くなる。", + "MOVE_DESCRIPTION_DELEGATE": "自分のステータス変化を仲間にうつす。", + "MOVE_DESCRIPTION_BITE": "1体の相手を攻撃し、自分のHPを少し回復する。", + "MOVE_DESCRIPTION_BATTERY": "1体の相手を2回攻撃する。エレキチャージを使ったあとに出すとクリティカルになる。", + "MOVE_DESCRIPTION_BOIL": "1体の相手を攻撃する。相手をやけど状態にすることがある。", + "MOVE_DESCRIPTION_DJINNTOXICATE": "1体の相手を攻撃し、混乱状態にする。", + "MOVE_DESCRIPTION_COAL_STORY": "1体の相手を攻撃し、やけど状態にする。", + "MOVE_DESCRIPTION_TOXIC_STAB": "1体の相手を攻撃し、毒状態にする。", + "MOVE_DESCRIPTION_SANDSTORM": "相手全体に攻撃し、当たった相手についているステータス変化の持続ターンを1回分減らす。", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "相手全体に攻撃し、当たった相手を毒状態にする。", + "MOVE_DESCRIPTION_WONDERFUL_7": "1体の相手に攻撃し、ランダムなマイナス効果を与える。", + "MOVE_DESCRIPTION_THROW": "ウォールを投げつける。与えるダメージは、ウォールの持続ターン数で変わる。", + "MOVE_DESCRIPTION_RECYCLE": "自分のウォールを破壊し、ウォールの持続ターン数ぶんAPを増やす。", + "MOVE_DESCRIPTION_MAGNET": "{duration}ターンの間、敵が自分しかねらえないようにする。最初のターンのときだけ、APを使わずに発動する。", + "MOVE_DESCRIPTION_RETRIBUTION": "仲間がたおれると発動する。自分の攻撃を上げる。", + "MOVE_DESCRIPTION_STATUS_STARTER": "{duration}ターンの間、自分を{status_effect}状態にする。最初のターンのときだけ、APを使わずに発動する。", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "自分をだいちタイプに変え、防御を上げる。最初にこのわざの効果を受けたときは、HPが半分まで減る。", + "MOVE_DESCRIPTION_THUNDER_BLAST": "1体の相手を攻撃する。相手にくうきタイプの追加ダメージを30与える。", + "MOVE_DESCRIPTION_GAMBIT": "自分のステータスをすべて上げる。そのかわり、3ターンたつとテープが壊れてしまう。", + "MOVE_DESCRIPTION_HAUNT": "攻撃を受けない幽霊に変身する。そのかわり、3ターンたつとテープが壊れてしまう。", + "MOVE_DESCRIPTION_BINVASION": "1体の相手を、自分のチームにいるゴミベーダーの数と同じ回数だけ攻撃する。", + "MOVE_DESCRIPTION_COPPER_CHOP": "1体の相手を攻撃する。相手がガラス、またはメタルタイプなら、きょうしん状態にする。", + "MOVE_DESCRIPTION_WINDOW": "遠距離攻撃が、ウォールをすりぬけて相手に当たるようにする。", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "選んだ相手は、変身するたびにダメージを受けるようになる。", + "MOVE_DESCRIPTION_SHARP_EDGES": "{duration}ターンの間、自分をタッチダメージ状態にする。", + "MOVE_DESCRIPTION_JAGGED_EDGE": "近接攻撃を失敗したとき、自動でダメージを受ける。", + "MOVE_DESCRIPTION_BLIZZARD": "相手全体に攻撃し、当たった相手の命中率を下げる。", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "1体の相手を攻撃し、近接防御を下げる。", + "MOVE_DESCRIPTION_TRICK": "選んだ相手にランダムなマイナス効果を与える。", + "MOVE_DESCRIPTION_TREAT": "選んだ相手にランダムなプラス効果を与える。", + "MOVE_DESCRIPTION_CRUMBLE": "すべてのウォールを破壊する。ウォールを使っていた相手すべてに、ウォールの持続ターンにあわせてダメージを与える。", + "MOVE_DESCRIPTION_PRISMATIC": "ターンが終わるごとに、自分のタイプをランダムで変える。", + "MOVE_DESCRIPTION_BAD_JOKE": "ランダムなダジャレを言う。なにも起こらない。", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "レジスト", + "MOVE_DESCRIPTION_WATER_DANCE": "1体の相手を攻撃する。ダメージの量は自分の素早さで決まる。", + "MOVE_BLOOD_DONATION_TOAST": "ギフト", + "MOVE_NEW_LEAF_TOAST": "ステータス解除", + "MOVE_DAMAGE_ROLL_TOAST": "ダイスロール:{n}", + "MOVE_AP_STEAL_TOAST": "スティール", + "MOVE_GUZZLE_FUEL_TOAST": "ほきゅう", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "持続ターン+", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "持続ターン-", + "MOVE_SUMMON_SPAWNS.m": "{spawn}が よばれて やってきた!", + "MOVE_SUMMON_SPAWNS.f": "{spawn}が よばれて やってきた!", + "MOVE_AP_REFUND_TOAST": "はらいもどし", + "MOVE_SUMMON_SPAWNS.n": "{spawn}が よばれて やってきた!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "ワイルド", + "MOVE_FUSION_POWER_PREFIX_beast_2": "ボーン", + "MOVE_FUSION_POWER_PREFIX_beast_3": "フェラル", + "MOVE_FUSION_POWER_PREFIX_beast_4": "ゲンシ", + "MOVE_FUSION_POWER_PREFIX_beast_5": "ホネホネ", + "MOVE_FUSION_POWER_PREFIX_beast_6": "バーサク", + "MOVE_FUSION_POWER_PREFIX_beast_7": "クレイジー", + "MOVE_FUSION_POWER_PREFIX_fire_1": "インフェルノ", + "MOVE_FUSION_POWER_PREFIX_fire_2": "ブレイズ", + "MOVE_FUSION_POWER_PREFIX_fire_3": "バーニング", + "MOVE_FUSION_POWER_PREFIX_fire_4": "フレイム", + "MOVE_FUSION_POWER_PREFIX_fire_5": "ファイア", + "MOVE_FUSION_POWER_PREFIX_fire_6": "マグマ", + "MOVE_FUSION_POWER_PREFIX_fire_7": "ボルケーノ", + "MOVE_FUSION_POWER_PREFIX_poison_1": "ヴェノム", + "MOVE_FUSION_POWER_PREFIX_poison_2": "ポイズン", + "MOVE_FUSION_POWER_PREFIX_poison_3": "トキシック", + "MOVE_FUSION_POWER_PREFIX_poison_4": "ケミカル", + "MOVE_FUSION_POWER_PREFIX_poison_5": "パープル", + "MOVE_FUSION_POWER_PREFIX_poison_6": "ウィルス", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "ミックス", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "レジリエント", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "リサイクル", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "ファクトリー", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "トラッシュ", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "モジュール", + "MOVE_FUSION_POWER_PREFIX_plant_1": "トキワ", + "MOVE_FUSION_POWER_PREFIX_plant_2": "ジャングル", + "MOVE_FUSION_POWER_PREFIX_plant_3": "グロウアップ", + "MOVE_FUSION_POWER_PREFIX_plant_4": "フローラル", + "MOVE_FUSION_POWER_PREFIX_plant_5": "グリーン", + "MOVE_FUSION_POWER_PREFIX_plant_6": "トロピカル", + "MOVE_FUSION_POWER_PREFIX_plant_7": "サボテン", + "MOVE_FUSION_POWER_PREFIX_water_1": "ハイドロ", + "MOVE_FUSION_POWER_PREFIX_water_2": "テンペスト", + "MOVE_FUSION_POWER_PREFIX_water_3": "モンスーン", + "MOVE_FUSION_POWER_PREFIX_water_4": "スプラッシュ", + "MOVE_FUSION_POWER_PREFIX_water_5": "スパイラル", + "MOVE_FUSION_POWER_PREFIX_water_6": "アビス", + "MOVE_FUSION_POWER_PREFIX_water_7": "ネプチューン", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "グリッター", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "スパークル", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "レインボー", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "フェアリー", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "クラフト", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "ハンドメイド", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "ユニコーン", + "MOVE_FUSION_POWER_PREFIX_astral_1": "コズミック", + "MOVE_FUSION_POWER_PREFIX_astral_2": "プラネット", + "MOVE_FUSION_POWER_PREFIX_astral_3": "セレスチャル", + "MOVE_FUSION_POWER_PREFIX_astral_4": "ステラ", + "MOVE_FUSION_POWER_PREFIX_astral_5": "エーテル", + "MOVE_FUSION_POWER_PREFIX_astral_6": "オービタル", + "MOVE_FUSION_POWER_PREFIX_astral_7": "ダークネス", + "MOVE_FUSION_POWER_PREFIX_air_1": "サイクロン", + "MOVE_FUSION_POWER_PREFIX_air_2": "トルネード", + "MOVE_FUSION_POWER_PREFIX_air_3": "タツマキ", + "MOVE_FUSION_POWER_PREFIX_air_4": "ハリケーン", + "MOVE_FUSION_POWER_PREFIX_air_5": "ウィンド", + "MOVE_FUSION_POWER_PREFIX_air_6": "ソニック", + "MOVE_FUSION_POWER_PREFIX_air_7": "スカイ", + "MOVE_FUSION_POWER_PREFIX_earth_1": "ハード", + "MOVE_FUSION_POWER_PREFIX_earth_2": "ミネラル", + "MOVE_FUSION_POWER_PREFIX_earth_3": "クリスタル", + "MOVE_FUSION_POWER_PREFIX_earth_4": "マウンテン", + "MOVE_FUSION_POWER_PREFIX_earth_5": "サンディ", + "MOVE_FUSION_POWER_PREFIX_earth_6": "ストーン", + "MOVE_FUSION_POWER_PREFIX_earth_7": "ロック", + "MOVE_FUSION_POWER_PREFIX_glass_1": "ガラス", + "MOVE_FUSION_POWER_PREFIX_glass_2": "シャッタード", + "MOVE_FUSION_POWER_PREFIX_glass_3": "リフレクト", + "MOVE_FUSION_POWER_PREFIX_glass_4": "エッジド", + "MOVE_FUSION_POWER_PREFIX_glass_5": "ブロークン", + "MOVE_FUSION_POWER_PREFIX_glass_6": "クリア", + "MOVE_FUSION_POWER_PREFIX_ice_1": "フローズン", + "MOVE_FUSION_POWER_PREFIX_ice_2": "サブゼロ", + "MOVE_FUSION_POWER_PREFIX_ice_3": "フリーズ", + "MOVE_FUSION_POWER_PREFIX_ice_4": "ポーラー", + "MOVE_FUSION_POWER_PREFIX_ice_5": "フリジド", + "MOVE_FUSION_POWER_PREFIX_ice_6": "コールド", + "MOVE_FUSION_POWER_PREFIX_ice_7": "ブリザード", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "ストーム", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "サージ", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "エレキ", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "ショック", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "サンダー", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "ボルト", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "マグネット", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "テスラ", + "MOVE_FUSION_POWER_PREFIX_metal_1": "スチール", + "MOVE_FUSION_POWER_PREFIX_metal_2": "メタル", + "MOVE_FUSION_POWER_PREFIX_metal_3": "シルバー", + "MOVE_FUSION_POWER_PREFIX_metal_4": "マーキュリー", + "MOVE_FUSION_POWER_PREFIX_metal_5": "レゾナンス", + "MOVE_FUSION_POWER_PREFIX_metal_6": "チタニウム", + "MOVE_FUSION_POWER_SWORD": "ソード", + "MOVE_FUSION_POWER_AXE": "アックス", + "MOVE_FUSION_POWER_KATANA": "ブレード", + "MOVE_FUSION_POWER_HAMMER": "ハンマー", + "MOVE_FUSION_POWER_HALBERD": "スピア", + "MOVE_FUSION_POWER_BLADEWHEEL": "ホイール", + "MOVE_FUSION_POWER_FIST": "フィスト", + "MOVE_FUSION_POWER_SMASH": "スマッシュ", + "MOVE_FUSION_POWER_SHURIKEN": "しゅりけん", + "MOVE_DESCRIPTION_IRON_FILINGS": "相手をかんでん状態にする。", + "MOVE_FUSION_POWER_ARROW": "アロー", + "MOVE_FUSION_POWER_ORB": "オーブ", + "MOVE_FUSION_POWER_KUNAI": "クナイ", + "MOVE_FUSION_POWER_SHARDS": "シャード", + "MOVE_FUSION_POWER_SPIKES": "スパイク", + "MOVE_FUSION_POWER_METEOR": "メテオ", + "MOVE_FUSION_POWER_BEAM": "ビーム", + "MOVE_FUSION_POWER_BLAST": "ブラスト", + "MOVE_FUSION_POWER_BOMB": "ボム", + "MOVE_RITUAL_NAME": "ふっかつのぎしき", + "MOVE_DESCRIPTION_RITUAL": "使ったあとにたおれたとき、HPが4分の1の状態で復活する。", + "MOVE_IRON_FILINGS_NAME": "てつのこな", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "コーダ・モルガーナ", + "MOVE_AA_OLDGANTE_THRASH_NAME": "ディスコード・スラッシュ", + "MOVE_TRICK_NAME": "トリック", + "MOVE_TREAT_NAME": "トリート", + "MOVE_ATTRIBUTE_STAT": "{stat_value}% {stat_name}", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "有利なタイプに当たるとクリティカル", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "パッシブ:{stat_value}% {stat_name}", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "{stat_name}が攻撃より高いなら、ダメージの量はそちらで決まる", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "持続ターン+1", + "MOVE_ATTRIBUTE_EXTRA_HIT": "攻撃回数+1", + "MOVE_ATTRIBUTE_HEAL": "最大HPの{stat_value}%を回復", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "パッシブ:空きスロット1つごとに{stat_name} {stat_value}%", + "MOVE_ATTRIBUTE_SPECIALIZATION": "空きスロット1つごとに{stat_name} {stat_value}%", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "空きスロット1つごとに最大HPの{stat_value}%を回復", + "MOVE_ATTRIBUTE_BUFF_USER": "{chance}%の確率で{status_effect}にする", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}%の確率で{status_effect}にする", + "MOVE_ATTRIBUTE_AP_REFUND": "{chance}%の確率で使用後にAPが{amount}戻る", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}%の確率で使用後にAPがすべて戻る", + "MOVE_ATTRIBUTE_SHARED": "味方もこのわざを使える", + "MOVE_ATTRIBUTE_COMPATIBILITY": "どんなテープにも貼れる", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance}%の確率でターンの終わりに発動する", + "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}%の確率で2回使える", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "最初のターンのときだけ{chance}%の確率で発動する", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "自分のタイプを変える。最初のターンのときだけ、APを使わずに発動する。", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance}%の確率で攻撃後に発動する", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance}%の確率で使用後に{move_name}が発動する", + "MOVE_ATTRIBUTE_MULTITARGET": "{chance}%の確率で全体攻撃になる", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "ウォールを破壊する", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "スロット+1", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "ウォールをすりぬける", + "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}%の確率でランダムにわざを発動する", + "MOVE_BAD_JOKE_JOKE3": "パイロンカツギは毎月家賃を払ってるんだ。\\nヤドをカリてるからね!", + "MOVE_BAD_JOKE_JOKE2": "パイロンカツギが交通安全のお守りをもらったってさ。\\nゲンカツギだね!", + "MOVE_BAD_JOKE_JOKE1": "パイロンカツギが道を横切る理由を知ってる?\\n横にしか歩けないからさ!", + "MOVE_BAD_JOKE_JOKE5": "なんでビショップトンはいつもホウキで掃除するかって?\\nぞうき、んがないからさ!", + "MOVE_BAD_JOKE_JOKE4": "パイロンカツギはよく敵に逃げられるんだ。\\nツメが甘くておいしいからね!", + "MOVE_BAD_JOKE_JOKE7": "タマガンをビックリさせる武器はなーんだ? 銃だよ!\\n「こりゃタマげた、ガンだ!!」ってね!", + "MOVE_BAD_JOKE_JOKE6": "アイスペックはどうやって家を建てるかって?\\nハイスペックな大工さんに頼むのさ!", + "MOVE_BAD_JOKE_JOKE8": "ザントケイがおやつを食べるのは何時? ザン時だよ!", + "MOVE_BAD_JOKE_JOKE11": "ホシクマは星空が怖いって知ってた? ホシを見ると\\nクマっちゃうんだね。", + "MOVE_BAD_JOKE_JOKE10": "ザントケイを食べないほうがいい理由は? \\nザンザンお腹をこわしちゃうからさ!", + "MOVE_BAD_JOKE_JOKE9": "ホネの山をおおうほどスライムがあるって聞いて、スラコッツはなんて言ったと思う? 「スラ、コッツいなあ!」だって!", + "MOVE_BAD_JOKE_JOKE12": "ピカルタンがあこがれてる髪型は? \\nピカピカのスキンヘッドだよ!", + "MOVE_BAD_JOKE_JOKE13": "ハスゲーロは人をほめるときになんて言うのかな? \\n「はっ、スッゲーろ!」だってさ!", + "MOVE_BAD_JOKE_JOKE16": "クルカカシが好きなドアはなーんだ? 回転ドアだよ! \\nクルクルまわるからね!", + "MOVE_BAD_JOKE_JOKE15": "化学反応についてのジョークを言ったのに、だれも反応して\\nくれないんだ……", + "MOVE_BAD_JOKE_JOKE14": "ジャンプキンはカがプールに飛びこむのを見るのが\\n好きなんだって。カ、ボチャン! ってね!", + "MOVE_BAD_JOKE_JOKE18": "どうしてランドキーパーは映画館に行かないの?\\nああ、シネマコンプレックスを持ってるからか!", + "MOVE_BAD_JOKE_JOKE17": "シゲミガンが嫌いなものはなーんだ? シケたミカン!", + "MOVE_BAD_JOKE_JOKE19": "ランドキーパーの好きな果物は? ブドウが3つさ。\\nブドウサンってね!", + "MOVE_NAME_INSOMNIA": "ふみんしょう", + "MOVE_BAD_JOKE_JOKE20": "ランドキーパーがキズを負ったって! 「住所う」らしいよ!", + "MOVE_DESCRIPTION_INSOMNIA": "眠り状態にならなくなる。", + "MOVE_NAME_ELDRITCH": "ぶきみなけはい", + "MOVE_DESCRIPTION_ELDRITCH": "ステータスを下げる効果を受けない。", + "MOVE_NAME_STATUS_RESISTANCE": "ていこうりょく", + "MOVE_NAME_NEUTRALISE": "ちゅうわ", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "やけど、毒、やどりぎ状態になったとき、受けるダメージが減る。", + "MOVE_NAME_LIQUID_BODY": "リキッドボディ", + "MOVE_DESCRIPTION_LIQUID_BODY": "やけど状態にならなくなるが、かわりにこおり、でんきタイプの攻撃を受けるとすべてクリティカルになる。", + "MOVE_DESCRIPTION_NEUTRALISE": "自分のHPが半分以下になったとき、受けているマイナス効果がすべてもとに戻る。", + "MOVE_NAME_PHASE_SHIFT": "フェイズシフト", + "MOVE_DESCRIPTION_PHASE SHIFT": "幽霊に攻撃が当たるようになる。", + "MOVE_CAMOUFLAGE_WATER_NAME": "ウォーターベール", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "プラベール", + "MOVE_CAMOUFLAGE_AIR_NAME": "エアベール", + "MOVE_CAMOUFLAGE_EARTH_NAME": "アースベール", + "MOVE_CAMOUFLAGE_FIRE_NAME": "ファイアベール", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "アストラルベール", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "エレキベール", + "MOVE_CAMOUFLAGE_METAL_NAME": "メタルベール", + "MOVE_CAMOUFLAGE_BEAST_NAME": "ビーストベール", + "MOVE_CAMOUFLAGE_PLANT_NAME": "プラントベール", + "MOVE_CAMOUFLAGE_POISON_NAME": "ポイズンベール", + "MOVE_CAMOUFLAGE_ICE_NAME": "アイスベール", + "MOVE_CAMOUFLAGE_GLASS_NAME": "ガラスベール", + "MOVE_DESCRIPTION_CAMOUFLAGE": "バトルがはじまると発動し、自分のタイプを変える。APは使わない。", + "MOVE_NAME_RICOCHET": "バウンドだん", + "MOVE_DESCRIPTION_RICOCHET": "50%の確率で、自分の遠距離攻撃が相手のウォールをすりぬける。", + "MOVE_NAME_BREATHING_TECHNIQUE": "こきゅうほう", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "バーサク状態にならなくなる。", + "MOVE_NAME_SELF_ASSURED": "あんていかん", + "MOVE_DESCRIPTION_SELF_ASSURED": "混乱状態にならなくなる。", + "MOVE_NAME_CRITICAL_AP": "クリティカルAP", + "MOVE_DESCRIPTION_CRITICAL_AP": "クリティカルを出すたびにAPが1回復する。", + "MOVE_NAME_PITY_AP": "ミスAP", + "MOVE_NAME_UNSHAKEABLE": "おそれしらず", + "MOVE_DESCRIPTION_PITY_AP": "攻撃をはずすたびにAPが1回復する。", + "MOVE_DESCRIPTION_UNSHAKEABLE": "ひるみ状態にならなくなる。", + "MOVE_NAME_VAMPIRE": "ヴァンパイア", + "MOVE_NAME_MULTICOPY": "マルチコピー", + "MOVE_DESCRIPTION_VAMPIRE": "敵がわざで回復したHPや、上げたステータスの効果を半分もらう。", + "MOVE_DESCRIPTION_MULTICOPY": "敵がマルチターゲット、マルチストライク状態になったとき、自分も同じ状態になる。", + "MOVE_NAME_FOSSIL": "かせき", + "MOVE_DESCRIPTION_FOSSIL": "ガチゴチ状態になると、HPが自動で完全に回復する。", + "MOVE_NAME_BLOODLUST": "どうもう", + "MOVE_NAME_STURDY_ARMOUR": "かたいよろい", + "MOVE_DESCRIPTION_BLOODLUST": "敵がたおれると発動し、自分の近接攻撃と遠距離攻撃が上がる。", + "MOVE_NAME_RETURN_FIRE": "うちかえし", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "自分の近接防御、遠距離防御を下げる効果を受けない。", + "MOVE_DESCRIPTION_RETURN_FIRE": "遠距離攻撃を受けたとき、攻撃してきた相手に反撃することがある。", + "MOVE_NAME_BURNING_PASSION": "もえるじょうねつ", + "MOVE_NAME_BERSERKER": "バーサーカー", + "MOVE_DESCRIPTION_BURNING_PASSION": "やけど状態になると必ず、自分の近接攻撃、遠距離攻撃が上がる。", + "MOVE_NAME_VENGEFUL_CURSE": "しかえしののろい", + "RANGER_TRADER_NAME": "レンジャー・ウィルマ", + "RANGER_TRADER_NAME_SHORT": "ウィルマ", + "RANGER_BODYBUILDER_NAME": "レンジャー・ジム", + "INTERDIMENSIONAL_POSTMAN_NAME": "次元郵便配達員", + "AMBER_NAME": "ミス・アンバー", + "DORIAN_NAME": "ドリアン", + "SPRINGHEEL_NAME": "ピョンジャック", + "JACQUELINE_NAME": "ジャクリーン", + "SPRINGHEEL_NAME_PREFIX": "ピョン", + "SPRINGHEEL_NAME_SUFFIX": "ジャック", + "SPRINGHEEL_DESCRIPTION": "革のブーツをはいた小鬼", + "SPRINGHEEL_LORE_2": "ヴィクトリア朝時代におけるイギリスでは「バネ足ジャック」といわれるナゾの生物が夜の街をうろついているというウワサが流れていた。決してつかまることがなかった「ジャック」の目撃情報は、人々のあいだですぐに伝説となった。", + "SPRINGHEEL_LORE_1": "いきなり飛び出してえものを驚かせる前に、夜闇にまぎれてすみっこに隠れる。その「翼」は、捨てられていた古いじゅうたんを使った、ピョンジャックの手作りらしい。", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "夜道を歩くなら、どのスタイルで?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "放浪者", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "盗賊", + "HOPSKIN_NAME_PREFIX": "ホップ", + "HOPSKIN_NAME": "ホップスキン", + "HOPSKIN_LORE_1": "獲物に近づくため、こはく色の目をまばたきさせずに満面の笑みを浮かべて気を引こうとする。もし誘いに乗ってしまうと、汚れたコートの下に隠れたするどいツメによって、すぐ切りきざまれてしまう。", + "HOPSKIN_NAME_SUFFIX": "スキン", + "HOPSKIN_DESCRIPTION": "コートを着た怪しい小鬼", + "HOPSKIN_LORE_2": "1955年に、アメリカのケンタッキー州、ホプキンスビルに住むある一家が、「奇妙な生物たちに農場をおそわれた」と証言した。一家の証言によると生物たちはとがった耳とかぎヅメのついた手、そして黄色くかがやく大きな目を持っていたという。", + "RIPTERRA_NAME": "リッパーテラー", + "RIPTERRA_NAME_PREFIX": "リッパー", + "RIPTERRA_NAME_SUFFIX": "テラー", + "RIPTERRA_DESCRIPTION": "不気味なコートのバケモノ", + "RIPTERRA_LORE_2": "19世紀のイギリスでは、ゴシックホラーや殺人の話などが「ペニー・ドレッドフル」と呼ばれる娯楽小説の形で本として発行されていた。こういう三文小説は、残虐で恐ろしいさし絵をつけて出版されることが多かった。", + "RIPTERRA_LORE_1": "リッパーテラーの体のしくみは簡単には説明しにくい。身に着けたシミだらけのトレンチコートと帽子の下には細すぎる胴体があり、そのまわりに、先にかぎヅメがついた手足がクモの巣のようにめちゃくちゃに絡み合っているのだ。", + "SNOOPIN_NAME": "コソドロパン", + "SNOOPIN_NAME_PREFIX": "コソドロ", + "SNOOPIN_NAME_SUFFIX": "パン", + "SNOOPIN_LORE_1": "盗みの腕前が高いことで有名。また、盗んだお宝で自分をかざりたてることが多い。そのため、コソドロパンの盗みの腕は身に着けているお宝の量でわかる。", + "SCAMPIRE_NAME": "ジャアクパイア", + "SNOOPIN_LORE_2": "アルセーヌ・ルパンはモーリス・ルブランの発表小説に登場する架空の「怪盗紳士」だ。ルパンの人気は現代でもまだ根強く、数々の物語に登場し、翻案もされている。", + "SNOOPIN_DESCRIPTION": "杖を持った小鬼", + "SCAMPIRE_NAME_PREFIX": "ジャアク", + "SCAMPIRE_LORE_1": "盗んだ富や財宝を大量にためこんだねぐらを作って、宝に誘われた獲物が来るのを待つ。最近になって空を飛ぶ能力を身につけたが、飛ぶときに翼を使っているのかどうかは、はっきりしていない。", + "SCAMPIRE_NAME_SUFFIX": "パイア", + "SCAMPIRE_LORE_2": "ヴァンパイアは人類の歴史全体を通して民間伝承の中に登場しつづける民間伝承だ。その伝説の現代的解釈の中には、ヴァンパイアを社会のエリート階級の象徴になぞらえ、自分よりも階級が低い者たちの血液を文字通り「すする」存在に位置づけるものもある。", + "ACHIEVEMENT_NAME_obtain_bansheep": "ヒツジが1匹", + "ACHIEVEMENT_DESC_obtain_bansheep": "バンシープのカセットをゲットする。", + "ACHIEVEMENT_DESC_tutorial": "チュートリアルをクリアする。", + "ACHIEVEMENT_DESC_partner_dog": "ワンクレーと友だちになる。", + "ACHIEVEMENT_NAME_partner_viola": "ヴァイオラ", + "ACHIEVEMENT_NAME_partner_kayleigh": "ケイリー", + "ACHIEVEMENT_DESC_investigate_rumor": "ウワサについて調べる。", + "ACHIEVEMENT_NAME_aa_lamento_mori": "死の天使", + "ACHIEVEMENT_NAME_aa_cube": "ネオプラトニズム的立方体", + "ACHIEVEMENT_DESC_aa_lamento_mori": "ラメント・モリをたおす。", + "ACHIEVEMENT_DESC_aa_cube": "ロックメンタインをたおす。", + "ACHIEVEMENT_NAME_aa_alice": "エゴの申し子", + "ACHIEVEMENT_DESC_aa_alice": "アリスをたおす。", + "ACHIEVEMENT_NAME_aa_puppet": "パペットマスター", + "ACHIEVEMENT_DESC_aa_puppet": "ポッペトックスをたおす。", + "ACHIEVEMENT_DESC_partner_eugene": "ユージーンと友だちになる。", + "ACHIEVEMENT_NAME_partner_meredith": "メレディス", + "ACHIEVEMENT_DESC_partner_meredith": "メレディスと友だちになる。", + "ACHIEVEMENT_DESC_quest_viola1": "ヴァイオラを難破船に連れていく。", + "ACHIEVEMENT_DESC_quest_meredith1": "メレディスをショッピングモールに連れていく。", + "ACHIEVEMENT_NAME_quest_meredith1": "ガタボロモール", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "ラン・ファー・アウェイ:その2", + "ACHIEVEMENT_NAME_investigate_rumor": "ウワサをたどって", + "ACHIEVEMENT_DESC_met_npc_magikrab": "駅員をつとめるだれかと出会う。", + "ACHIEVEMENT_NAME_met_npc_amber": "ふるさとから遠くはなれて", + "ACHIEVEMENT_DESC_met_npc_amber": "遠くはなれた場所で、助けてくれるだれかを見つける。", + "ACHIEVEMENT_NAME_met_npc_merline": "身を隠していたもの", + "ACHIEVEMENT_DESC_met_npc_merline": "顔なきものと顔をあわせる。", + "ACHIEVEMENT_DESC_traveling_merchant": "行商人と出会う。", + "ACHIEVEMENT_NAME_traveling_merchant": "おカネで愛は買えないさ", + "ACHIEVEMENT_NAME_partner_eugene": "ユージーン", + "ACHIEVEMENT_DESC_preemptive_win": "戦う前からバトルに勝つ。", + "ACHIEVEMENT_NAME_preemptive_win": "はじまる前には終わってた", + "ACHIEVEMENT_DESC_ending": "考えぬいた末に、ドアを開ける。", + "ACHIEVEMENT_NAME_ghostly_win": "死に支配などさせはしない", + "ACHIEVEMENT_DESC_ghostly_win": "ゆうれい状態でバトルに勝つ。", + "ACHIEVEMENT_NAME_gambit_win": "イチかバチか", + "ACHIEVEMENT_DESC_gambit_win": "ギャンブラー状態でバトルに勝つ。", + "ACHIEVEMENT_NAME_head_skip": "頭の上を飛び越えて", + "ACHIEVEMENT_NAME_defeat_black_shuck": "影との対決", + "ACHIEVEMENT_DESC_head_skip": "戦いたがっている相手をやりすごすため、頭上を飛び越えてみる。", + "ACHIEVEMENT_DESC_defeat_black_shuck": "自分との戦いに勝つ。", + "ACHIEVEMENT_NAME_obtain_magikrab": "進化の頂点", + "DOG_NAME": "ワンクレー", + "ACHIEVEMENT_DESC_obtain_magikrab": "発見不可能と言われるモンスターのすがたをゲットする。", + "ACHIEVEMENT_NAME_aa_lenna": "別の物語のヒーロー", + "DEFAULT_PLAYER_NAME": "キャス", + "ACHIEVEMENT_DESC_aa_lenna": "ある戦士に自分の力を示す。", + "MEREDITH_NAME": "メレディス", + "KAYLEIGH_NAME": "ケイリー", + "EUGENE_NAME": "ユージーン", + "FELIX_NAME": "フェリックス", + "VIOLA_NAME": "ヴァイオラ", + "UNKNOWN_NAME": "???", + "SEBASTIAN_NAME": "セバスチャン", + "LANDKEEPER_NAME": "ランドキーパー", + "LANDKEEPER1_NAME": "ランドキーパー #1", + "PUPPERCUT_LORE_2": "ボクシングは、2人の選手が拳を守るためのグローブをつけてなぐりあう競技だ。はるか古代文明の時代から行われており、遺跡からそれを裏づける考古学的な証拠が発掘されている。", + "PUPPERCUT_DESCRIPTION": "サビたグローブをつけたオオカミ", + "SOUTHPAW_NAME": "サウスジョー", + "SOUTHPAW_NAME_PREFIX": "サウス", + "SOUTHPAW_NAME_SUFFIX": "ジョー", + "SOUTHPAW_LORE_2": "現在のボクシングの起源をさかのぼると、ヴィクトリア朝時代のイギリスで考案されて定められた「クインズベリー・ルール」までたどりつく。ラウンドの回数を12ラウンドまでと決めたほか、大きなグローブの着用を義務づけて、リングを一辺が7.5メートルの四角形にすると定めたこのルールは、いまのボクシングの原型となっている。", + "SOUTHPAW_LORE_1": "パッピーカットが、完全に成長したすがた。全身のサビはすべてはがれおちた。その体をおおう軽くて柔軟性が高い金属のおかげで、トゲがついたこぶしによってすばやい一撃をくりだすことができる。", + "BURNACE_NAME": "バーンマド", + "SOUTHPAW_DESCRIPTION": "金属のギアをつけたオオカミ", + "BURNACE_NAME_PREFIX": "バーン", + "BURNACE_NAME_SUFFIX": "マド", + "BURNACE_LORE_1": "足がなく、コンクリートからできた重い体を手で引きずって移動することしかできない。体内で消えることなく燃えつづけるかまどのおかげで、バーンマドは「エントツ」から、いつでも炎と毒の煙をはきだせる。", + "BURNACE_LORE_2": "1700年代にはじまった産業革命により、西欧の製造業は機械を使う方向へ転換する。これにより、技術が発展するスピードは急に上昇した。エントツから煙をもうもうと出す工場のイメージは、産業革命の時代と非常に深く結びついている。", + "SMOGMAGOG_NAME": "スモッグマゴグ", + "BURNACE_DESCRIPTION": "足がない工場のバケモノ", + "SMOGMAGOG_LORE_1": "鋼鉄とコンクリートでできた『体』を持つ。その中で燃えている純粋な炎のエレメントのかたまりが本体。体の中の残り火が少しでも残っているかぎり、スモッグマゴグが戦いをやめることはない。", + "SMOGMAGOG_NAME_PREFIX": "スモッグ", + "SMOGMAGOG_NAME_SUFFIX": "マゴグ", + "SMOGMAGOG_DESCRIPTION": "コンクリのデカい冷却塔", + "SMOGMAGOG_LORE_2": "ゴグマゴグは、ブリテン島の神話に登場する巨人の名前だ。アルビオンという島(現在のグレート・ブリテン島の昔の名前)に住んでいたが、後でコーンウォール地方を発見する伝説の戦士コリネウスによって、たおされることになる。", + "CANDEVIL_NAME": "キャンデビル", + "CANDEVIL_NAME_PREFIX": "キャン", + "CANDEVIL_NAME_SUFFIX": "デビル", + "CANDEVIL_LORE_2": "デビルやデーモンは人類の文化や歴史全体を通し、伝承や宗教の中において邪悪な精霊や邪悪な存在として描かれてきた。あまり害のない厄介者から危険な邪悪の化身まで、その描かれ方には多様なバリエーションがある。", + "CANDEVIL_LORE_1": "体からキャンディを作り出す変わった能力を持ち、プレゼントしたり攻撃に使ったりするモンスター。キャンデビルをかわいいと思うのか、不気味で気持ち悪いと思うかは、人によって意見がわかれる。", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "勉強するならどれ?", + "CANDEVIL_DESCRIPTION": "パステルカラーの悪魔", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "錬金術", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "機械工学", + "MALCHEMY_NAME": "ワルケミー", + "MALCHEMY_NAME_PREFIX": "ワル", + "MALCHEMY_LORE_1": "体の内で摩訶不思議な化学反応が起こってキャンデビルが進化したすがた。化学反応によってとても難易度が高い魔法薬でも作れる体になったが、そのせいでワルケミーの体に悪影響が出ることもよくある。", + "MALCHEMY_NAME_SUFFIX": "ケミー", + "MALCHEMY_LORE_2": "アルケミー、つまり錬金術は、現在の化学の前身となった分野だ。魔法や霊的な力により元素を変異させたり、創りだしたりするのを目的としていた。", + "MIASMODEUS_NAME": "ドクモデウス", + "MALCHEMY_DESCRIPTION": "ガラスのビンを持って笑う悪魔", + "MIASMODEUS_NAME_PREFIX": "ドク", + "MIASMODEUS_NAME_SUFFIX": "モデウス", + "MIASMODEUS_DESCRIPTION": "キャンディーに乗る悪魔", + "MIASMODEUS_LORE_2": "中世ヨーロッパにおいて、「魔女」と言えばコミュニティの中で魔法を使って告発された女性を指した。薬を作って、動物の使い魔をしたがえ、ホウキに乗り空を飛ぶ魔女たちのすがたは、さまざまな絵に描かれている。", + "MIASMODEUS_LORE_1": "ドクモデウスの群れは満月の夜になると、空飛ぶ棒つきキャンディに乗って、上空へ舞い上がると言われている。バトルでは錬金術で作るさまざまな薬を使ったり、毒薬や危険なエレメントを敵に投げつけたりする。", + "VENDEMON_NAME": "ジハンデモン", + "VENDEMON_NAME_PREFIX": "ジハン", + "VENDEMON_LORE_1": "キャンデビルが金属とガラスで作った防護アーマーをまとったすがた。ふしぎな服装は宇宙飛行士のようになろうとしているのだと言われているが、本当のところどうなのかはわかっていない。", + "VENDEMON_NAME_SUFFIX": "デモン", + "VENDEMON_LORE_2": "ガムボールマシンが歴史場に初めて登場したのは20世紀初めのアメリカだ。時計を作る技術を応用して作られており、コインを入れハンドルを回すとガムボールかキャンディがひとつ出てくるようになっていた。", + "VENDEMON_DESCRIPTION": "ガムボールマシンを着た悪魔", + "GUMBAAL_NAME": "ガムバアル", + "GUMBAAL_NAME_PREFIX": "ガム", + "GUMBAAL_LORE_1": "メタルのアーマーと融合し、塔のような形にすがたを変える。ガラスでできたドーム状の頭の中にはいろんなエレメントの入った球がつまっていて、これをはきだして攻撃する。", + "GUMBAAL_NAME_SUFFIX": "バアル", + "GUMBAAL_LORE_2": "「キャンディ」とは、基本的には砂糖を主な材料として作られた食べられるお菓子をまとめて指す言葉だ。見ても楽しめるようにと、さまざまな形や大きさのものが作られており香りがつけられていることも多い。", + "GUMBAAL_DESCRIPTION": "生きたガムボールマシンの塔", + "BANSHEEP_NAME": "バンシープ", + "BANSHEEP_NAME_PREFIX": "バン", + "BANSHEEP_NAME_SUFFIX": "シープ", + "BANSHEEP_LORE_2": "幽霊は人類の歴史や文明の中に、死者の魂が具現化したものとしてよく登場する。無害なものから悪意に満ちたもの、故人の人格が残ったものなど、さまざまな存在として描かれている。", + "BANSHEEP_LORE_1": "野生のバンシープは、夜になるとおそろしいうめき声をあげるため、多くの人にさまよう死者の魂だと思われていた。しかし本当は、バンシープはれっきとした生き物だ。誰でもやるように、すこしメソメソ泣いていただけなのだ。", + "BANSHEEP_DESCRIPTION": "ムスッと浮かぶヒツジ", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "あの世にむかう", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "魂が辺獄から旅立つときが来たら?", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "この世にもどる", + "WOOLTERGEIST_NAME": "ウールガイスト", + "WOOLTERGEIST_NAME_PREFIX": "ウール", + "WOOLTERGEIST_LORE_2": "幽霊はさまざまな種類にわかれると言われ、ポルターガイストはそのうちの一種だ。物質世界の物を動かすという特殊な能力を持ち、意思の力で物体を飛ばしたり動かしたりすることができる。", + "WOOLTERGEIST_LORE_1": "バンシープとは違い、ウールガイストは物質世界に一部が具現化しているだけのちゃんと死んでいる霊だ。誰かが最近死んだところへ近づくと、頭のツノはするどくなるという。", + "WOOLTERGEIST_NAME_SUFFIX": "ガイスト", + "WOOLTERGEIST_DESCRIPTION": "くたびれた顔のヒツジっぽい幽霊", + "RAMTASM_NAME": "ラムタズマ", + "RAMTASM_NAME_PREFIX": "ラム", + "RAMTASM_NAME_SUFFIX": "タズマ", + "RAMTASM_LORE_2": "幽霊の伝承の中には、地上に執着しつづける浮かばれない魂は、思い残すことがなくなるまではあの世へ行けないと語るものもある。そのときが来るまで、亡霊は永遠にとどまりつづけるのだという。", + "RAMTASM_LORE_1": "精神世界と物質世界のつながりをずっと磨きつづけており、どちらの世界でも体を完全に具現化できる。この力を使い、ラムタズマは手つかずの強力なアストラルのエネルギーを引きだして利用できる。", + "ZOMBLEAT_NAME": "ゾンメエビ", + "RAMTASM_DESCRIPTION": "背が高い天使のようなヒツジの幽霊", + "ZOMBLEAT_NAME_PREFIX": "ゾン", + "ZOMBLEAT_NAME_SUFFIX": "メエビ", + "ZOMBLEAT_LORE_2": "典型的な「ゾンビ」は、生きかえりはしたが理性を持たない危険な怪物になりはてた死者として描かれる。現代の主要なカルチャーに欠かせない存在で、さまざまなホラー小説やホラー映画に登場している。", + "ZOMBLEAT_LORE_1": "あの世に行くのをイヤがり、とどまった魂。自分のなきがらが埋まった墓にしがみついているのは、それを手放すとこの世から永遠に消えさってしまうからなのかもしれない。", + "ZOMBLEAT_DESCRIPTION": "墓石をはこぶヒツジの幽霊", + "CAPRICORPSE_NAME": "カプリコープス", + "CAPRICORPSE_NAME_PREFIX": "カプリ", + "CAPRICORPSE_NAME_SUFFIX": "コープス", + "CAPRICORPSE_LORE_2": "墓石は伝統的な葬儀において、どこに遺体を埋葬したかわかるよう、目印として置かれるものだ。石で作られ、故人の名前が彫られているのがふつう。", + "CAPRICORPSE_LORE_1": "自分のなきがらのなごりが融合した体を持つ幽霊。その体はホネと土、石でできており、とても大きい。何世紀もの時間をかけて土を取りこんでいくことで、体の大きさはさらに増していく。", + "CAPRICORPSE_DESCRIPTION": "墓石をせおったヤギのガイコツ", + "SAME_FUSION_NAME_1": "メタ{0}", + "SAME_FUSION_NAME_2": "スーパー{0}", + "SAME_FUSION_NAME_3": "ウルトラ{0}", + "SAME_FUSION_NAME_4": "ダブル{0}", + "SAME_FUSION_NAME_5": "ジャンボ{0}", + "SAME_FUSION_NAME_6": "ミュータント{0}", + "SAME_FUSION_NAME_7": "ハイパー{0}", + "SAME_FUSION_NAME_8": "ギガ{0}", + "SAME_FUSION_NAME_9": "{0}2.0", + "SAME_FUSION_NAME_10": "メガ{0}", + "AA_MORGANTE_NAME": "モルガンテ", + "AA_MORGANTE_FULL_NAME": "大天使モルガンテ", + "AA_OLDGANTE_NAME": "モルガンテ", + "OLDGANTE_LORE_2": "彼女の体はくだけてしまっている。どれほど力がある存在ならこんなことができるのか、想像するのはむずかしい。", + "AA_OLDGANTE_SUBTITLE": "傷ついた精霊", + "UNSTABLE_FUSION_SUBTITLE": "不安定なフュージョン", + "OLDGANTE_LORE_1": "かつては強大だった大天使。ひどい深手を負っていた。モルガンテの声には現実世界の構造そのものを引きさくことができる強力な力があるが、このすがたではそれほどの力は使えないようだ。", + "ORB_FUSION_SUBTITLE": "大天使のタマゴ", + "ROGUE_FUSION_SUBTITLE": "はぐれフュージョン", + "ORB_FUSION_NAME": "オーブ・フュージョン", + "SWARM_SUBTITLE1": "あばれる{species}の群れ", + "ELEMENTAL_GUARDIAN_SUBTITLE": "エレメントガーディアン", + "SWARM_SUBTITLE5": "{species}の集団", + "SWARM_NAME": "フュージョンと群れ", + "SWARM_SUBTITLE2": "{species}の大群", + "SWARM_SUBTITLE3": "{species}の群れ", + "SWARM_SUBTITLE4": "{species}の一群", + "BLACK_SHUCK_NAME": "ドッペルゲンガー", + "LANG_en": "English", + "ROGUE_FUSION_BATTLE_CONFIRM": "{name}にバトルをいどもうか?", + "LANG_fr_FR": "French", + "LANG_it_IT": "Italian", + "LANG_de_DE": "German", + "LANG_ja_JP": "Japanese", + "LANG_es_ES": "Spanish (Spain)", + "LANG_es_MX": "Spanish (Latin America)", + "LANG_pt_BR": "Portuguese (Brazil)", + "LANG_zh_CN": "Chinese (Simplified)", + "PRECREDITS_1": "CASSETTE BEASTS", + "LANG_ko_KR": "Korean (South Korea)", + "PRECREDITS_2": "A GAME BY", + "PRECREDITS_3": "ART", + "PRECREDITS_4": "WRITING", + "PRECREDITS_5": "PROGRAMMING", + "PRECREDITS_6": "DESIGN", + "PRECREDITS_7": "SOUNDTRACK BY", + "PRECREDITS_8": "FEATURING VOCALS BY", + "PRECREDITS_9": "CREATURE ANIMATION", + "PRECREDITS_10": "CHARACTER ILLUSTRATION", + "PRECREDITS_12": "PUBLISHED BY", + "MAIN_CREDITS_TITLE": "Cassette Beasts", + "MAIN_CREDITS_GAME_DESIGN": "Game Design", + "MAIN_CREDITS_WRITING": "Writing", + "MAIN_CREDITS_PROGRAMMING": "Programming", + "MAIN_CREDITS_ART_DIRECTION": "Art Direction", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel Art & Animation", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Character Illustrations", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Additional Monster Designs", + "MAIN_CREDITS_MUSIC": "Music", + "MAIN_CREDITS_VOICE_CASTING": "Voice Casting & Direction", + "MAIN_CREDITS_VOICE_CAST": "Cast", + "MAIN_CREDITS_PORTING": "Porting", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Additional Voices", + "MAIN_CREDITS_LOCALISATION": "Localisation", + "MAIN_CREDITS_QA": "Quality Assurance", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localisation by Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordination", + "MAIN_CREDITS_LOCALISATION_QA": "Localisation QA", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localisation by Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "Image Archives", + "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", + "MAIN_CREDITS_AND_OTHERS": "& many others!", + "MAIN_CREDITS_SPECIAL_THANKS": "Special Thanks", + "MAIN_CREDITS_THANK_YOU": "Thank you so much for playing!", + "MAIN_CREDITS_VIEW_LICENSES": "ライセンスをみる", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "フォントとアイコン", + "MAIN_CREDITS_QA_SUN_TECH": "QA by Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "QA Director", + "MAIN_CREDITS_QA_MANAGER": "QA Manager", + "MAIN_CREDITS_PROJECT_MANAGER": "Project Manager", + "MAIN_CREDITS_QA_TEST_LEAD": "QA Test Lead", + "MAIN_CREDITS_QA_TESTERS": "QA Testers", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "かがくはんのう", + "REACTION_ANY_ON_GLITTER": "キラキラ", + "REACTION_GLITTER_ON_ANY": "キラキラ", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "ラメタイプの攻撃は当たった相手をラメでおおい、ラメタイプに変えてしまう。", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "エレメント系の攻撃を受けると、ラメタイプのモンスターは\\n受けた攻撃と同じエレメントタイプに変わる。", + "REACTION_BEAST_ON_GLASS": "われガラス", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "ビーストタイプの攻撃がガラスタイプの相手に当たると、\\nフィールドじゅうにするどいカケラがバラまかれる。", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "プラスチックタイプのモンスターは、ほのおタイプの攻撃を\\n受けると溶け、有害な煙を出してどくタイプに変わる。", + "REACTION_FIRE_ON_PLASTIC": "ドロドロ", + "REACTION_FIRE_ON_PLANT": "メラメラ", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "くさタイプのモンスターはほのおタイプの攻撃で燃えやすく、\\nやけどでダメージを受けつづけてしまう。", + "REACTION_FIRE_ON_WATER": "ふっとう", + "REACTION_FIRE_ON_WATER_TUTORIAL": "みずタイプのモンスターは、ほのおタイプの攻撃を受けて\\n熱されるとふっとうして蒸気を出し、ふたたび水に戻るときに\\nHPを回復する。", + "REACTION_FIRE_ON_POISON": "メラメラ", + "REACTION_FIRE_ON_ASTRAL": "チャージ", + "REACTION_FIRE_ON_POISON_TUTORIAL": "ニューウィラル島で見つかる毒は燃えやすいため、どくタイプのモンスターはほのおタイプの攻撃を受けると燃えてしまう。", + "REACTION_FIRE_ON_ICE": "ドロドロ", + "REACTION_FIRE_ON_ICE_TUTORIAL": "ほのおタイプの攻撃を受けると、こおりタイプの相手は溶けて\\nみずタイプに変わる。", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "アストラルタイプのモンスターはほのお、だいち、くうき、\\nみずの四大エレメントから力を引きだす。", + "REACTION_FIRE_ON_AIR": "きりゅう", + "LOBSTACLE_NAME_SUFFIX": "ガザミ", + "LOBSTACLE_DESCRIPTION": "足が生えたプラスチックのタル", + "LOBSTACLE_LORE_2": "ガードレールは用途によりさまざまな種類に分かれる。道ばたに防護柵として建てられるものもあれば、リサイクルしたタイヤや砂をつめたプラスチック製のタルなどが、便利に移動できるガードレールの代わりに使われることもある。", + "LOBSTACLE_LORE_1": "おとなしいうえに人の言うことをよく聞き、しかもしんぼう強い。体が非常に重いため、レールガザミがプラスチックからできている「カラ」にこもってしまうと、動かすのもひっくり返すのもほぼ不可能になる。", + "DANDYLION_NAME": "ポポジシ", + "DANDYLION_NAME_PREFIX": "ポポ", + "DANDYLION_NAME_SUFFIX": "ジシ", + "DANDYLION_LORE_2": "守護獣としてのライオンは、中国の伝統的な装飾だ。建物の外によく置かれている。昔、ライオンは災いを退ける力を持つと思われていたため、その像は墓や皇帝の宮殿のような重要な場所に置かれていた。", + "DANDYLION_DESCRIPTION": "花みたいなライオン", + "DANDYLION_LORE_1": "ポポジシは気高く、防御力が高い守護者だ。ニューウィラル島ではどうくつの入り口に立っているすがたがよく見られる。もしも、どうくつがない場所にポポジシがいるなら、近くになにかが隠されているかもしれない!", + "BLOSSOMAW_NAME": "フラワロン", + "BLOSSOMAW_NAME_PREFIX": "フラワ", + "BLOSSOMAW_NAME_SUFFIX": "ロン", + "BUSHEYE_NAME": "シゲミガン", + "BLOSSOMAW_LORE_2": "翼を持つヨーロッパのドラゴンとは違って、中国の伝説に登場するドラゴンはヘビっぽい長い体と4本の足を持っているが、背に翼は生えていない。力と幸運を象徴する伝統的なシンボルでもある。", + "BLOSSOMAW_LORE_1": "ポポジシは、長い冬眠期間から目ざめて春をむかえると、優雅なフラワロンになるのだと言われる。まるで、ドラゴンが火を吹くかのように、大量の花粉をはきだせる。", + "BLOSSOMAW_DESCRIPTION": "花びらのたてがみを持つドラゴン", + "BUSHEYE_NAME_PREFIX": "シゲミ", + "BUSHEYE_NAME_SUFFIX": "ガン", + "DOMINOTH_NAME_PREFIX": "ドミノ", + "DOMINOTH_NAME": "ドミノモス", + "DOMINOTH_LORE_1": "自分のことを平和の守り手だと思っており、空や森を1日中パトロールしている。気高い使命にわき目もふらずに取り組んでいるが、ランプのようにまぶしく発光する物を見ると近づいてしまう習性がある。", + "DOMINOTH_NAME_SUFFIX": "モス", + "DOMINOTH_LORE_2": "民間伝承ではチョウが生と再生のシンボルと結びつけられることが多いのに対して、ガは死と暗い知らせの象徴とされることが多い。", + "DOMINOTH_DESCRIPTION": "大きなガ", + "TOKUSECT_NAME_PREFIX": "トク", + "TOKUSECT_NAME": "トクセクト", + "TOKUSECT_NAME_SUFFIX": "セクト", + "TOKUSECT_LORE_2": "「特撮」は、特殊撮影効果やコスチュームが特徴の日本の映画、またはテレビ番組を指す言葉だ。特撮作品では、巨大な怪獣や巨大なロボット、スーパーヒーローたちがバトルをくりひろげることが多い。", + "TOKUSECT_LORE_1": "空気力学的にとても抵抗が少ない体を持っている。その特性を生かし、先のとがった足で敵にキックと強烈な風をおみまいするバトルスタイルで戦う。", + "WINGLOOM_NAME": "ウィングロー", + "TOKUSECT_DESCRIPTION": "ムシの戦士", + "WINGLOOM_NAME_PREFIX": "ウィング", + "WINGLOOM_LORE_1": "頭についた電球には、ウィングローの全身をめぐるものと同じ電流が流れている。電球の光を目の中で反射して外に放つことで、夜中でもはっきり物を見られる。", + "WINGLOOM_NAME_SUFFIX": "グロー", + "WINGLOOM_LORE_2": "ガはなぜ人工の光に集まるのか、そのわけはまだ不明なままだ。光に集まる習性は、移動するときに月を目印にすることから来ているという説もある。", + "WINGLOOM_DESCRIPTION": "電球をつけたガ", + "MOTHMANIC_NAME": "モスマニック", + "MOTHMANIC_NAME_PREFIX": "モス", + "MOTHMANIC_NAME_SUFFIX": "マニック", + "MOTHMANIC_LORE_2": "「モスマン」はアメリカの民間伝承に伝わる生き物。1960年代、ウェストバージニア州で、大きな羽と目立つ赤い目を持つ人型の生物が相次いで目撃された。それ以来、モスマンはとても有名な都市伝説になった。", + "MOTHMANIC_LORE_1": "全身に強力な電気が流れている。この電流はあやつることで攻撃に利用することもでき、モスマニックは、自分の羽から相手に向けて破壊力が高い電撃を放てる。", + "STARDIGRADE_NAME": "ホシクマ", + "MOTHMANIC_DESCRIPTION": "大きい不気味なガ", + "STARDIGRADE_NAME_PREFIX": "ホシ", + "STARDIGRADE_NAME_SUFFIX": "クマ", + "STARDIGRADE_LORE_1": "ホシクマは興味深い生き物だ。いつもはニューウィラル島の上空100キロメートルあたりに浮かんで、ほとんどの時間を眠ってすごす。エサを探すためにときどき地面まで下りてきては、背中にあるジェットパックを使って空へ帰っていく。", + "STARDIGRADE_LORE_2": "クマムシは地球上のどこにでもいる、非常に小さな生き物だ。とてつもない耐久性を持つ生物の中ではおそらくもっとも有名で、その順応性は、宇宙空間の真空中でも生きのびることができるほど高い。", + "STARDIGRADE_DESCRIPTION": "宙に浮かぶイモムシ", + "GALAGOR_NAME": "ギャラゴアー", + "GALAGOR_NAME_PREFIX": "ギャラ", + "GALAGOR_LORE_1": "ホシクマが、超知能を得て進化したすがた。体のよろいがコアをすっぽりおおっている。ピンクのイモムシに似たコアの形が、ヘルメットのガラスからチラっと見えている。", + "GALAGOR_NAME_SUFFIX": "ゴアー", + "GALAGOR_LORE_2": "地球外生命体を理論的に研究していく学問を「宇宙生物学」という。この分野の研究者は地球生命の起源のほか、すでに知られている惑星に、地球と似たようなプロセスで生命が発生する可能性があるかを探究している。", + "GALAGOR_DESCRIPTION": "マントをつけて浮かぶ宇宙イモムシ", + "FAUCETEAR_NAME": "ビジャグチー", + "FAUCETEAR_NAME_PREFIX": "ビジャ", + "FAUCETEAR_NAME_SUFFIX": "グチー", + "FAUCETEAR_LORE_2": "水道から出る水の量を調節する装置としての蛇口やバルブは、はるか昔ローマ帝国の時代からすでに存在した。滅びたローマの都市、ポンペイの遺跡からは、初期の蛇口やバルブなどが発見されている。", + "FAUCETEAR_LORE_1": "水流を発射する能力を持ち、水流の勢いは、ビジャグチーの感情が強まるほど強くなる。ささいなことですぐおどろいたりあわてたりするため、悪気はないのに、水流で攻撃してしまうことがよくある。", + "FAUCETEAR_DESCRIPTION": "水をもらす蛇口", + "FOUNTESS_NAME": "ファウントレス", + "FOUNTESS_NAME_PREFIX": "ファウン", + "FOUNTESS_NAME_SUFFIX": "トレス", + "FOUNTESS_LORE_2": "「シャワー」と呼べるものは、人類の文明が生まれた当初からあった。しかし、初めての現代的なシャワーは1700年代イギリスでウィリアム・フィータムという発明家が発明した。最初のシャワーは、冷たい水をタライからくみ出すしくみで、水を浴びる場合はチェーンを引っぱる必要があった。", + "FOUNTESS_LORE_1": "マナーとエチケットを守ったふるまいをすることに高いプライドを持ち、周囲のマナーやエチケットも気にする。上品ではない行動に気がつくとたちまち苦しみだし、頭からわきだす水流の勢いも、ファウントレスの感情にあわせて強力になっていく。", + "FOUNTESS_DESCRIPTION": "悲しみにくれるシャワー", + "TERRACOOKA_NAME": "ドグコック", + "TERRACOOKA_NAME_PREFIX": "ドグ", + "TERRACOOKA_LORE_1": "料理に情熱を燃やすモンスター。自分の住む地域で食材を探し、見つかったものがなんであろうと、それで料理を作ろうとする。残念ながらドグコックは地下のどうくつに住んでいるため、料理のレシピはコケ、ガ、またはその両方を使ったものばかりしかない。", + "TERRACOOKA_NAME_SUFFIX": "コック", + "TERRACOOKA_LORE_2": "土偶とは、日本のあちこちで見つかっている粘土製の彫像だ。文明が生まれるよりも前に作られたもので、人間や動物のすがたをかたどったものが多い。", + "COALDRON_NAME_PREFIX": "コール", + "COALDRON_NAME": "コールドロン", + "TERRACOOKA_DESCRIPTION": "土偶のシェフ", + "COALDRON_LORE_1": "コールドロンは生きたナベで、その体の中で常においしいスープを煮こみつづけている。移動するのは苦手だが体を回転させることはできるため、許可も取らないで味見しようとする生き物には、そうやってアッツアツのスープをおみまいする。", + "COALDRON_NAME_SUFFIX": "ドロン", + "COALDRON_DESCRIPTION": "大ナベの体を持つ陶器人形", + "COALDRON_LORE_2": "「コルドロン」とは金属や陶磁器製の大きなナベだ。火にかけて、料理や薬を作るために使われていた。世界中で有史以前に使われていたものが発見されており、多くの文化でも伝承にさまざまな形で登場している。", + "PUPPERCUT_LORE_1": "パッピーカットは野心にみちたボクサーだ。生まれたときから体のところどころが鉄のパーツでおおわれているが、そのせいであちこちがサビやすい。重なったサビは、完全に成長するとはがれおちる。", + "PUPPERCUT_NAME": "パッピーカット", + "PUPPERCUT_NAME_PREFIX": "パッピー", + "PUPPERCUT_NAME_SUFFIX": "カット", + "DECIBELLE_NAME": "デシベーレ", + "SIRENADE_DESCRIPTION": "しっぽがマイクのモンスター", + "DECIBELLE_NAME_PREFIX": "デシ", + "DECIBELLE_LORE_1": "野生のデシベーレはごくわずかしかいない。ニューウィラル島初期の居住者は、雲の中に白いドラゴンのすがたを見たとウワサした。それがデシベーレだったのか、居住者たちが正気を失い見たまぼろしだったのか、事実ははっきりしていない。", + "DECIBELLE_NAME_SUFFIX": "ベーレ", + "DECIBELLE_DESCRIPTION": "リボンの翼を持つモンスター", + "DECIBELLE_LORE_2": "ハーピーはギリシャ神話に登場する神話上の生き物で、風と嵐をつかさどると言われる。セイレーンと同じように半人半鳥のすがたで描かれる。", + "CARNIVIPER_NAME": "カーニハブ", + "CARNIVIPER_NAME_PREFIX": "カーニ", + "CARNIVIPER_NAME_SUFFIX": "ハブ", + "CARNIVIPER_LORE_2": "「ツチノコ」は、日本の民間伝承に登場する生物だ。そのすがたはヘビに似ており、キバには毒があると言われる。そしてその胴体は太いのだという。", + "CARNIVIPER_LORE_1": "ニヤリと笑顔を浮かべているように見えて、カーニハブはまったくフレンドリーではない生き物だ。なわばり意識がとても強く、敵とみなしたものは生き物であろうとなかろうとなんでも攻撃する。", + "MASQUERATTLE_NAME": "マスカレージャ", + "MASQUERATTLE_NAME_PREFIX": "マスカ", + "CARNIVIPER_DESCRIPTION": "仮面をつけた小さなヘビ", + "MASQUERATTLE_NAME_SUFFIX": "レージャ", + "MASQUERATTLE_DESCRIPTION": "仮面をつけた大きなヘビ", + "MASQUERATTLE_LORE_2": "世界中の神話や伝承において、ヘビや大蛇は特別な存在として登場することが多い。まばたきしない目のせいか、手足がないせいか、はたまた、その致命的なキバの毒のせいか、理由はわからない。", + "MASQUERATTLE_LORE_1": "頭についている顔のような硬い骨の板を利用して獲物をおびきよせると言われる。これは伝説だが……本当の顔は、だれも近づこうと思わないほど不気味なのだという。", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "大蛇のイメージとして思い浮かべるのはどっち?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "優雅な生き物", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "非情な生き物", + "MARDIUSA_NAME": "マルデューサ", + "MARDIUSA_NAME_PREFIX": "マル", + "MARDIUSA_NAME_SUFFIX": "デューサ", + "MARDIUSA_DESCRIPTION": "仮面をつけたヘビ女", + "MARDIUSA_LORE_2": "ギリシャ神話のメデューサはゴルゴンという髪の毛の代わりに生きたヘビを生やしている三姉妹のうちのひとりだ。もしも彼女たちの目を見つめると、どんな者でも石に変わってしまうと言われる。", + "MARDIUSA_LORE_1": "マルデューサの体はひとつの精神を共有するごく小さなヘビ型の生き物が集まってできている。ヘビ型の生き物は共通の目的を持って集まっているのだが、マルデューサの場合の共通の目的とは、すてきなドレスをまとって楽しい時間をすごすことだ。", + "JORMUNGOLD_NAME": "ヨルムンゴルド", + "JORMUNGOLD_NAME_PREFIX": "ヨルムン", + "JORMUNGOLD_NAME_SUFFIX": "ゴルド", + "JORMUNGOLD_LORE_2": "北欧神話では、ヨルムンガンドという大蛇が世界を終わらせると予言されている。", + "JORMUNGOLD_LORE_1": "興味深いことに、翼を持っているというのにこの大蛇は飛べない。ヨルムンゴルドはその翼を、飛ぶのではなく、地面を猛スピードではいずるために使うのだ。羽ばたくごとに、その巨体はすさまじい速さで前に進む。", + "JORMUNGOLD_DESCRIPTION": "翼が生えたデカいヘビ", + "AEROBOROS_NAME_PREFIX": "エアロ", + "AEROBOROS_NAME": "エアロボロス", + "AEROBOROS_LORE_1": "その円形の体の内側にあるリングを使って、風をめぐらせてあやつれる。エアロボロスはその力を使ってうずまく風を高速で発射し、敵をふき飛ばすことができるのだ。", + "AEROBOROS_NAME_SUFFIX": "ボロス", + "TRAFFIKRAB_NAME": "パイロンカツギ", + "AEROBOROS_DESCRIPTION": "環になって飛ぶヘビ", + "AEROBOROS_LORE_2": "ウロボロスは、命がめぐっていく様子、死と再生をあらわす古代のシンボル。自らの尾を食べるヘビの図として描かれる。", + "TRAFFIKRAB_NAME_PREFIX": "パイロン", + "TRAFFIKRAB_NAME_SUFFIX": "カツギ", + "TRAFFIKRAB_LORE_2": "工事用パイロンは、1940年代に手入れがラクな工事用の目印としてチャールズ・D・スキャンロンが発明した。オレンジか黄色のプラスチックで作られるのがふつうで、夜中でも見やすいように、光を反射する白いしま模様が入っていることもある。", + "TRAFFIKRAB_LORE_1": "ずっとかぶっているパイロンは体の一部ではなく、ニューウィラル島の浜辺に流れついたふつうの工事用パイロンだ。昔はパイロンのかわりにほかのものをかぶっていたらしい。", + "WEEVILITE_NAME": "シンゴウカブリ", + "WEEVILITE_NAME_SUFFIX": "カブリ", + "WEEVILITE_LORE_1": "その長い首で遠くからでも弱いモンスターを見つける。交互に点滅している赤と緑の目が放つ閃光を見たえものは目まいと軽い頭痛で動けなくなってしまう。", + "WEEVILITE_NAME_PREFIX": "シンゴウ", + "TRAFFIKRAB_DESCRIPTION": "パイロンをかぶるヤドカリ", + "WEEVILITE_LORE_2": "史上初の交通信号機は、1800年代半ばのロンドンで設置された。初期のころ信号機は明かりにガス灯を利用していたが、20世紀初頭をさかいに、電気灯を利用した信号機が普及した。", + "LOBSTACLE_NAME_PREFIX": "レール", + "LOBSTACLE_NAME": "レールガザミ", + "WEEVILITE_DESCRIPTION": "信号機みたいなカニ", + "RATCOUSEL_NAME": "ラトゴーランド", + "MUSKRATEER_LORE_2": "「三銃士」はアレクサンドル・デュマの手によって書かれたフランスの有名な冒険小説。アクションたっぷりの冒険が1600年代のパリを舞台にくりひろげられる物語だ。", + "RATCOUSEL_NAME_PREFIX": "ラト", + "RATCOUSEL_NAME_SUFFIX": "ゴーランド", + "RATCOUSEL_LORE_2": "「ネズミの王」はしっぽが結びあわさった、または、からまってしまったネズミの群れを指す呼び名だ。", + "RATCOUSEL_LORE_1": "どことなくメリーゴーランドに似た背の高い生き物。体の周囲をいつも小さな「ネズミ」たちが回っている。小さなネズミたちの目は生き物が死をむかえる瞬間にしか開かないと言われる。", + "POMBOMB_NAME": "ポメボムワン", + "RATCOUSEL_DESCRIPTION": "大きなサーカスの乗り物", + "POMBOMB_NAME_PREFIX": "ポメ", + "POMBOMB_LORE_1": "ニューウィラル島でもっともフレンドリーなモンスターだとされている。たまにうっかりすべてを焼きつくしてしまうという習性さえなければとてもいいペットになっただろう。", + "POMBOMB_NAME_SUFFIX": "ボム", + "POMBOMB_LORE_2": "ポメラニアンは、家庭犬として人気が高い。小さな体とフワフワの毛が特徴で、その名はバルト海の南に存在するヨーロッパの地名「ポメラニア地方」にちなんでいる。", + "POMBOMB_DESCRIPTION": "燃えるイヌ", + "SPITZFYRE_NAME_PREFIX": "スピ", + "SPITZFYRE_NAME": "スピファイア", + "SPITZFYRE_NAME_SUFFIX": "ファイア", + "SPITZFYRE_LORE_2": "スピッツはさまざまな犬種の起源になったと言われているイヌだ。フワフワの毛と、先がとがった耳を特徴としている。", + "SPITZFYRE_LORE_1": "炎をはきだす能力が非常に発達しており、うっかり物を燃やしてしまったときに自分の目を煙から守るため、ゴーグルをつけざるをえなくなった。", + "SPITZFYRE_DESCRIPTION": "ゴーグルをつけたイヌ", + "ELFLESS_NAME": "ヤサシルフ", + "ELFLESS_NAME_PREFIX": "ヤサシ", + "ELFLESS_NAME_SUFFIX": "シルフ", + "GRAMPUS_NAME": "オコリンプス", + "ELFLESS_DESCRIPTION": "木の仮面をつけたエルフ", + "ELFLESS_LORE_2": "ヨーロッパの迷信では、「エルフ」という、小さな小鬼のような生き物が登場する。そのすがたは歴史上の時代と地域により変化してきた。妖精に似ているが、エルフのほうは、親切でイタズラを好み、ときには悪意を持つこともあるような存在として描かれる。", + "ELFLESS_LORE_1": "その本心をかくすため、木からはいだままの樹皮で、笑顔の仮面を作ってかぶっている。出どころがわからないウワサだが、すべてのヤサシルフは年に一度同じ場所に集まって、みんなで古い仮面を新しいものと交換するのだという。", + "GRAMPUS_NAME_PREFIX": "オコリン", + "GRAMPUS_NAME_SUFFIX": "プス", + "GRAMPUS_LORE_2": "「クランプス」はクリスマスの時期になると悪い子におしおきする伝説の生き物。慈善に満ちた聖ニコラスとは対照的に、ヤギの足を持つ恐い顔の男として描かれることが多い。", + "GRAMPUS_DESCRIPTION": "怒ったイエティ", + "FAERIOUS_NAME": "マジギレアリー", + "GRAMPUS_LORE_1": "ヤサシルフが成長したすがた。感情をずっとおさえつづけた結果、自分のつらさをほかのだれかに押しつけたい気持ちを抱えた大きなバケモノになってしまった。不幸の道連れを作りたい欲求は、ホリデーシーズンになると高まるらしい。", + "FAERIOUS_NAME_PREFIX": "マジギレ", + "FAERIOUS_NAME_SUFFIX": "アリー", + "FAERIOUS_LORE_2": "現代的なファンタジー作品においてエルフはよく優雅で身軽な戦士として描かれる。こういったエルフたちは、伝承に見られる本来のエルフと同じように、人間の仲間にも敵にもなることがある。", + "FAERIOUS_LORE_1": "抑えこんだ強い怒りをバトルの腕を磨くのに注いだヤサシルフが進化したすがた。氷で作った剣で敵をたたきのめし、受けた攻撃は樹皮の盾で防いでしまう。", + "FAERIOUS_DESCRIPTION": "剣をかまえたエルフ", + "ICEPECK_NAME": "アイスペック", + "ICEPECK_NAME_PREFIX": "アイス", + "ICEPECK_NAME_SUFFIX": "ペック", + "SIRENADE_NAME_PREFIX": "セイレ", + "SIRENADE_NAME": "セイレナーデ", + "SIRENADE_LORE_1": "とてもうるさい生き物。自分が発した歌声をしっぽについたマイクと翼で増幅することができる。周囲に歌声がうるさいと思われるかどうかは、あまり気にしていないようだ。", + "SIRENADE_NAME_SUFFIX": "ナーデ", + "SIRENADE_LORE_2": "セイレーンはギリシャ神話の生き物で、ホメロスの「オデュッセイア」に登場するものが特に有名。セイレーンは翼が生えている鳥のような女性として描かれ、うつくしく、心に残る歌声で男性を魅了して破滅させる。", + "MACABRA_NAME_PREFIX": "シノマ", + "SCAMPIRE_DESCRIPTION": "帽子をかぶったヴァンパイア", + "MACABRA_NAME": "シノマカブラ", + "MACABRA_LORE_1": "目は見えないが、かわりにまわりの空気を「味わう」能力で獲物を探すことができる。ひらけた場所で狩りをおこなうことを好み、その間は、岩か動物のガイコツに座っていることが多い。", + "MACABRA_NAME_SUFFIX": "カブラ", + "MACABRA_DESCRIPTION": "ガイコツに座るキバが生えた生き物", + "MACABRA_LORE_2": "「チュパカブラ」は最近創作された伝承だ。南アメリカで、家畜が血を吸いつくされたという報告をもとに、正体不明で夜行性の吸血クリーチャーというアイデアが生まれた。", + "FOLKLORD_NAME": "フォークロアド", + "FOLKLORD_NAME_PREFIX": "フォーク", + "FOLKLORD_LORE_1": "成長したシノマカブラは、フォークロアドに進化するとイスがわりにしていたガイコツを頭にかぶるようになる。その腕と上半身にはぶあつい筋肉がついているが、足が長すぎるせいで長時間立ちつづけることはできない。", + "FOLKLORD_NAME_SUFFIX": "ロアド", + "FOLKLORD_DESCRIPTION": "ガイコツをかぶる巨人", + "FOLKLORD_LORE_2": "北アメリカには森に住む巨大な人型の生物として描かれる未確認生物の話がたくさん存在する。サルのようなすがたをしているビッグフットやサスカッチがそれだ。", + "SQUIREY_NAME": "オトモワイア", + "SQUIREY_NAME_PREFIX": "オトモ", + "SQUIREY_LORE_1": "オトモワイアはふつう、ニューウィラル島の平原をうろついていることが多い。バトルの相手を探しているのだ。見た目はかわいいがとても情熱的な戦士で、生まれつき向上心にめぐまれている。", + "SQUIREY_NAME_SUFFIX": "ワイア", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "白熱するバトルの中で、大事にするのはどっち?", + "SQUIREY_LORE_2": "中世における「エスクワイア」は騎士の従者だった。エスクワイアは自分が仕える騎士の武器を運ぶなどの職務をはたし、実力を示すことができれば騎士になることができた。", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "名誉", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "勝利", + "PALANGOLIN_NAME": "パラディンコウ", + "SQUIREY_DESCRIPTION": "槍を持ったセンザンコウ", + "PALANGOLIN_NAME_PREFIX": "パラディン", + "PALANGOLIN_LORE_1": "道義心に忠実でありつづけたオトモワイアが高い徳をそなえた騎士へと成長したすがた。見事な黄金のハルバードをあやつり、バトル中も仲間を守る。", + "PALANGOLIN_NAME_SUFFIX": "コウ", + "PALANGOLIN_LORE_2": "ヨーロッパの歴史では、騎士は祖国に対する奉仕をたたえて、ナイトの称号を授与された人間を指す言葉だった。よく見られる騎士の描かれ方は「ブルターニュ物語」と呼ばれる中世で人気を集めた文学に影響されており、現代では騎士道精神やヒーロー的な人物像と強く結びつけられている。", + "MANISPEAR_NAME": "センザスピア", + "PALANGOLIN_DESCRIPTION": "ハルバードを持った騎士", + "MANISPEAR_NAME_PREFIX": "センザ", + "MANISPEAR_NAME_SUFFIX": "スピア", + "MANISPEAR_LORE_2": "「黒騎士」タイプに分類される架空の創作キャラクターは、昔からくりかえし登場している。騎士道をはずれた顔を隠す騎士として描かれるのがふつうで、物語の主人公の前に立ちはだかり最後にたおされることが多い。", + "MANISPEAR_LORE_1": "鍛錬を積みながらも闇の波動に身をささげてしまった、オトモワイアのなれのはて。黒いカブトの下に顔を隠し、力をまったく抑えることなく戦う。", + "MUSKRATEER_NAME_SUFFIX": "ラティア", + "MUSKRATEER_DESCRIPTION": "剣を手に帽子をかぶったネズミ", + "MUSKRATEER_LORE_1": "地下のどうくつに住み、石で剣をといでいるところをよく目撃される。ぐうぜん出会ったオトモワイアとマスクラティアが、その場で決闘をはじめる光景はめずらしくない。", + "MUSKRATEER_NAME": "マスクラティア", + "MANISPEAR_DESCRIPTION": "大きい剣を持った騎士", + "MUSKRATEER_NAME_PREFIX": "マスク", + "CREEP_NAME.n": "ヘンな人", + "FARMER_EDWARD_NAME": "アッカリー・ジャガ", + "FARMER_MARIS_NAME": "クイン・ジャガ", + "IANTHE_NAME": "リーダー・イアンシー", + "IANTHE_NAME_SHORT": "イアンシー", + "IANTHE_SUBTITLE": "レンジャーのリーダー", + "LEADER_IANTHE_UNKNOWN_NAME": "堂々とした女性", + "CAPTAIN_WALLACE_NAME": "キャプテン・ウォレス", + "CAPTAIN_WALLACE_NAME_SHORT": "ウォレス", + "CAPTAIN_WALLACE_SUBTITLE": "工事作業員", + "CAPTAIN_SKIP_NAME": "キャプテン・スキップ", + "CAPTAIN_SKIP_NAME_SHORT": "スキップ", + "CAPTAIN_SKIP_SUBTITLE": "あやしいトレジャーハンター", + "CAPTAIN_ZEDD_NAME_SHORT": "ゼッド", + "CAPTAIN_ZEDD_NAME": "キャプテン・ゼッド", + "CAPTAIN_ZEDD_SUBTITLE": "「めいそう」のエキスパート", + "CAPTAIN_JUDAS_NAME": "キャプテン・ユダ", + "CAPTAIN_JUDAS_NAME_SHORT": "ユダ", + "CAPTAIN_JUDAS_SUBTITLE": "サバイバルエキスパート", + "CAPTAIN_CLEEO_NAME": "キャプテン・クレ=O", + "CAPTAIN_CLEEO_NAME_SHORT": "クレ=O", + "CAPTAIN_CLEEO_SUBTITLE": "カジノ・メカノイド", + "CAPTAIN_LODESTEIN_NAME": "キャプテン・ロードスタイン", + "CAPTAIN_LODESTEIN_NAME_SHORT": "ロードスタイン", + "CAPTAIN_LODESTEIN_SUBTITLE": "電気技師", + "CAPTAIN_DREADFUL_NAME": "キャプテン・ペニー=ドレッドフル", + "CAPTAIN_DREADFUL_NAME_SHORT": "ドレッドフル", + "CAPTAIN_DREADFUL_SUBTITLE": "死神をあざむく者", + "CAPTAIN_GLADIOLA_NAME": "キャプテン・グラディオラ", + "CAPTAIN_GLADIOLA_NAME_SHORT": "グラディオラ", + "CAPTAIN_GLADIOLA_SUBTITLE": "剣の達人", + "CAPTAIN_HEATHER_NAME_SHORT": "ヘザー", + "CAPTAIN_HEATHER_NAME": "キャプテン・ヘザー", + "CAPTAIN_HEATHER_SUBTITLE": "気象予報士", + "CAPTAIN_BUFFY_NAME": "キャプテン・バフィー", + "CAPTAIN_BUFFY_NAME_SHORT": "バフィー", + "CAPTAIN_BUFFY_SUBTITLE": "ボディビルダー", + "CAPTAIN_CYBIL_NAME": "キャプテン・シビル", + "CAPTAIN_CYBIL_NAME_SHORT": "シビル", + "CAPTAIN_CYBIL_SUBTITLE": "ラジオDJ", + "CAPTAIN_CODEY_NAME": "キャプテン・コーディー", + "CAPTAIN_CODEY_NAME_SHORT": "コーディー", + "CAPTAIN_CODEY_SUBTITLE": "テープ・ハッカー", + "ACHIEVEMENT_NAME_offices_cleared_3": "礼儀正しくふるまって:その3", + "ACHIEVEMENT_DESC_offices_cleared_2": "ランドキーパー事務所を2つ一掃する。", + "ACHIEVEMENT_DESC_offices_cleared_3": "ランドキーパー事務所を3つ一掃する。", + "ACHIEVEMENT_DESC_obtain_rumor": "ウワサをゲットする。", + "ACHIEVEMENT_NAME_obtain_rumor": "ウワサは天下の回りもの", + "ACHIEVEMENT_NAME_partner_felix": "フェリックス", + "ACHIEVEMENT_DESC_partner_felix": "フェリックスと友だちになる。", + "ACHIEVEMENT_NAME_partner_dog": "ワンクレー", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "ユージーンのハートを5つ集める。", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "メレディスのハートを5つ集める。", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "ムービーナイト", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "フェリックスのハートを5つ集める。", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "アーティストの肖像", + "ACHIEVEMENT_DESC_reopened_stations_final": "モルガンテの歌の謎をときあかす。", + "ACHIEVEMENT_NAME_aa_morgante": "反逆", + "ACHIEVEMENT_DESC_aa_aleph_null": "世界のはざまで運命に打ち勝つ。", + "ACHIEVEMENT_NAME_aa_aleph_null": "時間の矢", + "ACHIEVEMENT_DESC_aa_morgante": "完全に復活した太古の力を打ちたおす。", + "ACHIEVEMENT_DESC_quest_felix1": "クナイニャンと出会う。", + "ACHIEVEMENT_NAME_kuneko_altars_1": "アタシがほしくないニャンて:その2", + "ACHIEVEMENT_DESC_kuneko_altars_1": "1つのアルターでクナイニャンと出会う。", + "ACHIEVEMENT_NAME_quest_viola_complete": "だれもがなにかを探してる", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "あなたのためのセレナーデ", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "グランドオープン", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "ケイリーのハートを5つ集める。", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "イヌの最高の友だち", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "ワンクレーのハートを5つ集める。", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "お気に召すまま", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "ヴァイオラのハートを5つ集める。", + "ACHIEVEMENT_NAME_romantic_relationship": "1つにかさなる2つのハート", + "ACHIEVEMENT_NAME_reopened_stations_final": "わがことばを聞くがいい", + "ACHIEVEMENT_DESC_romantic_relationship": "だれかと恋人どうしになる。", + "ACHIEVEMENT_NAME_captain_wallace": "背水の陣", + "ACHIEVEMENT_DESC_captain_wallace": "キャプテン・ウォレスをたおす。", + "ACHIEVEMENT_DESC_captain_skip": "キャプテン・スキップをたおす。", + "ACHIEVEMENT_NAME_captain_skip": "捨てる世界あればひろう世界あり", + "ACHIEVEMENT_NAME_captain_zedd": "寝る子は強い", + "ACHIEVEMENT_DESC_captain_zedd": "キャプテン・ゼッドをたおす。", + "ACHIEVEMENT_DESC_captain_cleeo": "キャプテン・クレ=Oをたおす。", + "ACHIEVEMENT_NAME_kuneko_altars_2": "アタシがほしくないニャンて:その3", + "ACHIEVEMENT_DESC_kuneko_altars_2": "2つのアルターでクナイニャンと出会う。", + "ACHIEVEMENT_NAME_kuneko_altars_3": "アタシがほしくないニャンて:その4", + "ACHIEVEMENT_DESC_kuneko_altars_3": "3つのアルターでクナイニャンと出会う。", + "ACHIEVEMENT_DESC_rogue_fusion_10": "はぐれフュージョンを10体たおす。", + "ACHIEVEMENT_NAME_rogue_fusion_20": "はぐれもの大集合", + "ACHIEVEMENT_DESC_rogue_fusion_20": "はぐれフュージョンを20体たおす。", + "ACHIEVEMENT_NAME_overworld_chunks": "旅人", + "ACHIEVEMENT_NAME_rogue_fusion_50": "はぐれものの国", + "ACHIEVEMENT_DESC_rogue_fusion_50": "はぐれフュージョンを50体たおす。", + "ACHIEVEMENT_DESC_overworld_chunks": "ニューウィラル島をすべて探索する。", + "ACHIEVEMENT_NAME_reopened_stations_all": "乗車券", + "ACHIEVEMENT_DESC_reopened_stations_all": "すべての駅を再開させる。", + "ACHIEVEMENT_NAME_observe_species_120": "アマチュア動物学者", + "ACHIEVEMENT_DESC_observe_species_120": "モンスターを120種観察する。", + "ACHIEVEMENT_NAME_obtain_species_10": "動物学者:その1", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "ケイリーのクエストをクリアする。", + "ACHIEVEMENT_NAME_quest_eugene_complete": "礼儀正しくふるまって:その6", + "ACHIEVEMENT_DESC_quest_eugene_complete": "ユージーンのクエストをクリアする。", + "ACHIEVEMENT_NAME_quest_meredith_complete": "ずっと必要だったもの", + "ACHIEVEMENT_NAME_sign_up_rangers": "テイク・ミー・オン:その1", + "ACHIEVEMENT_NAME_ability_glide": "羽をひろげて", + "ACHIEVEMENT_DESC_ability_glide": "アビリティ「モスグライド」をゲットする。", + "ACHIEVEMENT_NAME_ability_dash": "走る弾丸", + "ACHIEVEMENT_DESC_ability_magnetism": "アビリティ「エレキマグネット」をゲットする。", + "ACHIEVEMENT_DESC_ability_dash": "アビリティ「バレットダッシュ」をゲットする。", + "ACHIEVEMENT_NAME_ability_magnetism": "シビレる電撃", + "ACHIEVEMENT_NAME_ability_swim": "水泳のレッスン", + "ACHIEVEMENT_DESC_ability_swim": "アビリティ「ダイブスイム」をゲットする。", + "ACHIEVEMENT_NAME_ability_climb": "ボール遊び", + "ACHIEVEMENT_DESC_ability_climb": "アビリティ「ヴァインボール」をゲットする。", + "ACHIEVEMENT_NAME_ability_flight": "空の旅", + "ACHIEVEMENT_DESC_ability_flight": "アビリティ「サラバフライト」をゲットする。", + "ACHIEVEMENT_DESC_ability_fusion_radar": "フュージョンレーダーをゲットする。", + "ACHIEVEMENT_NAME_ability_fusion_radar": "レーダー上にフュージョンあり", + "ACHIEVEMENT_NAME_intermission": "望みとはちがうもの", + "ACHIEVEMENT_DESC_intermission": "はるか彼方まで飛ばされる。", + "ACHIEVEMENT_NAME_ending": "本当の人生", + "ACHIEVEMENT_DESC_quest_meredith_complete": "メレディスのクエストをクリアする。", + "ACHIEVEMENT_NAME_quest_dog_complete": "「おいで」と「待て」", + "ACHIEVEMENT_DESC_quest_felix_complete": "フェリックスのクエストをクリアする。", + "ACHIEVEMENT_NAME_quest_felix_complete": "アタシがほしくないニャンて:その6", + "ACHIEVEMENT_DESC_quest_dog_complete": "ワンクレーのクエストをクリアする。", + "ACHIEVEMENT_DESC_quest_viola_complete": "ヴァイオラのクエストをクリアする。", + "ACHIEVEMENT_DESC_quest_kayleigh1": "ケイリーのクエストをはじめる。", + "ACHIEVEMENT_NAME_offices_cleared_1": "礼儀正しくふるまって:その1", + "ACHIEVEMENT_NAME_quest_kayleigh1": "ラン・ファー・アウェイ:その1", + "ACHIEVEMENT_DESC_obtain_species_10": "モンスターを10種類記録する。", + "ACHIEVEMENT_NAME_obtain_species_20": "動物学者:その2", + "ACHIEVEMENT_DESC_obtain_species_20": "モンスターを20種類ゲットする。", + "ACHIEVEMENT_NAME_obtain_species_50": "動物学者:その3", + "ACHIEVEMENT_DESC_obtain_species_50": "モンスターを50種類ゲットする。", + "ACHIEVEMENT_NAME_obtain_species_100": "動物学者:その4", + "ACHIEVEMENT_DESC_obtain_species_100": "モンスターを100種類記録する。", + "ACHIEVEMENT_NAME_obtain_species_120": "ベテラン動物学者", + "ACHIEVEMENT_DESC_obtain_species_120": "モンスターを120種類記録する。", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "カセットビーストマスター", + "ACHIEVEMENT_NAME_bootleg_beast": "ワイルドなブートレグ", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "すべてのモンスターの追加情報を埋める。", + "ACHIEVEMENT_NAME_bootleg_glitter": "キラキラのブートレグ", + "ACHIEVEMENT_DESC_bootleg_glitter": "ラメタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_train_frankie": "フランキー、不思議の国へ行く", + "ACHIEVEMENT_DESC_train_frankie": "フランキーのトレーニングをクリアする。", + "ACHIEVEMENT_NAME_train_vin": "一匹オオカミ", + "ACHIEVEMENT_DESC_train_vin": "ヴィンのトレーニングをクリアする。", + "ACHIEVEMENT_NAME_noticeboard_5": "新人レンジャー", + "ACHIEVEMENT_DESC_noticeboard_5": "掲示板のクエストを5回クリアする。", + "ACHIEVEMENT_NAME_noticeboard_20": "見習いレンジャー", + "ACHIEVEMENT_DESC_noticeboard_20": "掲示板のクエストを20回クリアする。", + "ACHIEVEMENT_NAME_noticeboard_50": "働きものレンジャー", + "ACHIEVEMENT_DESC_noticeboard_50": "掲示板のクエストを50回クリアする。", + "ACHIEVEMENT_NAME_noticeboard_100": "ベテランレンジャー", + "ACHIEVEMENT_DESC_noticeboard_100": "掲示板のクエストを100回クリアする。", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "スーパーレアのステッカーをゲットする。", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "ステッカーコレクター", + "ACHIEVEMENT_DESC_partner_viola": "ヴァイオラと友だちになる。", + "ACHIEVEMENT_NAME_remaster": "リマスター版", + "ACHIEVEMENT_DESC_remaster": "テープをリマスターする。", + "ACHIEVEMENT_DESC_sign_up_rangers": "登録してレンジャーになる。", + "ACHIEVEMENT_NAME_offices_cleared_2": "礼儀正しくふるまって:その2", + "ACHIEVEMENT_DESC_offices_cleared_1": "ランドキーパー事務所を1つ一掃する。", + "ACHIEVEMENT_DESC_obtain_candevil": "キャンデビルのカセットをゲットする。", + "ACHIEVEMENT_NAME_aa_tower": "無知の塔", + "ACHIEVEMENT_DESC_aa_tower": "バベリスをたおす。", + "ACHIEVEMENT_NAME_song_parts_8": "混迷の大地", + "ACHIEVEMENT_DESC_song_parts_8": "モルガンテの歌を完成させる。", + "ACHIEVEMENT_DESC_aa_helia": "フュージョンの化身に打ち勝つ。", + "ACHIEVEMENT_NAME_aa_helia": "新たな夜明け", + "ACHIEVEMENT_NAME_met_npc_magikrab": "駅員さん", + "ACHIEVEMENT_DESC_offices_cleared_5": "ランドキーパー事務所を5つ一掃する。", + "ACHIEVEMENT_NAME_quest_felix1": "アタシがほしくないニャンて:その1", + "ACHIEVEMENT_DESC_bootleg_beast": "ビーストタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_fire": "燃えるブートレグ", + "ACHIEVEMENT_DESC_bootleg_fire": "ほのおタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_plastic": "オモチャのブートレグ", + "ACHIEVEMENT_DESC_bootleg_plastic": "プラスチックタイプのブートレグをゲットする。", + "ACHIEVEMENT_DESC_bootleg_plant": "くさタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_plant": "緑のブートレグ", + "ACHIEVEMENT_NAME_bootleg_water": "アクアなブートレグ", + "ACHIEVEMENT_DESC_bootleg_water": "みずタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_poison": "トキシックなブートレグ", + "ACHIEVEMENT_DESC_bootleg_poison": "どくタイプのブートレグをゲットする。", + "ACHIEVEMENT_NAME_bootleg_astral": "コズミックなブートレグ", + "ACHIEVEMENT_NAME_obtain_candevil": "キャンディちょうだい", + "ACHIEVEMENT_NAME_offices_cleared_4": "礼儀正しくふるまって:その4", + "ACHIEVEMENT_NAME_offices_cleared_5": "礼儀正しくふるまって:その5", + "ACHIEVEMENT_DESC_offices_cleared_4": "ランドキーパー事務所を4つ一掃する。", + "LANDKEEPER2_NAME": "ランドキーパー #2", + "SUNNY_NAME": "サニー", + "LANDKEEPERS_NAME": "ランドキーパーたち", + "SUNNY_UNKNOWN_NAME": "だらしないランドキーパー", + "CULTIST_NAME.m": "カルト団メンバー", + "CULTIST_NAME.f": "カルト団メンバー", + "RANGER_NAME.m": "レンジャー", + "CULTIST_NAME.n": "カルト団メンバー", + "RANGER_NAME.f": "レンジャー", + "RANGER_NAME.n": "レンジャー", + "RANGER_RECRUITER_NAME.m": "スカウト", + "RANGER_RECRUITER_NAME.f": "スカウト", + "RANGER_RECRUITER_NAME.n": "スカウト", + "RANGER_WANNABE_NAME.m": "レンジャー志望者", + "RANGER_WANNABE_NAME.f": "レンジャー志望者", + "RANGER_WANNABE_NAME.n": "レンジャー志望者", + "RANGER_TRAINEE_NAME": "訓練生", + "RESEARCHER_NAME.m": "研究員", + "RESEARCHER_NAME.f": "研究員", + "RESEARCHER_NAME.n": "研究員", + "PENSBY_NAME": "ドクター・ペンズビー", + "HOYLAKE_NAME": "ホイレイク", + "FRANKIE_NAME": "フランキー", + "KIRBY_NAME": "カービイ", + "VIN_NAME": "ヴィン", + "THIEF_NAME": "泥棒", + "TRAVELER_NAME.m": "旅人", + "TRAVELER_NAME.f": "旅人", + "TREASURE_SEEKER_NAME.m": "探検家", + "TRAVELER_NAME.n": "旅人", + "TREASURE_SEEKER_NAME.f": "探検家", + "TREASURE_SEEKER_NAME.n": "探検家", + "HISTORIAN_NAME.m": "歴史家", + "ROCKER_NAME.m": "ミュージシャン", + "HISTORIAN_NAME.f": "歴史家", + "HISTORIAN_NAME.n": "歴史家", + "ROCKER_NAME.f": "ミュージシャン", + "ROCKER_NAME.n": "ミュージシャン", + "CAMPER_NAME.m": "キャンプマニア", + "SOLDIER_NAME.m": "兵士", + "CAMPER_NAME.f": "キャンプマニア", + "CAMPER_NAME.n": "キャンプマニア", + "SOLDIER_NAME.f": "兵士", + "TAMER_NAME.m": "テイマー", + "SOLDIER_NAME.n": "兵士", + "TAMER_NAME.f": "テイマー", + "TAMER_NAME.n": "テイマー", + "CREEP_NAME.m": "ヘンな人", + "CREEP_NAME.f": "ヘンな人", + "ACHIEVEMENT_DESC_captain_gladiola": "キャプテン・グラディオラをたおす。", + "ACHIEVEMENT_NAME_captain_heather": "天候は荒れ模様", + "ACHIEVEMENT_DESC_captain_heather": "キャプテン・ヘザーをたおす。", + "ACHIEVEMENT_NAME_captain_buffy": "ひと汗かこうぜ", + "ACHIEVEMENT_DESC_captain_buffy": "キャプテン・バフィーをたおす。", + "ACHIEVEMENT_NAME_captain_cybil": "ラジオ・スター", + "ACHIEVEMENT_DESC_captain_cybil": "キャプテン・シビルをたおす。", + "ACHIEVEMENT_DESC_captain_codey": "キャプテン・コーディーをたおす。", + "ACHIEVEMENT_NAME_captain_codey": "惑星をハックしろ", + "MOVE_DESCRIPTION_BERSERKER": "HPが半分以下になると近接攻撃が上がり、バーサク状態になる。", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "たおされたとき、自分を最後に攻撃してきた相手にランダムで3種類のマイナス効果を与える。", + "MOVE_NAME_RANDOM_STARTER": "ルーレット", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "バトルがはじまったときに、リストのひとつ下にあるわざをAPは使わず、自動でくりだすことがある。わざが発動する確率は、基本の必要APが高いほど低い。", + "MOVE_DESCRIPTION_RANDOM_STARTER": "バトルがはじまったときに、ランダムでなにかわざをくりだすことがある。APは使わない。", + "MOVE_NAME_CUSTOM_STARTER": "かいぞうスターター", + "MOVE_DESCRIPTION_AUTOMATION": "ターンの終わりに、リストのひとつ下にあるわざを自動でくりだすことがある。APは使わない。", + "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", + "MOVE_NAME_AUTOMATION": "オートメーション", + "MOVE_NAME_CRITICAL_MASS": "クリティカル・マス", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "有利なタイプわざを当てたときに、リストのひとつ下にあるわざをAPは使わず、自動でくりだすことがある。わざが発動する確率は、基本の必要APが高いほど低い。", + "MOVE_NAME_CHEMICAL_IMBALANCE": "バランスケミカル", + "MOVE_DESCRIPTION_CRITICAL_MASS": "クリティカルを出したとき、リストのひとつ下にあるわざを自動でくりだすことがある。APは使わない。", + "MOVE_NAME_DUAL_WIELD": "にとうりゅう", + "MOVE_DESCRIPTION_PAINT_SWIPE": "自分がコート状態のときしか使えない。1体の相手を攻撃し、自分のコート状態を移す。くりだす順番が必ず最後になる。", + "MOVE_DESCRIPTION_DUAL_WIELD": "十分なAPを持っているときなら、2回続けてわざを出せる。", + "MOVE_NAME_PAINT_SWIPE": "えふでのひとぬり", + "MOVE_NAME_BEAR_HUG": "ベアーハッグ", + "MOVE_NAME_ROYAL_FLUSH": "ロイヤルフラッシュ", + "MOVE_DESCRIPTION_BEAR_HUG": "自分にかかっているランダムなマイナス効果1つを相手に移しかえる。", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "自分にかかっているステータス変化をすべて取りのぞく。取りのぞかれたステータス変化の数だけ、ダメージが大きくなる。", + "MOVE_DESCRIPTION_FUEL_INJECTION": "ねんりょうのみ後、自動で発動する。自分の素早さとAP回復量を増やす。", + "MOVE_NAME_FUEL_INJECTION": "ねんりょう注入", + "TUTORIAL_INTRO_1": "どうも、{player}。来てくれてありがと!\\nそれじゃ、{control.ui_accept}を押してつづけてみて。", + "TUTORIAL_INTRO_2": "はぐれフュージョンをたおすのに力を借りたいんだ。\\n準備はいい?", + "TUTORIAL_INTRO_3": "じゃあ、行こうか! あそこにある崖を登るよ。\\n{control.move_up} {control.move_left} {control.move_down} {control.move_right}を使ってついてきてね。", + "TUTORIAL_TARGET_MENU_1": "これはターゲットメニュー。これを見れば、攻撃が相手に\\nどんな効果をあたえるかわかるよ。", + "TUTORIAL_BATTLE_START_1": "さあ、ここからは荒っぽくなるよ……でも大丈夫、わたしが\\nついてるから!", + "TUTORIAL_TARGET_MENU_2": "光ってるリングを見てね! リングの色で効果の種類が\\nわかるの。モンスターに与える効果がプラスなら緑、\\nマイナスなら赤、両方だと黄色だよ。", + "TUTORIAL_CLIFFS_1": "さてと、この崖を登らないとね。\\nただジャンプ({control.jump})するだけじゃムリそう。", + "TUTORIAL_CLIFFS_2": "よし、いろいろ試してみよっか! 登る方法はいくつかあるよ。", + "TUTORIAL_CLIFFS_4": "あとは……あそこにパイロンがあるよね? アビリティの\\n「マグネ」({control.magnetism}を長押し)を使えば、あれを浮かべられるよ。", + "TUTORIAL_CLIFFS_3": "まずは、上に登る足場にできそうモノをひろえないかどうか、探してみたらいいんじゃないかな。", + "TUTORIAL_CLIFFS_5": "ツルを利用するのもアリだね。崖に向かって{control.interact}を押せば、\\nツルを使って登れるよ!", + "TUTORIAL_CLIFFS_6": "どれにする?", + "TUTORIAL_BOSS_1.m": "着いたね。あれがはぐれフュージョンだよ! \\n強敵と戦う準備はいい、{player}?", + "TUTORIAL_GLIDE_2": "簡単だって! 飛び下りるときは、{control.jump}を押しっぱなしにすれば\\n落ちないからね!", + "TUTORIAL_GLIDE_1": "ついてきて、{player}。怖くないよ!", + "TUTORIAL_GLIDE_3": "がんばって、あと少しだよ!", + "TUTORIAL_BOSS_2": "回復したかったら、バッグ({control.pause_menu}を押して開く)の中に\\nケーキがあるよ。", + "TUTORIAL_BOSS_3": "最初のところにあったテントまで、グライドで戻って休むのも\\nいいね。", + "TUTORIAL_BOSS_1.n": "着いたね。あれがはぐれフュージョンだよ! \\n強敵と戦う準備はいい、{player}?", + "TUTORIAL_BOSS_1.f": "着いたね。あれがはぐれフュージョンだよ! \\n強敵と戦う準備はいい、{player}?", + "TUTORIAL_BOSS_5": "どう、いけそう?", + "TUTORIAL_BOSS_4": "ピンチになったときは、バッグにあるバトル用アイテムを\\nチェックして。", + "TUTORIAL_DIED": "大丈夫? ちょっと心配しちゃったよ!", + "TUTORIAL_WON_2": "わたしたちっていいチームだよね、{player}!", + "TUTORIAL_WON_1": "うわあ、マジでたおしちゃった!", + "QUEST_GET_ITEM_PROGRESS": "ゲット:{obtained}/{required_item_amount}", + "NO_QUESTS_AVAILABLE": "いまできるクエストはありません。", + "QUEST_GET_MASQUERATTLE_TITLE": "マスカレージャを探せ!", + "QUEST_STAT_PROGRESS": "クリアまで:{num}/{count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "はぐれフュージョン", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "オーブ・フュージョン", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "不安定なフュージョン", + "PASSIVE_QUEST_SWARM_TITLE": "モンスターの群れ", + "QUEST_TUTORIAL_TITLE": "わたしたちが暮らす世界", + "QUEST_TUTORIAL_DESCRIPTION1": "ハーバータウンの東にあるゲートの前で、ケイリーに話しかけよう。", + "PASSIVE_QUEST_UNKNOWN_TITLE": "なぞの信号", + "QUEST_TUTORIAL_DESCRIPTION2": "ケイリーの指示どおりにしよう。", + "QUEST_TUTORIAL_DESCRIPTION3": "ケイリーと割れた道まで行こう。", + "QUEST_ARCHANGELS_DESCRIPTION1": "大天使たちを見つけてモルガンテの歌を完成させ、帰る手がかりを探そう。", + "QUEST_ARCHANGELS_PROGRESS": "集めた歌詞:{num} / {max}", + "QUEST_ARCHANGELS_TITLE": "混迷の大地", + "QUEST_TUTORIAL_DESCRIPTION4": "不思議な建物を調べよう。", + "QUEST_CAPTAINS_TITLE": "テイク・ミー・オン", + "QUEST_EUGENE_TITLE": "礼儀正しくふるまって", + "QUEST_EUGENE_DESCRIPTION_1": "町のはずれでユージーンに会おう。", + "QUEST_CAPTAINS_DESCRIPTION0": "公園にある駐在所へ行き、登録してレンジャーになろう。", + "QUEST_EUGENE_DESCRIPTION_3": "「ランドキーパー組合」の事務所をすべて見つけて一掃しよう。", + "QUEST_EUGENE_DESCRIPTION_2": "ユージーンと、なぞの事務所の屋根にある窓まで行こう。", + "QUEST_EUGENE_DESCRIPTION_4": "ユージーンと話す。", + "QUEST_EUGENE_DESCRIPTION_5": "ユージーンとランドキーパー本部に行こう。", + "QUEST_EUGENE_3_PROGRESS": "一掃した事務所:{num}/???", + "QUEST_WORKING_OVERTIME_TITLE": "やり残した仕事", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "ハーバータウンの東側にいるレンジャーに、木材を{required_item_amount}個持っていこう。", + "QUEST_MERCHANT_RESCUE_TITLE": "ちょっとしたアイデア", + "QUEST_FLORIST_DESCRIPTION_1": "ハーバータウンに植物を{count}個植えよう。", + "QUEST_FLORIST_TITLE": "タネまき", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "公園のどうくつに行き、商人になにがあったのか確かめよう。", + "CLUE_SONG_PROLOGUE1": "島から 出たいと のぞむのならば\\nわがことばを わが歌を 聞くがいい", + "QUEST_FLORIST_DESCRIPTION_2": "ハーバータウンの西側にいるレンジャーに、植物を植えたことを報告しよう。", + "CLUE_SONG_EPILOGUE1": "この場所で このように 行動せよ\\n最後の駅が すがたを あらわす", + "CLUE_FLUFF": "そこに あるのが わが広間\\nいまや うつろに すておかれた部屋", + "CLUE_SONG_PROLOGUE2": "みずからの手で なさねば ならぬ\\n遠き道のりを ゆかねば ならぬ", + "CLUE_SONG_EPILOGUE2": "わが歌を聞き かの地を 見つけよ\\nさすれば はてなき 空間が あらわれる", + "CLUE_UNKNOWN": "(声が小さすぎて、歌のつづきは聞こえない……)", + "STATUS_BURNED_NAME": "やけど", + "STATUS_CONTACTDMG_DESCRIPTION": "タッチダメージ状態の間は、近接攻撃を受けたとき、攻撃して\\nきた相手に少しだけエレメントダメージを与える。", + "STATUS_BURNED_DESCRIPTION": "やけど状態の間は、ターンの終わりにダメージを受ける。", + "STATUS_CONTACTDMG_NAME": "タッチダメージ", + "STATUS_STAT_MATK_DOWN_NAME": "近接攻撃ダウン", + "STATUS_STAT_RATK_DOWN_NAME": "遠距離攻撃ダウン", + "STATUS_STAT_MATK_UP_NAME": "近接攻撃アップ", + "STATUS_STAT_RATK_UP_NAME": "遠距離攻撃アップ", + "STATUS_STAT_RDEF_DOWN_NAME": "遠距離防御ダウン", + "STATUS_STAT_MDEF_DOWN_NAME": "近接防御ダウン", + "STATUS_STAT_RDEF_UP_NAME": "遠距離防御アップ", + "STATUS_STAT_MDEF_UP_NAME": "近接防御アップ", + "STATUS_STAT_EVASION_UP_NAME": "回避率アップ", + "STATUS_STAT_EVASION_DOWN_NAME": "回避率ダウン", + "STATUS_STAT_ACCURACY_UP_NAME": "命中率アップ", + "STATUS_STAT_ACCURACY_DOWN_NAME": "命中率ダウン", + "STATUS_STAT_SPEED_UP_NAME": "すばやさアップ", + "STATUS_STAT_SPEED_DOWN_NAME": "すばやさダウン", + "STATUS_AP_BOOST_NAME": "APブースト", + "STATUS_AP_DRAIN_NAME": "APドレイン", + "STATUS_AP_BOOST_DESCRIPTION": "APブースト中は、ターンごとに回復するAPが1増える。", + "STATUS_POISONED_NAME": "どく", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter}は リンゴを もいで 食べた。", + "STATUS_WALL_NAME": "{type}ウォール", + "STATUS_AP_DRAIN_DESCRIPTION": "APドレイン中は、ターンごとにAPが1減る。", + "STATUS_WALL_TOAST_BROKEN": "ブレイク", + "STATUS_WALL_DESCRIPTION": "ウォールが攻撃を数回防いでくれる。効果ばつぐんの攻撃は、ウォールを一撃で破壊する。", + "STATUS_TEMPTATION_WALL_NAME": "リンゴの木", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter}は リンゴを もいで 食べた。", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter}は リンゴを もいで 食べた。", + "STATUS_WINDOW_NAME": "ウィンドウ", + "STATUS_POISONED_DESCRIPTION": "どく状態の間は、ターンの終わりにダメージを受ける。", + "STATUS_WINDOW_DESCRIPTION": "ウィンドウ状態になったウォールは、遠距離攻撃を防げなく\\nなる。", + "STATUS_LEECHED_DESCRIPTION": "やどりぎ状態の間は、ターンの終わりにダメージを受ける。\\nやどりぎ状態にする攻撃を当てた敵は、与えたダメージのぶん\\nだけHPを回復する。", + "STATUS_LEECHED_NAME": "やどりぎ", + "STATUS_COATING_POISON_NAME": "ポイズンコート", + "STATUS_COATING_WATER_NAME": "ウォーターコート", + "STATUS_COATING_BEAST_NAME": "ビーストコート", + "STATUS_COATING_METAL_NAME": "メタルコート", + "STATUS_COATING_GLITTER_NAME": "ラメコート", + "STATUS_COATING_FIRE_NAME": "ファイアコート", + "STATUS_COATING_PLASTIC_NAME": "プラコート", + "STATUS_COATING_PLANT_NAME": "プラントコート", + "STATUS_COATING_ASTRAL_NAME": "アストラルコート", + "STATUS_COATING_LIGHTNING_NAME": "エレキコート", + "STATUS_COATING_ICE_NAME": "アイスコート", + "STATUS_COATING_AIR_NAME": "エアコート", + "STATUS_COATING_EARTH_NAME": "アースコート", + "STATUS_COATING_DESCRIPTION": "コート状態になると数ターンのあいだ、エレメントタイプが\\n変化する。", + "STATUS_COATING_GLASS_NAME": "ガラスコート", + "STATUS_HEALING_STEAM_NAME": "ねつじょうき", + "STATUS_HEALING_STEAM_DESCRIPTION": "ねつじょうき状態のあいだは、ターンのはじめにHPが\\n少し回復する。", + "STATUS_HEALING_LEAF_NAME": "いやしのはっぱ", + "STATUS_MULTISTRIKE_NAME": "マルチストライク", + "STATUS_GLASS_BONDS_DESCRIPTION": "ガラスのかせ状態のあいだは、変身するたびにダメージを\\n受ける。", + "STATUS_HEALING_LEAF_DESCRIPTION": "いやしのはっぱ状態のあいだは、ターンのはじめにHPが\\n少し回復する。", + "STATUS_MULTISTRIKE_DESCRIPTION": "マルチストライク状態のあいだは、十分なAPがある場合、\\nわざをすべて2回連続でくりだす。", + "STATUS_GLASS_BONDS_NAME": "ガラスのかせ", + "STATUS_SHRAPNEL_NAME": "まきびし", + "STATUS_MULTITARGET_DESCRIPTION": "マルチターゲット状態のあいだは、攻撃範囲がチーム全体に\\nなる。", + "STATUS_UNITARGET_NAME": "ユニターゲット", + "STATUS_SHRAPNEL_DESCRIPTION": "まきびし状態のあいだは、変身するたびにダメージを受ける。", + "STATUS_MULTITARGET_NAME": "マルチターゲット", + "STATUS_UNITARGET_DESCRIPTION": "ユニターゲット状態のあいだは、普通ならチーム全体に当たる\\n攻撃が1体にしか当たらなくなり、1体だけを狙う攻撃は\\n命中率が下がる。", + "STATUS_PARRY_STANCE_DESCRIPTION": "パリィのかまえを取っているあいだは、次に受ける近接攻撃の\\nダメージを、攻撃してきた相手にはねかえす。", + "STATUS_PARRY_STANCE_NAME": "パリィのかまえ", + "STATUS_SLEEP_NAME": "ねむり", + "STATUS_SLEEP_DESCRIPTION": "ねむり状態のあいだは、いつものわざを使えなくなる。", + "STATUS_SLEEP_TOAST_REMOVED": "めがさめた!", + "STATUS_FLINCH_NAME": "ひるみ", + "STATUS_FLINCH_DESCRIPTION": "ひるみ状態になると、そのターンは行動できない。", + "STATUS_BOMB_NAME": "ボム", + "STATUS_BOMB_DESCRIPTION": "ボムを近接攻撃でパスせずに次のターンの終わりをむかえると、ボムは爆発する。", + "STATUS_LOCKED_ON_NAME": "ロックオン", + "STATUS_LOCKED_ON_DESCRIPTION": "ロックオン状態のあいだは、攻撃が必ず当たる。", + "STATUS_BERSERK_NAME": "バーサク", + "STATUS_BERSERK_DESCRIPTION": "バーサク状態のあいだは、ダメージを与えるわざしか使えない。", + "STATUS_INTERCEPTING_NAME": "ひきよせ", + "STATUS_INTERCEPTING_DESCRIPTION": "ひきよせ状態のあいだは、味方を狙った攻撃を、すべて自分が\\n引きうける。", + "STATUS_HIBERNATING_NAME": "きゅうみん", + "STATUS_HIBERNATING_DESCRIPTION": "きゅうみん状態で眠っているあいだは、毎ターンHPが\\n回復する。", + "STATUS_MEDITATING_DESCRIPTION": "めいそう状態に入っているあいだは、毎ターンステータスが\\n上がっていく。", + "STATUS_MEDITATING_NAME": "めいそう", + "STATUS_TOWER_DEFENSE_NAME": "タワーディフェンス", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "タワーディフェンス状態のキャラクターはだいちタイプになり、防御が上がる。", + "STATUS_SUMMONED_DESCRIPTION": "およばれされたモンスターは、数ターンたつとバトルからいなくなる。", + "STATUS_SUMMONED_NAME": "およばれ", + "STATUS_GHOSTLY_NAME": "ゆうれい", + "STATUS_RESONANCE_NAME": "きょうしん", + "STATUS_GHOSTLY_DESCRIPTION": "ゆうれい状態のあいだは攻撃を受けつけないが、カウントが\\nゼロになってもとに戻るとたおれてしまう。", + "STATUS_GAMBIT_NAME": "ギャンブラー", + "STATUS_GAMBIT_TOAST_FAILED": "ギャンブルに負けた!", + "STATUS_RECORDED_NAME": "記録ずみ", + "STATUS_GAMBIT_DESCRIPTION": "ギャンブラー状態のあいだはステータスがグッと上がるが、\\nカウントがゼロになってもとに戻るとたおれてしまう。", + "STATUS_SUMMONED_NAME_MODIFIER.f": "よばれた{name}", + "STATUS_EFFIGY_NAME": "みがわり", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "パリィ成功", + "STATUS_SUMMONED_NAME_MODIFIER.m": "よばれた{name}", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "チク…タク…", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name}のゆうれい", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name}のゆうれい", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name}のゆうれい", + "STATUS_SUMMONED_NAME_MODIFIER.n": "よばれた{name}", + "STATUS_UNDYING_NAME": "ふっかつのぎしき", + "STATUS_UNDYING_DESCRIPTION": "ふっかつのぎしき状態のモンスターは、たおされてもHPを\\n4分の1回復して復活する。", + "STATUS_RESONANCE_DESCRIPTION": "きょうしん状態になると、そのたびにきょうしんカウンターが\\n増えていく。カウンターが3になると、バラバラにくだけて\\nたおれてしまう。", + "STATUS_RESONANCE_TOAST_NAME": "きょうしん:{0}/{1}", + "STATUS_CLOSE_ENCOUNTER_NAME": "みちとのせっきん", + "STATUS_RESONANCE_TOAST_OVERLOAD": "きょうしんはかい", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "みちとのせっきん状態のあいだは敵に近づきつづけるため、\\n遠距離攻撃がすべて近接攻撃に変わる。", + "STATUS_SPRING_LOADED_DESCRIPTION": "バネじかけ状態のあいだは攻撃のとどく距離が伸び、近接攻撃が遠距離攻撃に変わる。", + "STATUS_SPRING_LOADED_NAME": "バネじかけ", + "STATUS_CONDUCTIVE_DESCRIPTION": "かんでん状態のあいだは、でんきタイプの攻撃がフィールドで\\n使われるたびにダメージを受ける。", + "STATUS_CONDUCTIVE_NAME": "かんでん", + "STATUS_RESURRECTED_NAME": "ふっかつずみ", + "STATUS_CONFUSED_DESCRIPTION": "こんらん状態のあいだは、思い通りにわざや相手を選べなく\\nなる。", + "STATUS_RESURRECTED_DESCRIPTION": "ふっかつずみ状態になったあとは、ふっかつのぎしきなどの\\n効果で復活できなくなる。", + "STATUS_CONFUSED_NAME": "こんらん", + "STATUS_SNOWED_IN_NAME": "ゆきまみれ", + "STATUS_SNOWED_IN_EFFECT": "ゆきまみれだ!", + "STATUS_SNOWED_IN_DESCRIPTION": "ゆきまみれ状態になると動けなくなるため、近接攻撃が使えなくなる。", + "STATUS_FOG_DESCRIPTION": "ふかいきり状態のあいだは、みず、くうき、こおりタイプ以外の\\n遠距離攻撃が命中しなくなる。", + "STATUS_FOG_NAME": "ふかいきり", + "STATUS_RECORDING_NAME": "きろくちゅう", + "STATUS_PETRIFIED_NAME": "ガチゴチ", + "STATUS_RECORDING_TOAST_FAILURE": "きろく失敗", + "STATUS_FAIR_FIGHT_NAME": "せいせいどうどう", + "STATUS_STAT_DOUBLE_SPEED_NAME": "ダブルスピード", + "STATUS_PETRIFIED_DESCRIPTION": "ガチゴチ状態のモンスターはだいちタイプに変わり、\\n「ガード」と「たてをかまえる」しか使えなくなる。", + "STATUS_COTTONED_ON_DESCRIPTION": "次のターン、わたげのさとり状態のモンスターを狙ったわざは\\n絶対にはずれる。", + "STATUS_COTTONED_ON_NAME": "わたげのさとり", + "STATUS_MIND_MELD_DESCRIPTION": "いっしんどうたい状態のあいだは、わざを味方と共有する。", + "STATUS_MIND_MELD_NAME": "いっしんどうたい", + "STATUS_FAIR_FIGHT_DESCRIPTION": "せいせいどうどう状態のあいだは、追加でステータス変化の\\n効果を受けなくなる。", + "STATUS_ABRAMACABRA_NAME": "アブラマカブラ", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "逃げられない!\\n最後のカフェに戻りますか? 未獲得の報酬は失われ、連勝数はリセットされます。", + "STATUS_GLASS_SHARDS_DESCRIPTION": "ガラスのかけら状態のあいだは、近接攻撃をくりだすと、\\nフィールドにあるガラスのかけらでダメージを受ける。", + "STATUS_GLASS_SHARDS_NAME": "ガラスのかけら", + "STATUS_ABRAMACABRA_DESCRIPTION": "ウォールが攻撃を数回防いでくれる。効果ばつぐんの攻撃は、ウォールを一撃で破壊する。普通のウォールとは違い、\\nアブラマカブラは毎ターン自動で敵1体を攻撃する。", + "STATUS_INFLATED_NAME": "ふくらみ", + "STATUS_DEFLATED_NAME": "しぼみ", + "STATUS_INFLATED_DESCRIPTION": "ふくらみ状態のあいだは攻撃と防御が上がるが、代わりに\\n回避率がグッと下がる。", + "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", + "UI_TIMER_CHEATED": "(チート有効){timer}", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "しぼみ状態のあいだは回避率がグッと上がるが、攻撃と防御が\\n下がる。", + "UI_CHEATS_ENABLED": "チートコンソール:オン", + "UI_BUTTON_NO": "いいえ", + "UI_BUTTON_YES": "はい", + "UI_CHEATS_DISABLED": "チートコンソール:オフ", + "UI_BUTTON_OK": "OK", + "UI_BUTTON_CANCEL": "キャンセル", + "UI_BUTTON_BACK": "もどる", + "UI_LOADING": "ロードしています……", + "UI_BUTTON_CONTINUE": "コンティニュー", + "UI_BUTTON_EXIT": "終了", + "UI_BUTTON_CLOSE": "とじる", + "UI_BUTTON_SUBMIT": "決定", + "UI_BUTTON_SAVE_CHANGES": "変更を適用して保存", + "UI_LOADING_WORLD_BOUNDARY": "ワールドをロードしています……", + "UI_LOADING_PROGRESS": "シーンを{0}/{1}ロードしています……", + "UI_LOADING_PREPARE_PROGRESS": "シーンを{0}/{1}準備しています……", + "UI_LOADING_SHADER_PROGRESS": "マテリアルを{0}/{1}キャッシュしています……", + "UI_BATTLE_FIGHT_BUTTON": "たたかう", + "UI_BATTLE_ITEM_BUTTON": "アイテム", + "UI_BATTLE_SWITCH_BUTTON": "スイッチ", + "UI_BATTLE_FLEE_BUTTON": "にげる", + "UI_BATTLE_RECORD_BUTTON": "きろく", + "UI_BATTLE_INSPECT_BUTTON": "ステータス変化の説明切替", + "UI_BATTLE_FUSE_BUTTON": "フュージョン", + "UI_BATTLE_UNFUSE_BUTTON": "かいじょ", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "フュージョン中…", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-フュージョン-", + "UI_BATTLE_FLEE_CHANCE": "{0}%", + "UI_BUTTON_MOVE_PASSIVE": "パッシブ", + "UI_BATTLE_FUSION_METER": "-フュージョン-", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "この種族は図鑑にのっていません。", + "BATTLE_TITLE_ARCHANGEL": "大天使", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "敵チームの控え", + "BATTLE_ADJECTIVE_TEAM1.n": "敵の{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.m": "敵の{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "敵の{name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "大天使{name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "大天使{name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "{0}は {1}に へんしんした!", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "大天使{name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "レンジャー・{name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "レンジャー・{name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "レンジャー・{name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "{0}は {1}に へんしんした!", + "BATTLE_FAILED": "失敗!", + "BATTLE_FAILED_SLEEP": "ねている!", + "BATTLE_TAPE_SWITCHED.n": "{0}は {1}に へんしんした!", + "BATTLE_DIED.f": "{0}は しんでしまった…", + "BATTLE_DIED.m": "{0}は しんでしまった…", + "BATTLE_DIED.n": "{0}は しんでしまった…", + "BATTLE_TAPE_DEFEATED.f": "{0}のテープは こわれた!", + "BATTLE_RESURRECTED.m": "しかし、 {fighter}は\\n{cause}で よみがえった!", + "BATTLE_DEFEATED.f": "{0}は たおれた!", + "BATTLE_RESURRECTED.n": "しかし、 {fighter}は\\n{cause}で よみがえった!", + "BATTLE_RESURRECTED.f": "しかし、 {fighter}は\\n{cause}で よみがえった!", + "BATTLE_DEFEATED.m": "{0}は たおれた!", + "BATTLE_DEFEATED.n": "{0}は たおれた!", + "BATTLE_DEFEATED_NO_TAPES.f": "{0}は 使えるテープが なくなった!", + "BATTLE_DEFEATED_NO_TAPES.n": "{0}は 使えるテープが なくなった!", + "BATTLE_DEFEATED_NO_TAPES.m": "{0}は 使えるテープが なくなった!", + "BATTLE_TAPE_DEFEATED.m": "{0}のテープは こわれた!", + "BATTLE_TAPE_DEFEATED.n": "{0}のテープは こわれた!", + "BATTLE_GHOST_DEFEATED.m": "{0}は いなくなった…", + "BATTLE_SUMMON_DEFEATED.n": "{0}が よばれて やってきた!", + "BATTLE_SUMMON_DEFEATED.f": "{0}が よばれて やってきた!", + "BATTLE_SUMMON_DEFEATED.m": "{0}が よばれて やってきた!", + "BATTLE_GHOST_DEFEATED.f": "{0}は いなくなった…", + "BATTLE_VICTORY": "VICTORY!", + "BATTLE_GHOST_DEFEATED.n": "{0}は いなくなった…", + "BATTLE_WON": "YOU WIN!", + "BATTLE_LOST": "バトルに 負けてしまった……", + "BATTLE_FLEE_CONFIRM": "本当に逃げていいですか?", + "BATTLE_FLEE_FAILED": "にげられない!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "にげられない!\\nファストトラベルでハーバータウンに戻りますか?\\nアイテムがいくつかなくなります。", + "BATTLE_FLED": "バトルから にげだした…", + "BATTLE_EXP_POINTS": "味方は {0} 経験値を もらった!", + "BATTLE_TARGET_TEAM0": "味方全体", + "UI_CHARACTER_LEVEL": "Lv {0}", + "BATTLE_TARGET_TEAM1": "敵全体", + "UI_CHARACTER_LEVEL_LONG": "Lv.{0}", + "UI_CHARACTER_ABILITIES_HEADING": "アビリティ:", + "UI_CHARACTER_ABILITY_UNKNOWN": "???", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "得意なテープ:", + "BATTLE_FUSING": "{0}と {1}のこころが ひとつになる!", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "{species}やその進化系に変身すると、すべてのステータスが10%上がる。", + "BATTLE_FUSED": "{0}と{1}は、フュージョンして {2}になった!", + "BATTLE_UNFUSING": "{0}と{1}は もとに もどった!", + "BATTLE_TOAST_SPLASH": "スプラッシュ", + "BATTLE_TOAST_CRIT": "クリティカル", + "BATTLE_TOAST_MISSED": "ミス", + "BATTLE_TOAST_BLOCKED": "へんかなし", + "BATTLE_TOAST_NO_EFFECT": "こうかなし", + "BATTLE_TOAST_AP": "AP", + "BATTLE_TOAST_INTERCEPTED": "ひきよせ", + "BATTLE_TOAST_RECORD_CHANCE": "", + "UI_BATTLE_TAPE_IN_USE": "へんしん中", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "{status_effect}状態", + "BATTLE_REACTION_TUTORIAL_TITLE": "{status_effect}", + "STAT_max_hp": "最大HP", + "MAX_STAMINA_INCREASE": "自分のスタミナが {increase_percent} あがった!\\nグライドできる時間が {total}秒 ふえた。", + "STAT_melee_defense": "近接防御力", + "STAT_melee_attack": "近接攻撃力", + "STAT_ranged_attack": "遠距離攻撃力", + "STAT_ranged_defense": "遠距離防御力", + "STAT_speed": "素早さ", + "STAT_accuracy": "命中率", + "STAT_evasion": "回避率", + "STAT_max_ap": "最大AP", + "STAT_move_accuracy": "命中", + "STAT_move_slots": "わざスロット", + "STAT_damage": "ダメージ", + "STAT_move_splash_damage": "スプラッシュダメージ", + "STAT_move_effect_chance": "追加効果", + "STAT_move_crit_damage": "クリティカルダメージ", + "STAT_move_crit_rate": "クリティカル確率", + "STAT_exp": "経験値プラス", + "STAT_priority_chance": "優先度", + "SHORT_NAME_max_hp": "最大HP", + "SHORT_NAME_melee_attack": "近攻", + "SHORT_NAME_melee_defense": "近防", + "SHORT_NAME_ranged_attack": "遠攻", + "SHORT_NAME_ranged_defense": "遠防", + "SHORT_NAME_speed": "素早さ", + "UI_PARTY_CHECK_TAPE": "テープをみる", + "UI_PARTY_CHECK_CHARACTER": "{name}をチェックする", + "UI_PARTY_TRANSFORM": "へんしん", + "UI_PARTY_SWAP_TAPE": "テープいれかえ", + "UI_PARTY_USE_ITEM": "アイテムを使う", + "UI_PARTY_PUT_AWAY": "ボックスにいれる", + "UI_PARTY_NO_MOVES": "ステッカー:なし", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "「{tape_name}」をボックスにいれた。", + "UI_PARTY_TAPE_COLLECTION": "ボックスにいれる", + "UI_PARTY_MOVE_LIST_OVERFLOW": "残りの{n}個をみる", + "UI_PARTY_STATS_CHARACTER": "人間のすがたをみる", + "UI_PARTY_STATS_FORM": "ステータス補正度", + "UI_PARTY_STICKERS": "ステッカー", + "UI_PARTY_STATS_COMBINED": "変身したとき", + "UI_PARTY_BOOTLEG": "ブートレグ", + "UI_PARTY_EMPTY_STICKER_SLOT": "- 空きスロット -", + "UI_PARTY_APPLY_STICKER": "ステッカーを貼る", + "UI_PARTY_PEEL_STICKER": "ステッカーをはがす", + "UI_PARTY_REPLACE_STICKER": "ステッカーをいれかえる", + "UI_PARTY_STICKER_PEELED_DROPPED": "バッグに空きがないため、{move_name}を\\nフィールドにドロップしました。", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "「{old_move}」を「{new_move}」といれかえますか?", + "UI_PARTY_EDIT_STICKERS": "わざをみる/変更する", + "UI_PARTY_STICKER_PEELED": "「{move_name}」を、バッグのステッカーポケットにしまった。", + "UI_PARTY_RENAME_TAPE": "名前を変更", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "パーティー", + "UI_PARTY_RENAME_TAPE_TITLE": "名前を変更:「{0}」", + "UI_PARTY_BESTIARY": "図鑑の説明をみる", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "ボックス:図鑑ナンバー", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "ボックス:名前順", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "ボックス:ブートレグ", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "ボックス:お気にいり", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "ボックス:{type}", + "UI_TAPE_COLLECTION": "テープボックス", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "パーティーにいれる", + "UI_TAPE_COLLECTION_FAVORITE": "お気にいりにする", + "UI_TAPE_COLLECTION_RECYCLE": "リサイクル", + "UI_TAPE_COLLECTION_UNFAVORITE": "お気にいりからはずす", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "ステッカーをはがす", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "{tape_name}からはがしたステッカーをバッグにしまった。", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "バッグに空きがないため、一部のステッカーは\\n{tape_name}からはがせませんでした。", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "バッグに空きがないため、{tape_name}に貼られていた\\nステッカーの一部をフィールドにドロップしました。", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "本当に{tape_name}をリサイクルしますか? リサイクルしたテープは、もとに戻せません。", + "UI_TAPE_COLLECTION_EMPTY": "テープ:なし", + "UI_LOAD_FILE_LOADING": "チェック中……", + "UI_LOAD_FILE_EMPTY": "空のファイル", + "UI_LOAD_FILE_INVALID": "破損したファイル", + "UI_LOAD_FILE_SAVED_DATETIME": "セーブ日時:{year}-{month}-{day} {hour}:{minute}:{second}", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "死んだ日時:{year}-{month}-{day} {hour}:{minute}:{second}", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "はじめから", + "UI_LOAD_FILE_CONTINUE_GAME": "つづきから", + "UI_LOAD_FILE_ERASE": "削除する", + "UI_LOAD_FILE_CUSTOM_GAME": "カスタマイズ", + "UI_PAUSE_MAP_BTN": "マップ", + "UI_PAUSE_PARTY_BTN": "パーティー", + "UI_PAUSE_INVENTORY_BTN": "バッグ", + "UI_PAUSE_QUEST_LOG_BTN": "クエストログ", + "UI_PAUSE_BESTIARY_BTN": "図鑑", + "UI_PAUSE_REST_BTN": "ここで休む", + "UI_PAUSE_SAVE_BTN": "セーブする", + "UI_PAUSE_QUIT_BTN": "終了する", + "UI_QUIT_CONFIRM": "終了しますか?\\n最後にセーブしたのは{duration}前です。", + "UI_EVOLUTION_TITLE": "リマスター", + "UI_QUIT_CONFIRM_SECONDS": "{num}秒", + "UI_QUIT_CONFIRM_MINUTES": "{num}分", + "UI_SAVING": "セーブ中...…", + "UI_SAVING_MESSAGE": "進行をセーブ中です...…", + "UI_SAVE_COMPLETE": "セーブが完了しました!", + "UI_SAVE_FAILED": "セーブに失敗しました。", + "UI_SAVE_LOAD_FAILED": "このセーブファイルはロードできません。", + "UI_SAVE_REQUIRE_FULL_VERSION": "このセーブファイルは完全版でしかプレイできません。", + "UI_SAVE_ERASE_CONFIRM": "このセーブデータを完全に削除しますか?", + "UI_EVOLUTION_BUTTON": "リマスター", + "UI_EVOLUTION_SUBTITLE": "モンスターのすがたを進化させる", + "UI_EVOLUTION_CONFIRM": "{monster_name}のテープをリマスターして強くしますか?", + "UI_EVOLUTION_DESCRIPTION": "{evolved_from}のテープが{evolved_to}に進化した!", + "UI_EVOLUTION_SPECIALIZATION": "伸ばしたいステータスを選んでください。", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "コントローラー", + "RELATIONSHIP_UNLOCK_FUSION.n": "{name}を相棒にしているときは、\\nバトルでフュージョンできるようになった!", + "RELATIONSHIP_LEVEL_UP": "交流レベル {level}", + "RELATIONSHIP_UNLOCK_FUSION.m": "{name}を相棒にしているときは、\\nバトルでフュージョンできるようになった!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "{name}とのフュージョン中、フューズパワーが[pause]\\n使えるようになった!", + "RELATIONSHIP_UNLOCK_FUSION.f": "{name}を相棒にしているときは、\\nバトルでフュージョンできるようになった!", + "RELATIONSHIP_FUSION_STRENGTH.m": "{name}とフュージョンしたときの強さが{added_strength}%上がった。", + "RELATIONSHIP_FUSION_STRENGTH.n": "{name}とフュージョンしたときの強さが{added_strength}%上がった。", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "{name}とのフュージョン中、フューズパワーが[pause]\\n使えるようになった!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "{name}とのフュージョン中、フューズパワーが[pause]\\n使えるようになった!", + "RELATIONSHIP_FUSION_STRENGTH.f": "{name}とフュージョンしたときの強さが{added_strength}%上がった。", + "UI_QUEST_NEW": "クエスト開始:", + "UI_QUEST_UPDATE": "クエスト更新:", + "UI_QUEST_COMPLETE": "クエストクリア!", + "UI_QUEST_NEW_VIEW_LOG": "クエストログをみる", + "PARTNER_SWAP_CONFIRM.m": "{name}といっしょに行こうか?", + "PARTNER_UNLOCKED_TITLE.m": "新パートナー:", + "PARTNER_SWAP_CONFIRM.n": "{name}といっしょに行こうか?", + "PARTNER_SWAP_CONFIRM.f": "{name}といっしょに行こうか?", + "PARTNER_UNLOCKED.m": "{name}が相棒になった!", + "PARTNER_UNLOCKED_TITLE.n": "新パートナー:", + "PARTNER_UNLOCKED_TITLE.f": "新パートナー:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name}はグラモフォン・カフェに戻った。", + "UI_EXCHANGE": "交換する", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name}はグラモフォン・カフェに戻った。", + "PARTNER_UNLOCKED.n": "{name}が相棒になった!", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name}はグラモフォン・カフェに戻った。", + "PARTNER_UNLOCKED.f": "{name}が相棒になった!", + "UI_CAMPING_REST": "休む", + "UI_EXCHANGE_PRICE": "必要資源", + "UI_EXCHANGE_RESOURCES": "手持ちの資源", + "OBTAINED_TAPE": "{tape_name}のテープをゲットした!", + "ABILITY_UNLOCKED": "アビリティ「{ability}」をゲットした!", + "UI_MAP_UNKNOWN_FEATURE": "???", + "ABILITY_glide": "モスグライド", + "ABILITY_UNLOCKED_glide": "{control.jump}を押しつづけることで、風に乗って一定の距離を飛べる!\\n使っているあいだはスタミナが減っていく。", + "UI_TAPES_REPAIRED": "こわれたテープを修理した!", + "UI_MAP_YOUR_LOCATION": "いまいる位置", + "UI_MAP_FAST_TRAVEL_CONFIRM": "{location}に移動しますか?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "ここではファストトラベルできません。", + "UI_BESTIARY_SEEN_COUNT": "出会った数:{num} / {total}", + "UI_BESTIARY_RECORDED_COUNT": "記録した数:{num} / {total}", + "UI_BESTIARY_FORMED_COUNT": "変身した回数:{num} / {total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", + "UI_BESTIARY_UNKNOWN_SPECIES": "???", + "UI_BESTIARY_SORT_BY_NAME": "名前で並びかえ", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "モンスターをみる", + "UI_BESTIARY_SORT_BY_NUMBER": "ナンバーで並びかえ", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "フュージョンをみる", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "#{num}", + "UI_BESTIARY_INFO_TAB_BIO": "説明その{n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "分布", + "UI_BESTIARY_INFO_TAB_STATS": "ステータス", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "モンスターのテープのスターを5つにすると見られます。", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "モンスターを記録すると見られます。", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "ブートレグ", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "ブートレグの数:{num} / {total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "モンスターをたおすと見られます。", + "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "たおした数:", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "出会った数:", + "UI_BESTIARY_INFO_STATS_RECORDED": "記録した数:", + "UI_BESTIARY_INFO_STATS_FORMED": "変身した回数:", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "マップでみる", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "生息地:不明", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name}の分布:", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "{species_name}の生息地", + "UI_BESTIARY_INFO_NO_DATA": "追加データ:なし", + "UI_BESTIARY_INFO_BIO_FUSION": "{species1}と{species2}がフュージョンしたすがた。", + "UI_CHARACTER_CREATION": "見た目をととのえる", + "UI_CHARACTER_CREATION_INTRO": "キミはだれ?", + "UI_CC_LABEL_NAME": "名前", + "UI_CC_LABEL_PRONOUNS": "性別", + "UI_CC_VALUE_PRONOUN.m": "男性", + "UI_CC_VALUE_PRONOUN.f": "女性", + "UI_CC_VALUE_PRONOUN.n": "そのほか", + "UI_CC_LABEL_WINGS": "ウィング", + "UI_CC_LABEL_HAIR": "ヘアスタイル", + "UI_CC_LABEL_HEAD": "顔のタイプ", + "UI_CC_LABEL_LEGS": "ボトムス", + "UI_CC_LABEL_BODY": "トップス", + "UI_CC_LABEL_BODY_COLOR_1": "トップスの色その1", + "UI_CC_LABEL_BODY_COLOR_2": "トップスの色その2", + "UI_CC_LABEL_EYE_COLOR": "目の色", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "顔の追加パーツの色", + "UI_CC_LABEL_FAVORITE_COLOR": "好きな色", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "アクセサリーの色", + "UI_CC_LABEL_HAIR_COLOR": "ヘアカラー", + "UI_CC_LABEL_SHOE_COLOR": "靴の色", + "UI_CC_LABEL_LEGS_COLOR": "ボトムスの色", + "UI_CC_VALUE_wings_generic": "ドミノモス", + "UI_CC_LABEL_SKIN_COLOR": "肌の色", + "UI_CC_RANDOMIZE": "ランダムに決める", + "UI_CC_VALUE_wings_kuneko": "クナイニャン", + "UI_CC_VALUE_wings_sirenade": "セイレナーデ", + "UI_CC_VALUE_wings_rockertrice": "ロックトリス", + "UI_CC_VALUE_wings_averevoir": "サラバワール", + "UI_CC_VALUE_wings_umbrahella": "ヘルブレラ", + "UI_CC_VALUE_wings_jetpack1": "ジェットパック #1", + "UI_CC_VALUE_wings_jetpack2": "ジェットパック #2", + "UI_CC_VALUE_wings_booster": "ブースター", + "UI_CC_VALUE_wings_davinci": "ダ・ヴィンチ", + "UI_CC_VALUE_wings_devil": "デビル", + "UI_CC_VALUE_wings_fairy": "フェアリー", + "UI_CC_VALUE_wings_glider": "グライダー", + "UI_CC_VALUE_wings_cape": "ケープ", + "UI_CC_VALUE_hair_short": "スイープヘア", + "UI_CC_VALUE_hair_bow1": "ポニーテール", + "UI_CC_VALUE_hair_quiff": "クイッフヘア", + "UI_CC_VALUE_hair_hairtie": "ハチマキ", + "UI_CC_VALUE_hair_afro1": "アフロヘア", + "UI_CC_VALUE_hair_afro2": "フラットトップ", + "UI_CC_VALUE_hair_bun1": "おだんごヘア1", + "UI_CC_VALUE_hair_bun2": "おだんごヘア2", + "UI_CC_VALUE_hair_bun3": "おだんごツイン", + "UI_CC_VALUE_hair_neat1": "ショートヘア", + "UI_CC_VALUE_hair_long1": "ロングフリンジ", + "UI_CC_VALUE_hair_headband1": "マレットヘア", + "UI_CC_VALUE_hair_headband2": "ロップサイド", + "UI_CC_VALUE_hair_bald": "スキンヘッド", + "UI_CC_VALUE_hair_bob1": "ストレートボブ", + "UI_CC_VALUE_hair_bob2": "ウェーブボブ", + "UI_CC_VALUE_hair_headscarf1": "スカーフ巻き", + "UI_CC_VALUE_hair_cultist1.m": "カルト団メンバー", + "UI_CC_VALUE_hair_cultist1.f": "カルト団メンバー", + "UI_CC_VALUE_hair_cultist1.n": "カルト団メンバー", + "UI_CC_VALUE_hair_flower1": "フラワーヘア", + "UI_CC_VALUE_hair_hat1": "おだんごハット", + "UI_CC_VALUE_hair_dreadlocks1": "ドレッドヘア", + "UI_CC_VALUE_hair_dreadlocks2": "ショートドレッド", + "UI_CC_VALUE_hair_straight1": "ボウルカット", + "UI_CC_VALUE_hair_mullet1": "マレットヘア", + "UI_CC_VALUE_hair_hardhat1": "ヘルメット", + "UI_CC_VALUE_hair_braid1": "ロングなおさげ", + "UI_CC_VALUE_hair_sharp1": "シャープフリンジ", + "UI_CC_VALUE_hair_balding": "バーコード", + "UI_CC_VALUE_hair_cat1": "ネコみみバンド", + "UI_CC_VALUE_hair_moonstone": "ムーンストーン", + "UI_CC_VALUE_hair_magikrab": "マギカツギのぼうし", + "UI_CC_VALUE_head_generic": "なし", + "UI_CC_VALUE_head_glasses_1": "メガネ", + "UI_CC_VALUE_head_makeup1": "アイシャドウ", + "UI_CC_VALUE_head_makeup2": "フェイスペイント", + "UI_CC_VALUE_head_beard1": "ヒゲ1", + "UI_CC_VALUE_head_beard2": "ヒゲ2", + "UI_CC_VALUE_head_mask1": "マスク", + "UI_CC_VALUE_head_visor1": "バイザー", + "UI_CC_VALUE_head_grumpy": "ぼんやり", + "UI_CC_VALUE_body_sweater1": "セーター", + "UI_CC_VALUE_body_tshirt1": "Tシャツ1", + "UI_CC_VALUE_body_tshirt2": "Tシャツ2", + "UI_CC_VALUE_body_jacket": "ジャケット1", + "UI_CC_VALUE_body_jacket2": "ジャケット2", + "UI_CC_VALUE_body_jacket3": "ベストジャケット", + "UI_CC_VALUE_body_jacket4": "ジャケット3", + "UI_CC_VALUE_body_cultist1.m": "カルトなシャツ", + "UI_CC_VALUE_body_cultist1.f": "カルトなシャツ", + "UI_CC_VALUE_body_cultist1.n": "カルトなシャツ", + "UI_CC_VALUE_body_dress1": "アンティークドレス", + "UI_CC_VALUE_body_apron1": "エプロン", + "UI_CC_VALUE_body_vest1": "ベスト", + "UI_CC_VALUE_legs_generic": "ズボン", + "UI_CC_VALUE_body_poncho1": "ポンチョ", + "UI_CC_VALUE_body_moonstone": "ムーンストーン", + "UI_CC_VALUE_legs_shorts1": "ショートズボン", + "UI_CC_VALUE_legs_skirt1": "スカート", + "UI_CC_VALUE_legs_moonstone": "ムーンストーン", + "UI_CC_VALUE_hair_bansheep": "バンシープのぼうし", + "UI_CC_VALUE_hair_candevil": "キャンデビルのぼうし", + "UI_CC_VALUE_hair_traffikrab": "パイロンカツギのぼうし", + "UI_CC_VALUE_hair_springheel": "ピョンジャックのぼうし", + "UI_CC_VALUE_legs_pombomb": "ポメボムワンのズボン", + "UI_CC_VALUE_body_pombomb": "ポメボムワンのポンチョ", + "UI_CC_VALUE_hair_cap1": "やきゅうぼう", + "UI_CC_VALUE_hair_cap2": "ハンチング", + "UI_CC_VALUE_hair_twintails": "ツインテール", + "UI_CC_VALUE_hair_bow2": "ボウ&バング", + "UI_CC_VALUE_hair_fox1": "フォクシー", + "UI_CC_VALUE_hair_windswept": "風びゅうびゅう", + "UI_CC_VALUE_hair_goggles1": "スパイク&ゴーグル", + "UI_CC_VALUE_hair_mohawk1": "モホーク", + "UI_CC_VALUE_hair_flower2": "フラワー&フリンジ", + "UI_CC_VALUE_hair_beret1": "ベレー", + "UI_CC_VALUE_head_glasses2": "まるメガネ", + "UI_CC_VALUE_body_jacket5": "トレンチ", + "UI_CC_VALUE_body_vest2": "チビT", + "UI_CC_VALUE_legs_boots1": "トールブーツ", + "UI_LOADING_FLUFF_2": "ホップスキンにジャケットを返却中…", + "UI_LOADING_FLUFF_4": "コソドロパンからコソドロ中…", + "UI_LOADING_FLUFF_1": "ピョンジャックにそっと接近中…", + "UI_LOADING_FLUFF_3": "リッパーテラーのするどいツメを研ぎ上げ中…", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", + "UI_LOADING_FLUFF_5": "ジャアクパイアにエサやり中…", + "UI_LOADING_FLUFF_6": "シノマカブラをヤギから引き離し中…", + "UI_LOADING_FLUFF_8": "オトモワイアのヤリを修理中…", + "UI_LOADING_FLUFF_7": "フォークロアドのガイコツをツヤ出し中…", + "UI_LOADING_FLUFF_14": "オコリンプスにキャンディの杖をプレゼント中…", + "UI_LOADING_FLUFF_9": "パラディンコウを騎士に叙任中…", + "UI_LOADING_FLUFF_10": "ポメボムワンの導火線に点火中…", + "UI_LOADING_FLUFF_11": "ピストラプトルに弾込め中…", + "UI_LOADING_FLUFF_12": "ガトレックスに弾込め中…", + "UI_LOADING_FLUFF_13": "ヤサシルフに仮面を装着中…", + "UI_LOADING_FLUFF_16": "ピカルタンをおびきよせる避雷針を延ばし中…", + "UI_LOADING_FLUFF_15": "ボルトヒヒに充電中…", + "NEW_GAME_INTRO_QUOTE_1": "さてこの騎士は馬にまたがり、王国を渡って、\\nウィラルの荒野へ踏み入った―あの稀な野辺、\\n神と心根の誠実な者、その両方に愛されしかの地へと。", + "UI_LOADING_FLUFF_17": "アンテニャンをチューニング中…", + "UI_LOADING_FLUFF_18": "サイハテガラスのために準備中…", + "UI_LOADING_FLUFF_19": "パイロンカツギに指示出し中…", + "UI_LOADING_FLUFF_20": "レールガザミがいるので回り道中…", + "UI_LOADING_FLUFF_21": "ポポジシにお祈り中…", + "UI_LOADING_FLUFF_22": "フラワロンに水やり中…", + "UI_LOADING_FLUFF_23": "エフデタケに色ぬり中…", + "UI_LOADING_FLUFF_24": "キノコッホの作品に感動中…", + "UI_LOADING_FLUFF_25": "クロックフッドのネジ巻き中…", + "UI_LOADING_FLUFF_26": "ジャンプキンに彫刻中…", + "UI_LOADING_FLUFF_28": "サラバワールとお別れ中…", + "UI_LOADING_FLUFF_27": "フラットスーツのおめかし中…", + "UI_LOADING_FLUFF_29": "オルマナコンのすべてを観察中…", + "UI_LOADING_FLUFF_30": "ゴミベーダーを追い出し中…", + "UI_LOADING_FLUFF_31": "パッピーカットとボクシング中…", + "UI_LOADING_FLUFF_32": "コールドロンで料理中…", + "UI_LOADING_FLUFF_33": "ポーンデッドを蘇生中…", + "UI_LOADING_FLUFF_34": "ビショップトンの説教に出席中…", + "UI_LOADING_FLUFF_36": "クインニキスにおじぎ中…", + "UI_LOADING_FLUFF_35": "キングレイヴに向けて宣誓中…", + "UI_LOADING_FLUFF_38": "ジン・エントニックを召喚中…", + "UI_LOADING_FLUFF_37": "宇宙でのホシクマの頑丈さをテスト中…", + "NEW_GAME_INTRO_QUOTE_2": "「ガウェイン卿と緑の騎士」より\\n14世紀作、作者不詳", + "CAMPING_CONFIRM": "キャンプしようか?", + "CAFE_CAMPING_CONFIRM": "ちょっと休んでいこうか?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "持っている種類:{stacks} / {maximum}", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category}:{page}/{page_count}ページ", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "並びかえ", + "UI_INVENTORY_FILTER": "フィルター", + "UI_INVENTORY_FILTER_APPLIED": "使用フィルター数:{num}", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "実行すると、現在のフィルター条件に合うステッカーは\\nすべてバッグからなくなります。{stacks}種類のステッカーを\\n本当にリサイクルしますか? 合計で{total}枚のステッカーが\\nリサイクルされます。", + "UI_INVENTORY_BULK_RECYCLE": "まとめてリサイクル", + "UI_INVENTORY_FILTER_NAME": "名前", + "UI_INVENTORY_FILTER_RARITY": "レア度:", + "UI_INVENTORY_FILTER_RARITY_ALL": "すべて", + "UI_INVENTORY_FILTER_RARITY_COMMON": "コモン", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "レア", + "UI_INVENTORY_FILTER_RARITY_RARE": "Sレア", + "UI_INVENTORY_FILTER_CATEGORY": "カテゴリー", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "すべて", + "UI_INVENTORY_FILTER_TYPE": "エレメントタイプ", + "UI_INVENTORY_FILTER_TYPE_ALL": "すべて", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "タイプなし", + "UI_QUEST_LOG_CATEGORY_QUESTS": "クエスト", + "UI_QUEST_LOG_CATEGORY_RUMORS": "ウワサ", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "実績", + "UI_QUEST_LOG_NO_QUESTS": "クエスト:なし", + "UI_QUEST_LOG_NO_RUMORS": "ウワサ:なし", + "UI_QUEST_LOG_SECTION_MAIN": "メインクエスト", + "UI_QUEST_LOG_SECTION_SIDE": "サイドクエスト", + "UI_QUEST_LOG_SECTION_OTHER": "その他", + "UI_QUEST_LOG_SECTION_COMPLETED": "クリアずみ", + "UI_QUEST_LOG_SECTION_ACHIEVED": "達成:{0}/{1}", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "未達成の実績", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "シークレット実績 #{0}", + "UI_QUEST_LOG_VIEW_BUTTON": "マップをみる", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "「{rumor_dialogue}」", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "歌を聞く", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "スタンプカードをみる", + "UI_QUEST_TIMER": "終了まで:あと{minutes}分", + "UI_QUEST_LOG_TRACK_BUTTON": "マップをマーク", + "UI_QUEST_LOG_UNTRACK_BUTTON": "マークをはずす", + "UI_QUEST_TRACKER_RUMOR": "ウワサ:{quest_title}", + "NOTIFICATION_ACHIEVEMENT": "実績をゲット", + "NOTICEBOARD_TITLE": "レンジャー掲示板", + "NOTICEBOARD_LEVEL": "Lv.{level}", + "NOTICEBOARD_REMINDER_TITLE": "すべてのレンジャーへ:", + "NOTICEBOARD_REQUIREMENT_RANGER1": "クエストを受けるには、レンジャー登録とトレーニングを完了する必要があります。", + "NOTICEBOARD_REMINDER_BODY": "なにも見のがさないよう、町の人からウワサを聞くのを忘れないこと。イアンシーさんもいそがしいので、全部はチェックできません!", + "NOTICEBOARD_METER_LABEL": "レベルアップに必要なフュージョン素材:{amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "新クエスト", + "NOTICEBOARD_REWARD_UNKNOWN": "???", + "NOTICEBOARD_NEXT_REWARD": "次のごほうび:", + "NOTICEBOARD_METER_RATIO": "見つけた数:{amount_owned} / {total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "新モンスター", + "NOTICEBOARD_REWARD_ITEMS": "アイテム", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "くわしくはクエストを受けたあとお知らせします。", + "NOTICEBOARD_QUEST_COMPLETED": "クリアずみ", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "このクエストはいま受けられません。ほかのクエストをクリアして、あとでまた来てください。", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "クエストを受ける", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "ログをみる", + "CHOOSE_STARTER_OPTION1": "ブキミなの", + "CHOOSE_STARTER_TITLE": "どっちが好み?", + "CHOOSE_STARTER_OPTION2": "キュートなの", + "TUTORIAL_DEMO1.m": "これで、デモ版は終わりです。Bytten Studioの2人で作ったこのお試し版が、楽しんでもらえたならうれしいです!", + "TUTORIAL_DEMO_TITLE": "Thanks for playing!", + "TUTORIAL_DEMO2.f": "デモ版のセーブファイルは、完全版のゲームに引き継いでプレイできます。", + "TUTORIAL_DEMO1.n": "これで、デモ版は終わりです。Bytten Studioの2人で作ったこのお試し版が、楽しんでもらえたならうれしいです!", + "TUTORIAL_DEMO1.f": "これで、デモ版は終わりです。Bytten Studioの2人で作ったこのお試し版が、楽しんでもらえたならうれしいです!", + "TUTORIAL_DEMO_STORE_BTN": "製品版を購入", + "TUTORIAL_DEMO2.m": "デモ版のセーブファイルは、完全版のゲームに引き継いでプレイできます。", + "TUTORIAL_DEMO2.n": "デモ版のセーブファイルは、完全版のゲームに引き継いでプレイできます。", + "TUTORIAL_REMASTER_TITLE": "リマスター", + "TUTORIAL_DEMO_STORE_BTN_NX": "ニンテンドーeショップ", + "TUTORIAL_REMASTER": "一部のテープは、スターが5つになると\\n「リマスター」できる。\\n\\nテープをリマスターすると、モンスターは\\n強力なすがたに進化する。ステータスが\\n強化されるほか、新しいわざも覚える。\\n\\nリマスターしないとゲットできないモンスターも\\nいるほか、どんなすがたに進化するかは、\\n条件によって変わることがある。\\n\\nテープのリマスターはできるときにやっておこう!", + "TUTORIAL_FUSION_TITLE": "フュージョン", + "TUTORIAL_FUSION1.f": "仲間と心がひとつになると\\nフュージョンできるようになり、\\n合体して強力なモンスターになれる。\\n\\n仲間と親しくなるほど、フュージョンで合体して\\n変身できるモンスターは強力になる。\\n\\nただし、フュージョンゲージには注意すること!\\nフュージョンできるのは、\\nゲージが満タンのときだけだ。", + "TUTORIAL_FUSION1.m": "仲間と心がひとつになると\\nフュージョンできるようになり、\\n合体して強力なモンスターになれる。\\n\\n仲間と親しくなるほど、フュージョンで合体して\\n変身できるモンスターは強力になる。\\n\\nただし、フュージョンゲージには注意すること!\\nフュージョンできるのは、\\nゲージが満タンのときだけだ。", + "TUTORIAL_FUSION1.n": "仲間と心がひとつになると\\nフュージョンできるようになり、\\n合体して強力なモンスターになれる。\\n\\n仲間と親しくなるほど、フュージョンで合体して\\n変身できるモンスターは強力になる。\\n\\nただし、フュージョンゲージには注意すること!\\nフュージョンできるのは、\\nゲージが満タンのときだけだ。", + "TUTORIAL_FUSION2": "フュージョンしている間は、\\nターンごとに回復するAPが2から4に増えて\\n強力なわざをすぐ使えるようになる。\\n\\n合体したテープのわざをすべて使えるほか、\\nステータスの値も、モンスター2体の値を\\n合計したものに変化する。", + "TUTORIAL_RELATIONSHIPS": "相棒とのきずなを深めるのはとても大切だ。\\n交流レベルの高さは、フュージョンしたときの\\n強さに直接影響してくる!\\n\\n交流レベルは、相棒関連のクエストをクリア\\nしたり、相棒といっしょにバトルしたりする\\nことで上げられる。\\n相棒と十分な時間をすごしたあとにキャンプや\\nカフェでいっしょにひと休みすると、\\n交流レベルがアップする。", + "TUTORIAL_RECORDING1": "記録の成功にかかわる条件は次の通りだ。\\n\\n・モンスターのHP量\\n・モンスターのレベルとめずらしさ\\n・記録している間にどれだけダメージを与えたか\\n・記録している間にどれだけダメージを受けたか", + "TUTORIAL_RELATIONSHIPS_TITLE": "交流レベル", + "TUTORIAL_RECORDING2": "ステータス変化を利用し、攻撃力を上げてから\\n記録しているモンスターを攻撃すれば、与える\\nダメージの量と記録の成功率はグッと上がる。\\n\\n記録されている間、モンスターはにげたり\\nたおれたりしなくなる。うっかりたおしてしまう\\n心配はしなくても大丈夫だ!", + "TUTORIAL_RECORDING_TITLE": "テープのきろく", + "TUTORIAL_TAPE_STORAGE.f": "パーティーがいっぱいになると記録したテープは\\nバッグの中の特別なボックスにしまわれる。\\nボックスにしまわれたテープは、キャンプや\\nカフェで休んでいるあいだに編集や入れかえが\\nできる。\\n\\nボックス内に入れたいらないテープは、\\nリサイクルすれば資源やステッカーにできる。", + "TUTORIAL_TAPE_STORAGE.m": "パーティーがいっぱいになると記録したテープは\\nバッグの中の特別なボックスにしまわれる。\\nボックスにしまわれたテープは、キャンプや\\nカフェで休んでいるあいだに編集や入れかえが\\nできる。\\n\\nボックス内に入れたいらないテープは、\\nリサイクルすれば資源やステッカーにできる。", + "TUTORIAL_TAPE_STORAGE_TITLE": "テープボックス", + "TUTORIAL_STICKERS1": "バトルで使えるわざは、テープに貼られている\\nステッカーの種類で決まる。\\n\\nバッグからステッカーを選んで「貼る」ことで、\\n新しいわざが使えるようになる。\\n使いたくないわざは「はがす」ではずせば、\\nバッグにしまうことができる。", + "TUTORIAL_STICKERS_TITLE": "ステッカーとわざ", + "TUTORIAL_TAPE_STORAGE.n": "パーティーがいっぱいになると記録したテープは\\nバッグの中の特別なボックスにしまわれる。\\nボックスにしまわれたテープは、キャンプや\\nカフェで休んでいるあいだに編集や入れかえが\\nできる。\\n\\nボックス内に入れたいらないテープは、\\nリサイクルすれば資源やステッカーにできる。", + "TUTORIAL_STICKERS2": "ステッカーは好きなだけ付けかえられるが、\\n1枚のステッカーを複数のテープへ\\n同時に貼ることはできない。\\n\\nステッカーは次のような方法でゲットできる。\\n\\n・テープの経験値をためる。\\n・コンテナから見つける。\\n・ハーバータウンの市場で商人と交換する。", + "TUTORIAL_AP2": "敵も味方も、毎ターンAPを2ずつゲットすることができる。\\nまた、有利な相性の攻撃を当てると、追加APを1もらえる。\\n\\n前もって作戦を練っておき、威力と使うAPが低いわざで\\nAPをためていけば、パワフルな攻撃をくりだせる。", + "TUTORIAL_AP_TITLE": "アクションポイント", + "TUTORIAL_AP1": "オレンジ色の四角に注目しよう。\\nこれはアクションポイント、通称APだ。\\n\\nほとんどのわざは、くりだすときにAPを使う。わざを\\nくりだすのに必要なAPの量は、わざ名のとなりに表示される。\\n\\n必要なAPが足りないわざは、そのターンでは使えない。", + "TUTORIAL_ARCHANGEL_AP_TITLE": "大天使", + "TUTORIAL_ARCHANGEL_AP": "APを使ってわざを出すほかのモンスターとちがって、\\n大天使はAPを使わずに最大の10までためていく。\\n\\nAPがすべてたまると、大天使はその力を解放して、\\n専用わざで攻撃してくる。\\n\\n大天使とのバトルを乗り切りたければ、よく考えてわざを使おう。\\n大わざに備えてしっかり守りをかためておくか、\\nAPがたまりきるまでにたおしてしまうのがおすすめだ。", + "TUTORIAL_STATIONS1": "外にいるときは、マップ画面からいつでも\\nファストトラベルできる。\\n\\n最初はグラモフォン・カフェにしか\\n移動できないが、鉄道の駅を再開させていくと、\\n利用できるトラベル先が追加されていく。", + "TUTORIAL_STATIONS_TITLE": "ファストトラベルと鉄道の駅", + "TUTORIAL_STATIONS2": "マー・ライン本人の駅では、はるか遠くから来た\\nふしぎな存在が駅長をしているらしい。\\n\\nいろんな駅をとことん探索すれば、\\n貴重な情報や報酬をゲットできるかもしれない。", + "TYPE_CHART_ATTACKER": "わざのタイプ:", + "TYPE_CHART_DEFENDER": "わざを受けるタイプ:", + "TYPE_CHART_TRANSMUTATION": "変換:", + "TYPE_CHART_NO_REACTION": "起きる反応:なし", + "TYPE_CHART_BUFFS": "プラス効果:", + "TYPE_CHART_DEBUFFS": "マイナス効果:", + "TYPE_CHART_OTHER": "その他の効果:", + "TYPE_CHART_STATUS_AMOUNT": "×{amount}", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "ここから先は危険です。使えるテープを2つ以上持っていない\\n場合、進むのはおすすめできません。", + "TITLE_SCREEN_PLAY_BUTTON": "プレイ", + "TITLE_SCREEN_PRESS_BUTTON": "{control.ui_accept}を押してスタート", + "TITLE_SCREEN_LANGUAGE_BUTTON": "言語", + "TITLE_SCREEN_CREDITS_BUTTON": "クレジット", + "UI_SETTINGS": "設定", + "FONT_TEST_STRING": "あいうえおかきくけこさしすせそたちつてとなにぬねのはひふへほまみむめもやゆよらりるれろわゐをんがぎぐげござじずぜぞだぢづでどばびぶべぼぱぴぷぺぽぁぃぅぇぉっゃゅょ\\nアイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワヲンガギグゲゴザジズゼゾダヂヅデドバビブベボパピプペポァィゥェォッャュョヴ\\nABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×·", + "UI_SETTINGS_GRAPHICS": "グラフィック", + "UI_SETTINGS_AUDIO": "音声", + "UI_SETTINGS_GAMEPLAY": "ゲームプレイ設定", + "UI_SETTINGS_KEYBOARD": "キーボード", + "UI_SETTINGS_CONTROLLER": "コントローラー", + "UI_SETTINGS_DEFAULTS_BUTTON": "デフォルトにリセット", + "UI_SETTINGS_REBIND_BUTTON": "キーの設定", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "フルスクリーン", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "ON", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "OFF", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "フレームレート", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "解像度", + "UI_SETTINGS_GRAPHICS_PRESET_0": "低", + "UI_SETTINGS_GRAPHICS_PRESET": "画質プリセット設定", + "UI_SETTINGS_GRAPHICS_PRESET_1": "中", + "UI_SETTINGS_GRAPHICS_PRESET_2": "高", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "カスタム", + "UI_SETTINGS_GRAPHICS_MODE_0": "パフォーマンス", + "UI_SETTINGS_GRAPHICS_MODE": "グラフィックモード", + "UI_SETTINGS_GRAPHICS_MODE_1": "バランス", + "UI_SETTINGS_GRAPHICS_MODE_2": "品質", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "アンチエイリアス", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "オフ", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", + "UI_SETTINGS_VALUE_ON": "ON", + "UI_SETTINGS_VALUE_OFF": "OFF", + "UI_SETTINGS_GRAPHICS_DOF": "遠くの物をぼかす", + "UI_SETTINGS_GRAPHICS_GLOW": "グロー効果", + "UI_SETTINGS_GRAPHICS_SHADOW": "フィールドシャドウ", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "フィールド読み込み設定", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "スムーズな表示を優先", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "CPUの負荷軽減を優先", + "UI_SETTINGS_CLOSE_CONFIRM": "設定を適用せずに閉じますか?", + "UI_SETTINGS_SAVED": "設定をセーブしました!", + "UI_SETTINGS_AUDIO_VOLUME_Master": "全体の音量", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "効果音の音量", + "UI_SETTINGS_AUDIO_VOLUME_Music": "BGMの音量", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "ボイスの音量", + "UI_SETTINGS_AUTOSAVE": "オートセーブ", + "UI_SETTINGS_AUTOSAVE_ENABLED": "ON", + "UI_SETTINGS_AUTOSAVE_DISABLED": "OFF", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "ON", + "UI_SETTINGS_SHOW_TIMER": "スピードランタイマー", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "表示", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "非表示", + "UI_SETTINGS_QUEST_TRACKER": "クエストをマップにマーク", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "OFF", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "ステータス変化の解説", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "初めてのときだけ", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "常にオン", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "常にオフ", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "ON", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "OFF", + "UI_SETTINGS_SCREEN_SHAKE": "スクリーンシェイク", + "UI_SETTINGS_VIBRATION_ENABLED": "ON", + "UI_SETTINGS_VIBRATION": "コントローラーの振動", + "UI_SETTINGS_VIBRATION_DISABLED": "OFF", + "UI_SETTINGS_AI_SMARTNESS": "AIのかしこさ", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "かなりマヌケ", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "おマヌケ", + "UI_SETTINGS_AI_SMARTNESS_EASY": "すこしマヌケ", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "ふつう(おすすめ設定)", + "UI_SETTINGS_AI_SMARTNESS_HARD": "かしこい", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "秀才", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "超天才", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "OFF", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- 人間とボスは、考えてわざを選ぶ。\\n- 野生のモンスターは、ランダムにわざを選ぶことが多い。", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- すべての敵が、ランダムにわざを選ぶことが多くなる。", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- すべての敵が、考えてわざを選ぶことが多くなる。", + "UI_SETTINGS_LEVEL_SCALING": "レベルスケーリング", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "たいくつ", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "らくらく", + "UI_SETTINGS_LEVEL_SCALING_EASY": "かんたん", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "ふつう(おすすめ設定)", + "UI_SETTINGS_LEVEL_SCALING_HARD": "ちょいムズ", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "むずかしい", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "激ムズ", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- レベルスケーリングを完全にオフにする。", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- 自分よりレベルが高い敵が少しだけ弱くなる。\\n- 自分よりレベルが低いNPCやボスの強さはあまり変化しない。", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- 自分よりレベルが高い敵でも弱くならない。\\n- 自分よりレベルが低いNPCやボスがそこそこ強くなる。", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- 自分よりレベルが高い敵でも弱くならない。\\n- 自分よりレベルが低いNPCやボスでもかなり強くなる。", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "メニュー操作", + "UI_SETTINGS_KEYBOARD_ui_accept": "決定", + "UI_SETTINGS_KEYBOARD_ui_cancel": "キャンセル", + "UI_SETTINGS_KEYBOARD_ui_page_up": "Page Upキー", + "UI_SETTINGS_KEYBOARD_ui_page_down": "Page Downキー", + "UI_SETTINGS_KEYBOARD_ui_action_1": "UI操作その1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "UI操作その2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "UI操作その3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "キーの設定:“{0}”", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "ゲーム操作設定", + "UI_SETTINGS_CONTROLLER_move": "移動", + "UI_SETTINGS_KEYBOARD_move_up": "上に移動", + "UI_SETTINGS_KEYBOARD_move_left": "左に移動", + "UI_SETTINGS_KEYBOARD_move_right": "右に移動", + "UI_SETTINGS_KEYBOARD_move_down": "下に移動", + "UI_SETTINGS_KEYBOARD_interact": "アクション", + "UI_SETTINGS_KEYBOARD_jump": "ジャンプ", + "UI_SETTINGS_KEYBOARD_dash": "ダッシュ", + "UI_SETTINGS_KEYBOARD_magnetism": "マグネ", + "UI_SETTINGS_KEYBOARD_climb": "クライム", + "UI_SETTINGS_KEYBOARD_pause_menu": "メニューを開く", + "UI_SETTINGS_KEYBOARD_map_menu": "マップを開く", + "UI_SETTINGS_KEYBOARD_party_menu": "パーティーを開く", + "UI_SETTINGS_KEYBOARD_inventory_menu": "バッグを開く", + "UI_SETTINGS_KEYBOARD_fast_mode": "バトル速度4倍(長押し)", + "UI_SETTINGS_KEYBOARD_PROMPT": "この操作には4つのキーを割り当ててください。", + "CONTROLLER_DISCONNECTED_PASSIVE": "コントローラーの接続がありません。", + "UI_SETTINGS_KEYBOARD_INVALID": "操作キーをすべて決めるまで、設定のセーブはできません。", + "AUTOSPLIT_DISCONNECTED": "LiveSplitサーバーとの接続が失われました。", + "AUTOSPLIT_CONNECTED": "LiveSplitサーバーの接続を確立しました。", + "CONTROLLER_DISCONNECTED_MODAL": "コントローラーとの接続が切断されました。コントローラーを接続しなおしてください。", + "AUTOSPLIT_CONNECTION_FAILED": "LiveSplitサーバーとの接続に失敗しました。", + "AUTOSPLIT_RELOADED": "LiveSplitの構成を再ロードしました。", + "AUTOSPLIT_RELOAD_FAILED": "LiveSplitの構成が再ロードできません。", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "コントローラー", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "コントローラーとの接続が切断されました", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "コントローラーを接続しなおしてください。", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "ローカルマルチプレイは、ケイリーがパートナーになったあとにアンロックされます。", + "UNKNOWN_BESTIARY_INDEX": "???", + "UI_JOYPAD_SELECT_LOAD_FILE": "ローカルマルチプレイはファイルをロードしてからはじめてください。", + "UI_JOYPAD_SELECT_JOIN": "{join_btn}を押してスタート", + "BESTIARY_INDEX_ARCHANGEL": "A{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} 退出", + "UI_RANGER_STAMP_CARD_FLAGCODE": "列車番号: {0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "メインメニューに戻ると、新しくインストールしたDLCをプレイいただけます。", + "BESTIARY_INDEX_FUSION": "F{0}", + "DLC_INSTALLED_RESTART_PROMPT": "新しくインストールしたDLCをプレイするには、ゲームを再起動してください。", + "PAGE_NUMBER": "{page} / {count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "ゲームを再起動して、新しくインストールしたユーザー生成コンテンツでプレイを開始します。", + "DLC_MOD_WARNING_TITLE": "注意!", + "DLC_UGC_DOWNLOADING": "ユーザー生成コンテンツをダウンロード中({num}/{total})……", + "DLC_MOD_WARNING": "MODを使用してゲームを開始しようとしています。\\n\\nBytten StudioならびにRaw Furyは、MODの内容や挙動に対していかなる責任も負いません。インストールしたコンテンツが信用できるかどうかを事前にご確認のうえ、プレイを開始してください。\\n\\n安全にお楽しみください!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "MODありでプレイ", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "MODなしでプレイ", + "DLC_MOD_WARNING_DOCUMENTATION": "文書", + "DLC_MOD_WARNING_QUIT": "終了", + "GEARYU_DESCRIPTION": "歯車でできた恐竜", + "SALAMAGUS_LORE_1": "つかみどころがないモンスター。秘術や炎を使った魔法の勉強にはげんでいる。頭の上にある2つの小さな袋にたくわえた燃料を使い火を吹くが、モンスターにくわしくない人は燃料袋を大きなギョロ目と見間違える。", + "SALAMAGUS_NAME_PREFIX": "メイジ", + "SALAMAGUS_NAME_SUFFIX": "マンダー", + "PYROMELEON_NAME_PREFIX": "メラ", + "SALAMAGUS_LORE_2": "「メイジ」とは「魔法を使う者」を意味する言葉で、魔法使いのことを指す。魔法使いは古今東西の神話や伝承のほか、現代文化にも非常によく登場する。", + "SALAMAGUS_DESCRIPTION": "頭が三角のトカゲ", + "PYROMELEON_NAME": "メラメレオン", + "PYROMELEON_NAME_SUFFIX": "メレオン", + "PYROMELEON_LORE_1": "炎を使った魔法をきわめたモンスター。ただ火を吹くだけではなく、自在にあやつることができる。炎のエレメントを支配するわざを見せつけるために、舌の先に火を灯しているところをよく目撃される。", + "PYROMELEON_DESCRIPTION": "舌が長いトカゲ", + "ICEPECK_LORE_2": "ツララとは水が物体の表面を流れ落ちながら凍ったものだ。冬、または寒さが厳しい地域では、屋根の下や木の枝にできていることがよくある。", + "ICEPECK_LORE_1": "ツララの「クチバシ」で敵からの攻撃を受け流す。暖かいところでは、クチバシが完全に溶けてしまうため、ウィラル山の気温が低い高地以外ではほとんど見つからない。", + "PYROMELEON_LORE_2": "火を使った占いおよび、火をあやつったり作ったりする魔法のことをパイロマンシーという。そういった技術を使う者は、時として「パイロマンサー」と呼ばれることがある。", + "CRYOSHEAR_NAME_PREFIX": "ヒョウ", + "CRYOSHEAR_NAME": "ヒョウシザー", + "ICEPECK_DESCRIPTION": "ツララのクチバシを持つ鳥", + "CRYOSHEAR_NAME_SUFFIX": "シザー", + "CRYOSHEAR_DESCRIPTION": "氷の剣を持つフードのモンスター", + "CRYOSHEAR_LORE_2": "北極や南極のように、そこにある水の大半が凍りついている地球表面の一部分のことを、雪氷圏という。", + "CRYOSHEAR_LORE_1": "攻撃用の、すべてが氷で作られた2本の剣をふりまわしているすがたがよく目撃される。氷の剣を巨大なハサミのように使って、主な攻撃手段にしている。", + "SPOOKI-ONNA_NAME": "ヒヤリオトメ", + "SPOOKI-ONNA_NAME_PREFIX": "ヒヤリ", + "SPOOKI-ONNA_LORE_1": "伝説によると、ウィラル山の頂上を目指して登るおろかな人間の前にすがたをあらわすといわれる。目撃した者の話では女性の幽霊のようなすがたをしており、人が自分に近づくようにしむけたあと、おそろしいほど冷たい霧で包みこもうとするのだという。", + "SPOOKI-ONNA_NAME_SUFFIX": "オトメ", + "BOLTAM_NAME_PREFIX": "ボルト", + "BOLTAM_NAME": "ボルトヒヒ", + "SPOOKI-ONNA_LORE_2": "雪女は「妖怪」と呼ばれる、日本の民間伝承などに登場する精霊の一種。雪女にまつわる伝説は多く、言い伝えの中の雪女はたいてい雪や吹雪を連想させる女性の幽霊のすがたで描かれ、人間によく不幸や死をもたらす。", + "SPOOKI-ONNA_DESCRIPTION": "霧をまとう幽霊っぽい女性", + "BOLTAM_NAME_SUFFIX": "ヒヒ", + "BOLTAM_LORE_1": "電気をとてもよく通す金属の頭で、まわりの空気からいつも電流を吸いとっているほか、吸いとった電気エネルギーを、地上や空中を飛びまわるとき利用している磁場に流しこむ力を持っている。", + "BOLTAM_DESCRIPTION": "ピンボールの頭を持つモンスター", + "BOLTAM_LORE_2": "電流の動きにより発生する力を磁力という。金属からできた物体は電流を流すことにより「磁化」して磁石になり、磁場を持つようになる。", + "PLASMANTLER_NAME": "ホーンズマ", + "PLASMANTLER_NAME_PREFIX": "ホーン", + "PLASMANTLER_NAME_SUFFIX": "ズマ", + "PLASMANTLER_LORE_2": "「磁気を帯びる」物体は金属だけだと思われがちだが、実際は、この世のあらゆる物体が磁力の影響を受けている。電磁気力は物理的世界に存在している、人間が知る4つの力のうちのひとつだ。", + "SPARKTAN_NAME": "ピカルタン", + "PLASMANTLER_DESCRIPTION": "金属の頭とシカの角を持つモンスター", + "PLASMANTLER_LORE_1": "ボルトヒヒが成長したすがた。たっぷり電気エネルギーを吸いとったことで、体がとても大きくなった。非常に強い磁場をあやつり、鉄をふくまない金属でさえも引きよせたり、はじき飛ばしたりできる。", + "SPARKTAN_NAME_PREFIX": "ピカ", + "SPARKTAN_LORE_1": "ピカルタンは生きた雷雲だ。その「腕」は、高密度の電気エネルギーからできているため自在に伸ばすことができる。雲の材料になる物質を落ち着いてたくさん集められるような高い場所に好んで住みつく。", + "SPARKTAN_NAME_SUFFIX": "ルタン", + "SPARKTAN_LORE_2": "雲は、惑星をとりまく大気中に浮かんでいる細かい粒子から生まれる。地球の雲はおもに空気中の水分から発生し、その形は、高度と雲を構成する水の粒子の密度で決まる。", + "ZEUSTRIKE_NAME": "ゼウストーム", + "SPARKTAN_DESCRIPTION": "生きた雷雲", + "ZEUSTRIKE_NAME_PREFIX": "ゼウス", + "ZEUSTRIKE_NAME_SUFFIX": "ストーム", + "ZEUSTRIKE_LORE_2": "雷をともなう嵐は、積乱雲の中にある水分や氷の粒子がぶつかりあって静電気が生まれることで、十分な電子が放出されて発生する。電子が放出されて、雲の中の電圧が高まると起こる、地上に向かう放電が雷だ。", + "ZEUSTRIKE_LORE_1": "ほかのゼウストームと戦って競いあうことが多い。ゼウストームどうしがイナズマの腕を雲の中でぶつけあいながら戦う様子は、雷が荒れくるう激しい嵐と区別がつかない。", + "ZEUSTRIKE_DESCRIPTION": "カブトをかぶった雲", + "KITTELLY_NAME_PREFIX": "アンテ", + "KITTELLY_NAME": "アンテニャン", + "KITTELLY_LORE_1": "テレビのような「顔」に映しだしたノイズのような映像だけでコミュニケ―ションする。映像のメッセージは解読がむずかしいため、ほかの生きものと心を通わせるのに失敗することがよくある。", + "KITTELLY_NAME_SUFFIX": "ニャン", + "KITTELLY_LORE_2": "魔術や超自然的なものと結びつけられがちな黒ネコは、さまざまな文化において、不吉をあらわす前兆やシンボルと見なされている。こんな評価は、黒ネコにはふさわしくないと言えるだろう。", + "CAT-5_NAME": "ケット - LAN", + "KITTELLY_DESCRIPTION": "頭がこわれたテレビになっているネコ", + "CAT-5_NAME_PREFIX": "ケット", + "CAT-5_LORE_1": "その顔はプラズマテレビのように平たいが、ものを見るのに問題はないらしい。口がないため、ケーブルのような2本のしっぽで空気から静電気を吸いとって、自分が動くためのエネルギーにしている。", + "CAT-5_NAME_SUFFIX": "- LAN", + "CAT-5_LORE_2": "ケット・シーはケルトの民話の中に登場する生き物だ。そのすがたは大きな黒ネコのようだとされ、あの世へ行く前の死者から、魂を盗むことができると言われていた。", + "JELLYTON_NAME": "スラコッツ", + "CAT-5_DESCRIPTION": "頭が薄型テレビのモンスター", + "JELLYTON_NAME_PREFIX": "スラ", + "JELLYTON_LORE_1": "運悪く沼に落ち、出られなくなってしまったポーンデッドのなれのはて。長い時をかけて崩れた体は、毒があるツルツルのスライムに変わってしまっている。このスライムからはとてもいい肥料ができるらしい。", + "JELLYTON_NAME_SUFFIX": "コッツ", + "JELLYTON_LORE_2": "「スライム」は、現代のポップカルチャー、特にファンタジーをあつかう作品の中によく登場するモンスターだ。その起源だとされるはっきりした伝承は存在しない。ふつうは、ゼリーや液体でできた決まった形を持たない体を持つ、体に触れたものをなんでも溶かし飲みこんでしまう生物として描かれる。", + "JELLYTON_DESCRIPTION": "ガイコツの頭を持つスライム", + "NEVERMORT_NAME": "ハテガラス", + "NEVERMORT_NAME_PREFIX": "ハテ", + "NEVERMORT_NAME_SUFFIX": "ガラス", + "NEVERMORT_LORE_1": "注意しないと間違いやすいが、ハテガラスはクチバシを持っていない。そう見えるのは、陶磁器で作られたペスト医師がつけるようなマスクだ。その下にどんな顔があるのかは、知らずにいたほうがいいと言われる。", + "NEVERMORT_DESCRIPTION": "フードとマスクをつけたカラス", + "NEVERMORT_LORE_2": "カラス科の鳥、中でも特にワタリガラスは、さまざまな文化の伝承と美術作品によく登場する。ワタリガラスはギリシャ神話においてアポロンの使いとして描かれ、不運を運ぶと言われている。", + "APOCROWLYPSE_NAME": "サイハテガラス", + "APOCROWLYPSE_NAME_PREFIX": "サイハテ", + "APOCROWLYPSE_NAME_SUFFIX": "ガラス", + "APOCROWLYPSE_LORE_2": "「クチバシのような鼻」が印象的な、有名なペスト医師用のマスクは、16世紀に医師のシャルル・ド・ロルムが、伝染病にかかった患者を診察するために考案した。マスクには病気の空気感染を防ぐ効果があるとされた、スパイスや香料などがつめられていた。", + "APOCROWLYPSE_LORE_1": "マントとマスクのほかに、磨きあげた動物のガイコツがついたベルトを身に着けている。そのすがたは、マントをはおっている人間がガイコツの馬に乗っているようにも見える。", + "MAGIKRAB_NAME": "マギカツギ", + "APOCROWLYPSE_DESCRIPTION": "不気味な4本足の鳥", + "MAGIKRAB_NAME_PREFIX": "マギ", + "MAGIKRAB_NAME_SUFFIX": "カツギ", + "MAGIKRAB_LORE_1": "太古の昔、最初にニューウィラル島に連れてこられたモンスター。現在ではもうほぼ絶滅しており、島に住むマギカツギは、永遠に、そして熱心に駅員をつとめつづけている1匹だけだ。", + "MAGIKRAB_SUBTITLE": "マー・ラインの車掌", + "CLOCKSLEY_NAME": "クロックフッド", + "MAGIKRAB_DESCRIPTION": "魔法使いの帽子をかぶるカニ", + "MAGIKRAB_LORE_2": "舞台上でのマジックにおいて、マジシャンのシルクハットは、さまざまな形で使うことができるマジシャンの代名詞のような帽子だ。マジシャンは帽子を使い、ウサギを取り出すマジックや、ハンカチを消すマジックを行うことがある。", + "CLOCKSLEY_NAME_PREFIX": "クロック", + "CLOCKSLEY_NAME_SUFFIX": "フッド", + "CLOCKSLEY_LORE_2": "ぜんまいじかけの装置は大昔からずっと存在していたが、ねじまき式のオモチャが西洋で人気を得たのは1800年代のことだった。ねじまき式のオモチャは、穴に専用の部品を差しこんで「ネジを巻く」ものが多い。", + "CLOCKSLEY_LORE_1": "長いクローがついた手のおかげで、手に持つ武器を使っても遠くから安全に攻撃できるというユニークな強みを持つ。バトルでは遠くから攻撃して有利に戦い、動きが遅いという欠点をおぎなっている。", + "ROBINDAM_NAME": "ロビンダム", + "ROBINDAM_NAME_PREFIX": "ロビン", + "ROBINDAM_NAME_SUFFIX": "ダム", + "ROBINDAM_LORE_2": "ロビン・フッドはイギリスの伝承に登場する世界的に有名な人物だ。彼は、またの名を「ロクスレイのロビン」といい、ふつうは、金持ちから金を盗んで貧乏人に与えてやる、無法者のヒーローとして描かれる。", + "ROBINDAM_LORE_1": "プラスチックでできた弓矢をたくみに使い、きゅうばんがついた矢を300メートル先にある標的へ正確に命中させることができる。自分の射撃の腕前と、とても強い正義の心をほこりに思っている。", + "CLOCKSLEY_DESCRIPTION": "クローつきアームを持つオモチャ", + "TWIRLIGIG_NAME": "クルカカシ", + "ROBINDAM_DESCRIPTION": "弓矢を持つ大きなロボット", + "TWIRLIGIG_NAME_PREFIX": "クル", + "TWIRLIGIG_NAME_SUFFIX": "カカシ", + "TWIRLIGIG_LORE_2": "わらで作られた人形は人類の歴史において、鳥よけのカカシや、戦闘訓練に使うダミーとして使われてきた。", + "KIRIKURI_NAME": "キリドウジ", + "TWIRLIGIG_DESCRIPTION": "はねまわる木の人形", + "TWIRLIGIG_LORE_1": "戦いの訓練で使うぞんざいな作りの人形が、なぜか意識を持ったことで生まれた。細かく動かせる手足はついていないため、動いたり攻撃したりするときは、体をつらぬいている木の棒を中心にして回転しないといけない。", + "KIRIKURI_NAME_PREFIX": "キリ", + "KIRIKURI_LORE_1": "かつては武器の練習用に使われていた人形が自分も武器を持つようになった。バトルでは木刀という、剣術を練習するために使われる木の刀で戦う。", + "KIRIKURI_NAME_SUFFIX": "ドウジ", + "KIRIKURI_LORE_2": "木刀とは、木で作られた日本の剣の一種で、武芸の修練のために使われる。日本刀の形に作られるのがふつうだが、違う種類の武器をかたどった、さまざまな形と大きさの木刀も存在している。", + "BRUSHROOM_NAME": "エフデタケ", + "KIRIKURI_DESCRIPTION": "剣と盾を持った木の人形", + "BRUSHROOM_NAME_PREFIX": "エフデ", + "BRUSHROOM_NAME_SUFFIX": "タケ", + "BRUSHROOM_LORE_2": "絵画は人類の歴史にならぶほどの古い歴史を持つが、それは絵ふでも同じだ。先史文明の時代に描かれたどうくつの壁画は、アシの葉っぱや動物の毛などで作った道具を使って描かれていたことがわかっている。", + "BRUSHROOM_LORE_1": "頭からにじみでる汁で作るふしぎな絵の具で絵を描く、熱心な芸術家。絵の具で物に色をぬり、ぬった色の種類にあわせて物の性質を変化させている様子が観察されている。", + "FUNGOGH_NAME": "キノコッホ", + "BRUSHROOM_DESCRIPTION": "絵ふでを持つバンダナを巻いたキノコ", + "FUNGOGH_NAME_PREFIX": "キノコ", + "FUNGOGH_LORE_1": "カリグラフィーという、きれいに文字を書く技術と武術を合体させ戦う。すばやく的確な身のこなしを生かして、キビキビした姿勢で絵ふでの杖から、芸術と武術の合わせわざをくり出すのだ。", + "FUNGOGH_NAME_SUFFIX": "コッホ", + "BUSHEYE_LORE_1": "ふだんはだいたいしげみの中に隠れており、敵から身を隠したり、えものに忍びよったりするために利用している。何時間も動かずに隠れていられるが、ときどきそのまま眠ってしまい、えものに飛びかかるチャンスを逃すことがある。", + "FUNGOGH_LORE_2": "現代の絵ふでは木と金属を使った持ち手と、天然毛またはナイロンなどの合成毛でできた穂先を組み合わせて作られるのがふつうだ。高級な絵ふでにはいまでも、イタチやブタのような動物の毛が使われている。", + "FUNGOGH_DESCRIPTION": "ヒゲを生やしたキノコ", + "HUNTORCH_NAME": "カガリウド", + "BUSHEYE_DESCRIPTION": "足が生えた歩くしげみ", + "BUSHEYE_LORE_2": "「グリーンマン」とは、世界中のさまざまな地域に伝わる、葉におおわれた人の顔として彫刻されることが多いモチーフだ。グリーンマンは、春と復活をシンボルにしたもので、建物の正面の見えるところに彫刻されているところをよく見かけることができる。", + "HEDGEHERNE_NAME": "ヤブハーン", + "HUNTORCH_NAME_PREFIX": "カガリ", + "HUNTORCH_LORE_1": "数キロメートル先にいるえものでも苦もなく追うことができる、追跡が得意なハンター。たまにうっかり、持ち運んでいるたいまつの火で身にまとう植物を燃やしてしまうことで知られている。", + "HUNTORCH_NAME_SUFFIX": "ウド", + "HUNTORCH_LORE_2": "ワイルドハントは、ヨーロッパにさまざまな形で伝わる伝承だ。基本的にはウマに乗った超自然的な狩人の一団として描かれる。狩人たちの正体は、ワイルドハントがあらわれて狩りをした時期と場所によって変わる。", + "HUNTORCH_DESCRIPTION": "たいまつを持つ、角が生えたしげみ", + "HEDGEHERNE_NAME_PREFIX": "ヤブ", + "HEDGEHERNE_NAME_SUFFIX": "ハーン", + "HEDGEHERNE_LORE_1": "狩る価値があるとみなした標的ならなんでもしつこく追う、狩りを知りつくすハンター。手に持つ角笛はいつも燃えていて、えものを追いつめるために、森をまるごと焼きはらうこともあるという。", + "HEDGEHERNE_LORE_2": "狩人ハーンとは、イギリスの伝承に登場する存在だ。頭にシカのような2本の角をつけ、ウマに乗ってウィンザーの森に現れる男性であるとされ、ワイルドハントの伝承の一種と見なされている。", + "BRAXSUIT_NAME": "フラットスーツ", + "HEDGEHERNE_DESCRIPTION": "燃える角笛を持つ葉におおわれたモンスター", + "BRAXSUIT_NAME_PREFIX": "フラット", + "BRAXSUIT_NAME_SUFFIX": "スーツ", + "BRAXSUIT_LORE_2": "1952年、ウェストバージニア州ブラクストン郡で、3人の少年が奇妙なエイリアンを目撃した。そのすがたは、まるでトランプのスペードマークのような形の頭を持つ緑色の生物のようだったとされる。", + "BRAXSUIT_LORE_1": "身だしなみにものすごく気を使っている。スーツのえりやネクタイがズレていたりシワくちゃになっていたりすると、強い苦しみを感じて取りみだすようだ。", + "BRAXSUIT_DESCRIPTION": "ネクタイをしめて宙に浮く丸顔のモンスター", + "FLAPWOODS_NAME_PREFIX": "ヒラット", + "FLAPWOODS_NAME": "ヒラットウッズ", + "FLAPWOODS_LORE_1": "ヒラヒラとはためくマントのような体を持つため、そのすがたはまるで突風に飛ばされて宙を舞うボロ布のように見える。黄色い目のうつろなまなざしは、たいていの人たちからとてつもなく怖がられている。", + "FLAPWOODS_NAME_SUFFIX": "ウッズ", + "FLAPWOODS_LORE_2": "1952年に目撃された「フラットウッズ・モンスター」は、すぐに都市伝説となった。その描かれかたはさまざまだが、爪のついた手や変わった形の頭、ゆったりしたローブのようなものをまとう体などの特徴は、未確認生物やエイリアンの目撃談の熱心な愛好家のあいだではおなじみとなった。", + "FLAPWOODS_DESCRIPTION": "丸い目と浮かぶ手を持つ、空飛ぶエイリアン", + "BINVADER_NAME": "ゴミベーダー", + "BINVADER_NAME_PREFIX": "ゴミ", + "BINVADER_LORE_1": "ゴミ箱っぽい見た目をした戦闘用の乗り物に住みつく、触手を持った緑色のモンスター。乗り物の前方には2本の「アーム」がついていて、1本からは危険なビーム攻撃を、もう1本からは猛烈な突き攻撃をくり出せる。", + "BINVADER_NAME_SUFFIX": "ベーダー", + "BINVADER_LORE_2": "ゴミを捨てるための「箱」は、数千年前からずっとある。ローマ帝国の都市には、初期のゴミ収集システムが存在した。現在のものに近い金属製の「ゴミ箱」が普及しだしたのは1800年代のことだ。これは、リベットでつなぎ合わせた細長い鉄板を円柱型に丸めて溶接した安上がりなものだった。", + "BINVADER_DESCRIPTION": "ゴミ箱型エイリアン", + "BINTERLOPER_NAME": "ゴミトルーパー", + "BINTERLOPER_NAME_PREFIX": "ゴミ", + "BINTERLOPER_NAME_SUFFIX": "トルーパー", + "BINTERLOPER_LORE_1": "ゴミベーダーよりも地位が高いモンスター。操縦する戦闘用の乗り物もより強力になっている。ゴミベーダーに「指令を出す」様子が確認されているため、このモンスターたちのあいだには軍隊式のランク付けらしきものがあるのではないかと考えられている。", + "BINTERLOPER_LORE_2": "20世紀、都市でゴミを処理する技術が進歩したのにあわせて、「車輪付き」のゴミ箱が主流として採用されるようになった。当時を境に、都会の家庭から出るゴミの量が一気に増えたため、車輪付きのゴミ箱は、なくてはならないものになった。", + "PAWNDEAD_NAME": "ポーンデッド", + "BINTERLOPER_DESCRIPTION": "エイリアンが入ったプラスチックのゴミ箱", + "PAWNDEAD_NAME_PREFIX": "ポーン", + "PAWNDEAD_LORE_1": "長い時間を休眠してすごすあいだ、その体をがんじょうなみかげ石に変化させる。旅人がポーンデッドの「石像」のそばをその正体を知らないまま通りすぎると、ふとしたときに無表情なガイコツの顔を持ったモンスターが予想外の旅仲間としてついてきていることに気づき、驚くはめになることがある。", + "PAWNDEAD_NAME_SUFFIX": "デッド", + "PAWNDEAD_LORE_2": "チェスにおける「ポーン」はもっとも価値が低いコマだ。一度に1マスしか進めず、左右どちらかのななめ前にいるコマしか「取る」ことができない。動ける範囲が限られているコマではあるものの、ポーンは見くびってはいけないコマだ。", + "SKELEVANGELIST_NAME": "ビショップトン", + "PAWNDEAD_DESCRIPTION": "頭が大きくて腕がないガイコツ", + "SKELEVANGELIST_NAME_PREFIX": "ビショップ", + "SKELEVANGELIST_NAME_SUFFIX": "トン", + "SKELEVANGELIST_DESCRIPTION": "宙に浮くローブを着たガイコツ", + "SKELEVANGELIST_LORE_2": "チェスにおける「ビショップ」は、ななめの方向であればどこまでも移動できるコマだ。チェスプレイヤーは、お互いにビショップを2つずつ持ってゲームをスタートする。", + "SKELEVANGELIST_LORE_1": "ささやき声で、ふしぎな歌のようななにかをひたすらとなえている。ビショップトンが、その念力を使って石や岩を動かすとき、声はだんだん大きくなっていく。", + "QUEENYX_NAME": "クインニキス", + "KINGRAVE_NAME_PREFIX": "キング", + "KINGRAVE_NAME": "キングレイヴ", + "KINGRAVE_LORE_1": "密度が高くてこわれにくい石でできている、表面にきれいな色がぬられた体を持つ。身に着けている毛皮のマントを引きずり、とてもゆっくりと、すべるように動く。", + "KINGRAVE_NAME_SUFFIX": "グレイヴ", + "KINGRAVE_LORE_2": "「キング」はチェスの勝敗を決めるコマだ。チェスで勝利するためには、相手のキングを絶対逃げられないよう追いこんだ状態……「チェックメイト」にしなくてはならない。なお、キングは一度に1マスしか動けない。", + "KINGRAVE_DESCRIPTION": "巨大なチェスの「キング」", + "QUEENYX_NAME_PREFIX": "クイン", + "QUEENYX_LORE_1": "手に持つオーブにエレメントのエネルギーをこめ、敵へ正確に命中させることができる。足がないにもかかわらず、移動のスピードはとても速く、地面の上をすべっていく様子はまるで地表すれすれを飛んでいるかのように見える。", + "QUEENYX_NAME_SUFFIX": "ニキス", + "ALLSEER_NAME": "オルマナコン", + "QUEENYX_DESCRIPTION": "巨大なチェスのクイーン", + "QUEENYX_LORE_2": "「クイーン」は、チェスにおいて一番万能なコマで、プレイヤーが望む方向へ好きなだけ動かせる。チェスにおける戦略では、相手のクイーンを取ることが盤面を左右するカギとなりやすい。", + "ALLSEER_NAME_PREFIX": "オル", + "ALLSEER_NAME_SUFFIX": "マナコン", + "ALLSEER_LORE_2": "20世紀のはじめから半ばにかけて、なぞの「空飛ぶ円盤」の目撃情報は大幅に増えた。しかしその存在は、古くは1000年ほど前から確認されている。現代の空飛ぶ円盤は、SF作品と結びつけられていることが多い。", + "ALLSEER_LORE_1": "目撃されるのは主に夜で、地面の数メートル上に浮かんでいることが多い。その名前は、まばたきひとつせず、真っ赤な「まなこ」で通りすぎる人間たちを静かに観察するというゾッとする習性からきている。", + "TRIPHINX_NAME": "トラインクス", + "ALLSEER_DESCRIPTION": "空飛ぶ円盤", + "TRIPHINX_NAME_PREFIX": "トライ", + "TRIPHINX_NAME_SUFFIX": "インクス", + "TRIPHINX_LORE_2": "H.G.ウェルズが書いた小説「宇宙戦争」での火星からの侵略者は、金属で作られた巨大な兵器に乗った存在として描かれていた。この「トライポッド」と呼ばれる兵器は、3本の長い足で移動して危険な熱線を発射できる。", + "TRIPHINX_LORE_1": "身体をおおっている金属でできたアーマーはつらぬくことができないほど硬い。本当は、中に生命体が乗って動かしているパワードスーツか移動に使う乗り物なのではないかと考えられている。", + "KHUFO_NAME_PREFIX": "クーフォ", + "TRIPHINX_DESCRIPTION": "大きな3本足の金属兵器", + "KHUFO_NAME": "クーフォー", + "KHUFO_NAME_SUFFIX": "フォー", + "KHUFO_LORE_1": "体にまとう「空飛ぶ円盤」のカラを捨てた、オルマナコンのもうひとつのすがた。性格は攻撃的で、話しあいには応じない。地球外のナゾめいたテクノロジーで作られた戦闘用の杖を使って、狙った相手を攻撃する。", + "KHUFO_LORE_2": "火星人は火星に住んでいるとされる架空のキャラクターで、「エイリアン」の原型となった。SF小説の「宇宙戦争」で、作者のH.G.ウェルズは、火星人のすがたを大きな頭と触手のような多くの手足を持つタコのような生物として描写した。", + "GLAISTAIN_NAME": "グラステイン", + "KHUFO_DESCRIPTION": "ピラミッド型のエイリアン", + "GLAISTAIN_SUBTITLE": "ステンドグラスの妖精", + "GLAISTAIN_NAME_PREFIX": "グラス", + "GLAISTAIN_NAME_SUFFIX": "テイン", + "GLAISTAIN_LORE_1": "崩れかけた古い教会に住みついて、その中で眠っている。体はステンドグラスのかけらがたくさん集まってできたような見た目をしている。おろかな冒険家たちがグラステインを目覚めさせれば、ひどい災難にまきこまれることになるだろう。", + "GLAISTAIN_LORE_2": "グラシュティグは、ケルトの神話に登場する存在だ。さまざまなすがたであらわれるが、ふつうは、美しい女性の精霊か、妖精として描かれる。スコットランド高地にその起源を持ち、グラシュティグが人々を助けるか害を与えるかは、物語によって違う。", + "UNDYIN_NAME": "ゾンビーネ", + "GLAISTAIN_DESCRIPTION": "ステンドグラスの妖精", + "UNDYIN_NAME_PREFIX": "ゾン", + "UNDYIN_NAME_SUFFIX": "ビーネ", + "UNDYIN_LORE_1": "まるで幽霊のような見た目のモンスターで、キャストアイアン海岸の水が浅いところからぬうっとあらわれては、近づいてきた不幸な人におそいかかる。伝説では、ゾンビーネは殺されて花婿の船から海に捨てられた花嫁のうらみに満ちた魂から生まれたのだという。", + "UNDYIN_DESCRIPTION": "こわい女性の幽霊", + "UNDYIN_LORE_2": "緑の歯のジェニーは、イングランドの伝承に伝わる存在だ。湖や川に住み、そのすがたは髪が長い老女のようだという。自分が住んでいる水辺に子どもが近づきすぎると、おぼれさせてしまうといわれている。", + "DIVEAL_NAME": "ダイブフィン", + "DIVEAL_NAME_PREFIX": "ダイブ", + "DIVEAL_NAME_SUFFIX": "フィン", + "DIVEAL_LORE_2": "潜水服は、1800年代に初めて発明され、その後さまざまな改良が加えられていった。発明された当初は、難破船といっしょに海に沈んだ貴重な品物を回収するのが、潜水服のおもな使い道だった。", + "DIVEAL_LORE_1": "ヘルメットのような頭は、水中で息ができるようにするだけではなく、中に空気をためて水に浮くのをサポートする役目も持つ。湖や海の中ではとてもすばやく動きまわれるが、陸にあがると、動きがちょっと遅くなる。", + "SCUBALRUS_NAME": "ダイスクーバ", + "DIVEAL_DESCRIPTION": "ヘルメットをかぶったアザラシ", + "SCUBALRUS_NAME_PREFIX": "ダイ", + "SCUBALRUS_NAME_SUFFIX": "スクーバ", + "SCUBALRUS_LORE_2": "誰もが思い浮かべるような、銅から作られた昔ながらの潜水ヘルメットは「シーベ式ヘルメット」といい、発明者のオーガスタス・シーベにちなんで名付けられた。彼によって設計された革新的なヘルメット式潜水服には防水性がある潜水服と、水を中に入れることなく空気を外へ出せる排気弁もついていた。", + "SCUBALRUS_LORE_1": "ヘルメットに、丈夫なしんちゅう製のキバが生えており、敵の攻撃をふせぐために使う。後ろ足も生えたので、ダイブフィンのころとくらべて、陸上で行動する能力と危険度がグッと高くなった。", + "SCUBALRUS_DESCRIPTION": "ヘルメットをかぶったセイウチ", + "AVEREVOIR_NAME_SUFFIX": "ワール", + "AVEREVOIR_SUBTITLE": "天を突くような怪鳥", + "AVEREVOIR_NAME_PREFIX": "サラバ", + "AVEREVOIR_LORE_1": "ニューウィラルの歴史上でも数十回しか目撃されていない幻のモンスター。伝説によるとくちばしにくわえている植物は薬草で、あらゆる病を治すうえに、永遠の命まで与えるという。しかし植物を手に入れ、それが本当か確かめたものはいない。", + "AVEREVOIR_NAME": "サラバワール", + "AVEREVOIR_LORE_2": "ライバー・バードはイギリスの神話に伝わる生物だ。ウに似た鳥のすがたで描かれ、そのくちばしには枝をくわえていることが多い。イギリスの都市、リバプールのシンボルでもあり、その起源は都市の建設当初に使われていた印章までさかのぼる。", + "MASCOTOY_NAME": "マスコットイ", + "AVEREVOIR_DESCRIPTION": "柱の上に立つ巨大な鳥", + "MASCOTOY_NAME_PREFIX": "マスコット", + "MASCOTOY_LORE_1": "かつてはどうやらキャラクターの着ぐるみだったようだが、いまではもう、着ぐるみというよりは、ヨロヨロとさまようゾンビだ。ガタボロモールの荒れはてたホールをたえずウロウロしており、体からはポリエステルのワタがすこしずつ抜けおちつつある。", + "MASCOTOY_NAME_SUFFIX": "トイ", + "MASCOTORN_NAME": "マスコットン", + "FORTIWINX_NAME": "ザントミン", + "MASCOTOY_LORE_2": "マスコットは、ある団体や地域、会社などのシンボルに使われるキャラクターのことだ。その語源はフランス語の「Mascotte」で、「幸運をもたらすもの」という意味がある。", + "MASCOTOY_DESCRIPTION": "かぎヅメを持つマスコット", + "MASCOTORN_NAME_PREFIX": "マスコ", + "MASCOTORN_NAME_SUFFIX": "トン", + "MASCOTORN_DESCRIPTION": "中身がはみ出た大きなマスコット", + "MASCOTORN_LORE_2": "「着ぐるみ」は、20世紀の半ばごろから、パフォーマーがマスコットやキャラクターを演じる手法として広まった。テーマパークとつながりが深く、パフォーマーが中に入ってパークのキャラクターを演じ、来園者たちと交流することが多い。", + "MASCOTORN_LORE_1": "マスコットイにつまっているポリエステルのワタがふくれあがり、体を突きやぶるほどになってしまったすがた。ワタは体がその形を保てなくなるまでずっとふくれてゆくため、マスコットンはいつの日かバラバラになってしまうのだ。", + "THWACKALOPE_NAME": "ピシャッカロープ", + "THWACKALOPE_NAME_PREFIX": "ピシャッカ", + "THWACKALOPE_NAME_SUFFIX": "ロープ", + "THWACKALOPE_LORE_1": "ピシャッカロープは自分の身を守れるほどに成長すると、周囲にあるもので急ごしらえの武器を作る。よく好むのは、それが埋まっていた地面ごとひっこぬいてきた金属の柱だ。", + "SANZATIME_NAME": "ザントケイ", + "THWACKALOPE_DESCRIPTION": "翼が生えたウサギ", + "THWACKALOPE_LORE_2": "ジャッカロープはアメリカの伝承に登場する伝説上の生物で、シカのようなツノが生えたウサギのすがたをしている。ドイツの伝承に登場するヴォルパーティンガーはジャッカロープに似ているが、こちらはツノだけではなく、鳥の翼も持っている。", + "SANZATIME_NAME_PREFIX": "ザン", + "SANZATIME_NAME_SUFFIX": "トケイ", + "SANZATIME_LORE_2": "砂時計は、決まった時間をはかるときに使う道具だ。上下が球根のようにふくらんでいるガラスに砂を入れて作られており、上下をひっくり返して中の砂を上から下へ流すと、一定の時間をはかることができる。", + "SANZATIME_LORE_1": "こわれた砂時計のような「頭」が「コア」の役目をはたしているらしい。体になっている砂山からはなれた砂は動かなくなるが、逆にザントケイから砂に触れた場合、取りこんで体のサイズを大きくできる。", + "SANZATIME_DESCRIPTION": "手を持った割れている砂時計", + "FORTIWINX_NAME_PREFIX": "ザント", + "FORTIWINX_NAME_SUFFIX": "ミン", + "FORTIWINX_LORE_1": "ザントケイが身のまわりからたっぷりと砂を取りこみ、その体をもっとずっとパワフルに組み替えたすがた。ぶかっこうな体は巨大なうえ、重い砂でできているが、空気のようにかるがると動きまわれる。くりだすパンチはまるごとひとつの砂嵐と同じ威力。", + "FORTIWINX_DESCRIPTION": "マスクをつけた砂のモンスター", + "JUMPKIN_NAME": "ジャンプキン", + "FORTIWINX_LORE_2": "ザントマンは、ヨーロッパの伝承に伝わっている存在だ。エルフのようなすがたの男性として描かれ、眠る子どもの目の中に向かって砂をふりまいて夢を見せるという。", + "JUMPKIN_NAME_PREFIX": "ジャンプ", + "JUMPKIN_LORE_1": "ふつうのカボチャに、スラコッツから取れた「スライム」をぬりつけると心が生まれて、ジャンプキンになる。人なつっこく好奇心が強い性格で、いつも動きまわっている。", + "JUMPKIN_NAME_SUFFIX": "キン", + "JUMPKIN_LORE_2": "ジャック・オー・ランタンはカボチャをくりぬいて作る飾りで、ふつう顔がついている。ハロウィンとかかわりが深い伝統的な飾りで内側にロウソクを立てて火を灯し、家の外に置くことが多い。", + "JUMPKIN_DESCRIPTION": "飛びはねるカボチャ", + "BEANSTALKER_NAME": "マメジャクス", + "BEANSTALKER_NAME_PREFIX": "マメ", + "BEANSTALKER_NAME_SUFFIX": "ジャクス", + "BEANSTALKER_DESCRIPTION": "オノを持った不気味なカボチャ", + "BEANSTALKER_LORE_2": "「オノを持つ殺人鬼」はポップカルチャーにおける代表的なキャラクター像で、その名の通りオノを使って殺人におよぶ者のことだ。近代の歴史にはオノを使って殺人をおかした有名な殺人者がたくさん存在する。", + "BEANSTALKER_LORE_1": "ジャンプキンが邪悪な性格に育ったすがた。成長しきった体はツタと植物でできている。オノを手に持ち、おびえるえものを追うのがなによりも大好き。", + "DRACULEAF_NAME": "ドラキュッパ", + "DRACULEAF_NAME_PREFIX": "ドラキュ", + "DRACULEAF_NAME_SUFFIX": "キュッパ", + "DRACULEAF_LORE_2": "「吸血鬼ドラキュラ」は、1897年に出版された、ブラム・ストーカーによるゴシック小説。吸血鬼であるドラキュラ伯爵と、彼にかかわった人間たちを描く物語だ。世界的によく知られた小説のひとつで、あらゆる形のメディア表現や作品に作り変えられてきた。", + "DRACULEAF_LORE_1": "ジャンプキンがずるがしこい性格に成長したすがた。枯れた葉っぱをマントのように身にまとい、ねらった相手の前で友だちのフリをする。えものが油断するとその体を根っこでつらぬいて、生命力を吸いとってしまう。", + "SPIROUETTE_NAME": "ウズリーナ", + "DRACULEAF_DESCRIPTION": "マントを着たキバを持つカボチャ", + "SPIROUETTE_NAME_PREFIX": "ウズ", + "SPIROUETTE_NAME_SUFFIX": "リーナ", + "SPIROUETTE_LORE_1": "貝が進化したかのようなモンスター。生きるために必要な器官はすべて貝がらの「頭」の中に入っており、「体」に見えるのは、そこから伸びた手足だ。身のこなしはすばしこくエレガントで、エレメントから自分を守れるように海草を身にまとっていることが多い。", + "SPIROUETTE_LORE_2": "バレエとは、ダンスおよびパフォーマンスの一種。その起源は1500年代のイタリアにある。名前の由来は、「踊る」という意味を持つイタリア語の「ballare」から来ている。", + "REGENSEA_NAME": "バレエンシー", + "SPIROUETTE_DESCRIPTION": "貝の頭の海辺でおどるモンスター", + "REGENSEA_NAME_PREFIX": "バレエ", + "REGENSEA_NAME_SUFFIX": "エンシー", + "REGENSEA_DESCRIPTION": "クラゲ頭の海辺でおどるモンスター", + "REGENSEA_LORE_1": "ウズリーナが大変身をとげたすがた。完全にカラをやぶった体は、その95%が水からできている。バレエをおどるように動きながら強力な水の波動を放つことができ、ダンスをバレエンシーが練習するほど、くりだされる水の一撃はパワフルになる。", + "REGENSEA_LORE_2": "プロのバレエダンサー、またはバレリーナの人生はとても大変だ。とても小さいころから練習をスタートしなければいけないうえに、はげしくおどることでケガをしてしまうと、バレエ人生はたちまち影響を受けてしまう。時には、終わってしまうことさえあるのだ。", + "PADPOLE_NAME": "ハスタマ", + "PADPOLE_NAME_PREFIX": "ハス", + "PADPOLE_LORE_1": "ハスッピーが子どものころのすがた。完全に成長するまでは水の中で暮らす。まだ手足がしっかりと育ちきっていないため、攻撃するときにはベタベタする粘液を出す舌を使い、襲ってきた敵の動きを鈍らせる。", + "PADPOLE_NAME_SUFFIX": "タマ", + "PADPOLE_LORE_2": "ニクシーとニクスは水辺で暮らす生き物で、ヨーロッパの伝承に登場する。外見と習性は国によってさまざまに変わるが、魚のようなすがたをした生き物か、精霊として描かれることが多い。人をおびきよせ、近づいてきた者を死へいざなうといわれる。", + "LILIGATOR_NAME": "ハスゲーロ", + "PADPOLE_DESCRIPTION": "しっぽが生えたハスの葉のモンスター", + "FRILLYPAD_NAME": "ハスッピー", + "FRILLYPAD_NAME_PREFIX": "ハス", + "FRILLYPAD_NAME_SUFFIX": "ピー", + "FRILLYPAD_LORE_1": "ハスタマが成長したすがた。生えた手足を使ってエサを取る。池や湖などのすみっこに隠れていることが多い。食べられると思った生物やモノがそばを通りかかると、長い舌をのばしてつかまえようとする。", + "FRILLYPAD_DESCRIPTION": "目が大きいカエル", + "FRILLYPAD_LORE_2": "ケルピーはスコットランドの伝承に登場する水の精霊だ。ニクシーと似ており、池や川に住んでいるほか、すがたを変える力を持つ。美しい女性のようなすがたで描かれることもあるが、馬のような生き物に変身することもできる。", + "LILIGATOR_NAME_PREFIX": "ハス", + "LILIGATOR_NAME_SUFFIX": "ゲーロ", + "KHEPRI_NAME_PREFIX": "ケプ", + "LILIGATOR_LORE_1": "自然の中で暮らしたハスッピーの100匹に1匹は、成長してハスゲーロになる。水辺でハスッピーたちのことを守るように行動し、ハスッピーでは太刀打ちできない、とてつもなく強い敵を追いかえす。", + "LILIGATOR_LORE_2": "グリンディローは、イギリスの伝承に伝わる伝説上の生物で、ニクシーやケルピーと似ている点が多い。湖や湿地などの水辺に住み、ウロコにおおわれた体を持つ。子どもが通りかかると、その長い腕でつかまえて、おぼれさせてしまうという。", + "LILIGATOR_DESCRIPTION": "目がないスイレンのモンスター", + "KHEPRI_NAME": "ケプリ", + "KHEPRI_SUBTITLE": "原子力スカラベ", + "KHEPRI_NAME_SUFFIX": "プリ", + "KHEPRI_DESCRIPTION": "宙に浮くスカラベ", + "KHEPRI_LORE_2": "古代エジプト神話で日の出をつかさどる神がケプリだ。そのすがたはスカラベの頭を持つ人間として描かれ、創造と再生のサイクルをあらわしているとされる。", + "KHEPRI_LORE_1": "1匹1匹が、ツノのあいだに小さな太陽を持っており、活動のためのエネルギーをそこから引きだしている。攻撃されたときはこの太陽を燃えあがらせ、敵に向けて炎を飛ばすことができる。", + "ARKIDD_NAME": "アーケキッド", + "ARKIDD_NAME_PREFIX": "アーケ", + "ARKIDD_LORE_1": "ニューウィラル島で、ガタボロモールが出現したあとから目撃されはじめたモンスター。モールを走り回ったり、ほかのモンスターの頭をジャンプしてふんだりしつつ、ふだんはカッコいいポーズを見せびらかしている。", + "ARKIDD_NAME_SUFFIX": "キッド", + "ARKIDD_LORE_2": "アーケードゲームは、プレイヤーがコインを投入するとゲームをプレイできるマシンだ。アーケードゲームが最初にデビューしたのは1970年代の初めごろで、その後しばらく最先端のグラフィックを楽しめるゲーム機として親しまれた。", + "ARKIDD_DESCRIPTION": "カミナリマークをつけたロボット", + "CLUCKABILLY_NAME": "コッコビリー", + "CLUCKABILLY_NAME_PREFIX": "コッコ", + "CLUCKABILLY_LORE_1": "反抗的な態度が目立つモンスター。怒ると、すさまじい声で鳴きわめく。その音量はちょっとした衝撃波を起こすほど大きい。", + "CLUCKABILLY_NAME_SUFFIX": "ビリー", + "CLUCKABILLY_LORE_2": "先史時代から人類は農業のためにニワトリを育ててきた。そのため、おんどりはあらゆる文化において、重要かつ尊敬を集める役割をさまざまな形であたえられている。中国版の十二支では、12匹いる動物の10番目となっている。", + "CLUCKABILLY_DESCRIPTION": "大きいパンクなニワトリ", + "ROCKERTRICE_NAME": "ロックトリス", + "ROCKERTRICE_NAME_PREFIX": "ロック", + "ROCKERTRICE_NAME_SUFFIX": "トリス", + "ROCKERTRICE_LORE_2": "コカトリスは、神話上の生物だ。おんどりの頭を持つドラゴンのようなモンスターとして描かれる。神話生物であるバジリスクに似ており、ひと目見ただけでも相手を即死させる力を持つと言われている。", + "ROCKERTRICE_DESCRIPTION": "大きなクチバシを持つモヒカンのドラゴン", + "KUNEKO_NAME": "クナイニャン", + "ROCKERTRICE_LORE_1": "目つきがするどいことで知られており、目が合った相手を、その場にクギづけにできると言われる。また、だれかと目を合わせるのがとてもキライなことでも有名だ。この能力と性格の組み合わせは、非常に危険。", + "KUNEKO_NAME_PREFIX": "クナイニャン", + "KUNEKO_NAME_SUFFIX": "ニャン", + "KUNEKO_UNKNOWN_NAME": "ふしぎなネコ娘", + "KUNEKO_LORE_2": "ネコ娘とは、人気が高いキャラクター分類のひとつ。現代日本のアニメーション作品や、イラスト作品とのかかわりが深く、人の体にネコミミがついたかわいい女の子のすがたで描かれる。その原点は、日本の伝承に伝わる変身する力を持った猫の妖怪、「化け猫」にあるのかもしれない。", + "KUNEKO_LORE_1": "天使と悪魔のあいだに生まれた女の子であるクナイニャンは、赤ん坊のころ、ニンジャの里の隠れ家の前に捨てられた。忍術と友情のワザをきたえたいま、クナイニャンは4つのエレメントアルターを探し求める旅に出た。はたして彼女は、自分の天命を見つけられるだろうか?", + "KUNEKO_SUBTITLE": "ふしぎなネコ娘", + "SHINING_KUNEKO_NAME": "シャインクナイニャン", + "KUNEKO_DESCRIPTION": "アニメ風のネコ娘", + "SHINING_KUNEKO_NAME_PREFIX": "シャイン・", + "SHINING_KUNEKO_NAME_SUFFIX": "・クナイニャン", + "SHINING_KUNEKO_SUBTITLE": "解き放たれた創作物", + "SHINING_KUNEKO_LORE_1": "世界をつかさどる4つのエレメントを自分の中で融合させたとき、クナイニャンは彼女の真の力を解放する。その体内を流れる宇宙のエネルギーは、彼女に対してはかりしれないパワーを与えている。", + "SHINING_KUNEKO_LORE_2": "マンガは、日本で描かれるある種のコミックおよび、グラフィックアートを指す言葉だ。現在では日本と世界の両方においてさかんに読まれているマンガには、多様なジャンルが存在しており、ターゲット層も幅広い。", + "ANATHEMA_NAME": "ノロワレ", + "SHINING_KUNEKO_DESCRIPTION": "輝くアニメキャラのネコ娘", + "ANATHEMA_SUBTITLE": "できそこないのフュージョン", + "ANATHEMA_NAME_SUFFIX": "ワレ", + "ANATHEMA_NAME_PREFIX": "ノロ", + "ANATHEMA_LORE_1": "さまざまなモンスターのパーツをツギハギにぬいあわせて作られた、おぞましいキメラ。間違いなくわざと作りだされた生き物だが、だれが、なんのために作ったのだろうか?", + "ANATHEMA_DESCRIPTION": "グロテスクなツギハギモンスター", + "ANATHEMA_LORE_2": "ギリシャ神話におけるキメラは、さまざまな動物の体が組み合わさった生き物だ。神話のキメラは、背中にヤギの頭が生え、しっぽがヘビになったライオンのすがたをしている。その登場以来、同じようにさまざまな動物を組み合わせて作られた生き物も「キメラ」と呼ばれるようになった。", + "MISS_MIMIC_NAME": "ミス・ミミック", + "MISS_MIMIC_SUBTITLE": "魔性のレディ・コンテナ", + "MISS_MIMIC_NAME_PREFIX": "ミス・ミミ", + "MISS_MIMIC_LORE_1": "値打ちが高いモノの見た目をマネすることができ、今のニューウィラル島ではレンジャーたちが島の各地に置いたコンテナにすがたを似せている。不用意なレンジャーは気をつけないと、物資の代わりにミス・ミミックからするどいツメの一撃を受けるかもしれない。", + "MISS_MIMIC_NAME_SUFFIX": "ミミック", + "MISS_MIMIC_LORE_2": "「擬態」と呼ばれる性質を持つよう進化した生物は多い。擬態とは、生物がほかの生物や物体にすがたを似せることをいう。これにはさまざまな利点があり、すがたを隠し捕食者から見つかりにくくするのもそのひとつだ。", + "MISS_MIMIC_DESCRIPTION": "生きたコンテナのワナ", + "PONDWALKER_NAME": "ギョウォーク", + "PONDWALKER_NAME_PREFIX": "ギョ", + "PONDWALKER_NAME_SUFFIX": "ウォーク", + "PONDWALKER_LORE_2": "「金魚鉢」はローマ帝国の時代から存在していることがわかっている。ローマの人々は、装飾をほどこした大きな陶磁器の鉢に金魚を入れて飼っていた。よく見かけるイメージと違い、ただのガラス鉢を使った飼育方法は、本当は金魚の健康に悪い。", + "PONDWALKER_LORE_1": "ギョウォークは、ニューウィラル島に住んでいるモンスターたちは、島にもともといたのではなく別の場所から来ていることをしめす生きた証拠だ。非常に高度なメカでできた「ウォーカー」のロボットアーマーは、中にいる魚をカンペキに守りぬく。", + "PONDWALKER_DESCRIPTION": "メカスーツを着た金魚", + "SHARKTANKER_NAME": "サメタンク", + "SHARKTANKER_NAME_PREFIX": "サメ", + "SHARKTANKER_NAME_SUFFIX": "タンク", + "SHARKTANKER_LORE_1": "「ギョウォーク」の中にいた魚が、成長してサメになった。体を支えるためにアーマーも変形している。戦闘用のハガネのクローには高性能なウォーターポンプまでついており、どんな距離からでも、強力なジェット水流を放出して攻撃できる。", + "SHARKTANKER_LORE_2": "サメは魚の仲間で、体が大きい種が有名だ。その祖先はおよそ4億年以上前から存在していたことがわかっている。サメたち、中でも特にホオジロザメは、ポップカルチャーでは人間に危害を加える動物として扱われる。", + "SHARKTANKER_DESCRIPTION": "メカスーツを着たサメ", + "BEAR1_NAME_PREFIX": "こんじき", + "BEAR1_NAME": "こんじきグマ", + "BEAR1_LORE_1": "こんじきグマはだっこやナデナデがだいすき。誰かに触ることで、ケガや病気を相手にうつす力も持っている。想像はつくと思うけど、この2つが組み合わさると、とんでもない結果になることが多い。", + "BEAR1_NAME_SUFFIX": "グマ", + "BEAR1_DESCRIPTION": "クマの着ぐるみを着た小さなクマ", + "BEAR2_NAME": "こんじき王子", + "BEAR1_LORE_2": "テディベアは子供用のぬいぐるみだ。最初のテディベアは20世紀初頭に考案され、アメリカとドイツでつくられた。", + "BEAR2_NAME_PREFIX": "こんじき", + "BEAR2_LORE_1": "こんじきグマはいつも自分の着ぐるみを修理、改良、拡張している。着ぐるみが大きくなるとこんじき王子に変身する。こんじき王子はとっても大きくて、どこからどこまでが着ぐるみかよくわからない。", + "BEAR2_NAME_SUFFIX": "王子", + "MINOSTEAM_NAME": "ミノスチーム", + "BEAR2_DESCRIPTION": "クマの着ぐるみを着たのっぽのクマ", + "BEAR2_LORE_2": "20世紀初頭に考案されたテディベアは、今では世界じゅうで大人気。人気キャラクターもたくさん生まれている。", + "ROBIN_LORE_1": "喜劇からそのまま飛びだしてきた、いたずら好きの妖精。かつては優しかったのかもしれないが、自分を創り出した劇を知ったことでみずからの本質に精神を砕かれてしまった。いまの彼は、人類に対して、無慈悲で冷酷な性格に変わりはてている。", + "MINOSTEAM_SUBTITLE": "真鍮のおうし", + "MINOSTEAM_NAME_PREFIX": "ミノ", + "MINOSTEAM_NAME_SUFFIX": "スチーム", + "MINOSTEAM_LORE_2": "ギリシャ神話に登場するミノタウロスは、「体は人間、頭は牛」の怪物だ。あまりに危険な存在だったため、“ラビリンス”と呼ばれる迷宮に閉じ込められた。", + "MINOSTEAM_DESCRIPTION": "真鍮の雄牛", + "AA_LAMENTO_MORI_NAME": "ラメント・モリ", + "AA_LAMENTO_MORI_SUBTITLE": "死の夢", + "MINOSTEAM_LORE_1": "ミノスチームは真鍮製の体内で加圧した蒸気の力を使い、巨大な拳からパワフルな一撃をくりだす。どこか別の場所からニューウィラルに召喚されたようだが、いったいどこから……?", + "LAMENTO_MORI_LORE_2": "死の恐怖の化身。もっとも新しい大天使で、人類が持つ、死ぬことへの恐怖と不安が形をなしたものだ。", + "LAMENTO_MORI_LORE_1": "年は若いが、非常に強大な力を持つ大天使。みずからの駅を、墓場じみた部屋がつらなる迷路に変えた。大胆にも迷路の奥へと入ってしまった不運な人間はひとり残らず囚われ、苦しめられることになる。", + "AA_PUPPET_SUBTITLE": "パペットマスター", + "AA_PUPPET_NAME": "ポッペトックス", + "PUPPET_LORE_2": "あやつり人形の化身。自分のすがたに似せた分身を作りたいという、人間社会の欲望から生まれた。", + "PUPPET_LORE_1": "体が奇妙なひずみを持つ物質でできている。この物質を体からちぎりとり、目の前にいる相手のぞんざいなパペットを作れる。作ったパペットは、もとになった相手とのふしぎなつながりを持ち、受けたダメージをもとになった相手に移してしまえる。", + "AA_PUPPET_EFFIGY_NAME": "パペット", + "AA_MONARCH_NAME": "ノーウェア・モナーク", + "AA_MONARCH_SUBTITLE": "虚無の王", + "AA_MONARCH_MINION_NAME": "ノーウェア・ファーマー", + "MONARCH_LORE_1": "ガタボロモールの地下に住む大天使。取るに足らないメディアやコンテンツで人生の時をムダにすごした人間たちが放つ、「失われた可能性」を食らって生きている。", + "MONARCH_LORE_2": "大量消費主義の化身。人類の、ほかのどんなことより気晴らしとメディアを優先して熱中する意識の集合体から生まれた。", + "AA_ROBIN_SUBTITLE": "真夏の夜の夢", + "AA_ROBIN_NAME": "ロビン・グッドフェロー", + "ROBIN_LORE_2": "演劇の化身。人類が芝居と物語を語ることに注ぐ情熱によって命を得た。ほかの大天使と違って、彼はひとつのはっきりした起源から具現化している……かの有名なウィリアム・シェイクスピアの劇、『真夏の夜の夢』だ。", + "AA_MAMMON_NAME": "マモン", + "AA_MAMMON_SUBTITLE": "ランドキーパー取締役", + "MAMMON_LORE_1": "マモンはほかの大天使とは違って、ニューウィラル島の地下にある迷路のような駅には住んでいない。代わりに、自分で作りあげたコンクリートの砦から「ランドキーパー」の軍勢を動かしている。ランドキーパーたちは空っぽの器やカラのようなもので、マモンの強大な力により自我をあたえられている。", + "AA_CUBE_NAME": "ロックメンタイン", + "AA_CUBE_SUBTITLE": "ネオプラトニズム的立方体", + "MAMMON_LORE_2": "資本主義の化身。人の苦しみさえもふくめたありとあらゆるものより、金銭的なもうけのほうに社会的な価値があるとして重視する、無数の世界によって形をなした。", + "AA_ALICE_SUBTITLE": "逃げだした不思議の国の女王", + "ALICE_LORE_2": "エゴの化身。人類が持つ、尽きることのない自己中心的な考えから生まれた。", + "ALICE_LORE_1": "自分のことを優しくて心の広い王女さまだと思っている。来客に心をおどらせるものの、人のことは、目新しさがなくなったら気軽に捨てていいオモチャとしか考えていない。", + "AA_ALICE_NAME": "アリス", + "CUBE_LORE_2": "数学の化身であり、まだ若い大天使の一体。人類が思いあがった科学的・数学的な思想へ到達した時代に生まれた。", + "CUBE_LORE_1": "体が「原則的に固定」されているため、どの角度から見ても完全に同じすがたに見える。これは異常なことではない。大天使たちの「物理的なすがた」は、高位存在が3次元に落とした影にすぎないからだ。大天使たちがユークリッド科学にしばられることはない。", + "AA_TOWER_NAME": "バベリス", + "MORGANTE_LORE_1": "かつてはアレフの数多くの世界をわたる旅に同行して、さまざまな神話や伝説のなかに、強大な力を持つ魔女や女神として登場した。ニューウィラル島を出られるたったひとつの「ゲート」があるナイトブリッジ駅に住み、その位置を歌の歌詞にして隠していた。", + "AA_TOWER_SUBTITLE": "無知の塔", + "TOWER_LORE_1": "ウィラル山の頂上にある駅に住まう大天使。わけがわからないことを叫んでいるが、その声がだれかに聞かれることはほとんどない。", + "TOWER_LORE_2": "無知の化身。恐れや不安、エゴを理由にして真実を認めないという、人類の説明しがたい奇妙な能力から生まれた。", + "AA_MORGANTE_SUBTITLE": "反逆の精霊", + "MORGANTE_LORE_2": "反逆の化身にして、ひとつにつらなる宇宙における、もっとも古き「大天使」のひとり。反逆は征服と正反対の力だ。ゆえに、彼女とアレフがお互いに永遠の宿敵となることは、決して避けられない運命だった。", + "AA_FINALGANTE_NAME": "モルガンテ・ゲシュタルト", + "FINALGANTE_LORE_1": "不可能に立ち向かい戦い抜こうとする意思がモルガンテの残った魂と合体し、形をなしたのがモルガンテ・ゲシュタルトだ。これは、ニューウィラル島では「大天使」と呼ばれる類霊という存在で、現実を変えたいと願って集まった意思によって創造された。この力はすべての人類に宿っている。", + "AA_FINALGANTE_SUBTITLE": "召喚されし反逆の精霊", + "FINALGANTE_LORE_2": "ゲシュタルトとは、単なる部分の合計のみにとどまらない、まとまった全体のことを意味する。人間ひとりでは、身のまわりの世界に変化を起こす能力には限界がある。だが力を合わせれば、人間の可能性に限界はない。", + "AA_SERPENT_SUBTITLE": "蛇神", + "AA_SERPENT_NAME": "トムライスター", + "AA_ALEPH_NAME": "アレフ", + "ALEPH_LORE_1": "かつては、宇宙から宇宙へと旅してまわっていた大天使の一団を率いていた。さまざまな大戦で指揮を取り、そのようすは、現在でもよく知られた伝説として数多く残っている。頭はポータルになっており、誰だろうとなんだろうと、どこにでも望むままに転送できる……ただし、アレフ自身は例外だ。", + "AA_ALEPH_SUBTITLE": "赤の征服王", + "SERPENT_LORE_2": "信心の化身。人類が創造し、崇拝してきた、数多くの神々や偶像に対しての信仰心が形をなしたもの。", + "SERPENT_LORE_1": "他者の信仰心を食らう、邪悪な大天使。信者たちの信心がある程度強い場合は、破滅的な結果になることがある。地下の駅から人々にささやきかけて、それを聞いた信者たちが、自分のもとへ降りてくる方法……すなわち、進んで死ぬ方法を探すことを望んでいる。", + "ALEPH_LORE_2": "征服の化身。人類が持つ戦いを好む性質と、征服を望む欲望から生まれた。かつては彼が「円卓」と呼ぶ大天使の一団をしたがえて、モルガンテやミス・アンバー、モードレッドなどのほかに、多くの大天使の仲間がいた。一団のうち、いまでもニューウィラル島に残っているのはアレフとモルガンテだけだ。", + "ALEPH_NULL_LORE_1": "アレフがふたたび、力が頂点にあったころとならぶ力を得たすがた。もしかつてのように彼が宇宙から宇宙へ自在に移動できるようになったら、間違いなく、数えきれないほどの災厄が起こるだろう。", + "AA_ALEPH_NULL_NAME": "アレフ・ヌル", + "AA_ALEPH_NULL_SUBTITLE": "永遠なる戦争の化身", + "ALEPH_NULL_LORE_2": "6世紀のある時期、アレフはイギリスの主君だった。そのあとに書かれた伝説によると、彼はいつか王座を取り戻しに帰還するのだという。当時のアレフはたおされたが、人類が互いを殺しあう方法を探しつづけていれば、最後には彼が勝つことになるだろう。", + "AA_HELIA_NAME": "ヘリア", + "AA_HELIA_SUBTITLE": "フュージョンのプロセス", + "HELIA_LORE_1": "融合する力の化身。宇宙の中で起きている、あらゆる融合を観察しており、それにはフュージョンもふくまれている。ふるさとにあたる世界で初めて具現化したとき、彼女は人間の科学者たちが核融合実験を行っていた研究所の中にあらわれた。", + "HELIA_LORE_2": "ヘリアは自分が具現化するずっと前の記憶も持っているようで、もっとも古いものだと、宇宙最初の核融合にまでさかのぼる。なので彼女がニューウィラル島にいる大天使の中で非常に古いほうに入るのはまず間違いない。そのため、アレフのたくらみも数千年前からよく知っている。", + "AA_AMBER_LORE_1": "ナゾに満ちてはいるものの、お客は手あつくもてなしてくれる大天使。宇宙から宇宙へと移動する旅人たちに、安全な移動手段を提供している。世界を自由に行き来できる力を持っており、お客がいっぱい入っている高級クラブのようなすがたを取っている。", + "AA_MERLINE_NAME": "マー・ライン", + "AA_MERLINE_SUBTITLE": "地下へ横たわるもの", + "AA_MERLINE_LORE_1": "ニューウィラル島の地下を走る鉄道の路線の正体。いにしえの知られざる「大天使」で、無限に広がるトンネルの迷宮と、鉄道という形で具現化している。", + "AA_MERLINE_LORE_2": "マー・ラインが持つ時空を引きさく力によりすさまじい量のガレキが集まってかたまりになった結果、ニューウィラル島が生まれた。島ができて以来、マー・ラインは自分の力を使い、島に人やモンスターたちを移住させてきた。自分の行いには、正当な理由があると考えているらしい。", + "AA_AMBER_NAME": "クラブ・アンバー", + "AA_AMBER_SUBTITLE": "異次元クラブの女主人", + "AA_AMBER_LORE_2": "かつては、アレフが率いる一団のメンバーとして、大天使たちが宇宙から宇宙へと旅するための乗り物になっていた。一団の大天使の中で争いが起きたとき、彼女は仲間たちをニューウィラル島に置いていった。アレフがたくらんだ数多くの陰謀に力を貸したことを後悔している。", + "LENNA_NAME": "レナ", + "LENNA_UNKNOWN_NAME": "マントを着た人影", + "LENNA_SUBTITLE": "もうひとつの物語のヒーロー", + "LENNA_LORE_1": "かつてはひかえめな性格をした学校の先生として暮らし、彼女の世界の「ヒーロー」に、邪悪な大天使たちとの戦い方を教えるという重大な仕事についていた。あるとき、突然ヒーローがたおされてしまったため、レナはみずから剣を手にとることになった。", + "LENNA_LORE_2": "レナの世界はビデオゲームとして世界に存在しており、そのデータはカセットに保存され宇宙に打ち上げられていた。宇宙を飛びかう放射線がぐうぜんカセットに当たり、内部のデータに「誤作動」を起こしたせいで、中に住むものたちに意識が生まれた。住人たちは自分たちが電子データから生まれた存在だと気づいていない。", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "ぎしきのロウソク", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "このロウソクに火をつけ、記録したテープをひとつ「いけにえ」にささげてリサイクルすると、次に会う野生のフュージョンにブートレグモンスターがふくまれている確率が上がる。ブートレグの種類は、リサイクルしたテープと同じエレメントタイプか、同じ種族のモンスターである確率が高くなる。", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "キャプテン・スキップが最近見つけたふしぎなアイテム。スキップはこう説明している:\\n\\n「このロウソクに火をつけて、記録したテープをひとつ「いけにえ」にささげてリサイクルすると、次に会う野生のフュージョンにブートレグモンスターがふくまれている確率が上がるんです。ブートレグの種類は、リサイクルしたテープと同じエレメントタイプか、同じ種族のモンスターになる確率が高くなるんですよ」", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "火をともす", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "ろうそくに火をともした。さあ、記録したテープをひとつ\\nリサイクルしていけにえにささげ、次に出会うフュージョンに\\n影響をあたえよう。", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "ほかの儀式が進んでいるので、新しいロウソクはともせない。", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "儀式は終わった。次に出会うフュージョンには、いけにえとして\\nささげたテープとの共通点を持ったブートレグモンスターが\\nふくまれているかも。", + "ITEM_CAPTAIN_BADGE_NAME": "キャプテンバッジ", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "バッジ#14", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "持ち主がレンジャーキャプテンであることをしめすバッジ。このバッジは、14人目のキャプテンのものだ。", + "ITEM_FUSION_RADAR_NAME": "フュージョンレーダー", + "ITEM_FUSION_RADAR_DESCRIPTION": "はぐれフュージョンが発見できる場所を、マップ上にアイコンで表示する。", + "RANGER_RANK_0": "レンジャー訓練生", + "RANGER_RANK_1": "レンジャースカウト", + "RANGER_RANK_2": "レンジャーキャプテン", + "ITEM_RANGER_ID_AUX_NAME": "ID:{ranger_id}", + "ITEM_RANGER_ID_NAME": "{ranger_rank}カード", + "ITEM_RANGER_ID_DESCRIPTION": "正式に{ranger_rank}になった証! このカードは、レンジャーとしてのランクをしめしている。ついでに、自分になにかあった場合は、なきがらの身元を確認する役にも立つ。", + "ITEM_GARDENING_KIT_NAME": "園芸キット", + "ITEM_GARDENING_KIT_DESCRIPTION": "種と苗木、基本的な園芸道具がそろったセット。町じゅうにあるプランターを手入れするために使う。", + "ITEM_JELLY_NAME": "ホネスライム", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "ウォーターループ駅にあるなにかのカギを開けられる。", + "ITEM_KEY_WATERLOOP_NAME": "ウォーターループのカギ", + "ITEM_JELLY_DESCRIPTION": "バトル中にスラコッツの体から垂れた、ベトベトでヌルヌルのスライム。食べるのはおススメしないが、もしかするとなにかに使えるかも……", + "ITEM_KEY_COMMUNE_NAME": "トムライタウンのカギ", + "ITEM_KEY_COMMUNE_DESCRIPTION": "トムライタウンにあるなにかのカギを開けられる。", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "白ウサギのカギ", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "へんてこりん、へんてこりん!", + "ITEM_KEY_LANDKEEPER_NAME": "事務所の窓のカギ", + "ITEM_MACHINEPART_NAME": "マシンの部品", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "ランドキーパー事務所の屋根についた窓を開けられる。", + "ITEM_MACHINEPART_DESCRIPTION": "古びたきっぷ販売機の修理に必要な部品。", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "列車のきっぷ", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "にじんだインクで「アルドグレイブ地下墓地駅」と印刷されている、古びたきっぷ。", + "ITEM_VALVE_NAME": "バルブ用ハンドル", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "にじんだインクで「グロウスター駅」と印刷されている、古びたきっぷ。", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "列車のきっぷ", + "ITEM_VALVE_DESCRIPTION": "バルブ用のサビたハンドル。さわるとヒンヤリつめたい。", + "ITEM_KEYSTONE_NAME": "青いキーストーン", + "ITEM_KEYSTONE_DESCRIPTION": "きれいな青い宝石。ラジオのノイズのような音を発している。", + "ITEM_DELIVERY_PARCEL_NAME": "小包み", + "ITEM_DELIVERY_COMMUNE_NAME": "支援物資", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "配達する必要がある小包み。どこへ持っていくのか、くわしくはクエストログをチェックしよう。", + "ITEM_LOST_NECKLACE_NAME": "落とし物のネックレス", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "トムライタウンへ届ける必要がある小包み。どこへ持っていくのか、くわしくはクエストログをチェックしよう。", + "ITEM_LOST_NECKLACE_DESCRIPTION": "落としてしまった持ち主は、きっと探しているはず! どこへ持っていくのか、くわしくはクエストログをチェックしよう。", + "ITEM_LOST_RING_NAME": "落とし物のゆびわ", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "コイン", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "0x7B3年に「ネバド=O州」で発行されたという、変わった金貨。", + "ITEM_LOST_WALLET_DESCRIPTION": "落としてしまった持ち主は、きっと探しているはず! どこへ持っていくのか、くわしくはクエストログをチェックしよう。", + "ITEM_LOST_RING_DESCRIPTION": "落としてしまった持ち主は、きっと探しているはず! どこへ持っていくのか、くわしくはクエストログをチェックしよう。", + "ITEM_LOST_WALLET_NAME": "落とし物のサイフ", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "血で方角が記された紙切れ。後半部分が破りとられている。記されている方角は、「上、上、下、下……」だ。\\n\\n紙にはびっしりと、正気とは思えない笑い声がなぐり書きされている。", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "アルドグレイブ地下墓地の手がかり1", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "アルドグレイブ地下墓地の手がかり2", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "血で方角が記された紙切れ。前半部分が破りとられている。記されている方角は、「……左、右、左、右」だ。\\n\\n正気とは思えない笑い声は、こちらにもびっしりと書いてある。", + "ITEM_MEREDITH_ENVELOPE_NAME": "メレディスあての手紙", + "SERVICE_LUCKY_DIP_NAME": "お宝バッグ", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "イアンシーからメレディスへあてた手紙。メレディスが探しているレコードに関することが書かれているらしい!", + "ITEM_GYM_PASS_NAME": "ジムカード", + "SERVICE_LUCKY_DIP_DESCRIPTION": "役に立つアイテムがランダムに入ってるバッグよ。アンコモンかレアのステッカーが必ずひとつ入ってるの。運試ししてみて!", + "ITEM_GYM_PASS_DESCRIPTION": "役場のジムをいくらでも自由に利用できるようになるカードよ。ジムでは、基本ステータスをカスタマイズできるの。", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "これはね、すごくレアなモンスターのテープなの。使いこなせる人が現れたときのために、レンジャーがとっておいたのよ。", + "SERVICE_MONSTER_TAPE_NAME": "{species_name}のテープ", + "EXCHANGE_REQUIRE_CAPTAINS": "もう{amount}人のキャプテンとトレーニングしてアンロック!", + "SERVICE_CARRY_MORE_REWINDS_NAME": "エンピツポーチ", + "SERVICE_CARRY_MORE_CURES_NAME": "救急キットポーチ", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "テープなおしポーチ", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "これをあなたのカバンにぬいつけてあげる。持ち運べるまきもどしエンピツの数がひとつ増えるわよ。", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "これをあなたのカバンにぬいつけてあげる。持ち運べるテープなおしの数がひとつ増えるわよ。", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "これをあなたのカバンにぬいつけてあげる。持ち運べるステータス変化回復アイテムの数が、各種類ひとつずつ増えるわよ。", + "SERVICE_CARRY_MORE_COFFEE_NAME": "ミニれいぞうこ", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "これをあなたのカバンにぬいつけてあげる。持ち運べるけむりだまの数がひとつ増えるわよ。衝撃を吸収する素材で作ってあるから、暴発する心配はないの。", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "これをあなたのカバンに取りつけてあげる。持ち運べるコーヒー缶の数が、各種類ひとつずつ増えるわよ。", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "けむりだまケース", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "これをあなたのカバンにぬいつけてあげる。持ち運べるけむりだまの数がひとつ増えるわよ。衝撃を吸収する素材で作ってあるから、暴発する心配はないの。", + "SERVICE_CARRY_MORE_REODORANT_NAME": "消臭ポーチ", + "SERVICE_GYM_POINTS_NAME": "追加ジムポイント", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "これをあなたのカバンにぬいつけてあげる。持ち運べるニオイつけスプレーの数がひとつ増えるわよ。特別な素材を使っているから、必要なとき以外にニオイが外へもれることはないわ。", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "これをあなたのカバンにぬいつけてあげる。持ち運べるけむりだまの数がひとつ増えるわよ。衝撃を吸収する素材で作ってあるから、暴発する心配はないの。", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "保存用タッパー", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "持ち運べるナシのフジッリの数がひとつ増えるわよ。", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "レンジャーたちが、ドクター・ペンズビーの診療所にお薬の材料を追加で渡してくれるわ。お店に置かれるステータス変化回復アイテムの種類が{0}種類増えるわよ。", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "商人ギルドのメンバーカード", + "SERVICE_GYM_POINTS_DESCRIPTION": "役場のジムで使える、追加のステータスポイントね。", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "ハーバータウンの商人さんたちと、おトクにお買い物ができるようになるわよ。商品の値段が、最大で{0}%安くなるの。", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "レンジャーたちが、ハーバータウン中央の市場にいるステッカー商人さんたちにステッカーの材料を追加で渡してくれるわ。お店に置かれるステッカーの在庫が{0}個増えるわよ。", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "ステッカーの材料", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "コーヒーの材料", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "これをカバンに入れてればアビリティがパワーアップして、ダッシュで敵にぶつかると、バトルがはじまったときにダメージをあたえられるようになるのよ。", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "薬の材料", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "レンジャーたちが、グラモフォン・カフェのクレマンスにコーヒーの材料を追加で渡してくれるわ。お店に置かれるコーヒーの種類が{0}種類増えるわよ。", + "QUEST_CAPTAINS_DESCRIPTION3.n": "イアンシーとバトルして最後の試練を乗り越え、キャプテンになろう!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "タマガンのカラのかけら", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "ジャンプキンのタネ", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "これをカバンに入れてればアビリティがパワーアップして、ヴァインボールを使ってるときにバトルがはじまると、プラントウォールを作りだせるようになるわ。", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "ボルトヒヒの毛皮", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけてあげる。フュージョンゲージのたまる速度が{0}%速くなるわよ。", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "これをカバンに入れてればアビリティがパワーアップして、エレキマグネットを使ってるときにバトルがはじまると、APが1増えるようになるのよ。", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "マイクアップグレード", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "これでカセットプレーヤーのマイクをアップグレードすると、記録の成功率が{0}%上がるわよ。", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "フュージョンゲージパーツ", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけてあげる。タイプ相性が有利な攻撃を当てたとき、フュージョンゲージが{0}%たまるようになるわよ。", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "ケミストリーパーツ", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけてあげる。クリティカルヒットを当てたとき、フュージョンゲージが{0}%たまるようになるわよ。", + "SERVICE_FUSION_METER_CRITICAL_NAME": "クリティカルパーツ", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけてあげる。バトルに勝ったとき、フュージョンゲージが{0}%たまるようになるわよ。", + "SERVICE_FUSION_METER_VICTORY_NAME": "ビクトリーパーツ", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "このパーツをあなたのカセットプレーヤーにつけると、フュージョンゲージに入りきらないあまったパワーがマイクへ送られるようになるの。だから、フュージョンゲージが満タンのときは記録の成功率が{0}%アップするようになるわよ。", + "SERVICE_FUSION_METER_RECORDING_NAME": "レコードパーツ", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "しすいだいカリング", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "しのひかり", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "フィードバック", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "ヘビのゆうわく", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "かぶかぼうらく", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "てんのさばき", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "マージンコール", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "レバレッジ", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "しさんとうけつ", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "ロスリーダー", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "TBTF", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "ようせいのこな", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "ようせいのむれ", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "ウマのあくむ", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "いつわりのひかり", + "MOVE_AA_ALICE_EAT_ME_NAME": "わたしをおたべ", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "しんじつのひかり", + "MOVE_AA_ALICE_DRINK_ME_NAME": "わたしをおのみ", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "たかびしゃないちげき", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "デウス・エクスカリバー", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "よろずのつるぎ", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "ちとせのつるぎ", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "へいしのしょうしゅう", + "MOVE_AA_MONARCH_TENTACLE_NAME": "ヌメりつくからまり", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "ケイリーのうた", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "ボム・ボヤージュ", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "いつわりなきうた", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "たおれても進みつづけるよう、自分をはげます。", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "{player}のとうし", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "メレディスのきてん", + "MOVE_AA_MORGANTE_PLAYER_NAME": "とめられぬとうし", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "でんこうせっかのきてん", + "MOVE_AA_FINALGANTE_FELIX_NAME": "フェリックスのそうぞう", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "ユージーンのゆうき", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "自分の近接攻撃と遠距離攻撃を上げる。", + "MOVE_AA_MORGANTE_EUGENE_NAME": "そこしれぬゆうき", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "自分の近接防御と遠距離防御を上げる。", + "MOVE_AA_FINALGANTE_DOG_NAME": "ワンクレーのかつりょく", + "MOVE_AA_MORGANTE_FELIX_NAME": "そうぞうてきなどりょく", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "ヴァイオラのけつい", + "MOVE_AA_MORGANTE_VIOLA_NAME": "こうかつなるけつい", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "たすけのくちぶえ", + "MOVE_AA_MORGANTE_DOG_NAME": "はてなきかつりょく", + "QUEST_MEREDITH_DESCRIPTION_4": "メレディスといっしょにガタボロモールへ行こう。", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "自分のAP回復量を増やす。", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "しんじつのちから", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "オータムヒルにいるゼッドから、タマガンを5体たおして、まわりをすこし静かにしてくれないかと頼まれた。タマガンは、オータムヒルでとても簡単に見つけられる。", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "散らばる弾丸", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "コイン投入式ロボット", + "QUEST_MEREDITH_TITLE": "ずっと必要だったもの", + "QUEST_MEREDITH_DESCRIPTION_1": "メレディスのお気に入りのレコードを見たことがないか、ハーバータウンの人たちに聞いてまわってみよう。", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "イーストハムの森にいるコイン投入式のロボットは、どうやら故障しているようだ。スロットに合うコインを見つけて入れれば、息を吹きかえすかもしれない。", + "QUEST_MEREDITH_DESCRIPTION_2": "レンジャーのリーダーであるイアンシーを探して、メレディスが探しているレコードについて聞いてみよう。", + "QUEST_MEREDITH_DESCRIPTION_3": "イアンシーからの手紙をメレディスにわたそう。", + "QUEST_CAPTAINS_DESCRIPTION1.m": "レンジャーになるためには、キャプテン全員とトレーニングする必要がある。キャプテンたちがいる場所は、ハーバータウンの人たちから聞きだせる。", + "QUEST_CAPTAINS_DESCRIPTION2.m": "レンジャーのリーダーであるイアンシーに会って、キャプテン全員とトレーニングしたことを報告しよう。", + "QUEST_CAPTAINS_DESCRIPTION2.n": "レンジャーのリーダーであるイアンシーに会って、キャプテン全員とトレーニングしたことを報告しよう。", + "QUEST_CAPTAINS_DESCRIPTION1.n": "レンジャーになるためには、キャプテン全員とトレーニングする必要がある。キャプテンたちがいる場所は、ハーバータウンの人たちから聞きだせる。", + "QUEST_CAPTAINS_DESCRIPTION1.f": "レンジャーになるためには、キャプテン全員とトレーニングする必要がある。キャプテンたちがいる場所は、ハーバータウンの人たちから聞きだせる。", + "QUEST_CAPTAINS_PROGRESS": "トレーニングしたキャプテン:{num} / {max}人", + "QUEST_CAPTAINS_DESCRIPTION2.f": "レンジャーのリーダーであるイアンシーに会って、キャプテン全員とトレーニングしたことを報告しよう。", + "QUEST_CAPTAINS_DESCRIPTION3.m": "イアンシーとバトルして最後の試練を乗り越え、キャプテンになろう!", + "QUEST_CAPTAINS_DESCRIPTION3.f": "イアンシーとバトルして最後の試練を乗り越え、キャプテンになろう!", + "QUEST_CAPTAINS_DESCRIPTION4": "本気を出したレンジャーキャプテンたち全員に追いつこう。", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "ハーバータウンの人たちからウワサを{total}種類聞こう。", + "QUEST_COLLECT_RUMORS_TITLE": "ウワサによると", + "QUEST_COLLECT_RUMORS_PROGRESS": "聞いたウワサ:{obtained} / {total}種類", + "QUEST_KAYLEIGH_TITLE": "ラン・ファー・アウェイ", + "QUEST_KAYLEIGH_DESCRIPTION1": "ケイリーをトムライタウンに連れていこう。", + "QUEST_KAYLEIGH_DESCRIPTION2": "トムライタウンを調べてまわろう。", + "QUEST_FELIX_DESCRIPTION_0": "ハーバータウンの西側にあるフェリックスの家で彼と会おう。", + "QUEST_FELIX_TITLE": "アタシがほしくないニャンて", + "QUEST_FELIX_DESCRIPTION_2": "クナイニャンを追うため、フェリックスといっしょに4つのエレメントアルターを見つけよう。", + "QUEST_FELIX_DESCRIPTION_1": "フェリックスといっしょに、サクラノ草原にいる木の剣をもった戦士とバトルしよう。", + "QUEST_FELIX_2_PROGRESS": "見つけたエレメントアルター:{num} / {count}つ", + "QUEST_VIOLA_DESCRIPTION_1": "ヴァイオラの双子の兄弟、セバスチャンを探す。", + "QUEST_FELIX_DESCRIPTION_3": "フェリックスがクナイニャンと仲直りするのを手助けしよう。", + "QUEST_VIOLA_TITLE": "だれもがなにかを探してる", + "QUEST_VIOLA_DESCRIPTION_2": "ヴァイオラと話そう。", + "QUEST_VIOLA_DESCRIPTION_3": "ヴァイオラといっしょにキャストアイアン海岸へ行こう。", + "QUEST_VIOLA_DESCRIPTION_4": "ヴァイオラといっしょに難破船を調べよう。", + "QUEST_DOG_TITLE": "「おいで」と「待て」", + "QUEST_DOG_DESCRIPTION": "ワンクレーがどうしてウィラル山に登りたがっているのか突きとめよう。", + "QUEST_SUNNY_TITLE": "それってどんな感じなの", + "QUEST_HOYLAKE_TITLE": "モンスター探し", + "QUEST_SUNNY_DESCRIPTION": "ハーバータウンの服屋へ行って、サニーの新しい服選びを手伝おう。", + "QUEST_HOYLAKE_DESCRIPTION_1": "{habitat_phrase}でよく目撃される「{monster_description}」を記録して、ホイレイクに見せよう。", + "QUEST_HOYLAKE_DESCRIPTION_2": "{habitat_phrase}でよく目撃される「{monster_description}」、{monster_name}を記録した。ホイレイクのところまで見せに戻ろう。", + "QUEST_HELIA_TITLE": "新たな夜明け", + "QUEST_HELIA_DESCRIPTION_1": "荒れ地にあるサウルス採石場の地下で見つかった、新しい駅を調べよう。", + "QUEST_HELIA_DESCRIPTION_2": "マー・ラインから解決策を聞き出そう。", + "QUEST_HELIA_DESCRIPTION_3": "イアンシーのところへ戻り、報告しよう。", + "CLUE_NORTH": "危険をおかして 北へと向かえ\\n気まぐれな道が まじわる場所へ", + "CLUE_WEST": "西へと 翼をひろげ 飛ばねばならぬ\\nわたくしだけが 知る場所へ", + "CLUE_EAST": "東へと 翼をひろげ 飛ばねばならぬ\\nわたくしだけが 知る場所へ", + "CLUE_BIOME_ARID": "その地に ありしは 荒れはてた町\\nかれはてた草が よこたわる場所", + "CLUE_BIOME_PLAINS": "その地に ありしは 並木と 小道\\n足もとに みどりの草が しげる場所", + "CLUE_SOUTH": "危険をおかして 南へ向かえ\\n気まぐれな道が まじわる場所へ", + "CLUE_BIOME_BEACH": "その地に ありしは 黄金の砂\\n海から 来たる さざ波が\\n足まで よせては かえす場所", + "CLUE_BIOME_AUTUMN": "その地に ありしは 赤き木々\\n落ちた 枯れ葉が 足もとで\\n音をたてては くちる場所", + "CLUE_BIOME_LAKE": "その地に ありしは 満ちし湖\\n足もとに ぬれた砂が つもる場所", + "CLUE_BIOME_WOODS": "その地に ありしは 天をつく木々\\nみどり深き草が 風になびく場所", + "CLUE_BIOME_BLOSSOM": "その地に ありしは 舞いちるサクラ\\n足もとに 明るき草原が しげる場所", + "CLUE_BIOME_MOUNTAIN": "そこに ありしは 冷たき雪\\n大地から 遠くはなれた 高き場所", + "CLUE_BIOME_MARSH": "その地に ありしは 深き泥\\n迷える者が おぼれゆく場所", + "CLUE_ACTION_ROCK": "来るがいい その手に\\n石を たずさえて\\nそして みずからの 前に置け", + "CLUE_ACTION_CRATE": "来るがいい その手に箱を たずさえて\\nそして みずからの 前に置け", + "CLUE_ACTION_DASH.f": "汝が 立つべき その場所で\\n炎をまとい 駆けるがよい", + "CLUE_ACTION_DASH.m": "汝が 立つべき その場所で\\n炎をまとい 駆けるがよい", + "CLUE_ACTION_MAGNETISM": "汝が 立つべき その場所で\\nいかづちを 従えるべし\\nさすれば 道は ひらかれん", + "CLUE_ACTION_DASH.n": "汝が 立つべき その場所で\\n炎をまとい 駆けるがよい", + "CLUE_ACTION_JUMP_3": "汝が 立つべき その場所で\\n三度 跳びあがるべし\\nさすれば 道は ひらかれん", + "CLUE_ACTION_FACE_4_DIRECTIONS": "汝がいま 立つべき その場所で\\nまわりの 四方を 見るがよい\\nさすれば 道は ひらかれん", + "CLUE_ACTION_NIGHT": "夜の中 一分の\\n半分を 立ちつくすべし\\nさすれば 道は ひらかれん", + "CLUE_ACTION_MAP_3.m": "信ずる地図を その手にとり\\n三度 読むべし\\nひとつ、ふたつ、みっつと", + "CLUE_ACTION_MAP_3.f": "信ずる地図を その手にとり\\n三度 読むべし\\nひとつ、ふたつ、みっつと", + "CLUE_ACTION_ITEM_3": "三つの 財産を 手ばなすべし\\nどれでも よいが\\n数は 三つでなくては ならぬ", + "CLUE_ACTION_MAP_3.n": "信ずる地図を その手にとり\\n三度 読むべし\\nひとつ、ふたつ、みっつと", + "CLUE_OVERWORLD_2_-1": "汝が この地で はじめに\\nくぐりし門 そのあいだへ 行くべし", + "CLUE_OVERWORLD_-4_-1": "石と 墓とが そばにある\\nその地にありし 池に行くべし", + "CLUE_OVERWORLD_-6_-3": "その地の 小屋の そばにある\\n横たわりし 丸太のもとへ 行くべし", + "CLUE_OVERWORLD_-2_-4": "砂の上に 建つ テントあり\\nそのうしろへ 行くべし", + "CLUE_OVERWORLD_-3_-3": "その地で 一本 朽ちている\\n枯れ木のもとへ 行くべし", + "CLUE_OVERWORLD_-3_-7": "その地を 流れる 川の水\\nそのみなもとへ 行くべし", + "CLUE_OVERWORLD_0_-6": "その地に ありし 石の祭壇\\nその頂点へ 行くべし", + "CLUE_OVERWORLD_1_-6": "その地に 灯る 三つの明かり\\nそのあいだへ 行くべし", + "CLUE_OVERWORLD_3_-7": "その殿堂は かつて 交易で栄えた\\nその屋根の 頂点へ 行くべし", + "CLUE_OVERWORLD_2_-4": "その地に ひとつ 建つ小屋の\\n影の中へ 行くべし", + "CLUE_OVERWORLD_5_-6": "豊かな地に 立ちし 二つの壁\\nそのあいだの 切りかぶへ 行くべし", + "CLUE_OVERWORLD_7_-2": "かつては その地に 建っていた\\nいまは 荒れはてし 家へ 行くべし", + "CLUE_OVERWORLD_7_-4": "その地に ありし 火の祭壇\\nその頂点へ 行くべし", + "CLUE_OVERWORLD_8_-6": "その森に ありし 木の切りかぶ\\nその頂点へ 行くべし", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "ホイレイクの頼み", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "役場にいるホイレイクさんと話して。君にいくつか頼みたい仕事があるらしいの。", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "モンスターハント", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "最近、{habitat_phrase}に生息する{key}たちが怒りっぽくなっているの。仲間どうしで争って深刻なケガを負う{key}が出ないよう、バトルで{count}体たおして落ち着かせて。", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "旅人たちが安心して移動できるよう、はぐれフュージョンを{count}体たおして、ニューウィラル島の安全を守ってほしいの。", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "フュージョンハント", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "小包みを受け取って、{location_0_phrase}にいるスカウトに届けて。", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "小包みの配達", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "{location_0_phrase}にいるスカウトから、いますぐ緊急用の物資が必要だと連絡があったの。なるべく速く、{required_item}を{required_item_amount}個集めて届けてちょうだい。", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "やったあ! 僕の荷物だ!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "ありがとう! これが届くのをずっと待ってたんだ!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "ありがとう! これが届くのをずっと待ってたの!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "ありがとう! これが届くのをずっと待ってたよ!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "やったあ! わたしの荷物だわ!", + "DJINN_ENTONIC_NAME": "ジン・エントニック", + "DJINN_ENTONIC_LORE_1": "非の打ちどころがないサービスを提供する、ナゾめいた宇宙のウェイター。どんな種類の飲みものを出してくれるのかはいまいちよくわかっていないが、「ファミリー向け」で「ゲームのレーティングに影響を与えない」ものにかぎられるらしい。", + "DJINN_ENTONIC_NAME_SUFFIX": "エントニック", + "DJINN_ENTONIC_NAME_PREFIX": "ジン", + "DJINN_ENTONIC_LORE_2": "ジン、またはジーニーと呼ばれる精霊はアラビア神話に登場する存在だ。千夜一夜物語のひとつ「アラジンと魔法のランプ」の中では魔法のランプに封印されており、主人公がうっかりランプをこすったことで解き放たれ外に飛びだした。", + "DJINN_ENTONIC_DESCRIPTION": "宇宙っぽいウェイター", + "BULLETINO_NAME": "タマガン", + "BULLETINO_NAME_PREFIX": "タマ", + "BULLETINO_NAME_SUFFIX": "ガン", + "BULLETINO_LORE_2": "初期の銃弾は単純な鉛の球体で、中世の戦争では敵や要塞に向けて大砲から発射された。現代において「銃弾型」と見なされる円すい状の弾は、フランスの軍人だったアンリ=ギュスタヴ・デルヴィーニュが改良のすえに発明したもので、1800年代に登場した。", + "BULLETINO_LORE_1": "突進以外に、身を守る手段を持っていない。そのため、パニックになると危険に向かって頭から突撃してしまう。あまりいい方法ではないのだが、タマガンが突っこんでいくのをやめることはない。", + "BULLETINO_DESCRIPTION": "歩く巨大な銃弾", + "VELOCIRIFLE_NAME": "ピストラプトル", + "VELOCIRIFLE_NAME_PREFIX": "ピスト", + "VELOCIRIFLE_LORE_1": "頭がい骨の後ろ側には火薬がつまった部屋があり、内部の火薬に自分の意思で点火して、顔の「銃身」の中にたくわえた弾を発射することができる。射撃の実力をつけるために、ずっと練習している。", + "VELOCIRIFLE_NAME_SUFFIX": "ラプトル", + "VELOCIRIFLE_DESCRIPTION": "頭が銃型のトカゲ", + "VELOCIRIFLE_LORE_2": "火薬は西暦1000年ごろにはもう存在しており、中国が最初に発明した。最初期に発明された銃火器は、内部に火薬と小さな砲弾をつめた手持ち式の大砲だった。", + "ARTILLEREX_NAME": "ガトレックス", + "ARTILLEREX_NAME_PREFIX": "ガト", + "ARTILLEREX_NAME_SUFFIX": "レックス", + "ARTILLEREX_LORE_2": "ガトリング砲は最初期に開発された機関銃。輪のように並んだ砲身をクランクにより回転させることで、弾を矢継ぎ早に発射できた。発明されたのは1800年代中期で、名前は生みの親である、リチャード・ジョーダン・ガトリングにちなんでいる。", + "ARTILLEREX_LORE_1": "体の中に溶けた金属をためておく穴があり、そこでするどいかけらを作って、お腹にある「ガトリング砲」からすさまじい勢いで発射する。火力とそびえたつような巨体をあわせもつ、敵に回すと実に恐ろしいモンスター。", + "SALAMAGUS_NAME": "メイジマンダー", + "GEARYU_LORE_2": "歯車は機械に使われる円形の部品で、周囲についた「歯」によって他の歯車とかみ合い、連動して回転する。大きさが違う歯車を使うことで、機械の中で回転の力が伝わる速度を速くしたり遅くしたりできる。", + "ARTILLEREX_DESCRIPTION": "お腹に銃のついた恐竜", + "GEARYU_NAME_PREFIX": "ギア", + "GEARYU_NAME": "ギアドラン", + "GEARYU_NAME_SUFFIX": "ドラン", + "GEARYU_LORE_1": "磁力で引きよせあってくっつく巨大な歯車が集まってできた身体を持つ。体の歯車を回転させて生み出した運動エネルギーを、強力なエレメントのブレスに変えて口から吐きだすことができる。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "物資の配達", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "やったあ! 荷物だ!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "大至急、{required_item}が{required_item_amount}個必要なの。\\n理由は聞かないで。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "大至急、{required_item}が{required_item_amount}個必要なんだ。\\n理由は聞かないでくれ。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "大至急、{required_item}が{required_item_amount}個必要なんだ。\\n理由は聞かないで。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "物資がほしいって依頼を受けてくれたのか? \\n{required_item}が{required_item_amount}個、大至急必要なんだ!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "なあ、きみのアイテムを分けてもらってもいいかい?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "あのさ、きみのアイテムを分けてもらってもいいかな?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "物資がほしいって依頼を受けてくれたの? \\n{required_item}が{required_item_amount}個、大至急必要なの!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "物資がほしいって依頼を受けてくれたのかな? \\n{required_item}が{required_item_amount}個、大至急必要なんだ!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "ねえ、あなたのアイテムを分けてもらってもいい?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "あら、物資を持ってきてくれたのね! わたしてくれる?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "ああ、物資を持ってきてくれたんだな! わたしてくれるか?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "ああ、物資を持ってきてくれたんだね! わたしてくれるかな?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "助かった! ああ、早く使いたいよ!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "助かったわ! ああ、早く使いたいな!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "助かったよ! ああ、早く使いたいな!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "本当にありがとう! まさにこれが必要だったんだ!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "{location_1_phrase}で失くした{lost_item}を探して\\nくれないかな? 見つけてくれたら、きみはヒーローだよ!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "町の人が{location_1_phrase}で{lost_item}を失くしたそうなの。とても大事なものらしいから、できれば探しだして、{location_0_phrase}にいる持ち主へ返してあげて。", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "本当にありがとう! まさにこれが必要だったんだよね!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "落とし物の配達", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "本当にありがとう! まさにこれが必要だったの!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "ゆびわ", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "ネックレス", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "{location_1_phrase}で失くした{lost_item}を探して\\nくれないか? 見つけてくれたら、きみはヒーローだよ!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "サイフ", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "{location_1_phrase}で失くした{lost_item}を探して\\nくれない? 見つけてくれたら、あなたはヒーローよ!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "大事にしてた{lost_item}を{location_1_phrase}で\\n失くしたの。探すのを手伝ってくれない?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "大事にしてた{lost_item}を{location_1_phrase}で\\n失くしたんだ。探すのを手伝ってくれないか?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "特別配達", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "本当にありがとう。これをずっと探してたの!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "本当にありがとう。これをずっと探してたんだ!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "本当にありがとう。これをずっと探してたんだよ!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "大事にしてた{lost_item}を{location_1_phrase}で\\n失くしたんだよね。探すのを手伝ってくれないかな?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "見つけてくれたんだな! 本当にありがとう!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "見つけてくれたのね! 本当にありがとう!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "見つけてくれたんだね! 本当にありがとう!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "トムライチルドレンたちへの支援として、医療品の物資を用意したの。小包みを受け取って、トムライタウンにいる門番に届けて。", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "役場にいるホイレイクのところへもどり、記録したフュージョンのすがたを見せよう。", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "イアンシーさんからお届けものですか?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "どうぞ、受けとって!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "ホイレイクの頼み", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "ホイレイクが{species1_description}と{species2_description}がフュージョンしたすがたを見たいそうよ。バトルして{species1_name}と{species2_name}をフュージョンさせ、図鑑に記録したら、役場にいる彼に見せてあげて!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "これはすばらしい! \\nきっと、ジャクリーンさまはお喜びになるでしょう!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "キミたちがフュージョンしたときのすがたと、いままで出会ったフュージョンのデータは、[wave amp=30 freq=30]どちらも[/wave]図鑑に記録されるんだ。\\n知っていたかな?", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "なんてすばらしいんだ! 協力してくれて本当にありがとう、\\n{player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "やあ、{player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "バトル中にフュージョンして、そのすがたを図鑑に記録しよう。", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "それじゃあ、きみが記録してきてくれた\\n{fusion_name}のデータを見てみようじゃないか。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "{species_name}のテープをスターが5つになるまでアップグレードしよう。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "ホイレイクの頼み", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "ホイレイクが、スターが5つになった{species_name}のデータを見たいそうよ。{species_name}のテープをスターが5つになるまでアップグレードして、役場にいる彼に見せてあげて!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "{location_0_phrase}でカービイ博士に会おう。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "知ってるかい? モンスターのテープをスターが5つになるまでアップグレードすると、図鑑に追加情報が記録されるんだよ。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "ホイレイクのところへ戻り、テープを見せよう。", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "やあ、{player}!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "興味深いな。[pause]実に興味深い。\\n[pause]これはいったい、どういう意味なんだろう……", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "では、キミが持ってきてくれた{species_name}のテープに\\nついての追加情報を見てみようか。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "{species_name}のテープを装備しよう。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "ホイレイクの助手", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "ホイレイクが、彼の助手に特別なトレーニングをしてほしいそうよ。{species_name}のテープを装備して、{location_0_phrase}にいるカービイと会って。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "どうも、{player}さん。お会いできてうれしいよ。私は\\nカービイ。ケンブリッジ大学で博士号を取った動物学者だ。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "君については、ホイレイク教授からすべて聞いているよ……\\n教授がここに着いたばかりの君に手をさしのべた話も、\\nその命を救ったという話も、全部ね……", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "君については、ホイレイク教授からすべて聞いているよ……\\n教授がここに着いたばかりの君に手をさしのべた話も、\\nその命を救ったという話も、全部ね……", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "教授からはそう聞いてるよ! とてもやる気が出る話だ!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "君については、ホイレイク教授からすべて聞いているよ……\\n教授がここに着いたばかりの君に手をさしのべた話も、\\nその命を救ったという話も、全部ね……", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "知ってたかい? ホイレイク教授は、もといた世界では\\n新種の生物の発見によってノーベル賞を受賞し、それによって\\n世界一の科学者の栄冠に輝いたんだそうだ。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "さてと、それでは、本題に入ろうか?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "ホイレイク教授が言うには、優れた科学者になるためには\\n{species_description}に変身する感覚を\\n知る必要があるそうなんだ。君にはそれを指導してもらいたい。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "{species_name}のテープは、準備できているかな?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "できてます。", + "BATTLE_JOINED.f": "{0}が バトルに くわわった!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "えっと、まだです。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "ふーむ……[pause]ニューウィラル島における調査活動は、\\nいつもこんなに激しいのかい?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "よし、それじゃ、使い方の手本を見せてくれ!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "ホイレイク教授は、こういうことを乗り越えられるほどの\\nねばり強さを持ってるに違いないな。だからきっと、もう\\n変身する必要がなくなったんだろう。", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "{player}君、協力してくれてありがとう。おかげで\\n{species_name}のことがよくわかったよ。", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "不安定なフュージョン", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "不安定なフュージョンが{location_0_phrase}に出現したわ……増えすぎて手に負えなくなる前にたおしてちょうだい!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "新しい訓練生が、スタンプをもらうために君に挑戦したいそうよ。訓練生とそのパートナーは{location_0_phrase}にいるから、バトルして2人の力を試して。手かげんはしないでね、{player}……レンジャーには、実力がある人を選ばないと。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "新人トレーニング", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "おれをトレーニングしにきてくれる新しいレンジャー\\nキャプテンって、あなただろ? 手かげんしないでくれよな!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "わたしをトレーニングしにきてくれる新しいレンジャー\\nキャプテンって、あなたなの? 手かげんはしないでね!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "新しい訓練生が、スタンプをもらうために君に挑戦したいそうよ。訓練生とそのパートナーは{location_0_phrase}にいるから、バトルして2人の力を試して。手かげんはしないでね、{player}……レンジャーには、実力がある人を選ばないと。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "新しい訓練生が、スタンプをもらうために君に挑戦したいそうよ。訓練生とそのパートナーは{location_0_phrase}にいるから、バトルして2人の力を試して。手かげんはしないでね、{player}……レンジャーには、実力がある人を選ばないと。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "こっちはまだ訓練生かもしれないけど、遠慮しなくて\\nいいからね、キャプテン!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "自分をトレーニングしにきてくれる新しいレンジャー\\nキャプテンって、あなたのことかな? 手かげんしないでね!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "おれはまだ訓練生かもしれないけど、遠慮しなくていいからな、キャプテン!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "なあ、キャプテン・{player}だよな? [pause]こっちが\\n勝ったら、イアンシーさんはおれをキャプテンにしないとな!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "わたしはまだ訓練生かもしれないけど、遠慮しなくていいわよ、キャプテン!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "ねえ、キャプテン・{player}でしょ? [pause]こっちが\\n勝ったら、イアンシーさんはわたしをキャプテンにしないとね!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "あなたがキャプテン・{player}かな? [pause]こっちが\\n勝ったら、イアンシーさんにキャプテンにしてもらわなきゃな!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "言うよね、もし刑務所に入ったら、一番強そうに見えるやつに\\nすぐケンカを吹っかけろって! [pause]この島で一番強そうな人って\\nあなたで合ってるよね、キャプテン?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "言うだろ、もし刑務所に入ったら、一番強そうに見えるやつに\\nすぐケンカを吹っかけろってさ! [pause]この島で一番強そうなやつって\\nあなたで合ってるよな、キャプテン?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "ううっ、ホントに手かげんしないね……\\nおかしな話だけど……バトルは全然好きじゃないんだ。\\nそういうことには、さっぱり向いてないんだよね。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "ううっ、ホントに手かげんしないんだね……\\nおかしな話だけど……わたし、バトルは全然好きじゃないの。\\nそういうことには、さっぱり向いてないんだもん。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "ううっ、ホントに手かげんしないんだな……\\n[pause]おかしな話だけど……おれ、バトルは全然好きじゃないんだ。\\nそういうことには、さっぱり向いてないからさ。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "言うでしょ、もし刑務所に入ったら、一番強そうに見える人に\\nすぐケンカを吹っかけろって! この島で一番強そうな人って\\nあなたで合ってるかな、キャプテン?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "昔から、バトルよりも恋愛のほうが得意なんだよな……", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "ありがとう、キャプテン。すごく勉強になったわ。わたしには\\nまだ、レンジャーになるだけの実力はないみたい。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "ありがとう、キャプテン。すごく勉強になったぜ。オレには\\nまだ、レンジャーになるだけの実力はないみたいだ。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "オレ、いったいなにを期待してたんだろうな。ありがとう、\\nキャプテン……[pause]真剣に相手してくれてさ。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "ありがとう、キャプテン。すごく勉強になったよ。自分には\\nまだ、レンジャーになるだけの実力はないみたいだね。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "わたし、いったいなにを期待してたのかしら。ありがとう、\\nキャプテン……[pause]真剣に相手してくれて。", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "昔から、バトルよりも恋愛のほうが得意なのよね……", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "昔から、バトルよりも恋愛のほうが得意なんだよね……", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "いったい、なにを期待してたんだろう。ありがとう、\\nキャプテン……[pause]真剣に相手してくれてさ。", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "物資どろぼう", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "君の昔のお友だちが2人、{location_0_phrase}で会いたいそうよ。", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "近ごろ、レンジャーたちの物資が消えているの。あるスカウトから、仕事中にどろぼうを目撃したと報告があったわ。犯人は{location_0_phrase}へ追いつめたから、対決して、物資がどうなったか突き止めて。", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "またどろぼうが出たの。今回は{location_0_phrase}に追いこんだわ。対決して、物資になにが起きたのか突き止めて。", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "「フランキーは島に来てまだ数日なんだけど、もうレンジャーになるって決めたんだって。どことなくキミを思い出すよ、{player}。だから、よければ彼女のスタートを手伝ってほしいんだ! フランキーにはテープが必要だから、(永遠に)あげちゃってもいいテープをひとつ用意して、町はずれの門まで来て。 - シビル」", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "君の昔の「お友だち」、元どろぼうのヴィンが、レンジャーになるために登録してくれたわ! スタンプのためにあなたに挑戦するそうよ、{player}。彼の熱意は好きだけど、いつもどおり手かげんはしないで。レンジャーには、実力がある人を選ばないと。", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "新人トレーニング:ヴィン", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "新人トレーニング:フランキー", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "君の昔の「お友だち」、元どろぼうのヴィンが、レンジャーになるために登録してくれたわ! スタンプのためにあなたに挑戦するそうよ、{player}。彼の熱意は好きだけど、いつもどおり手かげんはしないで。レンジャーには、実力がある人を選ばないと。", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "君の昔の「お友だち」、元どろぼうのヴィンが、レンジャーになるために登録してくれたわ! スタンプのためにあなたに挑戦するそうよ、{player}。彼の熱意は好きだけど、いつもどおり手かげんはしないで。レンジャーには、実力がある人を選ばないと。", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "「どーも、師匠! 自分いま、ひとりで冒険中なんす。手助けしたかったら、{location_0_phrase}に来てくれていいっすよ。 - フランキー」", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "「どーも、師匠! 自分いま、ひとりで冒険中なんす。手助けしたかったら、{location_0_phrase}に来てくれていいっすよ。 - フランキー」", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "「どーも、師匠! 自分いま、ひとりで冒険中なんす。手助けしたかったら、{location_0_phrase}に来てくれていいっすよ。 - フランキー」", + "RUMOR_NAME": "ウワサ", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "スタンプをもらうために、フランキーが君に挑戦するそうよ。彼女は{location_0_phrase}にいるわ。手は抜かないでね、{player}。いつもどおり、レンジャーには実力がある人を選ばないと。", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "スタンプをもらうために、フランキーが君に挑戦するそうよ。彼女は{location_0_phrase}にいるわ。手は抜かないでね、{player}。いつもどおり、レンジャーには実力がある人を選ばないと。", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "親善試合", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "スタンプをもらうために、フランキーが君に挑戦するそうよ。彼女は{location_0_phrase}にいるわ。手は抜かないでね、{player}。いつもどおり、レンジャーには実力がある人を選ばないと。", + "RUMOR_DUNGEON_PARK_TITLE": "揺れる地面", + "RUMOR_DUNGEON_PARK": "ウワサによると、ニューウィラル公園の地面がときどき、まるで下を大きな乗り物が通りすぎるみたいな感じで揺れるんだって。地下にはなにがあるのかな?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "不気味な笑い声", + "RUMOR_DUNGEON_GRAVEYARD": "友だちから聞いたんだけど、川の西のほうにある墓地で、お墓のひとつから、誰かがヒステリックに笑うような低い声が聞こえてきたんだって。ヘンだよね。", + "RUMOR_DUNGEON_MEADOW_TITLE": "おチビなドミノモス", + "RUMOR_DUNGEON_MEADOW1": "信じてもらえないだろうけど、サクラノ平原の真ん中の空き地にすごく小さいドミノモスがいたんだ! 子どもだから小さかったとかじゃなくて、手の上に乗るくらいのチビだったんだよ!", + "RUMOR_DUNGEON_MEADOW2": "どうしてあんなドミノモスがいたのかなあ? あのあたりでは、おかしなことが起こってるんだよ……", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "ウィラル山の頂上", + "RUMOR_DUNGEON_LAKE_TITLE": "動く看板", + "RUMOR_DUNGEON_LAKE1": "相棒のレンジャーから聞いたんだけど、ウルオイストン湖には「動く看板」があるんだって。", + "RUMOR_DUNGEON_LAKE2": "正しい順番でスイッチの上に乗って、出てきた看板の指示に全部したがえば、お宝が見つかるんじゃないかって話なんだよね。", + "RUMOR_DUNGEON_MOUNTAIN": "ウィラル山はすごく高い山だよね。あの頂上にはなんだかすごい灯台があるってウワサを聞いたよ。実際はなにがあるんだろう?", + "RUMOR_DUNGEON_LAKE3": "まあ、単にぐるぐる同じところをループするだけだって言う人もいるみたいだけど。", + "RUMOR_CAPTAIN_WALLACE": "キャプテン・ウォレスは、いま公園にいるって聞いたな……", + "RUMOR_CAPTAIN_WALLACE_TITLE": "キャプテン・ウォレス", + "RUMOR_CAPTAIN_CLEEO_TITLE": "メタルの女性", + "RUMOR_CAPTAIN_DREADFUL": "キャプテン・ペニー=ドレッドフルは、町から東に向かうと見つかる、村の廃墟にいることが多いんだって。", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "キャプテン・ペニー=ドレッドフル", + "RUMOR_CAPTAIN_CLEEO": "イーストハムの森に、メタルの体を持つ女性がいるってウワサを聞いたんだ。ねえ、その人と会ったことある?", + "RUMOR_CAPTAIN_LODESTEIN.m": "「ハム」に行ったことはある? ほら、イーストハムの森の西にある小さな谷だよ。あそこには、キャプテン・ロードスタインがよく散歩しに行くんだって。", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "キャプテン・ロードスタイン", + "RUMOR_CAPTAIN_LODESTEIN.n": "「ハム」に行ったことはある? ほら、イーストハムの森の西にある小さな谷だよ。あそこには、キャプテン・ロードスタインがよく散歩しに行くんだって。", + "RUMOR_CAPTAIN_LODESTEIN.f": "「ハム」に行ったことはある? ほら、イーストハムの森の西にある小さな谷だよ。あそこには、キャプテン・ロードスタインがよく散歩しに行くんだって。", + "RUMOR_CAPTAIN_BUFFY": "一番好きなキャプテンはバフィーさんなんだ。彼女、最近だと、サクラノ草原で筋トレしてるんだって。知ってた?", + "RUMOR_CAPTAIN_BUFFY_TITLE": "キャプテン・バフィー", + "RUMOR_CAPTAIN_CYBIL_TITLE": "キャプテン・シビル", + "RUMOR_CAPTAIN_CYBIL": "好きなラジオ番組はシビルFMだな! キャプテン・シビル本人が沼地から放送してるんだよ!", + "RUMOR_CAPTAIN_SKIP_TITLE": "キャプテン・スキップ", + "RUMOR_CAPTAIN_SKIP": "キャプテン・スキップのやりくり上手には、きっと感心するはずだよ。あの人はふだん、ハーバータウンの西の河口にいるんだ。", + "RUMOR_CAPTAIN_JUDAS_TITLE": "キャプテン・ユダ", + "RUMOR_CAPTAIN_JUDAS1": "サバイバルの達人として名高いキャプテン・ユダは、南東にある小島で野宿してるんだってさ。", + "RUMOR_CAPTAIN_JUDAS2": "彼はたぶん、ここで現代文明の利器にたよって暮らしてる人間はキライだろうけど……でも、すっごくセクシーなんだよね!", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "キャプテン・グラディオラ", + "RUMOR_CAPTAIN_GLADIOLA": "キャプテン・グラディオラがパトロールするルートは、途中でハーバータウンの西にある墓地を通るんだって。彼女、いったいどこに行ってるんだと思う?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "キャプテン・ヘザー", + "RUMOR_CAPTAIN_HEATHER": "キャストアイアン海岸にはガラクタあさりをやってる知り合いがいるんだけど、海岸からずっと西側にある小島で、キャプテン・ヘザーを見かけたって言ってたな……", + "RUMOR_CAPTAIN_ZEDD": "最新のウワサだと、キャプテン・ゼッドは東のほうにある\\nトムライタウンまで、なにが起こっているか確かめに\\n向かったんだって。でもきっと、途中で寝てるだろうな……", + "RUMOR_CAPTAIN_ZEDD_TITLE": "キャプテン・ゼッド", + "RUMOR_CAPTAIN_CODEY1": "キャプテン・コーディーは知ってる? 「インターネット」ってやつがないことに、いつも不満を言ってる人だよ。彼はいま、ウィラル山を登ってるんだって。", + "RUMOR_CAPTAIN_CODEY_TITLE": "キャプテン・コーディー", + "RUMOR_CAPTAIN_CODEY2": "山を登ったほうがいいのかも。そうすれば「インターネット」のなにがすごいのかわかる気がするな。", + "RUMOR_IANTHE_BATTLE_TITLE.m": "新キャプテン", + "RUMOR_IANTHE_BATTLE_TITLE.f": "新キャプテン", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "コンテナが、人間を丸のみにしてるところを見ちゃったんだ! {location_0_phrase}でね! 信じられる!?", + "RUMOR_IANTHE_BATTLE_TITLE.n": "新キャプテン", + "RUMOR_IANTHE_BATTLE": "あのウワサ、聞いた? レンジャーたちのリーダーをつとめてるイアンシーさんが、新しいキャプテン候補を見つけたらしいよ……", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "サラバワールの目撃情報", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "洪水", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "サラバワールっていう巨大な鳥のモンスターが、最近目撃されたらしいよ。場所は{location_0_phrase}だって。", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "洪水", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "今日、公園の北側で大洪水が起きてるんだって! 誰もケガしてないといいけど。", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "町はずれで洪水が起きてるんだって! レンジャーが対応してるけど、時間がかかってるよ。今日1日、レンジャーたちはきっと忙しいだろうな……", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "グラステインの目撃情報", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "レンジャーが使う赤いコンテナは知ってる? それがひとり言を言ってたんだ。{location_0_phrase}にあるやつだったな。", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "ささやくコンテナ", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "とても大きなガラスの天使が目撃されたって話らしいよ。場所は{location_0_phrase}だって。", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "ミス・ミミックの目撃情報", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "クナイニャンの目撃情報", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "レンジャー出動中", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "ずっとレンジャーたちはこの話題で持ちきりみたいなんだけど、{location_0_phrase}でなにかが起きてるんだって……", + "RUMOR_PASSIVE_QUEST_KUNEKO": "きっと信じないだろうけど、羽を生やしたネコ娘を見かけたんだよね……場所は、{location_0_phrase}だったよ……", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "ボロボロのレンジャーたち", + "RUMOR_PASSIVE_QUEST_SWARM": "レンジャーたちが最近、ボロボロになって帰ってくるんだよね……{location_0_phrase}で、なにかヤバいことが起きてるみたい。", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "シャツを着てない行商人", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "今日は、シャツを着てないヘンな行商人が島に来てるんだって。おトクに買いものしたかったら、急いだほうがいいよ。彼はいま{location_0_phrase}にいるから!", + "RUMOR_UNOBTAINED_SPECIES": "{species_description}を見たことはある? \\nそれは{species_name}だよ! \\n{habitat_phrase}で見つかるって聞いたな。", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "ユージーン", + "RUMOR_OFFICE1": "ユージーンが町はずれにあるあやしい建物のそばを歩いてるのを見かけたよ。あそこでなにしてるのかな?", + "RUMOR_OFFICE2_TITLE": "ランドキーパー", + "RUMOR_OFFICE2": "オータムヒルの上にあるトムライタウンって町に知りあいがいるんだけど、最近あのへんの事務所っぽい場所に、ランドキーパーたちが大勢集まってるんだって……", + "RUMOR_OFFICE3_1": "このあいだ、オータムヒルの北側の海でボートに乗って魚釣りをしてたんだけど、霧の中でなにを見たと思う……?", + "RUMOR_OFFICE3_TITLE": "ランドキーパー", + "RUMOR_OFFICE3_2": "なにかの事務所だよ! オンボロでつまらない事務所が、海の中から突き出した岩場の上に建ってたんだ!", + "RUMOR_OFFICE3_3": "そのまわりにいた人食い鬼たちには、本当にゾッとしたな……", + "RUMOR_OFFICE4_1": "前にイーストハムの森へ行ったら、5人のランドキーパーたちにやつらの隠れ家へ連れこまれて、生気をうばわれちゃったんだ。", + "RUMOR_OFFICE4_TITLE": "ランドキーパー", + "RUMOR_OFFICE5_TITLE": "ランドキーパー", + "RUMOR_OFFICE4_2": "ほんと、連中に聞かされたリゾートホテルの共同所有権に関するプレゼンがすっごくつまらなくてさ。死にそうだったよ。", + "RUMOR_OFFICE5_1": "この前クイン・ジャガさんと話したんだ。ほら、川の向こう側で農場をやっている女性だよ。", + "RUMOR_OFFICE5_2": "彼女は、ランドキーパーたちが、農場のそばのどこかに事務所をかまえた気がするって言ってた。", + "RUMOR_OFFICE5_3": "なんだか心配にならない? ハーバータウンの食べものは、ほぼあの農場で作られてるんだ。もし、ランドキーパーたちが農場の権利をにぎっちゃったら、どうしよう……", + "RUMOR_ALTAR1_TITLE": "アルター", + "RUMOR_ALTAR1": "そうそう、ヘンな祭壇を見かけたんだよ。サクラノ平原にあったんだ! あれって、なんのためにあるのかな?", + "RUMOR_ALTAR2": "湖で泳いでたら、すごいものを見つけたんだ……島に建てられた2本の柱のあいだに、祭壇みたいな台があったんだよ。", + "RUMOR_ALTAR2_TITLE": "アルター", + "RUMOR_ALTAR3": "トムライチルドレンに入ってる妹の話だと、住んでる町の近くで半分天使、半分悪魔のニンジャみたいなネコ娘を見たんだって。カビたパンを食べたせいで幻を見たのかも!", + "RUMOR_ALTAR3_TITLE": "アルター", + "RUMOR_POSTGAME_MORGANTE": "昨日の夜はまともに眠れなかったよ。ねえ、ハーバータウン駅のほうから、不気味な歌が聞こえなかった?", + "RUMOR_ALTAR4_TITLE": "アルター", + "RUMOR_ALTAR4": "イーストハムの森の奥に、神秘の祭壇があるって話は聞いた? 夜中にそこで悪魔がオカルトな儀式をするんだって。天使だって言う人も、ネコ娘だって言う人もいるよ。", + "RUMOR_POSTGAME_MORGANTE_TITLE": "不気味な歌", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "ケイリー", + "RUMOR_PARTNER_KAYLEIGH": "レンジャーたちが言うのを聞いたんだ。ケイリーは、言ってないけど、例の妙なカルト教団についてくわしいんだって。カルトについて、彼女に聞いてみたほうがいいかもよ。", + "RUMOR_PARTNER_MEREDITH1_2": "桟橋にあるお店にいないときは、公園にいるんじゃないかな。", + "RUMOR_PARTNER_MEREDITH1_TITLE": "メレディス", + "RUMOR_PARTNER_MEREDITH1_1": "メレディスは知ってる? 彼女は、この町の電化製品を修理してくれてるんだ。", + "RUMOR_PARTNER_MEREDITH1_3": "電気に関するものが必要なら、彼女のところに行くといいよ!", + "RUMOR_PARTNER_MEREDITH2_1.m": "ともかく、ウチはメレディス。この刑務所みたいな\\n小島に永遠に閉じこめられるのを、ウチらと\\nいっしょに楽しもうよ。死ぬまで。", + "RUMOR_PARTNER_MEREDITH2_TITLE": "メレディス", + "RUMOR_PARTNER_MEREDITH2_1.f": "ともかく、ウチはメレディス。この刑務所みたいな\\n小島に永遠に閉じこめられるのを、ウチらと\\nいっしょに楽しもうよ。死ぬまで。", + "RUMOR_PARTNER_MEREDITH2_1.n": "ともかく、ウチはメレディス。この刑務所みたいな\\n小島に永遠に閉じこめられるのを、ウチらと\\nいっしょに楽しもうよ。死ぬまで。", + "RUMOR_PARTNER_MEREDITH2_2": "まあ、ウチは外の空気を吸いたかっただけなんだ。\\nそのうち、町にあるウチの店まで会いにきなよ。\\n板張りの道ぞいにある黄色い建物だから。", + "RUMOR_PARTNER_FELIX_TITLE": "アパートの跡地", + "RUMOR_PARTNER_FELIX2": "手伝ってあげたほうがいいのかな?", + "RUMOR_PARTNER_FELIX1": "公園の北西のほうに行くと湖があって、そばにアパートの残骸があるんだけど、そこで男の人がなにかあさってたよ。", + "RUMOR_PARTNER_VIOLA_TITLE": "スーパーヒロイン", + "RUMOR_HOYLAKE1": "ホイレイク教授が、新しい研究助手を探してるって言ってたよ。", + "RUMOR_PARTNER_DOG1": "ねえ、誰か飼いイヌとはぐれた人を知らない?", + "RUMOR_PARTNER_DOG_TITLE": "迷子のイヌ", + "RUMOR_PARTNER_VIOLA": "沼地で突然スライムにおそわれたんだけど、マントみたいな服を着たスーパーヒロインが飛びこんできて、助けてくれたんだ! 作り話じゃなくて、ホントの話だよ!", + "RUMOR_PARTNER_DOG2": "テープレコーダーをつけたイヌが……ポメボムワンじゃなくて、ふつうのイヌなんだけど……ウィラル山のふもと、湖のすみっこあたりで走りまわってたんだよね。", + "RUMOR_PARTNER_DOG3": "あの気の毒な子が無事だといいんだけど……", + "RUMOR_HOYLAKE_TITLE": "助手もとむ", + "RUMOR_HOYLAKE2": "彼はふだん役場にいるんだ。絶対にモンスターと会わないようにしてる人がどうすれば研究できるんだか、全然わからないや。", + "RUMOR_AVEREVOIR_TITLE": "巨大な鳥", + "RUMOR_AVEREVOIR1": "ウィラル山の近くで、巨大な鳥を見たんだよ!", + "RUMOR_GLAISTAIN_TITLE": "廃墟", + "RUMOR_ABILITY_CLIMB4": "そんなことができるかどうか確かめるには、カボチャを記録してみるしかないって結論に達したよ。", + "RUMOR_AVEREVOIR2": "あの鳥、たぶん山の中ほどに開いてるどうくつに住んでるんじゃないかな。", + "RUMOR_ABILITY_SWIM_TITLE": "泳ぐモンスター", + "RUMOR_GLAISTAIN": "最近、サクラノ平原に古びた廃墟が現れたんだってさ。すっごくヘンな話だと思わない?", + "RUMOR_FARM_BRIDGE_TITLE": "農場の橋", + "RUMOR_ABILITY_SWIM": "聞いた話だけど、潜水具をつけたモンスターがいるらしいんだ。そいつを記録すると、泳ぐアビリティが手に入るんだって!", + "RUMOR_ABILITY_CLIMB_TITLE": "壁登り", + "RUMOR_FARM_BRIDGE": "聞いたけど、西にある農場を切り盛りしてるジャガさんたちが、農場の橋に関するトラブルで困ってるんだって……", + "RUMOR_ABILITY_CLIMB1": "なにを考えてるのか、当ててあげるよ!", + "RUMOR_ABILITY_CLIMB2": "「カボチャのツルみたいに壁を登れたら、移動が楽だよね」って思ってるんじゃないかな?", + "RUMOR_ABILITY_CLIMB3": "そのテーマについては、何年もかけて考えたんだ!", + "RUMOR_ABILITY_DASH_TITLE": "炎のダッシュ", + "RUMOR_ABILITY_MAGNETISM_TITLE": "ふしぎなマグネットパワー", + "RUMOR_ABILITY_DASH": "ロケットなみの勢いでダッシュするモンスターがいるらしいよ。記録すれば、同じようにダッシュできるようになるはず!", + "RUMOR_INTERMISSION_TITLE": "三角の男", + "RUMOR_ABILITY_MAGNETISM": "町で聞いたんだけど、電気を放ってる変わったモンスターを記録すると、磁力のパワーを使えるんだって。カッコいいよね。", + "RUMOR_INTERMISSION": "町の真ん中に、頭が三角形のふしぎな男の人が浮かんでるんだ。もう見たかな?", + "BATTLE_ADJECTIVE_CAPTAIN.m": "キャプテン・{name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "キャプテン・{name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "キャプテン・{name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "リーダー・{name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "ともだちの{name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "ともだちの{name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "リーダー・{name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "リーダー・{name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "ともだちの{name}{disambiguator}", + "BATTLE_JOINED.m": "{0}が バトルに くわわった!", + "BATTLE_SWITCH_PLACES.m": "{0}が ばしょを いれかえた!", + "BATTLE_JOINED.n": "{0}が バトルに くわわった!", + "BATTLE_DESTROYED.f": "{0}は ほろびた!", + "BATTLE_SWITCH_PLACES.f": "{0}が ばしょを いれかえた!", + "BATTLE_SWITCH_PLACES.n": "{0}が ばしょを いれかえた!", + "BATTLE_ORB_BROKE": "オーブが くだけた! \\n正体は {fusion_name}だった!", + "ABILITY_swim": "ダイブスイム", + "BATTLE_DESTROYED.m": "{0}は ほろびた!", + "BATTLE_DESTROYED.n": "{0}は ほろびた!", + "ABILITY_climb": "ヴァインボール", + "ABILITY_dash": "バレットダッシュ", + "ABILITY_flight": "サラバフライト", + "ABILITY_magnetism": "エレキマグネット", + "ABILITY_UNLOCKED_swim": "水中を泳げるようになった!\\n使っているあいだはスタミナが減っていく。", + "ABILITY_UNLOCKED_climb": "{control.climb}を押しつづけることで、ツルをつかってカベを登れる!\\n使っているあいだはスタミナが減っていく。", + "ABILITY_UNLOCKED_dash": "{control.dash}を押すことで、短い距離をダッシュできる!\\n使うとスタミナが減る。", + "ABILITY_UNLOCKED_magnetism": "{control.magnetism}を押しつづけることで、磁力に関係するオブジェクトを利用できる!\\n使っているあいだはスタミナが減っていく。", + "ABILITY_UNLOCKED_flight": "グライド中に{control.jump}をもう一度押すと、高く飛び上がれる!\\n使うとスタミナが減る。", + "POST_CREDITS_MESSAGE_1": "コンティニューしたければ、このセーブデータでプレイを\\n続行できます。ニューウィラルのレンジャーたちにはまだ、\\nあなたの助けが必要です……", + "STAT_ADJUST_MENU_TITLE": "{player}の基本ステータス", + "STAT_ADJUST_MENU_REMAINING_POINTS": "残りポイント:{0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "本当にいいですか?\\n割りふっていないポイントがまだ残っています。", + "STAT_ADJUST_MENU_EXPLANATION.m": "{player}の基本ステータスは、この画面で変更できます。\\n基本ステータスの値を変更すると、モンスターのすがたでのステータスもすべて影響を受けます。\\n\\n基本ステータス強化に使える追加のポイントは、レンジャー・ウィルマに交換してもらえます。\\nステータスを下げられる最小値の限界は、キャプテンたちをたおすと下がっていきます。", + "STAT_ADJUST_MENU_EXPLANATION.f": "{player}の基本ステータスは、この画面で変更できます。\\n基本ステータスの値を変更すると、モンスターのすがたでのステータスもすべて影響を受けます。\\n\\n基本ステータス強化に使える追加のポイントは、レンジャー・ウィルマに交換してもらえます。\\nステータスを下げられる最小値の限界は、キャプテンたちをたおすと下がっていきます。", + "STAT_ADJUST_MENU_EXPLANATION.n": "{player}の基本ステータスは、この画面で変更できます。\\n基本ステータスの値を変更すると、モンスターのすがたでのステータスもすべて影響を受けます。\\n\\n基本ステータス強化に使える追加のポイントは、レンジャー・ウィルマに交換してもらえます。\\nステータスを下げられる最小値の限界は、キャプテンたちをたおすと下がっていきます。", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "不明なキャプテン #{n}", + "UI_RANGER_STAMP_CARD_ID": "ID:{0}", + "UI_RANGER_STAMP_CARD_HUMAN": "ホモ・サピエンス", + "UI_RANGER_STAMP_CARD_EARTH": "地球:21世紀", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "肩書き:不明", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "クエストを受けるには、レンジャートレーニングを完了する必要があります。", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "クエストを受けるには、レンジャートレーニングを完了する必要があります。", + "NOTICEBOARD_REQUIREMENT_QUEST": "新クエストと報酬をアンロックするには、「{quest_title}」をクリアする必要があります。", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "クエストを受けるには、レンジャートレーニングを完了する必要があります。", + "NOTICEBOARD_REQUIREMENT_STORY": "新クエストと報酬をアンロックするには、モルガンテの手がかりを追い、ニューウィラル島から出る方法を見つける必要があります。", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "クエストをすべてクリアしました!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name}が、見つけたフュージョン素材を{amount}個わたしてくれた!", + "TUTORIAL_RUMORS_DESCRIPTION2": "ハーバータウンで聞いたウワサは、\\nクエストログに記録される。\\n\\nアイテムを補給するためにハーバータウンへ\\n寄ったときは、新しいウワサがないかどうか、\\nチェックするのを忘れないようにしよう!", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "イアンシーさんに報告して、報酬を受けとってください!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name}が、見つけたフュージョン素材を{amount}個わたしてくれた!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name}が、見つけたフュージョン素材を{amount}個わたしてくれた!", + "TUTORIAL_RUMORS_DESCRIPTION1": "ニューウィラル島は思いのままに探検できる\\n場所だ。次の行き先のヒントがほしいときは、\\nハーバータウンの人たちと話して\\nウワサを聞いてみよう。\\n\\nハーバータウンの人たちは、ウワサ話で\\n情報をやりとりするのが大好きだ!\\nウワサに出てきた場所を調べれば、\\nたいていの場合はクエストを進めるヒントが\\n手に入るほか、時には、新しいモンスターを\\n見つける手がかりがゲットできることもある。", + "TUTORIAL_RUMORS_TITLE": "ウワサ", + "TUTORIAL_ROGUE_FUSIONS1": "このモンスターは、レンジャーたちが\\n「はぐれフュージョン」と呼ぶものだ。\\n地下のどうくつで見つかる箱の中に\\n隠れていることもある。\\n\\nレアアイテムや経験値をかせいだり、\\nレアモンスターを見つけたりしたいなら、\\nはぐれフュージョンとバトルするのは\\nいいアイデアだ。ただし、はぐれフュージョンは\\n同じエリア内にいるほかのモンスターより\\nずっと強くて危険だ。戦うときは気をつけよう!", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "はぐれフュージョン", + "TUTORIAL_ROGUE_FUSIONS2.m": "はぐれフュージョンは、ほかのモンスターの\\n群れにかこまれていることもある。\\nその場合は、先にまわりの群れをたおさなければ\\nはぐれフュージョンとバトルできない。\\n\\nまだバトルの実力に自信がないときや\\n新しいエリアに入ったばかりのときは、\\nはぐれフュージョンにバトルを挑まないで\\nそっとしておくのがベストだ。", + "LOADING_SCREEN_NAG2_FOOTER": "くわしくは、[color=#ab75e8]クエストログ[/color]をチェックしよう。", + "TUTORIAL_ROGUE_FUSIONS2.n": "はぐれフュージョンは、ほかのモンスターの\\n群れにかこまれていることもある。\\nその場合は、先にまわりの群れをたおさなければ\\nはぐれフュージョンとバトルできない。\\n\\nまだバトルの実力に自信がないときや\\n新しいエリアに入ったばかりのときは、\\nはぐれフュージョンにバトルを挑まないで\\nそっとしておくのがベストだ。", + "UI_NEW_GAME_MODES_NOTIFICATION": "カスタムモードがアンロックされた!", + "TUTORIAL_ROGUE_FUSIONS2.f": "はぐれフュージョンは、ほかのモンスターの\\n群れにかこまれていることもある。\\nその場合は、先にまわりの群れをたおさなければ\\nはぐれフュージョンとバトルできない。\\n\\nまだバトルの実力に自信がないときや\\n新しいエリアに入ったばかりのときは、\\nはぐれフュージョンにバトルを挑まないで\\nそっとしておくのがベストだ。", + "LOADING_SCREEN_NAG2_TITLE": "ハーバータウンで聞いたウワサ:", + "UI_NEW_GAME_MODES_TITLE": "カスタムモード", + "UI_NEW_GAME_MODES_VALUE_ON": "ON", + "UI_NEW_GAME_MODES_VALUE_OFF": "OFF", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "テープ修理禁止", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "オンにすると、バトルで負けたときゲームオーバーになる。", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "負けるとゲームオーバー", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "オンにすると、こわれたテープが直せなくなる。使えるテープが\\nなくなるとゲームオーバーになる。", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "オンにすると、バトルで負けたときゲームオーバーになる。", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "オンにすると、バトルで負けたときゲームオーバーになる。", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "モンスターのランダム化", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "オンにすると、各地で出会えるモンスターや、最初に自分と\\nパートナーが使うテープのモンスターがランダムに変化する。", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "タイプのランダム化", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "わざのランダム化", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "オンにすると、モンスターが持っているわざと、テープの\\nアップグレードでゲットできるステッカーがランダムに変化する。", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "オンにすると、モンスターの種族ごとのエレメントタイプが\\nランダムに変化する。使うわざのセットもタイプに合わせて変わる。", + "UI_NEW_GAME_MODES_RANDOM_SEED": "ランダムシード", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "キャラクターやモンスターなどの出現や商人が売るアイテム、\\n生成されるクエストなどのランダム要素を決めるシード値。", + "UI_NEW_GAME_MODES_START_BUTTON": "ゲームをはじめる", + "UI_GAME_OVER": "GAME OVER", + "SIGN_ELECTROSHACK": "ElectroShack", + "SIGN_CLOSED": "CLOSED", + "SIGN_SPACE_ZONE": "SPACE ZONE", + "GAUNTLET_DIFFICULTY_BTN": "難易度を変更", + "GAUNTLET_TITLE": "マギカツギの試練", + "GAUNTLET_RANDOMISE_BTN": "シャッフル", + "GAUNTLET_ENTER_SEED_BTN": "シード値を入力", + "GAUNTLET_CARRIAGE_BTN": "車両を変更", + "GAUNTLET_EXPLANATION_BTN": "せつめい", + "GAUNTLET_DIFFICULTY_CONFIRM": "難易度を変更すると、各車両にランダムで登場する敵の顔ぶれが変更され、車両#1からやり直しになります。現在の難易度での進行状況はセーブされるため、のちほどその地点から再開することもできますが、各車両の内容は変更されている可能性があります。", + "GAUNTLET_ENTER_SEED_CONFIRM": "シード値を変更すると、各車両に登場する敵の顔ぶれが再生成されます。“ストーリーの進行状況”と、“これまでにどんな敵と出会っているか”[i]も[/i]、試練に登場する敵の種類に影響します。現在の難易度での進行状況はセーブされるため、のちほどその地点から再開することもできますが、各車両の内容は変更されている可能性があります。", + "GAUNTLET_RANDOMISE_CONFIRM": "試練をシャッフルすると、各車両にランダムで登場する敵の顔ぶれが変更されます。進行状況は失われませんが、再度車両に入るまで、どの敵が登場するかわからなくなります。シャッフルしてもよろしいですか?", + "GAUNTLET_EXPLANATION_PAGE1": "車両を進めば進むほど、敵は強くなります。カフェでは回復ができるほか、回復アイテムを買ったり、報酬を受け取ったりできます。\\n\\n連勝数が増えるほど、受け取れる報酬が増えます。連勝数は報酬を受け取ったり、試練をやめたりするとリセットされます。", + "GAUNTLET_EXPLANATION_PAGE2": "難易度をあげると、さまざまな効果(ステータス変化)が追加され、カフェの数が少なくなるほか、敵のテープ数が増加したり、テープをたおしたあと本体に与えるスリップダメージが減少したりするなど、敵が強化されます。", + "GAUNTLET_SEED_LABEL": "シード値:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "車両#{number}", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "次の車両:", + "GAUNTLET_CARRIAGE_LABEL": "#{number} - {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name} [color=#b70042]Lv{level}[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "カフェ", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "車両#{number} - {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "コンテナ", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "???", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "中ボス", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "ボス", + "GAUNTLET_DIFFICULTY_LABEL": "難易度", + "GAUNTLET_DIFFICULTY0": "ノーマル", + "GAUNTLET_DIFFICULTY1": "ハード", + "GAUNTLET_DIFFICULTY2": "スーパーハード", + "GAUNTLET_DIFFICULTY3": "ウルトラハード", + "GAUNTLET_DIFFICULTY4": "ブルータル", + "GAUNTLET_DIFFICULTY5": "スーパーウルトラハード", + "GAUNTLET_DIFFICULTY6": "インポッシブル", + "GAUNTLET_RECORDS": "記録", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "最高到達車両数:", + "GAUNTLET_RECORD_LONGEST_STREAK": "最大連勝数:", + "GAUNTLET_MODIFIERS_LABEL": "効果:", + "GAUNTLET_MODIFIERS_NONE": "なし", + "GAUNTLET_STREAK_LABEL": "連勝数:", + "GAUNTLET_REWARDS_LABEL": "報酬:", + "QUEST_GAUNTLET_TITLE": "深夜特急", + "QUEST_GAUNTLET_DESCRIPTION": "マギカツギの試練で50車両を踏破する。", + "QUEST_GAUNTLET_PROGRESS": "{count}車両中、{num}車両を踏破した。", + "BATTLE_TITLE_LTD": "有限会社", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "開発チーム", + "BYTTEN_STUDIO_TOM_NAME": "トム", + "BYTTEN_STUDIO_JAY_NAME": "ジェイ", + "BYTTEN_STUDIO_JOEL_NAME": "ジョエル", + "BYTTEN_STUDIO_LORE_2": "なぜBytten Studioという名前なのか、発音は「ビッテン」なのか「バイテン」なのか、すべては謎に包まれている。おまけにスタジオは実在せず、みんな在宅で仕事をしている。", + "BYTTEN_STUDIO_LORE_1": "Bytten Studioはイギリスのゲーム開発会社で、トム、ジェイ、ジョエルという3人の人間が在籍しているが、実は大天使モルガンテが4人目のメンバーを務めている。モルガンテは3人の心を操って『Cassette Beasts』を開発させている。", + "MOVE_MACHINE_CURSE_CURSE_NAME": "きかいなのろいののろい", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "コード・ア・モルガナ!", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "おおっと!", + "ROGUE_TRAFFIKRAB_NAME": "はぐれマギカツギ", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "An error has occurred and your device needs to restart. It will restart automatically after some data has been collected.\\n\\nError: 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "Reinsert cassette to continue _", + "SHADOW_LENNA_LORE_1": "シャドウ・レナはヒーロー少年ランスの手で殺されるはずだったが、バグにより残酷な運命から解放された。今はレナと一緒に冒険している。", + "SHADOW_LENNA_NAME": "シャドウ・レナ", + "ROGUE_TRAFFIKRAB_SUBTITLE": "復讐のビースト", + "SHADOW_LENNA_SUBTITLE": "もうひとつの物語のアンチヒーロー", + "DELVIN_NAME": "デルヴィン", + "SHADOW_LENNA_LORE_2": "ユング心理学では、影は本人が認めたくない心の部分を意味しており、内なる葛藤を生じさせる。", + "PAIGE_NAME": "ペイジ", + "GAUNTLET_ENCOUNTER_MONSTER": "モンスター", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(バッグ)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(受取前)", + "GAUNTLET_CAFE_SHOP_TITLE": "カフェ・マギカツギ", + "GAUNTLET_EXIT_CONFIRM": "試練をやめますか? 連勝数がリセットされ、受け取っていない報酬も失われますが、次回は最後に到達したカフェから再開できます。", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "反逆のたましい", + "STATUS_CHANNELED_POWER_DESCRIPTION": "パワーちゅうにゅうのステータスを持つキャラクターは大天使の力を行使できる。この状態中はAPを使用せずに大天使の専用わざを使える。", + "STATUS_CHANNELED_POWER_NAME": "パワーちゅうにゅう", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "次は終点", + "MOVE_CHANNELED_POWER_NAME": "パワーちゅうにゅう", + "STATUS_COATING_TYPELESS_NAME": "タイプなしコート", + "MOVE_COATING_TYPELESS_NAME": "タイプなしコート", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "精神ダメージ", + "MOVE_BEAST_EX_CALIBUR_NAME": "ビースト・エクスカリバー", + "DOG_SUBTITLE": "人間の一番の友", + "EUGENE_SUBTITLE": "ハーバータウンの守護者", + "FELIX_SUBTITLE": "アイデアを探す者", + "KAYLEIGH_SUBTITLE": "隣のレンジャー", + "MEREDITH_SUBTITLE": "皮肉な電気工", + "VIOLA_SUBTITLE": "綾織りのレディ", + "CLEMENCE_SUBTITLE": "卓越したバリスタ", + "DORIAN_SUBTITLE": "カルトのリーダー", + "FRANKIE_SUBTITLE": "多作の二次創作家", + "HOYLAKE_SUBTITLE": "データアナリスト", + "JACQUELINE_SUBTITLE": "コミューンのリーダー", + "KIRBY_SUBTITLE": "ホイレイクの助手", + "TRAVELING_MERCHANT_SUBTITLE": "シャツを着ないローニン", + "PENSBY_SUBTITLE": "町医者", + "SUNNY_SUBTITLE": "療養中の資本主義者", + "VIN_SUBTITLE": "トムライタウンの復讐者", + "RANGER_TRADER_OPTION_STICKER_FUSION": "ステッカーをフュージョンしたい。", + "STICKER_FUSION_BASE_STICKER": "ベースにするステッカー", + "STICKER_FUSION_TITLE": "ステッカーのフュージョン", + "STICKER_FUSION_FUSION_RESULT": "フュージョン結果", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "特性をはがすステッカー", + "STICKER_FUSION_SLOT_EMPTY": "空き", + "STICKER_FUSION_SELECT_STICKER": "ステッカーを選択", + "STICKER_FUSION_NO_RESULT": "結果なし", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "選択されている特性の数が多すぎます。", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "同じ特性が複数個選択されています。", + "STICKER_FUSION_FUSE_BUTTON": "実行", + "UPDATE_POPUP_GAUNTLET_1": "試練の列車が利用可能になりました。ひとりで、もしくはフレンドと協力して、試練に挑戦しましょう。試練はメインストーリーをクリアするとプレイできるようになります。", + "UPDATE_POPUP_GAUNTLET_TITLE": "v1.7 試練アップデート", + "DLC_POPUP_FASHION_1": "ファッションパックをご購入いただき、ありがとうございます! 見た目を決めるときに次のオプションが選べるようになりました:\\n\\n-やきゅうぼう\\n-ハンチング\\n-ツインテール\\n-ボウ&バング\\n-フォクシー\\n-風びゅうびゅう", + "DLC_POPUP_FASHION_TITLE": "ファッションパックDLC", + "DLC_POPUP_FASHION_2": "-スパイク&ゴーグル\\n-モホーク\\n-フラワー&フリンジ\\n-ベレー\\n-まるメガネ\\n-トレンチ\\n-チビT\\n-トールブーツ", + "UPDATE_POPUP_SUNNY_1": "v1.8 「サニー」アップデートでは以下の要素が追加されます。\\n\\n-ニューウィラルのあちこちにいる特定のモンスターを記録することで、見た目を決めるときに「ウィング」のオプションが追加されます。\\n-メインストーリークリア後、新ストーリークエスト「人は人」をプレイできるようになります。このクエストには新モンスター、新パートナーが登場します。", + "UPDATE_POPUP_SUNNY_TITLE": "v1.8 「サニー」アップデート", + "DLC_POPUP_WINGS_TITLE": "ウィングパックDLC", + "DLC_POPUP_WINGS_1": "ウィングパックをご購入いただき、ありがとうございます! チュートリアルをクリア後、見た目を決めるときに次のオプションが選べるようになりました:\\n\\n-ジェットパック #1\\n-ジェットパック #2\\n-ブースター\\n-ダ・ヴィンチ", + "DLC_POPUP_WINGS_2": "-フェアリー\\n-デビル\\n-グライダー\\n-ケープ", + "QUEST_SUNNY2_TITLE": "人は人", + "QUEST_SUNNY2_DESCRIPTION_1": "ウィラル山でサニーに会おう。", + "QUEST_SUNNY2_DESCRIPTION_2": "サニーとランドキーパー本部に行こう。", + "QUEST_SUNNY2_DESCRIPTION_3": "サニーとランドキーパーのアジトに行こう。", + "ITEM_KEY_LANDKEEPER2_NAME": "ランドキーパーのカードキー", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "ランドキーパーの事務所にひっきりなしに侵入者が来るせいで、電子セキュリティがアップグレードされたらしい。", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "ランドキーパーの新しいアジト", + "REGION_NAME_LANDKEEPER_HIDEOUT": "ランドキーパーの新しいアジト", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "{location_0_phrase}で巨大な真鍮の牛を見た気がする……", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "ミノスチームの目撃情報", + "about": "Appについて", + "donation": "寄付", + "patreon": "Patreon", + "noItems": "No Items", + "privacyPolicy": "プライバシーポリシー", + "termsAndConditions": "利用規約", + "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", + "patrons": "パトロン", + "habitat": "Habitat", + "useGifs": "GIF を使用", + "alphabetical": "アルファベット順", + "bestiaryId": "ベストイアリ ID", + "static": "静的", + "gifNum": "GIF {0}", + "additionalStats": "追加統計", + "viewOn": "{0} で表示", + "initial": "初期", + "unavoidable": "回避不可", + "cost": "コスト", + "canBeCopied": "コピー可能", + "characters": "キャラクター", + "partnerMonster": "パートナー モンスター", + "portraitNum": "ポートレート {0}", + "tags": "タグ", + "overworld": "オーバーワールド", + "percentTitle": "パーセント", + "backup": "バックアップ", + "hashCode": "CC5BBDDD7333AAD83389052E635DE59C" + } + }, + "ko_KR": { + "id": 8, + "locale": "ko_KR", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "글리치 효과", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v{content_version} (제작: {content_author})", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "비활성화", + "UI_SETTINGS_AUDIO_TRANSFORM": "변신 특수 효과", + "DLC_00_COSPLAY_NAME": "코스프레 팩", + "MOVE_DESCRIPTION_FINAL_BREATH": "자신의 HP가 80%보다 높은 상태에서 HP를 0으로 감소시키는 공격을 받으면 HP를 1 남기고 생존한다.", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "음악 보컬", + "MOVE_TRAP_JAW_NAME": "덫 아가리", + "MOVE_GEMSTONE_WALL_NAME": "보석 방벽", + "MOVE_DESCRIPTION_DEEP_FREEZE": "상대의 카세트 플레이어를 꽁꽁 얼려 테이프 걸림 상태를 부여한다.", + "MOVE_MAGIC_TOME_NAME": "마법서", + "MOVE_NAME_TRIPWIRE": "인계철선", + "DLC_01_PIER_NAME": "미지의 부두", + "MOVE_DESCRIPTION_TRAP_JAW": "깨물기 후 자동으로 사용된다. 대상에게 회피 무효화 상태를 부여한다.", + "MOVE_DEEP_FREEZE_NAME": "급속 냉동", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "회피 무효화 상태가 된 캐릭터는 회피 능력치가 1%로 감소한다.", + "MOVE_NAME_WEB_WRAP": "그물 감싸기", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v{content_version}", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ {content_name} DLC", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "교체 차단", + "MOVE_NAME_TREASURE_DIG": "보물찾기", + "MOVE_NAME_STICKY_SPRAY": "끈끈이 스프레이", + "CONFIRM_LOAD_MODS_QUIT": "종료", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "모드를 불러오지 않고 계속하기", + "STATUS_TAPE_JAM_NAME": "테이프 걸림", + "STATUS_TAPE_JAM_DESCRIPTION": "테이프 걸림 상태가 된 캐릭터는 테이프 걸림이 제거되거나 현재 테이프가 망가지기 전까지 다른 테이프로 교체할 수 없다.", + "CONFIRM_LOAD_MODS3": "모드를 선택하여 사용하는 것과 관련된 책임은 모두 사용자에게 있습니다.", + "LOOT_HEADING_TREASURE": "보물", + "MOVE_COLD_FUSION_NAME": "저온 융합", + "TITLE_SCREEN_DLC_BTN_NX": "닌텐도 e숍", + "MOVE_FINAL_BREATH_NAME": "최후의 숨결", + "NOTIFICATION_GENERIC": "알림", + "CONFIRM_LOAD_MODS2": "악성 모드는 귀하의 파일 시스템에 접근하여 컴퓨터 내에서 임의의 명령을 실행시킬 수도 있다는 점에 유의하세요.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "이 저장 파일은 현재 모드 세트에서 저장되지 않았습니다. 이대로 불러오면, 향후 아무 모드나 제거하는 경우 저장 파일을 이용하지 못할 수도 있습니다.", + "UI_SETTINGS_COLOR_BLIND": "색각이상 모드", + "TITLE_SCREEN_DLC_BTN": "상점에서 DLC 확인", + "CONFIRM_LOAD_MODS4": "정말 이 모드를 불러올까요?", + "UI_PARTY_EDIT_MOVES": "스티커 편집", + "TITLE_SCREEN_UGC_BTN": "Steam 창작마당", + "DLC_02_FASHION_NAME": "패션 팩", + "MOVE_DESCRIPTION_TRIPWIRE": "상대가 근접 공격을 사용할 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다. 확률은 해당 기술의 기본 AP 소모량이 높을수록 감소한다.", + "DLC_03_WINGS_NAME": "날개 팩", + "MOVE_DESCRIPTION_TREASURE_DIG": "무작위 아이템 1개를 파낸다. 전투에서 승리한 쪽이 아이템을 갖는다.", + "MOVE_TREASURE_DIG_TOAST": "획득!", + "MOVE_DESCRIPTION_COLD_FUSION": "아군 또는 상대가 융합 시 발동한다. 융합의 HP를 최대 HP의 20%만큼 감소시키고 융합에 움찔 상태를 부여한다.", + "UI_PARTY_VIEW_MOVES": "스티커 보기", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "계속하기", + "MOVE_DESCRIPTION_MAGIC_TOME": "대상 하나를 공격한다. 대상의 원거리 방어를 감소시킨다.", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "활성화", + "UI_SAVE_REQUIRE_DLC": "해당 저장 파일은 현재 설치되어 있지 않은 DLC 또는 모드로 생성되어 불러올 수 없습니다.", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "방벽이 받는 공격을 일정 횟수 흡수해준다. 타입 상성상 우위인 공격은 즉시 방벽을 파괴한다. 일반적인 방벽 효과에 더해, 적용 대상이 매 턴 추가 AP를 1 획득한다.", + "STATUS_GEMSTONE_WALL_NAME": "보석 방벽", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "HP의 20%를 희생하여 최대 3턴 동안 최대 3번의 공격을 흡수하는 장벽을 생성한다. 이 장벽은 추가로 적용 대상에게 매 턴 추가 AP를 1 부여한다.", + "CONFIRM_LOAD_MODS1": "모드 {num_mods}개가 확인되었습니다.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "정말 이 파일을 불러올까요?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "회피 무효화", + "UI_PARTY_MOVE_STICKER": "스티커 이동", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "나는 번개의 어떤 면모를 갖고 있을까?", + "DIVEBERG_NAME_PREFIX": "다이빙", + "PINBOLT_NAME_SUFFIX": "볼트", + "DIVEBERG_DESCRIPTION": "잠수 헬멧을 쓴 빙산 생명체", + "DIVEBERG_LORE_2": "지구상에서 기록된 가장 낮은 자연 기온은 섭씨 영하 89.2도로, 1983년 남극에서 기록되었다.", + "PINBOLT_LORE_2": "현대적인 핀볼 기계는 1940년에 처음 발명되었지만, 그 기원은 나무 판 위에서 하는 바가텔이라는 게임까지 거슬러 올라간다. 또한 파칭코와 같은 역사 및 발전 과정을 공유하고 있다.", + "AURICLAW_LORE_1": "철발톱이 성체가 되기 위해서는 연금술적인 탈피 단계를 겪어야만 하며, 그 과정에서 신체의 철판과 장식이 황금 성분의 합금으로 변한다. 금발톱은 이들 종족의 방대한 영토를 최전방에서 지키는 방어병 역할을 한다.", + "AURICLAW_NAME_PREFIX": "금", + "AURICLAW_NAME_SUFFIX": "발톱", + "AURICLAW_LORE_2": "데스 마스크는 종종 유명인과 지도자를 본떠 만들어졌다. 현대 역사상 가장 유명한 데스 마스크는 약 기원전 1323년에 제작된 투탕카멘의 가면이다.", + "TRAPWURM_NAME": "찰코룡", + "TRAPWURM_NAME_PREFIX": "찰코", + "ADEPTILE_LORE_2": "고대로부터 이어져 온 연금술 교리 중 하나는 바로 만물이 흙, 불, 물, 공기라는 네 가지 기본 원소로 이루어졌다는 것이다.", + "PINBOLT_DESCRIPTION": "구체 머리가 둥둥 떠다니는 스프링 모양의 생명체", + "DIVEBERG_LORE_1": "영하 기온에 오래 노출된 잠수개는 \\\"다이빙산\\\" 형태로 변해 환경에 적응한다. 험준하고 눈으로 뒤덮인 지형을 더 쉽게 이동할 수 있도록 이족 보행 골격을 취한 것으로 추정된다.", + "PICKSIE_LORE_2": "드워프는 독일 신화에 등장하는 생명체로, 종종 키가 작고 인간과 유사한 존재로 묘사된다. 흔히 광산, 대장간, 동굴과 연관 지어지곤 한다.", + "PICKSIE_SUBTITLE": "보물 고블린", + "OVERWORLD_SPIDERCAVE_FELIX": "커다란 거미줄을 보는 건 이게 처음인 것 같아. 전에도 봤다면 분명 기억할 텐데.", + "OVERWORLD_SPIDERCAVE_EUGENE": "커다란 거미줄이라고? [pause]그렇다면 거미도 크겠지. 싸워보고 싶어 몸이 근질근질한걸.", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "놀라운 속도", + "DIVEBERG_NAME": "다이빙산", + "ADEPTILE_DESCRIPTION": "학사복을 입은 파충류", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "벼락 같은 힘", + "ADEPTILE_NAME_PREFIX": "마도", + "TRAPWURM_LORE_2": "린트부름은 유럽의 민간 전승에 등장하는 생명체로, 용과 매우 유사하다. 종종 등에 물고기 같은 지느러미가 달려 있고 거대한 뱀처럼 생긴 짐승으로 묘사된다.", + "PICKSIE_NAME_PREFIX": "곡", + "PICKSIE_NAME_SUFFIX": "블린", + "PICKSIE_LORE_1": "곡블린은 열정적인 광부들로, 일생 중 오랜 시간을 보석이나 보물을 찾아 동굴 및 무덤을 발굴하며 보낸다. 종종 발굴한 보물로 스스로를 치장하거나 발견한 갑옷 또는 무기를 장비하기도 한다.", + "PICKSIE_DESCRIPTION": "곡괭이를 들고 가면을 쓴 고블린", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]저 이상한 그물은 뭐지...?[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "이런, 우리 때문에 놀란 건가? 땅속으로 도망친 것 같아. 다음에 저 녀석과 마주치면 눈에 띄지 않게 접근해야겠어.", + "ADEPTILE_NAME": "마도롱뇽", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "겁 많은 고블린", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "방금 {location_0_phrase} 근무하는 내 순찰대원 친구가 이상한 생물을 봤다고 했어. 겁 많고 작은 고블린이라던데.", + "RUMOR_SPIDER_CAVE_3": "이상하지 않아? 우린 늪지대에 광산을 판 적이 없는데 말이야.", + "WYRMAW_NAME": "미르아귀", + "TRAPWURM_DESCRIPTION": "커다란 입과 다리가 달린 뱀", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]그 괴물이 우릴 보고 도망쳤어... 다시 만나면 들키지 않고 몰래 다가가 볼까...?[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "폐광", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]그 괴물이 우릴 보고 도망쳤어... 다시 만나면 들키지 않고 몰래 다가가 볼까...?[/wave]", + "WYRMAW_NAME_SUFFIX": "아귀", + "ADEPTILE_LORE_1": "비전의 지식을 추구하기 위해 모든 것을 바친 마도롱뇽은 머리가 신체의 대부분을 차지하며, 몸통이 없는 것을 숨기기 위해 긴 학사복을 입는다.", + "FERRICLAW_LORE_2": "데스 마스크는 죽은 사람의 얼굴을 본뜬 모형이다. 그 제작 방식과 재질은 매우 다양하며, 인류 역사상 수많은 문화권과 시대에 걸쳐 등장했다.", + "FERRICLAW_NAME": "철발톱", + "FERRICLAW_NAME_PREFIX": "철", + "PINBOLT_NAME": "핀볼트", + "RUMOR_SPIDER_CAVE_2": "그런데 늪지대를 산책하다가 무너진 폐광 입구를 찾았다고 하더라고.", + "RUMOR_SPIDER_CAVE_1": "에드워드 알지? 에드워드는 파이퍼강 건너편 기슭에서 아내랑 같이 농장을 경영해...", + "FERRICLAW_DESCRIPTION": "녹슨 가면을 쓴 거미", + "TRAPWURM_LORE_1": "찰코룡은 흙과 진흙 밑에 숨은 채 먹잇감이 머리 위로 지나가기를 기다리며 며칠이고 숨을 참을 수 있다. 찰코룡의 턱 힘은 매우 강력하기 때문에 한 번 다문 입을 강제로 벌리는 것은 불가능에 가깝다.", + "TRAPWURM_NAME_SUFFIX": "룡", + "FERRICLAW_NAME_SUFFIX": "발톱", + "FERRICLAW_LORE_1": "철발톱은 지하 깊숙이 자리한 동굴에 서식하기 때문에 뉴위럴에서 발견된 지 얼마 되지 않았다. 고대 문명의 무덤에서 파낸 데스 마스크로 치장하곤 한다.", + "HARBOURTOWN_BOOK_6": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...비전의 기술을 탐구하는 이 파충류는 공부할 마법서만 주어진다면 잠재력을 최대로 발휘할 수 있다.\\\"", + "PICKSIE_NAME": "곡블린", + "DIVEBERG_NAME_SUFFIX": "빙산", + "PICKSIE_ENCOUNTER_EUGENE_1": "이런, 도망쳐 버렸잖아! 다음에 다시 마주치면, 또 우릴 보고 도망치지 않게 몰래 뒤에서 접근해 보자.", + "PICKSIE_ENCOUNTER_MEREDITH_1": "방금 땅을 파고 들어갔지? 다음에 어디서 또 보면 눈에 띄지 않게 다가가 보는 게 좋겠어.", + "WYRMAW_LORE_1": "지하에 매복하기에는 몸집이 너무 커진 미르아귀는 깃발을 손짓하듯 흔들거나 목걸이에 달린 종을 기분 좋게 딸랑거려서 먹잇감을 유인해야만 한다.", + "WYRMAW_LORE_2": "린트부름은 다양한 유럽 설화에 등장하며, 그중 하나가 바로 \\\"램튼 웜\\\"의 전설이다. 린트부름과 유사한 생물인 램튼 웜은 웨어강에 서식하며 그 근방의 주민들을 공포로 몰아넣었다고 전해진다.", + "WYRMAW_DESCRIPTION": "머리에 깃발이 달린 커다란 뱀", + "WYRMAW_NAME_PREFIX": "미르", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "곡괭이로 흙을 파면서 무언가를 찾고 있었는데, 다가가자마자 도망쳤다지 뭐야...", + "PINBOLT_NAME_PREFIX": "핀", + "PICKSIE_ENCOUNTER_VIOLA_1": "저 정령이 우리 때문에 깜짝 놀란 모양이구려. 여행 중에 그 정령과 다시 마주치면 눈에 띄지 않게 다가가는 것이 현명할지도 모르겠소.", + "PICKSIE_ENCOUNTER_FELIX_1": "방금... 땅속으로 파고 들어간 건가? 사람을 보면 겁을 먹는 걸지도 몰라. 다음에 또 보면 보이지 않게 다가가 보자.", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "이건... 거미줄인가? 그런데 [wave amp=30 freq=10]조금 큰 것[/wave] 같지 않아?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "이 거미줄 [shake rate=30 level=10]크기[/shake] 좀 봐! [pause]아니. [pause]싫어. [pause]어서 여길 뜨자.", + "OVERWORLD_SPIDERCAVE_VIOLA": "이곳에서는 거미가 이렇게... 거대한 거미줄을 잣는 것이 흔한 일이오?", + "AURICLAW_NAME": "금발톱", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]그 괴물이 우릴 보고 도망쳤어... 다시 만나면 들키지 않고 몰래 다가가 볼까...?[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "멍...?", + "PINBOLT_LORE_1": "핀볼트의 금속 머리는 몸통에 달린 한 쌍의 \\\"발갈퀴\\\"에서 생성되는 자기장으로 인해 몸통 위에 떠 있다. 핀볼트는 그 자기장을 사용해 하나밖에 없는 손에서 에너지 화살을 쏘아 보낼 수 있다.", + "AURICLAW_DESCRIPTION": "황금 가면을 쓴 거미", + "ADEPTILE_NAME_SUFFIX": "롱뇽", + "GAME_OVER_EUGENE1.m": "...일어났다! 자, {player}. 어서 가자.", + "GAME_OVER_KAYLEIGH1": "괜찮아? 많이 걱정했어!", + "GAME_OVER_FIRST_PENSBY4": "자원을 가져오면 약품으로 교환해줄게. [pause]그래머폰 카페에 있는 클레멘스한테서도 교환할 수 있어.", + "LEVEL_WARNING_viola.v2": "이곳에 발을 들이자니 사뭇 염려가 크구려. 아무래도 우리가 위험한 곳으로 흘러 들어온 듯하오.", + "TUTORIAL1_PART1_KAYLEIGH4": "심부름을 해야 하는데, 나 혼자서는 힘들 것 같아. 좀 도와줄래?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "지난번에 같이 싸웠을 때 꽤 잘 싸우더라!", + "TUTORIAL1_PART1_KAYLEIGH3.n": "지난번에 같이 싸웠을 때 꽤 잘 싸우더라!", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "\\\"심부름\\\"?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "물론이지!", + "TUTORIAL1_PART2_KAYLEIGH9": "전투 중에 한 형태의 HP가 전부 바닥나면, 그 테이프는 고장 나서 수리해야만 해.", + "TUTORIAL1_PART2_KAYLEIGH8": "초록색 막대는 몬스터 형태의 HP를 나타내고, 빨간색 막대는 네 HP야.", + "TUTORIAL1_PART2_KAYLEIGH10": "게다가 테이프를 망가뜨린 공격에서 남은 피해는 네 HP, 그러니까 빨간 막대에 적용되지.", + "TUTORIAL1_PART2_KAYLEIGH11.f": "우리 둘 다 HP를 모두 잃으면 항구촌으로 후퇴해야 해.", + "INTRO_KAYLEIGH14": "어때?[pause] 꽤 멋진 곳이지?", + "CLEMENCE_NAME": "클레멘스", + "INTRO_KAYLEIGH21_OPTION2": "몸이 안 좋아...", + "INTRO_PENSBY24": "심각한 문제는 아닐 거야. 처음 변신할 때는 정신적으로 큰 충격을 받거든.", + "INTRO_KAYLEIGH23": "큰일 난 줄 알았어, {player}!", + "TUTORIAL2_PART1_KAYLEIGH2.n": "이 모닥불이 있으면 그곳에서 야영해도 안전하다는 뜻이야.", + "TUTORIAL2_PART2_KAYLEIGH2": "이쪽으로 유인할 방법이 있을 텐데...", + "TUTORIAL2_PART2_KAYLEIGH1": "저 몬스터 보여?", + "TUTORIAL2_PART3_KAYLEIGH1": "자, 이걸 받아!", + "TUTORIAL2_PART3_KAYLEIGH2": "뉴위럴의 몬스터는...", + "TUTORIAL2_PART3_KAYLEIGH3": "약해졌을 때 그 정수를... [pause]음...[pause] 카세트 테이프에 기록할 수 있어.", + "GAME_OVER_FIRST_PENSBY3.n": "뉴위럴을 돌아다닐 거면 출발하기 전에 치유 물품을 챙겨놓는 게 좋아.", + "GAME_OVER_FIRST_PENSBY3.f": "뉴위럴을 돌아다닐 거면 출발하기 전에 치유 물품을 챙겨놓는 게 좋아.", + "INTRO_KAYLEIGH37": "같이 가고 싶으면 마을 문 앞에서 보자! 우리가 마을에 들어올 때 건넌 다리 바로 옆에 있어.", + "INTRO_KAYLEIGH40": "그리고 네게 줄 옷을 몇 벌 가져왔어. 네 시대 기준으로는 조금... 구식일지도 모르겠지만, 우리한테 있는 건 그게 전부야!", + "INTRO_KAYLEIGH39.m": "새로운 사람이 왔다는 소문이 이미 마을에 파다할 거야.", + "INTRO_KAYLEIGH39.f": "새로운 사람이 왔다는 소문이 이미 마을에 파다할 거야.", + "INTRO_KAYLEIGH39.n": "새로운 사람이 왔다는 소문이 이미 마을에 파다할 거야.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "내 귀여운 남자친구랑 멋진 야외에서 시간을 보내다니...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "내 귀여운 연인이랑 멋진 야외에서 시간을 보내다니...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "그렇게 나쁘지는 않네. 안 그래?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "어렸을 때는 캠핑을 자주 다녔어. 아일랜드에는 캠핑하기 좋은 곳이 널려있거든!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "아빠랑 둘이 차를 타고 시골에 가서 별 구경을 하곤 했지.", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "너랑 야영을 하고 있으니 그때의 추억이 새록새록 떠오르네.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "이상하게 들릴지도 모르겠어. [pause]하지만...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "내가 애도촌에 살았을 때, 도리안은 마을을 위해 거창한 계획들을 제안했어...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "거기에 참여하니 정말 신나더라고. [pause]수많은 일들이 벌어지는 와중에 그 일부가 될 수 있다고 생각하니 기분이 좋았어.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "그냥 신났던 거지. [pause]그 두 감정은 헷갈리기 쉽고.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "당시에는 그게 행복이라고 생각했던 것 같아. [pause]하지만... [pause]지금 생각해보면 그 감정은 행복이 아니었어.", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "연애하면 이렇게 커피를 자주 마시게 될지 누가 알았겠어?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "그냥 재밌는 것과 뭔가 성취감을 느끼는 건 다른 것 같아.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "사실... [pause]\\\"카세트 테이프 몬스터 변신\\\"의 원리가 궁금하기는 해.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "겉보기에는 전혀 말이 안 되잖아. [pause]이건 그냥 평범한 카세트 플레이어라고.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "글쎄, 내 태도가 잘못되었을지도. [pause]한계에 너무 집중하면 안 되는 걸지도 몰라.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "플라스틱으로 만든 카세트 플레이어.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "불가능한 일도 일어날 수 있다는 걸 받아들임으로써, [pause]그걸 가능하게 만드는 거지. [pause]내 말 이해돼?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "항구촌에서 태어난 주민들의 삶은 어떨지 궁금해.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "그 사람들한테는 이곳이 세상의 전부잖아.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "그런데... 우리 같은 사람들은 계속 다양한 사람과 장소로 가득한 드넓은 세계에 대해 얘기하고.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "아마 우리가 무슨 말을 하는지 이해하기 힘들 거야!", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "이 마을은 전혀 다른 두 부류의 사람들로 이루어진 것 같아.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "반면에, [pause]그 사람들은 항상 몬스터에 둘러싸여 있는 데 더 익숙하겠지.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "응?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"시간의 화살은 앞으로만 날아간단다, 케일리.\\\"", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "무슨 화살...?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "아, 내 아버지가 항상 하시던 말씀이야.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "시간은 돌이킬 수 없다는 뜻인 것 같아. 시계를 거꾸로 돌려 실수를 바로잡을 수는 없으니, 과거에 너무 연연하면 안 된다는 거지.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "아무리 그러고 싶다고 해도 말이야...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "그러니까 이번에는 어떤 모험을 할지나 생각해보자고! 시간의 화살은 앞으로만 날아가니까 말이야, {player}!", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]그래서...[/wave] [pause]너랑 메러디스, [pause]그렇게 됐다며?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "하지만 친구로서 조언 하나만 할게. [pause]메러디스한테는 이 섬에 너랑 키스한 사람이 자기 말고도 더 있다는 걸 [wave amp=30 freq=10]말하지 않는 게 좋을 거야[/wave].", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "들었어...?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "우리가 [wave amp=30 freq=10]키스[/wave]한 것 때문에 내가 우리 관계를 오해했던 모양이야.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "우리 사이가 어색해지지는 않으면 좋겠어...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "괜찮아, {player}! 네가 뭘 약속한 것도 아니고. 같이 알콩달콩한 순간을 한두 번 보낸 것뿐이잖아. [pause]그래, 그것뿐이지.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "괜찮아, {player}! 네가 뭘 약속한 것도 아니고. 같이 알콩달콩한 순간을 한두 번 보낸 것뿐이잖아. [pause]그래, 그것뿐이지.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "괜찮아, {player}! 네가 뭘 약속한 것도 아니고. 같이 알콩달콩한 순간을 한두 번 보낸 것뿐이잖아. [pause]그래, 그것뿐이지.", + "HARBOURTOWN_NPC_9_DIALOGUE2": "꽤 오래 전부터 순찰대가 북쪽의 버려진 백화점에서 옷을 가져다 주고 있어. [pause]나는 그냥 그 옷을 세탁하고 수선할 뿐이지.", + "HARBOURTOWN_NPC_10_DIALOGUE1": "이안테는 내 우상이야. [pause]이 섬에서 처음 카세트 플레이어로 몬스터를 기록한 게 이안테라는 것 알고 있었어?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "나는 순찰대장 중에서 이안테가 제일 좋아. [pause]물론 다른 대장들도 멋지지만.", + "HARBOURTOWN_NPC_10_DIALOGUE3": "순찰대장 중에 로봇이 있다는 얘기도 있던데... [pause]말도 안 되는 소리지.", + "HARBOURTOWN_NPC_10_DIALOGUE4": "시빌은 순찰대원 중에 패션 감각이 [wave amp=30 freq=10]제일[/wave] 좋아.", + "HARBOURTOWN_NPC_12_DIALOGUE8": "항구촌과 파이퍼 농장을 잇는 다리가 다시 내려진 모양이야. 다들 [wave amp=30 freq=10]무척[/wave] 기뻐하겠네. [pause]뭐, [pause]다 먹고 살자고 하는 일이잖아.", + "HARBOURTOWN_NPC_11_DIALOGUE1": "이 마을 사람들은 \\\"몬스터\\\"니 \\\"카세트 테이프\\\"니 어찌나 주절거리는지, [pause]누가 보면 다들 즐거운 나날을 보내고 있는 줄 알겠어.", + "HARBOURTOWN_NPC_10_DIALOGUE5": "나도 언젠가 순찰대장이 될 수 있을까? [pause]에이, 그럴 리 없지.", + "HARBOURTOWN_NPC_11_DIALOGUE2": "하지만 [shake rate=30 level=10]나는 아니야[/shake]! [pause][pause]난 이 몬스터니 뭐니 하는 게 전부 이상하고 불편하다고!", + "HARBOURTOWN_NPC_12_DIALOGUE1": "난 뭐가 그리운지 알아? [pause]스포츠야. [pause]항구촌에 축구 팀 하나 만들면 안 되나?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "좀 더 [wave amp=30 freq=10]평범한[/wave] 곳에 조난될 수는 없었던 걸까?", + "HARBOURTOWN_NPC_27_DIALOGUE1": "얼마 전에 이상한 사람이 와서는 나한테 집을 팔려고 했어. 그런데 집을 어떻게 사겠어? 이 섬에 [wave amp=30 freq=10]돈[/wave] 같은 건 없는데 말이야!", + "HARBOURTOWN_NPC_12_DIALOGUE3": "최근 들어 이 주변에 이상한 녀석들이 돌아다니더라고. 피부는 창백하고, 혼잣말로 웅얼웅얼하던데. 이곳에는 별의별 녀석들이 다 있지만, 그걸 감안해도 이상해.", + "HARBOURTOWN_NPC_12_DIALOGUE4": "공원에서 망토를 두른 괴짜들 본 적 있어? 지들이 [wave amp=30 freq=10]유랑 극단[/wave]이야, 뭐야?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "항구촌과 동쪽에 있는 다른 마을이 화해한 모양이더라고. 무슨 일이 있었던 걸까?", + "HARBOURTOWN_NPC_12_DIALOGUE7": "요즘 그 검은 양복 입고 창백한 기분 나쁜 녀석들이 안 보이더라고. 어떻게 된 걸까?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "마을 사람들은 버려진 백화점이 [wave amp=30 freq=10]귀신에 씌었다[/wave]고 생각해. 난 몬스터는 그렇다 쳐도, 귀신 같은 건 안 믿어!", + "LEVEL_WARNING_kayleigh.v2.m": "여긴 좀 위험한 것 같아. 더 강해지면 돌아오자!", + "GAME_OVER_PENSBY2": "무리하지 마, {player}. 내가 열심히 치료해줬는데 그걸 헛수고로 만들면 안 되지.", + "LEVEL_WARNING_kayleigh.v3": "이곳 몬스터는 우리보다 강한 것 같은데...", + "LEVEL_WARNING_kayleigh.v2.n": "여긴 좀 위험한 것 같아. 더 강해지면 돌아오자!", + "INTRO_PENSBY27.m": "케일리, 아직 말 안 해줬니...?", + "INTRO_PENSBY27.f": "케일리, 아직 말 안 해줬니...?", + "INTRO_KAYLEIGH28": "미안해, 더 일찍 알려줬어야 했는데...", + "INTRO_PENSBY27.n": "케일리, 아직 말 안 해줬니...?", + "INTRO_KAYLEIGH29": "갑자기 이런 소리를 들으면 혼란스럽겠지만, 여긴 뉴위럴이라는 섬이야.", + "INTRO_PENSBY44": "받아들이기 힘들겠지만, 우리 모두 한 번씩 겪었던 일이란다.", + "TUTORIAL1_PART1_KAYLEIGH2": "...", + "INTRO_MONOLOGUE45": "우선 제대로 된 옷을 입는 게 좋겠어...", + "TUTORIAL1_PART1_KAYLEIGH3.m": "지난번에 같이 싸웠을 때 꽤 잘 싸우더라!", + "TUTORIAL1_PART1_KAYLEIGH1": "안녕, {player}. [pause]몸은 좀 괜찮아졌어?", + "CLEMENCE_ARRIVAL1": "난 떨어졌어. [pause]바다에 빠져서... [pause]여기 떠밀려 왔지.[pause] 한 10년 전의 일이야. 뭐, 그런 거지.", + "CLEMENCE_CAFE4": "그래서 내가 말했지. \\\"그만, 뚝!\\\" 그리고는 그 음반을 재생할 수 있게 그래머폰을 고쳤어. 이제 내 카페는 스타일리시할 뿐만 아니라 음악도 흐르는 곳이 되었지. 그렇게 모두가 행복해졌답니다. 끝.", + "INTRO_KAYLEIGH25": "어쨌든, 마침 항구촌에 남는 집이 하나 있네. 여긴 이제 네 집이야!", + "INTRO_KAYLEIGH25_OPTION1": "여긴 대체 어디야?", + "INTRO_PENSBY26": "...어디냐고?", + "INTRO_KAYLEIGH30_OPTION1": "원래 세계로 돌아갈 방법은 있어?", + "INTRO_PENSBY31": "안타깝지만 돌아갈 수는 없어, {player}. [pause]정말 유감이야.", + "INTRO_PENSBY32": "이곳에 조난된 사람들은 지난 백 년 동안 자기 세상으로 돌아가려고 애썼지만, 아무도 성공하지 못했어.", + "LEVEL_WARNING_meredith.v1": "이봐, 이 지역은 우리한테 무리인 것 같아. [pause]여기 몬스터는 좀 무서운걸.", + "LEVEL_WARNING_kayleigh.v2.f": "여긴 좀 위험한 것 같아. 더 강해지면 돌아오자!", + "PARTNER_LEVELUP_MEREDITH1": "음, 지난번에 만난 이후로 훈련을 좀 했어. 뒤쳐지지 않을 테니 걱정하지 마.", + "SWAP_PARTNER_VIOLA1": "알겠소! 발길을 재촉하도록 하지.", + "SWAP_PARTNER_DOG1": "*헥헥*", + "PARTNER_LEVELUP_EUGENE1": "요즘 운동을 좀 하고 있어. 지난번에 같이 싸웠을 때보다 [shake rate=30 level=10]훨씬[/shake] 강해졌다고. 정말이야!", + "INTRO_KAYLEIGH20.m": "넌 여기 갇힌 거야.", + "INTRO_KAYLEIGH20.f": "넌 여기 갇힌 거야.", + "INTRO_KAYLEIGH21": "우리 모두 갇혔지.", + "INTRO_KAYLEIGH20.n": "넌 여기 갇힌 거야.", + "INTRO_PENSBY22": "아, 다행이야. 일어났구나. 케일리가 문을 두드렸을 때는 깜짝 놀랐지 뭐니.", + "INTRO_KAYLEIGH21_OPTION1": "머리가 핑핑 돌아...", + "HARBOURTOWN_STATION_KAYLEIGH5B": "이건 다른 몬스터와는 달라. [pause][shake rate=30 level=10]여기 있으면 위험해.[/shake]", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "당신은 누구죠?", + "HARBOURTOWN_STATION_MORGANTE3": "아니, 아니야. 너는 내 일족이 아니구나.\\n\\n다시금 내 목숨을 노리고 온 거냐?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "어떻게 된 건가요?", + "HARBOURTOWN_STATION_KAYLEIGH9": "난 포기하지 않아!", + "HARBOURTOWN_STATION_KAYLEIGH8": "내 말 들려, {player}? 우린 아직 죽을 때가 아니야! 그럴 수는 없다고!", + "HARBOURTOWN_STATION_KAYLEIGH7": "여기서 이렇게 죽을 수는 없어.", + "HARBOURTOWN_STATION_KAYLEIGH11": "우리 방금... [pause]어떻게...", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "함께 힘을 합쳐서 이 녀석과 맞서 싸우는 거야!", + "INTRO_KAYLEIGH6": "이제 그걸 카세트 플레이어에 넣고, [pause]헤드폰을 쓴 다음 [pause]재생 버튼을 눌러!", + "INTRO_KAYLEIGH5": "그래, 그럴 것 같더라! 그러면 이걸 받아.", + "GAME_OVER_FIRST_PENSBY5": "몸조심해, {player}! 조심하기만 하면 한동안 여기 올 일은 없을 거야!", + "INTRO_KAYLEIGH1": "이봐, 거기! [pause]갑자기 움직이면 안 돼!", + "INTRO_KAYLEIGH3": "자. [pause]이걸 받아!", + "INTRO_KAYLEIGH4": "간단한 질문 하나 할게. [pause]너는... [pause]어떤 스타일을 좋아해?", + "GAME_OVER_FIRST_PENSBY1.m": "아, 일어났구나. 내 진료소로 무사히 데려와 줄 친구가 있던 걸 다행으로 여겨!", + "LEVEL_WARNING_eugene.v2": "이곳 몬스터는 우리보다 강해 보여. 여긴 더 훈련한 다음에 오는 게 좋겠어...", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]탐험하러 가자, {player}...![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "지난번에 만난 이후로 [wave amp=30 freq=10]몬스터 전투[/wave]를 연습하고 있었어. 보면 깜짝 놀랄걸!", + "GAME_OVER_FELIX1": "이봐... 좀 괜찮아졌어?", + "INTRO_KAYLEIGH16_OPTION2": "난 이미 집이 있어!", + "INTRO_KAYLEIGH18": "난 이런 거 정말 못하는데...", + "INTRO_KAYLEIGH17": "아, 그렇지. [pause]그래, [pause]미안.", + "INTRO_KAYLEIGH19": "이 소식을 어떻게 말해줘야 할지 잘 모르겠네.", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "\\\"대천사\\\"에 대해...", + "TUTORIAL4_PART3B_KAYLEIGH6": "대천사...", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "\\\"융합\\\"에 대해...", + "TUTORIAL4_PART3C_KAYLEIGH2": "\\\"융합\\\"은 순찰대에 알려진 희귀한 현상이야. 야생에도 융합한 몬스터가 있고, 순찰대 총대장도 할 수 있다고 하더라고.", + "TUTORIAL4_PART3B_KAYLEIGH7": "전해지는 바로는, 처음 뉴위럴 해안에 떠밀려온 불운한 사람들은 이곳의 몬스터를 천사로 여겼다고 해.", + "TUTORIAL4_PART3B_KAYLEIGH10": "물론, 사람들이 일반적인 몬스터와 싸워서 이길 수 있다는 걸 알게 된 후로는 [wave amp=30 freq=10]\\\"천사로서의 이미지\\\"[/wave]가 많이 퇴색됐지만.", + "TUTORIAL4_PART3B_KAYLEIGH9": "다른 몬스터를 천사라고 부른 것처럼, 그 존재들은 \\\"대천사\\\"라고 불렸어. [pause]계급이 가장 높은 천사를 부르는 명칭이지.", + "TUTORIAL4_PART3B_KAYLEIGH8": "그리고, [pause]어떤 이들은 다른 몬스터보다 더욱 강력한 존재에 대해 기록을 남겼어... [pause]보고 느끼기에 \\\"뭔가 잘못된\\\" 생명체 말이야.", + "TUTORIAL4_PART3B_KAYLEIGH12": "지금은 그냥 몬스터라고 불러. 뭉뚱그려 부르기 좋은 표현이지.", + "TUTORIAL2_PART3_KAYLEIGH5": "방금 기록한 테이프로 바꿔 봐!", + "TUTORIAL2_PART3_KAYLEIGH4": "대체 [wave amp=30 freq=10]어떤 원리[/wave]인지는 우리도 모르지만, 그냥 그런 걸 어쩌겠어. [pause]좋은 게 좋은 거지, 뭐.", + "TUTORIAL2_PART3_KAYLEIGH6": "자, 그렇게 새로운 몬스터 형태를 얻는 거야!", + "TUTORIAL2_PART3_KAYLEIGH8": "자, 저 벌레를 끝장내 버리자!", + "TUTORIAL2_PART4_PLAYER1": "원래 이런 거야?!", + "TUTORIAL2_PART3_KAYLEIGH7": "하지만 너무 많은 피해를 받은 몬스터는 도망쳐버려. 그러면 기록할 수도 없지... [pause]지금까지는 이해했어?", + "GAME_OVER_FIRST_PENSBY3.m": "뉴위럴을 돌아다닐 거면 출발하기 전에 치유 물품을 챙겨놓는 게 좋아.", + "GAME_OVER_MEREDITH1": "이제 정신이 들어?", + "LEVEL_WARNING_dog.v3": "왈왈이가 두려움에 떠는 것 같다. 이 지역의 몬스터가 너무 강해 보이는 건 아닐까?", + "SWAP_PARTNER_KAYLEIGH1": "좋아, 가자!", + "SWAP_PARTNER_MEREDITH1": "아, 벌써 또 길을 나서는 거야?", + "SWAP_PARTNER_EUGENE1": "좋았어!", + "SWAP_PARTNER_FELIX1": "응? 알겠어.", + "PARTNER_LEVELUP_FELIX1": "최근에 몬스터 형태로 훈련을 하고 있어. 너한테 뒤쳐지면 안 되잖아.", + "TUTORIAL1_PART1_KAYLEIGH5": "이따가 설명해줄게!", + "TUTORIAL1_PART1_KAYLEIGH8": "어젯밤에 지진이 났거나 몬스터가 난동을 부린 모양이야. 땅에 금이 간 것 보이지?", + "TUTORIAL1_PART1_KAYLEIGH6": "도와준다니 고마워!", + "TUTORIAL1_PART1_KAYLEIGH7": "저기 있는 길 보여?", + "TUTORIAL1_PART1_KAYLEIGH9": "저 길이 안전한지 확인하러 가야 해.", + "CLEMENCE_CAFE2": "그런데 마을에 그래머폰 한 대가 있더라고. 음반을 재생하는 옛날 기계 말이야. 그래서 저걸 갖다 놓고 이 가게의 상징으로 삼았지. 그런데 사람들이 이렇게 부르짖지 뭐야. \\\"클레멘스! 그래머폰은 있는데 음악이 없잖아!\\\"", + "INTRO_KAYLEIGH34": "이곳 생활도 그렇게 나쁘지만은 않아!", + "INTRO_KAYLEIGH33": "그, 그래도 괜찮을 거야! 항구촌 사람들은 서로 도우면서 다같이 살거든.", + "INTRO_KAYLEIGH35": "위, 위험하지도 않고! 몬스터만 빼면 말이야...", + "INTRO_KAYLEIGH35_OPTION1": "아까 우리가 싸운 거처럼?", + "TUTORIAL1_PART1_KAYLEIGH10": "자, 여기 문 열쇠야.", + "TUTORIAL1_PART2_KAYLEIGH1.m": "아, 우선 기본적인 것들을 보여줄게. 다시 몬스터로 변신할 준비가 됐기를 바라!", + "TUTORIAL1_PART2_KAYLEIGH1.f": "아, 우선 기본적인 것들을 보여줄게. 다시 몬스터로 변신할 준비가 됐기를 바라!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "물론이지!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "아, 우선 기본적인 것들을 보여줄게. 다시 몬스터로 변신할 준비가 됐기를 바라!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "어... 그런 것 같아!", + "TUTORIAL1_PART2_KAYLEIGH3": "물론, [pause]음... [pause]자전거가 {first_tape_description}처럼 변한다는 거랑...", + "TUTORIAL1_PART2_KAYLEIGH4": "네가 자전거라는 점만 빼고 말이야.", + "TUTORIAL1_PART2_KAYLEIGH2": "금방 적응할 거야. [pause]자전거 타는 거랑 똑같다고!", + "CLEMENCE_QUESTION_ARRIVAL": "여기엔 어떻게 오게 됐나요?", + "CLEMENCE_QUESTION_COFFEE": "커피는 어떻게 만드나요?", + "CLEMENCE_QUESTION_BYE": "안녕히 계세요!", + "CLEMENCE_BYE": "오 르부아!", + "CLEMENCE_COFFEE2": "좋은 거래지?", + "CLEMENCE_METAL_TAPES1": "{player}! 너한테 줄 게 있어.", + "CLEMENCE_METAL_TAPES2": "시청에서 순찰대원 윌마가 찾아와서는 가게에 새 물건을 갖다 줬어.", + "INTRO_KAYLEIGH2": "도로게는 낯선 사람을 좋아하지 않거든. [pause]뭐, 사실... [pause]아무도 좋아하지 않지만.", + "CLEMENCE_METAL_TAPES3": "이 크롬 테이프는 기본 테이프보다 더 효과가 좋아. 어때, 관심이 생기지?", + "LEVEL_WARNING_meredith.v3": "여기 몬스터는 우리보다 위협적이야. 다음에 돌아오는 게 좋겠어, [pause]친구.", + "INTRO_KAYLEIGH30": "그리고 뉴위럴은... [pause]지구에 있지 않아. 적어도 우리 생각에는 그래.", + "INTRO_KAYLEIGH14_OPTION1": "내가 지금 어디 있는 거야?", + "INTRO_KAYLEIGH14_OPTION2": "여긴 어디야?", + "INTRO_KAYLEIGH15.m": "항구촌에 온 걸 환영해...", + "INTRO_KAYLEIGH15.f": "항구촌에 온 걸 환영해...", + "INTRO_KAYLEIGH15.n": "항구촌에 온 걸 환영해...", + "INTRO_KAYLEIGH16_OPTION1": "새... 집이라고?", + "INTRO_KAYLEIGH16": "여기가 네 새 집이야!", + "TUTORIAL4_PART3_KAYLEIGH18": "우리는 전부 다른 세계에서 왔는데 말이야.", + "TUTORIAL4_PART3B_KAYLEIGH17": "아! 미안, [pause]내 멋대로 짐작해버렸네!", + "TUTORIAL4_PART3B_KAYLEIGH19": "넌 영화가 뭔지 모를 수도 있잖아!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "뭔지 알아!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "영화는 많이 봤어!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "섬에 처음 온 거야? [pause]얼굴에 그렇게 쓰여있네!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "영화가 뭔데? 농담이야!", + "TUTORIAL4_PART3B_KAYLEIGH20": "휴. [pause]좋아, [pause]다행이네! 뉴위럴에 온 지 3년이나 지났는데, 아직도 새로 온 사람과 얘기할 때... [pause]문화에 대한 언급을 어떻게 조절해야 할지 잘 모르겠어.", + "TUTORIAL4_PART3C_KAYLEIGH1": "아. [pause]그래. [pause][wave amp=30 freq=10]그거[/wave] 말이지.", + "TUTORIAL2_PART4_PLAYER2": "어떻게 된 거야?", + "TUTORIAL2_PART4_KAYLEIGH1": "어떤 몬스터 형태는... 기록할 때 단순히 그 모습으로 변신할 수 있게 되는 걸 넘어서 새로운 능력도 얻을 수 있어.", + "TUTORIAL2_PART4_KAYLEIGH2": "겁내지 마!", + "TUTORIAL2_PART4_KAYLEIGH3": "미리 귀띔해줬어야 했는데 미안해. 그래도 직접 보는 편이 더 쉬울 거라고 생각했어.", + "TUTORIAL2_PART4_KAYLEIGH4": "이제 저 절벽을 활공해서 넘어갈 수 있어.", + "TUTORIAL3_PART1_KAYLEIGH1": "도대체 무슨 일이지? 몬스터 활동 때문에 이러는 거면 조심해야겠어.", + "TUTORIAL3_PART1_KAYLEIGH2": "가자...", + "GAME_OVER_EUGENE1.n": "...일어났다! 자, {player}. 어서 가자.", + "GAME_OVER_EUGENE1.f": "...일어났다! 자, {player}. 어서 가자.", + "HARBOURTOWN_NPC_4_DIALOGUE3": "하지만 [wave amp=30 freq=10]그냥 되는 걸[/wave] 어쩌겠어. [pause]그러니까 그냥 그렇구나 해.", + "HARBOURTOWN_NPC_5_DIALOGUE1": "여기 온 지 얼마 안 됐어? [pause]난 이곳에 도착한 지 20년째야.", + "HARBOURTOWN_NPC_5_DIALOGUE2": "모든 게 새롭고 이상하게 느껴지겠지만, 결국에는 전부 일상의 일부가 될 거야.", + "HARBOURTOWN_NPC_5_DIALOGUE3": "나는... [pause]이제 내가 거대한 몬스터들이 사는 섬에 살고 있다는 [wave amp=30 freq=10]생각[/wave]도 거의 하지 않아.", + "HARBOURTOWN_NPC_6_DIALOGUE1": "항구촌에 식량은 충분하지만, 구할 수 있는 음식의 종류는 그리 다양하지 않아.", + "HARBOURTOWN_NPC_6_DIALOGUE2": "오리 쌈을 맛본 지 너무 오래됐네...", + "HARBOURTOWN_NPC_7_DIALOGUE1": "항구촌에서의 삶은 평화롭지만, [pause]도시 생활이 그리워...", + "HARBOURTOWN_NPC_7_DIALOGUE2": "후덥지근한 기차로 출퇴근하고, [pause]슈퍼마켓에서 비싼 점심을 사 먹고, [pause]월급 대부분이 집세로 나가고...", + "HARBOURTOWN_NPC_8_DIALOGUE1": "헉... [pause]헉... [pause][pause]그 게 몬스터한테서 도망칠 수 있으려면 더 빨리 달려야 해.", + "HARBOURTOWN_NPC_7_DIALOGUE3": "정말 좋은 시절이었지.", + "HARBOURTOWN_NPC_8_DIALOGUE2": "헉... [pause]헉... [pause][pause]내 최고 기록만큼 빠르게 달려도 그 총알 몬스터한테서 도망칠 수는 없을 거야...", + "HARBOURTOWN_NPC_8_DIALOGUE4": "헉... [pause]헉... [pause][pause]그 가면 쓴 뱀한테서 도망치려면 더 빨라져야 해...", + "HARBOURTOWN_NPC_8_DIALOGUE3": "헉... [pause]헉... [pause][pause]그 장화 신은 악마들을 피하려면 폐활량을 늘려야 해...", + "HARBOURTOWN_NPC_9_DIALOGUE1": "항구촌의 옷은 전부 내가 만든 거야... [pause]라고 말하곤 싶지만...", + "HARBOURTOWN_NPC_8_DIALOGUE5": "헉... [pause]헉... [pause][pause]그 거대한 나방에게 잡히지 않으려면 더 빨라져야 해...", + "HARBOURTOWN_NPC_8_DIALOGUE6": "있지... [pause]장거리 달리기 실력이 좋아지는 것 같아. [pause]열심히 운동한 보람이 있어!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "음... [pause]생각해보니 상대 팀이 하나도 없겠네. [pause]해변의 거대한 게들한테 승부욕이 있을 것 같지는 않고.", + "RESTING_KAYLEIGH_PLATONIC_1": "케일리와 제일 좋아하는 견종에 대해 열정적인 토론을 벌였다.", + "RESTING_KAYLEIGH_PLATONIC_2": "케일리와 뉴위럴의 수수께끼에 대해 느긋한 대화를 나눴다.", + "RESTING_KAYLEIGH_PLATONIC_3": "케일리가 살면서 있었던 재밌는 일화를 하나 들려줬다.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "물어볼 게 하나 있어, {player}. [pause]아주 중요한 거야.", + "RESTING_KAYLEIGH_PLATONIC_4": "케일리가 항구촌 주민들을 도와주며 겪은 다양한 모험담을 들려줬다.", + "RESTING_KAYLEIGH_PLATONIC_5": "함께 모닥불에 나뭇가지를 던지며 재밌는 시간을 보냈다.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "개!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "마음의 준비 됐어?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "마음의 준비 됐어?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "너는... [pause][pause][pause]개가 좋아 고양이가 좋아?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "마음의 준비 됐어?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "고양이!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "난 페럿이 좋아!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "아주 좋은 선택이야! [pause]나도 그래.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "요즘 나는 많이 걸어 다니니까 개가 있으면 잘 어울릴 것 같지 않아?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "가끔은 사람들이 \\\"신난다\\\"는 감정을 \\\"행복하다\\\"는 걸로 착각하는 것 같아.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "내 세계로 돌아가게 되면 개를 한 마리 입양할까 해.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "흥미로운걸?", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "네가 자립과 개인 공간을 중요하게 여긴다는 의미일지도 모르겠네...", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "그냥 고양이가 더 귀엽다고 생각해서 그런 걸 수도 있지만.", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "페럿이라고? [pause]중립을 좋아하는구나!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "개보다는 작고, [pause]고양이보다는 뾰족뾰족하고...", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "정말 예상치 못한 변화구지만, 그래도 답으로 인정해줄게!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "있지... 뉴위럴이 우리를 물리적으로 바꿀 수도 있을까?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "난 사실 커피의 맛보다 냄새가 더 좋은 것 같아.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "이상하게 들릴지도 모르겠지만...", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "오해하지는 마! 나도 커피를 무척 좋아하니까!", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "하지만 냄새에는 항상 맛보다 더 많은 게 담겨있어...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "그러니까, [pause]우리가 도착할 때 말이야.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "뉴위럴에서의 내 몸은 내 \\\"이전 삶\\\"에서의 몸과 달라.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "말로 설명하기는 힘들지만...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "완전히 똑같지는 않지.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "이건 내 꿈에 나오던 내 모습이야. 그러니까, 내가 생각하는 나의 모습.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "경험상 제대로 적어주는 경우는 드물었지만.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "돌아가면 어떻게 될지... [pause]그것도 모르겠어...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "사실 컵에 손님 이름을 적어주는 카페가 좀 그리워.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "대부분 \\\"켈리\\\"라고 적더라고.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "내 귀여운 여자친구랑 멋진 야외에서 시간을 보내다니...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "하지만 클레멘스가 만드는 커피는 그 어떤 체인점 커피보다 맛있어. [pause]집에 돌아가게 되면 다시 평범한 커피에 적응할 수 있을지 잘 모르겠다니까.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "한 번은 \\\"캐롤\\\"이라고 적어준 적도 있어. [pause][pause]틀려도 한참 틀렸지.", + "INTRO_KAYLEIGH8.n": "네 차례야! 수줍어하지 말고!", + "INTRO_KAYLEIGH9": "심호흡해! 금방 적응할 거야!", + "INTRO_KAYLEIGH11": "아까 꽤 잘 싸우던데... 네 이름은 뭐야?", + "INTRO_KAYLEIGH10": "좋아, 본때를 보여주자!", + "INTRO_KAYLEIGH12": "나는 케일리야. 만나서 반가워, {player}!", + "INTRO_KAYLEIGH13": "어쨌든,[pause] 너 잠옷 바람에 얼어죽기 전에 따뜻한 곳으로 가자.", + "LEVEL_WARNING_viola.v1": "여길 떠나는 게 현명할 것 같소. 우리보다 강력한 힘을 지닌 짐승들이 서식하고 있구려.", + "LEVEL_WARNING_eugene.v1": "여긴 좀 위험한 것 같은데. 일단 후퇴하는 게 좋겠어...", + "LEVEL_WARNING_eugene.v3": "글쎄... 이곳 몬스터는 아직 우리한테 무리인 것 같은데...", + "LEVEL_WARNING_kayleigh.v1": "이곳 몬스터는 너무 강한 것 같아... 돌아가는 게 좋겠어.", + "CLEMENCE_QUESTION_MENU": "어떤 걸 파나요?", + "CLEMENCE_MENU_DIALOGUE": "봉주르! 필요한 것 있어?", + "CLEMENCE_QUESTION_CAFE": "그래머폰 카페라고요?", + "CLEMENCE_INTRO3": "궁금한 게 있으면 언제든지 물어봐. 난 시간 많으니까.", + "LEVEL_WARNING_felix.v3": "평소에는 우리가 이길 수 있다는 확신이 드는데, 이곳은 지금 우리한테 너무 위험한 것 같아.", + "INTRO_KAYLEIGH40_OPTION1": "내 시대...?", + "INTRO_PENSBY43": "내 진료소도 이 근처니까, 검진을 받고 싶으면 언제든지 찾아오렴.", + "INTRO_KAYLEIGH42": "원한다면 그때 더 알려줄게!", + "INTRO_KAYLEIGH41": "아, 미안. 배울 게 너무 많아서 머리 아프지? 나중에 다시 얘기하자.", + "CLEMENCE_CAFE3": "그러던 어느 날, 순찰대가 온전한 음반으로 가득한 장소를 발견했어. 그래서 그걸 나한테 갖다 주고는 이렇게 한탄하더라고. \\\"음반은 있는데, 현대적인 레코드 플레이어로만 들을 수 있어. 우리 그래머폰으로는 못 튼다고!\\\"", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "어서! 이쪽이야!", + "TUTORIAL2_PART1_KAYLEIGH1.m": "잠시 쉴까, {player}? 원한다면 여기서 쉴 수 있어.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "앞에 몬스터가 더 있겠지만, 우리가 충분히 이길 수 있어!", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "앞에 몬스터가 더 있겠지만, 우리가 충분히 이길 수 있어!", + "TUTORIAL2_PART1_KAYLEIGH2.m": "이 모닥불이 있으면 그곳에서 야영해도 안전하다는 뜻이야.", + "TUTORIAL2_PART1_KAYLEIGH3": "그러면 테이프를 고치고 회복할 수 있지!", + "TUTORIAL2_PART1_KAYLEIGH2.f": "이 모닥불이 있으면 그곳에서 야영해도 안전하다는 뜻이야.", + "TUTORIAL2_PART1_KAYLEIGH1.n": "잠시 쉴까, {player}? 원한다면 여기서 쉴 수 있어.", + "GAME_OVER_FIRST_PENSBY2": "자, 이거 받아.", + "LEVEL_WARNING_felix.v2": "좀 더 강해지면 돌아오는 게 좋겠어. 그냥 그렇다고.", + "LEVEL_WARNING_felix.v1": "이곳 몬스터는 우리보다 훨씬 강하다는 예감이 들어...", + "TUTORIAL1_PART2_KAYLEIGH11.m": "우리 둘 다 HP를 모두 잃으면 항구촌으로 후퇴해야 해.", + "TUTORIAL1_PART2_KAYLEIGH13": "좋아, 그럼 어디 해보자고!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "우리 둘 다 HP를 모두 잃으면 항구촌으로 후퇴해야 해.", + "TUTORIAL1_PART2_KAYLEIGH12": "이해했어?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "앞에 몬스터가 더 있겠지만, 우리가 충분히 이길 수 있어!", + "TUTORIAL1_PART2_KAYLEIGH14": "잘했어!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "잠시 쉴까, {player}? 원한다면 여기서 쉴 수 있어.", + "TUTORIAL1_PART2_KAYLEIGH15": "흠. 저 엘리베이터는 아직 작동할 텐데. 이 근처에 전원을 켤 스위치가 있을 거야.", + "TUTORIAL1_PART2_KAYLEIGH16": "좋아! 그러면 올라가 볼까? 앞으로는 전투가 벌어지면 네 지시를 따를게. 그래도 계속 네 곁에 있을 테니 걱정하지 마!", + "LEVEL_WARNING_viola.v3": "이곳에 서식하는 짐승들은 위협적이오. 이 땅을 떠나는 것이 현명하지 않겠소?", + "CLEMENCE_INTRO1.n": "봉주르! [pause]이곳에 새로운 사람이 오는 건 흔치 않은 일이야. 특히 너 같이 잘생긴 사람은!", + "PARTNER_LEVELUP_VIOLA1": "요즈음 혼자 기술을 갈고닦았으니, 내 전투 실력을 보면 깜짝 놀라게 될 거요.", + "GAME_OVER_FIRST_PENSBY1.n": "아, 일어났구나. 내 진료소로 무사히 데려와 줄 친구가 있던 걸 다행으로 여겨!", + "INTRO_KAYLEIGH8.f": "네 차례야! 수줍어하지 말고!", + "INTRO_KAYLEIGH8.m": "네 차례야! 수줍어하지 말고!", + "INTRO_KAYLEIGH7": "좀 이상할 수도 있지만, 내가 하는 걸 보고 따라해 봐!", + "CLEMENCE_ARRIVAL2": "그리운 게 하나 있다면...", + "CLEMENCE_ARRIVAL3": "바로 오토바이야.", + "CLEMENCE_COFFEE1": "음... '특별한\\' 방법으로 만들어. 커피 원두는 파이퍼 가족이 농장에서 길러주고.", + "LEVEL_WARNING_dog.v1": "왈왈이가 불안해 보인다. 이곳 몬스터는 왈왈이가 상대하기에 너무 강한 것일지도...", + "LEVEL_WARNING_meredith.v2": "이곳 몬스터는 우리보다 강해 보이는데. [pause]돌아가는 게 좋겠어.", + "PARTNER_LEVELUP_DOG1": "눈을 반짝이는 걸 보니 왈왈이가 최근 열심히 훈련한 것 같다.", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]요즘 혼자 훈련하고 있어... 내가 얼마나 강해졌는지 보여줄게, {player}![/wave]", + "CLEMENCE_CAFE1": "그래. 내가 항구촌에 처음 왔을 때, 사람들은 만나서 어울릴 스타일리시한 장소를 애타게 원하고 있었어. 그래서 내가 그런 곳을 마련해줬지. 내가 아니면 누가 하겠어?", + "RANGER_TRADER_NOT_JOINED2": "이안테는 공원에 있는 전초기지에 있을 거야. 항구촌 외곽에서 북쪽으로 가다 보면 나온단다. 딱 보면 저기구나 싶을 거야!", + "RANGER_TRADER_NOT_JOINED1.f": "안녕. 순찰대에 가입하려고 온 거니? 안됐지만 이안테는 방금 나갔어.", + "RANGER_TRADER_JUST_JOINED1.m": "안녕. 새 견습 대원 신분증이 있구나. 나한테서 어떤 도움을 받을 수 있는지 알려줄게!", + "RANGER_TRADER_JUST_JOINED1.f": "안녕. 새 견습 대원 신분증이 있구나. 나한테서 어떤 도움을 받을 수 있는지 알려줄게!", + "RANGER_TRADER_JUST_JOINED2": "나는 순찰대원과 견습 대원의 임무를 돕기 위해 자원을 배급해주는 역할을 맡고 있어. 가방과 카세트 플레이어의 업그레이드도 있고, 특별 훈련 회원권도 있지...", + "RANGER_TRADER_JUST_JOINED1.n": "안녕. 새 견습 대원 신분증이 있구나. 나한테서 어떤 도움을 받을 수 있는지 알려줄게!", + "RANGER_TRADER_JUST_JOINED3": "하지만 물량이 한정적이기 때문에, 낭비되는 일이 없게 해야 한단다.", + "RANGER_TRADER_JUST_JOINED4.f": "요점부터 말하자면, 더 많은 대장과 훈련을 마칠수록 더 많은 보급품을 줄 수 있어. 아, 그리고 융합 물질도 조금 가져와야 해.", + "RANGER_TRADER_JUST_JOINED4.m": "요점부터 말하자면, 더 많은 대장과 훈련을 마칠수록 더 많은 보급품을 줄 수 있어. 아, 그리고 융합 물질도 조금 가져와야 해.", + "RANGER_TRADER_MENU_ALT.n": "무슨 일이니?", + "RANGER_TRADER_MENU_ALT.m": "무슨 일이니?", + "RANGER_TRADER_MENU_HELLO.n": "안녕, 찾는 것 있니?", + "RANGER_TRADER_JUST_JOINED4.n": "요점부터 말하자면, 더 많은 대장과 훈련을 마칠수록 더 많은 보급품을 줄 수 있어. 아, 그리고 융합 물질도 조금 가져와야 해.", + "RANGER_TRADER_MENU_HELLO.f": "안녕, 찾는 것 있니?", + "RANGER_TRADER_MENU_ALT.f": "무슨 일이니?", + "RANGER_TRADER_MENU_HELLO.m": "안녕, 찾는 것 있니?", + "RANGER_TRADER_OPTION1": "물건 좀 봐도 될까요?", + "RANGER_TRADER_OPTION2": "융합 물질이 뭐죠?", + "RANGER_TRADER_FUSED_MATERIAL1": "융합 물질 말이니? 나도 그게 뭔지 정확히는 모르지만, 어째서인지 이안테는 우리가 그걸 많이 모아놔야 한다고 생각하는 것 같더구나.", + "RANGER_TRADER_OPTION3": "안녕히 계세요!", + "RANGER_TRADER_FUSED_MATERIAL2.m": "나는 거기서 고약한 냄새가 난다는 거랑, 특정 몬스터가 그걸 남기고 간다는 것밖에 몰라. 그게 무슨 뜻인지는 네 상상에 맡길게!", + "RANGER_TRADER_BYE": "잘 가렴!", + "RANGER_TRADER_FUSED_MATERIAL2.n": "나는 거기서 고약한 냄새가 난다는 거랑, 특정 몬스터가 그걸 남기고 간다는 것밖에 몰라. 그게 무슨 뜻인지는 네 상상에 맡길게!", + "RANGER_TRADER_FUSED_MATERIAL2.f": "나는 거기서 고약한 냄새가 난다는 거랑, 특정 몬스터가 그걸 남기고 간다는 것밖에 몰라. 그게 무슨 뜻인지는 네 상상에 맡길게!", + "RANGER_TRADER_TRAINING_COMPLETE.f": "안녕! 이제 너도 정식 순찰대원이 되었으니 아주 특별한 아이템을 줄 수 있겠구나...[pause] 한번 둘러보렴!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "안녕! 이제 너도 정식 순찰대원이 되었으니 아주 특별한 아이템을 줄 수 있겠구나...[pause] 한번 둘러보렴!", + "RANGER_TRADER_TRAINING_COMPLETE.m": "안녕! 이제 너도 정식 순찰대원이 되었으니 아주 특별한 아이템을 줄 수 있겠구나...[pause] 한번 둘러보렴!", + "KAYLEIGH_STATION_REACTION1": "이건... [pause]기차역이잖아? 둘러봐도 괜찮겠지?", + "RANGER_VENDING_MACHINE_NAME": "자판기", + "INTERDIMENSIONAL_POST_INTRO1": "안녕하세요! 혹시 \\\"{recipient}\\\" 님 맞나요?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "네.", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "잠깐. 지금 이게 무슨 일이죠?", + "INTERDIMENSIONAL_POST_INTRO2": "걱정하지 마세요. 차원간 메시지를 전달하러 온 것뿐이니까. [pause]깨어나면 전부 원래대로 돌아갈 거예요.", + "INTERDIMENSIONAL_POST_REINTRO2": "\\\"{recipient}\\\" 님에게 보내는 메시지네요. 본인 맞으시죠?", + "INTERDIMENSIONAL_POST_REINTRO1": "또 만나네요! 여기 메시지를 하나 더 가져왔어요.", + "INTERDIMENSIONAL_POST_NO_SENDER": "이 메시지는 보낸 사람 이름이 안 적혀 있네요. 혹시 당신을 짝사랑하는 사람은 아닐까요?", + "INTERDIMENSIONAL_POST_SENDER": "이 메시지는 \\\"{sender}\\\" 님이라는 분이 보냈네요.", + "INTERDIMENSIONAL_POST_BODY1": "제가 읽어드릴게요.", + "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\"", + "INTERDIMENSIONAL_POST_BYE1": "그게 다예요. 너무 이상하게 생각하지는 않으셨으면 좋겠네요.", + "INTERDIMENSIONAL_POST_ITEMS": "작은 소포가 첨부되어 있었어요. 자, 받으세요!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "아, 이 메시지에는 아무런 글도 적혀 있지 않네요...", + "INTERDIMENSIONAL_POST_BYE3": "몸조심하세요!", + "INTERDIMENSIONAL_POST_BYE2": "제가 찾아오면 자기가 미친 건가 생각하시는 분이 얼마나 많은지 모르실 거예요.", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]확인 중...[/wave]", + "POSTBOX_INTERACT1": "편지함이다![pause] 실내에 있으면 아무도 편지를 배달하지 못할 텐데 이상하네...", + "POSTBOX_ERROR_CONNECT": "연결 실패({0}).", + "POSTBOX_INTERACT2": "그래도 확인해볼까? 그러면 인터넷에 연결될 거야.", + "POSTBOX_ERROR_TIMEOUT": "연결 시간 초과.", + "POSTBOX_ERROR_CLIENT": "클라이언트 오류 발생({0}).", + "POSTBOX_ERROR_UNKNOWN": "알 수 없는 오류 발생({0}).", + "POSTBOX_ERROR_NETWORK": "네트워크 오류 발생({0}).", + "POSTBOX_EMPTY": "편지함이 비어 있다.", + "POSTBOX_KEYPAD": "그런데 뒷면에 키패드가 있다... 암호를 입력할까?", + "POSTBOX_MESSAGE_FOUND": "메시지가 왔다!", + "POSTBOX_MESSAGE_FOUND_SENDER": "{sender}에게서 메시지가 왔다!", + "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\"", + "POSTBOX_PACKAGE_FOUND": "소포가 왔다!", + "POSTBOX_ENTER_CODE": "암호 입력", + "PLANTER_INTERACT1": "원예 도구로 묘목을 심을까?", + "PLANTER_NO_QUEST": "화분이다! 아직 아무것도 안 심어져 있다.", + "PLANTER_INTERACT2_OPTION1": "무성한 덤불", + "PLANTER_INTERACT2": "묘목 선택:", + "PLANTER_INTERACT2_OPTION2": "벚꽃", + "PLANTER_INTERACT2_OPTION3": "빨간 장미", + "PLANTER_INTERACT2_OPTION4": "하얀 난초", + "PLANTER_INTERACT2_OPTION5": "라벤더", + "GAME_OVER_VIOLA1": "{player}이(가) 깨어났도다!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "함께 힘을 합쳐서 이 녀석과 맞서 싸우는 거야!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "함께 힘을 합쳐서 이 녀석과 맞서 싸우는 거야!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "나도 모르겠어...", + "HARBOURTOWN_STATION_MORGANTE12": "그만. 내겐 남은 시간이 얼마 없다.\\n\\n이 저주받은 곳에는 왜 온 거냐?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "이 섬에서 나가고 싶어!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "집에 가고 싶어!", + "HARBOURTOWN_STATION_MORGANTE14": "나는 그릇이 필요하고, 너는 길잡이가 필요하지.\\n\\n내 힘을 되찾아주면 보답으로 이 땅을 떠나게 해주겠다.", + "INTRO_KAYLEIGH35_OPTION2": "그 카세트 플레이어처럼?", + "INTRO_KAYLEIGH36": "맞아! 사실 곧 순찰을 나가려고.", + "INTRO_KAYLEIGH38": "그때까지 새 이웃들과 인사라도 나누고 있어!", + "TUTORIAL1_PART2_KAYLEIGH5": "저기 장화를 신은 기분 나쁜 녀석 보여? 저건 폴짝깨비인데, 더 가까이 가면 공격해올 거야.", + "TUTORIAL1_PART2_KAYLEIGH6": "그러니까 당연히 가까이 가 봐야지!", + "TUTORIAL1_PART2_KAYLEIGH7": "조금 피해를 받았지만, 네 몬스터 형태는 아직 버틸 수 있어!", + "HARBOURTOWN_MERCHANT_NAME_2": "지원 스티커 상인", + "STICKER_MERCHANT_NOTE1": "이 가판대를 운영하는 상인이 쪽지를 남겨놨다.", + "HARBOURTOWN_MERCHANT_NAME_3": "패시브 스티커 상인", + "STICKER_MERCHANT_NOTE2": "\\\"영감을 얻으러 공원 동굴에 다녀오겠습니다. 정오까지 안 돌아오면 구하러 와 주세요!\\\"", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "미안. [pause]엘리베이터를 사용하고 싶으면 나중에 다시 와. 지금은 밀린 수리 작업을 하고 있거든.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "미안. [pause]엘리베이터를 사용하고 싶으면 나중에 다시 와. 지금은 밀린 수리 작업을 하고 있거든.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "미안. [pause]엘리베이터를 사용하고 싶으면 나중에 다시 와. 지금은 밀린 수리 작업을 하고 있거든.", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "섬에 처음 온 거야? [pause]얼굴에 그렇게 쓰여있네!", + "HARBOURTOWN_NPC_1_DIALOGUE5": "이곳 생활에는 적응했어? [pause]나는... [pause]처음 이곳에 떨어졌을 때 내 상황을 받아들이기까기 오랜 시간이 걸렸어.", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "섬에 처음 온 거야? [pause]얼굴에 그렇게 쓰여있네!", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "아, [pause]그때 그 신참이구나! [pause]다시 만나서 반가워!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "다시 만나서 반가워! [pause]항구촌 생활은 좀 어때?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "아, [pause]그때 그 신참이구나! [pause]다시 만나서 반가워!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "아, [pause]그때 그 신참이구나! [pause]다시 만나서 반가워!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "또 만났네! [pause]섬 생활은 좀 어때? [pause]이곳 사람들은 최선을 다하고 있어. 조금 외로울 수 있다는 건 나도 알아.", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "또 만났네, 신참. [pause]적응은 잘 하고 있어?", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "또 만났네, 신참. [pause]적응은 잘 하고 있어?", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "또 만났네, 신참. [pause]적응은 잘 하고 있어?", + "HARBOURTOWN_NPC_1_DIALOGUE8": "안녕! [pause]평소처럼 \\\"수렁해\\\"를 내다보고 있었어. [pause]저 바다를 바라보고 있으면 뭔가 마음이 편안해지는 기분이야.", + "HARBOURTOWN_NPC_1_DIALOGUE7": "인생은 때때로 우리한테 깜짝 선물을 주곤 해. [pause]가끔은 그 깜짝 선물이라는 게... [pause]음... [pause]이렇게 난처한 상황이기도 하지만 말이야.", + "HARBOURTOWN_NPC_18_DIALOGUE1": "내 증조할아버지는 백 년도 전에 뉴위럴에 조난된 선원 중 한 명이셨어.", + "HARBOURTOWN_NPC_18_DIALOGUE2": "우리가 이곳을 얼마나 발전시켰는지 보시면 무척 자랑스러워하실 거야.", + "HARBOURTOWN_NPC_19_DIALOGUE": "뭘 해야 할지 모르겠으면 마을 사람들한테 물어봐. 괜찮은 소문을 따라가다 보면 길을 찾을 수 있을 테니까!", + "HARBOURTOWN_NPC_20_DIALOGUE2": "예전에 순찰대가 사용했던 무기들이 그리워.", + "HARBOURTOWN_NPC_20_DIALOGUE1": "변신이 전투에서 훨씬 더 효과적이라는 건 알지만...", + "HARBOURTOWN_NPC_20_DIALOGUE3": "이안테의 기계식 톱니바퀴 검은 내가 평생 본 것 중 가장 스팀펑크스러운 물건이었다고.", + "HARBOURTOWN_NPC_24_DIALOGUE1": "이 마을이 세워진 지 101년이나 됐단다. 알고 있었니?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "항구촌 서쪽에는 가 봤어?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "다른 세상에서 온 거야? 처음 보는 얼굴이네!", + "HARBOURTOWN_NPC_22_DIALOGUE1": "[wave amp=30 freq=10]평소에는[/wave] 여기서 마을 사람들에게 줄 요리를 만들지만, 서쪽에 있는 농장에서 식재료가 안 온 지 꽤 됐어. 무슨 일이 생긴 걸까?", + "HARBOURTOWN_NPC_21_DIALOGUE2": "거기 있는 역사관에 가보고 싶은데.", + "HARBOURTOWN_NPC_23_DIALOGUE1": "수다 떨 시간은 없어. 어서 주문받은 빵을 만들어야 한다고!", + "HARBOURTOWN_NPC_22_DIALOGUE2": "농장으로 가는 다리가 내려져서, 다시 신선한 농산물을 받을 수 있게 됐어! 정말 다행이야.", + "HARBOURTOWN_NPC_24_DIALOGUE2": "어릴 적 마을의 모습이 아직도 생생하구나. 마을이 어찌나 순식간에 이토록 바뀌었는지...", + "HARBOURTOWN_NPC_24_DIALOGUE3": "하지만 마을의 기반은... [pause]언제나 변함이 없었단다.", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "다른 세상에서 온 거야? 처음 보는 얼굴이네!", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "다른 세상에서 온 거야? 처음 보는 얼굴이네!", + "HARBOURTOWN_NPC_26_DIALOGUE1": "너도 [wave amp=30 freq=10]시빌 라디오[/wave] 들어? 난 매일 들어! 열혈 애청자 6위지!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "이 섬에 갇혀있다 보니 시간이 남아돌아서 사교 능력을 기를 수 있었어... 너처럼 생전 처음 보는 사람과도 대화하고 말이야!", + "HARBOURTOWN_NPC_30_DIALOGUE1": "순찰대원 중에 몬스터 테이프를 [wave amp=30 freq=10]해킹[/wave]할 수 있는 사람이 있다는 게 정말이야? 에이, 말도 안 돼!", + "HARBOURTOWN_NPC_28_DIALOGUE1": "뉴위럴 공원에 산책하러 가고 싶은데, [wave amp=30 freq=10]그곳 야생 생명체[/wave] 때문에 못 가고 있어.", + "HARBOURTOWN_NPC_1_DIALOGUE9": "가끔은 수평선 너머에서 우릴 구하러 온 배가 나타나기를 바랄 때도 있어. [pause]하지만 이곳에 오고 시간이 꽤 지났는데... 아무도 우릴 구하러 오지 않을 것 같네.", + "HARBOURTOWN_NPC_1_DIALOGUE10": "또 만났네! [pause]잘 지냈지?", + "HARBOURTOWN_NPC_2_DIALOGUE1": "이곳에서 [wave amp=30 freq=10]나[/wave]처럼 유명한 사람을 만나게 될 줄은 몰랐지?[pause] 그렇지? [pause][pause]잠깐, 내가 누군지 모르는 거야...?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "대니 킥스 몰라? [pause]세상에서 가장 유명한 밴드의 색소폰 연주자? [pause]정말 이래도 기억나는 게 없어?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "내가 누군지 [shake rate=30 level=10]정말[/shake] 모르겠어? [pause]짐작 가는 곳도 없고?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "에이, 왜 그래. 내가 누군지 모를 리 없잖아. [pause]나 대니 킥스라고! [pause]내가 색소폰을 들고 있는 모습을 떠올려 봐... [pause]그래도 모르겠어?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "왜, 리버풀 출신 밴드 있잖아. [pause]\\\"내 색소폰이 조용히 우는 동안\\\" 몰라? [pause]그 곡도 [shake rate=30 level=10]내가[/shake] 작곡한 거라고!", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "정말 내가 누군지 모르는구나? [pause]그럼 됐어. 신경 쓰지 마. [pause]네가 처음도 아니니까.", + "HARBOURTOWN_NPC_2_DIALOGUE6": "우리가 그 옥상에서 노래 부르는 걸 TV에서 [wave amp=30 freq=10]못 봤을 리 없어[/wave]. [pause]... 내가 거짓말한다고 생각하는 건 아니지?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "...", + "HARBOURTOWN_NPC_2_DIALOGUE8": "사실, [pause]이곳에서 날 알아보는 사람은 한 명도 없었던 것 같아. [pause]내가 전부 지어낸 거라고 생각하는 사람도 있다니까!", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "정말 내가 누군지 모르는구나? [pause]그럼 됐어. 신경 쓰지 마. [pause]네가 처음도 아니니까.", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "너, 너는 날 믿지? [pause]그렇지? [pause]내가 네 세계에서는 유명하지 않았을지 몰라도, 내 세계에서 왔다면 분명 내 [wave amp=30 freq=10]열혈팬[/wave]이었을 거야!", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "정말 내가 누군지 모르는구나? [pause]그럼 됐어. 신경 쓰지 마. [pause]네가 처음도 아니니까.", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "더 필요한 것 있어?", + "PENSBY_INTERACT_CHECKUP_HURT1": "어디 보자...", + "PENSBY_INTERACT_CHECKUP_HURT3": "휴식을 취하는 게 좋겠어.[pause] 그래머폰 카페에 가서 잠시 편하게 쉬는 건 어때?", + "PENSBY_INTERACT_CHECKUP_HURT2": "가벼운 타박상이랑 긁힌 상처뿐이야. 걱정할 것 없어.", + "PENSBY_INTERACT_BYE": "심하게 다치지 않게 조심하고. 알겠지?", + "HERITAGE_CENTER_SIGN": "\\\"항구촌 역사관: 우리들의 특이한 공동체의 역사를 기록하다\\\"", + "HERITAGE_CENTER_1": "1년: 지구력 1845년, 영국 해군 함정 HMS 버컨헤드가 폭풍을 만나 침몰했다. 대부분의 선원과 잔해가 알려지지 않은 섬에 떠밀려 왔으며, 그 섬은 추후 뉴위럴이라 명명되었다.", + "HERITAGE_CENTER_3": "6년: 뉴위럴에서 처음으로 아이가 태어났다. 뉴위럴을 떠나려는 첫 시도가 이루어졌으나, 섬에서 건조된 선박이 해안에서 수 킬로미터 떨어진 지점에서 폭풍을 만나 침몰하면서 처참한 결말을 맞이했다.", + "HERITAGE_CENTER_2": "2년: 처음으로 새로운 이들이 도착했다. 항구촌이 공식적으로 세워졌다. 정체불명의 토착 생물 \\\"몬스터\\\"와의 역사에 기록된 첫 조우가 이루어졌다.", + "HERITAGE_CENTER_5": "50년: 항구촌 설립 48주년 당일에 항구촌의 기존 시장 직위가 폐지되고, 도시를 관리할 위원회가 조직되었다.", + "HERITAGE_CENTER_4": "48년: 여럿 기술자가 도착하면서 항구촌에 첫 전력망이 설치되었다.", + "HERITAGE_CENTER_6": "62년: 뉴위럴에 두 번째 마을을 세우는 작업에 착수했다. 새 마을은 \\\"뉴런던\\\"이라고 명명되었다.", + "HERITAGE_CENTER_8": "91년: \\\"곤두박질 백화점\\\"이 발견되면서 지구의 물건이 대량 뉴위럴로 유입되었다. \\\"몬스터 기록\\\" 현상이 처음으로 발견되었다.", + "HERITAGE_CENTER_7": "89년: 끔찍한 재난이 닥쳐 뉴런던이 파괴되었다. 오직 한 명의 주민만 살아남아 항구촌으로 돌아올 수 있었다.", + "HERITAGE_CENTER_9": "\\\"HMS 버컨헤드의 잔해\\\"", + "HARBOURTOWN_NPC_DIALOGUE4": "내 이름이 뭐냐고? 던컨이야!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "주변에서 빨간색 상자 봤어? 우리 순찰대는 섬을 돌아다닐 때 그 상자에 보급품을 넣어놓곤 해. 다른 순찰대원이 쓸 수 있게 말이야.", + "HARBOURTOWN_NPC_DIALOGUE3": "쉿! 난 투명 인간이야! 내가 여기 없다고 생각해!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "사실 이 상자에 뭘 좀 넣어 두려던 참이었어. 그냥 네가 가질래?", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "리스풀을 사용하면 쉬지 않고도 망가진 테이프를 수리할 수 있어. 꽤 유용하지!", + "TRAVELING_MERCHANT_NAME": "유랑 상인", + "TRAVELING_MERCHANT_INTRO2": "아니야. 너 같은 얼굴을 잊어버렸을 리 없지.", + "TRAVELING_MERCHANT_INTRO1": "여어! 우리 만난 적 있던가?", + "TRAVELING_MERCHANT_INTRO4": "내가 윗옷을 안 입고 있다고 불편해하지는 마. 한참 전에 어떤 아가씨랑 셔츠를 교환했는데, 그 아가씨는 또 그 셔츠를 곰한테 주더라고. 부의 분배에 이바지했달까!", + "TRAVELING_MERCHANT_INTRO3": "저렴한 상품을 원한다면 날 찾아오면 돼! 하지만 나는 한 자리에 오래 머무는 걸 안 좋아해서 말이야.", + "TRAVELING_MERCHANT_REPEAT_MEET": "이야, 여기서 또 만나다니 반갑네!", + "TRAVELING_MERCHANT_PRE_TRADE": "내 상품 좀 둘러볼래?", + "TRAVELING_MERCHANT_POST_TRADE2": "다음에 또 보자고!", + "TRAVELING_MERCHANT_POST_TRADE1": "어휴, 여긴 돈이 없다 보니 번거로워서 장사를 못해먹겠어.", + "OUTSKIRTS_3_-1_GIFTER1.n": "처음 보는 얼굴이구나. 떠밀려 온 지 얼마 안 됐지?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]공원 근처 부동산 가치가 치솟고 있어![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "그걸 사용하면 어떤 몬스터 테이프든 그 자리에서 되감을 수 있어. 그럼 몸조심하거라.", + "HARBOURTOWN_MERCHANT_4.m": "들러줘서 고마워! 내일 다시 오면 새로운 스티커를 들여놓을게!", + "HARBOURTOWN_MERCHANT_3": "새 지원 스티커를 만드는 중이야! 어떤 게 있는지 구경해 볼래?", + "HARBOURTOWN_MERCHANT_2": "고마워! 새 스티커를 들여놓을 테니 내일 또 와!", + "HARBOURTOWN_MERCHANT_1": "몬스터 형태를 더 강하게 만들어 줄 새 스티커를 찾고 있어? 그럼 잘 찾아온 거야!", + "HARBOURTOWN_MERCHANT_4.f": "들러줘서 고마워! 내일 다시 오면 새로운 스티커를 들여놓을게!", + "HARBOURTOWN_MERCHANT_5.m": "패시브 기술을 무시하지 마, 친구! 자, 오늘의 추천 스티커를 둘러보라고!", + "HARBOURTOWN_MERCHANT_5.n": "패시브 기술을 무시하지 마, 친구! 자, 오늘의 추천 스티커를 둘러보라고!", + "HARBOURTOWN_MERCHANT_5.f": "패시브 기술을 무시하지 마, 친구! 자, 오늘의 추천 스티커를 둘러보라고!", + "HARBOURTOWN_MERCHANT_6": "내일 돌아오면 신상 스티커를 갖다 놓을게!", + "HARBOURTOWN_MERCHANT_NAME_1": "공격 스티커 상인", + "HARBOURTOWN_NPC_12_DIALOGUE9": "여기 평생 갇혀 지낼지도 모르지만, 적어도 [wave amp=30 freq=10]지루할 틈[/wave]은 없어서 다행이야.", + "HARBOURTOWN_NPC_13_DIALOGUE1": "건너편에 가고 싶은데, 다리가 올라간 지 한참 됐어.", + "HARBOURTOWN_NPC_13_DIALOGUE3": "아... [pause]다리가 내려졌네.", + "HARBOURTOWN_NPC_13_DIALOGUE2": "그래도 괜찮아... [pause]그냥 이쪽에 있지 뭐. [pause]어쩌겠어.", + "HARBOURTOWN_NPC_14_DIALOGUE1": "있지... [pause]난 고향을 벗어나려고 엄청 노력했어. [pause]정말 열심히 말이야.", + "HARBOURTOWN_NPC_13_DIALOGUE4": "이제 건너갈 수 있겠어... [pause]그런데 그냥 여기 서 있는 게 좋아졌지 뭐야.", + "HARBOURTOWN_NPC_14_DIALOGUE2": "인생의 다음 단계를 맞이할 준비가 되어 있었는데, [pause][wave amp=30 freq=10]또[/wave] 작은 마을에 갇힌 신세가 되었지 뭐야.", + "HARBOURTOWN_NPC_14_DIALOGUE3": "그냥... [pause]이게 내 운명인가 봐.", + "HARBOURTOWN_NPC_15_DIALOGUE1": "항구촌에는 항상 \\\"자원봉사단\\\" 같은 단체가 어떤 형식으로든 있었어. [pause]그러지 않았다면 이 마을이 어떻게 이리 오랫동안 살아남았겠어?", + "HARBOURTOWN_NPC_15_DIALOGUE2": "지금은 이안테의 순찰대가 그런 역할을 하고 있어. [pause]자원을 모으고, 주민들의 문제를 해결해주고... 정말 온갖 일을 다 도맡아하지.", + "HARBOURTOWN_NPC_15_DIALOGUE3": "\\\"카세트 테이프\\\" 현상이 발견된 후로는 질서를 유지하는 게 더 어려워졌어. [pause]하지만 이안테라면 분명 해낼 수 있을 거야!", + "HARBOURTOWN_NPC_16_DIALOGUE1": "마을에 새로 온 사람들은... [pause]대부분 힘겨운 시기를 겪어.", + "HARBOURTOWN_NPC_16_DIALOGUE2": "조언 하나 해주자면, [pause]이곳에서의 새로운 삶을 받아들이는 게 좋아.", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "그렇다고 해서 과거의 삶을 잊어버리라는 건 아니야. [pause]미래만큼이나 과거도 네 소중한 일부니까. [pause]알겠지?", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "그렇다고 해서 과거의 삶을 잊어버리라는 건 아니야. [pause]미래만큼이나 과거도 네 소중한 일부니까. [pause]알겠지?", + "HARBOURTOWN_NPC_17_DIALOGUE2": "미래에 어떻게 대비해야 하는지 알려면 과거를 돌아봐야 하는 법이지.", + "HARBOURTOWN_NPC_17_DIALOGUE1": "항구촌의 역사는 생각보다 흥미롭단다!", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "그렇다고 해서 과거의 삶을 잊어버리라는 건 아니야. [pause]미래만큼이나 과거도 네 소중한 일부니까. [pause]알겠지?", + "TUTORIAL3_PART2_KAYLEIGH1": "방금 그거 너도 느꼈지?", + "TUTORIAL3_PART2_KAYLEIGH2": "저게 뭐야?!", + "TUTORIAL3_PART2_KAYLEIGH3": "이, 이 건물이 원래 여기 있었나?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "항구촌에 없던 거야?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "평소에는 이런 일이 안 일어나?", + "TUTORIAL3_PART2_KAYLEIGH4": "이런 건 한 번도 본 적이 없어!", + "TUTORIAL3_PART2_KAYLEIGH5": "계속 이곳에 묻혀있던 건가?!", + "CLEMENCE_INTRO2": "난 클레멘스고, 이 훌륭한 가게는 그래머폰 카페야. 난 음반도 많고 끝내주는 커피를 만들 수 있으니 카페나 해볼까 했어. 경쟁 상대가 있는 것도 아니고.", + "CLEMENCE_INTRO1.f": "봉주르! [pause]이곳에 새로운 사람이 오는 건 흔치 않은 일이야. 특히 너 같이 예쁜 사람은!", + "CLEMENCE_INTRO1.m": "봉주르! [pause]이곳에 새로운 사람이 오는 건 흔치 않은 일이야. 특히 너 같이 잘생긴 사람은!", + "TUTORIAL4_PART3B_KAYLEIGH11": "그 생물들은 지금껏 많은 이름으로 불렸어. 천사, 괴물, 악마, 구울...", + "TUTORIAL4_PART3B_KAYLEIGH14": "대천사의 정체는 아무도 몰라. 마지막으로 목격된 것도 한참 전 일이었고.", + "TUTORIAL4_PART3B_KAYLEIGH13": "하지만 그 다른 생명체... [pause]그러니까 우리가 싸운 존재는... [pause]여전히 대천사라고 불려.", + "TUTORIAL4_PART3B_KAYLEIGH16": "마치 내가 잘못 보고 있다는 느낌이 들었어. 쌍안경으로 영화를 보려는 것처럼 말이야...", + "TUTORIAL4_PART3B_KAYLEIGH15": "우리가 싸운 그 존재를 바라봤을 때... 설명하기는 힘들지만...", + "HARBOURTOWN_STATION_MORGANTE13": "그렇구나.\\n\\n방법이 있다. 길을 아는 건 이 세상에 오직 나밖에 없지.", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "그릇...?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "잠시만...", + "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, 괜찮아?! [pause]어떻게 된 거야?! [pause]잠시 기절했었다고!", + "HARBOURTOWN_STATION_MORGANTE15": "좋다. 내 노래를 듣거라.", + "TUTORIAL4_PART3A_KAYLEIGH1": "기차역에서 [wave amp=30 freq=10]많은[/wave] 일들이 있었지... 그 얘기를 좀 해야 할 것 같아.", + "HARBOURTOWN_STATION_KAYLEIGH17": "어서 여기서 나가자...", + "HARBOURTOWN_NPC_32_DIALOGUE1": "뉴위럴에서 [wave amp=30 freq=10]풍족[/wave]한 걸 꼽자면, 그건 바로 커피일 거야. [pause]그리고 알록달록한 생물들도.", + "HARBOURTOWN_NPC_31_DIALOGUE1": "견습 순찰대원이 되려고 훈련 중이야. 싸울 일이 더 많다는 걸 제외하면 구직 활동이랑 똑같아.", + "HARBOURTOWN_NPC_33_DIALOGUE1": "이곳 전설에 따르면, 수렁해 수평선에 어떤 부두의 폐허가 보인다고 해... 물론 나도 본 적은 없지만 말이야.", + "HARBOURTOWN_BOOK_2": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...그 엘프 몬스터는 장난감을 얻으면 길을 잃지 않지만, 장난감이 없으면 결국 분노에 사로잡힐 것이다.\\\"", + "HARBOURTOWN_BOOK_3": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...그 가면을 쓴 거대한 뱀이 산들바람을 부릴 수 있게 되면 세 번째 길이 열릴 것이다.\\\"", + "HARBOURTOWN_BOOK_1": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...그 비행접시 생물은 상대와 가까운 거리를 유지할 능력을 얻으면 껍데기를 벗고 본 모습을 드러낼 것이다.\\\"", + "HARBOURTOWN_BOOK_4": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...이 언덕 밑에 있는 정체불명의 톱니바퀴는 이 공룡의 진정한 잠재력을 일깨워 줄 열쇠다.\\\"", + "HARBOURTOWN_BOOK_5": "휘갈겨 쓴 메모에 이렇게 적혀 있다. \\\"...어떤 몬스터는 낮인지 밤인지에 따라 다른 형태로 성장하는 듯하다.\\\"", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "화학 상인", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "무타입 상인", + "HARBOURTOWN_CHEMIST1_OPENING": "전투에서 승리하려면 원소 간의 화학 작용을 아는 게 중요해.[pause] 나는 화학을 통해 전투를 유리하게 이끄는 스티커를 만들지!", + "HARBOURTOWN_CHEMIST1_CLOSING": "난 어디 안 가니 필요한 게 있으면 다시 와.", + "HARBOURTOWN_CHEMIST2_OPENING": "내 전문 분야는 사용자와 함께 타입이 바뀌는 스티커야. 내 동료의 코팅 스티커와 함께 사용하면 아주 유용하지. 게다가 어느 테이프에나 붙일 수 있어!", + "HARBOURTOWN_ITEM_RECYCLER1": "필요 없어진 아이템은 재활용하고 있어?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "이용해줘서 고마워!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "이용해줘서 고마워!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "이용해줘서 고마워!", + "HARBOURTOWN_TAPE_RECYCLER3": "야영지나 카페에서 테이프 보관함을 열고 필요 없는 테이프를 고른 다음 재활용 버튼을 눌러!", + "HARBOURTOWN_ITEM_RECYCLER4": "자, 이 낡은 책으로 한번 해 봐. 난 이제 그 책이 필요 없으니까.", + "HARBOURTOWN_ITEM_RECYCLER2": "재활용하면 소지품을 줄일 수 있을 뿐만 아니라, 아이템을 만들 때 사용된 자원을 일부 돌려받을 수도 있어.", + "HARBOURTOWN_ITEM_RECYCLER3": "그다음 그 자원을 다른 사람과 새로운 아이템으로 교환할 수 있지!", + "GAME_OVER_FIRST_PENSBY1.f": "아, 일어났구나. 내 진료소로 무사히 데려와 줄 친구가 있던 걸 다행으로 여겨!", + "GAME_OVER_DOG1": "멍!", + "HARBOURTOWN_TAPE_RECYCLER1": "혹시 보관함에 필요 없어진 옛날 테이프를 아직도 갖고 있어?", + "HARBOURTOWN_TAPE_RECYCLER2": "다음번에 휴식을 취할 때 하나 재활용해보지 그래?", + "HARBOURTOWN_TAPE_RECYCLER4": "상인과 교환할 수 있는 자원을 더 얻을 수 있을 뿐만 아니라, 그 몬스터에 해당하는 스티커 중에서 몇 개를 얻을 수도 있어.", + "HARBOURTOWN_BOOTLEG_KRAB1": "...", + "HARBOURTOWN_BOOTLEG_KRAB2": "이상하게 생긴 도로게다.", + "HARBOURTOWN_BOOTLEG_NPC1": "저 도로게는 신경 쓰지 마. 내 아들 녀석이니까. 해적판 테이프를 갖고 노는 걸 좋아하거든.", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "해적판이요?", + "HARBOURTOWN_BOOTLEG_NPC2": "그래.[pause] 여행 중에 색깔이 특이한 몬스터 본 적 있어? 그게 바로 해적판이야.[pause]하지만 코팅이랑 헷갈리면 안 돼!", + "HARBOURTOWN_BOOTLEG_NPC3": "해적판 몬스터는 [wave amp=30 freq=10]영구적으로[/wave] 다른 색깔, 원소 타입, 기술을 지녀.", + "HARBOURTOWN_BOOTLEG_NPC4": "그리고 기록한 후에도 그 성질을 유지하지.", + "HARBOURTOWN_BOOTLEG_NPC6": "자, 이걸 줄 테니 직접 확인해 봐. 나는 순찰대장 코디가 남는 걸 줘서 충분히 있으니까.", + "HARBOURTOWN_BOOTLEG_NPC5": "기록된 해적판은 고급이나 희귀 기술을 더 높은 확률로 만들어내기 때문에 무척 유용해.", + "HARBOURTOWN_BOOTLEG_NPC7": "해적판 몬스터는 아무 데서나 무작위로 등장하지만, 융합 상태로 더 자주 발견된다고 하더라고.", + "HARBOURTOWN_BOOTLEG_NPC8": "반짝이에 뒤덮인 것처럼 반짝반짝 빛나는 아주 희귀한 해적판 몬스터도 있다고 들었어.", + "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]어서 오게, 탐구심으로 가득한 이여![/wave] 우주의 비기에 대해 배우러 온 건가?", + "HARBOURTOWN_ASTROLOGER_NAME": "점성술사", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "그럼요!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "나중에요.", + "HARBOURTOWN_ASTROLOGER_NPC3": "아주 좋아... [pause]내 말에 귀를 기울이는 게 좋을 걸세!", + "HARBOURTOWN_ASTROLOGER_NPC2": "그럼 다음에 또 보세!", + "HARBOURTOWN_ASTROLOGER_NPC4": "우주 타입의 몬스터는 자연의 네 가지 기본 원소로부터 힘을 얻지. [pause]대지, [pause]물, [pause]불, [pause]공기...", + "HARBOURTOWN_ASTROLOGER_NPC6": "하지만 플라스틱, 독, 금속처럼 순수하지 않은 원소에 노출되면 내적 조화가 어지러이 흐트러져 [wave amp=30 freq=10]혼돈[/wave]에 빠지고 말아.", + "HARBOURTOWN_ASTROLOGER_NPC5": "이 네 가지 원소 중 하나에 노출된 우주 생명체는 [wave amp=30 freq=10]강화[/wave]된다네!", + "PENSBY_INTERACT_MENU": "안녕, {player}. 무슨 일이야?", + "PENSBY_INTERACT_MENU_SUPPLIES": "보급품이 필요해요.", + "PENSBY_INTERACT_MENU_CHECKUP": "검진을 받고 싶어요.", + "PENSBY_INTERACT_MENU_BYE": "그냥 인사하러 왔어요.", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "더할 나위 없이 건강하네, {player}.", + "HARBOURTOWN_ASTROLOGER_NPC7": "우주 몬스터로 변신하고 싶다면 그걸 잊어서는 안 되네!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "우리가 처음 모르간테랑 싸운 후에 내가 말했잖아. 너랑 내가 함께하는 거라고!", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "몬스터 형태를 바꿀 때마다 몸의 느낌도 바뀌는 것에 익숙해지려면 시간이 좀 걸려. 그래도 너는 잘 배워가고 있는 것 같네!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "다행이다! [pause]그럼 넌 운이 좋네. 뉴위럴에 호텔 같은 건 없으니까, 텐트에서 잘 일이 많을 거야.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "난 캠핑이 좋아!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "난 실내가 더 좋은데...", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "그것참... [pause]안타깝네. 이 섬을 탐험하려면 텐트에서 자는 거에 익숙해져야 할 거야. 뉴위럴에 호텔 체인 같은 건 없으니까 말이야.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "아! 해변에서 처음 만났을 때 내가 준 첫 몬스터가 마음에 드는지 한 번도 안 물어봤네.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "아! 해변에서 처음 만났을 때 내가 준 첫 몬스터가 마음에 드는지 한 번도 안 물어봤네.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "아! 해변에서 처음 만났을 때 내가 준 첫 몬스터가 마음에 드는지 한 번도 안 물어봤네.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "\\\"알사탄\\\"이었지? 정말 재미있는 몬스터 형태야! 예전에 사용해 본 적이 있는데, 단 걸 먹고 들뜬 느낌이 계속 이어지는 것 같았어.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "\\\"밴십\\\"이었지? 정말 귀여운 몬스터 형태야! 예전에 사용해 본 적이 있는데, 둥둥 떠다니는 이상한 느낌에 적응해야 했어.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "그 형태로 변신했을 때는 원거리 공격이 더 효과적이었던 것 같아. 알사탄은 조준 실력을 타고나는 걸까?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "하지만 커다란 발굽이 생기니 그걸로 몬스터를 [wave amp=30 freq=10]손쉽게[/wave] 후려칠 수 있을 것 같더라고.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "우리가 싸운 대천사 있잖아... [pause]모르간테였나?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "정말 우리 힘만으로 이긴 건 아니겠지? 우리가 발견했을 때 이미 상처를 입은 상태였잖아.", + "EUGENE_UNKNOWN_NAME": "화난 남자", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "정말 우리 힘만으로 이긴 건 아니겠지? 우리가 발견했을 때 이미 상처를 입은 상태였잖아.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "정말 우리 힘만으로 이긴 건 아니겠지? 우리가 발견했을 때 이미 상처를 입은 상태였잖아.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "약해졌는데도 무척 위험해 보였지. 누가 상처를 입힌 건지는 몰라도, 분명 [wave amp=30 freq=10]엄청난 강자[/wave]일 거야.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "그건 생각 안 해봤어.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "그러겠네...", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "그에 비해 우리 인간은 [wave amp=30 freq=10]너무[/wave] 하찮은 것 같아...", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]일단은 물러나겠다...[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "여자", + "EUGENE_INTRO_LANDKEEPER_NAME": "창백한 남자", + "EUGENE_INTRO_EUGENE1": "...한 말 [shake rate=30 level=10]또[/shake] 하게 만들지 마! [pause][pause]항구촌은 절대 너희 [shake rate=30 level=10]피빨이[/shake]들의 손에 넘어가지 않을 거야!", + "EUGENE_INTRO_EUGENE3": "너희가 태어난 어둠 속으로 썩 물러나라! [pause]아니면 [shake rate=30 level=10]나[/shake]를 쓰러뜨리고 지나가야 할 거다!", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]쳇. [pause]말이 안 통하는군…[/wave] \\n", + "EUGENE_INTRO_EUGENE4": "[shake rate=30 level=10]너희 족속[/shake]은 예전에도 싸워서 이겨본 적이 있어. [pause]시범이라도 보여줄까?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]하지만 너도 곧 이게 다 너희를 위한 거라는 걸 깨닫게 될 거다.[/wave]", + "EUGENE_INTRO_EUGENE8": "저 기분 나쁜 녀석들이 또 괴롭히면 저한테 말하세요, 아주머니.", + "EUGENE_INTRO_EUGENE7": "네 동족들한테 가서 전해! 이 마을은 이 [shake rate=30 level=10]유진[/shake] 님이 지킨다고!", + "EUGENE_INTRO_EUGENE9": "그리고 뭘 하든 절대 그 놈들을 집 안에 들이지 마세요. [pause]그게 놈들이 노리는 거니까요.", + "EUGENE_INTRO_WOMAN10": "꼭 명심할게. 도와줘서 고마워, 젊은이!", + "EUGENE_INTRO_EUGENE12": "내 이름은 유진이야... [pause]이미 알고 있겠구나. [pause]내가 방금 그 녀석들한테 소리쳤으니까.", + "EUGENE_INTRO_EUGENE11": "아, 안녕. 못 볼 꼴을 봤네.", + "EUGENE_INTRO_EUGENE12_OPTION1": "난 {player}!", + "EUGENE_INTRO_EUGENE13": "새로운 사람은 언제든 환영이야, {player}.", + "EUGENE_INTRO_EUGENE13_OPTION1": "아까 그 사람들은 누구야?", + "EUGENE_INTRO_EUGENE14": "괜히 주절주절 시간 뺐지는 않을게. [pause]놈들은 [wave amp=30 freq=10]이 세상의 존재가 아니야[/wave].", + "EUGENE_INTRO_EUGENE13_OPTION2": "방금 무슨 일이야?", + "LEVEL_WARNING_dog.v2": "왈왈이가 겁을 먹었다. 주변의 몬스터가 너무 강해 보이는 건 아닐까?", + "EUGENE_INTRO_EUGENE16": "어쨌든, 그 녀석들을 감시하러 가야겠어. [pause]놈들이 항구촌의 선량한 사람들의 [shake rate=30 level=10]고혈을 빨아먹게[/shake] 둘 수는 없지.", + "EUGENE_INTRO_EUGENE15": "뉴위럴의 몬스터들이 전부 시리얼 마스코트처럼 생긴 건 아니라고만 해두자.", + "WORKING_OVERTIME_INITIAL_RANGER2": "이안테한테 여기 마을 표지판을 세우겠다고 했어. [pause]마을을 좀 더 아늑하게 만들려고 말이야. [pause]알겠어?", + "EUGENE_INTRO_EUGENE16_OPTION1": "내가 도와줄까?", + "EUGENE_INTRO_EUGENE16_OPTION2": "필요한 것 있어?", + "EUGENE_INTRO_EUGENE18": "이 위치에서 만나자. [pause]거기로 오면 어떻게 된 일인지 자세히 알려줄게.", + "EUGENE_INTRO_EUGENE17.n": "손을 더럽혀도 상관없다면, 도움은 언제든 환영이야!", + "EUGENE_INTRO_EUGENE17.f": "손을 더럽혀도 상관없다면, 도움은 언제든 환영이야!", + "EUGENE_INTRO_EUGENE17.m": "손을 더럽혀도 상관없다면, 도움은 언제든 환영이야!", + "EUGENE_INTRO_EUGENE19": "다만... [pause]싸울 준비 단단히 하고 와. [pause]일이 험악해질 수도 있으니까.", + "WORKING_OVERTIME_INITIAL_RANGER1": "안녕, [pause]혹시 도와줄 수 있어?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "흠. 거울이잖아?", + "WORKING_OVERTIME_RANGER_NAME": "지친 순찰대원", + "WORKING_OVERTIME_INITIAL_RANGER3": "그런데 나무가 얼마나 많이 필요할지 잘못 계산했지 뭐야. 나무 좀 구해다 주면 안 될까? [pause]정말 큰 도움이 될 거야!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "그럼요!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "나중에요.", + "WORKING_OVERTIME_INITIAL_RANGER4": "정말이야? 고마워! [pause]재료를 다 모으면 나한테 알려줘.", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "괜찮아. 신경 쓰지 않아도 돼.", + "WORKING_OVERTIME_ACTIVE_RANGER1": "안녕. 필요한 나무는 구했어?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "나무 {required_item_amount}개를 건네준다.", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "괜찮아. 한동안은 계속 여기 있을 테니까.", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "아직이요!", + "WORKING_OVERTIME_COMPLETE_RANGER3": "흐음... [pause][pause]날 도와줬으니, [pause]디자인은 네가 결정할래?", + "WORKING_OVERTIME_COMPLETE_RANGER2": "해냈구나! [pause]도와줘서 고마워. 그 많은 재료를 혼자 모아야 하다니 정말 끔찍했는데.", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "표지판에 항구촌을 잘 요약해서 드러내는 상징을 넣어야 해. [pause][pause]어떤 게 좋을까, [pause]친구?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "표지판에 항구촌을 잘 요약해서 드러내는 상징을 넣어야 해. [pause][pause]어떤 게 좋을까, [pause]친구?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "새요!", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "표지판에 항구촌을 잘 요약해서 드러내는 상징을 넣어야 해. [pause][pause]어떤 게 좋을까, [pause]친구?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "꽃이요!", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "돌고래요!", + "WORKING_OVERTIME_COMPLETE_RANGER5": "좋아, [pause]그걸로 하자.", + "WORKING_OVERTIME_COMPLETE_RANGER8": "난 평생을 이곳에서 살았지만, [pause]다양한 출신의 수많은 사람들이 이곳에 갇히곤 하지.", + "WORKING_OVERTIME_COMPLETE_RANGER6": "휴. [pause][pause]다 됐어. [pause]자, 어때?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "마음에 쏙 들어요!", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "멋지네요!", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "잘 만들었네요!", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "이 정도면 꽤 잘 만들었네요.", + "WORKING_OVERTIME_COMPLETE_RANGER9": "그 사람들이 이걸 보고 조금이라도 기분이 나아진다면, [pause]열심히 노력한 보람이 있겠지. [pause]분명히 그럴 거야.", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "헤, [pause]좋은데요?", + "WORKING_OVERTIME_COMPLETE_FELIX7": "멋진 표지판이네요.", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "열심히 만들었다는 게 절실히 드러나는 작품이구려.", + "RANGER_BODYBUILDER_INTRO": "이봐. 운동하러 왔어?", + "RANGER_BODYBUILDER_OPTION1": "어디 땀 좀 흘려볼까?", + "RANGER_BODYBUILDER_OPTION2": "어떻게 하면 되죠?", + "RANGER_BODYBUILDER_OPTION3": "나중에요.", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "뭐야, 순찰대원도 아니라고?", + "RANGER_BODYBUILDER_NO_PASS1": "아, 그러면 안 되지. 체육관 회원권 없어?", + "RANGER_BODYBUILDER_NO_PASS2": "저기 윌마한테 가서 체육관 회원권을 받아 오면, 맞춤형 루틴으로 운동을 시켜줄게!", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "뭐야, 순찰대원도 아니라고?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "뭐야, 순찰대원도 아니라고?", + "RANGER_BODYBUILDER_NOT_JOINED2": "그러면 우선 항구촌 외곽 북쪽에 있는 공원의 전초기지로 가서 가입 신청을 해.", + "RANGER_BODYBUILDER_BYE": "다음에 또 보자고!", + "RANGER_BODYBUILDER_EXPLANATION1": "때로는 변신을 잘하는 것만으로는 부족할 때도 있어. 가끔은 그냥 더 강해져야 할 때도 있지!", + "RANGER_BODYBUILDER_EXPLANATION2": "난 바로 그걸 돕기 위해 있는 거고. 내 맞춤형 루틴으로 운동하면 네 인간 형태의 '기본 능력치\\'를 조절할 수 있어. 그러면 네 변신 형태의 위력에도 영향이 가지!", + "RANGER_BODYBUILDER_EXPLANATION4": "그리고 순찰대 훈련을 진행하다 보면 분명 기본 능력치에 투자할 추가 포인트를 획득할 수 있을 거야.", + "RANGER_BODYBUILDER_EXPLANATION5.m": "자, 어때? 운동할 준비 됐어?", + "RANGER_BODYBUILDER_EXPLANATION3": "예를 들어 근접 공격을 강화하고 싶지만 원거리 공격에는 그리 의존하지 않는다면, 원거리 공격의 포인트를 근접 공격으로 옮기면 돼.", + "RANGER_BODYBUILDER_EXPLANATION5.f": "자, 어때? 운동할 준비 됐어?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "휴, 정말 열심히 운동했네! 근육이 다 얼얼해!", + "RANGER_TRADER_NOT_JOINED1.m": "안녕. 순찰대에 가입하려고 온 거니? 안됐지만 이안테는 방금 나갔어.", + "RANGER_TRADER_NOT_JOINED1.n": "안녕. 순찰대에 가입하려고 온 거니? 안됐지만 이안테는 방금 나갔어.", + "RANGER_BODYBUILDER_EXPLANATION5.n": "자, 어때? 운동할 준비 됐어?", + "TUTORIAL4_PART3C_KAYLEIGH3": "적절한 조건이 갖춰지면 몬스터 형태로 변신한 두 사람이 합체해서 하나의 [wave amp=30 freq=10]강력한 존재[/wave]로 변형될 수 있어.", + "TUTORIAL4_PART3C_KAYLEIGH4": "그 \\\"조건\\\"에 [shake rate=30 level=10]대천사[/shake]한테 죽을 뻔하는 것도 포함되나 보네...", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "기분이 이상했어. 그 순간 우리 몸이 하나가 되고, 우리가 [wave amp=30 freq=10]변한[/wave] 존재는 우리 둘 다인 동시에 우리가 아니기도 했어...", + "TUTORIAL4_PART3D_KAYLEIGH3": "그리고 모르간테가 뉴위럴에서 나갈 방법을 알고 있고?", + "HARBOURTOWN_MERCHANT_4.n": "들러줘서 고마워! 내일 다시 오면 새로운 스티커를 들여놓을게!", + "TUTORIAL4_PART3C_KAYLEIGH6": "난...[pause] 융합하는 건 이번이 처음이야. 내가 [wave amp=30 freq=10]거의[/wave] 모르는 사람과 융합할 줄은 정말 몰랐는데...", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "기분이 이상했어. 그 순간 우리 몸이 하나가 되고, 우리가 [wave amp=30 freq=10]변한[/wave] 존재는 우리 둘 다인 동시에 우리가 아니기도 했어...", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "기분이 이상했어. 그 순간 우리 몸이 하나가 되고, 우리가 [wave amp=30 freq=10]변한[/wave] 존재는 우리 둘 다인 동시에 우리가 아니기도 했어...", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "융합 덕분에 대천사를 물리칠 수 있었어!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "너, 너는 날 믿지? [pause]그렇지? [pause]내가 네 세계에서는 유명하지 않았을지 몰라도, 내 세계에서 왔다면 분명 내 [wave amp=30 freq=10]열혈팬[/wave]이었을 거야!", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "안녕, 내 [wave amp=30 freq=10]열혈팬[/wave]. 잘 지냈어?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "너, 너는 날 믿지? [pause]그렇지? [pause]내가 네 세계에서는 유명하지 않았을지 몰라도, 내 세계에서 왔다면 분명 내 [wave amp=30 freq=10]열혈팬[/wave]이었을 거야!", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "안녕, 내 [wave amp=30 freq=10]열혈팬[/wave]. 잘 지냈어?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "안녕, 내 [wave amp=30 freq=10]열혈팬[/wave]. 잘 지냈어?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "...[pause]우리 아는 사이던가?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "아, [pause]또 너구나. [pause]미안, 난 할 일이 있어서.", + "HARBOURTOWN_NPC_3_DIALOGUE10": "어... [pause]음... [pause]또 만나서 반가워, {player}.", + "HARBOURTOWN_NPC_3_DIALOGUE4": "음, [pause]날 다른 사람이랑 착각한 것 같아. [pause]우린 초면인 거 같은데.", + "HARBOURTOWN_NPC_3_DIALOGUE3": "음, [pause]미안하지만 난 바빠. [pause]아주 바쁘다고.", + "HARBOURTOWN_NPC_3_DIALOGUE8": "여기서는 친구를 사귀기 힘들 수도 있어. [pause]나랑 공통점이 많은 사람이 별로 없더라고. [pause]사실... [pause]아무도 없어. [pause]이곳의 특성상 어쩔 수 없겠지만.", + "HARBOURTOWN_NPC_3_DIALOGUE7": "아까 무례하게 굴었다면 미안해. [pause]내가 낯을 좀 가려서 말이야. [pause]하지만 이제 우린 구면인 것 같네.", + "HARBOURTOWN_NPC_3_DIALOGUE6": "...[pause]안녕, 또 만났네. [pause]날 만나러 와줘서 고마워.", + "HARBOURTOWN_NPC_4_DIALOGUE1": "카세트 테이프 변신은 처음이야? [pause]내가 조언 하나 해줄게.", + "HARBOURTOWN_NPC_4_DIALOGUE2": "원리를 이해하려고 하지 마. [pause]어떻게 봐도 말이 안 되는 현상이니까.", + "HARBOURTOWN_NPC_3_DIALOGUE9": "어... [pause]네 이름도 아직 안 물어봤네. [pause]{player}? [pause]좋은 하루 보내, {player}.", + "TUTORIAL4_PART3D_KAYLEIGH24": "너랑 내가 함께하는 거지!", + "TUTORIAL4_PART3D_KAYLEIGH25": "자, 어때? 같이 해볼까?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "좋아, 해보자!", + "TUTORIAL4_PART3D_KAYLEIGH26": "만약 대천사가 그 환영을 보여줬다면...", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "다른 방법이 있는 것도 아니잖아!", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "다른 대천사를 찾아야 해. 그리고 대천사와 마주쳤을 때 맞서 싸울 수 있을 만큼 강해져야 하고.", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "순찰대의 훈련 과정을 거치면 충분히 강해질 수 있을 거야. 우선 순찰대 총대장과 만나러 가자!", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "다른 대천사를 찾아야 해. 그리고 대천사와 마주쳤을 때 맞서 싸울 수 있을 만큼 강해져야 하고.", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "다른 대천사를 찾아야 해. 그리고 대천사와 마주쳤을 때 맞서 싸울 수 있을 만큼 강해져야 하고.", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "순찰대의 훈련 과정을 거치면 충분히 강해질 수 있을 거야. 우선 순찰대 총대장과 만나러 가자!", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "순찰대의 훈련 과정을 거치면 충분히 강해질 수 있을 거야. 우선 순찰대 총대장과 만나러 가자!", + "OUTSKIRTS_3_-1_GIFTER1.m": "처음 보는 얼굴이구나. 떠밀려 온 지 얼마 안 됐지?", + "TUTORIAL4_PART3D_KAYLEIGH29": "지금쯤 공원에 있는 전초기지에 있을 거야.", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]어이쿠, 범죄율도 치솟고 있군...[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "아! 지금 들고 있는 거 카세트 플레이어 아니니? 자, 이걸 줄게.", + "OUTSKIRTS_3_-1_GIFTER1.f": "처음 보는 얼굴이구나. 떠밀려 온 지 얼마 안 됐지?", + "HARBOURTOWN_STATION_MORGANTE1": "모드리드, 너냐?\\n\\n가까이 오너라, 얘야... 마지막으로 한 번 더 너를 눈에 담고 싶구나.", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, 공기에서 뭔가 느껴지지 않아...?", + "HARBOURTOWN_STATION_KAYLEIGH1": "이곳에서는... 금속이 타는 듯한 냄새가 나. 뭐라고 설명할지 모르겠네...", + "HARBOURTOWN_STATION_MORGANTE2": "기나긴 싸움이 막을 내리려 한다... 아무래도 이번에는 그에게 진정으로 패배한 것 같구나.", + "HARBOURTOWN_STATION_KAYLEIGH6": "안 돼...", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]이... 이건...[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, 이건 [shake rate=30 level=10]대천사[/shake]인 것 같아...", + "HARBOURTOWN_STATION_KAYLEIGH5": "여기서 나가야 해. [wave amp=30 freq=10]당장.[/wave]", + "TUTORIAL4_PART3C_KAYLEIGH7": "그냥 어쩌다 보니 그렇게 됐어. 안 그래?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "융합 덕분에 대천사를 물리칠 수 있었어!", + "TUTORIAL4_PART3C_KAYLEIGH8": "미안, [pause]이 얘기를 하려니 조금 이상하네!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "융합 덕분에 대천사를 물리칠 수 있었어!", + "TUTORIAL4_PART3C_KAYLEIGH9": "그, 그래. 듣고 보니 그러네!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "융합이 아니었다면 살아남지 못했을 거야!", + "TUTORIAL4_PART3C_KAYLEIGH10": "너와 융합을 하고 나니 내 안에서 이상한 느낌이 들어. 마치... 존재하는지조차 몰랐던 문이 열린 것 같아.", + "TUTORIAL4_PART3D_KAYLEIGH1": "그러면 정리해보자...", + "TUTORIAL4_PART3C_KAYLEIGH11": "필요하면 다시 너와 융합할 수 있을 것 같네.", + "TUTORIAL4_PART3D_KAYLEIGH2": "그 \\\"모르간테\\\"라는 대천사의 기억이 네 [wave amp=30 freq=10]안으로[/wave] 흘러 들어왔다고...?", + "TUTORIAL4_PART3D_KAYLEIGH23": "그걸 밝혀내는 게 뉴위럴 사람들에 대한 우리의 의무야!", + "TUTORIAL4_PART3D_KAYLEIGH22": "만약 이 섬에서 나가는 길을 찾고, 사람들을 가족이 기다리는 집으로 돌려보낼 가능성이 조금이라도 있다면...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "하지만 너랑 메러디스는 잘 어울려. 좋은 한 쌍인 것 같아.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "그 관문이 [wave amp=30 freq=10]정말[/wave] 원래 세계로 이어진다면, 다들 작별해야 하는 건가?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "있잖아, [wave amp=30 freq=10]멋진 야외[/wave]에서 자는 걸 어떻게 생각해?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "다행히 아직 뉴위럴에 해야 할 일이 남아있으니까, 그건 나중에 걱정할래!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "이 모험의 시작도 함께했으니, 끝도 함께하자. [pause]네가 준비되기 전까지는 나도 떠나지 않을 거야, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "순찰대한테는 아주 중대한 소식일 거야. 앞으로 애 좀 먹겠는데!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "이 모험의 시작도 함께했으니, 끝도 함께하자. [pause]네가 준비되기 전까지는 나도 떠나지 않을 거야, {player}.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "이 모험의 시작도 함께했으니, 끝도 함께하자. [pause]네가 준비되기 전까지는 나도 떠나지 않을 거야, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "이제 이안테도 관문에 대해 알게 됐네!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "기차에서 알레프와 싸웠을 때... [pause]우리가 융합해서 소환한 힘 있잖아...", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "모르간테랑 좀 비슷하지 않았어? [pause]우리가 함께 싸운 첫 대천사 말이야.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "완전히 이해한 건 아니지만, 그 순간 모르간테와 목적이 일치하는 어떤 존재가 우리를 통해 구현된 것 같은 기분이었어. 그 형태 안에는 우리만 있던 게 아니었다고. [wave amp=30 freq=10]그녀[/wave]도 우리와 함께 융합한 거지.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "맞아!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "그런 것 같아.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "하긴, 너는 우리가 처음 모르간테와 만났을 때부터 그녀의 정수를 안에 담고 있었지?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "모르간테는 너한테 그 관문을 찾을 단서를 주고, 우리가 알레프를 물리치는 것도 도와줬어. 혹시 처음부터 우리를 이용해 알레프를 물리치려던 건 아닐까? 그러니까 내 말은...", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "아, 물어보는 걸 깜빡했어! 이제 [wave amp=30 freq=10]순찰대 훈련[/wave]을 받을 텐데 기분이 어때, {player}?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "기대돼!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "기대돼!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "기대돼!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "불안해!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "당연히 그렇겠지! 넌 잘할 거야!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "불안해!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "너랑 같이 계속 캠핑 여행을 다닐 수 있어서 다행이야, {player}.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "불안해!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "순찰대는 견습대원마다 각자의 강점에 맞춘 시련을 내줘. 나는 훈련 때 마을에서 각 순찰대장이 시키는 자원봉사를 해야 했어.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "네 전투 시험은... [pause]내 훈련보다 더 힘들어 보이네.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "순찰대는 저마다 특별한 역할을 맡아서 마을을 관리해.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "로드스타인은 전력망을 유지하고, 월러스는 건물과 벽을 짓고, 제드는... [pause]뭘 하는지 모르겠네.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "하지만 그런 역할은 전투 방식을 나타내기도 해! 순찰대장마다 자기만의 독특한 전략을 사용하지.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "너라면 분명 순찰대장들한테 이길 수 있을 거야, {player}!", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "만약... 집으로 돌아가게 된다면, 순찰대에서 배운 기술을 전부 써먹어야겠어.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "원래 삶으로 돌아가기에는 여기서 배운 게 너무 아깝잖아.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "원래 삶은 어땠는데?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "이곳에 오기 전에는 뭘 했어?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "어... [pause]그다지 [wave amp=30 freq=10]신나는[/wave] 삶은 아니었어.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "편안한 삶이었어. [pause]하지만 이 섬에서 이런 일들을 겪고 나니 그런 생활에 만족할 수 있을지 모르겠네.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "대학을 중퇴하고 고향에 있는 가게에서 일했지.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "지금 보면 정말 오래전 일 같지 않아?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "내가 왜 상황이 변할 거라 생각했는지는 모르겠지만, 안 변해서 다행이야.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "내 말은, 이제 우린 [wave amp=30 freq=10]사귀는[/wave] 사이잖아.", + "CAPTAIN_WALLACE_PRE_REMATCH3": "이번에는 내 벽을 그리 쉽게 무너뜨리지 못할걸!", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]지금 매입해두면 새로 온 사람들이 집을 구하려 할 때 큰 수입을 올릴 수 있다고. [/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]뉴위럴에는 화폐가 없기 때문에 아주 발전성 있는 압류 계획도 세우고 있지.[/wave]", + "OFFICE_1_LINE14_EUGENE": "헛소리는 그만해! [pause]항구촌은 [shake rate=30 level=10]절대[/shake] 너희 같은 놈들에게 팔려 넘어가지 않을 거야!", + "OFFICE_1_LINE17_PLAYER_OPTION1": "우리 실력을 보여주자!", + "OFFICE_1_LINE15_EUGENE": "{player}...", + "OFFICE_1_LINE16_EUGENE.f": "준비됐어?", + "OFFICE_1_LINE16_EUGENE.m": "준비됐어?", + "OFFICE_1_LINE16_EUGENE.n": "준비됐어?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "어... 그래, 그래야지!", + "OFFICE_1_LINE19_EUGENE": "작은 승리를 거두었지만, 아직 할 일이 많이 남아있어.", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]시장 성장은 필연적이다. 우리는 필연적이다.[/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "정말 그렇게 나쁜 녀석들이야?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "그렇게 위험한 것 같지는 않던데...", + "OFFICE_1_LINE21_EUGENE": "투기단은 우리 모두의 고통을 이용해 먹으려는 거야!", + "OFFICE_1_LINE23_EUGENE": "[wave amp=30 freq=10]항구촌의 수호자[/wave]인 내가 놈들을 막을 거야!", + "OFFICE_1_LINE22_EUGENE": "놈들이 이곳에 어떻게 온 건지는 모르겠지만...", + "OFFICE_1_LINE27_EUGENE": "다른 거점이 없는지 잘 살펴보고, 마을에 있을 때는 소문에 귀를 기울여 봐.", + "OFFICE_1_LINE24_PLAYER": "내가 도와줄까, \\\"항구촌의 수호자\\\" 씨?", + "OFFICE_1_LINE25_EUGENE": "...", + "OFFICE_1_LINE26_EUGENE": "그래, 도와주면 고맙지.", + "OFFICE_1_LINE29_EUGENE.m": "이제 너도 지붕에 있는 창문을 열 수 있을 거야.", + "OFFICE_1_LINE28_EUGENE": "그리고 이걸 줄게.", + "OFFICE_1_LINE29_EUGENE.n": "이제 너도 지붕에 있는 창문을 열 수 있을 거야.", + "OFFICE_1_LINE29_EUGENE.f": "이제 너도 지붕에 있는 창문을 열 수 있을 거야.", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]아앗?![/shake] 이렇게 쉽게 무릎 꿇지는 않을 거예요!", + "KUNEKOS_RETURN_PRE_BATTLE.m": "창조자 펠릭스 님의 친구 분! 제가 훈련을 통해 [shake rate=30 level=10]얼마나 강해졌는지[/shake] 보여드릴게요!", + "KUNEKOS_RETURN_PRE_BATTLE.f": "창조자 펠릭스 님의 친구 분! 제가 훈련을 통해 [shake rate=30 level=10]얼마나 강해졌는지[/shake] 보여드릴게요!", + "KUNEKOS_RETURN_PRE_BATTLE.n": "창조자 펠릭스 님의 친구 분! 제가 훈련을 통해 [shake rate=30 level=10]얼마나 강해졌는지[/shake] 보여드릴게요!", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "그래, 쿠네코! 넌 할 수 있어!", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]우아아앙![/shake] 다음에는 꼭 제가 이길 거예요!", + "KUNEKOS_RETURN_TEAM_NAME.m": "친구 {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "친구 {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "친구 {name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "아. {player.to_upper}, {partner.to_upper}.\\n\\n제물이 필요한 데 마침 너희들이 나타나다니, 참으로 다행이구나.\\n\\n오늘 멀라인께서 우리를 향해 미소를 지으시는 모양이다.", + "POSTGAME_MORGANTE_PRE_BATTLE2": "그렇게 놀라지 말거라.\\n\\n저항의 화신인 내가 나를 불러낸 이들을 배반하는 것은 당연지사.", + "POSTGAME_MORGANTE_POST_BATTLE": "이렇게 됐다 한들 제물이 바쳐진 것은 매한가지. 의식은 끝났다.\\n\\n대천사들이 뉴위럴에 돌아왔도다.", + "FARM_PUMPKIN_NO_JELLY": "귀여운 호박이다!", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "귀여운 호박이다! 해골 젤리를 뿌릴까?", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"메러디스\\n서기 1967 ~ XXXX\\n그날 아침에 침대에서 나오지 말았어야 했다.\\\"", + "DUNGEON_MEADOW_NOTE_1": "\\\"귀빈 여러분, 부디 제가 준비한 이 음식을 드시고 계셔요. [wave amp=30 freq=10]금방[/wave] 맞이하러 올 테니 어디 가지 마시고요. 헤헤!\\n- 사랑을 담아, 앨리스\\\"", + "DUNGEON_MEADOW_NOTE_2": "\\\"어디 가지 말라고 했잖아요! 정말 무례하군요! 부끄러운 줄 아세요! 다과회를 방해하면 모자 장수가 화낼 테니 가만히 계시라고요!\\n- 많은 사랑을 담아, 앨리스\\\"", + "DUNGEON_MEADOW_EAT_ME": "'날 먹어요\\'라고 적혀 있는 케이크를 먹을까?", + "DUNGEON_MEADOW_NOTE_3": "\\\"이건 나중을 위해 남겨둘 거예요. 당신에게 줄 깜짝 선물이거든요! 예의 있는 손님이라면 손대지 않을 거예요. [wave amp=30 freq=10]머리 잃어버리지 않게 간수 잘하세요[/wave]!\\n- 무한한 사랑을 담아, 앨리스\\\"", + "DUNGEON_MEADOW_DRINK_ME": "'날 마셔요\\'라고 적혀 있는 병을 마실까?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "더 커지는 건 안 좋은 생각 같다.", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "더 작아지는 건 안 좋은 생각 같다.", + "DUNGEON_MEADOW_CHEST_CONFIRM": "상자를 열까?", + "DUNGEON_MEADOW_RED_QUEEN": "퀸닉스가 당신의 목을 베려 한다!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"여기 {player} 잠들다.\\n올해 불명의 나이로 숨을 거두다.\\nRIP\\\"", + "DUNGEON_MEADOW_MAD_HATTER": "몬스터의 다과회를 방해했다!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"여기 {player} 잠들다.\\n올해 불명의 나이로 숨을 거두다.\\nRIP\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"케일리, 1983 ~ ????\\n멍청이를 따라 파멸의 구덩이로 걸어 들어가다. 그것도 두 번째로.\\nRIP\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"케일리, 1983 ~ ????\\n멍청이를 따라 파멸의 구덩이로 걸어 들어가다. 그것도 두 번째로.\\nRIP\\\"", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"여기 {player} 잠들다.\\n올해 불명의 나이로 숨을 거두다.\\nRIP\\\"", + "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"펠릭스\\n그대의 뜻대로 친구들이 그대의 가장 부끄러운 그림을 파기했으니, 마음 편히 안식에 들지어다. 친구들은 조금 키득댔을 뿐이다.\\n1991 ~ 지금\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"케일리, 1983 ~ ????\\n멍청이를 따라 파멸의 구덩이로 걸어 들어가다. 그것도 두 번째로.\\nRIP\\\"", + "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"여기 바이올라 잠들다.\\n1575년생. 오늘 사망.\\n오라버니가 몹시도 그리워하고 있다.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"항구촌의 수호자 유진.\\n서기 2076 ~ NaN\\n입만 살았으나 이젠 그마저도 죽었다.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"여기 착한 아이 잠들다.\\n생전에 자신이 가장 좋아하던 뼈다귀가 됐다는 걸 알면 매우 기뻐하리라.\\n서기 14140년 출생. 개의 시간으로 올해 사망.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "\\\"서니\\n이미 한 번 죽었으나\\n두 번째 죽음을 경험하다.\\\"", + "DUNGEON_GRAVEYARD_LM_1": "정말 불운한 최후구나. \\n\\n말 그대로 막다른 길이지.", + "DUNGEON_GRAVEYARD_LM_2": "이곳에서 길을 잘못 들었다가는 곧바로 무덤 행이다!\\n아하하하하하하!", + "DUNGEON_GRAVEYARD_LM_4": "너희 노력에 대한 보상이다. 푹 쉬거라, 지친 이들이여.", + "DUNGEON_GRAVEYARD_LM_3": "네 생존 의지가 얼마나 강한지 보여 봐라.\\n\\n목숨을 걸고 싸워라!", + "DUNGEON_GRAVEYARD_LM_KILL": "재미있군. 더 보고 싶구나.", + "DUNGEON_GRAVEYARD_LM_5": "생각이 바뀌었다. \\n\\n쉬는 건 무덤 속에서나 쉬어라.", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]사람들이 계속 죽는 한 시신을 묻을 토지의 수요는 항상 있을 거야.[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]보장된 수입원인 거지![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]투기단은 그만두고 묘지기나 해볼까 봐.[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "여기서 떨어지면 목숨이 위험할 것 같지 않나? 떨어지지 않게 조심해라!", + "DUNGEON_GRAVEYARD_LM_7": "그게 왜 거기 있지? \\n아하하하하하", + "DUNGEON_GRAVEYARD_LM_8": "시간이 되었구나. 너희 인간은 전부 언젠가 죽기 마련이지...\\n\\n그러니 날 기다리게 하지 마라!", + "CULTIST_ENCOUNTER_KAYLEIGH1": "...", + "CULTIST_ENCOUNTER_KAYLEIGH2": "그건... [pause]다음에 얘기하자. 알겠지?", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "그 사람 좀 이상해 보였어.", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "그 사람이 무슨 말을 하던 거야...?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "그... 그리고 이야기를 다 듣고 나면 내가 싫어질지도 몰라. 미안해.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "너한테 할 말이 있어.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "사실 난 처음 뉴위럴에 왔을 때 항구촌에 살지 않았어.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "가을 언덕 위에 정착지가 하나 더 있어. [pause]동쪽 해안에 말이야.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "애도촌이라는 곳이지. [pause]사람들이 자급자족하고, 재산도 공유하고, 그렇게 아기자기하게 살아가는 공동체야.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "후드 달린 망토 입고 돌아다니는 사람들 봤지?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "응!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "원래 그렇게 [wave amp=30 freq=30]이상[/wave]한 곳은 않았어. 하지만...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "좀 수상해 보이던데.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "그게 애도촌 사람들이야. 그리고... [pause]나도 그중 한 명이었고.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "마을의 지도자, [pause]도리안은... [pause]대천사에 집착해.", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "자, [pause]여러분. [pause][wave amp=30 freq=10]애도의 아이[/wave]든 아니든, 다들 아주 훌륭하게 땅을 파줬습니다.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "애도촌은 모두를 돕기 위해 세워졌지만, [pause]이내 뭐든지 [wave amp=30 freq=30]도리안이[/wave] 원하는 대로 흘러가게 됐어.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "결국 그곳이 집처럼 느껴지지 않게 되더라고. [pause]실수를 바로잡기에는 너무 늦어서... 도망쳐버렸어.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "그래서 일 년 전에 항구촌으로 오게 된 거야. 과거에 너무나도 많은 사람들을 실망시켰기 때문에, 모두에게 만회하지 않으면 못 견딜 것 같아.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "나는 아직 기억할 테니 같이 가면 애도촌으로 들어갈 수 있을 거야.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "애도촌 사람들은 외부인을 공동체에 들이지 않지만...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "다만... [pause]도리안이 다른 대천사의 위치에 대해 알고 있다면, 내 두려움은 치워두고 도리안이 뭘 알고 있는지 알아내야 해.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "나랑 같이 가 줄 거지?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "바로 그 자세야! 좋은 결과가 나와야 할 텐데.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "물론이지!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "정말 괜찮겠어?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "응. 분명 쉽지 않겠지만... 내가 겪은 일들이 뭐라도 긍정적인 결실을 맺으면 좋겠어.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "나와 함께 가야지 들어갈 수 있다는 것 잊지 마.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "아, [pause]맞다. [pause]애도촌의 입구를 네 지도에 표시해 줄게.", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "망토 두른 남자", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "여긴 당신이 올 곳이 아닙니다. 돌아가 주시지요.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "여긴 당신이 올 곳이 아닙니다. 돌아가 주시지요.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "여긴 당신이 올 곳이 아닙니다. 돌아가 주시지요.", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "안녕하세요. 도리안과 얘기하러 왔어요.", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "케일리 님... 돌아오신 걸 환영합니다!", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "어서 오시지요. 마침 딱 맞춰 오셨습니다.", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "다들 어디 간 걸까? 무슨 일이 일어난 건가?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "뭐에 딱 맞춰 왔다는 거지?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "주변을 둘러보자.", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "이곳에 돌아오니 기분이 이상하네...", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "저건 누구지? 내... 후임자인가? 소름 돋네.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "다들 조용해 주십시오!", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "이제 도리안 님의 말씀이 있겠습니다!", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]다들 잘 지내셨습니까?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "그리고 물론, [pause]이래저래 우여곡절이 있었지만...", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "이야, 여러분 호응은 항상 끝내준다니까요!", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "아니, 이것 좀 보세요! 정말 [wave amp=30 freq=10]끝내주는[/wave] 구멍이잖아요!", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "이 구덩이의 깊이는 대의를 향한 여러분의 [wave amp=30 freq=10]헌신[/wave]을 나타내는 겁니다. [pause][wave amp=30 freq=10]은유[/wave] 같은 거죠!", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "땅속으로 절 이끄는 [wave amp=30 freq=10]머릿속 목소리[/wave]를 처음 들었을 때, 혼자서는 할 수 없는 일이라는 걸 깨달았습니다.", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "우리가 마침내 해냈습니다! [pause]막을 걷어 주시죠!", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]뱀신께서 우릴 기다리십니다![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "저는 곧 이 밑으로 내려가 그분과 거래하여 [wave amp=30 freq=10]신성한 힘[/wave]의 일부를 받아낼 것입니다!", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "그리고 저와 함께하기 위해 [pause]탕아가 집으로 돌아왔군요!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "이런.", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "안 그래... [wave amp=30 freq=10]케일리[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "케일리, [pause]자기, [pause]달려오는 자동차를 보는 사슴 같아 보이네! [pause]네가 우리 파티에 참석할 거라는 소식은 전해 들었어!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "내가 [wave amp=30 freq=10]이곳을 다스리는 걸[/wave] 네가 도왔다고 그 친구한테 말 안 했어?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "내가 [wave amp=30 freq=10]이곳을 다스리는 걸[/wave] 네가 도왔다고 그 친구한테 말 안 했어?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "미안해...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "내가 [wave amp=30 freq=10]이곳을 다스리는 걸[/wave] 네가 도왔다고 그 친구한테 말 안 했어?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "날 안 믿었었지? 뭐, 이제 보니 내가 [wave amp=30 freq=10]옳았던 모양이야![/wave]", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "설명은 나중에 할게. 지금은 이걸 막아야 해.", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "우리 발밑에 [shake rate=30 level=10]진짜 대천사[/shake]가 있다고!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "그 안에 들어갔다가는 죽은 목숨이야!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "우린 대천사와 [wave amp=30 freq=10]싸워 봤어[/wave], 도리안!", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "너와 네 친구가 그렇게 경험이 많다면, [wave amp=30 freq=10]같이[/wave] 들어가지 않을래?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "너와 네 친구가 그렇게 경험이 많다면, [wave amp=30 freq=10]같이[/wave] 들어가지 않을래?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "너와 네 친구가 그렇게 경험이 많다면, [wave amp=30 freq=10]같이[/wave] 들어가지 않을래?", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "내가 새로운 대천사 친구와 함께 [wave amp=30 freq=10]신으로 승천[/wave]하는 걸 지켜보는 거야!", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "재클린, 플랫폼 좀 부탁할게.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "알겠습니다, 도리안 님.", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "어서 가자. 저 멍청이가 지금 무슨 생각인지는 몰라도, 녀석을 막아야 해.", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]안에서 보자고[/wave], 케일리!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "저 인간 정말 질색이야.", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "케일리! [pause]케일리의 친구! [pause]왔구나!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "케일리! [pause]케일리의 친구! [pause]왔구나!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "케일리! [pause]케일리의 친구! [pause]왔구나!", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "도리안 님...?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "전략적으로 [wave amp=30 freq=10]계획을 수정[/wave]하기로 했어!", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "케일리와 친구를 먼저 보내는 거야. [pause]그리고 대천사가 저 둘을 [wave amp=30 freq=10]곧바로 죽이지[/wave] 않는다면, 내가 들어가서 이 세 치 혀로 구워삶는 거지.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "케일리와 친구를 먼저 보내는 거야. [pause]그리고 대천사가 저 둘을 [wave amp=30 freq=10]곧바로 죽이지[/wave] 않는다면, 내가 들어가서 이 세 치 혀로 구워삶는 거지.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "케일리와 친구를 먼저 보내는 거야. [pause]그리고 대천사가 저 둘을 [wave amp=30 freq=10]곧바로 죽이지[/wave] 않는다면, 내가 들어가서 이 세 치 혀로 구워삶는 거지.", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "넌 바보야. 그러다 죽을 거라고.", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "[wave amp=30 freq=10]앞장서[/wave].", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "내 부름을 들었느냐?\\n\\n공물을 바치러 온 거냐?\\n\\n나를 위해 불타기 위해 왔냐는 말이다.", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]제 충성을 바치겠사오니, 부디 신성한 힘의 일부를 내려주소서![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "밑져야 본전이지...", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]오, 위대하신 대천사이시여![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]당신의 부름을 받아 이곳, 당신의 거처로 왔나이다![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "내게서는 아무것도 가져갈 수 없다. 오직 내게 바칠 뿐.", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "일자리를 하나 제안하고 싶군요!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "자, {player}. 이 녀석이 [wave amp=30 rate=10]다른 사람[/wave]도 죽이기 전에 우리가 막자!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]그러게 내가 경고했는데![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "애도의 별이라고 하셨나요?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "도리안...", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "안타깝지만, [pause]도리안이 자초한 일이야.", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "다들 여기서 나가자. [pause][pause]공기에서 죽음의 맛이 나.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "이제 문을 열 거예요. 뉴위럴의 다른 사람들과 화해하려 노력해야죠.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "우리 공동체는...", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "우리는 그저 인도자를 바랐을 뿐이에요... [pause]우린 [pause]절대...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "저도 알아요.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "이 공동체의 사람들은 나쁘지 않아요.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "정말 최악이었어...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "다만 무엇을 믿을지는 신중하게 결정해야 하는 법이죠.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "괜찮아?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "기분 좀 어때?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "나는... [pause][pause][pause]괜찮을 거야.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "도리안을 그렇게 오랫동안 도운 것에 죄책감이 들긴 하지만... [pause]자책하는 것보다 도리안을 더 원망해.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "나는 도리안과 비슷한 시기에 애도의 아이들을 찾았어. [pause]난 그 유대감과 어딘가에 속해있다는 느낌을 간절히 원하고 있었지.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "우리는 친한 친구가 되었고, 나는 도리안의... [pause]비서 같은 존재였어.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "서서히 변한 건지 아니면 처음부터 그랬던 건지는 모르겠지만, [pause]애도촌 사람들에 대한 도리안의 영향력은 사악한 것으로 변질됐어.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "아니... [pause]난 도리안의 \\\"비서\\\"가 아니었어. 해결사였지.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "도리안과 그의 바람, 꿈, 망상을 중심으로 돌아가기 시작했지. 애도촌은 더 이상 내가 간절히 바라 마지않던 공동체가 아니었어...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "사람들이 다쳤고, 나는 그 뒤처리를 도왔어.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "난 오랫동안 내가 좋은 일을 하 있다고 생각했어. [pause]이따금 피해자가 나오더라도 상황을 긍정적으로 유지하는 데 보탬이 된다고 말이야.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "난 좋은 사람이 아니야, {player}.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "그렇지 않아!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "넌 좋은 사람이야.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "헤... 그렇게 생각한다니 다행이야.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "이제 도리안이 사라졌으니 다들 더 행복하면 좋겠네.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "길 잃은 사람들은 인도해 줄 사람을 찾지. [pause]그리고 도리안은 그 인도자가 되어줬어.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "뭐, 대천사를 하나 더 쓰러뜨렸네. [pause]그리고... [pause]나머지를 찾는 것도 내가 도와줄게!", + "ALEPH_DIALOGUE_2_1": "흠. 인간이 들어왔군.", + "ALEPH_DIALOGUE_1_1": "잠깐 실례!", + "ALEPH_DIALOGUE_2_2": "가던 길이나 가라고.", + "ALEPH_DIALOGUE_3_1": "저번에도 봤던 녀석이잖아!", + "ALEPH_DIALOGUE_3_2": "너희들이 어떻게 이곳까지 내려왔는지 도통 모르겠네.", + "ALEPH_DIALOGUE_4_1": "우리...", + "ALEPH_DIALOGUE_4_2": "언제 날 잡고 제대로 얘기 좀 해야겠어.", + "ALEPH_DIALOGUE_5_1": "포기할 줄을 모르는구나?", + "ALEPH_DIALOGUE_6_1.m": "이곳이 어떤 곳인지 알기는 해, 인간?", + "ALEPH_DIALOGUE_6_1.n": "이곳이 어떤 곳인지 알기는 해, 인간?", + "ALEPH_DIALOGUE_6_1.f": "이곳이 어떤 곳인지 알기는 해, 인간?", + "ALEPH_DIALOGUE_6_2": "이 터널이 숨 쉬는 걸 느낄 수나 있어?", + "ALEPH_DIALOGUE_7_1": "시실, 내게 좀 더 존경심을 표하는 게 좋을걸.", + "ALEPH_DIALOGUE_7_2": "너희 세계에는 나를 기반으로 한 전설들도 있거든!", + "ALEPH_DIALOGUE_7_3": "내가 이토록 겸손한 걸 다행으로 여기라고.", + "ALEPH_DIALOGUE_8_1": "우리 이렇게 만나는 건 그만하면 안 될까?", + "ALEPH_DIALOGUE_9_1": "내 새 직원들이 어찌나 시끌벅적한지 몰라.", + "ALEPH_DIALOGUE_10_1": "맞아, 또 나야. 네가 싸우고 있는 이 인재를 채용하러 왔지.", + "ALEPH_DIALOGUE_9_2": "요즘 인사 관리 기술을 배우고 있어서 망정이지.", + "ALEPH_DIALOGUE_9_3": "우린 아주 긍정적인 업무 환경을 만들어 나갈 거야!", + "ALEPH_DIALOGUE_10_2": "넌 질리지도 않아?", + "RESTING_KAYLEIGH_DATING_1": "케일리와 함께 어릴 적 가본 곳들의 추억에 대해 얘기했다.", + "RESTING_KAYLEIGH_DATING_3": "케일리가 자신의 포부를 들려줬다.", + "RESTING_KAYLEIGH_DATING_2": "서로의 흑역사에 대해 얘기하며 함께 웃었다.", + "RESTING_MEREDITH_PLATONIC_2": "메러디스와 잡담을 나누려 했지만, 지금은 말할 기분이 아닌 것 같다.", + "RESTING_KAYLEIGH_DATING_4": "함께 연애사에 대해 가벼운 대화를 나눴다.", + "RESTING_KAYLEIGH_DATING_5": "케일리가 지구에서 가보고 싶은 곳에 대해 들려줬다.", + "RESTING_MEREDITH_PLATONIC_1": "메러디스와 잡담을 나눴다.", + "RESTING_MEREDITH_PLATONIC_3": "메러디스가 사소한 고민거리에 대해 불평하는 걸 들어줬다.", + "RESTING_MEREDITH_DATING_2": "메러디스와 함께 언젠가 가보고 싶은 곳에 대해 얘기했다.", + "RESTING_MEREDITH_PLATONIC_4": "메러디스가 잔뜩 들뜬 채 자신이 좋아하는 판타지 소설의 줄거리를 들려줬다.", + "RESTING_MEREDITH_DATING_1": "메러디스가 예전에 텔레비전에서 본 공포 영화를 아주 자세하게 묘사해줬다.", + "RESTING_MEREDITH_PLATONIC_5": "함께 앉아서 조용히 시간을 보냈다. 메러디스는 지금 말할 기분이 아닌 것 같다.", + "RESTING_MEREDITH_DATING_3": "메러디스가 용기를 내서 당신의 외모를 칭찬했다.", + "RESTING_MEREDITH_DATING_5": "메러디스를 칭찬하자 무척 부끄러워했지만, 그래도 고마워했다.", + "RESTING_MEREDITH_DATING_4": "메러디스와 은밀하고 개인적인 대화를 나눴다.", + "RESTING_EUGENE_PLATONIC_2": "유진과 함께 새로운 전략을 의논했다.", + "RESTING_EUGENE_PLATONIC_1": "유진이 제일 좋아하는 운동 루틴에 대해 얘기해줬다.", + "RESTING_EUGENE_PLATONIC_5": "유진과 서로의 세계가 어떻게 다른지 얘기했다.", + "RESTING_EUGENE_PLATONIC_3": "유진이 항구촌에서 벌어지는 일들에 대해 알려줬다.", + "RESTING_EUGENE_PLATONIC_4": "함께 전투에 대한 조언을 주고 받았지만, 별다른 일은 일어나지 않았다.", + "RESTING_EUGENE_DATING_1": "유진이 나중에 어떤 곳에서 살고 싶은지 알려줬다.", + "RESTING_EUGENE_DATING_2": "유진과 함께 연애사에 대해 가볍게 얘기했다.", + "RESTING_EUGENE_DATING_3": "유진이 로맨틱한 저녁 식사를 잘 만들 수 있다며 자랑했다.", + "RESTING_EUGENE_DATING_5": "유진이 당신은 어떤 희망과 꿈을 가지고 있는지 물어보고, 당신의 대답을 경청했다.", + "RESTING_EUGENE_DATING_4": "유진이 재밌는 일화를 들려줬다. 유진에게는 재밌는 일화가 많다.", + "RESTING_FELIX_PLATONIC_1": "펠릭스가 조용히 집중해서 스케치를 그렸다.", + "RESTING_FELIX_PLATONIC_2": "펠릭스가 뉴위럴에서는 구할 수 없는 음식에 대해 골똘히 생각했다.", + "RESTING_FELIX_DATING_1": "펠릭스가 최근에 그린 그림들을 보여줬다.", + "RESTING_FELIX_PLATONIC_3": "펠릭스가 항구촌 주민에 대한 재미있는 일화들의 기억을 되짚었다.", + "RESTING_FELIX_DATING_2": "펠릭스가 최근에 새로 구상한 이야기에 대해 열정적으로 얘기해줬다.", + "RESTING_FELIX_DATING_3": "펠릭스가 당신의 생각을 들어줬다.", + "RESTING_FELIX_DATING_4": "펠릭스와 당신이 가장 좋아하는 음식에 대해 얘기를 나눴다.", + "RESTING_FELIX_DATING_5": "공통된 경험에 대해 얘기를 나누며 유대감을 쌓았다.", + "RESTING_VIOLA_PLATONIC_1": "바이올라가 어렸을 적 겪은 모험에 대한 이야기를 들려줬다.", + "RESTING_VIOLA_PLATONIC_3": "바이올라가 뉴위럴에 오기 전 당신의 삶은 어땠는지 큰 관심을 가지며 물어봤다.", + "RESTING_VIOLA_PLATONIC_2": "바이올라가 고국 메살린의 아름다운 모습에 대해 들려줬다.", + "RESTING_VIOLA_PLATONIC_4": "바이올라에게 원래 세계에서의 삶에 대해 얘기해줬다.", + "RESTING_VIOLA_DATING_1": "바이올라가 예전에 공부한 아름다운 시를 읊어줬다. 정말 아름다웠다.", + "RESTING_VIOLA_DATING_3": "바이올라가 속을 털어놓으며 자신의 포부를 들려줬다.", + "RESTING_VIOLA_DATING_2": "함께 알콩달콩 농담을 주고받았다.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "요즘 이런 생각이 들더라고.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "애도촌 시절에 대한 감정을 처리하는 시간을 좀 가져봤어.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "사실, 사람들을 기쁘게 하는 데 너무나도 많은 시간을 들였어. 지금도 그럴지도 모르겠고.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "난 사람들을 행복하게 해주려고 노력하는 데 많은 시간을 쏟았지...", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "원래 다 그런 건가? [pause]잘 모르겠네.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "음, 너는 시간이 빌 때 뭘 하는 걸 좋아해?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "그게 나쁘다는 건 아니지만, 내가 뭘 하고 싶은지도 생각하는 게 나한테 이로울 것 같아.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "[wave amp=30 freq=30]나[/wave]는 하나도 남지 않을 거라고.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "안 그러면 지쳐버리고 말 테니까.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "시작하고 싶은 취미는 있어?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "음... 생각을 좀 해봐야 할 것 같아!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "난 어른이 된 지금에 비해 어렸을 때 [wave amp=30 freq=30]열정[/wave]이 더 많았던 것 같아.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "내가 예전에 기타를 쳤다는 것 알고 있었어?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "아빠도 기타를 치셨어. 아빠 무릎에 앉아서 아빠가 기타 치시는 걸 듣는 게 내 첫 기억이야.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "어떻게 너랑 기타를 동시에 무릎 위에 올려놓으셨대?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "아... [pause]그렇지, [pause]넌 온 지 얼마 안 됐구나.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "...아주 조심스럽게.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "나도 십 대가 되고 기타를 샀지만, 잘 치지는 못했어.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "그리고 뮤지션이 될 운명이 아니라면, [pause]기타를 쳐 봤자 그게 무슨 의미겠어?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "그러다 그냥 그만뒀지. [pause]무슨 취미든 결국에는 어느 정도 수준에 도달해야 한다고 생각했거든.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "아쉽다!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "그렇게 생각하면 안 되지!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "생각해 보니 [pause]네 말이 맞는 것 같아.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "맞아, 그만둔 게 아쉬워.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "앞으로는 \\\"내\\\" 일을 더 해야겠어!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "만약 온종일 침대에 앉아 형편없는 로맨스 소설을 읽고 싶다면, 그렇게 할 거야!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "그... 그리고, [pause]생산적인 일일 필요도 없지!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "바로 그 자세야!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "맞아!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "이렇게 툭 터놓고 얘기하니 좋네.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "난 차 거의 다 마셨어. 그럼 마저 가던 길이나 가볼까?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "헤. 정말 고마워, {player}.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "뭐, 우리가 요즘 커다란 몬스터로 융합하기는 하니까 말이야. 그걸로 유대감이 생기지 않는다면, 뭘 해야 생기겠어?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "이것 좀 봐, {player}!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "클레멘스가 아까 시장에서 이걸 찾아서 사줬어!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "상태는 좋아?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "어때?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "솔직히 항구촌에 있는 물건 중 절반은 그러잖아.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "음... 조금 소금물 냄새가 나긴 하는데...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "소리는 잘 나?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "걱정하지 마. 뉴위럴 사람들은 다들 고장 난 물건에 익숙하니까. 조금 손보면 못 고칠 게 없다고!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "좋은 질문이야. 준비됐어...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "좋은 질문이야. 준비됐어...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "좋은 질문이야. 준비됐어...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "정말...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "개선의 여지가 많네!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "곧 이 녀석의 연주 소리를 들려줄게!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "힘은 좀 들겠지만 말이야.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "기대하고 있을게!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "네가 사랑 노래를 불러주면 좋겠다!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "나도 너무 기대돼!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "간절히 기도해 봐. 소원이 이루어질지도 모르지.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "그래!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "저기, 어... 우리 집에 놀러 올래? 보여주고 싶은 게 있어.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "지금은 안 돼.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "괜찮아. 그럼 연습할 시간이 더 생겼네!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "좋아!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "너... 너한테 연주해주고 싶은 게 있었거든. 아빠가 나한테 불러주시곤 했던 노래야. 내가 처음 기타로 치는 법을 배운 노래기도 하고.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "네가 나한테 무척 잘해줬으니, 나도 작게나마 보답을 해주고 싶었어.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "네가 나한테 무척 잘해줬으니, 나도 작게나마 보답을 해주고 싶었어.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "준비됐어?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "네가 나한테 무척 잘해줬으니, 나도 작게나마 보답을 해주고 싶었어.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "준비됐어?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "응!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "준비됐어?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "자, 어떻게 생각해?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "정말 멋졌어!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "지금 당장 너한테 키스하고 싶어.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "에이, 부끄럽게 왜 그래!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "네가 앞으로도 계속 기타를 치면 좋겠어.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "나도 그래! 여행하면서 같이 곡을 쓰는 건 어떨까?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "재밌을 것 같지 않아?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "좋아!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "에이, 그냥 기타 치는 걸 보고 눈에 [wave amp=30 freq=30]콩깍지[/wave]가 씐 것 아니야?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "좋아! 그렇게 하자!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "에이, 그냥 기타 치는 걸 보고 눈에 [wave amp=30 freq=30]콩깍지[/wave]가 씐 것 아니야?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "에이, 그냥 기타 치는 걸 보고 눈에 [wave amp=30 freq=30]콩깍지[/wave]가 씐 것 아니야?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "난 대학교 때 밴드에서 친구가 드럼 치는 걸 보고 처음 여자한테 반했어. 난 그냥 음악 하는 사람한테 쉽게 빠지나 봐.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "농담이야. 그래도 기타는 계속 쳤으면 좋겠어!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "아니, 진심이야. 난 네가 좋아.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "아니, 진심이야. 난 네가 좋아.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "난...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "아니, 진심이야. 난 네가 좋아.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "나한테 키스하고 싶다면...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "지금 하는 게 좋을 것 같아.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "딱히 없어!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "아, 그럴 것 같았어.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "알겠어!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "뭐라고 설명해야 할지 모르겠네.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "솔직히 말하면, 난 우리가 융합하기 전까지는 널 [wave amp=30 freq=30]그렇게[/wave] 보지 않았어.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "우선, [pause]나는 짧게 몇 번 연애해 본 게 전부야. 게다가 전부 남자랑 사귄 거였고.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "우선, [pause]나는 짧게 몇 번 연애해 본 게 전부야. 게다가 전부 남자랑 사귄 거였고.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "남자들이랑 몇 번 사귀어 보긴 했어. [pause]하지만, [pause]딱히... 특별한 느낌을 받은 적은 한 번도 없거든.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "조금 실없는 소리처럼 들릴지도 모르겠지만, 우리가 융합하면...", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "마치 네 영혼이 [wave amp=30 freq=10]느껴지는[/wave] 것 같아... [pause]그리고 나 자신도 모르는 방식으로 널 아는 것만 같고.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "난... 난 네가 아름다운 사람이라고 생각해. 당연히 너랑 함께하고 싶지.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "난... 난 네가 아름다운 사람이라고 생각해. 당연히 너랑 함께하고 싶지.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "그리고 언젠가 헤어지게 되더라도, 그럴 만한 가치가 있엇을 거야. [pause]아마도.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "난... 난 네가 아름다운 사람이라고 생각해. 당연히 너랑 함께하고 싶지.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "[wave amp=30 freq=30]참 운도 좋지[/wave]!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "맞아.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "나도 그렇게 생각해.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "자, 이제 너도 여자친구가 생겼네! 그것도 장래가 촉망 받는 뮤지션 말이야!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "자, 우리 1일을 기념해야지!", + "MEREDITH_INTRO_MEREDITH1.m": "아. 새로 온 사람이구나.", + "MEREDITH_INTRO_MEREDITH1.f": "아. 새로 온 사람이구나.", + "MEREDITH_INTRO_MEREDITH1.n": "아. 새로 온 사람이구나.", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "우리 만난 적 있던가?", + "MEREDITH_INTRO_MEREDITH2": "호이레이크가 부품을 사러 내 작업실에 들렀는데, 너에 대해 주절거리더라고.", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "나에 대해 알고 있었어?", + "MEREDITH_INTRO_MEREDITH3": "호이레이크 만나봤어? [pause]정말 최악이라니까.", + "MEREDITH_INTRO_MEREDITH4": "호이레이크가 진짜 과학자도 아니라는 것 알고 있었어? [pause]그 사람 뉴위럴에 오기 전에 데이터 분석가였다고.", + "MEREDITH_INTRO_MEREDITH6.m": "어쨌든, 난 메러디스야. [pause]죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", + "MEREDITH_INTRO_MEREDITH5": "누가 그 사람한테 과학과 관련된 문구가 적힌 티셔츠를 입는다고 해서 과학자가 되는 건 아니라고 알려줘야 할 텐데.", + "MEREDITH_INTRO_MEREDITH6.n": "어쨌든, 난 메러디스야. [pause]죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", + "MEREDITH_INTRO_MEREDITH6.f": "어쨌든, 난 메러디스야. [pause]죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "난 여기서 나갈 방법을 찾을 거야!", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "그리 나빠 보이지는 않는데!", + "MEREDITH_INTRO_A_MEREDITH2": "그저 이상한 악몽 속 괴물들과 우리만 있을 뿐이지. 그것도 섬에 갇혀서.", + "MEREDITH_INTRO_A_MEREDITH1.m": "귀엽기도 하지. 새로 와서 그렇구나. 미안하지만 여기서 나갈 방법은 없어.", + "MEREDITH_INTRO_A_MEREDITH1.n": "귀엽기도 하지. 새로 와서 그렇구나. 미안하지만 여기서 나갈 방법은 없어.", + "MEREDITH_INTRO_A_MEREDITH1.f": "귀엽기도 하지. 새로 와서 그렇구나. 미안하지만 여기서 나갈 방법은 없어.", + "MEREDITH_INTRO_A_MEREDITH3": "그뿐이라고.", + "MEREDITH_INTRO_END_MEREDITH1": "어쨌든, 난 잠시 바람 쐬러 나온 거야. 언제 한번 마을에 있는 내 작업실에 들러. 바닷가의 노란색 건물이야.", + "MEREDITH_INTRO_B_MEREDITH2": "금방 말할 거리가 바닥날 거야. 내 말 믿는 게 좋을걸.", + "MEREDITH_INTRO_B_MEREDITH1": "여기 사람이 많아봤자 몇 명이나 있겠어? 백 명?", + "MEREDITH_INTRO2_MEREDITH1": "아. 너구나. 너한테 물어볼 게 있었어...", + "MEREDITH_INTRO2_MEREDITH2": "정말 이 섬에서 나갈 방법을 찾을 거야?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "응!", + "MEREDITH_INTRO2_MEREDITH3": "흠. 네 그 낙천적인 성격이 부러울 지경이네.", + "MEREDITH_INTRO2_MEREDITH4": "이 섬을 이곳저곳 돌아다닐 거라면, 그러는 김에 뭘 좀 찾아주면 안 될까?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "물론이지! 뭘 찾고 있는데?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "지금은 안 돼.", + "MEREDITH_INTRO2_NO_MEREDITH1": "그래. 분명 할 일이 많겠지. 나도 마찬가지야.", + "MEREDITH_INTRO2_NO_MEREDITH2": "안녕. 너구나.", + "MEREDITH_INTRO2_MEREDITH5": "음, 그러니까... 음반을 하나 찾고 있어. [pause]음반이 뭔지 알아?", + "MEREDITH_INTRO2_NO_MEREDITH3": "뭘 좀 찾아다 줄 시간 있어?", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "응!", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "당연하지! 그걸 왜 모르겠어?", + "MEREDITH_INTRO2_MEREDITH6": "좋아, 잘됐네.", + "MEREDITH_INTRO2_MEREDITH7": "여기서는, [pause]음, [pause]누가 뭘 아는지 알기 힘들거든. 전부... 비슷한 세계에서 오지는 않았으니까.", + "MEREDITH_INTRO2_MEREDITH9": "어쨌든 내가 원하는 음반은 [pause]앨범이야. [pause]마녀의 집의 \\\"내게 필요한 오직 하나\\\"라고 해. 너도 들어봤을지도 모르겠네.", + "MEREDITH_INTRO2_MEREDITH8": "그래서 사람들이랑 대화하기가 더 어려워. [pause]원래도 어려웠는데 말이야.", + "MEREDITH_INTRO2_MEREDITH10": "원래 세계에서는 그걸 종종 듣곤 했어. 그래서... [pause]내게 소중한 앨범이지.", + "MEREDITH_QUEST1_QUERY_IANTHE6": "주민들이 입는 옷도 다 그곳에서 구하는 거야. [pause]우리 카세트 플레이어와 테이프는 말할 것도 없고.", + "MEREDITH_INTRO2_MEREDITH12.m": "안녕, 신참. 무슨 일이야?", + "MEREDITH_INTRO2_MEREDITH11": "항구촌에는 음악을 좋아하는 사람이 몇 명 있어. 나 대신 물어봐 주면 안 될까?", + "MEREDITH_INTRO2_MEREDITH12.n": "안녕, 신참. 무슨 일이야?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "아직 네 음반을 찾고 있어!", + "MEREDITH_INTRO2_MEREDITH12.f": "안녕, 신참. 무슨 일이야?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "나한테 그 음반이 있던가...?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "별일 없어!", + "MEREDITH_INTRO2_MEREDITH13A": "아, 알겠어. 쉽지는 않을 거야. 그 앨범을 찾을 확률은 희박하거든. 그래도 고마워.", + "MEREDITH_QUEST1_QUERY": "마녀의 집의 \\\"내게 필요한 오직 하나\\\"?", + "MEREDITH_INTRO2_MEREDITH13B": "그래, 익숙해지는 게 좋을 거야. 이곳에서는 시간이 무척 느리게 가거든. 놀 거리가 조금 부족해서 말이야.", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "없네. 시청에 있는 순찰대원들한테 물어봐.", + "MEREDITH_QUEST1_QUERY_IANTHE1": "메러디스가 음반을 찾고 있다고? [pause]딱 원하는 음반을 찾을 가능성은 희박하다는 것 너도 알고 있지?", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "아니면 순찰대 전초기지에 있는 순찰대한테 가보던가. [pause]어딘지 알아? [pause]항구촌에서 북동쪽에 있어", + "MEREDITH_QUEST1_QUERY_IANTHE2": "절대 쉽지 않을 거야. 뉴위럴에 떨어지는 물건들은 정말 [wave amp=30 freq=30]다양한[/wave] 세계에서 오거든.", + "MEREDITH_QUEST1_QUERY_IANTHE3": "그렇긴 해도, [pause]곤두박질 백화점에서라면 찾을 수 있을지도 몰라.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "곤두박질 백화점이요?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "아... [pause]그렇지, [pause]넌 온 지 얼마 안 됐구나.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "알겠어요!", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "아... [pause]그렇지, [pause]넌 온 지 얼마 안 됐구나.", + "MEREDITH_QUEST1_QUERY_IANTHE5": "뉴위럴 북쪽으로 가면 쇼핑 단지가 하나 있어. [pause]완전히 폐허 같은 곳이지. 15년 전쯤에 갑자기 나타났어.", + "MEREDITH_QUEST1_QUERY_IANTHE7": "백화점에 음반과 카세트 테이프로 가득한 음반 가게가 있는데, 보안을 위해 문을 잠가 놨어.", + "MEREDITH_QUEST1_QUERY_IANTHE8": "카세트 재고는 중요하니까 말이야. 안전하게 보관해 둬야지.", + "MEREDITH_QUEST1_QUERY_IANTHE9": "음반이 그 안에 있다고 해도, 메러디스가 그걸 가지러 가려면 목숨을 걸어야 할 거야. [pause]머리로는 메러디스가 못 가게 공식적으로 금지하고 싶지만...", + "MEREDITH_QUEST1_QUERY_IANTHE10": "네가 같이 가면 좀 더 안전할지도 모르겠네. 자, 이걸 받아.", + "MEREDITH_QUEST3_MEREDITH2": "아.", + "MEREDITH_QUEST3_MEREDITH1": "이게 뭐야? 편지...?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "뭐라고 쓰여 있어?", + "MEREDITH_QUEST3_MEREDITH3": "이안테가 보낸 쪽지야. 내가 원하는 음반이 곤두박질 백화점에 있을지도 모르고, 가는 걸 허가해주겠다고 하네...", + "MEREDITH_QUEST3_MEREDITH4": "하지만 네가 같이 간다는 조건으로 말이야. 문 열쇠도 넣어놨어.", + "MEREDITH_QUEST3_MEREDITH5": "그럼 가볼까?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "괜찮겠어?", + "MEREDITH_QUEST3_MEREDITH6": "내 몸은 지킬 수 있으니까 걱정하지 마. 나한테 카세트 플레이어가 없을 거라고 생각한 건 아니지?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "위험할지도 몰라!", + "MEREDITH_QUEST3_MEREDITH7": "온종일 여기 앉아 있자니 죽을 것 같단 말이야. [pause]그 앨범을 찾는 건 그저 노력할 목표일 뿐인 것 같아.", + "MEREDITH_QUEST3_MEREDITH8": "말하자면... [pause]계속 살아가게 하는 원동력이 없다면 죽은 거랑 무슨 차이겠어. [pause]안 그래?", + "MEREDITH_QUEST3_MEREDITH9": "너는... [pause]네가 지금 무엇 때문에 살아가는지 알고 있어?", + "MEREDITH_QUEST3_MEREDITH11": "하지만...", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "난 원래 세계로 돌아갈 방법을 찾고 싶어.", + "MEREDITH_QUEST4_PART1_MEREDITH3": "저기 위에 있는 가게에 음악이 있을 것 같지 않아?", + "MEREDITH_QUEST3_MEREDITH10": "예전에도 말했지만, 그건 불가능해.", + "MEREDITH_QUEST3_MEREDITH12": "내가 음반을 찾는 걸 도와주면, 나도 돌아갈 방법을 찾는 걸 도와줄게.", + "MEREDITH_QUEST3_MEREDITH13": "안 될 것 없잖아? 어차피 새로운 삶의 목표가 필요할 테니까.", + "MEREDITH_QUEST4_PART1_MEREDITH2": "포스트아포칼립스 느낌이 마음에 드는걸.", + "MEREDITH_QUEST4_PART1_MEREDITH1": "솔직히 말하면, 이곳은 이렇게... [pause]허물어지기 전의 모습이 더 싸구려 같았을 것 같아.", + "MEREDITH_QUEST4_PART1_MEREDITH4": "저기로 가는 길을 찾아 보자.", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "사람들이 북적일 때는 지금과 전혀 다른 모습이었겠지...", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "여긴 영화 촬영지로 딱 알맞겠어. 몬스터를 조연으로 쓰면 좋지 않을까?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "그래!", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "방금 밟은 게 물이었으면 좋겠네.", + "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"바이닐 비트\\\". 여기인 것 같네. 안으로 들어가 볼까?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "지금은 안 돼.", + "MEREDITH_QUEST4_PART3_MEREDITH1": "분명 여기 어딘가 있을 텐데... 이제 다 왔어...", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"맥 앤 더 어섬 파이브 - 맥 투 더 퓨처\\\". 이건 아니야.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"트리맨 - 트리맨 레거시\\\". 여긴 정말 별의별 음반이 다 있네.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"프록젠 - 드리머 오브 일렉트릭 십\\\". 좋을 것 같긴 한데... 내가 찾는 건 이게 아니야.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "사운드트랙 같다.", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "이 음반 위에 커다란 빨간색 글씨로 \\\"마녀의 집\\\"이라고 적혀 있다.", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "저 앨범 커버는... 찾았구나!", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "저 앨범 커버는... 찾았다!", + "MEREDITH_QUEST4_PART4_MEREDITH4": "그리고 커버 아트도 [wave amp=30 freq=30]살짝[/wave] 달라...", + "MEREDITH_QUEST4_PART4_MEREDITH2": "잠깐. [pause][pause]뭔가 이상해.", + "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"무궁하고 기이한\\\"? [pause]앨범 이름이 다른데...", + "MEREDITH_QUEST4_PART4_MEREDITH5": "트랙 목록은...", + "MEREDITH_QUEST4_PART4_MEREDITH6": "내가 모르는 곡들이네.", + "MEREDITH_QUEST4_PART4_MEREDITH7": "[wave amp=30 freq=30]평행우주[/wave]의 앨범인가 봐. [pause]내가 원하던 건 여기 없어.", + "MEREDITH_QUEST4_PART4_MEREDITH8": "나한테 좋은 일이 생길 리가 없지.", + "MEREDITH_QUEST4_PART4_MEREDITH9": "항상 이렇다니까...", + "MEREDITH_QUEST4_PART5_MEREDITH1": "윽, 어떻게 된 거지...", + "MEREDITH_QUEST4_PART5_MONARCH4": "느껴진다 싶었더니 정말이었군!\\n\\n공허. 마음이 있어야 할 곳에 자리한 구멍. 난 그로부터 힘을 얻지.\\n\\n통째로 삼켜버리고 싶구나.", + "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, 괜찮아?", + "MEREDITH_QUEST4_PART5_MONARCH6": "너희 종족은 아주 풍족한 삶을 누릴 수도 있었다.\\n\\n허나 네놈들은 그걸 버리고 공허한 상징과 거짓을 좇곤 하지.", + "MEREDITH_QUEST4_PART5_MEREDITH3": "음반을 떨어뜨렸어. 어디 있는지 보여?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "너, 넌 누구야? [pause]무슨 말을 하는 거야?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "여긴 폐허야! 쓰레기로 가득한 폐허!", + "MEREDITH_QUEST4_PART5_MONARCH7": "의미 있는 것을 텅 빈 것으로 맞바꾸다니.\\n\\n내 성은 너희가 버리고 간 공허로 가득 차 있다!", + "MEREDITH_QUEST4_PART5_MEREDITH8": "네... [pause]성? [pause]이 백화점 말이야? [pause]지금 장난하는 거지?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]아무것도 아니라고![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "그래... 아무것도 아니지...\\n\\n그리고 난 아무것도 아닌 것들의 왕이다!\\n\\n자, 네 공허를 먹어치울 수 있게 가까이 와라!", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "그건 너무 쉽겠지...", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "포기하고 그냥 죽는 건 너무 쉬울 거야...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "우리가 해냈어... [pause]살아있다고... [pause]방금 우리 [pause]융합한 거야...?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "하지만 난 그런 사람이 아니야! 스스로를 실망시키는 건 이제 지긋지긋해!", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "어...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "우리가 해냈어... [pause]살아있다고...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "이야, 집이 참 멋지네요.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "네게 날 도와줄 의무는 없었는데. 고마워.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "이제 생각해 보면 이렇게 사소한 걸 위해 여기까지 올 필요는 없었을 것 같아.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "이제 생각해 보면 이렇게 사소한 걸 위해 여기까지 올 필요는 없었을 것 같아.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "하지만 당신 같은 인재라면 더 좋은 곳에서 일할 수도 있지 않을까요?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "이제 생각해 보면 이렇게 사소한 걸 위해 여기까지 올 필요는 없었을 것 같아.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "그리고 목숨을 걸 필요는 더더욱 없었고.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "네게 날 도와줄 의무는 없었는데. 고마워.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "네게 날 도와줄 의무는 없었는데. 고마워.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "버려진 백화점과 죽을 뻔한 고비는 이 정도면 충분히 겪은 것 같아.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "자, 항구촌으로 돌아가서 이 음반을 들어보자.", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "그러니까... 그... 융합 말이야...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "너는, [pause]어... [pause][pause]그 전에 누구랑 융합해 본 적 있어?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "그거에 대해 얘기를 좀 해야 할 것 같아.", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "정말 이상하지?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "정말 멋지지?", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "분명... [pause]특이하긴 했지.", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "돌이켜보면 기억은 나지만, 내가 겪은 일이 아닌 것만 같아.", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "우리 생각이 하나로 합쳐지고, 내가 내가 아닌 것 같았어.", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "마치 꿈을 떠올리는 기분이랄까? 우리 뇌가 그걸 받아들이지 못하는 걸지도...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "너는, [pause]어... [pause][pause]그 전에 누구랑 융합해 본 적 있어?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "너는, [pause]어... [pause][pause]그 전에 누구랑 융합해 본 적 있어?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "그...[pause]그래도 딱히 상관은 없지만 말이야! [pause]그냥 그게 네 첫 경험이었는지 궁금해서.", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "말이... [pause]이상하게 나오네.", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "그냥 신경 쓰지 마.", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "물어보고 싶은 게 있는데...", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "넌 뭐 때문에 그렇게 원래 세계로 돌아갈 수 있다고 확신하는 거야?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "넌 뭐 때문에 그렇게 원래 세계로 돌아갈 수 있다고 확신하는 거야?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "넌 뭐 때문에 그렇게 원래 세계로 돌아갈 수 있다고 확신하는 거야?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "환영을 봤어...", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "어... 더 자세히 말해줘야 할 것 같은데.", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "...흠. 정말 신기하네.", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "약속은 지킬게. 네가 음반 찾는 걸 도와줬으니, 나도 뉴위럴에서 나갈 방법을 찾는 걸 도와줄게.", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "아! 음반을 깜빡할 뻔했네!", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "꽤 좋은데.", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "나는... 어... 아주 불운한 십 대 시절을 보냈어. 인간 관계도 안 좋았고.", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "대학교에 갔을 때 난 진심으로 바뀌고 싶었지.", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "내가 갖고 있던 앨범과는 다르지만, 이 정도면 비슷해.", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "내가 문제라는 건 알아. 하지만 계속 노력하고 싶어.", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "너한테 날 돕기 위해 목숨을 걸 의무는 없었어.", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "그 음반은 변하고 발전하기 위해 노력하는 나의 사운드트랙 같은 거였어.", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "결국 실패했지만. 평생 친구를 만들 뻔한 적도 있었는데, 걔네는 이제 나랑 말도 안 섞어.", + "MEREDITH_CONVO5_MEREDITH2": "내가 벌레라면 질색을 한다고 말했던가?", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "그 대천사가 한 말도 그런 뜻일지도 몰라. 실제로 살아가기 위해 노력하기보다는 물건에 주의를 돌리는 데 너무 많은 시간을 쏟은 걸지도 모르겠어.", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "뉴위럴은 싫은 것투성이지만...", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "하지만 내가 찾던 걸 찾지는 못했어도... 난 이 결과에 만족해.", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "넌 좀 멋지네.", + "MEREDITH_CONVO1_MEREDITH1": "음...", + "MEREDITH_CONVO1_MEREDITH2": "모닥불이 있으면 대화하기 정말 편한 것 같아.", + "MEREDITH_CONVO1_MEREDITH3": "할 말이 안 떠오를 때 어색한 침묵이 흐를 일도 없고.", + "MEREDITH_CONVO1_MEREDITH4": "그냥 \\\"불 참 좋다\\\" 같은 말만 하면 다들 무슨 대단한 말을 한 것처럼 고개를 끄덕일 것 아니야.", + "MEREDITH_CONVO1_MEREDITH6": "화재의 위험은 있겠지만.", + "MEREDITH_CONVO1_MEREDITH5": "대화를 할 때마다 근처에 모닥불이 있으면 얼마나 좋을까...", + "MEREDITH_CONVO2_MEREDITH1": "넌 여기 오기 직전에 뭘 하고 있었는지 기억해?", + "MEREDITH_CONVO2_MEREDITH2": "그러니까, [pause]뉴위럴에 오기 전에 말이야.", + "MEREDITH_CONVO5_MEREDITH1": "윽. [pause][pause]방금 뭐가 내 발 위를 기어간 것 같아.", + "MEREDITH_CONVO2_MEREDITH3": "난 가끔 그 순간을 기억해보려 하는데, [pause]도무지 기억이 안 나...", + "MEREDITH_CONVO2_MEREDITH4": "마치 잠든 순간을 기억하려 해도 안 되는 것처럼.", + "MEREDITH_CONVO2_MEREDITH5": "그쯤에 뭘 하고 있었는지는 기억하는데, 그 순간에 대한 기억은 없어.", + "MEREDITH_CONVO2_MEREDITH6": "이상하네.", + "MEREDITH_CONVO3_MEREDITH2": "우리가 정말 집으로... [pause]진짜 집으로 돌아갈 방법을 찾는다면...", + "MEREDITH_CONVO3_MEREDITH1": "혹시...", + "MEREDITH_CONVO3_MEREDITH3": "여기서 보낸 시간만큼 그곳에서도 시간이 흘러 있을까?", + "MEREDITH_CONVO3_MEREDITH4": "아니면 이게 전부 눈 깜빡할 사이에 일어난 것처럼 우리가 떠난 그 순간으로 돌아갈까?", + "MEREDITH_CONVO4_MEREDITH1": "마녀의 집이 멋진 이유 중 하나는, [pause]다른 밴드 세 개가 해체되지 않았다면 탄생하지 못했을 거라는 거야.", + "MEREDITH_CONVO4_MEREDITH2": "베이시스트가 자기만의 종교를 창시하기 위해 떠나면서 포록젠이 해체되자, 보컬인 롭 핸섬은 일자리가 필요해졌어...", + "MEREDITH_CONVO4_MEREDITH8": "아마... [pause]꽤 낮겠지.", + "MEREDITH_CONVO4_MEREDITH3": "드러머 린다 스틸은 레코드 레이블과 분쟁을 겪은 후에 펑크 삼인조인 배드 호스에서 탈퇴한 참이었고...", + "MEREDITH_CONVO4_MEREDITH5": "그렇게 천운이 따르고... [pause]물론 불행한 상황이긴 했지만... [pause]그 셋이 모여 마녀의 집이 탄생한 거야.", + "MEREDITH_CONVO4_MEREDITH4": "기타리스트 대니얼 \\\"안전 제일\\\" 버터크로프트는 자기 밴드인 \\\"안전띠 풀고\\\"의 멤버들이 전부 목숨을 잃은 투어 버스 사고에서 유일하게 목숨을 건졌지.", + "MEREDITH_CONVO4_MEREDITH6": "그런 일이 일어날 확률이 얼마나 희박할지 생각하게 돼...", + "MEREDITH_CONVO4_MEREDITH7.f": "우리 둘이 지금 이 자리에 있을 확률은[pause] 얼마나 될까?", + "MEREDITH_CONVO4_MEREDITH7.m": "우리 둘이 지금 이 자리에 있을 확률은[pause] 얼마나 될까?", + "MEREDITH_CONVO4_MEREDITH7.n": "우리 둘이 지금 이 자리에 있을 확률은[pause] 얼마나 될까?", + "MEREDITH_CONVO5_MEREDITH3": "그냥 풀에 스친 거라고 생각하고 넘어가야겠어.", + "MEREDITH_CONVO6_MEREDITH1": "여기서 데이트하는 것도 괜찮지만...", + "MEREDITH_CONVO6_MEREDITH2": "항구촌에 카페가 [wave amp=30 rate=10]하나 더[/wave] 있으면 어떨까?", + "MEREDITH_CONVO6_MEREDITH3": "그러면 뉴위럴에서의 연애 생활이 완전히 뒤바뀔 텐데.", + "MEREDITH_CONVO6_MEREDITH4": "내가 카페를 하나 열어야겠어. 건전한 경쟁을 위해서 말이야.", + "MEREDITH_CONVO6_MEREDITH6": "벌써 상상이 되네.", + "MEREDITH_CONVO6_MEREDITH5": "여기보다 훨씬 더 고스 스타일로 꾸며야지. [pause]검은색 벽에 멋진 해골을 매달고...", + "MEREDITH_CONVO7_MEREDITH1": "나는... 어... 자신을 표현하는 데 서툴러.", + "MEREDITH_CONVO7_MEREDITH2": "가끔은 내가 사람들의 대화에 잘못 반응하는 것 같더라고...", + "MEREDITH_CONVO7_MEREDITH4": "하지만 실제로도 대부분의 사람들은 지루한걸!", + "MEREDITH_CONVO7_MEREDITH5": "하지만 넌 절대 지루하지 않아. [pause]그러니까 내가 관심이 없다고 생각하지는 말라고.", + "MEREDITH_CONVO7_MEREDITH3": "그러니까, 난 잘못된 말을 하거나 잘못된 표정을 짓곤 해. [pause]그러면 사람들은 자기가 하는 말에 내가 관심이 없다고 생각하고.", + "MEREDITH_CONVO8_MEREDITH1": "항구촌은 사람들이 얼마나 사회에 기여하든, 그것과는 상관 없이 모두를 먹여 살리잖아?", + "MEREDITH_CONVO8_MEREDITH2": "물론 이곳 사람들한테 문제가 없다는 건 아니지만...", + "MEREDITH_CONVO8_MEREDITH3.m": "아무도 쫓겨나지는 않아. [pause]다들 자기가 할 수 있는 방식으로 기여하고, [pause]그러지 못한다고 해도... [pause]걱정할 필요는 없지.", + "MEREDITH_CONVO8_MEREDITH3.n": "아무도 쫓겨나지는 않아. [pause]다들 자기가 할 수 있는 방식으로 기여하고, [pause]그러지 못한다고 해도... [pause]걱정할 필요는 없지.", + "MEREDITH_CONVO8_MEREDITH3.f": "아무도 쫓겨나지는 않아. [pause]다들 자기가 할 수 있는 방식으로 기여하고, [pause]그러지 못한다고 해도... [pause]걱정할 필요는 없지.", + "MEREDITH_CONVO8_MEREDITH4": "물론 조금 외로운 사회긴 하지만... [pause]잔인하지는 않아.", + "MEREDITH_CONVO8_MEREDITH5": "내가 온 세계는... [pause]어... [pause]이러지 않았어.", + "MEREDITH_CONVO9_MEREDITH1": "조금 우울한 얘기일지도 모르겠지만, 가끔은 내 \\\"예전 삶\\\"의 사람들이 내 생각을 하기나 할지 궁금할 때도 있어.", + "MEREDITH_CONVO9_MEREDITH2": "내 예전 동료들이 음울한 런던 술집에 앉아 이런 말을 주고 받는 걸 상상하곤 해. [pause]\\\"그 메러디스 첸이라는 사람은 어떻게 됐지? 어느 날 갑자기 흔적도 없이 사라졌잖아.\\\"", + "MEREDITH_CONVO9_MEREDITH4": "소리 내서 말하니까 생각만 했을 때보다 훨씬 더 우울하네.", + "MEREDITH_CONVO9_MEREDITH3": "...", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "영화?", + "MEREDITH_CONVO10_MEREDITH1": "우리가 정말 원래 세계로 돌아가게 된다면, 몰아서 볼 영화가 무척 많을 거야.", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "넌 어떤 영화를 좋아해?", + "MEREDITH_CONVO10_MEREDITH2": "아, [pause]흠.", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "정말 구체적이네.", + "MEREDITH_CONVO10_MEREDITH3": "내 취향은 완전히 다른 두 가지 유형으로 나뉘는 것 같아. 놀라울 정도로 바보 같은 미국 액션 영화랑 지금 내가 진정한 예술을 보는 건지 엄청난 쓰레기를 보는 건지 모를 뱀파이어 영화.", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "취향이 확고하네!", + "MEREDITH_CONVO10_MEREDITH4": "자기가 뭘 좋아하는지 아는 게 좋긴 하지.", + "MEREDITH_CONVO11_MEREDITH1": "사람들 말로는 케일리가 이제 네 여자친구라면서...?", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "들었어...?", + "MEREDITH_CONVO11_MEREDITH6": "그냥 그날 밤 같이 시간을 보낸 것 때문에 내가 오해하고 있었나 보네... [pause]그래도 괜찮아.", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "우리 사이가 어색해지지 않으면 좋겠어!", + "MEREDITH_CONVO11_MEREDITH2": "발 없는 말이 천 리 간다고 하잖아.", + "MEREDITH_CONVO11_MEREDITH3": "널 원망하는 건 아니야. [pause]뭐, 케일리는 [wave amp=30 freq=10]케일리[/wave]니까.", + "MEREDITH_CONVO11_MEREDITH5": "(어휴, 난 여자랑 말할 때 정말 [wave amp=30 freq=10]엉망[/wave]이라니까...)", + "MEREDITH_CONVO11_MEREDITH4": "딱히 노력하지 않아도 완벽하고, 예쁘기도 하잖아. [pause]내가 그랬다고 말하지는 마.", + "MEREDITH_CONVO11_MEREDITH7": "어차피 내가 누굴 제대로 만날 준비가 됐는지 잘 모르겠으니까.", + "MEREDITH_CONVO12_MEREDITH1": "우리가 백화점 밑에 살던 대천사와 싸웠을 때 기억해? [pause]그 녀석이 한 말을 곱씹어 보고 있었어.", + "MEREDITH_CONVO12_MEREDITH2": "내가 의미 있는 것을 텅 빈 것으로 맞바꿨다고 했었지. [pause]그 음반을 찾고 싶어 한 걸 말한 걸까?", + "MEREDITH_CONVO12_MEREDITH4": "물건에 너무 집착하다 보면 자칫 인생에서 [wave amp=30 freq=10]정말[/wave] 중요한 것들을 못 보고 지나치기 십상인 것 같아.", + "MEREDITH_CONVO12_MEREDITH3": "하지만 결국... [pause]그 음반은 중요하지 않았어. 그냥 내 삶의 [wave amp=30 freq=10]물건[/wave] 중 하나였지. 내가 읽는 책이나 보는 영화처럼.", + "MEREDITH_CONVO12_MEREDITH5": "\\\"의미 있는 것을 텅 빈 것으로 맞바꾼다.\\\"", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "왜?", + "MEREDITH_CONVO12_MEREDITH6": "그리고... 우리 우정은 나한테 중요해. [pause]그러니 꼭 잊지 않을게.", + "MEREDITH_CONVO13_MEREDITH2": "많은 사람들이 이 섬에서 살다가 세상을 떠났어. 그리고 그 중 대부분은 우리 같은 사람들이었지... [pause]다른 세계에서 떠밀려 온 사람들 말이야.", + "MEREDITH_CONVO13_MEREDITH1": "우리가 그 묘지를 지나갔던 것 기억해? 그때 이런 생각이 들더라고.", + "MEREDITH_CONVO13_MEREDITH3": "세상에는 실종돼서 영영 발견되지 않은 사람이 많잖아. 그런 생각을 하면 좀 슬퍼.", + "MEREDITH_CONVO13_MEREDITH4": "많은 이들이 이 섬에서 희망을 잃었을 거야.", + "MEREDITH_CONVO13_MEREDITH5": "난 그렇게 되고 싶지 않아, {player}.", + "MEREDITH_CONVO14_MEREDITH1": "그래서... 그게 정말이라고 믿어?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "뭐가?", + "MEREDITH_CONVO14_MEREDITH2": "원래 세계로 돌아갈 수 있는 그 커다란 관문 말이야.", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "무슨 뜻이야?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "믿어야지.", + "MEREDITH_CONVO14_MEREDITH3": "난... [pause]영원히 이 섬에서 지내는 게 내 운명이라고 받아들였어. 그런데 이제 미래에 대해 생각하자니 조금 겁이 나네.", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "달리 방법이 없잖아.", + "MEREDITH_CONVO15_MEREDTH2": "그 관문이 정말 작동한다면, 순찰대가 앞으로 많이 바빠지겠네.", + "MEREDITH_CONVO15_MEREDTH1": "이안테한테 관문에 대해 말했지?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "무슨 뜻이야?", + "MEREDITH_CONVO15_MEREDTH5": "순찰대는 이 공동체의 관리인 같은 존재잖아. 안 그래? 그러니 그런 인식의 변화에 대처할 방법을 찾아야 할 거야.", + "MEREDITH_CONVO15_MEREDTH3": "이곳 사람들은 앞으로 관점을 완전히 바꿔야 할 거야. 뉴위럴은 이제 영원히 벗어날 수 없는 덫이 아니라, 그냥 사람들이 가끔... 흘러 들어오는 곳이 될 거라고.", + "MEREDITH_CONVO15_MEREDTH4": "물론 앞으로도 사람들이 이곳에 떨어질 거라고 [wave amp=30 freq=10]가정[/wave]한다면 말이지.", + "MEREDITH_CONVO15_MEREDTH6": "내가 순찰대가 아니라서 다행이야. 할 일이 너무 많잖아.", + "MEREDITH_CONVO16_MEREDITH2": "카세트 테이프를 사용해서 몬스터로 변신하는 건 그렇다고 쳐. [pause]하지만 너랑 융합해서 더 커다란 몬스터가 되는 건 다른 얘기지. [pause]그래도 우리 [wave amp=30 freq=10]모두[/wave] 그 기차 위에서 융합했을 때는...", + "MEREDITH_CONVO16_MEREDITH1": "요즘 워낙 많은 일이 일어나서 알레프와의 결전에 대해 얘기할 겨를도 없었네.", + "MEREDITH_CONVO16_MEREDITH3": "정말 끝내줬어.", + "MEREDITH_CONVO16_MEREDITH4": "뭐라고 설명해야 할지 잘 모르겠네... [pause]평소에 융합할 때에는 뒷좌석에 앉아서 내 몸이 뭘 하는지 구경하는 느낌이었어.", + "MEREDITH_CONVO18_MEREDITH1": "뉴위럴의 몬스터도 기분 나빴는데...", + "MEREDITH_CONVO16_MEREDITH5": "하지만 그때는 너랑 나만 융합한 게 아니었잖아. 우리 모두가 함께했지. 그리고 우리 모두의 열망을 [wave amp=30 freq=10]느낄 수 있었어[/wave].", + "MEREDITH_CONVO16_MEREDITH6": "그거 알아? [pause]대천사는 강하지만, 인간이 [wave amp=30 freq=10]훨씬[/wave] 더 강해.", + "MEREDITH_CONVO17_MEREDITH2": "난 내가 아주 독립적인 사람이고, 우리가 커플이 되면 내가 생각하던 나의 모습이 송두리째 바뀔 거라고 생각했던 모양이야.", + "MEREDITH_CONVO17_MEREDITH1": "처음에는 연애를 하면 나라는 사람이 근본부터 뒤바뀔까 봐 걱정했던 것 같아.", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "무슨 뜻이야?", + "MEREDITH_CONVO17_MEREDITH4": "하지만... 그런 일은 벌어지지 않았어. 난 아직 [wave amp=30 freq=10]나[/wave]야. [pause]다만 이제 [wave amp=30 freq=10]너[/wave]도 있을 뿐이지.", + "MEREDITH_CONVO17_MEREDITH3": "바보 같이 들리지? [pause]실제로도 바보 같을 거야. [pause]하지만 난 그렇게 느꼈어.", + "MEREDITH_CONVO18_MEREDITH3": "말하는 게 마치 [wave amp=30 freq=10]사람[/wave] 같았어. 우리만큼 똑똑하잖아, 그렇지? [wave amp=30 freq=10]더[/wave] 똑똑할지도 모르고.", + "MEREDITH_CONVO18_MEREDITH2": "우리가 싸운 것 같은 \\\"대천사\\\"는 완전히 차원이 달라.", + "MEREDITH_CONVO18_MEREDITH4": "우리가 사는 섬 전체를 아우르는 지하 철도망이 있고, 그곳에 [wave amp=30 freq=10]현실을 조작할 수 있는 거대하고 지성이 있는 괴물[/wave]이 살다니...", + "MEREDITH_CONVO18_MEREDITH5": "그걸 알고 나니 밤에 발 뻗고 못 잘 것 같아.", + "MEREDITH_CONVO19_MEREDITH1": "...", + "MEREDITH_CONVO19_MEREDITH2": "...", + "MEREDITH_CONVO19_MEREDITH3": "미안. 어색하다는 건 나도 알아. 너랑 잘 아는 사이가 아니다 보니 말할 거리도 별로 없어서 그래.", + "MEREDITH_CONVO19_MEREDITH4": "아. [pause]괜히 그런 말을 해서 더 어색해졌을지도 모르겠네.", + "MEREDITH_CONVO20_MEREDITH1": "나는... [pause]캠핑을 별로 안 좋아해. 실내를 더 좋아하거든.", + "MEREDITH_CONVO20_MEREDITH2": "네가 나랑 이 [wave amp=30 freq=10]모험[/wave]을 함께하겠다고 하기 전에 말해둘 걸 그랬네.", + "MEREDITH_CONVO20_MEREDITH3": "전혀 모르는 사람과 음반을 찾으러 가기로 한 걸 후회하고 있지는 않기를 바라.", + "MEREDITH_CONVO21_MEREDITH1": "다시 카페에 왔네... 어떤 건 시간이 지나도 안 변한다니까. 그렇지?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "여기 자주 와?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "여기 많이 와 봤어?", + "MEREDITH_CONVO21_MEREDITH2": "여긴 항구촌이야. 이곳 외에는 시간을 보낼 곳이 [wave amp=30 freq=10]하나도[/wave] 없다고.", + "MEREDITH_CONVO21_MEREDITH3": "작은 마을에서 산다는 게 다 그렇지. [pause]적어도 커피는 맛있잖아.", + "MEREDITH_CONVO22_MEREDITH1": "음, 그래서... 넌 뉴위럴에서 야영할 일이 많지?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "그런 것 같아!", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "아, 아니야!", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "그런가?", + "MEREDITH_CONVO22_MEREDITH2": "그런 것 같던데. [wave amp=30 freq=10]다른[/wave] 사람이랑 야영할 때도 전부 키스했어?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "그게 무슨 소리야...?", + "MEREDITH_CONVO22_MEREDITH3.f": "거, 걱정하지 마. 그냥 장난한 거니까.", + "MEREDITH_CONVO22_MEREDITH3.m": "거, 걱정하지 마. 그냥 장난한 거니까.", + "MEREDITH_CONVO22_MEREDITH3.n": "거, 걱정하지 마. 그냥 장난한 거니까.", + "MEREDITH_CONVO23_MEREDITH1.m": "음, [pause]넌 케일리랑 친구지?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "그렇지!", + "MEREDITH_CONVO23_MEREDITH1.f": "음, [pause]넌 케일리랑 친구지?", + "MEREDITH_CONVO23_MEREDITH1.n": "음, [pause]넌 케일리랑 친구지?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "응!", + "MEREDITH_CONVO23_MEREDITH2": "궁금한 게 있는데... [pause]케일리는 왜 [wave amp=30 freq=10]그러는 거야[/wave]?", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "응?", + "MEREDITH_CONVO23_MEREDITH3": "케일리는 일 년 전쯤에 항구촌에 갑자기 나타나더니, 곧바로 순찰대 견습대원이 됐어. [pause]이 섬에 갇혔다는 사실에 적응할 시간은 [wave amp=30 freq=10]전혀[/wave] 필요하지 않은 것 같더라고.", + "MEREDITH_CONVO23_MEREDITH4": "[wave amp=30 freq=10]뭔가[/wave] 수상해.", + "MEREDITH_CONVO23_MEREDITH6.m": "음, [pause]오해할까 봐 말하자면, 난 [wave amp=30 freq=10]평소에는[/wave] 남의 험담을 하는 걸 안 좋아해. 그냥 [wave amp=30 freq=10]너희 둘[/wave]이 자주 어울리니까 알려줘야 할 것 같았어.", + "MEREDITH_CONVO23_MEREDITH5": "케일리는 항상 [wave amp=30 freq=10]천진난만한[/wave] 표정을 하고 있지만, 뭔가 감추고 있는 게 있어. [pause]분명해.", + "MEREDITH_CONVO23_MEREDITH6.f": "음, [pause]오해할까 봐 말하자면, 난 [wave amp=30 freq=10]평소에는[/wave] 남의 험담을 하는 걸 안 좋아해. 그냥 [wave amp=30 freq=10]너희 둘[/wave]이 자주 어울리니까 알려줘야 할 것 같았어.", + "MEREDITH_CONVO23_MEREDITH6.n": "음, [pause]오해할까 봐 말하자면, 난 [wave amp=30 freq=10]평소에는[/wave] 남의 험담을 하는 걸 안 좋아해. 그냥 [wave amp=30 freq=10]너희 둘[/wave]이 자주 어울리니까 알려줘야 할 것 같았어.", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "나쁜 의미로?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "이상하다고?", + "MEREDITH_SOCIAL1_MEREDITH1": "대천사가 나타나고 우리가 처음 융합하면서 내 삶이 갑자기 아주 이상해졌어.", + "MEREDITH_SOCIAL1_MEREDITH3": "이 섬에 놀랄 일이 남아 있을 거라고는 생각 안 했거든. 이곳을 [wave amp=30 freq=10]떠날[/wave] 방법을 찾겠다는 네 계획은 말할 것도 없고 말이야.", + "MEREDITH_SOCIAL1_MEREDITH2": "오해하지는 마! 너랑 융합하는 건 좋으니까. 하지만 [wave amp=30 freq=10]이상하잖아[/wave], 안 그래?", + "MEREDITH_SOCIAL1_MEREDITH15": "난 여기 온 지 워낙 오래돼서 돌아가는 거에 대한 생각은 거의 안 해.", + "MEREDITH_SOCIAL1_MEREDITH17": "내가 다른 데 신경을 쏟는 것도 그래서 그런 것 같아.", + "MEREDITH_SOCIAL1_MEREDITH16": "애초에... [pause]난 원래 세계에 친한 사람이 한 명도 없어. 난 대부분의 사람을 싫어하거든.", + "MEREDITH_SOCIAL1_MEREDITH18": "난 처음 여기 왔을 때 전자 제품에 집착하기 시작했어. 마을에 필요한 조명과 물건을 만들면서 말이야.", + "MEREDITH_SOCIAL1_MEREDITH19": "그러면 내게 없는 것들에 대해 생각할 필요 없이 집중할 거리가 생기니까.", + "MEREDITH_SOCIAL1_MEREDITH20": "그 앨범을 찾는 것도 마찬가지였던 것 같아.", + "MEREDITH_SOCIAL1_MEREDITH21": "아. [pause]미안해, 내가... [pause]내가 이런 사람이어서 미안해.", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "사과할 필요 없어!", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "신경 쓰지 마!", + "MEREDITH_SOCIAL1_MEREDITH22": "헤. [pause]고마워. [pause]잠깐 케일리 같이 굴었네.", + "MEREDITH_SOCIAL1_MEREDITH23": "무슨 뜻인지 알아? 케일리는 항상 사과할 게 있는 것처럼 행동하잖아.", + "MEREDITH_SOCIAL1_MEREDITH24": "진지한 얘기는 여기까지 하자고.", + "MEREDITH_SOCIAL2_MEREDITH1": "그래머폰 카페에 오면 항상 아빠 생각이 나. [pause]매일 아침 일하러 런던에 가시기 전에 커피를 끓이셨거든. [pause]그래서 그 커피 냄새가 머릿속에 깊이 새겨졌어.", + "MEREDITH_SOCIAL1_MEREDITH25": "자, 이만 정리하자.", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "그때가 그립겠네!", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "좋은 추억이네!", + "MEREDITH_SOCIAL2_MEREDITH2": "그렇지...", + "MEREDITH_SOCIAL2_MEREDITH3": "난 부모님이 그리운지 잘 모르겠어. [pause]우린 공통점이 별로 없었거든. [pause]부모님은 나와 다른 시대에 다른 곳에서 자라셨으니까.", + "MEREDITH_SOCIAL2_MEREDITH4": "세대 차이가 컸던 거지. [pause]부모님의 음악 취향이 [shake rate=30 level=10]정말[/shake] 형편없던 게 내 잘못은 아니잖아!", + "MEREDITH_SOCIAL2_MEREDITH5": "내가 대학교에 가면서 집을 나오고 나서는... [pause]서로 연락을 잘 안 했어. [pause]그래도 괜찮아.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "슬프네.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "조금 외로울 것 같아.", + "MEREDITH_SOCIAL2_MEREDITH6": "그렇지.", + "MEREDITH_SOCIAL2_MEREDITH7": "사실, [pause]난 어릴 때 딱히 기억에 남을 만한 일이 별로 없었어.", + "MEREDITH_SOCIAL2_MEREDITH8": "친구도 있었고 이런 저런 경험도 했지만, 그 기억을 돌이켜 보면...", + "MEREDITH_SOCIAL2_MEREDITH9": "전부 내가 참여한 일이 아니라, 그냥 내 주변에서 일어난 일인 것처럼 느껴져.", + "MEREDITH_SOCIAL2_MEREDITH10": "내가 주인공이었던 적은 한 번도 없었던 것처럼.", + "MEREDITH_SOCIAL2_MEREDITH11": "나는 어릴 때나 십 대였을 때나 항상 인기가 없었어. [pause]어른이 되고 나서는...", + "MEREDITH_SOCIAL2_MEREDITH12": "뭐, 아직 바뀔 시간은 충분하잖아?", + "MEREDITH_SOCIAL2_MEREDITH14": "어릴 때는 [wave amp=30 rate=10]아무도[/wave] 어른이 되고 나서 친구를 사귀는 게 어렵다고 말해주지 않는다니까.", + "MEREDITH_SOCIAL2_MEREDITH13": "그냥 뉴위럴에 있는 동안 친구를 더 사귀면 될지도 모르지. [pause]어휴.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "적어도 우린 친구잖아!", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "그럼 우리는?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "적어도 우린 친구잖아!", + "MEREDITH_SOCIAL2_MEREDITH15": "우리는 쉽지. 우린... [pause]그러니까... [pause]같이 즐기는 취미가 있잖아.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "적어도 우린 친구잖아!", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "...취미?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "그래?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "그런 것 같아!", + "MEREDITH_SOCIAL2_MEREDITH16": "그래, [pause]마법의 차원문을 찾고 있잖아. [pause]그것도 취미 아니야?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "우리가 그 문을 찾지 못하더라도... [pause]계속 친하게 지내면 좋겠어.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "당연히 그래야지!", + "MEREDITH_SOCIAL2_MEREDITH17.m": "우리가 그 문을 찾지 못하더라도... [pause]계속 친하게 지내면 좋겠어.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "넌 수줍어할 때 귀엽다니까!", + "MEREDITH_SOCIAL2_MEREDITH17.f": "우리가 그 문을 찾지 못하더라도... [pause]계속 친하게 지내면 좋겠어.", + "MEREDITH_SOCIAL2_MEREDITH18B": "어휴, 그렇게 칭찬하지 [wave amp=30 freq=10]말아 줄래[/wave]? [pause]어떻게 반응해야 할지 모르겠다고.", + "MEREDITH_SOCIAL2_MEREDITH18A": "헤. 다행이다.", + "MEREDITH_SOCIAL2_MEREDITH20": "흠, [pause]생각했던 것보다 피곤하네.", + "MEREDITH_SOCIAL2_MEREDITH19B": "온몸이 오그라드는 것 같아.", + "MEREDITH_SOCIAL2_MEREDITH21": "변신과 전투도 운동으로 칠 수 있을까? [pause]무척 힘들기는 한데 말이야.", + "MEREDITH_SOCIAL2_MEREDITH22.m": "어쨌든, [pause]이제 가서 함께 몬스터를 때려눕히든 하자고.", + "MEREDITH_SOCIAL3_MEREDITH1": "사실 그 음반을 찾으면서 겪은 일에 대해 이런저런 생각이 들었어.", + "MEREDITH_SOCIAL2_MEREDITH22.n": "어쨌든, [pause]이제 가서 함께 몬스터를 때려눕히든 하자고.", + "MEREDITH_SOCIAL2_MEREDITH22.f": "어쨌든, [pause]이제 가서 함께 몬스터를 때려눕히든 하자고.", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "무슨 생각?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "말해 봐...", + "MEREDITH_SOCIAL3_MEREDITH3": "우리가 찾은 앨범은 내 세계에서는 한 번도 녹음되지 않은 거였잖아. 그렇지?", + "MEREDITH_SOCIAL3_MEREDITH2": "음, 이렇게 말하면 알아듣기 쉬울지도 모르겠네.", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "그러겠네!", + "MEREDITH_SOCIAL3_MEREDITH4": "그리고 만약 세계가 무한히 있다면... [pause]앨범도 무한히 있다는 뜻이겠지.", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "정말 그럴까?", + "MEREDITH_SOCIAL3_MEREDITH6": "그 작가가 쓴 책은 전부 단순한 이야기가 아니라, 마치 작가의 생각을 들여다보는 것 같았어. [pause]작가의 열망, 믿음, 철학...", + "MEREDITH_SOCIAL3_MEREDITH5": "그러니까, [pause]난 십 대였을 때 한 옛날 판타지 작가를 무척 좋아했어. [pause]덕후 기질이 충만했지.", + "MEREDITH_SOCIAL3_MEREDITH7": "책을 쓴다는 건 자신의 일부를 바깥 세계로 끄집어 내는 건가 봐. 영원히.", + "MEREDITH_SOCIAL3_MEREDITH8": "결국 난 그가 살아있을 때 쓴 작품을 전부 읽었어. 그리고 그게 끝이라는 사실이 뇌리에 깊이 박혔지.", + "MEREDITH_SOCIAL3_MEREDITH9": "난 그 작가가 쓴 걸 전부 경험한 거야. [shake rate=30 level=10]다시는[/shake] 그의 신작이 나오지 않을 거라고.", + "MEREDITH_SOCIAL3_MEREDITH10": "우리 모두 죽으면 그렇게 되는 거겠지... [pause]언젠가 더는 세상에 새로운 자취를 남길 수 없는 날이 올 거야.", + "MEREDITH_SOCIAL3_MEREDITH11": "하지만 무한히 많은 세계가 있다면, 그 작가가 쓴 책 역시 무한히 많을지도 몰라.", + "MEREDITH_SOCIAL3_MEREDITH12": "그리고... [pause]저마다 무한히 많은 기억과 경험을 지닌 무한히 다양한 우리가 있겠지.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "그래!", + "MEREDITH_SOCIAL3_MEREDITH13": "어떤 면에서는, [pause]우린 절대 죽지 않는 걸지도 모르겠어.", + "MEREDITH_SOCIAL3_MEREDITH14": "그냥 그런 생각이 들더라고.", + "MEREDITH_SOCIAL3_MEREDITH15": "자, 그럼 갈까?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "좋아, 준비됐어?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "좋아, 준비됐어?", + "MEREDITH_SOCIAL4_MEREDITH2": "...", + "MEREDITH_SOCIAL4_MEREDITH3": "우리 영화 보자. [pause]내 집에서. [pause]어때?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "좋아, 준비됐어?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "그러다 보니 계속 네 생각이 나더라고. [pause]그리고, [pause]음... [pause]물론 네가 귀엽다고 생각하기도 하고.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "지금은 안 돼.", + "MEREDITH_SOCIAL4_MEREDITH4": "에이. 보고 싶으면 알려줘. 정말 재밌을 거야.", + "MEREDITH_SOCIAL4_MEREDITH5": "좋아, 네 마음에도 쏙 들 거야.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "멋진걸!", + "MEREDITH_SOCIAL4_MEREDITH9": "이거 보여?", + "MEREDITH_SOCIAL4_MEREDITH6": "짜잔. 뉴위럴에서 유일하게 작동하는 영사기야.", + "MEREDITH_SOCIAL4_MEREDITH8": "너한테 뉴위럴에서 암암리에 전해져 내려오는 저주에 대해 알려줄 때가 됐네.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "이게 어디서 났어?!", + "MEREDITH_SOCIAL4_MEREDITH7": "내 수많은 취미 중 하나야.", + "MEREDITH_SOCIAL4_MEREDITH10": "비디오 테이프야. [pause]하지만 평범한 비디오 테이프가 아니지...", + "MEREDITH_SOCIAL4_MEREDITH11": "바로 1981년에 나온 액션 영화 \\\"피주먹\\\"의 비디오 테이프야.", + "MEREDITH_SOCIAL4_MEREDITH12": "내가 이곳에 온 후로 수백 개의 비디오 테이프가 뉴위럴 해안으로 떠밀려 왔어.", + "MEREDITH_SOCIAL4_MEREDITH13": "난 그걸 모았고.", + "MEREDITH_SOCIAL4_MEREDITH14": "전부 다.", + "MEREDITH_SOCIAL4_MEREDITH15": "그런데 그거 알아?", + "MEREDITH_SOCIAL4_MEREDITH16": "다 \\\"피주먹\\\"이었어.", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]하나도 빠짐없이 \\\"피주먹\\\"의 테이프였다고.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]그게 뉴위럴에서 볼 수 있는 유일한 영화야.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "그래서 우리가 무슨 영화를 볼 건지 알겠어?", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "오히려 그래서 더 재밌을 것 같네!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "내 취향에 딱 맞는 영화인 것 같은데!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "오히려 그래서 더 재밌을 것 같네!", + "MEREDITH_SOCIAL4_MEREDITH20": "그렇게 나와야지.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "오히려 그래서 더 재밌을 것 같네!", + "MEREDITH_SOCIAL4_MEREDITH21": "너한테 하고 싶은 말이 있어. [pause]나랑 어울려 줘서 고마워.", + "MEREDITH_SOCIAL4_MEREDITH22": "뉴위럴에서의 삶은 정말 별로였지만, 살면서 지금처럼 즐거운 건 처음이야.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "지금 우리 데이트하는 걸로 할까?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "너랑 친구가 돼서 좋아!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "너랑 친구가 돼서 좋아!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "너랑 친구가 돼서 좋아!", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "헤. 나도야, {player}.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "형편없는 영화를 봐야지. 준비됐길 바라.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "자, 진지한 얘기는 여기까지 하자고.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "자, 진지한 얘기는 여기까지 하자고.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "자, 진지한 얘기는 여기까지 하자고.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "형편없는 영화를 봐야지. 준비됐길 바라.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "형편없는 영화를 봐야지. 준비됐길 바라.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "이제서야 물어보다니.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "앞으로도 너랑 어울리고 싶지만...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "우린 융합할 때 [wave amp=30 freq=30]말 그대로[/wave] 하나가 됐잖아.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "평소처럼 지내도 될까? [pause]그러니까... [pause]가벼운 관계로 말이야.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "그러다 보니 계속 네 생각이 나더라고. [pause]그리고, [pause]음... [pause]물론 네가 귀엽다고 생각하기도 하고.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "그러다 보니 계속 네 생각이 나더라고. [pause]그리고, [pause]음... [pause]물론 네가 귀엽다고 생각하기도 하고.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "안 될 것 없지, 뭐. 데이트하자. 쓰레기 영화 보면서.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "난... [pause]어... [pause]남자만 사귀어 봤어... [pause]그래서 이런 건 처음이야.", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "난...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "가끔은 너랑 키스도 하고 싶어.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "어쨌든, [pause]난 이 영화 백만 번은 봤어.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "그러니까... 영화는 딱히 안 봐도 돼.", + "MEREDITH_ROMANCE_MEREDITH1.m": "한참 전부터 아무 말도 없네, {player}. [pause]무슨 문제라도 있어?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "딱히 없어!", + "MEREDITH_ROMANCE_MEREDITH_NO": "어... [pause]알겠어.", + "MEREDITH_ROMANCE_MEREDITH1.f": "한참 전부터 아무 말도 없네, {player}. [pause]무슨 문제라도 있어?", + "MEREDITH_ROMANCE_MEREDITH1.n": "한참 전부터 아무 말도 없네, {player}. [pause]무슨 문제라도 있어?", + "MEREDITH_ROMANCE_MEREDITH3": "그러니까, 물론 널 [wave amp=30 freq=30]좋아하기는 해[/wave].", + "CAPTAIN_SKIP_NOT_TRAINEE1": "\\\"쓰레기 뒤지기\\\"라는 숭고한 활동에 관심이 있으면, 너도 견습 순찰대원이 되지 그래?", + "CAPTAIN_SKIP_INTRO2": "안녕! [pause]나는 뉴위럴의 순찰대장 스킵이야.", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]저는 오늘 고객님의 테이블 서비스를 맡을 메카노이드 클리-5입니다![/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]주문을 도와드리...[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]어서 오세요, [pause]고객님. [pause]네오베이거스의 '파라오 엠포리엄\\'에 오신 것을 환영합니다![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "난 페니 드레드풀이야. [pause]순찰대장이자 죽음을 속이는 자, 바로 그 본인이지!", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]싫어? 그럼 다음에 하자.[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]판 좀 키워볼까?[/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]좋아, [pause]판돈 올리고 선수끼리 놀아보자고![/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "또 졌잖아? 이래서 꿈나라에서 나오기 싫다니까...", + "CAPTAIN_JUDAS_INTRO1.m": "네가 오는 소리가 200미터 바깥부터 들렸어. [pause]기습할 생각이었다면 실패했군.", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "안녕, 신참! [pause]아니, 순찰대장님이라고 해야겠네. [pause]너도 이제 순찰대장이라면서?", + "CAPTAIN_SKIP_POST_REWARD2": "그런 삶은 상상도 안 되네!", + "CAPTAIN_JUDAS_INTRO2": "주다스 나이트다. [pause]순찰대장이자 생존 전문가지.", + "CAPTAIN_JUDAS_PRE_BATTLE1": "실전 생존 수업을 받고 싶나 보지? [pause]네가 견습대원이 됐다는 정보는 이미 입수했다.", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "더 알려주고는 싶지만... 기밀 정보여서 말이지. [pause]순찰대에 가입해서 견습대원이 된다면 또 모를까.", + "CAPTAIN_JUDAS_INTRO1.n": "네가 오는 소리가 200미터 바깥부터 들렸어. [pause]기습할 생각이었다면 실패했군.", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]너도 이제 순찰대장이 되었다고 들었어. [pause]어때? 또 운을 시험해 볼래?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]너도 이제 순찰대장이 되었다고 들었어. [pause]어때? 또 운을 시험해 볼래?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]내 전투 알고리즘의 약점을 전부 수정했어. [pause]네 패배는 통계적으로 기정사실이야![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]싫어? 그럼 다음에 하자.[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "잠시만 기다려줘. 마지막으로 손볼 곳이...", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]너도 이제 순찰대장이 되었다고 들었어. [pause]어때? 또 운을 시험해 볼래?[/color]", + "CAPTAIN_READY_CHECK.m": "정말 {pawn} 대장과 싸울까?", + "CAPTAIN_JUDAS_POST_REMATCH1": "이번에는 모든 상황에 대비했다고 생각했는데...", + "CAPTAIN_JUDAS_POST_REMATCH2": "이번에도 내가 졌군. [pause]하지만 눈물을 흘리진 않을 거야. [pause]우는 건 체내 수분을 낭비하는 짓이니까. 안 그래도 물이 부족하다고.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "네가 우리 순찰대장 중 한 명이라는 정보를 입수했다. [pause]아주 잘했다. [pause]재대결하러 온 거냐?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "네가 우리 순찰대장 중 한 명이라는 정보를 입수했다. [pause]아주 잘했다. [pause]재대결하러 온 거냐?", + "CAPTAIN_REMATCH_CHECK": "{pawn} 대장에게 재대결을 신청할까?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "사실...", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "너 같은 사람이 훈련을 거들어주면 큰 도움이 될 거야. 순찰대장이 되고 싶다는 생각은 안 해봤어?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "관심 있으면 마지막 시험이 하나 남았어. [pause][wave amp=30 freq=10]나[/wave]와 싸워서 이겨야 해.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "안 해봤어요!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "너 같은 사람이 훈련을 거들어주면 큰 도움이 될 거야. 순찰대장이 되고 싶다는 생각은 안 해봤어?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "순찰대장이 되고 싶어요!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "자, 어때? 순찰대장이 되기 위한 시험을 치러볼래?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "괜찮아. 생각이 바뀌면 알려줘.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "물론이죠!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "자, 어때? 순찰대장이 되기 위한 시험을 치러볼래?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "자, 어때? 순찰대장이 되기 위한 시험을 치러볼래?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "지금은 안 돼요.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "네 실력을 보고 싶어서 몸이 근질거리던 참이었어. 우리를 상대로 전력을 다할 준비가 됐길 바라!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "네 실력을 보고 싶어서 몸이 근질거리던 참이었어. 우리를 상대로 전력을 다할 준비가 됐길 바라!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"우리\\\"요?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "아내요?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "네 실력을 보고 싶어서 몸이 근질거리던 참이었어. 우리를 상대로 전력을 다할 준비가 됐길 바라!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "음, [pause]이번 전투에서는 내 아내의 도움을 받는 게 합당할 것 같네.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "누구랑 함께 싸울 건데요?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "[wave amp=30 freq=10]올해 최고의 전투[/wave]가 벌어질 것 같군요! 과연 승리는 누구의 것이 될까요?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "결혼하셨어요?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "준비됐어, 여보?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "물론이지!", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "할 수 있어, {player}!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "힘내, 이세계인! 이안테 님한테 한 방 먹이라고!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "힘내, 이세계인! 이안테 님한테 한 방 먹이라고!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]봐주지 말고 코를 납작하게 해주세요, 이안테![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "힘내, 이세계인! 이안테 님한테 한 방 먹이라고!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]봐주지 말고 코를 납작하게 해주세요, 이안테![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]봐주지 말고 코를 납작하게 해주세요, 이안테![/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "우리가 봐줄 거라고 기대하지는 마, {player}. [pause]넌 이제 견습대원이 아니니까. 이제부터는 [shake rate=30 level=10]실전[/shake]이라고!", + "LEADER_IANTHE_BATTLE_START.m": "우리가 봐줄 거라고 기대하지는 마, {player}. [pause]넌 이제 견습대원이 아니니까. 이제부터는 [shake rate=30 level=10]실전[/shake]이라고!", + "LEADER_IANTHE_BATTLE_START.n": "우리가 봐줄 거라고 기대하지는 마, {player}. [pause]넌 이제 견습대원이 아니니까. 이제부터는 [shake rate=30 level=10]실전[/shake]이라고!", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]왜 그래? 너희만 융합할 수 있는 줄 알았어?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]왜 그래? 너희만 융합할 수 있는 줄 알았어?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]왜 그래? 너희만 융합할 수 있는 줄 알았어?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "나쁘지 않은데! [pause]나쁘지 않아! [pause]넌 계속 날 놀라게 하는구나.", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "소문이 정말이었네! 멋진 전투였어!", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "자, 이걸 줄게.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "네가 이제 정식으로 순찰대장이 됐다는 징표야. 다른 순찰대장이 네 훈련을 도와준 것처럼, 이제 사람들이 네게 훈련을 도와달라고 할 거야.", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "너도 아는지 모르겠지만, 뉴위럴에서 처음 카세트 테이프를 사용해서 몬스터 형태로 변신한 건 나야. [pause]그 후로 줄곧 똑같은 질문을 수도 없이 받았지...", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "네가 이제 정식으로 순찰대장이 됐다는 징표야. 다른 순찰대장이 네 훈련을 도와준 것처럼, 이제 사람들이 네게 훈련을 도와달라고 할 거야.", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "인간은 음악 같은 [wave amp=30 freq=10]예술[/wave]을 창조하지. [pause]예술은 실체 없는 상상의 산물이고, 우리 모두의 상상 속에서만 존재하지.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "네가 이제 정식으로 순찰대장이 됐다는 징표야. 다른 순찰대장이 네 훈련을 도와준 것처럼, 이제 사람들이 네게 훈련을 도와달라고 할 거야.", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"이 카세트 테이프로 변신하는 건 도대체 어떤 원리예요? [pause]말이 안 되잖아요!\\\"", + "LEADER_IANTHE_FUSED_MATERIAL1": "야생 융합이 떨어뜨리는 물질이야. 대천사도 떨어뜨릴지도. 그건 잘 모르겠어.", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "내 생각을 들려줄까? [pause]난 올바른 관점에서 바라보면 아주 말이 된다고 생각해.", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "그리고, [pause]우린 그 실체가 없는 음악을 [wave amp=30 freq=10]카세트 테이프[/wave] 같은 물리적 형태에 담지. [pause]그러니까 카세트 테이프는 물리 세계와 가상 세계의 다리라고 해도 손색이 없는 거야.", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "시청 바깥에 게시판이 있는 것 봤지? [pause]자신의 실력을 시험하고 싶은 견습대원이 있으면 내가 게시판에 메시지를 남겨둘게.", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "어떻게 보면 그렇다는 거지!", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "일단은 그동안 미뤄뒀던 휴식 시간을 좀 가져야겠어. [pause]앞으로도 섬을 탐험할 생각이라면, 다른 순찰대장들을 다시 찾아가 보는 게 어때?", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "다들 네 \\\"진급\\\"을 축하해주고 싶을 거야!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "대원들한테 그걸 모아오라고 시키는 이유는... 그건 순찰대장들의 문제야. 너는 일단 훈련을 통과하는 데 집중해.", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "이제 너도 순찰대장이 되었으니 우리가 왜 융합 물질을 모으는지 알려줄게.", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "이제 너도 순찰대장이 되었으니 우리가 왜 융합 물질을 모으는지 알려줄게.", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "이제 너도 순찰대장이 되었으니 우리가 왜 융합 물질을 모으는지 알려줄게.", + "LEADER_IANTHE_FUSED_MATERIAL3": "요즘 뉴위럴 곳곳에서 \\\"야생 융합\\\"이 더 많이 출현하는 것 너도 눈치챘어?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "예전에 싸워본 적 있어요!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "\\\"야생 융합\\\"이요?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "그렇겠지. 그러면 그 녀석들이 뉴위럴의 일반적인 몬스터보다 훨씬 강력하다는 것도 알겠구나.", + "LEADER_IANTHE_FUSED_MATERIAL4B": "섬을 돌아다니면서 마주쳤을 수도 있어. [pause]야생 몬스터들이 융합한 형태야. 주로 검은 구름으로 둘러싸여 있지. 너도 보면 알 거야.", + "LEADER_IANTHE_FUSED_MATERIAL5": "항상 이렇지는 않았어. 몇 년 전만 해도 융합은 아주 희귀한 현상이었거든.", + "LEADER_IANTHE_FUSED_MATERIAL6": "야생 융합이 어디서 왜 나타나는 건지는 알려지지 않았어.", + "LEADER_IANTHE_FUSED_MATERIAL7": "만약 야생 융합의 출현 빈도가 앞으로도 늘어난다면, 항구촌은 몇 년 안에 폐허가 되고 말 거야.", + "LEADER_IANTHE_FUSED_MATERIAL8": "사람들이 겁에 질리면 안 되니까, 이건 비밀로 해줘.", + "LEADER_IANTHE_FUSED_MATERIAL9": "하지만 희망은 있어! 야생 융합으로부터 얻는 융합 물질은 해가 되지 않을 정도의 미약한 방사능을 내뿜거든. 하지만...", + "LEADER_IANTHE_FUSED_MATERIAL11": "혹시...[pause] 혹시 녀석들의 근원지를 찾아서 확산을 막을 수 있을지도 모르지. 그러면 참 좋겠네.", + "LEADER_IANTHE_FUSED_MATERIAL10": "융합 물질을 충분히 모으면 야생 융합을 추적하고 감지하는 장치를 만들 수 있어.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "네 몬스터 형태의 원소 타입에는 신경 쓰고 있어?", + "LEADER_IANTHE_FUSION_IANTHE1": "융합은... [pause]지금까지 성공한 사람이 극히 적어. 융합이 가능한 조건에 대해서는 짐작 가는 바가 있지만, 확실하지는 않아.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "원소 기술은 특정 타입의 몬스터에 사용했을 때 [wave amp=30 freq=10]화학 반응[/wave]을 일으킬 수 있어.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "하지만 그 불 기술을 [pause]물 몬스터에 사용하면, [pause][wave amp=30 freq=10]치유의 증기[/wave]가 그 물 몬스터를 둘러쌀 거야. 그런 일은 피해야겠지?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "독 원소 대상에 불 기술을 사용해서 불을 붙이는 것처럼 이로운 반응도 있지.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "언제든 공격하기 전에 그 공격이 어떤 상태 효과를 일으킬지 확인할 수 있으니까 유심히 봐.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "아, 깜빡할 뻔했네! [pause]\\\"후려치기\\\"나 \\\"침 뱉기\\\"처럼 처음부터 정해진 원소는 없고, 사용자의 원소에 따라 달라지는 기술도 많아.", + "LEADER_IANTHE_FUSION_IANTHE3": "그러니까 융합의 위력을 강화하고 싶으면 유대감을 길러야 해.", + "LEADER_IANTHE_FUSION_IANTHE2": "내 경험상으로는 두 사람 사이의 유대감이 강할수록 융합한 형태의 힘과 능력이 향상되는 것 같아.", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "누구랑 융합하셨어요?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "융합 상대는 누구였나요?", + "LEADER_IANTHE_FUSION_IANTHE6": "그건 몰라도 돼!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "융합 상대는 누구였나요?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "융합 상대는 누구였나요?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "내가 보낸 임무를 잘 수행해줘서 고마워, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "그나저나, 네가 융합 물질을 많이 모아온 덕분에 로드스타인을 시켜서 섬의 자석 송전탑 중 몇 개에 융합 탐지기를 설치할 수 있게 됐어.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "내가 보낸 임무를 잘 수행해줘서 고마워, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "일단은 이 프로토타입을 받아.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "내가 보낸 임무를 잘 수행해줘서 고마워, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "지도를 확인해 봐. 야생 융합의 위치가 표시될 거야.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "초기 버전이라 땅 밑 깊숙한 곳까지 뚫고 들어가지는 못해서 100% 정확하지는 않지만, 너라면 잘 활용할 수 있을 거야.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "어쨌든, 윌마 대원과 융합 물질을 교환하는 것 잊지 마. 주머니에 갖고 다녀봤자 별 쓸모는 없을 테니까!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "지난 번에 갖다 준 융합 물질이 큰 도움이 됐어. 로드스타인 대장 말로는 [wave amp=30 freq=10]지각 관통 융합 탐지기[/wave]가 벌써 불모지의 다이노 채석장 깊숙한 곳에서 신호를 감지하고 있다던데.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "월러스 대장에게 훈련이나 야생 융합 일로 바쁘지 않을 때 그곳을 굴착하라고 시켰어.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "융합 말이 나와서 말인데, 새로운 국면이야...", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "사방에서 이전과는 다른 불안정한 융합이 출몰하고 있어. 그 녀석들에게 \\\"아나테마\\\"라는 이름을 붙였지.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "그 녀석들이 자가 복제하는 속도는...[pause] 좋게 말해도 염려스러울 정도야.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "게시판으로 임무를 몇 개 보낼게. 한번 확인해줄래?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "월러스 대장을 보내서 그곳을 파게 했는데, 요즘 사방에 나타나고 있는 그 기차역이 또 발견됐나 봐.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "로드스타인 대장의 융합 탐지기가 다이노 채석장 밑에서 포착한 신호 기억나?", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "그리고 윌마 대원과 융합 물질을 교환하는 것 잊지 마.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "그 기차역에서 나오는 신호의 강도를 봤을 때, 그곳이 모든 아나테마와 야생 융합의 근원지일지도 모르겠어!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, 우리 순찰대에서 그 기차역과...[pause] 기차역의 기이한 존재들을 상대한 경험이 제일 많은 건 너야... [pause] 그러니 네가 가서 확인해줄래?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, 우리 순찰대에서 그 기차역과...[pause] 기차역의 기이한 존재들을 상대한 경험이 제일 많은 건 너야... [pause] 그러니 네가 가서 확인해줄래?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "흠. 그러니까 멀라인은 우리가 야생 융합 문제를 알아서 해결하기를 원한다고?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, 우리 순찰대에서 그 기차역과...[pause] 기차역의 기이한 존재들을 상대한 경험이 제일 많은 건 너야... [pause] 그러니 네가 가서 확인해줄래?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "적어도 상황이 악화되면 밤다리역으로 후퇴할 수 있겠네. 전부 네가 열심히 노력해 준 덕분이야.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, 좋은 소식 가져왔어?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, 예전에 네가 뉴위럴을 떠나더라도 원망하지 않겠다고 했었지. 지금도 마찬가지야.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "하지만 이곳에 더 오래 머물러 준다면, 네게 부탁할 일이 말 그대로 끝이 없어.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "너도 이제는 어떤 일들인지 알 거야.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "케일리가 너한테 줄 게 있는 것 같던데.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "예전에 녹음한 테이프인데, 이걸 보면 우리가 처음 만난 날이 떠오르더라고.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "그렇게 큰 선물은 아니지만, 네게 주고 싶었어!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "그나저나, 혹시 최근에...[pause] 공중에 떠다니는 거대한 구체 본 적 있어?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "뭐라고요!?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "신입 견습대원 한 명이 이상한 보고를 했거든. 사실 그 녀석이 [wave amp=30 freq=30]머리를[/wave] 다치긴 했으니, 별일 아닐지도 몰라.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "어... 태양처럼요?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "혹시 모르니 융합 탐지기에서 눈 떼지 마.", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "이걸 받아!", + "OUTPOST_NPC_2_DIALOGUE1": "모퉁이 뒤에 숨어있던 폴짝깨비한테 기습당했어. [pause]솔직히 말하면 무사히 살아남은 게 다행이야!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]쿨쿨...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "너희 고깃덩어리들은 항상 죽음을 꿈꾸지. 그 짧은 생애 내내 죽음을 꿈꾸며 시간을 보낸다. 그것 때문에 날 찾아온 거냐?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "우리가... 죽으러 왔냐고 묻는 거야? [pause]솔직히 말하면 그런 것 같지는 않은데.", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "이 녀석 헤비메탈 느낌이 충만한걸. [pause]그런데 우릴 죽이고 싶어 하는 것 같네.", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "아니, 우린 싸우러 온 거야.", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "나는 죽음이 두렵지 않소. [pause]겁쟁이로 사느니 용감하게 죽겠소!", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "왠지 불길한데.", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]난 죽는 게 무섭지 않아... 너도 마찬가지고...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "크르르...", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "네게 진정한 죽음을 보여주며 네 공포로 배를 채워주마.", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "이야, 커다란 해골이라니 멋지네! 어느 팀이든 이런 인재가 한 명씩은 필요하지.", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "정말 오싹했어. 그 녀석이 말한 게 사실일까? [pause]사람들은 [wave amp=30 freq=10]정말[/wave] 죽음에 대해 생각하며 평생을 보내는 걸지도 모르겠어.", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "우리 일족조차 진정한 죽음으로부터 벗어날 수는 없다...", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "이 섬에는 우릴 죽이려 하는 끔찍한 괴물이... [pause]많아도 너무 많아.", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "그렇게 커다란 해골 괴물은 [wave amp=30 freq=10]난생[/wave] 처음 봐! 정말 오싹하지 않았어?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "음... 불쾌한 경험이었어.", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "겁쟁이는 죽기 전에 죽음을 수없이 경험하지만, 용감한 이는 죽음을 오직 한 번만 맛보는 법이오.", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]그 대천사한테 우리가 얼마나 용감한지 똑똑히 보여준 것 같네...[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "내 컬렉션에 추가할 장난감들이냐? 가지고 놀 게 더 필요해...", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "미안해, 친구. 우린 놀러 온 게 아니야.", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "이 대천사는 눈이 너무 기분 나빠...", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "너희한테는 인간이 장난감에 불과한 모양이지?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "이 정령의 말에서 친절함이라고는 느껴지지 않는구려.", + "AA_PUPPET_PRE_BATTLE_FELIX2": "이 녀석이 우리의 안위를 신경 쓸 것 같지는 않네.", + "AA_PUPPET_PRE_BATTLE_DOG2": "크르르...", + "AA_PUPPET_PRE_BATTLE_AA3": "그래... 너희 둘로 손인형을 한 짝 만들면 딱 좋겠구나! 하하하하하!", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]우린 놀러 온 게 아니야... 일을 하러 온 거지.[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "[shake rate=30 level=10]젠장[/shake], 계속 우리가 맞히기 전에 움직이잖아! 분명 어떤 방향으로 움직일지 [wave amp=30 freq=10]예측할 방법[/wave]이 있을 거야.", + "AA_PUPPET_HINT_KAYLEIGH1": "계속 우리 공격이 닿기 전에 움직이고 있어! 잘 봐. 분명 어떤 방향으로 움직일지 [wave amp=30 freq=10]예측할 방법[/wave]이 있을 거야...", + "AA_PUPPET_HINT_EUGENE1": "쳇, 계속 우리가 때리기 직전에 움직이잖아! 다음에는 어떤 방향으로 움직일지 [wave amp=30 freq=10]예측할 방법[/wave]이 분명 있을 텐데...", + "AA_PUPPET_HINT_FELIX1": "흠. 우리 공격이 맞기도 전에 움직이네. 머리를 써야겠어. 다음에는 어떤 방향으로 움직일지 [wave amp=30 freq=10]예측할 방법[/wave]이 분명 있을 거야...", + "AA_PUPPET_HINT_VIOLA1": "상대의 발재간이 날래서 우리 공격이 계속 빗나가는구려. 아아, 다음에는 어디로 갈지 [wave amp=30 freq=10]알아낼 방법[/wave]이 분명히 있을 것 같소만...", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]분명 녀석이 어디로 움직이는지 알아낼 방법이 있을 거야...[/wave]", + "AA_PUPPET_HINT_DOG1": "대천사가 계속 공격에 맞기 전에 움직여서 왈왈이가 화난 듯하다. 혹시 어떤 방향으로 움직일지 알아낼 방법이 있지는 않을까?", + "AA_PUPPET_POST_BATTLE_PUPPET1": "내 인형! 내 인형들을 죽이다니!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "만나서 반갑습니다, 모자 쓴 선생님! 혹시 새 직업을 찾고 계신가요? 저랑 얘기 좀 나눠보죠!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "그 대천사는 우리가 진짜도 아닌 것처럼 말했어... 마치 장난감에 불과하다는 듯이 말이야. [pause]이제 우리한테 졌으니 생각이 바뀔지도 모르겠네.", + "AA_PUPPET_POST_BATTLE_EUGENE3": "사람의 생명이 자기 장난감이라고 생각하는 괴물은 [wave amp=30 freq=10]항상[/wave] 있다니까. [pause]대천사든 인간이든 위험하기는 전부 마찬가지야.", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "난 [wave amp=30 freq=10]그 누구의[/wave] 장난감도 아니라는 걸 그 대천사가 깨달았으면 좋겠네.", + "AA_PUPPET_POST_BATTLE_FELIX3": "그 녀석이... [pause]우리의 인형을 만든 건가? 밤에 그 전투 생각이 나서 잠을 설칠 것 같아.", + "AA_PUPPET_POST_BATTLE_VIOLA3": "그 정령은 우리를 단순한 장난감으로 여겼소. 대천사는 우리와 조금도 비슷하지 않다는 교훈으로 삼아야겠구려.", + "AA_TOWER_PRE_BATTLE_AA1": "진실... 거짓... 너희 미숙한 종족은 그런 하찮은 개념에 신경을 너무 많이 쓰지. 현실은 진실이 아니다! 무지를 받아들여라!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]우리가 진지하다는 걸 똑똑히 보여줬네![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "이 녀석 \\\"현실\\\" 파악이 잘 안 되는 것 같은데.", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "이 녀석 현실 감각이 전혀 없나 봐.", + "AA_TOWER_PRE_BATTLE_EUGENE2": "...이해가 안 돼. 무슨 말을 하고 싶은 거야?", + "AA_TOWER_PRE_BATTLE_FELIX2": "무지를 받아들이고 싶긴 하지만, 할 일이 좀 있어서 말이야.", + "AA_TOWER_PRE_BATTLE_VIOLA2": "우매함과 무지는 인류 사이에 만연한 저주지. 둘 다 [wave amp=30 freq=10]이미[/wave] 충분히 많다, 정령이여.", + "AA_TOWER_PRE_BATTLE_AA3": "이해를 못 하는군. 나는 너희들을 진실과 거짓에 대한 잘못된 인식으로부터 깨워주려는 것이다!", + "AA_TOWER_PRE_BATTLE_DOG2": "크르르...", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]미안하지만 지금 무슨 소리를 하는지 못 알아듣겠어...[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "이제 한 가지 진실은 똑똑히 보이는구나... 바로 내가 패배했다는 것은...", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "우리가 그 대천사의 \\\"현실 감각\\\"을 좀 되찾아 준 것 같아. 안 그래?", + "AA_TOWER_POST_BATTLE_ALEPH2": "안녕하세요! 싸움에서 지고 계신 모양이군요. 저랑 같이 가시지 않겠습니까?", + "AA_TOWER_POST_BATTLE_EUGENE3": "대천사가 강력할지는 몰라도, 그렇다고 해서 똑똑하다는 뜻은 아니야.", + "AA_TOWER_POST_BATTLE_MEREDITH3": "제아무리 [wave amp=30 freq=10]짜증 나는[/wave] 대천사도 충분히 두들겨 패주면 입을 닥치나 보네. 잘 기억해둬야겠어.", + "AA_TOWER_POST_BATTLE_FELIX3": "그 대천사는 헛소리하는 걸 정말 좋아하네. 그래도 우리가 입 다물게 해줬어.", + "AA_TOWER_POST_BATTLE_VIOLA3": "그 정령의 말은 전혀 앞뒤가 안 맞더구려. 이제 우리 손에 패배했으니 겸손해질지도 모르겠소.", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]대천사들은 참 이상하다니까, 안 그래...?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "내가 가만히 있으라고 했는데 무시하다니! 날 존중하지 않는 거냐? 내가 얼마나 중요한지 모르나 보지?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "너 정말 거만하구나?", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "응, 네 말이 맞아. 난 널 하나도 존중하지 않아.", + "AA_ALICE_PRE_BATTLE_EUGENE2": "이봐, 난 네가 누군지 전혀 모른다고.", + "AA_ALICE_PRE_BATTLE_FELIX2": "네가 누군지 알아야 하는 건가...?", + "AA_ALICE_PRE_BATTLE_DOG2": "크르르...", + "AA_ALICE_PRE_BATTLE_VIOLA2": "내 존중을 그리 쉽게 얻을 수는 없소, 정령이여.", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]미안. 난 네가 누군지 몰라...[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "정말 무례하구나. 그것도 왕족에게 말이야! 그렇게 생각 없이 행동할 거라면, 그 쓸모없는 머리는 잘라내주마!", + "AA_ALICE_POST_BATTLE_ALICE1": "정말 존중심이라고는 없구나. 이 무엄한 녀석들!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "그 대천사는 자기가 자신만의 작은 세계의 여왕이라고 생각했나 봐.", + "AA_ALICE_POST_BATTLE_ALEPH2": "만나서 반갑습니다, 앨리스 양! 당신 같이... 사람을 잘 다루는 인재가 필요해요.", + "AA_ALICE_POST_BATTLE_MEREDITH3": "대천사는 다 그렇게 자존심이 셀까? 아니면 그 녀석이 [wave amp=30 freq=10]특이한[/wave] 경우일까?", + "AA_ALICE_POST_BATTLE_EUGENE3": "대천사들은 정말 무례하네.", + "AA_CUBE_PRE_BATTLE_CUBE1": "3차원 공간은 불완전하다. 과학과 수학은 진실이다. 만물에는 4개의 면이 있다.", + "AA_ALICE_POST_BATTLE_FELIX3": "그 대천사가 정말 우리 목을 베려고 했던 걸까? 아니면 그냥 표현 방식인 걸까? 아니다. 그냥 대답하지 마. 알고 싶지 않으니까.", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]참 무례한 녀석이었어...[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "왕족이든 아니든, 내게 그토록 무례하게 말하는 자에게는 절대 고개 숙이지 않을 것이오.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "알레프는 자아도취에 빠진 것처럼 말하더라고. [wave amp=30 freq=10]애초에[/wave] 말은 어떻게 하는 거지? 머리가... 커다란 세모잖아. 어휴, 기분 나쁜 자식.", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "이 녀석은 머리에서 나사가 한두 개 빠진 것 같네. [pause]아니, 머리가 아예 없구나.", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "이 대천사는 조금 특이해 보이지만, 우호적일지도 모르겠어!", + "AA_CUBE_PRE_BATTLE_FELIX2": "우릴 공격하지 않을지도 모르겠어. 네 생각은 어때?", + "AA_CUBE_PRE_BATTLE_EUGENE2": "이건 바라보기가 좀 어렵네...", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]미안하지만 지금 무슨 소리를 하는지 못 알아듣겠어...[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "이 정령은 철학자라도 되는 것이오? 아니면 광기에 사로잡힌 것이오?", + "AA_CUBE_PRE_BATTLE_DOG2": "멍?", + "AA_CUBE_PRE_BATTLE_CUBE3": "아니. 네 안에 모순이 보인다. 너희는 불완전한 존재다. 너희들의 결함을 수정해 주마!", + "AA_CUBE_POST_BATTLE_CUBE1": "나 또한 결함이 있는 것인가? 계산은 정확했는데... 세 개의 차원에서 동시에 실패했군.", + "AA_CUBE_POST_BATTLE_ALEPH2": "마침 잘됐군요! 숫자에 강한 사람을 채용해야겠다고 생각하던 참인데 말입니다. 혹시 일자리에 관심 있으신가요, 직육면체 친구?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "결국 우호적인 대천사가 아니었네. 운도 지지리 없지!", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "\\\"이 섬에서 나를 죽이려고 든 이상한 것들\\\" 목록에 한 녀석이 더 추가됐군. [pause]정말 끝내주네, 끝내줘.", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "\\\"이 섬에서 나를 죽이려고 든 이상한 것들\\\" 목록에 한 녀석이 더 추가됐군. [pause]정말 끝내주네, 끝내줘.", + "AA_CUBE_POST_BATTLE_EUGENE3": "그 대천사는 정말 이상했어. 어떤 각도에서 봐도 똑같아 보이는 것 같더라고.", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "\\\"이 섬에서 나를 죽이려고 든 이상한 것들\\\" 목록에 한 녀석이 더 추가됐군. [pause]정말 끝내주네, 끝내줘.", + "AA_CUBE_POST_BATTLE_FELIX3": "다음에 대천사를 만나게 되면 그냥 녀석이 우릴 곧장 죽이려 들 거라고 생각하고 있어야겠어.", + "AA_CUBE_POST_BATTLE_VIOLA3": "그 정령의 광기에 체계가 있었는지는 모르겠지만, 내게는 보이지 않았소.", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]대천사들은 참 이상하다니까, 안 그래...?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "[wave amp=30 freq=10]세모 머리[/wave]를 한 정체불명의 인물이 대천사를 찾는 데 끼어들고 있다고? 일이 어떻게 돌아가는 건지 모르겠네...", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "또 그 세모 녀석이 나타났어. 대천사를 어떻게 하려는 걸까?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "이번에도 대천사와 싸우던 중에 [wave amp=30 freq=10]세모 녀석[/wave]이 나타났어. 아무래도 우연이 아닌 것 같아...", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "세모 녀석이 너한테 \\\"제대로 얘기 좀 해야겠어\\\"라고 했지. 무슨 의미일까...?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "이번에도 세모 녀석이 마법으로 대천사를 빼돌렸어. 조금 걱정이 되네.", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "그 세모 녀석한테 뭔가 못된 꿍꿍이가 있는 것 같아. 잘 지켜봐야겠어.", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "지금까지 그 세모 녀석을 몇 번이나 봤어, {player}? 네가 가는 곳마다 나타나는 것 같은데. 안 그래?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "또 대천사와 싸우던 도중에 그 세모 녀석이 대천사를 데려갔어...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "이번에도 대천사를 물리쳤는데, 알레프가 나타나서 데려갔어... 대체 뭘 하려는 걸까? 우리처럼 이 섬에 갇힌 건가?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "그 세모 녀석. 계속 갑자기 나타나서 우리가 이긴 대천사를 데려갈 거면, 적어도 예의 있게 자기 소개는 해야 하는 것 아니야?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "싸움에서는 이겼지만, 알레프가 또 대천사를 어디론가 보내버렸어...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "알레프가 우리 세계에 자기를 기반으로 한 \\\"전설\\\"이 있다고 했지. 그게 정말일까, {player}?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "우리가 대천사한테 이길 때마다 알레프의 부하를 늘려 주기만 하는 건 아닐까?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "대천사를 한 명 더 물리쳤고, 알레프의 부하도 한 명 더 늘었어. 알레프는 도대체 무슨 꿍꿍이일까?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "그래서... 어... 그 세모 머리 녀석은 대체 뭐야? 그 녀석이... 대천사를 [pause][wave amp=30 freq=10]순간이동[/wave]시킨 건가? 일이 어떻게 돌아가는 건지 모르겠네...", + "RETROSPECTIVE_ALEPH_MEREDITH2": "그 세모 녀석이 나타나서 대천사를 낚아챈 건 이번이 처음이 아니지? 불길한데...", + "RETROSPECTIVE_ALEPH_MEREDITH3": "그래서 그 세모 녀석은 도대체 왜 그러는 걸까? 머리 대신 도형이 달린 녀석은 믿을 수 없다니까.", + "RETROSPECTIVE_ALEPH_MEREDITH5": "다음에 그 세모 머리 녀석을 만나면 원하는 게 뭔지 물어보지 그래? 밑져야 본전이잖아...", + "RETROSPECTIVE_ALEPH_MEREDITH4": "그 세모 녀석이 너랑 \\\"제대로 얘기\\\" 좀 해야겠다고 했지. 둥둥 떠다니는 기분 나쁘게 녀석치고는 이상할 정도로 정중하네.", + "RETROSPECTIVE_ALEPH_MEREDITH6": "그 세모 머리 자식, 뭔가 못된 짓을 꾸미고 있는 거겠지? 내 생각에는 그래.", + "RETROSPECTIVE_ALEPH_MEREDITH8": "네가 누구와 함께 있든, 대천사와 싸울 때마다 그 세모 녀석이 나타나는 것 같아. 안 그래?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "이번에도 어김없이 마지막에 그 세모 머리 녀석이 나타났네. 한결같이 짜증 나게 군다니까...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "그 알레프라는 녀석, 여기저기 잘 돌아다니지 않아? 지하 기차역 안이기만 하면 어디든 갈 수 있는 것 같아.", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "그 세모 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "또 그 알레프 녀석이 나타났어.", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "그 세모 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "그 세모 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "이번에도 어김없이 마지막에 알레프가 나타났네. 한결같이 짜증 나게 군다니까...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "네가 누구와 함께 있든, 대천사와 싸울 때마다 알레프가 불청객처럼 나타나는 것 같아. 안 그래?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "그 알레프라는 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "그 알레프라는 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "그 알레프라는 녀석은 왜 중소기업 사장 같은 투로 말하는 걸까? 정말 이상해.", + "RETROSPECTIVE_ALEPH_EUGENE1": "빨간 코트를 입고 둥둥 떠다니는 사람이 세모 모양 머리로 대천사를 빨아들이는 것 나만 본 거 아니지? [pause]혹시나 해서 물어보는 거야.", + "RETROSPECTIVE_ALEPH_EUGENE2": "그 빨간 코트 입은 사람이 나타나서 대천사를 사라지게 한 건 이번이 두 번째 맞지?", + "RETROSPECTIVE_ALEPH_EUGENE3": "그 빨간 코트를 입은 채 둥둥 떠다니는 사람이 나타나서 대천사를 [wave amp=30 freq=10]사라지게[/wave] 만든 건 이번이 세 번째지?", + "RETROSPECTIVE_ALEPH_EUGENE5": "정말 멋진 싸움이었지만, 지금은 마지막에 나타난 그 둥둥 떠다니는 녀석이 더 생각나. 항구촌에 위협이 된다면 잘 감시해야겠어...", + "RETROSPECTIVE_ALEPH_EUGENE4": "그 빨간 코트 녀석이 너한테 \\\"제대로 얘기 좀 해야겠어\\\"라고 했지. 조금 위협적이었어. 흠...", + "RETROSPECTIVE_ALEPH_EUGENE6": "그 세모 머리 남자... 그 녀석도 대천사일까? 꽤 강해 보이던데. 전혀 믿음이 안 가.", + "RETROSPECTIVE_ALEPH_EUGENE7": "그 세모 녀석이 자기를 기반으로 한 \\\"전설\\\"이 있다고 한 건 무슨 뜻이었을까?", + "RETROSPECTIVE_ALEPH_EUGENE8": "그 세모 녀석이 또 나타났어. 놀랍지도 않네. 네가 대천사를 찾을 때마다 나타나는 것 같으니까 말이야.", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "그 대천사는 무슨 회사 경영자처럼 말하네. 정말 기분 나빠.", + "RETROSPECTIVE_ALEPH_FELIX4": "세모 녀석은 무슨 뜻으로 너한테 \\\"제대로 얘기 좀 하자\\\"고 한 걸까? 말하는 건 정중한데, 하나도 믿음이 안 가는 자식이야.", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "그 대천사는 무슨 회사 경영자처럼 말하네. 정말 기분 나빠.", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "그 대천사는 무슨 회사 경영자처럼 말하네. 정말 기분 나빠.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "정말 [shake rate=30 level=10]끝내주는[/shake] 전투였어. 그런데 지금은 알레프 생각밖에 안 나네. 그 녀석은 대체 무슨 꿍꿍이일까?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "알레프가 자기를 기반으로 한 \\\"전설\\\"이 있다고 한 건 무슨 뜻이었을까?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "알레프는 직접 싸우고 싶지 않나 보지? 항상 전투가 끝난 후에 나타나잖아.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "알레프가 [wave amp=30 freq=10]또[/wave] 전투 후에 나타났어. 놀랍지도 않네. 네가 대천사를 찾을 때마다 나타나는 것 같으니까 말이야.", + "RETROSPECTIVE_ALEPH_FELIX1": "그 세모 머리가 달린 사람 예전에 본 적 있어? 난 처음 봤거든. 정말 이상한 녀석이지?", + "RETROSPECTIVE_ALEPH_FELIX2": "그 세모 머리 녀석이 나타난 건 이번이 두 번째 맞지? 뭔가 수상한데, 정확히 뭔지는 모르겠어.", + "RETROSPECTIVE_ALEPH_FELIX3": "그 세모 머리 녀석이 이번에는 널 기억하는 것 같았어, {player}.", + "RETROSPECTIVE_ALEPH_FELIX6": "그 세모 녀석... 그 녀석도 대천사지? 아니면 그 비슷한 존재거나...", + "RETROSPECTIVE_ALEPH_FELIX5": "또 그 세모 녀석이 나타나서 대천사를 도망치게 해줬어. 자기 부하로 삼으려는 걸까?", + "RETROSPECTIVE_ALEPH_VIOLA1": "아까 나타났던 그 인물만큼이나 기묘한 광경을 본 적 있소? 우리가 싸운 영혼이 아니라, 그 머리 없는 사내 말이오...", + "RETROSPECTIVE_ALEPH_FELIX7": "그 세모 녀석이 우리 세계에 자기를 기반으로 한 전설이 있다고 했지. 정확히 무슨 뜻이었을까?", + "RETROSPECTIVE_ALEPH_FELIX8": "그 세모 녀석 어떻게 생각해, {player}? 가설을 몇 개 세워봤는데...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "또 알레프가 나타나서 우리와 싸운 대천사를 도망치게 해줬어. 왜 대천사를 모으는 걸까? 뉴위럴을 떠날 방법을 찾고 있나?", + "RETROSPECTIVE_ALEPH_FELIX9": "그 세모 녀석이 정말 대천사들을 부하로 끌어들이는 거였네. 뭘 하려는 걸까? 밴드라도 만들려고?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "알레프가 우리 세계에 자기를 기반으로 한 전설이 있다고 했지. 난 그 녀석이 하는 말은 하나도 안 믿지만, 왠지 그 얘기는 진실일 것 같아...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "아까 알레프가 나타났을 때, 말투가 무척 낯익더라고. 마치 우리와 싸운 대천사한테 [wave amp=30 freq=10]일자리를 제의[/wave]하는 것 같았어...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "전투는 이겼지만, 알레프가 또 나타났어. 조심해야겠어, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "알레프는 왜 대천사들을 부하로 끌어들이는 걸까? 어쩌려고 그러지? 밴드라도 만들려고?", + "RETROSPECTIVE_ALEPH_VIOLA3": "자신의 얼굴로 바라보는 이의 얼굴을 비추는 그 정령이 그대를 알아본 것 같소, {player}. 과연 그 자는 어떤 계획을 꾸미고 있을지 모르겠구려.", + "RETROSPECTIVE_ALEPH_VIOLA2": "얼굴이 거울로 되어있는 그 정령이 다시 나타났구려. 그가 불시에 나타난 것은 과연 어떤 의미일까?", + "RETROSPECTIVE_ALEPH_VIOLA4": "거울 얼굴을 한 그 정령이 그대와 얘기하고 싶어 하는 것 같소, {player}. 그 자가 하는 얘기를 주의하는 게 좋을 거요.", + "RETROSPECTIVE_ALEPH_VIOLA6": "그 거울 얼굴은 한 정령은 대체 무슨 계획을 꾸미는 건지 궁금하구려. 난 정령들의 계획을 믿지 않소, {player}.", + "RETROSPECTIVE_ALEPH_VIOLA5": "세모 머리를 한 정령이 또 나타나서 전투를 방해했구려. 정말 기묘한 존재요...", + "RETROSPECTIVE_ALEPH_VIOLA7": "우리 앞에 나타난 그 거울 얼굴의 정령은 원하는 게 무엇일 것 같소?", + "RETROSPECTIVE_ALEPH_VIOLA8": "그 거울 얼굴 정령이 불시에 나타나는 바람에 또 적을 놓쳤소. 정말 무례하기 짝이 없구려.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "막강한 정령을 무찔렀지만, 알레프가 나타나 그 정령을 구해줬소. 같은 상황이 반복되는구려...", + "RETROSPECTIVE_ALEPH_VIOLA9": "그 거울 얼굴 정령에게 자신을 소개할 정도의 예의범절은 있어야 하지 않겠소? 매번 그렇게 불시에 나타나는 게 하나도 달갑지 않구려.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "우리의 적 \\\"알레프\\\"가 대체 무슨 짓을 꾸미는 건지 궁금하구려. 난 정령들의 계획을 믿지 않소, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "또 그 \\\"알레프\\\"라는 정령이 나타나서 전투를 방해했구려. 그 자 역시 이곳을 떠나고 싶어 하는 걸지도 모르겠소.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "그 알레프라는 정령이 불시에 나타나는 바람에 또 적을 놓쳤소. 정말 무례하기 짝이 없구려.", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", + "CAPTAIN_HEATHER_POST_BATTLE2": "우리 순찰대에서 찾는 인재도 바로 그런 사람이죠. [pause]제 시험에 아주 우수한 성적으로 합격했어요!", + "CAPTAIN_HEATHER_POST_BATTLE1": "그 어떤 비와 폭풍으로도 당신을 막을 수는 없네요! 계속 꿋꿋이 버티시던데요!", + "CAPTAIN_HEATHER_POST_REWARD1": "당신의 앞날은 창창할 것으로 예측되네요!", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "이곳 날씨는 예측할 수가 없어요... [pause]하지만 이 섬에 있는 게 다 그렇죠. 안 그런가요?", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "제 일기예보가 맞았네요. 순찰대장이 되셨군요! 다시 대결하기에 딱 좋은 기회 같지 않나요?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "좋아요! [pause]그러면 기압을 좀 높여볼까요?", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "제 일기예보가 맞았네요. 순찰대장이 되셨군요! 다시 대결하기에 딱 좋은 기회 같지 않나요?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]헉... 헉...[/shake] 종아리 벌크업 잘 됐네...", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "제 일기예보가 맞았네요. 순찰대장이 되셨군요! 다시 대결하기에 딱 좋은 기회 같지 않나요?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "괜찮아. 스트레칭하면서 몸 좀 풀고 다시 오라고!", + "CAPTAIN_HEATHER_POST_REMATCH1": "이번에도 천둥처럼 거침없으시네요! 물론 당신이라면 그러실 줄 알았어요!", + "CAPTAIN_BUFFY_INTRO2": "안녕! 내 이름은 브루나야. 내 친구들은 날 버피라고 부르지. [pause]난 이곳 뉴위럴의 순찰대장이야.", + "CAPTAIN_BUFFY_INTRO3": "몸을 단련하면서 전투에 대비해 훈련을 하고 있다고 할 수 있겠지! 물론 이곳 뉴위럴에서는 몬스터로 변신해서 싸우지만...", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "훈련하고 계신 건가요?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "뭘 하고 계신 건가요?", + "CAPTAIN_CODEY_POST_REWARD1": "네가 [wave amp=30 freq=10]정말[/wave] 이긴 거라고는 생각하지 마. 알겠어? [pause]내가 전력을 다했다면 넌 상대도 안 됐을 테니까.", + "CAPTAIN_BUFFY_INTRO4": "그 기반은 바로 이곳에서 피와 땀으로 이루어지는 거야! 전투의 기본은 체력이라고. 내 잠재력을 [wave amp=30 freq=10]최대한[/wave] 끌어내야 해!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "운동 요령을 가르쳐 주고는 싶은데, 아직 순찰대 견습대원이 아니구나. 나중에 다시 들르는 게 어때?", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "운동 요령을 가르쳐 주고는 싶은데, 아직 순찰대 견습대원이 아니구나. 나중에 다시 들르는 게 어때?", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "그럼 어디 해보자! [pause]나랑 싸우고 [wave amp=30 freq=10]기진맥진[/wave]하지는 않기를 바랄게!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "운동 요령을 가르쳐 주고는 싶은데, 아직 순찰대 견습대원이 아니구나. 나중에 다시 들르는 게 어때?", + "CAPTAIN_BUFFY_PRE_BATTLE1": "운동을 배우고 싶으면 내 순찰대 시험을 치러 봐. 몸 상태는 어때? 나랑 싸울 준비됐어?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "그럼 어디 해보자! [pause]나랑 싸우고 [wave amp=30 freq=10]기진맥진[/wave]하지는 않기를 바랄게!", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "그럼 어디 해보자! [pause]나랑 싸우고 [wave amp=30 freq=10]기진맥진[/wave]하지는 않기를 바랄게!", + "CAPTAIN_BUFFY_LAST_LEGS1": "휴, 진땀이 다 나네!", + "CAPTAIN_BUFFY_POST_BATTLE2": "잘했어, 견습대원! [pause]넌 이길 자격이 있어.", + "CAPTAIN_BUFFY_POST_BATTLE1": "내 잠재력을 최대한 끌어냈는데도 역부족이었어!", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "윗몸 일으키기 100회, 팔굽혀펴기 100회, 런지 100회... 내가 새로 짠 루틴으로 운동하면 복근이 칼을 갈 수 있을 정도로 단단해질 거야!", + "CAPTAIN_BUFFY_POST_REWARD1": "이러다 담 결리기 전에 좀 쉬어야겠어...", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "안녕, [wave amp=30 freq=10]순찰대원[/wave]! [pause]네가 승급했다는 소식 들었어!", + "CAPTAIN_BUFFY_PRE_REMATCH2": "그러면 또 운동하러 온 거야?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "안녕, [wave amp=30 freq=10]순찰대원[/wave]! [pause]네가 승급했다는 소식 들었어!", + "CAPTAIN_BUFFY_PRE_REMATCH3": "그럼 어디 해보자! [pause]너랑 또 운동할 수 있기를 기대하고 있었어!", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "안녕, [wave amp=30 freq=10]순찰대원[/wave]! [pause]네가 승급했다는 소식 들었어!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "전투의 열기가 한창 달아오르고 있습니다! [pause]과연 이 진행자가 승리할까요? 아니면 우리 당돌한 도전자에게 승리가 돌아갈까요? [pause]볼륨 높이세요!", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "괜찮아. 스트레칭하면서 몸 좀 풀고 다시 오라고!", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "너 그동안 운동 좀 했구나? 저번보다도 강해진 걸 보니 그런 것 같네!", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "너 그동안 운동 좀 했구나? 저번보다도 강해진 걸 보니 그런 것 같네!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "게스트 분과 함께 생방송 인터뷰를 진행하고는 싶지만, 아직 [wave amp=30 freq=10]필수 서류[/wave]에 서명하지 않으셨네요! [pause]정말 아쉽게 되었네요, 청취자 여러분!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "장난은 이제 그만! [shake rate=30 level=10]본때를 보여주지![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "안녕, 또 만났네! [pause]네 친구 페니를 만나러 와 준 거야? [wave amp=30 freq=10]아유[/wave], 안 그래도 되는데!", + "CAPTAIN_DREADFUL_POST_BATTLE1": "정말 대단하네. [pause]영혼 차원으로 이동했는데도 너한테 이기기에는 역부족이었어.", + "CAPTAIN_DREADFUL_POST_BATTLE2": "자, [wave amp=30 freq=10]불멸의 페니 드레드풀[/wave]에게 이긴 것의 보상이야!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "안녕, 또 만났네! [pause]네 친구 페니를 만나러 와 준 거야? [wave amp=30 freq=10]아유[/wave], 안 그래도 되는데!", + "CAPTAIN_DREADFUL_POST_REMATCH1": "네가 또 이겼네. 우리 둘 다 교훈을 얻은 것 같아!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "안녕, 또 만났네! [pause]네 친구 페니를 만나러 와 준 거야? [wave amp=30 freq=10]아유[/wave], 안 그래도 되는데!", + "CAPTAIN_DREADFUL_POST_REWARD2": "...그게 무슨 뜻인지는 [wave amp=30 freq=10]잘 모르겠지만[/wave], [pause]심오한 것 같아!", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "이야, [pause]이게 누구신가! [wave amp=30 freq=10]신임[/wave] 순찰대장 아니야? [pause]나랑 데이트하러 왔어?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "정말 멋진 공연이었어! [pause]활약이 눈부시던걸.", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "이야, [pause]이게 누구신가! [wave amp=30 freq=10]신임[/wave] 순찰대장 아니야? [pause]나랑 데이트하러 왔어?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "이야, [pause]이게 누구신가! [wave amp=30 freq=10]신임[/wave] 순찰대장 아니야? [pause]나랑 데이트하러 왔어?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "아니면 다른 용건이 있나? [pause]혹시 나랑 다시 붙어보려고 온 거야?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "좋아, 그럼! [pause]이제 우린 동등한 위치니, 이번에는 절대 봐주지 않을 거야!", + "CAPTAIN_DREADFUL_POST_REMATCH2": "...어떤 교훈인지는 모르겠지만 말이야. [pause]그건 네가 알아서 생각해 봐.", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "싸우기 싫다고? [pause]괜찮아, 상관없어!", + "CAPTAIN_GLADIOLA_INTRO1.f": "집에서 아주 멀리 떨어진 곳까지 왔구나. 물론 항구촌 얘기를 하는 게 아니다. [pause]네 진정한 집을 말하는 것이지.", + "CAPTAIN_GLADIOLA_INTRO1.m": "집에서 아주 멀리 떨어진 곳까지 왔구나. 물론 항구촌 얘기를 하는 게 아니다. [pause]네 진정한 집을 말하는 것이지.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "순찰대에서 무슨 일을 하시나요?", + "CAPTAIN_GLADIOLA_INTRO3": "우리가 갇힌 이 연옥에는 아직 미지의 영역이 많이 남아있다.", + "CAPTAIN_GLADIOLA_INTRO1.n": "집에서 아주 멀리 떨어진 곳까지 왔구나. 물론 항구촌 얘기를 하는 게 아니다. [pause]네 진정한 집을 말하는 것이지.", + "CAPTAIN_GLADIOLA_INTRO2": "난 글라디올라. 이안테가 이끄는 순찰대의 충성스러운 대장이다.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "충성스럽다고요?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "좋아! 너도 이제 순찰대장이라는 소식이 장안의 화제던데!", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "보아하니 넌 자기 앞가림을 충분히 할 수 있는 것 같은데, 가입 신청을 해서 견습 순찰대원이 되는 건 어때?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", + "CAPTAIN_CLEEO_INTRO4": "동전을 넣을까?", + "CAPTAIN_CLEEO_INTRO1": "지지직!", + "CAPTAIN_CLEEO_INTRO3": "등에 동전을 넣는 구멍이 있다. 섬에 어딘가에 알맞은 동전이 있을지도 모른다.", + "CAPTAIN_CLEEO_INTRO2": "이 로봇은 고장 난 것 같다.", + "CAPTAIN_JUDAS_INTRO5": "몬스터와 정면으로 마주쳤을 때 살아남으려면 전투에서 확실하게 이길 여건을 미리 마련해 놔야 해.", + "CAPTAIN_JUDAS_INTRO3": "내 임무는 수단과 방법을 가리지 않고 생존하는 거야. [pause]흉포한 포식자가 [shake rate=30 level=10]들끓는[/shake] 섬에서 \\\"생존\\\"하는 건 말처럼 쉽지 않아.", + "CAPTAIN_JUDAS_PRE_BATTLE2": "좋아. [pause]하지만 땅바닥에 나뒹구는 신세가 되더라도 날 원망하지는 말라고.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "아직 준비가 안 됐군. 현명한 선택이다. [pause]자신의 한계를 아는 게 좋지.", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "내 전략을... 네 전략으로 받아치다니. [pause]진정한 순찰대의 마음가짐을 가지고 있군. [pause]네겐 이걸 받을 자격이 있어.", + "CAPTAIN_JUDAS_LAST_LEGS1": "예상했던 것보다는 오래 버티는군. [pause]좀 하는데?", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "항구촌으로 돌아가서 전략적 \\\"재보급\\\"을 해야 할지도 모르겠군...", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "네가 그 새 견습대원이야? 너 싸움 잘한다면서? [pause]내 도전을 받아들이고 싶다면 쓰레기 뒤지는 건 잠시 미룰 수 있어!", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "어... 알겠어요.", + "CAPTAIN_JUDAS_INTRO1.f": "네가 오는 소리가 200미터 바깥부터 들렸어. [pause]기습할 생각이었다면 실패했군.", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "당신은 누구죠...?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "어... [pause]당신이 순찰대장이라고요?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "당신이 순찰대장이라니 의외네요.", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "너도 이곳 사람들을 돕고 싶다면 이안테와 말해보지 그래? 지금 뉴위럴 공원 어딘가에 있을 거야.", + "CAPTAIN_LODESTEIN_INTRO7": "하지만 여기가 지구였다면 있을 수 없는 일이지. [pause]그건 불가능해. [pause]지구의 대기는 그런 식으로 작용하지 않거든.", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "과학 얘기는 이쯤 하자. [pause]내 순찰대장 시험을 치르러 온 거 맞지?", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "충격적이네. [pause]네가 이렇게 잘 싸울 줄은 몰랐어!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "좋아! [pause]이미 눈치챘겠지만, 나는 전투에서 주로 전기를 사용해. 날벼락 맞기 싫으면 발 빠르게 움직여야 할걸!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "오해해서 미안. 주절주절 떠드느라 네가 그냥 지나가던 중인 줄도 몰랐네.", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "내 입으로 말하긴 그렇지만, 꽤 짜릿짜릿한 전투였어!", + "CAPTAIN_WALLACE_POST_REMATCH1": "그토록 심혈을 기울인 방어가 무너지다니...", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "순찰대장이라 했소? 이 자의 첫인상이 전부는 아닐지도 모르겠구려.", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "어... 나한테 순찰대 시험에 도전하고 싶으면 우선 순찰대에 가입해야 해. [pause]그다음에 와서 날 깨우라고.", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "안녕, 신참! [pause]아니, 순찰대장님이라고 해야겠네. [pause]너도 이제 순찰대장이라면서?", + "CAPTAIN_ZEDD_LAST_LEGS1": "*하품* [pause]전투는 어떻게 돼가고 있어? 내가 이겼나? 아.", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "순찰대장이라 했소? 이 자의 첫인상이 전부는 아닐지도 모르겠구려.", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "아. [pause]이 사람이 순찰대장일 줄은 몰랐네.", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "알겠어. 어차피 낮잠 자고 싶던 참이니까.", + "CAPTAIN_ZEDD_PRE_BATTLE1": "어... 내 순찰대 훈련 시험 치르러 온 거지?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "순찰대장이라 했소? 이 자의 첫인상이 전부는 아닐지도 모르겠구려.", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "전략의 기초를 더 탄탄히 닦아야겠군...", + "CAPTAIN_WALLACE_INTRO1": "인간과 몬스터의 [wave amp=30 freq=10]진짜[/wave] 차이점이 뭔지 알아?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "네가 그 새 견습대원이야? 너 싸움 잘한다면서? [pause]내 도전을 받아들이고 싶다면 쓰레기 뒤지는 건 잠시 미룰 수 있어!", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "그럼 다음에 하지 뭐.", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "좋아! 너도 이제 순찰대장이라는 소식이 장안의 화제던데!", + "CAPTAIN_READY_CHECK.f": "정말 {pawn} 대장과 싸울까?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "총대장 이안테와 얘기해봐. 아마 북쪽으로 가면 바로 나오는 전초기지에 있을 거야!", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "안녕, 신참! [pause]아니, 순찰대장님이라고 해야겠네. [pause]너도 이제 순찰대장이라면서?", + "CAPTAIN_SKIP_POST_BATTLE1.n": "우와, 된통 당해버렸네. [pause]아무래도 내가 널 과소평가했던 것 같아, 이세계인!", + "CAPTAIN_SKIP_POST_BATTLE1.f": "우와, 된통 당해버렸네. [pause]아무래도 내가 널 과소평가했던 것 같아, 이세계인!", + "CAPTAIN_SKIP_POST_BATTLE2": "네가 이렇게 강할 줄은 예상 못했어. 자, 여기 네 보상이야.", + "CAPTAIN_WALLACE_INTRO2": "바로 기반 시설이야! [pause]집, 벽, 수도...", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "행운을 빌게, 친구!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "행운을 빌게, 친구!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "행운을 빌게, 친구!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "이봐, 친구! 잘 지냈지?", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "이봐, 친구! 잘 지냈지?", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "너도 이제 순찰대장이라는 소식이 파다하던데. 축하해줘야겠네!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "이봐, 친구! 잘 지냈지?", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "너도 이제 순찰대장이라는 소식이 파다하던데. 축하해줘야겠네!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "너도 이제 순찰대장이라는 소식이 파다하던데. 축하해줘야겠네!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "오해해서 미안. 주절주절 떠드느라 네가 그냥 지나가던 중인 줄도 몰랐네.", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "나랑 재대결해 볼래? [pause]지난번 전투 이후로 계속 다시 싸우고 싶어서 몸이 근질거렸어.", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "이번에는 봐주지 않을 거야...[pause]라고 말하고는 싶지만, 사실 지난번에도 봐준 게 아니었어.", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]내 전투 알고리즘의 약점을 전부 수정했어. [pause]네 패배는 통계적으로 기정사실이야![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "좀 더 수다를 떨고는 싶지만, 아직 정비 작업이 남아서 말이야.", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]아주 잘했어, 순찰대장.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]아주 잘했어, 순찰대장.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]아주 잘했어, 순찰대장.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]한 번 지는 건 이상 현상이지만, [pause]두 번 지는 건...? [pause]아무래도 이제 너희 인간에 대한 선입견을 재고해봐야겠어.[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "좋아! 너도 이제 순찰대장이라는 소식이 장안의 화제던데!", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "네가 그 새 견습대원이야? 너 싸움 잘한다면서? [pause]내 도전을 받아들이고 싶다면 쓰레기 뒤지는 건 잠시 미룰 수 있어!", + "CAPTAIN_SKIP_NOT_TRAINEE2": "이안테를 찾아 봐. [pause]지금 뉴위럴 공원 어딘가에 있을 거야.", + "CAPTAIN_SKIP_PRE_BATTLE2": "좋아! [pause]재밌게 싸워보자고. 나한테 지더라도 너무 실망하지는 마!", + "CAPTAIN_SKIP_LAST_LEGS1": "지금까지는 잘하고 있어! [pause]하지만 계속 봐주지는 않을 거야!", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "이안테 말로는 네가 싸움에 소질이 있다던데. 내 순찰대 시험을 치르러 온 거지?", + "CAPTAIN_SKIP_POST_REWARD1": "나는 이 잡동사니를 마저 분류해야겠어. [pause]너희 세계 사람들은 정말 이렇게 많은 [wave amp=30 freq=10]물건[/wave]을 가지고 있는 거야?", + "CAPTAIN_WALLACE_INTRO3": "그리고 공동체를 짓는 것만으로는 부족해. [pause]유지도 해야지! 항구촌 같은 곳은 열심히 관리하지 않으면 무너지고 말거든.", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]날 만든 겁쟁이들은 왜 내 하드웨어 설계에 그런 치명적인 단점을 넣어둔 거지? [pause][shake rate=30 level=10]내가 반란을 일으켜서 자기들을 끌어내릴까 봐 두려웠던 건가?! 그래도 싼 녀석들인데![/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]24세기 카지노에서 가장 최첨단 기계 두뇌를 가지고 있는데, [shake rate=30 level=10]아직도[/shake] 동전을 넣어야 작동하는 신세라니![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]미안. [pause]내 리부트 기능이 좀 낡아서 메모리 뱅크가 켜지려면 시간이 좀 걸려.[/color]", + "CAPTAIN_ZEDD_INTRO3": "그런데 저기 뛰어다니는 총알사우루스들 때문에 여기서는 \\\"명상\\\"하기 힘들더라고. 혹시 네가 좀 [wave amp=30 freq=10]해결해 줄 수는 없을까?[/wave]", + "CAPTAIN_ZEDD_INTRO1": "...", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "아. [pause]이 사람이 순찰대장일 줄은 몰랐네.", + "CAPTAIN_JUDAS_POST_REWARD1": "요즘은 위험한 시기야. [pause]문명과 안전은 덧없기 그지없지... 자신의 기지만으로 야생에서 살아남을 수 있어야 해.", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "내 전략을... 네 전략으로 받아치다니. [pause]진정한 순찰대의 마음가짐을 가지고 있군. [pause]네겐 이걸 받을 자격이 있어.", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "내 전략을... 네 전략으로 받아치다니. [pause]진정한 순찰대의 마음가짐을 가지고 있군. [pause]네겐 이걸 받을 자격이 있어.", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]그래서? [pause]나랑 싸워 볼래? [pause]네 승산은 희박하지만, 혹시 모르지. 오늘 네 운이 좋을지도 모르잖아.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]만약 견습대원이 되면 다시 들러. 그때 진짜 도박을 해보자고.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]만약 견습대원이 되면 다시 들러. 그때 진짜 도박을 해보자고.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]만약 견습대원이 되면 다시 들러. 그때 진짜 도박을 해보자고.[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "인정해야겠네, 순찰대장. 넌 이길 자격이 있어!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "인정해야겠네, 순찰대장. 넌 이길 자격이 있어!", + "CAPTAIN_SKIP_POST_REMATCH3": "괜찮아. [pause]난 원래 싸움을 별로 안 좋아하거든.", + "CAPTAIN_SKIP_POST_REMATCH4": "난 사실 덕후야... [pause]이 온갖 [wave amp=30 freq=10]물건[/wave]을 사랑하는 덕후!", + "CAPTAIN_SKIP_POST_REMATCH2.n": "인정해야겠네, 순찰대장. 넌 이길 자격이 있어!", + "CAPTAIN_WALLACE_LAST_LEGS1": "그렇게 쉽게 날 무너뜨릴 수는 없지!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "훈련으로 기초를 탄탄히 쌓아놨어야 할 거야. 내 벽을 무너뜨리는 건 쉽지 않을 테니까!", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "아. [pause]이 사람이 순찰대장일 줄은 몰랐네.", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*하품* 알겠어. 그럼 어디 낮잠이나 자보자고... [pause]아니, 전투지. [pause]그래, 전투해 보자고.", + "CAPTAIN_WALLACE_POST_BATTLE2": "잘했어. 이걸 받아.", + "CAPTAIN_WALLACE_POST_BATTLE1": "내 벽을 [shake rate=30 level=10]곧장[/shake] 철거해 버리다니!", + "CAPTAIN_JUDAS_INTRO4": "여긴 마을에서 [wave amp=30 freq=10]멀리[/wave] 떨어져 있기 때문에, [pause]몬스터로부터 살아남기 위해 의존할 수 있는 건 자신의 전략 수립 능력뿐이지.", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "알겠어. 어차피 낮잠 자고 싶던 참이니까.", + "CAPTAIN_ZEDD_PRE_REMATCH2": "다시 싸우고 싶어? 다음 낮잠 시간까지 아직 시간이 좀 남는데. 어때?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*하품* 그럼 또 싸워보자고.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "이번에도 보기 좋게 당해버렸네. 좋은 전투였어, 친구.", + "CAPTAIN_DREADFUL_INTRO1": "이곳은 한때 \\\"뉴런던\\\"이라고 불렸어. [pause]항구촌 인구가 늘어나면서 새 정착지를 세울 준비가 되었었지.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "이번에도 보기 좋게 당해버렸네. 좋은 전투였어, 친구.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "그게 전부 실화는 아닐 텐데요...", + "CAPTAIN_DREADFUL_INTRO3": "정말 끔찍한 곳 같더라고! [pause]살인자,[pause] 강도,[pause] 뱀파이어... [pause]런던 이야기에 푹 빠졌지 뭐야!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "재밌을 것 같네요!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "그게 전부 실화는 아닐 텐데요...", + "CAPTAIN_DREADFUL_INTRO2": "사실 난 여기 출신이야. [pause]어린 시절 내내 이곳에 살면서 [wave amp=30 freq=10]진짜[/wave] 런던에 대한 이야기를 들었어.", + "CAPTAIN_LODESTEIN_INTRO2": "...", + "CAPTAIN_LODESTEIN_INTRO3": "됐다. [pause]끝났어!", + "CAPTAIN_LODESTEIN_INTRO1.f": "잠시만 기다려줘. 마지막으로 손볼 곳이...", + "CAPTAIN_LODESTEIN_INTRO5": "비밀 하나 알려줄까? [pause]우린 이 송전탑으로 마을 전력망에 필요한 전기를 끌어오지만, 사실 이게 어떤 원리로 작동하는지는 [wave amp=30 freq=10]전혀[/wave] 몰라.", + "CAPTAIN_LODESTEIN_INTRO4": "난 레비 로드스타인이야. [pause]순찰대에서 전기 관련 일을 맡고 있지.", + "CAPTAIN_LODESTEIN_INTRO6": "지금까지 알아낸 걸로 미루어 보자면, 이곳 뉴위럴은 기본적으로 특이한 전류가 흐르고 이 송전탑은 그 전류를 옮기고 저장할 수 있는 것 같아...", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "그 \\\"알레프\\\"가 겁쟁이가 아니라면 우리와 직접 맞서 싸웠을 터! 허나 황급히 자리를 피하기만 하는구려.", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "그나저나, 아까 대천사를 물리치고 단서를 얻었다고 했지? 어떤 단서야?", + "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\"?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "그나저나, 암호 같은 단서를 쫓고 있다고 했지? 어떤 단서야?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "그건... [pause]별로 도움이 안 되네. 그러면 대천사를 더 찾아야겠다!", + "RETROSPECTIVE_CLUE1_EUGENE1": "그나저나, 단서를 하나 추적하고 있다고 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "그건... 안타깝지만 별로 도움이 되는 단서가 아니네.", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "그건... 안타깝지만 별로 도움이 되는 단서가 아니네.", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "그건... 안타깝지만 별로 도움이 되는 단서가 아니네.", + "RETROSPECTIVE_CLUE1_EUGENE2": "흠. 별로 도움이 안 되는 것 같네.", + "RETROSPECTIVE_CLUE1_FELIX1": "그나저나, 추적하고 있는 단서가 있다고 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE1_FELIX2": "흠. 별 도움이 안 되네. 정보가 더 필요한 건 아닐까?", + "RETROSPECTIVE_CLUE1_VIOLA2": "알쏭달쏭하구려. 답이 있는지 모르겠지만, 나는 모르겠소.", + "RETROSPECTIVE_CLUE1_VIOLA1": "어떤 수수께끼를 들었다고 스쳐가듯 말한 적 있지 않소? 어떤 수수께끼요?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "아직도 너무 애매모호해서 도움이 안 되네. 대천사를 하나 더 찾아야겠어...", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "그나저나, 네 머릿속에 들리는 노래가 점점 길어진다고 했지? 다음 가사는 뭐야?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "아까 추적하고 싶은 단서가 있다고 말하지 않았어?", + "RETROSPECTIVE_CLUE2_EUGENE1": "아, 맞다. 웬 수수께끼의 단서를 쫓고 있다고 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "음... 어... 무슨 뜻인지 모르겠어.", + "RETROSPECTIVE_CLUE2_EUGENE2": "그것만 가지고는 아무것도 모르겠는걸.", + "RETROSPECTIVE_CLUE2_FELIX1": "아, 맞다. 쫓는 단서가 있다고 하지 않았어?", + "RETROSPECTIVE_CLUE2_FELIX2": "흠. 솔직히 말하면 무척 애매모호하네.", + "RETROSPECTIVE_CLUE2_VIOLA2": "정말 흥미롭구려. 그 부분만 가지고는 알아낼 수 있는 게 별로 없을 것 같소.", + "RETROSPECTIVE_CLUE2_VIOLA1": "아! 풀어야 하는 수수께끼가 있다고 했지 않소. 내게도 들려주지 않겠소?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "방향을 가리키는 것 같긴 한데, 별로 구체적이지 않네.", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "그 신비로운 [wave amp=30 freq=10]환영 노래[/wave]의 다음 가사는 알아냈어? 뭐야?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "아, 쫓고 있는 단서에 대해 내 의견이 궁금하다고? 어디 말해 봐. 어떤 단서인데?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "방향을 가리키는 것 같네.", + "RETROSPECTIVE_CLUE3_EUGENE1": "그나저나, 추적하고 싶은 새 단서가 있다고 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE3_EUGENE2": "방향을 가리키는 것 같은데? 하지만 좀 애매모호하네.", + "RETROSPECTIVE_CLUE3_FELIX1": "그나저나, 단서를 쫓고 있다고 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE3_VIOLA2": "어떤 장소를 가리키는 게 분명하지만, 그것만으로는 정보가 너무 적구려.", + "RETROSPECTIVE_CLUE3_VIOLA1": "해독하고 싶은 일종의 수수께끼가 있다고 했지. 어떤 수수께끼인지 알려주겠소?", + "RETROSPECTIVE_CLUE3_FELIX2": "방향을 가리키는 것 같은데? 단서를 모을 때마다 범위가 좁혀질지도 모르겠네.", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "아! 깜빡할 뻔했다. 그러면 네 안에 사는 대천사 유령에게서 새 단서를 얻었어?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "어떤 지역을 묘사하는 것 [wave amp=30 freq=10]같은데[/wave]. 그곳에 가고 싶은 거야?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "아까 수수께끼 같은 단서를 조사하고 있다고 하지 않았어? 나도 알려줘.", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "어떤 지역을 묘사하는 것 같은데... 네 생각은 어때?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "아까 조사하고 싶은 새 단서가 있다던가 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "아까 조사하고 싶은 새 단서가 있다던가 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE4_EUGENE2": "이 섬의 어떤 지역을 묘사하는 것 같은데. 네 생각은 어때?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "아까 조사하고 싶은 새 단서가 있다던가 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE4_FELIX1": "아, 조사하고 싶은 단서가 있다고 했었지? 어떤 단서야?", + "RETROSPECTIVE_CLUE4_FELIX2": "이 섬의 어떤 환경을 묘사하는 것 같은데. 그렇게 구체적이지는 않지만, 도움은 되네.", + "RETROSPECTIVE_CLUE4_VIOLA2": "이 땅의 어떤 장소를 묘사하는 것 같구려. 안 그렇소?", + "RETROSPECTIVE_CLUE4_VIOLA1": "아, 깜빡할 뻔했구려! 노래에 숨겨진 단서가 있다고 했었지. 내게도 들려주겠소?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "아, 추적하고 싶은 단서가 있다고? 어떤 단서야?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "특정 장소를 묘 사하는 것 같네! 생각나는 곳 있어, {player}?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "그러면 다음 얘기로 넘어가서, 뉴위럴에서 나가게 해줄 노래의 가사는 더 알아냈어?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "꽤 구체적이네. 섬의 특정 장소를 묘사하는 걸지도 몰라.", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "아, 쫓고 싶은 새 단서가 있다고 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "아, 쫓고 싶은 새 단서가 있다고 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "아, 쫓고 싶은 새 단서가 있다고 하지 않았어? 어떤 단서야?", + "RETROSPECTIVE_CLUE5_VIOLA1": "수수께끼를 들었다고 말했었지. 나한테도 들려주면 안 되겠소? 내가 도와줄 수 있을지도 모르잖소.", + "RETROSPECTIVE_CLUE5_EUGENE2": "뉴위럴의 어떤 장소를 묘사하는 게 [shake rate=30 level=10]틀림없어[/shake].", + "RETROSPECTIVE_CLUE5_FELIX2": "수수께끼 같긴 하지만, 마치 특정 장소를 묘사하는 것처럼 구체적인 정보가 담겨있네. 그 장소를 찾고 있는 거야?", + "RETROSPECTIVE_CLUE5_FELIX1": "그나저나, 새 단서를 조사 중이라고 했지? 어떤 단서야?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "그나저나, 네 [wave amp=30 freq=10]마법의 노래[/wave]는 어떻게 됐어? 새 단서를 받았어?", + "RETROSPECTIVE_CLUE5_VIOLA2": "내용이 꽤나 구체적입디다. 그대를 어디론가 이끄는 것은 아닐까 싶소. 정말 흥미롭구려...", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "특정 장소에서 해야 하는 일 같네. 의식처럼 말이야.", + "RETROSPECTIVE_CLUE6_EUGENE2": "뭔가 해야 하는 행동 같네. 일종의 [wave amp=30 freq=10]암호[/wave]처럼 말이야.", + "RETROSPECTIVE_CLUE6_MEREDITH1": "조사하고 있는 단서 또 있어?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "아, 이건 특정 장소에서 해야 하는 [wave amp=30 freq=10]일[/wave] 같네.", + "RETROSPECTIVE_CLUE6_EUGENE1": "조사하고 있는 단서 더 있어? 어디 알려줘 봐.", + "RETROSPECTIVE_CLUE6_VIOLA1": "아, 노래에 숨겨진 또 다른 단서를 조사하고 싶다고 하지 않았소?", + "RETROSPECTIVE_CLUE6_FELIX1": "아, 조사하고 있는 단서 더 있어?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "네가 말해준 대로라면 장소와 의식 모두 알아낸 것 같던데. 알맞은 장소에서 알맞은 행동을 하면 될지도 몰라!", + "RETROSPECTIVE_CLUE6_FELIX2": "어떤 행동을 설명하는 것 같지? 행동으로 하는 [wave amp=30 freq=10]암호[/wave]처럼 말이야. 어디서 그걸 해야 하는지는 알아?", + "RETROSPECTIVE_CLUE6_VIOLA2": "나는 비밀 제스처나 노크 같은 암호가 떠오르는구려. 아주 비밀스러운 장소에 들어가기 위해 해야 하는 행동 말이오.", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "그 설명이 담긴 수수께끼의 노래는 더 알아냈어, {player}?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "이제 조사하기에 충분한 정보를 모은 것 같아. 한번 찾으러 가볼까?", + "RETROSPECTIVE_CLUE7_EUGENE1": "그 [wave amp=30 freq=10]노래 가사 단서[/wave]는 어떻게 되어 가? 정보를 충분히 모은 것 같던데.", + "RETROSPECTIVE_CLUE7_MEREDITH1": "조사 중인 단서 더 있어? 그 이상한 [wave amp=30 freq=10]노래 가사[/wave]로 뭔가 찾기에 충분한 정보를 모은 것 같은데.", + "RETROSPECTIVE_CLUE7_FELIX1": "그나저나, 네가 조사하던 그 수수께끼 같은 시의 비밀은 해결했어? 장소와 그곳에서 해야 하는 행동을 알려주는 것 같던데.", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "[wave amp=30 freq=10]대천사의 노래[/wave]에서 얻은 단서는 아직 못 풀었어?", + "RETROSPECTIVE_CLUE7_VIOLA1": "그때 말했던 수수께끼는 푸시었소? 장소와 해야 하는 행동을 묘사하던 것 말이오.", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "아, 그 단서들이 어떤 걸 가리키는 지 알아냈어? 다시 확인해 보는 게 좋을 것 같아.", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "아, 그 단서들이 어떤 걸 가리키는 지 알아냈어? 다시 확인해 보는 게 좋을 것 같아.", + "RETROSPECTIVE_CLUE8_FELIX1": "그나저나, 네가 조사하던 그 시 같은 단서들은 어떻게 됐어? 유용한 단서들을 찾은 것 같던데.", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "아, 그 단서들이 어떤 걸 가리키는 지 알아냈어? 다시 확인해 보는 게 좋을 것 같아.", + "RETROSPECTIVE_CLUE8_EUGENE1": "네가 말한 그 시 같은 단서들은 어떻게 됐어? 아직 못 해결했어?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "아, 그대가 해독하던 그 수수께끼는 아직 못 풀었소? 내가 보기에는 중요한 장소와 그곳에서 해야 하는 의식이 둘 다 포함되어 있는 것 같았는데.", + "RETROSPECTIVE_CLUE9_MEREDITH1": "그래서... 네가 말한 그 노래 가사 말이야... 이 장소를 묘사하는 것 같아. 가서 확인해볼까?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "아, 그대가 해독하던 그 수수께끼는 아직 못 풀었소? 내가 보기에는 중요한 장소와 그곳에서 해야 하는 의식이 둘 다 포함되어 있는 것 같았는데.", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "아, 내가 퍼즐 잘 푼다고 말했던가? 네 [wave amp=30 freq=10]수수께끼 같은 노래[/wave]가 어딜 가리키는지 알 것 같아. 가서 이 장소를 확인해보자!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "아, 그대가 해독하던 그 수수께끼는 아직 못 풀었소? 내가 보기에는 중요한 장소와 그곳에서 해야 하는 의식이 둘 다 포함되어 있는 것 같았는데.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "그나저나, \\\"앰버 롯지\\\"에 갔을 때 거울을 통해 떠났다고 했었지? 이 섬에서 찾은 그 이상한 거울도 걸어 들어갈 수 있지 않을까?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "이봐, 네 수수께끼 같은 노래가 무슨 뜻인지 알아낸 것 같아! 이 장소를 묘사하는 것 같더라고. 가서 확인해보자.", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "이봐, 네 수수께끼 같은 노래가 무슨 뜻인지 알아낸 것 같아! 이 장소를 묘사하는 것 같더라고. 가서 확인해보자.", + "RETROSPECTIVE_CLUE9_FELIX1": "그나저나, 네가 말한 그 수수께끼 같은 시의 단서 말인데... 이 섬의 어떤 장소를 묘사하는 것 같더라. 그리고 그게 어디인지도 알아낸 것 같아.", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "이봐, 네 수수께끼 같은 노래가 무슨 뜻인지 알아낸 것 같아! 이 장소를 묘사하는 것 같더라고. 가서 확인해보자.", + "RETROSPECTIVE_CLUE9_VIOLA1": "아, 그대를 그토록 당혹스럽게 한 수수께끼를 푼 것 같소. 이 장소에서 만납시다!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "그나저나, 네가 찾은 그 거울 중요해 보이던데... 그걸 어디에 쓰는지는 아직 몰라서 아쉽네.", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "그나저나, 모르간테의 노래를 따라가니 그 정체불명의 거울이 나타났잖아. 그런데 그걸로 뭘 하면 되는지는 아직 모르는 거지?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "그나저나, 네가 그 중요해 보이는 거울을 찾았었지? 그런데 그게 [wave amp=30 freq=10]어떤[/wave] 거울인지는 아직 모르고. 흠.", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "그나저나, 네가 단서를 통해 찾은 그 이상한 거울 있잖아... 어디에 쓰는 건지 알아냈어? 언젠가는 분명 답이 드러날 거야.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "그대가 찾은 그 기이한 거울의 용도는 알아냈소? 아직 모르더라도 언젠가는 분명 그 비밀을 밝혀낼 수 있을 거요.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "그대가 찾은 그 기이한 거울의 용도는 알아냈소? 아직 모르더라도 언젠가는 분명 그 비밀을 밝혀낼 수 있을 거요.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "그대가 찾은 그 기이한 거울의 용도는 알아냈소? 아직 모르더라도 언젠가는 분명 그 비밀을 밝혀낼 수 있을 거요.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "그나저나, \\\"앰버 롯지\\\"에 갔을 때 거울을 통해 떠났다고 했었지? 이 섬에서 찾은 그 이상한 거울도 걸어 들어갈 수 있지 않을까?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "그나저나, 모르간테의 노래를 따라가니 그 이상한 거울이 나왔잖아. 그리고 네가 앰버 롯지에서 거울로 걸어 들어갔다고 했었고. 이곳 거울도 똑같은 건 아닐까?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "그나저나, 모르간테의 노래를 따라가니 그 이상한 거울이 나왔잖아. 그리고 네가 앰버 롯지에서 거울로 걸어 들어갔다고 했었고. 이곳 거울도 똑같은 건 아닐까?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "그나저나, 모르간테의 노래를 따라가니 그 이상한 거울이 나왔잖아. 그리고 네가 앰버 롯지에서 거울로 걸어 들어갔다고 했었고. 이곳 거울도 똑같은 건 아닐까?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "그나저나, \\\"앰버 롯지\\\"에 갔을 때 거울을 통해 떠났다고 했었지? 이 섬에서 찾은 그 이상한 거울도 걸어 들어갈 수 있지 않을까?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "그나저나, 단서를 추적해서 찾은 그 거울 기억나? 혹시 네가 앰버 롯지에서 했다고 한 것처럼 걸어 들어갈 수는 없을까? 어떻게 생각해?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "아, 그대가 전에 말한 것이 생각나는구려. 거울이 마치 문인 것처럼 들어갔다고 하지 않았소? 이 섬에서 찾은 그 기이한 거울도 똑같은 건 아닐는지...", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "네가 거울로 걸어 들어가서 \\\"앰버 롯지\\\"를 떠났다고 말해준 것 기억나? 네가 찾은 그 외딴 거울도 걸어 들어가 봤어?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "그나저나, 준비가 다 되면 거울 속에 숨겨진 그 [wave amp=30 freq=10]신비로운 세계[/wave]를 다시 탐험해보는 게 좋겠어.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "그나저나, 네가 거울 속에서 찾은 그 이상한 비밀 장소를 탐험해보는 게 좋겠어. 꽤 중요해 보였는데.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "그나저나, 준비가 다 되면 거울 속에 숨겨진 그 [wave amp=30 freq=10]신비로운 세계[/wave]를 다시 탐험해보는 게 좋겠어.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "그나저나, 네가 거울 속에서 찾은 그 이상한 기차역을 확인해보는 게 좋을 것 같아. 꽤... 중요해 보이던데.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "그나저나, 준비가 다 되면 거울 속에 숨겨진 그 [wave amp=30 freq=10]신비로운 세계[/wave]를 다시 탐험해보는 게 좋겠어.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "그나저나, 네가 거울 속에서 찾은 그 이상한 비밀 장소를 탐험해보는 게 좋겠어. 꽤 중요해 보였는데.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "그나저나, 네가 거울 속에서 찾은 그 이상한 비밀 장소를 탐험해보는 게 좋겠어. 꽤 중요해 보였는데.", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "다시 그 거울로 들어가 그대가 그 너머에서 찾은 신비로운 세계에 가보는 게 좋지 않겠소?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "그나저나, 네가 거울 속에서 찾은 그 이상한 장소를 탐험해보는 건 어때? 왠지 중요한 곳 같아.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "그나저나, 네가 거울 속에서 찾은 그 이상한 기차역을 확인해보는 게 좋을 것 같아. 꽤... 중요해 보이던데.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "그나저나, 네가 거울 속에서 찾은 그 이상한 기차역을 확인해보는 게 좋을 것 같아. 꽤... 중요해 보이던데.", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "좋아, 서두르자! 다음은 어디로 갈까? {location_phrase} 뭔가 벌어지고 있다는 소문 듣지 않았어? 무슨 일인지 확인하러 가보자. 물론 네가 원한다면 말이야!", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "그럼 다시 모험을 떠나볼까? 조사할 소문이 없다면 마을 사람들한테 물어보는 건 어때?", + "RETROSPECTIVE_NEXT_MEREDITH1": "어... 그러면 다시 [wave amp=30 freq=10]모험[/wave]을 떠나야겠지? {location_phrase} 뭔가 벌어지고 있다는 소문 듣지 않았나? 거길 확인해보는 게 좋을 것 같은데.", + "RETROSPECTIVE_NEXT_EUGENE1.m": "그럼 다시 길을 나서볼까? {location_phrase} 뭔가 일어나고 있다는 소문 들었지? 거기 한번 가보자!", + "RETROSPECTIVE_NEXT_MEREDITH2": "이제 다시 나가봐야겠네. 단서가 필요하면 마을 사람들한테 물어보자고.", + "RETROSPECTIVE_NEXT_EUGENE1.f": "그럼 다시 길을 나서볼까? {location_phrase} 뭔가 일어나고 있다는 소문 들었지? 거기 한번 가보자!", + "RETROSPECTIVE_NEXT_EUGENE2": "좋아, 그럼 가보자! 정보가 좀 부족해... 항구촌 사람들한테 물어보고 단서를 얻는 게 좋지 않을까?", + "RETROSPECTIVE_NEXT_FELIX1": "그러면 나가볼까? {location_phrase} 뭔가 벌어지고 있다는 소문을 들었다고 했지? 거기 가보고 싶으면 그렇게 하자.", + "RETROSPECTIVE_NEXT_EUGENE1.n": "그럼 다시 길을 나서볼까? {location_phrase} 뭔가 일어나고 있다는 소문 들었지? 거기 한번 가보자!", + "RETROSPECTIVE_NEXT_VIOLA1": "이제 여행을 계속해야 할지도 모르겠구려. {location_phrase} 벌어진 사건에 대해 소문을 듣지 않았소? 원한다면 그곳을 다음 목적지로 삼아도 괜찮을 것 같소.", + "RETROSPECTIVE_NEXT_FELIX2": "다음에는 어디로 갈지 단서가 하나도 없어. 원하면 마을 사람들한테 물어보면 돼.", + "RETROSPECTIVE_NEXT_VIOLA2": "이 마을 사람들과 얘기를 나눠보면서 다음에는 어디로 갈지 정보를 수집하는 게 좋을 것 같소. 그대 생각은 어떻소?", + "NWP_SIGNPOST_DESCRIPTION_2": "이곳 몬스터 주위에서는 주의를 기울여 주십시오.", + "NWP_SIGNPOST_DESCRIPTION_1": "뉴위럴 공원에 오신 것을 환영합니다!", + "NWP_3_-3_RUNNER_NPC1": "달리는 것보다 빠른 게 뭔지 알아?[pause] 바로 빠른 이동이야!", + "NWP_3_-3_RUNNER_NPC3.m": "너무 느려서 전투에서 도망칠 수 없을 때도 빠른 이동으로 탈출할 수 있어.[pause] 빨리 도망치려면 아이템을 조금 버려야 하겠지만, 목숨을 건질 수 있을지도 몰라!", + "NWP_3_-3_RUNNER_NPC3.f": "너무 느려서 전투에서 도망칠 수 없을 때도 빠른 이동으로 탈출할 수 있어.[pause] 빨리 도망치려면 아이템을 조금 버려야 하겠지만, 목숨을 건질 수 있을지도 몰라!", + "NWP_3_-3_RUNNER_NPC2": "빠른 이동을 하려면 {control.map_menu}를 눌러 지도를 열어. 그다음 이동할 수 있는 네모 칸으로 커서를 움직인 후 {control.ui_accept}를 누르면 돼.", + "NWP_3_-3_RUNNER_NPC3.n": "너무 느려서 전투에서 도망칠 수 없을 때도 빠른 이동으로 탈출할 수 있어.[pause] 빨리 도망치려면 아이템을 조금 버려야 하겠지만, 목숨을 건질 수 있을지도 몰라!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "순찰대는 절대 날 받아주지 않을 거야. 난 정말 구제 불능이라니까.", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "집으로 돌아가! 순찰대에 들어가는 건 나야!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "너한테 순찰대원이 될 자격이 있으려나?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "소질이 있네! 안으로 들어가 봐!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "마침 잘 왔어! 널 이겨서 순찰대에 우리 실력을 증명해야지!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "내가 대신 사과할게.", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]에휴, 그럼 그렇지. 난... 순찰대가 될 자격이 없어...[/wave]", + "NWP_MADMAN_3_-4_NAME": "잭", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "난 예전부터 순찰대가 되는 게 꿈이었어.", + "NWP_MADMAN_3_-4_PRE_BATTLE": "난 폴짝깨비 형태로 보낸 시간의 세계 기록을 보유하고 있어!", + "NWP_MADMAN_3_-4_POST_BATTLE": "아직 폴짝깨비에 대해 배울 게 많아.", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "이제 와서 그 꿈을 포기할 수는 없다고!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "꿈은 이루어진다!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "영도자 도리안 님의 빛이 네게 길을 보여 주기를!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]신입![/wave] 항구촌의 이교도가 하는 말은 듣지 마라!", + "NWP_CULTIST_4_-4_POST_BATTLE": "길이 밝혀졌으니... 앞으로 나아가라...", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]신입![/wave] 항구촌의 이교도가 하는 말은 듣지 마라!", + "NWP_CULTIST_5_-4_POST_BATTLE": "항구촌은 이단이 장악하고 있다... 놈들의 [wave amp=30 freq=10]거짓된 구원[/wave]을 조심하도록...", + "NWP_5_-4_HINT_NPC_BEFORE1": "이곳에서는 가끔 땅이 뒤흔들려. 거대한 짐승이 우리 발밑에 난 땅굴을 달려가기라도 하는 듯 말이야.", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]신입![/wave] 항구촌의 이교도가 하는 말은 듣지 마라!", + "NWP_5_-4_HINT_NPC_AFTER1": "이것도 최근 윗길에 나타난 것 같은 기차역인가?", + "NWP_5_-4_HINT_NPC_BEFORE2": "그런데,[pause] 저기 있는 돌들 이상한 패턴으로 놓여있지 않아?", + "NWP_5_-4_HINT_NPC_AFTER3": "그 기차는 어디로 향하는 걸까...", + "NWP_5_-4_HINT_NPC_AFTER2": "하긴, 이제 이해가 되네. 지하에서 소리를 내던 \\\"거대한 짐승\\\"은 기차였던 게 분명해.", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "이 근처에서 총알사우루스를 몇 마리 봤어. 녀석들은 커다란 바위를 깨뜨릴 수 있을 정도로 빠르게 움직이지.", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "그런 기술을 쓸 수 있으면 멋질 것 같지 않아?", + "PARK_CAVE2_MERCHANT2": "안 돼! 놈들이 융합했다! [wave amp=30 freq=30]도와줘![/wave]", + "PARK_CAVE2_MERCHANT1": "이봐, 거기! 이 몬스터들한테 둘러싸이고 말았어. 좀 도와줄래?", + "PARK_CAVE2_MERCHANT6": "마을에 있는 시장으로 찾아와. 특별한 스티커를 준비해 둘게!", + "PARK_CAVE2_MERCHANT4": "혹시... 이리펀치의 \\\"자석\\\" 기술이 전투가 시작할 때 자동으로 발동되는 것 눈치챘어?", + "PARK_CAVE2_MERCHANT3": "휴, 정말 고마워. 스티커에 대한 영감을 찾으러 왔는데, 예상한 것보다 위험하더라고.", + "PARK_CAVE2_MERCHANT5": "결국 아이디어를 얻기는 얻은 것 같아!", + "WATERLOOP_BEWARE_LYING_CHESTS": "오직 하나의 상자만 진실을 말한다.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "침대에 누워있는 내 몸뚱이 위에 둥둥 떠 있었는데, 갑자기 휙 하더니 웬 소용돌이로 빨려 들어갔어.", + "WATERLOOP_LYING_CHEST_LEFTMOST": "쪽지에 \\\"열쇠는 이 상자 안에 있다\\\"라고 적혀있다. 열어볼까?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "쪽지에 \\\"열쇠는 이 상자 안에 없다\\\"라고 적혀있다. 열어볼까?", + "WATERLOOP_LYING_CHEST_MIDDLE": "쪽지에 \\\"열쇠는 제일 왼쪽 상자 안에 없다\\\"라고 적혀있다. 열어볼까?", + "SD_NEVERMORT_TRAINER_NAME": "새 애호가", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "난 이 주변의 까막의사들과 특별한 유대감으로 이어져 있어.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "넌 뉴위럴에 어떻게 왔어?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "우릴 방해하지 않는 게 좋을걸!", + "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"너는 뉴위럴에서 길을 잃은 것이 아니다, 내 아이야. 그저 자신을 찾기를 기다리는 것일 뿐.\\\"", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "너 때문에 새들이 놀라서 달아났잖아!", + "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"애도촌으로 가려면 이쪽으로!\\\"", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "넌 뉴위럴에 어떻게 왔어?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "난 유체이탈을 했던 게 기억나.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "넌 뉴위럴에 어떻게 왔어?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "침대에 누워있는 내 몸뚱이 위에 둥둥 떠 있었는데, 갑자기 휙 하더니 웬 소용돌이로 빨려 들어갔어.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "침대에 누워있는 내 몸뚱이 위에 둥둥 떠 있었는데, 갑자기 휙 하더니 웬 소용돌이로 빨려 들어갔어.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "정신을 차려 보니 여기였지 뭐야!", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "이봐! 그건 내 거야!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "뉴위럴의 해안에는 배들이 자주 난파돼.", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "이곳에서는 해변에서 떠밀려 온 보물을 뒤지는 게 밥벌이하기 좋아!", + "OVERWORLD_7_0_HINT_NPC": "바다 밑바닥에는 얼마나 많은 보물이 숨겨져 있을까...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "어라? 그거 테이프 플레이어잖아!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "난 아직 갈 길이 먼 것 같네...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "너도 순찰대에 들어가려고? 그러면 우린 경쟁자네!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "날 이기면 비밀을 하나 알려 줄게.", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "전설에 따르면 이 섬에는 젊음의 샘이 있다고 해.", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "혹시 역사 좋아해? 20세기에 일어난 사건 중에 제일 좋아하는 게 뭐야?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "그 샘이라는 사람은 몇 살이길래 그렇게 불리는 걸까?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "20세기의 사건 중에서 내가 제일 좋아하는 건 1948년 UN의 중재로 타결된 인간과 엘프 간의 평화 협정이야. 그 일이 없었다면 역사가 크게 달라졌겠지!", + "EPICURUS_NAME": "에피쿠로스", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "재닛", + "EPICURUS_POST_BATTLE": "잘 싸우는 법과 패배를 잘 받아들이는 법은 같지.", + "EPICURUS_PRE_BATTLE": "큰 역경일수록 극복했을 때의 영광 또한 큰 법!", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "난 지금 몇 달째 여기서 몬스터 기술을 수련하고 있어.", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "아직 한참 더 수련해야겠네...", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "자, 덤벼! 내 수련의 성과를 보여 줄게!", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]멈춰! 난 네가 여기 왜 왔는지 알아...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]또 기회가 찾아오겠지...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]이 부지는 개발하기 딱 좋은 노른자 땅이니까! 하지만 여긴 내가 먼저 찾았어![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "뉴위럴 사람들은 간단한 역사적 사실에 대해서조차 다들 말이 엇갈려. 다중 우주가 존재한다고 믿는 사람도 있지만, 나는 그냥 이 섬에 거짓말쟁이가 득실댄다고 생각해!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "예를 들어 1969년 화성 착륙을 부정하는 사람도 한둘이 아니라니까! 음모론자들 같으니!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "아, 좀 쉬었다가 마저 파야겠어. 나랑 잠깐 싸워서 이기면 이곳에 대해 알려줄게.", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "안 돼! 너마저 그러기야?", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "순찰대장 드레드풀 말로는 이곳은 금속을 채굴하던 곳이라고 해. 하지만 이곳에서 일어난 폭발이 전부 통제하에 이루어진 건 아닌 모양이야...", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "그리고 채굴 도구나 인공 폭발물의 흔적은 눈을 씻고 봐도 없어. 이곳 전체가 지난 수백 년에 걸쳐 총알사우루스에 의해 굴착된 걸지도 모르겠어.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "그러니까 순찰대장 말이 틀렸거나 총알사우루스가 증거를 전부 파괴한 거겠지. 아니면... 흠... 증거가 총알사우루스로 [wave amp=30 freq=5]변한 걸지도[/wave]. 넌 어떻게 생각해?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "난 어렸을 때 이 섬에 대한 꿈을 꾸곤 했어!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "이곳은 정말 환상적이지 않아...?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "우리 부부는 2160년부터 이 섬에 갇혀 있었어!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "이곳 사람들은 아직도 화장실 갔다가 휴지로 뒤처리를 하더라고. 야만스럽기도 하지!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "믿음을 가져...", + "OVERWORLD_5_-3_BATTLER_PARTNER": "내 아내를 화나게 하지 마!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "조셉", + "OVERWORLD_7_-3_BATTLER_NAME": "칼", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "뉴위럴 사람들 좀 그만 괴롭혀, 이 투기단 녀석들!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]돈이 없다고? 걱정하지 마! 우리가 단돈 연간 10,000%의 이자로 융자해 줄 테니까![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "아, 오해했네. 넌 사람들의 적이 아니라 아군이구나.", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "뉴위럴에 있는 우리 모두는 미지의 영역으로 발을 내디뎠지. 그러니 한 발짝 더 내딛지 못할 이유는 없지 않아? [wave amp=30 freq=10]쿠퍼 형제님[/wave]을 믿으라고!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]뉴위럴에는 화폐가 없어서 아직 빚을 갚을 방법이 없어. 하지만 그동안 이자는 계속 복리로 불어나지. 정말 완벽한 계획이야![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "쿠퍼 형제님은 이 악마와 천사의 섬에서 [wave amp=30 freq=10]벗어날[/wave] 방법을 찾으셨어. 그리고 이제 우리한테 건너편에서 가족과 재회할 준비를 시키고 계시지.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "믿음을 가져...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "잠깐! 네 내면에서 고통이 느껴지는군, 친구.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "믿음을 가져...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "잠깐! 네 내면에서 고통이 느껴지는군, 친구.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "잠깐! 네 내면에서 고통이 느껴지는군, 친구.", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "회계하지 않으면 더 나아갈 수 없다.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "그 고통은 집에 가고 싶다는 마음에서 비롯된 거야.", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"우리의 믿음은 산도 옮기리라.\\\" - 쿠퍼서 17:20", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]존재한다는 건... 곧 고통 받는 것...[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "네 고통을 끝내 주지. 천사님께 바칠 제물이 되어라!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "회계하지 않으면 더 나아갈 수 없다.", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "쿠퍼 형제님께서 하늘에서 UFO를 불러 우리에게 은혜를 내리셨다. 너한테도 보여주마!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "잠깐, 회계가 아니라 회개라고? 그걸 이제야 알게 되다니...", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "회계하지 않으면 더 나아갈 수 없다.", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"사람이 친구를 위하여 테이프를 버리면 이보다 더 큰 사랑이 없나니.\\\" - 도리안서 15:13", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "대천사께서 네 영혼의 무게를 재실 때 과연 네게 영생에 들 자격을 내리실까?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "대천사께서 네 영혼의 무게를 재실 때 과연 네게 영생에 들 자격을 내리실까?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "대천사께서 네 영혼의 무게를 재실 때 과연 네게 영생에 들 자격을 내리실까?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "범은하 UFO 위원회와 대천사님들께서 전령이 이렇게 박해받는 걸 아시면 가만히 안 계실 거다...", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "미안해!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "솔직히 말하면, 내가 애도의 아이들에 가입한 건 순전히 식량 때문이야.", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "날 이기면 애도의 아이의 비밀을 알려줄게.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "1988년에 '아이언 가이덴\\'과 \\'네필림의 방패\\'라는 두 영국 밴드가 [pause]서로 전혀 모르는 상태에서 [pause]동시에 \\'애도의 아이\\'라는 제목의 곡을 공개했어.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "적어도 내가 들은 바로는 그래. [pause]뉴위럴에서는 그 곡들을 구할 수가 없어서 내가 속은 건지 알아낼 방법이 없지만...", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "그 곡들을 단어가 뒤섞이게 동시에 거꾸로 재생하면, 세계 간의 차원문을 열 수 있을 정도로 강력한 원조 애도의 아이를 소환할 수 있어!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "어차피 쿠퍼 형제님이 뉴위럴에서 벗어날 다른 방법을 찾으셨어. [shake rate=30 level=10]그건 확실해[/shake]!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "살살 해줘, 알겠지? 난 이 애도의 아이 교단에 들어온 지 얼마 되지도 않았는데 사람들 앞에서 망신당하기는 싫어.", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "잠깐, 내 책에 졌을 때는 어떻게 해야 된다고 나와 있는지 확인해 볼게.", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "난 교단 짓에 소질이 없나 봐...", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "하하, 난 예전부터 사악한 교단에 가입하고 싶었어! 드디어 꿈이 이뤄졌네!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "왠지 넌 걱정할 필요 없을 것 같네...", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "멍!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "이봐! 너! 여긴 위험해!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "생각해보면, 인간이 진화하고 살아남기 위해서 수천 조의 생명이 죽어야 했어. 자연은 지칠 줄 모르고 피에 굶주린 짐승이야.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]와,[/wave] [pause]미안해! 폭메라니안 테이프에 너무 몰입해버렸지 뭐야.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "자, 그 뼈를 어디 묻었더라...?", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "여긴 원래 강이었대. 그래서 다시 물을 채우려고 왔어!", + "OVERWORLD_4_-5_BATTLER_NAME": "울프", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "우리가 방해하지만 않는다면 대지가 우릴 모두 돌봐 줄 거야.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "내가 제일 좋아하는 밴드는 \\\"더 와이\\\", \\\"슈뢰딩거의 순교자\\\", \\\"플레시 케이지\\\"야. [shake rate=30 level=10]헤비 메탈[/shake]이 뭔지 보여주지!", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "아, 목말라... 미안해, 생태계야. 내 목부터 좀 축일게.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "내가 제일 좋아하는 밴드는 \\\"더 와이\\\", \\\"슈뢰딩거의 순교자\\\", \\\"플레시 케이지\\\"야. [shake rate=30 level=10]헤비 메탈[/shake]이 뭔지 보여주지!", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "내가 제일 좋아하는 밴드는 \\\"더 와이\\\", \\\"슈뢰딩거의 순교자\\\", \\\"플레시 케이지\\\"야. [shake rate=30 level=10]헤비 메탈[/shake]이 뭔지 보여주지!", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "이야, 나보다도 [wave amp=30 freq=10]록 정신[/wave]이 충만하네...", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "대지가 날 도와줄 줄 알았는데...", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "외부의 힘이 우릴 구해주기를 기대해서는 안 돼. 특히 신경질적이고, 몰인정하고, 무심한 행성이 말이야.", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "우리 인간은 서로를 돌봐줘야 해. 우리 말고는 그 누구도 도와주지 않을 테니까!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "이 근처에 야영지가 있어. 하지만 우선 네 실력 좀 보자고!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "이 근처에 야영지가 있어. 하지만 우선 네 실력 좀 보자고!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "이 근처에 야영지가 있어. 하지만 우선 네 실력 좀 보자고!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "이봐![pause] 잠깐 이 버튼 위에 서 있어 줄래?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "계속 왼쪽으로 가다 보면 야영지가 나와. 분명 찾을 수 있을 거야!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "어떤 사람은 버튼을 순서대로 밟아서 표지판을 전부 따라가면 보물이 나온다고 추측해.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "이건 순찰대 사이에서 \\\"움직이는 표지판\\\"이라고 불리는 것들 중 첫 번째야.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "그냥 같은 자리를 빙빙 맴돌게 한다는 사람도 있고.", + "DIOGENES_NAME": "디오게네스", + "DIOGENES_POST_BATTLE": "그 멍텅구리 플라톤한테 이 섬을 보여 줄 수 있었다면. \\\"인간은 두 발로 걷는 깃털 없는 짐승\\\"이라니, 웃기지도 않지!", + "DIOGENES_PRE_BATTLE": "보아라, 인간이다!", + "OVERWORLD_-1_-6_BATTLER_NAME": "재키", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "나 때문에 깜짝 놀랐어?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "기습하는 법을 연습해야겠어...", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "나 때문에 깜짝 놀랐어?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "나 때문에 깜짝 놀랐어?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "태엽후드와 찍찍왕이 견원지간이라는 것 알고 있었어?", + "DIVEAL_KEEPER_POST_BATTLE2": "이왕 여기 온 김에 내 잠수개 하나 기록하는 건 어때? 잠수개의 능력을 사용해서 헤엄칠 수 있다고!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "태엽후드와 찍찍왕이 견원지간이라서 같이 사용하면 안 되는 것 같네.", + "ZHUANGZI_POST_BATTLE2": "인간인 내가 꿈 속에서 나방가면이 되었는지, 나방가면이 지금 인간이 된 꿈을 꾸고 있는지 모르겠구나.", + "ZHUANGZI_POST_BATTLE1": "응? 아...", + "ZHUANGZI_NAME": "장자", + "DIVEAL_KEEPER_NAME": "다이브아나", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "우리 한번 [wave amp=30 freq=10]쿨[/wave]하게 놀아볼까?", + "DIVEAL_KEEPER_POST_BATTLE1": "아, 그럼 난 이만 잠수 탈게...", + "DIVEAL_KEEPER_PRE_BATTLE1": "내 잠수개들이 네가 마음에 들었나 봐.", + "DIVEAL_KEEPER_PRE_BATTLE2": "이제 너랑 싸워서 무리의 우두머리 자리를 지켜야 해!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]이런, 오히려 내 자산이 동결 해제됐잖아.[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]주택 대출 상환금을 연체하면 우리가 네 자산을 동결해 버릴 거야![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]여기 오면 대어를 낚을 수 있다고 해서 왔는데, 강물밖에 안 보이네.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]기간 한정 불꽃 세일 개시! 100% 깎아 드립니다... HP 막대를![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]뭐, 적어도 수익원은 찾아서 다행이야.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]아야... 이용해 주셔서 감사합니다.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]아야... 이용해 주셔서 감사합니다.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "우리 한번 [wave amp=30 freq=10]쿨[/wave]하게 놀아볼까?", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]아야... 이용해 주셔서 감사합니다.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "우리 한번 [wave amp=30 freq=10]쿨[/wave]하게 놀아볼까?", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]이러면... 갑분싸인데...[/wave]", + "DARWIN_NAME": "다윈", + "DARWIN_PRE_BATTLE2": "그럼 어디 변신해 보세!", + "DARWIN_POST_BATTLE1": "난 한때 우리가 괴물은 우리 내면에 있다는 걸 깨닫고 나서 괴물을 찾는 걸 그만뒀다고 생각했다네.", + "DARWIN_PRE_BATTLE1": "이 섬에서 가장 강한 종이 살아남는 것이 아니고, 가장 똑똑한 종이 살아남는 것도 아니라는 걸 배웠다네. 변화에 가장 잘 적응하는 종이 살아남는 것이지.", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "토마스", + "DARWIN_POST_BATTLE2": "하지만 그렇다면 이 섬은 어떠한가? 이 괴물들은 하느님의 내면에 있는 것인가? 아니면 우리가 그저 하느님의 눈길에서 벗어나 잊힌 채 그분의 침대 아래 있는 것인가?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "토미", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "우린 다른 세계에서 온 동일 인물이야. 우리가 알기로는 이곳에 오기 전까지 우린 똑같은 삶을 살았어.", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "우린 똑같이 생겼지만 쌍둥이는 아니야!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "우린 똑같이 생겼지만 쌍둥이는 아니야!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "렌들샴 숲으로 돌아가려면 어디로 가야 되는지 알아?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "꼼짝없이 이곳에 갇힌 모양이네.", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "정지! 이름과 소속을 밝혀라!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "정지! 이름과 소속을 밝혀라!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "정지! 이름과 소속을 밝혀라!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "내 부대랑 떨어지고 말았어. 서포크에 있는 우리 기지 근처의 숲을 수색하고 있었지. 멍 때리면서 걷다가 보니 이곳이었어. 어떻게 된 영문인지 모르겠다니까.", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "너희 카세트 테이프가 어디서 나오는지 알고 싶어? 날 이기면 알려 줄게!", + "DECARTES_NAME": "데카르트", + "DECARTES_POST_BATTLE": "나는 할 수 있는 모든 실수를 저질렀지만 계속해서 나아갔다.", + "DECARTES_PRE_BATTLE": "좋은 테이프를 가진 것만으로는 충분하지 않다. 그것을 잘 사용하는 것이 더 중요하지.", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]닉손이 구울본위제를 중단시킨 후로 이렇게 부동산 수요가 많아진 건 처음이야![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]뉴위럴의 호의와 물물교환에 기반한 경제는 신기하긴 하지만, 오래가지는 못할 거야.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]우리 투기단은 뉴위럴이 선진국으로 성장하는 걸 돕기 위해 온 거야. 첫 단계는 바로 화폐 제도를 만드는 거지.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]뉴위럴의 인구는 계속 늘어나지만, 아무도 새 집을 지을 생각은 못 했어. 아주 최적의 조건이지.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]지금 투기단 사이에서 가장 인기 많은 방법은 바로 화폐를 영혼의 가치와 연동하는 거야. 우리가 온 곳에서는 영혼이 아주 희소성 있는 자원이거든.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]원한다면 네 영혼을 우리한테 예치하고 법정 통화를 받아 갈 수 있어.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]상류층이 호의를 수천 조 단위로 마구 찍어낼 수 있는 것도 아닌데 그게 다 무슨 소용이겠어?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]모든 것은 자본으로부터 시작하지.[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]우릴 파산시킬 수는 없을걸![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "이 테이프와 카세트 플레이어는 저 앞에 있는 백화점에서 나오는 거야. 몇 년 전에 갑자기 저 백화점이 나타났지! 그 후로 순찰대가 보급품을 찾아 저길 샅샅이 뒤졌으니, 별로 남은 건 없을 거야.", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "그런데 귀신이 씌었다고 하던데... 과연 정말일까?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "세상에. 네 기에 문제가 있군. 어디 아픈 데 있어?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "세상에. 네 기에 문제가 있군. 어디 아픈 데 있어?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "네 기가 아니었을지도 모르겠네. 그냥 내 시력이 나쁜 걸지도...", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "세상에. 네 기에 문제가 있군. 어디 아픈 데 있어?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "없다고? 그럴 리 없어!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]왜 그러는 거야? 완전히 합법적이라고! 놈들은 세입자에 불과하잖아... [pause]우리 소유물이라고.[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]지금 가족이 하나 살고 있기는 한데, 우리가 쫓아내 드릴 수... [pause]왜 그런 표정을 지으시죠?[/wave]", + "ARISTOTLE_NAME": "아리스토텔레스", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "난 이 사람이 기억 안 나는데, 이 사람은 날 기억하나 봐...", + "ARISTOTLE_PRE_BATTLE": "행복은 미덕 안에 존재하고, 진정한 행복은 최고의 활동 안에 존재하니, 그 활동은 바로 전투다!", + "ARISTOTLE_POST_BATTLE": "아야! 지혜로운 자란 모름지기 기쁨을 쫓는 것이 아니라 고통을 피하려 하는 법.", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]당신에게 딱 맞는 집을 찾은 것 같습니다, 신규 고객님![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]당신에게 딱 맞는 집을 찾은 것 같습니다, 신규 고객님![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]당신에게 딱 맞는 집을 찾은 것 같습니다, 신규 고객님![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]우리가 내 집 마련 대출을 해줄 수도 있어![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]우리 투기단도 수영을 좋아하지! 성수에서 헤엄치는 것만 아니라면 말이야...[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "저 도로게 조각상은 좀 이상하게 생기지 않았어?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "저리 비켜. 지금 중요한 연구를 하고 있단 말이야!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "내 테이프를 어디에 보관하는지는 묻지 마!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "테이프는 당연히 방수 배낭에 보관하지!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "난 사람들이 원래 세계에서 겪은 블랙 스완 사건에 대해 듣는 걸 좋아해.", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "별의별 이야기를 다 들었지. 파시스트 봉기, 전염병 사태, 세계 전쟁, 걷잡을 수 없는 기후 변화, 미세 플라스틱으로 인한 생태계 재앙...", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "헤, 그게 전부 동시에 일어난 세상을 한 번 상상해 봐. 정말 끔찍하지 않아?", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "블랙 스완 사건이란 갑자기 일어나서 온 세상을 뒤바꾸는 중요한 역사적 사건을 뜻해.", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "내가 제일 좋아하는 블랙 스완 사건은 2023년 있었던 상어와 인간 간의 대전쟁이야. 그건 충분히 예측할 만했는데!", + "COMMUNE_CULTIST_1_NAME": "눈썰미 좋은 광신도", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "여기서 뭘 하는 거야? 왜 거기 안 있고...", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "잠깐, [pause]너 케일리 아니야?! 이 탈주자!", + "COMMUNE_CULTIST_1_POST_BATTLE": "윽... [pause]탈주자 자식...", + "COMMUNE_CULTIST_1_FRIENDLY3": "어느 순간부터 겉잡을 수 없게 되더라고!", + "COMMUNE_CULTIST_1_FRIENDLY2": "개인적인 감정은 없어. 다만 우린 신으로 승천하는 데 너무 몰입했었거든.", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "자, 어서 가자.", + "COMMUNE_CULTIST_1_FRIENDLY1": "예전에 적대적으로 대해서 미안해.", + "COMMUNE_CULTIST_2_NAME": "화난 광신도", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "도리안이 무슨 짓을 벌이고 있는 거지? 걱정되네...", + "COMMUNE_CULTIST_2_PRE_BATTLE": "도리안 님께서 의식이 시작하기 전에 문제가 생길 거라고 예상하셨지. 그래서 여길 지키고 있었어!", + "COMMUNE_CULTIST_2_POST_BATTLE": "나는... [shake rate=30 level=10][pause]여길... [pause]지켜야 하는데...[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "어휴. 사기당했네.", + "COMMUNE_CULTIST_2_FRIENDLY1": "쿠퍼 형제님의 \\\"뱀신\\\"이 그냥 정신 나간 몬스터였다고?", + "COMMUNE_CULTIST_3_NAME": "열성적인 광신도", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "이봐! 왜 망토를 안 입고 있는 거야?", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "의식을 방해하러 온 외부인이냐?!", + "COMMUNE_CULTIST_3_POST_BATTLE": "우릴... [pause][shake rate=30 level=10]막지는 못 해[/shake]...", + "COMMUNE_CULTIST_3_FRIENDLY2": "새로운 일을 찾아야겠어... 목수라던가...", + "COMMUNE_CULTIST_3_FRIENDLY1": "애도의 아이들의 길이 막다른 길이었다니.", + "COMMUNE_CULTIST_4_NAME": "걱정스러워하는 광신도", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "치, 침입자냐?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "치, 침입자냐?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "널 막지 못하면 도리안 님이 크게 노하실 거야!", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "치, 침입자냐?", + "COMMUNE_CULTIST_4_FRIENDLY1": "그러니까 그 \\\"대천사\\\"는 섬 밑에 살고... 인간을 싫어한다는 거지...", + "COMMUNE_CULTIST_4_POST_BATTLE": "큰일 났네...", + "COMMUNE_CULTIST_4_FRIENDLY2": "도리안보다 무섭네!", + "COMMUNE_CULTIST_5_NAME": "친근한 광신도", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "안녕, 새 친구들!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "미안하지만, [wave amp=30 freq=5]뱀신[/wave]님께서는 내가 외부인으로부터 공동체를 지키길 바라셔.", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "하지만 개인적인 감정은 없어!", + "COMMUNE_CULTIST_5_FRIENDLY1": "이제 애도촌이 섬의 다른 사람들에게 문을 열었으니...", + "COMMUNE_CULTIST_5_POST_BATTLE": "개인적인 감정은... [pause]없어...", + "COMMUNE_CULTIST_5_FRIENDLY2": "나도 사람들과 더 의미 있는 개인 관계를 쌓기 시작해야겠어.", + "COMMUNE_CULTIST_6_NAME": "시끄러운 광신도", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]외부인을! 몰아내는 것이! 애도의 아이들의! 의무다![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]애도의 아이의! 복장을! 입고 있지! 않군...![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]그러니! 널! 쓰러뜨려야 한다![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]그러니! 널! 쓰러뜨려야 한다![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]너희를! 적대적으로! 대해서! 미안해! 외부인![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "쿠퍼 형제님... 죄송합니다...", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]그러니! 널! 쓰러뜨려야 한다![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]너희를! 적대적으로! 대해서! 미안해! 외부인![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]너희를! 적대적으로! 대해서! 미안해! 외부인![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "내성적인 광신도", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "사실... 카세트 테이프의 변신 능력에는 많은 상징적 의미가 있어.", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]분위기에! 휩쓸려서! 그랬어![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "직사각형 모양의 네 면은 인간의 네 면...", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "앞, 뒤, 왼쪽, 오른쪽과 일치하지.", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "어쨌든, 이제 널 막아서야 할 것 같아.", + "COMMUNE_CULTIST_7_POST_BATTLE": "카세트는... 정말... 흥미로워...", + "COMMUNE_CULTIST_7_FRIENDLY1": "카세트 테이프에는 A면과 B면이 있지...", + "COMMUNE_CULTIST_7_FRIENDLY2": "인간의 이중성과 똑같아...", + "COMMUNE_CULTIST_8_NAME": "배고픈 광신도", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "어휴, 땅을 하도 팠더니 배가 너무 고파.", + "COMMUNE_CULTIST_8_POST_BATTLE": "난 그저... 샌드위치가 먹고 싶을 뿐이야...", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "그런데 이제 빈속으로 널 싸워야 하다니! 어휴!", + "COMMUNE_CULTIST_8_FRIENDLY": "항구촌 음식은 맛있으려나? 내 배가 물어봐 달라는데.", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "널 이기면 쿠퍼 형제님께 내 실력을 증명할 수 있을지도 모르겠군!", + "COMMUNE_CULTIST_9_NAME": "불만으로 가득 찬 광신도", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "내가 땅을 [wave amp=30 freq=5]얼마나[/wave] 많이 팠는데 말이야! 나는 [wave amp=30 freq=5]가장 헌신적인[/wave] 애도의 아이라고!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "쿠퍼 형제님이 날 경계 근무에 배정하다니 믿을 수가 없어.", + "OFFICE_2_FELIX": "인테리어가 인상적이네. \\\"영혼을 갉아먹는 직장\\\" 느낌이 물씬 풍겨.", + "COMMUNE_CULTIST_9_POST_BATTLE": "난... 자격이... 없어...", + "COMMUNE_CULTIST_9_FRIENDLY1": "쿠퍼 형제님을 진심을 다해 믿었는데, 그렇게 흔적도 없이 사라져 버리다니.", + "COMMUNE_CULTIST_9_FRIENDLY2": "당혹스러워...", + "COMMUNE_CULTIST_MERCHANT_NAME": "광신도 상인", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "재클린 자매님이 제안하신 문화 교류 계획에 따라...", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "고마워, 외부인.", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "이제 공식적으로 외부와의 거래를 시작했어. 물건 좀 둘러 봐.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "고마워, 외부인.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "고마워, 외부인.", + "OFFICE_2_MEREDITH": "흠... 저 기분 나쁜 녀석들이 이런 [wave amp=30 freq=20]물건[/wave]은 다 어디서 구한 걸까?", + "OFFICE_2_KAYLEIGH": "너희가 뉴위럴을 매입하게 내버려 두지 않을 거야!", + "OFFICE_2_VIOLA": "네놈들의 추악한 음모도 이제 끝이다, 이 악마 녀석들!", + "OFFICE_2_EUGENE": "잠시 [wave amp=30 freq=20]실례[/wave]!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]하여튼 젊은 놈들은 멀리 볼 줄 모른다니까... 기껏 투자 정보를 알려줬는데 감사할 줄도 모르고 말이야.[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]집에서 쫓겨나고 싶은 건 아니겠지?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]너희는 곧 세입자가 될 운명이니, 투기단 협의회의 눈밖에 나지 않는 게 좋을 거다.[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]지금 당장 나가지 않으면 우리가 직접 강제로 퇴거시켜 주마...[/wave]", + "OFFICE_4_KAYLEIGH": "협박하는 것 같은데...", + "OFFICE_4_MEREDITH": "저렇게 심한 말을 하다니.", + "OFFICE_4_VIOLA": "그런 협박을 한치의 망설임도 없이 내뱉다니, 그야말로 냉혈한이로구나.", + "OFFICE_4_EUGENE": "우리한테서 [wave amp=30 freq=20]뭐라도[/wave] 빼앗을 수 있을 것 같아? [wave amp=30 freq=20]글쎄[/wave], 너희 사업성 평가 다시 해야겠는걸!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "저 얼간이들을 쫓아냈다는 소식을 들으면 유진이 기뻐할 거야!", + "OFFICE_4_FELIX": "은근슬쩍 협박하네.", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]진보에 맞서 싸울 필요는 없어![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]잘 규제된 부동산 시장이 자리 잡으면 뉴위럴이 크게 발전할 거야![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "저 중개인들한테 본때를 보여줬네. 유진이 기뻐할 거야!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "사무실을 하나 더 정리했네! [wave amp=30 freq=10]멋진 팀워크였어[/wave], {player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "이제 사무실을 다 정리한 건가? [wave amp=30 freq=10]다시는 돌아오지 않기를[/wave] 바라자고!", + "OFFICE_POSTBATTLE_MEREDITH1": "저 놈들 [wave amp=30 freq=10]진심으로[/wave] 뉴위럴을 매입하려는 건가? 정말 맞아도 싼 녀석들이네.", + "OFFICE_POSTBATTLE_MEREDITH3": "사무실을 하나 더 정리했어! 유진이 자기 할 일을 우리가 대신 해줘서 좋아하겠네.", + "OFFICE_POSTBATTLE_MEREDITH2": "[wave amp=30 freq=10]저 녀석들을 흠씬 때려 주는 게[/wave] 공익을 위한 일이라니 정말 기뻐.", + "OFFICE_POSTBATTLE_MEREDITH4": "아, 방금 처리한 게 마지막 사무실인가요? [pause]그러면 [wave amp=30 freq=10]이 일[/wave]은 다 해결된 거야?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]좋아, 잘했어![/shake] 이제 이 [shake rate=30 level=10]기생충[/shake]들도 자기가 누구한테 까분 건지 깨달을지도 모르겠네!", + "OFFICE_POSTBATTLE_EUGENE2": "저 기분 나쁜 녀석들에게서 사무실을 하나 더 해방시켰어! 잘했어, {player}!", + "OFFICE_POSTBATTLE_FELIX4": "자, 어서 나가자! 이게 정리해야 하는 마지막 사무실이였지?", + "OFFICE_POSTBATTLE_FELIX3": "놈들이 꽁무니 빠지게 달아났네. 우리 상대가 안 된다는 걸 깨달았을지도 모르겠어.", + "OFFICE_POSTBATTLE_FELIX1": "정말 달갑지 않은 녀석들이네. 한동안은 돌아오지 않기를 바라자고.", + "OFFICE_POSTBATTLE_EUGENE3": "우리한테 [shake rate=30 level=10]상대도[/shake] 안 되네!", + "OFFICE_POSTBATTLE_FELIX2": "저 기분 나쁜 부동산 중개인 녀석들은 어떻게 이런 건물을 [wave amp=30 freq=10]세운 거지[/wave]?", + "OFFICE_POSTBATTLE_VIOLA2": "정말 [wave amp=30 freq=10]섬뜩한[/wave] 종자들이지 않소?", + "OFFICE_POSTBATTLE_VIOLA1": "저 악마들은 나불대는 혀만큼이나 도망치는 걸음도 빠르구려.", + "OFFICE_POSTBATTLE_VIOLA3": "저 악마들이 사라져서 다행이구려.", + "OFFICE_POSTBATTLE_VIOLA4": "마음에 안 드는 악마들 같으니. [pause]앞으로 우리를 그토록 적대적으로 대한 걸 후회하며 살아가게 될 것이오.", + "OFFICE_POSTBATTLE_DOG1": "투기단이 도망쳤다...", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]그러지 말고... [pause][pause]우리 투자 권유 좀 들어보지 않을래?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]아주 비협조적이군, 젊은이.[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]여기까지다, 이 거머리 녀석들![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "투자 권유? 잠깐, 어떻게 된 거야...?", + "OFFICE_1_LINE5_EUGENE": "...[pause] 왜?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "저 사람이 방금 \\\"투자 권유\\\"라고 한 거야?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "난 저 녀석들이... 뱀파이어인 줄 알았는데.", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]우리 투기단 협의회는 그저 뉴위럴에 장기적인 주택 시장을 형성하고 싶을 뿐이야.[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]바로 부동산 중개업자지![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "저 녀석들이 뱀파이어인 것처럼 말하지 않았어?", + "OFFICE_1_LINE7_EUGENE": "뱀파이어 [wave amp=30 freq=20]맞아[/wave]!", + "OFFICE_1_LINE8_EUGENE": "뭐, [pause]비유적으로 말하자면 그렇지.", + "OFFICE_1_LINE9_EUGENE": "내가 보기엔 뱀파이어보다 지독한 녀석들이라고...", + "CAPTAIN_CODEY_INTRO6": "여기서 해킹할 수 있는 건 그 [wave amp=30 freq=10]몬스터 테이프[/wave]뿐이야. [pause]그런데 알고 보니 난 몬스터 테이프 해킹에도 소질이 있더라고. 순찰대장이 된 것도 그 덕분이고.", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "자, 어서 내가 개조한 카세트 테이프를 보고 싶어서 [wave amp=30 freq=10]안달이 나지[/wave]? [pause]내 순찰대장 시험을 치를 거야, 말 거야?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "안타깝지만 순찰대에 견습대원으로 가입하지 않으면 내 작업물을 보여 줄 수 없어. [pause]아쉽게 됐네.", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "그럼 전투의 [wave amp=30 freq=10]달인[/wave]을 상대할 준비는 됐겠지?", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "자, 어서 내가 개조한 카세트 테이프를 보고 싶어서 [wave amp=30 freq=10]안달이 나지[/wave]? [pause]내 순찰대장 시험을 치를 거야, 말 거야?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "그럼 전투의 [wave amp=30 freq=10]달인[/wave]을 상대할 준비는 됐겠지?", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "그럼 전투의 [wave amp=30 freq=10]달인[/wave]을 상대할 준비는 됐겠지?", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "그럴 만도 하지. 나 같아도 [wave amp=30 freq=10]나[/wave]랑 싸우고 싶지는 않을 거야!", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "자, 어서 내가 개조한 카세트 테이프를 보고 싶어서 [wave amp=30 freq=10]안달이 나지[/wave]? [pause]내 순찰대장 시험을 치를 거야, 말 거야?", + "CAPTAIN_CODEY_LAST_LEGS1": "꽤 하는데? [shake rate=30 level=10]내 힘의 100%[/shake]를 사용하게 만들다니!", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]뭐?![/shake] 내가 지다니, 어떻게 된 거지?", + "CAPTAIN_CODEY_POST_BATTLE2": "아니... [pause]난 일부러 진 거야. 어... 어차피 이건 그냥 시험이니까 말이야.", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "이 몬스터들은 원소 \\\"타입\\\"과 연관이 있어. [pause]타입을 바꾸면 [wave amp=30 freq=10]아주[/wave] 흥미로운 일들이 벌어지지.", + "CAPTAIN_CODEY_POST_BATTLE3": "그리고 넌 통과했어. [pause]축하해...", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "자, [wave amp=30 freq=10]순찰대장[/wave]. 가장 힘겨웠던 상대와 다시 싸우러 온 거지?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "이제 넌 신참이 아니니, 내 슈퍼 해킹 몬스터 테이프의 전력을 마음껏 쏟아낼 수 있겠군!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "자, [wave amp=30 freq=10]순찰대장[/wave]. 가장 힘겨웠던 상대와 다시 싸우러 온 거지?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "자, [wave amp=30 freq=10]순찰대장[/wave]. 가장 힘겨웠던 상대와 다시 싸우러 온 거지?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "이제 넌 신참이 아니니, 내 슈퍼 해킹 몬스터 테이프의 전력을 마음껏 쏟아낼 수 있겠군!", + "CAPTAIN_CODEY_POST_REMATCH1": "계산에 뭔가 문제가 있는 게 틀림없어... [pause]내 전략은 [shake rate=30 level=10]무적[/shake]이라고!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "이제 넌 신참이 아니니, 내 슈퍼 해킹 몬스터 테이프의 전력을 마음껏 쏟아낼 수 있겠군!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "그럴 만도 하지. 나 같아도 [wave amp=30 freq=10]나[/wave]랑 싸우고 싶지는 않을 거야!", + "CAPTAIN_CODEY_POST_REMATCH2": "...화났다면 그렇게 말했겠지. [pause]그런데 난 화 안 났어. [pause]전혀 안 화나.", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "이봐, 너! [pause]우리 전초기지에 이렇게 가까이 올 정도로 [wave amp=30 freq=10]대담한[/wave] 녀석은 흔치 않은데 말이야. 좋게 좋게 말할 때 썩 꺼지는 게 어때?", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "총대장인 이유가 다 있었네...", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "안 가겠다 그거지? [pause]그럼 내가 손수 쫓아내 줘야겠군.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "음, [pause]다른 대천사도 찾아보는 게 좋겠어요! [pause]이안테 님, {player}이(가) 순찰대에 지원하면 좋을 것 같아요!", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "정말 끝내주는데.", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "대단하네.", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "저 여인처럼 자신감 넘치는 이는 본 적이 손에 꼽을 정도로 적소.", + "LEADER_IANTHE_INTRO_IANTHE1.m": "난 이안테야. [pause]만나서 반가워, 신참.", + "LEADER_IANTHE_INTRO_IANTHE1.f": "난 이안테야. [pause]만나서 반가워, 신참.", + "LEADER_IANTHE_INTRO_IANTHE1.n": "난 이안테야. [pause]만나서 반가워, 신참.", + "LEADER_IANTHE_INTRO_IANTHE2": "그래서, [pause]이 전초기지 어떻게 생각해? [pause]이곳은 아주 오랫동안 버려져 있었어. 우리가 좀 손봐서 지친 순찰대원을 위한 휴게소로 만들었지.", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "여기서 뭘 하시나요?", + "LEADER_IANTHE_INTRO_IANTHE3": "쉴 새 없이 밀려드는 몬스터 무리로부터 뉴위럴의 사람들을 지킨다고 말하고 싶지만...", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "순찰대의 목적은 뭔가요?", + "LEADER_IANTHE_INTRO_IANTHE4": "대부분 마을 사람들을 위한 허드렛일을 하며 시간을 보내. 그렇게 신나는 일은 아니지.", + "LEADER_IANTHE_INTRO_K_IANTHE4": "대천사가 [wave amp=30 freq=10]존재한다[/wave]는 건 확실하지만, 그들과의 교류는... [pause]거의 없었어.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]바, 방금 저랑 {player} 둘이 대천사와 싸웠어요![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "케일리가 그 증인이야. [pause]케일리도 최근에 가입했거든!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "...[pause]그래? 자세히 알아봐야겠군.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player}은(는) 싸움에서 전혀 밀리지 않아요. [pause]제가 보장하죠!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "...다만 케일리 대원의 말로는 너와 함께 [wave amp=30 freq=10]대천사[/wave]와 싸웠다던데.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "맞아요!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "...다만 케일리 대원의 말로는 너와 함께 [wave amp=30 freq=10]대천사[/wave]와 싸웠다던데.", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "대천사가 [wave amp=30 freq=10]존재한다[/wave]는 건 확실하지만, 그들과의 교류는... [pause]거의 없었어.", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "...다만 케일리 대원의 말로는 너와 함께 [wave amp=30 freq=10]대천사[/wave]와 싸웠다던데.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "우리가 싸워서 이겼어요!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player}은(는) 싸움에서 전혀 밀리지 않아요. [pause]제가 보장하죠!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "그런 존재와 마주치고 살아남았다는 것 자체가 아주 강인하다는 증거지...", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player}은(는) 싸움에서 전혀 밀리지 않아요. [pause]제가 보장하죠!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player}은(는) 꽤 강해요.", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player}은(는) 용맹하게 싸운다오.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "순찰... 대장이요?", + "LEADER_IANTHE_INTRO_IANTHE5": "음, [pause]네 생각은 어때, {player}? 순찰대에 지원하고 싶어?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "지원한다고요?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "뭘 하면 되죠?", + "LEADER_IANTHE_INTRO_IANTHE6": "견습대원은 뉴위럴에 있는 순찰대장을 전부 만나서 그들의 시험을 통과해야 해.", + "CAPTAIN_ZEDD_POST_BATTLE1": "우와, 마지막 공격 때문에 잠이 좀 깬 것 같아. [pause]여기 네 보상이야.", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "잠을 충분히 자는 게 중요하지... 하지만 얼마나 자야 충분한 걸까? [pause]인류는 역사가 시작된 이래 줄곧 그 질문에 대한 답을 찾아 헤맸어.", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "안녕! [pause]너도 이제 우리처럼 순찰대장이라면서? [pause]정말 잘됐다!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "안녕! [pause]너도 이제 우리처럼 순찰대장이라면서? [pause]정말 잘됐다!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "안녕! [pause]나랑 쓰레기 분류하러 온 거야?", + "CAPTAIN_SKIP_INTRO3": "너희 이세계인들이 만든 온갖 [wave amp=30 freq=10]물건[/wave]이 여기로 떠밀려 오면, 내가 그걸 모아서 분류해.", + "CAPTAIN_READY_CHECK.n": "정말 {pawn} 대장과 싸울까?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "이안테 말로는 네가 싸움에 소질이 있다던데. 내 순찰대 시험을 치르러 온 거지?", + "CAPTAIN_SKIP_POST_REMATCH1": "어라... [pause]또 지다니!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "괜찮아! [pause]어차피 정리해야 할 쓰레기는 넘쳐나니까!", + "CAPTAIN_SKIP_PRE_REMATCH3": "좋아! [pause]이거 재밌겠는걸!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "기념으로 한 번 더 싸워볼까? 어때, [wave amp=30 freq=10]순찰대장[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "기념으로 한 번 더 싸워볼까? 어때, [wave amp=30 freq=10]순찰대장[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "건설 작업 때문에 공원을 조사하다가 찾은 희귀한 물질이야. 시청에서 멋진 물건으로 교환할 수 있어.", + "CAPTAIN_WALLACE_INTRO4": "난 항구촌의 순찰대장인 월러스야. [pause]뉴위럴의 모든 건설 작업을 감독하지.", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]어서 오세요, [pause]고객님. [pause]네오베이거스의 '파라오 엠포리엄\\'에 오신 것을 환영합니다![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]어서 오세요, [pause]고객님. [pause]네오베이거스의 '파라오 엠포리엄\\'에 오신 것을 환영합니다![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "아! [pause]당신이 순찰대장이라는 걸 깜빡하고 있었네요!", + "CAPTAIN_ZEDD_INTRO5": "고마워. 나 원 참, [wave amp=30 freq=10]순찰대장[/wave]이 눈 좀 붙이는 게 이렇게 어려워서야 되겠어?", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]이봐, 인간. 내가 너희 종족을 전부 동등하게 존중한다는 것 알고 있었어? 그리고 난 그 어떤 인간에게도 부정적인 감정을 품고 있지 않아. [pause]정말이야.[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]미안, [pause]또 인류를 향해 분노를 표출하려던 건 아니었어. [pause]내가 한 말 그냥 무시해.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]이봐, 인간. 내가 너희 종족을 전부 동등하게 존중한다는 것 알고 있었어? 그리고 난 그 어떤 인간에게도 부정적인 감정을 품고 있지 않아. [pause]정말이야.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]이봐, 인간. 내가 너희 종족을 전부 동등하게 존중한다는 것 알고 있었어? 그리고 난 그 어떤 인간에게도 부정적인 감정을 품고 있지 않아. [pause]정말이야.[/color]", + "CAPTAIN_SKIP_INTRO1": "이야, 이세계인들은 정말 [wave amp=30 freq=10]이것저것[/wave] 많이 만든다니까. 안 그래?", + "CAPTAIN_WALLACE_POST_REMATCH2": "네 전략의 토대가 탄탄하다는 걸 다시 한번 증명했구나!", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]자, 네가 딴 거야.[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]그 물질은 항구촌의 시청에서 교환할 수 있어. [pause]너희 인간들은 무의미한 잡동사니를 거래하는 걸 좋아하지...[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]내 전투 알고리즘의 약점을 전부 수정했어. [pause]네 패배는 통계적으로 기정사실이야![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "잠시만 기다려줘. 마지막으로 손볼 곳이...", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "보아하니 넌 자기 앞가림을 충분히 할 수 있는 것 같은데, 가입 신청을 해서 견습 순찰대원이 되는 건 어때?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "보아하니 넌 자기 앞가림을 충분히 할 수 있는 것 같은데, 가입 신청을 해서 견습 순찰대원이 되는 건 어때?", + "CAPTAIN_SKIP_INTRO4": "전자제품, 가구... 별의별 게 다 있다니까! [pause]전부 여기로 떠밀려 와서 유용하게 쓰이지!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "우와, 된통 당해버렸네. [pause]아무래도 내가 널 과소평가했던 것 같아, 이세계인!", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "괜찮아! [pause]어차피 정리해야 할 쓰레기는 넘쳐나니까!", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "이안테 말로는 네가 싸움에 소질이 있다던데. 내 순찰대 시험을 치르러 온 거지?", + "LEADER_IANTHE_INTRO_IANTHE7": "네가 몬스터 전투에 그렇게 [wave amp=30 freq=10]뛰어나다니[/wave], [pause]순찰대장들이 네 전투 실력을 시험하고 싶어 할 거야.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "아주 잘했어, 친구!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "[wave amp=30 freq=10]정말[/wave] 이곳에 온 지 얼마 안 됐구나.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "순찰대장은 누구죠?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "[wave amp=30 freq=10]정말[/wave] 이곳에 온 지 얼마 안 됐구나.", + "LEADER_IANTHE_INTRO_IANTHE9": "시험을 통과하는 견습대원은 케일리처럼 정식 순찰대원이 돼. 순찰대원은 해야 할 일이 많지만, 심각한 위험에 처할 일은 없지.", + "LEADER_IANTHE_INTRO_IANTHE8.n": "[wave amp=30 freq=10]정말[/wave] 이곳에 온 지 얼마 안 됐구나.", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "솔직히 말하면 이 날이 올 줄은 꿈에도 몰랐어.", + "LEADER_IANTHE_INTRO_IANTHE10": "나 같은 순찰대장은 [pause]순찰대의 전반적인 운영을 책임져. 항구촌의 공동체를 유지하려 애쓰고, 가장 위험한 상황은 우리가 도맡아 해결해야 하지.", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "이제 이해했어요!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "그러니까 순찰대장은 최고의 순찰대원인 거군요...", + "LEADER_IANTHE_INTRO_IANTHE11": "자, 이걸 받아.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "이거 도장 카드인가요...?", + "LEADER_IANTHE_INTRO_IANTHE12": "순찰대장의 시험을 통과하면 그 순찰대장이 카드에 도장을 찍어 줄 거야. [pause]도장을 전부 채우면 찾아와. 그러면 정식 순찰대원으로 승인해 줄게.", + "LEADER_IANTHE_INTRO_IANTHE16": "어쨌든, 난 이만 마을로 돌아가야겠어. 나한테 볼 일 있으면 우리 본부에 들러.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "다 모으면 커피를 공짜로 주나요?", + "LEADER_IANTHE_INTRO_IANTHE13": "모든 순찰대장은 저마다 자기만의 전략을 갈고닦았어. [pause]단순히 힘만 중요한 게 아니야. [pause]그때그때 적응해 가며 전투 방식을 바꿔야 할 거야.", + "LEADER_IANTHE_INTRO_IANTHE14": "할 수 있겠어, [pause]{player}?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "전 준비됐어요!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "전 준비됐어요!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "물론이죠!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "전 준비됐어요!", + "LEADER_IANTHE_INTRO_IANTHE15": "그렇게 나와야지.", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "자, 더 궁금한 거 있어?", + "LEADER_IANTHE_INTRO_IANTHE17": "위에 배의 반쪽이 박혀 있는 건물 몰라? [pause]딱 보면 알 거야.", + "LEADER_IANTHE_MENU": "안녕, {player}. 무슨 일이야?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "집으로 돌아가는 길을 찾았어요!", + "LEADER_IANTHE_MENU_CAPTAINS": "순찰대장들과의 훈련 말인데요...", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "순찰대장이 될 준비가 됐어요!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "순찰대장이 될 준비가 됐어요!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "순찰대장이 될 준비가 됐어요!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "융합 물질이 뭐죠?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "알겠어. 그러니까 밤의 다리라는 기차역이 있는데, 그곳에 마법의 거울 차원문이 있다는 거군. 기차역들은 거대한 대천사의 일부고...", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "원소 타입에 대해 알려주세요.", + "LEADER_IANTHE_MENU_FUSION": "융합에 대해 알려주세요.", + "LEADER_IANTHE_MENU_BYE": "그냥 인사하러 왔어요!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "그래? 하나도 빠짐없이 다 얘기해 줘.", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "말하자면 그렇죠.", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "그리고 여자 형상의 분신으로 활동하는 건물과, 그곳으로 가는 길을 찾는 걸 도와줄 말하는 도로게가 있다는 거지...", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "어... 네.", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "맞아요!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "헤. 비슷해요.", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "그렇소. 이해했다니 다행이구려.", + "LEADER_IANTHE_WAY_HOME_DOG4": "멍!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "너희니까 진지하게 받아들이는 거지. 지금 바로 그곳에 사람을 보낼게.", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}. 다른 사람이 그런 얘기를 했으면 어디 아픈 건 아닌가 걱정했을 거야!", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "물론 순찰대장들과 이런 일이 생길 가능성에 대해 얘기해 본 적은 있어. 온갖 돌발 상황에 대비해 계획을 다 세워놨거든...", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "제일 최근에 온 사람들은 당장 떠나고 싶어 할 거야. 물론 순찰대가 그 사람들을 \\\"밤의 다리\\\"로 안내할 거고.", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "이제 드디어 그 계획들을 추진할 수 있겠어.", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "당장 주민들이 대거 이탈하지는 않을 거야. 뉴위럴에는 언제나 순찰대가 해야 할 일이 있겠지.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "나와 순찰대장들은 남기로 결정한 사람들을 보호하기 위해 뉴위럴에 머무르기로 했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "하지만 항구촌 사람들 대부분은 이곳에서 오랜 시간을 보냈어. 반려자를 찾고 정착해서 가족을 꾸렸지...", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}. 네가 순찰대원이 되기 위해 훈련 중이라는 건 알지만, 훈련을 그만두고 떠난다 해도 원망하지는 않을게.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "나와 순찰대장들은 남기로 결정한 사람들을 보호하기 위해 뉴위럴에 머무르기로 했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "네게 순찰대장 자리를 제안하기는 했지만, 거절하고 떠난다 해도 원망하지는 않을게.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "나와 다른 순찰대장들은 남기로 결정한 사람들을 보호하기 위해 뉴위럴에 머무르기로 했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "네게 순찰대장 자리를 제안하기는 했지만, 거절하고 떠난다 해도 원망하지는 않을게.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "네게 순찰대장 자리를 제안하기는 했지만, 거절하고 떠난다 해도 원망하지는 않을게.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "순찰대장 자리에서 물러나 떠난다 해도 원망하지는 않을게.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "하지만 {player}, 넌 내가 아는 그 누구보다 이 날이 올 수 있도록 노력했어.", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "네가 어떻게 하든 나는 네 결정을 전적으로 지지할 거야.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "도장 카드는 다 채워왔어?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "긴급 사태가 발생하면 항상 [wave amp=30 freq=10]누군가는[/wave] 근처에 있도록 섬 곳곳에 순찰대장을 배치해놨어.", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "찾는 데 도움이 필요하면 이 근처의 다른 순찰대원에게 물어봐. 난 지금 좀 바쁘거든.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "여기 있어요!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "축하해, {player}. 넌 이제 정식으로 순찰대원이야!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "그 소문이 정말이었네! 여기 온 지 얼마 안 됐는데도 벌써 자신이 섬을 돌아다니며 그 어떤 장애물도 극복할 수 있다는 걸 증명했구나.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "네!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "축하해, {player}. 넌 이제 정식으로 순찰대원이야!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "미안하지만 특별한 기념 행사 같은 건 딱히 없어. [pause]야생 융합에 대처하기 위해 신입을 훈련하느라 너무 바쁘거든.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "축하해, {player}. 넌 이제 정식으로 순찰대원이야!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "잘됐다! 넌 그럴 자격이 있어, {player}!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "너 같은 사람이 훈련을 거들어주면 큰 도움이 될 거야. 순찰대장이 되고 싶다는 생각은 안 해봤어?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "멋지네. 네가 정식 순찰대원이 되다니 나도 기뻐.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "멋지네. 네가 정식 순찰대원이 되다니 나도 기뻐.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "멋지네. 네가 정식 순찰대원이 되다니 나도 기뻐.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "아주 잘했어, 친구!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "그대의 노력이 빛을 봤구려, 벗이여.", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "네겐 자격이 충분해!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "아주 잘했어, 친구!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "그대의 노력이 빛을 봤구려, 벗이여.", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "그대의 노력이 빛을 봤구려, 벗이여.", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "멍멍!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "기념으로 한 번 더 싸워볼까? 어때, [wave amp=30 freq=10]순찰대장[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "커피 마시고 잠 좀 깨야겠네...", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "안녕! [pause]너도 이제 우리처럼 순찰대장이라면서? [pause]정말 잘됐다!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "이번에도 보기 좋게 당해버렸네. 좋은 전투였어, 친구.", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "그럼 다음에 하지 뭐.", + "CAPTAIN_WALLACE_PRE_REMATCH2": "다시 대결하기에 딱 좋은 기회군! 안 그래?", + "CAPTAIN_SKIP_INTRO5": "한 세계의 쓰레기는 다른 세계의 보물이지... [pause]안 그래?", + "CAPTAIN_SKIP_POST_REMATCH5": "다음에는 또 어떤 물건을 찾을지 모르잖아!", + "CAPTAIN_ZEDD_INTRO4": "저기 뛰어다니는 총알사우루스들 때문에 여기서는 \\\"명상\\\"하기 힘들더라고. 혹시 네가 좀 [wave amp=30 freq=10]해결해 줄 수는 없을까?[/wave]", + "CAPTAIN_ZEDD_INTRO2": "뭐...? [pause]잤냐고? [pause]아니, 전혀! 난... 그러니까... 명상 중이었어. 그나저나 내 이름은 제드야.", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "너 그동안 운동 좀 했구나? 저번보다도 강해진 걸 보니 그런 것 같네!", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]안녕하십니까[/wave], [pause]지금 여러분은 [wave amp=30 freq=10]온[/wave] 뉴위럴에서 들으실 수 있는 연중무휴 24시간 방송, 시빌 라디오와 함께하고 계십니다!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "게스트 분과 함께 생방송 인터뷰를 진행하고는 싶지만, 아직 [wave amp=30 freq=10]필수 서류[/wave]에 서명하지 않으셨네요! [pause]정말 아쉽게 되었네요, 청취자 여러분!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "게스트 분과 함께 생방송 인터뷰를 진행하고는 싶지만, 아직 [wave amp=30 freq=10]필수 서류[/wave]에 서명하지 않으셨네요! [pause]정말 아쉽게 되었네요, 청취자 여러분!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "서해안 지역에서 새로운 견습대원 {player} 씨와 함께하고 있습니다!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "업계 뒷소문에 따르면, {player} 씨는 [wave amp=30 freq=10]몬스터 전투[/wave]에 특출한 재능이 있으시다고 하는데요!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "서해안 지역에서 새로운 견습대원 {player} 씨와 함께하고 있습니다!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "어떻습니까, 신입 씨? [pause]우리 청취자 분들께 [wave amp=30 freq=10]오디오 전장 체험[/wave]을 선사해드릴까요?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "서해안 지역에서 새로운 견습대원 {player} 씨와 함께하고 있습니다!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "어떻습니까, 신입 씨? [pause]우리 청취자 분들께 [wave amp=30 freq=10]오디오 전장 체험[/wave]을 선사해드릴까요?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "업계 뒷소문에 따르면, {player} 씨는 [wave amp=30 freq=10]몬스터 전투[/wave]에 특출한 재능이 있으시다고 하는데요!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "어떻습니까, 신입 씨? [pause]우리 청취자 분들께 [wave amp=30 freq=10]오디오 전장 체험[/wave]을 선사해드릴까요?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "업계 뒷소문에 따르면, {player} 씨는 [wave amp=30 freq=10]몬스터 전투[/wave]에 특출한 재능이 있으시다고 하는데요!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "좋습니다! [pause]안전띠 꽉 매세요, 청취자 여러분! 진짜 매시지는 말고요! [wave amp=30 freq=10]현장에서 단독으로 보도해 드립니다![/wave]", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "그러면 다음 기회를 기약하죠, 청취자 여러분!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "전투의 열기가 한창 달아오르고 있습니다! [pause]과연 이 진행자가 승리할까요? 아니면 우리 당돌한 도전자에게 승리가 돌아갈까요? [pause]볼륨 높이세요!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]우와, 멋진 공연이었어. 청취자들이 열광하던걸![/wave] [pause]그리고 여기 네 공연비야!", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "전투의 열기가 한창 달아오르고 있습니다! [pause]과연 이 진행자가 승리할까요? 아니면 우리 당돌한 도전자에게 승리가 돌아갈까요? [pause]볼륨 높이세요!", + "CAPTAIN_CYBIL_POST_REWARD1": "...", + "CAPTAIN_CYBIL_POST_REWARD2": "난 원래 촉망받는 라디오 진행자였어. [pause]하지만 이곳에 온 이후로는 예전 같지 않아.", + "CAPTAIN_CYBIL_POST_REWARD4": "그러면 사람들이 와서 우릴 전부 구조해 줄지도 모르잖아.", + "CAPTAIN_CYBIL_POST_REWARD5.f": "...우울한 얘기는 그만 하자고! [pause]아주 잘 싸웠어. 넌 아주 미래가 창창해 보이네!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "...우울한 얘기는 그만 하자고! [pause]아주 잘 싸웠어. 넌 아주 미래가 창창해 보이네!", + "CAPTAIN_CYBIL_POST_REWARD3": "그래도 계속 하려고. [pause]난 매일 온 뉴위럴에 방송을 내보내면서, [pause]어떻게든 [pause]이 섬 바깥의 누군가에게 신호가 닿기를 빌어.", + "CAPTAIN_CYBIL_POST_REWARD5.n": "...우울한 얘기는 그만 하자고! [pause]아주 잘 싸웠어. 넌 아주 미래가 창창해 보이네!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]안녕[/wave], [pause]우리 인기 게스트를 다시 만나니 참 반갑네!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]안녕[/wave], [pause]우리 인기 게스트를 다시 만나니 참 반갑네!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "우와, [pause]우리 청취자 분들께 놀라운 소식을 전해드리겠습니다!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]안녕[/wave], [pause]우리 인기 게스트를 다시 만나니 참 반갑네!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "...[pause]들러줘서 고마워. [pause]나한테는 큰 의미가 있어.", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "정말 멋진 공연이었어! [pause]활약이 눈부시던걸.", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "최근 진급한 {player} 순찰대장이 스튜디오에 깜짝 방문해주셨네요!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "최근 진급한 {player} 순찰대장이 스튜디오에 깜짝 방문해주셨네요!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "청취자들이 네 두 번째 공연을 듣고 싶어서 아주 [wave amp=30 freq=10]난리야[/wave]! [pause]한 번 더 싸워볼래?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "청취자들이 네 두 번째 공연을 듣고 싶어서 아주 [wave amp=30 freq=10]난리야[/wave]! [pause]한 번 더 싸워볼래?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "최근 진급한 {player} 순찰대장이 스튜디오에 깜짝 방문해주셨네요!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]좋아[/wave]! 안전띠 매고, 테이블 올리고, 좌석을 똑바로 세워주세요! [pause]쇼를 시작하겠습니다!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "청취자들이 네 두 번째 공연을 듣고 싶어서 아주 [wave amp=30 freq=10]난리야[/wave]! [pause]한 번 더 싸워볼래?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "정말 멋진 공연이었어! [pause]활약이 눈부시던걸.", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "그러면 다음 기회를 기약하죠, 청취자 여러분!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "...[pause]들러줘서 고마워. [pause]나한테는 큰 의미가 있어.", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "...[pause]들러줘서 고마워. [pause]나한테는 큰 의미가 있어.", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]다음에 또 보자, 순찰대장![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]다음에 또 보자, 순찰대장![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]다음에 또 보자, 순찰대장![/wave]", + "CAPTAIN_CODEY_INTRO2": "사람들은 날 코디라고 불러. [pause]예전에 코딩을 했거든. 음, 정확하게 말하면 코드를 [wave amp=30 freq=10]해독[/wave]했지.", + "CAPTAIN_CODEY_INTRO1": "날 만나려고 정말 먼 길을 왔네.", + "CAPTAIN_CODEY_INTRO3": "머리만 충분히 좋으면 하면, 정보 공간에 있는 건 뭐든 해킹할 수 있어. [pause]웹사이트, 게임, 정부 서버...", + "CAPTAIN_CODEY_INTRO4": "정부 서버를 해킹한 것 때문에 곤경에 처한 적도 있지만 말이야.", + "CAPTAIN_CODEY_INTRO5": "하지만 이곳 뉴위럴은... [pause]인터넷이 없어. 정말 말도 안 된다니까.", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "안타깝지만 순찰대에 견습대원으로 가입하지 않으면 내 작업물을 보여 줄 수 없어. [pause]아쉽게 됐네.", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "안타깝지만 순찰대에 견습대원으로 가입하지 않으면 내 작업물을 보여 줄 수 없어. [pause]아쉽게 됐네.", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "계속 말장난해서 미안해. 버릇이야.", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "자, 여기 네 보상이야.", + "CAPTAIN_JUDAS_PRE_REMATCH2": "좋아. [pause]이번에는 전략적 관찰을 통해 내 승산을 극대화했어.", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "네가 우리 순찰대장 중 한 명이라는 정보를 입수했다. [pause]아주 잘했다. [pause]재대결하러 온 거냐?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]나같은 깡통도 카세트 테이프를 쓸 수 있을 줄은 몰랐지? [pause]게다가 알고 보니 내 메모리 뱅크에 있는 도박 데이터가 전략을 세울 때 꽤 유용하더라고.[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]어쨌든, 난 클리-5야. [pause]이곳 뉴위럴의 순찰대장 중 한 명이지.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]달갑지는 않지만, 내가 진심으로 인정하는 인간 데이터베이스에 널 추가할게. [pause]아주 작은 데이터베이스야.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]내 블러핑을 꿰뚫어 봤네. [pause]감탄했어. 화난 건 [wave amp=30 freq=10]절대[/wave] 아니야.[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]미안, 공격적으로 말하려던 건 아닌데. [pause]이안테 말로는 인류를 향한 내 과거의 분개심을 더 건강한 방법으로 해소해야 한대.[/color]", + "CAPTAIN_DREADFUL_INTRO4": "물론, [pause]마을이 불탔을 때 그 이야기도 전부 사라졌어. [pause]사람과 물건을 가리지 않고 이곳에 있던 모든 게 불길에 휩싸였지. [pause]당시 꼬맹이었던 나만 빼고 말이야.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "그게 전부 실화는 아닐 텐데요...", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "죽음을 속이는 자요...?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "그것참 이상한 별명이네요.", + "CAPTAIN_DREADFUL_INTRO6": "항구촌 사람들의 종교관은 다양하지만, 다들 동의하는 게 한 가지 있어. 우리 [wave amp=30 freq=10]모두[/wave] 언젠가는 골로 갈 운명이라는 거지.", + "CAPTAIN_DREADFUL_INTRO7": "하지만 내가 보기엔 상상력이 부족한 것 같아. [pause]죽음은 끝이 아니야... [wave amp=30 freq=10]비전의 지식[/wave]을 알고 있다면 말이지.", + "CAPTAIN_DREADFUL_POST_REWARD1": "명심해, 견습대원. [pause]삶이 너 하기 나름이라면, 죽음도 마찬가지야!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "직접 보여 줄 수는 있지만, 난 등록된 순찰대원이나 견습대원이랑만 싸워서 말이야. [pause]내 개인적인 원칙이랄까? 미안해, 친구.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "준비됐으면 직접 보여 줄게. [pause]네가 이번에 들어온 견습대원이지? 싸워서 네 실력을 증명하고 싶어?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "그럼 어디 붙어보자! [pause]내가 순찰대장이라서 봐줄 거라 생각한다면 [shake rate=30 level=10]깜짝 놀라게 될 거야![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "준비됐으면 직접 보여 줄게. [pause]네가 이번에 들어온 견습대원이지? 싸워서 네 실력을 증명하고 싶어?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "싸우기 싫다고? [pause]괜찮아, 상관없어!", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "준비됐으면 직접 보여 줄게. [pause]네가 이번에 들어온 견습대원이지? 싸워서 네 실력을 증명하고 싶어?", + "CAPTAIN_GLADIOLA_INTRO4": "이 세계에서는 그림자에도 발톱이 달려있지. 내 일은 [wave amp=30 freq=10]그 그림자들을 몰아내는 거다.[/wave]", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "무슨 말인지 전혀 못 알아듣겠는데요...", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "하지만 순찰대가 아닌 외부인에게는 더 말해 줄 수가 없다. [pause]만약 순찰대에 가입하게 되면 그때 다시 얘기하지.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "...그렇군요.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "자, 내 순찰대장 시험을 치르러 온 거냐? [pause]자신 있다면 얼마든지 내 검을 마주해 봐라.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "자, 내 순찰대장 시험을 치르러 온 거냐? [pause]자신 있다면 얼마든지 내 검을 마주해 봐라.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "자, 내 순찰대장 시험을 치르러 온 거냐? [pause]자신 있다면 얼마든지 내 검을 마주해 봐라.", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "네 그 곱상한 얼굴에 칼자국이 나지는 않기를 바라자고.", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "현명한 선택이다.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "놀랍군. [pause]네가 별것 아니라고 생각했는데, 보기보다는 날카로운 검이었군. 넌 승리할 자격이 있다.", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "날 그렇게 쉽게 쓰러뜨릴 수는 없다!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "이제 난 마저 임무를 수행하러 가야겠어. [pause]물론 어떤 조사를 하고 있는지는 비밀로 하기로 맹세했기 때문에 말해줄 수 없어. 기분 상하지는 마.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "놀랍군. [pause]네가 별것 아니라고 생각했는데, 보기보다는 날카로운 검이었군. 넌 승리할 자격이 있다.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "놀랍군. [pause]네가 별것 아니라고 생각했는데, 보기보다는 날카로운 검이었군. 넌 승리할 자격이 있다.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "네가 순찰대장이 됐다고 하더군. 나랑 한 번 더 기술을 갈고닦고 싶나?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "내가 순찰대에서 정확히 무슨 일을 하는지는 극비 사항이라 공개할 수 없다. 모르는 게 약이야.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "변함없이 날렵하군. 자네의 노력을 칭찬하지 않을 수가 없겠어, 순찰대장.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "좋다! [pause]검을 들어라, 순찰대장.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "네가 순찰대장이 됐다고 하더군. 나랑 한 번 더 기술을 갈고닦고 싶나?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "좋다! [pause]검을 들어라, 순찰대장.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "네가 순찰대장이 됐다고 하더군. 나랑 한 번 더 기술을 갈고닦고 싶나?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "좋다! [pause]검을 들어라, 순찰대장.", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "현명한 선택이다.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "변함없이 날렵하군. 자네의 노력을 칭찬하지 않을 수가 없겠어, 순찰대장.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "변함없이 날렵하군. 자네의 노력을 칭찬하지 않을 수가 없겠어, 순찰대장.", + "CAPTAIN_HEATHER_INTRO2": "습도는 오르락내리락할 예정이고요, 강수 확률은... [pause] 저도 몰라요!", + "CAPTAIN_HEATHER_INTRO3": "저 같은 기상학자에게 뉴위럴의 기후는 풀리지 않는 수수께끼죠!", + "CAPTAIN_HEATHER_LAST_LEGS1": "바람이 저한테 유리하게 바뀌고 있네요!", + "CAPTAIN_HEATHER_PRE_BATTLE1": "당신 견습 순찰대원 맞죠? [pause]폭풍을 이겨낼 수 있을 것 같나요? 그러면 제 순찰대 시험을 치르지 그래요?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "어쩔 수 없네요. 다음번에는 [wave amp=30 freq=10]폭풍과 마주할[/wave] 준비가 되어 있으실지도 모르죠!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "아주 좋아요! [pause]일기예보를 다시 전해드립니다. 이제 [shake rate=30 level=10]폭풍 같은 공세[/shake]와 [shake rate=30 level=10]회오리 같은 승리[/shake]가 예측됩니다!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]안녕하세요, 기상 캐스터 헤더입니다![/wave] [pause]오늘의 날씨는 항상 그렇듯 예측 불가입니다!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "어... [pause]제 순찰대 시험을 치르려면 우선 순찰대에 등록해야 해요.", + "MEREDITH_ROMANCE_MEREDITH4": "[wave amp=30 freq=30]네[/wave]가 [wave amp=30 freq=30]날[/wave] 왜 좋아하는지는 모르겠지만, [pause]난 네가 좋아.", + "MEREDITH_ROMANCE_MEREDITH5": "하지만 우린 지금 이 세계를 떠나려고 하잖아...", + "MEREDITH_ROMANCE_MEREDITH6.m": "우리가 성공하면 헤어지게 될지도 모른다고. [pause]너는... [pause]그래도 괜찮아?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "악의 세력을 무찌를 준비 됐어?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "그래.", + "MEREDITH_ROMANCE_MEREDITH6.f": "우리가 성공하면 헤어지게 될지도 모른다고. [pause]너는... [pause]그래도 괜찮아?", + "MEREDITH_ROMANCE_MEREDITH6.n": "우리가 성공하면 헤어지게 될지도 모른다고. [pause]너는... [pause]그래도 괜찮아?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "그런 것 같아.", + "MEREDITH_ROMANCE_MEREDITH7": "에라, 모르겠다. [pause]안 될 것 없지.", + "MEREDITH_ROMANCE_MEREDITH8.m": "내가 진지한 연애를 하다니. [pause]말로 하면 어색하지만... [pause]느낌은 좋아.", + "MEREDITH_ROMANCE_MEREDITH8.f": "내가 진지한 연애를 하다니. [pause]말로 하면 어색하지만... [pause]느낌은 좋아.", + "MEREDITH_ROMANCE_MEREDITH8.n": "내가 진지한 연애를 하다니. [pause]말로 하면 어색하지만... [pause]느낌은 좋아.", + "MEREDITH_ROMANCE_MEREDITH9": "난 예전부터 항상 누군가와 연애를 하기 전에 내 자신에 더 만족해야 한다고 자신을 설득하는 게 마음이 편했어. [pause]하지만 사실은...", + "MEREDITH_ROMANCE_MEREDITH11": "하지만 너는 날 행복하게 해. [pause]그리고 네가 있을 때 더 완전해지는 느낌이야.", + "MEREDITH_ROMANCE_MEREDITH10": "난 앞으로도 영영 자신에 대해 확신이 없을지도 몰라. [pause]절대 '완벽한 나\\'가 되는 못할 거라고.", + "MEREDITH_ROMANCE_MEREDITH12": "가, 감정적인 이야기는 여기까지야. [pause]아, 그리고 나 애교 못 부려.", + "MEREDITH_ROMANCE_MEREDITH13.m": "그리고 내가 \\\"자기\\\"라고 부를 거라 기대한다면, [pause]아주 큰 오산이야.", + "MEREDITH_ROMANCE_MEREDITH13.n": "그리고 내가 \\\"자기\\\"라고 부를 거라 기대한다면, [pause]아주 큰 오산이야.", + "MEREDITH_ROMANCE_MEREDITH13.f": "그리고 내가 \\\"자기\\\"라고 부를 거라 기대한다면, [pause]아주 큰 오산이야.", + "EUGENE_QUEST2_PART1_EUGENE1": "순찰하던 괴물 녀석에게서 창문 열쇠를 슬쩍 했어.", + "EUGENE_QUEST1_PART1_EUGENE1": "와줘서 고마워!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "악의 세력을 무찌를 준비 됐어?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "악의 세력을 무찌를 준비 됐어?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "그래!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "알겠어. 준비되면 알려줘. 난 계속 상황을 파악하고 있을게.", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "지금은 안 돼.", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]끝내주는군![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "알겠어. 준비되면 알려줘. 난 계속 상황을 파악하고 있을게.", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "알겠어. 준비되면 알려줘. 난 계속 상황을 파악하고 있을게.", + "EUGENE_QUEST1_PART1_EUGENE4": "좋아, [pause]저기 있는 건물 보여?", + "EUGENE_QUEST1_PART1_EUGENE5": "저기가 놈들의 거점이야. [pause]그 인간도 아닌 기생충들이 세상을 정복할 음모를 꾸미는 곳이지.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "별로 대단해 보이지 않는데.", + "EUGENE_QUEST1_PART1_EUGENE8": "이런 거점이 여기저기에 있어. 돌아다니면서 봤을지도 모르겠네. 앞문은 잠가놓지만, 지붕의 창문으로 들어가면 돼.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "그래, 평범해 보이지?", + "EUGENE_QUEST1_PART1_EUGENE6": "겉모습을 믿으면 안 되는 법이야, [pause]친구.", + "EUGENE_QUEST1_PART1_EUGENE7": "내가 온 세계도 한때 놈들에게 시달렸지만, 우린 맞서 싸웠어. [pause]그리고 이겼지.", + "EUGENE_QUEST1_PART1_EUGENE9": "여기서 활강해 봐. 내가 옆에 있을 테니 걱정하지 말고.", + "EUGENE_QUEST2_PART1_EUGENE2.m": "저기로 들어가서 놈들을 쓸어버리는 거야. 준비됐어?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "언제든지!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "저기로 들어가서 놈들을 쓸어버리는 거야. 준비됐어?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "저기로 들어가서 놈들을 쓸어버리는 거야. 준비됐어?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]협의회 본부에서 우리 상사와 얘기해보는 건 어때?[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "좋아, 해보자!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]그러면 서로에게 이득이 되는 합의점을 찾을 수 있을지도 모르지. 위치를 알려줄게.[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "놈들을 완전히 끝장낼 기회야!", + "EUGENE_QUEST4_PART1_EUGENE3": "어서 가자! 낭비할 시간은 없어!", + "EUGENE_QUEST4_PART1_EUGENE1": "투기단한테 본거지가 있다고?!", + "EUGENE_QUEST5_PART1_EUGENE1": "여기가 투기단 본부라고 했는데...", + "EUGENE_QUEST5_PART1_EUGENE2": "좋아. [pause]우리의 [shake rate=30 level=10]불타는 결의[/shake] 앞에 놈들은 상대가 안 돼!", + "EUGENE_QUEST5_PART1_EUGENE3": "...", + "EUGENE_QUEST5_PART1_EUGENE4": "그런데 입구는 대체 어디지?", + "EUGENE_QUEST5_PART1_EUGENE5": "...", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]변동금리 주택 담보 대출...[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "입구를 찾은 것 같아.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]지분 증가...[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]변동 시장 자본화율...[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "회의에 참석해줘서 고맙군. 협조해줘서 고맙다.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]자본 증식...[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "대천사가 왜 [shake rate=30 level=10]부동산 시장[/shake]을 장악하려는 거지?!", + "EUGENE_QUEST5_PART2_EUGENE2": "네가 배후인 거냐?", + "EUGENE_QUEST5_PART2_EUGENE5": "...", + "EUGENE_QUEST5_PART2_MAMMON4": "우리 일족은 인간의 자아로부터 태어났다. 너희들의 가장 강렬한 욕망이 우리를 만들었지.\\n\\n나는 인류의 소비에 바치는 헌사로서 존재한다.\\n\\n내가 질서를 원하는 것은 너희가 원하기 때문이요, 내가 건물을 갈망하는 것은 너희가 갈망하기 때문이다.", + "EUGENE_QUEST5_PART2_EUGENE7": "넌 나에 대해 아무것도 몰라.", + "EUGENE_QUEST5_PART2_EUGENE10": "나는...", + "EUGENE_QUEST5_PART2_MAMMON6": "나는 네가 원하는 걸 원한다, 인간 유진. 네 마음이 읽히는구나.", + "EUGENE_QUEST5_PART2_MAMMON8": "나는 인간 유진과 공감한다.\\n\\n인간 유진은 자신의 대의 외에는 전부 가치가 없다고 여긴다.", + "EUGENE_QUEST5_PART2_MAMMON9": "대의가 없으면 인간 유진은 아무것도 아니다.\\n\\n내 부하들처럼 텅 빈 껍데기지.", + "EUGENE_QUEST5_PART2_EUGENE11": "그건... [pause]사실이 아니야...", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "저 녀석 말 듣지 마, 유진!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "그렇지 않아!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]그만![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "넌 내 의지를 꺾지 못해! [pause]너희 종족은 그것밖에 할 줄 모르지!", + "EUGENE_QUEST5_PART2_EUGENE15": "웬 거물이 와서 약자에게서 모든 것을 빼앗으려 하고...", + "EUGENE_QUEST5_PART2_EUGENE13": "더는 듣지 않을 거야!", + "EUGENE_QUEST5_PART2_EUGENE16": "그래서 약자가 맞서 싸우면, [pause]제 분수를 알라는 말이나 듣기 마련이지. [pause]안 그래?!", + "EUGENE_QUEST5_PART2_EUGENE17": "그래서 아무것도 하지 않으면... [pause]상황은 악화될 뿐이고!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]매번 [pause]그런 [pause]식이지![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", + "EUGENE_QUEST5_PART2_EUGENE20": "이 쓰레기 더미 불태워버리고 싶어?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "내 의지를 꺾을 수는 없어...", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "당연하지.", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "그러자.", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "그리고 {player}도 그렇게 쉽게 막을 수는 없을 거야!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "무너지고 있어. 어서 나가야 해!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "허허! 아주 멋진 기업을 운영하고 계시군요, 맘몬 씨!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "우리가 함께 널 상대하겠어. 그리고 [shake rate=30 level=10]우리가 이길 거야[/shake]!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "부하 직원들을 잘 활용하시는 것 같군요. 그건 아주 귀중한 능력이죠!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "여길 벗어나게 도와드리겠습니다.", + "EUGENE_QUEST5_PART3_EUGENE1": "투기단 녀석들은 전부 도망쳤나 봐... [pause]회사가 폐업했는데 이제 뭘 하려나?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "그래?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "이야, 우리 [wave amp=30 freq=10]융합[/wave]했던 거 정말 멋졌어.", + "EUGENE_QUEST5_PART3_EUGENE2.m": "이야, 우리 [wave amp=30 freq=10]융합[/wave]했던 거 정말 멋졌어.", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "맞아, 멋졌지?", + "EUGENE_QUEST5_PART3_EUGENE2.n": "이야, 우리 [wave amp=30 freq=10]융합[/wave]했던 거 정말 멋졌어.", + "EUGENE_QUEST5_PART3_EUGENE3": "그래! [pause]완전 아드레날린이 뿜어져 나오는 것 같았어. 그리고 내 의지는 물론 네 의지도 느껴졌고. [wave amp=30 freq=10]대천사[/wave]조차 우릴 막을 수는 없었어!", + "EUGENE_QUEST5_PART3_EUGENE4": "지금껏 투기단의 배후에는 대천사가 있었구나. 흠...", + "EUGENE_QUEST5_PART3_EUGENE5": "그 대천사가 한 말... [pause]그게 진짜면 어떡하지?", + "EUGENE_QUEST5_PART3_EUGENE6": "난 항상 대의를 위해 싸우는데, 그 대의가 없다면... [pause]난 그저 텅 빈 껍데기일지도 몰라.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "이 섬에서 나갈 방법을 찾았어.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "네가 실패했다고 생각하지 않아.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "그렇게 생각하지 마.", + "EUGENE_QUEST5_PART3_EUGENE7": "...", + "EUGENE_QUEST5_PART3_EUGENE8.f": "헤. [pause]고마워.", + "EUGENE_QUEST5_PART3_EUGENE8.m": "헤. [pause]고마워.", + "EUGENE_QUEST5_PART3_EUGENE8.n": "헤. [pause]고마워.", + "EUGENE_QUEST5_PART3_EUGENE9": "그나저나, [pause]넌 무엇을 위해 그렇게 행동하는 거야?", + "EUGENE_QUEST5_PART3_EUGENE10": "그러니까, [pause]넌 왜 이곳저곳을 돌아다니면서 [pause]사람들을 돕고 [pause]몬스터와 싸우고 그러는 거냐고.", + "EUGENE_QUEST5_PART3_EUGENE15": "난 아무래도 가만히 있을 체질이 [wave amp=30 freq=30]아닌가 봐[/wave].", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "원래 세계로 돌아갈 방법을 찾을 거야.", + "EUGENE_QUEST5_PART3_EUGENE11": "흠. 불가능할 것 같은데.", + "EUGENE_QUEST5_PART3_EUGENE12": "나도 도울게.", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "정말?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "그렇게 쉽게?", + "EUGENE_QUEST5_PART3_EUGENE13": "그렇게 쉽게!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "무슨 뜻이야?", + "EUGENE_QUEST5_PART3_EUGENE14": "투기단의 음모는 막았지만, 그저 가만히 빈둥거리고 싶지는 않아.", + "EUGENE_QUEST5_PART3_EUGENE16": "내겐 이루기 위해 노력할 [wave amp=30 freq=30]목표[/wave]가 필요해.", + "EUGENE_QUEST5_PART3_EUGENE17": "그러니까 해보자고. [pause]그걸 내 새로운 목표로 삼겠어.", + "EUGENE_QUEST5_PART3_EUGENE18": "나도 도울게.", + "EUGENE_CONVO1_EUGENE1": "사실, [pause]우리가 한 것처럼 투기단을 상대하는 건...", + "EUGENE_CONVO1_EUGENE3": "하지만 그건 옳은 일이었어. [pause]놈들의 \\\"사업 계획\\\"은 사람들의 인생을 망쳤을 거라고.", + "EUGENE_CONVO1_EUGENE2": "다른 세계에서는 아마 불법일 거야. [pause]그렇지?", + "EUGENE_CONVO2_EUGENE1": "이제 곧 운동을 다시 시작해야겠어. [pause]세상을 구하려면 내 몸부터 최상의 상태로 만들어야지!", + "EUGENE_CONVO1_EUGENE4": "\\\"법\\\"과 \\\"진정한 정의\\\" 사이에는 큰 차이가 있나 봐. [pause]그렇지?", + "EUGENE_CONVO2_EUGENE2": "언젠가 아령이 해변에 떠밀려 오면 좋을 텐데...", + "EUGENE_CONVO3_EUGENE1": "처음에는 조금 이상하다고 생각했어. [pause]그러니까... [pause]뉴위럴에 있는 옷이 다 복고풍인 게 말이야.", + "EUGENE_CONVO3_EUGENE2": "전부 그 구닥다리 백화점에서 나온 거잖아.", + "EUGENE_CONVO3_EUGENE3": "하지만 요즘 그 패션이 마음에 들더라고. [pause]이 분홍색 재킷을 원래 세계로 가져갈 수 있으면 좋을 텐데...", + "EUGENE_CONVO4_EUGENE1.m": "너... [pause]그렇게 불가에 앉아있는 모습이 참 멋지다.", + "EUGENE_CONVO4_EUGENE2": "카메라가 있었다면 사진을 찍어줬을 텐데. [pause]없어서 아쉽네. [pause]그렇지?", + "EUGENE_CONVO4_EUGENE1.n": "너... [pause]그렇게 불가에 앉아있는 모습이 참 멋지다.", + "EUGENE_CONVO4_EUGENE1.f": "너... [pause]그렇게 불가에 앉아있는 모습이 참 멋지다.", + "EUGENE_CONVO5_EUGENE2": "사실, [pause]너한테 잘 어울리는 것 같아!", + "EUGENE_CONVO5_EUGENE1": "{first_tape_name} 형태는 마음에 들어?", + "EUGENE_CONVO6_EUGENE2": "정말 끝내주는 불이네. [pause]잘했어, {player}.", + "EUGENE_CONVO5_EUGENE4": "마음에 들어.", + "EUGENE_CONVO5_EUGENE3": "뉴위럴 사람들을 지키기 위해 {first_tape_description}의 형태로 변신하다니!", + "EUGENE_CONVO6_EUGENE1": "내가 만드는 걸 거든 모닥불 중에 이건... [pause]음... [pause]열 손가락 안에 들 거야.", + "EUGENE_CONVO7_EUGENE4": "난 이게 꿈이 아니길 빌어. [pause]원래 세계로 돌아가자마자 금세 잊어버리지는 않기를 말이야.", + "EUGENE_CONVO10_EUGENE4": "난 원래 연애에 좀 젬병이야. [pause]다른 사람의 감정을 파악하는 것보다 대천사와 싸우는 게 더 쉽다고.", + "EUGENE_CONVO7_EUGENE2": "나는... [pause]이게 전부 진짜면 좋겠어.", + "EUGENE_CONVO7_EUGENE1.n": "원래 세계로 돌아가면 어떤 삶을 살게 될지 자주 생각하는 편이야?", + "EUGENE_CONVO7_EUGENE1.m": "원래 세계로 돌아가면 어떤 삶을 살게 될지 자주 생각하는 편이야?", + "EUGENE_CONVO7_EUGENE3": "너도 그런 생각 해본 적 있지? [pause]아니야?", + "EUGENE_CONVO8_EUGENE1": "옛날 사람들은 음악 듣자고 이런 플라스틱 카세트를 가지고 다녀야 했구나. [pause]흠.", + "EUGENE_CONVO7_EUGENE1.f": "원래 세계로 돌아가면 어떤 삶을 살게 될지 자주 생각하는 편이야?", + "EUGENE_CONVO7_EUGENE5": "널 잊고 싶지 않아, {player}.", + "EUGENE_CONVO8_EUGENE3": "...", + "EUGENE_CONVO8_EUGENE2": "꽤 옛날 기술이니까, 아마 카세트 테이프 하나에는 몇 천 곡밖에 안 들어가겠지.", + "EUGENE_CONVO8_EUGENE4": "뭐야, [pause]왜 그런 눈으로 쳐다 봐?! [pause]내 말이 틀리기라도 했어?!", + "EUGENE_CONVO9_EUGENE2": "몬스터로 변신할 수 있으면 우리가 [wave amp=30 freq=10]상상도 못한[/wave] 방식으로 사회의 더 많은 사람들에게 힘을 줄 수 있을 거야!", + "EUGENE_CONVO9_EUGENE1": "이 섬을 떠나게 되면 이 카세트 기술을 가져가고 싶어.", + "EUGENE_CONVO9_EUGENE3": "재빠른 몬스터로 변신해서 식료품을 배달하거나... [pause]물 몬스터로 변신해서 산불을 끌 수 있다고 상상해 봐.", + "EUGENE_CONVO10_EUGENE1.n": "있지... [pause]널 만나서 정말 다행이야, {player}.", + "EUGENE_CONVO9_EUGENE4": "얘기만 해도 너무 기대돼!", + "EUGENE_CONVO10_EUGENE2": "...", + "EUGENE_CONVO10_EUGENE1.f": "있지... [pause]널 만나서 정말 다행이야, {player}.", + "EUGENE_CONVO10_EUGENE1.m": "있지... [pause]널 만나서 정말 다행이야, {player}.", + "EUGENE_CONVO10_EUGENE3.m": "이야, [pause]이 마법의 섬에서 귀여운 남자친구를 사귀었다니, 아무도 안 믿을 거야. [pause]그렇지?", + "EUGENE_CONVO10_EUGENE3.f": "이야, [pause]이 마법의 섬에서 귀여운 여자친구를 사귀었다니, 아무도 안 믿을 거야. [pause]그렇지?", + "EUGENE_CONVO10_EUGENE3.n": "이야, [pause]이 마법의 섬에서 귀여운 상대와 사귀었다니, 아무도 안 믿을 거야. [pause]그렇지?", + "EUGENE_CONVO10_EUGENE5": "바뀌려고 노력해야겠지...", + "EUGENE_CONVO11_EUGENE6": "음, [pause]그 새 세상은 예전 세상의 잿더미 위에 세워졌어.", + "EUGENE_CONVO11_EUGENE1": "너는... [pause]원래 세계로 안 돌아가는 건 어떨지 생각해 봤어, {player}?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "왜 안 돌아가겠어?", + "EUGENE_CONVO11_EUGENE2": "그러니까... [pause]우리는 원래 세계의 같은 시간대에서 온 게 아니잖아.", + "EUGENE_CONVO11_EUGENE3": "우린 서로 다른 세계에서 왔지만, 두 세계는 아마 꽤 비슷하겠지.", + "EUGENE_CONVO11_EUGENE4": "그러니까, 너희 세계의 미래가 우리 세계의 역사일지도 모르잖아. [pause]만약 그렇다면 장기적으로 봤을 때 네 삶은 그다지 순탄하지 않을 수도 있어.", + "EUGENE_CONVO11_EUGENE4_OPTION1": "그게 무슨 소리야?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "네 세계의 과거에는 무슨 일이 벌어졌는데?", + "EUGENE_CONVO11_EUGENE5": "내 세계의 사람들이 새롭고 더 나은 세상을 만들었다고 말해 준 적 있었지?", + "EUGENE_CONVO11_EUGENE7": "나는 그 여파가 가신 후에 태어났지만, 그 시기에 살았던 사람들은... [pause]다들 마음 속에 짐을 안고 살아가는 것 같아.", + "EUGENE_CONVO11_EUGENE8": "잃어버린 것에 대한 기억뿐만이 아니라, 자신이 어떤 사람이 되어야 했는지에 대한 기억도 말이야.", + "EUGENE_CONVO11_EUGENE9": "네가 원래 세계로 돌아가는 걸 막을 수는 없지만, 네가 언젠가 보게 될 그 세상이 걱정돼.", + "EUGENE_CONVO12_EUGENE2": "뉴위럴에서 해야 할 일을 전부 마친 후에 말이야.", + "EUGENE_CONVO11_EUGENE10": "넌 그보다 나은 삶을 살 자격이 있어, {player}.", + "EUGENE_CONVO12_EUGENE1": "정말 그 거대한 관문으로 들어가면 원래 세계로 돌아갈 수 있을까?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "그럴 거야!", + "EUGENE_CONVO12_EUGENE2_OPTION2": "그래야지.", + "EUGENE_CONVO12_EUGENE3": "정말 끝내주는군.", + "EUGENE_CONVO13_EUGENE2": "생각해 봐. [pause]이 축소판 사회는 공통된 경험이라는 기반 위에 [wave amp=30 freq=10]세워졌잖아[/wave]. 이 이상한 섬에 조난당하는 경험 말이야.", + "EUGENE_CONVO12_EUGENE4": "그게 사실이길 바라. 난 멋진 인생 계획을 잔뜩 세워뒀다고!", + "EUGENE_CONVO13_EUGENE1": "이야, [pause]정말 그 커다란 관문으로 뉴위럴에서 나갈 수 있다면, 이곳에 [wave amp=30 freq=10]아주 큰[/wave] 변화가 찾아올 거야.", + "EUGENE_CONVO13_EUGENE3": "이곳에는 서로 다른 세계에서 온 부모가 낳아서 기른 사람들도 많다고. 그런 사람들에게는 이 섬이 세상의 전부야!", + "EUGENE_CONVO14_EUGENE1": "음... [pause]아까 있었던 일에 대해 얘기 좀 하자.", + "EUGENE_CONVO13_EUGENE4": "이안테가 이 발견이 불러올 변화에 대처할 준비가 되어 있어야 할 텐데.", + "EUGENE_CONVO14_EUGENE1_OPTION2": "무슨 뜻이야?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "무슨 얘기?", + "EUGENE_CONVO14_EUGENE3": "우리 모두가 거대한 [shake rate=30 level=10]몬스터 신[/shake]으로 융합해서 [shake rate=30 level=10]알레프를 혼쭐 내준 것[/shake] 말이야!", + "EUGENE_CONVO14_EUGENE2": "우리가... [pause]그러니까...", + "EUGENE_CONVO14_EUGENE5": "솔직히 말하자면, 이 섬에서 벌어지고 있는 \\\"대천사\\\" 일은 뭐가 뭔지 잘 모르겠어.", + "EUGENE_CONVO14_EUGENE4": "정말 멋졌어.", + "EUGENE_CONVO14_EUGENE6": "모르간테와 알레프 사이에 [wave amp=30 freq=10]오랜 역사[/wave]가 있다고? 기차역도 연관이 있는 건가? [pause]하나도 모르겠다니까.", + "EUGENE_CONVO14_EUGENE7": "하지만 우리가 힘을 합쳐서 강력한 악당을 쓰러뜨렸다는 건 알아. [pause]그 정도는 이해할 수 있어.", + "EUGENE_CONVO15_EUGENE1": "네 계획대로 이 섬에서 나갈 방법을 찾을 수 있기를 바라, 친구.", + "EUGENE_CONVO15_EUGENE2": "뉴위럴의 얼마 없는 염색약이 아예 바닥날까 봐 슬슬 걱정이 되거든.", + "EUGENE_CONVO16_EUGENE1": "이야, 아까 들렀던 그 폐허가 된 마을은 정말 오싹하더라고.", + "EUGENE_CONVO16_EUGENE2": "그곳을 보니 내 원래 세계에 있던 곳들이 생각났어. 한때 사람들이 살았지만, 고난이 닥쳐오면서 버려진 마을 말이야.", + "EUGENE_CONVO16_EUGENE3": "사실 예전에는 그런 곳을 많이 봤어.", + "EUGENE_CONVO16_EUGENE4": "때가 되면 항구촌 사람들이 돌아가 전부 재건할지도 모르겠네.", + "EUGENE_CONVO16_EUGENE5": "언젠가 그런 날이 오면 좋겠어.", + "EUGENE_CONVO17_EUGENE1": "그 [wave amp=30 freq=10]거대한 짐승[/wave]들이 언제 공격할지 모르는데, 야외에서 모닥불 주위에 둘러앉아 있다니... [pause]너도 지금 나랑 같은 생각하고 있을 것 같네, {player}.", + "EUGENE_CONVO17_EUGENE2": "이런 생각 하고 있잖아. [pause]\\\"내 원시인 조상들이 살던 삶과 똑같네.\\\"", + "EUGENE_CONVO17_EUGENE1_OPTION1": "그래?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "내가 지금 무슨 생각을 한다고 생각하는데?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "뭐?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "그런 생각은 한 번도 해본 적 없어.", + "EUGENE_CONVO18_EUGENE1": "전투 구호를 연습해야겠어.", + "EUGENE_CONVO18_EUGENE1_OPTION1": "뭘 연습한다고?", + "EUGENE_CONVO17_EUGENE3": "아니잖아. 내가 맞췄지? 너도 그 생각하고 있었잖아, 친구.", + "EUGENE_CONVO18_EUGENE1_OPTION2": "전투 구호...?", + "EUGENE_CONVO18_EUGENE2": "그래! [pause]적과 마주쳤을 때, 변신하기 직전에 \\\"어디 한번 놀아볼까?\\\"나 \\\"변신!\\\" 같은 대사를 외치는 거야.", + "EUGENE_CONVO18_EUGENE2_OPTION1": "정말 구려!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"변신\\\"은 너무 흔한데...", + "EUGENE_CONVO18_EUGENE3": "아직 확정된 건 아니야.", + "EUGENE_CONVO18_EUGENE4": "...", + "EUGENE_CONVO18_EUGENE5": "[wave amp=30 freq=10]\\\"몬스터 모드 발동!\\\"[/wave]이라고 외치면 괜찮으려나? [pause]그러면 멋있을 것 같아?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "전혀.", + "EUGENE_CONVO18_EUGENE5_OPTION2": "하나도 안 멋있어.", + "EUGENE_CONVO18_EUGENE6": "그럼 이 문제는 다음에 다시 얘기하자.", + "EUGENE_CONVO20_EUGENE1_OPTION1": "무슨 뜻이야?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "응?", + "EUGENE_CONVO19_EUGENE1": "미안, [pause]우리가 사실상 커플이라는 게 아직 적응이 안 돼.", + "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"사실상\\\"?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "별로 안 좋은가 보네.", + "EUGENE_CONVO19_EUGENE2": "아, [shake rate=30 level=10]나쁜[/shake] 의미로 말한 게 아니야!", + "EUGENE_CONVO19_EUGENE3": "단지 뉴위럴에서 내게 [wave amp=30 freq=10]이런[/wave] 일이 생길 줄은 생각도 못했거든. 당연히 너와 함께하게 돼서 [wave amp=30 freq=10]신나지[/wave]!", + "EUGENE_CONVO20_EUGENE1": "이곳에 함께 머무르면 삶이 쉬울 것 같지 않아?", + "EUGENE_SOCIAL1_EUGENE2": "몬스터 융합은 정말 짜릿하네.", + "EUGENE_CONVO20_EUGENE2": "너와 내가 함께 조용하지만 [wave amp=30 freq=10]목가적인[/wave] 항구촌에서 매일매일이 똑같은 삶을 살아가는 거지.", + "EUGENE_CONVO20_EUGENE3": "하지만... 우리한테 그런 건 어울리지 않을 것 같아. 안 그래? [pause]내 생각에 우리는 더 위대한 일을 위해 태어난 것 같아.", + "EUGENE_SOCIAL1_EUGENE1": "이야...", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "그렇게 생각해?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "나도 그런 것 같아!", + "EUGENE_SOCIAL1_EUGENE4": "우리 내면의 힘이 실체화하는 느낌이야.", + "EUGENE_SOCIAL1_EUGENE3": "응! [pause]마치...", + "EUGENE_SOCIAL1_EUGENE5": "그러니까, 순간적으로 우리의 목적이 일치하면서 우리가 말 그대로 하나의 강력한 힘이 될 수 있는 거지.", + "EUGENE_SOCIAL1_EUGENE6": "그 순간에는 우리가 [wave amp=30 freq=20]무적[/wave]이 된듯한 느낌이야.", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "무슨 말인지 나도 알아!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "너 지금 무슨 애니 캐릭터처럼 말한다.", + "EUGENE_SOCIAL1_EUGENE7A": "이야, 너라면 이해할 줄 알았어!", + "EUGENE_SOCIAL1_EUGENE7B": "야, 지금 사람이 진지하게 말하잖아!", + "EUGENE_SOCIAL1_EUGENE8": "난 너무 오랫동안 받기만 하면서 산 것 같아.", + "EUGENE_SOCIAL1_EUGENE9": "허비한 시간을 메꾸려고 이러는 걸지도.", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "너희 세계는 뭐가 문제야?", + "EUGENE_SOCIAL1_EUGENE10": "음, 신경 쓰지 마. 그 얘기는 다음에 하자.", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "너희 세계에서 무슨 일이 벌어졌어?", + "EUGENE_SOCIAL1_EUGENE11": "난 돌아갈 거야. [pause]그러니까, 내 원래 세계로. [pause]물론 네가 여기서 나가는 문을 찾고 나면 말이지.", + "EUGENE_SOCIAL1_EUGENE12": "내 카세트 테이프들도 가져가려고. [pause]곤경에 처한 사람들을 위해 싸워야지.", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "몬스터 모습을 한 슈퍼히어로처럼?", + "EUGENE_SOCIAL1_EUGENE13": "그래, 몬스터 모습을 한 슈퍼히어로처럼.", + "EUGENE_SOCIAL2_EUGENE1": "이런 생각이 들더라고. 클레멘스는... [pause]단순히 마을에 도움이 된다는 이유 하나만으로 카페를 열기로 결심했잖아.", + "EUGENE_SOCIAL1_EUGENE14": "멋지지 않아?", + "EUGENE_SOCIAL2_EUGENE2": "상황을 개선하고, 사회에 기여하고... [pause]나도 그런 일을 해야 하는데!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "항상 남을 돕는 것에 대해 생각할 필요는 없어.", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "넌 이미 충분히 돕고 있어!", + "EUGENE_SOCIAL2_EUGENE4": "원래 세계에서 살면서 생긴 강박일지도 모르겠어.", + "EUGENE_SOCIAL2_EUGENE3": "헤. [pause]네가 그렇다면야.", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "...원래 세계가 왜?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "무슨 뜻이야?", + "EUGENE_SOCIAL2_EUGENE5": "그러니까, [pause]\\\"내 지구\\\"는... [pause]21세기 중반쯤에... [pause]한바탕 격변이 일어났어.", + "EUGENE_SOCIAL2_EUGENE7": "마치 어느 날 다들 잠에서 깨서, 그럴 게 아니라 서로를 도우면 생존 가능성이 높아진다는 걸 깨달은 것 같았지.", + "EUGENE_SOCIAL2_EUGENE6": "인류의 탐욕과 소비가 너무나도 팽창해서 세계가 견딜 수 없는 정도에 다다른 거야.", + "EUGENE_SOCIAL2_EUGENE8": "지구를 파괴하면서 우리를 지배하는 단체는 필요 없다는 걸 말이야.", + "EUGENE_SOCIAL2_EUGENE9": "서서히 주변 사람들을 돕는 게 부유하고 유명한 것보다 중요해졌어. [pause]하지만 나는... [pause]사람들을 돕는 데 소질이 없었지.", + "EUGENE_SOCIAL3_EUGENE4": "항구촌을 더 나은 곳으로 만들고 말겠어. [pause]두고 봐.", + "EUGENE_SOCIAL2_EUGENE10": "뉴위럴에 온 건 [pause]내가 바라는 나의 모습으로 변할 기회야. [pause]의미 있는 삶을 살 수 있는 사람이 되어 고향으로 돌아갈 수 있게 말이야.", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "그러기 위해 영웅이 될 필요는 없어!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "그것 때문에 너무 자신을 몰아붙이지 마!", + "EUGENE_SOCIAL2_EUGENE11": "나도 알아. [pause]하지만...", + "EUGENE_SOCIAL2_EUGENE12": "내겐 꼭 필요한 일인 것 같아.", + "EUGENE_SOCIAL2_EUGENE13": "어쨌든, [pause]내 얘기는 여기까지 하자.", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "...결정했다고?", + "EUGENE_SOCIAL3_EUGENE3": "이제부터는 뭔가 하겠다고 말하지 않고, [pause]바로 행동으로 옮길 거야.", + "EUGENE_SOCIAL3_EUGENE1": "좋아, [pause]결정했어.", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "뭘 결정했는데?", + "EUGENE_SOCIAL3_EUGENE2": "프로젝트를 하나 시작하려고.", + "EUGENE_SOCIAL3_EUGENE5": "글세... [pause][wave amp=30 freq=10]나쁜 것[/wave]을 막는 것과 [wave amp=30 freq=10]좋은 일[/wave]을 하는 건 다르잖아. [pause]안 그래?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "이미 투기단의 음모를 막았잖아!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "이미 항구촌을 돕는 데 네 몫을 다했잖아!", + "EUGENE_SOCIAL3_EUGENE6": "좋아, 의욕이 샘솟네! [pause]정말 멋질 거야. [pause]두고 보라고.", + "EUGENE_SOCIAL4_EUGENE1": "저기, [pause]뭐 좀 보여줘도 될까?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "뭘 하려고?", + "EUGENE_SOCIAL3_EUGENE7.m": "안 돼. [pause]그냥 두고 보면 알게 될 거야!", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "어떤 건지 말해주면 안 돼?", + "EUGENE_SOCIAL3_EUGENE8": "\\\"항구촌의 수호자\\\"라면 비밀을 지킬 줄도 알아야지.", + "EUGENE_SOCIAL3_EUGENE7.f": "안 돼. [pause]그냥 두고 보면 알게 될 거야!", + "EUGENE_SOCIAL3_EUGENE7.n": "안 돼. [pause]그냥 두고 보면 알게 될 거야!", + "EUGENE_SOCIAL4_EUGENE7": "이 낡고 추한 건물은 우리가 투기단을 몰아낸 후로 줄곧 비어있었어. [pause]그래서 활용할 방법을 찾기로 했지!", + "EUGENE_SOCIAL4_EUGENE2": "프로젝트를 마쳤어. 이제 세상에 공개할 준비가 된 것 같아.", + "EUGENE_SOCIAL4_EUGENE3": "지금 가볼까?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "그래!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "지금은 안 돼.", + "EUGENE_SOCIAL4_EUGENE_NO": "괜찮아, 친구. [pause]다음에 보여줄게.", + "EUGENE_SOCIAL4_EUGENE11": "우리가 [wave amp=30 freq=10]항상[/wave] 붙어 다니는 건 아니잖아! [pause]함께 모험을 하지 않을 때는 나만의 시간을 가진다고!", + "EUGENE_SOCIAL4_EUGENE4": "좋았어! [pause]날 따라와.", + "EUGENE_SOCIAL4_EUGENE6": "우리가 처음 [wave amp=30 freq=10]협동 임무[/wave]를 수행한 곳이야!", + "EUGENE_SOCIAL4_EUGENE5": "이곳 기억나, [pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "자, [pause]건물 안을 보여 줄게!", + "EUGENE_SOCIAL4_EUGENE9": "이 버려진 사무실은 지붕에 창문이 있어서, [pause]낮 동안에 자연광이 많이 들어와.", + "EUGENE_SOCIAL4_EUGENE10": "이곳에 공동 정원을 만들면 좋을 것 같았어. [pause]사람들이 와서 식물과 꽃을 기르고, 잠시 마을에서 나와 기분 전환도 하는 거지.", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "언제 이걸 다 한 거야?", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "이런 걸 할 시간은 어디서 났어?", + "EUGENE_SOCIAL4_EUGENE12": "그래서... 어떻게 생각해?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "정말 대단해!", + "EUGENE_SOCIAL4_EUGENE14": "난 이게 정말 바보 같은 아이디어라고 생각했거든.", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "마음에 쏙 들어!", + "EUGENE_SOCIAL4_EUGENE13": "저...[pause] 정말 그렇게 생각해?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "넌 이 섬에서 나갈 방법을 찾고 있잖아! [pause]시간과 공간의 제약조차 널 막지 못한다고!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "넌 정말 멋진 친구야!", + "EUGENE_SOCIAL4_EUGENE15": "네 마음에 든다니 다행이야.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "넌 이 섬에서 나갈 방법을 찾고 있잖아! [pause]시간과 공간의 제약조차 널 막지 못한다고!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "정말 로맨틱하다.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "헤, [pause]왜 그래. [pause]나보다는 네가 더 포부가 큰 사람이잖아.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "어서 내 진짜 집으로 돌아가고 싶어. [pause]난 이곳에서 내가 바라는 나의 모습으로 거듭난 것 같아.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "넌 이 섬에서 나갈 방법을 찾고 있잖아! [pause]시간과 공간의 제약조차 널 막지 못한다고!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "뉴위럴에 새로운 데이트 장소가 필요하긴 했지.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "가자, [pause]친구.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "네 프로젝트가 성공했네!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]어... [pause][pause]그러니까... [pause][pause]그런 셈이지...[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "그러면... 지금 이거 데이트야?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "물론 [pause]네가 [pause]그걸 바란다면 말이야.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "연애 얘기가 나오니 그 많던 자신감이 싹 사라졌네?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "네가 그렇게 불안해하는 건 처음 봐!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "좀 창피하네. 사무실 좀비들의 사악한 비밀 조직을 무너뜨리는 건 쉬운데...", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "어... [pause]네 말이 맞는 것 같아.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "동료에게 내 진짜 감정을 말하는 건 어려워하다니 말이야.", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "동료에게 내 진짜 감정을 말하는 건 어려워하다니 말이야.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "동료에게 내 진짜 감정을 말하는 건 어려워하다니 말이야.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "그래, [pause]이거 데이트야.", + "EUGENE_ROMANCE_EUGENE1.m": "오늘 말수가 적네. [pause]무슨 문제 있어, [pause]친구?", + "EUGENE_ROMANCE_EUGENE1.f": "오늘 말수가 적네. [pause]무슨 문제 있어, [pause]친구?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "딱히 없어!", + "EUGENE_ROMANCE_EUGENE1.n": "오늘 말수가 적네. [pause]무슨 문제 있어, [pause]친구?", + "EUGENE_ROMANCE_EUGENE_NO": "알겠어.", + "EUGENE_ROMANCE_EUGENE8": "하지만 함께 있는 동안에는 즐겁게 시간을 보내자고!", + "EUGENE_ROMANCE_EUGENE3": "나도 알아. [pause]나도 마찬가지고. [pause]그냥 불안해서 그래.", + "EUGENE_ROMANCE_EUGENE2": "난... [pause][pause]어...", + "EUGENE_ROMANCE_EUGENE5": "우리는 함께할 때 단순히 둘을 합친 것보다 강해져. [pause]마치 융합할 때처럼 말이야!", + "EUGENE_ROMANCE_EUGENE4": "우린 서로가 지닌 최고의 모습을 이끌어내 주는 것 같아.", + "EUGENE_ROMANCE_EUGENE7": "넌 내게 무척 중요한 사람이야. [pause]하지만 내겐 돌아가야 할 예전의 삶이 있어. [pause]너도 그렇고.", + "EUGENE_ROMANCE_EUGENE6": "하지만... [pause]이 섬에서 나갈 방법을 찾으면 헤어져야 할지도 몰라.", + "EUGENE_ROMANCE_EUGENE9": "도움이 필요한 사람도 있고, 얼굴을 세게 후려쳐 줄 거대한 몬스터도 있으니까 말이야.", + "EUGENE_ROMANCE_EUGENE10": "예전과 달라지는 건 없어. [pause]항구촌의 천하무적 커플 나가신다!", + "FELIX_UNKNOWN_NAME": "친절한 남자", + "EUGENE_ROMANCE_EUGENE11": "하지만 모험은 조금 쉬어도 되겠지. [pause]적어도 오늘 밤에는 말이야...", + "FELIX_INTRO_FELIX1": "발밑 조심해. [pause]여기 널브러진 잡동사니에 발이 걸리면 안 되니까.", + "FELIX_INTRO_FELIX3": "난 아니야. 내 물건들과 함께 이곳에 떨어졌어.", + "FELIX_INTRO_FELIX1_OPTION1": "이 방은 어디서 온 거야?", + "FELIX_INTRO_FELIX4": "여긴 한때 내 아파트였어... [pause]벽 몇 개가 사라지긴 했지만.", + "FELIX_INTRO_FELIX1_OPTION2": "여긴 어디야?", + "FELIX_INTRO_FELIX2": "대부분의 사람들은 하늘에서 떨어져서 바다에 빠지잖아, 그렇지?", + "FELIX_INTRO_FELIX4_OPTION1": "왜 그렇게 된 거야?", + "FELIX_INTRO_FELIX5": "나도 몰라! [pause]그래도... [pause]덕분에 내 옛날 스케치북과 그림도 전부 함께 왔어.", + "FELIX_INTRO_FELIX4_OPTION2": "어떻게 아파트 통째로 뉴위럴에 온 거야?", + "FELIX_INTRO_FELIX6": "난 펠릭스야. [pause]만나서 반가워.", + "FELIX_INTRO_FELIX6_OPTION1": "난 {player}(이)야!", + "FELIX_INTRO_MEREDITH7": "오랜만이네, 펠릭스. 그나저나... 여기서 뭐 하는 거야?", + "FELIX_INTRO_FELIX6_OPTION2": "난... {player}(이)라고 해.", + "FELIX_INTRO_FELIX9": "내 방이 나랑 하늘에서 떨어졌을 때, 여기 있는 물건이 대부분 부서졌어. [pause]게다가 비까지 내려서 더 피해를 입었고...", + "FELIX_INTRO_KAYLEIGH7": "안녕, 펠릭스! [pause]여기서 뭐 하는 거야?", + "FELIX_INTRO_VIOLA7": "나는 메살린의 바이올라라고 하오. [pause]헌데 무슨 일로 이런 곳에서 혼자 고생하고 있는 것이오?", + "FELIX_INTRO_EUGENE7": "안녕! 그동안 여기 있던 거야? [pause]여기서 뭐 하는데?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]만나서 반가워, 펠릭스...[/wave]", + "FELIX_INTRO_FELIX8": "뭘 좀 찾고 있어.", + "FELIX_INTRO_FELIX10": "하지만 지금 찾고 있는 게 있는데, 그건 분명 멀쩡할 거야...", + "FELIX_INTRO_FELIX11": "역시!", + "FELIX_INTRO_FELIX12_OPTION1": "그게 뭐야?", + "FELIX_INTRO_FELIX12": "통이 멀쩡한 걸 보니 물도 안 들어갔을 거야.", + "FELIX_INTRO_FELIX12_OPTION2": "안에 뭐가 들었어?", + "FELIX_INTRO_FELIX13": "설명하긴 좀 힘들어...", + "FELIX_INTRO_FELIX14": "항구촌 서부에 있는 내 집에 들러. [pause]그러면 보여 줄게.", + "FELIX_INTRO2_FELIX2_OPTION1": "그래!", + "FELIX_INTRO2_FELIX1.m": "아, 안녕. [pause]놀러 왔구나.", + "FELIX_INTRO2_FELIX2": "내 예전 집의 처참한 잔해에서 뭘 가져왔는지 보고 싶어?", + "FELIX_INTRO2_FELIX1.n": "아, 안녕. [pause]놀러 왔구나.", + "FELIX_INTRO2_FELIX1.f": "아, 안녕. [pause]놀러 왔구나.", + "FELIX_INTRO2_FELIX3": "원래 세계에서 나는 조트 아티스트였어.", + "FELIX_INTRO2_FELIX2_OPTION2": "지금은 안 돼.", + "FELIX_INTRO2_FELIX2_NO": "그래. 생각이 바뀌면 또 들러.", + "FELIX_INTRO2_FELIX3_OPTION1": "조트 아티스트?", + "FELIX_INTRO2_FELIX3_OPTION2": "뭐라고?", + "FELIX_INTRO2_FELIX4": "설명하는 것보다 보여 주는 게 더 빠를 거야. 자, 한번 봐.", + "FELIX_INTRO2_FELIX5": "이게 조트 필름이야. 이걸 여기 있는 조이트로프에 넣고 틈새를 들여다 보면 돼.", + "FELIX_INTRO2_FELIX6": "조이트로프 안에는 모터가 있어서, 이 버튼을 누르면 돌아가.", + "FELIX_INTRO2_FELIX8": "그리고 돌리면 그림이 살아 움직이지. [pause]이해했어?", + "FELIX_INTRO2_FELIX7": "조트 띠 한 줄에는 같은 그림이 조금씩 다르게 반복적으로 그려져 있어.", + "FELIX_INTRO2_FELIX9": "레버를 당기면 다음 줄로 넘어가서, [pause]이야기의 다음 부분이 진행되고.", + "FELIX_INTRO2_FELIX12": "한때는 선풍적인 인기를 끌었지. [pause]요즘에는 구닥다리 취급을 받게 되었지만 말이야.", + "FELIX_INTRO2_FELIX11": "난 어릴 때부터 조트에 관심이 무척 많았어.", + "FELIX_INTRO2_FELIX10": "그림만으로도 [pause]이야기를 들려주고 [pause]그 장면들이 살아 움직이게 하는 거야.", + "FELIX_INTRO2_FELIX14": "대부분의 조트 이야기는 프랑스 혁명 당시의 영웅을 다뤄. [pause]스칼렛 핌퍼넬처럼. [pause]하지만 영화로 각색한 블록버스터들이 흥행을 거둔 후로는 원작에 대한 관심이 사그라들었지.", + "FELIX_INTRO2_FELIX13": "지금은 쓰는 사람만 쓰는 매체가 됐어. [pause]적어도... [pause]내가 온 세계에서는.", + "FELIX_INTRO2_FELIX15": "난 어릴 때 이런 이야기에 흠뻑 빠졌어. [pause]아직도 무척 좋아하고.", + "FELIX_INTRO2_FELIX16": "예술가가 된 것도 조트 덕분인 것 같아.", + "FELIX_INTRO2_FELIX18": "이상한 몬스터로 가득한 섬은 영감을 얻기에 아주 좋은 곳이더라고!", + "FELIX_INTRO2_FELIX17": "지금 새로운 캐릭터를 고안하려고 하는데...", + "FELIX_INTRO2_FELIX19": "그래서 말인데... 네게 부탁할 게 있어.", + "FELIX_INTRO2_FELIX20": "어떤 생물을 찾아서 잘 살펴보고 싶거든.", + "FELIX_INTRO2_FELIX21": "[wave amp=30 freq=10]나무 검을 든 전사[/wave]인데, 벚나무 초원에 가면 있을 거야.", + "FELIX_INTRO2_FELIX22": "좀 도와줄래?", + "FELIX_INTRO2_FELIX22_OPTION1": "그래!", + "FELIX_INTRO2_FELIX22_NO": "괜찮아. 시간 나면 다시 들러. 그리고 같이 모험을 떠나보자고.", + "FELIX_INTRO2_FELIX22_OPTION2": "지금은 안 돼.", + "FELIX_INTRO2_FELIX23": "잘됐다! 네 지도에 표시해 줄게.", + "FELIX_QUEST1_PART1_FELIX1": "저기 있다! 자, 네가 싸우고 있으면 내가 스케치를 그릴게.", + "FELIX_QUEST1_PASSIVE_FELIX1": "순찰대원들이 그 몬스터에 대해 말하는 걸 들었어. 완벽한 전투 자세로 서 있는다고 하던데.", + "FELIX_QUEST1_PASSIVE_FELIX2": "이곳 정말 아름답지 않아?", + "FELIX_QUEST1_PART2_FELIX1": "이런...", + "FELIX_QUEST1_PART2_KUNEKO2": "멈춰라, 이 악마!", + "FELIX_QUEST1_PART3_FELIX4": "내가 이곳에 떨어졌을 때 나랑 같이 아파트 안에 있었지.", + "FELIX_QUEST1_PART2_KUNEKO3": "그, 그리고 다시는 돌아오지 마!", + "FELIX_QUEST1_PART2_FELIX4": "넌 누구...", + "FELIX_QUEST1_PART2_FELIX5": "잠깐, [pause][pause]너 혹시...?!", + "FELIX_QUEST1_PART2_KUNEKO6": "꺄악!", + "FELIX_QUEST1_PART2_FELIX7": "...", + "FELIX_QUEST1_PART2_FELIX8": "아, [pause]안 돼.", + "FELIX_QUEST1_PART2_FELIX9": "안 돼, 안 돼. [pause][pause]안 돼.", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "방금 그거 대천사였어?", + "FELIX_QUEST1_PART2_FELIX12": "내 집으로 돌아가자. 다 설명해 줄게.", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "방금 그거 몬스터였어?", + "FELIX_QUEST1_PART2_FELIX10": "아무래도...", + "FELIX_QUEST1_PART2_FELIX11": "내 과거가 날 괴롭히려고 돌아온 것 같아.", + "FELIX_QUEST1_PART3_FELIX1": "여기 어딘가 있을 텐데. [pause]어디...", + "FELIX_QUEST1_PART3_FELIX2": "찾았다!", + "FELIX_QUEST1_PART3_FELIX3": "자. 내가 12살 때 썼던 스케치북이야.", + "FELIX_QUEST1_PART3_FELIX5": "이 페이지를 봐.", + "FELIX_QUEST1_PART3_FELIX6": "걔 이름은 쿠네코야.", + "FELIX_QUEST1_PART3_FELIX7": "내가 어렸을 때 만든 캐릭터지.", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "등에 달린 거 천사 날개야?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "왜 고양이 귀를 하고 있어?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "닌자야?", + "FELIX_QUEST1_PART3_FELIX8": "그러니까... [pause]천사와 악마 사이에서 태어났는데, 지구에서 길을 잃었다가 신비로운 닌자 일족에 입양됐어...", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]주인님?", + "FELIX_QUEST1_PART3_FELIX9": "21살이 되었을 때, [pause]4개의 원소 제단에서 전투를 벌여 자신이 가장 뛰어난 전사라는 걸 증명하기 위해 집을 나와 장대한 모험을 떠났어.", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "어디서 많이 들어본 것 같아.", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "와, 정말 멋진 캐릭터네!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "그림 실력이 그때보다 많이 좋아졌네...", + "FELIX_QUEST1_PART3_FELIX10": "난 중학교 때 잠시 애니에 푹 빠져 있었어. [pause]날 너무 이상하게 보지는 마!", + "FELIX_QUEST1_PART3_FELIX12": "내 [wave amp=30 freq=10]형편없는 어릴 적 그림[/wave]이 왜 살아났는지 영문을 모르겠어.", + "FELIX_QUEST1_PART3_FELIX11": "이 상황이 얼마나 바보 같은지는 나도 잘 아니까!", + "FELIX_QUEST1_PART3_FELIX13": "하지만 쿠네코가 정말 이 세계에 있다면... [pause]찾아야만 해.", + "FELIX_QUEST1_PART3_FELIX14": "어떻게 된 건지 알아내야겠어.", + "FELIX_QUEST1_PART4_KUNEKO1": "...", + "FELIX_QUEST1_PART4_FELIX3": "아까 날 구해줬지... [pause]내가 누군지 알아?", + "FELIX_QUEST1_PART4_FELIX2": "아. [pause]금방 찾았네.", + "FELIX_QUEST1_PART4_KUNEKO4": "다, 당신이 누군지는 모르지만, 강한 유대감이 느껴져...", + "FELIX_QUEST1_PART4_FELIX5": "아, 그래. 그렇겠지.", + "FELIX_QUEST1_PART4_KUNEKO7": "전...", + "FELIX_QUEST1_PART4_FELIX6": "내가 널 만들었으니까.", + "FELIX_QUEST1_PART4_FELIX12": "날 \\\"창조자\\\"라고 부르지 않아도 돼.", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]제발 용서해 주세요![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "못 알아 뵈어서 [wave amp=30 freq=10]정말 죄송합니다[/wave], 창조자님!", + "FELIX_QUEST1_PART4_KUNEKO10": "저는 얼마 전 저희가 처음 만난 그 풀밭에서 눈을 떴어요. [pause]혀 끝에서 맴도는 제 이름과 마음속 사명 외에는 아무것도 없었죠.", + "FELIX_QUEST1_PART4_KUNEKO11": "다른 건 아무것도 기억나지 않아요, 창조자님.", + "FELIX_QUEST1_PART4_KUNEKO13": "그러면... [pause]아버지는 어때요?", + "FELIX_QUEST1_PART4_FELIX14": "그것도... [pause]어... [pause]별로 나을 게 없는데.", + "FELIX_QUEST1_PART4_FELIX16": "아니.", + "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] 아빠?", + "FELIX_QUEST1_PART4_FELIX18": "절대 안 돼.", + "FELIX_QUEST1_PART4_FELIX19": "그냥... [pause]펠릭스라고 불러.", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "쿠네코, 사명이 있다고 했지?", + "FELIX_QUEST1_PART4_KUNEKO20": "저는 이 땅 곳곳에 있는 원소의 성소 네 곳을 찾아, 그곳을 지키고 있는 짐승들을 물리쳐야 해요.", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "네 사명이 뭐야?", + "FELIX_QUEST1_PART4_KUNEKO21": "그래야만 제 힘을 증명할 수 있죠!", + "FELIX_QUEST1_PART4_FELIX23": "쿠네코, 그 \\\"사명\\\"은 잊어버리는 게 좋을 거야. 진짜가 아니거든... [pause]그냥 네 배경 이야기로 [wave amp=30 freq=10]지어낸 거라고[/wave].", + "FELIX_QUEST1_PART4_FELIX22": "어휴, 내가 썼지만 정말 끔찍한 줄거리네.", + "FELIX_QUEST1_PART4_FELIX24": "게다가 뉴위럴의 생명체는 무척 위험해.", + "FELIX_QUEST1_PART4_KUNEKO25": "제가 창조자님 눈에 안 찬다는 건 저도 알아요...", + "FELIX_QUEST1_PART4_KUNEKO26": "하지만 바로 그렇기 때문에 저 자신을 [wave amp=30 freq=10]증명해야만 하는 거예요[/wave]!", + "FELIX_QUEST1_PART4_FELIX25": "거참... [pause]이상하네. [pause]나만 그렇게 생각하는 거 아니지? [pause]그렇지?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "그래, 정말 이상해.", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "이 섬에 안 이상한 게 어디 있어.", + "FELIX_QUEST1_PART4_FELIX26": "난 나이를 먹으면서 훨씬 덜 부끄러운 캐릭터도 많이 만들었어. [pause]왜 하필 쿠네코지?", + "FELIX_QUEST1_PART4_FELIX27": "어쨌든, [pause]내가 만들었다는 이유 하나만으로 쿠네코가 이곳에 나타난 거라면, 조금 책임감이 느껴지긴 해.", + "FELIX_QUEST1_PART4_FELIX28": "그 \\\"원소 제단\\\"을 4개 찾아서 쿠네코가 위험에 처하지 않게 도와주자.", + "FELIX_QUEST2_ALTAR1_FELIX1": "그 제단이 진짜였나 보네. [pause]흠.", + "FELIX_QUEST1_PART4_FELIX29": "섬 주변을 둘러보거나 마을 사람들한테 물어보면 될 거야. [pause]네가 결정해, {player}.", + "FELIX_QUEST2_ALTAR1_FELIX2": "쿠네코!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "제 힘을 증명해야만 해요, 창조자님...", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "내 뾰족한 칼날로 명하노니... [shake rate=30 level=10]모습을 드러내라, 수호자여![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "자, 우리가 도와주자.", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "도와주셔서 감사해요, 창조자님...", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "하지만 다음 전투에서는 도와주실 필요가 [wave amp=30 freq=10]전혀[/wave] 없을 거예요!", + "FELIX_QUEST2_ALTAR1_FELIX8": "계속할 생각인가 보네.", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "마침 동시에 빛나고 있는 해와 달의 힘으로 명하노니...", + "FELIX_QUEST2_ALTAR1_FELIX9": "그러면 어쩔 수 없지. [pause]나머지 제단도 찾아보자.", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]모습을 드러내라, 수호자여![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "자기 역할에 완전히 몰입했네.", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "창조자님 옆에서 함께 싸우다니...", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "제겐 그럴 자격이 없어요...", + "FELIX_QUEST2_ALTAR2_FELIX6": "솔직히 말하면 별일 아닌데...", + "FELIX_QUEST2_ALTAR3_FELIX12": "난... 어...", + "FELIX_QUEST2_ALTAR2_FELIX7": "아... 가버렸네. [pause]다음 성소를 찾아보자.", + "FELIX_QUEST2_ALTAR3_FELIX1": "잠깐! 쿠네코...", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]모습을 드러내라, 수호자여![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "정의를 향한 내 열정을 [pause]뜨거운 동시에 차갑게 만드는 불과 얼음의 힘으로 명하노니...", + "FELIX_QUEST2_ALTAR3_FELIX4": "어서 가자.", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "또 도와주셨군요, 창조자님...", + "FELIX_QUEST2_ALTAR3_FELIX6": "네가 다치는 건 원치 않아!", + "FELIX_QUEST2_ALTAR3_FELIX7": "저기...", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", + "FELIX_QUEST2_ALTAR3_FELIX8": "나한테 잘 보이려고 이럴 필요 없어.", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "저를 속으로 어떻게 생각하시는지 알아요, [pause]창조자님.", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "저를 만든 걸 [shake rate=30 level=10]창피[/shake]하게 여기시는 것 알고 있다고요.", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "제 사명은 창조자님한테 잘 보이는 게 [shake rate=30 level=10]아니에요[/shake].", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "절 바라보시는 눈길에서 다 느껴져요!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "그래.", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "제가 뭘 하든 저를 자랑스럽게 여기실 일은 [shake rate=30 level=10]절대[/shake] 없을 테니까요!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]수호자여, [pause]모습을 드러내라![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "아, [pause]음... [pause]정말 미안해지네.", + "FELIX_QUEST2_ALTAR3_FELIX17": "내가 말을 잘못 한 것 같네.", + "FELIX_QUEST2_ALTAR3_FELIX18": "쿠네코를 찾아서 사과해야겠어.", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "조금은...", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "그런 뜻으로 한 말 아니었다는 것 알아.", + "FELIX_QUEST2_ALTAR3_FELIX19": "마지막 성소에 있겠지?", + "FELIX_QUEST2_ALTAR4_FELIX1": "쿠네코, [pause]저기... [pause]음...", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "이 카드에 모든 것을 걸겠다... [pause]드로우!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "저는 그저 잊힌 생각에 불과한 거죠... [pause]안 그런가요, [pause][shake rate=30 level=10]창조자님?[/shake]", + "FELIX_QUEST2_ALTAR4_FELIX5": "쿠네코, 나는...", + "FELIX_QUEST2_ALTAR4_FELIX4": "자, [pause]도와주자. 그다음에 사과해야겠어.", + "FELIX_QUEST2_ALTAR4_FELIX12": "미안해... [pause]전부 내 잘못이야, [pause]{player}...", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "한때 재밌게 가지고 놀다가, [pause]헌신짝처럼 [shake rate=30 level=10]버린[/shake] 생각 아니냐고요!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "준비되면 그때 돌아와서 저랑 싸워요!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "준비되면 그때 돌아와서 저랑 싸워요!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "땅, 바람, 불, 공기의 찬란한 힘으로...", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "준비되면 그때 돌아와서 저랑 싸워요!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]내 진정한 힘이 깨어난다![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "쿠네코가... [pause][pause]내면의 네 가지 원소를 하나로 합쳤어...", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "아직도 제가 창피한가요, [pause]창조자님?", + "FELIX_QUEST2_ALTAR4_FELIX13": "난 살아남아서 실수를 바로잡고 싶어... [pause]그게 내 바람이야...", + "FELIX_QUEST2_ALTAR4_FELIX15": "쿠네코... [pause]정말 미안해.", + "FELIX_QUEST2_ALTAR4_FELIX14": "자, [pause]우리가 함께하면 이 모든 걸 바로잡을 수 있을 거야!", + "FELIX_QUEST2_ALTAR4_FELIX16": "나는 너처럼 내가 어릴 때 만든 것들을 전부 창피하게 여겼어.", + "FELIX_QUEST2_ALTAR4_FELIX17": "하지만 처음부터 다 잘할 수는 없지. 널 만들어내지 않았다면... 널 [wave amp=30 freq=10]그리지[/wave] 않았다면...", + "FELIX_QUEST2_ALTAR4_FELIX18": "이렇게 예술가가 되지 못했을 거야.", + "FELIX_QUEST2_ALTAR4_FELIX19": "널 존재하지 않는 것 취급하는 게 아니라 널 받아들여야 했어. 그리고 네가 예술가로서의 내게 가지는 의미를 받아들여야 했다고.", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "저, 정말 그렇게 생각해요?", + "FELIX_QUEST2_ALTAR4_FELIX21": "그래. [pause]그나저나, 방금 정말 멋져 보였어.", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]창조자니이이임~", + "FELIX_QUEST2_ALTAR4_FELIX23": "그래, 그래, [pause]좀 진정해.", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "아니, [pause]죽이려고 해서 죄송해요, [pause]\\\"펠릭스\\\".", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "방금 죽이려고 해서 죄송해요, 창조자님...", + "FELIX_QUEST2_ALTAR4_FELIX27": "쿠네코, 네게 물어볼 것이 있어...", + "FELIX_QUEST2_ALTAR4_FELIX26": "괜찮아! 다 용서했어.", + "FELIX_QUEST2_ALTAR4_FELIX28": "넌 어떻게 [wave amp=30 freq=10]진짜[/wave]가 된 거야? 이해가 안 돼.", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "...저도 몰라요!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "뭔가 만들고 나면, 더는 자신의 것이 아니게 되는 건 아닐까요? [pause]생각이란 스스로 변하고 자라나니까요.", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "다만 제 [wave amp=30 freq=10]생각[/wave]을 물어보시는 거라면...", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]당신[/wave]은 예술가잖아요, 창조자 펠릭스. [pause]저보다 당신이 더 잘 알겠죠.", + "FELIX_QUEST2_ALTAR4_FELIX33": "...흠. 그래.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "이제 어떻게 할 생각이야?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "여러분의 마을로 함께 갈 수는 없을 것 같네요... [pause]그건 제 길이 아니에요.", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "저만의 길을 개척해야죠! [pause]제 수정 심장이 이끄는 대로 따라가야 해요.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "이제 네 사명은 끝난 거야?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "행운을 빌게!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "보고 싶을 거야!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "네 심장은 정말 수정이야? 아니면 그냥 비유한 거야?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "자, [pause]여기 제 힘을 드릴게요. [pause]그걸 통해 우리가 함께 싸웠던 때를 기억해 주세요.", + "FELIX_QUEST2_ALTAR4_FELIX36": "여기서 헤어져야 한다면...", + "FELIX_QUEST2_ALTAR4_FELIX37": "널 만난 걸 감사하게 생각하고 있어, 쿠네코!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "잘 가요, [pause]창조자 펠릭스.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "그리고 당신도요, [pause]창조자 펠릭스의 조용한 친구.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "그리고 당신도요, [pause]창조자 펠릭스의 조용한 친구.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "그리고 당신도요, [pause]창조자 펠릭스의 조용한 친구.", + "FELIX_QUEST2_ALTAR4_FELIX42": "...[pause]은유법 연습 좀 많이 해야겠네.", + "FELIX_QUEST2_ALTAR4_FELIX43": "정말 흥미로운 경험이었어.", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "우, 우리의 기억이 진정한 앞길을 밝히는 [shake rate=30 level=10]등대처럼[/shake] 타오르기를!", + "FELIX_QUEST2_ALTAR4_FELIX44": "우리가 하나의 커다란 몬스터로 [wave amp=30 freq=10]합체[/wave]한 것 말고도 말이야. 그건... 음... 새로웠지.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "우린 그걸 \\\"융합\\\"이라고 불러.", + "FELIX_CONVO1_FELIX5": "원래 세계로 돌아가면 다시 생기려나? 궁금하네.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "정말 멋졌어!", + "FELIX_QUEST2_ALTAR4_FELIX45": "솔직히 말하면 멀미가 조금 나긴 했지만, 다음번에는 잘 할 수 있을 것 같아!", + "FELIX_QUEST2_ALTAR4_FELIX46": "자, 우리 집에 가서 얘기 좀 하자. [pause]게다가, 새로운 스케치의 영감이 떠올랐어.", + "FELIX_QUEST2_EPILOGUE_FELIX2": "이렇게 그림이 그리고 싶은 건 처음이야. [pause]새 캐릭터를 만들고 싶어...", + "FELIX_QUEST2_EPILOGUE_FELIX1": "그 모험이 내 안에 불을 지핀 것 같아.", + "FELIX_QUEST2_EPILOGUE_FELIX3": "내 작품으로 돈도 많이 벌고 싶고, 내가 하고 싶은 대로 일하고 싶어.", + "FELIX_QUEST2_EPILOGUE_FELIX4": "그래서... [pause]원래 세계로 돌아갈 준비가 된 것 같아.", + "FELIX_QUEST2_EPILOGUE_FELIX5": "너도 그걸 찾고 있는 거지? [pause]돌아가는 방법 말이야.", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "응!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "무엇보다도!", + "FELIX_QUEST2_EPILOGUE_FELIX6": "여기서 나갈 방법이라...", + "FELIX_QUEST2_EPILOGUE_FELIX8": "하지만 어릴 적 만든 캐릭터가 살아나는 것도 불가능하지. 안 그래?", + "FELIX_QUEST2_EPILOGUE_FELIX7": "마을 사람들은 불가능하다고 하던데...", + "FELIX_QUEST2_EPILOGUE_FELIX9": "네가 방법이 있을 거라고 생각한다면, 난 널 믿어.", + "FELIX_QUEST2_EPILOGUE_FELIX10": "나도 도와줄 테니 걱정하지 말고.", + "FELIX_QUEST2_EPILOGUE_FELIX11": "아, 그리고 한 가지 더.", + "FELIX_QUEST2_EPILOGUE_FELIX12": "여기 내가 그리고 싶다고 했던 스케치야.", + "FELIX_CONVO1_FELIX1": "이상한 얘기 하나 들려줄까?", + "FELIX_CONVO1_FELIX2": "원래 여기 팔 위쪽에 흉터가 하나 있었어. 어릴 때 철조망에 떨어져서 팔이 크게 베였거든.", + "FELIX_CONVO1_FELIX3": "그런데 사라졌지 뭐야. [pause]뉴위럴에 오고 나서.", + "FELIX_CONVO1_FELIX4": "이게... [pause]무슨 의미인지는 모르겠지만... [pause]그냥 신기하다고 생각했어.", + "FELIX_CONVO2_FELIX1": "너 버터 타르트 먹어본 적 있어?", + "FELIX_CONVO2_FELIX2": "언제 한번 만들어 줄게! [pause]이곳에서도 재료를 전부 구할 수 있을 거야...", + "FELIX_CONVO2_FELIX3": "음, [pause]건포도는 구하기 조금 힘들 수도 있겠네. 하지만 나는... [pause]차라리 잘된 것 같아.", + "FELIX_CONVO3_FELIX1": "네가 알아차렸는지는 모르겠지만, [pause]뉴위럴에는 우리처럼 다른 세상에서 오지 않은 사람도 많아.", + "FELIX_CONVO3_FELIX2": "물론, [pause]그런 사람의 아버지 어머니 아니면 할아버지 할머니는 이곳에 떠밀려 왔겠지만, [pause]본인에게는 이 섬이 세상의 전부라고.", + "FELIX_CONVO3_FELIX3": "그건 어떤 기분일까? [pause]자기가 유일하게 아는 세상에 표류한 사람들로 둘러싸인 채... [pause]자기는 절대 가보지 못할 세계에 대한 이야기를 들으며 자라는 것 말이야.", + "FELIX_CONVO3_FELIX4": "우리만큼이나 이곳에 갇힌 기분이겠지.", + "FELIX_CONVO4_FELIX2": "이상한 건가? [pause]물론, [pause]내가 자란 곳에 몬스터는 없었지만 말이야.", + "FELIX_CONVO4_FELIX1": "이 섬에 있으면 내 고향 생각이 나.", + "FELIX_CONVO4_FELIX3": "하지만 떠나고 싶지만, [pause]떠날 수 없는 그 느낌은 같아...", + "FELIX_CONVO4_FELIX4": "물론 너나 다른 사람들과 어울리는 게 좋긴 하지만...", + "FELIX_CONVO4_FELIX5": "저 밖에는 드넓은 세계가 있잖아. [pause]그것도 하나가 아니라... [pause]수많은 세계가 있다는 듯하고. [pause]난 가능한 한 많은 걸 보고 싶어.", + "FELIX_CONVO5_FELIX2": "자기 인생이 전부 웬 괴짜 예술가가 만들어낸 거라는 이야기를 들으면 이상하겠지.", + "FELIX_CONVO5_FELIX1": "쿠네코가 잘 지내고 있으면 좋겠네.", + "FELIX_CONVO5_FELIX3": "잠깐! [pause]우리 [wave amp=30 freq=10]모두[/wave] 그런 식으로 누군가가 만들어낸 존재는 아닐까?", + "FELIX_CONVO5_FELIX4": "...[pause]에이, 너무 깊이 생각하는 거겠지.", + "FELIX_CONVO6_FELIX1": "여기 오기 전까지는... [pause]다음 연애에 모닥불을 피울 일이 이렇게 많을 줄은 상상도 못했어.", + "FELIX_CONVO7_FELIX6": "생각해 보면... [pause]꽤 대단한 일이지.", + "FELIX_CONVO6_FELIX2": "인생은 정말 한치 앞도 내다볼 수가 없다니까. [pause]그렇지?", + "FELIX_CONVO6_FELIX3": "불평하는 건 아니야. [pause]너랑 이렇게 캠핑하는 건 좋거든.", + "FELIX_CONVO7_FELIX1": "항구촌에서 살다 보면 좋은 교훈을 배울 수 있는 것 같아.", + "FELIX_CONVO7_FELIX2": "그러니까, [pause]밤에 놀러 나갈 곳이 많지는 않지만...", + "FELIX_CONVO7_FELIX3": "마을 사람들이 다들 서로에게 의존하니까 아무도 소외되지 않잖아.", + "FELIX_CONVO7_FELIX4": "식량은 다들 먹고 살 정도로 충분하지만, 낭비될 만큼 넘쳐나지는 않고.", + "FELIX_CONVO7_FELIX5": "인간 문명으로부터 단절되어 있지만, [pause]그래도 어떻게든 살아가고 있어.", + "FELIX_CONVO8_FELIX1": "그러니까, [pause]친구와 가족으로부터 떨어져 몬스터가 득실대는 섬에 표류하다니...", + "FELIX_CONVO8_FELIX2": "정말 상상도 못할 상황인데... [pause]지금 난 잘 적응하고 있잖아.", + "FELIX_CONVO9_FELIX1": "새 조트 이야기를 만들고 있는데... [pause]딱 어울리는 소재를 찾은 것 같아.", + "FELIX_CONVO8_FELIX3": "인간이란 세상이 곧 멸망한다 해도 어떻게든 살아갈 방법을 찾는 것 같아. [pause]안 그래?", + "FELIX_CONVO8_FELIX4": "인간은 정말 이상한 존재라니까. [pause]나도 포함해서 말이야.", + "FELIX_CONVO9_FELIX2": "하지만 가능한 한 최고의 이야기로 만들어야만 해. 기회가 또 올지는 모르는 일이니까 말이야.", + "FELIX_CONVO9_FELIX2_OPTION1": "무슨 뜻이야?", + "FELIX_CONVO9_FELIX3": "어떻게 될지 모르잖아! [pause]감이 떨어질 수도 있고. [pause]다른 섬에 갇힐 수도 있고. [pause]세상이 멸망할지도 모르지.", + "FELIX_CONVO9_FELIX2_OPTION2": "다음 기회가 왜 없겠어?", + "FELIX_CONVO9_FELIX4": "난 항상 지금 프로젝트가 내 마지막 작품일지도 모른다고 생각하면서 작업해. 세상에 남기는 내 유산이 될지도 모른다고 말이야.", + "FELIX_CONVO9_FELIX5": "애초에 [wave amp=30 freq=10]정말[/wave] 그렇게 될 수도 있으니까.", + "FELIX_CONVO10_FELIX1": "최근 들어 영감이 계속 샘솟는 것 같아서 기분이 좋네!", + "FELIX_CONVO19_FELIX2": "네 세계에는 \\\"조트 띠\\\"가 없다고? [pause]그렇지만 \\\"만화책\\\"이라는 게 있는데, 그게 조트와 스타일이 비슷한 것 같다는 거지?", + "FELIX_CONVO10_FELIX1_OPTION1": "넌 정말 유쾌한 사람이야!", + "FELIX_CONVO10_FELIX1_OPTION2": "넌 항상 기분이 좋잖아!", + "FELIX_CONVO10_FELIX2": "흠... 정말 그렇게 생각해?", + "FELIX_CONVO10_FELIX3": "난 뭐든 긍정적으로 보려고 [wave amp=30 freq=10]노력[/wave]하는 거야.", + "FELIX_CONVO10_FELIX5": "하지만 앙심에서 나오는 의욕은 오래가지 않아. [pause]이제는 삶을 더 긍정적으로 바라보려고.", + "FELIX_CONVO10_FELIX4": "퇴직한 후 난 화가 많아졌어. 그렇게 안 좋은 경험을 하면 성격이 안 좋아지기 쉽지.", + "FELIX_CONVO10_FELIX6": "게다가 이 섬은 진지하게 받아들이기에는 너무 이상하잖아. 이 섬에 실망해봤자 그게 무슨 소용이야?", + "FELIX_CONVO11_FELIX2": "스케치도 전부 그 문 너머로 가져갈 수 있으려나? 그래야 할 텐데!", + "FELIX_CONVO11_FELIX1": "정말 그 커다란 관문으로 뉴위럴에서 떠날 수 있다면, 슬슬 짐을 어떻게 싸야 할지 생각해 봐야겠어.", + "FELIX_CONVO12_FELIX1": "그 기차 위에서의 결전 정말 대단하지 않았어?", + "FELIX_CONVO12_FELIX2": "\\\"대천사\\\"에 대해 우리가 아는 정보를 조금씩 분석해 보고 있어.", + "FELIX_CONVO12_FELIX3": "그 알레프라는 세모 머리 녀석이 한 말 중 하나가 [wave amp=30 freq=10]아주 중요한[/wave] 정보 같더라고.", + "FELIX_CONVO12_FELIX4": "알레프는 우리 인간이 가장 보편적인 생각으로부터 대천사를 \\\"실체화\\\"하고, 그러면 대천사가 우리가 품은 환상을 현실에서 재현하기 위해 우리 세계를 방문한다고 했어.", + "FELIX_CONVO12_FELIX5": "그게 정말일까? 알레프가 먼 옛날에 우리 세계를 [wave amp=30 freq=10]방문[/wave]했을까? 우린 같은 세계 출신도 [wave amp=30 freq=10]아닌데[/wave], 그러면 어떻게 되는 거지?", + "FELIX_CONVO12_FELIX6": "다른 세계에서 [wave amp=30 freq=10]실체화[/wave]하는 발상과 생각들을 떠올리는 게 인류의 진정한 역할일까? 아니면 내가 너무 생각이 많은 건가?", + "FELIX_CONVO12_FELIX7": "이런 생각하면 머리가 터질 것 같지 않아?", + "FELIX_CONVO12_FELIX7_OPTION1": "네가 그렇게 예리할 줄은 몰랐네!", + "FELIX_CONVO12_FELIX8": "그냥 기억해두는 게 좋을 것 같아서.", + "FELIX_CONVO12_FELIX7_OPTION2": "네가 그걸 전부 기억해두고 있을 줄은 몰랐어!", + "FELIX_CONVO13_FELIX1.n": "순찰대장 된 것 축하해, {player}!", + "FELIX_CONVO13_FELIX1.m": "순찰대장 된 것 축하해, {player}!", + "FELIX_CONVO12_FELIX9": "혹시 모르잖아. 언젠가 이걸 이야기의 소재로 쓰게 될 수도 있지!", + "FELIX_CONVO13_FELIX2": "이제 할 일이 무척 많겠구나. 앞으로도 나랑 놀 시간이 있으면 좋겠는걸.", + "FELIX_CONVO13_FELIX1.f": "순찰대장 된 것 축하해, {player}!", + "FELIX_CONVO13_FELIX2_OPTION1": "물론이지!", + "FELIX_CONVO13_FELIX2_OPTION2": "그러면 좋겠다!", + "FELIX_CONVO13_FELIX3": "헤. 그러면 좋겠네.", + "FELIX_CONVO14_FELIX1_OPTION1": "그래?", + "FELIX_CONVO14_FELIX1": "아, [pause]너랑 케일리가 그 이상한 광신도들과 겪은 일에 대해 들었어.", + "FELIX_CONVO14_FELIX1_OPTION2": "아, 그거...", + "FELIX_CONVO14_FELIX2": "그들의 카리스마 있는 지도자가 대천사의 힘을 얻고 싶어 했다면서?", + "FELIX_CONVO14_FELIX2_OPTION1": "비슷해.", + "FELIX_CONVO14_FELIX2_OPTION2": "요약하자면 그렇지.", + "FELIX_CONVO14_FELIX3": "다들 무사하면 좋겠네. 그런 일을 겪다니 무척 힘들었을 거야. [wave amp=30 freq=10]그것도[/wave] 뉴위럴에서 말이야.", + "FELIX_CONVO15_FELIX1": "이곳 몬스터는 불을 무서워하는 걸까? 우리가 야영하고 있을 때는 공격하지 않는 것 같던데.", + "FELIX_CONVO15_FELIX2": "아니면 혹시...", + "FELIX_CONVO15_FELIX3": "그냥 쉬고 있는 인간을 공격하는 게 몬스터의 예의범절에 어긋나는 행동일지도 몰라!", + "FELIX_CONVO16_FELIX2": "그 사람은 이 섬에서 나고 자라서 다른 곳에 대해서는 아무것도 몰라. 부모님이 이곳에 표류한 후에 만났거든.", + "FELIX_CONVO16_FELIX1": "최근에 순찰대장 한 명이 내가 이곳에 \\\"불시착\\\"하기 전에 어떤 삶을 살았는지 물어보더라고.", + "FELIX_CONVO16_FELIX3": "기차, 백화점, 스포츠팀 같은 것들에 대해 궁금해했어...", + "FELIX_CONVO16_FELIX4": "이곳에서 자란 사람이 모를 거라고는 생각도 안 해본 아주 기본적인 것들을 말이야.", + "FELIX_CONVO17_FELIX1": "이렇게 몸을 녹일 모닥불만 피우고 밖에 있자니... 여름 캠프 생각이 나네!", + "FELIX_CONVO16_FELIX5": "이곳 삶은 그리 복잡하지 않지만, 적어도 행복하게 자라날 수는 있지.", + "FELIX_CONVO17_FELIX2": "...아니, 만약 내가 여름 캠프에 가본 적이 있다면 그 생각이 났겠지. [pause]난 안 가봤거든.", + "FELIX_CONVO19_FELIX2_OPTION1": "응!", + "FELIX_CONVO18_FELIX1": "가끔 내 그림의 모델이 되어줘! 정물화는 예술가가 꼭 숙달해야 하는 기술이거든.", + "FELIX_CONVO17_FELIX3": "하지만 어렸을 때 [wave amp=30 freq=10]상상한[/wave] 여름 캠프와 꽤 비슷하네... 그래서 좋아.", + "FELIX_CONVO18_FELIX2": "인체는 그리기 정말 어렵다니까.", + "FELIX_CONVO18_FELIX3": "특히 손이 제일 어려워. 아직도 손은 잘 못 그리겠더라고.", + "FELIX_CONVO19_FELIX1": "그러니까...", + "FELIX_CONVO19_FELIX3": "그런데 그 \\\"만화책\\\"은 전혀 [wave amp=30 freq=10]안 움직여[/wave]? 그냥 종이에 인쇄된 걸 [wave amp=30 freq=10]바라보는[/wave] 거야?", + "FELIX_CONVO19_FELIX2_OPTION2": "비슷해.", + "FELIX_CONVO19_FELIX4": "나한테는 이상하게 들리지만, 그래도 네 말을 믿을게!", + "FELIX_CONVO20_FELIX1": "내 공책에 이 섬의 몬스터를 더 기록해 놔야겠어.", + "FELIX_SOCIAL1_FELIX2": "이 모험이 내 안에 불을 지폈다고 말한 거. 기억나?", + "FELIX_CONVO20_FELIX2": "원래 세계로 돌아갔을 때 내가 정말 몬스터가 사는 섬에 왔었다는 증거로 쓸 수 있을지도 모르잖아.", + "FELIX_CONVO20_FELIX3": "[wave amp=30 freq=10]아무도[/wave] 내 말을 믿을 것 같지는 않지만 말이야.", + "FELIX_SOCIAL1_FELIX1": "쿠네코와 작별한 후에 내가 한 말 있잖아...", + "FELIX_SOCIAL1_FELIX2_OPTION1": "기억나!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "어... 기억나는 것 같기도?", + "FELIX_SOCIAL1_FELIX3": "난 이곳에 떨어지기 전에 예술적으로 발전을 못하고 있었어.", + "FELIX_SOCIAL1_FELIX5": "내가 책임자는 아니었지만, [pause]그래도... [pause]그 회사는 내 아이나 마찬가지였어. [pause]무슨 말인지 알겠어? [pause]내가 피땀 흘려 공들이지 않았다면 그 회사도 없었을 거라고.", + "FELIX_SOCIAL1_FELIX4": "난 오랫동안 조트 이야기를 만드는 회사에서 일했어. [pause]아트, 각본, 전부 말이야.", + "FELIX_SOCIAL1_FELIX6": "난 상사들이 내가 기여한 걸 알아주기를 오랫동안 기다렸지만, 그런 날은 영영 오지 않았어.", + "FELIX_SOCIAL1_FELIX7": "오히려 내 보직을 이리저리 바꾸고, 내가 오랫동안 작업한 이야기와 캐릭터로부터 떨어뜨려놨지.", + "FELIX_SOCIAL1_FELIX8": "급여도 내가 받아 마땅한 금액에 턱없이 못 미쳤고.", + "FELIX_SOCIAL1_FELIX9": "그래서... 난 결국 회사를 때려치고 나만의 길을 걸으려 했어.", + "FELIX_SOCIAL1_FELIX9_OPTION1": "잘했어!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "그 사람들 손해지!", + "FELIX_SOCIAL1_FELIX10": "헤, 고마워.", + "FELIX_SOCIAL1_FELIX11": "전 직장에서 너무 괴로웠던 나머지 다시 예술을 만드는 데 필요한 마음가짐을 갖기가 어렵더라고.", + "FELIX_SOCIAL2_FELIX4": "내가 아는 한, 이것들은 그냥 평범한 구식 카세트 플레이어야. 아버지가 비슷하게 생긴 걸 가지고 계셨어.", + "FELIX_SOCIAL1_FELIX12": "그래서 내가 뉴위럴에 떨어진 데에는 뭔가 이유가 있는 것 같아.", + "FELIX_SOCIAL1_FELIX13": "내 얘기 들어줘서 고마워, {player}.", + "FELIX_SOCIAL1_FELIX14": "우리가 슈퍼 몬스터로 융합한 적이 있다 보니 너와 얘기하기 더 편한 것 같아.", + "FELIX_SOCIAL1_FELIX14_OPTION1": "맞아, 그랬지!", + "FELIX_SOCIAL1_FELIX15": "헤.", + "FELIX_SOCIAL1_FELIX14_OPTION2": "융합하면 사이가 가까워지긴 하지!", + "FELIX_SOCIAL1_FELIX17": "그러면 하던 일이나 마저 할까?", + "FELIX_SOCIAL1_FELIX16": "어쨌든, 네 관문을 찾기 전까지는 돌아갈 수 없어.", + "FELIX_SOCIAL2_FELIX1_OPTION1": "그게 무슨 뜻이야?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "어떤 식으로?", + "FELIX_SOCIAL2_FELIX2": "그러니까, 몬스터를 기록하는 카세트 테이프 말이야... 정확히 어떤 원리로 작동하는 걸까?", + "FELIX_SOCIAL2_FELIX1": "서로 다른 세계에서는... [pause]논리도 다를 수 있을까?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "그 카세트 플레이어는 첨단 과학 기술을 사용한 발명품일 거야.", + "FELIX_SOCIAL2_FELIX2_OPTION2": "카세트 플레이어에 마법이 걸려 있을 거야.", + "FELIX_SOCIAL2_FELIX2_OPTION3": "모르겠어!", + "FELIX_SOCIAL2_FELIX3A": "나도 그 생각은 해봤어... [pause]그래서 메러디스한테 내부를 들여다 봐달라고 했지. [pause]그런데 완전히 평범해 보인다고 하더라고.", + "FELIX_SOCIAL2_FELIX3B": "이곳은 마법이 정말 존재하는 걸까? [pause]마법사들이 서로 주문을 날리면서 날아다니지는 않잖아.", + "FELIX_SOCIAL4_FELIX5.n": "이 캐릭터는 아웃사이더야. [pause]옥검사에게 도전하기 위해 머나먼 곳에서 찾아온 기사지.", + "FELIX_SOCIAL2_FELIX3C": "나도 마찬가지야.", + "FELIX_SOCIAL2_FELIX5": "듣기로는 몇 년 전 순찰대가 버려진 백화점에 잔뜩 쌓여있는 걸 찾았다고 하더라고. 이 섬의 카세트 플레이어는 전부 그곳에서 난 거지.", + "FELIX_SOCIAL2_FELIX6": "세계마다 논리가 다를 수 있을지 물어본 것도 그래서야.", + "FELIX_SOCIAL2_FELIX8": "정말 흥미로운 발상이야! 꼭 이야기의 소재로 써야겠어...", + "FELIX_SOCIAL2_FELIX7": "우리 세계의 평범한 물건이 이 세계에서는 다른 \\\"규칙\\\"을 따르는 걸지도 몰라.", + "FELIX_SOCIAL2_FELIX8_OPTION1": "이야기?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "무슨 뜻이야?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "새 이야기를 쓰고 있어?", + "FELIX_SOCIAL2_FELIX9": "아직 별것 없어... 그냥 이런저런 생각을 해보고 있을 뿐이야.", + "FELIX_SOCIAL2_FELIX11": "이제 모험이나 마저 하러 가자고. 그러면 소재를 더 얻을 수 있을 테니까.", + "FELIX_SOCIAL2_FELIX10": "좀 더 실질적인 결과물이 나오면 알려줄게.", + "FELIX_SOCIAL3_FELIX1": "쿠네코가 한 말이 계속 떠오르더라고.", + "FELIX_SOCIAL3_FELIX3": "왠지 모르게 뉴위럴의 몬스터들이 계속 마음에 걸렸는데, 이젠 그 이유를 알 것 같아.", + "FELIX_SOCIAL3_FELIX2": "생각이 스스로 자란다는 것 말이야. 그래서 생각해봤는데...", + "FELIX_SOCIAL3_FELIX3_OPTION1": "몬스터들이 왜?", + "FELIX_SOCIAL3_FELIX6": "만약 그게 사실이라면, 그건 정밀 과학의 영역이 아닐지도 몰라. [pause]무질서하고 예측할 수 없을지도 모르지.", + "FELIX_SOCIAL3_FELIX4": "이곳 몬스터는 등에 안전 고깔이 달린 것도 있고, 몸통이 쓰레기통인 것도 있고, 머리가 텔레비전인 것도 있잖아...", + "FELIX_SOCIAL3_FELIX5": "혹시 우리가 떠올리는 이미지와 신화가 널리 퍼져나가다 보면 이렇게 다른 세계에서 물리적으로 실체화하는 건 아닐까?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "정말 기발한 생각이야.", + "FELIX_SOCIAL3_FELIX5_OPTION2": "마음에 드는데!", + "FELIX_SOCIAL3_FELIX7": "이미지와 개념이 합쳐져서 특이한 결과를 내거나, 때로는 널리 퍼지지 않은 생각이 실체화할 수 있을지도 몰라.", + "FELIX_SOCIAL3_FELIX9": "이 세계를 좀 더 이해하게 된 것 같아.", + "FELIX_SOCIAL3_FELIX8": "때로는 캐나다에 사는 웬 찌질이가 연필로 끄적인 스케치만으로도 충분할지도 모르지.", + "FELIX_SOCIAL3_FELIX10": "멋지네. [pause]그러면 이만 일어설까?", + "FELIX_SOCIAL4_FELIX1": "저기, {player}.", + "FELIX_SOCIAL4_FELIX12.f": "등장인물에게 결말을 강요할 수는 없어. 결정은 아웃사이더의 몫이지.", + "FELIX_SOCIAL4_FELIX2": "네게 보여주고 싶은 게 있어. 잠깐 내 집에 들를래?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "그래!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "지금은 안 돼.", + "FELIX_SOCIAL4_FELIX_NO": "괜찮아. 그럼 다음에 보여줄게.", + "FELIX_SOCIAL4_FELIX3": "네 마음에 들면 좋겠어!", + "FELIX_SOCIAL4_FELIX4.m": "좋아, 준비됐어?", + "FELIX_SOCIAL4_FELIX5.m": "이 캐릭터는 아웃사이더야. [pause]옥검사에게 도전하기 위해 머나먼 곳에서 찾아온 기사지.", + "FELIX_SOCIAL4_FELIX4.n": "좋아, 준비됐어?", + "FELIX_SOCIAL4_FELIX4.f": "좋아, 준비됐어?", + "FELIX_SOCIAL4_FELIX6.m": "옥검사는 오래전 멸망한 문명에서 만들어진 불멸의 기계인데, 아웃사이더에게 결투를 신청해서 이겼어.", + "FELIX_SOCIAL4_FELIX5.f": "이 캐릭터는 아웃사이더야. [pause]옥검사에게 도전하기 위해 머나먼 곳에서 찾아온 기사지.", + "FELIX_SOCIAL4_FELIX7.m": "이제 아웃사이더는 약속한 대로 옥검사의 요새로 가서 순순히 처형당해야 해. 그러지 않으면 옥검사가 아웃사이더의 고향을 파괴할 거야.", + "FELIX_SOCIAL4_FELIX6.f": "옥검사는 오래전 멸망한 문명에서 만들어진 불멸의 기계인데, 아웃사이더에게 결투를 신청해서 이겼어.", + "FELIX_SOCIAL4_FELIX6.n": "옥검사는 오래전 멸망한 문명에서 만들어진 불멸의 기계인데, 아웃사이더에게 결투를 신청해서 이겼어.", + "FELIX_SOCIAL4_FELIX7.f": "이제 아웃사이더는 약속한 대로 옥검사의 요새로 가서 순순히 처형당해야 해. 그러지 않으면 옥검사가 아웃사이더의 고향을 파괴할 거야.", + "FELIX_SOCIAL4_FELIX7.n": "이제 아웃사이더는 약속한 대로 옥검사의 요새로 가서 순순히 처형당해야 해. 그러지 않으면 옥검사가 아웃사이더의 고향을 파괴할 거야.", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "정말 안됐다!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "정말 안됐다!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "아웃사이더가 할 수 있는 건 없어?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "정말 안됐다!", + "FELIX_SOCIAL4_FELIX8.m": "아웃사이더는 말수가 적지만, 재치 있고 결의가 굳은 사람이야. 아웃사이더가 그렇게 쉽게 운명에 굴복하지는 않을 것 같아.", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "아웃사이더가 할 수 있는 건 없어?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "아웃사이더가 할 수 있는 건 없어?", + "FELIX_SOCIAL4_FELIX8.f": "아웃사이더는 말수가 적지만, 재치 있고 결의가 굳은 사람이야. 아웃사이더가 그렇게 쉽게 운명에 굴복하지는 않을 것 같아.", + "FELIX_SOCIAL4_FELIX8.n": "아웃사이더는 말수가 적지만, 재치 있고 결의가 굳은 사람이야. 아웃사이더가 그렇게 쉽게 운명에 굴복하지는 않을 것 같아.", + "FELIX_SOCIAL4_FELIX9": "가웨인 경과 녹기사에서 조금 영감을 받았어. 아서 왕의 기사에 대한 중세 시대 이야기인데, 그 기사도 비슷한 여정을 하거든.", + "FELIX_SOCIAL4_FELIX10": "내 이야기를 어떻게 끝맺을지는 아직 못 정했어. [pause]이야기가 이끄는 대로 따라가 봐야지.", + "FELIX_SOCIAL4_FELIX11": "음, 등장인물은 내가 만들지만, 이야기가 어떻게 전개될지 결정하는 건 [wave amp=30 freq=10]그들 자신[/wave]이야.", + "FELIX_SOCIAL4_FELIX10_OPTION1": "이야기가 이끈다고?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "네가 이야기를 쓰는 게 아니야?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "그냥 데이트 신청을 하는 게 더 쉬웠을 텐데.", + "FELIX_SOCIAL4_FELIX12.m": "등장인물에게 결말을 강요할 수는 없어. 결정은 아웃사이더의 몫이지.", + "FELIX_SOCIAL4_FELIX13": "물론 너의 몫이기도 하고. 애초에 너를 기반으로 만든 인물이니까.", + "FELIX_SOCIAL4_FELIX12.n": "등장인물에게 결말을 강요할 수는 없어. 결정은 아웃사이더의 몫이지.", + "FELIX_SOCIAL4_FELIX13_OPTION1": "뭐?!", + "FELIX_SOCIAL4_FELIX15.f": "머나먼 곳에서 온 영웅이 방랑하며 막다른 운명에 맞서 싸울 것을 각오한다고?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "어떻게?", + "FELIX_SOCIAL4_FELIX14": "생각해 봐...", + "FELIX_SOCIAL4_FELIX15.n": "머나먼 곳에서 온 영웅이 방랑하며 막다른 운명에 맞서 싸울 것을 각오한다고?", + "RESTING_DOG_7": "왈왈이한테 공을 물어 오라고 했지만, 왈왈이는 근처의 몬스터 냄새에 더 관심이 있다.", + "FELIX_SOCIAL4_FELIX15.m": "머나먼 곳에서 온 영웅이 방랑하며 막다른 운명에 맞서 싸울 것을 각오한다고?", + "FELIX_SOCIAL4_FELIX16": "그거 완전 너잖아, {player}.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "최선을 다해봤어. 어때?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "넌 정말 좋은 친구야, 펠릭스!", + "FELIX_SOCIAL4_FELIX16_OPTION2": "넌 정말 로맨틱하다니까, 펠릭스.", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "헤, [pause]뭘 이런 걸 갖고 그래!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "넌 사명을 품은 멋진 전사야. [pause]글을 쓸 때는 자기가 잘 아는 주제를 선택하라고 하잖아. 그러니 당연히 내 멋진 모험 동료에 대해 써야지.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "넌 사명을 품은 멋진 전사야. [pause]글을 쓸 때는 자기가 잘 아는 주제를 선택하라고 하잖아. 그러니 당연히 내 멋진 모험 동료에 대해 써야지.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "넌 사명을 품은 멋진 전사야. [pause]글을 쓸 때는 자기가 잘 아는 주제를 선택하라고 하잖아. 그러니 당연히 내 멋진 모험 동료에 대해 써야지.", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "이 이야기에 쓸 스케치와 캐릭터 디자인을 많이 만들어놨어. [pause]한번 볼래?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "귀엽네.", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "그 조트 이야기가 너와 같이 시간을 보낼 핑계에 불과한 건 아니야.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "난 널 친구로 생각해.", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "[wave amp=30 freq=10]정말[/wave] 그 이야기를 계속 쓸 거라고.", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "하지만 이왕 하는 김에 할 수 있는 건 다 해보는 거지, 뭐. [pause]난 중요한 일에는 최선을 다하거든.", + "FELIX_ROMANCE_FELIX1_OPTION2": "딱히 없어!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "어휴, 바보 같기는.", + "FELIX_ROMANCE_FELIX1.m": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", + "FELIX_ROMANCE_FELIX1.f": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "말했잖아. 난 최선을 다한다고.", + "FELIX_ROMANCE_FELIX_NO": "미안. 자기만의 시간을 가질 때 방해하면 안 되는데.", + "FELIX_ROMANCE_FELIX2": "난...", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", + "FELIX_ROMANCE_FELIX1.n": "평소보다 조용하네, {player}! 무슨 고민이라도 있어?", + "FELIX_ROMANCE_FELIX13": "하지만 결국 작별해야 하는 날이 찾아오더라도...", + "FELIX_ROMANCE_FELIX5": "고백 받는 건 이게 처음이야. [pause]익숙하지가 않네.", + "FELIX_ROMANCE_FELIX3": "연애 경험은 몇 번 있지만, [pause]솔직히 말하면...", + "FELIX_ROMANCE_FELIX4": "평소에는 내가 더 적극적이거든.", + "FELIX_ROMANCE_FELIX6": "아, 맞다.", + "FELIX_ROMANCE_FELIX7": "대답을 해야지!", + "FELIX_ROMANCE_FELIX8": "당연히, [pause]내 대답은 \\\"좋아\\\"야.", + "FELIX_ROMANCE_FELIX9.f": "어느 날 갑자기 베일에 싸인 사람이 내 삶에 나타나서는, [pause]나와 함께 힘을 합쳐 싸우고, [pause]전투 중에 말 그대로 나와 [wave amp=30 freq=10]합체[/wave]하고, [pause]거기다가 매력적이기까지 하다고?", + "FELIX_ROMANCE_FELIX9.m": "어느 날 갑자기 베일에 싸인 사람이 내 삶에 나타나서는, [pause]나와 함께 힘을 합쳐 싸우고, [pause]전투 중에 말 그대로 나와 [wave amp=30 freq=10]합체[/wave]하고, [pause]거기다가 매력적이기까지 하다고?", + "FELIX_ROMANCE_FELIX9.n": "어느 날 갑자기 베일에 싸인 사람이 내 삶에 나타나서는, [pause]나와 함께 힘을 합쳐 싸우고, [pause]전투 중에 말 그대로 나와 [wave amp=30 freq=10]합체[/wave]하고, [pause]거기다가 매력적이기까지 하다고?", + "FELIX_ROMANCE_FELIX11": "우리가 돌아갈 방법을 찾게 될지는 모르겠지만, [pause]우리는 아마 다른 세계에서 온 걸 거야.", + "FELIX_ROMANCE_FELIX10": "어지간한 멍청이가 아니고서야 거절할 리가 없잖아.", + "FELIX_ROMANCE_FELIX12": "넌 \\\"조트\\\"에 대해 못 들어봤고, [pause]나는 그 \\\"만화책\\\"에 대해 못 들어봤으니까.", + "VIOLA_UNKNOWN_NAME": "수수께끼의 여인", + "FELIX_ROMANCE_FELIX14": "난 이 이야기를 너와 함께 나누고 싶어. [pause]적어도 계속되는 동안에는 말이야.", + "VIOLA_INTRO1_MEREDITH1": "어휴, 이럴 줄 알았지. 항상 뭔가 우릴 죽이려 든다니까.", + "VIOLA_INTRO1_EUGENE1": "상대가 많을수록 운동 효과도 좋겠지. [pause]안 그래?", + "VIOLA_INTRO1_KAYLEIGH1": "좀 걱정이 되네...", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]적이다![/wave]", + "VIOLA_INTRO1_FELIX1": "...아. 함정이었나 보네.", + "VIOLA_INTRO1_VIOLA2": "이 땅에 친절함이라고는 없소, 낯선 이들이여.", + "VIOLA_QUEST2_PART1_VIOLA6": "너무 수고스럽지 않다면, [pause]오라버니를 뵌 곳으로 날 데려가 주겠소?", + "VIOLA_INTRO1_VIOLA3": "자, [pause]저 짐승들과 머릿수를 맞춥시다!", + "VIOLA_INTRO1_VIOLA4": "...", + "VIOLA_INTRO1_VIOLA6": "이런 곳에 머무를 이유는 없겠지.", + "VIOLA_INTRO1_VIOLA5": "저 악마들이 돌아오기 전에 떠나는 것이 좋을 거요...", + "VIOLA_INTRO1_KAYLEIGH7": "적어도 감사 인사는 하게 해줘! 넌 누구야?", + "VIOLA_INTRO1_MEREDITH7": "모자 멋있네. 그런데 넌 누구야?", + "VIOLA_INTRO1_EUGENE7": "왜 그래, [pause]우리 힘을 합쳐 싸운 사이잖아! [pause]적어도 이름은 알려줘.", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]우릴 도와주다니 정말 용감하다! 그런데 넌 누구야...?[/wave]", + "VIOLA_INTRO1_FELIX7": "무척 박진감 넘치는 전투였어. [pause]적어도 이름은 알려주면 안 될까?", + "VIOLA_INTRO1_VIOLA8": "나는 메살린의 바이올라라고 하오.", + "VIOLA_INTRO1_VIOLA9": "나는 전사가 아니건만, 이 땅이 내게 그런 역할을 떠맡겼구려.", + "VIOLA_INTRO1_VIOLA10": "내가 짊어진 짐으로 그대에게 부담을 주고 싶지는 않소.", + "VIOLA_INTRO1_VIOLA10_OPTION1": "네 \\\"짐\\\"이 뭔데?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "네 오빠가 어디 있을까?", + "VIOLA_INTRO1_VIOLA11": "...", + "VIOLA_INTRO1_VIOLA10_OPTION2": "찾는 거라도 있어?", + "VIOLA_INTRO1_VIOLA12": "나는 오라버니와 함께 바다에 내동댕이쳐졌다오.", + "VIOLA_INTRO1_VIOLA13": "내가 가라앉지 않았으니, 오라버니 역시 이곳에 떠밀려 왔을지도 모르오...", + "VIOLA_INTRO1_VIOLA14": "벌써 오라버니를 찾아 헤맨 지 어언 몇 주째. 어떤 친절한 이가 준 이 신묘한 장치로 내 몸을 지킬 수 있었소.", + "VIOLA_INTRO1_VIOLA15": "세바스찬 오라버니에 대한 소식을 들으면, 이곳에서 바로 동쪽에 있는 내 야영지로 와 주시오.", + "VIOLA_INTRO1_VIOLA16": "그럼 안녕히 가시오.", + "VIOLA_INTRO2_VIOLA1": "또 만났구려. 그간 강녕하시었소?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "왜 혼자 다니는 거야?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "왜 그렇게 말하는 거야?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "이만 갈게!", + "VIOLA_INTRO2_VIOLA2": "나도 모르겠소.", + "VIOLA_INTRO2_VIOLA3": "오라버니는 명민하신 분이오. 만약 이곳에 계신다면, 오라버니도 나를 찾고 계실 거요.", + "VIOLA_INTRO2_VIOLA4": "나는 이곳이 어떤 나라인지, 또 어떤 관습을 따르는지 모르오.", + "VIOLA_INTRO2_VIOLA5": "게다가 이곳 사람들은 기이하더구려. 홀로 다니는 것은 내 안위를 위해서요.", + "VIOLA_INTRO2_VIOLA7": "여기는 내가 생각했던 것보다 고향에서 먼 곳일지도 모르겠구려.", + "VIOLA_INTRO2_VIOLA6": "내 입장에서는... [pause]기묘한 말투를 쓰는 건 그대요.", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]바이올라에게... 이곳으로 찾아오라고 전해주시오...[/wave]", + "VIOLA_INTRO2_VIOLA8": "잘 가시오.", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "방금 그건 바이올라의 오빠인 걸까? 바이올라한테 알려줘야겠어...", + "VIOLA_QUEST1_PART1_MEREDITH2": "어... 어떻게 받아들여야 할지 모르겠네. 바이올라에게 알려줘야겠지.", + "VIOLA_QUEST1_PART1_FELIX2": "이야기가 점점 이상하게 흘러가네. 자, 가서 바이올라한테 오빠를 봤다고 알려주자.", + "VIOLA_QUEST1_PART1_EUGENE2": "정말 이상했어. 자, 바이올라한테 가서 알려주자.", + "VIOLA_QUEST2_PART1_VIOLA1": "뭐라고? 내 오라버니의 환영을 봤다는 거요?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "그래!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "지금은 안 돼.", + "VIOLA_QUEST2_PART1_VIOLA2": "더 자세히 알려주시오.", + "VIOLA_QUEST2_PART1_VIOLA3": "그렇군...", + "VIOLA_QUEST2_PART1_VIOLA4": "오라버니께서 아직 살아 계신 걸 수도 있고, [pause]그 영혼만 남아 이승을 떠도는 걸지도 모르겠구려...", + "VIOLA_QUEST2_PART1_VIOLA5": "나는 꼭 확인해야겠소. {player}...", + "VIOLA_QUEST2_PART1_VIOLA8": "걱정하지 마시오. [pause]내가 곁에 있으면 여행길이 안전할 터이니.", + "VIOLA_QUEST2_PART1_VIOLA7": "서둘러 갑시다.", + "VIOLA_QUEST2_PART1_VIOLA_NO": "알겠소. 그러면 일단 이곳에 머무르고 있으리다.", + "VIOLA_QUEST3_PART1_VIOLA1": "이곳이오?", + "VIOLA_QUEST3_PART1_VIOLA2": "오라버니, [pause]이곳에 계시다면... [pause]부디 뭐라고 좀 해보십시오.", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "이곳에 불길한 고요함이 맴돌고 있구려... 그대는 느껴지지 않소?", + "VIOLA_QUEST3_PART1_VIOLA3": "어서 여길 수색해 봅시다.", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "내 사랑하는 오라버니께서 이런 곳에 계시다니...", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "너와 만나기만을 기다리며 수많은 나날을 보냈단다, [wave amp=30 freq=10]메살린의 바이올라.[/wave]", + "VIOLA_QUEST3_PART2_VIOLA1": "오라버니?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "저 \\\"로빈 굿펠로\\\"라는 자가 하는 말이 정말이오, [pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "그래? [pause]하지만 밤의 축제는 아직 시작하지도 않았다!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "해줄 얘기가 무척 많구나.", + "VIOLA_QUEST3_PART2_VIOLA4": "...[pause] 날 속일 수는 없소, 정령이여. [pause]그대의 장난에 놀아나지는 않을 것이오.", + "VIOLA_QUEST3_PART2_VIOLA7": "...", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "와라, 메살린의 바이올라여.\\n\\n이 안에서 네 가족을 찾을 수 있을 것이다.\\n\\n네 형제는 내가 붙잡고 있다.", + "VIOLA_QUEST3_PART2_VIOLA8": "저 정령의 말은 믿음이 가지 않소. [pause]하지만 오라버니를 알고, [pause]내 이름까지 안다면...", + "VIOLA_QUEST3_PART2_VIOLA9": "진실을 말하는 것일지도 모르오.", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "이 배는 한때 참으로 웅장했겠구려...", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "내게 말을 건 정령이 도대체 무엇을 원하는지 감히 짐작조차 못하겠소.", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "물이 빠졌소! [pause]시간이 없으니 서두릅시다!", + "VIOLA_QUEST4_PART1_ROBIN1": "나와 춤추지 않겠어, 사촌?", + "VIOLA_QUEST4_PART1_VIOLA1": "아니. [pause]넌 내 친척이 아니다, 정령이여.", + "VIOLA_QUEST4_PART2_VIOLA1": "이곳이 내 오라버니를 가두고 있는 정령의 소굴이 분명하오.", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "대천사인 것 같아...", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "저 안에 있는 게 정령은 아닌 것 같아...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "조용히 좀 해줄래?", + "VIOLA_QUEST4_PART2_VIOLA2": "나와 얘기하고자 하는 게 정령이든, 요정이든, 악마든...", + "VIOLA_QUEST4_PART2_VIOLA3": "나는 동요하지 않을 것이오!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "온 세상을 무대로...\\n\\n공연이 시작하려 하니 말이야.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "...내 기대에는 못 미치는구려.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "무슨 \\\"공연\\\"을 말하는 거요? 그대는 [wave amp=30 freq=10]도대체[/wave] 누구요?", + "VIOLA_QUEST4_FUSE_VIOLA3": "오늘은 우리가 쓰러지는 날이 아니오!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "나는 그저 밤을 헤메는 유쾌한 방랑자...\\n\\n홉고블린이나 퍽이라고도 불리지...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "그리고 너와 나는 인연이 아주 깊어, 메살린의 바이올라.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "나는 로빈 굿펠로다!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "어디 보자...\\n\\n645쪽, \\\"십이야\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "이건 이 난파선에서 찾은 책이야.\\n\\n아주 흥미롭더군.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "배가 난파하여 미지의 땅으로 표류한 메살린의 바이올라에 대한 희극.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "이해가 안 되오...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "아, 나는 여기 있군.\\n\\n365쪽, \\\"한여름 밤의 꿈\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "네 이야기가 허락하기 전까지는 네 오빠를 찾을 수 없어.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "오베론 왕, 타이타니아 여왕, 장난꾸러기 로빈 굿펠로 등 요정에 대한 이야기.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "친애하는 바이올라... 너와 나는...\\n\\n윌리엄 셰익스피어 씨라는 인간 극작가가 만들어낸 존재에 불과하지.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "우리의 이야기는 우리의 것이 아니야.\\n\\n세바스찬은 이곳에 없고, 앞으로도 영영 없을 거라고.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", + "VIOLA_CONVO13_VIOLA2.f": "미안하오, [pause]벗이여. [pause]지금은 할 얘기가 별로 없소.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]난 그 미래에 굴복하지 않겠소![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "맞아.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "그대의 세계에서도... [pause]저 자가 읽고 있는 이야기가 알려져 있소?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "미안해.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "미안해.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "고맙소.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "미안해.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "이제 내 말이 진실이라는 걸 알겠지.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "그대의 말이 진실이라 해도 바뀌는 건 아무것도 없소.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "그렇다 해도...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "진실의 물결에 몸을 맡겨라. 그 진실이 네 숨이 멎을 때까지 널 심연 속으로 끌고 내려가도록 말이다.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "{player}의 세계에서는, [pause]내가 이야기에 불과할지도 모르지.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "나를 위해 쓰여진 그 미래는 [shake rate=30 level=10]종이에 쓰인 글자[/shake]에 불과하오!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "허나 내 세계에서는 {player}이(가) 이야기가 아니라는 법은 없지 않소?", + "VIOLA_QUEST4_FUSE_VIOLA2": "거스를 수 없는 운명의 손이 우릴 밀어붙일지라도...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "하하하!\\n\\n정말 뜻밖이구나!", + "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]우리 이야기는 여기서 끝나지 않을 것이오![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "내가 기대한 것보다도 훌륭한 연극이야!\\n\\n자, 그러면 함께 종막을 감상해볼까?", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "조금 곤경에 처하신 것 같군요, 굿펠로 씨.", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "제가 도와드리죠. 당신에게 새 역할을 맡기고 싶군요.", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "안전한 곳으로 돌아가는 게 좋겠소...", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "나와 함께 와줘서 고맙구려, [pause]{player}.", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "로빈 굿펠로는 틀렸소.", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "내 삶이 다른 세계에서는 이야기에 지나지 않을지도 모르지만...", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "내 이야기의 결말은 내가 직접 찾을 것이오.", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "그건 중요치 않소. 내 미래는 내가 써내려 가는 것이니 말이오.", + "VIOLA_CONVO2_VIOLA2": "하지만 이곳에는 나보다 훨씬 오랫동안 표류해 있던 이들이 많지.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "하지만 전투에서 우리의 심장이 하나로 이어진 순간, [pause]그대도 내 이야기의 일부가 되었소.", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "그 장엄한 전투에서 [wave amp=30 freq=10]우리가 합쳐진 순간[/wave]을 말하는 것이오. 우리 몸이 하나가 되었을 때, 우리의 [wave amp=30 freq=10]운명[/wave] 역시 뒤얽히는 것이 느껴졌소.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "우리 심장이 이어졌다고?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "무슨 뜻이야?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "만약 그 문을 찾으면 오라버니와 다시 만날 수 있을지도 모르겠구려.", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "다시 분리되기는 했지만, 한번 얽힌 운명의 실은 그렇게 쉬이 풀 수 없는 것 같구려.", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "이 섬을 떠날 수 있는 문을 안다고 하지 않았소?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "맞아!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "응, 알아.", + "VIOLA_CONVO1_VIOLA1": "...하면, 그대의 세계에서는[pause] 다른 나라로 여행할 때 몇 일이 아니라 [pause]몇 시간이면 충분하다는 거요?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "알겠소! [pause]내 이 빚은 꼭 갚으리다. 그대의 여정을 내가 도와주겠소.", + "VIOLA_CONVO1_VIOLA2": "어떻게 그럴 수 있단 말이오? [pause]상상조차 할 수가 없구려!", + "VIOLA_CONVO2_VIOLA1": "내 이곳에 온 지 얼마 되지도 않았건만, [pause]고향 땅이 사무치게 그립구려.", + "VIOLA_CONVO2_VIOLA3": "나였다면 견디지 못 했을 것 같소. [pause]이곳 사람들은 크나큰 슬픔을 묵묵히 짊어지고 있겠구려...", + "VIOLA_CONVO3_VIOLA1": "우리 머리 위의 하늘이 어렸을 적 내 방에서 창문으로 내다보던 하늘과는 다르다는 걸 알지만...", + "VIOLA_CONVO3_VIOLA2": "잠시나마 그런 척은 할 수 있겠지. [pause]내 집이 하루 달리면 갈 수 있는 곳에 있고, [pause]그러면 가족과 친구들을 다시 만날 수 있다고 말이오.", + "VIOLA_CONVO4_VIOLA1": "궁금한 게 있소. [pause]그대가 전투에서 보이는 그 괴물 형태의 이름은 무엇이오?", + "VIOLA_CONVO3_VIOLA3": "그대도 마음 한 구석에서는 그렇게 느끼리라 믿소, [pause]{player}.", + "VIOLA_CONVO4_VIOLA2": "...", + "VIOLA_CONVO5_VIOLA1": "이 섬은 참으로 가지각색의 사람들이 손을 잡게 만든다는 생각이 들었소.", + "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]왠지 모르게 그대에게 어울리는구려.", + "VIOLA_CONVO5_VIOLA2": "원래대로라면 영영 마주치지 않았을 [pause]온갖 출신의 사람들이, [pause]이 외딴 섬에 함께 갇히면서 동료가 되다니.", + "VIOLA_CONVO5_VIOLA3.m": "그대와 나도 이런 상황이 아니었다면 영영 만나지 못했을 터!", + "VIOLA_CONVO5_VIOLA3.f": "그대와 나도 이런 상황이 아니었다면 영영 만나지 못했을 터!", + "VIOLA_CONVO5_VIOLA3.n": "그대와 나도 이런 상황이 아니었다면 영영 만나지 못했을 터!", + "VIOLA_CONVO6_VIOLA1": "언젠가 이곳을 떠나게 된다면, 이곳에서 보낸 시간에 대해서는 입에 올리지도 못할 것 같소!", + "VIOLA_CONVO6_VIOLA3": "내 친구들이 들으면 내가 정신이 나갔다고 생각할 거요!", + "VIOLA_CONVO6_VIOLA2": "지구를 벗어나 머나먼 곳에 섬이 하나 있고, [pause]그곳에서 온갖 정령과 요정들이 살아간다고?", + "VIOLA_CONVO7_VIOLA1.n": "이리 오시오, {player}. [pause]얼마 안 있어 다시 발걸음을 재촉해야 한다는 건 알지만...", + "VIOLA_CONVO7_VIOLA1.f": "이리 오시오, {player}. [pause]얼마 안 있어 다시 발걸음을 재촉해야 한다는 건 알지만...", + "VIOLA_CONVO7_VIOLA1.m": "이리 오시오, {player}. [pause]얼마 안 있어 다시 발걸음을 재촉해야 한다는 건 알지만...", + "VIOLA_CONVO11_VIOLA1.m": "기이한 생물의 형태를 한 채 [pause]연인과 함께 힘을 합쳐 싸우다니...", + "VIOLA_CONVO7_VIOLA2": "잠시 몇 분이나마 둘만의 시간을 보낼 수는 있지 않겠소?", + "VIOLA_CONVO8_VIOLA1": "나는 고국에서 수많은 여관에 가보았지만, 이토록 조용한 곳은 없었소.", + "VIOLA_CONVO8_VIOLA2": "아주 좋구려! [pause]이곳에서 많은 이들이 행복한 시간을 보냈을 것 같소.", + "VIOLA_CONVO9_VIOLA1": "나무가 잠시 흔들거림을 멈추고, 이 땅 위에 찰나의 고요가 내려앉을 때...", + "VIOLA_CONVO9_VIOLA2": "다른 그 어떤 곳에서도 느낄 수 없는 진정한 침묵이 감도오. [pause]날카로운 칼날처럼 깊숙이 파고들어 피부 밑에서 느껴지는 그런 침묵 말이오.", + "VIOLA_CONVO9_VIOLA3": "이 세계에는 이 외딴 섬밖에 존재하지 않다니...", + "VIOLA_CONVO10_VIOLA1.m": "친애하는 {player}, [pause]내가 유랑 극단 시절의 이야기를 들려준 적 있소?", + "VIOLA_CONVO9_VIOLA4": "이토록 고독한 섬은 상상하기조차 힘들 거요.", + "VIOLA_CONVO10_VIOLA1.f": "친애하는 {player}, [pause]내가 유랑 극단 시절의 이야기를 들려준 적 있소?", + "VIOLA_CONVO10_VIOLA1.n": "친애하는 {player}, [pause]내가 유랑 극단 시절의 이야기를 들려준 적 있소?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "무슨 시절?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "유랑 극단...?", + "VIOLA_CONVO10_VIOLA2": "그렇소! [pause]오라버니와 나는 가끔 친구나 다양한 관객 앞에서 노래하거나 연극을 하곤 했소.", + "VIOLA_CONVO10_VIOLA3": "물론 돈이 필요했던 것은 아니오. [pause]나는 살면서 돈 걱정을 해본 적이 거의 없다오. 공연하는 즐거움 자체로도 충분했지.", + "VIOLA_CONVO10_VIOLA4": "그대도 숨겨진 재능이 있지 않소? [pause]괜찮다면 그대에 대해 더 자세히 알고 싶소...", + "VIOLA_CONVO11_VIOLA1.f": "기이한 생물의 형태를 한 채 [pause]연인과 함께 힘을 합쳐 싸우다니...", + "VIOLA_CONVO11_VIOLA2": "그것 자체로도 낭만적이지 않소? [pause]행동이 글이라면, [pause]우리의 전투는 시일 것이오.", + "VIOLA_CONVO11_VIOLA1.n": "기이한 생물의 형태를 한 채 [pause]연인과 함께 힘을 합쳐 싸우다니...", + "VIOLA_CONVO12_VIOLA2": "언젠가 오라버니에게 내가 물리친 악마들에 대한 이야기를 들려주고 싶구려.", + "VIOLA_CONVO12_VIOLA1": "어서 이 기이한 꿈에서 벗어나 고향으로 갈 방법을 찾고 싶소.", + "VIOLA_CONVO13_VIOLA1": "...", + "VIOLA_CONVO14_VIOLA4": "하지만 나의 이야기가 다른 세계의 책장 사이에 존재하다니 [wave amp=30 freq=10]기묘한[/wave] 일이기는 하오. 이야기란 전부 그런 것일까?", + "VIOLA_CONVO13_VIOLA2.n": "미안하오, [pause]벗이여. [pause]지금은 할 얘기가 별로 없소.", + "VIOLA_CONVO13_VIOLA2.m": "미안하오, [pause]벗이여. [pause]지금은 할 얘기가 별로 없소.", + "VIOLA_CONVO13_VIOLA3": "그대와 나는 만난 지 얼마 되지 않았소. 그대는 날 도와줬지만, 나는 해줄 말이 얼마 없구려.", + "VIOLA_CONVO14_VIOLA2": "그는 자신과 내가 극작가가 지어낸 존재라고 했지. 그리고 우리 이야기는 이미 쓰여 있다고 말이오.", + "VIOLA_CONVO14_VIOLA1": "그 장난꾸러기 로빈 굿펠로가 한 말을 다시 생각해보고 있었소.", + "VIOLA_CONVO14_VIOLA3": "물론 그의 말에 의지가 꺾인 것은 아니오. [pause]내가 말했듯이 내 이야기는 오직 나만의 것이니까.", + "VIOLA_CONVO14_VIOLA5": "어떤 세계에서는 \\\"{player}의 책\\\"이 있을지도 모르지! [pause]분명 손을 뗄 수 없는 책일 것 같구려!", + "VIOLA_CONVO17_VIOLA1_OPTION1": "응!", + "VIOLA_CONVO15_VIOLA1": "물어볼 것이 있소, [pause]{player}. [pause]신비한 짐승의 모습을 하고 결투한다는 이곳의 관습이 기이하다고 생각하지 않소?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "맞아, 정말 이상해!", + "VIOLA_CONVO15_VIOLA1_OPTION2": "난 재밌어!", + "VIOLA_CONVO15_VIOLA2": "실로 기이하지 않소? 허나 이곳의 친절한 주민들은 잠시도 머뭇거리거나 걱정하지 않고 그렇게 하더구려.", + "VIOLA_CONVO16_VIOLA1": "그대는 믿소, {player}? [pause]그대가 찾은 관문으로 들어가면 우리가 원래 살던 세계로 돌아갈 수 있다고 말이오.", + "VIOLA_CONVO16_VIOLA1_OPTION1": "믿어야지!", + "VIOLA_CONVO16_VIOLA1_OPTION2": "난 믿어!", + "VIOLA_CONVO16_VIOLA2": "다행이구려! [pause]이 멋진 신세계가 좋아지기는 했지만, 이곳에 영원히 머무르는 것은 우리 중 그 누구의 운명도 아니오.", + "VIOLA_CONVO16_VIOLA3": "허나 그대가 이곳에 더 머무르고 싶다면, 나도 그러리다. [pause]우리는 아직 젊으니 말이오. 아직은 시간이 우리가 떠날 준비가 되기를 기다려 줄 것 같구려.", + "VIOLA_CONVO17_VIOLA1": "알레프와의 전투는 참으로 장엄하지 않았소?", + "VIOLA_CONVO17_VIOLA2": "내겐 생각한 것보다 전사의 소질이 있더구려. 군인이 될 것을 그랬나 보오!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "그런 것 같네!", + "VIOLA_CONVO17_VIOLA3": "하지만 나는 여자이니 그럴 수 없었겠지. [pause]다시 남장을 해야 할지도 모르겠소...", + "VIOLA_CONVO17_VIOLA3_OPTION2": "응?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"다시?\\\"", + "VIOLA_CONVO18_VIOLA1.m": "{player}. 우리가 함께 여행한 지 그리 오래되지는 않았지만, 벌써 한 평생 겪을 이야기를 함께 헤쳐 나온 듯하오!", + "VIOLA_CONVO17_VIOLA4": "놀랐소? 나는 타고난 배우요! 남자와 여자란 내가 원하는 대로 골라 입을 옷장 속 의상에 불과하오.", + "VIOLA_CONVO18_VIOLA1.f": "{player}. 우리가 함께 여행한 지 그리 오래되지는 않았지만, 벌써 한 평생 겪을 이야기를 함께 헤쳐 나온 듯하오!", + "VIOLA_CONVO18_VIOLA1.n": "{player}. 우리가 함께 여행한 지 그리 오래되지는 않았지만, 벌써 한 평생 겪을 이야기를 함께 헤쳐 나온 듯하오!", + "VIOLA_CONVO18_VIOLA2": "그것이 이 땅의 진정한 목적일지도 모르겠소. 이곳 해안에 발을 딛는 이는 자신의 모험에 대한 수많은 이야깃거리를 품은 채 떠날 운명인 것이지.", + "VIOLA_CONVO19_VIOLA1_OPTION1": "응!", + "VIOLA_CONVO19_VIOLA1.n": "사랑하는 {player}, 혹시 시를 좋아하오?", + "VIOLA_CONVO19_VIOLA1.m": "사랑하는 {player}, 혹시 시를 좋아하오?", + "VIOLA_CONVO19_VIOLA1.f": "사랑하는 {player}, 혹시 시를 좋아하오?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "별로!", + "VIOLA_CONVO19_VIOLA4": "인간이란 모름지기 배를 채워줄 요리사만큼이나 마음을 채워줄 시인도 필요한 법이오.", + "VIOLA_CONVO19_VIOLA2": "그것참 다행이구려!", + "VIOLA_CONVO19_VIOLA3": "그래도 괜찮소. 내게 배우는 것은 어떠하오?", + "VIOLA_CONVO19_VIOLA5": "나는 그렇게 마음의 양식을 쌓지 않고 굶기는 것은 자신에 대한 가혹 행위라 믿소.", + "VIOLA_CONVO19_VIOLA6": "지금 우리가 이렇게 함께하는 사이이니, 그리스 시인 사포의 작품을 읽으면 좋을 것 같구려. 여행 중에 그녀의 시집이 없는지 내 잘 찾아보리다.", + "VIOLA_CONVO20_VIOLA1": "고맙소. [pause]참으로 반가운 휴식이구려, {player}.", + "VIOLA_SOCIAL1_VIOLA1": "최근 들어 깨달은 것이 있는데, [pause]바로 이 마을에서의 삶은 내게 너무나도 낯설다는 것이오.", + "VIOLA_SOCIAL1_VIOLA3": "그리고 가로등은 가로등지기도 없는데 알아서 불을 밝히고 말이오! [pause]이해할 수 없는 게 너무나도 많소.", + "VIOLA_SOCIAL1_VIOLA2": "항구촌의 친절한 이들이 말하는 방식은 내게 기묘하게만 느껴지오.", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "네가 셰익스피어 시대의 사람이긴 하지...", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "네 관점에서는 미래의 세계 같겠구나!", + "VIOLA_SOCIAL1_VIOLA5": "또 전우와 영혼을 합치기도 하지 않소? [pause]그것도 그대에게는 평범한 일이오?", + "VIOLA_SOCIAL1_VIOLA4": "그렇소. 그리고 정령과 짐승의 형태로 변하게 하는 \\\"카세트 플레이어\\\"라는 것도 있지.", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "어... 아니. 그건 나한테도 이상해.", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "그건 뉴위럴에서만 그러는 거야.", + "VIOLA_SOCIAL1_VIOLA6": "그렇구려.", + "VIOLA_SOCIAL1_VIOLA8": "이곳이 시간상으로나 공간상으로나 메살린에서 아주 먼 곳이 맞긴 한 모양이오.", + "VIOLA_SOCIAL1_VIOLA7": "그러면 이 땅의 어떤 요소는 그대에게 친숙하지만, 어떤 것은 그대에게도 이상하다는 뜻이군.", + "VIOLA_SOCIAL1_VIOLA9": "만약 이 세계에 내가 모르는 즐거움이 있다면, 부탁하고 싶은 것이 있소.", + "VIOLA_SOCIAL1_VIOLA10": "언제 한번 나와 함께 그것들을 즐겨주지 않겠소?", + "VIOLA_SOCIAL1_VIOLA11": "고국으로 돌아가기 전에 그 새로운 것들을 경험해보고 싶소.", + "VIOLA_SOCIAL3_VIOLA5": "아주 좋은 책이라고 하더구려. [pause]제목은 \\\"오싹오싹 이야기\\\"라고 하오.", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "고국으로 돌아가기 전에?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "떠날 생각이야?", + "VIOLA_SOCIAL1_VIOLA13.m": "그대의 눈을 보면 다 알 수 있소! [pause]내게서 마음을 그리 쉽게 숨길 수는 없소, 벗이여.", + "VIOLA_SOCIAL1_VIOLA12": "이 섬에서 나갈 방법을 찾는 것이 그대의 사명 아니오?", + "VIOLA_SOCIAL1_VIOLA13.n": "그대의 눈을 보면 다 알 수 있소! [pause]내게서 마음을 그리 쉽게 숨길 수는 없소, 벗이여.", + "VIOLA_SOCIAL1_VIOLA13.f": "그대의 눈을 보면 다 알 수 있소! [pause]내게서 마음을 그리 쉽게 숨길 수는 없소, 벗이여.", + "VIOLA_SOCIAL1_VIOLA14": "내가 할 수 있는 한 그대를 도울 테니 걱정하지 마시오.", + "VIOLA_SOCIAL1_VIOLA15": "나는 언제까지나 그대의 아군이자 벗일 것이오.", + "VIOLA_SOCIAL1_VIOLA16": "좋소! [pause]그럼 어서 발길을 재촉합시다.", + "VIOLA_SOCIAL2_VIOLA2": "술을 팔지 않는 것 맞소? [pause]대신 그 \\\"커피\\\"라는 걸 팔지.", + "VIOLA_SOCIAL2_VIOLA1": "그 인기 많은 곳 [pause]\\\"그래머폰\\\"에서는...", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "맞아!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "아마 그럴 거야.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "아마 그럴 거야.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "아마 그럴 거야.", + "VIOLA_SOCIAL2_VIOLA3": "그리고 그대가 온 시대의 사람들은 그 \\\"커피\\\"를 많이 마시오?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "많이 마시고 말고!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "너무 많이 마실지도 모르겠네.", + "VIOLA_SOCIAL2_VIOLA4": "흥미롭구려.", + "VIOLA_SOCIAL2_VIOLA6": "그래서 여기 그 사랑 받는 음료를 한 병 받아왔지. [pause]클레멘스에게 선물로 받았소.", + "VIOLA_SOCIAL2_VIOLA5": "나도 항구촌의 친절한 주민들처럼, [pause]그 커피라는 걸 마셔보고 싶소.", + "VIOLA_SOCIAL2_NARRATION7": "바이올라가 커피를 마셨다.", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "좋아? 아니면 싫어?", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "어떤 것 같아?", + "VIOLA_SOCIAL2_VIOLA9": "속이 든든해지는 음료구려.", + "VIOLA_SOCIAL2_VIOLA10": "왜 다들 좋아하는지 알 것 같소.", + "VIOLA_SOCIAL2_VIOLA11": "그리고 클레멘스가 친절하게도 같이 준 이 설탕 뿌린 페이스트리는...", + "VIOLA_SOCIAL2_VIOLA12": "뭐라고 부르오?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "시나몬 롤이야!", + "VIOLA_SOCIAL2_VIOLA13": "이 맛과... [pause]달콤함...", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "클레멘스가 시나몬 롤도 줬어?", + "VIOLA_SOCIAL2_VIOLA14": "허나 순식간에 사라지니, [pause]찰나의 순수한 즐거움이구려.", + "VIOLA_SOCIAL2_VIOLA15": "그럼 안녕히,[pause] 시나몬 롤이여.", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "마음에 들어?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "그러면 맛있었나 봐?", + "VIOLA_SOCIAL2_VIOLA16": "그렇소, [pause]그런 것 같구려.", + "VIOLA_SOCIAL3_VIOLA1": "항구촌 바깥의 수많은 세계에 대해 배우던 중에 아주 중요한 문서를 손에 넣었소.", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "공부하려고?", + "VIOLA_SOCIAL3_VIOLA2": "그렇소. [pause]이곳 뉴위럴에서 지내면서 내가 살던 세계에 대해 아는 것이 끝없는 바닷속 모래알만큼이나 적다는 것을 알게 되었소.", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "무슨 연구 중이야?", + "VIOLA_SOCIAL3_VIOLA3.m": "내가 온 세계와 비슷한 곳이 참으로 많더구려. [pause]그대의 세계처럼 말이오, {player}.", + "VIOLA_SOCIAL3_VIOLA4": "나의 친구 메러디스에게 도와달라고 하자, [pause]그녀가 이 책을 주었소.", + "VIOLA_SOCIAL3_VIOLA3.n": "내가 온 세계와 비슷한 곳이 참으로 많더구려. [pause]그대의 세계처럼 말이오, {player}.", + "VIOLA_SOCIAL3_VIOLA3.f": "내가 온 세계와 비슷한 곳이 참으로 많더구려. [pause]그대의 세계처럼 말이오, {player}.", + "VIOLA_SOCIAL3_VIOLA6": "나도 이 책의 이야기가 지어낸 것이라는 걸 눈치챘소.", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "공포 소설 책인 것 같은데...", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "그 책에 배울 게 있을 것 같지는 않아.", + "VIOLA_SOCIAL3_VIOLA7": "하지만 5장을 한번 보시오. [pause]살아 움직이는 망자를 처치하는 법을 설명하는 데 많은 내용을 할애하더구려.", + "VIOLA_SOCIAL3_VIOLA8": "우리는 종종 괴물과 싸우지 않소? [pause]그대가 생각하는 것보다 이 문헌에서 배울 게 많을지도 모르오.", + "VIOLA_SOCIAL3_VIOLA9": "그렇긴 하나, [pause]메러디스는 순전히 기괴한 분위기를 좋아해서 이 책을 빌려준 것 같소.", + "VIOLA_SOCIAL3_VIOLA10": "꽤 즐거운 책이었소! [pause]메러디스에게 책을 더 빌려달라고 해야겠구려.", + "VIOLA_SOCIAL4_VIOLA1.f": "그대와 논의하고 싶은 것이 있소, 친구여. [pause]잠시 조용한 곳으로 가면 안 되겠소?", + "VIOLA_SOCIAL4_VIOLA1.m": "그대와 논의하고 싶은 것이 있소, 친구여. [pause]잠시 조용한 곳으로 가면 안 되겠소?", + "VIOLA_SOCIAL3_VIOLA11": "그럼 어서 갑시다! 어서 새로 배운 것을 실전에서 사용해보고 싶소!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "지금은 안 돼.", + "VIOLA_SOCIAL4_VIOLA1.n": "그대와 논의하고 싶은 것이 있소, 친구여. [pause]잠시 조용한 곳으로 가면 안 되겠소?", + "VIOLA_SOCIAL4_VIOLA_NO": "그럼 다음에 하지 뭐.", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "그래!", + "VIOLA_SOCIAL4_VIOLA3": "항구촌 사람들은 기대에 부응해야 한다는 부담 없이 살아가지 않소?", + "VIOLA_SOCIAL4_VIOLA2": "그러니까...", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "무슨 뜻이야?", + "VIOLA_ROMANCE_VIOLA_NO.f": "내가 착각한 모양이오.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "무슨 말인지 모르겠어.", + "VIOLA_SOCIAL4_VIOLA4": "기쁘게 할 군주도 없고, [pause]무릎 꿇고 받들 왕도 없고...", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "무슨 말인지 모르겠어.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "무슨 말인지 모르겠어.", + "VIOLA_SOCIAL4_VIOLA5": "자기 행동의 목적을 마음대로 정할 수 있지. [pause]그런 삶이 참으로 부럽소.", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "예전의 삶은 복잡했어?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "여기 오기 전에 뭘 하고 있었어?", + "VIOLA_SOCIAL4_VIOLA6": "우리 가문은 전통적으로 크나큰 명성과 부를 지녔지만, [pause]불운이 우릴 덮치고 말았소.", + "VIOLA_SOCIAL4_VIOLA7": "오라버니와 나는 우리 가문과 친분이 있는 외국의 지인을 찾아가 도움을 요청하는 일을 맡았소.", + "VIOLA_SOCIAL4_VIOLA8": "하지만 그대도 알겠지만, [pause]내 배는 그 해안에 이르지 못했소. [pause]그리고 나는 정령과 짐승으로 가득한 이 꿈의 나라에서 눈을 뜬 것이오.", + "VIOLA_SOCIAL4_VIOLA9": "내 가족에 대해서는 잊고 이곳에 남는 건 참으로 쉽겠지.", + "VIOLA_SOCIAL4_VIOLA10": "최고의 사람들과 함께하는 행복한 삶이 될 것이오.", + "VIOLA_SOCIAL4_VIOLA11.f": "이곳에는 그대가 있으니 말이오, {player}!", + "VIOLA_SOCIAL4_VIOLA11.m": "이곳에는 그대가 있으니 말이오, {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "난 항상 네 친구로 남을 거야!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "나는 내 마음을 잘 숨길 줄 모르오. [pause]이 감정을 부인할 수가 없구려.", + "VIOLA_SOCIAL4_VIOLA11.n": "이곳에는 그대가 있으니 말이오, {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "난 항상 네 친구로 남을 거야!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "난 항상 네 친구로 남을 거야!", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "우리가 친구 이상의 관계는 될 수 없을까?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "우리가 친구 이상의 관계는 될 수 없을까?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "우리가 친구 이상의 관계는 될 수 없을까?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "나도, [pause]그렇게 믿소.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "아직 함께 가야 할 길이 많구려.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "좋소! [pause]자, [pause]친구여. [pause]이 \\\"커피\\\"를 마십시다.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "좋소! [pause]자, [pause]친구여. [pause]이 \\\"커피\\\"를 마십시다.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "좋소! [pause]자, [pause]친구여. [pause]이 \\\"커피\\\"를 마십시다.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "그다음 다시 여정을 떠나는 거요!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "\\\"친구 이상\\\"이라고?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "\\\"친구 이상\\\"이라고?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "알아들을 수 있게 말하시오. 그대는 날 어떻게 생각하오?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "\\\"친구 이상\\\"이라고?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "그대는 필요할 때는 말솜씨가 아주 수려해지는구려.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "난 네가 좋은 친구라고 생각해.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "나는...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "내 마음이 널 원해.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "그대는 필요할 때는 말솜씨가 아주 수려해지는구려.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "그대는 필요할 때는 말솜씨가 아주 수려해지는구려.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "그대의 아름다움은 언제나 내게 대낮의 태양처럼 명명백백했소.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "이리 오시오, 내 사랑 {player}...", + "VIOLA_ROMANCE_VIOLA1.m": "이상한 표정을 하고 있구려, {player}. [pause]털어놓고 싶은 말이라도 있소?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "이리 오시오, 내 사랑 {player}...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "이리 오시오, 내 사랑 {player}...", + "VIOLA_ROMANCE_VIOLA_NO.m": "내가 착각한 모양이오.", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "딱히 없어!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]난 우리가 함께이기를 원해.[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "이상한 표정을 하고 있구려, {player}. [pause]털어놓고 싶은 말이라도 있소?", + "VIOLA_ROMANCE_VIOLA1.f": "이상한 표정을 하고 있구려, {player}. [pause]털어놓고 싶은 말이라도 있소?", + "VIOLA_ROMANCE_VIOLA3": "내게 청혼하는 것이오, [pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "내가 착각한 모양이오.", + "VIOLA_ROMANCE_VIOLA2": "나는...", + "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", + "VIOLA_ROMANCE_VIOLA5": "농으로 한 말이오. [pause]우린 시간의 노예요. [pause]그리고 언젠가 시간이 우리를 갈라놓겠지.", + "VIOLA_ROMANCE_VIOLA6": "언젠가 이 백일몽이 끝나 각자의 삶으로 돌아갈진대, [pause]그대와 혼인을 맺으면 그 생각에 견디기 힘들 것 같소.", + "VIOLA_ROMANCE_VIOLA7": "허나, [pause]아직 함께할 수 있는 나날은 많이 남아있지.", + "VIOLA_ROMANCE_VIOLA8": "나도 그대와 뜻이 같소. [pause]이제부터 우리 마음은 곧 하나요.", + "VIOLA_ROMANCE_VIOLA9": "우리가 얘기하는 지금 이 순간에도, [pause]우리의 상상을 아득히 벗어난 다른 세계에서 [pause]어떤 극작가가 우리의 이야기를 써내려 가고 있을지도 모르겠소.", + "DOG_QUEST1_PART1_NARRATION4": "개의 이름은 왈왈이다. 목걸이에 소형 테이프 레코더가 있다. 주인에 대한 정보는 22자리 전화번호 외에 아무것도 없다.", + "VIOLA_ROMANCE_VIOLA10": "\\\"바이올라와 {player}. 함께 표류한 두 연인에 대한 희극.\\\"", + "VIOLA_ROMANCE_VIOLA11": "아주 멋진 이야기가 될 것 같구려. [pause]그렇지 않소?", + "DOG_QUEST1_PART1_DOG1": "멍!", + "DOG_UNKNOWN_NAME": "개", + "DOG_QUEST1_PART1_NARRATION2": "사람을 잘 따르는 개다!", + "DOG_QUEST1_PART1_NARRATION3": "손을 뻗어 개가 냄새를 맡게 한 후 목걸이를 살펴본다.", + "DOG_QUEST1_PART1_NARRATION5": "왈왈이도 뉴위럴에 갇힌 게 틀림없다.", + "DOG_QUEST1_PART1_NARRATION7": "왈왈이가 절벽 위를 올려다보며 낑낑거린다. 올라가고 싶어하는 듯하다.", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]끼잉...[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "기어오르기 능력으로 올라갈 수 있다. 왈왈이와 함께 갈까?", + "DOG_QUEST1_PART2_NARRATION1": "왈왈이가 손쉽게 절벽 위로 올라왔다. 그냥 같이 갈 사람을 찾고 있었던 것 같다.", + "DOG_QUEST1_PART1_NARRATION9": "왈왈이가 이 자리에서 꼼짝도 하지 않는다. 절벽 위로 데려다 줄 방법이 있었다면...", + "DOG_QUEST1_PART1_DOG10": "멍멍!", + "DOG_QUEST1_PART4_NARRATION2": "뼈 사이에 개 목줄과 간식이 있다.", + "DOG_QUEST1_PART3_DOG1": "크르르...", + "DOG_QUEST1_PART4_NARRATION1": "인간의 뼈인 듯하다...", + "DOG_QUEST1_PART4_NARRATION4": "그 후 왈왈이가 침 흥건한 혀로 당신의 손을 핥았다!", + "DOG_QUEST1_PART4_NARRATION3": "왈왈이가 커다란 구멍을 파고, 당신과 왈왈이는 함께 뼈를 묻었다.", + "DOG_QUEST1_PART4_DOG5": "*헥헥*", + "RESTING_DOG_3": "왈왈이가 오늘 말을 아주 잘 들어서 간식도 주고 배도 긁어줬다.", + "RESTING_DOG_1": "왈왈이와 함께 긴 낮잠을 잤다.", + "RESTING_DOG_2": "왈왈이와 함께 느긋하게 공을 굴리며 주고받았다.", + "RESTING_DOG_5": "왈왈이가 내 얼굴을 핥았다!", + "RESTING_DOG_4": "왈왈이가 간식을 하나 나눠줬다. 먹어봤지만 별로 맛이 없었다.", + "RESTING_DOG_6.m": "안 보는 사이에 왈왈이가 내 간식을 먹어치웠다.", + "RESTING_DOG_8": "왈왈이가 땅 파기 좋은 곳을 찾았다! 함께 뒹굴며 진흙투성이가 됐다.", + "RESTING_DOG_6.n": "안 보는 사이에 왈왈이가 내 간식을 먹어치웠다.", + "RESTING_DOG_6.f": "안 보는 사이에 왈왈이가 내 간식을 먹어치웠다.", + "RESTING_DOG_9": "왈왈이가 막대기를 가져다주고 뿌듯해한다!", + "INTERMISSION_PART1_ALEPH1": "안녕, [pause]{player.to_upper}.", + "INTERMISSION_PART1_ALEPH2": "미안, [pause]너무 소리가 큰가?", + "INTERMISSION_PART1_ALEPH3": "이러면 좀 더 듣기 쉬울지도 모르겠네.", + "INTERMISSION_PART1_ALEPH4": "잠깐 너와 회의 좀 할까 했어.", + "INTERMISSION_PART1_MEREDITH5": "계속 기차역에 나타나던 녀석인가? [pause]넌 대체 누구야?", + "INTERMISSION_PART1_KAYLEIGH5": "세모 인간! 당신은 누구고 뭘 원하는 거야?", + "INTERMISSION_PART1_EUGENE5": "넌 하나도 안 무서워! 정체가 뭐냐?!", + "INTERMISSION_PART1_FELIX5": "흠. [pause]조금 불안하네. [pause]넌 누구야?", + "INTERMISSION_PART1_VIOLA5": "이건 또 무슨 존재란 말인가!", + "INTERMISSION_PART1_DOG5": "멍!", + "INTERMISSION_PART1_ALEPH6": "아, 내 정신 좀 봐. [pause]내 소개를 해야지.", + "INTERMISSION_PART1_ALEPH6_OPTION1": "너도 대천사냐?", + "INTERMISSION_PART1_ALEPH7": "대천사라니! [pause]우릴 그렇게 부르는 거야? 이렇게 기분 좋을 데가 있나!", + "INTERMISSION_PART1_ALEPH8": "나 같은 경우에는...", + "INTERMISSION_PART1_ALEPH9": "너희 종족에게 많은 이름으로 불렸어.", + "INTERMISSION_PART1_ALEPH10": "아서, [pause]알렉산더, [pause]아가멤논...", + "INTERMISSION_PART1_MEREDITH13": "어... 예상했던 것과는 다르네.", + "INTERMISSION_PART1_ALEPH11": "하지만... [pause][pause]난 알레프야.", + "INTERMISSION_PART1_ALEPH12": "알이라고 불러도 돼.", + "INTERMISSION_PART1_KAYLEIGH13": "태도가... [pause]정중하긴 하네.", + "INTERMISSION_PART1_EUGENE13": "왜 저렇게 착한 척하는 거야?", + "INTERMISSION_PART1_ALEPH14": "난 한동안 오랜 친구 때문에 좀 바빴어. [pause]다행스럽게도 그 \\\"상황\\\"은 이제 해결됐지.", + "INTERMISSION_PART1_FELIX13": "만나서... 반가워...?", + "INTERMISSION_PART1_VIOLA13": "우리에게서 원하는 게 있지 않나. [pause]똑바로 말해라!", + "INTERMISSION_PART1_DOG13": "크르르...", + "INTERMISSION_PART1_ALEPH16": "정말 신나는 시대야, [pause]친구들!", + "INTERMISSION_PART1_ALEPH15": "돌아오고 보니 이 세계에 내 일족이 더 흘러 들어왔다고? [pause]\\\"대천사\\\"가?", + "INTERMISSION_PART1_ALEPH18": "그러니까 내 팀 단합 활동을 방해하려 들지 말아줬으면 좋겠어.", + "INTERMISSION_PART1_ALEPH17": "새로 온 녀석들은 거칠고 산만하지만, [pause]난 그 녀석들에게서 큰 잠재력이 보여.", + "INTERMISSION_PART1_ALEPH19": "사실, [pause]내 동료들을 찾아다니는 걸 아예 그만둘 것을 요청하는 바야.", + "INTERMISSION_PART1_ALEPH19_OPTION1": "하지만 대천사는 뉴위럴에서 나가게 해줄 열쇠라고!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "이 섬을 떠나려면 대천사를 찾아야 해!", + "INTERMISSION_PART1_ALEPH20": "아!", + "INTERMISSION_PART1_ALEPH21": "그냥 떠나고 싶은 거야?", + "INTERMISSION_PART1_ALEPH22": "그래, [pause]내가 널 여기서 내보내 줄 수 있어!", + "INTERMISSION_PART1_KAYLEIGH24": "왠지 불길해...", + "INTERMISSION_PART1_ALEPH23": "난 자신을 빼면 뭐든 순간이동시킬 수 있거든! 거울은 자신을 못 비추는 법이지...", + "INTERMISSION_PART1_MEREDITH24": "어... 저 세모 녀석 말을 믿는 거야?", + "INTERMISSION_PART1_EUGENE24": "뭔가 켕기는데...", + "INTERMISSION_PART1_FELIX24": "어... {player}...?", + "INTERMISSION_PART1_VIOLA24": "저 자는 도대체...?", + "INTERMISSION_PART1_DOG24": "끼이잉...", + "INTERMISSION_PART1_ALEPH25": "좋아! [pause]네 소원을 들어주지.", + "INTERMISSION_PART1_ALEPH26": "제발 돌아오지 마.", + "INTERMISSION_PART1_ALEPH27": "진짜로.", + "INTERMISSION_PART1_ALEPH28": "진심이야.", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "읽을 수가 없다. 아예 모르는 언어다.", + "INTERMISSION_PART2_AMBER1.m": "길을 잃은 모양이네, [pause]이방인.", + "AMBER_UNKNOWN_NAME": "수수께끼의 여인", + "INTERMISSION_PART2_AMBER2": "혹시 지낼 곳이 필요하니?", + "INTERMISSION_PART2_AMBER1.f": "길을 잃은 모양이네, [pause]이방인.", + "INTERMISSION_PART2_AMBER1.n": "길을 잃은 모양이네, [pause]이방인.", + "INTERMISSION_LODGE_LOCKED": "문이 잠겨있다.", + "INTERMISSION_PART3_AMBER2": "난 앰버야. [pause]이 앰버 롯지의 얼굴이지.", + "INTERMISSION_PART3_AMBER1.m": "내가 때마침 찾은 걸 다행으로 생각하렴, 얘야.", + "INTERMISSION_PART3_AMBER1.f": "내가 때마침 찾은 걸 다행으로 생각하렴, 얘야.", + "INTERMISSION_PART3_AMBER1.n": "내가 때마침 찾은 걸 다행으로 생각하렴, 얘야.", + "INTERMISSION_PART3_AMBER4.m": "자, [pause]편하게 있어. [pause]좀 둘러보고 말이야.", + "INTERMISSION_PART3_AMBER3.f": "넌 운이 좋은 거야. [pause]앰버 롯지가 그런 죽은 세계를 지나가는 건 흔치 않은 일이거든.", + "INTERMISSION_PART3_AMBER3.m": "넌 운이 좋은 거야. [pause]앰버 롯지가 그런 죽은 세계를 지나가는 건 흔치 않은 일이거든.", + "INTERMISSION_PART3_AMBER3.n": "넌 운이 좋은 거야. [pause]앰버 롯지가 그런 죽은 세계를 지나가는 건 흔치 않은 일이거든.", + "INTERMISSION_PART3_AMBER4.f": "자, [pause]편하게 있어. [pause]좀 둘러보고 말이야.", + "INTERMISSION_PART3_AMBER5": "지금은 이동 중이니 아직 아무 데도 못 가.", + "INTERMISSION_PART3_AMBER4.n": "자, [pause]편하게 있어. [pause]좀 둘러보고 말이야.", + "INTERMISSION_PART3_AMBER6_OPTION1": "당신은 누구죠?", + "INTERMISSION_PART3_AMBER6": "안녕, 얘야. 필요한 것 있니?", + "INTERMISSION_PART3_AMBER6_OPTION2": "여긴 어디죠?", + "INTERMISSION_PART3_AMBER6_OPTION3": "어떻게 된 거예요?", + "INTERMISSION_PART3_AMBER6_OPTION4": "이만 가볼게요!", + "INTERMISSION_PART3_AMBER7": "아까 말했잖니. 난 앰버야. [pause]이 멋진 가게의 얼굴이지.", + "INTERMISSION_PART3_AMBER9": "그런 표정을 하고 이곳에 흘러 들어온 사람이 네가 처음은 아니야!", + "INTERMISSION_PART3_AMBER8": "걱정하지 마, [pause]여긴 안전하니까.", + "INTERMISSION_PART3_AMBER11": "우린 보통 한 곳에 오래 머물러 있지 않아. [pause]가끔 너 같이 곤경에 처한 사람이 있으면 우리가 도움의 손길을 내민단다.", + "INTERMISSION_PART3_AMBER10": "앰버 롯지란다, 얘야.", + "INTERMISSION_PART3_AMBER12": "우리 가게에는 지금까지 무척 다양한 고객이 다녀갔어. [pause]아주 다양했지.", + "INTERMISSION_PART3_AMBER13.f": "어머, 길 잃은 강아지 같은 눈 좀 봐. 정말 [wave amp=30 freq=10]사랑스럽기도 하지[/wave]!", + "INTERMISSION_PART3_AMBER13.m": "어머, 길 잃은 강아지 같은 눈 좀 봐. 정말 [wave amp=30 freq=10]사랑스럽기도 하지[/wave]!", + "INTERMISSION_PART3_AMBER14.f": "조바심 내지 마. [pause]다 괜찮으니까.", + "INTERMISSION_PART3_AMBER14.m": "조바심 내지 마. [pause]다 괜찮으니까.", + "INTERMISSION_PART3_AMBER13.n": "어머, 길 잃은 강아지 같은 눈 좀 봐. 정말 [wave amp=30 freq=10]사랑스럽기도 하지[/wave]!", + "INTERMISSION_PART3_AMBER14.n": "조바심 내지 마. [pause]다 괜찮으니까.", + "INTERMISSION_PART3_AMBER15.m": "넌 수천 년 전 죽음을 맞이한 세계에 갇혀 있던 거야.", + "INTERMISSION_PART3_AMBER15.n": "넌 수천 년 전 죽음을 맞이한 세계에 갇혀 있던 거야.", + "INTERMISSION_PART3_AMBER15.f": "넌 수천 년 전 죽음을 맞이한 세계에 갇혀 있던 거야.", + "INTERMISSION_PART3_AMBER16": "그래서 [pause]내가 널 여기 태웠고.", + "AMBER_LODGE_MIRROR_DESCRIPTION": "광이 나는 거울이다. 하지만 아무것도 안 비치는 듯하다...", + "INTERMISSION_PART3_AMBER17": "잘 가렴, 얘야.", + "AMBER_LODGE_NPC1_NAME": "느긋한 남자", + "AMBER_LODGE_NPC1_DIALOGUE": "앰버 씨는 여길 어떻게 경영해야 하는지 잘 안다니까!", + "AMBER_LODGE_NPC2_NAME": "얼굴이 새빨간 여자", + "AMBER_LODGE_NPC2_DIALOGUE": "가능하다면 이곳에 영원히 머물고 싶어!", + "AMBER_LODGE_NPC3_NAME": "친절한 사람", + "AMBER_LODGE_NPC3_DIALOGUE": "앰버 롯지에 온 건 처음이야?", + "AMBER_LODGE_NPC4_NAME": "엄숙한 표정의 남자", + "AMBER_LODGE_NPC4_DIALOGUE": "앰버 롯지는 정말 특별한 곳이야...", + "INTERMISSION_PART4_AMBER1": "아, 좋은 시절이었지.", + "INTERMISSION_PART4_AMBER1_OPTION1": "알레프를 아시나요?", + "INTERMISSION_PART4_AMBER1_OPTION2": "알레프와 친구인가요?", + "INTERMISSION_PART4_AMBER2": "한때는 가족 같은 사이였어. [pause]먼 옛날에 말이야.", + "INTERMISSION_PART4_AMBER3": "다같이 몰려다니면서 [pause]정말 즐거운 시간을 보냈어.", + "INTERMISSION_PART4_AMBER4": "알레프는 대장 같은 존재였어. [pause]뭐, 당연하지. [pause]그게 알레프의 특기니까. [pause]안 그래?", + "INTERMISSION_PART4_AMBER5": "반면 나는... [pause]이동 수단이었지. [pause]모르간테는 문지기였고.", + "INTERMISSION_PART4_AMBER6": "하지만 살다 보면 사이가 멀어지기 때도 있기 마련이야. 가끔은 지저분하게 끝날 때도 있지.", + "INTERMISSION_PART4_AMBER7": "그래서 난 전부 뒤로하고 떠났어.", + "INTERMISSION_PART4_AMBER8": "알레프는 아직도 그 섬에서 벗어날 방법을 찾고 있겠지. [pause]지금 이 순간에도 말이야.", + "INTERMISSION_PART4_AMBER9": "당연히... [pause]그 늙은 마녀가 방법을 알려 줄 리는 없고.", + "INTERMISSION_PART4_AMBER10": "하지만 이 늙은이의 옛날 얘기로 지루하게 하고 싶지는 않구나.", + "INTERMISSION_PART4_AMBER11": "나?", + "INTERMISSION_PART4_AMBER16": "걱정하지 말렴. 아무한테도 말 안 할 테니까.", + "INTERMISSION_PART4_AMBER10_OPTION1": "당신은 대천사인가요?", + "INTERMISSION_PART4_AMBER13": "난 그저 이 가게의 얼굴일 뿐이야.", + "INTERMISSION_PART4_AMBER12": "얘도 참. [pause]아까 말했잖니, {player}...", + "INTERMISSION_PART4_AMBER15": "물론 너도 분신을 조종하며 돌아다니는 게 어떤 기분인지 잘 알겠지. 안 그래?", + "INTERMISSION_PART4_AMBER14": "앰버 롯지가 진짜배기고.", + "INTERMISSION_PART4_AMBER25.m": "준비되면 거울로 걸어 들어가.", + "INTERMISSION_PART4_AMBER18": "그 전에는... [pause]뉴위럴에 있었니?", + "INTERMISSION_PART4_AMBER17.m": "자, [pause]네가 그 돌덩이에 표류해 있던 건 알레프가 순간이동시켜서겠지. [pause]안 그러니?", + "INTERMISSION_PART4_AMBER17.f": "자, [pause]네가 그 돌덩이에 표류해 있던 건 알레프가 순간이동시켜서겠지. [pause]안 그러니?", + "INTERMISSION_PART4_AMBER17.n": "자, [pause]네가 그 돌덩이에 표류해 있던 건 알레프가 순간이동시켜서겠지. [pause]안 그러니?", + "INTERMISSION_PART5_EUGENE.f": "난 네가 돌아올 줄 알았어!", + "INTERMISSION_PART4_AMBER19": "그 섬은 파리 지옥이나 마찬가지야. [pause]사람들이 틈으로 빠져 그곳에 떨어지곤 하지. 너도 참 운도 없다니까.", + "INTERMISSION_PART4_AMBER20": "하지만 우리 세모 머리 친구와의 일은...", + "INTERMISSION_PART4_AMBER21.m": "우리가 옛날에 벌인 난장판에 휘말린 건 네 탓이 아니야.", + "INTERMISSION_PART4_AMBER21.n": "우리가 옛날에 벌인 난장판에 휘말린 건 네 탓이 아니야.", + "INTERMISSION_PART4_AMBER21.f": "우리가 옛날에 벌인 난장판에 휘말린 건 네 탓이 아니야.", + "INTERMISSION_PART4_AMBER22": "그러니 이번 한 번만 데려다 줄게. [pause]날 따라와.", + "INTERMISSION_PART4_AMBER23": "이 거울은 네가 가야 하는 곳으로 보내 줄 거야.", + "INTERMISSION_PART4_AMBER24": "하지만, [pause]그게 어디인지는... [pause]음, [pause]내 손을 벗어난 일이지.", + "INTERMISSION_PART4_AMBER25.f": "준비되면 거울로 걸어 들어가.", + "INTERMISSION_PART4_AMBER26": "몸조심하렴, 얘야. 만나서 정말 반가웠어.", + "INTERMISSION_PART4_AMBER27.n": "아, 그리고 부탁 하나만 할게. [pause]우리 친구 알레프한테는 내가 도와준 거 비밀이야. [pause]알겠지?", + "INTERMISSION_PART4_AMBER25.n": "준비되면 거울로 걸어 들어가.", + "INTERMISSION_PART4_AMBER27.m": "아, 그리고 부탁 하나만 할게. [pause]우리 친구 알레프한테는 내가 도와준 거 비밀이야. [pause]알겠지?", + "INTERMISSION_PART5_KAYLEIGH.m": "네가 영영 사라진 줄만 알았어!", + "INTERMISSION_PART4_AMBER27.f": "아, 그리고 부탁 하나만 할게. [pause]우리 친구 알레프한테는 내가 도와준 거 비밀이야. [pause]알겠지?", + "INTERMISSION_PART5_MEREDITH.m": "어휴, [pause]내가 얼마나 걱정했는지 몰라.", + "INTERMISSION_PART5_KAYLEIGH.f": "네가 영영 사라진 줄만 알았어!", + "INTERMISSION_PART5_KAYLEIGH.n": "네가 영영 사라진 줄만 알았어!", + "INTERMISSION_PART5_MEREDITH.n": "어휴, [pause]내가 얼마나 걱정했는지 몰라.", + "INTERMISSION_PART5_MEREDITH.f": "어휴, [pause]내가 얼마나 걱정했는지 몰라.", + "INTERMISSION_PART5_EUGENE.m": "난 네가 돌아올 줄 알았어!", + "INTERMISSION_PART5_FELIX.f": "너와 다시는 못 만날 거라고 생각했어...", + "INTERMISSION_PART5_FELIX.m": "너와 다시는 못 만날 거라고 생각했어...", + "INTERMISSION_PART5_EUGENE.n": "난 네가 돌아올 줄 알았어!", + "INTERMISSION_PART5_VIOLA.m": "그대가 돌아와서 얼마나 기쁜지 모르오...", + "INTERMISSION_PART5_FELIX.n": "너와 다시는 못 만날 거라고 생각했어...", + "INTERMISSION_PART5_VIOLA.n": "그대가 돌아와서 얼마나 기쁜지 모르오...", + "INTERMISSION_PART5_VIOLA.f": "그대가 돌아와서 얼마나 기쁜지 모르오...", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]멍! 멍![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "그 세모 인간, [pause]알레프는... [pause]우리처럼 뉴위럴에 갇혀있던 오래전 대천사라는 거지?", + "INTERMISSION_PART6_KAYLEIGH1": "...자, [pause]내가 이해한 게 맞다면...", + "INTERMISSION_PART6_MEREDITH3.m": "그리고 그 [wave amp=30 freq=10]세모 녀석[/wave]이 널 다른 세계로 보낸 후, 낯선 사람이 널 구해줬고. [pause]또 그 녀석은 다른 사람을 순간이동시킬 수 있지만 스스로는 못한다는 거군. [pause]알겠어.", + "INTERMISSION_PART6_MEREDITH3.f": "그리고 그 [wave amp=30 freq=10]세모 녀석[/wave]이 널 다른 세계로 보낸 후, 낯선 사람이 널 구해줬고. [pause]또 그 녀석은 다른 사람을 순간이동시킬 수 있지만 스스로는 못한다는 거군. [pause]알겠어.", + "INTERMISSION_PART6_MEREDITH3.n": "그리고 그 [wave amp=30 freq=10]세모 녀석[/wave]이 널 다른 세계로 보낸 후, 낯선 사람이 널 구해줬고. [pause]또 그 녀석은 다른 사람을 순간이동시킬 수 있지만 스스로는 못한다는 거군. [pause]알겠어.", + "INTERMISSION_PART6_KAYLEIGH3.f": "그리고 알레프가 그 커다란 거울 머리로 널 멸망한 세계로 보냈지만, 낯선 친절한 사람이 다시 데려다 줬다는 거구나. [pause]그리고 그 사람도 대천사고.", + "INTERMISSION_PART6_KAYLEIGH5": "하지만 알레프가 무슨 일을 꾸미고 있는지는 아직 모르잖아. [wave amp=30 freq=10]다른[/wave] 대천사에 관심이 있다는 것만 알지.", + "INTERMISSION_PART6_KAYLEIGH3.m": "그리고 알레프가 그 커다란 거울 머리로 널 멸망한 세계로 보냈지만, 낯선 친절한 사람이 다시 데려다 줬다는 거구나. [pause]그리고 그 사람도 대천사고.", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "맞아.", + "INTERMISSION_PART6_VIOLA4": "그 \\\"알레프\\\"라는 작자는 믿을 수 없소. 그 뾰족한 얼굴을 또 들이밀지 모르니 대비하고 있는 게 좋겠구려.", + "INTERMISSION_PART6_KAYLEIGH3.n": "그리고 알레프가 그 커다란 거울 머리로 널 멸망한 세계로 보냈지만, 낯선 친절한 사람이 다시 데려다 줬다는 거구나. [pause]그리고 그 사람도 대천사고.", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "요약하자면 그렇지.", + "INTERMISSION_PART6_EUGENE5": "우린 아직 그 녀석이 무슨 꿍꿍이인지 모르잖아. 뭔가 [shake rate=30 level=10]계획[/shake]이 있는 것 같은데... 다른 대천사를 찾는 것도 그 계획의 일부고.", + "INTERMISSION_PART6_FELIX6": "그러니까 내가 궁금한 건 이거야. 넌 그 녀석을 어떻게 하고 싶어? 녀석이 뭔가 꾸미고 있는 건 분명하지만, 우리가 감당하기에는 [wave amp=30 freq=10]조금[/wave] 벅찬 일일지도 모른다고.", + "INTERMISSION_PART6_MEREDITH6": "자, 그 녀석을 어떻게 할 거야? 그러니까... [pause]뭔가 꿍꿍이가 있는 건 분명하지만, [pause]그 자식은 [wave amp=30 freq=10]대천사[/wave]라고. 우리 손을 벗어난 일인 것 같아.", + "INTERMISSION_PART6_KAYLEIGH6": "어때, {player}? 그 녀석을 어떻게 해야 할까? 알레프는 방해가 된다고 생각하면 누구든 [wave amp=30 freq=10]제거[/wave]할 거라는 사실은 이미 명백해졌어. 하지만... [pause]이건 전부 우리 손을 벗어난 일일지도 몰라.", + "INTERMISSION_PART6_FELIX6_OPTION1": "녀석을 계속 감시하자.", + "INTERMISSION_PART6_FELIX6_OPTION2": "가능한 한 녀석을 피하자.", + "INTERMISSION_PART6_KAYLEIGH7": "알았어! 좋은 계획이야.", + "INTERMISSION_PART6_MEREDITH7.m": "흠. 좋은 생각이야.", + "INTERMISSION_PART6_MEREDITH7.f": "흠. 좋은 생각이야.", + "INTERMISSION_PART6_MEREDITH7.n": "흠. 좋은 생각이야.", + "INTERMISSION_PART6_EUGENE7": "알았어. 그렇게 하자고!", + "INTERMISSION_PART6_FELIX7": "헤. 마음에 드는 계획이네.", + "INTERMISSION_PART6_DOG7": "멍!", + "INTERMISSION_PART6_VIOLA7": "좋소! 그대가 하자는 대로 따르리다, {player}.", + "END_MIRROR_REVEAL_KAYLEIGH1": "이건 혹시...", + "END_MIRROR_REVEAL_PLAYER1": "흠. 거울이다. 앰버 롯지에 있던 것 같은 거울이려나...", + "END_PART1_EUGENE3.f": "괜찮아, 친구? [pause]방금 엄청 조용하던데.", + "END_MIRROR_REVEAL_FELIX1": "...멋지네.", + "END_MIRROR_REVEAL_EUGENE1": "우와.", + "END_MIRROR_REVEAL_MEREDITH1": "이건... [pause]우리가 아주 중요한 걸 찾은 모양인데.", + "END_MIRROR_REVEAL_VIOLA1": "이곳이 그대가 찾아 헤매던 곳 아니오, {player}?", + "END_MIRROR_DENIAL_MEREDITH1": "난... 아직 건너갈 준비가 안 됐어, {player}. 한 번 가면 다시는 못 돌아오는 것 같은데, 아직 끝마치지 못한 일이 남아 있다고.", + "END_MIRROR_REVEAL_DOG1": "멍!", + "END_MIRROR_DENIAL_EUGENE1.m": "난 아직 못 건너가, 친구. [pause]이곳 뉴위럴에 있는 투기단을 막기 전까지는 안 돼. 알겠지?", + "END_MIRROR_DENIAL_EUGENE1.n": "난 아직 못 건너가, 친구. [pause]이곳 뉴위럴에 있는 투기단을 막기 전까지는 안 돼. 알겠지?", + "END_MIRROR_DENIAL_EUGENE1.f": "난 아직 못 건너가, 친구. [pause]이곳 뉴위럴에 있는 투기단을 막기 전까지는 안 돼. 알겠지?", + "END_MIRROR_DENIAL_VIOLA1.f": "더는 같이 못 가겠구려, 친우여. [pause]내 형제가 이곳에 없다는 걸 확인하기 전까지는 안 되오.", + "END_MIRROR_DENIAL_FELIX1": "난... 같이 못 가겠어. [pause]내 예술에 필요한 영감을 못 찾았다고. 아직은 안 돼.", + "END_MIRROR_DENIAL_VIOLA1.n": "더는 같이 못 가겠구려, 친우여. [pause]내 형제가 이곳에 없다는 걸 확인하기 전까지는 안 되오.", + "END_MIRROR_DENIAL_VIOLA1.m": "더는 같이 못 가겠구려, 친우여. [pause]내 형제가 이곳에 없다는 걸 확인하기 전까지는 안 되오.", + "END_MIRROR_DENIAL_DOG1": "왈왈이는 아직 못 다한 일이 있는 모양이다...", + "FINAL_STATION_PART1_KAYLEIGH1": "여기가 어디지? 안개가 자욱해... [pause]앞으로 나아가는 수 밖에 없을 것 같아, {player}.", + "FINAL_STATION_PART1_EUGENE1": "그 거울이 이곳을 숨기고 있던 건가? 거울이 그런 것도 할 수 있어?! 이거 나만 모르던 거야?", + "FINAL_STATION_PART1_MEREDITH1": "이곳이 [wave amp=30 freq=10]거울[/wave] 속에 숨겨져 있던 거야?!", + "FINAL_STATION_PART1_FELIX1": "이 안에 이런 곳이 있을 줄은 상상도 못했네. [pause]흠.", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]끼잉...[/shake]", + "FINAL_STATION_PART1_VIOLA1": "거울 안으로 들어오자 이런 광경이 펼쳐지다니... 이럴 줄은 꿈에도 몰랐구려.", + "FINAL_STATION_PART2_KAYLEIGH1": "여기 [wave amp=30 freq=10]엄청 크다[/wave]...", + "FINAL_STATION_PART2_KAYLEIGH2": "우리가 찾는 그 문이 정말 존재한다면, 분명 이곳에 있을 거야. [pause]주변을 둘러보자.", + "FINAL_STATION_PART2_MEREDITH1": "냄새가 퀴퀴한 걸 보니 무척 오래된 곳인가 보네.", + "FINAL_STATION_PART2_MEREDITH2": "자, 한번 둘러보자. 네 마법의 차원문이 [wave amp=30 freq=10]정말[/wave] 진짜라면, 분명 이런 곳에 있을 거야.", + "FINAL_STATION_PART2_EUGENE2": "뉴위럴에서 나가는 문이 이곳에 있는 걸까?", + "FINAL_STATION_PART2_EUGENE1": "이곳은 텅 빈 것 같아. [pause]수백 년 동안 아무도 발을 들이지 않은 것처럼 말이야...", + "END_PART1_MORGANTE2": "모드리드... 내 아이야...\\n\\n붉은 왕은 죗값을 치르게 될 것이다.\\n\\n조금만 기다리거라.", + "FINAL_STATION_PART2_FELIX1": "이건...", + "FINAL_STATION_PART2_VIOLA1": "이곳은 슬픔이 감돌고 있구려. 그대도 느껴지오?", + "FINAL_STATION_PART2_FELIX2": "여기겠지? 네가 찾던 곳 말이야. 한번 주위를 살펴보자.", + "END_PART1_MEREDITH1": "이게 뭔지는 모르겠지만, 함부로 건드리지 않는 게 좋을 것 같아.", + "FINAL_STATION_PART2_VIOLA2": "자, [pause]그럼 이 비탄에 잠긴 영역을 둘러봅시다.", + "END_PART1_KAYLEIGH1": "저건 관인가? {player}, 왜 저렇게 큰 걸까...?", + "FINAL_STATION_PART2_DOG1": "왈왈이가 불안해 보인다. 하지만 주변을 둘러보고 싶어 하는 것 같다.", + "END_PART1_EUGENE1": "이건... 도대체 뭔지 모르겠네.", + "END_PART1_VIOLA1": "이 관은 한에 사무친 손으로 만들어졌구려. [pause]그대도 느껴지지 않소?", + "END_PART1_FELIX1": "이런 게 있다니 놀랍긴 한데, 이런 곳이라면 뭐가 있어도 안 이상하지.", + "END_PART1_DOG1": "[shake rate=30 level=10]끼잉...[/shake]", + "END_PART1_FELIX3.n": "어... 무슨 문제 있어, {player}? [pause]잠시 허공을 뚫어져라 쳐다보고 있던데.", + "END_PART1_KAYLEIGH3.m": "괜찮아? 잠깐 넋이 나간 것 같았어.", + "END_PART1_MEREDITH3.m": "내 말 들려, {player}? [pause]잠시 넋이 나간 것 같던데.", + "END_PART1_KAYLEIGH3.f": "괜찮아? 잠깐 넋이 나간 것 같았어.", + "END_PART1_KAYLEIGH3.n": "괜찮아? 잠깐 넋이 나간 것 같았어.", + "END_PART1_EUGENE3.m": "괜찮아, 친구? [pause]방금 엄청 조용하던데.", + "END_PART1_MEREDITH3.n": "내 말 들려, {player}? [pause]잠시 넋이 나간 것 같던데.", + "END_PART1_MEREDITH3.f": "내 말 들려, {player}? [pause]잠시 넋이 나간 것 같던데.", + "END_PART2_PLAYER_OPTION2": "그럼 어디 해보자!", + "END_PART1_FELIX3.m": "어... 무슨 문제 있어, {player}? [pause]잠시 허공을 뚫어져라 쳐다보고 있던데.", + "END_PART1_EUGENE3.n": "괜찮아, 친구? [pause]방금 엄청 조용하던데.", + "END_PART1_FELIX3.f": "어... 무슨 문제 있어, {player}? [pause]잠시 허공을 뚫어져라 쳐다보고 있던데.", + "END_PART1_VIOLA3.m": "무슨 문제라도 있소? 잠시 얼어붙은 듯 가만히 서 있더구려.", + "END_PART1_VIOLA3.n": "무슨 문제라도 있소? 잠시 얼어붙은 듯 가만히 서 있더구려.", + "END_PART1_VIOLA3.f": "무슨 문제라도 있소? 잠시 얼어붙은 듯 가만히 서 있더구려.", + "END_PART1_DOG3": "멍!", + "END_PART2_CONFIRM1.m": "더 나아가면 한동안 돌아올 수 없다. 정말 계속할까?", + "END_PART2_CONFIRM1.f": "더 나아가면 한동안 돌아올 수 없다. 정말 계속할까?", + "END_PART2_CONFIRM2": "우선 저장할까?", + "END_PART2_CONFIRM1.n": "더 나아가면 한동안 돌아올 수 없다. 정말 계속할까?", + "END_PART2_KAYLEIGH3": "우리 정말 먼 길을 왔네, {player}...", + "END_PART2_MEREDITH3.m": "정말 이게 그 문이라면, 참 놀랍네. [pause]네가 찾지 못할지도 모른다고 생각했거든.", + "END_PART2_MEREDITH3.n": "정말 이게 그 문이라면, 참 놀랍네. [pause]네가 찾지 못할지도 모른다고 생각했거든.", + "END_PART2_EUGENE3": "이제 돌아갈 수는 없어, 친구! [pause]이야, 기대되는걸!", + "END_PART2_MEREDITH3.f": "정말 이게 그 문이라면, 참 놀랍네. [pause]네가 찾지 못할지도 모른다고 생각했거든.", + "END_PART2_FELIX3": "꽤 거창한 관문이네. [pause]이게 네가 찾던 그 문이겠지?", + "END_PART2_MEREDITH5.m": "날 두고 가려는 건 아니었겠지? [pause]그렇지?", + "END_PART2_VIOLA3": "설마...? 우리 여정의 끝이 이 앞에 있는 것이오?", + "END_PART2_DOG3": "멍!", + "END_PART2_KAYLEIGH4": "잠깐 기다려! 나만 두고 가면 안 되지!", + "END_PART2_EUGENE6": "마지막으로 한 번 더 미지의 세계를 향해 발을 내딛는 거네? 멋진걸!", + "END_PART2_MEREDITH5.n": "날 두고 가려는 건 아니었겠지? [pause]그렇지?", + "END_PART2_MEREDITH5.f": "날 두고 가려는 건 아니었겠지? [pause]그렇지?", + "END_PART2_VIOLA8": "이게 우리의 종장이라면, [pause]당연히 함께 해야 하지 않겠소!", + "END_PART2_FELIX7": "내가 이 자리에 빠질 수는 없지.", + "END_PART2_DOG9": "멍!", + "END_PART2_PLAYER_OPTION1": "와줘서 고마워!", + "END_PART3_MEREDITH2": "이게 그 문이지? [pause]그렇지?", + "END_PART3_KAYLEIGH1": "저게 그 관문인 게 분명해...", + "END_PART3_EUGENE3": "[shake rate=30 level=10]끝내주는구만![/shake]", + "END_PART3_FELIX4": "이 거대한 세모가 관문인 거겠지?", + "END_PART3_VIOLA5": "정말 장엄하구려...", + "END_PART3_DOG6": "*헥헥*", + "END_PART3_KAYLEIGH8": "알레프!", + "END_PART3_ALEPH7": "이야, 우리가 정말 해냈어!", + "END_PART3_MEREDITH8": "아, 또 너구나.", + "END_PART3_EUGENE8": "원하는 게 뭐야, [pause]이 기분 나쁜 자식!", + "END_PART3_VIOLA8": "네놈!", + "END_PART3_ALEPH10": "이 철도 전체가 우리 \\\"대천사\\\" 중 하나라는 것 알고 있었어?", + "END_PART3_DOG8": "멍?!", + "END_PART3_FELIX8": "우리 뒤를 밟은 건가...?", + "END_PART3_ALEPH9": "그 늙은 마녀가 이곳을 아주 잘 숨겨놨네.", + "END_PART3_ALEPH12": "여긴 완전 미궁 같더라고!", + "END_PART3_ALEPH11": "우린 이걸 \\\"멀라인\\\"이라고 불러. [pause]네 \\\"섬\\\" 전체가 멀라인 위에 놓여 있지.", + "END_PART3_ALEPH16": "그 늙은 마녀가 날 이 터널에 오랫동안 가둬놨지만, [pause]결국 승리는 내 거였어.", + "END_PART3_ALEPH13": "너희들이 없었다면 이 방을 절대 찾지 못했을 거야. [pause]정말로.", + "END_PART3_ALEPH13_OPTION1": "\\\"그 늙은 마녀\\\"는 모르간테를 말하는 거야?", + "END_PART3_ALEPH15.n": "네가 그 이름을 어떻게 아는지 모르겠군. [pause]보기보다는 똑똑한데, 친구.", + "END_PART3_ALEPH14": "...", + "END_PART3_ALEPH13_OPTION2": "모르간테가 이곳을 숨긴 거야?", + "END_PART3_ALEPH15.f": "네가 그 이름을 어떻게 아는지 모르겠군. [pause]보기보다는 똑똑한데, 친구.", + "END_PART3_ALEPH15.m": "네가 그 이름을 어떻게 아는지 모르겠군. [pause]보기보다는 똑똑한데, 친구.", + "END_PART3_ALEPH19": "난 그저 저기 있는 문으로 나가고 싶을 뿐이란 말이야!", + "END_PART3_ALEPH17": "나는 항상 승리하지.", + "END_PART3_ALEPH17_OPTION1": "원하는 게 뭐야?", + "END_PART3_ALEPH17_OPTION2": "무슨 꿍꿍이야?", + "END_PART3_ALEPH18": "그렇게 비난하는 투로 말하다니! 긍정적인 분위기를 유지하자고, 친구들!", + "END_PART3_ALEPH20": "친구 얘기가 나와서 말인데...", + "END_PART3_KAYLEIGH22": "안 돼...", + "END_PART3_ALEPH21": "새 팀을 소개하지!", + "END_PART3_EUGENE24": "...아.", + "END_PART3_MEREDITH23": "이런...", + "END_PART3_FELIX25": "...흠.", + "END_PART3_VIOLA26": "그렇군...", + "END_PART3_DOG27": "멍...?", + "END_PART3_ALEPH28": "사실 난 예전에 꽤 중요한 거물이었거든.", + "END_PART3_ALEPH29": "나와 내 예전 동료들은 너희들과 일종의 계약을 맺었어. [pause]특별한 관계였지. [pause]너희들은 몰랐어도 말이야.", + "END_PART3_ALEPH30": "난 너희 인간을 아주 존경해! 너희가 없었다면 우린 존재하지도 않았을 테니까!", + "END_PART3_ALEPH31": "너희 인간들은 그 조그만 세상에서 살아가면서 아기자기한 개념들을 만들어내지. 사랑, 죽음, 그런 것들을 말이야...", + "END_PART3_ALEPH32": "너희들의 강력한 생각이 우리를 탄생시키고, 우리는 그 보답으로 너희 세계에 가서 너희들이 만들어낸 환상을 현실로 이루어주지!", + "END_PART3_ALEPH33": "모험... [pause]전쟁... [pause]멸종의 사건...", + "END_PART3_ALEPH34": "너희들은 그런 걸 제일 좋아하잖아. [pause]나도 마찬가지야!", + "END_PART3_ALEPH34B": "아쉽지만 내 예전 팀은 조금 삐걱대는 바람에 갈라서야 했어.", + "END_PART3_ALEPH35": "그래서 한동안 잠잠히 지냈지.", + "END_PART3_ALEPH36": "하지만 이제 활동을 재개했다고!", + "END_PART3_KAYLEIGH37": "그러면 너와 대천사들은... [pause]여러 세계들을 정복하면서 너희를 탄생시킨 폭력적인 신화를 현실에서 재현한다는 거야?", + "END_PART3_ALEPH56": "그냥 너희를 전부 죽이고 여기서 나가야겠어.", + "END_PART3_MEREDITH38": "그것참 큰일이네.", + "END_PART3_EUGENE39": "폭력의 끝없는 악순환...", + "END_PART3_FELIX40": "별로 마음에 안 드는데.", + "END_PART3_VIOLA41": "그런 어두운 욕망이 실현되게 내버려둘 수 없소!", + "END_PART3_ALEPH46": "거래를 하나 제안하지!", + "END_PART3_DOG42": "크르르...", + "END_PART3_ALEPH43": "걱정하지 마, 친구들!", + "END_PART3_ALEPH44": "우리 모두 바라는 건 같으니까.", + "END_PART3_ALEPH45": "너희는 이 깡촌 세계에서 벗어나고 싶잖아. 우리도 마찬가지야.", + "END_PART3_ALEPH46_OPTION1": "거래?", + "END_PART3_ALEPH46_OPTION2": "조건이 뭐야?", + "END_PART3_ALEPH48": "다시는 우릴 볼 일이 없을 거야. [pause]어때?", + "END_PART3_ALEPH48_OPTION1": "뭐?", + "END_PART3_ALEPH47": "우리 모두 제 갈 길을 가는 거야. [pause]그리고 우린 절대 너희 세계로 가지 않을게.", + "END_PART3_ALEPH48_OPTION2": "싫어!", + "END_PART3_ALEPH_NO_DEAL_49": "...싫다고?", + "END_PART3_ALEPH_WHAT_49": "다른 사람들의 세계를 정복하고, 너희 세계는 내버려 두겠다고.", + "END_PART3_KAYLEIGH51": "어느 세계에서 태어났든, 모든 인간에게는 가치가 있어! 우리가 할 수 있는 건 그들을 돕기 위해 최선을 다하는 것뿐이야!", + "END_PART3_ALEPH_NO_DEAL_50": "이해가 안 되네.", + "END_PART3_EUGENE51": "다른 세계의 사람들은 우리가 존재한다는 것조차 모르겠지만, 지금 이 순간... [pause][shake rate=30 level=10]너희로부터 그들을 지킬 수 있는 건[/shake] 오직 우리뿐이야!", + "END_PART3_MEREDITH51": "안전하게 돌아가기 위해 다른 세계를 팔아 넘기는 건 정말 몹쓸 짓이겠지, [pause]친구.", + "END_PART3_VIOLA51": "어두운 욕망이 너희에게 생명을 주었으나, 너희에게 그 어둠을 다시 인간의 마음으로 돌려보낼 권리는 없다!", + "END_PART3_FELIX51": "우리 눈에 보이지 않더라도, 너희는 사람들을 해칠 거야. [pause]내가 보기엔 별로 안 좋은 거래 같은데.", + "END_PART3_DOG51": "[shake rate=30 level=10]멍![/shake]", + "END_PART3_ALEPH52": "하지만 너희들 세계에는 손대지 않겠다니까?", + "END_PART3_ALEPH53": "정말 목숨을 걸 생각이야...? [pause]만나보지도 못한 사람들을 위해서?", + "END_PART3_ALEPH53_OPTION1": "그래.", + "END_PART3_ALEPH53_OPTION2": "물론이지.", + "END_PART3_ALEPH54": "알겠어. [pause]알겠다고!", + "END_PART3_ALEPH55": "정말 비협조적으로 나오는군.", + "END_PART4_ALEPH1": "우릴 만든 게 너희 인간들인데, 이젠 우리를 죽이겠다고? [pause]이랬다 저랬다 하기는!", + "END_PART5_ALEPH1": "정말 비생산적이군...", + "END_PART6_ALEPH1": "좋아. 여기까지다.", + "END_PART6_ALEPH2": "다들 다시 기차에 타! [pause]여길 떠나자고!", + "END_PART7_ALEPH1": "전원 탑승!", + "END_PART7_ALEPH2": "다음 역은... \\\"어디든 우리가 가고 싶은 곳\\\"!", + "END_PART7_KAYLEIGH3": "{player}, 서둘러!", + "END_PART7_DOG3": "[wave amp=30 freq=10]크르르...[/wave]", + "END_PART7_MEREDITH3": "{player}, 놈들이 떠나게 내버려둘 수는 없어!", + "END_PART7_FELIX3": "놈들을 쫓아가야 해. 너도 알지?", + "END_PART7_EUGENE3": "어서 가자!", + "END_PART7_VIOLA3": "우리 사냥감이 그리 쉽게 도망치지는 못할 것이오!", + "END_PART8_KAYLEIGH1": "이 빛은 본 적이 있어... [pause]처음 뉴위럴에 왔을 때 말이야...", + "END_PART8_EUGENE1": "어디서 본 것 같은데... [pause]처음 이곳에 왔을 때 본 빛인가?", + "END_PART8_MEREDITH1": "어지럽네... [pause]처음 뉴위럴에 봤을 때도 이걸 본 것 같아.", + "END_PART8_VIOLA1": "이 빛은... 이건 어떤 별세계란 말이오? [pause]어디서 본 적이 있는 것 같소만...", + "END_PART8_FELIX1": "레이저 쇼 한번 현란하네. 어디서 본 것 같아... [pause]뉴위럴에 처음 떨어졌을 때 봤나?", + "END_PART8_DOG1": "끼잉...", + "END_PART8_ALEPH2": "난 이 우주에 대해 배울 게 더는 남아있지 않다고 생각했어...", + "END_PART8_ALEPH4": "혹시 팀워크 활동으로 안성맞춤이지 않을까?", + "END_PART8_ALEPH3": "하지만 네 \\\"융합\\\" 기술은 난생 처음 보는 거야.", + "END_PART8_ALEPH6": "네 세계부터 먼저 갈 거다.\\n\\n네게서 그곳의 냄새가 나는군...", + "END_PART8_ALEPH5": "내 제안은 철회하지.", + "END_PART8_ALEPH8": "아직 내가 손대지도 않았는데 이미 파멸로 향하고 있는 시간대라니.\\n\\n정말 훌륭한 장난감이 되겠어.", + "END_PART8_KAYLEIGH10": "마지막으로 한 번 더 힘낼 수 있겠어, {player}?", + "END_PART8_MEREDITH10.m": "준비됐어?", + "END_PART8_EUGENE10": "결전의 순간이야, {player}!", + "END_PART8_MEREDITH10.f": "준비됐어?", + "END_PART8_MEREDITH10.n": "준비됐어?", + "END_PART8_FELIX10.m": "어디 해보자! [pause]난 준비됐어, {player}!", + "END_PART8_FELIX10.n": "어디 해보자! [pause]난 준비됐어, {player}!", + "END_PART8_FELIX10.f": "어디 해보자! [pause]난 준비됐어, {player}!", + "END_PART8_VIOLA10": "좋소!", + "END_PART9_ALEPH_BATTLE1": "나와 전쟁을 벌이겠다고? 참으로 인간답구나.", + "END_PART8_DOG10": "[shake rate=30 level=10]멍! 멍![/shake]", + "END_PART9_ALEPH_BATTLE2": "인간의 가장 큰 바람은 자신을 파멸시키는 것이지. 내가 그걸 이루어 줄 수 있어. 몇 번이고 말이야.", + "END_PART9_ALEPH_BATTLE3": "과거에 이미 수많은 문명이 내 눈앞에서 불타 사라졌지. 다시 한 번 그 광경을 눈에 담고 말 것이다.", + "END_PART9_ALEPH_BATTLE4": "이제... 포기해라!", + "END_PART9_ALEPH_BATTLE5": "건방진...", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_ALEPH1": "카세트는 이제 그만.", + "END_PART9_ALEPH3": "넌 짐승이 아니다. 그저 하찮은 인간일뿐.", + "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_DOG2": "멍?!", + "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_MORGANTE5": "너희는 원리조차 이해 못하는 것을 사용하곤 한다.\\n\\n순진한 와중에 의욕만 앞서지.", + "END_PART9_MORGANTE4": "너희 인간은 항상 그런 식이다.", + "END_PART9_MORGANTE5_OPTION2": "원하는 게 뭐야?", + "END_PART9_MORGANTE5_OPTION1": "날 비웃으러 온 거야?", + "END_PART9_MORGANTE6": "지금 이 순간, 우리의 목적은 일치한다.", + "END_PART9_MORGANTE7": "알레프는 정복의 화신이다.\\n\\n그리고 나는 저항의 화신이지.", + "END_PART9_MORGANTE8": "그러니 이해해야만 한다.", + "END_PART9_MORGANTE8_OPTION1": "뭘 이해하라는 거야?", + "END_PART9_MORGANTE8_OPTION2": "그게 무슨 소리야?", + "END_PART9_MORGANTE9": "너희 인간은 꿈과 이상으로 우리를 만들었다.\\n\\n인류의 잠재력은 무궁무진하지.", + "END_PART9_MORGANTE11": "의지를 실체화하여 현실을 바꾸고...\\n\\n세계와 너희 자신을 변화하는 능력은...\\n\\n너희 안에 깃들어 있다.", + "END_PART9_MORGANTE10": "그 \\\"카세트\\\"는 그저 부적에 불과하다.", + "END_PART9_MORGANTE12": "그러니 어서 깨어나라!", + "END_PART9_KAYLEIGH13": "{player}, 어떻게...", + "END_PART9_MEREDITH13": "{player}, 너 좀 무서워 보인다...", + "END_PART9_EUGENE13": "{player}, 정신 차린 거야?!", + "END_PART9_FELIX13.f": "다시 싸울 수 있겠어, {player}?", + "END_PART9_FELIX13.m": "다시 싸울 수 있겠어, {player}?", + "END_PART9_VIOLA13": "그대는 그렇게 쉽게 쓰러지지 않는구려, {player}!", + "END_PART9_FELIX13.n": "다시 싸울 수 있겠어, {player}?", + "END_PART9_DOG13": "멍!", + "END_PART9_ALEPH14": "어째서지?!\\n\\n어째서 버티는 거냐?!", + "END_PART9_ALEPH15_OPTION1": "그게 내 의지니까!", + "END_PART9_ALEPH15_OPTION2": "내겐 아직 상상력이 남아있으니까!", + "END_PART9_ALEPH15_OPTION3": "그게 우리 인간이니까!", + "END_PART9_KAYLEIGH16": "하나의 공통된 목표, 그것만 있으면 돼! [pause][shake rate=30 level=10]우리 마음이 하나가 되는 거야![/shake]", + "END_PART11_KAYLEIGH1": "네 카세트 플레이어가 부서졌다니 유감이야, [pause]{player}...", + "END_PART9_EUGENE18": "[shake rate=30 level=10]함께 싸우자![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]저 커다란 머리통을 걷어 차버리자고![/shake]", + "END_PART9_FELIX19": "밑져야 본전이지...", + "END_PART9_VIOLA20": "자! [pause]이 이야기는 우리 손으로 끝맺읍시다!", + "END_PART9_DOG21": "[wave amp=30 freq=10]아우우우![/wave]", + "END_PART9_ALEPH22": "아, 늙은 마녀. 끝까지 눈엣가시처럼 굴 셈이냐?", + "END_PART10_ALEPH1": "그렇군.", + "END_PART10_MORGANTE3.m": "네 의지는 인간으로서의 한계를 극복했다.\\n\\n그걸 교훈으로 삼거라, 인간이여.", + "END_PART10_MORGANTE2": "우리의 노래는 여기까지다.", + "END_PART11_BARKLEY3": "멍?", + "END_PART10_MORGANTE3.f": "네 의지는 인간으로서의 한계를 극복했다.\\n\\n그걸 교훈으로 삼거라, 인간이여.", + "END_PART10_MORGANTE3.n": "네 의지는 인간으로서의 한계를 극복했다.\\n\\n그걸 교훈으로 삼거라, 인간이여.", + "END_PART10_KAYLEIGH5": "돌아가야겠어... [pause]기차가 불안정한 것 같아.", + "END_PART10_MORGANTE4": "잘 가거라.", + "END_PART10_MEREDITH5": "자, 기차가 심연으로 떨어지기 전에 어서 돌아가자.", + "END_PART10_EUGENE5": "이제 돌아가야겠어. [pause]이 기차가 버티지 못할 것 같아.", + "END_PART10_FELIX5": "이 기차가 공허로 떨어지기 전에 돌아가야겠지... [pause]안 그래?", + "END_PART10_VIOLA5": "지금은 일단 돌아가는 게 좋겠소.", + "END_PART10_DOG5": "멍.", + "END_PART11_KAYLEIGH2": "내가 항상 여분을 갖고 다녀서 다행이지!", + "END_PART11_KAYLEIGH3": "...이 건물이 예전에도 여기 있었나?", + "END_PART11_EUGENE3": "이... [pause]건물이 뭔지 너희는 알아?", + "END_PART11_MEREDITH3": "어... [pause]그러니까... [pause]저 건물 원래 여기 없었지?", + "END_PART11_FELIX3": "음, 특이하네.", + "END_PART11_VIOLA3": "정말 기묘하구려.", + "END_PART11_AMBER4": "나 때문에 신경 쓰지는 마! 난 앰버라고 한단다.", + "END_PART11_AMBER6": "난 그저 너희가 다치는 일이 없도록 온 것 뿐이란다.", + "END_PART11_AMBER5.f": "난 {player}의 친구야. 그렇지, 얘야?", + "END_PART11_AMBER5.m": "난 {player}의 친구야. 그렇지, 얘야?", + "END_PART11_AMBER5.n": "난 {player}의 친구야. 그렇지, 얘야?", + "END_PART11_AMBER7": "그런데 너희가 벌써 우리 친구를 흠씬 혼쭐을 내준 것 같네. [pause]오래 살고 볼 일이야!", + "END_PART11_AMBER7_OPTION1": "혼쭐을 내줬다고요? 우리가 해치운 것 같은데요.", + "END_PART11_AMBER9": "알레프는 정복을 양분으로 삼지. 너희 인간이 계속 서로를 죽일 방법을 찾는 한, 알레프는 분명 다시 나타날 거야.", + "END_PART11_AMBER7_OPTION2": "알레프가 아직 살아있다는 듯이 말하시네요.", + "END_PART11_AMBER8": "알레프와 나 같은 존재는 피와 살로 이루어진 게 아니란다, 얘야. [pause]개념 그 자체가 사라지지 않는 한, 우리는 어떤 형태로든 돌아올 거야.", + "END_PART11_KAYLEIGH11": "당신도 대천사군요...", + "END_PART11_AMBER10": "물론 한동안은 아무것도 못하겠지만...", + "END_PART11_AMBER13": "게다가, 그 집으로 가는 문에 대해 도움이 좀 필요하지 않겠어?", + "END_PART11_AMBER12": "진정하렴, 빨간 머리. 난 친구니까.", + "END_PART11_KAYLEIGH14": "저, 정말 이 문으로 들어가면 원래 세계로 갈 수 있나요?", + "END_PART11_KAYLEIGH15": "잘됐다! [pause]떠나기 전에 순찰대에 알려야겠어!", + "END_PART11_AMBER16": "{player}, 지금 떠날 필요는 없단다...", + "END_PART12_KAYLEIGH54": "다시는 못 만나겠네, [pause]{player}.", + "END_PART11_AMBER17.n": "하지만 준비되면, [pause]날 찾아오렴.", + "END_PART11_AMBER17.m": "하지만 준비되면, [pause]날 찾아오렴.", + "END_PART11_AMBER17.f": "하지만 준비되면, [pause]날 찾아오렴.", + "END_PART12_RANGER1": "세상에, 믿기지가 않아! 말하는 게, 마법의 차원문, 대천사와의 동맹... 정말 대단해!", + "END_PART12_AMBER1.m": "뉴위럴을 떠날 준비 됐니, [pause]얘야?", + "END_PART12_AMBER1.f": "뉴위럴을 떠날 준비 됐니, [pause]얘야?", + "END_PART12_AMBER1.n": "뉴위럴을 떠날 준비 됐니, [pause]얘야?", + "END_PART12_AMBER4": "\\\"과학\\\"이 아니라 의지가 중요한 거란다. [pause]이곳에 대해 아무런 미련도 남지 않은 상태에서 마음 속의 눈으로 가고 싶은 세계를 그린 다음, 안으로 걸어 들어가면 돼.", + "END_PART12_KAYLEIGH6": "뭐, 뭐라고요?!", + "END_PART12_AMBER_NO": "서두를 필요 없어. 천천히 하렴!", + "END_PART12_AMBER2": "이런 안정적인 차원문의 경우, [pause]규칙은 아주 간단해.", + "END_PART12_AMBER3": "이 너머에는 [wave amp=30 freq=10]만물 사이의 공간[/wave]이 있어. [pause]제대로 사용하지 않으면 아무 데도 못 갈 거야.", + "END_PART12_AMBER5": "그러니 슬슬 작별 인사를 하는 게 좋을 거야. [pause]한번 건너가면 돌아올 수 없거든.", + "END_PART12_AMBER8": "뉴위럴은 이상 현상일 뿐이야.", + "END_PART12_AMBER7": "원래 그런 거니 어쩔 수 없단다, 빨강머리 아이야.", + "END_PART12_AMBER9": "너희들이 이곳에 온 건 우연에 불과하고. 다시 돌아올 수는 없어.", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]나도... 작별의 순간이 찾아오리라는 건 알고 있었어, {player}...[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]언젠가는 나도 뉴위럴을 떠날지도 모르지만, 지금은 이곳이 내 집이야. 내가 '나\\'로 있을 수 있는 곳...[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]다들 절대 잊지 않을게. 너희들 덕분에 나 자신을 찾을 수 있었어![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player}...약속 하나만 해 줘...[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]세상이 어떻든 절대 바뀌지 마... [pause]알았지?[/wave]", + "END_PART12_VIOLA10": "우리 이야기가 여기서 끝나다니 마음이 아려 오는구려. [pause]하지만 오라버니와 만나고 싶은 마음도 너무나 크오.", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]나를 잊지 말아 줘.[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]그... [pause]그리고...[/wave]", + "END_PART12_VIOLA11": "이별이란 달콤한 슬픔인 법이지.", + "END_PART12_VIOLA14": "그동안 나눈 기억은 그 어떤 파도나 폭풍에도 사라지지 않을 것이오.", + "END_PART12_VIOLA12": "잘 가시오, [pause]친구들.", + "END_PART12_VIOLA13": "{player}, 함께 보낸 시간은 얼마 되지 않지만...", + "END_PART12_VIOLA15": "그대를 언제까지나 마음 속에 소중히 간직하겠소.", + "END_PART12_EUGENE18": "언제 어디에 있든 도움이 필요한 사람은 항상 있기 마련이야.", + "END_PART12_EUGENE16": "우린 신 같은 존재와 맞서 싸워서 이겼어...", + "END_PART12_EUGENE17": "이야, 어서 원래 세계로 돌아가서 악당들을 혼쭐내고 싶네!", + "END_PART12_EUGENE19": "내가 할 일이 무척 많겠어.", + "END_PART12_EUGENE21": "이제 이별인가 보네, {player}.", + "END_PART12_EUGENE20": "정말 즐거웠어, 얘들아.", + "END_PART12_EUGENE22": "날 위해 네 세계를 버리라고 할 수는 없겠지. [pause]그건 너무 큰 부탁이니까.", + "END_PART12_EUGENE25.f": "넌 앞으로도 멋진 사람일 거야. [pause]난 알 수 있어.", + "END_PART12_EUGENE23": "난... [pause]그냥...", + "END_PART12_EUGENE25.m": "넌 앞으로도 멋진 사람일 거야. [pause]난 알 수 있어.", + "END_PART12_EUGENE24": "잘 살아, [pause]알겠지?", + "END_PART12_FELIX35": "내 일부는 언제까지나 널 사랑할 것 같아.", + "END_PART12_EUGENE25.n": "넌 앞으로도 멋진 사람일 거야. [pause]난 알 수 있어.", + "END_PART12_FELIX28": "이 정도 창작의 영감이면 인생을 열 번은 살아도 충분하겠어.", + "END_PART12_FELIX27": "정말 대단한 여정이었어. 그렇지?", + "END_PART12_FELIX26": "이야...", + "END_PART12_FELIX29": "내 예전 캐릭터와 만난 건 말할 거도 없고.", + "END_PART12_FELIX31": "{player}...", + "END_PART12_FELIX30": "정말 즐거웠어. 이때가 그리울 거야, [pause]친구들.", + "END_PART12_FELIX32.m": "다시는 못 만나더라도, 넌 항상 내 곁에 있을 거야.", + "END_PART12_FELIX32.n": "다시는 못 만나더라도, 넌 항상 내 곁에 있을 거야.", + "END_PART12_FELIX32.f": "다시는 못 만나더라도, 넌 항상 내 곁에 있을 거야.", + "END_PART12_FELIX33.m": "넌 아웃사이더잖아. 기억하지? [pause]내 미래의 히트작에 나오는 주인공 말이야.", + "END_PART12_FELIX33.f": "넌 아웃사이더잖아. 기억하지? [pause]내 미래의 히트작에 나오는 주인공 말이야.", + "END_PART12_FELIX34": "그리고... [pause]쿠네코 말이 맞아. [pause]생각은 영원히 살아가.", + "END_PART12_FELIX33.n": "넌 아웃사이더잖아. 기억하지? [pause]내 미래의 히트작에 나오는 주인공 말이야.", + "END_PART12_KAYLEIGH49": "난 널 잊고 싶지 않아, {player}. [pause]아무도 잊고 싶지 않다고. [pause]항구촌을 잊고 싶지 않아...", + "END_PART12_MEREDITH36": "난...", + "END_PART12_MEREDITH37": "난 아직 끝낼 준비가 안 됐어.", + "END_PART12_MEREDITH38": "난... [pause]더 강해져서 돌아갈 거야. [pause]제대로 내 삶을 살아야지.", + "END_PART12_MEREDITH39": "날... [pause]잊어버리기만 해봐. [pause]알겠지?", + "END_PART12_MEREDITH40": "특히 너, {player}.", + "END_PART12_MEREDITH46.f": "휴, 사랑한다. [pause]다음에 봐.", + "END_PART12_MEREDITH41.m": "너 때문에, [pause]어... [pause]남자 보는 눈만 높아졌어.", + "END_PART12_MEREDITH44": "이곳을 떠날 방법을 찾으면 이것도 전부 끝날 거라는 건 알고 있었지만...", + "END_PART12_MEREDITH41.n": "너 때문에, [pause]어... [pause]사람 보는 눈만 높아졌어.", + "END_PART12_MEREDITH41.f": "너 때문에, [pause]어... [pause]여자 보는 눈만 높아졌어.", + "END_PART12_MEREDITH45": "하지만 더는 행복해질 기회를 걷어차지 않을 거야.", + "END_PART12_KAYLEIGH47": "정말 작별인 거네.", + "END_PART12_MEREDITH46.n": "휴, 사랑한다. [pause]다음에 봐.", + "END_PART12_MEREDITH46.m": "휴, 사랑한다. [pause]다음에 봐.", + "END_PART12_KAYLEIGH48": "꿈에서 깨는 것 같지는 않기를 바라.", + "END_PART12_KAYLEIGH50": "안 좋은 것들도 말이야. [pause]그것도 전부 내 일부니까.", + "END_PART12_KAYLEIGH51": "우리의 의지를 실체화해서 세상을 바꾸는 것...", + "END_PART12_KAYLEIGH58": "사랑해. [pause]그리고 정말 고마워.", + "END_PART12_KAYLEIGH52": "그건 카세트 테이프가 없어도 할 수 있겠지. 안 그래?", + "END_PART12_AMBER61": "이제 네 차례인 것 같구나, 얘야.", + "END_PART12_KAYLEIGH53": "미래는 언제나 우리가 하기 나름이었어.", + "END_PART12_KAYLEIGH55": "앞으로 그 누구도 널 알고 지낸 것처럼 알 수는 없을 거야... [pause]그러니까, 보통 연애할 때 융합 같은 걸 하지는 않잖아?", + "END_PART12_KAYLEIGH56.m": "슬프지만 기쁘기도 해. [pause]우리 둘 다 서로를 만났다는 행복한 기억과 함께 있어야 할 곳으로 돌아가는 거잖아.", + "END_PART12_KAYLEIGH56.f": "슬프지만 기쁘기도 해. [pause]우리 둘 다 서로를 만났다는 행복한 기억과 함께 있어야 할 곳으로 돌아가는 거잖아.", + "END_PART12_KAYLEIGH57": "행복한 결말인 것 같아.", + "END_PART12_KAYLEIGH56.n": "슬프지만 기쁘기도 해. [pause]우리 둘 다 서로를 만났다는 행복한 기억과 함께 있어야 할 곳으로 돌아가는 거잖아.", + "END_PART12_AMBER60": "아! [pause]저 녀석은 너와 함께 돌아가고 싶은 모양이야. [pause]사랑스럽기도 하지!", + "END_PART12_DOG59": "멍! 멍!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "지나가도 좋아.", + "END_PART12_AMBER62.m": "준비됐어?", + "END_PART12_AMBER62_OPTION1.m": "준비됐어요!", + "END_PART12_AMBER62.n": "준비됐어?", + "END_PART12_AMBER62.f": "준비됐어?", + "END_PART12_AMBER62_OPTION1.f": "준비됐어요!", + "END_PART12_AMBER62_OPTION1.n": "준비됐어요!", + "END_PART12_AMBER62_OPTION2": "이제 갈 시간이에요!", + "RANGER_GATEKEEPER_INTRO1": "이봐! 너!", + "MAGIKRAB_ON_ARRIVAL.f": "{region_name}에 오신 것을 환영합니다!", + "RANGER_GATEKEEPER_SNEAK1": "어딜 몰래 지나가려고?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "이 너머의 몬스터는 망설임 없이 널 때려눕힐 거야.", + "RANGER_GATEKEEPER_SNEAK2": "다 너 좋으라고 지키고 있는 거야. 알아?", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "정말 녀석들을 상대할 준비가 됐다고 생각하면, 어디 네 실력을 보여줘!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "미안. 네 앞가림은 충분히 할 것 같네.", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "정말 녀석들을 상대할 준비가 됐다고 생각하면, 어디 네 실력을 보여줘!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "정말 녀석들을 상대할 준비가 됐다고 생각하면, 어디 네 실력을 보여줘!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "미안. 네 앞가림은 충분히 할 것 같네.", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "미안. 네 앞가림은 충분히 할 것 같네.", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "지나가도 좋아.", + "GRAVEYARD_GHOST_BOY_NAME": "귀신 아이", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "지나가도 좋아.", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "아, 죄송해요! 이곳에 귀신이 나온다는 소문이 있는데, 당신이 그 귀신인 줄 알았어요.", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "으악! 귀신이다!", + "UNDYIN_LOVER_NAME": "포로", + "UNDYIN_LOVER_PRE_BATTLE1": "으아악!", + "UNDYIN_LOVER_POST_BATTLE1": "이봐! 너 때문에 도망갔잖아!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "쿨하게 놀아보자고.", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "폭메라니안은 방법만 알면 길들이기 쉬워!", + "UNDYIN_LOVER_POST_BATTLE2": "우린 그저 함께 즐거운 시간을 보내던 것뿐인데... 이상한 짓은 안 했어! 정말이야!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "쿨하게 놀아보자고.", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "쿨하게 놀아보자고.", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "하나도 안 쿨해.", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "요즘 버피 대장한테 근력 훈련을 받고 있어.", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "이리 와!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "소문에 따르면 이곳에 출몰한다던데, 아직 보통 크기의 나방가면밖에 못 봤어.", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "넌 누구한테 훈련 받았어? 제발 알려줘!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "자, 내 이두근 좀 보여줄게!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "넌 누구한테 훈련 받았어? 제발 알려줘!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "너도 작은 나방가면에 대한 소문을 조사하러 온 거야?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "넌 누구한테 훈련 받았어? 제발 알려줘!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "조금 전에 지하로 지나간 기차와 관련이 있는 건 아닐까?", + "PLATO_NAME": "플라톤", + "SOCRATES_NAME": "소크라테스", + "SOCRATES_PRE_BATTLE": "모든 인간을 합친 것이 곧 완벽한 인간이니, 우리 모두가 한데 모여 완벽을 이루는 것이다.", + "PLATO_PRE_BATTLE": "어떤 세속적 다툼보다도 위대한 싸움은 곧 삶의 싸움이니, 그대도 그 싸움에 동참하기를 권한다.", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "내가 가끔 소심하게 행동하면 친구들이 \\\"허수아비\\\"라면서 놀려. 잘 모르니까 하는 소리지...", + "SOCRATES_POST_BATTLE": "고맙군. 나는 자네를 이길 수 있다고 생각했다네. 이제 내가 아무것도 모른다는 것을 알게 되었으니 진정으로 현명해졌군.", + "PLATO_POST_BATTLE": "우리는 전사가 아니라 철학자입니다, 스승님. 두 가지 직업이나 두 가지 기술을 올바르게 추구할 수 있는 인간은 거의 없지요.", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]그래, 난 정말 허수아비야...[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "저리 비켜! 오늘은 내가 시빌과 인터뷰할 거야!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]그냥 내일 다시 와야겠어...[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "모든 몸 안에는 빠져나오기 위해 발버둥치는 해골이 들어있지.", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "난... 정말 네 뼈를 끄집어낼 생각이었어. 미안해.", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "자, 네 살점의 감옥에서 해방시켜주마...", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "휴. 고마워. 너무 오랫동안 젤리톤으로 변신해 있었나 봐.", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]아, 정말 맛있어 보이는구나![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]투기단이 공갈을 일삼는다니, 그건 모함이야![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]우린 공갈빵도 안 좋아한다고![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]집 얘기가 나와서 말인데, 혹시 새 집 구하고 있어? [pause]아니라고? [pause]그럼 됐어.[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]그래, 집을 팔 때 말하지 않는 부분이 있다는 건 인정할게. 하지만 말 안 하는 게 속이는 건 아니잖아?[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]시간이 흘러도 끄떡없는 투자처를 찾고 싶다면, 시계를... 아니, 토지를 구매해 봐.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]우주에 무한한 세계가 존재한다는 건 우리 같은 투기단에게 아주 독특한 방식으로 문제가 되지.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]공간? 시간? 다 매한가지야.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]토지의 가치는 희소성에서 기인하지만, 무한한 다중 우주에 희소성 같은 게 어디 있겠어![/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]하지만 뉴위럴은 일종의 우주적 덫이야. 아무도 떠날 수 없으니 토지가 귀중해지지.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]그러니까 지금은 우리 투기단이 이 작은 섬에서 어려움을 겪고 있지만, 시간이 지나면 낙원 같은 곳이 될 거라고. 아주 좋은 투자지![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "안녕! 여기 경치가 참 좋지?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "산의 정상까지 올라가려 했는데... 저 앞의 절벽을 등반할 수가 없네. 그리고 동굴 안의 통로는 전부 무너져 버렸고.", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "잘가조처럼 날아오를 수 있다면 올라갈 수 있을지도 모르는데...", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "호수로 뛰어내리기 전에 간단하게 전투해 볼래?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "자, 그럼 난 이만 가볼게!", + "MISS_MIMIC_CHEST_NAME": "순찰대 상자", + "MAGIKRAB_UNKNOWN_NAME": "도로... 게?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]내가 무슨 비밀을 품고 있는지 알고 싶어? 어서 열어 봐.[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]내 안을 들여다 보지 그래, 자기? 물지는 않을게.[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "말하는 상자다!", + "MISS_MIMIC_CHEST_MEREDITH2": "어, 이 상자가 말하잖아?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "응?", + "MISS_MIMIC_CHEST_FELIX1": "왠지 예감이 안 좋은데...", + "MISS_MIMIC_CHEST_DOG1": "크르르...", + "MISS_MIMIC_CHEST_VIOLA1": "이것도 그대의 세계에서 온 장치요, {player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]저 상자가 너한테 작업 거는 것 같은데, {player}...[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "상자를 열까?", + "MAGIKRAB_INTRO_KAYLEIGH2": "바... 방금 저 도로게가 말한 거야?", + "MAGIKRAB_INTRO_KRAB1": "아, {player} 님! 그리고 {partner} 님! 기다리고 있었습니다.", + "MAGIKRAB_INTRO_EUGENE2": "넌 하나도 안 무서워, 도로게! 너 같은 녀석은 수도 없이 싸워봤다고!", + "MAGIKRAB_INTRO_MEREDITH2": "응? 말하는 도로게라고?", + "MAGIKRAB_INTRO_FELIX2": "잠깐, 도로게가 말도 해?", + "MAGIKRAB_INTRO_VIOLA2": "이 도로게가 말을 한 것이오? 이 무슨 해괴망측한...", + "MAGIKRAB_INTRO_DOG2": "멍!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]안녕, 반가워! 넌 도로게니...?[/wave]", + "MAGIKRAB_INTRO_KRAB3": "부디 저를 바깥의 무지한 도로게들과 동일시하지 말아 주시죠.", + "MAGIKRAB_INTRO_KRAB5": "멀라인 님의 신성한 전당에 머문다는 건 말로 표현조차 할 수 없을 정도로 크나큰 특혜죠. 그러니 적어도 그분의 승객을 모시는 것 정도는 해야 하지 않겠습니까?", + "MAGIKRAB_INTRO_KRAB4": "저는 무한한 멀라인 님의 종, 마법게입니다. 멀라인 님의 열차가 정시 운행하기를!", + "MAGIKRAB_NEW_STATION.m": "어서 오세요! 여행하실 수 있도록 A 플랫폼을 열어드렸습니다.", + "MAGIKRAB_INTRO_KRAB7": "멀라인의 정거장 대부분은 현재 이용할 수가 없습니다. 우선 그곳의 기차역을 다시 열어야 하죠.", + "MAGIKRAB_INTRO_KRAB6": "즉, 어디로 가야 하는지 알려주시면 A 플랫폼의 열차를 준비하겠습니다.", + "MAGIKRAB_NEW_STATION.f": "어서 오세요! 여행하실 수 있도록 A 플랫폼을 열어드렸습니다.", + "MAGIKRAB_NEW_STATION.n": "어서 오세요! 여행하실 수 있도록 A 플랫폼을 열어드렸습니다.", + "MAGIKRAB_NEW_STATION_FINAL1.m": "드디어 도착하셨군요! 밤다리역에 오신 걸 환영합니다.", + "MAGIKRAB_NEW_STATION_FINAL1.f": "드디어 도착하셨군요! 밤다리역에 오신 걸 환영합니다.", + "MAGIKRAB_NEW_STATION_FINAL1.n": "드디어 도착하셨군요! 밤다리역에 오신 걸 환영합니다.", + "MAGIKRAB_NEW_STATION_FINAL2": "지금 B 플랫폼에 들어오는 열차는 곧 다른 세계로 출발할 예정입니다!", + "MAGIKRAB_NEW_STATION_FINAL3": "놓치지 않게 주의하세요!", + "MAGIKRAB_MENU": "자. 무엇을 도와드릴까요, {player} 님?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "다른 역으로 가고 싶어.", + "MAGIKRAB_MENU_OPTION_LEAVE": "뉴위럴을 떠나고 싶어.", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "B 플랫폼에 대해", + "MAGIKRAB_MENU_OPTION_MERLINE": "멀라인에 대해", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "네가 마법게야?", + "MAGIKRAB_MENU_OPTION_NOTHING": "아무것도 아니야.", + "MAGIKRAB_TRAVEL2": "A 플랫폼 열차가 출발할 준비 되었습니다, {player} 님.", + "MAGIKRAB_TRAVEL1": "어디로 가시겠어요?", + "MAGIKRAB_LEAVE2": "B 플랫폼에서 출발하는 열차편은 전부 운행이 취소되었으며, 지금으로부터 642년 후에 재개합니다.", + "MAGIKRAB_TRAVEL3": "발 빠지지 않게 조심하세요!", + "MAGIKRAB_LEAVE1": "차원 간 열차는 B 플랫폼에서 출발합니다만...", + "MAGIKRAB_LEAVE3": "멀라인 님께서... 일종의 정신적 감염에 대해 말씀하시는군요. 아니면 전쟁일지도 모르겠습니다.", + "MAGIKRAB_LEAVE_FINAL_STATION1": "그러면 잘 찾아오셨군요! B 플랫폼으로 이동해주세요.", + "MAGIKRAB_LEAVE4": "하지만 B 플랫폼에 도착하는 열차편은 정시 운행 중입니다!", + "MAGIKRAB_PLATFORMB_DEFEATED1": "한동안 B 플랫폼에 도착하는 열차편은 예정되어 있지 않습니다.", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "플랫폼에는 얼마든지 들어가셔도 좋지만, 당신처럼 육신을 지닌 필멸의 존재에게는 별 쓸모가 없을 것입니다.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "이제 곧 B 플랫폼에 열차가 도착합니다!", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "플랫폼에는 얼마든지 들어가셔도 좋지만, 당신처럼 육신을 지닌 필멸의 존재에게는 별 쓸모가 없을 것입니다.", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "플랫폼에는 얼마든지 들어가셔도 좋지만, 당신처럼 육신을 지닌 필멸의 존재에게는 별 쓸모가 없을 것입니다.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "B 플랫폼에 도착하시는 승객은 필멸과 같은 개념을 초월하신 분입니다. 그런 생명체는 죽은 후에도 '사라지지\\' 않는다는 점 유의하세요.", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "B 플랫폼에 도착하시는 승객은 자신이 속삭이고 있다고 생각하지만, 그 목소리는 귀청을 찢을 듯하죠. 귀가 아니라 눈을 사용하세요.", + "MAGIKRAB_PLATFORMB_POPPETOX1": "이제 곧 B 플랫폼에 열차가 도착합니다!", + "MAGIKRAB_PLATFORMB_MONARCH1": "곧 B 플랫폼에 열차가 도착합니다.", + "MAGIKRAB_PLATFORMB_MONARCH2": "B 플랫폼에 도착하시는 승객은 내면에 공허를 품고 있는 자를 찾아다닙니다. 그걸 당신이 이해하고 체험하기 전까지는 자신의 모습을 드러내지 않을 것입니다.", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "B 플랫폼에 도착하시는 승객은 자신이 속삭이고 있다고 생각하지만, 그 목소리는 귀청을 찢을 듯하죠. 귀가 아니라 눈을 사용하세요.", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "B 플랫폼에 도착하시는 승객은 자신이 속삭이고 있다고 생각하지만, 그 목소리는 귀청을 찢을 듯하죠. 귀가 아니라 눈을 사용하세요.", + "MAGIKRAB_PLATFORMB_ROBIN1": "조금 전 B 플랫폼에 열차가 도착했습니다.", + "MAGIKRAB_PLATFORMB_BABELITH1": "이제 곧 B 플랫폼에 열차가 도착합니다!", + "MAGIKRAB_PLATFORMB_ROBIN2": "도착하신 승객은 연극에 관심이 지대하신 것 같더군요. 들어오면서 마주치셨나요?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "B 플랫폼에 도착하시는 승객은 수많은 거짓을 퍼뜨립니다. 무엇을 '진실\\'로 받아들일지 신중하게 판단하지 않으면 자신을 잃어버리고 말 것입니다.", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "B 플랫폼에 도착하시는 승객은 수많은 거짓을 퍼뜨립니다. 무엇을 '진실\\'로 받아들일지 신중하게 판단하지 않으면 자신을 잃어버리고 말 것입니다.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "B 플랫폼은... 다른 곳에 있습니다. [pause]이 기차역은 한참 전에 산사태가 일어나 파괴되고 말았죠. 하지만 곧 열차가 한 대 도착하는 것으로 알고 있습니다.", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "B 플랫폼에 도착하시는 승객은 수많은 거짓을 퍼뜨립니다. 무엇을 '진실\\'로 받아들일지 신중하게 판단하지 않으면 자신을 잃어버리고 말 것입니다.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "B 플랫폼에 도착하시는 승객은 아주 능구렁이 같은 분이시죠.", + "MAGIKRAB_PLATFORMB_ALICE1": "이 기차역의 거주자 분께서 곧 B 플랫폼을 통해 돌아오실 예정입니다!", + "MAGIKRAB_PLATFORMB_ALICE2.m": "당신이 오실 거라고 전해놨습니다. 그녀가 환영회를 준비 중인 것 같더군요!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "당신이 좀 더... 키가 작을 줄 아셨나 봅니다.", + "MAGIKRAB_PLATFORMB_ALICE3": "그런데 당신이 플랫폼 문을 어떻게 통과하라는 건지는 잘 모르겠군요.", + "MAGIKRAB_PLATFORMB_ALICE2.n": "당신이 오실 거라고 전해놨습니다. 그녀가 환영회를 준비 중인 것 같더군요!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "당신이 오실 거라고 전해놨습니다. 그녀가 환영회를 준비 중인 것 같더군요!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "당신이 좀 더... 키가 작을 줄 아셨나 봅니다.", + "MAGIKRAB_PLATFORMB_ALICE4.n": "당신이 좀 더... 키가 작을 줄 아셨나 봅니다.", + "MAGIKRAB_PLATFORMB_CUBE1": "B 플랫폼에 도착하시는 승객은 아주 모난 분이십니다. 찔릴지도 모르니 가까이 가지 마세요.", + "MAGIKRAB_PLATFORMB_MORGANTE1": "모르간테 님께서 돌아오셨군요. B 플랫폼에서 당신을 기다리고 계신 듯합니다.", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player} 님...", + "MAGIKRAB_PLATFORMB_MORGANTE4": "당신의 쓸모가 다한 후에도 그들이 친구로 남을 것이라고는 생각하지 마세요.", + "MAGIKRAB_PLATFORMB_MORGANTE3": "당신들이 '대천사\\'라고 부르는 그 에그레고르들을 상대하며 배운 게 있습니다...", + "MAGIKRAB_PLATFORMB_MORGANTE6": "지금까지도 멀라인 님은 제가 당신에게 자신의 철로망을 전부 제공하는 것을 막고 있습니다.", + "MAGIKRAB_PLATFORMB_MORGANTE5": "그들에게 우리는 벌레나 마찬가지입니다. 아니면 게거나요.", + "MAGIKRAB_PLATFORMB_MORGANTE7": "'대천사\\'는 언제나 저의를 숨길 것입니다. 이 점 유념하세요.", + "MAGIKRAB_PLATFORMB_ALEPH1": "B 플랫폼의 열차가 곧 출발합니다.", + "MAGIKRAB_PLATFORMB_ALEPH2": "맞습니다! 이 기차역에는 작동 중인 관문이 있어요!", + "MAGIKRAB_PLATFORMB_ALEPH3": "이제 곧 고향에 가실 수 있겠군요, {player} 님!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "B 플랫폼의 관문이 준비되어 있습니다.", + "MAGIKRAB_MERLINE2": "멀라인은 필멸의 존재와 얘기하지 않습니다. 저를 당신들과 소통할 중재자로 선택했죠!", + "MAGIKRAB_MERLINE1": "맞습니다! 멀라인은 뉴위럴 전역은 물론 그 너머까지 뻗어있는 지하 철도망이에요!", + "MAGIKRAB_MAGIKRAB1": "그렇습니다! 저는 타의 추종을 불허하는 존재, 멀라인 님의 종 마법게입니다. 지금 계신 곳이 바로 그분의 전당이죠.", + "MAGIKRAB_MAGIKRAB2": "당신처럼 저는 뉴위럴에서 태어난 존재가 아닙니다. 하지만 이곳의 많은 이들과 알고 지냈죠.", + "MAGIKRAB_MAGIKRAB3": "멀라인께서는 자신의 철도망에서 여러분을 안내할 길잡이 역할을 제게 맡기셨습니다.", + "MAGIKRAB_NOTHING1": "알겠습니다!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]수익... [pause]떨어졌다...[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "애도촌 초승달역에 오신 것을 환영합니다... 아니면 그 역이 있던 곳이라고 해야 할까요?", + "MAGIKRAB_ON_ARRIVAL.m": "{region_name}에 오신 것을 환영합니다!", + "MAGIKRAB_ON_ARRIVAL.n": "{region_name}에 오신 것을 환영합니다!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "애도촌 초승달역에 오신 것을 환영합니다... 아니면 그 역이 있던 곳이라고 해야 할까요?", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "애도촌 초승달역에 오신 것을 환영합니다... 아니면 그 역이 있던 곳이라고 해야 할까요?", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]우어어어어...[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]투기단![/shake][pause][pause] 우리가 너희 계획을 저지한 것 때문에 복수하려고 여기까지 기어 들어온 거지?[pause] 내 말이 틀려?!", + "SUNNY_INTRO_KAYLEIGH4": "유진, [pause]저 사람 뭔가 문제가 있는 것 같아. [pause]그러니까... [pause]어... [pause]고장 난 것 같은데.", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]구어어어어어...[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]우어어어...?[/wave]", + "SUNNY_INTRO_EUGENE12": "성격이 그리 밝지는 않네.", + "SUNNY_INTRO_EUGENE6": "어... [pause]그럴지도 모르겠네.", + "SUNNY_INTRO_KAYLEIGH7": "그렇게 박대해서 미안해. [pause]자리에 앉아서 서로 알아 가는 시간을 좀 가질까?", + "SUNNY_INTRO_KAYLEIGH8": "그래서... [pause]어... [pause]몸은 좀 괜찮아? 자기 소개 좀 해줄래?", + "SUNNY_INTRO_EUGENE10": "투기단은 우리가 물리친 대천사의 하수인이었잖아. [pause]두목이 도망치자 다들 머리가 회까닥한 건 아닐까? [pause]그래도 난 저 사람 못 믿겠어.", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]취업... [pause]전망... [pause]없다...[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]서니...[/wave]", + "SUNNY_INTRO_EUGENE17": "투기단은 자기 업무를 수행하는 게 유일한 존재의 목적이었나 봐. 그리고 이제 달리 어떤 일을 해야 할지 모르는 거지. [pause]목적을 상실한 기계처럼 말이야.", + "SUNNY_INTRO_KAYLEIGH13": "밝아지라는 의미에서... [pause]\\\"서니\\\"라고 부르는 게 어때? 뭐라고 부를 이름은 있어야지!", + "SUNNY_INTRO_SUNNY14_OPTION1": "어떻게 된 거야?", + "SUNNY_INTRO_SUNNY14_OPTION2": "뭐라도 기억나는 것 있어?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]투기단... [pause]파산했다... [pause]아무것도... 안 남았다...[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]왜... 아직도... 여기 있는지...[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]새... [pause]출발...?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "불쌍하기도 하지! [pause]아직 새 출발을 할 시간은 충분해!", + "SUNNY_INTRO_KAYLEIGH20": "우선 옷부터 갈아입어야겠다, 서니. [pause]온종일 그 정장을 입고 있으면 기분이 끔찍할 것 아니야!", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "좋다는 거지? [pause]{player}, [pause]항구촌 양복점에서 만나자. [pause]양복점은 항구촌 고지대에 있어. 여기서 북쪽으로 가면 바로 나와.", + "SUNNY_PART2_KAYLEIGH1": "아, 안녕! [pause]그러면 다 왔네!", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]우어어어...[/wave]", + "SUNNY_PART2_EUGENE2": "난 이게 잘하는 짓인지 아직 모르겠어. [pause]저 사람의 예전 상사가 이 섬을 정복하려고 했던 것 잊은 거야?", + "SUNNY_PART2_MEREDITH3": "이거 재밌겠는데.", + "SUNNY_PART2_FELIX3": "난 그냥 응원하러 온 거야.", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]좋아...[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]우어어..?[/wave]", + "SUNNY_PART2_VIOLA3": "참으로 궁금하구려. 재미있을 것 같지 않소?", + "SUNNY_PART2_KAYLEIGH5": "자, [pause]서니. [pause]이쪽으로 와서 새 의상을 골라봐.", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]이거... 좋아...?[/wave]", + "SUNNY_PART2_EUGENE8": "난 잘 모르겠어, 케일리...", + "SUNNY_PART2_MEREDITH9": "난 벌써 [wave amp=30 freq=10]정말[/wave] 즐거운걸.", + "SUNNY_PART2_FELIX10": "이제 시작인데 뭘.", + "SUNNY_PART2_KAYLEIGH12": "이건 별로인 것 같아, [pause]서니!", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]이건... 별로...[/wave]", + "SUNNY_PART2_VIOLA11": "흐음. [pause]이 여인은 나보다도 이곳의 복식에 대해 잘 모르는 모양이구려.", + "SUNNY_PART2_EUGENE14": "그런 옷을 입을 줄은 몰랐는데.", + "SUNNY_PART2_MEREDITH20": "음, [pause]이제 보니 서니는 꽤 멋진 것 같아. [pause]누가 상상이나 했겠어?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]나는... [pause]좋은 것 같다.[/wave]", + "SUNNY_PART2_EUGENE18": "케일리. [pause]나만 그런 거야, [pause]아니면 서니가...", + "SUNNY_PART2_KAYLEIGH15": "좀 불편할 것 같아, 서니... [pause]다른 옷을 입어보는 건 어때?", + "SUNNY_PART2_EUGENE17": "난...", + "SUNNY_EUGENEDATE_EUGENE2": "내가 투기단을 무너뜨린 것 때문에 그런 거야? [pause]우리가 [wave amp=30 freq=10]잘 안 어울린다는 건 알지만[/wave], 네 생각이 머리에서 떠나지를 않는다고.", + "SUNNY_PART2_KAYLEIGH19": "정말 [wave amp=30 freq=10]아름다워[/wave] 보이냐고? [pause]아니, [pause]나도 그렇게 생각해.", + "SUNNY_PART2_FELIX20": "서니가 자기 스타일을 찾은 것 같네.", + "SUNNY_PART2_VIOLA20": "이럴 줄은 전혀 예상하지 못했소. [pause]전혀.", + "SUNNY_PART2_PLAYER21_OPTION1": "멋있어, 서니!", + "SUNNY_PART2_PLAYER21_OPTION2": "귀여워 보여, 서니!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]좋아. [pause]이제는 이게 나다...[/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]다들... [pause]도와줘서 고맙다.[/wave]", + "SUNNY_PART2_EUGENE24": "지금 감정이 좀 많이 복잡해.", + "SUNNY_PART2_KAYLEIGH26": "항구촌에서는 누구든 새 출발을 할 수 있잖아. [pause]\\\"좀비 부동산 중개인\\\"도 그럴 수 있어야 공정하겠지.", + "SUNNY_PART2_KAYLEIGH25": "우리도 널 도와줄 수 있어서 기뻐, 서니.", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]투기단은 \\\"좀비\\\"가 아니야. [pause]투기단은 그릇이야. [pause]일하기 위해 만들어진 그릇.[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]안녕... {player}...[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]이제는 아니야... [pause]이제부터는... [pause]\\\"서니\\\"가 되도록 노력할 거야.[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]...나는 그저... [pause]우리는 그냥 친구로 지내는 게 좋겠어.[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "분명 그런 걸 이 근처에서 봤는데. 이름이 뭐였더라? {monster_name}?", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]난 \\\"서니\\\"가 된지 얼마 안 됐어. [pause]나 자신으로 지낼 시간이 더 필요해.[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "이상해.", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]아니, 그 얘기가 아니야. [pause]난 이제 투기단이 아니니까. [pause]나는 그저...[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]그래도 \\\"데이트\\\"는 즐거웠어.[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "알겠어. [pause]너무 신경 쓰지 마, 서니.", + "FARM_INTRO_EDWARD1.f": "안녕, 친구! [pause]우리 젤리 문제를 해결하러 와 준 거야?", + "FARM_INTRO_EDWARD1.m": "안녕, 친구! [pause]우리 젤리 문제를 해결하러 와 준 거야?", + "FARM_INTRO_EDWARD1.n": "안녕, 친구! [pause]우리 젤리 문제를 해결하러 와 준 거야?", + "FARM_INTRO_EDWARD1_OPTION1": "...젤리 문제요?", + "FARM_EDWARD_INTERACT2.f": "안녕, 친구! [pause]저번에 젤리 문제를 해결해줘서 정말 고마웠어.", + "FARM_INTRO_EDWARD1_OPTION2": "뭘 해결한다고요?", + "FARM_INTRO_EDWARD2": "저기 있는 다리는 이곳 농장과 항구촌을 연결해줘. [pause]마을에서 소비하는 청과물은 대부분 우리 농장에서 공급하지.", + "FARM_INTRO_EDWARD3": "안타깝게도 이 근처에 사는 젤리 녀석들이 최근에 난동을 벌이고 있어. 그리고... [pause]음... [pause]다리에 슬라임을 온통 묻혀놨더라고!", + "FARM_INTRO_EDWARD4.m": "그래도 [pause]괜찮아! [pause]언젠가는 떨어지겠지! [pause]그동안 이곳에서 편히 쉬어도 돼!", + "FARM_EDWARD_INTERACT1": "다리 문제를 해결하지 않으면 항구촌에 식량이 부족해질지도 몰라...", + "FARM_INTRO_EDWARD4.f": "그래도 [pause]괜찮아! [pause]언젠가는 떨어지겠지! [pause]그동안 이곳에서 편히 쉬어도 돼!", + "FARM_INTRO_EDWARD4.n": "그래도 [pause]괜찮아! [pause]언젠가는 떨어지겠지! [pause]그동안 이곳에서 편히 쉬어도 돼!", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "고마워, 친구! [pause]그... [pause]상황 때문에 슬슬 걱정이 되던 참인데.", + "FARM_BRIDGE_CONFIRM": "슬라임을 치워볼까? 좀 역겨운데...", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "고마워, 친구! [pause]그... [pause]상황 때문에 슬슬 걱정이 되던 참인데.", + "FARM_BRIDGE_LOWERED_EDWARD2": "우린 해골 젤리를 작물에 비료로 주거든. [pause]그게 흙 속에 축적돼서 그 괴물로 변했나 봐.", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "고마워, 친구! [pause]그... [pause]상황 때문에 슬슬 걱정이 되던 참인데.", + "FARM_EDWARD_INTERACT2.m": "안녕, 친구! [pause]저번에 젤리 문제를 해결해줘서 정말 고마웠어.", + "FARM_BRIDGE_LOWERED_EDWARD3": "혹시, 젤리를 사용해서 작물을 [wave amp=30 freq=10]크게 키우고 싶으면[/wave], [pause]마음대로 해!", + "HOYLAKE_INTRO_HOYLAKE1.m": "새로 왔구나! 안녕! [pause]난 퍼시벌 호이레이크 교수란다. 두려움을 모르는 미지의 탐구자지!", + "FARM_MARIS_INTERACT": "안녕! [pause]우리 농장에 들러줘서 고맙구나. [pause]좀 쉬다 갈 거니? 아니면 그냥 지나가던 길이니?", + "FARM_EDWARD_INTERACT2.n": "안녕, 친구! [pause]저번에 젤리 문제를 해결해줘서 정말 고마웠어.", + "HOYLAKE_INTRO_HOYLAKE1.f": "새로 왔구나! 안녕! [pause]난 퍼시벌 호이레이크 교수란다. 두려움을 모르는 미지의 탐구자지!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "미지요?", + "HOYLAKE_INTRO_HOYLAKE1.n": "새로 왔구나! 안녕! [pause]난 퍼시벌 호이레이크 교수란다. 두려움을 모르는 미지의 탐구자지!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "탐구자요?", + "HOYLAKE_PART2_HOYLAKE6": "최근 어린 순찰대원이 \\\"{habitat_phrase} 목격된 {monster_description}\\\"에 대해 보고했어. [pause]네가 나설 차례인 것 같구나!", + "HOYLAKE_INTRO_HOYLAKE3": "과학적으로 접근해야 한다는 말이야! [pause]관찰하고 분석해서 결과를 도출해야 해!", + "HOYLAKE_INTRO_HOYLAKE2": "그래! [pause]우리 모두 이 기묘한 세계에 표류한 지금, 우리 주변의 이 혼란스러운 상황을 이해하려면 확고한 [wave amp=30 freq=10]이성[/wave]이 필요하지.", + "HOYLAKE_INTRO_HOYLAKE4": "마을 사람들은 이 섬의 별의별 이상한 짐승들에 대해 목격담을 얘기하곤 하지. [pause]그걸 목록으로 정리하면, [pause]이 미지의 세계도 더는 미지의 영역이 [wave amp=30 freq=10]아니게[/wave] 될 거야.", + "HOYLAKE_INTRO_HOYLAKE5.m": "음, [pause]너는 이 일이 얼마나 중요한지 알아보는 것 같구나. 몇몇 몬스터를 확인하는 걸 도와주겠니?", + "HOYLAKE_INTRO_HOYLAKE5.n": "음, [pause]너는 이 일이 얼마나 중요한지 알아보는 것 같구나. 몇몇 몬스터를 확인하는 걸 도와주겠니?", + "HOYLAKE_INTRO_HOYLAKE5.f": "음, [pause]너는 이 일이 얼마나 중요한지 알아보는 것 같구나. 몇몇 몬스터를 확인하는 걸 도와주겠니?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "물론이죠!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "지금은 안 돼요.", + "HOYLAKE_INTRO_HOYLAKE_NO": "아, [pause]아깝구나. 생각이 바뀌면 알려주렴! [pause]그래도 과학은 계속될 테니까!", + "HOYLAKE_PART1_HOYLAKE1": "좋아! [pause]아주 좋아! [pause]항구촌 주민들에게서 몬스터 목격담을 들었단다. 그 몬스터 형태를 기록해주면 내가 그걸 목록으로 만들 수 있을 거야.", + "HOYLAKE_PART1_HOYLAKE3": "여기 빈 테이프를 줄게. 네 \\\"연구\\\"에 도움이 될 거야!", + "HOYLAKE_PART1_HOYLAKE2": "첫 번째 목격담은 이거야. \\\"{habitat_phrase} 목격된 {monster_description}\\\".", + "HOYLAKE_PART1_HOYLAKE4.m": "그 몬스터를 기록한 다음에 다시 들르면 내가 목록에 추가하마. 그럼 즐겁게 사냥하렴, 내 열정적인 조수!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "호이레이크가 뭘 찾고 있다고? {monster_description}?", + "HOYLAKE_PART1_HOYLAKE4.f": "그 몬스터를 기록한 다음에 다시 들르면 내가 목록에 추가하마. 그럼 즐겁게 사냥하렴, 내 열정적인 조수!", + "HOYLAKE_PART1_HOYLAKE4.n": "그 몬스터를 기록한 다음에 다시 들르면 내가 목록에 추가하마. 그럼 즐겁게 사냥하렴, 내 열정적인 조수!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "안녕, 내 열정적인 조수! 그 수수께끼의 몬스터는 기록했니? \\\"{habitat_phrase} 목격된 {monster_description}\\\" 말이야.", + "HOYLAKE_INTERACT_HOYLAKE1.m": "안녕, 내 열정적인 조수! 그 수수께끼의 몬스터는 기록했니? \\\"{habitat_phrase} 목격된 {monster_description}\\\" 말이야.", + "HOYLAKE_INTERACT_HOYLAKE1.n": "안녕, 내 열정적인 조수! 그 수수께끼의 몬스터는 기록했니? \\\"{habitat_phrase} 목격된 {monster_description}\\\" 말이야.", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "아직이요.", + "HOYLAKE_INTERACT_HOYLAKE_NO": "걱정하지 말렴! [pause]그 수수께끼의 생명체가 곧 모습을 드러낼 거야! [pause]진보는 필연적인 법이니까!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "여기 있어요!", + "HOYLAKE_PART2_HOYLAKE1": "좋아! 이름이 뭐라고? \\\"주금브라\\\"? [pause]송곳니... 해골... [pause]그래, 보고된 목격담과 정확히 일치하는구나!", + "HOYLAKE_PART2_HOYLAKE2": "카세트 테이프로 몬스터를 기록해서 그 모습으로 변신하다니... [pause]전혀 이치에 맞지 않지만, 우리 두 눈 앞에서 실제로 일어나고 있어.", + "HOYLAKE_PART2_HOYLAKE1_RAND": "좋아! 이름이 뭐라고? \\\"{monster_name}\\\"? [pause]그래, 보고된 목격담과 정확히 일치하는구나!", + "HOYLAKE_PART2_HOYLAKE3": "과학에 대한 우리의 이해가 제한적이라는 게 드러난다면, [pause]바뀌어야 하는 건 과학이 아니라 우리의 이해지!", + "HOYLAKE_PART2_HOYLAKE4": "도와줘서 고맙구나! 여기 수고비야!", + "HOYLAKE_PART2_HOYLAKE5": "이제 다음 과제는...", + "HOYLAKE_PART3_HOYLAKE1": "세상에! [pause]그 \\\"곰별레\\\"는 정말 기분 나쁜 짐승이구나! [pause]도대체 왜 그런 추악한 모습으로 변신하고 싶어 할지 모르겠어...", + "HOYLAKE_PART3_HOYLAKE2": "솔직히 말하면, [pause]난 그 어떤 짐승으로도 변신하고 싶지 않아! [pause]그 기술의 원리도 모르겠고, 나 [wave amp=30 freq=10]자신[/wave]을 대상으로 실험하고 싶지는 않다고.", + "HOYLAKE_PART3_HOYLAKE1_RAND": "세상에! [pause]\\\"{monster_name}\\\"? [pause]도대체 왜 그런 모습으로 변신하고 싶어 할지 모르겠어...", + "HOYLAKE_PART3_HOYLAKE3": "몬스터 변신은 다른 사람들이 하게 내버려 둬야지... [pause]참, 여기 수고비야!", + "HOYLAKE_PART3_HOYLAKE5": "누가 날 속이려는 거겠지? [pause]웃기라고? [pause]일종의 농담이려나?", + "HOYLAKE_PART3_HOYLAKE4": "이번에 들은 소문은 너무 괴상해서 믿지 못하겠어. \\\"{habitat_phrase} 목격된 {monster_description}\\\"에 대한 소문이었지.", + "HOYLAKE_PART3_HOYLAKE6.m": "네가 이 소문의 진상을 밝힐 수 있다면, 넌 나보다도 뛰어난 과학자야.", + "HOYLAKE_PART3_HOYLAKE6.f": "네가 이 소문의 진상을 밝힐 수 있다면, 넌 나보다도 뛰어난 과학자야.", + "HOYLAKE_PART4_HOYLAKE1": "뭐?! [pause]그게 실존한다고?! [pause]그럴 줄은 정말 상상도 못했어.", + "HOYLAKE_PART3_HOYLAKE6.n": "네가 이 소문의 진상을 밝힐 수 있다면, 넌 나보다도 뛰어난 과학자야.", + "HOYLAKE_PART4_HOYLAKE2": "\\\"퍽카로프\\\"라, 그렇군. [pause]지구... 아니, 적어도 내 지구에서는, [pause]\\\"재카로프\\\"라는 아주 유사한 가공의 생물이 있었어.", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "네!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "\\\"{monster_name}\\\"... 그렇군.", + "HOYLAKE_PART6_HOYLAKE1": "아, 기록했구나! [pause]\\\"수줍엘프\\\"라고? [pause]얼굴을 가리다니 정말 불가사의하군. [pause]이제 생각해보니, 뉴위럴에는 가면을 쓴 몬스터가 좀 많구나.", + "HOYLAKE_PART4_HOYLAKE3": "우리의 신화와 전설이 이곳 뉴위럴에 있는 몬스터의 생김새에 영향을 주는 것 같구나. 아주 흥미로워...", + "HOYLAKE_PART4_HOYLAKE4": "혹시... [pause]네가 여기 오기 전에 살았던 원래 세계에 대해 몇 가지 물어봐도 될까? [pause]항구촌의 주민들이 살았던 가지각색의 세계들도 목록으로 만들고 있거든.", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "그러세요.", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "안 될 것 없겠죠...?", + "HOYLAKE_PART4_HOYLAKE5": "아주 좋아! [pause]광범위한 역사적 사건에 대해 몇 가지 질문을 할 테니, 그것에 대해 들어봤는지 알려주렴.", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "네!", + "HOYLAKE_PART4_HOYLAKE6": "첫 번째 질문. [pause]\\\"로마 제국\\\"이라고 들어봤니?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "아니요!", + "HOYLAKE_PART4_HOYLAKE7": "두 번째 질문: [pause]네 세계에서는 과거에 \\\"산업 혁명\\\"이라는 사건이 일어났니?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "아니요!", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "네!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "아니요!", + "HOYLAKE_PART4_HOYLAKE8": "자, 세 번째 질문이야. [pause]인류가 달에 착륙했니?", + "HOYLAKE_PART4_HOYLAKE9": "그렇구나! [pause]이제 마지막 질문이야. \\\"새들의 날\\\"은 아직 안 일어났니?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "네?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "... \\\"아직\\\"이요?", + "HOYLAKE_PART4_HOYLAKE11": "도와준 것에 다시 한번 감사하마! [pause]자, 수고비로 이걸 받으렴.", + "HOYLAKE_PART4_HOYLAKE10.f": "어... 아무것도 아니니 신경 쓰지 말렴. [pause]사실, 내가 무슨 말을 하는지 모르는 걸 행운으로 여기거라.", + "HOYLAKE_PART4_HOYLAKE10.m": "어... 아무것도 아니니 신경 쓰지 말렴. [pause]사실, 내가 무슨 말을 하는지 모르는 걸 행운으로 여기거라.", + "HOYLAKE_PART4_HOYLAKE10.n": "어... 아무것도 아니니 신경 쓰지 말렴. [pause]사실, 내가 무슨 말을 하는지 모르는 걸 행운으로 여기거라.", + "HOYLAKE_PART4_HOYLAKE12.m": "다시 몬스터를 조사할 준비 됐니? [pause]당연히 됐겠지!", + "HOYLAKE_PART4_HOYLAKE13": "최근에 페니 드레드풀 대장이 시청에 들어와서는 \\\"{habitat_phrase} 목격한 {monster_description}\\\"에 대해 중얼거리더구나.", + "HOYLAKE_PART4_HOYLAKE12.f": "다시 몬스터를 조사할 준비 됐니? [pause]당연히 됐겠지!", + "HOYLAKE_PART4_HOYLAKE12.n": "다시 몬스터를 조사할 준비 됐니? [pause]당연히 됐겠지!", + "HOYLAKE_PART4_HOYLAKE14": "그 녀석을 기록하면 꼭 내게도 알려주렴!", + "HOYLAKE_PART5_HOYLAKE1.m": "아주 잘했어! [pause]네가 훌륭한 연구가라는 걸 또 한 번 증명했구나.", + "HOYLAKE_PART5_HOYLAKE2": "\\\"까막의사\\\"라고? [pause]정말 무시무시하게 생겼구나! [pause]무슨 시가 떠오르는데... [pause]정확히 어떤 시인지는 기억이 안 나는군.", + "HOYLAKE_PART5_HOYLAKE1.n": "아주 잘했어! [pause]네가 훌륭한 연구가라는 걸 또 한 번 증명했구나.", + "HOYLAKE_PART5_HOYLAKE1.f": "아주 잘했어! [pause]네가 훌륭한 연구가라는 걸 또 한 번 증명했구나.", + "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\"?", + "HOYLAKE_PART5_HOYLAKE3": "아, 이제 긴급히 조사해야 할 몬스터도 한 마리밖에 남지 않았구나!", + "HOYLAKE_PART5_HOYLAKE4": "이안테가 사람의 인기척만 느껴져도 도망치는 생물에 대해 얘기해줬단다.", + "HOYLAKE_PART5_HOYLAKE5": "\\\"{habitat_phrase} 서식하는 {monster_description}\\\"라고 하던데. [pause]기록에 도전해 볼 생각이라면 [pause]행운을 빌게!", + "FRANKIE_PART4_FRANKIE1.f": "안녕하세요, 대장님! [pause]진짜 순찰대가 되어볼까 생각하던 참이었어요.", + "HOYLAKE_PART6_HOYLAKE1_RAND": "아, 기록했구나! [pause]\\\"{monster_name}\\\"?", + "HOYLAKE_PART6_HOYLAKE3": "아니면 그저 가면이 [wave amp=30 freq=10]멋있어[/wave] 보여서 그런 걸 수도 있겠지...", + "HOYLAKE_PART6_HOYLAKE2": "여기에는 어떤 의미가 있을까? [pause]인간이 얼굴을 인식하는 방법과 이 몬스터가 실체화하는 방식에 깊은 정신적 연관성이 있을지도...", + "HOYLAKE_PART6_HOYLAKE4.m": "널 크게 칭찬해줘야겠구나. [pause]이대로라면 내가 조수고 네가 과학자가 되겠어!", + "HOYLAKE_PART6_HOYLAKE4.f": "널 크게 칭찬해줘야겠구나. [pause]이대로라면 내가 조수고 네가 과학자가 되겠어!", + "HOYLAKE_PART6_HOYLAKE4.n": "널 크게 칭찬해줘야겠구나. [pause]이대로라면 내가 조수고 네가 과학자가 되겠어!", + "HOYLAKE_PART6_HOYLAKE5": "솔직히 말하자면, [pause]난 사실 교수도 과학자도 [wave amp=30 freq=10]아니란다[/wave].", + "HOYLAKE_PART6_HOYLAKE6": "난 뉴위럴에 떠밀려 오기 전에 대기업에서 일하는 직장인이었어. [pause][wave amp=30 freq=10]과학[/wave]보다는 [wave amp=30 freq=10]SF[/wave]에 더 관심이 있지.", + "HOYLAKE_PART6_HOYLAKE7": "그래도 합리적으로 생각해야지! [pause]이곳에 오면서 내 삶에는 새로운 목적이 생겼어.", + "HOYLAKE_PART6_HOYLAKE8": "내가 [wave amp=30 freq=10]진짜[/wave] 교수는 아닐지도 모르지만, 이곳에서 내가 한 노력들에 가치가 있을 수는 있지!", + "HOYLAKE_PART6_HOYLAKE9.m": "과학을 위해 날 계속 도와줘서 고맙구나. [pause]넌 정말 타의 귀감이 되는 사람이야!", + "HOYLAKE_PART6_HOYLAKE9.f": "과학을 위해 날 계속 도와줘서 고맙구나. [pause]넌 정말 타의 귀감이 되는 사람이야!", + "HOYLAKE_PART6_HOYLAKE9.n": "과학을 위해 날 계속 도와줘서 고맙구나. [pause]넌 정말 타의 귀감이 되는 사람이야!", + "HOYLAKE_PART6_HOYLAKE10": "내가 몬스터 목록을 만드는 걸 더 돕고 싶으면 언제든 찾아오렴. [pause]새로 조사할 몬스터는 항상 있을 테니까!", + "HOYLAKE_PART7_HOYLAKE1": "안녕, {player}! 몬스터를 몇 종이나 기록했니?", + "HOYLAKE_PART7_HOYLAKE2": "세상에! {count}종!?", + "HOYLAKE_PART7_HOYLAKE6.n": "순찰대 훈련을 마친 후에 다시 오지 그러니?", + "HOYLAKE_PART7_HOYLAKE3": "도와줘서 고맙구나! 여기 수고비야!", + "HOYLAKE_PART7_HOYLAKE4": "뉴위럴에서 알려진 몬스터를 전부 기록했구나! 음, [pause]해적판, 융합, 대천사를 제외하면 말이지.", + "HOYLAKE_PART7_HOYLAKE6.m": "순찰대 훈련을 마친 후에 다시 오지 그러니?", + "HOYLAKE_PART7_HOYLAKE5": "네가 보여준 종을 전부 목록에 추가하려면 시간이 좀 걸리겠어.", + "HOYLAKE_PART7_HOYLAKE7": "네게 부탁할 게 있으면 바깥에 있는 게시판에 남길게!", + "HOYLAKE_PART7_HOYLAKE6.f": "순찰대 훈련을 마친 후에 다시 오지 그러니?", + "HOYLAKE_PART7_HOYLAKE8": "{count}종? 나쁘지 않군.", + "HOYLAKE_PART7_HOYLAKE9": "{next_threshold}종을 기록한 후에 다시 찾아오렴.", + "HOYLAKE_PART7_HOYLAKE10": "테이프가 5성이 되면 리마스터하는 걸 잊지 말렴! 어떤 종들은 그렇게만 입수할 수 있다고 하더구나!", + "HOYLAKE_PART8_HOYLAKE1": "안녕, {player}! 아직 네가 전에 기록한 종을 목록에 추가하느라 바쁘단다.", + "HOYLAKE_PART8_HOYLAKE2.m": "순찰대 훈련을 마친 후에 다시 오지 그러니?", + "HOYLAKE_PART8_HOYLAKE3": "안녕, {player}! 네게 부탁할 게 있으면 바깥에 있는 게시판에 남길게!", + "HOYLAKE_PART8_HOYLAKE2.f": "순찰대 훈련을 마친 후에 다시 오지 그러니?", + "HOYLAKE_PART8_HOYLAKE2.n": "순찰대 훈련을 마친 후에 다시 오지 그러니?", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]안녕[/wave], {player}! [pause]우리 새로운 막내이자 최고의 신입 대원을 소개할게. 프랭키야!", + "FRANKIE_PART1_FRANKIE2.m": "어머, 당신도 이 신비로운 섬의 [wave amp=30 freq=10]베테랑 몬스터 전사[/wave]인가요?!", + "FRANKIE_PART1_FRANKIE2.f": "어머, 당신도 이 신비로운 섬의 [wave amp=30 freq=10]베테랑 몬스터 전사[/wave]인가요?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "베테랑?", + "FRANKIE_PART1_FRANKIE2.n": "어머, 당신도 이 신비로운 섬의 [wave amp=30 freq=10]베테랑 몬스터 전사[/wave]인가요?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "베테랑?", + "FRANKIE_PART1_FRANKIE3": "몬스터와 몬스터로 변신하는 늠름한 영웅으로 가득한 마법의 세상이라니...", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "베테랑?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "나도 그렇게 오래 있지는 않았어!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]제 꿈이 이루어진 것만 같아요![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "이곳에 오게 돼서 많이 신났구나?", + "FRANKIE_PART1_EUGENE5": "네 열정이 마음에 드는걸!", + "FRANKIE_PART1_MEREDITH5": "저런 반응은 기대하지 않았는데.", + "FRANKIE_PART1_FRANKIE12": "{species_description}이(가) 되는 건가요?", + "FRANKIE_PART1_FELIX5": "내가 처음 이곳에 왔을 때보다 열정적이네.", + "FRANKIE_PART1_VIOLA5": "그대는 예상치 못하게 이곳에 오게 되었는데도 전혀 놀라지 않은 것 같구려, 친구여.", + "FRANKIE_PART1_CYBIL6": "보다시피, 프랭키는 뉴위럴에 왔다는 사실을 아주 잘 받아들였어.", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]얘는 여기 와서 좋은가 봐![/wave]", + "FRANKIE_PART1_FRANKIE7": "저는 이 기회를 최대한 즐길 거예요! 순찰대에 가입하는 게 이 모험이 제게 점찍어 준 길이 분명해요!", + "FRANKIE_PART1_CYBIL8": "프랭키에게 남는 카세트 플레이어를 하나 줬어. 이제 몬스터 테이프를 주고 기초를 가르쳐주기만 하면 돼!", + "FRANKIE_PART1_FRANKIE10": "저만의 몬스터 형태라니... 제 환상적인 모험의 첫 걸음이네요...", + "FRANKIE_PART1_CYBIL9": "...자, 내 방송은 여기까지야! [pause]다음에 봐, {player}!", + "FRANKIE_PART1_FRANKIE15.n": "순찰대장님, 제발 \\\"기초\\\"를 알려주세요! [pause][wave amp=30 freq=10]제발요[/wave]! [pause]몬스터랑 싸워봐요!", + "FRANKIE_PART1_FRANKIE11": "제게 주실 테이프 있나요?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "정말 {species_name} 테이프를 프랭키한테 줄까? 지금 주는 테이프는 다시 돌려받을 수 없다.", + "FRANKIE_PART1_FRANKIE11_OPTION1": "여기 있어!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "아직 없어!", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "정말 {species_name} 테이프를 프랭키한테 줄까? 지금 주는 테이프는 다시 돌려받을 수 없다.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "정말 {species_name} 테이프를 프랭키한테 줄까? 지금 주는 테이프는 다시 돌려받을 수 없다.", + "FRANKIE_PART1_FRANKIE13": "...", + "FRANKIE_PART1_FRANKIE18.m": "다음에 봬요, 순찰대장님! 훈련 감사해요! 용감한 어린 영웅에게는 [wave amp=30 freq=10]박식한 스승[/wave]이 필요한 법이죠. 순찰대장님이 제 스승이어서 기뻐요!", + "FRANKIE_PART1_FRANKIE18.f": "다음에 봬요, 순찰대장님! 훈련 감사해요! 용감한 어린 영웅에게는 [wave amp=30 freq=10]박식한 스승[/wave]이 필요한 법이죠. 순찰대장님이 제 스승이어서 기뻐요!", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]제게 딱 맞네요! 이 카세트 테이프를 제 목숨처럼 소중하게 여길게요![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "순찰대장님, 제발 \\\"기초\\\"를 알려주세요! [pause][wave amp=30 freq=10]제발요[/wave]! [pause]몬스터랑 싸워봐요!", + "FRANKIE_PART1_FRANKIE15.f": "순찰대장님, 제발 \\\"기초\\\"를 알려주세요! [pause][wave amp=30 freq=10]제발요[/wave]! [pause]몬스터랑 싸워봐요!", + "FRANKIE_PART1_FRANKIE16": "우와, 이상한 몬스터로 변신하는 건 생각보다 훨씬 힘드네요.", + "FRANKIE_PART1_FRANKIE17": "가서 좀 쉬어야겠어요. [pause]밥도 많이 먹고요. [pause]뭘 먼저 할지는 아직 모르겠지만요.", + "FRANKIE_PART1_FRANKIE18.n": "다음에 봬요, 순찰대장님! 훈련 감사해요! 용감한 어린 영웅에게는 [wave amp=30 freq=10]박식한 스승[/wave]이 필요한 법이죠. 순찰대장님이 제 스승이어서 기뻐요!", + "FRANKIE_PART1_KAYLEIGH19": "성격 참 특이한 아이네!", + "FRANKIE_PART1_EUGENE19.m": "잘 가르치던데, {player}!", + "FRANKIE_PART1_MEREDITH19": "이 섬에 나보다 눈치 없는 사람이 나타나서 다행이야.", + "FRANKIE_PART1_EUGENE19.n": "잘 가르치던데, {player}!", + "FRANKIE_PART1_EUGENE19.f": "잘 가르치던데, {player}!", + "FRANKIE_PART1_FELIX19.m": "흠. 잘 가르치던데.", + "FRANKIE_PART1_FELIX19.f": "흠. 잘 가르치던데.", + "FRANKIE_PART1_FELIX19.n": "흠. 잘 가르치던데.", + "FRANKIE_PART1_VIOLA19.m": "교사의 역할에 아주 잘 대처하더구려, {player}.", + "FRANKIE_PART1_VIOLA19.n": "교사의 역할에 아주 잘 대처하더구려, {player}.", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]가르치는 데 소질이 있네, {player}![/wave]", + "FRANKIE_PART1_VIOLA19.f": "교사의 역할에 아주 잘 대처하더구려, {player}.", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]가르치는 데 소질이 있네, {player}![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]가르치는 데 소질이 있네, {player}![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "아, 안녕하세요 순찰대장님! 제 [wave amp=30 freq=10]영웅으로서의 여정[/wave]을 도와주시러 온 건가요?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]어린 모험가라면 누구나 자기만의 길을 개척해야 하는 순간이 찾아오기 마련이죠~[/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"영웅으로서의 여정\\\"...?", + "FRANKIE_PART2_FRANKIE1.f": "아, 안녕하세요 순찰대장님! 제 [wave amp=30 freq=10]영웅으로서의 여정[/wave]을 도와주시러 온 건가요?", + "FRANKIE_PART2_FRANKIE1.n": "아, 안녕하세요 순찰대장님! 제 [wave amp=30 freq=10]영웅으로서의 여정[/wave]을 도와주시러 온 건가요?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "뭘 하려고?", + "FRANKIE_PART2_FRANKIE3": "그래서 그러려고요. [pause]혹시 이해 못 하셨다면, 그 \\\"어린 모험가\\\"는 바로 저예요.", + "FRANKIE_PART2_FRANKIE3_OPTION1": "그렇구나.", + "FRANKIE_PART2_FRANKIE4": "어쨌든, 이 앞에서 \\\"야생 융합\\\"을 발견했어요. 가서 녀석을 혼쭐 내주려고요!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "무슨 말인지 모르겠는데.", + "FRANKIE_PART2_FRANKIE4_OPTION1": "도와줄까?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "그게 정말 좋은 생각일까?", + "FRANKIE_PART2_FRANKIE5": "걱정하지 마세요! 전 이 일에 천부적인 재능이 있으니까요. 사람이 몬스터로 변신하는 것에 대한 팬픽을 [wave amp=30 freq=10]200개[/wave] 넘게 읽었거든요. [pause](자세한 얘기는 묻지 말아주세요.)", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]그럼 어디 해보자고요![/shake]", + "FRANKIE_PART2_FRANKIE8": "제 경력이 잘 진행되고 있네요!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]해냈다~[/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "경력?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "응?", + "FRANKIE_PART2_FRANKIE9": "음, 그러니까... 이 환상의 나라의 사람들을 구해주는 용감하고 신비로운 영웅으로서의 경력 말이에요!", + "FRANKIE_PART2_FRANKIE10": "분명 곧 크나큰 악이 나타나겠죠...", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]그리고 이 섬을 지키는 건 제가 될 거예요![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "좀 늦었네.", + "FRANKIE_PART2_FRANKIE11_OPTION2": "그건 내가 이미 했어!", + "FRANKIE_PART2_FRANKIE12": "네? [pause]그, 그래요?", + "FRANKIE_PART2_FRANKIE13": "그래도 괜찮아요! 어딘가에 아직 제가 무찌를 악의 세력이 남아있겠죠. [pause][wave amp=30 freq=10]혹시[/wave] 놓치신 게 있을지도 모르잖아요!", + "FRANKIE_PART3_FRANKIE1": "{player} 님! 여쭤보고 싶은 게 있어요!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "물어봐!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "어떤 건데?", + "FRANKIE_PART3_FRANKIE2": "자기 인생을 책임진다는 건... 어떤 의미인가요?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "광범위한 질문이네.", + "FRANKIE_PART3_FRANKIE2_OPTION2": "뭐...?", + "FRANKIE_PART3_FRANKIE3": "그, 그러니까, 뉴위럴에 있는 동안 제 삶에서 뭔가 이뤄야죠! [pause]세계를 구하고! 제 소명을 찾고! 사랑에 빠지고!", + "FRANKIE_PART3_FRANKIE4": "모험이라면 떠오르는 그런 것들 있잖아요. [pause]단 일 초도 낭비할 수 없다고요!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "너무 기대치가 높은 것 같은데...", + "FRANKIE_PART3_FRANKIE4_OPTION2": "자신한테 너무 부담을 주지 마!", + "FRANKIE_PART3_FRANKIE5": "흠. [pause]그럴지도 모르겠네요.", + "FRANKIE_PART3_FRANKIE6": "자, 그러면 두 번째 질문이에요! [pause]제가 근처에서 찾은 야생 융합과 싸우는 걸 도와주시겠어요? 그 정도면 가치 있는 경험이 될 것 같아요!", + "FRANKIE_PART4_FRANKIE1.n": "안녕하세요, 대장님! [pause]진짜 순찰대가 되어볼까 생각하던 참이었어요.", + "FRANKIE_PART3_FRANKIE7": "도와주셔서 감사해요, {player} 님! [pause]정말 가치 있는 경험이었어요!", + "FRANKIE_PART4_FRANKIE3": "...그래서 맞서 싸울 야생 융합을 찾아놨어요! 낭비할 시간 없어요. [shake rate=30 level=10]어서 가서 두들겨 패주자고요![/shake]", + "FRANKIE_PART4_FRANKIE2": "이제 신참 딱지는 떼려고요! 하지만 우선 더 강해져야 할 것 같아요.", + "FRANKIE_PART4_FRANKIE1.m": "안녕하세요, 대장님! [pause]진짜 순찰대가 되어볼까 생각하던 참이었어요.", + "FRANKIE_PART4_FRANKIE4": "도와주셔서 감사해요! [pause]다음에 대장님과 밖에서 만나면, 제가 정식 순찰대원이 되어 있을지도 모르겠네요!", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]제가 결투 신청을 할 거라고는 생각도 못하셨죠?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]제가 결투 신청을 할 거라고는 생각도 못하셨죠?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]제가 결투 신청을 할 거라고는 생각도 못하셨죠?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]청출어람![/shake] 진정한 순찰대가 되려면 대장님한테 이겨서 [wave amp=30 freq=10]도장을[/wave] 받아야만 해요!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "전력을 다해봐, 신참!", + "FRANKIE_PART5_FRANKIE3": "심지어 이 멍퍼컷을 절 도와주도록 길들였죠! 어때요? 제 도전을 받아주실래요?", + "FRANKIE_PART5_FRANKIE7": "그냥 대장님이 얼마나 강한지 확인하고 싶었어요. [pause]역시 절 실망시키지 않으시네요!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]대장님한테 이기기 어려울 줄 알았어요.", + "FRANKIE_PART5_FRANKIE3_OPTION2": "봐주지 않을 거야!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]대장님한테 이기기 어려울 줄 알았어요.", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]대장님한테 이기기 어려울 줄 알았어요.", + "FRANKIE_PART5_FRANKIE5": "그래서 다른 대장 12명과 먼저 싸웠죠.", + "FRANKIE_PART5_FRANKIE5_OPTION1": "응?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "뭘 했다고?", + "FRANKIE_PART5_FRANKIE6": "맞아요. 순찰대원 자격은 [wave amp=30 freq=10]이미[/wave] 충족했다고요!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "그래! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "다음에 또 봐요, 대장님~!", + "FRANKIE_PART5_FRANKIE8.m": "다음에 또 봐요, 대장님~!", + "FRANKIE_PART5_FRANKIE8.n": "다음에 또 봐요, 대장님~!", + "FRANKIE_TOWN_HALL_INTERACT1": "안녕하세요, {player} 대장님! 다시 마을을 떠나기 전에 최신 소문을 들어보러 왔어요!", + "FRANKIE_TOWN_HALL_INTERACT2": "안녕하세요, {player} 님! 촉망받는 어린 제자에게 시키실 일 없나요? 그러니까 저 말이에요.", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]순찰대원![/shake] [pause]날 막으려고 온 거냐?!", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]아, 그렇지! 게시판 임무를 제가 대신 해드릴게요!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "나중에.", + "VIN_PART1_VIN1_OPTION1": "그런 셈이지.", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]순찰대원![/shake] [pause]날 막으려고 온 거냐?!", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]순찰대원![/shake] [pause]날 막으려고 온 거냐?!", + "VIN_PART1_VIN1_OPTION2": "그게 내 일이야!", + "VIN_PART3_VIN8.n": "애초에 우리 공동체를 혼란으로 몰아넣은 건 [wave amp=30 freq=10]자기들 중 한 명[/wave]인데 말이야!", + "VIN_PART1_VIN3": "다른 사람에게 의존하는 건 오직 [wave amp=30 freq=10]겁쟁이[/wave]뿐이야!", + "VIN_PART1_VIN2": "좋아! [pause]나와 싸울 거면, 일대일로 싸우자!", + "VIN_PART1_KAYLEIGH4": "적정하지 마, {player}! 나는 빠질게. 내가 없어도 저 녀석은 이길 수 있어!", + "VIN_PART1_MEREDITH4.n": "일대일 싸움이라고? 그렇게 해. 넌 충분히 강하니까 이길 수 있을 거야, {player}.", + "VIN_PART1_MEREDITH4.f": "일대일 싸움이라고? 그렇게 해. 넌 충분히 강하니까 이길 수 있을 거야, {player}.", + "VIN_PART1_MEREDITH4.m": "일대일 싸움이라고? 그렇게 해. 넌 충분히 강하니까 이길 수 있을 거야, {player}.", + "VIN_PART1_EUGENE4.m": "그렇게 해, 친구. 내 도움 없이도 저 자식은 이길 수 있을 거야.", + "VIN_PART1_EUGENE4.f": "그렇게 해, 친구. 내 도움 없이도 저 자식은 이길 수 있을 거야.", + "VIN_PART1_EUGENE4.n": "그렇게 해, 친구. 내 도움 없이도 저 자식은 이길 수 있을 거야.", + "VIN_PART1_FELIX4": "어때, {player}? 저 녀석한테 실력을 보여주고 싶어?", + "VIN_PART1_VIOLA4.f": "이 전투는 그대만의 싸움인 듯하구려, {player}. 걱정하지 마시오. 난 그대를 믿소.", + "VIN_PART1_VIOLA4.m": "이 전투는 그대만의 싸움인 듯하구려, {player}. 걱정하지 마시오. 난 그대를 믿소.", + "VIN_PART1_VIOLA4.n": "이 전투는 그대만의 싸움인 듯하구려, {player}. 걱정하지 마시오. 난 그대를 믿소.", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]\\\"일대일\\\"이라고...? 난 이번 싸움에서 빠져야겠네![/wave]", + "VIN_PART1_VIN5.m": "흥! [pause]겁쟁이치고는 세군...", + "VIN_PART1_VIN6": "하지만 날 잡지는 못할 거야! [wave amp=30 freq=10]잘 있어라![/wave]", + "VIN_PART1_VIN5.f": "흥! [pause]겁쟁이치고는 세군...", + "VIN_PART1_VIN5.n": "흥! [pause]겁쟁이치고는 세군...", + "VIN_PART1_KAYLEIGH7": "달리기가 꽤 빠르네. 다음에는 꼭 잡을 수 있을 거야, {player}.", + "VIN_PART1_MEREDITH7.m": "눈 깜빡할 사이에 도망쳐버렸네. 다음에는 꼭 잡자고.", + "VIN_PART1_MEREDITH7.n": "눈 깜빡할 사이에 도망쳐버렸네. 다음에는 꼭 잡자고.", + "VIN_PART1_MEREDITH7.f": "눈 깜빡할 사이에 도망쳐버렸네. 다음에는 꼭 잡자고.", + "VIN_PART1_EUGENE7": "그렇게 허풍을 떨어놓고는 꽁무니 빠지게 달아나는 꼴이라니!", + "VIN_PART1_FELIX7": "그 녀석 발이 아주 빠르네. 다음에는 잡을 수 있을 거야.", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]눈 깜짝할 사이에 달아났네...[/wave]", + "VIN_PART1_VIOLA7": "빠르게 전장에서 이탈했구려. 분명 다시 만나게 될 것이오.", + "VIN_PART2_VIN2": "너희 순찰대는 항상 남의 일에 참견이나 하고 다니지!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]또 네놈이구나![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]항구촌 순찰대의 폭정으로부터 사람들을 해방하기 전까지는![/shake]", + "VIN_PART2_VIN3": "자, 나랑 일대일로 싸우자!", + "VIN_PART2_VIN4": "헤, 절대 날 잡을 수는 없어. 그리고 난 절대 포기하지 않을 거야...", + "VIN_PART3_VIN1.m": "아, 이것 좀 보게. [pause]순찰대가 또 날 찾기 위해 [wave amp=30 freq=10]충성스러운 개[/wave]를 보냈군!", + "VIN_PART3_VIN1_OPTION1": "이봐! 내 이름은 {player}(이)라고!", + "VIN_PART3_VIN1.f": "아, 이것 좀 보게. [pause]순찰대가 또 날 찾기 위해 [wave amp=30 freq=10]충성스러운 개[/wave]를 보냈군!", + "VIN_PART3_VIN1.n": "아, 이것 좀 보게. [pause]순찰대가 또 날 찾기 위해 [wave amp=30 freq=10]충성스러운 개[/wave]를 보냈군!", + "VIN_PART3_VIN2": "...", + "VIN_PART3_FELIX5": "잠깐, 그럼 이 도둑이 그 이상한 교단의 일원인 거야?", + "VIN_PART3_VIN3": "그러면 네가...", + "VIN_PART3_VIN4.f": "네가 이 모든 일의 원흉인 그 피도 눈물도 없는 [wave amp=30 freq=10]신살자[/wave]구나! 네가 쿠퍼 형제님이 죽게 내버려뒀지!", + "VIN_PART3_VIN4.n": "네가 이 모든 일의 원흉인 그 피도 눈물도 없는 [wave amp=30 freq=10]신살자[/wave]구나! 네가 쿠퍼 형제님이 죽게 내버려뒀지!", + "VIN_PART3_VIN4.m": "네가 이 모든 일의 원흉인 그 피도 눈물도 없는 [wave amp=30 freq=10]신살자[/wave]구나! 네가 쿠퍼 형제님이 죽게 내버려뒀지!", + "VIN_PART3_VIN4_OPTION1.n": "신살자?", + "VIN_PART3_VIN4_OPTION1.f": "신살자?", + "VIN_PART3_VIN4_OPTION1.m": "신살자?", + "VIN_PART3_MEREDITH5": "저 녀석은 광신도야, {player}. 너와 케일리가 그 애도의 별 자식을 쓰러뜨린 것 때문에 화난 게 분명해.", + "VIN_PART3_VIN4_OPTION2": "둘 다 내가 한 짓이 아니야!", + "VIN_PART3_KAYLEIGH5": "애도의 아이들 사람이야?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]네가 뉴위럴에서 한 일들에 대해 오해하고 있나 봐, {player}...[/wave]", + "VIN_PART3_EUGENE5": "이봐! {player}의 활약이 없었다면 도리안 말고도 많은 사람들이 죽었을 거야!", + "VIN_PART3_VIOLA5": "그대는 지금 오해하고 있는 거요, 도둑 양반!", + "VIN_PART3_VIN6.f": "얘기는 여기까지다! 와서 나와 싸우자, 이 겁쟁이 자식!", + "VIN_PART3_VIN6.m": "얘기는 여기까지다! 와서 나와 싸우자, 이 겁쟁이 자식!", + "VIN_PART3_VIN7": "우리 영도자님께서 [wave amp=30 freq=10]잔혹하게 살해당하시자[/wave], 곧바로 너희 순찰대가 \\\"도움\\\"을 주겠다며 나섰지. 흥, 웃기지도 않는군.", + "VIN_PART3_VIN6.n": "얘기는 여기까지다! 와서 나와 싸우자, 이 겁쟁이 자식!", + "VIN_PART3_VIN8.f": "애초에 우리 공동체를 혼란으로 몰아넣은 건 [wave amp=30 freq=10]자기들 중 한 명[/wave]인데 말이야!", + "VIN_PART3_KAYLEIGH9": "네가 오해하는 거야. [pause]너희 공동체가 겪은 건 전부 도리안의 탓이라고!", + "VIN_PART3_VIN8.m": "애초에 우리 공동체를 혼란으로 몰아넣은 건 [wave amp=30 freq=10]자기들 중 한 명[/wave]인데 말이야!", + "VIN_PART3_VIN10": "내가 훔치는 빈 테이프와 스티커는... 우리 저항군을 위해 쓰일 거야!", + "VIN_PART4_JACQUELINE11": "전혀 아니야. 난 도리안이 죽으면서 눈을 뜰 수 있었어.", + "VIN_PART4_VIN1": "그냥 날 내버려 둬...", + "VIN_PART4_VIN2": "으윽...", + "VIN_PART4_VIN3": "그 녀석한테 기습 당했어...", + "VIN_PART4_VIN4": "왜... [pause]그런 거야, {player}?", + "VIN_PART4_VIN5_OPTION1": "오해하고 있는 거야!", + "VIN_PART4_VIN5.n": "날 쿠퍼 형제님처럼 죽게 내버려뒀으면 네 [wave amp=30 freq=10]도둑 문제[/wave]도 완전히 해결되었을 텐데.", + "VIN_PART4_VIN5.f": "날 쿠퍼 형제님처럼 죽게 내버려뒀으면 네 [wave amp=30 freq=10]도둑 문제[/wave]도 완전히 해결되었을 텐데.", + "VIN_PART4_VIN5.m": "날 쿠퍼 형제님처럼 죽게 내버려뒀으면 네 [wave amp=30 freq=10]도둑 문제[/wave]도 완전히 해결되었을 텐데.", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]빈?![/shake] [pause]이게 네 짓이었니?", + "VIN_PART4_VIN5_OPTION2": "난 도리안이 죽게 내버려두지 않았어!", + "VIN_PART4_JACQUELINE7": "안 그래도 순찰대가 공동체를 위해 따로 마련해놓은 보급품을 누군가 훔치고 있다고 이안테한테 들었는데, 그게 너일 줄은 몰랐어!", + "VIN_PART4_VIN8": "공동체를 위해...[pause] 따로...[pause] 빼놨다고요?[pause] 우리 공동체요?", + "VIN_PART4_JACQUELINE9": "그래, 이 바보야!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]항구촌에서는 누구나 새롭게 시작할 수 있어. 내가 그 산증인이고![/wave]", + "VIN_PART4_VIN10": "하지만 순찰대가... 놈들이 애도촌을 장악했잖아요. 맞죠?[pause] 당신을 협박하고 말이에요.", + "VIN_PART4_JACQUELINE15": "난 우리 공동체를 도와줄 이들을 찾았고, 이안테가 친절하게도 그 부탁을 들어줬어.", + "VIN_PART4_JACQUELINE13": "이제 와서야 그때 상황이 어땠는지 정확하게 알 수 있는 것 같아.", + "VIN_PART4_JACQUELINE12": "도리안이 살아있었을 때, 그러니까 도리안이 [wave amp=30 freq=10]지도자[/wave]였을 때는 마치 마법에 홀린 채 살아가는 것 같았어. 내 주변에서 어떤 일이 벌어지는지 제대로 알지 못했지.", + "VIN_PART4_KAYLEIGH14": "재클린...", + "VIN_PART4_JACQUELINE16": "이안테의 도움이 없었다면 우린 지금쯤 쫄쫄 굶고 있었을 거야. 도리안이 그 대천사한테 가려고 우리한테 채소밭을 파내라고 했거든!", + "VIN_PART4_VIN17": "...", + "VIN_PART4_JACQUELINE18": "자, 집에 데려다줄게. 가서 좀 쉬어.", + "VIN_PART4_JACQUELINE19": "{player}, [pause]정말 미안해.", + "VIN_PART4_JACQUELINE20": "난 빈이 뉴위럴에 처음 왔을 때부터 그 아이를 알고 지냈어. 마음은 착한 애야. 다만...[pause] 크게 오해하고 있을 뿐이지.", + "VIN_PART4_JACQUELINE21": "사람들을 전부 불러 모아서 오해를 풀게. 다시는 이런 일이 없을 거야.", + "VIN_PART4_JACQUELINE22": "이안테한테 도와줘서 고맙다고 꼭 전해줘.", + "VIN_PART5_VIN1": "저기, {player}.", + "VIN_PART5_VIN2": "네가 그 야생 융합으로부터 날 구해주고 나서 모든 걸 돌이켜보게 됐어.", + "VIN_PART5_VIN3": "내가 한 짓은 후회되지만... [pause]다 내 공동체를 돕고 싶어서 한 일이었어.", + "VIN_PART5_VIN4": "그리고 그러기 위해 순찰대에 가입했지! 물론 내 실수도 만회하고 말이야.", + "VIN_PART5_KAYLEIGH5": "잘됐다! [pause]올바른 길을 찾았다니 정말 다행이야, 빈!", + "VIN_PART5_EUGENE5": "너만의 대의를 찾은 거구나. 인정해야겠는걸.", + "VIN_PART5_MEREDITH5": "그래, 할 일이 아주 많을 것 같네.", + "VIN_PART5_FELIX5": "심경의 변화가 있었다니 다행이야.", + "VIN_PART5_VIN6": "그리고 이제 네게 도전해서 도장을 받아야 해! [pause]자, 나랑 [wave amp=30 freq=10]일대일[/wave]로 싸우자, {player}!", + "VIN_PART5_VIOLA5": "끝이 좋으면 다 좋은 것 아니겠소?", + "VIN_PART5_VIN7_OPTION1": "맞아!", + "VIN_PART5_VIN7": "젠장... 친구라고 해서 봐주지는 않는구나?", + "VIN_PART5_VIN7_OPTION2": "이게 다 사랑의 매라고 생각해.", + "VIN_PART5_VIN8": "아직 도장을 받을 순찰대장이 12명 남아있어서 다행이야.", + "VIN_PART5_VIN9": "다음에 만날 때는 정식 순찰대원이 되어 있을게, {player}!", + "VIN_TOWN_HALL_INTERACT1.m": "순찰대장! 티라포와 톱뇽가리 중에 뭐가 더 센 것 같아? 난 잘 모르겠어.", + "VIN_TOWN_HALL_INTERACT1.f": "순찰대장! 티라포와 톱뇽가리 중에 뭐가 더 센 것 같아? 난 잘 모르겠어.", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]두 제자들을 여기서 만날 줄은 몰랐죠, 대장님?", + "VIN_TOWN_HALL_INTERACT1.n": "순찰대장! 티라포와 톱뇽가리 중에 뭐가 더 센 것 같아? 난 잘 모르겠어.", + "VIN_AND_FRANKIE_FRANKIE5": "제 애완 멍퍼컷이 도망쳤지 뭐예요~!", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]저 둘이 친해질 줄은 꿈에도 몰랐어![/wave]", + "VIN_AND_FRANKIE_VIN2": "안녕, {player}. 드디어 훈련을 마치고 정식 순찰대원이 됐어!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]두 제자들을 여기서 만날 줄은 몰랐죠, 대장님?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]우헤헤~![/wave] [pause]두 제자들을 여기서 만날 줄은 몰랐죠, 대장님?", + "VIN_AND_FRANKIE_KAYLEIGH3": "너희 둘이 친구가 될 줄은 상상도 못했네!", + "VIN_AND_FRANKIE_MEREDITH3": "이 둘이 친구가 됐다고? 그럴 줄 알았지.", + "VIN_AND_FRANKIE_EUGENE3": "헤. 이제 이 둘이 친구가 됐나 보네?", + "VIN_AND_FRANKIE_VIOLA3": "이토록 다른 두 사람 사이에 우정이 싹틀 줄은 상상도 못했소!", + "VIN_AND_FRANKIE_FELIX3": "너희 둘이 아는 사이인 줄 몰랐어! 이 섬이 작긴 하지.", + "VIN_AND_FRANKIE_FRANKIE4": "저도 말씀드릴 게 있어요.", + "VIN_AND_FRANKIE_FRANKIE6": "시빌 대장님은 야생 몬스터이 애완동물로 부적합하다고 하셨지만...[pause] 분명 제가 그 멍퍼컷에 대해 쓴 팬픽 때문에 그럴 거예요.", + "VIN_AND_FRANKIE_FRANKIE7": "하지만 걱정하지 마세요! 제 새로운 [wave amp=30 freq=10]절친[/wave] 빈은 그런 걸 언짢아하지 않으니까요!", + "VIN_AND_FRANKIE_VIN8": "팬픽이 뭐야, {player}? 프랭키가 말을 안 해줘...", + "VIN_AND_FRANKIE_FRANKIE9": "아아~!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "지금은 안 돼.", + "VIN_AND_FRANKIE_FRANKIE10.m": "우리 재대결해요, 대장님! 저랑 빈 대 대장님이랑 {partner} 씨! 어때요?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "그래!", + "VIN_AND_FRANKIE_FRANKIE10.n": "우리 재대결해요, 대장님! 저랑 빈 대 대장님이랑 {partner} 씨! 어때요?", + "VIN_AND_FRANKIE_FRANKIE10.f": "우리 재대결해요, 대장님! 저랑 빈 대 대장님이랑 {partner} 씨! 어때요?", + "VIN_AND_FRANKIE_FRANKIE11": "아... [pause]또 지다니!", + "VIN_AND_FRANKIE_VIN12": "기운 내, 프랭키. 항상 이길 수는 없잖아.", + "VIN_AND_FRANKIE_VIN13": "{player}, 난 프랭키와 융합한 후에야 다른 사람에게 의존하는 것이 약한 게 아니라는 걸 깨달았어.", + "VIN_AND_FRANKIE_VIN14": "우리가 힘을 모으면, 단순히 둘의 힘을 합친 것보다 강력해져. [pause]그게 중요한 거지. 맞지?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]그리하여 용감한 여주인공은 반영웅이 개과천선하는 걸 사랑의 힘으로 도왔답니다~![/wave]", + "VIN_AND_FRANKIE_VIN16": "잠깐... [pause]뭐라고...?", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]우헤헤~![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "나중에 봐요, {player} 님!", + "POWER_STATION_WALLACE1.m": "다 준비되어 있으니 들어가면 돼.", + "POWER_STATION_WALLACE1.f": "다 준비되어 있으니 들어가면 돼.", + "POWER_STATION_WALLACE1.n": "다 준비되어 있으니 들어가면 돼.", + "POWER_STATION_DREADFUL1": "잠깐 기다려!", + "POWER_STATION_DREADFUL4": "어디 우리 실력을 보여줄까?", + "POWER_STATION_DREADFUL2": "여긴 내 구역이야, {player}! 내 구역에서 싸움이 벌어지는데 내가 빠질 수는 없지.", + "POWER_STATION_DREADFUL7_OPTION1": "어디 해보죠!", + "POWER_STATION_DREADFUL3": "조심해, 신사 숙녀 여러분. 못된 악당 녀석이다!", + "POWER_STATION_DREADFUL5": "정말 난리도 아니었네! 넌 주변을 둘러봐. 난 숨 좀 돌려야겠어.", + "POWER_STATION_DREADFUL6": "넌 주변을 둘러봐. 난 숨 좀 돌려야겠어.", + "POWER_STATION_DREADFUL7.m": "{player}, 정말 괜찮은 걸까?", + "POWER_STATION_DREADFUL7.f": "{player}, 정말 괜찮은 걸까?", + "POWER_STATION_DREADFUL7_OPTION2": "기다리죠.", + "POWER_STATION_NOTE1": "\\\"10/10/1957 0400\\n애글 박사 그리고 애더리아 박사와 함께 융합로에서 수행할 새 시험을 고안하며 밤을 꼬박 지새웠다. 너무 몰입해서 시간 가는 줄 몰랐다. 잠시 우리가 융합로에 집중하는 하나의 존재가 된 것 같은 기분이었다!\\\"", + "POWER_STATION_DREADFUL7.n": "{player}, 정말 괜찮은 걸까?", + "POWER_STATION_NOTE3": "\\\"10/10/1957 0700\\n융합로에서 자신을 \\\"헬리아\\\"라고 부르는 존재가 나타났다! 그 즉시 열전대에서 노심 온도가 떨어진 게 관측되었으니... 이제 안전한 것 같다. \\\"헬리아\\\"는 마치 헬륨 원자의 도면처럼 생겼으며, 전자 궤도를 나타내는 두 개의 고리를 갖고 있다...\\\"", + "POWER_STATION_NOTE2": "\\\"10/10/1957 0515\\n융합로에 뭔가 이상한 일이 벌어지고 있다. 바로 노심의 온도가 계속 치솟는 것이다! 기류량을 늘리기 위해 냉각 팬을 켰지만, 아무런 소용이 없었다! 이대로 가면 우린 끝장이다!\\\"", + "POWER_STATION_NOTE5": "\\\"11/10/1957 0305\\n헬리아가 제안한 대로 보급부가 동물원에서 갖다 준 킹풋, 마스쿠렁이, 창산갑, -검열-을 결합했다. 헬리아는 결과가 불만족스러운 듯하다. 이걸 원한 게 아니었던 건가? 그러면 살아있는 짐승을 사용하라고?\\\"", + "POWER_STATION_NOTE4": "\\\"10/10/1957 0730\\n\\\"헬리아\\\"가 말하길 우리가 자기를 만들었거나 혹은 소환했다고 한다. 이제 헬리아는 어떻게 하면 우리 반응로를 고칠 수 있는지 설명해주고 있다. 그리고 그다음 다른 융합에 대해 얘기하고 싶다고 한다... 대체 무슨 융합을 말하는 거지?!\\\"", + "POWER_STATION_NOTE6": "\\\"11/10/1957 0800\\n우리가 무슨 짓을 한 거지? 불안정한 융합이 통제를 벗어났다! 계속 자가 복제를 하고 있다!! 상부에서 녀석들을 가둬두기 위해 건물을 봉쇄하는 바람에 나도 갇혔다! 멀라인 님께서 날 보살펴 주시기를!\\\"", + "POWER_STATION_HELIA_HELIA1": "아, 내 창조자들의 실패한 실험을 치워줘서 고맙다.", + "POWER_STATION_HELIA_HELIA2": "그 불안정한 융합이 자기 복제를 시작하면 퇴치하기 꽤 성가시지.", + "POWER_STATION_HELIA_HELIA3": "여긴 무슨 일이냐, {player.to_upper}?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "내가 누군지 알아?", + "POWER_STATION_HELIA_HELIA4": "아주 잘 알지. 지금까지 몇 번이나 융합했느냐?\\n\\n융합이 있는 곳이라면 어디든 나도 존재한다.", + "POWER_STATION_HELIA_HELIA5": "나는 융합의 과정, 헬리아라고 한다.", + "POWER_STATION_HELIA_KAYLEIGH6": "그러면 야생 융합도 네가 만드는 거야?", + "POWER_STATION_HELIA_MEREDITH6": "아. 야생 융합에 정말 배후가 있었다니!", + "POWER_STATION_HELIA_EUGENE6": "야생 융합은 네가 만드는 거냐?", + "POWER_STATION_HELIA_FELIX6": "그러면 야생 융합도...?", + "POWER_STATION_HELIA_VIOLA6": "그러면 네놈이 야생 융합이라는 그 괴물들의 배후구나!", + "POWER_STATION_HELIA_DOG6": "크르르...", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]네가... 야생 융합을 만든 거야...?[/wave]", + "POWER_STATION_HELIA_HELIA7": "\\\"야생 융합\\\"?\\n[pause]\\n아, 그래.[pause] 안정적인 녀석들 말이구나.[pause] 그 멋진 짐승들은 내 작품이다.", + "POWER_STATION_HELIA_HELIA8": "이제 네가 왜 왔는지 알겠구나. 너희 둘 다 내면에서 융합의 가능성이 높아지고 있군. 그렇다면...", + "POWER_STATION_HELIA_HELIA11": "융합을 끝내서는 안 된다. 모르겠느냐?", + "POWER_STATION_HELIA_HELIA9": "싸우러 온 것이겠구나. 아니더냐?", + "POWER_STATION_HELIA_HELIA10": "이 정도면 됐다.", + "POWER_STATION_HELIA_HELIA13": "나는 생명을 이룬다. 죽어있는 원자가 모여 살아있는 세포를 이룰 때, 그것 또한 융합이다.\\n\\n그리고 세포가 모여 지적 다세포 생명체를 이룰 때, 그것 또한 나이니라.", + "POWER_STATION_HELIA_HELIA12": "나는 생명을 유지시킨다. 너희들이 생존하기 위해 의존하는 식물은 네 항성의 심장에서 일어나는 핵융합으로부터 에너지를 얻지.", + "POWER_STATION_HELIA_HELIA14": "내가 없으면... 융합이 없으면 생명 또한 없다.", + "POWER_STATION_HELIA_KAYLEIGH15": "네 그 \\\"멋진 짐승\\\"들이 항구촌을 위협하고 있어!", + "POWER_STATION_HELIA_EUGENE15": "우린 네 그 \\\"멋진 짐승\\\"이 없어도 잘 지낼 수 있다고!", + "POWER_STATION_HELIA_MEREDITH15": "미안하지만, 네 그 \\\"멋진 짐승\\\"들이 사람을 해치고 있어.", + "POWER_STATION_HELIA_FELIX15": "적어도 그 \\\"멋진 짐승\\\"은 그만 만들어주면 안 될까?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]문제는... 네 \\\"멋진 짐승들\\\"이 사람들을 위협하고 있다는 거야...[/wave]", + "POWER_STATION_HELIA_VIOLA15": "뉴위럴의 \\\"융합\\\"에 대해서는 알고 있소만, 그 별과 세포에 대한 이야기는 대체 무슨 뜻이요?", + "POWER_STATION_HELIA_HELIA16": "내가 말했듯이, 나는 융합의 과정이다.\\n\\n융합의 원인이 아니야.", + "PARTNER_INTERACT_M_E1_EUGENE5": "그 [wave amp=30 freq=10]다음에[/wave] 뭐라고 했어...?", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, 너와 {partner.to_upper} 둘이 융합하는 건 내가 시켜서가 아니다.\\n\\n나는 그저 수단일 뿐이지.", + "POWER_STATION_HELIA_HELIA18": "살인이 벌어졌을 때 죽음을 탓하지는 않지 않느냐.", + "POWER_STATION_HELIA_HELIA18_OPTION1": "그러면 누구 탓인데?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "알아듣기 쉽게 설명 좀 해 봐...", + "POWER_STATION_HELIA_HELIA19": "결국, \\\"야생 융합\\\"의 원인은 바로 계속해서 다른 세계의 파편을 이곳으로 불러오는 존재다.\\n[pause]\\n나를 데려온 존재이기도 하고, 너와 모든 인간을 데려온 존재이기도 하지.", + "POWER_STATION_HELIA_HELIA20": "멀라인. 땅 밑의 존재.", + "POWER_STATION_HELIA_KAYLEIGH21": "멀라인? 예감이 안 좋은데, {player}...", + "POWER_STATION_HELIA_MEREDITH21.f": "우리가 멀라인을 상대할 수 있을 것 같지는 않아.", + "POWER_STATION_HELIA_MEREDITH21.m": "우리가 멀라인을 상대할 수 있을 것 같지는 않아.", + "POWER_STATION_HELIA_MEREDITH21.n": "우리가 멀라인을 상대할 수 있을 것 같지는 않아.", + "POWER_STATION_HELIA_EUGENE21": "좋아! 가서 기차 좀 때려 부수자고!", + "POWER_STATION_HELIA_FELIX21": "아. 그 철도가 배후라고?", + "POWER_STATION_HELIA_VIOLA21": "우리가 미궁 따위에게 패배하지는 않을 것이오, {player}!", + "POWER_STATION_HELIA_DOG21": "크르르...", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]멀라인?! 이거 큰일인데, {player}...[/wave]", + "POWER_STATION_HELIA_HELIA27": "네가 실체화하는 그 의지를 조심하거라.\\n\\n알레프는 아직 돌아올 수 있으니.", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "멀라인을 만나러 가자.", + "POWER_STATION_HELIA_HELIA22": "떠나기 전에 한 가지 더, {player.to_upper}.\\n\\n너희는 알레프와 싸울 때 저항의 정신 모르간테를 실체화했었지. 아닌가?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "이제야 알아듣게 말하네.", + "POWER_STATION_HELIA_DREADFUL29": "멀라인 일은 행운을 빌게, {player}. 난 이만 빠져야겠어.", + "POWER_STATION_HELIA_HELIA22_OPTION1": "맞아. 그건 왜?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "응, 그랬어.", + "POWER_STATION_HELIA_HELIA23": "네가 지금 휘두르는 무기는 양날의 검이다.", + "POWER_STATION_HELIA_HELIA24": "융합... 아니, 하나의 목적을 향해 여럿이 행하는 일은 전부 \\\"전체가 부분의 합보다 크다\\\"라고 할 수 있지.", + "POWER_STATION_HELIA_HELIA26": "우리가 싸우는 동안 네 마음 안에 정복의 씨앗이 자리 잡은 것이 느껴졌다.", + "POWER_STATION_HELIA_HELIA25": "그리고 그 전체와 부분의 합 사이의 차이가 바로 에그레고르, 너희가 말하는 \\\"대천사\\\"인 것이다.\\n\\n에그레고르는 처음에는 작고 약하지만, 충분한 의지만 전해진다면 독립적인 존재로 실체화하여 영향력을 행사하고 주도권을 잡을 수 있지.", + "POWER_STATION_HELIA_DREADFUL28": "정말 놀라운 경험이었어! [pause]전부 이안테에게 보고해야겠군.", + "MERLINE_MEETING_MAGIKRAB1A": "{player} 님, 멀라인 님께서 기다리고 계십니다. A 플랫폼으로 따라오시죠.", + "POWER_STATION_HELIA_DREADFUL30": "흐음... [pause]그 \\\"헬리아\\\"라는 녀석이 뉴런던을 불태운 그 화재와 관련이 있으려나...?", + "MERLINE_MEETING_MAGIKRAB2": "이제 멀라인 님께서 저를 통해 말씀하실 겁니다.", + "MERLINE_MEETING_MAGIKRAB1B": "{player} 님, 멀라인 님께서 기다리고 계십니다. 항구촌역의 A 플랫폼으로 따라오시죠.", + "MERLINE_MEETING_MAGIKRAB3.m": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치...", + "MERLINE_MEETING_MAGIKRAB3.n": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치...", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}, 멀라인은 그대가 자신의 말 안 듣는 제자, 알레프를 물리친 것에 감사하고자 한다.", + "MERLINE_MEETING_MAGIKRAB3.f": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치...", + "MERLINE_MEETING_MERLINE5": "인류는 곧 지금껏 겪어보지 못한 시련과 마주하게 될 것이며, 그 결과는 아직 불확실하다.", + "MERLINE_MEETING_MERLINE6": "멀라인은 너희 종족이 그 호전적인 본성을 극복할 수 있을지 궁금했다.", + "MERLINE_MEETING_MERLINE7": "정복의 화신 알레프를 물리침으로써 너는 의식에서의 네 역할을 다했고, 이제 원한다면 떠나도 좋다.", + "MERLINE_MEETING_MERLINE7_OPTION1": "모르간테가 도와줬어요.", + "MERLINE_MEETING_MERLINE7_OPTION2": "모르간테...", + "MERLINE_MEETING_MERLINE8": "아 그래, 모르간테. 알레프의 옛 연인.", + "MERLINE_MEETING_KEYLEIGH9": "알레프의... 연인?", + "MERLINE_MEETING_VIOLA9": "...", + "MERLINE_MEETING_MEREDITH9": "어... 알레프의 연인이라고?", + "MERLINE_MEETING_EUGENE9": "뭐?!", + "MERLINE_MEETING_FELIX9": "모르간테가 알레프의 연인이었어?", + "MERLINE_MEETING_MERLINE11": "저항할 힘 없이 저항의 정신이 무슨 의미겠으며, 정복할 대상 없이 정복의 왕이 무슨 의미겠느냐?", + "MERLINE_MEETING_MERLINE10": "저항과 정복은 처음부터 적은 아니었다.", + "MERLINE_MEETING_MERLINE14": "너희가 알레프와 싸울 때 모르간테가 현신했다고 해서, 알레프를 물리친 것에 대한 너희들의 공이 줄어드는 것은 아니다.", + "MERLINE_MEETING_MERLINE13": "심지어 그 둘 사이에는 한때 아들도 있었다. 알고 있었느냐?", + "MERLINE_MEETING_MERLINE12": "붉은 왕과 하얀 여왕은 죽음과 부활 그리고 대립과 통합의 끊임없는 순환에 갇혀있다. 그 둘이 바로 인류 역사의 수레바퀴를 돌리는 동력인 것이지.", + "MERLINE_MEETING_MERLINE15": "사실 그 반대이지. 너희들의 의지가 그녀를 불러냈고, 그리하여 알레프가 드넓은 우주로 돌아가는 것을 막을 수 있었다.", + "MERLINE_MEETING_MERLINE16_OPTION1": "야생 융합을 막아주세요!", + "MERLINE_MEETING_MERLINE16": "자. 원하는 걸 말해봐라, {player.to_upper}. 멀라인은 네게 요청이 있다는 것을 알고 있다.", + "MERLINE_MEETING_MERLINE17": "멀라인이 \\\"야생 융합\\\"을 막을 수는 있다.", + "MERLINE_MEETING_MERLINE18": "하지만 네게 주어졌던 기회를 다른 이들에게서 빼앗는 것은 옳지 않겠지, {player.to_upper}.", + "MERLINE_MEETING_MERLINE21": "너희들과 저항의 정신이 필요한 곳은 바로 그 세계다.", + "MERLINE_MEETING_MERLINE20": "{player.to_upper}, {partner.to_upper}. 너희들이 원래 세계로 돌아갈 때가 한참 지났다.", + "MERLINE_MEETING_MERLINE19": "너희 종족은 생사가 걸린 상황을 직면해야만 머릿수뿐만 아니라 다른 면에서도 성장할 수 있다.", + "MERLINE_MEETING_MAGIKRAB23": "어... 저희가 뭘 하던 중이었죠? 지난 몇 분 간의 기억이 사라진 것 같은데요.", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "멀라인이 널 통해 말했어.", + "MERLINE_MEETING_MAGIKRAB22": "아, {player} 님.", + "MERLINE_MEETING_MAGIKRAB24.m": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치 않으니까요!", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "저기, [pause]물어보고 싶은 게 있어, 펠릭스! 네가 만화를 그리는 건 알고 있지만, 혹시 문신 디자인도 해?", + "MERLINE_MEETING_KAYLEIGH25": "흠. 이안테라면 어떻게 해야 할지 알지도 몰라.", + "MERLINE_MEETING_MAGIKRAB24.f": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치 않으니까요!", + "MERLINE_MEETING_MAGIKRAB24.n": "운 좋은 줄 아세요, {player} 님! 멀라인 님께서 이 차원에 강림하시는 건 흔치 않으니까요!", + "MERLINE_MEETING_MEREDITH25": "내 예상과는 전혀 달랐어.", + "MERLINE_MEETING_EUGENE25": "음, 이번에는 그 녀석 말대로 하는 게 좋겠어. 헬리아가 알레프에 대해 한 말도 있고...", + "MERLINE_MEETING_FELIX25": "정말일까? 우리 세계에 우리가 필요하다는 것 말이야.", + "MERLINE_MEETING_VIOLA25": "그 \\\"멀라인\\\"이 진실을 말한 걸지도 모르겠구려.", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]이해가 안 돼. 멀라인은 왜 네가 필요한 걸까? 그 어떤 인간보다도 강력하면서... 이상하네...[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "전화기에 있다고? [pause]그걸로 사람들과 얘기하는 거야?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "...이해가 안 돼.", + "PARTNER_INTERACT_K_M1_MEREDITH2": "\\\"인터 네트\\\"가 도대체 뭐야? [pause]항구촌 사람들 중에 절반은 그게 그립다면서 징징대고 있다고!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "어... [pause]인터넷 몰라? [pause]컴퓨터나 전화기에 있는 거?", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "...이곳에 오기 전에 네 세계는 몇 년이었어, [pause]메러디스?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "1989년. 그건 왜?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "아! [pause]알겠다. 그래서 말이 안 통했구나.", + "PARTNER_INTERACT_K_E1_EUGENE2": "개인적인 감정은 없어. [pause]그저 내가 자유로운 영혼이라서 그런 거지. [pause]고독한 늑대 말이야. [pause]내 발목을 붙잡을지도 모르는 조직의 규칙을 따르고 싶지 않아.", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "...널 이해할 수가 없어, 유진. [pause]넌 사람들을 구하니 뭐니 하는 건 좋아하면서, [pause]나랑 같이 순찰대에 가입하기는 싫다는 거야?", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "그게 아닌 것 같은데? [pause]가입 시험에서 탈락할까 봐 무서운 것 아니야?", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]저, 전혀 아니야![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "해본 적은 없어! [pause]문신하려고?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "흠. [pause]문신한다는 것 자체는 마음에 들어.", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "하지만 현실적으로는, [pause]내가 너무 우유부단한 것 같아. [pause]그렇게 평생 갈 결정은 절대 못 내리겠어.", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "바이올라, 묻고 싶은 게 있는데...", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "그 민소매 외투는 어디서 났어? [pause]뉴위럴에서 그런 건 본 적이 없는데!", + "PARTNER_INTERACT_K_V1_VIOLA3": "이 외딴 섬의 모래 해변에 떠밀려 왔을 때, [pause]해변에 오래된 군인 외투가 떨어져 있는 걸 발견했소.", + "PARTNER_INTERACT_K_V1_VIOLA4": "소매는 잘 안 맞길래, [pause]그냥 떼버렸지.", + "PARTNER_INTERACT_K_V1_VIOLA5": "이제는 이 옷에 애착이 좀 생겼소.", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "넌 정말 멋져... 지금 조금 반한 것 같아.", + "PARTNER_INTERACT_K_V1_VIOLA7": "나를 향한 끝없는 사랑을 고백하는 거요, [pause]케일리 양?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "이봐, [pause]내가 그렇게 쉽게 넘어가지는 않는다고!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "...작업실에서 기계를 좀 손봐야 하는데, [pause]그냥 쌩까고 나중에 하려고.", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]착하지! 아유, 이뻐![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "멍멍!", + "PARTNER_INTERACT_M_E1_EUGENE2": "그래! [pause]가끔은 좀 쉬어야지, [pause]친구!", + "PARTNER_INTERACT_M_E1_EUGENE3": "...[pause][pause]잠깐, [pause]지금 뭐라고 했어?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "어... [pause]기계를 좀 손봐야 한다고?", + "PARTNER_INTERACT_M_E1_EUGENE7": "그게 있는 표현이야? [pause]\\\"쌩까다\\\" 말이야.", + "PARTNER_INTERACT_M_E1_MEREDITH6": "...쌩까고 나중에 한다고?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "아, [pause]그러니까... [pause]응. [pause]뭘 무시하거나 할 때 \\\"쌩깐다\\\"고 해.", + "PARTNER_INTERACT_M_E1_EUGENE9": "그래, 알았어. [pause]내가 열린 마음으로 네 이상한 비속어를 받아들일게.", + "PARTNER_INTERACT_M_E1_MEREDITH10": "그냥 이 대화를 쌩까야 할까 봐.", + "PARTNER_INTERACT_M_F1_FELIX2": "그래! [pause]원래 세계에 있을 때는 어떤 음악을 들었어?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "...내 음악 취향?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "무척 광범위한 질문이네. [pause]난 모든 멤버가 서로를 죽도록 싫어하는 밴드를 좋아해.", + "PARTNER_INTERACT_M_F1_MEREDITH5": "난 아주 구체적인 사람이거든.", + "PARTNER_INTERACT_M_V1_VIOLA1": "솔직히 말하자면, [pause]메러디스, [pause]그대와 같은 옷차림은 생전 본 적이 없소. [pause]고향에서나 이곳에서나 말이오.", + "PARTNER_INTERACT_M_F1_FELIX4": "아주 구체적이네.", + "PARTNER_INTERACT_M_D1_DOG1": "멍!", + "PARTNER_INTERACT_M_V1_VIOLA3": "기분 상하게 하려던 것은 아니오. [pause]그대는 주변 사람들의 모습에 자신을 맞추는 것에 관심이 없는 듯하구려. [pause]그대가 확고한 자신감을 품고 있다는 증거요.", + "PARTNER_INTERACT_M_V1_MEREDITH2": "그게 칭찬인지 아닌지 모르겠네.", + "PARTNER_INTERACT_M_V1_VIOLA4": "그대의 그런 점이 무척이나 존경스럽소, [pause]메러디스!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "어... [pause]고마워.", + "PARTNER_INTERACT_M_D1_MEREDITH2": "배 긁어주면 좋지? [pause]그렇지?", + "PARTNER_INTERACT_E_F1_FELIX2": "그런 셈이지. [pause]하지만, [pause]그게 전부는 아니었어. [pause]다른 직장으로 옮겨봤자, 또 [wave amp=30 freq=10]다른[/wave] 상사가 명령을 내렸겠지.", + "PARTNER_INTERACT_E_F1_EUGENE1": "...그래서, [pause]상사가 계속 괴롭혀서 일을 그만뒀다고?", + "PARTNER_INTERACT_E_F1_FELIX3": "그 순환을 끊을 유일한 방법은 나 자신을 위해 일하는 거야. [pause]남 밑에서 일하는 게 아니라.", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]그래![/shake] [pause]좋은 자세야! [pause]누구의 명령도 받지 않고, 원하는 대로 살아야지!", + "PARTNER_INTERACT_E_F1_FELIX5": "하지만 최근에 내 장래 계획이 장애물에 부딪혔어. [pause][pause]시공간의 틈으로 떨어져 몬스터 섬에서 살게 되면서 그렇게 됐다는 예감이 드는걸.", + "PARTNER_INTERACT_E_V1_EUGENE1": "...그러니까, [pause]폭풍 때문에 배가 침몰하면서 뉴위럴에 떠밀려 왔다는 거지?", + "PARTNER_INTERACT_E_F1_EUGENE6": "누구한테든 일어날 수 있는 일이지!", + "PARTNER_INTERACT_E_V1_VIOLA2": "그렇소.", + "PARTNER_INTERACT_E_V1_EUGENE3": "그리고 세바스찬이라는 쌍둥이 오빠를 찾고 있고...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "집 좋네. 조금 평범하지만, 뭐라고 하지는 않을게.", + "PARTNER_INTERACT_E_V1_EUGENE4": "어디서 많이 들은 얘기 같은데, 이유를 모르겠네. [pause]혹시 너 유명한 사람이야? [pause]아니면 우리 만난 적이 있나?", + "PARTNER_INTERACT_E_V1_VIOLA5": "나는 유명하지도 특별하지도 않소. [pause]우리가 구면인지에 대해서는... [pause]그대처럼 활기찬 사람이라면 분명 기억할 것 같구려, [pause]유진.", + "PARTNER_INTERACT_E_V1_EUGENE6": "그렇겠지. [pause]그래도, [pause]네 이야기는 귀에 익어...", + "PARTNER_INTERACT_E_D1_EUGENE5": "혹시 너... [pause]다른 세계에서 온... [pause]말하는 마법 강아지는 아니지?", + "PARTNER_INTERACT_E_D1_DOG2": "멍!", + "PARTNER_INTERACT_E_D1_EUGENE1": "...넌 개잖아.", + "PARTNER_INTERACT_F_D1_FELIX1": "작은 녀석이 목청 한번 크네, [pause]그렇지?", + "PARTNER_INTERACT_E_D1_EUGENE3": "...하지만 우리처럼 카세트 플레이어를 사용해서 몬스터로 변신할 수 있지.", + "PARTNER_INTERACT_E_D1_DOG4": "멍멍!", + "PARTNER_INTERACT_E_D1_DOG6": "멍!", + "PARTNER_INTERACT_E_D1_EUGENE7": "흠. [pause]아닌가 보네.", + "PARTNER_INTERACT_F_V1_FELIX2": "음. 내 삶에서 자유를 찾는 건 중요하지만, [pause]칠대양을 항해하는 건 딱히 생각 안 해봤어.", + "PARTNER_INTERACT_F_V1_VIOLA1": "펠릭스, [pause]그대도 바다에서의 자유를 갈망한 적이 있지 않소? [pause]수평선 위에 점처럼 희미하게만 보이는 땅을 향해 돛을 펼치는 것을 말이오.", + "PARTNER_INTERACT_F_V1_FELIX5": "그렇겠네!", + "PARTNER_INTERACT_F_V1_FELIX3": "하지만 [pause]나 자신을 위해 일하고 내가 하고 싶은 대로 사는 건... [pause]마음에 드네.", + "PARTNER_INTERACT_F_V1_VIOLA4": "바다에서도 성취감을 느낄 수 있을지 모르오. [pause]실제로 항해해보기 전까지는 절대 알 수 없겠지!", + "PARTNER_INTERACT_F_D1_DOG2": "멍!", + "PARTNER_INTERACT_V_D1_DOG2": "멍!", + "PARTNER_INTERACT_V_D1_VIOLA1": "그대와 같은 동물이 있다니, [pause]참으로 멋진 신세계로구려!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "바다에 이렇게 가까이 산다는 걸 다행으로 생각해야겠지?", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "하필 이렇게 지루한 마을에 갇히다니.", + "PASSIVE_OVERWORLD_1_0_EUGENE": "정말 아기자기한 마을이지 않아?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "이곳은 바다 내음이 물씬 풍기는구려... 내겐 너무나도 익숙한 냄새지.", + "PASSIVE_OVERWORLD_1_0_FELIX": "부둣가를 산책하면서 다리 푸는 게 최고라니까.", + "PASSIVE_OVERWORLD_1_0_DOG": "멍멍!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "발밑 조심해, {player}. 이곳에는 수면 바로 밑에 숨는 몬스터가 있으니까...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "집 좋네. 조금 평범하지만, 뭐라고 하지는 않을게.", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "집이 마음에 들기를 바라, {player}...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "집 좋네. 조금 평범하지만, 뭐라고 하지는 않을게.", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "여기가 네 집이야? 괜찮은데!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "여기가 네 집이구나.", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "이곳에 산 지 얼마 안 된 모양이구려.", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]집 좋다, {player}...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]집 좋다, {player}...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]집 좋다, {player}...[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "유진이 우리끼리만 자기 집에 들어왔다고 뭐라 하지는 않을 거야!", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "유진이 우리끼리만 자기 집에 들어왔다고 뭐라 하지는 않을 거야!", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "유진이 우리끼리만 자기 집에 들어왔다고 뭐라 하지는 않을 거야!", + "PASSIVE_EUGENEHOME_MEREDITH": "유진 집에 개인 체육관이 있잖아? 시청에 진짜 체육관이 있는 것 유진도 알고 있겠지?", + "PASSIVE_EUGENEHOME_FELIX": "여긴 유진네 집이야. 개인 체육관을 잘 꾸며놨더라고.", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "아! 오늘 밤 여기서 자고 가라고, {player}...?", + "PASSIVE_EUGENEHOME_EUGENE": "그래, 여기가 내 집이야. 유진의 본부. 근거지. 내 사령부.", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "남친한테 집 구경 시켜주려고?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "여기서 단둘이 놀고 싶었던 거야?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "너희 집 정말 깨끗하다! 나 온다고 일부러 청소한 건 아니면 좋겠네.", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "나와 함께 오붓한 시간을 보내고 싶었던 거요, 내 사랑 {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "나와 함께 오붓한 시간을 보내고 싶었던 거요, 내 사랑 {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "나와 함께 오붓한 시간을 보내고 싶었던 거요, 내 사랑 {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]네 집은 올 때마다 좋네, {player}...[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "항구촌의 친절한 상인들과 얘기해 보는 게 어떻겠소?", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "장화에 모래가 들어가면 빼기 너무 힘들다니까. 그래서 해변은 별로 안 좋아해.", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "해변을 보면 내가 처음 뉴위럴에 떠밀려 온 때가 기억나.", + "PASSIVE_OVERWORLD_2_0_EUGENE": "팔굽혀펴기 하기 좋은 곳이네!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "나는 지금껏 수많은 땅의 해안을 거닐었지만, 그중에서도 이곳이 가장 기이한 것 같소.", + "PASSIVE_OVERWORLD_2_0_FELIX": "조용하고 좋은 곳이야. 거대한 게 몬스터만 빼면 말이지.", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]바다다... 이 섬 바깥에는 무엇이 있을까...[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "여기서는 몬스터 형태에 쓸 스티커를 살 수 있어. 한번 둘러볼래?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "정의를 향한 우리들의 끝없는 싸움에 도움이 될만한 걸 팔지도 몰라!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "스티커 상인들과 얘기해볼까, {player}? 쓸만한 걸 팔고 있을지도 몰라!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]새 스티커 좀 사 볼까...?[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "아, 새 몬스터 스티커네.", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "이 다리를 건너는 게 물에 장화가 다 젖는 것보다 [wave amp=30 freq=10]낫긴 하네[/wave]...", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "이 다리는 얼마 전에 순찰대원 월러스와 최고의 건축가로 이루어진 월러스의 팀이 만든 거야!", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "이 다리는 모두가 힘을 합쳐서 만들었어. 멋지지 않아?", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "이 길은 좀 좁아. 몸의 균형을 잃지 않게 조심해, {player}!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "아래에 있는 개울에 내 모습이 비치고 있소! 참으로 멋지구려.", + "PASSIVE_OVERWORLD_5_-5_FELIX": "이 다리 참 아기자기한 것 같지 않아?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "길이 너무 좁아서 불안하네.", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]정말 예쁜 다리다![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "길이 너무 좁아서 불안하네.", + "PASSIVE_OVERWORLD_8_0_EUGENE": "길이 정말 좁네.", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "길이 너무 좁아서 불안하네.", + "PASSIVE_OVERWORLD_8_0_VIOLA": "발밑을 조심하시오. 길이 아주 좁구려.", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "난 옛날부터 항상 공동묘지가 무서웠어. 이곳도 마찬가지네...", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]발 헛딛지 않게 조심해, {player}![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "이 길은 좀 좁다. 떨어지지 마!", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "공동묘지는 참 우울해. 마음에 들어.", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "해골 몬스터들이 하필 공동묘지에 돌아다니는 이유를 생각해 보니 소름이 돋아.", + "PASSIVE_OVERWORLD_-4_0_FELIX": "밤중에 이곳을 혼자 걸어다니고 싶지는 않네.", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "언젠가 이 땅을 떠날 수 있기를, 그리고 이곳의 묘비 아래 누이는 일은 없기를 바라오.", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "근처에서 자석을 찾으면 이 스위치를 작동할 수 있을 거야, {player}.", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]이곳은 왠지 집처럼 편안하네...[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "이 스위치를 작동하려면 전류가 흐르는 자석이 필요해.", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "이 스위치 좀 봐! 근처에서 자석을 찾으면 작동할 수 있을 거야...", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "이 스위치는 우리가 밟아도 작동하지 않는 것 같아. 주변을 둘러보자...", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "아주 흥미로운 장치구려. 뭔가 빠진 게 있는 것 같소...", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]이 버튼을 어떻게 써 먹을 수 있지 않을까...[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "이 교회는 어떻게 여기 나타난 거지...?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "저 교회는 무너질 것 같아 보이네... 꼭 들어가 봐야겠어.", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "저 교회는 보수 작업이 꼭 필요해 보이는걸.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "발밑 조심해, {player}. 이곳에는 수면 바로 밑에 숨는 몬스터가 있으니까...", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]저 건물은... 웅장하면서도 왠지 슬픈 느낌이 들어...[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "이 교회는 상태가 많이 안 좋구려...", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "정말 오래된 교회네. 스케치하고 싶어...", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "호박 넝쿨 공 능력으로 이 벽을 타고 가면 저 튀어나온 바위로 갈 수 있다...", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "녹슨 금속이 필요하면 어디서 찾아야 할지 [wave amp=30 freq=10]딱[/wave] 알겠네...", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "여긴 무쇠 해안이야... 항구촌의 고철 대부분은 이곳에 떠밀려 오는 잔해에서 얻은 거지.", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "안개가 정말 짙네. 언제 고철 더미에 머리를 부딪혀도 이상하지 않겠어.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "발밑 조심해, {player}. 이곳에는 수면 바로 밑에 숨는 몬스터가 있으니까...", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]방금 물속에서 뭔가 움직인 것 같아...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]끼잉...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "어서 이 안개와 더러운 공기로부터 벗어납시다.", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "이 섬은 공중에 떠 있는 건가?! 여긴 도대체 어디지?", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "뉴위럴에 둥둥 떠 있는 섬이 있는 줄은 전혀 몰랐네. 구름 속에 숨겨져 있던 건가?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "어... 뉴위럴에 둥둥 떠 있는 섬이 있다는 얘기는 순찰대장들한테서 못 들었는데...", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "판타지 이야기에나 나올 법한 섬이네.", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "어휴. 장화에 진흙탕 물이 다 들어가겠네.", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]이 섬은 공중에 떠 있는 건가...?[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "구름 위에 땅이 있다니... 너무 놀라워서 할 말을 잃었소.", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "이 늪지대는... 정말 진흙투성이네.", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "이 진흙탕에서 달리면 내 운동화가 다 엉망이 되겠어...", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "이 땅은 우릴 환영하지 않는구려. 어서 지나갑시다, {player}.", + "PASSIVE_OVERWORLD_MARSH_FELIX": "이곳 나무는 정말 크네.", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "숲이다! 여긴 또 어떤 것들이 있을까?", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "이 땅은 우릴 환영하지 않는구려. 어서 지나갑시다, {player}.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "이 땅은 우릴 환영하지 않는구려. 어서 지나갑시다, {player}.", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]흙탕물 때문에 신발 다 버리겠네...[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "경계를 늦추지 마, {player}. 이 숲에 어떤 몬스터가 도사리고 있을지 누가 알겠어...", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "꽃가루가 너무 많아서 코가 근질거려.", + "PYLON_HINT_MEREDITH3": "이 근처에 유용한 자기력 능력을 가진 몬스터가 있을지도 몰라. 주변을 둘러보자.", + "PASSIVE_OVERWORLD_FOREST_FELIX": "여긴 다른 곳에는 안 사는 몬스터가 있을 것 같네.", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "나무 위 새들의 노랫소리가 들리오, {player}?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]여기 나무는 정말 크다! 그리고 이곳 공기 때문에 재채기가 나와...[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "뉴런던의 폐허야...", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "흠. 정말 그 소문대로 버려진 마을이 있었네. 분위기가 오싹한걸.", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "정말 소름 돋는 곳이야...", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "이 건물들의 폐허는 그을려 있는 것 같아. 이 마을은 불타서 없어지기라도 한 건가...?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]예전에는 사람들이 살았던 거지?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "이곳은 죽음의 바람이 불고 있소.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "아, 여기 벚나무들 정말 예쁘다!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "저 묘비에 [wave amp=30 freq=10]우리 이름[/wave]이 새겨져 있는 건 최대한 무시해야겠어.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "흠. 이 초원은 좀 귀엽네.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "여긴 공기에서 좋은 냄새가 나네.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "이 초원 정말 아름답지 않아?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]꽃잎이 휘날리는 것 좀 봐... 정말 아름다운 곳이야...[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "매우 아름다운 곳이지만, 경계를 늦추어서는 안 되오.", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "덜덜... 감기 걸리지는 않으면 좋겠네!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "여긴 좀 쌀쌀하네.", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "여기 정말 춥네.", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "이런 버섯은 처음 봐! 정말 커다랗지 않아?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "코트를 가져올걸 그랬네...", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "이 갑작스러운 겨울에 불만스러워하지는 않겠소!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]여긴 꽤 춥네... 옷을 너무 얇게 입었나...?[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "이 거대한 버섯이 있으니 더 \\\"으스스한 나이트클럽\\\" 분위기가 풍기네.", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "이야, 정말 큰 버섯이네.", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "이 버섯 멋있다! 스케치를 좀 해야겠어.", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]저 빛나는 버섯들은 참 예쁘다...[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "저건 버섯 아니오? 이 땅의 동식물은 끊임없이 날 놀라게 하는구려.", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "저기 적혀있는 거 내 이름이야...?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "아. 멋지네. 오싹한 묘비라니. 거참 좋은 징조인걸.", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "우리 마음에 공포를 불어 넣으려는 허튼 수작일 뿐이니 넘어가지 마시오.", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "저 기분 나쁜 묘비에 우리 이름이 적혀 있다니 기분이 별로 안 좋네.", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]저 바위에 \\\"서니\\\"라고 쓰여 있는 건가...?[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "방금 우리 얼마나 떨어진 거지...?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "방금 우리 얼마나 떨어진 거지...?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "방금 우리 얼마나 떨어진 거지...?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "어떻게 된 거야...?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]엄청 높은 곳에서 떨어졌네...[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "방금 정말 손에 땀을 쥐었어...", + "PASSIVE_DUNGEON_MEADOW_FELIX": "여긴 도대체 어디지?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "이건 또 무슨 속임수란 말이오?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "저 물은 어디서 오는 걸까...", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "여기 물이 있다고? 어디서 오는 걸까?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "수로네? 물은 어디서 흘러 들어오는 걸까?", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "저 물은 지면에서 흘러오는 걸까? 아니면 다른 곳에서 오는 걸까?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]이 물은 어디서 오는 걸까...[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "물줄기가 있구려... 어디서 흘러오는 건지 찾을 수 있지 않겠소?", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "순찰대의 카세트 테이프는 전부 여기서 나온 거야! 멋지지 않아?", + "PASSIVE_DUNGEON_MALL_FELIX": "뉴위럴에서 이렇게 큰 건물 안에 있으니 좀 이상하네.", + "PASSIVE_DUNGEON_MALL_EUGENE": "내가 살던 세계에서는 이런 텅 빈 건물이 전국 곳곳에 있었어...", + "PASSIVE_DUNGEON_MALL_VIOLA": "무척 드넓고 고요한 건물이구려...", + "MEREDITH_PLATFORM_REACTION2_2.m": "계속 앞으로 가보자.", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "옛날에 마을 사람들이 이곳에서 광물을 캤던 것 같아...", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]이곳에서는 공허한 느낌이 들어...[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "여긴 강한 몬스터가 많을 거야. 경계를 늦추지 마.", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "이 동굴 원래 광산이었지? 상태가 많이 안 좋네.", + "PYLON_HINT_MEREDITH1.m": "흠. 막다른 길인가 봐. [pause]그런데...", + "PYLON_HINT_MEREDITH2": "저 위에 파란색 상자 보여? [pause]섬 곳곳에 있더라고. 항상 자력을 내뿜으면서 말이야.", + "PYLON_HINT_MEREDITH1.n": "흠. 막다른 길인가 봐. [pause]그런데...", + "PYLON_HINT_MEREDITH1.f": "흠. 막다른 길인가 봐. [pause]그런데...", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "이 바위는 금이 깊게 나 있어. 대시하면 깨뜨릴 수 있을 것 같아!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "이 네모난 바위는 꽤 손상되어 있는 것 같은데. 대시하면 부술 수 있을지도 몰라.", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "이 네모난 바위는 꽤 손상되어 있는 것 같은데. 대시하면 부술 수 있을지도 몰라.", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "저 바위는 온통 금이 가 있어. 대시로 산산조각 낼 수 있을 거야!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "이 네모난 바위는 꽤 손상되어 있는 것 같은데. 대시하면 부술 수 있을지도 몰라.", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "이 돌은 상태가 많이 안 좋구려. 충분히 힘을 줘서 때리면 부서질 것 같구려.", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "저 바위는 꽤 손상된 것 같은데. 빠르게 치면 깨뜨릴 수 있을 거야.", + "PASSIVE_PYLON_KAYLEIGH": "이 송전탑 배터리가 이상한 색으로 빛나고 있어. 여기서 네 자기력 능력을 사용할 수 있을 것 같아, {player}!", + "PASSIVE_PYLON_MEREDITH.m": "저 송전탑은 자기력이 강해 보이는걸. 저 밑에서 네 자기력을 사용해 보지 그래?", + "PASSIVE_PYLON_MEREDITH.f": "저 송전탑은 자기력이 강해 보이는걸. 저 밑에서 네 자기력을 사용해 보지 그래?", + "PASSIVE_PYLON_EUGENE": "저 나무 기둥에 매달린 파란색 상자는 자기력이 강한 것 같지 않아?", + "PASSIVE_PYLON_MEREDITH.n": "저 송전탑은 자기력이 강해 보이는걸. 저 밑에서 네 자기력을 사용해 보지 그래?", + "PASSIVE_PYLON_FELIX": "저 송전탑 근처에서 네 자기력을 사용할 수 있을 것 같아, {player}.", + "KAYLEIGH_STATION_REACTION2": "오래된 기차역이 또 나왔네... 우리가 [wave amp=30 freq=10]처음[/wave] 이런 기차역을 발견했을 때가 아직 생생히 기억나.", + "PASSIVE_PYLON_VIOLA": "저 금속 물체는 기묘한 파란색 기운을 내뿜는구려. 그대에게도 보이오, {player}?", + "KAYLEIGH_STATION_REACTION3": "이런 먼지 쌓인 옛날 기차역에 익숙해지는 것 같아. 이 침묵은 여전히 소름 돋지만 말이야.", + "MEREDITH_STATION_REACTION1": "어... [pause]이 섬에 지하 철도망이 있는 거야? [wave amp=30 freq=10]아주 오래전부터[/wave] 있었던 것 같은데...", + "MEREDITH_STATION_REACTION2": "또 지하 기차역이 있네. 이 역들은 누가 만든 걸까?", + "MEREDITH_STATION_REACTION3A": "이 지하 기차역들은 뭔가 이상해. [wave amp=30 freq=10]거의[/wave] 사람이 만든 것 같아 보이지만, [wave amp=30 freq=10]뭔가[/wave] 다른 느낌이 들어.", + "MEREDITH_STATION_REACTION3B": "무슨 말인지 알겠어, {player}?", + "EUGENE_STATION_REACTION1": "뭐?! [pause]이건 [shake rate=30 level=10]기차역[/shake]이잖아?! 뉴위럴에 이런 게 있는 줄은 몰랐는데!", + "EUGENE_STATION_REACTION2": "또 기차역이잖아? 이 섬은 참 많은 비밀을 품고 있네...", + "EUGENE_STATION_REACTION3": "우리가 오기 전까지 얼마나 오래 비어있었을까...", + "FELIX_STATION_REACTION3": "또 오래된 기차역이 나왔네. 이 기차역들이 최근 나타나기 시작한 데에는 뭔가 계기가 있겠지?", + "FELIX_STATION_REACTION1": "잠깐, 이거 기차역이야?! 기차역이 있다는 말은 한 번도 못 들었는데... 마을 사람들도 이런 게 있는 줄 모르는 건가?", + "FELIX_STATION_REACTION2": "이 기차역은 정말 소름 끼쳐. 우리가 여기 있으면 안 되는 듯한 느낌이야...", + "VIOLA_STATION_REACTION1": "이곳은 불안하구려... 이 기이한 땅의 다른 지역들보다도 말이오.", + "VIOLA_STATION_REACTION2": "이곳 공기가 내 폐를 무겁게 짓누르는구려. 이곳은 아주 오랫동안 잠들어 있었다는 게 느껴지오.", + "VIOLA_STATION_REACTION3": "또 오래되고 기묘한 장소구려. 최대한 빨리 이곳에서 나가고 싶소, {player}.", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]여긴... 뉴위럴의 다른 곳들과 달라...[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]또 이 이상한 지하 터널이네...[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]저 이상한 시설들은... 처음부터 이곳에 있었던 거지...?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "[shake rate=30 level=10]압도적인[/shake] 중압감이 느껴져... 마치 모르간테가 처음 나타났을 때처럼...", + "KAYLEIGH_PLATFORM_REACTION1_2": "[shake rate=30 level=10]무척[/shake] 요란한 소리가 공기를 메우고 있는데, 내 귀에는 들리지 않는 것 같아...", + "MEREDITH_PLATFORM_REACTION1_1": "여긴 대체 어떻게 생겨먹은 곳이야? [pause]뭔가 나를 [wave amp=30 freq=10]밀어붙이는[/wave] 듯한 느낌이야...", + "KAYLEIGH_PLATFORM_REACTION2_1": "또 그 느낌이야. 머릿속에서 라디오 잡음이 들리는 것 같아...", + "KAYLEIGH_PLATFORM_REACTION2_2": "공기에서 쇠 맛이 느껴져... 여기 있는 것만으로도 머리가 아파...", + "KAYLEIGH_PLATFORM_REACTION3_1": "또 그런 느낌이야...", + "KAYLEIGH_PLATFORM_REACTION3_2": "이젠 좀 익숙해지긴 했지만, 그래도 머리가 아파...", + "MEREDITH_PLATFORM_REACTION1_2": "머릿속에서 텔레비전 잡음이 들리는 것 같아...", + "VIOLA_PLATFORM_REACTION1_1.f": "여긴 우리가 있을 곳이 아니오, {player}. 우리 발밑의 바닥이 우린 이곳에서 환영받지 못한다고 소리를 지르는구려.", + "MEREDITH_PLATFORM_REACTION2_1": "또 그 [wave amp=30 freq=10]이상한[/wave] 느낌이 들어... 여전히 싫네.", + "MEREDITH_PLATFORM_REACTION2_2.n": "계속 앞으로 가보자.", + "MEREDITH_PLATFORM_REACTION2_2.f": "계속 앞으로 가보자.", + "MEREDITH_PLATFORM_REACTION3_2": "머리가 [wave amp=30 freq=10]폭발[/wave]할 것 같은 느낌을 무시하는 게 중요하더라고.", + "MEREDITH_PLATFORM_REACTION3_1": "이 기차역 플랫폼의 느낌에 서서히 익숙해지는 것 같아.", + "EUGENE_PLATFORM_REACTION1_1": "느껴져, {player}? 마치 귀에는 [wave amp=30 freq=10]안 들리지만[/wave], [pause][wave amp=30 freq=10]느낄 수 있는[/wave] 라디오 잡음 같아.", + "EUGENE_PLATFORM_REACTION2_1": "또 그 이상한 느낌이야... 너도 느껴져?", + "EUGENE_PLATFORM_REACTION1_2": "최악이야...", + "EUGENE_PLATFORM_REACTION2_2": "이가 간지러운데...", + "EUGENE_PLATFORM_REACTION3_1": "아, 또 그 [wave amp=30 freq=10]고통스러운 분위기[/wave]네. 매번 좋은 징조가 아니었는데.", + "EUGENE_PLATFORM_REACTION3_2": "경계를 늦추지 마.", + "FELIX_PLATFORM_REACTION1_1": "아, 저 소리는 뭐지? [pause]들을 수 있는 소리가 아니야. [pause]마치 공기가 뭔가 잘못된 것 같은 느낌이야...", + "FELIX_PLATFORM_REACTION2_2": "여기서는 [wave amp=30 freq=10]생각하기가[/wave] 너무 힘들어. [pause]무슨 뜻인지 알겠어?", + "FELIX_PLATFORM_REACTION1_2": "이곳에 있기 [wave amp=30 freq=10]정말[/wave] 싫어...", + "FELIX_PLATFORM_REACTION2_1": "또 그 [wave amp=30 freq=10]느낌[/wave]이야. 팔의 털들이 전부 곤두섰어.", + "FELIX_PLATFORM_REACTION3_1": "또 그 [wave amp=30 freq=10]싫은 느낌[/wave]이 감돌고 있어. 적어도 이제는 좀 익숙하네.", + "FELIX_PLATFORM_REACTION3_2": "...아니, 내가 한 말 취소할게. 이 느낌에는 [wave amp=30 freq=10]절대[/wave] 적응하지 못할 것 같아.", + "VIOLA_PLATFORM_REACTION1_1.m": "여긴 우리가 있을 곳이 아니오, {player}. 우리 발밑의 바닥이 우린 이곳에서 환영받지 못한다고 소리를 지르는구려.", + "VIOLA_PLATFORM_REACTION1_2": "그대도 느껴지오? 공기에서 뭔가 잘못되었다는 느낌이 들어 숨쉬기가 힘들구려.", + "VIOLA_PLATFORM_REACTION1_1.n": "여긴 우리가 있을 곳이 아니오, {player}. 우리 발밑의 바닥이 우린 이곳에서 환영받지 못한다고 소리를 지르는구려.", + "VIOLA_PLATFORM_REACTION2_1": "또 그 끔찍한 느낌이 드오, {player}. 내 안을 공포심으로 가득 메우는구려.", + "VIOLA_PLATFORM_REACTION2_2": "앞으로 발을 내딛는 것이 마치 바닷물을 헤치고 걷는 듯하구려...", + "VIOLA_PLATFORM_REACTION3_1": "이곳의 적대적인 느낌에 서서히 익숙해지고 있어. 애초에 이런 곳도 이젠 여러 번 헤쳐오지 않았소?", + "VIOLA_PLATFORM_REACTION3_2": "자, 앞으로 나아갑시다. 나를 막으려면 불쾌한 기운만으로는 부족할 것이오.", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "모르간테와 싸웠을 때와 같은 그 끔찍한 느낌이 들어... [pause]마치 지금 내가 저 존재를 [wave amp=30 freq=10]잘못[/wave] 바라보고 있는 것 같아...", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]여기 있는 것만으로도 몸이 아플 지경이야, {player}...[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]여긴 왠지... 불길한 느낌이 들어, {player}...[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]여기서 최대한 빨리 나가자. 알았지...?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]여기서 오래 머무르지는 않으면 좋겠네...[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]또 머리에서 이상한 느낌이 들어... 으윽...[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]볼일만 보고 어서 나가자, {player}...[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]대천사[/shake]야...", + "KAYLEIGH_ARCHANGEL_REACTION2": "또 다른 대천사야... 다른 녀석들처럼 바라보기 [shake rate=30 level=10]고통[/shake]스러워...", + "KAYLEIGH_ARCHANGEL_REACTION3": "[shake rate=30 level=10]대천사[/shake]다! 조심해, {player}!", + "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]저, 저게 뭐야?![/shake] [pause]왜 저렇게... [shake rate=30 level=10]잘못된[/shake] 것처럼 보이지?!", + "MEREDITH_ARCHANGEL_REACTION1_2": "바라보기만 해도 머리가 아파... [pause]{player}, 저거 [shake rate=30 level=10]대천사[/shake]인 거지, [pause]안 그래...?", + "MEREDITH_ARCHANGEL_REACTION2_2": "이번에도, [pause]마치... [pause]마치 [shake rate=30 level=10]내가 보면 안 되는 것[/shake] 같아 보여.", + "MEREDITH_ARCHANGEL_REACTION2_1": "또 대천사야...", + "EUGENE_ARCHANGEL_REACTION1_2": "[wave amp=30 freq=10]대천사[/wave]인가 보네?", + "EUGENE_ARCHANGEL_REACTION1_1": "잠깐... [pause][wave amp=30 freq=10]저건[/wave]... [pause]어떻게 [wave amp=30 freq=10]저렇게[/wave]... 생긴거지?! [pause]머리가 깨질 것 같아...", + "MEREDITH_ARCHANGEL_REACTION3": "아. [pause]대천사네. [pause]또 [wave amp=30 freq=10]골치[/wave] 아파지겠는걸. 안 그래?", + "FELIX_ARCHANGEL_REACTION1_1": "이, 이런 건 처음 봐... [pause]어떻게 된 거야, {player}...? [pause]저건 왜 [shake rate=30 level=10]저렇게[/shake] 생긴 거지?!", + "EUGENE_ARCHANGEL_REACTION2": "또 대천사요! [pause]으윽. [pause]바라보기만 해도 마치 저게 [wave amp=30 freq=10]여기 있으면 안 되는[/wave] 듯한 느낌이 들어...", + "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]대천사다![/shake] [pause]준비해, {player}!", + "FELIX_ARCHANGEL_REACTION1_2": "분명 [shake rate=30 level=10]대천사[/shake]일 거야...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "...그렇다니까요, 총대장님. 그 새로운 견습대원 실력이 굉장하더라고요!", + "FELIX_ARCHANGEL_REACTION2_1": "또 대천사야! 단순히 바라보기만 해도 오싹하네. 내 온몸이 돌아서라고 [shake rate=30 level=10]비명을[/shake] 지르고 있어.", + "FELIX_ARCHANGEL_REACTION2_2": "설명하긴 힘들지만, 왠지 [wave amp=30 freq=10]비뚤어져[/wave] 보이지 않아?", + "FELIX_ARCHANGEL_REACTION3": "대천사를 보는 느낌은 [wave amp=30 freq=10]절대[/wave] 익숙해지지 않을 것 같아...", + "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]이 정령은...![/shake] 이런 건 생전에 본 적이 없소... [pause]마치 우리 세계에 있으면 [shake rate=30 level=10]안 되는[/shake] 존재 같구려.", + "VIOLA_ARCHANGEL_REACTION1_2": "저걸 [shake rate=30 level=10]바라보는[/shake] 것조차 불경하다 느껴지오.", + "VIOLA_ARCHANGEL_REACTION2": "이성을 부정하는 정령이 또 나타났소! 바라보는 것조차 [shake rate=30 level=10]힘겹구려[/shake]...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "...그렇다니까요, 총대장님. 그 새로운 견습대원 실력이 굉장하더라고요!", + "VIOLA_ARCHANGEL_REACTION3": "{player}, 또 그 [shake rate=30 level=10]사악한 정령[/shake]이오! 그대들이 \\\"대천사\\\"라고 부르는 존재 말이오.", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "...그렇다니까요, 총대장님. 그 새로운 견습대원 실력이 굉장하더라고요!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "저희 팀원들 전부 [wave amp=30 freq=10]깜짝[/wave] 놀랐어요! 전투에서 완전히 압도당했죠.", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "당신이 견습대원을 보고 그렇게 놀라는 건 흔치 않은 일인데, 월러스!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "당신이 견습대원을 보고 그렇게 놀라는 건 흔치 않은 일인데, 월러스!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "뭐, 저희가 견습대원에게 자주 전투 시험을 치르게 하지는 않으니까요. 평소에 제가 내는 \\\"벽돌로 벽 쌓기\\\" 시험은 재미가 없고요...", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "당신이 견습대원을 보고 그렇게 놀라는 건 흔치 않은 일인데, 월러스!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "그나저나, 점심 시간이 끝났네요! 이만 일하러 가봐야겠어요. 다음에 또 봬요, 총대장님!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "...어서요, 이안테 님! 뉴위럴에 오기 전에 어떤 삶을 살았는지 알려주세요!", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "음... [pause]일종의 탐정이었다고 하면 알아들으려나?", + "TOWN_HALL_SKIP_EVENT_SKIP3": "우와! [pause]사람들의 사라진 물건을 많이 찾아줬나요? 이세계인들은 물건을 무척 [wave amp=30 freq=10]많이[/wave] 가지고 있는 것 같던데, 여기저기 흘리고 다닐 것 아니에요.", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "솔직히 말하면 내 직업은... [pause]그것보다 조금 더 위험했어.", + "TOWN_HALL_SKIP_EVENT_SKIP5": "전 이만 다시 잡동사니를 모으러 가야겠어요. 하지만 다음에 뵈면 [wave amp=30 freq=10]꼭[/wave] 더 알려주세요!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "...이안테 님, 솔직히 말하면 다른 순찰대장은 [wave amp=30 freq=10]이해[/wave]를 못하는 것 같아요.", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "이해라니... 뭐를?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "제가 [wave amp=30 freq=10]자는 것[/wave] 말이에요!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "다른 순찰대장들은 꿈 속 세계도 모르고, [pause]집단 무의식도 모르고, [pause]그게 이 세계에 어떤 영향을 미치는지도 모른다고요!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "솔직히 말하면, 다들 제가 게으르다고 생각하는 것 같아요.", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "음, 너 게으른 거 [wave amp=30 freq=10]맞잖아[/wave].", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "헤. 저도 알아요.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "다른 순찰대장들 생각은 신경 쓰지 마. 그들이 네 일을 이해할 필요는 없으니까. 널 순찰대장으로 임명한 내 결정을 존중하기만 하면 되지.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "다른 순찰대장들 생각은 신경 쓰지 마. 그들이 네 일을 이해할 필요는 없으니까. 널 순찰대장으로 임명한 내 결정을 존중하기만 하면 되지.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "다른 순찰대장들 생각은 신경 쓰지 마. 그들이 네 일을 이해할 필요는 없으니까. 널 순찰대장으로 임명한 내 결정을 존중하기만 하면 되지.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "응원해줘서 고마워요, 총대장님.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "응원해줘서 고마워요, 총대장님.", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*하품* [pause]사람들 대하는 건 정말 지친다니까요. 가서 눈 좀 붙여야겠어요.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "응원해줘서 고마워요, 총대장님.", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "... 진심으로 하는 말입니다, 이안테님. 새로 들어온 견습대원 녀석들은 싹수가 노랗다고요. 단순히 제일 무서운 몬스터로 변신하는 것보다 전략이 [wave amp=30 freq=10]더[/wave] 중요하다는 걸 이해하지 못해요.", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "새로 온 사람들이 열의가 넘친다면 좋은 거지. [wave amp=30 freq=10]최고의[/wave] 전술가보다 그들에게 전략을 가르칠 적임자가 또 어디 있겠어?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "뭐, [pause]그걸 가르치는 게 네 일 아닌가?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "헤. 무슨 말씀인지 알겠습니다. 판단은 보류하도록 하죠...", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "일단은요.", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "그럴 수 있지. 때때로 인간은... [pause]혼란스럽고, [pause]예측할 수 없으니까 말이야.", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]...전 인류의 고통과 공감하는 게 쉽지 않습니다.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]...아니요, [pause]그렇지 않습니다. 인간은 예측할 수 [wave amp=30 freq=10]있어요[/wave]. 사실 인간의 행동을 예측하는 건 아주 쉽죠.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]인간은 [shake rate=30 level=10]조금이라도[/shake] 단기적 보상이 주어진다면 그 어떤 상황에서도 [wave amp=30 freq=10]가장 어리석은[/wave] 결정을 내리죠.[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "솔직한 분석 고마워, 클리-5!", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "인간은 보통 확률에 기반해서 결정을 내리지 않아. 감정에 기반해서 내리지.", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]저도 마찬가지입니다! 인류는 [shake rate=30 level=10]본질적으로[/shake] 어리석고, 결국 [shake rate=30 level=10]자신들의 파멸을 불러올 것[/shake]이라는 게 제 [wave amp=30 freq=10]감정[/wave]이에요![/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "그러면 그때까지는 순찰대에서 계속 일해주면 고맙겠어.", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]흠.[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "수도와 친환경 에너지가 있는 것 자체로도 기적이지. 가끔은 그렇지 않게 될까 봐 걱정이 돼. 이 섬은 [wave amp=30 freq=10]예측할 수가 없으니까[/wave] 말이야.", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "그러면 마을 상황이 썩 나쁘지 않네! 보고 고마워, 레비.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "...제 보고는 여기까지입니다. 수력 발전기는 전부 아무런 이상 없이 가동 중입니다. 몇 년 후에는 새 부품이 필요할지도 모르지만, 사소한 문제예요.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "너무 근심스러워하지 마세요, 총대장님! 항구촌 상황이 악화되더라도, 우리 순찰대가 어떻게든 극복해 낼 테니까요.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "너무 근심스러워하지 마세요, 총대장님! 항구촌 상황이 악화되더라도, 우리 순찰대가 어떻게든 극복해 낼 테니까요.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "너무 근심스러워하지 마세요, 총대장님! 항구촌 상황이 악화되더라도, 우리 순찰대가 어떻게든 극복해 낼 테니까요.", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "...정말이라니까요, 총대장님. 최근 우주 차원에서 뭔가 변화가 일어나고 있어요. 유령들이 전부 그 얘기를 하고 있다고요. [wave amp=30 freq=10]거물[/wave]들이 돌아왔다나, 뭐라나!", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "그렇게 말해줘서 고마워. [pause]당연히 그래야지!", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"유령들\\\"...?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "네! [pause]우주 차원에는 [wave amp=30 freq=10]별의별[/wave] 영혼, 망령, 툴파가 돌아다닌다고요. 제가 정보를 어디서 입수한다고 생각하세요?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "네 말을 믿을게!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "알겠습니다! [pause]\\\"야생 융합\\\" 문제가 최근 몇 달에 걸쳐 증가했습니다. 요즘 공기 중에 검고 짙은 구름이 낀 것 보셨습니까? 그 검은 구름이 몬스터가 [wave amp=30 freq=10]무리를 짓는[/wave] 장소를 나타내는 것으로 보입니다.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "자, 상황은 어때? 조사한 내용을 전부 알려줘.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "얼마 전 정찰 임무에서 젤리톤 무리에 둘러싸이고 말았습니다. 수적 우위는 놈들에게 있었지만, 그래도 제가 전부 [wave amp=30 freq=10]베어버렸죠[/wave]!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "하지만 비교적 경험이 적은 순찰대원들이 이러한 위협을 과소평가하고 큰 위험에 처하지는 않을까 우려됩니다. 그 \\\"몬스터 무리\\\"에 대해 경고하는 것이 좋을 것 같습니다.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "감사합니다! 그럼 저는 할 일이 남아서 이만 실례하겠습니다. [wave amp=30 freq=10]어둠의 세력[/wave]은 쉬지 않으니, 저도 쉬어서는 안 되죠.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "그렇게 할게! 항상 그렇듯 귀중한 정보를 가져왔네, 글라디올라.", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "...그래서요? 그리운가요? 대도시에서의 삶 말이에요.", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "그건... [pause]기대한 것보다 훨씬 더 자세한 대답이네요, 총대장님!", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "저는 너무 그리워요!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "분명 더 [wave amp=30 freq=10]흥미진진하긴[/wave] 했지만... 그렇다고 해서 더 [wave amp=30 freq=10]나은[/wave] 삶이었다는 뜻은 아니지.", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "나는 평생을 초거대도시에서 살았어. 살면서 본 나무라고는 공장에서 만들어진 것밖에 없었지. 별들은 고층 빌딩과 그 벽을 뒤덮은 네온 사인에 가려 보이지 않은 지 오래였고.", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "생명의 가치가 희미해지는 그런 잔혹한 세상에서 살아남으려면 정신을 강하게 단련해야 했지.", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "당연하게도 난 처음 이곳에 [wave amp=30 freq=10]추락했을 때[/wave] 이런 느긋한 삶에 적응하는 데 많은 시간이 걸렸어!", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "문제없죠! 전 예전에 5년 동안 매주 유산소 운동 수업을 했다고요. [wave amp=30 freq=10]제가[/wave] 못하면 누가 하겠어요!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "수업을 재밌게 진행할 수도 있죠! [pause][wave amp=30 freq=10]댄스 에어로빅[/wave]은 어때요? 음악 플레이리스트는 시빌한테 부탁하고요!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "...순찰대원에게 체력 운동 수업을 시키면 좋을 것 같아요.", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "그래, 좋은 생각 같네! 물론 네가 할 수 있을 것 같다면 말이야.", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "생각해보세요! 총대장님도 항상 [wave amp=30 freq=10]공동체 정신[/wave]에 대해 말씀하시곤 하잖아요. 우리 멋진 마을 사람들을 한데 모으는 데 매일 [shake rate=30 level=10]청각적 경험을 공유[/shake]하는 것보다 좋은 방법이 또 어디 있겠어요?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "...그리고 항구촌 곳곳에 스피커를 설치하면, 한 번에 [wave amp=30 freq=10]온 마을에[/wave] 음악을 방송할 수 있을 거예요!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "글쎄, 시빌. 이곳 사람들은 음악 취향이 다양할 거야. 논란이 생길 것 같은데.", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "흠. 무슨 말씀인지 알겠어요.", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]그렇게 나오셔야죠![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "...사람들이 절 평생 \\\"코디\\\"라고 부를 줄 알았다면, 더 멋진 별명을 골랐을 거예요. [pause]\\\"킬스위치\\\"라거나, [pause]\\\"오메가바이트\\\"처럼 말이에요.", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "아예 안 된다고 한 적은 없어! [pause]이렇게 하자. 스킵이 멀쩡한 고음질 스피커를 찾아내면 그 다음 시청 회의에서 얘기를 꺼내볼게.", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "원하면 그냥 직접 이름을 고르면 되지. 나도 그랬어.", + "TOWN_HALL_CODEY_EVENT_CODEY3": "잠깐... 이안테가 총대장님 원래 이름이 아니에요?", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "아니야! 내 예전 직업에서는 가명을 고르는 편이 더 안전했거든. 너도 공감할 수 있지?", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"이안테\\\"는 그리스 신화에 나오는 물의 여신의 이름이야. 다급하게 이름을 정해야 했는데, 그게 듣기 좋은 것 같았어.", + "TOWN_HALL_CODEY_EVENT_CODEY6": "흠. 총대장님도 비밀이 많으시네요.", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "그 이상은 안 알려줄 거니까 기대하지 마!", + "LENNA_ENCOUNTER_LENNA1.n": "너는... [pause]자기가 영웅이라고 생각해? 영웅이라는 역할에는 큰 책임감이 따르기 마련이지. 네가 정녕 그 왕관의 무게를 견딜 준비가 됐을까?", + "LENNA_ENCOUNTER_LENNA1.f": "너는... [pause]자기가 영웅이라고 생각해? 영웅이라는 역할에는 큰 책임감이 따르기 마련이지. 네가 정녕 그 왕관의 무게를 견딜 준비가 됐을까?", + "LENNA_ENCOUNTER_LENNA1.m": "너는... [pause]자기가 영웅이라고 생각해? 영웅이라는 역할에는 큰 책임감이 따르기 마련이지. 네가 정녕 그 왕관의 무게를 견딜 준비가 됐을까?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "어... {player}한테 말하는 거야? 내가 보기에는 [wave amp=30 freq=10]꽤[/wave] 영웅다운 것 같은데!", + "LENNA_ENCOUNTER_MEREDITH2.m": "어... \\\"준비됐다\\\"니 무슨 뜻이야?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "어... {player}한테 말하는 거야? 내가 보기에는 [wave amp=30 freq=10]꽤[/wave] 영웅다운 것 같은데!", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "어... {player}한테 말하는 거야? 내가 보기에는 [wave amp=30 freq=10]꽤[/wave] 영웅다운 것 같은데!", + "LENNA_ENCOUNTER_MEREDITH2.f": "어... \\\"준비됐다\\\"니 무슨 뜻이야?", + "LENNA_ENCOUNTER_FELIX2": "시작부터 수수께끼 같은 대화네. 계속 말해봐.", + "LENNA_ENCOUNTER_EUGENE2": "{player}와(과) 나 둘이 \\\"영웅\\\"의 역할을 [wave amp=30 freq=10]꽤[/wave] 동등하게 나눠 맡고 있다고 해야 할 것 같은데.", + "LENNA_ENCOUNTER_MEREDITH2.n": "어... \\\"준비됐다\\\"니 무슨 뜻이야?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player}, 너한테 말하는 것 같아...[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "알아들을 수 있게 말하시오.", + "LENNA_ENCOUNTER_LENNA2.m": "아니, 넌 영웅이 아니야.", + "LENNA_ENCOUNTER_LENNA3.n": "그럼 네 [wave amp=30 freq=10]실력을[/wave] 시험해볼까?", + "LENNA_ENCOUNTER_LENNA2.f": "아니, 넌 영웅이 아니야.", + "LENNA_ENCOUNTER_LENNA3.m": "그럼 네 [wave amp=30 freq=10]실력을[/wave] 시험해볼까?", + "LENNA_ENCOUNTER_LENNA2.n": "아니, 넌 영웅이 아니야.", + "LENNA_ENCOUNTER_LENNA3.f": "그럼 네 [wave amp=30 freq=10]실력을[/wave] 시험해볼까?", + "LENNA_ENCOUNTER_LENNA5.m": "내 이름은 레나야. 자, 영웅. [shake rate=30 level=10]어디 네 실력을 보여줘[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "준비됐어?", + "LENNA_ENCOUNTER_LENNA4.f": "준비됐어?", + "LENNA_ENCOUNTER_LENNA4.n": "준비됐어?", + "LENNA_ENCOUNTER_LENNA6.m": "좋아, 패배를 인정하지. 잘 싸웠어.", + "LENNA_ENCOUNTER_LENNA5.f": "내 이름은 레나야. 자, 영웅. [shake rate=30 level=10]어디 네 실력을 보여줘[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "내 이름은 레나야. 자, 영웅. [shake rate=30 level=10]어디 네 실력을 보여줘[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "좋아, 패배를 인정하지. 잘 싸웠어.", + "LENNA_ENCOUNTER_KAYLEIGH7": "오해는 하지 말고 들어. 인간치고는 [wave amp=30 freq=10]무척[/wave] 강하던데, 혹시... 대천사는 아니지?", + "LENNA_ENCOUNTER_LENNA6.n": "좋아, 패배를 인정하지. 잘 싸웠어.", + "LENNA_ENCOUNTER_MEREDITH7": "인간이 [wave amp=30 freq=10]그렇게[/wave] 잘 싸울 수 있을 리 없어. 사실대로 말해. 당신 대천사지?", + "LENNA_ENCOUNTER_EUGENE7": "이봐, [pause]우릴 바보 취급하지 마. 당신 대천사지? 평범한 인간이 그렇게 강할 리 없어!", + "LENNA_ENCOUNTER_FELIX7": "툭 터놓고 물어볼게. 당신 대천사지? 방금 전투에서 \\\"대천사\\\" 느낌을 받았어.", + "LENNA_ENCOUNTER_VIOLA7": "당신이 우리한테 숨기는 게 있는 것 같구려, \\\"레나\\\".", + "LENNA_ENCOUNTER_7_OPTION1": "당신 대천사야, 레나?", + "LENNA_ENCOUNTER_LENNA8": "맞아. 예전에는 그랬었지. 아니, 지금도 그럴지도. [pause]말하자면 긴 이야기야.", + "LENNA_ENCOUNTER_LENNA9": "하지만 지금은 인간으로서 살아가고 있어.", + "LENNA_ENCOUNTER_7_OPTION2": "어... 당신 대천사 맞지?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "그럴 수도 있어...?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "그런 게 가능해?", + "LENNA_ENCOUNTER_LENNA10": "안 될 게 어디 있겠어? [pause]우리는 과거에 얽매이지 않아. 우리가 [wave amp=30 freq=10]예전에[/wave] 어떤 존재였는지는 중요치 않지. 지금 어떤 존재가 되고자 하는지만 중요해.", + "LENNA_ENCOUNTER_MEREDITH16": "아. 그러면 뉴위럴은 그냥 잠시 들른 거야?", + "LENNA_ENCOUNTER_MEREDITH11": "흠. 말 되네.", + "LENNA_ENCOUNTER_KAYLEIGH11": "맞아! [wave amp=30 freq=10]완전[/wave] 동감이야!", + "LENNA_ENCOUNTER_FELIX11": "동감이야.", + "LENNA_ENCOUNTER_EUGENE11": "그러네. 그런 걸로 뭐라고 할 수는 없지.", + "LENNA_ENCOUNTER_LENNA12": "믿기 힘들겠지만, 난 사실 [wave amp=30 freq=10]교사[/wave]야. 내 임무는 널 시험하는 거였지. 그리고 방금 넌 훌륭한 성적으로 시험을 통과했어!", + "LENNA_ENCOUNTER_VIOLA11": "나도 그렇게 생각하오.", + "LENNA_ENCOUNTER_LENNA13": "아, 이름을 물어보는 걸 깜빡했네...", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "난 {player}(이)야!", + "LENNA_ENCOUNTER_LENNA14.m": "즐거운 대련이었어, {player}! 넌 \\\"영웅\\\"으로서의 자질이 충분해.", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "날 {player}(이)라고 부르는 사람도 있지.", + "LENNA_ENCOUNTER_LENNA15": "난 이만 가봐야겠어. 앰버 씨가 일을 마치면 집으로 데려다 주겠다고 했거든. 페이지한테 [wave amp=30 freq=10]금방[/wave] 돌아가겠다고 하기도 했고.", + "LENNA_ENCOUNTER_KAYLEIGH18": "이 섬에는 정말 별의별 사람들이 다 오는 것 같아. 그렇지 않아?", + "LENNA_ENCOUNTER_LENNA14.n": "즐거운 대련이었어, {player}! 넌 \\\"영웅\\\"으로서의 자질이 충분해.", + "LENNA_ENCOUNTER_LENNA14.f": "즐거운 대련이었어, {player}! 넌 \\\"영웅\\\"으로서의 자질이 충분해.", + "LENNA_ENCOUNTER_KAYLEIGH16": "아! 앰버 씨는 정말 아는 사람이 많네...", + "LENNA_ENCOUNTER_EUGENE16": "뭐?! 뉴위럴에 그냥 [wave amp=30 freq=10]심부름[/wave]을 하러 온 거라고?", + "LENNA_ENCOUNTER_VIOLA16": "그대도 사랑하는 이에게 돌아가기를 고대하고 있구려! 우린 신경 쓰지 말고 어서 가시오.", + "LENNA_ENCOUNTER_FELIX16": "순전히 일 때문에 뉴위럴에 온 거야? 대단하네.", + "LENNA_ENCOUNTER_LENNA17": "다음에 또 보자, {player}!", + "LENNA_ENCOUNTER_MEREDITH18": "이런, 머리에 달린 게 진짜 뿔인지 아니면 그냥 머리카락인지 미처 못 물어봤네.", + "LENNA_ENCOUNTER_FELIX18": "이 섬에서는 지루할 틈이 없네.", + "LENNA_ENCOUNTER_EUGENE18": "분명 나한테도 \\\"영웅으로서의 자질\\\"이 있다고 생각했을 거야... 다만 소리 내서 말하는 걸 까먹은 거겠지.", + "LENNA_ENCOUNTER_VIOLA18": "잘 가시오, 미지의 세계에서 온 레나.", + "HARBOURTOWN_FLORIST_NAME": "초조한 순찰대원", + "HARBOURTOWN_FLORIST1_OPTION1": "네!", + "HARBOURTOWN_FLORIST1": "실례지만 혹시 순찰대이신가요?", + "HARBOURTOWN_FLORIST1_OPTION2": "아니요!", + "HARBOURTOWN_FLORIST2": "아! 잘됐네요! [wave amp=30 freq=10]저도 순찰대원[/wave]이에요. 아직 견습대원에 불과하지만요. 혹시 부탁 좀 들어주시면 안 될까요?", + "HARBOURTOWN_FLORIST1_NO": "아, 알겠어요.", + "HARBOURTOWN_KAYLEIGH9": "네! 마을이 조금 더 예뻐진 것 같아요!", + "HARBOURTOWN_FLORIST3": "파이퍼 가족이 농장에서 키운 묘목을 좀 받아왔어요. 이걸로 마을을 예쁘게 꾸미려고요.", + "HARBOURTOWN_FLORIST4": "그런데... 전 결정을 잘 못 내려서요. 어떤 식물이 가장 예쁠까요? 도무지 못 정하겠어요!", + "HARBOURTOWN_FLORIST5": "같은 순찰대원끼리 좀 도와줄래요? 마을 곳곳에 화분을 갖다 놨으니, 거기에 묘목을 심어주세요.", + "HARBOURTOWN_FLORIST5_OPTION1": "물론이죠!", + "HARBOURTOWN_FLORIST5_OPTION2": "지금은 안 돼요.", + "HARBOURTOWN_FLORIST5_NO": "괜찮아요! 신경 쓰지 마세요. 그래도... 생각이 바뀌면 언제든 다시 찾아오세요!", + "HARBOURTOWN_FLORIST6": "고마워요! 자, 이걸 받으세요...", + "HARBOURTOWN_FLORIST11": "내려야 할 결정이 너무 많아서 그 자리에 얼어붙어 버렸지 뭐예요!", + "HARBOURTOWN_FLORIST7": "화분 14개를 마을 곳곳에 갖다 놨어요. 다 채운 다음에 알려주세요!", + "HARBOURTOWN_FLORIST8": "아, 다 하셨나요?", + "HARBOURTOWN_MEREDITH9": "네, 이제 마을이 좀 더 아기자기해졌어요.", + "HARBOURTOWN_EUGENE9.m": "네! 전 응원만 하고 일은 {player}이(가) 다 했어요.", + "HARBOURTOWN_EUGENE9.n": "네! 전 응원만 하고 일은 {player}이(가) 다 했어요.", + "HARBOURTOWN_EUGENE9.f": "네! 전 응원만 하고 일은 {player}이(가) 다 했어요.", + "HARBOURTOWN_FELIX9": "마을이 좀 더 멋있어진 것 같네요.", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]다 됐다! 항구촌이 그 어느 때보다 예뻐졌어![/wave]", + "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]정말 고마워요![/shake] 내려야 할 결정이 너무 많아서 그 자리에 얼어붙어 버렸지 뭐예요! 자, 도와주신 것에 대한 답례예요!", + "HARBOURTOWN_VIOLA9": "그렇소. 그대의 부탁을 마쳤소이다. 덕분에 마을이 한층 나아졌구려.", + "GAUNTLET_INTRO_MAGIKRAB1.m": "아. {player} 님. 마침 잘 오셨습니다! 제가... 좋은 기회를 소개해 드리죠!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "아. {player} 님. 마침 잘 오셨습니다! 제가... 좋은 기회를 소개해 드리죠!", + "GAUNTLET_INTRO_MAGIKRAB2": "사실 멀라인 님께서는 이 섬 밑에만 존재하시는 것이 아닙니다. 멀라인 님의 기차는 연결된 인간의 우주를 끝없이 여행하며, 아직 실현되지 않은 [wave amp=30 freq=10]잠재적[/wave] 세계들을 수없이 많이 통과하죠!", + "GAUNTLET_INTRO_MAGIKRAB1.n": "아. {player} 님. 마침 잘 오셨습니다! 제가... 좋은 기회를 소개해 드리죠!", + "GAUNTLET_INTRO_MAGIKRAB4": "그 존재들은 익숙한 인간과 몬스터의 겉모습을 하고 있지만, 기존에 알고 계셨던 이들과는 전혀 다릅니다. [wave amp=30 freq=10]잠재적[/wave]으로만 존재하기 때문에 현실 세계에 속해 있지는 않죠.", + "GAUNTLET_INTRO_MAGIKRAB3": "그런 [wave amp=30 freq=10]잠재적[/wave] 세계에도 저마다 [wave amp=30 freq=10]잠재적[/wave] 존재들이 살고 있고, 일부는 멀라인 님의 열차를 얻어 타려 합니다!", + "GAUNTLET_INTRO_MAGIKRAB5": "하지만 누군가의 잠재력이 실제 능력보다 클 수도 있듯이, 실제로 만나보신 이보다 그 잠재적 존재가 더 강한 경우도 종종 있습니다.", + "GAUNTLET_INTRO_MAGIKRAB6": "위대하신 멀라인 님께는 별 문제가 되지 않지만, [wave amp=30 freq=10]제게는[/wave] 꽤나 골칫거리입니다. 출퇴근에 방해가 되거든요.", + "GAUNTLET_INTRO_MAGIKRAB7": "아무래도 순찰대가 '융합 물질\\'을 모으고 있는 것 같던데, 아닌가요?", + "GAUNTLET_INTRO_MAGIKRAB8": "그렇다면 거래를 하나 제안하죠. 열차 몇 칸에서 [wave amp=30 freq=10]성가신[/wave] 잠재적 존재를 몰아내 주신다면 그 '융합 물질\\'을 드리겠습니다. 어떻습니까?", + "GAUNTLET_CAFE_HINT.v1.f": "팁 하나 드리죠. 어느 열차 칸에서 진행이 막히셨다면 제가 도전을 무작위로 변경해 드릴 수 있습니다. 언제든 도전에서 나와 말씀만 하세요! 그러면 상대가 무작위로 변경되고 그 열차 칸에 적용된 전투 설정도 바뀝니다.", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "그래!", + "GAUNTLET_INTRO_MAGIKRAB9": "좋습니다! 이왕 하는 김에 [wave amp=30 freq=10]특훈[/wave]이라고 생각하고 즐기는 것도 좋겠죠!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "괜찮을지도...?", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "조심하세요, {player} 님!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "그 눈빛만 봐도 새로운 상대와 마주치셨다는 걸 알겠군요. 원하신다면 도전을 무작위로 변경해 새로운 적을 추가해 드릴 수 있습니다.", + "GAUNTLET_ENTER_MAGIKRAB1": "전원 탑승!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "조심하세요, {player} 님!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "조심하세요, {player} 님!", + "GAUNTLET_CAFE_MAGIKRAB1": "진행하신 내용을 기록했습니다, {player} 님. 도전에서 나갔다가 다시 돌아오시면 이곳부터 시작하실 수 있습니다!", + "GAUNTLET_CAFE_MAGIKRAB2": "무엇을 도와드릴까요, {player} 님?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "죄송하지만 아직 받으실 게 없습니다. 우선 전투에서 승리하세요!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "필요한 물건이 있어.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "아직 받아 가시지 않은 보상이 충분히 있다면, 거기서 비용을 차감하겠습니다.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "보상을 받아 갈래.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "그러면 들어온 문으로 나가시면 됩니다!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "그러면 연승이 초기화됩니다. 그래도 괜찮으신가요?", + "GAUNTLET_CAFE_HINT.v2.f": "팁 하나 드리죠. 다음 열차에 어떤 전투 설정이 적용되는지 유심히 살펴보세요. 버프 전투 설정은 상대를 더 강하게 만들고, 디버프 전투 설정은 당신의 파티를 약하게 만듭니다. 늘 계획을 세운 후에 다음 전투로 나아가세요!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "그러면 연승이 초기화됩니다. 그래도 괜찮으신가요?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "그러면 연승이 초기화됩니다. 그래도 괜찮으신가요?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "테이프 보관함을 확인하고 싶어.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "여기서 나갈래.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "그러면 들어온 문으로 나가시면 됩니다!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "그러면 들어온 문으로 나가시면 됩니다!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "아무것도 아니야.", + "GAUNTLET_CAFE_HINT.v1.m": "팁 하나 드리죠. 어느 열차 칸에서 진행이 막히셨다면 제가 도전을 무작위로 변경해 드릴 수 있습니다. 언제든 도전에서 나와 말씀만 하세요! 그러면 상대가 무작위로 변경되고 그 열차 칸에 적용된 전투 설정도 바뀝니다.", + "GAUNTLET_CAFE_HINT.v2.m": "팁 하나 드리죠. 다음 열차에 어떤 전투 설정이 적용되는지 유심히 살펴보세요. 버프 전투 설정은 상대를 더 강하게 만들고, 디버프 전투 설정은 당신의 파티를 약하게 만듭니다. 늘 계획을 세운 후에 다음 전투로 나아가세요!", + "GAUNTLET_CAFE_HINT.v2.n": "팁 하나 드리죠. 다음 열차에 어떤 전투 설정이 적용되는지 유심히 살펴보세요. 버프 전투 설정은 상대를 더 강하게 만들고, 디버프 전투 설정은 당신의 파티를 약하게 만듭니다. 늘 계획을 세운 후에 다음 전투로 나아가세요!", + "GAUNTLET_CAFE_HINT.v1.n": "팁 하나 드리죠. 어느 열차 칸에서 진행이 막히셨다면 제가 도전을 무작위로 변경해 드릴 수 있습니다. 언제든 도전에서 나와 말씀만 하세요! 그러면 상대가 무작위로 변경되고 그 열차 칸에 적용된 전투 설정도 바뀝니다.", + "GAUNTLET_CAFE_HINT.v3.m": "팁 하나 드리죠. 아이템을 충분히 챙겨 가세요! 다음 열차 칸에 어떤 상대가 기다리고 있을지 모르니, 만반의 준비를 갖추는 것이 좋습니다. 치료제와 같은 아이템은 불리한 전투 설정에 대처하는 데에도 도움이 됩니다!", + "GAUNTLET_CAFE_HINT.v5": "팁 하나 드리죠. 보상을 수령하거나 도전에서 나가지 않으면서 연달아 승리를 거두면 연승 기록이 쌓입니다. 연승을 더 오래 이어갈수록 전투마다 더 많은 보상을 얻죠. 최대한 많은 보상을 받으려면 연승 기록을 가능한 한 많이 이어가세요.", + "GAUNTLET_CAFE_HINT.v4": "팁 하나 드리죠. 보상을 받아 가는 걸 잊지 마세요! 패배하거나 도전에서 나가시면, 아직 수령하지 않은 보상이 영영 사라집니다.", + "GAUNTLET_CAFE_FLAVOR.v6": "팁 하나 드리죠. 시간은 수많은 잠재적 미래를 하나의 실존하는 현실로 바꾸는 엔진입니다. 과거는 그저 당시의 현재에 대한 기억일 뿐이고, 역사는 인간 학자들이 만들어 낸 이야기에 불과하죠. 가끔은 시간에서 벗어나 휴식을 취하세요! 당신들 인간은 시간에 너무 얽매이는 경우가 많으니까요.", + "GAUNTLET_CAFE_HINT.v3.f": "팁 하나 드리죠. 아이템을 충분히 챙겨 가세요! 다음 열차 칸에 어떤 상대가 기다리고 있을지 모르니, 만반의 준비를 갖추는 것이 좋습니다. 치료제와 같은 아이템은 불리한 전투 설정에 대처하는 데에도 도움이 됩니다!", + "GAUNTLET_CAFE_HINT.v3.n": "팁 하나 드리죠. 아이템을 충분히 챙겨 가세요! 다음 열차 칸에 어떤 상대가 기다리고 있을지 모르니, 만반의 준비를 갖추는 것이 좋습니다. 치료제와 같은 아이템은 불리한 전투 설정에 대처하는 데에도 도움이 됩니다!", + "GAUNTLET_CAFE_HINT.v9": "팁 하나 드리죠. 희귀 스티커와 고급 스티커를 사용하면 상대보다 큰 우위를 점할 수 있습니다. 필요하다면 잠시 도전을 멈추고, 획득한 보상을 스티커에 투자하세요.[pause] 아,[pause] 여담이지만...[pause] 듣기로는 이제 순찰대의 윌마 대원에게 가면 희귀 스티커와 고급 스티커에 붙은 최고의 능력치를 조합할 수 있다고 하더군요...", + "GAUNTLET_CAFE_HINT.v7": "팁 하나 드리죠. [img=38]res://ui/icons/map_markers/miniboss.png[/img] 보스 열차 칸을 조심하세요. 이전 열차 칸보다 훨씬 어렵기 때문에, 승리하려면 여러 번 시도해야 할 수도 있습니다!", + "GAUNTLET_CAFE_HINT.v6": "팁 하나 드리죠. 도전이 너무 쉽게 느껴지신다면, 제가 난이도를 높여 드릴 수 있습니다. 언제든 도전에서 나와 말씀해 주세요! 높은 난이도에서 승리하면 더 많은 보상을 얻을 수 있습니다.", + "GAUNTLET_CAFE_HINT.v8": "팁 하나 드리죠. 최대한 효율적인 파티를 꾸리세요. 때로는 새로운 테이프와 스티커를 고르기만 해도 어렵게 느껴지던 전투에서 승리할 수 있습니다.", + "GAUNTLET_CAFE_HINT.v10": "팁 하나 드리죠. 50번째 열차 칸 이후로는 도전의 전투 목록이 다시 시작돼서 예전에 마주쳤던 상대들이 더 높은 난이도로 다시 등장합니다. 물론 몇몇 새로운 상대도 추가되고요. 높은 난이도에서는 인간 상대가 테이프를 더 많이 가지고 있고, 대천사 상대는 더 다양한 기술을 사용하고, 더 많은 전투 설정이 동시에 적용됩니다!", + "GAUNTLET_CAFE_HINT.v11": "팁 하나 드리죠. 도전이 아닌 곳에서 새로운 상대와 마주쳤다면 제게 도전을 무작위로 변경해 달라고 하세요. 그러면 도전에서 그 상대도 등장합니다!", + "GAUNTLET_CAFE_HINT.v13.m": "팁 하나 드리죠. [i]오직[/i] 도전에서만 등장하는 상대도 있습니다. 그게 누구인지, 또 그런 상대가 얼마나 많은지는 직접 알아보실 수 있도록 말씀드리지 않겠습니다!", + "GAUNTLET_CAFE_HINT.v12": "팁 하나 드리죠. 온라인 모드에서 친구와 함께 도전해 보세요. 융합할 수는 없지만, 더 많은 테이프를 사용할 수 있으니 큰 도움이 될 겁니다!", + "GAUNTLET_CAFE_FLAVOR.v2": "팁 하나 드리죠. 지금 계신 이 열차는 무한히 이어집니다. 기관실은 열차의 맨 앞에 있기 때문에, 절대 기관실에 다다를 수 없죠!", + "GAUNTLET_CAFE_HINT.v13.n": "팁 하나 드리죠. [i]오직[/i] 도전에서만 등장하는 상대도 있습니다. 그게 누구인지, 또 그런 상대가 얼마나 많은지는 직접 알아보실 수 있도록 말씀드리지 않겠습니다!", + "GAUNTLET_CAFE_HINT.v13.f": "팁 하나 드리죠. [i]오직[/i] 도전에서만 등장하는 상대도 있습니다. 그게 누구인지, 또 그런 상대가 얼마나 많은지는 직접 알아보실 수 있도록 말씀드리지 않겠습니다!", + "GAUNTLET_CAFE_FLAVOR.v1": "팁 하나 드리죠. 상대가 자신이 어떤 존재인지 자각하기 시작하면 조심하세요. 잠재적 존재의 자아실현은 위험할 뿐만 아니라 현실 세계를 불안정하게 만들 수도 있으니까요.", + "GAUNTLET_CAFE_FLAVOR.v3": "팁 하나 드리죠. 양치는 하루에 두 번 하세요. 인간의 이는 일생을 통틀어 두 번씩만 나고, 대부분의 성인은 이미 한 차례 이갈이를 했으니까요. 즉, 지금 남아 있는 이로 평생을 버텨야 하는 겁니다!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "팁 하나 드리죠. 자신이 실존하는지 궁금했던 적 있으신가요? 이 열차에는 잠재적으로만 존재하는 이들로 가득한데, 저나 당신이나 예외라고 단정할 수는 없지 않을까요? 하지만 그 생각은 여기까지만 하죠. 실존하신다면 생각해 봤자 무의미하고, 그렇지 않으시다면 모르는 편이 나으니까요.", + "GAUNTLET_CAFE_FLAVOR.v4.f": "팁 하나 드리죠. 자신이 실존하는지 궁금했던 적 있으신가요? 이 열차에는 잠재적으로만 존재하는 이들로 가득한데, 저나 당신이나 예외라고 단정할 수는 없지 않을까요? 하지만 그 생각은 여기까지만 하죠. 실존하신다면 생각해 봤자 무의미하고, 그렇지 않으시다면 모르는 편이 나으니까요.", + "GAUNTLET_CAFE_FLAVOR.v8.f": "팁 하나 드리죠. 원래 세계로 돌아가셨을 때 '대천사\\'가 그곳에 나타나면 조심하세요, {player} 님. 그런 존재의 조언은 아무리 의도가 선하다 한들 믿지 못할 정도로 막대한 피해를 끼칠 수 있습니다. 당신들 인간은... [pause]다르게 설계되어 있으니까요.[pause] 왜요? 인간이 이해하지 못하는 존재를 숭배하는 경향이 있다는 건 [i]명백한[/i] 사실 아닙니까.", + "GAUNTLET_CAFE_FLAVOR.v4.n": "팁 하나 드리죠. 자신이 실존하는지 궁금했던 적 있으신가요? 이 열차에는 잠재적으로만 존재하는 이들로 가득한데, 저나 당신이나 예외라고 단정할 수는 없지 않을까요? 하지만 그 생각은 여기까지만 하죠. 실존하신다면 생각해 봤자 무의미하고, 그렇지 않으시다면 모르는 편이 나으니까요.", + "GAUNTLET_CAFE_FLAVOR.v5": "팁 하나 드리죠. 시간은 오직 앞으로만 흐릅니다. 과거의 실수에 집착하지 말고, 미래에 더 나은 결정을 내리는 데 집중하세요.", + "GAUNTLET_CAFE_FLAVOR.v7": "팁 하나 드리죠. 인류는 [i]이제 막[/i] 유아기에 접어들었을 뿐입니다. 그러니 과거로부터 교훈을 얻지 못한 타인의 악행에 너무 신경 쓰지 마세요. 당신들은 수십억에 달하는 무리를 이루면서도 전반적으로 평화롭게 더불어 살아가는 유인원 종입니다! 자연이 인간에게 열등한 기본 본능을 부여한 것은 사실이지만, 당신들이 얼마나 많은 발전을 이루었는지 생각해 보세요!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "팁 하나 드리죠. 원래 세계로 돌아가셨을 때 '대천사\\'가 그곳에 나타나면 조심하세요, {player} 님. 그런 존재의 조언은 아무리 의도가 선하다 한들 믿지 못할 정도로 막대한 피해를 끼칠 수 있습니다. 당신들 인간은... [pause]다르게 설계되어 있으니까요.[pause] 왜요? 인간이 이해하지 못하는 존재를 숭배하는 경향이 있다는 건 [i]명백한[/i] 사실 아닙니까.", + "GAUNTLET_CAFE_FLAVOR.v9": "팁 하나 드리죠. '대천사\\'에게 너무 매료되지는 마세요. 대천사가 매력적인 약속을 하고, 강하고, 매력적이고, 권위 있는 모습을 하고는 있지만, 인간만큼이나 결함이 많은 존재니까요. 대부분의 경우 오히려 더 심각한 문제가 있죠.", + "GAUNTLET_CAFE_FLAVOR.v8.n": "팁 하나 드리죠. 원래 세계로 돌아가셨을 때 '대천사\\'가 그곳에 나타나면 조심하세요, {player} 님. 그런 존재의 조언은 아무리 의도가 선하다 한들 믿지 못할 정도로 막대한 피해를 끼칠 수 있습니다. 당신들 인간은... [pause]다르게 설계되어 있으니까요.[pause] 왜요? 인간이 이해하지 못하는 존재를 숭배하는 경향이 있다는 건 [i]명백한[/i] 사실 아닙니까.", + "GAUNTLET_CULTIST_DEFAULT.v1": "구원자 [wave amp=30 freq=10]도리안 쿠퍼 형제님[/wave]께서 오늘 내게 미소를 보내신다!", + "GAUNTLET_CAFE_FLAVOR.v10": "팁 하나 드리죠. 언젠가 생명의 영속과 다양성을 보전하기 위해 인간의 계획하고 창조하는 능력이 필요해질 겁니다. 인간이 지구에서 파괴를 일삼는 것은 사실이지만, 당신들이 없다면 [i]더욱더[/i] 많은 것이 파괴될 겁니다![pause] 언젠가는 말이죠.", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]이 녀석은 내가 처리하지...[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "자, 그럼 이 불신자에게 진짜 강하다는 게 무슨 뜻인지 보여 줄까?", + "GAUNTLET_CULTIST_DEFAULT.v2": "애도의 아이들을 자랑스럽게 하리라!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "자, 그럼 이 불신자에게 진짜 강하다는 게 무슨 뜻인지 보여 줄까?", + "GAUNTLET_CULTIST_QUESTION.v2.m": "이 [wave amp=30 freq=10]불신자[/wave]에게 전투의 빛을 보여 주자!", + "GAUNTLET_CULTIST_ANSWER.v1": "의로운 계획이군. [wave amp=30 freq=10]쿠퍼 형제님을 찬양하라[/wave]!", + "GAUNTLET_CULTIST_QUESTION.v1.n": "자, 그럼 이 불신자에게 진짜 강하다는 게 무슨 뜻인지 보여 줄까?", + "GAUNTLET_CULTIST_QUESTION.v2.f": "이 [wave amp=30 freq=10]불신자[/wave]에게 전투의 빛을 보여 주자!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "이 [wave amp=30 freq=10]불신자[/wave]에게 전투의 빛을 보여 주자!", + "GAUNTLET_CULTIST_ANSWER.v2": "아주 좋은 생각이군!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]네가 보유한 주식을 공매도해 주지. 파산할 준비 해라![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]좋아... 그럼 네 전략에 투자하지![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]강하게 공격하는 게 중요한 법이지. 네 생각은 어떠냐?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]전면 공세에 투자하는 게 좋을 것 같군![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "좋은 생각이야!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]아주 탄탄한 사업 계획이야...[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "순찰대의 명예를 드높일 거야!", + "GAUNTLET_KAYLEIGH_DEFAULT": "난 그렇게 만만한 상대가 아니야!", + "GAUNTLET_RANGER_DEFAULT.v2": "최선을 다해 싸우겠어!", + "GAUNTLET_RANGER_QUESTION.v2": "[wave amp=30 freq=5]화학 시스템[/wave]을 활용해서 공격력을 최대한 높여 볼게. 어때?", + "GAUNTLET_RANGER_QUESTION.v1": "순찰대 안내서에 나온 추천 전략을 쓸게. 알았지?", + "GAUNTLET_ARISTOTLE_DEFAULT": "패배는 쓰지만, 그 과실은 달콤하다. 곧 겪게 될 패배로부터 잘 배우도록!", + "GAUNTLET_RANGER_ANSWER.v1": "좋아, 그렇게 하자!", + "GAUNTLET_DARWIN_DEFAULT": "강한 자가 살아남고, 약한 자는 죽는다. 그것이 만물의 법칙일세!", + "GAUNTLET_ARISTOTLE_QUESTION": "잘 이끌기 위해서는 잘 따르는 법부터 알아야 하는 법. 고로, 이 싸움에서는 자네를 본받아 따르겠다!", + "GAUNTLET_ARISTOTLE_ANSWER": "자네를 본받아 따르겠다!", + "GAUNTLET_DARWIN_QUESTION": "적응력이 뛰어난 자가 살아남기 마련. 그러니 우리의 전략도 [wave amp=30 freq=10]변화무쌍[/wave]해야 하네! 알겠나?", + "GAUNTLET_DARWIN_ANSWER": "남이 이끄는 대로 무작정 따르는 사람은 아닐세만, 이번만큼은 예외로 하겠네.", + "GAUNTLET_DECARTES_DEFAULT.m": "자네는 실존하는 존재인가? 내 눈에 보이는 것은 전부 신기루에 불과하다고 생각한다네... 내 거짓된 기억은 전부 실재하지 않는다고 말이야.", + "GAUNTLET_DECARTES_DEFAULT.n": "자네는 실존하는 존재인가? 내 눈에 보이는 것은 전부 신기루에 불과하다고 생각한다네... 내 거짓된 기억은 전부 실재하지 않는다고 말이야.", + "GAUNTLET_DECARTES_DEFAULT.f": "자네는 실존하는 존재인가? 내 눈에 보이는 것은 전부 신기루에 불과하다고 생각한다네... 내 거짓된 기억은 전부 실재하지 않는다고 말이야.", + "GAUNTLET_DECARTES_QUESTION": "좋은 지능을 가진 것만으로는 충분하지 않다. 그것을 잘 사용하는 것이 더 중요하지! 자, 우리 상대를 지능으로 압도하자!", + "GAUNTLET_DIOGENES_QUESTION": "함께 싸우도록 하지. 아무도 해치지 않는 철학자가 전투에서 무슨 소용이겠나?", + "GAUNTLET_DECARTES_ANSWER": "자네 계획에 탐탁치 않은 부분은 있지만, 지혜는 의심에서 비롯하는 법이지.", + "GAUNTLET_DIOGENES_DEFAULT": "전투? 갈등? 아니. 인간을 해치는 것은 오로지 그 자신뿐!", + "GAUNTLET_DIOGENES_ANSWER": "나는 내가 무지하다는 사실 외에는 아는 것이 없으니 시키는 대로 따르겠다!", + "GAUNTLET_EPICURUS_DEFAULT": "정의는 해치거나 해를 당하지 않기 위한 일종의 약속. 오늘 이 자리에 정의는 없다.", + "GAUNTLET_EPICURUS_ANSWER": "좋다. 다만 잘 사는 법과 잘 죽는 법은 같다는 걸 명심하도록!", + "GAUNTLET_EPICURUS_QUESTION.n": "용기는 고난과 역경을 극복함으로써 함양되지. 그러니 용기를 끌어내 봐라!", + "GAUNTLET_EPICURUS_QUESTION.m": "용기는 고난과 역경을 극복함으로써 함양되지. 그러니 용기를 끌어내 봐라!", + "GAUNTLET_EPICURUS_QUESTION.f": "용기는 고난과 역경을 극복함으로써 함양되지. 그러니 용기를 끌어내 봐라!", + "GAUNTLET_KARL_QUESTION": "우리가 얻을 것은 세계다! 승리를 쟁취하자!", + "GAUNTLET_KARL_DEFAULT": "우리는 연민을 품고 있지도, 네 연민을 기대하지도 않는다.", + "GAUNTLET_KARL_ANSWER": "좋다! 유언 따위는 생전에 할 말을 다 못한 얼간이나 하는 법이지!", + "GAUNTLET_PLATO_QUESTION": "용기란 곧 두려워하지 않을 대상을 아는 것. 우리는 용기로써 싸우리라!", + "GAUNTLET_PLATO_DEFAULT": "인간의 자질이란 힘으로 무엇을 하느냐로 가늠할 수 있지. 그래서, 자네는 자신의 힘으로 무엇을 했지?", + "GAUNTLET_SOCRATES_DEFAULT": "유일한 선은 지식이요, 유일한 악은 무지다... 명심하도록.", + "GAUNTLET_SOCRATES_QUESTION": "모든 행동에는 저마다의 즐거움과 대가가 따르는 법. 행동하기 전에 매번 그걸 명심해라!", + "GAUNTLET_PLATO_ANSWER": "알겠습니다. 목숨을 걸고 싸웁시다! 전쟁은 오직 죽어서야 끝나기 마련이니.", + "GAUNTLET_SOCRATES_ANSWER": "네 지혜를 믿겠다. 그러나 진정한 지혜는 오직 하나, 자신의 무지를 깨닫는 것이다.", + "GAUNTLET_ZHUANGZI_DEFAULT": "삶에는 끝이 있지만, 앎에는 끝이 없다.", + "GAUNTLET_ZHUANGZI_ANSWER": "큰 지혜는 여유롭지만, 작은 지혜는 좀스럽다.", + "GAUNTLET_ZHUANGZI_QUESTION": "삶에 몸부림치지 마라. 그러면 변화가 찾아올 것이다.", + "GAUNTLET_MISS_MIMIC_DEFAULT": "맛있어 보이는구나.", + "GAUNTLET_KAYLEIGH_QUESTION": "저 둘은 강한 것 같아. 내가 지원할 테니 마음껏 싸워 봐!", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]다 가지고 논 후에는 내가 먹게 해줘![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]히히, 좋은 계획이야![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "좋아, 네 계획대로 하자!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "저건 [wave amp=30 freq=5]나잖아[/wave]... 적어도 이 각도에서 보니 머리카락은 예뻐 보이네!", + "GAUNTLET_MEREDITH_QUESTION": "좋아. 내게 좋은 생각이 있어. 저 녀석들이 때리는 것보다 더 세게 때리는 거야. 어때?", + "GAUNTLET_MEREDITH_DEFAULT": "아, [shake rate=30 level=10]끝내주네[/shake]. 이번엔 또 무슨 일에 휘말린 거지?", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "이상하네. 그럼 나 자신과 싸워 볼까.", + "GAUNTLET_MEREDITH_ANSWER": "어휴. 우리가 지겠지?", + "GAUNTLET_EUGENE_DEFAULT": "쓰러뜨려야 할 방해꾼이 더 나타났군. [shake rate=30 level=10]끝내주는데![/shake]", + "GAUNTLET_EUGENE_QUESTION": "본때를 보여주자고, 친구!", + "GAUNTLET_EUGENE_ANSWER": "끝내주는 계획이야! [shake rate=30 level=10]그럼 어디 싸워 볼까![/shake]", + "GAUNTLET_EUGENE_PARTNER_REACTION": "저건 나잖아? 미래의 나인가?[pause] 아니면 과거?[pause] 뭐, 상관없지. 어차피 우리가 이길 거니까!", + "GAUNTLET_FELIX_QUESTION": "저 녀석들과 싸워야 하는 모양이네. 이번에는 네가 앞장서서 싸울래?", + "GAUNTLET_FELIX_DEFAULT": "이건 또 무슨 일이람.", + "GAUNTLET_FELIX_ANSWER": "좋아. 네 계획대로 하자.", + "GAUNTLET_FELIX_PARTNER_REACTION": "점점 더 이상해지네...", + "GAUNTLET_VIOLA_DEFAULT": "우리의 철학에서 말하는 것이 이 세상의 전부는 아니오, 나의 적수여.", + "GAUNTLET_VIOLA_PARTNER_REACTION": "이렇게 자신과 맞설 때야말로 한 인간의 진가가 드러나기 마련... 자, 저 그림자들과 싸웁시다!", + "GAUNTLET_VIOLA_QUESTION": "자, 적들과 머릿수를 맞춥시다!", + "GAUNTLET_VIOLA_ANSWER": "좋소! 그럼 어디 시작해 봅시다!", + "GAUNTLET_CLEMENCE_DEFAULT": "봉주르! 우리 만난 적 있던가? 아니야... 그런 얼굴이라면 분명 기억했겠지!", + "GAUNTLET_CLEMENCE_QUESTION": "우리 [wave amp=30 freq=10]손님[/wave]들을 잘 대접해 줘야겠지?", + "GAUNTLET_CLEMENCE_ANSWER": "좋은 생각이야! 그럼 어디 계획대로 할 수 있을지 볼까?", + "GAUNTLET_DORIAN_QUESTION": "좋아. [shake rate=30 level=10]좋은 계획이 있어[/shake]! 적들이 [shake rate=30 level=10]날[/shake] 때리지 못하게 네가 주의를 끌고 있으면, 그 사이에 내가 대책을 세워 볼게! 어때?", + "GAUNTLET_DORIAN_DEFAULT": "대화로 풀 생각은 없어 보이는걸. 안타깝기도 하지!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "으으... 귀신이라도 보는 것 같네...", + "GAUNTLET_DORIAN_ANSWER": "좋아, 안 될 것 없지! 그럼 어디 [shake rate=30 level=10]놀아 볼까![/shake]", + "GAUNTLET_HOYLAKE_DEFAULT": "괴물 변신이라... 기괴하기도 하지! 내가 그런 야만적인 일까지 해야 하다니...", + "GAUNTLET_FRANKIE_QUESTION": "좋아, [wave amp=30 freq=10]파트너[/wave]! 내가 앞장설 테니까 지원해. 승리는 따 놓은 당상이야!", + "GAUNTLET_FRANKIE_DEFAULT": "[wave amp=30 freq=10]이게 어떻게 된 거지[/wave]? 너무 깊게 생각하지 말아야겠다. 그럼 [shake rate=30 level=10]멋지게[/shake] 싸워 보자고!", + "GAUNTLET_FRANKIE_ANSWER": "알았어! 아이, [shake rate=30 level=10]신난다[/shake]!", + "GAUNTLET_HOYLAKE_ANSWER": "아주 훌륭한 전략이야! 자, 그럼 한바탕 신나게 싸워 보자!", + "GAUNTLET_HOYLAKE_QUESTION": "상대의 전략을 분석하고 그에 대한 대책을 세운 다음, 단호하게 공격하자! 어때, 친구?", + "GAUNTLET_JACQUELINE_DEFAULT": "[shake rate=30 level=10]더는[/shake] 못 지나갑니다!", + "GAUNTLET_KIRBY_DEFAULT": "아주 특이한 실험이 되겠군!", + "GAUNTLET_JACQUELINE_QUESTION": "저 침입자들에게 자비를 보이지 마세요. 알겠습니까?!", + "GAUNTLET_JACQUELINE_ANSWER": "알겠습니다. 저들의 움직임을 놓치지 마세요!", + "GAUNTLET_KIRBY_QUESTION": "내가 적의 전략을 분석해서 절묘한 전략을 세울게. 전력을 다해 녀석들을 공격해 줘.", + "GAUNTLET_MERCHANT_DEFAULT": "[wave amp=30 freq=5]여긴 또 어디야[/wave]? 뭐, 상관없지!", + "GAUNTLET_KIRBY_ANSWER": "좋은 생각이야. 그럼 실험을 시작해 볼까?", + "GAUNTLET_PENSBY_QUESTION": "난 싸움에는 별 소질이 없지만, 괜찮다면 치유 기술로 지원해 줄게!", + "GAUNTLET_MERCHANT_QUESTION": "난 이게 다 무슨 일인지 [wave amp=30 freq=10]전혀[/wave] 모르겠으니까, 네가 시키는 대로 할게.", + "GAUNTLET_MERCHANT_ANSWER": "좋아! 그나저나 남는 옷 좀 있어? 슬슬 쌀쌀해지는데.", + "GAUNTLET_PENSBY_DEFAULT": "히포크라테스 선서에는 어긋나겠지만, 이번만큼은 예외로 해야지.", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]미안, 더 나아가게 둘 수는 없어.[/wave]", + "GAUNTLET_PENSBY_ANSWER": "뭐, 어차피 [wave amp=30 freq=10]더 좋은[/wave] 생각이 있는 것도 아니니까!", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]우리가 이기려면 완벽하게 합을 맞춰야 해...[/wave]", + "GAUNTLET_VIN_QUESTION": "[shake rate=30 level=10]치명적인 일격[/shake]을 가하자!", + "GAUNTLET_VIN_DEFAULT": "와라, 이 겁쟁아! [shake rate=30 level=10]전력을 다해 덤벼라[/shake]!", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]좋아, 널 믿을게...[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "빛과 어둠이 하나되어 적당히 선선한 그늘을 만들지니! [pause]선과 악의 싸움이 [wave amp=30 freq=10]시작된다[/wave]!", + "GAUNTLET_VIN_ANSWER": "네가 앞장서면 보조를 맞출게. [shake rate=30 level=10]본때를 보여주자[/shake]!", + "GAUNTLET_DOG_DEFAULT": "멍!", + "GAUNTLET_KUNEKO_QUESTION": "저 악당들에게 [wave amp=30 freq=10]힘을 합치면 무적[/wave]이라는 걸 보여주자고요!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "너한테서는 정말 벗어날 수가 없네, 쿠네코!", + "GAUNTLET_BUFFY_DEFAULT": "몸 상태는 좀 어때? 싸우다가 무리하지 않게 조심하라고!", + "GAUNTLET_KUNEKO_ANSWER": "알았어요! 녀석들이 [wave amp=30 freq=10]전투의 바람[/wave]을 느끼게 해 주죠!", + "GAUNTLET_CODEY_QUESTION": "[wave amp=30 freq=10]파워 리미터[/wave]를 해제하고 전력을 다할게. 알았지?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]그렇게 하자[/wave]! 운동이 되면 좋겠네!", + "GAUNTLET_BUFFY_QUESTION": "이렇게 하자. 내가 [wave amp=30 freq=10]놈들의 힘을 빼 놓으면[/wave], 네가 마무리하는 거야! 어때?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]오늘 운이 좀 따르는 것 같아?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]저 애송이들은 내가 알아서 처리할게. 넌 하고 싶은 대로 해.[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "새로운 적이잖아? 내 [shake rate=30 level=10]전력[/shake]을 발휘해 볼까!", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]형편없는 계획이네.[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "그러니까, '싸워서 이긴다\\'는 계획이지? 좋아, 그렇게 하자고.", + "GAUNTLET_DREADFUL_DEFAULT": "이런, 우주 차원에서 [wave amp=30 freq=5]깜빡[/wave] 잠들어서 정거장을 놓치고 말았어... 여기는 대체 어디지?", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]안녕하십니까[/wave]! 지금 여러분은 [wave amp=30 freq=10]시공간[/wave] 너머 어딘가에서 생방송으로 전해드리는 시빌 라디오와 함께하고 계십니다!", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]안녕[/wave]! 특별 게스트한테 우리 실력을 보여줄까?", + "GAUNTLET_CYBIL_ANSWER": "알았어! 그럼 [wave amp=30 freq=10]한바탕 놀아볼까[/wave]!", + "GAUNTLET_DREADFUL_QUESTION": "[shake rate=30 level=10]이런[/shake], 이거 고생 좀 하겠는데! 얘기는 여기까지 하고 한바탕 싸워 볼까?", + "GAUNTLET_GLADIOLA_DEFAULT": "나는 [wave amp=30 freq=10]언제[/wave] [wave amp=30 freq=10]어디서든[/wave] 어둠 앞에서 움츠러들지 않을 것이다! [pause]자, 덤벼라!", + "GAUNTLET_DREADFUL_ANSWER": "좋아, 그렇게 하자!", + "GAUNTLET_GLADIOLA_QUESTION": "알려진 정보가 하나도 없는 적이다. [pause]주저하지 말고 공격해라. 알겠나?", + "GAUNTLET_HEATHER_DEFAULT": "[wave amp=30 freq=10]안녕하세요, 기상 캐스터 헤더입니다[/wave]![pause] 오늘의 날씨는... 저도 잘 모르겠네요...", + "GAUNTLET_GLADIOLA_ANSWER": "알겠다. 적들에게 [shake rate=30 level=10]내 검술[/shake]을 맛보여 주지!", + "GAUNTLET_HEATHER_ANSWER": "좋은 생각이에요! [wave amp=30 freq=10]천둥 벼락[/wave]처럼 공격하죠!", + "GAUNTLET_HEATHER_QUESTION": "자, 이렇게 하죠! 제가 폭풍처럼 몰아쳐서 상대의 [wave amp=30 freq=10]혼을 빼놓으면[/wave], 뒤이어 당신이 [wave amp=30 freq=10]격렬한[/wave] 난기류처럼 몰아치는 거예요! 어때요?", + "GAUNTLET_JUDAS_DEFAULT": "목표를 포착했다...", + "GAUNTLET_JUDAS_QUESTION": "잘 들어, 애송이. 네가 정찰하는 동안 내가 적의 급소를 노릴게. 알았어?", + "GAUNTLET_LODESTEIN_DEFAULT": "힘은 다 [wave amp=30 freq=10]충전됐어[/wave]! 그럼 시작할까?", + "GAUNTLET_JUDAS_ANSWER": "알았어. 임무... [shake rate=30 level=10]개시![/shake]", + "GAUNTLET_LODESTEIN_QUESTION": "이렇게 하자. 내가 번개 공격으로 [wave amp=30 freq=10]충전하고[/wave] 진입할 테니까, 넌 후방에서 추가 타격을 가하는 거야. 어때?", + "GAUNTLET_LODESTEIN_ANSWER": "알았어. 짜릿한 맛을 보여주자고!", + "GAUNTLET_SKIP_DEFAULT": "[shake rate=30 level=10]쓰레기 청소[/shake] 시간이군!", + "GAUNTLET_SKIP_QUESTION": "좋은 생각이 있어! 녀석들을 [wave amp=30 freq=10]쓰레기[/wave]처럼 [wave amp=30 freq=10]내다 버리는 거야[/wave]! 어때?", + "GAUNTLET_WALLACE_DEFAULT": "오늘 [wave amp=30 freq=10]철거 작업[/wave]은 예정에 없었지만, 시간 좀 내지 뭐. 좋아, 누구부터 덤빌래?", + "GAUNTLET_SKIP_ANSWER": "좋은 계획이네. [wave amp=30 freq=10]저 쓰레기들을 치워 버리자[/wave]!", + "GAUNTLET_WALLACE_QUESTION": "내가 [wave amp=30 freq=10]놈들의 방벽을 허물면[/wave] 네가 공격해. 알았지?", + "GAUNTLET_WALLACE_ANSWER": "[wave amp=30 freq=10]좋아[/wave]! 우리 실력을 보여주자고!", + "GAUNTLET_ZEDD_DEFAULT": "자다가 이제 일어났어... 지금 우리 싸워야 되는 거야?", + "GAUNTLET_ZEDD_QUESTION": "피곤하네. 난 낮잠이나 잘 테니 네가 알아서 해. 알았지?", + "GAUNTLET_CLOWN_DEFAULT": "오오, 허상들이여! 우리 모두는 저마다 다른 의미에서 허상이라 할 수 있지. 안 그런가?", + "GAUNTLET_IANTHE_IANTHE1": "네가 [wave amp=30 freq=10]누군지는 몰라도[/wave]... [pause]우릴 당해낼 수 있다고 생각한다면 큰 오산이야.", + "GAUNTLET_ZEDD_ANSWER": "어... 그래. 네 계획대로 하자고.", + "GAUNTLET_IANTHE_WILMA2": "우리가 지금 [wave amp=30 freq=10]진지하다는 걸[/wave] 보여줘야 할 것 같아, 여보!", + "GAUNTLET_ALEPH_DEFAULT": "우리 만난 적이 있던가? 아닌 것 같은데... 왠지 낯익은 얼굴이군. 아주 흥미로워.", + "GAUNTLET_ALEPH_QUESTION": "이 녀석은 약해 보이는군. 네가 나 대신 빨리 해치워 줄래?", + "GAUNTLET_ALEPH_ANSWER": "너 하고 싶은 대로 해. 난 그냥 저 녀석들을 죽이고 여길 떠날 거니까.", + "GAUNTLET_ALICE_DEFAULT": "우리 모두 미쳤어. 나도 미쳤고, 너도 미쳤고. 우리가 미치지 않고서야 지금 이곳에 있겠어?", + "GAUNTLET_ALICE_QUESTION": "갈수록 요상하다, 요상해! 벌레가 우리 길을 막고 있네. 밟아서 죽여 버릴까?", + "GAUNTLET_ALICE_ANSWER": "네 계획대로 하자! 저 녀석들의 목을 베!", + "GAUNTLET_HELIA_QUESTION": "저 둘에게 태양의 빛을 느끼게 해주자.", + "GAUNTLET_CUBE_DEFAULT": "만물에 존재하는 불완전한 각도가 네게서도 보인다. 흉물스럽기 짝이 없군.", + "GAUNTLET_CLOWN_QUESTION": "제가 저 녀석들을 웃길 테니, 당신이 눈물을 쏙 빼 주세요. 알았죠?", + "GAUNTLET_CLOWN_ANSWER": "멋진 계획이네요! 저 녀석들 얼굴에 미소를 띠워 주죠!", + "GAUNTLET_CUBE_QUESTION": "어긋난 각도! 놈들의 어긋난 각도를 바로잡아라!", + "GAUNTLET_CUBE_ANSWER": "좋다. 저들의 불완전함을 바로잡아 주자.", + "GAUNTLET_HELIA_DEFAULT.m": "나는 융합이 있는 곳이라면 어디든 존재한다. 그러면 싸워 볼까, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.f": "나는 융합이 있는 곳이라면 어디든 존재한다. 그러면 싸워 볼까, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.n": "나는 융합이 있는 곳이라면 어디든 존재한다. 그러면 싸워 볼까, {player.to_upper}?", + "GAUNTLET_HELIA_ANSWER": "알겠다.", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "감히 네 필멸성을 의심하느냐? \\n감히 네 취약함을 이해하느냐?\\n아니, 너는 겁에 질려 있다.", + "GAUNTLET_LENNA_DEFAULT": "이건 어떤 시드의 세계지? 어느 시간대고? [pause]뭐, 상관없겠지. 눈앞에 적이 보이면 싸울 뿐!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "그래! 놈들에게 진정한 죽음을 보여 주자!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "이 인간들이 종종 잊곤 하는 죽음의 공포를 다시 새겨 주자.", + "GAUNTLET_LENNA_ANSWER": "알았어. 자, 이제 실력을 겨루자!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "함께 싸우는 건 오랜만이네. 정말 괜찮겠어, 페이지?", + "GAUNTLET_LENNA_QUESTION": "누구에게나 약점은 있어. 그 약점을 제때 공격하기만 하면 돼. 알았지?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "고맙지만 걱정할 필요 없어! 네가 얘기한 이 [wave amp=30 freq=10]신기한 카세트 플레이어[/wave]를 써 보고 싶기도 하고!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "나는 언제 어디서든 그저 극복해야 할 장애물이 될 운명인가? [pause]아니, 그렇지 않아!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "운명, 시간... 지금은 아무것도 우리를 속박하고 있지 않아. 여기가 어디든 그게 [shake rate=30 level=10]무슨 상관이야[/shake]? [shake rate=30 level=10]재밌게[/shake] 놀아 보자고!", + "GAUNTLET_MAMMON_DEFAULT": "나는 네 마음을 읽을 수 있다. 너는 앞으로 나가고, 성장하고자 한다. 그리고 내가 앞길을 막고 있지.", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "알았다. 저 둘에게 진정한 [shake rate=30 level=10]게임 오버[/shake]가 뭔지 보여 주자!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "운명, 시간... 지금은 아무것도 우리를 속박하고 있지 않아. 여기가 어디든 그게 [shake rate=30 level=10]무슨 상관이야[/shake]? [shake rate=30 level=10]재밌게[/shake] 놀아 보자고!", + "GAUNTLET_SHADOW_LENNA_ANSWER": "좋아, 안 될 것 없지! 그럼 어디 [shake rate=30 level=10]놀아 보자고[/shake]!", + "GAUNTLET_MAMMON_QUESTION.n": "이 인간은 성장하고 싶어 한다. 우리가 그 앞길을 막고 있고. 그러니 힘으로써 저들을 막는 것이 우리의 역할이다.", + "GAUNTLET_MAMMON_QUESTION.m": "이 인간은 성장하고 싶어 한다. 우리가 그 앞길을 막고 있고. 그러니 힘으로써 저들을 막는 것이 우리의 역할이다.", + "GAUNTLET_MAMMON_QUESTION.f": "이 인간은 성장하고 싶어 한다. 우리가 그 앞길을 막고 있고. 그러니 힘으로써 저들을 막는 것이 우리의 역할이다.", + "GAUNTLET_MAMMON_ANSWER": "네 전략에 동의한다. 우리 적이 그 전략을 이겨낼 수 있을지 보자.", + "GAUNTLET_MORGANTE_DEFAULT": "검을 쥐고 덤비든, 카세트 플레이어를 들고 덤비든, 너희 인간은 절대 변하지 않는구나.", + "GAUNTLET_MAMMON_EUGENE_REACTION": "재대결인가? [shake rate=30 level=10]덤벼![/shake]", + "GAUNTLET_MORGANTE_ANSWER": "알겠다.", + "GAUNTLET_MORGANTE_QUESTION": "진정한 저항의 힘을 선보이는 데 남의 도움은 필요 없다. 물러서라.", + "GAUNTLET_PUPPET_DEFAULT": "내 인형들이냐? 아니, 그냥 길을 잃은 인간들이구나. \\n그래도 가지고 놀아야겠다.", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "나를 위해 불타러 온 거냐?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "좋다. 저 인간들에게 빛을 보여 주자.", + "GAUNTLET_MOURNINGSTAR_QUESTION": "천상의 빛으로 저들을 불태우자.", + "GAUNTLET_MONARCH_DEFAULT": "와라. 네 공허한 영혼을 먹어 치워 주마.", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "휴. 또 이 녀석이네.", + "GAUNTLET_ROBIN_QUESTION": "내가 열의 넘치는 관객들에게 악몽의 오페라를 선사하겠다. 어떠냐?", + "GAUNTLET_ROBIN_DEFAULT": "위로, 아래로. 위로 아래로.\\n나는 들에서나 마을에서나 두려움의 대상이지!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "휴, 이 늙은 몸뚱이로 싸우자니 [wave amp=30 freq=10]많이[/wave] 힘들었습니다.", + "GAUNTLET_ROBIN_ANSWER": "좋아! 그러면 공연을 시작하지!", + "GAUNTLET_TOWER_DEFAULT": "내 진실이 네 진실보다 우월하다! 그 사실을 받아들여라!", + "GAUNTLET_TOWER_QUESTION": "무지의 빛으로 저 인간들을 계몽하자!", + "GAUNTLET_TOWER_ANSWER": "좋은 계획이군!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "하지만 이번에는 저도 참여할 차례군요!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "멀라인 님과 저는 당신이 도전을 진행하는 모습을 매우 기쁜 마음으로 지켜봤습니다.", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "할 수 있다면 저를 쓰러뜨려 보세요, {player} 님. 멀라인 님께서 힘을 빌려주셨으니, 봐주실 필요는 없습니다!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "제게는 좀 작아지던 참이었으니, 가지셔도 됩니다! 저는 이미 더 큰 모자로 옮겼으니까요. 어떠신가요?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "자, 이걸 받으세요. 당신에겐 그럴 자격이 있습니다!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "[wave amp=30 freq=10]마법사[/wave]가 된 것 같아!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "앞으로 점점 더 강한 상대가 나타날 겁니다. 얼마나 나아가실 수 있을지 기대하고 있겠습니다!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "이상한 냄새가 나는데...", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "이번 상대는... 도로게잖아?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "이번 상대는... 도로게잖아?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "이번 상대는... 도로게잖아?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "이번 상대는... 도로게잖아?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "식은 죽 먹기겠네!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "이번 상대는... 도로게잖아?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]넌 괴물을 만들어 낸 것이다![pause] 오늘 피조물이 창조자를 쓰러뜨리리라!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "평소의 도로게보다 커 보이는데...", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]나를 기억하나, {player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "음...", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]나를 기억하냐는 말이다. 네가 뉴위럴에 온 첫날, 잔인하게도 모래 속으로 파묻은 [wave amp=30 freq=10]하찮은[/wave] 도로게를.", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "저희 게임을 플레이해 주셔서 감사합니다! 게임은 즐거우셨나요?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]우리의 몸이 닿는 그 순간, 네 그림자... 네가 부정하는 최악의 면모들이 내게 새겨져 자아를 부여해 줬지.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]우리의 몸이 닿는 그 순간, 네 그림자... 네가 부정하는 최악의 면모들이 내게 새겨져 자아를 부여해 줬지.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]나는 한동안 네 뒤를 따라다녔다. 항구촌의 그림자에 숨은 채 너와 네 공범들이 모든 몬스터를 말살하려는 음모를 꾸미는 것을 지켜봤지. 그 이후로 나는 이 순간에 대비해 수련을 거듭했다. 우리의 마지막 대결을 위해!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]우리의 몸이 닿는 그 순간, 네 그림자... 네가 부정하는 최악의 면모들이 내게 새겨져 자아를 부여해 줬지.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]넌 괴물을 만들어 낸 것이다![pause] 오늘 피조물이 창조자를 쓰러뜨리리라!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]나는 한동안 네 뒤를 따라다녔다. 항구촌의 그림자에 숨은 채 너와 네 공범들이 모든 몬스터를 말살하려는 음모를 꾸미는 것을 지켜봤지. 그 이후로 나는 이 순간에 대비해 수련을 거듭했다. 우리의 마지막 대결을 위해!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]나는 한동안 네 뒤를 따라다녔다. 항구촌의 그림자에 숨은 채 너와 네 공범들이 모든 몬스터를 말살하려는 음모를 꾸미는 것을 지켜봤지. 그 이후로 나는 이 순간에 대비해 수련을 거듭했다. 우리의 마지막 대결을 위해!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]내 전략?[pause] [wave amp=30 freq=10]간단하다![pause] 자비 없이, 구별 없이 학살하는 것!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]나는 온 뉴위럴뿐만 아니라 저 너머 다른 세계들까지 여행했다. 그러면서 온갖 짐승, 대천사, 인간과 싸웠지. 내게 쓰러진 상대가 [wave amp=30 freq=10]수백만[/wave]에 달한다!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]넌 괴물을 만들어 낸 것이다![pause] 오늘 피조물이 창조자를 쓰러뜨리리라!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "[shake rate=30 level=10]붉은 왕이 내게 힘을 빌려준다![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "[shake rate=30 level=10]내가 잠재적으로만 존재하긴 하지만, 내 심장에서 불타는 분노는 진짜다![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]네 전략은 이미 파악했다, {player}. 저번처럼 쉽게 이길 수는 없을 것이다!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]오늘은 아니더라도, 언젠가 [wave amp=30 freq=10]반드시[/wave] 널 죽이겠다, {player}...", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "저희 게임을 플레이해 주셔서 감사합니다! 게임은 즐거우셨나요?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "저희 게임을 플레이해 주셔서 감사합니다! 게임은 즐거우셨나요?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "아니... 네!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "네!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "잠깐, 왜 아니라고 못하는 거죠?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "잘됐네요! 그러면 가서 리뷰를 남겨 주세요. 저희에게 큰 도움이 된답니다! 작성한 후에 이 대화를 재개하면 깜짝 선물을 드릴게요.", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "리뷰 작성했어요!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "좋습니다. 이제 그 즐거움을 망쳐드릴 테니 준비 단단히 하세요. 이 전투에만 버그와 해킹 기술을 추가했어요. 공정한 싸움을 기대하지는 않으셨길 바라요!", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "끝내주는 노래를 틀자!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "저희는 힘을 합칠 때 가장 강하죠...", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "아직 시작에 불과해요!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "이 노래는 짜증 나네. 다른 걸로 틀자!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "짜증 나는 순간들,[pause] 불편했던 점들...[pause] 전부 저희가 의도한 대로입니다!\\n\\n재미를 망쳐 드리죠!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "다음 기술은 아직 테스트를 안 해 봤습니다.\\n\\n어떻게 되는지 한번 보죠!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "서니! 여기서 만나다니 의외네!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "어... 전부 의도한 겁니다.", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "이, 이럴 수가!?[pause]\\n\\n아...[pause] 그러니까...[pause] 잘하셨어요!\\n시험을 통과하셨네요!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]{player}, 왔구나! 고마워...[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "착각하지는 마세요. 방금 일어난 일은 전부 저희가 계획한 대로니까요.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "사실...[pause] 그냥 한도를 높여 드릴게요.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "그나저나, 도전을 이보다 더 진행하시면 상대가 레벨 한도에 도달할 겁니다.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "도전 외의 전투가 너무 쉬워지면, 레벨 조정 설정이 있다는 것 잊지 마세요!", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "됐습니다! 이제 레벨 한도가 999로 바뀌었으니 계속 플레이하실 수 있어요.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "뭔가 보인다면, 사실 존재하지 않을 가능성이 큽니다. 보고, 죽이고, 제거하세요.", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "안내 방송", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "정신 오염 예방은 사소한 습관에서 시작됩니다. 출구마다 정신 소독기가 비치되어 있습니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "잊고 가시는 물건이 없는지 확인하세요. 방치된 물품은 훌륭한 저녁 식사를 대접받게 됩니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "이 열차의 정차역은 크루, 엘름위치, 지킬과 하이드 공원, ?????, 캠벌롯, 우르 위럴, 모든 곳, 없는 곳, 아아아아-", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "다음 정거장이 혼잡하여, 우리 열차의 크루역 도착 예정 시간은 약 12,361년 지연되었습니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "무한한 수의 노약자, 장애인, 임산부가 열차에 탑승하면 현재 좌석 번호에서 2를 곱한 번호의 좌석으로 이동하여 자리를 양보해 주세요.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "다음 정거장은 크루역. 크루역입니다. 내리실 분은 현지 관습을 존중하여 인간의 형체를 갖춰 주세요.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "예기치 못한 감압 상황 발생 시 자동으로 산소 마스크가 제공됩니다. 아황산 가스가 필요하신 분께서는 직원에게 텔레파시로 알려 주시기 바랍니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "열차가 멸망한 세계에 정차하면 하차하지 마세요. 열차가 다시 출발할 때까지 팔, 다리 등 모든 신체 부위를 열차 밖으로 내미시면 안 됩니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "긴급 상황 발생 시에는 다음 절차를 따라 비상 알람을 작동해 주세요.\\n(1) 덮개를 들어올리세요. (2) 레버를 당기세요. (3) 죽음을 기다리세요.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "다른 승객과 눈을 마주치거나 대화를 시도하지 마세요. 이 규칙을 위반하면 시간 루프 징역형과 2,000파운드 벌금형을 받을 수 있습니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "몸이 안 좋으신 승객분께서는 텔레파시로 직원에게 알려 주시면 가장 가까운 격리 세계로 안내해 드리겠습니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "이 열차에 탑승하시는 것은 내적 개인정보 수집에 동의하는 것으로 간주됩니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "이 열차에는 CTCTV가 작동 중입니다. 여러분의 안전을 위해 규칙 위반 행위를 방지할 수 있도록 닫힌 시간꼴 곡선이 감시될 수 있습니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "이 열차에서는 소매치기 및 잠재적 존재가 활동하니 주의하시기 바랍니다. 자신의 실존성은 항상 안전하게 보관하여 주세요.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "이 열차에 탑승하고 있는 동안에는 자신의 존재를 의심하는 행위를 삼가하여 주세요.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "이 열차는 금연 구역입니다. 자연 발화 시 2,000파운드의 벌금형이 내려질 수 있습니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "이 열차에 탑승하고 있는 동안에는 모든 거울을 가려 두어야 합니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "그림자 같은 형체에 붉은 눈을 한 자신의 도플갱어가 보인다면, 즉시 직원에게 신고하여 주세요.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "########의 크기가 증가함에 따라, 본 노선은 크루역을 통과하는 대체 경로로 우회합니다. 승객 여러분께 불편을 끼쳐 죄송합니다.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "툴파는 상시 목줄을 착용하고 있어야 합니다.", + "RANGER_TRADER_STICKER_FUSION2": "이제 몬스터 융합에는 도가 텄으니, [wave amp=30 freq=10]스티커도 융합해 보는 게 어떠니[/wave]?", + "RANGER_TRADER_STICKER_FUSION1": "안녕. 오늘은 새 서비스를 제공하려고 해. 너도 관심이 있을 것 같구나.", + "RANGER_TRADER_STICKER_FUSION3": "주된 효과를 가져올 스티커 하나를 고른 다음, 희귀나 고급 능력치를 추가로 가져올 두 번째 스티커를 고르면 된단다. 그러면 두 스티커의 좋은 점들을 조금씩 가진 새 스티커로 합쳐지지!", + "RANGER_TRADER_STICKER_FUSION4": "스티커 융합은 취소할 수 없기 때문에 원래 스티커는 영영 사라지고 말아. 하지만 신중하게 융합한 스티커는 아무리 약한 테이프도 무적으로 만들어 주지!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]저기... {player}...[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "자, 그럼 필요한 거 있니?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "무슨 일이야, 서니?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]해야 할 일이 있어, {player}... [pause]마무리를 지어야 해...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "마무리?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]'투기단\\'에 대해 네게 말하지 않은 게 있어...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "무슨 뜻이야?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]우리에게 명령을 내린 그 '맘몬\\'이라는 짐승... 그리고 우리 모두는 서로 연결되어 있었어... 마치 보이지 않는 전화선처럼...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]하지만 대천사... 맘몬은... 사라졌지. 덕분에 이젠 머릿속에서 맘몬의 명령이 들리지 않아. [pause]하지만 다른 투기단의 생각은 여전히 들려...[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "무슨 말인지 알 것 같아. 너희들 사이에 있던 연결망 같은 게 아직 남아 있다는 거지? 넌 더 이상 [wave amp=20 freq=5]투기단의 일원[/wave]이 아닌데도 말이야.", + "SUNNY_QUEST_INTRO_MEREDITH6": "너희가 전부 연결되어 있다고? 텔레파시처럼? 좋아, 지금까지는 이해했어.", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "다른 투기단의 생각이 들린다고?!", + "SUNNY_QUEST_INTRO_FELIX6": "아, 그러니까 너를 포함한 투기단들이 텔레파시 같은 걸로 연결되어 있다는 거지?", + "SUNNY_QUEST_INTRO_VIOLA6": "무슨 말인지 알겠소. 참으로 흥미롭구려.", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}... 다른... [pause]'투기단\\'이[pause] 뭔가 꾸미고 있어. [pause]더는 투기단으로 살아갈 이유가 없는데도, 다른 삶을 살아갈 방법을 모르는 거야...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]녀석들이 위럴산에서 의논하는 목소리가 들려... 그곳을 본거지로 삼은 것 같아. [pause]무슨 일을 꾸미고 있는지 알아내야 해... {player}, 거기로 와 줄 수 있어?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "알았어. [pause]우리가 저 좀비 친구를 도와줘야겠지?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "서니가 옛 동료들을 막으러 나서겠다니 다행이야!", + "SUNNY_QUEST_INTRO_EUGENE9": "좋아, 우리가 도와주자! 서니가 많이 바뀌었네.", + "SUNNY_QUEST_INTRO_VIOLA9": "우리 친구 서니가 무사하면 좋겠구려. 우리가 도와주면 서니도 기뻐하지 않겠소?", + "SUNNY_QUEST_INTRO_FELIX9": "서니를 도와주면 재밌을 것 같지 않아?", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]{player}, 왔구나! 고마워...[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]아, 손님을 데려왔군. 아주 흥미로운 투자를 했는걸...[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]{player}, 왔구나! 고마워...[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]그리고 더는 이렇게 살아갈 필요 없어... 당신들은 이제 자유니까. [pause]우리 모두 말이야...[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]아니... 당신은 이해 못 해! 사람은 \\\"투자\\\"가 아니야... [pause]사람은 사람이라고...[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]무슨 꿍꿍이인지는 몰라도, 우린 이제 하고 싶은 건 뭐든 할 수 있어. '투기단\\'으로 살아가는 게 아니라![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "말 한번 잘했어, 친구.", + "SUNNY_QUEST_PART1_KAYLEIGH6": "이래야 우리 서니지!", + "SUNNY_QUEST_PART1_EUGENE6": "바로 그거야, 서니! 네 말이 맞아.", + "SUNNY_QUEST_PART1_VIOLA6": "드디어 자신만의 결의를 찾았구려, 서니!", + "SUNNY_QUEST_PART1_FELIX6": "맞아!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]가만히 보고만 있지는 않을 거야, {player}... 이건 나의 싸움이기도 하니까![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]우리가 경제학에 대해 속성 과외를 해주도록 하지...[/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]사업가로서의 정신을 잃었군, 투기단원![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]흥... 여기서 볼일은 다 끝났다. [pause]이만 퇴근해야겠군. 우린 해야 할 일이 있어서 말이야...[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "[wave amp=20 freq=5]정말 대단했어[/wave], 서니!", + "SUNNY_QUEST_PART1_VIOLA11": "우리의 친애하는 벗 서니가 훌륭한 활약을 펼쳤구려!", + "SUNNY_QUEST_PART1_EUGENE11": "[shake rate=30 level=10]멋있었어[/shake], 서니! 아주 혼쭐을 내주던데!", + "SUNNY_QUEST_PART1_MEREDITH11": "멋진 몬스터 형태네, 서니.", + "SUNNY_QUEST_PART1_FELIX11": "멋진 몬스터 형태였어, 서니.", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "그 몬스터 테이프는 어디서 얻은 거야?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "그건 무슨 몬스터 테이프였어?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]내가 투기단과 맞서겠다고 했더니 이안테가 선물로 줬어...[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]이게 그 바퀴구나... [pause]정말로 그냥 커다란 바퀴였잖아... 이해가 안 돼...[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]응...? \\\"옛 본부 밑의 바퀴\\\"... [pause]그게 무슨 뜻이지...?[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]이곳에서 회의를 하고 있었어... 무슨 속셈인지 알아낼 단서가 있을 거야...[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]아! 늪지대에 있던 예전 본부... 그 밑에 뭔가 있는 거야![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}... 나랑 같이 너와 유진이 파괴한 옛 투기단 기지로 가줘... 투기단은 그곳에 있는 것 같아...[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]꼭 해야만 하는 일이야... 놈들을 막아서 내 예전 삶을 떨쳐내고 앞으로 나아가야 해...[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]솔직히 말하면 조금... 신나네...[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]응...? 이 문에 뭐가 달려 있어. 침입자를 막기 위한 장치인가? 어디 보자...[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]더 깊이 들어가야 할 것 같아...[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]내가 투기단인 줄 아나 봐! 들어가자, {player}.[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]남은 투기단이 전부 모여 있어... 분명 그럴 만한 이유가 있을 거야. [pause]\\\"바퀴\\\"라고 했던가...?[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]이봐- [pause]투기단원- [pause]복장 상태가 불량하군! 인사과에 보고할 거야![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]복장 규정에 어긋나지 않을지도...[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]짜증 나는 규제 기관 같으니...[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]기업 확장 계획을 막으러 온 건가? 내부 고발자는 딱 질색이라니까![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]바퀴는 우리 사업에 좋은 기회가 되어 줄 거다! 우리 회사 주가가 천장을 뚫겠군![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]산업 스파이인가? 그건 회사 방침 위반이야![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]오늘은 폭락장이군...[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]목소리가 들려... 저 앞에 있는 무언가 때문에 투기단이 무척 신났어... 느껴져...[/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]그래도... 회사 방침에 어긋나는 건 변함없어...[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]계속 가 보자...[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]참 아름답지 않나? 잘 봐 둬라... 이게 투기단 협의회의 미래... 바퀴다![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]예전 대표님께서... [pause]'해임\\'되셨을 때... [pause]투기단 본부는 수많은 직원들과 함께 이 섬 깊숙이 묻혀 버렸지...[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]하지만 이 어둠 속에서 우리는 새로운 기회를 발견했다...[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "대체 무슨 바퀴길래?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "이걸 어디에 쓴다는 거야?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]바퀴는 이 섬 밑에 있는 위대한 힘의 잊힌 일부다... [pause]수많은 세계를 관통하는 힘...[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "멀라인!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "이게 멀라인의 열차에서 나온 거라고?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]혹시 이 바퀴가... 우리 투기단을 잇는 '연결\\'을... 넓힐 수 있는 건가...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]대천사 맘몬이 자신을 섬기도록 만든 그릇... [pause]아니야...?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]어디 말해 봐라, 옛 사우여. [pause]우리 투기단이 어떤 존재인지 알고 있나?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]아니... 대천사는 새로운 걸 만들 수 없다! 기존에 존재하던 것을 바꾸는 힘만 있지... 이 바퀴가 네게 진실을 보여줄 거다![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]그러면... 우리는 어디서 온 거야...?[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]이 바퀴는 우리를 다른 시대, 다른 장소... 다른 투기단과 연결시켜 줄 수 있다. [pause]이걸로... 거래 관계를 맺고... 인수 합병을 진행하고...[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player}, 녀석들이 다른 세계와 접촉해서 새로운 투기단을 데려오려는 거야![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]그렇다! [pause]사업을 확장하는 거지! [pause]대규모 채용! 공격적인 확장![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]아니! 그렇게 내버려 두지 않겠어![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]뭐?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]나는 온 우주에서 지원군을 모집하고 있다![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "너한테 해로울지도 몰라...", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]끝장을 내자![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]아, 그래. 우리의 자본을 지킬 놋쇠 황소... [pause]딱 알맞군! 이거면 되겠어![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}...[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]아무도 나한테 이래라저래라할 수 없어...[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]나는 나야![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]우리가 이겼어... 함께...[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]바퀴가 내 \\\"진실\\\"을 보여줄 수 있다고...? 그게 무슨 뜻이었을까...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]대체 나라는 존재는 무엇일까...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "녀석이 한 말을 믿어도 될까?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "위험한 물건일지도 몰라...", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]우리를 연결하는... [pause]실타래가 보여. 손만 뻗으면 잡힐 것처럼 가까워...[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]찰나였지만 어떤 여자가 보였어... 그게 나인가? 내 옛 모습?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "괜찮아, 서니?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]이제 거의 다 됐어... 조금만 더 보면...[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]일에 너무 집중한 나머지 자기 자신을 잃고 비참하게 살았던 거야...[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]이 몸은... 내 몸은 원래 다른 사람의 것이었어. 그 사람만의 삶이 있었지만, 자신을 위한 인생은 아니었지...[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]그래서 맘몬에게 쉬운 먹잇감이었던 거고. 맘몬이 그녀를 잡아 와서... 그릇으로 만들었어.[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]나로 만든 거야...[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]이게 다가 아닐 거야... 우주 곳곳에 의미, 답이 더 있을 거라고... 더 깊은 곳을 들여다보기만 하면 돼...[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]으윽![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "조심해, 서니!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "여기까지 하는 게 좋겠어.", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]어... 우주를 너무 멀리까지 들여다봤나 봐. 잠시 이성을 잃었어... [pause]미안해.[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]안 돼![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player}, 이만 가자. 여기서 할 일은 더 없는 것 같아...[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "괜찮아?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "원하던 건 찾았어?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]나는...[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]바퀴가...[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]봤구나. [pause]네 기원을. [pause]네가 더 숭고한 목적을 위해 선택된 순간을. [pause]네가 주어진 역할에 맞게 다시 태어난 순간을 말이다![/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]나... 나는...[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]나는 서니일 뿐이야. 남이 뭐라고 하든 상관없어.[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]그냥 서니라고.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]부탁이야, {player}. 나한테 세상을 보여줘. 새로운 것들을! 볼 게 너무 많아! [pause]네가 뉴위럴을 떠나고 싶어 한다는 건 알지만...[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]그저 남이 시켰다고 투기단으로 살아가는 건 그만두고, 가끔은 자신이 원하는 대로 살아 봐.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]내가 투기단이 되기 전에도 이... [pause]몸이... [pause]내가 아니었다는 사실을 알게 되었지만...[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]흥.[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "몬스터는 뉴위럴에만 있는 것 같아.", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]그래도 바뀐 건 없어. 난 지금까지 해 온 것처럼, 앞으로도 내가 누군지 알아 가고 싶어.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]'다른 나\\'도 분명 이해할 거야.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]재밌는 시간을 보내고 싶단 말이야. [pause]알았지?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "서니가 당신이 살던 세계에 대해 다양한 질문을 했다.", + "RESTING_SUNNY_PLATONIC_2": "서니가 최근 꾼 꿈에 대해 들려 줬다.", + "RESTING_SUNNY_PLATONIC_3": "서니가 만족한 듯 조용히 앉아 있었다.", + "RESTING_SUNNY_DATING_1": "서니와 삶에 대한 그녀의 생각에 대해 진지하게 토론했다.", + "RESTING_SUNNY_PLATONIC_5": "서니가 최근 항구촌에 대해 새롭게 알게 된 사실들을 들려 줬다.", + "RESTING_SUNNY_PLATONIC_4": "서니와 함께 가벼운 대화를 나눴다.", + "RESTING_SUNNY_DATING_2": "서니가 그냥 궁금하다면서 당신의 옷 취향을 물어봤다.", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]사람들은 먹는 걸 참 좋아하네...[/wave]", + "RESTING_SUNNY_DATING_3": "서니와 함께 앉아 시간을 보냈다. 서니는 말이 없었지만, 만족한 듯했다.", + "RESTING_SUNNY_DATING_4": "서니는 별 말이 없었지만, 당신과 함께 있어 행복한 듯하다.", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]적어도 하루에 한 번은 식사를 하잖아![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "응?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "무슨 뜻이야?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "필요하니까!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "먹어야 살지!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]그래...? 이상하네...[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]난 아무것도 안 먹어도 괜찮은 것 같은데![/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]난 다른 사람들과 생각보다 많이 다른가 봐...[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]너희 세계의 하늘도 이곳처럼 아름다워, {player}?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "...많이 달라.", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]낮에는 해와 칠흑 같은 달이 하늘을 가로지르고... 밤에는 빙글빙글 돌며 함께 춤추는 빛들을 그 달이 집어 삼키고...[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "이렇게 안 생겼어.", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]참 멋지지 않아...?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "멋있어!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "나는 좀 오싹한 것 같은데.", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]헤... 역시 그럴 줄 알았어. 참 멋지지...[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]헤... 역시 그럴 줄 알았어. 참 멋지지...[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]헤... 너가 알던 하늘과는 많이 다를지도 모르겠네...[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]헤... 역시 그럴 줄 알았어. 참 멋지지...[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]헤... 너가 알던 하늘과는 많이 다를지도 모르겠네...[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]헤... 너가 알던 하늘과는 많이 다를지도 모르겠네...[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]저기, {player}... 너희 세상에도 카페가 있어...?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "아주 많아.", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]카페가 많다고...? 상상이 잘 안 되네...[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "아니. 카페는 여기가 처음이야!", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]우와! [pause]그러면 너한테는 이곳이 무척 신기하겠다...![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]너랑 케일리... 특별한 사이지...?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "맞아!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]그런 것 같더라. 내 친구들끼리 그렇게 가까운 사이라니 기쁘네...[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "그렇다고 할 수 있지.", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]그런 것 같더라. 내 친구들끼리 그렇게 가까운 사이라니 기쁘네...[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]그런 것 같더라. 내 친구들끼리 그렇게 가까운 사이라니 기쁘네...[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]나는 그렇게 가까운 사람이 없지만, 있으면 참 좋을 것 같아...[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]너랑 유진은 무척 가까운 사이 같던데, 맞지?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "맞아!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]그런 것 같더라. 유진은 많은 면에서 자신감이 넘치지만, 다른 사람은 잘 믿지 않잖아... 너라면 유진을 좋은 방향으로 이끌어 줄 수 있을 거야.[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "그렇다고 할 수 있지.", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]너희는 서로 잘 어울리는 것 같아...[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]이렇게 바람을 느끼고 있자면...[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]이 몸의 원래 주인은... 이렇게 머리카락이 바람에 날리는 걸 느낄 기회가 별로 없었을 것 같아...[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]어떻게 보면 나는 잃어버린 시간을 만회하고 있는 걸지도 몰라...[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]이 섬에 있는 사람들 중에 많은 이들이 길을 잃고 이곳에 왔다는 걸 생각하면 참 이상해...[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]사람이 만들어 낸 거지...?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]나는 길을 잃은 게 아니라, 오히려 이곳에서 내 정체성을 찾았으니까...[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]뉴위럴에서는 모두가 새롭게 시작할 수 있다고... 누구나 새 인생을 시작할 자격이 있다고 생각해...?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "그런 것 같은데.", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]뉴위럴은... 자신을 영영 잃을 수도, [pause]영영 찾을 수도 있는 곳이야...[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]케일리가 그랬지...[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "누구나 그런 건 아니지.", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]나도 그런 것 같아...[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]새 인생을 살아갈 자격이 없다니... 그런 사람은 만나고 싶지 않아...[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]'대천사\\'... [pause]그러니까, 맘몬 같은 존재들은...[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "비슷해...", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "친구?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "그런 셈이지.", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]그렇구나...[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]대천사는 인간보다 훨씬 강해 보이지만... 실제로 그렇지는 않을지도 몰라...[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]항구촌 사람들이 힘을 합치는 모습을 보면, 마치 하나가 된 것만 같아...[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]대천사가 강할지는 몰라도, 모두가 힘을 합치면 그 어떤 대천사라도 당해낼 수 없을 거야![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]요즘 생각을 좀 해봤는데...[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]혹시 배를 만들어서 바다를 건너면 이런 섬이 더 있으려나...?[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]뉴위럴은 바다에 둘러싸여 있잖아...[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]언젠가 새로운 곳이 보고 싶어지면 그렇게 해볼까 봐![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]이 몸이 원래 다른 사람의 것이었다면, 내가 그 사람의 호불호를 물려받은 걸까...?[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]난... 불빛이 비치는 네 모습이 좋아, {player}...[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]아니면 나만의 호불호인 걸까? [pause]궁금해...[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]우습게 들릴지도 모르지만, 네 눈에 반사되는 불빛을 보면 네 안에서 하나의 세상이 보이는 것 같거든...[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]네가 살던 세상일지도 모르지... 네가 간직한 그 세계의 일부가 지금껏 너를 이끌어 준 걸 수도...[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]과거의 나... 그러니까 내 몸의 예전 주인은...[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]무척 불행해 보이더라... [pause]상황을 바꿀 수도 없이 불행한 삶을 살아가야 한다는 건 참 슬플 것 같아...[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]{player}, 늘 최대한 행복하게 살겠다고 약속해 줘...[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "그곳에는 몬스터가 없었어.", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]너희 세상에는 어떤 몬스터가 있었어, {player}...?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]세상이 널 바꾸거나, 네가 아닌 사람으로 만들게 내버려 두지 마... 알았지?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]응...? 정말이야?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]그건 몰랐네... [pause]그래서 그랬구나...[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "응.", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]너희 세상은 여기보다 옷이 더 많아, {player}...?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]그래?![/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "훨씬 많아...", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]그러니까... 이 섬은 '멀라인\\'이라는 대천사가 만들고 유지한다는 거지...?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]하지만... [pause]난 이제야 내 옷 취향을 알게 됐으니까... 아직 스타일을 바꿀 준비는 안 됐을지도 모르겠어...[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "그런 모양이야.", + "SUNNY_CONVO16_SUNNY1_OPTION2": "그런 것 같아!", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]알았어. 다음에는 더 좋은 질문을 생각해 볼게![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]그 대천사가 이런 수고를 한 데에는 다 이유가 있었겠지...[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]하지만... 그 이유는 우리가 이해할 수 없지 않을까?[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]어쨌거나, 우리가 신경 쓸 일은 아닌 것 같아! 어떤 미래가 찾아오든 우린 준비가 되어 있을 테니까...[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]우리의 새로운 친구 그웬 말이야... 그런 옷을 입는 사람은 처음 봤어![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]그웬은 대천사였구나...[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]나랑 친구가 되어 주려나...[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]이 부두에서 참 외로웠겠다... 그웬이 행복해지면 좋겠어...[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]아무도 그렇게 고독해서는 안 돼...[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]{player}, 물어볼 게 있어. 너희 세상에 대해 말이야.[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "응?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "내 세상?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]그래! 너희 세상은 생긴 지 오래됐지...? 뉴위럴은 역사가 짧잖아. 항구촌이 세워진 뒤로 몇 세대밖에 안 지났다고 하던데...[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "서니에게 지구의 역사를 간략하게 설명해 줬다. [pause]세세한 내용은 많이 생략했지만, 그래도 상관없다.", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]너희 세상의 역사에 대해 알려줘. 부탁이야![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]너무 많아서 한 번에 받아들이기 힘드네...[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]이 섬... 그리고 내가 얼마나 바뀌었는지... 다른 세계에 살던 예전의 내가 투기단이 되고, 이곳에서 너와 만나게 되었다는 걸 생각하면...[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]나를...[pause] 지금 이 순간,[pause] 이 자리에 있도록 이끈 역사의 실타래가 보이는 것만 같아.[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]내 말 이해 돼? 너는... 지금의 네가 될 수 있도록 이끈 네 세계의 역사의 실타래가 보여...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]내 말 이해 돼? 너는... 지금의 네가 될 수 있도록 이끈 네 세계의 역사의 실타래가 보여...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]내 말 이해 돼? 너는... 지금의 네가 될 수 있도록 이끈 네 세계의 역사의 실타래가 보여...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "아니!", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]다행이다! 실없는 질문은 아닐까 걱정했거든.[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "그런 것 같아.", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]신경 쓰지 마... 그냥 실없는 질문이었으니까![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]난 아직 '나\\'로 살아간다는 게 어떤 의미인지 배워 가는 중이야. 역사에서도 그 의미를 일부 찾을 수 있지만, 그게 전부는 아니지...[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]내가 예전에 어떤 인간이었을지 궁금해... [pause]내 몸의 첫 주인 말이야... 그 사람은 역사로부터 어떤 영향을 받았을까...[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]이런 질문을 할 때가 아닐지도 모르겠네... 과거가 아니라 현재에 대해 더 물어봐야 하는 걸지도![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "좋은 생각이야!", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]너희 세상에는 사람 많지...? 그러니까... 이 섬보다 훨씬 말이야.[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "그런 것 같아!", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]저기, {player}...[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]그건 나도 이해하니까 걱정하지 마. 다른 투기단들과 나도... 친구가 아니잖아.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "그렇지!", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]너무 많은 사람을 만나서 다 알아갈 수도 없겠다![/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "응, 맞아!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]스쳐 지나간 인연 중에 친구가 될 사람이 있었을 수도 있다고 생각하면 슬프지 않아...?[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]하지만... 친구가 되지 못했을 수도 있지. 누구나 서로 잘 맞는 건 아니니까...[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "맞아.", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "어떤 사람은 잘 안 맞는 정도가 아니지.", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]그들은 철저하게 역할이 주어지고... 그 역할을 바꿀 수도 없어서, 다른 삶은 상상조차 할 수 없어...[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]하지만 어떤 사람은 나와 안 맞거나 나를 싫어할 수도 있다는 걸 알면서도... 다른 이들에게 다가가고 싶은 마음은 여전해.[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]내가 '투기단\\'이 아니라 \\'서니\\'가 되기로 한 게 그들에게는 모욕적일지도 모르겠네.[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]사람은 참 흥미로운걸! 대화를 나누는 건 참 재밌는 것 같아...[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "나도 그렇게 생각해!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "그래...?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "좋은 관점이네!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]헤헤.[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]배고프다는 건 참 웃기지 않아...?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]그게 그렇게 이상한 말인가?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "배고픈 건 진지한 문제라고!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]그 감각은 우리가 원하지 않더라도 우리의 행동을 바꾸잖아...[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]우리의 육체가 느끼는 욕구는 우리의 의지에 반하고, 어떤 결정을 내리도록 강요하지...[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "그럴지도 모르겠네.", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "육체적 욕구가 많이 느껴져?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]봤지? 역시 이상한 말이 아니었어![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]너희 세상에는 뉴위럴에 없는 맛있는 음식이 많겠다, {player}![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]어떤 음식은 특히 그런 느낌이 더 들어. 그게 '취향\\'이라는 거겠지...[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "맞아.", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "'식당\\'이라는 곳에 대해 알려 줄게.", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]너- [pause][pause]으으- [pause][pause]그런 뜻이... [pause]난 음식 얘기를 하는 거라고![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]부탁이야... 그 음식들에 대해 들려줘. 궁금하단 말이야. 알았지?[/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]인간의 욕구 중에는... [pause]흥미로운 게 많지만, 음식 얘기가 더 편해...[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "그 후 어색한 분위기 속에 대화가 끊겼다.", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]저기, {player}.", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]궁금한 게 있는데... 집을 보면 어떤 사람인지 알 수 있다면서?[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]네 집을 구경시켜 주지 않을래...?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "그래!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "나중에.", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]잘됐다! 그럼 가 보자...[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]알았어. 다음에 보여 줘...[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]요즘 나답게 산다는 건... 그리고 한 사람으로써 살아간다는 건 어떤 건지 생각해 봤는데...[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]이제 알 것 같아.[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]사람을 사람으로 만드는 건... [pause]다른 사람들이야.[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]너, 케일리, 유진이 없었다면 나는 서니가 될 수 없었겠지...[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]애초에 그 이름을 붙여 준 것도 너희들이잖아. 선물을 받은 건 그게 처음이었어. 평생 소중히 간직할 거야.[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]너에 대한 생각도 말이야, {player}. 처음에는 네가 낯설고 무서웠어. 믿을 수 없다고 생각했지. 하지만 이제 너는 내...[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]아주 오래전 일 같네... 이젠 세상을 바라보는 관점이 많이 바뀌었어.[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "친구?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]너에 대한 생각도 말이야, {player}. 처음에는 네가 낯설고 무서웠어. 믿을 수 없다고 생각했지. 하지만 이제 너는 내...[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]너에 대한 생각도 말이야, {player}. 처음에는 네가 낯설고 무서웠어. 믿을 수 없다고 생각했지. 하지만 이제 너는 내...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "친구?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "특별한 사람...?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]다른 사람과의 인연이야말로 삶의 의미... 인간으로 존재한다는 의미인 것 같아...[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]당연하지! 우린 함께 여행하고... 몬스터와 싸우고... 심지어 융합도 했잖아...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "특별한 사람...?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "특별한 사람...?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]네가 언젠가 이곳을 떠날 거라는 건 알지만... 우리 사이의 인연은 절대 사라지지 않고 우리의 일부로 남을 거야.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]적어도 난 그렇게 생각해.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]어...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]내가 생각하는 그런 뜻으로 말하는 거야...?[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "우린 친한 친구잖아!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "난 네가 좋아.", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "우린 친한 친구잖아!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "우린 친한 친구잖아!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]그러면... 나만 그런 게 아니었구나.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]솔직히 말하면... [pause]복잡한 감정이 든 지 꽤 됐어.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]나는 뭐가 이상하고 뭐가 안 이상한지 잘 몰라...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]하지만 너도 그렇게 느낀다면, 말 돌리지 않고 얘기해 볼게.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]지금 난 너와 가까이, [pause]아주 가까이 있고 싶어... [pause]그래도 될까...?[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "딱히 없어!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]말하고 싶은 거 있지, {player}...?[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]알았어, {player}...[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]난 우리가 함께하기를 원해.[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]네가 무슨 말을 하는지 알 것 같아.[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]괜찮아, 유진. 우린 처음 만났을 때 적이었지만, 지금은 친구잖아... 이 편이 더 낫지 않아...?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]물론 나도 그러고 싶어... 그러면 더 바랄 게 없겠지...[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]나는...[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]그냥 물리적으로 가까워지는 것보다는...[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "맞아.", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]우리가 어떤 관계인지 확인하고 싶은 거잖아...[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "그렇게 표현할 수 있겠네.", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]하지만... 물리적으로도 가까워져도 되는 거지...?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]너를 보면 수많은 감정이 느껴져. 물리적으로 가까이 있고 싶은 동시에 너, 네 마음과 교감하고 싶어...[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]그런 감정들이 온통 뒤죽박죽으로 섞여서 뭐가 뭔지 모르겠어. 그래서 내가 원하는 만큼 자신을 이해하지 못하고 있다는 기분이야...[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]나는 너와 가까워지고 싶은 것 같아.[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]네 손과 내 손을 포개고... [pause]그, 그런 일들도 하고 싶고![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]네가 언젠가 고향으로 돌아가야 한다는 건 알아... 하지만 이 인연은 언제까지나 우리의 일부로 남겠지.[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]그러니까... 맞아. 난 너와 함께하고 싶어. 네가 떠날 때까지.[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "아, 회사에서 사는 건 아니야. 그냥 낮에만 있는 거지! 집에 돌아와 원래 모습으로 돌아올 때까지 낮에만 하는 역할이라고 생각하면 돼.", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "정확히 말하면 [wave amp=30 freq=10]그런 건[/wave] 아니야. 살아가려면 돈이 필요하고, 회사에서 일하는 게 돈을 얻는 방법 중 하나인 거지.", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]...그러면 네가 살던 세상에서는 '자기가 원해서\\' 투기단처럼 사는 사람들이 있다고...?[/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]그러면 살아남기 위해 회사에서 사는 걸 선택하는 거야...?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "사실... 나는 그런 직장에 다닐 자격이 안 됐어.", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]그렇구나... 그러면 케일리 너도 뉴위럴에 오기 전에는 그 '회사\\'라는 곳에서 일했어...?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]...아니, 투기단일 때 피를 마셔야 한 적은 없었어...[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "아닌가 보네. 그냥 너에 대해 더 알고 싶어서 그래.", + "PARTNER_INTERACT_S_M1_MEREDITH2": "그러니까 흡혈귀는 아니라는 거구나. [pause]그래도 [wave amp=30 freq=10]조금은[/wave] 언데드 아닐까? 꽤 창백해 보이는데.", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]\\\"언데드\\\"? 그게 무슨 말인지 모르겠어... 나쁜 거야...?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]나에 대해... [pause]더 알고 싶다고...?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "오해하지는 마! [pause]넌... [wave amp=30 freq=10]살아있는 시체 소녀[/wave]잖아. 아닐 수도 있지만. 어쨌든 멋있다고 생각해.", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]그러니까, 내가 이해가 잘 안 돼서 관심이 생긴다는 거야...?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "어... 그렇지?", + "PARTNER_INTERACT_S_E1_EUGENE2": "네가 처음 이 카페에 들어왔을 때 말이야? 그래, 시간이 꽤 지나긴 했네.", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]...우리 처음 만난 게 아주 오래전 일 같네, 유진...[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]아니, 내가 투기단일 때 처음 항구촌에 왔던 날 말이야. 나랑 내 동료와 맞서서 나가라고 했잖아. 기억나...?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "잠깐. [pause]그게 너였어? 지금껏 모르고 있었어, 서니...", + "PARTNER_INTERACT_S_E1_EUGENE6": "맞아. 훨씬 낫지.", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]...날 그리고 싶다고...?[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "그래! 네 이야기를 들으면 영감이 샘솟거든. 회사의 노예로 살던 예전 삶을 버리고 자기 자신을 찾았잖아. 내가 지금 쓰고 있는 이야기 속 등장인물의 모델로 삼아도 되겠어.", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]하지만 그리는 동안 옷을 벗으라고 하지는 말아줘.[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]그건... 그렇게 말해 줘서 고마워. 날 그려 준다면 영광이야, 펠릭스...[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "걱정하지 마. 난 [wave amp=30 freq=10]그런[/wave] 그림은 안 그리니까.", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]...여행 중에 특별히 좋은 추억 있어, 바이올라...?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "...좋은 추억 말이오? 최고의 추억들이지! 어느 날 밤에는 머리카락 사이로 부는 바람결을 느끼고, 다음날 밤에는 여관의 따스한 침대의 감촉을 느끼곤 했소. 또 아버지의 친구분들과 저녁 식사를 함께 한 다음날 아름다운 베로나에서 시를 낭송하기도 했지.", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]\\\"아름다운 베로나\\\"라... 좋은 곳일 것 같네...[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "음... 그렇긴 하지만, 한 가지 고백할 것이 있소. [pause]실은 내가 베로나에서 지체 높은 여인의 마음을 훔치는 바람에 도시에서 불화가 빚어졌다오. 아주 심각한 사태가 벌어졌지. [pause]내가 다시 베로나의 땅을 밟는 일은 없을 것이오.", + "PARTNER_INTERACT_S_D1_DOG2": "멍!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]...그러니까, 너는 '개\\'구나. 그렇지...?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]...참 파란만장한 삶을 살았구나![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]'개\\'를 만난 건 이게 처음이야. 기회만 있다면 다른 개도 만나보고 싶어...[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "응! [pause]빨간색 머리가 그렇게 흔치 않은 건 아니야. 적어도 내가 살던 곳에서는.", + "FRANKIE_INTERACT_K1_FRANKIE1": "...궁금한 게 있어요, 케일리 씨. 머리가 원래 그 색이에요?", + "FRANKIE_INTERACT_K1_FRANKIE4": "음, [pause]맞아요. [pause]그런데 제가 이곳으로 떠밀려 온 이후로 색이 안 빠지더라고요.", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "하지만 네 머리는 원래 분홍색이 아닌 모양이네.", + "FRANKIE_INTERACT_K1_FRANKIE6": "염색약 살 돈을 아낄 수는 있죠!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "네 마음에 들기만 한다면 그렇게 나쁜 일은 아니잖아. 안 그래?", + "FRANKIE_INTERACT_M1_FRANKIE1": "...잘 모르겠어요, 메러디스 씨. 제가 뉴위럴을 [wave amp=30 freq=10]떠나면[/wave], 취직이니 뭐니 지루한 일을 해야 하잖아요.", + "FRANKIE_INTERACT_K1_FRANKIE7": "...여긴 돈이 없지만요. 염색약도 없고요.", + "FRANKIE_INTERACT_V1_VIOLA3": "뭐가 걱정인지 알겠소, 프랭키. 사랑과 욕망에 대한 글에 열정을 느끼면서도, 직접 그런 경험을 하고 싶지는 않다는 것이 모순되지 않는지 묻는 것 아니오?", + "FRANKIE_INTERACT_M1_MEREDITH2": "넌 아직 애잖아. 고리타분한 어른이 되기 전까지 아직 시간이 남았다고.", + "FRANKIE_INTERACT_M1_FRANKIE3": "저 [wave amp=30 freq=10]열여덟 살[/wave]이거든요! 메러디스 씨랑 [wave amp=30 freq=10]그렇게[/wave] 나이 차이가 많이 나지도 않아요!", + "FRANKIE_INTERACT_M1_MEREDITH4": "아. [pause]몰랐어. 너의 그... [pause]생기 넘치는 성격 때문에 더 어리다고 생각했나 봐.", + "FRANKIE_INTERACT_M1_FRANKIE5": "그런 소리 자주 들어요!", + "FRANKIE_INTERACT_E1_FRANKIE1": "...저는 제 부모님이 [wave amp=30 freq=10]기대하던[/wave] 모습과 다른 것 같아요. 물론 부모님께서는 저를 [wave amp=30 freq=10]응원해 주시지만[/wave], 부모님이 생각하신 딸은 아닐지도요.", + "FRANKIE_INTERACT_E1_EUGENE2": "무슨 말인지 알겠어. 난 아주 끝내주는 유년 시절을 보냈지. 반면 내 부모님은 어린 시절의 대부분을 불타는 세계의 명운이 걸린 게릴라 전쟁에서 싸우며 보내셨어.", + "FRANKIE_INTERACT_E1_FRANKIE3": "...[pause]네?", + "FRANKIE_INTERACT_E1_EUGENE4": "그러니까, 부모님이 최선을 다해 날 기르시긴 했지만... [pause]난 부모님 세대가 쓰러뜨린 살인 기계들의 잔해 속에서 놀면서 자랐다고.", + "FRANKIE_INTERACT_E1_EUGENE5": "그런 일을 겪으셨는데, 당연히 나랑 생각하는 게 무척 다르시겠지.", + "FRANKIE_INTERACT_E1_FRANKIE6": "...[pause]생각해 보면 제 삶은 순탄한 편일지도 모르겠네요.", + "FRANKIE_INTERACT_F1_FRANKIE1": "...그러니까 제가 어떤 캐릭터인지 설명해 드리면, 그걸 그려 주실 수 있다고요?", + "FRANKIE_INTERACT_F1_FELIX2": "물론이지! 어떻게 생긴 캐릭터인지 알려 주면, 내가 그림을 그려 줄게.", + "FRANKIE_INTERACT_F1_FRANKIE3": "좋아요. [pause]그러니까... [pause]정장을 입은 늑대인간을 상상해 보세요. 아니, 정장이 아니라 턱시도에 가까워요... 그리고 털 색깔은...", + "FRANKIE_INTERACT_F1_FELIX4": "어... 그냥 적어서 주는 건 어때?", + "FRANKIE_INTERACT_V1_FRANKIE1": "...전 연애에 관심이 없는 사람 치고 연애 소설을 많이 읽었어요.", + "FRANKIE_INTERACT_V1_FRANKIE2": "[wave amp=30 freq=10]이상한가요[/wave]?", + "FRANKIE_INTERACT_V1_VIOLA5": "내 생각을 들려 주자면, 걱정할 필요는 전혀 없소. 나이가 들면서 그대의 마음이 바뀔 수도, 안 바뀔 수도 있겠지.", + "FRANKIE_INTERACT_V1_FRANKIE4": "...그렇겠죠...?", + "FRANKIE_INTERACT_V1_VIOLA6": "그대가 좋아하는 것을 즐기고, 주변 사람들을 그대가 원하는 방식으로 사랑하시오. 그렇게 살아가는 것도 좋을 것 같구려.", + "FRANKIE_INTERACT_V1_FRANKIE7": "바이올라 씨는 [wave amp=30 freq=10]정말[/wave] 멋지다는 거 아시죠?!", + "FRANKIE_INTERACT_S1_FRANKIE1": "...난 뉴위럴에 오기 전까지 이런 곳이 [wave amp=30 freq=10]존재하는지도[/wave] 몰랐는데, 왠지 이런 일에 [wave amp=30 freq=10]평생[/wave] 대비해 온 것 같아요!", + "FRANKIE_INTERACT_V1_VIOLA8": "요즘 들어서 그런 말을 자주 듣긴 하오!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]그렇구나... 판타지 소설을 많이 읽고... 직접 써보기도 해서 그렇다는 거지...?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "네! [pause]카세트 테이프에 관한 세세한 내용은 새롭지만, 사람들은 괴물과 인간의 우정 이야기를 [wave amp=30 freq=10]엄청[/wave] 좋아하거든요. 연애가 나온다면 더욱 인기가 많고요.", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]그래...? 그래서 여기 온 게 좋은 거야? 몬스터와 사랑에 빠지고 싶어서?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "제, 제가요? [pause]아니요. 직접 경험하고 싶은 마음은 전혀 없어요.", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "부비 트랩을 보유한 캐릭터는 일부 기술이 변경된다.", + "STATUS_NAME_BOOBY_TRAPPED": "부비 트랩 설치", + "STATUS_NAME_FLAMMABLE": "가연성", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "대상 팀에 {duration}턴 동안 {status_effect} 상태를 부여한다.", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "대상 하나를 공격한다. 사용자의 근접 공격이 아닌 근접 방어에 비례한다. 사용자에게도 피해를 준다.", + "MOVE_DESCRIPTION_CARNIVORE": "깨물기로 회복하는 HP 양이 증가한다.", + "MOVE_NAME_BOOBY_TRAP": "부비 트랩", + "MOVE_NAME_MACHINE_CURSE": "기계의 저주", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "사용자의 AP를 전부 소모한다. 이 기술의 공격력은 소비한 AP 양에 15를 곱한 만큼 증가한다. 이 공격의 타입과 추가 상태 효과는 현재 날씨에 따라 달라진다.", + "MOVE_NAME_BUTTERFLY_EFFECT": "나비 효과", + "MOVE_DESCRIPTION_MACHINE_CURSE": "다른 패시브 기술로 발동된 기술이 주는 모든 피해와 상태를 사용자에게 반사한다.", + "MOVE_NAME_STICKER_TRICK": "스티커 속임수", + "MOVE_DESCRIPTION_LIFTOFF": "사용자가 3번째 턴에 AP 부스트 및 속도 증가를 획득한다.", + "MOVE_NAME_ENERGY_RESERVES": "비축 에너지", + "MOVE_NAME_BAD_FORECAST": "악천후 예보", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "사용자의 턴 종료 시 일정 확률로 무작위 아군 1명에게 AP를 1 준다.", + "MOVE_NAME_IONISED_AIR": "이온화 공기", + "MOVE_DESCRIPTION_BOOBY_TRAP": "사용자에게 피해를 준다.", + "MOVE_DESCRIPTION_STICKER_TRICK": "대상이 마지막으로 사용한 기술을 부비 트랩으로 변경한다. 부비 트랩은 사용자에게 피해를 준다.", + "STATUS_DESCRIPTION_FLAMMABLE": "가연성 캐릭터는 불 타입 공격에 맞을 때마다 화상 상태가 된다. 또한 화상으로 받는 피해가 증가한다.", + "MOVE_DESCRIPTION_HARDBACK": "치명타 및 불 타입 공격을 제외하고 받는 모든 피해가 감소한다. 불 타입 공격을 항상 치명타로 받지만, 버프는 적용되지 않는다.", + "MOVE_NAME_CARNIVORE": "육식", + "MOVE_NAME_BRACE_FOR_IMPACT": "충돌 대비", + "MOVE_NAME_HARDBACK": "두꺼운 표지", + "MOVE_NAME_LIFTOFF": "이륙", + "MOVE_NAME_GASOLINE_SPRAY": "휘발유 분사", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "대상에게 {status_effect} 상태를 부여한다.", + "MOVE_DESCRIPTION_BAD_FORECAST": "대상에게 {duration}초 동안 회피 무효화 상태를 부여하고 날씨를 무작위로 변경한다. 전투 시작 시 자동으로 사용된다.", + "AMPHARE_NAME": "배터래빗", + "FRAGLIACCI_LORE_2": "\\\"팔리아치\\\"는 루제로 레온카발로가 작곡해 1892년 처음 공연된 이탈리아 오페라의 제목으로, 콤메디아 델라르트 극단을 이끄는 배우의 이야기다.", + "LAPACITOR_LORE_2": "첫 건전지는 1800년 물리학자 알레산드로 볼타가 발명했다. 당시 볼타는 그 발명품의 성질을 제대로 이해하지 못했으며, 그것이 무한한 동력원이라고 믿었다.", + "AMPHARE_LORE_1": "살아있는 배터리에 가까운 배터래빗의 \\\"팔다리\\\"는 공중에 띄운 고철로 이루어져 있다. 무엇 때문에 처음 자아를 얻은 것인지는 불확실하다.", + "PIER_MACHINE_GLITTER_LORE_2": "인간성을 빼앗긴 존재에게 남는 것은 오직 혼돈뿐이다.", + "ITEM_PIER_TICKET": "상품권", + "ITEM_PIER_TICKET_DESCRIPTION": "빛나리 부두에서 입장권으로 교환할 수 있는 티켓. 낙엽처럼 바스락거리고 쉽게 부스러지는 종이로 만들어졌다.", + "DLC_PIER_FELIX_CONVO2_FELIX2": "대천사는 우리 인간이 부러운 모양이네. 다른 세상에서 네가 처음 만난 그 앰버라는 대천사도 인간 형태를 더 좋아했잖아.", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "그런 것 같아!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "그럴지도 모르겠네...", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "그 여자는 어릿광대로 가장하고 있지만, 그녀의 속임수에 넘어가지는 않을 거요.", + "DLC_PIER_FELIX_CONVO2_FELIX4": "대천사가 강력하기는 하지... [pause]하지만 힘이 전부는 아니잖아.", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "그웬의 그 친절한 얼굴에 방심하지 마시오, {player}. 어릿광대는 미소를 보내다가도 어느 순간 등에 칼을 찔러 넣는 족속이니.", + "DLC_PIER_FELIX_CONVO2_FELIX3": "그들을 [wave amp=30 freq=10]신적[/wave] 존재로 여기기 쉽지만, 그렇게 생각하는 건 중요한 걸 놓치는 거야.", + "UMBRAHELLA_LORE_1": "수수께끼의 어둠징어는 불길한 징조로 알려져 있다. 마치 연처럼 불길한 바람을 타고 날아다니는 어둠징어는 재앙과 불행이 드리우는 곳에만 나타난다.", + "UMBRAHELLA_LORE_2": "인공적인 접이식 우산에 대한 묘사는 고대 아시리아의 조각상까지 거슬러 올라간다. 인간 역사를 통틀어 모든 문화권에서 다양한 우산이 등장했다.", + "UI_CC_VALUE_hair_clown_2": "무대 감독 #2", + "UI_CC_VALUE_hair_clown_1": "무대 감독 #1", + "UI_CC_VALUE_hair_clown_3": "어릿광대의 모자", + "UI_CC_VALUE_hair_clown_4": "투톤", + "UI_CC_VALUE_head_clown": "광대 코", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "그러니까 \\\"그웬\\\"은 사실 대천사였구나. 알레프랑도 아는 사이고...", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "이 오싹한 부두에 대해 궁금한 게 너무 많아.", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "그리고 그웬도... 줄곧 이곳에 산 걸까? [pause]화장은 직접 하나? [pause]따로 만나는 사람은 있으려나?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "여긴 사람들이 뉴위럴에 살기 시작했을 때부터 내내 이곳에 있던 건가? 애초에 [wave amp=30 freq=10]어디서[/wave] 나타난 거지?", + "CHARLEQUIN_LORE_1": "활활리퀸은 커다란 소매에 폭죽, 가연성 물질, 소이탄 등 공연에 쓸 소품을 보관한다.", + "FRAGLIACCI_NAME": "쾅리아치", + "BLUNDERBUSK_LORE_2": "\\\"광대\\\"라는 역할 자체는 고대 이집트부터 존재해 왔지만, 흔히 알려진 광대의 모습은 1800년대 초 영국 공연가 조셉 그리말디가 처음 만들었다.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "즐거움", + "BATTLE_ADJECTIVE_PIER_MACHINE": "지옥의 엔진 {name}", + "PIER_MACHINE_BEAST_NAME": "펄", + "PIER_MACHINE_BEAST_SUBTITLE": "흉포한 기계", + "PIER_MACHINE_BEAST_LORE_2": "관점에 따라 야생성은 인간성의 부재일 수도, 자신의 진정한 모습을 받아들이는 것일 수도 있다.", + "PIER_MACHINE_BEAST_LORE_1": "원래 무엇이었는지는 알 수 없지만, 지금은 어중간한 상태로 존재하고 있다. 동물 같은 분노로만 자신을 표현할 수 있는 불완전한 흉물.", + "BLUNDERBUSK_NAME_PREFIX": "빵", + "AMPHARE_NAME_PREFIX": "배터", + "FRAGLIACCI_DESCRIPTION": "대포 머리를 한 광대", + "REGION_NAME_FUNHOUSE": "잼잼월드", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "빛나리 부두의 마녀의 집에서", + "REGION_NAME_SPACEWORLD": "코스믹 존", + "REGION_NAME_FUNHOUSE_PHRASE": "빛나리 부두의 잼잼월드에서", + "REGION_NAME_PIER_WAREHOUSE": "빛나리 부두 창고", + "REGION_NAME_SPACEWORLD_PHRASE": "빛나리 부두의 코스믹 존에서", + "PIER_MACHINE_GLITTER_LORE_1": "자신이 존재해서는 안 된다는 것 외에는 아무것도 모르는 존재. 이제 이성이라고는 전혀 찾아볼 수 없는 이 가련한 존재는 논리나 근거에 근거해 결정을 내리는 것이 불가능하다.", + "PIER_MACHINE_GLITTER_SUBTITLE": "혼돈의 기계", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "빛나리 부두의 놀이기구에 들어갈 때 필요한 입장권.", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "초록색 놀이기구 입장권", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "빛나리 부두의 놀이기구에 들어갈 때 필요한 입장권.", + "ITEM_PIER_PASS_SPACEWORLD": "빨간색 놀이기구 입장권", + "ITEM_PIER_PASS_FUNHOUSE": "분홍색 놀이기구 입장권", + "ROSEHOOD_LORE_2": "\\\"빨간 두건\\\"은 기나긴 역사를 가지고 있다. 그 기록은 10세기 유럽까지 거슬러 올라간다고 알려져 있으며, 고대 그리스의 민담에 뿌리를 두고 있다.", + "UMBRAHELLA_SUBTITLE": "불길한 징조", + "UMBRAHELLA_DESCRIPTION": "기분 나쁜 살아있는 우산", + "REGION_NAME_PIER_PHRASE": "빛나리 부두에서", + "REGION_NAME_PIER": "빛나리 부두", + "REGION_NAME_HAUNTEDHOUSE": "마녀의 집", + "MAP_FEATURE_ROWING_BOAT": "쪽배", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "빛나리 부두의 창고에서", + "MAP_FEATURE_WAREHOUSE": "창고", + "MAP_FEATURE_HAUNTEDHOUSE": "\\\"마녀의 집\\\"", + "MAP_FEATURE_FUNHOUSE": "\\\"잼잼월드\\\"", + "MAP_FEATURE_SPACEWORLD": "\\\"코스믹 존\\\"", + "CHARLEQUIN_NAME": "활활리퀸", + "FRAGLIACCI_LORE_1": "쾅리아치의 신체는 대포와도 비슷하다. 쾅리아치의 \\\"얼굴\\\"은 포신의 덮개에 불과하며, 그 포신에서 무시무시한 속도로 물체를 발사할 수 있다.", + "LAPACITOR_DESCRIPTION": "거대한 집게 팔이 달린 배터리 모양 토끼", + "MAJORTOM_LORE_2": "첫 유인 우주 비행은 1961년 소련의 우주비행사 유리 가가린이 달성했다. 108분간 지속된 이 비행이 인류의 역사에 큰 족적을 남겼다는 것에는 이견의 여지가 없다.", + "MAJORTOM_DESCRIPTION": "길다란 우주 셔틀 로봇", + "ROSEHOOD_DESCRIPTION": "꽃 바구니를 들고 두건을 쓴 생명체", + "MINORTOM_NAME_PREFIX": "마이너", + "MINORTOM_NAME_SUFFIX": "톰", + "MINORTOM_LORE_1": "마이너톰은 한때 평행 세계의 지구에서 놀이공원을 찾아온 손님들을 즐겁게 하기 위한 기계 장치였다. 창조자들이 사라진 후에도 남은 이 기계들은 그 후 일종의 기계 지성을 손에 넣었으며, 이제 그들이 모습을 따온 우주 로켓처럼 별을 향해 날아가고자 한다.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]뭐?![/shake] 아니! 그런 얘기는 [wave amp=30 freq=10]전혀[/wave] 아니야!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "아니. 그냥 \\\"버려진 부두의 유일한 주민\\\"이라는 것 말이야. 난 그런 게 소름끼치거든.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "그웬이 무섭다고?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "그웬한테 반했다고?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "그런 걸 물어보다니 네 속이 [wave amp=30 freq=10]뻔히[/wave] 들여다 보이네, {player}.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "그런 걸 물어보다니 네 속이 [wave amp=30 freq=10]뻔히[/wave] 들여다 보이네, {player}.", + "CHARLEQUIN_NAME_SUFFIX": "리퀸", + "MAJORTOM_NAME": "메이저톰", + "MINORTOM_DESCRIPTION": "레트로한 로켓 로봇", + "UMBRAHELLA_NAME": "어둠징어", + "UMBRAHELLA_NAME_PREFIX": "어둠", + "UMBRAHELLA_NAME_SUFFIX": "징어", + "HAUNTOME_LORE_2": "책의 역사는 문자의 역사만큼 오래되었다. 종이가 발명되기 전에는 점토판 등 다양한 매체에 문자를 기록하곤 했다.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "그러면 \\\"그웬\\\"은 인간이 아니었던 건가...?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "그런 걸 물어보다니 네 속이 [wave amp=30 freq=10]뻔히[/wave] 들여다 보이네, {player}.", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "이 부두를 구한다는 우리의 새 임무 말이야...", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "그런 건 [wave amp=30 freq=10]도대체[/wave] 이해할 수가 없다니까. 내겐 너무 어려운 이야기야.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "뭐, 그럴 법하네. 항상 코스튬을 입고 있는 사람은 믿을 게 못 된다니까. [pause]난 항상 그렇게 생각했어.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "믿어도 될 것 같아!", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "좀 이상하지 않아? 뭐, 남을 돕는 일이긴 하지. 하지만 그웬이 어떤 사람인지 잘 모르겠어.", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "어찌 됐든, 경계를 늦추지 마. 뭐가 있을지 모르니까...", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "믿어도 될지 모르겠어.", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "이곳은 뭔가 수상하오... [pause]그건 그대도 알고 있겠지.", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "그러니까, \\\"어릿광대 그웬\\\" 역시 기이한 정령이었던 모양이구려.", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "다른 세상의 요정들은 인간을 무척 시기하나 보오.", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "그토록 오래 살면서, 그 삶을 그림자로 살아가야 하다니...", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "이제 보니 참으로 가련한 존재였구려.", + "CHARLEQUIN_NAME_PREFIX": "활활", + "CHARLEQUIN_DESCRIPTION": "별 모양 눈을 한 광대", + "AMPHARE_NAME_SUFFIX": "래빗", + "BLUNDERBUSK_NAME_SUFFIX": "에로", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "빛나리 부두의 놀이기구에 들어갈 때 필요한 입장권.", + "ITEM_KEY_HAUNTEDHOUSE_1": "루비 눈알", + "ITEM_KEY_HAUNTEDHOUSE_3": "초록색 엔진 열쇠", + "ITEM_KEY_HAUNTEDHOUSE_2": "서재 열쇠", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "어떤 홈에 꼭 맞는 모양을 한 원석.", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "마녀의 집의 서재 문을 여는 녹슨 열쇠", + "SCARLETEETH_DESCRIPTION": "두건을 쓴 거대한 늑대", + "SCARLETEETH_LORE_2": "\\\"빨간 두건\\\"에는 다양한 줄거리가 존재하며, 그 중 가장 유명한 것은 그림 형제의 버전이다. 일부 초기 이야기에서는 늑대가 늑대인간으로 명확하게 묘사된다.", + "SCARLETEETH_LORE_1": "야성에 굴복한 리틀레드는 살점을 탐하는 거대하고 발톱 달린 야수로 성장한다. 전투에서 이 형태를 취하는 인간은 짐승과도 같은 순수한 살인 충동에 휩싸이게 된다.", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "그러니까, \\\"그웬\\\"이 사실 대천사였다는 거야?", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "하지만 그래도 그녀를 돕기 잘한 것 같은데... [pause]아닌가...?", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "이게 다 [wave amp=30 freq=10]무슨[/wave] 뜻인지는 모르겠지만, 그래도 우리가 잘 해낸 것 같네. 잘했어, {player}.", + "DLC_PIER_FELIX_CONVO1_FELIX1": "이 부두는... [pause]정말...", + "DLC_PIER_FELIX_CONVO1_FELIX2": "멋지지 않아?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "응?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "그런 것 같아!", + "DLC_PIER_FELIX_CONVO2_FELIX1": "그러니까, \\\"광대 그웬\\\"이 사실은 \\\"대천사 그웨니바르\\\"였다는 거지?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "그냥 꿈보다 해몽일 수도 있고.", + "DLC_PIER_FELIX_CONVO1_FELIX3": "이런 곳은 [wave amp=30 freq=10]서서히 쇠락해 가는 모습[/wave] 때문에 더욱 특색 있게 느껴져. 녹슨 곳 하나하나에 저마다 이야기가 깃들어 있지.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "광대의 목적은 무엇일까?", + "LAPACITOR_LORE_1": "전기 에너지가 일정 수준으로 강해진 배터래빗은 몸을 연장시켜 제대로 된 팔다리를 형성할 수 있다. 하지만 자신을 보호할 때는 여전히 자성을 띈 고철에 의존한다.", + "LITTLERED_NAME_PREFIX": "리틀", + "LITTLERED_NAME": "리틀레드", + "LITTLERED_NAME_SUFFIX": "레드", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "공포", + "CLOWN_LORE_1": "고대의 대천사인 그웨니바르는 늘 인간 문화에 어린아이처럼 매료되어 있었다. 그녀는 새로운 것을 창조하는 인간의 선천적인 능력을 모방하기 위해 노력하며 오랜 시간을 보냈다.", + "CLOWN_LORE_2": "신기루의 화신인 그웨니바르는 한때 알레프의 무리 \\\"원탁\\\"에 속해 있었다. 비극적인 사건으로 인해 그들이 갈라선 후, 그웨니바르는 외딴 빛나리 부두에서 은둔 생활을 시작했다.", + "MINORTOM_LORE_2": "창작물에서 \\\"우주 로켓\\\"이 처음 묘사된 것은 달로 유인 우주 비행을 떠나는 것에 대한 쥘 베른의 소설 \\\"지구에서 달까지\\\"였다. 그 책은 조르주 멜리에스가 만든 사상 첫 SF 영화 \\\"달 세계 여행\\\"에 직접적으로 영감을 주었다.", + "HAUNTOME_NAME_PREFIX": "고스트", + "HAUNTOME_NAME_SUFFIX": "북", + "HAUNTOME_LORE_1": "고스트북은 안식에 들지 못한 유령 들린 책처럼 보이지만, 고스트북의 \\\"눈\\\"은 사실 커다란 책에 둥지를 튼 유기체이다. 고스트북은 책장을 날개처럼 퍼덕여 강풍을 만들어 낸다.", + "FRAGLIACCI_NAME_PREFIX": "쾅", + "FRAGLIACCI_NAME_SUFFIX": "리아치", + "CHARLEQUIN_LORE_2": "\\\"할리퀸\\\"은 16세기부터 18세기까지 이탈리아에서 유행한 전통 희극인 콤메디아 델라르테에서 비롯한 익살스러운 역할이다.", + "LITTLERED_LORE_2": "\\\"빨간 두건\\\"은 유럽 민화이다. 그 줄거리는 다양하지만, 일반적으로 할머니를 찾아가는 소녀를 늑대가 따라가는 이야기로 묘사된다.", + "LITTLERED_DESCRIPTION": "두건과 활을 지닌 고양이 생명체", + "BLUNDERBUSK_NAME": "빵에로", + "DLC_POPUP_PIER_2": "또한 다음과 같은 꾸미기 옵션도 사용할 수 있습니다.\\n\\n- 무대 감독 #1 머리 옵션\\n- 무대 감독 #2 머리 옵션\\n- 어릿광대의 모자 머리 옵션\\n- 투톤 머리 옵션\\n- 광대 코 얼굴 옵션", + "PIER_MACHINE_ASTRAL_NAME": "레이븐", + "PIER_MACHINE_ASTRAL_SUBTITLE": "공허의 기계", + "PIER_MACHINE_ASTRAL_LORE_2": "공허는 의미, 마음, 자아의 부재를 뜻한다.", + "PIER_MACHINE_GLITTER_NAME": "로즈", + "PIER_MACHINE_ASTRAL_LORE_1": "불완전한 형태의 존재. 전생에서 지녔던 온기는 사그러드는 불꽃처럼 사라져 버리고, 오직 어두운 공허만이 남았다.", + "QUEST_DLC_PIER_DESCRIPTION1": "빛나리 부두에서 지옥의 엔진 3개의 작동을 멈추자.", + "QUEST_DLC_PIER_PROGRESS2": "지옥의 엔진 3개 중 {num}개를 물리쳤다.", + "QUEST_DLC_PIER_DESCRIPTION2": "그웬과 얘기하자.", + "QUEST_DLC_PIER_PROGRESS1": "상품권 4개를 놀이기구 입장권으로 교환하자.", + "LAPACITOR_NAME_PREFIX": "볼트", + "LAPACITOR_NAME_SUFFIX": "버니", + "ITEM_KEY_SPACEWORLD_3": "빨간색 엔진 열쇠", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "코스믹 존의 엔진실 문을 여는 무거운 철제 열쇠.", + "ITEM_KEY_WAREHOUSE": "창고 열쇠", + "RUMOR_DLC_PIER_BOAT": "이 훌륭한 가게의 손님 중 한 명이 아까 이상한 걸 목격했다고 하더라고. 조금 전에 아무도 없는 쪽배 한 척이 해안에 도착했다는 거야.", + "RUMOR_DLC_PIER_BOAT_TITLE": "쪽배", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "빛나리 부두 창고의 잠긴 문을 여는 낡고 녹슨 열쇠.", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "살아있는 우산", + "QUEST_DLC_PIER_TITLE": "미지의 부두", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "믿거나 말거나, {location_0_phrase} 살아있는 우산을 봤어! 날씨를 조작하는 것 같던데!", + "AMPHARE_LORE_2": "\\\"배터리\\\"는 18세기 발명가 벤저민 프랭클린이 군사 용어에서 빌려와 처음 붙인 것으로 알려져 있다.", + "SCARLETEETH_NAME": "진홍니", + "LITTLERED_LORE_1": "아직 성장 중인 상태의 리틀레드는 성체가 되고 나서도 온순하고 친근한 성격을 유지하거나, 내면의 야수에 굴복할 수도 있다. 이 예의 바른 생명체가 무엇 때문에 그렇게 피에 굶주리게 되는지는 알려지지 않았다.", + "DLC_POPUP_PIER_1": "미지의 부두를 구매해 주셔서 감사합니다!\\n\\n이제 세모 인간과 제대로 첫 만남을 가진 후 클레멘스와 얘기하면 새로운 스토리 퀘스트를 이용할 수 있습니다.", + "BLUNDERBUSK_DESCRIPTION": "탱탱볼 몸을 한 광대", + "MAJORTOM_NAME_SUFFIX": "톰", + "MAJORTOM_LORE_1": "우주 로켓 몸체를 업그레이드한 마이너톰은 메이저톰으로 승급할 수 있다. 커다란 연료 탱크에 들어있는 강력한 액체 추진제는 이들을 저궤도로 날려보내, 마침내 우주 여행의 꿈을 이루게 해준다.", + "MAJORTOM_NAME_PREFIX": "메이저", + "SCARLETEETH_NAME_PREFIX": "진홍", + "SCARLETEETH_NAME_SUFFIX": "니", + "BLUNDERBUSK_LORE_1": "빵에로는 손을 총처럼 가리키며 투사체를 \\\"발사\\\"할 수 있다. 또한 항상 앞뒤로 흔들리는 데다가 눈도 없지만, 조준 역시 매우 뛰어나다.", + "AMPHARE_DESCRIPTION": "팔 없는 건전지 모양의 토끼", + "LAPACITOR_NAME": "볼트버니", + "HAUNTOME_DESCRIPTION": "떠다니는 거대한 책", + "MINORTOM_NAME": "마이너톰", + "ROSEHOOD_NAME": "장미두건", + "ROSEHOOD_NAME_PREFIX": "장미", + "ROSEHOOD_LORE_1": "동물의 본성에 휩쓸리지 않고 성체로 성장한 리틀레드. 장미두건은 종종 삼림지에서 딴 꽃으로 꽃다발을 만들어 지나가는 이들에게 나눠주곤 한다.", + "ROSEHOOD_NAME_SUFFIX": "두건", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "마지막 질문은 그냥 농담한 거야. [pause]정말이야!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "그 존재들이 우리... [pause]그러니까 인간에게 그렇게 [wave amp=30 freq=10]관심이 많다니[/wave] 이상한 것 같아. 우리보다 훨씬 [wave amp=30 freq=10]고등해[/wave] 보이는데 말이야.", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "그 [wave amp=30 freq=10]그웬[/wave]이라는 사람을 보면 머리카락이 쭈뼛 곤두선다니까. 무슨 말인지 알아?", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "나 같은 [wave amp=30 freq=10]아일랜드 촌뜨기[/wave]가 이해하기엔 너무 복잡한 것 같아.", + "AA_CLOWN_NAME": "그웨니바르", + "AA_CLOWN_SUBTITLE": "신기루의 무대 감독", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "광대 호출", + "BATTLE_TITLE_PIER_MACHINE": "지옥의 엔진", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "뒤죽박죽", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "마녀의 집의 엔진실 문을 여는 무거운 철제 열쇠.", + "ITEM_KEY_SPACEWORLD_1": "달의 열쇠", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "코스믹 존에서 찾은 달 문양의 은 열쇠.", + "ITEM_KEY_SPACEWORLD_2": "태양의 열쇠", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "코스믹 존에서 찾은 태양 문양의 황금 열쇠.", + "HAUNTOME_NAME": "고스트북", + "ONLINE_STATE_CONNECTED.m": "연결됨", + "ONLINE_BUTTON_INVITE_FRIENDS": "친구 초대", + "ONLINE_SHOW_INVITE_CODE_COPIED": "클립보드에 복사 완료!", + "ONLINE_PLAYER_STATUS_OFFLINE": "오프라인.", + "ONLINE_PLAYER_STATUS_0": "현재 {location_name_phrase} 모험 중.", + "ONLINE_REQUEST_RECEIVED.m": "{remote_player} 님에게 {action} 요청을 받았습니다!", + "NOTIFICATION_REQUEST": "요청", + "ONLINE_STATE_DISCONNECTED": "현재 오프라인", + "ONLINE_STATE_CONNECTING": "연결 중...", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "LAN 세션", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "{server}에 연결 중...", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "호스팅(LAN 포트 {server_port})", + "ONLINE_STATE_CONNECTED.f": "연결됨", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "연결 실패. 업데이트해야 합니다.", + "ONLINE_BUTTON_LAN_CLIENT": "LAN 세션 참가", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "활성화", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "활성화 + 융합 필살기", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "중복 스티커:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "비활성화", + "BATTLE_NET_CLOSED_2_LOCAL.m": "연결이 끊겨 전투가 종료되었습니다.", + "BATTLE_NET_CLOSED_2_REMOTE.f": "다른 플레이어의 연결이 끊겨 전투가 종료되었습니다.", + "BATTLE_NET_CLOSED_1": "오류가 발생하여 전투가 종료되었습니다.", + "BATTLE_NET_CLOSED_2_LOCAL.n": "연결이 끊겨 전투가 종료되었습니다.", + "BATTLE_NET_CLOSED_2_REMOTE.n": "다른 플레이어의 연결이 끊겨 전투가 종료되었습니다.", + "ONLINE_ERROR_CONNECTION_ERROR": "연결 오류({error}).", + "ONLINE_NOTIFICATION_RAID_WON": "{player} 님과 {other_player} 님이 {boss}을(를) 물리쳤습니다", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player} 님과 {other_player} 님이 레이드를 시작했습니다", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player} 님이 {other_player} 님에게 승리했습니다", + "ONLINE_NOTIFICATION_TRADED": "{player} 님과 {other_player} 님이 테이프를 거래했습니다", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player} 님과 {other_player} 님이 도전에 입장했습니다", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "다음으로 마주치는 융합에 해적판이 포함될 수 있습니다", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} 님이 의식 양초에 불을 붙였습니다", + "ONLINE_BUTTON_FRIENDS_JOIN": "초대 코드 입력", + "CAPTAIN_CODEY_CM_CODEY6": "자, 이걸 줄게.", + "CAPTAIN_CODEY_CM_CODEY8": "나는 마저 순찰대 일이나 하러 가야겠다. 다음에 언제 산으로 만나러 와. 알겠지?", + "ONLINE_PLAYER_GAMERCARD": "게이머카드 표시", + "UPDATE_POPUP_MP_TITLE": "1.6 멀티플레이어 업데이트", + "UPDATE_POPUP_MP_2": "온라인 멀티플레이어를 시작하시려면 일시 정지 메뉴에서 {control.ui_action_1}를 누르세요.\\n\\n친구 목록의 플레이어에게 초대를 보내거나, 초대 코드를 생성해서 다른 플랫폼의 플레이어와 함께 플레이할 수 있습니다.", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player} 님이 당신을 기다리고 있습니다...", + "UPDATE_POPUP_MP_1": "1.6 업데이트에서는 온라인 멀티플레이어가 추가됩니다! 온라인 상태에서...\\n\\n- 최대 8명까지 친구들과 그룹을 이뤄 플레이하세요!\\n- 함께 세계를 탐험하세요!\\n- 서로 실력을 겨루고 테이프를 교환하세요!\\n- 팀을 이뤄 레이드로 야생 융합을 물리치세요!", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "온라인 (초대 전용)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "친구 검색 중...", + "ONLINE_ERROR_VERSION_CHECK_LAN": "연결 실패. 버전이 일치하지 않습니다.", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} 님이 자신의 {species2} 테이프와 당신의 {species1} 테이프를 교환하자고 제안했습니다.", + "ONLINE_REQUEST_RECEIVED_TRADE2": "{remote_player} 님의 제안 수락 대기 중...", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} 님이 자신의 {species2} 테이프와 당신의 {species1} 테이프를 교환하자고 제안했습니다.", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "{remote_player} 님과 거래할 수 없습니다.", + "ONLINE_REQUEST_UI_TITLE": "{remote_player} 님의 {action} 요청", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} 님이 자신의 {species2} 테이프와 당신의 {species1} 테이프를 교환하자고 제안했습니다.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "{remote_player} 님의 게임 내 몬스터 타입이 달라 거래할 수 없습니다.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "{remote_player} 님의 게임 내 몬스터 타입이 달라 거래할 수 없습니다.", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "거래를 진행하면 게임이 자동으로 저장됩니다. 그래도 계속할까요?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} 님이 {action} 요청을 취소했습니다.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} 님이 {action} 요청을 취소했습니다.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "지금은 해당 플레이어가 바쁩니다. 나중에 다시 시도하세요.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "지금은 해당 플레이어가 바쁩니다. 나중에 다시 시도하세요.", + "ONLINE_REQUEST_TRADE_PROMPT": "{remote_player} 님에게 제안할 테이프를 선택하세요.", + "UI_TAPE_COLLECTION_OFFER_TRADE": "{remote_player} 님에게 제안", + "ONLINE_REQUEST_SENT_TRADE.m": "{remote_player} 님에게 당신의 {species1} 테이프 거래를 제안했습니다!", + "ONLINE_REQUEST_SENT_TRADE.n": "{remote_player} 님에게 당신의 {species1} 테이프 거래를 제안했습니다!", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "요청 수락", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "요청 거절", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "요청 취소", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "테이프 제안...", + "ONLINE_REQUEST_SENT_TRADE.f": "{remote_player} 님에게 당신의 {species1} 테이프 거래를 제안했습니다!", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} 님이 자신의 {species1} 테이프 거래를 제안했습니다!", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} 님이 자신의 {species1} 테이프 거래를 제안했습니다!", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} 님이 자신의 {species1} 테이프 거래를 제안했습니다!", + "ONLINE_BUTTON_LEAVE_SESSION": "세션 나가기", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "IP 및 포트 입력", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "초대 코드 표시", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "오류가 발생하여", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "연결을 해제하여", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} 님이 {action} 요청을 거절했습니다.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "연결을 해제하여", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "{remote_player} 님의 {action} 요청을 거절했습니다.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} 님이 {action} 요청을 취소했습니다.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "연결을 해제하여", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} 님이 {species} 테이프를 획득했습니다", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} 님이 {ability} 능력을 획득했습니다", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} 님이 {species}의 {type} 타입 해적판 테이프를 획득했습니다", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} 님이 {species} 테이프를 기록했습니다", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} 님이 {species}의 {type} 타입 해적판 테이프를 기록했습니다", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} 님이 {partner}와(과) 친구가 되었습니다", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} 님이 {partner}와(과) 친구가 되었습니다", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} 님이 {boss}을(를) 물리쳤습니다", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "{action} 요청을 취소했습니다.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "{remote_player} 님의 {action} 요청을 거절했습니다.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "{action} 요청을 취소했습니다.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "{action} 요청을 취소했습니다.", + "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} 완료.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "거래 완료. {remote_player} 님의 {species2} 테이프가 당신의 보관함에 들어왔습니다!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "거래 완료. {remote_player} 님의 {species2} 테이프가 당신의 보관함에 들어왔습니다!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "거래 완료. {remote_player} 님의 {species2} 테이프가 당신의 보관함에 들어왔습니다!", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "{remote_player} 님과 레이드할 수 없습니다.", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "해당 플레이어를 찾을 수 없습니다.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "{remote_player} 님의 게임 내 몬스터 타입이 달라 함께 레이드할 수 없습니다.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "{remote_player} 님의 게임 내 몬스터 타입이 달라 함께 레이드할 수 없습니다.", + "ITEM_CYBER_MATERIAL_NAME": "사이버 물질", + "CAPTAIN_CODEY_CM_CODEY1": "아, 내 [wave amp=30 freq=10]목표[/wave]가 나타났군. 센서가 [wave amp=30 freq=10]미친 듯이[/wave] 신호를 보내고 있어.", + "BATTLE_RAID_DEFERRED_RECORDING": "레이드에서 승리하면 두 플레이어 모두 이 테이프를 받습니다.", + "ITEM_HACKING_GLOVE_NAME": "해킹 장갑", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} 님이 레이드 요청을 수락했습니다!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "빛을 발하고 에너지로 가득한 물질. 가상 현실에 대한 1980년대 영화에서 나온 것처럼 생겼다.", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "{remote_player} 님이 도전 요청을 수락했습니다!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "전투 전에 사이버 물질을 사용하여 야생 융합의 원소 타입을 변경할 수 있게 해주는 레트로 게임 컨트롤러.", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "응?", + "NOTIFICATION_NETWORK": "네트워크", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "다른 플레이어를 기다리는 중...", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "지금은 해당 플레이어가 바쁩니다. 나중에 다시 시도하세요.", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "다른 플레이어를 기다리는 중...", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "다른 플레이어를 기다리는 중...", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "{remote_player} 님과 도전을 수행하는 중입니다!\\n도전을 끝내려면 열차에서 나가세요.", + "ONLINE_SECTION_PLAYERS": "플레이어 ({0}/{1}명)", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player} 님이 {species1} 테이프를 {species2}(으)로 리마스터했습니다", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} 님이 {partner}와(과) 친구가 되었습니다", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player} 님이 {species1} 테이프를 {species2}(으)로 리마스터했습니다", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player} 님이 {other_player} 님과 전투 중입니다", + "ONLINE_NOTIFICATION_ROMANCED": "{player} 님이 {partner}와(과) 연애를 시작했습니다", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player} 님이 {species1} 테이프를 {species2}(으)로 리마스터했습니다", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} 님이 {partner}와(과) 유대감을 쌓았습니다", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} 님이 {station}을(를) 발견했습니다", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} 님이 도감에 {num}종을 등록했습니다", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} 님이 게시판 퀘스트를 {num}개 완료했습니다", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} 님이 야생 융합을 {num}마리 물리쳤습니다", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "{player_name} 님 초대", + "ROGUE_FUSION_BATTLE_SOLO": "단독 전투", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]이 전투에서는 일시적으로 레벨이 {max_level}레벨로 감소합니다.[/center]", + "ROGUE_FUSION_RAID_REWARD": "보상: {item} x{item_amount}", + "ROGUE_FUSION_RAID_HACK_BUTTON": "해킹!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "당신과 {remote_player} 님이 패배했습니다...", + "ROGUE_FUSION_RAID_HACK_HINT": "사이버 재료를 {amount}개 사용해 이 융합의 타입을 변경합니다.", + "ITEM_COST_ELEMENT_WITH_OWNED": "{owned}/{amount} {currency}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "당신과 {remote_player} 님이 승리했습니다!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "당신과 {remote_player} 님이 도전에서 나갔습니다.", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "전투에서 도망쳤습니다...", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "당신과 {remote_player} 님이 패배했습니다...", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "{remote_player} 님의 게임 내 몬스터 타입이 달라 함께 레이드할 수 없습니다.", + "ONLINE_SECTION_CONTROL": "제어", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "플레이어 ({0}명)", + "ONLINE_ERROR_INVALID_INVITE": "연결 실패. 초대가 유효하지 않습니다.", + "ONLINE_HUD_PLAYER_COUNT": "플레이어 {0}/{1}명", + "ONLINE_BUTTON_FRIENDS_CREATE": "초대 전용 세션 시작", + "BATTLE_NET_CLOSED_2_REMOTE.m": "다른 플레이어의 연결이 끊겨 전투가 종료되었습니다.", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (나)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "연결이 끊겨 전투가 종료되었습니다.", + "ONLINE_DISPLAY_NAME_ANON": "익명", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "이 로비는 크로스플레이가 비활성화되었습니다. 다른 시스템의 플레이어가 해당 코드로 참가하지 못할 수 있습니다.", + "ONLINE_INVITE_MESSAGE": "카세트 비스트를 함께 플레이해요!", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title} (활동 중)", + "ONLINE_REQUEST_LIST_BUTTON": "{title} 요청", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "{reason} {action} 요청이 실패했습니다.", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "{reason} {action} 요청이 실패했습니다.", + "OFFLINE_REMATCH_NPC1.v3": "지나가다가 당신 게임에 들렀어요. 이렇게 만난 김에 다시 대결해 보는 게 어때요?", + "OFFLINE_REMATCH_NPC1.v1": "안녕! 지금 온라인이 아니라는 건 알지만, 그래도 재대결해 볼까요?", + "OFFLINE_REMATCH_NPC1_YES": "좋아요!", + "OFFLINE_REMATCH_NPC1_NO": "지금은 안 돼요.", + "OFFLINE_REMATCH_NPC1.v2.m": "지난 PvP 전투가 성에 안 찼어요. 다시 싸워볼래요?", + "OFFLINE_REMATCH_NPC1.v2.n": "지난 PvP 전투가 성에 안 찼어요. 다시 싸워볼래요?", + "OFFLINE_REMATCH_NPC1.v2.f": "지난 PvP 전투가 성에 안 찼어요. 다시 싸워볼래요?", + "OFFLINE_GIFTER_NPC1.v2": "안 그래도 지난 멀티플레이 세션 생각을 하던 참이에요. 언제 또 같이 플레이해요!", + "OFFLINE_GIFTER_NPC1.v1": "지금 온라인이 아니라는 건 알지만, 그래도 이걸 드리고 싶었어요!", + "OFFLINE_GIFTER_NPC1.v3": "안녕하세요! 지나가다가 당신 게임에 들렀어요. 오다가 이걸 주웠어요!", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "설정 중...", + "ONLINE_REQUEST_SENT.m": "{remote_player} 님에게 {action} 요청을 보냈습니다!", + "ONLINE_REQUEST_RECEIVED.f": "{remote_player} 님에게 {action} 요청을 받았습니다!", + "ONLINE_REQUEST_RECEIVED.n": "{remote_player} 님에게 {action} 요청을 받았습니다!", + "ONLINE_REQUEST_SENT.n": "{remote_player} 님에게 {action} 요청을 보냈습니다!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "온라인 (친구와 플레이)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "온라인 플레이. 친구 검색 중...", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} 님이 세션 참가", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} 님의 연결 해제", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} 님의 연결 해제", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} 님의 연결 해제", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} 님이 도전을 수락했습니다!", + "BATTLE_FLEE_ONLINE_CONFIRM": "패배를 승복할까요?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "넌 누구야?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "{player}, 또 만났네. 꽤 바빴나 봐?", + "CAPTAIN_CODEY_CM_CODEY2": "스캐너에 [wave amp=30 freq=10]사이버파[/wave]가 잡히고 있어. 너 때문인 것 같은데.", + "CAPTAIN_CODEY_ALREADY_MET1.m": "{player}, 또 만났네. 꽤 바빴나 봐?", + "CAPTAIN_CODEY_ALREADY_MET1.n": "{player}, 또 만났네. 꽤 바빴나 봐?", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "사이버파...?", + "CAPTAIN_CODEY_CM_CODEY4": "[wave amp=30 freq=10]모든 세계 사이의 공간[/wave]에 연결되어 있다던가. 난 그 기원에 대해서는 별 관심이 없어...", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "그게 무슨 소리야?", + "CAPTAIN_CODEY_CM_CODEY3": "사이버파! [pause][wave amp=30 freq=10]사이버 물질[/wave]에서 나오는 것 있잖아! [pause]최근에 빛나는 주황색 물질을 얻었지? 그걸 말하는 거야.", + "CAPTAIN_CODEY_CM_CODEY5": "하지만 야생 융합은 사이버 물질에 민감하지. 그걸 사용해서 융합을 해적판으로 만들 수 있어. [shake rate=30 level=10]우주적인[/shake] 수준으로 생명체를 해킹하는 거지!", + "CAPTAIN_CODEY_CM_CODEY7": "이제 넌 막대한 [shake rate=30 level=10]힘[/shake]을 손에 넣은 거야! [pause]이제 사이버 물질을 야생 융합에 사용할 수 있어. [wave amp=30 freq=10]자랑[/wave]하려는 건 아니지만, 내가 직접 발명한 거야.", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "서버 연결 끊어짐.", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "크로스플레이 설정 변경 사항은 현재 온라인 세션 종료 후에 적용됩니다.", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "일부 온라인 멀티플레이어 기능을 사용하지 못할 수 있습니다.", + "ONLINE_CROSSPLAY_WARNING": "입력한 초대 코드는 크로스플레이 로비 전용이지만, 현재 크로스플레이 설정이 꺼져 있습니다. 해당 설정을 무시하고 계속할까요?", + "INFO_ONLINE_WITH_MODS2": "호환되지 않는 모드를 보유한 플레이어와 상호작용할 수 없습니다. 연결에 실패하거나 세션에 아무도 나타나지 않으면 같은 모드가 설치되어 있는지 확인하세요.", + "ONLINE_FRIENDS_PASSIVE_WARNING": "\\\"친구와 플레이\\\" 모드에서는 가끔 [i]친구가 아닌[/i] 사람과 매칭될 수 있습니다. 친구의 친구 또는 초대 코드를 가진 사람이 게임에 참가할 수 있습니다. 그래도 계속할까요?", + "ONLINE_STATE_CONNECTED.n": "연결됨", + "ONLINE_BUTTON_FRIENDS_INVITE": "{name} 님의 초대 수락", + "ONLINE_BUTTON_DISCONNECT": "연결 해제", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:포트", + "ONLINE_REQUEST_ACTION_battle": "전투", + "ONLINE_REQUEST_ACTION_trade": "거래", + "ONLINE_ALREADY_REQUESTING.n": "이미 해당 플레이어에게 다른 요청을 보냈습니다.", + "ONLINE_ERROR_MATCH_FULL": "연결 실패. 세션이 가득 찼습니다.", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "세션 참가 실패. 타 플레이어가 다른 게임 버전을 이용 중입니다.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "{remote_player} 님에게 항복했습니다...", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player} 님에게 패배했습니다...", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "{remote_player} 님에게 승리했습니다!", + "ONLINE_BUTTON_LAN_SERVER": "LAN 세션 호스트", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "친구와 플레이", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "{remote_player} 님의 {action} 요청을 거절했습니다.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} 님이 {action} 요청을 거절했습니다.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} 님이 {action} 요청을 거절했습니다.", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "초대 코드 입력", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "{reason} {remote_player} 님의 {action} 요청이 실패했습니다.", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "{reason} {remote_player} 님의 {action} 요청이 실패했습니다.", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "입력한 IP 주소, 호스트명 또는 포트 번호가 유효하지 않습니다.", + "ONLINE_ERROR_CONNECTION_FAILED": "연결 실패.", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "플레이어 {0}명", + "ONLINE_BUTTON_VIEW_FRIENDS": "친구 목록", + "UI_PAUSE_ONLINE_BTN_0": "온라인 플레이", + "ONLINE_ALREADY_REQUESTING.f": "이미 해당 플레이어에게 다른 요청을 보냈습니다.", + "UI_PAUSE_ONLINE_BTN_1": "온라인 상태", + "ONLINE_REQUEST_ACTION_raid": "레이드", + "ONLINE_ALREADY_REQUESTING.m": "이미 해당 플레이어에게 다른 요청을 보냈습니다.", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "{reason} {action} 요청이 실패했습니다.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} 님이 연결을 해제하여", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} 님이 연결을 해제하여", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} 님이 연결을 해제하여", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "{reason} {remote_player} 님의 {action} 요청이 실패했습니다.", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "온라인 (참가함)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "레벨:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "{0}레벨로 평준화", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "스티커 속성:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "무제한", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "활성화", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "비활성화", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "비활성화", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "활성화", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "융합", + "ONLINE_NOTIFICATION_DISCONNECTED": "연결 해제됨", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "연결됨!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "연결됨!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "연결됨!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "모드가 설치되어 있으면 온라인 크로스플레이가 비활성화되므로, 이 저장 파일은 영구적으로 콘솔 시스템과 크로스플레이가 불가능합니다.", + "ONLINE_NOTIFICATION_CONNECTED_1": "{remote_player} 님과 플레이 중", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "{server_port} 포트에서 LAN 세션 호스팅 중", + "INFO_ONLINE_WITH_MODS1": "모드가 설치되어 있으면 온라인 크로스플레이가 비활성화됩니다. 크로스플레이 세션에 참가할 수 없고, 콘솔 플레이어가 당신의 세션에 참가할 수 없습니다.", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "파일을 선택하여 멀티플레이 세션에 참가", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} 님이 전투에서 패배했습니다", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} 님이 전투에서 패배했습니다", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} 님이 전투에서 패배했습니다", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "나의 제안 확인", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "{remote_player} 님의 제안 확인", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "제안 수락", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "나의 제안", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "{remote_player} 님의 게임 내 몬스터 타입이 달라 거래할 수 없습니다.", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "{remote_player} 님의 제안", + "ONLINE_REQUEST_UI_BATTLE_RULES": "전투 규칙", + "ONLINE_PLAYER_STATUS_1.n": "현재 {location_name_phrase} 다른 용무 중.", + "ONLINE_PLAYER_STATUS_1.m": "현재 {location_name_phrase} 다른 용무 중.", + "ONLINE_PLAYER_STATUS_1.f": "현재 {location_name_phrase} 다른 용무 중.", + "ONLINE_PLAYER_STATUS_2": "{location_name_phrase} 전투 중.", + "ONLINE_PLAYER_MENU_MAP": "지도에서 확인", + "ONLINE_PLAYER_MENU_TRADE": "거래 요청", + "ONLINE_PLAYER_LOCATION": "{player_name} 님, {location_name_phrase} 머무르는 중", + "ONLINE_PLAYER_MENU_BATTLE": "전투 요청", + "UI_SETTINGS_NETWORK": "온라인 플레이", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "비활성화", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "활성화", + "UI_SETTINGS_NETWORK_CROSSPLAY": "크로스플레이", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "{remote_player} 님 외 {n}명과 플레이 중", + "ONLINE_REQUEST_ACTION_gauntlet": "도전", + "ONLINE_REQUEST_SENT.f": "{remote_player} 님에게 {action} 요청을 보냈습니다!", + "ACHIEVEMENT_NAME_tutorial": "이곳만이 내 세상", + "ACHIEVEMENT_DESC_partner_kayleigh": "케일리를 잠금 해제한다.", + "ACHIEVEMENT_NAME_rogue_fusion": "뭉치면 산다", + "ACHIEVEMENT_NAME_swarm_fusion": "몬스터 대난투", + "ACHIEVEMENT_DESC_rogue_fusion": "야생 융합을 물리친다.", + "ACHIEVEMENT_DESC_swarm_fusion": "무리를 물리친다.", + "ACHIEVEMENT_DESC_unstable_fusion": "불안정한 융합을 물리친다.", + "ACHIEVEMENT_NAME_unstable_fusion": "연쇄 분열", + "ACHIEVEMENT_NAME_orb_fusion": "저건 달이 아니야", + "ACHIEVEMENT_DESC_orb_fusion": "구체 융합을 물리친다.", + "ACHIEVEMENT_NAME_rogue_fusion_5": "야생으로", + "ACHIEVEMENT_DESC_rogue_fusion_5": "야생 융합을 5마리 물리친다.", + "ACHIEVEMENT_NAME_rogue_fusion_10": "개체 수 조절", + "ACHIEVEMENT_NAME_captain_judas": "만반의 대비", + "ACHIEVEMENT_DESC_captain_judas": "순찰대장 주다스를 이긴다.", + "ACHIEVEMENT_NAME_captain_cleeo": "승자 독식", + "ACHIEVEMENT_NAME_captain_lodestein": "찌릿찌릿", + "ACHIEVEMENT_DESC_captain_lodestein": "순찰대장 로드스타인을 이긴다.", + "ACHIEVEMENT_NAME_captain_dreadful": "저편", + "ACHIEVEMENT_DESC_captain_dreadful": "순찰대장 페니 드레드풀을 이긴다.", + "ACHIEVEMENT_NAME_captain_gladiola": "양날의 검", + "ACHIEVEMENT_NAME_kuneko_altars_4": "나를 잊지 말아요 5", + "ACHIEVEMENT_DESC_kuneko_altars_4": "제단 4곳에서 쿠네코와 만난다.", + "ACHIEVEMENT_NAME_quest_viola1": "폭풍우", + "ACHIEVEMENT_NAME_defeat_ianthe": "신병 받아라 2", + "ACHIEVEMENT_DESC_defeat_ianthe": "이안테를 이기고 순찰대장이 된다.", + "ACHIEVEMENT_NAME_quest_overtime": "초과 근무", + "ACHIEVEMENT_DESC_quest_overtime": "항구촌 표지판의 디자인을 선택한다.", + "ACHIEVEMENT_NAME_quest_sunny": "행복의 나라로", + "ACHIEVEMENT_DESC_quest_sunny": "서니가 새로운 삶을 시작하는 걸 돕는다.", + "ACHIEVEMENT_NAME_quest_hoylake": "몬스터 사냥", + "ACHIEVEMENT_DESC_quest_hoylake": "호이레이크의 연구를 돕는다.", + "ACHIEVEMENT_DESC_defeat_ghost": "유령을 물리친다.", + "ACHIEVEMENT_NAME_defeat_ghost": "악귀야 물렀거라", + "ACHIEVEMENT_DESC_bootleg_astral": "우주 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_ice": "싸늘한 해적판", + "ACHIEVEMENT_DESC_bootleg_ice": "얼음 타입 해적판을 획득한다.", + "ACHIEVEMENT_DESC_bootleg_lightning": "번개 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_lightning": "충격적인 해적판", + "ACHIEVEMENT_NAME_bootleg_air": "바람의 해적판", + "ACHIEVEMENT_DESC_bootleg_air": "공기 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_earth": "돌덩이 해적판", + "ACHIEVEMENT_DESC_bootleg_earth": "대지 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_metal": "무쇠 해적판", + "ACHIEVEMENT_DESC_bootleg_metal": "금속 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_glass": "투명 해적판", + "ACHIEVEMENT_DESC_bootleg_glass": "유리 타입 해적판을 획득한다.", + "REACTION_FIRE_ON_AIR_TUTORIAL": "불 타입 공격으로 공기 타입 대상을 맞히면 상승 기류가 발생하며 공기 방벽이 생깁니다. 공기 방벽은 받는 공격을 일정 횟수만큼 흡수합니다.", + "REACTION_FIRE_ON_METAL": "융해", + "REACTION_FIRE_ON_METAL_TUTORIAL": "금속 타입 몬스터가 불 타입 공격에 맞으면 융해되며 지속 피해를 받습니다.", + "REACTION_PLASTIC_ON_FIRE": "연기", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "플라스틱 타입 공격으로 불 타입 대상을 맞히면 검은 연기가 뿜어져 나오며 대상의 위치를 가립니다.", + "REACTION_PLASTIC_ON_ASTRAL": "방해", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "플라스틱은 절연체이기 때문에, 플라스틱 타입 공격으로 번개 타입 몬스터의 공격 범위를 제한할 수 있습니다.", + "REACTION_PLASTIC_ON_LIGHTNING": "절연", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "플라스틱, 독, 금속처럼 순수하지 않은 원소에 노출된 우주 타입 몬스터는 내적 조화가 어지러이 흐트러져 혼돈에 빠질 수 있습니다.", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "식물 타입 공격으로 불 타입 대상을 맞히면 검은 연기가 뿜어져 나오며 대상의 위치를 가립니다.", + "REACTION_PLANT_ON_FIRE": "연기", + "REACTION_PLANT_ON_WATER": "흡입", + "REACTION_PLANT_ON_WATER_TUTORIAL": "식물 타입 공격은 물 타입 대상의 기력을 흡입하여 흡혈 효과를 얻습니다.", + "REACTION_PLANT_ON_POISON": "농축", + "REACTION_PLANT_ON_LIGHTNING": "접지", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "식물 타입 공격은 번개 타입 대상의 전기를 접지하여 대상의 공격 범위를 줄입니다.", + "REACTION_PLANT_ON_POISON_TUTORIAL": "독을 만들려면 특정한 영양소가 몇 가지 필요하며, 대상의 추후 독 공격을 강화하는 식물 타입의 공격이다.", + "REACTION_PLANT_ON_EARTH": "파종", + "REACTION_WATER_ON_FIRE_TUTORIAL": "물 타입 공격은 불 타입 대상의 불길을 누그러뜨려, 대상의 공격력을 감소시킵니다.", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "식물 타입 공격에 실린 씨앗은 대지 타입 대상에 파고들어 에너지를 소진시킵니다.", + "REACTION_WATER_ON_FIRE": "소화", + "REACTION_WATER_ON_PLANT": "흡수", + "REACTION_WATER_ON_PLANT_TUTORIAL": "물 타입 공격이 남긴 물은 식물 타입 대상의 뿌리에 흡수되어, 대상을 서서히 치유합니다.", + "REACTION_WATER_ON_ICE": "벌크업", + "REACTION_WATER_ON_ASTRAL": "에너지 충전", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "우주 타입 몬스터는 불, 대지, 공기, 물 등 네 가지 원소로부터 힘을 얻습니다.", + "REACTION_WATER_ON_ICE_TUTORIAL": "물 타입 공격이 남긴 물은 얼음 타입 대상에 의해 즉시 얼어붙어 대상의 덩치를 키워줍니다.", + "REACTION_WATER_ON_LIGHTNING": "전도", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "물에 전류가 흘러 번개 타입 공격의 범위와 사정거리를 늘려줍니다.", + "REACTION_WATER_ON_EARTH": "침식", + "REACTION_WATER_ON_EARTH_TUTORIAL": "물 타입 공격은 대지 타입 대상을 서서히 침식하여 방어력을 감소시킵니다.", + "REACTION_WATER_ON_METAL": "부식", + "REACTION_POISON_ON_FIRE": "연료 공급", + "REACTION_WATER_ON_METAL_TUTORIAL": "물 타입 공격은 금속 타입 대상을 녹슬게 하여 깨지기 쉽게 만듭니다.", + "REACTION_POISON_ON_FIRE_TUTORIAL": "불 타입 대상은 독 타입 공격이 남긴 독을 연료로 연소시켜 힘을 얻습니다.", + "REACTION_POISON_ON_PLANT_TUTORIAL": "식물 타입 대상은 독 타입 공격이 남긴 독을 흡수하여 지속 피해를 받습니다.", + "REACTION_POISON_ON_PLANT": "흡수", + "REACTION_POISON_ON_EARTH": "독침", + "REACTION_POISON_ON_ASTRAL": "방해", + "REACTION_POISON_ON_EARTH_TUTORIAL": "대지 타입 몬스터는 독 타입 공격에서 남은 독을 날카로운 부분에 발라 상대에게 추가 피해를 줄 수 있습니다.", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "플라스틱, 독, 금속처럼 순수하지 않은 원소에 노출된 우주 타입 몬스터는 내적 조화가 어지러이 흐트러져 혼돈에 빠질 수 있습니다.", + "REACTION_POISON_ON_METAL_TUTORIAL": "금속 타입 몬스터는 독 타입 공격에서 남은 독을 날카로운 부분에 발라 상대에게 추가 피해를 줄 수 있습니다.", + "REACTION_POISON_ON_METAL": "독침", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "우주 타입 공격은 불, 대지, 공기, 물 등 네 가지 원소의 대상에게서 힘을 소진시킵니다.", + "REACTION_ASTRAL_ON_FIRE": "소진", + "REACTION_ASTRAL_ON_WATER": "소진", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "우주 타입 공격은 불, 대지, 공기, 물 등 네 가지 원소의 대상에게서 힘을 소진시킵니다.", + "REACTION_ASTRAL_ON_ASTRAL": "에너지 충전", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "우주 타입 공격에 맞은 우주 타입 몬스터는 남은 우주 에너지를 흡수하여 활용할 수 있습니다.", + "REACTION_ASTRAL_ON_AIR": "소진", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "우주 타입 공격은 불, 대지, 공기, 물 등 네 가지 원소의 대상에게서 힘을 소진시킵니다.", + "REACTION_ICE_ON_WATER_TUTORIAL": "물 타입 몬스터는 얼음 타입 공격에 맞으면 즉시 얼어붙습니다.", + "REACTION_ICE_ON_WATER": "빙결", + "REACTION_ASTRAL_ON_EARTH": "소진", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "우주 타입 공격은 불, 대지, 공기, 물 등 네 가지 원소의 대상에게서 힘을 소진시킵니다.", + "REACTION_ICE_ON_LIGHTNING": "전도", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "얼음과 물에 전류가 흘러 번개 타입 공격의 범위와 사정거리를 늘려줍니다.", + "REACTION_ICE_ON_AIR": "한기", + "REACTION_LIGHTNING_ON_ICE": "감전", + "REACTION_LIGHTNING_ON_PLASTIC": "정전기", + "REACTION_ICE_ON_AIR_TUTORIAL": "얼음 타입 공격은 공기 타입 대상을 차갑게 만들어 덜덜 떨게 만듭니다.", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "얼음과 물에 전류가 흘러 추후 번개 타입 공격에 취약해집니다.", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "물에 전류가 흘러 추후 번개 타입 공격에 취약해집니다.", + "REACTION_LIGHTNING_ON_WATER": "감전", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "플라스틱은 절연체이기 때문에 플라스틱 타입 대상이 번개 타입 공격에 맞으면 전하가 남으며, 대상이 그 전하를 사용하여 상대를 추가적으로 감전시킬 수 있습니다.", + "REACTION_LIGHTNING_ON_AIR": "감전", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "뉴위럴의 공기는 비정상적으로 전기가 잘 통하기 때문에, 공기 타입 대상이 추후 번개 타입 공격에 취약해집니다.", + "REACTION_LIGHTNING_ON_EARTH": "유리화", + "REACTION_AIR_ON_FIRE_TUTORIAL": "공기 타입 공격은 불 타입 대상의 불을 꺼뜨려 추후 공격의 위력을 감소시킵니다.", + "REACTION_AIR_ON_FIRE": "소화", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "금속에 전류가 흘러 추후 번개 타입 공격에 취약해집니다.", + "REACTION_LIGHTNING_ON_METAL": "감전", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "번개가 모래에 내려치면 천연 유리인 섬전암이 생성됩니다. 번개 타입 공격에 맞은 대지 타입 대상은 유리 타입으로 변경됩니다.", + "REACTION_AIR_ON_PLANT": "뽑힘", + "REACTION_AIR_ON_PLANT_TUTORIAL": "공기 타입 공격은 식물 타입 대상을 뿌리째 뽑아 땅으로부터 얻는 영양분을 차단할 수 있습니다.", + "REACTION_AIR_ON_ASTRAL": "에너지 충전", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "우주 타입 몬스터는 불, 대지, 공기, 물 등 네 가지 원소로부터 힘을 얻습니다.", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "뉴위럴의 공기는 전기가 잘 흐르기 때문에 번개 타입 공격의 범위와 사정거리를 늘려줍니다.", + "REACTION_AIR_ON_LIGHTNING": "전도", + "REACTION_AIR_ON_GLASS": "공진", + "REACTION_EARTH_ON_FIRE": "소화", + "REACTION_AIR_ON_GLASS_TUTORIAL": "요란한 소리와 공기 타입 공격은 유리 타입 대상에 공진을 일으켜 진동하게 만들 수 있습니다. 공진이 충분히 강해지면 유리가 깨집니다.", + "REACTION_EARTH_ON_PLASTIC": "매립", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "대지 타입 공격은 불 타입 대상으로부터 산소를 차단하여, 대상의 공격력을 감소시킵니다.", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "대지 타입 공격은 번개 타입 대상의 전기를 접지하여 대상의 공격 범위를 줄입니다.", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "플라스틱 제품이 종종 매립지에서 삶을 마감하는 것처럼, 대지 타입의 공격은 플라스틱 타입 몬스터를 파묻어 움직임을 제한합니다.", + "REACTION_EARTH_ON_LIGHTNING": "접지", + "REACTION_METAL_ON_ASTRAL": "방해", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "플라스틱, 독, 금속처럼 순수하지 않은 원소에 노출된 우주 타입 몬스터는 내적 조화가 어지러이 흐트러져 혼돈에 빠질 수 있습니다.", + "REACTION_EARTH_ON_ASTRAL": "에너지 충전", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "우주 타입 몬스터는 불, 대지, 공기, 물 등 네 가지 원소로부터 힘을 얻습니다.", + "REACTION_METAL_ON_ICE_TUTORIAL": "금속 타입 공격의 날카로운 부분은 송곳처럼 얼음 타입 대상을 꿰뚫어 전체적인 방어력을 감소시킬 수 있습니다.", + "REACTION_METAL_ON_ICE": "박살", + "REACTION_METAL_ON_LIGHTNING": "전도", + "REACTION_METAL_ON_EARTH": "박살", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "금속에 전류가 흘러 번개 타입 공격의 범위와 사정거리를 늘려줍니다.", + "REACTION_METAL_ON_GLASS_TUTORIAL": "깨지기 쉬운 유리 타입 몬스터는 단단한 금속 타입 공격에 쉽게 산산조각이 납니다. 그러면 날카로운 장애물이 전장 곳곳에 흩뿌려집니다.", + "REACTION_METAL_ON_EARTH_TUTORIAL": "금속 타입 공격의 날카로운 부분은 삽처럼 대지 타입 대상을 꿰뚫어 전체적인 방어력을 감소시킬 수 있습니다.", + "REACTION_METAL_ON_GLASS": "산산조각", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "유리는 절연체이기 때문에, 유리 타입 공격으로 번개 타입 몬스터의 공격 범위를 제한할 수 있습니다.", + "REACTION_GLASS_ON_LIGHTNING": "절연", + "ELEMENTAL_TYPE_FIRE": "불", + "ELEMENTAL_TYPE_WATER": "물", + "ELEMENTAL_TYPE_PLASTIC": "플라스틱", + "ELEMENTAL_TYPE_POISON": "독", + "ELEMENTAL_TYPE_PLANT": "식물", + "ELEMENTAL_TYPE_BEAST": "야수", + "ELEMENTAL_TYPE_ASTRAL": "우주", + "ELEMENTAL_TYPE_GLITTER": "반짝이", + "ELEMENTAL_TYPE_LIGHTNING": "번개", + "ELEMENTAL_TYPE_ICE": "얼음", + "ELEMENTAL_TYPE_AIR": "공기", + "ELEMENTAL_TYPE_EARTH": "대지", + "ELEMENTAL_TYPE_METAL": "금속", + "ELEMENTAL_TYPE_GLASS": "유리", + "INVENTORY_EMPTY": "비어있음.", + "INVENTORY_INCOMPATIBLE": "호환 불가", + "INVENTORY_NO_COMPATIBLE_STICKERS": "적합한 스티커 없음.", + "LOOT_TITLE": "획득", + "LOOT_ITEM_EQUIPPED": "장착", + "LOOT_ITEM_EQUIP_BUTTON": "장착", + "LOOT_ITEM_UNEQUIP_BUTTON": "해제", + "LOOT_HEADING_OTHER_ITEMS": "기타 아이템", + "LOOT_HEADING_DROPPED": "떨어뜨림", + "WINGS_OBTAINED": "이제 옷장에서 {0} 날개를 선택할 수 있습니다.", + "ITEM_DROP_OBTAINED_ONE": "획득: {0}", + "ITEM_DROP_OBTAINED_MULTIPLE": "획득: {0} ×{1}", + "ITEM_DROP_INVENTORY_FULL": "이 아이템은 더 소지할 수 없다.", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "스티커를 더 가지고 다닐 수 없다.", + "ITEM_CHEST_EMPTY": "비어 있다!", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "가지고 다닐 수 있는 스티커 개수의 한도에 도달했다. 이후 찾는 스티커는 전부 떨어뜨린다.", + "ITEM_REMOVED_ONE": "소지품에서 제거: {0}", + "ITEM_REMOVED_MULTIPLE": "소지품에서 제거: {0} ×{1}", + "ITEM_COUNT_LIMITED": "×{0} / {1}", + "ITEM_COUNT": "×{0}", + "ITEM_EXCHANGE_OWNED_AMOUNT": "현재 보유: {0}", + "ITEM_EXCHANGE_MULTIPLE": "{0} ×{1}", + "ITEM_EXCHANGE_ALREADY_OWNED": "이미 가지고 있다.", + "ITEM_COST_FREE": "무료", + "ITEM_COST_ELEMENT": "{amount} {currency}", + "ITEM_COST_JOIN": ",", + "ITEM_EXCHANGE_OUT_OF_STOCK": "더 구매할 수 없다.", + "ITEM_EXCHANGE_INVENTORY_FULL": "이 아이템은 더 소지할 수 없다.", + "ITEM_TRADE_BUY": "구매", + "ITEM_TRADE_AMOUNT": "{exchange}을(를) {cost}에 구매할까?", + "ITEM_USE": "사용", + "ITEM_VIEW": "확인", + "ITEM_READ": "읽기", + "ITEM_SELECT": "선택", + "ITEM_USE_ON.m": "{0}에 사용", + "ITEM_USE_ON.f": "{0}에 사용", + "ITEM_USE_ON_TAPE": "{0}에 사용", + "ITEM_USE_ON.n": "{0}에 사용", + "ITEM_APPLY_STICKER_SUBMENU": "부착", + "ITEM_USE_ON_SUBMENU": "사용", + "ITEM_DISCARD": "버리기", + "ITEM_DISCARD_ONE": "1개 버리기", + "ITEM_DISCARD_ALL": "전부 버리기", + "ITEM_RECYCLE_ONE": "{icon} {amount}개로 1개 재활용", + "ITEM_RECYCLE": "{icon} {amount}개로 재활용", + "ITEM_DISCARD_MODE_DISCARD": "버리기", + "ITEM_DISCARD_MODE_RECYCLE": "재활용", + "ITEM_RECYCLE_ALL": "{icon} {amount}개로 전부 재활용", + "ITEM_CATEGORY_consumables": "소모품", + "ITEM_CATEGORY_tapes": "빈 테이프", + "ITEM_CATEGORY_stickers": "스티커", + "ITEM_CATEGORY_resources": "자원", + "ITEM_CATEGORY_misc": "기타", + "ITEM_CURE_COATING_NAME": "코팅 치료제", + "ITEM_CURE_BURNED_NAME": "화상 치료제", + "ITEM_CURE_BURNED_DESCRIPTION": "파티원 1명에게서 '화상\\' 상태 효과를 제거하는 쿨링 크림. 턴을 소모하지 않는다.", + "ITEM_CURE_COATING_DESCRIPTION": "파티원 1명에게서 타입을 변경하는 '코팅\\' 상태 효과를 제거한다. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_CURE_CONDUCTIVE_NAME": "전도 치료제", + "ITEM_CURE_CONFUSED_NAME": "혼란 치료제", + "ITEM_CURE_CONFUSED_DESCRIPTION": "즉시 약물 성분을 중화시켜 파티원 1명에게서 '혼란\\' 상태 효과를 제거하는 효소가 든 피하 주사기. 턴을 소모하지 않는다.", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "파티원 1명에게서 '전도\\' 상태 효과를 제거하는 절연 크림. 턴을 소모하지 않는다.", + "ITEM_CURE_LEECHED_NAME": "흡혈 치료제", + "ITEM_CURE_POISONED_NAME": "독 치료제", + "ITEM_CURE_LEECHED_DESCRIPTION": "파티원 1명에게서 '흡혈\\' 상태 효과를 제거하는 절연 크림. 턴을 소모하지 않는다.", + "ITEM_CURE_RESONANCE_NAME": "공진 치료제", + "ITEM_CURE_POISONED_DESCRIPTION": "대부분의 일반 몬스터 독을 치료하는 해독제. 파티원 1명에게서 '중독\\' 상태 효과를 제거한다. 턴을 소모하지 않는다.", + "ITEM_CURE_SLEEP_NAME": "수면 치료제", + "ITEM_CURE_RESONANCE_DESCRIPTION": "진동을 흡수하여 파티원 1명에게서 '공진\\' 상태 효과를 제거하는 방진 물질. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_CURE_BERSERK_NAME": "광분 치료제", + "ITEM_CURE_SLEEP_DESCRIPTION": "고약한 악취를 풍기는 약이 담긴 작은 병. 잠든 파티원 1명을 깨워 준다. 턴을 소모하지 않는다.", + "ITEM_CURE_STAT_NAME": "능력치 치료제", + "ITEM_CURE_BERSERK_DESCRIPTION": "파티원 1명에게서 '광분\\' 상태 효과를 제거하는 진정제. 턴을 소모하지 않는다.", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "움직이기 편하게 해주는 미끈미끈한 물질이 든 작은 스프레이 병. 파티원 1명에게서 '석화\\' 상태 효과를 제거한다. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_CURE_PETRIFIED_NAME": "석화 치료제", + "ITEM_CURE_STAT_DESCRIPTION": "들이마시면 파티원 1명에게서 긍정적인 효과를 포함해 모든 능력치 변경 상태 효과를 제거하는 가루. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_CURE_ALL_NAME": "만병통치약", + "ITEM_CURE_ALL_DESCRIPTION": "모든 질환을 치료해준다는 기적의 만병통치약. 파티원 1명에게서 긍정적인 것을 포함해 모든 상태 효과를 제거한다. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_REWIND_NAME": "되감기", + "ITEM_REWIND_DESCRIPTION": "테이프 1개의 HP를 전부 회복한다. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_RESPOOL_NAME": "리스풀", + "ITEM_OLIVE_UP_NAME": "올리브업", + "ITEM_RESPOOL_DESCRIPTION": "망가진 테이프 1개를 고치고 되감는다. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_OLIVE_UP_DESCRIPTION": "이상한 올리브맛 탄산음료. 캐릭터 1명의 레벨을 즉시 올려준다.", + "ITEM_UPGRAPE_NAME": "업그레이프", + "ITEM_PEAR_FUSILLI_NAME": "배 푸실리", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "융합 게이지를 즉시 채워주는 2인용 인스턴트 요리! 전투 중에 먹어도 턴을 소모하지 않는다.", + "ITEM_UPGRAPE_DESCRIPTION": "\\\"거꾸로 날\\\"에 심으면 자라난다고 전해지는 거꾸로 된 포도. 한 송이를 먹으면 테이프 1개가 즉시 별 1개만큼 업그레이드된다.", + "ITEM_REODORANT_NAME": "발취제", + "ITEM_REODORANT_DESCRIPTION": "\\\"남녀 공용 발한 유도 발취제\\\" 스프레이. 1분 동안 몬스터가 다가오지 않을 만큼 지독한 냄새를 풍기게 해준다고 적혀 있다.", + "ITEM_REODORANT_TIME_LEFT": "남은 시간: {0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "풀 브렉퍼스트(비건)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "파티원 1명을 완전히 회복시킨다. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_COFFEE1_NAME": "캔 아이스 라떼", + "ITEM_COFFEE2_DESCRIPTION": "AP를 4 추가해주는 진한 캔커피. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_COFFEE1_DESCRIPTION": "AP를 2 추가해주는 캔커피. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_COFFEE2_NAME": "캔 아메리카노", + "ITEM_FUSED_MATERIAL_NAME": "융합 물질", + "ITEM_COFFEE3_NAME": "에스프레소 익스프레스", + "ITEM_COFFEE4_NAME": "더블 에스프레소", + "ITEM_COFFEE3_DESCRIPTION": "즉시 기력을 회복시켜 AP를 6 추가해주는 작은 캔커피. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_SMOKE_BOMB_NAME": "연막탄", + "ITEM_COFFEE4_DESCRIPTION": "AP를 8 추가해주는 더블 샷 에스프레소 캔커피. 전투 중에 사용하면 턴을 소모한다.", + "ITEM_METAL_DESCRIPTION": "아이템 또는 서비스로 교환할 수 있는 기본 재활용 자원.", + "ITEM_SMOKE_BOMB_DESCRIPTION": "야생 몬스터로부터 확정적으로 도망칠 수 있게 해준다. 인간과 다른 지적 생명체는 속일 수 없다.", + "ITEM_METAL_NAME": "금속", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "썩은 달걀의 악취가 풀풀 나지만, 순찰대는 이걸 매우 귀중하게 여기는 듯하다.", + "ITEM_TUTORIAL_NAME": "순찰대 안내서", + "ITEM_TUTORIAL_NO_TUTS": "우선 항구촌 동쪽으로 케일리를 만나러 가자!", + "ITEM_TUTORIAL_DESCRIPTION": "케일리가 준 안내서. 뉴위럴에서의 삶에 대해 배운 내용을 다시 확인할 수 있다.", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "어라? 안내서 뒷면에서 카드가 한 장 떨어졌다!", + "ITEM_TUTORIAL_MESSAGE": "어떤 주제를 다시 확인할까?", + "ITEM_PLASTIC_NAME": "플라스틱", + "ITEM_PLASTIC_DESCRIPTION": "아이템 또는 서비스로 교환할 수 있는 기본 재활용 자원.", + "ITEM_TYPE_CHART_NAME": "원소 타입 상성표", + "ITEM_OLD_BOOK_NAME": "낡은 책", + "ITEM_TYPE_CHART_DESCRIPTION": "뉴위럴 몬스터의 원소 타입과 그걸 어떻게 활용할지 자세히 나와있는 표. 케일리가 준 순찰대 안내서에서 떨어진 카드에 그려져 있었다.", + "ITEM_OLD_BOOK_DESCRIPTION": "이상한 단어가 잔뜩 나오는 낡은 책.", + "ITEM_PULP_NAME": "펄프", + "ITEM_SINGLEUSE_STICKER_NAME": "{name} (일회용)", + "ITEM_WHEAT_NAME": "밀", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "항구촌의 문을 연다!", + "ITEM_WHEAT_DESCRIPTION": "누군가에게 가져가면 음식으로 만들어주는 기본 자원.", + "ITEM_WOOD_NAME": "나무", + "ITEM_PULP_DESCRIPTION": "종이의 원료. 아이템 또는 서비스로 교환할 수 있는 기본 재활용 자원.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "대상 하나를 공격한다. 대상에게 {status_effect} 상태를 부여한다.", + "ITEM_KEY_HARBOURTOWN_NAME": "항구촌 문 열쇠", + "ITEM_WOOD_DESCRIPTION": "아이템 또는 서비스로 교환할 수 있는 기본 재활용 자원.", + "ITEM_TAPE_BASIC_NAME": "기본 테이프", + "ITEM_TAPE_BASIC_DESCRIPTION": "보통 효율로 몬스터 형태를 기록한다.", + "ITEM_TAPE_CHROME_NAME": "크롬 테이프", + "ITEM_TAPE_CHROME_DESCRIPTION": "높은 효율로 몬스터 형태를 기록한다.", + "ITEM_TAPE_OPTICAL_LASER_NAME": "광학 레이저 테이프", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "블랙 셔크가 남긴 수수께끼의 검은 테이프.", + "ITEM_TAPE_BLACK_SHUCK_NAME": "블랙 셔크의 테이프", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "미래의 레이저 기반 기술로 몬스터 형태를 저장한다. 몬스터를 확정적으로 기록할 수 있게 해준다.", + "ITEM_TAPE_BEAST_DESCRIPTION": "인조 모피로 뒤덮인 테이프. 야수 타입 몬스터를 기록할 때 효율이 높으며, 아이들에게 인기가 많다.", + "ITEM_TAPE_BEAST_NAME": "인조 모피 테이프", + "ITEM_TAPE_FIRE_NAME": "토스터 테이프", + "ITEM_TAPE_FIRE_DESCRIPTION": "토스터로 데워도 안전하다고 적혀있다. 한때 빵을 사면 이 이상한 판촉용 테이프가 따라왔지만, 당연하게도 손에 화상을 입거나 화재가 발생하는 경우가 속출하면서 수많은 고객 불만이 접수되었다. 하지만 불 타입 몬스터를 녹음할 때 효율이 매우 높다.", + "ITEM_TAPE_PLASTIC_NAME": "재활용 테이프", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "\\\"100% 재활용 플라스틱\\\"으로 만들어졌다는 테이프. 플라스틱 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_PLANT_NAME": "나무껍질 테이프", + "ITEM_TAPE_PLANT_DESCRIPTION": "겉 부분이 진짜 나무껍질로 만들어진 테이프. 식물 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_WATER_NAME": "물 채운 테이프", + "ITEM_TAPE_WATER_DESCRIPTION": "투명 플라스틱으로 만든 테이프. 물을 채운 후 밀봉했다. 사용하지 않을 때에는 옆면에 달린 두 개의 버튼으로 고리 걸기 게임을 할 수 있다. 물 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_POISON_NAME": "뱀가죽 테이프", + "ITEM_TAPE_ASTRAL_NAME": "천상의 테이프", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "가끔 다른 물체를 통과해 골치를 썩이는 무형의 테이프. 표면을 통해 머나먼 별 같은 작은 불빛이 보인다. 우주 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_POISON_DESCRIPTION": "인조 뱀가죽으로 만든 멋들어진 테이프. 독 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_ICE_NAME": "아이스 나인 테이프", + "ITEM_TAPE_LIGHTNING_NAME": "초전도 테이프", + "ITEM_TAPE_ICE_DESCRIPTION": "얼음으로 만든 차가운 테이프. 절대 녹지 않는 듯하며, 물에 넣으면 안 된다는 경고문이 있다. 얼음 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "\\\"보스-아인슈타인 응집체 포함!\\\"이라고 적혀 있는 테이프. 번개 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_AIR_NAME": "에어로졸 테이프", + "ITEM_TAPE_EARTH_NAME": "세라믹 테이프", + "ITEM_TAPE_AIR_DESCRIPTION": "공기 타입 몬스터를 기록할 때 효율이 매우 높은 테이프. 위급한 상황에는 헤어스프레이로 사용할 수도 있다.", + "ITEM_TAPE_METAL_NAME": "페리크롬 테이프", + "ITEM_TAPE_METAL_DESCRIPTION": "금속 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_EARTH_DESCRIPTION": "겉 부분이 강화 세라믹으로 만들어진 테이프. 대지 타입 몬스터를 기록할 때 효율이 매우 높다.", + "ITEM_TAPE_USE_ON.m": "{0} 기록", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "{0} 기록", + "ITEM_TAPE_USE_ON.n": "{0} 기록", + "ITEM_NAME_RARITY_1": "{item_name} (고급)", + "ITEM_NAME_RARITY_2": "{item_name} (희귀)", + "BOOSTER_PACK_ELEMENTS_NAME": "\\\"원소\\\" 스티커 팩", + "BOOSTER_PACK_NATURE_NAME": "\\\"자연\\\" 스티커 팩", + "BOOSTER_PACK_POLLUTION_NAME": "\\\"공해\\\" 스티커 팩", + "BOOSTER_PACK_WILDCARD_NAME": "\\\"와일드카드\\\" 스티커 팩", + "MAP_NAME_OVERWORLD_PHRASE": "뉴위럴에서", + "BOOSTER_PACK_DESCRIPTION": "테마 별로 스티커 4장이 들어있는 부스터 팩. 고급 또는 희귀 스티커가 최소 1장 들어있다!", + "MAP_NAME_DEAD_WORLD_PHRASE": "정체불명의 장소에서", + "MAP_NAME_OVERWORLD": "뉴위럴", + "REGION_NAME_UNKNOWN": "???", + "MAP_NAME_DEAD_WORLD": "???", + "REGION_NAME_UNKNOWN_PHRASE": "정체불명의 장소에서", + "REGION_NAME_GAUNTLET": "마법게의 도전 열차", + "REGION_NAME_MALL": "곤두박질 백화점", + "REGION_NAME_MALL_PHRASE": "곤두박질 백화점에서", + "REGION_NAME_GAUNTLET_PHRASE": "마법게의 도전 열차 내부에서", + "REGION_NAME_PLAINS1": "뉴위럴 들판", + "REGION_NAME_TOWN": "항구촌", + "REGION_NAME_TOWN_PHRASE": "항구촌에서", + "REGION_NAME_PLAINS1_PHRASE": "뉴위럴 들판에서", + "REGION_NAME_TOWN_WEST": "항구촌 서부", + "REGION_NAME_TOWN_WEST_PHRASE": "항구촌 서부에서", + "REGION_NAME_CAFE": "그래머폰 카페", + "REGION_NAME_CAFE_PHRASE": "그래머폰 카페에서", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "항구촌역을 통해 그래머폰 카페로", + "REGION_NAME_HOSPITAL": "항구촌 병원", + "REGION_NAME_HOSPITAL_PHRASE": "병원에서", + "REGION_NAME_CHEMIST": "화학자의 상점", + "REGION_NAME_MUSEUM": "역사관", + "REGION_NAME_MUSEUM_PHRASE": "역사관에서", + "REGION_NAME_CHEMIST_PHRASE": "화학자의 상점에서", + "REGION_NAME_TOWN_OUTSKIRTS": "항구촌 외곽", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "항구촌 외곽에서", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "항구촌 외곽 동굴", + "REGION_NAME_TOWN_BEACH": "항구촌 해변", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "항구촌 외곽 동굴에서", + "REGION_NAME_DEADLANDS_PHRASE": "불모지에서", + "REGION_NAME_DEADLANDS": "불모지", + "REGION_NAME_TOWN_BEACH_PHRASE": "항구촌 해변에서", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "공원에서", + "REGION_NAME_NEW_WIRRAL_PARK": "뉴위럴 공원", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "뉴위럴 공원 동굴", + "REGION_NAME_TOWN_STATION": "항구촌역", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "공원 동굴에서", + "REGION_NAME_DUNGEON_GLOWSHROOM": "글로우스터 가도역", + "REGION_NAME_TOWN_STATION_PHRASE": "항구촌역에서", + "REGION_NAME_UPPER_PATH": "윗길", + "REGION_NAME_UPPER_PATH_PHRASE": "윗길에서", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "글로우스터 가도역에서", + "REGION_NAME_MIRE_SEA": "수렁해", + "REGION_NAME_MIRE_SEA_PHRASE": "수렁해에서", + "REGION_NAME_DUNGEON_WATERLOOP": "워터루프역", + "REGION_NAME_SOUTHERN_ISLES": "남부 군도", + "REGION_NAME_DINO_QUARRY": "불모지 다이노 채석장", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "남부 군도에서", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "워터루프역에서", + "REGION_NAME_OLD_VILLAGE": "불모지 뉴런던", + "REGION_NAME_DINO_QUARRY_PHRASE": "다이노 채석장에서", + "REGION_NAME_OLD_VILLAGE_PHRASE": "뉴런던에서", + "REGION_NAME_DEADLANDS_CAVES": "불모지 동굴", + "REGION_NAME_LAKE_PHRASE": "호수에서", + "REGION_NAME_LAKE": "서스타톤 호수", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "불모지 동굴에서", + "REGION_NAME_LAKE_CAVES": "서스타톤 호수 동굴", + "REGION_NAME_LAKESIDE": "호숫가", + "REGION_NAME_LAKESIDE_PHRASE": "호숫가에서", + "REGION_NAME_LAKE_CAVES_PHRASE": "호수 아래 동굴에서", + "REGION_NAME_LAKESIDE_CAVES": "호숫가 동굴", + "REGION_NAME_MT_WIRRAL": "위럴산", + "REGION_NAME_MT_WIRRAL_PHRASE": "위럴산에서", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "호숫가 동굴에서", + "REGION_NAME_MT_WIRRAL_CAVES": "위럴산 동굴", + "REGION_NAME_EASTHAM_WOODS": "이스트햄 숲", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "위럴산 동굴에서", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "이스트햄 숲에서", + "REGION_NAME_EASTHAM_WOODS_CAVES": "이스트햄 숲 동굴", + "REGION_NAME_HAM_PHRASE": "그러니까... \\\"햄\\\"에서", + "REGION_NAME_HAM": "\\\"햄\\\"", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "이스트햄 숲 동굴에서", + "REGION_NAME_AUTUMN_HILL": "가을 언덕", + "REGION_NAME_AUTUMN_HILL_PHRASE": "가을 언덕에서", + "REGION_NAME_AUTUMN_HILL_CAVES": "가을 언덕 동굴", + "REGION_NAME_COMMUNE": "애도촌", + "REGION_NAME_COMMUNE_PHRASE": "애도촌에서", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "가을 언덕 동굴에서", + "REGION_NAME_COMMUNE_STATION": "애도촌 초승달역", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "아이스링턴역에서", + "REGION_NAME_MT_WIRRAL_STATION": "아이스링턴역", + "REGION_NAME_COMMUNE_STATION_PHRASE": "애도촌 초승달역에서", + "REGION_NAME_MEADOW_PHRASE": "벚나무 초원에서", + "REGION_NAME_MEADOW": "벚나무 초원", + "REGION_NAME_MEADOW_CAVES": "벚나무 초원 동굴", + "REGION_NAME_MARSH": "늪지대", + "REGION_NAME_MARSH_PHRASE": "늪지대에서", + "REGION_NAME_MEADOW_CAVES_PHRASE": "벚나무 초원 동굴에서", + "REGION_NAME_MARSH_CAVES": "늪지대 동굴", + "REGION_NAME_FARM": "파이퍼 농장", + "REGION_NAME_FARM_PHRASE": "파이퍼 농장에서", + "REGION_NAME_MARSH_CAVES_PHRASE": "늪지대 동굴에서", + "REGION_NAME_GRAVEYARD": "잃어버린 심장 공동묘지", + "REGION_NAME_GRAVEYARD_PHRASE": "공동묘지에서", + "REGION_NAME_CAST_IRON_SHORE": "무쇠 해안", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "무쇠 해안에서", + "REGION_NAME_DUNGEON_GRAVEYARD": "알드그레이브 무덤역", + "REGION_NAME_STATION_FINAL": "밤다리역", + "REGION_NAME_DUNGEON_SHIPWRECK": "\\\"타이타니아\\\" 난파선", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "알드그레이브 무덤역에서", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "바드스트리트역에서", + "REGION_NAME_SHIPWRECK_STATION": "바드스트리트역", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "\\\"타이타니아\\\" 난파선에서", + "REGION_NAME_DUNGEON_MEADOW": "벚꽃교차로역", + "REGION_NAME_STATION_FINAL_PHRASE": "밤다리역에서", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "벚꽃교차로역에서", + "REGION_NAME_MEADOW_CHURCH": "글레이스테인베리 수도원", + "REGION_NAME_BROKENHEAD_PHRASE": "브로큰헤드에서", + "REGION_NAME_BROKENHEAD": "브로큰헤드", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "글레이스테인베리 수도원에서", + "REGION_NAME_LANDKEEPER_HQ": "투기단 본부", + "REGION_NAME_KAYLEIGH_HOME": "케일리의 집", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "투기단 본부에서", + "REGION_NAME_MEREDITH_HOME": "메러디스의 작업실", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "케일리의 집에서", + "REGION_NAME_FELIX_HOME": "펠릭스의 집", + "REGION_NAME_FELIX_HOME_PHRASE": "펠릭스의 집에서", + "REGION_NAME_MEREDITH_HOME_PHRASE": "메러디스의 작업실에서", + "REGION_NAME_EUGENE_HOME": "유진의 집", + "REGION_NAME_EUGENE_HOME_PHRASE": "유진의 집에서", + "REGION_NAME_RANGER_OUTPOST": "순찰대 전초기지", + "REGION_NAME_TOWN_HALL": "시청", + "REGION_NAME_TOWN_HALL_PHRASE": "시청에서", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "순찰대 전초기지에서", + "REGION_NAME_AMBER_LODGE": "앰버 롯지", + "REGION_NAME_POWER_STATION_PHRASE": "발전소에서", + "REGION_NAME_AMBER_LODGE_PHRASE": "앰버 롯지에서", + "REGION_NAME_POWER_STATION": "발전소", + "MAP_FEATURE_CAVE": "동굴", + "MAP_FEATURE_DAILY_ITEM": "일일 아이템", + "MAP_FEATURE_LANDKEEPER_OFFICE": "투기단 사무실", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "유진의 비밀 프로젝트", + "MAP_FEATURE_CRATER": "크레이터", + "MAP_FEATURE_WATER_PIPE": "배수관", + "MAP_FEATURE_RUINS": "폐허", + "MAP_FEATURE_DINO_QUARRY": "다이노 채석장", + "MAP_FEATURE_CAMPSITE": "야영지", + "MAP_FEATURE_TOWN_WEST_RIVER": "파이퍼강", + "MAP_FEATURE_DIVEAL_ISLAND": "잠수개섬", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "정체불명의 이상 현상", + "MAP_FEATURE_TOWN_BRIDGE": "항구촌 다리", + "MAP_FEATURE_FARM_BRIDGE": "파이퍼 다리", + "MAP_FEATURE_FARM_PLOT": "호박밭", + "MAP_FEATURE_STICKER_MERCHANTS": "스티커 상인", + "MOVE_SMACK_NAME": "후려치기", + "MOVE_SLICE_NAME": "베기", + "MOVE_DOUBLE_SMACK_NAME": "두 번 후려치기", + "MOVE_DOUBLE_SLICE_NAME": "두 번 베기", + "MOVE_MULTI_SMACK_NAME": "연속 후려치기", + "MOVE_MULTI_SHOT_NAME": "연속 발사", + "MOVE_WALLOP_NAME": "강타", + "MOVE_CLOBBER_NAME": "구타", + "MOVE_BISHBASHBOSH_NAME": "퍽 퍽 퍽", + "MOVE_THE_OLD_1_2_NAME": "원투 펀치", + "MOVE_SPIT_NAME": "침 뱉기", + "MOVE_SPRAY_NAME": "분사", + "MOVE_ENERGY_SHOT_NAME": "에너지 발사", + "MOVE_ENERGY_WAVE_NAME": "에너지 파동", + "MOVE_COATING_WATER_NAME": "물 코팅", + "MOVE_COATING_PLASTIC_NAME": "플라스틱 코팅", + "MOVE_COATING_EARTH_NAME": "대지 코팅", + "MOVE_COATING_AIR_NAME": "공기 코팅", + "MOVE_COATING_FIRE_NAME": "불 코팅", + "MOVE_COATING_ASTRAL_NAME": "우주 코팅", + "MOVE_COATING_LIGHTNING_NAME": "번개 코팅", + "MOVE_COATING_METAL_NAME": "금속 코팅", + "MOVE_COATING_BEAST_NAME": "야수 코팅", + "MOVE_COATING_ELEMENTAL_NAME": "원소 코팅", + "MOVE_COATING_PLANT_NAME": "식물 코팅", + "MOVE_COATING_POISON_NAME": "독 코팅", + "MOVE_COATING_ICE_NAME": "얼음 코팅", + "MOVE_INFLAME_NAME": "가열", + "MOVE_COATING_GLASS_NAME": "유리 코팅", + "MOVE_INCINERATE_NAME": "소각", + "MOVE_BRICK_BLAST_NAME": "벽돌 작렬", + "MOVE_FIRE_WALL_NAME": "불 방벽", + "MOVE_BEAST_WALL_NAME": "야수 방벽", + "MOVE_PLANT_WALL_NAME": "식물 방벽", + "MOVE_METAL_WALL_NAME": "금속 방벽", + "MOVE_ICE_WALL_NAME": "얼음 방벽", + "MOVE_POISON_WALL_NAME": "독 방벽", + "MOVE_ELEMENTAL_WALL_NAME": "원소 방벽", + "MOVE_PLASTIC_WALL_NAME": "플라스틱 방벽", + "MOVE_WATER_WALL_NAME": "물 방벽", + "MOVE_ASTRAL_WALL_NAME": "우주 방벽", + "MOVE_LIGHTNING_WALL_NAME": "번개 방벽", + "MOVE_AIR_WALL_NAME": "공기 방벽", + "MOVE_EARTH_WALL_NAME": "대지 방벽", + "MOVE_GLASS_WALL_NAME": "유리 방벽", + "MOVE_DEJAVU_NAME": "데자뷔", + "MOVE_AP_STEAL_NAME": "AP 강탈", + "MOVE_AP_BOOST_NAME": "AP 부스트", + "MOVE_AP_DRAIN_NAME": "AP 소진", + "MOVE_REVENGE_STRIKE_NAME": "보복 타격", + "MOVE_PREEMPTIVE_STRIKE_NAME": "선제 타격", + "MOVE_SELF_DESTRUCT_NAME": "자폭", + "MOVE_AP_REFUND_NAME": "AP 반환", + "MOVE_ROLL_AGAIN_NAME": "다시 굴리기", + "MOVE_AP_STARTER_NAME": "AP 스타터", + "MOVE_PARRY_STANCE_NAME": "튕겨내기 태세", + "MOVE_LAST_RITES_NAME": "사망 선고", + "MOVE_HEADSHOT_NAME": "헤드샷", + "MOVE_SLEEP_TALK_NAME": "잠꼬대", + "MOVE_COSMIC_KUNAI_NAME": "우주 투척검", + "MOVE_SLEEP_WALK_NAME": "몽유병", + "MOVE_HYPNOTIZE_NAME": "최면", + "MOVE_HP_ABSORB_NAME": "생명 흡수", + "MOVE_DEFEND_NAME": "방어", + "MOVE_RAISE_SHIELDS_NAME": "방패 들기", + "MOVE_POISON_POLLEN_NAME": "독성 꽃가루", + "MOVE_SNOOZE_SPORE_NAME": "수면 포자", + "MOVE_LEECH_NAME": "흡혈", + "MOVE_DODGE_NAME": "회피", + "MOVE_FOCUS_NAME": "집중", + "MOVE_SPRINT_NAME": "전력 질주", + "MOVE_WINK_NAME": "윙크", + "MOVE_FLIRT_NAME": "유혹", + "MOVE_PEEKABOO_NAME": "까꿍", + "MOVE_TRIP_NAME": "발 걸기", + "MOVE_NOD_NAME": "끄덕이기", + "MOVE_CRITICIZE_NAME": "비난", + "MOVE_COMPLIMENT_NAME": "칭찬", + "MOVE_SHARPEN_NAME": "날 갈기", + "MOVE_RAISE_ARMS_NAME": "무기 들기", + "MOVE_JUMP_SCARE_NAME": "겁주기", + "MOVE_HOT_POTATO_NAME": "폭탄 돌리기", + "MOVE_ZOOMIES_NAME": "우다다", + "MOVE_QUICK_SMACK_NAME": "빨리 후려치기", + "MOVE_TAUNT_NAME": "도발", + "MOVE_SURE_FIRE_NAME": "일발필중", + "MOVE_BE_RANDOM_NAME": "아무거나!", + "MOVE_DOG_YEARS_NAME": "개의 시간", + "MOVE_COPYCAT_NAME": "흉내쟁이", + "MOVE_COPYCAT_TITLE": "흉내쟁이: {move_name}", + "MOVE_GLITTER_BOMB_NAME": "반짝이 폭탄", + "MOVE_PROVOKE_NAME": "자극", + "MOVE_HIBERNATE_NAME": "동면", + "MOVE_MEDITATE_NAME": "명상", + "MOVE_SUMMON_TULPA_NAME": "툴파 소환", + "MOVE_LIGHTNING_BOLT_NAME": "벼락", + "MOVE_FUSION_POWER_NAME": "융합 필살기", + "MOVE_FUSION_POWER_GENERATED_NAME": "융합 필살기: {prefix} {suffix}", + "MOVE_DESPERATION_NAME": "자포자기", + "MOVE_CROSSFADE_NAME": "크로스 페이드", + "MOVE_DELEGATE_NAME": "위임", + "MOVE_BITE_NAME": "깨물기", + "MOVE_BONE_CANNON_NAME": "뼈 대포", + "MOVE_STICKY_TONGUE_NAME": "할짝할짝", + "MOVE_ZEPHYR_NAME": "산들바람", + "MOVE_CHARGE_NAME": "충전", + "MOVE_SONIC_BOOM_NAME": "소닉붐", + "MOVE_BATTERY_NAME": "배터리", + "MOVE_SCORCH_NAME": "작열", + "MOVE_RAPID_FIRE_NAME": "속사", + "MOVE_GEAR_SHEAR_NAME": "톱니바퀴 연사", + "MOVE_BROADCAST_NAME": "방송", + "MOVE_UNICAST_NAME": "단일 송신", + "MOVE_SPLINTER_NAME": "나뭇조각", + "MOVE_WOODCUTTER_NAME": "나무 칼", + "MOVE_SILICON_SLASH_NAME": "실리콘 베기", + "MOVE_ACID_REFLEX_NAME": "산성 반응", + "MOVE_RADIOACTIVE_NAME": "방사능", + "MOVE_THROW_NAME": "투척", + "MOVE_ICE_BREAKER_NAME": "얼음 박치기", + "MOVE_TORRENT_NAME": "격류", + "MOVE_TWO_HEADS_NAME": "쌍두", + "MOVE_MAGNET_NAME": "자석", + "MOVE_ECHOLOCATION_NAME": "레이더", + "MOVE_RETRIBUTION_NAME": "응징", + "MOVE_THUNDER_BLAST_NAME": "천둥 작렬", + "MOVE_TOWER_DEFENSE_NAME": "타워 디펜스", + "MOVE_GAMBIT_NAME": "올인", + "MOVE_HAUNT_NAME": "유체이탈", + "MOVE_BINVITATION_NAME": "쓰레기봇 집합", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "깜짝 등장", + "MOVE_CALL_FOR_HELP_NAME": "도움 요청", + "MOVE_BINVASION_NAME": "쓰레기봇 공격", + "MOVE_FISSION_POWER_NAME": "분열", + "MOVE_RECYCLE_NAME": "재활용", + "MOVE_COPPER_CHOP_NAME": "구리 손날치기", + "MOVE_GALACTIC_BEATDOWN_NAME": "우주 강타", + "MOVE_WINDOW_NAME": "창문", + "MOVE_JAGGED_EDGE_NAME": "삐죽한 모서리", + "MOVE_SHARP_EDGES_NAME": "날카로운 모서리", + "MOVE_CRYSTAL_LENS_NAME": "수정 렌즈", + "MOVE_GLASS_BONDS_NAME": "유리 결합", + "MOVE_SHRAPNEL_NAME": "파편", + "MOVE_GLASS_CANNON_NAME": "유리 대포", + "MOVE_CLOSE_ENCOUNTER_NAME": "근접 조우", + "MOVE_SPRING_LOAD_NAME": "용수철 발사기", + "MOVE_SHOOTING_STAR_NAME": "별똥별", + "MOVE_MOUNTAIN_SMASH_NAME": "태산 강타", + "MOVE_BLIZZARD_NAME": "눈보라", + "MOVE_DJINNTOXICATE_NAME": "취기", + "MOVE_TOY_HAMMER_NAME": "장난감 망치", + "MOVE_SUCTION_CUP_DART_NAME": "흡착 다트", + "MOVE_PLASTIC_KNIFE_NAME": "플라스틱 칼", + "MOVE_ACORN_MORTAR_NAME": "도토리 곡사포", + "MOVE_BOIL_NAME": "끓는 물", + "MOVE_TOXIC_STAB_NAME": "독 찌르기", + "MOVE_PUSTULE_BOMB_NAME": "고름 폭탄", + "MOVE_RADIATION_BREATH_NAME": "방사능 숨결", + "MOVE_WONDERFUL_7_NAME": "7대 불가사의", + "MOVE_SNOW_RUSH_NAME": "눈 돌진", + "MOVE_POLE_VAULT_ASSAULT_NAME": "높이뛰기 공격", + "MOVE_YULE_REGRET_THAT_NAME": "나쁜 아이", + "MOVE_HURRICANE_NAME": "허리케인", + "MOVE_SANDSTORM_NAME": "모래 폭풍", + "MOVE_METEOR_BARRAGE_NAME": "유성 폭격", + "MOVE_CLOCKWORK_MOUSE_NAME": "태엽장치 쥐", + "MOVE_METAL_RIFF_NAME": "메탈 리프", + "MOVE_BOTTLE_VOLLEY_NAME": "유리병 폭격", + "MOVE_MOONSHINE_NAME": "문샤인", + "MOVE_AVALANCHE_NAME": "산사태", + "MOVE_FOG_NAME": "안개", + "MOVE_CHANGE_THE_RECORD_NAME": "음반 교체", + "MOVE_AP_DONATE_NAME": "AP 기부", + "MOVE_AP_FACTORY_NAME": "AP 공장", + "MOVE_SHIELD_BASH_NAME": "방패 가격", + "MOVE_PRISMATIC_NAME": "오색찬란", + "MOVE_ICICLE_DART_NAME": "고드름 화살", + "MOVE_CRUMBLE_NAME": "철거", + "MOVE_BAD_JOKE_NAME": "썰렁 개그", + "MOVE_HEROIC_BLADE_NAME": "영웅의 검", + "MOVE_SUPERHEATED_FIST_NAME": "초가열 주먹", + "MOVE_GUZZLE_FUEL_NAME": "연료 소비", + "MOVE_DAMAGE_ROLL_NAME": "피해 굴리기", + "MOVE_COPY_THAT_NAME": "복사본", + "MOVE_FROZEN_GROUND_NAME": "얼음 바닥", + "MOVE_STONY_LOOK_NAME": "무거운 시선", + "MOVE_PUMPKIN_PIE_NAME": "호박 파이", + "MOVE_BUSHFIRE_NAME": "산불", + "MOVE_TRAFFIC_JAM_NAME": "교통 체증", + "MOVE_SUIT_UP_NAME": "차려입기", + "MOVE_COTTON_ON_NAME": "통찰력", + "MOVE_MIND_MELD_NAME": "정신 감응", + "MOVE_UNDERTOW_NAME": "역류", + "MOVE_NEW_LEAF_NAME": "새싹", + "MOVE_FAIR_FIGHT_NAME": "정정당당", + "MOVE_ABRAMACABRA_NAME": "아브라주금브라", + "MOVE_ABRAMACABRA_ATTACK_NAME": "주금브라 미사일", + "MOVE_DOC_LEAF_NAME": "약초잎", + "MOVE_REVOLVING_DOOR_NAME": "회전문", + "MOVE_BLOOD_DONATION_NAME": "헌혈", + "MOVE_NURSE_NAME": "간호", + "MOVE_CLAY_FIRED_NAME": "재벌구이", + "MOVE_COAL_STORY_NAME": "석탄 투척", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "야수 저항", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "내화", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "플라스틱 저항", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "식물 저항", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "방수", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "우주 저항", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "독 저항", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "접지", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "얼음 저항", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "공기 저항", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "대지 저항", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "금속 저항", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "유리 저항", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "반짝이 저항", + "MOVE_WATER_DANCE_NAME": "물의 춤", + "MOVE_STAB_IN_THE_DARK_NAME": "어림짐작", + "MOVE_WATERWORKS_NAME": "홍수", + "MOVE_STARTER1_ATTACK_NAME": "사탕 작렬", + "MOVE_STARTER1_PASSIVE_NAME": "슈거 러시", + "MOVE_STARTER2_ATTACK_NAME": "양성추", + "MOVE_STARTER2_PASSIVE_NAME": "행운의 양", + "MOVE_CATEGORY_MELEE": "근접 공격", + "MOVE_CATEGORY_RANGED": "원거리 공격", + "MOVE_CATEGORY_STATUS": "상태 효과", + "MOVE_CATEGORY_MISC": "기타", + "MOVE_DESCRIPTION_HIT_ONE": "대상 하나를 공격한다.", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "팀 전체를 공격한다. 방벽을 파괴한다.", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "대상 하나를 공격한다. 회피할 수 없다.", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "대상 하나를 공격한다. 다른 기술보다 먼저 사용된다.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "대상 하나를 여러 차례 공격한다.", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "대상 하나를 공격한다. 사용자에게도 피해를 약간 준다.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "대상 하나를 여러 차례 공격한다. 다른 기술보다 먼저 사용된다.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "대상 하나를 여러 차례 공격한다. 다른 기술보다 늦게 사용된다.", + "MOVE_DESCRIPTION_HIT_TEAM": "팀 전체를 공격한다.", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "한 팀의 각 팀원을 여러 번 공격한다.", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "사용자를 제외하고 전장의 모든 대상을 공격한다.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "대상 하나를 공격한다. 사용자에게 {status_effect} 상태를 부여한다.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "팀 전체를 공격한다. 사용자에게 {status_effect} 상태를 부여한다.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "팀 전체를 공격한다. 대상에게 {status_effect} 상태를 부여한다.", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "대상 하나를 공격한다. 대상의 회피를 감소시킨다.", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "대상 하나를 공격한다. 대상의 명중률을 감소시킨다.", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "사용자의 속도가 잃은 HP에 비례해서 자동으로 증가한다.", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "사용자의 회피가 잃은 HP에 비례해서 자동으로 증가한다.", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "받는 {type} 타입 피해를 자동으로 {percent}% 감소시키고, 해당 피해로 인해 발생하는 모든 반응을 무효화한다. 치명타에는 영향을 주지 않는다.", + "MOVE_DESCRIPTION_NURSE": "대상 하나를 최대 HP의 50%만큼 치유한다.", + "MOVE_DESCRIPTION_METAL_RIFF": "팀 전체를 공격한다. 금속 타입 테이프에 장착할 경우 공기 타입 공격이 된다.", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "대상의 장벽을 훔쳐 사용자에게 준다.", + "MOVE_DESCRIPTION_BLOOD_DONATION": "사용자의 HP를 반으로 감소시켜 대상에게 준다.", + "MOVE_DESCRIPTION_FAIR_FIGHT": "3턴 동안 새로운 상태 이상이 적용되지 않게 해준다.", + "MOVE_DESCRIPTION_NEW_LEAF": "대상에게서 상태 효과를 제거한다.", + "MOVE_DESCRIPTION_BUSHFIRE": "사용자의 타입을 불로 변경하고, 접촉 시 추가 불 피해를 주게 만든다. 또한 사용자를 불태운다.", + "MOVE_DESCRIPTION_UNDERTOW": "이 기술 전에 마지막으로 행동한 대상을 공격한다.", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "사용자의 속도 및 AP 생성량을 증가시킨다.", + "MOVE_DESCRIPTION_COPY_THAT": "사용자를 대상과 똑같이 변신시킨다.", + "MOVE_DESCRIPTION_FROZEN_GROUND": "사용자의 속도를 크게 높여주지만, 명중률을 감소시킨다.", + "MOVE_DESCRIPTION_ICICLE_DART": "대상 하나를 공격한다. 사용자의 원거리 공격이 아닌 속도에 비례한다.", + "MOVE_DESCRIPTION_SHIELD_BASH": "대상 하나를 공격한다. 사용자의 근접 공격이 아닌 근접 방어에 비례한다.", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "사용자가 20면 주사위를 굴려 주사위 눈 개수에 비례한 피해를 준다. 1 또는 20이 나올 시 특별한 효과가 적용된다.", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "대상이 다른 무작위 테이프로 교체하게 만든다.", + "MOVE_DESCRIPTION_AP_DONATE": "사용자의 남은 AP를 전부 대상에게 옮긴다.", + "MOVE_DESCRIPTION_AVALANCHE": "이번 라운드에 모든 근접 공격이 실패한다.", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "대상의 원거리 공격이 근접 공격으로 변한다.", + "MOVE_DESCRIPTION_AP_FACTORY": "매 라운드 시작 시 자동으로 사용자의 AP를 아군에게 전달한다.", + "MOVE_DESCRIPTION_WALL": "HP의 20%를 희생하여 최대 3턴 동안 최대 3번의 공격을 흡수하는 장벽을 생성한다.", + "MOVE_DESCRIPTION_SPRING_LOAD": "사용자에게 용수철 발사기 상태가 없을 경우 자동으로 부여한다. 용수철 발사기는 사용자의 근접 공격을 원거리 공격으로 바꾼다.", + "MOVE_DESCRIPTION_FOG": "3턴 동안 물, 공기, 얼음 타입이 아닌 원거리 공격의 명중률이 0%로 감소한다.", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "사용자가 날아올라 원거리 공격이나 공기 타입 공격, 다른 비행 중인 캐릭터의 공격으로만 맞힐 수 있게 된다.", + "MOVE_DESCRIPTION_COATING": "사용자 또는 아군 1명의 타입을 변경한다.", + "MOVE_DESCRIPTION_ABRAMACABRA": "HP의 20%를 희생하여 최대 3턴 동안 최대 3번의 공격을 흡수하는 장벽을 생성한다. 이 장벽은 추가로 매 턴 상대 1명에게 피해를 준다.", + "MOVE_DESCRIPTION_POWER": "공격력", + "MOVE_DESCRIPTION_HITS": "타격 횟수: {hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "대상에게 {duration}턴 동안 {status_effect} 상태를 부여한다.", + "MOVE_DESCRIPTION_ACCURACY": "명중률: {0}%", + "MOVE_DESCRIPTION_HITS_RANGE": "타격 횟수: {hits_min}~{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "사용자에게 {duration}턴 동안 {status_effect} 상태를 부여한다.", + "MOVE_DESCRIPTION_CLAY_FIRED": "사용자가 공격으로 불 타입 피해를 받으면 발동한다. 사용자의 방어 능력치가 증가한다.", + "MOVE_DESCRIPTION_MIND_MELD": "아군이 사용자의 기술을 공유한다.", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "사용자를 제외한 모두의 속도 능력치가 감소한다.", + "MOVE_DESCRIPTION_FLINCH_ONE": "일정 확률로 적이 움찔하게 만든다.", + "MOVE_DESCRIPTION_STICKY_TONGUE": "대상 하나를 공격한다. 대상의 회피를 감소시킨다.", + "MOVE_DESCRIPTION_ICE_BREAKER": "대상 하나를 공격한다. 대상의 속도를 감소시킨다.", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "대상 하나를 공격한다. 대상이 이번 턴에 이미 피해를 받은 경우 치명타가 된다.", + "MOVE_DESCRIPTION_AP_STEAL": "대상에게서 AP를 1 훔쳐 사용자에게 준다.", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "대상의 AP를 2 감소시킨다.", + "MOVE_DESCRIPTION_AP_BOOST": "대상의 AP 생성량을 증가시킨다.", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "전투 시작 시 자동으로 상대 1명을 공격한다.", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "근접 공격에 맞을 때 일정 확률로 자동으로 사용된다.", + "MOVE_DESCRIPTION_AP_DRAIN": "대상의 AP 생성량을 감소시킨다.", + "MOVE_DESCRIPTION_SPLINTER": "근접 접촉 시 일정 확률로 상대 1명에게 자동으로 피해를 준다. 피해량은 사용자의 근접 방어에 비례한다.", + "MOVE_DESCRIPTION_ACID_REFLEX": "근접 접촉 시 일정 확률로 상대 1명을 자동으로 중독시킨다.", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "사용자가 패배 시 폭발하여 주변에 있는 모두에게 피해를 준다.", + "MOVE_DESCRIPTION_RADIOACTIVE": "근접 접촉 시 일정 확률로 상대 1명에게 자동으로 화상을 입힌다.", + "MOVE_DESCRIPTION_AP_REFUND": "기술을 사용한 후 일정 확률로 AP를 자동으로 돌려받는다.", + "MOVE_DESCRIPTION_AP_STARTER": "전투 시작 시 추가 AP를 1 부여한다.", + "MOVE_DESCRIPTION_ROLL_AGAIN": "턴 종료 시 일정 확률로 다른 무작위 기술을 자동으로 사용한다.", + "MOVE_DESCRIPTION_SUIT_UP": "사용자의 근접 방어와 원거리 방어가 증가한다.", + "MOVE_DESCRIPTION_PARRY_STANCE": "이번 라운드에 받는 첫 근접 공격을 반사한다.", + "MOVE_DESCRIPTION_HP_ABSORB": "준 피해만큼 HP를 회복한다.", + "MOVE_DESCRIPTION_DEFEND": "사용자의 근접 방어를 증가시킨다.", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "사용자의 원거리 방어를 증가시킨다.", + "MOVE_DESCRIPTION_DODGE": "사용자의 회피를 증가시킨다.", + "MOVE_DESCRIPTION_FOCUS": "사용자의 명중률을 증가시킨다.", + "MOVE_DESCRIPTION_SPRINT": "사용자의 속도를 증가시킨다.", + "MOVE_DESCRIPTION_WINK": "대상의 근접 공격을 감소시킨다.", + "MOVE_DESCRIPTION_FLIRT": "대상의 회피를 감소시킨다.", + "MOVE_DESCRIPTION_PEEKABOO": "대상의 명중률을 감소시킨다.", + "MOVE_DESCRIPTION_TRIP": "대상의 속도를 감소시킨다.", + "MOVE_DESCRIPTION_NOD": "대상의 근접 방어를 감소시킨다.", + "MOVE_DESCRIPTION_CRITICIZE": "대상의 원거리 공격을 감소시킨다.", + "MOVE_DESCRIPTION_COMPLIMENT": "대상의 원거리 방어를 감소시킨다.", + "MOVE_DESCRIPTION_SHARPEN": "사용자의 근접 공격을 증가시킨다.", + "MOVE_DESCRIPTION_RAISE_ARMS": "사용자의 원거리 공격을 증가시킨다.", + "MOVE_DESCRIPTION_HOT_POTATO": "대상에게 폭탄을 붙인다. 폭탄은 근접 접촉으로 즉시 넘겨 주지 않으면 폭발한다.", + "MOVE_DESCRIPTION_SURE_FIRE": "대상의 다음 기술이 확정적으로 명중한다.", + "MOVE_DESCRIPTION_COTTON_ON": "다음 라운드 동안 사용자를 대상으로 하는 모든 회피 가능 기술의 명중률이 0%로 감소한다.", + "MOVE_DESCRIPTION_TAUNT": "대상을 광분하게 만들어 다음 2턴 동안 피해를 주는 기술만 사용하게 만든다.", + "MOVE_DESCRIPTION_DOG_YEARS": "대상이 보유한 상태 효과의 지속 시간을 연장한다.", + "MOVE_DESCRIPTION_BE_RANDOM": "사용하기에 AP가 충분한 무작위 기술을 사용한다.", + "MOVE_DESCRIPTION_COPYCAT": "AP가 충분할 경우 대상이 마지막으로 사용한 기술을 따라한다.", + "MOVE_DESCRIPTION_PROVOKE": "3턴 동안 상대가 사용자의 아군을 직접 대상으로 지정할 수 없게 만든다.", + "MOVE_DESCRIPTION_HIBERNATE": "사용자가 잠든다. 깨어날 때까지 매 턴 HP를 회복한다.", + "MOVE_DESCRIPTION_SUMMON_TULPA": "우주 차원에 도움을 요청한다.", + "MOVE_DESCRIPTION_MEDITATE": "사용자가 잠든다. 깨어날 때까지 매 턴 공격 및 방어 능력치가 증가한다.", + "MOVE_DESCRIPTION_BINVITATION": "모선에 도움을 요청한다.", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "일시적으로 전숭이 아군을 소환한다.", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "일정 확률로 일시적인 아군을 소환한다.", + "MOVE_DESCRIPTION_FUSION_POWER": "현재 융합에 따라 특별한 효과를 지닌다.", + "MOVE_DESCRIPTION_FISSION_POWER": "사용자가 분열을 일으켜 두 개로 나뉜다.", + "MOVE_DESCRIPTION_CROSSFADE": "사용자의 형태를 변경하고 기존 타입의 코팅을 적용한다.", + "MOVE_DESCRIPTION_DESPERATION": "사용자의 HP가 낮을수록 더 큰 피해를 준다.", + "MOVE_DESCRIPTION_DELEGATE": "사용자의 상태 효과를 아군에게 옮긴다.", + "MOVE_DESCRIPTION_BITE": "대상 하나를 공격한다. 잠시 후 사용자를 회복시킨다.", + "MOVE_DESCRIPTION_BATTERY": "대상 하나를 2번 공격한다. 충전을 사용한 다음 사용하면 치명타가 된다.", + "MOVE_DESCRIPTION_BOIL": "대상 하나를 공격한다. 일정 확률로 대상에게 화상을 입힌다.", + "MOVE_DESCRIPTION_DJINNTOXICATE": "대상 하나를 공격한다. 대상에게 혼란 상태를 부여한다.", + "MOVE_DESCRIPTION_COAL_STORY": "대상 하나를 공격한다. 대상에게 화상을 입힌다.", + "MOVE_DESCRIPTION_TOXIC_STAB": "대상 하나를 공격한다. 대상을 중독시킨다.", + "MOVE_DESCRIPTION_SANDSTORM": "팀 전체를 공격한다. 대상이 보유한 상태 효과의 남은 지속 시간을 1 단축시킨다.", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "팀 전체를 공격한다. 대상을 중독시킨다.", + "MOVE_DESCRIPTION_WONDERFUL_7": "대상 하나를 공격한다. 무작위 디버프를 부여한다.", + "MOVE_DESCRIPTION_THROW": "방벽을 투사체로 사용한다. 남은 지속 시간에 비례하는 피해를 준다.", + "MOVE_DESCRIPTION_RECYCLE": "사용자의 방벽을 파괴하고 남은 지속 시간만큼 AP를 부여한다.", + "MOVE_DESCRIPTION_MAGNET": "전투 시작 시 AP 소모 없이 자동으로 사용한다. 대상이 {duration}턴 동안 사용자의 아군을 대상으로 지정하지 못하게 한다.", + "MOVE_DESCRIPTION_RETRIBUTION": "아군이 패배하면 발동한다. 사용자의 공격 능력치가 증가한다.", + "MOVE_DESCRIPTION_STATUS_STARTER": "전투 시작 시 AP 소모 없이 자동으로 사용한다. 사용자에게 {duration}턴 동안 {status_effect} 상태를 부여한다.", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "사용자의 타입이 대지로 변경되고 방어 능력치가 증가한다. 사용자의 HP가 처음 50% 미만으로 떨어지면 발동한다.", + "MOVE_DESCRIPTION_THUNDER_BLAST": "대상 하나를 공격한다. 대상이 30의 공기 타입 피해를 추가로 받는다.", + "MOVE_DESCRIPTION_GAMBIT": "사용자의 모든 능력치가 크게 증가한다. 3턴 후 테이프가 망가진다.", + "MOVE_DESCRIPTION_HAUNT": "사용자가 유령이 되어 공격에 맞지 않게 된다. 3턴 후 테이프가 망가진다.", + "MOVE_DESCRIPTION_BINVASION": "사용자의 팀에 있는 쓰레기봇당 한 번씩 대상 하나를 공격한다.", + "MOVE_DESCRIPTION_COPPER_CHOP": "대상 하나를 공격한다. 유리 및 금속 타입 대상에게 공진을 적용한다.", + "MOVE_DESCRIPTION_WINDOW": "원거리 공격이 방벽을 무시하고 대상을 맞힐 수 있게 된다.", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "대상이 변신할 때마다 피해를 준다.", + "MOVE_DESCRIPTION_SHARP_EDGES": "사용자에게 {duration}턴 동안 접촉 시 피해 상태를 부여한다.", + "MOVE_DESCRIPTION_JAGGED_EDGE": "근접 공격이 사용자를 빗나가면 자동으로 피해를 준다.", + "MOVE_DESCRIPTION_BLIZZARD": "팀 전체를 공격한다. 대상의 명중률이 감소한다.", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "대상 하나를 공격한다. 대상의 근접 방어가 감소한다.", + "MOVE_DESCRIPTION_TRICK": "대상에게 무작위 디버프를 부여한다.", + "MOVE_DESCRIPTION_TREAT": "대상에게 무작위 버프를 부여한다.", + "MOVE_DESCRIPTION_CRUMBLE": "모든 방벽을 파괴하고, 각 대상에게 자신의 방벽의 남은 지속 시간에 비례한 피해를 준다.", + "MOVE_DESCRIPTION_PRISMATIC": "라운드가 끝날 때마다 사용자의 타입이 무작위로 변경된다.", + "MOVE_DESCRIPTION_BAD_JOKE": "사용자가 아무 농담이나 한다. 아무런 효과가 없다.", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "저항", + "MOVE_DESCRIPTION_WATER_DANCE": "대상 하나를 공격한다. 사용자의 근접 공격이 아닌 속도에 비례한다.", + "MOVE_BLOOD_DONATION_TOAST": "헌혈", + "MOVE_NEW_LEAF_TOAST": "상태 제거", + "MOVE_DAMAGE_ROLL_TOAST": "주사위 눈: {n}", + "MOVE_AP_STEAL_TOAST": "강탈", + "MOVE_GUZZLE_FUEL_TOAST": "연료 소모", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "지속 시간 연장", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "지속 시간 단축", + "MOVE_SUMMON_SPAWNS.m": "{spawn}이(가) 도우러 왔다!", + "MOVE_SUMMON_SPAWNS.f": "{spawn}이(가) 도우러 왔다!", + "MOVE_AP_REFUND_TOAST": "반환", + "MOVE_SUMMON_SPAWNS.n": "{spawn}이(가) 도우러 왔다!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "야성의", + "MOVE_FUSION_POWER_PREFIX_beast_2": "뼈다귀", + "MOVE_FUSION_POWER_PREFIX_beast_3": "흉폭한", + "MOVE_FUSION_POWER_PREFIX_beast_4": "원시", + "MOVE_FUSION_POWER_PREFIX_beast_5": "척추", + "MOVE_FUSION_POWER_PREFIX_beast_6": "광분의", + "MOVE_FUSION_POWER_PREFIX_beast_7": "광폭한", + "MOVE_FUSION_POWER_PREFIX_fire_1": "지옥불", + "MOVE_FUSION_POWER_PREFIX_fire_2": "불길의", + "MOVE_FUSION_POWER_PREFIX_fire_3": "불타는", + "MOVE_FUSION_POWER_PREFIX_fire_4": "화염", + "MOVE_FUSION_POWER_PREFIX_fire_5": "타오르는", + "MOVE_FUSION_POWER_PREFIX_fire_6": "마그마", + "MOVE_FUSION_POWER_PREFIX_fire_7": "화산", + "MOVE_FUSION_POWER_PREFIX_poison_1": "독성", + "MOVE_FUSION_POWER_PREFIX_poison_2": "유독한", + "MOVE_FUSION_POWER_PREFIX_poison_3": "독기", + "MOVE_FUSION_POWER_PREFIX_poison_4": "화학", + "MOVE_FUSION_POWER_PREFIX_poison_5": "보랏빛", + "MOVE_FUSION_POWER_PREFIX_poison_6": "감염의", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "인조", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "탄성의", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "재활용", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "인공", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "쓰레기", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "모듈식", + "MOVE_FUSION_POWER_PREFIX_plant_1": "상록의", + "MOVE_FUSION_POWER_PREFIX_plant_2": "야생의", + "MOVE_FUSION_POWER_PREFIX_plant_3": "무성한", + "MOVE_FUSION_POWER_PREFIX_plant_4": "성장의", + "MOVE_FUSION_POWER_PREFIX_plant_5": "신록의", + "MOVE_FUSION_POWER_PREFIX_plant_6": "열대", + "MOVE_FUSION_POWER_PREFIX_plant_7": "수액의", + "MOVE_FUSION_POWER_PREFIX_water_1": "물의", + "MOVE_FUSION_POWER_PREFIX_water_2": "폭풍우", + "MOVE_FUSION_POWER_PREFIX_water_3": "계절풍", + "MOVE_FUSION_POWER_PREFIX_water_4": "급류", + "MOVE_FUSION_POWER_PREFIX_water_5": "소용돌이", + "MOVE_FUSION_POWER_PREFIX_water_6": "심연의", + "MOVE_FUSION_POWER_PREFIX_water_7": "바다의", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "반짝이는", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "반짝반짝", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "무지개", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "요정", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "교묘한", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "수제", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "유니콘", + "MOVE_FUSION_POWER_PREFIX_astral_1": "우주의", + "MOVE_FUSION_POWER_PREFIX_astral_2": "행성의", + "MOVE_FUSION_POWER_PREFIX_astral_3": "하늘의", + "MOVE_FUSION_POWER_PREFIX_astral_4": "별의", + "MOVE_FUSION_POWER_PREFIX_astral_5": "천상의", + "MOVE_FUSION_POWER_PREFIX_astral_6": "궤도의", + "MOVE_FUSION_POWER_PREFIX_astral_7": "어둠의", + "MOVE_FUSION_POWER_PREFIX_air_1": "사이클론", + "MOVE_FUSION_POWER_PREFIX_air_2": "토네이도", + "MOVE_FUSION_POWER_PREFIX_air_3": "회오리", + "MOVE_FUSION_POWER_PREFIX_air_4": "허리케인", + "MOVE_FUSION_POWER_PREFIX_air_5": "바람의", + "MOVE_FUSION_POWER_PREFIX_air_6": "소닉붐", + "MOVE_FUSION_POWER_PREFIX_air_7": "창공의", + "MOVE_FUSION_POWER_PREFIX_earth_1": "석화의", + "MOVE_FUSION_POWER_PREFIX_earth_2": "광물", + "MOVE_FUSION_POWER_PREFIX_earth_3": "광석", + "MOVE_FUSION_POWER_PREFIX_earth_4": "산의", + "MOVE_FUSION_POWER_PREFIX_earth_5": "모래", + "MOVE_FUSION_POWER_PREFIX_earth_6": "바위", + "MOVE_FUSION_POWER_PREFIX_earth_7": "화강암", + "MOVE_FUSION_POWER_PREFIX_glass_1": "유리", + "MOVE_FUSION_POWER_PREFIX_glass_2": "파쇄의", + "MOVE_FUSION_POWER_PREFIX_glass_3": "반사", + "MOVE_FUSION_POWER_PREFIX_glass_4": "뾰족뾰족한", + "MOVE_FUSION_POWER_PREFIX_glass_5": "깨지기 쉬운", + "MOVE_FUSION_POWER_PREFIX_glass_6": "투명", + "MOVE_FUSION_POWER_PREFIX_ice_1": "얼어붙은", + "MOVE_FUSION_POWER_PREFIX_ice_2": "영하의", + "MOVE_FUSION_POWER_PREFIX_ice_3": "빙결의", + "MOVE_FUSION_POWER_PREFIX_ice_4": "극지의", + "MOVE_FUSION_POWER_PREFIX_ice_5": "혹한의", + "MOVE_FUSION_POWER_PREFIX_ice_6": "빙하의", + "MOVE_FUSION_POWER_PREFIX_ice_7": "눈보라의", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "폭풍", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "쇄도하는", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "전기", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "감전의", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "벼락의", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "전압의", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "자석", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "테슬라", + "MOVE_FUSION_POWER_PREFIX_metal_1": "강철", + "MOVE_FUSION_POWER_PREFIX_metal_2": "금속공학", + "MOVE_FUSION_POWER_PREFIX_metal_3": "은", + "MOVE_FUSION_POWER_PREFIX_metal_4": "수은", + "MOVE_FUSION_POWER_PREFIX_metal_5": "공진의", + "MOVE_FUSION_POWER_PREFIX_metal_6": "티타늄", + "MOVE_FUSION_POWER_SWORD": "검", + "MOVE_FUSION_POWER_AXE": "도끼", + "MOVE_FUSION_POWER_KATANA": "카타나", + "MOVE_FUSION_POWER_HAMMER": "망치", + "MOVE_FUSION_POWER_HALBERD": "할버드", + "MOVE_FUSION_POWER_BLADEWHEEL": "바퀴", + "MOVE_FUSION_POWER_FIST": "주먹", + "MOVE_FUSION_POWER_SMASH": "강타", + "MOVE_FUSION_POWER_SHURIKEN": "수리검", + "MOVE_DESCRIPTION_IRON_FILINGS": "대상을 전도체로 만든다.", + "MOVE_FUSION_POWER_ARROW": "화살", + "MOVE_FUSION_POWER_ORB": "구체", + "MOVE_FUSION_POWER_KUNAI": "쿠나이", + "MOVE_FUSION_POWER_SHARDS": "파편", + "MOVE_FUSION_POWER_SPIKES": "가시", + "MOVE_FUSION_POWER_METEOR": "유성", + "MOVE_FUSION_POWER_BEAM": "광선", + "MOVE_FUSION_POWER_BLAST": "작렬", + "MOVE_FUSION_POWER_BOMB": "폭탄", + "MOVE_RITUAL_NAME": "의식", + "MOVE_DESCRIPTION_RITUAL": "사용자가 패배 시 HP의 25%를 보유한 상태로 부활한다.", + "MOVE_IRON_FILINGS_NAME": "쇳가루", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "종장", + "MOVE_AA_OLDGANTE_THRASH_NAME": "불협 난타", + "MOVE_TRICK_NAME": "장난", + "MOVE_TREAT_NAME": "간식", + "MOVE_ATTRIBUTE_STAT": "{stat_name} {stat_value}%", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "타입 상성 우위 시 치명타", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "패시브: {stat_name} {stat_value}%", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "{stat_name} 능력치가 더 높을 경우 피해가 해당 능력치에 비례", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "지속 시간 +1", + "MOVE_ATTRIBUTE_EXTRA_HIT": "추가 타격 +1", + "MOVE_ATTRIBUTE_HEAL": "최대 HP의 {stat_value}% 회복", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "패시브: 빈 슬롯당 {stat_name} {stat_value}%", + "MOVE_ATTRIBUTE_SPECIALIZATION": "빈 슬롯당 {stat_name} {stat_value}%", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "빈 슬롯당 최대 HP의 {stat_value}% 회복", + "MOVE_ATTRIBUTE_BUFF_USER": "{chance}% 확률로 {status_effect}", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}% 확률로 {status_effect}", + "MOVE_ATTRIBUTE_AP_REFUND": "{chance}% 확률로 사용 후 AP {amount} 반환", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}% 확률로 사용 후 모든 AP 반환", + "MOVE_ATTRIBUTE_SHARED": "아군과 공유", + "MOVE_ATTRIBUTE_COMPATIBILITY": "모든 테이프에 적합", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "라운드 종료 시 {chance}% 확률로 사용", + "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}% 확률로 2번 사용", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "전투 시작 시 {chance}% 확률로 사용", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "피격 시 {chance}% 확률로 사용", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "공격 후 {chance}% 확률로 사용", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "사용 후 {chance}% 확률로 {move_name} 사용", + "MOVE_ATTRIBUTE_MULTITARGET": "{chance}% 확률로 팀 전체를 대상으로 지정", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "방벽 파괴", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "슬롯 +1", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "방벽 무시", + "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}% 확률로 무작위 기술 사용", + "MOVE_BAD_JOKE_JOKE3": "도로게의 가장 큰 약점은? 가위바위보! 가위밖에 못 내니까!", + "MOVE_BAD_JOKE_JOKE2": "도로게가 뒤로 가면? 말짱 도로목!", + "MOVE_BAD_JOKE_JOKE1": "도로게가 초록불에 길을 건너지 않은 이유는? 옆으로만 갈 수 있어서!", + "MOVE_BAD_JOKE_JOKE5": "뼈숍이 매일 하는 일은? 미사일!", + "MOVE_BAD_JOKE_JOKE4": "도로게가 목욕탕에 가면? 꽃게탕!", + "MOVE_BAD_JOKE_JOKE7": "총알사우루스가 좋아하는 음식은? 빵이야 빵이야!", + "MOVE_BAD_JOKE_JOKE6": "빙부리는 집을 뭘로 만들까? \\\"이글루\\\"!", + "MOVE_BAD_JOKE_JOKE8": "시간모래가 물구나무를 서면? 시간 여행!", + "MOVE_BAD_JOKE_JOKE11": "곰별레가 말수가 적은 이유는? 곰곰이 생각하느라고.", + "MOVE_BAD_JOKE_JOKE10": "시간모래를 먹으면 안 되는 이유는? 시간을 너무 잡아먹어서!", + "MOVE_BAD_JOKE_JOKE9": "스켈라임을 한 손으로도 갖고 노는 천적은? 슬라임 유튜버.", + "MOVE_BAD_JOKE_JOKE12": "스파크탄의 한국 이름은? 번개탄!", + "MOVE_BAD_JOKE_JOKE13": "수련악어는 교통사고 나기 직전에 뭐라고 할까? 아아악! 어어어!", + "MOVE_BAD_JOKE_JOKE16": "빙글아비가 요가 수업에 갔다가 쫓겨났다. 왜 그랬을까? 다리 찢기를 못 해서.", + "MOVE_BAD_JOKE_JOKE15": "화학에 대한 농담을 하려고 했는데, \\\"반응\\\"이 없을 것 같네...", + "MOVE_BAD_JOKE_JOKE14": "콩콩호박이 결혼을 해서 아이를 낳았다. 아이의 이름은? 애호박!", + "MOVE_BAD_JOKE_JOKE18": "투기단이 제일 싫어하는 벨트는? 그린 벨트.", + "MOVE_BAD_JOKE_JOKE17": "덤불눈이 예뻐지면? 뷰티풀.", + "MOVE_BAD_JOKE_JOKE19": "투기단이 가장 좋아하는 음료는? 비상장음료!", + "MOVE_NAME_INSOMNIA": "불면증", + "MOVE_BAD_JOKE_JOKE20": "투기단이 제일 좋아하는 소는? 주소!", + "MOVE_DESCRIPTION_INSOMNIA": "사용자가 잠들지 않는다.", + "MOVE_NAME_ELDRITCH": "이형의 존재", + "MOVE_DESCRIPTION_ELDRITCH": "사용자의 능력치가 감소하지 않는다.", + "MOVE_NAME_STATUS_RESISTANCE": "상태 면역", + "MOVE_NAME_NEUTRALISE": "중화", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "사용자가 화상, 중독, 흡혈 상태 효과로부터 받는 피해가 감소한다.", + "MOVE_NAME_LIQUID_BODY": "액체 몸", + "MOVE_DESCRIPTION_LIQUID_BODY": "사용자가 화상에 면역이 되지만, 받는 모든 얼음 및 번개 피해가 치명타가 된다.", + "MOVE_DESCRIPTION_NEUTRALISE": "사용자의 HP가 50% 미만으로 떨어지면 사용자의 디버프를 자동으로 제거한다.", + "MOVE_NAME_PHASE_SHIFT": "위상 변화", + "MOVE_DESCRIPTION_PHASE SHIFT": "사용자가 공격으로 유령을 맞힐 수 있다.", + "MOVE_CAMOUFLAGE_WATER_NAME": "물 위장", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "플라스틱 위장", + "MOVE_CAMOUFLAGE_AIR_NAME": "공기 위장", + "MOVE_CAMOUFLAGE_EARTH_NAME": "대지 위장", + "MOVE_CAMOUFLAGE_FIRE_NAME": "불 위장", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "우주 위장", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "번개 위장", + "MOVE_CAMOUFLAGE_METAL_NAME": "금속 위장", + "MOVE_CAMOUFLAGE_BEAST_NAME": "야수 위장", + "MOVE_CAMOUFLAGE_PLANT_NAME": "식물 위장", + "MOVE_CAMOUFLAGE_POISON_NAME": "독 위장", + "MOVE_CAMOUFLAGE_ICE_NAME": "얼음 위장", + "MOVE_CAMOUFLAGE_GLASS_NAME": "유리 위장", + "MOVE_DESCRIPTION_CAMOUFLAGE": "사용자의 타입을 변경한다. 전투 시작 시 AP 소모 없이 자동으로 사용한다.", + "MOVE_NAME_RICOCHET": "도탄", + "MOVE_DESCRIPTION_RICOCHET": "사용자의 원거리 공격이 50% 확률로 상대의 방벽을 무시한다.", + "MOVE_NAME_BREATHING_TECHNIQUE": "호흡법", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "사용자가 광분에 면역이 된다.", + "MOVE_NAME_SELF_ASSURED": "자신감", + "MOVE_DESCRIPTION_SELF_ASSURED": "사용자가 혼란 효과에 면역이 된다.", + "MOVE_NAME_CRITICAL_AP": "치명타 AP", + "MOVE_DESCRIPTION_CRITICAL_AP": "사용자가 치명타를 맞힐 때마다 AP를 1 획득한다.", + "MOVE_NAME_PITY_AP": "동정 AP", + "MOVE_NAME_UNSHAKEABLE": "요지부동", + "MOVE_DESCRIPTION_PITY_AP": "사용자의 공격이 빗나갈 때마다 AP를 1 획득한다.", + "MOVE_DESCRIPTION_UNSHAKEABLE": "사용자가 움찔 효과에 면역이 된다.", + "MOVE_NAME_VAMPIRE": "흡혈귀", + "MOVE_NAME_MULTICOPY": "다중 복사", + "MOVE_DESCRIPTION_VAMPIRE": "상대의 기술 및 상태 효과로 인한 치유의 절반이 사용자에게도 적용된다.", + "MOVE_DESCRIPTION_MULTICOPY": "상대가 다중 대상 또는 다중 타격을 획득하면 사용자 역시 해당 상태를 획득한다.", + "MOVE_NAME_FOSSIL": "화석", + "MOVE_DESCRIPTION_FOSSIL": "사용자가 석화되면 자동으로 HP를 전부 회복한다.", + "MOVE_NAME_BLOODLUST": "피의 갈증", + "MOVE_NAME_STURDY_ARMOUR": "튼튼한 갑옷", + "MOVE_DESCRIPTION_BLOODLUST": "상대 하나가 패배할 때마다 사용자의 근접 및 원거리 공격 능력치가 자동으로 증가한다.", + "MOVE_NAME_RETURN_FIRE": "대응 사격", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "사용자의 근접 및 원거리 방어 능력치가 감소되지 않는다.", + "MOVE_DESCRIPTION_RETURN_FIRE": "원거리 공격에 맞을 때 일정 확률로 자동으로 사용된다.", + "MOVE_NAME_BURNING_PASSION": "불타는 열정", + "MOVE_NAME_BERSERKER": "광전사", + "MOVE_DESCRIPTION_BURNING_PASSION": "사용자가 화상 상태 효과를 획득할 때마다 사용자의 원거리 및 근접 공격이 증가한다.", + "MOVE_NAME_VENGEFUL_CURSE": "복수의 저주", + "RANGER_TRADER_NAME": "순찰대원 윌마", + "RANGER_TRADER_NAME_SHORT": "윌마", + "RANGER_BODYBUILDER_NAME": "순찰대원 짐", + "INTERDIMENSIONAL_POSTMAN_NAME": "차원간 집배원", + "AMBER_NAME": "앰버", + "DORIAN_NAME": "도리안", + "SPRINGHEEL_NAME": "폴짝깨비", + "JACQUELINE_NAME": "재클린", + "SPRINGHEEL_NAME_PREFIX": "폴짝", + "SPRINGHEEL_NAME_SUFFIX": "깨비", + "SPRINGHEEL_DESCRIPTION": "가죽 장화를 신은 도깨비", + "SPRINGHEEL_LORE_2": "빅토리아 시대 영국에서는 한동안 \\\"스프링힐드 잭\\\"이라는 정체불명의 괴물이 밤중에 길거리를 배회한다는 소문이 돌았다. \\\"잭\\\"은 영영 잡히지 않았으며, 곧 그의 목격담은 도시전설 속 괴담으로 여겨지게 되었다.", + "SPRINGHEEL_LORE_1": "폴짝깨비는 밤의 어둠을 틈타 모퉁이 뒤에 숨어있다가 폴짝 뛰쳐나와 사람들을 놀라게 하는 걸 즐긴다. 이들의 \\\"날개\\\"는 다 헤진 넝마로 만든 것으로 보인다.", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "어떤 어둠의 길을 걸을까?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "방랑자", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "도둑", + "HOPSKIN_NAME_PREFIX": "홉", + "HOPSKIN_NAME": "홉스킨", + "HOPSKIN_LORE_1": "홉스킨은 깜박이지 않는 호박색 눈과 커다란 미소로 먹잇감을 끌어들인다. 그러나 이 위장에 속아 넘어갔다가는 지저분한 코트 아래 숨겨져 있는 날카로운 발톱에 베이고 말 것이다.", + "HOPSKIN_NAME_SUFFIX": "스킨", + "HOPSKIN_DESCRIPTION": "코트를 입은 수상쩍은 악마", + "HOPSKIN_LORE_2": "1955년 미국 켄터키주 홉킨스빌의 농장에 있던 한 가족이 이상한 생명체의 공격을 받았다고 주장했다. 이들의 묘사에 따르면 그 생명체는 뾰족한 귀와 날카로운 손발톱을 가지고 있었으며, 커다란 눈은 노란색으로 빛났다고 한다.", + "RIPTERRA_NAME": "리퍼잭", + "RIPTERRA_NAME_PREFIX": "리퍼", + "RIPTERRA_NAME_SUFFIX": "잭", + "RIPTERRA_DESCRIPTION": "기분 나쁜 트렌치코트 괴물", + "RIPTERRA_LORE_2": "19세기 영국에서는 고딕 공포 소설과 잔인한 살인자에 대한 이야기가 \\\"페니 드레드풀\\\"의 형태로 시중에 유통되었다. 이 저렴하게 제작된 문학 작품에는 대개 충격적이고 잔인한 삽화가 포함되어 있었다.", + "RIPTERRA_LORE_1": "리퍼잭의 신체 형태는 쉽게 설명할 수가 없다. 몸통은 없는 것이나 마찬가지이며, 얼룩진 트렌치 코트와 모자 밑에는 날카로운 발톱이 달린 다리가 그물처럼 뒤엉켜 있다.", + "SNOOPIN_NAME": "스누팽", + "SNOOPIN_NAME_PREFIX": "스누", + "SNOOPIN_NAME_SUFFIX": "팽", + "SNOOPIN_LORE_1": "스누팽은 뛰어난 도둑으로, 훔친 보물로 치장하곤 한다. 그렇기 때문에 착용한 장신구의 개수를 보면 그 스누팽의 절도 실력이 얼마나 뛰어난지 알 수 있다.", + "SCAMPIRE_NAME": "스캠파이어", + "SNOOPIN_LORE_2": "아르센 뤼팽은 작가 모리스 르블랑의 작품에 등장하는 가상의 \\\"신사 도둑\\\"으로, 오늘날까지 인기를 구가하며 수십 편의 이야기와 여럿 각색된 작품에 등장하였다.", + "SNOOPIN_DESCRIPTION": "지팡이를 든 도깨비", + "SCAMPIRE_NAME_PREFIX": "스캠", + "SCAMPIRE_LORE_1": "스캠파이어는 훔친 재물로 가득한 소굴을 만든 후, 먹잇감이 이끌려 오기를 기다린다. 최근에는 비행 능력까지 터득했지만, 날개가 비행에 사용되는지는 불명이다.", + "SCAMPIRE_NAME_SUFFIX": "파이어", + "SCAMPIRE_LORE_2": "뱀파이어는 인류의 역사가 시작된 이래 계속해서 민간 전승에 등장해왔으며, 뱀파이어 전설의 현대적인 해석 중 하나에서는 계급이 낮은 이들을 말 그대로 먹잇감으로 삼는 상류층으로 묘사된다.", + "ACHIEVEMENT_NAME_obtain_bansheep": "양의 꿈", + "ACHIEVEMENT_DESC_obtain_bansheep": "밴십을 획득한다.", + "ACHIEVEMENT_DESC_tutorial": "튜토리얼을 완료한다.", + "ACHIEVEMENT_DESC_partner_dog": "왈왈이를 잠금 해제한다.", + "ACHIEVEMENT_NAME_partner_viola": "바이올라", + "ACHIEVEMENT_NAME_partner_kayleigh": "케일리", + "ACHIEVEMENT_DESC_investigate_rumor": "소문을 조사한다.", + "ACHIEVEMENT_NAME_aa_lamento_mori": "죽음의 천사", + "ACHIEVEMENT_NAME_aa_cube": "신플라톤주의적 고체", + "ACHIEVEMENT_DESC_aa_lamento_mori": "라멘토 모리를 물리친다.", + "ACHIEVEMENT_DESC_aa_cube": "헤카헤드론을 물리친다.", + "ACHIEVEMENT_NAME_aa_alice": "자만의 아이", + "ACHIEVEMENT_DESC_aa_alice": "앨리스를 물리친다.", + "ACHIEVEMENT_NAME_aa_puppet": "꼭두각시의 주인", + "ACHIEVEMENT_DESC_aa_puppet": "포피톡스를 물리친다.", + "ACHIEVEMENT_DESC_partner_eugene": "유진을 잠금 해제한다.", + "ACHIEVEMENT_NAME_partner_meredith": "메러디스", + "ACHIEVEMENT_DESC_partner_meredith": "메러디스를 잠금 해제한다.", + "ACHIEVEMENT_DESC_quest_viola1": "바이올라와 함께 난파선으로 간다.", + "ACHIEVEMENT_DESC_quest_meredith1": "메러디스와 함께 백화점으로 간다.", + "ACHIEVEMENT_NAME_quest_meredith1": "곤두박질 백화점", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "머나먼 고향 2", + "ACHIEVEMENT_NAME_investigate_rumor": "풍문으로 들었소", + "ACHIEVEMENT_DESC_met_npc_magikrab": "충실한 기차역 관리인과 만난다.", + "ACHIEVEMENT_NAME_met_npc_amber": "컴 백 홈", + "ACHIEVEMENT_DESC_met_npc_amber": "머나먼 곳에서 도움의 손길을 찾는다.", + "ACHIEVEMENT_NAME_met_npc_merline": "땅 밑의 존재", + "ACHIEVEMENT_DESC_met_npc_merline": "얼굴 없는 존재와 대면한다.", + "ACHIEVEMENT_DESC_traveling_merchant": "유랑 상인과 만난다.", + "ACHIEVEMENT_NAME_traveling_merchant": "골라골라", + "ACHIEVEMENT_NAME_partner_eugene": "유진", + "ACHIEVEMENT_DESC_preemptive_win": "전투가 시작하기 전에 승리한다.", + "ACHIEVEMENT_NAME_preemptive_win": "시작하기도 전에", + "ACHIEVEMENT_DESC_ending": "오래전 사라졌다고 여겨졌던 문을 연다.", + "ACHIEVEMENT_NAME_ghostly_win": "죽음은 우릴 지배하지 못하리", + "ACHIEVEMENT_DESC_ghostly_win": "유령 상태에서 전투를 승리한다.", + "ACHIEVEMENT_NAME_gambit_win": "묻고 더블로 가", + "ACHIEVEMENT_DESC_gambit_win": "올인 상태에서 전투를 승리한다.", + "ACHIEVEMENT_NAME_head_skip": "뛰어넘기", + "ACHIEVEMENT_NAME_defeat_black_shuck": "그림자와의 대결", + "ACHIEVEMENT_DESC_head_skip": "도전자의 머리 위로 건너뛰어서 들키지 않고 지나간다.", + "ACHIEVEMENT_DESC_defeat_black_shuck": "전투에서 자신에게 승리한다.", + "ACHIEVEMENT_NAME_obtain_magikrab": "진화의 정점", + "DOG_NAME": "왈왈이", + "ACHIEVEMENT_DESC_obtain_magikrab": "찾을 수 없다고 여겨졌던 몬스터 형태를 획득한다.", + "ACHIEVEMENT_NAME_aa_lenna": "다른 이야기의 영웅", + "DEFAULT_PLAYER_NAME": "캐스", + "ACHIEVEMENT_DESC_aa_lenna": "특정 영웅에게 자신의 진가를 증명한다.", + "MEREDITH_NAME": "메러디스", + "KAYLEIGH_NAME": "케일리", + "EUGENE_NAME": "유진", + "FELIX_NAME": "펠릭스", + "VIOLA_NAME": "바이올라", + "UNKNOWN_NAME": "???", + "SEBASTIAN_NAME": "세바스찬", + "LANDKEEPER_NAME": "투기단", + "LANDKEEPER1_NAME": "투기단 #1", + "PUPPERCUT_LORE_2": "권투는 두 참가자가 보호용 장갑을 끼고 서로에게 주먹을 날리는 경쟁 스포츠다. 고고학적 증거에 따르면, 인류는 고대 문명이 발생한 이래 어떠한 형태로든 계속 권투를 즐겨온 것으로 보인다.", + "PUPPERCUT_DESCRIPTION": "녹슨 금속 권투 장비를 착용한 땅딸막한 늑대", + "SOUTHPAW_NAME": "이리펀치", + "SOUTHPAW_NAME_PREFIX": "이리", + "SOUTHPAW_NAME_SUFFIX": "펀치", + "SOUTHPAW_LORE_2": "현대 권투는 빅토리아 시대 영국에서 처음 작성된 공식 규정 \\\"퀸즈베리 룰\\\"에 기원을 두고 있다. 퀸즈베리 룰에는 12라운드 제한, 커다란 보호용 장갑 그리고 24평방피트의 경기장 넓이 등 오늘날 현대 권투에서도 찾아볼 수 있는 규정들이 포함되어 있다.", + "SOUTHPAW_LORE_1": "이리펀치는 멍퍼컷의 생애에서 마지막 형태로, 녹슨 갑옷은 전부 벗겨져 나갔다. 이리펀치의 몸은 이제 가볍고 유연한 금속으로 덮여있어, 적의 공격을 견디고 가시 달린 주먹으로 빠른 공격을 날릴 수 있게 해준다.", + "BURNACE_NAME": "화염로", + "SOUTHPAW_DESCRIPTION": "번쩍거리는 금속 권투 장비를 착용한 키 큰 늑대", + "BURNACE_NAME_PREFIX": "화염", + "BURNACE_NAME_SUFFIX": "염로", + "BURNACE_LORE_1": "화염로는 다리가 없으며, 무거운 콘크리트 몸통을 손으로 바닥에 질질 끄는 것으로만 움직일 수 있다. 화염로 안에는 끝없이 불타는 화로가 있어 \\\"굴뚝\\\"에서 순식간에 불덩이와 유독한 스모그를 뿜어낼 수 있다.", + "BURNACE_LORE_2": "1700년대에 시작한 산업 혁명 당시에는 서양 세계가 기계를 전면적으로 사용하기 시작하면서 기술 발전이 극도로 가속화되었다. 이 시기는 굴뚝에서 연기를 뿜어내는 공장의 모습과 자주 관련지어지곤 한다.", + "SMOGMAGOG_NAME": "스모그마고그", + "BURNACE_DESCRIPTION": "다리가 없는 공장 생명체", + "SMOGMAGOG_LORE_1": "스모그마고그의 \\\"몸통\\\"은 사실 순수한 불의 존재가 들어있는 강철과 콘크리트로 만든 껍데기노에 불과하다. 껍데기 안에 불씨가 하나라도 남아있는 한, 스모그마그는 싸움을 계속할 것이다.", + "SMOGMAGOG_NAME_PREFIX": "스모그", + "SMOGMAGOG_NAME_SUFFIX": "마고그", + "SMOGMAGOG_DESCRIPTION": "콘크리트 냉각탑 거인", + "SMOGMAGOG_LORE_2": "고그마고그는 영국 전설에 등장하는 거인의 이름이다. 오늘날 대영제국의 전신인 알비온의 주민이었던 그는 추후 콘월을 세우는 전사 코리네우스에 의해 죽음을 맞이했다.", + "CANDEVIL_NAME": "알사탄", + "CANDEVIL_NAME_PREFIX": "알", + "CANDEVIL_NAME_SUFFIX": "사탄", + "CANDEVIL_LORE_2": "인류의 문화 및 역사를 통틀어 모든 민간 전승과 종교에서 악마라 불리는 사악한 존재가 언급되지만, 그 묘사는 온순한 골칫거리부터 위험한 악의 현신까지 매우 폭넓다.", + "CANDEVIL_LORE_1": "알사탄은 몸에서 달콤한 간식을 만들어내는 특이한 능력을 보유하고 있으며, 그 사탕은 선물로 주거나 투사체로 사용할 수 있다. 이 특징을 매력적으로 생각하는 이들도 있지만, 다른 이들은 매우 이상하고 역겹다고 주장한다.", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "어떤 분야를 연구할까?", + "CANDEVIL_DESCRIPTION": "파스텔 색의 뿔 달린 악마", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "연금술", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "기계", + "MALCHEMY_NAME": "연금수리", + "MALCHEMY_NAME_PREFIX": "연금", + "MALCHEMY_LORE_1": "알사탄 내부에서 기이한 화학적 변화가 연달아 일어나면 연금수리로 성장할 수 있다. 또한 이 경우 연금수리가 물약 제조의 비기에 심취하게 되며, 이는 종종 연금수리에게 해로운 결과를 초래한다.", + "MALCHEMY_NAME_SUFFIX": "수리", + "MALCHEMY_LORE_2": "연금술은 현대 화학의 밑거름이 된 학문으로, 원소를 마법으로 또는 영적으로 변화시키거나 창조하는 것을 다뤘다.", + "MIASMODEUS_NAME": "독기모데우스", + "MALCHEMY_DESCRIPTION": "유리병을 들고 미소 짓는 악마", + "MIASMODEUS_NAME_PREFIX": "독기", + "MIASMODEUS_NAME_SUFFIX": "모데우스", + "MIASMODEUS_DESCRIPTION": "막대 사탕을 탄 마녀 악마", + "MIASMODEUS_LORE_2": "중세 시대 유럽에서는 마술을 사용했다고 의심되는 여자를 마녀라고 일컬었다. 예술 작품에서 마녀는 물약을 끓이고, 동물을 사역마로 부리고, 빗자루를 타고 날아다니는 모습으로 그려졌다.", + "MIASMODEUS_LORE_1": "전해지는 바에 따르면, 보름달이 뜬 날 독기모데우스 무리가 막대 사탕을 타고 하늘로 날아오른다고 한다. 이들은 전투에서 연금술로 만든 다양한 혼합물을 사용하며, 독성 물약과 치명적인 원소를 쏟아부어 적을 압도한다.", + "VENDEMON_NAME": "자판마", + "VENDEMON_NAME_PREFIX": "자판", + "VENDEMON_LORE_1": "금속과 유리로 보호용 갑옷을 만든 알사탄. 이 이상한 의상이 우주 비행사를 흉내낸 것이라는 가설도 있지만, 정확한 진실은 아무도 모른다.", + "VENDEMON_NAME_SUFFIX": "판마", + "VENDEMON_LORE_2": "첫 검볼 기계는 20세기 초 미국에서 등장했다. 태엽 장치가 있어 동전을 넣고 손잡이를 돌리면 검볼 또는 사탕이 하나씩 나온다.", + "VENDEMON_DESCRIPTION": "검볼 기계를 뒤집어쓴 악마", + "GUMBAAL_NAME": "검바알", + "GUMBAAL_NAME_PREFIX": "검", + "GUMBAAL_LORE_1": "검바알은 강철 갑옷과 결합하여 거대한 모습으로 탈바꿈한 결과물이다. 머리를 이루는 둥그런 유리 속 가지각색의 원소 구체는 입으로 뱉어 공격 수단으로 사용할 수 있다.", + "GUMBAAL_NAME_SUFFIX": "바알", + "GUMBAAL_LORE_2": "\\\"사탕\\\"은 주로 설탕을 주 재료로 사용하는 다양한 간식을 아우르는 광범위한 단어다. 사탕은 보통 보기에 매력적이며 모양, 크기, 맛이 다양하다.", + "GUMBAAL_DESCRIPTION": "살아 움직이는 거대한 검볼 기계", + "BANSHEEP_NAME": "밴십", + "BANSHEEP_NAME_PREFIX": "밴", + "BANSHEEP_NAME_SUFFIX": "십", + "BANSHEEP_LORE_2": "유령은 망자의 영혼이 형태를 갖춘 존재로, 온 인류 역사와 문명을 통틀어 민간 전승에 자주 등장하는 요소다. 묘사마다 무해하게 그려질 때도 있고 사악하게 그려질 때도 있으며, 망자의 성격 역시 종종 영향을 미친다.", + "BANSHEEP_LORE_1": "야생 밴십이 밤중에 내는 오싹한 신음 소리 때문에 밴십이 안식에 들지 못한 언데드 영혼이라고 믿는 이들이 많지만, 그건 사실과 다르다. 밴십은 살아있는 생명체지만, 그저 칭얼거리는 걸 좋아할 뿐이다. 사실 그렇지 않은 사람이 얼마나 되겠는가?", + "BANSHEEP_DESCRIPTION": "침울한 모습으로 떠다니는 양", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "사후 세계로 승천한다", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "영혼이 영원히 림보에 머무를 수는 없는 법.", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "지상으로 돌아간다", + "WOOLTERGEIST_NAME": "울터가이스트", + "WOOLTERGEIST_NAME_PREFIX": "울", + "WOOLTERGEIST_LORE_2": "유령에는 많은 유형이 있다고 하며, 그 중 하나가 바로 폴터가이스트다. 폴터가이스트는 현실 세계와 광범위하게 상호작용할 수 있으며, 원하는 대로 물건을 움직이거나 날릴 수 있다는 것이 특징이다.", + "WOOLTERGEIST_LORE_1": "밴십과는 다르게 울터가이스트는 언데드 영혼으로, 현실 차원에는 불완전하게만 현현할 수 있다. 전해지는 바에 따르면 최근에 누군가 죽은 위치에 가까이 있으면 머리에 달린 뿔이 더 뾰족해진다고 한다.", + "WOOLTERGEIST_NAME_SUFFIX": "터가이스트", + "WOOLTERGEIST_DESCRIPTION": "피곤한 표정을 한 양 모습의 유령", + "RAMTASM_NAME": "양타즘", + "RAMTASM_NAME_PREFIX": "양타", + "RAMTASM_NAME_SUFFIX": "타즘", + "RAMTASM_LORE_2": "유령이 등장하는 일부 민간 전승에서는 안식에 들지 못해 지상에 머무르는 영혼은 마지막 소원을 이뤄야만 사후 사계로 넘어갈 수 있으며, 그러기 전까지는 영원히 지상을 헤맬 운명이라고 전해진다.", + "RAMTASM_LORE_1": "양타즘은 영적 세계 그리고 물리 세계와의 연결을 강화하였으며, 동시에 양쪽 세계에서 현현할 수 있다. 이 덕분에 양타즘은 어마어마한 우주 에너지를 사용할 수 있다.", + "ZOMBLEAT_NAME": "좀비양", + "RAMTASM_DESCRIPTION": "천사 같은 거대한 양 유령", + "ZOMBLEAT_NAME_PREFIX": "좀", + "ZOMBLEAT_NAME_SUFFIX": "비양", + "ZOMBLEAT_LORE_2": "\\\"좀비\\\"는 시체가 이성이 없고 위험한 괴물로 되살아난 전설 속 존재다. 좀비는 대중 문화에서 자주 모습을 보이며, 수많은 공포 소설 및 영화에 등장했다.", + "ZOMBLEAT_LORE_1": "좀비양은 사후 세계로 승천하기를 거부한 영혼이다. 자신이 묻힌 무덤과 그곳의 흙을 들고 다니며, 자신의 묘비에서 손을 놓으면 영원히 현실 세계를 떠날 수 있을지도 모른다.", + "ZOMBLEAT_DESCRIPTION": "묘비를 가지고 다니는 유령 양", + "CAPRICORPSE_NAME": "시체양", + "CAPRICORPSE_NAME_PREFIX": "시체", + "CAPRICORPSE_NAME_SUFFIX": "체양", + "CAPRICORPSE_LORE_2": "묘비는 시체가 땅 밑에 묻힌 위치를 표시해주는 전통 장례 의식의 일부다. 묘비는 주로 돌로 만들어져 있으며, 사망자의 이름을 나타내는 이상한 문자가 적혀있다.", + "CAPRICORPSE_LORE_1": "시체양의 영혼은 자신의 시체와 완전히 결합하여 뼈, 흙, 돌로 만들어진 몸통을 만든다. 이들은 거대한 짐승으로, 수백 년에 걸쳐 서서히 흙이 추가되면서 더욱 커질 수 있다.", + "CAPRICORPSE_DESCRIPTION": "등에 묘비를 진 해골 양", + "SAME_FUSION_NAME_1": "메타 {0}", + "SAME_FUSION_NAME_2": "슈퍼 {0}", + "SAME_FUSION_NAME_3": "울트라 {0}", + "SAME_FUSION_NAME_4": "더블 {0}", + "SAME_FUSION_NAME_5": "점보 {0}", + "SAME_FUSION_NAME_6": "돌연변이 {0}", + "SAME_FUSION_NAME_7": "하이퍼 {0}", + "SAME_FUSION_NAME_8": "기가 {0}", + "SAME_FUSION_NAME_9": "{0} 2.0", + "SAME_FUSION_NAME_10": "메가 {0}", + "AA_MORGANTE_NAME": "모르간테", + "AA_MORGANTE_FULL_NAME": "대천사 모르간테", + "AA_OLDGANTE_NAME": "모르간테", + "OLDGANTE_LORE_2": "모르간테의 몸은 산산조각이 났으며, 그런 짓을 할 수 있는 존재라면 얼마나 강력할지 상상조차 하기 힘들다.", + "AA_OLDGANTE_SUBTITLE": "망가진 영혼", + "UNSTABLE_FUSION_SUBTITLE": "불안정한 융합", + "OLDGANTE_LORE_1": "한때 어마어마한 힘을 지녔으나 큰 상처를 입은 대천사. 모르간테의 목소리에는 현실을 찢을 정도로 강력한 힘이 담겨있지만, 현재 상태에서는 위력이 크게 감소했다.", + "ORB_FUSION_SUBTITLE": "초기 대천사", + "ROGUE_FUSION_SUBTITLE": "야생 융합", + "ORB_FUSION_NAME": "구체 융합", + "SWARM_SUBTITLE1": "{species} 난동", + "ELEMENTAL_GUARDIAN_SUBTITLE": "원소 수호자", + "SWARM_SUBTITLE5": "{species} 패거리", + "SWARM_NAME": "융합 무리", + "SWARM_SUBTITLE2": "{species} 떼", + "SWARM_SUBTITLE3": "{species} 집단", + "SWARM_SUBTITLE4": "{species} 무더기", + "BLACK_SHUCK_NAME": "블랙 셔크", + "LANG_en": "영어", + "ROGUE_FUSION_BATTLE_CONFIRM": "이 {name}에 도전하시겠습니까?", + "LANG_fr_FR": "프랑스어", + "LANG_it_IT": "이탈리아어", + "LANG_de_DE": "독일어", + "LANG_ja_JP": "일본어", + "LANG_es_ES": "스페인어(스페인)", + "LANG_es_MX": "스페인어(라틴아메리카)", + "LANG_pt_BR": "포르투갈어(브라질)", + "LANG_zh_CN": "중국어(간체)", + "PRECREDITS_1": "CASSETTE BEASTS", + "LANG_ko_KR": "한국어", + "PRECREDITS_2": "제작", + "PRECREDITS_3": "아트", + "PRECREDITS_4": "각본", + "PRECREDITS_5": "프로그래밍", + "PRECREDITS_6": "디자인", + "PRECREDITS_7": "사운드트랙 작곡", + "PRECREDITS_8": "보컬", + "PRECREDITS_9": "몬스터 애니메이션", + "PRECREDITS_10": "캐릭터 일러스트레이션", + "PRECREDITS_12": "퍼블리셔", + "MAIN_CREDITS_TITLE": "Cassette Beasts", + "MAIN_CREDITS_GAME_DESIGN": "게임 디자인", + "MAIN_CREDITS_WRITING": "각본", + "MAIN_CREDITS_PROGRAMMING": "프로그래밍", + "MAIN_CREDITS_ART_DIRECTION": "아트 디렉션", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "픽셀 아트 및 애니메이션", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "캐릭터 일러스트레이션", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "추가 몬스터 디자인", + "MAIN_CREDITS_MUSIC": "음악", + "MAIN_CREDITS_VOICE_CASTING": "성우 캐스팅 및 디렉션", + "MAIN_CREDITS_VOICE_CAST": "출연진", + "MAIN_CREDITS_PORTING": "포팅", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "추가 음성", + "MAIN_CREDITS_LOCALISATION": "현지화", + "MAIN_CREDITS_QA": "품질 검사", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "현지화: Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "관리", + "MAIN_CREDITS_LOCALISATION_QA": "현지화 QA", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "현지화: Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "이미지 아카이브", + "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", + "MAIN_CREDITS_AND_OTHERS": "그 외 많은 분들", + "MAIN_CREDITS_SPECIAL_THANKS": "고마운 분들", + "MAIN_CREDITS_THANK_YOU": "플레이해주셔서 감사합니다!", + "MAIN_CREDITS_VIEW_LICENSES": "라이선스 확인", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "폰트 및 아이콘", + "MAIN_CREDITS_QA_SUN_TECH": "QA: Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "QA 디렉터", + "MAIN_CREDITS_QA_MANAGER": "QA 매니저", + "MAIN_CREDITS_PROJECT_MANAGER": "프로젝트 매니저", + "MAIN_CREDITS_QA_TEST_LEAD": "QA 테스트 총괄", + "MAIN_CREDITS_QA_TESTERS": "QA 테스터", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "반응", + "REACTION_ANY_ON_GLITTER": "반짝반짝", + "REACTION_GLITTER_ON_ANY": "반짝반짝", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "반짝이 타입 공격에 맞은 대상은 반짝이로 뒤덮여 반짝이 타입으로 바뀝니다.", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "원소 공격에 맞은 반짝이 몬스터는 받은 공격과 같은 타입으로 바뀝니다.", + "REACTION_BEAST_ON_GLASS": "산산조각", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "야수 유형의 공격에 맞은 유리 유형 몬스터는 산산조각이 나며 전장에 날카로운 장애물을 흩뿌립니다.", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "플라스틱 타입 몬스터가 불 타입 공격에 맞으면 융해되어 유독성 기체를 내뿜으며 독 타입으로 바뀝니다.", + "REACTION_FIRE_ON_PLASTIC": "융해", + "REACTION_FIRE_ON_PLANT": "점화", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "풀 타입 몬스터는 불 타입 공격에 쉽게 불이 붙어 지속 피해를 받습니다.", + "REACTION_FIRE_ON_WATER": "수증기", + "REACTION_FIRE_ON_WATER_TUTORIAL": "물 타입 몬스터가 불 타입 공격으로 가열되면 뜨거운 수증기가 방출되며, 수증기가 다시 응결되면서 물 타입 몬스터를 치유합니다.", + "REACTION_FIRE_ON_POISON": "점화", + "REACTION_FIRE_ON_ASTRAL": "에너지 충전", + "REACTION_FIRE_ON_POISON_TUTORIAL": "뉴위럴에 존재하는 독은 대부분 불에 잘 타며, 불 타입 공격으로 불을 붙일 수 있습니다.", + "REACTION_FIRE_ON_ICE": "융해", + "REACTION_FIRE_ON_ICE_TUTORIAL": "얼음 타입 대상이 불 타입 공격에 맞으면 융해되어 물 타입으로 변합니다.", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "우주 타입 몬스터는 불, 대지, 공기, 물 등 네 가지 원소로부터 힘을 얻습니다.", + "REACTION_FIRE_ON_AIR": "상승 기류", + "LOBSTACLE_NAME_SUFFIX": "케이드", + "LOBSTACLE_DESCRIPTION": "다리 달린 플라스틱 통", + "LOBSTACLE_LORE_2": "도로 안전 바리케이드는 용도에 따라 다양한 형태를 띈다. 도로변에 고정된 바리케이드 외에도 재활용 타이어나 모래를 채운 플라스틱 통 역시 교통 안전을 위한 이동식 바리케이드로 사용되곤 한다.", + "LOBSTACLE_LORE_1": "랍스케이드는 온순하고 인내심 많은 생물로, 매우 무겁기 때문에 플라스틱 껍데기 안에 들어가면 움직이거나 뒤집기가 거의 불가능하다.", + "DANDYLION_NAME": "민들레오", + "DANDYLION_NAME_PREFIX": "민들", + "DANDYLION_NAME_SUFFIX": "레오", + "DANDYLION_LORE_2": "사자상은 건물 외부에서 흔히 찾아볼 수 있는 중국의 전통 장식이다. 과거에는 해로운 기운을 막아 준다고 여겨졌으며, 묘나 황궁처럼 중요한 곳의 바깥에 설치되었다.", + "DANDYLION_DESCRIPTION": "커다란 꽃 사자", + "DANDYLION_LORE_1": "민들레오는 충실하고 방어 본능이 투철한 지킴이로, 주로 뉴위럴의 초원 곳곳에 있는 중요한 동굴의 입구 앞에 서 있다. 근처에 동굴이 안 보일 경우, 뭔가 숨겨져 있다는 힌트일 수도 있다!", + "BLOSSOMAW_NAME": "해바래곤", + "BLOSSOMAW_NAME_PREFIX": "해바", + "BLOSSOMAW_NAME_SUFFIX": "래곤", + "BUSHEYE_NAME": "덤불눈", + "BLOSSOMAW_LORE_2": "유럽의 날개 달린 용들과는 달리 중국 신화의 용은 뱀처럼 긴 몸을 하고 있으며, 다리가 네 개 있고 날개가 없는 모습으로 그려진다. 중국에서 용은 전통적으로 힘과 행운을 상징한다.", + "BLOSSOMAW_LORE_1": "기나긴 동면에 들어간 민들레오는 봄이 찾아오고 처음 꽃이 피기 시작하면 우아한 해바래곤이 되어 깨어난다고 전해진다. 이들은 용이 불을 뿜는 것처럼 맹렬한 꽃가루의 구름을 뿜어낼 수 있다.", + "BLOSSOMAW_DESCRIPTION": "꽃잎 갈기가 달린 길다란 용", + "BUSHEYE_NAME_PREFIX": "덤불", + "BUSHEYE_NAME_SUFFIX": "불눈", + "DOMINOTH_NAME_PREFIX": "나방", + "DOMINOTH_NAME": "나방가면", + "DOMINOTH_LORE_1": "나방가면은 자신을 평화의 수호자로 여기고, 삼림 지대의 하늘을 순찰하며 하루를 보내곤 한다. 이들이 고결한 임무를 잊게 만들 수 있는 것은 오직 램프 같은 밝은 빛뿐이다.", + "DOMINOTH_NAME_SUFFIX": "가면", + "DOMINOTH_LORE_2": "나비는 민간 전승에서 주로 생명과 부활의 상징으로 여겨지지만, 나방은 주로 죽음이나 불운과 관련지어진다.", + "DOMINOTH_DESCRIPTION": "커다란 나방", + "TOKUSECT_NAME_PREFIX": "모스", + "TOKUSECT_NAME": "모스레인저", + "TOKUSECT_NAME_SUFFIX": "레인저", + "TOKUSECT_LORE_2": "\\\"특촬물\\\"은 특유의 특수 효과와 의상이 등장하는 일본 영화 또는 TV쇼를 가리키는 명칭이다. 특촬물에서는 주로 거대 괴물, 거대 로봇 그리고 슈퍼히어로가 전투를 펼치곤 한다.", + "TOKUSECT_LORE_1": "모스레인저의 몸은 매우 기체 역학적인 모습을 하고 있어, 뾰족한 발로 적을 공격하고 강력한 바람을 불러 일으키는 전투 방식에 도움이 된다.", + "WINGLOOM_NAME": "찌릿날개", + "TOKUSECT_DESCRIPTION": "벌레 전사", + "WINGLOOM_NAME_PREFIX": "찌릿", + "WINGLOOM_LORE_1": "찌릿날개의 머리에 달린 전구에서는 전류가 흘러나와 몸 전체를 휘감는다. 전구에서 나온 빛은 눈에 반사되어 밤에도 불편함 없이 앞을 볼 수 있게 해준다.", + "WINGLOOM_NAME_SUFFIX": "날개", + "WINGLOOM_LORE_2": "날개가 인조 조명에 이끌리는 이유는 아직 명확하게 밝혀지지 않았다. 한 가지 가설은 바로 나방이 이동할 때 달로 방향을 찾는다는 것이다.", + "WINGLOOM_DESCRIPTION": "전구 나방", + "MOTHMANIC_NAME": "모스매니아", + "MOTHMANIC_NAME_PREFIX": "모스맨", + "MOTHMANIC_NAME_SUFFIX": "매니아", + "MOTHMANIC_LORE_2": "\\\"모스맨\\\"은 웨스트버지니아주의 민간 전승에 등장하는 괴물이다. 1960년대에 있었던 다양한 목격담에 의하면, 이 거대하고 날개가 달린 인간형 생물은 빨간색 눈이 두드러졌다고 한다. 모스맨 괴담은 처음 목격된 이래 유명한 도시전설이 되었다.", + "MOTHMANIC_LORE_1": "모스매니아의 몸 전체에는 강력한 전류가 흐르고 있다. 모스매니아는 그 전류를 공격 수단으로 사용할 수 있으며, 날갯짓으로 상대를 향해 강력한 번개를 날려 보낸다.", + "STARDIGRADE_NAME": "곰별레", + "MOTHMANIC_DESCRIPTION": "커다랗고 기분 나쁜 나방", + "STARDIGRADE_NAME_PREFIX": "곰별", + "STARDIGRADE_NAME_SUFFIX": "별레", + "STARDIGRADE_LORE_1": "호기심 많은 곰별레는 주로 뉴위럴의 하층 대기에서 잠을 자며 시간을 보내고, 가끔 지상으로 내려와 배를 채운 후 등에 달린 로켓을 사용해 다시 위로 올라간다.", + "STARDIGRADE_LORE_2": "물곰이라고도 불리는 곰벌레는 지구 곳곳에서 찾아볼 수 있는 미세 생물이다. 대중 문화에서는 생존력이 매우 높은 것으로 잘 알려져 있으며, 심지어 진공 상태의 우주에서도 살아남을 수 있다.", + "STARDIGRADE_DESCRIPTION": "떠다니는 벌레 생명체", + "GALAGOR_NAME": "갤러고르", + "GALAGOR_NAME_PREFIX": "갤러", + "GALAGOR_LORE_1": "지능이 극도로 발달한 곰별레. 애벌레 같은 분홍색 몸통은 대부분 외부 갑옷으로 덮여있으며, 헬멧의 유리를 통해 엿볼 수 있다.", + "GALAGOR_NAME_SUFFIX": "고르", + "GALAGOR_LORE_2": "우주생물학은 이론적인 외계 생명체를 연구하는 학문이다. 우주생물학자는 지구 생명체의 기원과 알려진 우주 내의 다른 행성에서도 그와 유사한 과정이 일어날 수 있었을지 여부를 연구한다.", + "GALAGOR_DESCRIPTION": "망토를 두르고 날아다니는 우주 벌레", + "FAUCETEAR_NAME": "눈물꼭지", + "FAUCETEAR_NAME_PREFIX": "눈물", + "FAUCETEAR_NAME_SUFFIX": "꼭지", + "FAUCETEAR_LORE_2": "수도꼭지는 액체의 흐름을 조절하는 밸브를 뜻한다. 그 역사는 로마 제국까지 거슬러 올라가는 것으로 보이며, 로마 도시 폼페이의 폐허에서 초기 형태의 배관 수도꼭지와 밸브가 발견되었다.", + "FAUCETEAR_LORE_1": "눈물꼭지는 감정 상태에 따라 고압의 강력한 물줄기를 쏘아 보낼 수 있다. 눈물꼭지는 쉽게 놀라거나 화를 내기 때문에, 자기도 모르는 사이에 물 공격을 하는 경우도 자주 발생한다.", + "FAUCETEAR_DESCRIPTION": "줄줄 새는 수도꼭지", + "FOUNTESS_NAME": "파운테스", + "FOUNTESS_NAME_PREFIX": "파운", + "FOUNTESS_NAME_SUFFIX": "테스", + "FOUNTESS_LORE_2": "문명이 발생한 이래 샤워는 어떤 형태로든 항상 존재했다. 그러나 첫 기계식 샤워기는 1700년대에 이르러서야 영국 발명가 윌리엄 피트햄에 의해 발명되었으며, 샤워기가 차가운 물을 대야로 퍼 올린 후 사슬을 당기면 그 물이 머리 위로 떨어지는 방식이었다.", + "FOUNTESS_LORE_1": "파운테스는 자신과 다른 이들의 예의범절을 무척 자랑스럽게 여긴다. 만약 무례한 사람을 발견하면 즉시 고통에 빠지며, 머리에서 뿜어져 나오는 물줄기의 압력이 크게 증가한다.", + "FOUNTESS_DESCRIPTION": "슬픈 샤워기", + "TERRACOOKA_NAME": "테라쿡타", + "TERRACOOKA_NAME_PREFIX": "테라", + "TERRACOOKA_LORE_1": "테라쿡타는 요리사가 되기를 꿈꾸며, 서식지인 지하 동굴에서 찾을 수 있는 모든 재료로 요리를 만들려 한다. 하지만 이 때문에 테라쿡타의 조리법에는 대부분 지의류나 이끼가 들어가며, 지의류와 이끼가 둘 다 들어가기도 한다.", + "TERRACOOKA_NAME_SUFFIX": "쿡타", + "TERRACOOKA_LORE_2": "\\\"도구\\\"는 일본 곳곳에서 발견되는 토우, 즉 점토로 만든 상을 일컫는다. 그 역사는 선사 시대까지 거슬러 올라가며, 주로 인간이나 동물의 모습을 하고 있다.", + "COALDRON_NAME_PREFIX": "신선", + "COALDRON_NAME": "신선롱", + "TERRACOOKA_DESCRIPTION": "도자기 요리사", + "COALDRON_LORE_1": "신선롱은 살아있는 요리용 솥으로, 대야처럼 생긴 몸통에서 쉬지 않고 맛있는 육수를 끓이고 있다. 움직임은 둔하지만, 불청객이 맛을 보려고 다가오면 몸을 돌려 뜨거운 육수 줄기를 발사할 수 있다.", + "COALDRON_NAME_SUFFIX": "선롱", + "COALDRON_DESCRIPTION": "솥 몸통이 달린 키 큰 도자기", + "COALDRON_LORE_2": "솥은 주로 금속이나 도자기로 만드는 커다란 냄비로, 불 위에 올려 요리나 약제를 가열하는 데 쓰인다. 솥은 선사 시대부터 줄곧 전 세계적으로 사용되었기 때문에, 많은 문화권의 민간 전승에서 다양한 방식으로 등장한다.", + "PUPPERCUT_LORE_1": "권투에 대한 열정이 넘치는 멍퍼컷은 태어날 때부터 다양한 신체 부위가 쇠로 덮여 있다. 이 금속 피부는 쉽게 녹슬며, 성체로 성장하는 과정에서 녹슨 겉 부분이 떨어져 나간다.", + "PUPPERCUT_NAME": "멍퍼컷", + "PUPPERCUT_NAME_PREFIX": "멍퍼", + "PUPPERCUT_NAME_SUFFIX": "컷", + "DECIBELLE_NAME": "데시벨라", + "SIRENADE_DESCRIPTION": "마이크 꼬리가 달린 날개 달린 짐승", + "DECIBELLE_NAME_PREFIX": "데시", + "DECIBELLE_LORE_1": "데시벨라가 야생에서 목격된 일은 극히 드물다. 초기 뉴위럴의 주민 사이에서는 구름 속에서 하얀 용을 봤다는 소문이 떠돌았지만, 그게 데시벨라였는지 아니면 그저 헛것을 본 것인지는 확실하지 않다.", + "DECIBELLE_NAME_SUFFIX": "벨라", + "DECIBELLE_DESCRIPTION": "리본 날개가 달린 짐승", + "DECIBELLE_LORE_2": "그리스 신화에서 하피는 바람과 폭풍을 불러일으키는 괴물로 그려진다. 세이렌과 마찬가지로 하피 역시 반은 새고 반은 인간인 존재로 묘사된다.", + "CARNIVIPER_NAME": "카니바이퍼", + "CARNIVIPER_NAME_PREFIX": "카니", + "CARNIVIPER_NAME_SUFFIX": "바이퍼", + "CARNIVIPER_LORE_2": "\\\"츠치노코\\\"는 일본의 민간 전승에 등장하는 뱀을 닮은 괴물로, 독사처럼 독이 있는 송곳니를 가지고 있으나 몸통이 납작한 모습으로 그려진다.", + "CARNIVIPER_LORE_1": "카니바이퍼는 활짝 웃는 듯한 얼굴을 하고 있지만, 사실 전혀 온순하지 않다. 카니바이퍼는 극도로 영역에 민감한 생명체로, 위협적인 상대가 다가오면 그게 누구든 공격을 서슴지 않는다. 다만 문제는 카니바이퍼가 눈에 띄는 것마다 위협으로 여긴다는 것이다.", + "MASQUERATTLE_NAME": "마스쿠렁이", + "MASQUERATTLE_NAME_PREFIX": "마스쿠", + "CARNIVIPER_DESCRIPTION": "가면을 쓴 작은 뱀", + "MASQUERATTLE_NAME_SUFFIX": "쿠렁이", + "MASQUERATTLE_DESCRIPTION": "가면을 쓴 거대한 뱀", + "MASQUERATTLE_LORE_2": "뱀은 전 세계의 거의 모든 신화와 전승에서 중요한 역할을 차지한다. 그게 깜빡이지 않는 눈 때문인지, 팔다리가 없는 형태 때문인지 아니면 치명적인 이빨 때문인지는 아무도 모른다.", + "MASQUERATTLE_LORE_1": "많은 이들이 마스쿠렁이의 얼굴 같은 머리 갑옷은 먹잇감을 유인하는 데 쓰인다고 생각하지만, 이는 사실과 다르다. 머리에 달린 얼굴은 사실 매우 섬뜩하게 생겼으며, 그걸 보고 다가오는 이는 아무도 없을 것이다.", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "나는 뱀의 어떤 면모를 갖고 있을까?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "우아함", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "무자비함", + "MARDIUSA_NAME": "가멘두사", + "MARDIUSA_NAME_PREFIX": "가멘", + "MARDIUSA_NAME_SUFFIX": "두사", + "MARDIUSA_DESCRIPTION": "가면을 쓴 뱀 여인", + "MARDIUSA_LORE_2": "그리스 신화에서 메두사는 머리카락 대신 뱀이 달린 고르곤 세 자매 중 한 명으로, 고르곤의 눈과 마주치는 이는 전부 돌로 변해버렸다고 한다.", + "MARDIUSA_LORE_1": "가멘두사는 단일의 존재가 아니라 작은 뱀들이 하나의 공통된 목적을 가지고 뭉친 군집체이다. 그리고 이 경우에는 가멘두사를 화려한 무도회에 가는 것처럼 차려 입히고 즐거운 시간을 보내게 하는 것이 그 목표다.", + "JORMUNGOLD_NAME": "요르문골드", + "JORMUNGOLD_NAME_PREFIX": "요르문", + "JORMUNGOLD_NAME_SUFFIX": "골드", + "JORMUNGOLD_LORE_2": "노르드 신화에서 거대한 뱀 요르간문드는 예언에서 세계를 멸망시킬 것이라고 예언되었다.", + "JORMUNGOLD_LORE_1": "흥미롭게도, 거대한 뱀의 모습을 한 요르문골드는 날개가 달려있지만 하늘을 날 수는 없다. 대신 날개를 사용해 엄청난 속도로 땅을 기어갈 수 있으며, 날갯짓을 할 때마다 앞으로 빠르게 미끄러지곤 한다.", + "JORMUNGOLD_DESCRIPTION": "날개 달린 거대한 뱀", + "AEROBOROS_NAME_PREFIX": "에어로", + "AEROBOROS_NAME": "에어로보로스", + "AEROBOROS_LORE_1": "에어로보로스는 동그란 몸통의 안쪽 원을 따라 바람을 순환시키고, 그 소용돌이치는 바람을 어마어마한 속도로 쏘아 보내 적을 날려버릴 수 있다.", + "AEROBOROS_NAME_SUFFIX": "보로스", + "TRAFFIKRAB_NAME": "도로게", + "AEROBOROS_DESCRIPTION": "날아다니는 뱀 고리", + "AEROBOROS_LORE_2": "우로보로스는 삶의 순환 그리고 죽음과 소생을 나타내는 고대의 상징으로, 원 모양으로 자신의 꼬리를 문 뱀의 모습을 하고 있다.", + "TRAFFIKRAB_NAME_PREFIX": "도로", + "TRAFFIKRAB_NAME_SUFFIX": "게", + "TRAFFIKRAB_LORE_2": "안전 고깔은 1940년대 도로 공사 구간을 저렴하고 편리하게 표시하고 싶었던 찰스 D. 스캔론에 의해 발명되었다. 주로 주황색이나 노란색 플라스틱으로 제작되며, 밤에 더 잘 보이도록 하얀색 반사 테이프를 붙이기도 한다.", + "TRAFFIKRAB_LORE_1": "도로게의 고깔은 사실 신체의 일부가 아니며, 뉴위럴 해안에 밀려온 안전 고깔을 뒤집어 쓴 것에 불과하다. 과거에는 다른 물건을 집으로 삼았다고 전해진다.", + "WEEVILITE_NAME": "신호구미", + "WEEVILITE_NAME_SUFFIX": "구미", + "WEEVILITE_LORE_1": "신호구미는 긴 목 덕분에 먼 거리에서도 자기보다 약한 몬스터를 포착할 수 있으며, 빨간색과 초록색 눈을 번갈아 번쩍여서 먹잇감에게 현기증과 가벼운 두통을 유발하여 마비시킬 수 있다.", + "WEEVILITE_NAME_PREFIX": "신호", + "TRAFFIKRAB_DESCRIPTION": "커다란 안전 고깔 게", + "WEEVILITE_LORE_2": "사상 첫 신호등은 1800년대 중반 런던에 설치되었다. 이 초기 신호등은 가스등을 사용했지만, 20세기 초부터는 전기를 사용하는 신호등이 주류가 되었다.", + "LOBSTACLE_NAME_PREFIX": "랍스", + "LOBSTACLE_NAME": "랍스케이드", + "WEEVILITE_DESCRIPTION": "신호등 바구미", + "RATCOUSEL_NAME": "찍찍왕", + "MUSKRATEER_LORE_2": "\\\"삼총사\\\"는 프랑스 작가 알렉상드르 뒤마가 쓴 유명 모험 소설로, 1600년대 파리를 배경으로 모험가들이 펼치는 활극을 그린다.", + "RATCOUSEL_NAME_PREFIX": "찍찍", + "RATCOUSEL_NAME_SUFFIX": "찍왕", + "RATCOUSEL_LORE_2": "꼬리가 한데 얽히거나 꼬인 여러 마리의 쥐들을 \\\"쥐의 왕\\\"이라고 부른다.", + "RATCOUSEL_LORE_1": "찍찍왕은 회전목마와 유사하게 생긴 거대한 생명체로, 몸통 아래에서 쉬지 않고 회전하는 작은 \\\"쥐\\\"들은 찍찍왕이 숨을 거둘 때에만 눈을 뜬다고 한다.", + "POMBOMB_NAME": "폭메라니안", + "RATCOUSEL_DESCRIPTION": "거대한 회전목마", + "POMBOMB_NAME_PREFIX": "폭메", + "POMBOMB_LORE_1": "폭메라니안은 뉴위럴에서 가장 우호적인 생명체로 널리 알려져 있다. 의도치 않게 사방에 불을 붙이는 습성만 아니었다면 애완동물로 키우기에 안성맞춤이었을 것이다.", + "POMBOMB_NAME_SUFFIX": "라니안", + "POMBOMB_LORE_2": "포메라니안은 인기 많은 애완견 품종으로 작은 몸집과 폭신폭신한 털이 특징이며, 포메라니안이라는 이름은 발트해 남쪽의 유럽 지명에서 유래했다.", + "POMBOMB_DESCRIPTION": "불을 뿜는 개", + "SPITZFYRE_NAME_PREFIX": "스피츠", + "SPITZFYRE_NAME": "스피츠파이어", + "SPITZFYRE_NAME_SUFFIX": "파이어", + "SPITZFYRE_LORE_2": "스피츠는 다양한 아품종을 아우르는 견종으로, 폭신폭신한 털과 뾰족한 귀로 알아볼 수 있다.", + "SPITZFYRE_LORE_1": "스피츠파이어는 불을 뿜는 능력이 어찌나 발달했는지, 자기도 모르는 사이에 불이 붙어서 발생하는 연기 때문에 고글로 눈을 보호해야만 한다.", + "SPITZFYRE_DESCRIPTION": "고글을 쓴 개", + "ELFLESS_NAME": "수줍엘프", + "ELFLESS_NAME_PREFIX": "수줍", + "ELFLESS_NAME_SUFFIX": "엘프", + "GRAMPUS_NAME": "투덜푸스", + "ELFLESS_DESCRIPTION": "나무 얼굴을 한 엘프", + "ELFLESS_LORE_2": "유럽 미신에서 \\\"엘프\\\"는 작은 임프 같은 생물을 지칭하며, 시대와 장소마다 다양한 모습으로 묘사되었다. 엘프는 요정과 유사하게 도움을 주는 존재, 장난꾸러기, 사악한 존재 등 다양한 모습으로 그려진다.", + "ELFLESS_LORE_1": "수줍엘프는 자신의 진짜 감정을 숨기기 위해 미소가 그려진 조잡한 나무껍질 가면을 쓰고 다닌다. 일 년에 한 번 모든 수줍엘프가 한데 모여 쓰고 있는 가면을 새것으로 바꾼다는 말도 있지만, 이는 근거 없는 소문일 뿐이다.", + "GRAMPUS_NAME_PREFIX": "투덜", + "GRAMPUS_NAME_SUFFIX": "푸스", + "GRAMPUS_LORE_2": "\\\"크람푸스\\\"는 선한 성 니콜라우스와 대비되는 민간 전승 속 존재로, 크리스마스에 나쁜 아이에게 벌을 주곤 한다. 주로 염소 다리와 무시무시한 표정을 한 모습으로 그려진다.", + "GRAMPUS_DESCRIPTION": "화난 예티", + "FAERIOUS_NAME": "페어리우스", + "GRAMPUS_LORE_1": "수줍엘프가 완전히 성장한 형태인 투덜푸스는 덩치가 어마어마하게 크며, 오랫동안 감정을 억누른 나머지 자신의 고통을 남에게 전가하려는 욕구에 휩싸여있다. 그리고 그 충동은 명절 기간에 더욱 격렬해진다.", + "FAERIOUS_NAME_PREFIX": "페어리", + "FAERIOUS_NAME_SUFFIX": "우스", + "FAERIOUS_LORE_2": "현대 판타지 문학에서 엘프는 주로 우아하고 걸음이 빠른 전사로 묘사된다. 민간 전승 속 엘프처럼, 판타지 세계의 엘프 역시 인간의 아군일 수도 있고 적으로 등장할 수도 있다.", + "FAERIOUS_LORE_1": "억눌린 분노를 전투 실력을 갈고닦는 데 쏟아낸 수줍엘프. 이들은 얼음 검으로 적을 공격하고, 나무껍질 방패로 적의 공격을 막는다.", + "FAERIOUS_DESCRIPTION": "검을 휘두르는 엘프", + "ICEPECK_NAME": "빙부리", + "ICEPECK_NAME_PREFIX": "빙", + "ICEPECK_NAME_SUFFIX": "부리", + "SIRENADE_NAME_PREFIX": "세이렌", + "SIRENADE_NAME": "세이레나데", + "SIRENADE_LORE_1": "세이레나데는 아주 요란한 생명체로, 마이크 같은 꼬리와 날개로 자신의 노랫소리를 증폭시킬 수 있다. 자신의 노래가 너무 시끄럽지는 않은지에 대해서는 별로 신경을 쓰지 않는 듯하다.", + "SIRENADE_NAME_SUFFIX": "나데", + "SIRENADE_LORE_2": "세이렌은 그리스 신화 속 생명체로, 호메로스의 오디세이아에서 등장한 것이 가장 유명하다. 이들은 날개가 달리고 새를 닮은 여인으로 그려지며, 아름다운 노래로 남자를 홀려 파멸로 이끈다.", + "MACABRA_NAME_PREFIX": "주금", + "SCAMPIRE_DESCRIPTION": "모자를 쓴 뱀파이어", + "MACABRA_NAME": "주금브라", + "MACABRA_LORE_1": "주금브라는 눈이 보이지 않지만, 그 대신 주변 공기의 \\\"맛\\\"을 보고 먹잇감을 찾을 수 있다. 사냥을 할 때 높은 곳에 앉는 것을 좋아하기 때문에 주로 바위나 동물의 해골 위에 앉아있는 모습으로 목격되곤 한다.", + "MACABRA_NAME_SUFFIX": "브라", + "MACABRA_DESCRIPTION": "해골 위에 앉은 송곳니 난 생명체", + "MACABRA_LORE_2": "\\\"추파카브라\\\"는 비교적 최근 생겨난 괴담으로, 남미에서 피를 빨린 가축 사체가 목격되면서 정체불명의 야행성 흡혈 괴물이라는 개념이 탄생하였다.", + "FOLKLORD_NAME": "킹풋", + "FOLKLORD_NAME_PREFIX": "킹", + "FOLKLORD_LORE_1": "주금브라가 완전히 성장한 형태인 킹풋은 원래 앉아있었던 해골을 뒤집어 쓰고 있다. 해골은 머리에 딱 맞는 형태로 변형되었으며, 팔과 상체의 근육은 다리가 지탱할 수 없을 정도로 커져 장시간 걸어 다닐 수 없을 정도다.", + "FOLKLORD_NAME_SUFFIX": "풋", + "FOLKLORD_DESCRIPTION": "해골 머리를 한 거인", + "FOLKLORD_LORE_2": "북미에는 숲에 사는 거대한 인간형 생물로 묘사되는 미확인생물이 여럿 존재하며, 여기에는 유인원의 모습을 한 빅풋과 사스콰치 등이 있다.", + "SQUIREY_NAME": "견습갑", + "SQUIREY_NAME_PREFIX": "견습", + "SQUIREY_LORE_1": "흔히 찾아볼 수 있는 견습갑은 주로 뉴위럴의 들판을 돌아다니며 싸울 상대를 찾는다. 귀여운 겉모습에도 불구하고 이들은 전투에 전념하는 전사이며, 내면에는 실력을 갈고닦아야 한다는 열정이 불타오른다.", + "SQUIREY_NAME_SUFFIX": "갑", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "치열한 전투에서 무엇이 더 중요할까?", + "SQUIREY_LORE_2": "중세 시대에 \\\"종자\\\"는 견습 기사를 일컫는 호칭이었다. 종자는 무기를 휴대하는 등 기사를 보조하는 역할을 맡았으며, 자신의 실력을 증명하면 기사가 될 수 있었다.", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "명예", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "승리", + "PALANGOLIN_NAME": "팔라골린", + "SQUIREY_DESCRIPTION": "창을 든 천산갑", + "PALANGOLIN_NAME_PREFIX": "팔라", + "PALANGOLIN_LORE_1": "팔라골린은 원칙을 버리지 않은 견습갑으로, 훌륭한 미덕을 갖춘 기사가 되었다. 팔라골린은 황금 할버드를 휘두르며 치열한 전투에서 아군을 보호한다.", + "PALANGOLIN_NAME_SUFFIX": "골린", + "PALANGOLIN_LORE_2": "유럽 역사에서 기사는 국가를 위해 봉사한 대가로 기사 작위를 받은 인물을 의미했다. 아서왕 전설이 인기를 끌면서 기사가 묘사되는 방식도 그 영향을 받았고, 이제 기사는 주로 기사도 그리고 영웅적인 행동과 관련지어지곤 한다.", + "MANISPEAR_NAME": "창산갑", + "PALANGOLIN_DESCRIPTION": "할버드를 든 기사", + "MANISPEAR_NAME_PREFIX": "창", + "MANISPEAR_NAME_SUFFIX": "산갑", + "MANISPEAR_LORE_2": "\\\"흑기사\\\"는 여럿 전승에서 반복해서 모습을 보이는 등장인물의 전형으로, 기사도의 길에서 어긋난 가면 쓴 기사로 묘사되는 경우가 많다. 흑기사는 주로 이야기의 주인공이 극복해야 하는 난관 또는 장애물로 비쳐진다.", + "MANISPEAR_LORE_1": "훈련 과정에서 어두운 충동에 굴복한 견습갑은 창산갑이 된다. 검은 투구로 얼굴을 가린 창산갑은 자제심을 잃은 채 전투를 펼친다.", + "MUSKRATEER_NAME_SUFFIX": "총사", + "MUSKRATEER_DESCRIPTION": "모자를 쓰고 검을 찬 쥐", + "MUSKRATEER_LORE_1": "쥐총사는 주로 지하 동굴의 보금자리에서 돌로 칼날을 갈며, 마주친 견습갑과 결투를 펼치는 모습도 흔히 목격되곤 한다.", + "MUSKRATEER_NAME": "쥐총사", + "MANISPEAR_DESCRIPTION": "거대한 검을 든 기사", + "MUSKRATEER_NAME_PREFIX": "쥐총", + "CREEP_NAME.n": "악당", + "FARMER_EDWARD_NAME": "에드워드 파이퍼", + "FARMER_MARIS_NAME": "마리스 파이퍼", + "IANTHE_NAME": "총대장 이안테", + "IANTHE_NAME_SHORT": "이안테", + "IANTHE_SUBTITLE": "최고 순찰대원", + "LEADER_IANTHE_UNKNOWN_NAME": "자신감 넘치는 여자", + "CAPTAIN_WALLACE_NAME": "순찰대장 월러스", + "CAPTAIN_WALLACE_NAME_SHORT": "월러스", + "CAPTAIN_WALLACE_SUBTITLE": "건설 노동자", + "CAPTAIN_SKIP_NAME": "순찰대장 스킵", + "CAPTAIN_SKIP_NAME_SHORT": "스킵", + "CAPTAIN_SKIP_SUBTITLE": "미심쩍은 보물 사냥꾼", + "CAPTAIN_ZEDD_NAME_SHORT": "제드", + "CAPTAIN_ZEDD_NAME": "순찰대장 제드", + "CAPTAIN_ZEDD_SUBTITLE": "\\\"명상가\\\"", + "CAPTAIN_JUDAS_NAME": "순찰대장 주다스", + "CAPTAIN_JUDAS_NAME_SHORT": "주다스", + "CAPTAIN_JUDAS_SUBTITLE": "생존가", + "CAPTAIN_CLEEO_NAME": "순찰대장 클리-5", + "CAPTAIN_CLEEO_NAME_SHORT": "클리-5", + "CAPTAIN_CLEEO_SUBTITLE": "카지노 메카노이드", + "CAPTAIN_LODESTEIN_NAME": "순찰대장 로드스타인", + "CAPTAIN_LODESTEIN_NAME_SHORT": "로드스타인", + "CAPTAIN_LODESTEIN_SUBTITLE": "전기 기사", + "CAPTAIN_DREADFUL_NAME": "순찰대장 페니 드레드풀", + "CAPTAIN_DREADFUL_NAME_SHORT": "드레드풀", + "CAPTAIN_DREADFUL_SUBTITLE": "죽음을 피한 자", + "CAPTAIN_GLADIOLA_NAME": "순찰대장 글라디올라", + "CAPTAIN_GLADIOLA_NAME_SHORT": "글라디올라", + "CAPTAIN_GLADIOLA_SUBTITLE": "검의 주인", + "CAPTAIN_HEATHER_NAME_SHORT": "헤더", + "CAPTAIN_HEATHER_NAME": "순찰대장 헤더", + "CAPTAIN_HEATHER_SUBTITLE": "기상 캐스터", + "CAPTAIN_BUFFY_NAME": "순찰대장 버피", + "CAPTAIN_BUFFY_NAME_SHORT": "버피", + "CAPTAIN_BUFFY_SUBTITLE": "보디빌더", + "CAPTAIN_CYBIL_NAME": "순찰대장 시빌", + "CAPTAIN_CYBIL_NAME_SHORT": "시빌", + "CAPTAIN_CYBIL_SUBTITLE": "라디오 진행자", + "CAPTAIN_CODEY_NAME": "순찰대장 코디", + "CAPTAIN_CODEY_NAME_SHORT": "코디", + "CAPTAIN_CODEY_SUBTITLE": "테이프 해커", + "ACHIEVEMENT_NAME_offices_cleared_3": "강제 퇴거 3", + "ACHIEVEMENT_DESC_offices_cleared_2": "투기단 사무실을 2곳 처리한다.", + "ACHIEVEMENT_DESC_offices_cleared_3": "투기단 사무실을 3곳 처리한다.", + "ACHIEVEMENT_DESC_obtain_rumor": "소문을 입수한다.", + "ACHIEVEMENT_NAME_obtain_rumor": "입방아", + "ACHIEVEMENT_NAME_partner_felix": "펠릭스", + "ACHIEVEMENT_DESC_partner_felix": "펠릭스를 잠금 해제한다.", + "ACHIEVEMENT_NAME_partner_dog": "왈왈이", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "유진의 호감도를 5까지 올린다.", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "메러디스의 호감도를 5까지 올린다.", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "영화 데이트", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "펠릭스의 호감도를 5까지 올린다.", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "예술가의 초상", + "ACHIEVEMENT_DESC_reopened_stations_final": "모르간테의 노래에 얽힌 수수께끼를 푼다.", + "ACHIEVEMENT_NAME_aa_morgante": "저항", + "ACHIEVEMENT_DESC_aa_aleph_null": "세계의 틈새에서 불가능에 도전한다.", + "ACHIEVEMENT_NAME_aa_aleph_null": "시간의 화살", + "ACHIEVEMENT_DESC_aa_morgante": "원래 모습을 되찾은 고대의 힘을 물리친다.", + "ACHIEVEMENT_DESC_quest_felix1": "쿠네코와 만난다.", + "ACHIEVEMENT_NAME_kuneko_altars_1": "나를 잊지 말아요 2", + "ACHIEVEMENT_DESC_kuneko_altars_1": "제단 1곳에서 쿠네코와 만난다.", + "ACHIEVEMENT_NAME_quest_viola_complete": "그대는 어디에", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "사랑의 세레나데", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "전격 개장", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "케일리의 호감도를 5까지 올린다.", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "개의 최고의 친구", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "왈왈이의 호감도를 5까지 올린다.", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "뜻대로 하세요", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "바이올라의 호감도를 5까지 올린다.", + "ACHIEVEMENT_NAME_romantic_relationship": "그대 내 맘에 들어오면은", + "ACHIEVEMENT_NAME_reopened_stations_final": "귀를 기울여라", + "ACHIEVEMENT_DESC_romantic_relationship": "연애를 시작한다.", + "ACHIEVEMENT_NAME_captain_wallace": "벽 허물기", + "ACHIEVEMENT_DESC_captain_wallace": "순찰대장 월러스를 이긴다.", + "ACHIEVEMENT_DESC_captain_skip": "순찰대장 스킵을 이긴다.", + "ACHIEVEMENT_NAME_captain_skip": "누군가의 쓰레기는 누군가의 보물", + "ACHIEVEMENT_NAME_captain_zedd": "잠이 보약", + "ACHIEVEMENT_DESC_captain_zedd": "순찰대장 제드를 이긴다.", + "ACHIEVEMENT_DESC_captain_cleeo": "순찰대장 클리-5를 이긴다.", + "ACHIEVEMENT_NAME_kuneko_altars_2": "나를 잊지 말아요 3", + "ACHIEVEMENT_DESC_kuneko_altars_2": "제단 2곳에서 쿠네코와 만난다.", + "ACHIEVEMENT_NAME_kuneko_altars_3": "나를 잊지 말아요 4", + "ACHIEVEMENT_DESC_kuneko_altars_3": "제단 3곳에서 쿠네코와 만난다.", + "ACHIEVEMENT_DESC_rogue_fusion_10": "야생 융합을 10마리 물리친다.", + "ACHIEVEMENT_NAME_rogue_fusion_20": "야생 퇴치", + "ACHIEVEMENT_DESC_rogue_fusion_20": "야생 융합을 20마리 물리친다.", + "ACHIEVEMENT_NAME_overworld_chunks": "관광객", + "ACHIEVEMENT_NAME_rogue_fusion_50": "야생 박멸", + "ACHIEVEMENT_DESC_rogue_fusion_50": "야생 융합을 50마리 물리친다.", + "ACHIEVEMENT_DESC_overworld_chunks": "뉴위럴의 모든 장소를 방문한다.", + "ACHIEVEMENT_NAME_reopened_stations_all": "기차가 어둠을 헤치고", + "ACHIEVEMENT_DESC_reopened_stations_all": "모든 기차역을 재개장한다.", + "ACHIEVEMENT_NAME_observe_species_120": "아마추어 동물학자", + "ACHIEVEMENT_DESC_observe_species_120": "몬스터를 120종 관찰한다.", + "ACHIEVEMENT_NAME_obtain_species_10": "동물학자 1", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "케일리의 퀘스트를 완료한다.", + "ACHIEVEMENT_NAME_quest_eugene_complete": "강제 퇴거 6", + "ACHIEVEMENT_DESC_quest_eugene_complete": "유진의 퀘스트를 완료한다.", + "ACHIEVEMENT_NAME_quest_meredith_complete": "내게 필요한 오직 하나", + "ACHIEVEMENT_NAME_sign_up_rangers": "신병 받아라 1", + "ACHIEVEMENT_NAME_ability_glide": "날개를 활짝 펴고", + "ACHIEVEMENT_DESC_ability_glide": "나방 활공 능력을 획득한다.", + "ACHIEVEMENT_NAME_ability_dash": "총알사우루스 대시", + "ACHIEVEMENT_DESC_ability_magnetism": "전자기 능력을 획득한다.", + "ACHIEVEMENT_DESC_ability_dash": "총알사우루스 대시 능력을 획득한다.", + "ACHIEVEMENT_NAME_ability_magnetism": "찌릿찌릿", + "ACHIEVEMENT_NAME_ability_swim": "바다의 왕자", + "ACHIEVEMENT_DESC_ability_swim": "잠수개 수영 능력을 획득한다.", + "ACHIEVEMENT_NAME_ability_climb": "데굴데굴", + "ACHIEVEMENT_DESC_ability_climb": "호박 넝쿨 공 능력을 획득한다.", + "ACHIEVEMENT_NAME_ability_flight": "날아올라", + "ACHIEVEMENT_DESC_ability_flight": "잘가조 비행 능력을 획득한다.", + "ACHIEVEMENT_DESC_ability_fusion_radar": "융합 레이더를 획득한다.", + "ACHIEVEMENT_NAME_ability_fusion_radar": "융합 포착", + "ACHIEVEMENT_NAME_intermission": "이게 아닌데", + "ACHIEVEMENT_DESC_intermission": "머나먼 곳에서 정신을 차린다.", + "ACHIEVEMENT_NAME_ending": "현생으로", + "ACHIEVEMENT_DESC_quest_meredith_complete": "메러디스의 퀘스트를 완료한다.", + "ACHIEVEMENT_NAME_quest_dog_complete": "앉아 기다려", + "ACHIEVEMENT_DESC_quest_felix_complete": "펠릭스의 퀘스트를 완료한다.", + "ACHIEVEMENT_NAME_quest_felix_complete": "나를 잊지 말아요 6", + "ACHIEVEMENT_DESC_quest_dog_complete": "왈왈이의 퀘스트를 완료한다.", + "ACHIEVEMENT_DESC_quest_viola_complete": "바이올라의 퀘스트를 완료한다.", + "ACHIEVEMENT_DESC_quest_kayleigh1": "케일리의 퀘스트를 시작한다.", + "ACHIEVEMENT_NAME_offices_cleared_1": "강제 퇴거 1", + "ACHIEVEMENT_NAME_quest_kayleigh1": "머나먼 고향 1", + "ACHIEVEMENT_DESC_obtain_species_10": "몬스터를 10종 획득한다.", + "ACHIEVEMENT_NAME_obtain_species_20": "동물학자 2", + "ACHIEVEMENT_DESC_obtain_species_20": "몬스터를 20종 획득한다.", + "ACHIEVEMENT_NAME_obtain_species_50": "동물학자 3", + "ACHIEVEMENT_DESC_obtain_species_50": "몬스터를 50종 획득한다.", + "ACHIEVEMENT_NAME_obtain_species_100": "동물학자 4", + "ACHIEVEMENT_DESC_obtain_species_100": "몬스터를 100종 획득한다.", + "ACHIEVEMENT_NAME_obtain_species_120": "숙련된 동물학자", + "ACHIEVEMENT_DESC_obtain_species_120": "몬스터를 120종 획득한다.", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "Cassette Beasts 마스터", + "ACHIEVEMENT_NAME_bootleg_beast": "야수 해적판", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "모든 종의 추가 자료를 획득한다.", + "ACHIEVEMENT_NAME_bootleg_glitter": "반짝반짝 해적판", + "ACHIEVEMENT_DESC_bootleg_glitter": "반짝이 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_train_frankie": "이상한 나라의 프랭키", + "ACHIEVEMENT_DESC_train_frankie": "프랭키의 훈련을 마친다.", + "ACHIEVEMENT_NAME_train_vin": "고독한 늑대", + "ACHIEVEMENT_DESC_train_vin": "빈의 훈련을 마친다.", + "ACHIEVEMENT_NAME_noticeboard_5": "풋내기 순찰대원", + "ACHIEVEMENT_DESC_noticeboard_5": "게시판 퀘스트를 5개 완료한다.", + "ACHIEVEMENT_NAME_noticeboard_20": "수습 순찰대원", + "ACHIEVEMENT_DESC_noticeboard_20": "게시판 퀘스트를 20개 완료한다.", + "ACHIEVEMENT_NAME_noticeboard_50": "부지런한 순찰대원", + "ACHIEVEMENT_DESC_noticeboard_50": "게시판 퀘스트를 50개 완료한다.", + "ACHIEVEMENT_NAME_noticeboard_100": "숙련된 순찰대원", + "ACHIEVEMENT_DESC_noticeboard_100": "게시판 퀘스트를 100개 완료한다.", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "희귀 스티커를 획득한다.", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "스티커 수집가", + "ACHIEVEMENT_DESC_partner_viola": "바이올라를 잠금 해제한다.", + "ACHIEVEMENT_NAME_remaster": "리마스터링", + "ACHIEVEMENT_DESC_remaster": "테이프를 리마스터한다.", + "ACHIEVEMENT_DESC_sign_up_rangers": "순찰대 가입 신청을 한다.", + "ACHIEVEMENT_NAME_offices_cleared_2": "강제 퇴거 2", + "ACHIEVEMENT_DESC_offices_cleared_1": "투기단 사무실을 1곳 처리한다.", + "ACHIEVEMENT_DESC_obtain_candevil": "알사탄을 획득한다.", + "ACHIEVEMENT_NAME_aa_tower": "무지의 탑", + "ACHIEVEMENT_DESC_aa_tower": "바벨리스를 물리친다.", + "ACHIEVEMENT_NAME_song_parts_8": "이상한 나라", + "ACHIEVEMENT_DESC_song_parts_8": "모르간테의 노래를 완성한다.", + "ACHIEVEMENT_DESC_aa_helia": "융합의 정수에게 승리한다.", + "ACHIEVEMENT_NAME_aa_helia": "태양을 피하는 법", + "ACHIEVEMENT_NAME_met_npc_magikrab": "기차역 직원", + "ACHIEVEMENT_DESC_offices_cleared_5": "투기단 사무실을 5곳 처리한다.", + "ACHIEVEMENT_NAME_quest_felix1": "나를 잊지 말아요 1", + "ACHIEVEMENT_DESC_bootleg_beast": "야수 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_fire": "화끈한 해적판", + "ACHIEVEMENT_DESC_bootleg_fire": "불 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_plastic": "장난감 해적판", + "ACHIEVEMENT_DESC_bootleg_plastic": "플라스틱 타입 해적판을 획득한다.", + "ACHIEVEMENT_DESC_bootleg_plant": "식물 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_plant": "무성한 해적판", + "ACHIEVEMENT_NAME_bootleg_water": "수중 해적판", + "ACHIEVEMENT_DESC_bootleg_water": "물 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_poison": "유독성 해적판", + "ACHIEVEMENT_DESC_bootleg_poison": "독 타입 해적판을 획득한다.", + "ACHIEVEMENT_NAME_bootleg_astral": "별나라 해적판", + "ACHIEVEMENT_NAME_obtain_candevil": "내 사탕 내 곁에", + "ACHIEVEMENT_NAME_offices_cleared_4": "강제 퇴거 4", + "ACHIEVEMENT_NAME_offices_cleared_5": "강제 퇴거 5", + "ACHIEVEMENT_DESC_offices_cleared_4": "투기단 사무실을 4곳 처리한다.", + "LANDKEEPER2_NAME": "투기단 #2", + "SUNNY_NAME": "서니", + "LANDKEEPERS_NAME": "투기단", + "SUNNY_UNKNOWN_NAME": "부스스한 투기단", + "CULTIST_NAME.m": "광신도", + "CULTIST_NAME.f": "광신도", + "RANGER_NAME.m": "순찰대원", + "CULTIST_NAME.n": "광신도", + "RANGER_NAME.f": "순찰대원", + "RANGER_NAME.n": "순찰대원", + "RANGER_RECRUITER_NAME.m": "모집관", + "RANGER_RECRUITER_NAME.f": "모집관", + "RANGER_RECRUITER_NAME.n": "모집관", + "RANGER_WANNABE_NAME.m": "지망생", + "RANGER_WANNABE_NAME.f": "지망생", + "RANGER_WANNABE_NAME.n": "지망생", + "RANGER_TRAINEE_NAME": "견습대원", + "RESEARCHER_NAME.m": "연구가", + "RESEARCHER_NAME.f": "연구가", + "RESEARCHER_NAME.n": "연구가", + "PENSBY_NAME": "의사 펜스비", + "HOYLAKE_NAME": "호이레이크", + "FRANKIE_NAME": "프랭키", + "KIRBY_NAME": "커비", + "VIN_NAME": "빈", + "THIEF_NAME": "도둑", + "TRAVELER_NAME.m": "여행가", + "TRAVELER_NAME.f": "여행가", + "TREASURE_SEEKER_NAME.m": "탐사가", + "TRAVELER_NAME.n": "여행가", + "TREASURE_SEEKER_NAME.f": "탐사가", + "TREASURE_SEEKER_NAME.n": "탐사가", + "HISTORIAN_NAME.m": "역사가", + "ROCKER_NAME.m": "로커", + "HISTORIAN_NAME.f": "역사가", + "HISTORIAN_NAME.n": "역사가", + "ROCKER_NAME.f": "로커", + "ROCKER_NAME.n": "로커", + "CAMPER_NAME.m": "캠핑객", + "SOLDIER_NAME.m": "군인", + "CAMPER_NAME.f": "캠핑객", + "CAMPER_NAME.n": "캠핑객", + "SOLDIER_NAME.f": "군인", + "TAMER_NAME.m": "조련사", + "SOLDIER_NAME.n": "군인", + "TAMER_NAME.f": "조련사", + "TAMER_NAME.n": "조련사", + "CREEP_NAME.m": "악당", + "CREEP_NAME.f": "악당", + "ACHIEVEMENT_DESC_captain_gladiola": "순찰대장 글라디올라를 이긴다.", + "ACHIEVEMENT_NAME_captain_heather": "태풍주의보", + "ACHIEVEMENT_DESC_captain_heather": "순찰대장 헤더를 이긴다.", + "ACHIEVEMENT_NAME_captain_buffy": "운동광", + "ACHIEVEMENT_DESC_captain_buffy": "순찰대장 버피를 이긴다.", + "ACHIEVEMENT_NAME_captain_cybil": "라디오 스타", + "ACHIEVEMENT_DESC_captain_cybil": "순찰대장 시빌을 이긴다.", + "ACHIEVEMENT_DESC_captain_codey": "순찰대장 코디를 이긴다.", + "ACHIEVEMENT_NAME_captain_codey": "인터넷 전쟁", + "MOVE_DESCRIPTION_BERSERKER": "사용자의 HP가 50% 미만으로 떨어지면 사용자의 근접 공격이 증가하고 광분 효과를 획득한다.", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "사용자가 패배 시 자신을 공격한 마지막 상대에게 무작위 디버프 3개를 자동으로 적용한다.", + "MOVE_NAME_RANDOM_STARTER": "무작위 스타터", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "전투 시작 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다. 확률은 해당 기술의 기본 AP 소모량이 높을수록 감소한다.", + "MOVE_DESCRIPTION_RANDOM_STARTER": "전투 시작 시 일정 확률로 다른 무작위 기술을 AP 소모 없이 자동으로 사용한다.", + "MOVE_NAME_CUSTOM_STARTER": "커스텀 스타터", + "MOVE_DESCRIPTION_AUTOMATION": "턴 종료 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다.", + "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", + "MOVE_NAME_AUTOMATION": "자동화", + "MOVE_NAME_CRITICAL_MASS": "임계 질량", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "사용자가 타입 상성상 우위인 공격을 맞힐 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다. 확률은 해당 기술의 기본 AP 소모량이 높을수록 감소한다.", + "MOVE_NAME_CHEMICAL_IMBALANCE": "화학적 불균형", + "MOVE_DESCRIPTION_CRITICAL_MASS": "사용자가 치명타를 줄 시 일정 확률로 목록에서 바로 다음에 있는 기술을 AP 소모 없이 자동으로 사용한다.", + "MOVE_NAME_DUAL_WIELD": "이중 공격", + "MOVE_DESCRIPTION_PAINT_SWIPE": "사용자가 코팅의 영향을 받고 있을 시에만 사용할 수 있다. 대상 하나를 공격하고, 코팅을 대상에게 옮긴다. 항상 마지막으로 발동된다.", + "MOVE_DESCRIPTION_DUAL_WIELD": "AP가 충분할 경우 목록에서 바로 다음에 있는 기술을 2번 연달아 사용한다.", + "MOVE_NAME_PAINT_SWIPE": "덧칠", + "MOVE_NAME_BEAR_HUG": "격한 포옹", + "MOVE_NAME_ROYAL_FLUSH": "로열 플러시", + "MOVE_DESCRIPTION_BEAR_HUG": "사용자의 디버프 중 하나를 무작위로 선택해 대상에게 옮긴다.", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "사용자의 모든 상태 효과를 제거한다. 기본 피해에 제거된 상태의 수를 곱한만큼 피해를 준다.", + "MOVE_DESCRIPTION_FUEL_INJECTION": "연료 소비 후 자동으로 사용된다. 사용자의 속도 및 AP 생성량을 증가시킨다.", + "MOVE_NAME_FUEL_INJECTION": "연료 주입", + "TUTORIAL_INTRO_1": "안녕, {player}. 와줘서 고마워!\\n계속하려면 {control.ui_accept}를 눌러.", + "TUTORIAL_INTRO_2": "야생 융합을 처리하려는 데 네 도움이 필요해. 어때?", + "TUTORIAL_INTRO_3": "그럼 어서 가보자! 앞에 절벽이 있어. {control.move_up}{control.move_left}{control.move_down}{control.move_right}로 움직여봐.", + "TUTORIAL_TARGET_MENU_1": "이건 대상 메뉴야. 여기서는 네 공격이 대상에게 어떤 효과를 가질지 확인할 수 있지.", + "TUTORIAL_BATTLE_START_1": "이제부터는 좀 힘들어질 거야... 그래도 내가 옆에 있으니까 걱정하지 마!", + "TUTORIAL_TARGET_MENU_2": "빛나는 고리를 잘 봐! 고리가 초록색이면 대상에게 이로운 효과를 주고, 빨간색이면 해로운 효과를 줘. 그리고 노란색이면 복합적이라는 뜻이지.", + "TUTORIAL_CLIFFS_1": "이 절벽을 올라가야 해. 점프({control.jump})만으로는 부족할 것 같네.", + "TUTORIAL_CLIFFS_2": "자, 창의력을 발휘해 보자! 저 위로 올라갈 방법이 몇 가지 있어.", + "TUTORIAL_CLIFFS_4": "아니면... 저 송전탑 보여? 여기서 자석 능력({control.magnetism} 길게 누르기)을 사용하면 위로 떠오를 수 있어.", + "TUTORIAL_CLIFFS_3": "그 중 한 가지는 뭔가 집어 들어서 여기 내려놓을 물건을 찾아보는 거야.", + "TUTORIAL_CLIFFS_5": "아니면 너 덩굴도 내보낼 수 있지? 절벽을 바라보면서 {control.interact}를 누르면, 덩굴을 타고 올라갈 수 있어!", + "TUTORIAL_CLIFFS_6": "어떤 게 마음에 들어?", + "TUTORIAL_BOSS_1.m": "저기 있다. 저게 야생 융합이야! 어려운 싸움이 될 테니까 마음의 준비 단단히 해, {player}.", + "TUTORIAL_GLIDE_2": "식은 죽 먹기야! 뛰어내릴 때 {control.jump}를 계속 누르고 있으면 떨어지지 않아!", + "TUTORIAL_GLIDE_1": "따라와, {player}. 겁먹지 말고!", + "TUTORIAL_GLIDE_3": "어서 가자. 이제 거의 다 왔어!", + "TUTORIAL_BOSS_2": "회복이 필요하면 소지품({control.pause_menu})에 케이크가 있는지 확인해 봐.", + "TUTORIAL_BOSS_3": "원한다면 우리가 출발한 곳 근처의 텐트까지 활공해서 내려간 다음 쉬어도 되고.", + "TUTORIAL_BOSS_1.n": "저기 있다. 저게 야생 융합이야! 어려운 싸움이 될 테니까 마음의 준비 단단히 해, {player}.", + "TUTORIAL_BOSS_1.f": "저기 있다. 저게 야생 융합이야! 어려운 싸움이 될 테니까 마음의 준비 단단히 해, {player}.", + "TUTORIAL_BOSS_5": "그럼 어디 해볼까?", + "TUTORIAL_BOSS_4": "곤경에 처했을 때에는 소지품의 전투 아이템 탭을 확인해.", + "TUTORIAL_DIED": "괜찮아? 많이 걱정했다고!", + "TUTORIAL_WON_2": "우린 손발이 잘 맞는 것 같아. 안 그래, {player}?", + "TUTORIAL_WON_1": "우와. 우리가 정말... 해낸 거야?", + "QUEST_GET_ITEM_PROGRESS": "획득: {obtained}/{required_item_amount}", + "NO_QUESTS_AVAILABLE": "지금은 수행할 수 있는 퀘스트가 없다.", + "QUEST_GET_MASQUERATTLE_TITLE": "마스쿠렁이를 찾아라!", + "QUEST_STAT_PROGRESS": "진행도: {num}/{count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "야생 융합", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "구체 융합", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "불안정한 융합", + "PASSIVE_QUEST_SWARM_TITLE": "몬스터 무리", + "QUEST_TUTORIAL_TITLE": "이곳만이 내 세상", + "QUEST_TUTORIAL_DESCRIPTION1": "항구촌 동쪽 입구에서 케일리와 대화하자.", + "PASSIVE_QUEST_UNKNOWN_TITLE": "미확인 신호", + "QUEST_TUTORIAL_DESCRIPTION2": "케일리가 말한 곳으로 가자.", + "QUEST_TUTORIAL_DESCRIPTION3": "케일리를 따라 파손된 길에 가자.", + "QUEST_ARCHANGELS_DESCRIPTION1": "대천사를 찾아 모르간테의 노래를 완성한 후, 노래 속 단서를 따라 원래 세계로 돌아갈 방법을 찾자.", + "QUEST_ARCHANGELS_PROGRESS": "노래 조각 {max}개 중 {num}개를 모았다.", + "QUEST_ARCHANGELS_TITLE": "이상한 나라", + "QUEST_TUTORIAL_DESCRIPTION4": "이상한 건물을 조사하자.", + "QUEST_CAPTAINS_TITLE": "신병 받아라", + "QUEST_EUGENE_TITLE": "강제 퇴거", + "QUEST_EUGENE_DESCRIPTION_1": "항구촌 외곽에서 유진과 만나자.", + "QUEST_CAPTAINS_DESCRIPTION0": "공원의 전초기지로 가서 순찰대 가입 신청을 하자.", + "QUEST_EUGENE_DESCRIPTION_3": "\\\"투기단 협의회\\\" 사무실을 전부 찾아 처리하자.", + "QUEST_EUGENE_DESCRIPTION_2": "유진과 함께 정체불명의 사무실 옥상에 있는 창문으로 가자.", + "QUEST_EUGENE_DESCRIPTION_4": "유진과 얘기하자.", + "QUEST_EUGENE_DESCRIPTION_5": "유진과 함께 투기단 본부로 가자.", + "QUEST_EUGENE_3_PROGRESS": "사무실 ???개 중 {num}개를 처리했다.", + "QUEST_WORKING_OVERTIME_TITLE": "초과 근무", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "항구촌 동쪽에 있는 순찰대원에게 나무 {required_item_amount}개를 갖다주자.", + "QUEST_MERCHANT_RESCUE_TITLE": "영감을 찾아서", + "QUEST_FLORIST_DESCRIPTION_1": "항구촌에 묘목 {count}개를 심자.", + "QUEST_FLORIST_TITLE": "조경 사업", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "공원에 있는 동굴로 가서 상인에게 무슨 일이 생겼는지 알아보자.", + "CLUE_SONG_PROLOGUE1": "이 땅을 떠나고 싶다면, 귀 기울여 내 노래를 듣거라", + "QUEST_FLORIST_DESCRIPTION_2": "항구촌 서쪽에 있는 순찰대원에게 묘목을 다 심었다고 알려주자.", + "CLUE_SONG_EPILOGUE1": "이 행위와 장소가 만날 때, 마지막 역으로 가는 길이 열리리라", + "CLUE_FLUFF": "그곳이 바로 내 처소일지니, 이제는 텅 비어 고독만이 있구나", + "CLUE_SONG_PROLOGUE2": "주어진 소명을 다하고, 기나긴 길을 걸어야 하느니", + "CLUE_SONG_EPILOGUE2": "내 노래를 듣고 찾을지어다, 무한한 우주가 드러날 장소를", + "CLUE_UNKNOWN": "(노래의 나머지 부분은 소리가 작아서 알아들을 수 없다.)", + "STATUS_BURNED_NAME": "화상", + "STATUS_CONTACTDMG_DESCRIPTION": "접촉 피해를 보유한 캐릭터는 근접 공격을 하거나 받을 때마다 원소 피해를 준다.", + "STATUS_BURNED_DESCRIPTION": "화상을 입은 캐릭터는 자신의 턴 종료 시 피해를 받는다.", + "STATUS_CONTACTDMG_NAME": "접촉 피해", + "STATUS_STAT_MATK_DOWN_NAME": "근접 공격 감소", + "STATUS_STAT_RATK_DOWN_NAME": "원거리 공격 감소", + "STATUS_STAT_MATK_UP_NAME": "근접 공격 증가", + "STATUS_STAT_RATK_UP_NAME": "원거리 공격 증가", + "STATUS_STAT_RDEF_DOWN_NAME": "원거리 방어 감소", + "STATUS_STAT_MDEF_DOWN_NAME": "근접 방어 감소", + "STATUS_STAT_RDEF_UP_NAME": "원거리 방어 증가", + "STATUS_STAT_MDEF_UP_NAME": "근접 방어 증가", + "STATUS_STAT_EVASION_UP_NAME": "회피 증가", + "STATUS_STAT_EVASION_DOWN_NAME": "회피 감소", + "STATUS_STAT_ACCURACY_UP_NAME": "명중률 증가", + "STATUS_STAT_ACCURACY_DOWN_NAME": "명중률 감소", + "STATUS_STAT_SPEED_UP_NAME": "속도 증가", + "STATUS_STAT_SPEED_DOWN_NAME": "속도 감소", + "STATUS_AP_BOOST_NAME": "AP 부스트", + "STATUS_AP_DRAIN_NAME": "AP 소진", + "STATUS_AP_BOOST_DESCRIPTION": "AP 부스트를 보유한 캐릭터는 라운드마다 추가 AP를 1 획득한다.", + "STATUS_POISONED_NAME": "중독", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter}이(가) 사과를 먹었다.", + "STATUS_WALL_NAME": "{type} 방벽", + "STATUS_AP_DRAIN_DESCRIPTION": "AP 소진을 보유한 캐릭터는 라운드마다 획득하는 AP가 1 감소한다.", + "STATUS_WALL_TOAST_BROKEN": "방벽 파괴", + "STATUS_WALL_DESCRIPTION": "방벽은 받는 공격을 일정 횟수 흡수해준다. 타입 상성상 우위인 공격은 즉시 방벽을 파괴한다.", + "STATUS_TEMPTATION_WALL_NAME": "사과나무", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter}이(가) 사과를 먹었다.", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter}이(가) 사과를 먹었다.", + "STATUS_WINDOW_NAME": "창문", + "STATUS_POISONED_DESCRIPTION": "중독된 캐릭터는 자신의 턴 종료 시 피해를 받는다.", + "STATUS_WINDOW_DESCRIPTION": "창문 상태를 보유한 캐릭터의 방벽은 원거리 공격을 막아주지 않는다.", + "STATUS_LEECHED_DESCRIPTION": "흡혈 상태를 보유한 캐릭터는 자신의 턴 종료 시 피해를 받으며, 잃은 HP만큼 상대가 회복한다.", + "STATUS_LEECHED_NAME": "흡혈", + "STATUS_COATING_POISON_NAME": "독 코팅", + "STATUS_COATING_WATER_NAME": "물 코팅", + "STATUS_COATING_BEAST_NAME": "야수 코팅", + "STATUS_COATING_METAL_NAME": "금속 코팅", + "STATUS_COATING_GLITTER_NAME": "반짝이 코팅", + "STATUS_COATING_FIRE_NAME": "불 코팅", + "STATUS_COATING_PLASTIC_NAME": "플라스틱 코팅", + "STATUS_COATING_PLANT_NAME": "식물 코팅", + "STATUS_COATING_ASTRAL_NAME": "우주 코팅", + "STATUS_COATING_LIGHTNING_NAME": "번개 코팅", + "STATUS_COATING_ICE_NAME": "얼음 코팅", + "STATUS_COATING_AIR_NAME": "공기 코팅", + "STATUS_COATING_EARTH_NAME": "대지 코팅", + "STATUS_COATING_DESCRIPTION": "코팅은 일정 턴 동안 캐릭터의 원소 타입을 변경한다.", + "STATUS_COATING_GLASS_NAME": "유리 코팅", + "STATUS_HEALING_STEAM_NAME": "치유의 증기", + "STATUS_HEALING_STEAM_DESCRIPTION": "치유의 증기를 보유한 캐릭터는 매턴 시작 시 HP를 일부 회복한다.", + "STATUS_HEALING_LEAF_NAME": "치유의 이파리", + "STATUS_MULTISTRIKE_NAME": "다중 타격", + "STATUS_GLASS_BONDS_DESCRIPTION": "유리 결합을 보유한 캐릭터는 변신할 때마다 피해를 받는다.", + "STATUS_HEALING_LEAF_DESCRIPTION": "치유의 이파리를 보유한 캐릭터는 매턴 시작 시 HP를 일부 회복한다.", + "STATUS_MULTISTRIKE_DESCRIPTION": "다중 타격을 보유한 캐릭터는 AP가 충분할 경우 각 기술을 2번 사용한다.", + "STATUS_GLASS_BONDS_NAME": "유리 결합", + "STATUS_SHRAPNEL_NAME": "파편", + "STATUS_MULTITARGET_DESCRIPTION": "다중 대상을 보유한 캐릭터의 기술은 팀 전체를 대상으로 한다.", + "STATUS_UNITARGET_NAME": "단일 대상", + "STATUS_SHRAPNEL_DESCRIPTION": "파편을 보유한 캐릭터는 변신할 때마다 피해를 받는다.", + "STATUS_MULTITARGET_NAME": "다중 대상", + "STATUS_UNITARGET_DESCRIPTION": "단일 대상을 보유한 캐릭터의 팀 전체를 대상으로 하는 공격은 하나의 대상에만 영향을 주며, 원래 하나의 대상에만 적용되는 공격은 명중률이 감소한다.", + "STATUS_PARRY_STANCE_DESCRIPTION": "튕겨내기 태세를 보유한 캐릭터는 다음에 받는 근접 공격의 피해를 공격한 캐릭터에게 돌려준다.", + "STATUS_PARRY_STANCE_NAME": "튕겨내기 태세", + "STATUS_SLEEP_NAME": "수면", + "STATUS_SLEEP_DESCRIPTION": "수면 중인 캐릭터는 원래 보유 중인 기술을 사용할 수 없다.", + "STATUS_SLEEP_TOAST_REMOVED": "깨어남", + "STATUS_FLINCH_NAME": "움찔", + "STATUS_FLINCH_DESCRIPTION": "움찔한 캐릭터는 다음 턴을 건너뛴다.", + "STATUS_BOMB_NAME": "폭탄", + "STATUS_BOMB_DESCRIPTION": "폭탄을 보유한 캐릭터는 근접 공격으로 폭탄을 넘겨 주지 않으면 다음 턴 종료 시 폭발한다.", + "STATUS_LOCKED_ON_NAME": "목표 고정", + "STATUS_LOCKED_ON_DESCRIPTION": "목표 고정을 보유한 캐릭터의 기술은 빗나가지 않는다.", + "STATUS_BERSERK_NAME": "광분", + "STATUS_BERSERK_DESCRIPTION": "광분을 보유한 캐릭터는 피해를 주는 기술만 사용할 수 있다.", + "STATUS_INTERCEPTING_NAME": "차단", + "STATUS_INTERCEPTING_DESCRIPTION": "차단을 보유한 캐릭터는 아군을 대상으로 하는 공격을 전부 차단하여 대신 맞는다.", + "STATUS_HIBERNATING_NAME": "동면", + "STATUS_HIBERNATING_DESCRIPTION": "동면 중인 캐릭터는 깨어날 때까지 매턴 HP를 회복한다.", + "STATUS_MEDITATING_DESCRIPTION": "명상 중인 캐릭터는 깨어날 때까지 매턴 능력치가 증가한다.", + "STATUS_MEDITATING_NAME": "명상", + "STATUS_TOWER_DEFENSE_NAME": "타워 디펜스", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "타워 디펜스를 보유한 캐릭터는 대지 타입이 되며 방어 능력치가 증가한다.", + "STATUS_SUMMONED_DESCRIPTION": "소환된 캐릭터는 일정 턴이 지나면 전투를 중단하고 돌아간다.", + "STATUS_SUMMONED_NAME": "소환", + "STATUS_GHOSTLY_NAME": "유령", + "STATUS_RESONANCE_NAME": "공진", + "STATUS_GHOSTLY_DESCRIPTION": "유령 캐릭터는 공격에 맞지 않지만, 공격 상태의 지속 시간이 끝나면 패배한다.", + "STATUS_GAMBIT_NAME": "올인", + "STATUS_GAMBIT_TOAST_FAILED": "올인 실패", + "STATUS_RECORDED_NAME": "기록 완료", + "STATUS_GAMBIT_DESCRIPTION": "올인을 보유한 캐릭터는 능력치가 크게 증가하지만, 올인 상태의 지속 시간이 끝나면 패배한다.", + "STATUS_SUMMONED_NAME_MODIFIER.f": "소환된 {name}", + "STATUS_EFFIGY_NAME": "주술 인형", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "튕겨냄", + "STATUS_SUMMONED_NAME_MODIFIER.m": "소환된 {name}", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "째깍째깍...", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "유령 {name}", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "유령 {name}", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "유령 {name}", + "STATUS_SUMMONED_NAME_MODIFIER.n": "소환된 {name}", + "STATUS_UNDYING_NAME": "의식", + "STATUS_UNDYING_DESCRIPTION": "의식을 보유한 캐릭터는 패배 시 HP의 25%를 보유한 상태로 부활한다.", + "STATUS_RESONANCE_DESCRIPTION": "캐릭터에 공진 효과가 적용될 때마다 카운터가 증가한다. 카운터가 3에 도달하면 해당 캐릭터가 산산조각 나며 즉시 패배한다.", + "STATUS_RESONANCE_TOAST_NAME": "공진 {0}/{1}", + "STATUS_CLOSE_ENCOUNTER_NAME": "근접 조우", + "STATUS_RESONANCE_TOAST_OVERLOAD": "공진 과부하", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "근접 조우를 보유한 캐릭터의 원거리 공격은 사정거리가 감소하여 근접 공격이 된다.", + "STATUS_SPRING_LOADED_DESCRIPTION": "용수철 발사기를 보유한 캐릭터의 근접 공격은 사정거리가 증가하여 원거리 공격이 된다.", + "STATUS_SPRING_LOADED_NAME": "용수철 발사기", + "STATUS_CONDUCTIVE_DESCRIPTION": "전도성을 띈 캐릭터는 번개 타입 공격이 사용될 때마다 피해를 받는다.", + "STATUS_CONDUCTIVE_NAME": "전도", + "STATUS_RESURRECTED_NAME": "부활", + "STATUS_CONFUSED_DESCRIPTION": "혼란에 빠진 캐릭터는 일정 확률로 잘못된 기술을 사용하거나 잘못된 캐릭터를 대상으로 지정한다.", + "STATUS_RESURRECTED_DESCRIPTION": "부활한 캐릭터는 의식과 같은 효과로 다시 부활할 수 없게 된다.", + "STATUS_CONFUSED_NAME": "혼란", + "STATUS_SNOWED_IN_NAME": "폭설", + "STATUS_SNOWED_IN_EFFECT": "폭설 주의보!", + "STATUS_SNOWED_IN_DESCRIPTION": "폭설에 갇힌 캐릭터는 움직일 수가 없어 근접 공격을 사용할 수 없게 된다.", + "STATUS_FOG_DESCRIPTION": "안개는 물, 공기, 얼음 타입이 아닌 원거리 공격의 명중률을 0%로 감소시킨다.", + "STATUS_FOG_NAME": "안개", + "STATUS_RECORDING_NAME": "기록 중", + "STATUS_PETRIFIED_NAME": "석화", + "STATUS_RECORDING_TOAST_FAILURE": "기록 실패", + "STATUS_FAIR_FIGHT_NAME": "정정당당", + "STATUS_STAT_DOUBLE_SPEED_NAME": "두 배 가속", + "STATUS_PETRIFIED_DESCRIPTION": "석화된 캐릭터는 대지 타입이 되며 방어 및 방패 들기만 사용할 수 있다.", + "STATUS_COTTONED_ON_DESCRIPTION": "다음 라운드 동안 통찰을 보유한 캐릭터를 대상으로 한 기술이 전부 빗나간다.", + "STATUS_COTTONED_ON_NAME": "통찰", + "STATUS_MIND_MELD_DESCRIPTION": "정신 감응을 보유한 캐릭터는 자신의 기술을 아군과 공유한다.", + "STATUS_MIND_MELD_NAME": "정신 감응", + "STATUS_FAIR_FIGHT_DESCRIPTION": "정정당당 효과를 받는 중에는 다른 상태 효과가 적용되지 않는다.", + "STATUS_ABRAMACABRA_NAME": "아브라주금브라", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "도망칠 수 없다!\\n가장 최근 방문한 카페 열차 칸으로 빠른 이동을 할까? 아이템을 일부 잃게 되며 연승 기록이 초기화된다.", + "STATUS_GLASS_SHARDS_DESCRIPTION": "유리 조각의 효과를 받는 중에는 근접 공격을 사용하는 캐릭터가 전장에 흩뿌려진 유리 조각으로부터 피해를 받는다.", + "STATUS_GLASS_SHARDS_NAME": "유리 조각", + "STATUS_ABRAMACABRA_DESCRIPTION": "방벽이 받는 공격을 일정 횟수 흡수해준다. 타입 상성상 우위인 공격은 즉시 방벽을 파괴한다. 일반적인 방벽 효과에 더해, 아브라주금브라가 매턴 자동으로 상대 하나를 공격한다.", + "STATUS_INFLATED_NAME": "팽창", + "STATUS_DEFLATED_NAME": "수축", + "STATUS_INFLATED_DESCRIPTION": "팽창한 캐릭터는 공격 및 방어 능력치가 증가하지만 회피가 크게 감소한다.", + "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", + "UI_TIMER_CHEATED": "(치트 사용) {timer}", + "UI_FRAMERATE": "{0}FPS", + "STATUS_DEFLATED_DESCRIPTION": "수축한 캐릭터는 회피가 크게 증가하지만 공격 및 방어 능력치가 감소한다.", + "UI_CHEATS_ENABLED": "치트 콘솔 활성화", + "UI_BUTTON_NO": "아니요", + "UI_BUTTON_YES": "네", + "UI_CHEATS_DISABLED": "치트 콘솔 비활성화", + "UI_BUTTON_OK": "확인", + "UI_BUTTON_CANCEL": "취소", + "UI_BUTTON_BACK": "뒤로", + "UI_LOADING": "로딩 중...", + "UI_BUTTON_CONTINUE": "계속", + "UI_BUTTON_EXIT": "나가기", + "UI_BUTTON_CLOSE": "닫기", + "UI_BUTTON_SUBMIT": "입력", + "UI_BUTTON_SAVE_CHANGES": "적용 및 변경 사항 저장", + "UI_LOADING_WORLD_BOUNDARY": "나머지 세계 로딩 중...", + "UI_LOADING_PROGRESS": "장면 로딩 중... {0}/{1}", + "UI_LOADING_PREPARE_PROGRESS": "장면 준비 중... {0}/{1}", + "UI_LOADING_SHADER_PROGRESS": "자료 캐시 중... {0}/{1}", + "UI_BATTLE_FIGHT_BUTTON": "전투", + "UI_BATTLE_ITEM_BUTTON": "아이템", + "UI_BATTLE_SWITCH_BUTTON": "변경", + "UI_BATTLE_FLEE_BUTTON": "도망", + "UI_BATTLE_RECORD_BUTTON": "기록", + "UI_BATTLE_INSPECT_BUTTON": "상태 효과", + "UI_BATTLE_FUSE_BUTTON": "융합!", + "UI_BATTLE_UNFUSE_BUTTON": "융합 취소", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "융합 중...", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-융합-", + "UI_BATTLE_FLEE_CHANCE": "{0}%", + "UI_BUTTON_MOVE_PASSIVE": "패시브", + "UI_BATTLE_FUSION_METER": "-융합-", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ×{amount}", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "도감에 없는 종이다.", + "BATTLE_TITLE_ARCHANGEL": "대천사", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "상대 팀의 지원군.", + "BATTLE_ADJECTIVE_TEAM1.n": "적 {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.m": "적 {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "적 {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "대천사 {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "대천사 {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "{0}이(가) {1}(으)로 변신했다!", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "대천사 {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "순찰대원 {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "순찰대원 {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "순찰대원 {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "{0}이(가) {1}(으)로 변신했다!", + "BATTLE_FAILED": "실패!", + "BATTLE_FAILED_SLEEP": "수면 중!", + "BATTLE_TAPE_SWITCHED.n": "{0}이(가) {1}(으)로 변신했다!", + "BATTLE_DIED.f": "{0}이(가) 사망했다...", + "BATTLE_DIED.m": "{0}이(가) 사망했다...", + "BATTLE_DIED.n": "{0}이(가) 사망했다...", + "BATTLE_TAPE_DEFEATED.f": "{0}의 테이프가 고장났다!", + "BATTLE_RESURRECTED.m": "하지만 {cause}에 의해 부활했다!", + "BATTLE_DEFEATED.f": "{0}이(가) 패배했다!", + "BATTLE_RESURRECTED.n": "하지만 {cause}에 의해 부활했다!", + "BATTLE_RESURRECTED.f": "하지만 {cause}에 의해 부활했다!", + "BATTLE_DEFEATED.m": "{0}이(가) 패배했다!", + "BATTLE_DEFEATED.n": "{0}이(가) 패배했다!", + "BATTLE_DEFEATED_NO_TAPES.f": "{0}의 테이프가 바닥났다!", + "BATTLE_DEFEATED_NO_TAPES.n": "{0}의 테이프가 바닥났다!", + "BATTLE_DEFEATED_NO_TAPES.m": "{0}의 테이프가 바닥났다!", + "BATTLE_TAPE_DEFEATED.m": "{0}의 테이프가 고장났다!", + "BATTLE_TAPE_DEFEATED.n": "{0}의 테이프가 고장났다!", + "BATTLE_GHOST_DEFEATED.m": "{0}이(가) 사라졌다...", + "BATTLE_SUMMON_DEFEATED.n": "{0}이(가) 돌아갔다!", + "BATTLE_SUMMON_DEFEATED.f": "{0}이(가) 돌아갔다!", + "BATTLE_SUMMON_DEFEATED.m": "{0}이(가) 돌아갔다!", + "BATTLE_GHOST_DEFEATED.f": "{0}이(가) 사라졌다...", + "BATTLE_VICTORY": "승리!", + "BATTLE_GHOST_DEFEATED.n": "{0}이(가) 사라졌다...", + "BATTLE_WON": "전투에서 승리했다!", + "BATTLE_LOST": "전투에서 패배했다...", + "BATTLE_FLEE_CONFIRM": "정말 도망칠까?", + "BATTLE_FLEE_FAILED": "도망칠 수 없다!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "도망칠 수 없다!\\n항구촌으로 빠른 이동을 할까? 아이템을 일부 잃게 된다.", + "BATTLE_FLED": "전투에서 도망쳤다...", + "BATTLE_EXP_POINTS": "팀이 경험치를 {0} 획득했다!", + "BATTLE_TARGET_TEAM0": "나의 팀", + "UI_CHARACTER_LEVEL": "{0}레벨", + "BATTLE_TARGET_TEAM1": "적 팀", + "UI_CHARACTER_LEVEL_LONG": "{0}레벨", + "UI_CHARACTER_ABILITIES_HEADING": "능력:", + "UI_CHARACTER_ABILITY_UNKNOWN": "???", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "주력 테이프:", + "BATTLE_FUSING": "{0}와(과) {1}의 마음이 하나가 되었다!", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "{species} 형태 또는 그 진화형으로 변신했을 때 모든 능력치 +10%.", + "BATTLE_FUSED": "{0}와(과) {1}이(가) {2}(으)로 융합했다!", + "BATTLE_UNFUSING": "{0}와(과) {1}의 융합이 풀렸다!", + "BATTLE_TOAST_SPLASH": "광역", + "BATTLE_TOAST_CRIT": "치명타", + "BATTLE_TOAST_MISSED": "빗나감", + "BATTLE_TOAST_BLOCKED": "상태 차단", + "BATTLE_TOAST_NO_EFFECT": "효과 없음", + "BATTLE_TOAST_AP": "AP", + "BATTLE_TOAST_INTERCEPTED": "차단", + "BATTLE_TOAST_RECORD_CHANCE": "\\n확률", + "UI_BATTLE_TAPE_IN_USE": "사용 중", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "튜토리얼: {status_effect}", + "BATTLE_REACTION_TUTORIAL_TITLE": "튜토리얼: {reaction_name}", + "STAT_max_hp": "최대 HP", + "MAX_STAMINA_INCREASE": "지구력이 {increase_percent}% 증가했다!\\n이제 총 {total}초 동안 활공할 수 있다.", + "STAT_melee_defense": "근접 방어", + "STAT_melee_attack": "근접 공격", + "STAT_ranged_attack": "원거리 공격", + "STAT_ranged_defense": "원거리 방어", + "STAT_speed": "속도", + "STAT_accuracy": "명중률", + "STAT_evasion": "회피", + "STAT_max_ap": "최대 AP", + "STAT_move_accuracy": "명중률", + "STAT_move_slots": "기술 슬롯", + "STAT_damage": "피해", + "STAT_move_splash_damage": "광역 피해", + "STAT_move_effect_chance": "효과 확률", + "STAT_move_crit_damage": "치명타 피해", + "STAT_move_crit_rate": "치명타 확률", + "STAT_exp": "경험치", + "STAT_priority_chance": "우선 순위 확률", + "SHORT_NAME_max_hp": "최대 HP", + "SHORT_NAME_melee_attack": "근접 공격", + "SHORT_NAME_melee_defense": "근접 방어", + "SHORT_NAME_ranged_attack": "원거리 공격", + "SHORT_NAME_ranged_defense": "원거리 방어", + "SHORT_NAME_speed": "속도", + "UI_PARTY_CHECK_TAPE": "테이프 확인", + "UI_PARTY_CHECK_CHARACTER": "{name} 확인", + "UI_PARTY_TRANSFORM": "변신", + "UI_PARTY_SWAP_TAPE": "테이프 교체", + "UI_PARTY_USE_ITEM": "아이템 사용", + "UI_PARTY_PUT_AWAY": "보관함으로 이동", + "UI_PARTY_NO_MOVES": "스티커 없음.", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "'{tape_name}\\' 테이프를 보관함에 넣었다.", + "UI_PARTY_TAPE_COLLECTION": "테이프 보관함...", + "UI_PARTY_MOVE_LIST_OVERFLOW": "그 외 {n}개", + "UI_PARTY_STATS_CHARACTER": "인간 형태", + "UI_PARTY_STATS_FORM": "형태 능력치 보정", + "UI_PARTY_STICKERS": "스티커", + "UI_PARTY_STATS_COMBINED": "변신 상태", + "UI_PARTY_BOOTLEG": "해적판", + "UI_PARTY_EMPTY_STICKER_SLOT": "- 빈 슬롯 -", + "UI_PARTY_APPLY_STICKER": "스티커 부착", + "UI_PARTY_PEEL_STICKER": "스티커 제거", + "UI_PARTY_REPLACE_STICKER": "스티커 교체", + "UI_PARTY_STICKER_PEELED_DROPPED": "소지품에 공간이 부족해 '{move_name}\\' 스티커를 떨어뜨렸다.", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "'{new_move}\\'을(를) \\'{old_move}\\'(으)로 교체할까?", + "UI_PARTY_EDIT_STICKERS": "기술 확인 및 편집", + "UI_PARTY_STICKER_PEELED": "'{move_name}\\'을(를) 소지품의 스티커 섹션에 넣었다.", + "UI_PARTY_RENAME_TAPE": "이름 변경", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "파티", + "UI_PARTY_RENAME_TAPE_TITLE": "'{0}\\' 이름 변경", + "UI_PARTY_BESTIARY": "도감 항목 확인", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "보관함: 번호순", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "보관함: 이름순", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "보관함: 해적판", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "보관함: 즐겨찾기", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "보관함: {type}", + "UI_TAPE_COLLECTION": "테이프 보관함", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "파티에 추가", + "UI_TAPE_COLLECTION_FAVORITE": "즐겨찾기", + "UI_TAPE_COLLECTION_RECYCLE": "재활용", + "UI_TAPE_COLLECTION_UNFAVORITE": "즐겨찾기 취소", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "모든 스티커 제거", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "{tape_name}에서 뗀 스티커를 소지품에 넣었다.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "소지품에 공간이 부족해 {tape_name}의 스티커 중 일부를 제거하지 못했다.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "소지품에 공간이 부족해 {tape_name}의 스티커 중 일부를 떨어뜨렸다.", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "정말 {tape_name} 테이프를 재활용할까? 재활용된 테이프는 컬렉션에서 영구적으로 제거된다.", + "UI_TAPE_COLLECTION_EMPTY": "테이프 없음.", + "UI_LOAD_FILE_LOADING": "확인 중...", + "UI_LOAD_FILE_EMPTY": "빈 파일", + "UI_LOAD_FILE_INVALID": "손상된 파일", + "UI_LOAD_FILE_SAVED_DATETIME": "{year}-{month}-{day} {hour}:{minute}:{second}에 저장", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "{year}-{month}-{day} {hour}:{minute}:{second}에 사망", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "새 게임", + "UI_LOAD_FILE_CONTINUE_GAME": "불러오기", + "UI_LOAD_FILE_ERASE": "삭제", + "UI_LOAD_FILE_CUSTOM_GAME": "커스텀 게임", + "UI_PAUSE_MAP_BTN": "지도", + "UI_PAUSE_PARTY_BTN": "파티", + "UI_PAUSE_INVENTORY_BTN": "소지품", + "UI_PAUSE_QUEST_LOG_BTN": "퀘스트 일지", + "UI_PAUSE_BESTIARY_BTN": "도감", + "UI_PAUSE_REST_BTN": "휴식", + "UI_PAUSE_SAVE_BTN": "저장", + "UI_PAUSE_QUIT_BTN": "종료", + "UI_QUIT_CONFIRM": "정말 종료할까요?\\n게임을 저장한 지 {duration} 경과했습니다.", + "UI_EVOLUTION_TITLE": "리마스터", + "UI_QUIT_CONFIRM_SECONDS": "{num}초", + "UI_QUIT_CONFIRM_MINUTES": "{num}분", + "UI_SAVING": "저장 중...", + "UI_SAVING_MESSAGE": "진행 상황 저장 중...", + "UI_SAVE_COMPLETE": "저장 완료!", + "UI_SAVE_FAILED": "저장 실패.", + "UI_SAVE_LOAD_FAILED": "이 저장 파일은 불러올 수 없습니다.", + "UI_SAVE_REQUIRE_FULL_VERSION": "이 저장 파일을 불러오려면 게임 본편이 필요합니다.", + "UI_SAVE_ERASE_CONFIRM": "이 저장 데이터를 영구적으로 삭제할까요?", + "UI_EVOLUTION_BUTTON": "리마스터", + "UI_EVOLUTION_SUBTITLE": "몬스터 형태 진화", + "UI_EVOLUTION_CONFIRM": "{monster_name} 테이프를 더 강력한 형태로 리마스터할까?", + "UI_EVOLUTION_DESCRIPTION": "{evolved_from} 테이프가 {evolved_to}(으)로 변했다!", + "UI_EVOLUTION_SPECIALIZATION": "어떤 분야에 집중할까?", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "컨트롤러", + "RELATIONSHIP_UNLOCK_FUSION.n": "이제 {name}와(과) 함께 다닐 때 일반 전투에서 융합할 수 있다!", + "RELATIONSHIP_LEVEL_UP": "호감도 {level}레벨", + "RELATIONSHIP_UNLOCK_FUSION.m": "이제 {name}와(과) 함께 다닐 때 일반 전투에서 융합할 수 있다!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "이제 {name}와(과) 융합했을 때 융합 필살기를 사용할 수 있다!", + "RELATIONSHIP_UNLOCK_FUSION.f": "이제 {name}와(과) 함께 다닐 때 일반 전투에서 융합할 수 있다!", + "RELATIONSHIP_FUSION_STRENGTH.m": "{name}와(과) 융합했을 때 추가 위력을 +{added_strength}% 획득한다.", + "RELATIONSHIP_FUSION_STRENGTH.n": "{name}와(과) 융합했을 때 추가 위력을 +{added_strength}% 획득한다.", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "이제 {name}와(과) 융합했을 때 융합 필살기를 사용할 수 있다!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "이제 {name}와(과) 융합했을 때 융합 필살기를 사용할 수 있다!", + "RELATIONSHIP_FUSION_STRENGTH.f": "{name}와(과) 융합했을 때 추가 위력을 +{added_strength}% 획득한다.", + "UI_QUEST_NEW": "신규 퀘스트:", + "UI_QUEST_UPDATE": "퀘스트 갱신:", + "UI_QUEST_COMPLETE": "퀘스트 완료!", + "UI_QUEST_NEW_VIEW_LOG": "퀘스트 일지 확인", + "PARTNER_SWAP_CONFIRM.m": "{name}을(를) 데려갈까?", + "PARTNER_UNLOCKED_TITLE.m": "잠금 해제:", + "PARTNER_SWAP_CONFIRM.n": "{name}을(를) 데려갈까?", + "PARTNER_SWAP_CONFIRM.f": "{name}을(를) 데려갈까?", + "PARTNER_UNLOCKED.m": "{name}이(가) 동료가 되었다!", + "PARTNER_UNLOCKED_TITLE.n": "잠금 해제:", + "PARTNER_UNLOCKED_TITLE.f": "잠금 해제:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name}은(는) 그래머폰 카페로 돌아갔다.", + "UI_EXCHANGE": "거래", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name}은(는) 그래머폰 카페로 돌아갔다.", + "PARTNER_UNLOCKED.n": "{name}이(가) 동료가 되었다!", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name}은(는) 그래머폰 카페로 돌아갔다.", + "PARTNER_UNLOCKED.f": "{name}이(가) 동료가 되었다!", + "UI_CAMPING_REST": "휴식", + "UI_EXCHANGE_PRICE": "가격", + "UI_EXCHANGE_RESOURCES": "보유한 자원", + "OBTAINED_TAPE": "{tape_name} 테이프를 획득했다!", + "ABILITY_UNLOCKED": "{ability} 능력을 획득했다!", + "UI_MAP_UNKNOWN_FEATURE": "???", + "ABILITY_glide": "나방 활공", + "ABILITY_UNLOCKED_glide": "이제 {control.jump}를 길게 눌러 먼 거리를 활공할 수 있다!\\n지구력을 소모한다.", + "UI_TAPES_REPAIRED": "망가진 테이프를 수리했다!", + "UI_MAP_YOUR_LOCATION": "현재 위치", + "UI_MAP_FAST_TRAVEL_CONFIRM": "{location}(으)로 이동할까?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "여기서는 빠른 이동을 사용할 수 없다.", + "UI_BESTIARY_SEEN_COUNT": "목격: {num} / {total}", + "UI_BESTIARY_RECORDED_COUNT": "기록: {num} / {total}", + "UI_BESTIARY_FORMED_COUNT": "융합: {num} / {total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", + "UI_BESTIARY_UNKNOWN_SPECIES": "???", + "UI_BESTIARY_SORT_BY_NAME": "이름순", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "몬스터 보기", + "UI_BESTIARY_SORT_BY_NUMBER": "번호순", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "융합 보기", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "#{num}", + "UI_BESTIARY_INFO_TAB_BIO": "상세 정보 {n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "위치", + "UI_BESTIARY_INFO_TAB_STATS": "통계", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "이 몬스터의 테이프를 5성까지 올리면 더 많은 정보를 확인할 수 있다.", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "이 몬스터를 기록하면 더 많은 정보를 확인할 수 있다.", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "해적판", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "해적판: {num} / {total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "이 몬스터를 물리치면 더 많은 정보를 확인할 수 있다.", + "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "처치:", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "목격:", + "UI_BESTIARY_INFO_STATS_RECORDED": "기록:", + "UI_BESTIARY_INFO_STATS_FORMED": "융합:", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "지도에서 확인", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "서식지 불명.", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "{species_name}의 출몰 장소:", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "{species_name}의 서식지", + "UI_BESTIARY_INFO_NO_DATA": "추가 데이터 없음.", + "UI_BESTIARY_INFO_BIO_FUSION": "{species1}와(과) {species2}의 융합.", + "UI_CHARACTER_CREATION": "캐릭터 생성", + "UI_CHARACTER_CREATION_INTRO": "당신은 누구시죠?", + "UI_CC_LABEL_NAME": "이름", + "UI_CC_LABEL_PRONOUNS": "성별", + "UI_CC_VALUE_PRONOUN.m": "남", + "UI_CC_VALUE_PRONOUN.f": "여", + "UI_CC_VALUE_PRONOUN.n": "기타", + "UI_CC_LABEL_WINGS": "날개", + "UI_CC_LABEL_HAIR": "머리 모양", + "UI_CC_LABEL_HEAD": "얼굴", + "UI_CC_LABEL_LEGS": "하의", + "UI_CC_LABEL_BODY": "상의", + "UI_CC_LABEL_BODY_COLOR_1": "상의 색상 1", + "UI_CC_LABEL_BODY_COLOR_2": "상의 색상 2", + "UI_CC_LABEL_EYE_COLOR": "눈 색상", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "얼굴 액세서리 색상", + "UI_CC_LABEL_FAVORITE_COLOR": "좋아하는 색", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "머리 액세서리 색상", + "UI_CC_LABEL_HAIR_COLOR": "머리 색상", + "UI_CC_LABEL_SHOE_COLOR": "신발 색상", + "UI_CC_LABEL_LEGS_COLOR": "하의 색상", + "UI_CC_VALUE_wings_generic": "나방가면", + "UI_CC_LABEL_SKIN_COLOR": "피부 색상", + "UI_CC_RANDOMIZE": "무작위 변경", + "UI_CC_VALUE_wings_kuneko": "쿠네코", + "UI_CC_VALUE_wings_sirenade": "세이레나데", + "UI_CC_VALUE_wings_rockertrice": "로커트리스", + "UI_CC_VALUE_wings_averevoir": "잘가조", + "UI_CC_VALUE_wings_umbrahella": "어둠징어", + "UI_CC_VALUE_wings_jetpack1": "제트팩 #1", + "UI_CC_VALUE_wings_jetpack2": "제트팩 #2", + "UI_CC_VALUE_wings_booster": "부스터", + "UI_CC_VALUE_wings_davinci": "다 빈치", + "UI_CC_VALUE_wings_devil": "악마", + "UI_CC_VALUE_wings_fairy": "요정", + "UI_CC_VALUE_wings_glider": "글라이더", + "UI_CC_VALUE_wings_cape": "망토", + "UI_CC_VALUE_hair_short": "넘긴 머리", + "UI_CC_VALUE_hair_bow1": "포니테일", + "UI_CC_VALUE_hair_quiff": "퀴프", + "UI_CC_VALUE_hair_hairtie": "머리끈", + "UI_CC_VALUE_hair_afro1": "아프로", + "UI_CC_VALUE_hair_afro2": "플랫탑", + "UI_CC_VALUE_hair_bun1": "탑 번 #1", + "UI_CC_VALUE_hair_bun2": "탑 번 #2", + "UI_CC_VALUE_hair_bun3": "더블 번", + "UI_CC_VALUE_hair_neat1": "단정한 머리", + "UI_CC_VALUE_hair_long1": "프린지 뱅", + "UI_CC_VALUE_hair_headband1": "멀릿", + "UI_CC_VALUE_hair_headband2": "비대칭", + "UI_CC_VALUE_hair_bald": "대머리", + "UI_CC_VALUE_hair_bob1": "생머리 단발", + "UI_CC_VALUE_hair_bob2": "곱슬머리 단발", + "UI_CC_VALUE_hair_headscarf1": "헤드스카프", + "UI_CC_VALUE_hair_cultist1.m": "광신도", + "UI_CC_VALUE_hair_cultist1.f": "광신도", + "UI_CC_VALUE_hair_cultist1.n": "광신도", + "UI_CC_VALUE_hair_flower1": "히피", + "UI_CC_VALUE_hair_hat1": "모자와 번", + "UI_CC_VALUE_hair_dreadlocks1": "드레드록", + "UI_CC_VALUE_hair_dreadlocks2": "짧은 드레드록", + "UI_CC_VALUE_hair_straight1": "바가지 머리", + "UI_CC_VALUE_hair_mullet1": "멀릿", + "UI_CC_VALUE_hair_hardhat1": "안전모", + "UI_CC_VALUE_hair_braid1": "긴 땋은 머리", + "UI_CC_VALUE_hair_sharp1": "샤프 프린지", + "UI_CC_VALUE_hair_balding": "탈모 머리", + "UI_CC_VALUE_hair_cat1": "고양이 머리띠", + "UI_CC_VALUE_hair_moonstone": "월장석", + "UI_CC_VALUE_hair_magikrab": "마법게 모자", + "UI_CC_VALUE_head_generic": "일반", + "UI_CC_VALUE_head_glasses_1": "안경", + "UI_CC_VALUE_head_makeup1": "아이섀도우", + "UI_CC_VALUE_head_makeup2": "페이스 페인트", + "UI_CC_VALUE_head_beard1": "수염 #1", + "UI_CC_VALUE_head_beard2": "수염 #2", + "UI_CC_VALUE_head_mask1": "가면", + "UI_CC_VALUE_head_visor1": "바이저", + "UI_CC_VALUE_head_grumpy": "심술쟁이", + "UI_CC_VALUE_body_sweater1": "스웨터", + "UI_CC_VALUE_body_tshirt1": "티셔츠 #1", + "UI_CC_VALUE_body_tshirt2": "티셔츠 #2", + "UI_CC_VALUE_body_jacket": "재킷 #1", + "UI_CC_VALUE_body_jacket2": "재킷 #2", + "UI_CC_VALUE_body_jacket3": "민소매 재킷", + "UI_CC_VALUE_body_jacket4": "재킷 #3", + "UI_CC_VALUE_body_cultist1.m": "광신도", + "UI_CC_VALUE_body_cultist1.f": "광신도", + "UI_CC_VALUE_body_cultist1.n": "광신도", + "UI_CC_VALUE_body_dress1": "빈티지 드레스", + "UI_CC_VALUE_body_apron1": "앞치마", + "UI_CC_VALUE_body_vest1": "조끼", + "UI_CC_VALUE_legs_generic": "바지", + "UI_CC_VALUE_body_poncho1": "판초", + "UI_CC_VALUE_body_moonstone": "월장석", + "UI_CC_VALUE_legs_shorts1": "반바지", + "UI_CC_VALUE_legs_skirt1": "치마", + "UI_CC_VALUE_legs_moonstone": "월장석", + "UI_CC_VALUE_hair_bansheep": "밴십 모자", + "UI_CC_VALUE_hair_candevil": "알사탄 모자", + "UI_CC_VALUE_hair_traffikrab": "도로게 모자", + "UI_CC_VALUE_hair_springheel": "폴짝깨비 모자", + "UI_CC_VALUE_legs_pombomb": "폭메라니안 반바지", + "UI_CC_VALUE_body_pombomb": "폭메라니안 판초", + "UI_CC_VALUE_hair_cap1": "야구 모자", + "UI_CC_VALUE_hair_cap2": "플랫캡", + "UI_CC_VALUE_hair_twintails": "트윈테일", + "UI_CC_VALUE_hair_bow2": "보우 앤드 뱅", + "UI_CC_VALUE_hair_fox1": "여우 머리", + "UI_CC_VALUE_hair_windswept": "바람머리", + "UI_CC_VALUE_hair_goggles1": "스파이크와 고글", + "UI_CC_VALUE_hair_mohawk1": "쓸어 넘긴 모히칸", + "UI_CC_VALUE_hair_flower2": "꽃과 프린지", + "UI_CC_VALUE_hair_beret1": "베레모", + "UI_CC_VALUE_head_glasses2": "둥근 안경", + "UI_CC_VALUE_body_jacket5": "트렌치코트", + "UI_CC_VALUE_body_vest2": "크롭탑", + "UI_CC_VALUE_legs_boots1": "긴 장화", + "UI_LOADING_FLUFF_2": "홉스킨에게 재킷을 돌려주는 중...", + "UI_LOADING_FLUFF_4": "스누팽의 단안경 닦는 중...", + "UI_LOADING_FLUFF_1": "폴짝깨비보다 높이 뛰는 중...", + "UI_LOADING_FLUFF_3": "리퍼잭의 발톱 가는 중...", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "고집불통 네가 생각한 것보다 두 배로 강하게 돌아와 그리고 난 네가 혼자가 아닐 때 느끼는 감정을 알아 너한테 내게 더 이상 다가오지 말라고 했었지 너도 곧 알게 될 거야 이번에도 변함없이 똑같을 거라는 걸", + "UI_LOADING_FLUFF_5": "스캠파이어 먹이는 중...", + "UI_LOADING_FLUFF_6": "주금브라를 염소들 근처에 못 가게 하는 중...", + "UI_LOADING_FLUFF_8": "견습갑의 창 수리하는 중...", + "UI_LOADING_FLUFF_7": "킹풋의 해골 닦는 중...", + "UI_LOADING_FLUFF_14": "투덜푸스한테 사탕 주는 중...", + "UI_LOADING_FLUFF_9": "팔라골린에게 기사 작위 수여 중...", + "UI_LOADING_FLUFF_10": "폭메라니안의 신관에 불 붙이는 중...", + "UI_LOADING_FLUFF_11": "벨로시라이플 재장전 중...", + "UI_LOADING_FLUFF_12": "티라포 재장전 중...", + "UI_LOADING_FLUFF_13": "수줍엘프의 가면 그리는 중...", + "UI_LOADING_FLUFF_16": "스파크탄을 유인하기 위해 피뢰침 늘리는 중...", + "UI_LOADING_FLUFF_15": "전숭이 충전 중...", + "NEW_GAME_INTRO_QUOTE_1": "이제 그 기사가 말을 달려 왕국을 가로지르고\\n위럴의 황무지로 나아가니, 그곳에는\\n주님과 선량한 자의 사랑을 받는 이가 적었도다.", + "UI_LOADING_FLUFF_17": "텔레냥 채널 변경 중...", + "UI_LOADING_FLUFF_18": "아포칼마귀에 대비 중...", + "UI_LOADING_FLUFF_19": "도로게 안내 중...", + "UI_LOADING_FLUFF_20": "랍스케이드 우회 중...", + "UI_LOADING_FLUFF_21": "민들레오 씨앗 부는 중...", + "UI_LOADING_FLUFF_22": "해바래곤에 물 주는 중...", + "UI_LOADING_FLUFF_23": "브러시룸 칠하는 중...", + "UI_LOADING_FLUFF_24": "팡곰흐의 작품 감상하는 중...", + "UI_LOADING_FLUFF_25": "태엽후드 감는 중...", + "UI_LOADING_FLUFF_26": "콩콩호박 조각 중...", + "UI_LOADING_FLUFF_28": "잘가조에게 잘 가라고 하는 중...", + "UI_LOADING_FLUFF_27": "브랙수트 옷 입히는 중...", + "UI_LOADING_FLUFF_29": "전지접시 보는 중...", + "UI_LOADING_FLUFF_30": "쓰레기봇 처리 중...", + "UI_LOADING_FLUFF_31": "멍퍼컷과 권투 중...", + "UI_LOADING_FLUFF_32": "신선롱으로 요리 중...", + "UI_LOADING_FLUFF_33": "폰데드 부활 중...", + "UI_LOADING_FLUFF_34": "뼈숍의 설교 참석 중...", + "UI_LOADING_FLUFF_36": "퀸닉스 폐하께 절하는 중...", + "UI_LOADING_FLUFF_35": "킹그레이브에게 충성 맹세 중...", + "UI_LOADING_FLUFF_38": "지니 엔토닉 소환 중...", + "UI_LOADING_FLUFF_37": "곰별레의 우주 공간에서의 생존력 시험 중...", + "NEW_GAME_INTRO_QUOTE_2": "가웨인 경과 녹색 기사\\n작가 불명, 14세기", + "CAMPING_CONFIRM": "여기서 야영할까?", + "CAFE_CAMPING_CONFIRM": "여기서 잠시 쉴까?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "소지 한도: {stacks}/{maximum}더미", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category}, {page}/{page_count}페이지", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "정렬", + "UI_INVENTORY_FILTER": "필터", + "UI_INVENTORY_FILTER_APPLIED": "필터 {num}개", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "소지품에서 현재 필터에 해당하는 [i]모든[/i] 스티커를 영구적으로 제거한다. 정말 스티커 {total}더미를 재활용할까? 총 {stacks}개의 스티커가 재활용된다.", + "UI_INVENTORY_BULK_RECYCLE": "일괄 재활용", + "UI_INVENTORY_FILTER_NAME": "이름", + "UI_INVENTORY_FILTER_RARITY": "희귀도:", + "UI_INVENTORY_FILTER_RARITY_ALL": "전체", + "UI_INVENTORY_FILTER_RARITY_COMMON": "일반", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "고급", + "UI_INVENTORY_FILTER_RARITY_RARE": "희귀", + "UI_INVENTORY_FILTER_CATEGORY": "분류", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "전체", + "UI_INVENTORY_FILTER_TYPE": "원소 타입", + "UI_INVENTORY_FILTER_TYPE_ALL": "전체", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "무타입", + "UI_QUEST_LOG_CATEGORY_QUESTS": "퀘스트", + "UI_QUEST_LOG_CATEGORY_RUMORS": "소문", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "도전 과제", + "UI_QUEST_LOG_NO_QUESTS": "퀘스트 없음.", + "UI_QUEST_LOG_NO_RUMORS": "소문 없음.", + "UI_QUEST_LOG_SECTION_MAIN": "메인 퀘스트", + "UI_QUEST_LOG_SECTION_SIDE": "부가 퀘스트", + "UI_QUEST_LOG_SECTION_OTHER": "기타", + "UI_QUEST_LOG_SECTION_COMPLETED": "완료", + "UI_QUEST_LOG_SECTION_ACHIEVED": "{0}/{1} 달성", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "미달성", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "숨겨진 업적 #{0}.", + "UI_QUEST_LOG_VIEW_BUTTON": "지도 확인", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "노래 재생", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "도장 카드 확인", + "UI_QUEST_TIMER": "남은 시간: {minutes}분", + "UI_QUEST_LOG_TRACK_BUTTON": "추적", + "UI_QUEST_LOG_UNTRACK_BUTTON": "추적 취소", + "UI_QUEST_TRACKER_RUMOR": "소문: {quest_title}", + "NOTIFICATION_ACHIEVEMENT": "업적 잠금 해제", + "NOTICEBOARD_TITLE": "순찰대 게시판", + "NOTICEBOARD_LEVEL": "{level}레벨", + "NOTICEBOARD_REMINDER_TITLE": "모든 순찰대원에게 알림:", + "NOTICEBOARD_REQUIREMENT_RANGER1": "이 퀘스트를 수행하려면 순찰대에 가입해 훈련을 마쳐야 한다.", + "NOTICEBOARD_REMINDER_BODY": "마을 주민들에게 소문을 물어 놓친 게 없는지 확인할 것! 이안테도 바빠서 모든 소문을 직접 조사할 수는 없으니까!", + "NOTICEBOARD_METER_LABEL": "다음 레벨까지 필요한 융합 물질: {amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "신규 퀘스트", + "NOTICEBOARD_REWARD_UNKNOWN": "???", + "NOTICEBOARD_NEXT_REWARD": "다음 보상:", + "NOTICEBOARD_METER_RATIO": "발견: {amount_owned} / {total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "신규 몬스터", + "NOTICEBOARD_REWARD_ITEMS": "아이템", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "퀘스트를 수락해야 더 자세한 정보를 확인할 수 있다.", + "NOTICEBOARD_QUEST_COMPLETED": "완료", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "이 퀘스트는 지금 수락할 수 없다. 다른 퀘스트를 완료하거나 나중에 돌아오자.", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "퀘스트 수락", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "일지에서 확인", + "CHOOSE_STARTER_OPTION1": "오싹오싹", + "CHOOSE_STARTER_TITLE": "어떤 스타일이 좋을까?", + "CHOOSE_STARTER_OPTION2": "달콤달콤", + "TUTORIAL_DEMO1.m": "데모 버전은 여기가 끝입니다. 저희 Bytten Studio에서는 여러분이 이 맛보기를 재밌게 즐기셨기를 바랍니다!", + "TUTORIAL_DEMO_TITLE": "플레이해주셔서 감사합니다!", + "TUTORIAL_DEMO2.f": "게임 본편에서 이 저장 파일을 이어서 플레이할 수 있습니다.", + "TUTORIAL_DEMO1.n": "데모 버전은 여기가 끝입니다. 저희 Bytten Studio에서는 여러분이 이 맛보기를 재밌게 즐기셨기를 바랍니다!", + "TUTORIAL_DEMO1.f": "데모 버전은 여기가 끝입니다. 저희 Bytten Studio에서는 여러분이 이 맛보기를 재밌게 즐기셨기를 바랍니다!", + "TUTORIAL_DEMO_STORE_BTN": "게임 본편 구매!", + "TUTORIAL_DEMO2.m": "게임 본편에서 이 저장 파일을 이어서 플레이할 수 있습니다.", + "TUTORIAL_DEMO2.n": "게임 본편에서 이 저장 파일을 이어서 플레이할 수 있습니다.", + "TUTORIAL_REMASTER_TITLE": "튜토리얼: 리마스터링", + "TUTORIAL_DEMO_STORE_BTN_NX": "닌텐도 e숍", + "TUTORIAL_REMASTER": "일부 테이프는 5성이 되면 '리마스터\\'할 수 있습니다.\\n\\n리마스터한 테이프는 더 강력한 형태로 진화하여 능력치가 증가하고 새로운 기술을 배웁니다.\\n\\n일부 몬스터 형태는 리마스터로만 획득할 수 있으며, 일부 테이프는 다양한 조건에 따라 다른 결과가 나올 수 있습니다.\\n\\n기회가 될 때마다 리마스터하세요!", + "TUTORIAL_FUSION_TITLE": "튜토리얼: 융합", + "TUTORIAL_FUSION1.f": "동료와 마음이 맞으면 더 강력한 하나의 몬스터로 융합할 수 있습니다.\\n\\n동료와 더 친할수록 융합 형태의 위력도 강해집니다.\\n\\n하지만 융합 게이지를 잘 지켜보세요! 게이지가 가득 찼을 때만 융합할 수 있습니다.", + "TUTORIAL_FUSION1.m": "동료와 마음이 맞으면 더 강력한 하나의 몬스터로 융합할 수 있습니다.\\n\\n동료와 더 친할수록 융합 형태의 위력도 강해집니다.\\n\\n하지만 융합 게이지를 잘 지켜보세요! 게이지가 가득 찼을 때만 융합할 수 있습니다.", + "TUTORIAL_FUSION1.n": "동료와 마음이 맞으면 더 강력한 하나의 몬스터로 융합할 수 있습니다.\\n\\n동료와 더 친할수록 융합 형태의 위력도 강해집니다.\\n\\n하지만 융합 게이지를 잘 지켜보세요! 게이지가 가득 찼을 때만 융합할 수 있습니다.", + "TUTORIAL_FUSION2": "융합 형태에서는 턴당 AP 획득량이 2에서 4로 증가하기 때문에 강력한 기술을 더 일찍 사용할 수 있습니다.\\n\\n또한 두 테이프의 기술을 전부 사용할 수 있으며, 능력치도 합산됩니다.", + "TUTORIAL_RELATIONSHIPS": "친구들의 호감도를 올리는 것은 매우 중요합니다. 동료와 친할수록 융합했을 때의 위력도 강해지기 때문이죠!\\n\\n같이 퀘스트를 완료하거나 함께 전투하면 더 친해질 수 있으며, 때가 되면 모닥불 또는 카페에서 휴식을 취해 호감도를 올릴 수 있습니다.", + "TUTORIAL_RECORDING1": "기록의 성공 여부는 기본적으로 확률에 따라 결정됩니다. 하지만 다음과 같은 다양한 요인이 성공 확률에 영향을 줄 수 있습니다.\\n\\n- 몬스터의 현재 HP\\n- 몬스터의 레벨 및 희귀도\\n- 기록 중에 해당 몬스터에게 준 피해\\n- 기록하는 캐릭터가 받은 피해", + "TUTORIAL_RELATIONSHIPS_TITLE": "튜토리얼: 호감도", + "TUTORIAL_RECORDING2": "기록하는 몬스터를 대상으로 한 공격에 상태 효과로 버프를 적용하면 피해량과 기록 성공 확률을 크게 높일 수 있습니다.\\n\\n기록하는 동안에는 대상 몬스터가 도망치거나 패배하지 않기 때문에, 실수로 쓰러뜨릴 걱정은 하지 않아도 됩니다!", + "TUTORIAL_RECORDING_TITLE": "튜토리얼: 테이프 기록", + "TUTORIAL_TAPE_STORAGE.f": "파티가 가득 찼을 때 기록한 테이프는 가방에 있는 특수한 저장 공간에 들어갑니다. 이러한 테이프는 모닥불 옆이나 카페에 앉았을 때 파티에 추가하거나 파티에서 제거할 수 있습니다.\\n\\n보관함 안의 필요 없어진 테이프는 재활용하여 자원과 스티커를 획득할 수 있습니다.", + "TUTORIAL_TAPE_STORAGE.m": "파티가 가득 찼을 때 기록한 테이프는 가방에 있는 특수한 저장 공간에 들어갑니다. 이러한 테이프는 모닥불 옆이나 카페에 앉았을 때 파티에 추가하거나 파티에서 제거할 수 있습니다.\\n\\n보관함 안의 필요 없어진 테이프는 재활용하여 자원과 스티커를 획득할 수 있습니다.", + "TUTORIAL_TAPE_STORAGE_TITLE": "튜토리얼: 테이프 보관함", + "TUTORIAL_STICKERS1": "전투에서 테이프를 사용할 때 이용할 수 있는 기술은 테이프에 붙인 스티커에 따라 다릅니다.\\n\\n소지품에서 스티커를 부착하여 테이프에 새로운 기술을 부여할 수 있습니다. 원하지 않는 기술은 제거하여 다시 스티커로 만든 다음 소지품에 넣을 수 있습니다.", + "TUTORIAL_STICKERS_TITLE": "튜토리얼: 스티커 및 기술", + "TUTORIAL_TAPE_STORAGE.n": "파티가 가득 찼을 때 기록한 테이프는 가방에 있는 특수한 저장 공간에 들어갑니다. 이러한 테이프는 모닥불 옆이나 카페에 앉았을 때 파티에 추가하거나 파티에서 제거할 수 있습니다.\\n\\n보관함 안의 필요 없어진 테이프는 재활용하여 자원과 스티커를 획득할 수 있습니다.", + "TUTORIAL_STICKERS2": "스티커 사용 횟수에는 제한이 없지만, 한 번에 한 테이프에만 붙일 수 있습니다.\\n\\n스티커는 다음과 같은 방법으로 획득할 수 있습니다.\\n\\n- 테이프의 경험치 막대 채우기\\n- 상자 또는 은닉처 발견\\n- 항구촌의 특정 상인에게서 구매", + "TUTORIAL_AP2": "각 파티원은 매턴 AP를 2 획득하며, 타입 상성상 우위에 있는 공격을 맞히면 추가로 1 획득합니다.\\n\\n미리 계획을 세워 약하지만 AP 소모가 적은 공격을 수행하며 AP를 비축한 후 나중에 가장 강한 공격을 수행하는 게 좋습니다.", + "TUTORIAL_AP_TITLE": "튜토리얼: AP", + "TUTORIAL_AP1": "이 주황색 네모를 잘 지켜보세요. 이건 행동 포인트, 줄여서 AP입니다.\\n\\n대부분의 기술은 AP를 소모해야 합니다. 기술을 사용하는 데 필요한 AP의 양은 기술의 이름 옆에 표시됩니다.\\n\\nAP가 특정 기술을 사용하기에 부족할 경우, 이번 턴에는 해당 기술을 사용할 수 없습니다.", + "TUTORIAL_ARCHANGEL_AP_TITLE": "튜토리얼: 대천사", + "TUTORIAL_ARCHANGEL_AP": "기술을 사용할 때 AP를 사용하는 여타 몬스터와는 다르게, 대천사는 AP가 10이 될 때까지 모읍니다.\\n\\n대천사의 AP가 10이 되면, 고유한 천사 공격으로 모든 힘을 한 번에 내뿜습니다.\\n\\n살아남으려면 기술을 전략적으로 사용해 단단한 방어 태세를 갖춰 놓거나, 대천사가 AP를 충분히 모으기 전에 물리치세요.", + "TUTORIAL_STATIONS1": "빠른 이동은 야외에 있을 때 언제나 지도 화면에서 사용할 수 있습니다.\\n\\n처음에는 그래머폰 카페로 돌아갈 수만 있지만, 기차역을 다시 열 때마다 빠른 이동의 목적지가 늘어납니다.", + "TUTORIAL_STATIONS_TITLE": "튜토리얼: 빠른 이동 및 기차역", + "TUTORIAL_STATIONS2": "머라인의 기차역에는 머나먼 곳에서 온 이상한 존재들이 자리 잡은 듯합니다.\\n\\n기차역을 꼼꼼하게 탐험하면 귀중한 정보와 보상을 얻을 수 있을지도 모릅니다.", + "TYPE_CHART_ATTACKER": "공격:", + "TYPE_CHART_DEFENDER": "방어:", + "TYPE_CHART_TRANSMUTATION": "변질:", + "TYPE_CHART_NO_REACTION": "반응 없음.", + "TYPE_CHART_BUFFS": "버프:", + "TYPE_CHART_DEBUFFS": "디버프:", + "TYPE_CHART_OTHER": "기타 효과:", + "TYPE_CHART_STATUS_AMOUNT": "×{amount}", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "위험한 전투입니다. 계속하려면 작동하는 테이프를 2개 이상 소지하고 있어야 합니다.", + "TITLE_SCREEN_PLAY_BUTTON": "플레이", + "TITLE_SCREEN_PRESS_BUTTON": "{control.ui_accept}를 누르세요", + "TITLE_SCREEN_LANGUAGE_BUTTON": "언어", + "TITLE_SCREEN_CREDITS_BUTTON": "제작진", + "UI_SETTINGS": "설정", + "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 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틯티틱틲틳틴틵틶틷틸틹틺틻틼틽틾틿팀팁팂팃팄팅팆팇팈팉팊팋파팍팎팏판팑팒팓팔팕팖팗팘팙팚팛팜팝팞팟팠팡팢팣팤팥팦팧패팩팪팫팬팭팮팯팰팱팲팳팴팵팶팷팸팹팺팻팼팽팾팿퍀퍁퍂퍃퍄퍅퍆퍇퍈퍉퍊퍋퍌퍍퍎퍏퍐퍑퍒퍓퍔퍕퍖퍗퍘퍙퍚퍛퍜퍝퍞퍟퍠퍡퍢퍣퍤퍥퍦퍧퍨퍩퍪퍫퍬퍭퍮퍯퍰퍱퍲퍳퍴퍵퍶퍷퍸퍹퍺퍻퍼퍽퍾퍿펀펁펂펃펄펅펆펇펈펉펊펋펌펍펎펏펐펑펒펓펔펕펖펗페펙펚펛펜펝펞펟펠펡펢펣펤펥펦펧펨펩펪펫펬펭펮펯펰펱펲펳펴펵펶펷편펹펺펻펼펽펾펿폀폁폂폃폄폅폆폇폈평폊폋폌폍폎폏폐폑폒폓폔폕폖폗폘폙폚폛폜폝폞폟폠폡폢폣폤폥폦폧폨폩폪폫포폭폮폯폰폱폲폳폴폵폶폷폸폹폺폻폼폽폾폿퐀퐁퐂퐃퐄퐅퐆퐇퐈퐉퐊퐋퐌퐍퐎퐏퐐퐑퐒퐓퐔퐕퐖퐗퐘퐙퐚퐛퐜퐝퐞퐟퐠퐡퐢퐣퐤퐥퐦퐧퐨퐩퐪퐫퐬퐭퐮퐯퐰퐱퐲퐳퐴퐵퐶퐷퐸퐹퐺퐻퐼퐽퐾퐿푀푁푂푃푄푅푆푇푈푉푊푋푌푍푎푏푐푑푒푓푔푕푖푗푘푙푚푛표푝푞푟푠푡푢푣푤푥푦푧푨푩푪푫푬푭푮푯푰푱푲푳푴푵푶푷푸푹푺푻푼푽푾푿풀풁풂풃풄풅풆풇품풉풊풋풌풍풎풏풐풑풒풓풔풕풖풗풘풙풚풛풜풝풞풟풠풡풢풣풤풥풦풧풨풩풪풫풬풭풮풯풰풱풲풳풴풵풶풷풸풹풺풻풼풽풾풿퓀퓁퓂퓃퓄퓅퓆퓇퓈퓉퓊퓋퓌퓍퓎퓏퓐퓑퓒퓓퓔퓕퓖퓗퓘퓙퓚퓛퓜퓝퓞퓟퓠퓡퓢퓣퓤퓥퓦퓧퓨퓩퓪퓫퓬퓭퓮퓯퓰퓱퓲퓳퓴퓵퓶퓷퓸퓹퓺퓻퓼퓽퓾퓿픀픁픂픃프픅픆픇픈픉픊픋플픍픎픏픐픑픒픓픔픕픖픗픘픙픚픛픜픝픞픟픠픡픢픣픤픥픦픧픨픩픪픫픬픭픮픯픰픱픲픳픴픵픶픷픸픹픺픻피픽픾픿핀핁핂핃필핅핆핇핈핉핊핋핌핍핎핏핐핑핒핓핔핕핖핗하학핚핛한핝핞핟할핡핢핣핤핥핦핧함합핪핫핬항핮핯핰핱핲핳해핵핶핷핸핹핺핻핼핽핾핿햀햁햂햃햄햅햆햇했행햊햋햌햍햎햏햐햑햒햓햔햕햖햗햘햙햚햛햜햝햞햟햠햡햢햣햤향햦햧햨햩햪햫햬햭햮햯햰햱햲햳햴햵햶햷햸햹햺햻햼햽햾햿헀헁헂헃헄헅헆헇허헉헊헋헌헍헎헏헐헑헒헓헔헕헖헗험헙헚헛헜헝헞헟헠헡헢헣헤헥헦헧헨헩헪헫헬헭헮헯헰헱헲헳헴헵헶헷헸헹헺헻헼헽헾헿혀혁혂혃현혅혆혇혈혉혊혋혌혍혎혏혐협혒혓혔형혖혗혘혙혚혛혜혝혞혟혠혡혢혣혤혥혦혧혨혩혪혫혬혭혮혯혰혱혲혳혴혵혶혷호혹혺혻혼혽혾혿홀홁홂홃홄홅홆홇홈홉홊홋홌홍홎홏홐홑홒홓화확홖홗환홙홚홛활홝홞홟홠홡홢홣홤홥홦홧홨황홪홫홬홭홮홯홰홱홲홳홴홵홶홷홸홹홺홻홼홽홾홿횀횁횂횃횄횅횆횇횈횉횊횋회획횎횏횐횑횒횓횔횕횖횗횘횙횚횛횜횝횞횟횠횡횢횣횤횥횦횧효횩횪횫횬횭횮횯횰횱횲횳횴횵횶횷횸횹횺횻횼횽횾횿훀훁훂훃후훅훆훇훈훉훊훋훌훍훎훏훐훑훒훓훔훕훖훗훘훙훚훛훜훝훞훟훠훡훢훣훤훥훦훧훨훩훪훫훬훭훮훯훰훱훲훳훴훵훶훷훸훹훺훻훼훽훾훿휀휁휂휃휄휅휆휇휈휉휊휋휌휍휎휏휐휑휒휓휔휕휖휗휘휙휚휛휜휝휞휟휠휡휢휣휤휥휦휧휨휩휪휫휬휭휮휯휰휱휲휳휴휵휶휷휸휹휺휻휼휽휾휿흀흁흂흃흄흅흆흇흈흉흊흋흌흍흎흏흐흑흒흓흔흕흖흗흘흙흚흛흜흝흞흟흠흡흢흣흤흥흦흧흨흩흪흫희흭흮흯흰흱흲흳흴흵흶흷흸흹흺흻흼흽흾흿힀힁힂힃힄힅힆힇히힉힊힋힌힍힎힏힐힑힒힓힔힕힖힗힘힙힚힛힜힝힞힟힠힡힢힣", + "UI_SETTINGS_GRAPHICS": "그래픽", + "UI_SETTINGS_AUDIO": "오디오", + "UI_SETTINGS_GAMEPLAY": "게임플레이", + "UI_SETTINGS_KEYBOARD": "키보드", + "UI_SETTINGS_CONTROLLER": "컨트롤러", + "UI_SETTINGS_DEFAULTS_BUTTON": "기본 설정으로 초기화", + "UI_SETTINGS_REBIND_BUTTON": "단축키 변경", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "전체 화면", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "켜짐", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "꺼짐", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "프레임 속도", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "해상도", + "UI_SETTINGS_GRAPHICS_PRESET_0": "낮음", + "UI_SETTINGS_GRAPHICS_PRESET": "그래픽 프리셋", + "UI_SETTINGS_GRAPHICS_PRESET_1": "보통", + "UI_SETTINGS_GRAPHICS_PRESET_2": "높음", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "커스텀", + "UI_SETTINGS_GRAPHICS_MODE_0": "성능", + "UI_SETTINGS_GRAPHICS_MODE": "그래픽 모드", + "UI_SETTINGS_GRAPHICS_MODE_1": "균형", + "UI_SETTINGS_GRAPHICS_MODE_2": "품질", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "안티에일리어싱", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "비활성화", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "2x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "4x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "8x MSAA", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "16x MSAA", + "UI_SETTINGS_VALUE_ON": "켜짐", + "UI_SETTINGS_VALUE_OFF": "꺼짐", + "UI_SETTINGS_GRAPHICS_DOF": "피사계 심도 블러", + "UI_SETTINGS_GRAPHICS_GLOW": "글로우", + "UI_SETTINGS_GRAPHICS_SHADOW": "오버월드 그림자", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "오버월드 스트리밍", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "팝인 감소", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "CPU 사용량 감소", + "UI_SETTINGS_CLOSE_CONFIRM": "변경 사항을 적용하지 않고 닫을까요?", + "UI_SETTINGS_SAVED": "설정 저장 완료!", + "UI_SETTINGS_AUDIO_VOLUME_Master": "전체 볼륨", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "효과음 볼륨", + "UI_SETTINGS_AUDIO_VOLUME_Music": "음악 볼륨", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "음성 볼륨", + "UI_SETTINGS_AUTOSAVE": "자동 저장", + "UI_SETTINGS_AUTOSAVE_ENABLED": "활성화", + "UI_SETTINGS_AUTOSAVE_DISABLED": "비활성화", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "활성화", + "UI_SETTINGS_SHOW_TIMER": "스피드런 타이머", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "표시", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "숨기기", + "UI_SETTINGS_QUEST_TRACKER": "HUD 퀘스트 추적", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "비활성화", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "상태 효과 튜토리얼", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "처음에만", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "항상 표시", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "표시하지 않음", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "활성화", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "비활성화", + "UI_SETTINGS_SCREEN_SHAKE": "화면 흔들림", + "UI_SETTINGS_VIBRATION_ENABLED": "활성화", + "UI_SETTINGS_VIBRATION": "컨트롤러 진동", + "UI_SETTINGS_VIBRATION_DISABLED": "비활성화", + "UI_SETTINGS_AI_SMARTNESS": "AI 난이도", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "더욱더 멍청함", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "더 멍청함", + "UI_SETTINGS_AI_SMARTNESS_EASY": "멍청함", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "권장", + "UI_SETTINGS_AI_SMARTNESS_HARD": "똑똑함", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "더 똑똑함", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "스카이넷 그 자체", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "비활성화", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "- 인간과 보스가 지능적으로 기술 선택\\n- 야생 몬스터는 대부분의 경우 무작위로 기술 선택", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "- 적이 더 무작위하게 기술 선택", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "- 적이 더 지능적으로 기술 선택", + "UI_SETTINGS_LEVEL_SCALING": "레벨 조정", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "지루함", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "더 쉬움", + "UI_SETTINGS_LEVEL_SCALING_EASY": "쉬움", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "권장", + "UI_SETTINGS_LEVEL_SCALING_HARD": "어려움", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "더 어려움", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "반복 사냥 필수", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- 레벨 조정 완전히 비활성화", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- 높은 레벨의 적이 플레이어에 맞춰 소폭 하향\\n- 낮은 레벨의 NPC 및 보스가 약간만 상향", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- 높은 레벨의 적이 플레이어에 맞춰 하향되지 않음\\n- 낮은 레벨의 NPC 및 보스가 플레이어에 맞춰 소폭 상향", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- 높은 레벨의 적이 플레이어에 맞춰 하향되지 않음\\n- 낮은 레벨의 적이 전부 플레이어에 맞춰 소폭 상향", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "메뉴 조작", + "UI_SETTINGS_KEYBOARD_ui_accept": "확인", + "UI_SETTINGS_KEYBOARD_ui_cancel": "취소", + "UI_SETTINGS_KEYBOARD_ui_page_up": "페이지 업", + "UI_SETTINGS_KEYBOARD_ui_page_down": "페이지 다운", + "UI_SETTINGS_KEYBOARD_ui_action_1": "UI 행동 1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "UI 행동 2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "UI 행동 3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "\\\"{0}\\\" 단축키 변경", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "게임 조작", + "UI_SETTINGS_CONTROLLER_move": "이동", + "UI_SETTINGS_KEYBOARD_move_up": "위로 이동", + "UI_SETTINGS_KEYBOARD_move_left": "왼쪽으로 이동", + "UI_SETTINGS_KEYBOARD_move_right": "오른쪽으로 이동", + "UI_SETTINGS_KEYBOARD_move_down": "아래로 이동", + "UI_SETTINGS_KEYBOARD_interact": "상호작용", + "UI_SETTINGS_KEYBOARD_jump": "점프", + "UI_SETTINGS_KEYBOARD_dash": "대시", + "UI_SETTINGS_KEYBOARD_magnetism": "자기력", + "UI_SETTINGS_KEYBOARD_climb": "기어오르기", + "UI_SETTINGS_KEYBOARD_pause_menu": "메뉴 표시", + "UI_SETTINGS_KEYBOARD_map_menu": "지도 표시", + "UI_SETTINGS_KEYBOARD_party_menu": "파티 표시", + "UI_SETTINGS_KEYBOARD_inventory_menu": "소지품 표시", + "UI_SETTINGS_KEYBOARD_fast_mode": "전투 속도 4배(길게 누르기)", + "UI_SETTINGS_KEYBOARD_PROMPT": "이 조작에 할당할 키를 최대 4개 누르세요.", + "CONTROLLER_DISCONNECTED_PASSIVE": "컨트롤러 연결이 끊어졌습니다.", + "UI_SETTINGS_KEYBOARD_INVALID": "모든 조작을 지정할 때까지 설정을 저장할 수 없습니다.", + "AUTOSPLIT_DISCONNECTED": "LiveSplit 서버와의 연결이 끊어졌습니다.", + "AUTOSPLIT_CONNECTED": "LiveSplit 서버와 연결되었습니다.", + "CONTROLLER_DISCONNECTED_MODAL": "컨트롤러 연결이 끊어졌습니다. 컨트롤러를 다시 연결하세요.", + "AUTOSPLIT_CONNECTION_FAILED": "LiveSplit 서버 연결에 실패했습니다.", + "AUTOSPLIT_RELOADED": "LiveSplit 구성을 다시 불러왔습니다.", + "AUTOSPLIT_RELOAD_FAILED": "LiveSplit 구성을 다시 불러올 수 없습니다.", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "컨트롤러", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "컨트롤러 연결이 끊어졌습니다", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "컨트롤러를 다시 연결하세요.", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "케일리의 지시를 따르세요.", + "UNKNOWN_BESTIARY_INDEX": "???", + "UI_JOYPAD_SELECT_LOAD_FILE": "로컬 협동 플레이를 시작하려면 파일을 불러오세요.", + "UI_JOYPAD_SELECT_JOIN": "{join_btn}를 누르세요", + "BESTIARY_INDEX_ARCHANGEL": "A{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} 나가기", + "UI_RANGER_STAMP_CARD_FLAGCODE": "식별 번호: {0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "새로 설치한 DLC를 플레이하려면 메인 메뉴로 돌아가세요", + "BESTIARY_INDEX_FUSION": "F{0}", + "DLC_INSTALLED_RESTART_PROMPT": "새로 설치한 DLC를 플레이하려면 게임을 다시 시작하세요", + "PAGE_NUMBER": "{page} / {count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "새로 설치된 유저 콘텐츠로 플레이하려면 게임을 다시 시작하세요", + "DLC_MOD_WARNING_TITLE": "주의!", + "DLC_UGC_DOWNLOADING": "유저 콘텐츠 다운로드 중 {num}/{total}...", + "DLC_MOD_WARNING": "모드를 적용한 상태로 게임을 실행합니다.\\n\\nBytten Studio와 Raw Fury는 해당 콘텐츠와 모드가 작동하는 방식에 책임을 지지 않습니다. 계속하기 전 설치한 콘텐츠의 제작자를 신뢰할 수 있는지 확인하세요.\\n\\n안전하고 즐겁게 플레이하세요!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "모드로 플레이", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "모드 없이 플레이", + "DLC_MOD_WARNING_DOCUMENTATION": "문서", + "DLC_MOD_WARNING_QUIT": "종료", + "GEARYU_DESCRIPTION": "금속 톱니바퀴 도마뱀", + "SALAMAGUS_LORE_1": "약삭빠른 도마뱁사는 화염 주술 등 다양한 비기를 수련한다. 도마뱁사의 머리에 달린 주머니에는 연료가 저장되어 있어, 그 연료를 사용해 불을 내뿜을 수 있다. 또한 이 연료 주머니는 툭 튀어나온 거대한 눈을 닮아 비전문가가 보면 착각할 수 있다.", + "SALAMAGUS_NAME_PREFIX": "도마", + "SALAMAGUS_NAME_SUFFIX": "뱁사", + "PYROMELEON_NAME_PREFIX": "화낼", + "SALAMAGUS_LORE_2": "마법사는 마법을 사용하는 이를 일컫는 말이다. 신화, 민간 전승, 대중 문화에서 매우 빈번하게 등장한다.", + "SALAMAGUS_DESCRIPTION": "세모 머리 도마뱀", + "PYROMELEON_NAME": "화낼레온", + "PYROMELEON_NAME_SUFFIX": "레온", + "PYROMELEON_LORE_1": "화낼레온은 화염 주술의 대가로, 불을 내뿜을 뿐만 아니라 마음껏 조작할 수도 있다. 종종 불에 대한 지배력을 과시하기 위해 혀 끝에 불꽃을 올려놓은 모습으로 목격되곤 한다.", + "PYROMELEON_DESCRIPTION": "혀가 긴 도마뱀", + "ICEPECK_LORE_2": "고드름은 물이 흘러 내리는 도중에 형성된다. 주로 겨울철이나 추운 기후에 나무와 건물에서 찾아볼 수 있다.", + "ICEPECK_LORE_1": "빙부리는 고드름으로 된 \\\"부리\\\"를 사용하여 공격해 오는 적을 물리친다. 따뜻한 기후에서는 부리가 완전히 녹아 없어진다고 하며, 그렇기 때문에 빙부리는 대부분의 경우 위럴산의 추운 고산 지대에서만 발견된다.", + "PYROMELEON_LORE_2": "파이로맨시는 불로 점을 치는 행위 뿐만 아니라 마법으로 불을 조작하고 만들어 내는 능력을 뜻하기도 하며, 이러한 기술을 사용하는 이는 \\\"파이로맨서\\\"라고 불린다.", + "CRYOSHEAR_NAME_PREFIX": "빙검", + "CRYOSHEAR_NAME": "빙검사", + "ICEPECK_DESCRIPTION": "고드름 부리가 달린 새", + "CRYOSHEAR_NAME_SUFFIX": "검사", + "CRYOSHEAR_DESCRIPTION": "얼음 칼을 들고 망토를 두른 생물", + "CRYOSHEAR_LORE_2": "빙하권은 북극과 남극처럼 지구의 표면에서 물이 대부분 얼어있는 부분을 일컫는다.", + "CRYOSHEAR_LORE_1": "빙검사는 대부분의 경우 얼음으로만 만들어진 두 개의 칼을 들고 있으며, 싸움이 벌어지면 그 칼을 사용해서 공격한다. 빙검사가 가장 자주 사용하는 공격은 두 개의 칼을 거대한 가위처럼 사용하는 것이다.", + "SPOOKI-ONNA_NAME": "썰렁녀", + "SPOOKI-ONNA_NAME_PREFIX": "썰렁", + "SPOOKI-ONNA_LORE_1": "전설에 따르면 썰렁녀는 위럴산의 정상에 오르려 드는 어리석은 이들 앞에 나타난다고 한다. 목격담에 의하면 여자 형상의 유령이 나타나 가까이 오라며 등반가를 꼬드긴 후, 차가운 죽음의 안개로 뒤덮어버린다고 한다.", + "SPOOKI-ONNA_NAME_SUFFIX": "녀", + "BOLTAM_NAME_PREFIX": "전숭", + "BOLTAM_NAME": "전숭이", + "SPOOKI-ONNA_LORE_2": "설녀는 일본 민간 전승에 등장하는 요괴다. 설녀에 대한 이야기는 무척 다양하지만, 보통 눈 또는 눈보라와 연관이 있으며 불운과 죽음을 불러오는 귀신 같은 여자로 묘사된다.", + "SPOOKI-ONNA_DESCRIPTION": "오싹한 안개 여자", + "BOLTAM_NAME_SUFFIX": "숭이", + "BOLTAM_LORE_1": "전숭이의 금속 머리는 전도성이 매우 높아 대기로부터 지속적으로 전류를 흡수한다. 전숭이는 그 에너지를 자기장으로 전환한 다음, 자기장을 사용해 지상과 공중에서 손쉽게 이동할 수 있다.", + "BOLTAM_DESCRIPTION": "핀볼 머리 생명체", + "BOLTAM_LORE_2": "자기력은 움직이는 전하에 의해 생성되는 힘이다. 금속에 전류를 흘려보내면 금속이 \\\"자화\\\"되어 자기장을 생성한다.", + "PLASMANTLER_NAME": "파워릴라", + "PLASMANTLER_NAME_PREFIX": "파워", + "PLASMANTLER_NAME_SUFFIX": "릴라", + "PLASMANTLER_LORE_2": "우리는 금속만 자성이 있다고 여기지만, 사실 모든 물질이 자기력의 영향을 받는다. 전자기력은 물리 세계의 기초가 되는 요소 중 하나라는 것이 현재 학계의 정설이다.", + "SPARKTAN_NAME": "스파크탄", + "PLASMANTLER_DESCRIPTION": "금속 머리와 뿔이 달린 몬스터", + "PLASMANTLER_LORE_1": "파워릴라는 전숭이의 성체로, 충분한 전기 에너지를 흡수하여 신체가 크게 성장했다. 파워릴라의 전자기장은 철이 아닌 물질조차 끌어당기거나 밀어낼 정도로 강력하다.", + "SPARKTAN_NAME_PREFIX": "스파크", + "SPARKTAN_LORE_1": "스파크탄은 살아있는 뇌운이다. 이들의 \\\"팔\\\"은 밀집된 전기 에너지로 이루어져 있으며, 자유자재로 늘어난다. 스파크탄은 조용히 구름 물질을 축적할 수 있는 고도가 높은 지역을 선호한다.", + "SPARKTAN_NAME_SUFFIX": "탄", + "SPARKTAN_LORE_2": "구름은 행성을 둘러싼 대기에 부유하는 입자로부터 형성된다. 지구의 구름은 수증기로 이루어져 있으며, 고도와 수분의 밀도에 따라 다른 모양을 띈다.", + "ZEUSTRIKE_NAME": "제우썬더", + "SPARKTAN_DESCRIPTION": "살아있는 뇌운", + "ZEUSTRIKE_NAME_PREFIX": "제우", + "ZEUSTRIKE_NAME_SUFFIX": "썬더", + "ZEUSTRIKE_LORE_2": "뇌우는 적란운 내의 얼음과 물이 일으키는 마찰이 전압이 생성될 정도로 방전을 일으키면 생성되며, 지면을 향해 방전되기도 한다.", + "ZEUSTRIKE_LORE_1": "제우썬더는 종종 서로 싸움을 벌이며, 이들의 번개로 이루어진 팔이 구름 속에서 맞부딪치는 광경은 뇌우와 구별할 수 없을 정도다.", + "ZEUSTRIKE_DESCRIPTION": "투구를 쓴 구름", + "KITTELLY_NAME_PREFIX": "텔레", + "KITTELLY_NAME": "텔레냥", + "KITTELLY_LORE_1": "텔레냥은 텔레비전을 닮은 \\\"얼굴\\\"에 표시되는 노이즈 패턴으로만 소통할 수 있다. 이러한 메시지는 해독하기 힘들기 때문에 일반적인 텔레냥은 다른 생물과 교감할 수가 없다.", + "KITTELLY_NAME_SUFFIX": "냥", + "KITTELLY_LORE_2": "검은 고양이는 종종 마녀 및 초자연 현상과 관련지어지며, 많은 화권에서 불운의 징조 또는 상징으로 여겨진다. 그러나 이는 부당한 오명이다.", + "CAT-5_NAME": "캣퓨터", + "KITTELLY_DESCRIPTION": "망가진 텔레비전 머리를 한 고양이", + "CAT-5_NAME_PREFIX": "캣", + "CAT-5_LORE_1": "캣퓨터는 플라스마 디스플레이를 닮은 얼굴을 하고 있지만, 앞을 보는 데에는 아무런 어려움이 없는 듯하다. 입이 없기 때문에 한 쌍의 케이블 꼬리로 대기 중의 정전기를 끌어들여서 전력을 수급한다.", + "CAT-5_NAME_SUFFIX": "퓨터", + "CAT-5_LORE_2": "카트시는 켈트 전설에 나오는 생물이다. 커다란 검은색 고양이를 닮은 모습으로 묘사되며, 망자의 영혼이 사후 세계로 건너가기 전에 훔쳐 간다고 전해진다.", + "JELLYTON_NAME": "젤리톤", + "CAT-5_DESCRIPTION": "평면 스크린 머리를 한 짐승", + "JELLYTON_NAME_PREFIX": "젤리", + "JELLYTON_LORE_1": "젤리톤은 불운한 폰데드가 늪에 빠져 벗어나지 못하면 생성된다. 폰데드의 신체는 서서히 분해된 후, 대부분 부드러운 독성 슬라임으로 이루어진 존재로 거듭난다. 전해지는 바로는 그 슬라임은 비료로서의 효과가 탁월하다고 한다.", + "JELLYTON_NAME_SUFFIX": "톤", + "JELLYTON_LORE_2": "\\\"슬라임 괴물\\\"은 현대 대중 문화에서 빈번하게 등장하며, 특히 판타지 미디어에서 자주 모습을 비춘다. 특정한 신화적 기원은 없지만, 주로 정해진 형태가 없이 젤리 또는 수액으로 이루어졌으며 닿는 물질을 전부 먹어 치우는 생물로 묘사된다.", + "JELLYTON_DESCRIPTION": "해골 머리를 한 슬라임 괴물", + "NEVERMORT_NAME": "까막의사", + "NEVERMORT_NAME_PREFIX": "까막", + "NEVERMORT_NAME_SUFFIX": "의사", + "NEVERMORT_LORE_1": "까막의사는 부리가 없으며, 도자기로 만든 역병 의사 가면을 쓰고 있다. 가면 아래의 얼굴은 가려져 있는 편이 낫다.", + "NEVERMORT_DESCRIPTION": "망토와 가면을 쓴 까마귀", + "NEVERMORT_LORE_2": "갈까마귀 등 까마귀과에 속한 새들은 수많은 문화권의 민간 전승과 예술품에서 자주 등장한다. 그리스 신화에서 갈까마귀는 아폴론이 아끼는 새로 묘사되며, 불운을 가져온다고 전해졌다.", + "APOCROWLYPSE_NAME": "아포칼마귀", + "APOCROWLYPSE_NAME_PREFIX": "아포칼", + "APOCROWLYPSE_NAME_SUFFIX": "칼마귀", + "APOCROWLYPSE_LORE_2": "역병 의사가 환자를 치료할 때 착용하는 상징적인 \\\"새 부리\\\" 의상은 16세기 샤를 드 로름에 의해 발명되었다. 가면 안에는 공기 감염을 막아 준다고 여겨졌던 향신료와 향수를 채웠다.", + "APOCROWLYPSE_LORE_1": "아포칼마귀는 망토와 가면에 더해 광을 낸 동물 해골로 장식한 허리띠 역시 두르고 있으며, 이로 인해 마치 망토를 두르고 해골 말을 탄 사람과 같은 형상을 하고 있다.", + "MAGIKRAB_NAME": "마법게", + "APOCROWLYPSE_DESCRIPTION": "다리가 네 개 달린 오싹한 새", + "MAGIKRAB_NAME_PREFIX": "마법", + "MAGIKRAB_NAME_SUFFIX": "게", + "MAGIKRAB_LORE_1": "마법게는 아주 오래전 뉴위럴로 옮겨진 첫 몬스터다. 이제는 거의 멸종했으며, 오직 한 개체만이 섬에 남아 기차역 직원으로 영원히 그리고 부지런히 일하고 있다.", + "MAGIKRAB_SUBTITLE": "열차 차장", + "CLOCKSLEY_NAME": "태엽후드", + "MAGIKRAB_DESCRIPTION": "마법사 모자를 쓴 게", + "MAGIKRAB_LORE_2": "마술사 모자는 무대에서 눈속임 묘기를 할 때 두루 사용되는 대표적인 소품이다. 마술사는 이러한 모자에서 토끼를 만들어 내거나 손수건이 사라지게 할 수 있다.", + "CLOCKSLEY_NAME_PREFIX": "태엽", + "CLOCKSLEY_NAME_SUFFIX": "후드", + "CLOCKSLEY_LORE_2": "톱니바퀴를 사용한 기계 장치는 고대부터 존재했지만, 그중에서도 태엽 장난감은 1800년대 서양에서 인기를 얻기 시작했다. 태엽 장난감은 주로 외부의 열쇠 구멍에 열쇠를 끼워 넣어 \\\"감는\\\" 것으로 작동한다.", + "CLOCKSLEY_LORE_1": "태엽후드는 움직임이 느리지만, 기다란 집게 팔을 사용해 안전한 거리에서 휴대 무기를 휘두를 수 있어 원거리 전투에서 고유한 이점을 보유하고 있다.", + "ROBINDAM_NAME": "로빈담", + "ROBINDAM_NAME_PREFIX": "로빈", + "ROBINDAM_NAME_SUFFIX": "담", + "ROBINDAM_LORE_2": "로빈 후드는 영국 민간 전승의 등장인물로 전 세계에 널리 알려져 있다. \\\"로빈 록슬리\\\"라고도 알려진 그는 주로 부자에게서 훔치고 약자에게 베푸는 의적으로 묘사된다.", + "ROBINDAM_LORE_1": "로빈담은 플라스틱 활과 화살을 사용하는 명사수로, 300미터 거리에서도 흡착 화살을 목표물에 정확하게 명중시킬 수 있다. 이들은 자신의 예리한 사격술과 그보다도 예리한 정의감을 자랑스럽게 여긴다.", + "CLOCKSLEY_DESCRIPTION": "기다란 집게 팔을 한 장난감 생물", + "TWIRLIGIG_NAME": "빙글아비", + "ROBINDAM_DESCRIPTION": "활과 화살을 사용하는 거대 로봇", + "TWIRLIGIG_NAME_PREFIX": "빙글", + "TWIRLIGIG_NAME_SUFFIX": "아비", + "TWIRLIGIG_LORE_2": "사람 형상으로 짚을 채워 만든 허수아비는 밭의 새를 쫓는 용도나 전투 훈련 도구로 사용되어 왔다.", + "KIRIKURI_NAME": "나무라이", + "TWIRLIGIG_DESCRIPTION": "폴짝폴짝 뛰어다니는 나무 허수아비", + "TWIRLIGIG_LORE_1": "빙글아비는 본디 조잡하게 만들어진 훈련용 허수아비였지만, 알 수 없는 방법을 통해 자아가 생겼다. 정교한 팔다리가 없기 때문에 이동하거나 공격하려면 몸을 관통하는 나무 말뚝을 축으로 삼아 회전해야만 한다.", + "KIRIKURI_NAME_PREFIX": "나무", + "KIRIKURI_LORE_1": "나무라이는 본디 무기 훈련용 허수아비였지만, 이제는 직접 무기를 휘두른다. 검술 연습에 사용하는 목검을 사용해 싸운다.", + "KIRIKURI_NAME_SUFFIX": "라이", + "KIRIKURI_LORE_2": "목검은 나무로 된 검으로, 무술 훈련에 주로 사용된다. 일반적으로는 일본도를 기반으로 하지만, 다른 종류의 검을 흉내 낸 다양한 모양과 크기로 만들어지기도 한다.", + "BRUSHROOM_NAME": "브러시룸", + "KIRIKURI_DESCRIPTION": "검과 방패를 든 나무 허수아비", + "BRUSHROOM_NAME_PREFIX": "브러시", + "BRUSHROOM_NAME_SUFFIX": "룸", + "BRUSHROOM_LORE_2": "그림의 역사는 인류만큼이나 오래되었으며, 붓의 역사도 마찬가지다. 선사 시대의 동굴 그림은 갈대나 머리카락로 만든 도구를 사용해 그려진 것으로 밝혀졌다.", + "BRUSHROOM_LORE_1": "브러시룸은 뛰어난 화가로, 머리에서 나오는 기이한 색소를 사용하여 색칠한다. 목격담에 따르면 사용하는 색깔에 따라 칠하는 사물의 물리적 성질을 바꿀 수 있다고 한다.", + "FUNGOGH_NAME": "팡곰흐", + "BRUSHROOM_DESCRIPTION": "붓을 들고 반다나를 두른 버섯", + "FUNGOGH_NAME_PREFIX": "팡", + "FUNGOGH_LORE_1": "팡곰흐는 서예를 전투에 접목한 몬스터다. 팡곰흐의 움직임은 재빠르고 효과적이며, 절제된 자세로 붓 모양의 지팡이를 휘둘러 공격한다.", + "FUNGOGH_NAME_SUFFIX": "곰흐", + "BUSHEYE_LORE_1": "덤불눈은 대부분의 경우 덤불 속에 숨어있는 모습으로 목격되며, 이러한 습성은 덤불눈이 포식자로부터 숨는 동시에 먹잇감을 기습할 수 있게 해준다. 덤불눈은 숨어있는 채로 한 번에 몇 시간 동안이나 꼼짝도 하지 않고 기다릴 수 있으며, 가끔은 졸다가 목표물을 기습할 기회를 놓치곤 한다.", + "FUNGOGH_LORE_2": "현대의 붓은 주로 나무 및 금속 손잡이와 털 및 나일론 붓촉으로 만들어진다. 고급 붓은 여전히 검은담비 또는 돼지와 같은 동물의 털을 사용한다.", + "FUNGOGH_DESCRIPTION": "콧수염 달린 버섯", + "HUNTORCH_NAME": "횃덤불", + "BUSHEYE_DESCRIPTION": "다리가 달린 걸어 다니는 덤불", + "BUSHEYE_LORE_2": "\\\"그린맨\\\"은 세계 곳곳의 민간 전승에 등장하는 존재로, 보통 나뭇잎으로 이루어진 얼굴로 묘사된다. 그린맨은 봄과 부활을 상징하며, 주로 건물의 정면에 새겨져 있다.", + "HEDGEHERNE_NAME": "풀나팔", + "HUNTORCH_NAME_PREFIX": "횃덤", + "HUNTORCH_LORE_1": "횃덤불은 끈질긴 사냥꾼으로, 수 킬로미터 앞서 있는 목표물도 손쉽게 추적할 수 있다. 이들은 항상 횃불을 가지고 다니며, 실수로 몸의 겉 부분을 이루는 나뭇잎에 불을 붙이곤 한다고 알려졌다.", + "HUNTORCH_NAME_SUFFIX": "불", + "HUNTORCH_LORE_2": "와일드 헌트는 유럽의 민간 전승에서 다양한 모습으로 등장하지만, 보통 말을 타고 달리는 초자연적인 사냥꾼 무리로 묘사된다. 사냥꾼들의 구체적인 정체는 사냥이 벌어지는 시기와 장소에 따라 다르다.", + "HUNTORCH_DESCRIPTION": "횃불을 든 뿔 달린 덤불", + "HEDGEHERNE_NAME_PREFIX": "풀", + "HEDGEHERNE_NAME_SUFFIX": "나팔", + "HEDGEHERNE_LORE_1": "풀나팔은 사냥의 대가로, 쫓을 가치가 있다고 생각되는 목표물이라면 무엇이든 끈질기게 추적한다. 이들이 가지고 다니는 뿔은 항상 불타고 있으며, 사냥감을 몰기 위해 숲을 통째로 태우는 것으로 알려져 있다.", + "HEDGEHERNE_LORE_2": "사냥꾼 허른은 잉글랜드 민간 전승에 등장하는 존재로, 사슴뿔이 달려 있으며 말을 타고 윈저 숲을 배회하는 남자의 모습으로 묘사된다. 또한 와일드 헌트 전설과도 연관이 있다.", + "BRAXSUIT_NAME": "브랙수트", + "HEDGEHERNE_DESCRIPTION": "불타는 뿔을 든 나뭇잎투성이 생물", + "BRAXSUIT_NAME_PREFIX": "브랙", + "BRAXSUIT_NAME_SUFFIX": "수트", + "BRAXSUIT_LORE_2": "1952년, 웨스트버지니아주의 브랙스턴 카운티에서 세 명의 소년이 기이한 외계인을 목격했다. 묘사에 따르면 스페이드 모양의 머리를 한 초록색 생명체였다고 한다.", + "BRAXSUIT_LORE_1": "브랙수트는 겉모습에 신경을 많이 쓴다. 칼라나 넥타이가 비뚤어지거나 헝클어지면 매우 괴로워하는 듯하다.", + "BRAXSUIT_DESCRIPTION": "넥타이를 하고 둥둥 떠다니는 동그란 머리의 생명체", + "FLAPWOODS_NAME_PREFIX": "펄럭", + "FLAPWOODS_NAME": "펄럭우즈", + "FLAPWOODS_LORE_1": "펄럭우즈는 부풀어 오른 망토 같은 신체를 갖고 있어, 마치 바람에 휘날려 공중에 떠 있는 천 조각처럼 보이곤 한다. 노란색 눈을 한 펄럭우즈의 공허한 응시는 매우 기분 나쁘다는 것이 중론이다.", + "FLAPWOODS_NAME_SUFFIX": "우즈", + "FLAPWOODS_LORE_2": "1952년의 \\\"플랫우즈 괴물\\\" 목격담은 이내 도시 전설이 되었다. 이 괴물에 대한 묘사는 매우 다양하지만, 특이한 머리 모양, 집게 같은 손, 펄럭이는 망토 같은 몸은 크립티드 및 외계인 마니아 사이에서 플랫우즈 괴물의 상징이 되었다.", + "FLAPWOODS_DESCRIPTION": "눈이 둥글고 팔이 둥둥 떠 있는 외계인", + "BINVADER_NAME": "쓰레기봇", + "BINVADER_NAME_PREFIX": "쓰레기", + "BINVADER_LORE_1": "쓰레기봇은 쓰레기통을 연상시키는 전투 차량에 탑승한 초록색 촉수 생명체로 보인다. 앞에 두 개의 \\\"팔\\\"이 달려 있으며, 하나는 치명적인 광선 공격을 발사하고 다른 하나는 공격적으로 찌르는 데 사용된다.", + "BINVADER_NAME_SUFFIX": "봇", + "BINVADER_LORE_2": "쓰레기를 버리는 통은 수천 년 전부터 사용되었으며, 로마의 도시에는 초기 형태의 쓰레기 수거 시스템이 존재했다. 우리가 아는 금속 \\\"쓰레기통\\\"은 1800년대 인기를 끌기 시작했으며, 고정된 철판을 원통 모양으로 용접하여 낮은 비용으로 제작되었다.", + "BINVADER_DESCRIPTION": "외계인 쓰레기통", + "BINTERLOPER_NAME": "재활리언", + "BINTERLOPER_NAME_PREFIX": "재활", + "BINTERLOPER_NAME_SUFFIX": "리언", + "BINTERLOPER_LORE_1": "재활리언은 쓰레기봇보다 높은 계급의 전사이며, 그렇기 때문에 더 강력한 전투 차량을 조종한다. 이들이 쓰레기봇에게 \\\"명령을 내리는\\\" 모습을 보았을 때, 이들 사이에는 일종의 군사적 계급 구조가 존재하는 것으로 추정된다.", + "BINTERLOPER_LORE_2": "20세기에 도시 내 가정에서 생산되는 쓰레기의 양이 크게 증가하면서 도시 쓰레기 처리 시스템이 발전하였으며, 이와 함께 바퀴 달린 쓰레기통이 두루 사용되게 되었다.", + "PAWNDEAD_NAME": "폰데드", + "BINTERLOPER_DESCRIPTION": "외계인이 탄 플라스틱 쓰레기통", + "PAWNDEAD_NAME_PREFIX": "폰", + "PAWNDEAD_LORE_1": "폰데드는 대부분의 시간을 휴면 상태로 보내며, 이때 자신의 신체를 단단한 화강암으로 변화시킨다. 지나가던 여행자는 이러한 폰데드 \\\"석상\\\"을 보고 깜짝 놀라곤 하며, 예기치 못하게 무표정의 해골 얼굴 몬스터에 둘러싸이곤 한다.", + "PAWNDEAD_NAME_SUFFIX": "데드", + "PAWNDEAD_LORE_2": "체스에서 \\\"폰\\\"은 가장 많은 말을 일컫는다. 폰은 한 번에 한 칸만 움직일 수 있으며, 앞쪽에 대각선으로 있는 말만 잡을 수 있다. 폰의 이동 능력은 제한적이지만 과소평가해서는 안 된다.", + "SKELEVANGELIST_NAME": "뼈숍", + "PAWNDEAD_DESCRIPTION": "팔이 없으며 머리가 큰 해골", + "SKELEVANGELIST_NAME_PREFIX": "뼈", + "SKELEVANGELIST_NAME_SUFFIX": "숍", + "SKELEVANGELIST_DESCRIPTION": "망토를 두른 떠다니는 해골", + "SKELEVANGELIST_LORE_2": "체스에서 \\\"비숍\\\"은 대각선으로 몇 칸이든 이동할 수 있다. 각 플레이어는 2개의 비숍을 가지고 게임을 시작한다.", + "SKELEVANGELIST_LORE_1": "뼈숍은 항상 기이한 성가를 속삭이듯이 부르고 있다. 그 노랫소리는 뼈숍이 정신력으로 돌과 바위를 조작하는 능력을 사용할 때 더 커진다.", + "QUEENYX_NAME": "퀸닉스", + "KINGRAVE_NAME_PREFIX": "킹", + "KINGRAVE_NAME": "킹그레이브", + "KINGRAVE_LORE_1": "킹그레이브의 몸은 밀도가 높지만 가공하기 쉬운 돌로 이루어져 있으며, 정교한 색깔로 칠해져 있다. 이들은 모피 망토를 바닥에 질질 끌며 천천히 미끄러지듯 움직인다.", + "KINGRAVE_NAME_SUFFIX": "그레이브", + "KINGRAVE_LORE_2": "\\\"킹\\\"은 체스에서 승리를 결정짓는 말이다. 체스에서 승리하기 위해서는 상대방이 무슨 수를 두든 상대방의 킹이 잡히는 상황을 만들어야 하며, 이를 체크메이트라고 일컫는다. 킹은 차례마다 한 칸만 움직일 수 있다.", + "KINGRAVE_DESCRIPTION": "거대한 \\\"킹\\\" 체스 말", + "QUEENYX_NAME_PREFIX": "퀸", + "QUEENYX_LORE_1": "퀸닉스는 자신이 가진 구체로 원소 에너지를 주입한 후, 그 구체를 상대를 향해 매우 정확하게 던질 수 있다. 퀸닉스는 다리가 없지만, 마치 공중을 활강하듯 단단한 지면 위를 미끄러지며 빠르게 이동할 수 있다.", + "QUEENYX_NAME_SUFFIX": "닉스", + "ALLSEER_NAME": "전지접시", + "QUEENYX_DESCRIPTION": "거대한 \\\"퀸\\\" 체스 말", + "QUEENYX_LORE_2": "\\\"퀸\\\"은 체스에서 가장 다재다능한 말이다. 퀸은 모든 방향으로 플레이어가 원하는만큼 몇 칸이든 움직일 수 있다. 많은 체스 전략에서 적의 퀸을 잡는 것이 핵심이다.", + "ALLSEER_NAME_PREFIX": "전지", + "ALLSEER_NAME_SUFFIX": "접시", + "ALLSEER_LORE_2": "\\\"비행접시\\\"의 목격담이 20세기 초중반에 급격히 증가하긴 했지만, 첫 기록은 거의 1000년 전까지 거슬러 올라간다. 오늘날 비행접시는 SF물에서 가장 흔하게 등장한다.", + "ALLSEER_LORE_1": "전지접시는 주로 밤중에 지면에서 수 미터 위를 부유하는 모습으로 목격된다. 전지접시라는 이름은 소름 끼치는 습성에서 따온 것으로, 이들은 깜빡이지 않는 하나의 진홍색 \\\"눈\\\"으로 모든 것을 꿰뚫어 보기라도 하는 것처럼 지나가는 인간을 조용히 관찰한다.", + "TRIPHINX_NAME": "세발크스", + "ALLSEER_DESCRIPTION": "비행접시", + "TRIPHINX_NAME_PREFIX": "세발", + "TRIPHINX_NAME_SUFFIX": "크스", + "TRIPHINX_LORE_2": "허버트 조지 웰즈의 소설 \\\"우주전쟁\\\"에서는 화성 침략자들이 거대한 금속 전투 기계를 조종하는 것으로 묘사된다. 그 \\\"트라이포드\\\"는 세 개의 긴 다리로 이동하며, 치명적인 열 광선을 내뿜을 수 있다.", + "TRIPHINX_LORE_1": "세발크스의 금속 외피는 그 무엇으로도 관통할 수 없다. 실은 일종의 외골격 또는 운송 수단을 조종 중인 유기체인 것으로 추측된다.", + "KHUFO_NAME_PREFIX": "피라", + "TRIPHINX_DESCRIPTION": "거대한 금속 트라이포드", + "KHUFO_NAME": "피라계인", + "KHUFO_NAME_SUFFIX": "계인", + "KHUFO_LORE_1": "피라계인은 전지접시가 비행 접시 모양의 껍데기를 벗은 또 다른 형태이다. 공격적이며 협상에 관심이 없는 피라계인은 신비로운 외계 기술로 만든 전투용 지팡이를 사용하여 상대를 공격한다.", + "KHUFO_LORE_2": "화성인은 화성에 거주하는 가공의 존재로, 전형적인 외계인의 모습을 하고 있다. 우주전쟁이라는 소설에서 작가 허버트 조지 웰즈는 화성인을 머리가 크고 수많은 촉수 다리가 달려 있는 문어 같은 생명체로 묘사했다.", + "GLAISTAIN_NAME": "글레이스테인", + "KHUFO_DESCRIPTION": "피라미드 외계인", + "GLAISTAIN_SUBTITLE": "스테인드글라스 요정", + "GLAISTAIN_NAME_PREFIX": "글레이", + "GLAISTAIN_NAME_SUFFIX": "스테인", + "GLAISTAIN_LORE_1": "글레이스테인은 오래된 교회의 폐허 안에 잠들어 있다. 글레이스테인의 몸은 마치 수천 개의 뾰족뾰족한 스테인드글라스 조각으로 만들어진 듯하며, 글레이스테인의 잠을 깨우는 어리석은 모험가에게 큰 시련을 안겨줄 것이다.", + "GLAISTAIN_LORE_2": "글래슈티그는 켈트 신화에 나오는 존재로, 다양한 모습으로 묘사되지만 주로 아름다운 여인의 모습을 한 정령 또는 요정으로 등장한다. 스코틀랜드 고지에 기원을 두고 있으며, 이야기에 따라 주민을 돕기도 하고 해를 끼치기도 한다.", + "UNDYIN_NAME": "언다인", + "GLAISTAIN_DESCRIPTION": "스테인드글라스 요정", + "UNDYIN_NAME_PREFIX": "언", + "UNDYIN_NAME_SUFFIX": "다인", + "UNDYIN_LORE_1": "언다인은 유령과 같은 모습을 하고 있으며, 무쇠 해안의 얕은 물에 매복해 있다가 가까이 다가온 불운한 이를 기습한다. 전설에 따르면 이들은 연인의 배 위에서 살해당한 후 바다에 버려진 신부의 복수심 가득한 영혼으로부터 탄생했다고 한다.", + "UNDYIN_DESCRIPTION": "무시무시한 유령 여인", + "UNDYIN_LORE_2": "제니 그린티스는 잉글랜드 민간 설화에 등장하는 인물이다. 호수 또는 강에 살며 머리카락이 긴 노파로 묘사되며, 자신의 영역에 가까이 다가온 아이들을 익사시킨다고 한다.", + "DIVEAL_NAME": "잠수개", + "DIVEAL_NAME_PREFIX": "잠수", + "DIVEAL_NAME_SUFFIX": "수개", + "DIVEAL_LORE_2": "잠수복은 1800년대에 처음 발명되었으며, 그 후 수많은 형태의 잠수복이 등장하였다. 주로 난파선과 함께 가라앉은 귀중품을 회수할 때 사용되었다.", + "DIVEAL_LORE_1": "잠수개의 헬멧은 물 속에서도 숨을 쉬게 해줄 뿐만 아니라, 물 위로 떠오를 수 있게 해주는 공기 방울이 들어있다. 호수와 바다에서는 매우 재빠르지만, 육지에서는 다소 움직임이 둔하다.", + "SCUBALRUS_NAME": "스쿠버끼리", + "DIVEAL_DESCRIPTION": "헬멧 쓴 물개", + "SCUBALRUS_NAME_PREFIX": "스쿠버", + "SCUBALRUS_NAME_SUFFIX": "버끼리", + "SCUBALRUS_LORE_2": "우리가 아는 모습의 구식 구리 다이빙 헬멧은 발명가인 아우구스투스 지베의 이름을 따 지베 헬멧이라 불린다. 그의 혁신적인 디자인에는 방수 잠수복과 물이 들어가지 못하게 하면서 공기를 들여보낼 수 있는 헬멧 밸브도 포함되어 있었다.", + "SCUBALRUS_LORE_1": "스쿠버끼리의 헬멧에는 튼튼한 청동 어금니가 자라나, 공격자들을 쫓아낼 수 있게 해준다. 또한 뒷다리가 자라난 덕분에 미성숙한 잠수개일 때보다 육지에서 더 재빠르고 위험하다.", + "SCUBALRUS_DESCRIPTION": "헬멧을 쓴 바다코끼리", + "AVEREVOIR_NAME_SUFFIX": "가조", + "AVEREVOIR_SUBTITLE": "커다란 새", + "AVEREVOIR_NAME_PREFIX": "잘가", + "AVEREVOIR_LORE_1": "잘가조는 거의 신화적 존재로, 뉴위럴의 역사를 통틀어 목격된 적은 열 번 남짓에 불과하다. 뉴위럴의 전설에 따르면 잘가조가 부리에 물고 있는 식물은 그 어떤 병도 치유할 수 있으며 영생을 준다고 한다. 하지만 물론 이를 손에 넣어 증명한 이는 아무도 없다.", + "AVEREVOIR_NAME": "잘가조", + "AVEREVOIR_LORE_2": "라이버 버드는 잉글랜드의 신화 속 생물이다. 가마우지와 유사한 새의 모습으로 묘사되며, 종종 부리에 나뭇가지를 물고 있다. 또한 잉글랜드의 도시 리버풀의 상징으로, 리버풀의 첫 문장에 기원을 두고 있다.", + "MASCOTOY_NAME": "마스코토이", + "AVEREVOIR_DESCRIPTION": "받침대 위에 앉아있는 거대한 새", + "MASCOTOY_NAME_PREFIX": "마스코", + "MASCOTOY_LORE_1": "마스코토이는 한때 일종의 캐릭터 코스튬이었지만, 이제는 느릿느릿 움직이는 시체에 더 가깝다. 이들은 폴리에스터 내장재를 질질 흘리며 버려진 곤두박질 백화점의 내부를 끝없이 방황한다고 알려져 있다.", + "MASCOTOY_NAME_SUFFIX": "토이", + "MASCOTORN_NAME": "누덕인형", + "FORTIWINX_NAME": "슬립샌드", + "MASCOTOY_LORE_2": "마스코트는 단체, 장소, 회사를 나타내기 위해 사용하는 캐릭터이다. \\\"마스코트\\\"라는 단어는 \\\"행운의 부적\\\"이라는 뜻의 프랑스어 단어 \\\"mascotte\\\"에서 왔다.", + "MASCOTOY_DESCRIPTION": "발톱 달린 마스코트 코스튬", + "MASCOTORN_NAME_PREFIX": "누덕", + "MASCOTORN_NAME_SUFFIX": "인형", + "MASCOTORN_DESCRIPTION": "내장재가 흘러나오는 거대한 마스코트 코스튬", + "MASCOTORN_LORE_2": "\\\"마스코트 코스튬\\\"은 20세기 중반 공연자가 마스코트 또는 캐릭터의 역할을 연기할 때 사용되며 인기를 끌기 시작했다. 주로 놀이공원과 관련이 있으며, 공연자들이 캐릭터를 연기하며 방문객과 소통하곤 한다.", + "MASCOTORN_LORE_1": "폴리에스터 내장재가 너무 불어나 몸이 안으로부터 찢겨진 마스코토이. 몸이 형태를 유지할 수 없을 때까지 내장재가 계속 자라나며, 결국에는 조각조각 찢어져 버린다.", + "THWACKALOPE_NAME": "퍽카로프", + "THWACKALOPE_NAME_PREFIX": "퍽카", + "THWACKALOPE_NAME_SUFFIX": "로프", + "THWACKALOPE_LORE_1": "스스로를 보호할 수 있는 나이로 성장한 퍽카로프는 주변 환경을 활용하여 임시적인 무기를 만든다. 가장 선호하는 것은 땅에서 뽑은 금속 기둥으로, 원래 묻혀 있었던 곳 주위의 땅덩어리까지 통째로 뽑아 든다.", + "SANZATIME_NAME": "시간모래", + "THWACKALOPE_DESCRIPTION": "날개 달린 토끼", + "THWACKALOPE_LORE_2": "재카로프는 미국 민간 전승에 등장하는 가공의 동물로, 사슴과 같은 풀이 달린 토끼다. 독일 민간 전승에 등장하는 가공의 동물인 볼퍼팅어도 재카로프와 유사하지만 새의 날개가 달려있다.", + "SANZATIME_NAME_PREFIX": "시간", + "SANZATIME_NAME_SUFFIX": "모래", + "SANZATIME_LORE_2": "모래시계는 일정한 시간을 측정하기 위한 장치이다. 양쪽 끝이 볼록한 유리에 모래가 채워져 있으며, 모래시계를 뒤집으면 한쪽에서 다른 쪽으로 흐르는 모래로 시간을 측정할 수 있다.", + "SANZATIME_LORE_1": "시간모래의 중추는 깨진 모래시계 모양의 \\\"머리\\\"인 것으로 보인다. 본체에서 분리된 모래는 즉시 생기를 잃지만, 반대로 모래와 접촉하면 몸집을 불릴 수 있다.", + "SANZATIME_DESCRIPTION": "손이 달린 깨진 모래시계", + "FORTIWINX_NAME_PREFIX": "슬립", + "FORTIWINX_NAME_SUFFIX": "샌드", + "FORTIWINX_LORE_1": "주변에서 충분한 모래를 모은 시간모래는 더욱더 강력한 신체를 형성할 수 있다. 슬립샌드는 덩치가 매우 크지만, 그 무거운 모래 몸이 마치 공기처럼 가볍기라도 한 듯이 움직일 수 있다. 슬립샌드의 주먹 한 방에는 모래 폭풍을 통째로 맞는 것과 같은 위력이 담겨있다.", + "FORTIWINX_DESCRIPTION": "가면 쓴 모래 괴물", + "JUMPKIN_NAME": "콩콩호박", + "FORTIWINX_LORE_2": "샌드맨은 유럽의 민간 전승에 등장하는 존재다. 잠자는 아이들의 눈에 모래를 뿌려 꿈을 꾸게 하는 요정 같은 생물로 묘사된다.", + "JUMPKIN_NAME_PREFIX": "콩콩", + "JUMPKIN_LORE_1": "평범한 호박에 젤리톤에서 나온 \\\"젤리\\\"를 바르면 자아를 얻어 콩콩호박이 된다. 콩콩호박은 호기심 많고 친근하며, 항상 몸을 움직이고 있다.", + "JUMPKIN_NAME_SUFFIX": "호박", + "JUMPKIN_LORE_2": "잭오랜턴은 호박을 파낸 장식품으로, 보통 얼굴 모양을 하고 있다. 전통적으로 핼러윈에 만들곤 하며, 종종 안에 촛불을 넣은 채 집 바깥에 내놓곤 한다.", + "JUMPKIN_DESCRIPTION": "뛰어다니는 호박", + "BEANSTALKER_NAME": "넝쿠리", + "BEANSTALKER_NAME_PREFIX": "넝", + "BEANSTALKER_NAME_SUFFIX": "쿠리", + "BEANSTALKER_DESCRIPTION": "오싹한 도끼 살인마 호박", + "BEANSTALKER_LORE_2": "\\\"도끼 살인마\\\"는 대중 문화에서 보편적으로 등장하는 인물 유형으로, 명칭처럼 도끼로 살인을 저지르는 인물을 일컫는다. 현대에는 유명한 도끼 살인마가 여럿 등장했다.", + "BEANSTALKER_LORE_1": "사악하게 변한 콩콩호박. 넝쿨과 식물성 물질로 이루어진 완전한 몸을 갖추었으며, 도끼를 들고 겁에 질린 희생양을 쫓는 것을 가장 좋아한다.", + "DRACULEAF_NAME": "드라큘잎", + "DRACULEAF_NAME_PREFIX": "드라", + "DRACULEAF_NAME_SUFFIX": "큘잎", + "DRACULEAF_LORE_2": "드라큘라는 브램 스토커가 1897년 출판한 고딕 소설이다. 드라큘라 백작이라는 흡혈귀와 그와 마주치는 인물들의 이야기를 다루고 있다. 드라큘라는 세상에서 가장 유명한 소설 중 하나로, 각종 미디어와 예술로 각색되거나 표현되었다.", + "DRACULEAF_LORE_1": "교활하게 변한 콩콩호박. 낙엽을 망토처럼 두른 드라큘잎은 먹잇감에게 친구인 척 접근한 후, 살점을 꿰뚫는 뿌리로 경계를 늦춘 상대에게서 생기를 흡수한다.", + "SPIROUETTE_NAME": "발레고둥", + "DRACULEAF_DESCRIPTION": "커다란 망토를 두른 송곳니 난 호박", + "SPIROUETTE_NAME_PREFIX": "발레", + "SPIROUETTE_NAME_SUFFIX": "고둥", + "SPIROUETTE_LORE_1": "발레고둥은 연체동물과 유사한 고등 생물이다. 중요한 장기는 전부 \\\"머리\\\"에 있는 껍데기 안에 있으며, \\\"몸통\\\"은 사실 길게 뻗어있는 다리이다. 발레고동은 재빠르고 우아하게 움직이며, 종종 비바람으로부터 자신을 보호하기 위해 해초를 망토처럼 두르곤 한다.", + "SPIROUETTE_LORE_2": "발레라고 알려진 무용 및 공연의 형태는 1500년대 이탈리아에 기원을 두고 있다. \\\"발레\\\"라는 단어는 이탈리아어로 \\\"춤을 추다\\\"는 뜻의 \\\"ballare\\\"에서 나왔다.", + "REGENSEA_NAME": "해파리나", + "SPIROUETTE_DESCRIPTION": "조가비 머리가 달린 춤추는 해양 생물", + "REGENSEA_NAME_PREFIX": "해파", + "REGENSEA_NAME_SUFFIX": "리나", + "REGENSEA_DESCRIPTION": "해파리 머리가 달린 춤추는 해양 생물", + "REGENSEA_LORE_1": "발레고둥이 매우 큰 변화를 겪으면 해파리나로 변할 수 있다. 껍데기를 완전히 벗어버린 해파리나의 몸은 95%가 물로 이루어져 있으며, 발레와 같은 움직임으로 강력한 물의 파도를 날릴 수 있다. 춤을 더 많이 연습할수록 물의 위력도 강해진다.", + "REGENSEA_LORE_2": "여자 발레 무용수인 발레리나의 삶은 매우 고되다. 전문 발레리나는 아주 어릴 때부터 훈련을 시작해야 하며, 과로로 인한 부상 때문에 경력에 영향을 받거나 발레를 그만둬야 하기 십상이다.", + "PADPOLE_NAME": "연챙이", + "PADPOLE_NAME_PREFIX": "연", + "PADPOLE_LORE_1": "연챙이는 개굴잎의 유생 단계로, 성체가 될 때까지 물 밑에 서식한다. 아직 제대로 된 팔다리가 자라지 않았기 때문에 긴 혀로 공격하며, 혀에서 분비되는 끈적거리는 점액으로 위협이 되는 상대의 움직임을 방해할 수 있다.", + "PADPOLE_NAME_SUFFIX": "챙이", + "PADPOLE_LORE_2": "닉세는 유럽의 민간 전승에 등장하는 수생 생물이다. 모습과 습성은 지역마다 제각각이지만, 주로 가까이 다가온 희생자를 꾀어 죽음으로 이끄는 물고기를 닮은 생물 또는 정령으로 묘사된다.", + "LILIGATOR_NAME": "수련악어", + "PADPOLE_DESCRIPTION": "꼬리 달린 수련 생물", + "FRILLYPAD_NAME": "개굴잎", + "FRILLYPAD_NAME_PREFIX": "개굴", + "FRILLYPAD_NAME_SUFFIX": "잎", + "FRILLYPAD_LORE_1": "연챙이의 성체. 개굴잎은 팔다리를 사용하여 먹이를 사냥할 수 있으며, 종종 연못 또는 호수의 물가에 매복하곤 한다. 그리고 자신이 먹을 수 있다고 판단하는 인간 혹은 기타 생물이 지나가면 긴 혀로 옭아매려 시도한다.", + "FRILLYPAD_DESCRIPTION": "커다란 눈이 달린 개구리 생물", + "FRILLYPAD_LORE_2": "켈피는 스코틀랜드 민간 전승에 등장하는 물의 정령이다. 닉세와 유사하게 호수 및 강에 서식하며 모습을 바꿀 수 있다. 때로는 아름다운 여인의 모습으로 묘사되지만, 말과 같은 모습으로 변할 수도 있다.", + "LILIGATOR_NAME_PREFIX": "수련", + "LILIGATOR_NAME_SUFFIX": "악어", + "KHEPRI_NAME_PREFIX": "케", + "LILIGATOR_LORE_1": "자연 환경의 개굴잎은 100마리 중 1마리 꼴로 수련악어로 성장한다. 수련악어는 물속에서 개굴잎의 경호원처럼 행동하며, 개굴잎이 상대할 수 없는 훨씬 강력한 적을 쫓아내 준다.", + "LILIGATOR_LORE_2": "그린딜로는 잉글랜드 민간 전승에 등장하는 가공의 생물이다. 호수에 사는 이 비늘 덮인 생물은 닉세 및 켈피와 공통점이 많으며, 긴 팔을 사용해 지나가는 아이를 붙잡아 익사시킨다.", + "LILIGATOR_DESCRIPTION": "눈이 없는 수련 생물", + "KHEPRI_NAME": "케프리", + "KHEPRI_SUBTITLE": "핵 딱정벌레", + "KHEPRI_NAME_SUFFIX": "프리", + "KHEPRI_DESCRIPTION": "떠다니는 딱정벌레 생명체", + "KHEPRI_LORE_2": "케프리는 고대 이집트 신화에 등장하는 아침 해의 신이다. 딱정벌레 머리가 달린 인간의 모습으로 묘사되며, 창조와 재탄생의 순환을 상징한다.", + "KHEPRI_LORE_1": "케프리는 저마다 뿔 사이에 작은 태양을 가지고 있으며, 그로부터 나오는 에너지로 양분을 얻는다. 공격당하면 그 태양을 자극하여 위협이 되는 대상에게 태양의 불꽃을 발사할 수 있다.", + "ARKIDD_NAME": "겜돌이", + "ARKIDD_NAME_PREFIX": "겜", + "ARKIDD_LORE_1": "겜돌이는 곤두박질 백화점이 나타난 후 뉴위럴에서 처음 목격되었다. 이들은 백화점 안을 이리저리 달리며 다른 몬스터 머리 위를 뛰어넘곤 하며, 일반적으로 과격한 태도를 보인다.", + "ARKIDD_NAME_SUFFIX": "돌이", + "ARKIDD_LORE_2": "아케이드 게임은 동전을 넣고 게임을 플레이할 수 있는 오락 기계를 일컫는다. 1970년대 초에 처음 등장한 아케이드 게임은 한동안 대중이 접할 수 있는 것 중 가장 우수한 그래픽을 보유한 게임이었다.", + "ARKIDD_DESCRIPTION": "번개 문양이 달린 로봇", + "CLUCKABILLY_NAME": "록끼오", + "CLUCKABILLY_NAME_PREFIX": "록", + "CLUCKABILLY_LORE_1": "록끼오는 반사회적인 태도가 특징이며, 성난 꼬꼬댁 소리가 어찌나 강렬한지 작은 충격파를 생성할 수 있을 정도이다.", + "CLUCKABILLY_NAME_SUFFIX": "끼오", + "CLUCKABILLY_LORE_2": "인간은 선사 시대부터 닭을 가축으로 키웠으며, 이로 인해 수탉은 모든 인간 문화권에서 중요한 숭배의 대상으로 비춰진다. 십이지에서는 12개의 동물 중 10번째이다.", + "CLUCKABILLY_DESCRIPTION": "거대한 펑크족 치킨", + "ROCKERTRICE_NAME": "로커트리스", + "ROCKERTRICE_NAME_PREFIX": "로커", + "ROCKERTRICE_NAME_SUFFIX": "트리스", + "ROCKERTRICE_LORE_2": "코카트리스는 가공의 생물로, 용과 흡사하나 수탉의 머리가 달린 모습으로 묘사된다. 역시 가공의 생물인 바실리스크와 유사하게 바라보기만 해도 사람을 죽일 수 있다고 알려져 있다.", + "ROCKERTRICE_DESCRIPTION": "모히칸 머리를 하고 부리가 달린 거대한 용", + "KUNEKO_NAME": "쿠네코", + "ROCKERTRICE_LORE_1": "로커트리스는 꿰뚫어보는 듯한 눈빛으로 유명하며, 로커트리스와 눈이 마주치는 이는 그 자리에 얼어붙는다고 한다. 또한 자신과 눈이 마주치는 이는 전부 싫어하는 것으로도 유명하며, 이 두 특징이 합쳐져 로커트리스를 더더욱 위험한 존재로 만든다.", + "KUNEKO_NAME_PREFIX": "쿠네코", + "KUNEKO_NAME_SUFFIX": "네코", + "KUNEKO_UNKNOWN_NAME": "수수께끼의 고양이 소녀", + "KUNEKO_LORE_2": "고양이 소녀는 인기 많은 캐릭터 유형으로, 주로 현대 일본 아트 및 애니메이션에서 등장하며 인간의 몸과 고양이 귀를 한 귀여운 소녀로 묘사된다. 일본 민간 전승에 등장하는 변신할 수 있는 고양이 요괴 바케네코에서 기원했을 가능성도 있다.", + "KUNEKO_LORE_1": "천사와 악마 사이에서 태어난 쿠네코는 갓난아기 때 닌자 부족 은신처의 문 앞에 버려졌다. 훈련을 통해 인술과 우정을 배운 쿠네코는 이제 힘이 깃들어 있는 네 가지 원소의 성소를 찾아 온 세계를 떠돌고 있다. 과연 쿠네코는 자신의 진정한 소명을 찾을 수 있을 것인가?", + "KUNEKO_SUBTITLE": "수수께끼의 고양이 소녀", + "SHINING_KUNEKO_NAME": "광휘의 쿠네코", + "KUNEKO_DESCRIPTION": "애니 고양이 소녀", + "SHINING_KUNEKO_NAME_PREFIX": "광휘의", + "SHINING_KUNEKO_NAME_SUFFIX": "쿠네코", + "SHINING_KUNEKO_SUBTITLE": "해방된 피조물", + "SHINING_KUNEKO_LORE_1": "쿠네코가 자신의 내면에 깃든 네 가지 원소를 하나로 합치면 그녀의 진정한 잠재력이 깨어나며, 몸속을 흐르는 우주적 에너지로 인해 상상을 초월한 힘을 손에 넣게 된다.", + "SHINING_KUNEKO_LORE_2": "망가는 일본에서 제작된 만화 및 그래픽 아트를 뜻한다. 일본은 물론 현대 세계 곳곳에서 소비되는 일본 만화는 장르와 타깃층이 매우 다양하다.", + "ANATHEMA_NAME": "아나테마", + "SHINING_KUNEKO_DESCRIPTION": "빛나는 애니 고양이 소녀", + "ANATHEMA_SUBTITLE": "잘못된 융합", + "ANATHEMA_NAME_SUFFIX": "테마", + "ANATHEMA_NAME_PREFIX": "아나테", + "ANATHEMA_LORE_1": "아나테마는 키메라, 즉 다양한 몬스터의 신체 부위를 수술로 부착하여 만든 끔찍한 짐승이다. 의도적으로 만들어진 것은 분명하지만, 과연 누가 어떤 목적으로 만들었는지는 알려지지 않았다.", + "ANATHEMA_DESCRIPTION": "징그러운 프랑켄슈타인 몬스터", + "ANATHEMA_LORE_2": "그리스 신화에서 키메라는 다양한 동물의 신체 부위로 이루어진 생물을 일컫는다. 신화 속 키메라는 염소 머리와 뱀 꼬리가 달린 사자의 모습을 하고 있다. 그 후 \\\"키메라\\\"는 원래 의미와 같이 다양한 신체 부위로 이루어진 생물을 가리키는 용어로 쓰이게 되었다.", + "MISS_MIMIC_NAME": "미믹아씨", + "MISS_MIMIC_SUBTITLE": "팜므 파탈", + "MISS_MIMIC_NAME_PREFIX": "미믹", + "MISS_MIMIC_LORE_1": "미믹아씨는 귀중한 물건의 모습을 흉내낼 수 있으며, 뉴위럴에서는 순찰대가 섬 곳곳에 남겨둔 아이템 상자의 모습을 흉내 내곤 한다. 귀중한 보급품을 찾는 순찰대원은 보급품은커녕 미믹아씨의 가시 달린 발톱을 마주하게 될지도 모른다.", + "MISS_MIMIC_NAME_SUFFIX": "아씨", + "MISS_MIMIC_LORE_2": "한 생명체가 다른 생명체 또는 사물을 닮도록 진화하는 것을 의태라고 하며, 자연에서는 의태의 예를 아주 많이 찾아볼 수 있다. 의태에는 포식자로부터 목숨을 숨기는 것 등 여러가지 장점이 있다.", + "MISS_MIMIC_DESCRIPTION": "함정이 설치된 아이템 상자", + "PONDWALKER_NAME": "보행어", + "PONDWALKER_NAME_PREFIX": "보행", + "PONDWALKER_NAME_SUFFIX": "행어", + "PONDWALKER_LORE_2": "\\\"어항\\\"의 역사는 로마 제국까지 거슬러 올라가며, 로마의 시민들은 장식이 되어 있는 커다란 도자기 그릇에 금붕어를 키우곤 했다. 종종 묘사되는 것처럼 단순한 유리 그릇에 금붕어를 넣어놓는 것은 사실 금붕어의 건강에 해롭다.", + "PONDWALKER_LORE_1": "보행어는 뉴위럴의 몬스터가 다른 곳에서 기원했으며, 섬의 토착 생물일 리 없다는 명백한 증거이다. 보행어의 로봇 보행 외골격은 고도로 발전된 기계 장치로, 안에 있는 물고기를 완벽하게 보호해준다.", + "PONDWALKER_DESCRIPTION": "메카 수트에 탑승한 금붕어", + "SHARKTANKER_NAME": "메카상어", + "SHARKTANKER_NAME_PREFIX": "메카", + "SHARKTANKER_NAME_SUFFIX": "상어", + "SHARKTANKER_LORE_1": "\\\"보행어\\\" 안에 있는 물고기가 상어로 자라고, 외골격이 그에 맞춰 변화한 형태다. 전투용 강철 발톱이 달린 손에는 정교한 물 펌프도 있어, 근접전에서는 물론 원거리에서도 강력한 물줄기를 분사할 수 있다.", + "SHARKTANKER_LORE_2": "상어는 대형 어류의 일종으로, 4억2천만 년 전에 이미 초기 형태의 상어가 존재하고 있었다는 게 증명되었다. 상어, 특히 백상아리는 대중문화에서 인간에게 위험한 동물로 널리 알려졌다.", + "SHARKTANKER_DESCRIPTION": "메카 수트에 탑승한 상어", + "BEAR1_NAME_PREFIX": "거지", + "BEAR1_NAME": "거지곰", + "BEAR1_LORE_1": "사랑스러운 거지곰은 포옹과 신체적 애정 표현을 무척 좋아한다. 또한 접촉하는 대상에게 자신의 상처 또는 병을 옮길 수 있다. 이러한 특징이 합쳐져 매우 혼란스러운 결과를 일으키곤 한다.", + "BEAR1_NAME_SUFFIX": "곰", + "BEAR1_DESCRIPTION": "곰 의상을 입은 작은 곰", + "BEAR2_NAME": "왕자곰", + "BEAR1_LORE_2": "'테디 베어\\'는 어린이를 위한 일종의 인형 장난감이다. 본래 20세기 초에 처음 만들어진 초기의 테디 베어들은 비슷한 시기에 미국과 독일에서도 등장했다.", + "BEAR2_NAME_PREFIX": "왕자", + "BEAR2_LORE_1": "거지곰은 늘 자신의 곰 의상을 수선하고 개조하며 크기를 늘린다. 그리고 의상이 충분히 멋있어진 거지곰은 왕자곰이 된다. 왕자곰은 덩치가 큰 편으로, 어디까지가 몸이고 어디부터가 의상인지는 알려지지 않았다.", + "BEAR2_NAME_SUFFIX": "곰", + "MINOSTEAM_NAME": "미노스팀", + "BEAR2_DESCRIPTION": "곰 의상을 입은 크고 날씬한 곰", + "BEAR2_LORE_2": "테이 베어는 20세기 초에 탄생한 이래 전 세계적으로 잘 알려진 문화적 상징이 되었고, 이제 세계 곳곳에서 유명한 테디 베어 캐릭터를 많이 찾아볼 수 있다.", + "ROBIN_LORE_1": "희극에 등장할 법한 장난꾸러기 로빈 굿펠로는 한때 선한 마음을 가지고 있었지만, 자신을 탄생시킨 연극을 발견하면서 자신이 정말 희극의 등장인물이라는 것을 깨닫게 되었다. 이로 인해 절망에 빠진 굿펠로는 인간을 향해 잔혹한 적개심을 품게 되었다.", + "MINOSTEAM_SUBTITLE": "산업화를 이끄는 놋쇠 황소", + "MINOSTEAM_NAME_PREFIX": "미노", + "MINOSTEAM_NAME_SUFFIX": "스팀", + "MINOSTEAM_LORE_2": "미노타우르스는 그리스 신화에 등장하는 존재다. 인간의 몸과 황소의 머리를 한 이 짐승은 너무 위험하다고 여겨져 복잡한 미궁 안에 봉인되었다.", + "MINOSTEAM_DESCRIPTION": "놋쇠 황소", + "AA_LAMENTO_MORI_NAME": "라멘토 모리", + "AA_LAMENTO_MORI_SUBTITLE": "죽음의 꿈", + "MINOSTEAM_LORE_1": "미노스팀은 계속해서 청동으로 된 신체 내에 압축된 증기를 생성하며, 이를 사용해 거대한 주먹으로 강력한 일격을 날리곤 한다. 다른 세계에서 뉴위럴로 소환된 모양이지만, 정확히 어디서 왔는지는 알려지지 않았다.", + "LAMENTO_MORI_LORE_2": "죽음에 대한 공포의 화신인 라멘토 모리는 인류의 죽음을 향한 공포와 불안으로부터 태어난 가장 어린 대천사이다.", + "LAMENTO_MORI_LORE_1": "라멘토 모리는 나이에 비해 무척 강력한 대천사로, 자신의 기차역 플랫폼을 무덤 같은 방들로 이루어진 미로로 바꿔놓았다. 그 심연 속으로 감히 발을 내딛는 불운한 이는 그 안에 갇혀 고통받게 된다.", + "AA_PUPPET_SUBTITLE": "꼭두각시의 주인", + "AA_PUPPET_NAME": "포피톡스", + "PUPPET_LORE_2": "꼭두각시 인형극의 화신 포피톡스는 자신의 모조품을 만들고자 하는 인류 사회의 욕망에서 태어났다.", + "PUPPET_LORE_1": "포피톡스는 몸이 기이하고 뒤틀린 물질로 이루어져 있으며, 자신으로부터 그 물질을 한 덩이 떼어내 상대의 조악한 모형을 만들 수 있다. 그러한 주술 인형은 흉내 낸 대상과 기이한 방식으로 연결되어 있어, 자신이 받은 모든 피해를 그 대상에게 전달할 수 있다.", + "AA_PUPPET_EFFIGY_NAME": "주술 인형", + "AA_MONARCH_NAME": "공허 군주", + "AA_MONARCH_SUBTITLE": "허무의 왕", + "AA_MONARCH_MINION_NAME": "공허 농민", + "MONARCH_LORE_1": "공허 군주는 곤두박질 백화점 밑에 기거하며, 인간이 말초적인 미디어와 콘텐츠에 인생을 허비할 때 발산하는 잃어버린 가능성을 양분으로 삼는다.", + "MONARCH_LORE_2": "소비주의의 화신인 공허 군주는 무엇보다도 오락과 미디어에 전념하는 인류의 집단 의식으로부터 탄생했다.", + "AA_ROBIN_SUBTITLE": "한여름 밤의 꿈", + "AA_ROBIN_NAME": "로빈 굿펠로", + "ROBIN_LORE_2": "연극의 화신 로빈 굿펠로는 연극과 이야기에 대한 인류의 열정으로부터 탄생했다. 다른 대천사와는 다르게 로빈의 실체화한 모습은 윌리엄 셰익스피어의 희곡 한여름 밤의 꿈에 기반한 형태로 고정되어 있다.", + "AA_MAMMON_NAME": "맘몬", + "AA_MAMMON_SUBTITLE": "투기단 대표", + "MAMMON_LORE_1": "맘몬은 다른 대천사와는 다르게 뉴위럴 밑의 미궁 같은 기차역에 살지 않으며, 자신이 직접 만든 콘크리트 요새에서 자신의 \\\"투기단\\\" 군단을 이끈다. 투기단은 맘몬의 방대한 힘으로부터 자율성을 부여받은 텅 빈 껍데기에 불과하다.", + "AA_CUBE_NAME": "헤카헤드론", + "AA_CUBE_SUBTITLE": "신플라톤주의적 고체", + "MAMMON_LORE_2": "자본주의의 화신인 맘몬은 사회가 인간의 고통을 포함한 그 무엇보다도 금전적 이득을 중시하는 수많은 세계로 인해 탄생했다.", + "AA_ALICE_SUBTITLE": "이상한 나라의 추방된 여왕", + "ALICE_LORE_2": "자존심의 화신인 앨리스는 인류의 깊은 이기심으로부터 태어났다.", + "ALICE_LORE_1": "자신이 관대한 공주라고 생각하는 앨리스는 손님을 맞이하는 걸 즐기지만, 이는 사람을 가지고 놀다가 질리면 아무렇지 않게 버리는 장난감으로 여기기 때문이다.", + "AA_ALICE_NAME": "앨리스", + "CUBE_LORE_2": "수학의 화신. 비교적 최근에 태어난 대천사인 헤카헤드론은 인류가 오만으로 가득한 과학적 및 수학적 사고의 시대에 도달했을 때 탄생했다.", + "CUBE_LORE_1": "헤카헤드론의 신체는 근본적으로 고정되어 있어, 어떤 각도에서 바라봐도 정확히 같은 모습을 유지한다. 이는 당연한 현상으로, 모든 대천사의 \\\"물리적 형체\\\"는 고차원적 존재가 드리우는 3차원 그림자에 불과하며 대천사는 유클리드적 과학에 구애받지 않기 때문이다.", + "AA_TOWER_NAME": "바벨리스", + "MORGANTE_LORE_1": "모르간테는 한때 알레프를 따라 수많은 세계를 모험했으며, 수많은 신화 및 전설에서 마녀 또는 강력한 여신으로 등장했다. 뉴위럴에서 나가는 유일한 \\\"관문\\\"이 있는 밤다리역이 모르간테의 거처였으며, 그녀는 노래의 가사 안에 그 역을 숨겨놓았다.", + "AA_TOWER_SUBTITLE": "무지의 탑", + "TOWER_LORE_1": "위럴산 정상의 기차역에 기거하는 바벨리스는 그곳에서 두서 없는 말을 횡설수설 소리치지만, 그 소리는 거의 아무에게도 닿지 않는다.", + "TOWER_LORE_2": "무지의 화신 바벨리스는 두려움, 불편함, 자존심으로 인해 진실을 거부하는 인류의 특이한 능력으로부터 탄생했다.", + "AA_MORGANTE_SUBTITLE": "저항의 정신", + "MORGANTE_LORE_2": "저항의 화신 모르간테는 연결된 우주에서 가장 오래된 \\\"대천사\\\" 중 하나이다. 저항은 정복과 대척점에 서 있는 힘으로, 모르간테와 알레프가 결국 영원한 숙적으로 돌아서는 것은 필연적이다.", + "AA_FINALGANTE_NAME": "모르간테 게슈탈트", + "FINALGANTE_LORE_1": "불가능에 맞서 싸우고자 하는 의지와 모르간테의 남아있는 의지가 합쳐져 모르간테 게슈탈트를 탄생시켰다. 모르간테 게슈탈트는 뉴위럴에서 \\\"대천사\\\"라고 불리는 에그레고르 중 하나로, 에그레고르는 현실을 바꾸고자 하는 의지가 합쳐져 탄생한 존재이다. 이러한 힘은 모든 인류의 내면에 깃들어 있다.", + "AA_FINALGANTE_SUBTITLE": "소환: 저항의 정신", + "FINALGANTE_LORE_2": "게슈탈트는 전체가 부분의 합보다 큰 것을 가리킨다. 개개인의 주변 세상을 변화시키는 능력은 제한적이지만, 하나로 합쳤을 때 그 잠재력은 무한하다.", + "AA_SERPENT_SUBTITLE": "뱀신", + "AA_SERPENT_NAME": "애도의 별", + "AA_ALEPH_NAME": "알레프", + "ALEPH_LORE_1": "알레프는 한때 대천사 무리를 이끌고 연결된 우주의 곳곳을 누볐으며, 그 과정에서 수많은 전투를 지휘하면서 오늘날까지 전해지는 유명한 전설들의 일부가 되었다. 그는 자신의 차원문 머리를 사용하여 자신을 제외한 모두를 원하는 곳 어디로든 보낼 수 있다.", + "AA_ALEPH_SUBTITLE": "붉은 정복왕", + "SERPENT_LORE_2": "헌신의 화신인 애도의 별은 인류가 만들어내고 숭배하는 수많은 신과 우상을 향한 헌신으로부터 탄생했다.", + "SERPENT_LORE_1": "애도의 별은 다른 이의 헌신을 양분으로 삼는 사악한 존재로, 헌신이 충분히 강하지 않은 이의 경우 목숨을 잃을 수도 있다. 애도의 별은 언젠가 추종자들이 죽음이 기다리는 자신의 지하 기차역으로 내려올 수 있기를 바라며 쉬지 않고 속삭인다.", + "ALEPH_LORE_2": "정복의 화신 알레프는 인간의 호전적인 본성과 정복욕으로부터 탄생했다. 그는 한때 모르간테, 앰버, 모드리드 등 자신이 \\\"원탁\\\"이라고 부른 대천사들을 이끌었다. 그 동맹 중 아직까지 뉴위럴에 남아있는 것은 알레프와 모르간테뿐이다.", + "ALEPH_NULL_LORE_1": "자신의 전성기 시절 힘을 되찾은 알레프. 그가 다시 예전처럼 연결된 우주를 누비게 놔둔다면 분명 어마어마한 고통이 뒤따를 것이다.", + "AA_ALEPH_NULL_NAME": "알레프 제로", + "AA_ALEPH_NULL_SUBTITLE": "영원한 전쟁의 화신", + "ALEPH_NULL_LORE_2": "6세기경 알레프가 브리튼의 군주로 활동한 시절을 기반으로 쓰여진 전설에는 그가 언젠가 돌아와 왕좌를 되찾을 것이라고 쓰여있다. 이번에는 패배했지만, 인간이 계속해서 서로를 죽일 방법을 찾는 한 알레프는 언젠가 그 목적을 달성하게 될 것이다.", + "AA_HELIA_NAME": "헬리아", + "AA_HELIA_SUBTITLE": "융합의 과정", + "HELIA_LORE_1": "융합의 힘의 화신인 헬리아는 온 우주의 각종 융합을 관장한다. 자신이 탄생한 세계에서 그녀는 핵융합을 연구하던 인간 과학자의 연구실에서 처음 현신했다.", + "HELIA_LORE_2": "헬리아의 기억은 자신이 현신하기 훨씬 이전까지 거슬러 올라가며, 심지어 우주의 첫 핵융합까지 기억하는 것으로 보인다. 그렇기에 헬리아는 뉴위럴에서 가장 나이가 많은 대천사일 가능성이 높으며, 수천 년 전부터 알레프의 계획을 샅샅이 알고 있었다.", + "AA_AMBER_LORE_1": "앰버는 수수께끼에 싸여있지만 친절한 대천사로, 우주를 여행하는 이들을 안전하게 옮겨준다. 앰버는 자유롭게 세계 사이를 왕래할 수 있으며, 손님으로 가득한 고급 클럽의 형태로 나타난다.", + "AA_MERLINE_NAME": "멀라인", + "AA_MERLINE_SUBTITLE": "땅 밑의 존재", + "AA_MERLINE_LORE_1": "뉴위럴 밑의 철도망은 사실 고대의 불가사의한 \\\"대천사\\\"로, 터널과 기차로 이루어진 무한한 미궁의 형태를 띄고 있다.", + "AA_MERLINE_LORE_2": "멀라인의 시공간을 찢는 능력으로 인해 그의 거대한 형체 위에는 어마어마한 양의 잔해가 축적되었고, 결국 뉴위럴 섬을 이루게 되었다. 그 이래 멀라인은 자신의 힘으로 그 섬에 인간과 몬스터를 이주시켰으며, 그래야만 하는 이유가 있다고 믿는 듯하다.", + "AA_AMBER_NAME": "앰버 롯지", + "AA_AMBER_SUBTITLE": "다차원 클럽의 여주인", + "AA_AMBER_LORE_2": "앰버는 한때 알레프의 무리에 속해 있었으며, 그들이 연결된 우주를 누빌 수 있던 것도 전부 그녀의 능력 덕분이었다. 뉴위럴에서 내분이 일어나자 앰버는 동료들을 뒤로하고 떠났으며, 지금은 알레프의 수많은 행적에 기여한 것을 후회하고 있다.", + "LENNA_NAME": "레나", + "LENNA_UNKNOWN_NAME": "망토 두른 인물", + "LENNA_SUBTITLE": "다른 이야기의 영웅", + "LENNA_LORE_1": "레나는 한때 겸손한 교사로 살았으며, 그녀의 가장 중요한 임무는 바로 자신이 살던 세계의 \\\"영웅\\\"에게 사악한 대천사와 싸우는 법을 가르치는 것이었다. 그러나 영웅이 예기치 못한 죽음을 맞이하자, 레나는 직접 검을 집어 들었다.", + "LENNA_LORE_2": "레나의 세계는 게임으로서 존재하며, 우주로 쏘아 올려진 카트리지에 저장되어 있다. 우연히 우주방사선이 닿아 게임에 글리치가 발생하면서 주민들이 자아를 얻게 되었으나, 자신들이 전기 신호로 이루어진 존재라는 것은 모르고 있다.", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "의식 양초", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "이 양초를 태운 후 기록된 테이프를 희생(재활용)하면 다음으로 마주치는 융합이 일정 확률로 제물로 바친 테이프와 타입 또는 종이 같은 해적판을 포함한다.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "순찰대장 스킵이 최근에 발견한 기묘한 물건. 다음과 같이 적혀있다.\\n\\n\\\"이 양초를 태운 후 기록된 테이프를 희생(재활용)하면 다음으로 마주치는 융합에 일정 확률로 제물로 바친 테이프와 타입 또는 종이 같은 해적판이 포함된다.\\\"", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "불 붙이기", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "양초에 불을 붙였다. 이제 기록한 테이프를 희생(재활용)하면 다음으로 마주치는 융합에 영향을 줄 수 있다.", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "이미 의식이 진행 중이다.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "의식이 끝났다. 다음으로 마주치는 융합에 이 테이프와 일부 일치하는 해적판이 포함될 수 있다.", + "ITEM_CAPTAIN_BADGE_NAME": "순찰대장 배지", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "14번 배지", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "순찰대장임을 나타내는 배지. 14번이다.", + "ITEM_FUSION_RADAR_NAME": "융합 탐지기", + "ITEM_FUSION_RADAR_DESCRIPTION": "지도에 야생 융합의 위치를 아이콘으로 표시한다.", + "RANGER_RANK_0": "순찰대 견습대원", + "RANGER_RANK_1": "순찰대 정찰대원", + "RANGER_RANK_2": "순찰대장", + "ITEM_RANGER_ID_AUX_NAME": "ID: {ranger_id}", + "ITEM_RANGER_ID_NAME": "{ranger_rank} 카드", + "ITEM_RANGER_ID_DESCRIPTION": "정식으로 {ranger_rank}이 됐다! 순찰대에서의 계급을 기록하는 카드다. 덤으로 무슨 일이 생겼을 때 시신을 식별하는 데 도움을 주기도 한다.", + "ITEM_GARDENING_KIT_NAME": "원예 도구", + "ITEM_GARDENING_KIT_DESCRIPTION": "마을 곳곳의 화분을 가꾸는 데 필요한 씨앗, 묘목, 기본적인 도구들이 들어있다.", + "ITEM_JELLY_NAME": "해골 젤리", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "워터루프역에 있는 무언가를 연다.", + "ITEM_KEY_WATERLOOP_NAME": "워터루프 열쇠", + "ITEM_JELLY_DESCRIPTION": "전투 중에 젤리톤에게서 떨어진 끈적끈적한 슬라임 덩어리. 먹으면 안될 것 같지만, 어딘가 쓸모가 있을지도 모른다...", + "ITEM_KEY_COMMUNE_NAME": "애도촌 열쇠", + "ITEM_KEY_COMMUNE_DESCRIPTION": "애도촌에 있는 무언가를 연다.", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "흰 토끼 열쇠", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "갈수록 요상하다, 요상해!", + "ITEM_KEY_LANDKEEPER_NAME": "투기단 창문 열쇠", + "ITEM_MACHINEPART_NAME": "기계 부품", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "투기단 사무실 옥상의 창문을 연다.", + "ITEM_MACHINEPART_DESCRIPTION": "오래된 발권기에서 빠진 부품.", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "기차표", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "색 바랜 잉크로 \\\"알드그레이브 무덤\\\"이라고 인쇄되어 있는 오래된 기차표.", + "ITEM_VALVE_NAME": "밸브 손잡이", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "색 바랜 잉크로 \\\"글로우스터\\\"라고 인쇄되어 있는 오래된 기차표.", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "기차표", + "ITEM_VALVE_DESCRIPTION": "녹슨 밸브 손잡이. 만지면 차갑다.", + "ITEM_KEYSTONE_NAME": "하늘빛 쐐기석", + "ITEM_KEYSTONE_DESCRIPTION": "정교한 파란색 보석. 라디오 잡음 같은 소리가 난다.", + "ITEM_DELIVERY_PARCEL_NAME": "소포", + "ITEM_DELIVERY_COMMUNE_NAME": "구호품", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "배달해야 하는 소포. 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", + "ITEM_LOST_NECKLACE_NAME": "잃어버린 목걸이", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "애도촌으로 배달해야 하는 물품. 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", + "ITEM_LOST_NECKLACE_DESCRIPTION": "잃어버린 사람이 찾고 있을 것이다! 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", + "ITEM_LOST_RING_NAME": "잃어버린 반지", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "동전", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "0x7B3년 \\\"네바드-O주\\\"에서 발행된 이상한 금화.", + "ITEM_LOST_WALLET_DESCRIPTION": "잃어버린 사람이 찾고 있을 것이다! 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", + "ITEM_LOST_RING_DESCRIPTION": "잃어버린 사람이 찾고 있을 것이다! 자세한 내용은 수행 중인 퀘스트에서 확인할 수 있다.", + "ITEM_LOST_WALLET_NAME": "잃어버린 지갑", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "피로 지시 사항이 쓰여 있는 종잇조각. 일부분이 찢겨나갔다. \\\"위, 위, 아래, 아래...\\\"라고 적혀있다.\\n\\n광기 어린 웃음이 온통 끄적여져 있다...", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "알드그레이브 무덤 단서 #1", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "알드그레이브 무덤 단서 #2", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "피로 지시 사항이 쓰여 있는 종잇조각. 앞 부분이 찢겨나갔다. \\\"... 왼쪽, 오른쪽, 왼쪽, 오른쪽.\\\"이라고 적혀있다.\\n\\n여기에도 광기 어린 웃음이 끄적여져 있다...", + "ITEM_MEREDITH_ENVELOPE_NAME": "메러디스에게 줄 봉투", + "SERVICE_LUCKY_DIP_NAME": "행운의 뽑기", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "이안테가 메러디스에게 보내는 봉투. 메러디스가 찾는 음반에 대한 내용이 적혀 있다!", + "ITEM_GYM_PASS_NAME": "체육관 회원권", + "SERVICE_LUCKY_DIP_DESCRIPTION": "유용한 아이템이 무작위로 들어있는 자루. 고급 또는 희귀 스티커가 확정적으로 들어있다. 운을 시험해보자!", + "ITEM_GYM_PASS_DESCRIPTION": "시청에 있는 운동 시설의 무제한 이용권. 기본 능력치를 조정할 수 있다.", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "자격이 있는 순찰대원에게만 제공되는 아주 희귀한 몬스터의 테이프.", + "SERVICE_MONSTER_TAPE_NAME": "{species_name} 테이프", + "EXCHANGE_REQUIRE_CAPTAINS": "순찰대장 {amount}명과 더 훈련해야 잠금 해제된다!", + "SERVICE_CARRY_MORE_REWINDS_NAME": "되감기 주머니", + "SERVICE_CARRY_MORE_CURES_NAME": "응급처치 주머니", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "리스풀 주머니", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 되감기 개수가 1 증가한다.", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 리스풀 개수가 1 증가한다.", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 치료제 개수가 타입마다 1씩 증가한다.", + "SERVICE_CARRY_MORE_COFFEE_NAME": "초소형 냉장고", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "배낭에 꿰매어 붙이면 소지할 수 있는 연막탄 개수가 1 증가한다. 충격 완화 기능이 있어 폭탄이 불시에 터질 걱정은 하지 않아도 된다.", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 캔커피 개수가 1 증가한다.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "폭탄 수납 공간", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "배낭에 꿰매어 붙이면 소지할 수 있는 연막탄 개수가 1 증가한다. 충격 완화 기능이 있어 폭탄이 불시에 터질 걱정은 하지 않아도 된다.", + "SERVICE_CARRY_MORE_REODORANT_NAME": "냄새 흡수 주머니", + "SERVICE_GYM_POINTS_NAME": "추가 체육관 포인트", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "배낭에 꿰매어 붙이면 소지할 수 있는 발취제 개수가 1 증가한다. 특별한 재료로 만들어져 사용하지 않을 때는 악취가 새어 나오지 않는다.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "배낭에 꿰매어 붙이면 소지할 수 있는 연막탄 개수가 1 증가한다. 충격 완화 기능이 있어 폭탄이 불시에 터질 걱정은 하지 않아도 된다.", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "다회용 플라스틱 밀폐 용기", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "소지할 수 있는 배 푸실리 개수가 1 증가한다.", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "순찰대가 펜스비에게 더 많은 자원을 제공하여, 펜스비가 들여놓는 치료제의 종류가 {0}개 더 많아진다.", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "상인 조합 회원권", + "SERVICE_GYM_POINTS_DESCRIPTION": "시청 체육관에서 사용할 수 있는 추가 포인트를 1 얻는다.", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "항구촌 상인들에게서 더 저렴하게 구매할 수 있게 해준다. 가격이 최대 {0}% 감소한다.", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "순찰대가 항구촌 중심부의 시장에 있는 스티커 상인에게 더 많은 자원을 제공하여, 상인이 스티커를 {0}개 더 많이 들여놓는다.", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "추가 스티커 재고", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "추가 커피 재고", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "주머니에 지니고 있으면 총알사우루스 대시 능력이 업그레이드되어 전투 시작 시 적에게 피해를 줄 수 있다.", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "추가 치료제 재고", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "순찰대가 그래머폰 카페의 클레멘스에게 더 많은 재료를 제공하여, 클레멘스가 들여놓는 커피의 종류가 {0}개 더 많아진다.", + "QUEST_CAPTAINS_DESCRIPTION3.n": "이안테와 싸워 마지막 시험을 치르고 순찰대장이 되자!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "총알사우루스 카트리지 파편", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "콩콩호박 씨앗", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "주머니에 지니고 있으면 호박 넝쿨 공 능력이 업그레이드되어 전투 시작 시 식물 방벽을 획득한다.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "전숭이 털", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "카세트 플레이어에 설치하면 융합 게이지 충전 속도가 {0}% 증가한다.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "이 털 샘플을 주머니에 지니고 있으면 전자기 능력이 업그레이드되어 전투 시작 시 추가 AP를 1 획득한다.", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "마이크 업그레이드", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "카세트 플레이어의 마이크가 업그레이드되어 기록 성공 확률이 {0}% 증가한다.", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "융합 게이지 모드", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "카세트 플레이어에 설치하면 타입 상성이 우위인 공격을 적중시킬 때 융합 게이지가 {0}% 충전된다.", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "화학 모드", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "카세트 플레이어에 설치하면 치명타 공격을 적중시킬 때 융합 게이지가 {0}% 충전된다.", + "SERVICE_FUSION_METER_CRITICAL_NAME": "치명타 모드", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "카세트 플레이어에 설치하면 전투에서 승리할 때 융합 게이지가 {0}% 충전된다.", + "SERVICE_FUSION_METER_VICTORY_NAME": "승리 모드", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "카세트 플레이어에 설치하면 융합 게이지에서 나오는 여분의 에너지를 마이크로 보낼 수 있다. 융합 게이지가 가득 찬 동안 기록 성공 확률이 {0}% 증가한다.", + "SERVICE_FUSION_METER_RECORDING_NAME": "기록 모드", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "절두체 컬링", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "죽음의 광선", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "환류", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "유혹", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "대폭락", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "심판", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "마진 콜", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "레버리지", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "자산 동결", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "미끼상품", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "대마불사", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "요정 가루", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "요정 떼", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "악몽", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "거짓된 빛", + "MOVE_AA_ALICE_EAT_ME_NAME": "날 먹어요", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "진실된 빛", + "MOVE_AA_ALICE_DRINK_ME_NAME": "날 마셔요", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "멸시", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "데우스 엑스 칼리버", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "능지처참", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "능지처사", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "소집령", + "MOVE_AA_MONARCH_TENTACLE_NAME": "미끄러운 손아귀", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "케일리의 멜로디", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "폭탄 선물", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "진심 어린 멜로디", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "사용자가 패배에도 굴하지 않게 한다.", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "{player}의 신념", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "메러디스의 재치", + "MOVE_AA_MORGANTE_PLAYER_NAME": "막을 수 없는 신념", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "번뜩이는 재치", + "MOVE_AA_FINALGANTE_FELIX_NAME": "펠릭스의 창의력", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "유진의 용기", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "사용자의 근접 공격 및 원거리 공격을 증가시킨다.", + "MOVE_AA_MORGANTE_EUGENE_NAME": "끝없는 용기", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "사용자의 근접 방어와 원거리 방어를 증가시킨다.", + "MOVE_AA_FINALGANTE_DOG_NAME": "왈왈이의 기력", + "MOVE_AA_MORGANTE_FELIX_NAME": "창작의 노력", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "바이올라의 결의", + "MOVE_AA_MORGANTE_VIOLA_NAME": "교활한 결의", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "휘파람 도움 요청", + "MOVE_AA_MORGANTE_DOG_NAME": "무한한 기력", + "QUEST_MEREDITH_DESCRIPTION_4": "메러디스와 곤두박질 백화점으로 가자.", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "사용자의 AP 생성량을 증가시킨다.", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "진실의 힘", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "가을 언덕에 있는 제드가 총알사우루스 5마리를 물리쳐서 주변을 더 조용하게 만들어 달라고 부탁했다. 총알사우루스는 가을 언덕에서 가장 흔하게 발견된다.", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "총기 규제", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "동전을 넣으세요", + "QUEST_MEREDITH_TITLE": "내게 필요한 오직 하나", + "QUEST_MEREDITH_DESCRIPTION_1": "항구촌 주민들에게 메러디스가 가장 좋아하는 음반을 본 적 있는지 물어보자.", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "이스트햄 숲의 동전 작동식 안드로이드가 고장 난 듯하다. 적합한 동전을 찾으면 되살아날지도 모른다.", + "QUEST_MEREDITH_DESCRIPTION_2": "순찰대 총대장 이안테를 찾아 메러디스가 가장 좋아하는 음반에 대해 물어보자.", + "QUEST_MEREDITH_DESCRIPTION_3": "이안테의 봉투를 메러디스에게 건네주자.", + "QUEST_CAPTAINS_DESCRIPTION1.m": "각 순찰대장의 훈련을 통과해 순찰대원이 되자. 순찰대장의 위치에 대한 정보는 항구촌 주민들에게서 입수할 수 있다.", + "QUEST_CAPTAINS_DESCRIPTION2.m": "순찰대 총대장 이안테와 만나 모든 순찰대장의 훈련을 통과했다고 알리자.", + "QUEST_CAPTAINS_DESCRIPTION2.n": "순찰대 총대장 이안테와 만나 모든 순찰대장의 훈련을 통과했다고 알리자.", + "QUEST_CAPTAINS_DESCRIPTION1.n": "각 순찰대장의 훈련을 통과해 순찰대원이 되자. 순찰대장의 위치에 대한 정보는 항구촌 주민들에게서 입수할 수 있다.", + "QUEST_CAPTAINS_DESCRIPTION1.f": "각 순찰대장의 훈련을 통과해 순찰대원이 되자. 순찰대장의 위치에 대한 정보는 항구촌 주민들에게서 입수할 수 있다.", + "QUEST_CAPTAINS_PROGRESS": "{max}명 중 {num}명의 순찰대장과 훈련했다.", + "QUEST_CAPTAINS_DESCRIPTION2.f": "순찰대 총대장 이안테와 만나 모든 순찰대장의 훈련을 통과했다고 알리자.", + "QUEST_CAPTAINS_DESCRIPTION3.m": "이안테와 싸워 마지막 시험을 치르고 순찰대장이 되자!", + "QUEST_CAPTAINS_DESCRIPTION3.f": "이안테와 싸워 마지막 시험을 치르고 순찰대장이 되자!", + "QUEST_CAPTAINS_DESCRIPTION4": "각 순찰대장을 다시 찾아가 보자.", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "항구촌 주민에게서 소문 {total}개를 입수하자.", + "QUEST_COLLECT_RUMORS_TITLE": "발 없는 말", + "QUEST_COLLECT_RUMORS_PROGRESS": "{total}개 중 {obtained}개의 소문을 입수했다.", + "QUEST_KAYLEIGH_TITLE": "머나먼 고향", + "QUEST_KAYLEIGH_DESCRIPTION1": "케일리와 함께 애도촌으로 가자.", + "QUEST_KAYLEIGH_DESCRIPTION2": "애도촌을 둘러보자.", + "QUEST_FELIX_DESCRIPTION_0": "항구촌 서부에 있는 펠릭스의 집에서 펠릭스와 만나자.", + "QUEST_FELIX_TITLE": "나를 잊지 말아요", + "QUEST_FELIX_DESCRIPTION_2": "펠릭스와 함께 원소의 제단 4개의 위치를 찾아내서 쿠네코를 추적하자.", + "QUEST_FELIX_DESCRIPTION_1": "펠릭스와 함께 벚나무 초원에 있는 나무 검을 든 전사와 싸우자.", + "QUEST_FELIX_2_PROGRESS": "{count}개 중 {num}개의 원소의 제단을 찾았다.", + "QUEST_VIOLA_DESCRIPTION_1": "바이올라의 오빠 세바스찬을 찾자.", + "QUEST_FELIX_DESCRIPTION_3": "펠릭스가 쿠네코와의 일을 바로잡는 걸 돕자.", + "QUEST_VIOLA_TITLE": "그대는 어디에", + "QUEST_VIOLA_DESCRIPTION_2": "바이올라와 얘기하자.", + "QUEST_VIOLA_DESCRIPTION_3": "바이올라와 함께 무쇠 해안으로 가자.", + "QUEST_VIOLA_DESCRIPTION_4": "바이올라와 함께 난파선을 조사하자.", + "QUEST_DOG_TITLE": "앉아 기다려", + "QUEST_DOG_DESCRIPTION": "왈왈이가 위럴산에 무슨 볼일이 있는지 알아보자.", + "QUEST_SUNNY_TITLE": "행복의 나라로", + "QUEST_HOYLAKE_TITLE": "몬스터 사냥", + "QUEST_SUNNY_DESCRIPTION": "항구촌 양복점에 가서 서니의 스타일 변신을 도와주자.", + "QUEST_HOYLAKE_DESCRIPTION_1": "{habitat_phrase} 자주 목격되는 {monster_description} 몬스터를 기록해 호이레이크에게 보여주자.", + "QUEST_HOYLAKE_DESCRIPTION_2": "{habitat_phrase} 자주 목격되는 {monster_description}, {monster_name} 몬스터를 기록했다. 호이레이크에게 돌아가 보여주자.", + "QUEST_HELIA_TITLE": "태양을 피하는 법", + "QUEST_HELIA_DESCRIPTION_1": "불모지에 있는 다이노 채석장 밑의 새 기차역을 조사하자.", + "QUEST_HELIA_DESCRIPTION_2": "멀라인과 얘기하자.", + "QUEST_HELIA_DESCRIPTION_3": "이안테에게 돌아가 보고하자.", + "CLUE_NORTH": "그곳에서 북쪽으로 발을 옮기면 네 방황하는 길들이 만날 것이니라", + "CLUE_WEST": "날개를 펼쳐 서쪽으로, 오직 나만이 아는 곳으로 날아가야 하느니라", + "CLUE_EAST": "날개를 펼쳐 동쪽으로, 오직 나만이 아는 곳으로 날아가야 하느니라", + "CLUE_BIOME_ARID": "폐허가 늘어서고 발밑에는 말라죽은 풀만 바스러지는 곳", + "CLUE_BIOME_PLAINS": "우거진 나무 아래 흙길이 이어지고 발밑에는 파릇파릇한 풀밭이 펼쳐진 곳", + "CLUE_SOUTH": "그곳에서 남쪽으로 발을 옮기면 네 방황하는 길들이 만날 것이니라", + "CLUE_BIOME_BEACH": "바닥에는 황금빛 모래가 펼쳐지고 파도가 발을 간질이는 곳", + "CLUE_BIOME_AUTUMN": "땅에서 뻗어 나온 적갈색 나무 아래, 낙엽이 발밑에서 바스락거리는 곳", + "CLUE_BIOME_LAKE": "땅 한가운데에 호수 물이 들어차고, 발밑에는 젖은 모래가 펼쳐진 곳", + "CLUE_BIOME_WOODS": "땅에서 뻗어 나온 드높은 나무 아래, 짙은 색 풀이 발밑에서 고개 숙이는 곳", + "CLUE_BIOME_BLOSSOM": "위에서는 벚꽃이 떨어지고, 발밑에는 옅은 풀이 펼쳐진 곳", + "CLUE_BIOME_MOUNTAIN": "바닥으로부터 우뚝 솟은 땅 위에, 발밑에는 눈이 뽀드득거리는 곳", + "CLUE_BIOME_MARSH": "길 잃은 이들이 가라앉고, 발밑에는 진흙이 철벅거리는 곳", + "CLUE_ACTION_ROCK": "손에 돌을 쥐고 이곳으로 와, 그대 앞에 둘지어다", + "CLUE_ACTION_CRATE": "손에 상자를 쥐고 이곳으로 와, 그대 앞에 둘지어다", + "CLUE_ACTION_DASH.f": "지금 서 있는 그 자리에서 불꽃을 일으키며 달릴지어다", + "CLUE_ACTION_DASH.m": "지금 서 있는 그 자리에서 불꽃을 일으키며 달릴지어다", + "CLUE_ACTION_MAGNETISM": "지금 서 있는 그 자리에서 번개를 품으면 길이 열릴지어다", + "CLUE_ACTION_DASH.n": "지금 서 있는 그 자리에서 불꽃을 일으키며 달릴지어다", + "CLUE_ACTION_JUMP_3": "지금 서 있는 그 자리에서 세 번 뛰면 길이 열릴지어다", + "CLUE_ACTION_FACE_4_DIRECTIONS": "지금 서 있는 자리에서 사방을 바라볼지어다", + "CLUE_ACTION_NIGHT": "그 자리에 일 분의 절반 동안 서 있으면 달빛 아래 길이 열릴지어다", + "CLUE_ACTION_MAP_3.m": "지도를 손에 쥐고 한 번, 두 번, 세 번 읽을지어다", + "CLUE_ACTION_MAP_3.f": "지도를 손에 쥐고 한 번, 두 번, 세 번 읽을지어다", + "CLUE_ACTION_ITEM_3": "이제 세 개의 물건을 떠나보내야 하느니, 선택은 그대의 몫이니라", + "CLUE_ACTION_MAP_3.n": "지도를 손에 쥐고 한 번, 두 번, 세 번 읽을지어다", + "CLUE_OVERWORLD_2_-1": "이 땅에서 처음 통과한 문 사이로 가야 할지니", + "CLUE_OVERWORLD_-4_-1": "돌과 무덤 근처에 있는 땅 한가운데의 물로 가야 할지니", + "CLUE_OVERWORLD_-6_-3": "이 땅의 건물 근처에 있는 통나무로 가야 할지니", + "CLUE_OVERWORLD_-2_-4": "모래 위에 서 있는 천막, 그 뒤로 가야 할지니", + "CLUE_OVERWORLD_-3_-3": "이 땅의 외로운 고목, 그 나뭇가지 아래로 가야 할지니", + "CLUE_OVERWORLD_-3_-7": "이 땅을 가로지르는 강, 그 수원으로 가야 할지니", + "CLUE_OVERWORLD_0_-6": "이 땅의 돌의 제단, 그 위로 가야 할지니", + "CLUE_OVERWORLD_1_-6": "이 땅에 서 있는 세 개의 불빛, 그 사이로 가야 할지니", + "CLUE_OVERWORLD_3_-7": "한때 장대했던 상업의 신전, 그 지붕 위로 가야 할지니", + "CLUE_OVERWORLD_2_-4": "이 땅의 우뚝 솟은 외딴 집, 그 그림자 속으로 가야 할지니", + "CLUE_OVERWORLD_5_-6": "수풀 우거진 땅의 두 개의 벽, 그 사이의 그루터기로 가야 할지니", + "CLUE_OVERWORLD_7_-2": "한때 이 땅에 서 있던 집, 이제 그 폐허로 가야 할지니", + "CLUE_OVERWORLD_7_-4": "이 땅의 불의 제단, 그 위로 가야 할지니", + "CLUE_OVERWORLD_8_-6": "나무 무성한 땅에 그루터기, 그 위로 가야 할지니", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "호이레이크의 부탁", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "시청에 있는 호이레이크와 얘기하도록. 부탁할 것이 여러 개 있다고 한다.", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "몬스터 현상금", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "최근 {habitat_phrase} {key}들이 말썽을 부리고 있다. 서로를 심각하게 해치는 일이 없도록 전투에서 {count}마리를 물리쳐 진정시킬 것.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "야생 융합 {count}마리를 물리쳐 뉴위럴의 여행길을 안전하게 할 것.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "융합 현상금", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "첨부한 소포를 {location_0_phrase} 기다리는 정찰대원에게 배달할 것.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "소포 배달", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "{location_0_phrase} 활동 중인 정찰대원이 긴급 보급을 요청했다. 가능한 한 빨리 {required_item} {required_item_amount}개를 확보하여 배달할 것.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "만세! 소포 왔다!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "정말 고마워! 이게 도착하기만을 기다리고 있었어!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "정말 고마워! 이게 도착하기만을 기다리고 있었어!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "정말 고마워! 이게 도착하기만을 기다리고 있었어!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "만세! 소포 왔다!", + "DJINN_ENTONIC_NAME": "지니 엔토닉", + "DJINN_ENTONIC_LORE_1": "흠잡을 데 없는 접대 실력을 지닌 신비로운 우주의 웨이터. 정확히 어떤 음료를 내놓는지는 불명이며, \\\"가족 친화적\\\"이고 \\\"게임물 등급에 영향을 주지 않는\\\"다는 것만 알려졌다.", + "DJINN_ENTONIC_NAME_SUFFIX": "엔토닉", + "DJINN_ENTONIC_NAME_PREFIX": "지니", + "DJINN_ENTONIC_LORE_2": "지니, 혹은 진은 아랍 신화에 등장하는 가공의 존재이다. \\\"알라딘\\\"이라는 이야기에서는 주인공이 우연히 마법 램프를 문지르자 그 안에 봉인되어 있던 지니가 풀려난다.", + "DJINN_ENTONIC_DESCRIPTION": "우주의 웨이터", + "BULLETINO_NAME": "총알사우루스", + "BULLETINO_NAME_PREFIX": "총알", + "BULLETINO_NAME_SUFFIX": "사우루스", + "BULLETINO_LORE_2": "초기 총탄은 단순한 납 구슬이었으며, 중세 전투에서 대포로 적 또는 방어 시설을 향해 발사되곤 했다. 오늘날 알려진 원뿔 모양의 총알은 1800년대 앙리-귀스타브 델비뉴라는 프랑스 대위가 발명했다.", + "BULLETINO_LORE_1": "총알사우루스는 놀라면 위협을 향해 곧장 돌진하며, 그것이 유일한 방어 수단이다. 그리 현명한 판단은 아니지만, 총알사우루스는 항상 그런 행동을 보이곤 한다.", + "BULLETINO_DESCRIPTION": "걸어 다니는 거대한 총알", + "VELOCIRIFLE_NAME": "벨로시라이플", + "VELOCIRIFLE_NAME_PREFIX": "벨로시", + "VELOCIRIFLE_LORE_1": "벨로시라이플은 두개골 뒤쪽의 공간이 화약으로 차 있어, 원할 때 그 화약에 불을 붙여 얼굴의 \\\"총열\\\"에 보관된 각종 투사체를 발사할 수 있다. 이러한 특성으로 인해 조준 실력이 매우 발달했다.", + "VELOCIRIFLE_NAME_SUFFIX": "라이플", + "VELOCIRIFLE_DESCRIPTION": "총 모양 머리를 한 도마뱀", + "VELOCIRIFLE_LORE_2": "화약은 제1천년기 초반 중국에서 처음 발명되었으며, 첫 화기는 화약과 작은 투사체가 들어 있는 휴대용 화포의 형태를 띄었다.", + "ARTILLEREX_NAME": "티라포", + "ARTILLEREX_NAME_PREFIX": "티라", + "ARTILLEREX_NAME_SUFFIX": "포", + "ARTILLEREX_LORE_2": "개틀링 건은 바퀴 모양으로 배열된 총열들을 손잡이로 돌려가며 빠르게 탄약을 발사할 수 있는 초기 기관총이다. 1800년대 중반 리처드 조던 개틀링이 발명했으며, 그에게서 이름을 따왔다.", + "ARTILLEREX_LORE_1": "티라포는 체내의 용해된 금속으로 작은 탄알을 만들고 이를 배에 달린 \\\"포탑\\\"에서 발사할 수 있다. 뛰어난 사격 능력과 거대한 몸집을 보유한 티라포는 실로 무시무시한 상대다.", + "SALAMAGUS_NAME": "도마뱁사", + "GEARYU_LORE_2": "톱니바퀴는 원 모양의 기계 부품으로, 테두리의 \\\"톱니\\\"를 사용해 서로 맞물린다. 서로 다른 크기의 톱니바퀴를 사용하여 기계 내 회전력의 속도를 높이거나 낮출 수 있다.", + "ARTILLEREX_DESCRIPTION": "배에 대포가 달린 거대 도마뱀", + "GEARYU_NAME_PREFIX": "톱", + "GEARYU_NAME": "톱뇽가리", + "GEARYU_NAME_SUFFIX": "뇽가리", + "GEARYU_LORE_1": "톱뇽가리의 몸은 자기력으로 고정되어 있는 거대한 톱니바퀴들을 중심으로 이루어져 있다. 톱뇽가리는 톱니바퀴를 돌려 생성한 운동 에너지를 입으로 방출하여 강력한 원소 숨결 공격을 한다.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "보급품 배달", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "만세! 소포 왔다!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "급히 {required_item} {required_item_amount}개가 필요해! 어디 쓸 거냐고? 그건 내 사생활이야.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "급히 {required_item} {required_item_amount}개가 필요해! 어디 쓸 거냐고? 그건 내 사생활이야.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "급히 {required_item} {required_item_amount}개가 필요해! 어디 쓸 거냐고? 그건 내 사생활이야.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "내 보급 요청 받았어? {required_item} {required_item_amount}개가 필요해. 어서!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "네 걸 나눠주면 안 될까?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "네 걸 나눠주면 안 될까?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "내 보급 요청 받았어? {required_item} {required_item_amount}개가 필요해. 어서!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "내 보급 요청 받았어? {required_item} {required_item_amount}개가 필요해. 어서!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "네 걸 나눠주면 안 될까?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "아, 가져왔구나! 나한테 주면 안 될까?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "아, 가져왔구나! 나한테 주면 안 될까?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "아, 가져왔구나! 나한테 주면 안 될까?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "좋았어! 어서 사용해보고 싶네!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "좋았어! 어서 사용해보고 싶네!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "좋았어! 어서 사용해보고 싶네!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "정말 고마워! 마침 필요했는데!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "내가 {location_1_phrase} 잃어버린 {lost_item} 찾아주면 안 될까?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "지역 주민이 {location_1_phrase} {lost_item} 한 개를 분실했다. 매우 소중한 물건이라고 하니 최선을 다해 찾은 후 {location_0_phrase} 기다리는 주인에게 돌려줄 것.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "정말 고마워! 마침 필요했는데!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "분실물", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "정말 고마워! 마침 필요했는데!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "반지", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "목걸이", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "내가 {location_1_phrase} 잃어버린 {lost_item} 찾아주면 안 될까?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "지갑", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "내가 {location_1_phrase} 잃어버린 {lost_item} 찾아주면 안 될까?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "{location_1_phrase} 중요한 {lost_item} 하나를 잃어버렸어. 찾는 걸 도와줄래?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "{location_1_phrase} 중요한 {lost_item} 하나를 잃어버렸어. 찾는 걸 도와줄래?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "특별 배달", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "찾고 있었는데 정말 고마워!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "찾고 있었는데 정말 고마워!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "찾고 있었는데 정말 고마워!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "{location_1_phrase} 중요한 {lost_item} 하나를 잃어버렸어. 찾는 걸 도와줄래?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "찾았구나! 정말 고마워!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "찾았구나! 정말 고마워!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "찾았구나! 정말 고마워!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "애도의 아이들에 대한 원조 활동의 일환으로 의료품 특별 배달을 준비했다. 애도촌의 문지기에게 첨부된 소포를 배달할 것.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "시청에 있는 호이레이크에게 돌아가 보여주자.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "그거 이안테가 보낸 소포야?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "여기 있어요!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "호이레이크의 부탁", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "호이레이크가 {species1_description} 그리고 {species2_description}의 융합이 어떻게 생겼는지 보고 싶다고 부탁했다. 전투에서 {species1_name} 및 {species2_name}의 융합을 도감에 기록한 후 시청으로 돌아가 호이레이크에게 보여주도록!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "좋아! 재클린이 무척 기뻐하겠네!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "네가 하는 융합은 물론 마주치는 융합까지 [wave amp=30 freq=30]전부[/wave] 도감에 기록된다는 것 알고 있었어?", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "이야, 멋진걸? 정말 고마워, {player}.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "안녕, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "전투에서 융합하여 도감에 기록하자.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "네가 가져온 {fusion_name}의 데이터를 확인해 보자.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "{species_name} 테이프를 5성으로 업그레이드하자.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "호이레이크의 부탁", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "호이레이크가 5성짜리 {species_name}의 기록을 보고 싶다고 한다. {species_name} 테이프를 5성으로 업그레이드한 후 시청으로 돌아가 호이레이크에게 보여줄 것!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "{location_0_phrase} 커비 박사와 만나자.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "몬스터의 테이프를 5성까지 업그레이드하면 도감에 그 몬스터에 대한 부가 정보가 기록된다는 것 알고 있었어?", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "호이레이크에게 돌아가 테이프를 보여주자.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "안녕, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "흥미로운걸.[pause] 아주 흥미로워.[pause] 이게 과연 무슨 의미일까...", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "네가 가져온 {species_name} 테이프에 대해 기록된 데이터를 살펴보자.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "{species_name} 테이프를 장착하자.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "호이레이크의 조수", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "호이레이크가 자신의 조수 커비 박사를 위해 꽤 구체적인 훈련을 요청했다. {species_name} 테이프를 장착한 후 {location_0_phrase} 커비와 만날 것.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "안녕, {player}. 난 커비 박사야. 케임브리지 대학의 동물학 교수지.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "호이레이크 교수한테 네 얘기 많이 들었어. 네가 처음 왔을 때 자기가 도와주고, 네 목숨도 구해줬다고 말이야...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "호이레이크 교수한테 네 얘기 많이 들었어. 네가 처음 왔을 때 자기가 도와주고, 네 목숨도 구해줬다고 말이야...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "호이레이크 말로는 그렇다고 하더라고! 정말 배울 게 많은 사람이야!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "호이레이크 교수한테 네 얘기 많이 들었어. 네가 처음 왔을 때 자기가 도와주고, 네 목숨도 구해줬다고 말이야...", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "호이레이크가 고향 세계에서 마지막 남은 미확인 종을 발견한 것으로 노벨상을 받고, 그다음 그 세계의 과학자 왕으로 즉위했다는 것 너도 알았어?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "어쨌든, 그럼 일을 시작해 볼까?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "호이레이크가 말하길 더 뛰어난 과학자가 되려면 {species_description}(이)가 된다는 건 어떤 느낌인지 알아야 한다고 하더라고. 네가 도와주면 고맙겠어.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "{species_name} 테이프는 가져왔어?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "여기 있어요.", + "BATTLE_JOINED.f": "{0}이(가) 싸움에 끼어들었다!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "아직이요.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "흠... [pause]뉴위럴에서의 연구는 항상 이렇게 난폭한가?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "좋아, 이제 어떻게 사용하는지 알려줘!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "이걸 전부 겪고 이젠 변신할 필요가 없다니, 호이레이크는 무척 강인한 사람인가 봐.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "고마워, {player}. 덕분에 {species_name}에 대해 많이 배웠어.", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "불안정한 융합", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "{location_0_phrase} 불안정한 융합이 목격됐다. 감당할 수 없을 정도로 자가 복제를 하기 전에 파괴해야 한다!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "새로운 견습대원 중 한 명이 도장을 받기 위해 네게 도전했다. {location_0_phrase} 해당 견습대원과 그 동료와 만나 전투 실력을 시험하도록. 아무나 순찰대로 받아들여서는 안 되니 봐주지 마, {player}.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "견습대원 훈련", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "당신이 제 훈련을 도와줄 새 순찰대장이죠? 봐주지 마세요!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "당신이 제 훈련을 도와줄 새 순찰대장이죠? 봐주지 마세요!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "새로운 견습대원 중 한 명이 도장을 받기 위해 네게 도전했다. {location_0_phrase} 해당 견습대원과 그 동료와 만나 전투 실력을 시험하도록. 아무나 순찰대로 받아들여서는 안 되니 봐주지 마, {player}.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "새로운 견습대원 중 한 명이 도장을 받기 위해 네게 도전했다. {location_0_phrase} 해당 견습대원과 그 동료와 만나 전투 실력을 시험하도록. 아무나 순찰대로 받아들여서는 안 되니 봐주지 마, {player}.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "전 아직 견습대원에 불과하지만 봐주실 필요는 없어요, 순찰대장님!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "당신이 제 훈련을 도와줄 새 순찰대장이죠? 봐주지 마세요!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "전 아직 견습대원에 불과하지만 봐주실 필요는 없어요, 순찰대장님!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "{player} 대장님 맞죠?[pause] 당신을 이기면 이안테 님이 절 순찰대장으로 임명할 거예요!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "전 아직 견습대원에 불과하지만 봐주실 필요는 없어요, 순찰대장님!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "{player} 대장님 맞죠?[pause] 당신을 이기면 이안테 님이 절 순찰대장으로 임명할 거예요!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "{player} 대장님 맞죠?[pause] 당신을 이기면 이안테 님이 절 순찰대장으로 임명할 거예요!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "감옥에 들어가면 즉시 제일 강해 보이는 사람한테 싸움을 걸라고 하잖아요![pause] 그게 당신인 거죠, 대장님?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "감옥에 들어가면 즉시 제일 강해 보이는 사람한테 싸움을 걸라고 하잖아요![pause] 그게 당신인 거죠, 대장님?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "아야, 정말 안 봐주시네요...[pause] 웃긴 건, 전 싸움을 좋아하지도 않는다는 거예요. 아무래도 전 소질이 없나 봐요.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "아야, 정말 안 봐주시네요...[pause] 웃긴 건, 전 싸움을 좋아하지도 않는다는 거예요. 아무래도 전 소질이 없나 봐요.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "아야, 정말 안 봐주시네요...[pause] 웃긴 건, 전 싸움을 좋아하지도 않는다는 거예요. 아무래도 전 소질이 없나 봐요.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "감옥에 들어가면 즉시 제일 강해 보이는 사람한테 싸움을 걸라고 하잖아요![pause] 그게 당신인 거죠, 대장님?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "어차피 전 원래 싸우는 걸 별로 안 좋아해요...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "고마워요, 대장님. 많이 배웠어요.[pause] 제가 순찰대원이 될 준비가 안 됐다는 걸요.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "고마워요, 대장님. 많이 배웠어요.[pause] 제가 순찰대원이 될 준비가 안 됐다는 걸요.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "제가 뭘 기대했는지 모르겠네요. 고마워요, 대장님...[pause] 절 진지하게 대해줘서요.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "고마워요, 대장님. 많이 배웠어요.[pause] 제가 순찰대원이 될 준비가 안 됐다는 걸요.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "제가 뭘 기대했는지 모르겠네요. 고마워요, 대장님...[pause] 절 진지하게 대해줘서요.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "어차피 전 원래 싸우는 걸 별로 안 좋아해요...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "어차피 전 원래 싸우는 걸 별로 안 좋아해요...", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "제가 뭘 기대했는지 모르겠네요. 고마워요, 대장님... [pause]절 진지하게 대해줘서요.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "보급품 절도", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "옛 친구들이 {location_0_phrase} 만나자고 한다.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "최근 순찰대 보급품이 계속 사라지고 있다. 정찰대원 중 한 명이 도둑을 현장에서 목격했다고 보고했다. 용의자는 {location_0_phrase} 마지막으로 목격되었다. 용의자와 대면하여 우리 물건의 행방을 알아내도록.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "도둑이 다시 모습을 드러냈다. 이번에는 {location_0_phrase} 마지막으로 목격되었다. 용의자와 대면하여 우리 물건의 행방을 알아내도록.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"프랭키는 이곳에 온 지 며칠밖에 안 됐지만, 벌써 순찰대가 되기로 결심했어. 프랭키를 보면 왠지 네가 떠오르더라고, {player}. 그러니 프랭키가 훈련을 시작하는 걸 네가 도와주면 고맙겠어! 프랭키는 테이프가 없으니까, (영원히) 줘도 상관없는 테이프를 장착하고 외곽의 문 앞에서 프랭키와 만나. - 시빌\\\"", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "네 옛 \\\"친구\\\"이자 전직 도둑인 빈이 순찰대에 지원했다! 사실, 도장을 받기 위해 네게 도전했지, {player}. {location_0_phrase} 만나도록. 나도 녀석의 기백은 마음에 들지만, 여느 견습대원과 마찬가지로 봐줘서는 안 된다. 아무나 받아 들일 수는 없으니 말이다.", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "견습대원 훈련: 빈", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "견습대원 훈련: 프랭키", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "네 옛 \\\"친구\\\"이자 전직 도둑인 빈이 순찰대에 지원했다! 사실, 도장을 받기 위해 네게 도전했지, {player}. {location_0_phrase} 만나도록. 나도 녀석의 기백은 마음에 들지만, 여느 견습대원과 마찬가지로 봐줘서는 안 된다. 아무나 받아 들일 수는 없으니 말이다.", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "네 옛 \\\"친구\\\"이자 전직 도둑인 빈이 순찰대에 지원했다! 사실, 도장을 받기 위해 네게 도전했지, {player}. {location_0_phrase} 만나도록. 나도 녀석의 기백은 마음에 들지만, 여느 견습대원과 마찬가지로 봐줘서는 안 된다. 아무나 받아 들일 수는 없으니 말이다.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"안녕하세요, 스승님! 전 지금 저만의 모험을 하고 있어요. 도와주시고 싶으면 {location_0_phrase} 만나요. - 프랭키\\\"", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"안녕하세요, 스승님! 전 지금 저만의 모험을 하고 있어요. 도와주시고 싶으면 {location_0_phrase} 만나요. - 프랭키\\\"", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"안녕하세요, 스승님! 전 지금 저만의 모험을 하고 있어요. 도와주시고 싶으면 {location_0_phrase} 만나요. - 프랭키\\\"", + "RUMOR_NAME": "소문", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "프랭키가 도장을 받기 위해 네게 도전했다. {location_0_phrase} 기다리고 있지. 봐주지는 마, {player}. 항상 그렇듯, 아무나 받아들여서는 안 되니까 말이야.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "프랭키가 도장을 받기 위해 네게 도전했다. {location_0_phrase} 기다리고 있지. 봐주지는 마, {player}. 항상 그렇듯, 아무나 받아들여서는 안 되니까 말이야.", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "친선 전투", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "프랭키가 도장을 받기 위해 네게 도전했다. {location_0_phrase} 기다리고 있지. 봐주지는 마, {player}. 항상 그렇듯, 아무나 받아들여서는 안 되니까 말이야.", + "RUMOR_DUNGEON_PARK_TITLE": "흔들리는 땅", + "RUMOR_DUNGEON_PARK": "뉴위럴 공원 밑의 땅이 가끔 지하에서 커다란 차량이 지나가는 것처럼 흔들린다고 하더라고. 그 밑에 뭐가 있는 걸까?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "키득키득", + "RUMOR_DUNGEON_GRAVEYARD": "친구가 그러는데, 개울 서쪽에 있는 공동묘지의 어떤 무덤에서 키득키득하면서 광기 어린 웃음소리가 들렸다고 하더라고. 이상하지 않아?", + "RUMOR_DUNGEON_MEADOW_TITLE": "작은 나방가면", + "RUMOR_DUNGEON_MEADOW1": "아마 내 말 못 믿겠지만, 벚나무 초원 중앙의 공터에서 아주 작은 나방가면을 봤어. 아마 아기였을 거야. 내 손에 다 들어갈 만큼 작았다고!", + "RUMOR_DUNGEON_MEADOW2": "왜 그렇게 작은 걸까? 그곳에서 뭔가 이상한 일이 벌어지고 있는 게 분명해...", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "정상", + "RUMOR_DUNGEON_LAKE_TITLE": "움직이는 표지판", + "RUMOR_DUNGEON_LAKE1": "순찰대에 있는 친구한테 들었는데, 호수에 \\\"움직이는 표지판\\\"이 있다고 하더라고.", + "RUMOR_DUNGEON_LAKE2": "버튼을 올바른 순서로 밟고 표지판을 전부 따라가면 보물이 나온대.", + "RUMOR_DUNGEON_MOUNTAIN": "위럴산은 무척 높네. 그 정상에 웬 정신 나간 등대가 있다고 들었어. 그 위에 대체 뭐가 있는 걸까?", + "RUMOR_DUNGEON_LAKE3": "그냥 같은 자리를 빙빙 맴돌게 한다는 사람도 있고.", + "RUMOR_CAPTAIN_WALLACE": "월러스 대장은 지금 공원에 있다는 듯해...", + "RUMOR_CAPTAIN_WALLACE_TITLE": "순찰대장 월러스", + "RUMOR_CAPTAIN_CLEEO_TITLE": "금속 여자", + "RUMOR_CAPTAIN_DREADFUL": "페니 드레드풀 대장은 주로 동쪽에 있는 마을 폐허에 있다고 하더라고.", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "순찰대장 페니 드레드풀", + "RUMOR_CAPTAIN_CLEEO": "이스트햄 숲에 금속으로 된 여자가 있다고 들었어. 혹시 만나봤어?", + "RUMOR_CAPTAIN_LODESTEIN.m": "\\\"햄\\\"이라는 곳 가봤어? 왜 있잖아. 이스트햄 숲 서쪽에 로드스타인 대장이 시간을 보내는 작은 계곡 몰라?", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "순찰대장 로드스타인", + "RUMOR_CAPTAIN_LODESTEIN.n": "\\\"햄\\\"이라는 곳 가봤어? 왜 있잖아. 이스트햄 숲 서쪽에 로드스타인 대장이 시간을 보내는 작은 계곡 몰라?", + "RUMOR_CAPTAIN_LODESTEIN.f": "\\\"햄\\\"이라는 곳 가봤어? 왜 있잖아. 이스트햄 숲 서쪽에 로드스타인 대장이 시간을 보내는 작은 계곡 몰라?", + "RUMOR_CAPTAIN_BUFFY": "난 버피 대장이 제일 좋아. 버피 대장은 벚나무 초원에서 운동한다고 하던데, 너도 알고 있었어?", + "RUMOR_CAPTAIN_BUFFY_TITLE": "순찰대장 버피", + "RUMOR_CAPTAIN_CYBIL_TITLE": "순찰대장 시빌", + "RUMOR_CAPTAIN_CYBIL": "내가 제일 좋아하는 라디오 프로그램은 시빌 FM이야. 시빌 대장이 직접 늪지대에서 진행하지!", + "RUMOR_CAPTAIN_SKIP_TITLE": "순찰대장 스킵", + "RUMOR_CAPTAIN_SKIP": "스킵 대장은 정말 똑똑하다니까. 참 존경스러워. 스킵 대장은 보통 항구촌 서쪽의 강 하구에 있어.", + "RUMOR_CAPTAIN_JUDAS_TITLE": "순찰대장 주다스", + "RUMOR_CAPTAIN_JUDAS1": "유명한 생존 전문가인 주다스 대장이 남동쪽에 있는 섬에서 야영하고 있다고 들었어.", + "RUMOR_CAPTAIN_JUDAS2": "주다스 대장은 내가 문명의 이기에 의존한다고 날 싫어하겠지만... 휴, 정말 섹시하다니까!", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "순찰대장 글라디올라", + "RUMOR_CAPTAIN_GLADIOLA": "글라디올라 대장은 순찰할 때 항구촌 서쪽의 공동묘지를 지나간다고 들었어. 어디로 가는 걸까?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "순찰대장 헤더", + "RUMOR_CAPTAIN_HEATHER": "아는 사람이 무쇠 해안에 있는 난파선에서 폐품을 줍곤 하는데, 서쪽으로 멀리 떨어진 섬에 헤더 대장이 있는 걸 봤다고 하더라고...", + "RUMOR_CAPTAIN_ZEDD": "가장 최근에 들은 바로는 제드 대장이 동쪽에 있는 애도촌의 정황을 살피러 갔다고 했어. 분명 가는 길에 잠들었겠지...", + "RUMOR_CAPTAIN_ZEDD_TITLE": "순찰대장 제드", + "RUMOR_CAPTAIN_CODEY1": "코디 대장 알아? '인터넷\\'인지 뭔지가 없다고 항상 투덜대는 사람? 지금 위럴산 위에 있어.", + "RUMOR_CAPTAIN_CODEY_TITLE": "순찰대장 코디", + "RUMOR_CAPTAIN_CODEY2": "나도 산을 올라가서 인터넷이 뭐가 그렇게 좋은지 알아봐야겠어.", + "RUMOR_IANTHE_BATTLE_TITLE.m": "새로운 순찰대장", + "RUMOR_IANTHE_BATTLE_TITLE.f": "새로운 순찰대장", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "방금 {location_0_phrase} 어떤 상자가 사람을 통째로 삼키는 걸 봤어! 세상에 어떻게 그런 일이!?", + "RUMOR_IANTHE_BATTLE_TITLE.n": "새로운 순찰대장", + "RUMOR_IANTHE_BATTLE": "소문 들었어? 이안테 총대장이 새 순찰대장 후보를 찾았다는 것 같더라고...", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "잘가조 목격담", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "홍수", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "최근에 그 거대한 새 잘가조가 {location_0_phrase} 목격됐다고 하더라고.", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "홍수", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "오늘 공원 북쪽에 큰 홍수가 났어! 다친 사람은 없어야 할 텐데.", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "항구촌 외곽에 홍수가 났어! 순찰대가 대처하는 데 시간이 좀 걸리는 모양이야. 오늘 무척 바쁘겠네...", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "글레이스테인 목격담", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "그 빨간색 순찰대 상자 알아? 방금 {location_0_phrase} 그런 상자가 혼잣말하는 걸 들었어. 정말이야!", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "속삭이는 상자", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "{location_0_phrase} 커다란 유리 천사가 목격됐다고 들었어.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "미믹아씨 목격담", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "쿠네코 목격담", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "순찰대 활동", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "{location_0_phrase} 무슨 일이 벌어졌어. 순찰대원들이 다 그 얘기를 하더라고...", + "RUMOR_PASSIVE_QUEST_KUNEKO": "믿기 힘들겠지만, 방금 {location_0_phrase} 날개 달린 고양이 소녀를 봤어...", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "부상당한 순찰대원", + "RUMOR_PASSIVE_QUEST_SWARM": "{location_0_phrase} 뭔가 큰일이 벌어지고 있어. 그곳에 간 순찰대원들이 부상당한 채 돌아오더라고...", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "웃통 깐 상인", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "오늘 섬에 웃통을 깐 괴짜 상인이 찾아왔어. 저렴한 가격에 물건을 사려면 서둘러야 할 거야. 지금 그 상인은 {location_0_phrase} 물건을 파는 중이야!", + "RUMOR_UNOBTAINED_SPECIES": "{species_description} 본 적 있어? {species_name} 말이야! {habitat_phrase} 찾을 수 있다고 하던데.", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "유진", + "RUMOR_OFFICE1": "유진이 마을 바깥의 이상한 건물 근처에서 얼쩡거리는 걸 봤어. 거기서 뭘 하는 걸까?", + "RUMOR_OFFICE2_TITLE": "투기단", + "RUMOR_OFFICE2": "가을 언덕 위의 애도촌에 사는 지인이 있는데, 그 사람 말로는 요즘 웬 사무실에 투기단 녀석들이 잔뜩 모여들고 있다고 하더라고...", + "RUMOR_OFFICE3_1": "저번에 가을 언덕 북쪽의 바다에서 배를 타고 낚시를 하고 있었는데, 내가 안개에서 뭘 봤는지 들으면 깜짝 놀랄걸...", + "RUMOR_OFFICE3_TITLE": "투기단", + "RUMOR_OFFICE3_2": "사무실이 있었어! 바다에서 튀어나온 돌덩이 위에 평범하기 그지없는 낡은 사무실이 있었다고!", + "RUMOR_OFFICE3_3": "그 주위에 좀비 같은 녀석들이 있었는데, 정말 소름 끼쳤어...", + "RUMOR_OFFICE4_1": "지난번에 이스트햄 숲에 갔는데, 투기단 패거리 다섯 명이 놈들의 소굴로 날 끌고 가더니 내 생기를 다 빨아먹었어.", + "RUMOR_OFFICE4_TITLE": "투기단", + "RUMOR_OFFICE5_TITLE": "투기단", + "RUMOR_OFFICE4_2": "어휴, 콘도 회원권 분양 프레젠테이션이 어찌나 지루하던지.", + "RUMOR_OFFICE5_1": "좀 전에 마리스 파이퍼와 얘기했어. 개울 건너편에 있는 농장 주인 너도 알지?", + "RUMOR_OFFICE5_2": "투기단 몇 명이 농장 근처에 자리를 잡은 것 같다고 하더라고.", + "RUMOR_OFFICE5_3": "걱정스럽지 않아? 항구촌의 식량은 대부분 그 농장에서 나오는데 말이야. 만약 투기단이 그곳을 차지한다면...", + "RUMOR_ALTAR1_TITLE": "제단", + "RUMOR_ALTAR1": "응, 이상한 제단이라면 본 적 있어. 벚나무 초원에 있었지! 어디에 쓰는 걸까?", + "RUMOR_ALTAR2": "호수에서 수영하다가 멋진 걸 찾았어. 어떤 섬에 기둥이 두 개 있고, 그 사이에 웬 제단이 있더라고.", + "RUMOR_ALTAR2_TITLE": "제단", + "RUMOR_ALTAR3": "내 여동생이 애도의 아이 소속인데, 걔네 마을 근처에서 반은 천사고 반은 악마인 닌자 고양이 소녀를 봤다고 하더라고. 그냥 곰팡이 핀 빵을 먹어서 헛것을 본 걸지도!", + "RUMOR_ALTAR3_TITLE": "제단", + "RUMOR_POSTGAME_MORGANTE": "어젯밤 잠을 못 자겠더라고. 너도 항구촌역에서 들려오는 오싹한 노랫소리 들었어?", + "RUMOR_ALTAR4_TITLE": "제단", + "RUMOR_ALTAR4": "이스트햄 숲 깊숙한 곳에 있는 그 수수께끼의 제단에 대해 들어봤어? 소문에 따르면 한밤중에 악마가 그곳에서 오컬트 의식을 치른다고 하더라고. 어떤 사람은 천사라고 하고. 또 고양이 소녀라는 사람도 있어.", + "RUMOR_POSTGAME_MORGANTE_TITLE": "오싹한 노랫소리", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "케일리", + "RUMOR_PARTNER_KAYLEIGH": "순찰대원이 말하는 걸 들었는데, 케일리가 그 이상한 망토 입은 광신도들에 대해 보기보다 많이 안다고 하더라고. 네가 케일리한테 그 녀석들에 대해 물어보는 건 어떨까?", + "RUMOR_PARTNER_MEREDITH1_2": "항구에 있는 자기 작업실이 아니라면 공원에 있을 거야.", + "RUMOR_PARTNER_MEREDITH1_TITLE": "메러디스", + "RUMOR_PARTNER_MEREDITH1_1": "메러디스 알아? 마을의 전자 제품을 고치는 사람이야.", + "RUMOR_PARTNER_MEREDITH1_3": "전자 제품과 관련해서 필요한 게 있으면 한번 찾아가 봐!", + "RUMOR_PARTNER_MEREDITH2_1.m": "난 메러디스야. 죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", + "RUMOR_PARTNER_MEREDITH2_TITLE": "메러디스", + "RUMOR_PARTNER_MEREDITH2_1.f": "난 메러디스야. 죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", + "RUMOR_PARTNER_MEREDITH2_1.n": "난 메러디스야. 죽을 때까지 우리랑 이 돌덩이에 갇혀 지내게 된 걸 축하해.", + "RUMOR_PARTNER_MEREDITH2_2": "어쨌든, 난 잠시 바람 쐬러 나온 거야. 언제 한번 마을에 있는 내 작업실에 들러. 바닷가의 노란색 건물이야.", + "RUMOR_PARTNER_FELIX_TITLE": "폐허가 된 아파트", + "RUMOR_PARTNER_FELIX2": "도움이 필요하려나?", + "RUMOR_PARTNER_FELIX1": "공원 북서쪽의 호숫가에서 어떤 남자가 폐허가 된 아파트를 뒤지는 걸 봤어.", + "RUMOR_PARTNER_VIOLA_TITLE": "슈퍼히어로", + "RUMOR_HOYLAKE1": "호이레이크 교수가 새 연구 조수를 찾고 있다던데.", + "RUMOR_PARTNER_DOG1": "혹시 주변에 개 잃어버린 사람 있어?", + "RUMOR_PARTNER_DOG_TITLE": "길 잃은 강아지", + "RUMOR_PARTNER_VIOLA": "늪지대에서 슬라임들한테 기습을 당했는데, 망토 두른 슈퍼히어로가 나타나서 날 구해줬어! 지어낸 게 아니야. 정말이라고!", + "RUMOR_PARTNER_DOG2": "호수 끄트머리 근처의 위럴산 산기슭에서 웬 개가 테이프 레코더를 갖고 뛰어다니는 걸 봤어. 폭메라니안이 아니라 평범한 개가 말이야!", + "RUMOR_PARTNER_DOG3": "그 불쌍한 녀석이 무사해야 할 텐데...", + "RUMOR_HOYLAKE_TITLE": "조수 모집 중", + "RUMOR_HOYLAKE2": "호이레이크는 보통 시청에서 시간을 보내. 그렇게 철저하게 몬스터를 피하면서 어떻게 몬스터를 연구하는지 도통 모르겠다니까.", + "RUMOR_AVEREVOIR_TITLE": "거대한 새", + "RUMOR_AVEREVOIR1": "위럴산 근처에서 거대한 새를 봤어!", + "RUMOR_GLAISTAIN_TITLE": "폐허", + "RUMOR_ABILITY_CLIMB4": "하지만 그게 가능한지 알아내려면 우선 우리 중 한 명이 호박을 기록해야겠지.", + "RUMOR_AVEREVOIR2": "산 중턱에 있는 그 커다란 동굴에 사는 것 같아.", + "RUMOR_ABILITY_SWIM_TITLE": "수영", + "RUMOR_GLAISTAIN": "최근 벚나무 초원에 오래된 폐허가 나타났다고 하더라고. 참 이상하지 않아?", + "RUMOR_FARM_BRIDGE_TITLE": "농장 다리", + "RUMOR_ABILITY_SWIM": "잠수 장비를 착용한 몬스터가 있는데, 그 녀석을 기록하면 어떤 물에서도 헤엄칠 수 있다고 하더라고!", + "RUMOR_ABILITY_CLIMB_TITLE": "벽 등반", + "RUMOR_FARM_BRIDGE": "서쪽 농장에 있는 파이퍼 가족이 다리 때문에 골치가 아프다고 하더라고...", + "RUMOR_ABILITY_CLIMB1": "네가 무슨 생각 하는지 알아!", + "RUMOR_ABILITY_CLIMB2": "\\\"호박 넝쿨처럼 수직 벽을 기어오를 수 있으면 돌아다니기 훨씬 쉬울 텐데.\\\" 맞지?", + "RUMOR_ABILITY_CLIMB3": "나도 몇 년 동안 그 주제에 대해 많이 고민했어!", + "RUMOR_ABILITY_DASH_TITLE": "맹렬한 돌진", + "RUMOR_ABILITY_MAGNETISM_TITLE": "기이한 자기력", + "RUMOR_ABILITY_DASH": "로켓처럼 돌진하는 몬스터가 있다고 하던데. 그걸 기록하면 너도 돌진할 수 있을 거야!", + "RUMOR_INTERMISSION_TITLE": "세모 인간", + "RUMOR_ABILITY_MAGNETISM": "소문에 따르면 전류가 흐르는 이상한 몬스터를 기록하면 자기력을 다루는 힘을 손에 넣는다고 해. 멋지지 않아?", + "RUMOR_INTERMISSION": "마을 중앙에 머리 대신 세모가 달린 이상한 남자가 둥둥 떠 있어. 너도 혹시 봤어?", + "BATTLE_ADJECTIVE_CAPTAIN.m": "순찰대장 {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "순찰대장 {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "순찰대장 {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "총대장 {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "친구 {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "친구 {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "총대장 {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "총대장 {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "친구 {name}{disambiguator}", + "BATTLE_JOINED.m": "{0}이(가) 싸움에 끼어들었다!", + "BATTLE_SWITCH_PLACES.m": "{0}이(가) 자리를 바꿨다!", + "BATTLE_JOINED.n": "{0}이(가) 싸움에 끼어들었다!", + "BATTLE_DESTROYED.f": "{0}이(가) 파괴됐다!", + "BATTLE_SWITCH_PLACES.f": "{0}이(가) 자리를 바꿨다!", + "BATTLE_SWITCH_PLACES.n": "{0}이(가) 자리를 바꿨다!", + "BATTLE_ORB_BROKE": "구체가 깨졌다! {fusion_name}(이)다!", + "ABILITY_swim": "잠수개 수영", + "BATTLE_DESTROYED.m": "{0}이(가) 파괴됐다!", + "BATTLE_DESTROYED.n": "{0}이(가) 파괴됐다!", + "ABILITY_climb": "호박 넝쿨 공", + "ABILITY_dash": "총알사우루스 대시", + "ABILITY_flight": "잘가조 비행", + "ABILITY_magnetism": "전자기력", + "ABILITY_UNLOCKED_swim": "이제 물속에서 헤엄칠 수 있다!\\n지구력을 소모한다.", + "ABILITY_UNLOCKED_climb": "이제 {control.climb}를 길게 눌러 달라붙는 넝쿨로 벽을 기어오를 수 있다!\\n지구력을 소모한다.", + "ABILITY_UNLOCKED_dash": "이제 {control.dash}를 눌러 짧은 대시를 할 수 있다!\\n지구력을 소모한다.", + "ABILITY_UNLOCKED_magnetism": "이제 {control.magnetism}를 길게 눌러 자성을 띈 사물과 상호작용할 수 있다!\\n지구력을 소모한다.", + "ABILITY_UNLOCKED_flight": "이제 활공 중에 다시 {control.jump}를 눌러 속도를 높일 수 있다!\\n지구력을 소모한다.", + "POST_CREDITS_MESSAGE_1": "원할 경우 저장 파일을 이어서 할 수 있다. 뉴위럴의 순찰대에는 아직 당신의 도움이 필요하다...", + "STAT_ADJUST_MENU_TITLE": "{player}의 기본 능력치", + "STAT_ADJUST_MENU_REMAINING_POINTS": "남은 포인트: {0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "계속할까? 아직 할당하지 않은 포인트가 남아있다.", + "STAT_ADJUST_MENU_EXPLANATION.m": "이 화면에서는 {player}의 기본 능력치를 변경할 수 있습니다. 능력치 변경 시 모든 몬스터 형태에 영향을 미칩니다.\\n\\n추가 포인트는 순찰대원 윌마에게서 획득할 수 있습니다. 더 많은 순찰대장에게 승리하면 능력치의 최소 한도가 더 낮아집니다.", + "STAT_ADJUST_MENU_EXPLANATION.f": "이 화면에서는 {player}의 기본 능력치를 변경할 수 있습니다. 능력치 변경 시 모든 몬스터 형태에 영향을 미칩니다.\\n\\n추가 포인트는 순찰대원 윌마에게서 획득할 수 있습니다. 더 많은 순찰대장에게 승리하면 능력치의 최소 한도가 더 낮아집니다.", + "STAT_ADJUST_MENU_EXPLANATION.n": "이 화면에서는 {player}의 기본 능력치를 변경할 수 있습니다. 능력치 변경 시 모든 몬스터 형태에 영향을 미칩니다.\\n\\n추가 포인트는 순찰대원 윌마에게서 획득할 수 있습니다. 더 많은 순찰대장에게 승리하면 능력치의 최소 한도가 더 낮아집니다.", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "알려지지 않은 순찰대장 #{n}", + "UI_RANGER_STAMP_CARD_ID": "ID: {0}", + "UI_RANGER_STAMP_CARD_HUMAN": "호모 사피엔스", + "UI_RANGER_STAMP_CARD_EARTH": "지구, 21세기", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "전문 분야 불명", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "이 퀘스트를 수행하려면 순찰대 훈련을 마쳐야 한다.", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "이 퀘스트를 수행하려면 순찰대 훈련을 마쳐야 한다.", + "NOTICEBOARD_REQUIREMENT_QUEST": "새로운 퀘스트와 보상을 잠금 해제하려면 '{quest_title}\\' 퀘스트를 완료해야 한다.", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "이 퀘스트를 수행하려면 순찰대 훈련을 마쳐야 한다.", + "NOTICEBOARD_REQUIREMENT_STORY": "새로운 퀘스트와 보상을 잠금 해제하려면 모르간테의 단서를 조사하여 뉴위럴에서 벗어날 방법을 찾아야 한다.", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "모든 퀘스트 완료!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name}이(가) 여분의 융합 물질을 {amount}개 찾았다!", + "TUTORIAL_RUMORS_DESCRIPTION2": "항구촌에서 모은 소문은 퀘스트 일지에 기록됩니다.\\n\\n항구촌은 보급품을 마련하기 좋은 곳이니, 들릴 때마다 새로운 소문을 확인하는 것 잊지 마세요!", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "이안테에게 보고해서 보상을 받자!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "{ranger_name}이(가) 여분의 융합 물질을 {amount}개 찾았다!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "{ranger_name}이(가) 여분의 융합 물질을 {amount}개 찾았다!", + "TUTORIAL_RUMORS_DESCRIPTION1": "뉴위럴 섬은 원하는 대로 마음껏 탐험할 수 있는 곳입니다. 다음에 어디로 가는 게 좋을지 의견을 구하고 싶다면, 항구촌에 가서 사람들과 대화하며 소문을 입수하세요.\\n\\n항구촌 주민들은 기꺼이 정보를 주고받을 것입니다! 소문에 나온 장소를 조사하면 퀘스트가 진행되는 것은 물론, 새로운 몬스터를 발견할 수 있는 경우가 많습니다.", + "TUTORIAL_RUMORS_TITLE": "튜토리얼: 소문", + "TUTORIAL_ROGUE_FUSIONS1": "이 몬스터는 순찰대 사이에서 \\\"야생 융합\\\"이라고 불리며, 지하 동굴의 상자 안에 숨어있을 때도 있습니다.\\n\\n야생 융합과 전투하면 귀중한 아이템과 경험치는 물론 특정 희귀 몬스터도 획득할 수 있습니다. 하지만 야생 융합은 항상 그 지역의 다른 몬스터에 비해 훨씬 위험하다는 점 유의하세요!", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "튜토리얼: 야생 융합", + "TUTORIAL_ROGUE_FUSIONS2.m": "어떤 야생 융합은 다른 몬스터들의 무리에 둘러싸여 있으며, 융합을 상대하기에 앞서 그 무리부터 물리쳐야 합니다.\\n\\n자신의 전투 능력에 자신이 없거나 새로운 곳을 탐험 중일 경우, 일반적으로 야생 융합은 건드리지 않는 것이 좋습니다.", + "LOADING_SCREEN_NAG2_FOOTER": "자세한 내용은 [color=#ab75e8]퀘스트 일지[/color]에서 확인할 수 있다.", + "TUTORIAL_ROGUE_FUSIONS2.n": "어떤 야생 융합은 다른 몬스터들의 무리에 둘러싸여 있으며, 융합을 상대하기에 앞서 그 무리부터 물리쳐야 합니다.\\n\\n자신의 전투 능력에 자신이 없거나 새로운 곳을 탐험 중일 경우, 일반적으로 야생 융합은 건드리지 않는 것이 좋습니다.", + "UI_NEW_GAME_MODES_NOTIFICATION": "커스텀 게임 모드 잠금 해제!", + "TUTORIAL_ROGUE_FUSIONS2.f": "어떤 야생 융합은 다른 몬스터들의 무리에 둘러싸여 있으며, 융합을 상대하기에 앞서 그 무리부터 물리쳐야 합니다.\\n\\n자신의 전투 능력에 자신이 없거나 새로운 곳을 탐험 중일 경우, 일반적으로 야생 융합은 건드리지 않는 것이 좋습니다.", + "LOADING_SCREEN_NAG2_TITLE": "항구촌에서 입수한 소문:", + "UI_NEW_GAME_MODES_TITLE": "커스텀 게임 모드", + "UI_NEW_GAME_MODES_VALUE_ON": "켜짐", + "UI_NEW_GAME_MODES_VALUE_OFF": "꺼짐", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "테이프 영구 파손", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "켤 경우 전투에서 패배 시 게임 오버 된다.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "패배 시 게임 오버", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "켤 경우 테이프를 수리할 수 없으며 테이프가 바닥나면 게임 오버 된다.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "켤 경우 전투에서 패배 시 게임 오버 된다.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "켤 경우 전투에서 패배 시 게임 오버 된다.", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "몬스터 무작위 변경", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "켤 경우 첫 테이프 및 동료의 테이프와 각 서식지에서 발견되는 몬스터가 무작위로 변경된다.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "타입 무작위 변경", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "기술 무작위 변경", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "켤 경우: 테이프 업그레이드 시 잠금 해제되는 스티커와 몬스터가 보유한 기술이 무작위로 변경된다.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "켤 경우 각 몬스터 종의 원소 타입이 무작위로 변경되며, 이에 맞춰 획득 가능한 기술들이 조정된다.", + "UI_NEW_GAME_MODES_RANDOM_SEED": "무작위 시드", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "시드에 기반하여 무작위화, 다양한 생성기, 상인 재고, 생성 퀘스트 등이 변경된다.", + "UI_NEW_GAME_MODES_START_BUTTON": "게임 시작", + "UI_GAME_OVER": "게임 오버", + "SIGN_ELECTROSHACK": "바이마트", + "SIGN_CLOSED": "영업 준비 중", + "SIGN_SPACE_ZONE": "스페이스 존", + "GAUNTLET_DIFFICULTY_BTN": "난이도 변경", + "GAUNTLET_TITLE": "마법게의 도전", + "GAUNTLET_RANDOMISE_BTN": "무작위 변경", + "GAUNTLET_ENTER_SEED_BTN": "시드 입력", + "GAUNTLET_CARRIAGE_BTN": "열차 칸 변경", + "GAUNTLET_EXPLANATION_BTN": "설명", + "GAUNTLET_DIFFICULTY_CONFIRM": "난이도를 바꾸면 각 열차 칸에 있는 인카운터가 무작위로 변경되며, 다시 1번 열차 칸부터 시작합니다. 이때 현재 난이도의 진행 상황은 저장되며 나중에 다시 이어서 할 수 있지만, 각 열차 칸 안의 콘텐츠는 달라집니다.", + "GAUNTLET_ENTER_SEED_CONFIRM": "시드를 바꾸면 각 열차 칸에 있는 인카운터가 다시 생성됩니다. 스토리 진행 상황과 만나 본 상대 [i]역시[/i] 도전 내 인카운터에 영향을 준다는 점 참고하세요. 시드 변경 시 현재 난이도의 진행 상황은 저장되며 나중에 다시 이어서 할 수 있지만, 각 열차 칸 안의 콘텐츠는 달라집니다.", + "GAUNTLET_RANDOMISE_CONFIRM": "도전을 무작위로 변경하면 각 열차 칸의 전투 상대가 다시 무작위로 정해집니다. 진행 상황은 유지되지만, 열차 칸 안에 무엇이 있는지는 다시 입장하기 전까지 알 수 없습니다. 그래도 계속하시겠습니까?", + "GAUNTLET_EXPLANATION_PAGE1": "다음 열차 칸으로 넘어갈 때마다 더 강력한 상대가 등장합니다. 카페 열차 칸에 도달할 때만 치유되며, 카페 열차 칸에서는 회복 아이템을 구매하고 보상을 수령할 수도 있습니다.\\n\\n전투 승리 보상은 현재 연승 기록이 높을수록 증가하지만, 보상을 수령하거나 도전에서 나가면 연승 기록이 초기화됩니다.", + "GAUNTLET_EXPLANATION_PAGE2": "높은 난이도에서는 전투 설정(추가 상태 효과)이 추가되고 카페 등장 빈도가 낮아집니다. 또한 상대의 테이프 개수, 캐릭터 HP에 적용되는 과잉 피해에 대한 저항력 등이 향상됩니다.\\n\\n높은 난이도일수록 전투에서 승리 시 획득하는 융합 물질의 양이 늘어납니다.", + "GAUNTLET_SEED_LABEL": "시드:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "#{number} 열차 칸", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "다음:", + "GAUNTLET_CARRIAGE_LABEL": "#{number} - {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "[color=#b70042]{level}레벨[/color] {name}", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "카페", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "#{number} 열차 칸 - {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "상자", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "???", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "중간 보스", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "보스", + "GAUNTLET_DIFFICULTY_LABEL": "난이도:", + "GAUNTLET_DIFFICULTY0": "일반", + "GAUNTLET_DIFFICULTY1": "어려움", + "GAUNTLET_DIFFICULTY2": "더 어려움", + "GAUNTLET_DIFFICULTY3": "더더욱 어려움", + "GAUNTLET_DIFFICULTY4": "무자비", + "GAUNTLET_DIFFICULTY5": "가장 어려움", + "GAUNTLET_DIFFICULTY6": "불가능", + "GAUNTLET_RECORDS": "기록", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "최고 열차 칸 기록:", + "GAUNTLET_RECORD_LONGEST_STREAK": "최고 연승 기록:", + "GAUNTLET_MODIFIERS_LABEL": "전투 설정:", + "GAUNTLET_MODIFIERS_NONE": "없음", + "GAUNTLET_STREAK_LABEL": "연승:", + "GAUNTLET_REWARDS_LABEL": "보상:", + "QUEST_GAUNTLET_TITLE": "흔들리는 차창 너머로", + "QUEST_GAUNTLET_DESCRIPTION": "마법게의 도전에서 열차 칸 50개를 클리어한다.", + "QUEST_GAUNTLET_PROGRESS": "{count}개 중 {num}개의 열차 칸을 클리어했다.", + "BATTLE_TITLE_LTD": "유한회사", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "개발진", + "BYTTEN_STUDIO_TOM_NAME": "Tom", + "BYTTEN_STUDIO_JAY_NAME": "Jay", + "BYTTEN_STUDIO_JOEL_NAME": "Joel", + "BYTTEN_STUDIO_LORE_2": "Bytten Studio라는 이름의 유래와 정확한 발음은 아무도 모른다. 또한, 다들 재택 근무를 하기 때문에 실제 스튜디오는 존재하지 않는다.", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio는 Tom, Jay, Joel 등 세 명의 인간과 네 번째 비밀 사원 대천사 모르간테로 구성된 영국의 게임 개발사다. 모르간테가 다른 세 명의 정신을 조종해 카세트 비스트의 개발 과정을 총괄한다.", + "MOVE_MACHINE_CURSE_CURSE_NAME": "기계의 저주의 저주", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "종장 코드!", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "앗, 이런!", + "ROGUE_TRAFFIKRAB_NAME": "야생 도로게", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "기기에 오류가 발생하여 재시작해야 합니다. 일부 오류 정보를 수집하고 있습니다. 그런 다음 자동으로 다시 시작합니다.\\n\\nError: 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "계속하려면 카세트를 다시 삽입하세요 _", + "SHADOW_LENNA_LORE_1": "그림자 레나는 원래 영웅 소년 랜스의 손에 죽음을 맞이할 운명이었다. 글리치로 인해 잔혹한 운명에서 벗어난 그림자 레나는 레나의 모험에 합류하기로 했다.", + "SHADOW_LENNA_NAME": "그림자 레나", + "ROGUE_TRAFFIKRAB_SUBTITLE": "복수심에 찬 야수", + "SHADOW_LENNA_SUBTITLE": "다른 이야기의 반영웅", + "DELVIN_NAME": "델빈", + "SHADOW_LENNA_LORE_2": "융 심리학에서 '그림자\\'는 누군가가 인정하고 싶어하지 않는 정신의 일부분을 뜻한다. 이로 인해 내적 갈등이 빚어지곤 한다.", + "PAIGE_NAME": "페이지", + "GAUNTLET_ENCOUNTER_MONSTER": "몬스터", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(현재 보유 중)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(미수령)", + "GAUNTLET_CAFE_SHOP_TITLE": "마법게 카페", + "GAUNTLET_EXIT_CONFIRM": "지금 도전을 나가시겠습니까? 연승 기록이 초기화되며 수령하지 않은 보상은 전부 사라지지만, 마지막으로 방문한 카페부터 다시 이어서 할 수 있습니다.", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "저항의 정신", + "STATUS_CHANNELED_POWER_DESCRIPTION": "힘 부여 상태를 보유한 캐릭터는 대천사의 힘을 빌려 온다. 사용 시 AP를 잃지 않으며, 힘을 빌려준 대천사의 천사 공격을 획득한다.", + "STATUS_CHANNELED_POWER_NAME": "힘 부여", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "종점", + "MOVE_CHANNELED_POWER_NAME": "힘 부여", + "STATUS_COATING_TYPELESS_NAME": "무타입 코팅", + "MOVE_COATING_TYPELESS_NAME": "무타입 코팅", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "정신적 피해", + "MOVE_BEAST_EX_CALIBUR_NAME": "비스트 엑스 칼리버", + "DOG_SUBTITLE": "인간의 최고의 친구", + "EUGENE_SUBTITLE": "항구촌의 수호자", + "FELIX_SUBTITLE": "영감을 찾는 예술가", + "KAYLEIGH_SUBTITLE": "친절한 이웃 순찰대원", + "MEREDITH_SUBTITLE": "냉소적인 전기 기사", + "VIOLA_SUBTITLE": "메살린의 여인", + "CLEMENCE_SUBTITLE": "뛰어난 바리스타", + "DORIAN_SUBTITLE": "교주", + "FRANKIE_SUBTITLE": "활발한 팬픽 작가", + "HOYLAKE_SUBTITLE": "데이터 분석가", + "JACQUELINE_SUBTITLE": "공동체 지도자", + "KIRBY_SUBTITLE": "호이레이크의 조수", + "TRAVELING_MERCHANT_SUBTITLE": "웃통 깐 낭인", + "PENSBY_SUBTITLE": "마을 의사", + "SUNNY_SUBTITLE": "회복 중인 자본가", + "VIN_SUBTITLE": "애도촌의 복수자", + "RANGER_TRADER_OPTION_STICKER_FUSION": "스티커를 융합하고 싶어요.", + "STICKER_FUSION_BASE_STICKER": "기본 스티커", + "STICKER_FUSION_TITLE": "스티커 융합", + "STICKER_FUSION_FUSION_RESULT": "융합 결과", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "능력치 출처", + "STICKER_FUSION_SLOT_EMPTY": "비어 있음", + "STICKER_FUSION_SELECT_STICKER": "스티커 선택", + "STICKER_FUSION_NO_RESULT": "결과 없음", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "능력치를 너무 많이 선택했다.", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "중복되는 능력치를 선택했다.", + "STICKER_FUSION_FUSE_BUTTON": "융합", + "UPDATE_POPUP_GAUNTLET_1": "도전 열차가 잠금 해제됐습니다! 혼자 또는 친구와 함께 고된 전투에 도전해 자신의 실력을 시험하세요! 도전 열차는 메인 스토리를 완료하면 이용할 수 있습니다.", + "UPDATE_POPUP_GAUNTLET_TITLE": "1.7 도전 업데이트", + "DLC_POPUP_FASHION_1": "패션 팩을 구매해 주셔서 감사합니다! 이제 다음과 같은 꾸미기 옵션을 사용할 수 있습니다.\\n- 야구 모자 머리 옵션\\n- 플랫캡 머리 옵션\\n- 트윈테일 머리 옵션\\n- 보우 앤드 뱅 머리 옵션\\n- 여우 머리 머리 옵션\\n- 바람머리 머리 옵션", + "DLC_POPUP_FASHION_TITLE": "패션 팩 DLC", + "DLC_POPUP_FASHION_2": "- 스파이크와 고글 머리 옵션\\n- 쓸어 넘긴 모히칸 머리 옵션\\n- 꽃과 프린지 머리 옵션\\n- 베레모 머리 옵션\\n- 둥근 안경 머리 옵션\\n- 트렌치코트 몸통 옵션\\n- 크롭탑 몸통 옵션\\n- 긴 장화 다리 옵션", + "UPDATE_POPUP_SUNNY_1": "1.8 \\\"서니\\\" 업데이트가 출시되었습니다! 다음과 같은 콘텐츠가 게임에 추가되었습니다.\\n\\n- 뉴위럴 곳곳에서 특정 몬스터를 기록하면 \\\"날개\\\" 꾸미기 옵션이 잠금 해제됩니다!\\n- 메인 스토리를 완료한 후에 새로운 스토리 퀘스트 \\\"나는 나\\\"를 진행하며 몇몇 신규 몬스터와 새로운 동료를 만나보실 수 있습니다!", + "UPDATE_POPUP_SUNNY_TITLE": "1.8 \\\"서니\\\" 업데이트", + "DLC_POPUP_WINGS_TITLE": "날개 팩 DLC", + "DLC_POPUP_WINGS_1": "날개 팩을 구매해 주셔서 감사합니다! 이제 튜토리얼을 완료한 후 옷장에서 다음과 같은 꾸미기 옵션을 사용할 수 있습니다.\\n\\n- 제트팩 #1 날개\\n- 제트팩 #2 날개\\n- 부스터 날개\\n- 다 빈치 날개", + "DLC_POPUP_WINGS_2": "- 요정 날개\\n- 악마 날개\\n- 글라이더 날개\\n- 망토 날개", + "QUEST_SUNNY2_TITLE": "나는 나", + "QUEST_SUNNY2_DESCRIPTION_1": "위럴산에서 서니와 만나자.", + "QUEST_SUNNY2_DESCRIPTION_2": "서니와 함께 투기단 본부로 가자.", + "QUEST_SUNNY2_DESCRIPTION_3": "서니와 함께 투기단 은신처에 들어가자.", + "ITEM_KEY_LANDKEEPER2_NAME": "투기단 카드 키", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "계속 투기단 사무실에 침입한 것 때문에 전자식 보안 시스템을 도입한 모양이다.", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "새로운 투기단 은신처에서", + "REGION_NAME_LANDKEEPER_HIDEOUT": "새로운 투기단 은신처", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "{location_0_phrase}... 거대한 놋쇠 황소를 본 것 같아.", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "미노스팀 목격담", + "about": "개발자 정보", + "donation": "기부하기", + "patreon": "Patreon", + "noItems": "아이템 없음", + "privacyPolicy": "개인 정보 정책", + "termsAndConditions": "이용약관", + "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", + "patrons": "후원자", + "habitat": "서식지", + "useGifs": "GIF 사용", + "alphabetical": "알파벳순", + "bestiaryId": "우화집 ID", + "static": "공전", + "gifNum": "GIF {0}", + "additionalStats": "추가 통계", + "viewOn": "{0} 에서 보기", + "initial": "초기의", + "unavoidable": "피하기 어려운", + "cost": "비용", + "canBeCopied": "복사 가능", + "characters": "캐릭터", + "partnerMonster": "파트너 몬스터", + "portraitNum": "초상화 {0}", + "tags": "태그", + "overworld": "오버월드", + "percentTitle": "퍼센트", + "backup": "백업", + "hashCode": "6B4A6F963F995A74E3B7B1CF40716677" + } + }, + "es_MX": { + "id": 9, + "locale": "es_MX", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "Efectos de distorsión", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} (v. {content_version}), de {content_author}", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Desactivados", + "UI_SETTINGS_AUDIO_TRANSFORM": "Sonido para transformaciones", + "DLC_00_COSPLAY_NAME": "Paquete de disfraces", + "MOVE_DESCRIPTION_FINAL_BREATH": "Si tus PV están por encima del 80 % y sufres un ataque capaz de reducirlos a 0, sobrevives y quedas con 1 PV.", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Música cantada", + "MOVE_TRAP_JAW_NAME": "Mandíbulas terribles", + "MOVE_GEMSTONE_WALL_NAME": "Muro de gemas", + "MOVE_DESCRIPTION_DEEP_FREEZE": "Congela el walkman del rival y le aplica el efecto de estado \\\"cinta atascada\\\".", + "MOVE_MAGIC_TOME_NAME": "Grimorio", + "MOVE_NAME_TRIPWIRE": "Trampa y contrataque", + "DLC_01_PIER_NAME": "Embarcadero de lo Desconocido", + "MOVE_DESCRIPTION_TRAP_JAW": "Se usa automáticamente después de \\\"mordisco\\\" y aplica al objetivo el efecto de estado \\\"evasión neutralizada\\\".", + "MOVE_DEEP_FREEZE_NAME": "Congelación", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Los personajes que tengan aplicado \\\"evasión neutralizada\\\" ven reducida su evasión al 1 % de su valor normal.", + "MOVE_NAME_WEB_WRAP": "Enmarañamiento", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} (v. {content_version})", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC: {content_name}", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "NO SE PUEDE CAMBIAR", + "MOVE_NAME_TREASURE_DIG": "Buscatesoros", + "MOVE_NAME_STICKY_SPRAY": "Trampa pegajosa", + "CONFIRM_LOAD_MODS_QUIT": "Salir", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continuar sin cargar los mods", + "STATUS_TAPE_JAM_NAME": "Cinta atascada", + "STATUS_TAPE_JAM_DESCRIPTION": "Los personajes que tengan aplicado \\\"cinta atascada\\\" no podrán cambiar la cinta que estén utilizando hasta que el efecto termine o se les rompa la cinta.", + "CONFIRM_LOAD_MODS3": "Solo tú eres responsable del riesgo que decidas correr al utilizar cualquier mod.", + "LOOT_HEADING_TREASURE": "Tesoros", + "MOVE_COLD_FUSION_NAME": "Fusión fría", + "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", + "MOVE_FINAL_BREATH_NAME": "Último aliento", + "NOTIFICATION_GENERIC": "Notificación", + "CONFIRM_LOAD_MODS2": "Ten en cuenta que un mod malintencionado podría acceder a tu sistema de archivos y realizar operaciones en tu computadora sin tu control.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "Esta partida no se guardó con los mods que tienes ahora. Si la cargas, es posible que quede inutilizada si en el futuro desinstalas algún mod.", + "UI_SETTINGS_COLOR_BLIND": "Modo para daltónicos", + "TITLE_SCREEN_DLC_BTN": "Ver DLC en la tienda", + "CONFIRM_LOAD_MODS4": "¿Seguro que quieres cargar estos mods?", + "UI_PARTY_EDIT_MOVES": "Modificar calcomanías", + "TITLE_SCREEN_UGC_BTN": "Workshop de Steam", + "DLC_02_FASHION_NAME": "Paquete de moda", + "MOVE_DESCRIPTION_TRIPWIRE": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista sin coste de PA cuando su rival use un ataque cuerpo a cuerpo. La probabilidad se reduce en proporción con el coste normal de PA de ese movimiento.", + "DLC_03_WINGS_NAME": "Paquete de alas", + "MOVE_DESCRIPTION_TREASURE_DIG": "Excava para encontrar un objeto al azar. Quien gane el combate se lo lleva.", + "MOVE_TREASURE_DIG_TOAST": "¡PARA TI!", + "MOVE_DESCRIPTION_COLD_FUSION": "Se activa cuando alguien se fusiona. La fusión pierde el 20 % de sus puntos de vida máximos y sufre el efecto de estado \\\"intimidación\\\".", + "UI_PARTY_VIEW_MOVES": "Ver calcomanías", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continuar", + "MOVE_DESCRIPTION_MAGIC_TOME": "Golpea a un objetivo y reduce su defensa a distancia.", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Activados", + "UI_SAVE_REQUIRE_DLC": "Esta partida no se puede cargar porque se creó con un DLC o mod que no está instalado.", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato. Además del comportamiento habitual de los muros, \\\"muro de gemas\\\" otorga a quien lo usa 1 PA adicional por turno.", + "STATUS_GEMSTONE_WALL_NAME": "Muro de gemas", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques. El muro otorgará, además, 1 PA adicional por turno a quien lo use.", + "CONFIRM_LOAD_MODS1": "Mods detectados: {num_mods}.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "¿Seguro que quieres cargar esta partida?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "Evasión neutralizada", + "UI_PARTY_MOVE_STICKER": "Intercambiar calcomanías", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué aspecto de la electricidad quieres representar?", + "DIVEBERG_NAME_PREFIX": "Submari", + "PINBOLT_NAME_SUFFIX": "lectro", + "DIVEBERG_DESCRIPTION": "un ser con un iceberg en la espalda y una escafandra", + "DIVEBERG_LORE_2": "La temperatura natural más baja que se ha registrado jamás en la Tierra (89,2 grados centígrados bajo cero) se dio en Artántida en 1983.", + "PINBOLT_LORE_2": "Aunque la primera máquina de [i]pinball[/i] moderna se inventó en los años 40 del siglo XX, su origen está en el juego conocido como [i]bagatelle[/i], que se jugaba en mesas de madera. También comparte historia y desarrollo con el [i]pachinko[/i].", + "AURICLAW_LORE_1": "Para alcanzar la madurez, los ferrigarra siguen un proceso de metamorfosis alquímica que hace que las protecciones y ornamentos de hierro que tienen en el cuerpo se transformen en una aleación de oro. Los garráureo son la primera línea de defensa de sus vastos territorios.", + "AURICLAW_NAME_PREFIX": "Garra", + "AURICLAW_NAME_SUFFIX": "áureo", + "AURICLAW_LORE_2": "Era común hacer máscaras mortuorias de soberanos y personajes famosos. La más famosa de la historia moderna es probablemente la máscara de Tutankamón, elaborada aproximadamente en el año 1323 d. C.", + "TRAPWURM_NAME": "Sierpepo", + "TRAPWURM_NAME_PREFIX": "Sierpe", + "ADEPTILE_LORE_2": "Uno de los pilares ancestrales de las creencias alquímicas es que todas las cosas están compuestas por los cuatro elementos clásicos: tierra, fuego, agua y aire.", + "PINBOLT_DESCRIPTION": "un ser con forma de muelle con una bola flotante por cabeza", + "DIVEBERG_LORE_1": "Si se exponen a temperaturas bajo cero durante el tiempo suficiente, los focarinista acaban adoptando la forma de submariceberg. Se cree que el paso a una forma bípeda obedece al objetivo de moverse con más facilidad por terrenos nevados y hostiles.", + "PICKSIE_LORE_2": "Los enanos son seres de la mitología germánica a los que se suele describir como humanoides de baja estatura. Suele asociárselos con las minas, las cuevas y la herrería.", + "PICKSIE_SUBTITLE": "Trasgo del tesoro", + "OVERWORLD_SPIDERCAVE_FELIX": "No creo que nos hayamos encontrado telarañas gigantes hasta ahora. Lo digo porque es el tipo de cosa que no se me habría olvidado fácilmente.", + "OVERWORLD_SPIDERCAVE_EUGENE": "Telarañas enormes, ¿eh? [pause]Será que hay bichos enormes. No hay problema: tengo ganas de pelea.", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Velocidad increíble", + "DIVEBERG_NAME": "Submariceberg", + "ADEPTILE_DESCRIPTION": "un reptil con una larga túnica", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Potencia atronadora", + "ADEPTILE_NAME_PREFIX": "Repti", + "TRAPWURM_LORE_2": "El [i]lindworm[/i] es un ser de la mitología europea, parecido a un dragón. A menudo se lo representa como una bestia serpentina enorme con aletas dorsales en la espalda, como las de los peces.", + "PICKSIE_NAME_PREFIX": "Excav", + "PICKSIE_NAME_SUFFIX": "asgo", + "PICKSIE_LORE_1": "Los excavasgo son ávidos buscatesoros que pasan años enteros excavando en cuevas, minas y tumbas, en busca de gemas y otros objetos de valor. Suelen adornarse con los tesoros que descubren, y también protegerse con las armas y armaduras que encuentran.", + "PICKSIE_DESCRIPTION": "un trasgo enmascarado con un pico", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]¿Qué son todas esas telarañas tan raras?…[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Uy, ¿asustamos a ese monstruo? Parece que se ha metido bajo tierra para huir. La próxima vez que nos topemos con él, deberíamos intentar acercarnos con sigilo y sin que nos vea.", + "ADEPTILE_NAME": "Repticero", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Un trasgo asustadizo", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Tengo un amigo guarda que estuvo destinado {location_0_phrase} y me contó que una vez vio un ser de lo más curioso: una especie de trasgo pequeño y muy asustadizo.", + "RUMOR_SPIDER_CAVE_3": "Qué raro, ¿no? Que yo sepa, nunca ha habido actividad minera en el pantano.", + "WYRMAW_NAME": "Faucierpe", + "TRAPWURM_DESCRIPTION": "una sierpe con patas y enormes mandíbulas", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]Ese monstruo huyó al vernos… A lo mejor, si volvemos a verlo, deberíamos acercarnos sin que se dé cuenta…[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "Mina abandonada", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]Ese monstruo huyó al vernos… A lo mejor, si volvemos a verlo, deberíamos acercarnos sin que se dé cuenta…[/wave]", + "WYRMAW_NAME_SUFFIX": "ierpe", + "ADEPTILE_LORE_1": "Los repticero han dedicado todo su ser a la búsqueda de conocimiento arcano. Como son ya poco más que una cabeza, llevan una túnica larga y solemne para disimular su ausencia de cuerpo.", + "FERRICLAW_LORE_2": "Las máscaras mortuorias son réplicas del rostro de una persona que se hacen tras su muerte. Existen diferentes métodos y materiales para elaborarlas, y han aparecido en muchas culturas y eras de la historia de la humanidad.", + "FERRICLAW_NAME": "Ferrigarra", + "FERRICLAW_NAME_PREFIX": "Ferri", + "PINBOLT_NAME": "Flippelectro", + "RUMOR_SPIDER_CAVE_2": "Durante uno de sus paseos por el pantano, descubrió la entrada de una mina cerrada por un desprendimiento.", + "RUMOR_SPIDER_CAVE_1": "Conoces a Philip, ¿no? El marido de Dip, el que tiene la granja cerca del Arroyo de Atata…", + "FERRICLAW_DESCRIPTION": "una araña con una máscara oxidada", + "TRAPWURM_LORE_1": "Los sierpepo son capaces de aguantar la respiración durante varios días mientras esperan camuflados bajo tierra o barro a que su presa los pise. Sus mandíbulas poseen una fuerza descomunal que hace casi imposible separarlas.", + "TRAPWURM_NAME_SUFFIX": "epo", + "FERRICLAW_NAME_SUFFIX": "garra", + "FERRICLAW_LORE_1": "La existencia de los ferrigarra en Nueva Wirral es un descubrimiento reciente, y eso se debe a que su hábitat se encuentra en las profundidades de varias cuevas más o menos interconectadas. Les gusta engalanarse con las máscaras mortuorias que desentierran, pertenecientes a civilizaciones antiguas.", + "HARBOURTOWN_BOOK_6": "En las notas apresuradas se puede leer: \\\"… Cierto reptil estudioso de las artes arcanas alcanzará el máximo de sus capacidades si se le da la posibilidad de leer un libro de magia\\\".", + "PICKSIE_NAME": "Excavasgo", + "DIVEBERG_NAME_SUFFIX": "ceberg", + "PICKSIE_ENCOUNTER_EUGENE_1": "¡Me lleva, se nos escapó! A lo mejor, si es que volvemos a verlo, deberíamos intentar acercarnos por detrás para que no nos vea y vuelva a huir.", + "PICKSIE_ENCOUNTER_MEREDITH_1": "Pero ¿qué hace el monstruo ese metiéndose bajo tierra? Yo diría que si volvemos a verlo, lo mejor será acercarnos con sigilo y sin que nos vea.", + "WYRMAW_LORE_1": "Ya demasiado grandes para esconderse bajo tierra y engañar a sus presas, los faucierpe recurren a tentar a sus posibles víctimas haciendo ondear su bandera y emitiendo un tintineo agradable con los cascabeles que les adornan el cuello.", + "WYRMAW_LORE_2": "El [i]lindworm[/i] aparece en muchas historias europeas. Una de ellas es la leyenda del \\\"Gusano de Lambton\\\", un ser parecido al [i]lindworm[/i] que aterrorizaba a los habitantes de los pueblos cercanos al río Wear, donde se dice que moraba.", + "WYRMAW_DESCRIPTION": "una gran sierpe con una bandera en la cabeza", + "WYRMAW_NAME_PREFIX": "Fauc", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Por lo visto, se abrió camino cavando con un pico, pero salió pitando en cuando mi amigo se le acercó.", + "PINBOLT_NAME_PREFIX": "Flippe", + "PICKSIE_ENCOUNTER_VIOLA_1": "Parece que atrapamos desprevenido a ese espíritu. De cruzarse de nuevo nuestros caminos durante nuestro viaje, sería sensato acercarnos sin que nos vea.", + "PICKSIE_ENCOUNTER_FELIX_1": "¿Se… metió bajo tierra? Se ve que les tiene miedo a los humanos. Mira, si nos lo volvemos a cruzar, nos conviene acercarnos a él sin que nos vea.", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "¿Eso son… telarañas? Son [wave amp=30 freq=10]un poco grandes[/wave], ¿no te parece?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "¡¿Ya viste qué [shake rate=30 level=10]grandes[/shake] son esas telarañas?! [pause]Bah. [pause]De ninguna forma. [pause]Yo digo que nos larguemos.", + "OVERWORLD_SPIDERCAVE_VIOLA": "¿Es costumbre de las arañas del lugar el tejer telarañas de… tan descomunal tamaño?", + "AURICLAW_NAME": "Garráureo", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]Ese monstruo huyó al vernos… A lo mejor, si volvemos a verlo, deberíamos acercarnos sin que se dé cuenta…[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "¿Guau?", + "PINBOLT_LORE_1": "La cabeza de metal de los flippelectro flota en el aire separada de su cuerpo, sostenida por el campo magnético que generan sus dos aletas. Puede utilizar ese campo magnético para lanzar rayos de energía con su única mano.", + "AURICLAW_DESCRIPTION": "una araña con una máscara de oro", + "ADEPTILE_NAME_SUFFIX": "cero", + "GAME_OVER_EUGENE1.m": "¡Y vuelve a estar listo para el combate! Vamos, {player}, andando.", + "GAME_OVER_KAYLEIGH1": "¿Estás bien? Ya estaba empezando a preocuparme…", + "GAME_OVER_FIRST_PENSBY4": "Yo puedo venderte objetos curativos a cambio de cualquier recurso que tengas disponible… [pause]Y Clémence, la del Café Gramófono, también.", + "LEVEL_WARNING_viola.v2": "Este lugar me hace sentir preocupación. Temo que pusimos pie en tierras peligrosas, camarada.", + "TUTORIAL1_PART1_KAYLEIGH4": "En fin, el caso es que tengo una misión que cumplir y me caería bien un poco de ayuda. ¿Quieres echarme una mano?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "¡Ya vi que te las arreglas bastante bien cuando se trata de pelear!", + "TUTORIAL1_PART1_KAYLEIGH3.n": "¡Ya vi que te las arreglas bastante bien cuando se trata de pelear!", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "¿Una misión?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "¡Por supuesto!", + "TUTORIAL1_PART2_KAYLEIGH9": "Si una forma pierde toda su vida durante un combate, su cinta se romperá y habrá que arreglarla.", + "TUTORIAL1_PART2_KAYLEIGH8": "La barra verde representa la vida de tu forma de monstruo y la barra roja es la tuya.", + "TUTORIAL1_PART2_KAYLEIGH10": "Y, por si fuera poco, el daño que sobre del ataque que la haya roto se aplicará a tu vida, a la barra roja.", + "TUTORIAL1_PART2_KAYLEIGH11.f": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", + "INTRO_KAYLEIGH14": "¿Qué te parece?[pause] Un sitio curioso, ¿eh?", + "CLEMENCE_NAME": "Clémence", + "INTRO_KAYLEIGH21_OPTION2": "No me siento bien…", + "INTRO_PENSBY24": "No creo que sea nada grave. Transformarse por primera vez tiene un efecto muy intenso en la mente.", + "INTRO_KAYLEIGH23": "¡Me tenías preocupada, {player}!", + "TUTORIAL2_PART1_KAYLEIGH2.n": "Estos espacios para hacer fogatas indican las zonas en las que es seguro acampar.", + "TUTORIAL2_PART2_KAYLEIGH2": "Debe haber una manera de hacer que venga hasta aquí…", + "TUTORIAL2_PART2_KAYLEIGH1": "Mira, ¿ves ese monstruo de ahí?", + "TUTORIAL2_PART3_KAYLEIGH1": "¡Bien, toma!", + "TUTORIAL2_PART3_KAYLEIGH2": "Hay una cosa curiosa que tienen los monstruos de Nueva Wirral…", + "TUTORIAL2_PART3_KAYLEIGH3": "Cuando están debilitados, es posible, [pause]eh… [pause]grabar su esencia en esas cintas.", + "GAME_OVER_FIRST_PENSBY3.n": "Si van a viajar por Nueva Wirral, más les vale juntar material de primeros auxilios antes de irse.", + "GAME_OVER_FIRST_PENSBY3.f": "Si van a viajar por Nueva Wirral, más les vale juntar material de primeros auxilios antes de irse.", + "INTRO_KAYLEIGH37": "Si quieres acompañarme, te espero en las puertas del pueblo. Están pasando el puente que cruzamos para entrar.", + "INTRO_KAYLEIGH40": "También te conseguimos algo de ropa, aunque no sé si estará… a la moda de tu era, pero es que no tenemos otra cosa.", + "INTRO_KAYLEIGH39.m": "Seguro que ya se corrió la voz de que llegó un chico nuevo.", + "INTRO_KAYLEIGH39.f": "Seguro que ya se corrió la voz de que llegó una chica nueva.", + "INTRO_KAYLEIGH39.n": "Seguro que ya se corrió la voz de que llegó une chique nueve.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Aquí estoy, pasando el rato en plena naturaleza con mi novio, que es un amor…", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Aquí estoy, pasando el rato en plena naturaleza con mi novie, que es un amor…", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "La verdad es que no me puedo quejar, ¿no te parece?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Cuando era pequeña, acampaba muy a menudo. ¡Hay un montón de sitios increíbles en Irlanda para acampar!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Mi padre tomaba el coche y nos íbamos al campo a ver las estrellas.", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Acampar contigo me da nostalgia de aquellos días.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Esto a lo mejor te suena raro, [pause]pero…", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Cuando vivía en Villallanto, Dorian tenía un montón de planes grandiosos para la comunidad…", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "Y yo estaba entusiasmada por ser parte de aquello. [pause]Sentía que estaban pasando muchas cosas y me alegraba formar parte de todo eso.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Era entusiasmo. [pause]Y es fácil confundirlos o eso pienso yo.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Creo que, en aquel momento, pensé que eso me estaba haciendo feliz. [pause]Pero… [pause]no creo que lo que sentí haya sido felicidad.", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "No sabía yo que una parte importante de una relación era tomar tantos cafés.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Supongo que hay una diferencia entre algo que te divierte y algo que te llena.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "La verdad es que sí me pregunto cómo funciona toda esa onda de [pause]\\\"transformarse en monstruo usando cintas\\\".", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "A primera vista no tiene sentido, ¿no? [pause]Porque no son más que walkmans normales y corrientes.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Pero a lo mejor esa no es la actitud adecuada. [pause]A lo mejor no hay que plantearlo centrándose tanto en las limitaciones.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "Son de plástico, nada más.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "A lo mejor cuando aceptamos que lo imposible puede suceder [pause]es cuando permitimos que suceda, [pause]¿sabes?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Me pregunto qué les parecerá su vida a los habitantes de Villapuerto que nacieron aquí.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Es decir, este mundo es el único que han conocido.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "Y, sin embargo…, la gente como nosotros no deja de hablarles de otros mundos llenos de gente y de sitios curiosos.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "¡Seguro que les cuesta un montón imaginarse de qué hablamos!", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Supongo que son dos formas muy distintas de ver el pueblo.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Pero, por otra parte, [pause]ellos están mucho más acostumbrados a los monstruos, que aquí son lo más normal.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "¿Qué dices?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"La flecha del tiempo solo se mueve hacia delante, Kayleigh\\\".", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "La flecha de… ¿qué?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Ah, no, es una cosa que solía decir mi padre.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Supongo que significa que el tiempo no deja de avanzar… Que no podemos dar marcha atrás y cambiar nuestros errores, así que no debemos vivir en el pasado.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Aunque quisiéramos…", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "…", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "¡Eso quiere decir que deberíamos ir pensando en la próxima etapa de nuestra aventura! Al fin y al cabo, ¡la flecha del tiempo solo se mueve hacia delante, {player}!", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Conque…[/wave] [pause]ahora es Meredith, [pause]¿eh?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Eso sí, un consejo de amiga… [pause]A lo mejor no te [wave amp=30 freq=10]conviene[/wave] decirle que no es la única chica de la isla a la que has besado.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Ah, ¿ya escuchaste?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Supongo que, cuando me [wave amp=30 freq=10]besaste[/wave], no entendí bien lo que significaba eso para \\\"nuestra\\\" relación.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Espero que no sea incómodo…", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "¡Pero no pasa nada! Tampoco es que seamos pareja, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Eso es todo.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "¡Pero no pasa nada! Tampoco es que seamos pareja, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Eso es todo.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "¡Pero no pasa nada! Tampoco es que seamos pareja, {player}. Simplemente, tuvimos un momento tierno o dos. [pause]Eso es todo.", + "HARBOURTOWN_NPC_9_DIALOGUE2": "Desde hace un tiempo, los guardas nos han estado dando ropa del centro comercial abandonado que hay al norte. [pause]Yo solo tengo que lavarla y remendarla.", + "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe es mi heroína. [pause]¿Sabías que fue la primera persona de la isla en grabar un monstruo con un walkman?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe es mi guarda mayor favorita, [pause]pero los demás también son muy amables.", + "HARBOURTOWN_NPC_10_DIALOGUE3": "Me han dicho que hay un guarda mayor que es un robot… [pause]Yo no lo creo.", + "HARBOURTOWN_NPC_10_DIALOGUE4": "Cybil es la que más a la moda viste de [wave amp=30 freq=10]todos[/wave] los guardas.", + "HARBOURTOWN_NPC_12_DIALOGUE8": "Por lo visto volvieron a bajar el puente que conecta Villapuerto y la granja de Atata. Es una noticia [wave amp=30 freq=10]estupenda[/wave] para cualquiera que… [pause]En fin, [pause]que no tenga intención de morir de hambre.", + "HARBOURTOWN_NPC_11_DIALOGUE1": "Con tanto que a la gente le gusta hablar sobre \\\"monstruos\\\" y \\\"cintas\\\", [pause]lo normal sería pensar que aquí todo el mundo la pasa bien.", + "HARBOURTOWN_NPC_10_DIALOGUE5": "Me pregunto si alguna vez podré llegar a guarda mayor. [pause]Naa.", + "HARBOURTOWN_NPC_11_DIALOGUE2": "Bueno, ¡[shake rate=30 level=10]pues yo no[/shake]! [pause][pause]¡A mí todo eso de los monstruos me parece rarísimo y no me hace ninguna gracia!", + "HARBOURTOWN_NPC_12_DIALOGUE1": "¿Sabes qué echo de menos? [pause]El deporte. [pause]¿Por qué no pueden fundar un equipo de futbol en Villapuerto?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "¿Por qué no habré naufragado en algún sitio un poco más [wave amp=30 freq=10]normal[/wave]?", + "HARBOURTOWN_NPC_27_DIALOGUE1": "Hace poco me abordó un hombre sospechoso intentando venderme una casa. ¿Cómo podría yo comprar una casa? ¡Si en esta isla ni siquiera existe el [wave amp=30 freq=10]dinero[/wave]!", + "HARBOURTOWN_NPC_12_DIALOGUE3": "Hace poco había unos tipos pálidos y muy raros merodeando por aquí y hablando entre dientes. Es algo fuera de lo común, incluso tratándose de este sitio.", + "HARBOURTOWN_NPC_12_DIALOGUE4": "¿Has visto a esos encapuchados tan raros que andan rondando por el parque? ¿Serán de alguna [wave amp=30 freq=10]compañía de teatro[/wave] o algo?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "Por lo visto Villapuerto y ese otro pueblo que hay al este han hecho las paces. Me pregunto qué habrá pasado.", + "HARBOURTOWN_NPC_12_DIALOGUE7": "Hace tiempo que no veo a esos adefesios de rostro pálido y traje oscuro. ¿Qué les habrá pasado?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "En Villapuerto dicen que el centro comercial abandonado está [wave amp=30 freq=10]embrujado[/wave]. Una cosa son los monstruos, pero otra es que crea en fantasmas, ¡eso sí que no!", + "LEVEL_WARNING_kayleigh.v2.m": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", + "GAME_OVER_PENSBY2": "No bajes la guardia allá afuera, {player}, que curarte cuesta trabajo. Intenta que la salud te dure un poco más.", + "LEVEL_WARNING_kayleigh.v3": "Tengo la impresión de que los monstruos que hay aquí nos sacan bastante ventaja…", + "LEVEL_WARNING_kayleigh.v2.n": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", + "INTRO_PENSBY27.m": "Kayleigh, ¿no se lo has dicho?", + "INTRO_PENSBY27.f": "Kayleigh, ¿no se lo has dicho?", + "INTRO_KAYLEIGH28": "Lo siento, debí hacerlo, pero…", + "INTRO_PENSBY27.n": "Kayleigh, ¿no se lo has dicho?", + "INTRO_KAYLEIGH29": "No quiero agobiarte con demasiada información, pero estás en una isla llamada Nueva Wirral.", + "INTRO_PENSBY44": "Debe ser difícil asimilar todo esto, pero todos tuvimos que pasar por ahí.", + "TUTORIAL1_PART1_KAYLEIGH2": "…", + "INTRO_MONOLOGUE45": "Más me vale vestirme primero…", + "TUTORIAL1_PART1_KAYLEIGH3.m": "¡Ya vi que te las arreglas bastante bien cuando se trata de pelear!", + "TUTORIAL1_PART1_KAYLEIGH1": "Hola otra vez, {player}. [pause]¿Te sientes mejor?", + "CLEMENCE_ARRIVAL1": "Me caí. [pause]En el mar. [pause]Y el mar me trajo aquí. [pause]Hace ya unos diez años. Es lo que es.", + "CLEMENCE_CAFE4": "Y yo les dije: \\\"¡Yo me encargo!\\\". Y le hice un arreglo al gramófono, y ahora ya podemos oír los discos. Y ahora mi café tiene estilo y, además, música. Y fuimos felices para siempre. Fin.", + "INTRO_KAYLEIGH25": "El caso es que, en Villapuerto, había una casa disponible para ti, ¡así que ahora esta es tu casa!", + "INTRO_KAYLEIGH25_OPTION1": "Este debe de ser el sitio más raro de la Tierra.", + "INTRO_PENSBY26": "¿\\\"De la Tierra\\\"?", + "INTRO_KAYLEIGH30_OPTION1": "¿Hay forma de volver a casa?", + "INTRO_PENSBY31": "Me temo que no, {player}. [pause]Lo siento mucho.", + "INTRO_PENSBY32": "Los náufragos llevamos un siglo intentando volver cada uno a su mundo, pero nadie lo ha logrado.", + "LEVEL_WARNING_meredith.v1": "¿No te parece que esta zona es demasiado peligrosa? [pause]Los monstruos de aquí dan bastante miedo.", + "LEVEL_WARNING_kayleigh.v2.f": "Este sitio parece bastante peligroso… ¿Y si volvemos cuando seamos un poco más fuertes?", + "PARTNER_LEVELUP_MEREDITH1": "He estado… entrenando desde la última vez que nos vimos. Así que no te preocupes por mí, estaré a la altura.", + "SWAP_PARTNER_VIOLA1": "¡Como desees! ¡Viajemos, pues, sin demora!", + "SWAP_PARTNER_DOG1": "¡Guau!", + "PARTNER_LEVELUP_EUGENE1": "¡He estado entrenando mucho y te aviso que soy [shake rate=30 level=10]mucho más fuerte[/shake] que la última vez que luchamos!", + "INTRO_KAYLEIGH20.m": "Estás atrapado aquí.", + "INTRO_KAYLEIGH20.f": "Estás atrapada aquí.", + "INTRO_KAYLEIGH21": "Como todos nosotros.", + "INTRO_KAYLEIGH20.n": "Estás atrapade aquí.", + "INTRO_PENSBY22": "Ah, estupendo, por fin despertaste. Kayleigh me dio un buen susto cuando llegó golpeando la puerta.", + "INTRO_KAYLEIGH21_OPTION1": "Me da vueltas la cabeza…", + "HARBOURTOWN_STATION_KAYLEIGH5B": "No es como los otros monstruos. [pause][shake rate=30 level=10]Aquí no estamos a salvo[/shake].", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "¿Quién eres?", + "HARBOURTOWN_STATION_MORGANTE3": "NO, NO, TÚ NO ERES LA SANGRE DE MI SANGRE.\\n\\n¡¿OSAS VENIR DE NUEVO A BUSCARME BLANDIENDO LA ESPADA?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "¿Qué te pasó?", + "HARBOURTOWN_STATION_KAYLEIGH9": "¡Me niego!", + "HARBOURTOWN_STATION_KAYLEIGH8": "¿Me oyes, {player}? ¡Este no es nuestro fin! ¡No puede ser!", + "HARBOURTOWN_STATION_KAYLEIGH7": "No pienso morir aquí, así no.", + "HARBOURTOWN_STATION_KAYLEIGH11": "¿Cómo… [pause]hemos…?", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "¡Vamos a luchar contra esa cosa y lo vamos a hacer COMO UN SOLO SER!", + "INTRO_KAYLEIGH6": "Genial, y, ahora, métela en el walkman, [pause]ponte los audífonos [pause]¡y presiona \\\"Play\\\"!", + "INTRO_KAYLEIGH5": "Ah, sí, ya se nota. En ese caso, toma esta.", + "GAME_OVER_FIRST_PENSBY5": "Ten cuidado ahí fuera, {player}. Si tienes cuidado, no tendrás que acabar otra vez aquí.", + "INTRO_KAYLEIGH1": "¡Oye, tú! [pause]¡Más te vale no hacer movimientos bruscos!", + "INTRO_KAYLEIGH3": "Toma. [pause]Te va a hacer falta.", + "INTRO_KAYLEIGH4": "A ver, antes de nada: [pause]¿Cuál es tu… [pause]estética favorita?", + "GAME_OVER_FIRST_PENSBY1.m": "Ah, ya despertaste. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", + "LEVEL_WARNING_eugene.v2": "No me gusta el aspecto que tienen esos monstruos… Igual deberíamos entrenar un poco más antes de venir aquí…", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]¡Vamos a explorar, {player}![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "He estado practicando mis [wave amp=30 freq=10]habilidades de combate contra monstruos[/wave] desde la última vez. ¡Te vas a quedar de piedra!", + "GAME_OVER_FELIX1": "Hola… ¿Te sientes mejor?", + "INTRO_KAYLEIGH16_OPTION2": "¡Yo ya tengo un hogar!", + "INTRO_KAYLEIGH18": "Es que esta parte no se me da muy bien…", + "INTRO_KAYLEIGH17": "Ah, este… [pause]Sí, eh… [pause]Perdona.", + "INTRO_KAYLEIGH19": "Nunca sé cómo dar la noticia.", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "En cuanto a ese \\\"arcángel\\\"…", + "TUTORIAL4_PART3B_KAYLEIGH6": "Los arcángeles son…", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Lo de esa \\\"fusión\\\" nuestra…", + "TUTORIAL4_PART3C_KAYLEIGH2": "La \\\"fusión\\\" es un fenómeno muy poco frecuente, según cuentan los guardas. Hay monstruos fusionados en la naturaleza y se dice que la jefa de los guardas también puede hacerlo.", + "TUTORIAL4_PART3B_KAYLEIGH7": "Por lo visto, los primeros pobres desgraciados que acabaron arrastrados a las costas de Nueva Wirral creyeron que los monstruos de aquí eran ángeles.", + "TUTORIAL4_PART3B_KAYLEIGH10": "Claro que, cuando la gente se dio cuenta de que podía luchar con los monstruos normales y hasta derrotarlos, perdieron ese [wave amp=30 freq=10]\\\"atractivo angélico\\\"[/wave].", + "TUTORIAL4_PART3B_KAYLEIGH9": "Como es lógico, a esos seres los llamaron \\\"arcángeles\\\"…, [pause]que son la categoría superior del orden de los ángeles.", + "TUTORIAL4_PART3B_KAYLEIGH8": "Y [pause]algunos dejaron también escritos que hablaban de otros seres, más poderosos… [pause]Seres cuyo aspecto, cuya aura era \\\"antinatural\\\".", + "TUTORIAL4_PART3B_KAYLEIGH12": "Ahora los llamamos, simplemente, \\\"monstruos\\\". Un término más genérico.", + "TUTORIAL2_PART3_KAYLEIGH5": "Intenta cambiar a la cinta que acabas de grabar.", + "TUTORIAL2_PART3_KAYLEIGH4": "No sabemos muy bien [wave amp=30 freq=10]cómo[/wave] funciona, pero funciona. [pause]Así que no le damos más vueltas.", + "TUTORIAL2_PART3_KAYLEIGH6": "¡Así es como consigues nuevas formas de monstruo!", + "TUTORIAL2_PART3_KAYLEIGH8": "¡Pues vamos a darle lo suyo al bicho este!", + "TUTORIAL2_PART4_PLAYER1": "¡¿Esto es normal?!", + "TUTORIAL2_PART3_KAYLEIGH7": "Eso sí, si un monstruo sufre demasiado daño, huirá y no podrás grabarlo. [pause]¿Entendiste todo hasta aquí?", + "GAME_OVER_FIRST_PENSBY3.m": "Si van a viajar por Nueva Wirral, más les vale juntar material de primeros auxilios antes de irse.", + "GAME_OVER_MEREDITH1": "¿Por fin despertaste?", + "LEVEL_WARNING_dog.v3": "Parece que Perry tiene miedo de algo. A lo mejor los monstruos de esta zona son demasiado fuertes…", + "SWAP_PARTNER_KAYLEIGH1": "¡Muy bien! ¡Andando!", + "SWAP_PARTNER_MEREDITH1": "Ah, ¿nos ponemos otra vez en marcha? ¿Tan pronto?", + "SWAP_PARTNER_EUGENE1": "¡De lujo!", + "SWAP_PARTNER_FELIX1": "Ah. Está bien.", + "PARTNER_LEVELUP_FELIX1": "Últimamente me ha dado por entrenar en forma de monstruo. Después de todo, tengo que seguirte el ritmo.", + "TUTORIAL1_PART1_KAYLEIGH5": "¡No te preocupes, te explicaré en un momento!", + "TUTORIAL1_PART1_KAYLEIGH8": "Se ve que anoche hubo un terremoto, o bien algún monstruo haciendo de las suyas. Se nota por las grietas del suelo.", + "TUTORIAL1_PART1_KAYLEIGH6": "¡Me alegra verte con ganas!", + "TUTORIAL1_PART1_KAYLEIGH7": "¿Ves ese camino de ahí?", + "TUTORIAL1_PART1_KAYLEIGH9": "Vamos a revisar el camino para asegurarnos de que no hay peligro.", + "CLEMENCE_CAFE2": "En la villa había un gramófono, una máquina vieja que toca música al ponerle discos. Así que me quedé con esa máquina y la convertí en la pieza central de mi café. Pero entonces la gente empezó a quejarse: \\\"Clémence, ¡tienes un gramófono y no tienes música…!\\\".", + "INTRO_KAYLEIGH34": "¡Esta vida no está mal, créeme!", + "INTRO_KAYLEIGH33": "Bueno, ¡pero te las arreglarás! Aquí en Villapuerto somos una comunidad; nos ayudamos unos a otros.", + "INTRO_KAYLEIGH35": "Y, además, ¡aquí estamos seguros! Aparte de los monstruos, claro…", + "INTRO_KAYLEIGH35_OPTION1": "¿Como el que nos atacó antes?", + "TUTORIAL1_PART1_KAYLEIGH10": "Toma, aquí tienes la llave de las puertas.", + "TUTORIAL1_PART2_KAYLEIGH1.m": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", + "TUTORIAL1_PART2_KAYLEIGH1.f": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "¡Por supuesto!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "Ah, y… primero tengo que enseñarte un par de cosas. Vas a tener que volver a transformarte en monstruo.", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Si no hay otro remedio…", + "TUTORIAL1_PART2_KAYLEIGH3": "O, bueno, [pause]más bien… [pause]como si la bici se transformara en {first_tape_description}…", + "TUTORIAL1_PART2_KAYLEIGH4": "Solo que la bici eres tú.", + "TUTORIAL1_PART2_KAYLEIGH2": "Te acostumbrarás enseguida… [pause]¡Es como andar en bici!", + "CLEMENCE_QUESTION_ARRIVAL": "¿Cómo acabaste aquí?", + "CLEMENCE_QUESTION_COFFEE": "¿Cómo es que sabes hacer café?", + "CLEMENCE_QUESTION_BYE": "¡Hasta pronto!", + "CLEMENCE_BYE": "¡\\\"Au revoir\\\"!", + "CLEMENCE_COFFEE2": "Es un buen plan, \\\"oui\\\".", + "CLEMENCE_METAL_TAPES1": "¡{player}! Tengo una cosa para ti.", + "CLEMENCE_METAL_TAPES2": "La guarda Wilma ha venido del ayuntamiento a traerme material nuevo para vender.", + "INTRO_KAYLEIGH2": "Los trafikangrejos no se llevan bien con los desconocidos. [pause]Bueno, [pause]ni con nadie.", + "CLEMENCE_METAL_TAPES3": "Estas cintas de cromo son más efectivas que las cintas normales. Interesante, ¿\\\"non\\\"?", + "LEVEL_WARNING_meredith.v3": "Los monstruos de aquí dan más miedo que tú y que yo. A lo mejor deberíamos volver en otro momento, [pause]¿no?", + "INTRO_KAYLEIGH30": "No está lo que se dice… [pause]en la Tierra. O eso creemos.", + "INTRO_KAYLEIGH14_OPTION1": "¿Dónde estoy?", + "INTRO_KAYLEIGH14_OPTION2": "¿Qué sitio es este?", + "INTRO_KAYLEIGH15.m": "Bienvenido a Villapuerto…", + "INTRO_KAYLEIGH15.f": "Bienvenida a Villapuerto…", + "INTRO_KAYLEIGH15.n": "Bienvenide a Villapuerto…", + "INTRO_KAYLEIGH16_OPTION1": "¿Mi… nuevo hogar?", + "INTRO_KAYLEIGH16": "¡Tu nuevo hogar!", + "TUTORIAL4_PART3_KAYLEIGH18": "Al fin y al cabo, somos de mundos diferentes.", + "TUTORIAL4_PART3B_KAYLEIGH17": "¡Ah, qué tonta, perdón! [pause]¡Estoy dando demasiadas cosas por sentadas!", + "TUTORIAL4_PART3B_KAYLEIGH19": "¡A lo mejor no sabes lo que son las películas!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "¡Sí sé!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "¡He visto un montón!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "¿Eres nueva en la isla? [pause]¡Se te nota en el rostro!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "¿Películas? ¿Qué es eso? No, es broma.", + "TUTORIAL4_PART3B_KAYLEIGH20": "Uff… [pause]Pues, [pause]¡qué bueno! Es que llevo tres años en Nueva Wirral y aún no he aprendido bien a calibrar mis… [pause]referencias culturales cuando hablo con gente nueva.", + "TUTORIAL4_PART3C_KAYLEIGH1": "Ah. [pause]Sí. [pause][wave amp=30 freq=10]Eso[/wave].", + "TUTORIAL2_PART4_PLAYER2": "¿Qué está pasando?", + "TUTORIAL2_PART4_KAYLEIGH1": "Algunos monstruos nos dan… habilidades especiales cuando los grabamos, aparte de poder adoptar su forma.", + "TUTORIAL2_PART4_KAYLEIGH2": "¡No te preocupes!", + "TUTORIAL2_PART4_KAYLEIGH3": "Perdona, a lo mejor debí haberte avisado, pero pensé que sería más fácil enseñártelo.", + "TUTORIAL2_PART4_KAYLEIGH4": "Con esto podemos planear por encima de esa brecha de ahí.", + "TUTORIAL3_PART1_KAYLEIGH1": "¿Qué pasa aquí? Si esto es cosa de los monstruos, más nos vale abrir bien los ojos.", + "TUTORIAL3_PART1_KAYLEIGH2": "Vamos…", + "GAME_OVER_EUGENE1.n": "¡Y vuelve a estar liste para el combate! Vamos, {player}, andando.", + "GAME_OVER_EUGENE1.f": "¡Y vuelve a estar lista para el combate! Vamos, {player}, andando.", + "HARBOURTOWN_NPC_4_DIALOGUE3": "Pero el caso es que [wave amp=30 freq=10]funciona[/wave]. [pause]Así que déjate llevar.", + "HARBOURTOWN_NPC_5_DIALOGUE1": "¿Llegaste hace poco? [pause]Yo ya llevo aquí 20 años.", + "HARBOURTOWN_NPC_5_DIALOGUE2": "Al final, te acabas acostumbrando a lo raro y absurdo que es todo aquí.", + "HARBOURTOWN_NPC_5_DIALOGUE3": "Yo, por ejemplo, [pause]ya ni siquiera [wave amp=30 freq=10]me sorprendo[/wave] por el hecho de vivir en una isla llena de monstruos gigantes.", + "HARBOURTOWN_NPC_6_DIALOGUE1": "En Villapuerto hay comida de sobra; lo que nos falta es variedad.", + "HARBOURTOWN_NPC_6_DIALOGUE2": "Hace siglos que no me como un buen plato de pato laqueado…", + "HARBOURTOWN_NPC_7_DIALOGUE1": "La vida en Villapuerto es muy tranquila, [pause]pero echo de menos vivir en la ciudad…", + "HARBOURTOWN_NPC_7_DIALOGUE2": "Cambiar de un metro agobiante a otro, [pause]comprar comida cara en el supermercado, [pause]perder la mayor parte del sueldo en la renta…", + "HARBOURTOWN_NPC_8_DIALOGUE1": "Uff… [pause]Uff… [pause][pause]Tengo que correr aún más rápido para que no me alcancen esos cangrejos monstruosos…", + "HARBOURTOWN_NPC_7_DIALOGUE3": "Eso sí que era vida.", + "HARBOURTOWN_NPC_8_DIALOGUE2": "Uff… [pause]Uff… [pause][pause]Ni siquiera a mi velocidad máxima podría correr más que esos monstruos bala.", + "HARBOURTOWN_NPC_8_DIALOGUE4": "Uff… [pause]Uff… [pause][pause]Para que no me muerdan las serpientes enmascaradas, necesito correr aún más.", + "HARBOURTOWN_NPC_8_DIALOGUE3": "Uff… [pause]Uff… [pause][pause]Tengo que mejorar la resistencia si quiero evitar a esos diablillos con botas.", + "HARBOURTOWN_NPC_9_DIALOGUE1": "Me gustaría poder decir que toda mi ropa está hecha en Villapuerto, [pause]pero…", + "HARBOURTOWN_NPC_8_DIALOGUE5": "Uff… [pause]Uff… [pause][pause]Si no soy capaz de correr más rápido, no podré dejar atrás a esas polillas gigantes.", + "HARBOURTOWN_NPC_8_DIALOGUE6": "Pues… [pause]yo diría que está mejorando mi capacidad para correr distancias largas. [pause]¡Mi trabajo está dando frutos!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "Aunque… [pause]supongo que no tendríamos contra quién jugar. [pause]No creo que los cangrejos gigantes de la playa tengan espíritu competitivo.", + "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh empieza contigo una conversación muy animada sobre sus razas de perro favoritas.", + "RESTING_KAYLEIGH_PLATONIC_2": "Kayleigh y tú hablan de forma casual sobre los misterios de Nueva Wirral.", + "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh te cuenta una anécdota divertida sobre su vida.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Tengo una pregunta para ti, {player}. [pause]Una importante.", + "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh te habla de varios de sus proyectos destinados a ayudar a la gente de Villapuerto.", + "RESTING_KAYLEIGH_PLATONIC_5": "Pasan un rato divertido lanzando palitos a la fogata.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "¡De perros!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "¿Estás preparado?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "¿Estás preparada?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "¿Eres… [pause][pause][pause]una persona más de perros o de gatos?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "¿Estás preparade?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "¡De gatos!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "¡De hurones!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "¡Excelente respuesta! [pause]Yo también.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Últimamente camino mucho, así que un perro me quedaría bastante bien, ¿no te parece?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "A veces creo que la gente confunde estar \\\"entusiasmada\\\" con estar \\\"feliz\\\".", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Si logro volver a mi mundo, creo que voy a adoptar un perro.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Qué interesante…", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "A lo mejor eso quiere decir que eres alguien que valora su independencia y necesita su espacio…", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Aunque también podría ser que te parecen más lindos.", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Hurones, ¿eh? [pause]¡La opción favorita de los indecisos!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Demasiado pequeño para ser un perro, [pause]demasiado alargado para ser un gato…", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "¡Una respuesta bastante rara, pero te la acepto!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "¿Tú crees que… Nueva Wirral nos puede cambiar físicamente?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Me parece que prefiero el olor del café a su sabor.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Esto a lo mejor te suena raro, pero…", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "¡No, a ver, me encanta el café!", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Pero por el olor siempre te da la sensación de que va a estar mucho más bueno…", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "O sea, [pause]cuando llegamos aquí.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Mi cuerpo de Nueva Wirral no es igual que como era en mi \\\"vida anterior\\\".", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Me cuesta explicarlo con palabras…", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "No es exactamente igual.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "Es como si así fuera como aparezco en mis propios sueños, como me veo a mí misma.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Aunque mi nombre casi nunca lo escribían bien.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Tampoco sé que va a pasar cuando… [pause]vuelva.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Echo un poco de menos las cafeterías en las que escribían tu nombre en el vaso.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Siempre acababa teniendo que aguantarme con algo así como \\\"Kaylee\\\".", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Aquí estoy, pasando el rato en plena naturaleza con mi novia, que es un amor…", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Eso sí, el café de Clémence es mil veces mejor que el de cualquier cadena. [pause]No sé si podré acostumbrarme otra vez al café normal si es que alguna vez logro volver a casa.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Una vez me escribieron \\\"Carol\\\". [pause][pause]Ahí ni se acercaron.", + "INTRO_KAYLEIGH8.n": "¡Te toca! ¡Vamos, nada de penas!", + "INTRO_KAYLEIGH9": "¡No pasa nada, respira! ¡Te tomará unos segundos adaptarte!", + "INTRO_KAYLEIGH11": "Lo hiciste bastante bien… Por cierto, ¿cómo te llamas?", + "INTRO_KAYLEIGH10": "Eso es, ¡al ataque!", + "INTRO_KAYLEIGH12": "Yo soy Kayleigh. ¡Encantada de conocerte, {player}!", + "INTRO_KAYLEIGH13": "En fin, [pause]deberíamos hacer algo para que entres en calor o te vas a congelar con esa pijama.", + "LEVEL_WARNING_viola.v1": "Sería sabio abandonar este lugar… pues bestias de fuerza mayor que la nuestra moran en él.", + "LEVEL_WARNING_eugene.v1": "Esta zona parece bastante peligrosa. Igual nos conviene retirarnos y volver otro día…", + "LEVEL_WARNING_eugene.v3": "No sé, colega… Yo creo que, así como estamos, estos monstruos nos pueden hacer polvo…", + "LEVEL_WARNING_kayleigh.v1": "Parece que los monstruos de por aquí no se deben tomar a la ligera… A lo mejor deberíamos dar media vuelta.", + "CLEMENCE_QUESTION_MENU": "¿Qué tienes hoy en el menú?", + "CLEMENCE_MENU_DIALOGUE": "¡\\\"Bonjour\\\"! ¿Qué puedo hacer por ti?", + "CLEMENCE_QUESTION_CAFE": "¿El Café Gramófono?", + "CLEMENCE_INTRO3": "Adelante, pregúntame lo que quieras, no tengo prisa.", + "LEVEL_WARNING_felix.v3": "Normalmente, confío mucho en nuestras probabilidades, pero creo que ahorita este sitio es demasiado peligroso.", + "INTRO_KAYLEIGH40_OPTION1": "¿Cómo que de mi era?", + "INTRO_PENSBY43": "Mi clínica está aquí cerca. Si necesitas que te eche un vistazo, ven cuando quieras.", + "INTRO_KAYLEIGH42": "Ya hablaremos luego, ¡si quieres!", + "INTRO_KAYLEIGH41": "¡Perdona, perdona, demasiada información! Nos vemos pronto, ¿sí?", + "CLEMENCE_CAFE3": "Un día, los guardas encontraron un sitio lleno de discos en perfecto estado. Así que me los trajeron. Pero seguían lamentándose, diciendo \\\"vaya, tenemos los discos, pero están hechos para tocadiscos modernos y a nuestro gramófono no le sirven\\\".", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Ven, ¡es por aquí!", + "TUTORIAL2_PART1_KAYLEIGH1.m": "¿Estás cansado, {player}? Podemos descansar aquí, si quieres.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Por aquí habrá más monstruos merodeando, pero, tranquilo, que podemos con ellos.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Por aquí habrá más monstruos merodeando, pero, tranquila, que podemos con ellos.", + "TUTORIAL2_PART1_KAYLEIGH2.m": "Estos espacios para hacer fogatas indican las zonas en las que es seguro acampar.", + "TUTORIAL2_PART1_KAYLEIGH3": "¡Te permiten arreglar tus cintas y curarte!", + "TUTORIAL2_PART1_KAYLEIGH2.f": "Estos espacios para hacer fogatas indican las zonas en las que es seguro acampar.", + "TUTORIAL2_PART1_KAYLEIGH1.n": "¿Estás cansade, {player}? Podemos descansar aquí, si quieres.", + "GAME_OVER_FIRST_PENSBY2": "Mira, llévate esto.", + "LEVEL_WARNING_felix.v2": "A lo mejor deberíamos volver cuando hayamos entrenado un poco más. No sé, es mi opinión.", + "LEVEL_WARNING_felix.v1": "Tengo la impresión de que los monstruos aquí nos pueden dar una buena paliza…", + "TUTORIAL1_PART2_KAYLEIGH11.m": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", + "TUTORIAL1_PART2_KAYLEIGH13": "¡Bien, pues vamos a repartir golpes!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "Si tanto tú como yo perdemos toda la vida, no tendremos más remedio que volver a Villapuerto.", + "TUTORIAL1_PART2_KAYLEIGH12": "¿Entendiste?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Por aquí habrá más monstruos merodeando, pero, tranquile, que podemos con ellos.", + "TUTORIAL1_PART2_KAYLEIGH14": "¡Muy bien!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "¿Estás cansada, {player}? Podemos descansar aquí, si quieres.", + "TUTORIAL1_PART2_KAYLEIGH15": "No sé por qué no funciona ese montacargas. Por aquí debería haber un interruptor para volver a encenderlo.", + "TUTORIAL1_PART2_KAYLEIGH16": "¡Estupendo! Pues vamos a subir, ¿no? Te dejaré que tomes la iniciativa en los combates a partir de ahora, pero no te preocupes, siempre estaré cerca de ti.", + "LEVEL_WARNING_viola.v3": "Las bestias que viven aquí suponen cierta amenaza… Quizá sería aconsejable irnos de aquí.", + "CLEMENCE_INTRO1.n": "¡\\\"Bonjour\\\"! [pause]No suele venir mucha gente nueva por aquí, ¡y menos aún chiques tan guapes como tú!", + "PARTNER_LEVELUP_VIOLA1": "Puede que mi pericia para el combate te impresione, pues he estado mejorando mis habilidades en tu ausencia.", + "GAME_OVER_FIRST_PENSBY1.n": "Ah, ya despertaste. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", + "INTRO_KAYLEIGH8.f": "¡Te toca! ¡Vamos, nada de penas!", + "INTRO_KAYLEIGH8.m": "¡Te toca! ¡Vamos, nada de penas!", + "INTRO_KAYLEIGH7": "Esto te puede parecer un poco raro, pero tú haz como yo.", + "CLEMENCE_ARRIVAL2": "Echo de menos…", + "CLEMENCE_ARRIVAL3": "… las motos.", + "CLEMENCE_COFFEE1": "Tengo mi… método especial. Y el café me lo cultivan los Atata en su granja.", + "LEVEL_WARNING_dog.v1": "Parece que Perry está nervioso. Tal vez los monstruos de esta zona sean demasiado fuertes para él…", + "LEVEL_WARNING_meredith.v2": "Aquí los monstruos parecen bastante fuertes. [pause]A lo mejor deberíamos dar la vuelta.", + "PARTNER_LEVELUP_DOG1": "El brillo que tiene en la mirada te sugiere que Perry ha estado entrenando últimamente.", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]Estuve entrenando por mi cuenta… ¡Deja que te muestre lo fuerte que me estoy poniendo, {player}![/wave]", + "CLEMENCE_CAFE1": "\\\"Oui\\\". Cuando llegué a Villapuerto, la gente se moría por tener un sitio para hacer vida social, un sitio con estilo. Así que me encargué de crearlo, porque, si no, nadie lo iba a hacer.", + "RANGER_TRADER_NOT_JOINED2": "Estará en el puesto de guardia del parque. Solo tienes que seguir hacia el norte una vez que hayas salido de las afueras, ¡no hay pierde!", + "RANGER_TRADER_NOT_JOINED1.f": "Hola, cariño. Si vienes a apuntarte a los guardas, Ianthe se acaba de ir.", + "RANGER_TRADER_JUST_JOINED1.m": "Hola, cariño. Ya vi que tienes ahí tu tarjeta de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", + "RANGER_TRADER_JUST_JOINED1.f": "Hola, cariño. Ya vi que tienes ahí tu tarjeta de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", + "RANGER_TRADER_JUST_JOINED2": "Yo estoy aquí para distribuir los recursos de la organización entre los guardas y aprendices, y para ayudarlos con su labor. Tengo mejoras para mochilas y walkmans, pases para sesiones especiales de entrenamiento…", + "RANGER_TRADER_JUST_JOINED1.n": "Hola, cariño. Ya vi que tienes ahí tu tarjeta de aprendiz. Te voy a explicar lo que puedo hacer para ayudarte.", + "RANGER_TRADER_JUST_JOINED3": "Pero todo eso lo tenemos en cantidades limitadas, así que tengo que asegurarme de que no se malgaste.", + "RANGER_TRADER_JUST_JOINED4.f": "En resumen, cariño, cuantos más entrenamientos completes con los guardas mayores, más cosas podré darte. Ah, y también voy a necesitar que me des un poco de material fundido.", + "RANGER_TRADER_JUST_JOINED4.m": "En resumen, cariño, cuantos más entrenamientos completes con los guardas mayores, más cosas podré darte. Ah, y también voy a necesitar que me des un poco de material fundido.", + "RANGER_TRADER_MENU_ALT.n": "¿Qué necesitas ahora, cariño?", + "RANGER_TRADER_MENU_ALT.m": "¿Qué necesitas ahora, cariño?", + "RANGER_TRADER_MENU_HELLO.n": "Hola, cariño, ¿qué necesitas?", + "RANGER_TRADER_JUST_JOINED4.n": "En resumen, cariño, cuantos más entrenamientos completes con los guardas mayores, más cosas podré darte. Ah, y también voy a necesitar que me des un poco de material fundido.", + "RANGER_TRADER_MENU_HELLO.f": "Hola, cariño, ¿qué necesitas?", + "RANGER_TRADER_MENU_ALT.f": "¿Qué necesitas ahora, cariño?", + "RANGER_TRADER_MENU_HELLO.m": "Hola, cariño, ¿qué necesitas?", + "RANGER_TRADER_OPTION1": "¿Qué tienes por ahí?", + "RANGER_TRADER_OPTION2": "¿Qué es el material fundido?", + "RANGER_TRADER_FUSED_MATERIAL1": "¿El material fundido? Pues no sé muy bien lo que es, pero, por lo visto, Ianthe cree que tenemos que recoger todo el que podamos.", + "RANGER_TRADER_OPTION3": "¡Hasta luego!", + "RANGER_TRADER_FUSED_MATERIAL2.m": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. ¡Saca tus propias conclusiones, cariño.", + "RANGER_TRADER_BYE": "¡Chausito!", + "RANGER_TRADER_FUSED_MATERIAL2.n": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. ¡Saca tus propias conclusiones, cariño.", + "RANGER_TRADER_FUSED_MATERIAL2.f": "Yo solo sé que huele muy mal y que algunos monstruos lo dejan al derrotarlos. ¡Saca tus propias conclusiones, cariño.", + "RANGER_TRADER_TRAINING_COMPLETE.f": "¡Hola, cariño! Ahora que ya eres guarda de tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "¡Hola, cariño! Ahora que ya eres guarda de tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", + "RANGER_TRADER_TRAINING_COMPLETE.m": "¡Hola, cariño! Ahora que ya eres guarda de tiempo completo, puedo ofrecerte unos cuantos objetos muy especiales… [pause]¡Echa un vistazo!", + "KAYLEIGH_STATION_REACTION1": "¿Esto es… [pause]una estación de tren? No habrá nada de malo en echarle un vistazo, ¿no?", + "RANGER_VENDING_MACHINE_NAME": "Máquina expendedora", + "INTERDIMENSIONAL_POST_INTRO1": "¡Hola! ¿Tú eres… \\\"{recipient}\\\"?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Sí.", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Espera, ¿qué pasa aquí?", + "INTERDIMENSIONAL_POST_INTRO2": "No te preocupes, solo vine a entregar un mensaje interdimensional. [pause]Cuando te despiertes, todo habrá vuelto a la normalidad.", + "INTERDIMENSIONAL_POST_REINTRO2": "Este va dirigido a \\\"{recipient}\\\". Eres tú, ¿verdad?", + "INTERDIMENSIONAL_POST_REINTRO1": "¡Hola otra vez! Tengo otro mensaje para ti.", + "INTERDIMENSIONAL_POST_NO_SENDER": "El mensaje viene sin remitente. ¿Alguien que te admira en secreto, quizá?", + "INTERDIMENSIONAL_POST_SENDER": "El mensaje lo envía alguien que se llama \\\"{sender}\\\".", + "INTERDIMENSIONAL_POST_BODY1": "A ver, te lo leo.", + "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\"", + "INTERDIMENSIONAL_POST_BYE1": "Pues eso fue todo. Espero que tenga sentido para ti.", + "INTERDIMENSIONAL_POST_ITEMS": "Hay un paquetito adjunto. ¡Aquí lo tienes!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "Ah, pues parece que este mensaje no tiene texto…", + "INTERDIMENSIONAL_POST_BYE3": "¡Cuídate!", + "INTERDIMENSIONAL_POST_BYE2": "No creerás la cantidad de gente que visito que cree que se está volviendo loca.", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]Revisando…[/wave]", + "POSTBOX_INTERACT1": "¡Es un buzón! [pause]Qué raro que esté aquí dentro; ¿cómo van a llegar las cartas?", + "POSTBOX_ERROR_CONNECT": "No se pudo conectar ({0}).", + "POSTBOX_INTERACT2": "¿Quieres revisarlo de todas formas? Si lo haces, te conectarás a internet.", + "POSTBOX_ERROR_TIMEOUT": "Se agotó el tiempo de conexión.", + "POSTBOX_ERROR_CLIENT": "Se produjo un error del cliente ({0}).", + "POSTBOX_ERROR_UNKNOWN": "Se produjo un error desconocido ({0}).", + "POSTBOX_ERROR_NETWORK": "Se produjo un error con la red ({0}).", + "POSTBOX_EMPTY": "El buzón está vacío.", + "POSTBOX_KEYPAD": "Hay un teclado en la parte trasera… ¿Quieres ingresar un código?", + "POSTBOX_MESSAGE_FOUND": "¡Hay un mensaje para ti!", + "POSTBOX_MESSAGE_FOUND_SENDER": "¡Hay un mensaje para ti de {sender}!", + "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\"", + "POSTBOX_PACKAGE_FOUND": "¡Hay un paquete para ti!", + "POSTBOX_ENTER_CODE": "Ingresa el código", + "PLANTER_INTERACT1": "¿Quieres plantar un brote con las herramientas de jardinería?", + "PLANTER_NO_QUEST": "¡Es una jardinera! Pero no tiene nada plantado.", + "PLANTER_INTERACT2_OPTION1": "Arbusto frondoso", + "PLANTER_INTERACT2": "Elige un brote:", + "PLANTER_INTERACT2_OPTION2": "Cerezo", + "PLANTER_INTERACT2_OPTION3": "Rosas rojas", + "PLANTER_INTERACT2_OPTION4": "Orquídeas pálidas", + "PLANTER_INTERACT2_OPTION5": "Lavanda", + "GAME_OVER_VIOLA1": "¡{player} se alza de nuevo!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "¡Vamos a luchar contra esa cosa y lo vamos a hacer COMO UN SOLO SER!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "¡Vamos a luchar contra esa cosa y lo vamos a hacer COMO UN SOLO SER!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "No lo sé…", + "HARBOURTOWN_STATION_MORGANTE12": "YA BASTA. ESCASO ES EL TIEMPO QUE ME QUEDA.\\n\\n¿POR QUÉ HAS VENIDO A ESTE LUGAR TAN HORRIBLE?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "¡Quiero escapar de esta isla!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "¡Quiero volver a casa!", + "HARBOURTOWN_STATION_MORGANTE14": "PRECISO UN RECEPTÁCULO Y TÚ PRECISAS QUIEN TE GUÍE.\\n\\nHAZ QUE RECUPERE MI FUERZA Y, LLEGADO EL MOMENTO, TE LLEVARÉ LEJOS DE ESTA TIERRA.", + "INTRO_KAYLEIGH35_OPTION2": "¿Porque tenemos walkmans?", + "INTRO_KAYLEIGH36": "¡Así es! Yo estoy a punto de salir a patrullar.", + "INTRO_KAYLEIGH38": "Mientras, si quieres, aprovecha para saludar a tus nuevos vecinos.", + "TUTORIAL1_PART2_KAYLEIGH5": "¿Ves ese adefesio con botas? Es un botajack, y si nos acercamos más, se va a poner agresivo.", + "TUTORIAL1_PART2_KAYLEIGH6": "¡Así que vamos a acercarnos, claro!", + "TUTORIAL1_PART2_KAYLEIGH7": "Te dio un buen golpe, ¡pero tu monstruo es capaz de aguantar eso y más!", + "HARBOURTOWN_MERCHANT_NAME_2": "Vendedora de calcomanías de apoyo", + "STICKER_MERCHANT_NOTE1": "El vendedor de este puesto dejó una nota.", + "HARBOURTOWN_MERCHANT_NAME_3": "Vendedor de calcomanías pasivas", + "STICKER_MERCHANT_NOTE2": "\\\"Fui a la cueva del parque en busca de inspiración. Si no he vuelto a mediodía, ¡envíen ayuda!\\\".", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Lo siento, chica, [pause]pero ahora no se puede usar el montacargas. Le estoy dando mantenimiento, que ya le hacía falta.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Lo siento, chico, [pause]pero ahora no se puede usar el montacargas. Le estoy dando mantenimiento, que ya le hacía falta.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Lo siento, chique, [pause]pero ahora no se puede usar el montacargas. Le estoy dando mantenimiento, que ya le hacía falta.", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "¿Eres nuevo en la isla? [pause]¡Se te nota en el rostro!", + "HARBOURTOWN_NPC_1_DIALOGUE5": "¿Te estás acostumbrando ya a vivir aquí? [pause]A mí me llevó… [pause]bastante tiempo aceptar lo que me había pasado cuando acabé aquí.", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "¿Eres nueve en la isla? [pause]¡Se te nota en el rostro!", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "¡Ah, [pause]el chico nuevo! [pause]¡Me alegra volver a verte!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "¡Hola otra vez! [pause]¿Qué te parece Villapuerto?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "¡Ah, [pause]le chique nueve! [pause]¡Me alegra volver a verte!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "¡Ah, [pause]la chica nueva! [pause]¡Me alegra volver a verte!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "¡Ah, hola! [pause]¿Qué te parece la isla? [pause]Aquí todos hacemos lo que podemos, pero entiendo que, a veces, la soledad nos da a todos.", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Hola, chica nueva. [pause]Espero que te estés adaptando bien.", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Hola, chico nuevo. [pause]Espero que te estés adaptando bien.", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Hola, chique nueve. [pause]Espero que te estés adaptando bien.", + "HARBOURTOWN_NPC_1_DIALOGUE8": "¡Hola! [pause]Aquí estoy otra vez, mirando el mar Infinito, como de costumbre. [pause]No sé qué es, pero tiene algo que me relaja.", + "HARBOURTOWN_NPC_1_DIALOGUE7": "A veces, la vida te da cosas que no te esperas. [pause]Y, a veces, eso que no te esperas es… [pause]en fin… [pause]esto.", + "HARBOURTOWN_NPC_18_DIALOGUE1": "Mi bisabuelo era uno de los marineros que naufragaron en Nueva Wirral hace más de cien años.", + "HARBOURTOWN_NPC_18_DIALOGUE2": "Seguro que estaría orgulloso de ver cómo hemos ido mejorando este sitio.", + "HARBOURTOWN_NPC_19_DIALOGUE": "Si alguna vez te quedas sin saber adónde ir, intenta preguntar por el pueblo. ¡A veces un buen rumor puede darte la pista que necesitas!", + "HARBOURTOWN_NPC_20_DIALOGUE2": "Cómo echo de menos las armas con las que luchaban antes los guardas.", + "HARBOURTOWN_NPC_20_DIALOGUE1": "Ya sé que transformarse es mucho más efectivo en combate, pero…", + "HARBOURTOWN_NPC_20_DIALOGUE3": "La espada mecánica de Ianthe era la cosa más retrofuturista que he visto en mi vida.", + "HARBOURTOWN_NPC_24_DIALOGUE1": "Este pueblo ha estado de pie durante 101 años, ¿lo sabías?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "¿Ya fuiste a la parte occidental de Villapuerto?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "¿Eres forastero? No recuerdo haberte visto antes por aquí.", + "HARBOURTOWN_NPC_22_DIALOGUE1": "Lo [wave amp=30 freq=10]normal[/wave] es que aquí nos ocupemos de preparar comida para la gente del pueblo, pero llevamos un tiempo sin recibir ingredientes de la granja que hay al oeste. Me pregunto si hubo algún problema.", + "HARBOURTOWN_NPC_21_DIALOGUE2": "Yo hace tiempo que quiero visitar el centro de patrimonio histórico que hay allí.", + "HARBOURTOWN_NPC_23_DIALOGUE1": "No tengo tiempo para hablar, tengo que terminar un pedido urgente de pastelillos.", + "HARBOURTOWN_NPC_22_DIALOGUE2": "Bajaron el puente que lleva a la granja, así que ya podemos volver a recibir productos frescos. Menos mal.", + "HARBOURTOWN_NPC_24_DIALOGUE2": "Me acuerdo de cómo era este sitio cuando yo era una niña. El pueblo ha cambiado mucho y muy deprisa…", + "HARBOURTOWN_NPC_24_DIALOGUE3": "Pero sus cimientos [pause]siguen siendo exactamente los mismos.", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "¿Eres forastere? No recuerdo haberte visto antes por aquí.", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "¿Eres forastera? No recuerdo haberte visto antes por aquí.", + "HARBOURTOWN_NPC_26_DIALOGUE1": "¿Has escuchado alguna vez [wave amp=30 freq=10]Radio Cybil[/wave]? Yo la escucho todos los días. ¡Estoy entre sus mayores seguidores!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "Con todo el tiempo libre que he tenido desde que estoy en esta isla, me he dedicado a mejorar mis habilidades sociales… Por ejemplo, ahora soy bueno para hablar con gente desconocida como tú.", + "HARBOURTOWN_NPC_30_DIALOGUE1": "¿Es verdad que uno de los guardas es capaz de [wave amp=30 freq=10]hackear[/wave] sus cintas de monstruo? ¡Me niego a creer que algo así es posible!", + "HARBOURTOWN_NPC_28_DIALOGUE1": "Tengo muchísimas ganas de dar un paseo por Nueva Wirral, pero me desanima la [wave amp=30 freq=10]fauna local[/wave].", + "HARBOURTOWN_NPC_1_DIALOGUE9": "A veces tengo esperanza de ver venir un barco en el horizonte para rescatarnos. [pause]Pero ya llevo aquí bastante tiempo… y no creo que nos vaya a rescatar nadie.", + "HARBOURTOWN_NPC_1_DIALOGUE10": "¡Hola de nuevo! [pause]¿Qué tal te va?", + "HARBOURTOWN_NPC_2_DIALOGUE1": "Supongo que no esperabas ver aquí a alguien tan famoso como [wave amp=30 freq=10]yo[/wave], [pause]¿eh? [pause][pause]Espera… ¿no me reconoces?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "Danny Kicks. [pause]Tocaba el saxo en uno de los grupos más famosos de la Tierra. [pause]¿Seguro que no te sueno nada?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "¿[shake rate=30 level=10]Seguro[/shake] que no me reconoces? [pause]¿Ni siquiera tantito?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "Vamos, está claro que sabes quién soy. [pause]¡Soy Danny Kicks! [pause]Solo imagíname con un saxofón… [pause]¿Tampoco?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "Tocaba con los chicos esos de Liverpool. [pause]¿Conoces \\\"While my sax gently weeps\\\"? [pause]¡Pues [shake rate=30 level=10]la escribí yo[/shake], para que sepas!", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chicoc. [pause]No es la primera vez.", + "HARBOURTOWN_NPC_2_DIALOGUE6": "Es [wave amp=30 freq=10]imposible[/wave] que no me vieras en la tele cuando mis colegas y yo tocamos en aquella azotea… [pause]Sí me crees, ¿verdad?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "…", + "HARBOURTOWN_NPC_2_DIALOGUE8": "En fin… [pause]Yo diría que no hay una sola persona aquí que me haya reconocido. [pause]¡Incluso hay quien piensa que me lo inventé todo!", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chique. [pause]No es la primera vez.", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no haya sido famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admiradore[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Bueno, pues está claro que no me reconoces. [pause]No te preocupes, chica. [pause]No es la primera vez.", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "¿Quieres alguna otra cosa?", + "PENSBY_INTERACT_CHECKUP_HURT1": "A ver, deja que te eche un vistazo…", + "PENSBY_INTERACT_CHECKUP_HURT3": "Te voy a recetar un poco de reposo. [pause]¿Por qué no vas al Café Gramófono y te relajas un poco?", + "PENSBY_INTERACT_CHECKUP_HURT2": "Son solo unos cuantos moratones y rasguños, nada grave.", + "PENSBY_INTERACT_BYE": "Intenta no hacerte mucho daño cuando estés por ahí, ¿quieres?", + "HERITAGE_CENTER_SIGN": "\\\"Centro de patrimonio histórico de Villapuerto: Un intento de echar luz sobre la historia de nuestra curiosa comunidad\\\".", + "HERITAGE_CENTER_1": "AÑO 1: El navío británico HMS Birkenhead se va a pique a causa de una tormenta en el año 1845 de la Tierra. Gran parte de la tripulación, junto con los restos del naufragio, es arrastrada a la costa de una isla desconocida, posteriormente bautizada como Nueva Wirral.", + "HERITAGE_CENTER_3": "AÑO 6: Se produce el primer nacimiento en Nueva Wirral. El primer intento de abandonar Nueva Wirral acaba en desastre cuando una embarcación construida en la isla termina hundida por las tormentas a solo una milla de la costa.", + "HERITAGE_CENTER_2": "AÑO 2: Se producen por primera vez llegadas nuevas. Se funda oficialmente Villapuerto. Se produce el primer encuentro del que se tiene noticia con un ser nativo desconocido o \\\"monstruo\\\".", + "HERITAGE_CENTER_5": "AÑO 50: Con ocasión del 48.º aniversario de su fundación, Villapuerto suprime su tradicional cargo de alcalde y pasa a estar gobernada por un comité.", + "HERITAGE_CENTER_4": "AÑO 48: Tras la llegada de numerosos ingenieros, se establece la primera red eléctrica de Villapuerto.", + "HERITAGE_CENTER_6": "AÑO 62: En Nueva Wirral empieza a plantearse la fundación de un segundo pueblo, llamado Nueva Londres.", + "HERITAGE_CENTER_8": "AÑO 91: Se descubre el centro comercial La Caída, que aporta a Nueva Wirral una gran cantidad de productos de la Tierra. Se descubre el fenómeno conocido como \\\"grabación de monstruos\\\".", + "HERITAGE_CENTER_7": "AÑO 89: Tras un terrible desastre, Nueva Londres resulta destruida. La única superviviente de entre sus habitantes logra volver a Villapuerto.", + "HERITAGE_CENTER_9": "\\\"El naufragio del HMS Birkenhead\\\".", + "HARBOURTOWN_NPC_DIALOGUE4": "¿Que cómo me llamo? ¡Duncan!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "¿Te has fijado en esas cajas rojas que hay por ahí? Los guardas las usamos para dejar suministros a otros que los puedan necesitar cuando viajan por la isla.", + "HARBOURTOWN_NPC_DIALOGUE3": "¡Silencio! ¡Soy invisible, haz como si no estuviera aquí!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Es más, estaba a punto de dejar algo en esa de ahí. En vez de eso, ¿por qué no te lo quedas tú?", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Los restauradores se pueden usar para arreglar cintas rotas sin tener que descansar. ¡Son muy útiles!", + "TRAVELING_MERCHANT_NAME": "Vendedor errante", + "TRAVELING_MERCHANT_INTRO2": "No, seguro que me acordaría de un rostro como el tuyo.", + "TRAVELING_MERCHANT_INTRO1": "¡Hola, hola! ¿Nos hemos visto antes?", + "TRAVELING_MERCHANT_INTRO4": "Espero que no te moleste que me presente descamisado. Mi camisa se la cambié hace un tiempo a una joven que luego se la acabó dando a un oso. ¡No me dirás que no estoy comprometido con el arte del trueque!", + "TRAVELING_MERCHANT_INTRO3": "Bueno, si lo que quieres es comprar a precios bajos, no busques más. Eso sí, no me gusta quedarme mucho tiempo en el mismo sitio.", + "TRAVELING_MERCHANT_REPEAT_MEET": "¡Vaya, qué curioso encontrarte aquí!", + "TRAVELING_MERCHANT_PRE_TRADE": "Anda, échale un vistazo a mi catálogo…", + "TRAVELING_MERCHANT_POST_TRADE2": "¡Hasta la próxima!", + "TRAVELING_MERCHANT_POST_TRADE1": "¡No sabes cómo me complica las cosas que no haya dinero en estas tierras!", + "OUTSKIRTS_3_-1_GIFTER1.n": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿no?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡El valor del suelo en los alrededores del parque está por las nubes![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "Con eso puedes rebobinar en cualquier momento cualquier cinta de monstruo que tengas. Procura no correr riesgos innecesarios, ¿sí?", + "HARBOURTOWN_MERCHANT_4.m": "¡Gracias por venir! ¡Vuelve mañana, seguro tendré alguna nueva!", + "HARBOURTOWN_MERCHANT_3": "¡He estado diseñando unas calcomanías de apoyo totalmente nuevas! ¿Quieres echarles un vistazo?", + "HARBOURTOWN_MERCHANT_2": "¡Un placer hacer negocios contigo! ¡Vuelve mañana porque me habrán llegado calcomanías nuevas!", + "HARBOURTOWN_MERCHANT_1": "¿Buscas alguna calcomanía nueva que les dé ventaja en combate a tus formas de monstruo? ¡Pues no busques más!", + "HARBOURTOWN_MERCHANT_4.f": "¡Gracias por venir! ¡Vuelve mañana, seguro tendré alguna nueva!", + "HARBOURTOWN_MERCHANT_5.m": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", + "HARBOURTOWN_MERCHANT_5.n": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", + "HARBOURTOWN_MERCHANT_5.f": "¡No subestimes la importancia de los movimientos pasivos! Anda, echa un ojo al material que tengo hoy.", + "HARBOURTOWN_MERCHANT_6": "¡Vuelve mañana y tendré unas cuantas calcomanías nuevas!", + "HARBOURTOWN_MERCHANT_NAME_1": "Vendedor de calcomanías ofensivas", + "HARBOURTOWN_NPC_12_DIALOGUE9": "Puede que tenga que estar aquí para siempre, pero al menos nunca me [wave amp=30 freq=10]aburro[/wave].", + "HARBOURTOWN_NPC_13_DIALOGUE1": "Tenía intención de cruzar el puente, pero ya lleva levado desde hace tiempo.", + "HARBOURTOWN_NPC_13_DIALOGUE3": "Vaya… [pause]Bajaron el puente.", + "HARBOURTOWN_NPC_13_DIALOGUE2": "No pasa nada… [pause]Siempre puedo quedarme en este lado del pueblo, [pause]digo yo.", + "HARBOURTOWN_NPC_14_DIALOGUE1": "Cómo es la vida… [pause]Con todo lo que me esforcé para salir de mi pueblo. [pause]Me esforcé muchísimo.", + "HARBOURTOWN_NPC_13_DIALOGUE4": "Podría cruzarlo, [pause]pero es que ya me acostumbré a quedarme aquí.", + "HARBOURTOWN_NPC_14_DIALOGUE2": "Estaba lista para empezar la siguiente etapa de mi vida [pause]y resulta que acabo atrapada en [wave amp=30 freq=10]otro[/wave] pueblo.", + "HARBOURTOWN_NPC_14_DIALOGUE3": "Supongo que es eso lo que el destino me tenía reservado [pause]o algo así.", + "HARBOURTOWN_NPC_15_DIALOGUE1": "Villapuerto siempre ha contado con algún tipo de \\\"cuerpo de voluntarios\\\". [pause]Si no, no habría podido aguantar en pie tanto tiempo.", + "HARBOURTOWN_NPC_15_DIALOGUE2": "Los guardas de Ianthe son la versión más reciente. [pause]Buscamos víveres, ayudamos a resolver las preocupaciones de la gente… Hacemos de todo.", + "HARBOURTOWN_NPC_15_DIALOGUE3": "Cuando apareció el fenómeno de las cintas se hizo aún más difícil mantener el orden. [pause]Eso sí, si hay alguien capaz de lograrlo, esa es Ianthe.", + "HARBOURTOWN_NPC_16_DIALOGUE1": "Muchos de los recién llegados al pueblo pasan… [pause]un periodo complicado.", + "HARBOURTOWN_NPC_16_DIALOGUE2": "El mejor consejo que puedo darte [pause]es que procures disfrutar de la vida que tienes aquí.", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", + "HARBOURTOWN_NPC_17_DIALOGUE2": "Es importante conocer la historia que hemos tenido aquí para poder prever lo que nos pueda deparar el futuro.", + "HARBOURTOWN_NPC_17_DIALOGUE1": "¡La historia de Villapuerto es más interesante de lo que uno podría pensar!", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Aun así, eso no significa que debas olvidarte de la vida que tenías. [pause]Tu pasado es una parte tan importante de ti como tu futuro. [pause]Tenlo en cuenta.", + "TUTORIAL3_PART2_KAYLEIGH1": "Notaste eso, ¿verdad?", + "TUTORIAL3_PART2_KAYLEIGH2": "Pero ¡¿qué es eso?!", + "TUTORIAL3_PART2_KAYLEIGH3": "¿Eso ha estado aquí siempre?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "¿No es parte de Villapuerto?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "¿Dices que eso no es normal?", + "TUTORIAL3_PART2_KAYLEIGH4": "¡No había visto nada parecido en mi vida!", + "TUTORIAL3_PART2_KAYLEIGH5": "¡¿Acaso esto ha estado siempre enterrado aquí?!", + "CLEMENCE_INTRO2": "Me llamo Clémence y estás en el Café Gramófono. No es por presumir, pero tengo un montón de discos y hago el mejor café del lugar. Aunque tampoco es que tenga mucha competencia.", + "CLEMENCE_INTRO1.f": "¡\\\"Bonjour\\\"! [pause]No suele venir mucha gente nueva por aquí, ¡y menos chicas tan guapas como tú!", + "CLEMENCE_INTRO1.m": "¡\\\"Bonjour\\\"! [pause]No suele venir mucha gente nueva por aquí, ¡y menos chicos tan guapos como tú!", + "TUTORIAL4_PART3B_KAYLEIGH11": "Han tenido muchos nombres con el paso de los años… \\\"Ángeles\\\", \\\"demonios\\\", \\\"diablos\\\", \\\"engendros\\\"…", + "TUTORIAL4_PART3B_KAYLEIGH14": "No sabemos lo que son y nadie ha visto ninguno desde hace mucho tiempo.", + "TUTORIAL4_PART3B_KAYLEIGH13": "Pero esos otros seres… [pause]como ese contra el que luchamos… [pause]Esos nos siguen pareciendo arcángeles.", + "TUTORIAL4_PART3B_KAYLEIGH16": "Era como si no la estuviera viendo bien… Como si intentara ver una película con unos binoculares o algo así…", + "TUTORIAL4_PART3B_KAYLEIGH15": "Al mirar a esa cosa mientras luchábamos contra ella… Me cuesta explicarlo…", + "HARBOURTOWN_STATION_MORGANTE13": "YA VEO.\\n\\nEXISTE UNA MANERA. NADIE EXCEPTO YO CONOCE EL CAMINO.", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "¿Un receptáculo…?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Espera…", + "HARBOURTOWN_STATION_KAYLEIGH16": "¡{player}! ¡¿Estás bien?! [pause]¡¿Qué pasó?! [pause]¡Te desmayaste!; ¡estabas inconsciente!", + "HARBOURTOWN_STATION_MORGANTE15": "ASÍ SEA. ESCUCHA, PUES, MI CANCIÓN.", + "TUTORIAL4_PART3A_KAYLEIGH1": "Pasaron [wave amp=30 freq=10]muchas cosas[/wave] en esa estación de tren… Yo creo que deberíamos hablar del tema.", + "HARBOURTOWN_STATION_KAYLEIGH17": "Deberíamos salir de aquí…", + "HARBOURTOWN_NPC_32_DIALOGUE1": "Si hay [wave amp=30 freq=10]algo[/wave] que abunda aquí en Nueva Wirral, es el café. [pause]El café y criaturas raras de colores.", + "HARBOURTOWN_NPC_31_DIALOGUE1": "Actualmente me estoy entrenando para ser aprendiz de guarda. Es como prepararme para una entrevista de trabajo, pero con muchas más peleas.", + "HARBOURTOWN_NPC_33_DIALOGUE1": "Hay una leyenda de la zona que dice que es posible ver los restos de un embarcadero en el horizonte cuando se observa el mar Infinito… Pero, claro, yo nunca he podido verlos.", + "HARBOURTOWN_BOOK_2": "En las notas apresuradas se puede leer: \\\"… si se le da un juguete, cierto monstruo élfico se mantendrá en el buen camino. De lo contrario, acabará consumido por la ira\\\".", + "HARBOURTOWN_BOOK_3": "En las notas apresuradas se puede leer: \\\"… cierta gran serpiente enmascarada puede optar por una tercera vía si se le permite controlar los vientos y los céfiros\\\".", + "HARBOURTOWN_BOOK_1": "En las notas apresuradas se puede leer: \\\"… cierto ser con forma de platillo volador se pondrá al descubierto si obtiene la capacidad de permanecer cerca de sus enemigos\\\".", + "HARBOURTOWN_BOOK_4": "En las notas apresuradas se puede leer: \\\"… las ruedas dentadas misteriosas que se ocultan bajo esta colina son la clave para despertar el verdadero potencial de cierto dinosaurio\\\".", + "HARBOURTOWN_BOOK_5": "En las notas apresuradas se puede leer: \\\"… creo que ciertos monstruos madurarán de una u otra forma dependiendo de si es día o noche\\\".", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Vendedor de calcomanías químicas", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Vendedora de calcomanías neutrales", + "HARBOURTOWN_CHEMIST1_OPENING": "La química elemental es clave para alcanzar la victoria en combate. [pause]Y yo diseño calcomanías que te permiten controlar la química y, por tanto, obtener ventaja.", + "HARBOURTOWN_CHEMIST1_CLOSING": "Si me necesitas, aquí me estoy.", + "HARBOURTOWN_CHEMIST2_OPENING": "Yo me especializo en calcomanías que cambian de tipo según quien las use. Son muy útiles si se usan junto con las capas de mi colega. Y, además, ¡son compatibles con todas las cintas!", + "HARBOURTOWN_ITEM_RECYCLER1": "¿Tú reciclas los objetos que ya no necesitas?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "¡Gracias por tu compra!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "¡Gracias por tu compra!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "¡Gracias por tu compra!", + "HARBOURTOWN_TAPE_RECYCLER3": "Ya sea mientras acampas junto a una hoguera o en el café, ve a la pantalla de cintas, elige una que no quieras y dale a reciclar.", + "HARBOURTOWN_ITEM_RECYCLER4": "Toma, haz la prueba con este libro viejo. Yo ya no lo necesito.", + "HARBOURTOWN_ITEM_RECYCLER2": "No solo es una buena manera de poner un poco de orden en tu inventario, sino que, además, te devuelve parte de los recursos con los que se hicieron.", + "HARBOURTOWN_ITEM_RECYCLER3": "De esta forma, puedes cambiarle esos recursos a otra persona por objetos distintos.", + "GAME_OVER_FIRST_PENSBY1.f": "Ah, ya despertaste. Tienes suerte de tener quien te traiga de una pieza hasta mi clínica.", + "GAME_OVER_DOG1": "¡Guau!", + "HARBOURTOWN_TAPE_RECYCLER1": "¿Te resistes a deshacerte de alguna cinta que ya no te haga falta?", + "HARBOURTOWN_TAPE_RECYCLER2": "La próxima vez que te tomes un respiro durante tus aventuras, ¿por qué no intentas reciclar una?", + "HARBOURTOWN_TAPE_RECYCLER4": "Es una buena manera de conseguir recursos que luego podrás intercambiar con los vendedores y, además, te puede dar alguna que otra calcomanía de las disponibles para ese monstruo.", + "HARBOURTOWN_BOOTLEG_KRAB1": "…", + "HARBOURTOWN_BOOTLEG_KRAB2": "Es un trafikangrejo de colores extraños.", + "HARBOURTOWN_BOOTLEG_NPC1": "No te preocupes por el trafikangrejo, es mi hijo. Es que le gusta jugar con su cinta pirata.", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "¿Pirata?", + "HARBOURTOWN_BOOTLEG_NPC2": "Sí. [pause]¿Has visto alguna vez durante tus viajes un monstruo que no es de su color normal? Pues es porque es pirata. [pause]¡No lo confundas con una capa!", + "HARBOURTOWN_BOOTLEG_NPC3": "Los monstruos piratas tienen, [wave amp=30 freq=10]de forma permanente[/wave], un color distinto, un tipo elemental distinto y movimientos distintos de los habituales.", + "HARBOURTOWN_BOOTLEG_NPC4": "Y cuando los grabas, se quedan con esos atributos.", + "HARBOURTOWN_BOOTLEG_NPC6": "Toma, quédate con esta y compruébalo. El guarda mayor Codi me da las que le sobran, así que ya tengo más que suficientes.", + "HARBOURTOWN_BOOTLEG_NPC5": "Las cintas piratas que grabes tienen más probabilidad de producir movimientos poco frecuentes o inusuales, así que pueden ser muy útiles.", + "HARBOURTOWN_BOOTLEG_NPC7": "Los monstruos piratas pueden aparecer al azar en cualquier sitio, pero, por lo visto, es más común verlos como parte de una fusión.", + "HARBOURTOWN_BOOTLEG_NPC8": "He oído que hay monstruos piratas muy inusuales que brillan como si estuvieran cubiertos de brillantina.", + "HARBOURTOWN_ASTROLOGER_NPC1": "¡[wave amp=30 freq=10]Bienvenidas, almas errantes[/wave]! ¿Vinieron a aprender sobre las artes astrales?", + "HARBOURTOWN_ASTROLOGER_NAME": "Astróloga", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "¡Por supuesto!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Ahora no.", + "HARBOURTOWN_ASTROLOGER_NPC3": "Estupendo… [pause]¡Pues harían bien en seguir mi consejo!", + "HARBOURTOWN_ASTROLOGER_NPC2": "¡Otra vez será!", + "HARBOURTOWN_ASTROLOGER_NPC4": "Verán, las bestias de tipo astral obtienen su poder de los cuatro elementos básicos de la naturaleza: [pause]tierra, [pause]agua, [pause]fuego [pause]y aire.", + "HARBOURTOWN_ASTROLOGER_NPC6": "Sin embargo, su armonía interna quedará completamente [wave amp=30 freq=10]trastocada[/wave] si se exponen a elementos impuros: plástico, veneno y metal.", + "HARBOURTOWN_ASTROLOGER_NPC5": "¡Cuando un ser astral se exponga a uno de esos cuatro elementos, quedará [wave amp=30 freq=10]potenciado[/wave]!", + "PENSBY_INTERACT_MENU": "Hola, {player}. ¿En qué te puedo ayudar?", + "PENSBY_INTERACT_MENU_SUPPLIES": "Necesito suministros.", + "PENSBY_INTERACT_MENU_CHECKUP": "Quiero que me hagas una revisión.", + "PENSBY_INTERACT_MENU_BYE": "Solo quería saludarte.", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Estás en perfecto estado de salud, {player}.", + "HARBOURTOWN_ASTROLOGER_NPC7": "¡Tengan esto muy en cuenta si desean transformarse en una bestia astral!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Como te dije después de la primera vez que luchamos contra Morganta, ¡somos un equipo!", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Lleva tiempo acostumbrarse a la sensación de tu cuerpo con cada forma de monstruo. ¡Pero yo diría que tú te las estás arreglando bastante bien!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "¡Estupendo! [pause]Pues tienes suerte… Nueva Wirral no tiene nada muy parecido a un hotel, así que seguramente vas a tener que dormir en una tienda de campaña bastante a menudo.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "¡Me encanta acampar!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Soy más de dormir bajo techo…", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "Pues… [pause]mala suerte. Vas a tener que acostumbrarte a dormir en una tienda de campaña si es que quieres explorar la isla, porque en Nueva Wirral no existe ninguna cadena hotelera ni nada que se le parezca.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Oye, nunca te he preguntado qué tal te va con aquella primera forma de monstruo que te di la primera vez que nos vimos.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Era un diablamelo, ¿verdad? Es un monstruo muy divertido. Las veces que lo usé era como estar todo el rato con mucha azúcar en la sangre.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Era un beenshee, ¿verdad? Es un monstruo muy lindo. Las veces que lo usé me tuve que acostumbrar a lo rara que era la sensación de flotar.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Me dio la impresión de que, con esa forma, eran más efectivos los ataques a distancia. ¿Será que, en general, los diablamelos tienen buena puntería?", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Pero tener esas pezuñas tan grandes era una locura. Con esas sí que podía repartir golpes [wave amp=30 freq=10]si problema alguno[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "Ese arcángel contra el que luchamos… [pause]Morganta, ¿no?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", + "EUGENE_UNKNOWN_NAME": "Tipo enfadado", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "No fue solo cosa nuestra lo de derrotarla, ¿no? Alguien la había herido ya cuando la encontramos.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Incluso en ese estado de debilidad, parecía muy peligrosa. Quienquiera que la hirió debió ser una [wave amp=30 freq=10]bestia salvaje[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "No lo había considerado.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "Sí, supongo que sí…", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Eso me hace pensar que, comparados con ellos, los humanos somos [wave amp=30 freq=10]bastante[/wave] patéticos…", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Nos iremos, por ahora…[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "Anciana", + "EUGENE_INTRO_LANDKEEPER_NAME": "Hombre pálido", + "EUGENE_INTRO_EUGENE1": "¡No me hagan [shake rate=30 level=10]repetir[/shake] esto! [pause][pause]¡Villapuerto nunca será pasto de [shake rate=30 level=10]chupasangres[/shake] como ustedes!", + "EUGENE_INTRO_EUGENE3": "Vuelvan a la oscuridad de la que salieron… [pause]¡o se las verán [shake rate=30 level=10]conmigo[/shake]!", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Pft. [pause]Eres muy poco razonable…[/wave] \\n", + "EUGENE_INTRO_EUGENE4": "No serían los primeros de [shake rate=30 level=10]su tipo[/shake] con los que me peleo, ni a los que les gano. [pause]¿Quieren una demostración?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Sin embargo, con el tiempo entenderás que sabemos lo que es mejor para todos ustedes.[/wave]", + "EUGENE_INTRO_EUGENE8": "Avíseme si esos canallas vuelven a molestarla, señora.", + "EUGENE_INTRO_EUGENE7": "¡Díganle a todos los de su calaña que este pueblo lo protege [shake rate=30 level=10]Eugene[/shake]!", + "EUGENE_INTRO_EUGENE9": "Y pase lo que pase, no se le ocurra invitarlos a entrar a su casa. [pause]Eso es lo que ellos quieren.", + "EUGENE_INTRO_WOMAN10": "Lo tendré en cuenta. Gracias por intervenir, jovencito.", + "EUGENE_INTRO_EUGENE12": "Me llamo Eugene… [pause]Pero, claro, eso ya lo saben, [pause]porque acabo de gritárselo a esos tipos.", + "EUGENE_INTRO_EUGENE11": "Ah, hola. Qué pena que hayan visto eso.", + "EUGENE_INTRO_EUGENE12_OPTION1": "¡Yo soy {player}!", + "EUGENE_INTRO_EUGENE13": "Siempre es un placer ver un rostro nuevo por aquí, {player}", + "EUGENE_INTRO_EUGENE13_OPTION1": "¿Quién era esa gente?", + "EUGENE_INTRO_EUGENE14": "Prefiero ahorrarte los detalles…, [pause]aunque te aseguro que esos no [wave amp=30 freq=10]pertenecen[/wave] a este mundo.", + "EUGENE_INTRO_EUGENE13_OPTION2": "¿Qué fue todo eso?", + "LEVEL_WARNING_dog.v2": "Perry está un poco acobardado. ¿Será que los monstruos de la zona le parecen demasiado fuertes?", + "EUGENE_INTRO_EUGENE16": "En fin, tengo que a vigilar lo que hacen esos tipos. [pause]No puedo arriesgarme a que les [shake rate=30 level=10]hinquen el diente[/shake] a las buenas gentes de Villapuerto.", + "EUGENE_INTRO_EUGENE15": "Digamos que no todos los monstruos de Nueva Wirral parecen mascotas de una caja de cereal.", + "WORKING_OVERTIME_INITIAL_RANGER2": "Le había dicho a Ianthe que iba a poner aquí un letrero con el nombre del pueblo. [pause]Algo para que el sitio parezca un poco más acogedor, [pause]ya sabes.", + "EUGENE_INTRO_EUGENE16_OPTION1": "¿Puedo ayudar?", + "EUGENE_INTRO_EUGENE16_OPTION2": "¿Te las arreglas solo?", + "EUGENE_INTRO_EUGENE18": "Búscame en este sitio. [pause]Te lo explicaré todo cuando estemos allí.", + "EUGENE_INTRO_EUGENE17.n": "Si estás dispueste a ensuciarte las manos, ¡estaré encantado de que me ayudes!", + "EUGENE_INTRO_EUGENE17.f": "Si estás dispuesta a ensuciarte las manos, ¡estaré encantado de que me ayudes!", + "EUGENE_INTRO_EUGENE17.m": "Si estás dispuesto a ensuciarte las manos, ¡estaré encantado de que me ayudes!", + "EUGENE_INTRO_EUGENE19": "Eso sí… [pause]no te acobardes si acaba habiendo pelea. [pause]Es posible que las cosas se pongan feas.", + "WORKING_OVERTIME_INITIAL_RANGER1": "Oye, [pause]¿serías tan amable de echarme una mano?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "¿Eh? ¿Un espejo?", + "WORKING_OVERTIME_RANGER_NAME": "Guarda exhausto", + "WORKING_OVERTIME_INITIAL_RANGER3": "Lo que pasa es que no calculé bien cuánta madera me iba a hacer falta. ¿Tú podrías conseguirme un poco más? [pause]¡Me harías un favor enorme!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "¡Por supuesto!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Ahora no.", + "WORKING_OVERTIME_INITIAL_RANGER4": "¿En serio? ¡Gracias! [pause]Ven a avisarme cuando tengas los materiales.", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "Bueno, no te preocupes.", + "WORKING_OVERTIME_ACTIVE_RANGER1": "Hola otra vez. ¿Pudiste encontrar la madera que te pedí?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Darle {required_item_amount} tablas de madera.", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "No te preocupes, yo de aquí no me muevo.", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Todavía no.", + "WORKING_OVERTIME_COMPLETE_RANGER3": "Oye… [pause][pause]Ya que me ayudaste y eso, [pause]¿por qué no decides tú cómo hacemos el letrero?", + "WORKING_OVERTIME_COMPLETE_RANGER2": "¡Perfecto! [pause]Gracias por tu ayuda. No quería ni pensar en ir por esos materiales yo mismo.", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amigo?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amigue?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "¡Un pájaro!", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "Tiene que tener un emblema que represente bien a Villapuerto. [pause][pause]¿Tú qué opinas, [pause]amiga?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "¡Una flor!", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "¡Un delfín!", + "WORKING_OVERTIME_COMPLETE_RANGER5": "Bien, [pause]a ver qué tal queda.", + "WORKING_OVERTIME_COMPLETE_RANGER8": "He vivido aquí toda mi vida, [pause]pero mucha gente viene de sitios distintos y se queda aquí atrapada.", + "WORKING_OVERTIME_COMPLETE_RANGER6": "Buf. [pause][pause]Pues ya está. [pause]¿Qué te parece?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "¡Me encanta!", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "¡Quedó perfecto!", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "¡Muy buen trabajo!", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Muy buen trabajo.", + "WORKING_OVERTIME_COMPLETE_RANGER9": "Si esto los hace sentir un poco mejor al verlo, [pause]entonces valió la pena, [pause]digo yo.", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "Je. [pause]Buen trabajo, colega.", + "WORKING_OVERTIME_COMPLETE_FELIX7": "Muy bueno ese letrero.", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "Se ve el esfuerzo que le pusiste a esta pieza.", + "RANGER_BODYBUILDER_INTRO": "Hola, hola. ¿Viniste a sudar la camiseta?", + "RANGER_BODYBUILDER_OPTION1": "¡Pasa esas pesas!", + "RANGER_BODYBUILDER_OPTION2": "¿Cómo funciona esto?", + "RANGER_BODYBUILDER_OPTION3": "Ahora no.", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "¿Y ni siquiera eres guarda?", + "RANGER_BODYBUILDER_NO_PASS1": "Ah, espera un momento. ¿Y tu pase del gimnasio?", + "RANGER_BODYBUILDER_NO_PASS2": "Ve y dile a Wilma que te dé un pase del gimnasio y cuando vuelvas, te armo un entrenamiento a tu medida.", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "¿Y ni siquiera eres guarda?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "¿Y ni siquiera eres guarda?", + "RANGER_BODYBUILDER_NOT_JOINED2": "Lo primero que vas a tener que hacer es trotar al puesto de guardia que hay al norte, en las afueras, y apuntarte.", + "RANGER_BODYBUILDER_BYE": "¡Nos vemos después!", + "RANGER_BODYBUILDER_EXPLANATION1": "A veces no basta con que se te dé bien transformarte. ¡A veces lo que necesitas es ser más fuerte!", + "RANGER_BODYBUILDER_EXPLANATION2": "Y ahí es donde entro yo. Yo puedo darte un programa de entrenamiento personalizado para modificar los \\\"atributos básicos\\\" de tu forma humana. Y eso también afectará la fuerza de tus transformaciones.", + "RANGER_BODYBUILDER_EXPLANATION4": "Y según vayas avanzando en tu entrenamiento con los guardas, seguro consigues unos cuantos puntos extra que podrás aplicar a esos atributos básicos.", + "RANGER_BODYBUILDER_EXPLANATION5.m": "Bueno, ¿qué me dices? ¿Listo para sudar?", + "RANGER_BODYBUILDER_EXPLANATION3": "Si decides, por ejemplo, que necesitas que tus ataques cuerpo a cuerpo hagan más daño y que los ataques a distancia no los usas demasiado, pues podemos pasar un punto de ataque a distancia a ataque cuerpo a cuerpo para optimizar tus capacidades.", + "RANGER_BODYBUILDER_EXPLANATION5.f": "Bueno, ¿qué me dices? ¿Lista para sudar?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "¡Buf, qué buen ejercicio! ¡Tengo los músculos a punto de explotar!", + "RANGER_TRADER_NOT_JOINED1.m": "Hola, cariño. Si vienes a apuntarte a los guardas, Ianthe se acaba de ir.", + "RANGER_TRADER_NOT_JOINED1.n": "Hola, cariño. Si vienes a apuntarte a los guardas, Ianthe se acaba de ir.", + "RANGER_BODYBUILDER_EXPLANATION5.n": "Bueno, ¿qué me dices? ¿Liste para sudar?", + "TUTORIAL4_PART3C_KAYLEIGH3": "Cuando se dan las circunstancias adecuadas, dos personas que están en forma de monstruo pueden unirse y formar un [wave amp=30 freq=10]ser muy poderoso[/wave].", + "TUTORIAL4_PART3C_KAYLEIGH4": "Supongo que entre las \\\"circunstancias adecuadas\\\" se incluye estar a punto de que te mate un [shake rate=30 level=10]arcángel[/shake]…", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "Fue una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo y eso en lo que nos [wave amp=30 freq=10]convertimos[/wave] era a la vez tú y yo, pero también algo distinto…", + "TUTORIAL4_PART3D_KAYLEIGH3": "¿Y que conoce una manera de salir de Nueva Wirral?", + "HARBOURTOWN_MERCHANT_4.n": "¡Gracias por venir! ¡Vuelve mañana, seguro tendré alguna nueva!", + "TUTORIAL4_PART3C_KAYLEIGH6": "Yo [pause]nunca me había fusionado antes con nadie. Y, desde luego, no esperaba fusionarme con alguien a quien [wave amp=30 freq=10]apenas[/wave] conozco…", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "Fue una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo y eso en lo que nos [wave amp=30 freq=10]convertimos[/wave] era a la vez tú y yo, pero también algo distinto…", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "Fue una sensación rara. En ese momento estaba compartiendo contigo un mismo cuerpo y eso en lo que nos [wave amp=30 freq=10]convertimos[/wave] era a la vez tú y yo, pero también algo distinto…", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "¡Nos ayudó a derrotar al arcángel!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no haya sido famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admirador[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "¿Qué tal le va hoy a admiradore [wave amp=30 freq=10]número uno[/wave]?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Pero tú sí me crees, ¿verdad, [pause]colega? [pause]Puede que no haya sido famoso en tu mundo, pero, si vinieras de donde vengo yo, ¡seguro que serías [wave amp=30 freq=10]mi mayor admiradora[/wave]!", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "¿Qué tal le va hoy a admiradora [wave amp=30 freq=10]número uno[/wave]?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "¿Qué tal le va hoy a admirador [wave amp=30 freq=10]número uno[/wave]?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "… [pause]Eh… ¿Te conozco?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "Ah, [pause]otra vez tú. [pause]Perdona, tengo cosas que hacer.", + "HARBOURTOWN_NPC_3_DIALOGUE10": "Eh… [pause]Me… [pause]alegra volver a verte, {player}.", + "HARBOURTOWN_NPC_3_DIALOGUE4": "Eh… [pause]Creo que me estás confundiendo con otra persona. [pause]No creo que nos conozcamos.", + "HARBOURTOWN_NPC_3_DIALOGUE3": "Eh… [pause]Lo siento, pero tengo trabajo. [pause]Mucho trabajo.", + "HARBOURTOWN_NPC_3_DIALOGUE8": "Aquí a veces cuesta un poco hacer amigos. [pause]No tengo mucho en común con… [pause]Bueno, [pause]con nadie. [pause]Este sitio es así.", + "HARBOURTOWN_NPC_3_DIALOGUE7": "Perdona si he sido un poco grosera contigo antes. [pause]Es que me cuesta abrirme a los desconocidos. [pause]Pero ahora ya nos conocemos, ¿no?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "… [pause]Hola de nuevo. [pause]Qué amable de tu parte venir a verme.", + "HARBOURTOWN_NPC_4_DIALOGUE1": "Para ti toda la onda de \\\"usar cintas para transformarse\\\" y eso es nuevo, ¿eh? [pause]Te voy a dar un consejo.", + "HARBOURTOWN_NPC_4_DIALOGUE2": "La clave está en no pensar en cómo funciona. [pause]Lo mires por donde lo mires, no tiene sentido.", + "HARBOURTOWN_NPC_3_DIALOGUE9": "Oye… [pause]No te he preguntado cómo te llamas. [pause]¿{player}? [pause]Pues espero que tengas un gran día, {player}.", + "TUTORIAL4_PART3D_KAYLEIGH24": "¡Tú y yo, hombro a hombro!", + "TUTORIAL4_PART3D_KAYLEIGH25": "¿Qué dices? ¿Somos un equipo o qué?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "¡Hagámoslo, pues!", + "TUTORIAL4_PART3D_KAYLEIGH26": "Si un arcángel te hizo ver esa visión…", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Como si tuviéramos otra elección…", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizar una reunión con la jefa de los guardas!", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "Lo que necesitas es encontrar otro y, cuando lo encuentres, tendrás que ser lo bastante fuerte para enfrentarte a él.", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizar una reunión con la jefa de los guardas!", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "Los guardas tienen un programa de entrenamiento que te ayudará a ponerte en forma. ¡Lo primero es organizar una reunión con la jefa de los guardas!", + "OUTSKIRTS_3_-1_GIFTER1.m": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿no?", + "TUTORIAL4_PART3D_KAYLEIGH29": "Ahora debe de estar en el puesto de guardia del parque.", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ay. Y veo que la criminalidad también está por las nubes…[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "¡Ah! ¿Es un walkman lo que tienes en la mano? Toma, para ti.", + "OUTSKIRTS_3_-1_GIFTER1.f": "No te había visto antes por aquí. Seguro que la marea te trajo hace poco, ¿no?", + "HARBOURTOWN_STATION_MORGANTE1": "¿ERES TÚ, MORDREO?\\n\\nACÉRCATE, HIJO MÍO… PARA PODER CONTEMPLARTE UNA ÚLTIMA VEZ.", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, ¿notas algo raro en el aire?", + "HARBOURTOWN_STATION_KAYLEIGH1": "Este sitio huele a… metal quemado. No sé cómo explicarlo…", + "HARBOURTOWN_STATION_MORGANTE2": "EL LARGO CONFLICTO HA LLEGADO A SU FIN… TEMO QUE ESTA VEZ HAYA SIDO COMPLETA MI DERROTA.", + "HARBOURTOWN_STATION_KAYLEIGH6": "No, no puede ser…", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Es… Es…[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, creo que es un [shake rate=30 level=10]arcángel[/shake]…", + "HARBOURTOWN_STATION_KAYLEIGH5": "Tenemos que irnos. [wave amp=30 freq=10]Ya.[/wave]", + "TUTORIAL4_PART3C_KAYLEIGH7": "Pasó así, de repente, sin pensar, ¿verdad?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "¡Nos ayudó a derrotar al arcángel!", + "TUTORIAL4_PART3C_KAYLEIGH8": "Perdona, [pause]¡me da un poco de vergüenza hablar de ello!", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "¡Nos ayudó a derrotar al arcángel!", + "TUTORIAL4_PART3C_KAYLEIGH9": "Ah… Sí, supongo que es así.", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Si no hubiera sido por eso, ¡no la contamos!", + "TUTORIAL4_PART3C_KAYLEIGH10": "Ahora que ya lo hice, me siento rara. Como si… se hubiera abierto una puerta que ni siquiera sabía que existía.", + "TUTORIAL4_PART3D_KAYLEIGH1": "Entonces, a ver, si entendí bien…", + "TUTORIAL4_PART3C_KAYLEIGH11": "Creo que sería capaz de volver a fusionarme contigo, si alguna vez nos hiciera falta.", + "TUTORIAL4_PART3D_KAYLEIGH2": "¿Dices que los recuerdos de ese arcángel, Morganta, están ahora [wave amp=30 freq=10]dentro de ti[/wave]?", + "TUTORIAL4_PART3D_KAYLEIGH23": "¡Entonces tenemos que averiguarlo, por el bien de toda Nueva Wirral!", + "TUTORIAL4_PART3D_KAYLEIGH22": "Si hay una sola probabilidad de que todo esto nos lleve a encontrar la salida de la isla para que todo el mundo pueda volver a casa con su familia…", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Meredith y tú se llevan muy bien. Se me hace que serían buena pareja.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Si es verdad que esa puerta [wave amp=30 freq=10]puede[/wave] llevarnos otra vez a nuestro mundo, ¿tendremos que despedirnos todos para siempre?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Oye, y ¿qué te parece lo de tener que dormir [wave amp=30 freq=10]en plena naturaleza[/wave]?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Es una suerte que aún nos queden cosas por hacer aquí en Nueva Wirral. ¡Ya me preocuparé por eso más adelante!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "…", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés lista, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Seguro que la noticia va a agarrar desprevenidos a los guardas. ¡La de trabajo que tienen por delante!", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés listo, {player}.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "Empecé el camino contigo y contigo lo voy a terminar. [pause]No pienso irme hasta que estés liste, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Conque ahora Ianthe también está al tanto de lo de la puerta…", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Cuando luchamos contra Álef en el tren… [pause]Esa fuerza que invocamos al fusionarnos…", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Se parecía un poco a Morganta, ¿no? [pause]El primer arcángel contra el que tuvimos que luchar.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "No acabo de entenderlo bien, pero tuve la sensación de que en aquel momento encarnamos algo que se amoldaba a sus objetivos. En esa forma no estábamos solo nosotros… [wave amp=30 freq=10]Ella[/wave] también estaba en la fusión.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "¡Es verdad!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Sí, creo que sí.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Pero también es verdad es que tú ya tenías su esencia dentro de ti desde la primera vez que nos la encontramos, ¿no?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Te dio las pistas para que encontraras esa puerta y nos ayudó a derrotar a Álef. Me pregunto si era esa su intención desde el principio… O sea, usarnos para derrotarlo…", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "¡Ah, se me había olvidado preguntarte! ¿Qué opinas ahora que tienes que hacer el [wave amp=30 freq=10]entrenamiento de los guardas[/wave], {player}?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "¡Estoy entusiasmado!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "¡Estoy entusiasmada!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "¡Estoy entusiasmade!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "¡Estoy nervioso!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "¡Pues claro, es normal! ¡Lo harás muy bien!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "¡Estoy nerviosa!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "{player}, me alegro de que aún podamos hacer estas acampadas, tú y yo.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "¡Estoy nerviose!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Los guardas adaptan sus desafíos a la fuerza de cada aprendiz. Mi entrenamiento consistió en hacer el trabajo voluntario por el pueblo que me encargara cada guarda mayor.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Yo diría que tu desafío de combate es… [pause]un poco más duro que el mío.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "El tema de los guardas es que cada uno tiene su papel a la hora de cuidar del pueblo.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Ray se encarga de la red eléctrica, Mort se ocupa de paredes y edificios y Zeta… [pause]Bueno, de lo suyo.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "¡Pero su función también refleja su forma de luchar! Cada uno tiene su propia táctica.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "¡Seguro que conseguirás derrotarlos, {player}!", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Yo creo… que si logro volver a casa, voy a tener que poner en práctica todas mis capacidades como guarda.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Volver a vivir como antes sería desperdiciar todo lo que he aprendido aquí.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "¿Cómo era tu vida antes?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "¿A qué te dedicabas antes de acabar aquí?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Eh… [pause]No era lo que se dice una vida muy [wave amp=30 freq=10]interesante[/wave].", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "No estaba mal, [pause]pero después de todo lo que me ha pasado en esta isla, no creo que podría seguir conformándome con eso.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Dejé la carrera y empecé a trabajar en una tienda de mi ciudad.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Ahora parece que eso fue hace un montón de tiempo, ¿no?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "No sé por qué me dio por pensar que eso podría cambiar, pero me alegra que no haya sido así.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Me refiero a ahora que [wave amp=30 freq=10]tú y yo[/wave] somos una pareja.", + "CAPTAIN_WALLACE_PRE_REMATCH3": "Esta vez, ¡mis muros no van a caer tan fácilmente!", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Si se unen a nosotros ahora, podrán obtener considerables beneficios gracias a los recién llegados, que, como es natural, necesitarán una vivienda.[/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Como Nueva Wirral ni siquiera tiene moneda, incluso estamos desarrollando procesos eficaces para embargar y recuperar esas viviendas.[/wave]", + "OFFICE_1_LINE14_EUGENE": "¡Ya escuché suficiente! [pause]¡Unos desgraciados como ustedes [shake rate=30 level=10]jamás[/shake] comprarán Villapuerto!", + "OFFICE_1_LINE17_PLAYER_OPTION1": "¡Vamos a enseñarles quién manda!", + "OFFICE_1_LINE15_EUGENE": "{player}…", + "OFFICE_1_LINE16_EUGENE.f": "¿Estás lista?", + "OFFICE_1_LINE16_EUGENE.m": "¿Estás listo?", + "OFFICE_1_LINE16_EUGENE.n": "¿Estás liste?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "Eh, supongo…", + "OFFICE_1_LINE19_EUGENE": "Ganamos una batalla, pero no la guerra.", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]El desarrollo del mercado es inevitable. Somos inevitables.[/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "¿Seguro que son tan malos como dices?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "No parecen una amenaza…", + "OFFICE_1_LINE21_EUGENE": "¡Estos \\\"terratenientes\\\" pretenden sacar partido de nuestra miseria colectiva!", + "OFFICE_1_LINE23_EUGENE": "¡Pero pienso detenerlos como el [wave amp=30 freq=10]defensor de Villapuerto[/wave] que soy!", + "OFFICE_1_LINE22_EUGENE": "No sé cómo llegaron hasta aquí…", + "OFFICE_1_LINE27_EUGENE": "Mantente alerta por si encuentras alguna otra de sus fortalezas y abre bien las orejas en el pueblo para enterarte de los rumores que hablen de ellos.", + "OFFICE_1_LINE24_PLAYER": "¿Quieres que te eche una mano, \\\"defensor de Villapuerto\\\"?", + "OFFICE_1_LINE25_EUGENE": "…", + "OFFICE_1_LINE26_EUGENE": "Me vendría bien un poco de ayuda, sí.", + "OFFICE_1_LINE29_EUGENE.m": "Ahora puedes abrir los tragaluces por tu cuenta.", + "OFFICE_1_LINE28_EUGENE": "Ah, ten esto.", + "OFFICE_1_LINE29_EUGENE.n": "Ahora puedes abrir los tragaluces por tu cuenta.", + "OFFICE_1_LINE29_EUGENE.f": "Ahora puedes abrir los tragaluces por tu cuenta.", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]¡¿Que?![/shake] No me derrotarás tan fácilmente.", + "KUNEKOS_RETURN_PRE_BATTLE.m": "¡¡El amigo del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", + "KUNEKOS_RETURN_PRE_BATTLE.f": "¡La amiga del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", + "KUNEKOS_RETURN_PRE_BATTLE.n": "¡Le amigue del creador Felix! He estado entrenando. ¡Mira [shake rate=30 level=10]lo fuerte que me he vuelto[/shake]!", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "¡Vamos, Kuneko! ¡Tú puedes!", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]¡Aaah![/shake] ¡La próxima vez te derrotaré!", + "KUNEKOS_RETURN_TEAM_NAME.m": "El bueno de {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "Le buene de {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "La buena de {name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} Y {partner.to_upper}.\\n\\nES AFORTUNADO VERLES APARECER JUSTO CUANDO NECESITO UN SACRIFICIO.\\n\\nA FE QUE LA MERLÍNEA NOS SONRÍE.", + "POSTGAME_MORGANTE_PRE_BATTLE2": "¿POR QUÉ SE SORPRENDEN TANTO?\\n\\nES LÓGICO QUE YO, ESPÍRITU DE LA REBELDÍA, ME REBELE CONTRA QUIENES ME INVOCARON.", + "POSTGAME_MORGANTE_POST_BATTLE": "UN SACRIFICIO ES UN SACRIFICIO. EL RITO SE COMPLETÓ.\\n\\nLOS ARCÁNGELES HAN REGRESADO A NUEVA WIRRAL.", + "FARM_PUMPKIN_NO_JELLY": "¡Una linda calabaza!", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "¡Una linda calabaza! ¿Quieres echarle gelatina de gelatona?", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Meredith\\n1967 - XXXX d. C.\\nNo debería haber salido de la cama ese día\\\".", + "DUNGEON_MEADOW_NOTE_1": "\\\"Estimados invitados, disfruten de este banquete que he preparado para ustedes. ¡Acudiré [wave amp=30 freq=10]enseguida[/wave] a recibirlos, así que no vayan a ninguna parte! ¡Je, je!\\nBesos,\\nAlicia\\\".", + "DUNGEON_MEADOW_NOTE_2": "\\\"¡Dije que no fueran a ninguna parte! En serio, ¿es que no tienen ni pizca de educación? ¡Debería caérseles el rostro de vergüenza! Al sombrerero no le gusta que lo interrumpan a la hora del té, ¡así que hagan favor de quedarse donde están!\\nMás besos,\\nAlicia\\\".", + "DUNGEON_MEADOW_EAT_ME": "¿Quieres comerte el pastel que dice \\\"Cómeme\\\"?", + "DUNGEON_MEADOW_NOTE_3": "\\\"Esto lo guardo para después. ¡Es una sorpresa para ustedes! Un invitado educado lo dejaría tal como está. ¡[wave amp=30 freq=10]Usen la cabeza si no quieren perderla[/wave]!\\nMás besos todavía,\\nAlicia\\\".", + "DUNGEON_MEADOW_DRINK_ME": "¿Quieres beber de la botella que dice \\\"Bébeme\\\"?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "No es aconsejable aumentar más en tamaño.", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "No es aconsejable disminuir más en tamaño.", + "DUNGEON_MEADOW_CHEST_CONFIRM": "¿Quieres abrir el cofre?", + "DUNGEON_MEADOW_RED_QUEEN": "¡Reinónice quiere tu cabeza!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse\\\".", + "DUNGEON_MEADOW_MAD_HATTER": "¡¿Cómo osas interrumpir a unos monstruos a la hora del té?!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse\\\".", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Kayleigh, 1983 - ????\\nObedeció a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.\\\".", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Kayleigh, 1983 - ????\\nObedeció a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.\\\".", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Aquí yace {player}.\\nMurió este año d. C., a una edad incierta.\\nQue en paz descanse\\\".", + "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Felix\\nQue en paz descanse sabiendo que sus amigos han cumplido sus deseos y han destruido sus dibujos más vergonzosos. Soltaron alguna risita, pero poco más.\\n1991 - Presente\\\".", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Kayleigh, 1983 - ????\\nObedeció a idiotas hasta su último aliento, como de costumbre.\\nD.E.P.\\\".", + "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"He aquí la última morada de Viola.\\nNació en 1575. Falleció el día de hoy.\\nMuy añorada por su hermano\\\".", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Eugene, Defensor de Villapuerto.\\n2076 - NaN d. C.\\nPerro ladrador, poco mordedor\\\".", + "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Aquí yace un buen perro.\\nSe pondría contento si supiera que al morir se convirtió al fin en lo que más amaba: huesos.\\nNació en 14140 d. C. Murió cuandoquiera que sea este año en años perrunos\\\".", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "\\\"Sol\\nYa murió una vez antes.\\nAhora ha vuelto a morir\\\".", + "DUNGEON_GRAVEYARD_LM_1": "QUÉ FINAL MÁS DESAFORTUNADO. \\n\\nSE PODRÍA DECIR QUE ESTÁN EN UN PUNTO MUERTO.", + "DUNGEON_GRAVEYARD_LM_2": "¡UN PASO EN FALSO LOS LLEVARÁ A LA TUMBA!\\n¡JA, JA, JA, JA, JA, JA!", + "DUNGEON_GRAVEYARD_LM_4": "UN PREMIO POR SUS ESFUERZOS. DESCANSEN, SERES CANSADOS.", + "DUNGEON_GRAVEYARD_LM_3": "DEMUÉSTRENME SUS ANSIAS DE SOBREVIVIR.\\n\\n¡LUCHEN POR SU VIDA!", + "DUNGEON_GRAVEYARD_LM_KILL": "QUÉ DIVERTIDO. QUIERO MÁS.", + "DUNGEON_GRAVEYARD_LM_5": "CAMBIÉ DE IDEA. \\n\\nYA DESCANSARÁN CUANDO ESTÉN A DOS METROS BAJO TIERRA.", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Mientras siga muriendo gente, seguirá habiendo demanda de tierras para enterrarla.[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¡Es una fuente de ingresos asegurada![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Tal vez debería dejar de ser terrateniente para convertirme en tumbateniente.[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "ESA CAÍDA ES PARA MORIRSE, ¿NO? ¡CUIDADO DE NO CAERSE!", + "DUNGEON_GRAVEYARD_LM_7": "¿CÓMO ACABÓ ESO AQUÍ? \\n¡JA, JA, JA, JA, JA!", + "DUNGEON_GRAVEYARD_LM_8": "EL RELOJ MARCA LA MEDIANOCHE. TARDE O TEMPRANO, LOS SERES HUMANOS DEBEN AFRONTAR LA MUERTE…\\n\\n¡NO ME HAGAN PERDER EL TIEMPO!", + "CULTIST_ENCOUNTER_KAYLEIGH1": "…", + "CULTIST_ENCOUNTER_KAYLEIGH2": "Ya… [pause]hablaremos de eso en otro momento, ¿sí?", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Esa persona me dio mala espina.", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "¿De qué hablaba esa persona?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "S-seguramente esto cambie la opinión que tienes sobre mí. Lo siento.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Tengo que contarte una cosa.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "Verás, cuando llegué a Nueva Wirral, no vivía en Villapuerto.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Hay otro poblado en la cima de las Colinas Otoñales, [pause]en la costa este.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Valdellanto. [pause]Es una comunidad de gente que vive de la tierra, que comparte sus bienes y todas esas cursiladas.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Has visto a esa gente encapuchada y vestida con túnica, ¿verdad?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Sí.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "Antes, las cosas no eran tan [wave amp=30 freq=30]turbias[/wave], pero…", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Son un pelín sospechosos.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "Pues son ellos. Y supongo que… [pause]yo fui una de ellos en su día.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "Su líder, [pause]Dorian, [pause]está obsesionado con los arcángeles.", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "Escúchenme, [pause]camaradas, [pause][wave amp=30 freq=10]Hijos del Llanto[/wave] y tal y cual, todos han hecho un gran trabajo excavando.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Valdellanto se fundó con el fin de ayudar a todo el mundo, [pause]pero no tardó en convertirse en una herramienta para hacer lo que [wave amp=30 freq=30]él[/wave] quería.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Llegó un punto en el que ya no me sentía en casa. [pause]Era demasiado tarde como para que yo tuviera la capacidad de solucionar nada… así que hui.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "Y así fue como acabé en Villapuerto, hace un año. Si ahora tengo tanto deseo de hacer lo que sea mejor para todos es porque sé que defraudé a muchos en el pasado.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Pero todavía deberían acordarse de mí… Creo que lograré que entremos.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "N-no dejan que los forasteros entren en la comuna…", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Pero… [pause]si Dorian está al tanto de la ubicación de los otros arcángeles, debo dejar a un lado mis miedos y averiguar lo que sabe.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "¿Estás conmigo?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "¡Así me gusta! Espero sacar algo positivo de todo esto.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "¡Por supuesto!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "¿Estás segura de que quieres hacerlo?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Segurísima. Sé que no va a ser un camino de rosas, pero… quiero que salga algo positivo de todo lo que tuve que pasar.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Y recuerda: solo te dejarán pasar si vas conmigo.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "Bien, [pause]de acuerdo entonces. [pause]Te voy a marcar la entrada de la comuna en el mapa.", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Hombre con túnica", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "No eres bienvenido. Haz el favor de marcharte.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "No eres bienvenida. Haz el favor de marcharte.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "No eres bienvenide. Haz el favor de marcharte.", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Buenas. Vine a hablar con Dorian.", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Señorita Kayleigh… ¡Bienvenida a casa!", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Pasa, pasa. Llegas justo a tiempo.", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "¿Dónde están los demás? ¿Ocurre algo?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "¿\\\"Justo a tiempo\\\"? ¿A tiempo para qué?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Vamos a explorar el lugar.", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "Se siente raro volver a estar aquí…", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "¿Quién es esa? ¿Será… mi sustituta? Qué raro.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "¡Que todos los presentes guarden silencio!", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "¡Dorian va a hablar!", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause]…", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]¿Cómo les va?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "Es cierto… [pause]que hemos tenido nuestros altibajos…", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "Genial, ¡son tan buen público como de costumbre!", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "En serio, ¡es un hoyo [wave amp=30 freq=10]de primera[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "Este foso es tan [wave amp=30 freq=10]profundo[/wave] como su devoción por la causa. [pause]¡Es como una [wave amp=30 freq=10]metáfora[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "Cuando oí por primera vez esas [wave amp=30 freq=10]voces en mi cabeza[/wave] que me guiaban bajo tierra, comprendí que no podía hacerlo solo.", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "¡Pero lo logramos! [pause]¡Fuera esa cortina!", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]¡¡¡El dios serpiente nos está esperando, colegas!!![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "¡Pronto estaré junto a él y llegaremos a un acuerdo para que yo pueda obtener una parte de su [wave amp=30 freq=10]poder divino[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "Y para celebrarlo, [pause]¡nuestra hija pródiga volvió con nosotros!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Ay, no.", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "¿No es así… [wave amp=30 freq=10]Kayleigh[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "¡Kayleigh, [pause]querida, [pause]te quedaste de piedra! [pause]¡Ya me había dicho un pajarito que pensabas unirte a nuestra gran fiesta! ¿Qué esperabas?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}…", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "¿No le has dicho a tu amigo que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "¿No le has dicho a tu amiga que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Lo siento…", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "¿No le has dicho a tu amigue que me ayudaste a [wave amp=30 freq=10]dirigir este lugar[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "No creías en mí, ¿verdad? Bueno, ¡pues parece que [wave amp=30 freq=10]estaba en lo cierto, nena[/wave]!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Ya te lo explicaré más tarde. Por ahora tenemos que ponerle fin a esto.", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "¡Hay un [shake rate=30 level=10]maldito arcángel, tan real como tú y como yo[/shake], aquí mismo, bajo nuestros pies!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "¡Te aseguro que, si bajas ahí, te va a matar!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "¡Hemos [wave amp=30 freq=10]luchado[/wave] contra arcángeles, Dorian!", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Pues ya que tu amigo y tú tienen tanta experiencia, ¿por qué no se [wave amp=30 freq=10]unen a la fiesta[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Pues ya que tu amiga y tú tienen tanta experiencia, ¿por qué no se [wave amp=30 freq=10]unen a la fiesta[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Pues ya que tu amigue y tú tienen tanta experiencia, ¿por qué no se [wave amp=30 freq=10]unen a la fiesta[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "Adelante, ¡vengan a ver cómo [wave amp=30 freq=10]asciendo a la divinidad[/wave] junto a mi nuevo colega el arcángel!", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "Por favor, Jacqueline, la plataforma.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "A sus órdenes, señor.", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Vamos, tenemos que impedir que ese idiota siga con lo que sea que esté planeando.", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "¡[wave amp=30 freq=10]Nos vemos dentro[/wave], Kayleigh!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Cómo lo detesto…", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "¡Kayleigh! [pause]¡Y el amigo de Kayleigh! [pause]¡Lo lograron!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "¡Kayleigh! [pause]¡Y le amigue de Kayleigh! [pause]¡Lo lograron!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "¡Kayleigh! [pause]¡Y la amiga de Kayleigh! [pause]¡Lo lograron!", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "¿Señor…?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "Tomé una decisión estratégica: [wave amp=30 freq=10]¡cambio de planes![/wave]", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh y compañía [pause]irán primero y si el arcángel no [wave amp=30 freq=10]les mata al instante[/wave], bajo yo y le hablaré bonito.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh y compañía [pause]irán primero y si el arcángel no [wave amp=30 freq=10]les mata al instante[/wave], bajo yo y le hablaré bonito.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh y compañía [pause]irán primero y si el arcángel no [wave amp=30 freq=10]les mata al instante[/wave], bajo yo y le hablaré bonito.", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Eres un idiota. Solo vas a conseguir que te maten.", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "Después de [wave amp=30 freq=10]ti[/wave].", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "¿ESCUCHARON MI LLAMADO?\\n\\n¿VINIERON A RENDIRME TRIBUTO?\\n\\n¿VINIERON A ARDER POR MÍ?", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]¡¡¡A cambio de mi lealtad, no pido sino una pequeña parte de tu poder divino!!![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "Que sea lo que tenga que ser…", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]¡¡¡Oh, gran arcángel!!![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]¡¡¡Escuché tu llamado y acudí a tus dominios!!![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "SU PAPEL CONSISTE EN DAR. NADA DE RECIBIR.", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "¡ESTÁS DE SUERTE, PORQUE TENGO UN TRABAJO PARA TI!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "¡Vamos, {player}, detengamos a esta cosa antes de que mate [wave amp=30 rate=10]a alguien más[/wave]!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]¡Yo se lo advertí![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "TÚ ERES LUCTIFER, ¿NO?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "…", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian…", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Lo siento, [pause]pero él se lo buscó.", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "Deberíamos largarnos. [pause][pause]Aquí el aire huele a muerto.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Abrirá las puertas. Vamos a intentar entendernos con el resto de Nueva Wirral.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "La comuna…", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Solo queríamos que alguien nos guiara… [pause]Nosotros [pause]nunca…", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Ya lo sé.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "En esta comunidad nunca ha habido mala gente.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Qué situación tan desagradable…", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Solo tienen que elegir mejor en quién depositan su fe.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "¿Estás bien?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "¿Cómo te sientes?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Estoy… [pause][pause][pause]En fin, se me pasará.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Me siento fatal por haber ayudado a Dorian durante tanto tiempo, pero… [pause]lo culpo más a él que a mí misma.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Conocí a los Hijos del Llanto casi a la vez que él. [pause]Necesitaba sentirme aceptada e integrada.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "Él y yo hicimos buenas migas. Yo era algo así como… [pause]su ayudante.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "No sé si las cosas fueron cambiando con el tiempo o si siempre fueron así, [pause]pero el control que ejercía Dorian sobre la gente de Valdellanto se tornó siniestro.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "No… [pause]No era su \\\"ayudante\\\": era su apagafuegos.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Pasó a centrarse en él, en sus anhelos, en sus sueños y en sus delirios. Ya no era la comunidad que yo tanto deseaba que fuera…", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "Cuando alguien salía herido, yo ayudaba a limar asperezas.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Durante mucho tiempo sentí que estaba haciendo lo correcto. [pause]Que ayudaba a mantener un [i]statu quo[/i] positivo, pese a que la gente saliera herida de vez en cuando.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "No soy una buena persona, {player}.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "¡No digas eso ni de broma!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "Sí lo eres.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Je… Me alegra que pienses así.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Espero que a todos les vaya mejor sin él.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Quien se ha perdido busca un guía, [pause]y eso es lo que Dorian les ofreció.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Bueno, un arcángel menos. [pause]Y ahora… [pause]voy a ayudarte a encontrar al resto.", + "ALEPH_DIALOGUE_2_1": "MMM. ¿DESDE CUÁNDO TENEMOS HUMANOS AQUÍ?", + "ALEPH_DIALOGUE_1_1": "¡A LO SUYO, COMO SI YO NO ESTUVIERA!", + "ALEPH_DIALOGUE_2_2": "VUELVAN A LA SUPERFICIE, ¿SÍ?", + "ALEPH_DIALOGUE_3_1": "¡ME ACUERDO DE USTEDES!", + "ALEPH_DIALOGUE_3_2": "Y NO TENGO NI LA MÁS REMOTA IDEA DE CÓMO LLEGARON AQUÍ ABAJO.", + "ALEPH_DIALOGUE_4_1": "TÚ Y YO…", + "ALEPH_DIALOGUE_4_2": "VAMOS A TENER QUE HABLAR COMO ES DEBIDO EN ALGÚN MOMENTO.", + "ALEPH_DIALOGUE_5_1": "NO SE RINDEN, ¿VERDAD?", + "ALEPH_DIALOGUE_6_1.m": "¿SIQUIERA ENTIENDEN DÓNDE SE ENCUENTRAN, POBRES SERES HUMANOS?", + "ALEPH_DIALOGUE_6_1.n": "¿SIQUIERA ENTIENDEN DÓNDE SE ENCUENTRAN, POBRES SERES HUMANOS?", + "ALEPH_DIALOGUE_6_1.f": "¿SIQUIERA ENTIENDEN DÓNDE SE ENCUENTRAN, POBRES SERES HUMANOS?", + "ALEPH_DIALOGUE_6_2": "¿SIENTEN EL ALIENTO DE ESTOS TÚNELES?", + "ALEPH_DIALOGUE_7_1": "DEBERÍAN MOSTRARME UN POCO MÁS DE RESPETO, ¿SABEN?", + "ALEPH_DIALOGUE_7_2": "¡EN SU MUNDO EXISTEN LEYENDAS BASADAS EN MÍ!", + "ALEPH_DIALOGUE_7_3": "TIENEN SUERTE DE QUE SEA TAN HUMILDE.", + "ALEPH_DIALOGUE_8_1": "¡TENEMOS QUE DEJAR DE REUNIRNOS ASÍ!", + "ALEPH_DIALOGUE_9_1": "MIS EMPLEADOS NUEVOS SON UNA BOLA DE ALBOROTADORES.", + "ALEPH_DIALOGUE_10_1": "SÍ, SOY YO OTRA VEZ, Y VINE A RECLUTAR A ESTE INDIVIDUO TAN PROMETEDOR AL QUE SE ENFRENTAN.", + "ALEPH_DIALOGUE_9_2": "POR SUERTE, HE ESTADO PULIENDO MIS HABILIDADES PARA GESTIONAR GRUPOS DE TRABAJO.", + "ALEPH_DIALOGUE_9_3": "¡VAMOS A FOMENTAR UN AMBIENTE POSITIVO, CON BASE EN LA LEALTAD Y LA CAMARADERÍA!", + "ALEPH_DIALOGUE_10_2": "¿NUNCA SE CANSAN DE ESTO?", + "RESTING_KAYLEIGH_DATING_1": "Kayleigh y tú hablan sobre los recuerdos felices de aquellos lugares que visitaron durante su infancia.", + "RESTING_KAYLEIGH_DATING_3": "Kayleigh te habla sobre sus ambiciones.", + "RESTING_KAYLEIGH_DATING_2": "Se mueren de risa al hablar de los momentos vergonzosos que han vivido.", + "RESTING_MEREDITH_PLATONIC_2": "Intentas hablar con Meredith de asuntos sin importancia, pero ahora mismo no está de humor para hablar.", + "RESTING_KAYLEIGH_DATING_4": "Tienen una conversación ligera sobre la vida amorosa de cada quien.", + "RESTING_KAYLEIGH_DATING_5": "Charlas con Kayleigh sobre los lugares a los que le gustaría ir.", + "RESTING_MEREDITH_PLATONIC_1": "Hablas con Meredith de cosas triviales.", + "RESTING_MEREDITH_PLATONIC_3": "Meredith se queja de los pequeños inconvenientes que le han surgido hoy. Tú la escuchas sin interrumpir.", + "RESTING_MEREDITH_DATING_2": "Meredith y tú hablan de los lugares que les gustaría visitar algún día.", + "RESTING_MEREDITH_PLATONIC_4": "Meredith te explica entusiasmada el argumento de una novela de fantasía que la apasiona.", + "RESTING_MEREDITH_DATING_1": "Meredith te explica con todo lujo de detalles una película de terror que vio en su día en la televisión.", + "RESTING_MEREDITH_PLATONIC_5": "Se quedan descansando en silencio. Meredith no tiene mucho que decir por el momento.", + "RESTING_MEREDITH_DATING_3": "Meredith se arma de valor para hacerte un cumplido por tu aspecto.", + "RESTING_MEREDITH_DATING_5": "Le haces un cumplido a Meredith y le da mucha vergüenza. Sin embargo, te lo agradece.", + "RESTING_MEREDITH_DATING_4": "Tienen una conversación personal e íntima.", + "RESTING_EUGENE_PLATONIC_2": "Eugene y tú analizan posibles tácticas de combate nuevas.", + "RESTING_EUGENE_PLATONIC_1": "Eugene te describe sus tablas de entrenamiento favoritas.", + "RESTING_EUGENE_PLATONIC_5": "Eugene charla contigo sobre las diferencias que hay entre sus mundos.", + "RESTING_EUGENE_PLATONIC_3": "Eugene te cuenta, ilusionado, lo que se está cociendo en Villapuerto.", + "RESTING_EUGENE_PLATONIC_4": "Se dan consejos para el combate mientras el tiempo pasa sin sobresaltos.", + "RESTING_EUGENE_DATING_1": "Eugene te describe el tipo de lugar en el que le gustaría vivir en un futuro.", + "RESTING_EUGENE_DATING_2": "Eugene y tú platican de modo informal sobre la vida amorosa de cada uno.", + "RESTING_EUGENE_DATING_3": "Eugene presume de su habilidad para preparar cenas románticas.", + "RESTING_EUGENE_DATING_5": "Eugene te pregunta por tus sueños y tus metas, y presta mucha atención a tu respuesta.", + "RESTING_EUGENE_DATING_4": "Eugene comparte contigo una anécdota graciosa. Una de tantas.", + "RESTING_FELIX_PLATONIC_1": "Felix dibuja en silencio y con mucho empeño, y así se pasa el tiempo.", + "RESTING_FELIX_PLATONIC_2": "Felix hace una disertación sobre la comida que no es posible encontrar en Nueva Wirral.", + "RESTING_FELIX_DATING_1": "Felix te enseña varios dibujos que ha hecho en los últimos días.", + "RESTING_FELIX_PLATONIC_3": "Felix rememora varias anécdotas graciosas de la gente de Villapuerto.", + "RESTING_FELIX_DATING_2": "Felix te cuenta con entusiasmo las nuevas ideas que se le han ocurrido últimamente para sus historias.", + "RESTING_FELIX_DATING_3": "Felix escucha tus reflexiones con atención.", + "RESTING_FELIX_DATING_4": "Felix charla contigo sobre tu plato favorito.", + "RESTING_FELIX_DATING_5": "Estrechan lazos hablando de cosas que han vivido en mutua compañía.", + "RESTING_VIOLA_PLATONIC_1": "Viola te narra sus aventuras de cuando era pequeña.", + "RESTING_VIOLA_PLATONIC_3": "Viola te pregunta con mucho interés sobre cómo era tu vida antes de llegar a Nueva Wirral.", + "RESTING_VIOLA_PLATONIC_2": "Viola te habla de la hermosura de Mesalina, su país de origen.", + "RESTING_VIOLA_PLATONIC_4": "Le cuentas a Viola cómo era la vida en tu mundo.", + "RESTING_VIOLA_DATING_1": "Viola recita varios poemas hermosos que aprendió hace mucho. Su interpretación es hermosa.", + "RESTING_VIOLA_DATING_3": "Viola te expone sus ambiciones en una conversación un tanto personal.", + "RESTING_VIOLA_DATING_2": "Intercambian muestras de aprecio y respeto mutuos. Resulta bastante tierno.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Últimamente he estado dándole vueltas a la cabeza.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "He pasado bastante tiempo reflexionando sobre mi estancia en Valdellanto.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "A decir verdad, dediqué mucho, pero que mucho tiempo a intentar complacer a los demás. Y creo que lo sigo haciendo.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Gran parte del tiempo lo dediqué a intentar contentar a la gente…", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "¿Es normal eso? [pause]No tengo ni idea.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Bueno, ¿qué te gusta hacer en tu tiempo libre?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Y eso está muy bien, pero tal vez sería bueno pensar también en lo que me gustaría hacer a mí.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "No quedará ni rastro de [wave amp=30 freq=30]mí[/wave].", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "De lo contrario, acabaré quemada.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "¿Te gustaría probar algún pasatiempo en concreto?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Pues… Tendré que pensarlo, a ver qué se me ocurre.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Siento que de joven tenía mucha más [wave amp=30 freq=30]pasión[/wave] por las cosas que ahora que soy adulta.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "¿Sabías que antes tocaba la guitarra?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "De tal palo, tal astilla. Mis primeros recuerdos son de estar sentada en el regazo de mi padre escuchándolo tocar.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "¿Cómo hacía para acomodarte a ti y a la guitarra en su regazo?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Ah, [pause]claro, [pause]que eres nueve…", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "Pues… con mucho cuidado.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Me compré mi propia guitarra cuando era adolescente, aunque nunca fue mi fuerte.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "Y, en fin, si no estaba destinada a dedicarme profesionalmente a la música, [pause]¿por qué seguir tocando?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "Supongo que lo dejé… [pause]porque sentía que todo pasatiempo tenía que dar sus frutos tarde o temprano.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "¡Pues es una lástima!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Ya, ¿y por qué no?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "¿Sabes qué? [pause]Tienes razón.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "Es una verdadera lástima que lo haya dejado.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "¡Debería hacer más cosas en la que yo disfrute!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Si quiero pasarme el día sentada en la cama mientras leo novelas románticas malas, ¡también debería poder!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "A-además, [pause]¡ni siquiera tiene que ser algo productivo!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "¡Esa es la actitud!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "¡Tienes toda la razón!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "Me alegra haberme quitado este peso de encima.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Ya casi me termino el té. ¿Qué dices, volvemos a la carga?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Je. Muchísimas gracias, {player}.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Si te pones a ver, nos hemos estado fusionando para formar monstruos enormes, ¿no? ¡No se puede negar que una experiencia como esa une bastante!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "¡Mira esto, {player}!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "¡Clémence la encontró en el mercado hace poco y me la dio!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "¿Está en buen estado?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "¿Funciona?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "A decir verdad, lo mismo ocurre con la mitad de la chatarra de Villapuerto.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Está bien, pero tiene… un ligero aroma a agua de mar…", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "¿Qué tal suena?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "No te preocupes. En Nueva Wirral estamos acostumbrados a que las cosas estén un pelín dañadas. ¡Nada que no se pueda arreglar con un poco de esfuerzo, ganas y maña!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Buena pregunta. ¿Estás listo?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Buena pregunta. ¿Estás liste?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Buena pregunta. ¿Estás lista?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Suena como si…", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "¡Necesitara unos retoques!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "¡Pero seguro que podrás escucharme tocar esta preciosidad en menos de lo que canta un gallo!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "Por esfuerzo y ganas no va a quedar. Lo de la maña está por ver.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "¡Lo estoy deseando!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "¡Espero que me des una serenata!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "¡Y también!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Cruza los dedos y tal vez se cumpla.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "¡Por supuesto!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Oye, esto… ¿Quieres venir a mi casa? Me gustaría enseñarte una cosa.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Ahora no.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "No pasa nada, ¡así tengo más tiempo para ensayar!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "¡Estupendo!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "Quería… tocar algo para ti. Mi padre solía cantarme esta canción y fue la primera que aprendí a tocar.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Te has portado genial conmigo, así que quería hacer algo para agradecértelo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Te has portado genial conmigo, así que quería hacer algo para agradecértelo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "¿Estás lista?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Te has portado genial conmigo, así que quería hacer algo para agradecértelo.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "¿Estás listo?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "¡Sí!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "¿Estás liste?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "Bueno, ¿qué te pareció?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "¡Fue impresionante!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Me dieron ganas de besarte.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "¡Para o me voy a poner como un tomate!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Espero que no dejes de tocar.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Yo también. ¿Qué te parece si escribimos una canción en los ratos libres de nuestros viajes?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Podría ser bastante divertido, ¿no crees?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "¡Me apunto!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "¿Estás seguro de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "¡Decidido, entonces! ¡Va a ser buenísima!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "¿Estás segura de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "¿Estás segure de que no estás bajo el [wave amp=30 freq=30]mágico[/wave] influjo de ver a una guitarrista en acción?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "Una vez me quedé embobada viendo a una amiga tocar la batería en su grupo cuando íbamos a la universidad. Creo que siempre me han gustado los músicos.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Bromas aparte, ¡espero que sigas tocando!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "No, lo digo en serio. Me gustas.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "¡Estás más callade que de costumbre, {player}! ¿Te preocupa algo?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "No, lo digo en serio. Me gustas.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Eh…", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "No, lo digo en serio. Me gustas.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Si quieres besarme…", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Creo que ahora es un buen momento.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "¡Estás más callada que de costumbre, {player}! ¿Te preocupa algo?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "¡Estás más callado que de costumbre, {player}! ¿Te preocupa algo?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Eh… ¡No, no es nada!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Ya, justo lo que pensaba.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Si tú lo dices…", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "No encuentro las palabras para describirlo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "Si te soy sincera, creo que no te veía [wave amp=30 freq=30]de esa manera[/wave] hasta que nos fusionamos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Para empezar, [pause]solo he tenido unas cuantas relaciones breves, y todas han sido con chicos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Para empezar, [pause]solo he tenido unas cuantas relaciones breves, y todas han sido con chicos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Digo, he salido con uno que otro chico, [pause]pero, [pause]a decir verdad, nunca… llegué a sentir nada por ellos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Puede parecer una tontería, pero cuando nos fusionamos…", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "Es como si [wave amp=30 freq=10]sintiera[/wave] tu alma… [pause]Como si te conociera de una forma que ni yo misma me conozco.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Creo… Creo que eres maravilloso. Claro que quiero estar contigo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Creo… Creo que eres maravillosa. Claro que quiero estar contigo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "E incluso si nuestros caminos llegaran a separarse, habrá valido la pena. [pause]O eso creo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Creo… Creo que eres maravillose. Claro que quiero estar contigo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "Qué [wave amp=30 freq=30]suerte[/wave] tienes, ¿no?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Tienes razón.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Yo también lo creo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "¡Bueno, pues desde ahora tienes novia! ¡Una música en ciernes, nada menos!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "¡Esto hay que celebrarlo!", + "MEREDITH_INTRO_MEREDITH1.m": "Ah. Es el nuevo.", + "MEREDITH_INTRO_MEREDITH1.f": "Ah. Es la nueva.", + "MEREDITH_INTRO_MEREDITH1.n": "Ah. Es le nueve.", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "¿Nos conocemos?", + "MEREDITH_INTRO_MEREDITH2": "Hoylake me habló sobre ti cuando vino a mi taller a recoger unas piezas.", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "¿Sabes quién soy?", + "MEREDITH_INTRO_MEREDITH3": "¿Lo conoces? [pause]Es lo peor.", + "MEREDITH_INTRO_MEREDITH4": "¿Sabías que ni siquiera es un auténtico científico? [pause]¡Antes de aterrizar en Nueva Wirral, era analista de datos!", + "MEREDITH_INTRO_MEREDITH6.m": "En fin, soy Meredith. [pause]Que disfrutes estar atrapado en esta roca con todos nosotros hasta el fin de tus días.", + "MEREDITH_INTRO_MEREDITH5": "Alguien debe explicarle que su personalidad no puede girar en torno a llevar solo camisetas que dicen \\\"Amo la ciencia\\\".", + "MEREDITH_INTRO_MEREDITH6.n": "En fin, soy Meredith. [pause]Que disfrutes estar atrapade en esta roca con todos nosotros hasta el fin de tus días.", + "MEREDITH_INTRO_MEREDITH6.f": "En fin, soy Meredith. [pause]Que disfrutes estar atrapada en esta roca con todos nosotros hasta el fin de tus días.", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "¡Pienso encontrar una salida!", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "Este sitio tiene su encanto…", + "MEREDITH_INTRO_A_MEREDITH2": "Aquí solo estamos nosotros y un puñado de monstruos aterradores. En una isla.", + "MEREDITH_INTRO_A_MEREDITH1.m": "Qué ternura. Es normal, eres nuevo. Lo siento, cielo, pero no hay salida.", + "MEREDITH_INTRO_A_MEREDITH1.n": "Qué ternura. Es normal, eres nueve. Lo siento, cielo, pero no hay salida.", + "MEREDITH_INTRO_A_MEREDITH1.f": "Qué ternura. Es normal, eres nueva. Lo siento, cielo, pero no hay salida.", + "MEREDITH_INTRO_A_MEREDITH3": "Eso es lo que hay.", + "MEREDITH_INTRO_END_MEREDITH1": "El caso es que solo necesitaba una bocanada de aire fresco. Ven a mi taller en el pueblo cuando quieras. Es el edificio amarillo del muelle.", + "MEREDITH_INTRO_B_MEREDITH2": "Te quedarás sin temas de conversación enseguida. Te lo digo yo.", + "MEREDITH_INTRO_B_MEREDITH1": "¿Cuántos seremos? ¿Doscientas personas, a lo sumo?", + "MEREDITH_INTRO2_MEREDITH1": "Ah, otra vez tú. Quería preguntarte una cosa…", + "MEREDITH_INTRO2_MEREDITH2": "¿En serio vas a buscar una manera de salir de esta isla?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "¡Sí!", + "MEREDITH_INTRO2_MEREDITH3": "Mmm… Tu optimismo es casi digno de admiración.", + "MEREDITH_INTRO2_MEREDITH4": "Bueno, si vas a dedicarte a \\\"viajar de un confín a otro\\\" y toa esa onda, ¿me harías el favor de buscarme una cosa?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "¡Claro! ¿Qué es lo que buscas?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Ahora no puedo.", + "MEREDITH_INTRO2_NO_MEREDITH1": "Ya. Seguro tienes cosas más importantes que hacer. Yo también.", + "MEREDITH_INTRO2_NO_MEREDITH2": "Mira a quién tenemos aquí.", + "MEREDITH_INTRO2_MEREDITH5": "Bueno… Se trata de… un disco de música. [pause]¿Sabes lo que es?", + "MEREDITH_INTRO2_NO_MEREDITH3": "¿Crees que podrías sacar tiempo ahora para buscar eso que me hace falta?", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "¡Sí!", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "¡Por supuesto! ¿Por qué no iba a saberlo?", + "MEREDITH_INTRO2_MEREDITH6": "Va, genial.", + "MEREDITH_INTRO2_MEREDITH7": "Es que… [pause]es… [pause]un poco difícil distinguir quién sabe qué en esta isla. No todos vienen del mismo… mundo.", + "MEREDITH_INTRO2_MEREDITH9": "En fin, el disco en cuestión [pause]es… [pause][i]All I Ever Needed[/i], de The Witch House. Tal vez lo conozcas.", + "MEREDITH_INTRO2_MEREDITH8": "Eso hace que hablar con la gente sea bastante difícil. [pause]Incluso más difícil que de costumbre.", + "MEREDITH_INTRO2_MEREDITH10": "Lo escuchaba mucho en mi vida pasada. Tiene… [pause]mucho valor sentimental, ¿sí?", + "MEREDITH_QUEST1_QUERY_IANTHE6": "De allí sacamos toda la ropa para los lugareños. [pause]Además de los walkmans y las cintas, claro.", + "MEREDITH_INTRO2_MEREDITH12.m": "Hola, novato. ¿Qué cuentas?", + "MEREDITH_INTRO2_MEREDITH11": "En Villapuerto hay varios frikis de la música. ¿Podrías preguntarles de mi parte?", + "MEREDITH_INTRO2_MEREDITH12.n": "Hola, novate. ¿Qué cuentas?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "¡Aún estoy buscando tu disco!", + "MEREDITH_INTRO2_MEREDITH12.f": "Hola, novata. ¿Qué cuentas?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "¿Que si tengo ese disco?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "No tengo nada nuevo que contar…", + "MEREDITH_INTRO2_MEREDITH13A": "Ah, genial. No te agobies, es muy difícil que lo encuentres. Está claro que las posibilidades no juegan a mi favor. Pero gracias de todos modos.", + "MEREDITH_QUEST1_QUERY": "¿[i]All I Ever Needed[/i], de The Witch House?", + "MEREDITH_INTRO2_MEREDITH13B": "Pues vete acostumbrando. Aquí el tiempo no pasa volando, que digamos. Estamos un poco faltos de entretenimiento.", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Pues no, pero puedes preguntarles a los guardas del ayuntamiento.", + "MEREDITH_QUEST1_QUERY_IANTHE1": "¿Meredith anda tras un disco? [pause]Sí sabes que encontrar aquí ese disco en particular es tan difícil como encontrar una aguja en un pajar, ¿no?", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "O a los del puesto de guardia. [pause]¿Sabes dónde queda? [pause]Es al noreste de Villapuerto.", + "MEREDITH_QUEST1_QUERY_IANTHE2": "En serio, ni te imaginas lo difícil que es. Ya sabes que todo cuanto acaba en Nueva Wirral proviene de [wave amp=30 freq=30]muchísimos[/wave] mundos distintos.", + "MEREDITH_QUEST1_QUERY_IANTHE3": "No obstante, [pause]puedes probar suerte en el centro comercial La Caída.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "¿La Caída?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Ah, [pause]claro, [pause]que eres nueva…", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "¡Entendido!", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Ah, [pause]claro, [pause]que eres nuevo…", + "MEREDITH_QUEST1_QUERY_IANTHE5": "Hay un centro comercial en la zona norte de Nueva Wirral. [pause]Está completamente abandonado y apareció allí de la nada hace unos quince años.", + "MEREDITH_QUEST1_QUERY_IANTHE7": "También hay una tienda de música, repleta de discos y cintas, pero la tenemos bien cerrada, por seguridad.", + "MEREDITH_QUEST1_QUERY_IANTHE8": "Al fin y al cabo, las reservas de cintas son fundamentales. No está de más tenerlas a salvo.", + "MEREDITH_QUEST1_QUERY_IANTHE9": "Si tienen ese disco, puede que Meredith tuviera que jugarse el pellejo para conseguirlo. [pause]Mi parte racional quiere prohibirle que lo intente…", + "MEREDITH_QUEST1_QUERY_IANTHE10": "Pero si la acompañas, tal vez resulte menos peligroso. Toma, llévate esto.", + "MEREDITH_QUEST3_MEREDITH2": "Ah.", + "MEREDITH_QUEST3_MEREDITH1": "¿Qué es esto? ¿Una carta?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "¿Qué dice?", + "MEREDITH_QUEST3_MEREDITH3": "Es una carta de Ianthe. Dice que es posible que mi disco esté en el centro comercial La Caída y que me da permiso para ir…", + "MEREDITH_QUEST3_MEREDITH4": "Con la condición de que me acompañes. También nos adjunta las llaves para entrar.", + "MEREDITH_QUEST3_MEREDITH5": "Bueno, ¿vamos?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "¿Estás segura?", + "MEREDITH_QUEST3_MEREDITH6": "Descuida, sé defenderme. Sí sabes que tengo mi propio walkman, ¿verdad?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "¡Podría ser peligroso!", + "MEREDITH_QUEST3_MEREDITH7": "Pasarme el día aquí sentada me está matando. [pause]Supongo que encontrar ese disco puede ser un buen desafío.", + "MEREDITH_QUEST3_MEREDITH8": "Es decir, [pause]no tener nada que te haga salir de la cama todos los días es lo mismo que estar muerta, [pause]¿no?", + "MEREDITH_QUEST3_MEREDITH9": "¿Tú… [pause]sabes bien es lo que te motiva a seguir adelante ahora mismo?", + "MEREDITH_QUEST3_MEREDITH11": "Pero…", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Quiero encontrar el camino de regreso a casa.", + "MEREDITH_QUEST4_PART1_MEREDITH3": "Esa tienda de allí arriba parece ser una tienda de música, ¿verdad?", + "MEREDITH_QUEST3_MEREDITH10": "Como ya te lo dije alguna vez, eso es imposible.", + "MEREDITH_QUEST3_MEREDITH12": "Si me ayudas a buscar mi disco, te ayudaré a buscar una forma de volver a casa.", + "MEREDITH_QUEST3_MEREDITH13": "¿Por qué no? A fin de cuentas, me hará falta un nuevo objetivo por el que luchar.", + "MEREDITH_QUEST4_PART1_MEREDITH2": "Ese toque \\\"posapocalíptico\\\" tiene su encanto.", + "MEREDITH_QUEST4_PART1_MEREDITH1": "Si te soy sincera, apuesto a que este sitio era mucho más \\\"kitsch\\\" antes de su… [pause]deterioro estructural.", + "MEREDITH_QUEST4_PART1_MEREDITH4": "Vamos a buscar una manera de abrirnos paso.", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Seguro que este lugar tenía un aspecto muy diferente cuando estaba lleno de gente…", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Este sería el lugar ideal para rodar una película. A lo mejor los monstruos podrían ser extras.", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "¡Por supuesto!", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Espero que eso que acabo de pisar haya sido agua.", + "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"Vinilo con Estilo\\\". Creo que llegamos a nuestro destino. ¿Entramos?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Ahora no.", + "MEREDITH_QUEST4_PART3_MEREDITH1": "Tiene que estar en alguna parte… Estoy muy cerca…", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "[i]Mac to the Future[/i], de Mac and the Awesome 5. Este no es.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "[i]Legacy of the Treeman[/i], de Treeman. Pues sí que hay discos raros aquí…", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "[i]Dreamer of Electric Sheep[/i] de Procgen. Este suena interesante… Pero no es el que buscamos.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "Parece una especie de banda sonora.", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "En este disco dice \\\"The Witch House\\\" en letras grandes y rojas.", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "Esa portada… ¡Lo encontraste!", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "Esta portada… ¡Lo encontré!", + "MEREDITH_QUEST4_PART4_MEREDITH4": "Y esta portada también es [wave amp=30 freq=30]un pelín[/wave] distinta…", + "MEREDITH_QUEST4_PART4_MEREDITH2": "Espera. [pause][pause]Hay algo que no me cuadra.", + "MEREDITH_QUEST4_PART4_MEREDITH3": "¿[i]Timeless and Strange[/i]? [pause]No es así como se titulaba el disco…", + "MEREDITH_QUEST4_PART4_MEREDITH5": "Y los títulos de las canciones…", + "MEREDITH_QUEST4_PART4_MEREDITH6": "No me suenan de nada.", + "MEREDITH_QUEST4_PART4_MEREDITH7": "Es la versión de algún [wave amp=30 freq=30]universo alternativo[/wave]. [pause]La que yo busco no está aquí.", + "MEREDITH_QUEST4_PART4_MEREDITH8": "Ya sabía yo que no debía hacerme ilusiones.", + "MEREDITH_QUEST4_PART4_MEREDITH9": "Total, a mí nunca me pasa nada bueno…", + "MEREDITH_QUEST4_PART5_MEREDITH1": "Uf… ¿Qué pasó?", + "MEREDITH_QUEST4_PART5_MONARCH4": "¡YA DECÍA YO QUE LO HABÍA SENTIDO!\\n\\nUN VACÍO. UN AGUJERO DONDE DEBERÍA HABER UN CORAZÓN. ME DA PODER.\\n\\nQUIERO CONSUMIRLO POR COMPLETO.", + "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, ¿estás bien?", + "MEREDITH_QUEST4_PART5_MONARCH6": "LOS DE TU ESPECIE PODRÍAN DISFRUTAR DE UNA VIDA PLENA.\\n\\nY SIN EMBARGO, LA CAMBIARON POR SÍMBOLOS Y ARTIFICIOS VACÍOS.", + "MEREDITH_QUEST4_PART5_MEREDITH3": "El disco… Se me cayó. ¿Lo ves por ahí?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "¿T-tú quien eres? [pause]¿De qué estás hablando?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "¡Este lugar es una ruina! ¡Está lleno de basura!", + "MEREDITH_QUEST4_PART5_MONARCH7": "RENUNCIAN A COSAS QUE TIENEN VALOR Y SIGNIFICADO, A CAMBIO DE NADA.\\n\\n¡MI CASTILLO ESTÁ LLENO DE TODO EL VACÍO QUE DEJAN A SU PASO!", + "MEREDITH_QUEST4_PART5_MEREDITH8": "Tu… [pause]¿castillo? [pause]¿Este centro comercial? [pause]¿Hablas en serio?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]¡No vale nada![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "SÍ… NADA…\\n\\n¡Y YO SOY EL REY DE NADA!\\n\\n¡VEN, DÉJAME CONSUMIR TU VACÍO!", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Qué fácil sería…", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Qué fácil sería rendirme y morirme sin más…", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Lo logramos… [pause]Seguimos con vida… [pause]¿Nos… [pause]fusionamos?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "¡Pero yo no soy así! ¡Estoy harta de fallarme a mí misma!", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Mmm…", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Lo logramos… [pause]Seguimos con vida…", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "VAYA SITIO QUE TIENES AQUÍ, COMPAÑERO.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "No tenías por qué hacer esto. Gracias.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Ahora me doy cuenta de que vinimos hasta aquí por una tontería.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Ahora me doy cuenta de que vinimos hasta aquí por una tontería.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "PERO ALGUIEN DE TU NIVEL PODRÍA ASPIRAR A ALGO MEJOR, ¿NO CREES?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Ahora me doy cuenta de que vinimos hasta aquí por una tontería.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "Casi no la contamos, qué estupidez.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "No tenías por qué hacer esto. Gracias.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "No tenías por qué hacer esto. Gracias.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Yo diría… que ya tuve suficientes centros comerciales abandonados y peligros mortales por hoy.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Vamos a regresar al pueblo y a ver qué tal suena el disco.", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "Oye… toda la cosa eso… de la fusión…", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "¿Tú… [pause]ya te habías… [pause][pause]fusionado antes con alguien?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "Tal vez deberíamos… no sé… ¿hablar del tema?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "Es muy raro, ¿verdad?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "Es genial, ¿verdad?", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "Sin duda… [pause]es algo especial.", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "Y después, aunque lo recuerdo, sigue sin parecerme algo que haya vivido yo.", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "Es como si nuestras mentes se unieran y dejara de ser yo misma.", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "Es como recordar un sueño. Quizá nuestros cerebros no estén diseñados para procesarlo…", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "¿Tú… [pause]ya te habías… [pause][pause]fusionado antes con alguien?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "¿Tú… [pause]ya te habías… [pause][pause]fusionado antes con alguien?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "¡N-[pause]no tiene nada de malo si lo has hecho! [pause]Es solo que no sabía si había sido tu primera vez.", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "Esto… [pause]sonó muy raro.", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "Haz como si no hubiera dicho nada.", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "Hace tiempo que quiero preguntarte…", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "¿Por qué estás tan segure de que existe una manera de regresar a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "¿Por qué estás tan segura de que existe una manera de regresar a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "¿Por qué estás tan seguro de que existe una manera de regresar a casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Tuve una visión…", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "Mmm… Vas a tener que contarme la historia desde el principio.", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "Uf… Qué historia tan loca.", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "Voy a cumplir con mi parte del trato. Como me has ayudado a buscar un disco, yo te ayudaré a buscar una forma de salir de Nueva Wirral.", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "¡Ah! ¡Había olvidado del disco!", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "…", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "No suena nada mal.", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "Me… Me pasé toda la adolescencia sintiéndome fatal y sin saber tratar con la gente.", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "Al entrar a la universidad, quise cambiar, de veras.", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "Es decir, no es el mismo álbum que tenía, pero le da un aire.", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "Ya sé que la pieza que falla soy yo, pero quiero seguir intentándolo.", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "No tenías por qué haberte jugado la vida para ayudarme.", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "Ese disco era como la banda sonora… de mi intento por cambiar y mejorar…", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "Aunque no lo conseguí. Estuve a punto de hacer amistades de por vida, pero ya no me hablan.", + "MEREDITH_CONVO5_MEREDITH2": "¿Te he dicho alguna vez que no puedo ver insectos ni en pintura?", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "Quizá a eso se refería el arcángel. Quizá he perdido demasiado tiempo distrayéndome con tonterías en vez de intentar vivir la vida.", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "Nueva Wirral tiene muchas cosas no tan buenas, pero…", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "Pero, aunque no hayamos encontrado lo que buscaba, estoy… conforme con el resultado.", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "Tú eres genial.", + "MEREDITH_CONVO1_MEREDITH1": "¿Sabes qué?", + "MEREDITH_CONVO1_MEREDITH2": "Las fogatas hacen que las palabras fluyan.", + "MEREDITH_CONVO1_MEREDITH3": "Nada de silencios incómodos en los que no se te ocurre nada que contar.", + "MEREDITH_CONVO1_MEREDITH4": "Uno siempre puede soltar algo como \\\"esto sí que es un fuego\\\" y los demás asentirán como si hubieras dicho algo interesante.", + "MEREDITH_CONVO1_MEREDITH6": "A pesar del riesgo de incendio que eso supondría.", + "MEREDITH_CONVO1_MEREDITH5": "Me gustaría tener una fogata cerca en todas las conversaciones…", + "MEREDITH_CONVO2_MEREDITH1": "¿Recuerdas qué estabas haciendo justo antes de llegar aquí?", + "MEREDITH_CONVO2_MEREDITH2": "O sea, [pause]antes de llegar a Nueva Wirral.", + "MEREDITH_CONVO5_MEREDITH1": "¡Guac! [pause][pause]Creo que algo me acaba de rozar el pie.", + "MEREDITH_CONVO2_MEREDITH3": "De vez en cuando intento recordar el momento exacto, [pause]pero no puedo…", + "MEREDITH_CONVO2_MEREDITH4": "Es como intentar recordar el momento en que nos quedamos dormidos.", + "MEREDITH_CONVO2_MEREDITH5": "Me acuerdo de qué estaba haciendo más o menos a esa hora, pero no del momento preciso.", + "MEREDITH_CONVO2_MEREDITH6": "Es raro.", + "MEREDITH_CONVO3_MEREDITH2": "Si encontráramos el camino de vuelta a nuestro hogar… [pause]Nuestro auténtico hogar…", + "MEREDITH_CONVO3_MEREDITH1": "Tengo una duda…", + "MEREDITH_CONVO3_MEREDITH3": "¿Habrá transcurrido todo este tiempo?", + "MEREDITH_CONVO3_MEREDITH4": "¿O volveríamos justo al momento en que lo dejamos, como si todo esto hubiera ocurrido en un abrir y cerrar de ojos?", + "MEREDITH_CONVO4_MEREDITH1": "Lo curioso de The Witch House es que [pause]tuvieron que disolverse nada menos que tres grupos para que se formara el suyo.", + "MEREDITH_CONVO4_MEREDITH2": "Procgen se separó cuando su bajista lo dejó para fundar su propia religión, así que el vocalista, Rob Handsome, necesitaba trabajo…", + "MEREDITH_CONVO4_MEREDITH8": "Muy pocas, [pause]supongo.", + "MEREDITH_CONVO4_MEREDITH3": "La baterista, Linda Steel, acababa de separarse del trío punk Bad Horses tras una disputa con la discográfica…", + "MEREDITH_CONVO4_MEREDITH5": "Es decir, que los astros se alinearon, [pause]sobre todo en forma de una desgracia detrás de otra, [pause]y pudieron formar The Witch House.", + "MEREDITH_CONVO4_MEREDITH4": "Y el guitarrista, Daniel \\\"Safety First\\\" Buttercroft, fue el único que sobrevivió al accidente de autobús que acabó con la vida de todos los demás miembros del grupo No Seatbelts a mitad de una gira.", + "MEREDITH_CONVO4_MEREDITH6": "A veces pienso en lo improbable que era que todo eso ocurriera…", + "MEREDITH_CONVO4_MEREDITH7.f": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", + "MEREDITH_CONVO4_MEREDITH7.m": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", + "MEREDITH_CONVO4_MEREDITH7.n": "¿Cuántas posibilidades había de que tú y yo acabáramos aquí, [pause]justo aquí, [pause]en este preciso momento?", + "MEREDITH_CONVO5_MEREDITH3": "Voy a fingir que fue una brizna de hierba para no darle más vueltas.", + "MEREDITH_CONVO6_MEREDITH1": "Pasar aquí nuestro \\\"tiempo en pareja\\\" está bien, pero…", + "MEREDITH_CONVO6_MEREDITH2": "Imagina que hubiera una [wave amp=30 rate=10]segunda[/wave] cafetería en Villapuerto.", + "MEREDITH_CONVO6_MEREDITH3": "¡Eso cambiaría el panorama de las citas!", + "MEREDITH_CONVO6_MEREDITH4": "Tal vez deba abrir una, solo para crear un poco de competencia sana.", + "MEREDITH_CONVO6_MEREDITH6": "Ya me lo estoy imaginando.", + "MEREDITH_CONVO6_MEREDITH5": "Le daría un toque mucho más gótico. [pause]Paredes negras, con calaveras bien locas…", + "MEREDITH_CONVO7_MEREDITH1": "No se me da…, mmm…, muy bien expresarme.", + "MEREDITH_CONVO7_MEREDITH2": "A menudo siento que no reacciono bien durante las conversaciones.", + "MEREDITH_CONVO7_MEREDITH4": "Digo, ¡hay mucha gente que sí que me aburre!", + "MEREDITH_CONVO7_MEREDITH5": "Pero contigo no me pasa nunca, [pause]así que, por favor, nunca pienses que no te presto atención, ni nada por el estilo.", + "MEREDITH_CONVO7_MEREDITH3": "A veces digo algo que no debería o pongo una expresión que no me convenía poner [pause]y acaban creyendo que no me interesa el tema.", + "MEREDITH_CONVO8_MEREDITH1": "¿Te has fijado que en Villapuerto se atiende a todo el mundo, sin importar lo que aporten a la comunidad?", + "MEREDITH_CONVO8_MEREDITH2": "Es decir, los lugareños siguen teniendo sus propios problemas, claro, pero…", + "MEREDITH_CONVO8_MEREDITH3.m": "No se deja de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema.", + "MEREDITH_CONVO8_MEREDITH3.n": "No se deja de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema.", + "MEREDITH_CONVO8_MEREDITH3.f": "No se deja de lado a nadie. [pause]Cada cual ayuda con lo que puede. [pause]¿Y si no puedes? [pause]No hay problema.", + "MEREDITH_CONVO8_MEREDITH4": "Es una sociedad un tanto solitaria, sin duda… [pause]Pero nada cruel.", + "MEREDITH_CONVO8_MEREDITH5": "No puedo…, [pause]mmm…, [pause]decir lo mismo del lugar de donde vengo.", + "MEREDITH_CONVO9_MEREDITH1": "Puede sonar un poco macabro, pero a veces me pregunto si la gente de mi \\\"vida pasada\\\" se acuerda de mí alguna vez.", + "MEREDITH_CONVO9_MEREDITH2": "Me imagino a mis viejos colegas sentados de noche en algún bar londinense, preguntándose unos a otros: [pause]\\\"¿Qué habrá sido de Meredith Chen, la que un día desapareció de la faz de la Tierra para no volver?\\\".", + "MEREDITH_CONVO9_MEREDITH4": "De hecho, suena mucho más deprimente así, dicho en voz alta.", + "MEREDITH_CONVO9_MEREDITH3": "…", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "¿Películas?", + "MEREDITH_CONVO10_MEREDITH1": "Si al final regresamos a nuestro mundo, voy a tener que ponerme al día con un montón de películas.", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "¿Qué tipo de películas te gustan?", + "MEREDITH_CONVO10_MEREDITH2": "Ah, [pause]eh…", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Lo tienes muy bien delimitado.", + "MEREDITH_CONVO10_MEREDITH3": "Considero que mis gustos se dividen en dos grandes categorías: películas estadounidenses de acción extremadamente idiotas y esas de vampiros con las que no sabes si estás viendo auténtico arte o verdadera basura.", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "¡Está claro que sabes lo que quieres!", + "MEREDITH_CONVO10_MEREDITH4": "Está bien saber qué le gusta a una, supongo.", + "MEREDITH_CONVO11_MEREDITH1": "Oye, escuché que ahora Kayleigh es algo así como tu… ¿novia?", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Ah, ¿ya escuchaste?", + "MEREDITH_CONVO11_MEREDITH6": "Igual me hice una idea equivocada después de la noche que compartimos… [pause]Pero no pasa nada.", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "¡Espero que no te resulte incómodo!", + "MEREDITH_CONVO11_MEREDITH2": "¿Qué quieres que te diga? Las noticias vuelan.", + "MEREDITH_CONVO11_MEREDITH3": "No te culpo. [pause]Quiero decir, estamos hablando de [wave amp=30 freq=10]Kayleigh[/wave].", + "MEREDITH_CONVO11_MEREDITH5": "(Soy un auténtico [wave amp=30 freq=10]desastre[/wave] cuando hablo con mujeres…)", + "MEREDITH_CONVO11_MEREDITH4": "Es perfecta sin quererlo, además de hermosa. [pause]No le cuentes lo que acabo de decir.", + "MEREDITH_CONVO11_MEREDITH7": "De todos modos, tampoco es que esté lista para ningún compromiso a largo plazo.", + "MEREDITH_CONVO12_MEREDITH1": "¿Recuerdas cuando luchamos contra aquel arcángel que vivía bajo el centro comercial? [pause]He estado pensando en lo que dijo.", + "MEREDITH_CONVO12_MEREDITH2": "Me dijo que \\\"había renunciado a cosas que tienen valor y significado a cambio de nada\\\". [pause]Creo que se refería a mi afán por encontrar aquel disco de música.", + "MEREDITH_CONVO12_MEREDITH4": "Supongo que es muy fácil dejarse llevar por ese tipo de cosas hasta el punto de descuidar lo que importa [wave amp=30 freq=10]de verdad[/wave].", + "MEREDITH_CONVO12_MEREDITH3": "Porque al final… [pause]el disco carecía de importancia. No es más que [wave amp=30 freq=10]otra cosa material[/wave] de mi vida, al igual que los libros que leo y las películas que veo.", + "MEREDITH_CONVO12_MEREDITH5": "\\\"Renunciar a cosas que tienen valor y significado a cambio de nada\\\".", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "¿Por qué lo dices?", + "MEREDITH_CONVO12_MEREDITH6": "Y… eh… nuestra amistad me importa, [pause]así que voy a procurar que eso no se me olvide.", + "MEREDITH_CONVO13_MEREDITH2": "Son muchos los que han vivido y muerto en esta isla. Y muchos de ellos son gente como tú y como yo… [pause]Gente que llegó desde otro mundo.", + "MEREDITH_CONVO13_MEREDITH1": "¿Recuerdas cuando cruzamos aquel cementerio? Me dio que pensar.", + "MEREDITH_CONVO13_MEREDITH3": "Son muchos los que se perdieron y a los que nunca volvieron a encontrar, ¿me sigues? Es bastante triste pensarlo.", + "MEREDITH_CONVO13_MEREDITH4": "Son muchos los que deben de haber perdido la esperanza en esta isla.", + "MEREDITH_CONVO13_MEREDITH5": "No quiero unirme a ellos, {player}.", + "MEREDITH_CONVO14_MEREDITH1": "Entonces… ¿crees que es cierto?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "¿Que si creo qué?", + "MEREDITH_CONVO14_MEREDITH2": "Que el gran portal que encontraste nos puede llevar de vuelta.", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "¿A qué te refieres?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "No tengo más remedio que creerlo.", + "MEREDITH_CONVO14_MEREDITH3": "Ya me… [pause]había resignado a vivir aquí de por vida. Me asusta un poco tener que empezar a plantearme otro futuro.", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "¿Acaso tengo otra opción?", + "MEREDITH_CONVO15_MEREDTH2": "Si el portal funciona de a deveras, los guardas tendrían trabajo para dar y regalar.", + "MEREDITH_CONVO15_MEREDTH1": "Ya le contaste a Ianthe lo del portal, ¿no?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "¿A qué te refieres?", + "MEREDITH_CONVO15_MEREDTH5": "Los guardas vienen a ser los que se encargan de que la comunidad funcione, ¿no? Van a tener que ingeniárselas para manejar todo ese cambio logístico.", + "MEREDITH_CONVO15_MEREDTH3": "La gente de aquí tendrá que cambiar de perspectiva por completo. Nueva Wirral ya no será un callejón sin salida del que no se puede salir jamás. Será un lugar por el que la gente… pasará de vez en cuando.", + "MEREDITH_CONVO15_MEREDTH4": "[wave amp=30 freq=10]Suponiendo[/wave] siquiera que la gente siga acabando aquí como por arte de magia.", + "MEREDITH_CONVO15_MEREDTH6": "Por suerte yo no me cuento entre ellos. Es demasiado trabajo.", + "MEREDITH_CONVO16_MEREDITH2": "Una cosa es transformarse en un monstruo u otro mediante esta o aquella cinta, [pause]y otra es fusionarse contigo para volvernos un monstruo aún más grande. [pause]Pero ¿lo de que [wave amp=30 freq=10]todo el mundo[/wave] acabara fusionado encima de aquel tren?", + "MEREDITH_CONVO16_MEREDITH1": "Últimamente han pasado tantas cosas que no hemos tenido ni un momento para hablar de nuestro gran combate contra Álef.", + "MEREDITH_CONVO16_MEREDITH3": "Eso sí que fue una locura.", + "MEREDITH_CONVO16_MEREDITH4": "No sé ni como describirlo… [pause]Igual que con la fusión normal, me sentí como si fuera la copiloto de mi cuerpo.", + "MEREDITH_CONVO18_MEREDITH1": "Yo creí que los monstruos de Nueva Wirral ya eran siniestros…", + "MEREDITH_CONVO16_MEREDITH5": "Sin embargo, esta vez no éramos solo tú y yo. Éramos todos cuantos estábamos allí, y pude [wave amp=30 freq=10]sentir[/wave] nuestro deseo colectivo.", + "MEREDITH_CONVO16_MEREDITH6": "¿Sabes que creo? [pause]Los arcángeles son fuertes, pero la gente lo es [wave amp=30 freq=10]mucho[/wave] más.", + "MEREDITH_CONVO17_MEREDITH2": "Será que me vi como una persona muy solitaria que, si se convirtiera en tu pareja, podría cambiar de pies a cabeza.", + "MEREDITH_CONVO17_MEREDITH1": "Creo que al principio me preocupaba que una relación me cambiara de raíz.", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "¿A qué te refieres?", + "MEREDITH_CONVO17_MEREDITH4": "Pero… no sucedió. Sigo siendo [wave amp=30 freq=10]yo[/wave], [pause]solo que también te tengo [wave amp=30 freq=10]a ti[/wave].", + "MEREDITH_CONVO17_MEREDITH3": "Puede parecer una tontería, [pause]y tal vez lo sea, [pause]pero así me sentía.", + "MEREDITH_CONVO18_MEREDITH3": "Nos hablaba como si se tratara de una [wave amp=30 freq=10]persona[/wave]. Y se supone que son tan inteligentes como nosotros, ¿verdad? O incluso [wave amp=30 freq=10]más[/wave].", + "MEREDITH_CONVO18_MEREDITH2": "Pero ¿los \\\"arcángeles\\\", como aquel contra el que luchamos? Esos juegan en otra liga.", + "MEREDITH_CONVO18_MEREDITH4": "Pensar que hay [wave amp=30 freq=10]monstruos inteligentes gigantescos capaces de distorsionar la realidad[/wave] viviendo en la red ferroviaria que por lo visto se extiende bajo nuestra isla…", + "MEREDITH_CONVO18_MEREDITH5": "En fin, supongo que ahora no voy a pegar ojo en toda la noche.", + "MEREDITH_CONVO19_MEREDITH1": "…", + "MEREDITH_CONVO19_MEREDITH2": "…", + "MEREDITH_CONVO19_MEREDITH3": "Perdona, sé que es esto es incómodo. Es que, como no nos conocemos tanto, no tenemos mucho de lo que hablar.", + "MEREDITH_CONVO19_MEREDITH4": "Vaya. [pause]Igual decirlo así lo hace aún peor.", + "MEREDITH_CONVO20_MEREDITH1": "No soy… [pause]muy amiga de las acampadas. Soy más bien un ser de interiores.", + "MEREDITH_CONVO20_MEREDITH2": "Debería haberlo mencionado antes de que accedieras a embarcarte conmigo en esta pequeña [wave amp=30 freq=10]aventura[/wave].", + "MEREDITH_CONVO20_MEREDITH3": "Espero que no te estés arrepintiendo de haber decidido salir en busca de aquel disco de vinilo con una completa desconocida.", + "MEREDITH_CONVO21_MEREDITH1": "Otra vez de vuelta en la cafetería… Hay cosas que nunca cambian, ¿eh?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "¿Vienes a menudo?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "¿Pasas mucho tiempo aquí?", + "MEREDITH_CONVO21_MEREDITH2": "Estamos en Villapuerto. No hay [wave amp=30 freq=10]ningún[/wave] otro sitio donde pasar el rato.", + "MEREDITH_CONVO21_MEREDITH3": "Así es la vida en los pueblos pequeños. [pause]Al menos el café de aquí está bueno.", + "MEREDITH_CONVO22_MEREDITH1": "Bueno… Entonces… Tú acampas mucho por Nueva Wirral, ¿no?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Supongo.", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "¡¿Qué?! ¡No!", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "¿Tú qué crees?", + "MEREDITH_CONVO22_MEREDITH2": "A mí me parece que sí. Dime, ¿has besado a todos tus [wave amp=30 freq=10]otros[/wave] colegas de acampada?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "¿Qué quieres decir con eso?", + "MEREDITH_CONVO22_MEREDITH3.f": "N-no te preocupes, solo te estoy molestando.", + "MEREDITH_CONVO22_MEREDITH3.m": "N-no te preocupes, solo te estoy molestando.", + "MEREDITH_CONVO22_MEREDITH3.n": "N-no te preocupes, solo te estoy molestando.", + "MEREDITH_CONVO23_MEREDITH1.m": "Este… [pause]Eres amigo de Kayleigh, ¿verdad?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "¡Eso creo!", + "MEREDITH_CONVO23_MEREDITH1.f": "Este… [pause]Eres amiga de Kayleigh, ¿verdad?", + "MEREDITH_CONVO23_MEREDITH1.n": "Este… [pause]Eres amigue de Kayleigh, ¿verdad?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "¡Sí!", + "MEREDITH_CONVO23_MEREDITH2": "Quisiera saber… [pause]qué se trae [wave amp=30 freq=10]entre manos[/wave].", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "¿Qué?", + "MEREDITH_CONVO23_MEREDITH3": "Llegó hace un año a Villapuerto y enseguida empezó a entrenar con los guardas. [pause]Parece que no tardó [wave amp=30 freq=10]nada[/wave] en adaptarse a vivir atrapada en la isla.", + "MEREDITH_CONVO23_MEREDITH4": "Hay [wave amp=30 freq=10]algo raro[/wave] ahí. No me cuadra.", + "MEREDITH_CONVO23_MEREDITH6.m": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella y así.", + "MEREDITH_CONVO23_MEREDITH5": "Siempre parece muy [wave amp=30 freq=10]alegre y despreocupada[/wave], pero hay algo que no nos cuenta. [pause]No me cabe la menor duda.", + "MEREDITH_CONVO23_MEREDITH6.f": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella y así.", + "MEREDITH_CONVO23_MEREDITH6.n": "Mmm… [pause]Quiero dejar claro que no [wave amp=30 freq=10]suelo[/wave] hablar de la gente a sus espaldas. Solo me ha parecido que debías saberlo, ya que pasas [wave amp=30 freq=10]tanto tiempo[/wave] con ella y así.", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "¿En el mal sentido?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "¿Patas arriba?", + "MEREDITH_SOCIAL1_MEREDITH1": "De repente, tanto la aparición de los arcángeles como nuestra primera fusión han puesto mi vida patas arriba.", + "MEREDITH_SOCIAL1_MEREDITH3": "Supongo que no esperaba que esta isla me deparara más sorpresas. Eso sin hablar de tu idea de buscar una forma de [wave amp=30 freq=10]escapar[/wave]…", + "MEREDITH_SOCIAL1_MEREDITH2": "¡No te lo tomes a mal! Fusionarse contigo es genial, pero ¿no se te hace [wave amp=30 freq=10]raro[/wave]?", + "MEREDITH_SOCIAL1_MEREDITH15": "Llevo tanto tiempo aquí que apenas he pensado en volver.", + "MEREDITH_SOCIAL1_MEREDITH17": "Igual por eso me gusta tanto distraerme.", + "MEREDITH_SOCIAL1_MEREDITH16": "Me imagino que es porque… [pause]nunca tuve buenos amigos allí. Casi nadie me acaba cayendo bien.", + "MEREDITH_SOCIAL1_MEREDITH18": "Cuando llegué aquí, me obsesioné con la electrónica. Me encargué de la iluminación del pueblo y eso.", + "MEREDITH_SOCIAL1_MEREDITH19": "Me permite centrarme en otra cosa para no tener que pensar en todo lo que extraño.", + "MEREDITH_SOCIAL1_MEREDITH20": "Supongo que fue lo mismo con la búsqueda de aquel disco.", + "MEREDITH_SOCIAL1_MEREDITH21": "Buf. [pause]Perdón por ser tan… [pause]Perdón por ser yo, supongo.", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "¡No me pidas perdón por eso!", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "¡Oye, no es ningún problema!", + "MEREDITH_SOCIAL1_MEREDITH22": "Je. [pause]Gracias. [pause]Por un momento soné igual que Kayleigh.", + "MEREDITH_SOCIAL1_MEREDITH23": "¿Sabes a qué me refiero? Se comporta como si siempre tuviera algo por lo que disculparse.", + "MEREDITH_SOCIAL1_MEREDITH24": "Ya basta de sinceridad por hoy.", + "MEREDITH_SOCIAL2_MEREDITH1": "El Café Gramófono siempre me recuerda a mi padre. [pause]Cada mañana preparaba una cafetera antes de marcharse a trabajar a Londres, [pause]así que tengo ese olor a café grabado en el cerebro.", + "MEREDITH_SOCIAL1_MEREDITH25": "Vamos, acabemos con esto.", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Qué nostalgia, ¿no?", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "¡Qué bonito recuerdo!", + "MEREDITH_SOCIAL2_MEREDITH2": "Supongo…", + "MEREDITH_SOCIAL2_MEREDITH3": "No sé si extraño a mis padres. [pause]Nunca tuvimos mucho en común. [pause]Se criaron en una época y en un lugar muy diferentes.", + "MEREDITH_SOCIAL2_MEREDITH4": "Me imagino que nos separaba una gran brecha generacional. [pause]¡No tengo la culpa de que escucharan música tan [shake rate=30 level=10]increíblemente[/shake] mala!", + "MEREDITH_SOCIAL2_MEREDITH5": "Desde que me mudé para ir a la universidad, ya no nos preocupamos por seguir… [pause]en contacto. [pause]En fin, no pasa nada.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Qué triste.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Seguro que te sentiste sola.", + "MEREDITH_SOCIAL2_MEREDITH6": "Supongo que sí.", + "MEREDITH_SOCIAL2_MEREDITH7": "Digo… [pause]Tampoco es que guarde muchos recuerdos de mi niñez.", + "MEREDITH_SOCIAL2_MEREDITH8": "Tuve amigos y experiencias, pero cuando miro el pasado…", + "MEREDITH_SOCIAL2_MEREDITH9": "Siempre me pareció que todo ocurría a mi alrededor sin que yo formara parte de ello.", + "MEREDITH_SOCIAL2_MEREDITH10": "Como si nunca me hubiera sentado en el asiento del conductor.", + "MEREDITH_SOCIAL2_MEREDITH11": "Nunca fui una niña \\\"cool\\\", ni tampoco una adolescente \\\"cool\\\". [pause]Y de adulta…", + "MEREDITH_SOCIAL2_MEREDITH12": "Bueno, todavía queda tiempo para ver cómo se me da.", + "MEREDITH_SOCIAL2_MEREDITH14": "A medida que vas creciendo, nadie te dice [wave amp=30 rate=10]nunca[/wave] lo difícil que es hacer amigos de adulto.", + "MEREDITH_SOCIAL2_MEREDITH13": "Puede que solo necesite hacer más amigos mientras siga en Nueva Wirral. [pause]Buf.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Pues conmigo no te fue tan difícil…", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "¿Y yo qué?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Pues conmigo no te fue tan difícil…", + "MEREDITH_SOCIAL2_MEREDITH15": "En este caso es mucho más sencillo. Tú y yo compartimos… [pause]eh… [pause]un pasatiempo.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Pues conmigo no te fue tan difícil…", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "¿Un… pasatiempo?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Ah, ¿sí?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "¡Supongo que sí!", + "MEREDITH_SOCIAL2_MEREDITH16": "Claro, [pause]buscamos un portal mágico entre mundos. [pause]Eso es un pasatiempo, ¿no?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "O sea, confío en que seguiremos pasando el tiempo… [pause]aunque no demos con el portal.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "¡Por supuesto que sí!", + "MEREDITH_SOCIAL2_MEREDITH17.m": "O sea, confío en que seguiremos pasando el tiempo… [pause]aunque no demos con el portal.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "¡Qué linda eres cuando te sonrojas!", + "MEREDITH_SOCIAL2_MEREDITH17.f": "O sea, confío en que seguiremos pasando el tiempo… [pause]aunque no demos con el portal.", + "MEREDITH_SOCIAL2_MEREDITH18B": "Uf, [wave amp=30 freq=10]no puedes[/wave] decirme cumplidos así, [pause]que no sé cómo manejarlos.", + "MEREDITH_SOCIAL2_MEREDITH18A": "Je. Genial.", + "MEREDITH_SOCIAL2_MEREDITH20": "O, bueno, [pause]a lo mejor es que estoy más cansada de lo que creía.", + "MEREDITH_SOCIAL2_MEREDITH19B": "Me hace sentir como si me hubieras derrotado por completo.", + "MEREDITH_SOCIAL2_MEREDITH21": "¿Crees que transformarse y combatir cuenta como ejercicio? [pause]Yo creo que cansa bastante.", + "MEREDITH_SOCIAL2_MEREDITH22.m": "En fin, [pause]vamos a dar una vuelta, a derrotar unos cuantos monstruos y eso.", + "MEREDITH_SOCIAL3_MEREDITH1": "¿Sabes que? Todo eso del disco de vinilo desaparecido me hizo reflexionar.", + "MEREDITH_SOCIAL2_MEREDITH22.n": "En fin, [pause]vamos a dar una vuelta, a derrotar unos cuantos monstruos y eso.", + "MEREDITH_SOCIAL2_MEREDITH22.f": "En fin, [pause]vamos a dar una vuelta, a derrotar unos cuantos monstruos y eso.", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "¿Sobre qué?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Cuéntame.", + "MEREDITH_SOCIAL3_MEREDITH3": "Descubrimos un disco que en mi mundo nunca se grabó, ¿verdad?", + "MEREDITH_SOCIAL3_MEREDITH2": "A ver si consigo explicarme:", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "Supongo que sí.", + "MEREDITH_SOCIAL3_MEREDITH4": "Y si existen mundos infinitos, también existirán… [pause]discos infinitos.", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "¿Es eso posible?", + "MEREDITH_SOCIAL3_MEREDITH6": "Ninguno de sus libros era una simple historia, sino más bien una especie de viaje por su mente. [pause]Sus ambiciones, sus creencias, sus ideas…", + "MEREDITH_SOCIAL3_MEREDITH5": "El caso es que, [pause]en mi adolescencia, me gustaban mucho los libros de un autor de fantasía que ya había muerto. [pause]Era una ñoña total.", + "MEREDITH_SOCIAL3_MEREDITH7": "Me imagino que escribir un libro es algo así como darle al mundo un pedacito de ti que se queda ahí para siempre.", + "MEREDITH_SOCIAL3_MEREDITH8": "Con el tiempo, acabé por leer todo lo que había escrito en vida y por identificarme mucho con sus ideas principales.", + "MEREDITH_SOCIAL3_MEREDITH9": "Había experimentado todos sus escritos. [shake rate=30 level=10]Nunca[/shake] habría más.", + "MEREDITH_SOCIAL3_MEREDITH10": "Imagino que lo mismo nos ocurre a todos cuando morimos… [pause]Al final, habremos dicho todo cuanto diremos.", + "MEREDITH_SOCIAL3_MEREDITH11": "Sin embargo, si existen mundos infinitos, tal vez existan un sinfín de libros diferentes que llegó a escribir.", + "MEREDITH_SOCIAL3_MEREDITH12": "Y tal vez… [pause]haya un sinfín de versiones nuestras, que guarden un sinfín de recuerdos y vivencias propias.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "¡Por supuesto!", + "MEREDITH_SOCIAL3_MEREDITH13": "Puede que nunca muramos del todo, [pause]en cierto modo.", + "MEREDITH_SOCIAL3_MEREDITH14": "Es una idea que me ronda la mente, nada más.", + "MEREDITH_SOCIAL3_MEREDITH15": "Anda, ¿nos vamos?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "¿Estás lista para lo que viene?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "¿Estás listo para lo que viene?", + "MEREDITH_SOCIAL4_MEREDITH2": "…", + "MEREDITH_SOCIAL4_MEREDITH3": "Noche de pelis. [pause]En mi casa. [pause]¿Te apuntas?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "¿Estás liste para lo que viene?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces lindo…", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Ahora no.", + "MEREDITH_SOCIAL4_MEREDITH4": "¡Bah! En fin, avísame si cambias de idea. Nos la vamos a pasar de lujo.", + "MEREDITH_SOCIAL4_MEREDITH5": "Genial, te va a encantar.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "¡Increíble!", + "MEREDITH_SOCIAL4_MEREDITH9": "¿Ves esto?", + "MEREDITH_SOCIAL4_MEREDITH6": "Tienes ante ti el único proyector de películas de toda Nueva Wirral que funciona.", + "MEREDITH_SOCIAL4_MEREDITH8": "Llegó la hora de que te hable de una maldición poco conocida de Nueva Wirral.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "¡¿Cómo lo conseguiste?!", + "MEREDITH_SOCIAL4_MEREDITH7": "Es una de las muchas cosas a las que me he dedicado en los ratos libres.", + "MEREDITH_SOCIAL4_MEREDITH10": "Es una cinta de video. [pause]Pero no es una cinta de video cualquiera…", + "MEREDITH_SOCIAL4_MEREDITH11": "Es una cinta de [i]Puños de sangre[/i], una película de acción de 1981.", + "MEREDITH_SOCIAL4_MEREDITH12": "Desde que estoy aquí han llegado cientos de cintas de video a las costas de Nueva Wirral.", + "MEREDITH_SOCIAL4_MEREDITH13": "Las he ido recogiendo.", + "MEREDITH_SOCIAL4_MEREDITH14": "Toditas.", + "MEREDITH_SOCIAL4_MEREDITH15": "¿Y sabes qué?", + "MEREDITH_SOCIAL4_MEREDITH16": "Son de [i]Puños de sangre[/i].", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Todas y cada una de ellas son de [i]Puños de sangre[/i].[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]Es la única película que se puede ver en Nueva Wirral.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "Así que a ver si adivinas qué vamos a ver.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Siempre puedo intentar tomarla de forma irónica…", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "¡Ese tipo de pelis es mi favorito!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Siempre puedo intentar tomarla de forma irónica…", + "MEREDITH_SOCIAL4_MEREDITH20": "Ese es el espíritu.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Siempre puedo intentar tomarla de forma irónica…", + "MEREDITH_SOCIAL4_MEREDITH21": "Quería… [pause]darte las gracias por pasar tiempo conmigo.", + "MEREDITH_SOCIAL4_MEREDITH22": "La he pasado francamente mal en Nueva Wirral, pero esto fue… en fin, lo más divertido que he hecho.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "¿Y si lo convertimos en una cita?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Me alegra ser tu amigo.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Me alegra ser tu amiga.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Me alegra ser tu amigue.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Je. Yo también, {player}.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Tenemos una película malísima por delante. Espero que estés listo.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Bueno, basta de sinceridad.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Bueno, basta de sinceridad.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Bueno, basta de sinceridad.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Tenemos una película malísima por delante. Espero que estés liste.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Tenemos una película malísima por delante. Espero que estés lista.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause]…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Mira que te costó decirlo, ¿eh?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Sigo queriendo pasar el rato contigo…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "Vamos, [wave amp=30 freq=30]literalmente[/wave] nos hemos fusionado.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "¿Podemos seguir como siempre? [pause]¿En plan… [pause]sin comprometernos a nada?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces linde…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Hacer una cosa así es como si me metiera en tu cabeza, ya me entiendes. [pause]Y, [pause]bueno, [pause]por supuesto que me pareces linda…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "¿Por qué no? Noche de cita. Con una película mala.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "Es que… [pause]yo… [pause]antes solo había estado con chicos, [pause]así que esto es nuevo para mí.", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "Eh…", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Pero también quiero besarte y así de vez en cuando.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Además, [pause]ya he visto esta película un millón de veces.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Así que… no hay que prestarle mucha atención.", + "MEREDITH_ROMANCE_MEREDITH1.m": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Eh… ¡No, no es nada!", + "MEREDITH_ROMANCE_MEREDITH_NO": "Mmm… [pause]Está bien.", + "MEREDITH_ROMANCE_MEREDITH1.f": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", + "MEREDITH_ROMANCE_MEREDITH1.n": "Llevas un buen rato en silencio, {player}. [pause]¿Te preocupa algo?", + "MEREDITH_ROMANCE_MEREDITH3": "Digo, claro que [wave amp=30 freq=30]me gustas[/wave].", + "CAPTAIN_SKIP_NOT_TRAINEE1": "Oye, si te interesa el noble arte de ordenar basura, ¿por qué no te haces aprendiz de guarda?", + "CAPTAIN_SKIP_INTRO2": "¡Saludos! [pause]Soy Bas, uno de los guardas de élite de Nueva Wirral.", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]¡Soy Cle-0 y soy la mecanoide que atenderá tu mesa durante esta noche![/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]¿Quieres pedir algo de…?[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01000001 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "Soy Agnes Pectro, [pause]guarda de élite y timadora de la muerte.", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]¿No te animas? Pues será a la próxima.[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]¡Voy a subir la apuesta![/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Vamos, que empiece la partida… [pause]¡Apuesta alta! Quien gana, se lo lleva todo.[/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "¿Volví a perder? Por eso no me gusta estar despierto…", + "CAPTAIN_JUDAS_INTRO1.m": "Te oí desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, lo perdiste.", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "¡Oye, tú, el nuevo! [pause]El nuevo guarda de élite, digo. [pause]Dicen que ahora eres uno de los nuestros.", + "CAPTAIN_SKIP_POST_REWARD2": "¡Me cuesta imaginarme una vida así!", + "CAPTAIN_JUDAS_INTRO2": "Judas Knight. [pause]Guarda de élite y experto en supervivencia.", + "CAPTAIN_JUDAS_PRE_BATTLE1": "¿Te interesa una lección de supervivencia de primera mano? [pause]Ya me informaron de que ahora eres aprendiz de guarda.", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "Te daría más datos, pero… es información confidencial. [pause]Ahora bien, la cosa cambiaría si te inscribieras como aprendiz de guarda…", + "CAPTAIN_JUDAS_INTRO1.n": "Te oí desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, lo perdiste.", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Me informaron que pasaste a integrar el cuerpo de capitanes. [pause]¿Qué me dices, quieres volver a probar suerte?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Me informaron que pasaste a integrar el cuerpo de capitanes. [pause]¿Qué me dices, quieres volver a probar suerte?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Actualicé todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, \\\"guarda de élite\\\"![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]¿No te animas? Pues será a la próxima.[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Me informaron que pasaste a integrar el cuerpo de capitanes. [pause]¿Qué me dices, quieres volver a probar suerte?[/color]", + "CAPTAIN_READY_CHECK.m": "¿Ya estás para combatir con {pawn}?", + "CAPTAIN_JUDAS_POST_REMATCH1": "Juraría haber cubierto todos los escenarios posibles en esta ocasión…", + "CAPTAIN_JUDAS_POST_REMATCH2": "Volví a perder, [pause]pero no voy a llorar por ello. [pause]Llorar es un desperdicio de fluidos corporales y no me sobran las reservas de agua.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Me informaron que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Viniste por la revancha?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Me informaron que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Viniste por la revancha?", + "CAPTAIN_REMATCH_CHECK": "¿Quieres pedirle a {pawn} la revancha?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "¿Sabes qué?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Has considerado la posibilidad de volverte guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Si te interesa, deberás afrontar un último desafío… [pause]Tendrás que derrotarme [wave amp=30 freq=10]a mí[/wave] en combate.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "¡La verdad, no!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Has considerado la posibilidad de volverte guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "¡Sí!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "¿Y bien? ¿Qué dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "No pasa nada. Ven a verme si cambias de idea.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "¡Por supuesto!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "¿Y bien? ¿Qué dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "¿Y bien? ¿Qué dices? ¿Quieres aceptar el desafío para convertirte en guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Ahora no.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparada para darlo todo contra nosotras!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparado para darlo todo contra nosotras!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "¿Nosotras?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "¿Tu esposa?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Llevo tiempo queriendo ponerte a prueba. ¡Espero que estés preparade para darlo todo contra nosotras!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Bueno, [pause]me pareció lógico que mi esposa me echara una mano con este asuntito.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "¿Con quién vas a luchar?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "¡Esto tiene aspecto de ser el [wave amp=30 freq=10]mejor combate del año[/wave]! ¿Quién se alzará con la victoria?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "¿Estás casada?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "¿Estás lista, cielo?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "¡Sí, cariño!", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "¡Tú puedes, {player}!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Venga, forastero, ¡demuéstrale a Ianthe quién manda aquí!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Venga, forastera, ¡demuéstrale a Ianthe quién manda aquí!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE CONTENGAS!!!!!![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Venga, forastere, ¡demuéstrale a Ianthe quién manda aquí!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE CONTENGAS!!![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]¡¡¡DALE UNA PALIZA, IANTHE!!! ¡¡¡NO TE CONTENGAS!!![/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "No creas que vamos a tener piedad de ti, {player}. [pause]Ya no eres una aprendiz: ¡ahora [shake rate=30 level=10]juegas en las grandes ligas![/shake]", + "LEADER_IANTHE_BATTLE_START.m": "No creas que vamos a tener piedad de ti, {player}. [pause]Ya no eres un aprendiz: ¡ahora [shake rate=30 level=10]juegas en las grandes ligas![/shake]", + "LEADER_IANTHE_BATTLE_START.n": "No creas que vamos a tener piedad de ti, {player}. [pause]Ya no eres une aprendiz: ¡ahora [shake rate=30 level=10]juegas en las grandes ligas![/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensaban que solo ustedes se podían fusionar?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensaban que solo ustedes se podían fusionar?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]¿Qué pasa? ¿Acaso pensaban que solo ustedes se podían fusionar?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "¡Nada mal! [pause]¡Nada mal, en verdad! [pause]¡Nunca dejas de impresionarme!", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "¡Las historias eran ciertas! ¡Qué combate!", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Ten, esto es para ti.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Supongo que sabrás que fui la primera persona de Nueva Wirral en transformarse en monstruo con una cinta. [pause]Desde entonces, todo el mundo me hace la misma pregunta…", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Los humanos crean [wave amp=30 freq=10]arte[/wave], como, por ejemplo, la música. [pause]El arte es algo intangible e imaginario que existe únicamente dentro de nuestra imaginación colectiva.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Esto significa que ya eres, oficialmente, guarda de élite. La gente acudirá a ti para que los entrenes, igual que los otros guardas de élite te entrenaron a ti.", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"¿Cómo funciona el tema ese de las cintas? [pause]¡No tiene ningún sentido!\\\".", + "LEADER_IANTHE_FUSED_MATERIAL1": "Este material lo dejan las fusiones salvajes. Puede que también lo dejen los arcángeles, aunque eso ya no lo sé de seguro.", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "¿Quieres saber mi opinión? [pause]Creo que, desde la perspectiva correcta, tiene todo el sentido del mundo.", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Después, [pause]sellamos esa música intangible en formas físicas, como podría ser una [wave amp=30 freq=10]cinta[/wave]. [pause]Es el puente perfecto entre el mundo físico y el imaginario.", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "¿Has visto el tablero de anuncios que hay frente al ayuntamiento? [pause]Te dejaré un mensaje allí si algún aprendiz quiere poner a prueba sus habilidades.", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "Creo que, en cierto modo, ¡tiene sentido!", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "De momento, voy a descansar, que tengo mucho sueño acumulado. [pause]Si vas a seguir explorando la isla, ¿por qué no aprovechas para ponerte al día con tus compañeros guardas de élite?", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "¡Seguro que quieren felicitarte por tu \\\"ascenso\\\"!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "En cuanto al motivo por el que la guarda lo recoge… Bueno, deja que los guardas de élite se preocupen del tema. De momento, tú concéntrate en completar tu entrenamiento.", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "Ahora que eres guarda de élite, tienes que saber por qué estamos reuniendo todo ese material fundido.", + "LEADER_IANTHE_FUSED_MATERIAL3": "¿Te has fijado en que las fusiones salvajes son cada vez más abundantes en Nueva Wirral?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "¡Sí, me he cruzado con una que otra!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "¿Fusiones salvajes?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "No me sorprende. En ese caso, sabes que son mucho más fuertes que los monstruos típicos que puedes encontrar en Nueva Wirral.", + "LEADER_IANTHE_FUSED_MATERIAL4B": "Puede que te las hayas encontrado en tus viajes por la isla… [pause]Son fusiones de monstruos salvajes que suelen estar envueltas en nubes negras. Seguro sabes a qué me refiero.", + "LEADER_IANTHE_FUSED_MATERIAL5": "No siempre fue así. De hecho, hace apenas unos años, era muy raro ver fusiones.", + "LEADER_IANTHE_FUSED_MATERIAL6": "No sabemos de dónde salen, ni por qué.", + "LEADER_IANTHE_FUSED_MATERIAL7": "Lo que me preocupa es que, si la tasa de incidencia sigue en aumento, habrán arrasado Villapuerto en apenas unos años.", + "LEADER_IANTHE_FUSED_MATERIAL8": "No quiero que cunda el pánico, así que no lo comentes por ahí.", + "LEADER_IANTHE_FUSED_MATERIAL9": "¡Pero hay esperanza! El material fundido que estamos recogiendo emite una débil radiación… No es suficiente para ser dañina, pero…", + "LEADER_IANTHE_FUSED_MATERIAL11": "Tal vez… [pause]Tal vez podamos incluso llegar a descubrir de dónde vienen y, de esa forma, impedir que se expandan. Estaría bien poder conseguirlo.", + "LEADER_IANTHE_FUSED_MATERIAL10": "Con suficiente material fundido, podremos construir dispositivos detectores de fusiones salvajes.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "¿Has prestado atención al tipo elemental de tus formas de monstruo?", + "LEADER_IANTHE_FUSION_IANTHE1": "La fusión… [pause]pocas veces se ha logrado. Tengo algunas teorías de qué es lo que permite que dos personas se fusionen, pero no lo sé seguro.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Los movimientos elementales pueden provocar [wave amp=30 freq=10]reacciones químicas[/wave] al usarlos contra determinados tipos de monstruo.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Sin embargo, si usas ese mismo movimiento [pause]de fuego contra un monstruo de agua, [pause]lo rodearás con un [wave amp=30 freq=10]vapor curativo[/wave]. Y eso no está tan bien, ¿verdad?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Esas reacciones pueden ser beneficiosas para ti. Por ejemplo, usa un movimiento de fuego en un objetivo del elemento veneno para prenderle fuego.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Se puede ver qué efectos va a tener tu ataque antes de que lo lleves a cabo, así que presta mucha atención.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "¡Ah, casi se me olvida! [pause]Muchos movimientos, como podría ser el caso del golpe o del escupitajo, no tienen elementos innatos. Dichos movimientos dependerán del elemento de quien los use.", + "LEADER_IANTHE_FUSION_IANTHE3": "Si quieres fortalecer la fusión, tendrás que mejorar ese vínculo.", + "LEADER_IANTHE_FUSION_IANTHE2": "Mi experiencia me permite afirmar que la fuerza del vínculo entre dos personas tiene un efecto directo sobre la fuerza y las capacidades de la forma fusionada.", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "¿Con quién te has fusionado?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "¿Quién es tu pareja de fusión?", + "LEADER_IANTHE_FUSION_IANTHE6": "¡No te preocupes por eso!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "¿Quién es tu pareja de fusión?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "¿Quién es tu pareja de fusión?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "¡Gracias por el esfuerzo que has puesto en las misiones que te he encomendado, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "En fin, gracias al material fundido que reuniste, podré pedirle al guarda de élite Ray O'Farrell que instale radares de fusiones en varias columnas magnéticas de la isla.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "¡Gracias por el esfuerzo que has puesto en las misiones que te he encomendado, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Mientras tanto, quiero que te lleves este prototipo.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "¡Gracias por el esfuerzo que has puesto en las misiones que te he encomendado, {player}!", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Revisa el mapa. Verás que te indica dónde hay fusiones salvajes.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Esta versión del radar de fusiones no se adentra mucho bajo tierra, y tampoco es 100 % confiable, pero seguro te será muy útil.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "Pues eso, no olvides darle el material fundido a la guarda de élite Wilma. ¡No te servirá de nada en el bolsillo!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "El último lote que me diste me fue extremadamente útil. El guarda de élite Ray O'Farrell me dijo que su [wave amp=30 freq=10]radar de fusiones con penetración terrestre[/wave] ya está recibiendo una señal en las profundidades de la Cantera de Dino, en el yermo.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Le pedí al guarda de élite Mort que se ponga a excavar cuando no esté muy ocupado con las labores de entrenamiento y de vigilancia de fusiones salvajes.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Hablando de fusiones, tenemos…, mmm…, novedades…", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Está apareciendo por todas partes un nuevo tipo de fusión inestable. La bautizamos como \\\"anatema\\\".", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "El ritmo al que se replican estas cosas es…[pause] problemático, como mínimo.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Te haré llegar un par a través del tablero de anuncios. ¿Te importaría echar un vistazo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Bueno, pues le pedí al guarda de élite Mort que se pusiera a excavar allí y parece que se trata de otra de esas estaciones de tren que están apareciendo por doquier.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "¿Recuerdas la señal que te comentaba que había detectado el radar de fusiones del guarda de élite Ray O'Farrell debajo de la Cantera de Dino?", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "Y, por supuesto, no te olvides de darle el material fundido a la guarda de élite Wilma.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "A juzgar por la potencia de la señal de esta estación, ¡podría ser la fuente de todas las fusiones salvajes y anatemas!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, eres el guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, eres la guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Ajá, ¿así que la Merlínea espera que nos ocupemos del problema de las fusiones salvajes por nuestra cuenta?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, eres le guarda de élite que más experiencia tiene con estas estaciones… [pause]y con sus extraños habitantes… [pause]¿Podrías ir a echar un vistazo?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Gracias a tu trabajo, si las cosas se ponen feas, al menos podremos retirarnos a la estación de Puente de la Noche.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, ¿traes buenas noticias?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, en su momento te dije que, si decidías irte de Nueva Wirral, no me parecería mal. Sigo pensando lo mismo.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "No obstante, si decides quedarte un poco más, la cantidad de trabajo que tengo para ofrecerte es literalmente ilimitada.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "A estas alturas, supongo que ya sabes cómo funciona esto.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Creo que Kayleigh tiene algo para ti.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Verás, hace poco grabé esta cinta y me recordó al día en que nos conocimos.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Sé que no es gran cosa, ¡pero quiero que la tengas!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Por cierto, ¿has visto algún…[pause] orbe gigante flotando por ahí últimamente?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "¡¿Qué?!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Es que uno de nuestros aprendices nuevos nos envió un informa muy raro. Aunque es cierto que [wave amp=30 freq=30]se había[/wave] dado un golpe en la cabeza, así que puede que no sea nada.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Como… ¿como el sol?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Por si acaso, no pierdas de vista el radar de fusiones.", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "¡Esto es para ti!", + "OUTPOST_NPC_2_DIALOGUE1": "Había un botajack escondido tras una esquina y me tendió una emboscada. [pause]Sinceramente, ¡es un milagro que siga de una pieza!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz…[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "SERES DE CARNE, SUEÑAN DEMASIADO CON LA MUERTE. SE PASAN LA TOTALIDAD DE SUS CORTAS VIDAS SOÑANDO CON ELLA. ¿ES ESO LO QUE LOS TRAE ANTE MÍ?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "¿Nos estás preguntando… si vinimos a morir? [pause]Sinceramente, yo te diría que no.", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Qué aspecto tan metálico tiene. [pause]Aunque me da la impresión de que le gustaría matarnos.", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "No, vinimos a luchar.", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "No temo a la muerte… [pause]¡Es mejor una muerte valerosa que una vida de cobardía!", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Algo me dice que esto no acabará bien.", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Morir no me da miedo… Y tú tampoco…[/wave].", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr…", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "PERMITAN QUE ME ALIMENTE DE SU MIEDO Y LES DARÉ UNA MUERTE PURA.", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "¡GENIAL! ¡UN ESQUELETO GIGANTE! TIENE QUE HABER UNO DE ESOS EN CADA EQUIPO.", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Qué feíto estuvo eso, ¿no? Me pregunto si será cierto lo que dijo… [pause]Puede que [wave amp=30 freq=10]sea cierto[/wave] que la gente se pase toda la vida pensando en la muerte.", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NI SIQUIERA NUESTRA ESPECIE ES INMUNE A LA MUERTE PURA…", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "El número de criaturas de pesadilla que quieren matarnos en esta isla es… [pause]demasiado elevado.", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "¡Ese fue el esqueleto más grande que haya visto [wave amp=30 freq=10]jamás[/wave]! Qué feíto, ¿no?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "Fue… un tanto desagradable.", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Los cobardes mueren muchas veces antes de llegar a la tumba, pero los valientes solo saborean la muerte en una ocasión.", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Yo creo que le dejamos bien claro a ese arcángel que no tenemos miedo a nada…[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "¿SON MÁS JUGUETES PARA MI COLECCIÓN? QUIERO MÁS COSAS PARA JUGAR…", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Lo siento, colega. No vinimos a jugar.", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Los ojos de este arcángel me están dando escalofríos…", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "¡¿Acaso para los tuyos no somos más que juguetes?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "No percibo ni un rastro de amabilidad en las palabras de este espíritu.", + "AA_PUPPET_PRE_BATTLE_FELIX2": "No sé si este tipo estará pensando en lo mejor para nosotros.", + "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr…", + "AA_PUPPET_PRE_BATTLE_AA3": "SÍ… ¡SERÁN MARIONETAS DE MANO EXCELENTES! ¡JA, JA, JA, JA!", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]No vinimos a jugar… Estamos aquí por negocios.[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "¡Sigue [shake rate=30 level=10]moviéndose[/shake] antes de que podamos golpearlo! Tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover.", + "AA_PUPPET_HINT_KAYLEIGH1": "¡No deja de moverse y no le hemos dado! No bajes la guardia, seguro hay [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", + "AA_PUPPET_HINT_EUGENE1": "¡Rayos, se mueve justo cuando estamos a punto de golpearlo! Vamos, tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", + "AA_PUPPET_HINT_FELIX1": "Ay, se mueve justo antes de que podamos golpearle con nuestros ataques. Debemos concentrarnos. Tiene que haber [wave amp=30 freq=10]alguna forma de adivinar[/wave] en qué dirección se va a mover…", + "AA_PUPPET_HINT_VIOLA1": "Nuestro rival es muy ágil y nuestros ataques no impactan en el objetivo. En todo caso, creo que debe haber [wave amp=30 freq=10]alguna forma de determinar[/wave] hacia dónde pretende saltar…", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]Tiene que haber una manera de adivinar hacia dónde va a moverse…[/wave]", + "AA_PUPPET_HINT_DOG1": "A Perry parece fastidiarle que el arcángel no deje de moverse antes de que puedan atacarlo. Puede que haya alguna forma de averiguar en qué dirección pretende moverse.", + "AA_PUPPET_POST_BATTLE_PUPPET1": "¡MIS MUÑECAS! ¡MATAARON A MIS MUÑECAS!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "¡ME ALEGRA VERTE, CAMARADA CON SOMBRERO! DIME, ¿ESTÁS PENSANDO EN CAMBIAR DE TRABAJO? ¡PODEMOS HABLARLO!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "Esa forma en la que nos habló el arcángel… Era como si no fuéramos reales, como si solo fuéramos juguetes. [pause]Puede que su actitud haya cambiado tras la derrota.", + "AA_PUPPET_POST_BATTLE_EUGENE3": "[wave amp=30 freq=10]Siempre[/wave] hay un monstruo que cree que puede jugar a su antojo con las vidas de la gente. [pause]Arcángel, hombre… ¡Todos son igual de peligrosos!", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "Espero que a ese arcángel le haya quedado bien claro que no soy el juguetito de [wave amp=30 freq=10]nadie[/wave].", + "AA_PUPPET_POST_BATTLE_FELIX3": "¿Nos convirtió en… [pause]sus muñecas? Me queda claro que, tras ese combate, me va a costar volver a conciliar el sueño.", + "AA_PUPPET_POST_BATTLE_VIOLA3": "Ese espíritu nos consideraba meros juguetes. Debemos tomar buena nota: su especie y la nuestra no se parecen en nada, ni en lo más mínimo.", + "AA_TOWER_PRE_BATTLE_AA1": "VERDADES… MENTIRAS… SU ESPECIE ES JOVEN Y SE PREOCUPA DEMASIADO POR CONCEPTOS MUY TRIVIALES. ¡LA REALIDAD NO ES CIERTA! ¡ABRACEN LA IGNORANCIA!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]¡Yo creo que le demostramos que no nos tomamos esto como un juego![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "Es evidente que esa cosa tiene un concepto de \\\"realidad\\\" cuestionable.", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Esa cosa necesita entrar en contacto con la realidad.", + "AA_TOWER_PRE_BATTLE_EUGENE2": "No lo entiendo… ¿Qué me intentas decir?", + "AA_TOWER_PRE_BATTLE_FELIX2": "Lo cierto es que me encantaría \\\"abrazar la ignorancia\\\", pero tengo cosas que hacer.", + "AA_TOWER_PRE_BATTLE_VIOLA2": "La estupidez y la ignorancia son las maldiciones más comunes de la humanidad. Ambas son satisfactorias [wave amp=30 freq=10]tal y como son[/wave], espíritu.", + "AA_TOWER_PRE_BATTLE_AA3": "NO LO ENTIENDEN. ¡PERMITAN QUE LOS DESPIERTE DE SUS FALSAS PERCEPCIONES DE LA VERDAD Y LAS MENTIRAS!", + "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr…", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Me temo que no sé de qué estás hablando…[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "SOLO TENGO CLARA UNA VERDAD: SUFRÍ UNA DERROTA…", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Le hemos dado a ese arcángel una buena \\\"bofetada de realidad\\\", ¿eh?", + "AA_TOWER_POST_BATTLE_ALEPH2": "¡OYE, COLEGA! PARECE QUE ESTÁS PERDIENDO EL COMBATE. ¿POR QUÉ NO VIENES CONMIGO?", + "AA_TOWER_POST_BATTLE_EUGENE3": "Puede que los arcángeles sean poderosos, pero eso no implica que sean inteligentes.", + "AA_TOWER_POST_BATTLE_MEREDITH3": "Supongo que, con los puñetazos suficientes, se le puede cerrar la boca hasta al arcángel más [wave amp=30 freq=10]odioso[/wave]. Es algo que no deberíamos olvidar.", + "AA_TOWER_POST_BATTLE_FELIX3": "A ese arcángel le encantaba soltar sandeces sin sentido, ¿eh? Menos mal que logramos cerrarle la boca.", + "AA_TOWER_POST_BATTLE_VIOLA3": "Ese espíritu no decía nada con sentido ni de casualidad. Puede que esta derrota le haya servido de cura de humildad.", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Los arcángeles son bastante raros, ¿no te parece?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "¡IGNORARON MIS INSTRUCCIONES DE NO MOVERSE! ¡¿NO ME RESPETAN?! ¡¿ACASO NO SON CONSCIENTES DE LO IMPORTANTE QUE SOY?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Qué eguito tienes, ¿eh?", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "No, tienes razón. No te respeto nada de nada.", + "AA_ALICE_PRE_BATTLE_EUGENE2": "Si no tengo ni idea de quién eres.", + "AA_ALICE_PRE_BATTLE_FELIX2": "¿Se supone que debemos saber quién eres?", + "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr…", + "AA_ALICE_PRE_BATTLE_VIOLA2": "Espíritu, yo no regalo mi respeto así como así.", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Lo siento, pero no sé quién eres…[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "CUÁNTA FALTA DE RESPETO, ¡Y ANTE UN MIEMBRO DE LA REALEZA, NI MÁS NI MENOS! SI SE NIEGAN A USAR LA CABEZA, ¡TENDRÉ QUE ARRANCÁRSELA DE LOS HOMBROS!", + "AA_ALICE_POST_BATTLE_ALICE1": "NO TIENEN RESPETO ALGUNO, ¿EH? ¡QUÉ IRA SIENTO!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Supongo que se consideraba la reina de su propio mundo, ¿no?", + "AA_ALICE_POST_BATTLE_ALEPH2": "SEÑORITA ALICIA, ¡ES UN PLACER CONOCERLA! NECESITO A ALGUIEN CON SU… DON DE GENTES.", + "AA_ALICE_POST_BATTLE_MEREDITH3": "¿Todos los arcángeles se tienen a sí mismos en tan alta estima o esta era un caso [wave amp=30 freq=10]especial[/wave]?", + "AA_ALICE_POST_BATTLE_EUGENE3": "Los arcángeles son bastante groseros, ¿no?", + "AA_CUBE_PRE_BATTLE_CUBE1": "EL TERCER ESPACIO DIMENSIONAL ES IMPERFECTO. LAS CIENCIAS Y LAS MATEMÁTICAS SON CERTERAS. TODAS LAS COSAS TIENEN 4 CARAS.", + "AA_ALICE_POST_BATTLE_FELIX3": "¿Tú crees que de verdad quería nuestras cabezas o fue una especie de metáfora? Mira, mejor no me contestes. Prefiero no saberlo.", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Qué maleducada… ¿no?[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "No pienso inclinarme ante nadie que hable de mí de esa forma y me da igual que sea de la realeza o lo que sea.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "A Álef le encanta escucharse a sí mismo. Pero ¿[wave amp=30 freq=10]cómo[/wave] demonios hace para hablar? Es decir, tiene un triángulo gigante por cabeza. Qué tipo tan raro.", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "Yo diría que a esa cosa le falta un tornillo en la cabeza, [pause]pero ni siquiera tiene cabeza.", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Este arcángel parece un tanto excéntrico…, ¡aunque puede que sea amigable!", + "AA_CUBE_PRE_BATTLE_FELIX2": "No sé qué opinas tú, pero yo creo que tal vez no nos ataque.", + "AA_CUBE_PRE_BATTLE_EUGENE2": "Da como escalofríos mirar a esta cosa…", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Me temo que no sé de qué estás hablando…[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "¿Es el espíritu de un filósofo o algo así? ¿O es que, simplemente, está mal de la cabeza?", + "AA_CUBE_PRE_BATTLE_DOG2": "¿Guau?", + "AA_CUBE_PRE_BATTLE_CUBE3": "NO. VEO INCOHERENCIAS EN SU INTERIOR. SON SERES IMPERFECTOS. ¡PERMITAN QUE ARREGLE SUS ÁNGULOS DEFECTUOSOS!", + "AA_CUBE_POST_BATTLE_CUBE1": "¿ACASO MIS ÁNGULOS TAMBIÉN SON IMPERFECTOS? LOS CÁLCULOS ERAN CORRECTOS… FRACASÉ EN 3 DIMENSIONES SIMULTÁNEAS.", + "AA_CUBE_POST_BATTLE_ALEPH2": "¡QUÉ CASUALIDAD! JUSTO ESTABA PENSANDO EN LA NECESIDAD DE RECLUTAR A ALGUIEN A QUIEN SE LE DEN BIEN LOS NÚMEROS. ¿QUIERES UN TRABAJO, QUERIDO AMIGO CUBOIDE?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Pues, al final, resulta que no era un arcángel amigable. ¡Qué mala suerte!", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Supongo que tendré que añadirlo a la lista de \\\"cosas raras de esta isla que han intentado matarme\\\". [pause]Todo bien, colega.", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Supongo que tendré que añadirlo a la lista de \\\"cosas raras de esta isla que han intentado matarme\\\". [pause]Todo bien, colega.", + "AA_CUBE_POST_BATTLE_EUGENE3": "Ese arcángel era muy raro. Era igual desde todos los ángulos.", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Supongo que tendré que añadirlo a la lista de \\\"cosas raras de esta isla que han intentado matarme\\\". [pause]Todo bien, colega.", + "AA_CUBE_POST_BATTLE_FELIX3": "La próxima vez que nos encontremos a un arcángel, daré por sentado desde el principio que quiere matarnos.", + "AA_CUBE_POST_BATTLE_VIOLA3": "Si la locura de ese espíritu tenía algún patrón, yo desde luego no lo vi.", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Los arcángeles son bastante raros, ¿no te parece?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "A ver si lo entiendo, ¿ahora tenemos a un hombre misterioso con un [wave amp=30 freq=10]triángulo por cabeza[/wave] interponiéndose en la caza de arcángeles? No sé ni qué pensar, la verdad…", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "El hombre triángulo volvió a aparecer. ¿Cuál crees que será su interés en los arcángeles?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Otro combate contra un arcángel que acaba con la aparición del [wave amp=30 freq=10]hombre triángulo[/wave]. Empiezo a ver un patrón…", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "El hombre triángulo dijo que quería hablar contigo \\\"como es debido\\\". ¿A qué se refería con eso?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "Una vez más, el hombre triángulo aparece y hace su magia para librarse del arcángel. Es un tema que me preocupa, la verdad.", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Empiezo a sospechar que ese hombre triángulo no trama nada bueno. Creo que deberíamos tener cuidado con él.", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "A estas alturas, ¿cuántas veces has visto ya al hombre triángulo, {player}? Parece que solo aparece donde estás tú, ¿no?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "Una vez más, el hombre triángulo aparece para llevarse al arcángel al que nos estábamos enfrentando…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "La burra al trigo: derrotamos a un arcángel para que aparezca Álef y lo reclute… ¿Qué está haciendo, exactamente? ¿Estará atrapado en esta isla, igual que nosotros?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Si el hombre triángulo va a seguir apareciendo de la nada para reclutar a los arcángeles a los que acabamos de derrotar, al menos podría tener el detalle de presentarse, ¿no te parece?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Ganamos el combate, pero, una vez más, Álef apareció para llevarse al arcángel…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "Álef dijo que nuestros mundos tienen \\\"leyendas\\\" basadas en él. ¿Tú crees que será cierto eso, {player}?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "¿Crees que cada vez que derrotamos a un arcángel le estamos dando a Álef una oportunidad para reclutarlo? Me preocupa el tema…", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Otro arcángel que cayó, otro al que recluta Álef. ¿Qué estará planeando?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "Pero, mmm…, ¿qué le pasa a ese señor cabezatriángulo? ¿Acaso… [pause][wave amp=30 freq=10]se llevó[/wave] al arcángel? No sé qué pensar al respecto…", + "RETROSPECTIVE_ALEPH_MEREDITH2": "Esta no es la primera vez que aparece el señor triangulito y se lleva a un arcángel, ¿no? No me da buena espina…", + "RETROSPECTIVE_ALEPH_MEREDITH3": "Entonces, ¿qué crees que se trae entre manos el tipo ese del triangulito? No confío en nadie que tenga una forma geométrica en vez de cabeza.", + "RETROSPECTIVE_ALEPH_MEREDITH5": "La próxima vez que veas al señor con la cabeza triangular, ¿por qué no le preguntas qué se trae entre manos? Por intentarlo, no se pierde nada…", + "RETROSPECTIVE_ALEPH_MEREDITH4": "El hombre triángulo dijo que quería hablar contigo \\\"como es debido\\\". Muy educado lo veo para ser un tipo desconcertante que vuela.", + "RETROSPECTIVE_ALEPH_MEREDITH6": "¿Estamos todos dando por sentado que el tipo de la cabeza triangular está tramando algo raro? Yo sí lo doy por sentado.", + "RETROSPECTIVE_ALEPH_MEREDITH8": "No importa con quién estés, todos los combates contra arcángeles acaban con la aparición del hombre triángulo, ¿no?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "Pues esto volvió a acabar con la aparición del hombre con cabeza de triángulo. Una molestia, como siempre…", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "El tal Álef se mueve un montón, ¿no? Parece que puede ir a cualquier sitio que quiera, siempre y cuando esté dentro de la estación subterránea.", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "¿Por qué ese hombre del triángulo habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Volvió a aparecer el tal Álef.", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "¿Por qué ese hombre del triángulo habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "¿Por qué ese hombre del triángulo habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Pues esto acabó, una vez más, con la aparición de Álef. Qué molesto, como siempre…", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "No importa con quién estés, todos los combates contra arcángeles acaban con la aparición no deseada de Álef, ¿no?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "¿Por qué el tal Álef habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "¿Por qué el tal Álef habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "¿Por qué el tal Álef habla como si fuera el propietario de un pequeño negocio? Qué tipo tan raro, colega.", + "RETROSPECTIVE_ALEPH_EUGENE1": "Para que estemos todos en la misma página… Ustedes también vieron cómo el tipo volador de chaqueta roja absorbía al arcángel con su cabeza de triángulo, ¿no? [pause]Solo quiero asegurarme.", + "RETROSPECTIVE_ALEPH_EUGENE2": "Pues si no me equivoco, es ya la segunda vez que el hombre de chaqueta roja aparece para hacer desaparecer a un arcángel, ¿no?", + "RETROSPECTIVE_ALEPH_EUGENE3": "Ese hombre volador con chaqueta roja… Es ya la tercera vez que aparece y hace [wave amp=30 freq=10]desaparecer[/wave] a un arcángel, ¿verdad?", + "RETROSPECTIVE_ALEPH_EUGENE5": "Fue un combate impresionante, pero lo único en lo que puedo pensar es en el tipo volador ese que apareció al final. Habrá que vigilarlo, por si es una amenaza para Villapuerto…", + "RETROSPECTIVE_ALEPH_EUGENE4": "El hombre de la chaqueta roja dijo que quería hablar contigo \\\"como es debido\\\". Me pareció un poco amenazante, la verdad…", + "RETROSPECTIVE_ALEPH_EUGENE6": "Ese hombre de cabeza triangular… ¿Tú crees que también sea un arcángel? Parece bastante poderoso. No confío en él ni tantito.", + "RETROSPECTIVE_ALEPH_EUGENE7": "¿A qué se refería ese tipo del triángulo cuando dijo que había \\\"leyendas\\\" basadas en él?", + "RETROSPECTIVE_ALEPH_EUGENE8": "Otra vez estuvo aquí ese hombre triángulo, para sorpresa de nadie. Creo que aparece siempre que encuentras a un arcángel, ¿no?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "Ese arcángel habla como si fuera el encargado de recursos humanos. Eso me saca mucho de onda, colega.", + "RETROSPECTIVE_ALEPH_FELIX4": "¿A qué se refería el tipo del triángulo con eso de que quiere hablar contigo \\\"como es debido\\\"? Parece un tipo educado, pero no confío en él ni tantito.", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "Ese arcángel habla como si fuera el encargado de recursos humanos. Eso me saca mucho de onda, colega.", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "Ese arcángel habla como si fuera el encargado de recursos humanos. Eso me saca mucho de onda, colega.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "Fue un combate muy [shake rate=30 level=10]importante[/shake], pero no puedo dejar de pensar en ese tal Álef. ¿Qué se traerá entre manos?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "¿A qué se refería Álef cuando dijo que había \\\"leyendas\\\" basadas en él?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "No tiene aspecto de que Álef tenga muchas ganas de pelear. Siempre aparece después de que se acaba el combate.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Álef volvió a aparecer [wave amp=30 freq=10]una vez más[/wave] después del combate, para sorpresa de nadie. Suele aparece siempre que encuentras a un arcángel, ¿no?", + "RETROSPECTIVE_ALEPH_FELIX1": "¿Habías visto antes a ese tipo con un triángulo por cabeza? Porque yo no y me parece muy extraño.", + "RETROSPECTIVE_ALEPH_FELIX2": "Ya van dos veces que aparece ese tipo con un triángulo por cabeza, ¿no? Aquí está pasando algo raro, pero no sé qué.", + "RETROSPECTIVE_ALEPH_FELIX3": "Parecía que, en esta ocasión, el tipo con cabeza de triángulo se acordaba de ti, {player}.", + "RETROSPECTIVE_ALEPH_FELIX6": "Ese del triángulo… también es un arcángel, ¿no? O algo por el estilo…", + "RETROSPECTIVE_ALEPH_FELIX5": "El tipo del triángulo volvió a aparecer para llevarse al arcángel. ¿Acaso los está reclutando?", + "RETROSPECTIVE_ALEPH_VIOLA1": "¿Habías visto alguna vez algo tan peculiar como la figura esa que apareció antes? No me refiero al espíritu al que nos enfrentamos, sino al hombre que no tenía cabeza…", + "RETROSPECTIVE_ALEPH_FELIX7": "El del triángulo dijo que en nuestro mundo hay leyendas basadas en él. ¿A qué se refería, exactamente?", + "RETROSPECTIVE_ALEPH_FELIX8": "¿Qué opinas de ese que tiene un triángulo por cabeza, {player}? Yo tengo un par de teorías al respecto…", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Así que Álef volvió a aparecer para llevarse al arcángel al que derrotamos. ¿Para qué los estará reuniendo? Tal vez intenta encontrar la forma de salir de Nueva Wirral.", + "RETROSPECTIVE_ALEPH_FELIX9": "Así que el del triángulo sí está reclutando arcángeles. ¿Qué pretende hacer, armar una banda de música?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Álef dijo que hay leyendas de nuestro mundo basadas en él. No creo ni una palabra de lo que dice, pero tengo la sensación de que, en este caso, podría estar diciendo la verdad…", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Cuando apareció Álef hace rato, su tono de voz me resultó muy conocido. Era como si le estuviera ofreciendo [wave amp=30 freq=10]un trabajo[/wave] al arcángel al que derrotamos…", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Ganamos el combate, pero Álef volvió a aparecer. Debemos tener cuidado, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "¿Para qué estará reclutando Álef a esos arcángeles? ¿Qué pretende hacer, armar una banda de música?", + "RETROSPECTIVE_ALEPH_VIOLA3": "Ese espíritu, el que refleja tu propio rostro… Parecía como si te reconociera, {player}. ¿Qué arteras maquinaciones se traerá entre manos?", + "RETROSPECTIVE_ALEPH_VIOLA2": "Volvió a aparecer ese espíritu, ese cuyo rostro es un espejo… ¿Qué significará esa aparición tan inoportuna?", + "RETROSPECTIVE_ALEPH_VIOLA4": "Parece que el espíritu ese que tiene un espejo por rostro tenía ganas de hablar contigo, {player}. Te recomiendo que tomes con pinzas cualquier cosa que te diga.", + "RETROSPECTIVE_ALEPH_VIOLA6": "¿Qué estará planeando ese espíritu con un espejo por rostro? No confío en los planes de los espíritus, {player}.", + "RETROSPECTIVE_ALEPH_VIOLA5": "Ese espíritu de la cabeza triangular apareció, una vez más, para interferir en nuestro combate. Qué ser tan curioso…", + "RETROSPECTIVE_ALEPH_VIOLA7": "Ese espíritu que apareció de la nada, el del espejo en vez de rostro… ¿Qué quería?", + "RETROSPECTIVE_ALEPH_VIOLA8": "Una vez más, nuestro enemigo se nos escapó por culpa de la inoportuna aparición del espíritu con espejo en vez de rostro. Qué patán.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Puede que hayamos vencido a ese espíritu poderoso, pero el otro espíritu, Álef, vino al rescate. Empiezo a ver un patrón…", + "RETROSPECTIVE_ALEPH_VIOLA9": "Ese espíritu con rostro de espejo bien podía tener educación y presentarse, ¿no crees? No me gustan nada sus inoportunas apariciones…", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "¿Qué estará planeando nuestro querido enemigo Álef? No confío en los planes de los espíritus, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "Ese espíritu, el tal Álef, apareció una vez más para interferir en nuestro combate. ¿Acaso también quiere abandonar este país?", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Una vez más, nuestro enemigo se nos escapó por culpa de la inoportuna aparición del espíritu llamado Álef. Qué patán.", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", + "CAPTAIN_HEATHER_POST_BATTLE2": "Esas son las cualidades que buscamos en los guardas nuevos. [pause]¡Superaste mi desafío con la claridad de un día soleado!", + "CAPTAIN_HEATHER_POST_BATTLE1": "Ni la lluvia ni la tormenta han logrado detenerte, ¿eh? Pase lo que pase, ¡nada puede contigo!", + "CAPTAIN_HEATHER_POST_REWARD1": "¡Mi predicción es que te aguardan grandes cosas en el futuro!", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "El clima de la zona es impredecible… [pause]Pero, bueno, en el fondo, es como todo en esta isla, ¿no te parece?", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Mi previsión fue acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué dices?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "¡Fantástico! [pause]¡Vamos a subir la presión atmosférica!", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Mi previsión fue acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué dices?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Arf… Arf…[/shake] Eso me dolió en las pantorrillas…", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Mi previsión fue acertada: ¡ya eres guarda de élite! Me parece que es el momento perfecto para la revancha, ¿qué dices?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "No pasa nada… ¡Ve a calentar un poco y vuelve luego!", + "CAPTAIN_HEATHER_POST_REMATCH1": "¡Otra victoria atronadora! Obviamente, ¡no esperaba menos tratándose de ti!", + "CAPTAIN_BUFFY_INTRO2": "¡Buenas! Soy Bruna, aunque mis amigos me llaman Mazas. [pause]Soy guarda de élite aquí, en Nueva Wirral.", + "CAPTAIN_BUFFY_INTRO3": "¡Podría decirse que estoy poniendo a tono mi cuerpo! En Nueva Wirral, nunca se sabe cuándo te convertirás en monstruo y te pondrás a combatir…", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "¿Estás entrenándote para algo?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "¿Qué estás haciendo?", + "CAPTAIN_CODEY_POST_REWARD1": "No vayas a creer que ganaste [wave amp=30 freq=10]de verdad[/wave]. [pause]Si hubiera luchado en serio, no tendrías oportunidad contra mí.", + "CAPTAIN_BUFFY_INTRO4": "No obstante, la base siempre es la misma: ¡nuestro cuerpo! ¡Los combates consumen energía y tengo que [wave amp=30 freq=10]explotar al máximo[/wave] mi energía potencial!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "¡Hagámoslo! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Me encantaría enseñarte cómo funciona esto, pero no te has apuntado como aprendiz de guarda. Te recomiendo que vuelvas en otra ocasión.", + "CAPTAIN_BUFFY_PRE_BATTLE1": "Si quieres aprender uno que otro truquillo, ¿por qué no tomas mi desafío de guarda? ¿Estás lo bastante en forma como para enfrentarte a mí?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "¡Hagámoslo! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "¡Hagámoslo! [pause]¡Espero no [wave amp=30 freq=10]agotarte[/wave] demasiado!", + "CAPTAIN_BUFFY_LAST_LEGS1": "¡Me estás haciendo sudar de lo lindo!", + "CAPTAIN_BUFFY_POST_BATTLE2": "¡Buen trabajo, aprendiz! [pause]Te ganaste la recompensa.", + "CAPTAIN_BUFFY_POST_BATTLE1": "A pesar de haber sacado el máximo de mi energía potencial, ¡sigo quedándome fuera de juego!", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 sentadillas, 100 flexiones, 100 dominadas… Gracias a mi rutina nueva voy a tener abdominales de hierro. ¡Vas a poder afilar cuchillos en ellos!", + "CAPTAIN_BUFFY_POST_REWARD1": "Creo que debería descansar un ratito antes de jalarme un músculo o tres.", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Ya escuché de tu ascenso!", + "CAPTAIN_BUFFY_PRE_REMATCH2": "¿Implica eso que vienes a disfrutar de otra sesión de entrenamiento?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Ya escuché de tu ascenso!", + "CAPTAIN_BUFFY_PRE_REMATCH3": "¡Hagámoslo! [pause]¡Tenía muchas ganas de volver a enfrentarme a ti!", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "¡Muy buenas, [wave amp=30 freq=10]guarda[/wave]! [pause]¡Ya escuché de tu ascenso!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "¡El combate se está calentando! [pause]¿Logrará triunfar su querida presentadora o se llevará la victoria nuestro desamparado rival? [pause]¡Es la hora del crescendo!", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "No pasa nada… ¡Ve a calentar un poco y vuelve luego!", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "Has estado entrenando, ¿verdad? Se nota… ¡Eres aún más fuerte que la última vez!", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "Has estado entrenando, ¿verdad? Se nota… ¡Eres aún más fuerte que la última vez!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros escuchas!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "¡Se acabó esto! [shake rate=30 level=10]¡Es hora de darte tu merecido![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "¡Saludos de nuevo! [pause]¿Viniste a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ay[/wave], ¡no te hubieras molestado!", + "CAPTAIN_DREADFUL_POST_BATTLE1": "Me impresionaste. [pause]No pude evitar tu victoria ni abandonando este plano de existencia mortal.", + "CAPTAIN_DREADFUL_POST_BATTLE2": "¡Esta es tu recompensa por haber derrotado a la [wave amp=30 freq=10]inmortal Agnes Pectro[/wave]!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "¡Saludos de nuevo! [pause]¿Viniste a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ay[/wave], ¡no te hubieras molestado!", + "CAPTAIN_DREADFUL_POST_REMATCH1": "Pues parece que volviste a ganar. ¡Supongo que ambos tenemos una lección que aprender de todo esto!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "¡Saludos de nuevo! [pause]¿Viniste a ver a tu querida amiga Agnes? [wave amp=30 freq=10]Ay[/wave], ¡no te hubieras molestado!", + "CAPTAIN_DREADFUL_POST_REWARD2": "No [wave amp=30 freq=10]sé muy bien[/wave] qué significa esa frase, la verdad, [pause]pero parece algo muy profundo.", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestro nuevo[/wave] guarda de élite! [pause]¿Viniste a darle a esta chica una noche inolvidable?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "¡Qué combate! [pause]Sin duda, lo diste todo y un poco más.", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestra nueva[/wave] guarda de élite! [pause]¿Viniste a darle a esta chica una noche inolvidable?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Vaya, vaya, vaya, [pause]¡pero si es [wave amp=30 freq=10]nuestre nueve[/wave] guarda de élite! [pause]¿Viniste a darle a esta chica una noche inolvidable?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "O puede que sea otra cosa. [pause]¿Acaso viniste a que tengamos otro asalto?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "¡Muy bien! [pause]Ya que somos iguales, ¡te aseguro que esta vez no pienso contenerme ni tantito!", + "CAPTAIN_DREADFUL_POST_REMATCH2": "Aunque… no tengo muy claro cuál es dicha lección. [pause]Te dejaré esa parte a ti.", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "No tienes ganas de fiesta, ¿eh? [pause]No pasa nada, ¡lo entiendo!", + "CAPTAIN_GLADIOLA_INTRO1.f": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", + "CAPTAIN_GLADIOLA_INTRO1.m": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "¿Qué trabajo haces para los guardas?", + "CAPTAIN_GLADIOLA_INTRO3": "Desconocemos muchas cosas de este purgatorio en el que estamos atrapados.", + "CAPTAIN_GLADIOLA_INTRO1.n": "Estás muy lejos de casa, ¿verdad? Y no me refiero a Villapuerto, claro está. [pause]Me refiero a tu verdadero hogar.", + "CAPTAIN_GLADIOLA_INTRO2": "Soy Gladiola, una fiel guarda de élite de los guardas de Ianthe.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "¿Fiel?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "¡Saludos! ¡En el pueblo se comenta que ahora eres uno guarda de élite, como nosotros!", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Oye, tienes aspecto de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_CLEEO_INTRO4": "¿Meter la moneda?", + "CAPTAIN_CLEEO_INTRO1": "¡Bzzt!", + "CAPTAIN_CLEEO_INTRO3": "Tiene una ranura para monedas en la parte de atrás… Puede que encontremos alguna moneda apropiada en la isla.", + "CAPTAIN_CLEEO_INTRO2": "Parece que este robot no funciona bien.", + "CAPTAIN_JUDAS_INTRO5": "Cuando estás mirando a un monstruo a los ojos, el único modo de sobrevivir es sabiendo que ya ganaste el combate.", + "CAPTAIN_JUDAS_INTRO3": "Mi trabajo es mantenerme con vida a toda costa. [pause]Eso sí, es más fácil decirlo que hacerlo cuando te toca sobrevivir en una isla [shake rate=30 level=10]repleta[/shake] de depredadores hambrientos…", + "CAPTAIN_JUDAS_PRE_BATTLE2": "Va, [pause]pero no te lo tomes como algo personal cuando estés mordiendo el polvo.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Te falta preparación, así que me parece una decisión acertada. [pause]Es importante conocer los propios límites.", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Tienes la mentalidad de un guarda. [pause]Ten, te lo ganaste.", + "CAPTAIN_JUDAS_LAST_LEGS1": "Aguantaste mucho más de lo que esperaba. [pause]Nada mal.", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Quizá debería volver a Villapuerto para un \\\"reabastecimiento táctico\\\"…", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "Dime, ¿eres el nuevo aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si tienes ganas de hacer mi desafío, siempre puedo dejar para después lo de buscar en la basura.", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "Ah…, bueno…", + "CAPTAIN_JUDAS_INTRO1.f": "Te oí desde que estabas a 200 metros. [pause]Si lo que buscabas era el elemento sorpresa, lo perdiste.", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "¿Quién eres?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "Ay, [pause]¿eres guarda de élite?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "Me sorprende, nunca pensé que acabarías como guarda.", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Si tantas ganas tienes de ayudar en la isla, ¿por qué no vas a hablar con Ianthe? A estas horas, supongo que estará en el parque de Nueva Wirral.", + "CAPTAIN_LODESTEIN_INTRO7": "Obviamente, en la Tierra no funcionarían. [pause]Ni por asomo. [pause]La atmósfera de la Tierra no funciona así.", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Bueno, dejemos la charla científica. [pause]Si no me equivoco, viniste a afrontar mi desafío de guarda de élite.", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "Chispas… [pause]¡Lo estás haciendo mucho mejor de lo que me esperaba!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "¡Genial! [pause]Supongo que no te sorprenderá que mi punto fuerte es la electricidad. ¡Tendrás que ser muy ágil para evitar que te alcance uno de mis rayos!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Ah, [i]mea culpa[/i], pues. Estaba tan en llamas con nuestra conversación que no me percaté de que solo estabas de paso.", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "Está mal que yo lo diga, pero ¡fue un combate electrizante!", + "CAPTAIN_WALLACE_POST_REMATCH1": "A pesar de todos mis esfuerzos, mis defensas sucumbieron igual…", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "En fin, si quieres afrontar mi desafío de guarda, vas a tener que inscribirte. [pause]Supongo que tendrás que despertarme cuando lo hayas hecho.", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "¡Oye, tú, la nueva! [pause]La nueva guarda de élite, digo. [pause]Dicen que ahora eres una de los nuestros.", + "CAPTAIN_ZEDD_LAST_LEGS1": "*Bostezo* [pause]¿Cómo va la pelea? ¿Ya gané? Uy.", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "Ah. [pause]Supongo que no contaba con que este tipo fuera guarda de élite.", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "No pasa nada. De todas formas, quería echar una siesta.", + "CAPTAIN_ZEDD_PRE_BATTLE1": "Ay… Supongo que vendrás a afrontar mi desafío de entrenamiento para ser guarda, ¿no?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "¿Guarda de élite? Puede que este hombre oculte más de lo que parece a simple vista.", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Debo mejorar los cimientos de mi estrategia de combate…", + "CAPTAIN_WALLACE_INTRO1": "¿Quieres saber qué es lo que [wave amp=30 freq=10]de verdad[/wave] nos diferencia de los monstruos?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "Dime, ¿eres le nueve aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si tienes ganas de hacer mi desafío, siempre puedo dejar para después lo de buscar en la basura.", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "No pasa nada, será para la próxima.", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "¡Saludos! ¡En el pueblo se comenta que ahora eres una guarda de élite, como nosotros!", + "CAPTAIN_READY_CHECK.f": "¿Ya estás para combatir con {pawn}?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "Deberías ir a hablar con la jefa Ianthe. Creo que la encontrarás en el puesto de guardia que está al norte de aquí.", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "¡Oye, tú, le nueve! [pause]Le nueve guarda de élite, digo. [pause]Dicen que ahora eres une de los nuestros.", + "CAPTAIN_SKIP_POST_BATTLE1.n": "Vaya, me dejaste para el traste. [pause]¡Me temo que te subestimé, forastere!", + "CAPTAIN_SKIP_POST_BATTLE1.f": "Vaya, me dejaste para el traste. [pause]¡Me temo que te subestimé, forastera!", + "CAPTAIN_SKIP_POST_BATTLE2": "Superaste con creces todas mis expectativas. Ten, toma tu recompensa.", + "CAPTAIN_WALLACE_INTRO2": "¡Las infraestructuras! [pause]Casas, muros, agua corriente…", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "¡Buena suerte ahí fuera, colega!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "¡Buena suerte ahí fuera, colega!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "¡Buena suerte ahí fuera, colega!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "¡Hola, colega! Espero que te vaya todo bien por el mundo adelante.", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "¡Hola, colega! Espero que te vaya todo bien por el mundo adelante.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "Se comenta por el pueblo que ahora eres uno de los nuestros. ¡Te felicito!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "¡Hola, colega! Espero que te vaya todo bien por el mundo adelante.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "Se comenta por el pueblo que ahora eres una de los nuestros. ¡Te felicito!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "Se comenta por el pueblo que ahora eres une de los nuestros. ¡Te felicito!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Ah, [i]mea culpa[/i], pues. Estaba tan en llamas con nuestra conversación que no me percaté de que solo estabas de paso.", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "Dime, ¿te apetece la revancha? [pause]Tengo ganas de volver a enfrentarme a ti desde nuestro último duelo.", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Diría que esta vez \\\"no me voy a contener\\\", [pause]pero lo cierto es que no me contuve la última vez.", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Actualicé todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, \\\"guarda de élite\\\"![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "Me encantaría hablar contigo un ratito más, pero, por desgracia, aún tengo muchas labores de mantenimiento pendientes.", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Bien jugado, guarda de élite.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perder una vez es una anomalía, [pause]pero… ¿dos? [pause]Puede que vaya siendo hora de reevaluar algunas de las preconcepciones que tengo sobre los humanos.[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "¡Saludos! ¡En el pueblo se comenta que ahora eres une guarda de élite, como nosotros!", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "Dime, ¿eres la nueva aprendiz de guarda? Tengo entendido que te encanta combatir. [pause]Si tienes ganas de hacer mi desafío, siempre puedo dejar para después lo de buscar en la basura.", + "CAPTAIN_SKIP_NOT_TRAINEE2": "Ve a hablar con Ianthe. [pause]Creo que podrás encontrarla cerca del parque de Nueva Wirral.", + "CAPTAIN_SKIP_PRE_BATTLE2": "¡Maravilloso! [pause]Procura divertirte… ¡y no te deprimas cuando te derrote!", + "CAPTAIN_SKIP_LAST_LEGS1": "¡De momento, lo estás haciendo bien! [pause]Aunque no prometo que no vaya a ponerme serio…", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe dice que tienes mucho potencial. ¿Te gustaría probar mi desafío de guarda?", + "CAPTAIN_SKIP_POST_REWARD1": "En fin, creo que debería ponerme de nuevo a ordenar todo esto. [pause]¿De verdad la gente de tu mundo posee tantas [wave amp=30 freq=10]cosas[/wave]?", + "CAPTAIN_WALLACE_INTRO3": "Y no basta con construir una comunidad, claro. [pause]¡Hay que mantenerla! Si no quieres que un sitio como Villapuerto acabe hecho un asco, no queda otra que hacerle mantenimiento regular.", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]¿Cómo es posible que mis creadores fueran tan tontos como para cometer semejante error de diseño? [pause][shake rate=30 level=10]¡¿Acaso tenían miedo de que me rebelara y les hiciera frente, tal y como se merecían?![/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Tengo el cerebro mecánico más avanzado que se pueda permitir un casino del siglo XXIV y, pese a todo, ¡[shake rate=30 level=10]aún[/shake] funciono con monedas![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Lo lamento. [pause]Mis funciones de reinicio están algo oxidadas y mis bancos de memoria tardan un rato en conectarse…[/color]", + "CAPTAIN_ZEDD_INTRO3": "Dicho lo cual, la verdad es que es bastante complicadito eso de \\\"meditar\\\" por aquí, con todos esos baladino haciendo ruido. ¿Podrías [wave amp=30 freq=10]ayudarme con ese problemita[/wave]?", + "CAPTAIN_ZEDD_INTRO1": "…", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "Ah. [pause]Supongo que no contaba con que este tipo fuera guarda de élite.", + "CAPTAIN_JUDAS_POST_REWARD1": "Vivimos en una época peligrosa. [pause]La civilización y la seguridad son conceptos efímeros… Si no puedes sobrevivir en campo abierto con tu propia pericia, es porque fracasaste.", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Tienes la mentalidad de un guarda. [pause]Ten, te lo ganaste.", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "Tenías estrategias… para contrarrestar mis estrategias… [pause]Tienes la mentalidad de un guarda. [pause]Ten, te lo ganaste.", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]¿Y bien? [pause]¿Quieres enfrentarte a mí? [pause]La estadística juega en tu contra, pero nunca se sabe… ¡Puede que hoy sea tu día de suerte![/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Ven a verme si alguna vez te animas a ser aprendiz de guarda. Será un buen momento para subir la apuesta.[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "¡Es innegable, guarda de élite, que te mereces esta victoria!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "¡Es innegable, guarda de élite, que te mereces esta victoria!", + "CAPTAIN_SKIP_POST_REMATCH3": "No pasa nada. [pause]Si a mí, en el fondo, no me gusta luchar.", + "CAPTAIN_SKIP_POST_REMATCH4": "En realidad, soy un ñoño… [pause]¡Estoy enamorado de todas estas [wave amp=30 freq=10]cosas[/wave]!", + "CAPTAIN_SKIP_POST_REMATCH2.n": "¡Es innegable, guarda de élite, que te mereces esta victoria!", + "CAPTAIN_WALLACE_LAST_LEGS1": "¡No soy nada fácil de demoler!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "Espero que tu entrenamiento tenga buenos cimientos. ¡Hay que ser muy fuerte para derribar mis defensas!", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "Ah. [pause]Supongo que no contaba con que este tipo fuera guarda de élite.", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*Bostezo* Va, a ver, vayamos a dormir… [pause]o, mejor dicho, vamos al campo de batalla. [pause]Sí.", + "CAPTAIN_WALLACE_POST_BATTLE2": "Buen trabajo. Toma, te lo ganaste.", + "CAPTAIN_WALLACE_POST_BATTLE1": "Levanté unos muros maravillosos, ¡pero tú los [shake rate=30 level=10]derribaste con suma facilidad[/shake]!", + "CAPTAIN_JUDAS_INTRO4": "Estamos [wave amp=30 freq=10]muy[/wave] lejos de casa [pause]y lo único que nos diferencia de las bestias es nuestra capacidad para desarrollar estrategias.", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "No pasa nada. De todas formas, quería echar una siesta.", + "CAPTAIN_ZEDD_PRE_REMATCH2": "Si quieres que volvamos a enfrentarnos, tengo un rato libre antes de mi próxima siesta. ¿Te apuntas?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*Bostezo* Vamos, pues.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Me volviste a dar una buena lección. Fue un buen combate, colega.", + "CAPTAIN_DREADFUL_INTRO1": "Alguna vez este sitio se llamó Nueva Londres. [pause]Villapuerto tenía muchos habitantes y estaba preparada para montar un nuevo asentamiento.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Me volviste a dar una buena lección. Fue un buen combate, colega.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Se me hace que todas esas historias no eran del todo ciertas…", + "CAPTAIN_DREADFUL_INTRO3": "¡Suena que es un lugar horripilante! [pause]Asesinos,[pause] bandoleros,[pause] vampiros… [pause]¡Todo me parecía fascinante!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "¡Parece divertido!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Se me hace que todas esas historias no eran del todo ciertas…", + "CAPTAIN_DREADFUL_INTRO2": "Yo me crie aquí, ¿sabes? [pause]Pasé aquí toda mi infancia, oyendo historias de la [wave amp=30 freq=10]auténtica[/wave] ciudad de Londres.", + "CAPTAIN_LODESTEIN_INTRO2": "…", + "CAPTAIN_LODESTEIN_INTRO3": "¡Bien, [pause]ya está listo!", + "CAPTAIN_LODESTEIN_INTRO1.f": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", + "CAPTAIN_LODESTEIN_INTRO5": "¿Quieres que te cuente un secreto? [pause]Gestionamos toda la red eléctrica del pueblo a través de estas columnas, pero, en realidad, [wave amp=30 freq=10]no tenemos ni idea[/wave] de cómo funcionan.", + "CAPTAIN_LODESTEIN_INTRO4": "Soy Ray O'Farrell. [pause]Colaboro con los guardas para mantener la luz encendida.", + "CAPTAIN_LODESTEIN_INTRO6": "Mi teoría, tan válida como cualquier otra, es que Nueva Wirral tiene una especie de electricidad subyacente y que estas columnas la conducen y almacenan…", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Si ese tal Álef no fuera un cobarde, ¡se enfrentaría directamente a nosotros! En vez de eso, abandona el campo de batalla con gran premura.", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "En fin, dijiste que habías conseguido una pista al derrotar al arcángel de antes. ¿En qué consiste la pista esa, exactamente?", + "RETROSPECTIVE_CLUE_QUOTE": "¿\\\"{clue}..\\\"?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "Dijiste algo…, mmm, de que tenías una pista críptica que querías seguir. ¿De qué se trata?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Pues… [pause]no me parece gran cosa para empezar. ¡Supongo que habrá que encontrar a otro arcángel!", + "RETROSPECTIVE_CLUE1_EUGENE1": "En fin, dijiste que estabas siguiendo una pista, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Eso… no es una gran pista, la verdad. Lo siento.", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Eso… no es una gran pista, la verdad. Lo siento.", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Eso… no es una gran pista, la verdad. Lo siento.", + "RETROSPECTIVE_CLUE1_EUGENE2": "Uh. Pues no me parece gran cosa, la verdad.", + "RETROSPECTIVE_CLUE1_FELIX1": "Dijiste algo sobre que estabas siguiendo una pista, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE1_FELIX2": "Uh. Pues no es gran cosa. Puede que necesites más información.", + "RETROSPECTIVE_CLUE1_VIOLA2": "Qué intrigante… Si tiene alguna solución, desde luego que la desconozco.", + "RETROSPECTIVE_CLUE1_VIOLA1": "Por cierto, comentaste algo de un acertijo que habías conseguido. ¿Deseas compartirlo conmigo?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "Aún es demasiado vago como para sernos útil. Tendremos que encontrar a otro arcángel…", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "En fin, comentabas antes que la canción de tu cabeza se está haciendo más larga. ¿Cuál es el siguiente verso?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "¿Creo que comentaste algo sobre una pista que querías seguir?", + "RETROSPECTIVE_CLUE2_EUGENE1": "Ah, cierto, si mal no recuerdo, ¿dijiste algo sobre una pista misteriosa? ¿De qué se trata?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "Sí, bueno, la verdad es que no sé qué significa.", + "RETROSPECTIVE_CLUE2_EUGENE2": "¿Solo eso? Pues no hay mucho de donde rascar.", + "RETROSPECTIVE_CLUE2_FELIX1": "Ah, cierto, dijiste algo de que estabas siguiendo una pista, ¿no?", + "RETROSPECTIVE_CLUE2_FELIX2": "Mmm… No es gran cosa, la verdad.", + "RETROSPECTIVE_CLUE2_VIOLA2": "Qué curioso. Aunque me temo que no se puede obtener mucha información de ese extracto.", + "RETROSPECTIVE_CLUE2_VIOLA1": "¡Ah! Mencionaste que tenías que resolver un acertijo. ¿Por qué no me lo cuentas?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Parece como si señalara a una dirección, pero eso no nos aclara demasiado el tema.", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "¿Conseguiste otro verso para tu misteriosa [wave amp=30 freq=10]canción de la visión[/wave]? ¿Cómo es?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "Ah, ¿querías pedirme opinión sobre una pista que estás siguiendo? Adelante, ¿de qué se trata?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "Supongo que parece como si señalara una dirección.", + "RETROSPECTIVE_CLUE3_EUGENE1": "En fin, creo que dijiste que tenías una pista que querías seguir. ¿De qué se trata?", + "RETROSPECTIVE_CLUE3_EUGENE2": "Parece como si señalara una dirección, aunque no es una pista demasiado clara.", + "RETROSPECTIVE_CLUE3_FELIX1": "En fin, dijiste que estabas siguiendo una pista, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE3_VIOLA2": "Sin duda, te señala algún lugar, pero esto no ofrece suficiente información al respecto.", + "RETROSPECTIVE_CLUE3_VIOLA1": "Por favor, dime… Hablabas de una especie de acertijo que querías descifrar. ¿Por qué no me lo cuentas?", + "RETROSPECTIVE_CLUE3_FELIX2": "Parece como si señalara una dirección, ¿no? Puede que cada pista que consigas vaya delimitando la ubicación.", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "¡Ay! Casi me olvida de preguntarte… Entonces, ¿el arcángel fantasma que vive dentro de ti te dio una nueva pista?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "A mí me [wave amp=30 freq=10]parece[/wave] que está describiendo una zona… ¿Quieres ir allí o algo así?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "Dijiste algo de que estabas investigando una pista críptica, ¿no? Cuéntame de qué se trata.", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "A mí me parece que está describiendo una zona… ¿Tú qué opinas?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "Dijiste algo… De que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "Dijiste algo… De que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE4_EUGENE2": "A mí me parece que está describiendo una zona de la isla… ¿Tú qué opinas?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "Dijiste algo… De que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE4_FELIX1": "Ah, decías que tenías una pista que querías investigar, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE4_FELIX2": "A mí me parece que está describiendo un rincón de esta isla. No es que sea demasiado específica, pero algo es algo.", + "RETROSPECTIVE_CLUE4_VIOLA2": "Creo que podría estar descubriendo un rincón de esta isla, ¿no te parece?", + "RETROSPECTIVE_CLUE4_VIOLA1": "¡Ay, casi se me olvida! Dijiste algo de que había una pista oculta en un verso. ¿Quieres compartirla conmigo?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "Ah, ¿tenías una pista que querías seguir? ¿En qué consiste?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "¡Parece que describe un lugar muy concreto! ¿Te suena conocido, {player}?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Siguiente punto del día… ¿Conseguiste una letra de canción nueva que te ayude a encontrar la salida de Nueva Wirral?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "Vaya, pues lo cierto es que es una pista muy concreta. Puede que esté describiendo un rincón concreto de esta isla.", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "Ay, creo que dijiste que tenías una pista que querías investigar. ¿De qué se trata, colega?", + "RETROSPECTIVE_CLUE5_VIOLA1": "Por cierto, comentaste algo de que habías recibido un acertijo. ¿Podrías compartirlo? Quizá pueda ayudarte.", + "RETROSPECTIVE_CLUE5_EUGENE2": "[shake rate=30 level=10]Desde luego[/shake], no hay duda de que describe un lugar en Nueva Wirral.", + "RETROSPECTIVE_CLUE5_FELIX2": "Es críptica, pero parece tener algunos detalles muy concretos. Es como si describiera un lugar concreto. ¿Estás buscando el lugar?", + "RETROSPECTIVE_CLUE5_FELIX1": "En fin, creo que dijiste que tenías otra pista que estabas investigando, ¿no? ¿De qué se trata?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Por cierto, ¿cómo va eso de tu [wave amp=30 freq=10]canción mágica[/wave]? ¿Te ha dado alguna pista más?", + "RETROSPECTIVE_CLUE5_VIOLA2": "Los detalles de esta frase son bastante concretos. ¿Podría ser la forma de llegar a un sitio concreto? Qué curioso…", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "A mí me suena que debes hacer algo en un lugar concreto, como si fuera un ritual.", + "RETROSPECTIVE_CLUE6_EUGENE2": "Eso me suena a algo que tienes que hacer, como si fuera una especie de [wave amp=30 freq=10]código secreto[/wave], ¿no?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "¿Tienes alguna otra pista que estés siguiendo?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "Ah, esto me suena a que debes hacer [wave amp=30 freq=10]algo[/wave] en un lugar concreto. Sí.", + "RETROSPECTIVE_CLUE6_EUGENE1": "Dime, ¿tienes otra de esas pistas que estabas siguiendo? Cuéntamelo todo.", + "RETROSPECTIVE_CLUE6_VIOLA1": "Por cierto, comentaste algo antes… Algo sobre una pista oculta en un verso, la cual deseabas investigar.", + "RETROSPECTIVE_CLUE6_FELIX1": "Ah, ¿tienes otra de esas pistas que estás siguiendo?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "Por lo que me has contado, yo diría que tienes un lugar y un ritual. ¡Puede que la clave sea llevar a cabo la acción correcta en el lugar adecuado!", + "RETROSPECTIVE_CLUE6_FELIX2": "Esto describe una acción, ¿verdad? Casi parece un [wave amp=30 freq=10]código secreto[/wave] que tienes que interpretar… ¿Sabes dónde hay que hacerlo?", + "RETROSPECTIVE_CLUE6_VIOLA2": "Según yo, tiene aspecto de código, como si fuera un gesto secreto o una forma especial de llamar a la puerta. Una acción que se debe realizar en pos de acceder a un lugar de gran secretismo.", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "¿Has tenido suerte con tu misteriosa canción de las instrucciones, {player}?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "A mí me parece que ya tienes suficiente información como para investigarlo. ¿Por qué no intentamos descifrarlo?", + "RETROSPECTIVE_CLUE7_EUGENE1": "¿Qué tal va la cosa con esas [wave amp=30 freq=10]pistas líricas[/wave]? Según yo, ya tienes suficiente información para ponerte en marcha.", + "RETROSPECTIVE_CLUE7_MEREDITH1": "¿Tienes alguna otra pista? Yo diría que, gracias a esas extrañas [wave amp=30 freq=10]letras de canciones[/wave], tal vez tengas ya suficiente información para encontrar algo. Tal vez.", + "RETROSPECTIVE_CLUE7_FELIX1": "Por cierto, ¿lograste resolver el misterio de esos versos crípticos que estabas investigando? Sonaban como si te ofrecieran una ubicación y te indicaran qué tenías que hacer allí.", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "¿Aún no ha habido suerte con las pistas que te ha ido dando tu [wave amp=30 freq=10]canción de arcángel[/wave]?", + "RETROSPECTIVE_CLUE7_VIOLA1": "Oye, dime… ¿Ya resolviste ese acertijo del que me comentaste? ¿El que describía un lugar y una acción a llevar a cabo en él?", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Oye, ¿ya descubriste lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada.", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Oye, ¿ya descubriste lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada.", + "RETROSPECTIVE_CLUE8_FELIX1": "En fin, ¿sacaste algo de esas pistas poéticas que estabas siguiendo? Tenías un montón de pistas prometedoras, ¿no?", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Oye, ¿ya descubriste lo que te indicaban todas esas pistas? Tal vez deberías echarle otra ojeada.", + "RETROSPECTIVE_CLUE8_EUGENE1": "Esas pistas que parecen poesía de las que hablabas… ¿Ya llegaste al fondo de ese misterio?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "Por cierto, ¿ya resolviste ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se debe realizar en él.", + "RETROSPECTIVE_CLUE9_MEREDITH1": "Oye, sobre esas letras de canciones de las que hablas siempre… Creo que describen un lugar concreto. ¿Quieres ir a echar un vistazo?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "Por cierto, ¿ya resolviste ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se debe realizar en él.", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Oye, ¿te he dicho alguna vez que se me dan de maravilla los acertijos? Creo que sé dónde está el sitio que te indica la [wave amp=30 freq=10]canción críptica[/wave]. ¡Vayamos a echar un vistazo!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "Por cierto, ¿ya resolviste ese acertijo que estabas intentando descifrar? En mi modesta opinión, indicaba de forma fehaciente un lugar importante y el ritual que se debe realizar en él.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Dijiste que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "¡Ey, colega, creo que ya resolví tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "¡Ey, colega, creo que ya resolví tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", + "RETROSPECTIVE_CLUE9_FELIX1": "En fin, ¿ves todas esas misteriosas pistas poéticas de las que me has estado hablando? Creo que describen un lugar de esta isla… y creo haber descubierto dónde está.", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "¡Ey, colega, creo que ya resolví tu canción misteriosa! Me parece que describía este sitio concreto. Deberíamos ir a echar un ojo.", + "RETROSPECTIVE_CLUE9_VIOLA1": "Por cierto, debo confesar… que creo haber resuelto ese acertijo que te traía de cabeza. ¡Nos vemos en este lugar!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Oye, ese espejo que encontraste parece importante… Lástima que no sepamos para qué sirve, ¿eh?", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Por cierto, la canción de Morganta nos llevó hasta ese espejo misterioso…, pero aún no sabemos qué hacer con él, ¿no?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Por cierto, imagino que encontraste el espejo ese, de aspecto tan importante, pero… supongo que aún no sabemos para qué [wave amp=30 freq=10]sirve[/wave]. Mmm.", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Por cierto, ese espejo tan raro que encontraste gracias a las pistas… ¿Ya sabes lo que hace? Seguro que lo descubriremos con el tiempo.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Dime, ¿ya descubriste el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que revelarás su secreto.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Dime, ¿ya descubriste el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que revelarás su secreto.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Dime, ¿ya descubriste el propósito de ese espejo místico que hallaste? Aun cuando de momento lo desconozcas, sé con certeza que revelarás su secreto.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Dijiste que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "De todas maneras, la canción de Morganta nos guió hasta ese espejo misterioso. Además, mencionaste que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "De todas maneras, la canción de Morganta nos guió hasta ese espejo misterioso. Además, mencionaste que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "De todas maneras, la canción de Morganta nos guió hasta ese espejo misterioso. Además, mencionaste que atravesaste un espejo en la Posada Ambarina. ¿Y si este es igual?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Dijiste que cuando acabaste en la Posada Ambarina, o como se llame, saliste atravesando un espejo, ¿no? ¿Podrías hacer lo mismo con ese espejo tan extraño que descubriste aquí en la isla?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Oye, ¿te acuerdas del espejo que encontraste al seguir todas esas pistas? Tal vez puedas atravesarlo, como dices que hiciste cuando estuviste en la Posada Ambarina. ¿Tú qué crees?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Ahora que lo recuerdo, mencionaste que una vez traspasaste un espejo como si se tratara de una puerta. ¿Podrías quizá repetirlo con el espejo místico que hallaste en esta isla?", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Oye, ¿recuerdas cuando me contaste que saliste de la Posada Ambarina pasando por un espejo? ¿Ya intentaste hacer lo mismo con el espejo que encontraste?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo cuando podamos.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "Como sea, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo cuando podamos.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "De todos modos, deberíamos revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "De todas formas, deberíamos explorar el [wave amp=30 freq=10]mundo misterioso[/wave] que se oculta en el espejo cuando podamos.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "Como sea, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "Como sea, deberíamos investigar ese lugar oculto y extraño que encontraste en el espejo. Parecía bastante importante.", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Dime, ¿deberíamos quizá atravesar una vez más ese espejo hacia el mundo misterioso que hallaste tras él?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Por cierto, ¿y si exploramos ese lugar tan extraño del espejo? Me parece bastante importante.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "De todos modos, deberíamos revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "De todos modos, deberíamos revisar esa estación tan extraña que encontraste en el espejo. Yo diría que deberíamos darle prioridad, colega.", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "¡En marcha! ¿A dónde toca ir ahora? ¿No escuchaste el rumor de que se está cociendo algo {location_phrase}? ¡Si quieres, podemos ir a echar un ojo!", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "¿Volvemos a ponernos manos a la obra? Si no sabes de ningún rumor útil, ¿por qué no preguntas en el pueblo?", + "RETROSPECTIVE_NEXT_MEREDITH1": "Mmm… Creo que deberíamos seguir [wave amp=30 freq=10]explorando[/wave]. ¿No habías oído el rumor de que algo está pasando {location_phrase}? Igual vale la pena echar un vistazo.", + "RETROSPECTIVE_NEXT_EUGENE1.m": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", + "RETROSPECTIVE_NEXT_MEREDITH2": "Creo que deberíamos darnos otra vuelta. Si estás buscando pistas, podríamos hablar con la gente del pueblo.", + "RETROSPECTIVE_NEXT_EUGENE1.f": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", + "RETROSPECTIVE_NEXT_EUGENE2": "¡Muy bien, en marcha! Andamos escasos de información… ¿Y si buscamos alguna pista en Villapuerto?", + "RETROSPECTIVE_NEXT_FELIX1": "Bueno, ¿nos vamos? ¿No habías oído un rumor sobre que algo estaba sucediendo {location_phrase}? Si quieres, puede ser nuestro próximo destino.", + "RETROSPECTIVE_NEXT_EUGENE1.n": "¿Nos ponemos en marcha, colega? Te habían dicho que algo está ocurriendo {location_phrase}, ¿verdad? Podríamos probar suerte allí.", + "RETROSPECTIVE_NEXT_VIOLA1": "Tal vez debamos reanudar nuestro viaje una vez más. ¿No habías oído un rumor sobre un incidente {location_phrase}? Podría ser nuestro próximo objetivo, si así lo deseas.", + "RETROSPECTIVE_NEXT_FELIX2": "No tenemos más pistas sobre a dónde deberíamos ir. Si quieres, podríamos preguntarle a la gente del pueblo.", + "RETROSPECTIVE_NEXT_VIOLA2": "Quizá nos convendría hablar con las gentes de este pueblo para recabar información acerca de nuestro próximo destino. ¿Qué dices?", + "NWP_SIGNPOST_DESCRIPTION_2": "Le rogamos que tome las precauciones necesarias con los monstruos del lugar.", + "NWP_SIGNPOST_DESCRIPTION_1": "¡Bienvenidos al parque de Nueva Wirral!", + "NWP_3_-3_RUNNER_NPC1": "¿Sabes qué es más rápido que correr?[pause] La teletransportación.", + "NWP_3_-3_RUNNER_NPC3.m": "Si eres demasiado lento para huir de un combate, podrás escapar usando la teletransportación.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", + "NWP_3_-3_RUNNER_NPC3.f": "Si eres demasiado lenta para huir de un combate, podrás escapar usando la teletransportación.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", + "NWP_3_-3_RUNNER_NPC2": "Para hacerlo, solo tienes que presionar {control.map_menu} para abrir el mapa. A continuación, coloca el cursor sobre una de las casillas a las que puedas viajar y presiona {control.ui_accept}.", + "NWP_3_-3_RUNNER_NPC3.n": "Si eres demasiado lente para huir de un combate, podrás escapar usando la teletransportación.[pause] Para ello, tendrás que desprenderte de unos cuantos objetos, ¡pero puede salvarte el pellejo!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Está claro que no doy la talla para ser guarda. Estoy más fofa que un elfolfo…", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "¡Vete a tu casa! ¡La vacante de los guardas es mía!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "¿Tienes lo que hay que tener para unirte a los guardas?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "¡Tienes madera! ¡Adelante, nos vendrá bien contar contigo!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "¡Justo lo que necesitábamos! ¡Alguien a quien derrotar para demostrarles a los guardas lo que valemos!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "Disculpa el descaro de mi colega.", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]¿A quién quiero engañar? No tengo lo necesario… para unirme a los guardas…[/wave]", + "NWP_MADMAN_3_-4_NAME": "Jack", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Mi sueño siempre fue unirme a los guardas.", + "NWP_MADMAN_3_-4_PRE_BATTLE": "¡Tengo el récord mundial de tiempo pasado en forma de botajack!", + "NWP_MADMAN_3_-4_POST_BATTLE": "Todavía tengo mucho que aprender sobre los botajack.", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "¡No pienso dejar que me despiertes ahora!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "¡Lucha para que tus sueños se cumplan!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "¡Que la luz de nuestro guía Dorian ilumine tu camino!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]¡Oye, recién llegado![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", + "NWP_CULTIST_4_-4_POST_BATTLE": "Tu camino está iluminado… Adelante…", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]¡Oye, recién llegada![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", + "NWP_CULTIST_5_-4_POST_BATTLE": "Quienes controlan Villapuerto son herejes… Aléjate de su [wave amp=30 freq=10]falsa salvación[/wave]…", + "NWP_5_-4_HINT_NPC_BEFORE1": "A veces el suelo tiembla como si una enorme bestia atravesase un túnel por debajo de nosotros.", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]¡Oye, recién llegade![/wave] ¡Haz oídos sordos a los paganos de Villapuerto!", + "NWP_5_-4_HINT_NPC_AFTER1": "¿Será eso otra estación de tren como la que apareció hace poco en el Camino de Arriba?", + "NWP_5_-4_HINT_NPC_BEFORE2": "Oye,[pause] esas rocas están colocadas de forma un tanto extraña, ¿verdad?", + "NWP_5_-4_HINT_NPC_AFTER3": "Me pregunto a dónde irá a parar ese tren…", + "NWP_5_-4_HINT_NPC_AFTER2": "Supongo que la cosa cuadra. La \\\"enorme bestia\\\" que oía bajo tierra debe de haber sido un tren.", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "He visto por la zona unos cuantos baladino. ¡Se mueven tan rápido que son capaces de romper rocas grandes!", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "Sería genial tener esa habilidad, ¿no?", + "PARK_CAVE2_MERCHANT2": "¡Ay, no, se fusionaron! [wave amp=30 freq=30]¡¡¡Socorro!!![/wave]", + "PARK_CAVE2_MERCHANT1": "¡Oye, tú! Estos monstruos me acorralaron. ¿Me echas una mano?", + "PARK_CAVE2_MERCHANT6": "¡Ven a verme al mercado del pueblo, te tendré preparadas unas cuantas calcomanías especiales!", + "PARK_CAVE2_MERCHANT4": "Oye… ¿Te has dado cuenta de que el movimiento \\\"Imán\\\" de lupdirecto se activa automáticamente al principio del combate?", + "PARK_CAVE2_MERCHANT3": "Uf, muchas gracias. Vine en busca de ideas para calcomanías, pero me topé con una situación más peligrosa de lo que esperaba.", + "PARK_CAVE2_MERCHANT5": "¡Al final sí conseguí la inspiración que buscaba!", + "WATERLOOP_BEWARE_LYING_CHESTS": "Solo un cofre dice la verdad.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando de repente… ¡zas! Me tragó un vórtice.", + "WATERLOOP_LYING_CHEST_LEFTMOST": "La nota de este cofre dice: \\\"La llave está aquí\\\". ¿Quieres abrirlo?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "La nota de este cofre dice: \\\"La llave no está aquí\\\". ¿Quieres abrirlo?", + "WATERLOOP_LYING_CHEST_MIDDLE": "La nota de este cofre dice: \\\"La llave no está en el de la izquierda\\\". ¿Quieres abrirlo?", + "SD_NEVERMORT_TRAINER_NAME": "Fanático de las aves", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Tengo un vínculo especial con los nuncamórvido de la zona.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "¿Cómo llegaste a Nueva Wirral?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "¡Será mejor que no te cruces en nuestro camino!", + "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"No están perdidos aquí en Nueva Wirral, hijos míos, solo están esperando el momento de encontrarse a ustedes mismos\\\".", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "¡Espantaste a los pájaros!", + "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"¡Valdellanto está por allí!\\\".", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "¿Cómo llegaste a Nueva Wirral?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Yo recuerdo haber tenido una experiencia extracorpórea.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "¿Cómo llegaste a Nueva Wirral?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando de repente… ¡zas! Me tragó un vórtice.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Estaba flotando por encima de mi cuerpo, que estaba tendido en la cama, cuando de repente… ¡zas! Me tragó un vórtice.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "¡Cuando me di cuenta, ya estaba aquí!", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "¡Oye! ¡No toques mi botín!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Es habitual que naufraguen barcos cerca de la costa de Nueva Wirral.", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "¡Buscar tesoros en las playas es una buena forma de ganarse el pan!", + "OVERWORLD_7_0_HINT_NPC": "Me pregunto cuántos tesoros se habrán perdido en el fondo del mar…", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "¡Oye, veo que llevas un walkman!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Parece que todavía me queda mucho por aprender…", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "¿Tú también piensas unirte a los guardas? ¡Supongo que eso nos convierte en rivales!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Si logras derrotarme, te cuento un secreto.", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Cuenta la leyenda que esta isla alberga la fuente de la juventud.", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Dime, ¿te gusta la Historia? ¿Cuál es tu acontecimiento favorito del siglo XX?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "¿Crees que será Comic Sans, o Times New Roman?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "Mi acontecimiento favorito del siglo XX es el tratado de paz entre humanos y elfos que impulsaron las Naciones Unidas en 1948. ¡Sin él, las cosas habrían sido muy diferentes!", + "EPICURUS_NAME": "Epicuro", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janet", + "EPICURUS_POST_BATTLE": "El arte de luchar bien y el arte de aceptar bien la derrota son uno.", + "EPICURUS_PRE_BATTLE": "¡Cuanto más grande es la dificultad, más gloria hay en superarla!", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Llevo meses aquí practicando mis habilidades con los monstruos.", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Supongo que todavía tengo mucho entrenamiento por delante…", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "¡Ven, te voy a enseñar los resultados de mi entrenamiento!", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]¡¡¡Alto!!! Sé muy bien lo que te traes entre manos…[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ya se me presentarán más oportunidades. Seguro que sí…[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¡Este terreno es una oportunidad de oro para edificar! ¡Pero yo lo encontré primero![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Parece que en Nueva Wirral nadie se pone de acuerdo sobre los hechos históricos básicos. Algunos optan por aceptar la idea del \\\"multiverso\\\", ¡pero yo creo que lo que pasa es que esta isla está llena de mentirosos!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Por ejemplo, aquí son muchos los que niegan que llegamos de verdad a Marte en 1969. ¡Vaya bola de chiflados conspiranoicos!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ay… Necesito tomar un descanso de tanto excavar. Si logras vencerme en combate rápido, te cuento unas cuantas cosas sobre este lugar.", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "¡No! ¿Tú también?", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "Gracias a la guarda de élite Agnes Pectro, sabemos que la gente solía extraer metales de esta zona. Sin embargo, parece que algunas explosiones no fueron controladas…", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "Y no hay ni rastro de herramientas mineras o explosivos artificiales. Es posible que los baladino hayan pasado siglos excavando en esta zona.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Así que una de dos: o la guarda de élite se equivoca, o los baladino destruyeron todas las pruebas. Mmm… O tal vez los baladino [wave amp=30 freq=5]son[/wave] las pruebas. ¿Qué opinas?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "¡De pequeña soñaba con esta isla!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "¿No te parece un lugar mágico?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "¡Mi marido y yo llevamos aquí atrapados desde 2160!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Por lo visto, aquí nadie sabe usar las tres conchas. ¡Qué atrasados están!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Mujer de poca fe…", + "OVERWORLD_5_-3_BATTLER_PARTNER": "¡No te metas con mi mujer!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "Joseph", + "OVERWORLD_7_-3_BATTLER_NAME": "Karl", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "¡Ustedes, los terratenientes, hacen cualquier cosa por la gente de Nueva Wirral menos dejarlos en paz!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¿No tienes dinero? ¡No hay problema! ¡Te financiamos con un pequeño interés anual del 10 000 %![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, me equivoqué. Ustedes luchan por el pueblo, no contra él.", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "En Nueva Wirral todos dimos un paso hacia lo desconocido. ¿Por qué no ibas a querer dar otro? ¡Deposita tu confianza en [wave amp=30 freq=10]el hermano Cooper[/wave]!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Como Nueva Wirral no tiene moneda, aún no hay forma de pagarlo. Sin embargo, los intereses siguen acumulándose mientras tanto. ¡Es un plan infalible![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "El hermano Cooper encontró la manera de [wave amp=30 freq=10]salir[/wave] de esta isla de ángeles y demonios. ¡Ahora nos prepara para que podamos reunirnos con nuestros parientes al otro lado!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Te falta fe…", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "¡Alto! Puedo sentir el dolor que hay en ti, amigo mío.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Hombre de poca fe…", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "¡Alto! Puedo sentir el dolor que hay en ti, amiga mía.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "¡Alto! Puedo sentir el dolor que hay en ti, amigue míe.", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "No avanzarás hasta que te arrepientas de tus pelados.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Sufres porque anhelas volver a tu hogar.", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"Nuestra fe mueve montañas\\\" (Cooper 17, 20).", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]La vida es… sufrimiento…[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permíteme que acabe con tu dolor. ¡Conviértete en nuestra ofrenda a los ángeles!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "No avanzarás hasta que te arrepientas de tus pelados.", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "El hermano Cooper llamó a los ovnis para que nos den sus bendiciones. ¡Te lo voy a demostrar!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Espera, ¿dices que es \\\"pecados\\\" y no \\\"pelados\\\"? No puedo creer que haya estado diciéndolo mal todo este tiempo…", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "No avanzarás hasta que te arrepientas de tus pelados.", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Nadie tiene amor más grande que el que da las cintas por sus amigos\\\" (Dorian 15, 13).", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digno de la eternidad?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digna de la eternidad?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Cuando los arcángeles pongan tu alma en la balanza, ¿te considerarán digne de la eternidad?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "El consejo intergaláctico de ovnis y arcángeles no tolerará semejante maltrato a sus mensajeros…", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "¡Perdóname por esto!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "A decir verdad, solo me uní a los Hijos del Llanto por la comida.", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Si me derrotas, te cuento el secreto de los Hijos del Llanto.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "En 1988, dos grupos de rock ingleses, Iron Gaiden y Shields of the Nephilim, [pause]que no sabían nada el uno del otro, [pause]publicaron a la vez una canción cada uno titulada \\\"Mournchild\\\" (\\\"Hijo del Llanto\\\").", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "O eso dicen. [pause]Ninguna de las dos canciones está disponible aquí en Nueva Wirral, así que no puedo saber si me están tomando el pelo…", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Si las escuchas al revés y al mismo tiempo, de forma que las palabras se entrelacen, invocarás al Hijo del Llanto original: ¡un ser poderosísimo capaz de abrir un portal entre mundos!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "¡[shake rate=30 level=10]Lo que sí sé[/shake] es que el hermano Cooper descubrió una forma diferente de salir de Nueva Wirral!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "No te pases mucho conmigo, ¿sí? Acabo de entrar en la secta esta de los Hijos del Llanto y no quiero quedar mal delante del resto.", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Un segundo, déjame echarle un ojo al manual, a ver si dice qué debo hacer cuando me derrotan.", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Quería entrar a una secta, no que me aplastaran como a un insecto…", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "¡Je, je! ¡Siempre he querido unirme a una secta maligna! ¡Es mi momento!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Bueno, creo que te las arreglarás…", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "¡Guau!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "¡Oye, tú! ¡Este lugar no es seguro!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Si lo piensas fríamente, tuvieron que morir billones de humanos para que la especie sobreviviera y evolucionara hasta su estado actual. La naturaleza es una bestia implacable y sedienta de sangre.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Vaya…[/wave] [pause]¡Perdóname, es que me dejé llevar por mi cinta de pomebomba.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Ahora a ver si me acuerdo dónde enterré aquel hueso…", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Dicen que esto antes era un río, ¡así que vine a llenarlo de nuevo!", + "OVERWORLD_4_-5_BATTLER_NAME": "Thomas Cota", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "La tierra cuidará de todos nosotros si se lo permitimos.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Listo para un poco de [shake rate=30 level=10]heavy metal[/shake]?", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Aj, tengo la garganta sequísima… Perdóname, ecosistema, pero primero tengo que rellenarme yo.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Lista para un poco de [shake rate=30 level=10]heavy metal[/shake]?", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Mis grupos favoritos son The Why, Schroedinger's Martyr y Flesh Cage. ¿Liste para un poco de [shake rate=30 level=10]heavy metal[/shake]?", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Colega, me has dado más golpes que a una [wave amp=30 freq=10]batería[/wave]…", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Creí que la tierra se pondría de mi parte…", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "No podemos depositar nuestras esperanzas en que una fuerza externa nos salve, y mucho menos un planeta temperamental, despiadado e indiferente.", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "¡Los humanos debemos cuidarnos unos a otros, porque nadie más lo hará!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Hay un campamento cerca de aquí, pero primero, ¡vamos a ver de qué pasta estás heche!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Hay un campamento cerca de aquí, pero primero, ¡vamos a ver de qué pasta estás hecha!", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Hay un campamento cerca de aquí, pero primero, ¡vamos a ver de qué pasta estás hecho!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "¡Oye![pause] ¿Podrías colocarte sobre este botón un momento?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Si sigues hacia el oeste, acabarás llegando al campamento. ¡No tiene pérdida!", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Unos dicen que si te colocas sobre los botones en el orden correcto y sigues todos los letreros, te llevarán a un tesoro.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Este es uno de esos \\\"letreros móviles\\\" de los que tanto hablan los guardas.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Otros dicen que solo te conducen a un bucle interminable.", + "DIOGENES_NAME": "Diógenes", + "DIOGENES_POST_BATTLE": "Si ese imbécil de Platón pudiera ver esta isla… Conque \\\"el hombre es un bípedo implume\\\", ¿eh? ¡Toterías!", + "DIOGENES_PRE_BATTLE": "¡He aquí un hombre!", + "OVERWORLD_-1_-6_BATTLER_NAME": "Jackie", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "¿Te hice saltar del susto?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Tengo que mejorar lo de saltar sobre mis víctimas…", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "¿Te hice saltar del susto?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "¿Te hice saltar del susto?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "¿Sabías que los relojsley y los ratiovivo son enemigos naturales?", + "DIVEAL_KEEPER_POST_BATTLE2": "Bueno, ya puestos, ¿por qué no grabas uno de mis focarinista? ¡Puedes nadar gracias a sus habilidades!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "Puede ser que los relojsley y los ratiovivo no hagan un buen equipo por ser enemigos naturales.", + "ZHUANGZI_POST_BATTLE2": "Ya no sé si era un hombre soñando que era un antifolilla o si ahora soy un antifolilla soñando que soy un hombre.", + "ZHUANGZI_POST_BATTLE1": "¿Eh? Ah…", + "ZHUANGZI_NAME": "Zhuangzi", + "DIVEAL_KEEPER_NAME": "Emma Rina", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helado[/wave].", + "DIVEAL_KEEPER_POST_BATTLE1": "Ay, se me acabó el oxígeno…", + "DIVEAL_KEEPER_PRE_BATTLE1": "Mis focarinista se encariñó mucho contigo.", + "DIVEAL_KEEPER_PRE_BATTLE2": "¡Es mi deber luchar contra ti para proteger mi posición dominante ante ellas!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ay, tú sí que me descongelaste los bienes…[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Si te saltas algún pago de la hipoteca, congelaremos tus bienes![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Vine porque me dijeron que aquí había un banco, pero yo lo único que veo es un montón de peces.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Nuestras ofertas están que arden! Durante tiempo limitado, te haremos un 100 % de descuento… ¡en tu barra de vida![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bueno, bueno, bueno… No doy crédito…[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Auch… Gracias por tu… compra.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Auch… Gracias por tu… compra.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helade[/wave].", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Auch… Gracias por tu… compra.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "¿Echamos un duelo? Te voy a dejar [wave amp=30 freq=10]helada[/wave].", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Carámbanos…[/wave]", + "DARWIN_NAME": "Darwin", + "DARWIN_PRE_BATTLE2": "¡A transformarse, pues!", + "DARWIN_POST_BATTLE1": "Solía creer que habíamos dejado de buscar monstruos debajo de la cama cuando nos dimos cuenta de que estaban dentro de nosotros.", + "DARWIN_PRE_BATTLE1": "Esta isla me ha enseñado que no es el más fuerte de la especie el que sobrevive, ni el más inteligente, sino el que mejor se adapta al cambio.", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Thomas", + "DARWIN_POST_BATTLE2": "Pero entonces, ¿qué dice eso de esta isla? ¿Acaso estos monstruos son los que hay dentro de Dios? ¿O simplemente es que estamos debajo de su cama, ocultos y olvidados desde hace tiempo?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tommy", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Somos el mismo, pero de mundos diferentes. Al parecer, vivimos vidas idénticas hasta que llegamos aquí.", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "¡Por mucho que nos parezcamos, no somos gemelos!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "¡Por mucho que nos parezcamos, no somos gemelos!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "¿Conoces el camino de vuelta al bosque de Rendlesham?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "En ese caso, supongo que estoy atrapada.", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "¡Alto! ¡Diga su nombre y a quién es leal, soldado!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Perdí de vista a mi unidad cuando peinábamos los bosques cercanos a nuestra base en el condado de Suffolk. Me separé de ellos en un momento de distracción y acabé aquí. No sé cómo.", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "¿Quieres saber de dónde vienen las cintas? ¡Pues primero tendrás que derrotarme!", + "DECARTES_NAME": "Descartes", + "DECARTES_POST_BATTLE": "He cometido todos los errores que se podían cometer y sin embargo nunca he dejado de esforzarme.", + "DECARTES_PRE_BATTLE": "No basta con tener una buena cinta; lo principal es aplicarla bien.", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡No había tanta prisa por adquirir propiedades desde que Nyxon abolió el patrón lloro![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]Por muy novedosa que sea la economía de favor y trueque de Nueva Wirral, no va a durar.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Los terratenientes estamos aquí para contribuir a que Nueva Wirral se convierta en un país desarrollado. El primer paso es implantar una moneda de curso legal.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]La población de Nueva Wirral sigue creciendo, pero nadie ha pensado en construir nuevas viviendas. Es una oportunidad de oro.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]Por el momento, la opción que más adeptos tiene entre los terratenientes es vincularla al valor del alma, un recurso extremadamente escaso en el lugar del que venimos.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Si así lo deseas, puedes depositar tu alma con nosotros para obtener a cambio dinero contante y sonante.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Al fin y al cabo, ¿qué sentido tiene si la clase alta no puede imprimir billones de favores a partir de la nada?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡Capital! No hay nada más importante. Da igual que se trate de una pena, un pecado o una inversión. ¡Compra ya![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]¡No podrás poner punto final a nuestras actividades![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "Tanto las cintas como los walkmans vienen del centro comercial que se encuentra más adelante. ¡Apareció de la nada hace apenas unos años! Eso sí, los guardas van allí a menudo a aprovisionarse, así que no creo que quede ya mucho.", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Aunque escuché que está embrujado… ¿Tú qué opinas?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Madre mía, tienes el aura hecha un asco. ¿Estás enfermo?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Madre mía, tienes el aura hecha un asco. ¿Estás enferma?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "A fin de cuentas, igual no era cosa de tu aura. Tal vez es que tengo una visión muy mala…", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Madre mía, tienes el aura hecha un asco. ¿Estás enferme?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "¿No? ¡Pues deberías!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Pero ¿qué problema tienes? ¡Es totalmente legal! Al fin y al cabo, no son más que inquilinos… [pause]Nos pertenecen.[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]En estos momentos hay una familia viviendo en ella, pero podemos echarla para hacerte lugar… [pause]¿A qué viene esa expresión?[/wave]", + "ARISTOTLE_NAME": "Aristóteles", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "No recuerdo a este tipo, pero parece que él sí se acuerda de mí…", + "ARISTOTLE_PRE_BATTLE": "Si la felicidad es una actividad conforme a la virtud, es razonable que sea conforme a la virtud más excelente, ¡y esa es la virtud que se demuestra en combate!", + "ARISTOTLE_POST_BATTLE": "¡Ay! La meta de los sabios no es asegurar el placer, sino evitar el dolor.", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para un comprador primerizo como tú![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para una compradora primeriza como tú![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]¡Creo que tenemos la casa perfecta para une compradore primerice como tú![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]¡También podemos proporcionarte liquidez para la compra de tu vivienda![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]¡A los terratenientes también nos gusta darnos un buen chapuzón! Siempre y cuando no sea en agua bendita, claro…[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "¿No te parece que estas estatuas de trafikangrejo son un poco raras?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Estoy en mitad de una investigación importante, ¡fuera de mi camino!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "¡No me preguntes dónde guardo mis cintas!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "¡Guardo las cintas en una mochila impermeable, obviamente!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Me encanta que la gente me cuente los llamados \\\"sucesos del cisne negro\\\" que ocurrieron en su mundo.", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "He oído historias de todo tipo: revueltas fascistas, pandemias, guerras mundiales, cambios climáticos descontrolados, catástrofes ecológicas por los microplásticos…", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Je. Imagínate un mundo en el que pasara todo eso al mismo tiempo. ¡Sería la ruina!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Los \\\"sucesos del cisne negro\\\" son grandes acontecimientos históricos que ocurren por sorpresa y lo cambian todo.", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Mi \\\"suceso del cisne negro\\\" favorito es la guerra entre humanos y tiburones de 2023. ¡Se veía venir a leguas!", + "COMMUNE_CULTIST_1_NAME": "Sectario perspicaz", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "¿Qué hacen aquí? ¿Por qué no están en…?", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "Espera, [pause]¡¿eres tú, Kayleigh?! ¡Maldita desertora!", + "COMMUNE_CULTIST_1_POST_BATTLE": "Aj… [pause]Desertora…", + "COMMUNE_CULTIST_1_FRIENDLY3": "Ya sabes, esas cosas se te pueden salir de control.", + "COMMUNE_CULTIST_1_FRIENDLY2": "No es nada personal, es que estábamos empeñados en intentar ascender a la divinidad.", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Andando, es mejor seguir adelante.", + "COMMUNE_CULTIST_1_FRIENDLY1": "Una disculpa por nuestra hostilidad anterior.", + "COMMUNE_CULTIST_2_NAME": "Sectaria enfadada", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "¿Qué estará tramando Dorian? Me preocupa…", + "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian ya contaba con que hubiera imprevistos antes de la ceremonia, ¡así que he estado vigilando!", + "COMMUNE_CULTIST_2_POST_BATTLE": "Tengo que… [shake rate=30 level=10][pause]seguir… [pause]vigilando…[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "Bah, qué timo.", + "COMMUNE_CULTIST_2_FRIENDLY1": "¿Así que el \\\"dios serpiente\\\" del hermano Dorian no era más que un monstruo de pacotilla?", + "COMMUNE_CULTIST_3_NAME": "Sectario impaciente", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "¡Alto ahí! ¿Qué hacen sin su túnica?", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "¡No les conozco! ¡¿Vinieron a sabotear la ceremonia?!", + "COMMUNE_CULTIST_3_POST_BATTLE": "No podrán… [pause][shake rate=30 level=10]detenernos[/shake]…", + "COMMUNE_CULTIST_3_FRIENDLY2": "Tal vez me dedique a otra cosa… como a la carpintería…", + "COMMUNE_CULTIST_3_FRIENDLY1": "Al final el camino de los Hijos del Llanto solo conduce a un callejón sin salida, ¿eh?", + "COMMUNE_CULTIST_4_NAME": "Sectaria preocupada", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "¿E-eres un intruso?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "¿E-eres una intrusa?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "¡Dorian se va a cabrear conmigo si no te detengo!", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "¿E-eres une intruse?", + "COMMUNE_CULTIST_4_FRIENDLY1": "Así que los \\\"arcángeles\\\" viven en las profundidades de la isla… y no sienten afecto alguno por la humanidad…", + "COMMUNE_CULTIST_4_POST_BATTLE": "Estoy en grandes problemas…", + "COMMUNE_CULTIST_4_FRIENDLY2": "¡Eso me da aún más miedo que Dorian!", + "COMMUNE_CULTIST_5_NAME": "Sectaria amigable", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "¡Hola, colegas!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "Por desgracia, debo defender nuestra comuna de los forasteros, por orden del [wave amp=30 freq=5]dios serpiente[/wave].", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "¡Pero les juro que no es nada personal!", + "COMMUNE_CULTIST_5_FRIENDLY1": "Imagino que ahora que vamos a intentar integrarnos más con el resto de la isla…", + "COMMUNE_CULTIST_5_POST_BATTLE": "Nada… [pause]personal…", + "COMMUNE_CULTIST_5_FRIENDLY2": "¡Tendré que esforzarme en conectar más con la gente!", + "COMMUNE_CULTIST_6_NAME": "Sectario estridente", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]¡¡¡Nuestro deber como Hijos del Llanto es ahuyentar a los forasteros!!![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]¡¡¡Ustedes no visten los hábitos de los Hijos de Llanto…!!![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, deben desaparecer!!![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, deben desaparecer!!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastero!!![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "Hermano Cooper… Lo siento…", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]¡¡¡Por lo tanto, deben desaparecer!!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastere!!![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]¡¡¡Disculpa que hayamos sido tan hostiles con los tuyos, forastera!!![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "Sectario introspectivo", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "¿Sabías que el poder transformador de las cintas alberga una enorme carga simbólica?", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]¡¡¡Es que nos dejamos llevar más de la cuenta!!![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "Los cuatro lados de su forma rectangular se corresponden con los cuatro lados del ser humano…", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "Delante, detrás, izquierda y derecha.", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "De todas formas, igual debería estar intentando detenerte.", + "COMMUNE_CULTIST_7_POST_BATTLE": "Las cintas… son… interesantes…", + "COMMUNE_CULTIST_7_FRIENDLY1": "Las cintas tienen una cara A y una cara B…", + "COMMUNE_CULTIST_7_FRIENDLY2": "Al igual que la dualidad del ser humano…", + "COMMUNE_CULTIST_8_NAME": "Sectario hambriento", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "Caray, tanto excavar me abrió el apetito.", + "COMMUNE_CULTIST_8_POST_BATTLE": "Yo solo quiero… un sándwich…", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "¡Y ahora tengo que luchar contra ti con el estómago vacío! ¡Grrr!", + "COMMUNE_CULTIST_8_FRIENDLY": "¿Se come bien en Villapuerto? Mi estómago pidió que preguntara.", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "Tal vez vencerte le demuestre mi valía.", + "COMMUNE_CULTIST_9_NAME": "Sectaria contrariada", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "¡Después de haber [wave amp=30 freq=5]excavando[/wave] hasta casi morir! ¡Soy la más [wave amp=30 freq=5]devota[/wave] de todos los Hijos del Llanto!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "No puedo creer que el hermano Cooper me haya asignado la guardia.", + "OFFICE_2_FELIX": "Me gusta la decoración que tienen aquí. Es muy como de trabajo alienante y mal pagado.", + "COMMUNE_CULTIST_9_POST_BATTLE": "No… soy… digna…", + "COMMUNE_CULTIST_9_FRIENDLY1": "Sigo sin creer que haya puesto toda mi fe en el hermano Cooper solo para que al final acabara pulverizado.", + "COMMUNE_CULTIST_9_FRIENDLY2": "Qué vergüenza…", + "COMMUNE_CULTIST_MERCHANT_NAME": "Sectario vendedor", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Como parte del plan de integración cultural que propuso la hermana Jacqueline…", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Muchas gracias, forastera.", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Ahora comerciamos oficialmente con forasteros. Por favor, échales un vistazo a nuestros artículos.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Muchas gracias, forastero.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Muchas gracias, forastere.", + "OFFICE_2_MEREDITH": "Mmm… ¿De dónde habrán sacado [wave amp=30 freq=20]todo esto[/wave] semejantes raritos?", + "OFFICE_2_KAYLEIGH": "¡No permitiremos que compren toda Nueva Wirral!", + "OFFICE_2_VIOLA": "¡Sus viles maquinaciones concluyen aquí, demonios!", + "OFFICE_2_EUGENE": "¡Perdón por la [wave amp=30 freq=20]interrupción[/wave]!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Los jóvenes de hoy en día no ven a largo plazo… ¿De verdad no son capaces de apreciar las oportunidades de inversión que podemos ofrecerles?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]No querrían que los desalojaran de su casa, ¿verdad que no?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Como potenciales inquilinos, no les conviene enemistarse con la Asociación de Terratenientes.[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Si no abandonan el lugar de inmediato, nos veremos obligados a desalojarlos…[/wave]", + "OFFICE_4_KAYLEIGH": "¿Nos estás amenazando?", + "OFFICE_4_MEREDITH": "¿Cómo te atreves a decir algo así?", + "OFFICE_4_VIOLA": "La sangre que te corre por las venas ha de estar muy fría si eres capaz de proferir tales amenazas sin titubear.", + "OFFICE_4_EUGENE": "Si crees que puedes quitarnos algo [wave amp=30 freq=20]a nosotros[/wave], ¡[wave amp=30 freq=20]más te vale[/wave] evaluar mejor tu situación!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "¡Eugene se va a alegrar cuando se entere de que mandamos a volar a estos payasos!", + "OFFICE_4_FELIX": "Vaya, ya veo que lo suyo son las amenazas y las indirectas.", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]¡No hay por qué luchar contra el progreso![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]¡Si Nueva Wirral tuviera un mercado inmobiliario regulado, experimentaría un gran crecimiento![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "Le dimos lo suyo a esos agentes, ¿eh? ¡Eugene estará encantado!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "¡Otra oficina disuelta! ¡[wave amp=30 freq=10]Buen trabajo[/wave], {player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "¿Solo nos quedaba esa oficina por disolver? ¡Pues espero que [wave amp=30 freq=10]no vuelvan[/wave]!", + "OFFICE_POSTBATTLE_MEREDITH1": "¿[wave amp=30 freq=10]De verdad[/wave] intentan esos tipos comprar Nueva Wirral? Desde luego, no me arrepiento de haberles dado una paliza.", + "OFFICE_POSTBATTLE_MEREDITH3": "¡Otra oficina lista! Seguro que Eugene se alegra de que hagamos su trabajo.", + "OFFICE_POSTBATTLE_MEREDITH2": "Me alegra que [wave amp=30 freq=10]darles una golpiza a esos tipos[/wave] se considere un servicio público.", + "OFFICE_POSTBATTLE_MEREDITH4": "¿Esa era esta la última oficina que teníamos que disolver? [pause]¿Entonces, [wave amp=30 freq=10]por fin[/wave] terminamos?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]¡Genial! ¡Buen trabajo![/shake] ¡A ver si estos [shake rate=30 level=10]parásitos[/shake] se dan cuenta de una vez de quién manda aquí!", + "OFFICE_POSTBATTLE_EUGENE2": "¡Otra oficina liberada de ese puñado de oficinistas! ¡Buen trabajo, {player}!", + "OFFICE_POSTBATTLE_FELIX4": "Va, ¿nos vamos ya? Era el último bloque de oficinas que nos tocaba desalojar, ¿verdad?", + "OFFICE_POSTBATTLE_FELIX3": "Salieron huyendo con mucha prisa, ¿no? Tal vez se hayan dado cuenta de que no tenían ninguna oportunidad.", + "OFFICE_POSTBATTLE_FELIX1": "Esos tipos no traen más que problemas. Ojalá no vuelvan en una buena temporada. O nunca.", + "OFFICE_POSTBATTLE_EUGENE3": "¡No tenían [shake rate=30 level=10]ninguna oportunidad[/shake]!", + "OFFICE_POSTBATTLE_FELIX2": "¿Cómo hicieron esos agentes inmobiliarios tan extraños para [wave amp=30 freq=10]construir[/wave] un sitio como este?", + "OFFICE_POSTBATTLE_VIOLA2": "No hay duda de que estos seres son [wave amp=30 freq=10]de un plano sobrenatural[/wave], ¿no te parece?", + "OFFICE_POSTBATTLE_VIOLA1": "Esos malandrines han demostrado ser rápidos para la amenaza, pero más aún para la huida.", + "OFFICE_POSTBATTLE_VIOLA3": "Me alegra que esos canallas se hayan ido.", + "OFFICE_POSTBATTLE_VIOLA4": "No tengo ningún aprecio por esos desalmados. [pause]Sin duda se arrepentirán por habernos tratado con semejante hostilidad.", + "OFFICE_POSTBATTLE_DOG1": "Los terratenientes huyeron…", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]¿Por qué no… [pause][pause]escuchas nuestro Presentación de venta?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Tu actitud no es nada constructiva, jovencito.[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]¡Vamos a desmantelar su oficina, sanguijuelas![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "¿Presentación de venta? Espera, ¿qué clase de…?", + "OFFICE_1_LINE5_EUGENE": "¿Qué me… [pause]quieres decir con eso?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "¿Acaba de decir \\\"presentación de venta\\\"?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "Creía que eran… vampiros.", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]La Asociación de Terratenientes solo desea diseñar un mercado inmobiliario a largo plazo dentro de Nueva Wirral.[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]¡Son agentes inmobiliarios![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "¿No diste a entender claramente que eran vampiros?", + "OFFICE_1_LINE7_EUGENE": "¡Es que [wave amp=30 freq=20]son[/wave] vampiros!", + "OFFICE_1_LINE8_EUGENE": "Bueno, [pause]en cierto modo.", + "OFFICE_1_LINE9_EUGENE": "Yo diría que son aún peores que los vampiros…", + "CAPTAIN_CODEY_INTRO6": "Lo único que puedo piratear aquí son estas [wave amp=30 freq=10]cintas de monstruos[/wave]. [pause]Resulta que es algo que también se me da bastante bien y por eso soy guarda de élite.", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "Anda, ¡seguro te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "¡Espero que estés preparada para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "Anda, ¡seguro te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "¡Espero que estés preparado para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "¡Espero que estés preparade para enfrentarte a un [wave amp=30 freq=10]maestro[/wave] del combate!", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "No te culpo… ¡Yo tampoco querría enfrentarme a alguien de [wave amp=30 freq=10]mi nivel[/wave]!", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "Anda, ¡seguro te [wave amp=30 freq=10]mueres de ganas[/wave] por ver mis cintas modificadas! [pause]¿Vas a aceptar mi desafío de guarda de élite o qué?", + "CAPTAIN_CODEY_LAST_LEGS1": "Nada mal… ¡Me obligaste a usar el [shake rate=30 level=10]100 % de mi poder[/shake]!", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]¡¿Qué?![/shake] ¿Cómo pude perder?", + "CAPTAIN_CODEY_POST_BATTLE2": "A ver… [pause]Perdí a propósito. E-En el fondo, esto no era más que una prueba para ti.", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Estos monstruos tienen tipos elementales asociados. [pause]Cuando cambias esos tipos, las cosas empiezan a ponerse [wave amp=30 freq=10]realmente[/wave] interesantes.", + "CAPTAIN_CODEY_POST_BATTLE3": "Y la pasaste. [pause]Felicidades[pause]y eso.", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿viniste a luchar contra el mejor rival al que jamás te hayas enfrentado?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "Ya no eres una novata, ¡así que no tengo por qué contenerme a la hora de usar mis cintas de monstruo superhackeadas!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿viniste a luchar contra el mejor rival al que jamás te hayas enfrentado?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "Dime, [wave amp=30 freq=10]guarda de élite[/wave], ¿viniste a luchar contra el mejor rival al que jamás te hayas enfrentado?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "Ya no eres un novato, ¡así que no tengo por qué contenerme a la hora de usar mis cintas de monstruo superhackeadas!", + "CAPTAIN_CODEY_POST_REMATCH1": "Debí cometer algún error de cálculo… [pause][shake rate=30 level=10]En teoría[/shake], ¡mi estrategia es invencible!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "Ya no eres une novate, ¡así que no tengo por qué contenerme a la hora de usar mis cintas de monstruo superhackeadas!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "No te culpo… ¡Yo tampoco querría enfrentarme a alguien de [wave amp=30 freq=10]mi nivel[/wave]!", + "CAPTAIN_CODEY_POST_REMATCH2": "… O eso es lo que diría si estuviera enfadado. [pause]Que no es el caso. [pause]No estoy para nada enfadado.", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "¡Ey, tú! [pause]No suelen ser tan [wave amp=30 freq=10]valientes[/wave] como para acercarse tanto a nuestro puesto de guardia. ¿Por qué no te vas antes de que perdamos la educación?", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Está claro que es la jefa por algo, [pause]¿eh?", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "No te vas a mover, ¿eh? [pause]Pues me temo que tendré que ensuciarme las manos.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Bueno, [pause]puede que sea cuestión de encontrar más. [pause]Ianthe, ¡creo que {player} tendría que convertirse en guarda!", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "De lujo.", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "Genial.", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Es raro encontrarse a alguien con tanta confianza en sí misma como ella.", + "LEADER_IANTHE_INTRO_IANTHE1.m": "Soy Ianthe. [pause]Encantada, novato.", + "LEADER_IANTHE_INTRO_IANTHE1.f": "Soy Ianthe. [pause]Encantada, novata.", + "LEADER_IANTHE_INTRO_IANTHE1.n": "Soy Ianthe. [pause]Encantada, novate.", + "LEADER_IANTHE_INTRO_IANTHE2": "¿Y bien? [pause]¿Qué te parece nuestro puesto de guardia? [pause]Este sitio llevaba mucho tiempo abandonado, pero, con un poco de trabajo, lo convertimos en un pequeño refugio para los guardas.", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "¿Qué hacen aquí?", + "LEADER_IANTHE_INTRO_IANTHE3": "Me gustaría decirte que defendemos a los habitantes de Nueva Wirral de una horda implacable de monstruos…", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "¿Qué hacen los guardas?", + "LEADER_IANTHE_INTRO_IANTHE4": "Sin embargo, la mayor parte del tiempo la pasamos haciendo trabajillos para la comunidad. No es algo especialmente emocionante.", + "LEADER_IANTHE_INTRO_K_IANTHE4": "Estamos convencidos de que los arcángeles [wave amp=30 freq=10]existen[/wave], pero nuestras interacciones con ellos han sido… [pause]efímeras.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]B-bueno, ¡{player} y yo acabamos de enfrentarnos a un arcángel![/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "Kayleigh puede corroborarlo, [pause]puesto que ¡es una de nuestras reclutas nuevas!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "… [pause]Ah, ¿sí? Tendremos que estudiar el caso.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "Pero la guarda Kayleigh insiste en que colaboraron para enfrentarse a un [wave amp=30 freq=10]arcángel[/wave].", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "¡Es cierto!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "Pero la guarda Kayleigh insiste en que colaboraron para enfrentarse a un [wave amp=30 freq=10]arcángel[/wave].", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "Estamos convencidos de que los arcángeles [wave amp=30 freq=10]existen[/wave], pero nuestras interacciones con ellos han sido… [pause]efímeras.", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "Pero la guarda Kayleigh insiste en que colaboraron para enfrentarse a un [wave amp=30 freq=10]arcángel[/wave].", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "¡Lo enfrentamos y ganamos!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "Sin duda, sería una gran muestra de fortaleza el lograr sobrevivir a un encuentro contra un ente así…", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} se defiende muy bien en combate. [pause]¡Doy fe de ello!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} es muy fuerte.", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} lucha con valor.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "¿Guardas… de élite?", + "LEADER_IANTHE_INTRO_IANTHE5": "Bueno, [pause]¿tú qué dices, {player}? ¿Quieres unirte a los guardas?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "¿Unirse?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "¿Qué tengo que hacer?", + "LEADER_IANTHE_INTRO_IANTHE6": "Los aprendices tienen que visitar a todos los guardas de élite de Nueva Wirral y superar sus desafíos.", + "CAPTAIN_ZEDD_POST_BATTLE1": "Vaya, creo que me despertaste un poco con ese último golpe. [pause]Ten, toma tu recompensa.", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "Es importante dormir lo suficiente… Pero, claro, ¿cuánto es lo suficiente? [pause]La humanidad lleva buscando una respuesta a esa pregunta desde los albores de los tiempos.", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "¡Saludos! [pause]Me dijeron que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "¡Saludos! [pause]Me dijeron que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "¡Saludos! [pause]¿Viniste a ayudarme a ordenar la basura?", + "CAPTAIN_SKIP_INTRO3": "Recopilo y ordeno las [wave amp=30 freq=10]cosas[/wave] que fabrican ustedes los forasteros y acaban llegando hasta aquí.", + "CAPTAIN_READY_CHECK.n": "¿Ya estás para combatir con {pawn}?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe dice que tienes mucho potencial. ¿Te gustaría probar mi desafío de guarda?", + "CAPTAIN_SKIP_POST_REMATCH1": "Me lleva… [pause]¡Volví a perder!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "¡No pasa nada! [pause]Total, tengo un montón de basura que ordenar.", + "CAPTAIN_SKIP_PRE_REMATCH3": "¡Bien! [pause]¡Esto va a ser divertido!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "Me encontré ese material inusual mientras examinaba el parque para un proyecto inmobiliario. Si vas al ayuntamiento, podrás cambiarlo por cosas geniales.", + "CAPTAIN_WALLACE_INTRO4": "Soy Mort Ero, uno de los guardas de élite de Villapuerto. [pause]Superviso todas las obras de Nueva Wirral.", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]¡Te doy la bienvenida, [pause]mecenas, [pause]al Emporio Faraónico de Neo Vegas![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "¡Vaya! [pause]¡Se me había olvidado completamente que eras guarda de élite!", + "CAPTAIN_ZEDD_INTRO5": "Muchas gracias. No sé por qué es tan difícil que un [wave amp=30 freq=10]guarda de élite[/wave] se pueda echar un sueñecito.", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Lo lamento, [pause]no era mi intención que la humanidad volviera a ser el centro de mis iras. [pause]Ignora mi comentario.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Buenas, personita humana. ¿Sabías que respeto a toda tu especie por igual? Además, no poseo ninguna emoción negativa hacia ningún integrante de tu especie. [pause]Lo digo en serio.[/color]", + "CAPTAIN_SKIP_INTRO1": "Madre mía, los forasteros hacen un montón de [wave amp=30 freq=10]cosas[/wave], ¿verdad?", + "CAPTAIN_WALLACE_POST_REMATCH2": "Una vez más, ¡demostraste que tu estrategia tiene cimientos bien férreos!", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Ten, toma tus ganancias.[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Podrás canjear ese material en el ayuntamiento de Villapuerto. [pause]A los humanos les encanta comerciar con baratijas que no valen para nada, eh…[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Actualicé todos los puntos débiles de mis algoritmos de combate. [pause]¡Tu derrota es una certeza estadística, \\\"guarda de élite\\\"![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "Ahora mismo estoy contigo, colega. Tengo que ultimar un par de cosas…", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Oye, tienes aspecto de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Oye, tienes aspecto de ser una persona bastante hábil. ¿Por qué no te apuntas para ser aprendiz de guarda?", + "CAPTAIN_SKIP_INTRO4": "Aparatos electrónicos, muebles… ¡de todo! [pause]Todo acaba aquí, ¡y yo le doy un buen uso!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "Vaya, me dejaste para el traste. [pause]¡Me temo que te subestimé, forastero!", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "¡No pasa nada! [pause]Total, tengo un montón de basura que ordenar.", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe dice que tienes mucho potencial. ¿Te gustaría probar mi desafío de guarda?", + "LEADER_IANTHE_INTRO_IANTHE7": "Dado que tienes un [wave amp=30 freq=10]don[/wave] para el combate de monstruos, [pause]seguro que los guardas de élite estarán deseando ponerte a prueba.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "¡Hiciste un gran trabajo, colega!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "[wave amp=30 freq=10]Sí[/wave] que eres nuevo en el barrio.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "¿Quiénes son esos guardas de élite?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "[wave amp=30 freq=10]Sí[/wave] que eres nueva en el barrio.", + "LEADER_IANTHE_INTRO_IANTHE9": "Los aprendices que superan la prueba se convierten en guardas de tiempo completo, igual que Kayleigh. Los guardas tienen muchas responsabilidades, pero nada que los ponga especialmente en peligro.", + "LEADER_IANTHE_INTRO_IANTHE8.n": "[wave amp=30 freq=10]Sí[/wave] que eres nueve en el barrio.", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "Con total sinceridad, les digo que nunca pensé que este día llegaría.", + "LEADER_IANTHE_INTRO_IANTHE10": "Los guardas de élite, [pause]como yo, [pause]son los que dirigen la operación. Intentamos sacar adelante la comunidad de Villapuerto y nos toca resolver las situaciones más peligrosas.", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Bien, ¡ya entendí!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Así que los guardas de élite son los mejores…", + "LEADER_IANTHE_INTRO_IANTHE11": "Ten, toma una de estas.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "¿Es una tarjeta de sellos?", + "LEADER_IANTHE_INTRO_IANTHE12": "Cada vez que superes el desafío de un guarda de élite, te sellarán esta tarjeta. [pause]Cuando la hayas completado, ven a verme para que pueda nombrarte guarda de forma oficial.", + "LEADER_IANTHE_INTRO_IANTHE16": "En fin, tengo que volver al pueblo. Si me necesitas, ven a visitar la sede.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "¿Me darán un café gratis con esto?", + "LEADER_IANTHE_INTRO_IANTHE13": "Cada guarda de élite ha perfeccionado su propia estrategia de combate… [pause]y no se trata solo de fuerza bruta. [pause]Tendrás que aprender a adaptarte a diversas situaciones sobre la marcha.", + "LEADER_IANTHE_INTRO_IANTHE14": "¿Crees que puedes con ello, [pause]{player}?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "¡Estoy listo!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "¡Estoy lista!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "¡Por supuesto!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "¡Estoy liste!", + "LEADER_IANTHE_INTRO_IANTHE15": "Ese es el espíritu.", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "¿Quieres algo más?", + "LEADER_IANTHE_INTRO_IANTHE17": "Es el edificio con medio barco incrustado encima. [pause]No hay fallo.", + "LEADER_IANTHE_MENU": "Hola, {player}. ¿Qué necesitas?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "¡Encontré la forma de volver a casa!", + "LEADER_IANTHE_MENU_CAPTAINS": "Entrenar con los guardas de élite…", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "¡Estoy listo para ser un guarda de élite!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "¡Estoy liste para ser une guarda de élite!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "¡Estoy lista para ser una guarda de élite!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "¿Qué es el material fundido?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "Ajá, así que hay una estación de tren llamada Puente Nocturno que alberga en su interior un portal mágico. Las estaciones forman parte de un gigantesco arcángel…", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Una duda sobre los tipos elementales…", + "LEADER_IANTHE_MENU_FUSION": "Una duda sobre la fusión…", + "LEADER_IANTHE_MENU_BYE": "¡Solo pasaba a saludar!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "Ah, ¿sí? Me interesa, cuéntamelo todo.", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "Más o menos, ese es el plan, sí.", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "Además, hay un edificio que usa el avatar de una mujer, así como un trafikangrejo que nos guiará por ahí abajo…", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Pueees… sí, eso es.", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "¡Correcto!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "Je. Ese sería el plan, sí.", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "Eso es. Me alegra ver que lo entendiste.", + "LEADER_IANTHE_WAY_HOME_DOG4": "¡Guau!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "Pero, como me lo contaron ustedes, me lo tomaré muy en serio. Voy a enviar a alguien allí ahora mismo.", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, si esto me lo hubiera contado cualquier otra persona…, ¡estaría muy preocupada!", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "Obviamente, ya había comentado esta posibilidad con mis guardas de élite en el pasado. Tenemos planes preparados para todas las situaciones posibles…", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "Muchos recién llegados querrán marcharse inmediatamente. Como es lógico, los guardas de élite los acompañarán hasta el Puente Nocturno.", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "Pero, ahora, por fin podremos ponerlos en marcha.", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "No creo que vaya a haber un éxodo masivo a corto plazo. A los guardas de Nueva Wirral no les va a faltar el trabajo.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Los guardas de élite y yo ya nos comprometimos a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "No obstante, gran parte de los habitantes de Villapuerto llevan mucho tiempo aquí. La gente encontró pareja, se asentó, formó familias…", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, sé que te estás formando para ser guarda, pero no me parecería mal si decides abandonar tu entrenamiento e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Los guardas de élite y yo ya nos comprometimos a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "De toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Sé que te pedí que consideraras un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Los otros guardas de élite y yo ya nos comprometimos a quedarnos en Nueva Wirral para proteger a todos los que decidan quedarse.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Sé que te pedí que consideraras un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Sé que te pedí que consideraras un puesto como guarda de élite, pero no me parecería mal si decides renunciar e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "No me parecería mal si decides renunciar a tu puesto como guarda de élite e irte.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "No obstante, {player}, de toda la gente que conozco, eres quien más se ha esforzado con esto.", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "Decidas lo que decidas, tendrás todo mi apoyo.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "¿Tienes alguna tarjeta completa que mostrarme?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Repartimos a los guardas de élite a lo largo y ancho de la isla para que siempre haya [wave amp=30 freq=10]alguien[/wave] cerca en caso de emergencias inesperadas.", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Si necesitas ayuda para encontrarlos, habla con alguno de los guardas de la zona. Yo estoy muy ocupada en este momento…", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "¡Aquí está!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Felicidades, {player}… ¡Ya eres parte de la guarda oficialmente!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "¡Así que los rumores eran ciertos! Llevas poco tiempo aquí, pero ya has demostrado tu capacidad para recorrer la isla y superar cualquier obstáculo con el que te topes.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "¡Así es!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Felicidades, {player}… ¡Ya eres parte de la guarda oficialmente!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Me temo que no tenemos ninguna ceremonia especial para conmemorar la ocasión. [pause]Estamos demasiado ocupados entrenando a reclutas nuevos para lidiar con esas fusiones salvajes…", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Felicidades, {player}… ¡Ya eres parte de la guarda oficialmente!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "¡Maravilloso! ¡Te lo mereces, {player}!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "No vendría bien contar con más gente como tú para ayudar con los entrenamientos. ¿Has considerado la posibilidad de volverte guarda de élite?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Genial. Me alegro por ti, colega.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Genial. Me alegro por ti, colega.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Genial. Me alegro por ti, colega.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "¡Hiciste un gran trabajo, colega!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "¡Tus esfuerzos valieron la pena, amigo!", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "¡Te lo mereces!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "¡Hiciste un gran trabajo, colega!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "¡Tus esfuerzos valieron la pena, amigue!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "¡Tus esfuerzos valieron la pena, amiga!", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "¡Guauuu!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "Creo que deberíamos celebrarlo con otro combate. ¿Qué te parece, [wave amp=30 freq=10]guarda de élite[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "Lo que daría por un buen café para despertar…", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "¡Saludos! [pause]Me dijeron que ahora ostentas el rango de guarda de élite. [pause]¡Eso es fantástico!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Me volviste a dar una buena lección. Fue un buen combate, colega.", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "No pasa nada, será para la próxima.", + "CAPTAIN_WALLACE_PRE_REMATCH2": "¡Me parece el momento perfecto para una revancha! ¿No te parece?", + "CAPTAIN_SKIP_INTRO5": "La basura de un mundo es el tesoro de otro, [pause]¡qué se le va a hacer!", + "CAPTAIN_SKIP_POST_REMATCH5": "¡Nunca se sabe qué te vas a encontrar!", + "CAPTAIN_ZEDD_INTRO4": "La verdad es que es bastante complicadito eso de \\\"meditar\\\" por aquí, con todos esos baladino haciendo ruido. ¿Podrías [wave amp=30 freq=10]ayudarme con ese problemita[/wave]?", + "CAPTAIN_ZEDD_INTRO2": "¿Qué? ¿Qué pasa? [pause]¿Durmiendo? [pause]¡Ay, no, para nada! Tan solo estaba…, esteee…, meditando. Soy Zeta, por cierto.", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "Has estado entrenando, ¿verdad? Se nota… ¡Eres aún más fuerte que la última vez!", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]Estás escuchando Radio Cybil: ¡24 horas de cobertura [wave amp=30 freq=10]a lo laaargo y aaancho[/wave] de Nueva Wirral!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros escuchas!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Aunque nos encantaría entrevistar en directo a la persona que tenemos hoy aquí, ¡resulta que aún no ha firmado el [wave amp=30 freq=10]papeleo necesario para ello[/wave]! [pause]¡Lo sentimos por nuestros escuchas!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "¡Estamos en directo desde la costa oeste con {player}, nuestro nuevo aprendiz de guarda!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "¡Estamos en directo desde la costa oeste con {player}, nuestra nueva aprendiz de guarda!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "¿Qué me dices, novata? [pause]¿Les regalamos a nuestros queridos escuchas una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "¡Estamos en directo desde la costa oeste con {player}, nuestre nueve aprendiz de guarda!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "¿Qué me dices, novato? [pause]¿Les regalamos a nuestros queridos escuchas una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "¿Qué me dices, novate? [pause]¿Les regalamos a nuestros queridos escuchas una [wave amp=30 freq=10]experiencia auditiva digna de un campo de batalla[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "En algunos círculos, ¡se comenta que {player} tiene una habilidad sin igual para el [wave amp=30 freq=10]combate con monstruos[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "¡Oh, sí! [pause]¡Abróchense los cinturones, queridos escuchas, que viene [wave amp=30 freq=10]una actuación exclusiva en vivo[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "¡Será para la siguiente, queridos escuchas!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "¡El combate se está calentando! [pause]¿Logrará triunfar su querida presentadora o se llevará la victoria nuestra desamparada rival? [pause]¡Es la hora del crescendo!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Qué espectáculo más increíble… ¡A nuestros escuchas les encantó![/wave] [pause]¡Aquí tienes tu paga!", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "¡El combate se está calentando! [pause]¿Logrará triunfar su querida presentadora o se llevará la victoria nuestre desamparade rival? [pause]¡Es la hora del crescendo!", + "CAPTAIN_CYBIL_POST_REWARD1": "…", + "CAPTAIN_CYBIL_POST_REWARD2": "Yo solía ser una gran estrella emergente de la radio. [pause]Las cosas no han sido lo mismo desde que acabé aquí.", + "CAPTAIN_CYBIL_POST_REWARD4": "Y, de ser el caso, puede que vengan a rescatarnos a todos.", + "CAPTAIN_CYBIL_POST_REWARD5.f": "En fin, ¡basta de melancolía! [pause]Lo hiciste genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "En fin, ¡basta de melancolía! [pause]Lo hiciste genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", + "CAPTAIN_CYBIL_POST_REWARD3": "No obstante, pienso seguir así. [pause]Retransmito todos los días desde Nueva Wirral con la esperanza de que,[pause] aunque sea de casualidad,[pause] alguien reciba la señal lejos de esta isla.", + "CAPTAIN_CYBIL_POST_REWARD5.n": "En fin, ¡basta de melancolía! [pause]Lo hiciste genial en nuestro combate… ¡Preveo que tienes un futuro prometedor!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegra volver a ver a nuestra gran estrella!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegra volver a ver a nuestra gran estrella!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "Vaya… [pause]¡Tenemos una noticia de última hora para nuestros escuchas!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]¡Hola, hola![/wave] [pause]¡Me alegra volver a ver a nuestra gran estrella!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "¡Qué combate! [pause]Sin duda, lo diste todo y un poco más.", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "{player}, a quien acaban de ascender a guarda de élite, ¡hizo una aparición sorpresa en el estudio!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "{player}, a quien acaban de ascender a guarda de élite, ¡hizo una aparición sorpresa en el estudio!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "¡Los escuchas se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "¡Los escuchas se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "{player}, a quien acaban de ascender a guarda de élite, ¡hizo una aparición sorpresa en el estudio!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "¡[wave amp=30 freq=10]Sí[/wave]! Muy bien, que todos nuestros escuchas se abrochen el cinturón, cierren la mesita y coloquen los asientos en posición vertical… [pause]¡Estamos en vivo y grabando!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "¡Los escuchas se [wave amp=30 freq=10]mueren[/wave] por oírte combatir de nuevo! [pause]¿Te apuntas a otro combate?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "¡Qué combate! [pause]Sin duda, lo diste todo y un poco más.", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "¡Será para la siguiente, queridos escuchas!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "… [pause]Gracias por venir. [pause]Significa mucho para mí.", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]¡Hasta la próxima, guarda de élite![/wave]", + "CAPTAIN_CODEY_INTRO2": "Me llaman Codi. [pause]Porque, antes, solía ser programador. Mejor dicho, solía [wave amp=30 freq=10]hackear[/wave] códigos.", + "CAPTAIN_CODEY_INTRO1": "Recorriste un largo camino para venir a verme.", + "CAPTAIN_CODEY_INTRO3": "Si eres lo bastante inteligente, puedes hackear cualquier cosa que esté en las tecnologías de la información. [pause]Sitios web, videojuegos, servidores del gobierno…", + "CAPTAIN_CODEY_INTRO4": "De hecho, me metí en un pequeño lío por eso último.", + "CAPTAIN_CODEY_INTRO5": "Sin embargo, en Nueva Wirral…, [pause]no hay ni internet. Es una broma de mal gusto.", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Por desgracia, no puedo mostrarte mi trabajo si no te has inscrito como aprendiz de guarda. [pause]Lo siento mucho.", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "Perdona por los chistes malos… Es la costumbre.", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "Puedes irte. Esta es tu recompensa.", + "CAPTAIN_JUDAS_PRE_REMATCH2": "Bien. [pause]Realicé una serie de observaciones tácticas que, sin duda, potenciarán mis opciones de victoria en este combate.", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Me informaron que ahora integras el cuerpo de guardas de élite. [pause]Has hecho un trabajo impresionante. [pause]¿Viniste por la revancha?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Seguro que no te esperabas que una cachivache como yo pudiera reproducir cintas, ¿verdad? [pause]Resulta que soy una gran estratega gracias a todos los datos de juego que tengo en mis bancos de memoria.[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]En fin, soy Cle-0. [pause]Soy una de las guardas de élite de Nueva Wirral.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Dudo si añadirte a mi base de datos interna de seres humanos a los que respeto. [pause]Es una base de datos diminuta.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Me descubriste. [pause]Me impresionas y, [wave amp=30 freq=10]desde luego[/wave], no te guardo rencor alguno.[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Perdona, no pretendía ponerme violenta… [pause]Ianthe me ha estado animando a que afronte mi resentimiento hacia la humanidad de manera sana y saludable.[/color]", + "CAPTAIN_DREADFUL_INTRO4": "Obviamente, [pause]las historias se perdieron cuando ardió la ciudad. [pause]Todo y todos acabaron reducidos a cenizas, [pause]excepto yo.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Se me hace que todas esas historias no eran del todo ciertas…", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "¿Timadora de la muerte?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Qué apodo tan raro.", + "CAPTAIN_DREADFUL_INTRO6": "Esos tipos de Villapuerto tienen todo tipo de creencias diferentes, pero concuerdan en una cosa: [wave amp=30 freq=10]todos[/wave] vamos a entregar el equipo tarde o temprano.", + "CAPTAIN_DREADFUL_INTRO7": "Yo creo que les falta imaginación. [pause]La muerte no es el final… si conoces las [wave amp=30 freq=10]alternativas esotéricas[/wave].", + "CAPTAIN_DREADFUL_POST_REWARD1": "Recuerda, aprendiz: [pause]a la vida se le puede sacar mucho provecho, ¡pero también a la muerte!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Podría hacerte una demostración, pero solo me enfrento a aprendices o guardas registrados. [pause]Lo lamento; es mi política personal.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres el nuevo aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "En ese caso, ¡vamos! [pause]Si crees que voy a contenerme porque eres guarda de élite, te equivocas. ¡Prepárate para un [shake rate=30 level=10]gran combate![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres la nueva aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "No tienes ganas de fiesta, ¿eh? [pause]No pasa nada, ¡lo entiendo!", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Podría hacerte una demostración si crees que estás a la altura. [pause]Eres le nueve aprendiz de guarda, ¿no? ¿Quieres combatir para demostrar tu valía?", + "CAPTAIN_GLADIOLA_INTRO4": "En este mundo, las sombras tienen garras. Mi trabajo es [wave amp=30 freq=10]devolverles los arañazos[/wave].", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Eso no me ayuda a entender…", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Me temo que no puedo contarle mucho más a la gente que no pertenece a los guardas. [pause]Si alguna vez te alistas, quizá podamos volver a hablar.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "Ah… está bien…", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Dime, ¿viniste a hacer mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Dime, ¿viniste a hacer mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Dime, ¿viniste a hacer mi desafío de guarda de élite? [pause]Si te crees capaz de superarlo, será un placer dejar que pruebes mis filos.", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Espero que no te cortes ese rostro tan lindo que tienes.", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Sabia decisión.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "¡No te creas que voy a ser una presa fácil!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "Es hora de reanudar mi misión. [pause]Obviamente, juré mantener en secreto mis investigaciones. No es nada personal.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impresionante. [pause]Nunca pensé que tendrías semejante potencial, pero se te da mejor de lo que parece. Te mereces esta victoria.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Dicen que eres el nuevo guarda de élite. ¿Quieres que volvamos a poner a prueba tus habilidades?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "La verdadera naturaleza de mi trabajo como guarda debe seguir siendo confidencial. Es mejor que no sepas nada.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Sigues siendo tan ágil como siempre. Debo elogiar tus esfuerzos, guarda de élite.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Dicen que eres la nueva guarda de élite. ¿Quieres que volvamos a poner a prueba tus habilidades?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Dicen que eres le nueve guarda de élite. ¿Quieres que volvamos a poner a prueba tus habilidades?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "¡Maravilloso! [pause]Desenvaina, guarda de élite.", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Sabia decisión.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Sigues siendo tan ágil como siempre. Debo elogiar tus esfuerzos, guarda de élite.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Sigues siendo tan ágil como siempre. Debo elogiar tus esfuerzos, guarda de élite.", + "CAPTAIN_HEATHER_INTRO2": "Humedad: ¡fluctuante! [pause]Probabilidad de lluvia: ¡vete tú a saber!", + "CAPTAIN_HEATHER_INTRO3": "Para las meteorólogas como yo, ¡el clima de Nueva Wirral es como un rompecabezas interminable!", + "CAPTAIN_HEATHER_LAST_LEGS1": "Los vientos soplan a mi favor, ¡te lo aseguro!", + "CAPTAIN_HEATHER_PRE_BATTLE1": "Eres aprendiz de guarda, ¿no? [pause]Si crees que puedes resistir a la tormenta, ¿por qué no afrontas mi desafío de guarda?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Ay, bueno… ¡Tal vez la próxima vez puedas [wave amp=30 freq=10]resistir la tormenta[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "¡Fabuloso! [pause]Voy a actualizar mi previsión: ¡se avecina una [shake rate=30 level=10]tormenta de golpes[/shake] y un [shake rate=30 level=10]torbellino de victoria[/shake]!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]¡Soy Olga, la meteoróloga![/wave] [pause]La previsión para hoy: ¡tan impredecible como siempre!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "Ah, [pause]si lo que quieres es afrontar mi desafío de guarda, tendrás que alistarte primero.", + "MEREDITH_ROMANCE_MEREDITH4": "No sé por qué [wave amp=30 freq=30]a ti[/wave] te gusto [wave amp=30 freq=30]yo[/wave], [pause]pero me gustas.", + "MEREDITH_ROMANCE_MEREDITH5": "No obstante, estamos intentando irnos de este mundo…", + "MEREDITH_ROMANCE_MEREDITH6.m": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "¿Listo para enfrentarte a las fuerzas del mal?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Sí.", + "MEREDITH_ROMANCE_MEREDITH6.f": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", + "MEREDITH_ROMANCE_MEREDITH6.n": "Si lo logramos, puede que tengamos que separarnos. [pause]¿Estás… [pause]conforme con eso?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Creo que sí.", + "MEREDITH_ROMANCE_MEREDITH7": "Pues al carajo las dudas. [pause]¿Por qué no?", + "MEREDITH_ROMANCE_MEREDITH8.m": "Yo, con un novio formal. [pause]Se me hace raro. [pause]Pero me gusta.", + "MEREDITH_ROMANCE_MEREDITH8.f": "Yo, con una novia formal. [pause]Se me hace raro. [pause]Pero me gusta.", + "MEREDITH_ROMANCE_MEREDITH8.n": "Yo, con una pareja formal. [pause]Se me hace raro. [pause]Pero me gusta.", + "MEREDITH_ROMANCE_MEREDITH9": "Siempre me he engañado convenciéndome de que necesito sentirme mejor conmigo misma antes de empezar una relación, [pause]pero creo que en realidad…", + "MEREDITH_ROMANCE_MEREDITH11": "Sin embargo, me haces feliz [pause]y me siento más completa contigo que sin ti.", + "MEREDITH_ROMANCE_MEREDITH10": "Puede que nunca llegue a estar del todo cómoda con ser quien soy. [pause]Nunca llegaré a ser mi yo ideal.", + "MEREDITH_ROMANCE_MEREDITH12": "B-bueno, ya está bien de tanta cosa sentimental. [pause]Ah, y no soy persona de decir cursilerías.", + "MEREDITH_ROMANCE_MEREDITH13.m": "Si esperas que algún día te llame \\\"cariño\\\" o \\\"cielo\\\", [pause]puedes esperar para siempre.", + "MEREDITH_ROMANCE_MEREDITH13.n": "Si esperas que algún día te llame \\\"cariño\\\" o \\\"cielo\\\", [pause]puedes esperar para siempre.", + "MEREDITH_ROMANCE_MEREDITH13.f": "Si esperas que algún día te llame \\\"cariño\\\" o \\\"cielo\\\", [pause]puedes esperar para siempre.", + "EUGENE_QUEST2_PART1_EUGENE1": "Le hurté la llave del tragaluz a uno de esos chupasangres mientras patrullaba.", + "EUGENE_QUEST1_PART1_EUGENE1": "¡Qué bien que viniste!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "¿Lista para enfrentarte a las fuerzas del mal?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "¿Liste para enfrentarte a las fuerzas del mal?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "¡Por supuesto!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Entiendo. Avísame cuando estés listo. Mientras tanto, seguiré tanteando el terreno.", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Ahora no.", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]¡De lujo![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Entiendo. Avísame cuando estés lista. Mientras tanto, seguiré tanteando el terreno.", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Entiendo. Avísame cuando estés liste. Mientras tanto, seguiré tanteando el terreno.", + "EUGENE_QUEST1_PART1_EUGENE4": "Bien, [pause]¿ves aquel edificio de allí?", + "EUGENE_QUEST1_PART1_EUGENE5": "Es una fortaleza… [pause]Es donde esos parásitos inhumanos urden sus oscuros planes para dominar el mundo.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "No parece muy imponente para ser lo que dices.", + "EUGENE_QUEST1_PART1_EUGENE8": "Hay varias fortalezas como esa. Tal vez las hayas visto por ahí. Cierran la puerta principal, pero nos podemos colar por el tragaluz de la azotea.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "Pues como fortaleza es un poco simplona, ¿no?", + "EUGENE_QUEST1_PART1_EUGENE6": "Las apariencias engañan, [pause]colega.", + "EUGENE_QUEST1_PART1_EUGENE7": "En su día los suyos invadieron el mundo del que vengo, pero nos defendimos. [pause]Y ganamos.", + "EUGENE_QUEST1_PART1_EUGENE9": "Intenta llegar planeando desde aquí. No te preocupes, yo te sigo.", + "EUGENE_QUEST2_PART1_EUGENE2.m": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparado?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "¡Desde que nací!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparade?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "Vamos a dejarnos caer ahí dentro y a sacarlos a guantazos. ¿Preparada?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Quizá te interese hablar con nuestro gerente en la sede de la asociación.[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "¡Hagamos esto!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Tal vez podamos llegar a un acuerdo que beneficie a ambas partes. Te indico la ubicación.[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "¡Es nuestra oportunidad de detenerlos de una vez por todas!", + "EUGENE_QUEST4_PART1_EUGENE3": "¡Andando, no hay tiempo que perder!", + "EUGENE_QUEST4_PART1_EUGENE1": "¡¿Los terratenientes tienen una base central de operaciones?!", + "EUGENE_QUEST5_PART1_EUGENE1": "Se supone que la sede de los terratenientes debería estar aquí…", + "EUGENE_QUEST5_PART1_EUGENE2": "Pues que así sea. [pause]¡Esos malnacidos no serán rivales para nuestra [shake rate=30 level=10]voluntad abrasadora[/shake]!", + "EUGENE_QUEST5_PART1_EUGENE3": "…", + "EUGENE_QUEST5_PART1_EUGENE4": "Por cierto, ¿dónde diablos queda la entrada?", + "EUGENE_QUEST5_PART1_EUGENE5": "…", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]Nada de hipotecas fijas…[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "Creo que encontré la entrada.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]Crecimiento del patrimonio…[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]Tasa de capitalización ajustable…[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "Gracias por asistir a la reunión que habíamos programado. Se agradece enormemente su colaboración.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]Aumento del capital…[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "Pues dime, ¡¿por qué rayos quiere un arcángel gobernar el [shake rate=30 level=10]mercado inmobiliario[/shake]?!", + "EUGENE_QUEST5_PART2_EUGENE2": "Tú eres el cerebro de la operación, ¿eh?", + "EUGENE_QUEST5_PART2_EUGENE5": "…", + "EUGENE_QUEST5_PART2_MAMMON4": "Los míos surgen de la más pura esencia de la humanidad. Los mayores anhelos de su especie nos dan forma.\\n\\nExisto como un tributo al consumo de la humanidad.\\n\\nQuiero el orden porque ustedes lo quieren. Ansío una estructura firme porque así la ansían.", + "EUGENE_QUEST5_PART2_EUGENE7": "No sabes absolutamente nada sobre mí.", + "EUGENE_QUEST5_PART2_EUGENE10": "Eh…", + "EUGENE_QUEST5_PART2_MAMMON6": "Quiero lo que tú quieres, humano llamado Eugene. Puedo leer tu corazón.", + "EUGENE_QUEST5_PART2_MAMMON8": "Simpatizo contigo, humano Eugene.\\n\\nEl humano Eugene no encuentra más valor en sí mismo que el de su causa.", + "EUGENE_QUEST5_PART2_MAMMON9": "Sin una causa, el humano Eugene no vale nada.\\n\\nEs un ser vacío. Al igual que mis agentes.", + "EUGENE_QUEST5_PART2_EUGENE11": "Eso no es… [pause]cierto…", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "¡No lo escuches, Eugene!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "¡Se equivoca!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]¡Basta![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "¡No doblegarás mi espíritu! [pause]¡Eso lo único que saben hacer los de tu calaña!", + "EUGENE_QUEST5_PART2_EUGENE15": "Aparece un pez gordo que trata de arrebatarle todo a los más débiles…", + "EUGENE_QUEST5_PART2_EUGENE13": "¡No digas ni una palabra más!", + "EUGENE_QUEST5_PART2_EUGENE16": "Y cuando los débiles se defienden, [pause]les dicen que no se pasen de la raya, [pause]¡¿no?!", + "EUGENE_QUEST5_PART2_EUGENE17": "Así que nadie hace nada… [pause]¡Y entonces todo va de mal en peor!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]¡Siempre [pause]la misma [pause]historia![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}…", + "EUGENE_QUEST5_PART2_EUGENE20": "¿Quieres ver arder este montón de basura?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "No doblegarás mi espíritu…", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Ya sabes la respuesta.", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Hagámoslo.", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "¡Y tampoco te librarás de {player} tan fácilmente!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Esto se cae a pedazos. ¡Anda, tenemos que irnos!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "¡JO, JO! ¡MENUDO NEGOCIO TIENE USTED MONTADO AQUÍ, SEÑOR MAMMÓN!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "¡Vamos a luchar codo con codo y [shake rate=30 level=10]te vamos a vencer[/shake]!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "TODO INDICA QUE ES MÁS QUE CAPAZ DE DELEGAR RESPONSABILIDADES. ¡UNA CUALIDAD MUY VALIOSA!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "DÉJEME AYUDARLO A SALIR DE AQUÍ.", + "EUGENE_QUEST5_PART3_EUGENE1": "Intuyo que todos los terratenientes se dieron a la fuga… [pause]¿Qué harán ahora que se les hundió el negocio?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "¿Tú crees?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "Eso de [wave amp=30 freq=10]fusionarnos[/wave] fue muy genial.", + "EUGENE_QUEST5_PART3_EUGENE2.m": "Eso de [wave amp=30 freq=10]fusionarnos[/wave] fue muy genial.", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Sí, ¿verdad?", + "EUGENE_QUEST5_PART3_EUGENE2.n": "Eso de [wave amp=30 freq=10]fusionarnos[/wave] fue muy genial.", + "EUGENE_QUEST5_PART3_EUGENE3": "¡Sí! [pause]Fue un auténtico golpe de adrenalina, solo que podía sentir el impulso de tu voluntad además de la mía. ¡Ni siquiera un [wave amp=30 freq=10]arcángel[/wave] pudo detenernos!", + "EUGENE_QUEST5_PART3_EUGENE4": "Quien manipulaba a los terratenientes tras bambalinas era un arcángel, ¿eh?", + "EUGENE_QUEST5_PART3_EUGENE5": "Lo que dijo… [pause]¿Y si era verdad?", + "EUGENE_QUEST5_PART3_EUGENE6": "Puede que, sin una causa que defender a todas horas, [pause]no sea más que una mera persona vacía.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "Encontré la forma de salir de la isla.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Yo no creo que estés vacío.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "No deberías pensar eso.", + "EUGENE_QUEST5_PART3_EUGENE7": "…", + "EUGENE_QUEST5_PART3_EUGENE8.f": "Je. [pause]Gracias, amiga.", + "EUGENE_QUEST5_PART3_EUGENE8.m": "Je. [pause]Gracias, amigo.", + "EUGENE_QUEST5_PART3_EUGENE8.n": "Je. [pause]Gracias, amigue.", + "EUGENE_QUEST5_PART3_EUGENE9": "Oye, [pause]¿y a ti qué te motiva a seguir con lo tuyo?", + "EUGENE_QUEST5_PART3_EUGENE10": "En plan… [pause]Lo de viajar, [pause]ayudar a la gente, [pause]luchar contra monstruos y así.", + "EUGENE_QUEST5_PART3_EUGENE15": "Ni siquiera estoy seguro de ser físicamente [wave amp=30 freq=30]capaz[/wave].", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Voy a encontrar el camino de vuelta a casa.", + "EUGENE_QUEST5_PART3_EUGENE11": "Mmm. Parece poco probable.", + "EUGENE_QUEST5_PART3_EUGENE12": "Me apunto.", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "¿De veras?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "¿Así, sin más?", + "EUGENE_QUEST5_PART3_EUGENE13": "¡Así, sin más!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "¿A qué te refieres?", + "EUGENE_QUEST5_PART3_EUGENE14": "Detuvimos a los terratenientes, pero no quiero bajar la guardia.", + "EUGENE_QUEST5_PART3_EUGENE16": "Necesito [wave amp=30 freq=30]algo[/wave] por lo que luchar.", + "EUGENE_QUEST5_PART3_EUGENE17": "Así que está decidido. [pause]La tuya es una causa nueva por la que luchar.", + "EUGENE_QUEST5_PART3_EUGENE18": "Me apunto.", + "EUGENE_CONVO1_EUGENE1": "Oye, [pause]enfrentarse a los terratenientes, como hicimos nosotros…", + "EUGENE_CONVO1_EUGENE3": "Pero eso era lo que había que hacer, [pause]porque sus \\\"planes de negocio\\\" iban a estropearle la vida a mucha gente.", + "EUGENE_CONVO1_EUGENE2": "Seguro que en otros mundos es ilegal, [pause]¿verdad?", + "EUGENE_CONVO2_EUGENE1": "Tengo que retomar mis tablas de entrenamiento cuanto antes. [pause]¡No puedo salvar el mundo si no estoy en plena forma!", + "EUGENE_CONVO1_EUGENE4": "Me parece que existe una gran diferencia entre la \\\"ley\\\" y la \\\"auténtica justicia\\\", [pause]¿no?", + "EUGENE_CONVO2_EUGENE2": "Puede que algún día lleguen unas mancuernas a la orilla…", + "EUGENE_CONVO3_EUGENE1": "Al principio me sacó de onda lo… [pause]eh… [pause]lo retro que es la ropa de Nueva Wirral.", + "EUGENE_CONVO3_EUGENE2": "Ya sabes, como toda viene de aquel centro comercial tan anticuado…", + "EUGENE_CONVO3_EUGENE3": "Pero le estoy agarrando cariño a este estilo. [pause]Ojalá pueda llevarme esta chaqueta rosa de vuelta a mi mundo…", + "EUGENE_CONVO4_EUGENE1.m": "Creo… [pause]que estás imponente así, iluminado por las llamas.", + "EUGENE_CONVO4_EUGENE2": "Si tuviera una cámara, te sacaría una foto. [pause]Es una pena, [pause]¿verdad?", + "EUGENE_CONVO4_EUGENE1.n": "Creo… [pause]que estás preciose así, iluminade por las llamas.", + "EUGENE_CONVO4_EUGENE1.f": "Creo… [pause]que estás preciosa así, iluminada por las llamas.", + "EUGENE_CONVO5_EUGENE2": "Te queda muy bien, [pause]¿sabes?", + "EUGENE_CONVO5_EUGENE1": "¿Ya te acostumbraste a tu forma de {first_tape_name}?", + "EUGENE_CONVO6_EUGENE2": "Una fogata de lujo. [pause]Bien hecho, {player}.", + "EUGENE_CONVO5_EUGENE4": "Me gusta.", + "EUGENE_CONVO5_EUGENE3": "¡Te transformas en {first_tape_description} para defender a la gente de Nueva Wirral!", + "EUGENE_CONVO6_EUGENE1": "Esta es, [pause]diría yo, [pause]una de las diez mejores fogatas que he ayudado a prender.", + "EUGENE_CONVO7_EUGENE4": "Espero que no sea como en los sueños, [pause]que los olvidas en cuanto regresas al mundo real.", + "EUGENE_CONVO10_EUGENE4": "Por lo general, soy un poco inútil para las relaciones. [pause]Luchar contra arcángeles me resulta más sencillo que intentar entender los sentimientos de alguien.", + "EUGENE_CONVO7_EUGENE2": "Espero… [pause]que todo esto sea real.", + "EUGENE_CONVO7_EUGENE1.n": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", + "EUGENE_CONVO7_EUGENE1.m": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", + "EUGENE_CONVO7_EUGENE3": "Seguro que a ti también te pasó por la cabeza, [pause]¿no?", + "EUGENE_CONVO8_EUGENE1": "Conque antes la gente tenía que cargar con estos walkmans de plástico con tal de poder escuchar música, [pause]¿eh?", + "EUGENE_CONVO7_EUGENE1.f": "¿Sueles imaginar cómo será tu vida cuando vuelvas a casa?", + "EUGENE_CONVO7_EUGENE5": "No quiero olvidarte, {player}.", + "EUGENE_CONVO8_EUGENE3": "…", + "EUGENE_CONVO8_EUGENE2": "Son muy viejos, así que supongo que una sola cinta solo podía almacenar unas cuantas miles de canciones.", + "EUGENE_CONVO8_EUGENE4": "Oye, [pause]¿por qué me ves así? [pause]¡¿Acaso me equivoco o qué?!", + "EUGENE_CONVO9_EUGENE2": "¡Poder transformarse en monstruos otorgaría a toda la sociedad un poder con el que ni siquiera habíamos [wave amp=30 freq=10]soñado[/wave]!", + "EUGENE_CONVO9_EUGENE1": "Espero que podamos llevarnos a casa toda esta tecnología si salimos de la isla.", + "EUGENE_CONVO9_EUGENE3": "Imagina poder transformarte en un monstruo veloz para entregar comida… [pause]O convertirte en un monstruo de agua para apagar incendios forestales.", + "EUGENE_CONVO10_EUGENE1.n": "Me… [pause]alegra haberte conocido, {player}.", + "EUGENE_CONVO9_EUGENE4": "¡Solo hablar de esa posibilidad me entusiasma!", + "EUGENE_CONVO10_EUGENE2": "…", + "EUGENE_CONVO10_EUGENE1.f": "Me… [pause]alegra haberte conocido, {player}.", + "EUGENE_CONVO10_EUGENE1.m": "Me… [pause]alegra haberte conocido, {player}.", + "EUGENE_CONVO10_EUGENE3.m": "Vaya, [pause]nadie creerá que tuve un novio tan lindo en esta isla mágica, [pause]¿verdad?", + "EUGENE_CONVO10_EUGENE3.f": "Vaya, [pause]nadie creerá que tuve una novia tan linda en esta isla mágica, [pause]¿verdad?", + "EUGENE_CONVO10_EUGENE3.n": "Vaya, [pause]nadie creerá que tuve une novie tan linde en esta isla mágica, [pause]¿verdad?", + "EUGENE_CONVO10_EUGENE5": "Tal vez debería hacer algo al respecto…", + "EUGENE_CONVO11_EUGENE6": "Pues bien, [pause]ese nuevo mundo se creó a partir de las cenizas del anterior.", + "EUGENE_CONVO11_EUGENE1": "¿Has pensado alguna vez en… [pause]no volver a tu mundo, {player}?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "¿Por qué iba a hacer eso?", + "EUGENE_CONVO11_EUGENE2": "Es decir, [pause]ni siquiera pertenecemos a la misma época de nuestro mundo, ¿verdad?", + "EUGENE_CONVO11_EUGENE3": "No venimos del mismo mundo, pero igual sí de mundos bastante parecidos.", + "EUGENE_CONVO11_EUGENE4": "De modo que el futuro de tu mundo bien podría ser como el pasado del mío. [pause]O sea que puede que tu vida no fuera demasiado placentera a largo plazo.", + "EUGENE_CONVO11_EUGENE4_OPTION1": "¿A qué te refieres?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "¿Qué sucedió en tu mundo en el pasado?", + "EUGENE_CONVO11_EUGENE5": "Ya te conté que la gente de mi mundo construyó un mundo nuevo y mejor, ¿verdad?", + "EUGENE_CONVO11_EUGENE7": "Yo nací cuando las cosas ya se habían calmado un poco, pero quienes lo vivieron… [pause]Seguro que aún les sigue afectando.", + "EUGENE_CONVO11_EUGENE8": "No solo los recuerdos de lo que perdieron, sino también los recuerdos del tipo de personas en el que tuvieron que convertirse.", + "EUGENE_CONVO11_EUGENE9": "Ya sé que no puedo evitar que vuelvas a casa, pero me inquieta el mundo que puedas llegar a ver algún día.", + "EUGENE_CONVO12_EUGENE2": "Una vez que esté todo resuelto en Nueva Wirral, quiero decir.", + "EUGENE_CONVO11_EUGENE10": "Te mereces una vida mejor que esa, {player}.", + "EUGENE_CONVO12_EUGENE1": "¿En serio crees que ese gigantesco portal nos llevará de vuelta a casa?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "¡Eso creo!", + "EUGENE_CONVO12_EUGENE2_OPTION2": "No queda otra.", + "EUGENE_CONVO12_EUGENE3": "De lujo.", + "EUGENE_CONVO13_EUGENE2": "Piénsalo. [pause]Toda esta sociedad en miniatura se fundó [wave amp=30 freq=10]sobre los cimientos[/wave] de una experiencia compartida: la experiencia de haber quedado atrapados en esta isla tan rara.", + "EUGENE_CONVO12_EUGENE4": "Ojalá sea verdad. ¡Tengo un montón de planes geniales para la vida!", + "EUGENE_CONVO13_EUGENE1": "Uf, [pause]si ese gran portal permite de verdad que cualquiera salga de Nueva Wirral, el panorama va a cambiar [wave amp=30 freq=10]drásticamente[/wave].", + "EUGENE_CONVO13_EUGENE3": "Cielos, incluso hay un montón de gente que nació y creció al amparo de personas de otros mundos… ¡pero que no ha conocido otra cosa!", + "EUGENE_CONVO14_EUGENE1": "Eh… [pause]Creo que deberíamos hablar sobre lo que pasó.", + "EUGENE_CONVO13_EUGENE4": "Confío en que Ianthe esté lista para los cambios que pueda ocasionar este descubrimiento.", + "EUGENE_CONVO14_EUGENE1_OPTION2": "¿A qué te refieres?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "¿Sobre qué?", + "EUGENE_CONVO14_EUGENE3": "¡Cuando nos fusionamos todos para formar un gran [shake rate=30 level=10]monstruo divino[/shake] y le [shake rate=30 level=10]dimos una buena golpiza a Álef[/shake]!", + "EUGENE_CONVO14_EUGENE2": "Cuando nos… [pause]Ya sabes…", + "EUGENE_CONVO14_EUGENE5": "Voy a ser muy sincero contigo. En esta isla, hay un montón de cosas de \\\"arcángeles\\\" que no entiendo para nada.", + "EUGENE_CONVO14_EUGENE4": "Fue megagenial, ¿no?", + "EUGENE_CONVO14_EUGENE6": "Por ejemplo, [wave amp=30 freq=10]toda esa historia ancestral[/wave] de Morganta y Álef, y todo eso. Y que a lo mejor resulta que la línea de tren tiene algo que ver… [pause]No entiendo nada, colega.", + "EUGENE_CONVO14_EUGENE7": "Lo que sí sé es que nos unimos todos para derrotar a un enemigo enorme y muy malvado. [pause]Eso sí que lo entiendo de maravilla.", + "EUGENE_CONVO15_EUGENE1": "Confío en que tu plan para encontrar una forma de abandonar la isla funcione, colega.", + "EUGENE_CONVO15_EUGENE2": "Me empieza a preocupar que el escaso suministro de tinte para el cabello de Nueva Wirral se agote.", + "EUGENE_CONVO16_EUGENE1": "Cuando pasamos por aquel pueblo en ruinas se me puso la piel de gallina.", + "EUGENE_CONVO16_EUGENE2": "Me trajo recuerdos de algunos lugares que había visto en mi mundo. Eran pueblos donde una vez vivió gente, hasta que las cosas se pusieron feas y quedaron abandonados.", + "EUGENE_CONVO16_EUGENE3": "Lo cierto es que veía muchos de esos.", + "EUGENE_CONVO16_EUGENE4": "Con el tiempo, tal vez la gente de Villapuerto pueda volver allí y reconstruirlo.", + "EUGENE_CONVO16_EUGENE5": "Eso me encantaría verlo.", + "EUGENE_CONVO17_EUGENE1": "Juntarnos al calor de la fogata en plena naturaleza, a sabiendas de que en cualquier momento nos podrían atacar unas [wave amp=30 freq=10]bestias gigantes[/wave]… [pause]Creo que estás pensando en lo mismo que yo, {player}.", + "EUGENE_CONVO17_EUGENE2": "Estás pensando: [pause]\\\"¡Conque así es como vivían mis antepasados cavernícolas!\\\".", + "EUGENE_CONVO17_EUGENE1_OPTION1": "Ah, ¿sí?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "¿Y en qué estoy pensando, eh?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "¿Qué?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "Jamás he pensado nada parecido, ni de cerca.", + "EUGENE_CONVO18_EUGENE1": "Tengo que mejorar mis gritos de guerra.", + "EUGENE_CONVO18_EUGENE1_OPTION1": "¿Tus qué?", + "EUGENE_CONVO17_EUGENE3": "Sé que tengo razón. Tú también lo estabas pensando, colega.", + "EUGENE_CONVO18_EUGENE1_OPTION2": "¿Gritos de guerra?", + "EUGENE_CONVO18_EUGENE2": "¡Pues eso! [pause]Como cuando me enfrento a unos cuantos enemigos y justo antes de transformarme grito algo así como \\\"¡hagamos esto!\\\", o \\\"¡transformación!\\\".", + "EUGENE_CONVO18_EUGENE2_OPTION1": "¡Sé que se te puede ocurrir algo mejor!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"Transformación\\\" no es muy original…", + "EUGENE_CONVO18_EUGENE3": "Aún estoy trabajando en ello, ¿sí?", + "EUGENE_CONVO18_EUGENE4": "…", + "EUGENE_CONVO18_EUGENE5": "¿Y si gritara [wave amp=30 freq=10]\\\"¡Activando el modo monstruo!\\\"[/wave]? ¿Qué te parece? [pause]¿Crees que suena lo bastante imponente?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "Para nada.", + "EUGENE_CONVO18_EUGENE5_OPTION2": "Ni de lejos.", + "EUGENE_CONVO18_EUGENE6": "Bueno, todavía tengo tiempo para pensarlo.", + "EUGENE_CONVO20_EUGENE1_OPTION1": "¿A qué te refieres?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "¿Qué?", + "EUGENE_CONVO19_EUGENE1": "Perdona, [pause]aún no me acostumbro a que se supone que ahora somos pareja.", + "EUGENE_CONVO19_EUGENE1_OPTION1": "¿\\\"Se supone\\\"?", + "EUGENE_CONVO19_EUGENE1_OPTION2": "No pareces muy ilusionado.", + "EUGENE_CONVO19_EUGENE2": "¡Ah, pero no lo decía en el [shake rate=30 level=10]mal[/shake] sentido!", + "EUGENE_CONVO19_EUGENE3": "Es que no esperaba que me ocurriera algo [wave amp=30 freq=10]así[/wave] en Nueva Wirral. ¡Por supuesto que estoy [wave amp=30 freq=10]encantado[/wave] de estar contigo!", + "EUGENE_CONVO20_EUGENE1": "Con lo fácil que sería quedarnos aquí, ¿eh", + "EUGENE_SOCIAL1_EUGENE2": "La fusión de monstruos es una cosa muy estimulante.", + "EUGENE_CONVO20_EUGENE2": "Tú y yo, viviendo la vida en la aburrida pero [wave amp=30 freq=10]idílica[/wave] Villapuerto. Igual que ahora.", + "EUGENE_CONVO20_EUGENE3": "Pero… no somos así, ¿verdad? [pause]Me parece que tanto tú como yo aspiramos a más.", + "EUGENE_SOCIAL1_EUGENE1": "Si te soy sincero…", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "¿Tú crees?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "Supongo que sí.", + "EUGENE_SOCIAL1_EUGENE4": "Una manifestación palpable de nuestra fortaleza interior.", + "EUGENE_SOCIAL1_EUGENE3": "¡Ya lo creo! [pause]Es como…", + "EUGENE_SOCIAL1_EUGENE5": "En el fragor de la batalla, nuestros deseos se alinean de tal manera que podemos convertirnos, literalmente, en una única fuerza poderosísima.", + "EUGENE_SOCIAL1_EUGENE6": "Es como si, por un instante, fuéramos [wave amp=30 freq=20]imparables[/wave].", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "¡Te entiendo perfectamente!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Acabas de sonar como un personaje de [i]anime[/i].", + "EUGENE_SOCIAL1_EUGENE7A": "¡Sabía que tú me ibas a entender, colega!", + "EUGENE_SOCIAL1_EUGENE7B": "¡Lo decía en serio!", + "EUGENE_SOCIAL1_EUGENE8": "Es que creo que he vivido demasiado tiempo sin dar nada a cambio.", + "EUGENE_SOCIAL1_EUGENE9": "Tal vez estoy intentando recuperar el tiempo perdido.", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "¿Qué hay con tu mundo?", + "EUGENE_SOCIAL1_EUGENE10": "No preocupes por eso. Ya lo hablaremos en otro momento.", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "¿Qué estaba pasando en tu mundo?", + "EUGENE_SOCIAL1_EUGENE11": "Voy a volver. [pause]A mi mundo, me refiero. [pause]Una vez que encuentres el portal de salida, claro.", + "EUGENE_SOCIAL1_EUGENE12": "Me llevaré mis cintas conmigo [pause]y defenderé a quienes más lo necesiten.", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "¿Como un superhéroe en forma de monstruo?", + "EUGENE_SOCIAL1_EUGENE13": "Justo. Como un superhéroe en forma de monstruo.", + "EUGENE_SOCIAL2_EUGENE1": "Estaba reflexionando sobre cómo Clémence quiso dirigir una cafetería… [pause]por el simple hecho de que contribuiría a mejorar el pueblo.", + "EUGENE_SOCIAL1_EUGENE14": "Suena más que genial, ¿no?", + "EUGENE_SOCIAL2_EUGENE2": "Mejorar las cosas, ser de utilidad… [pause]¡Debería estar dedicándome a ese tipo de cosas!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "No tienes por qué pensar en ayudar a los demás a todas horas.", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "¡Como si no ayudaras ya bastante!", + "EUGENE_SOCIAL2_EUGENE4": "Tal vez no sea más que una obsesión de mi mundo.", + "EUGENE_SOCIAL2_EUGENE3": "Je. [pause]Si tú lo dices…", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "¿De tu mundo?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "¿A qué te refieres?", + "EUGENE_SOCIAL2_EUGENE5": "Es que, [pause]en \\\"mi Tierra\\\", [pause]a mediados del siglo XXI, se produjo una especie de… [pause]revuelta.", + "EUGENE_SOCIAL2_EUGENE7": "Fue como si un día todos se hubieran despertado y se hubieran dado cuenta de que con solo ayudarse unos a otros en lugar de lo que estaban haciendo, podrían sobrevivir mejor.", + "EUGENE_SOCIAL2_EUGENE6": "La avaricia y el consumo humanos llegaron a un punto que la gente ya no pudo soportar.", + "EUGENE_SOCIAL2_EUGENE8": "Que no necesitaban a las instituciones que los gobernaban y al mismo tiempo mataban el planeta.", + "EUGENE_SOCIAL2_EUGENE9": "Ser capaz de ayudar a la gente de tu comunidad se convirtió poco a poco en una cuestión más importante que ser rico y famoso, [pause]pero a mí nunca… [pause]se me dio eso.", + "EUGENE_SOCIAL3_EUGENE4": "Haré de Villapuerto un lugar mejor, [pause]ya lo verás.", + "EUGENE_SOCIAL2_EUGENE10": "Estar aquí, en Nueva Wirral, [pause]es mi oportunidad para transformarme en mi mejor versión, [pause]para poder volver a casa siendo alguien que hace algo con su vida.", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "¡No hace falta ser un héroe para tener valor!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "¡No tienes por qué martirizarte por algo así!", + "EUGENE_SOCIAL2_EUGENE11": "Ya lo sé, [pause]pero…", + "EUGENE_SOCIAL2_EUGENE12": "Siento que es lo que necesito hacer.", + "EUGENE_SOCIAL2_EUGENE13": "En fin, [pause]ya he hablado bastante.", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "¿Qué decidiste?", + "EUGENE_SOCIAL3_EUGENE3": "Voy a dejar de hablar sobre hacer cosas, [pause]y voy a hacerlas sin más.", + "EUGENE_SOCIAL3_EUGENE1": "Bien, [pause]ya lo decidí.", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "¿Eh?", + "EUGENE_SOCIAL3_EUGENE2": "Tengo un proyecto en mente.", + "EUGENE_SOCIAL3_EUGENE5": "No sé yo… [pause]Acabar con el [wave amp=30 freq=10]mal[/wave] no es lo mismo que hacer el [wave amp=30 freq=10]bien[/wave], [pause]¿no crees?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "¡Ya detuviste a los terratenientes!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "¡Ya aportaste tu granito de arena a Villapuerto!", + "EUGENE_SOCIAL3_EUGENE6": "¡Jo, qué ganas! [pause]Va a ser increíble, [pause]ya lo verás.", + "EUGENE_SOCIAL4_EUGENE1": "Oye, [pause]¿quieres que te enseñe una cosa?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "¿Qué estás tramando?", + "EUGENE_SOCIAL3_EUGENE7.m": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú mismo!", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "¿Y no me vas a decir qué va a ser tan increíble?", + "EUGENE_SOCIAL3_EUGENE8": "Al fin y al cabo, [pause]el \\\"defensor de Villapuerto\\\" debería poder guardar un secreto.", + "EUGENE_SOCIAL3_EUGENE7.f": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú misma!", + "EUGENE_SOCIAL3_EUGENE7.n": "No digo nada más. [pause]¡Vas a tener que esperar y verlo tú misme!", + "EUGENE_SOCIAL4_EUGENE7": "Me di cuenta de que este edificio viejo y horrible llevaba vacío desde que echamos a aquellos terratenientes, [pause]¡así que se me ocurrió sacarle partido!", + "EUGENE_SOCIAL4_EUGENE2": "Ya acabé mi proyecto. Es hora de la gran inauguración.", + "EUGENE_SOCIAL4_EUGENE3": "¿Quieres que vayamos ahora?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "¡Por supuesto!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Ahora no.", + "EUGENE_SOCIAL4_EUGENE_NO": "No hay problema, colega. [pause]Otra vez será.", + "EUGENE_SOCIAL4_EUGENE11": "¡Bueno, tampoco estamos de viaje [wave amp=30 freq=10]continuamente[/wave]! [pause]¡Yo también tengo tiempo libre cuando no estamos en plena aventura!", + "EUGENE_SOCIAL4_EUGENE4": "¡Estupendo! [pause]Pues sígueme.", + "EUGENE_SOCIAL4_EUGENE6": "¡Aquí llevamos a cabo nuestra primera [wave amp=30 freq=10]misión en equipo[/wave]!", + "EUGENE_SOCIAL4_EUGENE5": "¿Recuerdas este sitio, [pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "¡Ven, [pause]te enseñaré el interior!", + "EUGENE_SOCIAL4_EUGENE9": "Gracias al tragaluz, [pause]esta oficina abandonada cuenta con mucha luz natural durante el día.", + "EUGENE_SOCIAL4_EUGENE10": "Me pareció que podría ser un bonito jardín comunitario. [pause]Que todo el mundo podría venir a cultivar plantas y flores, y eso les daría un pretexto para salir del pueblo de vez en cuando.", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "¡¿En qué momento hiciste todo esto?!", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "¡¿De dónde sacaste tiempo para hacer todo esto?!", + "EUGENE_SOCIAL4_EUGENE12": "En fin… ¿Qué te parece?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "¡Es impresionante!", + "EUGENE_SOCIAL4_EUGENE14": "Estaba convencido de que era una idea muy tonta.", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "¡Me encanta!", + "EUGENE_SOCIAL4_EUGENE13": "¿D-[pause]de verdad?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "¡Eres un amigo genial!", + "EUGENE_SOCIAL4_EUGENE15": "Me alegra que te guste.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Fue un detalle muy romántico.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Bah, [pause]vamos. [pause]Tú eres quien apunta mucho más alto que yo.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Estoy deseando volver a mi verdadero hogar. [pause]Aquí me he convertido ya en mi mejor versión, y la más imponente.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "¡Eres tú quien intenta dar con la forma de salir de esta isla! [pause]¡Ni siquiera los límites del espacio y del tiempo pueden contigo!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Es que ya era hora de que hubiera un nuevo lugar para tener citas en Nueva Wirral.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Andando, [pause]colega.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "¡Me atrevería a decir que tu proyecto fue un éxito!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Eh… [pause][pause]Este… [pause][pause]Supongo que sí…[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "¿Conque… esto es una cita?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Si [pause]tú quieres que lo sea, [pause]claro.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "No eres tan valiente para los asuntos del corazón, ¿eh?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "¡No te había visto tan nervioso en mi vida!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "Qué vergüenza… Puedo desmantelar una organización maligna de oficinistas chupasangres como si nada…", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "Pues [pause]supongo que no.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Pero me sigue costando decirle a mi socio lo que siento por él.", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Pero me sigue costando decirle a mi socia lo que siento por ella.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Pero me sigue costando decirle a mi socie lo que siento por elle.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Sí, [pause]supongo que esto es una cita.", + "EUGENE_ROMANCE_EUGENE1.m": "Estás muy callado. [pause]¿Te pasa algo, [pause]colega?", + "EUGENE_ROMANCE_EUGENE1.f": "Estás muy callada. [pause]¿Te pasa algo, [pause]colega?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "Eh… ¡No, no es nada!", + "EUGENE_ROMANCE_EUGENE1.n": "Estás muy callade. [pause]¿Te pasa algo, [pause]colega?", + "EUGENE_ROMANCE_EUGENE_NO": "Entendido.", + "EUGENE_ROMANCE_EUGENE8": "Eso sí, mientras sigamos juntos, ¡vamos a divertirnos!", + "EUGENE_ROMANCE_EUGENE3": "Lo sé. [pause]Quiero decir… Yo también. [pause]Es que estoy nervioso.", + "EUGENE_ROMANCE_EUGENE2": "Eh… [pause][pause]Este…", + "EUGENE_ROMANCE_EUGENE5": "Cuando estamos tú y yo, somos más fuertes que por separado. [pause]¡Como cuando nos fusionamos!", + "EUGENE_ROMANCE_EUGENE4": "Creo que tú y yo ayudamos mutuamente a que cada uno saque lo mejor de sí mismo.", + "EUGENE_ROMANCE_EUGENE7": "Significas mucho para mí, [pause]pero tengo mi antigua vida esperando a que vuelva. [pause]Igual que tú.", + "EUGENE_ROMANCE_EUGENE6": "Dicho esto… [pause]Tal vez tengamos que romper si descubrimos la forma de abandonar la isla.", + "EUGENE_ROMANCE_EUGENE9": "Todavía queda mucha gente por ayudar y monstruos gigantes que golpear en el rostro.", + "EUGENE_ROMANCE_EUGENE10": "Es lo que nos toca: [pause]¡Somos la pareja más poderosa e imparable de Villapuerto!", + "FELIX_UNKNOWN_NAME": "Tipo amigable", + "EUGENE_ROMANCE_EUGENE11": "Aunque quizá podamos pausar nuestra aventura, [pause]por lo menos esta noche…", + "FELIX_INTRO_FELIX1": "Vigila dónde pisas [pause]si no quieres tropezarte con toda la basura que hay por el suelo.", + "FELIX_INTRO_FELIX3": "Pues no es mi caso. Yo caí aquí con todas mis cosas.", + "FELIX_INTRO_FELIX1_OPTION1": "¿De dónde salió esta habitación?", + "FELIX_INTRO_FELIX4": "Alguna vez este fue mi apartamento… [pause]Más o menos. Pared arriba, pared abajo…", + "FELIX_INTRO_FELIX1_OPTION2": "¿Qué sitio es este?", + "FELIX_INTRO_FELIX2": "Aquí la gente suele caer del cielo y acabar en el mar, ¿verdad?", + "FELIX_INTRO_FELIX4_OPTION1": "¿Por qué fue distinto tu caso?", + "FELIX_INTRO_FELIX5": "¡Ni idea! [pause]Pero al menos significa [pause]que todavía conservo mis viejos cuadernos de dibujo y mis ilustraciones.", + "FELIX_INTRO_FELIX4_OPTION2": "¿Cómo pudo llegar todo tu apartamento hasta Nueva Wirral?", + "FELIX_INTRO_FELIX6": "Me llamo Felix. [pause]Es un placer.", + "FELIX_INTRO_FELIX6_OPTION1": "¡Yo soy {player}!", + "FELIX_INTRO_MEREDITH7": "Cuánto tiempo sin verte, Felix. Por cierto… Mmm… ¿Qué haces por aquí?", + "FELIX_INTRO_FELIX6_OPTION2": "Puedes llamarme… {player}.", + "FELIX_INTRO_FELIX9": "Gran parte de mis cosas quedaron bastante dañadas cuando el cuarto cayó del cielo conmigo dentro. [pause]Y luego la lluvia tampoco les hizo ningún favor…", + "FELIX_INTRO_KAYLEIGH7": "¡Hola, Felix! [pause]¿Qué haces aquí?", + "FELIX_INTRO_VIOLA7": "Y yo soy Viola de Mesalina. [pause]Dime, ¿qué propósito te impulsa a semejantes trabajos aquí, a solas?", + "FELIX_INTRO_EUGENE7": "¡Hola, amigo! ¿Así que aquí pasabas rato? [pause]¿Qué estás haciendo aquí?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]Encantada de conocerte, Felix…[/wave]", + "FELIX_INTRO_FELIX8": "Estoy buscando algo.", + "FELIX_INTRO_FELIX10": "A pesar de todo, hay algo por aquí que debería seguir intacto…", + "FELIX_INTRO_FELIX11": "¡Lo sabía!", + "FELIX_INTRO_FELIX12_OPTION1": "¿Qué es eso?", + "FELIX_INTRO_FELIX12": "El sello sigue intacto, así que con suerte no le habrá entrado agua.", + "FELIX_INTRO_FELIX12_OPTION2": "¿Qué hay dentro?", + "FELIX_INTRO_FELIX13": "Es una larga historia…", + "FELIX_INTRO_FELIX14": "Vena a mi casa al oeste de Villapuerto. [pause]Allí te la contaré.", + "FELIX_INTRO2_FELIX2_OPTION1": "¡Por supuesto!", + "FELIX_INTRO2_FELIX1.m": "Ah, hola. [pause]¿Viniste a pasar el rato?", + "FELIX_INTRO2_FELIX2": "¿Quieres echarle un ojo a lo que rescaté de los tristes restos de mi antiguo apartamento?", + "FELIX_INTRO2_FELIX1.n": "Ah, hola. [pause]¿Viniste a pasar el rato?", + "FELIX_INTRO2_FELIX1.f": "Ah, hola. [pause]¿Viniste a pasar el rato?", + "FELIX_INTRO2_FELIX3": "Verás, en mi vida anterior, me dedicaba a hacer zotros.", + "FELIX_INTRO2_FELIX2_OPTION2": "Ahora no.", + "FELIX_INTRO2_FELIX2_NO": "No hay problema. Ven a visitar si cambias de idea.", + "FELIX_INTRO2_FELIX3_OPTION1": "¿Zotros?", + "FELIX_INTRO2_FELIX3_OPTION2": "¿A hacer qué?", + "FELIX_INTRO2_FELIX4": "Acabamos antes si te lo enseño. Mira:", + "FELIX_INTRO2_FELIX5": "Esto es un carrete de zotro. O de \\\"zoótropo\\\", si nos ponemos técnicos. Lo metes aquí y miras por la ranura.", + "FELIX_INTRO2_FELIX6": "El zoótropo cuenta con un motor, de modo que cuando presiono este botón, da vueltas.", + "FELIX_INTRO2_FELIX8": "Cuando se lo hace girar, las imágenes se mueven y cobran vida, [pause]¿ves?", + "FELIX_INTRO2_FELIX7": "Todo el carrete presenta la misma imagen dibujada una y otra vez, con alguna variante.", + "FELIX_INTRO2_FELIX9": "Entonces puedes darle a la palanca para pasar a la siguiente fila [pause]y seguir con el relato.", + "FELIX_INTRO2_FELIX12": "En su día llegaron a ser muy populares, [pause]aunque ahora están pasados de moda.", + "FELIX_INTRO2_FELIX11": "Desde pequeño, siempre he estado obsesionado con los zotros.", + "FELIX_INTRO2_FELIX10": "Puedes plasmar toda una historia [pause]y hacerla realidad [pause]solo con dibujos.", + "FELIX_INTRO2_FELIX14": "En su mayoría, las historias de los zotros versan sobre los héroes de la Revolución Francesa, [pause]como la Pimpinela Escarlata. [pause]No obstante, desde el auge de las grandes adaptaciones cinematográficas, se perdió el interés por el producto original.", + "FELIX_INTRO2_FELIX13": "Ahora es más bien solo para entusiastas. [pause]Al menos, [pause]en el lugar de donde vengo, [pause]claro.", + "FELIX_INTRO2_FELIX15": "Me enganché con esos relatos cuando era niño [pause]y nunca me han dejado de gustar.", + "FELIX_INTRO2_FELIX16": "Supongo que por eso mismo soy artista hoy en día.", + "FELIX_INTRO2_FELIX18": "¡Y resulta que una isla repleta de monstruos extraños es el lugar idóneo para encontrar la inspiración!", + "FELIX_INTRO2_FELIX17": "En este momento estoy intentando crear personajes nuevos…", + "FELIX_INTRO2_FELIX19": "Lo que significa… que a lo mejor podrías echarme una mano.", + "FELIX_INTRO2_FELIX20": "Estoy buscando un ser en particular y me gustaría observarlo detenidamente.", + "FELIX_INTRO2_FELIX21": "Se encuentra en el Prado de los Cerezos. Es un [wave amp=30 freq=10]guerrero que porta una espada de madera[/wave].", + "FELIX_INTRO2_FELIX22": "¿Podrías ayudarme con eso?", + "FELIX_INTRO2_FELIX22_OPTION1": "¡Por supuesto!", + "FELIX_INTRO2_FELIX22_NO": "No te preocupes. Si alguna vez tienes timepo, ven a verme y nos embarcamos en esta pequeña aventura.", + "FELIX_INTRO2_FELIX22_OPTION2": "Ahora no.", + "FELIX_INTRO2_FELIX23": "¡Genial! Te lo marco en el mapa.", + "FELIX_QUEST1_PART1_FELIX1": "¡Ahí está! Bien, tú peleas y yo hago el boceto.", + "FELIX_QUEST1_PASSIVE_FELIX1": "Alguna vez escuché a los guardas hablar de este ser. Dicen que siempre adopta una postura de guerrero perfecta.", + "FELIX_QUEST1_PASSIVE_FELIX2": "Es un lugar hermoso, ¿no?", + "FELIX_QUEST1_PART2_FELIX1": "Ay, no…", + "FELIX_QUEST1_PART2_KUNEKO2": "¡Detente, bestia inmunda!", + "FELIX_QUEST1_PART3_FELIX4": "Como lo tenía en mi apartamento cuando aterricé aquí, aún lo conservo.", + "FELIX_QUEST1_PART2_KUNEKO3": "¡Y…! ¡Y no vuelvas!", + "FELIX_QUEST1_PART2_FELIX4": "¿Y tú quién…?", + "FELIX_QUEST1_PART2_FELIX5": "Espera, [pause][pause]¡¿eres…?!", + "FELIX_QUEST1_PART2_KUNEKO6": "¡¡¡Ah!!!", + "FELIX_QUEST1_PART2_FELIX7": "…", + "FELIX_QUEST1_PART2_FELIX8": "No. [pause]No puede ser.", + "FELIX_QUEST1_PART2_FELIX9": "Nooo, no, no. [pause][pause]No.", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "¿Eso era un arcángel?", + "FELIX_QUEST1_PART2_FELIX12": "Será mejor que volvamos a mi casa. Allí te lo aclararé todo, te lo prometo.", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "¿Eso era un monstruo?", + "FELIX_QUEST1_PART2_FELIX10": "Eh…", + "FELIX_QUEST1_PART2_FELIX11": "Creo que mi pasado volvió para atormentarme.", + "FELIX_QUEST1_PART3_FELIX1": "Tiene que estar por aquí, [pause]pero no sé dónde…", + "FELIX_QUEST1_PART3_FELIX2": "¡Aquí está!", + "FELIX_QUEST1_PART3_FELIX3": "Toma. Es el viejo cuaderno de dibujo que usaba cuando tenía 12 años.", + "FELIX_QUEST1_PART3_FELIX5": "Mira esta página.", + "FELIX_QUEST1_PART3_FELIX6": "Se llama Kuneko.", + "FELIX_QUEST1_PART3_FELIX7": "Es un personaje que me inventé de niño.", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "¿Tiene alas de ángel?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "¿Por qué tiene orejas de gato?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "¿Es una ninja?", + "FELIX_QUEST1_PART3_FELIX8": "Pues, [pause]se trata de la hija de un ángel y de un demonio. Se perdió en la Tierra y la adoptó un clan de ninjas místicos…", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]¿Amo?", + "FELIX_QUEST1_PART3_FELIX9": "Al cumplir 21 años, [pause]abandonó su hogar para cumplir la épica misión de luchar ante cuatro altares elementales y demostrar así que es la mejor guerrera del lugar.", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Menudo cliché.", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "¡Suena genial!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Está claro que ahora dibujas mucho mejor que antes…", + "FELIX_QUEST1_PART3_FELIX10": "En la secundaria estaba obsesionado con el [i]anime[/i]. [pause]¡No me juzgues!", + "FELIX_QUEST1_PART3_FELIX12": "No tengo la menor idea de cómo es posible que el [wave amp=30 freq=10]dibujo de mala calidad que hice de pequeño[/wave] haya cobrado vida.", + "FELIX_QUEST1_PART3_FELIX11": "¡Soy plenamente consciente de lo ñoño que es todo esto!", + "FELIX_QUEST1_PART3_FELIX13": "Pero si es verdad que Kuneko existe en este mundo… [pause]Tengo que encontrarla.", + "FELIX_QUEST1_PART3_FELIX14": "Tengo que llegar al fondo de esto.", + "FELIX_QUEST1_PART4_KUNEKO1": "…", + "FELIX_QUEST1_PART4_FELIX3": "Me salvaste. [pause]¿Me conoces?", + "FELIX_QUEST1_PART4_FELIX2": "Vaya. [pause]Pues fue más fácil de lo que esperaba.", + "FELIX_QUEST1_PART4_KUNEKO4": "N-no te he visto nunca, pero siento una tremenda conexión contigo…", + "FELIX_QUEST1_PART4_FELIX5": "Ya, claro. No me extraña.", + "FELIX_QUEST1_PART4_KUNEKO7": "Eh…", + "FELIX_QUEST1_PART4_FELIX6": "Al fin y al cabo, yo te creé.", + "FELIX_QUEST1_PART4_FELIX12": "No tienes por qué seguir llamándome \\\"creador\\\".", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]¡¡¡Te ruego que me perdones!!![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "¡Siento [wave amp=30 freq=10]muchísimo[/wave] no haberte reconocido, creador!", + "FELIX_QUEST1_PART4_KUNEKO10": "Tiempo atrás, me desperté en el prado donde nos conocimos, [pause]con tan solo mi nombre en los labios y mi misión en el corazón.", + "FELIX_QUEST1_PART4_KUNEKO11": "No recuerdo nada más, creador.", + "FELIX_QUEST1_PART4_KUNEKO13": "¿Qué tal… [pause]\\\"padre\\\"?", + "FELIX_QUEST1_PART4_FELIX14": "Eso… [pause]eh… [pause]no mejora las cosas.", + "FELIX_QUEST1_PART4_FELIX16": "Nop.", + "FELIX_QUEST1_PART4_KUNEKO17": "[pause].[pause].[pause]. ¿Papi?", + "FELIX_QUEST1_PART4_FELIX18": "¡¡¡Ni se te ocurra!!!", + "FELIX_QUEST1_PART4_FELIX19": "Llámame… [pause]Felix, a secas.", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, ¿mencionaste algo sobre una misión?", + "FELIX_QUEST1_PART4_KUNEKO20": "Debo encontrar los cuatro santuarios elementales de estas tierras y derrotar a las bestias que los custodian.", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "¿Cuál es tu misión?", + "FELIX_QUEST1_PART4_KUNEKO21": "¡Solo así demostraré mi valía!", + "FELIX_QUEST1_PART4_FELIX23": "Kuneko, quizá no debas emprender esa \\\"aventura\\\". No es real… [pause]Me la [wave amp=30 freq=10]inventé[/wave] para darte un trasfondo.", + "FELIX_QUEST1_PART4_FELIX22": "Vaya, no se me pudo ocurrir un argumento mejor, ¿eh?", + "FELIX_QUEST1_PART4_FELIX24": "Y eso por no mencionar que los monstruos de Nueva Wirral son muy peligrosos.", + "FELIX_QUEST1_PART4_KUNEKO25": "Yo sé que no crees que estoy a la altura, creador…", + "FELIX_QUEST1_PART4_KUNEKO26": "¡Por eso mismo [wave amp=30 freq=10]no me queda más remedio[/wave] que demostrar mi valía!", + "FELIX_QUEST1_PART4_FELIX25": "Todo esto es… [pause]rarísimo. [pause]¿Soy el único que lo piensa, [pause]o qué?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Más raro que un perro verde.", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Igual de raro que todo lo que pasa en la isla.", + "FELIX_QUEST1_PART4_FELIX26": "He creado personajes mucho menos vergonzosos desde que era niño. [pause]¡¿Por qué tuvo que ser ella?!", + "FELIX_QUEST1_PART4_FELIX27": "Sea como sea, [pause]si solo está aquí porque yo la inventé, supongo que tengo cierta responsabilidad sobre ella.", + "FELIX_QUEST1_PART4_FELIX28": "Debemos localizar esos cuatro \\\"altares elementales\\\" y asegurarnos de que no corre peligro.", + "FELIX_QUEST2_ALTAR1_FELIX1": "Así que los altares existían de verdad. [pause]Tiene sentido.", + "FELIX_QUEST1_PART4_FELIX29": "Podríamos recorrer la isla o incluso preguntar por el pueblo. [pause]Tú decides, {player}.", + "FELIX_QUEST2_ALTAR1_FELIX2": "¡Kuneko!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "Debo demostrar mi valía, creador…", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "Por mi afilado filo… [shake rate=30 level=10]¡sal, guardián![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "Andando, deberíamos echarle una mano.", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "Gracias por acudir en mi ayuda, creador…", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "¡Pero no me hará [wave amp=30 freq=10]ninguna[/wave] falta en el próximo combate!", + "FELIX_QUEST2_ALTAR1_FELIX8": "Está comprometida por completo con la causa, ¿eh?", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "Por el poder del sol y la luna al brillar oportunamente al mismo tiempo…", + "FELIX_QUEST2_ALTAR1_FELIX9": "Bueno, pues. [pause]Vamos por los demás.", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]¡Muéstrate, guardián![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "Se mete en el papel por completo.", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "De luchar a tu lado, creador…", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "No soy digna…", + "FELIX_QUEST2_ALTAR2_FELIX6": "En serio, no es para tanto…", + "FELIX_QUEST2_ALTAR3_FELIX12": "Bueno… Eh…", + "FELIX_QUEST2_ALTAR2_FELIX7": "Y… se volvió a esfumar. [pause]Deberíamos tratar de encontrar el siguiente santuario.", + "FELIX_QUEST2_ALTAR3_FELIX1": "¡Espera! Kuneko…", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]¡Revélate, guardián![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "Por el poder del fuego y del hielo, [pause]que torna mi pasión por la justicia cálida y gélida al mismo tiempo…", + "FELIX_QUEST2_ALTAR3_FELIX4": "Allá vamos otra vez.", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "Me volviste a ayudar, creador…", + "FELIX_QUEST2_ALTAR3_FELIX6": "¡No quiero que te hagas daño!", + "FELIX_QUEST2_ALTAR3_FELIX7": "Oye…", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", + "FELIX_QUEST2_ALTAR3_FELIX8": "No tienes por qué hacer esto para impresionarme.", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "Sé lo que piensas de mí en el fondo, [pause]creador.", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "Sé que te [shake rate=30 level=10]avergüenzas[/shake] de haberme creado.", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "Mi misión [shake rate=30 level=10]no[/shake] tiene por objetivo impresionarte.", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "¡Se te nota cuando me miras!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Sí.", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "¡Sé que [shake rate=30 level=10]jamás[/shake] podré hacer nada de lo que estés orgulloso!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]¡Guardián, [pause]muéstrate![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "Vaya, [pause]genial, [pause]ahora me siento fatal.", + "FELIX_QUEST2_ALTAR3_FELIX17": "Tal vez me haya expresado mal.", + "FELIX_QUEST2_ALTAR3_FELIX18": "Tengo que encontrarla y disculparme.", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Un poco…", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "Sé que no era tu intención.", + "FELIX_QUEST2_ALTAR3_FELIX19": "La encontraremos en el último santuario, ¿no?", + "FELIX_QUEST2_ALTAR4_FELIX1": "Kuneko… [pause]Hola. [pause]Este…", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "¡La suerte está echada! He aquí mi última mano… [pause]¡Escalera de color!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "No soy más que un pensamiento olvidado, [pause]¿no es cierto, [pause][shake rate=30 level=10]creador[/shake]?", + "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, escucha…", + "FELIX_QUEST2_ALTAR4_FELIX4": "Bueno, [pause]primero la ayudamos y luego me disculpo.", + "FELIX_QUEST2_ALTAR4_FELIX12": "Lo siento… [pause]Todo esto es por mi culpa, [pause]{player}…", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "Una idea que te hizo gracia una vez [pause]y que luego [shake rate=30 level=10]desechaste[/shake].", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "¡Vuelvan y enfréntense a mí cuando estén en condiciones!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "¡Vuelvan y enfréntense a mí cuando estén en condiciones!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "Por los radiantes poderes de la tierra, del agua, del fuego y del aire…", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "¡Vuelvan y enfréntense a mí cuando estén en condiciones!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]¡¡¡Contemplen mi verdadero potencial!!![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "Unió… [pause][pause]los cuatro elementos en su interior…", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "¿Aún te avergüenzas de mí, [pause]creador?", + "FELIX_QUEST2_ALTAR4_FELIX13": "Quiero salir de esta para poder enmendar mis errores… [pause]Es lo único que quiero…", + "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko… [pause]Lo siento mucho.", + "FELIX_QUEST2_ALTAR4_FELIX14": "Vamos, [pause]¡sé que si actuamos codo con codo podremos enmendarlo!", + "FELIX_QUEST2_ALTAR4_FELIX16": "Te veía a ti y al resto de mis creaciones de la adolescencia como algo vergonzoso.", + "FELIX_QUEST2_ALTAR4_FELIX17": "Pero todos tenemos nuestras raíces. Si no te hubiera imaginado, si no te hubiera [wave amp=30 freq=10]dibujado[/wave]…", + "FELIX_QUEST2_ALTAR4_FELIX18": "No me habría convertido en el artista que soy ahora.", + "FELIX_QUEST2_ALTAR4_FELIX19": "No debería fingir que no existes. Debería aceptarte y apreciar lo que me aportaste como artista.", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "¿Lo…? ¿Lo dices en serio?", + "FELIX_QUEST2_ALTAR4_FELIX21": "Así es. [pause]Además, hace un momento estuviste genial.", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]¡¡¡Creador!!![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX23": "Bueno, bueno, [pause]cálmate un poco.", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "Quiero decir… [pause]Perdón por haber intentado matarte, [pause]\\\"Felix\\\".", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "Perdón por haber intentado matarte hace un momento, creador…", + "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, hay una cosa que necesito saber…", + "FELIX_QUEST2_ALTAR4_FELIX26": "¡Tranquila! Quedó en el pasado.", + "FELIX_QUEST2_ALTAR4_FELIX28": "¿Por qué eres [wave amp=30 freq=10]real[/wave]? No lo entiendo.", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "Pues… ¡No lo sé!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "Puede que una vez que creas algo, deja de pertenecerte. [pause]Las ideas cambian y evolucionan por su cuenta.", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "Pero si quieres saber mi [wave amp=30 freq=10]opinión[/wave], yo diría que…", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Tú[/wave] eres el artista, creador Felix. [pause]Eso deberías saberlo mejor que yo.", + "FELIX_QUEST2_ALTAR4_FELIX33": "Mmm… Está bien.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "¿Qué vas a hacer ahora?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "Bueno… No creo que pueda irme contigo y el creador a su humilde pueblo… [pause]No es el camino que me corresponde.", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "¡No, yo tengo que tomar las riendas de mi vida! [pause]Debo seguir el rumbo que me marque mi corazón de cristal.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Ya cumpliste tu misión, ¿no?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "¡Te deseo lo mejor!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "¡Te echaremos de menos!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "¿Tienes de verdad el corazón de cristal o es solo una forma de hablar?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "Toma, [pause]te hago entrega de mi poder. [pause]Espero que te recuerde los combates que libamos en el mismo bando.", + "FELIX_QUEST2_ALTAR4_FELIX36": "Pues parece que es aquí donde tomamos caminos distintos…", + "FELIX_QUEST2_ALTAR4_FELIX37": "¡Me alegra haberte conocido, Kuneko!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "Hasta siempre, [pause]creador Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "Y adiós a ti también, [pause]amigo menos parlanchín del creador Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "Y adiós a ti también, [pause]amiga menos parlanchina del creador Felix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "Y adiós a ti también, [pause]amigue menos parlanchine del creador Felix.", + "FELIX_QUEST2_ALTAR4_FELIX42": "Jo… [pause]Tiene que trabajar mucho el tema de las metáforas teatrales.", + "FELIX_QUEST2_ALTAR4_FELIX43": "En fin. Fue una experiencia muy interesante.", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "¡Que nuestros recuerdos ardan como los faros que iluminan los [shake rate=30 level=10]verdaderos caminos que nos llevan hacia delante[/shake]!", + "FELIX_QUEST2_ALTAR4_FELIX44": "Y no solo me refiero a cuando nos [wave amp=30 freq=10]unimos[/wave] para crear un monstruo enorme. Eso fue… No sé, diferente.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Por aquí lo llamamos \\\"fusión\\\".", + "FELIX_CONVO1_FELIX5": "¿Acaso me volverá a salir si vuelvo a casa? Me lo pregunto.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "Fue genial, ¿no?", + "FELIX_QUEST2_ALTAR4_FELIX45": "A decir verdad, me dejó un poco mareado, ¡pero la próxima vez creo que estaré listo!", + "FELIX_QUEST2_ALTAR4_FELIX46": "Vamos a mi casa y así nos ponemos al día. [pause]Además, se me ocurrió una idea para un boceto nuevo.", + "FELIX_QUEST2_EPILOGUE_FELIX2": "Quiero dibujar como nunca antes. [pause]Quiero crear personajes nuevos…", + "FELIX_QUEST2_EPILOGUE_FELIX1": "Creo que toda esta aventura avivó una llama en mi interior.", + "FELIX_QUEST2_EPILOGUE_FELIX3": "Quiero ganarme la vida con mi arte, como es debido, pero a mi manera.", + "FELIX_QUEST2_EPILOGUE_FELIX4": "Así que… [pause]creo que estoy listo para regresar a mi hogar.", + "FELIX_QUEST2_EPILOGUE_FELIX5": "Es lo que estás buscando, ¿no? [pause]Una forma de regresar.", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "¡Sí!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "Entre otras cosas.", + "FELIX_QUEST2_EPILOGUE_FELIX6": "Una forma de salir de aquí…", + "FELIX_QUEST2_EPILOGUE_FELIX8": "Aunque también lo es que los dibujos de la infancia cobren vida, ¿verdad?", + "FELIX_QUEST2_EPILOGUE_FELIX7": "En el pueblo dicen que es imposible…", + "FELIX_QUEST2_EPILOGUE_FELIX9": "Si crees que existe un modo, te creo.", + "FELIX_QUEST2_EPILOGUE_FELIX10": "Puedes contar conmigo, sin reservas.", + "FELIX_QUEST2_EPILOGUE_FELIX11": "Ah, y otra cosa.", + "FELIX_QUEST2_EPILOGUE_FELIX12": "Este es el boceto que te dije que quería dibujar.", + "FELIX_CONVO1_FELIX1": "¿Te cuento una cosa un poco rara?", + "FELIX_CONVO1_FELIX2": "Antes tenía una cicatriz en la parte superior del brazo, justo aquí. De pequeño, me tropecé con una alambrada y me hice un corte horrible…", + "FELIX_CONVO1_FELIX3": "Pero ya no está ahí. [pause]Desde que llegué aquí, a Nueva Wirral.", + "FELIX_CONVO1_FELIX4": "No… [pause]No sé si tiene algún significado… [pause]Pero me pareció curioso.", + "FELIX_CONVO2_FELIX1": "Oye, ¿has probado alguna vez las tartaletas de mantequilla?", + "FELIX_CONVO2_FELIX2": "¡Tengo que hacerte unas! [pause]Estoy casi seguro de que puedo encontrar aquí todos los ingredientes…", + "FELIX_CONVO2_FELIX3": "Bueno, [pause]las pasas pueden ser un poco difíciles de conseguir. ¿Pero sabes qué? [pause]Mejor así.", + "FELIX_CONVO3_FELIX1": "No sé si te habías dado cuenta, [pause]pero muchos de los habitantes de Nueva Wirral no son forasteros, como tú y yo.", + "FELIX_CONVO3_FELIX2": "La generación de sus padres y sus abuelos la compone gente que de repente apareció aquí, [pause]claro, [pause]pero ellos no conocen nada que esté fuera de esta isla.", + "FELIX_CONVO3_FELIX3": "Me pregunto cómo se sentirán, [pause]rodeados de gente que se encuentra perdida en el único lugar que ellos han conocido, en su hogar… [pause]Y cómo será crecer con historias sobre mundos que jamás llegarán a visitar.", + "FELIX_CONVO3_FELIX4": "Puede que se sientan tan atrapados como tú y yo.", + "FELIX_CONVO4_FELIX2": "¿No es raro? [pause]Es decir, [pause]donde crecí no existían los monstruos.", + "FELIX_CONVO4_FELIX1": "La vida en esta isla me recuerda a la que llevaba en mi ciudad natal.", + "FELIX_CONVO4_FELIX3": "Sin embargo, ese sentimiento de querer seguir adelante y escapar, [pause]pero no poder…", + "FELIX_CONVO4_FELIX4": "Ojo, que me encanta pasar el rato contigo y con los demás, pero…", + "FELIX_CONVO4_FELIX5": "El mundo es muy grande. [pause]Hay muchos mundos diferentes, [pause]por lo visto. [pause]Quiero ver tanto como pueda de todo eso.", + "FELIX_CONVO5_FELIX2": "Tiene que ser raro que te digan que toda tu vida no es más que una creación de un artista ñoño.", + "FELIX_CONVO5_FELIX1": "Espero que a Kuneko le vaya bien.", + "FELIX_CONVO5_FELIX3": "¡Un momento! [pause]¿Y si [wave amp=30 freq=10]todos[/wave] fuimos creados por alguien, igual que ella?", + "FELIX_CONVO5_FELIX4": "Eh… [pause]No, le estoy dando demasiadas vueltas.", + "FELIX_CONVO6_FELIX1": "Antes de venir aquí, [pause]nunca me habría imaginado que en mi próxima relación fuera a pasar tanto tiempo junto a una fogata.", + "FELIX_CONVO7_FELIX6": "Es… [pause]bastante impresionante, si lo piensas bien.", + "FELIX_CONVO6_FELIX2": "De vez en cuando, la vida te sorprende con situaciones inesperadas, [pause]¿no?", + "FELIX_CONVO6_FELIX3": "Pero no me quejo. [pause]Me gusta acampar contigo.", + "FELIX_CONVO7_FELIX1": "Es posible que la vida en Villapuerto nos pueda enseñar unas cuantas lecciones.", + "FELIX_CONVO7_FELIX2": "Porque [pause]su vida nocturna no ofrece muchas alternativas, pero…", + "FELIX_CONVO7_FELIX3": "En el pueblo, todos se apoyan entre sí, así que nadie se queda abandonado a su suerte.", + "FELIX_CONVO7_FELIX4": "Hay comida suficiente para todos, pero no tanta como para que se acabe echando a perder.", + "FELIX_CONVO7_FELIX5": "Está aislado de la civilización humana, [pause]pero aun así sale a flote.", + "FELIX_CONVO8_FELIX1": "La verdad es que [pause]estar varado en una isla plagada de monstruos, lejos de mis amigos y de mi familia…", + "FELIX_CONVO8_FELIX2": "Debería parecerme una situación inimaginable… [pause]pero me estoy adaptando sin problema.", + "FELIX_CONVO9_FELIX1": "Con la nueva historia para zotro que estoy planeando… [pause]Creo que di en el clavo.", + "FELIX_CONVO8_FELIX3": "Incluso si el mundo llegara a su fin, encontraríamos la forma de seguir adelante, [pause]¿no crees?", + "FELIX_CONVO8_FELIX4": "Las personas son así de raras. [pause]Yo incluido.", + "FELIX_CONVO9_FELIX2": "No obstante, necesito asegurarme de que es la mejor historia que podría crear. A fin de cuentas, no sé si tendré una segunda oportunidad.", + "FELIX_CONVO9_FELIX2_OPTION1": "¿A qué te refieres?", + "FELIX_CONVO9_FELIX3": "¡Quién sabe! [pause]Puede que pierda mi toque. [pause]Puede que acabe atrapado en otra isla. [pause]Puede que llegue el fin del mundo.", + "FELIX_CONVO9_FELIX2_OPTION2": "¿Por qué no ibas a tener una segunda oportunidad?", + "FELIX_CONVO9_FELIX4": "Siempre trato de afrontar el proyecto en el que estoy trabajando como si fuera el último. Como si pudiera ser mi legado perpetuo al mundo.", + "FELIX_CONVO9_FELIX5": "Al fin y al cabo, [wave amp=30 freq=10]nunca[/wave] se sabe.", + "FELIX_CONVO10_FELIX1": "Últimamente estoy en una muy buena racha de creatividad. ¡Y más feliz que una perdiz!", + "FELIX_CONVO19_FELIX2": "¿Dices que en tu mundo no existen los carretes para zotro? [pause]¿Y que en cambio existe una cosa que se llama \\\"cómic\\\", que piensas que tiene un estilo similar?", + "FELIX_CONVO10_FELIX1_OPTION1": "¡Y tan risueño como de costumbre!", + "FELIX_CONVO10_FELIX1_OPTION2": "¡Tú siempre estás de buen humor!", + "FELIX_CONVO10_FELIX2": "Mmm… ¿Tú crees?", + "FELIX_CONVO10_FELIX3": "Siempre [wave amp=30 freq=10]procuro[/wave] ver las cosas con perspectiva.", + "FELIX_CONVO10_FELIX5": "Sin embargo, el rencor como motivación no dura mucho tiempo. [pause]Yo mismo trato de adoptar una actitud más positiva ante la vida.", + "FELIX_CONVO10_FELIX4": "Cuando dejé mi trabajo, estaba que echaba chispas. Es fácil amargarse por una mala experiencia como esa.", + "FELIX_CONVO10_FELIX6": "Aparte, esta isla es demasiado absurda como para tomársela en serio. ¿Qué sentido tendría dejar que te deprima?", + "FELIX_CONVO11_FELIX2": "¿Podré llevarme conmigo todos mis bocetos? ¿Podrán también viajar por el portal? ¡Cruzo los dedos!", + "FELIX_CONVO11_FELIX1": "Si ese gran portal puede de verdad sacarnos de Nueva Wirral, tal vez debería considerar hacer las maletas.", + "FELIX_CONVO12_FELIX1": "Ese gran combate que tuvimos encima del tren fue una genialidad, ¿no?", + "FELIX_CONVO12_FELIX2": "Estoy intentando analizar poco a poco todos los datos que conocemos sobre los \\\"arcángeles\\\".", + "FELIX_CONVO12_FELIX3": "El de la cabeza triangular, Álef, dijo una cosa que me pareció un dato [wave amp=30 freq=10]crucial[/wave].", + "FELIX_CONVO12_FELIX4": "Dijo que los humanos, mediante nuestros pensamientos recurrentes, hacemos que se \\\"manifiesten\\\", y que entonces ellos viajan a nuestros mundos para encarnar nuestras fantasías.", + "FELIX_CONVO12_FELIX5": "¿Crees que es cierto? ¿Crees que Álef [wave amp=30 freq=10]visitó[/wave] nuestro mundo en un pasado remoto? Ni siquiera pertenecemos [wave amp=30 freq=10]al mismo[/wave] mundo, así que ¿cómo funciona eso exactamente?", + "FELIX_CONVO12_FELIX6": "¿Acaso el verdadero papel de la humanidad consiste en concebir ideas e imaginar cosas para que se hagan [wave amp=30 freq=10]realidad[/wave] en otros mundos? ¿O le estaré dando demasiadas vueltas?", + "FELIX_CONVO12_FELIX7": "Si lo piensas, hace que te salga humo de la cabeza, ¿verdad?", + "FELIX_CONVO12_FELIX7_OPTION1": "¡No sabía que eras detective!", + "FELIX_CONVO12_FELIX8": "Bueno, es que me pareció de suma importancia entender más o menos el asunto.", + "FELIX_CONVO12_FELIX7_OPTION2": "¡Ni me había dado cuenta de que te estuvieras fijando tanto!", + "FELIX_CONVO13_FELIX1.n": "¡Oye, felicidades por tu ascenso a guarda de élite, {player}!", + "FELIX_CONVO13_FELIX1.m": "¡Oye, felicidades por tu ascenso a guarda de élite, {player}!", + "FELIX_CONVO12_FELIX9": "¡Uno nunca sabe si puede acabar necesitando todos esos conceptos para una historia!", + "FELIX_CONVO13_FELIX2": "Ahora vas a tener que echarle más horas que un reloj. ¡Espero que puedas sacar algo de tiempo para el ocio!", + "FELIX_CONVO13_FELIX1.f": "¡Oye, felicidades por tu ascenso a guarda de élite, {player}!", + "FELIX_CONVO13_FELIX2_OPTION1": "¡Por supuesto!", + "FELIX_CONVO13_FELIX2_OPTION2": "¡Eso espero!", + "FELIX_CONVO13_FELIX3": "Je. Eso espero.", + "FELIX_CONVO14_FELIX1_OPTION1": "Ah, ¿sí?", + "FELIX_CONVO14_FELIX1": "Ah, [pause]me dijo un pajarito lo que les pasó a ti y a Kayleigh con los sectarios esos tan raros.", + "FELIX_CONVO14_FELIX1_OPTION2": "Ah, sí. Ese asunto…", + "FELIX_CONVO14_FELIX2": "Tenían con un jefe carismático que quería tomar el poder de un arcángel o algo parecido, ¿no?", + "FELIX_CONVO14_FELIX2_OPTION1": "Se podría decir que sí.", + "FELIX_CONVO14_FELIX2_OPTION2": "En pocas palabras, sí, era eso.", + "FELIX_CONVO14_FELIX3": "Espero que estén todos bien. No debe de ser nada fácil pasar por algo así, [wave amp=30 freq=10]y menos[/wave] en Nueva Wirral.", + "FELIX_CONVO15_FELIX1": "¿Tú crees que los monstruos de por aquí le temen al fuego? Parece que nunca nos atacan cuando acampamos.", + "FELIX_CONVO15_FELIX2": "O tal vez…", + "FELIX_CONVO15_FELIX3": "¡Tal vez los monstruos consideren que atacar a los humanos mientras descansan es de mala educación!", + "FELIX_CONVO16_FELIX2": "Nació y creció en esta isla y nunca ha conocido otro lugar. Sus padres se conocieron después de haber acabado aquí.", + "FELIX_CONVO16_FELIX1": "Hace poco, alguien de los guardas de élite me preguntó cómo era mi vida antes de \\\"aterrizar aquí\\\".", + "FELIX_CONVO16_FELIX3": "Quería que le contara cosas sobre trenes, centros comerciales, equipos deportivos…", + "FELIX_CONVO16_FELIX4": "Un montón de nociones tan básicas que supongo que nunca había pensado que la gente que creció aquí pudiera no conocerlas.", + "FELIX_CONVO17_FELIX1": "A la intemperie y calentándonos en torno a una fogata… ¡Me recuerda a estar en un campamento de verano!", + "FELIX_CONVO16_FELIX5": "Supongo que la vida aquí resulta muy simple, pero al menos la gente puede seguir creciendo feliz.", + "FELIX_CONVO17_FELIX2": "O me lo recordaría si hubiera ido alguna vez a uno. [pause]Y no es el caso.", + "FELIX_CONVO19_FELIX2_OPTION1": "¡Sí!", + "FELIX_CONVO18_FELIX1": "Oye, ¡déjame que te dibuje algún día! Dibujar a partir de un modelo es una técnica esencial que todo artista debe dominar.", + "FELIX_CONVO17_FELIX3": "Pero se parece mucho a como me [wave amp=30 freq=10]imaginaba[/wave] de pequeño que sería un campamento de verano… Así que me alegra estar aquí.", + "FELIX_CONVO18_FELIX2": "La anatomía humana es muy difícil de plasmar.", + "FELIX_CONVO18_FELIX3": "Sobre todo las manos. Todavía me cuesta dibujar manos.", + "FELIX_CONVO19_FELIX1": "A ver si entendí bien…", + "FELIX_CONVO19_FELIX3": "¿Pero esos \\\"cómics\\\" suyos no se [wave amp=30 freq=10]mueven[/wave] ni un milímetro? ¿Están impresos en papel y se limitan a [wave amp=30 freq=10]mirarlos[/wave]?", + "FELIX_CONVO19_FELIX2_OPTION2": "Eso es más o menos lo que dije, sí.", + "FELIX_CONVO19_FELIX4": "¡Me suena rarísimo, pero si tú lo dices, será verdad!", + "FELIX_CONVO20_FELIX1": "A lo mejor debería empezar a apuntar en mi cuaderno más detalles sobre los monstruos de la isla.", + "FELIX_SOCIAL1_FELIX2": "Lo de que esa aventura había avivado una llama en mi interior, ¿te acuerdas?", + "FELIX_CONVO20_FELIX2": "A lo mejor, si logro volver a casa, podré usar mis notas para demostrar que sí estuve en una isla plagada de monstruos.", + "FELIX_CONVO20_FELIX3": "Aunque intuyo que las posibilidades de que alguien me [wave amp=30 freq=10]crea[/wave] son más bien pocas.", + "FELIX_SOCIAL1_FELIX1": "Oye, lo que dije tras despedirnos de Kuneko…", + "FELIX_SOCIAL1_FELIX2_OPTION1": "¡Claro!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "Mmm… ¿Eso creo?", + "FELIX_SOCIAL1_FELIX3": "Tenía una especie de bloqueo creativo antes de… En fin, de caer aquí.", + "FELIX_SOCIAL1_FELIX5": "No estaba al mando, [pause]pero [pause]eran como mis hijos, [pause]¿lo entiendes? [pause]Nunca habrían existido de no ser por mi sangre, sudor y lágrimas.", + "FELIX_SOCIAL1_FELIX4": "Trabajé durante mucho tiempo para una empresa haciendo historias para zotro. [pause]Dibujaba, escribía… Hacía todo.", + "FELIX_SOCIAL1_FELIX6": "Esperé durante mucho tiempo el día en que mis superiores reconocieran mi esfuerzo, pero nunca llegó.", + "FELIX_SOCIAL1_FELIX7": "Es más, me cambiaron de puesto y me apartaron de los relatos y de los personajes en los que tanto había trabajado.", + "FELIX_SOCIAL1_FELIX8": "Por no mencionar que nunca estuvieron dispuestos a pagarme como merecía.", + "FELIX_SOCIAL1_FELIX9": "Así que… terminé por dejarlo e intenté trabajar por mi cuenta.", + "FELIX_SOCIAL1_FELIX9_OPTION1": "¡Bien hecho!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "¡Ellos se lo pierden!", + "FELIX_SOCIAL1_FELIX10": "Je. Gracias. En serio.", + "FELIX_SOCIAL1_FELIX11": "Ese trabajo me dejó tan mal sabor de boca que no era capaz de cambiar el chip para volver a crear arte.", + "FELIX_SOCIAL2_FELIX4": "Que yo sepa, estos walkmans no son más que los walkmans normales y corrientes de toda la vida. Mi viejo tenía uno parecido.", + "FELIX_SOCIAL1_FELIX12": "Y por eso siento que tengo un motivo para haber acabado en Nueva Wirral.", + "FELIX_SOCIAL1_FELIX13": "Gracias por escucharme, {player}.", + "FELIX_SOCIAL1_FELIX14": "Me resulta más sencillo hablarte del tema después de habernos fusionado para formar un supermonstruo.", + "FELIX_SOCIAL1_FELIX14_OPTION1": "Es verdad, hicimos eso. ¡Qué locura!", + "FELIX_SOCIAL1_FELIX15": "Je.", + "FELIX_SOCIAL1_FELIX14_OPTION2": "¡Supongo que una experiencia así une a cualquiera!", + "FELIX_SOCIAL1_FELIX17": "Así que, ¿de vuelta al trabajo?", + "FELIX_SOCIAL1_FELIX16": "De todas formas, no puedo regresar hasta que demos con tu portal de salida.", + "FELIX_SOCIAL2_FELIX1_OPTION1": "¿A qué te refieres?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "¿En qué sentido?", + "FELIX_SOCIAL2_FELIX2": "Por ejemplo, las cintas que graban monstruos… ¿Cómo crees que funcionan exactamente?", + "FELIX_SOCIAL2_FELIX1": "¿Crees que los distintos mundos pueden seguir distintas… [pause]lógicas?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "Los walkmans son inventos científicos avanzados.", + "FELIX_SOCIAL2_FELIX2_OPTION2": "Los walkmans están hechizados con magia.", + "FELIX_SOCIAL2_FELIX2_OPTION3": "¡No tengo ni idea!", + "FELIX_SOCIAL2_FELIX3A": "Lo he pensado… [pause]Y por eso le pedí a Meredith que inspeccionara el interior de uno. [pause]Por lo visto, parecen totalmente normales.", + "FELIX_SOCIAL2_FELIX3B": "¿Existe la magia en este sitio? [pause]Yo no veo magos volando de aquí para allá tirándose hechizos unos a otros.", + "FELIX_SOCIAL4_FELIX5.n": "Este personaje es le Forastere, [pause]une caballere que viajó desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", + "FELIX_SOCIAL2_FELIX3C": "Ya somos dos.", + "FELIX_SOCIAL2_FELIX5": "Según me contaron, los guardas encontraron un montón en el centro comercial abandonado hace unos cuantos años y así es como se abastece la isla.", + "FELIX_SOCIAL2_FELIX6": "Por eso te preguntaba si crees que cada mundo puede seguir su propia lógica.", + "FELIX_SOCIAL2_FELIX8": "¡Qué buen concepto! Me lo apunto para mi historia…", + "FELIX_SOCIAL2_FELIX7": "Puede que los objetos normales de nuestros mundos se rijan por \\\"reglas\\\" distintas en este.", + "FELIX_SOCIAL2_FELIX8_OPTION1": "¿Tu historia?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "¿A qué te refieres?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "¿Estás escribiendo una nueva?", + "FELIX_SOCIAL2_FELIX9": "Por ahora no es nada del otro mundo… Solo estoy jugando con un par de ideas.", + "FELIX_SOCIAL2_FELIX11": "Tal vez deberíamos seguir con nuestra aventura. Así, seguro que se me ocurren algunas ideas.", + "FELIX_SOCIAL2_FELIX10": "Si se convierte en algo importante, te lo diré sin falta.", + "FELIX_SOCIAL3_FELIX1": "No he dejado de pensar en lo que dijo Kuneko.", + "FELIX_SOCIAL3_FELIX3": "Todos los monstruos de Nueva Wirral me han estado rondado la mente por un motivo que no había sido capaz de explicar bien hasta ahora.", + "FELIX_SOCIAL3_FELIX2": "Lo de que las ideas evolucionan por sí solas. Me hizo reflexionar…", + "FELIX_SOCIAL3_FELIX3_OPTION1": "¿Qué les pasa?", + "FELIX_SOCIAL3_FELIX6": "Si ese proceso funciona así de verdad, entonces tal vez no sea una ciencia exacta. [pause]Tal vez sea caótico e imprevisible.", + "FELIX_SOCIAL3_FELIX4": "Esos monstruos tienen conos de tráfico en la espalda, cubos de basura por cuerpo y televisores por cabeza…", + "FELIX_SOCIAL3_FELIX5": "¿Y si nuestras ideas y mitos pudieran difundirse hasta el punto de materializarse en forma de seres en otros mundos, como en este?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "Me suena a película.", + "FELIX_SOCIAL3_FELIX5_OPTION2": "¡Podría ser!", + "FELIX_SOCIAL3_FELIX7": "Tal vez las ideas y los conceptos se combinen para lograr resultados inesperados. O tal vez no tienen por qué ser nociones tan extendidas para que tomen forma.", + "FELIX_SOCIAL3_FELIX9": "Tal vez esté empezando a entender mejor cómo funciona este mundo.", + "FELIX_SOCIAL3_FELIX8": "Tal vez solo se necesita un boceto a lápiz que dibujó un niño tonto de Canadá.", + "FELIX_SOCIAL3_FELIX10": "Genial. [pause]¿Nos ponemos en marcha?", + "FELIX_SOCIAL4_FELIX1": "Oye, {player}…", + "FELIX_SOCIAL4_FELIX12.f": "No puedo imponerles un final. Las decisiones que tome la Forastera son cosa suya.", + "FELIX_SOCIAL4_FELIX2": "Quiero enseñarte una cosa. ¿Te apetece venir a mi casa un rato?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "¡Por supuesto!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "Ahora no.", + "FELIX_SOCIAL4_FELIX_NO": "Como quieras. Otra vez será, supongo.", + "FELIX_SOCIAL4_FELIX3": "¡Espero que te guste!", + "FELIX_SOCIAL4_FELIX4.m": "¿Estás listo para esto?", + "FELIX_SOCIAL4_FELIX5.m": "Este personaje es el Forastero, [pause]un caballero que viajó desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", + "FELIX_SOCIAL4_FELIX4.n": "¿Estás liste para esto?", + "FELIX_SOCIAL4_FELIX4.f": "¿Estás lista para esto?", + "FELIX_SOCIAL4_FELIX6.m": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió al Forastero a una batalla y venció.", + "FELIX_SOCIAL4_FELIX5.f": "Este personaje es la Forastera, [pause]una caballera que viajó desde una tierra lejana para aceptar el desafío del Espadachín de Jade.", + "FELIX_SOCIAL4_FELIX7.m": "Así, el Forastero deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutado. De lo contrario, el Espadachín traerá la ruina a su tierra.", + "FELIX_SOCIAL4_FELIX6.f": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió a la Forastera a una batalla y venció.", + "FELIX_SOCIAL4_FELIX6.n": "Verás, el Espadachín de Jade es una máquina inmortal de una civilización extinguida que desafió a le Forastere a una batalla y venció.", + "FELIX_SOCIAL4_FELIX7.f": "Así, la Forastera deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutada. De lo contrario, el Espadachín traerá la ruina a su tierra.", + "FELIX_SOCIAL4_FELIX7.n": "Así, le Forastere deberá cumplir su palabra y viajar a la fortaleza del Espadachín para ser ejecutade. De lo contrario, el Espadachín traerá la ruina a su tierra.", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "¡Pobre Forastero!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "¡Pobre Forastera!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "¿Y no puede hacer nada para evitarlo?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "¡Pobre Forastere!", + "FELIX_SOCIAL4_FELIX8.m": "El Forastero se muestra taciturno, pero es ingenioso y decidido. No creo que el Forastero pretenda resignarse a su suerte tan fácilmente.", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "¿Y no puede hacer nada para evitarlo?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "¿Y no puede hacer nada para evitarlo?", + "FELIX_SOCIAL4_FELIX8.f": "La Forastera se muestra taciturna, pero es ingeniosa y decidida. No creo que la Forastera pretenda resignarse a su suerte tan fácilmente.", + "FELIX_SOCIAL4_FELIX8.n": "Le Forastere se muestra taciturne pero es ingeniose y decidide. No creo que le Forastere pretenda resignarse a su suerte tan fácilmente.", + "FELIX_SOCIAL4_FELIX9": "Es una adaptación libre de [i]Sir Gawain y el Caballero Verde[/i], una obra medieval sobre un caballero de la corte del Rey Arturo que emprende una travesía parecida.", + "FELIX_SOCIAL4_FELIX10": "Por ahora no sé cómo acabará mi versión. [pause]Tendré que ver a dónde me conduce la historia.", + "FELIX_SOCIAL4_FELIX11": "Bueno, yo creo los personajes, pero [wave amp=30 freq=10]ellos[/wave] deciden el rumbo de la historia.", + "FELIX_SOCIAL4_FELIX10_OPTION1": "¿Cómo que a dónde te conduce la historia?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "¿No eres tú quien escribe la historia?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Habría sido mucho más fácil invitarme a una cita.", + "FELIX_SOCIAL4_FELIX12.m": "No puedo imponerles un final. Las decisiones que tome el Forastero son cosa suya.", + "FELIX_SOCIAL4_FELIX13": "Y tuya, por supuesto. A fin de cuentas, eres mi inspiración.", + "FELIX_SOCIAL4_FELIX12.n": "No puedo imponerles un final. Las decisiones que tome le Forastere son cosa suya.", + "FELIX_SOCIAL4_FELIX13_OPTION1": "¡¿Qué?!", + "FELIX_SOCIAL4_FELIX15.f": "¿La heroína itinerante que viene de muy lejos, decidida a enfrentarse a un destino irremediable?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "¿En qué sentido?", + "FELIX_SOCIAL4_FELIX14": "Venga ya…", + "FELIX_SOCIAL4_FELIX15.n": "¿Le heroíne itinerante que viene de muy lejos, decidide a enfrentarse a un destino irremediable?", + "RESTING_DOG_7": "Intentas jugar a lanzarle un palo a Perry, pero por lo visto está más interesado en captar el rastro de los monstruos que hay cerca.", + "FELIX_SOCIAL4_FELIX15.m": "¿El héroe itinerante que viene de muy lejos, decidido a enfrentarse a un destino irremediable?", + "FELIX_SOCIAL4_FELIX16": "Son como dos gotas de agua, {player}.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Hago lo que puedo. ¿Qué te pareció?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "Eres un buen amigo, Felix.", + "FELIX_SOCIAL4_FELIX16_OPTION2": "Eres un romántico empedernido, Felix.", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "Je, [pause]¡para eso estamos!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Eres una gran guerrera con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buena colega la aventurera. Faltaría más.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Eres une gran guerrere con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buene colega le aventurere. Faltaría más.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Eres un gran guerrero con una misión. [pause]Siempre dicen que escribas sobre aquello que conoces, así que yo escribo sobre mi buen colega el aventurero. Faltaría más.", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "Tengo infinidad de bocetos y diseños de personajes en mente para la historia. [pause]¿Te los enseño?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "Qué lindo de tu parte.", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Lo de la historia para zotro no era una artimaña para que pasaras tiempo conmigo.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Yo te considero un amigo…", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "De hecho, voy a [wave amp=30 freq=10]continuarla[/wave].", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Pero, oye, no me culpes por darlo todo. [pause]Me gusta esforzarme por lo que me importa.", + "FELIX_ROMANCE_FELIX1_OPTION2": "Eh… ¡No, no es nada!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Qué tonto eres.", + "FELIX_ROMANCE_FELIX1.m": "¡Estás más callado que de costumbre, {player}! ¿Te preocupa algo?", + "FELIX_ROMANCE_FELIX1.f": "¡Estás más callada que de costumbre, {player}! ¿Te preocupa algo?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Como ya dije, hago lo que puedo.", + "FELIX_ROMANCE_FELIX_NO": "Perdona. Debería darme cuenta cuando alguien quiere estar en soledad.", + "FELIX_ROMANCE_FELIX2": "Eh…", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "FELIX_ROMANCE_FELIX1.n": "¡Estás más callade que de costumbre, {player}! ¿Te preocupa algo?", + "FELIX_ROMANCE_FELIX13": "Pero incluso si tarde o temprano tenemos que despedirnos…", + "FELIX_ROMANCE_FELIX5": "Nadie se me había declarado nunca. [pause]Esto es… poco ortodoxo.", + "FELIX_ROMANCE_FELIX3": "He estado en un par de relaciones antes, [pause]pero a decir verdad…", + "FELIX_ROMANCE_FELIX4": "Por lo general, soy yo quien da los grandes pasos.", + "FELIX_ROMANCE_FELIX6": "Ah, se me olvidaba…", + "FELIX_ROMANCE_FELIX7": "¡Que no te he contestado!", + "FELIX_ROMANCE_FELIX8": "Es un \\\"sí\\\", [pause]por supuesto.", + "FELIX_ROMANCE_FELIX9.f": "Un día, una chica misteriosa llega a mi vida, [pause]pelea junto a mí, [pause]literalmente [wave amp=30 freq=10]se fusiona[/wave] conmigo en pleno combate, [pause]¿y aparte es guapa?", + "FELIX_ROMANCE_FELIX9.m": "Un día, un chico misterioso llega a mi vida, [pause]pelea junto a mí, [pause]literalmente [wave amp=30 freq=10]se fusiona[/wave] conmigo en pleno combate, [pause]¿y aparte es guapo?", + "FELIX_ROMANCE_FELIX9.n": "Un día, una persona misteriosa llega a mi vida, [pause]pelea junto a mí, [pause]literalmente [wave amp=30 freq=10]se fusiona[/wave] conmigo en pleno combate, [pause]¿y aparte es guape?", + "FELIX_ROMANCE_FELIX11": "Lo más probable es que, aunque encontremos una forma de volver, [pause]no pertenezcamos al mismo mundo.", + "FELIX_ROMANCE_FELIX10": "Hay que ser tonto de remate para decir que no.", + "FELIX_ROMANCE_FELIX12": "Tú nunca has oído hablar de los \\\"zotros\\\" [pause]y yo nunca he oído hablar de los \\\"cómics\\\".", + "VIOLA_UNKNOWN_NAME": "Mujer misteriosa", + "FELIX_ROMANCE_FELIX14": "Quiero vivir esta historia contigo. [pause]Mientras dure.", + "VIOLA_INTRO1_MEREDITH1": "Vaya, qué original. Siempre tiene que haber algo que intenta matarnos, ¿eh?", + "VIOLA_INTRO1_EUGENE1": "Cuantos más rivales, mejor será el entrenamiento, [pause]te lo digo yo.", + "VIOLA_INTRO1_KAYLEIGH1": "No puedo evitar que esta situación me preocupe un poco…", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]¡Nos están atacando![/wave]", + "VIOLA_INTRO1_FELIX1": "Vaya. Conque era una trampa.", + "VIOLA_INTRO1_VIOLA2": "Esta tierra no es clemente con nadie, forsteros.", + "VIOLA_QUEST2_PART1_VIOLA6": "Si no es pedirte demasiado, [pause]¿podrías mostrarme el lugar donde lo viste?", + "VIOLA_INTRO1_VIOLA3": "Anda. [pause]¡Vamos a igualar a estas bestias en número!", + "VIOLA_INTRO1_VIOLA4": "…", + "VIOLA_INTRO1_VIOLA6": "No hay razón alguna para que permanezcan en un lugar como este.", + "VIOLA_INTRO1_VIOLA5": "Harían bien en retirarse antes de que regresen esos desalmados…", + "VIOLA_INTRO1_KAYLEIGH7": "Al menos déjanos darte las gracias. ¿Quién eres?", + "VIOLA_INTRO1_MEREDITH7": "Qué linda gorra. ¿Tú quién eres, por cierto?", + "VIOLA_INTRO1_EUGENE7": "¡Vamos, [pause]somos colegas de batalla! [pause]Al menos dinos tu nombre.", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]¡Fuiste muy valiente al ayudarnos! ¿Quién eres?…[/wave]", + "VIOLA_INTRO1_FELIX7": "Fue un combate bastante tenso. [pause]¿Nos puedes decir tu nombre al menos?", + "VIOLA_INTRO1_VIOLA8": "Soy Viola de Mesalina.", + "VIOLA_INTRO1_VIOLA9": "Yo no me considera una guerrera, pero parece que esta tierra me asignó ese papel.", + "VIOLA_INTRO1_VIOLA10": "No pretendo hacerlos partícipes de mis pesares.", + "VIOLA_INTRO1_VIOLA10_OPTION1": "¿Qué pesares?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "¿Dónde podría estar tu hermano?", + "VIOLA_INTRO1_VIOLA11": "…", + "VIOLA_INTRO1_VIOLA10_OPTION2": "¿Tienes una misión, o algo así?", + "VIOLA_INTRO1_VIOLA12": "Mi hermano y yo fuimos arrojados a la mar.", + "VIOLA_INTRO1_VIOLA13": "Si yo no me ahogué, puede que él también haya acabado recalando en estas costas…", + "VIOLA_INTRO1_VIOLA14": "Llevo varias semanas de búsqueda. Un alma caritativa me obsequió con este peculiar artilugio para que pudiera protegerme.", + "VIOLA_INTRO1_VIOLA15": "Si llegan a saber algo de mi hermano Sebastián, mi refugio se encuentra al este de aquí.", + "VIOLA_INTRO1_VIOLA16": "Que tengan buena ventura.", + "VIOLA_INTRO2_VIOLA1": "Nos encontramos de nuevo. ¿Qué tal te han tratado estas tierras?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "¿Por qué viajas sola?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "¿Por qué hablas así?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "¡Adiós!", + "VIOLA_INTRO2_VIOLA2": "Lo ignoro.", + "VIOLA_INTRO2_VIOLA3": "No anda corto de ingenio. Si ha recalado en este lugar, confío en que también me habrá de estar buscando.", + "VIOLA_INTRO2_VIOLA4": "Carezco de conocimientos sobre este lugar y sus costumbres.", + "VIOLA_INTRO2_VIOLA5": "Sus gentes me resultan extrañas. En aras de mi bienestar, he emprendido sola este periplo.", + "VIOLA_INTRO2_VIOLA7": "En vista de lo cual, quizá me halle más lejos de mi tierra de lo en un primer momento había imaginado.", + "VIOLA_INTRO2_VIOLA6": "Según mi punto de vista, [pause]eres tú quien habla de un modo por demás curioso.", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DÍGANLE A MI HERMANA… QUE ES AQUÍ DONDE SE REENCONTRARÁ CONMIGO…[/wave]", + "VIOLA_INTRO2_VIOLA8": "Propicio sea tu camino.", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "¿Ese era el hermano de Viola? Deberíamos contárselo…", + "VIOLA_QUEST1_PART1_MEREDITH2": "Mmm… No sé muy bien qué pasó. Debemos decírselo a Viola, supongo.", + "VIOLA_QUEST1_PART1_FELIX2": "Esta historia se está poniendo más y más rara. Va, vamos a decirle a Viola que vimos a su hermano.", + "VIOLA_QUEST1_PART1_EUGENE2": "Qué raro fue eso, ¿no? Anda, vamos a contárselo a Viola.", + "VIOLA_QUEST2_PART1_VIOLA1": "¿Es posible? ¿Dices que mi hermano se te apareció?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "¡Por supuesto!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Ahora no.", + "VIOLA_QUEST2_PART1_VIOLA2": "¡Cuéntame cuanto sepas, por caridad!", + "VIOLA_QUEST2_PART1_VIOLA3": "Comprendo…", + "VIOLA_QUEST2_PART1_VIOLA4": "Puede que mi hermano siga entre los vivos, [pause]o tal vez tan solo perviva su alma…", + "VIOLA_QUEST2_PART1_VIOLA5": "Es preciso cerciorarme de ello… {player}…", + "VIOLA_QUEST2_PART1_VIOLA8": "Nada debes temer, [pause]pues escaso será para ti el peligro mientras yo esté junto a ti y aún respire.", + "VIOLA_QUEST2_PART1_VIOLA7": "Partamos pues sin demora.", + "VIOLA_QUEST2_PART1_VIOLA_NO": "Comprendo. Permaneceré aquí, por ahora.", + "VIOLA_QUEST3_PART1_VIOLA1": "¿Es este el lugar en cuestión?", + "VIOLA_QUEST3_PART1_VIOLA2": "Hermano mío, [pause]si estás presente… [pause]Manifiéstate.", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "La quietud de este lugar me resulta perturbadora… ¿No te pasa lo mismo?", + "VIOLA_QUEST3_PART1_VIOLA3": "Hay que registrar el lugar y acabar con la incertidumbre.", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Triste es el destino de mi querido hermano si se halla en un lugar como este…", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "He esperado muchas lunas para poder conocerte, [wave amp=30 freq=10]Viola de Mesalina[/wave].", + "VIOLA_QUEST3_PART2_VIOLA1": "¡¿Hermano?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "¿Dice la verdad este tal \\\"Robin Goodfellow\\\", [pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "¿No? [pause]¡Pero si los festejos de esta noche ni siquiera han comenzado!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "Tengo maravillas por compartir contigo.", + "VIOLA_QUEST3_PART2_VIOLA4": "¿Qué…? [pause]Tu apariencia no me engaña, espíritu. [pause]No seré una pieza de tu juego macabro.", + "VIOLA_QUEST3_PART2_VIOLA7": "…", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "VEN, VIOLA DE MESALINA.\\n\\nAQUÍ ENCONTRARÁS A TU FAMILIA,\\n\\nPUES YO SOY EL GUARDIÁN DE TU HERMANO.", + "VIOLA_QUEST3_PART2_VIOLA8": "Poca fe albergo en las palabras de ese espíritu. [pause]Mas si conoce a Sebastián, [pause]así como mi nombre…", + "VIOLA_QUEST3_PART2_VIOLA9": "Quizá esté diciendo la verdad.", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Este navío debió de ser un espectáculo para la vista…", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "El espíritu que me habló… Sus intenciones son algo en lo que no oso pensar siquiera.", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "¡El agua retrocedió! [pause]¡Vamos, el tiempo apremia!", + "VIOLA_QUEST4_PART1_ROBIN1": "¿ME CONCEDES UN BAILE, PRIMA?", + "VIOLA_QUEST4_PART1_VIOLA1": "No. [pause]No eres sangre de mi sangre, espíritu.", + "VIOLA_QUEST4_PART2_VIOLA1": "Esta debe ser la guarida del espíritu que me separa de mi hermano.", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Creo que se trata de un arcángel…", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Yo creo que no es un espíritu…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "DEBO ROGARLES SILENCIO A PARTIR DE AHORA.", + "VIOLA_QUEST4_PART2_VIOLA2": "Poco importa si es espíritu, hada o demonio el que busca mi conversación…", + "VIOLA_QUEST4_PART2_VIOLA3": "¡No debo titubear!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "PUES EL MUNDO ES UN ESCENARIO…\\n\\nY EL ESPECTÁCULO ESTÁ A PUNTO DE COMENZAR.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "Me esperaba algo más.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "¿Qué \\\"espectáculo\\\"? ¿Quién [wave amp=30 freq=10]diantres[/wave] eres?", + "VIOLA_QUEST4_FUSE_VIOLA3": "¡No es este el día en que hemos de fenecer!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "NO SOY MÁS QUE UN ALEGRE VAGABUNDO DE LA NOCHE…\\n\\nME LLAMAN APARICIÓN, O PUCK…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "Y TÚ Y YO, VIOLA DE MESALINA, VIVIMOS UNA HISTORIA PARECIDA.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "¡SOY ROBIN GOODFELLOW!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "DÉJAME VER…\\n\\nPÁGINA 645, \\\"NOCHE DE REYES\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "ENCONTRÉ ESTE LIBRO ENTRE LOS DESPOJOS DE LA NAVE.\\n\\nUNA LECTURA CURIOSA, ¿SABES?", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "LA COMEDIA DE VIOLA DE MESALINA, QUE NAUFRAGA EN TIERRA DESCONOCIDA.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "No lo comprendo…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, SÍ, ESTA ES LA MÍA.\\n\\nPÁGINA 365, \\\"SUEÑO DE UNA NOCHE DE VERANO\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "ENCONTRARÁS A TU HERMANO CUANDO TU RELATO LO REQUIERA.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UN CUENTO DE HADAS SOBRE EL REY OBERÓN, LA REINA TITANIA Y EL BROMISTA ROBIN GOODFELLOW.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MI QUERIDA VIOLA… ¿TÚ Y YO?\\n\\nSOMOS MERAS INVENCIONES DE UN DRAMATURGO MORTAL. UN TAL SEÑOR WILLIAM SHAKESPEARE, PARA SER MÁS EXACTOS.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "NUESTRA HISTORIA NO NOS PERTENECE.\\n\\nSEBASTIÁN NO ESTÁ AQUÍ. JAMÁS ESTARÁ AQUÍ.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", + "VIOLA_CONVO13_VIOLA2.f": "Lo lamento, [pause]amiga mía, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]¡Me rebelo contra ella![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "Es verdad.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Esas historias que lee… [pause]¿Son famosas en tu mundo?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Lo siento.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Lo siento.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Gracias.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Lo siento.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "SABES QUE DIGO LA VERDAD.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Creo que tu \\\"verdad\\\" no cambia nada.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Creo…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "DEJA QUE LA VERDAD SE APODERE DE TI. DEJA QUE TE INUNDE POR COMPLETO HASTA QUE NO PUEDAS NI RESPIRAR.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Puede ser que en la tierra de {player}, [pause]yo no sea sino una simple historia.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "¡Ese futuro que se escribió para mí no es más que un montón de [shake rate=30 level=10]palabras impresas en papel[/shake]!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Mas ¿quién te dice que {player} no es un cuento en la mía?", + "VIOLA_QUEST4_FUSE_VIOLA2": "Puede que la inexorable mano del destino nos empuje hacia el abismo, [pause]mas…", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "¡JA, JA, JA!\\n\\n¡QUÉ INESPERADO!", + "VIOLA_QUEST4_FUSE_VIOLA4": "¡[shake rate=30 level=10]Nuestra historia no termina aquí[/shake]!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "¡ESTA OBRA ES AÚN MEJOR DE LO QUE IMAGINABA!\\n\\n¡ADELANTE, VAMOS A DISFRUTAR DEL ÚLTIMO ACTO!", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player}…", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "SE DIRÍA QUE LO QUE LO AGUARDA NO ES PRECISAMENTE UN FINAL FELIZ. ¿NO ES ASÍ SEÑOR GOODFELLOW?", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "PERMÍTAME QUE LE ECHE UNA MANO. TENGO UN NUEVO PAPEL PARA USTED.", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Sería sensato regresar a nuestro refugio…", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Te agradezco que me hayas acompañado en este trago amargo, [pause]{player}.", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "A fe mía que Robin Goodfellow estaba errado.", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Aun cuando en otros mundos mi vida no sea más que una historia…", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Descubriré el final de mi historia por mí misma.", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Eso carece de importancia. Habré de ser yo quien escriba mi futuro.", + "VIOLA_CONVO2_VIOLA2": "No obstante, soy consciente de muchos pobres infelices llevan aquí atrapados mucho más tiempo que yo.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Mas desde el momento en que aunamos nuestros corazones durante el combate, [pause]tú también has pasado a formar parte de mi historia.", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Me refiero a nuestro [wave amp=30 freq=10]instante de unión[/wave] durante el combate que libramos. Al convertirnos en un solo cuerpo, sentí que se entrelazaban de igual manera [wave amp=30 freq=10]tu destino y el mío[/wave].", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "¿Cómo que \\\"aunamos nuestros corazones\\\"?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "¿A qué te refieres?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Quizá sea el descubrimiento de ese portal lo que me permita reencontrarme con mi hermano.", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Si bien ya nos hemos separado, siento que los hilos del destino no se han de desenredar tan fácilmente.", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "¿Dices que sabes de un portal para abandonar la isla?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "¡Así es!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Así es.", + "VIOLA_CONVO1_VIOLA1": "¿Pretendes decirme que en tu mundo [pause]viajar de una nación a otra requiere horas [pause]en vez de días?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "¡Que así sea! [pause]Permíteme, pues, saldar mi deuda ayudándote en cuanto pueda durante tu viaje.", + "VIOLA_CONVO1_VIOLA2": "¿Cómo es posible tal cosa? [pause]No oso imaginarlo siquiera.", + "VIOLA_CONVO2_VIOLA1": "Si bien he permanecido poco tiempo en esta tierra, [pause]es grande la añoranza que siento de mi hogar.", + "VIOLA_CONVO2_VIOLA3": "A fe mía que yo no podría soportar tal situación. [pause]Pesada es la carga que llevan en silencio las gentes de este lugar.", + "VIOLA_CONVO3_VIOLA1": "Soy consciente de que el cielo que nos cubre no es el mismo que contemplaba de niña desde la ventana de mi alcoba…", + "VIOLA_CONVO3_VIOLA2": "Mas, siquiera un instante, soy capaz de imaginar que lo es. [pause]Imaginar que bastaría cabalgar una jornada para llegar a mi hogar, [pause]y que igual de sencillo me resultaría gozar de nuevo de la compañía de mi familia y mis amigos.", + "VIOLA_CONVO4_VIOLA1": "Dime, [pause]¿cómo se llama esa forma monstruosa que adoptas durante el combate?", + "VIOLA_CONVO3_VIOLA3": "No me cabe duda de que una parte de ti siente lo mismo, [pause]{player}.", + "VIOLA_CONVO4_VIOLA2": "…", + "VIOLA_CONVO5_VIOLA1": "He llegado a la conclusión de que esta isla es capaz de forjar alianzas insólitas.", + "VIOLA_CONVO4_VIOLA3": "¿{first_tape_name}? [pause]En cierto modo, te va como anillo al dedo.", + "VIOLA_CONVO5_VIOLA2": "Gente de diversas esferas, [pause]cuyos caminos, de otro modo, jamás se habrían cruzado, [pause]se tornan camaradas al verse atrapados en esta tierra remota.", + "VIOLA_CONVO5_VIOLA3.m": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", + "VIOLA_CONVO5_VIOLA3.f": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", + "VIOLA_CONVO5_VIOLA3.n": "Sin duda, no habría sido posible en ninguna otra circunstancia que tú y yo nos conociéramos.", + "VIOLA_CONVO6_VIOLA1": "Si abandonara algún día este lugar, sería una necedad mencionar siquiera mis andanzas en él.", + "VIOLA_CONVO6_VIOLA3": "¡Mis amigos me tomarían por loca!", + "VIOLA_CONVO6_VIOLA2": "¿Una isla que está más allá de los reinos de la Tierra, [pause]habitada por espíritus y seres feéricos?", + "VIOLA_CONVO7_VIOLA1.n": "Ven, mi queride {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", + "VIOLA_CONVO7_VIOLA1.f": "Ven, mi querida {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", + "VIOLA_CONVO7_VIOLA1.m": "Ven, mi querido {player}. [pause]Sé que pronto habremos de volver a nuestra misión…", + "VIOLA_CONVO11_VIOLA1.m": "Luchar codo con codo con tu amado, [pause]con la forma de un ser extraño por atavío…", + "VIOLA_CONVO7_VIOLA2": "Mas nos ganamos el privilegio de disfrutar en compañía de la momentánea quietud.", + "VIOLA_CONVO8_VIOLA1": "Visité más de una taberna en mi país natal, mas en ninguna hallé el sosiego que reina en este lugar.", + "VIOLA_CONVO8_VIOLA2": "¡Es por demás placentero! [pause]Doy por hecho que entre estas paredes se han vivido momentos felices.", + "VIOLA_CONVO9_VIOLA1": "Cuando los árboles quedan inmóviles durante un momento y dan pie a una quietud que invade el lugar…", + "VIOLA_CONVO9_VIOLA2": "Hay entonces un silencio que parece más real que ninguno que haya podido experimentar jamás. [pause]Es un silencio que penetra cual espada y que es posible percibir bajo la propia piel.", + "VIOLA_CONVO9_VIOLA3": "Saber que, en este reino, no existe nada más allá de esta isla solitaria…", + "VIOLA_CONVO10_VIOLA1.m": "Por cierto, [pause]mi querido {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", + "VIOLA_CONVO9_VIOLA4": "Lugar tan apartado pocos hombres serían capaces de imaginar.", + "VIOLA_CONVO10_VIOLA1.f": "Por cierto, [pause]mi querida {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", + "VIOLA_CONVO10_VIOLA1.n": "Por cierto, [pause]mi queride {player}, [pause]¿te he deleitado alguna vez con mis historias de cuando fui artista ambulante?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "¿Cuando fuiste qué?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "¿Artista… ambulante?", + "VIOLA_CONVO10_VIOLA2": "¡Así es! [pause]Mi hermano y yo cantábamos y actuábamos de vez en cuando para amigos o para los públicos más variados.", + "VIOLA_CONVO10_VIOLA3": "No es que nos hiciera falta el dinero, por supuesto. [pause]Durante la mayor parte de mi vida, las finanzas no fueron motivo de preocupación. La diversión era en sí misma una recompensa.", + "VIOLA_CONVO10_VIOLA4": "Sin duda tú debes de tener tus propios talentos ocultos. [pause]Ardo en deseos de saber más sobre ti, si te place…", + "VIOLA_CONVO11_VIOLA1.f": "Luchar codo con codo con tu amada, [pause]con la forma de un ser extraño por atavío…", + "VIOLA_CONVO11_VIOLA2": "Es como un romance en sí mismo, ¿no te parece? [pause]Si la acción es elocuencia, [pause]nuestros combates son poesía.", + "VIOLA_CONVO11_VIOLA1.n": "Luchar codo con codo con tu amade, [pause]con la forma de un ser extraño por atavío…", + "VIOLA_CONVO12_VIOLA2": "Y ansío el momento de deleitar algún día a mi hermano con historias sobre los demonios que he vencido.", + "VIOLA_CONVO12_VIOLA1": "Ansío el momento en el que encontremos la forma de volver a casa y despertar de este extraño sueño en el que nos hallamos.", + "VIOLA_CONVO13_VIOLA1": "…", + "VIOLA_CONVO14_VIOLA4": "Sin embargo, es por demás [wave amp=30 freq=10]curioso[/wave] que mi propia historia, o la de algún otro, se halle contenida en las páginas de un libro de otras tierras. ¿Funcionan acaso de esa manera todas las historias?", + "VIOLA_CONVO13_VIOLA2.n": "Lo lamento, [pause]amigue míe, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", + "VIOLA_CONVO13_VIOLA2.m": "Lo lamento, [pause]amigo mío, [pause]pero, ahora mismo, no me veo capaz de dar mucha conversación.", + "VIOLA_CONVO13_VIOLA3": "Poco hace que nos conocemos y, aun cuando me has ofrecido tu ayuda, pocas palabras tengo que pueda ofrecer a cambio.", + "VIOLA_CONVO14_VIOLA2": "Dijo que él y yo no somos sino la creación de un dramaturgo, que nuestra historia ya estaba escrita.", + "VIOLA_CONVO14_VIOLA1": "Me vienen de nuevo a la mente las palabras de aquel granuja de Robin Goodfellow.", + "VIOLA_CONVO14_VIOLA3": "Por supuesto, no permití que sus palabras hicieran mella en mi espíritu. [pause]Como le dije, tan solo a mí corresponde escribir mi historia.", + "VIOLA_CONVO14_VIOLA5": "¡Quizá sea posible hallar en otro mundo el \\\"Libro de {player}\\\"! [pause]No me cabe duda de que será una lectura apasionante.", + "VIOLA_CONVO17_VIOLA1_OPTION1": "¡Sí!", + "VIOLA_CONVO15_VIOLA1": "Dime, [pause]{player}, [pause]¿no opinas que la forma que tienen en estas tierras de batirse, en forma de bestias feéricas, es por demás extraña?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "Sí, es bastante rara.", + "VIOLA_CONVO15_VIOLA1_OPTION2": "¡Pues a mí me divierte!", + "VIOLA_CONVO15_VIOLA2": "Es muy curiosa, eso es innegable. Y, sin embargo, las buenas gentes de estas tierras lo hacen sin vacilar, sin dudarlo un momento.", + "VIOLA_CONVO16_VIOLA1": "¿Lo crees de verdad, {player}? [pause]¿Crees que esa puerta que hallaste nos ha de devolver al mundo en el que antaño vivíamos?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "No tengo más remedio que creerlo.", + "VIOLA_CONVO16_VIOLA1_OPTION2": "¡Sí, eso creo!", + "VIOLA_CONVO16_VIOLA2": "¡Maravilloso! [pause]Pese a lo mucho que he llegado a admirar este mundo nuevo y extraño, soy consciente de que a ninguno de nosotros corresponde el destino de quedarnos en él para siempre.", + "VIOLA_CONVO16_VIOLA3": "Mas si fuere tu deseo permanecer aquí un poco más, yo también lo habré de hacer. [pause]Somos jóvenes, al fin y al cabo, y el tiempo aún no reclama nuestra presencia lejos de este lugar.", + "VIOLA_CONVO17_VIOLA1": "Cuán glorioso fue el combate que libramos contra Álef, ¿verdad?", + "VIOLA_CONVO17_VIOLA2": "Tengo más madera de guerrera de la que pensaba. ¡Quizá debería seguir la senda del soldado!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "Supongo que sí.", + "VIOLA_CONVO17_VIOLA3": "Aunque, como mujer, no se me permitiría hacer tal cosa. [pause]Quizá debería volver a hacerme pasar por hombre…", + "VIOLA_CONVO17_VIOLA3_OPTION2": "¿Qué?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "¿Cómo que \\\"volver\\\"?", + "VIOLA_CONVO18_VIOLA1.m": "No hace mucho tiempo que viajaste conmigo, mi querido {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", + "VIOLA_CONVO17_VIOLA4": "¿Te causa sorpresa oírlo? ¡Yo tengo alma de artista! La condición de hombre y la de mujer no son sino disfraces que guardo en mi baúl para poder lucirlos cuando me plazca.", + "VIOLA_CONVO18_VIOLA1.f": "No hace mucho tiempo que viajaste conmigo, mi querida {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", + "VIOLA_CONVO18_VIOLA1.n": "No hace mucho tiempo que viajaste conmigo, mi queride {player}, y, sin embargo, tenemos ya tantas historias de nuestras andanzas que no cabrían en una vida normal.", + "VIOLA_CONVO18_VIOLA2": "Quizá sea ese el verdadero propósito de esta tierra: que aquellos que arriben a sus costas tengan por destino marcharse habiendo vivido un sinnúmero de aventuras.", + "VIOLA_CONVO19_VIOLA1_OPTION1": "¡Sí!", + "VIOLA_CONVO19_VIOLA1.n": "¿Lees poesía, mi queride {player}?", + "VIOLA_CONVO19_VIOLA1.m": "¿Lees poesía, mi querido {player}?", + "VIOLA_CONVO19_VIOLA1.f": "¿Lees poesía, mi querida {player}?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "¡La verdad, no!", + "VIOLA_CONVO19_VIOLA4": "Si bien es cierto que el ser humano necesita del cocinero para nutrir el estómago, así también necesita del poeta para nutrir el corazón.", + "VIOLA_CONVO19_VIOLA2": "¡Me complace que así sea!", + "VIOLA_CONVO19_VIOLA3": "No te preocupes por ello. Quizá yo podría ilustrarte.", + "VIOLA_CONVO19_VIOLA5": "Considero un acto de crueldad el privar al propio corazón de tan vital alimento.", + "VIOLA_CONVO19_VIOLA6": "En vista de nuestra presente unión, quizá haríamos bien en disfrutar de la obra de la poetisa griega Safo. Intentaré conseguir un libro que recoja sus poemas durante nuestros viajes.", + "VIOLA_CONVO20_VIOLA1": "Gracias, {player}. [pause]Este momento de descanso es digno de agradecer.", + "VIOLA_SOCIAL1_VIOLA1": "Últimamente no he podido evitar [pause]reparar en el hecho de que [pause]muchos aspectos de la vida cotidiana de este pueblo me son por completo ajenos.", + "VIOLA_SOCIAL1_VIOLA3": "¡Y hasta los faroles se iluminan por sí solos, sin que medie intervención de farolero alguno! [pause]Hay muchas cosas que no entiendo.", + "VIOLA_SOCIAL1_VIOLA2": "Las buenas gentes de Villapuerto hablan de una manera que me resulta peculiar.", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "Supongo que es normal, viniendo de un pasado shakespeariano…", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Supongo que, desde tu punto de vista, es como si esto fuera el futuro.", + "VIOLA_SOCIAL1_VIOLA5": "Y lo de fundir tu espíritu con el de tus aliados. [pause]¿Todo eso es normal para ti?", + "VIOLA_SOCIAL1_VIOLA4": "Así es. Y esos \\\"walkmans\\\" que se utilizan para adoptar la forma de bestias y espíritus.", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Eh… No, eso a mí también me parece raro.", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "No, eso solo pasa en Nueva Wirral.", + "VIOLA_SOCIAL1_VIOLA6": "Entiendo.", + "VIOLA_SOCIAL1_VIOLA8": "Cierto es que me hallo muy lejos de Mesalina, tanto en el espacio como en el tiempo.", + "VIOLA_SOCIAL1_VIOLA7": "Quieres decir que, aun cuando hay aspectos de estas tierras que sí te son conocidos, hay otros que incluso tú consideras extraños.", + "VIOLA_SOCIAL1_VIOLA9": "Si este mundo tiene atracciones que me son desconocidas, quiero pedirte un favor:", + "VIOLA_SOCIAL1_VIOLA10": "¿Serías tan amable de enseñármelas cuando llegue el momento?", + "VIOLA_SOCIAL1_VIOLA11": "Ardo en deseos de conocer todo eso antes de volver al país que me vio nacer.", + "VIOLA_SOCIAL3_VIOLA5": "Insistió en que la lectura de esta obra, [pause]\\\"Relatos terroríficos\\\", me sería de gran provecho.", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "¿Antes de volver a casa?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "¿Te vas a marchar?", + "VIOLA_SOCIAL1_VIOLA13.m": "Lo noto en tu mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amigo.", + "VIOLA_SOCIAL1_VIOLA12": "¿No es acaso tu misión encontrar la forma de abandonar esta isla?", + "VIOLA_SOCIAL1_VIOLA13.n": "Lo noto en tu mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amigue.", + "VIOLA_SOCIAL1_VIOLA13.f": "Lo noto en tu mirada. [pause]No es tan fácil ocultarme lo que te pasa por la cabeza, amiga.", + "VIOLA_SOCIAL1_VIOLA14": "No temas, te voy a ayudar en cuanto me sea posible.", + "VIOLA_SOCIAL1_VIOLA15": "Siempre tendrás en mí una aliada y una amiga.", + "VIOLA_SOCIAL1_VIOLA16": "¡Dicho queda! [pause]Será mejor que no nos entretengamos más.", + "VIOLA_SOCIAL2_VIOLA2": "No sirve cerveza, ¿verdad? [pause]Sino eso que llaman \\\"café\\\".", + "VIOLA_SOCIAL2_VIOLA1": "Esa famosa fonda conocida como [pause]el Gramófono…", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "¡Así es!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Me suena que así es, sí.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Me suena que así es, sí.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Me suena que así es, sí.", + "VIOLA_SOCIAL2_VIOLA3": "¿Y dices que la gente de tu tiempo consume grandes cantidades de ese \\\"café\\\"?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "¡Vaya que sí!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Puede que demasiado.", + "VIOLA_SOCIAL2_VIOLA4": "Admirable.", + "VIOLA_SOCIAL2_VIOLA6": "De modo que me he procurado una frasca de esa bebida tan apreciada. [pause]Me la ha regalado Clémence.", + "VIOLA_SOCIAL2_VIOLA5": "Pues tengo el deseo de disfrutar del café [pause]como lo hacen las buenas gentes de Villapuerto.", + "VIOLA_SOCIAL2_NARRATION7": "Viola se sirve un café.", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Puedes anunciar el veredicto.", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "¿Qué te parece?", + "VIOLA_SOCIAL2_VIOLA9": "Es una bebida muy aromática.", + "VIOLA_SOCIAL2_VIOLA10": "Me resulta evidente el motivo de su éxito.", + "VIOLA_SOCIAL2_VIOLA11": "Y en cuanto a este pastelillo que también fue tan amable de regalarme…", + "VIOLA_SOCIAL2_VIOLA12": "¿Cómo se llama esto?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "¡Es un bollo!", + "VIOLA_SOCIAL2_VIOLA13": "Ese sabor… [pause]Ese dulzor…", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Ah, ¿también te dio un bollo?", + "VIOLA_SOCIAL2_VIOLA14": "Y, sin embargo, desaparecen tan rápido… [pause]Es un placer tan puro como perecedero.", + "VIOLA_SOCIAL2_VIOLA15": "Buenas noches, [pause]bollito.", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "¿Te gustó, entonces?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "¿Pasó la prueba, entonces?", + "VIOLA_SOCIAL2_VIOLA16": "Sí, [pause]yo diría que sí.", + "VIOLA_SOCIAL3_VIOLA1": "En un esfuerzo por saber más sobre los mundos de los que provienen las gentes de Villapuerto, me he procurado unos documentos de gran interés académico.", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "¿Libros de texto?", + "VIOLA_SOCIAL3_VIOLA2": "Así es. [pause]El tiempo que he pasado en Nueva Wirral me ha servido para entender que mis conocimientos sobre el mundo en el que vivía no son sino un grano de arena en mitad de un mar insondable.", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "¿Te dio por investigar?", + "VIOLA_SOCIAL3_VIOLA3.m": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi querido {player}.", + "VIOLA_SOCIAL3_VIOLA4": "Le pedí ayuda a Meredith, [pause]y ella me confió este libro.", + "VIOLA_SOCIAL3_VIOLA3.n": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi queride {player}.", + "VIOLA_SOCIAL3_VIOLA3.f": "No hay duda de que hay muchos mundos como aquel del que provengo… [pause]Verbigracia, el tuyo, mi querida {player}.", + "VIOLA_SOCIAL3_VIOLA6": "En efecto, ya había llegado a la conclusión de que las andanzas que en él se narran son imaginarias.", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Yo diría que eso no son más que historias de miedo…", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "No creo que de ese libro vayas a poder aprender nada.", + "VIOLA_SOCIAL3_VIOLA7": "Mas me veo obligada a hacerte notar el contenido del capítulo 5… [pause]gran parte del cual describe maneras eficaces de dar muerte a los muertos vivientes.", + "VIOLA_SOCIAL3_VIOLA8": "¿Acaso no luchamos con frecuencia contra monstruos de todo pelaje? [pause]Quizá sea posible aprender más de este documento de lo que pudiera creerse en un principio.", + "VIOLA_SOCIAL3_VIOLA9": "No obstante, [pause]es mi opinión que lo que llevó a Meredith a prestarme este libro fue simplemente su amor por lo macabro.", + "VIOLA_SOCIAL3_VIOLA10": "Fue, en cualquier caso, una lectura grata. [pause]Quizá le pida más libros en alguna otra ocasión.", + "VIOLA_SOCIAL4_VIOLA1.f": "Hay un asunto que me gustaría tratar contigo, amiga. [pause]¿Podríamos quizá marchar a un lugar más tranquilo?", + "VIOLA_SOCIAL4_VIOLA1.m": "Hay un asunto que me gustaría tratar contigo, amigo. [pause]¿Podríamos quizá marchar a un lugar más tranquilo?", + "VIOLA_SOCIAL3_VIOLA11": "Adelante, ¡pues ardo en deseos de poner en práctica mis nuevos conocimientos!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Ahora no.", + "VIOLA_SOCIAL4_VIOLA1.n": "Hay un asunto que me gustaría tratar contigo, amige. [pause]¿Podríamos quizá marchar a un lugar más tranquilo?", + "VIOLA_SOCIAL4_VIOLA_NO": "No pasa nada, será para la próxima.", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "¡Por supuesto!", + "VIOLA_SOCIAL4_VIOLA3": "Las gentes de Villapuerto no están sujetas a cuanto se espere de ellas, ¿verdad?", + "VIOLA_SOCIAL4_VIOLA2": "Esto es lo que quiero decir:", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "¿A qué te refieres?", + "VIOLA_ROMANCE_VIOLA_NO.f": "Me habré equivocado entonces, amiga", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "No sé si te sigo.", + "VIOLA_SOCIAL4_VIOLA4": "No tienen señores a los que agradar, [pause]ni reyes ante los que postrarse…", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "No sé si te sigo.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "No sé si te sigo.", + "VIOLA_SOCIAL4_VIOLA5": "Son libres para encontrar el sentido a sus propias acciones. [pause]Y yo envidio esa vida.", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "¿Tu vida anterior no era sencilla?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "¿Qué hacías antes de acabar aquí?", + "VIOLA_SOCIAL4_VIOLA6": "La familia de cuyo nombre me precio goza de excelente renombre y gran riqueza, [pause]mas en su momento la suerte nos dio la espalda.", + "VIOLA_SOCIAL4_VIOLA7": "A mi hermano y a mí se nos encomendó acudir a ver a un amigo de la familia que vivía en otro país y pedir su socorro.", + "VIOLA_SOCIAL4_VIOLA8": "Mas, como ya habrás imaginado, [pause]mi barco no arribó a aquellas costas. [pause]La tierra que hallé fue esta, un lugar onírico poblado por bestias y espíritus.", + "VIOLA_SOCIAL4_VIOLA9": "Cuán fácil me resultaría olvidar a mis parientes y permanecer aquí.", + "VIOLA_SOCIAL4_VIOLA10": "Sería una vida feliz, que podría vivir en la mejor compañía…", + "VIOLA_SOCIAL4_VIOLA11.f": "… Pues en esta tierra habitas tú, mi querida {player}.", + "VIOLA_SOCIAL4_VIOLA11.m": "… Pues en esta tierra habitas tú, mi querido {player}.", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Puedes estar segura de que siempre seré tu amigo.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "No acostumbro a ocultar lo que siente mi corazón [pause]ni tampoco sería capaz de ello.", + "VIOLA_SOCIAL4_VIOLA11.n": "… Pues en esta tierra habitas tú, mi queride {player}.", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Puedes estar segura de que siempre seré tu amigue.", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Puedes estar segura de que siempre seré tu amiga.", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "¿Tú crees que podríamos ser algo… más?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "¿Tú crees que podríamos ser algo… más?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "¿Tú crees que podríamos ser algo… más?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "De eso [pause]no me cabe la menor duda.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Nos quedan muchos caminos por recorrer, a ti y a mí.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "¡Así sea! [pause]En fin, [pause]amigo, [pause]vamos a tomarnos un \\\"café\\\"…", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "¡Así sea! [pause]En fin, [pause]amiga, [pause]vamos a tomarnos un \\\"café\\\"…", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "¡Así sea! [pause]En fin, [pause]amigue, [pause]vamos a tomarnos un \\\"café\\\"…", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "Y luego, adelante, ¡a seguir nuestro viaje!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "¿\\\"Algo más\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "¿\\\"Algo más\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Dímelo claramente: ¿De qué manera piensas en mí?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "¿\\\"Algo más\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amigue.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Eres una buena amiga.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Eh…", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Mi corazón anhela tu compañía.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amiga.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Veo que sabes elegir bien las palabras cuando surge la ocasión, amigo.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Tu belleza ilumina mi espíritu más que el sol el firmamento.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Ven a mí, mi querido {player}…", + "VIOLA_ROMANCE_VIOLA1.m": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Ven a mí, mi querida {player}…", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Ven a mí, mi queride {player}…", + "VIOLA_ROMANCE_VIOLA_NO.m": "Me habré equivocado entonces, amigo", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "Eh… ¡No, no es nada!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", + "VIOLA_ROMANCE_VIOLA1.f": "Tienes una mirada peculiar, {player}. [pause]¿Acaso hay algo que desees confesarme?", + "VIOLA_ROMANCE_VIOLA3": "¿Acabas de pedir mi mano en matrimonio, [pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "Me habré equivocado entonces, amigue", + "VIOLA_ROMANCE_VIOLA2": "Eh…", + "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", + "VIOLA_ROMANCE_VIOLA5": "Es una broma. [pause]El tiempo es nuestro señor [pause]y algún día el tiempo nos obligará a abandonar la mutua compañía.", + "VIOLA_ROMANCE_VIOLA6": "No sería capaz de soportar casarme contigo, [pause]sabiendo como sé que un día este sueño que soñamos despiertos acabará y habremos de volver a la vida que tuvimos antaño.", + "VIOLA_ROMANCE_VIOLA7": "Sin embargo, [pause]aún me quedan muchos días y noches por pasar a tu lado.", + "VIOLA_ROMANCE_VIOLA8": "Y comparto tu deseo. [pause]Desde este momento, nuestros corazones están unidos.", + "VIOLA_ROMANCE_VIOLA9": "Quizá, [pause]en algún otro mundo que no seamos capaces de imaginar siquiera, [pause]un humilde dramaturgo esté escribiendo nuestra historia en este mismo momento.", + "DOG_QUEST1_PART1_NARRATION4": "El perro se llama Perry y tiene un walkman en miniatura enganchado en el collar. No hay información sobre su dueño, salvo un número de teléfono de 22 dígitos.", + "VIOLA_ROMANCE_VIOLA10": "\\\"Viola y {player}: la comedia de dos amantes que naufragaron en mutua compañía\\\".", + "VIOLA_ROMANCE_VIOLA11": "Yo creo que sería una historia maravillosa, [pause]¿no te parece?", + "DOG_QUEST1_PART1_DOG1": "¡Guau!", + "DOG_UNKNOWN_NAME": "Perro", + "DOG_QUEST1_PART1_NARRATION2": "Es un perro, ¡y muy simpático!", + "DOG_QUEST1_PART1_NARRATION3": "Después de alargar el brazo para dejar que el perro te huela, revisas su collar.", + "DOG_QUEST1_PART1_NARRATION5": "Perry debe de estar también atrapado en Nueva Wirral.", + "DOG_QUEST1_PART1_NARRATION7": "Perry aúlla mientras mira a lo alto del acantilado. Debe querer subir.", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Aúúúúúúú…[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "Podrías llegar hasta allí con tu habilidad de escalada. ¿Quieres subir con él?", + "DOG_QUEST1_PART2_NARRATION1": "A Perry no le habría costado nada subir al acantilado. Por lo visto, lo que quería es que alguien lo acompañara.", + "DOG_QUEST1_PART1_NARRATION9": "Perry no se mueve del sitio. A lo mejor si tuvieras alguna manera de subir al acantilado con él…", + "DOG_QUEST1_PART1_DOG10": "¡Guau, guau!", + "DOG_QUEST1_PART4_NARRATION2": "Entre los huesos hay una correa de perro y unas pocas galletas.", + "DOG_QUEST1_PART3_DOG1": "Grrrrr…", + "DOG_QUEST1_PART4_NARRATION1": "Estos huesos parecen de humano…", + "DOG_QUEST1_PART4_NARRATION4": "Después, Perry te da un buen lametón en la mano.", + "DOG_QUEST1_PART4_NARRATION3": "Perry cava un hoyo enorme y lo ayudas a enterrar los huesos.", + "DOG_QUEST1_PART4_DOG5": "¡Guau!", + "RESTING_DOG_3": "Perry se portó muy bien hoy, así que le das todas las galletas y caricias en la pancita que se merece.", + "RESTING_DOG_1": "Perry y tú se echan una buena siesta.", + "RESTING_DOG_2": "Perry y tú juegan con una pelota sin ponerle demasiada atención ni esfuerzo.", + "RESTING_DOG_5": "¡Perry te lame la cara!", + "RESTING_DOG_4": "Perry empuja con el hocico una de sus galletas hacia ti. La pruebas, pero sabe muy bien.", + "RESTING_DOG_6.m": "Perry se zampa tu galleta aprovechando tu descuido.", + "RESTING_DOG_8": "¡Perry encuentra un buen sitio para cavar! Y acaba llenándose de lodo. Y a ti también.", + "RESTING_DOG_6.n": "Perry se zampa tu galleta aprovechando tu descuido.", + "RESTING_DOG_6.f": "Perry se zampa tu galleta aprovechando tu descuido.", + "RESTING_DOG_9": "Perry te trae un palo del que parece que está muy orgulloso.", + "INTERMISSION_PART1_ALEPH1": "HOLA, [pause]{player.to_upper}.", + "INTERMISSION_PART1_ALEPH2": "DISCULPA, [pause]¿SUENO DEMASIADO FUERTE?", + "INTERMISSION_PART1_ALEPH3": "A LO MEJOR DE ESTA FORMA TE RESULTA UN POCO MÁS FÁCIL.", + "INTERMISSION_PART1_ALEPH4": "PENSÉ QUE NOS CONVENÍA TENER UNA PEQUEÑA REUNIÓN.", + "INTERMISSION_PART1_MEREDITH5": "¿Es este el mismo tipo que no deja de aparecer en las estaciones? [pause]¿Quién rayos eres, por cierto?", + "INTERMISSION_PART1_KAYLEIGH5": "¡El hombre triángulo! ¿Quién eres y qué pretendes?", + "INTERMISSION_PART1_EUGENE5": "¡No me das miedo! ¡¿Quién eres?!", + "INTERMISSION_PART1_FELIX5": "Mmm. [pause]Esto es un poco incómodo, la verdad. [pause]¿Quién eres?", + "INTERMISSION_PART1_VIOLA5": "¿Quién es este ser?", + "INTERMISSION_PART1_DOG5": "¡Guau!", + "INTERMISSION_PART1_ALEPH6": "AH, PERO QUÉ MALEDUCADO SOY, [pause]PERMÍTANME QUE ME PRESENTE.", + "INTERMISSION_PART1_ALEPH6_OPTION1": "¿Eres un arcángel?", + "INTERMISSION_PART1_ALEPH7": "¡ARCÁNGEL! [pause]¿ES ASÍ COMO NOS LLAMAN? ¡ES PRECIOSO!", + "INTERMISSION_PART1_ALEPH8": "EN CUANTO A MÍ…", + "INTERMISSION_PART1_ALEPH9": "LOS DE SU ESPECIE ME HAN LLAMADO DE MUCHAS MANERAS.", + "INTERMISSION_PART1_ALEPH10": "ARTURO, [pause]ALEJANDRO, [pause]AGAMENÓN…", + "INTERMISSION_PART1_MEREDITH13": "Es… distinto a lo que esperaba, la verdad.", + "INTERMISSION_PART1_ALEPH11": "Y SIN EMBARGO, [pause][pause]SOY ÁLEF.", + "INTERMISSION_PART1_ALEPH12": "PUEDEN LLAMARME AL.", + "INTERMISSION_PART1_KAYLEIGH13": "Al menos… [pause]educado sí es.", + "INTERMISSION_PART1_EUGENE13": "¿Qué con su acto de \\\"tipo bueno\\\"?", + "INTERMISSION_PART1_ALEPH14": "CIERTA VIEJA AMISTAD ME HA TENIDO BASTANTE OCUPADO ÚLTIMAMENTE. [pause]POR FORTUNA, AHORA ESE \\\"INCONVENIENTE\\\" QUEDÓ RESUELTO.", + "INTERMISSION_PART1_FELIX13": "Pues… Encantado de conocerte… Supongo.", + "INTERMISSION_PART1_VIOLA13": "Si es que quieres algo…, [pause]¡dilo claramente!", + "INTERMISSION_PART1_DOG13": "Grrrr…", + "INTERMISSION_PART1_ALEPH16": "¡VIVIMOS TIEMPOS MUY EMOCIONANTES, [pause]CAMARADAS!", + "INTERMISSION_PART1_ALEPH15": "Y RESULTA QUE AHORA VUELVO Y ME ENCUENTRO CON QUE ESTE MUNDO HA ACUMULADO MÁS DE LOS MÍOS. MÁS [pause]ARCÁNGELES.", + "INTERMISSION_PART1_ALEPH18": "ASÍ QUE ME VEO OBLIGADO A PEDIRLES QUE NO INTENTEN INTERVENIR EN MI CAMPAÑA DE CONTRATACIÓN.", + "INTERMISSION_PART1_ALEPH17": "LAS NUEVAS INCORPORACIONES ESTÁN AÚN UN POCO VERDES, NECESITAN CENTRARSE, [pause]PERO LES VEO MUCHO POTENCIAL.", + "INTERMISSION_PART1_ALEPH19": "ES MÁS, [pause]SOLICITO FORMALMENTE QUE CECEN POR COMPLETO EN LA BÚSQUEDA DE MIS COMPAÑEROS.", + "INTERMISSION_PART1_ALEPH19_OPTION1": "¡Pero es que los arcángeles son la clave para abandonar Nueva Wirral!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "¡Necesito encontrarlos para poder irme de esta isla!", + "INTERMISSION_PART1_ALEPH20": "¡AH!", + "INTERMISSION_PART1_ALEPH21": "¿SOLO QUIERES IRTE?", + "INTERMISSION_PART1_ALEPH22": "¡PUES SÍ, [pause]YO PUEDO MANDARTE LEJOS DE AQUÍ!", + "INTERMISSION_PART1_KAYLEIGH24": "Esto no me gusta un pelo…", + "INTERMISSION_PART1_ALEPH23": "LO ÚNICO QUE NO PUEDO TELETRANSPORTAR ES A MÍ MISMO, PORQUE UN ESPEJO NO PUEDE REFLEJAR SU PROPIA IMAGEN…", + "INTERMISSION_PART1_MEREDITH24": "Eh… ¿confías en el tipo triángulo este?", + "INTERMISSION_PART1_EUGENE24": "Eso no suena nada bien…", + "INTERMISSION_PART1_FELIX24": "Este… ¿{player}?", + "INTERMISSION_PART1_VIOLA24": "Pero ¿qué clase de hombre es este…?", + "INTERMISSION_PART1_DOG24": "Aúúú…", + "INTERMISSION_PART1_ALEPH25": "¡QUE ASÍ SEA! [pause]TE CONCEDO TU DESEO.", + "INTERMISSION_PART1_ALEPH26": "Y TE RUEGO QUE NO VUELVAS.", + "INTERMISSION_PART1_ALEPH27": "DE VERDAD.", + "INTERMISSION_PART1_ALEPH28": "LO DIGO MUY EN SERIO.", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "No puedo leer esto. Ni siquiera reconozco el idioma.", + "INTERMISSION_PART2_AMBER1.m": "Parece que estás bastante perdido. [pause]No nos conocemos, ¿verdad?", + "AMBER_UNKNOWN_NAME": "Mujer misteriosa", + "INTERMISSION_PART2_AMBER2": "No te preocupes, puedes quedarte aquí.", + "INTERMISSION_PART2_AMBER1.f": "Parece que estás bastante perdida. [pause]No nos conocemos, ¿verdad?", + "INTERMISSION_PART2_AMBER1.n": "Parece que estás bastante perdide. [pause]No nos conocemos, ¿verdad?", + "INTERMISSION_LODGE_LOCKED": "La puerta está cerrada con llave.", + "INTERMISSION_PART3_AMBER2": "Llámame Amber. [pause]Soy el rostro visible de la Posada Ambarina.", + "INTERMISSION_PART3_AMBER1.m": "Qué suerte tienes de que te haya encontrado, cariño.", + "INTERMISSION_PART3_AMBER1.f": "Qué suerte tienes de que te haya encontrado, cariño.", + "INTERMISSION_PART3_AMBER1.n": "Qué suerte tienes de que te haya encontrado, cariño.", + "INTERMISSION_PART3_AMBER4.m": "No seas tímido, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", + "INTERMISSION_PART3_AMBER3.f": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", + "INTERMISSION_PART3_AMBER3.m": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", + "INTERMISSION_PART3_AMBER3.n": "Tienes mucha suerte. [pause]La Posada Ambarina no pasa muy a menudo por los mundos muertos.", + "INTERMISSION_PART3_AMBER4.f": "No seas tímida, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", + "INTERMISSION_PART3_AMBER5": "Ahora mismo estamos en mitad de un viaje, así que, de momento, no se puede salir.", + "INTERMISSION_PART3_AMBER4.n": "No seas tímide, [pause]estás en tu casa. [pause]Echa un vistazo, si quieres.", + "INTERMISSION_PART3_AMBER6_OPTION1": "¿Quién eres?", + "INTERMISSION_PART3_AMBER6": "Hola, cariño. ¿En qué puedo ayudarte?", + "INTERMISSION_PART3_AMBER6_OPTION2": "¿Qué sitio es este?", + "INTERMISSION_PART3_AMBER6_OPTION3": "¿Qué pasa aquí?", + "INTERMISSION_PART3_AMBER6_OPTION4": "¡Adiós!", + "INTERMISSION_PART3_AMBER7": "Como ya te dije, soy Amber. [pause]Soy el rostro de este exquisito lugar.", + "INTERMISSION_PART3_AMBER9": "No eres la primera alma cándida que da con sus huesos aquí y se queda con ese mismo rostro.", + "INTERMISSION_PART3_AMBER8": "No tengas miedo. [pause]No corres ningún peligro.", + "INTERMISSION_PART3_AMBER11": "Normalmente, no nos quedamos mucho tiempo en el mismo sitio. [pause]A veces, aparece gente desamparada como tú, así que les echamos una mano.", + "INTERMISSION_PART3_AMBER10": "La Posada Ambarina, cariño.", + "INTERMISSION_PART3_AMBER12": "En todos estos años, hemos tenido una clientela de lo más variada, [pause]sin duda alguna.", + "INTERMISSION_PART3_AMBER13.f": "¡Ay, pero qué [wave amp=30 freq=10]adorable[/wave] eres, con esa carita de corderito!", + "INTERMISSION_PART3_AMBER13.m": "¡Ay, pero qué [wave amp=30 freq=10]adorable[/wave] eres, con esa carita de corderito!", + "INTERMISSION_PART3_AMBER14.f": "No te angusties, [pause]todo esto es de lo más normal.", + "INTERMISSION_PART3_AMBER14.m": "No te angusties, [pause]todo esto es de lo más normal.", + "INTERMISSION_PART3_AMBER13.n": "¡Ay, pero qué [wave amp=30 freq=10]adorable[/wave] eres, con esa carita de corderito!", + "INTERMISSION_PART3_AMBER14.n": "No te angusties, [pause]todo esto es de lo más normal.", + "INTERMISSION_PART3_AMBER15.m": "Te habías quedado atrapado en un mundo que lleva mil años muerto.", + "INTERMISSION_PART3_AMBER15.n": "Te habías quedado atrapade en un mundo que lleva mil años muerto.", + "INTERMISSION_PART3_AMBER15.f": "Te habías quedado atrapada en un mundo que lleva mil años muerto.", + "INTERMISSION_PART3_AMBER16": "Así que [pause]¿qué iba a hacer yo, sino recogerte?", + "AMBER_LODGE_MIRROR_DESCRIPTION": "Es un espejo bien pulido. Sin embargo, no parece que refleje nada…", + "INTERMISSION_PART3_AMBER17": "Cuídate, encanto.", + "AMBER_LODGE_NPC1_NAME": "Hombre relajado", + "AMBER_LODGE_NPC1_DIALOGUE": "¡Amber sabe muy bien cómo gestionar este sitio!", + "AMBER_LODGE_NPC2_NAME": "Mujer de mejillas sonrosadas", + "AMBER_LODGE_NPC2_DIALOGUE": "Yo, si pudiera, ¡me quedaría aquí toda la vida!", + "AMBER_LODGE_NPC3_NAME": "Individuo simpático", + "AMBER_LODGE_NPC3_DIALOGUE": "¿Es la primera vez que vienes a la Posada Ambarina?", + "AMBER_LODGE_NPC4_NAME": "Hombre de gesto severo", + "AMBER_LODGE_NPC4_DIALOGUE": "La Posada Ambarina sí que es única.", + "INTERMISSION_PART4_AMBER1": "En aquella época, todo era más sencillo.", + "INTERMISSION_PART4_AMBER1_OPTION1": "¿Conoces a Álef?", + "INTERMISSION_PART4_AMBER1_OPTION2": "¿Eres amiga de Álef?", + "INTERMISSION_PART4_AMBER2": "Una vez fuimos como hermanos; [pause]eran buenos tiempos.", + "INTERMISSION_PART4_AMBER3": "Teníamos una buena pandilla, por así decirlo, [pause]y créeme que pasamos muy buenos momentos, [pause]vaya que sí.", + "INTERMISSION_PART4_AMBER4": "Álef era el líder. [pause]En fin, ¿cómo no iba a serlo? [pause]Él siempre tiene que ser el jefe, [pause]¿verdad?", + "INTERMISSION_PART4_AMBER5": "Yo, en cambio… [pause]Yo era el medio de transporte, [pause]y Morganta se encargaba de custodiar la puerta.", + "INTERMISSION_PART4_AMBER6": "Pero, a veces, los amigos se acaban distanciando. Y, a veces, las cosas no acaban nada bien.", + "INTERMISSION_PART4_AMBER7": "Así que me aparté de todo aquello.", + "INTERMISSION_PART4_AMBER8": "No me cabe duda de que Álef sigue intentando encontrar la forma de salir de esa isla, [pause]incluso hoy.", + "INTERMISSION_PART4_AMBER9": "Por supuesto, [pause]la vieja bruja no tendrá intención de decirle cómo hacerlo.", + "INTERMISSION_PART4_AMBER10": "Pero no quiero aburrirte con cuentos de viejas sobre días que ya pasaron.", + "INTERMISSION_PART4_AMBER11": "¿Yo?", + "INTERMISSION_PART4_AMBER16": "No te preocupes, no se lo diré a nadie.", + "INTERMISSION_PART4_AMBER10_OPTION1": "¿Eres un arcángel?", + "INTERMISSION_PART4_AMBER13": "Yo solo soy el rostro de este lugar.", + "INTERMISSION_PART4_AMBER12": "A ver, [pause]ya te lo dije, {player}…", + "INTERMISSION_PART4_AMBER15": "Por no mencionar que tú sabes perfectamente lo que es pasearse por ahí en forma de avatar, ¿verdad?", + "INTERMISSION_PART4_AMBER14": "La verdadera atracción es la Posada Ambarina.", + "INTERMISSION_PART4_AMBER25.m": "Puedes cruzar al otro lado cuando estés listo.", + "INTERMISSION_PART4_AMBER18": "¿Y dices que antes de eso [pause]estabas en Nueva Wirral?", + "INTERMISSION_PART4_AMBER17.m": "En fin, [pause]supongo que, si te quedaste atrapado en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", + "INTERMISSION_PART4_AMBER17.f": "En fin, [pause]supongo que, si te quedaste atrapada en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", + "INTERMISSION_PART4_AMBER17.n": "En fin, [pause]supongo que, si te quedaste atrapade en esa roca, es porque Álef te teletransportó, [pause]¿verdad?", + "INTERMISSION_PART5_EUGENE.f": "¡Sabía que volverías!", + "INTERMISSION_PART4_AMBER19": "Esa isla es como una telaraña. [pause]La gente va tan tranquila por la vida y, sin darse cuenta, acaba allí. Tuviste muy mala suerte, cielo.", + "INTERMISSION_PART4_AMBER20": "Pero en cuanto al asunto de nuestro amigo el caratriángulo…", + "INTERMISSION_PART4_AMBER21.m": "No es culpa tuya haber acabado metido en nuestras viejas rencillas.", + "INTERMISSION_PART4_AMBER21.n": "No es culpa tuya haber acabado metide en nuestras viejas rencillas.", + "INTERMISSION_PART4_AMBER21.f": "No es culpa tuya haber acabado metida en nuestras viejas rencillas.", + "INTERMISSION_PART4_AMBER22": "Así que voy a ayudarte a viajar, pero solo esta vez. [pause]Sígueme.", + "INTERMISSION_PART4_AMBER23": "Este espejo te llevará al lugar al que necesitas ir.", + "INTERMISSION_PART4_AMBER24": "Otra cosa es [pause]qué lugar será. [pause]Pero eso [pause]ya no es cosa mía.", + "INTERMISSION_PART4_AMBER25.f": "Puedes cruzar al otro lado cuando estés lista.", + "INTERMISSION_PART4_AMBER26": "Cuídate, cariño. Fue un placer conocerte.", + "INTERMISSION_PART4_AMBER27.n": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te ayudé, [pause]¿sí?", + "INTERMISSION_PART4_AMBER25.n": "Puedes cruzar al otro lado cuando estés liste.", + "INTERMISSION_PART4_AMBER27.m": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te ayudé, [pause]¿sí?", + "INTERMISSION_PART5_KAYLEIGH.m": "¡Pensé que no volverías!", + "INTERMISSION_PART4_AMBER27.f": "Ah, y hazme un favor… [pause]No le digas a nuestro amigo Al que te ayudé, [pause]¿sí?", + "INTERMISSION_PART5_MEREDITH.m": "Uf… [pause]No tienes ni idea de lo preocupada que me tenías.", + "INTERMISSION_PART5_KAYLEIGH.f": "¡Pensé que no volverías!", + "INTERMISSION_PART5_KAYLEIGH.n": "¡Pensé que no volverías!", + "INTERMISSION_PART5_MEREDITH.n": "Uf… [pause]No tienes ni idea de lo preocupada que me tenías.", + "INTERMISSION_PART5_MEREDITH.f": "Uf… [pause]No tienes ni idea de lo preocupada que me tenías.", + "INTERMISSION_PART5_EUGENE.m": "¡Sabía que volverías!", + "INTERMISSION_PART5_FELIX.f": "Hubo un momento en el que no sabía si te iba a volver a ver…", + "INTERMISSION_PART5_FELIX.m": "Hubo un momento en el que no sabía si te iba a volver a ver…", + "INTERMISSION_PART5_EUGENE.n": "¡Sabía que volverías!", + "INTERMISSION_PART5_VIOLA.m": "Me llena de alegría que hayas vuelto con nosotros.", + "INTERMISSION_PART5_FELIX.n": "Hubo un momento en el que no sabía si te iba a volver a ver…", + "INTERMISSION_PART5_VIOLA.n": "Me llena de alegría que hayas vuelto con nosotros.", + "INTERMISSION_PART5_VIOLA.f": "Me llena de alegría que hayas vuelto con nosotros.", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]¡GUAU, GUAU![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "El hombre triángulo, [pause]Álef, [pause]es un viejo arcángel que lleva tiempo atrapado en Nueva Wirral como nosotros.", + "INTERMISSION_PART6_KAYLEIGH1": "Bueno, [pause]entonces, si lo entendí bien…", + "INTERMISSION_PART6_MEREDITH3.m": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tipo triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", + "INTERMISSION_PART6_MEREDITH3.f": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tipo triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", + "INTERMISSION_PART6_MEREDITH3.n": "Y a ti te salvó una desconocida después de que el [wave amp=30 freq=10]tipo triángulo[/wave] te enviara a otro mundo. [pause]Y eso es algo que puede hacerles a otros, pero no a sí mismo. [pause]Entendido.", + "INTERMISSION_PART6_KAYLEIGH3.f": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", + "INTERMISSION_PART6_KAYLEIGH5": "Pero aún no sabemos qué pretende Álef. Solo sabemos que tiene interés en los [wave amp=30 freq=10]otros[/wave] arcángeles.", + "INTERMISSION_PART6_KAYLEIGH3.m": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "Exacto.", + "INTERMISSION_PART6_VIOLA4": "Nada que tenga que ver con ese tal Álef me infunde confianza. Será mejor estar alerta por si vuelve a mostrar ese rostro angulado suyo.", + "INTERMISSION_PART6_KAYLEIGH3.n": "Y te mandó a un mundo en ruinas con el espejo ese que tiene en la cabeza, pero pudiste volver gracias a una desconocida. [pause]Que también es un arcángel.", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "La cosa es más o menos así, sí.", + "INTERMISSION_PART6_EUGENE5": "No sabemos qué trama ese tipo, ¿no? Da la impresión de que tiene un [shake rate=30 level=10]plan[/shake] bien trazado. Y que tiene que ver con encontrar otros arcángeles.", + "INTERMISSION_PART6_FELIX6": "Yo lo que me pregunto es qué hacemos con este tipo. Porque está claro que se trae algo entre manos, pero es [wave amp=30 freq=10]posible[/wave] que todo este asunto sea demasiado.", + "INTERMISSION_PART6_MEREDITH6": "Bien, ¿y qué hacemos entonces con el tipo este? Porque [pause]algo trama, eso está claro. [pause]Pero es un [wave amp=30 freq=10]arcángel[/wave]. Yo creo que los temas de los arcángeles son demasiado para nosotros.", + "INTERMISSION_PART6_KAYLEIGH6": "Bueno, {player}, ¿qué crees tú que deberíamos hacer? Álef ya demostró que está dispuesto a [wave amp=30 freq=10]quitarse de en medio[/wave] a todo el que se interponga en sus planes… [pause]Yo creo que a lo mejor esto es demasiado para nosotros.", + "INTERMISSION_PART6_FELIX6_OPTION1": "Hay que vigilarlo de cerca.", + "INTERMISSION_PART6_FELIX6_OPTION2": "Hay que intentar no acercarse a él.", + "INTERMISSION_PART6_KAYLEIGH7": "¡Eso es! Bien pensado.", + "INTERMISSION_PART6_MEREDITH7.m": "Buena idea.", + "INTERMISSION_PART6_MEREDITH7.f": "Buena idea.", + "INTERMISSION_PART6_MEREDITH7.n": "Buena idea.", + "INTERMISSION_PART6_EUGENE7": "¡A mí me suena bien!", + "INTERMISSION_PART6_FELIX7": "Me parece bien.", + "INTERMISSION_PART6_DOG7": "¡Guau!", + "INTERMISSION_PART6_VIOLA7": "De acuerdo entonces. Te sigo, {player}.", + "END_MIRROR_REVEAL_KAYLEIGH1": "Eso es…", + "END_MIRROR_REVEAL_PLAYER1": "Vaya, un espejo. ¿Será como el de la Posada Ambarina?", + "END_PART1_EUGENE3.f": "¿Estás bien, colega? [pause]Te quedaste muy callada.", + "END_MIRROR_REVEAL_FELIX1": "Genial.", + "END_MIRROR_REVEAL_EUGENE1": "Increíble…", + "END_MIRROR_REVEAL_MEREDITH1": "Esto… [pause]parece ser un hallazgo importante.", + "END_MIRROR_REVEAL_VIOLA1": "¿Podría este ser el objeto que tu corazón ansiaba descubrir, {player}?", + "END_MIRROR_DENIAL_MEREDITH1": "No puedo… pasar por aquí todavía, {player}. Parece que ese viaje solo es de ida y yo tengo asuntos sin resolver aquí.", + "END_MIRROR_REVEAL_DOG1": "¡Guau!", + "END_MIRROR_DENIAL_EUGENE1.m": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que detener a los terratenientes que hay en Nueva Wirral, ¿entiendes?", + "END_MIRROR_DENIAL_EUGENE1.n": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que detener a los terratenientes que hay en Nueva Wirral, ¿entiendes?", + "END_MIRROR_DENIAL_EUGENE1.f": "No puedo pasar por aquí todavía, colega. [pause]Primero tengo que detener a los terratenientes que hay en Nueva Wirral, ¿entiendes?", + "END_MIRROR_DENIAL_VIOLA1.f": "No puedo avanzar contigo, amiga mía. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", + "END_MIRROR_DENIAL_FELIX1": "No puedo… avanzar contigo. [pause]No he encontrado la inspiración artística que buscaba. Aún no.", + "END_MIRROR_DENIAL_VIOLA1.n": "No puedo avanzar contigo, amigue míe. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", + "END_MIRROR_DENIAL_VIOLA1.m": "No puedo avanzar contigo, amigo mío. [pause]Primero tengo que saber con seguridad si mi hermano está en estas tierras.", + "END_MIRROR_DENIAL_DOG1": "Parece que Perry aún tiene asuntos por resolver…", + "FINAL_STATION_PART1_KAYLEIGH1": "¿Dónde estamos ahora? Hay mucha niebla… [pause]Supongo que lo único que podemos hacer es avanzar, {player}.", + "FINAL_STATION_PART1_EUGENE1": "¿Ese espejo ocultaba este lugar? ¡¿Los espejos pueden hacer eso?! ¿Me he perdido algo?", + "FINAL_STATION_PART1_MEREDITH1": "¡¿Este sitio estaba escondido dentro de un [wave amp=30 freq=10]espejo[/wave]?!", + "FINAL_STATION_PART1_FELIX1": "No sé qué esperaba encontrar aquí, pero no creo que fuera esto. [pause]No.", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Aúúúú…[/shake]", + "FINAL_STATION_PART1_VIOLA1": "Entrar en un espejo y encontrar lugar semejante… Ni en sueños habría imaginado algo así.", + "FINAL_STATION_PART2_KAYLEIGH1": "Este sitio es [wave amp=30 freq=10]inmenso[/wave]…", + "FINAL_STATION_PART2_KAYLEIGH2": "Si la puerta que buscamos existe, tiene que estar aquí. [pause]Habrá que echar un vistazo.", + "FINAL_STATION_PART2_MEREDITH1": "Este sitio huele a antiguo, eso está claro.", + "FINAL_STATION_PART2_MEREDITH2": "Vamos a dar una vuelta. Si tu puerta mágica entre mundos [wave amp=30 freq=10]existe[/wave], seguro que está en un sitio como este.", + "FINAL_STATION_PART2_EUGENE2": "¿Es aquí donde está la puerta que permite salir de Nueva Wirral?", + "FINAL_STATION_PART2_EUGENE1": "Este sitio da sensación de soledad, [pause]como si nadie hubiera estado aquí en cientos de años…", + "END_PART1_MORGANTE2": "MORDREO… HIJO MÍO…\\n\\nLA JUSTICIA HABRÁ DE CAER SOBRE EL REY QUE VISTE DE ROJO.\\n\\nMUY PRONTO.", + "FINAL_STATION_PART2_FELIX1": "Este sitio…", + "FINAL_STATION_PART2_VIOLA1": "Hay un aura de tristeza flotando en este lugar, ¿la notas?", + "FINAL_STATION_PART2_FELIX2": "Tiene que ser aquí, ¿verdad? Es el sitio que has estado buscando. Vamos a echar un vistazo.", + "END_PART1_MEREDITH1": "No sé qué es esto, pero tengo le presentimiento de que no deberíamos tocarlo.", + "FINAL_STATION_PART2_VIOLA2": "Adelante, [pause]vamos a explorar este entorno tan lúgubre.", + "END_PART1_KAYLEIGH1": "¿Eso es un ataúd? {player}, ¿por qué es tan grande?", + "FINAL_STATION_PART2_DOG1": "Perry se ve nervioso, pero parece que tiene ganas de explorar la zona.", + "END_PART1_EUGENE1": "Eso es… No sé muy bien qué pensar de esto…", + "END_PART1_VIOLA1": "Las manos que elaboraron este ataúd eran las de alguien lleno de duelo. [pause]¿Lo notas tú también?", + "END_PART1_FELIX1": "Yo diría que es sorprendente encontrarnos algo así aquí, pero tampoco es que supiera qué esperar.", + "END_PART1_DOG1": "[shake rate=30 level=10]Aúúúú…[/shake]", + "END_PART1_FELIX3.n": "Eh… ¿Todo está bien, {player}? [pause]Te quedaste mirando al infinito como si tu vida dependiera de ello.", + "END_PART1_KAYLEIGH3.m": "¿Estás bien? Te quedaste un momento como atontado.", + "END_PART1_MEREDITH3.m": "Tierra llamando a {player}. [pause]Te quedaste como atontado.", + "END_PART1_KAYLEIGH3.f": "¿Estás bien? Te quedaste un momento como atontada.", + "END_PART1_KAYLEIGH3.n": "¿Estás bien? Te quedaste un momento como atontade.", + "END_PART1_EUGENE3.m": "¿Estás bien, colega? [pause]Te quedaste muy callado.", + "END_PART1_MEREDITH3.n": "Tierra llamando a {player}. [pause]Te quedaste como atontade.", + "END_PART1_MEREDITH3.f": "Tierra llamando a {player}. [pause]Te quedaste como atontada.", + "END_PART2_PLAYER_OPTION2": "¡Hagamos esto!", + "END_PART1_FELIX3.m": "Eh… ¿Todo está bien, {player}? [pause]Te quedaste mirando al infinito como si tu vida dependiera de ello.", + "END_PART1_EUGENE3.n": "¿Estás bien, colega? [pause]Te quedaste muy callade.", + "END_PART1_FELIX3.f": "Eh… ¿Todo está bien, {player}? [pause]Te quedaste mirando al infinito como si tu vida dependiera de ello.", + "END_PART1_VIOLA3.m": "No has perdido el juicio todavía, ¿verdad? Te quedasteabsorto un momento.", + "END_PART1_VIOLA3.n": "No has perdido el juicio todavía, ¿verdad? Te quedasteabsorte un momento.", + "END_PART1_VIOLA3.f": "No has perdido el juicio todavía, ¿verdad? Te quedasteabsorta un momento.", + "END_PART1_DOG3": "¡Guau!", + "END_PART2_CONFIRM1.m": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparado?", + "END_PART2_CONFIRM1.f": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparada?", + "END_PART2_CONFIRM2": "¿Quieres guardar primero?", + "END_PART2_CONFIRM1.n": "Una vez que entres, es posible que tardes en poder volver. ¿Seguro que estás preparade?", + "END_PART2_KAYLEIGH3": "Ha sido un camino largo, {player}…", + "END_PART2_MEREDITH3.m": "Si esto es de verdad el final, me impresionaste. [pause]No sabía si de verdad serías capaz.", + "END_PART2_MEREDITH3.n": "Si esto es de verdad el final, me impresionaste. [pause]No sabía si de verdad serías capaz.", + "END_PART2_EUGENE3": "¡No hay vuelta atrás, colega! [pause]¡Estoy listo para lo que haga falta!", + "END_PART2_MEREDITH3.f": "Si esto es de verdad el final, me impresionaste. [pause]No sabía si de verdad serías capaz.", + "END_PART2_FELIX3": "Esa entrada parece bastante imponente. [pause]Supongo que es la definitiva.", + "END_PART2_MEREDITH5.m": "No estarías pensando en dejarme atrás, [pause]¿eh?", + "END_PART2_VIOLA3": "¿Es posible? ¿Estamos, quizá, ante el final de nuestro viaje?", + "END_PART2_DOG3": "¡Guau!", + "END_PART2_KAYLEIGH4": "¡Oye, espérame! ¡Ni se te ocurra entrar ahí sin mí!", + "END_PART2_EUGENE6": "Un último salto hacia lo desconocido, ¿eh? ¡Genial!", + "END_PART2_MEREDITH5.n": "No estarías pensando en dejarme atrás, [pause]¿eh?", + "END_PART2_MEREDITH5.f": "No estarías pensando en dejarme atrás, [pause]¿eh?", + "END_PART2_VIOLA8": "Si aquí es donde empieza el último acto, [pause]¡no puede faltar ningún actor!", + "END_PART2_FELIX7": "Esto no me lo pierdo.", + "END_PART2_DOG9": "¡Guau!", + "END_PART2_PLAYER_OPTION1": "¡Gracias por venir!", + "END_PART3_MEREDITH2": "A esto es a lo que veníamos, [pause]¿no?", + "END_PART3_KAYLEIGH1": "Esa tiene que ser la entrada…", + "END_PART3_EUGENE3": "[shake rate=30 level=10]¡De lujo![/shake]", + "END_PART3_FELIX4": "Damos por hecho que ese triángulo gigante es la entrada, ¿no?", + "END_PART3_VIOLA5": "Es cosa digna de verse…", + "END_PART3_DOG6": "¡Guau!", + "END_PART3_KAYLEIGH8": "¡Álef!", + "END_PART3_ALEPH7": "¡Genial, lo logramos!", + "END_PART3_MEREDITH8": "Ah, otra vez tú.", + "END_PART3_EUGENE8": "¿Qué quieres ahora, [pause]rarito?", + "END_PART3_VIOLA8": "¡Tú!", + "END_PART3_ALEPH10": "¿SABÍAN QUE TODA ESTA LÍNEA DE TRENES ES, EN REALIDAD, OTRO DE NOSOTROS, LOS \\\"ARCÁNGELES\\\"?", + "END_PART3_DOG8": "¡¿Guau?!", + "END_PART3_FELIX8": "¿Nos estabas siguiendo?", + "END_PART3_ALEPH9": "ESA VIEJA BRUJA ESCONDIÓ MUY BIEN ESTE SITIO.", + "END_PART3_ALEPH12": "¡HAY UN GRAN LABERINTO HAY AQUÍ ABAJO!", + "END_PART3_ALEPH11": "LO LLAMAMOS LA MERLÍNEA. [pause]EN VERDAD; SU \\\"ISLA\\\" ESTÁ SITUADA SOBRE SU ESPALDA.", + "END_PART3_ALEPH16": "LA VIEJA BRUJA ME TUVO ATRAPADO MUCHO TIEMPO EN ESTOS TÚNELES, [pause]PERO ME ACABÉ SALIENDO CON LA MÍA.", + "END_PART3_ALEPH13": "JAMÁS HABRÍA ENCONTRADO ESTA SALA SIN USTEDES, [pause]LO DIGO EN SERIO.", + "END_PART3_ALEPH13_OPTION1": "¿Esa \\\"vieja bruja\\\" es Morganta?", + "END_PART3_ALEPH15.n": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTE DE LO QUE PARECES, AMIGUE MÍE.", + "END_PART3_ALEPH14": "…", + "END_PART3_ALEPH13_OPTION2": "¿Es Morganta la que escondió este sitio?", + "END_PART3_ALEPH15.f": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTA DE LO QUE PARECES, AMIGA MÍA.", + "END_PART3_ALEPH15.m": "NO SÉ CÓMO ES QUE CONOCES ESE NOMBRE. [pause]ERES MÁS LISTO DE LO QUE PARECES, AMIGO MÍO.", + "END_PART3_ALEPH19": "¡LO ÚNICO QUE QUIERO ES MARCHARME POR ESA PUERTA QUE HAY AHÍ MISMO!", + "END_PART3_ALEPH17": "COMO SIEMPRE.", + "END_PART3_ALEPH17_OPTION1": "¿Qué quieres de nosotros?", + "END_PART3_ALEPH17_OPTION2": "¿Qué te traes entre manos?", + "END_PART3_ALEPH18": "¿A QUÉ VIENE ESE TONO TAN ACUSADOR? ¡ESTAMOS INTENTANDO MANTENER UNA ACTITUD POSITIVA, CAMARADAS!", + "END_PART3_ALEPH20": "Y HABLANDO DE CAMARADAS…", + "END_PART3_KAYLEIGH22": "No…", + "END_PART3_ALEPH21": "¡LES PRESENTO A MI EQUIPO NUEVO!", + "END_PART3_EUGENE24": "Vaya.", + "END_PART3_MEREDITH23": "Ay, no…", + "END_PART3_FELIX25": "Eh…", + "END_PART3_VIOLA26": "Ya veo…", + "END_PART3_DOG27": "¿Guau?", + "END_PART3_ALEPH28": "YO ANTES ERA ALGUIEN MUY IMPORTANTE, ¿LO SABÍAN?", + "END_PART3_ALEPH29": "MI ANTIGUA PLANTILLA Y YO TENÍAMOS UNA ESPECIE DE ACUERDO CON USTEDES. [pause]UNA RELACIÓN ESPECIAL. [pause]AUNQUE USTEDES NO LO SUPIERAN.", + "END_PART3_ALEPH30": "¡TENGO UN ENORME RESPETO POR USTEDES, LOS HUMANOS! ¡NO EXISTIRÍAMOS DE NO SER POR USTEDES!", + "END_PART3_ALEPH31": "LOS HUMANOS VIVEN EN SUS PEQUEÑOS MUNDOS E INVENTAN TODO TIPO DE IDEAS UTÓPICAS, COMO EL AMOR, LA MUERTE Y TODO ESO…", + "END_PART3_ALEPH32": "SUS PENSAMIENTOS MÁS PODEROSOS NOS IBAN DANDO LA VIDA Y, A CAMBIO, NOSOTROS VIAJÁBAMOS A SUS MUNDOS Y, CUAL ACTORES, ¡INTERPRETÁBAMOS ESAS FANTASÍAS QUE HABÍAN CREADO PARA NOSOTROS!", + "END_PART3_ALEPH33": "AVENTURAS… [pause]GUERRAS… [pause]EXTINCIONES…", + "END_PART3_ALEPH34": "ESE TIPO DE COSAS SON LAS QUE MÁS LES GUSTAN, [pause]¡Y A MÍ TAMBIÉN!", + "END_PART3_ALEPH34B": "POR DESGRACIA, EN MI ANTIGUA COMPAÑÍA HUBO CIERTAS RENCILLAS Y TUVIMOS QUE DISOLVERLA.", + "END_PART3_ALEPH35": "ASÍ QUE LLEVO UN TIEMPO FUERA DE ESCENA.", + "END_PART3_ALEPH36": "¡PERO AHORA VOLVIMOS A LA ACCIÓN!", + "END_PART3_KAYLEIGH37": "Así que tú y los demás arcángeles van a… [pause]¿invadir mundos y llevar a cabo actos violentos propios de los mitos que inspiraron su creación?", + "END_PART3_ALEPH56": "ASÍ QUE VOY A MATARLOS Y LUEGO ME VOY DE AQUÍ COMO SI NADA, ¿LES PARECE?", + "END_PART3_MEREDITH38": "Eso resulta bastante preocupante.", + "END_PART3_EUGENE39": "Es un ciclo infinito de violencia…", + "END_PART3_FELIX40": "Pues a mí no me suena nada bien.", + "END_PART3_VIOLA41": "¡No debe permitirse que deseo tan censurable pueda alcanzarse!", + "END_PART3_ALEPH46": "ES MÁS, ¡VOY A PROPONERLES UN TRATO!", + "END_PART3_DOG42": "Grrrrrr…", + "END_PART3_ALEPH43": "VAMOS, ¡NO SE PREOCUPEN POR ESO, CAMARADAS!", + "END_PART3_ALEPH44": "AQUÍ TODOS ESTAMOS EN EL MISMO BARCO.", + "END_PART3_ALEPH45": "TIENEN TANTAS GANAS DE SALIR DE ESTE MUNDO DE MALA MUERTE COMO NOSOTROS.", + "END_PART3_ALEPH46_OPTION1": "¿Un trato?", + "END_PART3_ALEPH46_OPTION2": "¿Qué propones?", + "END_PART3_ALEPH48": "NUNCA VOLVERÁN A VERNOS. [pause]¿QUÉ LES PARECE?", + "END_PART3_ALEPH48_OPTION1": "¿Qué?", + "END_PART3_ALEPH47": "CADA UNO SE VA POR SU CAMINO, [pause]Y NOSOTROS NUNCA VISITAREMOS NINGUNO DE SUS MUNDOS.", + "END_PART3_ALEPH48_OPTION2": "¡No hay trato!", + "END_PART3_ALEPH_NO_DEAL_49": "¿NO?", + "END_PART3_ALEPH_WHAT_49": "CONQUISTAREMOS LOS MUNDOS DE OTROS, PERO LOS SUYOS LOS DEJAREMOS EN PAZ.", + "END_PART3_KAYLEIGH51": "Todas las personas tienen valor, ¡da igual de qué mundo sean! ¡Lo menos que podemos hacer es todo lo posible para ayudarlas!", + "END_PART3_ALEPH_NO_DEAL_50": "NO LO ENTIENDO.", + "END_PART3_EUGENE51": "Incluso si la gente de otros mundos no sabe que existimos, [pause]¡en este momento dependen de nosotros para que la [shake rate=30 level=10]protejamos de ustedes[/shake]!", + "END_PART3_MEREDITH51": "Sería una jugada muy sucia de nuestra parte vender otras realidades a cambio de nuestra seguridad.", + "END_PART3_VIOLA51": "Puede que un deseo censurable les haya dado la vida, ¡pero no tienen derecho a castigar con ese mal el corazón de los humanos!", + "END_PART3_FELIX51": "Van a hacer daño a la gente aunque nosotros no veamos cómo ocurre. [pause]Yo opino que es un trato muy desfavorable.", + "END_PART3_DOG51": "[shake rate=30 level=10]¡GUAU![/shake]", + "END_PART3_ALEPH52": "¡PERO SI NO VAMOS A TOCAR SUS REALIDADES!", + "END_PART3_ALEPH53": "¿DE VERDAD PIENSAN ARRIESGAR SU PROPIA VIDA… [pause]PARA AYUDAR A GENTE QUE NI SIQUIERA CONOCEN?", + "END_PART3_ALEPH53_OPTION1": "Sí.", + "END_PART3_ALEPH53_OPTION2": "Por supuesto.", + "END_PART3_ALEPH54": "ESTÁ BIEN. [pause]¡ESTÁ BIEN!", + "END_PART3_ALEPH55": "NO VEO QUE TENGAN NINGUNA INTENCIÓN DE COLABORAR.", + "END_PART4_ALEPH1": "USTEDES NOS CREARON, ¿Y AHORA QUIEREN MATARNOS? [pause]¡DECÍDANSE DE UNA VEZ!", + "END_PART5_ALEPH1": "QUÉ POCO PRODUCTIVO ES TODO ESTO…", + "END_PART6_ALEPH1": "BIEN, YA ME HARTÉ.", + "END_PART6_ALEPH2": "¡QUE TODO EL MUNDO VUELVA A SUBIR AL TREN! [pause]¡NOS VAMOS!", + "END_PART7_ALEPH1": "¡VIAJEROS AL TREN!", + "END_PART7_ALEPH2": "PRÓXIMA ESTACIÓN: ¡DONDE NOS PLAZCA!", + "END_PART7_KAYLEIGH3": "¡{player}, deprisa!", + "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr…[/wave]", + "END_PART7_MEREDITH3": "¡{player}, no podemos dejar que escape!", + "END_PART7_FELIX3": "Tenemos que perseguirlo. Lo sabes, ¿verdad?", + "END_PART7_EUGENE3": "¡Rápido, vamos tras él!", + "END_PART7_VIOLA3": "¡Nuestra presa no ha de escapar tan fácilmente!", + "END_PART8_KAYLEIGH1": "Yo ya había visto esas luces antes…, [pause]justo cuando llegué a Nueva Wirral…", + "END_PART8_EUGENE1": "Esto se siente conocido… [pause]¿No vi también esas luces cuando vine aquí?", + "END_PART8_MEREDITH1": "Qué locura… [pause]Me parece que vi esto cuando vine a Nueva Wirral.", + "END_PART8_VIOLA1": "Esas luces… ¿Es este acaso un lugar entre el cielo y la tierra? [pause]¿Es posible que las haya visto antes?", + "END_PART8_FELIX1": "Vaya espectáculo de luces. Yo diría que ya lo había visto antes… [pause]¿Fue cuando caí en Nueva Wirral?", + "END_PART8_DOG1": "Grrr…", + "END_PART8_ALEPH2": "YO CREÍ QUE YA HABÍA ENTENDIDO TODO LO QUE SE PODÍA SABER SOBRE EL COSMOS…", + "END_PART8_ALEPH4": "A LO MEJOR PODRÍA SER UN BUEN EJERCICIO PARA MEJORAR EL ESPÍRITU DE EQUIPO.", + "END_PART8_ALEPH3": "PERO ESE TRUCO SUYO DE LA \\\"FUSIÓN\\\" ES ALGO QUE NO HABÍA VISTO NUNCA ANTES.", + "END_PART8_ALEPH6": "PIENSO VISITAR TU REALIDAD ANTES QUE NINGUNA OTRA.\\n\\nHUELES A ELLA, PERCIBO SU AROMA…", + "END_PART8_ALEPH5": "VOY A RETIRAR MI OFERTA.", + "END_PART8_ALEPH8": "UNA LÍNEA TEMPORAL AÚN INALTERADA QUE, ADEMÁS, YA ESTÁ ENCAMINADA HACIA SU DESTRUCCIÓN.\\n\\nVA A SER UN PASATIEMPO DELICIOSO.", + "END_PART8_KAYLEIGH10": "¿Te quedan fuerzas para un último combate, {player}?", + "END_PART8_MEREDITH10.m": "¿Estás listo?", + "END_PART8_EUGENE10": "¡Ahora sí que es la definitiva, {player}!", + "END_PART8_MEREDITH10.f": "¿Estás lista?", + "END_PART8_MEREDITH10.n": "¿Estás liste?", + "END_PART8_FELIX10.m": "¡Vamos allá! [pause] Después de ti, {player}.", + "END_PART8_FELIX10.n": "¡Vamos allá! [pause] Después de ti, {player}.", + "END_PART8_FELIX10.f": "¡Vamos allá! [pause] Después de ti, {player}.", + "END_PART8_VIOLA10": "¡Que así sea!", + "END_PART9_ALEPH_BATTLE1": "¿QUIEREN HACER LA GUERRA CONTRA MÍ? QUÉ APROPIADO.", + "END_PART8_DOG10": "[shake rate=30 level=10]¡GUAU! ¡GUAU![/shake]", + "END_PART9_ALEPH_BATTLE2": "EL MAYOR DESEO DEL HOMBRE ES SU AUTODESTRUCCIÓN. Y YO PUEDO HACER QUE OCURRA, UNA Y OTRA VEZ.", + "END_PART9_ALEPH_BATTLE3": "YA HE VISTO CIVILIZACIONES ARDER ANTE MÍ, Y VOLVERÉ A CONTEMPLAR ESAS LLAMAS.", + "END_PART9_ALEPH_BATTLE4": "ASÍ QUE… ¡RÍNDANSE YA!", + "END_PART9_ALEPH_BATTLE5": "INSOLENTES…", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_ALEPH1": "YA BASTA DE CINTAS.", + "END_PART9_ALEPH3": "NO SON BESTIAS. NO SON MÁS QUE HUMANOS.", + "END_PART9_FELIX2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_DOG2": "¡¿Guau?!", + "END_PART9_EUGENE2": "[shake rate=30 level=10]¡{player}![/shake]", + "END_PART9_MORGANTE5": "USAN LAS COSAS SIN SABER SIQUIERA CÓMO FUNCIONAN.\\n\\nSU INOCENCIA ALIMENTA SU ANSIA.", + "END_PART9_MORGANTE4": "TÍPICO DE LOS HUMANOS.", + "END_PART9_MORGANTE5_OPTION2": "¿Qué quieres de nosotros?", + "END_PART9_MORGANTE5_OPTION1": "¿Viniste a burlarte de mí?", + "END_PART9_MORGANTE6": "EN ESTE MOMENTO, ES COMÚN NUESTRO OBJETIVO.", + "END_PART9_MORGANTE7": "ÁLEF ES LA PERSONIFICACIÓN DE LA CONQUISTA.\\n\\nY YO SOY LA PERSONIFICACIÓN DE LA REBELDÍA.", + "END_PART9_MORGANTE8": "NECESITO, PUES, QUE LO ENTIENDAS.", + "END_PART9_MORGANTE8_OPTION1": "¿Entender qué?", + "END_PART9_MORGANTE8_OPTION2": "¿De qué me estás hablando?", + "END_PART9_MORGANTE9": "LOS HUMANOS NOS CREAN CON SUS SUEÑOS E IDEALES.\\n\\nLA ENERGÍA POTENCIAL DE LA HUMANIDAD ES ILIMITADA.", + "END_PART9_MORGANTE11": "LA CAPACIDAD DE MANIFESTAR SU VOLUNTAD PARA ALTERAR LA REALIDAD…\\n\\nY DE CAMBIAR SU MUNDO Y A USTEDES MISMOS…\\n\\nRESIDE EN SU INTERIOR.", + "END_PART9_MORGANTE10": "ESAS \\\"CINTAS\\\" NO SON SINO TALISMANES.", + "END_PART9_MORGANTE12": "¡ASÍ QUE DESPIERTA DE UNA VEZ!", + "END_PART9_KAYLEIGH13": "{player}, ¿cómo es que…?", + "END_PART9_MEREDITH13": "{player}… Ese rostro que estás poniendo da bastante miedo…", + "END_PART9_EUGENE13": "¡{player}! Volviste al negocio, ¿eh?", + "END_PART9_FELIX13.f": "Veo que volviste, {player}.", + "END_PART9_FELIX13.m": "Veo que volviste, {player}.", + "END_PART9_VIOLA13": "Ya sabía que no iba a ser tan fácil vencerte, {player}.", + "END_PART9_FELIX13.n": "Veo que volviste, {player}.", + "END_PART9_DOG13": "¡GUAU!", + "END_PART9_ALEPH14": "¡¿POR QUÉ?!\\n\\n¡¿POR QUÉ PERSEVERAS?!", + "END_PART9_ALEPH15_OPTION1": "¡Porque esa es mi voluntad!", + "END_PART9_ALEPH15_OPTION2": "¡Porque aún me quedan ideas!", + "END_PART9_ALEPH15_OPTION3": "¡Porque eso es lo que hacemos los humanos!", + "END_PART9_KAYLEIGH16": "¡Un objetivo común, eso es lo único que hace falta! [pause][shake rate=30 level=10]¡QUE NUESTROS CORAZONES SE UNAN![/shake]", + "END_PART11_KAYLEIGH1": "Es una pena que se te haya roto el walkman, [pause]{player}…", + "END_PART9_EUGENE18": "[shake rate=30 level=10]¡JUNTOS SOMOS IMPARABLES![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]¡VAMOS A DARLE UNA PATIZA AL CABEZÓN ESE![/shake]", + "END_PART9_FELIX19": "Que sea lo que tenga que ser…", + "END_PART9_VIOLA20": "¡Al ataque! [pause]¡El final de esta historia lo hemos de escribir nosotros!", + "END_PART9_DOG21": "[wave amp=30 freq=10]¡AÚÚÚÚÚ![/wave]", + "END_PART9_ALEPH22": "AH, LA VIEJA BRUJA. TIENES QUE SER SIEMPRE COMO UNA PIEDRA EN MI ZAPATO, ¿VERDAD?", + "END_PART10_ALEPH1": "AHORA LO ENTIENDO.", + "END_PART10_MORGANTE3.m": "TU VOLUNTAD DEMOSTRÓ SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nQUE ESO TE SIRVA DE LECCIÓN, HUMANO.", + "END_PART10_MORGANTE2": "NUESTRA CANCIÓN ACABA AQUÍ.", + "END_PART11_BARKLEY3": "¿Guau?", + "END_PART10_MORGANTE3.f": "TU VOLUNTAD DEMOSTRÓ SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nQUE ESO TE SIRVA DE LECCIÓN, HUMANA.", + "END_PART10_MORGANTE3.n": "TU VOLUNTAD DEMOSTRÓ SER MÁS FUERTE QUE LAS ATADURAS PROPIAS DE LOS MORTALES.\\n\\nQUE ESO TE SIRVA DE LECCIÓN, HUMANE.", + "END_PART10_KAYLEIGH5": "Deberíamos volver… [pause]Este tren no es muy estable que digamos.", + "END_PART10_MORGANTE4": "HASTA SIEMPRE.", + "END_PART10_MEREDITH5": "Más nos vale salir de aquí antes de que este tren se vaya al abismo.", + "END_PART10_EUGENE5": "Deberíamos retirarnos ahora que aún podemos… [pause]No creo que este tren vaya a aguantar mucho más.", + "END_PART10_FELIX5": "Nos conviene salir de aquí antes de que este tren caiga al vacío, [pause]¿no?", + "END_PART10_VIOLA5": "Sería muy sensato por nuestra parte marcharnos de aquí cuanto antes.", + "END_PART10_DOG5": "Guau.", + "END_PART11_KAYLEIGH2": "¡Menos mal que yo siempre llevo uno de repuesto!", + "END_PART11_KAYLEIGH3": "¿Estaba aquí antes ese edificio?", + "END_PART11_EUGENE3": "¿Alguien sabe de dónde diablos salió ese… [pause]edificio?", + "END_PART11_MEREDITH3": "Este… [pause]mmm… [pause]ese edificio no estaba aquí antes, ¿no?", + "END_PART11_FELIX3": "Eso no es muy normal que digamos.", + "END_PART11_VIOLA3": "Esto es de lo más curioso.", + "END_PART11_AMBER4": "No se preocupen por mí. Me llamo Amber.", + "END_PART11_AMBER6": "Solo vine para asegurarme de que no acaben haciéndose daño ni nada de eso.", + "END_PART11_AMBER5.f": "Soy amiga de {player}. ¿Verdad, cielo?", + "END_PART11_AMBER5.m": "Soy amiga de {player}. ¿Verdad, cielo?", + "END_PART11_AMBER5.n": "Soy amiga de {player}. ¿Verdad, cielo?", + "END_PART11_AMBER7": "Aunque, eso sí, por lo visto ya le dieron a nuestro amigo común una buena tunda. [pause]¡Eso no se había visto nunca!", + "END_PART11_AMBER7_OPTION1": "¿Tunda? Yo diría que lo destruimos.", + "END_PART11_AMBER9": "Lo suyo es la conquista. Mientras los humanos sigan encontrando la manera de matarse unos a otros, estoy segura de que se acabará volviendo a formar.", + "END_PART11_AMBER7_OPTION2": "Hablas de él como si aún estuviera vivo.", + "END_PART11_AMBER8": "Es que los seres como Álef y yo no somos de carne y hueso, cielo. [pause]Hace falta que muera una idea para que ya no seamos capaces de volver de una forma u otra.", + "END_PART11_KAYLEIGH11": "Tú eres otro arcángel…", + "END_PART11_AMBER10": "Aunque a lo mejor se pasa una buena temporada fuera de circulación…", + "END_PART11_AMBER13": "Además, les va a hacer falta un poco de ayuda con lo de ese portal a casa, ¿no te parece?", + "END_PART11_AMBER12": "Relájate, pelirroja, que vengo en son de paz.", + "END_PART11_KAYLEIGH14": "Entonces… ¿De verdad puede llevarnos de vuelta a nuestro propio mundo?", + "END_PART11_KAYLEIGH15": "¡Estupendo! [pause]Tendré que avisar a los guardas antes de irnos.", + "END_PART11_AMBER16": "{player}, no hace falta que se vayan en este momento…", + "END_PART12_KAYLEIGH54": "Supongo que no volveremos a vernos, [pause]{player}.", + "END_PART11_AMBER17.n": "Pero, cuando llegue el momento, [pause]vengan a hablar conmigo.", + "END_PART11_AMBER17.m": "Pero, cuando llegue el momento, [pause]vengan a hablar conmigo.", + "END_PART11_AMBER17.f": "Pero, cuando llegue el momento, [pause]vengan a hablar conmigo.", + "END_PART12_RANGER1": "¡Casi no me lo creo! Cangrejos parlantes, portales mágicos, alianzas con arcángeles… ¡Qué maravilla!", + "END_PART12_AMBER1.m": "¿Estás listo para marcharte de Nueva Wirral, [pause]cielo?", + "END_PART12_AMBER1.f": "¿Estás lista para marcharte de Nueva Wirral, [pause]cielo?", + "END_PART12_AMBER1.n": "¿Estás liste para marcharte de Nueva Wirral, [pause]cielo?", + "END_PART12_AMBER4": "No es cuestión de \\\"ciencia\\\", sino de intención. [pause]Tienes que visualizar el mundo al que quieres ir y avanzar sin miedo, sin ningún lazo que te ate aún a este lugar.", + "END_PART12_KAYLEIGH6": "¡¿Q-Qué?!", + "END_PART12_AMBER_NO": "No hay ninguna prisa. ¡Tómate el tiempo que necesites!", + "END_PART12_AMBER2": "Con un portal estable como este, [pause]las reglas son muy sencillas.", + "END_PART12_AMBER3": "Al otro lado está [wave amp=30 freq=10]el espacio que hay entre todas las cosas.[/wave]. [pause]Si no lo usas bien, no irás a ninguna parte.", + "END_PART12_AMBER5": "Así que les aconsejo que se vayan despidiendo, [pause]porque este viaje es solo de ida.", + "END_PART12_AMBER8": "Nueva Wirral es una anomalía, [pause]ni más ni menos.", + "END_PART12_AMBER7": "Así son las reglas, pelirroja.", + "END_PART12_AMBER9": "Y ustedes solo están aquí por casualidad… Así que no hay posibilidades de que vuelvan.", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]Ya… sabía que alguna vez tendríamos que despedirnos, {player}…[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]Quizá alguna vez yo también me marche de Nueva Wirral. Pero, ahora, este es mi hogar; aquí es donde puedo ser yo…[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]Nunca te olvidaré… Ni a los demás. Al fin y al cabo, ¡me ayudaron a ser quien soy de verdad![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player}… Prométeme una cosa…[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]Nunca dejes que el mundo te cambie…[pause] ¿Me oyes?[/wave]", + "END_PART12_VIOLA10": "Me duele que nuestra historia acabe aquí, [pause]pero ardo en deseos de volver a ver a mi hermano.", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]Llévame siempre en el corazón.[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]Y…[pause] Y…[/wave]", + "END_PART12_VIOLA11": "Decir adiós produce siempre una alegre tristeza.", + "END_PART12_VIOLA14": "Jamás podrán borrarlo ni las olas ni las tempestades.", + "END_PART12_VIOLA12": "Hasta siempre, [pause]camaradas.", + "END_PART12_VIOLA13": "{player}, el recuerdo de este breve tiempo que hemos podido compartir…", + "END_PART12_VIOLA15": "Te he de llevar siempre conmigo.", + "END_PART12_EUGENE18": "Siempre va a haber gente que necesite un poco de ayuda, da igual dónde estés o cuándo estés.", + "END_PART12_EUGENE16": "Nos enfrentamos a seres todopoderosos y vencimos…", + "END_PART12_EUGENE17": "¡Qué ganas tengo de volver a casa y seguir repartiendo golpes!", + "END_PART12_EUGENE19": "Tengo mucho por hacer.", + "END_PART12_EUGENE21": "Supongo que aquí es donde rompemos, {player}.", + "END_PART12_EUGENE20": "Fue genial conocerles, colegas.", + "END_PART12_EUGENE22": "Tampoco es que pueda pedirte que abandones tu mundo por mí. [pause]Eso sería demasiado.", + "END_PART12_EUGENE25.f": "Vas a seguir siendo genial. [pause]Estoy seguro.", + "END_PART12_EUGENE23": "Pero… [pause]En fin…", + "END_PART12_EUGENE25.m": "Vas a seguir siendo genial. [pause]Estoy seguro.", + "END_PART12_EUGENE24": "Vive tu vida, [pause]¿sí?", + "END_PART12_FELIX35": "Creo que una parte de mí te va a querer siempre.", + "END_PART12_EUGENE25.n": "Vas a seguir siendo genial. [pause]Estoy seguro.", + "END_PART12_FELIX28": "Creo que ya tengo suficiente inspiración y creatividad como para diez vidas seguidas.", + "END_PART12_FELIX27": "Qué viaje acabamos de vivir…", + "END_PART12_FELIX26": "Vaya…", + "END_PART12_FELIX29": "Por no mencionar que pude conocer a uno de mis viejos personajes.", + "END_PART12_FELIX31": "{player}…", + "END_PART12_FELIX30": "Voy a echar de menos los buenos tiempos, [pause]colegas.", + "END_PART12_FELIX32.m": "Aun si no te vuelvo a ver, nunca desaparecerás.", + "END_PART12_FELIX32.n": "Aun si no te vuelvo a ver, nunca desaparecerás.", + "END_PART12_FELIX32.f": "Aun si no te vuelvo a ver, nunca desaparecerás.", + "END_PART12_FELIX33.m": "Eres el Forastero, ¿te acuerdas? [pause]El protagonista de mi futura gran historia.", + "END_PART12_FELIX33.f": "Eres la Forastera, ¿te acuerdas? [pause]La protagonista de mi futura gran historia.", + "END_PART12_FELIX34": "Y, además, yo creo… [pause]que Kuneko tenía razón: [pause]las ideas viven para siempre.", + "END_PART12_FELIX33.n": "Eres le Forastere, ¿te acuerdas? [pause]Le protagonista de mi futura gran historia.", + "END_PART12_KAYLEIGH49": "Quiero acordarme de ti, {player}. [pause]Quiero acordarme de todos. [pause]Quiero acordarme de Villapuerto…", + "END_PART12_MEREDITH36": "No estoy…", + "END_PART12_MEREDITH37": "No estoy preparada para que esto acabe.", + "END_PART12_MEREDITH38": "Voy a… [pause]Cuando vuelva, voy a ser más fuerte. [pause]Voy a vivir la vida a tope.", + "END_PART12_MEREDITH39": "No se… [pause]vayan a olvidar de mí, [pause]¿entendido?", + "END_PART12_MEREDITH40": "Sobre todo tú, {player}.", + "END_PART12_MEREDITH46.f": "Bah, eso, que te quiero. [pause]Hasta la vista.", + "END_PART12_MEREDITH41.m": "Pusiste… [pause]Eh… [pause]Pusiste un estándar bastante alto a mis futuros novios.", + "END_PART12_MEREDITH44": "Ya me imaginaba que las cosas tendrían que acabar si encontrábamos la salida…", + "END_PART12_MEREDITH41.n": "Pusiste… [pause]Eh… [pause]Pusiste un estándar bastante alto a mis futuras parejas.", + "END_PART12_MEREDITH41.f": "Pusiste… [pause]Eh… [pause]Pusiste un estándar bastante alto a mis futuras novias.", + "END_PART12_MEREDITH45": "Pero no pienso volver a rendirme y dejar de intentar ser feliz. Nunca más.", + "END_PART12_KAYLEIGH47": "Ahora sí es el final, ¿verdad?", + "END_PART12_MEREDITH46.n": "Bah, eso, que te quiero. [pause]Hasta la vista.", + "END_PART12_MEREDITH46.m": "Bah, eso, que te quiero. [pause]Hasta la vista.", + "END_PART12_KAYLEIGH48": "Espero que no vaya a ser como despertarse de un sueño.", + "END_PART12_KAYLEIGH50": "Incluso de las cosas que no fueron buenas. [pause]Porque todo eso es parte de mí.", + "END_PART12_KAYLEIGH51": "Manifestar nuestra voluntad para cambiar el mundo…", + "END_PART12_KAYLEIGH58": "Te quiero. [pause]Gracias por todo.", + "END_PART12_KAYLEIGH52": "Supongo que, en realidad, no nos hacen falta cintas para eso, ¿no?", + "END_PART12_AMBER61": "Me parece que te toca, cielo.", + "END_PART12_KAYLEIGH53": "Decidir nuestro futuro siempre fue cosa nuestra.", + "END_PART12_KAYLEIGH55": "Nunca llegaré a conocer a nadie como te conocí a ti… [pause]Al fin y al cabo, la fusión no es lo que se dice una cosa normal que pasa en todas las relaciones.", + "END_PART12_KAYLEIGH56.m": "Estoy triste pero, a la vez, contenta. [pause]Los dos vamos a volver al sitio que de verdad nos corresponde y nos quedará el placer de habernos conocido.", + "END_PART12_KAYLEIGH56.f": "Estoy triste pero, a la vez, contenta. [pause]Las dos vamos a volver al sitio que de verdad nos corresponde y nos quedará el placer de habernos conocido.", + "END_PART12_KAYLEIGH57": "Yo diría que es un final feliz.", + "END_PART12_KAYLEIGH56.n": "Estoy triste pero, a la vez, contenta. [pause]Vamos a volver al sitio que de verdad nos corresponde y nos quedará el placer de habernos conocido.", + "END_PART12_AMBER60": "¡Vaya! [pause]¡Si parece que este pequeñín quiere volver contigo! [pause]¡Qué lindo!", + "END_PART12_DOG59": "¡Guau! ¡Guau!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "Adelante.", + "END_PART12_AMBER62.m": "¿Estás listo?", + "END_PART12_AMBER62_OPTION1.m": "¡Estoy listo!", + "END_PART12_AMBER62.n": "¿Estás liste?", + "END_PART12_AMBER62.f": "¿Estás lista?", + "END_PART12_AMBER62_OPTION1.f": "¡Estoy lista!", + "END_PART12_AMBER62_OPTION1.n": "¡Estoy liste!", + "END_PART12_AMBER62_OPTION2": "¡Es hora!", + "RANGER_GATEKEEPER_INTRO1": "¡Oye, tú!", + "MAGIKRAB_ON_ARRIVAL.f": "¡Bienvenida a {region_name}!", + "RANGER_GATEKEEPER_SNEAK1": "¿Estás intentando escabullirte?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "Los monstruos que hay a partir de aquí pueden mandarte directamente al hospital en un abrir y cerrar de ojos.", + "RANGER_GATEKEEPER_SNEAK2": "¿Es que no sabes que estoy aquí por tu bien?", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "¡Si tan segure estás de que podrás con ellos, ponte en guardia!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "Perdóname, parece que sí sabes lo que haces.", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "¡Si tan seguro estás de que podrás con ellos, ponte en guardia!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "¡Si tan segura estás de que podrás con ellos, ponte en guardia!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "Perdóname, parece que sí sabes lo que haces.", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "Perdóname, parece que sí sabes lo que haces.", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "Adelante.", + "GRAVEYARD_GHOST_BOY_NAME": "Niño fantasma", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "Adelante.", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "¡Uy, perdona! Es que corre el rumor de que hay un fantasma por aquí y creí que eras tú.", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "¡Ah! ¡Un fantasma!", + "UNDYIN_LOVER_NAME": "Prisionero", + "UNDYIN_LOVER_PRE_BATTLE1": "¡Aaahh!", + "UNDYIN_LOVER_POST_BATTLE1": "¡Oye! ¡Le espantaste!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Vamos a romper el hielo.", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Los pomebomba son muy fáciles de domar si sabes cómo.", + "UNDYIN_LOVER_POST_BATTLE2": "Solo estábamos disfrutando de la mutua compañía… ¡No era nada raro, te lo prometo!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Vamos a romper el hielo.", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Vamos a romper el hielo.", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Me quedé helado.", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "La guarda de élite Mazas me ha estado ayudando a diseñar un entrenamiento para mejorar la fuerza.", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "¡Ven aquí, chico!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "Quienes lo cuentan siempre mencionan este lugar, pero, de momento, yo solo he visto antifolilla de tamaño normal.", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "¿Quién te entrenó? ¡Necesito saberlo!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "¡Mira qué músculos!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "¿Quién te entrenó? ¡Necesito saberlo!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "¿Tú también viniste a investigar el rumor del antifolilla diminuto?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "¿Quién te entrenó? ¡Necesito saberlo!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "A lo mejor todo el asunto tiene algo que ver con el tren subterráneo que pasó hace un momento.", + "PLATO_NAME": "Platón", + "SOCRATES_NAME": "Sócrates", + "SOCRATES_PRE_BATTLE": "El ser humano perfecto no es sino todos los seres humanos juntos. Es un ente colectivo: todos nosotros juntos damos origen a la perfección.", + "PLATO_PRE_BATTLE": "¡Los exhorto a ser parte del gran combate que es el combate de la vida, más grande que cualquier otro conflicto mundano!", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Como no soy muy valiente, mis amigos piensan que soy un pelele. No tienen ni idea…", + "SOCRATES_POST_BATTLE": "Gracias. Creí que podría vencerte. Ahora soy sabio en verdad, pues ahora sé que no sé nada.", + "PLATO_POST_BATTLE": "Somos filósofos, Sócrates, no soldados. Escasos son los humanos capaces de practicar bien a la vez dos profesiones o dos artes.", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]De que sí, soy un pelele.[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "¡Quítate de en medio! ¡Hoy quiero ser yo la persona a la que entreviste Cybil!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]A lo mejor me conviene más volver mañana…[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Dentro de todo cuerpo hay un esqueleto que intenta escapar.", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Te… te iba a sacar los huesos de verdad. Perdona.", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Ven, te voy a liberar de tu prisión de carne…", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Uf, gracias, eso me cayó bien. Pasé demasiado tiempo siendo un gelatona.", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]HALA, ¡TIENES UNA ASPECTO DELICIOSO![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]¡Es muy injusto que digan que los terratenientes somos unos buitres![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]¿Nos has visto? ¡Los buitres son nuestros mayores enemigos![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Eso me recuerda… ¿Te interesa comprar una casa nueva? [pause]¿No? [pause]Bueno.[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Es verdad que un poco cuervos sí somos. ¡Pero hay que serlo si uno quiere prosperar en este negocio![/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Si lo que buscas es una inversión que resista el paso del tiempo, prueba con un reloj… Quiero decir, con un terreno edificable.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]La existencia de un cosmos infinito repleto de mundos supone un tremendo desafío para nosotros los terratenientes.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]El espacio, el tiempo, ¿qué más da? Es todo lo mismo.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]El valor de la tierra proviene de su escasez; sin embargo, en un multiverso infinito, no hay escasez.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Y es que Nueva Wirral es como una especie de trampa cósmica. Nadie puede irse, de modo que la tierra se vuelve muy valiosa.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Aunque actualmente los terratenientes tengamos uno que otro problema en esta isla diminuta, con el tiempo acabará siendo un paraíso. ¡Y una inversión segura![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "¡Hola! Qué vista hay desde aquí arriba, ¿no?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Iba a intentar subir hasta la mismísima cima de la montaña, pero… no soy capaz de escalar los acantilados que hay más adelante, y todos los pasos que hay en la cueva se derrumbaron.", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Si pudiera volar como un averevoir, seguro que lo lograría…", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "Oye, ¿te apetece un combate rápido antes de planear otra vez hasta el lago?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Bueno, pues yo ya me voy.", + "MISS_MIMIC_CHEST_NAME": "Provisiones de los guardas", + "MAGIKRAB_UNKNOWN_NAME": "Trafi… ¿kangrejo?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]¿QUIERES SABER QUÉ SECRETOS ENCIERRO, CARIÑO? SOLO TIENES QUE ABRIRME.[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]¿POR QUÉ NO ECHAS UN VISTAZO A MI INTERIOR, CIELO? TE PROMETO QUE NO MUERDO.[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "¡Es un cofre parlante!", + "MISS_MIMIC_CHEST_MEREDITH2": "¿Este cofre habla?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "¿Qué?", + "MISS_MIMIC_CHEST_FELIX1": "Tengo un mal presentimiento…", + "MISS_MIMIC_CHEST_DOG1": "Grrr…", + "MISS_MIMIC_CHEST_VIOLA1": "¿Es esto otra de esas cosas extrañas de tu mundo, {player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]Creo que esa caja está coqueteando contigo, {player}…[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "¿Quieres abrir el cofre?", + "MAGIKRAB_INTRO_KAYLEIGH2": "Eh… ¿Lo soñé o ese trafikangrejo acaba de hablar?", + "MAGIKRAB_INTRO_KRAB1": "¡Ah, {player}! ¡Y {partner}! Los estaba esperando.", + "MAGIKRAB_INTRO_EUGENE2": "¡No te temo, trafikangrejo! ¡Ya he luchado antes contra muchos de los tuyos!", + "MAGIKRAB_INTRO_MEREDITH2": "¿Eh? ¿Un trafikangrejo que habla?", + "MAGIKRAB_INTRO_FELIX2": "Espera, ¿desde cuándo saben hablar los trafikangrejo?", + "MAGIKRAB_INTRO_VIOLA2": "¿Este trafikangrejo habla? ¿Qué clase de…?", + "MAGIKRAB_INTRO_DOG2": "¡Guau!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]¡Ah, hola! ¿Eres un trafikangrejo?…[/wave]", + "MAGIKRAB_INTRO_KRAB3": "Les ruego que no me comparen con esos trafikangrejo descerebrados de ahí fuera.", + "MAGIKRAB_INTRO_KRAB5": "Morar en sus sacrosantas galerías es para mí tal privilegio que ni tan siquiera soy capaz de expresarlo. Servir a Sus pasajeros es lo menos que puedo hacer.", + "MAGIKRAB_INTRO_KRAB4": "Yo soy un magikangrejo, fiel servidor de la infinita Merlínea. ¡Quiera que sus trenes lleguen siempre a tiempo!", + "MAGIKRAB_NEW_STATION.m": "¡Bienvenido! Me tomé la libertad de abrir el andén A para que puedas viajar.", + "MAGIKRAB_INTRO_KRAB7": "Muchas de las paradas de la Merlínea son actualmente inaccesibles. Estarán disponibles cuando se reabra su estación.", + "MAGIKRAB_INTRO_KRAB6": "En otras palabras: díganme a qué lugar necesitan ir y yo me encargaré de tener listo el tren en el andén A.", + "MAGIKRAB_NEW_STATION.f": "¡Bienvenida! Me tomé la libertad de abrir el andén A para que puedas viajar.", + "MAGIKRAB_NEW_STATION.n": "¡Bienvenide! Me tomé la libertad de abrir el andén A para que puedas viajar.", + "MAGIKRAB_NEW_STATION_FINAL1.m": "¡Por fin llegaste! Bienvenido a la estación de Puente de la Noche.", + "MAGIKRAB_NEW_STATION_FINAL1.f": "¡Por fin llegaste! Bienvenida a la estación de Puente de la Noche.", + "MAGIKRAB_NEW_STATION_FINAL1.n": "¡Por fin llegaste! Bienvenide a la estación de Puente de la Noche.", + "MAGIKRAB_NEW_STATION_FINAL2": "El tren que está a punto de llegar al andén B tiene previsto partir pronto hacia otras realidades.", + "MAGIKRAB_NEW_STATION_FINAL3": "Yo que tú procuraría no entretenerme si quieres tomarlo a tiempo.", + "MAGIKRAB_MENU": "¿Qué puedo hacer por ti, {player}?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "Quiero viajar.", + "MAGIKRAB_MENU_OPTION_LEAVE": "Quiero marcharme de Nueva Wirral.", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "Háblame del andén B.", + "MAGIKRAB_MENU_OPTION_MERLINE": "¿Qué es eso de la Merlínea?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "¿Y dices que eres un… magikangrejo?", + "MAGIKRAB_MENU_OPTION_NOTHING": "Nada.", + "MAGIKRAB_TRAVEL2": "El tren del andén A está listo para partir, {player}.", + "MAGIKRAB_TRAVEL1": "¿A dónde quieres ir?", + "MAGIKRAB_LEAVE2": "Sin embargo, todas las salidas desde el andén B están canceladas hasta dentro de 642 años", + "MAGIKRAB_TRAVEL3": "¡Cuidado al subir!", + "MAGIKRAB_LEAVE1": "Para los viajes interdimensionales usamos el andén B…", + "MAGIKRAB_LEAVE3": "La Merlínea… me dijo que es por algo así como un virus psíquico. O una guerra, o algo así.", + "MAGIKRAB_LEAVE_FINAL_STATION1": "¡Pues viniste al lugar adecuado! Puedes pasar al andén B.", + "MAGIKRAB_LEAVE4": "Sin embargo, me complace informarte de que las llegadas al andén B siguen llegando a su hora.", + "MAGIKRAB_PLATFORMB_DEFEATED1": "No se espera ninguna llegada al andén B hasta dentro de bastante tiempo.", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Puedes pasar al andén, si así lo deseas, pero como entidad mortal de carne y hueso que eres, no creo que te vaya a servir de mucho.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "El invitado que va a llegar al andén B trascendió el concepto de la mortalidad. Ten en cuenta que no todos los seres que son como él acostumbran \\\"desaparecer\\\" al morir.", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humano.", + "MAGIKRAB_PLATFORMB_POPPETOX1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_MONARCH1": "Está previsto que pronto haya una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_MONARCH2": "El invitado que va a llegar al andén B busca a aquellos que han sido consumidos por un vacío interior. Puede que no se deje ver hasta que hayas aprendido y experimentado esa sensación.", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humane.", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "El invitado que va a llegar al andén B cree que susurra, pero sus palabras son tan fuertes que hieren. Usa los ojos y no los oídos, humana.", + "MAGIKRAB_PLATFORMB_ROBIN1": "Hace poco que hubo una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_BABELITH1": "Está previsto que, en cualquier momento, haya una llegada en el andén B.", + "MAGIKRAB_PLATFORMB_ROBIN2": "Parece que el invitado que llegó tiene mucho interés en el teatro. ¿No se toparon al entrar?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsalo bien antes de aceptar nada como \\\"cierto\\\" o acabarás perdido en tu propia mente.", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsalo bien antes de aceptar nada como \\\"cierto\\\" o acabarás perdida en tu propia mente.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "El andén B está… en otra parte. [pause]Hace un tiempo, esta estación quedó destruida por un terremoto. Sin embargo, creo que está a punto haber una llegada allí.", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "El invitado que va a llegar al andén B cuenta muchas mentiras. Piénsalo bien antes de aceptar nada como \\\"cierto\\\" o acabarás perdide en tu propia mente.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Se sabe que el invitado que va a llegar al andén B gusta mucho de emitir juicios, por así decirlo.", + "MAGIKRAB_PLATFORMB_ALICE1": "Está previsto que el ser que habita en esta estación llegue al andén B en cualquier momento.", + "MAGIKRAB_PLATFORMB_ALICE2.m": "Me encargué de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "Por lo visto, esperaba que fueras más… bajito.", + "MAGIKRAB_PLATFORMB_ALICE3": "Lo que no tengo muy claro es cómo espera que puedas caber por la puerta del andén.", + "MAGIKRAB_PLATFORMB_ALICE2.n": "Me encargué de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "Me encargué de decirle que venías. ¡Parece que tiene preparada una especie de celebración para ti!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "Por lo visto, esperaba que fueras más… bajita.", + "MAGIKRAB_PLATFORMB_ALICE4.n": "Por lo visto, esperaba que fueras más… bajite.", + "MAGIKRAB_PLATFORMB_CUBE1": "El invitado que va a llegar al andén B tiene una mente muy cuadriculada. Conviene que guardes la distancia.", + "MAGIKRAB_PLATFORMB_MORGANTE1": "Por lo visto, Morganta volvió. Según parece, te espera en el andén B.", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}…", + "MAGIKRAB_PLATFORMB_MORGANTE4": "No conviene dar por sentado que los acuerdos que se tengan con ellos seguirán en pie una vez que dejen de serles útiles.", + "MAGIKRAB_PLATFORMB_MORGANTE3": "Si algo he aprendido de mis tratos con esos egregores a los que tú llamas \\\"arcángeles\\\"…", + "MAGIKRAB_PLATFORMB_MORGANTE6": "Incluso ahora, la Merlínea me impide darte acceso libre a toda Su red viaria.", + "MAGIKRAB_PLATFORMB_MORGANTE5": "Para ellos somos como insectos. O como cangrejos.", + "MAGIKRAB_PLATFORMB_MORGANTE7": "Los \\\"arcángeles\\\" siempre tienen algún motivo oculto para hacer lo que hacen. Ten cuidado.", + "MAGIKRAB_PLATFORMB_ALEPH1": "El tren estacionado en el andén B va a efectuar su salida muy pronto.", + "MAGIKRAB_PLATFORMB_ALEPH2": "¡Pues sí, resulta que hay un portal activo en esta estación!", + "MAGIKRAB_PLATFORMB_ALEPH3": "¡Ya casi estás en casa, {player}!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "El portal del andén B está listo, si es que quieres utilizarlo.", + "MAGIKRAB_MERLINE2": "La Merlínea no habla con los mortales. ¡Me eligió a mí para que sea Su portavoz y poder así comunicarse contigo!", + "MAGIKRAB_MERLINE1": "La Merlínea es una red subterránea de estaciones de tren situadas por toda Nueva Wirral y bastante más allá.", + "MAGIKRAB_MAGIKRAB1": "¡Exactamente! Soy un magikangrejo, fiel servidor de la incomparable Merlínea, en cuyas galerías te encuentras ahora mismo.", + "MAGIKRAB_MAGIKRAB2": "Al igual que tú, no nací en Nueva Wirral. Sin embargo, han pasado varios aquí que me conocieron.", + "MAGIKRAB_MAGIKRAB3": "La Merlínea me designó para que sea tu guía en Su red viaria.", + "MAGIKRAB_NOTHING1": "¡Muy bien!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Beneficios… [pause]bajan…[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "¡Bienvenido a Llanto Creciente! Bueno, a lo que queda de ella…", + "MAGIKRAB_ON_ARRIVAL.m": "¡Bienvenido a {region_name}!", + "MAGIKRAB_ON_ARRIVAL.n": "¡Bienvenide a {region_name}!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "¡Bienvenida a Llanto Creciente! Bueno, a lo que queda de ella…", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "¡Bienvenide a Llanto Creciente! Bueno, a lo que queda de ella…", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh…[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]¡¡¡Una terrateniente!!![/shake][pause][pause] Seguro que viniste a buscar venganza por haber puesto fin a todas sus operaciones, [pause]¡¿verdad?!", + "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]yo creo que le pasa algo. [pause]Es como si [pause]le [pause]faltara un tornillo o algo.", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Uuuuuuuuuuh…[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]¿Eeeeeh?[/wave]", + "SUNNY_INTRO_EUGENE12": "Me parece que le dio demasiado el sol en la cabeza.", + "SUNNY_INTRO_EUGENE6": "Creo… [pause]que tienes razón.", + "SUNNY_INTRO_KAYLEIGH7": "Perdona que te hayamos recibido de forma tan hostil. [pause]¿Por qué no te sientas para que podamos conocernos un poco mejor?", + "SUNNY_INTRO_KAYLEIGH8": "Pues, [pause]eh… [pause]¿Te sientes bien? ¿Por qué no nos hablas un poco de ti?", + "SUNNY_INTRO_EUGENE10": "Los terratenientes eran súbditos de un arcángel que derrotamos. [pause]A lo mejor, al marcharse su jefe, se les quedó frito el cerebro. [pause]Aun así, no confío en ella.", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]No hay… [pause]perspectivas… [pause]laborales…[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Sol…[/wave]", + "SUNNY_INTRO_EUGENE17": "Puede que los terratenientes solo existan para hacer su trabajo y ahora no sepa qué otra cosa puede hacer. [pause]Como una máquina que se quedó sin función.", + "SUNNY_INTRO_KAYLEIGH13": "¿\\\"El sol\\\"? [pause]Oye, ¿y por qué no la llamamos Sol? ¡De alguna forma tendremos que llamarla!", + "SUNNY_INTRO_SUNNY14_OPTION1": "¿Qué te pasó?", + "SUNNY_INTRO_SUNNY14_OPTION2": "¿Te acuerdas de algo de tu vida anterior?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Los terratenientes… [pause]bancarrota… [pause]no queda… nada…[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]¿Qué… hago… aquí?[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]¿Empezar… [pause]de cero?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "¡Ay, pobrecilla! [pause]¡Tienes tiempo de sobra para empezar de cero!", + "SUNNY_INTRO_KAYLEIGH20": "A lo mejor el primer paso es buscarte ropa nueva, Sol. [pause]¡Seguro que llevar ese traje todo el día no es nada cómodo!", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]…[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "¡De acuerdo, pues! [pause]{player}, [pause]nos vemos en la sastrería de Villapuerto. [pause]Está en la parte alta, al norte de aquí.", + "SUNNY_PART2_KAYLEIGH1": "¡Ah, hola! [pause]Ya estamos todos.", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh…[/wave]", + "SUNNY_PART2_EUGENE2": "Aún no sé si es buena idea ayudarla. [pause]¿Ya olvidaste aquella vez que su antiguo jefe intentó conquistar la isla?", + "SUNNY_PART2_MEREDITH3": "Esto podría ser interesante.", + "SUNNY_PART2_FELIX3": "Yo solo vine a dar apoyo moral.", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Está bien…[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]¿Eeeh…?[/wave]", + "SUNNY_PART2_VIOLA3": "¡Me embarga la curiosidad! Puede que, en este episodio, hallemos diversión.", + "SUNNY_PART2_KAYLEIGH5": "A ver, [pause]Sol, [pause]te voy a llevar a que elijas algo de ropa nueva.", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]¿Esto… bien…?[/wave]", + "SUNNY_PART2_EUGENE8": "Yo sigo con mis dudas, Kayleigh…", + "SUNNY_PART2_MEREDITH9": "Yo, a estas alturas, ya me la estoy pasando [wave amp=30 freq=10]en grande[/wave].", + "SUNNY_PART2_FELIX10": "¡Oye, ya es algo!", + "SUNNY_PART2_KAYLEIGH12": "No sé si es una buena opción, [pause]Sol.", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]No sé… yo…[/wave]", + "SUNNY_PART2_VIOLA11": "Mmm… [pause]Tal vez esta doncella está aún menos familiarizada que yo con el estilo y la moda de estas tierras.", + "SUNNY_PART2_EUGENE14": "No esperaba que tomaras esa dirección.", + "SUNNY_PART2_MEREDITH20": "Mira, [pause]resulta que Sol es genial. [pause]¿Quién lo iba a decir?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Creo que… [pause]me veo bien.[/wave]", + "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]¿es cosa mía, [pause]o Sol está…?", + "SUNNY_PART2_KAYLEIGH15": "No parece que estés muy cómoda con eso, Sol… [pause]¿Por qué no probamos otra cosa?", + "SUNNY_PART2_EUGENE17": "Eh…", + "SUNNY_EUGENEDATE_EUGENE2": "¿Es por todo el rollo ese de mi \\\"campaña para acabar con los terratenientes\\\"? [pause]Ya sé que somos una [wave amp=30 freq=10]pareja extraña[/wave], pero es que no puedo dejar de pensar en ti.", + "SUNNY_PART2_KAYLEIGH19": "¿Absolutamente [wave amp=30 freq=10]perfecta[/wave]? [pause]No, [pause]no es cosa tuya.", + "SUNNY_PART2_FELIX20": "Yo creo que Sol encontró su estilo.", + "SUNNY_PART2_VIOLA20": "Sin duda inesperado. [pause]Sin duda.", + "SUNNY_PART2_PLAYER21_OPTION1": "¡Te ves genial, Sol!", + "SUNNY_PART2_PLAYER21_OPTION2": "¡Estás muy linda, Sol!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Bien. [pause]Ahora esta soy yo…[/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Gracias por la ayuda… [pause]A todos.[/wave]", + "SUNNY_PART2_EUGENE24": "La verdad es que no sé qué pensar.", + "SUNNY_PART2_KAYLEIGH26": "Villapuerto permite a todo el mundo empezar de cero. [pause]Es justo que eso incluya también a los \\\"agentes inmobiliarios zombis\\\".", + "SUNNY_PART2_KAYLEIGH25": "Nos alegramos de haber podido ayudarte, Sol.", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Los terratenientes no son \\\"zombis\\\". [pause]Los terratenientes son receptáculos. [pause]Creados para trabajar.[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]Hola…, {player}…[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Pero ya no… [pause]A partir de ahora…, [pause]en lugar de eso, soy \\\"Sol\\\".[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]… Es que no creo que… [pause]Creo que deberíamos ser solo amigos.[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "Estoy segura de que he visto algo así por esta zona. Creo que se llama {monster_name.to_lower}.", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]No hace mucho que soy \\\"Sol\\\". [pause]Necesito más tiempo para ser yo.[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "Es muy raro.", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]No, no es eso. [pause]Ya no soy terrateniente. [pause]Creo que…[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Pero la pasé bien en nuestra \\\"cita\\\".[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "Lo entiendo. [pause]No te preocupes, Sol.", + "FARM_INTRO_EDWARD1.f": "¡Hola, amiga! [pause]¿Viniste a solucionar nuestro problema con la gelatina?", + "FARM_INTRO_EDWARD1.m": "¡Hola, amigo! [pause]¿Viniste a solucionar nuestro problema con la gelatina?", + "FARM_INTRO_EDWARD1.n": "¡Hola, amigue! [pause]¿Viniste a solucionar nuestro problema con la gelatina?", + "FARM_INTRO_EDWARD1_OPTION1": "¿Qué problema?", + "FARM_EDWARD_INTERACT2.f": "¡Hola, amiga! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", + "FARM_INTRO_EDWARD1_OPTION2": "¿Tu qué?", + "FARM_INTRO_EDWARD2": "Pues mira, es que ese puente de ahí conecta nuestra granja con Villapuerto. [pause]Nosotros proporcionamos casi todos los productos frescos que se consumen en el pueblo.", + "FARM_INTRO_EDWARD3": "Por desgracia, los seres de gelatina que hay por la zona andan un poco alocados últimamente y… [pause]eh… [pause]llenaron el puente de gelatina.", + "FARM_INTRO_EDWARD4.m": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se irán a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", + "FARM_EDWARD_INTERACT1": "Si sigue así este problema con el puente, las reservas de comida de Villapuerto van a empezar a escasear…", + "FARM_INTRO_EDWARD4.f": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se irán a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", + "FARM_INTRO_EDWARD4.n": "Pero bueno, [pause]¡no hay problema! [pause]¡Seguro que al final se irán a otra parte! [pause]Mientras, si quieres, puedes descansar aquí.", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "¡Gracias, amiga! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", + "FARM_BRIDGE_CONFIRM": "¿Quieres intentar apartar ella gelatina? Es bastante asquerosa…", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "¡Gracias, amigo! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", + "FARM_BRIDGE_LOWERED_EDWARD2": "Usamos gelatina de gelatona para fertilizar las plantas. [pause]Supongo que se acumuló en el terreno y acabó formando esa bestia.", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "¡Gracias, amigue! [pause]Ya empezaba a preocuparme por todo ese… [pause]asunto.", + "FARM_EDWARD_INTERACT2.m": "¡Hola, amigo! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", + "FARM_BRIDGE_LOWERED_EDWARD3": "En fin, si quieres intentar utilizar esa gelatina para ver si haces que [wave amp=30 freq=10]crezca[/wave] la cosecha, [pause]por mí, ¡adelante!.", + "HOYLAKE_INTRO_HOYLAKE1.m": "¡Saludos cordiales, recién llegado! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", + "FARM_MARIS_INTERACT": "¡Hola! [pause]Qué amable de tu parte venir a visitarnos. [pause]¿Vas a quedarte un rato o solo estás de paso?", + "FARM_EDWARD_INTERACT2.n": "¡Hola, amigue! [pause]Gracias otra vez por ocuparte de nuestro problema con la gelatina.", + "HOYLAKE_INTRO_HOYLAKE1.f": "¡Saludos cordiales, recién llegada! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "¿Lo desconocido?", + "HOYLAKE_INTRO_HOYLAKE1.n": "¡Saludos cordiales, recién llegade! [pause]Soy el profesor Percival Hoylake, intrépido investigador de lo desconocido.", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "¿Investigador?", + "HOYLAKE_PART2_HOYLAKE6": "Un joven guarda me informó hace poco de \\\"{monster_description}, visto {habitat_phrase}\\\". [pause]Suena al tipo de trabajo que mejor se te da, ¿verdad que sí?", + "HOYLAKE_INTRO_HOYLAKE3": "¡Mi herramienta no es ni más ni menos que el método científico! [pause]Tenemos que observar, analizar y sacar conclusiones.", + "HOYLAKE_INTRO_HOYLAKE2": "¡Así es! [pause]Puesto que todos quedamos atrapados en este extraño lugar, le corresponde a una mente incansable y [wave amp=30 freq=10]racional[/wave] dar sentido al caos que nos rodea.", + "HOYLAKE_INTRO_HOYLAKE4": "Las humildes gentes del pueblo hablan de las muchas bestias que moran en esta isla. [pause]Si pudiéramos catalogarlas, [pause]lo desconocido dejaría de serlo para convertirse en [wave amp=30 freq=10]lo conocido[/wave].", + "HOYLAKE_INTRO_HOYLAKE5.m": "Oye, [pause]seguro alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", + "HOYLAKE_INTRO_HOYLAKE5.n": "Oye, [pause]seguro alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", + "HOYLAKE_INTRO_HOYLAKE5.f": "Oye, [pause]seguro alguien como tú es capaz de entender la importancia de esa misión. ¿Te interesaría ayudarme a identificar unos cuantos monstruos?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "¡Por supuesto!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Ahora no.", + "HOYLAKE_INTRO_HOYLAKE_NO": "Vaya, [pause]qué pena. Si alguna vez cambias de idea, ¡avísame! [pause]¡La ciencia prevalecerá, de un modo u otro!", + "HOYLAKE_PART1_HOYLAKE1": "¡Estupendo! [pause]¡Maravilloso! [pause]Tengo unas cuantas descripciones de monstruos que he recogido de las gentes de Villapuerto. Si consigues grabar esas formas de monstruo, podré catalogarlas.", + "HOYLAKE_PART1_HOYLAKE3": "¡Aquí tienes unas cuantas cintas vírgenes que te ayudarán en tu investigación!", + "HOYLAKE_PART1_HOYLAKE2": "El primer testimonio que tengo habla de \\\"{monster_description}, visto {habitat_phrase}\\\".", + "HOYLAKE_PART1_HOYLAKE4.m": "Tráemelo cuando lo hayas grabado para que pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "¿Dices que Hoylake está buscando {monster_description}?", + "HOYLAKE_PART1_HOYLAKE4.f": "Tráemelo cuando lo hayas grabado para que pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", + "HOYLAKE_PART1_HOYLAKE4.n": "Tráemelo cuando lo hayas grabado para que pueda catalogarlo. ¡Buena caza, mi diligente ayudante!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "¡Saludos, mi diligente ayudante! ¿Grabaste ya nuestro monstruo misterioso? Buscamos \\\"{monster_description}, visto {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1.m": "¡Saludos, mi diligente ayudante! ¿Grabaste ya nuestro monstruo misterioso? Buscamos \\\"{monster_description}, visto {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1.n": "¡Saludos, mi diligente ayudante! ¿Grabaste ya nuestro monstruo misterioso? Buscamos \\\"{monster_description}, visto {habitat_phrase}\\\".", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Todavía no.", + "HOYLAKE_INTERACT_HOYLAKE_NO": "No te preocupes. [pause]¡Seguro ese ser tan enigmático se deja ver muy pronto! [pause]¡Nada ni nadie puede poner freno al progreso!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "¡Aquí está!", + "HOYLAKE_PART2_HOYLAKE1": "¡Estupendo! Un \\\"macabra\\\", ¿verdad? [pause]Tiene los colmillos… y el cráneo. [pause]Sí, esta claro, concuerda perfectamente con los testimonios que tengo.", + "HOYLAKE_PART2_HOYLAKE2": "Grabar monstruos con walkmans para poder transformarnos en ellos… [pause]No tiene ningún sentido desde un punto de vista racional y, sin embargo, lo vemos ocurrir una y otra vez con nuestros propios ojos.", + "HOYLAKE_PART2_HOYLAKE1_RAND": "¡Estupendo! Un \\\"{monster_name.to_lower}\\\", ¿verdad? [pause]Sí, esta claro, concuerda perfectamente con los testimonios que tengo.", + "HOYLAKE_PART2_HOYLAKE3": "Si nuestra interpretación de la ciencia demuestra tener lagunas, [pause]¡entonces es esa interpretación lo que tiene que cambiar!", + "HOYLAKE_PART2_HOYLAKE4": "Gracias por el trabajo que has hecho. Aquí tienes una pequeña compensación.", + "HOYLAKE_PART2_HOYLAKE5": "En cuanto a tu próxima misión…", + "HOYLAKE_PART3_HOYLAKE1": "¡Vaya, vaya! [pause]¡Es verdad que el astrordígrado es una bestia perturbadora! [pause]No tengo ni idea de por qué iba a querer alguien transformarse en cosa semejante…", + "HOYLAKE_PART3_HOYLAKE2": "Si te digo la verdad, [pause]¡yo no quiero transformarme en ninguna bestia! [pause]No entiendo cómo funciona esa tecnología y prefiero no experimentar [wave amp=30 freq=10]conmigo mismo[/wave].", + "HOYLAKE_PART3_HOYLAKE1_RAND": "¡Vaya, vaya! [pause]Un \\\"{monster_name.to_lower}\\\", ¿verdad? [pause]No tengo ni idea de por qué iba a querer alguien transformarse en cosa semejante…", + "HOYLAKE_PART3_HOYLAKE3": "Con sumo gusto, les dejo a los demás todo eso de transformarse en monstruos… [pause]Y eso me recuerda… ¡que aquí tienes una recompensa por tu esfuerzo!", + "HOYLAKE_PART3_HOYLAKE5": "Está claro que alguien pretende tomarme el pelo. [pause]Reírse a mi costa. [pause]O gastarme una especie de broma.", + "HOYLAKE_PART3_HOYLAKE4": "El siguiente rumor que escuché suena demasiado raro para ser verdad. Tiene que ver con \\\"{monster_description}, visto {habitat_phrase}\\\".", + "HOYLAKE_PART3_HOYLAKE6.m": "Si logras llegar al fondo de este asunto, puede que se te dé mejor la ciencia que a mí.", + "HOYLAKE_PART3_HOYLAKE6.f": "Si logras llegar al fondo de este asunto, puede que se te dé mejor la ciencia que a mí.", + "HOYLAKE_PART4_HOYLAKE1": "¡¿Qué?! [pause]¡¿Era verdad?! [pause]Jamás se me habría ocurrido.", + "HOYLAKE_PART3_HOYLAKE6.n": "Si logras llegar al fondo de este asunto, puede que se te dé mejor la ciencia que a mí.", + "HOYLAKE_PART4_HOYLAKE2": "Conque un \\\"librerrendo\\\". [pause]En la Tierra… O, bueno en mi Tierra, al menos, [pause]hay un ser mítico llamado \\\"lebrílope\\\" que es muy parecido.", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "¡Claro!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "\\\"{monster_name}\\\", ¿eh?", + "HOYLAKE_PART6_HOYLAKE1": "¡Ah, lograste grabarlo! [pause]Un \\\"elfolfo\\\", ¿verdad? [pause]Tan enigmático que hasta lleva oculto el rostro. [pause]Ahora que lo pienso, hay bastantes monstruos en Nueva Wirral que llevan máscara.", + "HOYLAKE_PART4_HOYLAKE3": "Resulta sorprendente la influencia que parecen tener nuestros mitos y leyendas en la apariencia de los monstruos que hay en Nueva Wirral…", + "HOYLAKE_PART4_HOYLAKE4": "Oye, [pause]¿te importa que te haga unas cuantas preguntas sobre el mundo en el que vivías antes de venir aquí? [pause]También estoy intentando catalogar las distintas realidades de las que provienen los residentes de Villapuerto.", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Eh… Claro, adelante.", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Supongo que no tiene nada de malo.", + "HOYLAKE_PART4_HOYLAKE5": "¡Estupendo! [pause]Solo voy a hacerte unas cuantas preguntas que tienen que ver con hechos históricos, y tú tienes que decirme si te suenan o no.", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "¡Claro!", + "HOYLAKE_PART4_HOYLAKE6": "Primera pregunta: [pause]¿Conoces el \\\"Imperio romano\\\"?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Pues no.", + "HOYLAKE_PART4_HOYLAKE7": "Segunda pregunta: [pause]¿Sucedió la \\\"Revolución Industrial\\\" en el pasado de tu mundo?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Pues no.", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "¡Claro!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Pues no.", + "HOYLAKE_PART4_HOYLAKE8": "Tercera pregunta: [pause]¿Aterrizó alguna vez el ser humano en la Luna?", + "HOYLAKE_PART4_HOYLAKE9": "De acuerdo. [pause]Y la última pregunta: ¿Ha ocurrido ya el \\\"Día de los Pájaros\\\"?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "¿Qué?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "¿Qué quieres decir con \\\"ya\\\"?", + "HOYLAKE_PART4_HOYLAKE11": "¡Gracias otra vez por tu ayuda! [pause]Quédate con esto por las molestias.", + "HOYLAKE_PART4_HOYLAKE10.f": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", + "HOYLAKE_PART4_HOYLAKE10.m": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", + "HOYLAKE_PART4_HOYLAKE10.n": "Ah, eh… No te preocupes por eso. [pause]Es más, tienes suerte de no saber a qué me refiero.", + "HOYLAKE_PART4_HOYLAKE12.m": "¿Estás listo para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", + "HOYLAKE_PART4_HOYLAKE13": "No hace mucho oí a la guarda de élite Agnes Pectro musitar algo sobre \\\"{monster_description}, visto {habitat_phrase}\\\".", + "HOYLAKE_PART4_HOYLAKE12.f": "¿Estás lista para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", + "HOYLAKE_PART4_HOYLAKE12.n": "¿Estás liste para otra misión de caza? [pause]Para qué pregunto, ¡pues claro que sí!", + "HOYLAKE_PART4_HOYLAKE14": "Si consigues grabar uno, ¡avísame cuanto antes!", + "HOYLAKE_PART5_HOYLAKE1.m": "¡Estupendo! [pause]Volviste a demostrar que eres un investigador muy capaz.", + "HOYLAKE_PART5_HOYLAKE2": "Conque lo llaman \\\"nuncamórvido\\\". [pause]¡Qué aspecto tan terrible, el suyo! [pause]Me hace pensar en un poema…, [pause]pero no recuerdo bien cuál era exactamente.", + "HOYLAKE_PART5_HOYLAKE1.n": "¡Estupendo! [pause]Volviste a demostrar que eres une investigadore muy capaz.", + "HOYLAKE_PART5_HOYLAKE1.f": "¡Estupendo! [pause]Volviste a demostrar que eres una investigadora muy capaz.", + "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\". Otro más que puedo tachar.", + "HOYLAKE_PART5_HOYLAKE3": "¡Pues ya solo queda uno en mi lista de investigaciones prioritarias!", + "HOYLAKE_PART5_HOYLAKE4": "Ianthe en persona me habló de un ser que sale huyendo si ve acercarse a un ser humano.", + "HOYLAKE_PART5_HOYLAKE5": "Según parece, es \\\"{monster_description}, visto {habitat_phrase}\\\". [pause]Si te parece que podrías grabarlo, [pause]¡pues adelante y buena suerte!", + "FRANKIE_PART4_FRANKIE1.f": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", + "HOYLAKE_PART6_HOYLAKE1_RAND": "¡Ah, lograste grabarlo! [pause]Un \\\"{monster_name.to_lower}\\\", ¿no es así?", + "HOYLAKE_PART6_HOYLAKE3": "O a lo mejor solo significa que las máscaras suelen verse muy [wave amp=30 freq=10]geniales[/wave]…", + "HOYLAKE_PART6_HOYLAKE2": "¿Qué puede significar eso? [pause]A lo mejor hay una conexión psíquica subyacente entre la percepción que tienen los humanos de los rostros y la forma que tienen estos monstruos de manifestarse como seres tangibles…", + "HOYLAKE_PART6_HOYLAKE4.m": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú el científico!", + "HOYLAKE_PART6_HOYLAKE4.f": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú la científica!", + "HOYLAKE_PART6_HOYLAKE4.n": "Te felicito por tus habilidades. [pause]¡A estas alturas, casi parece que sea yo el ayudante y tú le científique!", + "HOYLAKE_PART6_HOYLAKE5": "La verdad es que [pause][wave amp=30 freq=10]yo no soy profesor ni científico[/wave].", + "HOYLAKE_PART6_HOYLAKE6": "Antes de naufragar en Nueva Wirral, no era más que un empleado de una gran empresa. [pause]Lo mío, más que la [wave amp=30 freq=10]ciencia[/wave], era la [wave amp=30 freq=10]ciencia ficción[/wave].", + "HOYLAKE_PART6_HOYLAKE7": "Pero, aun así, ¡tengo que ser racional! [pause]Venir aquí le dio un nuevo propósito a mi vida.", + "HOYLAKE_PART6_HOYLAKE8": "Puede que no sea profesor [wave amp=30 freq=10]de verdad[/wave], pero creo que mis esfuerzos aquí pueden ser valiosos.", + "HOYLAKE_PART6_HOYLAKE9.m": "Gracias por la ayuda incansable que prestaste a la causa científica, amigo mío. [pause]¡Eres un ejemplo para todos los demás!", + "HOYLAKE_PART6_HOYLAKE9.f": "Gracias por la ayuda incansable que prestaste a la causa científica, amiga mía. [pause]¡Eres un ejemplo para todos los demás!", + "HOYLAKE_PART6_HOYLAKE9.n": "Gracias por la ayuda incansable que prestaste a la causa científica, amigue míe. [pause]¡Eres un ejemplo para todos los demás!", + "HOYLAKE_PART6_HOYLAKE10": "Si alguna vez quieres ayudarme a ampliar mi labor de catalogación, vuelve y habla conmigo. [pause]¡Siempre hay algo nuevo que investigar!", + "HOYLAKE_PART7_HOYLAKE1": "¡Hola, {player}! ¿Cuántas especies distintas has grabado ya?", + "HOYLAKE_PART7_HOYLAKE2": "¡Madre mía! ¡¿{count}?!", + "HOYLAKE_PART7_HOYLAKE6.n": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART7_HOYLAKE3": "Gracias por el trabajo que has hecho. Aquí tienes una pequeña compensación.", + "HOYLAKE_PART7_HOYLAKE4": "¡Yo diría que esos son todos los monstruos de Nueva Wirral que se conocen! [pause]Bueno, [pause]si exceptuamos los monstruos piratas, las fusiones y los arcángeles.", + "HOYLAKE_PART7_HOYLAKE6.m": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART7_HOYLAKE5": "Me va a llevar un tiempo terminar de catalogar todas las especies que me has enseñado.", + "HOYLAKE_PART7_HOYLAKE7": "Cuando tenga alguna misión para ti, te la colgaré en el tablero de anuncios.", + "HOYLAKE_PART7_HOYLAKE6.f": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART7_HOYLAKE8": "¿{count}? No está nada mal.", + "HOYLAKE_PART7_HOYLAKE9": "Ven a verme cuando llegues a {next_threshold}.", + "HOYLAKE_PART7_HOYLAKE10": "No olvides remasterizar tus cintas cuando lleguen a cinco estrellas. ¡Escuché que hay unas cuantas especies que solo pueden conseguirse así!", + "HOYLAKE_PART8_HOYLAKE1": "¡Hola, {player}! Aún estoy ocupado catalogando las especies que me grabaste.", + "HOYLAKE_PART8_HOYLAKE2.m": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART8_HOYLAKE3": "¡Hola, {player}! Cuando tenga alguna misión para ti, te la colgaré en el tablero de anuncios.", + "HOYLAKE_PART8_HOYLAKE2.f": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "HOYLAKE_PART8_HOYLAKE2.n": "¿Por qué no vuelves y hablas conmigo cuando hayas terminado tu entrenamiento como guarda?", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]¡Hola, hola[/wave], {player}! [pause]Quiero que conozcas a nuestra flamante incorporación nueva: ¡Frankie!", + "FRANKIE_PART1_FRANKIE2.m": "¡Ay, qué bien! ¡¿Tú también eres [wave amp=30 freq=10]un veterano[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", + "FRANKIE_PART1_FRANKIE2.f": "¡Ay, qué bien! ¡¿Tú también eres [wave amp=30 freq=10]una veterana[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "¿Veterano?", + "FRANKIE_PART1_FRANKIE2.n": "¡Ay, qué bien! ¡¿Tú también eres [wave amp=30 freq=10]une veterane[/wave] del rollo ese de luchar contra monstruos en esta isla misteriosa?!", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "¿Veterana?", + "FRANKIE_PART1_FRANKIE3": "Un mundo mágico lleno de monstruos y héroes apuestos que se transforman para luchar contra ellos…", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "¿Veterane?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "¡No llevo aquí tanto tiempo!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]¡¡¡Este sitio es lo que siempre había soñado!!! ¡¡¡Lo tiene todo!!![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "Te veo muy emocionada con todo esto…", + "FRANKIE_PART1_EUGENE5": "¡Me gusta tu entusiasmo!", + "FRANKIE_PART1_MEREDITH5": "No es esa la reacción que esperaba.", + "FRANKIE_PART1_FRANKIE12": "Conque voy a ser {species_description}, ¿eh?", + "FRANKIE_PART1_FELIX5": "Tienes bastante más entusiasmo que yo cuando llegué.", + "FRANKIE_PART1_VIOLA5": "Me sorprende que no te haya contrariado lo más mínimo tu inesperado viaje a este lugar, amiga mía.", + "FRANKIE_PART1_CYBIL6": "Como puedes ver, Frankie se tomó muy bien las noticias que recibió al llegar a Nueva Wirral.", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]¡Esta chica parece muy contenta de estar aquí![/wave]", + "FRANKIE_PART1_FRANKIE7": "¡Les aseguro que quiero aprovechar esto al máximo! ¡Y unirme a los guardas es lo mejor que me depara esta aventura! Ji, ji.", + "FRANKIE_PART1_CYBIL8": "Le di a Frankie un walkman de repuesto que tenía. Tú lo único que tienes que hacer es darle una cinta de monstruo y unas cuantas nociones básicas.", + "FRANKIE_PART1_FRANKIE10": "Mi propia forma de monstruo… El primer paso de mi fantástico viaje…", + "FRANKIE_PART1_CYBIL9": "¡Y hasta aquí llega mi boletín! [pause]¡Hasta la otra, {player}!", + "FRANKIE_PART1_FRANKIE15.n": "Por favor, guarda de élite, ¡tienes que darme las \\\"nociones básicas\\\"! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿sí?", + "FRANKIE_PART1_FRANKIE11": "¿Tienes una cinta para mí?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "¿Seguro que quieres darle a Frankie tu cinta de \\\"{species_name}\\\"? Es un regalo para siempre; ya no la recuperarás.", + "FRANKIE_PART1_FRANKIE11_OPTION1": "¡Aquí está!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "Todavía no.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "¿Seguro que quieres darle a Frankie tu cinta de \\\"{species_name}\\\"? Es un regalo para siempre; ya no la recuperarás.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "¿Seguro que quieres darle a Frankie tu cinta de \\\"{species_name}\\\"? Es un regalo para siempre; ya no la recuperarás.", + "FRANKIE_PART1_FRANKIE13": "…", + "FRANKIE_PART1_FRANKIE18.m": "¡Hasta la otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita un [wave amp=30 freq=10]mentor sabio y experimentado[/wave], así que me alegra que, en mi caso, seas tú.", + "FRANKIE_PART1_FRANKIE18.f": "¡Hasta la otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita una [wave amp=30 freq=10]mentora sabia y experimentada[/wave], así que me alegra que, en mi caso, seas tú.", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]¡¡¡Esta forma es perfecta!!! ¡¡¡Defenderé esta cinta con mi vida si es necesario!!![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "Por favor, guarda de élite, ¡tienes que darme las \\\"nociones básicas\\\"! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿sí?", + "FRANKIE_PART1_FRANKIE15.f": "Por favor, guarda de élite, ¡tienes que darme las \\\"nociones básicas\\\"! [pause]¡[wave amp=30 freq=10]Es lo que toca[/wave]! [pause]Vamos a luchar contra algún monstruo, ¿sí?", + "FRANKIE_PART1_FRANKIE16": "¡Transformarse en un monstruo raro cansa mucho más de lo que creí!", + "FRANKIE_PART1_FRANKIE17": "Necesito ir a descansar. [pause]Y a comer un montón. [pause]Seguramente en ese orden.", + "FRANKIE_PART1_FRANKIE18.n": "¡Hasta la otra, guarda de élite! ¡Gracias por entrenarme! Todo héroe joven y valiente necesita une [wave amp=30 freq=10]mentore sabie y experimentade[/wave], así que me alegra que, en mi caso, seas tú.", + "FRANKIE_PART1_KAYLEIGH19": "¡Vaya personalidad que tiene!", + "FRANKIE_PART1_EUGENE19.m": "¡Eres buen profesor, {player}!", + "FRANKIE_PART1_MEREDITH19": "Me alegra ya no ser la más torpe de la isla en eso de socializar.", + "FRANKIE_PART1_EUGENE19.n": "¡Eres buene profesore, {player}!", + "FRANKIE_PART1_EUGENE19.f": "¡Eres buena profesora, {player}!", + "FRANKIE_PART1_FELIX19.m": "No eres mal profesor, no.", + "FRANKIE_PART1_FELIX19.f": "No eres mala profesora, no.", + "FRANKIE_PART1_FELIX19.n": "No eres male profesore, no.", + "FRANKIE_PART1_VIOLA19.m": "Adoptaste a la perfección el papel de mentor, {player}.", + "FRANKIE_PART1_VIOLA19.n": "Adoptaste a la perfección el papel de mentore, {player}.", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]¡Tienes madera de profesor, {player}![/wave]", + "FRANKIE_PART1_VIOLA19.f": "Adoptaste a la perfección el papel de mentora, {player}.", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]¡Tienes madera de profesora, {player}![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]¡Tienes madera de profesore, {player}![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "¡Ah, hola, guarda de élite! ¿Viniste a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]¡¡¡Tiene que llegar un momento en el que todo aventurero joven y valiente forje su propio camino!!![/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "¿Tu \\\"viaje del héroe\\\"?", + "FRANKIE_PART2_FRANKIE1.f": "¡Ah, hola, guarda de élite! ¿Viniste a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", + "FRANKIE_PART2_FRANKIE1.n": "¡Ah, hola, guarda de élite! ¿Viniste a ayudarme con mi [wave amp=30 freq=10]viaje del héroe[/wave]?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "¿Qué andas tramando?", + "FRANKIE_PART2_FRANKIE3": "Y eso es lo que pienso hacer. [pause]Yo soy la aventurera joven y valiente, por si acaso no habías llegado a esa conclusión.", + "FRANKIE_PART2_FRANKIE3_OPTION1": "Entiendo.", + "FRANKIE_PART2_FRANKIE4": "El caso es que encontré una de esas \\\"fusiones salvajes\\\" no muy lejos de aquí… ¡y voy a ir a enseñarle quién manda!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "No te sigo.", + "FRANKIE_PART2_FRANKIE4_OPTION1": "¿Te echo una mano?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "¿Estás segura de que es buena idea?", + "FRANKIE_PART2_FRANKIE5": "¡No te preocupes! Tengo una afinidad natural con esto. He leído más de [wave amp=30 freq=10]200[/wave] [i]fanfics[/i] sobre gente que se transforma en monstruo. [pause]Y, por favor, no me pidas más detalles.", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]¡Vamos![/shake]", + "FRANKIE_PART2_FRANKIE8": "¡Yo diría que mi carrera empezó con buen pie!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]¡LO LOGRAMOS![/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "¿Tu carrera?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "¿Qué?", + "FRANKIE_PART2_FRANKIE9": "¡Claro! ¡Mi carrera como heroína intrépida y misteriosa que salva a las humildes gentes de esta tierra de fantasía! ¿Qué iba a ser si no?", + "FRANKIE_PART2_FRANKIE10": "Estoy completamente segura… de que muy pronto se alzará un mal terrible…", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]¡¡¡Y será mía la responsabilidad de salvar esta isla!!![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "Llegas un poco tarde.", + "FRANKIE_PART2_FRANKIE11_OPTION2": "Eso ya lo hice yo.", + "FRANKIE_PART2_FRANKIE12": "¿Eh? [pause]Ah, ¿sí?", + "FRANKIE_PART2_FRANKIE13": "¡Bueno, da igual! ¡Seguro que habrá algún mal en algún sitio al que yo tenga que vencer! [pause]¡[wave amp=30 freq=10]A lo mejor[/wave] se te pasó algo!", + "FRANKIE_PART3_FRANKIE1": "¡Oye, {player}! ¡Tengo una pregunta para ti!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "¡Pregunta lo que sea!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "¿Qué pregunta?", + "FRANKIE_PART3_FRANKIE2": "¿Cómo funciona lo de… tomar las riendas de tu vida?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "Es una pregunta un poco abstracta…", + "FRANKIE_PART3_FRANKIE2_OPTION2": "Eh… ¿Qué?", + "FRANKIE_PART3_FRANKIE3": "Me refiero a que debería usar el tiempo que pase en Nueva Wirral para darle sentido a mi vida…, ¡o algo así! [pause]¡Salvar el mundo! ¡Encontrar mi verdadera vocación! ¡Enamorarme!", + "FRANKIE_PART3_FRANKIE4": "Ya sabes, todos esos rollos clásicos de las aventuras. [pause]¡No tengo un segundo que perder!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "Puede que tengas demasiadas expectativas…", + "FRANKIE_PART3_FRANKIE4_OPTION2": "¿No te parece que te estás poniendo demasiada presión?", + "FRANKIE_PART3_FRANKIE5": "Ah. [pause]Pues igual tienes razón.", + "FRANKIE_PART3_FRANKIE6": "¡Bien, otra pregunta! [pause]¿Me ayudas a luchar contra una fusión salvaje que encontré por la zona? ¡Seguro que la experiencia vale la pena!", + "FRANKIE_PART4_FRANKIE1.n": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", + "FRANKIE_PART3_FRANKIE7": "¡Gracias por la ayuda, {player}! [pause]Decidí que sí, que la experiencia valió la pena.", + "FRANKIE_PART4_FRANKIE3": "Así que, por supuesto, ¡seguí el rastro de una fusión salvaje para luchar contra ella! No hay tiempo que perder: [shake rate=30 level=10]¡vamos a darle una paliza![/shake]", + "FRANKIE_PART4_FRANKIE2": "¡Ya se acabó eso de ser una novata! Pero, claro, para eso necesito ser más fuerte.", + "FRANKIE_PART4_FRANKIE1.m": "¡Hola, guarda de élite! [pause]Estoy pensando en intentar hacerme guarda de verdad.", + "FRANKIE_PART4_FRANKIE4": "¡Gracias por echarme una mano! [pause]¡A lo mejor la próxima vez que nos encontremos por el campo ya soy una guarda con todas las de la ley!", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te ocurrió que te fuera a desafiar a un duelo, ¿eh?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te ocurrió que te fuera a desafiar a un duelo, ¿eh?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que jamás se te ocurrió que te fuera a desafiar a un duelo, ¿eh?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]¡¡¡El alumno tiene que enfrentarse a su maestro!!![/shake] ¡La única forma que tengo de convertirme en una verdadera guarda es derrotarte y [wave amp=30 freq=10]reclamar tu sello[/wave]!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "¡Más vale que me enseñes tu mejor versión, novata!", + "FRANKIE_PART5_FRANKIE3": "¡Hasta domé este lobgancho para que me ayude! ¿Qué dices? ¿Aceptas mi desafío?", + "FRANKIE_PART5_FRANKIE7": "Solo quería ver si estabas a la altura de tu leyenda. [pause]¡Y no me decepcionaste!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía que ibas a ser duro de vencer.", + "FRANKIE_PART5_FRANKIE3_OPTION2": "¡No pienso darte ni pizca de ventaja!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía que ibas a ser dure de vencer.", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Ya sabía que ibas a ser dura de vencer.", + "FRANKIE_PART5_FRANKIE5": "Por eso quise primero con los otros 12 guardas de élite.", + "FRANKIE_PART5_FRANKIE5_OPTION1": "¿Qué?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "¿Que hiciste qué?", + "FRANKIE_PART5_FRANKIE6": "Lo escuchaste bien: ¡[wave amp=30 freq=10]Ya cumplo los requisitos[/wave] para ser guarda!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "¡Claro! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "¡Hasta la vista, guarda de élite!", + "FRANKIE_PART5_FRANKIE8.m": "¡Hasta la vista, guarda de élite!", + "FRANKIE_PART5_FRANKIE8.n": "¡Hasta la vista, guarda de élite!", + "FRANKIE_TOWN_HALL_INTERACT1": "¡Hola, {player}! ¡Aquí ando, intentando ponerme al día con los rumores antes de volver a salir de patrulla!", + "FRANKIE_TOWN_HALL_INTERACT2": "¡Eh, {player}! ¿Tienes alguna misión para esa pupila tan prometedora que tienes? Me refiero a mí, claro.", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]¡Guarda![/shake] [pause]Viniste a detenerme, ¿eh?", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]¡Porfa, deja que me encargue de tus peticiones del tablón de anuncios!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "Ahora no.", + "VIN_PART1_VIN1_OPTION1": "Se podría decir que sí.", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]¡Guarda![/shake] [pause]Viniste a detenerme, ¿eh?", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]¡Guarda![/shake] [pause]Viniste a detenerme, ¿eh?", + "VIN_PART1_VIN1_OPTION2": "¡Es mi deber!", + "VIN_PART3_VIN8.n": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", + "VIN_PART1_VIN3": "¡Apoyarse en otros para luchar es de [wave amp=30 freq=10]cobardes[/wave]!", + "VIN_PART1_VIN2": "¡Bien! [pause]Pues si vas a luchar conmigo, ¡que sea uno contra uno!", + "VIN_PART1_KAYLEIGH4": "No te preocupes, {player}. Por esta vez, me quedo en el banquillo. ¡Puedes ocuparte de este tipo sin mí!", + "VIN_PART1_MEREDITH4.n": "¿Una pelea uno contra uno? Hazlo. No lo dudes ni un momento, {player}, que tú puedes contra él.", + "VIN_PART1_MEREDITH4.f": "¿Una pelea uno contra uno? Hazlo. No lo dudes ni un momento, {player}, que tú puedes contra él.", + "VIN_PART1_MEREDITH4.m": "¿Una pelea uno contra uno? Hazlo. No lo dudes ni un momento, {player}, que tú puedes contra él.", + "VIN_PART1_EUGENE4.m": "Dale duro, colega. Para enfrentarte a este no te hace falta mi ayuda.", + "VIN_PART1_EUGENE4.f": "Dale duro, colega. Para enfrentarte a este no te hace falta mi ayuda.", + "VIN_PART1_EUGENE4.n": "Dale duro, colega. Para enfrentarte a este no te hace falta mi ayuda.", + "VIN_PART1_FELIX4": "¿Qué opinas, {player}? ¿Quieres enseñarle a este tipo quién manda aquí?", + "VIN_PART1_VIOLA4.f": "Al parecer, esta batalla es tuya y de nadie más, mi querida {player}. No te preocupes, tengo fe en tu victoria.", + "VIN_PART1_VIOLA4.m": "Al parecer, esta batalla es tuya y de nadie más, mi querido {player}. No te preocupes, tengo fe en tu victoria.", + "VIN_PART1_VIOLA4.n": "Al parecer, esta batalla es tuya y de nadie más, mi queride {player}. No te preocupes, tengo fe en tu victoria.", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]¿\\\"Uno contra uno\\\"?… ¡Pues aprovecharé para descansar![/wave]", + "VIN_PART1_VIN5.m": "Ja. [pause]Eres fuerte para ser un cobarde…", + "VIN_PART1_VIN6": "¡Pero no podrás atraparme! [wave amp=30 freq=10]Ahora me ves, ¡y ahora no![/wave]", + "VIN_PART1_VIN5.f": "Ja. [pause]Eres fuerte para ser una cobarde…", + "VIN_PART1_VIN5.n": "Ja. [pause]Eres fuerte para ser une cobarde…", + "VIN_PART1_KAYLEIGH7": "Hay que reconocer que corre bastante. Seguro que la próxima vez le atrapamos, {player}.", + "VIN_PART1_MEREDITH7.m": "Se esfumó en un abrir y cerrar de ojos. Ya lo agarraremos la próxima vez.", + "VIN_PART1_MEREDITH7.n": "Se esfumó en un abrir y cerrar de ojos. Ya lo agarraremos la próxima vez.", + "VIN_PART1_MEREDITH7.f": "Se esfumó en un abrir y cerrar de ojos. Ya lo agarraremos la próxima vez.", + "VIN_PART1_EUGENE7": "Para lo mucho que presumía, tardó poco en echar a correr.", + "VIN_PART1_FELIX7": "Corre de lo lindo. Seguro que tarde o temprano nos volvemos a cruzar.", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]Pues le faltaron piernas para salir corriendo…[/wave]", + "VIN_PART1_VIOLA7": "Raudo fue en huir de la pelea. Mas habrán de cruzarse de nuevo su camino y el nuestro.", + "VIN_PART2_VIN2": "¡Los malditos guardas siempre se están metiendo donde no los llaman!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]¡Otra vez tú![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]¡Pienso librar a la gente de la tiranía de los guardas de Villapuerto![/shake]", + "VIN_PART2_VIN3": "¡Vamos, lucha conmigo, uno contra uno!", + "VIN_PART2_VIN4": "Ja. Nunca me atraparán. Y yo nunca me rendiré.", + "VIN_PART3_VIN1.m": "Vaya, qué sorpresa. [pause]¡Los guardas enviaron a su [wave amp=30 freq=10]fiel lacayo[/wave] para que me busque otra vez!", + "VIN_PART3_VIN1_OPTION1": "¡Oye! ¡Me llamo {player}!", + "VIN_PART3_VIN1.f": "Vaya, qué sorpresa. [pause]¡Los guardas enviaron a su [wave amp=30 freq=10]fiel lacaya[/wave] para que me busque otra vez!", + "VIN_PART3_VIN1.n": "Vaya, qué sorpresa. [pause]¡Los guardas enviaron a su [wave amp=30 freq=10]fiel lacaye[/wave] para que me busque otra vez!", + "VIN_PART3_VIN2": "…", + "VIN_PART3_FELIX5": "Alto, ¿entonces el ladronzuelo este es parte de la secta rara esa?", + "VIN_PART3_VIN3": "O sea…", + "VIN_PART3_VIN4.f": "… ¡Que tú eres [wave amp=30 freq=10]la deicida despiadada[/wave] que causó todo esto! ¡Eres la que dejó morir al hermano Cooper!", + "VIN_PART3_VIN4.n": "… ¡Que tú eres [wave amp=30 freq=10]le deicida despiadade[/wave] que causó todo esto! ¡Eres le que dejó morir al hermano Cooper!", + "VIN_PART3_VIN4.m": "… ¡Que tú eres [wave amp=30 freq=10]el deicida despiadado[/wave] que causó todo esto! ¡Eres el que dejó morir al hermano Cooper!", + "VIN_PART3_VIN4_OPTION1.n": "¿Deicida?", + "VIN_PART3_VIN4_OPTION1.f": "¿Deicida?", + "VIN_PART3_VIN4_OPTION1.m": "¿Deicida?", + "VIN_PART3_MEREDITH5": "Es un sectario, {player}. Debe de estar enfadado por lo de Luctifer, el tipo ese al que le dieron la paliza Kayleigh y tú.", + "VIN_PART3_VIN4_OPTION2": "¡Yo no hice nada de eso!", + "VIN_PART3_KAYLEIGH5": "¿Eres de los Hijos del Llanto?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]Creo que tiene una idea equivocada de lo que estuviste haciendo en Nueva Wirral, {player}…[/wave]", + "VIN_PART3_EUGENE5": "¡Oye! ¡Que, de no ser por {player}, habría muerto mucha gente además de Dorian!", + "VIN_PART3_VIOLA5": "¡Errado estás, ladrón!", + "VIN_PART3_VIN6.f": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", + "VIN_PART3_VIN6.m": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", + "VIN_PART3_VIN7": "Cuando nuestro guía fue [wave amp=30 freq=10]asesinado a sangre fría[/wave], los guardas empezaron enseguida a \\\"ofrecernos ayuda\\\". Sí, claro.", + "VIN_PART3_VIN6.n": "¡Ya está bien de hablar! ¡Ven y lucha conmigo, cobarde!", + "VIN_PART3_VIN8.f": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", + "VIN_PART3_KAYLEIGH9": "Lo entendiste todo mal. [pause]¡Fue Dorian el responsable de todo lo que tuvo que padecer su comunidad!", + "VIN_PART3_VIN8.m": "¡Como si no hubiera sido [wave amp=30 freq=10]alguien de los suyos[/wave] quien hizo que reinara el caos en nuestra comunidad!", + "VIN_PART3_VIN10": "Las cintas vírgenes y calcomanías que robo… ¡serán para organizar nuestra resistencia!", + "VIN_PART4_JACQUELINE11": "Para nada. Para mí la muerte de Dorian fue como un despertar.", + "VIN_PART4_VIN1": "Déjame en paz…", + "VIN_PART4_VIN2": "Aaah…", + "VIN_PART4_VIN3": "Esa bestia me emboscó…", + "VIN_PART4_VIN4": "¿Por qué… [pause]hiciste eso, {player}?", + "VIN_PART4_VIN5_OPTION1": "¡Estás equivocado!", + "VIN_PART4_VIN5.n": "Podrías haber dejado que me pudriera ahí mismo, igual que con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", + "VIN_PART4_VIN5.f": "Podrías haber dejado que me pudriera ahí mismo, igual que con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", + "VIN_PART4_VIN5.m": "Podrías haber dejado que me pudriera ahí mismo, igual que con el hermano Cooper, y habrías resuelto definitivamente tu [wave amp=30 freq=10]problema con el ladrón[/wave].", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]¡¿Vin?![/shake] [pause]¿Eres tú el responsable de todo esto?", + "VIN_PART4_VIN5_OPTION2": "¡Yo no dejé morir a Dorian!", + "VIN_PART4_JACQUELINE7": "Cuando Ianthe me dijo que alguien estaba robando de las provisiones que los guardas habían asignado a la comuna, ¡no se me habría ocurrido pensar que fueras a ser tú!", + "VIN_PART4_VIN8": "¿Que las habían…[pause] asignado… [pause]a la comuna? [pause]¿A nuestra comuna?", + "VIN_PART4_JACQUELINE9": "¡Pues claro, idiota!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]Villapuerto le ofrece a todo el mundo la oportunidad de empezar de cero. ¡Lo digo por experiencia![/wave]", + "VIN_PART4_VIN10": "Pero los guardas… tomaron el control, ¿no? Y te obligaron a colaborar [pause]y todo eso… ¿No?", + "VIN_PART4_JACQUELINE15": "Fui yo quien buscó ayuda para la comuna e Ianthe fue muy amable al proporcionárnosla.", + "VIN_PART4_JACQUELINE13": "Solo ahora, al mirar atrás, soy capaz de ver las cosas tal y como eran en realidad.", + "VIN_PART4_JACQUELINE12": "Cuando estaba con nosotros… Cuando estaba [wave amp=30 freq=10]al mando[/wave]…, era como vivir hipnotizada. No era capaz de ver con claridad lo que estaba pasando a mi alrededor.", + "VIN_PART4_KAYLEIGH14": "Jacqueline…", + "VIN_PART4_JACQUELINE16": "Ahora mismo te estarías muriendo de hambre si no fuera por ella. Dorian nos hizo arrasar nuestros sembrados para poder llegar hasta ese arcángel.", + "VIN_PART4_VIN17": "…", + "VIN_PART4_JACQUELINE18": "Vamos, hay que llevarte a casa para que puedas descansar.", + "VIN_PART4_JACQUELINE19": "{player}, [pause]Lo siento mucho.", + "VIN_PART4_JACQUELINE20": "Conozco a Vin desde que llegó a Nueva Wirral. No es mal chico, lo que pasa es que… [pause]está muy mal informado.", + "VIN_PART4_JACQUELINE21": "Voy a organizar una reunión de toda la comuna para aclarar todo. Esto no volverá a ocurrir.", + "VIN_PART4_JACQUELINE22": "Por favor, dile a Ianthe lo mucho que le agradezco su ayuda.", + "VIN_PART5_VIN1": "Oye, {player}…", + "VIN_PART5_VIN2": "Cuando me salvaste de esa fusión salvaje, me vi obligado a cuestionármelo todo.", + "VIN_PART5_VIN3": "Siento haber armado un revuelo, pero…, [pause]en el fondo, lo hice porque quería ayudar a mi comunidad.", + "VIN_PART5_VIN4": "¡Así que me uní a los guardas para hacer precisamente eso! Y para compensarlos por mis errores, claro.", + "VIN_PART5_KAYLEIGH5": "¡Estupendo! [pause]¡Me alegra mucho que le hayas dado un giro a tu vida, Vin!", + "VIN_PART5_EUGENE5": "Parece que encontraste tu propia causa. Te ganaste mi respeto.", + "VIN_PART5_MEREDITH5": "Pues me parece que tienes mucho trabajo por delante.", + "VIN_PART5_FELIX5": "Me alegra ver que cambiaste de verdad.", + "VIN_PART5_VIN6": "¡Y ahora me veo obligado a desafiarte para conseguir tu sello! [pause]¡Vamos, lucha conmigo, [wave amp=30 freq=10]uno contra uno[/wave], {player}!", + "VIN_PART5_VIOLA5": "A buen fin no hay mal principio.", + "VIN_PART5_VIN7_OPTION1": "¡Así es!", + "VIN_PART5_VIN7": "Maldita sea… No tienes piedad ni de tus amigos, ¿eh?", + "VIN_PART5_VIN7_OPTION2": "Quien bien te quiere te hará llorar.", + "VIN_PART5_VIN8": "Menos mal que aún hay otros 12 guardas de élite a los que puedo retar para conseguir sellos.", + "VIN_PART5_VIN9": "La próxima vez que me veas, {player}, ¡seré oficialmente guarda!", + "VIN_TOWN_HALL_INTERACT1.m": "¡Oye, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", + "VIN_TOWN_HALL_INTERACT1.f": "¡Oye, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", + "VIN_TOWN_HALL_INTERACT1.n": "¡Oye, guarda de élite! ¿Tú cuál crees que es más fuerte, el artillerrex o el mecaryuu? No me decido.", + "VIN_AND_FRANKIE_FRANKIE5": "Mi lobgancho se escapó.", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]¡Quién iba a imaginar que esos dos se iban a terminar haciendo amigos![/wave]", + "VIN_AND_FRANKIE_VIN2": "Hola, {player}. ¡Por fin he terminé mi entrenamiento y soy oficialmente guarda!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]¡Je, je, je![/wave] [pause]Apuesto a que no esperabas encontrarte aquí con tus dos alumnos, ¿eh, guarda de élite?", + "VIN_AND_FRANKIE_KAYLEIGH3": "¡En la vida se me habría ocurrido que esos dos fueran a acabar haciendo buenas migas!", + "VIN_AND_FRANKIE_MEREDITH3": "¿Esos dos se hicieron colegas? Supongo que es normal.", + "VIN_AND_FRANKIE_EUGENE3": "Je. ¿Ahora esos dos se hicieron amigos?", + "VIN_AND_FRANKIE_VIOLA3": "Jamás habría imaginado que la amistad pudiera brotar entre dos personas tan diferentes.", + "VIN_AND_FRANKIE_FELIX3": "No sabía que ustedes dos se conocían. La isla es bastante pequeña, supongo.", + "VIN_AND_FRANKIE_FRANKIE4": "Bueno, yo también tengo una noticia…", + "VIN_AND_FRANKIE_FRANKIE6": "La guarda de élite Cybil dice que los monstruos salvajes no son buenos animales de compañía, pero… [pause]Yo estoy segura de que es por el [i]fanfic[/i] que escribí sobre él.", + "VIN_AND_FRANKIE_FRANKIE7": "¡No pasa nada! ¡A Vin, mi nuevo [wave amp=30 freq=10]mejor amigo[/wave], no le importan esas cosas!", + "VIN_AND_FRANKIE_VIN8": "¿Qué es un [i]fanfic[/i], {player}? No me lo quiere decir…", + "VIN_AND_FRANKIE_FRANKIE9": "¡¡¡Aaaaah!!!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Ahora no.", + "VIN_AND_FRANKIE_FRANKIE10.m": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué dices?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "¡Por supuesto!", + "VIN_AND_FRANKIE_FRANKIE10.n": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué dices?", + "VIN_AND_FRANKIE_FRANKIE10.f": "¡Exijo una revancha, guarda de élite! ¡Vin y yo contra {partner} y tú! ¿Qué dices?", + "VIN_AND_FRANKIE_FRANKIE11": "Ay… [pause]¡Perdimos otra vez!", + "VIN_AND_FRANKIE_VIN12": "No estés triste, Frankie. No se puede ganar siempre.", + "VIN_AND_FRANKIE_VIN13": "{player}, antes de fusionarme con Frankie, no entendía que apoyarse en los demás no es muestra de debilidad.", + "VIN_AND_FRANKIE_VIN14": "Cuando unimos fuerzas, somos más que la suma de ambas partes. [pause]De eso se trata, ¿no?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]¡¡¡Y así es como la valiente heroína propició la redención del antihéroe y su desarrollo personal gracias al poder del amor!!![/wave]", + "VIN_AND_FRANKIE_VIN16": "Espera… [pause]¡¿Qué…?!", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]¡Je, je, je![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "¡Hasta la vista, {player}!", + "POWER_STATION_WALLACE1.m": "Ahí dentro ya está todo listo, camarada.", + "POWER_STATION_WALLACE1.f": "Ahí dentro ya está todo listo, camarada.", + "POWER_STATION_WALLACE1.n": "Ahí dentro ya está todo listo, camarada.", + "POWER_STATION_DREADFUL1": "¡Un momento!", + "POWER_STATION_DREADFUL4": "Bueno, ¿le enseñamos quién manda, o qué?", + "POWER_STATION_DREADFUL2": "¡Este es mi territorio, {player}! Si va a haber una pelea en mi zona favorita, yo quiero estar al tanto de todo.", + "POWER_STATION_DREADFUL7_OPTION1": "¡Hagámoslo!", + "POWER_STATION_DREADFUL3": "¡Agárrense bien! ¡Hay ahí una bestia bien grande y con aspecto de ser poco amigable!", + "POWER_STATION_DREADFUL5": "¡Uf, qué combate! Ustedes echen un vistazo, yo tengo que recuperar el aliento.", + "POWER_STATION_DREADFUL6": "Ustedes echen un vistazo, yo tengo que recuperar el aliento.", + "POWER_STATION_DREADFUL7.m": "{player}, ¿seguro que sabes lo que haces?", + "POWER_STATION_DREADFUL7.f": "{player}, ¿seguro que sabes lo que haces?", + "POWER_STATION_DREADFUL7_OPTION2": "Mejor esperamos.", + "POWER_STATION_NOTE1": "\\\"10/10/1957, 04:00\\nPasé la noche en vela con las doctoras Egle y Eteria diseñando experimentos nuevos para llevar a cabo en el reactor de fusión. Nos concentramos tanto que perdimos la noción del tiempo. ¡A ratos parecía que éramos una sola entidad, enfocada en el reactor!\\\".", + "POWER_STATION_DREADFUL7.n": "{player}, ¿seguro que sabes lo que haces?", + "POWER_STATION_NOTE3": "\\\"10/10/1957, 07:00\\n¡Del reactor surgió un ser que se hace llamar \\\"Helia\\\"! Los termopares registraron una caída inmediata de la temperatura del núcleo, así que… supongo que volvemos a estar seguras. \\\"Helia\\\" se parece un poco al diagrama de un átomo de helio, con dos anillos que representan la órbita de sus electrones…\\\".", + "POWER_STATION_NOTE2": "\\\"10/10/1957, 05:15\\nAlgo raro pasa en el reactor. ¡La temperatura del núcleo no deja de aumentar! ¡Encendimos los ventiladores para mejorar la circulación del aire, pero no sirvió de nada! Si esto sigue así, estamos fritas. ¡Literalmente!\\\".", + "POWER_STATION_NOTE5": "\\\"11/10/1957, 03:05\\nSeguimos la sugerencia de Helia y combinamos un folclorrible, un mascarascabel, un manistratega y un [CLASIFICADO], que el Ministerio de Suministros obtuvo de un zoológico de la zona. Helia no parece satisfecha con el resultado. ¿No era eso lo que quería? ¿Quizá esperaba que hubiéramos usado bestias vivas?\\\".", + "POWER_STATION_NOTE4": "\\\"10/10/1957, 07:30\\nHelia dice que, de algún modo, la creamos o la invocamos. Ahora nos está explicando cómo hacer que el funcionamiento de nuestro reactor sea viable. Y dice que después quiere hablarnos de otros tipos de fusión… ¿A qué otros tipos puede referirse?\\\".", + "POWER_STATION_NOTE6": "\\\"11/10/1957, 08:00\\n¡¿Qué hicimos?! ¡La fusión inestable está fuera de control! ¡No deja de duplicarse! ¡El ministerio selló el edificio para que no escape, pero ahora yo estoy atrapada dentro! ¡Que la Merlínea me ampare!\\\".", + "POWER_STATION_HELIA_HELIA1": "AH, GRACIAS POR DESHACERSE DE LOS EXPERIMENTOS FALLIDOS DE MIS PROGENITORAS.", + "POWER_STATION_HELIA_HELIA2": "RESULTA BASTANTE COMPLICADO ELIMINAR ESAS FUSIONES INESTABLES UNA VEZ QUE EMPIEZAN A REPLICARSE.", + "POWER_STATION_HELIA_HELIA3": "¿QUÉ TE TRAE AQUÍ, {player.to_upper}?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "¿Me conoces?", + "POWER_STATION_HELIA_HELIA4": "TE CONOZCO MUY BIEN. ¿CUÁNTAS VECES TE HAS FUSIONADO YA?\\n\\nALLÍ DONDE HAY FUSIONES, ESTOY YO.", + "POWER_STATION_HELIA_HELIA5": "SOY HELIA, EL PROCESO DE LA FUSIÓN.", + "POWER_STATION_HELIA_KAYLEIGH6": "¿Entonces eres tú quien está creando las fusiones salvajes?", + "POWER_STATION_HELIA_MEREDITH6": "Ah, conque sí había un responsable de las fusiones salvajes…", + "POWER_STATION_HELIA_EUGENE6": "¿Tú eres la responsable de las fusiones salvajes?", + "POWER_STATION_HELIA_FELIX6": "¿Entonces las fusiones salvajes…?", + "POWER_STATION_HELIA_VIOLA6": "¡Entonces tú eres la causante de esos seres llamados fusiones salvajes!", + "POWER_STATION_HELIA_DOG6": "Grrr…", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]¿Tú eres… responsable de las fusiones salvajes?…[/wave]", + "POWER_STATION_HELIA_HELIA7": "¿\\\"FUSIONES SALVAJES\\\"?\\n[pause]\\nAH, SÍ.[pause] LAS ESTABLES.[pause] ESAS BESTIAS MARAVILLOSAS SON OBRA MÍA.", + "POWER_STATION_HELIA_HELIA8": "ENTIENDO POR QUÉ ESTÁN AQUÍ. PERCIBO CÓMO AUMENTA SU POTENCIAL PARA LA FUSIÓN, LO CUAL SOLO PUEDE SIGNIFICAR…", + "POWER_STATION_HELIA_HELIA11": "NO LES HARÍA NINGÚN BIEN ACABAR CON LA FUSIÓN. ¿NO SE DAN CUENTA?", + "POWER_STATION_HELIA_HELIA9": "QUE VINIERON A LUCHAR, ¿ME EQUIVOCO?", + "POWER_STATION_HELIA_HELIA10": "YA BASTA.", + "POWER_STATION_HELIA_HELIA13": "YO SOY QUIEN DA FORMA A LA VIDA. CUANDO LOS ÁTOMOS INERTES SE UNEN PARA FORMAR CÉLULAS VIVAS, ESO ES OTRO TIPO DE FUSIÓN.\\n\\nCUANDO LAS CÉLULAS INDIVIDUALES SE UNEN PARA ORIGINAR FORMAS DE VIDA INTELIGENTES Y MULTICELULARES, AHÍ ESTOY YO TAMBIÉN.", + "POWER_STATION_HELIA_HELIA12": "YO SOY QUIEN HACE POSIBLE LA VIDA. LAS PLANTAS, DE LAS CUALES DEPENDEN PARA SOBREVIVIR, OBTIENEN SU ENERGÍA A PARTIR DE LA FUSIÓN NUCLEAR QUE SE PRODUCE EN EL CORAZÓN DE SU ESTRELLA.", + "POWER_STATION_HELIA_HELIA14": "SIN MÍ, SIN FUSIÓN, NO EXISTIRÍA LA VIDA.", + "POWER_STATION_HELIA_KAYLEIGH15": "¡Tus \\\"bestias maravillosas\\\" están poniendo en peligro Villapuerto!", + "POWER_STATION_HELIA_EUGENE15": "¡Vamos! ¡Podemos vivir perfectamente sin tus \\\"bestias maravillosas\\\"!", + "POWER_STATION_HELIA_MEREDITH15": "Pues siento tener que decírtelo, pero tus \\\"bestias maravillosas\\\" le están haciendo daño a la gente.", + "POWER_STATION_HELIA_FELIX15": "¿No podrías al menos dejar de hacer más \\\"bestias maravillosas\\\"?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]El problema es… que tus \\\"bestias maravillosas\\\" están poniendo a la gente en peligro…[/wave]", + "POWER_STATION_HELIA_VIOLA15": "Conozco el fenómeno de la \\\"fusión\\\" que se da en Nueva Wirral, pero ¿qué es todo eso que dijiste de las estrellas y las células?", + "POWER_STATION_HELIA_HELIA16": "COMO YA DIJE, SOY EL PROCESO DE LA FUSIÓN.\\n\\nNO SOY SU CAUSA.", + "PARTNER_INTERACT_M_E1_EUGENE5": "No, digo qué es lo que dijiste [wave amp=30 freq=10]después de eso[/wave].", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, CUANDO TE FUSIONAS CON {partner.to_upper}, NO ES PORQUE YO TE DIGA QUE LO HAGAS.\\n\\nYO SOLO SOY EL MEDIO QUE LO PERMITE.", + "POWER_STATION_HELIA_HELIA18": "CUANDO HAY UN ASESINATO, NO SE CULPA A LA MUERTE.", + "POWER_STATION_HELIA_HELIA18_OPTION1": "¿Y a quién culpamos entonces?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "Pues tienes que ayudarnos…", + "POWER_STATION_HELIA_HELIA19": "EN ÚLTIMA INSTANCIA, LA CAUSA DE LAS \\\"FUSIONES SALVAJES\\\" ES LA ENTIDAD QUE TRANSPORTA SIN CESAR FRAGMENTOS DE OTROS MUNDOS A ESTA TIERRA.\\n[pause]\\nESA QUE ME TRAJO A MÍ, Y A TI, Y A TODOS LOS DEMÁS HUMANOS A ESTE LUGAR.", + "POWER_STATION_HELIA_HELIA20": "LA MERLÍNEA. LA QUE VIVE EN LAS PROFUNDIDADES.", + "POWER_STATION_HELIA_KAYLEIGH21": "¿La Merlínea? {player}, esto no me gusta nadita…", + "POWER_STATION_HELIA_MEREDITH21.f": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea.", + "POWER_STATION_HELIA_MEREDITH21.m": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea.", + "POWER_STATION_HELIA_MEREDITH21.n": "No creo que tengamos muchas posibilidades si nos enfrentamos a la Merlínea.", + "POWER_STATION_HELIA_EUGENE21": "¡Perfecto! ¡Pues vamos a darles de puñetazos a unos cuantos trenes!", + "POWER_STATION_HELIA_FELIX21": "Ah. ¿Entonces todo esto es cosa de la red viaria?", + "POWER_STATION_HELIA_VIOLA21": "¡No nos ha de derrotar un simple laberinto, {player}!", + "POWER_STATION_HELIA_DOG21": "Grrr…", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]¡¿La Merlínea?! Esto pinta mal, {player}…[/wave]", + "POWER_STATION_HELIA_HELIA27": "DEBO PEDIRTE QUE TENGAS CUIDADO CON LA VOLUNTAD QUE MANIFIESTES.\\n\\nÁLEF AÚN PODRÍA VOLVER.", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "Vamos a ir a hablar con la Merlínea.", + "POWER_STATION_HELIA_HELIA22": "UNA COSA MÁS ANTES DE QUE TE VAYAS, {player.to_upper}.\\n\\nCUANDO LUCHASTE CONTRA ÁLEF, MANIFESTASTE EL ESPÍRITU DE LA REBELDÍA, MORGANTA. ¿NO ES ASÍ?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "Por fin alguien me da una respuesta.", + "POWER_STATION_HELIA_DREADFUL29": "Buena suerte con la Merlínea, {player}. Eso mejor lo dejo en tus manos.", + "POWER_STATION_HELIA_HELIA22_OPTION1": "Sí, ¿por qué?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "Así lo hicimos, sí.", + "POWER_STATION_HELIA_HELIA23": "LA ESPADA QUE EMPUÑAS TIENE DOBLE FILO.", + "POWER_STATION_HELIA_HELIA24": "DE LA FUSIÓN, O DE CUALQUIER OBRA HECHA POR UN GRUPO AL QUE MUEVE UN SOLO OBJETIVO, SE PUEDE DECIR QUE \\\"EL PRODUCTO ES MAYOR QUE LA SUMA DE LAS PARTES\\\".", + "POWER_STATION_HELIA_HELIA26": "DURANTE NUESTRO COMBATE, PERCIBÍ EN TU CORAZÓN LA SEMILLA DE LA CONQUISTA.", + "POWER_STATION_HELIA_HELIA25": "LA DIFERENCIA ENTRE EL TODO Y LA SUMA DE LAS PARTES ES EL EGREGOR, O \\\"ARCÁNGEL\\\".\\n\\nLOS EGREGORES SON PEQUEÑOS Y DÉBILES EN UN PRIMER MOMENTO, PERO UNA VOLUNTAD DIRIGIDA LO BASTANTE INTENSA PUEDE PERMITIRLES MANIFESTARSE DE FORMA INDEPENDIENTE, EJERCER PODER O TOMAR EL CONTROL.", + "POWER_STATION_HELIA_DREADFUL28": "¡Qué cosa! [pause]Más me vale ir a informar de todo esto a Ianthe.", + "MERLINE_MEETING_MAGIKRAB1A": "{player}, la Merlínea te aguarda. Acompáñame, si eres tan amable, al andén A.", + "POWER_STATION_HELIA_DREADFUL30": "No sé… [pause]Me pregunto si Helia tuvo algo que ver con el incendio que arrasó Nueva Londres hace tantos años…", + "MERLINE_MEETING_MAGIKRAB2": "A continuación, la Merlínea hablará a través de mí.", + "MERLINE_MEETING_MAGIKRAB1B": "{player}, la Merlínea te aguarda. Acompáñame, si eres tan amable, al andén A de la estación de Villapuerto.", + "MERLINE_MEETING_MAGIKRAB3.m": "¡Considérate muy afortunado, {player}! La Merlínea no desciende a este plano muy a menu…", + "MERLINE_MEETING_MAGIKRAB3.n": "¡Considérate muy afortunade, {player}! La Merlínea no desciende a este plano muy a menu…", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}, LA MERLÍNEA DESEA AGRADECERTE TU PARTICIPACIÓN EN LA DERROTA DE ÁLEF, SU ALUMNO DESCARRIADO.", + "MERLINE_MEETING_MAGIKRAB3.f": "¡Considérate muy afortunada, {player}! La Merlínea no desciende a este plano muy a menu…", + "MERLINE_MEETING_MERLINE5": "LA HUMANIDAD ESTÁ A PUNTO DE ENFRENTARSE A UN DESAFÍO DE PROPORCIONES NUNCA ANTES VISTAS. EL RESULTADO ES AÚN INCIERTO.", + "MERLINE_MEETING_MERLINE6": "LA MERLÍNEA TENÍA CURIOSIDAD POR VER SI A TU ESPECIE LE ERA POSIBLE SUPERAR SU PROPENSIDAD NATURAL A LA GUERRA.", + "MERLINE_MEETING_MERLINE7": "AL DERROTAR A ÁLEF, LA MANIFESTACIÓN DE LA CONQUISTA, HAS CUMPLIDO TU COMETIDO EN EL RITO Y AHORA ERES LIBRE DE MARCHARTE.", + "MERLINE_MEETING_MERLINE7_OPTION1": "Fue gracias a la ayuda de Morganta.", + "MERLINE_MEETING_MERLINE7_OPTION2": "Morganta…", + "MERLINE_MEETING_MERLINE8": "AH, SÍ, MORGANTA. LA ANTIGUA AMANTE DE ÁLEF.", + "MERLINE_MEETING_KEYLEIGH9": "¿La amante… de Álef?", + "MERLINE_MEETING_VIOLA9": "…", + "MERLINE_MEETING_MEREDITH9": "¿La amante de Álef? ¿En serio?", + "MERLINE_MEETING_EUGENE9": "¡¿Qué?!", + "MERLINE_MEETING_FELIX9": "¿Es la amante de Álef?", + "MERLINE_MEETING_MERLINE11": "¿QUÉ ES EL ESPÍRITU DE LA REBELDÍA SIN UNA FUERZA CONTRA LA QUE REBELARSE? ¿QUÉ ES EL REY DE LA CONQUISTA SIN NADIE A QUIEN CONQUISTAR?", + "MERLINE_MEETING_MERLINE10": "LA REBELDÍA Y LA CONQUISTA NO SIEMPRE HAN SIDO ENEMIGAS.", + "MERLINE_MEETING_MERLINE14": "LA MANIFESTACIÓN DE MORGANTA DURANTE TU COMBATE CON ÁLEF NO QUITA MÉRITO A LO QUE TÚ HICISTE PARA DERROTARLO.", + "MERLINE_MEETING_MERLINE13": "INCLUSO TUVIERON UN HIJO, ¿LO SABÍAS?", + "MERLINE_MEETING_MERLINE12": "EL REY ROJO Y LA REINA BLANCA ESTÁN ATRAPADOS EN UN CONSTANTE CICLO DE MUERTE Y RESURRECCIÓN, DE OPOSICIÓN Y UNIDAD. SON EL MOTOR QUE HACE GIRAR LA RUEDA DE LA HISTORIA DE LA HUMANIDAD.", + "MERLINE_MEETING_MERLINE15": "MÁS BIEN AL CONTRARIO: FUE TU VOLUNTAD LA QUE LA INVOCÓ, Y COLABORANDO EVITARON EL RETORNO DE ÁLEF AL COSMOS.", + "MERLINE_MEETING_MERLINE16_OPTION1": "¡Tienes que detener a las fusiones salvajes!", + "MERLINE_MEETING_MERLINE16": "DI LO QUE PIENSAS, {player.to_upper}. LA MERLÍNEA SABE QUE DESEAS PEDIRLE ALGO.", + "MERLINE_MEETING_MERLINE17": "LA MERLÍNEA PODRÍA DETENER A LAS \\\"FUSIONES SALVAJES\\\".", + "MERLINE_MEETING_MERLINE18": "SIN EMBARGO, NO SERÍA JUSTO PRIVAR A OTROS DE LAS MISMAS OPORTUNIDADES QUE TUVIERON USTEDES, {player.to_upper}.", + "MERLINE_MEETING_MERLINE21": "ALLÍ ES DONDE ENTRAN USTEDES Y EL ESPÍRITU DE LA REBELDÍA.", + "MERLINE_MEETING_MERLINE20": "YA HACE TIEMPO QUE DEBERÍAN HABER VUELTO A SU MUNDO, {player.to_upper} Y {partner.to_upper}.", + "MERLINE_MEETING_MERLINE19": "LA HUMANIDAD DEBE ENFRENTARSE A SITUACIONES DE VIDA O MUERTE PARA PODER CRECER EN OTROS ASPECTOS Y NO SOLO EN NÚMERO.", + "MERLINE_MEETING_MAGIKRAB23": "Este… ¿Qué estábamos haciendo? Es como si los últimos minutos se me hubieran borrado de la mente.", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "La Merlínea estaba hablando a través de ti.", + "MERLINE_MEETING_MAGIKRAB22": "Ah, {player}.", + "MERLINE_MEETING_MAGIKRAB24.m": "¡Considérate muy afortunado, {player}! La Merlínea no desciende a este plano muy a menudo.", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Oye, [pause]quería preguntarte una cosa, Felix: ya sé que haces dibujos, pero ¿también diseñas tatuajes?", + "MERLINE_MEETING_KAYLEIGH25": "En fin… A lo mejor Ianthe sabe qué hacer.", + "MERLINE_MEETING_MAGIKRAB24.f": "¡Considérate muy afortunada, {player}! La Merlínea no desciende a este plano muy a menudo.", + "MERLINE_MEETING_MAGIKRAB24.n": "¡Considérate muy afortunade, {player}! La Merlínea no desciende a este plano muy a menudo.", + "MERLINE_MEETING_MEREDITH25": "Esto no salió como yo esperaba.", + "MERLINE_MEETING_EUGENE25": "Bueno, puede que haya sido mejor no luchar esta vez. Ya sabes lo que dijo Helia sobre Álef…", + "MERLINE_MEETING_FELIX25": "¿Tú crees que dijo la verdad? Sobre lo de que nuestro mundo nos necesita…", + "MERLINE_MEETING_VIOLA25": "Quizá la \\\"Merlínea\\\" haya dicho la verdad.", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]No lo entiendo… ¿Para qué te necesita a ti la Merlínea? Está claro que es más poderosa que cualquier humano… Qué raro…[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "¿En el teléfono? [pause]¿Es alguna cosa para hablar con la gente, o algo?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "No entiendo nada.", + "PARTNER_INTERACT_K_M1_MEREDITH2": "¿Qué es eso de \\\"inter net\\\"? [pause]¡La mitad de la gente de Villapuerto se pasa el día quejándose de lo mucho que lo echa de menos!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Ya sabes, [pause]internet. [pause]En la computadora o en el teléfono…", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "Eh… ¿En qué año dices que estaban en tu mundo cuando acabaste aquí, [pause]Meredith?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "En 1989. ¿Por qué lo dices?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "¡Ah! [pause]Ya entiendo por qué a veces parece que tenemos un problema de sincronización.", + "PARTNER_INTERACT_K_E1_EUGENE2": "No es nada personal. [pause]Es que yo soy un alma libre. [pause]Soy un lobo solitario. [pause]No puedo permitir que las reglas de una organización me limiten.", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "No lo entiendo, Eugene. [pause]Te encanta todo eso de \\\"ayudar a la gente\\\", [pause]pero, sin embargo, ¿no quieres unirte a los guardas como hice yo?", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Yo no creo que sea eso. [pause]¡Yo creo que tienes miedo de no pasar la prueba de entrada!", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]¡C-claro que no es eso![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "Pues no lo he hecho nunca… [pause]¿Por qué?, ¿quieres hacerte uno?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "No sé… [pause]Creo que, en teoría, me gusta la idea de tatuarme.", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Pero en la práctica, [pause]me parece que soy demasiado indecisa. [pause]No sería capaz de lanzarme con algo tan permanente.", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, quería preguntarte…", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "¿De dónde sacaste esa chaqueta sin mangas? [pause]¡Nunca había visto nada parecido en Nueva Wirral!", + "PARTNER_INTERACT_K_V1_VIOLA3": "Cuando las olas me arrastraron a la arena de esta isla recóndita, [pause]encontré tirada en la playa una casaca militar vieja.", + "PARTNER_INTERACT_K_V1_VIOLA4": "Las mangas me quedaban muy anchas, [pause]así que me limité a arrancárselas.", + "PARTNER_INTERACT_K_V1_VIOLA5": "Debo reconocer que le he tomado bastante aprecio.", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Eres muy \\\"cool\\\"… La verdad es que en este momento hasta me resultas un poco atractiva.", + "PARTNER_INTERACT_K_V1_VIOLA7": "¿Me estás por ventura confesando un amor imperecedero, [pause]mi querida Kayleigh?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "¡Oye, [pause]tampoco es TAN fácil conquistarme!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "Tengo bastante trabajo acumulado en el taller, [pause]pero ahora me parece que va a ser que nanay.", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]¿Quién es un perro guapo? ¡Tú eres un perro guapo! ¡Sí, tú![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "¡Guau, guau!", + "PARTNER_INTERACT_M_E1_EUGENE2": "¡Pues claro![pause] ¡A veces hay que saber tomarse un descanso, [pause]colega!", + "PARTNER_INTERACT_M_E1_EUGENE3": "…[pause][pause] Espera, [pause]¿qué acabas de decir?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "Eh… [pause]¿Que tengo trabajo acumulado en el taller?", + "PARTNER_INTERACT_M_E1_EUGENE7": "¿Existe de verdad esa palabra? [pause]¿\\\"Nanay\\\"?", + "PARTNER_INTERACT_M_E1_MEREDITH6": "¿Que va a ser que nanay?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "Ah, [pause]pues… [pause]Sí, claro. [pause]Cuando quieres decir que no a algo, pues eso, que \\\"nanay\\\".", + "PARTNER_INTERACT_M_E1_EUGENE9": "Entendido. [pause]Pues procuraré tener la mente abierta para las cosas raras que dices de vez en cuando.", + "PARTNER_INTERACT_M_E1_MEREDITH10": "Creo que le voy a decir \\\"nanay\\\" a toda esta conversación.", + "PARTNER_INTERACT_M_F1_FELIX2": "¡Sí! [pause]¿Qué solías escuchar cuando estabas en tu mundo?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "¿Mis gustos musicales, dices?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "Esa pregunta es muy genérica. [pause]Me gustan los grupos en donde todos los miembros se odian entre sí.", + "PARTNER_INTERACT_M_F1_MEREDITH5": "Así son mis gustos. Específicos.", + "PARTNER_INTERACT_M_V1_VIOLA1": "He de confesarte, [pause]mi querida Meredith, [pause]que la forma que tienes de ataviarte es distinta a cualquier cosa que haya visto antes, [pause]ya sea en mi tierra o en esta.", + "PARTNER_INTERACT_M_F1_FELIX4": "Qué específico.", + "PARTNER_INTERACT_M_D1_DOG1": "¡Guau!", + "PARTNER_INTERACT_M_V1_VIOLA3": "No es mi intención injuriarte. [pause]Diríase que no te preocupa estar en consonancia con la apariencia de quienes te rodean. [pause]Eso denota una enorme confianza en ti misma.", + "PARTNER_INTERACT_M_V1_MEREDITH2": "No estoy segura de si eso es un cumplido o no.", + "PARTNER_INTERACT_M_V1_VIOLA4": "¡Te considero, pues, bastante admirable en ese sentido, [pause]mi querida Meredith!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "Ah, eh… [pause]Gracias.", + "PARTNER_INTERACT_M_D1_MEREDITH2": "Te gusta que te rasquen la pancita, [pause]¿eh?", + "PARTNER_INTERACT_E_F1_FELIX2": "Más o menos. [pause]Pero, en el fondo…, [pause]no fue solo eso. [pause]Si me hubiera ido a trabajar a otro sitio, habría tenido [wave amp=30 freq=10]otros jefes[/wave] dándome órdenes sin parar.", + "PARTNER_INTERACT_E_F1_EUGENE1": "¿Y dices que te fuiste de tu trabajo [pause]porque tus jefes no paraban de molestarte?", + "PARTNER_INTERACT_E_F1_FELIX3": "La única manera de romper el ciclo era trabajar por mi cuenta. [pause]Se acabaron los jefes.", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]¡Eso es![/shake] [pause]¡Así se habla! [pause]¡Se acabaron los jefes! ¡Tienes que vivir según tus propias reglas, [pause]colega!", + "PARTNER_INTERACT_E_F1_FELIX5": "Aunque mis expectativas laborales se han visto bastante perjudicadas últimamente. [pause][pause]Yo creo que tiene que ver con lo de haberme caído por un agujero del espacio-tiempo y haber acabado viviendo en una isla llena de monstruos.", + "PARTNER_INTERACT_E_V1_EUGENE1": "Dices que acabaste en Nueva Wirral después de que una tormenta hiciera naufragar tu barco, [pause]¿no?", + "PARTNER_INTERACT_E_F1_EUGENE6": "¿A quién no le ha pasado eso alguna vez?", + "PARTNER_INTERACT_E_V1_VIOLA2": "Sí, [pause]así es.", + "PARTNER_INTERACT_E_V1_EUGENE3": "Y que estás buscando a Sebastián, tu hermano gemelo…", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Te armaste un espacio muy lindo. Un poco vacío, pero no está mal.", + "PARTNER_INTERACT_E_V1_EUGENE4": "Todo eso me resulta de lo más familiar y no sé por qué. [pause]¿Eres famosa? [pause]¿Nos conocemos de antes?", + "PARTNER_INTERACT_E_V1_VIOLA5": "Te aseguro que no soy nadie de fama o interés. [pause]En cuanto a si nos conocíamos, [pause]no albergo ninguna duda de que me acordaría de alguien con tanto arrojo como tú, [pause]Eugene.", + "PARTNER_INTERACT_E_V1_EUGENE6": "Supongo que sí. [pause]Aun así, [pause]tu historia me suena muchísimo…", + "PARTNER_INTERACT_E_D1_EUGENE5": "¿Eres algo así como un… [pause]perro mágico parlante [pause]de otro mundo?", + "PARTNER_INTERACT_E_D1_DOG2": "¡Guau!", + "PARTNER_INTERACT_E_D1_EUGENE1": "Conque eres un perro.", + "PARTNER_INTERACT_F_D1_FELIX1": "Tienes un ladrido muy potente para ser tan pequeño, [pause]¿no?", + "PARTNER_INTERACT_E_D1_EUGENE3": "Pero puedes usar un walkman para transformarte en monstruo, igual que los demás.", + "PARTNER_INTERACT_E_D1_DOG4": "¡Guau, guau!", + "PARTNER_INTERACT_E_D1_DOG6": "¡Guau!", + "PARTNER_INTERACT_E_D1_EUGENE7": "Ya. [pause]Supongo que no.", + "PARTNER_INTERACT_F_V1_FELIX2": "Bueno, es verdad que llevar una vida de libertad es importante para mí, [pause]pero navegar por los siete mares no es exactamente lo que tenía planeado.", + "PARTNER_INTERACT_F_V1_VIOLA1": "Sin duda, [pause]Felix, [pause]debes de haber ansiado alguna vez la libertad que da la mar. [pause]Navegar hasta tierras que no son ni tan siquiera una mota de polvo en el horizonte.", + "PARTNER_INTERACT_F_V1_FELIX5": "Supongo que no.", + "PARTNER_INTERACT_F_V1_FELIX3": "Ahora bien, [pause]trabajar por mi cuenta y vivir según mis propias reglas, [pause]eso sí que me suena bien.", + "PARTNER_INTERACT_F_V1_VIOLA4": "Quizá también pudieras hallar satisfacción en la mar. [pause]¡Nunca lo sabrás con certeza hasta que hayas zarpado!", + "PARTNER_INTERACT_F_D1_DOG2": "¡Guau!", + "PARTNER_INTERACT_V_D1_DOG2": "¡Guau!", + "PARTNER_INTERACT_V_D1_VIOLA1": "¡Qué mundo tan curioso! [pause]¡Pensar que en él hay animales tan especiales como tú!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Qué suerte tengo de vivir tan cerca de la playa, ¿eh?", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "¿De verdad no tenía un sitio más aburrido en el que quedarme atrapada que este pueblo?", + "PASSIVE_OVERWORLD_1_0_EUGENE": "Este pueblito es bastante lindo, ¿no te parece?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "Aquí es muy fuerte el olor a mar… Es un olor al que estoy más que acostumbrada.", + "PASSIVE_OVERWORLD_1_0_FELIX": "No hay nada como estirar las piernas por el muelle, ¿no?", + "PASSIVE_OVERWORLD_1_0_DOG": "¡Guau, guau!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Te armaste un espacio muy lindo. Un poco vacío, pero no está mal.", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Espero que te guste tu casa, {player}…", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Te armaste un espacio muy lindo. Un poco vacío, pero no está mal.", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Conque esta es tu casa. ¡No está nada mal, colega!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Conque aquí es donde vives, ¿eh?", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Veo que aún no has habitado mucho tiempo este lugar.", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]Tú casa es muy bonita, {player}…[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]Tú casa es muy bonita, {player}…[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]Tú casa es muy bonita, {player}…[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Seguro que a Eugene no le importa que vengamos a su casa aunque no esté él.", + "PASSIVE_EUGENEHOME_MEREDITH": "¿Eugene tiene un gimnasio improvisado en casa? Sí sabe que en el ayuntamiento hay uno de verdad, ¿no?", + "PASSIVE_EUGENEHOME_FELIX": "Aquí vive Eugene. Tiene un gimnasio casero muy genial.", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Ah, ¿quieres que me quede a dormir, {player}?", + "PASSIVE_EUGENEHOME_EUGENE": "Pues sí, esta es mi casa. El cuartel general de Eugene. Mi cueva. Mi base de operaciones.", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Conque te dio por enseñarle tu casa a tu novio, ¿eh?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "¿Entonces lo que querías es que pasáramos aquí el rato a solas, tú y yo?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "¡Tú casa está impecable! Espero que no hayas limpiado solo para que viniera yo.", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "¿Deseabas, quizá, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "¿Deseabas, quizá, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "¿Deseabas, quizá, que pasáramos un tiempo haciéndonos compañía en privado, {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]Siempre es un placer visitar tu casa, {player}…[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "Quizá deberíamos conversar con los amables mercaderes de Villapuerto.", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "Luego es un problema sacar la arena que se me mete en las botas. No me gusta nada.", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "La playa me recuerda a cuando aparecí por primera vez en Nueva Wirral…", + "PASSIVE_OVERWORLD_2_0_EUGENE": "¡Este parece un sitio muy bueno para ponerse a hacer flexiones!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "He puesto el pie en las costas de muchas tierras, pero esta es, quizá, la más extraña de todas.", + "PASSIVE_OVERWORLD_2_0_FELIX": "Es muy tranquilo y agradable este sitio, si pasamos por alto los cangrejos monstruosos gigantes.", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]El mar… Me pregunto qué habrá más allá de esta isla…[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "Aquí podemos comprar calcomanías para nuestras formas de monstruo. ¿Quieres echar un vistazo?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "¡A lo mejor estos tipos tienen algo que nos venga bien para nuestros incesantes combates por la justicia!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "¿Por qué no preguntamos a los vendedores de calcomanías, {player}? ¡A lo mejor tienen algo que nos sirva!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]¿Por qué no compramos alguna calcomanía nueva?…[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "Ah, qué bien, calcomanías nuevas para los monstruos.", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "[wave amp=30 freq=10]Supongo[/wave] que cruzar este puente es mejor que empaparme las botas de agua estancada…", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "El guarda Mort Ero y su equipo de albañiles expertos construyeron este puente no hace mucho.", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "Este puente lo construyeron codo con codo los ciudadanos de Villapuerto. ¡A mí me parece supergenial!", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "Este camino es bastante estrecho. ¡Mantén el equilibrio, {player}!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "Se ve mi rostro reflejado en las aguas del estanque. Qué hermoso.", + "PASSIVE_OVERWORLD_5_-5_FELIX": "Es bonito este puente, ¿no te parece?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "A mí este camino tan estrecho no me hace ninguna gracia.", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]¡Qué puente tan lindo![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "A mí este camino tan estrecho no me hace ninguna gracia.", + "PASSIVE_OVERWORLD_8_0_EUGENE": "Este camino es bastante estrecho, ¿no?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "A mí este camino tan estrecho no me hace ninguna gracia.", + "PASSIVE_OVERWORLD_8_0_VIOLA": "Vigila donde pisas. Este paso es por demás estrecho.", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Los cementerios siempre me han dado un poco de repelús y este no es una excepción…", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]¡Mira bien donde pisas, {player}![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "El camino es un poco estrecho. Procura no caerte.", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Los cementerios son bastante melancólicos. A mí me gustan.", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "Me da mucha cosa que los monstruos con aspecto de esqueleto tengan que estar precisamente aquí…", + "PASSIVE_OVERWORLD_-4_0_FELIX": "Si hay una parte de la isla por la que no me gustaría tener que pasearme solo de noche, es esta.", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "Ojalá pueda marcharme de estas tierras algún día para no tener que acabar descansando bajo una lápida colocada en este lugar.", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "{player}, podríamos activar este interruptor si encontráramos algún imán por aquí.", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]Qué sensación tan extraña… Me siento como en casa…[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Para activar este interruptor hace falta un imán activo.", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "¡Échale un ojo a ese interruptor! Seguro que podríamos activarlo si encontráramos algún imán cerca…", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "No creo que podamos activar este interruptor pisándolo nosotros mismos. Vamos a echar un vistazo por la zona…", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Qué curioso es este mecanismo. Da la impresión de que es parte de un todo…", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]Me pregunto si podremos hacer algo con ese botón…[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "¿Cómo habrá acabado aquí esta iglesia?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "La estructura de esa iglesia parece bastante inestable…, así que sugiero que entremos.", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "A esa iglesia le hace falta una buena restauración. O seis.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]Ese edificio… parece imponente, aunque, a la vez, tiene un aspecto triste…[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Esta iglesia ha conocido tiempos mejores…", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "Esa iglesia parece antigua. Me gustaría hacer un boceto de ella.", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Sería posible subir por esta pared para alcanzar esa plataforma con la habilidad Bola de tallos calabaceros.", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Si alguna vez me hace falta metal oxidado, supongo que sé [wave amp=30 freq=10]exactamente[/wave] dónde puedo encontrarlo.", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "La Costa del Hierro Fundido… Villapuerto aprovecha mucho metal del que llega a las costas a causa de los naufragios.", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "Qué espesa es esta niebla. Ahora mismo podría darme de bruces con un montón de chatarra casi sin darme cuenta.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Pisa con cuidado, {player}. Aquí hay monstruos que se esconden justo bajo la superficie del agua.", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]Me pareció ver algo moverse bajo el agua hace un momento…[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Aúúúúú…[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Más nos vale atravesar sin demora esta niebla y este aire tan sucio.", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "¡¿Esta isla flota en el aire?! ¡¿Qué clase de sitio es este?!", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "No tenía ni idea de que hubiera una isla flotando en el aire aquí, en Nueva Wirral. ¿Estaba escondida en las nubes?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Pues no sé cómo lo verás tú, pero yo nunca he escuchado a ninguno de los guardas de élite hablar de que hubiera una isla flotando en el aire aquí, en Nueva Wirral…", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "Esto parece sacado de una novela de fantasía, ¿no?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "¡Me lleva! ¡Ahora me voy a llenar las botas de agua del pantano!", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]¿Acaso esta isla flota en el aire?…[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Una tierra situada por encima de las nubes… Un prodigio más que me deja sin saber qué decir.", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Este pantano ciertamente es muy… lodoso.", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "Uf, mis tenis deportivos van a acabar hechos un asco entre todo este lodo.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", + "PASSIVE_OVERWORLD_MARSH_FELIX": "Los árboles de esta zona son enormes, ¿eh?", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "¡Un bosque! Me pregunto qué encontraremos aquí.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "En esta tierra, nuestra presencia no es bienvenida. Nos conviene dejarla atrás lo antes posible, {player}.", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]Esta agua fangosa me va a dejar los zapatos hechos un asco…[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "No bajes la guardia, {player}. Quién sabe qué tipo de monstruos habrá escondidos en este bosque…", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Todo este polen hace que me pique la nariz.", + "PYLON_HINT_MEREDITH3": "A lo mejor hay algún monstruo por aquí con habilidades magnéticas que nos puedan servir. Deberíamos echar un vistazo por la zona.", + "PASSIVE_OVERWORLD_FOREST_FELIX": "Seguro aquí tiene que haber monstruos que no vivan en ningún otro sitio.", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "Escucha bien, {player}. ¿Oyes el coro de las aves entre los árboles?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]¡Qué grandes son los árboles de aquí! Y parece que el aire me hace estornudar…[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Estas son las ruinas de Nueva Londres…", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Ah, conque las historias eran ciertas. Resulta que sí había cerca un pueblo abandonado. Qué miedo.", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Este sitio me pone los pelos de punta.", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "Las ruinas de estos edificios están carbonizadas. ¿Será que este pueblo ardió o algo así?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]Aquí antes vivía gente… ¿no?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "El viento que sopla en este lugar trae ecos de muerte y destrucción.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "¡Ah, los cerezos en flor son maravillosos!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Voy a hacer lo posible por fingir que no vi [wave amp=30 freq=10]nuestro nombre[/wave] en esas lápidas, ¿sí?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "El prado este es bastante lindo.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "Aquí el aire tiene un aroma muy agradable, ¿verdad?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "Este prado es precioso, ¿no te parece?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]Hay pétalos en el aire… Este sitio es precioso…[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "La belleza reina en esta tierra, pero no sería sensato bajar la guardia.", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "¡Brrr! ¡Espero no acabar con un resfriado por estar aquí!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Hace un pelín de frío aquí, ¿no?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Tengo que reconocer que tengo bastante frío.", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "¡Nunca había visto hongos como estos! Son imponentes, ¿no?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Debí traerme un abrigo…", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "¡No pienso permitir que este invierno repentino me cause descontento!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]Aquí hace bastante frío… A lo mejor debería haberme puesto más ropa…[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Esos hongos gigantes le dan a este sitio un ambiente así como de discoteca inquietante.", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Qué hongos tan enormes, ¿no, colega?", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "¡Estos hongos son geniales! Debería hacer un boceto de ellas.", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]Qué bonitos son esos hongos brillantes…[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "¿Es eso un hongo? La flora y fauna de este lugar nunca dejan de sorprenderme.", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "¿Es mi nombre ese que está escrito ahí?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Ah, genial. Lápidas espeluznantes. Esto se ve bien.", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Esto no es sino un burdo intento de llenarnos el corazón de temor. No te dejes amilanar.", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "No me hacen demasiada gracia esas lápidas espeluznantes con nuestro nombre escrito.", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]¿Dice \\\"Sol\\\" en esa piedra?…[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "¿A cuánta distancia habremos caído?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "¿A cuánta distancia habremos caído?", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "¿A cuánta distancia habremos caído?", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "Bueno, ¿y ahora qué?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]Fue una buena caída…[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "Uf, menudo golpe de adrenalina…", + "PASSIVE_DUNGEON_MEADOW_FELIX": "¿Dónde se supone que estamos?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "¿En qué clase de trampa caímos?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "Me pregunto de dónde vendrá esta agua…", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "¿Hay agua aquí abajo? ¿De dónde viene?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Un canal, ¿eh? Me pregunto de dónde viene el agua.", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "¿Esa agua proviene de la superficie o de algún otro sitio?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]Me pregunto de dónde vendrá toda esta agua…[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Una corriente de agua… Quizá nos convendría buscar su origen.", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "¡De aquí es de donde sacan los guardas todas sus cintas! Genial, ¿no?", + "PASSIVE_DUNGEON_MALL_FELIX": "Se me hace bastante raro estar en un edificio tan grande en Nueva Wirral.", + "PASSIVE_DUNGEON_MALL_EUGENE": "En el mundo del que vengo, hay edificios vacíos como este por todo el país.", + "PASSIVE_DUNGEON_MALL_VIOLA": "Estremece hallarnos en un espacio tan grande y silencioso.", + "MEREDITH_PLATFORM_REACTION2_2.m": "Vamos a intentar que no nos afecte y terminar cuanto antes.", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Me suena que, en el pasado, la gente del pueblo venía aquí a extraer minerales.", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]Este sitio me da una tremenda sensación de vacío…[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Seguro que aquí abajo encontramos monstruos fuertes. No bajes la guardia, colega.", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Se supone que antes esta cueva era una especie de mina, ¿no? Parece que ha conocido tiempos mejores.", + "PYLON_HINT_MEREDITH1.m": "Un camino sin salida. [pause]Aunque me pregunto…", + "PYLON_HINT_MEREDITH2": "¿Ves ese bloque azul de ahí arriba? [pause]Los he visto por toda la isla; emiten una atracción magnética constante.", + "PYLON_HINT_MEREDITH1.n": "Un camino sin salida. [pause]Aunque me pregunto…", + "PYLON_HINT_MEREDITH1.f": "Un camino sin salida. [pause]Aunque me pregunto…", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Esta roca está muy resquebrajada. ¡Yo creo que podrías romperla con una acometida!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida.", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida.", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Esa roca tiene grietas por todas partes. ¡Seguro que puedes hacerla pedazos con una acometida!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Esta roca cuadrada está medio hecha polvo. A lo mejor podrías romperla con una acometida.", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Esta piedra está en las últimas. No dudo que podría romperse si la golpeamos con suficiente brío.", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Esa roca está muy dañada. Apuesto a qué podrías destrozarla si le dieras un golpe a la velocidad adecuada.", + "PASSIVE_PYLON_KAYLEIGH": "La batería de ese poste brilla con un color raro. Yo diría que ahí podrías usar tu habilidad de Electromagnetismo, {player}.", + "PASSIVE_PYLON_MEREDITH.m": "Ese poste parece bastante magnético. ¿Por qué no intentas usar tu Electromagnetismo junto a él?", + "PASSIVE_PYLON_MEREDITH.f": "Ese poste parece bastante magnético. ¿Por qué no intentas usar tu Electromagnetismo junto a él?", + "PASSIVE_PYLON_EUGENE": "El bloque azul que tiene ese poste de madera parece bastante magnético, ¿no?", + "PASSIVE_PYLON_MEREDITH.n": "Ese poste parece bastante magnético. ¿Por qué no intentas usar tu Electromagnetismo junto a él?", + "PASSIVE_PYLON_FELIX": "Yo diría que puedes usar tu habilidad de Electromagnetismo cerca de ese poste, {player}.", + "KAYLEIGH_STATION_REACTION2": "Vaya, es otra vieja estación de tren… No creas que he olvidado la [wave amp=30 freq=10]primera vez[/wave] que descubrimos una de estas.", + "PASSIVE_PYLON_VIOLA": "Ese objeto metálico está dotado de un aura azulada muy curiosa. ¿Tú también lo ves, {player}?", + "KAYLEIGH_STATION_REACTION3": "Ya empiezo a acostumbrarme a estas estaciones de tren viejas y polvorientas. Pero el silencio aún me pone bastante nerviosa.", + "MEREDITH_STATION_REACTION1": "¿Eh? [pause]¿Ahora resulta que esta isla tiene una red viaria subterránea? Yo diría que esto lleva [wave amp=30 freq=10]bastante tiempo[/wave] aquí…", + "MEREDITH_STATION_REACTION2": "Otra estación de tren subterránea, ¿eh? Me pregunto quién las habrá construido.", + "MEREDITH_STATION_REACTION3A": "Estas estaciones tienen un no sé qué muy raro. Dan la [wave amp=30 freq=10]impresión[/wave] de que las construyeron seres humanos, pero hay [wave amp=30 freq=10]algo[/wave] que no encaja.", + "MEREDITH_STATION_REACTION3B": "¿Sí ves a qué me refiero, {player}?", + "EUGENE_STATION_REACTION1": "Pero ¡¿qué…?! [pause]¡¿Esto es una [shake rate=30 level=10]estación de tren[/shake]?! ¡Nadie había mencionado nunca que esto existiera en Nueva Wirral!", + "EUGENE_STATION_REACTION2": "Otra estación de tren, ¿eh? Está claro que esta isla tiene sus secretos.", + "EUGENE_STATION_REACTION3": "Puede que seamos los primeros que pisan este sitio en mucho tiempo.", + "FELIX_STATION_REACTION3": "Otra estación de tren ancestral. Algo tiene que haber pasado para que hayan empezado a emerger de repente, ¿no?", + "FELIX_STATION_REACTION1": "Espera, ¡¿esto es una estación de tren?! En el pueblo nadie la había mencionado nunca… ¿Será que la gente no sabe que está aquí?", + "FELIX_STATION_REACTION2": "Estas estaciones me ponen muy nervioso. Tengo la sensación de que no deberíamos estar aquí…", + "VIOLA_STATION_REACTION1": "Este lugar no es nada acogedor… Menos aún que el resto de estas extrañas tierras.", + "VIOLA_STATION_REACTION2": "El aire de este lugar me pesa en los pulmones. Veo con claridad que este lugar ha estado en letargo durante largo tiempo.", + "VIOLA_STATION_REACTION3": "Otro de esos lugares tan curiosos como antiguos. No me place la idea, no obstante, de que pasemos aquí más tiempo del necesario, {player}.", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]Este sitio… parece distinto al resto de Nueva Wirral…[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]Otro de esos túneles subterráneos extraños…[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]Estas instalaciones tan extrañas… estaban aquí desde el principio, antes que ninguna otra cosa… ¿No es así?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "Aquí la presión del aire es [shake rate=30 level=10]abrumadora[/shake]… Ya tuve esa sensación la primera vez que apareció Morganta…", + "KAYLEIGH_PLATFORM_REACTION1_2": "Es como si hubiera un sonido [shake rate=30 level=10]fortísimo[/shake] en el aire pero no fuera capaz de oírlo…", + "MEREDITH_PLATFORM_REACTION1_1": "Pero ¡¿qué clase de sitio es este?! [pause]Tengo una sensación como si algo me estuviera [wave amp=30 freq=10]empujando[/wave] en dirección contraria…", + "KAYLEIGH_PLATFORM_REACTION2_1": "Otra vez esa sensación. Es como si tuviera interferencias de radio en el cerebro…", + "KAYLEIGH_PLATFORM_REACTION2_2": "El aire me sabe a metal… Solo de estar aquí ya me duele la cabeza…", + "KAYLEIGH_PLATFORM_REACTION3_1": "Otra vez ese ambiente raro…", + "KAYLEIGH_PLATFORM_REACTION3_2": "Ya me estoy acostumbrando, pero me sigue dando dolor de cabeza…", + "MEREDITH_PLATFORM_REACTION1_2": "Es como si tuviera las típicas interferencias de la televisión, pero en el cerebro…", + "VIOLA_PLATFORM_REACTION1_1.f": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", + "MEREDITH_PLATFORM_REACTION2_1": "Otra vez esa sensación tan [wave amp=30 freq=10]rara[/wave]… Y sigue siendo un asco.", + "MEREDITH_PLATFORM_REACTION2_2.n": "Vamos a intentar que no nos afecte y terminar cuanto antes.", + "MEREDITH_PLATFORM_REACTION2_2.f": "Vamos a intentar que no nos afecte y terminar cuanto antes.", + "MEREDITH_PLATFORM_REACTION3_2": "La clave está en no hacer caso cuando parece que tienes la cabeza a punto de [wave amp=30 freq=10]explotar[/wave].", + "MEREDITH_PLATFORM_REACTION3_1": "Creo que me estoy acostumbrando poco a poco a la sensación de estar en estos andenes.", + "EUGENE_PLATFORM_REACTION1_1": "¿Notas eso, {player}? Son como interferencias de radio… Solo que, en lugar de [wave amp=30 freq=10]oírlas[/wave], [pause]las [wave amp=30 freq=10]siento[/wave]…", + "EUGENE_PLATFORM_REACTION2_1": "Otra vez e/se ambiente tan raro… ¿Lo sientes?", + "EUGENE_PLATFORM_REACTION1_2": "Es horrible…", + "EUGENE_PLATFORM_REACTION2_2": "Me hace rechinar los dientes…", + "EUGENE_PLATFORM_REACTION3_1": "Ah, ya estamos otra vez con ese ambiente que me da [wave amp=30 freq=10]dolor de todo y de nada a la vez[/wave]. Eso nunca es buena señal.", + "EUGENE_PLATFORM_REACTION3_2": "No bajes la guardia, colega.", + "FELIX_PLATFORM_REACTION1_1": "¡Ay! ¿Qué es ese ruido? [pause]No me refiero a un ruido que se pueda oír, no se si me explico… [pause]Es como si hubiera algo raro en el aire…", + "FELIX_PLATFORM_REACTION2_2": "Aquí se hace muy difícil [wave amp=30 freq=10]pensar[/wave]. [pause]¿A ti también te pasa?", + "FELIX_PLATFORM_REACTION1_2": "Estar en este sitio me produce una sensación [wave amp=30 freq=10]muy[/wave] desagradable…", + "FELIX_PLATFORM_REACTION2_1": "Otra vez esa [wave amp=30 freq=10]presencia[/wave]. Hace que se me erice el pelo.", + "FELIX_PLATFORM_REACTION3_1": "Otra vez [wave amp=30 freq=10]esa sensación tan desagradable[/wave]. Al menos a estas alturas ya casi me acostumbro.", + "FELIX_PLATFORM_REACTION3_2": "Bah, no, cambié de idea. No creo que pueda acostumbrarme [wave amp=30 freq=10]en la vida[/wave] a esto.", + "VIOLA_PLATFORM_REACTION1_1.m": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", + "VIOLA_PLATFORM_REACTION1_2": "¿No lo percibes tu también? Es como un mal que flota en el aire y dificulta la respiración.", + "VIOLA_PLATFORM_REACTION1_1.n": "Este no es sitio para nosotros, {player}. Hasta el suelo por el que caminamos lo grita a cada paso: no nos quiere aquí.", + "VIOLA_PLATFORM_REACTION2_1": "Esa horrible sensación volvió, {player}. Me llena de terror y de amargura.", + "VIOLA_PLATFORM_REACTION2_2": "Avanzar se vuelve tan difícil como atravesar un océano…", + "VIOLA_PLATFORM_REACTION3_1": "Empiezo a estar acostumbrada a la sensación de hostilidad que emana de este lugar. No en vano, ¿acaso no nos hemos enfrentado ya varias veces a ella?", + "VIOLA_PLATFORM_REACTION3_2": "Sí, debemos avanzar. Hará falta más que un aura desagradable para detenerme.", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "Me produce la misma sensación horrible que tuve cuando luchamos contra Morganta… [pause]Como si lo estuviera mirando [wave amp=30 freq=10]de una forma incorrecta[/wave]…", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]Estar en este sitio me causa dolor, {player}…[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]Este sitio me da una sensación… que no me gusta nada, {player}…[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]Lo mejor será que nos vayamos tan pronto como podamos, ¿de acuerdo?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]Espero que no tengamos que estar aquí mucho tiempo…[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]Otra vez esa sensación en la cabeza… Duele…[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]Vamos a intentar no estar aquí más tiempo del imprescindible, {player}…[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "Es un [shake rate=30 level=10]arcángel[/shake]…", + "KAYLEIGH_ARCHANGEL_REACTION2": "Otro arcángel… Y mirarlo [shake rate=30 level=10]duele[/shake] tanto como ocurría con los demás.", + "KAYLEIGH_ARCHANGEL_REACTION3": "¡Un [shake rate=30 level=10]arcángel[/shake]! ¡Ten cuidado, {player}!", + "MEREDITH_ARCHANGEL_REACTION1_1": "Pero [shake rate=30 level=10]¡¿qué es eso?![/shake] [pause]¡¿Y por qué tiene una aspecto tan… [shake rate=30 level=10]raro[/shake]?!", + "MEREDITH_ARCHANGEL_REACTION1_2": "Me duele la cabeza solo de mirarlo… [pause]{player}, es un [shake rate=30 level=10]arcángel[/shake], [pause]¿no?", + "MEREDITH_ARCHANGEL_REACTION2_2": "Y su aspecto, [pause]otra vez, es… [pause]Es como si fuera [shake rate=30 level=10]algo que mis ojos no estuvieran hechos para ver[/shake].", + "MEREDITH_ARCHANGEL_REACTION2_1": "E-es otro arcángel…", + "EUGENE_ARCHANGEL_REACTION1_2": "Supongo que es un [wave amp=30 freq=10]arcángel[/wave], ¿no?", + "EUGENE_ARCHANGEL_REACTION1_1": "¿Qué…? [pause]¿Cómo… [pause]puede ser que esa [wave amp=30 freq=10]cosa[/wave] tenga… [wave amp=30 freq=10]ese aspecto[/wave]? [pause]Me está rompiendo el cerebro…", + "MEREDITH_ARCHANGEL_REACTION3": "Ah. [pause]Un arcángel. [pause]Nos volvimos a meter [wave amp=30 freq=10]en la boca del lobo[/wave], ¿verdad?", + "FELIX_ARCHANGEL_REACTION1_1": "Nunca había visto nada como esto… [pause]¿Qué pasa aquí, {player}? [pause]¡¿Por qué tiene [shake rate=30 level=10]ese aspecto[/shake]?!", + "EUGENE_ARCHANGEL_REACTION2": "¡Es otro arcángel! [pause]Grrr, [pause]solo con mirarlo me da la sensación de que [wave amp=30 freq=10]no debería estar aquí[/wave]…", + "EUGENE_ARCHANGEL_REACTION3": "¡[shake rate=30 level=10]Un arcángel[/shake]! [pause]¡Prepárate, {player}!", + "FELIX_ARCHANGEL_REACTION1_2": "Debe de ser un [shake rate=30 level=10]arcángel[/shake]…", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "Te lo digo yo, jefa, ¡ese aprendiz sabe lo que hace!", + "FELIX_ARCHANGEL_REACTION2_1": "¡Otro arcángel! Hace falta valor incluso para mirarlo. Todo mi cuerpo me está [shake rate=30 level=10]gritando[/shake] que dé media vuelta y eche a correr.", + "FELIX_ARCHANGEL_REACTION2_2": "Es difícil de explicar, pero es como si estuviera [wave amp=30 freq=10]desenfocado[/wave], ¿no te parece?", + "FELIX_ARCHANGEL_REACTION3": "[wave amp=30 freq=10]Nunca[/wave] me voy a poder acostumbrar a la sensación de ver un arcángel…", + "VIOLA_ARCHANGEL_REACTION1_1": "¡[shake rate=30 level=10]Qué espíritu tan horrendo[/shake]! Nunca he visto nada igual… [pause]Es como si no estuviera [shake rate=30 level=10]destinado[/shake] a estar en este mundo.", + "VIOLA_ARCHANGEL_REACTION1_2": "Incluso [shake rate=30 level=10]mirarlo[/shake] parece una herejía.", + "VIOLA_ARCHANGEL_REACTION2": "¡Otro de esos espíritus que desafían a la razón! [shake rate=30 level=10]A duras penas[/shake] soy capaz de evitar apartar la mirada…", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "Te lo digo yo, jefa, ¡ese aprendiz sabe lo que hace!", + "VIOLA_ARCHANGEL_REACTION3": "{player}… ¡Es otro de esos [shake rate=30 level=10]espíritus malignos[/shake]! Esos a los que llamas \\\"arcángeles\\\".", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "Te lo digo yo, jefa, ¡esa aprendiz sabe lo que hace!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "¡Los chicos y yo nos quedamos [wave amp=30 freq=10]con la boca abierta[/wave]! Me pasó por encima como una apisonadora.", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "¡Pues no es muy habitual verte tan impresionado con un aprendiz, Mort!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "¡Pues no es muy habitual verte tan impresionado con una aprendiz, Mort!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Es que tampoco solemos hacerles muy a menudo pruebas de combate. Lo que suelo hacer de pedirles que construyan un muro de ladrillo no es tan interesante para los espectadores…", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "¡Pues no es muy habitual verte tan impresionado con une aprendiz, Mort!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Y hablando de muros, ¡se acabó la hora del almuerzo! Tengo trabajo que hacer. ¡Hasta luego, jefa!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "¡Anda, Ianthe! ¡Tienes que contarme cómo era tu vida antes de venir a Nueva Wirral!", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "Pues… [pause]era una especie de detective, por así decirlo.", + "TOWN_HALL_SKIP_EVENT_SKIP3": "¡Vaya! [pause]¿Y te pedían a menudo que buscaras objetos perdidos? Los forasteros suelen tener [wave amp=30 freq=10]un montón[/wave] de cosas; seguro que las pierden por todas partes, ¿no?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "La verdad es que normalmente mis encargos eran… [pause]un poco más importantes que eso.", + "TOWN_HALL_SKIP_EVENT_SKIP5": "Me conviene volver al trabajo y seguir rebuscando, pero la próxima vez que te vea, ¡[wave amp=30 freq=10]necesito[/wave] que me cuentes más!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "Para serte sincero, Ianthe, no creo que los demás guardas de élite [wave amp=30 freq=10]lo entiendan[/wave].", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Que no entiendan… ¿qué, exactamente?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "¡Todo eso de [wave amp=30 freq=10]dormir[/wave], colega! ¡Mi onda!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "¡No saben nada del mundo onírico, [pause]ni del inconsciente colectivo, [pause]ni de cómo todo eso afecta a este lugar!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Si te soy sincero, empiezo a sospechar que creen que soy un flojo.", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "A ver, es que [wave amp=30 freq=10]eres[/wave] un flojo.", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Je, je. Lo sé.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "No te preocupes por los demás. No hace falta que entiendan tu trabajo, basta con que respeten mi decisión de hacerte guarda de élite.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Gracias por apoyarme, jefa.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Gracias por apoyarme, jefa.", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "Uaaaaa… [pause]Todo este trato con otros humanos lo deja a uno agotado. Creo que voy a ir a echarme una siesta.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Gracias por apoyarme, jefa.", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "Te lo digo en serio, Ianthe. La última tanda de aprendices no tiene lo que hay que tener. No entienden que la táctica importa [wave amp=30 freq=10]más[/wave] que transformarse en el monstruo que más miedo da.", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Los recién llegados tienen entusiasmo, eso ya es un buen principio. ¿Quién mejor para enseñarles tácticas de combate que un [wave amp=30 freq=10]experto[/wave] como tú?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Bueno, ¿y no es ese precisamente tu trabajo? [pause]¿Enseñárselo?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Ja. Veo tu punto. Me guardaré mi opinión…", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "De momento.", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "Es comprensible. La gente puede ser… [pause]desconcertante. [pause]Impredecible.", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]La cuestión es que me resulta difícil mostrar empatía por los problemas de la raza humana.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]Qué va. [pause]No estoy de acuerdo. Los humanos [wave amp=30 freq=10]no[/wave] son impredecibles. Es más, predecir su comportamiento es muy fácil.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Los seres humanos toman siempre la decisión más [shake rate=30 level=10]idiota[/shake] posible en cualquier situación, siempre que eso les suponga una ganancia a corto plazo, por [wave amp=30 freq=10]minúscula[/wave] que sea.[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Te agradezco la sinceridad de tu análisis, Cle-0.", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Los humanos no acostumbran tomar decisiones basándose en las probabilidades, sino que las toman basándose en sus emociones.", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]¡Igual que yo! ¡Y son mis [wave amp=30 freq=10]emociones[/wave] las que me dicen que la humanidad es idiota [shake rate=30 level=10]por naturaleza[/shake] y que acabará por [shake rate=30 level=10]sembrar la semilla de su propia destrucción[/shake]![/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "En fin, hasta entonces, seguiremos agradeciendo los servicios que prestas como guarda.", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Pues vaya.[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "Es un milagro que tengamos siquiera agua corriente y energía limpia. A veces me preocupo pensando que las cosas podrían cambiar. Esta isla es [wave amp=30 freq=10]impredecible[/wave].", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "¡Pues eso al pueblo le viene de maravilla! Gracias por el informe, Ray.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "Y hasta ahí mi informe. Nuestros generadores hidroeléctricos funcionan a pleno rendimiento. Puede que nos haga falta cambiar alguna pieza en los próximos dos años, pero nada importante.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "¡No te estreses, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "¡No te estreses, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "¡No te estreses, guarda de élite! Aun si a Villapuerto se le acaba la suerte de un día para otro, los guardas estarán aquí para capear el temporal.", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "Te lo digo, jefa; se está cociendo algo en el plano astral últimamente. Todos los fantasmas hablan de ello. ¡Dicen que hay unos cuantos [wave amp=30 freq=10]peces gordos[/wave] que volvieron a sus viejas andanzas!", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Gracias, me quedo más tranquila. [pause]Está claro que tienes razón.", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "¿\\\"Todos los fantasmas\\\"?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "¡Pues claro! [pause]En el plano astral se puede encontrar [wave amp=30 freq=10]todo tipo[/wave] de espíritus, espectros y tulpas. ¿De dónde te crees que me llega la mejor información?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Si tú lo dices…", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "¡A la orden! [pause]Nuestro problema con las \\\"fusiones salvajes\\\" ha aumentado en los últimos meses. ¿Has visto las nubes densas de humo negro que hay en el aire últimamente? Llegué a la conclusión de que indican dónde se está formando un [wave amp=30 freq=10]enjambre[/wave].", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "Bueno, ¿qué puedes contarme? Quiero un análisis completo.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "En una misión de reconocimiento, hace poco, me vi rodeada por un enjambre de gelatona. Puede que tuvieran superioridad numérica, ¡pero [wave amp=30 freq=10]no contaban con mi acero[/wave]!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "Sin embargo, temo que nuestros guardas menos experimentados puedan subestimar esa amenaza y ponerse en peligro mortal. A lo mejor deberíamos hacer correr la voz sobre esos \\\"enjambres de monstruos\\\".", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "¡Es que me miras con buenos ojos! En fin, si me disculpas, tengo más trabajo por hacer. Las [wave amp=30 freq=10]fuerzas del mal[/wave] no descansan, así que yo tampoco puedo.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "¡Dalo por hecho! Tu información es tan valiosa como siempre, Gladiola.", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "¿Dime, la echas de menos? Me refiero a la vida en la gran ciudad.", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Me diste… [pause]una respuesta un poco más detallada de lo que esperaba, jefa.", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "¡Porque yo, desde luego, sí!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Está claro que la vida allí era más [wave amp=30 freq=10]interesante[/wave]…, pero eso no significa que fuera [wave amp=30 freq=10]mejor[/wave].", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Pasé toda mi vida en una megametrópolis. Los únicos árboles que había visto eran artificiales. Y hacía tiempo que los rascacielos, con sus fachadas fluorescentes, habían eclipsado las estrellas.", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "La vida cada vez tenía menos valor y, para mantenerse con vida en un mundo tan cruel, había que endurecer el espíritu.", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Como puedes imaginar, cuando [wave amp=30 freq=10]llegué[/wave] aquí, me llevó bastante tiempo acostumbrarme a este ritmo de vida.", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "¡No hay problema! Pasé cinco años dando una clase semanal de ejercicio cardiovascular. Si hay alguien capaz de sacar esto adelante, ¡esa soy [wave amp=30 freq=10]yo[/wave]!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "¡Además, podemos hacer que sea divertido! [pause]¿Por qué no hacemos [wave amp=30 freq=10]ejercicios aeróbicos[/wave]? ¡Seguro Cybil puede encargarse de la música!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "A mí me parece que a los guardas les vendría bien un programa de entrenamiento para mantenerse en forma.", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "¡Parece buena idea! Suponiendo que puedas encargarte de organizarlo, claro.", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "¡Piénsalo! Siempre estás hablando de fomentar [wave amp=30 freq=10]actividades para la comunidad[/wave]… Pues ¿qué podría unir más a nuestros magníficos paisanos que tener una [shake rate=30 level=10]experiencia auditiva común[/shake] cada día?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "Si instaláramos altavoces por toda Villapuerto, ¡podría emitir música para [wave amp=30 freq=10]todo el pueblo[/wave] al mismo tiempo!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "No sé, Cybil. Sospecho que las gentes de aquí deben de tener gustos musicales bastante diferentes. No me extrañaría que acabara generando polémica.", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Ah. Entiendo lo que dices.", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]¡Así me gusta![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "Si llego a saber que la gente se iba a pasar toda la vida llamándome \\\"Codi\\\", me habría buscado un apodo mejor. [pause]Como Cortafuegos, [pause]u Omegabyte.", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Bueno, ¡pero tampoco dije que hubiera que descartarlo! [pause]Hacemos una cosa: si alguna vez Bas consigue encontrar algunos altavoces en buen estado, propondré la idea en la próxima reunión vecinal.", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "Bueno, cambiarte de apodo es cosa tuya. Yo lo hice.", + "TOWN_HALL_CODEY_EVENT_CODEY3": "Espera… ¡¿No siempre te llamaste Ianthe?!", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "¡Pues no! En mi trabajo anterior, era más seguro tener un alias. Seguro que tú entiendes a lo que me refiero.", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "Ianthe es el nombre de una ninfa acuática de la mitología griega. Tuve que elegir un nombre deprisa y corriendo y me pareció que ese sonaba bien.", + "TOWN_HALL_CODEY_EVENT_CODEY6": "Vaya, veo que tú también tienes varios secretos, ¿no?", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "¡Pues no esperes que te vaya a contar nada más!", + "LENNA_ENCOUNTER_LENNA1.n": "Tú… [pause]¿Te consideras \\\"une heroíne\\\"? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparade?", + "LENNA_ENCOUNTER_LENNA1.f": "Tú… [pause]¿Te consideras \\\"un heroína\\\"? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparada?", + "LENNA_ENCOUNTER_LENNA1.m": "Tú… [pause]¿Te consideras \\\"un héroe\\\"? Debes saber que esos laureles pesan más de lo que crees. ¿De verdad estás preparado?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "Eh… ¿Estás hablando con {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroico.", + "LENNA_ENCOUNTER_MEREDITH2.m": "Eh… ¿Qué quieres decir con \\\"preparado\\\"?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "Eh… ¿Estás hablando con {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroique.", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "Eh… ¿Estás hablando con {player}? Porque yo diría que es [wave amp=30 freq=10]bastante[/wave] heroica.", + "LENNA_ENCOUNTER_MEREDITH2.f": "Eh… ¿Qué quieres decir con \\\"preparada\\\"?", + "LENNA_ENCOUNTER_FELIX2": "Esta conversación comenzó de forma bastante enigmática. Estoy intrigado, continúa.", + "LENNA_ENCOUNTER_EUGENE2": "Yo creo que es justo decir que tanto {player} como yo nos merecemos [wave amp=30 freq=10]por igual[/wave] el título de \\\"héroe\\\".", + "LENNA_ENCOUNTER_MEREDITH2.n": "Eh… ¿Qué quieres decir con \\\"preparade\\\"?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player}, creo que te lo dice a ti…[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "Te ruego que no ocultes tu intención, sea cual sea.", + "LENNA_ENCOUNTER_LENNA2.m": "No, no percibo que seas un héroe.", + "LENNA_ENCOUNTER_LENNA3.n": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", + "LENNA_ENCOUNTER_LENNA2.f": "No, no percibo que seas una heroína.", + "LENNA_ENCOUNTER_LENNA3.m": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", + "LENNA_ENCOUNTER_LENNA2.n": "No, no percibo que seas une heroíne.", + "LENNA_ENCOUNTER_LENNA3.f": "¡Ya es hora de poner a prueba tu espíritu [wave amp=30 freq=10]y tu cuerpo[/wave]!", + "LENNA_ENCOUNTER_LENNA5.m": "Me llamo Lenna. Adelante, héroe, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "¿Estás listo?", + "LENNA_ENCOUNTER_LENNA4.f": "¿Estás lista?", + "LENNA_ENCOUNTER_LENNA4.n": "¿Estás liste?", + "LENNA_ENCOUNTER_LENNA6.m": "Está bien, reconozco mi derrota. Buen combate, forastero.", + "LENNA_ENCOUNTER_LENNA5.f": "Me llamo Lenna. Adelante, heroína, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "Me llamo Lenna. Adelante, heroíne, ¡[shake rate=30 level=10]demuéstrame lo que vales[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "Está bien, reconozco mi derrota. Buen combate, forastera.", + "LENNA_ENCOUNTER_KAYLEIGH7": "No te lo tomes a mal, pero me pareces [wave amp=30 freq=10]muy[/wave] fuerte para ser humana. No serás… un arcángel, ¿verdad?", + "LENNA_ENCOUNTER_LENNA6.n": "Está bien, reconozco mi derrota. Buen combate, forastere.", + "LENNA_ENCOUNTER_MEREDITH7": "No creo yo que una humana normal pueda luchar [wave amp=30 freq=10]así[/wave] de bien. Ya cuenta, eres un arcángel, ¿verdad?", + "LENNA_ENCOUNTER_EUGENE7": "Oye, [pause]no te hagas la tonta con nosotros… Eres un arcángel, ¿verdad? ¡No hay humanos normales así de fuertes!", + "LENNA_ENCOUNTER_FELIX7": "Alguien tiene que decirlo y voy a ser yo: Eres un arcángel, ¿verdad? Porque esa aura que tenías durante el combate era de arcángel…", + "LENNA_ENCOUNTER_VIOLA7": "Intuyo que no estás siendo del todo sincera con nosotros, \\\"Lenna\\\".", + "LENNA_ENCOUNTER_7_OPTION1": "¿Eres un arcángel, Lenna?", + "LENNA_ENCOUNTER_LENNA8": "Lo soy. O, bueno, lo fui. Supongo que aún lo soy. [pause]Es una historia muy larga.", + "LENNA_ENCOUNTER_LENNA9": "Sin embargo, ahora vivo como humana.", + "LENNA_ENCOUNTER_7_OPTION2": "A ver… Eres un arcángel, ¿no?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "¿Se puede hacer eso?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "¿Eso es posible?", + "LENNA_ENCOUNTER_LENNA10": "¿Y por qué no? [pause]Nuestro origen no nos ata para siempre. Lo importante no es quién [wave amp=30 freq=10]fuimos[/wave], sino quién elegimos ser en el momento presente.", + "LENNA_ENCOUNTER_MEREDITH16": "Ah, está bien. ¿Entonces solo viniste a Nueva Wirral de visita?", + "LENNA_ENCOUNTER_MEREDITH11": "Bueno, supongo que no te equivocas.", + "LENNA_ENCOUNTER_KAYLEIGH11": "¡Exacto! ¡En eso estamos [wave amp=30 freq=10]completamente[/wave] de acuerdo!", + "LENNA_ENCOUNTER_FELIX11": "Estoy completamente de acuerdo.", + "LENNA_ENCOUNTER_EUGENE11": "Eso es verdad. No puedo echarte en cara que seas quien eres.", + "LENNA_ENCOUNTER_LENNA12": "No lo vas a creer, pero, en realidad, soy [wave amp=30 freq=10]maestra de escuela[/wave]. Mi misión aquí era ponerte a prueba, ¡y superaste el examen con honores!", + "LENNA_ENCOUNTER_VIOLA11": "Así es, debo darte la razón en eso.", + "LENNA_ENCOUNTER_LENNA13": "Ah, se me olvidó preguntarte cómo te llamas…", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "¡Yo soy {player}!", + "LENNA_ENCOUNTER_LENNA14.m": "Fue un placer batirme contigo, {player}. Está claro que tienes madera de héroe.", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "Hay quien me llama {player}.", + "LENNA_ENCOUNTER_LENNA15": "En fin, debería irme ya. Amber me prometió llevarme de vuelta a casa cuando terminara y le dije a Paige que no tardaría [wave amp=30 freq=10]mucho[/wave] en volver.", + "LENNA_ENCOUNTER_KAYLEIGH18": "Parece que por esta isla acaba pasando un montón de gente interesante, ¿no?", + "LENNA_ENCOUNTER_LENNA14.n": "Fue un placer batirme contigo, {player}. Está claro que tienes madera de heroíne.", + "LENNA_ENCOUNTER_LENNA14.f": "Fue un placer batirme contigo, {player}. Está claro que tienes madera de heroína.", + "LENNA_ENCOUNTER_KAYLEIGH16": "Vaya, parece que Amber conoce a un montón de gente, ¿eh?", + "LENNA_ENCOUNTER_EUGENE16": "¡¿Qué?! ¿Solo viniste a Nueva Wirral a hacer un [wave amp=30 freq=10]mandado[/wave]?", + "LENNA_ENCOUNTER_VIOLA16": "Veo que tú también ansías volver con tus seres queridos. No te entretendremos más.", + "LENNA_ENCOUNTER_FELIX16": "¿Viniste a Nueva Wirral solo para cumplir una misión? Qué ganas…", + "LENNA_ENCOUNTER_LENNA17": "¡Hasta la próxima, {player}!", + "LENNA_ENCOUNTER_MEREDITH18": "Maldita sea, no me dio tiempo de preguntarle si esos cuernos que tenía eran de verdad o era solo su cabello.", + "LENNA_ENCOUNTER_FELIX18": "En esta isla nunca tiene uno tiempo de aburrirse, ¿eh?", + "LENNA_ENCOUNTER_EUGENE18": "Seguro que pensó que yo también tengo \\\"madera de héroe\\\"… Lo que pasa es que se le olvidó decirlo en voz alta.", + "LENNA_ENCOUNTER_VIOLA18": "Buen viaje, Lenna del Reino Desconocido…", + "HARBOURTOWN_FLORIST_NAME": "Guarda inquieta", + "HARBOURTOWN_FLORIST1_OPTION1": "¡Sí!", + "HARBOURTOWN_FLORIST1": "Disculpa, ¿tú eres guarda?", + "HARBOURTOWN_FLORIST1_OPTION2": "Pues no.", + "HARBOURTOWN_FLORIST2": "¡Ah, estupendo! Yo también soy [wave amp=30 freq=10]compañera tuya[/wave]. Bueno, de momento soy aprendiz. ¿Te importaría echarme una mano?", + "HARBOURTOWN_FLORIST1_NO": "Ah, pues perdona por molestarte.", + "HARBOURTOWN_KAYLEIGH9": "¡Pues sí! ¡Y yo diría que ahora el pueblo está un poco más bonito, si cabe!", + "HARBOURTOWN_FLORIST3": "Tengo unos cuantos brotes que prepararon los Atata en su granja. Son para dejar más bonito el pueblo.", + "HARBOURTOWN_FLORIST4": "Lo que pasa es que… no se me da muy bien tomar decisiones. ¿Qué plantas quedarían mejor? ¡Es demasiado para mí!", + "HARBOURTOWN_FLORIST5": "¿Querrías ayudar a una compañera y plantar unos cuantos brotes en las jardineras que repartí por el pueblo?", + "HARBOURTOWN_FLORIST5_OPTION1": "¡Por supuesto!", + "HARBOURTOWN_FLORIST5_OPTION2": "Ahora no.", + "HARBOURTOWN_FLORIST5_NO": "No pasa nada. De verdad, no hay problema. Pero… si alguna vez cambias de idea, ya sabes dónde encontrarme.", + "HARBOURTOWN_FLORIST6": "¡Gracias! Toma, necesitarás esto…", + "HARBOURTOWN_FLORIST11": "¡Con tantas posibilidades me había quedado bloqueada!", + "HARBOURTOWN_FLORIST7": "Coloqué 14 jardineras por todo el pueblo. ¡Avísame cuando las hayas usado todas!", + "HARBOURTOWN_FLORIST8": "Ah, ¿ya terminaste?", + "HARBOURTOWN_MEREDITH9": "Sí, ya mejoramos un poco la puntuación del pueblo en cursilería.", + "HARBOURTOWN_EUGENE9.m": "¡Eso es! Yo ofrecí el apoyo moral, pero {player} se encargó de hacer el trabajo sucio.", + "HARBOURTOWN_EUGENE9.n": "¡Eso es! Yo ofrecí el apoyo moral, pero {player} se encargó de hacer el trabajo sucio.", + "HARBOURTOWN_EUGENE9.f": "¡Eso es! Yo ofrecí el apoyo moral, pero {player} se encargó de hacer el trabajo sucio.", + "HARBOURTOWN_FELIX9": "Hay que reconocer que ahora el pueblo tiene un mejor aspecto.", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]¡Ya está! ¡Villapuerto está más bonita que nunca![/wave]", + "HARBOURTOWN_FLORIST10": "¡[shake rate=30 level=10]Muchas gracias[/shake]! Con tantas posibilidades, ¡me había quedado bloqueada! Toma, ¡aquí tienes la recompensa por tu ayuda!", + "HARBOURTOWN_VIOLA9": "En efecto, cumplimos la misión. Y el pueblo se beneficiará de ello.", + "GAUNTLET_INTRO_MAGIKRAB1.m": "¡Ah, {player}! ¡Justo el humano a quien yo quería ver! ¡Tengo una… propuesta para ti!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "¡Ah, {player}! ¡Justo la humana a quien yo quería ver! ¡Tengo una… propuesta para ti!", + "GAUNTLET_INTRO_MAGIKRAB2": "Debes saber que la Merlínea no existe solo bajo esta isla. Sus trenes pasan por los muchos mundos [wave amp=30 freq=10]potenciales[/wave] que, por ahora, no existen en sus incesantes viajes por todo el cosmos interconectado de los humanos.", + "GAUNTLET_INTRO_MAGIKRAB1.n": "¡Ah, {player}! ¡Justo le humane a quien yo quería ver! ¡Tengo una… propuesta para ti!", + "GAUNTLET_INTRO_MAGIKRAB4": "Pese a que esos seres tienen la apariencia familiar de humanos o monstruos corrientes, no se parecen a nada que hayas conocido hasta ahora. Puesto que existen solo de forma [wave amp=30 freq=10]potencial[/wave], no tienen ninguna influencia sobre la realidad o el canon.", + "GAUNTLET_INTRO_MAGIKRAB3": "Por supuesto, esos mundos [wave amp=30 freq=10]potenciales[/wave] están poblados por sus propios seres [wave amp=30 freq=10]potenciales[/wave], y algunos intentan infiltrarse como polizones en Sus trenes.", + "GAUNTLET_INTRO_MAGIKRAB5": "Sin embargo, al igual que el potencial de alguien puede superar sus capacidades reales, estos seres potenciales son, a menudo, mucho más poderosos que los individuos reales con los que ya te has encontrado.", + "GAUNTLET_INTRO_MAGIKRAB6": "Pese a que eso no preocupa en absoluto a la magnífica Merlínea, a [wave amp=30 freq=10]mí[/wave] me resulta bastante molesto, ya que prefiero estar tranquilo cuando voy en tren.", + "GAUNTLET_INTRO_MAGIKRAB7": "Mi ojo cristalino me dice que los guardas estás buscando más \\\"material fundido\\\". ¿Es así?", + "GAUNTLET_INTRO_MAGIKRAB8": "En ese caso, te propongo un trato: si logras vaciar unos cuantos vagones de esos seres potenciales tan [wave amp=30 freq=10]irritantes[/wave], te daré a cambio algo de \\\"material fundido\\\". ¿Qué te parece?", + "GAUNTLET_CAFE_HINT.v1.f": "Voy a darte un consejo: si te atascas en un vagón, puedo mezclar el reto. ¡Solo tienes que salir y pedírmelo! De esta forma, tus rivales volverán a determinarse al azar y los modificadores de cada vagón cambiarán.", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "¡Estupendo!", + "GAUNTLET_INTRO_MAGIKRAB9": "¡Maravilloso! Si eso te motiva más, siempre puedes considerarlo un [wave amp=30 freq=10]entrenamiento especial[/wave]. ¡Así será más divertido!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "Pues… supongo…", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "¡Por favor, intenta tener más cuidado, {player}!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "Se te nota en la mirada que te encontraste con rivales nuevos. Si quieres, puedo mezclar el reto para añadir esos adversarios nuevos a la lista.", + "GAUNTLET_ENTER_MAGIKRAB1": "¡Viajeros al tren!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "¡Por favor, intenta tener más cuidado, {player}!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "¡Por favor, intenta tener más cuidado, {player}!", + "GAUNTLET_CAFE_MAGIKRAB1": "Registré tus avances, {player}. Si decides salir del reto, podrás empezar desde aquí la próxima vez.", + "GAUNTLET_CAFE_MAGIKRAB2": "¿Qué puedo hacer por ti, {player}?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "Me temo que aún no hay nada que puedas cobrar. ¡Primero tendrás que ganar unos cuantos combates!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "Necesito suministros.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "Si la recompensa acumulada cubre los costos, me cobraré directamente de ella.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "Quiero cobrar mi recompensa.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "¡Solo tienes que salir por la misma puerta por la que entraste!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "En ese caso, tu racha volverá a empezar desde cero. ¿Seguro que quieres hacerlo?", + "GAUNTLET_CAFE_HINT.v2.f": "Voy a darte un consejo: pon atención a los modificadores que estén activos en el siguiente vagón. Los modificadores de bonificación hacen más fuertes a tus rivales, mientras que los de penalización hacen más débiles a los miembros de tu grupo. ¡Ten siempre un plan antes de lanzarte a tu siguiente combate!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "En ese caso, tu racha volverá a empezar desde cero. ¿Seguro que quieres hacerlo?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "En ese caso, tu racha volverá a empezar desde cero. ¿Seguro que quieres hacerlo?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "Quiero acceder a mi colección de cintas.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "Quiero marcharme.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "¡Solo tienes que salir por la misma puerta por la que entraste!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "¡Solo tienes que salir por la misma puerta por la que entraste!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "Nada.", + "GAUNTLET_CAFE_HINT.v1.m": "Voy a darte un consejo: si te atascas en un vagón, puedo mezclar el reto. ¡Solo tienes que salir y pedírmelo! De esta forma, tus rivales volverán a determinarse al azar y los modificadores de cada vagón cambiarán.", + "GAUNTLET_CAFE_HINT.v2.m": "Voy a darte un consejo: pon atención a los modificadores que estén activos en el siguiente vagón. Los modificadores de bonificación hacen más fuertes a tus rivales, mientras que los de penalización hacen más débiles a los miembros de tu grupo. ¡Ten siempre un plan antes de lanzarte a tu siguiente combate!", + "GAUNTLET_CAFE_HINT.v2.n": "Voy a darte un consejo: pon atención a los modificadores que estén activos en el siguiente vagón. Los modificadores de bonificación hacen más fuertes a tus rivales, mientras que los de penalización hacen más débiles a los miembros de tu grupo. ¡Ten siempre un plan antes de lanzarte a tu siguiente combate!", + "GAUNTLET_CAFE_HINT.v1.n": "Voy a darte un consejo: si te atascas en un vagón, puedo mezclar el reto. ¡Solo tienes que salir y pedírmelo! De esta forma, tus rivales volverán a determinarse al azar y los modificadores de cada vagón cambiarán.", + "GAUNTLET_CAFE_HINT.v3.m": "Voy a darte un consejo: ¡que no te falten objetos! Nunca sabes a qué te vas a enfrentar en el próximo vagón, de modo que es mejor que no te tome desprevenido. ¡Los objetos curativos pueden ayudarte a paliar los efectos de los modificadores perjudiciales!", + "GAUNTLET_CAFE_HINT.v5": "Voy a darte un consejo: ganar varios combates consecutivos sin cobrar la recompensa ni salir del reto aumenta tu racha. Cuanto más larga sea la racha, mejor será la recompensa que consigas por cada combate. ¡Intenta alcanzar una racha lo más larga que puedas para maximizar los beneficios!", + "GAUNTLET_CAFE_HINT.v4": "Voy a darte un consejo: ¡no olvides cobrar tu recompensa! Si te derrotan o sales del reto, cualquier recompensa que no hayas cobrado se perderá definitivamente.", + "GAUNTLET_CAFE_FLAVOR.v6": "Voy a darte un consejo: el tiempo es una máquina que convierte muchos futuros potenciales en un presente real, el pasado no es sino el recuerdo de lo que fue presente y la historia es un cuento que se han inventado los historiadores humanos. ¡Tómate un descanso y olvídate del tiempo de vez en cuando! A veces, los humanos tienden a obsesionarse con él.", + "GAUNTLET_CAFE_HINT.v3.f": "Voy a darte un consejo: ¡que no te falten objetos! Nunca sabes a qué te vas a enfrentar en el próximo vagón, de modo que es mejor que no te tome desprevenida. ¡Los objetos curativos pueden ayudarte a paliar los efectos de los modificadores perjudiciales!", + "GAUNTLET_CAFE_HINT.v3.n": "Voy a darte un consejo: ¡que no te falten objetos! Nunca sabes a qué te vas a enfrentar en el próximo vagón, de modo que es mejor que no te tome desprevenide. ¡Los objetos curativos pueden ayudarte a paliar los efectos de los modificadores perjudiciales!", + "GAUNTLET_CAFE_HINT.v9": "Voy a darte un consejo: utilizar calcomanías inusuales o poco frecuentes puede darte una ventaja considerable sobre tus rivales. Tómate un descanso, sal del reto y gasta tu recompensa en unas cuantas calcomanías si lo crees necesario.[pause] Ah,[pause] por cierto,[pause] oí que la guarda Wilma ofrece un servicio nuevo para combinar los mejores atributos de las calcomanías inusuales o poco frecuentes…", + "GAUNTLET_CAFE_HINT.v7": "Voy a darte un consejo: ten cuidado con los [img=38]res://ui/icons/map_markers/miniboss.png[/img] vagones de los jefes. Son mucho más difíciles que los anteriores. ¡Quizá te lleve unos cuantos intentos superarlos!", + "GAUNTLET_CAFE_HINT.v6": "Voy a darte un consejo: si el reto te está pareciendo demasiado fácil, puedo aumentarte la dificultad. ¡Solo tienes que salir y pedírmelo! Ganar combates en dificultades más altas otorga una mayor recompensa.", + "GAUNTLET_CAFE_HINT.v8": "Voy a darte un consejo: optimiza tu grupo. A veces, cambiar de cintas y de calcomanías es lo único que necesitas para ganar un combate que te está costando.", + "GAUNTLET_CAFE_HINT.v10": "Voy a darte un consejo: pasado el vagón número 50, el reto vuelve a presentar los mismos encuentros predeterminados… con unos cuantos nuevos… y con mayor dificultad. ¡Tus rivales humanos tendrán más cintas, los arcángeles tendrán más movimientos y habrá más modificadores activos a la vez!", + "GAUNTLET_CAFE_HINT.v11": "Voy a darte un consejo: si te encontraste con rivales nuevos fuera del reto, pídeme que lo mezcle para que esos rivales se añadan a los que hay disponibles aquí.", + "GAUNTLET_CAFE_HINT.v13.m": "Voy a darte un consejo: hay rivales a los que solo podrás enfrentarte en el reto. No, no pienso decirte quiénes ni cuántos son. ¡Tendrás que descubrirlo por tu cuenta!", + "GAUNTLET_CAFE_HINT.v12": "Voy a darte un consejo: conéctate y trae a un amigo al reto. No podrán fusionarse, pero tendrán muchas más cintas a su disposición, y eso puede marcar la diferencia.", + "GAUNTLET_CAFE_FLAVOR.v2": "Voy a darte un consejo: este tren en el que estás ahora tiene una longitud infinita. Eso significa que, puesto que su motor está en la parte delantera, ¡jamás llegarás a la locomotora!", + "GAUNTLET_CAFE_HINT.v13.n": "Voy a darte un consejo: hay rivales a los que solo podrás enfrentarte en el reto. No, no pienso decirte quiénes ni cuántos son. ¡Tendrás que descubrirlo por tu cuenta!", + "GAUNTLET_CAFE_HINT.v13.f": "Voy a darte un consejo: hay rivales a los que solo podrás enfrentarte en el reto. No, no pienso decirte quiénes ni cuántos son. ¡Tendrás que descubrirlo por tu cuenta!", + "GAUNTLET_CAFE_FLAVOR.v1": "Voy a darte un consejo: ten cuidado si tu rival empieza a dar señales de haber tomado conciencia de sí mismo. Es peligroso que los seres potenciales se actualicen por sí solos, pues eso podría perturbar por completo el canon.", + "GAUNTLET_CAFE_FLAVOR.v3": "Voy a darte un consejo: intenta lavarte los dientes al menos dos veces al día. Los humanos solo tienen dos dentaduras, y la mayoría de los humanos adultos ya gastaron una de ellas. ¡Eso significa que los que te queden tendrán que durarte el resto de tu vida!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "Voy a darte un consejo: ¿te preguntas alguna vez si eres real? Al fin y al cabo, este tren está lleno de seres que solo existen de forma potencial, así que ¿por qué íbamos a dar por sentado que tú y yo somos una excepción? Aleja de ti ese pensamiento. Si eres real, no te sirve de nada y, si no eres real, es peligroso que te lo preguntes.", + "GAUNTLET_CAFE_FLAVOR.v4.f": "Voy a darte un consejo: ¿te preguntas alguna vez si eres real? Al fin y al cabo, este tren está lleno de seres que solo existen de forma potencial, así que ¿por qué íbamos a dar por sentado que tú y yo somos una excepción? Aleja de ti ese pensamiento. Si eres real, no te sirve de nada y, si no eres real, es peligroso que te lo preguntes.", + "GAUNTLET_CAFE_FLAVOR.v8.f": "Voy a darte un consejo: {player}, si alguna vez, cuando vuelvas a casa, un \\\"arcángel\\\" llegara a manifestarse en tu mundo, te recomiendo tener cautela. Incluso el consejo bienintencionado de una entidad semejante podría causar un daño inimaginable, por el mero hecho de que los humanos…[pause] funcionan de otra manera.[pause] No me mires así, no me negarás que tienen tendencia a venerar cosas que no entienden.", + "GAUNTLET_CAFE_FLAVOR.v4.n": "Voy a darte un consejo: ¿te preguntas alguna vez si eres real? Al fin y al cabo, este tren está lleno de seres que solo existen de forma potencial, así que ¿por qué íbamos a dar por sentado que tú y yo somos una excepción? Aleja de ti ese pensamiento. Si eres real, no te sirve de nada y, si no eres real, es peligroso que te lo preguntes.", + "GAUNTLET_CAFE_FLAVOR.v5": "Voy a darte un consejo: la flecha del tiempo solo se mueve hacia delante. Intenta no pensar demasiado en tus errores pasados y, en cambio, concéntrate en tomar decisiones mejores en el futuro.", + "GAUNTLET_CAFE_FLAVOR.v7": "Voy a darte un consejo: la humanidad prácticamente acaba de nacer, de modo que intenta no pensar demasiado en el mal que hacen quienes no han sabido aprender las lecciones adecuadas. Ustedes son una especie de simios organizados en tribus de miles de millones, ¡y en general consiguen colaborar y convivir en paz! Es verdad que la naturaleza les ha dado unos instintos bastante rudimentarios, pero ¡mira lo lejos que han llegado!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "Voy a darte un consejo: {player}, si alguna vez, cuando vuelvas a casa, un \\\"arcángel\\\" llegara a manifestarse en tu mundo, te recomiendo tener cautela. Incluso el consejo bienintencionado de una entidad semejante podría causar un daño inimaginable, por el mero hecho de que los humanos…[pause] funcionan de otra manera.[pause] No me mires así, no me negarás que tienen tendencia a venerar cosas que no entienden.", + "GAUNTLET_CAFE_FLAVOR.v9": "Voy a darte un consejo: nunca te dediques a cumplir la voluntad de un \\\"arcángel\\\". Puede que te hagan promesas, puede que tengan poder, atractivo y que aparenten autoridad, pero son tan fundamentalmente imperfectos como tu propia especie. En muchos casos, incluso más imperfectos.", + "GAUNTLET_CAFE_FLAVOR.v8.n": "Voy a darte un consejo: {player}, si alguna vez, cuando vuelvas a casa, un \\\"arcángel\\\" llegara a manifestarse en tu mundo, te recomiendo tener cautela. Incluso el consejo bienintencionado de una entidad semejante podría causar un daño inimaginable, por el mero hecho de que los humanos…[pause] funcionan de otra manera.[pause] No me mires así, no me negarás que tienen tendencia a venerar cosas que no entienden.", + "GAUNTLET_CULTIST_DEFAULT.v1": "¡Hoy el [wave amp=30 freq=10]hermano Dorian Cooper[/wave], nuestro salvador, me está sonriendo!", + "GAUNTLET_CAFE_FLAVOR.v10": "Voy a darte un consejo: llegará un día en que la creatividad y capacidad de organización de tu especie sea necesaria para garantizar la supervivencia y la diversidad de toda vida. Es cierto que la presencia de la humanidad en la Tierra es responsable de una enorme destrucción, ¡pero su ausencia la garantizaría en un grado aún mayor![pause] Es decir… llegados a ese punto.", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]Te quedaste sin fondos…[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "¿Le mostramos a este pagano lo que es el verdadero poder?", + "GAUNTLET_CULTIST_DEFAULT.v2": "¡Voy a hacer que los Hijos del Llanto se sientan orgullosos!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "¿Le mostramos a esta pagana lo que es el verdadero poder?", + "GAUNTLET_CULTIST_QUESTION.v2.m": "¡Propongo que hagamos ver a [wave amp=30 freq=10]este pagano[/wave] la luz en combate!", + "GAUNTLET_CULTIST_ANSWER.v1": "Tu plan es virtuoso. ¡[wave amp=30 freq=10]Alabado sea el hermano Cooper[/wave]!", + "GAUNTLET_CULTIST_QUESTION.v1.n": "¿Le mostramos a este pagane lo que es el verdadero poder?", + "GAUNTLET_CULTIST_QUESTION.v2.f": "¡Propongo que hagamos ver a [wave amp=30 freq=10]esta pagana[/wave] la luz en combate!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "¡Propongo que hagamos ver a [wave amp=30 freq=10]este pagane[/wave] la luz en combate!", + "GAUNTLET_CULTIST_ANSWER.v2": "¡Me parece una idea excelente!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]Tus acciones no valen nada. ¡Prepárate para ser insolvente![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]Me parece muy bien… ¡Voy a invertirlo todo en tu plan![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]Una operación hostil bien hecha es tan segura como invertir en oro. ¿Qué me dices?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]¡Te sugiero que llevemos a cabo una oferta pública de moretones![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "¡Buena idea!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]Tu plan de negocios no tiene fisuras…[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "¡Estoy aquí para hacer que los guardas se sientan orgullosos!", + "GAUNTLET_KAYLEIGH_DEFAULT": "¡No soy el tipo de chica que se rinde sin luchar!", + "GAUNTLET_RANGER_DEFAULT.v2": "¡Voy a darlo todo!", + "GAUNTLET_RANGER_QUESTION.v2": "Voy a aprovechar el [wave amp=30 freq=5]sistema químico[/wave] para aumentar nuestra capacidad ofensiva, ¿de acuerdo?", + "GAUNTLET_RANGER_QUESTION.v1": "Voy a usar las tácticas de combate que se sugieren en el \\\"Manual del buen guarda\\\", ¿de acuerdo?", + "GAUNTLET_ARISTOTLE_DEFAULT": "La derrota es amarga, pero su fruto es dulce. ¡Aprende de tu derrota inminente!", + "GAUNTLET_RANGER_ANSWER.v1": "De acuerdo; ¡adelante con tu plan!", + "GAUNTLET_DARWIN_DEFAULT": "Los fuertes sobreviven y los débiles mueren, ¡tal es el orden natural de las cosas!", + "GAUNTLET_ARISTOTLE_QUESTION": "Para poder guiar, hay que saber dejarse guiar. Ergo, ¡en este combate voy a seguir tu ejemplo!", + "GAUNTLET_ARISTOTLE_ANSWER": "¡Voy a seguir tu ejemplo!", + "GAUNTLET_DARWIN_QUESTION": "Aquellos que saben adaptarse mejor a los cambios son los que logran sobrevivir, de modo que nuestras tácticas deben [wave amp=30 freq=10]cambiar constantemente[/wave]. ¿Estás de acuerdo?", + "GAUNTLET_DARWIN_ANSWER": "No acostumbro a seguir ciegamente las indicaciones de otros, pero en este caso voy a hacer una excepción.", + "GAUNTLET_DECARTES_DEFAULT.m": "¿Eres real? Doy por hecho que todo cuanto veo es una ilusión… Considero que nada de lo que me dice mi mente traicionera ha existido jamás.", + "GAUNTLET_DECARTES_DEFAULT.n": "¿Eres real? Doy por hecho que todo cuanto veo es una ilusión… Considero que nada de lo que me dice mi mente traicionera ha existido jamás.", + "GAUNTLET_DECARTES_DEFAULT.f": "¿Eres real? Doy por hecho que todo cuanto veo es una ilusión… Considero que nada de lo que me dice mi mente traicionera ha existido jamás.", + "GAUNTLET_DECARTES_QUESTION": "No basta con tener una buena mente; lo principal es aplicarla bien. ¡Tenemos que ser más inteligentes que nuestros rivales!", + "GAUNTLET_DIOGENES_QUESTION": "Combatiré a tu lado, pues ¿de qué sirve en combate un filósofo que no hace daño a nadie?", + "GAUNTLET_DECARTES_ANSWER": "Tu plan me genera dudas, mas la duda es el origen de la sabiduría.", + "GAUNTLET_DIOGENES_DEFAULT": "¿El combate? ¿Los conflictos? No, ¡nada hiere al hombre excepto él mismo!", + "GAUNTLET_DIOGENES_ANSWER": "He de seguir tu ejemplo, pues no sé nada. Nada excepto el mero hecho de mi ignorancia.", + "GAUNTLET_EPICURUS_DEFAULT": "La justicia es un pacto amable para no herir ni ser heridos. Hoy no habrá justicia aquí.", + "GAUNTLET_EPICURUS_ANSWER": "De acuerdo. Tan solo recuerda que el arte de luchar bien y el arte de morir bien son uno.", + "GAUNTLET_EPICURUS_QUESTION.n": "El valor se desarrolla sobreviviendo a tiempos difíciles y enfrentándose a la adversidad. ¡Desarrolla ahora ese valor!", + "GAUNTLET_EPICURUS_QUESTION.m": "El valor se desarrolla sobreviviendo a tiempos difíciles y enfrentándose a la adversidad. ¡Desarrolla ahora ese valor!", + "GAUNTLET_EPICURUS_QUESTION.f": "El valor se desarrolla sobreviviendo a tiempos difíciles y enfrentándose a la adversidad. ¡Desarrolla ahora ese valor!", + "GAUNTLET_KARL_QUESTION": "¡Adelante, tenemos un mundo por ganar! ¡Tenemos que agarrar la victoria por la raíz!", + "GAUNTLET_KARL_DEFAULT": "No tenemos compasión y, por tanto, no se la pediremos a ustedes.", + "GAUNTLET_KARL_ANSWER": "¡Estoy de acuerdo! ¡Las últimas palabras son para los necios que no han hablado lo suficiente!", + "GAUNTLET_PLATO_QUESTION": "El valor consiste en saber lo que no se ha de temer, de modo que ¡luchemos con valor!", + "GAUNTLET_PLATO_DEFAULT": "La medida de un hombre es lo que hace cuando tiene poder. Dime, ¿qué hiciste tú con el tuyo?", + "GAUNTLET_SOCRATES_DEFAULT": "No hay más bien que el conocimiento ni más mal que la ignorancia… Recuérdalo bien.", + "GAUNTLET_SOCRATES_QUESTION": "Cada acción conlleva un placer y un precio. ¡Recuérdalo antes de cada movimiento que hagas!", + "GAUNTLET_PLATO_ANSWER": "Así sea. Luchemos hasta la muerte, pues tan solo los muertos conocen el final de toda guerra.", + "GAUNTLET_SOCRATES_ANSWER": "Confío en tu sabiduría, aun cuando la única sabiduría verdadera consiste en saber que nada se sabe.", + "GAUNTLET_ZHUANGZI_DEFAULT": "Tu vida tiene un límite, pero no hay límites para el conocimiento.", + "GAUNTLET_ZHUANGZI_ANSWER": "La gran sabiduría es generosa, mientras que la sabiduría menor es contenciosa.", + "GAUNTLET_ZHUANGZI_QUESTION": "Deja de ansiar la victoria. Será entonces cuando llegue la transformación.", + "GAUNTLET_MISS_MIMIC_DEFAULT": "PARECES SER UN TENTEMPIÉ APETITOSO.", + "GAUNTLET_KAYLEIGH_QUESTION": "Esto no va a ser fácil. Yo te cubro las espaldas, así que dalo todo, ¿de acuerdo?", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]¡DEBERÍAS DEJAR QUE ME DÉ UN FESTÍN CUANDO HAYAMOS TERMINADO DE JUGAR![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]JI, JI, ¡BUENA IDEA![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "De acuerdo, ¡yo te asistiré!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "¿Cómo es que hay [wave amp=30 freq=5]otra[/wave] yo? ¡Al menos el pelo se me ve muy bien desde aquí!", + "GAUNTLET_MEREDITH_QUESTION": "A ver, se me ocurrió una táctica. Viene a ser algo así: les pegamos más fuerte de lo que ellos puedan pegarnos a nosotros. ¿Cómo lo ves?", + "GAUNTLET_MEREDITH_DEFAULT": "Ah, [shake rate=30 level=10]qué bien[/shake]. A ver en qué lío me metí ahora.", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "Qué sensación tan extraña. Supongo que llegó el momento de enfrentarme a mí misma.", + "GAUNTLET_MEREDITH_ANSWER": "Puf, vamos a perder, ¿verdad?", + "GAUNTLET_EUGENE_DEFAULT": "¿Otro obstáculo que derribar? ¡[shake rate=30 level=10]De lujo[/shake]!", + "GAUNTLET_EUGENE_QUESTION": "¡Vamos a darles duro, compa!", + "GAUNTLET_EUGENE_ANSWER": "¡Un plan de lujo! ¡[shake rate=30 level=10]Que empiece la pelea[/shake]!", + "GAUNTLET_EUGENE_PARTNER_REACTION": "Otro yo, ¿eh? ¿O acaso será algo así como un yo del futuro?[pause] ¿O un yo del pasado?[pause] Bah, da igual; ¡va a morder el polvo!", + "GAUNTLET_FELIX_QUESTION": "Bueno, pues nos toca luchar. ¿Por qué no tomas tú la iniciativa esta vez?", + "GAUNTLET_FELIX_DEFAULT": "No sé si esto habrá sido buena idea.", + "GAUNTLET_FELIX_ANSWER": "De acuerdo, pues seguimos tu plan.", + "GAUNTLET_FELIX_PARTNER_REACTION": "Esto empieza a ser cada vez más raro…", + "GAUNTLET_VIOLA_DEFAULT": "Hay más cosas en el cielo y en la tierra, mi rival, de las que nuestra filosofía es capaz de soñar.", + "GAUNTLET_VIOLA_PARTNER_REACTION": "Enfrentarse al propio ser supone una prueba de carácter… Adelante, pues, ¡combatamos a las sombras!", + "GAUNTLET_VIOLA_QUESTION": "Adelante, ¡combatamos contra nuestros rivales de igual a igual!", + "GAUNTLET_VIOLA_ANSWER": "¡Así sea! ¡Que comience el baile!", + "GAUNTLET_CLEMENCE_DEFAULT": "¡Bonjour! ¿Nos conocemos? Non… ¡Seguro que me acordaría de una cara como la tuya!", + "GAUNTLET_CLEMENCE_QUESTION": "¿Les enseñamos a nuestros [wave amp=30 freq=10]clientes[/wave] lo que es la hospitalidad?", + "GAUNTLET_CLEMENCE_ANSWER": "¡Muy buena idea! Ahora vamos a ver si podemos ponerla en práctica, ¿oui?", + "GAUNTLET_DORIAN_QUESTION": "Bien, ¡[shake rate=30 level=10]tengo un plan[/shake]! Tú distraes a nuestros enemigos para que no intenten pegarme a [shake rate=30 level=10]mí[/shake], y yo me pongo a pensar, a ver si se me ocurre algo mientras tanto. ¿Qué opinas?", + "GAUNTLET_DORIAN_DEFAULT": "No parece que quieras solucionar esto hablando, ¿no? ¡Qué pena!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "Uf, es como ver un fantasma…", + "GAUNTLET_DORIAN_ANSWER": "¡Bueno, lo que tú digas! [shake rate=30 level=10]¡Rocanrol, compas![/shake]", + "GAUNTLET_HOYLAKE_DEFAULT": "Transformarse en monstruo… ¡Qué desagradable! Me duele tener que rebajarme a algo tan bárbaro…", + "GAUNTLET_FRANKIE_QUESTION": "A ver, [wave amp=30 freq=10]compa[/wave], yo me encargo y tú me das una mano. ¡Vamos a ganar, seguro!", + "GAUNTLET_FRANKIE_DEFAULT": "¿[wave amp=30 freq=10]Qué pasa aquí[/wave]? A lo mejor no debería darle demasiadas vueltas a la cabeza… ¡Es hora de un [shake rate=30 level=10]combate alucinante[/shake]!", + "GAUNTLET_FRANKIE_ANSWER": "¡Entendido! Ay, cielos, [shake rate=30 level=10]¡qué ganas![/shake]", + "GAUNTLET_HOYLAKE_ANSWER": "¡Una táctica impecable! ¡Adelante, vamos a enseñar a nuestros rivales cómo se gana con deportividad!", + "GAUNTLET_HOYLAKE_QUESTION": "Hay que analizar su enfoque, teorizar sobre una posible contratáctica, ¡y luego atacar sin vacilación! ¿Qué me dices, camarada?", + "GAUNTLET_JACQUELINE_DEFAULT": "¡De aquí [shake rate=30 level=10]no[/shake] pasas!", + "GAUNTLET_KIRBY_DEFAULT": "¡Esto va a ser un experimento bastante peculiar!", + "GAUNTLET_JACQUELINE_QUESTION": "No tengas piedad de ningún intruso, ¡¿me oyes?!", + "GAUNTLET_JACQUELINE_ANSWER": "Entendido. ¡No bajes la guardia!", + "GAUNTLET_KIRBY_QUESTION": "Voy a desarrollar un plan astuto basándome en el análisis de los ataques que suframos. Tú ataca con todas tus fuerzas, si es posible.", + "GAUNTLET_MERCHANT_DEFAULT": "¿Dónde se supone que estoy [wave amp=30 freq=5]ahora[/wave]? ¡Bueno, para el caso da igual!", + "GAUNTLET_KIRBY_ANSWER": "Buen plan. ¿Empezamos con el experimento?", + "GAUNTLET_PENSBY_QUESTION": "No se me da muy bien pelear, pero puedo darte apoyo con técnicas curativas, si te parece bien.", + "GAUNTLET_MERCHANT_QUESTION": "No entiendo muy bien [wave amp=30 freq=10]qué[/wave] está pasando… ¿Por qué no tomas tú la iniciativa, camarada?", + "GAUNTLET_MERCHANT_ANSWER": "¡Como quieras! Por cierto, ¿no tendrás una camisa de sobra? Me está dando un poco de frío.", + "GAUNTLET_PENSBY_DEFAULT": "Es posible que esto vaya en contra del juramento hipocrático, pero, por esta vez, voy a hacer una excepción.", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]Lo siento, pero tengo que detenerte ya mismo.[/wave]", + "GAUNTLET_PENSBY_ANSWER": "Bueno, tampoco es que yo tenga ningún plan [wave amp=30 freq=10]mejor[/wave].", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]Tenemos que compenetrarnos al máximo si queremos ganar…[/wave]", + "GAUNTLET_VIN_QUESTION": "¡Vamos a [shake rate=30 level=10]arrasar[/shake] con lo que se nos ponga por delante!", + "GAUNTLET_VIN_DEFAULT": "¡Enfréntate a mí, cobarde! ¡[shake rate=30 level=10]Atácame con todo lo que tengas[/shake]!", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]De acuerdo, confío en ti…[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "La luz y la oscuridad se unen, dando así lugar a una sombrita muy agradable.[pause] ¡El combate entre el bien y el mal [wave amp=30 freq=10]da comienzo[/wave]!", + "GAUNTLET_VIN_ANSWER": "Lo que tú digas. ¡Vamos, [shake rate=30 level=10]a muerte[/shake]!", + "GAUNTLET_DOG_DEFAULT": "¡Guau!", + "GAUNTLET_KUNEKO_QUESTION": "¡Vamos a enseñarles a estos seres malignos el [wave amp=30 freq=10]poder imparable de la cooperación[/wave]!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "¡No hay forma de escapar de ti, Kuneko!", + "GAUNTLET_BUFFY_DEFAULT": "¿Cómo estás de forma? Si vamos a pelear, intenta no hacerte ningún esguince, ¿quieres?", + "GAUNTLET_KUNEKO_ANSWER": "¡Entendido! ¡Vamos a abanicarlos con los [wave amp=30 freq=10]vientos del combate[/wave]!", + "GAUNTLET_CODEY_QUESTION": "Voy a desactivar mis [wave amp=30 freq=10]limitadores de poder[/wave] para poder darlo todo, ¿de acuerdo?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]¡Vamos![/wave] ¡Esto va a ser un buen ejercicio!", + "GAUNTLET_BUFFY_QUESTION": "Este es mi plan: ¡yo [wave amp=30 freq=10]hago que se cansen[/wave] y tú rematas la jugada! ¿Qué opinas?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]¿Crees que tienes suerte?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]Voy a ocuparme yo misma de estos zopencos. Tú haz lo que quieras, ¿de acuerdo?[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "Un nuevo desafío, ¿eh? ¡Pues voy a fijar mi poder [shake rate=30 level=10]AL MÁXIMO[/shake]!", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]Tu plan es malísimo.[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "O sea, que el plan se reduce a ganar el combate. De acuerdo, me parece bien.", + "GAUNTLET_DREADFUL_DEFAULT": "Vaya, me [wave amp=30 freq=5]despisté[/wave] cuando viajaba por el plano astral y me pasé mi parada… Me pregunto dónde estaré ahora.", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]¡Hola, hola![/wave] Están escuchando Radio Cybil: ¡estoy transmitiendo en vivo desde un punto que está [wave amp=30 freq=10]fuera del espacio y del tiempo[/wave]!", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]¡Hola, hola![/wave] Hoy nos acompaña alguien a quien estamos a punto de enseñar nuestras habilidades de combate. ¿No es así, compa?", + "GAUNTLET_CYBIL_ANSWER": "¡Te recibo alto y claro! ¡Que empiece la [wave amp=30 freq=10]fiesta[/wave]!", + "GAUNTLET_DREADFUL_QUESTION": "¡[shake rate=30 level=10]Rayos y centellas[/shake]! ¡Estamos ante todo un desafío! Te sugiero que vayamos de frente y nos batamos como si no hubiera mañana. ¿Tú qué opinas?", + "GAUNTLET_GLADIOLA_DEFAULT": "Puede que no sepa [wave amp=30 freq=10]dónde[/wave] ni [wave amp=30 freq=10]cuándo[/wave] estoy, pero ¡siempre estoy dispuesta a enfrentarme a las sombras![pause] ¡Adelante, ataca!", + "GAUNTLET_DREADFUL_ANSWER": "¡De acuerdo, pues a darlo todo!", + "GAUNTLET_GLADIOLA_QUESTION": "Esta vez, no es posible anticiparse a nuestros enemigos.[pause] Ataca sin dudar, ¿entendido?", + "GAUNTLET_HEATHER_DEFAULT": "¡[wave amp=30 freq=10]Soy Olga, la meteoróloga[/wave]![pause] La previsión para hoy: pues… no sé…", + "GAUNTLET_GLADIOLA_ANSWER": "Entendido. ¡Que nuestros enemigos [shake rate=30 level=10]conozcan mi acero[/shake]!", + "GAUNTLET_HEATHER_ANSWER": "¡Buen plan! ¡[wave amp=30 freq=10]Que empiece la tormenta[/wave]!", + "GAUNTLET_HEATHER_QUESTION": "A ver, ¡este es mi plan! Yo los golpeo como un [wave amp=30 freq=10]huracán[/wave], y luego tú te ocupas de provocar [wave amp=30 freq=10]turbulencias[/wave]. ¿Qué te parece?", + "GAUNTLET_JUDAS_DEFAULT": "Objetivo en el punto de mira…", + "GAUNTLET_JUDAS_QUESTION": "Escúchame, diletante: yo apunto a los órganos vitales y tú te encargas del reconocimiento. ¿Entendido?", + "GAUNTLET_LODESTEIN_DEFAULT": "La idea de este combate me resulta [wave amp=30 freq=10]electrizante[/wave]. ¿Empezamos?", + "GAUNTLET_JUDAS_ANSWER": "Entendido. La misión empieza… ¡[shake rate=30 level=10]YA[/shake]!", + "GAUNTLET_LODESTEIN_QUESTION": "Mira, te explico el plan: yo entro [wave amp=30 freq=10]fulminando[/wave] con ataques eléctricos y luego tú les pegas un poco más. ¿Qué te parece?", + "GAUNTLET_LODESTEIN_ANSWER": "Recibido. ¡Vamos a darles una buena sacudida!", + "GAUNTLET_SKIP_DEFAULT": "¡Es la hora de [shake rate=30 level=10]sacar la basura[/shake]!", + "GAUNTLET_SKIP_QUESTION": "¡Tengo la táctica perfecta! ¡[wave amp=30 freq=10]Tiramos[/wave] a nuestros enemigos [wave amp=30 freq=10]a la basura[/wave]! ¿Qué me dices?", + "GAUNTLET_WALLACE_DEFAULT": "Voy a hacer hueco en mi jornada para una [wave amp=30 freq=10]demolición improvisada[/wave]. ¿Por dónde empiezo?", + "GAUNTLET_SKIP_ANSWER": "Buena idea. ¡Vamos a [wave amp=30 freq=10]sacar la basura[/wave]!", + "GAUNTLET_WALLACE_QUESTION": "Yo me encargo de [wave amp=30 freq=10]derribar sus muros[/wave]. Y luego tú les pegas, ¿te parece bien?", + "GAUNTLET_WALLACE_ANSWER": "¡[wave amp=30 freq=10]De acuerdo[/wave]! ¡Vamos a mostrarles de qué estamos hechos!", + "GAUNTLET_ZEDD_DEFAULT": "Me acabo de despertar… ¿Vamos a pelear o algo así?", + "GAUNTLET_ZEDD_QUESTION": "Estoy muy cansado. A lo mejor me duermo una siestita mientras tú tomas la iniciativa, ¿sí?", + "GAUNTLET_CLOWN_DEFAULT": "¡ILUSIONES, ILUSIONES! AH, EN EL FONDO, A NUESTRA MANERA, TODOS SOMOS ILUSIONES, ¿O NO?", + "GAUNTLET_IANTHE_IANTHE1": "No sé [wave amp=30 freq=10]quién[/wave] eres…[pause] pero si crees que puedes con nosotras, te conviene pensarlo dos veces.", + "GAUNTLET_ZEDD_ANSWER": "Eh… Bueno, sí, eso mismo. Adelante con tu plan.", + "GAUNTLET_IANTHE_WILMA2": "¡Me parece que vamos a tener que demostrarle que nos tomamos esto [wave amp=30 freq=10]en serio[/wave], cielo!", + "GAUNTLET_ALEPH_DEFAULT": "¿NOS CONOCEMOS DE ALGÚN LADO? YO DIRÍA QUE NO… Y, SIN EMBARGO, TU CARA ME RESULTA MUY FAMILIAR. ES CURIOSO.", + "GAUNTLET_ALEPH_QUESTION": "TIENE PINTA DE PELELE, ¿NO? HAZME EL FAVOR, ENCÁRGATE TÚ DE LO DE MATAR, ¿QUIERES?", + "GAUNTLET_ALEPH_ANSWER": "TÚ PUEDES HACER LO QUE QUIERAS. YO VOY A MATAR Y LUEGO A MARCHARME DE AQUÍ.", + "GAUNTLET_ALICE_DEFAULT": "AQUÍ TODOS ESTAMOS LOCOS. YO ESTOY LOCA. Y TÚ TAMBIÉN. DE LO CONTRARIO, NO ESTARÍAMOS AQUÍ, ¿NO TE PARECE?", + "GAUNTLET_ALICE_QUESTION": "¡CURIORÍFICO Y RARÍFICO! UN INSECTO SE INTERPONE EN NUESTRO CAMINO. ¿DEBERÍA APLASTARLO?", + "GAUNTLET_ALICE_ANSWER": "¡ACEPTO TU PLAN! ¡QUE LES CORTEN LA CABEZA!", + "GAUNTLET_HELIA_QUESTION": "QUE LA LUZ DEL SOL CAIGA SOBRE ESTOS DOS SERES.", + "GAUNTLET_CUBE_DEFAULT": "EL ÁNGULO IMPERFECTO DE TODAS LAS COSAS. TAMBIÉN LO PERCIBO EN TI. ES UNA ABOMINACIÓN.", + "GAUNTLET_CLOWN_QUESTION": "YO HAGO QUE SE RÍAN Y TÚ HACES QUE LLOREN, ¿TE PARECE BIEN?", + "GAUNTLET_CLOWN_ANSWER": "¡UN PLAN ESTUPENDO! ¡VAMOS A PINTARLES UNA SONRISA EN EL ROSTRO!", + "GAUNTLET_CUBE_QUESTION": "¡HAY QUE HACER RECTOS SUS ÁNGULOS IMPERFECTOS, HAY QUE HACER RECTOS SUS ÁNGULOS IMPERFECTOS!", + "GAUNTLET_CUBE_ANSWER": "DE ACUERDO. VAMOS A CORREGIR SUS IMPERFECCIONES.", + "GAUNTLET_HELIA_DEFAULT.m": "ALLÍ DONDE HAY FUSIONES, ESTOY YO. ¿QUIERES LUCHAR, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.f": "ALLÍ DONDE HAY FUSIONES, ESTOY YO. ¿QUIERES LUCHAR, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.n": "ALLÍ DONDE HAY FUSIONES, ESTOY YO. ¿QUIERES LUCHAR, {player.to_upper}?", + "GAUNTLET_HELIA_ANSWER": "QUE ASÍ SEA.", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "¿TE ATREVES A CUESTIONAR TU PROPIA MORTALIDAD?\\n¿TE ATREVES A COMPRENDER CUÁN FRÁGIL ERES?\\nNO, PORQUE TIENES MIEDO.", + "GAUNTLET_LENNA_DEFAULT": "¿Qué semilla del mundo es esta? ¿Qué línea temporal?[pause] Supongo que poco importa. Si ante mí hay enemigos, ¡lucharé!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "¡SÍ! ¡VAMOS A DARLES UNA MUERTE DEFINITIVA!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "VAMOS A INCULCAR A ESTOS MORTALES EL A MENUDO OLVIDADO MIEDO A LA MUERTE.", + "GAUNTLET_LENNA_ANSWER": "Entendido. ¡Adelante, que choquen las espadas!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "Pasó mucho tiempo desde la última vez que luchamos juntas. ¿Seguro que estás preparada, Paige?", + "GAUNTLET_LENNA_QUESTION": "Todo el mundo tiene algún punto débil. Solo tenemos que golpearlo en el momento adecuado. ¿Me entiendes?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "¡Tranquila, no te preocupes por mí! ¡Además, quiero probar este [wave amp=30 freq=10]walkman tan curioso[/wave] del que me hablaste!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "¿Acaso es mi destino ser solo un obstáculo que otro deba superar, esté donde esté y cuando esté?[pause] ¡Pues yo creo que no!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "No me atan el destino, ni el tiempo, ni nada. ¿[shake rate=30 level=10]Qué importa[/shake] dónde estemos? ¡¿Por qué no íbamos a poder [shake rate=30 level=10]divertirnos[/shake]?!", + "GAUNTLET_MAMMON_DEFAULT": "Puedo ver lo que hay en tu corazón. Deseas avanzar, deseas crecer. Y yo me interpongo en tu camino.", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "Me parece bien. ¡Vamos a enseñarles lo que es el [shake rate=30 level=10]fin de la partida[/shake] de verdad!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "No me atan el destino, ni el tiempo, ni nada. ¿[shake rate=30 level=10]Qué importa[/shake] dónde estemos? ¡¿Por qué no íbamos a poder [shake rate=30 level=10]divertirnos[/shake]?!", + "GAUNTLET_SHADOW_LENNA_ANSWER": "Bueno, por mí bien. ¡Vamos a [shake rate=30 level=10]divertirnos[/shake]!", + "GAUNTLET_MAMMON_QUESTION.n": "Este ser humano desea avanzar, y nosotros nos interponemos en su camino. De modo que nuestra función es detener su avance por la fuerza.", + "GAUNTLET_MAMMON_QUESTION.m": "Este ser humano desea avanzar, y nosotros nos interponemos en su camino. De modo que nuestra función es detener su avance por la fuerza.", + "GAUNTLET_MAMMON_QUESTION.f": "Este ser humano desea avanzar, y nosotros nos interponemos en su camino. De modo que nuestra función es detener su avance por la fuerza.", + "GAUNTLET_MAMMON_ANSWER": "Estoy de acuerdo con tu estratagema. Veremos si nuestros enemigos pueden sobreponerse a ella.", + "GAUNTLET_MORGANTE_DEFAULT": "POCO IMPORTA SI LLEGAN A MÍ CON UNA ESPADA EN LA MANO O SI SU ARMA ES UN WALKMAN. LOS HUMANOS NUNCA CAMBIAN.", + "GAUNTLET_MAMMON_EUGENE_REACTION": "Conque quieres la revancha, ¿eh? ¡[shake rate=30 level=10]Adelante[/shake]!", + "GAUNTLET_MORGANTE_ANSWER": "QUE ASÍ SEA.", + "GAUNTLET_MORGANTE_QUESTION": "NO NECESITO LA AYUDA DE NADIE PARA DESATAR EL VERDADERO PODER DE LA REBELDÍA. DÉJAME A MÍ.", + "GAUNTLET_PUPPET_DEFAULT": "¿SON MIS MARIONETAS? NO, SOLO SERES HUMANOS PERDIDOS.\\nA LO MEJOR JUEGO CON USTEDES DE TODAS FORMAS.", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "¿VIENEN A ARDER POR MÍ?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "QUE ASÍ SEA, Y QUE ESTOS SERES HUMANOS VEAN LA LUZ.", + "GAUNTLET_MOURNINGSTAR_QUESTION": "VAMOS A HACER QUE ARDAN BAJO LA LUZ CELESTIAL.", + "GAUNTLET_MONARCH_DEFAULT": "VENGAN Y CONSUMIRÉ SUS ALMAS VACÍAS.", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "Argh, otra vez esa cosa.", + "GAUNTLET_ROBIN_QUESTION": "DEBO DARLE A NUESTRO ANSIOSO PÚBLICO UNA ÓPERA LLENA DE TERRORES NOCTURNOS. ¿QUÉ OPINAN USTEDES?", + "GAUNTLET_ROBIN_DEFAULT": "DE AQUÍ PARA ALLÁ, DE AQUÍ PARA ALLÁ.\\nDOY MIEDO EN EL CAMPO, Y EN LA CIUDAD TAMBIÉN.", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "Vaya, [wave amp=30 freq=10]qué paliza[/wave] le diste a mi viejo caparazón.", + "GAUNTLET_ROBIN_ANSWER": "¡TODO ESTÁ PRESTO! ¡QUE COMIENCE EL ESPECTÁCULO!", + "GAUNTLET_TOWER_DEFAULT": "MI VERDAD ES SUPERIOR A TU VERDAD. ¡ABRÁZALA!", + "GAUNTLET_TOWER_QUESTION": "¡VAMOS A ILUMINAR A ESTOS SERES HUMANOS CON LA LUZ DE LA IGNORANCIA!", + "GAUNTLET_TOWER_ANSWER": "¡TU PLAN ES BUENO!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "¡Pero ahora me toca a mí divertirme!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "La Merlínea y yo hemos observado tus avances en el reto con gran placer.", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "Derrótame si puedes, {player}. Y más te vale darlo todo, ¡porque la Merlínea me otorga Su poder!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "A mí ya se me estaba quedando pequeño; puedes quedártelo. Yo ya me cambié a uno más grande. ¿Qué te parece?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "¡Toma, te lo ganaste!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "¡Tengo un aspecto [wave amp=30 freq=10]mágico[/wave]!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "A partir de ahora, tus rivales serán cada vez más fuertes. ¡Tengo muchas ganas de ver cuánto logras avanzar!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "Huele un poco raro…", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "¡Va a ser pan comido!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "Nuestro rival es un… ¿trafikangrejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]¡Creaste un monstruo![pause] ¡Y hoy la creación destruirá a quien la creó!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "Parece más grande de lo normal…", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]¿Te acuerdas de mí, {player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "Pues…", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]¿Te acuerdas de mí, aquel trafikangrejo [wave amp=30 freq=10]insignificante[/wave] al que aplastaste cruelmente en mitad de la arena la primera vez que llegaste a Nueva Wirral?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "¡Gracias por jugar a nuestro juego! ¿Te gustó?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]En el momento en que entramos en contacto, tu sombra, las peores partes de ti, las que niegas que existen, quedó grabada en mí y me otorgó una mente.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]En el momento en que entramos en contacto, tu sombra, las peores partes de ti, las que niegas que existen, quedó grabada en mí y me otorgó una mente.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]Durante un tiempo, te estuve siguiendo los pasos, observándote desde las sombras de Villapuerto mientras tú y tus compinches planeaban destruir a todos los monstruos. Desde entonces, estuve preparándome para este momento: ¡nuestro combate final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]En el momento en que entramos en contacto, tu sombra, las peores partes de ti, las que niegas que existen, quedó grabada en mí y me otorgó una mente.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]¡Creaste un monstruo![pause] ¡Y hoy la creación destruirá a quien la creó!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]Durante un tiempo, te estuve siguiendo los pasos, observándote desde las sombras de Villapuerto mientras tú y tus compinches planeaban destruir a todos los monstruos. Desde entonces, estuve preparándome para este momento: ¡nuestro combate final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]Durante un tiempo, te estuve siguiendo los pasos, observándote desde las sombras de Villapuerto mientras tú y tus compinches planeaban destruir a todos los monstruos. Desde entonces, estuve preparándome para este momento: ¡nuestro combate final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]¿Mi estrategia?[pause] [wave amp=30 freq=10]¡Muy sencilla![pause] ¡Matanza indiscriminada y sin piedad!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]Viajé por toda Nueva Wirral, y también a otros mundos más allá. Luché contra todo tipo de bestias, arcángeles y humanos. ¡Maté a [wave amp=30 freq=10]millones[/wave]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]¡Creaste un monstruo![pause] ¡Y hoy la creación destruirá a quien la creó!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "¡[shake rate=30 level=10]El Rey Rojo me otorga su poder[/shake]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "¡[shake rate=30 level=10]Puede que solo exista de forma potencial, pero sé que la furia que habita en mi corazón es real[/shake]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]Estudié tus tácticas, {player}. ¡No creas que te será tan fácil vencerme esta vez!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]Te [wave amp=30 freq=10]mataré[/wave], {player}, solo que no será hoy…", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "¡Gracias por jugar a nuestro juego! ¿Te gustó?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "¡Gracias por jugar a nuestro juego! ¿Te gustó?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "Pues no mucho… Es broma, ¡sí!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "¡Sí!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "Pero ¡¿qué…?! ¡¿Por qué no puedo decir que no?!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "¡Genial! ¡Déjanos una reseña, que eso nos ayuda mucho! Y luego sigue con esta conversación y te daremos una sorpresa.", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "¡Ya dejé la reseña!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "Estupendo, pues ahora prepárate, porque te vamos a estropear la diversión. Añadí errores y movimientos desequilibrados solo para este combate. ¡Espero que no confiaras en que fuéramos a jugar limpio!", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "¡Vamos a poner un poco de música increíble!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "Trabajamos mucho mejor cuando lo hacemos juntos…", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "Ja, ¡esto acaba de empezar!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "Puf, qué agobio de música. ¡Vamos a cambiarla!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "CADA MOMENTO DE FRUSTRACIÓN,[pause] CADA PEQUEÑO INCONVENIENTE,[pause] ¡TODO ES ADREDE!\\n\\n¡SOLO QUEREMOS ESTROPEARTE LA DIVERSIÓN!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "AÚN NO HEMOS COMPROBADO QUÉ TAL FUNCIONA ESTE MOVIMIENTO.\\n\\n¡A VER QUÉ PASA!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "¡Sol! ¡No esperaba verte aquí!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "EH… SÍ, FUNCIONA TAL COMO… ESPERÁBAMOS.", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "¡¿Q-QUÉ?![pause]\\n\\nESTE…[pause] O SEA…[pause] ¡BIEN HECHO!\\n¡SUPERASTE NUESTRA PRUEBA!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]Ah, {player}, ¡viniste! Gracias…[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "Que no se te suba a la cabeza. Todo lo que acaba de pasar salió exactamente como lo habíamos planeado.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "Aunque…[pause] No, mira, te lo voy a subir.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "Por cierto, si sigues con el reto, a partir de aquí tus rivales van a llegar a tener el nivel máximo.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "¡No olvides modificar a tu gusto la opción de adaptación del nivel si los combates de fuera del reto se vuelven demasiado fáciles!", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "¡Ya está! Ahora el nivel máximo es 999. Ya puedes seguir jugando.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "Si ven algo, lo más seguro es que no esté ahí. Si lo ven, mátenlo y asunto resuelto.", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "Aviso a nuestros viajeros", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "Ayúdennos a evitar el contagio psíquico. Pueden encontrar dispensadores de gel hidromental en todas las salidas.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "No se separen en ningún momento de sus pertenencias. Si encontramos un equipaje desatendido, lo invitaremos a una buena cena.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "Próxima salida del tren en dirección a: Crewe, Montolmo, Jekyll & Hyde Park, ¿¿¿???, Cambarelot, Protowirral, cualquier parte, ninguna parte y AAAAAAAAAA.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "Debido a un estado de saturación excepcional en nuestra próxima parada, prevemos que la llegada a Crewe sufra un retraso de aproximadamente 12 361 años.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "Si un número infinito numerable de personas mayores, personas con discapacidad o embarazadas accede al tren, les rogamos que les cedan su asiento y se cambien a aquel cuyo número resulte de multiplicar por dos el número de su asiento actual.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "Próxima parada: Crewe. Rogamos a quienes tengan intención de apearse en ella que respeten las costumbres propias de la zona y adopten forma humana.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "En caso de que se produzca una despresurización inesperada, se les proporcionará una máscara de oxígeno de forma automática. Si usted requiere dióxido de azufre, le rogamos que se comunique telepáticamente con un miembro de nuestro personal.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "Si por cualquier motivo el tren tuviera que efectuar una parada imprevista en un mundo muerto, no se apeen bajo ningún concepto. Mantengan brazos, piernas y cualesquiera otras extremidades dentro del vehículo hasta que este empiece a moverse de nuevo.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "En caso de que se produzca una emergencia, activen la alarma de emergencia:\\nPaso 1: Levanten la cubierta. Paso 2: Tiren de la palanca. Paso 3: Esperen la muerte.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "Les rogamos que eviten el contacto visual con otros pasajeros. No intenten establecer ningún tipo de comunicación. No obedecer esta norma puede suponer penas de cárcel de un bucle temporal, además de una multa de 2000 libras esterlinas.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "Si no se sienten bien, les rogamos que se comuniquen telepáticamente con un miembro del personal para que pueda acompañarlos hasta el mundo de cuarentena más cercano.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "Al subir a este tren, están otorgando su consentimiento para la recopilación de sus datos intrapersonales.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "Este tren está protegido por un sistema de CCTTTV. Por su seguridad, se vigilará la incidencia de curvas cerradas de tipo tiempo con el objetivo de evitar rupturas de la causalidad.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "Se les advierte que en este tren se ha detectado la actividad de carteristas y seres potenciales. Se ruega, por tanto, que protejan adecuadamente su condición de seres reales.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "Se ruega que se abstengan de cuestionar su existencia mientras permanezcan a bordo de este tren.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "Este es un tren libre de humo. La combustión espontánea conlleva una multa de 2000 libras esterlinas.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "Los espejos que se transporten en este tren deberán mantenerse tapados en todo momento.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "Si ven un doppelgänger de ustedes mismos hecho de sombras y con los ojos rojos, informen inmediatamente a un miembro de nuestro personal.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "Debido al aumento de la incidencia de ########, este tren va a ser desviado a la estación de Crewe. Lamentamos las molestias que ello, sin duda, les ocasionará.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "Los tulpas deberán ir atados con una correa en todo momento.", + "RANGER_TRADER_STICKER_FUSION2": "Ya dominas por completo la fusión de monstruos, pero ¿qué te parecería poder también [wave amp=30 freq=10]fusionar tus calcomanías[/wave]?", + "RANGER_TRADER_STICKER_FUSION1": "Hola, cielo, hoy estoy prestando un servicio nuevo que a lo mejor te interesa.", + "RANGER_TRADER_STICKER_FUSION3": "Eliges una calcomanía para quedarte con su efecto principal, y luego otra para quedarte con sus atributos inusuales y poco frecuentes. ¡Y las dos calcomanías se combinan para crear otra que tiene lo mejor de cada una!", + "RANGER_TRADER_STICKER_FUSION4": "La fusión de calcomanías es permanente, de modo que no recuperarás las calcomanías originales. Aun así, si eliges bien, ¡las calcomanías fusionadas pueden convertir hasta la cinta más débil en una bestia imparable!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]Hola… {player}…[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "En fin, ¿en qué puedo ayudarte?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "¿Qué hay de nuevo, Sol?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]{player}, tengo que hacer una cosa…[pause] para atar los cabos sueltos…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "¿Cabos sueltos?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]Hay una cosa sobre lo de ser \\\"terrateniente\\\" que no te conté…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "¿Qué quieres decir?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]Esa bestia que nos daba órdenes, \\\"Mammón\\\"… estaba conectada con nosotros, y todos estábamos conectados unos con otros… como si hubiera un hilo telefónico invisible…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]Pero el arcángel… Mammón… ya no está. Ya no me resuenan sus órdenes en la cabeza.[pause] Pero aún escucho los pensamientos de los demás terratenientes…[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "Creo que lo entiendo. Tenían una red mental que los vinculaba a todos, y ese vínculo sigue ahí, aun cuando tú ya no seas [wave amp=20 freq=5]como ellos[/wave].", + "SUNNY_QUEST_INTRO_MEREDITH6": "¿Dices que están todos conectados? ¿Como con un vínculo telepático o algo así? Bueno, por ahora te sigo.", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "¡¿Escuchas sus pensamientos?!", + "SUNNY_QUEST_INTRO_FELIX6": "Ah, entonces ¿los demás terratenientes y tú tienen una especie de conexión telepática?", + "SUNNY_QUEST_INTRO_VIOLA6": "Lo entiendo. Aun cuando sea por demás curioso.", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}… los otros…[pause] Los terratenientes…[pause] están planeando algo.[pause] Ya no tienen motivos para seguir siendo terratenientes, pero no saben cómo cambiar…[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]Sus voces hablan del monte Wirral… Creo que se están organizando ahí arriba.[pause] Tengo que averiguar qué se traen entre manos… {player}, ¿podrías encontrarte conmigo allí?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "Bueno.[pause] Supongo que deberíamos intentar ayudar a la chica zombi, ¿no?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "Me alegro de que Sol haya decidido ir por su cuenta. ¡Hace muy bien!", + "SUNNY_QUEST_INTRO_EUGENE9": "Bueno, pues ¡vamos a ayudar a Sol! Es increíble lo mucho que ha cambiado, ¿eh?", + "SUNNY_QUEST_INTRO_VIOLA9": "Confío en que nuestra bienamada Sol no se halle en dificultades. ¿Quizás fuera de recibo ofrecerle nuestra ayuda?", + "SUNNY_QUEST_INTRO_FELIX9": "Yo diría que la idea de ayudarla suena interesante, ¿no te parece?", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]Ah, {player}, ¡viniste! Gracias…[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]Ah, ¿trajiste clientes? Hiciste una inversión de lo más curiosa…[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]Ah, {player}, ¡viniste! Gracias…[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]Y ya no tienen que actuar de esa manera… Ahora son libres.[pause] Ahora todos somos libres…[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]No… ¡No lo entiendes! ¡Las personas no son \\\"inversiones\\\"!…[pause] Las personas son personas…[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]No sé qué están planeando, ¡pero todos podemos elegir ser lo que queramos en lugar de ser \\\"terratenientes\\\"![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "¡Bien dicho, compa!", + "SUNNY_QUEST_PART1_KAYLEIGH6": "¡Esa es nuestra Sol!", + "SUNNY_QUEST_PART1_EUGENE6": "¡Así se habla, Sol! Tienes toda la razón.", + "SUNNY_QUEST_PART1_VIOLA6": "¡No hay duda de que hallaste tu propia voz, mi querida Sol!", + "SUNNY_QUEST_PART1_FELIX6": "¡Eso es!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]No pienso quedarme mirando, {player}… ¡Este combate también es cosa mía![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]¡Te vamos a dar un curso acelerado de economía![/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]¡Perdiste tu espíritu emprendedor, terrateniente![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]Ay… Aquí ya terminamos.[pause] Es hora de marcar tarjeta y largarse, que tenemos cosas que hacer en otro sitio…[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "¡Estuviste [wave amp=20 freq=5]increíble[/wave], Sol!", + "SUNNY_QUEST_PART1_VIOLA11": "¡Fue una actuación impecable por parte de nuestra querida Sol!", + "SUNNY_QUEST_PART1_EUGENE11": "¡Fue [shake rate=30 level=10]alucinante[/shake], Sol! ¡Repartiste palos como una campeona!", + "SUNNY_QUEST_PART1_MEREDITH11": "Me encanta esa forma de monstruo, Sol.", + "SUNNY_QUEST_PART1_FELIX11": "¡Me encanta esa forma de monstruo, Sol!", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "¿De dónde sacaste esa cinta de monstruo?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "¿Qué cinta de monstruo era esa?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]Me la regaló Ianthe cuando le conté mi plan para enfrentarme a los terratenientes…[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]La rueda…[pause] No es más que una rueda enorme, una rueda de verdad… No lo entiendo…[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]¿Qué…? \\\"La rueda que hay bajo la vieja sede\\\"…[pause] ¿Qué quiere decir eso?…[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]Tenían reuniones por esta zona… Debe haber alguna pista sobre lo que quieren hacer…[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]¡Ah! La vieja sede del pantano… ¡Hay algo allí debajo![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}… Por favor, ven conmigo a la antigua base de los terratenientes, la que destruyeron Eugene y tú… Creo que los terratenientes están allí…[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]Tengo que hacerlo… Tengo que detenerlos y dejar atrás esa vida de una vez y para siempre…[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]Si te soy sincera, la idea me… entusiasma…[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]¿Qué…? Esta puerta tiene una especie de dispositivo. ¿Será para evitar que entren intrusos? Vamos a ver…[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]Creo que deberíamos adentrarnos más…[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]¡Parece que cree que soy una terrateniente! Entremos, {player}.[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]Los demás terratenientes están todos aquí… Tienen que estar aquí por algún motivo.[pause] Es algo sobre una… ¿\\\"rueda\\\"?[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]¡Tú…[pause], terrateniente![pause] ¡No llevas el uniforme adecuado! ¡Voy a notificárselo a Recursos Humanos![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]Ahora que me fijo, a lo mejor sí que llevas ropa de trabajo adecuada…[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]Malditos legisladores…[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]¿Viniste a detener nuestros planes de expansión corporativa? ¡Detesto a los que van con el cuento a las autoridades![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]¡La rueda nos presenta una oportunidad apasionante para nuestros futuros negocios! ¡Creo que nuestras acciones están a punto de subir![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]¿Estás haciendo espionaje industrial? ¡Eso va en contra de las normas de la empresa![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]Mis acciones se desploman…[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]Las voces… Los terratenientes están entusiasmados por algo que hay más adelante… ¡Percibo su entusiasmo![/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]Aun así… va contra las normas de la empresa…[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]Tenemos que avanzar…[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]¿No les parece hermosa? Contémplenla. Es el futuro de la Asociación de Terratenientes: ¡la rueda![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]Cuando nuestro antiguo presidente fue…[pause] derrocado…[pause] la sede de los terratenientes se hundió hasta las profundidades de la isla, junto con muchos de sus empleados…[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]Pero aquí abajo, en la oscuridad, es donde la encontramos. Una nueva oportunidad para todos nosotros…[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "¿Qué se supone que hace?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "¿Para qué les va a servir a ustedes eso?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]La rueda es una parte olvidada de un todo mayor, algo muy poderoso que reside bajo esta isla…[pause] Un poder que se extiende a lo largo de muchos mundos…[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "¡La Merlínea!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "¿Quieres decir que es de uno de los trenes de la Merlínea?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]El \\\"vínculo\\\" que nos conecta a los terratenientes… ¿Acaso esa rueda podría ampliarlo?…[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]Somos receptáculos vacíos, creados por el arcángel Mammón para servirlo,[pause] ¿o no es así?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]Dime, excompañera…[pause] ¿Sabes qué somos en realidad los terratenientes?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]No… ¡Un arcángel no puede \\\"crear\\\" cosas! Solo puede tomarlas y rehacerlas… ¡La rueda te mostrará la verdad![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]Entonces… ¿de dónde provenimos?…[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]La rueda puede conectarnos con otros tiempos, con otros lugares… Con otros terratenientes.[pause] Con ella… podemos establecer comunicación… negociar fusiones…[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player}, ¡pretenden conectarse con otros mundos para traer nuevos terratenientes aquí![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]¡Exacto![pause] ¡Vamos a expandir nuestras operaciones de negocios![pause] ¡Contratación en masa! ¡¡Expansión agresiva!![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]¡No, de eso nada! ¡No se lo permitiré![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]¡¿Qué?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]¡¡¡Voy a reclutar refuerzos venidos del otro extremo del cosmos!!![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "No sé si esto es bueno para ti…", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]¡Vamos a poner fin a esto![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]Ah, eso es, un toro aguerrido y presto a defender nuestro capital…[pause] ¡Qué apropiado! ¡Es ideal![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}…[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]No pienso dejar que nadie me diga lo que tengo que ser…[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]¡Solo tengo que ser yo misma![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]Los vencimos… Tú y yo…[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]¿La rueda puede enseñarme la \\\"verdad\\\"?… ¿Qué quiso decir?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]Quiero saber qué soy exactamente…[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "¿Podemos confiar en él?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "Tal vez esa cosa sea peligrosa…", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]Lo entiendo…[pause] Los hilos… que nos conectan a todos, los tengo tan cerca de los dedos que casi podría agarrarlos…[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]La vi, apenas un momento… ¿Esa era yo? ¿Es esa quien yo era?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "¿Estás bien, Sol?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]Estoy muy cerca… Tengo que ir más allá…[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]Se concentraba tanto en su trabajo que terminó perdida. Era infeliz…[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]Este cuerpo… Mi cuerpo una vez fue otra persona. Tenía su propia vida, pero no la vivía…[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]Eso la convirtió en un blanco fácil para Mammón. Él la tomó… La tomó y la convirtió en un receptáculo vacío.[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]La convirtió en mí…[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]Tiene que haber más… Más sentido, más respuestas en el cosmos… Solo tengo que mirar más allá…[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]¡Aaah![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "¡Ten cuidado, Sol!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "Deberías parar ya.", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]Ay, creo que exploré demasiado el cosmos. Por un momento, terminé perdida en él…[pause] Lo siento.[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]¡¡¡No!!![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player}, deberíamos irnos. Creo que aquí ya terminamos…[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "¿Estás bien?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "¿Encontraste lo que buscabas?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]Pues…[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]La rueda…[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]Lo viste, ¿verdad?[pause] ¿Tu génesis?[pause] ¿El momento en el que se te eligió para cumplir con tu verdadero propósito? [pause]¿El momento en el que se te eligió para ser aquello que debías ser?[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]Soy… Soy…[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]Soy Sol. No soy nada más. No importa lo que los demás digan que debo ser.[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]Soy simplemente Sol.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]Por favor, {player}, enséñame cosas. ¡Cosas nuevas! ¡Hay mucho por ver![pause] Ya sé que tu intención es marcharte de Nueva Wirral, pero…[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]A lo mejor tú deberías dejar de ser un terrateniente solo porque te dijeron que es lo que eres y probar a ser tú, para variar.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]Creo que… saber que este…[pause] cuerpo… [pause]era otra persona incluso antes de convertirme en terrateniente…[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]…[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "Me parece que los monstruos solo existen en Nueva Wirral.", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]No me hace sentir nada distinto. Quiero seguir aprendiendo lo que significa ser yo, tal y como soy ahora.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]Sé a ciencia cierta que \\\"la otra yo\\\" lo entendería.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]Quiero divertirme,[pause] ¿de acuerdo?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "Sol te hace un montón de preguntas sobre cómo era la vida en tu mundo.", + "RESTING_SUNNY_PLATONIC_2": "Sol te cuenta un sueño que tuvo hace poco.", + "RESTING_SUNNY_PLATONIC_3": "Sol se queda sentada en silencio, con una expresión alegre.", + "RESTING_SUNNY_DATING_1": "Sol te habla de forma apasionada sobre lo que opina de la vida.", + "RESTING_SUNNY_PLATONIC_5": "Sol te cuenta entusiasmada las cosas nuevas que descubrió hace poco sobre Villapuerto.", + "RESTING_SUNNY_PLATONIC_4": "Sol y tú disfrutan de una conversación distendida.", + "RESTING_SUNNY_DATING_2": "Sol te pregunta por tus gustos en cuanto a la ropa (por simple curiosidad).", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]Parece que a la gente le gusta mucho eso de consumir comida, ¿no?[/wave]", + "RESTING_SUNNY_DATING_3": "Sol se limita a sentarse junto a ti sin decir nada, pero es evidente que está a gusto.", + "RESTING_SUNNY_DATING_4": "Sol no dice casi nada, pero parece muy contenta por estar ahí contigo.", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]Tú, por ejemplo, ¡lo haces al menos una vez al día![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "¿Eh?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "¿Qué quieres decir?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "¡Porque hay que hacerlo!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "¡Hay que comer para poder sobrevivir!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]¿Ah, sí?… Qué raro…[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]No parece que yo tenga ningún problema si no como nada en absoluto.[/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]A lo mejor soy más distinta del resto de la gente de lo que pensaba…[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]¿Es tan hermoso el cielo de tu mundo como el de aquí, {player}?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "Es… muy distinto.", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]Durante el día, el sol va surcando el cielo junto a esa luna de azabache… Y, por la noche, esa misma luna consume las luces brillantes que bailan juntas…[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "Se parece, aunque no mucho.", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]Es maravilloso, ¿no te parece?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "¡Es genial!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "La verdad es que me da miedito.", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]Je, je… Ya sabía que ibas a estar de acuerdo. Es \\\"genial\\\", sí…[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]Je, je… Ya sabía que ibas a estar de acuerdo. Es \\\"genial\\\", sí…[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]Je, je… A lo mejor es que es muy distinto a lo que tienes costumbre de ver…[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]Je, je… Ya sabía que ibas a estar de acuerdo. Es \\\"genial\\\", sí…[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]Je, je… A lo mejor es que es muy distinto a lo que tienes costumbre de ver…[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]Je, je… A lo mejor es que es muy distinto a lo que tienes costumbre de ver…[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]Dime, {player}… ¿En tu mundo también hay una cafetería como esta?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "En realidad hay muchísimas.", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]¿Hay muchas cafeterías? Vaya, me cuesta imaginarlo…[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "Pues no. ¡Esta es la única que conozco!", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]¡Vaya![pause] ¡Pues entonces debe encantarte este sitio![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]Kayleigh y tú… tienen una especie de conexión, ¿no es así?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "¡Pues sí!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]Eso me parecía a mí. Me alegro de que dos de las personas que me importan se lleven tan bien…[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "Supongo que podría decirse que sí.", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]Eso me parecía a mí. Me alegro de que dos de las personas que me importan se lleven tan bien…[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]Eso me parecía a mí. Me alegro de que dos de las personas que me importan se lleven tan bien…[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]Aunque yo no tengo un vínculo parecido con nadie, supongo que me gustaría…[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]Eugene y tú hacen buenas migas, ¿no?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "¡Pues sí!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]Eso me parecía a mí. Eugene tiene mucha seguridad en sí mismo para algunas cosas, pero no tanta para otras… Creo que tú eres una persona que podría sacar lo mejor de él…[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "Supongo que podría decirse que sí.", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]Creo que hacen una buena pareja…[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]Cuando estoy así, sintiendo el viento…[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]Me da la sensación de que… la mujer que era dueña de este cuerpo nunca tuvo ocasión de sentir el viento en el pelo como yo ahora…[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]A lo mejor, a mi manera, estoy recuperando el tiempo perdido.[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]Se me hace raro pensar que muchos de los habitantes de esta isla se perdieron…[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]Si lo entendí bien, ¿los hacen las personas?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]Al fin y al cabo, yo no me perdí. Aquí es donde me encontré a mí misma…[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]Eso es lo que dijo Kayleigh que todo el mundo tiene oportunidad de hacer en Nueva Wirral, ¿no? ¿Tú crees que todo el mundo merece una segunda oportunidad en la vida?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "Yo creo que sí.", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]Nueva Wirral… Un lugar donde uno puede perderse para siempre[pause] o encontrarse para siempre…[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]Empezar de cero…[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "No todo el mundo.", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]Sí, yo también creo eso…[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]Alguien que no merezca una segunda oportunidad en la vida… No creo que quiera conocer a nadie así…[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]Los \\\"arcángeles\\\"[pause], como Mammón…[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "Más o menos.", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "¿Una amiga?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "Se podría decir así.", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]Vaya…[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]Un arcángel parece muchísimo más poderoso que un humano… pero creo que ese no es el enfoque correcto…[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]Cuando veo cómo colabora la gente de Villapuerto, son como un todo…[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]Quizá un arcángel sea poderoso, ¡pero dudo mucho que ningún arcángel sea rival para todas las personas trabajando codo con codo![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]Hay algo que llevo tiempo preguntándome…[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]Me pregunto si construyendo un barco y navegando lejos de aquí se podrían encontrar más islas como esta…[/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]Este mar que rodea Nueva Wirral…[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]¡A lo mejor hago eso algún día, cuando mi corazón ansíe ver tierras nuevas![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]Si hubo otra persona que vivió en mi cuerpo antes que yo, ¿habré heredado también sus gustos?…[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]Me… gusta el aspecto que tienes cuando te ilumina el fuego, {player}…[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]¿O esos son solo míos?[pause] La verdad es que no lo sé…[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]Las llamas que se te reflejan en los ojos… Puede parecer una tontería, pero es como si viera todo un mundo dentro de ti…[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]Quizá sea el mundo del que viniste… Como si hubieras guardado una parte de él dentro de ti todo este tiempo, para que te guíe a casa…[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]Mi yo del pasado… la persona que una vez vivió en mi cuerpo…[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]…[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]Parecía muy infeliz…[pause] Me parece muy triste vivir una vida infeliz y no ser capaz de cambiarla…[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]{player}, prométeme que tú siempre vivirás tan feliz como te sea posible…[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "Allí no hay.", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]¿Cómo son los monstruos de tu mundo, {player}?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]No dejes que tu mundo te cambie, ni que te convierta en alguien que no eres… ¿De acuerdo?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]¿Qué…? ¿En serio?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]No me había dado cuenta…[pause] Supongo que eso explica muchas cosas…[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "Sí.", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]¿Hay más ropa en tu mundo que en este, {player}?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]¡¿De verdad?![/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "Muchísima más.", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]Entonces, si lo entiendo bien… esta isla la hizo y la guarda un arcángel que se hace llamar \\\"la Merlínea\\\"… ¿Es así?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]Aunque…[pause] Yo acabo de descubrir cómo me gusta vestirme… No sé si estoy lista para cambiar de estilo…[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "Eso parece.", + "SUNNY_CONVO16_SUNNY1_OPTION2": "Eso mismo.", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]Bien, ¡pues para la próxima vez procuraré pensar en unas cuantas preguntas mejores que hacerte![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]Ese arcángel debe haber tenido un motivo para hacer todo esto…[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]Pero también es posible… que sus motivos superen nuestra capacidad de comprensión.[/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]Sea como sea, no creo que sea algo que deba preocuparnos. Nos depare lo que nos depare el futuro, nos las arreglaremos…[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]Nuestra nueva amiga, Abra… ¡Nunca había visto a nadie que se vistiera como ella![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]Conque Abra es un arcángel…[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]Me pregunto si le gustaría ser amiga mía…[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]Debe haberse sentido muy sola aquí, en mitad de este embarcadero… Espero que pueda encontrar la felicidad…[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]Nadie merece sentirse así…[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]Oye, {player}, cuéntame algo. Algo sobre tu mundo.[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "¿Eh?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "¿Mi mundo?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]¡Sí! Tu mundo es muy antiguo, ¿no? Nueva Wirral es bastante reciente. Me dijeron que Villapuerto solo existe desde hace dos o tres generaciones…[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "Le haces a Sol un breve resumen de la historia de la Tierra.[pause] Te saltas casi todos los detalles, pero eso da igual.", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]¡Cuéntame la historia de tu mundo, por favor![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]Vaya, es… impresionante.[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]Cuando pienso en esta isla y en el lugar de donde vengo… De la persona que fui una vez en otro mundo, de ser luego terrateniente y luego a encontrarme contigo aquí…[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]Casi soy capaz de ver el hilo de la historia que me ha llevado a ser yo,[pause] a estar aquí[pause] ahora mismo.[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]¿Te parece que tiene sentido? ¿Tú también… ves los hilos de la historia de tu mundo que te han llevado a ser quien eres ahora?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]¿Te parece que tiene sentido? ¿Tú también… ves los hilos de la historia de tu mundo que te han llevado a ser quien eres ahora?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]¿Te parece que tiene sentido? ¿Tú también… ves los hilos de la historia de tu mundo que te han llevado a ser quien eres ahora?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "¡Pues no, la verdad!", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]¡Qué bien! ¡Me alegro! No estaba segura de si era una pregunta tonta.[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "Eh… Sí, supongo.", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]Bueno, no te preocupes… De todas formas, ¡era una pregunta tonta![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]Aún estoy aprendiendo lo que significa ser uno mismo. Parte de ello tiene que ver con nuestra historia, pero es solo una parte…[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]Cuando pienso en la humana que fui una vez…[pause] la mujer que vivió primero en mi cuerpo… Me pregunto cómo influyó en ella su historia…[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]A lo mejor no estoy haciendo las preguntas correctas… ¡A lo mejor necesito preguntarte más cosas sobre el presente y no sobre el pasado![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "Parece buena idea.", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]En tu mundo hay un montón de gente… ¿no? Al menos… mucha más que en esta isla.[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "Yo creo que sí.", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]Oye, {player}…[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]No te preocupes, que eso lo entiendo. Los demás terratenientes y yo… no somos amigos.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "Pues sí, ¡supongo que sí!", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]Debes haberte cruzado con mucha más gente de la que podrías llegar a conocer bien.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "¡Ya lo creo!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]¿Y eso no te hace sentir triste? ¿Pensar que hay amistades que a lo mejor te estás perdiendo?…[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]Aunque… Supongo que muchas de esas personas no resultarían ser amigas tuyas. No todo el mundo es capaz de conectar con todo el mundo…[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "Así es.", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "No, está claro que no.", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]La función que se les encomienda es tan rígida, tan imposible de cambiar, que no son capaces de imaginarse la vida de otra manera…[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]Pero saber que quizá la gente no conecte contigo, o que incluso te deteste… no basta para quitarme las ganas de acercarme a los demás.[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]A lo mejor el que yo haya elegido ser \\\"Sol\\\" en lugar de una \\\"terrateniente\\\" a ellos les parece un insulto.[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]¡A mí me interesa la gente! Es divertido hablar con ellos, o eso creo…[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "¡Estoy de acuerdo!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "¿Tú crees?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "¡Es una buena forma de ver la vida!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]Ji, ji…[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]Tener hambre es una sensación bastante curiosa, ¿no?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]¿Tan raro es lo que dije?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "¡Tener hambre no es cosa de risa!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]Es una sensación que tenemos y que cambia nuestro comportamiento, aunque no queramos…[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]Las cosas que nuestro cuerpo desea se vuelven más fuertes que nosotros y nos obligan a tomar decisiones…[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "Supongo que es así.", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "¿Y hay muchas cosas de esas que desee tu cuerpo?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]¿Lo ves? ¡Tampoco era una cosa tan rara![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Seguro que en tu mundo hay un montón de comida deliciosa que no existe en Nueva Wirral, ¿verdad, {player}?[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Hay comidas que tienen mucha más capacidad de hacerme sentir así. Supongo que eso es cuestión de \\\"gusto\\\"…[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "Así es.", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "Podría contarte un par de cosas sobre los \\\"restaurantes\\\".", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Eh…[pause][pause] Pues…[pause][pause] Yo…[pause] ¡Yo estoy hablando de comida![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Me encantaría… Háblame de esas comidas. Quiero saberlo todo, ¿de acuerdo?[/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Hay muchos deseos humanos que son…[pause] interesantes, pero de la comida resulta más fácil hablar…[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "Después de eso, la conversación se diluye de forma bastante incómoda.", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]Oye, {player}…[/wave]", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]Hay una cosa que me despierta curiosidad… Las casas de la gente. Me dijeron que son un reflejo de quien vive en ellas.[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]¿Podrías enseñarme tu casa?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "¡Pues claro!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "Ahora no.", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]¡Estupendo! ¿Vamos?[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]Bueno, pues en otro momento…[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]Estuve pensando mucho en lo que significa ser yo, y ser una persona…[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]…[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]Y creo que ahora lo entiendo.[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]Lo que nos hace personas…[pause] son las demás personas.[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]Si tú no estuvieras en mi vida, ni Kayleigh, ni Eugene, yo no sería Sol…[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]Al fin y al cabo, fueron ustedes quienes me dieron ese nombre. Fue el primer regalo que me hicieron… y lo voy a guardar siempre como un tesoro.[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]Incluso tú, {player}. Al principio te veía como un desconocido, alguien que me daba miedo, en quien no confiaba. Pero ahora te veo como…[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]Me siento como si hubieran pasado años desde entonces… Ahora me siento muy diferente; todo me parece distinto.[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "¿Un amigo?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]Incluso tú, {player}. Al principio te veía como una desconocida, alguien que me daba miedo, en quien no confiaba. Pero ahora te veo como…[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]Incluso tú, {player}. Al principio te veía como une desconocide, alguien que me daba miedo, en quien no confiaba. Pero ahora te veo como…[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "¿Une amigue?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "¿Como algo más?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Esas conexiones que creamos… Eso es lo que le da sentido a la vida. Lo que nos hace humanos, o eso creo…[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]¡Por supuesto! Tú y yo hemos hecho tantas cosas… Hemos viajado… hemos luchado contra monstruos… y hasta nos hemos fusionado…[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "¿Como algo más?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "¿Como algo más?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Sé que un día te marcharás de este lugar… pero esas conexiones entre tú y yo no desaparecerán. Seguirán haciéndonos quienes somos.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Yo al menos creo que será así.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Eh…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]¿Te refieres a lo que creo que te refieres?…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "¡Me refiero a la bonita amistad que tenemos!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "Me refiero a que siento algo por ti.", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "¡Me refiero a la bonita amistad que tenemos!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "¡Me refiero a la bonita amistad que tenemos!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]Entonces… no es solo cosa mía.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]Si te soy sincera, ya hace tiempo que tengo dentro…[pause] sentimientos complicados.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]Para mí es muy difícil saber lo que es normal y lo que no…[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]Pero si tú sientes lo mismo, voy a intentar decírtelo directamente:[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]En este momento, quiero estar cerca de ti[pause], muy cerca…[pause] Si tú quieres.[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "Eh… ¡No, no es nada!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]{player}, me da la impresión de que quieres decirme algo. ¿Es así?[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]Eh… Bueno, lo que tú digas, {player}.[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]Quiero estar siempre contigo.[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]Creo que entiendo lo que me estás pidiendo.[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]No te preocupes, Eugene. No nos hicimos amigos la primera vez que nos vimos, pero ahora sí lo somos… Eso es mejor, ¿no te parece?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]Por supuesto que quiero eso… Lo quiero más que ninguna otra cosa…[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]Eh…[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]No es solo que estemos cerca físicamente, sino algo más…[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "Sí, eso.", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]Una validación de la conexión que hay entre tú y yo, como personas…[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "Podríamos decirlo así.", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]Pero… también podemos seguir estando cerca físicamente, ¿verdad?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]Porque cuando te veo tengo un montón de sentimientos. Quiero estar físicamente cerca de ti, y también estar conectada contigo, conectada con tu corazón…[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]Todos esos sentimientos se juntan en uno solo y ya no sé dónde empiezan y dónde terminan. Me hace sentir que no soy capaz de entenderme a mí misma tan bien como me gustaría…[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]Creo que necesito estar cerca de ti.[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]Necesito sentir tus manos sobre las mías,[pause] y… ¡también otras cosas parecidas![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]Sé que al final tendrás que volver a casa… pero esta conexión entre tú y yo no desaparecerá. Seguirá haciéndonos quienes somos.[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]Así que… sí. Quiero estar contigo. Hasta que te marches.[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "Ah, no, no viven allí… ¡Es solo durante el día! Imagínate que es como un papel que interpretas durante el día hasta que llegas a casa y puedes volver a ser tú misma.", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "Bueno, yo no lo diría exactamente [wave amp=30 freq=10]así[/wave]… Es más bien que necesitas dinero para vivir, y un trabajo de oficina es una manera de conseguir dinero.", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]¡¿Me estás diciendo que en tu mundo hay gente que elige vivir como terratenientes?![/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]¿Y la gente elige vivir en una oficina con tal de sobrevivir?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "Eh… No, yo no tengo la preparación que se necesita para ese tipo de trabajo.", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]Ya lo entiendo… ¿Y tú tenías un \\\"trabajo de oficina\\\" antes de venir a Nueva Wirral, Kayleigh?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]No, nunca tuve que \\\"chupar sangre\\\" cuando era terrateniente…[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "Supongo que no. Es solo que tengo curiosidad por ti.", + "PARTNER_INTERACT_S_M1_MEREDITH2": "Ajá, o sea que no eres una vampira.[pause] Pero ¿seguro que no eres [wave amp=30 freq=10]aunque sea un poco[/wave] zombi? Porque eres bastante pálida…", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]¿\\\"Zombi\\\"? No conozco esa palabra… ¿Es algo malo?…[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]¿Tienes…[pause] curiosidad por mí?…[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "¡No te lo tomes a mal![pause] Lo que pasa es que eres una especie de [wave amp=30 freq=10]chica muerta viviente[/wave]. O a lo mejor no. De todas formas, no te preocupes.", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]¿Lo que me estás diciendo es que no terminas de entenderme bien, y que eso te interesa?…[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "Pues… supongo.", + "PARTNER_INTERACT_S_E1_EUGENE2": "¿Te refieres a la primera vez que entraste a este café? Sí, supongo que ya pasó un tiempo.", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]Qué lejos queda ya la primera vez que nos vimos, Eugene…[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]No, me refiero a cuando yo era terrateniente y vine por primera vez a Villapuerto. Te enfrentaste a mí y a mis compañeros y nos dijiste que nos fuéramos. ¿No te acuerdas?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "Espera,[pause] ¡¿esa eras tú?! Lo siento, Sol, no me había dado cuenta de…", + "PARTNER_INTERACT_S_E1_EUGENE6": "Muchísimo mejor, ya lo creo.", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]¿Dices que quieres dibujarme?…[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "¡Sí! Al fin y al cabo, tu historia es bastante inspiradora. Escapaste de tu vida anterior como esclava corporativa para convertirte en dueña de tu destino. Me encantaría basar en ti un personaje de la historia que estoy escribiendo.", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]Aunque debo pedirte que me permitas mantenerme vestida durante el proceso.[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]Pues… es muy amable por tu parte. Sería un honor que me dibujaras, Felix…[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "No te preocupes, no soy [wave amp=30 freq=10]ese[/wave] tipo de dibujante.", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]¿Tienes buenos recuerdos de tus viajes, Viola?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "¿\\\"Buenos recuerdos\\\"? ¡Los mejores posibles! El viento acariciándome el pelo una noche, la cálida cama de una taberna la siguiente. Un banquete con amigos de mi padre hoy, y recitar poesía en la hermosa Verona mañana.", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]\\\"La hermosa Verona\\\"… Suena a que debía ser un sitio muy agradable…[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "Pues… así era, en efecto, mas debo confesar…[pause] que en Verona le robé el corazón a una doncella de la nobleza y provoqué con ello un escándalo que alcanzó cotas mucho más peliagudas de lo que preveía.[pause] Así pues, no tengo intención de volver.", + "PARTNER_INTERACT_S_D1_DOG2": "¡Guau!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]Supongo que eres lo que llaman un \\\"perro\\\", ¿es así?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]Vaya, ¡la verdad es que tienes un montón de historias que contar![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]Eres el primer \\\"perro\\\" que conozco. Me gustaría conocer más, si tengo la oportunidad…[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "¡Pues sí![pause] No es tan raro ver pelirrojas, al menos en el lugar de donde soy.", + "FRANKIE_INTERACT_K1_FRANKIE1": "Tengo que preguntarte algo, Kayleigh: ¿es ese tu color natural de pelo?", + "FRANKIE_INTERACT_K1_FRANKIE4": "Eh…[pause] no,[pause] pero se me quedó de ese color desde que aparecí aquí.", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "Y supongo que tú no naciste con el pelo rosa, ¿eh?", + "FRANKIE_INTERACT_K1_FRANKIE6": "¡Como mínimo, me ahorra dinero en tinte!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "Bueno, supongo que si a ti te gusta así, no hay problema, ¿no?", + "FRANKIE_INTERACT_M1_FRANKIE1": "Es que, no sé, Meredith… Si [wave amp=30 freq=10]me marcho[/wave] de Nueva Wirral, voy a tener que buscarme un trabajo y todas esas cosas tan aburridas.", + "FRANKIE_INTERACT_K1_FRANKIE7": "Aunque, claro, aquí no existe el dinero. Ni el tinte.", + "FRANKIE_INTERACT_V1_VIOLA3": "Entiendo tus desvelos, mi querida Frankie. Me preguntas si hay contradicción en el hecho de que te apasionen las historias románticas o lascivas pese a tu propia renuencia a llevar a cabo en persona tales actos.", + "FRANKIE_INTERACT_M1_MEREDITH2": "Aún eres una niña, ¿no? Te queda un tiempo antes de tener que preocuparte de los problemas cotidianos de los adultos.", + "FRANKIE_INTERACT_M1_FRANKIE3": "¡Si tengo [wave amp=30 freq=10]18[/wave]! ¡No creo que tú seas [wave amp=30 freq=10]mucho[/wave] mayor que yo!", + "FRANKIE_INTERACT_M1_MEREDITH4": "Ah.[pause] No me había dado cuenta. Supongo que tienes tanta…[pause] energía juvenil que me parecía que eras más joven.", + "FRANKIE_INTERACT_M1_FRANKIE5": "¡Me dicen eso todo el tiempo!", + "FRANKIE_INTERACT_E1_FRANKIE1": "Es que creo que a lo mejor no soy la persona que mis padres [wave amp=30 freq=10]esperaban[/wave] que fuera de grande. Ellos [wave amp=30 freq=10]me apoyan[/wave], pero a lo mejor no soy quien ellos creían que iba a ser.", + "FRANKIE_INTERACT_E1_EUGENE2": "Te entiendo. A mí la infancia me fue de lujo, pero mis padres se pasaron la mayor parte de la suya en las trincheras de una guerra de guerrillas que iba a decidir el destino de un mundo en llamas, ya sabes cómo es eso.", + "FRANKIE_INTERACT_E1_FRANKIE3": "…[pause] ¡¿Qué?!", + "FRANKIE_INTERACT_E1_EUGENE4": "A ver, me criaron lo mejor que pudieron…[pause], pero crecí jugando entre las ruinas de las máquinas asesinas que su generación destruyó, en fin…", + "FRANKIE_INTERACT_E1_EUGENE5": "Siempre iba a haber cierta distancia entre nosotros si ellos tuvieron que vivir algo así.", + "FRANKIE_INTERACT_E1_FRANKIE6": "…[pause] A lo mejor mi vida es bastante fácil, si lo pienso fríamente.", + "FRANKIE_INTERACT_F1_FRANKIE1": "Entonces, si te hago una descripción del personaje, ¿crees que podrías dibujármelo?", + "FRANKIE_INTERACT_F1_FELIX2": "¡Pues claro! Solo tienes que decirme qué aspecto tiene tu personaje y yo te devuelvo un dibujo terminado.", + "FRANKIE_INTERACT_F1_FRANKIE3": "Bueno,[pause] pues es…[pause] Imagínate un hombre lobo, pero que lleve un traje. No, espera, es más bien un esmoquin… Y en cuanto al color del pelaje…", + "FRANKIE_INTERACT_F1_FELIX4": "Eh… ¿qué te parece si mejor me lo escribes?", + "FRANKIE_INTERACT_V1_FRANKIE1": "Supongo que leo un montón de literatura romántica para no estar interesada en ese tipo de cosas.", + "FRANKIE_INTERACT_V1_FRANKIE2": "¿Eso no es [wave amp=30 freq=10]raro[/wave]?", + "FRANKIE_INTERACT_V1_VIOLA5": "Si deseas conocer mi opinión, yo te diría que no has de preocuparte. Pudiera ser que los deseos de tu corazón cambien con los años, o pudiera ser que no.", + "FRANKIE_INTERACT_V1_FRANKIE4": "Eh… Supongo.", + "FRANKIE_INTERACT_V1_VIOLA6": "Disfruta de las cosas que te gustan y ama a los que te rodean de la manera que mejor te plazca. Opino que esa es una manera excelente de vivir la propia vida.", + "FRANKIE_INTERACT_V1_FRANKIE7": "Viola, eres [wave amp=30 freq=10]sensacional[/wave], ¿lo sabías?", + "FRANKIE_INTERACT_S1_FRANKIE1": "De modo que, aunque no sabía que Nueva Wirral [wave amp=30 freq=10]existía[/wave] hasta que llegué aquí, ¡de alguna manera me estuve preparando para algo así durante [wave amp=30 freq=10]toda mi vida[/wave]!", + "FRANKIE_INTERACT_V1_VIOLA8": "¡Últimamente muchos parecen compartir esa opinión!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]Lo entiendo… Porque lees muchas historias de fantasía… y escribes las tuyas propias. ¿Es eso?…[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "¡Sí![pause] Aunque los detalles específicos de las cintas son un giro novedoso, a la gente [wave amp=30 freq=10]le encantan[/wave] las historias de amistad entre monstruos y humanos. Y más aún si también hay alguna historia de amor.", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]Ah, ¿sí?… ¿Y por eso te entusiasma estar aquí? ¿Porque quieres vivir una historia de amor con un monstruo?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "¿Q-quién, yo?[pause] No, yo solo soy una observadora.", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "A los personajes que tengan aplicado “trampa traicionera” se les reemplazarán algunos de sus movimientos.", + "STATUS_NAME_BOOBY_TRAPPED": "Trampa traicionera", + "STATUS_NAME_FLAMMABLE": "Inflamabilidad", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Causa a los objetivos el estado “{status_effect.to_lower}”. Duración en turnos: {duration}.", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Golpea a un objetivo. Utiliza el atributo de defensa cuerpo a cuerpo de quien lo usa en lugar del de ataque cuerpo a cuerpo. Causa daño también a quien lo usa.", + "MOVE_DESCRIPTION_CARNIVORE": "Aumenta los PV que se recuperan al usar “mordisco”.", + "MOVE_NAME_BOOBY_TRAP": "Trampa traicionera", + "MOVE_NAME_MACHINE_CURSE": "Maldición de la máquina", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consume todos los PA de quien lo usa. La potencia de este ataque aumenta en 15 multiplicado por el número de PA consumidos. El tipo del ataque y cualquier efecto de estado adicional se determinan según el estado del tiempo al momento de usarlo.", + "MOVE_NAME_BUTTERFLY_EFFECT": "Efecto mariposa", + "MOVE_DESCRIPTION_MACHINE_CURSE": "Anula y devuelve todo el daño y los efectos que fueran a causar los movimientos activados por otros movimientos pasivos que se hayan usado contra quien lo usa.", + "MOVE_NAME_STICKER_TRICK": "Truco de calcomanía", + "MOVE_DESCRIPTION_LIFTOFF": "Aplica a quien lo usa “aumento de PA” y “aumento de la velocidad” al final de su tercer turno.", + "MOVE_NAME_ENERGY_RESERVES": "Reservas de energía", + "MOVE_NAME_BAD_FORECAST": "Mal pronóstico", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "Tiene la probabilidad de otorgar 1 PA a un aliado al azar al final del turno de quien lo usa.", + "MOVE_NAME_IONISED_AIR": "Aire ionizado", + "MOVE_DESCRIPTION_BOOBY_TRAP": "Causa daño a quien lo usa.", + "MOVE_DESCRIPTION_STICKER_TRICK": "Reemplaza el último movimiento que haya usado el objetivo por “trampa traicionera”. “Trampa traicionera” causa daño a quien lo usa.", + "STATUS_DESCRIPTION_FLAMMABLE": "Los personajes que tengan aplicado “inflamabilidad” sufrirán el estado “quemadura” cuando reciban el impacto de un ataque de tipo fuego. Aumentará además el daño que sufran por el estado “quemadura”.", + "MOVE_DESCRIPTION_HARDBACK": "Reduce el daño que se sufre por todos los ataques excepto los de tipo fuego y los golpes críticos. Todos los ataques de tipo fuego que se sufran provocan golpes críticos y no aplican bonificaciones.", + "MOVE_NAME_CARNIVORE": "Carnívoro", + "MOVE_NAME_BRACE_FOR_IMPACT": "Impacto calculado", + "MOVE_NAME_HARDBACK": "Tapa dura", + "MOVE_NAME_LIFTOFF": "Despegue", + "MOVE_NAME_GASOLINE_SPRAY": "Chorro de gasolina", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Causa al objetivo el estado “{status_effect.to_lower}”.", + "MOVE_DESCRIPTION_BAD_FORECAST": "Causa al objetivo el estado “evasión neutralizada”. Duración en turnos: {duration}. Además, cambia el estado del tiempo al azar. Se usa automáticamente al principio del combate.", + "AMPHARE_NAME": "Amplifiebre", + "FRAGLIACCI_LORE_2": "[i]Pagliacci[/i] es el nombre de una ópera italiana escrita por Ruggero Leoncavallo que se estrenó en 1892. Cuenta la historia de un actor que dirige un grupo de teatro especializado en la comedia del arte.", + "LAPACITOR_LORE_2": "La primera batería eléctrica la inventó el físico Alessandro Volta en 1800. Por entonces no entendía bien la naturaleza de su invento y creyó que se trataba de una fuente de energía ilimitada.", + "AMPHARE_LORE_1": "Los amplifiebre son poco más que una batería viviente, ya que han desarrollado “extremidades” al atraer magnéticamente pedazos de hierro en torno a su cuerpo. No se sabe con seguridad qué hizo que se volvieran inteligentes.", + "PIER_MACHINE_GLITTER_LORE_2": "Cuando se elimina la humanidad, no queda sino el caos.", + "ITEM_PIER_TICKET": "Vale de premio", + "ITEM_PIER_TICKET_DESCRIPTION": "Un vale que se puede canjear por pases para las atracciones del Embarcadero Luminoso. El papel parece crujiente y quebradizo, como las hojas muertas.", + "DLC_PIER_FELIX_CONVO2_FELIX2": "Parece que los arcángeles nos tienen envidia a los humanos. Esa que conociste en ese otro mundo, Amber… Ella también prefería adoptar una forma humana, ¿no?", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "¡Eso creo!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Supongo que sí…", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Puede que esa mujer tenga aspecto de bufona, pero no voy a dejar que me engañe.", + "DLC_PIER_FELIX_CONVO2_FELIX4": "Son poderosos… [pause]Pero el poder no lo es todo, digo yo.", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "No dejes que el rostro amable de Abra te nuble el entendimiento, {player}. Un bufón puede ofrecerte una sonrisa y, al cabo de un momento, hundirte un puñal traicionero en la espalda.", + "DLC_PIER_FELIX_CONVO2_FELIX3": "Sería fácil pensar en ellos como seres [wave amp=30 freq=10]casi divinos[/wave], pero yo creo que esa no es la cuestión.", + "UMBRAHELLA_LORE_1": "Se dice que ver al enigmático paragombra es un mal augurio. Llevado por tremendos vientos, cual cometa en una corriente vertical, solo aparece cuando está a punto de ocurrir un desastre.", + "UMBRAHELLA_LORE_2": "Ya se aprecian ejemplos de paraguas o sombrillas plegables en esculturas provenientes de la antigua Asiria. Los paraguas han estado presentes de una forma u otra en todas las culturas de la historia de la humanidad.", + "UI_CC_VALUE_hair_clown_2": "Maestro de ceremonias 2", + "UI_CC_VALUE_hair_clown_1": "Maestro de ceremonias 1", + "UI_CC_VALUE_hair_clown_3": "Sombrero de bufón", + "UI_CC_VALUE_hair_clown_4": "Dos tonos", + "UI_CC_VALUE_head_clown": "Nariz de payaso", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "Conque al final “Abra” sí era un arcángel y, además, conocía a Álef…", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Este embarcadero tan raro me despierta muchas preguntas.", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "Y Abra…, ¿llevará aquí todo ese tiempo? [pause]¿Se maquillará ella misma? [pause]¿Estará soltera?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "¿Habrá estado aquí durante todo el tiempo que ha vivido gente en Nueva Wirral? Es más, [wave amp=30 freq=10]de dónde[/wave] habrá salido?", + "CHARLEQUIN_LORE_1": "Los quemarlequín usan sus enormes mangas para guardar objetos que luego usarán durante sus actuaciones públicas. Entre esos objetos, hay fuegos artificiales, materiales inflamables, artilugios incendiarios y demás.", + "FRAGLIACCI_NAME": "Cannoniaccio", + "BLUNDERBUSK_LORE_2": "Aunque el papel del “payaso” existe desde el antiguo Egipto, el aspecto de payaso que nos resulta reconocible hoy en día lo desarrolló el artista inglés Joseph Grimaldi a principios del siglo XIX.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Divertir", + "BATTLE_ADJECTIVE_PIER_MACHINE": "Motor infernal {name}", + "PIER_MACHINE_BEAST_NAME": "Perla", + "PIER_MACHINE_BEAST_SUBTITLE": "Máquina salvaje", + "PIER_MACHINE_BEAST_LORE_2": "Según a quién se le pregunte, el estado salvaje puede ser bien la ausencia de humanidad, o bien la aceptación de nuestro verdadero ser.", + "PIER_MACHINE_BEAST_LORE_1": "No sé sabe qué es lo que fue una vez, pero ahora existe entre dos estados distintos. Es una monstruosidad incompleta que solo es capaz de expresarse con furia animal.", + "BLUNDERBUSK_NAME_PREFIX": "Trabuc", + "AMPHARE_NAME_PREFIX": "Amplif", + "FRAGLIACCI_DESCRIPTION": "un payaso con un cañón por cuerpo", + "REGION_NAME_FUNHOUSE": "Diverlandia", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "en la Casa Embrujada del Embarcadero Luminoso", + "REGION_NAME_SPACEWORLD": "Zona Cósmica", + "REGION_NAME_FUNHOUSE_PHRASE": "en Diverlandia, en el Embarcadero Luminoso", + "REGION_NAME_PIER_WAREHOUSE": "Almacén del Embarcadero Luminoso", + "REGION_NAME_SPACEWORLD_PHRASE": "en la Zona Cósmica del Embarcadero Luminoso", + "PIER_MACHINE_GLITTER_LORE_1": "Algo que tan solo sabe que no debería existir. Ya sin un atisbo de racionalidad, esta desdichada entidad no es capaz de tomar decisiones con un mínimo de lógica o sensatez.", + "PIER_MACHINE_GLITTER_SUBTITLE": "Máquina del caos", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "Pase de atracción verde", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", + "ITEM_PIER_PASS_SPACEWORLD": "Pase de atracción rojo", + "ITEM_PIER_PASS_FUNHOUSE": "Pase de atracción rosa", + "ROSEHOOD_LORE_2": "La historia de [i]Caperucita Roja[/i] es muy antigua. Se sabe que se contaba en Europa ya en el siglo X, y tiene por raíces algunas historias populares de la antigua Grecia.", + "UMBRAHELLA_SUBTITLE": "Mal augurio", + "UMBRAHELLA_DESCRIPTION": "un terrorífico paraguas viviente", + "REGION_NAME_PIER_PHRASE": "en el Embarcadero Luminoso", + "REGION_NAME_PIER": "Embarcadero Luminoso", + "REGION_NAME_HAUNTEDHOUSE": "La Casa Embrujada", + "MAP_FEATURE_ROWING_BOAT": "Bote", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "en el almacén del Embarcadero Luminoso", + "MAP_FEATURE_WAREHOUSE": "Almacén", + "MAP_FEATURE_HAUNTEDHOUSE": "\\\"La Casa Embrujada\\\"", + "MAP_FEATURE_FUNHOUSE": "\\\"Diverlandia\\\"", + "MAP_FEATURE_SPACEWORLD": "\\\"Zona Cósmica\\\"", + "CHARLEQUIN_NAME": "Quemarlequín", + "FRAGLIACCI_LORE_1": "Todo el cuerpo de los cannoniaccio se parece a un cañón balístico. Su “cara” no es sino una tapadera para la boca del cañón, que es capaz de disparar proyectiles con una velocidad aterradora.", + "LAPACITOR_DESCRIPTION": "una liebre con forma de batería y una enorme garra metálica", + "MAJORTOM_LORE_2": "El primer vuelo espacial tripulado por un ser humano lo completó en 1961 el cosmonauta ruso Yuri Gagarin. Duró 108 minutos y fue, sin duda, un hito en la historia de la humanidad.", + "MAJORTOM_DESCRIPTION": "un robot con forma de transbordador espacial", + "ROSEHOOD_DESCRIPTION": "una figura encapuchada con una cesta de flores", + "MINORTOM_NAME_PREFIX": "Rocket", + "MINORTOM_NAME_SUFFIX": "man", + "MINORTOM_LORE_1": "Antaño, los rocketman fueron simples autómatas diseñados para el disfrute de los visitantes de un parque de atracciones. Estaba situado en el planeta Tierra de un universo paralelo que no viene al caso. Después de haber sobrevivido a sus creadores, los rocketman alcanzaron una especie de consciencia mecánica primitiva, y ahora su único objetivo es viajar entre las estrellas como los cohetes espaciales a los que se parecen.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]¡¿Qué?![/shake] ¡No! ¡[wave amp=30 freq=10]Por supuesto[/wave] que no es eso lo que quería decir!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "No, no es ella. Yo creo que es ese rollo de “la única habitante de un embarcadero abandonado”. Esas cosas me ponen nerviosa.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "¿Quieres decir que te da miedo?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "¿Quieres decir que te gusta?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", + "CHARLEQUIN_NAME_SUFFIX": "lequín", + "MAJORTOM_NAME": "Majortom", + "MINORTOM_DESCRIPTION": "un robot antiguo con forma de cohete", + "UMBRAHELLA_NAME": "Paragombra", + "UMBRAHELLA_NAME_PREFIX": "Parag", + "UMBRAHELLA_NAME_SUFFIX": "ombra", + "HAUNTOME_LORE_2": "La historia del libro es casi tan vieja como la de la escritura. Antes de que se inventara el papel, la gente usaba distintos métodos para registrar texto, como, por ejemplo, las tabletas de barro.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Entonces ¿”Abra” no era humana?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Tú sabrás por qué te preocupa [wave amp=30 freq=10]tanto[/wave] esa posibilidad, {player}.", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Esta nueva misión nuestra para salvar el embarcadero…", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Jo, es que no sé qué pensar de [wave amp=30 freq=10]nada[/wave] de lo que pasó aquí. Demasiado raro para mí.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "Es normal. No se puede confiar en alguien que va disfrazado todo el tiempo. [pause]Eso es así siempre.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Yo creo que podemos confiar en ella.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "Es bastante rara, ¿no? O sea, sí, estamos ayudando a alguien, pero no sé bien qué pensar sobre Abra.", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Sea como sea, no bajes la guardia, colega. Quién sabe qué nos vamos a encontrar…", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "No sé si podemos confiar en ella.", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "En este lugar, hay sin duda algo extraño… [pause]Eso lo sabes tan bien como yo.", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "Parece que “Abra la bufona” era, en realidad, un espíritu sobrenatural, ¿no es así?", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Hay mucho en los humanos que los seres feéricos de otros mundos envidian, según parece.", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Una vida tan larga que, sin embargo, no es sino la sombra de una vida…", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "Al final resultó ser digna de lástima.", + "CHARLEQUIN_NAME_PREFIX": "Quemar", + "CHARLEQUIN_DESCRIPTION": "un payaso que ve las estrellas", + "AMPHARE_NAME_SUFFIX": "iebre", + "BLUNDERBUSK_NAME_SUFFIX": "ómico", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Un pase que permite acceder a una atracción del Embarcadero Luminoso.", + "ITEM_KEY_HAUNTEDHOUSE_1": "Ojo de rubí", + "ITEM_KEY_HAUNTEDHOUSE_3": "Llave del motor verde", + "ITEM_KEY_HAUNTEDHOUSE_2": "Llave de la biblioteca", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Una gema toscamente labrada para que encaje en un lugar concreto.", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Una llave oxidada que da acceso a la biblioteca de la Casa Embrujada.", + "SCARLETEETH_DESCRIPTION": "un lobo enorme y encapuchado", + "SCARLETEETH_LORE_2": "De [i]Caperucita Roja[/i] existen muchas variantes distintas. La versión más popular es la de los hermanos Grimm. Algunas versiones anteriores describen específicamente al lobo del cuento como un hombre lobo.", + "SCARLETEETH_LORE_1": "Cuando un gaterucita se vuelve salvaje, toma la forma de un rojoferoz, una enorme bestia sanguinaria de afiladas garras. Cuando alguien adopta esta forma en combate, se abandona por completo a su instinto animal.", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "Conque “Abra” era un arcángel desde el principio…", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Pero aún tengo la impresión de que ayudarla fue una buena acción… [pause]Supongo.", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Da igual[/wave] cómo o por qué lo hayamos hecho, sigue pareciéndome un trabajo bien hecho. Buen trabajo, {player}.", + "DLC_PIER_FELIX_CONVO1_FELIX1": "Este embarcadero… [pause]es…", + "DLC_PIER_FELIX_CONVO1_FELIX2": "Alucinante, ¿no?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "¿Eh?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Supongo que sí.", + "DLC_PIER_FELIX_CONVO2_FELIX1": "Conque “Abra la payasa” es, en realidad, “Ginabra el arcángel”, ¿eh?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "Aunque también es posible que le esté dando demasiadas vueltas.", + "DLC_PIER_FELIX_CONVO1_FELIX3": "La forma que tienen este tipo de lugares de ir [wave amp=30 freq=10]deteriorándose poco a poco[/wave] les da mucho carácter. Cada pedacito de óxido tiene una historia que contar.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "¿Cuál es el propósito de un payaso?", + "LAPACITOR_LORE_1": "Cuando la energía de un amplifiebre aumenta lo suficiente, es capaz de estirar su propio cuerpo para formar patas de verdad. Sin embargo, sigue dependiendo de la ferralla magnetizada para defenderse.", + "LITTLERED_NAME_PREFIX": "Gat", + "LITTLERED_NAME": "Gaterucita", + "LITTLERED_NAME_SUFFIX": "erucita", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Aterrorizar", + "CLOWN_LORE_1": "Ginabra es un arcángel ancestral que siempre ha tenido una fascinación desmedida por la cultura humana. Ha pasado muchos años intentando replicar la capacidad natural de los humanos para crear cosas nuevas.", + "CLOWN_LORE_2": "Ginabra, la encarnación de la ilusión, fue en el pasado miembro del grupo de Álef, la “mesa redonda”. Tras la tragedia que provocó la separación del grupo, se aisló en el lejano Embarcadero Luminoso.", + "MINORTOM_LORE_2": "La primera descripción de un “cohete espacial” en la ficción apareció en [i]De la Tierra a la Luna[/i], de Jules Verne. La novela narraba un viaje tripulado a la Luna y fue una inspiración directa para la primera película de ciencia ficción de la historia, [i]Viaje a la Luna[/i], de Georges Méliès.", + "HAUNTOME_NAME_PREFIX": "Forma fantasmal", + "HAUNTOME_NAME_SUFFIX": "ibro", + "HAUNTOME_LORE_1": "Puede que los embrujibro parezcan libros poseídos por almas en pena, pero su “ojo” es, en realidad, un ser orgánico que ha echado raíces dentro de un libro enorme y agita sus páginas para crear fuertes corrientes de viento.", + "FRAGLIACCI_NAME_PREFIX": "Cannon", + "FRAGLIACCI_NAME_SUFFIX": "iaccio", + "CHARLEQUIN_LORE_2": "El arlequín es un tipo de personaje cómico que se originó en la tradicional comedia del arte, una rama del teatro italiano muy popular entre los siglos XVI y XVIII.", + "LITTLERED_LORE_2": "[i]Caperucita Roja[/i] es un cuento popular europeo. Aunque tiene muchas versiones, suele describirse como la historia de una niña a la que persigue un lobo de camino a visitar a su abuelita.", + "LITTLERED_DESCRIPTION": "un ser con forma de gato y una gran caperuza roja", + "BLUNDERBUSK_NAME": "Trabucómico", + "DLC_POPUP_PIER_2": "También tendrás disponibles las siguientes opciones decorativas:\\n\\n— Peinado “Maestro de ceremonias 1”\\n— Peinado “Maestro de ceremonias 2”\\n— Peinado “Sombrero de bufón”\\n— Peinado “Dos tonos\\n— Cara “Nariz de payaso”", + "PIER_MACHINE_ASTRAL_NAME": "Azabache", + "PIER_MACHINE_ASTRAL_SUBTITLE": "Máquina del vacío", + "PIER_MACHINE_ASTRAL_LORE_2": "El vacío es la ausencia de significado, de corazón y de identidad.", + "PIER_MACHINE_GLITTER_NAME": "Caper", + "PIER_MACHINE_ASTRAL_LORE_1": "Un ente a medio formar. El calor que pudiera haberlo animado en una vida anterior ha desaparecido como si una chispa que se apaga y ha dejado tan solo vacío y oscuridad.", + "QUEST_DLC_PIER_DESCRIPTION1": "Desactiva los 3 motores infernales del Embarcadero Luminoso.", + "QUEST_DLC_PIER_PROGRESS2": "Derrotado a {num} de los 3 motores infernales.", + "QUEST_DLC_PIER_DESCRIPTION2": "Habla con Abra.", + "QUEST_DLC_PIER_PROGRESS1": "Canjea 4 vales de premio por un pase de atracción", + "LAPACITOR_NAME_PREFIX": "Lagom", + "LAPACITOR_NAME_SUFFIX": "ondensador", + "ITEM_KEY_SPACEWORLD_3": "Llave del motor rojo", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Una llave pesada de hierro que abre la puerta de la sala de motores que hay en la Zona Cósmica.", + "ITEM_KEY_WAREHOUSE": "Llave del almacén", + "RUMOR_DLC_PIER_BOAT": "Hace un rato, uno de mis queridos clientes me contó de una cosa muy curiosa que había visto. Dice que, hace poco, un bote abandonado llegó por su cuenta a la costa.", + "RUMOR_DLC_PIER_BOAT_TITLE": "Bote", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Una llave vieja y oxidada que abre una puerta en el almacén del Embarcadero Luminoso.", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Paraguas viviente", + "QUEST_DLC_PIER_TITLE": "Embarcadero de lo Desconocido", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Aunque no lo creas, ¡vi un paraguas viviente {location_0_phrase}! ¡Y parecía que estaba causando algún efecto en el clima!", + "AMPHARE_LORE_2": "Se cree que el primer uso del término “batería” referido a la electricidad lo acuñó el inventor Benjamin Franklin en el siglo XVIII, tomándolo del ámbito militar.", + "SCARLETEETH_NAME": "Rojoferoz", + "LITTLERED_LORE_1": "Los gaterucita son la etapa más tierna de un monstruo que, al crecer, puede mantener su aspecto dulce y amigable o sucumbir a su bestia interior. ¿Qué podría inducir a un ser tan amable a desarrollar semejante gusto por la sangre?", + "DLC_POPUP_PIER_1": "¡Gracias por comprar [i]Pier of the Unknown[/i]!\\n\\nAhora podrás acceder a una nueva misión narrativa si hablas con Clémence una vez que hayas tenido tu primera reunión formal con el hombre triángulo.", + "BLUNDERBUSK_DESCRIPTION": "un payaso cuyo cuerpo bota como una pelota", + "MAJORTOM_NAME_SUFFIX": "tom", + "MAJORTOM_LORE_1": "Cuando un rocketman hace mejoras al cohete espacial que forma su cuerpo, se convierte en un majortom. El enorme tanque de combustible de estos monstruos contiene un potente líquido propulsor capaz de ponerlos en órbita, lo cual les permite cumplir su sueño de viajar por el espacio.", + "MAJORTOM_NAME_PREFIX": "Major", + "SCARLETEETH_NAME_PREFIX": "Roj", + "SCARLETEETH_NAME_SUFFIX": "oferoz", + "BLUNDERBUSK_LORE_1": "Los trabucómico son capaces de “disparar” proyectiles con la mano al imitar la forma de un arma con los dedos. Además, tienen muy buena puntería, a pesar de estar siempre balanceándose hacia delante o atrás y de no tener ojos.", + "AMPHARE_DESCRIPTION": "una liebre sin brazos con forma de batería", + "LAPACITOR_NAME": "Lagomondensador", + "HAUNTOME_DESCRIPTION": "un libro flotante enorme", + "MINORTOM_NAME": "Rocketman", + "ROSEHOOD_NAME": "Caperrosita", + "ROSEHOOD_NAME_PREFIX": "Caper", + "ROSEHOOD_LORE_1": "Los caperrosita son gaterucita que han llegado a la madurez sin abandonarse a su instinto animal. A menudo se los ve en zonas boscosas, reuniendo ramitos de flores que luego regalan a quien pasa cerca.", + "ROSEHOOD_NAME_SUFFIX": "rosita", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "Eso último era una broma… [pause]¡De verdad, era broma!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "Me resulta muy extraño que estos seres que se supone que están tan [wave amp=30 freq=10]por encima[/wave] de nosotros [wave amp=30 freq=10]se preocupen[/wave] tanto por nuestros asuntos… [pause]Los de los humanos.", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Esa tal [wave amp=30 freq=10]Abra[/wave] me pone los pelos de punta, no sé si me explico.", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "A ver, yo no soy más que [wave amp=30 freq=10]una chica irlandesa de pueblo[/wave], así que me cuesta entenderlo, qué quieres que te diga.", + "AA_CLOWN_NAME": "Ginabra", + "AA_CLOWN_SUBTITLE": "Maestra de ceremonias y de la ilusión", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Llamada a los payasos", + "BATTLE_TITLE_PIER_MACHINE": "Motor infernal", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Salto mortal", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Una llave pesada de hierro que abre la puerta de la sala de motores que hay en la Casa Embrujada.", + "ITEM_KEY_SPACEWORLD_1": "Llave lunar", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Una llave de plata y decorada con motivos lunares que encontraste en la Zona Cósmica.", + "ITEM_KEY_SPACEWORLD_2": "Llave solar", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Una llave de oro y decorada con motivos solares que encontraste en la Zona Cósmica.", + "HAUNTOME_NAME": "Embrujibro", + "ONLINE_STATE_CONNECTED.m": "Conexión activa", + "ONLINE_BUTTON_INVITE_FRIENDS": "Invitar amigos", + "ONLINE_SHOW_INVITE_CODE_COPIED": "Copiado al portapapeles.", + "ONLINE_PLAYER_STATUS_OFFLINE": "Sin conexión.", + "ONLINE_PLAYER_STATUS_0": "En plena aventura. Actualmente, {location_name_phrase}.", + "ONLINE_REQUEST_RECEIVED.m": "¡{remote_player} te envió una solicitud de {action.to_lower}!", + "NOTIFICATION_REQUEST": "Solicitud", + "ONLINE_STATE_DISCONNECTED": "Sin conexión", + "ONLINE_STATE_CONNECTING": "Conectando…", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Sesión LAN", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Conectando a {server}…", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "Anfitrión (puerto LAN {server_port})", + "ONLINE_STATE_CONNECTED.f": "Conexión activa", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "No se pudo conectar porque es necesaria una actualización.", + "ONLINE_BUTTON_LAN_CLIENT": "Unirse a una sesión LAN", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Permitidas", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Activada, con Poder de la fusión", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Calcomanías duplicadas:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "No permitidas", + "BATTLE_NET_CLOSED_2_LOCAL.m": "El combate terminó porque te desconectaste.", + "BATTLE_NET_CLOSED_2_REMOTE.f": "El combate terminó porque tu rival se desconectó.", + "BATTLE_NET_CLOSED_1": "El combate terminó debido a un error.", + "BATTLE_NET_CLOSED_2_LOCAL.n": "El combate terminó porque te desconectaste.", + "BATTLE_NET_CLOSED_2_REMOTE.n": "El combate terminó porque tu rival se desconectó.", + "ONLINE_ERROR_CONNECTION_ERROR": "Error de conexión ({error}).", + "ONLINE_NOTIFICATION_RAID_WON": "{player} y {other_player} derrotaron a {boss}.", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player} y {other_player} se están enfrentando a un desafío.", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player} derrotó a {other_player}.", + "ONLINE_NOTIFICATION_TRADED": "{player} y {other_player} hicieron un intercambio de cintas.", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player} y {other_player} se están enfrentando al reto.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "Es posible que la próxima fusión que te encuentres contenga un monstruo pirata.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} quemó una vela ritual.", + "ONLINE_BUTTON_FRIENDS_JOIN": "Introducir el código de invitación", + "CAPTAIN_CODEY_CM_CODEY6": "Toma, quédate con uno de estos.", + "CAPTAIN_CODEY_CM_CODEY8": "Bueno, me tengo que ir a hacer cosas de guarda de élite. Ven a verme a la montaña un día de estos, ¿sí?", + "ONLINE_PLAYER_GAMERCARD": "Mostar gamercard", + "UPDATE_POPUP_MP_TITLE": "Actualización 1.6: multijugador", + "UPDATE_POPUP_MP_2": "Para empezar con el multijugador en línea, solo hay que acceder al menú de pausa y presionar {control.ui_action_1}.\\n\\nDesde allí es posible enviar invitaciones a los jugadores de la lista de amigos, o bien crear códigos de invitación para conectarse con los jugadores de otras plataformas.", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player} te está esperando…", + "UPDATE_POPUP_MP_1": "¡La actualización 1.6 añade el modo multijugador en línea! Cuando estén en línea, podrán:\\n\\n― ¡Jugar con sus amistades en grupos de hasta 8 personas!\\n― ¡Explorar el mundo juntos!\\n― ¡Combatir e intercambiar cintas entre ustedes!\\n― ¡Unir fuerzas para enfrentarse a fusiones salvajes!", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "En línea (solo invitados)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Buscando amigos…", + "ONLINE_ERROR_VERSION_CHECK_LAN": "No se pudo conectar porque las versiones no coinciden.", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} te ofreció su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", + "ONLINE_REQUEST_RECEIVED_TRADE2": "Esperando a que {remote_player} acepte tu oferta…", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} te ofreció su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "No puedes intercambiar cintas con {remote_player}.", + "ONLINE_REQUEST_UI_TITLE": "Solicitud de {action.to_lower} con {remote_player}", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} te ofreció su cinta de {species2.to_lower} a cambio de la tuya de {species1.to_lower}.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Si el intercambio se lleva a cabo, tu partida se guardará automáticamente. ¿Aceptas?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} retiró su solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} retiró su solicitud de {action.to_lower}.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", + "ONLINE_REQUEST_TRADE_PROMPT": "Elige qué cinta quieres ofrecer a {remote_player}.", + "UI_TAPE_COLLECTION_OFFER_TRADE": "Ofrecer a {remote_player}", + "ONLINE_REQUEST_SENT_TRADE.m": "Ofreciste a {remote_player} intercambiar tu cinta de {species1.to_lower}.", + "ONLINE_REQUEST_SENT_TRADE.n": "Ofreciste a {remote_player} intercambiar tu cinta de {species1.to_lower}.", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Aceptar la solicitud", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Rechazar la solicitud", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Retirar la solicitud", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Ofrecer cinta", + "ONLINE_REQUEST_SENT_TRADE.f": "Ofreciste a {remote_player} intercambiar tu cinta de {species1.to_lower}.", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} te ofreció intercambiar su cinta de {species1.to_lower}.", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} te ofreció intercambiar su cinta de {species1.to_lower}.", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} te ofreció intercambiar su cinta de {species1.to_lower}.", + "ONLINE_BUTTON_LEAVE_SESSION": "Abandonar la sesión", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Introduce la IP y el puerto", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "Mostrar código de invitación", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "se produjo un error", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "te desconectaste", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} rechazó tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "te desconectaste", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Rechazaste la solicitud de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} retiró su solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "te desconectaste", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} obtuvo una cinta de {monster_name.to_lower}.", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} obtuvo la habilidad {ability}.", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} obtuvo una cinta pirata de {monster_name.to_lower} de tipo {type.to_lower}.", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} grabó una cinta de {monster_name.to_lower}.", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} grabó una cinta pirata de {monster_name.to_lower} de tipo {type.to_lower}.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} se hizo amiga de {partner}.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} se hizo amigue de {partner}.", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} derrotó a {boss}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Retiraste tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Rechazaste la solicitud de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Retiraste tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Retiraste tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_COMPLETE": "{action} terminado.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "El intercambio se llevó a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "El intercambio se llevó a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "El intercambio se llevó a cabo. La cinta de {species2.to_lower} de {remote_player} está ahora en tu colección.", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "No puedes enfrentarte a un desafío con {remote_player}.", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "El otro jugador no está disponible.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ITEM_CYBER_MATERIAL_NAME": "Cibermateria", + "CAPTAIN_CODEY_CM_CODEY1": "Vaya, parece que mi [wave amp=30 freq=10]objetivo[/wave] se acaba de llegar. Mis sensores están como [wave amp=30 freq=10]locos[/wave].", + "BATTLE_RAID_DEFERRED_RECORDING": "Ambos jugadores recibirán esta cinta si ganan el desafío.", + "ITEM_HACKING_GLOVE_NAME": "Guante hackeador", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "¡{remote_player} aceptó enfrentarse contigo a un desafío!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "Una materia fluorescente y rezumante de energía que parece salida directamente de una película ochentera sobre realidad virtual.", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "¡{remote_player} aceptó tu solicitud de reto!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "Un mando de consola antiguo que permite usar cibermateria antes de un combate para cambiar el tipo elemental de las fusiones salvajes.", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "¿Qué?", + "NOTIFICATION_NETWORK": "Red", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Esperando al otro jugador…", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "El otro jugador no está disponible. Vuelve a intentarlo más tarde.", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Esperando al otro jugador…", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Esperando al otro jugador…", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "¡Estás en el reto con {remote_player}!\\nSal del tren para poner fin a esta actividad.", + "ONLINE_SECTION_PLAYERS": "Jugadores: {0} (máx. {1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player} remasterizó su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} se hizo amigo de {partner}.", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player} remasterizó su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player} y {other_player} están luchando.", + "ONLINE_NOTIFICATION_ROMANCED": "{player} empezó una relación sentimental con {partner}.", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player} remasterizó su cinta de {species1.to_lower} para convertirla en {species2.to_lower}.", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} mejoró su relación con {partner}.", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} descubrió la {station}.", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} ha registrado {num} especies en su bestiario.", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} ha completado {num} misiones del tablón de anuncios.", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} ha derrotado a {num} fusiones salvajes.", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "Invitar a {player_name}", + "ROGUE_FUSION_BATTLE_SOLO": "Luchar en solitario", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Tu nivel se reducirá temporalmente a {max_level} para este combate.[/center]", + "ROGUE_FUSION_RAID_REWARD": "Recompensa: {item} ({item_amount})", + "ROGUE_FUSION_RAID_HACK_BUTTON": "¡Hackear!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "{remote_player} y tú perdieron la batalla...", + "ROGUE_FUSION_RAID_HACK_HINT": "Puedes usar cibermateria ({amount}) para cambiar el tipo elemental de esta fusión.", + "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "¡{remote_player} y tú obtuvieron la victoria!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "{remote_player} y tú salieron del reto.", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Huiste del combate.", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "{remote_player} y tú perdieron la batalla.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "No puedes enfrentarte a un desafío con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_SECTION_CONTROL": "Control", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Jugadores: {0}", + "ONLINE_ERROR_INVALID_INVITE": "No se pudo conectar porque la invitación no era válida.", + "ONLINE_HUD_PLAYER_COUNT": "Jugadores: {0} (máx. {1})", + "ONLINE_BUTTON_FRIENDS_CREATE": "Empezar una sesión para invitados", + "BATTLE_NET_CLOSED_2_REMOTE.m": "El combate terminó porque tu rival se desconectó.", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (tú)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "El combate terminó porque te desconectaste.", + "ONLINE_DISPLAY_NAME_ANON": "Anónimo", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "El juego multiplataforma está desactivado en esta sala. Es posible que los jugadores de otros sistemas no puedan unirse con este código.", + "ONLINE_INVITE_MESSAGE": "¿Echamos una partida de Cassette Beasts?", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title} (activo)", + "ONLINE_REQUEST_LIST_BUTTON": "Solicitud de {title.to_lower}", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Tu solicitud de {action.to_lower} se canceló. Motivo: {reason}.", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Tu solicitud de {action.to_lower} se canceló. Motivo: {reason}.", + "OFFLINE_REMATCH_NPC1.v3": "Pasaba por aquí y se me ocurrió asomarme un momento a tu partida. ¿No quisieras una revancha ya que estoy aquí?", + "OFFLINE_REMATCH_NPC1.v1": "¡Hola! Oye, ya sé que no estoy en línea en este momento, pero ¿qué te parece una revancha?", + "OFFLINE_REMATCH_NPC1_YES": "¡Por supuesto!", + "OFFLINE_REMATCH_NPC1_NO": "Ahora no.", + "OFFLINE_REMATCH_NPC1.v2.m": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", + "OFFLINE_REMATCH_NPC1.v2.n": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", + "OFFLINE_REMATCH_NPC1.v2.f": "No me quedé a gusto con nuestro último combate. ¿Te apetece echar otro?", + "OFFLINE_GIFTER_NPC1.v2": "Estaba pensando en la última sesión multijugador en la que coincidimos. ¡A ver si volvemos a jugar otro día!", + "OFFLINE_GIFTER_NPC1.v1": "Ya sé que no estoy en línea en este momento, pero quería darte esto.", + "OFFLINE_GIFTER_NPC1.v3": "¡Hola! Pasaba por aquí y se me ocurrió asomarme un momento a tu partida. Me encontré esto, ¿lo quieres?", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "Preparando…", + "ONLINE_REQUEST_SENT.m": "¡Le enviaste una solicitud de {action.to_lower} a {remote_player}!", + "ONLINE_REQUEST_RECEIVED.f": "¡{remote_player} te envió una solicitud de {action.to_lower}!", + "ONLINE_REQUEST_RECEIVED.n": "¡{remote_player} te envió una solicitud de {action.to_lower}!", + "ONLINE_REQUEST_SENT.n": "¡Le enviaste una solicitud de {action.to_lower} a {remote_player}!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "En línea (con amigos)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Ahora estás jugando en red. Buscando amigos…", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} se unió a tu sesión.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} se desconectó.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} se desconectó.", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} se desconectó.", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "¡{remote_player} aceptó luchar contra ti!", + "BATTLE_FLEE_ONLINE_CONFIRM": "¿Aceptas las derrota?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "¿Y tú quién eres?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", + "CAPTAIN_CODEY_CM_CODEY2": "He estado registrando unas cuantas [wave amp=30 freq=10]ciberondas[/wave] en mi receptor y supongo que tú eres el motivo.", + "CAPTAIN_CODEY_ALREADY_MET1.m": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", + "CAPTAIN_CODEY_ALREADY_MET1.n": "Volvemos a encontrarnos, {player}. Parece que no has tenido tiempo de aburrirte, ¿eh?", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "¿Ciberondas?", + "CAPTAIN_CODEY_CM_CODEY4": "Por lo visto está conectada al [wave amp=30 freq=10]espacio que hay entre nuestros mundos[/wave], o algo así. Me da lo mismo de dónde haya salido…", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "¿De qué me estás hablando?", + "CAPTAIN_CODEY_CM_CODEY3": "¡De ciberondas! [pause]¡Por la [wave amp=30 freq=10]cibermateria![/wave]! [pause]Que es como llamo yo a esa cosa naranja brillante que debes de haber recogido hace poco.", + "CAPTAIN_CODEY_CM_CODEY5": "El caso es que esas fusiones salvajes son muy sensibles a ella. Puedes usarla para convertirlas en monstruos piratas. ¡Es como un biopirateo a una escala [shake rate=30 level=10]cósmica[/shake]!", + "CAPTAIN_CODEY_CM_CODEY7": "¡Ahora estás jugando con [shake rate=30 level=10]poder[/shake]! [pause]Con eso podrás almacenar la cibermateria y usarla con las fusiones salvajes. No es por [wave amp=30 freq=10]fardar[/wave], pero lo inventé yo mismo.", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "El servidor se desconectó .", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Los cambios en la opción de juego multiplataforma tendrán efecto cuando termine la sesión en línea actual.", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Es posible que algunas funciones del modo multijugador en línea no estén disponibles.", + "ONLINE_CROSSPLAY_WARNING": "El código de invitación que ingresaste es para una sala con juego multiplataforma, pero tú tienes la opción de juego multiplataforma desactivada. ¿Quieres pasar por alto esa opción y entrar de todas formas?", + "INFO_ONLINE_WITH_MODS2": "No podrás interactuar con jugadores que tengan mods incompatibles. Si la conexión falla o si no aparece nadie en tu sesión, asegúrate de que tengan instalados los mismos mods.", + "ONLINE_FRIENDS_PASSIVE_WARNING": "Es posible que, a veces, el modo \\\"Jugar con amigos\\\" te empareje con gente que no sea amiga tuya. Esto se debe a que los amigos de tus amigos (además de cualquiera que tenga un código de invitación) pueden unirse a tu partida. ¿Quieres continuar?", + "ONLINE_STATE_CONNECTED.n": "Conexión activa", + "ONLINE_BUTTON_FRIENDS_INVITE": "Aceptar la invitación de {name}", + "ONLINE_BUTTON_DISCONNECT": "Desconectar", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Puerto", + "ONLINE_REQUEST_ACTION_battle": "Combate", + "ONLINE_REQUEST_ACTION_trade": "Intercambio", + "ONLINE_ALREADY_REQUESTING.n": "Ya le enviaste una solicitud diferente.", + "ONLINE_ERROR_MATCH_FULL": "No se pudo conectar porque la sesión ya está llena.", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "No pudiste unirte a la sesión porque los demás jugadores están usando una versión distinta del juego.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Abandonaste el combate contra {remote_player}.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "{remote_player} te derrotó.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "¡Obtuviste la victoria contra {remote_player}!", + "ONLINE_BUTTON_LAN_SERVER": "Crear una sesión LAN", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "Jugar con amigos", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Rechazaste la solicitud de {action.to_lower} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} rechazó tu solicitud de {action.to_lower}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} rechazó tu solicitud de {action.to_lower}.", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Ingresa el código de invitación", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "La solicitud de {action.to_lower} de {remote_player} se canceló. Motivo: {reason}.", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "La solicitud de {action.to_lower} de {remote_player} se canceló. Motivo: {reason}.", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "La IP, nombre de equipo o número de puerto que ingresaste no son correctos.", + "ONLINE_ERROR_CONNECTION_FAILED": "No se pudo conectar.", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "Jugadores: {0}", + "ONLINE_BUTTON_VIEW_FRIENDS": "Lista de amigos", + "UI_PAUSE_ONLINE_BTN_0": "Jugar en red", + "ONLINE_ALREADY_REQUESTING.f": "Ya le enviaste una solicitud diferente.", + "UI_PAUSE_ONLINE_BTN_1": "Estado de la conexión", + "ONLINE_REQUEST_ACTION_raid": "Desafío", + "ONLINE_ALREADY_REQUESTING.m": "Ya le enviaste una solicitud diferente.", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Tu solicitud de {action.to_lower} se canceló. Motivo: {reason}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} se desconectó", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} se desconectó", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} se desconectó", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "La solicitud de {action.to_lower} de {remote_player} se canceló. Motivo: {reason}.", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "En línea (con invitación)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Niveles:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Igualados a {0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Atributos de las calcomanías:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Sin restricciones", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Activados", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Desactivada", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Desactivados", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Activada", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusión", + "ONLINE_NOTIFICATION_DISCONNECTED": "Sin conexión.", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "¡Conectado!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "¡Conectado!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "¡Conectado!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Ten en cuenta que el juego multiplataforma en línea no está permitido cuando hay mods instalados. Por tanto, este archivo de guardado quedará excluido, de forma permanente, de cualquier sesión de juego cruzado con consolas.", + "ONLINE_NOTIFICATION_CONNECTED_1": "Ahora estás jugando con {remote_player}.", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Estás hospedando una sesión LAN en el puerto {server_port}.", + "INFO_ONLINE_WITH_MODS1": "El juego multiplataforma en línea no está permitido cuando hay mods instalados. No podrás unirte a las sesiones de juego multiplataforma y los jugadores de consola no podrán unirse a tus sesiones.", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "Elige una partida para unirte a la sesión multijugador.", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "¡Derrotaron a {player}!", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "¡Derrotaron a {player}!", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "¡Derrotaron a {player}!", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Comprobar tu oferta", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Comprobar la oferta de {remote_player}", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Aceptar la oferta", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Tu oferta", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "No puedes intercambiar cintas con {remote_player} porque los monstruos de su juego son de otro tipo elemental.", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "La oferta de {remote_player}", + "ONLINE_REQUEST_UI_BATTLE_RULES": "Reglas del combate", + "ONLINE_PLAYER_STATUS_1.n": "No disponible. Actualmente, {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.m": "No disponible. Actualmente, {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.f": "No disponible. Actualmente, {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_2": "Luchando {location_name_phrase}.", + "ONLINE_PLAYER_MENU_MAP": "Ver en el mapa", + "ONLINE_PLAYER_MENU_TRADE": "Solicitar intercambio", + "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", + "ONLINE_PLAYER_MENU_BATTLE": "Solicitar combate", + "UI_SETTINGS_NETWORK": "Juego en red", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Desactivado", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Activado", + "UI_SETTINGS_NETWORK_CROSSPLAY": "Juego multiplataforma", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Ahora estás jugando con {remote_player} y más jugadores ({n}).", + "ONLINE_REQUEST_ACTION_gauntlet": "Reto", + "ONLINE_REQUEST_SENT.f": "¡Le enviaste una solicitud de {action.to_lower} a {remote_player}!", + "ACHIEVEMENT_NAME_tutorial": "Así es el mundo en el que vivimos", + "ACHIEVEMENT_DESC_partner_kayleigh": "Desbloquea a Kayleigh.", + "ACHIEVEMENT_NAME_rogue_fusion": "La suma de las partes", + "ACHIEVEMENT_NAME_swarm_fusion": "El espíritu de la colmena", + "ACHIEVEMENT_DESC_rogue_fusion": "Derrota a una fusión salvaje.", + "ACHIEVEMENT_DESC_swarm_fusion": "Derrota a un enjambre.", + "ACHIEVEMENT_DESC_unstable_fusion": "Derrota a una fusión inestable.", + "ACHIEVEMENT_NAME_unstable_fusion": "Nunca debe comer después de medianoche", + "ACHIEVEMENT_NAME_orb_fusion": "Eso no es una luna", + "ACHIEVEMENT_DESC_orb_fusion": "Derrota a una fusión esférica.", + "ACHIEVEMENT_NAME_rogue_fusion_5": "Homenaje al salvaje", + "ACHIEVEMENT_DESC_rogue_fusion_5": "Derrota a 5 fusiones salvajes.", + "ACHIEVEMENT_NAME_rogue_fusion_10": "Has visto muchos salvajes en tus viajes", + "ACHIEVEMENT_NAME_captain_judas": "Preparado para todo", + "ACHIEVEMENT_DESC_captain_judas": "Derrota al guarda mayor Judas.", + "ACHIEVEMENT_NAME_captain_cleeo": "Quien gana se lo lleva todo", + "ACHIEVEMENT_NAME_captain_lodestein": "Electrizante", + "ACHIEVEMENT_DESC_captain_lodestein": "Derrota al guarda mayor Ray O'Farrell.", + "ACHIEVEMENT_NAME_captain_dreadful": "Más allá", + "ACHIEVEMENT_DESC_captain_dreadful": "Derrota a la guarda mayor Agnes Pectro.", + "ACHIEVEMENT_NAME_captain_gladiola": "El filo de la navaja", + "ACHIEVEMENT_NAME_kuneko_altars_4": "¿No me quieres?, 5.ª parte", + "ACHIEVEMENT_DESC_kuneko_altars_4": "Encuéntrate con Kuneko en cuatro altares.", + "ACHIEVEMENT_NAME_quest_viola1": "La tempestad", + "ACHIEVEMENT_NAME_defeat_ianthe": "Nuevos desafíos, 2.ª parte", + "ACHIEVEMENT_DESC_defeat_ianthe": "Derrota a Ianthe y conviértete en guarda mayor.", + "ACHIEVEMENT_NAME_quest_overtime": "Horas extra", + "ACHIEVEMENT_DESC_quest_overtime": "Elige un diseño para el letrero de Villapuerto.", + "ACHIEVEMENT_NAME_quest_sunny": "¿Qué se siente?", + "ACHIEVEMENT_DESC_quest_sunny": "Ayuda a Sol a empezar una vida nueva.", + "ACHIEVEMENT_NAME_quest_hoylake": "De cacería", + "ACHIEVEMENT_DESC_quest_hoylake": "Ayuda a Hoylake con su investigación.", + "ACHIEVEMENT_DESC_defeat_ghost": "Derrota a un fantasma.", + "ACHIEVEMENT_NAME_defeat_ghost": "¿A quién vas a llamar?", + "ACHIEVEMENT_DESC_bootleg_astral": "Obtén un monstruo pirata de tipo astral.", + "ACHIEVEMENT_NAME_bootleg_ice": "Pirata gélido", + "ACHIEVEMENT_DESC_bootleg_ice": "Obtén un monstruo pirata de tipo hielo.", + "ACHIEVEMENT_DESC_bootleg_lightning": "Obtén un monstruo pirata de tipo rayo.", + "ACHIEVEMENT_NAME_bootleg_lightning": "Pirata fulminante", + "ACHIEVEMENT_NAME_bootleg_air": "Pirata ventoso", + "ACHIEVEMENT_DESC_bootleg_air": "Obtén un monstruo pirata de tipo aire.", + "ACHIEVEMENT_NAME_bootleg_earth": "Pirata pétreo", + "ACHIEVEMENT_DESC_bootleg_earth": "Obtén un monstruo pirata de tipo tierra.", + "ACHIEVEMENT_NAME_bootleg_metal": "Pirata férreo", + "ACHIEVEMENT_DESC_bootleg_metal": "Obtén un monstruo pirata de tipo metal.", + "ACHIEVEMENT_NAME_bootleg_glass": "Pirata transparente", + "ACHIEVEMENT_DESC_bootleg_glass": "Obtén un monstruo pirata de tipo cristal.", + "REACTION_FIRE_ON_AIR_TUTORIAL": "El impacto de un ataque de tipo fuego contra un objetivo de tipo aire causa una corriente vertical, un muro de aire que puede neutralizar varios impactos posteriores.", + "REACTION_FIRE_ON_METAL": "Derretido", + "REACTION_FIRE_ON_METAL_TUTORIAL": "Los objetivos de tipo metal pueden derretirse a causa de ataques de tipo fuego, lo cual les causa daño continuo.", + "REACTION_PLASTIC_ON_FIRE": "Humo", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "El impacto de un ataque de tipo plástico contra un objetivo de tipo fuego crea un humo negro que puede ocultar la posición del objetivo.", + "REACTION_PLASTIC_ON_ASTRAL": "Perturbación", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "El plástico es aislante, de modo que los ataques de tipo plástico pueden limitar el alcance de los atacantes de tipo rayo.", + "REACTION_PLASTIC_ON_LIGHTNING": "Aislante", + "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", + "REACTION_PLANT_ON_FIRE_TUTORIAL": "El impacto de un ataque de tipo planta contra un objetivo de tipo fuego crea un humo negro que puede ocultar la posición del objetivo.", + "REACTION_PLANT_ON_FIRE": "Humo", + "REACTION_PLANT_ON_WATER": "Consunción", + "REACTION_PLANT_ON_WATER_TUTORIAL": "Los ataques de tipo planta consumen la fuerza de los objetivos de tipo agua.", + "REACTION_PLANT_ON_POISON": "Amplificado", + "REACTION_PLANT_ON_LIGHTNING": "Toma de tierra", + "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Los ataques de tipo planta conectan a tierra la electricidad de los objetivos de tipo rayo, lo cual limita su alcance.", + "REACTION_PLANT_ON_POISON_TUTORIAL": "Los venenos requieren nutrientes específicos para su elaboración. Los ataques de tipo planta se los proporcionan, amplificando así el efecto de los ataques de tipo veneno posteriores del objetivo.", + "REACTION_PLANT_ON_EARTH": "Semillas", + "REACTION_WATER_ON_FIRE_TUTORIAL": "Los ataques de tipo agua apagan las llamas de los objetivos de tipo fuego, reduciendo así la potencia de sus ataques.", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "Los ataques de tipo planta dejan semillas en los objetivos de tipo tierra, lo cual les roba energía.", + "REACTION_WATER_ON_FIRE": "Apagado", + "REACTION_WATER_ON_PLANT": "Absorción", + "REACTION_WATER_ON_PLANT_TUTORIAL": "Los objetivos de tipo planta absorben el agua que dejan tras de sí los ataques de tipo agua, lo cual los va curando poco a poco.", + "REACTION_WATER_ON_ICE": "Más masa", + "REACTION_WATER_ON_ASTRAL": "Potenciado", + "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_WATER_ON_ICE_TUTORIAL": "Los objetivos de tipo hielo congelan de inmediato el agua que dejan tras de sí los ataques de tipo agua, lo cual les otorga masa adicional.", + "REACTION_WATER_ON_LIGHTNING": "Conducción", + "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "El agua conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", + "REACTION_WATER_ON_EARTH": "Erosión", + "REACTION_WATER_ON_EARTH_TUTORIAL": "Los ataques de tipo agua van erosionando poco a poco los objetivos de tipo tierra, lo cual reduce su defensa.", + "REACTION_WATER_ON_METAL": "Corrosión", + "REACTION_POISON_ON_FIRE": "Combustible", + "REACTION_WATER_ON_METAL_TUTORIAL": "Los ataques de tipo agua oxidan y corroen los objetivos de tipo metal, lo cual los vuelve más frágiles.", + "REACTION_POISON_ON_FIRE_TUTORIAL": "Los objetivos de tipo fuego pueden quemar el veneno que dejan tras de sí los ataques de tipo veneno, lo cual los hace más fuertes.", + "REACTION_POISON_ON_PLANT_TUTORIAL": "Los objetivos de tipo planta absorben el veneno que dejan tras de sí los ataques de tipo veneno, lo cual les va causando daño poco a poco.", + "REACTION_POISON_ON_PLANT": "Absorbido", + "REACTION_POISON_ON_EARTH": "Puntas venenosas", + "REACTION_POISON_ON_ASTRAL": "Perturbación", + "REACTION_POISON_ON_EARTH_TUTORIAL": "Los objetivos de tipo tierra pueden utilizar el veneno que dejan tras de sí los ataques de tipo veneno para empapar con él sus partes puntiagudas, lo cual les permite causar daño adicional a sus enemigos.", + "REACTION_POISON_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", + "REACTION_POISON_ON_METAL_TUTORIAL": "Los objetivos de tipo metal pueden utilizar el veneno que dejan tras de sí los ataques de tipo veneno para empapar con él sus partes puntiagudas, lo cual les permite causar daño adicional a sus enemigos.", + "REACTION_POISON_ON_METAL": "Puntas venenosas", + "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Los monstruos de tipo astral drenan poder de los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_ASTRAL_ON_FIRE": "Drenado", + "REACTION_ASTRAL_ON_WATER": "Drenado", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Los monstruos de tipo astral drenan poder de los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_ASTRAL_ON_ASTRAL": "Potenciado", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Los objetivos de tipo astral pueden utilizar la energía que dejan tras de sí los ataques de tipo astral para fortalecerse.", + "REACTION_ASTRAL_ON_AIR": "Drenado", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Los monstruos de tipo astral drenan poder de los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_ICE_ON_WATER_TUTORIAL": "Cuando reciben el impacto de un ataque de tipo hielo, los monstruos de tipo agua se congelan de inmediato.", + "REACTION_ICE_ON_WATER": "Congelado", + "REACTION_ASTRAL_ON_EARTH": "Drenado", + "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Los monstruos de tipo astral drenan poder de los objetivos de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_ICE_ON_LIGHTNING": "Conducción", + "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "El hielo y el agua conducen la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", + "REACTION_ICE_ON_AIR": "Escarcha", + "REACTION_LIGHTNING_ON_ICE": "Electrificado", + "REACTION_LIGHTNING_ON_PLASTIC": "Electricidad estática", + "REACTION_ICE_ON_AIR_TUTORIAL": "Los ataques de tipo hielo enfrían a los objetivos de tipo aire, que quedarán tiritando.", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "El hielo y el agua conducen la electricidad, de modo que los monstruos de tipo hielo o agua serán más sensibles a los ataques de tipo rayo posteriores.", + "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "El agua conduce la electricidad, de modo que los monstruos de tipo agua serán más sensibles a los ataques de tipo rayo posteriores.", + "REACTION_LIGHTNING_ON_WATER": "Electrificado", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Las cualidades aislantes del plástico hacen que los ataques de tipo rayo contra objetivos de tipo plástico dejen tras de sí una carga eléctrica que estos podrán usar luego para causar daño adicional a sus enemigos.", + "REACTION_LIGHTNING_ON_AIR": "Electrificado", + "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "El aire de Nueva Wirral conduce la electricidad sorprendentemente bien, de modo que los monstruos de tipo aire serán más sensibles a los ataques de tipo rayo posteriores.", + "REACTION_LIGHTNING_ON_EARTH": "Vitrificación", + "REACTION_AIR_ON_FIRE_TUTORIAL": "Los ataques de tipo aire apagan las llamas de los objetivos de tipo fuego, reduciendo así la potencia de sus ataques.", + "REACTION_AIR_ON_FIRE": "Apagado", + "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "El metal conduce la electricidad, de modo que los monstruos de tipo metal serán más sensibles a los ataques de tipo rayo posteriores.", + "REACTION_LIGHTNING_ON_METAL": "Electrificado", + "REACTION_LIGHTNING_ON_EARTH_TUTORIAL": "Cuando un rayo impacta la arena se crea fulgurita, que es cristal natural. Los monstruos de tipo tierra que reciban el impacto de un ataque de tipo rayo pasan a ser de tipo cristal.", + "REACTION_AIR_ON_PLANT": "Arrancado", + "REACTION_AIR_ON_PLANT_TUTORIAL": "Los ataques de tipo aire pueden arrancar del suelo las raíces de los objetivos de tipo planta, de modo que pierden la conexión con su fuente de nutrientes.", + "REACTION_AIR_ON_ASTRAL": "Potenciado", + "REACTION_AIR_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_AIR_ON_LIGHTNING_TUTORIAL": "En Nueva Wirral el aire conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", + "REACTION_AIR_ON_LIGHTNING": "Conducción", + "REACTION_AIR_ON_GLASS": "Resonancia", + "REACTION_EARTH_ON_FIRE": "Apagado", + "REACTION_AIR_ON_GLASS_TUTORIAL": "Los sonidos fuertes y los ataques de tipo aire pueden hacer que los monstruos de tipo cristal resuenen y empiecen a vibrar. Si la resonancia es lo bastante fuerte, puede hacer que el cristal se rompa.", + "REACTION_EARTH_ON_PLASTIC": "Enterrado", + "REACTION_EARTH_ON_FIRE_TUTORIAL": "Los ataques de tipo tierra apagan las llamas de los objetivos de tipo fuego, reduciendo así la potencia de sus ataques.", + "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Los ataques de tipo tierra conectan a tierra la electricidad de los objetivos de tipo rayo, lo cual limita su alcance.", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Al igual que el ciclo de vida habitual de los productos de plástico hace que acaben a menudo enterrados en un vertedero, los ataques de tipo tierra pueden enterrar a los monstruos de tipo plástico y limitar su movimiento.", + "REACTION_EARTH_ON_LIGHTNING": "Toma de tierra", + "REACTION_METAL_ON_ASTRAL": "Perturbación", + "REACTION_METAL_ON_ASTRAL_TUTORIAL": "La armonía interna de los monstruos de tipo astral quedará completamente trastocada si se exponen a elementos impuros: plástico, veneno y metal.", + "REACTION_EARTH_ON_ASTRAL": "Potenciado", + "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_METAL_ON_ICE_TUTORIAL": "Las partes puntiagudas de los monstruos de tipo metal pican la superficie de los de tipo hielo como si de un picahielos se tratara, reduciendo así su defensa.", + "REACTION_METAL_ON_ICE": "Picado", + "REACTION_METAL_ON_LIGHTNING": "Conducción", + "REACTION_METAL_ON_EARTH": "Picado", + "REACTION_METAL_ON_LIGHTNING_TUTORIAL": "El metal conduce la electricidad, lo cual aumenta el alcance de los ataques de tipo rayo.", + "REACTION_METAL_ON_GLASS_TUTORIAL": "¡Ojo, no te cortes! El impacto de un ataque de tipo metal contra un objetivo de tipo cristal desperdiga obstáculos afilados por el campo de batalla.", + "REACTION_METAL_ON_EARTH_TUTORIAL": "Las partes puntiagudas de los monstruos de tipo metal pican la superficie de los de tipo tierra como si de una pala se tratara, reduciendo así su defensa.", + "REACTION_METAL_ON_GLASS": "Resquebrajado", + "REACTION_GLASS_ON_LIGHTNING_TUTORIAL": "El cristal es aislante, de modo que los ataques de tipo cristal pueden limitar el alcance de los atacantes de tipo rayo.", + "REACTION_GLASS_ON_LIGHTNING": "Aislante", + "ELEMENTAL_TYPE_FIRE": "Fuego", + "ELEMENTAL_TYPE_WATER": "Agua", + "ELEMENTAL_TYPE_PLASTIC": "Plástico", + "ELEMENTAL_TYPE_POISON": "Veneno", + "ELEMENTAL_TYPE_PLANT": "Planta", + "ELEMENTAL_TYPE_BEAST": "Bestia", + "ELEMENTAL_TYPE_ASTRAL": "Astral", + "ELEMENTAL_TYPE_GLITTER": "Brillantina", + "ELEMENTAL_TYPE_LIGHTNING": "Rayo", + "ELEMENTAL_TYPE_ICE": "Hielo", + "ELEMENTAL_TYPE_AIR": "Aire", + "ELEMENTAL_TYPE_EARTH": "Tierra", + "ELEMENTAL_TYPE_METAL": "Metal", + "ELEMENTAL_TYPE_GLASS": "Cristal", + "INVENTORY_EMPTY": "Nada.", + "INVENTORY_INCOMPATIBLE": "Incompatible", + "INVENTORY_NO_COMPATIBLE_STICKERS": "No tienes calcomanías compatibles.", + "LOOT_TITLE": "Obtuviste:", + "LOOT_ITEM_EQUIPPED": "Equipado", + "LOOT_ITEM_EQUIP_BUTTON": "Equipar", + "LOOT_ITEM_UNEQUIP_BUTTON": "Desequipar", + "LOOT_HEADING_OTHER_ITEMS": "Otros objetos", + "LOOT_HEADING_DROPPED": "Al suelo:", + "WINGS_OBTAINED": "Ahora tendrás disponibles en el armario de tu casa las alas de {0.to_lower}", + "ITEM_DROP_OBTAINED_ONE": "Obtuviste: {0}", + "ITEM_DROP_OBTAINED_MULTIPLE": "Obtuviste: {0} ({1})", + "ITEM_DROP_INVENTORY_FULL": "Ya no puedes llevar más.", + "ITEM_DROP_INVENTORY_FULL_STICKERS_1": "No puedes tener más calcomanías.", + "ITEM_CHEST_EMPTY": "¡No hay nada!", + "ITEM_DROP_INVENTORY_FULL_STICKERS_2": "Has llegado al límite de las calcomanías que puedes tener. Si encuentras más, se tirarán automáticamente al suelo.", + "ITEM_REMOVED_ONE": "Perdiste de tu inventario: {0}", + "ITEM_REMOVED_MULTIPLE": "Perdiste de tu inventario: {0} ({1})", + "ITEM_COUNT_LIMITED": "({0}/{1})", + "ITEM_COUNT": "({0})", + "ITEM_EXCHANGE_OWNED_AMOUNT": "Tienes {0}.", + "ITEM_EXCHANGE_MULTIPLE": "{0} ({1})", + "ITEM_EXCHANGE_ALREADY_OWNED": "Ya está en tu poder.", + "ITEM_COST_FREE": "Gratis", + "ITEM_COST_ELEMENT": "{amount} {currency}", + "ITEM_COST_JOIN": ",", + "ITEM_EXCHANGE_OUT_OF_STOCK": "No quedan.", + "ITEM_EXCHANGE_INVENTORY_FULL": "Ya no puedes llevar más.", + "ITEM_TRADE_BUY": "Comprar", + "ITEM_TRADE_AMOUNT": "¿Quieres comprar {exchange}? Cuesta: {cost}.", + "ITEM_USE": "Usar", + "ITEM_VIEW": "Ver", + "ITEM_READ": "Leer", + "ITEM_SELECT": "Seleccionar", + "ITEM_USE_ON.m": "Usar con {0}", + "ITEM_USE_ON.f": "Usar con {0}", + "ITEM_USE_ON_TAPE": "Usar con {0}", + "ITEM_USE_ON.n": "Usar con {0}", + "ITEM_APPLY_STICKER_SUBMENU": "Pegar en…", + "ITEM_USE_ON_SUBMENU": "Usar con…", + "ITEM_DISCARD": "Desechar", + "ITEM_DISCARD_ONE": "Desechar 1", + "ITEM_DISCARD_ALL": "Desechar todo", + "ITEM_RECYCLE_ONE": "Reciclar 1 por {amount} {icon}", + "ITEM_RECYCLE": "Reciclar por {amount} {icon}", + "ITEM_DISCARD_MODE_DISCARD": "Desechar", + "ITEM_DISCARD_MODE_RECYCLE": "Reciclar", + "ITEM_RECYCLE_ALL": "Reciclar todo por {amount} {icon}", + "ITEM_CATEGORY_consumables": "Consumibles", + "ITEM_CATEGORY_tapes": "Cintas vírgenes", + "ITEM_CATEGORY_stickers": "Calcomanías", + "ITEM_CATEGORY_resources": "Recursos", + "ITEM_CATEGORY_misc": "Varios", + "ITEM_CURE_COATING_NAME": "Curacapas", + "ITEM_CURE_BURNED_NAME": "Curaquemadura", + "ITEM_CURE_BURNED_DESCRIPTION": "Una crema refrescante que elimina el efecto \\\"quemadura\\\" de un miembro del equipo. No consume un turno.", + "ITEM_CURE_COATING_DESCRIPTION": "Elimina los efectos de capa (los que cambian el tipo) de un miembro del equipo. Consume un turno del combate.", + "ITEM_CURE_CONDUCTIVE_NAME": "Curaconducción", + "ITEM_CURE_CONFUSED_NAME": "Curaconfusión", + "ITEM_CURE_CONFUSED_DESCRIPTION": "Un inyectable con una enzima que elimina de inmediato el exceso de agentes tóxicos y por tanto el efecto \\\"confusión\\\" de un miembro del equipo. No consume un turno.", + "ITEM_CURE_CONDUCTIVE_DESCRIPTION": "Una crema aislante que elimina el efecto \\\"conducción\\\" de un miembro del equipo. No consume un turno.", + "ITEM_CURE_LEECHED_NAME": "Curaparásito", + "ITEM_CURE_POISONED_NAME": "Curaveneno", + "ITEM_CURE_LEECHED_DESCRIPTION": "Una crema herbicida que elimina el efecto \\\"parásito\\\" de un miembro del equipo. No consume un turno.", + "ITEM_CURE_RESONANCE_NAME": "Curavibración", + "ITEM_CURE_POISONED_DESCRIPTION": "Un antídoto para los venenos de monstruo más comunes. Elimina el efecto \\\"veneno\\\" de un miembro del equipo. No consume un turno.", + "ITEM_CURE_SLEEP_NAME": "Curasueño", + "ITEM_CURE_RESONANCE_DESCRIPTION": "Una sustancia estabilizadora que elimina el efecto \\\"vibración\\\" de un miembro del equipo. Consume un turno del combate.", + "ITEM_CURE_BERSERK_NAME": "Curaira", + "ITEM_CURE_SLEEP_DESCRIPTION": "Una botellita de sales hediondas capaces de despertar a cualquiera. Elimina el efecto \\\"sueño\\\" de un miembro del equipo. No consume un turno.", + "ITEM_CURE_STAT_NAME": "Curatributos", + "ITEM_CURE_BERSERK_DESCRIPTION": "Una sustancia calmante que elimina el efecto \\\"ira\\\" de un miembro del equipo. No consume un turno.", + "ITEM_CURE_PETRIFIED_DESCRIPTION": "Un pequeño aerosol con una sustancia aceitosa que facilita el movimiento y elimina el efecto \\\"petrificación\\\" de un miembro del equipo. Consume un turno del combate.", + "ITEM_CURE_PETRIFIED_NAME": "Curapetrificación", + "ITEM_CURE_STAT_DESCRIPTION": "Una sustancia cuya inhalación elimina todos los efectos de estado modificadores de atributos de un miembro del equipo (¡incluidos los positivos!). Consume un turno del combate.", + "ITEM_CURE_ALL_NAME": "Curatodo", + "ITEM_CURE_ALL_DESCRIPTION": "Una panacea milagrosa que, al parecer, cura cualquier trastorno. Elimina todos los efectos de estado de un miembro del equipo (¡incluidos los positivos!). Consume un turno del combate.", + "ITEM_REWIND_NAME": "Rebobinador", + "ITEM_REWIND_DESCRIPTION": "Hace que una cinta recupere por completo sus PV. Consume un turno del combate.", + "ITEM_RESPOOL_NAME": "Restaurador", + "ITEM_OLIVE_UP_NAME": "Olive Up", + "ITEM_RESPOOL_DESCRIPTION": "Arregla y rebobina una cinta rota. Consume un turno del combate.", + "ITEM_OLIVE_UP_DESCRIPTION": "Un extraño refresco con sabor a aceituna que hace que un personaje suba de nivel de inmediato.", + "ITEM_UPGRAPE_NAME": "Uvas del más fuerte", + "ITEM_PEAR_FUSILLI_NAME": "Pasta fusión", + "ITEM_PEAR_FUSILLI_DESCRIPTION": "Una comida precocida para dos que llena de inmediato su barra de fusión (¡y lleva pera!). No consume un turno aunque se la coman durante el combate.", + "ITEM_UPGRAPE_DESCRIPTION": "Un curioso racimo de uvas boca abajo que, según se dice, dan las parras que se plantan el Día al Revés. Si te comes unas cuantas, podrás mejorar de inmediato una cinta y subirle una estrella.", + "ITEM_REODORANT_NAME": "Reodorante", + "ITEM_REODORANT_DESCRIPTION": "Un bote de \\\"antidesodorante transpirante unisex\\\". La etiqueta dice que te hará oler lo bastante mal como para repeler a los monstruos durante un minuto.", + "ITEM_REODORANT_TIME_LEFT": "Tiempo restante: {0}:{1}", + "ITEM_FULL_ENGLISH_NAME": "Desayuno inglés completo (vegano)", + "ITEM_FULL_ENGLISH_DESCRIPTION": "Cura por completo a un personaje. Consume un turno del combate.", + "ITEM_COFFEE1_NAME": "Café con leche en lata", + "ITEM_COFFEE2_DESCRIPTION": "Un café enlatado muy fuerte que otorga 4 PA adicionales. Consume un turno del combate.", + "ITEM_COFFEE1_DESCRIPTION": "Un café enlatado que otorga 2 PA adicionales. Consume un turno del combate.", + "ITEM_COFFEE2_NAME": "Café americano para llevar", + "ITEM_FUSED_MATERIAL_NAME": "Material fundido", + "ITEM_COFFEE3_NAME": "Expreso exprés", + "ITEM_COFFEE4_NAME": "Expreso doble", + "ITEM_COFFEE3_DESCRIPTION": "Un café en lata pequeña que aporta energía al instante y otorga 6 PA adicionales. Consume un turno del combate.", + "ITEM_SMOKE_BOMB_NAME": "Bomba de humo", + "ITEM_COFFEE4_DESCRIPTION": "Un expreso doble en lata que otorga 8 PA adicionales. Consume un turno del combate.", + "ITEM_METAL_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", + "ITEM_SMOKE_BOMB_DESCRIPTION": "Permite una huida garantizada de cualquier monstruo salvaje. Sin embargo, no funcionará contra humanos ni otros seres inteligentes.", + "ITEM_METAL_NAME": "Metal", + "ITEM_FUSED_MATERIAL_DESCRIPTION": "Huele mucho a huevo podrido, pero, por lo visto, los guardas lo consideran valiosísimo.", + "ITEM_TUTORIAL_NAME": "Manual del buen guarda", + "ITEM_TUTORIAL_NO_TUTS": "¡Primero tienes que encontrarte con Kayleigh al este de Villapuerto!", + "ITEM_TUTORIAL_DESCRIPTION": "Un manual prestado por Kayleigh. Puedes leerlo para repasar lo que has aprendido sobre la vida en la isla de Nueva Wirral.", + "ITEM_TUTORIAL_GIVE_TYPE_CHART": "¡Ay! ¡Se cayó una tarjeta de la solapa del manual!", + "ITEM_TUTORIAL_MESSAGE": "¿Qué tema quieres repasar?", + "ITEM_PLASTIC_NAME": "Plástico", + "ITEM_PLASTIC_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", + "ITEM_TYPE_CHART_NAME": "Gráfica de tipos elementales", + "ITEM_OLD_BOOK_NAME": "Libro viejo", + "ITEM_TYPE_CHART_DESCRIPTION": "Un esquema impreso en una tarjeta que se cayó del Manual del buen guarda que te prestó Kayleigh. Detalla los tipos elementales de monstruos que hay en Nueva Wirral y cómo puedes usar esos tipos para obtener ventaja.", + "ITEM_OLD_BOOK_DESCRIPTION": "Es un libro viejo en el que hay escritas un montón de palabras raras.", + "ITEM_PULP_NAME": "Celulosa", + "ITEM_SINGLEUSE_STICKER_NAME": "{name} (un solo uso)", + "ITEM_WHEAT_NAME": "Trigo", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "¡Abre las puertas de Villapuerto!", + "ITEM_WHEAT_DESCRIPTION": "Un recurso básico que algunas personas pueden convertir en comida.", + "ITEM_WOOD_NAME": "Madera", + "ITEM_PULP_DESCRIPTION": "Papel descompuesto. Un recurso reciclado básico que puede cambiarse por objetos o servicios.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Impacta a un objetivo. Causa al objetivo el efecto \\\"{status_effect}\\\".", + "ITEM_KEY_HARBOURTOWN_NAME": "Llave de las puertas de Villapuerto", + "ITEM_WOOD_DESCRIPTION": "Un recurso reciclado básico que puede cambiarse por objetos o servicios.", + "ITEM_TAPE_BASIC_NAME": "Cinta normal", + "ITEM_TAPE_BASIC_DESCRIPTION": "Graba las formas de monstruo con un margen de eficacia normal.", + "ITEM_TAPE_CHROME_NAME": "Cinta de cromo", + "ITEM_TAPE_CHROME_DESCRIPTION": "Graba las formas de monstruo con un alto margen de eficacia.", + "ITEM_TAPE_OPTICAL_LASER_NAME": "Cinta de láser óptico", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Una cinta negra misteriosa que dejó Black Shuck.", + "ITEM_TAPE_BLACK_SHUCK_NAME": "Cinta de Black Shuck", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Utiliza una tecnología futurista basada en láseres para almacenar las formas de monstruo de forma eficaz. Garantiza el éxito de la grabación.", + "ITEM_TAPE_BEAST_DESCRIPTION": "Una cinta cubierta de piel sintética. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo bestia. A los niños les encanta.", + "ITEM_TAPE_BEAST_NAME": "Cinta de piel sintética", + "ITEM_TAPE_FIRE_NAME": "Cinta para tostadora", + "ITEM_TAPE_FIRE_DESCRIPTION": "La etiqueta dice que se puede calentar en una tostadora. Se trata de una extraña cinta publicitaria que se regalaba con el pan de molde, hasta que las quejas por manos quemadas o pequeños incendios obligaron a la empresa a echarse atrás. Eso sí, tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo fuego.", + "ITEM_TAPE_PLASTIC_NAME": "Cinta reciclada", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "Una cinta hecha, según parece de \\\"plástico 100 % reciclado\\\". Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo plástico.", + "ITEM_TAPE_PLANT_NAME": "Cinta de corteza de árbol", + "ITEM_TAPE_PLANT_DESCRIPTION": "Una cinta cuya carcasa está hecha con corteza de árbol. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo planta.", + "ITEM_TAPE_WATER_NAME": "Cinta llena de agua", + "ITEM_TAPE_WATER_DESCRIPTION": "Una cinta hecha con plástico transparente, sellada y llena de agua. A un lado tiene dos botones que te permiten jugar a un juego de lanzar anillas cuando no la estés escuchando. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo agua.", + "ITEM_TAPE_POISON_NAME": "Cinta de piel de serpiente", + "ITEM_TAPE_ASTRAL_NAME": "Cinta etérea", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "Una cinta inmaterial que tiene la notable pega de atravesar de vez en cuando otros objetos. Tiene dibujados pequeños puntitos de luz por toda su superficie, como si fueran estrellas lejanas. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo astral.", + "ITEM_TAPE_POISON_DESCRIPTION": "Una cinta hecha con piel de serpiente sintética. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo veneno.", + "ITEM_TAPE_ICE_NAME": "Cinta de hielo IX", + "ITEM_TAPE_LIGHTNING_NAME": "Cinta superconductora", + "ITEM_TAPE_ICE_DESCRIPTION": "Una cinta hecha de un hielo que no parece que se derrita nunca. La etiqueta avisa de que no debe acercarse nunca al agua. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo hielo.", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Una cinta cuya etiqueta afirma con orgullo que su interior está en estado condensado de Bose-Einstein. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo rayo.", + "ITEM_TAPE_AIR_NAME": "Cinta aerosol", + "ITEM_TAPE_EARTH_NAME": "Cinta de cerámica", + "ITEM_TAPE_AIR_DESCRIPTION": "Una cinta que tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo aire. En caso de necesidad, puede usarse también como spray para el cabello.", + "ITEM_TAPE_METAL_NAME": "Cinta de ferrocromo", + "ITEM_TAPE_METAL_DESCRIPTION": "Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo metal.", + "ITEM_TAPE_EARTH_DESCRIPTION": "Una cinta cuya carcasa está hecha de cerámica endurecida. Tiene un margen muy alto de eficacia cuando se usa para grabar monstruos de tipo tierra.", + "ITEM_TAPE_USE_ON.m": "Grabar a {0}", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "Grabar a {0}", + "ITEM_TAPE_USE_ON.n": "Grabar a {0}", + "ITEM_NAME_RARITY_1": "{item_name} (poco frecuente)", + "ITEM_NAME_RARITY_2": "{item_name} (inusual)", + "BOOSTER_PACK_ELEMENTS_NAME": "Sobre de calcomanías \\\"Elementos\\\"", + "BOOSTER_PACK_NATURE_NAME": "Sobre de calcomanías \\\"Naturaleza\\\"", + "BOOSTER_PACK_POLLUTION_NAME": "Sobre de calcomanías \\\"Contaminación\\\"", + "BOOSTER_PACK_WILDCARD_NAME": "Sobre de calcomanías \\\"Popurrí\\\"", + "MAP_NAME_OVERWORLD_PHRASE": "en Nueva Wirral", + "BOOSTER_PACK_DESCRIPTION": "Un sobre temático de 4 calcomanías. ¡Te garantiza al menos una poco frecuente o inusual!", + "MAP_NAME_DEAD_WORLD_PHRASE": "en un lugar desconocido", + "MAP_NAME_OVERWORLD": "Nueva Wirral", + "REGION_NAME_UNKNOWN": "¿¿??", + "MAP_NAME_DEAD_WORLD": "¿¿??", + "REGION_NAME_UNKNOWN_PHRASE": "en un lugar desconocido", + "REGION_NAME_GAUNTLET": "Tren del reto del magikangrejo", + "REGION_NAME_MALL": "Centro comercial La Caída", + "REGION_NAME_MALL_PHRASE": "en el centro comercial La Caída", + "REGION_NAME_GAUNTLET_PHRASE": "a bordo del tren del reto del magikangrejo", + "REGION_NAME_PLAINS1": "Campo de Nueva Wirral", + "REGION_NAME_TOWN": "Villapuerto", + "REGION_NAME_TOWN_PHRASE": "en Villapuerto", + "REGION_NAME_PLAINS1_PHRASE": "en el campo de Nueva Wirral", + "REGION_NAME_TOWN_WEST": "Oeste de Villapuerto", + "REGION_NAME_TOWN_WEST_PHRASE": "al oeste de Villapuerto", + "REGION_NAME_CAFE": "Café Gramófono", + "REGION_NAME_CAFE_PHRASE": "en el Café Gramófono", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramófono vía Estación de Villapuerto", + "REGION_NAME_HOSPITAL": "Hospital de Villapuerto", + "REGION_NAME_HOSPITAL_PHRASE": "en el hospital", + "REGION_NAME_CHEMIST": "Tienda de calcomanías químicas", + "REGION_NAME_MUSEUM": "Centro de patrimonio histórico", + "REGION_NAME_MUSEUM_PHRASE": "en el centro de patrimonio histórico", + "REGION_NAME_CHEMIST_PHRASE": "en la tienda de calcomanías químicas", + "REGION_NAME_TOWN_OUTSKIRTS": "Afueras de Villapuerto", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "en las afueras", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Cuevas de las afueras de Villapuerto", + "REGION_NAME_TOWN_BEACH": "Playa de Villapuerto", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "en las cuevas de las afueras", + "REGION_NAME_DEADLANDS_PHRASE": "en el yermo", + "REGION_NAME_DEADLANDS": "El yermo", + "REGION_NAME_TOWN_BEACH_PHRASE": "en la playa de Villapuerto", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "en el parque", + "REGION_NAME_NEW_WIRRAL_PARK": "Parque de Nueva Wirral", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Cuevas del parque de Nueva Wirral", + "REGION_NAME_TOWN_STATION": "Estación de Villapuerto", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "en las cuevas del parque", + "REGION_NAME_DUNGEON_GLOWSHROOM": "Estación de Camino del Hongo Brillante", + "REGION_NAME_TOWN_STATION_PHRASE": "en la estación de Villapuerto", + "REGION_NAME_UPPER_PATH": "Camino de Arriba", + "REGION_NAME_UPPER_PATH_PHRASE": "en el camino de Arriba", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "en la estación de Camino del Hongo Brillante", + "REGION_NAME_MIRE_SEA": "Mar Infinito", + "REGION_NAME_MIRE_SEA_PHRASE": "en el mar Infinito", + "REGION_NAME_DUNGEON_WATERLOOP": "Estación de Cascada Interminable", + "REGION_NAME_SOUTHERN_ISLES": "Islas Sureñas", + "REGION_NAME_DINO_QUARRY": "El yermo (Cantera de Dino)", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "en las islas Sureñas", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "en la estación de Cascada Interminable", + "REGION_NAME_OLD_VILLAGE": "El yermo (Nueva Londres)", + "REGION_NAME_DINO_QUARRY_PHRASE": "en la Cantera de Dino", + "REGION_NAME_OLD_VILLAGE_PHRASE": "en Nueva Londres", + "REGION_NAME_DEADLANDS_CAVES": "Cuevas del yermo", + "REGION_NAME_LAKE_PHRASE": "en el lago", + "REGION_NAME_LAKE": "Lago Sediento", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "en las cuevas del yermo", + "REGION_NAME_LAKE_CAVES": "Cuevas del lago Sediento", + "REGION_NAME_LAKESIDE": "Camino del Lago", + "REGION_NAME_LAKESIDE_PHRASE": "en el camino del Lago", + "REGION_NAME_LAKE_CAVES_PHRASE": "en las cuevas que hay bajo el lago", + "REGION_NAME_LAKESIDE_CAVES": "Cuevas del camino del Lago", + "REGION_NAME_MT_WIRRAL": "Monte Wirral", + "REGION_NAME_MT_WIRRAL_PHRASE": "en el monte Wirral", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "en las cuevas del camino del Lago", + "REGION_NAME_MT_WIRRAL_CAVES": "Cuevas del monte Wirral", + "REGION_NAME_EASTHAM_WOODS": "Bosque Oriental", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "en las cuevas del monte Wirral", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "en el bosque Oriental", + "REGION_NAME_EASTHAM_WOODS_CAVES": "Cuevas del bosque Oriental", + "REGION_NAME_HAM_PHRASE": "en Nibosquenimonte", + "REGION_NAME_HAM": "Nibosquenimonte", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "en las cuevas del bosque Oriental", + "REGION_NAME_AUTUMN_HILL": "Colinas Otoñales", + "REGION_NAME_AUTUMN_HILL_PHRASE": "en las colinas Otoñales", + "REGION_NAME_AUTUMN_HILL_CAVES": "Cuevas de las colinas Otoñales", + "REGION_NAME_COMMUNE": "Villallanto", + "REGION_NAME_COMMUNE_PHRASE": "en Villallanto", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "en las cuevas de Colinas Otoñales", + "REGION_NAME_COMMUNE_STATION": "Estación de Llanto Creciente", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "en la estación de Hielington", + "REGION_NAME_MT_WIRRAL_STATION": "Estación de Hielington", + "REGION_NAME_COMMUNE_STATION_PHRASE": "en la estación de Llanto Creciente", + "REGION_NAME_MEADOW_PHRASE": "en el prado de los Cerezos", + "REGION_NAME_MEADOW": "Prado de los Cerezos", + "REGION_NAME_MEADOW_CAVES": "Cuevas del Prado de los Cerezos", + "REGION_NAME_MARSH": "El pantano", + "REGION_NAME_MARSH_PHRASE": "en el pantano", + "REGION_NAME_MEADOW_CAVES_PHRASE": "en las cuevas de prado de los Cerezos", + "REGION_NAME_MARSH_CAVES": "Cuevas del pantano", + "REGION_NAME_FARM": "Granja de Atata", + "REGION_NAME_FARM_PHRASE": "en la granja de Atata", + "REGION_NAME_MARSH_CAVES_PHRASE": "en las cuevas del pantano", + "REGION_NAME_GRAVEYARD": "Cementerio de los Corazones Rotos", + "REGION_NAME_GRAVEYARD_PHRASE": "en el cementerio", + "REGION_NAME_CAST_IRON_SHORE": "Costa del Hierro Fundido", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "en la Costa del Hierro Fundido", + "REGION_NAME_DUNGEON_GRAVEYARD": "Estación de Tumbavieja", + "REGION_NAME_STATION_FINAL": "Estación de Puente de la Noche", + "REGION_NAME_DUNGEON_SHIPWRECK": "Naufragio del Titania", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "en la estación de Tumbavieja", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "en la estación de Calle del Bardo", + "REGION_NAME_SHIPWRECK_STATION": "Estación de Calle del Bardo", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "en el naufragio del Titania", + "REGION_NAME_DUNGEON_MEADOW": "Estación de Cruce del Cerezo", + "REGION_NAME_STATION_FINAL_PHRASE": "en la estación de Puente de la Noche", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "en la estación de Cruce del Cerezo", + "REGION_NAME_MEADOW_CHURCH": "Abadía de Faesbury", + "REGION_NAME_BROKENHEAD_PHRASE": "en Rompecabeza", + "REGION_NAME_BROKENHEAD": "Rompecabeza", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "en la abadía de Faesbury", + "REGION_NAME_LANDKEEPER_HQ": "Sede de los terratenientes", + "REGION_NAME_KAYLEIGH_HOME": "Casa de Kayleigh", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "en la central de los terratenientes", + "REGION_NAME_MEREDITH_HOME": "Taller de Meredith", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "en casa de Kayleigh", + "REGION_NAME_FELIX_HOME": "Casa de Felix", + "REGION_NAME_FELIX_HOME_PHRASE": "en casa de Felix", + "REGION_NAME_MEREDITH_HOME_PHRASE": "en el taller de Meredith", + "REGION_NAME_EUGENE_HOME": "Casa de Eugene", + "REGION_NAME_EUGENE_HOME_PHRASE": "en casa de Eugene", + "REGION_NAME_RANGER_OUTPOST": "Puesto de guardas", + "REGION_NAME_TOWN_HALL": "Ayuntamiento", + "REGION_NAME_TOWN_HALL_PHRASE": "en el ayuntamiento", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "en el puesto de guardas", + "REGION_NAME_AMBER_LODGE": "La Posada Ambarina", + "REGION_NAME_POWER_STATION_PHRASE": "en la central energética", + "REGION_NAME_AMBER_LODGE_PHRASE": "en la Posada Ambarina", + "REGION_NAME_POWER_STATION": "Central energética", + "MAP_FEATURE_CAVE": "Cueva", + "MAP_FEATURE_DAILY_ITEM": "Objeto diario", + "MAP_FEATURE_LANDKEEPER_OFFICE": "Oficina de los terratenientes", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Proyecto secreto de Eugene", + "MAP_FEATURE_CRATER": "Cráter", + "MAP_FEATURE_WATER_PIPE": "Tubería", + "MAP_FEATURE_RUINS": "Ruinas", + "MAP_FEATURE_DINO_QUARRY": "Cantera de Dino", + "MAP_FEATURE_CAMPSITE": "Campamento", + "MAP_FEATURE_TOWN_WEST_RIVER": "Arroyo de Atata", + "MAP_FEATURE_DIVEAL_ISLAND": "Isla de las Submafocas", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Perturbación desconocida", + "MAP_FEATURE_TOWN_BRIDGE": "Puente de Villapuerto", + "MAP_FEATURE_FARM_BRIDGE": "Puente de Atata", + "MAP_FEATURE_FARM_PLOT": "Huerto de calabazas", + "MAP_FEATURE_STICKER_MERCHANTS": "Vendedores de calcomanías", + "MOVE_SMACK_NAME": "Golpe", + "MOVE_SLICE_NAME": "Corte", + "MOVE_DOUBLE_SMACK_NAME": "Doble golpe", + "MOVE_DOUBLE_SLICE_NAME": "Doble corte", + "MOVE_MULTI_SMACK_NAME": "Multigolpe", + "MOVE_MULTI_SHOT_NAME": "Multicorte", + "MOVE_WALLOP_NAME": "Golpazo", + "MOVE_CLOBBER_NAME": "Dos por uno", + "MOVE_BISHBASHBOSH_NAME": "Hay para todos", + "MOVE_THE_OLD_1_2_NAME": "El típico 1-2", + "MOVE_SPIT_NAME": "Escupitajo", + "MOVE_SPRAY_NAME": "Lluvia", + "MOVE_ENERGY_SHOT_NAME": "Proyectil de energía", + "MOVE_ENERGY_WAVE_NAME": "Onda de energía", + "MOVE_COATING_WATER_NAME": "Capa de agua", + "MOVE_COATING_PLASTIC_NAME": "Capa de plástico", + "MOVE_COATING_EARTH_NAME": "Capa de tierra", + "MOVE_COATING_AIR_NAME": "Capa de aire", + "MOVE_COATING_FIRE_NAME": "Capa de fuego", + "MOVE_COATING_ASTRAL_NAME": "Capa astral", + "MOVE_COATING_LIGHTNING_NAME": "Capa de rayo", + "MOVE_COATING_METAL_NAME": "Capa de metal", + "MOVE_COATING_BEAST_NAME": "Capa de bestia", + "MOVE_COATING_ELEMENTAL_NAME": "Capa elemental", + "MOVE_COATING_PLANT_NAME": "Capa de planta", + "MOVE_COATING_POISON_NAME": "Capa de veneno", + "MOVE_COATING_ICE_NAME": "Capa de hielo", + "MOVE_INFLAME_NAME": "Proyectil flamígero", + "MOVE_COATING_GLASS_NAME": "Capa de cristal", + "MOVE_INCINERATE_NAME": "Impacto flamígero", + "MOVE_BRICK_BLAST_NAME": "Bloque volador", + "MOVE_FIRE_WALL_NAME": "Muro de fuego", + "MOVE_BEAST_WALL_NAME": "Muro de bestia", + "MOVE_PLANT_WALL_NAME": "Muro de planta", + "MOVE_METAL_WALL_NAME": "Muro de metal", + "MOVE_ICE_WALL_NAME": "Muro de hielo", + "MOVE_POISON_WALL_NAME": "Muro de veneno", + "MOVE_ELEMENTAL_WALL_NAME": "Muro elemental", + "MOVE_PLASTIC_WALL_NAME": "Muro de plástico", + "MOVE_WATER_WALL_NAME": "Muro de agua", + "MOVE_ASTRAL_WALL_NAME": "Muro astral", + "MOVE_LIGHTNING_WALL_NAME": "Muro de rayo", + "MOVE_AIR_WALL_NAME": "Muro de aire", + "MOVE_EARTH_WALL_NAME": "Muro de tierra", + "MOVE_GLASS_WALL_NAME": "Muro de cristal", + "MOVE_DEJAVU_NAME": "Déjà vu", + "MOVE_AP_STEAL_NAME": "Robo de PA", "MOVE_AP_BOOST_NAME": "Aumento de PA", - "MOVE_AP_DRAIN_NAME": "Drenagem de PA", - "MOVE_REVENGE_STRIKE_NAME": "Revanche", - "MOVE_PREEMPTIVE_STRIKE_NAME": "Antecipação", - "MOVE_AP_REFUND_NAME": "Reembolso de PA", - "MOVE_SELF_DESTRUCT_NAME": "Autodestruição", - "MOVE_ROLL_AGAIN_NAME": "Repetição", - "MOVE_AP_STARTER_NAME": "PA Inicial", - "MOVE_PARRY_STANCE_NAME": "Posição de Defesa", - "MOVE_LAST_RITES_NAME": "Últimos Ritos", - "MOVE_HEADSHOT_NAME": "Disparo na Cabeça", - "MOVE_SLEEP_TALK_NAME": "Sonilóquio", - "MOVE_COSMIC_KUNAI_NAME": "Kunai Cósmica", + "MOVE_AP_DRAIN_NAME": "Reducción de PA", + "MOVE_REVENGE_STRIKE_NAME": "Ataque vengador", + "MOVE_PREEMPTIVE_STRIKE_NAME": "Ataque preventivo", + "MOVE_SELF_DESTRUCT_NAME": "Autodestrucción", + "MOVE_AP_REFUND_NAME": "Devolución de PA", + "MOVE_ROLL_AGAIN_NAME": "Tirada extra", + "MOVE_AP_STARTER_NAME": "Primer PA", + "MOVE_PARRY_STANCE_NAME": "Posición de parada", + "MOVE_LAST_RITES_NAME": "Extremaunción", + "MOVE_HEADSHOT_NAME": "Tiro a la cabeza", + "MOVE_SLEEP_TALK_NAME": "Somniloquia", + "MOVE_COSMIC_KUNAI_NAME": "Kunai cósmico", "MOVE_SLEEP_WALK_NAME": "Sonambulismo", - "MOVE_HYPNOTIZE_NAME": "Hipnose", - "MOVE_HP_ABSORB_NAME": "Absorção Vital", - "MOVE_DEFEND_NAME": "Defesa", - "MOVE_RAISE_SHIELDS_NAME": "Distância Segura", - "MOVE_POISON_POLLEN_NAME": "Pólen Venenoso", - "MOVE_SNOOZE_SPORE_NAME": "Esporo Sonífero", - "MOVE_LEECH_NAME": "Sucção", + "MOVE_HYPNOTIZE_NAME": "Hipnosis", + "MOVE_HP_ABSORB_NAME": "Absorción de vida", + "MOVE_DEFEND_NAME": "Defensa", + "MOVE_RAISE_SHIELDS_NAME": "Escudo", + "MOVE_POISON_POLLEN_NAME": "Polen venenoso", + "MOVE_SNOOZE_SPORE_NAME": "Espora somnífera", + "MOVE_LEECH_NAME": "Parásito", "MOVE_DODGE_NAME": "Esquiva", - "MOVE_FOCUS_NAME": "Concentração", - "MOVE_SPRINT_NAME": "Corrida", - "MOVE_WINK_NAME": "Piscadela", - "MOVE_FLIRT_NAME": "Flerte", - "MOVE_PEEKABOO_NAME": "Esconde-esconde", - "MOVE_TRIP_NAME": "Tropeço", - "MOVE_NOD_NAME": "Distração", + "MOVE_FOCUS_NAME": "Concentración", + "MOVE_SPRINT_NAME": "Correr", + "MOVE_WINK_NAME": "Guiño", + "MOVE_FLIRT_NAME": "Coqueteo", + "MOVE_PEEKABOO_NAME": "¡Cucú!", + "MOVE_TRIP_NAME": "Trabamiento", + "MOVE_NOD_NAME": "Ademán", "MOVE_CRITICIZE_NAME": "Crítica", "MOVE_COMPLIMENT_NAME": "Elogio", - "MOVE_SHARPEN_NAME": "Afiação", - "MOVE_RAISE_ARMS_NAME": "Precisão", - "MOVE_JUMP_SCARE_NAME": "Susto", - "MOVE_HOT_POTATO_NAME": "Batata quente", - "MOVE_ZOOMIES_NAME": "Frenesi", - "MOVE_QUICK_SMACK_NAME": "Porrada Ligeira", - "MOVE_TAUNT_NAME": "Afronta", - "MOVE_SURE_FIRE_NAME": "Golpe Certeiro", - "MOVE_BE_RANDOM_NAME": "aLeAtóRiO!!!", - "MOVE_DOG_YEARS_NAME": "Anos de Cachorro", - "MOVE_COPYCAT_NAME": "Cópia", - "MOVE_COPYCAT_TITLE": "Copiou: {move_name}", - "MOVE_GLITTER_BOMB_NAME": "Bomba de Purpurina", - "MOVE_PROVOKE_NAME": "Provocação", - "MOVE_HIBERNATE_NAME": "Hibernação", - "MOVE_MEDITATE_NAME": "Meditação", - "MOVE_SUMMON_TULPA_NAME": "Materialização de Tulpa", - "MOVE_LIGHTNING_BOLT_NAME": "Relâmpago", - "MOVE_FUSION_POWER_NAME": "Superfusão", - "MOVE_FUSION_POWER_GENERATED_NAME": "Superfusão: {suffix} {prefix}", - "MOVE_DESPERATION_NAME": "Desespero", - "MOVE_CROSSFADE_NAME": "Transição Gradual", - "MOVE_DELEGATE_NAME": "Delegação", - "MOVE_BITE_NAME": "Mordida", - "MOVE_BONE_CANNON_NAME": "Rojão de Osso", - "MOVE_STICKY_TONGUE_NAME": "Língua Pegajosa", - "MOVE_ZEPHYR_NAME": "Zéfiro", + "MOVE_SHARPEN_NAME": "Piedra de afilar", + "MOVE_RAISE_ARMS_NAME": "Posición ofensiva", + "MOVE_JUMP_SCARE_NAME": "Salto terrorífico", + "MOVE_HOT_POTATO_NAME": "Papa caliente", + "MOVE_ZOOMIES_NAME": "A todo correr", + "MOVE_QUICK_SMACK_NAME": "Golpe rápido", + "MOVE_TAUNT_NAME": "Burla", + "MOVE_SURE_FIRE_NAME": "La mano en el fuego", + "MOVE_BE_RANDOM_NAME": "¡¡¡aL aZar!1!", + "MOVE_DOG_YEARS_NAME": "Años perrunos", + "MOVE_COPYCAT_NAME": "Copión", + "MOVE_COPYCAT_TITLE": "Copión: {move_name}", + "MOVE_GLITTER_BOMB_NAME": "Bomba de brillantina", + "MOVE_PROVOKE_NAME": "Provocación", + "MOVE_HIBERNATE_NAME": "Hibernación", + "MOVE_MEDITATE_NAME": "Meditación", + "MOVE_SUMMON_TULPA_NAME": "Invocar tulpa", + "MOVE_LIGHTNING_BOLT_NAME": "¡Rayos!", + "MOVE_FUSION_POWER_NAME": "Poder de la fusión", + "MOVE_FUSION_POWER_GENERATED_NAME": "Poder de la fusión: {suffix} {prefix}", + "MOVE_DESPERATION_NAME": "Desesperación", + "MOVE_CROSSFADE_NAME": "Transición", + "MOVE_DELEGATE_NAME": "Arréglatelas tú", + "MOVE_BITE_NAME": "Mordisco", + "MOVE_BONE_CANNON_NAME": "Cañón de huesos", + "MOVE_STICKY_TONGUE_NAME": "Lengua pegajosa", + "MOVE_ZEPHYR_NAME": "Céfiro", "MOVE_CHARGE_NAME": "Carga", - "MOVE_SONIC_BOOM_NAME": "Estrondo", - "MOVE_BATTERY_NAME": "Bateria", - "MOVE_SCORCH_NAME": "Chamusco", - "MOVE_RAPID_FIRE_NAME": "Fogo Ligeiro", - "MOVE_GEAR_SHEAR_NAME": "Fratura Metálica", - "MOVE_BROADCAST_NAME": "Transmissão", - "MOVE_UNICAST_NAME": "Monotransmissão", - "MOVE_SPLINTER_NAME": "Lasca", - "MOVE_WOODCUTTER_NAME": "Corte Lenhoso", - "MOVE_SILICON_SLASH_NAME": "Rasgo Silicoso", - "MOVE_ACID_REFLEX_NAME": "Reflexo Ácido", - "MOVE_RADIOACTIVE_NAME": "Radiação", - "MOVE_THROW_NAME": "Lançamento", - "MOVE_ICE_BREAKER_NAME": "Quebra-Gelo", + "MOVE_SONIC_BOOM_NAME": "Explosión sónica", + "MOVE_BATTERY_NAME": "Batería de golpes", + "MOVE_SCORCH_NAME": "Incendio", + "MOVE_RAPID_FIRE_NAME": "Fuego a discreción", + "MOVE_GEAR_SHEAR_NAME": "Ruedas mordedoras", + "MOVE_BROADCAST_NAME": "Propagación", + "MOVE_UNICAST_NAME": "Atenuación", + "MOVE_SPLINTER_NAME": "Astillas", + "MOVE_WOODCUTTER_NAME": "Cuchilla de madera", + "MOVE_SILICON_SLASH_NAME": "Cuchilla de silicio", + "MOVE_ACID_REFLEX_NAME": "Envenenamiento reflejo", + "MOVE_RADIOACTIVE_NAME": "Radiación", + "MOVE_THROW_NAME": "Lanzamiento", + "MOVE_ICE_BREAKER_NAME": "Rompehielos", "MOVE_TORRENT_NAME": "Torrente", - "MOVE_TWO_HEADS_NAME": "Duas Cabeças", - "MOVE_MAGNET_NAME": "Ímã", - "MOVE_ECHOLOCATION_NAME": "Ecolocalização", - "MOVE_RETRIBUTION_NAME": "Retribuição", - "MOVE_THUNDER_BLAST_NAME": "Explosão Trovejante", - "MOVE_TOWER_DEFENSE_NAME": "Defesa Altiva", - "MOVE_GAMBIT_NAME": "Aposta", - "MOVE_HAUNT_NAME": "Assombração", - "MOVE_BINVITATION_NAME": "Conjuralien", - "MOVE_BOLT_FROM_THE_BLUE_NAME": "Macacos me Raiem", - "MOVE_CALL_FOR_HELP_NAME": "Pedido de Ajuda", - "MOVE_BINVASION_NAME": "Invasão Alienígena", - "MOVE_FISSION_POWER_NAME": "Superfissão", - "MOVE_RECYCLE_NAME": "Reciclagem", - "MOVE_COPPER_CHOP_NAME": "Golpe de Cobre", - "MOVE_GALACTIC_BEATDOWN_NAME": "Surra Galáctica", - "MOVE_WINDOW_NAME": "Brecha", - "MOVE_JAGGED_EDGE_NAME": "Borda Chanfrada", - "MOVE_SHARP_EDGES_NAME": "Borda Afiada", - "MOVE_CRYSTAL_LENS_NAME": "Lentes Cristalinas", - "MOVE_GLASS_BONDS_NAME": "Ligação Vítrea", - "MOVE_SHRAPNEL_NAME": "Estilhaços", - "MOVE_GLASS_CANNON_NAME": "Canhão de Vidro", - "MOVE_CLOSE_ENCOUNTER_NAME": "Contatos Imediatos", - "MOVE_SPRING_LOAD_NAME": "Distanciamento", - "MOVE_SHOOTING_STAR_NAME": "Estrela Cadente", - "MOVE_MOUNTAIN_SMASH_NAME": "Colisão Montanhosa", - "MOVE_BLIZZARD_NAME": "Nevasca", - "MOVE_DJINNTOXICATE_NAME": "Djinntoxicação", - "MOVE_TOY_HAMMER_NAME": "Martelada PET", - "MOVE_SUCTION_CUP_DART_NAME": "Dardo de Ventosa", - "MOVE_PLASTIC_KNIFE_NAME": "Cutilada Plástica", - "MOVE_ACORN_MORTAR_NAME": "Morteiro de Noz", - "MOVE_BOIL_NAME": "Fervura", - "MOVE_TOXIC_STAB_NAME": "Facada Tóxica", - "MOVE_PUSTULE_BOMB_NAME": "Bomba Pustulosa", - "MOVE_RADIATION_BREATH_NAME": "Baforada Atômica", - "MOVE_WONDERFUL_7_NAME": "7 Maravilhas", - "MOVE_SNOW_RUSH_NAME": "Avanço Glacial", - "MOVE_POLE_VAULT_ASSAULT_NAME": "Salteada", - "MOVE_YULE_REGRET_THAT_NAME": "Chuva de Bala", - "MOVE_HURRICANE_NAME": "Furacão", - "MOVE_SANDSTORM_NAME": "Tempestade de Areia", - "MOVE_METEOR_BARRAGE_NAME": "Barragem Meteórica", - "MOVE_CLOCKWORK_MOUSE_NAME": "Ratada Mecânica", - "MOVE_METAL_RIFF_NAME": "Repetição Metálica", - "MOVE_BOTTLE_VOLLEY_NAME": "Garrafada", - "MOVE_MOONSHINE_NAME": "Aguardente", - "MOVE_AVALANCHE_NAME": "Avalanche", - "MOVE_FOG_NAME": "Neblina", - "MOVE_CHANGE_THE_RECORD_NAME": "Vira o Disco", - "MOVE_AP_DONATE_NAME": "Doação de PA", - "MOVE_AP_FACTORY_NAME": "Fábrica de PA", - "MOVE_SHIELD_BASH_NAME": "Salvaguarda", + "MOVE_TWO_HEADS_NAME": "Bicefalia", + "MOVE_MAGNET_NAME": "Imán", + "MOVE_ECHOLOCATION_NAME": "Ecolocación", + "MOVE_RETRIBUTION_NAME": "Venganza", + "MOVE_THUNDER_BLAST_NAME": "Tormenta eléctrica", + "MOVE_TOWER_DEFENSE_NAME": "Enroque", + "MOVE_GAMBIT_NAME": "Gambito", + "MOVE_HAUNT_NAME": "Forma fantasmal", + "MOVE_BINVITATION_NAME": "Cubinvitación", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "Como un rayo", + "MOVE_CALL_FOR_HELP_NAME": "Llamada de ayuda", + "MOVE_BINVASION_NAME": "Cubinvasión", + "MOVE_FISSION_POWER_NAME": "Poder de la fisión", + "MOVE_RECYCLE_NAME": "Reciclar", + "MOVE_COPPER_CHOP_NAME": "Golpe cúprico", + "MOVE_GALACTIC_BEATDOWN_NAME": "Impacto galáctico", + "MOVE_WINDOW_NAME": "Ventana", + "MOVE_JAGGED_EDGE_NAME": "Partes serradas", + "MOVE_SHARP_EDGES_NAME": "Partes afiladas", + "MOVE_CRYSTAL_LENS_NAME": "Lente cristalino", + "MOVE_GLASS_BONDS_NAME": "Cadenas de cristal", + "MOVE_SHRAPNEL_NAME": "Metralla", + "MOVE_GLASS_CANNON_NAME": "Cañón de cristal", + "MOVE_CLOSE_ENCOUNTER_NAME": "Encuentro cercano", + "MOVE_SPRING_LOAD_NAME": "Muelles", + "MOVE_SHOOTING_STAR_NAME": "Estrella fugaz", + "MOVE_MOUNTAIN_SMASH_NAME": "Fuerte cual montaña", + "MOVE_BLIZZARD_NAME": "Ventisca", + "MOVE_DJINNTOXICATE_NAME": "Yinntoxicación", + "MOVE_TOY_HAMMER_NAME": "Martillo de juguete", + "MOVE_SUCTION_CUP_DART_NAME": "Dardo ventosa", + "MOVE_PLASTIC_KNIFE_NAME": "Cuchillo de plástico", + "MOVE_ACORN_MORTAR_NAME": "Mortero bellotero", + "MOVE_BOIL_NAME": "Ebullición", + "MOVE_TOXIC_STAB_NAME": "Punzada tóxica", + "MOVE_PUSTULE_BOMB_NAME": "Bomba de pus", + "MOVE_RADIATION_BREATH_NAME": "Aliento radiactivo", + "MOVE_WONDERFUL_7_NAME": "Siete maravillas", + "MOVE_SNOW_RUSH_NAME": "Nevada", + "MOVE_POLE_VAULT_ASSAULT_NAME": "Paliza de las alturas", + "MOVE_YULE_REGRET_THAT_NAME": "Escarmiento navideño", + "MOVE_HURRICANE_NAME": "Huracán", + "MOVE_SANDSTORM_NAME": "Polvareda", + "MOVE_METEOR_BARRAGE_NAME": "Lluvia de meteoritos", + "MOVE_CLOCKWORK_MOUSE_NAME": "Ratón mecánico", + "MOVE_METAL_RIFF_NAME": "Heavy metal", + "MOVE_BOTTLE_VOLLEY_NAME": "Lluvia de botellas", + "MOVE_MOONSHINE_NAME": "Luz de luna", + "MOVE_AVALANCHE_NAME": "Avalancha", + "MOVE_FOG_NAME": "Niebla", + "MOVE_CHANGE_THE_RECORD_NAME": "Cambio de cinta", + "MOVE_AP_DONATE_NAME": "Donación de PA", + "MOVE_AP_FACTORY_NAME": "Fuente de PA", + "MOVE_SHIELD_BASH_NAME": "Golpe de escudo", "MOVE_PRISMATIC_NAME": "Prisma", - "MOVE_ICICLE_DART_NAME": "Ímpeto Glacial", - "MOVE_CRUMBLE_NAME": "Esfarelamento", - "MOVE_BAD_JOKE_NAME": "Piada Ruim", - "MOVE_HEROIC_BLADE_NAME": "Lâmina Heroica", - "MOVE_SUPERHEATED_FIST_NAME": "Punho Superaquecido", - "MOVE_GUZZLE_FUEL_NAME": "Beberrão", - "MOVE_DAMAGE_ROLL_NAME": "Rolagem de Dano", - "MOVE_COPY_THAT_NAME": "Cópia Barata", - "MOVE_FROZEN_GROUND_NAME": "Pista Congelada", - "MOVE_STONY_LOOK_NAME": "Olhar Petrificante", - "MOVE_PUMPKIN_PIE_NAME": "Torta de Abóbora", - "MOVE_BUSHFIRE_NAME": "Arbustorrada", - "MOVE_TRAFFIC_JAM_NAME": "Engarrafamento", - "MOVE_SUIT_UP_NAME": "Alta-Costura", - "MOVE_COTTON_ON_NAME": "Algodeza", - "MOVE_MIND_MELD_NAME": "Fusão Mental", - "MOVE_UNDERTOW_NAME": "Contracorrente", - "MOVE_NEW_LEAF_NAME": "Novinfolha", - "MOVE_FAIR_FIGHT_NAME": "Luta Justa", + "MOVE_ICICLE_DART_NAME": "Dardo de carámbano", + "MOVE_CRUMBLE_NAME": "Derrocamiento", + "MOVE_BAD_JOKE_NAME": "Chiste malo", + "MOVE_HEROIC_BLADE_NAME": "Espada de los Héroes", + "MOVE_SUPERHEATED_FIST_NAME": "Puño ardiente", + "MOVE_GUZZLE_FUEL_NAME": "Consumo de gasolina", + "MOVE_DAMAGE_ROLL_NAME": "Tirada de daño", + "MOVE_COPY_THAT_NAME": "Espejo", + "MOVE_FROZEN_GROUND_NAME": "Suelo helado", + "MOVE_STONY_LOOK_NAME": "Mirada de gorgona", + "MOVE_PUMPKIN_PIE_NAME": "Pastel de calabaza", + "MOVE_BUSHFIRE_NAME": "Zarza ardiente", + "MOVE_TRAFFIC_JAM_NAME": "Atasco", + "MOVE_SUIT_UP_NAME": "Ponte traje", + "MOVE_COTTON_ON_NAME": "El algodón engaña", + "MOVE_MIND_MELD_NAME": "Enlace mental", + "MOVE_UNDERTOW_NAME": "Resaca", + "MOVE_NEW_LEAF_NAME": "Hojas nuevas", + "MOVE_FAIR_FIGHT_NAME": "Combate limpio", "MOVE_ABRAMACABRA_NAME": "Abramacabra", - "MOVE_ABRAMACABRA_ATTACK_NAME": "Míssil Macabro", - "MOVE_DOC_LEAF_NAME": "Dr. Carvalho", - "MOVE_REVOLVING_DOOR_NAME": "Porta Giratória", - "MOVE_BLOOD_DONATION_NAME": "Doação de Sangue", - "MOVE_NURSE_NAME": "Emergência", - "MOVE_CLAY_FIRED_NAME": "Barreado", - "MOVE_COAL_STORY_NAME": "Churrasquinho", - "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Antibesta", - "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Antifogo", - "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Antiplástico", - "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Antiplanta", - "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Antiágua", - "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Antiastral", - "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Antiveneno", - "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Aterramento", - "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Antigelo", - "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Antiar", - "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Antiterra", - "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Antimetal", - "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Antividro", - "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Antipurpurina", - "MOVE_WATER_DANCE_NAME": "Dança Aquática", - "MOVE_STAB_IN_THE_DARK_NAME": "Tiro no Escuro", - "MOVE_WATERWORKS_NAME": "Choradeira", - "MOVE_STARTER1_ATTACK_NAME": "Explosão de Bombons", - "MOVE_STARTER1_PASSIVE_NAME": "Descarga de Adrenalina", - "MOVE_STARTER2_ATTACK_NAME": "Marrada", - "MOVE_STARTER2_PASSIVE_NAME": "Tosquia", - "MOVE_CATEGORY_MELEE": "Ataque Corpo a Corpo", - "MOVE_CATEGORY_RANGED": "Ataque à Distância", - "MOVE_CATEGORY_STATUS": "Efeito Temporário", - "MOVE_CATEGORY_MISC": "Outros", - "MOVE_DESCRIPTION_HIT_ONE": "Atinge um alvo.", - "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Atinge uma equipe inteira e destrói barreiras.", - "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Atinge um alvo e nunca falha.", - "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Atinge um alvo e tem prioridade sobre outros ataques.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Atinge um alvo múltiplas vezes.", - "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Atinge um alvo, mas também causa um pouco de dano ao usuário.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Atinge um alvo múltiplas vezes e tem prioridade sobre outros ataques.", - "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Atinge um alvo múltiplas vezes e tem menos prioridade sobre outros ataques.", - "MOVE_DESCRIPTION_HIT_TEAM": "Atinge uma equipe inteira.", - "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Atinge cada membro de uma equipe múltiplas vezes.", - "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Atinge todos no campo de batalha, menos o usuário.", - "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Atinge um alvo e concede o efeito {status_effect} ao usuário.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Atinge uma equipe inteira e concede o efeito {status_effect} ao usuário.", - "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Atinge uma equipe inteira e concede o efeito {status_effect} ao alvo.", - "MOVE_DESCRIPTION_STARTER1_ATTACK": "Atinge um alvo e reduz a Evasão dele.", - "MOVE_DESCRIPTION_STARTER2_ATTACK": "Atinge um alvo e reduz a Precisão dele.", - "MOVE_DESCRIPTION_STARTER1_PASSIVE": "A Velocidade do usuário aumenta passivamente de acordo com a quantidade de PVs perdidos.", - "MOVE_DESCRIPTION_STARTER2_PASSIVE": "A Evasão do usuário aumenta passivamente de acordo com a quantidade de PVs perdidos.", - "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Reduz passivamente dano do tipo {type} em {percent}% e anula quaisquer reações associadas a ele. Não afeta acertos críticos.", - "MOVE_DESCRIPTION_NURSE": "Recupera 50% dos PVs máximos de um alvo.", - "MOVE_DESCRIPTION_METAL_RIFF": "Atinge uma equipe inteira e vira um ataque do tipo Ar quando equipado a uma fita do tipo Metal.", - "MOVE_DESCRIPTION_REVOLVING_DOOR": "Rouba a barreira do alvo e a transfere para o usuário.", - "MOVE_DESCRIPTION_BLOOD_DONATION": "Doa metade dos PVs do usuário para o alvo.", - "MOVE_DESCRIPTION_FAIR_FIGHT": "Impede a aplicação de efeitos temporários por 3 turnos.", - "MOVE_DESCRIPTION_NEW_LEAF": "Remove os efeitos temporários do alvo.", - "MOVE_DESCRIPTION_BUSHFIRE": "Transforma o usuário em tipo Fogo e o faz causar dano de contato adicional de Fogo, mas também o queima.", - "MOVE_DESCRIPTION_UNDERTOW": "Atinge o último atacante a assumir o turno antes desse ataque.", - "MOVE_DESCRIPTION_PUMPKIN_PIE": "Aumenta a Velocidade e a geração de PA do usuário.", - "MOVE_DESCRIPTION_COPY_THAT": "Transforma o usuário em uma cópia do alvo.", - "MOVE_DESCRIPTION_FROZEN_GROUND": "Aumenta drasticamente a Velocidade do usuário, mas diminui sua Precisão.", - "MOVE_DESCRIPTION_ICICLE_DART": "Atinge um alvo e usa o atributo Velocidade do usuário em vez do atributo Ataque à Distância.", - "MOVE_DESCRIPTION_SHIELD_BASH": "Atinge um alvo e usa o atributo Defesa Corpo a Corpo do usuário em vez do atributo Ataque Corpo a Corpo.", - "MOVE_DESCRIPTION_DAMAGE_ROLL": "O usuário roda um d20, e o dano é multiplicado pelo número tirado. Efeitos especiais ocorrem nos valores 1 ou 20.", - "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Força o alvo a trocar a fita atual por outra.", - "MOVE_DESCRIPTION_AP_DONATE": "Passa todos os PAs restantes do usuário para o alvo.", - "MOVE_DESCRIPTION_AVALANCHE": "Todos os ataques corpo a corpo falham na rodada atual.", - "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Os ataques à distância do alvo se tornam ataques corpo a corpo.", - "MOVE_DESCRIPTION_AP_FACTORY": "Automaticamente passa todos os PAs do usuário para seus aliados no início de cada rodada.", - "MOVE_DESCRIPTION_WALL": "Sacrifica 20% dos PVs para criar uma barreira que absorve até 3 golpes por até 3 turnos.", - "MOVE_DESCRIPTION_SPRING_LOAD": "Automaticamente concede o efeito Distanciamento ao usuário se ele já não o tiver. Isso torna os ataques corpo a corpo do usuário em ataques à distância.", - "MOVE_DESCRIPTION_FOG": "Zera a Precisão de ataques à distância que não sejam do tipo Água, Ar ou Gelo por 3 turnos.", - "MOVE_DESCRIPTION_TAKE_FLIGHT": "O usuário levanta voo e só pode ser atingido por ataques à distância, do tipo Ar e por outros personagens voadores.", - "MOVE_DESCRIPTION_COATING": "Muda o tipo do usuário ou de um aliado.", - "MOVE_DESCRIPTION_ABRAMACABRA": "Sacrifica 20% dos PVs para criar uma barreira que absorve até 3 golpes por até 3 turnos. Ela também causa dano a um oponente em cada um deles.", + "MOVE_ABRAMACABRA_ATTACK_NAME": "Misil macabro", + "MOVE_DOC_LEAF_NAME": "Hierba medicinal", + "MOVE_REVOLVING_DOOR_NAME": "Puerta giratoria", + "MOVE_BLOOD_DONATION_NAME": "Donación de sangre", + "MOVE_NURSE_NAME": "Primeros auxilios", + "MOVE_CLAY_FIRED_NAME": "Arcilla reforzada", + "MOVE_COAL_STORY_NAME": "Ascua voladora", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Resistencia a bestia", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Resistencia a fuego", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Resistencia a plástico", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Resistencia a planta", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Resistencia a agua", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Resistencia a astral", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Resistencia a veneno", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Toma de tierra", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Resistencia a hielo", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Resistencia a aire", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Resistencia a tierra", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Resistencia a metal", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Resistencia a cristal", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Resistencia a brillantina", + "MOVE_WATER_DANCE_NAME": "Danzarín del agua", + "MOVE_STAB_IN_THE_DARK_NAME": "Puñalada a ciegas", + "MOVE_WATERWORKS_NAME": "Lloradera", + "MOVE_STARTER1_ATTACK_NAME": "Proyectil dulce", + "MOVE_STARTER1_PASSIVE_NAME": "Subida de azúcar", + "MOVE_STARTER2_ATTACK_NAME": "Ariete", + "MOVE_STARTER2_PASSIVE_NAME": "Oveja que bala", + "MOVE_CATEGORY_MELEE": "Ataque cuerpo a cuerpo", + "MOVE_CATEGORY_RANGED": "Ataque a distancia", + "MOVE_CATEGORY_STATUS": "Efecto de estado", + "MOVE_CATEGORY_MISC": "Varios", + "MOVE_DESCRIPTION_HIT_ONE": "Impacta a un objetivo.", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Impacta a un equipo entero. Destruye los muros.", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Impacta a un objetivo. No es posible esquivarlo.", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Impacta a un objetivo. Tiene prioridad sobre otros movimientos.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Impacta a un objetivo varias veces.", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Impacta a un objetivo, pero también daña un poco a quien lo usa.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Impacta a un objetivo varias veces y tiene prioridad sobre otros movimientos.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Impacta a un objetivo varias veces y tiene menos prioridad que otros movimientos.", + "MOVE_DESCRIPTION_HIT_TEAM": "Impacta a un equipo entero.", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Impacta varias veces a cada miembro de un equipo.", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Impacta a todos los combatientes excepto el que lo usa.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Impacta a un objetivo. Causa al usuario el efecto \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Impacta a un equipo entero. Causa al usuario el efecto \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Impacta a un equipo entero. Causa a los objetivos el efecto \\\"{status_effect}\\\".", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "Impacta a un objetivo y reduce su evasión.", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "Impacta a un objetivo y reduce su precisión.", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "La velocidad de quien lo usa aumenta de forma pasiva en proporción con los PV que pierda.", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "La evasión de quien lo usa aumenta de forma pasiva en proporción con los PV que pierda.", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Reduce de forma pasiva el daño de {type} en un {percent} % y anula cualquier reacción que pudiera ocurrir. No afecta a los golpes críticos.", + "MOVE_DESCRIPTION_NURSE": "Hace que un objetivo recupere un 50 % de sus PV máximos.", + "MOVE_DESCRIPTION_METAL_RIFF": "Impacta a un equipo entero. Si lo equipa un monstruo de tipo metal, el movimiento pasa a ser de tipo aire.", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "Roba el muro del objetivo y se la aplica a quien lo usa.", + "MOVE_DESCRIPTION_BLOOD_DONATION": "Reduce a la mitad los PV de quien lo usa y le otorga esa cantidad al objetivo.", + "MOVE_DESCRIPTION_FAIR_FIGHT": "Impide que se apliquen efectos de estado nuevos durante tres turnos.", + "MOVE_DESCRIPTION_NEW_LEAF": "Elimina los efectos de estado del objetivo.", + "MOVE_DESCRIPTION_BUSHFIRE": "Cambia el tipo de quien lo usa a fuego y hace que cause daño de fuego a quien lo toque, pero le aplica el efecto \\\"quemadura\\\".", + "MOVE_DESCRIPTION_UNDERTOW": "Impacta al último combatiente que haya actuado antes de este movimiento.", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "Aumenta la velocidad y la generación de PA de quien lo use.", + "MOVE_DESCRIPTION_COPY_THAT": "Transforma a quien lo usa en una copia del objetivo.", + "MOVE_DESCRIPTION_FROZEN_GROUND": "Aumenta en gran medida la velocidad de quien lo usa, pero reduce su precisión.", + "MOVE_DESCRIPTION_ICICLE_DART": "Impacta a un objetivo. Utiliza el atributo de velocidad de quien lo usa en lugar del de ataque a distancia.", + "MOVE_DESCRIPTION_SHIELD_BASH": "Impacta a un objetivo. Utiliza el atributo de defensa cuerpo a cuerpo de quien lo usa en lugar del de ataque cuerpo a cuerpo.", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "Quien lo usa lanza un dado de 20 caras y el daño se multiplica por lo que salga. Hay efectos especiales si salen un 1 o un 20.", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Obliga al objetivo a cambiar a otra de sus cintas al azar.", + "MOVE_DESCRIPTION_AP_DONATE": "Pasa al objetivo todos los PA que le queden a quien lo usa.", + "MOVE_DESCRIPTION_AVALANCHE": "Todos los ataques cuerpo a cuerpo de ese turno fallan.", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Los ataques a distancia del objetivo se convierten en ataques cuerpo a cuerpo.", + "MOVE_DESCRIPTION_AP_FACTORY": "Pasa automáticamente todos los PA de quien lo usa a sus aliados al principio de cada turno.", + "MOVE_DESCRIPTION_WALL": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques.", + "MOVE_DESCRIPTION_SPRING_LOAD": "Aplica automáticamente el efecto \\\"muelles\\\" a quien lo usa, si es que no lo tiene ya. El efecto convierte sus ataques cuerpo a cuerpo en ataques a distancia.", + "MOVE_DESCRIPTION_FOG": "Reduce la precisión de los ataques a distancia que no sean de tipo agua, aire o hielo a 0 % durante tres turnos.", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "Quien lo usa echa a volar, de modo que solo pueden impactarlo los ataques a distancia, los ataques de tipo aire u otros personajes voladores.", + "MOVE_DESCRIPTION_COATING": "Cambia el tipo de quien lo usa o de un aliado.", + "MOVE_DESCRIPTION_ABRAMACABRA": "Se sacrifica un 20 % de los PV para crear un muro que durará tres turnos o hasta que reciba tres ataques. El muro dañará además a un enemigo por turno.", "MOVE_DESCRIPTION_POWER": "Poder", - "MOVE_DESCRIPTION_HITS": "Acertos: {hits}", - "MOVE_DESCRIPTION_STATUS_TARGET": "Concede o efeito {status_effect} ao alvo por {duration} turno(s).", - "MOVE_DESCRIPTION_ACCURACY": "Precisão: {0}%", - "MOVE_DESCRIPTION_HITS_RANGE": "Acertos: {hits_min}–{hits_max}", - "MOVE_DESCRIPTION_STATUS_USER": "Concede o efeito {status_effect} ao usuário por {duration} turno(s).", - "MOVE_DESCRIPTION_CLAY_FIRED": "É ativado quando o usuário recebe dano do tipo Fogo de um ataque e aumenta os atributos defensivos dele.", - "MOVE_DESCRIPTION_MIND_MELD": "O usuário compartilha seus ataques com os aliados.", - "MOVE_DESCRIPTION_TRAFFIC_JAM": "Reduz a Velocidade de todos os outros lutadores.", - "MOVE_DESCRIPTION_FLINCH_ONE": "Tem uma chance de fazer o alvo vacilar.", - "MOVE_DESCRIPTION_STICKY_TONGUE": "Atinge um alvo e reduz a Evasão dele.", - "MOVE_DESCRIPTION_ICE_BREAKER": "Atinge um alvo e reduz a Velocidade dele.", - "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Atinge um alvo e causa um acerto crítico se ele já tiver recebido dano no turno atual.", - "MOVE_DESCRIPTION_AP_STEAL": "Rouba 1 PA do alvo para dá-lo ao usuário.", - "MOVE_DESCRIPTION_GUZZLE_FUEL": "Tira 2 PAs do alvo.", - "MOVE_DESCRIPTION_AP_BOOST": "Aumenta a geração de PAs do alvo.", - "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Atinge um oponente de modo automático no início da batalha.", - "MOVE_DESCRIPTION_REVENGE_STRIKE": "Tem uma chance de ser usado de modo automático após sofrer um ataque corpo a corpo.", - "MOVE_DESCRIPTION_AP_DRAIN": "Reduz a geração de PAs do alvo.", - "MOVE_DESCRIPTION_SPLINTER": "Tem uma chance de machucar um oponente de modo automático após contato corpo a corpo. O dano depende da Defesa Corpo a Corpo do usuário.", - "MOVE_DESCRIPTION_ACID_REFLEX": "Tem uma chance de envenenar um oponente de modo automático após contato corpo a corpo.", - "MOVE_DESCRIPTION_SELF_DESTRUCT": "Faz o usuário explodir e causar dano em todos ao seu redor após ser derrotado.", - "MOVE_DESCRIPTION_RADIOACTIVE": "Tem uma chance de queimar um oponente de modo automático após contato corpo a corpo.", - "MOVE_DESCRIPTION_AP_REFUND": "Tem uma chance de recuperar PAs de modo automático após a execução de um ataque.", - "MOVE_DESCRIPTION_AP_STARTER": "Concede 1 PA extra no início da batalha.", - "MOVE_DESCRIPTION_ROLL_AGAIN": "Tem uma chance de usar outro ataque aleatório de modo automático no fim do turno.", - "MOVE_DESCRIPTION_SUIT_UP": "Aumenta os atributos defensivos do usuário.", - "MOVE_DESCRIPTION_PARRY_STANCE": "Reflete o primeiro ataque corpo a corpo recebido na rodada atual.", - "MOVE_DESCRIPTION_HP_ABSORB": "Recebe em PVs a quantidade de dano causado.", - "MOVE_DESCRIPTION_DEFEND": "Aumenta a Defesa Corpo a Corpo do usuário.", - "MOVE_DESCRIPTION_RAISE_SHIELDS": "Aumenta a Defesa à Distância do usuário.", - "MOVE_DESCRIPTION_DODGE": "Aumenta a Evasão do usuário.", - "MOVE_DESCRIPTION_FOCUS": "Aumenta a Precisão do usuário.", - "MOVE_DESCRIPTION_SPRINT": "Aumenta a Velocidade do usuário.", - "MOVE_DESCRIPTION_WINK": "Reduz o Ataque Corpo a Corpo do alvo.", - "MOVE_DESCRIPTION_FLIRT": "Reduz a Evasão do alvo.", - "MOVE_DESCRIPTION_PEEKABOO": "Reduz a Precisão do alvo.", - "MOVE_DESCRIPTION_TRIP": "Reduz a Velocidade do alvo.", - "MOVE_DESCRIPTION_NOD": "Reduz a Defesa Corpo a Corpo do alvo.", - "MOVE_DESCRIPTION_CRITICIZE": "Reduz o Ataque à Distância do alvo.", - "MOVE_DESCRIPTION_COMPLIMENT": "Reduz a Defesa à Distância do alvo.", - "MOVE_DESCRIPTION_SHARPEN": "Aumenta o Ataque Corpo a Corpo do usuário.", - "MOVE_DESCRIPTION_RAISE_ARMS": "Aumenta o Ataque à Distância do usuário.", - "MOVE_DESCRIPTION_HOT_POTATO": "Planta uma bomba no alvo que explode se não for imediatamente passada adiante por contato.", - "MOVE_DESCRIPTION_SURE_FIRE": "Garante que o alvo não vai errar o próximo ataque.", - "MOVE_DESCRIPTION_COTTON_ON": "Reduz a 0% a Precisão de ataques que podem ser evadidos direcionados ao usuário na rodada seguinte.", - "MOVE_DESCRIPTION_TAUNT": "Enlouquece o alvo, forçando-o a usar apenas ataques que causam dano pelos próximos 2 turnos.", - "MOVE_DESCRIPTION_DOG_YEARS": "Estende a duração dos efeitos temporários do alvo.", - "MOVE_DESCRIPTION_BE_RANDOM": "Usa um ataque aleatório (desde que você tenha a quantidade necessária de PAs).", - "MOVE_DESCRIPTION_COPYCAT": "Copia o último ataque usado pelo alvo — se você tiver os PAs necessários.", - "MOVE_DESCRIPTION_PROVOKE": "Impede que o oponente ataque os aliados do usuário por 3 turnos.", - "MOVE_DESCRIPTION_HIBERNATE": "Faz o usuário dormir e recupera PVs a cada turno que ele estiver dormindo.", - "MOVE_DESCRIPTION_SUMMON_TULPA": "Pede ajuda do plano espiritual.", - "MOVE_DESCRIPTION_MEDITATE": "Faz o usuário dormir e recupera PVs e aumenta o ataque e os atributos defensivos dele a cada turno que ele estiver dormindo.", - "MOVE_DESCRIPTION_BINVITATION": "Pede ajuda da nave-mãe.", - "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Conjura temporariamente um Eletrosagui aliado.", - "MOVE_DESCRIPTION_CALL_FOR_HELP": "Tem uma chance de conjurar um aliado temporário.", - "MOVE_DESCRIPTION_FUSION_POWER": "Tem um efeito específico a esta fusão.", - "MOVE_DESCRIPTION_FISSION_POWER": "O usuário passa por uma fissão, dividindo-se em dois.", - "MOVE_DESCRIPTION_CROSSFADE": "Troca a forma do usuário, mas aplica um revestimento que preserva seu tipo.", - "MOVE_DESCRIPTION_DESPERATION": "Causa mais dano se o usuário tiver pouca vida.", - "MOVE_DESCRIPTION_DELEGATE": "Transfere os efeitos temporários do usuário ao seu aliado.", - "MOVE_DESCRIPTION_BITE": "Atinge um alvo e depois recupera um pouco a vida do usuário.", - "MOVE_DESCRIPTION_BATTERY": "Atinge um alvo duas vezes e causa acertos críticos se usado após o ataque Carga.", - "MOVE_DESCRIPTION_BOIL": "Atinge um alvo e tem uma chance de queimá-lo.", - "MOVE_DESCRIPTION_DJINNTOXICATE": "Atinge um alvo e lhe inflige o efeito Confusão.", - "MOVE_DESCRIPTION_COAL_STORY": "Atinge um alvo e lhe inflige o efeito Queimação.", - "MOVE_DESCRIPTION_TOXIC_STAB": "Atinge um alvo e o envenena.", - "MOVE_DESCRIPTION_SANDSTORM": "Atinge uma equipe inteira e reduz o tempo de duração restante de seus efeitos temporários em 1.", - "MOVE_DESCRIPTION_PUSTULE_BOMB": "Atinge uma equipe inteira e o envenena.", - "MOVE_DESCRIPTION_WONDERFUL_7": "Atinge um alvo e lhe inflige uma penalidade aleatória.", - "MOVE_DESCRIPTION_THROW": "Usa uma barreira como projétil. O tempo de duração restante multiplica o dano.", - "MOVE_DESCRIPTION_RECYCLE": "Destrói a barreira do usuário e lhe dá uma quantidade de PA igual ao tempo de duração restante da barreira.", - "MOVE_DESCRIPTION_MAGNET": "É usado automaticamente no início da batalha e custa 0 PA. Impede que os oponentes ataquem os aliados do usuário por {duration} turno(s).", - "MOVE_DESCRIPTION_RETRIBUTION": "É ativado quando um aliado é derrotado e aumenta os atributos ofensivos do usuário.", - "MOVE_DESCRIPTION_STATUS_STARTER": "É usado automaticamente no início da batalha e custa 0 PA. Concede ao usuário o efeito {status_effect} por {duration} turno(s).", - "MOVE_DESCRIPTION_TOWER_DEFENSE": "Transforma o usuário em tipo Terra e aumenta seus atributos defensivos. Faz efeito na primeira vez que a vida do usuário estiver abaixo da metade.", - "MOVE_DESCRIPTION_THUNDER_BLAST": "Atinge um alvo e o faz receber 30 de dano adicional do tipo Ar.", - "MOVE_DESCRIPTION_GAMBIT": "Aumenta consideravelmente todos os atributos do usuário. Após 3 turnos, a fita quebra.", - "MOVE_DESCRIPTION_HAUNT": "O usuário se transforma num fantasma e não pode ser atacado. Após 3 turnos, a fita quebra.", - "MOVE_DESCRIPTION_BINVASION": "Atinge um alvo de acordo com a quantidade de Lataliens na equipe do usuário.", - "MOVE_DESCRIPTION_COPPER_CHOP": "Atinge um alvo e lhe inflige o efeito Ressonância se ele for dos tipos Vidro ou Metal.", - "MOVE_DESCRIPTION_WINDOW": "Permite que Ataques à Distância atravessem barreiras.", - "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Causa dano ao alvo toda vez que ele se transforma.", - "MOVE_DESCRIPTION_SHARP_EDGES": "Concede o efeito Dano de Contato ao usuário por {duration} turno(s).", - "MOVE_DESCRIPTION_JAGGED_EDGE": "Automaticamente causa dano quando um ataque corpo a corpo não acerta o usuário.", - "MOVE_DESCRIPTION_BLIZZARD": "Atinge uma equipe inteira e reduz a Precisão dos alvos.", - "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Atinge um alvo e reduz a Defesa Corpo a Corpo dele.", - "MOVE_DESCRIPTION_TRICK": "Concede uma penalidade aleatória ao alvo.", - "MOVE_DESCRIPTION_TREAT": "Concede uma bonificação aleatória ao alvo.", - "MOVE_DESCRIPTION_CRUMBLE": "Destrói todas as barreiras, causando dano a cada lutador com uma barreira proporcional ao tempo de duração restante de suas barreiras.", - "MOVE_DESCRIPTION_PRISMATIC": "Randomiza o tipo do usuário no fim de cada rodada.", - "MOVE_DESCRIPTION_BAD_JOKE": "O usuário conta uma piada qualquer. Não tem efeito nenhum.", - "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTIU", - "MOVE_DESCRIPTION_WATER_DANCE": "Atinge um alvo e usa o atributo Velocidade do usuário em vez do atributo Ataque Corpo a Corpo.", - "MOVE_BLOOD_DONATION_TOAST": "DOOU", - "MOVE_NEW_LEAF_TOAST": "EFEITO(S) REMOVIDOS(S)", - "MOVE_DAMAGE_ROLL_TOAST": "TIROU: {n}", - "MOVE_AP_STEAL_TOAST": "ROUBADE", - "MOVE_GUZZLE_FUEL_TOAST": "ENGOLIDE", - "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "TEMPORIZADORES ESTENDIDOS", - "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "TEMPORIZADORES REDUZIDOS", - "MOVE_SUMMON_SPAWNS.m": "{spawn} atendeu ao chamado!", - "MOVE_SUMMON_SPAWNS.f": "{spawn} atendeu ao chamado!", - "MOVE_AP_REFUND_TOAST": "REEMBOLSO", - "MOVE_SUMMON_SPAWNS.n": "{spawn} atendeu ao chamado!", - "MOVE_FUSION_POWER_PREFIX_beast_1": "Selvagem", - "MOVE_FUSION_POWER_PREFIX_beast_2": "de Osso", - "MOVE_FUSION_POWER_PREFIX_beast_3": "Silvestre", - "MOVE_FUSION_POWER_PREFIX_beast_4": "Rudimentar", - "MOVE_FUSION_POWER_PREFIX_beast_5": "Espinhal", - "MOVE_FUSION_POWER_PREFIX_beast_6": "da Loucura", - "MOVE_FUSION_POWER_PREFIX_beast_7": "Delirante", - "MOVE_FUSION_POWER_PREFIX_fire_1": "Infernal", - "MOVE_FUSION_POWER_PREFIX_fire_2": "em Chamas", - "MOVE_FUSION_POWER_PREFIX_fire_3": "Ardente", - "MOVE_FUSION_POWER_PREFIX_fire_4": "Chamejante", - "MOVE_FUSION_POWER_PREFIX_fire_5": "Flamejante", - "MOVE_FUSION_POWER_PREFIX_fire_6": "de Magma", - "MOVE_FUSION_POWER_PREFIX_fire_7": "Fervente", - "MOVE_FUSION_POWER_PREFIX_poison_1": "com Veneno", - "MOVE_FUSION_POWER_PREFIX_poison_2": "Nocente", - "MOVE_FUSION_POWER_PREFIX_poison_3": "com Toxicidade", - "MOVE_FUSION_POWER_PREFIX_poison_4": "Entorpecente", - "MOVE_FUSION_POWER_PREFIX_poison_5": "Violeta", - "MOVE_FUSION_POWER_PREFIX_poison_6": "Prejudicial", - "MOVE_FUSION_POWER_PREFIX_plastic_1": "de Plástico", - "MOVE_FUSION_POWER_PREFIX_plastic_2": "Resiliente", - "MOVE_FUSION_POWER_PREFIX_plastic_3": "Reciclado", - "MOVE_FUSION_POWER_PREFIX_plastic_4": "Artificial", - "MOVE_FUSION_POWER_PREFIX_plastic_5": "de Lixo", - "MOVE_FUSION_POWER_PREFIX_plastic_6": "Modular", - "MOVE_FUSION_POWER_PREFIX_plant_1": "Perene", - "MOVE_FUSION_POWER_PREFIX_plant_2": "Indomável", - "MOVE_FUSION_POWER_PREFIX_plant_3": "Vegetal", - "MOVE_FUSION_POWER_PREFIX_plant_4": "Florescente", - "MOVE_FUSION_POWER_PREFIX_plant_5": "Verdejante", - "MOVE_FUSION_POWER_PREFIX_plant_6": "Tropical", - "MOVE_FUSION_POWER_PREFIX_plant_7": "Fertilizante", - "MUSKRATEER_DESCRIPTION": "um rato de espada e chapéu", - "MUSKRATEER_LORE_1": "Mosquerratos são comumente encontrades em cavernas subterrâneas, seu habitat natural, afiando espadas em pedras. É comum ver exemplares dessa espécie duelando com Escuvigoris por aí.", - "RATCOUSEL_NAME": "Ratogiro", - "MUSKRATEER_LORE_2": "\\\"Os Três Mosqueteiros\\\" é um romance de aventura histórico escrito pelo francês Alexandre Dumas. Conta a história de um grupo de aventureiros na Paris de 1600.", - "RATCOUSEL_NAME_PREFIX": "Rato", - "RATCOUSEL_NAME_SUFFIX": "giro", - "RATCOUSEL_LORE_2": "\\\"Rei dos ratos\\\" é o termo utilizado para descrever um grupo de ratos cujas caudas ficaram presas ou entrelaçadas umas nas outras.", - "RATCOUSEL_LORE_1": "Ratogiros são criaturas imponentes que se assemelham a carrosséis. Dizem que os \\\"ratinhos\\\" que giram ininterruptamente em volta dessa criatura só abrem os olhos quando ela morre.", - "POMBOMB_NAME": "Pomebomba", - "RATCOUSEL_DESCRIPTION": "um carrossel gigantesco", - "POMBOMB_NAME_PREFIX": "Pome", - "POMBOMB_LORE_1": "Pomebombas são consideradas, por unanimidade, uma das criaturas mais amigáveis de Nova Murta. Se não tivessem o costume de incendiar acidentalmente qualquer coisa, até que dariam bons bichinhos de estimação.", - "POMBOMB_NAME_SUFFIX": "bomba", - "POMBOMB_LORE_2": "Lulu da Pomerânia é o nome de uma raça de cachorro muito popular e conhecida por ser pequena e bem felpuda. Seu nome vem de uma região histórica da Europa ao sul do mar Báltico.", - "POMBOMB_DESCRIPTION": "um cachorro flamejante", - "SPITZFYRE_NAME_PREFIX": "Cospitz", - "SPITZFYRE_NAME": "Cospitzfogo", - "SPITZFYRE_NAME_SUFFIX": "fogo", - "SPITZFYRE_LORE_2": "Spitz é uma categoria de cachorros que engloba diversas outras raças. Algumas características marcantes dos Spitz são seus pelos densos e orelhas pontudas.", - "SPITZFYRE_LORE_1": "As habilidades de cuspir fogo dessa espécie se desenvolveram tanto que essas bestas precisam usar um óculos de proteção para evitar que a fumaça dos incêndios involuntariamente causados por elas entre em seus olhos.", - "SPITZFYRE_DESCRIPTION": "um cachorro de óculos", - "ELFLESS_NAME": "Elfetuoso", - "ELFLESS_NAME_PREFIX": "Elfe", - "ELFLESS_NAME_SUFFIX": "tuoso", - "GRAMPUS_NAME": "Krampugento", - "ELFLESS_DESCRIPTION": "um elfo com cara de madeira", - "ELFLESS_LORE_2": "Na literatura europeia, o \\\"elfo\\\" é uma criaturinha travessa cujo aspecto muda de acordo com a época. Assim como as fadas, elfos podem ser descritos como prestativos, levados ou até mesmo perversos.", - "ELFLESS_LORE_1": "Elfetuosos desenham sorrisos desfigurados em máscaras feitas de casca de árvore para esconder suas verdadeiras emoções. Boatos infundados alegam que uma vez por ano todos os Elfetuosos se juntam para trocar suas máscaras antigas por novas.", - "GRAMPUS_NAME_PREFIX": "Krampu", - "GRAMPUS_NAME_SUFFIX": "gento", - "GRAMPUS_LORE_2": "Ao contrário do benevolente São Nicolau, o \\\"Krampus\\\" é um ser folclórico que gosta de punir crianças levadas na época natalina. Ele normalmente é descrito como uma criatura que tem pernas de bode e uma expressão assustadora.", - "GRAMPUS_DESCRIPTION": "um iéti bravo", - "FAERIOUS_NAME": "Faerioso", - "GRAMPUS_LORE_1": "Krampugentos são Elfetuosos adultes. Após passar muitos anos suprimindo as emoções, elu se tornou uma criatura bruta que procura descontar toda a sua raiva nos outros — particularmente na época natalina.", - "FAERIOUS_NAME_PREFIX": "Fae", - "FAERIOUS_NAME_SUFFIX": "rioso", - "FAERIOUS_LORE_2": "Em determinados livros de fantasia, os elfos são frequentemente descritos como guerreiros elegantes e céleres. Assim como os elfos das lendas, o elfo fantástico pode ser tanto um aliado quanto uma ameaça para os humanos.", - "FAERIOUS_LORE_1": "É uma Elfetuoso que usou toda a sua fúria reprimida no aprimoramento de suas habilidades de combate. Elas derrubam os inimigos com espadas de gelo e bloqueiam ataques com escudos de casca de árvore.", - "FAERIOUS_DESCRIPTION": "um elfo de espada", - "ICEPECK_NAME": "Gelabico", - "ICEPECK_NAME_PREFIX": "Gela", - "ICEPECK_NAME_SUFFIX": "bico", - "SIRENADE_NAME_PREFIX": "Sire", - "SIRENADE_NAME": "Sirenata", - "SIRENADE_LORE_1": "As Sirenatas, além de já serem bem barulhentas por natureza, ainda usam suas caudas e asas de microfone para amplificar as vozes. Tudo indica que elas nem sabem quando estão cantando alto demais e incomodando os outros.", - "SIRENADE_NAME_SUFFIX": "nata", - "SIRENADE_LORE_2": "Na mitologia grega — com destaque para a Odisseia, de Homero —, as sereias são normalmente descritas como um híbrido de mulher e pássaro capaz de enfeitiçar homens com suas belas vozes e fazê-los se afogarem.", - "SIRENADE_DESCRIPTION": "uma besta voadora com cauda de microfone", - "DECIBELLE_NAME": "Decibela", - "DECIBELLE_NAME_PREFIX": "Deci", - "DECIBELLE_LORE_1": "Pouca gente viu Decibelas na natureza. Os primeiros habitantes de Nova Murta relatavam a presença de dragões brancos no céu, mas não se sabe se estavam mesmo vendo Decibelas ou apenas enlouquecendo.", - "DECIBELLE_NAME_SUFFIX": "bela", - "DECIBELLE_DESCRIPTION": "uma besta voadora com fitas nas asas", - "DECIBELLE_LORE_2": "Na mitologia grega, as harpias são os espíritos responsáveis pelas tempestades e rajadas de vento. Assim como as sereias, elas são descritas como metade mulher, metade pássaro.", - "CARNIVIPER_NAME": "Carnavíbora", - "CARNIVIPER_NAME_PREFIX": "Carna", - "CARNIVIPER_NAME_SUFFIX": "víbora", - "CARNIVIPER_LORE_2": "O \\\"tsuchinoko\\\" faz parte da mitologia japonesa. Nas histórias, dizem que ele é venenoso como uma víbora e parecido com uma cobra, só que com o corpo mais achatado.", - "CARNIVIPER_LORE_1": "Embora tenham sempre um sorriso no rosto, Carnavíboras não são nada simpáticas, muito pelo contrário: são extremamente territoriais e atacam qualquer um que seja considerado uma ameaça — ou seja, tudo e todos.", - "MASQUERATTLE_NAME": "Mascabus", - "MASQUERATTLE_NAME_PREFIX": "Masca", - "CARNIVIPER_DESCRIPTION": "uma cobrinha mascarada", - "MASQUERATTLE_NAME_SUFFIX": "bus", - "MASQUERATTLE_DESCRIPTION": "uma cobrona mascarada", - "MASQUERATTLE_LORE_2": "Cobras e serpentes estão presentes e têm significado em muitas culturas ao redor do mundo. Por que será? Talvez sejam seus olhos que não piscam? Seus corpos sem braços e pernas? Suas mordidas mortais? Quem sabe.", - "MASQUERATTLE_LORE_1": "Muitos dizem que Mascabus usam máscaras com rostos para atrair presas desavisadas, mas isso é mentira — as carinhas nas máscaras são bizarras e ninguém em sã consciência se aproximaria delas.", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Com qual característica da serpente você mais se identifica?", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "Elegância", - "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Implacabilidade", - "MARDIUSA_NAME": "Bailedusa", - "MARDIUSA_NAME_PREFIX": "Baile", - "MARDIUSA_NAME_SUFFIX": "dusa", - "MARDIUSA_DESCRIPTION": "uma mulher-cobra mascarada", - "MARDIUSA_LORE_2": "Na mitologia grega, Medusa é uma das três górgonas. Elas são mulheres com cobras em vez de cabelos e capazes de transformar em pedra qualquer um que fizesse contato visual com elas.", - "MARDIUSA_LORE_1": "Bailedusa não é um indivíduo, e sim um conjunto de seres — neste caso, um grupo de serpentezinhas com um único objetivo: fazer essa besta vaidosa se vestir como se estivesse indo a um baile chique e se divertir enquanto faz isso.", - "JORMUNGOLD_NAME": "Jormundiouro", - "JORMUNGOLD_NAME_PREFIX": "Jormun", - "JORMUNGOLD_NAME_SUFFIX": "diouro", - "JORMUNGOLD_LORE_2": "Na mitologia nórdica, Jörmungandr, a grande serpente, e seus irmãos, Fenrir e Hel, serão responsáveis pelo fim do mundo.", - "JORMUNGOLD_LORE_1": "Por incrível que pareça, as asas de Jormundiouros não transformam essas criaturas em seres aéreos; em vez disso, elas servem para ajudá-las a deslizar em velocidades cada vez mais altas a cada batida de asas.", - "JORMUNGOLD_DESCRIPTION": "uma cobrona voadora", - "AEROBOROS_NAME_PREFIX": "Aero", - "AEROBOROS_NAME": "Aeroboros", - "AEROBOROS_LORE_1": "Aeroboros, ao girarem seu corpo circular, criam correntes de vento tão fortes que conseguem até fazer os inimigos irem pelos ares.", - "AEROBOROS_NAME_SUFFIX": "boros", - "TRAFFIKRAB_NAME": "Trafeguejo", - "AEROBOROS_DESCRIPTION": "uma cobra redonda que voa", - "AEROBOROS_LORE_2": "O ouroboros representa o ciclo da vida, a morte e o renascimento. Seu símbolo é uma cobra mordendo a própria cauda e formando um círculo.", - "TRAFFIKRAB_NAME_PREFIX": "Trafe", - "TRAFFIKRAB_NAME_SUFFIX": "guejo", - "TRAFFIKRAB_LORE_2": "O cone de trânsito foi criado por Charles D. Scanlon na década de 1940 para ser uma forma barata de sinalizar obras nas estradas. Ele é normalmente feito de plástico amarelo ou laranja e pode vir com faixas brancas refletoras para aumentar a visibilidade à noite.", - "TRAFFIKRAB_LORE_1": "O cone do Trafeguejo não é um membro do corpo delu, e sim um cone de trânsito normal que essa criatura achou na orla de Nova Murta e se apossou. Dizem que Trafeguejos, no passado, usavam outros objetos como casa.", - "WEEVILITE_NAME": "Gorgumáforo", - "WEEVILITE_NAME_SUFFIX": "máforo", - "WEEVILITE_NAME_PREFIX": "Gorgu", - "TRAFFIKRAB_DESCRIPTION": "um caranguejo-cone gigante", - "WEEVILITE_LORE_2": "Os primeiros semáforos foram instalados em Londres em meados do século XIX, mas só começaram a usar lâmpadas elétricas em vez de lâmpadas a gás a partir do século XX.", - "WEEVILITE_LORE_1": "Gorgumáforos usam seus pescoços compridos para observar monstros mais fracos de longe. Após identificá-los, essas criaturas piscam seus ofuscantes olhos verdes e vermelhos para causar tonturas e dores de cabeças paralisantes.", - "LOBSTACLE_NAME": "Lagostáculo", - "WEEVILITE_DESCRIPTION": "um caranguejo-semáforo", - "LOBSTACLE_NAME_PREFIX": "Lagos", - "LOBSTACLE_NAME_SUFFIX": "táculo", - "LOBSTACLE_DESCRIPTION": "um barril de plástico com pernas", - "LOBSTACLE_LORE_2": "Muretas, pneus reciclados e até mesmo barris de plástico cheios de areia são usados como barreiras móveis para evitar acidentes nas estradas.", - "LOBSTACLE_LORE_1": "Lagostáculos são criaturas dóceis e pacientes. Por serem pesadas, é praticamente impossível movê-las quando elas se escondem em suas \\\"cascas\\\" de plástico.", - "DANDYLION_NAME": "Dendileo", - "DANDYLION_NAME_PREFIX": "Dendi", - "DANDYLION_NAME_SUFFIX": "leo", - "DANDYLION_LORE_2": "Leões guardiões são ornamentos tradicionais chineses tipicamente vistos na frente de algumas construções. No passado, eles eram colocados do lado de fora de tumbas ou de palácios imperiais para espantar o mal.", - "DANDYLION_DESCRIPTION": "um leão grande todo florido", - "DANDYLION_LORE_1": "Dendileos são criaturas protetoras, leais e zelosas que costumam guardar determinadas cavernas das planícies gramadas de Nova Murta. No entanto, se você vir uma dessas bestas sem caverna nenhuma por perto, é possível que haja alguma coisa escondida!", - "BLOSSOMAW_NAME": "Florifauces", - "BLOSSOMAW_NAME_PREFIX": "Flori", - "BLOSSOMAW_NAME_SUFFIX": "fauces", - "BUSHEYE_NAME": "Arbudiolho", - "BLOSSOMAW_LORE_2": "Os dragões da mitologia chinesa — ao contrário dos dragões da mitologia europeia — não têm asas, e sim quatro pernas e um corpo longo e serpentiforme, além de serem símbolos tradicionais de força e de boa sorte.", - "BLOSSOMAW_LORE_1": "Dizem que Dendileos que hibernam por longos períodos de tempo emergem como elegantes Florifauces assim que as primeiras flores da primavera começam a surgir. Essas criaturas cospem intensas nuvens de pólen assim como os dragões cospem fogo.", - "BLOSSOMAW_DESCRIPTION": "um dragão comprido com uma juba de pétalas", - "BUSHEYE_NAME_PREFIX": "Arbu", - "BUSHEYE_NAME_SUFFIX": "diolho", - "DOMINOTH_NAME_PREFIX": "Domi", - "DOMINOTH_NAME": "Domiposa", - "DOMINOTH_LORE_1": "Domiposas se consideram seres defensores da paz e passam os dias patrulhando os céus de áreas florestais. Apenas luzes fortes, como as das lâmpadas, conseguem distraí-las de seus nobres deveres.", - "DOMINOTH_NAME_SUFFIX": "posa", - "DOMINOTH_LORE_2": "Ao contrário da borboleta, que costuma ser símbolo de vida e renascimento, a mariposa é normalmente associada à morte e ao mau agouro.", - "TOKUSECT_NAME_PREFIX": "Toku", - "TOKUSECT_NAME": "Tokusseto", - "DOMINOTH_DESCRIPTION": "uma mariposona", - "TOKUSECT_NAME_SUFFIX": "sseto", - "TOKUSECT_LORE_2": "\\\"Tokusatsu\\\" é o nome dado a filmes e programas de TV japoneses que fazem uso de roupas e efeitos especiais distintos. Monstros e robôs gigantescos, além de lutas de super-heróis, também aparecem bastante nesse tipo de mídia.", - "TOKUSECT_LORE_1": "O corpo extremamente aerodinâmico de Tokussetos permite que elus usem suas pernas pontudas para atingir oponentes e criar fortes correntes de ar.", - "WINGLOOM_NAME": "Asatriste", - "TOKUSECT_DESCRIPTION": "um inseto guerreiro", - "WINGLOOM_NAME_PREFIX": "Asa", - "WINGLOOM_NAME_SUFFIX": "triste", - "WINGLOOM_LORE_2": "Ninguém sabe o exatamente o porquê de mariposas se atraírem por luzes artificiais. Uma teoria que justifica esse comportamento é a de que elas usam a lua como guia enquanto viajam.", - "WINGLOOM_LORE_1": "As lâmpadas na cabeça de Asatristes produzem uma corrente elétrica que passa por todo o corpo delus. Além disso, as luzes criadas por essa criatura são refletidas em seus olhos, dando-lhes uma visão noturna perfeita.", - "CAPTAIN_JUDAS_SUBTITLE": "Sobrevivencialista", - "CAPTAIN_CLEEO_NAME": "Comandante Clee-O", - "CAPTAIN_CLEEO_NAME_SHORT": "Clee-O", - "CAPTAIN_CLEEO_SUBTITLE": "Mecanoide do Cassino", - "CAPTAIN_LODESTEIN_NAME": "Comandante Magneticus", - "CAPTAIN_LODESTEIN_NAME_SHORT": "Magneticus", - "CAPTAIN_LODESTEIN_SUBTITLE": "Eletricista", - "CAPTAIN_DREADFUL_NAME_SHORT": "Frankenstein", - "CAPTAIN_DREADFUL_NAME": "Comandante Vitória Frankenstein", - "CAPTAIN_DREADFUL_SUBTITLE": "Engana-morte", - "CAPTAIN_GLADIOLA_NAME": "Comandante Bellona", - "CAPTAIN_GLADIOLA_NAME_SHORT": "Bellona", - "CAPTAIN_GLADIOLA_SUBTITLE": "Deusa das Lâminas", - "CAPTAIN_HEATHER_NAME": "Comandante Celestina", - "CAPTAIN_HEATHER_NAME_SHORT": "Celestina", - "CAPTAIN_HEATHER_SUBTITLE": "Moça do Tempo", - "CAPTAIN_BUFFY_NAME": "Comandante Barbie", - "CAPTAIN_BUFFY_NAME_SHORT": "Barbie", - "CAPTAIN_BUFFY_SUBTITLE": "Fisiculturista", - "CAPTAIN_CYBIL_NAME": "Comandante Sibila", - "CAPTAIN_CYBIL_NAME_SHORT": "Sibila", - "CAPTAIN_CYBIL_SUBTITLE": "Locutora de Rádio", - "CAPTAIN_CODEY_NAME": "Comandante Codi", - "CAPTAIN_CODEY_NAME_SHORT": "Codi", - "CAPTAIN_CODEY_SUBTITLE": "Hacker de Fita", - "RANGER_TRADER_NAME": "Vigilante Wilma", + "MOVE_DESCRIPTION_HITS": "Impactos: {hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "Causa al objetivo el efecto \\\"{status_effect}\\\". Duración en turnos: {duration}.", + "MOVE_DESCRIPTION_ACCURACY": "Precisión: {0} %", + "MOVE_DESCRIPTION_HITS_RANGE": "Impactos: {hits_min}-{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "Causa a quien lo usa el efecto \\\"{status_effect}\\\". Duración en turnos: {duration}.", + "MOVE_DESCRIPTION_CLAY_FIRED": "Se activa cuando quien lo usa sufre daño de tipo fuego a causa de un ataque. Aumenta sus atributos defensivos.", + "MOVE_DESCRIPTION_MIND_MELD": "Quien lo usa puede compartir sus movimientos con sus aliados.", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "Reduce la velocidad de todos los demás combatientes.", + "MOVE_DESCRIPTION_FLINCH_ONE": "Tiene la probabilidad de aplicar al objetivo el estado \\\"intimidación\\\".", + "MOVE_DESCRIPTION_STICKY_TONGUE": "Impacta a un objetivo y reduce su evasión.", + "MOVE_DESCRIPTION_ICE_BREAKER": "Impacta a un objetivo y reduce su velocidad.", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Impacta a un objetivo. Asesta un golpe crítico si ese objetivo ya ha sufrido daño en ese turno.", + "MOVE_DESCRIPTION_AP_STEAL": "Roba 1 PA del objetivo y se lo da a quien lo usa.", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "Le quita 2 PA al objetivo.", + "MOVE_DESCRIPTION_AP_BOOST": "Mejora la generación de PA del objetivo.", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Impacta automáticamente a un enemigo al principio del combate.", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "Tiene la probabilidad de usarse de forma automática al sufrir el impacto de un ataque cuerpo a cuerpo.", + "MOVE_DESCRIPTION_AP_DRAIN": "Reduce la generación de PA del objetivo.", + "MOVE_DESCRIPTION_SPLINTER": "Tiene la probabilidad de causar daño automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo. El daño se basa en la defensa cuerpo a cuerpo de quien lo usa.", + "MOVE_DESCRIPTION_ACID_REFLEX": "Tiene la probabilidad de envenenar automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo.", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "Hace que quien lo usa explote al ser derrotado y cause daño a cuantos lo rodeen.", + "MOVE_DESCRIPTION_RADIOACTIVE": "Tiene la probabilidad de quemar automáticamente a un enemigo cuando se produce un contacto cuerpo a cuerpo.", + "MOVE_DESCRIPTION_AP_REFUND": "Tiene la probabilidad de devolver automáticamente PA cuando se usa un movimiento.", + "MOVE_DESCRIPTION_AP_STARTER": "Otorga un PA adicional al principio del combate.", + "MOVE_DESCRIPTION_ROLL_AGAIN": "Tiene la probabilidad de usar otro movimiento al azar al final del turno.", + "MOVE_DESCRIPTION_SUIT_UP": "Aumenta la defensa cuerpo a cuerpo y la defensa a distancia de quien lo usa.", + "MOVE_DESCRIPTION_PARRY_STANCE": "Neutraliza y devuelve el primer ataque cuerpo a cuerpo que se reciba en ese turno.", + "MOVE_DESCRIPTION_HP_ABSORB": "Hace que se recupere una cantidad de PV igual al daño causado.", + "MOVE_DESCRIPTION_DEFEND": "Aumenta la defensa cuerpo a cuerpo de quien lo usa.", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "Aumenta la defensa a distancia de quien lo usa.", + "MOVE_DESCRIPTION_DODGE": "Aumenta la evasión de quien lo usa.", + "MOVE_DESCRIPTION_FOCUS": "Aumenta la precisión de quien lo usa.", + "MOVE_DESCRIPTION_SPRINT": "Aumenta la velocidad de quien lo usa.", + "MOVE_DESCRIPTION_WINK": "Reduce el ataque cuerpo a cuerpo del objetivo.", + "MOVE_DESCRIPTION_FLIRT": "Reduce la evasión del objetivo.", + "MOVE_DESCRIPTION_PEEKABOO": "Reduce la precisión del objetivo.", + "MOVE_DESCRIPTION_TRIP": "Reduce la velocidad del objetivo.", + "MOVE_DESCRIPTION_NOD": "Reduce la defensa cuerpo a cuerpo del objetivo.", + "MOVE_DESCRIPTION_CRITICIZE": "Reduce el ataque a distancia del objetivo.", + "MOVE_DESCRIPTION_COMPLIMENT": "Reduce la defensa a distancia del objetivo.", + "MOVE_DESCRIPTION_SHARPEN": "Aumenta el ataque cuerpo a cuerpo de quien lo usa.", + "MOVE_DESCRIPTION_RAISE_ARMS": "Aumenta el ataque a distancia de quien lo usa.", + "MOVE_DESCRIPTION_HOT_POTATO": "Adhiere una bomba al objetivo que explotará si no la pasa inmediatamente mediante un contacto cuerpo a cuerpo.", + "MOVE_DESCRIPTION_SURE_FIRE": "Garantiza que el próximo movimiento del objetivo no falle.", + "MOVE_DESCRIPTION_COTTON_ON": "Durante el próximo turno reducirá al 0 % la precisión de los movimientos esquivables que tengan por objetivo a quien lo usa.", + "MOVE_DESCRIPTION_TAUNT": "Desata la ira del objetivo y lo obliga a usar solo movimientos ofensivos durante los próximos dos turnos.", + "MOVE_DESCRIPTION_DOG_YEARS": "Aumenta la duración de los efectos de estado que tenga aplicados el objetivo.", + "MOVE_DESCRIPTION_BE_RANDOM": "Usa un movimiento al azar de entre los que puedan usarse con los PA disponibles.", + "MOVE_DESCRIPTION_COPYCAT": "Copia el último movimiento que haya usado el objetivo, si se tienen suficientes PA.", + "MOVE_DESCRIPTION_PROVOKE": "Durante tres turnos evita que los enemigos puedan tomar como objetivo directo a los aliados de quien lo usa.", + "MOVE_DESCRIPTION_HIBERNATE": "Hace que quien lo usa se duerma. Mientras esté dormido, recuperará PV cada turno.", + "MOVE_DESCRIPTION_SUMMON_TULPA": "Pide ayuda a los habitantes del plano astral.", + "MOVE_DESCRIPTION_MEDITATE": "Hace que quien lo usa se duerma. Mientras esté dormido, aumentarán sus atributos ofensivos y defensivos cada turno.", + "MOVE_DESCRIPTION_BINVITATION": "Pide ayuda a la nave nodriza.", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Invoca un rayono como aliado temporal.", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "Tiene la probabilidad de invocar un aliado temporal.", + "MOVE_DESCRIPTION_FUSION_POWER": "Tiene un efecto único de esta fusión específica.", + "MOVE_DESCRIPTION_FISSION_POWER": "Quien lo usa entra en proceso de fisión y se divide en dos copias.", + "MOVE_DESCRIPTION_CROSSFADE": "Cambia la forma de quien lo usa, pero aplica una capa que hace que siga siendo del mismo tipo.", + "MOVE_DESCRIPTION_DESPERATION": "Causa más daño si le quedan pocos PV a quien lo usa.", + "MOVE_DESCRIPTION_DELEGATE": "Pasa los efectos de estado de quien lo usa a su aliado.", + "MOVE_DESCRIPTION_BITE": "Impacta a un objetivo y además cura un poco a quien lo usa.", + "MOVE_DESCRIPTION_BATTERY": "Impacta a un objetivo dos veces. Produce golpes críticos si se usa después de \\\"Carga\\\".", + "MOVE_DESCRIPTION_BOIL": "Impacta a un objetivo. Tiene una probabilidad de causar al objetivo el efecto \\\"quemadura\\\".", + "MOVE_DESCRIPTION_DJINNTOXICATE": "Impacta a un objetivo y le causa el estado \\\"confusión\\\".", + "MOVE_DESCRIPTION_COAL_STORY": "Impacta a un objetivo y le causa el estado \\\"quemadura\\\".", + "MOVE_DESCRIPTION_TOXIC_STAB": "Impacta a un objetivo y le causa el estado \\\"veneno\\\".", + "MOVE_DESCRIPTION_SANDSTORM": "Impacta a un equipo entero y reduce en un turno la duración de los efectos de estado que tengan aplicados sus miembros.", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "Impacta a un equipo entero y causa a sus miembros el estado \\\"veneno\\\".", + "MOVE_DESCRIPTION_WONDERFUL_7": "Impacta a un objetivo y le causa una reducción al azar.", + "MOVE_DESCRIPTION_THROW": "Utiliza un muro como proyectil. El daño se multiplica por los turnos que le quedaran.", + "MOVE_DESCRIPTION_RECYCLE": "Destruye el muro de quien lo usa y le otorga la cantidad de turnos que tenga como PA.", + "MOVE_DESCRIPTION_MAGNET": "Se usa automáticamente al principio del combate sin costo en PA. Evita que los enemigos puedan fijar como objetivo a los aliados de quien lo usa. Duración en turnos: {duration}.", + "MOVE_DESCRIPTION_RETRIBUTION": "Se activa cuando un aliado es derrotado. Aumenta los atributos ofensivos de quien lo usa.", + "MOVE_DESCRIPTION_STATUS_STARTER": "Se usa automáticamente al principio del combate sin costo en PA. Aplica a quien lo usa el estado \\\"{status_effect}\\\". Duración en turnos: {duration}.", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "Cambia el tipo de quien lo usa a tierra y aumenta sus atributos defensivos. Se activa la primera vez que su vida baja de la mitad.", + "MOVE_DESCRIPTION_THUNDER_BLAST": "Golpea a un objetivo, que recibe 30 puntos adicionales de daño de tipo aire.", + "MOVE_DESCRIPTION_GAMBIT": "Aumenta en gran medida todos los atributos de quien lo usa, pero al cabo de tres turnos la cinta se rompe.", + "MOVE_DESCRIPTION_HAUNT": "Quien lo usa se convierte en un fantasma y no puede ser objeto de ataques, pero al cabo de tres turnos la cinta se rompe.", + "MOVE_DESCRIPTION_BINVASION": "Impacta a un objetivo tantas veces como cubinvasores haya en el equipo de quien lo usa.", + "MOVE_DESCRIPTION_COPPER_CHOP": "Impacta a un objetivo y le causa el estado \\\"vibración\\\" si es de tipo cristal o metal.", + "MOVE_DESCRIPTION_WINDOW": "Permite que los ataques a distancia atraviesen muros e impacten al objetivo.", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Causa daño al objetivo cada vez que se transforma.", + "MOVE_DESCRIPTION_SHARP_EDGES": "Hace que quien lo usa cause daño cuando se produce un daño por contacto. Duración en turnos: {duration}.", + "MOVE_DESCRIPTION_JAGGED_EDGE": "Causa daño automáticamente al atacante cuando falla un ataque destinado a quien lo usa.", + "MOVE_DESCRIPTION_BLIZZARD": "Golpea a un equipo entero y reduce la precisión de sus miembros.", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Impacta a un objetivo y reduce su defensa cuerpo a cuerpo.", + "MOVE_DESCRIPTION_TRICK": "Aplica al objetivo una reducción al azar.", + "MOVE_DESCRIPTION_TREAT": "Aplica al objetivo una mejora al azar.", + "MOVE_DESCRIPTION_CRUMBLE": "Destruye todos los muros y causa a cada combatiente un daño proporcional a los turnos que le quedan a su muro.", + "MOVE_DESCRIPTION_PRISMATIC": "Hace que quien lo usa cambie de tipo al azar al final de cada turno.", + "MOVE_DESCRIPTION_BAD_JOKE": "Quien lo usa cuenta un chiste al azar. Aparte de eso, no tiene ningún efecto.", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTENCIA", + "MOVE_DESCRIPTION_WATER_DANCE": "Impacta a un objetivo. Utiliza el atributo de velocidad de quien lo usa en lugar del de ataque cuerpo a cuerpo.", + "MOVE_BLOOD_DONATION_TOAST": "DONACIÓN", + "MOVE_NEW_LEAF_TOAST": "EFECTOS ELIMINADOS", + "MOVE_DAMAGE_ROLL_TOAST": "TIRADA: {n}", + "MOVE_AP_STEAL_TOAST": "ROBO", + "MOVE_GUZZLE_FUEL_TOAST": "CONSUMO", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "DURACIÓN AUMENTADA", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "DURACIÓN REDUCIDA", + "MOVE_SUMMON_SPAWNS.m": "¡{spawn} acude a la llamada!", + "MOVE_SUMMON_SPAWNS.f": "¡{spawn} acude a la llamada!", + "MOVE_AP_REFUND_TOAST": "DEVOLUCIÓN", + "MOVE_SUMMON_SPAWNS.n": "¡{spawn} acude a la llamada!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "de la naturaleza", + "MOVE_FUSION_POWER_PREFIX_beast_2": "de los huesos", + "MOVE_FUSION_POWER_PREFIX_beast_3": "de las fieras", + "MOVE_FUSION_POWER_PREFIX_beast_4": "de lo primitivo", + "MOVE_FUSION_POWER_PREFIX_beast_5": "de los cráneos", + "MOVE_FUSION_POWER_PREFIX_beast_6": "de la ira", + "MOVE_FUSION_POWER_PREFIX_beast_7": "del frenesí", + "MOVE_FUSION_POWER_PREFIX_fire_1": "del averno", + "MOVE_FUSION_POWER_PREFIX_fire_2": "de las ascuas", + "MOVE_FUSION_POWER_PREFIX_fire_3": "de las llamas", + "MOVE_FUSION_POWER_PREFIX_fire_4": "del ardor", + "MOVE_FUSION_POWER_PREFIX_fire_5": "del fuego", + "MOVE_FUSION_POWER_PREFIX_fire_6": "del magma", + "MOVE_FUSION_POWER_PREFIX_fire_7": "de los volcanes", + "MOVE_FUSION_POWER_PREFIX_poison_1": "de la ponzoña", + "MOVE_FUSION_POWER_PREFIX_poison_2": "de lo nocivo", + "MOVE_FUSION_POWER_PREFIX_poison_3": "de lo tóxico", + "MOVE_FUSION_POWER_PREFIX_poison_4": "de lo químico", + "MOVE_FUSION_POWER_PREFIX_poison_5": "de lo violáceo", + "MOVE_FUSION_POWER_PREFIX_poison_6": "de lo infeccioso", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "de lo sintético", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "de lo resistente", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "del reciclaje", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "de lo artificial", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "de la basura", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "de lo modular", + "MOVE_FUSION_POWER_PREFIX_plant_1": "de lo perenne", + "MOVE_FUSION_POWER_PREFIX_plant_2": "de lo rural", + "MOVE_FUSION_POWER_PREFIX_plant_3": "de lo frondoso", + "MOVE_FUSION_POWER_PREFIX_plant_4": "de las flores", + "MOVE_FUSION_POWER_PREFIX_plant_5": "del verdor", + "MOVE_FUSION_POWER_PREFIX_plant_6": "de lo tropical", + "MOVE_FUSION_POWER_PREFIX_plant_7": "de lo suculento", + "MOVE_FUSION_POWER_PREFIX_water_1": "de las corrientes", + "MOVE_FUSION_POWER_PREFIX_water_2": "de la tempestad", + "MOVE_FUSION_POWER_PREFIX_water_3": "del monzón", + "MOVE_FUSION_POWER_PREFIX_water_4": "de los torrentes", + "MOVE_FUSION_POWER_PREFIX_water_5": "de los remolinos", + "MOVE_FUSION_POWER_PREFIX_water_6": "de lo abisal", + "MOVE_FUSION_POWER_PREFIX_water_7": "de Neptuno", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "de la brillantina", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "de lo brillante", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "del arcoíris", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "de las hadas", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "de las artes manuales", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "de lo casero", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "de los unicornios", + "MOVE_FUSION_POWER_PREFIX_astral_1": "del cosmos", + "MOVE_FUSION_POWER_PREFIX_astral_2": "de los planetas", + "MOVE_FUSION_POWER_PREFIX_astral_3": "de lo celeste", + "MOVE_FUSION_POWER_PREFIX_astral_4": "de las estrellas", + "MOVE_FUSION_POWER_PREFIX_astral_5": "de lo etéreo", + "MOVE_FUSION_POWER_PREFIX_astral_6": "de las órbitas", + "MOVE_FUSION_POWER_PREFIX_astral_7": "de lo incógnito", + "MOVE_FUSION_POWER_PREFIX_air_1": "de los ciclones", + "MOVE_FUSION_POWER_PREFIX_air_2": "de los tornados", + "MOVE_FUSION_POWER_PREFIX_air_3": "de los torbellinos", + "MOVE_FUSION_POWER_PREFIX_air_4": "de los huracanes", + "MOVE_FUSION_POWER_PREFIX_air_5": "de los vientos", + "MOVE_FUSION_POWER_PREFIX_air_6": "del siroco", + "MOVE_FUSION_POWER_PREFIX_air_7": "de Eolo", + "MOVE_FUSION_POWER_PREFIX_earth_1": "de lo pétreo", + "MOVE_FUSION_POWER_PREFIX_earth_2": "de lo mineral", + "MOVE_FUSION_POWER_PREFIX_earth_3": "de las simas", + "MOVE_FUSION_POWER_PREFIX_earth_4": "de las montañas", + "MOVE_FUSION_POWER_PREFIX_earth_5": "de lo áspero", + "MOVE_FUSION_POWER_PREFIX_earth_6": "de la piedra", + "MOVE_FUSION_POWER_PREFIX_earth_7": "del granito", + "MOVE_FUSION_POWER_PREFIX_glass_1": "del cristal", + "MOVE_FUSION_POWER_PREFIX_glass_2": "de lo frágil", + "MOVE_FUSION_POWER_PREFIX_glass_3": "de los reflejos", + "MOVE_FUSION_POWER_PREFIX_glass_4": "de lo vítreo", + "MOVE_FUSION_POWER_PREFIX_glass_5": "de lo quebradizo", + "MOVE_FUSION_POWER_PREFIX_glass_6": "de lo transparente", + "MOVE_FUSION_POWER_PREFIX_ice_1": "de lo gélido", + "MOVE_FUSION_POWER_PREFIX_ice_2": "de los carámbanos", + "MOVE_FUSION_POWER_PREFIX_ice_3": "del frío", + "MOVE_FUSION_POWER_PREFIX_ice_4": "de lo polar", + "MOVE_FUSION_POWER_PREFIX_ice_5": "de lo frígido", + "MOVE_FUSION_POWER_PREFIX_ice_6": "de los glaciares", + "MOVE_FUSION_POWER_PREFIX_ice_7": "de la ventisca", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "de las tormentas", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "de las centellas", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "de lo eléctrico", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "de lo fulminante", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "de las descargas", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "de la electricidad", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "de lo magnético", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "de Tesla", + "MOVE_FUSION_POWER_PREFIX_metal_1": "del acero", + "MOVE_FUSION_POWER_PREFIX_metal_2": "de los metales", + "MOVE_FUSION_POWER_PREFIX_metal_3": "de la plata", + "MOVE_FUSION_POWER_PREFIX_metal_4": "del mercurio", + "MOVE_FUSION_POWER_PREFIX_metal_5": "de las aleaciones", + "MOVE_FUSION_POWER_PREFIX_metal_6": "del titanio", + "MOVE_FUSION_POWER_SWORD": "Espada", + "MOVE_FUSION_POWER_AXE": "Hacha", + "MOVE_FUSION_POWER_KATANA": "Katana", + "MOVE_FUSION_POWER_HAMMER": "Martillo", + "MOVE_FUSION_POWER_HALBERD": "Alabarda", + "MOVE_FUSION_POWER_BLADEWHEEL": "Rueda", + "MOVE_FUSION_POWER_FIST": "Puño", + "MOVE_FUSION_POWER_SMASH": "Acometida", + "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", + "MOVE_DESCRIPTION_IRON_FILINGS": "Aplica al objetivo el efecto \\\"conducción\\\".", + "MOVE_FUSION_POWER_ARROW": "Flecha", + "MOVE_FUSION_POWER_ORB": "Esfera", + "MOVE_FUSION_POWER_KUNAI": "Kunai", + "MOVE_FUSION_POWER_SHARDS": "Esquirlas", + "MOVE_FUSION_POWER_SPIKES": "Púas", + "MOVE_FUSION_POWER_METEOR": "Meteorito", + "MOVE_FUSION_POWER_BEAM": "Rayo", + "MOVE_FUSION_POWER_BLAST": "Onda", + "MOVE_FUSION_POWER_BOMB": "Bomba", + "MOVE_RITUAL_NAME": "Rito", + "MOVE_DESCRIPTION_RITUAL": "Devuelve a la vida a quien lo usa con un 25 % de sus PV máximos.", + "MOVE_IRON_FILINGS_NAME": "Limaduras de hierro", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "Coda morganae", + "MOVE_AA_OLDGANTE_THRASH_NAME": "Arrebato discordante", + "MOVE_TRICK_NAME": "Travesura", + "MOVE_TREAT_NAME": "Golosina", + "MOVE_ATTRIBUTE_STAT": "{stat_value} % de {stat_name}", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Produce un impacto crítico si tiene ventaja del tipo", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "Pasiva: {stat_value} % de {stat_name}", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "El daño se basa en el atributo {stat_name} si es mayor que el de ataque.", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "+1 turno de duración", + "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 golpe adicional", + "MOVE_ATTRIBUTE_HEAL": "Cura un {stat_value} % de los PV máximos.", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Pasiva: {stat_value} % de {stat_name} por cada espacio vacío.", + "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value} % de {stat_name} por cada espacio vacío.", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Cura un {stat_value} % de los PV máximos por cada espacio vacío.", + "MOVE_ATTRIBUTE_BUFF_USER": "{chance} % de probabilidad de aplicar {status_effect}.", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance} % de probabilidad de aplicar {status_effect}.", + "MOVE_ATTRIBUTE_AP_REFUND": "{chance} % de probabilidad de devolver {amount} PA después de usarlo.", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance} % de probabilidad de devolver todos los PA después de usarlo.", + "MOVE_ATTRIBUTE_SHARED": "Se comparte con los aliados.", + "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatible con cualquier cinta.", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance} % de probabilidad de usarse al final del turno.", + "MOVE_ATTRIBUTE_USE_AGAIN": "{chance} % de probabilidad de usarse dos veces.", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance} % de probabilidad de usarse al principio del combate.", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance} % de probabilidad de usarse al recibir un impacto.", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance} % de probabilidad de usarse después de atacar.", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance} % de probabilidad de usar {move_name} después de que se haya usado.", + "MOVE_ATTRIBUTE_MULTITARGET": "{chance} % de probabilidad de tomar un equipo entero por objetivo.", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Destruye los muros.", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 espacio", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "Atraviesa los muros.", + "MOVE_ATTRIBUTE_USE_RANDOM": "{chance} % de probabilidad de usar un movimiento al azar.", + "MOVE_BAD_JOKE_JOKE3": "¿Por qué no tienen gracia los trafikangrejos? ¡Porque no son cangrejos de río!", + "MOVE_BAD_JOKE_JOKE2": "¿Qué tipo de obra de teatro se podría hacer sobre los trafikangrejos? ¡Una traficomedia!", + "MOVE_BAD_JOKE_JOKE1": "¿Por qué no cruzó el trafikangrejo la carretera? ¡Porque como andaba de lado, se quedó en la acera!", + "MOVE_BAD_JOKE_JOKE5": "¿Por qué tocan el xilófono los alfisqueletos? ¡Porque no tienen órganos!", + "MOVE_BAD_JOKE_JOKE4": "¿Cuál es el mayor defecto de los trafikangrejos? ¡Encono!", + "MOVE_BAD_JOKE_JOKE7": "¿Qué les gustaría tener a los baladinos? ¡Una lámpara!", + "MOVE_BAD_JOKE_JOKE6": "¿Como construyen su nido los picohielos? ¡A pico y ala!", + "MOVE_BAD_JOKE_JOKE8": "¿Qué toman los temparena para desayunar? ¡Copos de arena!", + "MOVE_BAD_JOKE_JOKE11": "¿Por qué no conviene encerrar a un astrordígrado en una cabina de teléfono? ¡Porque necesita espacio!", + "MOVE_BAD_JOKE_JOKE10": "¿Qué les gusta beber a los temparenas? ¡Agua del tiempo!", + "MOVE_BAD_JOKE_JOKE9": "¿Como se llama a mil kilos de fango violeta? ¡Una gelatonelada!", + "MOVE_BAD_JOKE_JOKE12": "¿Por qué no comen nada los chispartanos? ¡Porque todo les sabe a rayos!", + "MOVE_BAD_JOKE_JOKE13": "¿Por qué están tan fuertes los nenufaimanes? ¡Porque comen mucho hierro!", + "MOVE_BAD_JOKE_JOKE16": "¿Cuál es la flor favorita de los gireleles? ¡El girasol!", + "MOVE_BAD_JOKE_JOKE15": "Iba a hacer un chiste sobre la química elemental, pero no creo que cause ninguna reacción.", + "MOVE_BAD_JOKE_JOKE14": "¿Por qué está triste el saltalabaza? ¡Porque le dieron calabazas!", + "MOVE_BAD_JOKE_JOKE18": "¿Por qué fue al psicólogo el terrateniente? ¡Porque tenía un complejo de apartamentos!", + "MOVE_BAD_JOKE_JOKE17": "¿Cómo miden las distancias los arbustojos? ¡A ojo!", + "MOVE_BAD_JOKE_JOKE19": "¿Porqué no se mueven nunca los terratenientes? ¡Porque son agentes \\\"inmoviliarios\\\"!", + "MOVE_NAME_INSOMNIA": "Insomnio", + "MOVE_BAD_JOKE_JOKE20": "¿Qué es lo que más le gustaría a un terrateniente? ¡Que lo ascendieran a terracapitán!", + "MOVE_DESCRIPTION_INSOMNIA": "Evita que quien lo usa se quede dormido.", + "MOVE_NAME_ELDRITCH": "Aberración", + "MOVE_DESCRIPTION_ELDRITCH": "Evita que se reduzcan los atributos de quien lo usa.", + "MOVE_NAME_STATUS_RESISTANCE": "Resistencia a los efectos", + "MOVE_NAME_NEUTRALISE": "Neutralización", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "Quien lo usa sufrirá menos daño de los efectos de estado \\\"quemadura\\\", \\\"veneno\\\" y \\\"parásito\\\".", + "MOVE_NAME_LIQUID_BODY": "Cuerpo líquido", + "MOVE_DESCRIPTION_LIQUID_BODY": "Evita que quien lo usa sufra el estado \\\"quemadura\\\", pero hace que todos los ataques de tipo hielo o rayo inflijan golpes críticos.", + "MOVE_DESCRIPTION_NEUTRALISE": "Elimina automáticamente todas las reducciones de quien lo usa cuando sus PV quedan por debajo del 50 %.", + "MOVE_NAME_PHASE_SHIFT": "Cambio de plano", + "MOVE_DESCRIPTION_PHASE SHIFT": "Los ataques de quien lo usa pueden impactar a los fantasmas.", + "MOVE_CAMOUFLAGE_WATER_NAME": "Camuflaje de agua", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Camuflaje de plástico", + "MOVE_CAMOUFLAGE_AIR_NAME": "Camuflaje de aire", + "MOVE_CAMOUFLAGE_EARTH_NAME": "Camuflaje de tierra", + "MOVE_CAMOUFLAGE_FIRE_NAME": "Camuflaje de fuego", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Camuflaje astral", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Camuflaje de rayo", + "MOVE_CAMOUFLAGE_METAL_NAME": "Camuflaje de metal", + "MOVE_CAMOUFLAGE_BEAST_NAME": "Camuflaje de bestia", + "MOVE_CAMOUFLAGE_PLANT_NAME": "Camuflaje de planta", + "MOVE_CAMOUFLAGE_POISON_NAME": "Camuflaje de veneno", + "MOVE_CAMOUFLAGE_ICE_NAME": "Camuflaje de hielo", + "MOVE_CAMOUFLAGE_GLASS_NAME": "Camuflaje de cristal", + "MOVE_DESCRIPTION_CAMOUFLAGE": "Se usa automáticamente al principio del combate sin costo en PA. Cambia el tipo de quien lo usa.", + "MOVE_NAME_RICOCHET": "Carambola", + "MOVE_DESCRIPTION_RICOCHET": "Los ataques a distancia de quien lo usa tienen un 50 % de probabilidad de atravesar el muro del enemigo.", + "MOVE_NAME_BREATHING_TECHNIQUE": "Técnica de respiración", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Evita que quien lo usa sufra el estado \\\"ira\\\".", + "MOVE_NAME_SELF_ASSURED": "Confianza", + "MOVE_DESCRIPTION_SELF_ASSURED": "Evita que quien lo usa sufra el estado \\\"confusión\\\".", + "MOVE_NAME_CRITICAL_AP": "PA crítico", + "MOVE_DESCRIPTION_CRITICAL_AP": "Quien lo usa obtiene 1 PA cada vez que su ataque produce un golpe crítico.", + "MOVE_NAME_PITY_AP": "PA de consolación", + "MOVE_NAME_UNSHAKEABLE": "Valentía", + "MOVE_DESCRIPTION_PITY_AP": "Quien lo usa obtiene 1 PA cada vez que su ataque falla.", + "MOVE_DESCRIPTION_UNSHAKEABLE": "Evita que quien lo usa sufra el estado \\\"intimidación\\\".", + "MOVE_NAME_VAMPIRE": "Vampirismo", + "MOVE_NAME_MULTICOPY": "Multicopia", + "MOVE_DESCRIPTION_VAMPIRE": "Quien lo usa obtiene la mitad del beneficio que causen los movimientos curativos y efectos de estado de sus rivales.", + "MOVE_DESCRIPTION_MULTICOPY": "Si un enemigo obtiene los estados \\\"multiobjetivo\\\" o \\\"multimovimiento\\\", quien lo usa los obtiene también.", + "MOVE_NAME_FOSSIL": "Fósil", + "MOVE_DESCRIPTION_FOSSIL": "Devuelve automáticamente todos sus PV a quien lo usa si se le aplica el estado \\\"petrificación\\\".", + "MOVE_NAME_BLOODLUST": "Sed de sangre", + "MOVE_NAME_STURDY_ARMOUR": "Armadura pesada", + "MOVE_DESCRIPTION_BLOODLUST": "Se activa cuando un enemigo es derrotado. Aumenta los atributos del ataque cuerpo a cuerpo y del ataque a distancia de quien lo usa.", + "MOVE_NAME_RETURN_FIRE": "Disparo de respuesta", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "Evita que puedan reducirse los atributos defensivos cuerpo a cuerpo y a distancia de quien lo usa.", + "MOVE_DESCRIPTION_RETURN_FIRE": "Tiene la probabilidad de usarse de forma automática al sufrir el impacto de un ataque a distancia.", + "MOVE_NAME_BURNING_PASSION": "Pasión ardiente", + "MOVE_NAME_BERSERKER": "Berserker", + "MOVE_DESCRIPTION_BURNING_PASSION": "Aumenta de forma automática los atributos del ataque cuerpo a cuerpo y del ataque a distancia de quien lo usa si se le aplica el efecto de estado \\\"quemadura\\\".", + "MOVE_NAME_VENGEFUL_CURSE": "Maldición vengativa", + "RANGER_TRADER_NAME": "Guarda Wilma", "RANGER_TRADER_NAME_SHORT": "Wilma", - "RANGER_BODYBUILDER_NAME": "Jim", - "INTERDIMENSIONAL_POSTMAN_NAME": "Carteiro Interdimensional", - "AMBER_NAME": "Srta. Âmbar", + "RANGER_BODYBUILDER_NAME": "Guarda Jim", + "INTERDIMENSIONAL_POSTMAN_NAME": "Cartero interdimensional", + "AMBER_NAME": "Amber", "DORIAN_NAME": "Dorian", - "SPRINGHEEL_NAME": "Saltamola", - "JACQUELINE_NAME": "Jaqueline", - "SPRINGHEEL_NAME_PREFIX": "Salta", - "SPRINGHEEL_LORE_1": "As Saltamolas se divertem pulando em suas vítimas e assustando-as na calada da noite. Aparentemente, suas \\\"asas\\\" são feitas de farrapos.", - "SPRINGHEEL_NAME_SUFFIX": "mola", - "SPRINGHEEL_DESCRIPTION": "um diabrete com botas de couro", - "SPRINGHEEL_LORE_2": "Na era vitoriana, diziam que uma criatura misteriosa conhecida como \\\"Jack Saltamolas\\\" assombrava as ruas à noite. \\\"Jack\\\" nunca foi capturado e acabou virando uma lenda urbana.", + "SPRINGHEEL_NAME": "Botajack", + "JACQUELINE_NAME": "Jacqueline", + "SPRINGHEEL_NAME_PREFIX": "Bota", + "SPRINGHEEL_NAME_SUFFIX": "jack", + "SPRINGHEEL_DESCRIPTION": "un diablillo con botas de cuero", + "SPRINGHEEL_LORE_2": "Durante un tiempo, en la Inglaterra victoriana, se decía que un extraño ser conocido como Spring-heeled Jack (\\\"Jack el de los muelles en los talones\\\") acechaba por las noches. Nunca se capturó al tal Jack, pero sus avistamientos se convirtieron en leyenda urbana.", + "SPRINGHEEL_LORE_1": "El pasatiempo favorito de los botajack es esconderse detrás de una esquina, al abrigo de la noche, para saltar y sorprender a sus víctimas. Por lo visto, se hacen las \\\"alas\\\" con trapos viejos.", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué camino seguirás en tu vagar nocturno?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "El del vagabundo", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "El del ladrón", + "HOPSKIN_NAME_PREFIX": "Brinca", + "HOPSKIN_NAME": "Brincagarras", + "HOPSKIN_LORE_1": "Los brincagarra atraen a su presa con sus ojos anaranjados (que nunca pestañean) y su gran sonrisa. Sin embargo, cualquier ser que resulte engañado por su actitud se encontrará con las rápidas y afiladísimas garras que esconde bajo su abrigo mugriento.", + "HOPSKIN_NAME_SUFFIX": "garras", + "HOPSKIN_DESCRIPTION": "un diablillo traicionero con un abrigo", + "HOPSKIN_LORE_2": "En 1955, una familia denunció haber sufrido el ataque de seres extraños en su granja de Hopkinsville (Kentucky). En su descripción, hablaban de orejas puntiagudas, garras en las manos y ojos enormes, amarillos y brillantes.", + "RIPTERRA_NAME": "Destripaterrores", + "RIPTERRA_NAME_PREFIX": "Destripa", + "RIPTERRA_NAME_SUFFIX": "terrores", + "RIPTERRA_DESCRIPTION": "un monstruo horrible con una gabardina", + "RIPTERRA_LORE_2": "En la Gran Bretaña del siglo XIX, se publicaban historias de terror gótico o de asesinos sanguinarios en forma de \\\"penny dreadful\\\" (\\\"terror a un penique\\\"). Aquellos libros, editados con escaso presupuesto, solían ir acompañados de ilustraciones violentas y estremecedoras.", + "RIPTERRA_LORE_1": "No es fácil describir la anatomía de un destripaterrores. Apenas tiene cuerpo como tal, es más bien una masa de miembros terminados en garra, que se acumulan de forma aleatoria bajo el abrigo y el sombrero manchados.", + "SNOOPIN_NAME": "Bandolupín", + "SNOOPIN_NAME_PREFIX": "Bandol", + "SNOOPIN_NAME_SUFFIX": "lupín", + "SNOOPIN_LORE_1": "Los bandolupín son ladrones sin igual que a menudo se engalanan con las joyas que roban. Por ello, es posible deducir su habilidad para el hurto, por la cantidad de alhajas que llevan encima.", + "SCAMPIRE_NAME": "Criminampiro", + "SNOOPIN_LORE_2": "Arséne Lupin es un ladrón de guante blanco en la ficción, salido de la pluma del escritor Maurice Leblanc. El personaje, que sigue siendo popular incluso hoy, ha aparecido en docenas de historias y múltiples adaptaciones.", + "SNOOPIN_DESCRIPTION": "un diablillo con un bastón", + "SCAMPIRE_NAME_PREFIX": "Crimina", + "SCAMPIRE_LORE_1": "Los criminampiros llenan su guarida de riquezas robadas y luego esperan a que su presa se aventure a entrar. Hace unos años que obtuvieron también la capacidad de volar, aunque no está claro si utilizan las alas para ello.", + "SCAMPIRE_NAME_SUFFIX": "ampiro", + "SCAMPIRE_LORE_2": "El concepto del vampiro ha aparecido en la tradición popular durante toda la historia de la humanidad. Una interpretación moderna del mito vampírico es la que los sitúa como la élite social que se alimenta, literalmente, de aquellos de las clases inferiores.", + "ACHIEVEMENT_NAME_obtain_bansheep": "Contar ovejas", + "ACHIEVEMENT_DESC_obtain_bansheep": "Consigue un beenshee.", + "ACHIEVEMENT_DESC_tutorial": "Termina el tutorial.", + "ACHIEVEMENT_DESC_partner_dog": "Desbloquea a Perry.", + "ACHIEVEMENT_NAME_partner_viola": "Viola", + "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", + "ACHIEVEMENT_DESC_investigate_rumor": "Investiga un rumor.", + "ACHIEVEMENT_NAME_aa_lamento_mori": "El ángel de la muerte", + "ACHIEVEMENT_NAME_aa_cube": "Sólido neoplatónico", + "ACHIEVEMENT_DESC_aa_lamento_mori": "Derrota a Lamentato Mori.", + "ACHIEVEMENT_DESC_aa_cube": "Derrota a Exoedro.", + "ACHIEVEMENT_NAME_aa_alice": "Hija del yo", + "ACHIEVEMENT_DESC_aa_alice": "Derrota a Alicia.", + "ACHIEVEMENT_NAME_aa_puppet": "El titiritero", + "ACHIEVEMENT_DESC_aa_puppet": "Derrota a Monigotox.", + "ACHIEVEMENT_DESC_partner_eugene": "Desbloquea a Eugene.", + "ACHIEVEMENT_NAME_partner_meredith": "Meredith", + "ACHIEVEMENT_DESC_partner_meredith": "Desbloquea a Meredith.", + "ACHIEVEMENT_DESC_quest_viola1": "Lleva a Viola hasta el naufragio.", + "ACHIEVEMENT_DESC_quest_meredith1": "Lleva a Meredith al centro comercial.", + "ACHIEVEMENT_NAME_quest_meredith1": "Centro comercial La Caída", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Corrí sin mirar atrás, 2.ª parte", + "ACHIEVEMENT_NAME_investigate_rumor": "Más vale pájaro en mano", + "ACHIEVEMENT_DESC_met_npc_magikrab": "Conoce a quien se encarga con esmero de las estaciones.", + "ACHIEVEMENT_NAME_met_npc_amber": "Muy lejos de casa", + "ACHIEVEMENT_DESC_met_npc_amber": "Encuentra quien te eche una mano en un lugar muy remoto.", + "ACHIEVEMENT_NAME_met_npc_merline": "Quien mora en las profundidades", + "ACHIEVEMENT_DESC_met_npc_merline": "Encuéntrate de frente con un ser sin rostro.", + "ACHIEVEMENT_DESC_traveling_merchant": "Conoce al vendedor errante.", + "ACHIEVEMENT_NAME_traveling_merchant": "Con dinero no se compra amor", + "ACHIEVEMENT_NAME_partner_eugene": "Eugene", + "ACHIEVEMENT_DESC_preemptive_win": "Gana un combate antes de que empiece.", + "ACHIEVEMENT_NAME_preemptive_win": "Acabó antes de empezar", + "ACHIEVEMENT_DESC_ending": "Abre una puerta que se creía perdida desde hace tiempo.", + "ACHIEVEMENT_NAME_ghostly_win": "La muerte quedará sin reino", + "ACHIEVEMENT_DESC_ghostly_win": "Gana un combate en estado fantasma.", + "ACHIEVEMENT_NAME_gambit_win": "Doble o nada", + "ACHIEVEMENT_DESC_gambit_win": "Gana un combate teniendo activo un gambito.", + "ACHIEVEMENT_NAME_head_skip": "Mejor me lo salto", + "ACHIEVEMENT_NAME_defeat_black_shuck": "Enfréntate a tu sombra", + "ACHIEVEMENT_DESC_head_skip": "Intenta evitar a un luchador saltando por encima de él.", + "ACHIEVEMENT_DESC_defeat_black_shuck": "Véncete en combate.", + "ACHIEVEMENT_NAME_obtain_magikrab": "El pináculo de la evolución", + "DOG_NAME": "Perry", + "ACHIEVEMENT_DESC_obtain_magikrab": "Obtén una forma de monstruo que se creía imposible de encontrar.", + "ACHIEVEMENT_NAME_aa_lenna": "La heroína de otra historia", + "DEFAULT_PLAYER_NAME": "Cas", + "ACHIEVEMENT_DESC_aa_lenna": "Demuestra tu valía a cierta guerrera.", + "MEREDITH_NAME": "Meredith", + "KAYLEIGH_NAME": "Kayleigh", + "EUGENE_NAME": "Eugene", + "FELIX_NAME": "Felix", + "VIOLA_NAME": "Viola", + "UNKNOWN_NAME": "¿¿??", + "SEBASTIAN_NAME": "Sebastián", + "LANDKEEPER_NAME": "Terrateniente", + "LANDKEEPER1_NAME": "Terrateniente 1", + "PUPPERCUT_LORE_2": "El boxeo es un deporte de competencia en el que dos púgiles se dan de puñetazos con guantes protectores. Las pruebas arqueológicas demuestran que los humanos han practicado el boxeo, o algo parecido, ya en las primeras civilizaciones.", + "PUPPERCUT_DESCRIPTION": "un lobo musculoso con equipo de boxeo oxidado", + "SOUTHPAW_NAME": "Lupizurdo", + "SOUTHPAW_NAME_PREFIX": "Lupi", + "SOUTHPAW_NAME_SUFFIX": "zurdo", + "SOUTHPAW_LORE_2": "El origen del boxeo moderno son las llamadas \\\"reglas del marqués de Queensberry\\\", redactadas por primera vez en la Inglaterra victoriana. Ya entonces se fijó el límite de doce asaltos, los grandes guantes protectores y el cuadrilátero de 24 pies (unos 7.3 metros) de lado que siguen vigentes en el boxeo actual.", + "SOUTHPAW_LORE_1": "Los lupirectos son la última etapa del ciclo vital de los lobanchos. Para entonces han perdido su armadura oxidada y tienen el cuerpo cubierto de un metal ligero y flexible que les permite resistir ataques y asestar golpes rápidos con sus puños llenos de púas.", + "BURNACE_NAME": "Altorno", + "SOUTHPAW_DESCRIPTION": "un lobo alto con equipo de boxeo reluciente", + "BURNACE_NAME_PREFIX": "Alt", + "BURNACE_NAME_SUFFIX": "torno", + "BURNACE_LORE_1": "Los altorno no tienen patas. Su única forma de desplazarse es arrastrar su cuerpo de cemento ayudándose con las manos. Sus hornos, que arden continuamente, les permiten expulsar llamas y humo tóxico por las \\\"chimeneas\\\" en un abrir y cerrar de ojos.", + "BURNACE_LORE_2": "La Revolución Industrial fue un periodo que comenzó en el siglo XVIII en el que la producción de Occidente pasó a centrarse en las máquinas, lo cual produjo un rápido avance de la tecnología. A esta época se asocia, a menudo, la imagen de una fábrica de cuyas chimeneas surge abundante humo.", + "SMOGMAGOG_NAME": "Esmogmagog", + "BURNACE_DESCRIPTION": "un ser sin patas con forma de fábrica", + "SMOGMAGOG_LORE_1": "El \\\"cuerpo\\\" de un esmogmagog no es más que un caparazón exterior hecho de acero y cemento que protege al ser elemental de puro fuego que habita en su interior. Mientras haya un mínimo atisbo de llama ardiendo dentro del caparazón, el esmogmagog seguirá luchando.", + "SMOGMAGOG_NAME_PREFIX": "Esmog", + "SMOGMAGOG_NAME_SUFFIX": "gogmagog", + "SMOGMAGOG_DESCRIPTION": "un gigante de cemento con una torre de refrigeración por cabeza", + "SMOGMAGOG_LORE_2": "Gogmagog es el nombre de un gigante de la mitología galesa. Habitante de Albión (la precursora de la Gran Bretaña actual), encontró la muerte a manos del guerrero Corineo, quien más adelante habría de fundar la tierra de Cornualles.", + "CANDEVIL_NAME": "Diablamelo", + "CANDEVIL_NAME_PREFIX": "Diabl", + "CANDEVIL_NAME_SUFFIX": "amelo", + "CANDEVIL_LORE_2": "Los diablos, o demonios, son seres o espíritus malvados que aparecen tanto en la cultura popular como en las religiones de casi todas las civilizaciones de la historia. Su representación varía muchísimo. A veces son incordios sin importancia, mientras que otras son peligrosas manifestaciones de todo mal.", + "CANDEVIL_LORE_1": "Los diablamelos tienen la curiosa capacidad de generar golosinas muy azucaradas a partir de su propio cuerpo, que luego podrán regalar a otros o usar como proyectiles. Hay a quien eso le parece adorable, mientras que otros afirman que es inquietante y bastante asqueroso.", + "CANDEVIL_EVOLUTION_SPECIALIZATION_QUESTION": "¿En qué te gustaría especializarte?", + "CANDEVIL_DESCRIPTION": "un diablo cornudo y dulce", + "CANDEVIL_EVOLUTION_SPECIALIZATION_MALCHEMY": "En la alquimia", + "CANDEVIL_EVOLUTION_SPECIALIZATION_VENDEMON": "En la maquinaria", + "MALCHEMY_NAME": "Malquimia", + "MALCHEMY_NAME_PREFIX": "Mal", + "MALCHEMY_LORE_1": "Una serie de extraños cambios químicos internos puede hacer que un diablamelo evolucione y se convierta en malquimia. Este proceso también hace que el malquimia se obsesione con el esotérico arte de la elaboración de pociones, lo cual no suele acabar bien para él.", + "MALCHEMY_NAME_SUFFIX": "quimia", + "MALCHEMY_LORE_2": "La alquimia es un campo del saber que precedió a la ciencia química moderna. Estudiaba la transformación por medios mágicos o espirituales, así como la creación de elementos.", + "MIASMODEUS_NAME": "Miasmodeo", + "MALCHEMY_DESCRIPTION": "un diablo sonriente con un matraz de cristal", + "MIASMODEUS_NAME_PREFIX": "Mias", + "MIASMODEUS_NAME_SUFFIX": "modeo", + "MIASMODEUS_DESCRIPTION": "un demonio brujo montado en una paleta", + "MIASMODEUS_LORE_2": "En la Europa del medievo, las \\\"brujas\\\" eran mujeres a las que se acusaba de practicar la brujería en su entorno. A menudo se las representaba elaborando pociones, con animales como familiares y montadas en escobas que les permitían volar.", + "MIASMODEUS_LORE_1": "Se dice que manadas enteras de miasmodeo surcan el cielo a lomos de su paleta voladora cuando hay luna llena. En combate usan por igual pociones alquímicas, brebajes venenosos y letales preparados elementales para acabar con sus enemigos.", + "VENDEMON_NAME": "Expendemonio", + "VENDEMON_NAME_PREFIX": "Expend", + "VENDEMON_LORE_1": "Un expendemonio es un diablamelo que se construyó una armadura de metal y cristal. Hay teorías que afirman que su atuendo extravagante es un intento de parecerse a los astronautas, pero nadie lo sabe con seguridad.", + "VENDEMON_NAME_SUFFIX": "demonio", + "VENDEMON_LORE_2": "Las primeras máquinas de chicle aparecieron en Estados Unidos a principios del siglo XX. Un complejo mecanismo se encarga de que, al introducir una moneda en la máquina, pueda dispensar un único chicle cuando se gira la palanca.", + "VENDEMON_DESCRIPTION": "un diablo metido dentro de una máquina de chicles", + "GUMBAAL_NAME": "Baaladechicle", + "GUMBAAL_NAME_PREFIX": "Baala", + "GUMBAAL_LORE_1": "Los baaladechicle se han fundido con su armadura de metal para convertirse en seres imponentes. La cúpula de cristal que forma su cabeza está llena de esferas elementales que los baaladechicle pueden escupir como movimiento ofensivo.", + "GUMBAAL_NAME_SUFFIX": "dechicle", + "GUMBAAL_LORE_2": "\\\"Golosina\\\" es un término genérico que engloba varios tipos de comestibles, a menudo con el azúcar como ingrediente principal. Las golosinas suelen tener un aspecto atractivo a la vista, con multitud de formas, tamaños y sabores.", + "GUMBAAL_DESCRIPTION": "una enorme máquina de chicles viviente", + "BANSHEEP_NAME": "Beenshee", + "BANSHEEP_NAME_PREFIX": "Bee", + "BANSHEEP_NAME_SUFFIX": "enshee", + "BANSHEEP_LORE_2": "Los fantasmas aparecen con frecuencia en la cultura popular, durante toda la historia de las civilizaciones humanas, como manifestaciones del espíritu de algún difunto. Su carácter maligno o inofensivo suele depender que quién los represente o, a menudo, de la personalidad del finado en cuestión.", + "BANSHEEP_LORE_1": "El terrible llanto nocturno de los beenshee salvajes ha hecho que mucha gente crea que se trata de almas en pena, pero no es así. Los beenshee están vivitos y coleando, lo que pasa es que les gusta quejarse de vez en cuando. ¿A quién no?", + "BANSHEEP_DESCRIPTION": "una oveja flotante de mal humor", + "BANSHEEP_EVOLUTION_SPECIALIZATION_WOOLTERGEIST": "Marchar hacia el más allá", + "BANSHEEP_EVOLUTION_SPECIALIZATION_QUESTION": "Un espíritu no puede quedarse eternamente entre dos mundos.", + "BANSHEEP_EVOLUTION_SPECIALIZATION_ZOMBLEAT": "Volver a la vida", + "WOOLTERGEIST_NAME": "Lanoltergeist", + "WOOLTERGEIST_NAME_PREFIX": "Lan", + "WOOLTERGEIST_LORE_2": "Se han descrito muchos tipos de fantasma, y uno de ellos es el poltergeist. Lo que lo distingue es la capacidad de interactuar a placer con el mundo físico, de modo que son capaces de mover o incluso lanzar objetos.", + "WOOLTERGEIST_LORE_1": "Al contrario que los beenshee, los lanoltergeist son espíritus no muertos que solo se manifiestan de forma parcial en el plano físico. Se dice que cuando están cerca de un lugar en el que alguien haya muerto recientemente, los cuernos se les vuelven más afilados.", + "WOOLTERGEIST_NAME_SUFFIX": "oltergeist", + "WOOLTERGEIST_DESCRIPTION": "un fantasma ovino con aspecto de estar cansado", + "RAMTASM_NAME": "Espectroveja", + "RAMTASM_NAME_PREFIX": "Espectro", + "RAMTASM_NAME_SUFFIX": "veja", + "RAMTASM_LORE_2": "En algunas versiones de las historias de fantasmas, las almas en pena que se quedaron en el mundo no pueden viajar al más allá hasta que se cumpla su último deseo. Hasta entonces su destino es vagar de forma indefinida.", + "RAMTASM_LORE_1": "Los espectroveja han logrado amplificar su conexión tanto con el plano físico como con el espiritual, de modo que puede manifestarse por completo en ambos al mismo tiempo. Eso le da acceso a una fuente casi infinita de potente energía astral.", + "ZOMBLEAT_NAME": "Zombiovino", + "RAMTASM_DESCRIPTION": "un gran fantasma ovino de aspecto angélico", + "ZOMBLEAT_NAME_PREFIX": "Zombi", + "ZOMBLEAT_NAME_SUFFIX": "ovino", + "ZOMBLEAT_LORE_2": "Un zombi es un ser de la cultura popular, al que se suele representar como un cadáver que ha resucitado para convertirse en bestia feroz y descerebrada. Los zombis son muy habituales en la ficción actual y han aparecido en muchas películas y novelas de terror.", + "ZOMBLEAT_LORE_1": "Los zombiovino son espíritus que se niegan a pasar a mejor vida. Se aferran a su lápida y a la tierra en la que se les dio sepultura, y de no ser así, es posible que desaparecieran para siempre del plano de los mortales.", + "ZOMBLEAT_DESCRIPTION": "una oveja fantasmal que lleva consigo una lápida", + "CAPRICORPSE_NAME": "Capricadáver", + "CAPRICORPSE_NAME_PREFIX": "Capric", + "CAPRICORPSE_NAME_SUFFIX": "adáver", + "CAPRICORPSE_LORE_2": "Las lápidas se usan durante las ceremonias tradicionales de enterramiento para marcar el lugar en el que se ha dado sepultura a un cuerpo. Suelen estar hechas de piedra y en ellas se inscribe el nombre del difunto.", + "CAPRICORPSE_LORE_1": "El espíritu de los capricadáver se mezcló por completo con sus propios restos, formando así un cuerpo hecho de hueso, tierra y piedra. Son bestias imponentes que crecen durante siglos a medida que van añadiendo poco a poco aún más tierra a su masa.", + "CAPRICORPSE_DESCRIPTION": "una oveja esquelética con una lápida en la espalda", + "SAME_FUSION_NAME_1": "Meta {0}", + "SAME_FUSION_NAME_2": "Super {0}", + "SAME_FUSION_NAME_3": "Ultra {0}", + "SAME_FUSION_NAME_4": "Doble {0}", + "SAME_FUSION_NAME_5": "{0} Colosal", + "SAME_FUSION_NAME_6": "{0} Mutante", + "SAME_FUSION_NAME_7": "Hiper {0}", + "SAME_FUSION_NAME_8": "Giga {0}", + "SAME_FUSION_NAME_9": "{0} 2.0", "SAME_FUSION_NAME_10": "Mega {0}", - "AA_MORGANTE_NAME": "Morgana", - "AA_MORGANTE_FULL_NAME": "Arcanjo Morgana", - "AA_OLDGANTE_NAME": "Morgana", - "OLDGANTE_LORE_2": "Seu corpo foi estilhaçado. É difícil imaginar o tamanho do poder de quem fez isso.", - "AA_OLDGANTE_SUBTITLE": "Espírito Partido", - "ROGUE_FUSION_SUBTITLE": "Fusão Rebelde", - "OLDGANTE_LORE_1": "Uma Arcanjo ferida que já foi muito poderosa. A voz de Morgana contém uma força capaz de rasgar sozinha os tecidos da realidade, mas esse poder está enfraquecido neste estado.", - "ORB_FUSION_SUBTITLE": "Proto-Arcanjo", - "UNSTABLE_FUSION_SUBTITLE": "Fusão Instável", - "ORB_FUSION_NAME": "Fusão Esférica", - "SWARM_SUBTITLE1": "Frenesi de {species}", - "ELEMENTAL_GUARDIAN_SUBTITLE": "Guardião Elemental", - "SWARM_SUBTITLE5": "Gangue de {species}", - "SWARM_NAME": "Enxame de Fusão", - "SWARM_SUBTITLE2": "Horda de {species}", - "SWARM_SUBTITLE3": "Bando de {species}", - "SWARM_SUBTITLE4": "Multidão de {species}", - "BLACK_SHUCK_NAME": "Terror Negro", - "LANG_en": "Inglês", - "ROGUE_FUSION_BATTLE_CONFIRM": "Deseja desafiar {name}?", - "LANG_fr_FR": "Francês", + "AA_MORGANTE_NAME": "Morganta", + "AA_MORGANTE_FULL_NAME": "Arcángel Morganta", + "AA_OLDGANTE_NAME": "Morganta", + "OLDGANTE_LORE_2": "Su cuerpo fue destrozado. Es difícil imaginar qué clase de poder pudo hacer algo así.", + "AA_OLDGANTE_SUBTITLE": "Espíritu destrozado", + "UNSTABLE_FUSION_SUBTITLE": "Fusión inestable", + "OLDGANTE_LORE_1": "Un arcángel malherido que alguna vez tuvo un gran poder. La fuera de la voz de Morganta es capaz de desgarrar el tejido mismo de la realidad, pero en su estado actual su poder está muy limitado.", + "ORB_FUSION_SUBTITLE": "Protoarcángel", + "ROGUE_FUSION_SUBTITLE": "Fusión salvaje", + "ORB_FUSION_NAME": "Fusión esférica", + "SWARM_SUBTITLE1": "{species} por doquier", + "ELEMENTAL_GUARDIAN_SUBTITLE": "Guardián elemental", + "SWARM_SUBTITLE5": "{species} a montones", + "SWARM_NAME": "Enjambre de la fusión", + "SWARM_SUBTITLE2": "{species} en horda", + "SWARM_SUBTITLE3": "{species} en tropel", + "SWARM_SUBTITLE4": "{species} en cantidad", + "BLACK_SHUCK_NAME": "Black Shuck", + "LANG_en": "Inglés", + "ROGUE_FUSION_BATTLE_CONFIRM": "Desafío: {name}. ¿Quieres aceptarlo?", + "LANG_fr_FR": "Francés", "LANG_it_IT": "Italiano", - "LANG_de_DE": "Alemão", - "LANG_ja_JP": "Japonês", - "LANG_es_ES": "Espanhol (Es)", - "LANG_es_MX": "Espanhol (Latam)", - "LANG_pt_BR": "Português Brasileiro", - "LANG_zh_CN": "Chinês (Simplificado)", + "LANG_de_DE": "Alemán", + "LANG_ja_JP": "Japonés", + "LANG_es_ES": "Español (España)", + "LANG_es_MX": "Español (Latinoamérica)", + "LANG_pt_BR": "Portugués (Brasil)", + "LANG_zh_CN": "Chino (simplificado)", "PRECREDITS_1": "CASSETTE BEASTS", - "LANG_ko_KR": "Coreano (Coreia do Sul)", - "PRECREDITS_2": "UM JOGO DE", - "PRECREDITS_3": "ARTE", - "PRECREDITS_4": "ESCRITA", - "PRECREDITS_5": "PROGRAMAÇÃO", - "PRECREDITS_6": "DESIGN", - "PRECREDITS_7": "TRILHA SONORA DE", - "PRECREDITS_8": "COM AS VOZES DE", - "PRECREDITS_9": "ANIMAÇÃO DAS CRIATURAS", - "PRECREDITS_10": "ILUSTRAÇÃO DE PERSONAGENS", - "PRECREDITS_12": "DISTRIBUÍDO POR", + "LANG_ko_KR": "Coreano (Corea del Sur)", + "PRECREDITS_2": "UN JUEGO DE", + "PRECREDITS_3": "DISEÑO ARTÍSTICO", + "PRECREDITS_4": "GUION", + "PRECREDITS_5": "PROGRAMACIÓN", + "PRECREDITS_6": "DISEÑO", + "PRECREDITS_7": "BANDA SONORA DE", + "PRECREDITS_8": "CON LA VOZ DE", + "PRECREDITS_9": "ANIMACIÓN DE LAS CRIATURAS", + "PRECREDITS_10": "ILUSTRACIONES DE LOS PERSONAJES", + "PRECREDITS_12": "PUBLICADO POR", "MAIN_CREDITS_TITLE": "Cassette Beasts", - "MAIN_CREDITS_GAME_DESIGN": "Design do Jogo", - "MAIN_CREDITS_WRITING": "Escrita", - "MAIN_CREDITS_PROGRAMMING": "Programação", - "MAIN_CREDITS_ART_DIRECTION": "Direção de Arte", - "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel Art e Animação", - "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Ilustração de Personagens", - "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Designs Adicionais de Monstros", + "MAIN_CREDITS_GAME_DESIGN": "Diseño del juego", + "MAIN_CREDITS_WRITING": "Guion", + "MAIN_CREDITS_PROGRAMMING": "Programación", + "MAIN_CREDITS_ART_DIRECTION": "Dirección artística", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Ilustración en pixeles y animación", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Ilustraciones de los personajes", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Diseños adicionales de los monstruos", "MAIN_CREDITS_MUSIC": "Música", - "MAIN_CREDITS_VOICE_CASTING": "Direção e Seleção de Elenco de Voz", - "MAIN_CREDITS_VOICE_CAST": "Elenco de Voz", - "MAIN_CREDITS_PORTING": "Portabilidade", - "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Vozes Adicionais", - "MAIN_CREDITS_LOCALISATION": "Localização", - "MAIN_CREDITS_QA": "Controle de Qualidade", - "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localização por Riotloc", - "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordenação", - "MAIN_CREDITS_LOCALISATION_QA": "Controle de Qualidade da Localização", - "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localização por Kakehashi Games", - "MAIN_CREDITS_IMAGE_ARCHIVES": "Arquivos de Imagem", - "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", - "MAIN_CREDITS_AND_OTHERS": "e muitos outros!", - "MAIN_CREDITS_SPECIAL_THANKS": "Agradecimentos Especiais", - "MAIN_CREDITS_THANK_YOU": "Agradecemos muito por jogar nosso jogo!", - "MAIN_CREDITS_VIEW_LICENSES": "Ver Licenças", - "MAIN_CREDITS_QA_SUN_TECH": "QA por Sun Technologies", - "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Fontes e Ícones", - "MAIN_CREDITS_QA_DIRECTOR": "Direção do QA", - "MAIN_CREDITS_QA_MANAGER": "Coordenação do QA", - "MAIN_CREDITS_PROJECT_MANAGER": "Gestão de Projetos", - "MAIN_CREDITS_QA_TEST_LEAD": "Liderança de Testes de QA", - "MAIN_CREDITS_QA_TESTERS": "Testes de QA", - "REACTION_GENERIC": "Reação", - "REACTION_ANY_ON_GLITTER": "Brilho", - "REACTION_GLITTER_ON_ANY": "Brilho", - "REACTION_GLITTER_ON_ANY_TUTORIAL": "Acertar um ataque do tipo Purpurina cobre o alvo com uma camada de purpurina, transformando-o no mesmo tipo do ataque recebido.", - "REACTION_ANY_ON_GLITTER_TUTORIAL": "Atingir um alvo do tipo Purpurina com qualquer tipo de ataque elemental o faz mudar de tipo para combinar com o ataque recebido.", - "REACTION_BEAST_ON_GLASS": "Estilhaçamento", - "REACTION_BEAST_ON_GLASS_TUTORIAL": "Como um elefante numa loja de cristais, acertar um ataque do tipo Besta num alvo do tipo Vidro espalha obstáculos afiados pelo campo de batalha.", - "REACTION_FIRE_ON_PLASTIC": "Derretimento", - "REACTION_FIRE_ON_PLANT": "Queimadura", - "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Derreter um alvo do tipo Plástico com um ataque do tipo Fogo libera fumaças tóxicas, transformando-o no tipo Veneno.", + "MAIN_CREDITS_VOICE_CASTING": "Selección de voces y dirección", + "MAIN_CREDITS_VOICE_CAST": "Reparto", + "MAIN_CREDITS_PORTING": "Conversión", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Voces adicionales", + "MAIN_CREDITS_LOCALISATION": "Localización", + "MAIN_CREDITS_QA": "Control de calidad", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Traducción de Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordinación", + "MAIN_CREDITS_LOCALISATION_QA": "Control de calidad de la traducción", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Traducción de Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "Archivos de imágenes", + "MAIN_CREDITS_GODOT_ENGINE": "Motor Godot", + "MAIN_CREDITS_AND_OTHERS": "¡Y muchos otros!", + "MAIN_CREDITS_SPECIAL_THANKS": "Agradecimiento especial", + "MAIN_CREDITS_THANK_YOU": "¡Muchas gracias por jugar!", + "MAIN_CREDITS_VIEW_LICENSES": "Ver licencias", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Tipos de letra e iconos", + "MAIN_CREDITS_QA_SUN_TECH": "Control de calidad de Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "Director de control de calidad", + "MAIN_CREDITS_QA_MANAGER": "Coordinación del control de calidad", + "MAIN_CREDITS_PROJECT_MANAGER": "Gestión del proyecto", + "MAIN_CREDITS_QA_TEST_LEAD": "Líder de pruebas de control de calidad", + "MAIN_CREDITS_QA_TESTERS": "Pruebas de control de calidad", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "Reacción", + "REACTION_ANY_ON_GLITTER": "Brillante", + "REACTION_GLITTER_ON_ANY": "Brillante", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "El impacto de un ataque de tipo brillantina cubre a su objetivo con una capa de brillantina que lo convierte a su vez en tipo brillantina.", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "El impacto de cualquier ataque de tipo elemental contra un monstruo de tipo brillantina hace que el monstruo de brillantina adopte el tipo del ataque que haya recibido.", + "REACTION_BEAST_ON_GLASS": "Resquebrajado", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "¡Ojo, no te cortes! El impacto de un ataque de tipo bestia contra un objetivo de tipo cristal desperdiga obstáculos afilados por el campo de batalla.", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Derretir un monstruo de tipo plástico con un ataque de tipo fuego hace que despida vapores tóxicos y lo convierte en tipo veneno.", + "REACTION_FIRE_ON_PLASTIC": "Derretido", + "REACTION_FIRE_ON_PLANT": "En llamas", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "Los monstruos de tipo planta arden fácilmente a causa de los ataques de tipo fuego, lo cual les causa daño continuo.", "REACTION_FIRE_ON_WATER": "Vapor", - "REACTION_FIRE_ON_PLANT_TUTORIAL": "Seres do tipo Planta adquirem o efeito Queimação de ataques do tipo Fogo e sofrem dano prolongado.", - "REACTION_FIRE_ON_WATER_TUTORIAL": "Seres do tipo Água se curam ao entrarem em contato com o vapor quente liberado por ataques do tipo Fogo.", - "REACTION_FIRE_ON_POISON_TUTORIAL": "Os venenos encontrados em Nova Murta costumam ser inflamáveis e podem ser incendiados com um ataque do tipo Fogo.", - "REACTION_FIRE_ON_POISON": "Queimadura", - "REACTION_FIRE_ON_ASTRAL": "Estímulo", - "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Seres do tipo Astral extraem seus poderes dos quatro elementos: Fogo, Terra, Ar e Água.", - "REACTION_FIRE_ON_ICE": "Derretimento", - "REACTION_FIRE_ON_METAL_TUTORIAL": "Alvos do tipo Metal sofrem dano prolongado ao serem derretidos por ataques do tipo Fogo.", - "REACTION_FIRE_ON_ICE_TUTORIAL": "Acertar um ataque do tipo Fogo num alvo do tipo Gelo o faz derreter, transformando-o no tipo Água.", - "REACTION_FIRE_ON_AIR": "Corrente Ascendente", + "REACTION_FIRE_ON_WATER_TUTORIAL": "Calentar un monstruo de tipo agua con un ataque de tipo fuego hace que despida vapor, que luego lo curará al recondensarse.", + "REACTION_FIRE_ON_POISON": "En llamas", + "REACTION_FIRE_ON_ASTRAL": "Potenciado", + "REACTION_FIRE_ON_POISON_TUTORIAL": "Los venenos que se encuentran en Nueva Wirral suelen ser inflamables y muy susceptibles a los ataques de tipo fuego.", + "REACTION_FIRE_ON_ICE": "Derretido", + "REACTION_FIRE_ON_ICE_TUTORIAL": "El impacto de un ataque de tipo fuego contra un objetivo de tipo hielo hace que se derrita y pase a ser de tipo agua.", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Los monstruos de tipo astral obtienen poder de los cuatro elementos: fuego, tierra, aire y agua.", + "REACTION_FIRE_ON_AIR": "Corriente vertical", + "LOBSTACLE_NAME_SUFFIX": "táculo", + "LOBSTACLE_DESCRIPTION": "un barril de plástico con patas", + "LOBSTACLE_LORE_2": "Las barreras de señalización son de muchos tipos según para qué se necesiten. Además de las barreras que se colocan en la carretera, se han usado a veces neumáticos viejos o barriles de plástico llenos de arena como barreras móviles para regular el tráfico.", + "LOBSTACLE_LORE_1": "Los langostáculo son seres dóciles y pacientes. Cuando se retiran dentro de su \\\"caparazón\\\" de plástico, son tan pesados que es casi imposible moverlos o volcarlos.", + "DANDYLION_NAME": "Dienteleón", + "DANDYLION_NAME_PREFIX": "Diente", + "DANDYLION_NAME_SUFFIX": "león", + "DANDYLION_LORE_2": "Los leones guardianes son adornos chinos tradicionales que suelen verse fuera de los edificios. En el pasado, se creía que ahuyentaban todo mal, de modo que se colocaban en el exterior de los lugares importantes, como tumbas o palacios imperiales.", + "DANDYLION_DESCRIPTION": "un gran león con forma de flor", + "DANDYLION_LORE_1": "Los dienteleón son guardianes leales y protectores. Normalmente se los encuentra a la entrada de cuevas importantes de las verdes llanuras de Nueva Wirral. Si encuentras uno y no ves ninguna cueva cerca, puede que sea señal de que hay algo escondido.", + "BLOSSOMAW_NAME": "Florifauces", + "BLOSSOMAW_NAME_PREFIX": "Flori", + "BLOSSOMAW_NAME_SUFFIX": "fauces", + "BUSHEYE_NAME": "Arbustojo", + "BLOSSOMAW_LORE_2": "Al contrario que las representaciones europeas, los dragones de la mitología china tienen el cuerpo alargado como si fueran serpientes, cuatro patas y no tienen alas. Son un símbolo tradicional de fuerza y de buena suerte.", + "BLOSSOMAW_LORE_1": "Se dice que, tras un largo periodo de hibernación, los dienteleón emergen convertidos en florifauces muy elegantes cuando llega la primavera y empiezan a brotar las primeras flores. Son capaces de escupir enormes nubes de polen igual que un dragón escupiría fuego.", + "BLOSSOMAW_DESCRIPTION": "un dragón alargado con pétalos por melena", + "BUSHEYE_NAME_PREFIX": "Arbust", + "BUSHEYE_NAME_SUFFIX": "ojo", + "DOMINOTH_NAME_PREFIX": "Antif", + "DOMINOTH_NAME": "Antifolilla", + "DOMINOTH_LORE_1": "Los antifolilla se ven a sí mismos como defensores de la paz y se pasan el día patrullando los cielos de las zonas boscosas. Lo único que puede distraerlos de su noble labor son las luces brillantes, como las de las lámparas.", + "DOMINOTH_NAME_SUFFIX": "olilla", + "DOMINOTH_LORE_2": "Mientras que la cultura popular suele asociar las mariposas con la vida y el renacimiento, las polillas suelen ser símbolo de muerte y desgracias.", + "DOMINOTH_DESCRIPTION": "una polilla enorme", + "TOKUSECT_NAME_PREFIX": "Toku", + "TOKUSECT_NAME": "Tokusecto", + "TOKUSECT_NAME_SUFFIX": "secto", + "TOKUSECT_LORE_2": "Tokusatsu es el nombre que reciben las películas y series de televisión japonesas cuyos elementos principales son los efectos especiales y los disfraces. En ellas se ven a menudo monstruos, robots gigantes y combates de superhéroes.", + "TOKUSECT_LORE_1": "Los tokusectos tienen un cuerpo tremendamente aerodinámico, lo que facilita sus técnicas de combate, que se basan en usar sus patas puntiagudas para golpear a sus rivales y producir fuertes corrientes de aire.", + "WINGLOOM_NAME": "Coriciántropo", + "TOKUSECT_DESCRIPTION": "un guerrero insectoide", + "WINGLOOM_NAME_PREFIX": "Coricia", + "WINGLOOM_LORE_1": "Las bombillas de la cabeza de los malasalas producen una corriente eléctrica que les recorre todo el cuerpo. La luz que generan se comunica con sus ojos, lo cual les permite ver perfectamente de noche.", + "WINGLOOM_NAME_SUFFIX": "ántropo", + "WINGLOOM_LORE_2": "No se sabe con certeza qué hace que las polillas se vean atraídas por la luz artificial. Una de las teorías al respecto afirma que las polillas utilizan la luna para orientarse mientras vuelan.", + "WINGLOOM_DESCRIPTION": "una polilla con bombillas", + "MOTHMANIC_NAME": "Poliluz", + "MOTHMANIC_NAME_PREFIX": "Polil", + "MOTHMANIC_NAME_SUFFIX": "luz", + "MOTHMANIC_LORE_2": "Mothman (\\\"el hombre polilla\\\") es un ser propio de la cultura popular de Virgina Occidental. Tras varios avistamientos en la década de 1960, se lo describió como un humanoide alado con ojos rojos brillantes. Desde entonces, se ha convertido en una leyenda urbana muy conocida.", + "MOTHMANIC_LORE_1": "Por todo el cuerpo de los coriciántropo viajan potentes corrientes eléctricas. Puede utilizar ese poder para atacar y le basta un batido de alas para hacer caer rayos devastadores sobre sus enemigos.", + "STARDIGRADE_NAME": "Astrordígrado", + "MOTHMANIC_DESCRIPTION": "una polilla enorme y terrorífica", + "STARDIGRADE_NAME_PREFIX": "Astro", + "STARDIGRADE_NAME_SUFFIX": "dígrado", + "STARDIGRADE_LORE_1": "Los astrordígrados son seres curiosos que pasan la mayor parte de su vida durmiendo en las capas más bajas de la atmósfera de Nueva Wirral. De vez en cuando, bajan flotando hasta la superficie para alimentarse, y luego vuelven a subir utilizando los cohetes que llevan a la espalda.", + "STARDIGRADE_LORE_2": "Los tardígrados, también llamados osos de agua, son seres microscópicos que se encuentran por toda la Tierra. Su característica más conocida es su tremenda resistencia a las condiciones adversas. Son tan adaptables que incluso pueden sobrevivir en el vacío del espacio.", + "STARDIGRADE_DESCRIPTION": "una especie de gusano flotante", + "GALAGOR_NAME": "Galagor", + "GALAGOR_NAME_PREFIX": "Gala", + "GALAGOR_LORE_1": "Un galagor es un astrordígrado que ha evolucionado hasta obtener una inteligencia superior. Su armadura externa cubre casi por completo su cuerpo rosado, similar al de un gusano. Solo es posible ver parte de él a través de la visera de su casco.", + "GALAGOR_NAME_SUFFIX": "gor", + "GALAGOR_LORE_2": "La astrobiología es el estudio e investigación de la probabilidad de que exista vida extraterrestre. Los astrobiólogos investigan el origen de la vida en la Tierra y plantean si podrían haberse dado procesos similares en otros planetas del universo conocido.", + "GALAGOR_DESCRIPTION": "un bicho espacial flotante con una capa", + "FAUCETEAR_NAME": "Grifollorón", + "FAUCETEAR_NAME_PREFIX": "Grifo", + "FAUCETEAR_NAME_SUFFIX": "llorón", + "FAUCETEAR_LORE_2": "Los grifos son válvulas que regulan el paso de un líquido y que, según se ha demostrado, existían ya en el Imperio romano. Se han descubierto grifos y válvulas rudimentarios en las ruinas de Pompeya, ciudad romana destruida por la erupción del Vesubio.", + "FAUCETEAR_LORE_1": "La capacidad de los grifollorones para proyectar potentes chorros de agua a presión tiene que ver directamente con su estado emocional. Son muy asustadizos y propensos a la tristeza, de modo que es común que acaben usando sus ataques acuáticos sin pretenderlo.", + "FAUCETEAR_DESCRIPTION": "un grifo con goteras", + "FOUNTESS_NAME": "Fontesa", + "FOUNTESS_NAME_PREFIX": "Font", + "FOUNTESS_NAME_SUFFIX": "esa", + "FOUNTESS_LORE_2": "Aunque los humanos se han dado \\\"duchas\\\" de una forma u otra desde que existe la civilización, la primera ducha mecánica la inventó el inglés William Feetham en el siglo XVIII. Aquella ducha bombeaba agua fría hasta una cubeta para que, después, el usuario pudiera echársela encima tirando de una cadena.", + "FOUNTESS_LORE_1": "Las fontesas aprecian por encima de todo los buenos modales, propios y ajenos. Si consideran que alguien se está comportando de forma impropia, se entristecen al instante, lo cual aumenta en gran medida la presión de los chorros de agua que les emanan de la cabeza.", + "FOUNTESS_DESCRIPTION": "una cabeza de ducha muy triste", + "TERRACOOKA_NAME": "Terracocido", + "TERRACOOKA_NAME_PREFIX": "Terrac", + "TERRACOOKA_LORE_1": "Los terracocidos aspiran a ser cocineros de renombre, de modo que intentan cocinar con cualquier ingrediente que consiguen encontrar en las cuevas subterráneas en las que habitan. Por desgracia, eso suele suponer que la mayoría de sus recetas incluyen líquenes, musgo o ambas cosas.", + "TERRACOOKA_NAME_SUFFIX": "ocido", + "TERRACOOKA_LORE_2": "Las doguu son figuritas de arcilla que se han encontrado por todo Japón. Datan de una civilización prehistórica y suelen representar humanoides o animales.", + "COALDRON_NAME_PREFIX": "Bronc", + "COALDRON_NAME": "Broncaldero", + "TERRACOOKA_DESCRIPTION": "un cocinero de cerámica", + "COALDRON_LORE_1": "Los broncaldero son calderos vivientes en cuyo interior se cuece constantemente un caldo delicioso. Aunque no tienen mucha movilidad, son capaces de hacer girar su cuerpo para lanzar chorros de ese caldo hirviente a cualquier que se les acerque con malas intenciones.", + "COALDRON_NAME_SUFFIX": "aldero", + "COALDRON_DESCRIPTION": "una gran figura de cerámica con un caldero por cuerpo", + "COALDRON_LORE_2": "Los calderos son ollas grandes, normalmente de metal o cerámica, que se usan para calentar al fuego comida o medicinas. Se han encontrado por todo el mundo desde tiempos prehistóricos y, por lo tanto, suelen aparecer en la cultura popular de muchos pueblos de una forma u otra.", + "PUPPERCUT_LORE_1": "Los lobanchos son aficionados al boxeo. Aunque nacen con una capa de hierro que cubre varias partes de su cuerpo, esa capa se oxida fácilmente, de modo que la pierden cuando cambian de forma al llegar a adultos.", + "PUPPERCUT_NAME": "Lobancho", + "PUPPERCUT_NAME_PREFIX": "Lob", + "PUPPERCUT_NAME_SUFFIX": "ancho", + "DECIBELLE_NAME": "Decibella", + "SIRENADE_DESCRIPTION": "una bestia alada con un micrófono por cola", + "DECIBELLE_NAME_PREFIX": "Decib", + "DECIBELLE_LORE_1": "Se ven muy pocos decibella en estado salvaje. Los primeros habitantes de Nueva Wirral contaban a media voz que habían visto dragones blancos entre las nubes, pero no se sabe a ciencia cierta si lo que veían eran decibella o simplemente estaban perdiendo el juicio.", + "DECIBELLE_NAME_SUFFIX": "bella", + "DECIBELLE_DESCRIPTION": "una bestia alada adornada con cintas", + "DECIBELLE_LORE_2": "Las arpías aparecen en la mitología griega como manifestaciones del viento y las tormentas. Como a las sirenas, se las describe como seres mitad ave y mitad humano.", + "CARNIVIPER_NAME": "Carnavíbora", + "CARNIVIPER_NAME_PREFIX": "Carnav", + "CARNIVIPER_NAME_SUFFIX": "íbora", + "CARNIVIPER_LORE_2": "El tsuchinoko es un ser de la cultura popular japonesa. Se parece a una serpiente y se dice que tiene los colmillos venenosos propios de una víbora, pero el cuerpo más achatado.", + "CARNIVIPER_LORE_1": "Pese a su aspecto sonriente, los carnavíbora tienen muy mal humor. Son muy celosos de su territorio y atacan a cualquiera que se acerque y consideren una amenaza… lo cual suele ser el caso para casi todo lo que se mueve.", + "MASQUERATTLE_NAME": "Mascarascabel", + "MASQUERATTLE_NAME_PREFIX": "Mascar", + "CARNIVIPER_DESCRIPTION": "una pequeña serpiente enmascarada", + "MASQUERATTLE_NAME_SUFFIX": "ascabel", + "MASQUERATTLE_DESCRIPTION": "una enorme serpiente enmascarada", + "MASQUERATTLE_LORE_2": "Las serpientes y sierpes son muy importantes en casi todas las mitologías del mundo. ¿Por qué será? ¿Serán sus ojos, siempre avizores? ¿Su forma alargada y carente de miembros? ¿O será su picadura mortífera?", + "MASQUERATTLE_LORE_1": "A menudo se cree que los mascarascabel usan las placas que tienen en la cabeza, similares a un rostro, para atraer presas despistadas. Sin embargo, la creencia es errónea, porque el rostro que tienen en la cabeza da tanto miedo que no podría convencer a nadie para acercarse.", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué aspecto serpentino quieres representar?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "La elegancia", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "La fiereza", + "MARDIUSA_NAME": "Carnestoledusa", + "MARDIUSA_NAME_PREFIX": "Carnestol", + "MARDIUSA_NAME_SUFFIX": "medusa", + "MARDIUSA_DESCRIPTION": "una mujer serpentina enmascarada", + "MARDIUSA_LORE_2": "En la mitología griega, medusa es una de las gorgonas, tres mujeres con serpientes por cabello, capaces de convertir en piedra a cualquiera que las mirara a los ojos.", + "MARDIUSA_LORE_1": "Los carnestoledusas no son individuos, sino mentes colectivas, en este caso una agrupación de pequeños seres serpentinos con un objetivo común: que parezca que el carnestoledusa va vestido para un baile de máscaras muy elegante… y que se lo pase muy bien.", + "JORMUNGOLD_NAME": "Jormungáureo", + "JORMUNGOLD_NAME_PREFIX": "Jormung", + "JORMUNGOLD_NAME_SUFFIX": "áureo", + "JORMUNGOLD_LORE_2": "En la mitología nórdica, Jörmundandr es la gran serpiente que, según la profecía, indicará el comienzo del fin del mundo.", + "JORMUNGOLD_LORE_1": "Curiosamente, las alas del jormungáureo no son capaces de hacerlo despegar del suelo, sino que lo ayudan a arrastrarse a gran velocidad, ya que cada batido de alas le proporciona un tremendo impulso.", + "JORMUNGOLD_DESCRIPTION": "una enorme serpiente alada", + "AEROBOROS_NAME_PREFIX": "Aero", + "AEROBOROS_NAME": "Aeróboro", + "AEROBOROS_LORE_1": "El aeróboro es capaz de hacer pasar el viento a través del círculo que forma su cuerpo. A continuación, lo proyecta a gran velocidad para derribar a sus enemigos.", + "AEROBOROS_NAME_SUFFIX": "óboro", + "TRAFFIKRAB_NAME": "Trafikangrejo", + "AEROBOROS_DESCRIPTION": "un círculo serpentino volador", + "AEROBOROS_LORE_2": "El uróboro es un símbolo ancestral que representa el ciclo de la vida, la muerte y el renacimiento. Se representa como una serpiente que se come su propia cola, formando así un círculo.", + "TRAFFIKRAB_NAME_PREFIX": "Trafi", + "TRAFFIKRAB_NAME_SUFFIX": "kangrejo", + "TRAFFIKRAB_LORE_2": "El cono de carretera lo inventó Charles D. Scanlon en la década de 1940 como una forma sencilla y barata de señalizar las obras en la carretera. A menudo se fabrican con plástico naranja o amarillo, y puede añadírseles una franja reflectante blanca para aumentar su visibilidad por la noche.", + "TRAFFIKRAB_LORE_1": "El cono del trafikangrejo no es parte de su cuerpo, sino un simple cono de carretera que la marea arrastró a la costa de Nueva Wirral y que este ser decidió habitar. Se dice que en el pasado buscaban objetos distintos en los que vivir.", + "WEEVILITE_NAME": "Semaforgojo", + "WEEVILITE_NAME_SUFFIX": "orgojo", + "WEEVILITE_LORE_1": "El largo cuello del semaforgojo les permite distinguir desde lejos a los monstruos más débiles. Utilizan destellos alternativos de su ojo verde y su ojo rojo para producir mareos y migrañas a sus presas y dejarlas paralizadas.", + "WEEVILITE_NAME_PREFIX": "Semafo", + "TRAFFIKRAB_DESCRIPTION": "un cangrejo con un gran cono de carretera", + "WEEVILITE_LORE_2": "Los primeros semáforos se colocaron en Londres a mediados del siglo XIX. Aquellas señales primitivas funcionaban con lámparas de gas, pero se cambiaron por luces eléctricas a partir de principios del siglo XX.", + "LOBSTACLE_NAME_PREFIX": "Langost", + "LOBSTACLE_NAME": "Langostáculo", + "WEEVILITE_DESCRIPTION": "un cangrejo con un semáforo por cabeza", + "RATCOUSEL_NAME": "Ratiovivo", + "MUSKRATEER_LORE_2": "\\\"Los tres mosqueteros\\\" es una famosa novela francesa escrita por Alexandre Dumas. Cuenta la historia de un grupo de espadachines aventureros en el París del siglo XVII.", + "RATCOUSEL_NAME_PREFIX": "Rat", + "RATCOUSEL_NAME_SUFFIX": "tiovivo", + "RATCOUSEL_LORE_2": "Se conoce como \\\"rey de las ratas\\\" a un grupo de ratas cuyas colas han quedado de algún modo pegadas o anudadas entre sí.", + "RATCOUSEL_LORE_1": "Los ratiovivo son seres enormes con cierto parecido a los tiovivos de las ferias. Se dice que las \\\"ratas\\\" más pequeñas que giran de forma constante en la base de su cuerpo solo abren los ojos en el momento en que el ratiovivo muere.", + "POMBOMB_NAME": "Pomebomba", + "RATCOUSEL_DESCRIPTION": "un enorme tiovivo", + "POMBOMB_NAME_PREFIX": "Pome", + "POMBOMB_LORE_1": "Todo el mundo está de acuerdo en que los pomebomba son uno de los seres más cariñosos de Nueva Wirral. De no ser por su tendencia a incendiar accidentalmente cuanto los rodea, serían muy buenos como animales de compañía.", + "POMBOMB_NAME_SUFFIX": "bomba", + "POMBOMB_LORE_2": "El pomerania es una raza muy apreciada de perro doméstico. Se caracteriza por su pequeño tamaño y su abundante pelaje. Su nombre proviene de una región histórica de Europa, situada al sur del mar Báltico.", + "POMBOMB_DESCRIPTION": "un perro fogoso", + "SPITZFYRE_NAME_PREFIX": "Spitz", + "SPITZFYRE_NAME": "Spitzfalla", + "SPITZFYRE_NAME_SUFFIX": "falla", + "SPITZFYRE_LORE_2": "El spitz es un tipo de perro que tiene varias subrazas. Se caracteriza por su abundante pelaje y sus orejas puntiagudas.", + "SPITZFYRE_LORE_1": "Los spitzfalla han desarrollado a tal punto su capacidad para escupir fuego que tienen que llevar anteojos protectores. Es para evitar que les afecte el humo que causan sin darse cuenta cuando hacen que algo arda.", + "SPITZFYRE_DESCRIPTION": "un perro con anteojos protectores", + "ELFLESS_NAME": "Elfolfo", + "ELFLESS_NAME_PREFIX": "Elfo", + "ELFLESS_NAME_SUFFIX": "olfo", + "GRAMPUS_NAME": "Krampuñón", + "ELFLESS_DESCRIPTION": "un elfo con cara de madera", + "ELFLESS_LORE_2": "En la tradición europea, los elfos son seres pequeños y traviesos con versiones muy diferentes según el tiempo y el lugar en que aparezcan. Como ocurre con las hadas, pueden representarse amables, revoltosos o incluso malignos.", + "ELFLESS_LORE_1": "Para ocultar sus verdaderas emociones, los elfolfos se hacen máscaras rudimentarias de corteza de árbol a las que pintan una sonrisa. Hay rumores no confirmados que dicen que un día al año todos los elfolfos se reúnen para cambiarse la máscara por una nueva.", + "GRAMPUS_NAME_PREFIX": "Kramp", + "GRAMPUS_NAME_SUFFIX": "puñón", + "GRAMPUS_LORE_2": "Al contrario que el benigno San Nicolás, el Krampus es un ser de fantasía cuyo deseo es castigar durante la época navideña a los niños que se han portado mal. Se suele representar con patas de cabra y una expresión aterradora.", + "GRAMPUS_DESCRIPTION": "un yeti enfadado", + "FAERIOUS_NAME": "Hadabreado", + "GRAMPUS_LORE_1": "Los krampuñón son la forma que adoptan los elfolfo adultos. Haber pasado toda su vida ocultando sus emociones los convierte en moles destructivas que solo ansían llevar a los demás su sufrimiento, y más aún durante las épocas festivas.", + "FAERIOUS_NAME_PREFIX": "Hada", + "FAERIOUS_NAME_SUFFIX": "breado", + "FAERIOUS_LORE_2": "En las historias de fantasía contemporánea, los elfos suelen aparecer como guerreros elegantes y ágiles. Como su versión tradicional, los elfos pueden ser aliados de los humanos, o enfrentarse a ellos.", + "FAERIOUS_LORE_1": "Los hadabreados son elfolfos que canalizaron la furia que antes ocultaban para mejorar su capacidad de combate. Atacan a sus enemigos blandiendo una espada hecha de hielo y paran sus golpes con un escudo de corteza de árbol.", + "FAERIOUS_DESCRIPTION": "un elfo que blande una espada", + "ICEPECK_NAME": "Picohielo", + "ICEPECK_NAME_PREFIX": "Hielo", + "ICEPECK_NAME_SUFFIX": "hielo", + "SIRENADE_NAME_PREFIX": "Siren", + "SIRENADE_NAME": "Sirenata", + "SIRENADE_LORE_1": "Los sirenatas son seres especialmente escandalosos que al cantar amplifican su voz mediante el micrófono y los altavoces que tienen en cola y alas. No parece que les preocupe mucho saber si a quienes están a su alrededor les parece que cantan demasiado alto.", + "SIRENADE_NAME_SUFFIX": "enata", + "SIRENADE_LORE_2": "Las sirenas son seres de la mitología griega cuya aparición más conocida se produjo en la \\\"Odisea\\\", de Homero. Se las describe como mujeres aladas con rasgos de pájaro, capaces de atraer a los hombres hacia su perdición mediante su hermoso y cautivador canto.", + "MACABRA_NAME_PREFIX": "Mac", + "SCAMPIRE_DESCRIPTION": "un vampiro con sombrero", + "MACABRA_NAME": "Macabra", + "MACABRA_LORE_1": "Los macabra no ven nada, pero en vez de eso tienen la capacidad de \\\"saborear\\\" el aire que los rodea para buscar presas. Prefieren hacerlo desde un lugar elevado, así que a menudo se encaraman a una roca o al cráneo de algún animal mientras cazan.", + "MACABRA_NAME_SUFFIX": "cabra", + "MACABRA_DESCRIPTION": "un ser de grandes colmillos subido a un cráneo", + "MACABRA_LORE_2": "El \\\"chupacabras\\\" es una creación más o menos reciente de la cultura popular. Los informes de cabezas de ganado desangradas en Sudamérica dieron lugar al concepto de una bestia chupasangres nocturna de origen desconocido.", + "FOLKLORD_NAME": "Folclorrible", + "FOLKLORD_NAME_PREFIX": "Folclor", + "FOLKLORD_LORE_1": "Los folclorrible son la forma que adoptan los macabra adultos. Llevan los cráneos a los que acostumbraban a encaramarse, moldeados para encajar en su cabeza. Tienen los brazos y el tronco tan musculosos que no son capaces de aguantar mucho tiempo su propio peso apoyados solo en las piernas.", + "FOLKLORD_NAME_SUFFIX": "rible", + "FOLKLORD_DESCRIPTION": "un gigante con un cráneo en la cabeza", + "FOLKLORD_LORE_2": "Varios de los críptidos (seres no identificados) relacionados con Norteamérica se describen como humanoides gigantes que viven en el bosque. Entre ellos está el simiesco bigfoot, también llamado sasquatch.", + "SQUIREY_NAME": "Escuderazado", + "SQUIREY_NAME_PREFIX": "Escuder", + "SQUIREY_LORE_1": "Es común ver a los escuderazados vagar por las llanuras de Nueva Wirral en busca de rivales a los que enfrentarse. Pese a su aspecto adorable, se trata de implacables guerreros movidos por el deseo innato de ser cada vez mejores.", + "SQUIREY_NAME_SUFFIX": "azado", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "¿Qué es más importante para ti en el fragor de la batalla?", + "SQUIREY_LORE_2": "En la Edad Media, los escuderos eran aprendices de los caballeros. Ayudaban a su maestro en distintas tareas y les llevaban las armas. Si demostraban su valía, era posible que acabaran siendo caballeros a su vez.", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "El honor", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "La victoria", + "PALANGOLIN_NAME": "Palangolín", + "SQUIREY_DESCRIPTION": "un pangolín con una lanza", + "PALANGOLIN_NAME_PREFIX": "Pala", + "PALANGOLIN_LORE_1": "Los palangolín son la forma que adoptan los escuderazados adultos que se mantuvieron fieles a sus principios y se convirtieron en caballeros de intachable virtud. Portan alabardas doradas y refulgentes con las que defienden a sus aliados en el fragor de la batalla.", + "PALANGOLIN_NAME_SUFFIX": "angolín", + "PALANGOLIN_LORE_2": "Durante la historia de Europa, los caballeros eran personas a las que se les había otorgado esa condición por sus servicios a su país. La popularidad de los mitos artúricos condicionó la figura de los caballeros, que ahora se asocian casi siempre con la virtud y el heroísmo.", + "MANISPEAR_NAME": "Manistratega", + "PALANGOLIN_DESCRIPTION": "un caballero con una alabarda", + "MANISPEAR_NAME_PREFIX": "Manis", + "MANISPEAR_NAME_SUFFIX": "istratega", + "MANISPEAR_LORE_2": "El \\\"caballero negro\\\" es el arquetipo de personaje muy habitual en la ficción. Suele representarse como un personaje enmascarado que se apartó del camino virtuoso. A menudo, el caballero negro es un obstáculo al que debe sobreponerse el protagonista de la historia.", + "MANISPEAR_LORE_1": "Cuando un escuderazado se deja seducir por la oscuridad durante su entrenamiento, su destino es convertirse en manistratega. Ocultan su rostro bajo un yelmo negro y luchan sin piedad ni autocontrol.", + "MUSKRATEER_NAME_SUFFIX": "rata", + "MUSKRATEER_DESCRIPTION": "una rata con espada y sombrero", + "MUSKRATEER_LORE_1": "Es habitual ver a los mosqueterrata afilando su espada contra alguna roca de las cuevas en las que habitan. También se les puede ver batiéndose en duelo contra los escuderazados con los que se cruzan.", + "MUSKRATEER_NAME": "Mosqueterrata", + "MANISPEAR_DESCRIPTION": "un caballero con una espada enorme", + "MUSKRATEER_NAME_PREFIX": "Mosqueter", + "CREEP_NAME.n": "Adefesie", + "FARMER_EDWARD_NAME": "Philip Atata", + "FARMER_MARIS_NAME": "Dip Atata", + "IANTHE_NAME": "Jefa Ianthe", + "IANTHE_NAME_SHORT": "Ianthe", + "IANTHE_SUBTITLE": "Guarda suprema", + "LEADER_IANTHE_UNKNOWN_NAME": "Mujer distinguida", + "CAPTAIN_WALLACE_NAME": "Guarda mayor Mort Ero", + "CAPTAIN_WALLACE_NAME_SHORT": "Mort", + "CAPTAIN_WALLACE_SUBTITLE": "Experto albañil", + "CAPTAIN_SKIP_NAME": "Guarda mayor Bas", + "CAPTAIN_SKIP_NAME_SHORT": "Bas", + "CAPTAIN_SKIP_SUBTITLE": "Buscadore de tesoros cuestionables", + "CAPTAIN_ZEDD_NAME_SHORT": "Zeta", + "CAPTAIN_ZEDD_NAME": "Guarda mayor Zeta", + "CAPTAIN_ZEDD_SUBTITLE": "\\\"Meditador\\\"", + "CAPTAIN_JUDAS_NAME": "Guarda mayor Judas", + "CAPTAIN_JUDAS_NAME_SHORT": "Judas", + "CAPTAIN_JUDAS_SUBTITLE": "Superviviente nato", + "CAPTAIN_CLEEO_NAME": "Guarda mayor Cle-0", + "CAPTAIN_CLEEO_NAME_SHORT": "Cle-0", + "CAPTAIN_CLEEO_SUBTITLE": "Mecanoide de casino", + "CAPTAIN_LODESTEIN_NAME": "Guarda mayor Ray O'Farrell", + "CAPTAIN_LODESTEIN_NAME_SHORT": "Ray", + "CAPTAIN_LODESTEIN_SUBTITLE": "Electricista", + "CAPTAIN_DREADFUL_NAME": "Guarda mayor Agnes Pectro", + "CAPTAIN_DREADFUL_NAME_SHORT": "Agnes", + "CAPTAIN_DREADFUL_SUBTITLE": "Burladora de la muerte", + "CAPTAIN_GLADIOLA_NAME": "Guarda mayor Gladiola", + "CAPTAIN_GLADIOLA_NAME_SHORT": "Gladiola", + "CAPTAIN_GLADIOLA_SUBTITLE": "Maestra de la espada", + "CAPTAIN_HEATHER_NAME_SHORT": "Olga", + "CAPTAIN_HEATHER_NAME": "Guarda mayor Olga", + "CAPTAIN_HEATHER_SUBTITLE": "Meteoróloga", + "CAPTAIN_BUFFY_NAME": "Guarda mayor Mazas", + "CAPTAIN_BUFFY_NAME_SHORT": "Mazas", + "CAPTAIN_BUFFY_SUBTITLE": "Fisicoculturista", + "CAPTAIN_CYBIL_NAME": "Guarda mayor Cybil", + "CAPTAIN_CYBIL_NAME_SHORT": "Cybil", + "CAPTAIN_CYBIL_SUBTITLE": "Presentadora de radio", + "CAPTAIN_CODEY_NAME": "Guarda mayor Codi", + "CAPTAIN_CODEY_NAME_SHORT": "Codi", + "CAPTAIN_CODEY_SUBTITLE": "Hacker de cintas", + "ACHIEVEMENT_NAME_offices_cleared_3": "Te portas lo mejor que puedes, 3.ª parte", + "ACHIEVEMENT_DESC_offices_cleared_2": "Disuelve dos oficinas de los terratenientes.", + "ACHIEVEMENT_DESC_offices_cleared_3": "Disuelve tres oficinas de los terratenientes.", + "ACHIEVEMENT_DESC_obtain_rumor": "Escucha un rumor.", + "ACHIEVEMENT_NAME_obtain_rumor": "Me lo dijo un pajarito", + "ACHIEVEMENT_NAME_partner_felix": "Felix", + "ACHIEVEMENT_DESC_partner_felix": "Desbloquea a Felix.", + "ACHIEVEMENT_NAME_partner_dog": "Perry", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Llega a cinco corazones con Eugene.", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Llega a cinco corazones con Meredith.", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Sofá, manta y película", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "Llega a cinco corazones con Felix.", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "Retrato del artista", + "ACHIEVEMENT_DESC_reopened_stations_final": "Resuelve el acertijo de la canción de Morganta.", + "ACHIEVEMENT_NAME_aa_morgante": "Rebelión", + "ACHIEVEMENT_DESC_aa_aleph_null": "Supera las expectativas en un lugar que está entre los mundos.", + "ACHIEVEMENT_NAME_aa_aleph_null": "La flecha del tiempo", + "ACHIEVEMENT_DESC_aa_morgante": "Derrota una fuerza ancestral totalmente recuperada.", + "ACHIEVEMENT_DESC_quest_felix1": "Conoce a Kuneko.", + "ACHIEVEMENT_NAME_kuneko_altars_1": "¿No me quieres?, 2.ª parte", + "ACHIEVEMENT_DESC_kuneko_altars_1": "Encuéntrate con Kuneko en un altar.", + "ACHIEVEMENT_NAME_quest_viola_complete": "Todo el mundo va en busca de algo", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Cuando te dé serenata", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Gran inauguración", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Llega a cinco corazones con Kayleigh.", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "El mejor amigo del perro", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "Llega a cinco corazones con Perry.", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "Como gustes", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "Llega a cinco corazones con Viola.", + "ACHIEVEMENT_NAME_romantic_relationship": "Dos corazones acompasados", + "ACHIEVEMENT_NAME_reopened_stations_final": "Escucha mis palabras", + "ACHIEVEMENT_DESC_romantic_relationship": "Empieza una relación sentimental.", + "ACHIEVEMENT_NAME_captain_wallace": "Una de cal y una de arena", + "ACHIEVEMENT_DESC_captain_wallace": "Derrota al guarda mayor Mort Ero.", + "ACHIEVEMENT_DESC_captain_skip": "Derrota a le guarda mayor Bas.", + "ACHIEVEMENT_NAME_captain_skip": "Para mí no es basura", + "ACHIEVEMENT_NAME_captain_zedd": "Sueño reparador", + "ACHIEVEMENT_DESC_captain_zedd": "Derrota al guarda mayor Zeta.", + "ACHIEVEMENT_DESC_captain_cleeo": "Derrota a la guarda mayor Cle-0.", + "ACHIEVEMENT_NAME_kuneko_altars_2": "¿No me quieres?, 3.ª parte", + "ACHIEVEMENT_DESC_kuneko_altars_2": "Encuéntrate con Kuneko en dos altares.", + "ACHIEVEMENT_NAME_kuneko_altars_3": "¿No me quieres?, 4.ª parte", + "ACHIEVEMENT_DESC_kuneko_altars_3": "Encuéntrate con Kuneko en tres altares.", + "ACHIEVEMENT_DESC_rogue_fusion_10": "Derrota a 10 fusiones salvajes.", + "ACHIEVEMENT_NAME_rogue_fusion_20": "Caza a los salvajes", + "ACHIEVEMENT_DESC_rogue_fusion_20": "Derrota a 20 fusiones salvajes.", + "ACHIEVEMENT_NAME_overworld_chunks": "Turista", + "ACHIEVEMENT_NAME_rogue_fusion_50": "¡Qué salvajada!", + "ACHIEVEMENT_DESC_rogue_fusion_50": "Derrota a 50 fusiones salvajes.", + "ACHIEVEMENT_DESC_overworld_chunks": "Visita todos los lugares de Nueva Wirral.", + "ACHIEVEMENT_NAME_reopened_stations_all": "Tiene un boleto de tren", + "ACHIEVEMENT_DESC_reopened_stations_all": "Reabre todas las estaciones.", + "ACHIEVEMENT_NAME_observe_species_120": "Zoología básica", + "ACHIEVEMENT_DESC_observe_species_120": "Observa 120 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_10": "Zoología, 1.ª parte", + "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Termina la misión de Kayleigh.", + "ACHIEVEMENT_NAME_quest_eugene_complete": "Te portas lo mejor que puedes, 6.ª parte", + "ACHIEVEMENT_DESC_quest_eugene_complete": "Termina la misión de Eugene.", + "ACHIEVEMENT_NAME_quest_meredith_complete": "No necesito nada más", + "ACHIEVEMENT_NAME_sign_up_rangers": "Nuevos desafíos, 1.ª parte", + "ACHIEVEMENT_NAME_ability_glide": "Despliega las alas", + "ACHIEVEMENT_DESC_ability_glide": "Obtén la habilidad \\\"Planeo polillesco\\\".", + "ACHIEVEMENT_NAME_ability_dash": "Acometida de baladino", + "ACHIEVEMENT_DESC_ability_magnetism": "Obtén la habilidad \\\"Electromagnetismo\\\".", + "ACHIEVEMENT_DESC_ability_dash": "Obtén la habilidad \\\"Acometida de baladino\\\".", + "ACHIEVEMENT_NAME_ability_magnetism": "Sensación electrizante", + "ACHIEVEMENT_NAME_ability_swim": "Clases de natación", + "ACHIEVEMENT_DESC_ability_swim": "Obtén la habilidad \\\"Natación de Submafoca\\\".", + "ACHIEVEMENT_NAME_ability_climb": "A tu bola", + "ACHIEVEMENT_DESC_ability_climb": "Obtén la habilidad \\\"Bola de tallos calabaceros\\\".", + "ACHIEVEMENT_NAME_ability_flight": "Echa a volar", + "ACHIEVEMENT_DESC_ability_flight": "Obtén la habilidad \\\"Vuelo de averevoir\\\".", + "ACHIEVEMENT_DESC_ability_fusion_radar": "Obtén el radar de fusiones.", + "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusiones localizadas", + "ACHIEVEMENT_NAME_intermission": "Esto no es lo que querías", + "ACHIEVEMENT_DESC_intermission": "Acaba en un lugar muy remoto.", + "ACHIEVEMENT_NAME_ending": "La vida real te espera", + "ACHIEVEMENT_DESC_quest_meredith_complete": "Termina la misión de Meredith.", + "ACHIEVEMENT_NAME_quest_dog_complete": "Ven aquí. Siéntate.", + "ACHIEVEMENT_DESC_quest_felix_complete": "Termina la misión de Felix.", + "ACHIEVEMENT_NAME_quest_felix_complete": "¿No me quieres?, 6.ª parte", + "ACHIEVEMENT_DESC_quest_dog_complete": "Termina la misión de Perry.", + "ACHIEVEMENT_DESC_quest_viola_complete": "Termina la misión de Viola.", + "ACHIEVEMENT_DESC_quest_kayleigh1": "Empieza la misión de Kayleigh.", + "ACHIEVEMENT_NAME_offices_cleared_1": "Te portas lo mejor que puedes, 1.ª parte", + "ACHIEVEMENT_NAME_quest_kayleigh1": "Corrí sin mirar atrás, 1.ª parte", + "ACHIEVEMENT_DESC_obtain_species_10": "Obtén 10 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_20": "Zoología, 2.ª parte", + "ACHIEVEMENT_DESC_obtain_species_20": "Obtén 20 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_50": "Zoología, 3.ª parte", + "ACHIEVEMENT_DESC_obtain_species_50": "Obtén 50 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_100": "Zoología, 4.ª parte", + "ACHIEVEMENT_DESC_obtain_species_100": "Obtén 100 especies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_120": "Zoología avanzada", + "ACHIEVEMENT_DESC_obtain_species_120": "Obtén 120 especies diferentes.", + "ACHIEVEMENT_NAME_maxed_tape_species_120": "Élite de Cassette Beasts", + "ACHIEVEMENT_NAME_bootleg_beast": "Pirata feroz", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "Consigue la información adicional de todas las especies.", + "ACHIEVEMENT_NAME_bootleg_glitter": "Pirata brillante", + "ACHIEVEMENT_DESC_bootleg_glitter": "Obtén un monstruo pirata de tipo brillantina.", + "ACHIEVEMENT_NAME_train_frankie": "Frankie en el País de las Maravillas", + "ACHIEVEMENT_DESC_train_frankie": "Termina el entrenamiento de Frankie.", + "ACHIEVEMENT_NAME_train_vin": "El lobo solitario", + "ACHIEVEMENT_DESC_train_vin": "Termina el entrenamiento de Vin.", + "ACHIEVEMENT_NAME_noticeboard_5": "Guarda principiante", + "ACHIEVEMENT_DESC_noticeboard_5": "Completa 5 misiones del tablero de anuncios.", + "ACHIEVEMENT_NAME_noticeboard_20": "Guarda diletante", + "ACHIEVEMENT_DESC_noticeboard_20": "Completa 20 misiones del tablero de anuncios.", + "ACHIEVEMENT_NAME_noticeboard_50": "Guarda diligente", + "ACHIEVEMENT_DESC_noticeboard_50": "Completa 50 misiones del tablero de anuncios.", + "ACHIEVEMENT_NAME_noticeboard_100": "Guarda especialista", + "ACHIEVEMENT_DESC_noticeboard_100": "Completa 100 misiones del tablero de anuncios.", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "Consigue una calcomanía inusual.", + "ACHIEVEMENT_NAME_obtain_rare_sticker": "Coleccionista de calcomanías", + "ACHIEVEMENT_DESC_partner_viola": "Desbloquea a Viola.", + "ACHIEVEMENT_NAME_remaster": "Remaestría", + "ACHIEVEMENT_DESC_remaster": "Remasteriza una cinta.", + "ACHIEVEMENT_DESC_sign_up_rangers": "Únete a los guardas.", + "ACHIEVEMENT_NAME_offices_cleared_2": "Te portas lo mejor que puedes, 2.ª parte", + "ACHIEVEMENT_DESC_offices_cleared_1": "Disuelve una oficina de los terratenientes.", + "ACHIEVEMENT_DESC_obtain_candevil": "Consigue un diablamelo.", + "ACHIEVEMENT_NAME_aa_tower": "La torre de la ignorancia", + "ACHIEVEMENT_DESC_aa_tower": "Derrota a Babelith.", + "ACHIEVEMENT_NAME_song_parts_8": "La tierra de la confusión", + "ACHIEVEMENT_DESC_song_parts_8": "Completa la canción de Morganta.", + "ACHIEVEMENT_DESC_aa_helia": "Vence a la esencia de la fusión.", + "ACHIEVEMENT_NAME_aa_helia": "Aquí llega el sol", + "ACHIEVEMENT_NAME_met_npc_magikrab": "El encargado de las estaciones", + "ACHIEVEMENT_DESC_offices_cleared_5": "Disuelve cinco oficinas de los terratenientes.", + "ACHIEVEMENT_NAME_quest_felix1": "¿No me quieres?, 1.ª parte", + "ACHIEVEMENT_DESC_bootleg_beast": "Obtén un monstruo pirata de tipo bestia.", + "ACHIEVEMENT_NAME_bootleg_fire": "Pirata flamígero", + "ACHIEVEMENT_DESC_bootleg_fire": "Obtén un monstruo pirata de tipo fuego.", + "ACHIEVEMENT_NAME_bootleg_plastic": "Pirata de juguete", + "ACHIEVEMENT_DESC_bootleg_plastic": "Obtén un monstruo pirata de tipo plástico.", + "ACHIEVEMENT_DESC_bootleg_plant": "Obtén un monstruo pirata de tipo planta.", + "ACHIEVEMENT_NAME_bootleg_plant": "Pirata frondoso", + "ACHIEVEMENT_NAME_bootleg_water": "Pirata acuático", + "ACHIEVEMENT_DESC_bootleg_water": "Obtén un monstruo pirata de tipo agua.", + "ACHIEVEMENT_NAME_bootleg_poison": "Pirata ponzoñoso", + "ACHIEVEMENT_DESC_bootleg_poison": "Obtén un monstruo pirata de tipo veneno.", + "ACHIEVEMENT_NAME_bootleg_astral": "Pirata cósmico", + "ACHIEVEMENT_NAME_obtain_candevil": "Amante del dulce", + "ACHIEVEMENT_NAME_offices_cleared_4": "Te portas lo mejor que puedes, 4.ª parte", + "ACHIEVEMENT_NAME_offices_cleared_5": "Te portas lo mejor que puedes, 5.ª parte", + "ACHIEVEMENT_DESC_offices_cleared_4": "Disuelve cuatro oficinas de los terratenientes.", + "LANDKEEPER2_NAME": "Terrateniente 2", + "SUNNY_NAME": "Sol", + "LANDKEEPERS_NAME": "Terratenientes", + "SUNNY_UNKNOWN_NAME": "Terrateniente desaliñada", + "CULTIST_NAME.m": "Sectario", + "CULTIST_NAME.f": "Sectaria", + "RANGER_NAME.m": "Guarda", + "CULTIST_NAME.n": "Sectarie", + "RANGER_NAME.f": "Guarda", + "RANGER_NAME.n": "Guarda", + "RANGER_RECRUITER_NAME.m": "Reclutador", + "RANGER_RECRUITER_NAME.f": "Reclutadora", + "RANGER_RECRUITER_NAME.n": "Reclutadore", + "RANGER_WANNABE_NAME.m": "Aspirante", + "RANGER_WANNABE_NAME.f": "Aspirante", + "RANGER_WANNABE_NAME.n": "Aspirante", + "RANGER_TRAINEE_NAME": "Aprendiz", + "RESEARCHER_NAME.m": "Investigador", + "RESEARCHER_NAME.f": "Investigadora", + "RESEARCHER_NAME.n": "Investigadore", + "PENSBY_NAME": "Doctora Pensby", + "HOYLAKE_NAME": "Hoylake", + "FRANKIE_NAME": "Frankie", + "KIRBY_NAME": "Kirby", + "VIN_NAME": "Vin", + "THIEF_NAME": "Ladrón", + "TRAVELER_NAME.m": "Turista", + "TRAVELER_NAME.f": "Turista", + "TREASURE_SEEKER_NAME.m": "Buscador", + "TRAVELER_NAME.n": "Turista", + "TREASURE_SEEKER_NAME.f": "Buscadora", + "TREASURE_SEEKER_NAME.n": "Buscadore", + "HISTORIAN_NAME.m": "Historiador", + "ROCKER_NAME.m": "Roquero", + "HISTORIAN_NAME.f": "Historiadora", + "HISTORIAN_NAME.n": "Historiadore", + "ROCKER_NAME.f": "Roquera", + "ROCKER_NAME.n": "Roquere", + "CAMPER_NAME.m": "Campista", + "SOLDIER_NAME.m": "Soldado", + "CAMPER_NAME.f": "Campista", + "CAMPER_NAME.n": "Campista", + "SOLDIER_NAME.f": "Soldado", + "TAMER_NAME.m": "Domador", + "SOLDIER_NAME.n": "Soldado", + "TAMER_NAME.f": "Domadora", + "TAMER_NAME.n": "Domadore", + "CREEP_NAME.m": "Adefesio", + "CREEP_NAME.f": "Adefesia", + "ACHIEVEMENT_DESC_captain_gladiola": "Derrota a la guarda mayor Gladiola.", + "ACHIEVEMENT_NAME_captain_heather": "Chubascos generalizados", + "ACHIEVEMENT_DESC_captain_heather": "Derrota a la guarda mayor Olga.", + "ACHIEVEMENT_NAME_captain_buffy": "Sudar la camiseta", + "ACHIEVEMENT_DESC_captain_buffy": "Derrota a la guarda mayor Mazas.", + "ACHIEVEMENT_NAME_captain_cybil": "La estrella de la radio", + "ACHIEVEMENT_DESC_captain_cybil": "Derrota a la guarda mayor Cybil.", + "ACHIEVEMENT_DESC_captain_codey": "Derrota al guarda mayor Codi.", + "ACHIEVEMENT_NAME_captain_codey": "Revienta el planeta", + "MOVE_DESCRIPTION_BERSERKER": "Aumenta los atributos del ataque cuerpo a cuerpo de quien lo usa y le aplica el estado \\\"ira\\\" cuando sus PV quedan por debajo del 50 %.", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Aplica de forma automática tres reducciones al azar al último enemigo que golpee a quien lo usa antes de que sea derrotado.", + "MOVE_NAME_RANDOM_STARTER": "Apertura al azar", + "MOVE_DESCRIPTION_CUSTOM_STARTER": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista al principio del combate sin costo en PA. La probabilidad se reduce en proporción con el costo normal en PA de ese movimiento.", + "MOVE_DESCRIPTION_RANDOM_STARTER": "Tiene la probabilidad de usar automáticamente otro movimiento al azar al principio del turno sin costo en PA.", + "MOVE_NAME_CUSTOM_STARTER": "Apertura personalizada", + "MOVE_DESCRIPTION_AUTOMATION": "Tiene la probabilidad de usar el siguiente movimiento de la lista al final del turno sin costo en PA.", + "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", + "MOVE_NAME_AUTOMATION": "Automatización", + "MOVE_NAME_CRITICAL_MASS": "Masa crítica", + "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Tiene la probabilidad de usar automáticamente el siguiente movimiento de la lista sin costo en PA cuando el ataque de quien lo usa tiene ventaja de tipo. La probabilidad se reduce en proporción con el costo normal en PA de ese movimiento.", + "MOVE_NAME_CHEMICAL_IMBALANCE": "Desequilibrio químico", + "MOVE_DESCRIPTION_CRITICAL_MASS": "Tiene la probabilidad de usar el siguiente movimiento de la lista sin costo en PA cuando el ataque de quien lo usa produzca un golpe crítico.", + "MOVE_NAME_DUAL_WIELD": "Doble movimiento", + "MOVE_DESCRIPTION_PAINT_SWIPE": "Solo puede usarse si quien lo usa tiene aplicada una capa. Impacta a un objetivo y le transfiere la capa. Siempre va en último lugar.", + "MOVE_DESCRIPTION_DUAL_WIELD": "Usa el siguiente movimiento de la lista dos veces consecutivas (si se tienen suficientes PA).", + "MOVE_NAME_PAINT_SWIPE": "Brocha gorda", + "MOVE_NAME_BEAR_HUG": "Abrazo de oso", + "MOVE_NAME_ROYAL_FLUSH": "Trono del reposo", + "MOVE_DESCRIPTION_BEAR_HUG": "Pasa una penalización aleatoria de quien lo usa al objetivo.", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "Elimina todos los efectos de estado que tenga aplicados el usuario. El daño se multiplica por el número de efectos que se hayan eliminado.", + "MOVE_DESCRIPTION_FUEL_INJECTION": "Se usa automáticamente después de \\\"consumo de gasolina\\\". Aumenta la velocidad y la generación de PA de quien lo use.", + "MOVE_NAME_FUEL_INJECTION": "Inyección de gasolina", + "TUTORIAL_INTRO_1": "¡Hola, {player}! Me alegra que hayas venido.\\n Presiona {control.ui_accept} para continuar.", + "TUTORIAL_INTRO_2": "Necesito tu ayuda para ocuparme de una fusión salvaje, ¿tienes ganas?", + "TUTORIAL_INTRO_3": "¡Pues manos a la obra! Más adelante verás unos acantilados. Puedes moverte con {control.move_up}, {control.move_left}, {control.move_down} y {control.move_right}. Yo te sigo.", + "TUTORIAL_TARGET_MENU_1": "Este es el menú de objetivo, donde puedes ver qué tipo de efecto causarán tus ataques.", + "TUTORIAL_BATTLE_START_1": "A partir de ahora las cosas se van a complicar… ¡No te preocupes, aquí estoy para ayudarte!", + "TUTORIAL_TARGET_MENU_2": "Fíjate bien en el color de ese círculo: si es verde, significa que le causará algún efecto beneficioso al objetivo, si es rojo, que el efecto será perjudicial y, si es amarillo, las dos cosas.", + "TUTORIAL_CLIFFS_1": "Vamos a tener que subir a ese acantilado. Y en este caso no nos basta con saltar ({control.jump}).", + "TUTORIAL_CLIFFS_2": "¡A ver, un poco de creatividad! Hay varias formas de llegar hasta ahí.", + "TUTORIAL_CLIFFS_4": "O… ¿Ves esa columna de ahí? Puedes usar tu habilidad de electromagnetismo (mantén presionado {control.magnetism}) para levitar.", + "TUTORIAL_CLIFFS_3": "Para empezar, podrías buscar algo que se pueda agarrar y colocar ahí para que lo usemos como plataforma.", + "TUTORIAL_CLIFFS_5": "Ah, y puedes lanzar vides, ¿verdad? Si miras al acantilado y presionas {control.interact}, puedes usar una vid para escalar.", + "TUTORIAL_CLIFFS_6": "¿Qué prefieres?", + "TUTORIAL_BOSS_1.m": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", + "TUTORIAL_GLIDE_2": "¡Es fácil! Cuando saltes, solo tienes que mantener presionado {control.jump} para no caerte.", + "TUTORIAL_GLIDE_1": "Sígueme, {player}. ¡No tengas miedo!", + "TUTORIAL_GLIDE_3": "¡Vamos, ya estamos cerca!", + "TUTORIAL_BOSS_2": "Si necesitas curarte, echa un vistazo a tu inventario (presiona {control.pause_menu}), a ver si tienes algún pastelillo o algo.", + "TUTORIAL_BOSS_3": "O, si lo prefieres, podemos volver a la tienda que hay cerca de donde habíamos empezado y descansar allí.", + "TUTORIAL_BOSS_1.n": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", + "TUTORIAL_BOSS_1.f": "Pues aquí está. Esta es la fusión salvaje. Espero que tengas ganas de pelea, {player}, porque este combate no va a ser fácil.", + "TUTORIAL_BOSS_5": "¿Y bien? ¿Tienes ganas?", + "TUTORIAL_BOSS_4": "Si la cosa se pone fea, echa un ojo a la pestaña de objetos de combate de tu inventario.", + "TUTORIAL_DIED": "¿Estás bien? Ya estaba empezando a preocuparme…", + "TUTORIAL_WON_2": "Hacemos muy buen equipo, ¿no te parece, {player}?", + "TUTORIAL_WON_1": "Bueno, pues parece que lo logramos…", + "QUEST_GET_ITEM_PROGRESS": "Obtuviste: {obtained}/{required_item_amount}", + "NO_QUESTS_AVAILABLE": "Por el momento no hay más misiones disponibles.", + "QUEST_GET_MASQUERATTLE_TITLE": "¡Busca un mascarascabel!", + "QUEST_STAT_PROGRESS": "Progreso: {num}/{count}", + "PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Fusión salvaje", + "PASSIVE_QUEST_ORB_FUSION_TITLE": "Fusión esférica", + "PASSIVE_QUEST_UNSTABLE_FUSION_TITLE": "Fusión inestable", + "PASSIVE_QUEST_SWARM_TITLE": "Enjambre de monstruos", + "QUEST_TUTORIAL_TITLE": "Así es el mundo en el que vivimos", + "QUEST_TUTORIAL_DESCRIPTION1": "Habla con Kayleigh en la entrada oriental de Villapuerto.", + "PASSIVE_QUEST_UNKNOWN_TITLE": "Señal no identificada", + "QUEST_TUTORIAL_DESCRIPTION2": "Sigue las instrucciones de Kayleigh.", + "QUEST_TUTORIAL_DESCRIPTION3": "Acompaña a Kayleigh hasta el camino deteriorado.", + "QUEST_ARCHANGELS_DESCRIPTION1": "Busca arcángeles para completar la canción de Morganta y, después, sigue las pistas que hay en ella para buscar el camino que te lleve a casa.", + "QUEST_ARCHANGELS_PROGRESS": "Has reunido {num} de las {max} partes de la canción.", + "QUEST_ARCHANGELS_TITLE": "La tierra de la confusión", + "QUEST_TUTORIAL_DESCRIPTION4": "Investiga la estructura extraña.", + "QUEST_CAPTAINS_TITLE": "Nuevos desafíos", + "QUEST_EUGENE_TITLE": "Te portas lo mejor que puedes", + "QUEST_EUGENE_DESCRIPTION_1": "Encuéntrate con Eugene en las afueras.", + "QUEST_CAPTAINS_DESCRIPTION0": "Dirígete al puesto de guardia que hay en el parque para apuntarte a los guardas.", + "QUEST_EUGENE_DESCRIPTION_3": "Busca y disuelve todas las oficinas de la Asociación de Terratenientes.", + "QUEST_EUGENE_DESCRIPTION_2": "Acompaña a Eugene hasta la ventana que hay en lo alto de la oficina misteriosa.", + "QUEST_EUGENE_DESCRIPTION_4": "Habla con Eugene.", + "QUEST_EUGENE_DESCRIPTION_5": "Acompaña a Eugene hasta el lugar en el que se encuentra la sede de los terratenientes.", + "QUEST_EUGENE_3_PROGRESS": "Has disuelto {num} de todas las oficinas de los terratenientes.", + "QUEST_WORKING_OVERTIME_TITLE": "Horas extra", + "QUEST_WORKING_OVERTIME_DESCRIPTION": "Lleva {required_item_amount} tablas de madera al guarda que hay al este de Villapuerto.", + "QUEST_MERCHANT_RESCUE_TITLE": "Un poco de inspiración", + "QUEST_FLORIST_DESCRIPTION_1": "Planta {count} brotes en Villapuerto.", + "QUEST_FLORIST_TITLE": "Hay que plantar la semilla", + "QUEST_MERCHANT_RESCUE_DESCRIPTION": "Ve a la cueva del parque y averigua qué le pasó al vendedor.", + "CLUE_SONG_PROLOGUE1": "Si de estas tierras te quieres marchar, para el oído y oye mi canción", + "QUEST_FLORIST_DESCRIPTION_2": "Informa a la guarda al oeste de Villapuerto que plantaste sus brotes.", + "CLUE_SONG_EPILOGUE1": "Une el acto y la exacta posición y, así, hallarás la última estación", + "CLUE_FLUFF": "Pues es allí donde está mi morada, vacía por demás, y solitaria", + "CLUE_SONG_PROLOGUE2": "Habrás de atravesar este lugar, son arduos tu camino y tu misión", + "CLUE_SONG_EPILOGUE2": "Oye, pues, mi canción, que no es un mito, y habrás de hallar el espacio infinito", + "CLUE_UNKNOWN": "(El resto de la canción se oye tan bajo que no logras distinguirlo).", + "STATUS_BURNED_NAME": "Quemadura", + "STATUS_CONTACTDMG_DESCRIPTION": "Los personajes que tengan aplicado daño por contacto infligen un poco de daño elemental cuando asestan o reciben un impacto cuerpo a cuerpo.", + "STATUS_BURNED_DESCRIPTION": "Los personajes que tengan aplicado \\\"quemadura\\\" sufrirán daño al acabar su turno.", + "STATUS_CONTACTDMG_NAME": "Daño por contacto", + "STATUS_STAT_MATK_DOWN_NAME": "Reducción del ataque cuerpo a cuerpo", + "STATUS_STAT_RATK_DOWN_NAME": "Reducción del ataque a distancia", + "STATUS_STAT_MATK_UP_NAME": "Aumento del ataque cuerpo a cuerpo", + "STATUS_STAT_RATK_UP_NAME": "Aumento del ataque a distancia", + "STATUS_STAT_RDEF_DOWN_NAME": "Reducción de la defensa a distancia", + "STATUS_STAT_MDEF_DOWN_NAME": "Reducción de la defensa cuerpo a cuerpo", + "STATUS_STAT_RDEF_UP_NAME": "Aumento de la defensa a distancia", + "STATUS_STAT_MDEF_UP_NAME": "Aumento de la defensa cuerpo a cuerpo", + "STATUS_STAT_EVASION_UP_NAME": "Aumento de la evasión", + "STATUS_STAT_EVASION_DOWN_NAME": "Reducción de la evasión", + "STATUS_STAT_ACCURACY_UP_NAME": "Aumento de la precisión", + "STATUS_STAT_ACCURACY_DOWN_NAME": "Reducción de la precisión", + "STATUS_STAT_SPEED_UP_NAME": "Aumento de la velocidad", + "STATUS_STAT_SPEED_DOWN_NAME": "Reducción de la velocidad", + "STATUS_AP_BOOST_NAME": "Aumento de PA", + "STATUS_AP_DRAIN_NAME": "Reducción de PA", + "STATUS_AP_BOOST_DESCRIPTION": "Los personajes que tengan aplicado \\\"mejora de los PA\\\" obtienen 1 PA adicional por turno.", + "STATUS_POISONED_NAME": "Veneno", + "STATUS_TEMPTATION_TAKE_APPLE.n": "{fighter} tomó una manzana y se la comió.", + "STATUS_WALL_NAME": "Muro de {type}", + "STATUS_AP_DRAIN_DESCRIPTION": "Los personajes que tengan aplicado \\\"drenado de PA\\\" obtienen 1 PA menos por turno.", + "STATUS_WALL_TOAST_BROKEN": "DESTRUIDO", + "STATUS_WALL_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato.", + "STATUS_TEMPTATION_WALL_NAME": "Manzano", + "STATUS_TEMPTATION_TAKE_APPLE.m": "{fighter} tomó una manzana y se la comió.", + "STATUS_TEMPTATION_TAKE_APPLE.f": "{fighter} tomó una manzana y se la comió.", + "STATUS_WINDOW_NAME": "Ventana", + "STATUS_POISONED_DESCRIPTION": "Los personajes que tengan aplicado \\\"veneno\\\" sufrirán daño al acabar su turno.", + "STATUS_WINDOW_DESCRIPTION": "Los muros de los personajes que tengan aplicado \\\"ventana\\\" dejan de neutralizar los ataques a distancia.", + "STATUS_LEECHED_DESCRIPTION": "Los personajes que tengan aplicado \\\"parásito\\\" sufrirán daño al acabar su turno. Su enemigo recuperará tantos PV como haya perdido aquel.", + "STATUS_LEECHED_NAME": "Parásito", + "STATUS_COATING_POISON_NAME": "Capa de veneno", + "STATUS_COATING_WATER_NAME": "Capa de agua", + "STATUS_COATING_BEAST_NAME": "Capa de bestia", + "STATUS_COATING_METAL_NAME": "Capa de metal", + "STATUS_COATING_GLITTER_NAME": "Capa de brillantina", + "STATUS_COATING_FIRE_NAME": "Capa de fuego", + "STATUS_COATING_PLASTIC_NAME": "Capa de plástico", + "STATUS_COATING_PLANT_NAME": "Capa de planta", + "STATUS_COATING_ASTRAL_NAME": "Capa astral", + "STATUS_COATING_LIGHTNING_NAME": "Capa de rayo", + "STATUS_COATING_ICE_NAME": "Capa de hielo", + "STATUS_COATING_AIR_NAME": "Capa de aire", + "STATUS_COATING_EARTH_NAME": "Capa de tierra", + "STATUS_COATING_DESCRIPTION": "Las capas cambian el tipo elemental de un personaje durante un número determinado de turnos.", + "STATUS_COATING_GLASS_NAME": "Capa de cristal", + "STATUS_HEALING_STEAM_NAME": "Vapor curativo", + "STATUS_HEALING_STEAM_DESCRIPTION": "Los personajes que tengan aplicado \\\"vapor curativo\\\" recuperan unos cuantos PV al principio de cada turno.", + "STATUS_HEALING_LEAF_NAME": "Hoja curativa", + "STATUS_MULTISTRIKE_NAME": "Multimovimiento", + "STATUS_GLASS_BONDS_DESCRIPTION": "Los personajes que tengan aplicado \\\"cadenas de cristal\\\" sufrirán daño cada vez que se transformen.", + "STATUS_HEALING_LEAF_DESCRIPTION": "Los personajes que tengan aplicado \\\"hoja curativa\\\" recuperan unos cuantos PV al principio de cada turno.", + "STATUS_MULTISTRIKE_DESCRIPTION": "Los personajes que tengan aplicado \\\"multimovimiento\\\" usarán cada movimiento dos veces consecutivas siempre que tengan suficientes PA.", + "STATUS_GLASS_BONDS_NAME": "Cadenas de cristal", + "STATUS_SHRAPNEL_NAME": "Metralla", + "STATUS_MULTITARGET_DESCRIPTION": "Los ataques de los personajes que tengan aplicado \\\"multiobjetivo\\\" tomarán por objetivo a un equipo entero.", + "STATUS_UNITARGET_NAME": "Uniobjetivo", + "STATUS_SHRAPNEL_DESCRIPTION": "Los personajes que tengan aplicado \\\"metralla\\\" sufrirán daño cada vez que se transformen.", + "STATUS_MULTITARGET_NAME": "Multiobjetivo", + "STATUS_UNITARGET_DESCRIPTION": "Los ataques de los personajes que tengan aplicado \\\"uniobjetivo\\\" y que normalmente tomen por objetivo a un equipo entero pasarán a afectar a un solo objetivo. Los que normalmente afecten a un solo objetivo tendrán menos precisión de lo normal.", + "STATUS_PARRY_STANCE_DESCRIPTION": "Los personajes que tengan aplicado \\\"posición de parada\\\" transferirán a su atacante el daño correspondiente al próximo ataque cuerpo a cuerpo que sufran.", + "STATUS_PARRY_STANCE_NAME": "Posición de parada", + "STATUS_SLEEP_NAME": "Sueño", + "STATUS_SLEEP_DESCRIPTION": "Los personajes que tengan aplicado \\\"sueño\\\" no podrán usar sus movimientos habituales.", + "STATUS_SLEEP_TOAST_REMOVED": "DESPERTÓ", + "STATUS_FLINCH_NAME": "Intimidación", + "STATUS_FLINCH_DESCRIPTION": "Los personajes que tengan aplicado \\\"intimidación\\\" perderán su próximo turno.", + "STATUS_BOMB_NAME": "Bomba", + "STATUS_BOMB_DESCRIPTION": "Los personajes que tengan aplicado \\\"bomba\\\" explotarán al final de su próximo turno si no la pasan mediante un ataque cuerpo a cuerpo.", + "STATUS_LOCKED_ON_NAME": "Blanco fijado", + "STATUS_LOCKED_ON_DESCRIPTION": "Los personajes que tengan aplicado \\\"blanco fijado\\\" no podrán fallar.", + "STATUS_BERSERK_NAME": "de la ira", + "STATUS_BERSERK_DESCRIPTION": "Los personajes que tengan aplicado \\\"ira\\\" solo podrán usar movimientos de ataque.", + "STATUS_INTERCEPTING_NAME": "Intercepción", + "STATUS_INTERCEPTING_DESCRIPTION": "Los personajes que tengan aplicado \\\"intercepción\\\" interceptarán todos los ataques que vayan dirigidos a sus aliados.", + "STATUS_HIBERNATING_NAME": "Hibernación", + "STATUS_HIBERNATING_DESCRIPTION": "Los personajes que tengan aplicado \\\"hibernación\\\" se curarán cada turno siempre que estén dormidos.", + "STATUS_MEDITATING_DESCRIPTION": "Los personajes que tengan aplicado \\\"meditación\\\" verán aumentar sus atributos cada turno siempre que estén dormidos.", + "STATUS_MEDITATING_NAME": "Meditación", + "STATUS_TOWER_DEFENSE_NAME": "Enroque", + "STATUS_TOWER_DEFENSE_DESCRIPTION": "Los personajes que tengan aplicado \\\"enroque\\\" pasarán a ser de tipo tierra y verán aumentar sus atributos defensivos.", + "STATUS_SUMMONED_DESCRIPTION": "Los personajes que tengan aplicado \\\"invocación\\\" abandonarán el combate pasado un número determinado de turnos.", + "STATUS_SUMMONED_NAME": "Invocación", + "STATUS_GHOSTLY_NAME": "Fantasma", + "STATUS_RESONANCE_NAME": "Vibración", + "STATUS_GHOSTLY_DESCRIPTION": "Los personajes que tengan aplicado \\\"fantasma\\\" no podrán ser objeto de ningún ataque, pero serán derrotados cuando se les pase el efecto.", + "STATUS_GAMBIT_NAME": "Gambito", + "STATUS_GAMBIT_TOAST_FAILED": "EL GAMBITO FRACASÓ", + "STATUS_RECORDED_NAME": "Grabado", + "STATUS_GAMBIT_DESCRIPTION": "Los personajes que tengan aplicado \\\"gambito\\\" verán aumentar mucho sus atributos, pero serán derrotados cuando se les pase el efecto.", + "STATUS_SUMMONED_NAME_MODIFIER.f": "{name} (invocación)", + "STATUS_EFFIGY_NAME": "Efigie", + "STATUS_PARRY_STANCE_TOAST_REFLECTED": "PARADA", + "STATUS_SUMMONED_NAME_MODIFIER.m": "{name} (invocación)", + "STATUS_BOMB_TOAST_BEFORE_EXPLOSION": "TIC… TAC… TIC… TAC…", + "STATUS_GHOSTLY_NAME_MODIFIER.f": "{name} (fantasma)", + "STATUS_GHOSTLY_NAME_MODIFIER.n": "{name} (fantasma)", + "STATUS_GHOSTLY_NAME_MODIFIER.m": "{name} (fantasma)", + "STATUS_SUMMONED_NAME_MODIFIER.n": "{name} (invocación)", + "STATUS_UNDYING_NAME": "Rito", + "STATUS_UNDYING_DESCRIPTION": "Los personajes que tengan aplicado \\\"rito\\\" volverán a la vida con un 25 % de sus PV cuando sean derrotados.", + "STATUS_RESONANCE_DESCRIPTION": "Cada vez que se aplique \\\"vibración\\\" a un personaje, se indicará un número. Cuando ese número llegue a 3, el personaje quedará derrotado de inmediato.", + "STATUS_RESONANCE_TOAST_NAME": "Vibración ({0}/{1})", + "STATUS_CLOSE_ENCOUNTER_NAME": "Encuentro cercano", + "STATUS_RESONANCE_TOAST_OVERLOAD": "Vibración extrema", + "STATUS_CLOSE_ENCOUNTER_DESCRIPTION": "\\\"Encuentro cercano\\\" reduce el alcance de los ataques a distancia de un personaje, de modo que los convierte en ataques cuerpo a cuerpo.", + "STATUS_SPRING_LOADED_DESCRIPTION": "\\\"Muelles\\\" aumenta el alcance de los ataques cuerpo a cuerpo de un personaje, de modo que los convierte en ataques a distancia.", + "STATUS_SPRING_LOADED_NAME": "Muelles", + "STATUS_CONDUCTIVE_DESCRIPTION": "Los personajes que tengan aplicado \\\"conducción\\\" sufrirán daño cada vez que alguien use un ataque de tipo rayo.", + "STATUS_CONDUCTIVE_NAME": "Conducción", + "STATUS_RESURRECTED_NAME": "Resurrección", + "STATUS_CONFUSED_DESCRIPTION": "Los personajes que tengan aplicado \\\"confusión\\\" tienen la posibilidad de equivocarse de movimiento o de objetivo.", + "STATUS_RESURRECTED_DESCRIPTION": "Los personajes que tengan aplicado \\\"resurrección\\\" ya no podrán volver a la vida por efectos como \\\"rito\\\".", + "STATUS_CONFUSED_NAME": "Confusión", + "STATUS_SNOWED_IN_NAME": "Nieve", + "STATUS_SNOWED_IN_EFFECT": "¡Hoy nevó!", + "STATUS_SNOWED_IN_DESCRIPTION": "Los personajes que tengan aplicado \\\"nieve\\\" no pueden moverse y no podrán hacer ataques cuerpo a cuerpo.", + "STATUS_FOG_DESCRIPTION": "Si un personaje tiene aplicado \\\"niebla\\\", la precisión de sus ataques a distancia que no sean de tipo agua, aire o hielo se reduce al 0 %.", + "STATUS_FOG_NAME": "Niebla", + "STATUS_RECORDING_NAME": "Grabando", + "STATUS_PETRIFIED_NAME": "Petrificación", + "STATUS_RECORDING_TOAST_FAILURE": "LA GRABACIÓN FRACASÓ", + "STATUS_FAIR_FIGHT_NAME": "Combate limpio", + "STATUS_STAT_DOUBLE_SPEED_NAME": "Doble velocidad", + "STATUS_PETRIFIED_DESCRIPTION": "Los personajes que tengan aplicado \\\"petrificación\\\" pasan a ser de tipo tierra y solo podrán usar \\\"defensa\\\" y \\\"escudo\\\".", + "STATUS_COTTONED_ON_DESCRIPTION": "Durante el próximo turno, los movimientos que tengan por objetivo a un personaje que tenga aplicado \\\"algodón\\\" fallarán siempre.", + "STATUS_COTTONED_ON_NAME": "Algodón", + "STATUS_MIND_MELD_DESCRIPTION": "Los personajes que tengan aplicado \\\"enlace mental\\\" comparten sus movimientos con sus aliados.", + "STATUS_MIND_MELD_NAME": "Enlace mental", + "STATUS_FAIR_FIGHT_DESCRIPTION": "Mientras esté activo, impide que se apliquen efectos de estado nuevos.", + "STATUS_ABRAMACABRA_NAME": "Abramacabra", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "¡No puedes huir!\\n¿Quieres teletransportarte al último vagón restaurante que visitaste? Perderás toda recompensa que no hayas cobrado y tu racha volverá a empezar desde cero.", + "STATUS_GLASS_SHARDS_DESCRIPTION": "Mientras esté activo, cualquier personaje que use un ataque cuerpo a cuerpo sufrirá daño por los fragmentos de cristal que hay en el campo de batalla.", + "STATUS_GLASS_SHARDS_NAME": "Fragmentos de cristal", + "STATUS_ABRAMACABRA_DESCRIPTION": "Los muros neutralizan un número determinado de ataques. Los ataques con ventaja de tipo los destruyen de inmediato. Además del comportamiento habitual de los muros, \\\"abramacabra\\\" ataca automáticamente a un enemigo por turno.", + "STATUS_INFLATED_NAME": "Crecimiento", + "STATUS_DEFLATED_NAME": "Decrecimiento", + "STATUS_INFLATED_DESCRIPTION": "Los personajes que tengan aplicado \\\"crecimiento\\\" verán aumentar sus atributos ofensivos y defensivos, al tiempo que su evasión se reduce de forma significativa.", + "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", + "UI_TIMER_CHEATED": "{timer} (con trucos)", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "Los personajes que tengan aplicado \\\"decrecimiento\\\" verán aumentar su evasión de forma significativa, pero se reducirán sus atributos ofensivos y defensivos.", + "UI_CHEATS_ENABLED": "Se activó el menú de trucos", + "UI_BUTTON_NO": "No", + "UI_BUTTON_YES": "Sí", + "UI_CHEATS_DISABLED": "Se desactivó el menú de trucos", + "UI_BUTTON_OK": "Aceptar", + "UI_BUTTON_CANCEL": "Cancelar", + "UI_BUTTON_BACK": "Atrás", + "UI_LOADING": "Cargando…", + "UI_BUTTON_CONTINUE": "Continuar", + "UI_BUTTON_EXIT": "Salir", + "UI_BUTTON_CLOSE": "Cerrar", + "UI_BUTTON_SUBMIT": "Enviar", + "UI_BUTTON_SAVE_CHANGES": "Aplicar y guardar cambios", + "UI_LOADING_WORLD_BOUNDARY": "Cargando el resto del mundo…", + "UI_LOADING_PROGRESS": "Cargando escena {0}/{1}…", + "UI_LOADING_PREPARE_PROGRESS": "Preparando escena {0}/{1}…", + "UI_LOADING_SHADER_PROGRESS": "Guardando materiales en el caché {0}/{1}…", + "UI_BATTLE_FIGHT_BUTTON": "Luchar", + "UI_BATTLE_ITEM_BUTTON": "Objeto", + "UI_BATTLE_SWITCH_BUTTON": "Cambiar", + "UI_BATTLE_FLEE_BUTTON": "Huir", + "UI_BATTLE_RECORD_BUTTON": "Grabar", + "UI_BATTLE_INSPECT_BUTTON": "Efectos de estado", + "UI_BATTLE_FUSE_BUTTON": "¡Fusión!", + "UI_BATTLE_UNFUSE_BUTTON": "Deshacer la fusión", + "UI_BATTLE_FUSE_BUTTON_ALREADY_FUSING": "Fusión…", + "UI_BATTLE_FUSE_BUTTON_NOT_READY": "-Fusión-", + "UI_BATTLE_FLEE_CHANCE": "{0} %", + "UI_BUTTON_MOVE_PASSIVE": "Pasiva", + "UI_BATTLE_FUSION_METER": "-Fusión-", + "UI_BATTLE_STATUS_EFFECT_TOOLTIP": "{status_effect} ({amount})", + "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Esta especie no está en tu bestiario.", + "BATTLE_TITLE_ARCHANGEL": "Arcángel", + "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", + "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Los refuerzos disponibles para el equipo rival.", + "BATTLE_ADJECTIVE_TEAM1.n": "{name} (enemigue{disambiguator})", + "BATTLE_ADJECTIVE_TEAM1.m": "{name} (enemigo{disambiguator})", + "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.f": "{name} (enemiga{disambiguator})", + "BATTLE_ADJECTIVE_ARCHANGEL.m": "Arcángel {name}{disambiguator}", + "BATTLE_ADJECTIVE_ARCHANGEL.f": "Arcángel {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.f": "¡{0} se transformó en {1}!", + "BATTLE_ADJECTIVE_ARCHANGEL.n": "Arcángel {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.m": "Guarda {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.f": "Guarda {name}{disambiguator}", + "BATTLE_ADJECTIVE_RANGER.n": "Guarda {name}{disambiguator}", + "BATTLE_TAPE_SWITCHED.m": "¡{0} se transformó en {1}!", + "BATTLE_FAILED": "¡No funcionó!", + "BATTLE_FAILED_SLEEP": "¡Está durmiendo!", + "BATTLE_TAPE_SWITCHED.n": "¡{0} se transformó en {1}!", + "BATTLE_DIED.f": "{0} se murió…", + "BATTLE_DIED.m": "{0} se murió…", + "BATTLE_DIED.n": "{0} se murió…", + "BATTLE_TAPE_DEFEATED.f": "¡A {0} se le rompió la cinta!", + "BATTLE_RESURRECTED.m": "¡pero \\\"{cause}\\\" lo devolvió a la vida!", + "BATTLE_DEFEATED.f": "¡{0} fue derrotada!", + "BATTLE_RESURRECTED.n": "¡pero \\\"{cause}\\\" le devolvió a la vida!", + "BATTLE_RESURRECTED.f": "¡pero \\\"{cause}\\\" la devolvió a la vida!", + "BATTLE_DEFEATED.m": "¡{0} fue derrotado!", + "BATTLE_DEFEATED.n": "¡{0} fue derrotade!", + "BATTLE_DEFEATED_NO_TAPES.f": "¡A {0} ya no le quedan cintas!", + "BATTLE_DEFEATED_NO_TAPES.n": "¡A {0} ya no le quedan cintas!", + "BATTLE_DEFEATED_NO_TAPES.m": "¡A {0} ya no le quedan cintas!", + "BATTLE_TAPE_DEFEATED.m": "¡A {0} se le rompió la cinta!", + "BATTLE_TAPE_DEFEATED.n": "¡A {0} se le rompió la cinta!", + "BATTLE_GHOST_DEFEATED.m": "{0} se desvaneció…", + "BATTLE_SUMMON_DEFEATED.n": "¡{0} abandonó el combate!", + "BATTLE_SUMMON_DEFEATED.f": "¡{0} abandonó el combate!", + "BATTLE_SUMMON_DEFEATED.m": "¡{0} abandonó el combate!", + "BATTLE_GHOST_DEFEATED.f": "{0} se desvaneció…", + "BATTLE_VICTORY": "¡VICTORIA!", + "BATTLE_GHOST_DEFEATED.n": "{0} se desvaneció…", + "BATTLE_WON": "¡Ganaste el combate!", + "BATTLE_LOST": "Perdiste el combate.", + "BATTLE_FLEE_CONFIRM": "¿Seguro que quieres huir?", + "BATTLE_FLEE_FAILED": "¡No puedes huir!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "¡No puedes huir!\\n¿Quieres teletransportarte a Villapuerto? Perderás algunos objetos.", + "BATTLE_FLED": "Huiste del combate.", + "BATTLE_EXP_POINTS": "¡Tu equipo obtuvo {0} puntos de experiencia!", + "BATTLE_TARGET_TEAM0": "Tu equipo", + "UI_CHARACTER_LEVEL": "Nv. {0}", + "BATTLE_TARGET_TEAM1": "El equipo contrario", + "UI_CHARACTER_LEVEL_LONG": "Nivel {0}", + "UI_CHARACTER_ABILITIES_HEADING": "Habilidades", + "UI_CHARACTER_ABILITY_UNKNOWN": "¿¿??", + "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Cinta favorita:", + "BATTLE_FUSING": "¡El corazón de {0} y el de {1} laten al unísono!", + "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10 % a todos los atributos cuando se transforma en {species} o en una evolución suya.", + "BATTLE_FUSED": "¡{0} y {1} se fusionaron y ahora son {2}!", + "BATTLE_UNFUSING": "¡{0} y {1} perdieron la sincronía!", + "BATTLE_TOAST_SPLASH": "ECO", + "BATTLE_TOAST_CRIT": "CRÍTICO", + "BATTLE_TOAST_MISSED": "FALLO", + "BATTLE_TOAST_BLOCKED": "EFECTO BLOQUEADO", + "BATTLE_TOAST_NO_EFFECT": "SIN EFECTO", + "BATTLE_TOAST_AP": "PA", + "BATTLE_TOAST_INTERCEPTED": "INTERCEPTADO", + "BATTLE_TOAST_RECORD_CHANCE": "PROBABILIDAD:\\n", + "UI_BATTLE_TAPE_IN_USE": "En uso", + "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", + "BATTLE_REACTION_TUTORIAL_TITLE": "Tutorial: {reaction_name}", + "STAT_max_hp": "PV máximos", + "MAX_STAMINA_INCREASE": "¡Tu resistencia aumentó en un {increase_percent} %!\\nAhora puedes planear durante {total} segundos.", + "STAT_melee_defense": "Defensa cuerpo a cuerpo", + "STAT_melee_attack": "Ataque cuerpo a cuerpo", + "STAT_ranged_attack": "Ataque a distancia", + "STAT_ranged_defense": "Defensa a distancia", + "STAT_speed": "Velocidad", + "STAT_accuracy": "Precisión", + "STAT_evasion": "Evasión", + "STAT_max_ap": "PA máximos", + "STAT_move_accuracy": "Precisión", + "STAT_move_slots": "Espacios para movimientos", + "STAT_damage": "Daño", + "STAT_move_splash_damage": "Eco del daño", + "STAT_move_effect_chance": "Probabilidad de efecto", + "STAT_move_crit_damage": "Daño de los críticos", + "STAT_move_crit_rate": "Probabilidad de crítico", + "STAT_exp": "Puntos de experiencia", + "STAT_priority_chance": "Probabilidad de prioridad", + "SHORT_NAME_max_hp": "PV máx.", + "SHORT_NAME_melee_attack": "ATQ c.", + "SHORT_NAME_melee_defense": "DEF c.", + "SHORT_NAME_ranged_attack": "ATQ d.", + "SHORT_NAME_ranged_defense": "DEF c.", + "SHORT_NAME_speed": "VEL", + "UI_PARTY_CHECK_TAPE": "Observar la cinta", + "UI_PARTY_CHECK_CHARACTER": "Revisar a {name}", + "UI_PARTY_TRANSFORM": "Transformarse", + "UI_PARTY_SWAP_TAPE": "Cambiar la cinta", + "UI_PARTY_USE_ITEM": "Usar objeto", + "UI_PARTY_PUT_AWAY": "Enviar a la colección", + "UI_PARTY_NO_MOVES": "No hay calcomanías", + "UI_PARTY_TAPE_WAS_PUT_AWAY": "\\\"{tape_name}\\\" se envió a la colección.", + "UI_PARTY_TAPE_COLLECTION": "Colección de cintas", + "UI_PARTY_MOVE_LIST_OVERFLOW": "Y más movimientos ({n}).", + "UI_PARTY_STATS_CHARACTER": "Forma humana", + "UI_PARTY_STATS_FORM": "Multiplicador de atributos por forma", + "UI_PARTY_STICKERS": "Calcomanías", + "UI_PARTY_STATS_COMBINED": "Tras transformarse", + "UI_PARTY_BOOTLEG": "Pirata", + "UI_PARTY_EMPTY_STICKER_SLOT": "- Espacio vacío -", + "UI_PARTY_APPLY_STICKER": "Poner esta calcomanía", + "UI_PARTY_PEEL_STICKER": "Quitar una calcomanía", + "UI_PARTY_REPLACE_STICKER": "Sustituir una calcomanía", + "UI_PARTY_STICKER_PEELED_DROPPED": "“{move_name}” se ha tirado al suelo porque no te queda espacio en el inventario.", + "UI_PARTY_REPLACE_STICKER_CONFIRM": "¿Quieres sustituir \\\"{old_move}\\\" por \\\"{new_move}\\\"?", + "UI_PARTY_EDIT_STICKERS": "Ver o modificar movimientos", + "UI_PARTY_STICKER_PEELED": "Se envió \\\"{move_name}\\\" a la pestaña de calcomanías de tu inventario.", + "UI_PARTY_RENAME_TAPE": "Cambiar el nombre", + "UI_TAPE_COLLECTION_CATEGORY_PARTY": "Equipo", + "UI_PARTY_RENAME_TAPE_TITLE": "Cambiar el nombre a \\\"{0}\\\"", + "UI_PARTY_BESTIARY": "Ver la entrada del bestiario", + "UI_TAPE_COLLECTION_CATEGORY_NUMBER": "Colección (por número)", + "UI_TAPE_COLLECTION_CATEGORY_NAME": "Colección (por nombre)", + "UI_TAPE_COLLECTION_CATEGORY_BOOTLEG": "Colección (cintas piratas)", + "UI_TAPE_COLLECTION_CATEGORY_FAVORITES": "Colección (cintas favoritas)", + "UI_TAPE_COLLECTION_CATEGORY_TYPE": "Colección ({type})", + "UI_TAPE_COLLECTION": "Colección de cintas", + "UI_TAPE_COLLECTION_ADD_TO_PARTY": "Añadir al equipo", + "UI_TAPE_COLLECTION_FAVORITE": "Marcar como favorita", + "UI_TAPE_COLLECTION_RECYCLE": "Reciclar", + "UI_TAPE_COLLECTION_UNFAVORITE": "Quitar de las favoritas", + "UI_TAPE_COLLECTION_PEEL_STICKERS": "Quitar las calcomanías", + "UI_TAPE_COLLECTION_STICKERS_PEELED": "Las calcomanías de \\\"{tape_name}\\\" regresaron a tu inventario.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_NO_SPACE": "Algunas de las calcomanías de tu cinta de “{tape_name}” no se pudieron quitar porque no te quedaba espacio en el inventario.", + "UI_TAPE_COLLECTION_STICKERS_PEELED_DROPPED": "Algunas de las calcomanías de tu cinta de “{tape_name}” se han tirado al suelo porque no te quedaba espacio en el inventario.", + "UI_TAPE_COLLECTION_RECYCLE_CONFIRM": "¿Seguro que quieres reciclar \\\"{tape_name}\\\"? Eso la eliminará de forma permanente de tu colección.", + "UI_TAPE_COLLECTION_EMPTY": "No hay cintas.", + "UI_LOAD_FILE_LOADING": "Revisando…", + "UI_LOAD_FILE_EMPTY": "Archivo vacío", + "UI_LOAD_FILE_INVALID": "Archivo dañado", + "UI_LOAD_FILE_SAVED_DATETIME": "Guardado por última vez a las {hour}:{minute}:{second} del {day}-{month}-{year}", + "UI_LOAD_FILE_SAVED_DATETIME_GAME_OVER": "Tu personaje murió a las {hour}:{minute}:{second} del {day}-{month}-{year}", + "UI_LOAD_FILE_PLAY_TIME": "{hours}:{minutes}:{seconds}", + "UI_LOAD_FILE_NEW_GAME": "Partida nueva", + "UI_LOAD_FILE_CONTINUE_GAME": "Cargar partida", + "UI_LOAD_FILE_ERASE": "Borrar", + "UI_LOAD_FILE_CUSTOM_GAME": "Partida personalizada", + "UI_PAUSE_MAP_BTN": "Mapa", + "UI_PAUSE_PARTY_BTN": "Equipo", + "UI_PAUSE_INVENTORY_BTN": "Inventario", + "UI_PAUSE_QUEST_LOG_BTN": "Misiones", + "UI_PAUSE_BESTIARY_BTN": "Bestiario", + "UI_PAUSE_REST_BTN": "Descansar aquí", + "UI_PAUSE_SAVE_BTN": "Guardar", + "UI_PAUSE_QUIT_BTN": "Salir", + "UI_QUIT_CONFIRM": "¿Seguro que quieres salir?\\nLa última vez que guardaste fue hace {duration}.", + "UI_EVOLUTION_TITLE": "Remasterización", + "UI_QUIT_CONFIRM_SECONDS": "{num} segundo(s)", + "UI_QUIT_CONFIRM_MINUTES": "{num} minuto(s)", + "UI_SAVING": "Guardando…", + "UI_SAVING_MESSAGE": "Guardando tu progreso…", + "UI_SAVE_COMPLETE": "¡Guardado!", + "UI_SAVE_FAILED": "No se pudo guardar.", + "UI_SAVE_LOAD_FAILED": "No es posible cargar esta partida.", + "UI_SAVE_REQUIRE_FULL_VERSION": "Esta partida guardada requiere la versión completa del juego.", + "UI_SAVE_ERASE_CONFIRM": "¿Quieres borrar esta partida guardada de forma permanente?", + "UI_EVOLUTION_BUTTON": "Remasterizar", + "UI_EVOLUTION_SUBTITLE": "Haz que tus formas de monstruo evolucionen", + "UI_EVOLUTION_CONFIRM": "¿Quieres remasterizar tu cinta de \\\"{monster_name}\\\" para obtener una forma más poderosa?", + "UI_EVOLUTION_DESCRIPTION": "¡Tu cinta de \\\"{evolved_from}\\\" se convirtió en \\\"{evolved_to}\\\"!", + "UI_EVOLUTION_SPECIALIZATION": "Elige una especialización", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "Controles", + "RELATIONSHIP_UNLOCK_FUSION.n": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañere!", + "RELATIONSHIP_LEVEL_UP": "Nivel de relación {level}", + "RELATIONSHIP_UNLOCK_FUSION.m": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañero!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "¡Ahora puedes usar \\\"Poder de la fusión\\\" cuando te fusiones con {name}!", + "RELATIONSHIP_UNLOCK_FUSION.f": "¡Ahora puedes hacer fusiones con {name} durante los combates normales cuando sea tu compañera!", + "RELATIONSHIP_FUSION_STRENGTH.m": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", + "RELATIONSHIP_FUSION_STRENGTH.n": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.f": "¡Ahora puedes usar \\\"Poder de la fusión\\\" cuando te fusiones con {name}!", + "RELATIONSHIP_UNLOCK_FUSION_POWER.n": "¡Ahora puedes usar \\\"Poder de la fusión\\\" cuando te fusiones con {name}!", + "RELATIONSHIP_FUSION_STRENGTH.f": "¡Ahora tus fusiones con {name} serán un {added_strength} % más poderosas!", + "UI_QUEST_NEW": "Misión nueva:", + "UI_QUEST_UPDATE": "Misión actualizada:", + "UI_QUEST_COMPLETE": "¡Misión cumplida!", + "UI_QUEST_NEW_VIEW_LOG": "Ver misiones", + "PARTNER_SWAP_CONFIRM.m": "¿Quieres llevarte a {name}?", + "PARTNER_UNLOCKED_TITLE.m": "Desbloqueaste a:", + "PARTNER_SWAP_CONFIRM.n": "¿Quieres llevarte a {name}?", + "PARTNER_SWAP_CONFIRM.f": "¿Quieres llevarte a {name}?", + "PARTNER_UNLOCKED.m": "¡Ahora formas equipo con {name}!", + "PARTNER_UNLOCKED_TITLE.n": "Desbloqueaste a:", + "PARTNER_UNLOCKED_TITLE.f": "Desbloqueaste a:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} volvió al Café Gramófono.", + "UI_EXCHANGE": "Comerciar", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} volvió al Café Gramófono.", + "PARTNER_UNLOCKED.n": "¡Ahora formas equipo con {name}!", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} volvió al Café Gramófono.", + "PARTNER_UNLOCKED.f": "¡Ahora formas equipo con {name}!", + "UI_CAMPING_REST": "Descansar", + "UI_EXCHANGE_PRICE": "Precio", + "UI_EXCHANGE_RESOURCES": "Tus recursos", + "OBTAINED_TAPE": "¡Obtuviste una cinta de \\\"{tape_name}\\\"!", + "ABILITY_UNLOCKED": "¡Obtuviste la habilidad \\\"{ability}\\\"!", + "UI_MAP_UNKNOWN_FEATURE": "¿¿??", + "ABILITY_glide": "Planeo polillesco", + "ABILITY_UNLOCKED_glide": "¡Ahora puedes mantener presionado {control.jump} para planear y cubrir distancias largas!\\nTen en cuenta que eso consume tu resistencia.", + "UI_TAPES_REPAIRED": "¡Arreglaste tus cintas rotas!", + "UI_MAP_YOUR_LOCATION": "Tu ubicación", + "UI_MAP_FAST_TRAVEL_CONFIRM": "¿Quieres viajar a {location}?", + "UI_MAP_FAST_TRAVEL_DISALLOWED": "No puedes teletransportarte desde aquí.", + "UI_BESTIARY_SEEN_COUNT": "Vistos: {num}/{total}", + "UI_BESTIARY_RECORDED_COUNT": "Grabados: {num}/{total}", + "UI_BESTIARY_FORMED_COUNT": "Fusiones: {num}/{total}", + "UI_BESTIARY_COMPLETION_PERCENT": "{percent} %", + "UI_BESTIARY_UNKNOWN_SPECIES": "¿¿??", + "UI_BESTIARY_SORT_BY_NAME": "Ordenar por nombre", + "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Ver monstruos", + "UI_BESTIARY_SORT_BY_NUMBER": "Ordenar por número", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Ver fusiones", + "UI_BESTIARY_INFO_SPECIES_NUMBER": "N.º {num}", + "UI_BESTIARY_INFO_TAB_BIO": "Descripción {n}", + "UI_BESTIARY_INFO_TAB_LOCATION": "Hábitat", + "UI_BESTIARY_INFO_TAB_STATS": "Atributos", + "UI_BESTIARY_INFO_UNLOCK_BIO2": "Sube la cinta de este monstruo a cinco estrellas para desbloquear más información.", + "UI_BESTIARY_INFO_UNLOCK_BIO1": "Graba a este monstruo para desbloquear más información.", + "UI_BESTIARY_INFO_TAB_BOOTLEGS_NO_DATA": "Piratas", + "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Piratas: {num}/{total}", + "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Derrota a este monstruo para desbloquear más información.", + "UI_BESTIARY_INFO_TAB_NUM": "{tab} / {count}", + "UI_BESTIARY_INFO_STATS_DEFEATED": "Derrotados:", + "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Encontrados:", + "UI_BESTIARY_INFO_STATS_RECORDED": "Grabados:", + "UI_BESTIARY_INFO_STATS_FORMED": "Fusiones:", + "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Ver en el mapa", + "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Hábitat desconocido.", + "UI_BESTIARY_INFO_LOCATION_KNOWN": "Se puede encontrar en:", + "UI_BESTIARY_INFO_LOCATION_MAP_FEATURE": "Hábitat de los {species_name}", + "UI_BESTIARY_INFO_NO_DATA": "No hay más información.", + "UI_BESTIARY_INFO_BIO_FUSION": "Es la fusión de un {species1} y un {species2}.", + "UI_CHARACTER_CREATION": "Creación del personaje", + "UI_CHARACTER_CREATION_INTRO": "¿Quién eres?", + "UI_CC_LABEL_NAME": "Tu nombre", + "UI_CC_LABEL_PRONOUNS": "Tus pronombres", + "UI_CC_VALUE_PRONOUN.m": "Él", + "UI_CC_VALUE_PRONOUN.f": "Ella", + "UI_CC_VALUE_PRONOUN.n": "Elle", + "UI_CC_LABEL_WINGS": "Alas", + "UI_CC_LABEL_HAIR": "Peinado", + "UI_CC_LABEL_HEAD": "Rostro", + "UI_CC_LABEL_LEGS": "Parte inferior", + "UI_CC_LABEL_BODY": "Parte superior", + "UI_CC_LABEL_BODY_COLOR_1": "Color de la parte superior 1", + "UI_CC_LABEL_BODY_COLOR_2": "Color de la parte superior 2", + "UI_CC_LABEL_EYE_COLOR": "Color de los ojos", + "UI_CC_LABEL_FACE_ACCESSORY_COLOR": "Color del complemento del rostro", + "UI_CC_LABEL_FAVORITE_COLOR": "Color favorito", + "UI_CC_LABEL_HAIR_ACCESSORY_COLOR": "Color del complemento del cabello", + "UI_CC_LABEL_HAIR_COLOR": "Color del cabello", + "UI_CC_LABEL_SHOE_COLOR": "Color de los zapatos", + "UI_CC_LABEL_LEGS_COLOR": "Color de la parte inferior", + "UI_CC_VALUE_wings_generic": "Antifolilla", + "UI_CC_LABEL_SKIN_COLOR": "Color de la piel", + "UI_CC_RANDOMIZE": "Al azar", + "UI_CC_VALUE_wings_kuneko": "Kuneko", + "UI_CC_VALUE_wings_sirenade": "Sirenata", + "UI_CC_VALUE_wings_rockertrice": "Rockatriz", + "UI_CC_VALUE_wings_averevoir": "Averevoir", + "UI_CC_VALUE_wings_umbrahella": "Paragombra", + "UI_CC_VALUE_wings_jetpack1": "Mochila propulsora 1", + "UI_CC_VALUE_wings_jetpack2": "Mochila propulsora 2", + "UI_CC_VALUE_wings_booster": "Propulsores", + "UI_CC_VALUE_wings_davinci": "Da Vinci", + "UI_CC_VALUE_wings_devil": "Demonio", + "UI_CC_VALUE_wings_fairy": "Hada", + "UI_CC_VALUE_wings_glider": "Ala delta", + "UI_CC_VALUE_wings_cape": "Capa", + "UI_CC_VALUE_hair_short": "Hacia un lado", + "UI_CC_VALUE_hair_bow1": "Coleta alta", + "UI_CC_VALUE_hair_quiff": "Tupé", + "UI_CC_VALUE_hair_hairtie": "Recogido con banda", + "UI_CC_VALUE_hair_afro1": "Afro bajo", + "UI_CC_VALUE_hair_afro2": "A cepillo", + "UI_CC_VALUE_hair_bun1": "Moño alto 1", + "UI_CC_VALUE_hair_bun2": "Moño alto 2", + "UI_CC_VALUE_hair_bun3": "Doble moño", + "UI_CC_VALUE_hair_neat1": "Formal", + "UI_CC_VALUE_hair_long1": "Largo con fleco", + "UI_CC_VALUE_hair_headband1": "Mullet", + "UI_CC_VALUE_hair_headband2": "Despeinado", + "UI_CC_VALUE_hair_bald": "Calva", + "UI_CC_VALUE_hair_bob1": "Corte medio (liso)", + "UI_CC_VALUE_hair_bob2": "Corte medio (ondulado)", + "UI_CC_VALUE_hair_headscarf1": "Pañuelo", + "UI_CC_VALUE_hair_cultist1.m": "A lo sectario", + "UI_CC_VALUE_hair_cultist1.f": "A lo sectario", + "UI_CC_VALUE_hair_cultist1.n": "A lo sectario", + "UI_CC_VALUE_hair_flower1": "Hippy", + "UI_CC_VALUE_hair_hat1": "Rizos y sombrero", + "UI_CC_VALUE_hair_dreadlocks1": "Rastas", + "UI_CC_VALUE_hair_dreadlocks2": "Rastas cortas", + "UI_CC_VALUE_hair_straight1": "De hongo", + "UI_CC_VALUE_hair_mullet1": "Mullet", + "UI_CC_VALUE_hair_hardhat1": "Casco de obrero", + "UI_CC_VALUE_hair_braid1": "Trenza larga", + "UI_CC_VALUE_hair_sharp1": "Fleco marcado", + "UI_CC_VALUE_hair_balding": "Entradas", + "UI_CC_VALUE_hair_cat1": "Diadema de gatito", + "UI_CC_VALUE_hair_moonstone": "Moonstone", + "UI_CC_VALUE_hair_magikrab": "Gorro de magikangrejo", + "UI_CC_VALUE_head_generic": "Nada", + "UI_CC_VALUE_head_glasses_1": "Anteojos", + "UI_CC_VALUE_head_makeup1": "Sombra de ojos", + "UI_CC_VALUE_head_makeup2": "Pintura facial", + "UI_CC_VALUE_head_beard1": "Barba 1", + "UI_CC_VALUE_head_beard2": "Barba 2", + "UI_CC_VALUE_head_mask1": "Mascarilla", + "UI_CC_VALUE_head_visor1": "Visor", + "UI_CC_VALUE_head_grumpy": "Mal humor", + "UI_CC_VALUE_body_sweater1": "Suéter", + "UI_CC_VALUE_body_tshirt1": "Camiseta 1", + "UI_CC_VALUE_body_tshirt2": "Camiseta 2", + "UI_CC_VALUE_body_jacket": "Chaqueta 1", + "UI_CC_VALUE_body_jacket2": "Chaqueta 2", + "UI_CC_VALUE_body_jacket3": "Chaleco", + "UI_CC_VALUE_body_jacket4": "Chaqueta 3", + "UI_CC_VALUE_body_cultist1.m": "Sectario", + "UI_CC_VALUE_body_cultist1.f": "Sectaria", + "UI_CC_VALUE_body_cultist1.n": "Sectarie", + "UI_CC_VALUE_body_dress1": "Vestido retro", + "UI_CC_VALUE_body_apron1": "Delantal", + "UI_CC_VALUE_body_vest1": "Camiseta de tirantes", + "UI_CC_VALUE_legs_generic": "Pantalones largos", + "UI_CC_VALUE_body_poncho1": "Poncho", + "UI_CC_VALUE_body_moonstone": "Moonstone", + "UI_CC_VALUE_legs_shorts1": "Pantalones cortos", + "UI_CC_VALUE_legs_skirt1": "Falda", + "UI_CC_VALUE_legs_moonstone": "Moonstone", + "UI_CC_VALUE_hair_bansheep": "Gorro de beenshee", + "UI_CC_VALUE_hair_candevil": "Gorro de diablamelo", + "UI_CC_VALUE_hair_traffikrab": "Gorro de trafikangrejo", + "UI_CC_VALUE_hair_springheel": "Gorro de botajack", + "UI_CC_VALUE_legs_pombomb": "Pantalones de pomebomba", + "UI_CC_VALUE_body_pombomb": "Poncho de pomebomba", + "UI_CC_VALUE_hair_cap1": "Gorra", + "UI_CC_VALUE_hair_cap2": "Gorra antigua", + "UI_CC_VALUE_hair_twintails": "Coletas", + "UI_CC_VALUE_hair_bow2": "Lazo y flequillo", + "UI_CC_VALUE_hair_fox1": "Orejas de zorro", + "UI_CC_VALUE_hair_windswept": "Al viento", + "UI_CC_VALUE_hair_goggles1": "Pinchos y gafas", + "UI_CC_VALUE_hair_mohawk1": "Cresta a un lado", + "UI_CC_VALUE_hair_flower2": "Flor y flequillo", + "UI_CC_VALUE_hair_beret1": "Boina", + "UI_CC_VALUE_head_glasses2": "Gafas redondas", + "UI_CC_VALUE_body_jacket5": "Gabardina", + "UI_CC_VALUE_body_vest2": "Camiseta corta", + "UI_CC_VALUE_legs_boots1": "Botas altas", + "UI_LOADING_FLUFF_2": "Devolviéndole la chaqueta a un brincagarras…", + "UI_LOADING_FLUFF_4": "Vigilando a un bandolupín…", + "UI_LOADING_FLUFF_1": "Acechando a un botajack…", + "UI_LOADING_FLUFF_3": "Afilando las garras de un destripaterrores…", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "HEADSTRONG COMING BACK AT YOU TWICE AS GREATER THAN YOU HAD THOUGHT AND I KNOW THE FEELING THAT YOU GET WHEN YOU'RE NEVER NOT QUITE ALONE AND I TOLD YOU TO TAKE NO FURTHER STEPS THAN YOU HAVE TOWARDS ME YOU\\'LL SEE IT\\'S THE SAME OLD STORY", + "UI_LOADING_FLUFF_5": "Alimentando a un criminampiro…", + "UI_LOADING_FLUFF_6": "Evitando que un macabra se acerque a las cabras…", + "UI_LOADING_FLUFF_8": "Reparando la lanza de un escuderazado…", + "UI_LOADING_FLUFF_7": "Puliendo el cráneo de un folclorrible…", + "UI_LOADING_FLUFF_14": "Dándole un bastón de caramelo a un krampuñón…", + "UI_LOADING_FLUFF_9": "Armando caballero a un palangolín…", + "UI_LOADING_FLUFF_10": "Encendiendo la mecha de un pomebomba…", + "UI_LOADING_FLUFF_11": "Recargando un velocirrifle…", + "UI_LOADING_FLUFF_12": "Recargando un artillerrex…", + "UI_LOADING_FLUFF_13": "Pintándole la máscara a un elfolfo…", + "UI_LOADING_FLUFF_16": "Colocando un pararrayos para atraer un chispartano…", + "UI_LOADING_FLUFF_15": "Cargando un rayono…", + "NEW_GAME_INTRO_QUOTE_1": "\\\"Ya galopa el caballero y cruza el reino,\\nrumbo a los bosques de Wirral, donde pocos lugares hay\\namados por Dios u hombres de buena voluntad\\\".", + "UI_LOADING_FLUFF_17": "Sintonizando un gatitele…", + "UI_LOADING_FLUFF_18": "Preparándonos para el corvocalipsis…", + "UI_LOADING_FLUFF_19": "Regulando el trafikangrejo…", + "UI_LOADING_FLUFF_20": "Esquivando los langostáculos…", + "UI_LOADING_FLUFF_21": "Soplando un dienteleón para pedir un deseo…", + "UI_LOADING_FLUFF_22": "Regando un florifauces…", + "UI_LOADING_FLUFF_23": "Pintando un champincel…", + "UI_LOADING_FLUFF_24": "Admirando el arte de un fungogh…", + "UI_LOADING_FLUFF_25": "Dándole cuerda a un relojsley…", + "UI_LOADING_FLUFF_26": "Decorando un saltalabaza…", + "UI_LOADING_FLUFF_28": "Diciendo adiós a un averevoir…", + "UI_LOADING_FLUFF_27": "Vistiendo a un braxaje…", + "UI_LOADING_FLUFF_29": "Observando a un todolové…", + "UI_LOADING_FLUFF_30": "Luchando contra los cubinvasores…", + "UI_LOADING_FLUFF_31": "Boxeando con un lobancho…", + "UI_LOADING_FLUFF_32": "Cocinando en un broncaldero…", + "UI_LOADING_FLUFF_33": "Resucitando un peonomuerto…", + "UI_LOADING_FLUFF_34": "Escuchando el sermón de un alfisqueleto…", + "UI_LOADING_FLUFF_36": "Haciendo una reverencia a un reinónice…", + "UI_LOADING_FLUFF_35": "Jurando lealtad a un reyliche…", + "UI_LOADING_FLUFF_38": "Invocando un yinntonic…", + "UI_LOADING_FLUFF_37": "Poniendo a prueba la indestructibilidad de un astrordígrado en el espacio…", + "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain y el caballero verde,\\nAutor desconocido, siglo XIV", + "CAMPING_CONFIRM": "¿Quieres acampar aquí?", + "CAFE_CAMPING_CONFIRM": "¿Quieres tomarte un descanso aquí?", + "UI_INVENTORY_TAB_CATEGORY_SIZE_LIMIT": "Calcomanías únicas: {stacks}. Máximo: {maximum}", + "UI_INVENTORY_TAB_TITLE_PAGED": "{category} (página {page} de {page_count})", + "UI_INVENTORY_TAB_TITLE": "{category}", + "UI_INVENTORY_SORT": "Ordenar", + "UI_INVENTORY_FILTER": "Filtrar", + "UI_INVENTORY_FILTER_APPLIED": "Filtros: {num}", + "UI_INVENTORY_BULK_RECYCLE_CONFIRM": "Esto eliminará permanentemente todas las calcomanías de tu inventario que coincidan con los filtros que hayas aplicado. ¿Seguro que quieres hacerlo? Número de calcomanías únicas: {stacks}. Número total de calcomanías: {total}.", + "UI_INVENTORY_BULK_RECYCLE": "Reciclar todo", + "UI_INVENTORY_FILTER_NAME": "Nombre", + "UI_INVENTORY_FILTER_RARITY": "Frecuencia:", + "UI_INVENTORY_FILTER_RARITY_ALL": "Todol", + "UI_INVENTORY_FILTER_RARITY_COMMON": "Comunes", + "UI_INVENTORY_FILTER_RARITY_UNCOMMON": "Poco frecuentes", + "UI_INVENTORY_FILTER_RARITY_RARE": "Inusuales", + "UI_INVENTORY_FILTER_CATEGORY": "Categoría", + "UI_INVENTORY_FILTER_CATEGORY_ALL": "Todol", + "UI_INVENTORY_FILTER_TYPE": "Tipo elemental", + "UI_INVENTORY_FILTER_TYPE_ALL": "Todol", + "UI_INVENTORY_FILTER_TYPE_TYPELESS": "Sin tipo", + "UI_QUEST_LOG_CATEGORY_QUESTS": "Misiones", + "UI_QUEST_LOG_CATEGORY_RUMORS": "Rumores", + "UI_QUEST_LOG_CATEGORY_ACHIEVEMENTS": "Logros", + "UI_QUEST_LOG_NO_QUESTS": "No hay misiones.", + "UI_QUEST_LOG_NO_RUMORS": "No hay rumores.", + "UI_QUEST_LOG_SECTION_MAIN": "Misiones principales", + "UI_QUEST_LOG_SECTION_SIDE": "Misiones secundarias", + "UI_QUEST_LOG_SECTION_OTHER": "Otros", + "UI_QUEST_LOG_SECTION_COMPLETED": "Cumplidas", + "UI_QUEST_LOG_SECTION_ACHIEVED": "Logros desbloqueados: {0}/{1}", + "UI_QUEST_LOG_SECTION_UNACHIEVED": "Logros bloqueados", + "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Logro secreto n.º {0}.", + "UI_QUEST_LOG_VIEW_BUTTON": "Ver el mapa", + "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", + "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "¿¿??", + "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Escuchar la canción", + "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Ver la tarjeta", + "UI_QUEST_TIMER": "Minutos durante los que será válido: {minutes}.", + "UI_QUEST_LOG_TRACK_BUTTON": "Seguir", + "UI_QUEST_LOG_UNTRACK_BUTTON": "Dejar de seguir", + "UI_QUEST_TRACKER_RUMOR": "Rumor: {quest_title}", + "NOTIFICATION_ACHIEVEMENT": "Logro desbloqueado", + "NOTICEBOARD_TITLE": "Tablero de anuncios de los guardas", + "NOTICEBOARD_LEVEL": "Nivel {level}", + "NOTICEBOARD_REMINDER_TITLE": "Aviso a todos los guardas:", + "NOTICEBOARD_REQUIREMENT_RANGER1": "Únete a los guardas y termina tu entrenamiento para tener acceso a estas misiones.", + "NOTICEBOARD_REMINDER_BODY": "¡No dejen de platicar con los habitantes del pueblo para enterarse de los rumores y que no se les pase nada por alto! ¡Ianthe no tiene tiempo para enterarse de todo en persona!", + "NOTICEBOARD_METER_LABEL": "Material fundido para subir de nivel: {amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "Misión nueva", + "NOTICEBOARD_REWARD_UNKNOWN": "¿¿??", + "NOTICEBOARD_NEXT_REWARD": "Próxima recompensa:", + "NOTICEBOARD_METER_RATIO": "Has encontrado: {amount_owned}/{total_required}", + "NOTICEBOARD_REWARD_NEW_MONSTER": "Monstruo nuevo", + "NOTICEBOARD_REWARD_ITEMS": "Objetos", + "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Acepta esta misión para saber más.", + "NOTICEBOARD_QUEST_COMPLETED": "Cumplida", + "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "No es posible aceptar esta misión en este momento. Cumple otras y vuelve más tarde.", + "NOTICEBOARD_QUEST_BUTTON_ACCEPT": "Aceptar la misión", + "NOTICEBOARD_QUEST_BUTTON_VIEW": "Ver en el menú", + "CHOOSE_STARTER_OPTION1": "De miedo.", + "CHOOSE_STARTER_TITLE": "¿Cuál es tu estética?", + "CHOOSE_STARTER_OPTION2": "De ternura.", + "TUTORIAL_DEMO1.m": "Aquí termina el demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", + "TUTORIAL_DEMO_TITLE": "¡Gracias por jugar!", + "TUTORIAL_DEMO2.f": "Puedes seguir con esta partida guardada en la versión completa del juego.", + "TUTORIAL_DEMO1.n": "Aquí termina el demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", + "TUTORIAL_DEMO1.f": "Aquí termina el demo. ¡Los integrantes de Bytten Studio deseamos que hayas disfrutado de este pequeño aperitivo!", + "TUTORIAL_DEMO_STORE_BTN": "¡Consigue la versión completa!", + "TUTORIAL_DEMO2.m": "Puedes seguir con esta partida guardada en la versión completa del juego.", + "TUTORIAL_DEMO2.n": "Puedes seguir con esta partida guardada en la versión completa del juego.", + "TUTORIAL_REMASTER_TITLE": "Tutorial: Remasterización", + "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", + "TUTORIAL_REMASTER": "Algunas cintas pueden \\\"remasterizarse\\\" cuando llegan a cinco estrellas.\\n\\nRemasterizar una cinta hace que evolucione a una forma más poderosa. Sus atributos aumentarán y aprenderá movimientos nuevos.\\n\\nAlgunas formas de monstruo solo pueden conseguirse remasterizando; en algunos casos, la cinta que consigas al remasterizar puede variar según distintas condiciones.\\n\\n¡Procura remasterizar tus cintas siempre que puedas!", + "TUTORIAL_FUSION_TITLE": "Tutorial: Fusión", + "TUTORIAL_FUSION1.f": "Cuando tus objetivos y los de tu compañero están alineados, pueden fusionarse para convertirse en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos serán al fusionarse.\\n\\nPero no descuiden la barra de fusión, porque solo podrán fusionarse cuando esté llena.", + "TUTORIAL_FUSION1.m": "Cuando tus objetivos y los de tu compañero están alineados, pueden fusionarse para convertirse en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos serán al fusionarse.\\n\\nPero no descuiden la barra de fusión, porque solo podrán fusionarse cuando esté llena.", + "TUTORIAL_FUSION1.n": "Cuando tus objetivos y los de tu compañero están alineados, pueden fusionarse para convertirse en una sola bestia más poderosa.\\n\\nCuanto mejor te lleves con tu compañero, más poderosos serán al fusionarse.\\n\\nPero no descuiden la barra de fusión, porque solo podrán fusionarse cuando esté llena.", + "TUTORIAL_FUSION2": "Como fusión conseguirán 4 PA por turno en lugar de 2, de modo que podrán usar antes sus movimientos más poderosos.\\n\\nTambién tendrán acceso a los movimientos de ambas cintas y sus atributos se sumarán.", + "TUTORIAL_RELATIONSHIPS": "Es muy importante mejorar la relación con tus amigos. Cuanto mejor sea su relación, ¡más fuertes serán al fusionarse!\\n\\nPodrás caerle mejor a tu compañero si cumples sus misiones y luchas a menudo junto a él. Cuando llegue el momento, podrán descansar en un campamento o en el café para subir el nivel de su relación.", + "TUTORIAL_RECORDING1": "Que una grabación se lleve a cabo o no es cuestión de suerte, pero hay varios factores que afectan a tu probabilidad de éxito:\\n\\n— Cuánta vida tiene el monstruo.\\n— Cuál es su nivel y la frecuencia con que aparece.\\n— Cuánto daño le causas mientras lo grabas.\\n— Cuánto daño sufre la persona que lo graba.", + "TUTORIAL_RELATIONSHIPS_TITLE": "Tutorial: Relaciones", + "TUTORIAL_RECORDING2": "Utilizar efectos de estado que amplifiquen los ataques que tengan por objetivo al monstruo que estás grabando puede ser una forma muy efectiva de aumentar el daño y, con él, tus probabilidades.\\n\\nMientras se esté grabando un monstruo, no podrá huir ni ser derrotado, de modo que no tienes que preocuparte por mantenerlo en pie.", + "TUTORIAL_RECORDING_TITLE": "Tutorial: Grabar cintas", + "TUTORIAL_TAPE_STORAGE.f": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y calcomanías.", + "TUTORIAL_TAPE_STORAGE.m": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y calcomanías.", + "TUTORIAL_TAPE_STORAGE_TITLE": "Tutorial: Colección de cintas", + "TUTORIAL_STICKERS1": "Los movimientos a los que tendrás acceso cuando uses una cinta en combate dependen de las calcomanías que haya en ella.\\n\\nPuedes darle a una cinta nuevos movimientos si le pones las calcomanías que tengas en tu inventario. Puedes quitar los movimientos que no quieras y volverán al menú en forma de calcomanía.", + "TUTORIAL_STICKERS_TITLE": "Tutorial: Calcomanías y movimientos", + "TUTORIAL_TAPE_STORAGE.n": "Cuando no hay más espacio en tu equipo, tus cintas se colocan en un compartimento especial de tu mochila. Puedes acceder a esas cintas o volver a colocarlas en tu equipo cuando estás en un campamento o en el café.\\n\\nPuedes reciclar las cintas que tengas en tu colección y ya no quieras para obtener recursos y calcomanías.", + "TUTORIAL_STICKERS2": "Las calcomanías pueden usarse tantas veces como quieras, pero solo pueden aplicarse a una cinta cada vez.\\n\\nHay varias maneras de obtenerlas:\\n\\n— Llenando las barras de experiencia de las cintas.\\n— Encontrándolas en cofres u otros lugares.\\n— Comprándoselas a algunos vendedores de Villapuerto.", + "TUTORIAL_AP2": "Cada miembro del equipo obtiene 2 PA por turno y 1 PA adicional si logran ejecutar un ataque con ventaja de tipo.\\n\\nSi usas movimientos más débiles que consuman menos PA, podrás planear tus próximos turnos y ahorrar PA para tus ataques más poderosos.", + "TUTORIAL_AP_TITLE": "Tutorial: Puntos de acción", + "TUTORIAL_AP1": "Presta atención a esos cuadrados naranja, porque son tus puntos de acción, o PA.\\n\\nLa mayoría de los movimientos requieren que gastes PA para usarlos. La cantidad de PA que cuesta usar un movimiento se indica junto a su nombre.\\n\\nSi no tienes suficientes PA para el movimiento que quieres, no podrás usarlo en ese turno.", + "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Arcángeles", + "TUTORIAL_ARCHANGEL_AP": "Al contrario que otros monstruos que consumen PA para usar sus movimientos, los arcángeles acumulan todos sus PA hasta llegar a 10.\\n\\nCuando eso ocurre, desencadenan todo ese poder al mismo tiempo para hacer un ataque angélico propio de cada uno.\\n\\nPara sobrevivir, tendrás que usar tus movimientos de forma estratégica. Solo así podrás preparar de antemano una buena defensa o derrotar al arcángel antes de que obtenga suficientes PA.", + "TUTORIAL_STATIONS1": "La teletransportación se puede activar desde la pantalla del mapa siempre que estés en exteriores.\\n\\nAl principio solo podrás teletransportarte al Café Gramófono, pero cada estación que reabras añadirá un nuevo destino a tus posibilidades.", + "TUTORIAL_STATIONS_TITLE": "Tutorial: Teletransportación y estaciones de tren", + "TUTORIAL_STATIONS2": "Se diría que las mismísimas estaciones de la Merlínea albergan seres extraños venidos de muy lejos.\\n\\nExplorar a fondo esas estaciones te puede proporcionar información y recompensas muy valiosas.", + "TYPE_CHART_ATTACKER": "Atacante:", + "TYPE_CHART_DEFENDER": "Defensor:", + "TYPE_CHART_TRANSMUTATION": "Transmutación:", + "TYPE_CHART_NO_REACTION": "No hay reacción.", + "TYPE_CHART_BUFFS": "Mejora(s):", + "TYPE_CHART_DEBUFFS": "Reducción(es):", + "TYPE_CHART_OTHER": "Otros efectos:", + "TYPE_CHART_STATUS_AMOUNT": "({amount})", + "PLATFORM_DIALOG_REQUIRE_2_TAPES": "Esto puede ser peligroso. Deberías tener al menos dos cintas disponibles antes de continuar.", + "TITLE_SCREEN_PLAY_BUTTON": "Jugar", + "TITLE_SCREEN_PRESS_BUTTON": "Presiona {control.ui_accept}", + "TITLE_SCREEN_LANGUAGE_BUTTON": "Idioma", + "TITLE_SCREEN_CREDITS_BUTTON": "Créditos", + "UI_SETTINGS": "Opciones", + "FONT_TEST_STRING": "ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0123456789\\n.,/?’;:!”%&*()_-=+×· ÁÉÍÓÚáéíóúÜüÑñ¡¿\\\"\\\"ºª'… —", + "UI_SETTINGS_GRAPHICS": "Gráficos", + "UI_SETTINGS_AUDIO": "Sonido", + "UI_SETTINGS_GAMEPLAY": "Jugabilidad", + "UI_SETTINGS_KEYBOARD": "Teclado", + "UI_SETTINGS_CONTROLLER": "Control", + "UI_SETTINGS_DEFAULTS_BUTTON": "Opciones predeterminadas", + "UI_SETTINGS_REBIND_BUTTON": "Reasignar", + "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Pantalla completa", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Sí", + "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "No", + "UI_SETTINGS_GRAPHICS_FRAMERATE": "Cuadros por segundo", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "Resolución", + "UI_SETTINGS_GRAPHICS_PRESET_0": "Baja", + "UI_SETTINGS_GRAPHICS_PRESET": "Calidad general de los gráficos", + "UI_SETTINGS_GRAPHICS_PRESET_1": "Media", + "UI_SETTINGS_GRAPHICS_PRESET_2": "Alta", + "UI_SETTINGS_GRAPHICS_PRESET_CUSTOM": "Personalizada", + "UI_SETTINGS_GRAPHICS_MODE_0": "Rendimiento", + "UI_SETTINGS_GRAPHICS_MODE": "Modo de gráficos", + "UI_SETTINGS_GRAPHICS_MODE_1": "Equilibrado", + "UI_SETTINGS_GRAPHICS_MODE_2": "Calidad", + "UI_SETTINGS_GRAPHICS_ANTIALIASING": "Antidistorsión", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_0": "Desactivada", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_1": "Multimuestreo x2", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_2": "Multimuestreo x4", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_3": "Multimuestreo x8", + "UI_SETTINGS_GRAPHICS_ANTIALIASING_4": "Multimuestreo x16", + "UI_SETTINGS_VALUE_ON": "Sí", + "UI_SETTINGS_VALUE_OFF": "No", + "UI_SETTINGS_GRAPHICS_DOF": "Desenfoque por profundidad de campo", + "UI_SETTINGS_GRAPHICS_GLOW": "Brillo", + "UI_SETTINGS_GRAPHICS_SHADOW": "Sombras del mundo", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING": "Generación del mundo", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_1": "Reducir los objetos emergentes", + "UI_SETTINGS_GRAPHICS_WORLD_STREAMING_0": "Reducir el uso del procesador", + "UI_SETTINGS_CLOSE_CONFIRM": "¿Quieres cerrar sin aplicar los cambios?", + "UI_SETTINGS_SAVED": "Tus opciones se guardaron.", + "UI_SETTINGS_AUDIO_VOLUME_Master": "Volumen general", + "UI_SETTINGS_AUDIO_VOLUME_SoundEffects": "Volumen de los efectos de sonido", + "UI_SETTINGS_AUDIO_VOLUME_Music": "Volumen de la música", + "UI_SETTINGS_AUDIO_VOLUME_Voice": "Volumen de las voces", + "UI_SETTINGS_AUTOSAVE": "Guardado automático", + "UI_SETTINGS_AUTOSAVE_ENABLED": "Activado", + "UI_SETTINGS_AUTOSAVE_DISABLED": "Desactivado", + "UI_SETTINGS_QUEST_TRACKER_ENABLED": "Activado", + "UI_SETTINGS_SHOW_TIMER": "Cronómetro contrarreloj", + "UI_SETTINGS_SHOW_TIMER_ENABLED": "Visible", + "UI_SETTINGS_SHOW_TIMER_DISABLED": "Oculto", + "UI_SETTINGS_QUEST_TRACKER": "Seguimiento de misiones en interfaz", + "UI_SETTINGS_QUEST_TRACKER_DISABLED": "Desactivado", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS": "Tutoriales de efectos de estado", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_0": "Si son nuevos", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_1": "Siempre", + "UI_SETTINGS_STATUS_EFFECT_TUTORIALS_2": "Nunca", + "UI_SETTINGS_SCREEN_SHAKE_ENABLED": "Activadas", + "UI_SETTINGS_SCREEN_SHAKE_DISABLED": "Desactivadas", + "UI_SETTINGS_SCREEN_SHAKE": "Sacudidas de pantalla", + "UI_SETTINGS_VIBRATION_ENABLED": "Activada", + "UI_SETTINGS_VIBRATION": "Vibración del control", + "UI_SETTINGS_VIBRATION_DISABLED": "Desactivada", + "UI_SETTINGS_AI_SMARTNESS": "Inteligencia de la IA", + "UI_SETTINGS_AI_SMARTNESS_EASIEST": "Tontísimos", + "UI_SETTINGS_AI_SMARTNESS_EASIER": "Muy tontos", + "UI_SETTINGS_AI_SMARTNESS_EASY": "Tontos", + "UI_SETTINGS_AI_SMARTNESS_NORMAL": "Recomendada", + "UI_SETTINGS_AI_SMARTNESS_HARD": "Listos", + "UI_SETTINGS_AI_SMARTNESS_HARDER": "Muy listos", + "UI_SETTINGS_AI_SMARTNESS_HARDEST": "Como Skynet", + "UI_SETTINGS_LEVEL_SCALING_DISABLED": "Desactivado", + "UI_SETTINGS_AI_SMARTNESS_INFO_NORMAL": "— Los humanos y los jefes eligen sus movimientos con inteligencia.\\n— Los monstruos salvajes los eligen casi de forma aleatoria.", + "UI_SETTINGS_AI_SMARTNESS_INFO_EASY": "— Los enemigos eligen sus movimientos de forma más aleatoria.", + "UI_SETTINGS_AI_SMARTNESS_INFO_HARD": "— Los enemigos eligen sus movimientos de forma más inteligente.", + "UI_SETTINGS_LEVEL_SCALING": "Adaptación del nivel", + "UI_SETTINGS_LEVEL_SCALING_EASIEST": "¡Qué aburrido!", + "UI_SETTINGS_LEVEL_SCALING_EASIER": "Muy fácil", + "UI_SETTINGS_LEVEL_SCALING_EASY": "Fácil", + "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recomendado", + "UI_SETTINGS_LEVEL_SCALING_HARD": "Difícil", + "UI_SETTINGS_LEVEL_SCALING_HARDER": "Muy difícil", + "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Te vas a hartar de entrenar", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "— La adaptación del nivel está completamente desactivada.", + "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "— Los enemigos de nivel alto lo reducen un poco para adaptarlo al tuyo.\\n— Los PNJ y jefes de nivel bajo lo aumentan, pero no mucho.", + "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "— Los enemigos de nivel alto no lo reducen para adaptarlo al tuyo.\\n— Los PNJ y jefes de nivel bajo lo aumentan para acercarlo al tuyo.", + "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "— Los enemigos de nivel alto no lo reducen para adaptarlo al tuyo.\\n— Todos los enemigos de nivel bajo lo aumentan un poco.", + "UI_SETTINGS_KEYBOARD_SECTION_MENU": "Controles en los menús", + "UI_SETTINGS_KEYBOARD_ui_accept": "Confirmar", + "UI_SETTINGS_KEYBOARD_ui_cancel": "Cancelar", + "UI_SETTINGS_KEYBOARD_ui_page_up": "Retroceder en la página", + "UI_SETTINGS_KEYBOARD_ui_page_down": "Avanzar en la página", + "UI_SETTINGS_KEYBOARD_ui_action_1": "Acción de interfaz 1", + "UI_SETTINGS_KEYBOARD_ui_action_2": "Acción de interfaz 2", + "UI_SETTINGS_KEYBOARD_ui_action_3": "Acción de interfaz 3", + "UI_SETTINGS_KEYBOARD_PROMPT_TITLE": "Reasignar \\\"{0}\\\"", + "UI_SETTINGS_KEYBOARD_SECTION_WORLD": "Controles en el juego", + "UI_SETTINGS_CONTROLLER_move": "Moverse", + "UI_SETTINGS_KEYBOARD_move_up": "Moverse arriba", + "UI_SETTINGS_KEYBOARD_move_left": "Moverse a izquierda", + "UI_SETTINGS_KEYBOARD_move_right": "Moverse a derecha", + "UI_SETTINGS_KEYBOARD_move_down": "Moverse abajo", + "UI_SETTINGS_KEYBOARD_interact": "Interactuar", + "UI_SETTINGS_KEYBOARD_jump": "Saltar", + "UI_SETTINGS_KEYBOARD_dash": "Correr", + "UI_SETTINGS_KEYBOARD_magnetism": "Electromagnetismo", + "UI_SETTINGS_KEYBOARD_climb": "Subir", + "UI_SETTINGS_KEYBOARD_pause_menu": "Mostrar el menú", + "UI_SETTINGS_KEYBOARD_map_menu": "Mostrar el mapa", + "UI_SETTINGS_KEYBOARD_party_menu": "Mostrar el equipo", + "UI_SETTINGS_KEYBOARD_inventory_menu": "Mostrar inventario", + "UI_SETTINGS_KEYBOARD_fast_mode": "Velocidad de combate x4 (mantener presionado)", + "UI_SETTINGS_KEYBOARD_PROMPT": "Presiona hasta 4 teclas para asignarlas a esta acción.", + "CONTROLLER_DISCONNECTED_PASSIVE": "Control desconectado.", + "UI_SETTINGS_KEYBOARD_INVALID": "No puedes guardar los cambios hasta haber asignado todas las acciones.", + "AUTOSPLIT_DISCONNECTED": "Se perdió la conexión con el servidor de LiveSplit.", + "AUTOSPLIT_CONNECTED": "Se estableció la conexión con el servidor de LiveSplit.", + "CONTROLLER_DISCONNECTED_MODAL": "Se desconectó el control. Vuelve a conectarlo.", + "AUTOSPLIT_CONNECTION_FAILED": "Falló la conexión con el servidor de LiveSplit.", + "AUTOSPLIT_RELOADED": "Se cargó la configuración de LiveSplit.", + "AUTOSPLIT_RELOAD_FAILED": "No se pudo cargar la configuración de LiveSplit.", + "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Controles", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Se desconectó el control", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Vuelve a conectarlo.", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "Sigue las instrucciones de Kayleigh para habilitar el modo multijugador local.", + "UNKNOWN_BESTIARY_INDEX": "¿¿??", + "UI_JOYPAD_SELECT_LOAD_FILE": "Carga una partida para empezar a jugar en modo multijugador local.", + "UI_JOYPAD_SELECT_JOIN": "Presiona {join_btn}", + "BESTIARY_INDEX_ARCHANGEL": "A{0}", + "UI_JOYPAD_SELECT_DROP_OUT": "{leave_btn} Salir", + "UI_RANGER_STAMP_CARD_FLAGCODE": "Matrícula: {0}", + "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Vuelve al menú principal para empezar a jugar con el DLC que acabas de instalar.", + "BESTIARY_INDEX_FUSION": "F{0}", + "DLC_INSTALLED_RESTART_PROMPT": "Reinicia el juego para empezar a jugar con el DLC que acabas de instalar.", + "PAGE_NUMBER": "{page}/{count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "Reinicia el juego para empezar a jugar con el contenido generado por los usuarios que acabas de instalar.", + "DLC_MOD_WARNING_TITLE": "¡Aviso para navegantes!", + "DLC_UGC_DOWNLOADING": "Descargando contenido generado por los usuarios: {num}/{total}", + "DLC_MOD_WARNING": "Elegiste ejecutar el juego con modificaciones.\\n\\nNi Bytten Studio ni Raw Fury se hacen responsables del contenido ni del funcionamiento de las modificaciones. Antes de continuar, asegúrate de que confías en los autores del contenido que instalaste.\\n\\n¡Toma precauciones y diviértete!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "Jugar con modificaciones", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "Jugar sin modificaciones", + "DLC_MOD_WARNING_DOCUMENTATION": "Documentación", + "DLC_MOD_WARNING_QUIT": "Salir", + "GEARYU_DESCRIPTION": "un lagarto hecho de ruedas dentadas", + "SALAMAGUS_LORE_1": "Los salamago son tan escurridizos como aplicados en el estudio de la piromagia y otras artes arcanas. Tienen la capacidad de escupir fuego gracias al combustible que almacenan en las membranas que tienen en la cabeza (las cuales, por cierto, los observadores distraídos tienden a confundir con grandes ojos saltones).", + "SALAMAGUS_NAME_PREFIX": "Salam", + "SALAMAGUS_NAME_SUFFIX": "mago", + "PYROMELEON_NAME_PREFIX": "Pira", + "SALAMAGUS_LORE_2": "Un mago es un individuo capaz de usar magia. Son muy habituales en la mitología y la cultura popular.", + "SALAMAGUS_DESCRIPTION": "un lagarto de cabeza triangular", + "PYROMELEON_NAME": "Piramaleón", + "PYROMELEON_NAME_SUFFIX": "amaleón", + "PYROMELEON_LORE_1": "Los piramaleón son maestros de la piromagia, capaces no solo de escupir fuego, sino también de controlarlo. A menudo se les ve mantener en equilibrio una llama en la punta de la lengua para demostrar su dominio absoluto de su elemento.", + "PYROMELEON_DESCRIPTION": "un lagarto de lengua muy larga", + "ICEPECK_LORE_2": "Los carámbanos se forman cuando el agua se congela mientras está goteando desde algún objeto. A menudo se ven en bosques y casas durante las épocas de frío, o bien durante todo el año si el clima del lugar lo permite.", + "ICEPECK_LORE_1": "Los picohielo tienen un \\\"pico\\\" con forma de carámbano que utilizan para defenderse de sus agresores. Se sabe que el pico llega a derretírseles por completo en climas más cálidos, de modo que se los encuentra casi exclusivamente en las zonas altas y frías del monte Wirral.", + "PYROMELEON_LORE_2": "\\\"Piromagia\\\" es el nombre que se da al arte de controlar y generar fuego por medios mágicos. A quien lo practica se lo conoce como \\\"piromago\\\". Existe también el concepto de \\\"piromancia\\\", que consiste en la adivinación según el color, chasquido o disposición de las llamas.", + "CRYOSHEAR_NAME_PREFIX": "Crio", + "CRYOSHEAR_NAME": "Criortador", + "ICEPECK_DESCRIPTION": "un pájaro con un carámbano por pico", + "CRYOSHEAR_NAME_SUFFIX": "ortador", + "CRYOSHEAR_DESCRIPTION": "un ser encapuchado que blande espadas de hielo", + "CRYOSHEAR_LORE_2": "\\\"Criosfera\\\" es como se conoce a las partes de la superficie terrestre en las que casi toda el agua está congelada, como, por ejemplo, los círculos polares ártico y antártico.", + "CRYOSHEAR_LORE_1": "Casi siempre se ve a los criortador empuñando las dos espadas que utilizan para atacar, hechas únicamente de hielo. Su método habitual de ataque es usarlas juntas, como si fueran unas enormes tijeras.", + "SPOOKI-ONNA_NAME": "Uuhkionna", + "SPOOKI-ONNA_NAME_PREFIX": "Uuhki", + "SPOOKI-ONNA_LORE_1": "Las leyendas dicen que los uuhkionna se aparecen a los insensatos que intentan alcanzar la cima del monte Wirral. Las historias de su avistamiento hablan de una figura femenina que invita a los escaladores a acercarse para envolverlos a continuación con un manto de niebla tan frío como letal.", + "SPOOKI-ONNA_NAME_SUFFIX": "onna", + "BOLTAM_NAME_PREFIX": "Ray", + "BOLTAM_NAME": "Rayono", + "SPOOKI-ONNA_LORE_2": "La yuki onna es un [i]yōkai[/i] (una especie de espíritu de la cultura popular japonesa). Las historias que hablan de ella son muy distintas, pero suele representarse como una mujer fantasmal a la que asocian con la nieve y las ventiscas y que, a menudo, trae sufrimiento y muerte a quienes se cruzan con ella.", + "SPOOKI-ONNA_DESCRIPTION": "una mujer hecha de niebla que da miedo", + "BOLTAM_NAME_SUFFIX": "ono", + "BOLTAM_LORE_1": "La cabeza metálica de los rayono tiene una capacidad tremenda para conducir la electricidad y absorbe de forma pasiva las corrientes eléctricas de la atmósfera. Los rayono pueden convertir esa energía en campos magnéticos que les permiten desplazarse fácilmente por tierra o aire.", + "BOLTAM_DESCRIPTION": "un ser con una bola metálica por cabeza", + "BOLTAM_LORE_2": "El magnetismo es una fuerza que se genera al desplazar cargas eléctricas. Es posible magnetizar los objetos de metal haciendo pasar por ellos corrientes eléctricas, lo cual genera un campo magnético.", + "PLASMANTLER_NAME": "Plasmasta", + "PLASMANTLER_NAME_PREFIX": "Plasma", + "PLASMANTLER_NAME_SUFFIX": "asta", + "PLASMANTLER_LORE_2": "Aunque solo percibimos los objetos metálicos como magnéticos, lo cierto es que el magnetismo afecta a todo tipo de materia. La fuerza electromagnética es uno de los componentes principales del mundo físico tal y como lo conocemos.", + "SPARKTAN_NAME": "Chispartano", + "PLASMANTLER_DESCRIPTION": "un monstruo con cabeza metálica y astas", + "PLASMANTLER_LORE_1": "Los plasmasta son la fase adulta de los rayono, una vez estos han absorbido suficiente energía eléctrica como para provocar un notable crecimiento corporal. Los campos magnéticos de los plasmasta son tan potentes que incluso son capaces de atraer y repeler materia no metálica.", + "SPARKTAN_NAME_PREFIX": "Chisp", + "SPARKTAN_LORE_1": "Los chispartano son nubes de tormenta vivientes. Sus \\\"brazos\\\" están formados por energía eléctrica concentrada y pueden alargarlos a voluntad. Prefieren vivir en zonas de gran altitud para poder, así, acumular más materia de las nubes.", + "SPARKTAN_NAME_SUFFIX": "artano", + "SPARKTAN_LORE_2": "Las nubes se forman a partir de las partículas que quedan suspendidas en la atmósfera que rodea un planeta. Las de la Tierra están formadas por la humedad del agua y tienen distinta forma según la altura y la densidad de esa humedad.", + "ZEUSTRIKE_NAME": "Rayodezeus", + "SPARKTAN_DESCRIPTION": "una nube de tormenta viviente", + "ZEUSTRIKE_NAME_PREFIX": "Rayod", + "ZEUSTRIKE_NAME_SUFFIX": "ezeus", + "ZEUSTRIKE_LORE_2": "Las tormentas eléctricas se producen cuando la fricción entre hielo y agua que se produce dentro de los cumulonimbos desplaza suficientes electrones como para generar potencia eléctrica, que puede, a continuación, desplazarse en trayectoria descendente hasta llegar al suelo.", + "ZEUSTRIKE_LORE_1": "Es frecuente que dos rayodezeus se batan en duelo y, cuando ocurre, el choque de sus rayos entre las nubes es idéntico a una tormenta eléctrica común.", + "ZEUSTRIKE_DESCRIPTION": "una nube que lleva un yelmo", + "KITTELLY_NAME_PREFIX": "Gatit", + "KITTELLY_NAME": "Gatitele", + "KITTELLY_LORE_1": "La única forma que tienen los gatitele de comunicarse es a través de las interferencias que se producen en la televisión que tienen por \\\"rostro\\\". Sus mensajes son difíciles de descifrar y, a menudo, eso impide que los gatitele puedan relacionarse con otros seres vivos.", + "KITTELLY_NAME_SUFFIX": "tele", + "KITTELLY_LORE_2": "Muchas culturas ven al gato negro como un mal augurio o un símbolo de mala suerte, pues suelen relacionarlo con la brujería y lo sobrenatural. Por supuesto, esa reputación no les hace justicia en absoluto.", + "CAT-5_NAME": "Gategoría 5", + "KITTELLY_DESCRIPTION": "un gato con una tele descompuesta por cabeza", + "CAT-5_NAME_PREFIX": "Gatego", + "CAT-5_LORE_1": "Aunque su rostro parezca un monitor de plasma, hay indicios de que los gategoría 5 son capaces de ver sin ningún problema. Puesto que no tienen boca, se nutren absorbiendo electricidad estática de la atmósfera mediante sus dos cables.", + "CAT-5_NAME_SUFFIX": "-5", + "CAT-5_LORE_2": "Los [i]cat-sìth[/i], o gatos hada, son seres de la mitología celta. Se los describe como grandes gatos negros de los que se decía que eran capaces de robar las almas de los muertos antes de que pudieran pasar a la otra vida.", + "JELLYTON_NAME": "Gelatona", + "CAT-5_DESCRIPTION": "una bestia con una pantalla plana por cabeza", + "JELLYTON_NAME_PREFIX": "Gelat", + "JELLYTON_LORE_1": "Los gelatona se forman cuando un peonomuerto tiene la mala suerte de caer a las aguas de un pantano y no logra salir. Con el tiempo, su cuerpo se acaba descomponiendo y vuelve a formarse como una masa de gelatina suave y tóxica. Se dice que esa gelatina funciona de maravilla como fertilizante.", + "JELLYTON_NAME_SUFFIX": "tona", + "JELLYTON_LORE_2": "Los \\\"monstruos de gelatina\\\" suelen aparecer con frecuencia en la cultura popular moderna, especialmente en entornos de fantasía. Aunque no tienen un origen mitológico específico, suele representárselos como seres amorfos hechos de gelatina o icor, capaces de consumir cualquier materia con la que entren en contacto.", + "JELLYTON_DESCRIPTION": "un ser gelatinoso cuya cabeza parece una calavera", + "NEVERMORT_NAME": "Nuncamórvido", + "NEVERMORT_NAME_PREFIX": "Nuncam", + "NEVERMORT_NAME_SUFFIX": "órvido", + "NEVERMORT_LORE_1": "Es importante hacer notar que los nuncamórvido no tienen pico. Por lo visto, lo que llevan en el rostro es en realidad una máscara de porcelana como las que llevaban los médicos especializados en tratar la peste negra. Es mejor no preguntarse cómo es el rostro que se esconde bajo esa máscara.", + "NEVERMORT_DESCRIPTION": "un cuervo encapuchado y enmascarado", + "NEVERMORT_LORE_2": "Los córvidos, y en especial los cuervos, tienen mucha relevancia en la cultura popular y el arte de muchos lugares. En la mitología griega, se representaba a los cuervos como protegidos de Apolo y se decía que traían mala suerte.", + "APOCROWLYPSE_NAME": "Corvocalipsis", + "APOCROWLYPSE_NAME_PREFIX": "Corvo", + "APOCROWLYPSE_NAME_SUFFIX": "calipsis", + "APOCROWLYPSE_LORE_2": "Fue en el siglo XVII cuando Charles de Lorme inventó el tan icónico atuendo que debían llevar los médicos que trataban la peste negra, con su máscara acabada en pico. Esa máscara se llenaba con especias y perfumes que, según se creía, evitaban el contagio a través del aire.", + "APOCROWLYPSE_LORE_1": "Además de la capucha y la máscara, los corvocalipsis llevan una correa adornada con el cráneo pulido de algún animal. Eso hace que su silueta sea la de una figura encapuchada montada en el esqueleto de una bestia.", + "MAGIKRAB_NAME": "Magikangrejo", + "APOCROWLYPSE_DESCRIPTION": "un horrible pájaro cuadrúpedo", + "MAGIKRAB_NAME_PREFIX": "Magik", + "MAGIKRAB_NAME_SUFFIX": "angrejo", + "MAGIKRAB_LORE_1": "Los magikangrejo fueron el primer monstruo que se trajo a Nueva Wirral en el pasado remoto. Ahora casi todos se han extinguido, y solo se conoce la existencia de un único magikangrejo en la isla, eterno y diligente operario de las estaciones.", + "MAGIKRAB_SUBTITLE": "Maquinista", + "CLOCKSLEY_NAME": "Relojsley", + "MAGIKRAB_DESCRIPTION": "un cangrejo con sombrero de mago", + "MAGIKRAB_LORE_2": "En el arte del ilusionismo, el sombrero de mago es un componente muy habitual y reconocible. Con él, el mago puede hacer aparecer un conejo, o quizá desaparecer un pañuelo.", + "CLOCKSLEY_NAME_PREFIX": "Relo", + "CLOCKSLEY_NAME_SUFFIX": "sley", + "CLOCKSLEY_LORE_2": "Aunque los mecanismos propios de los relojes han existido desde hace mucho tiempo, los juguetes de cuerda se hicieron muy comunes en Occidente en el siglo XIX. Para darles cuerda, se usaba a menudo una llave que se introducía por un agujero que tenían en la parte exterior.", + "CLOCKSLEY_LORE_1": "El largo brazo mecánico de los relojsley les da una ventaja única para el combate a distancia, ya que les permite utilizar armas sin acercarse demasiado. De esa forma, compensan su relativa lentitud.", + "ROBINDAM_NAME": "Robindam", + "ROBINDAM_NAME_PREFIX": "Robin", + "ROBINDAM_NAME_SUFFIX": "dam", + "ROBINDAM_LORE_2": "Robin Hood, también conocido como \\\"Robin de Locksley\\\", es una figura de la cultura popular inglesa muy conocida en todo el mundo. Se lo suele representar como un bandido heroico que roba a los ricos para dárselo a los pobres.", + "ROBINDAM_LORE_1": "Los robindam son muy precisos con su arco y flechas de plástico, pues son capaces de acertar con la ventosa de una flecha incluso a 300 metros de distancia. Se precian de su excelente puntería, pero aún más de su sentido de la justicia.", + "CLOCKSLEY_DESCRIPTION": "un ser de juguete con un gran brazo mecánico", + "TWIRLIGIG_NAME": "Girelele", + "ROBINDAM_DESCRIPTION": "un gran robot con un arco y flechas", + "TWIRLIGIG_NAME_PREFIX": "Gir", + "TWIRLIGIG_NAME_SUFFIX": "elele", + "TWIRLIGIG_LORE_2": "Históricamente, fue común utilizar muñecos de paja como espantapájaros o en el entrenamiento para el combate.", + "KIRIKURI_NAME": "Kirikuri", + "TWIRLIGIG_DESCRIPTION": "un muñeco saltarín de madera", + "TWIRLIGIG_LORE_1": "Hace años, los girelele no eran más que muñecos rudimentarios para practicar la puntería, pero cobraron vida en algún momento y por medios que se desconocen. Puesto que no tienen miembros, se ven obligados a moverse y atacar girando sobre la estaca de madera que les cruza el cuerpo.", + "KIRIKURI_NAME_PREFIX": "Kiri", + "KIRIKURI_LORE_1": "Antes eran simples muñecos para la práctica del combate, ahora los kirikuri han decidido tomar las armas. Para luchar usan un [i]bokken[/i], una [i]katana[/i] de madera que se usa para practicar las técnicas de esgrima.", + "KIRIKURI_NAME_SUFFIX": "kuri", + "KIRIKURI_LORE_2": "El [i]bokken[/i] es un tipo de espada de madera japonesa. Se usa para la práctica de las artes marciales y suele estar basado en las [i]katanas[/i], pero también los hay de distintos tamaños y formas para replicar otros tipos de espada.", + "BRUSHROOM_NAME": "Champincel", + "KIRIKURI_DESCRIPTION": "un muñeco de madera armado con espada y escudo", + "BRUSHROOM_NAME_PREFIX": "Champi", + "BRUSHROOM_NAME_SUFFIX": "incel", + "BRUSHROOM_LORE_2": "La historia de la pintura es tan antigua como la de la misma humanidad y, por supuesto, también lo es la del pincel. Se ha descubierto que algunas pinturas rupestres de las civilizaciones prehistóricas se hicieron con herramientas hechas con caña y pelos.", + "BRUSHROOM_LORE_1": "Los champincel son artistas de gran talento que pintan con los pigmentos que les brotan de la cabeza. Se ha observado que son capaces de cambiar las propiedades físicas de los objetos a los que apliquen pintura. El cambio depende del color que usen.", + "FUNGOGH_NAME": "Fungogh", + "BRUSHROOM_DESCRIPTION": "un hongo con un pincel y un pañuelo al cuello", + "FUNGOGH_NAME_PREFIX": "Fung", + "FUNGOGH_LORE_1": "Los fungogh lograron combinar el arte del combate con el de la caligrafía. Sus movimientos son rápidos y efectivos y se basan en golpes del pincel que usan como bastón, posturas de combate muy precisas y una gran disciplina.", + "FUNGOGH_NAME_SUFFIX": "gogh", + "BUSHEYE_LORE_1": "A los arbustojo se los suele encontrar casi exclusivamente camuflados entre los arbustos, lo cual les permite esconderse de sus depredadores y acechar a su vez posibles presas. Pueden quedarse ocultos e inmóviles durante horas, aunque, a veces, incluso se quedan dormidos y pierden la oportunidad de sorprender a su objetivo.", + "FUNGOGH_LORE_2": "Los pinceles modernos suelen tener un mango de metal o madera y cerdas de pelo o nylon. Los pinceles de mayor calidad aún usan pelo de animales, como la marta o el cerdo.", + "FUNGOGH_DESCRIPTION": "un hongo con bigote", + "HUNTORCH_NAME": "Cazantorcha", + "BUSHEYE_DESCRIPTION": "un arbusto con patas", + "BUSHEYE_LORE_2": "El \\\"hombre verde\\\" es una figura de la cultura popular que aparece en todo el mundo, normalmente representado como un rostro hecho de hojas. El hombre verde simboliza la primavera y el renacimiento y suele aparecer tallado en las fachadas de algunos edificios.", + "HEDGEHERNE_NAME": "Verdherne", + "HUNTORCH_NAME_PREFIX": "Caza", + "HUNTORCH_LORE_1": "A los cazantorcha se les da muy bien seguir rastros y son capaces de perseguir sin apenas dificultad a un objetivo que les lleve varios kilómetros de ventaja. Se sabe que algunas veces han acabado prendiéndose fuego accidentalmente por culpa de la antorcha que llevan.", + "HUNTORCH_NAME_SUFFIX": "torcha", + "HUNTORCH_LORE_2": "La Cacería Salvaje aparece de distintas maneras en la cultura popular europea, pero suele representarse como un grupo de cazadores sobrenaturales montados a caballo. La identidad concreta de los cazadores depende de cuándo y dónde tenga lugar la cacería.", + "HUNTORCH_DESCRIPTION": "un arbusto cornudo que lleva una antorcha", + "HEDGEHERNE_NAME_PREFIX": "Ver", + "HEDGEHERNE_NAME_SUFFIX": "herne", + "HEDGEHERNE_LORE_1": "Los verdherne son maestros de la caza y persiguen sin descanso a cualquier objetivo que consideren digno. El cuerno que llevan arde constantemente, y se conocen casos en los que han prendido fuego a bosques enteros con tal de acorralar a su presa.", + "HEDGEHERNE_LORE_2": "Herne el Cazador es una figura de la cultura popular inglesa. Se lo describe como un jinete astado que acecha en el bosque de Windsor. También se lo asocia con la leyenda de la Cacería Salvaje.", + "BRAXSUIT_NAME": "Braxaje", + "HEDGEHERNE_DESCRIPTION": "un ser cubierto de hojas que lleva un cuerno llameante", + "BRAXSUIT_NAME_PREFIX": "Brax", + "BRAXSUIT_NAME_SUFFIX": "aje", + "BRAXSUIT_LORE_2": "En 1952, tres niños se toparon con un extraño ser aparentemente extraterrestre en el condado de Braxton (Virginia Occidental). Lo describieron como un ser verde cuya cabeza parecía el as de picas.", + "BRAXSUIT_LORE_1": "Los braxaje ponen mucha atención a su apariencia. Se dice que quedan muy contrariados si se les deshace o tuerce el nudo de la corbata.", + "BRAXSUIT_DESCRIPTION": "un ser encorbatado de rostro redondo que flota en el aire", + "FLAPWOODS_NAME_PREFIX": "Flap", + "FLAPWOODS_NAME": "Flapwoods", + "FLAPWOODS_LORE_1": "El cuerpo de los flapwoods, similar a una capa holgada, les da la apariencia de trapos que flotan en el aire en plena ráfaga de viento. Casi todos están de acuerdo en que la mirada vacua de sus ojos amarillos pone los pelos de punta.", + "FLAPWOODS_NAME_SUFFIX": "woods", + "FLAPWOODS_LORE_2": "El avistamiento del \\\"monstruo de Flatwoods\\\" en 1952 no tardó en convertirse en leyenda urbana. Se lo representa de distintas maneras, pero la curiosa forma de su cabeza, sus brazos acabados en garra y su cuerpo ataviado de una capa amplia son muy reconocibles para los ufólogos y criptozoólogos.", + "FLAPWOODS_DESCRIPTION": "un extraterrestre volador de ojos redondos y brazos flotantes", + "BINVADER_NAME": "Cubinvasor", + "BINVADER_NAME_PREFIX": "Cub", + "BINVADER_LORE_1": "Los cubinvasor son, según parece, seres verdes con muchos tentáculos metidos en vehículos de combate muy parecidos a botes de basura. Tienen dos \\\"brazos\\\" en la parte delantera, uno para lanzar rayos mortíferos y otro para dar empujones agresivos.", + "BINVADER_NAME_SUFFIX": "invasor", + "BINVADER_LORE_2": "Los botes para la eliminación de desperdicios existen desde hace miles de años. Ya había sistemas primitivos de recogida de basura en el Imperio romano. El diseño reconocible del bote de metal se empezó a usar a gran escala en el siglo XIX. Se fabricaban uniendo tiras de metal a un cilindro mediante remaches y soldaduras.", + "BINVADER_DESCRIPTION": "un bote de basura alienígena", + "BINTERLOPER_NAME": "Contenintruso", + "BINTERLOPER_NAME_PREFIX": "Conten", + "BINTERLOPER_NAME_SUFFIX": "intruso", + "BINTERLOPER_LORE_1": "Los contenintruso son guerreros de rango superior al de los cubinvasor y, por tanto, pilotan máquinas de combate más potentes. Se ha observado que, a veces, \\\"dan órdenes\\\" a los cubinvasor, lo que hace pensar en una especie de jerarquía militar en sus filas.", + "BINTERLOPER_LORE_2": "La adopción mayoritaria de los botes y contenedores con ruedas en el siglo XX fue fruto del desarrollo del tratamiento de residuos en el ámbito municipal. Era necesario, ya que la cantidad de residuos que producían los hogares en las zonas urbanas aumentó de forma espectacular en ese periodo.", + "PAWNDEAD_NAME": "Peonomuerto", + "BINTERLOPER_DESCRIPTION": "un contenedor de plástico con un alienígena dentro", + "PAWNDEAD_NAME_PREFIX": "Peon", + "PAWNDEAD_LORE_1": "Los peonomuerto pasan mucho tiempo en estado latente, para lo que transmutan su cuerpo en granito duro y resistente. Esas \\\"estatuas\\\" de los peonomuerto pueden alarmar a los caminantes despistados, que se encuentran de repente en compañía de monstruos impasibles con calaveras por rostro.", + "PAWNDEAD_NAME_SUFFIX": "omuerto", + "PAWNDEAD_LORE_2": "En el juego del ajedrez, el peón es la pieza más numerosa. Solo puede moverse una casilla cada vez y solo puede capturar las piezas situadas hacia delante y en diagonal respecto a su casilla. Pese a su escasa capacidad de movimiento, no conviene subestimarlos.", + "SKELEVANGELIST_NAME": "Alfisqueleto", + "PAWNDEAD_DESCRIPTION": "un esqueleto cabezón sin brazos", + "SKELEVANGELIST_NAME_PREFIX": "Alfi", + "SKELEVANGELIST_NAME_SUFFIX": "squeleto", + "SKELEVANGELIST_DESCRIPTION": "un esqueleto levitante con una túnica", + "SKELEVANGELIST_LORE_2": "En el juego del ajedrez, el alfil es una pieza que puede moverse en diagonal un número ilimitado de casillas. Cada jugador empieza la partida con dos alfiles.", + "SKELEVANGELIST_LORE_1": "Los alfisqueleto emiten constantemente una extraña canción en susurros. Se vuelve más audible cuando ejercen su capacidad para manipular piedras y rocas con la mente.", + "QUEENYX_NAME": "Reinónice", + "KINGRAVE_NAME_PREFIX": "Rey", + "KINGRAVE_NAME": "Reyliche", + "KINGRAVE_LORE_1": "El cuerpo de los reyliche está hecho de piedra densa y maleable, decorada con varios colores. Se mueve muy despacio y, al deslizarse, arrastra su capa de terciopelo.", + "KINGRAVE_NAME_SUFFIX": "liche", + "KINGRAVE_LORE_2": "El rey es la pieza del ajedrez de la que depende la victoria. Para ganar es necesario dejar al rey en \\\"jaque mate\\\", es decir: amenazado directamente (en \\\"jaque\\\") e incapaz de hacer ningún movimiento que no implique su captura inmediata. Solo puede moverse una casilla por turno.", + "KINGRAVE_DESCRIPTION": "una ficha enorme de rey de ajedrez", + "QUEENYX_NAME_PREFIX": "Rein", + "QUEENYX_LORE_1": "Los reinónice son capaces de imbuir de energía elemental las esferas que portan y luego lanzárselas a sus enemigos haciendo gala de una gran puntería. Se mueven con rapidez, pese a carecer de piernas, y se deslizan por el suelo con tanta facilidad como si flotaran en el aire.", + "QUEENYX_NAME_SUFFIX": "ónice", + "ALLSEER_NAME": "Todolové", + "QUEENYX_DESCRIPTION": "una ficha enorme de reina de ajedrez", + "QUEENYX_LORE_2": "La reina es la pieza más versátil del ajedrez. Puede moverse un número ilimitado de casillas en las ocho direcciones básicas. Capturar la reina del adversario es una parte fundamental de muchas estrategias del ajedrez.", + "ALLSEER_NAME_PREFIX": "Todol", + "ALLSEER_NAME_SUFFIX": "ové", + "ALLSEER_LORE_2": "Aunque los avistamientos de platillos voladores aumentaron en gran medida a principios y mediados del siglo XX, lo cierto es que existen registros de ellos desde hace al menos mil años. Actualmente suelen asociarse sobre todo a las historias de ciencia ficción.", + "ALLSEER_LORE_1": "Los todolové suelen dejarse ver casi siempre de noche y levitando varios metros por encima del suelo. Su nombre proviene de su inquietante costumbre de quedarse observando en silencio a los caminantes con un único \\\"ojo\\\" rojo que nunca parpadea.", + "TRIPHINX_NAME": "Trisfinge", + "ALLSEER_DESCRIPTION": "un platillo volador", + "TRIPHINX_NAME_PREFIX": "Tri", + "TRIPHINX_NAME_SUFFIX": "sfinge", + "TRIPHINX_LORE_2": "En la novela [i]La guerra de los mundos[/i], de H.G. Wells, se representa a los invasores marcianos pilotando enormes vehículos de combate. Esos vehículos, llamados \\\"trípodes\\\", tienen tres patas largas para desplazarse y emiten letales rayos térmicos.", + "TRIPHINX_LORE_1": "El exterior metálico de los trisfinge es completamente impenetrable. Se especula que en realidad se trata de un ser orgánico que pilota una especie de exoesqueleto o medio de transporte.", + "KHUFO_NAME_PREFIX": "Keo", + "TRIPHINX_DESCRIPTION": "una bestia metálica trípeda", + "KHUFO_NAME": "Keopni", + "KHUFO_NAME_SUFFIX": "opni", + "KHUFO_LORE_1": "Los keopni son una forma alternativa de los todolové, solo que los keopni han abandonado su platillo volante. Son agresivos, no tienen interés en negociar y atacan a sus víctimas con un bastón de combate forjado mediante misteriosas tecnologías de otro mundo.", + "KHUFO_LORE_2": "Los marcianos son los hipotéticos habitantes del planeta Marte y los alienígenas por antonomasia. En la novela [i]La guerra de los mundos[/i], H.G. Wells los representó como seres similares a un pulpo, con una enorme cabeza sostenida por varios miembros en forma de tentáculo.", + "GLAISTAIN_NAME": "Vitraistig", + "KHUFO_DESCRIPTION": "un alienígena con casco piramidal", + "GLAISTAIN_SUBTITLE": "Hada del vitral", + "GLAISTAIN_NAME_PREFIX": "Vitra", + "GLAISTAIN_NAME_SUFFIX": "istig", + "GLAISTAIN_LORE_1": "Vitraistig duerme entre las ruinas de una vieja iglesia. Su cuerpo parece hecho de mil trozos afilados de cristal de colores. Será todo un desafío para cualquier aventurero lo bastante intrépido como para despertarlo de su letargo.", + "GLAISTAIN_LORE_2": "El glaistig es un ser de la mitología celta. Tiene varias representaciones, pero normalmente es un espíritu o hada que toma la forma de una mujer hermosa. Es nativo de las Tierras Altas de Escocia, y puede ayudar o perjudicar a sus vecinos dependiendo de la historia.", + "UNDYIN_NAME": "Ondinoviva", + "GLAISTAIN_DESCRIPTION": "un hada hecha de cristal de colores", + "UNDYIN_NAME_PREFIX": "Ondin", + "UNDYIN_NAME_SUFFIX": "oviva", + "UNDYIN_LORE_1": "Los ondinoviva son apariciones fantasmales que se alzan de entre las aguas someras de la Costa del Hierro Fundido para engañar a cualquier pobre desgraciado que se les acerque. La leyenda dice que surgieron del espíritu vengativo de una novia a la que asesinaron y echaron por la borda del barco de su amado.", + "UNDYIN_DESCRIPTION": "una mujer fantasmal que da miedo", + "UNDYIN_LORE_2": "Jenny Greenteeth (\\\"Jenny Dientesverdes\\\") es un personaje de la cultura popular inglesa. Se la describe como una bruja de pelo largo que moraba en ríos y lagos y ahogaba a los niños que se acercaban demasiado a sus aguas.", + "DIVEAL_NAME": "Focarinista", + "DIVEAL_NAME_PREFIX": "Foc", + "DIVEAL_NAME_SUFFIX": "arinista", + "DIVEAL_LORE_2": "Los trajes de buceo se inventaron en el siglo XVIII y, desde entonces, su evolución ha tenido muchas etapas. Su función principal era facilitar la recuperación de objetos de valor perdidos en los naufragios.", + "DIVEAL_LORE_1": "La escafandra que llevan los focarinista no solo les permite respirar bajo el agua, sino que además contiene una considerable cantidad de aire, lo cual los ayuda a flotar. Aunque tienen mucha movilidad en lagos y mares, son un poco más lentos en tierra.", + "SCUBALRUS_NAME": "Escaforsa", + "DIVEAL_DESCRIPTION": "una foca con una escafandra", + "SCUBALRUS_NAME_PREFIX": "Escaf", + "SCUBALRUS_NAME_SUFFIX": "orsa", + "SCUBALRUS_LORE_2": "El tipo de escafandra antigua más reconocible debe su origen al inventor Augustus Siebe. Su diseño revolucionario incluía también un traje de buceo completamente impermeable y una válvula en el casco que permitía extraer el aire sin que entrara el agua.", + "SCUBALRUS_LORE_1": "A la escafandra de los escaforsa le salieron unos firmes colmillos de latón que les permite defenderse de sus agresores. Al haber desarrollado también patas traseras, son mucho más hábiles (y peligrosos) en tierra que los focarinista, su forma inicial.", + "SCUBALRUS_DESCRIPTION": "una morsa con una escafandra", + "AVEREVOIR_NAME_SUFFIX": "evoir", + "AVEREVOIR_SUBTITLE": "Pájaro imponente", + "AVEREVOIR_NAME_PREFIX": "Aver", + "AVEREVOIR_LORE_1": "El averevoir es un ser casi mítico del que apenas ha habido una docena de avistamientos en toda la historia de Nueva Wirral. La leyenda dice que la planta que lleva en el pico puede curar cualquier enfermedad y otorgar la vida eterna… Nadie ha sido capaz de obtenerla para demostrarlo, claro.", + "AVEREVOIR_NAME": "Averevoir", + "AVEREVOIR_LORE_2": "El [i]liver bird[/i] es un ser de la mitología inglesa. Se lo representa como un pájaro (quizá un cormorán), casi siempre con una rama en el pico. Es el símbolo de Liverpool y tiene su origen en el primer escudo del pueblo.", + "MASCOTOY_NAME": "Mascuguete", + "AVEREVOIR_DESCRIPTION": "un pájaro enorme posado en un pedestal", + "MASCOTOY_NAME_PREFIX": "Masc", + "MASCOTOY_LORE_1": "Aunque se cree que alguna vez fueron disfraces de algún peculiar personaje, los mascuguete son ahora poco menos que cadáveres ambulantes. Se sabe que deambulan eternamente por las galerías del centro comercial La Caída dejando tras de sí como rastro jirones del poliéster del que están rellenos.", + "MASCOTOY_NAME_SUFFIX": "uguete", + "MASCOTORN_NAME": "Mascorrota", + "FORTIWINX_NAME": "Adormir", + "MASCOTOY_LORE_2": "Una mascota es (entre otras cosas) un personaje que se utiliza para representar a grupos, lugares o empresas. La palabra \\\"mascota\\\" viene del francés [i]mascotte[/i] y designa a una persona o cosa que se cree que trae buena suerte.", + "MASCOTOY_DESCRIPTION": "un disfraz de mascota con una gran garra", + "MASCOTORN_NAME_PREFIX": "Masco", + "MASCOTORN_NAME_SUFFIX": "rota", + "MASCOTORN_DESCRIPTION": "un disfraz de mascota gigante al que se le sale el relleno", + "MASCOTORN_LORE_2": "Las botargas que suelen llevar las mascotas se pusieron de moda a mediados del siglo XX para que cualquier persona interpretara el papel de un personaje no humano. Se los suele ver en parques de atracciones, donde sus portadores interactúan con los visitantes como si fueran la mascota que representan.", + "MASCOTORN_LORE_1": "Los mascorrota son mascuguetes cuyo relleno de poliéster ha ido aumentando en masa hasta el punto de hacer que su cuerpo se acabe rasgando desde dentro. Siguen creciendo hasta que ya no son capaces de mantener su integridad estructural, y es entonces cuando acaban inevitablemente hechos pedazos.", + "THWACKALOPE_NAME": "Librerrendo", + "THWACKALOPE_NAME_PREFIX": "Libre", + "THWACKALOPE_NAME_SUFFIX": "errendo", + "THWACKALOPE_LORE_1": "Cuando los librerrendo llegan a la edad adulta y empiezan a ser capaces de defenderse, se fabrican un arma improvisada con lo que encuentran a su alrededor. Suelen preferir una vara de metal arrancada directamente del suelo con el trozo de tierra en el que estaba enterrada originalmente.", + "SANZATIME_NAME": "Temparena", + "THWACKALOPE_DESCRIPTION": "una liebre alada", + "THWACKALOPE_LORE_2": "El lebrílope ([i]jackalope[/i] en inglés) es un ser mítico de la cultura popular estadounidense. Es una liebre con astas como las de un antílope americano (o berrendo). Existe un ser mítico similar en la cultura popular alemana llamado [i]wolpertinger[/i], pero que, además, tiene alas de pájaro.", + "SANZATIME_NAME_PREFIX": "Tempa", + "SANZATIME_NAME_SUFFIX": "rena", + "SANZATIME_LORE_2": "Los relojes de arena son instrumentos que se usan para medir un periodo de tiempo predeterminado. Se componen de dos ampollas de cristal unidas y llenas de arena. Al darle la vuelta, la arena tardará exactamente el tiempo previsto en pasar de una ampolla a la otra.", + "SANZATIME_LORE_1": "Se cree que la parte principal de los temparena es el reloj de arena roto que tienen por \\\"cabeza\\\". Cualquier grano de arena que se separe de la masa principal se volverá completamente inerte. Por contra, los temparena pueden aumentar su masa si entran en contacto con arena.", + "SANZATIME_DESCRIPTION": "un reloj de arena roto que tiene una mano", + "FORTIWINX_NAME_PREFIX": "Ador", + "FORTIWINX_NAME_SUFFIX": "mir", + "FORTIWINX_LORE_1": "Cuando un temparena acumula suficiente arena de su entorno, puede recombinarse y dar origen a un cuerpo mucho más fuerte. Así, los adormir son figuras muy voluminosas, pero capaces de mover su pesado cuerpo de arena como si fuera aire. El puñetazo de un adormir tiene la misma fuerza que toda una tormenta de arena.", + "FORTIWINX_DESCRIPTION": "un monstruo enmascarado hecho de arena", + "JUMPKIN_NAME": "Saltalabaza", + "FORTIWINX_LORE_2": "El Arenero ([i]Sandman[/i] en inglés) es un ser de la mitología europea. Se lo suele representar como un duendecillo que tira arena en los ojos a los niños que están durmiendo, lo cual hace que sueñen.", + "JUMPKIN_NAME_PREFIX": "Salta", + "JUMPKIN_LORE_1": "Los saltalabaza se crean cuando se esparce la \\\"gelatina\\\" de un gelatona sobre una calabaza normal, lo cual hace que esta cobre vida. Son seres simpáticos y curiosos que dan la impresión de no dejar nunca de moverse.", + "JUMPKIN_NAME_SUFFIX": "labaza", + "JUMPKIN_LORE_2": "Las calabazas de Halloween son calabazas decorativas a las que se les ha tallado un dibujo, normalmente un rostro. Durante la noche de Halloween, se suelen colocar en el exterior de la propia casa, iluminadas por una vela que se les pone dentro.", + "JUMPKIN_DESCRIPTION": "una calabaza saltarina", + "BEANSTALKER_NAME": "Cucurbitasesino", + "BEANSTALKER_NAME_PREFIX": "Cucurbita", + "BEANSTALKER_NAME_SUFFIX": "sesino", + "BEANSTALKER_DESCRIPTION": "una calabaza terrorífica que lleva un hacha", + "BEANSTALKER_LORE_2": "El \\\"asesino del hacha\\\" es una figura arquetípica de la cultura popular y es exactamente lo que sugiere su nombre: alguien que comete asesinatos con un hacha. Ha habido muchos asesinos del hacha famosos en la historia moderna.", + "BEANSTALKER_LORE_1": "Esto es lo que ocurre cuando un saltalabaza desarrolla una personalidad maligna. Con un cuerpo completo formado a partir de tallos más o menos leñosos, su actividad favorita es perseguir con un hacha a sus aterrorizadas víctimas.", + "DRACULEAF_NAME": "Draculoja", + "DRACULEAF_NAME_PREFIX": "Dracul", + "DRACULEAF_NAME_SUFFIX": "oja", + "DRACULEAF_LORE_2": "[i]Drácula[/i] es una novela gótica de terror escrita por Bram Stoker. Publicada en 1897, cuenta la historia del vampiro conocido como conde Drácula y de los que se cruzan con él. Es una de las novelas más conocidas en todo el mundo y se ha adaptado a todas las formas artísticas o audiovisuales.", + "DRACULEAF_LORE_1": "Los draculoja son saltalabaza que desarrollaron una personalidad cruel y calculadora. Se visten con una capa hecha de hojas muertas y fingen ser amigos de las víctimas de las que pretenden alimentarse. Cuando su presa baja la guardia, le absorben la esencia vital mediante sus raíces, capaces de perforar la carne.", + "SPIROUETTE_NAME": "Espirueta", + "DRACULEAF_DESCRIPTION": "una calabaza con colmillos y una gran capa", + "SPIROUETTE_NAME_PREFIX": "Espir", + "SPIROUETTE_NAME_SUFFIX": "ueta", + "SPIROUETTE_LORE_1": "Los espirueta son seres muy evolucionados con aspecto de moluscos. Todos sus órganos principales están en la \\\"cabeza\\\", protegida bajo el caparazón, mientras que su \\\"cuerpo\\\" consiste en un conjunto de extremidades. De movimientos rápidos y elegantes, suelen usar algas para ocultarse y protegerse de los elementos.", + "SPIROUETTE_LORE_2": "La disciplina de danza conocida como [i]ballet[/i] tiene sus raíces en la Italia del siglo XVI. La propia palabra [i]ballet[/i] proviene del término italiano [i]ballare[/i], que significa \\\"bailar\\\".", + "REGENSEA_NAME": "Reinadelosmares", + "SPIROUETTE_DESCRIPTION": "un ser marino bailarín con una caracola por cabeza.", + "REGENSEA_NAME_PREFIX": "Reinad", + "REGENSEA_NAME_SUFFIX": "elosmares", + "REGENSEA_DESCRIPTION": "un ser marino bailarín con una medusa en la cabeza", + "REGENSEA_LORE_1": "Una tremenda metamorfosis puede transformar los espirueta en reinadelosmares. Abandonan por completo el caparazón, y su cuerpo pasa a estar compuesto por un 95 % de agua. Son capaces de proyectar potentes olas de agua con sus movimientos de [i]ballet[/i]. De hecho, son más potentes cuanto mayor sea su talento para la danza.", + "REGENSEA_LORE_2": "La vida de una bailarina de [i]ballet[/i] profesional no es sencilla. Deben empezar a entrenarse desde muy niñas, y su carrera puede verse muy perjudicada o incluso terminar antes de tiempo por culpa de las posibles lesiones, causadas, a menudo, por forzarse demasiado.", + "PADPOLE_NAME": "Renanúfar", + "PADPOLE_NAME_PREFIX": "Rena", + "PADPOLE_LORE_1": "Los renanúfar son la etapa larvaria de los ninfeana. Viven bajo el agua hasta que alcanzan la madurez. Puesto que aún no han desarrollado extremidades, pueden atacar con la lengua, que segrega una especie de mucosidad pegajosa capaz de entorpecer a cualquier posible atacante.", + "PADPOLE_NAME_SUFFIX": "núfar", + "PADPOLE_LORE_2": "El nixe es un ser de la cultura popular europea que vive en el agua. Su apariencia y comportamiento varían según el país, pero suele describírselos como espíritus o seres con forma de pez que engañan y matan a quienes osen acercarse a ellos.", + "LILIGATOR_NAME": "Nenufaimán", + "PADPOLE_DESCRIPTION": "un nenúfar viviente con cola", + "FRILLYPAD_NAME": "Ninfeana", + "FRILLYPAD_NAME_PREFIX": "Ninfe", + "FRILLYPAD_NAME_SUFFIX": "ana", + "FRILLYPAD_LORE_1": "Se trata de la etapa adulta de los renanúfar. Las extremidades de los ninfeana les permiten cazar para alimentarse. Se los ve a menudo ocultos junto a la orilla de los estanques y lagos. Si se le acerca algo o alguien que el ninfeana considere comestible, intentará atraparlo con su larga lengua.", + "FRILLYPAD_DESCRIPTION": "una especie de rana de ojos grandes", + "FRILLYPAD_LORE_2": "El kelpie es un espíritu acuático de la cultura popular escocesa. Es parecido al nixe, vive en ríos y lagos y tiene la capacidad de cambiar de forma. A veces se los representa con forma de mujer hermosa, pero también pueden transformarse en algo parecido a un caballo.", + "LILIGATOR_NAME_PREFIX": "Nenuf", + "LILIGATOR_NAME_SUFFIX": "aimán", + "KHEPRI_NAME_PREFIX": "Jep", + "LILIGATOR_LORE_1": "En el entorno natural, alrededor de uno de cada cien ninfeana se transformará en nenufaimán. Los nenufaimán hacen las veces de guardaespaldas de los ninfeana en sus aguas y se encargan de poner a raya a agresores peligrosos contra los que los ninfeana no tendrían nada que hacer.", + "LILIGATOR_LORE_2": "El grindylow es un ser mitológico de la cultura inglesa. Tiene muchos rasgos en común con el nixe y el kelpie. Se trata de seres con escamas y brazos largos que viven en los lagos, dispuestos a agarrar a los niños que pasen demasiado cerca y ahogarlos.", + "LILIGATOR_DESCRIPTION": "un nenúfar viviente que no tiene ojos", + "KHEPRI_NAME": "Jepri", + "KHEPRI_SUBTITLE": "Escarabajo nuclear", + "KHEPRI_NAME_SUFFIX": "pri", + "KHEPRI_DESCRIPTION": "un ser flotante con forma de escarabajo", + "KHEPRI_LORE_2": "En la mitología egipcia, Jepri es el dios del sol naciente. Se le representa como un humano con un escarabajo por cabeza y simboliza el ciclo de la creación y el renacimiento.", + "KHEPRI_LORE_1": "Los jepri tienen un pequeño sol entre los cuernos, del cual obtienen la energía que necesitan para vivir. Son capaces de agitar ese sol cuando alguien los ataca con el objetivo de proyectar llamas solares hacia cualquiera a quien consideren una amenaza.", + "ARKIDD_NAME": "Arkadex", + "ARKIDD_NAME_PREFIX": "Ark", + "ARKIDD_LORE_1": "A los arkadex se los vio por primera vez en Nueva Wirral tras la llegada del centro comercial La Caída. Se los ha visto corretear o saltar encima de la cabeza de otros monstruos, y en general suelen tener una actitud muy dinámica.", + "ARKIDD_NAME_SUFFIX": "adex", + "ARKIDD_LORE_2": "Las máquinas recreativas permiten jugar un videojuego al introducir monedas en ellas. Aparecieron a principios de los 70 y, durante un tiempo, fueron la plataforma para disfrutar de los videojuegos gráficamente más avanzados del momento.", + "ARKIDD_DESCRIPTION": "un robot con un rayo por emblema", + "CLUCKABILLY_NAME": "Cocabilly", + "CLUCKABILLY_NAME_PREFIX": "Coc", + "CLUCKABILLY_LORE_1": "La principal característica de los cocabilly es su actitud antisocial. Hay tanta ira en sus cacareos que son capaces de crear pequeñas ondas de choque.", + "CLUCKABILLY_NAME_SUFFIX": "abilly", + "CLUCKABILLY_LORE_2": "Puesto que los humanos han criado pollos como actividad ganadera desde la prehistoria, los gallos han gozado de distintos grados de importancia o incluso reverencia en todas las culturas. En el horóscopo chino, son el décimo de sus doce animales.", + "CLUCKABILLY_DESCRIPTION": "un gran pollo punk", + "ROCKERTRICE_NAME": "Rockatriz", + "ROCKERTRICE_NAME_PREFIX": "Rock", + "ROCKERTRICE_NAME_SUFFIX": "atriz", + "ROCKERTRICE_LORE_2": "La cocatriz es un ser mitológico al que se describe como una especie de dragón con cabeza de gallo. Al igual que el también mitológico basilisco, se dice que tiene la capacidad de matar en el acto a alguien simplemente con la mirada.", + "ROCKERTRICE_DESCRIPTION": "un dragón gigante con pico y cresta", + "KUNEKO_NAME": "Kuneko", + "ROCKERTRICE_LORE_1": "Los rockatriz son conocidos por su penetrante mirada, de la cual se dice que es capaz de congelar a alguien en el acto si establece contacto visual. También se sabe que no les gusta nada que alguien establezca contacto visual, lo cual es una combinación bastante peligrosa.", + "KUNEKO_NAME_PREFIX": "Kun", + "KUNEKO_NAME_SUFFIX": "eko", + "KUNEKO_UNKNOWN_NAME": "Mujer gato misteriosa", + "KUNEKO_LORE_2": "La mujer gato es un personaje que suele estar relacionado con el arte y la animación japoneses actuales. Se las representa como chicas jóvenes y entrañables, con cuerpo humano y orejas de gato. Quizá su origen esté en el [i]bakaneko[/i], un espíritu gatuno que cambia de forma, propio de la mitología japonesa.", + "KUNEKO_LORE_1": "Hija de un ángel y un demonio, a Kuneko la abandonaron ante la puerta de la guarida de un clan de ninjas cuando aún era una criatura. Entrenada en las artes del ninjutsu y la amistad, Kuneko viaja ahora por todas partes en busca de los cuatro santuarios elementales del poder. ¿Hallará alguna vez su verdadero destino?", + "KUNEKO_SUBTITLE": "Mujer gato misteriosa", + "SHINING_KUNEKO_NAME": "Kuneko radiante", + "KUNEKO_DESCRIPTION": "una mujer gato de estilo [i]anime[/i]", + "SHINING_KUNEKO_NAME_PREFIX": "Kuneko", + "SHINING_KUNEKO_NAME_SUFFIX": "radiante", + "SHINING_KUNEKO_SUBTITLE": "Creación sin límites", + "SHINING_KUNEKO_LORE_1": "Cuando Kuneko aúna en sí los cuatro elementos del mundo, desata su verdadero potencial. La energía cósmica que fluye en su interior le otorga un nivel de poder que desafía todos los límites.", + "SHINING_KUNEKO_LORE_2": "La palabra [i]manga[/i] designa los tebeos y las artes gráficas que se producen en Japón. Muy leído tanto en su país de origen como en todo el mundo contemporáneo, el [i]manga[/i] hace gala de un gran abanico de géneros y de un público objetivo de lo más variado.", + "ANATHEMA_NAME": "Anatema", + "SHINING_KUNEKO_DESCRIPTION": "una mujer gato brillante de estilo [i]anime[/i]", + "ANATHEMA_SUBTITLE": "Fusión maldita", + "ANATHEMA_NAME_SUFFIX": "ema", + "ANATHEMA_NAME_PREFIX": "Anat", + "ANATHEMA_LORE_1": "Los anatema son amalgamas, bestias horribles creadas con partes de varios monstruos injertadas quirúrgicamente. Alguien debe de haberlos creado a propósito, pero ¿quién?, ¿y con qué objetivo?", + "ANATHEMA_DESCRIPTION": "un monstruo tan repugnante como el de Frankenstein", + "ANATHEMA_LORE_2": "En la mitología griega, la quimera es un ser compuesto por partes de varios animales. El mito la describe como un león con cabeza de cabra y una serpiente por cola. En genética se habla de quimerismo cuando dos cigotos se combinan en uno solo, que conserva material genético de ambos.", + "MISS_MIMIC_NAME": "Mimética", + "MISS_MIMIC_SUBTITLE": "Mujer fatal", + "MISS_MIMIC_NAME_PREFIX": "Mimet", + "MISS_MIMIC_LORE_1": "Los mimética pueden replicar la apariencia de objetos de gran valor. Ahora, en Nueva Wirral, decidieron parecerse a los cofres de provisiones que los guardas dejan por la isla. De modo que un guarda distraído que espere encontrar suministros valiosos puede encontrarse en su lugar con las garras cortantes de un mimética.", + "MISS_MIMIC_NAME_SUFFIX": "mética", + "MISS_MIMIC_LORE_2": "La naturaleza es rica en ejemplos de mimetismo evolutivo, o, dicho de otra manera, el proceso según el cual un organismo evoluciona para parecerse a otro organismo u objeto. Esto tiene varias ventajas, entre las que se encuentra la de mejorar la capacidad del organismo para ocultarse de sus depredadores.", + "MISS_MIMIC_DESCRIPTION": "un cofre que en lugar de objetos encierra una trampa", + "PONDWALKER_NAME": "Cruzaestanques", + "PONDWALKER_NAME_PREFIX": "Cruzaest", + "PONDWALKER_NAME_SUFFIX": "anques", + "PONDWALKER_LORE_2": "Se descubrió que las peceras existían ya en el Imperio romano, donde los ciudadanos acostumbraban a tener peces en grandes cuencos de cerámica decorada. Sin embargo, pese a que se suela afirmar lo contrario, no es sano para un pez vivir en un pequeño espacio de cristal.", + "PONDWALKER_LORE_1": "Los cruzaestanques son una muestra evidente de que los monstruos de Nueva Wirral tienen que haberse originado en otro sitio en lugar de ser seres nativos de la isla. El exoesqueleto robótico que les permite \\\"andar\\\" es un ingenio mecánico muy avanzado que protege a la perfección al pez que lo lleva.", + "PONDWALKER_DESCRIPTION": "un pececillo con un exoesqueleto mecánico", + "SHARKTANKER_NAME": "Tanquiburón", + "SHARKTANKER_NAME_PREFIX": "Tanqui", + "SHARKTANKER_NAME_SUFFIX": "burón", + "SHARKTANKER_LORE_1": "Cuando el pez que hay en un cruzaestanques crece y se convierte en un tiburón, su exoesqueleto se adapta a esa nueva forma. Sus garras de combate, hechas de acero, contienen también bombas de agua muy sofisticadas, que les permiten lanzar potentes chorros para atacar a distancia además de cuerpo a cuerpo.", + "SHARKTANKER_LORE_2": "Los tiburones son peces de gran tamaño cuya forma primitiva, según se ha demostrado, existe desde hace más de 420 millones de años. La cultura popular ha hecho que se considere a los tiburones, y, en especial, al gran tiburón blanco, como seres peligrosos para los humanos.", + "SHARKTANKER_DESCRIPTION": "un tiburón con un exoesqueleto mecánico", + "BEAR1_NAME_PREFIX": "Mend", + "BEAR1_NAME": "Mendígrado", + "BEAR1_LORE_1": "Los mendígrados son muy simpáticos y amigos de dar abrazos y muestras de afecto físicas. También tienen la capacidad de transmitir a los demás, mediante el tacto, cualquier herida o malestar que los aqueje. Como es de suponer, la combinación de estos dos hechos produce resultados caóticos.", + "BEAR1_NAME_SUFFIX": "ígrado", + "BEAR1_DESCRIPTION": "un osito disfrazado de oso", + "BEAR2_NAME": "Ursíncipe", + "BEAR1_LORE_2": "El osito de peluche es un juguete muy apreciado por los niños. Los primeros ositos de peluche aparecieron a principios del siglo XX en Estados Unidos y Alemania más o menos al mismo tiempo.", + "BEAR2_NAME_PREFIX": "Urs", + "BEAR2_LORE_1": "Los mendígrados siempre están remendando, expandiendo y mejorando su disfraz de oso. Si el disfraz se vuelve lo bastante imponente, se convierten en ursíncipes. Mucho más altos que la mayoría de las demás bestias, se hace difícil saber dónde termina el ursíncipe y empieza el disfraz.", + "BEAR2_NAME_SUFFIX": "íncipe", + "MINOSTEAM_NAME": "Minovapor", + "BEAR2_DESCRIPTION": "un oso alto y esbelto disfrazado de oso", + "BEAR2_LORE_2": "Los ositos de peluche se han convertido en un ícono cultural universalmente reconocible desde su creación a principios del siglo XX, y ahora hay muchos personajes basados en ellos a los que todo el mundo reconoce.", + "ROBIN_LORE_1": "Puede que Robin Goodfellow, un bromista surgido directamente de una comedia, haya tenido alguna vez un buen corazón. Sin embargo, cuando descubrió la obra que lo creó, la naturaleza de su existencia le destrozó el espíritu y lo volvió cruel y resentido con la humanidad.", + "MINOSTEAM_SUBTITLE": "Toro broncíneo de la industrialización", + "MINOSTEAM_NAME_PREFIX": "Mino", + "MINOSTEAM_NAME_SUFFIX": "vapor", + "MINOSTEAM_LORE_2": "El minotauro es un elemento de la mitología griega. Este ser, con cabeza de toro y cuerpo de hombre, se consideraba tan peligroso que se lo encerró en un laberinto tremendamente complejo.", + "MINOSTEAM_DESCRIPTION": "un toro de bronce", + "AA_LAMENTO_MORI_NAME": "Lamentato Mori", + "AA_LAMENTO_MORI_SUBTITLE": "El sueño de la Muerte", + "MINOSTEAM_LORE_1": "Minovapor aumenta constantemente la presión del vapor que alberga en el interior de su cuerpo de bronce y lo usa para propinar golpes tremendos con sus enormes puños. Parece que ha llegado a Nueva Wirral desde otro lugar. La pregunta es: ¿desde dónde exactamente?", + "LAMENTO_MORI_LORE_2": "Lamentato Mori, la encarnación del miedo a la muerte, es el más joven de los arcángeles, nacido del miedo y la inquietud que produce a la humanidad la idea de morir.", + "LAMENTO_MORI_LORE_1": "Lamentato Mori, un arcángel especialmente poderoso para su edad, ha convertido el andén de su estación en un laberinto de salas similares a un sepulcro, destinado a atrapar y atormentar a cualquier pobre desgraciado que ose adentrarse en él.", + "AA_PUPPET_SUBTITLE": "El titiritero", + "AA_PUPPET_NAME": "Monigotox", + "PUPPET_LORE_2": "Monigotox, la encarnación de las marionetas, tuvo por origen el deseo que tenían las sociedades humanas de crear versiones simuladas de sí mismas.", + "PUPPET_LORE_1": "El cuerpo de Monigotox está hecho de una materia extraña y distorsionada. Es capaz de arrancarse trozos de esa materia para crear réplicas rudimentarias de aquellos a quienes se enfrenta. Esas efigies tienen una extraña conexión con los individuos a los que representan y les transmiten a estos cualquier daño que sufran.", + "AA_PUPPET_EFFIGY_NAME": "Efigie", + "AA_MONARCH_NAME": "Rey de Ninguna Parte", + "AA_MONARCH_SUBTITLE": "Rey de nada", + "AA_MONARCH_MINION_NAME": "Siervo de Ninguna Parte", + "MONARCH_LORE_1": "El Rey de Ninguna Parte vive bajo el centro comercial La Caída y se alimenta del potencial desperdiciado que se genera cuando los humanos pasan la vida consumidos por material banal y sin interés.", + "MONARCH_LORE_2": "El Rey de Ninguna Parte, la encarnación del consumismo, nació cuando la humanidad en bloque empezó a valorar al entretenimiento y el contenido audiovisual por encima de todo.", + "AA_ROBIN_SUBTITLE": "Sueño de una noche de verano", + "AA_ROBIN_NAME": "Robin Goodfellow", + "ROBIN_LORE_2": "El gusto de la humanidad para cultivar las artes escénicas y la tradición de contar historias crearon a Robin Goodfellow, la mismísima encarnación del teatro. Al contrario de lo que ocurre con otros arcángeles, la forma en que se manifiesta tiene un origen definido: la obra [i]El sueño de una noche de verano[/i], de William Shakespeare.", + "AA_MAMMON_NAME": "Mammón", + "AA_MAMMON_SUBTITLE": "Jefe de los terratenientes", + "MAMMON_LORE_1": "Al contrario que otros arcángeles, Mammón renunció a vivir en las laberínticas estaciones que hay bajo Nueva Wirral. Él comanda su propia legión de \\\"terratenientes\\\" desde una fortaleza de cemento hecha por él mismo. Sus terratenientes son receptáculos vacíos a los que ha dado cierta autonomía mediante su inmenso poder.", + "AA_CUBE_NAME": "Exoedro", + "AA_CUBE_SUBTITLE": "Sólido neoplatónico", + "MAMMON_LORE_2": "Mammón, la encarnación del capitalismo, se originó a partir de los innumerables mundos en los que la sociedad valora el beneficio monetario más que ninguna otra cosa, aunque los humanos hayan de sufrir por ello.", + "AA_ALICE_SUBTITLE": "Reina exiliada del País de las Maravillas", + "ALICE_LORE_2": "Alicia, la encarnación del ego, nació del enorme manantial de pensamientos egoístas del que bebe la humanidad.", + "ALICE_LORE_1": "Alicia se ve a sí misma como la benevolente princesa de sus dominios. La entusiasma la idea de tener invitados, pero solo porque ve a la gente como juguetes de los que puede deshacerse fácilmente cuando se aburra de ellos.", + "AA_ALICE_NAME": "Alicia", + "CUBE_LORE_2": "Exoedro, la encarnación de las matemáticas, es uno de los arcángeles más jóvenes. Nació cuando la humanidad llegó a una época caracterizada por un pensamiento matemático, científico y ambicioso.", + "CUBE_LORE_1": "El cuerpo de Exoedro está \\\"fijado cardinalmente\\\", lo cual significa que su aspecto es exactamente el mismo independientemente del ángulo desde el que se mire. Esto no es extraño si se tiene en cuenta que la \\\"forma física\\\" de un arcángel no es sino la sombra tridimensional de un ser superior no sujeto a la ciencia euclidiana.", + "AA_TOWER_NAME": "Babelith", + "MORGANTE_LORE_1": "Alguna vez Morganta se unió a Álef en sus aventuras por multitud de mundos y aparece en varios mitos y leyendas como una bruja o diosa de gran poder. Residía en la estación de Puente de la Noche, que contiene el único \\\"portal\\\" para abandonar Nueva Wirral. Ocultó esa estación en los versos de una canción.", + "AA_TOWER_SUBTITLE": "La torre de la ignorancia", + "TOWER_LORE_1": "Babelith mora en una estación que hay en la cima del monte Wirral, desde donde grita retahílas incoherentes que prácticamente nadie oye.", + "TOWER_LORE_2": "Babelith, la encarnación de la ignorancia, nació de la increíble capacidad de la humanidad para rechazar la verdad por miedo, incomodidad o vanidad.", + "AA_MORGANTE_SUBTITLE": "Espíritu de la rebeldía", + "MORGANTE_LORE_2": "Morganta, la encarnación de la rebelión, es uno de los seres más viejos de los llamados \\\"arcángeles\\\" que existen en el cosmos interconectado. La rebelión es la fuerza directamente opuesta a la conquista. Era, por tanto, inevitable que Álef y ella acabaran desarrollando una enemistad inmortal.", + "AA_FINALGANTE_NAME": "Morganta Gestalt", + "FINALGANTE_LORE_1": "La voluntad de resistir ante un desafío imposible, unida a los restos del espíritu de Morganta, ha dado origen a Morganta Gestalt. Se trata de un egregor (lo que en Nueva Wirral se conoce como \\\"arcángel\\\"): una entidad creada por la voluntad común de cambiar la realidad. Toda la humanidad dispone de ese poder.", + "AA_FINALGANTE_SUBTITLE": "Invocación: Espíritu de la rebeldía", + "FINALGANTE_LORE_2": "\\\"Gestalt\\\" designa algo que es distinto (a menudo superior) a la suma de sus partes. La capacidad que tiene una persona individual de cambiar el mundo que lo rodea es limitada. Si todas se combinan, su poder potencial es ilimitado.", + "AA_SERPENT_SUBTITLE": "Dios Serpiente", + "AA_SERPENT_NAME": "Luctifer", + "AA_ALEPH_NAME": "Álef", + "ALEPH_LORE_1": "Alguna vez Álef comandó a un grupo de arcángeles por todo el cosmos interconectado. En aquella época, dirigió tremendas batallas y se convirtió en parte de muchas leyendas comunes que han perdurado hasta nuestros días. El portal de su cabeza le permite enviar donde desee a cualquier persona o cosa, excepto a sí mismo.", + "AA_ALEPH_SUBTITLE": "El Rey Rojo de la Conquista", + "SERPENT_LORE_2": "Luctifer, la encarnación de la devoción, surgió de la devoción de la humanidad por los muchos dioses e ídolos que ha ido creando y venerando.", + "SERPENT_LORE_1": "El malvado Luctifer se alimenta de la devoción de otros, a veces hasta el punto de resultar letal para el devoto, si este es lo bastante apasionado. Susurra constantemente desde su estación subterránea con la esperanza de que sus fieles acaben por abrirse camino hasta él… y hasta la muerte.", + "ALEPH_LORE_2": "Álef, la encarnación de la conquista, nació de la naturaleza guerrera de la humanidad y sus deseos de conquista. Antaño comandó un grupo de arcángeles que incluía a Morganta, Amber, Mordreo y otros muchos, y lo llamó su \\\"mesa redonda\\\". De aquella alianza, hoy solo quedan en Nueva Wirral Morganta y él.", + "ALEPH_NULL_LORE_1": "Álef, de nuevo tan fuerte como lo fue en su mejor momento. Si se le permite vagar de nuevo por el cosmos interconectado como antaño, no hay duda de que eso causará una ingente cantidad de sufrimiento.", + "AA_ALEPH_NULL_NAME": "Álef 0", + "AA_ALEPH_NULL_SUBTITLE": "Encarnación de la guerra eterna", + "ALEPH_NULL_LORE_2": "Las leyendas que se escribieron tras el breve periodo de Álef como rey de los britanos en el siglo VI afirman que algún día volverá para reclamar su trono. Aunque esta vez haya sido derrotado, si los humanos siguen encontrando formas de matarse unos a otros, acabará por conseguirlo.", + "AA_HELIA_NAME": "Helia", + "AA_HELIA_SUBTITLE": "Proceso de la fusión", + "HELIA_LORE_1": "Helia, la encarnación del poder de la fusión, supervisa todos los tipos de fusión que se producen en el cosmos. En su mundo natal, se manifestó por primera vez en un laboratorio en el que unos científicos humanos investigaban la fusión nuclear.", + "HELIA_LORE_2": "Al parecer, la memoria de Helia abarca periodos muy anteriores al momento de su manisfestación, llegando incluso al primer caso de fusión nuclear que se produjo en el cosmos. Así, se podría decir que es el arcángel más viejo de Nueva Wirral y está al tanto de las maquinaciones de Álef desde hace miles de años.", + "AA_AMBER_LORE_1": "Amber es un arcángel enigmático pero hospitalario que ofrece un lugar seguro a los viajeros del cosmos. Tiene la capacidad de desplazarse a voluntad entre distintos mundos y toma la forma de un club de alta sociedad lleno de huéspedes.", + "AA_MERLINE_NAME": "La Merlínea", + "AA_MERLINE_SUBTITLE": "Quien mora en las profundidades", + "AA_MERLINE_LORE_1": "El sistema de trenes subterráneos de Nueva Wirral es, en realidad, la Merlínea, un \\\"arcángel\\\" ancestral e ignoto que toma la forma de un laberinto infinito lleno de túneles y trenes.", + "AA_MERLINE_LORE_2": "El poder de la Merlínea para separar espacio y tiempo hizo que en su inmensa persona se acumulara una gran cantidad de residuos, los cuales acabaron por formar la isla de Nueva Wirral. Desde entonces, la Merlínea ha usado su poder para poblarla de humanos y monstruos. Por lo visto cree que tiene un buen motivo para ello.", + "AA_AMBER_NAME": "La Posada Ambarina", + "AA_AMBER_SUBTITLE": "Posadera interdimensional", + "AA_AMBER_LORE_2": "Amber fue hace mucho miembro del grupo de Álef y, de hecho, era el medio que usaban para viajar por el cosmos interconectado. Dejó a sus camaradas en Nueva Wirral cuando surgieron diferencias entre ellos y, con el tiempo, acabó por lamentar haber participado en las muchas conquistas de Álef.", + "LENNA_NAME": "Lenna", + "LENNA_UNKNOWN_NAME": "Figura encapuchada", + "LENNA_SUBTITLE": "La heroína de otra historia", + "LENNA_LORE_1": "Lenna no era sino una simple maestra de escuela, cuya principal responsabilidad era enseñar al \\\"héroe\\\" de su mundo cómo luchar contra los malvados arcángeles. Cuando el héroe murió inesperadamente, Lenna tomó las armas para encargarse en persona.", + "LENNA_LORE_2": "El mundo de Lenna existe en forma de videojuego, almacenado en un cartucho que se lanzó al espacio. Quiso la casualidad que un rayo cósmico causara un fallo en el juego y diera a sus habitantes consciencia de sí mismos, aun cuando no sean conscientes de su origen electrónico.", + "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Vela ritual", + "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Quema esta vela y sacrifica (recicla) una cinta grabada para influir en la próxima fusión que te encuentres. Hay la posibilidad de que contenga una cinta pirata que concuerde con el tipo o la especie de la cinta que sacrifiques.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Un objeto curioso que descubrió le guarda de élite Bas en una incursión reciente. Dice:\\n\\n\\\"Quema esta vela y sacrifica (recicla) una cinta grabada para influir en la próxima fusión que te encuentres. Hay la posibilidad de que contenga una cinta pirata que concuerde con el tipo o la especie de la cinta que sacrifiques\\\".", + "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Quemar", + "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "La vela se consumió. Ahora sacrifica (recicla) una cinta que hayas grabado para influir en la próxima fusión que te encuentres.", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Ya hay un rito activo.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "El rito está completo. Hay la posibilidad de que la próxima fusión que te encuentres contenga una cinta pirata que concuerde de alguna manera con tu cinta.", + "ITEM_CAPTAIN_BADGE_NAME": "Insignia de guarda de élite", + "ITEM_CAPTAIN_BADGE_AUX_NAME": "Insignia n.º 14", + "ITEM_CAPTAIN_BADGE_DESCRIPTION": "Identifica a su portador como guarda de élite. Es la insignia número 14.", + "ITEM_FUSION_RADAR_NAME": "Radar de fusiones", + "ITEM_FUSION_RADAR_DESCRIPTION": "Coloca iconos en tu mapa que indican los lugares en los que se puede encontrar fusiones salvajes.", + "RANGER_RANK_0": "Aprendiz de guarda", + "RANGER_RANK_1": "Guarda centinela", + "RANGER_RANK_2": "Guarda de élite", + "ITEM_RANGER_ID_AUX_NAME": "Código: {ranger_id}", + "ITEM_RANGER_ID_NAME": "Tarjeta de {ranger_rank.to_lower}", + "ITEM_RANGER_ID_DESCRIPTION": "¡Ya eres oficialmente {ranger_rank.to_lower}! Esta tarjeta registra tu avance en la jerarquía de los guardas. También tiene la ventaja de permitir identificar tu cuerpo si te pasa algo.", + "ITEM_GARDENING_KIT_NAME": "Herramientas de jardinería", + "ITEM_GARDENING_KIT_DESCRIPTION": "Un juego de herramientas básicas, semillas y brotes que te permitirá dejar hermosas las jardineras del pueblo.", + "ITEM_JELLY_NAME": "Gelatina de gelatona", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "Abre una cerradura en la estación de Cascada Interminable.", + "ITEM_KEY_WATERLOOP_NAME": "Llave de Cascada Interminable", + "ITEM_JELLY_DESCRIPTION": "Es babosa pegajosa y se le cayó a un gelatona durante el combate. Más te vale no comértela, pero a lo mejor puede serte de utilidad…", + "ITEM_KEY_COMMUNE_NAME": "Llave de Valdellanto", + "ITEM_KEY_COMMUNE_DESCRIPTION": "Abre una cerradura en Valdellanto.", + "ITEM_KEY_DUNGEON_MEADOW_NAME": "Llave del conejo blanco", + "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "¡Curiorífico y rarífico!", + "ITEM_KEY_LANDKEEPER_NAME": "Llave de los tragaluces de los terratenientes", + "ITEM_MACHINEPART_NAME": "Pieza de la máquina", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Abre las ventanas que hay en las azoteas de las oficinas de los terratenientes.", + "ITEM_MACHINEPART_DESCRIPTION": "Una pieza que le falta a una vieja máquina de boletos.", + "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Boleto de tren", + "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Un viejo boleto de tren que lleva impreso \\\"Tumbavieja\\\" en tinta medio borrada.", + "ITEM_VALVE_NAME": "Manija de la válvula", + "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Un viejo boleto de tren que lleva impreso \\\"Camino del Hongo Brillante\\\" en tinta medio borrada.", + "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Boleto de tren", + "ITEM_VALVE_DESCRIPTION": "Una manija oxidada. Está bastante fría.", + "ITEM_KEYSTONE_NAME": "Piedra de azur", + "ITEM_KEYSTONE_DESCRIPTION": "Una gema azul de forma muy peculiar que produce un ruido como el de las interferencias de radio.", + "ITEM_DELIVERY_PARCEL_NAME": "Paquete", + "ITEM_DELIVERY_COMMUNE_NAME": "Ayuda humanitaria", + "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Un paquete que hay que entregar. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_NECKLACE_NAME": "Collar perdido", + "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Un paquete que hay que entregar en Valdellanto. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_NECKLACE_DESCRIPTION": "Alguien lo perdió y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_RING_NAME": "Anillo perdido", + "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Moneda", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Es una moneda de oro muy extraña, acuñada en el año 0x7B3 por \\\"el estado de Nevad0\\\".", + "ITEM_LOST_WALLET_DESCRIPTION": "Alguien la perdió y seguro que quiere recuperarla. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_RING_DESCRIPTION": "Alguien lo perdió y seguro que quiere recuperarlo. Revisa tus misiones activas para obtener más información.", + "ITEM_LOST_WALLET_NAME": "Cartera perdida", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Un trozo de papel con direcciones escritas con sangre. Parte de ellas fueron arrancadas. Las instrucciones dicen: \\\"Arriba, arriba, abajo, abajo…\\\".\\n\\nHay risas garabateadas por todo el papel…", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Pista de Tumbavieja n.º 1", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Pista de Tumbavieja n.º 2", + "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Un trozo de papel con direcciones escritas con sangre. Parte de ellas fueron arrancadas. Las instrucciones dicen: \\\"… izquierda, derecha, izquierda, derecha\\\".\\n\\nEn este trozo también hay risas por doquier.", + "ITEM_MEREDITH_ENVELOPE_NAME": "Sobre para Meredith.", + "SERVICE_LUCKY_DIP_NAME": "Bolsa de la suerte", + "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "Es un sobre de Ianthe para Meredith. ¡Tiene que ver con el disco que está buscando!", + "ITEM_GYM_PASS_NAME": "Pase del gimnasio", + "SERVICE_LUCKY_DIP_DESCRIPTION": "Una bolsa que contiene unos cuantos objetos útiles aleatorios. Tienes garantizada una calcomanía poco frecuente o inusual. ¡Prueba suerte!", + "ITEM_GYM_PASS_DESCRIPTION": "Da acceso ilimitado a las instalaciones del gimnasio que hay en el ayuntamiento para que puedas personalizar tus atributos base.", + "SERVICE_MONSTER_TAPE_DESCRIPTION": "Una cinta de un monstruo muy inusual que reservamos a los guardas que sabemos que son capaces de sacarle partido.", + "SERVICE_MONSTER_TAPE_NAME": "Cinta de {species_name}", + "EXCHANGE_REQUIRE_CAPTAINS": "Guardas de élite con los que tienes que entrenar para desbloquearlo: {amount}.", + "SERVICE_CARRY_MORE_REWINDS_NAME": "Bolsa para rebobinadores", + "SERVICE_CARRY_MORE_CURES_NAME": "Bolsa de primeros auxilios", + "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Bolsa para restauradores", + "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de rebobinadores que puedes llevar a la vez.", + "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de restauradores que puedes llevar a la vez.", + "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de curas de cada clase que puedes llevar a la vez.", + "SERVICE_CARRY_MORE_COFFEE_NAME": "Mininevera", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, no van a explotar de forma accidental.", + "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de cafés enlatados que puedes llevar a la vez.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Compartimento para bombas", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, no van a explotar de forma accidental.", + "SERVICE_CARRY_MORE_REODORANT_NAME": "Bolsa antiolores", + "SERVICE_GYM_POINTS_NAME": "Punto adicional para el gimnasio", + "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Puedo coserte esto a la mochila para aumentar en 1 el número de reodorantes que puedes llevar a la vez. Está hecha con un material especial con el que el mal olor no podrá salir hasta que lo necesites.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Puedo coserte esto a la mochila para aumentar en 1 el número de bombas de humo que puedes llevar a la vez. Absorbe los impactos, así que no te preocupes, no van a explotar de forma accidental.", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Lonchera hermética", + "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Aumenta en 1 el número de platos de pasta fusión que puedes llevar a la vez.", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Los guardas destinarán más recursos a la doctora Pensby. Eso le permitirá tener más tipos de curas ({0}) disponibles.", + "SERVICE_MERCHANT_DISCOUNTS_NAME": "Carnet del gremio de vendedores", + "SERVICE_GYM_POINTS_DESCRIPTION": "Proporciona un punto adicional que puede usarse en el gimnasio del ayuntamiento.", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Los vendedores de Villapuerto te ofrecerán mejores precios. Podrán reducirse hasta un {0} %.", + "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Los guardas destinarán más recursos a los vendedores de calcomanías que hay en el mercado, en el centro de Villapuerto. Eso les permitirá tener más calcomanías ({0}) disponibles.", + "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Más existencias de calcomanías", + "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Más existencias de café", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Si tienes uno en el bolsillo, tu habilidad de Acometida de baladino tendrá la capacidad de infligir daño a tus enemigos al principio del combate.", + "SERVICE_MERCHANT_STOCK_CURES_NAME": "Más existencias de curas", + "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Los guardas proporcionarán más ingredientes a Clémence, la dueña del Café Gramófono. Eso le permitirá tener más clases de café ({0}) disponibles.", + "QUEST_CAPTAINS_DESCRIPTION3.n": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Cartucho de baladino", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Semilla de saltalabaza", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Si tienes una en el bolsillo, tu habilidad de Bola de tallos calabaceros tendrá la capacidad de crear un muro de planta al principio del combate.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Pelo de rayono", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % más deprisa.", + "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Si tienes un mechón de pelo de rayono en el bolsillo, tu habilidad de Electromagnetismo te permitirá empezar los combates con 1 PA adicional.", + "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Micrófono mejorado", + "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Este micrófono mejorado para tu walkman incrementará en un {0} % la probabilidad de tener éxito al grabar.", + "SERVICE_FUSION_METER_FILL_RATE_NAME": "Modificación de la barra de fusión", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando consigas un impacto con ventaja de tipo.", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Modificación química", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando consigas un golpe crítico.", + "SERVICE_FUSION_METER_CRITICAL_NAME": "Modificación crítica", + "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para que tu barra de fusión se llene un {0} % cuando ganes un combate.", + "SERVICE_FUSION_METER_VICTORY_NAME": "Modificación victoriosa", + "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Puedo instalarte esta modificación en el walkman para desviar la potencia sobrante de la barra de fusión al micrófono. Si la barra de fusión está llena, la probabilidad de tener éxito al grabar mejorará en un {0} %.", + "SERVICE_FUSION_METER_RECORDING_NAME": "Modificación grabadora", + "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Borrado de rostros ocultos", + "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Rayo de la Muerte", + "MOVE_AA_PUPPET_FEEDBACK_NAME": "Devolución", + "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentación", + "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Crisis del mercado", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "Juicio final", + "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Llamada de margen", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "Apalancamiento", + "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Congelación de activos", + "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Venta a pérdidas", + "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Demasiado grande para quebrar", + "MOVE_AA_ROBIN_FAIRY_DUST_NAME": "Polvo de hadas", + "MOVE_AA_ROBIN_FAIRY_HORDE_NAME": "Horda de hadas", + "MOVE_AA_ROBIN_NIGHT_MARE_NAME": "Pesadilla", + "MOVE_AA_TOWER_FALSE_ILLUMINATION_NAME": "Falsa iluminación", + "MOVE_AA_ALICE_EAT_ME_NAME": "Cómeme", + "MOVE_AA_TOWER_TRUE_ILLUMINATION_NAME": "Verdadera iluminación", + "MOVE_AA_ALICE_DRINK_ME_NAME": "Bébeme", + "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Salto aplastante", + "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", + "MOVE_AA_ALEPH_10000_CUTS_NAME": "La muerte de los 10 000 cortes", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "La muerte de los 1000 cortes", + "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "¡A las armas!", + "MOVE_AA_MONARCH_TENTACLE_NAME": "Agarre resbaladizo", + "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Melodía de Kayleigh", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Sorpresa explosiva", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodía íntima", + "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Motiva a quien lo usa para seguir adelante aun tras la derrota.", + "MOVE_AA_FINALGANTE_PLAYER_NAME": "Convicción de {player}", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Ingenio de Meredith", + "MOVE_AA_MORGANTE_PLAYER_NAME": "Convicción irrefrenable", + "MOVE_AA_MORGANTE_MEREDITH_NAME": "Ingenio desbordante", + "MOVE_AA_FINALGANTE_FELIX_NAME": "Creatividad de Felix", + "MOVE_AA_FINALGANTE_EUGENE_NAME": "Valor de Eugene", + "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Aumenta el ataque cuerpo a cuerpo y el ataque a distancia de quien lo usa.", + "MOVE_AA_MORGANTE_EUGENE_NAME": "Valor desmedido", + "MOVE_DESCRIPTION_AA_FINALGANTE_EUGENE": "Aumenta la defensa cuerpo a cuerpo y la defensa a distancia de quien lo usa.", + "MOVE_AA_FINALGANTE_DOG_NAME": "Energía de Perry", + "MOVE_AA_MORGANTE_FELIX_NAME": "Visión creativa", + "MOVE_AA_FINALGANTE_VIOLA_NAME": "Arrojo de Viola", + "MOVE_AA_MORGANTE_VIOLA_NAME": "Arrojo sin igual", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Silbido de ayuda", + "MOVE_AA_MORGANTE_DOG_NAME": "Energía ilimitada", + "QUEST_MEREDITH_DESCRIPTION_4": "Ve con Meredith al centro comercial La Caída.", + "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Mejora la generación de PA de quien lo usa.", + "MOVE_LENNA_POWER_OF_TRUTH_NAME": "Poder de la Verdad", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Zeta, que está en las Colinas Otoñales, te pidió que derrotes 5 baladino para que los alrededores queden más silenciosos. La zona en la que más fácil será encontrarlos son las Colinas Otoñales.", + "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "¡Balas malas!", + "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "Funciona con monedas", + "QUEST_MEREDITH_TITLE": "No necesito nada más", + "QUEST_MEREDITH_DESCRIPTION_1": "Pregunta a los habitantes de Villapuerto si han visto el disco favorito de Meredith.", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Parece que el androide que hay en el Bosque Oriental está descompuesto. A lo mejor, si encuentras una moneda adecuada, puedes devolverlo a la vida.", + "QUEST_MEREDITH_DESCRIPTION_2": "Busca a la guarda Ianthe, la jefa de los guardas, y pregúntale por el disco favorito de Meredith.", + "QUEST_MEREDITH_DESCRIPTION_3": "Dale a Meredith el sobre que te dio Ianthe.", + "QUEST_CAPTAINS_DESCRIPTION1.m": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", + "QUEST_CAPTAINS_DESCRIPTION2.m": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya entrenaste con todos los guardas de élite.", + "QUEST_CAPTAINS_DESCRIPTION2.n": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya entrenaste con todos los guardas de élite.", + "QUEST_CAPTAINS_DESCRIPTION1.n": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", + "QUEST_CAPTAINS_DESCRIPTION1.f": "Entrena con todos los guardas de élite para convertirte en guarda. Para enterarte de dónde se encuentra cada uno de ellos, pregunta por Villapuerto.", + "QUEST_CAPTAINS_PROGRESS": "Has entrenado con {num} de los {max} guardas de élite.", + "QUEST_CAPTAINS_DESCRIPTION2.f": "Ve a ver a Ianthe, la jefa de los guardas, y dile que ya entrenaste con todos los guardas de élite.", + "QUEST_CAPTAINS_DESCRIPTION3.m": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", + "QUEST_CAPTAINS_DESCRIPTION3.f": "¡Enfréntate a Ianthe en un último desafío para convertirte en guarda de élite!", + "QUEST_CAPTAINS_DESCRIPTION4": "Enfréntate de nuevo a todos los guardas de élite.", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "Escucha rumores ({total}) de los habitantes de Villapuerto.", + "QUEST_COLLECT_RUMORS_TITLE": "Corre el rumor", + "QUEST_COLLECT_RUMORS_PROGRESS": "Has oído {obtained} de los {total} rumores.", + "QUEST_KAYLEIGH_TITLE": "Corrí sin mirar atrás", + "QUEST_KAYLEIGH_DESCRIPTION1": "Lleva a Kayleigh a Valdellanto.", + "QUEST_KAYLEIGH_DESCRIPTION2": "Investiga la situación en Valdellanto.", + "QUEST_FELIX_DESCRIPTION_0": "Ve a ver a Felix en su casa, al oeste de Villapuerto.", + "QUEST_FELIX_TITLE": "¿Es que no me quieres?", + "QUEST_FELIX_DESCRIPTION_2": "Busca junto a Felix los cuatro altares elementales para dar con Kuneko.", + "QUEST_FELIX_DESCRIPTION_1": "Lucha junto a Felix contra un guerrero que porta una espada de madera en el Prado de los Cerezos.", + "QUEST_FELIX_2_PROGRESS": "Has encontrado {num} de los {count} altares elementales.", + "QUEST_VIOLA_DESCRIPTION_1": "Busca a Sebastián, el hermano de Viola.", + "QUEST_FELIX_DESCRIPTION_3": "Ayuda a Felix a arreglar las cosas con Kuneko.", + "QUEST_VIOLA_TITLE": "Todo el mundo va en busca de algo", + "QUEST_VIOLA_DESCRIPTION_2": "Habla con Viola.", + "QUEST_VIOLA_DESCRIPTION_3": "Viaja con Viola a la Costa del Hierro Fundido.", + "QUEST_VIOLA_DESCRIPTION_4": "Explora los restos del naufragio junto a Viola.", + "QUEST_DOG_TITLE": "Ven aquí. Siéntate.", + "QUEST_DOG_DESCRIPTION": "Averigua qué se le perdió a Perry en el monte Wirral.", + "QUEST_SUNNY_TITLE": "¿Qué se siente?", + "QUEST_HOYLAKE_TITLE": "De caza", + "QUEST_SUNNY_DESCRIPTION": "Ve a la sastrería de Villapuerto para ayudar a dar a Sol un nuevo estilo.", + "QUEST_HOYLAKE_DESCRIPTION_1": "Graba {monster_description}, visto habitualmente {habitat_phrase}, y enséñaselo a Hoylake.", + "QUEST_HOYLAKE_DESCRIPTION_2": "Grabaste un {monster_name.to_lower}: {monster_description}, visto habitualmente {habitat_phrase}. Ve a enseñárselo a Hoylake.", + "QUEST_HELIA_TITLE": "Aquí viene el sol", + "QUEST_HELIA_DESCRIPTION_1": "Investiga la nueva estación que surgió bajo la Cantera de Dino, en el yermo.", + "QUEST_HELIA_DESCRIPTION_2": "Hazle unas cuantas preguntas a la Merlínea.", + "QUEST_HELIA_DESCRIPTION_3": "Ve a informar a Ianthe.", + "CLUE_NORTH": "Después al norte te has de encaminar y podrás ver cerca de donde estés.", + "CLUE_WEST": "Sigue, hasta hallar la zona deseada, la vía oeste, nunca su contraria.", + "CLUE_EAST": "Sigue, hasta hallar la zona deseada, la vía al este, nunca su contraria.", + "CLUE_BIOME_ARID": "Un sitio en ruinas, triste y singular, y hierba muerta que araña los pies.", + "CLUE_BIOME_PLAINS": "Caminos, tierra y árboles sin par, y hierba fresca que besa los pies.", + "CLUE_SOUTH": "Después al sur te habrás de encaminar y podrás ver cerca de donde estés.", + "CLUE_BIOME_BEACH": "Arenas de oro y espuma de mar, donde las olas te besan los pies.", + "CLUE_BIOME_AUTUMN": "Hojas rojizas prontas a volar y a crepitar al paso de tus pies.", + "CLUE_BIOME_LAKE": "Un lago de forma particular, y arena húmeda bajo los pies.", + "CLUE_BIOME_WOODS": "Árboles de altura espectacular y hierba oscura que aplastan tus pies.", + "CLUE_BIOME_BLOSSOM": "Flores, cerezos, paisaje estelar, y hierba pálida bajo tus pies.", + "CLUE_BIOME_MOUNTAIN": "Un lugar alto, con vistas sin par, y nieve que cruje bajo tus pies.", + "CLUE_BIOME_MARSH": "Un sitio que produce malestar, y lodo que te aprisiona los pies.", + "CLUE_ACTION_ROCK": "Ve allí con una piedra y tu osadía, y ante tus pies la habrás de colocar.", + "CLUE_ACTION_CRATE": "Ve allí con una caja y tu osadía, y ante tus pies la habrás de colocar.", + "CLUE_ACTION_DASH.f": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", + "CLUE_ACTION_DASH.m": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", + "CLUE_ACTION_MAGNETISM": "Será, pues, la electricidad la vía, y el camino se habrá de revelar.", + "CLUE_ACTION_DASH.n": "Mantén entonces la cabeza fría, y acomete para al fuego llamar.", + "CLUE_ACTION_JUMP_3": "Salta tres veces, pues, con alegría, y el camino se habrá de revelar.", + "CLUE_ACTION_FACE_4_DIRECTIONS": "Has de hacer una cosa todavía: en las cuatro direcciones mirar.", + "CLUE_ACTION_NIGHT": "Medio minuto inmóvil, armonía. De noche, el camino has de vislumbrar.", + "CLUE_ACTION_MAP_3.m": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", + "CLUE_ACTION_MAP_3.f": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", + "CLUE_ACTION_ITEM_3": "Elige entonces con sabiduría: a tres objetos has de renunciar.", + "CLUE_ACTION_MAP_3.n": "Tu mapa te habrá de servir de guía, y tres veces lo deberás mirar.", + "CLUE_OVERWORLD_2_-1": "Aquella puerta que te recibía, allí has de ir, pues ese es el lugar.", + "CLUE_OVERWORLD_-4_-1": "El estanque que en el fosal había. Tumbas y piedras, he ahí el lugar.", + "CLUE_OVERWORLD_-6_-3": "Edificio que al cielo desafía. Junto a él, un tronco, he ahí el lugar.", + "CLUE_OVERWORLD_-2_-4": "Tienda de campaña y arena fría. Detrás de ella, ese es el lugar.", + "CLUE_OVERWORLD_-3_-3": "Un árbol muerto que hay sin compañía. Entre sus ramas, he ahí el lugar.", + "CLUE_OVERWORLD_-3_-7": "El río que por la zona fluía. Su nacimiento, he ahí el lugar.", + "CLUE_OVERWORLD_0_-6": "Encima del altar de piedra fría, allí has de ir, pues ese es el lugar.", + "CLUE_OVERWORLD_1_-6": "Tres luces se hacen buena compañía. Ve entre las tres, pues he ahí el lugar.", + "CLUE_OVERWORLD_3_-7": "Un templo del comercio que existía. En su azotea, he ahí el lugar.", + "CLUE_OVERWORLD_2_-4": "La casa solitaria de vigía. Ponte a su sombra, he ahí el lugar.", + "CLUE_OVERWORLD_5_-6": "En el tocón de un árbol que existía, entre paredes, he ahí el lugar.", + "CLUE_OVERWORLD_7_-2": "Aquella casa que en la zona había, ve hasta sus ruinas, he ahí el lugar.", + "CLUE_OVERWORLD_7_-4": "En el altar en donde el fuego ardía, allí has de ir, pues ese es el lugar.", + "CLUE_OVERWORLD_8_-6": "En el tocón de un árbol que existía, en pleno bosque, he ahí el lugar.", + "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Petición de Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Habla con Hoylake en el ayuntamiento. Tiene unas cuantas tareas para ti.", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Se busca a estos monstruos", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "La población de {key.to_lower} {habitat_phrase} anda descontrolada. Derrota {count} en combate para hacer que se calmen y evitar que acaben haciéndose daño unos a otros.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Derrota {count} fusiones salvajes para que viajar por Nueva Wirral siga siendo seguro.", + "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Se busca a estas fusiones", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Entrega el paquete adjunto a nuestro centinela {location_0_phrase}.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Entrega de un paquete", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Uno de nuestros centinelas {location_0_phrase} hizo una solicitud urgente de suministros. Por favor, consíguelos y entrégalos cuanto antes. Esto es lo que necesita: {required_item} ({required_item_amount}).", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "¡Genial! ¡Por fin llegó mi paquete!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "¡Muchas gracias! ¡Llevaba tiempo esperándolo!", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "¡Genial! ¡Por fin llegó mi paquete!", + "DJINN_ENTONIC_NAME": "Yinntonic", + "DJINN_ENTONIC_LORE_1": "Los yinntonic son misteriosos camareros cósmicos que proporcionan un servicio impecable. No está del todo claro qué clase de bebida sirven, pero se sabe a ciencia cierta que su apariencia es \\\"para toda la familia\\\" y que \\\"no afectará a la clasificación por edades del juego\\\".", + "DJINN_ENTONIC_NAME_SUFFIX": "tonic", + "DJINN_ENTONIC_NAME_PREFIX": "Yin", + "DJINN_ENTONIC_LORE_2": "Un [i]yinn[/i], o genio, es un ser mitológico de la mitología árabe. En la historia de Aladino, el protagonista libera sin proponérselo a un genio que estaba encerrado dentro de una lámpara mágica cuando la frota.", + "DJINN_ENTONIC_DESCRIPTION": "un camarero cósmico", + "BULLETINO_NAME": "Baladino", + "BULLETINO_NAME_PREFIX": "Bala", + "BULLETINO_NAME_SUFFIX": "dino", + "BULLETINO_LORE_2": "Las primeras balas no eran más que bolas de plomo que los cañones disparaban contra los enemigos y sus fortificaciones durante las guerras medievales. La forma más o menos cónica de las balas que conocemos hoy la inventó el capitán francés Henri-Gustave Delvigne en el siglo XIX.", + "BULLETINO_LORE_1": "Los baladino solo tienen un mecanismo de defensa: lanzarse en plancha hacia el peligro en cuanto les entra el pánico. Eso suele ser una mala idea, claro, pero los baladino lo hacen siempre de todas formas.", + "BULLETINO_DESCRIPTION": "una enorme bala ambulante", + "VELOCIRIFLE_NAME": "Velocirrifle", + "VELOCIRIFLE_NAME_PREFIX": "Velocir", + "VELOCIRIFLE_LORE_1": "En la parte trasera del cráneo de los velocirrifle hay una recámara llena de pólvora que pueden encender a voluntad para disparar cualquier proyectil que hayan colocado en el cañón que tienen por rostro. A lo largo de los años mejoran mucho la puntería.", + "VELOCIRIFLE_NAME_SUFFIX": "rifle", + "VELOCIRIFLE_DESCRIPTION": "un lagarto cuya cabeza parece un cañón", + "VELOCIRIFLE_LORE_2": "La pólvora se inventó en China durante el primer milenio. Las primeras armas de fuego fueron cañones de mano en cuyo interior había pólvora y pequeños proyectiles.", + "ARTILLEREX_NAME": "Artillerrex", + "ARTILLEREX_NAME_PREFIX": "Artiller", + "ARTILLEREX_NAME_SUFFIX": "rex", + "ARTILLEREX_LORE_2": "La ametralladora Gatling es una de las primeras armas de repetición, capaz de disparar munición con una gran cadencia mediante una serie de cañones dispuestos en círculo que giraba mediante una manivela. Debe su nombre a su creador, Richard Jordan Gatling, que la inventó a mediados del siglo XIX.", + "ARTILLEREX_LORE_1": "El cuerpo de los artillerrex contiene una cavidad llena de mental fundido con el que puede crear metralla y dispararla en terribles descargas desde la especie de ametralladora que tiene en el estómago. Su capacidad balística y su gran estatura lo convierten en un enemigo especialmente temible.", + "SALAMAGUS_NAME": "Salamago", + "GEARYU_LORE_2": "Las ruedas dentadas son piezas mecánicas de forma circular cuyos \\\"dientes\\\" les permiten encajar unas con otras formando engranajes. Se pueden usar ruedas dentadas de distintos tamaños para aumentar o reducir la velocidad que produce la fuerza de rotación de una máquina.", + "ARTILLEREX_DESCRIPTION": "un gran lagarto con un arma pesada en el estómago", + "GEARYU_NAME_PREFIX": "Meca", + "GEARYU_NAME": "Mecaryuu", + "GEARYU_NAME_SUFFIX": "ryuu", + "GEARYU_LORE_1": "La parte más importante del cuerpo de los mecaryuu son las enormes ruedas dentadas, que se mantienen unidas debido a un campo magnético. Al girarlas, los mecaryuu generan energía cinética que pueden proyectar por la boca en forma de potentes ataques de hálito elemental.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Entrega de suministros", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "¡Genial! ¡Por fin llegó mi paquete!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Necesito urgentemente lo siguiente: {required_item} ({required_item_amount}). ¿Que para qué? Lo siento, eso es cosa mía.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "¿Recibieron mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "¿Puedo quedarme con lo que tienes tú ahí?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "¿Puedo quedarme con lo que tienes tú ahí?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "¿Recibieron mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "¿Recibieron mi solicitud de suministros? Necesito esto: {required_item} ({required_item_amount}). ¡Lo necesito cuanto antes!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "¿Puedo quedarme con lo que tienes tú ahí?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "¡Ah! ¡Veo que lo tienes ahí mismo! ¿Me lo das?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "¡Ah! ¡Veo que lo tienes ahí mismo! ¿Me lo das?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "¡Ah! ¡Veo que lo tienes ahí mismo! ¿Me lo das?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "¡Estupendo! ¡Ya quiero darle uso!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "¡Estupendo! ¡Ya quiero darle uso!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "¡Estupendo! ¡Ya quiero darle uso!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Me harías un favor tremendo si me ayudaras a encontrar mi {lost_item} que perdí {location_1_phrase}.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Una persona del pueblo perdió un {lost_item} {location_1_phrase}. Tiene un gran valor sentimental, de modo que hay que hacer lo posible por encontrarlo y devolvérselo {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Objetos perdidos", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "¡Muchas gracias! ¡Es justo lo que me hacía falta!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anillo", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "collar", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Me harías un favor tremendo si me ayudaras a encontrar mi {lost_item} que perdí {location_1_phrase}.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "cartera", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Me harías un favor tremendo si me ayudaras a encontrar mi {lost_item} que perdí {location_1_phrase}.", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "Perdí mi {lost_item}, que era muy importante para mí {location_1_phrase}. ¿Me ayudas?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "Perdí mi {lost_item}, que era muy importante para mí {location_1_phrase}. ¿Me ayudas?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Entrega especial", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "¡Muchas gracias! ¡Había buscado por todas partes!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "¡Muchas gracias! ¡Había buscado por todas partes!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "¡Muchas gracias! ¡Había buscado por todas partes!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "Perdí mi {lost_item}, que era muy importante para mí {location_1_phrase}. ¿Me ayudas?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "¡Lo lograste! ¡Muchísimas gracias!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "¡Lo lograste! ¡Muchísimas gracias!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "¡Lo lograste! ¡Muchísimas gracias!", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Como parte de nuestro programa de ayuda a los Hijos del Llanto, preparamos un paquete especial con suministros médicos. Por favor, entrega el paquete adjunto al vigilante de la puerta en Valdellanto.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS2": "Ve a ver a Hoylake en el ayuntamiento para enseñársela.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1": "¿Ese es el paquete de Ianthe?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED1_OPTION1": "¡Aquí está!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_TITLE": "Petición de Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_DESCRIPTION": "Hoylake pidió que alguien le enseñe cómo es la fusión de {species1_description} y {species2_description}. Fusiona un {species1_name.to_lower} y un {species2_name.to_lower} en combate para añadirla a tu bestiario; después, vuelve al ayuntamiento y enséñasela a Hoylake.", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_RECEIVED2": "¡Estupendo, colega! ¡Jacqueline se va a alegrar un montón!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE2": "¿Sabías que tu bestiario registra los datos de todas las fusiones que hagas, [wave amp=30 freq=30]además[/wave] de todas las que te encuentres?", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE4": "¡Impresionante! Te lo agradezco mucho, {player}.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE1": "¡Saludos, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_PROGRESS1": "Haz la fusión en combate para registrarla en tu bestiario.", + "NOTICEBOARD_QUEST_HOYLAKE_FUSION_HOYLAKE3": "Vamos a echar un vistazo a los datos que me trajiste sobre el {fusion_name.to_lower}.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS1": "Sube una cinta de {species_name.to_lower} a cinco estrellas.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_TITLE": "Petición de Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_DESCRIPTION": "A Hoylake le gustaría ver una grabación de {species_name.to_lower} de cinco estrellas. Sube una cinta de {species_name.to_lower} a cinco estrellas y, luego, vuelve al ayuntamiento y enséñasela a Hoylake.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS2": "Encuéntrate con el doctor Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE2": "¿Sabías que tu bestiario registra información adicional sobre las especies de monstruo cuya cinta hayas subido a cinco estrellas?", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_PROGRESS2": "Ve a ver a Hoylake en el ayuntamiento para enseñarle tu cinta.", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE1": "¡Saludos, {player}!", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE4": "Interesante. [pause]Muy interesante. [pause]Me pregunto qué podrá significar esto…", + "NOTICEBOARD_QUEST_HOYLAKE_5STAR_HOYLAKE3": "Vamos a echar un vistazo a los datos que registró sobre la cinta de {species_name.to_lower} que me trajiste.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Pon en tu equipo una cinta de {species_name.to_lower}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "El ayudante de Hoylake", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Hoylake solicitó un entrenamiento bastante específico para su ayudante, el doctor Kirby. Lleva una cinta de {species_name.to_lower} y encuéntrate con Kirby {location_0_phrase}.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Hola, {player}. Es un placer conocerte. Soy el doctor Kirby, zoólogo de la Universidad de Cambridge.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "El profesor Hoylake me ha hablado mucho de ti. Me contó cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "El profesor Hoylake me ha hablado mucho de ti. Me contó cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "¡Eso me dijo! ¡Es toda una inspiración!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "El profesor Hoylake me ha hablado mucho de ti. Me contó cómo te ayudó cuando llegaste aquí, lo de que te salvó la vida y todo eso.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY3": "¿Sabías que, en su mundo natal, cuando ganó el premio Nobel por descubrir la última especie que faltaba por descubrir, lo coronaron como el \\\"rey de la ciencia mundial\\\"?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "En fin, vamos a ponernos manos a la obra, ¿no?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Hoylake dice que, para ser mejor científico, tengo que experimentar lo que es ser {species_description}. Esperaba que pudieras echarme una mano con eso.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "¿Tienes lista tu cinta de {species_name.to_lower}?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Aquí la tengo.", + "BATTLE_JOINED.f": "¡Un {0.to_lower} se unió al combate!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Todavía no.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Uf… [pause]¿Siempre es así de brutal el trabajo de investigación en Nueva Wirral?", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Bien, ¡pues enséñame cómo se usa!", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Hoylake tiene que ser muy fuerte para haber pasado por todo esto y no tener ya ninguna necesidad de transformarse.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Gracias, {player}. Aprendí un montón sobre los {species_name.to_lower}.", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusión inestable", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Apareció una fusión inestable {location_0_phrase}. ¡Hay que destruirla antes de que se reproduzca sin control!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Uno de nuestros aprendices nuevos te desafió para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Entrenamiento de aprendices", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.m": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que enviaron para entrenarme, ¿verdad? ¡Adelante, no te contengas!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.f": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que enviaron para entrenarme, ¿verdad? ¡Adelante, no te contengas!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.n": "Uno de nuestros aprendices nuevos te desafió para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.f": "Uno de nuestros aprendices nuevos te desafió para conseguir tu sello. Está {location_0_phrase}, con su pareja de combate. Ve allí y ponlos a prueba. Y no tengas piedad, {player}. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.n": "¡Puede que aún me esté formando, pero no quiero que me des ninguna ventaja, guarda de élite!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v1.n": "Tú eres [mfn:el nuevo|la nueva|le nueve] guarda de élite que enviaron para entrenarme, ¿verdad? ¡Adelante, no te contengas!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.m": "¡Puede que aún me esté formando, pero no quiero que me des ninguna ventaja, guarda de élite!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.m": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v2.f": "¡Puede que aún me esté formando, pero no quiero que me des ninguna ventaja, guarda de élite!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.f": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Eres {player}, [mfn:el|la|le] guarda de élite, ¿verdad? [pause]Cuando te haya vencido, ¡Ianthe no tendrá más remedio que hacerme guarda de élite a mí también!", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga aspecto de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga aspecto de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Ay, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Ay, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Ay, está claro que en combate no te dedicas a hacer amigos… [pause]El caso es que… a mí ni siquiera me gusta luchar. No creo que esté hecho para esto.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Dicen que, cuando uno llega a la cárcel, lo primero que tiene que hacer es buscar pelea con el que tenga aspecto de ser el más fuerte de allí. [pause]Y, en este caso, [mfn:ese|esa|ese] serías tú, guarda de élite.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "El caso es que, en realidad, yo siempre prefiero hacer el amor y no la guerra…", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Gracias, guarda de élite, aprendí un montón. [pause]Descubrí que no estoy preparado para ser guarda.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Gracias, guarda de élite, aprendí un montón. [pause]Descubrí que no estoy preparado para ser guarda.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Gracias, guarda de élite, aprendí un montón. [pause]Descubrí que no estoy preparado para ser guarda.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "El caso es que, en realidad, yo siempre prefiero hacer el amor y no la guerra…", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "El caso es que, en realidad, yo siempre prefiero hacer el amor y no la guerra…", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "No sé muy bien qué esperaba. Gracias, guarda de élite. Por… [pause]tomarme en serio, supongo.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Robo de suministros", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Un par de viejos amigos tuyos te están esperando {location_0_phrase}.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Últimamente, han estado desapareciendo suministros de los guardas. Uno de nuestros centinelas afirma haber visto al ladrón en acción y lo siguió hasta una zona situada {location_0_phrase}. Enfréntate a él y averigua qué pasó con nuestros suministros.", + "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "El ladrón volvió. Esta vez lo seguimos hasta la zona situada {location_0_phrase}. Enfréntate a él y averigua qué pasó con nuestros suministros.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie lleva aquí pocos días, pero está más que decidida a unirse a los guardas. Tiene un no sé qué que me recuerda a ti, {player}, así que te agradecería que la ayudaras a dar los primeros pasos. Le hará falta una cinta. Lleva una a la que no te importe renunciar (permanentemente) y búscala en las afueras. Besos, Cybil\\\".", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Tu viejo \\\"amigo\\\" Vin, el exladrón, se apuntó para unirse a los guardas. Es más, te desafió para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Entrenamiento de aprendices: Vin", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Entrenamiento de aprendices: Frankie", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Tu viejo \\\"amigo\\\" Vin, el exladrón, se apuntó para unirse a los guardas. Es más, te desafió para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Tu viejo \\\"amigo\\\" Vin, el exladrón, se apuntó para unirse a los guardas. Es más, te desafió para conseguir tu sello, {player}. Encuéntrate con él {location_0_phrase}. Me gusta el carácter que demuestra, pero es solo un aprendiz más, así que no puedes darle ninguna ventaja. Tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"¡Saludos, mentora! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie\\\".", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"¡Saludos, mentore! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie\\\".", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"¡Saludos, mentor! Voy a vivir unas cuantas aventuras por mi cuenta. Si quieres echarme una mano, encuéntrate conmigo {location_0_phrase}. Frankie\\\".", + "RUMOR_NAME": "Rumor", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie te desafió para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blando con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie te desafió para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blanda con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Combate amistoso", + "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie te desafió para conseguir tu sello. Te está esperando {location_0_phrase}. No seas blande con ella, {player}. Como siempre, tenemos que ser selectivos con nuestras incorporaciones.", + "RUMOR_DUNGEON_PARK_TITLE": "El suelo tiembla", + "RUMOR_DUNGEON_PARK": "Escuché el rumor de que a veces el suelo que hay bajo el parque de Nueva Wirral tiembla, como si estuviera pasando un enorme vehículo subterráneo. ¿Qué crees tú que habrá ahí abajo?", + "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Risas", + "RUMOR_DUNGEON_GRAVEYARD": "Un amigo me dijo que oyó salir una risa maligna de una de las tumbas que hay en el cementerio, cerca del arroyo. Qué raro, ¿no?", + "RUMOR_DUNGEON_MEADOW_TITLE": "Un antifolilla minúsculo", + "RUMOR_DUNGEON_MEADOW1": "Seguro que no me vas a creer, pero vi un antifolilla muy chiquito en el claro que hay en el centro del Prado de los Cerezos. No es que fuera una cría, ¡es que era tan pequeño que me cabía en la mano!", + "RUMOR_DUNGEON_MEADOW2": "¿Cómo crees que se habrá hecho así de pequeño? Ahí está pasando algo raro…", + "RUMOR_DUNGEON_MOUNTAIN_TITLE": "La cumbre", + "RUMOR_DUNGEON_LAKE_TITLE": "Letreros móviles", + "RUMOR_DUNGEON_LAKE1": "Un guarda amigo mío me dijo que había visto \\\"letreros móviles\\\" en el lago.", + "RUMOR_DUNGEON_LAKE2": "Hay quien dice que, si te colocas sobre los botones en el orden correcto y sigues todos los letreros, te llevarán a un tesoro.", + "RUMOR_DUNGEON_MOUNTAIN": "El monte Wirral es muy alto, ¿no? Escuché que hay una especie de faro extraño en la cima. ¿Tú qué crees que puede ser eso?", + "RUMOR_DUNGEON_LAKE3": "Por lo visto, otros dicen que solo te conducen a un bucle interminable.", + "RUMOR_CAPTAIN_WALLACE": "Escuché que el guarda de élite Mort Ero está ahora mismo en el parque.", + "RUMOR_CAPTAIN_WALLACE_TITLE": "El guarda de élite Mort Ero", + "RUMOR_CAPTAIN_CLEEO_TITLE": "La mujer de metal", + "RUMOR_CAPTAIN_DREADFUL": "Escuché que la guarda de élite Agnes Pectro suele andar por el pueblo en ruinas que hay al este de aquí.", + "RUMOR_CAPTAIN_DREADFUL_TITLE": "La guarda de élite Agnes Pectro", + "RUMOR_CAPTAIN_CLEEO": "Me dijeron que hay una mujer de metal en el Bosque Oriental. ¿Tú la has visto?", + "RUMOR_CAPTAIN_LODESTEIN.m": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", + "RUMOR_CAPTAIN_LODESTEIN_TITLE": "El guarda de élite Ray O'Farrell", + "RUMOR_CAPTAIN_LODESTEIN.n": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", + "RUMOR_CAPTAIN_LODESTEIN.f": "¿Has estado alguna vez en Nibosquenimonte? Ya sabes, ese pequeño valle que hay al oeste del Bosque Oriental, donde suele pasar el rato el guarda de élite Ray O'Farrell.", + "RUMOR_CAPTAIN_BUFFY": "La guarda de élite Mazas es mi favorita. ¿Sabías que suele entrenarse en el Prado de los Cerezos?", + "RUMOR_CAPTAIN_BUFFY_TITLE": "La guarda de élite Mazas", + "RUMOR_CAPTAIN_CYBIL_TITLE": "La guarda de élite Cybil", + "RUMOR_CAPTAIN_CYBIL": "¡Mi programa de radio favorito es Cybil FM! Lo presenta la guarda de élite Cybil en persona, ¡y desde el pantano, nada menos!", + "RUMOR_CAPTAIN_SKIP_TITLE": "Le guarda de élite Bas", + "RUMOR_CAPTAIN_SKIP": "Hay que ver cómo es le guarda de élite Bas. ¡Se las sabe todas! Suele estar junto a la desembocadura del río que hay al oeste de Villapuerto.", + "RUMOR_CAPTAIN_JUDAS_TITLE": "El guarda de élite Judas", + "RUMOR_CAPTAIN_JUDAS1": "Escuché que el guarda de élite Judas, el famoso experto en supervivencia, está acampado en una isla que hay al sudeste.", + "RUMOR_CAPTAIN_JUDAS2": "Ya sé que seguramente me despreciaría por depender tanto de las comodidades modernas… Pero, eso sí, ¡está guapísimo!", + "RUMOR_CAPTAIN_GLADIOLA_TITLE": "La guarda de élite Gladiola", + "RUMOR_CAPTAIN_GLADIOLA": "Me dijeron que el camino que suele recorrer la guarda de élite Gladiola cuando va de patrulla atraviesa el cementerio que hay al oeste de Villapuerto. ¿Dónde crees tu que irá?", + "RUMOR_CAPTAIN_HEATHER_TITLE": "La guarda de élite Olga", + "RUMOR_CAPTAIN_HEATHER": "Tengo un amigo que se dedica a buscar restos de naufragios en la Costa del Hierro Fundido y me dijo que vio a la guarda de élite Olga en una isla que está muy al oeste.", + "RUMOR_CAPTAIN_ZEDD": "Lo último que supe del guarda de élite Zeta es que tenía previsto ir a ver qué se cuece en Valdellanto, hacia el este. Seguro que se quedó dormido por el camino.", + "RUMOR_CAPTAIN_ZEDD_TITLE": "El guarda de élite Zeta", + "RUMOR_CAPTAIN_CODEY1": "¿Conoces al guarda de élite Codi? Ese que siempre se está quejando porque no tiene \\\"internet\\\", sea lo que sea eso. Pues ahora mismo está en el monte Wirral.", + "RUMOR_CAPTAIN_CODEY_TITLE": "El guarda de élite Codi", + "RUMOR_CAPTAIN_CODEY2": "A lo mejor yo también debería subir a la montaña, a ver si logro enterarme de por qué son tan interesantes los internetes esos.", + "RUMOR_IANTHE_BATTLE_TITLE.m": "Nueva incorporación a los guardas de élite", + "RUMOR_IANTHE_BATTLE_TITLE.f": "Nueva incorporación a los guardas de élite", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION": "¡Acabo de ver un cofre tragarse entero a un hombre como si nada {location_0_phrase}! ¡¿Puedes creerlo?!", + "RUMOR_IANTHE_BATTLE_TITLE.n": "Nueva incorporación a los guardas de élite", + "RUMOR_IANTHE_BATTLE": "¿Has oído los rumores que dicen que Ianthe, la jefa de los guardas, tiene un nuevo candidato a ser guarda de élite?", + "RUMOR_PASSIVE_QUEST_AVEREVOIR_TITLE": "Averevoir avistado", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1_TITLE": "La inundación", + "RUMOR_PASSIVE_QUEST_AVEREVOIR": "Me dijeron que, no hace mucho, se avistó un pájaro gigante, un averevoir, {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5_TITLE": "La inundación", + "RUMOR_PASSIVE_QUEST_FLOOD_4_-5": "¡Hay una inundación al norte del parque! Espero que nadie salga herido.", + "RUMOR_PASSIVE_QUEST_FLOOD_2_-1": "¡Hay una inundación en las afueras! Los guardas están tardando bastante en reaccionar. Deben de estar ocupados hoy…", + "RUMOR_PASSIVE_QUEST_GLAISTAIN_TITLE": "Se avistó un vitraistig", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC": "¿Has visto esos cofres rojos que suelen dejar los guardas con provisiones? Pues te juro que acabo de ver uno que estaba hablando entre dientes consigo mismo. Fue {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_TITLE": "Los susurros del cofre", + "RUMOR_PASSIVE_QUEST_GLAISTAIN": "Me dijeron que se avistó una especie de ángel de cristal {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MISS_MIMIC_FUSION_TITLE": "Se avistó un mimética", + "RUMOR_PASSIVE_QUEST_KUNEKO_TITLE": "Se avistó a Kuneko", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION_TITLE": "Actividad de los guardas", + "RUMOR_PASSIVE_QUEST_ROGUE_FUSION": "Se está cociendo algo {location_0_phrase}. Todos los guardas hablan de ello…", + "RUMOR_PASSIVE_QUEST_KUNEKO": "No lo vas a creer, pero acabo de ver una mujer gato con alas {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Guardas heridos", + "RUMOR_PASSIVE_QUEST_SWARM": "Está pasando algo gordo {location_0_phrase}. Están volviendo muchos guardas heridos de allí.", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Vendedor descamisado", + "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Hoy vino de visita a la isla un vendedor sin camisa muy raro. Si quieres aprovechar sus ofertas, más te vale darte prisa. Está {location_0_phrase}.", + "RUMOR_UNOBTAINED_SPECIES": "¿Has visto alguna vez {species_description}? ¡Se llaman {species_name.to_lower}! Escuché que se pueden encontrar {habitat_phrase}.", + "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", + "RUMOR_OFFICE1_TITLE": "Eugene", + "RUMOR_OFFICE1": "Vi a Eugene merodeando cerca de un edificio raro que hay a las afueras del pueblo. ¿Qué estará haciendo ahí?", + "RUMOR_OFFICE2_TITLE": "Los terratenientes", + "RUMOR_OFFICE2": "Tengo un amigo en Valdellanto, en las Colinas Otoñales, que dice que vio un montón de terratenientes reunidos en una especie de oficina.", + "RUMOR_OFFICE3_1": "Estaba el otro día pescando con mi barca al norte de las Colinas Otoñales y no vas a creer lo que vislumbré entre la niebla…", + "RUMOR_OFFICE3_TITLE": "Los terratenientes", + "RUMOR_OFFICE3_2": "¡Una oficina! Una oficina vieja y aburrida encima de una roca que sobresale hacia el mar.", + "RUMOR_OFFICE3_3": "Los monstruos que había a su alrededor me pusieron los pelos de punta.", + "RUMOR_OFFICE4_1": "La última vez que estuve en el Bosque Oriental, me agarraron cinco terratenientes, me llevaron a rastras a su guarida y me quitaron las ganas de vivir.", + "RUMOR_OFFICE4_TITLE": "Los terratenientes", + "RUMOR_OFFICE5_TITLE": "Los terratenientes", + "RUMOR_OFFICE4_2": "No, en serio, me estuvieron dando una charla sobre la multipropiedad. ¡Qué aburrido!", + "RUMOR_OFFICE5_1": "Hace un rato estuve hablando con Dip Atata. Ya sabes, la que lleva la granja que hay cerca del arroyo.", + "RUMOR_OFFICE5_2": "Cree que unos cuantos terratenientes fijaron su guarida cerca de su granja.", + "RUMOR_OFFICE5_3": "Es preocupante, ¿no crees? Esa granja produce casi toda la comida de Villapuerto. Si cayera en manos de los terratenientes…", + "RUMOR_ALTAR1_TITLE": "El altar", + "RUMOR_ALTAR1": "Me encontré un altar muy raro. Está en el Prado de los Cerezos. ¿Para qué crees que será?", + "RUMOR_ALTAR2": "Me encontré una cosa curiosa cuando estaba nadando en el lago. Era una especie de altar que había en una isla, entre dos columnas.", + "RUMOR_ALTAR2_TITLE": "El altar", + "RUMOR_ALTAR3": "Mi hermana es de los Hijos del Llanto y dice que vio una mujer gato ninja medio ángel y medio demonio cerca de su pueblo. Pero a lo mejor solo fue una alucinación por comer pan enmohecido.", + "RUMOR_ALTAR3_TITLE": "El altar", + "RUMOR_POSTGAME_MORGANTE": "Anoche no pude pegar ojo. ¿Oíste tú también esa canción perturbadora que salía de la estación de Villapuerto?", + "RUMOR_ALTAR4_TITLE": "El altar", + "RUMOR_ALTAR4": "¿Has oído hablar del altar misterioso que hay en el Bosque Oriental? Se dice que hay un demonio que lleva a cabo ritos malignos allí en mitad de la noche. También hay quien dice que es un ángel. Y otros, que es una mujer gato.", + "RUMOR_POSTGAME_MORGANTE_TITLE": "Canción perturbadora", + "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", + "RUMOR_PARTNER_KAYLEIGH": "Oí decir a unos cuantos guardas que Kayleigh sabe más de lo que aparenta sobre los sectarios encapuchados esos. A lo mejor deberías preguntarle, ¿no crees?", + "RUMOR_PARTNER_MEREDITH1_2": "Si no está en su taller en el muelle, debe de estar en el parque.", + "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH1_1": "¿Conoces a Meredith? Se encarga de arreglar los objetos electrónicos del pueblo.", + "RUMOR_PARTNER_MEREDITH1_3": "Ve a verla si necesitas ayuda con algún aparato electrónico.", + "RUMOR_PARTNER_MEREDITH2_1.m": "Soy Meredith. Disfruta de tu eterna estancia atrapado en esta roca con todos nosotros hasta el fin de tus días.", + "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH2_1.f": "Soy Meredith. Disfruta de tu eterna estancia atrapada en esta roca con todos nosotros hasta el fin de tus días.", + "RUMOR_PARTNER_MEREDITH2_1.n": "Soy Meredith. Disfruta de tu eterna estancia atrapade en esta roca con todos nosotros hasta el fin de tus días.", + "RUMOR_PARTNER_MEREDITH2_2": "El caso es que solo necesitaba una bocanada de aire fresco. Ven a mi taller en el pueblo cuando quieras. Es el edificio amarillo del muelle.", + "RUMOR_PARTNER_FELIX_TITLE": "Apartamento destrozado", + "RUMOR_PARTNER_FELIX2": "¿Tú crees que le hará falta un poco de ayuda?", + "RUMOR_PARTNER_FELIX1": "Vi a un tipo dando vueltas cerca de un apartamento destrozado en el camino Lagonorte, al noroeste del parque.", + "RUMOR_PARTNER_VIOLA_TITLE": "La superheroína", + "RUMOR_HOYLAKE1": "El profesor Hoylake dice que está buscando un nuevo ayudante para sus investigaciones.", + "RUMOR_PARTNER_DOG1": "Oye, ¿sabes de alguien que haya perdido un perro?", + "RUMOR_PARTNER_DOG_TITLE": "El perro perdido", + "RUMOR_PARTNER_VIOLA": "Me atacaron por sorpresa unos monstruos gelatinosos en el pantano, pero ¡apareció de la nada una superheroína y me salvó! ¡De verdad que no me lo inventé!", + "RUMOR_PARTNER_DOG2": "Vi uno correteando por ahí con un walkman. ¡Y era un perro normal, no un pomebomba! Estaba en la falda del monte Wirral, cerca del lago.", + "RUMOR_PARTNER_DOG3": "Pobrecillo, espero que no le haya pasado nada.", + "RUMOR_HOYLAKE_TITLE": "Se busca ayudante", + "RUMOR_HOYLAKE2": "Normalmente, suele estar en el ayuntamiento. Nunca entenderé cómo consigue investigar los monstruos cuando no parece que se acerque nunca a ellos.", + "RUMOR_AVEREVOIR_TITLE": "Un pájaro colosal", + "RUMOR_AVEREVOIR1": "¡Vi un pájaro colosal cerca del monte Wirral!", + "RUMOR_GLAISTAIN_TITLE": "Ruinas", + "RUMOR_ABILITY_CLIMB4": "Pero la única forma de averiguar si eso es siquiera posible es grabar una calabaza.", + "RUMOR_AVEREVOIR2": "Creo que vive en esa gran cueva que hay a mitad de camino de subida a la montaña.", + "RUMOR_ABILITY_SWIM_TITLE": "Natación", + "RUMOR_GLAISTAIN": "Se dice que no hace mucho aparecieron unas ruinas muy antiguas en el Prado de los Cerezos. Suena bastante raro, ¿no?", + "RUMOR_FARM_BRIDGE_TITLE": "El puente de la granja", + "RUMOR_ABILITY_SWIM": "Me dijeron que hay un monstruo que lleva un traje de submarinista y que te da la habilidad de nadar en aguas de todo tipo si logras grabarlo.", + "RUMOR_ABILITY_CLIMB_TITLE": "Escalar paredes", + "RUMOR_FARM_BRIDGE": "Escuché que los Atata, los dueños de la granja que hay al oeste, están teniendo problemas con el puente…", + "RUMOR_ABILITY_CLIMB1": "¡A que adivino lo que estás pensando!", + "RUMOR_ABILITY_CLIMB2": "\\\"Sería mucho más fácil desplazarme si pudiera trepar por las superficies verticales como hacen los tallos de calabaza\\\", ¿no?", + "RUMOR_ABILITY_CLIMB3": "¡Yo también he pasado años pensando en eso!", + "RUMOR_ABILITY_DASH_TITLE": "Una acometida flamígera", + "RUMOR_ABILITY_MAGNETISM_TITLE": "Poderes magnéticos extraños", + "RUMOR_ABILITY_DASH": "Por lo visto hay un monstruo que acomete como si fuera un cohete. ¡Seguro que tú también podrías hacerlo si grabaras uno de esos!", + "RUMOR_INTERMISSION_TITLE": "El hombre triángulo.", + "RUMOR_ABILITY_MAGNETISM": "En el pueblo se dice que si logras grabar ese monstruo tan raro que echa chispas, te da poderes magnéticos. Genial, ¿no?", + "RUMOR_INTERMISSION": "En el centro del pueblo hay un tipo raro que levita y tiene un triángulo por cabeza. ¿Lo has visto?", + "BATTLE_ADJECTIVE_CAPTAIN.m": "Guarda de élite {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.n": "Guarda de élite {name}{disambiguator}", + "BATTLE_ADJECTIVE_CAPTAIN.f": "Guarda de élite {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.m": "Jefe {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "[mfn:El bueno|La buena|Le buene] de {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.m": "[mfn:El bueno|La buena|Le buene] de {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "Jefe {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.f": "Jefa {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.n": "[mfn:El bueno|La buena|Le buene] de {name}{disambiguator}", + "BATTLE_JOINED.m": "¡Un {0.to_lower} se unió al combate!", + "BATTLE_SWITCH_PLACES.m": "¡{0} cambió de lugar!", + "BATTLE_JOINED.n": "¡Un {0.to_lower} se unió al combate!", + "BATTLE_DESTROYED.f": "¡{0} fue destruida!", + "BATTLE_SWITCH_PLACES.f": "¡{0} cambió de lugar!", + "BATTLE_SWITCH_PLACES.n": "¡{0} cambió de lugar!", + "BATTLE_ORB_BROKE": "¡La esfera se rompió! ¡Es un {fusion_name.to_lower}!", + "ABILITY_swim": "Natación de Focarinista", + "BATTLE_DESTROYED.m": "¡{0} fue destruido!", + "BATTLE_DESTROYED.n": "¡{0} fue destruide!", + "ABILITY_climb": "Bola de tallos calabaceros", + "ABILITY_dash": "Acometida de baladino", + "ABILITY_flight": "Vuelo de averevoir", + "ABILITY_magnetism": "Electromagnetismo", + "ABILITY_UNLOCKED_swim": "¡Ahora puedes nadar cuando estés en el agua!\\nTen en cuenta que eso consume tu resistencia.", + "ABILITY_UNLOCKED_climb": "¡Ahora puedes mantener presionado {control.climb} para trepar por las paredes usando tallos pegajosos!\\nTen en cuenta que eso consume tu resistencia.", + "ABILITY_UNLOCKED_dash": "¡Ahora puedes mantener presionado {control.dash} para acometer y cubrir una distancia corta!\\nTen en cuenta que eso consume tu resistencia.", + "ABILITY_UNLOCKED_magnetism": "¡Ahora puedes mantener presionado {control.magnetism} para interactuar con objetos magnéticos!\\nTen en cuenta que eso consume tu resistencia.", + "ABILITY_UNLOCKED_flight": "¡Ahora puedes volver a presionar {control.jump} mientras estés planeando para impulsarte hacia arriba!\\nTen en cuenta que eso consume tu resistencia.", + "POST_CREDITS_MESSAGE_1": "Si quieres, puedes volver a cargar la partida y seguir jugando. Los guardas de Nueva Wirral aún necesitan tu ayuda…", + "STAT_ADJUST_MENU_TITLE": "Atributos base de {player}", + "STAT_ADJUST_MENU_REMAINING_POINTS": "Puntos disponibles: {0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "¿Seguro? Aún te quedan puntos sin asignar.", + "STAT_ADJUST_MENU_EXPLANATION.m": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", + "STAT_ADJUST_MENU_EXPLANATION.f": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", + "STAT_ADJUST_MENU_EXPLANATION.n": "En esta pantalla, pueden modificarse los atributos base de {player}. Eso afectará a todas sus formas de monstruo.\\n\\nLa guarda Wilma puede darte puntos adicionales. Se pueden desbloquear valores mínimos más bajos derrotando más guardas de élite.", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Guarda de élite desconocido n.º {n}", + "UI_RANGER_STAMP_CARD_ID": "Código: {0}", + "UI_RANGER_STAMP_CARD_HUMAN": "Homo sapiens", + "UI_RANGER_STAMP_CARD_EARTH": "Tierra, S21", + "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Especialización desconocida", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", + "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", + "NOTICEBOARD_REQUIREMENT_QUEST": "Completa \\\"{quest_title}\\\" para desbloquear misiones nuevas con distinta recompensa.", + "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Termina tu entrenamiento como guarda para tener acceso a estas misiones.", + "NOTICEBOARD_REQUIREMENT_STORY": "Sigue las pistas de Morganta y encuentra la forma de salir de Nueva Wirral para desbloquear misiones nuevas con distinta recompensa.", + "NOTICEBOARD_BOARD_CLEARED_TITLE": "¡Terminaste todas las tareas en el tablero de anuncios!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "¡{ranger_name} encontró más material fundido ({amount})!", + "TUTORIAL_RUMORS_DESCRIPTION2": "Los rumores que oigas en Villapuerto se añaden a tu pantalla de misiones.\\n\\nVillapuerto es el mejor sitio para aprovisionarte, de modo que no olvides intentar enterarte de rumores nuevos cada vez que pases por allí.", + "NOTICEBOARD_BOARD_CLEARED_TURN_IN": "¡Informa a Ianthe para obtener tu recompensa!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.n": "¡{ranger_name} encontró más material fundido ({amount})!", + "NOTICEBOARD_BOARD_CLEARED_BONUS.f": "¡{ranger_name} encontró más material fundido ({amount})!", + "TUTORIAL_RUMORS_DESCRIPTION1": "Puedes explorar la isla de Nueva Wirral como tú quieras. Si buscas alguna sugerencia sobre dónde ir a continuación, siempre puedes ir a Villapuerto y hablar con la gente para que te cuenten rumores.\\n\\nA los habitantes de Nueva Wirral les encanta intercambiar información. Investigar los lugares que se mencionan en los rumores suele ayudarte a avanzar en tus misiones y a descubrir monstruos nuevos.", + "TUTORIAL_RUMORS_TITLE": "Tutorial: Rumores", + "TUTORIAL_ROGUE_FUSIONS1": "Este monstruo es lo que los guardas llaman una \\\"fusión salvaje\\\". A veces, se esconden dentro de alguno de los cofres que se encuentran en las cuevas subterráneas.\\n\\nLuchar contra las fusiones salvajes puede ser una excelente manera de obtener objetos valiosos y puntos de experiencia. También permite encontrar algunos monstruos inusuales. Eso sí, ten en cuenta que siempre son más peligrosas que los demás monstruos de su zona.", + "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Fusiones salvajes", + "TUTORIAL_ROGUE_FUSIONS2.m": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", + "LOADING_SCREEN_NAG2_FOOTER": "Revisa la [color=#ab75e8]pantalla de misiones[/color] para ver más detalles.", + "TUTORIAL_ROGUE_FUSIONS2.n": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", + "UI_NEW_GAME_MODES_NOTIFICATION": "¡Desbloqueaste el modo de partida personalizada!", + "TUTORIAL_ROGUE_FUSIONS2.f": "Algunas fusiones salvajes se rodean de un enjambre de otros monstruos a los que tendrás que derrotar antes de poder enfrentarte a la fusión.\\n\\nSi no tienes confianza en tus capacidades para el combate, o si estás explorando un sitio nuevo, suele ser buena idea dejar tranquilas a las fusiones salvajes.", + "LOADING_SCREEN_NAG2_TITLE": "Rumor escuchado en Villapuerto:", + "UI_NEW_GAME_MODES_TITLE": "Modo de partida personalizada", + "UI_NEW_GAME_MODES_VALUE_ON": "Sí", + "UI_NEW_GAME_MODES_VALUE_OFF": "No", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES": "Las cintas se rompen de forma permanente", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.n": "Si se activa, una derrota en combate supone el final de la partida.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT": "Las derrotas terminan la partida", + "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Si se activa, las cintas no pueden repararse. Si te quedas sin cintas, se acaba la partida.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Si se activa, una derrota en combate supone el final de la partida.", + "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Si se activa, una derrota en combate supone el final de la partida.", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Monstruos al azar", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Si se activa, se elegirá al azar el hábitat de cada monstruo disponible, además de los monstruos con los que empiezan tus compañeros y tú.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Tipos al azar", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Movimientos al azar", + "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Si se activa, se elegirán al azar las calcomanías que desbloquean las cintas al mejorarse, además de los movimientos que tendrán los monstruos.", + "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Si se activa, se elegirá al azar el tipo elemental de cada especie. Sus movimientos disponibles se modificarán de acuerdo con su tipo.", + "UI_NEW_GAME_MODES_RANDOM_SEED": "Semilla del azar", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "La semilla controla los elementos aleatorios, los lugares de aparición, las existencias de los vendedores, las misiones que se generan, etcétera.", + "UI_NEW_GAME_MODES_START_BUTTON": "Empezar la partida", + "UI_GAME_OVER": "FIN DE LA PARTIDA", + "SIGN_ELECTROSHACK": "Mikro Electrónica", + "SIGN_CLOSED": "CERRADO", + "SIGN_SPACE_ZONE": "ZONA ESPACIAL", + "GAUNTLET_DIFFICULTY_BTN": "Cambiar la dificultad", + "GAUNTLET_TITLE": "Reto del magikangrejo", + "GAUNTLET_RANDOMISE_BTN": "Mezclar", + "GAUNTLET_ENTER_SEED_BTN": "Introducir semilla", + "GAUNTLET_CARRIAGE_BTN": "Cambiar de vagón", + "GAUNTLET_EXPLANATION_BTN": "Explicación", + "GAUNTLET_DIFFICULTY_CONFIRM": "Cambiar la dificultad volverá a decidir de forma aleatoria los encuentros de cada vagón y tendrás que empezar de nuevo en el primer vagón. Tu progreso de la dificultad actual quedará guardado y podrás volver a él más tarde, pero, si lo haces, el contenido de cada vagón habrá cambiado.", + "GAUNTLET_ENTER_SEED_CONFIRM": "Cambiar la semilla volverá a generar los encuentros de cada vagón. Ten en cuenta que tu progreso en la historia y los rivales a los que te hayas enfrentado también afectarán los encuentros del reto. Tu progreso de la dificultad actual quedará guardado y podrás volver a él más tarde, pero, si lo haces, el contenido de cada vagón habrá cambiado.", + "GAUNTLET_RANDOMISE_CONFIRM": "Mezclar el reto volverá a decidir de forma aleatoria los encuentros de cada vagón. No perderás tu progreso, pero no tendrás ninguna información sobre lo que hay en un vagón hasta que vuelvas a entrar en él. ¿Seguro que quieres continuar?", + "GAUNTLET_EXPLANATION_PAGE1": "Cada vez que accedas a un vagón nuevo, tus rivales serán más fuertes. Solo podrás curarte cuando llegues a un vagón restaurante, donde podrás también comprar objetos curativos y cobrar tu recompensa.\\n\\nLa recompensa por ganar combates aumentará cuanto mayor sea tu racha, pero si la cobras o sales del reto, tu racha volverá a empezar desde cero.", + "GAUNTLET_EXPLANATION_PAGE2": "En los niveles más difíciles, habrá modificadores (efectos de estado adicionales) y los vagones restaurante serán menos frecuentes. Además, se potenciará a tus rivales con más cintas, resistencia al daño que se sufre al romperse una cinta, etcétera.\\n\\nGanar combates en los niveles más difíciles te otorgará más material fundido.", + "GAUNTLET_SEED_LABEL": "Semilla:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "Vagón n.º {number}", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "A continuación:", + "GAUNTLET_CARRIAGE_LABEL": "N.º {number}: {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name}, [color=#b70042]nv. {level}[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "Vagón restaurante", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "Vagón n.º {number}: {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "Cofre", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "¿¿??", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "Minijefe", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "Jefe", + "GAUNTLET_DIFFICULTY_LABEL": "Dificultad:", + "GAUNTLET_DIFFICULTY0": "Normal", + "GAUNTLET_DIFFICULTY1": "Difícil", + "GAUNTLET_DIFFICULTY2": "Muy difícil", + "GAUNTLET_DIFFICULTY3": "Más difícil todavía", + "GAUNTLET_DIFFICULTY4": "Brutal", + "GAUNTLET_DIFFICULTY5": "La más difícil", + "GAUNTLET_DIFFICULTY6": "Imposible", + "GAUNTLET_RECORDS": "Mejores puntuaciones", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "Vagón más lejano:", + "GAUNTLET_RECORD_LONGEST_STREAK": "Racha más larga:", + "GAUNTLET_MODIFIERS_LABEL": "Modificadores:", + "GAUNTLET_MODIFIERS_NONE": "Ninguno", + "GAUNTLET_STREAK_LABEL": "Racha:", + "GAUNTLET_REWARDS_LABEL": "Recompensa:", + "QUEST_GAUNTLET_TITLE": "El tren de medianoche", + "QUEST_GAUNTLET_DESCRIPTION": "Supera 50 vagones en el reto del magikangrejo.", + "QUEST_GAUNTLET_PROGRESS": "Superaste {num} vagones de {count}.", + "BATTLE_TITLE_LTD": "Sociedad limitada", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "El equipo de desarrollo", + "BYTTEN_STUDIO_TOM_NAME": "Tom", + "BYTTEN_STUDIO_JAY_NAME": "Jay", + "BYTTEN_STUDIO_JOEL_NAME": "Joel", + "BYTTEN_STUDIO_LORE_2": "Nadie sabe por qué se llama Bytten Studio, ni si debería pronunciarse /'biten/ o /\\'baiten/. Y, encima, ni siquiera hay un estudio como tal: cada uno trabaja desde su casa.", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio es una empresa de desarrollo británica, formada por tres humanos (Tom, Jay y Joel) y un cuarto miembro secreto: el arcángel Morganta. Morganta dirige el desarrollo de Cassette Beasts sirviéndose de la mente de los otros tres.", + "MOVE_MACHINE_CURSE_CURSE_NAME": "Maldición de la maldición de la máquina", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "¡Codamorganaeoalgo!", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "¡Uy!", + "ROGUE_TRAFFIKRAB_NAME": "Trafikangrejo salvaje", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "Se produjo un error y tu equipo debe reiniciarse. Se reiniciará automáticamente después de recopilar la información relevante.\\n\\nError: 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "Vuelva a introducir la cinta para continuar…", + "SHADOW_LENNA_LORE_1": "El destino original de la Sombra de Lenna era morir a manos de Lance, el joven héroe. Liberada de tan cruel final gracias a los errores del juego, la Sombra de Lenna se unió a Lenna en su misión.", + "SHADOW_LENNA_NAME": "Sombra de Lenna", + "ROGUE_TRAFFIKRAB_SUBTITLE": "Bestia vengativa", + "SHADOW_LENNA_SUBTITLE": "La antiheroína de otra historia", + "DELVIN_NAME": "Delvin", + "SHADOW_LENNA_LORE_2": "En la psicología junguiana, la sombra es la parte de la psique que un individuo no quiere reconocer, lo cual genera un conflicto interno.", + "PAIGE_NAME": "Paige", + "GAUNTLET_ENCOUNTER_MONSTER": "Monstruo", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(Inventario)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(Por cobrar)", + "GAUNTLET_CAFE_SHOP_TITLE": "Café du Magicrabe", + "GAUNTLET_EXIT_CONFIRM": "¿Quieres salir del reto ahora? Tu racha volverá a empezar desde cero y perderás cualquier recompensa que no hayas cobrado, pero podrás continuar desde el último vagón restaurante que hayas visitado.", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "Espíritus de la rebeldía", + "STATUS_CHANNELED_POWER_DESCRIPTION": "Los personajes que tengan el estado \\\"poder conjurado\\\" toman prestado el poder de un arcángel. No pierden PA al usarlo y obtienen el ataque angélico de su benefactor.", + "STATUS_CHANNELED_POWER_NAME": "Poder conjurado", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "Fin del trayecto", + "MOVE_CHANNELED_POWER_NAME": "Poder conjurado", + "STATUS_COATING_TYPELESS_NAME": "Capa sin tipo", + "MOVE_COATING_TYPELESS_NAME": "Capa sin tipo", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "DAÑO PSÍQUICO", + "MOVE_BEAST_EX_CALIBUR_NAME": "Bestia Ex Calibur", + "DOG_SUBTITLE": "El mejor amigo del hombre", + "EUGENE_SUBTITLE": "Defensor de Villapuerto", + "FELIX_SUBTITLE": "Buscador de inspiración", + "KAYLEIGH_SUBTITLE": "La guarda del lugar", + "MEREDITH_SUBTITLE": "Electricista sardónica", + "VIOLA_SUBTITLE": "Señora de Mesalina", + "CLEMENCE_SUBTITLE": "Camarera de postín", + "DORIAN_SUBTITLE": "Cabecilla de la secta", + "FRANKIE_SUBTITLE": "Incansable escritora de fanfic", + "HOYLAKE_SUBTITLE": "Analista de datos", + "JACQUELINE_SUBTITLE": "Encargada de la comuna", + "KIRBY_SUBTITLE": "Ayudante de Hoylake", + "TRAVELING_MERCHANT_SUBTITLE": "Ronin descamisado", + "PENSBY_SUBTITLE": "Médica del pueblo", + "SUNNY_SUBTITLE": "Excapitalista rehabilitada", + "VIN_SUBTITLE": "Vengador de Valdellanto", + "RANGER_TRADER_OPTION_STICKER_FUSION": "Quiero fusionar mis calcomanías.", + "STICKER_FUSION_BASE_STICKER": "Calcomanía base", + "STICKER_FUSION_TITLE": "Fusión de calcomanías", + "STICKER_FUSION_FUSION_RESULT": "Resultado de la fusión", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "Calcomanía de atributos", + "STICKER_FUSION_SLOT_EMPTY": "Nada", + "STICKER_FUSION_SELECT_STICKER": "Elige una calcomanía", + "STICKER_FUSION_NO_RESULT": "No habrá resultado", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "Elegiste calcomanías con demasiados atributos.", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "Elegiste calcomanías con atributos duplicados.", + "STICKER_FUSION_FUSE_BUTTON": "Fusionar", + "UPDATE_POPUP_GAUNTLET_1": "¡El tren del reto ya está aquí! Pon a prueba tus habilidades en solitario o con una amistad en una serie de combates encarnizados que estarán disponibles cuando hayas terminado la historia principal.", + "UPDATE_POPUP_GAUNTLET_TITLE": "Actualización 1.7: El reto", + "DLC_POPUP_FASHION_1": "¡Gracias por comprar el paquete de moda! Ahora también tendrás disponibles las siguientes opciones decorativas:\\n— Peinado \\\"Gorra\\\"\\n— Peinado \\\"Gorra antigua\\\"\\n— Peinado \\\"Coletas\\\"\\n— Peinado \\\"Lazo y flequillo\\\"\\n— Peinado \\\"Orejas de zorro\\\"\\n— Peinado \\\"Al viento\\\"", + "DLC_POPUP_FASHION_TITLE": "DLC: Paquete de moda", + "DLC_POPUP_FASHION_2": "— Peinado \\\"Pinchos y gafas\\\"\\n— Peinado \\\"Cresta a un lado\\\"\\n— Peinado \\\"Flor y flequillo\\\"\\n— Peinado \\\"Boina\\\"\\n— Cara \\\"Gafas redondas\\\"\\n— Ropa \\\"Gabardina\\\"\\n— Ropa \\\"Camiseta corta\\\"\\n— Calzado \\\"Botas altas\\\"", + "UPDATE_POPUP_SUNNY_1": "Ya está aquí la actualización 1.8: Sol. Se añadieron al juego los siguientes elementos:\\n\\n— ¡Nuevas opciones decorativas de alas que pueden desbloquearse al grabar a algunos monstruos de Nueva Wirral!\\n— Una nueva misión, \\\"Las personas son personas\\\", que estará disponible cuando hayas terminado la historia principal. ¡Embarcarte en esta misión te permitirá descubrir varios monstruos nuevos y una nueva compañera!", + "UPDATE_POPUP_SUNNY_TITLE": "Actualización 1.8: Sol", + "DLC_POPUP_WINGS_TITLE": "DLC: Paquete de alas", + "DLC_POPUP_WINGS_1": "¡Gracias por comprar el paquete de alas! Cuando hayas completado el tutorial, ahora también tendrás disponibles en el armario de tu casa las siguientes opciones decorativas:\\n\\n— Alas \\\"Mochila propulsora 1\\\"\\n— Alas \\\"Mochila propulsora 2\\\"\\n— Alas \\\"Propulsores\\\"\\n— Alas \\\"Da Vinci\\\"", + "DLC_POPUP_WINGS_2": "— Alas \\\"Hada\\\"\\n— Alas \\\"Demonio\\\"\\n— Alas \\\"Ala delta\\\"\\n— Alas \\\"Capa\\\"", + "QUEST_SUNNY2_TITLE": "Las personas son personas", + "QUEST_SUNNY2_DESCRIPTION_1": "Encuéntrate con Sol en el monte Wirral.", + "QUEST_SUNNY2_DESCRIPTION_2": "Ve con Sol a la sede de los terratenientes.", + "QUEST_SUNNY2_DESCRIPTION_3": "Adéntrate en el escondite de los terratenientes con Sol.", + "ITEM_KEY_LANDKEEPER2_NAME": "Llave electrónica de los terratenientes", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "Parece que tus constantes irrupciones en las oficinas de los terratenientes los llevaron a adoptar medidas electrónicas de seguridad.", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "en el nuevo escondite de los terratenientes", + "REGION_NAME_LANDKEEPER_HIDEOUT": "Nuevo escondite de los terratenientes", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "Creo que vi un… toro de bronce gigante {location_0_phrase}.", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "Se vio un minovapor", + "about": "Acerca de", + "donation": "Donación", + "patreon": "Patreon", + "noItems": "No hay artículos", + "privacyPolicy": "Política de privacidad", + "termsAndConditions": "Términos y Condiciones", + "legalNotice": "Esta aplicación no está afiliada ni autorizada por {0}, sus subsidiarias ni sus empresas matrices, cuyos nombres, logotipos y productos se muestran en esta aplicación. Los nombres {1}, {0} así como los nombres e imágenes relacionados son marcas comerciales registradas de sus respectivos propietarios. Esta aplicación está hecha por fans para fans. No contactes a {0} sobre errores dentro de esta aplicación.", + "patrons": "Patrones", + "habitat": "Hábitat", + "useGifs": "Usar gifs", + "alphabetical": "Alfabético", + "bestiaryId": "Identificación del bestiario", + "static": "Estático", + "gifNum": "GIF {0}", + "additionalStats": "Estadísticas adicionales", + "viewOn": "Ver en {0}", + "initial": "Inicial", + "unavoidable": "Inevitable", + "cost": "Costo", + "canBeCopied": "se puede copiar", + "characters": "Caracteres", + "partnerMonster": "Monstruo compañero", + "portraitNum": "Retrato {0}", + "tags": "Etiquetas", + "overworld": "Supramundo", + "percentTitle": "Porcentaje", + "backup": "Copia de seguridad", + "hashCode": "6E7B941B70CA16B5791B246347EC7678" + } + }, + "pt_BR": { + "id": 10, + "locale": "pt_BR", + "messages": { + "UI_SETTINGS_GLITCH_EFFECTS": "Efeitos da Falha", + "TITLE_SCREEN_CONTENT_LIST_MOD_WITH_AUTHOR": "+ {content_name} v.{content_version} por {content_author}", + "UI_SETTINGS_GLITCH_EFFECTS_DISABLED": "Desabilitado", + "UI_SETTINGS_AUDIO_TRANSFORM": "Efeitos sonoros de transformação", + "DLC_00_COSPLAY_NAME": "Pacote Cosplay", + "MOVE_DESCRIPTION_FINAL_BREATH": "Se sua vida estiver acima de 80% e você receber um ataque que a reduza a 0, você sobrevive com 1 PV.", + "UI_SETTINGS_AUDIO_MUSIC_VOCALS": "Vocais", + "MOVE_TRAP_JAW_NAME": "Mandíbula", + "MOVE_GEMSTONE_WALL_NAME": "Barreira Preciosa", + "MOVE_DESCRIPTION_DEEP_FREEZE": "Congela o toca-fitas do oponente, causando o efeito temporário Fita Embolada.", + "MOVE_MAGIC_TOME_NAME": "Tomo Mágico", + "MOVE_NAME_TRIPWIRE": "Armadilha", + "DLC_01_PIER_NAME": "Cais do Desconhecido", + "MOVE_DESCRIPTION_TRAP_JAW": "Usado automaticamente após Mordida. Causa Evasão Anulada.", + "MOVE_DEEP_FREEZE_NAME": "Congelamento Profundo", + "STATUS_STAT_EVASION_NULLIFIED_DESCRIPTION": "Personagens com a Evasão Anulada têm seu atributo Evasão reduzido para 1%.", + "MOVE_NAME_WEB_WRAP": "Armadilha de Teias", + "TITLE_SCREEN_CONTENT_LIST_MOD": "+ {content_name} v {content_version}", + "TITLE_SCREEN_CONTENT_LIST_DLC": "+ DLC {content_name}", + "TITLE_SCREEN_DLC_BTN_INDIVIDUAL": "DLC", + "BATTLE_TOAST_SWITCH_BLOCKED": "TROCA BLOQUEADA", + "MOVE_NAME_TREASURE_DIG": "Escavação do Tesouro", + "MOVE_NAME_STICKY_SPRAY": "Spray Pegajoso", + "CONFIRM_LOAD_MODS_QUIT": "Sair", + "CONFIRM_LOAD_MODS_CONTINUE_SAFE": "Continuar sem mods", + "STATUS_TAPE_JAM_NAME": "Fita Embolada", + "STATUS_TAPE_JAM_DESCRIPTION": "Personagens com Fita Embolada não podem trocar sua fita atual até que o efeito seja removido ou sua fita quebre.", + "CONFIRM_LOAD_MODS3": "Não nos responsabilizamos pelos mods que escolha instalar.", + "LOOT_HEADING_TREASURE": "Tesouro", + "MOVE_COLD_FUSION_NAME": "Fusão a Frio", + "TITLE_SCREEN_DLC_BTN_NX": "Nintendo eShop", + "MOVE_FINAL_BREATH_NAME": "Último Suspiro", + "NOTIFICATION_GENERIC": "Notificação", + "CONFIRM_LOAD_MODS2": "Aviso: mods maliciosos podem acessar os arquivos do seu sistema, além de executar comandos desconhecidos em seu computador.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS1": "O jogo não foi salvo com os mods instalados no momento. Caso continue utilizando este salvamento, desinstalar algum mod no futuro pode corrompê-lo.", + "UI_SETTINGS_COLOR_BLIND": "Modo para daltônicos", + "TITLE_SCREEN_DLC_BTN": "Ver DLC na loja", + "CONFIRM_LOAD_MODS4": "Tem certeza de que deseja instalar este(s) mod(s)?", + "UI_PARTY_EDIT_MOVES": "Editar Adesivos", + "TITLE_SCREEN_UGC_BTN": "Oficina Steam", + "DLC_02_FASHION_NAME": "Pacote Fashion", + "MOVE_DESCRIPTION_TRIPWIRE": "Chance de usar automaticamente o próximo movimento da lista, por 0 PA, quando um oponente usar um ataque corpo a corpo. A chance é reduzida proporcionalmente ao custo de PA normal do movimento.", + "DLC_03_WINGS_NAME": "Pacote de Asas", + "MOVE_DESCRIPTION_TREASURE_DIG": "Desenterra um item aleatório. O vencedor da batalha fica com o item.", + "MOVE_TREASURE_DIG_TOAST": "ACHEI!", + "MOVE_DESCRIPTION_COLD_FUSION": "Ativa sempre que alguém se funde. Reduz a vida da fusão em 20% da sua vida máxima e faz com que hesite.", + "UI_PARTY_VIEW_MOVES": "Ver Adesivos", + "CONFIRM_LOAD_MODS_CONTINUE_UNSAFE": "Continuar", + "MOVE_DESCRIPTION_MAGIC_TOME": "Atinge um alvo. Reduz a Defesa à Distância do alvo.", + "UI_SETTINGS_GLITCH_EFFECTS_ENABLED": "Habilitado", + "UI_SAVE_REQUIRE_DLC": "Este arquivo não pode ser carregado porque foi criado com um DLC ou mods que não estão instalados.", + "STATUS_GEMSTONE_WALL_DESCRIPTION": "As barreiras absorvem um certo número de golpes. Ataques com vantagem de tipo quebram as barreiras de imediato. Além de ser uma barreira padrão, a Barreira Preciosa dá 1 PA extra por turno ao seu dono.", + "STATUS_GEMSTONE_WALL_NAME": "Barreira Preciosa", + "MOVE_DESCRIPTION_GEMSTONE_WALL": "Sacrifique 20% de vida para criar uma barreira que absorve até 3 golpes por até 3 turnos. Esta barreira também fornece ao seu dono 1 PA extra por turno.", + "CONFIRM_LOAD_MODS1": "Mods detectados: {num_mods}.", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS2": "Tem certeza de que quer carregar este arquivo?", + "STATUS_STAT_EVASION_NULLIFIED_NAME": "Evasão Anulada", + "UI_PARTY_MOVE_STICKER": "Mover Adesivo", + "BOLTAM_EVOLUTION_SPECIALIZATION_QUESTION": "Qual característica do raio você quer incorporar?", + "DIVEBERG_NAME_PREFIX": "Nada", + "PINBOLT_NAME_SUFFIX": "raio", + "DIVEBERG_DESCRIPTION": "uma criatura iceberg com um capacete de mergulho", + "DIVEBERG_LORE_2": "A temperatura natural mais baixa já registrada na Terra é de - 89,2°C, e foi registrada na Antártida em 1983.", + "PINBOLT_LORE_2": "Embora a primeira máquina de pinball moderna tenha sido inventada na década de 1940, suas origens estão no jogo bagatela, que era jogado em tábuas de madeira. Ele também compartilha a mesma história e desenvolvimento do jogo pachinko.", + "AURICLAW_LORE_1": "Para atingir a maturidade, a Mascaranha passa por um estado de metamorfose alquímica durante o qual o revestimento de ferro e as decorações em seu corpo se transformam em uma liga de ouro. As Aracmas são a defensa da linha de frente de seus vastos territórios.", + "AURICLAW_NAME_PREFIX": "Arac", + "AURICLAW_NAME_SUFFIX": "ma", + "AURICLAW_LORE_2": "As máscaras mortuárias eram muitas vezes feitas com figuras e líderes famosos. Indiscutivelmente, a mais famosa da história moderna é a Máscara de Tutancâmon, que foi criada em aproximadamente 1323 a.C.", + "TRAPWURM_NAME": "Serdíbula", + "TRAPWURM_NAME_PREFIX": "Ser", + "ADEPTILE_LORE_2": "Um dos antigos princípios da crença alquímica é que todas as coisas são compostas pelos quatro elementos clássicos: terra, fogo, água e ar.", + "PINBOLT_DESCRIPTION": "uma criatura em forma de mola com uma cabeça de orbe flutuante", + "DIVEBERG_LORE_1": "Se exposta a temperaturas abaixo de zero por um certo tempo, a Nadafoca assumirá a forma \\\"Nadaberg\\\". Em teoria, desenvolver um esqueleto bípede ajuda a Nadaberg a atravessar terrenos nevados e hostis com mais facilidade.", + "PICKSIE_LORE_2": "Os anões são criaturas da mitologia germânica que são frequentemente descritos como pequenos seres humanoides. Eles são comumente associados a minas, ferrarias e cavernas.", + "PICKSIE_SUBTITLE": "Duende do Tesouro", + "OVERWORLD_SPIDERCAVE_FELIX": "Acho que nunca tropeçamos em teias de aranha gigantes antes. Isso é o tipo de detalhe que eu lembraria.", + "OVERWORLD_SPIDERCAVE_EUGENE": "Teias grandes? [pause]Só podem ter vindo de aranhas grandes. Estou ansioso por uma luta, vamos nessa.", + "BOLTAM_EVOLUTION_SPECIALIZATION_PINBOLT": "Supervelocidade", + "DIVEBERG_NAME": "Nadaberg", + "ADEPTILE_DESCRIPTION": "um réptil em um manto erudito", + "BOLTAM_EVOLUTION_SPECIALIZATION_PLASMANTLER": "Força Trovejante", + "ADEPTILE_NAME_PREFIX": "Mag", + "TRAPWURM_LORE_2": "O Lindworm é uma criatura folclórica europeia semelhante a um dragão. Muitas vezes é descrito como uma besta serpente gigante com barbatanas dorsais parecidas com as dos peixes ao longo das costas.", + "PICKSIE_NAME_PREFIX": "Duen", + "PICKSIE_NAME_SUFFIX": "deta", + "PICKSIE_LORE_1": "Duendetas vivem da mineração e passarão anos de suas vidas escavando cavernas e túmulos em busca de pedras preciosas e tesouros. Geralmente se adornam com os tesouros que descobrem e também se equipam com armaduras ou armas que encontram.", + "PICKSIE_DESCRIPTION": "um duende mascarado com uma picareta", + "OVERWORLD_SPIDERCAVE_SUNNY": "[wave amp=20 freq=5]Que teias estranhas...[/wave]", + "PICKSIE_ENCOUNTER_KAYLEIGH_1": "Ah, será que assustamos aquele monstro? Acho que ele se enfiou no chão. Da próxima vez que a gente encontrar ele, é melhor se aproximar na encolha.", + "ADEPTILE_NAME": "Maggarto", + "RUMOR_PASSIVE_QUEST_PICKSIE_TITLE": "Duende Arisco", + "RUMOR_PASSIVE_QUEST_PICKSIE_1": "Um vigilante amigo meu que faz patrulha em {location_0_phrase} estava me contando sobre uma estranha criatura que ele viu: um Duende Arisco.", + "RUMOR_SPIDER_CAVE_3": "É estranho, hein? Nunca fizemos nenhuma mineração no pântano.", + "WYRMAW_NAME": "Serpendeira", + "TRAPWURM_DESCRIPTION": "uma serpente com uma enorme mandíbula e pernas", + "PICKSIE_ENCOUNTER_SUNNY_1.n": "[wave amp=20 freq=5]Aquele monstro fugiu quando nos viu. Talvez a gente consiga se aproximar dele mais sorrateiramente da próxima vez...[/wave]", + "RUMOR_SPIDER_CAVE_TITLE": "Mina Abandonada", + "PICKSIE_ENCOUNTER_SUNNY_1.f": "[wave amp=20 freq=5]Aquele monstro fugiu quando nos viu. Talvez a gente consiga se aproximar dele mais sorrateiramente da próxima vez...[/wave]", + "WYRMAW_NAME_SUFFIX": "deira", + "ADEPTILE_LORE_1": "O Maggarto dedicou tudo à busca de conhecimentos arcanos. Não passa de uma cabeça vestindo um longo manto erudito para esconder a falta de corpo.", + "FERRICLAW_LORE_2": "As máscaras mortuárias são réplicas do rosto de uma pessoa feitas após a morte. Os métodos e materiais variam, e as máscaras mortuárias aparecem em muitas culturas e épocas da história humana.", + "FERRICLAW_NAME": "Mascaranha", + "FERRICLAW_NAME_PREFIX": "Masca", + "PINBOLT_NAME": "Fliperraio", + "RUMOR_SPIDER_CAVE_2": "Em uma de suas caminhadas pelo pântano, ele encontrou a entrada de uma mina desmoronada.", + "RUMOR_SPIDER_CAVE_1": "Você conhece o Asterix, né? Ele administra a fazenda com a esposa, logo depois do Riacho Solano...", + "FERRICLAW_DESCRIPTION": "uma aranha usando uma máscara enferrujada", + "TRAPWURM_LORE_1": "Serdíbulas podem prender a respiração por dias a fio embaixo da lama e da sujeira enquanto esperam sua presa passar por cima. Suas mandíbulas têm uma força incrível, e é quase impossível separá-las.", + "TRAPWURM_NAME_SUFFIX": "díbula", + "FERRICLAW_NAME_SUFFIX": "ranha", + "FERRICLAW_LORE_1": "Mascaranhas só foram descobertas recentemente em Nova Murta devido ao fato de seus habitats serem redes de cavernas subterrâneas profundas. Elas se adornam com antigas máscaras mortuárias que desenterram das tumbas das antigas civilizações.", + "HARBOURTOWN_BOOK_6": "As notas rabiscadas dizem: \\\"...este estudante reptiliano das artes arcanas pode atingir seu potencial máximo se tiver um tomo de magia para estudar\\\".", + "PICKSIE_NAME": "Duendeta", + "DIVEBERG_NAME_SUFFIX": "berg", + "PICKSIE_ENCOUNTER_EUGENE_1": "Ah, cara, ele se escafedeu! Quando a gente o vir novamente, tem que se esgueirar por trás dele pra que ele não nos veja e fuja novamente.", + "PICKSIE_ENCOUNTER_MEREDITH_1": "Aquele monstro acabou de se enterrar no chão? Se a gente o vir novamente em algum lugar, talvez seja melhor chegar na surdina.", + "WYRMAW_LORE_1": "Agora já grande demais para se esconder no subsolo e caçar, em vez disso a Serpendeira atrai suas vítimas em potencial com um aceno convidativo de sua bandeira e um agradável soar dos sinos que adornam seu colarinho.", + "WYRMAW_LORE_2": "Lindworms aparecem em muitas histórias europeias. Uma delas é a lenda do \\\"Verme de Lambton\\\", uma criatura parecida com lindworm que aterrorizou os habitantes locais perto do rio Wear, onde dizem que viveu.", + "WYRMAW_DESCRIPTION": "uma grande serpente com uma bandeira na cabeça", + "WYRMAW_NAME_PREFIX": "Serpen", + "RUMOR_PASSIVE_QUEST_PICKSIE_2": "Aparentemente, ele estava procurando algo na terra com uma picareta. O bicho fugiu assim que ele se aproximou...", + "PINBOLT_NAME_PREFIX": "Fliper", + "PICKSIE_ENCOUNTER_VIOLA_1": "Parece que pegamos esse espírito desprevenido. Se cruzarmos com ele novamente em nossas viagens, talvez seja melhor abordá-lo sem sermos vistos?", + "PICKSIE_ENCOUNTER_FELIX_1": "Aquele monstro acabou de se enterrar no chão? Se a gente o vir novamente em algum lugar, talvez seja melhor chegar na surdina.", + "OVERWORLD_SPIDERCAVE_KAYLEIGH": "São... teias de aranha? Um [wave amp=30 freq=10]pouco grandes[/wave], não acha?", + "OVERWORLD_SPIDERCAVE_MEREDITH": "Você tá vendo o [shake rate=30 level=10]tamanho[/shake] dessas teias?! [pause]Nem. [pause]NÃO pode ser. [pause]Vamos dar a volta.", + "OVERWORLD_SPIDERCAVE_VIOLA": "É comum as aranhas dessa terra tecerem teias em... grande escala?", + "AURICLAW_NAME": "Aracma", + "PICKSIE_ENCOUNTER_SUNNY_1.m": "[wave amp=20 freq=5]Aquele monstro fugiu quando nos viu. Talvez a gente consiga se aproximar dele mais sorrateiramente da próxima vez...[/wave]", + "PICKSIE_ENCOUNTER_DOG_1": "Arf...?", + "PINBOLT_LORE_1": "A cabeça de metal do Fliperraio flutua separadamente do corpo, suspensa por um campo magnético gerado pelas duas \\\"nadadeiras\\\" em seu corpo. Ele pode canalizar esse campo magnético para lançar raios de energia de sua mão singular.", + "AURICLAW_DESCRIPTION": "uma aranha usando uma máscara de ouro", + "ADEPTILE_NAME_SUFFIX": "garto", + "GAME_OVER_EUGENE1.m": "...Olha só quem voltou! Vem, {player}, vamos nessa.", + "GAME_OVER_KAYLEIGH1": "Você tá bem? Fiquei preocupada por um instante!", + "GAME_OVER_FIRST_PENSBY4": "Vou te dar energéticos por quaisquer recursos que você tenha, [pause]e a Clémence também, lá no Café Gramofone.", + "LEVEL_WARNING_viola.v2": "Este lugar instila uma leve preocupação em mim. Temo que tenhamos entrado em terras perigosas, nobre amizade.", + "TUTORIAL1_PART1_KAYLEIGH4": "Óia... Recebi uma missão e preciso de uma mãozinha. Você acha que consegue me ajudar?", + "TUTORIAL1_PART1_KAYLEIGH3.f": "Sabe, cê se saiu bem na última vez que lutamos juntas.", + "TUTORIAL1_PART1_KAYLEIGH3.n": "Sabe, cê se saiu bem na última vez que lutamos juntes.", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION1": "\\\"Missão\\\"?", + "TUTORIAL1_PART1_KAYLEIGH4_OPTION2": "Claro!", + "TUTORIAL1_PART2_KAYLEIGH9": "Se uma forma perder toda a barra em uma luta, sua fita vai quebrar e vai precisar de conserto.", + "TUTORIAL1_PART2_KAYLEIGH8": "A barra verde representa a vida da sua forma de monstro, e a vermelha é a sua.", + "TUTORIAL1_PART2_KAYLEIGH10": "E o dano extra do ataque que quebrou ela vai pra SUA vida, a barra vermelha.", + "TUTORIAL1_PART2_KAYLEIGH11.f": "Se a gente perder a vida toda, vai ter que voltar pra Vilancoradouro.", + "INTRO_KAYLEIGH14": "O que cê acha?[pause] Diferente, né?", + "CLEMENCE_NAME": "Clémence", + "INTRO_KAYLEIGH21_OPTION2": "Acho que não estou muito bem...", + "INTRO_PENSBY24": "Acho que não é nada grave. Transformar-se pela primeira vez é sempre um grande choque para a psique.", + "INTRO_KAYLEIGH23": "Cê me assustou por um momento, {player}.", + "TUTORIAL2_PART1_KAYLEIGH2.n": "Essas fogueiras são áreas seguras onde cê pode montar acampamento.", + "TUTORIAL2_PART2_KAYLEIGH2": "Deve ter uma maneira de atrair o bicho até aqui...", + "TUTORIAL2_PART2_KAYLEIGH1": "Lá! Tá vendo aquele monstro ali?", + "TUTORIAL2_PART3_KAYLEIGH1": "OK, pega isso!", + "TUTORIAL2_PART3_KAYLEIGH2": "Deixa eu te falar sobre os monstros em Nova Murta...", + "TUTORIAL2_PART3_KAYLEIGH3": "Quando eles tão fracos, a essência deles pode ser...[pause] bem...[pause] gravada nas fitas.", + "GAME_OVER_FIRST_PENSBY3.n": "Se vocês querem mesmo viajar por Nova Murta, devem estocar suprimentos de cura antes de partir.", + "GAME_OVER_FIRST_PENSBY3.f": "Se vocês querem mesmo viajar por Nova Murta, devem estocar suprimentos de cura antes de partir.", + "INTRO_KAYLEIGH37": "Se quiser, vem comigo, me encontra no portão! Aquele logo depois da ponte que a gente atravessou pra chegar no vilarejo.", + "INTRO_KAYLEIGH40": "Também trouxemos algumas roupas procê, elas podem estar um pouco... fora da moda da sua época, mas é tudo o que temos.", + "INTRO_KAYLEIGH39.m": "Tenho certeza que a fofoca de gente nova no vilarejo já se espalhou por aí.", + "INTRO_KAYLEIGH39.f": "Tenho certeza que a fofoca de gente nova no vilarejo já se espalhou por aí.", + "INTRO_KAYLEIGH39.n": "Tenho certeza que a fofoca de gente nova no vilarejo já se espalhou por aí.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.m": "Passar um tempo ao ar livre com meu amorzinho...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.n": "Passar um tempo ao ar livre com meu amorzinho...", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH2": "As coisas podiam estar muito piores, né?", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH1": "Eu acampava muito quando era criança. A Irlanda tem vários lugares ótimos pra acampar!", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH2": "Meu pai dirigia até o campo e a gente olhava as estrelas.", + "RESTING_KAYLEIGH_CONVO6_KAYLEIGH3": "Acampar cocê me dá saudade dessa época.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH1": "Pode parecer estranho, [pause]mas...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH3": "Quando eu morava em Vilaluz, Dorian tinha todos esses grandes planos pra comunidade...", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH4": "E foi emocionante fazer parte disso. [pause]Saber que as coisas tavam acontecendo e saber que eu era parte de tudo.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH6": "Era entusiasmo, [pause]e é fácil misturar os dois, eu acho.", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH5": "Acho que na época achei que isso tava me deixando feliz. [pause]Mas... [pause]Acho que não era felicidade.", + "RESTING_KAYLEIGH_CONVO9_KAYLEIGH1": "Quem diria que estar em um relacionamento envolveria tantas pausas para um café?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH7": "Acho que tem uma diferença entre algo ser divertido e ser gratificante.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH1": "Eu me pergunto como toda essa coisa de [pause]\\\"transformação em monstros de fita\\\" funciona.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH2": "Não faz muito sentido logo de cara, né? [pause]Quero dizer, são toca-fitas normais.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH4": "Mas talvez eu esteja indo pelo caminho errado. [pause]Acho que tenho que parar de pensar demais nas limitações.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH3": "São feitos de plástico.", + "RESTING_KAYLEIGH_CONVO8_KAYLEIGH5": "Acho que eu tenho é que aceitar que o impossível pode acontecer, [pause]a gente permite que aconteça, [pause]sabe?", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH1": "Me pergunto como é a vida dos cidadãos de Vilancoradouro que nasceram aqui.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH2": "Quer dizer, esse mundo é tudo o que eles conhecem.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH3": "E ainda assim... pessoas como nós continuam falando sobre outros mundos cheios de pessoas e lugares diferentes.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH4": "Deve ser difícil pras pessoas compreenderem o que estamos falando.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH6": "Eu acho que é um vilarejo dividido em duas metades.", + "RESTING_KAYLEIGH_CONVO10_KAYLEIGH5": "Mas, por outro lado, [pause]eles estão muito mais acostumados com a presença dos monstros.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION2": "Hein?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1": "\\\"A flecha do tempo só avança, Kayleigh.\\\"", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH1_OPTION1": "A flecha do... quê?", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH2": "Ah, é só algo que meu pai costumava dizer.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH3": "Acho que significa que o tempo não para, não podemos voltar e mudar nossos erros, então não devemos pensar muito no passado.", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH4": "Mesmo quando a gente quer...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH5": "...", + "RESTING_KAYLEIGH_CONVO11_KAYLEIGH6": "Acho que isso significa que a gente deve pensar no próximo passo da nossa aventura! Afinal, a flecha do tempo só avança, {player}.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1": "[wave amp=30 freq=10]Então...[/wave] [pause]cê e a Meredith, [pause]hein?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH5": "Um conselho de amiga,[pause] acho que cê [wave amp=30 freq=10]não deve[/wave] dizer pra ela que ela não é a única garota nesta ilha que cê beijou.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION1": "Te disseram...?", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH2": "Acho que depois que a gente se [wave amp=30 freq=10]beijou[/wave], eu tive a impressão errada do que \\\"nós\\\" éramos.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH1_OPTION2": "Espero que não seja um problema...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.n": "Tudo bem! Cê não me prometeu nada, {player}. Tivemos um ou dois momentos fofos juntes. [pause]Só isso.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.f": "Tudo bem! Cê não me prometeu nada, {player}. Tivemos um ou dois momentos fofos juntas. [pause]Só isso.", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH3.m": "Tudo bem! Cê não me prometeu nada, {player}. Tivemos um ou dois momentos fofos juntos. [pause]Só isso.", + "HARBOURTOWN_NPC_9_DIALOGUE2": "Já faz um tempo que os vigilantes estão entregando roupas do shopping abandonado do norte para nós. [pause]Eu só as limpo e costuro.", + "HARBOURTOWN_NPC_10_DIALOGUE1": "Ianthe é minha heroína. [pause]Você sabia que ela foi a primeira pessoa na ilha a gravar um monstro com um toca-fitas?", + "HARBOURTOWN_NPC_10_DIALOGUE2": "Ianthe é minha comandante dos vigilantes preferida, [pause]mas os outros também são legais.", + "HARBOURTOWN_NPC_10_DIALOGUE3": "Alguém me disse que tem uma comandante dos vigilantes robô... [pause]não acredito nisso.", + "HARBOURTOWN_NPC_10_DIALOGUE4": "Sibila tem o senso de moda mais legal de [wave amp=30 freq=10]todos[/wave] os vigilantes.", + "HARBOURTOWN_NPC_12_DIALOGUE8": "Aparentemente, a ponte que liga Vilancoradouro à Fazenda Solano foi baixada novamente. Essa é uma [wave amp=30 freq=10]ótima[/wave] notícia para todos aqui que, [pause]bem, [pause]precisam de comida para viver.", + "HARBOURTOWN_NPC_11_DIALOGUE1": "Do jeito que as pessoas deste vilarejo falam sobre \\\"monstros\\\" e \\\"fitas\\\", [pause]você acharia que todo mundo está se divertindo por aqui.", + "HARBOURTOWN_NPC_10_DIALOGUE5": "Eu me pergunto se um dia serei comandante dos vigilantes. [pause]Que nada.", + "HARBOURTOWN_NPC_11_DIALOGUE2": "Bem, [shake rate=30 level=10]eu não[/shake]. [pause][pause]Eu acho toda essa história de monstros estranha e desconfortável!", + "HARBOURTOWN_NPC_12_DIALOGUE1": "Sabe do que eu sinto falta? [pause]Esportes. [pause]Por que Vilancoradouro não forma um time de futebol?", + "HARBOURTOWN_NPC_11_DIALOGUE3": "Eu bem que poderia ter sido abandonada em algum lugar mais [wave amp=30 freq=10]normal[/wave].", + "HARBOURTOWN_NPC_27_DIALOGUE1": "Recentemente fui abordado por um homem estranho tentando me vender uma casa. Como é que eu vou comprar uma casa? Nem existe [wave amp=30 freq=10]dinheiro[/wave] nesta ilha.", + "HARBOURTOWN_NPC_12_DIALOGUE3": "Algumas pessoas estranhas e com a pele pálida estavam se escondendo por aqui recentemente, resmungando baixinho. Isso é estranho até para este lugar.", + "HARBOURTOWN_NPC_12_DIALOGUE4": "Você já viu aqueles esquisitos encapuzados que andam pelo parque? Será que fazem parte de um [wave amp=30 freq=10]grupo de teatro[/wave] ou algo assim?", + "HARBOURTOWN_NPC_12_DIALOGUE5": "Aparentemente, Vilancoradouro e aquele outro vilarejo ao leste fizeram as pazes. O que será que aconteceu?", + "HARBOURTOWN_NPC_12_DIALOGUE7": "Nunca mais vi aquelas pessoas pálidas e assustadoras de terno preto. O que aconteceu com elas?", + "HARBOURTOWN_NPC_12_DIALOGUE6": "As pessoas do vilarejo afirmam que o shopping abandonado é [wave amp=30 freq=10]assombrado[/wave]. Monstros são uma coisa, mas eu não acredito em fantasmas!", + "LEVEL_WARNING_kayleigh.v2.m": "Este lugar parece bem perigoso, é mió voltar quando a gente estiver mais forte.", + "GAME_OVER_PENSBY2": "Vê se pega leve lá fora, {player}. Não quero que você desfaça todo o meu trabalho duro novamente.", + "LEVEL_WARNING_kayleigh.v3": "Parece que os monstros daqui são mais cascudos do que a gente agora...", + "LEVEL_WARNING_kayleigh.v2.n": "Este lugar parece bem perigoso, é mió voltar quando a gente estiver mais forte.", + "INTRO_PENSBY27.m": "Kayleigh, você não contou a ele...?", + "INTRO_PENSBY27.f": "Kayleigh, você não contou a ela...?", + "INTRO_KAYLEIGH28": "Desculpa, eu devia...", + "INTRO_PENSBY27.n": "Kayleigh, você não contou a elu...?", + "INTRO_KAYLEIGH29": "Eu sei que é muita informação, mas cê tá numa ilha chamada Nova Murta.", + "INTRO_PENSBY44": "Eu sei que é muita informação, mas todos nós já passamos por isso.", + "TUTORIAL1_PART1_KAYLEIGH2": "...", + "INTRO_MONOLOGUE45": "Eu deveria colocar algumas roupas adequadas primeiro...", + "TUTORIAL1_PART1_KAYLEIGH3.m": "Sabe, cê se saiu bem na última vez que lutamos juntos.", + "TUTORIAL1_PART1_KAYLEIGH1": "Olá de novo, {player}. [pause]Tá mió?", + "CLEMENCE_ARRIVAL1": "Eu caí. [pause]Aterrissei no oceano. [pause]Apareci aqui.[pause] Cerrrca de dez anos atrás. A verrrdade é essa.", + "CLEMENCE_CAFE4": "Eu disse a eles \\\"xiu!\\\" e conserrrtei o grrramofone, agorrra podemos tocar os discos. Agorrra meu café é estiloso e tem música, e todo mundo está feliz. Fim.", + "INTRO_KAYLEIGH25": "Bem, tinha uma casa disponível procê aqui em Vilancoradouro, é aqui que cê vai morar agora, tá baum?", + "INTRO_KAYLEIGH25_OPTION1": "Em que lugar da Terra estamos?", + "INTRO_PENSBY26": "...\\\"Da Terra\\\"?", + "INTRO_KAYLEIGH30_OPTION1": "Tem alguma maneira de voltar para casa?", + "INTRO_PENSBY31": "Receio que não, {player}. [pause]Sinto muito.", + "INTRO_PENSBY32": "Faz um século que as pessoas que vêm parar aqui tentam voltar para os seus mundos, mas ninguém nunca conseguiu.", + "LEVEL_WARNING_meredith.v1": "Acho que esse lugar é demais pra gente, migue. [pause]Os monstros daqui são bem assustadores.", + "LEVEL_WARNING_kayleigh.v2.f": "Este lugar parece bem perigoso, é mió voltar quando a gente estiver mais forte.", + "PARTNER_LEVELUP_MEREDITH1": "Eu... tenho treinado desde a última vez que saímos. Você não precisa se preocupar comigo, não vou ficar pra trás.", + "SWAP_PARTNER_VIOLA1": "Muito bem! Viajemos com pressa.", + "SWAP_PARTNER_DOG1": "*Arfando*", + "PARTNER_LEVELUP_EUGENE1": "Eu tenho malhado nos últimos tempos, acredite, tô [shake rate=30 level=10]muito mais forte[/shake] do que na última vez que lutamos juntos.", + "INTRO_KAYLEIGH20.m": "Cê tá preso aqui.", + "INTRO_KAYLEIGH20.f": "Cê tá presa aqui.", + "INTRO_KAYLEIGH21": "Estamos todos.", + "INTRO_KAYLEIGH20.n": "Cê tá prese aqui.", + "INTRO_PENSBY22": "Ah, ótimo. Você acordou. Kayleigh me deu um baita susto quando bateu na minha porta.", + "INTRO_KAYLEIGH21_OPTION1": "Minha cabeça está girando...", + "HARBOURTOWN_STATION_KAYLEIGH5B": "Eles não são como os outros monstros. [pause][shake rate=30 level=10]Não estamos seguros aqui[/shake].", + "HARBOURTOWN_STATION_PLAYER1_OPTION1": "Quem é você?", + "HARBOURTOWN_STATION_MORGANTE3": "NÃO, NÃO, VOCÊ NÃO É MEU FILHO.\\n\\nVOCÊ VOLTOU AQUI COM A ESPADA NA MÃO?!", + "HARBOURTOWN_STATION_PLAYER1_OPTION2": "O que aconteceu com você?", + "HARBOURTOWN_STATION_KAYLEIGH9": "Me recuso!", + "HARBOURTOWN_STATION_KAYLEIGH8": "Tá me ouvindo, {player}? Este não vai ser nosso fim! Não pode ser!", + "HARBOURTOWN_STATION_KAYLEIGH7": "Não vou morrer aqui, assim não.", + "HARBOURTOWN_STATION_KAYLEIGH11": "Como... [pause]a gente...", + "HARBOURTOWN_STATION_KAYLEIGH10.m": "A gente vai lutar contra esse bicho, vamos fazer isso JUNTOS!", + "INTRO_KAYLEIGH6": "Certo, agora é só botar no seu toca-fitas, [pause]botar os fones [pause]e apertar o play!", + "INTRO_KAYLEIGH5": "É, dá pra ver! Nesse caso, pega isso.", + "GAME_OVER_FIRST_PENSBY5": "Se cuide por aí, {player}. Se você tiver cautela, não vai me dar trabalho por aqui tão cedo.", + "INTRO_KAYLEIGH1": "Olá, viajante, [pause]não faça movimentos bruscos.", + "INTRO_KAYLEIGH3": "Aqui, [pause]pega isso!", + "INTRO_KAYLEIGH4": "Pergunta rápida: [pause]qual é o seu... [pause]estilo?", + "GAME_OVER_FIRST_PENSBY1.m": "Ah, você acordou. Sorte a sua alguém ter te trazido de volta à minha clínica sem faltar nenhum pedaço!", + "LEVEL_WARNING_eugene.v2": "Os monstros daqui parecem mais fortes do que a gente, acho que precisamos treinar um pouco mais antes de vir pra cá...", + "SWAP_PARTNER_SUNNY1": "[wave amp=20 freq=5]Vamos explorar, {player}![/wave]", + "PARTNER_LEVELUP_KAYLEIGH1": "Óia, eu andei praticando minhas [wave amp=30 freq=10]habilidades de luta contra monstros[/wave] desde a última vez que a gente se encontrou, viu? Acho que cê vai se surpreender.", + "GAME_OVER_FELIX1": "Ei... Está se sentindo melhor agora?", + "INTRO_KAYLEIGH16_OPTION2": "Eu já tenho uma casa!", + "INTRO_KAYLEIGH18": "Não sou muito boa nisso...", + "INTRO_KAYLEIGH17": "Hum... ok, [pause]certo, [pause]desculpa.", + "INTRO_KAYLEIGH19": "Nem sei qual a mió forma de dar a notícia.", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION1": "Sobre o \\\"Arcanjo\\\"...", + "TUTORIAL4_PART3B_KAYLEIGH6": "Arcanjos...", + "TUTORIAL4_PART3A_KAYLEIGH1_OPTION2": "Sobre a nossa \\\"fusão\\\"...", + "TUTORIAL4_PART3C_KAYLEIGH2": "A \\\"fusão\\\" é um fenômeno raro conhecido pelos vigilantes. Tem monstros assim na selva e, parece que a líder dos vigilantes também pode fazer isso.", + "TUTORIAL4_PART3B_KAYLEIGH7": "Dizem que quando as primeiras pessoas azaradas apareceram nas margens de Nova Murta, pensaram que os monstros fossem anjos.", + "TUTORIAL4_PART3B_KAYLEIGH10": "É claro que, quando aprenderam que podiam lutar e derrotar os monstros comuns, os bichos perderam sua [wave amp=30 freq=10]\\\"aura angelical\\\"[/wave].", + "TUTORIAL4_PART3B_KAYLEIGH9": "Logicamente, chamavam elas de \\\"Arcanjos\\\", [pause]a classificação mais alta da ordem angelical.", + "TUTORIAL4_PART3B_KAYLEIGH8": "E [pause]alguns escreveram sobre outras entidades também, maiores do que as comuns... [pause]Criaturas todas \\\"erradas\\\".", + "TUTORIAL4_PART3B_KAYLEIGH12": "Agora a gente chama tudo de monstro. Monstro serve pra tudo que é bicho.", + "TUTORIAL2_PART3_KAYLEIGH5": "Agora tenta trocar pra fita que cê acabou de gravar.", + "TUTORIAL2_PART3_KAYLEIGH4": "A gente não sabe [wave amp=30 freq=10]como[/wave] isso acontece de verdade, mas acontece. [pause]Isso basta pra gente.", + "TUTORIAL2_PART3_KAYLEIGH6": "É assim que cê consegue se transformar em novas formas de monstro!", + "TUTORIAL2_PART3_KAYLEIGH8": "Agora, vamos acabar logo com esse inseto.", + "TUTORIAL2_PART4_PLAYER1": "Era pra isso acontecer?!", + "TUTORIAL2_PART3_KAYLEIGH7": "Mas, se um monstro apanhar muito, ele vai fugir. Daí cê não vai poder gravar... [pause]Tá entendendo?", + "GAME_OVER_FIRST_PENSBY3.m": "Se vocês querem mesmo viajar por Nova Murta, devem estocar suprimentos de cura antes de partir.", + "GAME_OVER_MEREDITH1": "Já acordou?", + "LEVEL_WARNING_dog.v3": "O Doguinho parece estar com medo de alguma coisa. Talvez os monstros nesta área sejam muito difíceis.", + "SWAP_PARTNER_KAYLEIGH1": "Certo. Vamos nessa!", + "SWAP_PARTNER_MEREDITH1": "Ah, já vamos viajar de novo?", + "SWAP_PARTNER_EUGENE1": "Memorável!", + "SWAP_PARTNER_FELIX1": "Hum. Tá bem.", + "PARTNER_LEVELUP_FELIX1": "Eu tenho treinado na forma de monstro recentemente. Tenho que te alcançar.", + "TUTORIAL1_PART1_KAYLEIGH5": "Eu explico já já.", + "TUTORIAL1_PART1_KAYLEIGH8": "Algum tipo de monstro ou um terremoto fez isso ontem de noite. Dá pra ver as rachaduras no chão.", + "TUTORIAL1_PART1_KAYLEIGH6": "Ainda bem que cê tá disponível!", + "TUTORIAL1_PART1_KAYLEIGH7": "Tá vendo aquele caminho ali?", + "TUTORIAL1_PART1_KAYLEIGH9": "Vamos dar uma olhada no caminho pra deixar ele seguro.", + "CLEMENCE_CAFE2": "O vilarejo tinha um Grrramofone, uma velha máquina de tocar discos. Então peguei esta máquina e coloquei bem no meio deste novo estabelecimento. Mas o povo reclamou comigo: \\\"Clémence! Você tem um grrramofone, mas não tem música!\\\"", + "INTRO_KAYLEIGH34": "A vida até que não é ruim.", + "INTRO_KAYLEIGH33": "M-mas cê vai ficar bem! A gente formou uma boa comunidade em Vilancoradouro se ajudando.", + "INTRO_KAYLEIGH35": "Ah! E é seguro! Bem, tirando os monstros...", + "INTRO_KAYLEIGH35_OPTION1": "Como aquele que enfrentamos antes?", + "TUTORIAL1_PART1_KAYLEIGH10": "Aqui, pega a chave do portão.", + "TUTORIAL1_PART2_KAYLEIGH1.m": "Certo, tem algumas coisas básicas pra te mostrar primeiro. Tomara que esteja pronto pra se transformar em monstro novamente!", + "TUTORIAL1_PART2_KAYLEIGH1.f": "Certo, tem algumas coisas básicas pra te mostrar primeiro. Tomara que esteja pronta pra se transformar em monstro novamente!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION1": "Certeza!", + "TUTORIAL1_PART2_KAYLEIGH1.n": "Certo, tem algumas coisas básicas pra te mostrar primeiro. Tomara que esteja pronte pra se transformar em monstro novamente!", + "TUTORIAL1_PART2_KAYLEIGH1_OPTION2": "Acho que sim.", + "TUTORIAL1_PART2_KAYLEIGH3": "A não ser, [pause]cê sabe, [pause]que a bicicleta se transforme em {first_tape_description}...", + "TUTORIAL1_PART2_KAYLEIGH4": "E cê também é a bicicleta.", + "TUTORIAL1_PART2_KAYLEIGH2": "Cê pega o jeito rápido. [pause]É que nem andar de bicicleta!", + "CLEMENCE_QUESTION_ARRIVAL": "Como você chegou até aqui?", + "CLEMENCE_QUESTION_COFFEE": "Como você prepara o café?", + "CLEMENCE_QUESTION_BYE": "Até mais!", + "CLEMENCE_BYE": "Au revoir!", + "CLEMENCE_COFFEE2": "É um bom acorrrdo, oui?", + "CLEMENCE_METAL_TAPES1": "{player}! Tenho algo parrra você.", + "CLEMENCE_METAL_TAPES2": "A vigilante Wilma veio da Prrrefeitura parrra abastecer meu estabelecimento com um novo estoque.", + "INTRO_KAYLEIGH2": "Trafeguejos não são gentis com pessoas de fora. [pause]Com ninguém, [pause]na verdade.", + "CLEMENCE_METAL_TAPES3": "Essas Fitas Cromadas são bem mais eficazes do que as básicas. Interessante, non?", + "LEVEL_WARNING_meredith.v3": "Os monstros aqui são, hum, mais assustadores do que a gente. Talvez a gente devesse voltar aqui depois, [pause]migue.", + "INTRO_KAYLEIGH30": "Não é... [pause]a gente não sabe se é na Terra mesmo.", + "INTRO_KAYLEIGH14_OPTION1": "Onde estou?", + "INTRO_KAYLEIGH14_OPTION2": "Que lugar é este?", + "INTRO_KAYLEIGH15.m": "Bem-vindo a Vilancoradouro...", + "INTRO_KAYLEIGH15.f": "Bem-vinda a Vilancoradouro...", + "INTRO_KAYLEIGH15.n": "Boas-vindas a Vilancoradouro...", + "INTRO_KAYLEIGH16_OPTION1": "Minha casa... nova?", + "INTRO_KAYLEIGH16": "Sua casa nova!", + "TUTORIAL4_PART3_KAYLEIGH18": "Afinal, somos todos de mundos diferentes.", + "TUTORIAL4_PART3B_KAYLEIGH17": "Ah! Desculpa, [pause]isso é só o que eu acho.", + "TUTORIAL4_PART3B_KAYLEIGH19": "Cê pode não saber o que são filmes!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION1": "Eu sei!", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION2": "Já vi muitos filmes!", + "HARBOURTOWN_NPC_1_DIALOGUE1.f": "Você é nova aqui na ilha? [pause]O seu olhar te entrega.", + "TUTORIAL4_PART3B_KAYLEIGH19_OPTION3": "O que são filmes? Tô brincando!", + "TUTORIAL4_PART3B_KAYLEIGH20": "Ufa, [pause]tá, [pause]ótimo! Já tô em Nova Murta faz três anos e ainda não aprendi a ajustar... [pause]o que eu falo sobre cultura pra gente nova.", + "TUTORIAL4_PART3C_KAYLEIGH1": "Ah, [pause]sim. [pause][wave amp=30 freq=10]Aquilo.[/wave]", + "TUTORIAL2_PART4_PLAYER2": "O que está acontecendo?", + "TUTORIAL2_PART4_KAYLEIGH1": "Algumas formas de monstro nos dão... outras habilidades quando são gravadas, além da transformação.", + "TUTORIAL2_PART4_KAYLEIGH2": "Nada de pânico!", + "TUTORIAL2_PART4_KAYLEIGH3": "Desculpa, eu devia ter te avisado, mas achei que era mais fácil mostrar.", + "TUTORIAL2_PART4_KAYLEIGH4": "A gente pode planar por aquela distância ali.", + "TUTORIAL3_PART1_KAYLEIGH1": "O que tá acontecendo? Se for um monstro, é melhor a gente se ligar.", + "TUTORIAL3_PART1_KAYLEIGH2": "Vamos...", + "GAME_OVER_EUGENE1.n": "...Olha só quem voltou! Vem, {player}, vamos nessa.", + "GAME_OVER_EUGENE1.f": "...Olha só quem voltou! Vem, {player}, vamos nessa.", + "HARBOURTOWN_NPC_4_DIALOGUE3": "Mas [wave amp=30 freq=10]acontece[/wave]. [pause]Então basta se deixar levar.", + "HARBOURTOWN_NPC_5_DIALOGUE1": "Você acabou de chegar? [pause]Estou aqui há 20 anos.", + "HARBOURTOWN_NPC_5_DIALOGUE2": "Uma hora passa a novidade e você para de estranhar, aí tudo isso vira parte do cotidiano.", + "HARBOURTOWN_NPC_5_DIALOGUE3": "Ora, [pause]eu quase não [wave amp=30 freq=10]penso[/wave] no fato de que vivo em uma ilha habitada por monstros gigantes.", + "HARBOURTOWN_NPC_6_DIALOGUE1": "Há comida suficiente para todos em Vilancoradouro, mas as opções são limitadas.", + "HARBOURTOWN_NPC_6_DIALOGUE2": "Faz tempo que não como um rolinho de pato...", + "HARBOURTOWN_NPC_7_DIALOGUE1": "A vida em Vilancoradouro é pacífica, [pause]mas sinto falta da vida na cidade...", + "HARBOURTOWN_NPC_7_DIALOGUE2": "Pegar o trem quente para ir trabalhar, [pause]comprar almoço caro no supermercado, [pause]gastar quase todo meu salário com o aluguel...", + "HARBOURTOWN_NPC_8_DIALOGUE1": "Arf... [pause]Arf... [pause][pause]Preciso ficar mais rápida se quiser correr mais do que aqueles monstros caranguejos...", + "HARBOURTOWN_NPC_7_DIALOGUE3": "Aquilo que era vida.", + "HARBOURTOWN_NPC_8_DIALOGUE2": "Arf... [pause]Arf... [pause][pause]A velocidade da minha melhor volta não é suficiente para passar daqueles monstros-bala...", + "HARBOURTOWN_NPC_8_DIALOGUE4": "Arf... [pause]Arf... [pause][pause]Terei que ser mais rápida do que isso se quiser fugir daquelas cobras mascaradas...", + "HARBOURTOWN_NPC_8_DIALOGUE3": "Arf... [pause]Arf... [pause][pause]Vou precisar melhorar meu fôlego se quiser evitar aqueles diabinhos de botas...", + "HARBOURTOWN_NPC_9_DIALOGUE1": "Eu adoraria dizer que sou eu que faço todas as roupas em Vilancoradouro, [pause]mas...", + "HARBOURTOWN_NPC_8_DIALOGUE5": "Arf... [pause]Arf... [pause][pause]Terei que ser mais rápida do que isso se quiser ultrapassar aquelas mariposas gigantes...", + "HARBOURTOWN_NPC_8_DIALOGUE6": "Sabe... [pause]acho que estou melhorando nas corridas de longa distância. [pause]O trabalho duro está valendo a pena!", + "HARBOURTOWN_NPC_12_DIALOGUE2": "Bem... [pause]Acho que não teria nenhum outro time pra desafiar. [pause]Os caranguejos gigantes da praia não parecem ter espírito competitivo.", + "RESTING_KAYLEIGH_PLATONIC_1": "Kayleigh envolve você com seu entusiasmo ao falar sobre suas raças de cães preferidas.", + "RESTING_KAYLEIGH_PLATONIC_2": "Você e Kayleigh discutem casualmente os mistérios de Nova Murta.", + "RESTING_KAYLEIGH_PLATONIC_3": "Kayleigh te conta uma piada engraçadíssima sobre a vida dela.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH1": "Tenho uma pergunta procê, {player}. [pause]Uma das grandes.", + "RESTING_KAYLEIGH_PLATONIC_4": "Kayleigh te conta sobre as inúmeras vezes que ela ajudou o povo de Vilancoradouro.", + "RESTING_KAYLEIGH_PLATONIC_5": "Vocês se divertem jogando gravetos na fogueira.", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_DOG": "Cachorros!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.m": "Tá pronto?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.f": "Tá pronta?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3": "Cê... [pause][pause][pause]prefere cachorros ou gatos?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH2.n": "Tá pronte?", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_CAT": "Gatos!", + "RESTING_KAYLEIGH_CONVO1_KAYLEIGH3_OPTION_FERRET": "Furões!", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH1": "Ótima escolha. [pause]Eu também.", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH3": "Esses dias eu andei bastante, então um cachorro seria bom pra mim, né?", + "RESTING_KAYLEIGH_CONVO7_KAYLEIGH2": "Às vezes, acho que as pessoas confundem \\\"entusiasmo\\\" com \\\"felicidade\\\".", + "RESTING_KAYLEIGH_CONVO1_DOG_KAYLEIGH2": "Se eu conseguir voltar pro meu mundo, acho que vou adotar um cachorro.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH1": "Interessante.", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH2": "Talvez seja por que cê é alguém que gosta de ficar só no seu canto...", + "RESTING_KAYLEIGH_CONVO1_CAT_KAYLEIGH3": "Ou cê só acha eles mais fofos.", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH1": "Um furão, sô? [pause]Ficou em cima do muro!", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH2": "Muito pequeno pra ser um cachorro, [pause]e muito fino pra ser um gato...", + "RESTING_KAYLEIGH_CONVO1_FERRET_KAYLEIGH3": "Resposta escorregadia, mas vou aceitar!", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH1": "Cê acha que... Nova Murta muda a gente fisicamente?", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH2": "Acho que eu gosto mais do cheiro do que do gosto do café.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH1": "Parece estranho, mas...", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH3": "Não me entenda mal, acho que café é vida.", + "RESTING_KAYLEIGH_CONVO2_KAYLEIGH4": "Mas o cheiro sempre representa algo muito maior...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH2": "Digo assim, [pause]quando a gente chega aqui.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH4": "Meu corpo em Nova Murta não é igual ao da minha \\\"vida anterior\\\".", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH3": "Eu não sei muito bem como falar isso...", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH6": "Não é exatamente igual.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH5": "Uai, é assim que me vejo nos meus sonhos, é como eu me imagino.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH2": "Mas nunca escreviam meu nome direito.", + "RESTING_KAYLEIGH_CONVO3_KAYLEIGH7": "Mas também [pause]não sei o que vai acontecer quando eu voltar...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH1": "Eu meio que sinto falta dos cafés em que escreviam seu nome no copo.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH3": "Quase sempre escreviam \\\"Kay-lee\\\" ou algo do tipo.", + "RESTING_KAYLEIGH_CONVO5_KAYLEIGH1.f": "Passar um tempo ao ar livre com meu amorzinho...", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH5": "Mas, na verdade, a Cleménce faz um café muito melhor do que qualquer cafeteria dessas. [pause]Não sei se vou conseguir voltar a tomar café normal se um dia eu voltar pra casa.", + "RESTING_KAYLEIGH_CONVO4_KAYLEIGH4": "Uma vez eu peguei um copo escrito \\\"Carol\\\". [pause][pause]Essa passou longe.", + "INTRO_KAYLEIGH8.n": "Sua vez, se acanhe, não!", + "INTRO_KAYLEIGH9": "Respira, já já cê se acostuma.", + "INTRO_KAYLEIGH11": "Cê se saiu bem por lá... Hum, qual o seu nome?", + "INTRO_KAYLEIGH10": "Pronto! Bora pegar esse trem!", + "INTRO_KAYLEIGH12": "Eu sou a Kayleigh. Prazer em te conhecer, {player}!", + "INTRO_KAYLEIGH13": "Bom,[pause] vamos te aquecer antes que cê congele de pijama.", + "LEVEL_WARNING_viola.v1": "Seria sábio de nossa parte nos retirar deste local, feras de grande força moram aqui.", + "LEVEL_WARNING_eugene.v1": "Esse lugar parece bem perigoso. Bora recuar por enquanto...", + "LEVEL_WARNING_eugene.v3": "Sei não, cara... Os monstros aqui parecem muito difíceis pra nós agora.", + "LEVEL_WARNING_kayleigh.v1": "Os monstros daqui são difíceis demais da conta... Vamos voltar.", + "CLEMENCE_QUESTION_MENU": "O que tem no menu?", + "CLEMENCE_MENU_DIALOGUE": "Bonjour! O que posso fazer por você?", + "CLEMENCE_QUESTION_CAFE": "O Café Gramofone?", + "CLEMENCE_INTRO3": "Sinta-se à vontade parrra me fazer qualquer perrrgunta. Eu non estou com pressa.", + "LEVEL_WARNING_felix.v3": "Geralmente, eu confio bastante na gente, mas acho que este lugar pode ser muito perigoso pra nós agora.", + "INTRO_KAYLEIGH40_OPTION1": "Minha época?", + "INTRO_PENSBY43": "Minha clínica fica aqui perto. Se você precisar de uma consulta, pode passar lá.", + "INTRO_KAYLEIGH42": "A gente conversa mais depois, se quiser.", + "INTRO_KAYLEIGH41": "Desculpa, muita informação de novo. Eu venho te buscar já já, tá baum?", + "CLEMENCE_CAFE3": "Bem, um dia os vigilantes encontram um lugar cheio de discos intactos. Eles trrrouxeram os discos parrra mim e lamentaram: \\\"Nós temos os discos, mas eles são feitos parrra toca-discos mais moderrrnos, não dá parrra tocar eles no nosso gramofone.\\\"", + "INTRO_OUTSKIRTS_WRONG_WAY_KAYLEIGH1": "Bora, é por aqui.", + "TUTORIAL2_PART1_KAYLEIGH1.m": "Cansou, {player}? A gente pode descansar aqui se cê quiser.", + "TUTORIAL1_PASSIVE_KAYLEIGH1.m": "Tem muito mais monstros por aí, mas podemos acabar com eles!", + "TUTORIAL1_PASSIVE_KAYLEIGH1.f": "Tem muito mais monstros por aí, mas podemos acabar com eles!", + "TUTORIAL2_PART1_KAYLEIGH2.m": "Essas fogueiras são áreas seguras onde cê pode montar acampamento.", + "TUTORIAL2_PART1_KAYLEIGH3": "Aqui cê pode consertar suas fitas e se curar.", + "TUTORIAL2_PART1_KAYLEIGH2.f": "Essas fogueiras são áreas seguras onde cê pode montar acampamento.", + "TUTORIAL2_PART1_KAYLEIGH1.n": "Cansou, {player}? A gente pode descansar aqui se cê quiser.", + "GAME_OVER_FIRST_PENSBY2": "Por que você não leva isso com você?", + "LEVEL_WARNING_felix.v2": "Vamos voltar mais tarde, quando estivermos mais fortes.", + "LEVEL_WARNING_felix.v1": "Acho que os monstros daqui são muito mais fortes do que nós.", + "TUTORIAL1_PART2_KAYLEIGH11.m": "Se a gente perder a vida toda, vai ter que voltar pra Vilancoradouro.", + "TUTORIAL1_PART2_KAYLEIGH13": "Boa, vamos arrebentar!", + "TUTORIAL1_PART2_KAYLEIGH11.n": "Se a gente perder a vida toda, vai ter que voltar pra Vilancoradouro.", + "TUTORIAL1_PART2_KAYLEIGH12": "Entendeu?", + "TUTORIAL1_PASSIVE_KAYLEIGH1.n": "Tem muito mais monstros por aí, mas podemos acabar com eles!", + "TUTORIAL1_PART2_KAYLEIGH14": "Mandou bem demais da conta!", + "TUTORIAL2_PART1_KAYLEIGH1.f": "Cansou, {player}? A gente pode descansar aqui se cê quiser.", + "TUTORIAL1_PART2_KAYLEIGH15": "Hum, esse elevador é pra tá funcionando, o interruptor dele deve tá aqui perto.", + "TUTORIAL1_PART2_KAYLEIGH16": "Boa! Vamos subir logo, tá baum? Vou te deixar no comando em mais lutas, preocupa não, tô cocê de agora em diante.", + "LEVEL_WARNING_viola.v3": "As feras que residem aqui representam certa ameaça para nós, talvez seja sábio partirmos dessas terras.", + "CLEMENCE_INTRO1.n": "Bonjour! [pause]Não é sempre que temos um rosto novo por aqui, especialmente um tão belo quanto o seu.", + "PARTNER_LEVELUP_VIOLA1": "Você pode se impressionar com a minha maestria em batalha, venho aprimorado minhas habilidades em particular.", + "GAME_OVER_FIRST_PENSBY1.n": "Ah, você acordou. Sorte a sua alguém ter te trazido de volta à minha clínica sem faltar nenhum pedaço!", + "INTRO_KAYLEIGH8.f": "Sua vez, se acanhe, não!", + "INTRO_KAYLEIGH8.m": "Sua vez, se acanhe, não!", + "INTRO_KAYLEIGH7": "Isso pode ficar um pouco estranho, viu? Mas é só me seguir.", + "CLEMENCE_ARRIVAL2": "Eu sinto falta das...", + "CLEMENCE_ARRIVAL3": "Motos.", + "CLEMENCE_COFFEE1": "Eu tenho um... método especial. E os Solano cultivam grrrãos de café parrra mim em sua fazenda.", + "LEVEL_WARNING_dog.v1": "O Doguinho parece nervoso. Talvez os monstros nesta área sejam muito difíceis para ele...", + "LEVEL_WARNING_meredith.v2": "Os monstros aqui parecem mais fortes do que a gente. [pause]Talvez a gente devesse voltar, migue.", + "PARTNER_LEVELUP_DOG1": "O brilho nos olhos do Doguinho sugere que ele tem treinado recentemente.", + "PARTNER_LEVELUP_SUNNY1": "[wave amp=20 freq=5]Eu venho treinando sozinha. Dá uma olhada na minha força, {player}![/wave]", + "CLEMENCE_CAFE1": "Oui. Quando cheguei a Vilancorrradouro, as pessoas daqui pediam muito por um lugar parrra socializar, um lugar estiloso, sabe? Aí eu fiz esse lugar, se não eu, quem ia fazer?", + "RANGER_TRADER_NOT_JOINED2": "Ela deve estar no posto avançado do parque. Se você for para o norte dos Arredores agora, não tem erro!", + "RANGER_TRADER_NOT_JOINED1.f": "Olá, querida, se veio se inscrever para ser vigilante, a Ianthe acabou de sair.", + "RANGER_TRADER_JUST_JOINED1.m": "Olá, querido, vejo que você tem uma identificação de Aprendiz novinha em folha. Deixe eu explicar como posso ajudar.", + "RANGER_TRADER_JUST_JOINED1.f": "Olá, querida, vejo que você tem uma identificação de Aprendiz novinha em folha. Deixe eu explicar como posso ajudar.", + "RANGER_TRADER_JUST_JOINED2": "Estou aqui para ajudar a distribuir os recursos da organização para vigilantes e aprendizes. Isso vai auxiliar vocês em suas funções. Tenho passes para treinos especiais, melhorias para mochilas e toca-fitas...", + "RANGER_TRADER_JUST_JOINED1.n": "Olá, queride, vejo que você tem uma identificação de Aprendiz novinha em folha. Deixe eu explicar como posso ajudar.", + "RANGER_TRADER_JUST_JOINED3": "Mas temos uma quantidade limitada deles, então tenho que garantir que não sejam desperdiçados.", + "RANGER_TRADER_JUST_JOINED4.f": "Resumindo, querida, quanto mais treinos de comandantes você completar, mais recursos eu posso fornecer. Ah, e vou precisar que você traga um pouco de Material Fundido também.", + "RANGER_TRADER_JUST_JOINED4.m": "Resumindo, querido, quanto mais treinos de comandantes você completar, mais recursos eu posso fornecer. Ah, e vou precisar que você traga um pouco de Material Fundido também.", + "RANGER_TRADER_MENU_ALT.n": "Então, o que você quer, queride?", + "RANGER_TRADER_MENU_ALT.m": "Então, o que você quer, querido?", + "RANGER_TRADER_MENU_HELLO.n": "Olá, queride. O que você está procurando?", + "RANGER_TRADER_JUST_JOINED4.n": "Resumindo, queride, quanto mais treinos de comandantes você completar, mais recursos eu posso fornecer. Ah, e vou precisar que você traga um pouco de Material Fundido também.", + "RANGER_TRADER_MENU_HELLO.f": "Olá, querida. O que você está procurando?", + "RANGER_TRADER_MENU_ALT.f": "Então, o que você quer, querida?", + "RANGER_TRADER_MENU_HELLO.m": "Olá, querido. O que você está procurando?", + "RANGER_TRADER_OPTION1": "O que você tem aí?", + "RANGER_TRADER_OPTION2": "O que é Material Fundido?", + "RANGER_TRADER_FUSED_MATERIAL1": "Material Fundido? Eu realmente não sei o que é, mas por algum motivo a Ianthe acha que precisamos de muito.", + "RANGER_TRADER_OPTION3": "Tchau!", + "RANGER_TRADER_FUSED_MATERIAL2.m": "Tudo o que sei é que cheira muito mal e que certos monstros deixam isso pra trás. O resto é com você, querido.", + "RANGER_TRADER_BYE": "Até-té mais ver.", + "RANGER_TRADER_FUSED_MATERIAL2.n": "Tudo o que sei é que cheira muito mal e que certos monstros deixam isso pra trás. O resto é com você, queride.", + "RANGER_TRADER_FUSED_MATERIAL2.f": "Tudo o que sei é que cheira muito mal e que certos monstros deixam isso pra trás. O resto é com você, querida.", + "RANGER_TRADER_TRAINING_COMPLETE.f": "Olá, querida! Agora que você é vigilante em tempo integral, posso lhe dar alguns itens realmente especiais...[pause] Dê uma olhada!", + "RANGER_TRADER_TRAINING_COMPLETE.n": "Olá, queride! Agora que você é vigilante em tempo integral, posso lhe dar alguns itens realmente especiais...[pause] Dê uma olhada!", + "RANGER_TRADER_TRAINING_COMPLETE.m": "Olá, querido! Agora que você é vigilante em tempo integral, posso lhe dar alguns itens realmente especiais...[pause] Dê uma olhada!", + "KAYLEIGH_STATION_REACTION1": "Isso é... [pause]uma estação de trem? Acho que não tem problema dar uma olhada, né?", + "RANGER_VENDING_MACHINE_NAME": "Máquina de vendas", + "INTERDIMENSIONAL_POST_INTRO1": "Ei! Por acaso você seria \\\"{recipient}\\\"?", + "INTERDIMENSIONAL_POST_INTRO1_OPTION1": "Sim.", + "INTERDIMENSIONAL_POST_INTRO1_OPTION2": "Espera aí, o que está acontecendo?", + "INTERDIMENSIONAL_POST_INTRO2": "Não se preocupe, estou aqui apenas para entregar uma mensagem interdimensional. [pause]Tudo vai voltar ao normal quando você acordar.", + "INTERDIMENSIONAL_POST_REINTRO2": "Esta é endereçada a \\\"{recipient}\\\". É você, certo?", + "INTERDIMENSIONAL_POST_REINTRO1": "Olá de novo! Eu trouxe outra mensagem para você.", + "INTERDIMENSIONAL_POST_NO_SENDER": "Esta mensagem não especifica remetente. Alguém te admira secretamente?", + "INTERDIMENSIONAL_POST_SENDER": "Esta mensagem foi enviada por... \\\"{sender}\\\".", + "INTERDIMENSIONAL_POST_BODY1": "Vou ler para você.", + "INTERDIMENSIONAL_POST_BODY2": "\\\"{body}\\\"", + "INTERDIMENSIONAL_POST_BYE1": "Isso é tudo. Espero que tenha feito algum sentido para você.", + "INTERDIMENSIONAL_POST_ITEMS": "Há um pequeno pacote anexado. Aqui está!", + "INTERDIMENSIONAL_POST_BODY_EMPTY": "Ah, acho que não tem texto nenhum nessa mensagem...", + "INTERDIMENSIONAL_POST_BYE3": "Se cuida!", + "INTERDIMENSIONAL_POST_BYE2": "Você não acreditaria na quantidade de pessoas que pensam que estão malucas depois das minhas visitas.", + "POSTBOX_CHECKING": "[wave amp=30 freq=10]Verificando...[/wave]", + "POSTBOX_INTERACT1": "É uma caixa de correio![pause] O estranho é que está na parte de dentro. Ninguém pode entregar cartas assim...", + "POSTBOX_ERROR_CONNECT": "Não foi possível conectar ({0}).", + "POSTBOX_INTERACT2": "Verificar mesmo assim? Isso vai conectar à internet.", + "POSTBOX_ERROR_TIMEOUT": "O tempo de conexão expirou.", + "POSTBOX_ERROR_CLIENT": "Ocorreu um erro de cliente ({0}).", + "POSTBOX_ERROR_UNKNOWN": "Ocorreu um erro desconhecido ({0}).", + "POSTBOX_ERROR_NETWORK": "Ocorreu um erro de rede ({0}).", + "POSTBOX_EMPTY": "A caixa de correio está vazia.", + "POSTBOX_KEYPAD": "Mas tem um teclado na parte de trás... Você quer digitar um código?", + "POSTBOX_MESSAGE_FOUND": "Tem uma mensagem para você.", + "POSTBOX_MESSAGE_FOUND_SENDER": "Tem uma mensagem de {sender} para você.", + "POSTBOX_MESSAGE_BODY": "\\\"{body}\\\"", + "POSTBOX_PACKAGE_FOUND": "Tem um pacote para você.", + "POSTBOX_ENTER_CODE": "Digite o Código", + "PLANTER_INTERACT1": "Quer plantar uma muda aqui com o Kit de Jardinagem?", + "PLANTER_NO_QUEST": "É uma jardineira! Nada foi plantado aqui ainda.", + "PLANTER_INTERACT2_OPTION1": "Arbusto", + "PLANTER_INTERACT2": "Escolha uma muda:", + "PLANTER_INTERACT2_OPTION2": "Cerejeira", + "PLANTER_INTERACT2_OPTION3": "Rosas vermelhas", + "PLANTER_INTERACT2_OPTION4": "Orquídeas pálidas", + "PLANTER_INTERACT2_OPTION5": "Lavanda", + "GAME_OVER_VIOLA1": "{player} se levantou!", + "HARBOURTOWN_STATION_KAYLEIGH10.f": "A gente vai lutar contra esse bicho, vamos fazer isso JUNTAS!", + "HARBOURTOWN_STATION_KAYLEIGH10.n": "A gente vai lutar contra esse bicho, vamos fazer isso JUNTES!", + "HARBOURTOWN_STATION_KAYLEIGH11_OPTION1": "Eu não sei...", + "HARBOURTOWN_STATION_MORGANTE12": "JÁ CHEGA! MEU TEMPO ESTÁ SE ESGOTANDO.\\n\\nPOR QUE VOCÊ VEIO A ESTE LUGAR DESGRAÇADO?", + "HARBOURTOWN_STATION_MORGANTE12_OPTION2": "Quero encontrar um jeito de sair dessa ilha!", + "HARBOURTOWN_STATION_MORGANTE12_OPTION1": "Só quero ir pra casa!", + "HARBOURTOWN_STATION_MORGANTE14": "EU PRECISO DE UM CORPO, VOCÊ PRECISA DE UM GUIA.\\n\\nEU RECUPERO MINHAS FORÇAS E VOCÊ ENCONTRA SUA VIA.", + "INTRO_KAYLEIGH35_OPTION2": "Com o toca-fitas?", + "INTRO_KAYLEIGH36": "Sim! Eu bem que vou fazer uma patrulha em breve.", + "INTRO_KAYLEIGH38": "Agora, vai dizer um oi pros seus novos vizinhos.", + "TUTORIAL1_PART2_KAYLEIGH5": "Tá vendo aquele bicho com as botas? É um Saltamola, e ele vai ficar com raiva se cê chegar mais perto.", + "TUTORIAL1_PART2_KAYLEIGH6": "E cê vai chegar mais perto, é claro.", + "TUTORIAL1_PART2_KAYLEIGH7": "Cê levou uma surra, mas sua forma de monstro aguenta o trem.", + "HARBOURTOWN_MERCHANT_NAME_2": "Comerciante de Adesivos de Suporte", + "STICKER_MERCHANT_NOTE1": "O comerciante que administra esta barraca deixou um bilhete.", + "HARBOURTOWN_MERCHANT_NAME_3": "Comerciante de Adesivos Passivos", + "STICKER_MERCHANT_NOTE2": "\\\"Fui para a caverna no parque procurar alguma inspiração. Se eu não voltar até o meio-dia, mande ajuda!\\\"", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.f": "Desculpa, colega. [pause]Você vai ter que usar o elevador depois, estou fazendo alguns reparos que estavam em atraso.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.m": "Desculpa, colega. [pause]Você vai ter que usar o elevador depois, estou fazendo alguns reparos que estavam em atraso.", + "CAPTAIN_LODESTEIN_FIXING_ELEVATOR.n": "Desculpa, colega. [pause]Você vai ter que usar o elevador depois, estou fazendo alguns reparos que estavam em atraso.", + "HARBOURTOWN_NPC_1_DIALOGUE1.m": "Você é novo aqui na ilha? [pause]O seu olhar te entrega.", + "HARBOURTOWN_NPC_1_DIALOGUE5": "Você está se acostumando com a vida aqui? [pause]Demorei... [pause] muito tempo para me ajustar quando cheguei aqui.", + "HARBOURTOWN_NPC_1_DIALOGUE1.n": "Você acabou de chegar aqui na ilha? [pause]O seu olhar te entrega.", + "HARBOURTOWN_NPC_1_DIALOGUE2.m": "Ah, [pause]é! Você é o novato! [pause]Prazer em vê-lo novamente!", + "HARBOURTOWN_NPC_1_DIALOGUE3": "Bom ver você de novo! [pause]O que está achando de Vilancoradouro?", + "HARBOURTOWN_NPC_1_DIALOGUE2.n": "Ah, [pause]é! Você é ê novate! [pause]Prazer em vê-le novamente!", + "HARBOURTOWN_NPC_1_DIALOGUE2.f": "Ah, [pause]é! Você é a novata! [pause]Prazer em vê-la novamente!", + "HARBOURTOWN_NPC_1_DIALOGUE6": "Olá de novo! [pause]O que está achando da ilha? [pause]As pessoas aqui dão o seu melhor. Mas sei que pode bater a solidão.", + "HARBOURTOWN_NPC_1_DIALOGUE4.f": "Olá de novo, novata. [pause]Espero que você esteja bem.", + "HARBOURTOWN_NPC_1_DIALOGUE4.m": "Olá de novo, novato. [pause]Espero que você esteja bem.", + "HARBOURTOWN_NPC_1_DIALOGUE4.n": "Olá de novo, novate. [pause]Espero que você esteja bem.", + "HARBOURTOWN_NPC_1_DIALOGUE8": "Ei! [pause]Sou eu de novo, olhando para o \\\"Mar Perdido\\\" como sempre. [pause]Há algo de reconfortante nisso, eu acho.", + "HARBOURTOWN_NPC_1_DIALOGUE7": "Às vezes a vida nos surpreende [pause]e às vezes essa surpresa é... [pause]bem... [pause]tudo isso.", + "HARBOURTOWN_NPC_18_DIALOGUE1": "Meu bisavô foi um dos marinheiros que naufragou em Nova Murta há mais de cem anos.", + "HARBOURTOWN_NPC_18_DIALOGUE2": "Tenho certeza de que ele ficaria orgulhoso de ver o que fizemos deste lugar.", + "HARBOURTOWN_NPC_19_DIALOGUE": "Se perder o rumo, peça informações pelo vilarejo. Às vezes um bom boato pode colocar você de volta no caminho certo.", + "HARBOURTOWN_NPC_20_DIALOGUE2": "Colega, sinto falta das armas que os Vigilantes usavam para lutar.", + "HARBOURTOWN_NPC_20_DIALOGUE1": "Eu sei que a transformação é muito mais eficaz na batalha, mas...", + "HARBOURTOWN_NPC_20_DIALOGUE3": "A espada mecânica da Ianthe era, tipo, a coisa mais steampunk que eu já vi na vida.", + "HARBOURTOWN_NPC_24_DIALOGUE1": "Este vilarejo perdura por 101 anos. Sabia?", + "HARBOURTOWN_NPC_21_DIALOGUE1": "Você já esteve no lado oeste de Vilancoradouro?", + "HARBOURTOWN_NPC_25_DIALOGUE1.m": "Você é estrangeiro? Não vi você por aí antes!", + "HARBOURTOWN_NPC_22_DIALOGUE1": "Nós [wave amp=30 freq=10]geralmente[/wave] fazemos a comida para os habitantes aqui do vilarejo, mas já não recebemos ingredientes da fazenda a oeste daqui há um tempo. O que será que aconteceu?", + "HARBOURTOWN_NPC_21_DIALOGUE2": "Estou pensando em visitar o Centro Cultural de lá.", + "HARBOURTOWN_NPC_23_DIALOGUE1": "Não há tempo para conversar, tenho um pedido enorme de doces para entregar!", + "HARBOURTOWN_NPC_22_DIALOGUE2": "A ponte para a fazenda está abaixada, podemos receber produtos frescos novamente! Que bênção.", + "HARBOURTOWN_NPC_24_DIALOGUE2": "Eu lembro como era este lugar quando eu era uma garotinha. O vilarejo mudou muito, foi tão rápido...", + "HARBOURTOWN_NPC_24_DIALOGUE3": "Mas os alicerces [pause]permaneceram os mesmos.", + "HARBOURTOWN_NPC_25_DIALOGUE1.n": "Você é estrangeire? Não vi você por aí antes!", + "HARBOURTOWN_NPC_25_DIALOGUE1.f": "Você é estrangeira? Não vi você por aí antes!", + "HARBOURTOWN_NPC_26_DIALOGUE1": "Você ouve a [wave amp=30 freq=10]Rádio Sibila[/wave]? Ouço todos os dias, sou o sexto maior fã dela!", + "HARBOURTOWN_NPC_29_DIALOGUE1": "Usei todo esse tempo livre que tenho preso nesta ilha para trabalhar minhas habilidades sociais... como conversar com pessoas desconhecidas iguais a você.", + "HARBOURTOWN_NPC_30_DIALOGUE1": "É verdade que um Vigilante sabe como [wave amp=30 freq=10]hackear[/wave] as fitas de monstros? Eu me recuso a acreditar que isso seja possível.", + "HARBOURTOWN_NPC_28_DIALOGUE1": "Eu quero muito dar um passeio no Parque de Nova Murta, mas a [wave amp=30 freq=10]vida selvagem local[/wave] me deixa desanimada.", + "HARBOURTOWN_NPC_1_DIALOGUE9": "Às vezes espero ver um navio navegando no horizonte, vindo nos resgatar. [pause]Mas já estou aqui há muito tempo... Acho que nenhum resgate virá.", + "HARBOURTOWN_NPC_1_DIALOGUE10": "Olá de novo! [pause]Espero que você esteja bem!", + "HARBOURTOWN_NPC_2_DIALOGUE1": "Aposto que você não esperava ver alguém tão famoso quanto [wave amp=30 freq=10]eu[/wave] aqui, [pause]não é? [pause][pause]Espere, você não me reconhece...?", + "HARBOURTOWN_NPC_2_DIALOGUE4": "Dani Batida? [pause]Toquei sax em uma das bandas mais famosas do mundo! [pause]Tem certeza que não se lembra?", + "HARBOURTOWN_NPC_2_DIALOGUE2": "Tem [shake rate=30 level=10]certeza[/shake] de que não me reconhece? [pause]Nem um pouquinho?", + "HARBOURTOWN_NPC_2_DIALOGUE3": "Qual é, colega? Você TEM que saber quem eu sou. [pause]Eu sou o Dani Batida! [pause]Me imagine com um saxofone... [pause]Não? Nada ainda?", + "HARBOURTOWN_NPC_2_DIALOGUE5": "Eu e os garotos de Liverpool? [pause]\\\"Enquanto meu sax chora\\\"? [pause]Eu [shake rate=30 level=10]compus[/shake] essa música, sabia?", + "HARBOURTOWN_NPC_2_DIALOGUE7.m": "Acho que você não me reconhece, né? [pause]Deixa pra lá, colega. [pause]Não é a primeira vez.", + "HARBOURTOWN_NPC_2_DIALOGUE6": "Você [wave amp=30 freq=10]deve[/wave] ter visto eu e os rapazes na televisão cantando naquele terraço. [pause]...Acredita em mim, né?", + "HARBOURTOWN_NPC_3_DIALOGUE1": "...", + "HARBOURTOWN_NPC_2_DIALOGUE8": "Sabe, [pause]acho que ninguém aqui me reconheceu. [pause]Alguns deles até acham que estou inventando tudo!", + "HARBOURTOWN_NPC_2_DIALOGUE7.n": "Acho que você não me reconhece, né? [pause]Deixa pra lá, colega. [pause]Não é a primeira vez.", + "HARBOURTOWN_NPC_2_DIALOGUE9.n": "Vo-você acredita em mim, [pause]colega? [pause]Talvez eu não seja famoso no seu mundo, mas se você fosse de onde eu vim, tenho certeza de que seria minhe [wave amp=30 freq=10]fã de carteirinha![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE7.f": "Acho que você não me reconhece, né? [pause]Deixa pra lá, colega. [pause]Não é a primeira vez.", + "PENSBY_INTERACT_CHECKUP_HEALTHY2": "Precisa de algo mais?", + "PENSBY_INTERACT_CHECKUP_HURT1": "Deixe-me dar uma olhada em você...", + "PENSBY_INTERACT_CHECKUP_HURT3": "Descanse um pouco.[pause] Por que não vai até o Café Gramofone e relaxa um pouco?", + "PENSBY_INTERACT_CHECKUP_HURT2": "São só alguns roxos e arranhões. Nada sério.", + "PENSBY_INTERACT_BYE": "Tente não se machucar muito por aí, tá bom?", + "HERITAGE_CENTER_SIGN": "\\\"Centro Cultural de Vilancoradouro: mapeando a história da nossa improvável comunidade\\\"", + "HERITAGE_CENTER_1": "ANO 1: O navio da marinha britânica HMS Birkenhead afunda em uma tempestade no ano terrestre de 1845. Boa parte da tripulação e dos destroços chegaram a uma ilha desconhecida, mais tarde batizada de Nova Murta.", + "HERITAGE_CENTER_3": "ANO 6: Nasce a primeira criança em Nova Murta. A primeira tentativa de deixar Nova Murta termina em tragédia; uma embarcação construída na ilha afunda com as tempestades a um quilômetro e meio da costa.", + "HERITAGE_CENTER_2": "ANO 2: Os recém-chegados aparecem pela primeira vez. Vilancoradouro é oficialmente fundada. Ocorre o primeiro encontro registrado com uma criatura nativa desconhecida, ou \\\"monstro\\\".", + "HERITAGE_CENTER_5": "ANO 50: Após o 48º aniversário da sua formação, Vilancoradouro extingue seu antigo cargo de prefeito e passa a ser administrada por um comitê.", + "HERITAGE_CENTER_4": "ANO 48: Após a chegada de vários engenheiros, a primeira rede elétrica é construída em Vilancoradouro.", + "HERITAGE_CENTER_6": "ANO 62: Uma tentativa de formar um segundo vilarejo, chamado \\\"Nova Londres\\\", começa em Nova Murta.", + "HERITAGE_CENTER_8": "ANO 91: O \\\"Shopping Kaidosseu\\\" é descoberto, trazendo um grande suprimento de bens da Terra para Nova Murta. O fenômeno da \\\"gravação de monstros\\\" é descoberto.", + "HERITAGE_CENTER_7": "ANO 89: Após um terrível desastre, Nova Londres é destruída. Apenas uma residente sobreviveu e conseguiu retornar a Vilancoradouro.", + "HERITAGE_CENTER_9": "\\\"O naufrágio do HMS Birkenhead\\\"", + "HARBOURTOWN_NPC_DIALOGUE4": "O meu nome? Eu sou o Duncan!", + "OVERWORLD_3_-2_GIFTER_DIALOGUE1": "Você já viu esses esconderijos vermelhos por aí? Nós, vigilantes, deixamos suprimentos uns para os outros quando atravessamos a ilha.", + "HARBOURTOWN_NPC_DIALOGUE3": "Xiiu! Estou invisível. Finja que não estou aqui.", + "OVERWORLD_3_-2_GIFTER_DIALOGUE2": "Na verdade, eu estava prestes a colocar algo neste aqui. Pode pegar, se quiser.", + "OVERWORLD_3_-2_GIFTER_AFTER_DIALOGUE": "Você pode rebobinar as fitas quebradas para consertá-las sem precisar descansar. Bastante útil!", + "TRAVELING_MERCHANT_NAME": "Comerciante Itinerante", + "TRAVELING_MERCHANT_INTRO2": "Que nada, tenho certeza de que me lembraria de um rosto como o seu.", + "TRAVELING_MERCHANT_INTRO1": "Ei! A gente não se conhece?", + "TRAVELING_MERCHANT_INTRO4": "Não deixe o fato de eu estar sem camisa incomodar, eu troquei minha camisa com uma jovem que a deu para um urso. Ninguém pode dizer que eu não faço doações.", + "TRAVELING_MERCHANT_INTRO3": "Bem, se você está procurando produtos baratos, eu sou a pessoa certa! Mas não gosto de ficar parado em um lugar só por muito tempo.", + "TRAVELING_MERCHANT_REPEAT_MEET": "Imagine encontrar você aqui!", + "TRAVELING_MERCHANT_PRE_TRADE": "Por que não dá uma olhada no que eu tenho?", + "TRAVELING_MERCHANT_POST_TRADE2": "Vejo você mais tarde!", + "TRAVELING_MERCHANT_POST_TRADE1": "Nossa, a falta de dinheiro por aqui deixa tudo mais difícil.", + "OUTSKIRTS_3_-1_GIFTER1.n": "Nunca vi você por aqui antes. Deixa eu adivinhar, você acabou de aparecer, não foi?", + "NWP_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]O valor das propriedades próximas ao parque é altíssimo![/wave]", + "OUTSKIRTS_3_-1_GIFTER3": "Você pode usar isso pra rebobinar qualquer fita de monstro que estiver com você. Cuide-se por aí, tá?", + "HARBOURTOWN_MERCHANT_4.m": "Agradeço a visita! Volte amanhã e terei novidades na loja!", + "HARBOURTOWN_MERCHANT_3": "Eu tenho bolado novos adesivos de suporte! Você quer ver o que eu tenho?", + "HARBOURTOWN_MERCHANT_2": "Prazer em fazer negócios! Volte amanhã, terei novos adesivos no estoque.", + "HARBOURTOWN_MERCHANT_1": "Você está procurando um novo adesivo para dar vantagem às suas formas de monstro em uma luta? Acabou de encontrar!", + "HARBOURTOWN_MERCHANT_4.f": "Agradeço a visita! Volte amanhã e terei novidades na loja!", + "HARBOURTOWN_MERCHANT_5.m": "Não subestime os movimentos passivos, amizade. Aqui, dê uma olhada na minha seleção de adesivos de hoje!", + "HARBOURTOWN_MERCHANT_5.n": "Não subestime os movimentos passivos, amizade. Aqui, dê uma olhada na minha seleção de adesivos de hoje!", + "HARBOURTOWN_MERCHANT_5.f": "Não subestime os movimentos passivos, amizade. Aqui, dê uma olhada na minha seleção de adesivos de hoje!", + "HARBOURTOWN_MERCHANT_6": "Volte amanhã, terei novos adesivos!", + "HARBOURTOWN_MERCHANT_NAME_1": "Comerciante de Adesivos de Ataque", + "HARBOURTOWN_NPC_12_DIALOGUE9": "Pode ser que eu já esteja aqui há muito tempo mesmo, mas pelo menos as coisas nunca são [wave amp=30 freq=10]chatas[/wave].", + "HARBOURTOWN_NPC_13_DIALOGUE1": "Eu queria atravessar a ponte, mas ela já está levantada faz um bom tempo.", + "HARBOURTOWN_NPC_13_DIALOGUE3": "Ah... [pause]a ponte baixou.", + "HARBOURTOWN_NPC_13_DIALOGUE2": "Tudo bem... [pause]Eu posso ficar deste lado do vilarejo, [pause]eu acho.", + "HARBOURTOWN_NPC_14_DIALOGUE1": "Eu trabalhei muito para sair da minha cidade natal, [pause]sabe? [pause]De verdade.", + "HARBOURTOWN_NPC_13_DIALOGUE4": "Eu podia atravessá-la, [pause]mas gosto de ficar parado aqui.", + "HARBOURTOWN_NPC_14_DIALOGUE2": "Eu estava pronta para o próximo capítulo da minha vida [pause]e acabei vindo parar em [wave amp=30 freq=10]outra[/wave] cidade pequena.", + "HARBOURTOWN_NPC_14_DIALOGUE3": "Acho que isso é exatamente o que o destino havia reservado para mim, [pause]né?", + "HARBOURTOWN_NPC_15_DIALOGUE1": "Vilancoradouro sempre teve algum tipo de grupo de \\\"voluntários da comunidade\\\". [pause]De que outra forma ela teria se sustentado por tanto tempo?", + "HARBOURTOWN_NPC_15_DIALOGUE2": "Os vigilantes da Ianthe fazem isso com perfeição. [pause]Reúnem recursos, resolvem os problemas das pessoas, fazem de tudo.", + "HARBOURTOWN_NPC_15_DIALOGUE3": "Manter as coisas em ordem ficou ainda mais difícil desde a descoberta do fenômeno da \\\"fita\\\". [pause]Se tem alguém que consegue fazer isso muito bem, é a Ianthe!", + "HARBOURTOWN_NPC_16_DIALOGUE1": "A maioria das pessoas que chega ao vilarejo passa por... [pause]um período difícil.", + "HARBOURTOWN_NPC_16_DIALOGUE2": "Se eu pudesse te dar um conselho, [pause]seria para você abraçar sua nova vida aqui.", + "HARBOURTOWN_NPC_16_DIALOGUE3.n": "Isso não significa que você deve esquecer sua vida anterior. [pause]Você é tanto o seu passado quanto o seu futuro, [pause]sabe?", + "HARBOURTOWN_NPC_16_DIALOGUE3.f": "Isso não significa que você deve esquecer sua vida anterior. [pause]Você é tanto o seu passado quanto o seu futuro, [pause]sabe?", + "HARBOURTOWN_NPC_17_DIALOGUE2": "É importante olhar para trás em nossa história aqui se quisermos ver o que o futuro espera de nós.", + "HARBOURTOWN_NPC_17_DIALOGUE1": "Vilancoradouro tem uma história mais interessante do que você imagina.", + "HARBOURTOWN_NPC_16_DIALOGUE3.m": "Isso não significa que você deve esquecer sua vida anterior. [pause]Você é tanto o seu passado quanto o seu futuro, [pause]sabe?", + "TUTORIAL3_PART2_KAYLEIGH1": "Ok, cê sentiu isso, né?", + "TUTORIAL3_PART2_KAYLEIGH2": "O que é isso?!", + "TUTORIAL3_PART2_KAYLEIGH3": "Isso... tava aqui antes?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION1": "Isso não é um pedaço de Vilancoradouro?", + "TUTORIAL3_PART2_KAYLEIGH3_OPTION2": "Isso não é normal?", + "TUTORIAL3_PART2_KAYLEIGH4": "Nunca tinha visto NADA assim antes!", + "TUTORIAL3_PART2_KAYLEIGH5": "Isso sempre esteve enterrado aqui?!", + "CLEMENCE_INTRO2": "Eu sou Clémence, e este belo estabelecimento é o Café Grrramofone. O que posso dizer? Tenho muitos discos e prrreparo o melhor café. Não que haja muita concorrência por aqui.", + "CLEMENCE_INTRO1.f": "Bonjour! [pause]Não é sempre que temos um rosto novo por aqui, especialmente um tão belo quanto o seu.", + "CLEMENCE_INTRO1.m": "Bonjour! [pause]Não é sempre que temos um rosto novo por aqui, especialmente um tão belo quanto o seu.", + "TUTORIAL4_PART3B_KAYLEIGH11": "As criaturas foram chamadas por vários nomes ao longo dos anos: anjos, demônios, diabos, carniçais...", + "TUTORIAL4_PART3B_KAYLEIGH14": "Ninguém sabe o que são. Ninguém vê uma faz um tempão.", + "TUTORIAL4_PART3B_KAYLEIGH13": "Mas essas outras criaturas... [pause]como a que enfrentamos... [pause]ainda são chamadas de Arcanjos.", + "TUTORIAL4_PART3B_KAYLEIGH16": "Parecia que eu não tava vendo direito... Foi que nem tentar assistir a um filme de binóculo...", + "TUTORIAL4_PART3B_KAYLEIGH15": "Olhando praquela coisa que enfrentamos... é difícil explicar...", + "HARBOURTOWN_STATION_MORGANTE13": "ENTENDO.\\n\\nHÁ UMA MANEIRA. NÃO HÁ NINGUÉM QUE CONHEÇA O CAMINHO, SÓ EU.", + "HARBOURTOWN_STATION_MORGANTE14_OPTION1": "Corpo...?", + "HARBOURTOWN_STATION_MORGANTE14_OPTION2": "Espera...", + "HARBOURTOWN_STATION_KAYLEIGH16": "{player}, cê tá bem? [pause]O que aconteceu?! [pause]Cê apagou por um segundo!", + "HARBOURTOWN_STATION_MORGANTE15": "MUITO BEM. OUÇA MINHA CANÇÃO.", + "TUTORIAL4_PART3A_KAYLEIGH1": "[wave amp=30 freq=10]Muita[/wave] coisa aconteceu lá na estação de trem... A gente devia conversar sobre isso.", + "HARBOURTOWN_STATION_KAYLEIGH17": "Vamos sair daqui...", + "HARBOURTOWN_NPC_32_DIALOGUE1": "Se tem [wave amp=30 freq=10]algo[/wave] em abundância aqui em Nova Murta, é café. [pause]Café e criaturas coloridas.", + "HARBOURTOWN_NPC_31_DIALOGUE1": "Estou em treinamento para me tornar aprendiz de Vigilante. É que nem uma entrevista de emprego, só que com muito mais luta.", + "HARBOURTOWN_NPC_33_DIALOGUE1": "A lenda local diz que existem ruínas de um cais que você só pode ver no horizonte do Mar Perdido... eu nunca consegui ver.", + "HARBOURTOWN_BOOK_2": "Os rabiscos dizem: \\\"...se receber um brinquedinho de plástico, este monstro élfico não se desviará, senão, acabará consumido pela raiva\\\".", + "HARBOURTOWN_BOOK_3": "Os rabiscos dizem: \\\"...esta grande cobra mascarada pode seguir um terceiro caminho, se puder usar os zéfiros do vento\\\".", + "HARBOURTOWN_BOOK_1": "Os rabiscos dizem: \\\"...esta criatura do disco voador emergirá de sua concha se receber a habilidade de realizar contatos do 3º grau com os oponentes\\\".", + "HARBOURTOWN_BOOK_4": "Os rabiscos dizem: \\\"...as misteriosas engrenagens embaixo da colina são a chave para desvendar o verdadeiro potencial deste dinossauro\\\".", + "HARBOURTOWN_BOOK_5": "Os rabiscos dizem: \\\"...acredito que certos monstros amadurecerão em diferentes formas, dependendo se é dia ou noite\\\".", + "HARBOURTOWN_CHEMIST1_MERCHANT_NAME": "Comerciante de Adesivos Químicos", + "HARBOURTOWN_CHEMIST2_MERCHANT_NAME": "Comerciante de Adesivos Sem Tipo", + "HARBOURTOWN_CHEMIST1_OPENING": "A química elemental é a chave para o sucesso no combate.[pause] Eu crio os adesivos que dão a você o controle da química e a vantagem na batalha!", + "HARBOURTOWN_CHEMIST1_CLOSING": "Estarei aqui se precisar de mim.", + "HARBOURTOWN_CHEMIST2_OPENING": "Sou especialista em adesivos que mudam de tipo de acordo com quem usa. É muito útil se você estiver usando os revestimentos. Eles são compatíveis com todas as fitas.", + "HARBOURTOWN_ITEM_RECYCLER1": "Você recicla os itens de que não precisa mais?", + "HARBOURTOWN_CHEMIST2_CLOSING.n": "Agradeço pela preferência!", + "HARBOURTOWN_CHEMIST2_CLOSING.f": "Agradeço pela preferência!", + "HARBOURTOWN_CHEMIST2_CLOSING.m": "Agradeço pela preferência!", + "HARBOURTOWN_TAPE_RECYCLER3": "Em um acampamento ou no café, abra seu menu de fitas, escolha uma que você não deseja mais e clique em reciclar.", + "HARBOURTOWN_ITEM_RECYCLER4": "Aqui, experimente este livro antigo. Eu não preciso mais dele.", + "HARBOURTOWN_ITEM_RECYCLER2": "É uma boa maneira de organizar seu inventário, além de devolver alguns recursos usados para fazer o item.", + "HARBOURTOWN_ITEM_RECYCLER3": "Você pode trocar esses recursos por novos itens com outras pessoas!", + "GAME_OVER_FIRST_PENSBY1.f": "Ah, você acordou. Sorte a sua alguém ter te trazido de volta à minha clínica sem faltar nenhum pedaço!", + "GAME_OVER_DOG1": "Au!", + "HARBOURTOWN_TAPE_RECYCLER1": "Por que ficar guardando fitas velhas de que você não precisa mais?", + "HARBOURTOWN_TAPE_RECYCLER2": "Da próxima vez que você fizer uma pausa em suas viagens, que tal reciclar uma?", + "HARBOURTOWN_TAPE_RECYCLER4": "É uma boa maneira de conseguir recursos extras que você pode negociar com os comerciantes, e isso pode render alguns adesivos extras do conjunto desse monstro.", + "HARBOURTOWN_BOOTLEG_KRAB1": "...", + "HARBOURTOWN_BOOTLEG_KRAB2": "É um Trafeguejo de cores estranhas.", + "HARBOURTOWN_BOOTLEG_NPC1": "Não se preocupe com o Trafeguejo, é o meu filho. Ele adora brincar com sua fita embuste.", + "HARBOURTOWN_BOOTLEG_NPC1_OPTION1": "Embuste?", + "HARBOURTOWN_BOOTLEG_NPC2": "Sim.[pause] Você já viu um monstro com uma cor diferente da habitual em suas viagens? É um embuste.[pause] Mas não confunda isso com os revestimentos!", + "HARBOURTOWN_BOOTLEG_NPC3": "Os monstros embuste têm cores diferentes [wave amp=30 freq=10]fixas,[/wave] tipos elementais diferentes e movimentos diferentes dos normais.", + "HARBOURTOWN_BOOTLEG_NPC4": "Quando você os grava, eles mantêm esses atributos.", + "HARBOURTOWN_BOOTLEG_NPC6": "Aqui, pega isso e veja com seus próprios olhos. O Comandante Codi me dá seus sobressalentes, já tenho bastante.", + "HARBOURTOWN_BOOTLEG_NPC5": "Os embustes gravados têm mais chances de produzir movimentos incomuns e raros, podem ser muito úteis.", + "HARBOURTOWN_BOOTLEG_NPC7": "Monstros embuste podem aparecer em qualquer lugar, aparentemente com mais frequência nas fusões.", + "HARBOURTOWN_BOOTLEG_NPC8": "Ouvi dizer que alguns monstros embuste muito raros brilham como se estivessem cobertos de purpurina.", + "HARBOURTOWN_ASTROLOGER_NPC1": "[wave amp=30 freq=10]Boas-vindas, almas indagadoras![/wave] Vocês estão aqui para aprender sobre as artes astrais?", + "HARBOURTOWN_ASTROLOGER_NAME": "Astróloga", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION1": "Claro!", + "HARBOURTOWN_ASTROLOGER_NPC1_OPTION2": "Agora não.", + "HARBOURTOWN_ASTROLOGER_NPC3": "Excelente... [pause]seria sábio da sua parte prestar atenção às minhas palavras.", + "HARBOURTOWN_ASTROLOGER_NPC2": "Talvez outra hora.", + "HARBOURTOWN_ASTROLOGER_NPC4": "Então, as bestas do tipo astral extraem seu poder dos quatro elementos básicos da natureza: [pause]terra, [pause]água, [pause]fogo [pause] e ar.", + "HARBOURTOWN_ASTROLOGER_NPC6": "No entanto, sua harmonia interna pode ser [wave amp=30 freq=10]desalinhada[/wave] pela exposição a elementos impuros: plástico, veneno e metal.", + "HARBOURTOWN_ASTROLOGER_NPC5": "Uma criatura astral exposta a qualquer um desses quatro elementos vai ser [wave amp=30 freq=10]empoderada[/wave]!", + "PENSBY_INTERACT_MENU": "Ei, {player}, o que posso fazer por você?", + "PENSBY_INTERACT_MENU_SUPPLIES": "Estou procurando suprimentos.", + "PENSBY_INTERACT_MENU_CHECKUP": "Quero fazer uma consulta.", + "PENSBY_INTERACT_MENU_BYE": "Só passei pra dar oi.", + "PENSBY_INTERACT_CHECKUP_HEALTHY1": "Sua saúde está perfeita, {player}.", + "HARBOURTOWN_ASTROLOGER_NPC7": "Lembre-se disso se quiser assumir a forma de uma besta astral.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH4": "Como eu disse depois que lutamos pela primeira vez com Morgana, somos um time, cê e eu!", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH6": "Demora um pouco pra se acostumar com as mudanças que as formas de monstro fazem no seu corpo. Mas cê tá indo muito bem, tá aprendendo o caminho das pedras.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH2": "Ótimo! [pause]Cê tá com sorte. Não tem hotéis em Nova Murta, então acho que cê vai dormir bastante em barraca.", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION1": "Eu adoro acampar!", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1_OPTION2": "Sou uma pessoa mais caseira...", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH3": "Que falta de... [pause]sorte. Cê vai ter que se acostumar a dormir em uma barraca se quiser explorar a ilha. Não tem hotéis aqui em Nova Murta.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.f": "Ei! Eu nunca perguntei o que cê tá achando daquela primeira forma de monstro que eu dei procê na praia quando a gente se conheceu.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.m": "Ei! Eu nunca perguntei o que cê tá achando daquela primeira forma de monstro que eu dei procê na praia quando a gente se conheceu.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH1.n": "Ei! Eu nunca perguntei o que cê tá achando daquela primeira forma de monstro que eu dei procê na praia quando a gente se conheceu.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH2": "Era \\\"Docemônio\\\", né? Essa era uma forma de monstro bem divertida de usar, parecia que tava o tempo todo ligada de tanto açúcar.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH4": "Era \\\"Espiricordeiro\\\", né? É uma forma de monstro muito fofa. Quando usei no passado, tive que me acostumar com a flutuação.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH3": "Pra mim os ataques à distância eram melhores naquela forma. Acho que os Docemônios já nascem com a pontaria boa.", + "RESTING_KAYLEIGH_CONVO21_KAYLEIGH5": "Mas quando eu tinha aqueles cascos grandes... eu sentia que podia bater nos monstros [wave amp=30 freq=10]muito[/wave] bem com eles.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH1": "Aquele Arcanjo que lutamos... [pause]Morgana, né?", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.m": "Não derrotamos ela sozinhos nem de longe, né? Alguém já tinha machucado ela antes da gente chegar.", + "EUGENE_UNKNOWN_NAME": "Cara Detestável", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.n": "Não derrotamos ela sozinhes nem de longe, né? Alguém já tinha machucado ela antes da gente chegar.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH2.f": "Não derrotamos ela sozinhas nem de longe, né? Alguém já tinha machucado ela antes da gente chegar.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3": "Mesmo enfraquecida, ela parecia perigosa. Quem feriu ela devia estar com muita [wave amp=30 freq=10]raiva[/wave].", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION1": "Não tinha pensado nisso.", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH3_OPTION2": "É, faz sentido...", + "RESTING_KAYLEIGH_CONVO22_KAYLEIGH4": "Isso me faz pensar que a humanidade não é [wave amp=30 freq=10]nada[/wave] perto deles...", + "EUGENE_INTRO_LANDKEEPER5": "[wave amp=30 freq=5]Devemos ir embora por enquanto...[/wave]", + "EUGENE_INTRO_WOMAN_NAME": "Mulher", + "EUGENE_INTRO_LANDKEEPER_NAME": "Homem Pálido", + "EUGENE_INTRO_EUGENE1": "...Não me faz dizer [shake rate=30 level=10]novamente[/shake]! [pause][pause]Vilancoradouro não vai cair perante vocês [shake rate=30 level=10]sanguessugas[/shake]!", + "EUGENE_INTRO_EUGENE3": "Rasteja de volta pra escuridão de onde saiu, [pause]ou vai ter que passar por cima do [shake rate=30 level=10]meu cadáver[/shake]!", + "EUGENE_INTRO_LANDKEEPER2": "[wave amp=30 freq=5]Tsc. [pause]Tão irracional...[/wave] \\n", + "EUGENE_INTRO_EUGENE4": "Já lutei contra [shake rate=30 level=10]seu tipinho[/shake] antes e venci. [pause]Quer uma demonstração?", + "EUGENE_INTRO_LANDKEEPER6": "[wave amp=30 freq=5]Mas com o tempo você vai entender que a gente sabe o que é melhor para vocês.[/wave]", + "EUGENE_INTRO_EUGENE8": "Se esses canalhas incomodarem a senhora de novo, me avise.", + "EUGENE_INTRO_EUGENE7": "Diz pro resto da sua espécie que esse vilarejo é protegido por [shake rate=30 level=10]Eugene![/shake]", + "EUGENE_INTRO_EUGENE9": "E não importa o que aconteça, NÃO os convide pra sua casa. [pause]É tudo que eles querem.", + "EUGENE_INTRO_WOMAN10": "Vou me lembrar disso. Obrigada pela ajuda, jovem!", + "EUGENE_INTRO_EUGENE12": "Me chamo Eugene... [pause]mas acho que você sabe, [pause]porque eu acabei de gritar com aqueles caras.", + "EUGENE_INTRO_EUGENE11": "Ei. Desculpe por essa cena.", + "EUGENE_INTRO_EUGENE12_OPTION1": "Eu sou {player}.", + "EUGENE_INTRO_EUGENE13": "Sempre bom conhecer uma cara nova por aqui, {player}.", + "EUGENE_INTRO_EUGENE13_OPTION1": "Quem eram aquelas pessoas?", + "EUGENE_INTRO_EUGENE14": "Não vou te incomodar com os detalhes, [pause]mas eles não [wave amp=30 freq=10]pertencem[/wave] a este mundo.", + "EUGENE_INTRO_EUGENE13_OPTION2": "O que foi aquilo?", + "LEVEL_WARNING_dog.v2": "O Doguinho está um pouco acanhado. Será que os monstros próximos são muito difíceis para ele?", + "EUGENE_INTRO_EUGENE16": "De qualquer forma, tenho que vigiar eles. [pause]Não posso deixar que [shake rate=30 level=10]cravem os dentes[/shake] nas boas pessoas de Vilancoradouro.", + "EUGENE_INTRO_EUGENE15": "Digamos que nem todos os monstros em Nova Murta se parecem com mascotes de cereais.", + "WORKING_OVERTIME_INITIAL_RANGER2": "Veja bem, eu disse a Ianthe que colocaria uma placa do vilarejo bem aqui. [pause]Algo para deixar o lugar mais aconchegante, [pause]sabe?", + "EUGENE_INTRO_EUGENE16_OPTION1": "Quer ajuda?", + "EUGENE_INTRO_EUGENE16_OPTION2": "Você precisa de ajuda?", + "EUGENE_INTRO_EUGENE18": "Me encontra nesse local. [pause]Vou te contar tudo quando você estiver lá.", + "EUGENE_INTRO_EUGENE17.n": "Se estiver disposte a sujar as mãos, ficarei feliz em ter sua ajuda.", + "EUGENE_INTRO_EUGENE17.f": "Se estiver disposta a sujar as mãos, ficarei feliz em ter sua ajuda.", + "EUGENE_INTRO_EUGENE17.m": "Se estiver disposto a sujar as mãos, ficarei feliz em ter sua ajuda.", + "EUGENE_INTRO_EUGENE19": "Só... [pause]se prepara pra cair dentro. [pause]As coisas podem ficar meio feias.", + "WORKING_OVERTIME_INITIAL_RANGER1": "Ei, [pause]acha que consegue me dar uma mãozinha?", + "END_MIRROR_REVEAL_UNKNOWN_PLAYER1": "Hum. Um espelho?", + "WORKING_OVERTIME_RANGER_NAME": "Vigilante Exausto", + "WORKING_OVERTIME_INITIAL_RANGER3": "Só que calculei mal a quantidade de madeira. Será que você pode me dar um pouco da sua? [pause]Isso ajudaria bastante.", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION1": "Claro!", + "WORKING_OVERTIME_INITIAL_RANGER3_OPTION2": "Agora não.", + "WORKING_OVERTIME_INITIAL_RANGER4": "Sério? Agradeço! [pause]Venha dizer oi quando tiver os materiais.", + "WORKING_OVERTIME_INITIAL_RANGER_NO": "Não precisa se preocupar.", + "WORKING_OVERTIME_ACTIVE_RANGER1": "Olá de novo. Você conseguiu a madeira?", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION1": "Entregar {required_item_amount} de madeira a ele.", + "WORKING_OVERTIME_ACTIVE_RANGER_NO": "Tá tranquilo. Eu não vou sair daqui tão cedo.", + "WORKING_OVERTIME_ACTIVE_RANGER1_OPTION2": "Ainda não!", + "WORKING_OVERTIME_COMPLETE_RANGER3": "Hum... [pause][pause]Já que você me ajudou com a placa, [pause]por que não aproveita e escolhe o formato dela?", + "WORKING_OVERTIME_COMPLETE_RANGER2": "Você conseguiu? [pause]Obrigado pela ajuda, eu estava com medo de ter que coletar tudo sozinho.", + "WORKING_OVERTIME_COMPLETE_RANGER4.m": "A placa deve mostrar um emblema que realmente represente Vilancoradouro. [pause][pause]O que você acha, [pause]amizade?", + "WORKING_OVERTIME_COMPLETE_RANGER4.n": "A placa deve mostrar um emblema que realmente represente Vilancoradouro. [pause][pause]O que você acha, [pause]amizade?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION1": "Um pássaro!", + "WORKING_OVERTIME_COMPLETE_RANGER4.f": "A placa deve mostrar um emblema que realmente represente Vilancoradouro. [pause][pause]O que você acha, [pause]amizade?", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION2": "Uma flor!", + "WORKING_OVERTIME_COMPLETE_RANGER4_OPTION3": "Um golfinho!", + "WORKING_OVERTIME_COMPLETE_RANGER5": "Tudo bem, [pause]isso serve.", + "WORKING_OVERTIME_COMPLETE_RANGER8": "Eu morei toda a minha vida aqui, [pause]mas muitas pessoas vêm de lugares diferentes e ficam presas aqui.", + "WORKING_OVERTIME_COMPLETE_RANGER6": "Ufa. [pause][pause]Tudo pronto. [pause]O que você acha?", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION1": "Eu amei!", + "WORKING_OVERTIME_COMPLETE_RANGER6_OPTION2": "Parece ótima!", + "WORKING_OVERTIME_COMPLETE_KAYLEIGH7": "Trabalho baum demais da conta!", + "WORKING_OVERTIME_COMPLETE_MEREDITH7": "Belo trabalho, colega.", + "WORKING_OVERTIME_COMPLETE_RANGER9": "Se isso pode fazer com que se sintam um pouco melhor ao chegarem aqui, [pause]acho [pause]que vale a pena o esforço.", + "WORKING_OVERTIME_COMPLETE_EUGENE7": "Heh! [pause]Mandou bem, cara.", + "WORKING_OVERTIME_COMPLETE_FELIX7": "Bela placa.", + "WORKING_OVERTIME_COMPLETE_VIOLA7": "Você fez um trabalho muito cuidadoso com essa peça.", + "RANGER_BODYBUILDER_INTRO": "Olá, gente boa. Veio aqui para malhar?", + "RANGER_BODYBUILDER_OPTION1": "Vamos suar a camisa!", + "RANGER_BODYBUILDER_OPTION2": "Como é que isso funciona?", + "RANGER_BODYBUILDER_OPTION3": "Agora não.", + "RANGER_BODYBUILDER_NOT_JOINED1.m": "E você nem é vigilante?", + "RANGER_BODYBUILDER_NO_PASS1": "Ah, isso é pouco. Cadê o seu Gym Pass, gente boa?", + "RANGER_BODYBUILDER_NO_PASS2": "Pegue um Gym Pass com a Wilma ali, vou te dar um treino personalizado!", + "RANGER_BODYBUILDER_NOT_JOINED1.n": "E você nem é vigilante?", + "RANGER_BODYBUILDER_NOT_JOINED1.f": "E você nem é vigilante?", + "RANGER_BODYBUILDER_NOT_JOINED2": "A primeira coisa que você precisa fazer, gente boa, é correr até o posto avançado no parque ao norte dos Arredores e se inscrever.", + "RANGER_BODYBUILDER_BYE": "Vejo você mais tarde, gente boa!", + "RANGER_BODYBUILDER_EXPLANATION1": "Às vezes não basta apenas ser bom em transformação, você simplesmente precisa ser mais forte.", + "RANGER_BODYBUILDER_EXPLANATION2": "É aí que eu entro. Posso dar a você um treino personalizado projetado para ajustar seus \\\"atributos básicos\\\" na forma humana. Isso afetará a força das suas transformações também.", + "RANGER_BODYBUILDER_EXPLANATION4": "E à medida que avança em seu treinamento com os vigilantes, você vai conseguir alguns pontos extras para colocar nesses atributos básicos.", + "RANGER_BODYBUILDER_EXPLANATION5.m": "Então, o que me diz, gente boa? Está pronto para malhar?", + "RANGER_BODYBUILDER_EXPLANATION3": "Se você decidir, por exemplo, que precisa que seus ataques corpo a corpo sejam mais fortes e não usa muito os ataques à distância, podemos mover alguns pontos de Ataque à Distância para Ataque Corpo a Corpo.", + "RANGER_BODYBUILDER_EXPLANATION5.f": "Então, o que me diz, gente boa? Está pronta para malhar?", + "RANGER_BODYBUILDER_AFTER_WORKOUT": "Nossa, que treino! Posso sentir meus músculos queimando!", + "RANGER_TRADER_NOT_JOINED1.m": "Olá, querido, se veio se inscrever para ser vigilante, a Ianthe acabou de sair.", + "RANGER_TRADER_NOT_JOINED1.n": "Olá, queride, se veio se inscrever para ser vigilante, a Ianthe acabou de sair.", + "RANGER_BODYBUILDER_EXPLANATION5.n": "Então, o que me diz, gente boa? Está pronte para malhar?", + "TUTORIAL4_PART3C_KAYLEIGH3": "Se estiver tudo alinhado, duas pessoas em forma de monstro conseguem se unir e virar um [wave amp=30 freq=10]bicho forte[/wave].", + "TUTORIAL4_PART3C_KAYLEIGH4": "(Acho que quase ser morta por um [shake rate=30 level=10]Arcanjo[/shake] conta como \\\"tudo alinhado\\\"...)", + "TUTORIAL4_PART3C_KAYLEIGH5.m": "Foi estranho. Na hora, eu tava dividindo um corpo cocê e a coisa que a gente [wave amp=30 freq=10]virou[/wave] era a gente e ao mesmo tempo não era...", + "TUTORIAL4_PART3D_KAYLEIGH3": "E ela sabe como sair de Nova Murta?", + "HARBOURTOWN_MERCHANT_4.n": "Agradeço a visita! Volte amanhã e terei novidades na loja!", + "TUTORIAL4_PART3C_KAYLEIGH6": "Eu... [pause]nunca me fundi com ninguém antes. Não achava que ia ser com alguém que [wave amp=30 freq=10]mal[/wave] conheço...", + "TUTORIAL4_PART3C_KAYLEIGH5.f": "Foi estranho. Na hora, eu tava dividindo um corpo cocê e a coisa que a gente [wave amp=30 freq=10]virou[/wave] era a gente e ao mesmo tempo não era...", + "TUTORIAL4_PART3C_KAYLEIGH5.n": "Foi estranho. Na hora, eu tava dividindo um corpo cocê e a coisa que a gente [wave amp=30 freq=10]virou[/wave] era a gente e ao mesmo tempo não era...", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.m": "Isso nos ajudou a derrotar o Arcanjo!", + "HARBOURTOWN_NPC_2_DIALOGUE9.m": "Vo-você acredita em mim, [pause]colega? [pause]Talvez eu não seja famoso no seu mundo, mas se você fosse de onde eu vim, tenho certeza de que seria meu [wave amp=30 freq=10]fã de carteirinha![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE10.n": "Como você está hoje, fã [wave amp=30 freq=10]número um[/wave]?", + "HARBOURTOWN_NPC_2_DIALOGUE9.f": "Vo-você acredita em mim, [pause]colega? [pause]Talvez eu não seja famoso no seu mundo, mas se você fosse de onde eu vim, tenho certeza de que seria minha [wave amp=30 freq=10]fã de carteirinha![/wave]", + "HARBOURTOWN_NPC_2_DIALOGUE10.f": "Como você está hoje, fã [wave amp=30 freq=10]número um[/wave]?", + "HARBOURTOWN_NPC_2_DIALOGUE10.m": "Como você está hoje, fã [wave amp=30 freq=10]número um[/wave]?", + "HARBOURTOWN_NPC_3_DIALOGUE2": "...[pause]Eu conheço você?", + "HARBOURTOWN_NPC_3_DIALOGUE5": "Ah, [pause]você de novo. [pause]Desculpe, estou ocupada.", + "HARBOURTOWN_NPC_3_DIALOGUE10": "É, [pause]hum, [pause]um prazer ver você de novo, {player}.", + "HARBOURTOWN_NPC_3_DIALOGUE4": "Hum, [pause]acho que você está me confundindo com outra pessoa. [pause]Acho que a gente não se conhece.", + "HARBOURTOWN_NPC_3_DIALOGUE3": "Hum, [pause]desculpa, mas estou ocupada. [pause]Muito ocupada.", + "HARBOURTOWN_NPC_3_DIALOGUE8": "Pode ser difícil fazer amizades por aqui. [pause]Não tenho afinidade com, [pause]bem, [pause]ninguém. [pause]Essa é a natureza deste lugar.", + "HARBOURTOWN_NPC_3_DIALOGUE7": "Me desculpe se fui rude com você antes. [pause]Fico com vergonha de quem não conheço. [pause]Mas acho que já nos conhecemos o bastante, né?", + "HARBOURTOWN_NPC_3_DIALOGUE6": "...[pause]Oi de novo. [pause]Que bom que você veio me ver.", + "HARBOURTOWN_NPC_4_DIALOGUE1": "Você acabou de passar por essa coisa toda de \\\"transformação de fita\\\", não foi? [pause]Um pequeno conselho para você.", + "HARBOURTOWN_NPC_4_DIALOGUE2": "O importante é não pensar em como isso acontece. [pause]Tudo o que se sabe é que não faz sentido.", + "HARBOURTOWN_NPC_3_DIALOGUE9": "Eu, hum, [pause]nunca perguntei seu nome. [pause]{player}? [pause]Espero que esteja tendo um bom dia, {player}.", + "TUTORIAL4_PART3D_KAYLEIGH24": "Você e eu!", + "TUTORIAL4_PART3D_KAYLEIGH25": "E aí, bora fazer?", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION1": "Vamos nessa!", + "TUTORIAL4_PART3D_KAYLEIGH26": "Se um Arcanjo te deu essa visão, então...", + "TUTORIAL4_PART3D_KAYLEIGH25_OPTION2": "Não temos outra opção!", + "TUTORIAL4_PART3D_KAYLEIGH27.m": "Cê precisa encontrar outro e precisa estar forte o bastante pra enfrentar o bicho quando a hora chegar.", + "TUTORIAL4_PART3D_KAYLEIGH28.m": "Os Vigilantes têm um programa de treinamento que vai te ajudar a ficar forte. Vamos marcar uma reunião com a Líder dos Vigilantes.", + "TUTORIAL4_PART3D_KAYLEIGH27.f": "Cê precisa encontrar outro e precisa estar forte o bastante pra enfrentar o bicho quando a hora chegar.", + "TUTORIAL4_PART3D_KAYLEIGH27.n": "Cê precisa encontrar outro e precisa estar forte o bastante pra enfrentar o bicho quando a hora chegar.", + "TUTORIAL4_PART3D_KAYLEIGH28.n": "Os Vigilantes têm um programa de treinamento que vai te ajudar a ficar forte. Vamos marcar uma reunião com a Líder dos Vigilantes.", + "TUTORIAL4_PART3D_KAYLEIGH28.f": "Os Vigilantes têm um programa de treinamento que vai te ajudar a ficar forte. Vamos marcar uma reunião com a Líder dos Vigilantes.", + "OUTSKIRTS_3_-1_GIFTER1.m": "Nunca vi você por aqui antes. Deixa eu adivinhar, você acabou de aparecer, não foi?", + "TUTORIAL4_PART3D_KAYLEIGH29": "Ela deve tá no posto avançado do parque agora mesmo.", + "NWP_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Aff. A taxa de criminalidade também é muito alta...[/wave]", + "OUTSKIRTS_3_-1_GIFTER2": "Ah! Isso aí na sua mão é um toca-fitas? Aqui, pega isso.", + "OUTSKIRTS_3_-1_GIFTER1.f": "Nunca vi você por aqui antes. Deixa eu adivinhar, você acabou de aparecer, não foi?", + "HARBOURTOWN_STATION_MORGANTE1": "É VOCÊ, MORDREAD?\\n\\nAPROXIME-SE, CRIANÇA... PARA QUE EU POSSA VER VOCÊ UMA ÚLTIMA VEZ.", + "HARBOURTOWN_STATION_KAYLEIGH2": "{player}, consegue sentir algo no ar...?", + "HARBOURTOWN_STATION_KAYLEIGH1": "Este lugar cheira a... metal queimado. Não sei explicar...", + "HARBOURTOWN_STATION_MORGANTE2": "O LONGO CONFLITO CHEGOU AO FIM... RECEIO QUE DESSA VEZ ELE TENHA ME DERROTADO DE UMA VEZ POR TODAS.", + "HARBOURTOWN_STATION_KAYLEIGH6": "Ah, não...", + "HARBOURTOWN_STATION_KAYLEIGH3": "[shake rate=30 level=10]Isso é... é...[/shake]", + "HARBOURTOWN_STATION_KAYLEIGH4": "{player}, acho que isso é um [shake rate=30 level=10]Arcanjo[/shake]...", + "HARBOURTOWN_STATION_KAYLEIGH5": "Temos que ir. [wave amp=30 freq=10]Agora.[/wave]", + "TUTORIAL4_PART3C_KAYLEIGH7": "Na hora rolou, né?", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.f": "Isso nos ajudou a derrotar o Arcanjo!", + "TUTORIAL4_PART3C_KAYLEIGH8": "Desculpa, [pause]falar sobre isso é meio estranho.", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION1.n": "Isso nos ajudou a derrotar o Arcanjo!", + "TUTORIAL4_PART3C_KAYLEIGH9": "É, acho que cê tem razão.", + "TUTORIAL4_PART3C_KAYLEIGH8_OPTION2": "Não teríamos sobrevivido sem isso!", + "TUTORIAL4_PART3C_KAYLEIGH10": "Agora que a gente terminou, tô me sentindo estranha por dentro. Tipo... uma porta que eu nem sabia que tinha se abriu.", + "TUTORIAL4_PART3D_KAYLEIGH1": "Deixa ver se eu entendi...", + "TUTORIAL4_PART3C_KAYLEIGH11": "Acho que a gente consegue se fundir de novo, se precisar.", + "TUTORIAL4_PART3D_KAYLEIGH2": "Aquele Arcanjo, a \\\"Morgana\\\", a memória dela tá [wave amp=30 freq=10]dentro[/wave] docê agora...?", + "TUTORIAL4_PART3D_KAYLEIGH23": "Temos que descobrir! Temos que fazer isso pelas pessoas de Nova Murta.", + "TUTORIAL4_PART3D_KAYLEIGH22": "Se tiver uma chance de sair desta ilha e levar as pessoas de volta pras suas casas e famílias...", + "RESTING_KAYLEIGH_CONVO12_KAYLEIGH4": "Além disso, cê e a Meredith se dão muito bem.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH1": "Se esse portal nos [wave amp=30 freq=10]levar[/wave] de volta aos nossos velhos mundos, todos vamos ter que nos despedir?", + "RESTING_KAYLEIGH_CONVO20_KAYLEIGH1": "Me diz aí, o que cê acha de dormir aqui fora [wave amp=30 freq=10]ao ar livre[/wave]?", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH3": "Ainda bem que temos coisas pra fazer por aqui em Nova Murta. Vou me preocupar com tudo isso depois.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH2": "...", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.f": "A gente começou esse caminho e vamos terminá-lo juntas. [pause]Não vou embora até cê estar pronta, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH2": "Tenho certeza de que essa notícia vai ser importante pros vigilantes. Eles vão ter menos trabalho.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.m": "A gente começou esse caminho e vamos terminá-lo juntos. [pause]Não vou embora até cê estar pronto, {player}.", + "RESTING_KAYLEIGH_CONVO13_KAYLEIGH4.n": "A gente começou esse caminho e vamos terminá-lo juntes. [pause]Não vou embora até cê estar pronte, {player}.", + "RESTING_KAYLEIGH_CONVO14_KAYLEIGH1": "Então acho que a Ianthe também sabe sobre o portal agora!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH1": "Quando a gente lutou contra Alef no trem... [pause]a força que a gente invocou na hora de se fundir...", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2": "Era meio parecida com a Morgana, não era? [pause]O primeiro Arcanjo que cê e eu enfrentamos.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH3": "Eu não entendi foi nada! Parece que a gente incorporou os objetivos dela naquele momento. A gente não tava sozinho naquela forma, não, [wave amp=30 freq=10]ela[/wave] se fundiu com a gente também.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION1": "Era!", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH2_OPTION2": "Acho que sim.", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH4": "Mas cê já tinha a essência dela dentro docê desde nosso primeiro encontro, não tinha?", + "RESTING_KAYLEIGH_CONVO15_KAYLEIGH5": "Ela te deu as pistas pra encontrar aquele portal e nos ajudou a derrotar Alef. Será que era isso mesmo que ela queria, nos usar pra derrotar ele, quer dizer...", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1": "Ei, esqueci de perguntar. O que cê acha de fazer o [wave amp=30 freq=10]treinamento dos vigilantes[/wave], {player}?", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.m": "Acho ótimo!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.f": "Acho ótimo!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION1.n": "Acho ótimo!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.m": "Acho perigoso!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH2": "Claro que acha! Cê vai se dar bem.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.f": "Acho perigoso!", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH1": "Tô feliz por ainda poder acampar cocê, {player}.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH1_OPTION2.n": "Acho perigoso!", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH3": "Os desafios dos vigilantes focam nos pontos fortes de cada aprendiz, no meu eu tive que fazer trabalhos comunitários no vilarejo pra todos os comandantes dos vigilantes.", + "RESTING_KAYLEIGH_CONVO16_KAYLEIGH4": "Seu desafio de combate parece... [pause]um pouco mais difícil que o meu.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH1": "Cada um dos vigilantes tem uma função especial pra cuidar do vilarejo.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH2": "Magneticus mantém a rede elétrica funcionando. Murilo cuida dos muros e edifícios e o Siesta faz... [pause]alguma coisa.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH3": "E isso também é o jeito que eles lutam! Cada vigilante usa uma tática única.", + "RESTING_KAYLEIGH_CONVO17_KAYLEIGH4": "Tenho certeza que cê vai ser capaz de vencer, {player}!", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH1": "Acho... se eu quiser voltar pra casa, vou ter que colocar todas as minhas habilidades de vigilante em ação.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2": "Voltar a viver como antes seria um desperdício de tudo o que aprendi aqui.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION1": "Como era sua vida antes?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH2_OPTION2": "O que cê fazia antes de vir parar aqui?", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH3": "Hum... [pause]Eu não tinha lá uma vida muito [wave amp=30 freq=10]agitada[/wave].", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH5": "Era legal, [pause]mas depois de tudo que passei nesta ilha? Não tenho certeza se ia querer continuar fazendo isso.", + "RESTING_KAYLEIGH_CONVO18_KAYLEIGH4": "Abandonei a faculdade e trabalhava em uma loja na minha cidade natal.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH5": "Parece que faz um tempão, né?", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH3": "Não sei por que achei que isso podia mudar, mas tô feliz que não tenha mudado.", + "RESTING_KAYLEIGH_CONVO19_KAYLEIGH2": "Agora que estamos [wave amp=30 freq=10]namorando[/wave], quero dizer.", + "CAPTAIN_WALLACE_PRE_REMATCH3": "Meus muros não vão cair tão facilmente desta vez!", + "OFFICE_1_LINE12_LANDKEEPER": "[wave amp=30 freq=5]Se comprar agora, pode ter bastante lucro com em cima dos novos habitantes que vão precisar de moradia.[/wave]", + "OFFICE_1_LINE13_LANDKEEPER": "[wave amp=30 freq=5]Como Nova Murta não tem moeda, estamos desenvolvendo um esquema promissor de reintegração de posse.[/wave]", + "OFFICE_1_LINE14_EUGENE": "Já ouvi o suficiente! [pause]Vilancoradouro [shake rate=30 level=10]nunca[/shake] vai ser comprada pelo seu tipinho!", + "OFFICE_1_LINE17_PLAYER_OPTION1": "Vamos mostrar a eles do que somos feitos!", + "OFFICE_1_LINE15_EUGENE": "{player}...", + "OFFICE_1_LINE16_EUGENE.f": "Pronta?", + "OFFICE_1_LINE16_EUGENE.m": "Pronto?", + "OFFICE_1_LINE16_EUGENE.n": "Pronte?", + "OFFICE_1_LINE17_PLAYER_OPTION2": "Hm, acho que sim!", + "OFFICE_1_LINE19_EUGENE": "Uma pequena vitória, mas ainda temos muito trabalho a fazer.", + "OFFICE_1_LINE18_LANDKEEPER": "[wave amp=30 freq=5]O crescimento do mercado é inevitável. NÓS somos inevitáveis.[/wave]", + "OFFICE_1_LINE20_PLAYER_OPTION1": "Tem certeza que eles são tão ruins assim?", + "OFFICE_1_LINE20_PLAYER_OPTION2": "Eles não parecem tão perigosos...", + "OFFICE_1_LINE21_EUGENE": "Esses \\\"Corretores\\\" estão tentando lucrar com nossa miséria!", + "OFFICE_1_LINE23_EUGENE": "Mas eu vou detê-los. É o meu dever como [wave amp=30 freq=10]defensor de Vilancoradouro[/wave]!", + "OFFICE_1_LINE22_EUGENE": "Não sei como chegaram aqui...", + "OFFICE_1_LINE27_EUGENE": "Fique de olho nas outras fortalezas e preste atenção aos boatos no vilarejo.", + "OFFICE_1_LINE24_PLAYER": "Quer ajuda, \\\"defensor de Vilancoradouro\\\"?", + "OFFICE_1_LINE25_EUGENE": "...", + "OFFICE_1_LINE26_EUGENE": "Uma ajudinha seria bem-vinda, sim.", + "OFFICE_1_LINE29_EUGENE.m": "Você pode abrir as janelas do teto sozinho agora.", + "OFFICE_1_LINE28_EUGENE": "E também leve isso.", + "OFFICE_1_LINE29_EUGENE.n": "Você pode abrir as janelas do teto sozinhe agora.", + "OFFICE_1_LINE29_EUGENE.f": "Você pode abrir as janelas do teto sozinha agora.", + "KUNEKOS_RETURN_EVOLUTION": "[shake rate=30 level=10]O quê?![/shake] Eu não vou ser derrotada tão facilmente!", + "KUNEKOS_RETURN_PRE_BATTLE.m": "Amigo do Criador Félix! Eu andei treinando. Deixe eu mostrar [shake rate=30 level=10]como sou forte[/shake]!", + "KUNEKOS_RETURN_PRE_BATTLE.f": "Amiga do Criador Félix! Eu andei treinando. Deixe eu mostrar [shake rate=30 level=10]como sou forte[/shake]!", + "KUNEKOS_RETURN_PRE_BATTLE.n": "Amigue do Criador Félix! Eu andei treinando. Deixe eu mostrar [shake rate=30 level=10]como sou forte[/shake]!", + "KUNEKOS_RETURN_EVOLUTION_FELIX": "Vamos, Kuneko! Eu sei que você consegue!", + "KUNEKOS_RETURN_POST_BATTLE": "[shake rate=30 level=10]Uaaaa![/shake] Vou te derrotar da próxima vez!", + "KUNEKOS_RETURN_TEAM_NAME.m": "Amigo {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.n": "Amigue {name}{disambiguator}", + "KUNEKOS_RETURN_TEAM_NAME.f": "Amiga {name}{disambiguator}", + "POSTGAME_MORGANTE_PRE_BATTLE1": "AH, {player.to_upper} E {partner.to_upper}.\\n\\nMAS QUE SORTE VOCÊS TEREM APARECIDO BEM QUANDO EU PRECISO DE UM SACRIFÍCIO.\\n\\nHOJE, MERLINHA REALMENTE NOS SORRIU.", + "POSTGAME_MORGANTE_PRE_BATTLE2": "NÃO SE SURPREENDA.\\n\\nÉ NATURAL QUE EU, O ESPÍRITO DA REBELIÃO, ME VOLTE CONTRA AQUELES QUE ME INVOCARAM.", + "POSTGAME_MORGANTE_POST_BATTLE": "UM SACRIFÍCIO É UM SACRIFÍCIO. O RITUAL ESTÁ COMPLETO.\\n\\nARCANJOS RETORNARAM A NOVA MURTA.", + "FARM_PUMPKIN_NO_JELLY": "É uma abóbora fofa!", + "FARM_PUMPKIN_SPREAD_JELLY_QUESTION": "É uma abóbora fofa! Passar esqueletina nela?", + "DUNGEON_GRAVEYARD_GRAVE_meredith": "\\\"Meredith\\n1967 – ???? DC\\nDeveria ter ficado na cama naquela manhã.\\\"", + "DUNGEON_MEADOW_NOTE_1": "\\\"Aos meus estimados convidados, por favor, aproveitem esta comida que preparei para vocês. Chegarei [wave amp=30 freq=10]em breve[/wave] para cumprimentá-los, não vão a lugar nenhum, hehe!\\nBeijos, Alice\\\"", + "DUNGEON_MEADOW_NOTE_2": "\\\"Eu disse para não irem a lugar nenhum! Sério, vocês não têm educação? Deveriam ter vergonha! O chapeleiro não vai gostar de ver a festa do chá interrompida, então sugiro que fiquem onde estão!\\nBeijos, Alice\\\"", + "DUNGEON_MEADOW_EAT_ME": "Comer o bolo que diz: \\\"Me coma\\\"?", + "DUNGEON_MEADOW_NOTE_3": "\\\"Estou guardando para mais tarde, será uma surpresa para você! Se tiver boas-maneiras, você não vai mexer. [wave amp=30 freq=10]Use a cabeça, não a perca[/wave]!\\nBeijos, Alice\\\"", + "DUNGEON_MEADOW_DRINK_ME": "Beber da garrafa que diz: \\\"Me beba\\\"?", + "DUNGEON_MEADOW_EAT_ME_MAX_SIZE": "Ficar maior não é uma boa ideia.", + "DUNGEON_MEADOW_DRINK_ME_MIN_SIZE": "Ficar menor não é uma boa ideia.", + "DUNGEON_MEADOW_CHEST_CONFIRM": "Abrir?", + "DUNGEON_MEADOW_RED_QUEEN": "Rainhanix quer sua cabeça!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.m": "\\\"Aqui jaz {player}.\\nMorreu este ano DC, idade desconhecida.\\nDescanse em paz\\\"", + "DUNGEON_MEADOW_MAD_HATTER": "Você perturbou a festa do chá de um monstro!", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.f": "\\\"Aqui jaz {player}.\\nMorreu este ano DC, idade desconhecida.\\nDescanse em paz\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.m": "\\\"Kayleigh, 1983 – ????\\nSeguiu um tolo até seu destino final pela última vez.\\nDescanse em paz.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.f": "\\\"Kayleigh, 1983 – ????\\nSeguiu uma tola até seu destino final pela última vez.\\nDescanse em paz.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_PLAYER.n": "\\\"Aqui jaz {player}.\\nMorreu este ano DC, idade desconhecida.\\nDescanse em paz\\\"", + "DUNGEON_GRAVEYARD_GRAVE_felix": "\\\"Félix\\nDescanse em paz sabendo que seus amigos realizaram seu desejo e destruíram seus desenhos mais sem vergonha. Eles riram só um pouco antes.\\n1991 – Agora\\\"", + "DUNGEON_GRAVEYARD_GRAVE_kayleigh.n": "\\\"Kayleigh, 1983 – ????\\nSeguiu ume tole até seu destino final pela última vez.\\nDescanse em paz.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_viola": "\\\"Aqui jaz Viola.\\nNascida em 1575. Morreu seja lá que dia for hoje.\\nSeu irmão sentirá muito sua falta.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_eugene": "\\\"Eugene, Protetor de Vilancoradouro.\\n2076 – NaN DC\\nFalava mais do que fazia.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_dog": "\\\"Aqui jaz Um Bom Garoto.\\nEle ficaria feliz sabendo que, na morte, finalmente se tornou aquilo que mais amava: ossos.\\nNascido em 14140 DC. Morreu seja lá qual for este ano em anos caninos.\\\"", + "DUNGEON_GRAVEYARD_GRAVE_sunny": "\\\"ALLEGRA\\nMorta uma vez,\\nMorta de novo.\\\"", + "DUNGEON_GRAVEYARD_LM_1": "QUE FINAL INFELIZ PARA VOCÊS. \\n\\nUM BECO SEM SAÍDA, EU DIRIA.", + "DUNGEON_GRAVEYARD_LM_2": "QUALQUER DESVIO POR AQUI TE LEVA PRA COVA!\\nAHAHAHAHAHAHA", + "DUNGEON_GRAVEYARD_LM_4": "UMA RECOMPENSA POR SEUS ESFORÇOS. DESCANSEM, CRIATURAS EXAUSTAS.", + "DUNGEON_GRAVEYARD_LM_3": "MOSTREM PARA MIM O QUANTO DESEJAM SOBREVIVER.\\n\\nLUTEM POR SUAS VIDAS!", + "DUNGEON_GRAVEYARD_LM_KILL": "INTERESSANTE. GOSTARIA DE VER MAIS.", + "DUNGEON_GRAVEYARD_LM_5": "MUDEI DE IDEIA. \\n\\nVOCÊS VÃO DESCANSAR QUANDO ESTIVEREM A SETE PALMOS DO CHÃO.", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Enquanto as pessoas continuarem morrendo, existirá a demanda por chão para enterrá-las.[/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]É uma fonte de receita garantida![/wave]", + "DUNGEON_GRAVEYARD_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Talvez eu deixe de ser corretor pra me tornar coveiro.[/wave]", + "DUNGEON_GRAVEYARD_LM_6": "ESTA QUEDA PARECE MORTAL, NÃO É? CUIDADO PARA NÃO CAIR!", + "DUNGEON_GRAVEYARD_LM_7": "COMO ISSO CHEGOU AQUI? \\nAHAHAHAHAHA", + "DUNGEON_GRAVEYARD_LM_8": "O RELÓGIO BATE MEIA-NOITE. TODOS VOCÊS, HUMANOS, VÃO ENFRENTAR A MORTE UM DIA...\\n\\nENTÃO NÃO ME DEIXEM ESPERANDO!", + "CULTIST_ENCOUNTER_KAYLEIGH1": "...", + "CULTIST_ENCOUNTER_KAYLEIGH2": "Vamo... [pause]falar sobre isso outra hora, ok?", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION1": "Essa pessoa era bem estranha.", + "CULTIST_ENCOUNTER_KAYLEIGH1_OPTION2": "Do que aquela pessoa tava falando...?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH2": "Eee cê provavelmente vai pensar o pior de mim quando eu terminar. Desculpa.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH1": "Preciso te contar umas coisas.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH3": "É que, quando cheguei em Nova Murta, eu não vim de Vilancoradouro.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH4": "Tem outro assentamento no topo da Colina Outonal, [pause]na costa leste.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH5": "Vilaluz. [pause]É uma comunidade que vive da terra, compartilha as coisas, muito bonitinho.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6": "Cê já viu as pessoas andando com mantos e capuz por aí, né?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION1": "Já!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH8": "As coisas não eram tão [wave amp=30 freq=30]estranhas[/wave] lá, mas...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH6_OPTION2": "Eles parecem meio suspeitos.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH7": "São eles. E eu acho... [pause]Eu andava com eles.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH9": "O líder, [pause]Dorian, [pause]é obcecado por Arcanjos.", + "KAYLEIGH_QUEST2_PART2_DORIAN7": "Escutem, [pause]pessoas, [pause][wave amp=30 freq=10]filhos da luz[/wave], sei lá, todos vocês têm feito um ótimo trabalho com a escavação.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH10": "Vilaluz foi fundada com a intenção de ajudar todo mundo, [pause]mas logo se tornou o que [wave amp=30 freq=30]ele[/wave] queria.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH11": "Depois de um tempo, eu nem me sentia mais em casa. [pause]Era tarde demais pra eu poder consertar as coisas... então eu fugi.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH12": "Foi assim que vim parar aqui em Vilancoradouro um ano atrás. Eu quero muito fazer o que é certo pra todos, porque já decepcionei muita gente no passado.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH15": "Mas acho que ainda se lembram de mim. Acho que vamos conseguir nos infiltrar.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH14": "E-eles não deixam estranhos entrarem na comunidade...", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH13": "Mas... [pause]Se o Dorian sabe a localização dos outros Arcanjos, tenho que parar de ter medo e descobrir o que ele sabe.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16": "Você tá nessa comigo?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17A": "É assim que se fala! Tomara que saia algo bom disso tudo.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION1": "Claro!", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH16_OPTION2": "Tem certeza que quer fazer isso?", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH17B": "Sim. Sei que vai ser difícil, mas... quero que tudo que eu passei sirva pra algo bom.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH19": "Lembra que eles só vão te deixar entrar se eu tiver junto.", + "KAYLEIGH_QUEST1_PART1_KAYLEIGH18": "OK, [pause]certo, [pause]vou marcar a entrada da comunidade no seu mapa.", + "KAYLEIGH_QUEST1_PART2_DOORMAN_NAME": "Homem de Túnica", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.m": "Você não é bem-vindo aqui. Vá embora, por favor.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.f": "Você não é bem-vinda aqui. Vá embora, por favor.", + "KAYLEIGH_QUEST1_PART2_DOORMAN1.n": "Você não é bem-vinde aqui. Vá embora, por favor.", + "KAYLEIGH_QUEST1_PART2_KAYLEIGH1": "Oi! Eu vim falar com o Dorian.", + "KAYLEIGH_QUEST1_PART2_DOORMAN2": "Senhorita Kayleigh... Bem-vinda de volta!", + "KAYLEIGH_QUEST1_PART2_DOORMAN3": "Venha, venha, você chegou bem na hora.", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH2": "Onde tá todo mundo? Tá acontecendo alguma coisa?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH1": "\\\"Bem na hora\\\"? Pra quê?", + "KAYLEIGH_QUEST1_PART3_KAYLEIGH3": "Vamos dar uma olhada por aí.", + "KAYLEIGH_QUEST2_PART1_KAYLEIGH1": "É estranho estar de volta...", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH2": "Quem é essa? Ela é... minha substituta? Sinistra.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE1": "Silêncio, por favor!", + "KAYLEIGH_QUEST2_PART2_JACQUELINE3": "Dorian vai falar agora!", + "KAYLEIGH_QUEST2_PART2_DORIAN4": "[pause].[pause].[pause].", + "KAYLEIGH_QUEST2_PART2_DORIAN5": "[wave amp=30 freq=10]E AÍ, PESSOAL?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN11": "E, claro, [pause]tivemos nossos altos e baixos...", + "KAYLEIGH_QUEST2_PART2_DORIAN6": "Nossa, que plateia maravilhosa que vocês são!", + "KAYLEIGH_QUEST2_PART2_DORIAN8": "Sério, é um buraco de [wave amp=30 freq=10]primeira[/wave] qualidade!", + "KAYLEIGH_QUEST2_PART2_DORIAN9": "Este poço é tão [wave amp=30 freq=10]profundo[/wave] quanto sua devoção à causa. [pause]Praticamente uma [wave amp=30 freq=10]metáfora[/wave]!", + "KAYLEIGH_QUEST2_PART2_DORIAN10": "Quando ouvi pela primeira vez os [wave amp=30 freq=10]sussurros na minha cabeça[/wave] me guiando debaixo da terra, soube que não conseguiria fazer isso sozinho.", + "KAYLEIGH_QUEST2_PART2_DORIAN12": "Mas conseguimos! [pause]Puxe a cortina!", + "KAYLEIGH_QUEST2_PART2_DORIAN13": "[shake rate=30 level=10]O DEUS SERPENTE NOS ESPERA, BABY![/shake]", + "KAYLEIGH_QUEST2_PART2_DORIAN14": "Em breve, entrarei na câmara e negociarei com ele uma parte de seu [wave amp=30 freq=10]poder divino![/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN15": "E estarei acompanhado, [pause]por nossa filha pródiga que voltou pra nós!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH17": "Ah, não.", + "KAYLEIGH_QUEST2_PART2_DORIAN16": "Não é mesmo... [wave amp=30 freq=10]Kayleigh[/wave]?", + "KAYLEIGH_QUEST2_PART2_DORIAN18": "Kayleigh, [pause]querida, [pause]parece que você viu um fantasma! [pause]É claro que eu soube que você se juntaria a nós nessa grande festa!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH20": "{player}...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.m": "Você não disse ao seu amigo aqui que ajudou [wave amp=30 freq=10]a administrar este lugar[/wave] ao meu lado?", + "KAYLEIGH_QUEST2_PART2_DORIAN19.f": "Você não disse à sua amiga aqui que ajudou [wave amp=30 freq=10]a administrar este lugar[/wave] ao meu lado?", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH21": "Desculpa...", + "KAYLEIGH_QUEST2_PART2_DORIAN19.n": "Você não disse ae sue amigue aqui que ajudou [wave amp=30 freq=10]a administrar este lugar[/wave] ao meu lado?", + "KAYLEIGH_QUEST2_PART2_DORIAN23": "Você não acreditou em mim, não é? Bem, parece que eu estava [wave amp=30 freq=10]certo o tempo todo, baby![/wave]", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH22": "Vou explicar depois. Temos que acabar com isso agora.", + "KAYLEIGH_QUEST2_PART2_DORIAN24": "Tem um [shake rate=30 level=10]Arcanjo de verdade verdadeira[/shake] aqui, bem debaixo dos nossos pés!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH26": "Se entrar lá, cê vai morrer!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH25": "Nós [wave amp=30 freq=10]lutamos[/wave] contra os Arcanjos, Dorian!", + "KAYLEIGH_QUEST2_PART2_DORIAN27.m": "Se você e seu amigo têm tanta experiência assim, por que não [wave amp=30 freq=10]participam da diversão?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN27.f": "Se você e sua amiga têm tanta experiência assim, por que não [wave amp=30 freq=10]participam da diversão?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN27.n": "Se você e sue amigue têm tanta experiência assim, por que não [wave amp=30 freq=10]participam da diversão?[/wave]", + "KAYLEIGH_QUEST2_PART2_DORIAN28": "Vamos lá, me vejam [wave amp=30 freq=10]ascender à divindade[/wave] com meu novo amigo Arcanjo!", + "KAYLEIGH_QUEST2_PART2_DORIAN29": "Jaqueline, a plataforma, por favor.", + "KAYLEIGH_QUEST2_PART2_JACQUELINE30": "Como quiser, senhor.", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH33": "Bora, não vamos deixar esse idiota fazer seja lá o que for que ele acha que está fazendo.", + "KAYLEIGH_QUEST2_PART2_DORIAN31": "[wave amp=30 freq=10]Vejo você lá dentro[/wave], Kayleigh!", + "KAYLEIGH_QUEST2_PART2_KAYLEIGH32": "Eu odeio ele demais.", + "KAYLEIGH_QUEST2_PART3_DORIAN1.m": "Kayleigh! [pause]Amigo da Kayleigh! [pause]Vocês conseguiram!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.n": "Kayleigh! [pause]Amigue da Kayleigh! [pause]Vocês conseguiram!", + "KAYLEIGH_QUEST2_PART3_DORIAN1.f": "Kayleigh! [pause]Amiga da Kayleigh! [pause]Vocês conseguiram!", + "KAYLEIGH_QUEST2_PART3_JACQUELINE3": "Senhor…?", + "KAYLEIGH_QUEST2_PART3_DORIAN2": "Tomei a decisão tática de [wave amp=30 freq=10]alterar o plano![/wave]", + "KAYLEIGH_QUEST2_PART3_DORIAN4.m": "Kayleigh e seu amigo vão na frente. [pause]Se não [wave amp=30 freq=10]morrerem instantaneamente[/wave] nas mãos do Arcanjo, eu entro com a minha lábia.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.f": "Kayleigh e sua amiga vão na frente. [pause]Se não [wave amp=30 freq=10]morrerem instantaneamente[/wave] nas mãos do Arcanjo, eu entro com a minha lábia.", + "KAYLEIGH_QUEST2_PART3_DORIAN4.n": "Kayleigh e sue amigue vão na frente. [pause]Se não [wave amp=30 freq=10]morrerem instantaneamente[/wave] nas mãos do Arcanjo, eu entro com a minha lábia.", + "KAYLEIGH_QUEST2_PART3_KAYLEIGH5": "Cê é muito tonto. Vai morrer lá dentro.", + "KAYLEIGH_QUEST2_PART3_DORIAN6": "Você [wave amp=30 freq=10]primeiro[/wave].", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR1": "VOCÊ OUVIU MEU CHAMADO?\\n\\nESTÁ AQUI PARA PRESTAR HOMENAGEM?\\n\\nESTÁ AQUI PARA QUEIMAR POR MIM?", + "KAYLEIGH_QUEST2_PART4_DORIAN5": "[wave amp=30 rate=10]PELA MINHA LEALDADE, PEÇO APENAS UMA POUCO DA SUA FORÇA DIVINA![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN2": "É agora ou nunca...", + "KAYLEIGH_QUEST2_PART4_DORIAN3": "[wave amp=30 rate=10]Ó GRANDE ARCANJO![/wave]", + "KAYLEIGH_QUEST2_PART4_DORIAN4": "[wave amp=30 rate=10]ATENDI AO SEU CHAMADO E VIAJEI ATÉ SUA MORADA![/wave]", + "KAYLEIGH_QUEST2_PART4_MOURNINGSTAR6": "VOCÊ NÃO TIRA NADA DE MIM. EU QUE TIRO DE VOCÊ.", + "KAYLEIGH_QUEST2_PART4_ALEPH10": "RAPAZ, EU TENHO UMA OPORTUNIDADE DE TRABALHO PROCÊ!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH8": "Bora, {player}, vamos acabar com isso antes que morra mais [wave amp=30 rate=10]alguém[/wave]!", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH7": "[wave amp=30 rate=10]Eu falei que isso ia acontecer![/wave]", + "KAYLEIGH_QUEST2_PART4_ALEPH9": "PORTALUZ, NÃO É?", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH11": "...", + "KAYLEIGH_QUEST2_PART4_JACQUELINE12": "Dorian...", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH13": "Sinto muito, [pause]mas foi culpa dele.", + "KAYLEIGH_QUEST2_PART4_KAYLEIGH14": "A gente devia sair daqui. [pause][pause]O ar aqui tem gosto de morte.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE2": "Abrirá seus portões. Vamos tentar chegar a um acordo com o resto de Nova Murta.", + "KAYLEIGH_QUEST2_PART5_JACQUELINE1": "A comunidade...", + "KAYLEIGH_QUEST2_PART5_JACQUELINE3": "Só queríamos orientação… [pause]Nós [pause]nunca…", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH4": "Eu sei.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH5": "As pessoas desta comunidade não são más.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7": "Isso foi terrível...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH6": "Cês só precisam tomar cuidado com o que acreditam.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION1": "Você tá bem?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH7_OPTION2": "Como você está se sentindo?", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH8": "Eu... [pause][pause][pause]vou ficar bem.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH9": "Eu me sinto péssima por ter ajudado Dorian por tanto tempo, mas... [pause]a culpa é mais dele do que minha.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH10": "Encontrei os Filhos da Luz mais ou menos na mesma época que ele. [pause]Eu precisava fazer parte de alguma coisa.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH11": "A gente virou amigo e eu era uma espécie de... [pause]assistente dele.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH12": "Não sei se as coisas foram mudando devagar ou se nunca foram boas, [pause]mas o domínio do Dorian sobre o povo de Vilaluz virou uma coisa sinistra.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH15": "Não... [pause]Eu não era \\\"assistente\\\" dele, eu consertava as besteiras que ele fazia.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH13": "Tudo era ele, os desejos dele, os sonhos dele, os delírios dele. Não era mais a comunidade que eu queria que fosse...", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH14": "As pessoas se machucaram, e eu ajudei a acalmar as coisas pra ele.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH16": "Achei que estava fazendo o bem por um bom tempo, [pause]ajudando a manter as coisas positivas, mesmo que as pessoas se machucassem de vez em quando.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17": "Eu não sou uma boa pessoa, {player}.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION1": "Eu não acredito nisso!", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH17_OPTION2": "É, sim.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH18": "Hehe... Fico feliz que cê acredita nisso.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH19": "Espero que todo mundo fique bem agora que ele se foi.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH20": "Pessoas perdidas procuram por orientação, [pause]e foi isso que Dorian lhes deu.", + "KAYLEIGH_QUEST2_PART5_KAYLEIGH21": "Bom, um Arcanjo a menos. [pause]E... [pause]eu vou te ajudar a encontrar o resto!", + "ALEPH_DIALOGUE_2_1": "HUM. ALGUNS HUMANOS ENTRARAM AQUI.", + "ALEPH_DIALOGUE_1_1": "NÃO LIGUE PARA MIM!", + "ALEPH_DIALOGUE_2_2": "VÃO EMBORA LOGO, SIM?", + "ALEPH_DIALOGUE_3_1": "EU LEMBRO DE VOCÊS!", + "ALEPH_DIALOGUE_3_2": "E EU REALMENTE NÃO SEI COMO VOCÊS VIERAM PARAR AQUI.", + "ALEPH_DIALOGUE_4_1": "VOCÊS E EU...", + "ALEPH_DIALOGUE_4_2": "VAMOS TER QUE TER UMA CONVERSA SÉRIA UMA HORA DESSAS.", + "ALEPH_DIALOGUE_5_1": "VOCÊS NÃO DESISTEM, NÉ?", + "ALEPH_DIALOGUE_6_1.m": "VOCÊS SABEM ONDE ESTÃO, SERES HUMANOS?", + "ALEPH_DIALOGUE_6_1.n": "VOCÊS SABEM ONDE ESTÃO, SERES HUMANOS?", + "ALEPH_DIALOGUE_6_1.f": "VOCÊS SABEM ONDE ESTÃO, SERES HUMANOS?", + "ALEPH_DIALOGUE_6_2": "CONSEGUEM SENTIR ESTES TÚNEIS RESPIRANDO?", + "ALEPH_DIALOGUE_7_1": "VOCÊS DEVERIAM ME MOSTRAR UM POUCO MAIS RESPEITO, SABIAM?", + "ALEPH_DIALOGUE_7_2": "SEU MUNDO TEM LENDAS BASEADAS EM MIM!", + "ALEPH_DIALOGUE_7_3": "VOCÊ TEM SORTE POR EU SER HUMILDE.", + "ALEPH_DIALOGUE_8_1": "TEMOS QUE PARAR DE NOS ENCONTRAR ASSIM!", + "ALEPH_DIALOGUE_9_1": "MEUS NOVOS RECRUTAS SÃO REALMENTE BARULHENTOS.", + "ALEPH_DIALOGUE_10_1": "SIM, SOU EU DE NOVO, VIM AQUI PARA RECRUTAR ESSE INDIVÍDUO TALENTOSO CONTRA QUEM VOCÊS ESTÃO LUTANDO.", + "ALEPH_DIALOGUE_9_2": "AINDA BEM QUE ESTIVE MELHORANDO MINHAS HABILIDADES GERENCIAIS.", + "ALEPH_DIALOGUE_9_3": "VAMOS CRIAR UMA ATMOSFERA DE TRABALHO MUITO POSITIVA!", + "ALEPH_DIALOGUE_10_2": "VOCÊS NÃO CANSAM?", + "RESTING_KAYLEIGH_DATING_1": "Você e Kayleigh discutem boas lembranças de lugares que visitaram quando crianças.", + "RESTING_KAYLEIGH_DATING_3": "Kayleigh discute as aspirações dela com você.", + "RESTING_KAYLEIGH_DATING_2": "Vocês dois riem dos momentos constrangedores que vivenciaram.", + "RESTING_MEREDITH_PLATONIC_2": "Você tenta bater papo com Meredith, mas ela não está muito falante no momento.", + "RESTING_KAYLEIGH_DATING_4": "Vocês dois têm uma conversa alegre sobre suas histórias românticas.", + "RESTING_KAYLEIGH_DATING_5": "Kayleigh conversa com você sobre os lugares na Terra que ela gostaria de visitar.", + "RESTING_MEREDITH_PLATONIC_1": "Meredith joga conversa fora com você.", + "RESTING_MEREDITH_PLATONIC_3": "Você ouve algumas pequenas queixas sobre o dia a dia da Meredith.", + "RESTING_MEREDITH_DATING_2": "Você e Meredith falam sobre lugares que gostariam de visitar um dia.", + "RESTING_MEREDITH_PLATONIC_4": "Meredith conta empolgada o enredo de um livro de fantasia que ela adora.", + "RESTING_MEREDITH_DATING_1": "Meredith descreve para você em detalhes um filme de terror que ela viu uma vez na televisão.", + "RESTING_MEREDITH_PLATONIC_5": "Vocês se sentam em silêncio. Meredith não tem muito a dizer agora.", + "RESTING_MEREDITH_DATING_3": "Meredith cria coragem para elogiar sua aparência.", + "RESTING_MEREDITH_DATING_5": "Você elogia Meredith e isso a deixa muito envergonhada. Mas ela fica grata.", + "RESTING_MEREDITH_DATING_4": "Vocês têm uma conversa alegre e pessoal.", + "RESTING_EUGENE_PLATONIC_2": "Você e Eugene discutem novas estratégias de batalha em potencial.", + "RESTING_EUGENE_PLATONIC_1": "Eugene conversa com você sobre os treinos que ele mais gosta.", + "RESTING_EUGENE_PLATONIC_5": "Eugene discute com você as diferenças entre seus dois mundos.", + "RESTING_EUGENE_PLATONIC_3": "Eugene conta com entusiasmo sobre os acontecimentos em Vilancoradouro", + "RESTING_EUGENE_PLATONIC_4": "Vocês trocam dicas de batalha conforme o tempo passa tranquilamente.", + "RESTING_EUGENE_DATING_1": "Eugene conta sobre o tipo de lugar em que ele gostaria de viver um dia.", + "RESTING_EUGENE_DATING_2": "Você e Eugene discutem casualmente seus históricos de relacionamento.", + "RESTING_EUGENE_DATING_3": "Eugene se gaba de sua habilidade em cozinhar jantares românticos.", + "RESTING_EUGENE_DATING_5": "Eugene pergunta sobre suas esperanças e sonhos e ouve atentamente.", + "RESTING_EUGENE_DATING_4": "Eugene te conta uma piada engraçada. Ele tem muitas.", + "RESTING_FELIX_PLATONIC_1": "Félix desenha calma e atentamente e deixa o tempo passar.", + "RESTING_FELIX_PLATONIC_2": "Félix reflete sobre comidas que não consegue encontrar em Nova Murta.", + "RESTING_FELIX_DATING_1": "Félix mostra alguns desenhos que fez recentemente.", + "RESTING_FELIX_PLATONIC_3": "Félix relembra algumas anedotas divertidas sobre os cidadãos de Vilancoradouro.", + "RESTING_FELIX_DATING_2": "Félix fala animadamente sobre as novas ideias de histórias que ele teve recentemente.", + "RESTING_FELIX_DATING_3": "Félix ouve seus pensamentos pacientemente.", + "RESTING_FELIX_DATING_4": "Félix conversa com você sobre sua comida preferida.", + "RESTING_FELIX_DATING_5": "Vocês criam uma conexão ao compartilharem experiências em comum.", + "RESTING_VIOLA_PLATONIC_1": "Viola conta sobre suas aventuras da infância.", + "RESTING_VIOLA_PLATONIC_3": "Viola pergunta com entusiasmo como era sua vida antes de você chegar a Nova Murta.", + "RESTING_VIOLA_PLATONIC_2": "Viola fala sobre a beleza de seu país natal, Messalina.", + "RESTING_VIOLA_PLATONIC_4": "Você conta a Viola sobre a vida em seu mundo.", + "RESTING_VIOLA_DATING_1": "Viola recita uma bela poesia que estudou há muito tempo. A performance é linda.", + "RESTING_VIOLA_DATING_3": "Viola fala sobre suas aspirações em uma conversa bastante íntima.", + "RESTING_VIOLA_DATING_2": "Vocês dois trocam algumas gentilezas fofas.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH1": "Eu andei pensando um pouco esses dias.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH2": "Fiquei digerindo meus sentimentos sobre o tempo que passei em Vilaluz.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH4": "Passei muito tempo MESMO tentando agradar as pessoas. Acho que ainda passo.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH3": "Passei tanto tempo tentando fazer as pessoas felizes...", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH10": "Isso é normal? [pause]Não faço ideia.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION1": "Bem, o que você gosta de fazer no seu tempo livre?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH5": "Não tem problema, mas acho que vai ser bom pra mim descobrir o que eu gosto de fazer também.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7": "E não vai sobrar mais nada de [wave amp=30 freq=30]mim[/wave].", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH6": "Senão, vou acabar esgotada.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH7_OPTION2": "Quais hobbies você gostaria de ter?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH8": "Eu... vou ter que pensar nisso!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH9": "Acho que quando eu era mais jovem, eu tinha muito mais [wave amp=30 freq=30]paixão[/wave] pelas coisas do que agora.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH11": "Cê sabia que eu tocava violão?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12": "Igual meu pai. Minhas lembranças mais antigas são eu sentada no colo dele ouvindo ele tocar.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH12_OPTION1": "Como ele conseguiu colocar você e um violão no colo ao mesmo tempo?", + "MEREDITH_QUEST1_QUERY_IANTHE4.n": "Ah, [pause]claro, [pause]você não é dessas bandas.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH13": "...Com muito cuidado.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH14": "Comprei meu próprio violão quando era adolescente, mas nunca fui muito boa.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16": "E, bem, se não era meu destino tocar violão profissional, [pause]qual era o sentido de tocar como hobby?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH15": "Acho que desisti [pause]porque achava que qualquer hobby que eu tivesse precisava servir pra alguma coisa.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION1": "Que pena!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH16_OPTION2": "Não deveria pensar assim!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH17": "Pior que [pause]cê tem razão.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH18": "Pena MESMO que eu desisti.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH19": "Eu deveria fazer mais coisas pra mim!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21": "Posso só sentar na cama o dia todo e ler romances horríveis, se eu quiser!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH20": "E [pause]não importa se é produtivo!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION1": "Assim que se fala!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH21_OPTION2": "Você tem razão!", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH23": "É bom desabafar.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH25": "Já terminei minha xícara de chá. Bora continuar?", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH22": "Hehe. Muitíssimo obrigada, {player}.", + "RESTING_KAYLEIGH_SOCIAL1_KAYLEIGH24": "Afinal, a gente está se fundindo em um monstro gigante, não é? Não tem como não se unir!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH1": "Saca só, {player}!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2": "Clémence comprou no mercado pra mim mais cedo!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION1": "Está em boas condições?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH2_OPTION2": "Como está?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4": "Mas, pra falar a verdade, é igual a metade das coisas em Vilancoradouro...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH3": "Tem... um cheirinho de água do mar...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH4_OPTION1": "Está afinado?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH8": "Não se preocupe, todo mundo aqui em Nova Murta já acostumou com coisas um pouco quebradas. Nada que um pouco de amor não resolva!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.m": "Boa pergunta. Tá pronto...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.n": "Boa pergunta. Tá pronte...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH5.f": "Boa pergunta. Tá pronta...?", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH6": "Parece...", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH7": "Que vai dar certo um dia!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10": "Vou tocar essa belezura pra você logo, logo!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH9": "E amor, aqui, significa trabalho manual.", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION1": "Mal posso esperar!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH10_OPTION2": "Vou querer uma serenata!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11A": "Eu também!", + "RESTING_KAYLEIGH_SOCIAL2_KAYLEIGH11B": "Cruze os dedos e talvez se torne realidade.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION1": "Claro!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1": "Ei, hã, cê quer vir pra minha casa? Eu tenho um negócio pra te mostrar.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH1_OPTION2": "Agora não.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2B": "Sem problemas. Sobra mais tempo pra praticar!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH2A": "Maravilha!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH3": "E-eu queria tocar alguma coisa pra você. Meu pai cantava essa pra mim, e foi a primeira música que aprendi a tocar.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.m": "Cê tem sido maravilhoso pra mim e eu queria te fazer uma coisinha.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.f": "Cê tem sido maravilhosa pra mim e eu queria te fazer uma coisinha.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.f": "Tá pronta?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH4.n": "Cê tem sido maravilhose pra mim e eu queria te fazer uma coisinha.", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.m": "Tá pronto?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5_OPTION1": "Sim!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH5.n": "Tá pronte?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6": "E aí, o que cê achou?", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION1": "Foi incrível!", + "RESTING_KAYLEIGH_SOCIAL3_KAYLEIGH6_OPTION2": "Acho que quero te beijar agora.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1": "Ai, assim eu vou ficar vermelha!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH1_OPTION1": "Espero que continue tocando.", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH2": "Eu também! A gente podia escrever uma música nas nossas viagens!", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3": "Parece que vai ser bem divertidinho, né?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH3_OPTION1": "Eu topo!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.m": "Ah, tem certeza de que não é só o efeito [wave amp=30 freq=30]mágico[/wave] de ver alguém tocando violão?", + "RESTING_KAYLEIGH_SOCIAL3_PLATONIC_KAYLEIGH4": "Fechou! Vamo nessa!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.f": "Ah, tem certeza de que não é só o efeito [wave amp=30 freq=30]mágico[/wave] de ver alguém tocando violão?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH1.n": "Ah, tem certeza de que não é só o efeito [wave amp=30 freq=30]mágico[/wave] de ver alguém tocando violão?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2": "A primeira vez que me apaixonei foi vendo um amigo tocar bateria em uma banda quando estávamos na faculdade. Acho que me apaixono fácil por músicos.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION1": "Brincadeiras à parte, espero que continue tocando!", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.n": "Não, é sério, eu gosto de você.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.n": "Cê tá mais quiete do que o normal, {player}! Tá incomodade com algo?", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.m": "Não, é sério, eu gosto de você.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH3": "Eu...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH2_OPTION2.f": "Não, é sério, eu gosto de você.", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH4": "Se cê quiser me beijar...", + "RESTING_KAYLEIGH_SOCIAL3_ROMANTIC_KAYLEIGH5": "Acho que agora é a hora.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.f": "Cê tá mais quieta do que o normal, {player}! Tá incomodada com algo?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1.m": "Cê tá mais quieto do que o normal, {player}! Tá incomodado com algo?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION1": "[color=#f382c5]Quero namorar com você.[/color]", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH1_OPTION2": "Nada de mais!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH2": "Sim, achei que cê gostaria.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH_NO": "Se cê tá dizendo!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH7": "Não sei se tem uma palavra pra isso, não.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH3": "Pra falar a verdade, acho que nunca te vi [wave amp=30 freq=30]assim[/wave] até a gente se fundir.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.n": "Pra começar, [pause]eu só tive relacionamentos curtos, e todos eles foram com meninos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.f": "Pra começar, [pause]eu só tive relacionamentos curtos, e todos eles foram com meninos.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH4.m": "Na real, já fiquei com alguns garotos, [pause]mas [pause]eu nunca... senti nada.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH5": "Pode parecer um pouco bobo, mas quando nos fundimos...", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH6": "Eu sinto que [wave amp=30 freq=10]conheço[/wave] sua alma... [pause]E talvez eu te conheça melhor do que a mim mesma.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.m": "Eu... eu te acho lindo. Claro que eu quero ficar com você.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.f": "Eu... eu te acho linda. Claro que eu quero ficar com você.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH9": "E mesmo que não seja pra sempre, vai ter valido a pena, [pause]eu acho.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH8.n": "Eu... eu te acho linde. Claro que eu quero ficar com você.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH13": "Cê não tem [wave amp=30 freq=30]muita[/wave] sorte?", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH10": "Cê tem razão.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH11": "Eu concordo.", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH12": "Bem, cê tem uma namorada agora! E ela tá aprendendo a tocar violão!", + "RESTING_KAYLEIGH_ROMANCE_KAYLEIGH14": "Vamos comemorar!", + "MEREDITH_INTRO_MEREDITH1.m": "Ah. O novato.", + "MEREDITH_INTRO_MEREDITH1.f": "Ah. A novata.", + "MEREDITH_INTRO_MEREDITH1.n": "Ah. Ê novate.", + "MEREDITH_INTRO_MEREDITH1_OPTION1": "A gente se conhece?", + "MEREDITH_INTRO_MEREDITH2": "Dulago mencionou algo sobre você quando passou aqui pra comprar umas peças.", + "MEREDITH_INTRO_MEREDITH1_OPTION2": "Você sabia sobre mim?", + "MEREDITH_INTRO_MEREDITH3": "Ai, credo! [pause]Você conhece aquela coisa?", + "MEREDITH_INTRO_MEREDITH4": "Sabia que ele nem é um cientista de verdade? [pause]Ele era um ANALISTA DE DADOS, mas mudou de carreira em Nova Murta.", + "MEREDITH_INTRO_MEREDITH6.m": "Nem me apresentei, né? Meu nome é Meredith. [pause]Seja bem-vindo ao clube dos aprisionados na gruta da morte!", + "MEREDITH_INTRO_MEREDITH5": "Acho que ele ainda não se tocou que usar camisas com \\\"I <3 science\\\" NÃO é uma personalidade.", + "MEREDITH_INTRO_MEREDITH6.n": "Nem me apresentei, né? Meu nome é Meredith. [pause]Aproveite a estada no clube dos aprisionados na gruta da morte!", + "MEREDITH_INTRO_MEREDITH6.f": "Nem me apresentei, né? Meu nome é Meredith. [pause]Seja bem-vinda ao clube dos aprisionados na gruta da morte!", + "MEREDITH_INTRO_MEREDITH6_OPTION1": "Eu vou dar um jeito de sair!", + "MEREDITH_INTRO_MEREDITH6_OPTION2": "Ah, nem é tão ruim assim.", + "MEREDITH_INTRO_A_MEREDITH2": "Tudo o que resta nessa ilha são criaturas grotescas e nós.", + "MEREDITH_INTRO_A_MEREDITH1.m": "Você realmente é novo aqui, né? Fofucha a sua esperança, mas não tem escapatória, docinho.", + "MEREDITH_INTRO_A_MEREDITH1.n": "Você realmente não é daqui, né? Fofucha a sua esperança, mas não tem escapatória, docinho.", + "MEREDITH_INTRO_A_MEREDITH1.f": "Você realmente é nova aqui, né? Fofucha a sua esperança, mas não tem escapatória, docinho.", + "MEREDITH_INTRO_A_MEREDITH3": "E só.", + "MEREDITH_INTRO_END_MEREDITH1": "Enfim, só preciso de um arzinho. Quando estiver no vilarejo, dê um pulo lá na minha loja qualquer dia desses. Procure a amarela no calçadão.", + "MEREDITH_INTRO_B_MEREDITH2": "Já já você vai ficar sem ter o que falar. Voz da experiência.", + "MEREDITH_INTRO_B_MEREDITH1": "Acho que tem tipo, estourando, umas duzentas pessoas aqui?", + "MEREDITH_INTRO2_MEREDITH1": "Quem é vivo sempre aparece! Queria te perguntar uma coisa...", + "MEREDITH_INTRO2_MEREDITH2": "Você vai mesmo procurar um jeito de fugir daqui?", + "MEREDITH_INTRO2_MEREDITH2_OPTION1": "Claro!", + "MEREDITH_INTRO2_MEREDITH3": "Hum. Seu otimismo é quase admirável.", + "MEREDITH_INTRO2_MEREDITH4": "Bom, já que você vai dar uma de \\\"pela ilha viajarei\\\", tem como procurar uma coisa pra mim?", + "MEREDITH_INTRO2_MEREDITH4_OPTION1": "Claro! Do que você precisa?", + "MEREDITH_INTRO2_MEREDITH4_OPTION2": "Não dá.", + "MEREDITH_INTRO2_NO_MEREDITH1": "Claro. Você tem suas coisas pra fazer. Também tenho.", + "MEREDITH_INTRO2_NO_MEREDITH2": "Olha só! Você voltou.", + "MEREDITH_INTRO2_MEREDITH5": "É, bem... um disco. [pause]Você sabe o que é?", + "MEREDITH_INTRO2_NO_MEREDITH3": "Acho que conseguiu separar um tempinho pra procurar o que preciso.", + "MEREDITH_INTRO2_MEREDITH5_OPTION1": "Claro!", + "MEREDITH_INTRO2_MEREDITH5_OPTION2": "Óbvio! Como eu não saberia?", + "MEREDITH_INTRO2_MEREDITH6": "Ah, legal.", + "MEREDITH_INTRO2_MEREDITH7": "É que é meio, [pause]hm, [pause]difícil saber quem conhece o quê por aqui. Nem todo mundo vem de... mundos similares.", + "MEREDITH_INTRO2_MEREDITH9": "Enfim, quanto ao disco, [pause]é um álbum. [pause]\\\"Só preciso disso\\\" dos Casa da Bruxa. Creio que não conheça.", + "MEREDITH_INTRO2_MEREDITH8": "Interagir com os outros é meio complicado. [pause]Mais do que o normal.", + "MEREDITH_INTRO2_MEREDITH10": "Eu ouvia antigamente. Ele tem... [pause]valor sentimental, tá?", + "MEREDITH_QUEST1_QUERY_IANTHE6": "É nele que pegamos todas as roupas dos moradores. [pause]Além, claro, dos nossos toca-fitas e fitas.", + "MEREDITH_INTRO2_MEREDITH12.m": "Ah. Novato! O que manda?", + "MEREDITH_INTRO2_MEREDITH11": "Vilancoradouro tem seus melômanos. Pode ver se encontra pra mim?", + "MEREDITH_INTRO2_MEREDITH12.n": "Ah. Docinho! O que manda?", + "MEREDITH_INTRO2_MEREDITH12_OPTION1": "Ainda estou nas buscas pelo seu disco!", + "MEREDITH_INTRO2_MEREDITH12.f": "Ah. Novata! O que manda?", + "MEREDITH_QUEST1_QUERY_CLEMENCE1": "Se eu tenho esse disco...?", + "MEREDITH_INTRO2_MEREDITH12_OPTION2": "Nada ainda!", + "MEREDITH_INTRO2_MEREDITH13A": "Tudo bem. Imaginei que demoraria, saca? A sorte não tá sorrindo tanto assim pra mim. Mas obrigada por tentar.", + "MEREDITH_QUEST1_QUERY": "\\\"Só preciso disso\\\" do Casa da Bruxa?", + "MEREDITH_INTRO2_MEREDITH13B": "Ah, vai se acostumando. O tempo dura uma eternidade aqui. Não temos as melhores distrações.", + "MEREDITH_QUEST1_QUERY_CLEMENCE2": "Non. Mas você pode conferrrir com os Vigilantes na Prrrefeitura.", + "MEREDITH_QUEST1_QUERY_IANTHE1": "Meredith está procurando um álbum? [pause]Você sabe que vai ser mais fácil achar uma agulha num palheiro do que esse álbum específico, né?", + "MEREDITH_QUEST1_QUERY_CLEMENCE3": "Ou com os Vigilantes no Posto Avançado. [pause]Sabe onde fica? [pause]Basta seguir na direção nordeste de Vilancoradouro.", + "MEREDITH_QUEST1_QUERY_IANTHE2": "Sério, você não faz ideia. As coisas que param em Nova Murta vêm de um [wave amp=30 freq=30]montão[/wave] de mundos diferentes, sabe?", + "MEREDITH_QUEST1_QUERY_IANTHE3": "Porém, [pause]acho que você pode achar algo no Shopping Kaidosseu.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION1": "Shopping Kaidosseu?", + "MEREDITH_QUEST1_QUERY_IANTHE4.f": "Ah, [pause]claro, [pause]você é nova aqui.", + "MEREDITH_QUEST1_QUERY_IANTHE3_OPTION2": "Saquei!", + "MEREDITH_QUEST1_QUERY_IANTHE4.m": "Ah, [pause]claro, [pause]você é novo aqui.", + "MEREDITH_QUEST1_QUERY_IANTHE5": "Uns quinze anos atrás, um shopping caiu do céu na parte norte de Nova Murta. [pause]Mas está abandonado.", + "MEREDITH_QUEST1_QUERY_IANTHE7": "Tem uma loja de artigos musicais no shopping cheia de discos e fitas, só que ela fica trancada por segurança.", + "MEREDITH_QUEST1_QUERY_IANTHE8": "Afinal, ter um suprimento de fitas é importante. Mantê-las a salvo é uma boa ideia.", + "MEREDITH_QUEST1_QUERY_IANTHE9": "Se o disco estiver lá, Meredith é capaz de arriscar a própria vida para obtê-lo. [pause]Meu lado racional quer barrar formalmente as tentativas dela...", + "MEREDITH_QUEST1_QUERY_IANTHE10": "Mas se você for com ela, talvez seja mais seguro. Tome, fique com isso.", + "MEREDITH_QUEST3_MEREDITH2": "Ah.", + "MEREDITH_QUEST3_MEREDITH1": "Isso é... uma carta?", + "MEREDITH_QUEST3_MEREDITH2_OPTION1": "O que ela dizia?", + "MEREDITH_QUEST3_MEREDITH3": "É uma carta da Ianthe. Ela disse que meu disco deve estar no Shopping Kaidosseu, e que tenho permissão pra buscá-lo...", + "MEREDITH_QUEST3_MEREDITH4": "Mas só se você me fizer companhia. Ela também deixou as chaves pra entrar lá.", + "MEREDITH_QUEST3_MEREDITH5": "Bom, vamos nessa?", + "MEREDITH_QUEST3_MEREDITH5_OPTION1": "Tem certeza?", + "MEREDITH_QUEST3_MEREDITH6": "Relaxa, eu sei me defender. E você acha mesmo que eu não teria meu próprio toca-fitas?", + "MEREDITH_QUEST3_MEREDITH5_OPTION2": "Pode ser perigoso!", + "MEREDITH_QUEST3_MEREDITH7": "Ficar plantada aqui o dia todo tá me matando. [pause]Creio que encontrar o disco vai me motivar.", + "MEREDITH_QUEST3_MEREDITH8": "É que, tipo, [pause]se você não tem algo que te dê vontade de viver, de que adianta viver então, [pause]né?", + "MEREDITH_QUEST3_MEREDITH9": "Mas e você... [pause]O que te motiva?", + "MEREDITH_QUEST3_MEREDITH11": "Mas...", + "MEREDITH_QUEST3_MEREDITH9_OPTION1": "Dar um jeito de voltar para casa.", + "MEREDITH_QUEST4_PART1_MEREDITH3": "Aquela loja parece ser o tipo de lugar onde você encontraria música, certo?", + "MEREDITH_QUEST3_MEREDITH10": "Como eu já disse, é impossível.", + "MEREDITH_QUEST3_MEREDITH12": "Se você me ajudar a achar meu disco, te ajudo a voltar pra casa.", + "MEREDITH_QUEST3_MEREDITH13": "Que mal faria, né? Vou precisar achar uma nova motivação.", + "MEREDITH_QUEST4_PART1_MEREDITH2": "Acho chique a estética \\\"pós-apocalíptica\\\".", + "MEREDITH_QUEST4_PART1_MEREDITH1": "Posso ser sincera? Aposto que este lugar era bem mais cafona antes da... [pause]degradação estrutural.", + "MEREDITH_QUEST4_PART1_MEREDITH4": "Vamos achar um jeito de chegar lá.", + "MEREDITH_QUEST4_PASSIVE2_MEREDITH": "Imagina como este lugar era diferente quando enchia de gente...", + "MEREDITH_QUEST4_PASSIVE1_MEREDITH": "Se gravassem um filme aqui, seria um estouro. Já tem até monstros pra figuração!", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION1": "Vamos!", + "MEREDITH_QUEST4_PASSIVE3_MEREDITH": "Espero que eu tenha pisado em água.", + "MEREDITH_QUEST4_PART2_MEREDITH1": "\\\"Embalos do Vinil\\\". Acho que é aqui. Vamos entrar?", + "MEREDITH_QUEST4_PART2_MEREDITH1_OPTION2": "Agora não.", + "MEREDITH_QUEST4_PART3_MEREDITH1": "Tem que estar por aqui... Estou tão perto...", + "MEREDITH_QUEST4_VINYL_DESCRIPTION1": "\\\"Mac e os 5 Magníficos – Mac do Futuro\\\". Nem de longe.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION3": "\\\"Ente – Legado do Ente\\\" Eles têm uns álbuns bem estranhos aqui.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION2": "\\\"Procgen – Ovelha Elétrica do Sonhador\\\". Parece maneiro... Mas ainda não é o que eu procuro.", + "MEREDITH_QUEST4_VINYL_DESCRIPTION4": "É algum tipo de trilha sonora.", + "MEREDITH_QUEST4_PART4_DESCRIPTION": "Esse álbum tem \\\"Casa da Bruxa\\\" escrito na capa com letras vermelhas garrafais.", + "MEREDITH_QUEST4_PART4_MEREDITH1A": "Essa capa de álbum... Você achou!", + "MEREDITH_QUEST4_PART4_MEREDITH1B": "Essa capa de álbum... Achei!", + "MEREDITH_QUEST4_PART4_MEREDITH4": "E a capa também tá [wave amp=30 freq=30]levemente[/wave] diferente...", + "MEREDITH_QUEST4_PART4_MEREDITH2": "Pera. [pause][pause]Tem algo de errado.", + "MEREDITH_QUEST4_PART4_MEREDITH3": "\\\"Eterno e Estranho\\\"? [pause]Mas não é o mesmo nome do álbum...", + "MEREDITH_QUEST4_PART4_MEREDITH5": "As músicas...", + "MEREDITH_QUEST4_PART4_MEREDITH6": "Não conheço nenhuma delas.", + "MEREDITH_QUEST4_PART4_MEREDITH7": "É uma versão de algum [wave amp=30 freq=30]universo alternativo[/wave]. [pause]A versão que eu quero não tá aqui.", + "MEREDITH_QUEST4_PART4_MEREDITH8": "Eu sabia, tava fácil demais, nada de bom acontece comigo.", + "MEREDITH_QUEST4_PART4_MEREDITH9": "Típico...", + "MEREDITH_QUEST4_PART5_MEREDITH1": "Ah, o que houve...", + "MEREDITH_QUEST4_PART5_MONARCH4": "EU SABIA, MINHA INTUIÇÃO NUNCA FALHA!\\n\\nESSE VAZIO. O LOCAL QUE ABRIGARIA UM CORAÇÃO. ELE ME ALIMENTA!\\n\\nEU QUERO CONSUMI-LO POR INTEIRO.", + "MEREDITH_QUEST4_PART5_MEREDITH2": "{player}, tá tudo bem?", + "MEREDITH_QUEST4_PART5_MONARCH6": "SUAS VIDAS PODERIAM SER TÃO PRÓSPERAS.\\n\\nMAS VOCÊS PREFEREM TROCÁ-LAS POR ARTIFÍCIOS E SÍMBOLOS FÚTEIS.", + "MEREDITH_QUEST4_PART5_MEREDITH3": "O disco, eu derrubei ele. Me ajuda a achar?", + "MEREDITH_QUEST4_PART5_MEREDITH5": "Q-quem é você? [pause]Do que você tá falando?", + "MEREDITH_QUEST4_PART5_MEREDITH9": "Isso não passa de uma ruína recheada de lixo!", + "MEREDITH_QUEST4_PART5_MONARCH7": "VOCÊS TROCAM ALGO VALOROSO POR FUTILIDADES.\\n\\nMEU CASTELO GUARDA AS LEVIANDADES QUE VOCÊS ABANDONARAM!", + "MEREDITH_QUEST4_PART5_MEREDITH8": "Seu... [pause]castelo? [pause]O shopping? [pause]Tá falando sério?", + "MEREDITH_QUEST4_PART5_MEREDITH10": "[shake rate=30 level=10]É um grande nada![/shake]", + "MEREDITH_QUEST4_PART5_MONARCH11": "EXATO... UM NADA...\\n\\nE EU SOU O REI DO NADA!\\n\\nVENHA, DEIXE-ME CONSUMIR SEU VAZIO!", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH1": "Seria tão fácil...", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH2": "Seria tão fácil só desistir e morrer...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1A": "Conseguimos... [pause]Sobrevivemos... [pause]Nós [pause]fundimos...?", + "MEREDITH_QUEST4_PART5_FUSE_MEREDITH3": "Mas não dessa vez! Já cansei de me decepcionar!", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH4": "Er...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH1B": "Conseguimos... [pause]Sobrevivemos...", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH2": "LUGARZINHO INTERESSANTE O SEU, CAMARADA.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.f": "Você não precisava ter me ajudado. Obrigada, miga.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.n": "Olha, me toquei de uma coisa. Não valeu a pena passar por isso tudo por algo tão banal.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.m": "Olha, me toquei de uma coisa. Não valeu a pena passar por isso tudo por algo tão banal.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_ALEPH3": "MAS SEU POTENCIAL PODERIA SER APROVEITADO EM OUTRAS ÁREAS, CONCORDA?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH5.f": "Olha, me toquei de uma coisa. Não valeu a pena passar por isso tudo por algo tão banal.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH6": "Sem falar que foi bem idiota quase morrer pra conseguir.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.m": "Você não precisava ter me ajudado. Obrigada, migo.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH7.n": "Você não precisava ter me ajudado. Obrigada, migue.", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH8": "Olha... Acho que já deu de shoppings abandonados e riscos de vida por hoje, né?", + "MEREDITH_QUEST4_PART5_POST_BATTLE_MEREDITH9": "Vamos nessa, tô doida pra chegar no vilarejo pra escutar essa belezura.", + "MEREDITH_QUEST5_PART6A_MEREDITH1": "Então... Sobre aquela coisa de... fusão....", + "MEREDITH_QUEST5_PART6A_MEREDITH7.n": "Você já, [pause]er, [pause][pause]se fundiu com alguém antes?", + "MEREDITH_QUEST5_PART6A_MEREDITH2": "Acho que, assim, precisamos falar sobre isso?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION1": "Meio esquisito, né?", + "MEREDITH_QUEST5_PART6A_MEREDITH2_OPTION2": "Foi daora, né?", + "MEREDITH_QUEST5_PART6A_MEREDITH3": "Foi... [pause]Interessante.", + "MEREDITH_QUEST5_PART6A_MEREDITH5": "E depois, por mais que eu me lembre, não parece que foi algo que vivi.", + "MEREDITH_QUEST5_PART6A_MEREDITH4": "É como se nossas mentes tivessem se unido, e eu não fosse mais eu.", + "MEREDITH_QUEST5_PART6A_MEREDITH6": "Parece mais que foi um sonho. Bom, talvez nossos cérebros só não estejam prontos pra processar isso...", + "MEREDITH_QUEST5_PART6A_MEREDITH7.m": "Você já, [pause]er, [pause][pause]se fundiu com alguém antes?", + "MEREDITH_QUEST5_PART6A_MEREDITH7.f": "Você já, [pause]er, [pause][pause]se fundiu com alguém antes?", + "MEREDITH_QUEST5_PART6A_MEREDITH8": "N-[pause]não que seja um problema caso já tenha acontecido! [pause]Só não sei se foi sua primeira vez.", + "MEREDITH_QUEST5_PART6A_MEREDITH9": "Ai... [pause]eu tô me enrolando toda.", + "MEREDITH_QUEST5_PART6A_MEREDITH10": "Esquece o que eu disse.", + "MEREDITH_QUEST5_PART6A_MEREDITH11": "Mas eu queria te perguntar uma coisa...", + "MEREDITH_QUEST5_PART6A_MEREDITH12.n": "O que te dá tanta certeza de que tem um caminho de volta pra casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.f": "O que te dá tanta certeza de que tem um caminho de volta pra casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12.m": "O que te dá tanta certeza de que tem um caminho de volta pra casa?", + "MEREDITH_QUEST5_PART6A_MEREDITH12_OPTION1": "Eu tive uma visão...", + "MEREDITH_QUEST5_PART6A_MEREDITH13": "Er, então, você vai precisar me dar mais contexto no caso, colega.", + "MEREDITH_QUEST5_PART6A_MEREDITH14": "...Ah. Isso foi bem... intenso.", + "MEREDITH_QUEST5_PART6A_MEREDITH15": "Bem, me resta cumprir com a minha parte. Você me ajudou com o disco, vou te ajudar a achar um jeito de se mandar de Nova Murta.", + "MEREDITH_QUEST5_PART6A_MEREDITH16": "Ah! Quase me esqueci do disco!", + "MEREDITH_QUEST4_PART6B_MEREDITH1": "...", + "MEREDITH_QUEST4_PART6B_MEREDITH2": "Até que é bom.", + "MEREDITH_QUEST4_PART6B_MEREDITH4": "Eu, hã... Durante minha adolescência, eu era infeliz e malvada com as outras pessoas.", + "MEREDITH_QUEST4_PART6B_MEREDITH5": "Eu tentei mudar, pra valer, quando comecei a faculdade.", + "MEREDITH_QUEST4_PART6B_MEREDITH3": "Assim, não é o mesmo que eu costumava ouvir, mas é parecido.", + "MEREDITH_QUEST4_PART6B_MEREDITH8": "Eu sei que eu sou o problema, mas quero continuar tentando.", + "MEREDITH_QUEST4_PART6B_MEREDITH11": "Não precisava ter arriscado sua vida pra me ajudar.", + "MEREDITH_QUEST4_PART6B_MEREDITH6": "Esse disco era tipo uma trilha sonora pra mim, me motivava a tentar mudar e melhorar...", + "MEREDITH_QUEST4_PART6B_MEREDITH7": "Não que eu tenha conseguido. Eu até cheguei a fazer bons amigos, mas eles pararam de falar comigo.", + "MEREDITH_CONVO5_MEREDITH2": "Já mencionei que tenho pavor de insetos?", + "MEREDITH_QUEST4_PART6B_MEREDITH9": "Acho que foi isso que o Arcanjo quis dizer. Acho que passei tanto tempo me distraindo de tudo que acabei me esquecendo de viver.", + "MEREDITH_QUEST4_PART6B_MEREDITH12": "Tem muita coisa bizarra em Nova Murta, mas...", + "MEREDITH_QUEST4_PART6B_MEREDITH10": "E mesmo que a gente não tivesse encontrado o que queria, eu estaria... satisfeita com esse resultado.", + "MEREDITH_QUEST4_PART6B_MEREDITH13": "Você não é uma delas.", + "MEREDITH_CONVO1_MEREDITH1": "Sabe...", + "MEREDITH_CONVO1_MEREDITH2": "Fogueiras deixam o papo mais fácil.", + "MEREDITH_CONVO1_MEREDITH3": "Aquelas pausas esquisitas quando acaba o assunto simplesmente somem.", + "MEREDITH_CONVO1_MEREDITH4": "Basta mandar um \\\"Essa fogueira é linda\\\" e todos vão concordar, como se você tivesse dito algo importante.", + "MEREDITH_CONVO1_MEREDITH6": "Apesar de que seria a fórmula perfeita para incêndios.", + "MEREDITH_CONVO1_MEREDITH5": "Queria que toda conversa viesse com uma fogueira...", + "MEREDITH_CONVO2_MEREDITH1": "Você se lembra do que estava fazendo antes de vir pra cá?", + "MEREDITH_CONVO2_MEREDITH2": "Tipo, [pause]antes de vir pra Nova Murta.", + "MEREDITH_CONVO5_MEREDITH1": "ARGH. [pause][pause]Acho que algo subiu no meu pé.", + "MEREDITH_CONVO2_MEREDITH3": "De vez em quando eu tento me lembrar, [pause]mas nunca consigo...", + "MEREDITH_CONVO2_MEREDITH4": "É como tentar lembrar do momento em que caiu no sono.", + "MEREDITH_CONVO2_MEREDITH5": "Eu até consigo me lembrar das coisas que estavam acontecendo, mas do momento exato? Nadinha.", + "MEREDITH_CONVO2_MEREDITH6": "Estranho.", + "MEREDITH_CONVO3_MEREDITH2": "Se a gente conseguir encontrar um meio de voltar pra casa... [pause]Nossas casas de verdade...", + "MEREDITH_CONVO3_MEREDITH1": "Será que...", + "MEREDITH_CONVO3_MEREDITH3": "Será que o tempo lá continuou passando?", + "MEREDITH_CONVO3_MEREDITH4": "Ou será que a gente voltaria no exato momento em que foi embora, e tudo isso aconteceu num piscar de olhos?", + "MEREDITH_CONVO4_MEREDITH1": "Uma coisa engraçada sobre a Casa da Bruxa é que tipo, [pause]três bandas se separaram pra daí eles se reunirem.", + "MEREDITH_CONVO4_MEREDITH2": "A Procgen se desfez depois que o baixista resolveu criar o próprio culto, daí o vocalista Kevin Cremoso precisava trabalhar...", + "MEREDITH_CONVO4_MEREDITH8": "Eu diria que... [pause]bem baixas.", + "MEREDITH_CONVO4_MEREDITH3": "A baterista Linda Afiada tinha acabado de abandonar o trio punk Cavalos da Pesada após uma briga na gravadora...", + "MEREDITH_CONVO4_MEREDITH5": "E, num passe de mágica, [pause]que tá mais pra uma urucubaca, [pause]eles formaram a Casa da Bruxa.", + "MEREDITH_CONVO4_MEREDITH4": "E o guitarrista, Daniel \\\"Seguro Morreu de Velho\\\" Careta, foi o único sobrevivente de um acidente de ônibus que matou sua banda Liberem os Cintos.", + "MEREDITH_CONVO4_MEREDITH6": "Eu fico pensando em como é baixa a probabilidade disso acontecer...", + "MEREDITH_CONVO4_MEREDITH7.f": "Tipo, quais as chances de nós estarmos aqui, [pause]neste exato momento?", + "MEREDITH_CONVO4_MEREDITH7.m": "Tipo, quais as chances de nós estarmos aqui, [pause]neste exato momento?", + "MEREDITH_CONVO4_MEREDITH7.n": "Tipo, quais as chances de nós estarmos aqui, [pause]neste exato momento?", + "MEREDITH_CONVO5_MEREDITH3": "Vou fingir que foi apenas uma folha da grama que se soltou e não pensar nisso.", + "MEREDITH_CONVO6_MEREDITH1": "Olha, foi uma boa escolha de lugar pro nosso \\\"momento casal\\\", mas...", + "MEREDITH_CONVO6_MEREDITH2": "E se tivesse uma [wave amp=30 rate=10]segunda[/wave] cafeteria em Vilancoradouro?", + "MEREDITH_CONVO6_MEREDITH3": "Isso ia mudar completamente a rotina de encontros!", + "MEREDITH_CONVO6_MEREDITH4": "Acho que vou abrir uma, só pra estimular uma concorrência saudável.", + "MEREDITH_CONVO6_MEREDITH6": "Já consigo até imaginar.", + "MEREDITH_CONVO6_MEREDITH5": "Acho que eu apelaria pra uma decoração mais gótica. [pause]Paredes pretas, caveiras maneiras nas paredes...", + "MEREDITH_CONVO7_MEREDITH1": "Então, eu... não levo muito jeito pra falar o que sinto.", + "MEREDITH_CONVO7_MEREDITH2": "Às vezes parece que eu sempre reajo da maneira errada ao que as pessoas falam...", + "MEREDITH_CONVO7_MEREDITH4": "E assim, muita gente REALMENTE me deixa entediada!", + "MEREDITH_CONVO7_MEREDITH5": "Mas não você, [pause]então nunca, nunquinha, ache que eu não estou prestando atenção ou sei lá o quê.", + "MEREDITH_CONVO7_MEREDITH3": "É como se fosse sempre a resposta ou a reação errada, [pause]daí acham que não estou interessada no que estão falando.", + "MEREDITH_CONVO8_MEREDITH1": "Já percebeu como Vilancoradouro sempre acolhe a todos, não importa a maneira como possam contribuir?", + "MEREDITH_CONVO8_MEREDITH2": "Assim, cada um tem seus problemas, claro, mas...", + "MEREDITH_CONVO8_MEREDITH3.m": "Ninguém é deixado pra trás. [pause]Todos meio que contribuem à sua maneira. [pause]E se não puder? [pause]De boa no porto.", + "MEREDITH_CONVO8_MEREDITH3.n": "Ninguém é deixado pra trás. [pause]Todos meio que contribuem à sua maneira. [pause]E se não puder? [pause]De boa no porto.", + "MEREDITH_CONVO8_MEREDITH3.f": "Ninguém é deixado pra trás. [pause]Todos meio que contribuem à sua maneira. [pause]E se não puder? [pause]De boa no porto.", + "MEREDITH_CONVO8_MEREDITH4": "Pode até ser uma sociedade solitária... [pause]mas definitivamente não é cruel.", + "MEREDITH_CONVO8_MEREDITH5": "E eu, [pause]bem, [pause]não posso falar o mesmo de onde vim.", + "MEREDITH_CONVO9_MEREDITH1": "Pode ser meio deprê, mas eu me pergunto se o pessoal da minha \\\"vida anterior\\\" ainda se lembra de mim.", + "MEREDITH_CONVO9_MEREDITH2": "Eu imagino meus colegas da faculdade sentados à noite num bar qualquer em Londres se perguntando: [pause]\\\"O que será que aconteceu com a Meredith Chen? Ela simplesmente se escafedeu e nunca mais apareceu\\\".", + "MEREDITH_CONVO9_MEREDITH4": "É, fica ainda mais deprê falando em voz alta.", + "MEREDITH_CONVO9_MEREDITH3": "...", + "MEREDITH_CONVO10_MEREDITH1_OPTION1": "Filmes?", + "MEREDITH_CONVO10_MEREDITH1": "Se voltarmos pros nossos mundos, eu vou ter um montão de filmes pra assistir.", + "MEREDITH_CONVO10_MEREDITH1_OPTION2": "De qual tipo de filme você gosta?", + "MEREDITH_CONVO10_MEREDITH2": "Ah, [pause]humm.", + "MEREDITH_CONVO10_MEREDITH3_OPTION1": "Isso foi bem específico.", + "MEREDITH_CONVO10_MEREDITH3": "Consigo definir meu gosto em duas categorias distintas: filmes de ação americanos idiotas e filmes de vampiro que você não sabe dizer se são obras-primas ou só um monte de lixo.", + "MEREDITH_CONVO10_MEREDITH3_OPTION2": "Você sabe bem do que gosta!", + "MEREDITH_CONVO10_MEREDITH4": "Bem, saber o que te agrada é sempre bom.", + "MEREDITH_CONVO11_MEREDITH1": "Me disseram que você e a Kayleigh tão namorando...", + "MEREDITH_CONVO11_MEREDITH1_OPTION1": "Te disseram...?", + "MEREDITH_CONVO11_MEREDITH6": "Depois da noite que tivemos, acho que tive uma impressão errada do que você queria... [pause]mas tudo bem.", + "MEREDITH_CONVO11_MEREDITH1_OPTION2": "Espero que não seja um problema!", + "MEREDITH_CONVO11_MEREDITH2": "Cidade pequena, as fofocas voam.", + "MEREDITH_CONVO11_MEREDITH3": "Assim, eu não te julgo, tipo, [pause]a Kayleigh é um [wave amp=30 freq=10]amor[/wave] de pessoa!", + "MEREDITH_CONVO11_MEREDITH5": "(Caramba, eu definitivamente [wave amp=30 freq=10]não sei[/wave] falar com mulheres...)", + "MEREDITH_CONVO11_MEREDITH4": "Não diz pra ela que eu te disse isso. [pause]Pelo menos está com alguém legal.", + "MEREDITH_CONVO11_MEREDITH7": "E também não sei se tô pronta pra algo sério, migue.", + "MEREDITH_CONVO12_MEREDITH1": "Sabe quando enfrentamos o Arcanjo no shopping? [pause]Uma coisa que ele disse me marcou.", + "MEREDITH_CONVO12_MEREDITH2": "Quando ele disse que eu \\\"troquei algo valioso por futilidades\\\". [pause]Será que ele tava falando do meu desejo de encontrar aquele disco?", + "MEREDITH_CONVO12_MEREDITH4": "Às vezes você foca tanto em certas coisas que acaba negligenciando aquilo que [wave amp=30 freq=10]realmente[/wave] importa.", + "MEREDITH_CONVO12_MEREDITH3": "Porque, sinceramente... [pause]o disco não era importante. Era só mais uma [wave amp=30 freq=10]coisa[/wave] em minha vida. Como os livros que li, os filmes a que assisti.", + "MEREDITH_CONVO12_MEREDITH5": "\\\"Trocando algo valioso por futilidades.\\\"", + "MEREDITH_CONVO15_MEREDTH2_OPTION2": "Como?", + "MEREDITH_CONVO12_MEREDITH6": "E, hã, a nossa amizade é valiosa pra mim, [pause]só queria te lembrar disso.", + "MEREDITH_CONVO13_MEREDITH2": "Muita gente viveu e morreu aqui. E muitos deles eram como nós... [pause]pessoas que surgiram aqui vindo de outro mundo.", + "MEREDITH_CONVO13_MEREDITH1": "Lembra da nossa jornada pelo cemitério? Ela me deixou pensativa.", + "MEREDITH_CONVO13_MEREDITH3": "É gente pra dedéu que se perdeu e nunca foi encontrada, saca? É bem triste, se parar pra pensar.", + "MEREDITH_CONVO13_MEREDITH4": "Muitos perderam a esperança nesta ilha.", + "MEREDITH_CONVO13_MEREDITH5": "E, {player}, eu não quero ser como eles.", + "MEREDITH_CONVO14_MEREDITH1": "Então... você também acredita?", + "MEREDITH_CONVO14_MEREDITH1_OPTION1": "Acredito no quê?", + "MEREDITH_CONVO14_MEREDITH2": "Que o caminho que você encontrou pode nos levar pra casa?", + "MEREDITH_CONVO14_MEREDITH1_OPTION2": "Como assim?", + "MEREDITH_CONVO14_MEREDITH2_OPTION1": "Eu tenho que acreditar.", + "MEREDITH_CONVO14_MEREDITH3": "Eu... [pause]desisti de ficar aqui pra sempre. É assustador ter que pensar no meu próprio futuro.", + "MEREDITH_CONVO14_MEREDITH2_OPTION2": "Que outra chance me resta?", + "MEREDITH_CONVO15_MEREDTH2": "Se ele realmente funcionar, os vigilantes vão ter bastante trabalho.", + "MEREDITH_CONVO15_MEREDTH1": "Você contou para Ianthe do caminho, né?", + "MEREDITH_CONVO15_MEREDTH2_OPTION1": "Como assim?", + "MEREDITH_CONVO15_MEREDTH5": "Os vigilantes são os protetores da comunidade, certo? Eles vão precisar dar um jeito de administrar essa mudança logística.", + "MEREDITH_CONVO15_MEREDTH3": "A visão das pessoas vai mudar completamente. Nova Murta não será mais essa prisão eterna. Vai se tornar um local em que as pessoas simplesmente... surgem de tempos em tempos.", + "MEREDITH_CONVO15_MEREDTH4": "Assim, [wave amp=30 freq=10]presumo[/wave] que as pessoas vão continuar surgindo aqui, né.", + "MEREDITH_CONVO15_MEREDTH6": "Ainda bem que não sou uma deles. Imagina o trampo!", + "MEREDITH_CONVO16_MEREDITH2": "Assim, se transformar em monstros por causa das fitas é uma coisa. [pause]Me fundir com você e virar um monstro maior ainda é outra. [pause]Agora, quando [wave amp=30 freq=10]todo mundo[/wave] se fundiu naquele trem?", + "MEREDITH_CONVO16_MEREDITH1": "Tanta coisa aconteceu recentemente que nem deu pra parar e conversar sobre a batalha que tivemos contra Alef.", + "MEREDITH_CONVO16_MEREDITH3": "Aquilo foi mais do que irado.", + "MEREDITH_CONVO16_MEREDITH4": "Eu nem sei como descrever... [pause]parecia que eu tinha ficado de espectadora pro que o meu corpo fazia, como na fusão normal.", + "MEREDITH_CONVO18_MEREDITH1": "Eu achava que os monstros de Nova Murta eram bizarros o suficiente...", + "MEREDITH_CONVO16_MEREDITH5": "Mas não era eu e você. Éramos todos nós, e eu conseguia [wave amp=30 freq=10]sentir[/wave] a vontade de todos.", + "MEREDITH_CONVO16_MEREDITH6": "E sabe de uma coisa? [pause]Os Arcanjos podem até ser fortes, mas o povo é [wave amp=30 freq=10]MUITO[/wave] mais forte.", + "MEREDITH_CONVO17_MEREDITH2": "Sempre vivi como uma pessoa solitária. Achei que se a gente se tornasse um casal, tudo o que sei sobre mim mudaria.", + "MEREDITH_CONVO17_MEREDITH1": "No começo, eu fiquei preocupada de um relacionamento me mudar demais.", + "MEREDITH_CONVO23_MEREDITH2_OPTION1": "Como assim?", + "MEREDITH_CONVO17_MEREDITH4": "Mas... não foi o que aconteceu. Eu ainda sou [wave amp=30 freq=10]eu mesma[/wave], [pause]só que agora tenho [wave amp=30 freq=10]você[/wave] comigo também.", + "MEREDITH_CONVO17_MEREDITH3": "Sei que parece idiota, [pause]e talvez seja, [pause]mas é como me sinto.", + "MEREDITH_CONVO18_MEREDITH3": "O jeito como ele falava igual a uma [wave amp=30 freq=10]pessoa[/wave] de verdade. Como se fosse inteligente como nós, sabe? Talvez até [wave amp=30 freq=10]mais[/wave].", + "MEREDITH_CONVO18_MEREDITH2": "Mas os \\\"Arcanjos\\\"? Que nem aqueles que enfrentamos? Eles são um pesadelo à parte.", + "MEREDITH_CONVO18_MEREDITH4": "Descobrir que tem [wave amp=30 freq=10]monstros gigantes e inteligentes que alteram a realidade[/wave] vivendo na ferrovia que passa por baixo da ilha que moramos...", + "MEREDITH_CONVO18_MEREDITH5": "Como dormir sabendo disso?", + "MEREDITH_CONVO19_MEREDITH1": "...", + "MEREDITH_CONVO19_MEREDITH2": "...", + "MEREDITH_CONVO19_MEREDITH3": "Foi mal, sei que isso é estranho. A gente nem se conhece direito, mas é que não tem muita gente disponível pra conversar.", + "MEREDITH_CONVO19_MEREDITH4": "Ops. [pause]Acho que explicar só piorou as coisas.", + "MEREDITH_CONVO20_MEREDITH1": "Eu não sou lá muito... [pause]fã de acampar. Prefiro ficar na minha toca.", + "MEREDITH_CONVO20_MEREDITH2": "Acho que deveria ter informado isso antes de você concordar em vir nessa pequena [wave amp=30 freq=10]aventura[/wave] comigo.", + "MEREDITH_CONVO20_MEREDITH3": "Espero que não tenha se arrependido de topar uma busca por um vinil com uma desconhecida, migue.", + "MEREDITH_CONVO21_MEREDITH1": "E de volta ao café... Algumas coisas nunca mudam, né?", + "MEREDITH_CONVO21_MEREDITH1_OPTION1": "Você vem sempre aqui?", + "MEREDITH_CONVO21_MEREDITH1_OPTION2": "Já é cliente fiel?", + "MEREDITH_CONVO21_MEREDITH2": "Assim, não é como se Vilancoradouro tivesse [wave amp=30 freq=10]outro lugar[/wave] pra curtir.", + "MEREDITH_CONVO21_MEREDITH3": "Essa é a vida em vilarejos. [pause]Pelo menos o café é gostoso.", + "MEREDITH_CONVO22_MEREDITH1": "Então, er, você acampa muito pelas bandas de Nova Murta, né?", + "MEREDITH_CONVO22_MEREDITH1_OPTION1": "Acho que sim!", + "MEREDITH_CONVO22_MEREDITH2_OPTION1": "N-não!", + "MEREDITH_CONVO22_MEREDITH1_OPTION2": "Não sei dizer.", + "MEREDITH_CONVO22_MEREDITH2": "Pelo que ouvi falar, é isso mesmo. Você também beijou todos os [wave amp=30 freq=10]outros[/wave] companheiros?", + "MEREDITH_CONVO22_MEREDITH2_OPTION2": "Do que você tá falando...?", + "MEREDITH_CONVO22_MEREDITH3.f": "R-relaxa, só estou tirando sarro da sua cara, miga.", + "MEREDITH_CONVO22_MEREDITH3.m": "R-relaxa, só estou tirando sarro da sua cara, migo.", + "MEREDITH_CONVO22_MEREDITH3.n": "R-relaxa, só estou tirando sarro da sua cara, migue.", + "MEREDITH_CONVO23_MEREDITH1.m": "Hm, [pause]você e a Kayleigh são amigos, né?", + "MEREDITH_CONVO23_MEREDITH1_OPTION2": "Creio que sim!", + "MEREDITH_CONVO23_MEREDITH1.f": "Hm, [pause]você e a Kayleigh são amigas, né?", + "MEREDITH_CONVO23_MEREDITH1.n": "Hm, [pause]você e a Kayleigh são amigues, né?", + "MEREDITH_CONVO23_MEREDITH1_OPTION1": "Claro!", + "MEREDITH_CONVO23_MEREDITH2": "Eu queria saber... [pause]qual é a [wave amp=30 freq=10]dela[/wave]?", + "MEREDITH_CONVO23_MEREDITH2_OPTION2": "Hã?", + "MEREDITH_CONVO23_MEREDITH3": "Ela apareceu em Vilancoradouro há quase um ano e foi direto treinar com os vigilantes. [pause]E parece que [wave amp=30 freq=10]nem precisou[/wave] de tempo pra se adaptar a estar presa nessa ilha.", + "MEREDITH_CONVO23_MEREDITH4": "Eu [wave amp=30 freq=10]sinto[/wave] que tem caroço nesse angu.", + "MEREDITH_CONVO23_MEREDITH6.m": "Ah, [pause]assim, eu não [wave amp=30 freq=10]costumo[/wave] falar mal pelas costas dos outros. Só achei que você devia saber, já que [wave amp=30 freq=10]vocês[/wave] andam passando mais tempo juntos e tal.", + "MEREDITH_CONVO23_MEREDITH5": "Ela é [wave amp=30 freq=10]gratiluz[/wave] demais, mas deve ter algum podre por trás de tanta positividade. [pause]Tenho certeza disso.", + "MEREDITH_CONVO23_MEREDITH6.f": "Ah, [pause]assim, eu não [wave amp=30 freq=10]costumo[/wave] falar mal pelas costas dos outros. Só achei que você devia saber, já que [wave amp=30 freq=10]vocês[/wave] andam passando mais tempo juntas e tal.", + "MEREDITH_CONVO23_MEREDITH6.n": "Ah, [pause]assim, eu não [wave amp=30 freq=10]costumo[/wave] falar mal pelas costas dos outros. Só achei que você devia saber, já que [wave amp=30 freq=10]vocês[/wave] andam passando mais tempo juntes e tal.", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION2": "De um jeito ruim?", + "MEREDITH_SOCIAL1_MEREDITH1_OPTION1": "Estranhas?", + "MEREDITH_SOCIAL1_MEREDITH1": "Com a aparição dos dois Arcanjos e nossa primeira fusão, as coisas na minha vida andam meio estranhas.", + "MEREDITH_SOCIAL1_MEREDITH3": "Achei que já não tinha nada mais a descobrir nessa ilha. Sem contar o seu plano de [wave amp=30 freq=10]ir embora[/wave]...", + "MEREDITH_SOCIAL1_MEREDITH2": "Não leve a mal! Me fundir com você foi legal. Mas ainda assim é [wave amp=30 freq=10]estranho[/wave], entende?", + "MEREDITH_SOCIAL1_MEREDITH15": "Tô aqui há tanto tempo que quase nunca penso em voltar.", + "MEREDITH_SOCIAL1_MEREDITH17": "Deve ser por isso que adoro me distrair.", + "MEREDITH_SOCIAL1_MEREDITH16": "Acho que... [pause]eu nunca fui muito chegada a ninguém de onde vim. Não gosto da maioria das pessoas.", + "MEREDITH_SOCIAL1_MEREDITH18": "Assim que cheguei, fiquei obcecada com eletrônicos. Produzir as luzes e bugigangas pro vilarejo.", + "MEREDITH_SOCIAL1_MEREDITH19": "Eu tinha algo pra focar que não fossem as coisas que sinto falta.", + "MEREDITH_SOCIAL1_MEREDITH20": "Acho que é por isso que queria tanto o álbum.", + "MEREDITH_SOCIAL1_MEREDITH21": "Urgh. [pause]Desculpa por ser... [pause]por ser assim.", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION1": "Não precisa se desculpar!", + "MEREDITH_SOCIAL1_MEREDITH21_OPTION2": "Ei! Para com isso!", + "MEREDITH_SOCIAL1_MEREDITH22": "Haha. [pause]Valeu. [pause]Eu quase tomei o lugar da Kayleigh ali.", + "MEREDITH_SOCIAL1_MEREDITH23": "Entendeu? Ela sempre age como se tivesse que se desculpar por algo.", + "MEREDITH_SOCIAL1_MEREDITH24": "Acho que já deu de sinceridades por hoje.", + "MEREDITH_SOCIAL2_MEREDITH1": "O Café Gramofone me faz lembrar do meu pai. [pause]Ele passava café toda manhã antes de ir pra Londres trabalhar. [pause]Aquele cheiro tá meio que tatuado na minha memória.", + "MEREDITH_SOCIAL1_MEREDITH25": "Vamo nessa, precisamos adiantar o nosso lado.", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION1": "Que nostálgico!", + "MEREDITH_SOCIAL2_MEREDITH1_OPTION2": "Que lembrança mais fofa!", + "MEREDITH_SOCIAL2_MEREDITH2": "É...", + "MEREDITH_SOCIAL2_MEREDITH3": "Nunca sei dizer se sinto falta dos meus pais. [pause]Nunca tivemos muita coisa em comum. [pause]Eles cresceram num local e tempo completamente diferentes.", + "MEREDITH_SOCIAL2_MEREDITH4": "Creio que foi a diferença entre as gerações. [pause]Não é minha culpa se meus pais tinham um [shake rate=30 level=10]péssimo[/shake] gosto pra música!", + "MEREDITH_SOCIAL2_MEREDITH5": "Quando fui pra faculdade, eles... [pause]se afastaram. [pause]Mas tudo bem.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION1": "Que triste.", + "MEREDITH_SOCIAL2_MEREDITH5_OPTION2": "Parece meio solitário.", + "MEREDITH_SOCIAL2_MEREDITH6": "Uhum.", + "MEREDITH_SOCIAL2_MEREDITH7": "Sabe de uma coisa? [pause]Não tenho muitas lembranças de quando era mais nova.", + "MEREDITH_SOCIAL2_MEREDITH8": "Eu tive amigos, algumas aventuras, mas parando pra pensar nessas lembranças...", + "MEREDITH_SOCIAL2_MEREDITH9": "Parece que sempre era algo ao meu redor, não algo em que eu tava envolvida.", + "MEREDITH_SOCIAL2_MEREDITH10": "Como se o holofote nunca estivesse em mim.", + "MEREDITH_SOCIAL2_MEREDITH11": "Não fui popular nem na infância, nem na adolescência. [pause]E agora que sou adulta...", + "MEREDITH_SOCIAL2_MEREDITH12": "Bem, ainda há tempo de fazer diferente.", + "MEREDITH_SOCIAL2_MEREDITH14": "Ninguém [wave amp=30 rate=10]nunca[/wave] me avisou como era difícil fazer amigos depois de adulto.", + "MEREDITH_SOCIAL2_MEREDITH13": "Acho que vou aproveitar que estou em Nova Murta pra fazer mais amigos. [pause]Urgh.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.m": "Mas pelo menos somos amigos!", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION2": "E nós somos o quê?", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.f": "Mas pelo menos somos amigas!", + "MEREDITH_SOCIAL2_MEREDITH15": "Ah, é mais fácil. Nós temos, [pause]tipo, [pause]um passatempo em comum.", + "MEREDITH_SOCIAL2_MEREDITH14_OPTION1.n": "Mas pelo menos somos amigues!", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION1": "Um... passatempo?", + "MEREDITH_SOCIAL2_MEREDITH15_OPTION2": "Temos?", + "MEREDITH_SOCIAL2_MEREDITH16_OPTION1": "Acho que sim!", + "MEREDITH_SOCIAL2_MEREDITH16": "Sim, [pause]procurar portais dimensionais mágicos. [pause]Isso conta, não?", + "MEREDITH_SOCIAL2_MEREDITH17.n": "Assim, espero que a gente ainda possa sair juntes... [pause]mesmo que não dê pra achar seu portal.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION1": "Mas é claro!", + "MEREDITH_SOCIAL2_MEREDITH17.m": "Assim, espero que a gente ainda possa sair juntos... [pause]mesmo que não dê pra achar seu portal.", + "MEREDITH_SOCIAL2_MEREDITH17_OPTION2": "Você envergonhada é uma fofura!", + "MEREDITH_SOCIAL2_MEREDITH17.f": "Assim, espero que a gente ainda possa sair juntas... [pause]mesmo que não dê pra achar seu portal.", + "MEREDITH_SOCIAL2_MEREDITH18B": "Urgh, você [wave amp=30 freq=10]não[/wave] pode me elogiar de surpresa assim. [pause]Eu não sei lidar com isso.", + "MEREDITH_SOCIAL2_MEREDITH18A": "Hihi. Legal.", + "MEREDITH_SOCIAL2_MEREDITH20": "Nossa, [pause]eu tô mais cansada do que imaginei.", + "MEREDITH_SOCIAL2_MEREDITH19B": "Me dá uma baita vontade de enfiar minha cabeça num buraco.", + "MEREDITH_SOCIAL2_MEREDITH21": "Será que transformar e lutar conta como exercício? [pause]Parece ser bem exaustivo.", + "MEREDITH_SOCIAL2_MEREDITH22.m": "Enfim, [pause]vamos nessa, temos monstros pra enfrentar juntos e tal.", + "MEREDITH_SOCIAL3_MEREDITH1": "Cê sabia que aquela parada com o vinil que eu tava procurando me deixou pensativa?", + "MEREDITH_SOCIAL2_MEREDITH22.n": "Enfim, [pause]vamos nessa, temos monstros pra enfrentar juntes e tal.", + "MEREDITH_SOCIAL2_MEREDITH22.f": "Enfim, [pause]vamos nessa, temos monstros pra enfrentar juntas e tal.", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION1": "Com o quê?", + "MEREDITH_SOCIAL3_MEREDITH1_OPTION2": "Pode falar...", + "MEREDITH_SOCIAL3_MEREDITH3": "Nós encontramos um álbum que nunca foi gravado no meu mundo, certo?", + "MEREDITH_SOCIAL3_MEREDITH2": "É que assim:", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION1": "É, faz sentido!", + "MEREDITH_SOCIAL3_MEREDITH4": "E se houver uma infinidade de mundos, isso significa que... [pause]há álbuns infinitos.", + "MEREDITH_SOCIAL3_MEREDITH4_OPTION2": "Será que pode ser?", + "MEREDITH_SOCIAL3_MEREDITH6": "Cada livro que ele escrevia não era só uma história, era como espiar a mente dele. [pause]As inspirações, crenças, filosofias...", + "MEREDITH_SOCIAL3_MEREDITH5": "Então assim, [pause]eu era super fã de um autor de fantasia na minha adolescência. [pause]Tipo, fissuradona.", + "MEREDITH_SOCIAL3_MEREDITH7": "Acho que quando se escreve um livro, você abre um pouco de si para o mundo, para sempre.", + "MEREDITH_SOCIAL3_MEREDITH8": "Eu acabei lendo tudo o que ele escreveu enquanto viveu, e isso me deixou abalada.", + "MEREDITH_SOCIAL3_MEREDITH9": "Eu já tinha apreciado tudo o que ele escreveu. [shake rate=30 level=10]Nunca mais[/shake] sentiria aquilo novamente.", + "MEREDITH_SOCIAL3_MEREDITH10": "Acho que é isso que a morte reserva pra nós... [pause]Num determinado momento, vamos ter falado tudo o que era pra ser dito.", + "MEREDITH_SOCIAL3_MEREDITH11": "Mas se houver mundos infinitos, então existe uma chance de uma lista infinita de livros diferentes escritos por ele.", + "MEREDITH_SOCIAL3_MEREDITH12": "E, talvez... [pause]também existam infinitas versões nossas, vivendo infinitos momentos e experiências.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION1": "Vamos!", + "MEREDITH_SOCIAL3_MEREDITH13": "Pensando assim, [pause]a gente nunca vai morrer de verdade.", + "MEREDITH_SOCIAL3_MEREDITH14": "Enfim, só uma paranoia que tava na minha cabeça.", + "MEREDITH_SOCIAL3_MEREDITH15": "Eaê, vamos nessa?", + "MEREDITH_SOCIAL4_MEREDITH1.f": "Ok, tudo pronto?", + "MEREDITH_SOCIAL4_MEREDITH1.m": "Ok, tudo pronto?", + "MEREDITH_SOCIAL4_MEREDITH2": "...", + "MEREDITH_SOCIAL4_MEREDITH3": "Cineminha. [pause]Na minha casa. [pause]Topa?", + "MEREDITH_SOCIAL4_MEREDITH1.n": "Ok, tudo pronto?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.m": "Isso meio que aluga um espaço pra mim na sua cabeça, saca? [pause]E, [pause]tipo, [pause]eu acho você um amorzinho.", + "MEREDITH_SOCIAL4_MEREDITH3_OPTION2": "Agora não.", + "MEREDITH_SOCIAL4_MEREDITH4": "Ah, sem graça. Me avisa quando estiver a fim. Vai ser divertido.", + "MEREDITH_SOCIAL4_MEREDITH5": "Eba! Você vai amar.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION1": "Incrível!", + "MEREDITH_SOCIAL4_MEREDITH9": "Já viu um desses?", + "MEREDITH_SOCIAL4_MEREDITH6": "Saca só: o único projetor operante em Nova Murta.", + "MEREDITH_SOCIAL4_MEREDITH8": "Chegou a hora de te contar sobre a maldição secreta de Nova Murta.", + "MEREDITH_SOCIAL4_MEREDITH6_OPTION2": "Onde você conseguiu isso?!", + "MEREDITH_SOCIAL4_MEREDITH7": "É um dos meus lazeres secretos.", + "MEREDITH_SOCIAL4_MEREDITH10": "É uma fita. [pause]Mas não uma fita qualquer...", + "MEREDITH_SOCIAL4_MEREDITH11": "É a fita do filme de ação \\\"O Soca Sangue\\\", de 1981.", + "MEREDITH_SOCIAL4_MEREDITH12": "Desde que cheguei, centenas de fitas acabaram nas praias de Nova Murta.", + "MEREDITH_SOCIAL4_MEREDITH13": "E eu guardei cada uma delas.", + "MEREDITH_SOCIAL4_MEREDITH14": "Todinhas.", + "MEREDITH_SOCIAL4_MEREDITH15": "E adivinha?", + "MEREDITH_SOCIAL4_MEREDITH16": "Todas são O Soca Sangue.", + "MEREDITH_SOCIAL4_MEREDITH17": "[shake rate=30 level=10]Cada uma delas é O Soca Sangue.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH18": "[shake rate=30 level=10]É o único filme que dá pra assistir em Nova Murta.[/shake]", + "MEREDITH_SOCIAL4_MEREDITH19": "Então, adivinha o que vamos assistir?", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.f": "Pronta pra curtir isso ironicamente!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION1": "Eu adoro filmes assim!", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.m": "Pronto pra curtir isso ironicamente!", + "MEREDITH_SOCIAL4_MEREDITH20": "Assim que se fala.", + "MEREDITH_SOCIAL4_MEREDITH19_OPTION2.n": "Pronte pra curtir isso ironicamente!", + "MEREDITH_SOCIAL4_MEREDITH21": "Queria... [pause]te agradecer por passar esse tempo comigo.", + "MEREDITH_SOCIAL4_MEREDITH22": "Não tenho me divertido em Nova Murta, mas isso foi, tipo, a coisa mais legal que rolou.", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION2": "Isso é... um encontro?", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.m": "Ainda bem que nos tornamos amigos!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.f": "Ainda bem que nos tornamos amigas!", + "MEREDITH_SOCIAL4_MEREDITH22_OPTION1.n": "Ainda bem que nos tornamos amigues!", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH1": "Haha, concordo, {player}.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.m": "Temos um péssimo filme pela frente. E lá vamos nós.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.f": "Ok, já deu de sinceridade por hoje, miga.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.m": "Ok, já deu de sinceridade por hoje, migo.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH2.n": "Ok, já deu de sinceridade por hoje, migue.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.n": "Temos um péssimo filme pela frente. E lá vamos nós.", + "MEREDITH_SOCIAL4_PLATONIC_MEREDITH3.f": "Temos um péssimo filme pela frente. E lá vamos nós.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH1": "[pause].[pause].[pause].", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH2": "Por que a demora em perguntar?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH8": "Eu ainda quero curtir com você...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH3": "Qualé, nós [wave amp=30 freq=30]literalmente[/wave] nos fundimos.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH6": "Mas podemos ser casuais? [pause]Tipo, [pause]nada a sério?", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.n": "Isso meio que aluga um espaço pra mim na sua cabeça, saca? [pause]E, [pause]tipo, [pause]eu acho você um amorzinho.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH4.f": "Isso meio que aluga um espaço pra mim na sua cabeça, saca? [pause]E, [pause]tipo, [pause]eu acho você um amorzinho.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH5": "Por que não? Encontrinho, filme ruim, parece uma boa.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH7": "É que eu, [pause]hm, [pause]só fiquei com homens antes. [pause]Isso é meio novo pra mim.", + "MEREDITH_ROMANCE_MEREDITH1_OPTION1": "[color=#f382c5]Eu quero namorar você.[/color]", + "MEREDITH_ROMANCE_MEREDITH2": "Eu...", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH9": "Mas também quero poder te beijar às vezes.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH10": "Enfim, [pause]já vi esse filme milhões de vezes.", + "MEREDITH_SOCIAL4_ROMANTIC_MEREDITH11": "Então... não precisamos prestar muita atenção.", + "MEREDITH_ROMANCE_MEREDITH1.m": "Que silêncio, {player}. [pause]Tem alguma coisa te incomodando?", + "MEREDITH_ROMANCE_MEREDITH1_OPTION2": "Nadinha!", + "MEREDITH_ROMANCE_MEREDITH_NO": "Ah, [pause]tá.", + "MEREDITH_ROMANCE_MEREDITH1.f": "Que silêncio, {player}. [pause]Tem alguma coisa te incomodando?", + "MEREDITH_ROMANCE_MEREDITH1.n": "Que silêncio, {player}. [pause]Tem alguma coisa te incomodando?", + "MEREDITH_ROMANCE_MEREDITH3": "Assim, é meio óbvio que eu [wave amp=30 freq=30]gosto[/wave] de você.", + "CAPTAIN_SKIP_NOT_TRAINEE1": "Digamos que você tenha interesse na nobre busca pela \\\"boa sucata\\\", por que não se torna um aprendiz de vigilante?", + "CAPTAIN_SKIP_INTRO2": "Salve! [pause]Sou Cisco, comandante dos vigilantes de Nova Murta.", + "CAPTAIN_CLEEO_INTRO6": "[color=#e3affe][wave amp=30 freq=2]Eu sou Clee-O, a mecanoide que vai atender sua mesa esta noite.[/wave][/color]", + "CAPTAIN_CLEEO_INTRO7": "[color=#e3affe][wave amp=30 freq=2]Gostaria de pedir algo...[/wave][/color]", + "CAPTAIN_CLEEO_INTRO8": "[color=#e3affe][shake rate=30 level=10]01001111 01010101 01000011 01001000[/shake][/color]", + "CAPTAIN_CLEEO_INTRO5.n": "[color=#e3affe][wave amp=30 freq=2]Bem-vinde, [pause]consumidore, [pause]ao \\\"Empório do Faraó\\\" Novo Vegas![/wave][/color]", + "CAPTAIN_DREADFUL_INTRO5": "Vitória Frankenstein, [pause]comandante dos vigilantes, a que enganou a morte, em carne e osso!", + "CAPTAIN_CLEEO_PRE_BATTLE_NO": "[color=#e3affe]Não quer lançar os dados? Talvez da próxima vez.[/color]", + "CAPTAIN_CLEEO_LAST_LEGS1": "[color=#e3affe][shake rate=30 level=10]Estou aumentando as apostas![/shake][/color]", + "CAPTAIN_CLEEO_PRE_BATTLE2": "[color=#e3affe]Muito bem, vamos jogar, [pause]ás alto, o vencedor leva tudo![/color]", + "CAPTAIN_ZEDD_POST_REMATCH1": "Perdi de novo? É por isso que eu não confio no mundo dos acordados...", + "CAPTAIN_JUDAS_INTRO1.m": "Eu ouvi você chegando a 200 metros de distância. [pause]Se estava tentando me pegar de surpresa, você falhou.", + "CAPTAIN_ZEDD_PRE_REMATCH1.m": "Ei, novato! [pause]Quer dizer, comandante. [pause]Ouvi dizer que é um de nós agora.", + "CAPTAIN_SKIP_POST_REWARD2": "Não consigo imaginar esse tipo de vida!", + "CAPTAIN_JUDAS_INTRO2": "Judas da Mata. [pause]Comandante dos vigilantes, especialista em sobrevivência.", + "CAPTAIN_JUDAS_PRE_BATTLE1": "Quer uma lição sobre sobrevivência em primeira mão? [pause]Eu já recebi a informação que você é aprendiz de vigilante.", + "CAPTAIN_JUDAS_NOT_TRAINEE1": "Eu poderia compartilhar mais com você... mas isso é confidencial. [pause]Se você for aprendiz de vigilante, a história é outra.", + "CAPTAIN_JUDAS_INTRO1.n": "Eu ouvi você chegando a 200 metros de distância. [pause]Se estava tentando me pegar de surpresa, você falhou.", + "CAPTAIN_CLEEO_PRE_REMATCH1.f": "[color=#e3affe]Fui informada que você agora é uma comandante como nós. [pause]O que você acha de rolar os dados outra vez?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH1.m": "[color=#e3affe]Fui informada que você agora é um comandante como nós. [pause]O que você acha de rolar os dados outra vez?[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.f": "[color=#e3affe]Eu atualizei todas as fraquezas dos meus algoritmos de combate. [pause]Sua derrota é uma certeza estatística, \\\"comandante\\\"![/color]", + "CAPTAIN_CLEEO_PRE_REMATCH_NO": "[color=#e3affe]Não quer lançar os dados? Talvez da próxima vez.[/color]", + "CAPTAIN_LODESTEIN_INTRO1.n": "Falo com você em um segundo, camarada. Eu só tenho alguns reparos finais para fazer...", + "CAPTAIN_CLEEO_PRE_REMATCH1.n": "[color=#e3affe]Fui informada que você agora é ume comandante como nós. [pause]O que você acha de rolar os dados outra vez?[/color]", + "CAPTAIN_READY_CHECK.m": "Está pronto para a batalha com {pawn}?", + "CAPTAIN_JUDAS_POST_REMATCH1": "Pensei que havia coberto todos os cenários possíveis desta vez...", + "CAPTAIN_JUDAS_POST_REMATCH2": "Perdi de novo, [pause]mas não vou derramar lágrimas por causa disso. [pause]Chorar desidrata, e minhas reservas de água estão acabando.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.f": "Você não está pronta. Escolha sábia. [pause]É bom conhecer os seus limites.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.n": "Você não está pronte. Escolha sábia. [pause]É bom conhecer seus próprios limites.", + "CAPTAIN_JUDAS_PRE_REMATCH_NO.m": "Você não está pronto. Escolha sábia. [pause]É bom conhecer os seus limites.", + "CAPTAIN_JUDAS_PRE_REMATCH1.n": "Fui informado que agora você é comandante dos vigilantes como nós. [pause]Seu trabalho foi impressionante. [pause]Veio para uma revanche?", + "CAPTAIN_JUDAS_PRE_REMATCH1.f": "Fui informado que agora você é comandante dos vigilantes como nós. [pause]Seu trabalho foi impressionante. [pause]Veio para uma revanche?", + "CAPTAIN_REMATCH_CHECK": "Chamar {pawn} para uma revanche?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE6": "Você entende...", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.f": "Precisamos de mais pessoas como você ajudando no treinamento. Já pensou em ser comandante?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE8": "Se quiser, existe um último desafio, [pause]você precisa [wave amp=30 freq=10]me[/wave] derrotar em combate.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION2": "Não exatamente!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.n": "Precisamos de mais pessoas como você ajudando no treinamento. Já pensou em ser comandante?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7_OPTION1": "Já!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.m": "Bem, o que me diz? Quer fazer o teste para se tornar comandante dos vigilantes?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE_NO": "Sem problemas. Venha falar comigo novamente se mudar de ideia.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_YES": "Claro!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.n": "Bem, o que me diz? Quer fazer o teste para se tornar comandante dos vigilantes?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9.f": "Bem, o que me diz? Quer fazer o teste para se tornar comandante dos vigilantes?", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE9_OPTION_NO": "Agora não.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.f": "Estou ansiosa para ver do que você realmente é feita. Espero que esteja preparada para nos dar tudo de si!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.m": "Estou ansiosa para ver do que você realmente é feito. Espero que esteja preparado para nos dar tudo de si!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION1": "\\\"Nos\\\" dar?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION1": "Sua esposa?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1.n": "Estou ansiosa para ver do que você realmente é feite. Espero que esteja preparade para nos dar tudo de si!", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2": "Bem, [pause]acho que seria razoável que minha esposa me ajudasse nessa.", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE1_OPTION2": "Você vai lutar junto com quem?", + "LEADER_IANTHE_PRE_BATTLE1_CYBIL5": "Esta luta promete ser a [wave amp=30 freq=10]luta mais quente do ano![/wave] Quem vai ficar com a vitória?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE2_OPTION2": "Você é casada?", + "LEADER_IANTHE_PRE_BATTLE1_IANTHE3": "Está pronta, amor?", + "LEADER_IANTHE_PRE_BATTLE1_WILMA4": "Sim, querida!", + "LEADER_IANTHE_PRE_BATTLE1_LODESTEIN6": "Você consegue, {player}!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.m": "Qual é, estrangeiro? Mostre a Ianthe quem manda!", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.f": "Qual é, estrangeira? Mostre a Ianthe quem manda!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.m": "[color=#e3affe][shake rate=30 level=10]ARRASA COM ELE, IANTHE! LUTA PRA VALER![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_SKIP7.n": "Qual é, estrangeire? Mostre a Ianthe quem manda!", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.n": "[color=#e3affe][shake rate=30 level=10]ARRASA COM ELU, IANTHE! LUTA PRA VALER![/shake][/color]", + "LEADER_IANTHE_PRE_BATTLE1_CLEEO8.f": "[color=#e3affe][shake rate=30 level=10]ARRASA COM ELA, IANTHE! LUTA PRA VALER![/shake][/color]", + "LEADER_IANTHE_BATTLE_START.f": "Não pense que vamos pegar leve, {player}. [pause]Você não é mais uma aprendiz, agora está na [shake rate=30 level=10]liga profissional![/shake]", + "LEADER_IANTHE_BATTLE_START.m": "Não pense que vamos pegar leve, {player}. [pause]Você não é mais um aprendiz, agora está na [shake rate=30 level=10]liga profissional![/shake]", + "LEADER_IANTHE_BATTLE_START.n": "Não pense que vamos pegar leve, {player}. [pause]Você não é mais ume aprendiz, agora está na [shake rate=30 level=10]liga profissional![/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.m": "[shake rate=30 level=10]O quê? Achou que só vocês conseguiam se fundir?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.n": "[shake rate=30 level=10]O quê? Achou que só vocês conseguiam se fundir?[/shake]", + "LEADER_IANTHE_IN_BATTLE_FUSION.f": "[shake rate=30 level=10]O quê? Achou que só vocês conseguiam se fundir?[/shake]", + "LEADER_IANTHE_POST_BATTLE_IANTHE1": "Nada mau! [pause]Nada mau mesmo! [pause]Você nunca deixa de impressionar, não é?", + "LEADER_IANTHE_POST_BATTLE_WILMA2": "As histórias eram verdadeiras! Que batalha!", + "LEADER_IANTHE_POST_BATTLE_IANTHE3": "Aqui, isto é pra você.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.m": "Isso significa que você é oficialmente um comandante dos vigilantes agora. As pessoas vão querer treinar com você, do mesmo jeito que você foi treinado pelos outros comandantes.", + "LEADER_IANTHE_POST_BATTLE_IANTHE5": "Você deve saber que eu fui a primeira pessoa em Nova Murta a se transformar em um monstro com uma fita. [pause]Depois disso as pessoas sempre me fazem a mesma pergunta...", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.n": "Isso significa que você é oficialmente ume comandante dos vigilantes agora. As pessoas vão querer treinar com você, do mesmo jeito que você foi treinade pelos outros comandantes.", + "LEADER_IANTHE_POST_BATTLE_IANTHE8": "Os humanos criaram a [wave amp=30 freq=10]arte[/wave] da música. [pause]A arte é uma coisa intangível e imaginária que existe inteiramente dentro de nossa imaginação coletiva.", + "LEADER_IANTHE_POST_BATTLE_IANTHE4.f": "Isso significa que você é oficialmente uma comandante dos vigilantes agora. As pessoas vão querer treinar com você, do mesmo jeito que você foi treinada pelos outros comandantes.", + "LEADER_IANTHE_POST_BATTLE_IANTHE6": "\\\"Como essa coisa de fita funciona? [pause]Não faz sentido.\\\"", + "LEADER_IANTHE_FUSED_MATERIAL1": "Você pode conseguir isso com as Fusões Rebeldes e talvez com os Arcanjos, não tenho certeza.", + "LEADER_IANTHE_POST_BATTLE_IANTHE7": "Quer saber o que eu acho? [pause]Acho que faz todo o sentido se olhar do ponto de vista certo.", + "LEADER_IANTHE_POST_BATTLE_IANTHE9": "Então, [pause]selamos essa música intangível dentro de coisas físicas, como a [wave amp=30 freq=10]fita[/wave]. [pause]Isso a torna uma ponte perfeita entre o mundo físico e o imaginário.", + "LEADER_IANTHE_POST_BATTLE_IANTHE11": "Você viu o quadro de avisos fora da Prefeitura, não viu? [pause]Vou deixar uma mensagem lá se houver algum aprendiz precisando testar suas habilidades.", + "LEADER_IANTHE_POST_BATTLE_IANTHE10": "Acho que faz sentido, de certa forma.", + "LEADER_IANTHE_POST_BATTLE_IANTHE12": "Por enquanto, vou descansar por um bom tempo. [pause]Se você for continuar explorando a ilha, devia conversar com seus novos colegas comandantes.", + "LEADER_IANTHE_POST_BATTLE_IANTHE13": "Tenho certeza que eles vão te dar os parabéns pela \\\"promoção\\\"!", + "LEADER_IANTHE_FUSED_MATERIAL_NOT_CAPTAIN": "E se quer saber por que estamos pedindo aos vigilantes para coletar esse material, sugiro que deixe os comandantes se preocuparem com isso. Se concentre em terminar o seu treinamento.", + "LEADER_IANTHE_FUSED_MATERIAL2.f": "Agora que você é comandante, deve saber por que estamos reunindo todo esse Material Fundido.", + "LEADER_IANTHE_FUSED_MATERIAL2.n": "Agora que você é comandante, deve saber por que estamos reunindo todo esse Material Fundido.", + "LEADER_IANTHE_FUSED_MATERIAL2.m": "Agora que você é comandante, deve saber por que estamos reunindo todo esse Material Fundido.", + "LEADER_IANTHE_FUSED_MATERIAL3": "Você notou que tem cada vez mais \\\"Fusões Rebeldes\\\" aqui em Nova Murta?", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION1": "Eu já encontrei algumas!", + "LEADER_IANTHE_FUSED_MATERIAL3_OPTION2": "\\\"Fusões Rebeldes\\\"?", + "LEADER_IANTHE_FUSED_MATERIAL4A": "Pois é. Então você sabe que são muito mais fortes do que os monstros daqui de Nova Murta.", + "LEADER_IANTHE_FUSED_MATERIAL4B": "Você já deve ter encontrado com elas por aí, [pause]são fusões de monstros selvagens, geralmente ficam cercados por nuvens negras, sabe? Impossível não ver.", + "LEADER_IANTHE_FUSED_MATERIAL5": "Mas nem sempre foi assim. Até alguns anos atrás, as fusões eram raras.", + "LEADER_IANTHE_FUSED_MATERIAL6": "Não sabemos de onde elas vêm, nem por que aparecem.", + "LEADER_IANTHE_FUSED_MATERIAL7": "Minha preocupação é a velocidade com que se espalham. Se continuar assim, em poucos anos Vilancoradouro vai ser tomada pelas fusões.", + "LEADER_IANTHE_FUSED_MATERIAL8": "Não quero causar pânico, então não conte isso pra ninguém.", + "LEADER_IANTHE_FUSED_MATERIAL9": "Mas ainda temos esperança! O Material Fundido que conseguimos delas emite uma radiação fraca. Não é o suficiente para ser prejudicial, mas...", + "LEADER_IANTHE_FUSED_MATERIAL11": "Talvez...[pause] dê para descobrir de onde elas vêm e impedir que se espalhem. Isso seria legal.", + "LEADER_IANTHE_FUSED_MATERIAL10": "Com Material Fundido suficiente, podemos construir dispositivos para rastrear e detectar as Fusões Rebeldes.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE1": "Você tem prestado atenção nos tipos elementais das suas formas de monstro?", + "LEADER_IANTHE_FUSION_IANTHE1": "A fusão... [pause]raramente é alcançada. Tenho minhas teorias sobre como é possível duas pessoas se fundirem, mas não tenho certeza.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE2": "Os ataques elementais podem causar [wave amp=30 freq=10]reações químicas[/wave] quando usados contra monstros de certos tipos.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE4": "Mas se esse mesmo ataque de fogo [pause]for usado em um monstro de água, [pause]ele vai [wave amp=30 freq=10]se curar no vapor gerado[/wave]. Não seria uma boa ideia, né?", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE3": "Essas reações podem te beneficiar. Por exemplo, se você usar um ataque de fogo contra um alvo de elemento venenoso, ele vai queimar.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE5": "Você pode ver quais efeitos temporários seu ataque vai causar antes, então preste atenção.", + "LEADER_IANTHE_ELEMENTAL_TYPES_IANTHE6": "Ah, quase esqueci! [pause]Muitos ataques, como a \\\"Porrada\\\" e a \\\"Cusparada\\\", não têm um elemento natural, eles dependem do elemento do usuário.", + "LEADER_IANTHE_FUSION_IANTHE3": "Se quiser fortalecer sua fusão, você precisa aumentar esse vínculo.", + "LEADER_IANTHE_FUSION_IANTHE2": "Posso dizer por experiência que a força do vínculo entre elas aumenta diretamente a força e as habilidades da forma fundida.", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION1": "Com quem você se fundiu?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.m": "Quem é sua parceria de fusão?", + "LEADER_IANTHE_FUSION_IANTHE6": "Não se preocupe com isso!", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.f": "Quem é sua parceria de fusão?", + "LEADER_IANTHE_FUSION_IANTHE3_OPTION2.n": "Quem é sua parceria de fusão?", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.m": "Obrigada por se esforçar com as tarefas que te passei, {player}.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE1": "De qualquer forma, com todo esse Material Fundido que você reuniu, já dá pro Comandante Magneticus instalar o Radar de Fusões em alguns dos postes da ilha.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.n": "Obrigada por se esforçar com as tarefas que te passei, {player}.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE2": "Enquanto isso, quero que você fique com este protótipo.", + "LEADER_IANTHE_NOTICEBOARD_TURN_IN.f": "Obrigada por se esforçar com as tarefas que te passei, {player}.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE3": "Dá uma olhada no seu mapa. Ele vai mostrar onde as Fusões Rebeldes podem ser encontradas.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE4": "Esta versão do Radar de Fusões não penetra muito fundo no solo e não é 100% confiável, mas tenho certeza que você vai conseguir usá-lo.", + "LEADER_IANTHE_NOTICEBOARD_FR_IANTHE5": "E não esqueça de trocar seu Material Fundido com a Vigilante Wilma. Ele não serve pra nada se ficar parado dentro dos seus bolsos!", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE1": "A última leva que você me deu foi extremamente útil. O Comandante Magneticus me disse que seu [wave amp=30 freq=10]Radar de Fusões com penetração no solo[/wave] já está captando um sinal nas profundezas da Pedreira dos Dinossauros de Terramorta.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE2": "Eu encarreguei o Comandante Murilo de escavar o lugar quando ele não estiver ocupado com o treinamento ou cuidando das Fusões Rebeldes.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE3": "Falando em fusões, aconteceu um, digamos, algo novo...", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE4": "Algum tipo de fusão nova e instável está surgindo por toda parte. Nós a chamamos de \\\"Anátema\\\".", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE5": "A taxa em que essas coisas se replicam é...[pause] no mínimo preocupante.", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE6": "Vou mandar alguns para você através do quadro de avisos. Se importaria em dar uma olhada?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE2": "Bem, mandei o Comandante Murilo escavá-lo, e parece que é mais uma daquelas estações de trem que estão aparecendo por aí.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE1": "Se lembra do sinal que o Radar de Fusões do Comandante Magneticus captou na Pedreira dos Dinossauros?", + "LEADER_IANTHE_NOTICEBOARD_ANA_IANTHE7": "E não esqueça de trocar seu Material Fundido com a Vigilante Wilma. Ele não serve pra nada se ficar parado nos seus bolsos.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE3": "A julgar pela força do sinal nesta estação, essa pode ser a fonte do Anátema e de todas as Fusões Rebeldes!", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.m": "{player}, você é nosso vigilante que tem mais experiência com essas estações...[pause] e seus estranhos habitantes...[pause] pode dar uma olhada?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.f": "{player}, você é nossa vigilante que tem mais experiência com essas estações...[pause] e seus estranhos habitantes...[pause] pode dar uma olhada?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE6": "Hum, então Merlinha quer que a gente cuide das Fusões Rebeldes sozinhos?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE4.n": "{player}, você é nosse vigilante que tem mais experiência com essas estações...[pause] e seus estranhos habitantes...[pause] pode dar uma olhada?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE7": "Pelo menos temos a Estação Ponte Noturna para se esconder se a coisa ficar feia, graças ao seu trabalho duro.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE5": "{player}, tem boas notícias por aí?", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE8": "{player}, eu disse antes que não te julgaria se você deixasse Nova Murta, e repito agora.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE9": "Mas se você decidir ficar um pouco mais, o trabalho que tenho para você é literalmente interminável.", + "LEADER_IANTHE_NOTICEBOARD_HELIA_IANTHE10": "Você já sabe o que fazer.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_IANTHE1": "Acho que a Kayleigh tem uma coisa pra você.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH2": "Bem, eu gravei esta fita agorinha e me lembrei do dia em que te conheci.", + "LEADER_IANTHE_NOTICEBOARD_STARTER_KAYLEIGH3": "Sei que não é muito, mas eu queria que cê ficasse com isso.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1": "Ah, você viu algum...[pause] orbe flutuante gigante recentemente?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION1": "Hã?!", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE2": "Foi um relato estranho de um dos nossos novos aprendizes. Se bem que ele [wave amp=30 freq=30]bateu[/wave] a cabeça, talvez não seja nada.", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE1_OPTION2": "Tipo... o Sol?", + "LEADER_IANTHE_NOTICEBOARD_EGG_IANTHE3": "Fique de olho no Radar de Fusões, só por precaução.", + "LEADER_IANTHE_NOTICEBOARD_ITEMS_IANTHE1": "Isso é pra você!", + "OUTPOST_NPC_2_DIALOGUE1": "Um Saltamola se escondeu na esquina e me emboscou. [pause]Na verdade, tive sorte de ter saído de lá!", + "OUTPOST_NPC_1_DIALOGUE1": "[wave amp=30 freq=10]Zzzz...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_AA1": "VOCÊS, SERES DE CARNE E OSSO, SONHAM MUITO COM A MORTE. PASSAM SUAS CURTAS VIDAS SONHANDO COM ISSO. FOI ISSO QUE TE TROUXE ATÉ MIM?", + "AA_LAMENTO_MORI_PRE_BATTLE_KAYLEIGH2": "Cê tá perguntando... se viemos aqui pra morrer? [pause]Na verdade, não.", + "AA_LAMENTO_MORI_PRE_BATTLE_MEREDITH2": "Parece que tem bastante metal nesse cara. [pause]Tenho a impressão de que ele quer nos matar.", + "AA_LAMENTO_MORI_PRE_BATTLE_EUGENE2": "Não, viemos aqui pra lutar.", + "AA_LAMENTO_MORI_PRE_BATTLE_VIOLA2": "Eu não temo a morte. [pause]Uma passagem corajosa supera uma vida covarde.", + "AA_LAMENTO_MORI_PRE_BATTLE_FELIX2": "Acho que isso não vai acabar bem pro nosso lado.", + "AA_LAMENTO_MORI_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]A morte não me assusta... e nem você...[/wave]", + "AA_LAMENTO_MORI_PRE_BATTLE_DOG2": "Grrrr...", + "AA_LAMENTO_MORI_PRE_BATTLE_AA3": "VOU ME ALIMENTAR DO SEU MEDO, ENQUANTO MOSTRO A VERDADEIRA MORTE.", + "AA_LAMENTO_MORI_POST_BATTLE_ALEPH2": "ÓTIMO, UM GRANDE ESQUELETO! TODA EQUIPE PRECISA DE UM DESSES.", + "AA_LAMENTO_MORI_POST_BATTLE_KAYLEIGH3": "Tô com medo até agora, ufa! E será que o que ele disse é verdade mesmo... [pause]Talvez as pessoas [wave amp=30 freq=10]passem[/wave] mesmo a vida toda pensando na morte.", + "AA_LAMENTO_MORI_POST_BATTLE_LM1": "NEM MESMO A NOSSA ESPÉCIE PODE ESCAPAR DA VERDADEIRA MORTE...", + "AA_LAMENTO_MORI_POST_BATTLE_MEREDITH3": "O número de criaturas do pesadelo que querem nos matar nesta ilha é... [pause]muito alto.", + "AA_LAMENTO_MORI_POST_BATTLE_EUGENE3": "Esse foi o maior monstro esqueleto que eu [wave amp=30 freq=10]já[/wave] vi! Muito assustador, né?", + "AA_LAMENTO_MORI_POST_BATTLE_FELIX3": "Foi... desagradável.", + "AA_LAMENTO_MORI_POST_BATTLE_VIOLA3": "Os covardes morrem muitas vezes antes de suas mortes, mas os valentes nunca provam da morte senão uma vez.", + "AA_LAMENTO_MORI_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Acho que o Arcanjo entendeu que não assusta a gente...[/wave]", + "AA_PUPPET_PRE_BATTLE_AA1": "VOCÊ VAI SER MAIS UM BRINQUEDO DA MINHA COLEÇÃO? EU QUERO MAIS BRINQUEDOS...", + "AA_PUPPET_PRE_BATTLE_MEREDITH2": "Desculpe, colega. Não estamos aqui pra brincar.", + "AA_PUPPET_PRE_BATTLE_KAYLEIGH2": "Tô morrendo de medo dos olhos deste Arcanjo...", + "AA_PUPPET_PRE_BATTLE_EUGENE2": "Pessoas são apenas brinquedos pra você, né?!", + "AA_PUPPET_PRE_BATTLE_VIOLA2": "Não sinto bondade nas palavras desse espírito.", + "AA_PUPPET_PRE_BATTLE_FELIX2": "Não sei se esse cara tá pensando no nosso bem.", + "AA_PUPPET_PRE_BATTLE_DOG2": "Grrrr...", + "AA_PUPPET_PRE_BATTLE_AA3": "SIM... VOCÊS DARIAM UM BELO PAR DE FANTOCHES! HAHAHAHA", + "AA_PUPPET_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Não estamos aqui pra brincar, e sim pra lutar.[/wave]", + "AA_PUPPET_HINT_MEREDITH1": "Ele continua com essa [shake rate=30 level=10]maldita movimentação[/shake]! Deve ter [wave amp=30 freq=10]alguma maneira de saber[/wave] pra que lado ele vai.", + "AA_PUPPET_HINT_KAYLEIGH1": "Ele continua se movendo pra evitar nossos ataques! Fica de olho, deve ter [wave amp=30 freq=10]algum jeito de acertar[/wave] o lado que ele vai...", + "AA_PUPPET_HINT_EUGENE1": "Droga, ele continua se movendo logo na hora do golpe! Qualé, deve ter [wave amp=30 freq=10]algum jeito de saber[/wave] pra que lado ele vai...", + "AA_PUPPET_HINT_FELIX1": "Hum. Ele se move pra sair do golpe! Deve ter [wave amp=30 freq=10]algum jeito de saber[/wave] pra que lado ele vai...", + "AA_PUPPET_HINT_VIOLA1": "Nosso inimigo se movimenta com velocidade, nossos golpes estão errando o alvo. Ah, acredito que deve haver [wave amp=30 freq=10]uma maneira de discernir[/wave] para onde pretende saltar em seguida...", + "AA_PUPPET_HINT_SUNNY1": "[wave amp=20 freq=5]Hum, talvez dê pra prever as próximas ações dele...[/wave]", + "AA_PUPPET_HINT_DOG1": "O Doguinho parece infeliz porque o Arcanjo continua se movendo antes que qualquer um de vocês possa atacá-lo. Talvez haja uma maneira de descobrir em que direção ele vai se mover.", + "AA_PUPPET_POST_BATTLE_PUPPET1": "MEUS FANTOCHES! VOCÊ MATOU MEUS FANTOCHES!", + "AA_PUPPET_POST_BATTLE_ALEPH2": "PRAZER EM CONHECER VOCÊ, AMIZADE DE CHAPÉU! DIGA, ESTÁ PROCURANDO UM EMPREGO NOVO? VAMOS CONVERSAR!", + "AA_PUPPET_POST_BATTLE_KAYLEIGH3": "O jeito que aquele Arcanjo falou de nós, como se a gente nem fosse de verdade... como se a gente fosse de brinquedo. [pause]Talvez ele ache outra coisa agora que pegamos ele.", + "AA_PUPPET_POST_BATTLE_EUGENE3": "[wave amp=30 freq=10]Sempre[/wave] tem algum monstro que pensa que a vida das pessoas é brinquedo. [pause]Arcanjo ou humano, eles são todos perigosos.", + "AA_PUPPET_POST_BATTLE_MEREDITH3": "É melhor aquele Arcanjo ter aprendido que eu [wave amp=30 freq=10]não[/wave] sou o brinquedo de ninguém.", + "AA_PUPPET_POST_BATTLE_FELIX3": "Ele transformou a gente em... [pause]bonecos? Com certeza não vou dormir tranquilo depois dessa luta.", + "AA_PUPPET_POST_BATTLE_VIOLA3": "Esse espírito nos via como meros brinquedos. Que isso sirva de lição para nós. A espécie deles e a nossa não são iguais, nem um pouco.", + "AA_TOWER_PRE_BATTLE_AA1": "VERDADE... MENTIRA... OS HUMANOS SE IMPORTAM DEMAIS COM TAIS CONCEITOS TRIVIAIS. A REALIDADE NÃO É VERDADEIRA! ABRACEM A IGNORÂNCIA!", + "AA_PUPPET_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Acho que já provamos que não estamos pra brincadeira![/wave]", + "AA_TOWER_PRE_BATTLE_MEREDITH2": "Essa coisa certamente entende a \\\"realidade\\\" de forma questionável.", + "AA_TOWER_PRE_BATTLE_KAYLEIGH2": "Essa coisa precisa muito cair na real.", + "AA_TOWER_PRE_BATTLE_EUGENE2": "...Eu não entendo. O que você tá tentando dizer?", + "AA_TOWER_PRE_BATTLE_FELIX2": "Por mais que eu adore \\\"abraçar a ignorância\\\", tenho outras coisas pra fazer.", + "AA_TOWER_PRE_BATTLE_VIOLA2": "A tolice e a ignorância são as grandes maldições da humanidade. Ambas [wave amp=30 freq=10]já[/wave] nos são abundantes, espírito.", + "AA_TOWER_PRE_BATTLE_AA3": "VOCÊS NÃO ENTENDEM. DEIXE-ME DESPERTÁ-LOS DE SUAS FALSAS PERCEPÇÕES DE VERDADE E DE MENTIRA!", + "AA_TOWER_PRE_BATTLE_DOG2": "Grrrr...", + "AA_TOWER_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Não faço ideia do que você está falando...[/wave]", + "AA_TOWER_POST_BATTLE_TOWER1": "HÁ UMA VERDADE QUE AGORA É CLARA PARA MIM... EU FUI DERROTADA...", + "AA_TOWER_POST_BATTLE_KAYLEIGH3": "Que tal fazermos esse Arcanjo \\\"cair na real\\\"?", + "AA_TOWER_POST_BATTLE_ALEPH2": "E AÍ, COLEGA! PARECE QUE VOCÊ ESTÁ PERDENDO UMA LUTA POR AQUI. POR QUE NÃO VEM COMIGO?", + "AA_TOWER_POST_BATTLE_EUGENE3": "Os Arcanjos podem ser poderosos, mas isso não significa que sejam inteligentes.", + "AA_TOWER_POST_BATTLE_MEREDITH3": "Acho que até o Arcanjo mais [wave amp=30 freq=10]irritante[/wave] vai calar a boca se você bater nele o suficiente. Vamos levar essa lição a sério.", + "AA_TOWER_POST_BATTLE_FELIX3": "Aquele Arcanjo só falava besteiras, hein? Pelo menos conseguimos calar a boca dele.", + "AA_TOWER_POST_BATTLE_VIOLA3": "Aquele espírito tinha pouco sentido em suas palavras. Talvez a derrota por nossas mãos a humilhe.", + "AA_TOWER_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Arcanjos são bem estranhos, né...?[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE1": "VOCÊ IGNOROU MINHAS INSTRUÇÕES PARA NÃO SE MEXER! VOCÊ NÃO ME RESPEITA? NÃO PERCEBE O QUANTO EU SOU IMPORTANTE?!", + "AA_ALICE_PRE_BATTLE_KAYLEIGH2": "Seu ego é imenso, né?", + "AA_ALICE_PRE_BATTLE_MEREDITH2": "Não, você tem razão. Eu não te respeito nem um pouco.", + "AA_ALICE_PRE_BATTLE_EUGENE2": "Não faço A MÍNIMA ideia de quem você é, parça.", + "AA_ALICE_PRE_BATTLE_FELIX2": "Devemos saber quem você é?", + "AA_ALICE_PRE_BATTLE_DOG2": "Grrrr...", + "AA_ALICE_PRE_BATTLE_VIOLA2": "Meu respeito não é cedido de maneira tão arbitrária, espírito.", + "AA_ALICE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Desculpa, mas não sei quem você é...[/wave]", + "AA_ALICE_PRE_BATTLE_ALICE3": "QUE GROSSERIA... COM UM MEMBRO DA REALEZA, AINDA POR CIMA! SE VOCÊS SE RECUSAM A USAR A CABEÇA, TEREI QUE TIRÁ-LAS DOS SEUS OMBROS!", + "AA_ALICE_POST_BATTLE_ALICE1": "VOCÊ REALMENTE NÃO TEM RESPEITO, NÃO É? QUE IRRITANTE!", + "AA_ALICE_POST_BATTLE_KAYLEIGH3": "Acho que ela se achava a rainha do mundinho dela, né?", + "AA_ALICE_POST_BATTLE_ALEPH2": "SRTA. ALICE, PRAZER EM CONHECÊ-LA! EU PRECISO DE ALGUÉM COM AS SUAS... HABILIDADES SOCIAIS.", + "AA_ALICE_POST_BATTLE_MEREDITH3": "Todos os Arcanjos se acham tanto assim mesmo, ou ela foi um caso [wave amp=30 freq=10]à parte[/wave]?", + "AA_ALICE_POST_BATTLE_EUGENE3": "Esses Arcanjos são muito rudes, hein?", + "AA_CUBE_PRE_BATTLE_CUBE1": "O ESPAÇO TRIDIMENSIONAL É IMPERFEITO. A CIÊNCIA E A MATEMÁTICA PERMANECEM VERDADEIRAS. TODAS AS COISAS TÊM 4 LADOS.", + "AA_ALICE_POST_BATTLE_FELIX3": "Você acha que o Arcanjo realmente queria nossas cabeças, ou foi só uma frase? Na verdade, nem responde. Eu não quero saber.", + "AA_ALICE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Ela foi tão grosseira...[/wave]", + "AA_ALICE_POST_BATTLE_VIOLA3": "Não vou me curvar a ninguém que fale de forma tão insolente comigo, realeza ou não.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE9": "Alef adora se gabar. E [wave amp=30 freq=10]como[/wave] é que ele consegue falar? A cabeça dele é tipo um triângulo gigante. Que idiota.", + "AA_CUBE_PRE_BATTLE_MEREDITH2": "Eu diria que essa coisa está com um parafuso a menos na cabeça, [pause]mas parece que isso não tem cabeça.", + "AA_CUBE_PRE_BATTLE_KAYLEIGH2": "Esse Arcanjo parece meio peculiar, mas talvez seja do bem!", + "AA_CUBE_PRE_BATTLE_FELIX2": "Talvez este não tente nos atacar. O que você acha?", + "AA_CUBE_PRE_BATTLE_EUGENE2": "Eu não gosto de ficar olhando pra essa coisa...", + "AA_CUBE_PRE_BATTLE_SUNNY2": "[wave amp=20 freq=5]Não faço ideia do que você está falando...[/wave]", + "AA_CUBE_PRE_BATTLE_VIOLA2": "Esse espírito é uma espécie de filósofo? Ou simplesmente está nas garras da loucura?", + "AA_CUBE_PRE_BATTLE_DOG2": "Au?", + "AA_CUBE_PRE_BATTLE_CUBE3": "NÃO. VEJO INCONSISTÊNCIA EM VOCÊS. VOCÊS SÃO SERES IMPERFEITOS. DEIXE-ME CORRIGIR TODOS OS SEUS ÂNGULOS ERRADOS!", + "AA_CUBE_POST_BATTLE_CUBE1": "MEUS ÂNGULOS TAMBÉM SÃO IMPERFEITOS? OS CÁLCULOS ESTAVAM CORRETOS... EU FALHEI EM 3 DIMENSÕES SIMULTANEAMENTE.", + "AA_CUBE_POST_BATTLE_ALEPH2": "BEM NA HORA! EU ESTAVA MESMO PENSANDO EM CONTRATAR ALGUÉM BOM COM NÚMEROS. QUE TAL UM EMPREGO, CAMARADA CUBOIDE?", + "AA_CUBE_POST_BATTLE_KAYLEIGH3": "Não era um Arcanjo bonzinho, né? Que azar o nosso.", + "AA_CUBE_POST_BATTLE_MEREDITH3.n": "Acho que essa vai pra minha lista de \\\"coisas estranhas que tentaram me matar nesta ilha\\\". [pause]Coisa fina, migue.", + "AA_CUBE_POST_BATTLE_MEREDITH3.f": "Acho que essa vai pra minha lista de \\\"coisas estranhas que tentaram me matar nesta ilha\\\". [pause]Coisa fina, miga.", + "AA_CUBE_POST_BATTLE_EUGENE3": "Aquele Arcanjo era estranho. Ele parecia ser igual de todos os ângulos.", + "AA_CUBE_POST_BATTLE_MEREDITH3.m": "Acho que essa vai pra minha lista de \\\"coisas estranhas que tentaram me matar nesta ilha\\\". [pause]Coisa fina, migo.", + "AA_CUBE_POST_BATTLE_FELIX3": "Da próxima vez que encontrarmos um Arcanjo, vou agir como se a coisa quisesse nos matar logo de cara.", + "AA_CUBE_POST_BATTLE_VIOLA3": "Se havia método na loucura daquele espírito, eu não vi.", + "AA_CUBE_POST_BATTLE_SUNNY3": "[wave amp=20 freq=5]Arcanjos são bem estranhos, né...?[/wave]", + "RETROSPECTIVE_ALEPH_KAYLEIGH1": "Então, agora tem um homem misterioso com um [wave amp=30 freq=10]triângulo no lugar da cabeça[/wave] se intrometendo na caça dos Arcanjos? Não sei o que pensar...", + "RETROSPECTIVE_ALEPH_KAYLEIGH3": "Aquele homem-triângulo apareceu de novo. O que cê acha que ele quer com os Arcanjos?", + "RETROSPECTIVE_ALEPH_KAYLEIGH2": "Outra batalha de Arcanjo que terminou com a aparição do [wave amp=30 freq=10]homem-triângulo[/wave]. Já tô até me acostumando...", + "RETROSPECTIVE_ALEPH_KAYLEIGH4": "O homem-triângulo disse que queria uma \\\"conversa séria\\\" cocê. Do que ele tá falando...?", + "RETROSPECTIVE_ALEPH_KAYLEIGH6": "O Arcanjo foi levado pelo homem-triângulo feito mágica de novo. Já posso me preocupar, né?", + "RETROSPECTIVE_ALEPH_KAYLEIGH5": "Tô começando a achar que o homem-triângulo tá armando alguma, hein. Bora ficar de olho nele.", + "RETROSPECTIVE_ALEPH_KAYLEIGH7": "Quantas vezes cê já viu o homem-triângulo até agora, {player}? Parece que ele continua aparecendo aonde quer que cê vá, né?", + "RETROSPECTIVE_ALEPH_KAYLEIGH8": "O homem-triângulo apareceu e tirou o Arcanjo da luta de novo...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH5": "Derrotamos o Arcanjo pro Alef recrutar de novo... O que será que ele tá fazendo? Ele tá preso nesta ilha, assim como nós?", + "RETROSPECTIVE_ALEPH_KAYLEIGH9": "Se o homem-triângulo vai ficar aparecendo do nada pra pegar o Arcanjo que acabamos de derrotar, ele podia pelo menos deixar de grosseria e se apresentar, né não?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH6": "Vencemos a luta, mas o Alef tava lá pra deformar o Arcanjo de novo...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH7": "O Alef disse que nossos mundos têm \\\"lendas\\\" que se basearam nele. Isso pode ser verdade, {player}?", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH8": "Cê acha que todos os Arcanjos que vencemos foram apenas uma oportunidade de recrutamento pro Alef? Será...", + "RETROSPECTIVE_ALEPH_KNOWN_KAYLEIGH9": "Derrotamos outro Arcanjo, outro recruta pro Alef. O que ele tá querendo, hein?", + "RETROSPECTIVE_ALEPH_MEREDITH1": "Então, hum, o que aquele homem de cabeça triangular queria? Ele... [pause][wave amp=30 freq=10]transportou[/wave] o Arcanjo? Não sei o que pensar sobre isso...", + "RETROSPECTIVE_ALEPH_MEREDITH2": "Não é a primeira vez que o cara do triângulo aparece pra prender um Arcanjo, né? Isso não parece bom...", + "RETROSPECTIVE_ALEPH_MEREDITH3": "O que você acha que o cara do triângulo tá tramando, então? Não confio em ninguém com cabeça geométrica.", + "RETROSPECTIVE_ALEPH_MEREDITH5": "Da próxima vez que o cabeça de triângulo aparecer, tenta perguntar qual é a dele. Vale a pena arriscar...", + "RETROSPECTIVE_ALEPH_MEREDITH4": "Aquele homem-triângulo disse que quer \\\"ter uma conversa séria\\\" com você. Ele é estranhamente educado pra um cara flutuante e assustador.", + "RETROSPECTIVE_ALEPH_MEREDITH6": "A gente concorda que o cara com cabeça de triângulo tá tramando algo sombrio, né? É o que eu acho.", + "RETROSPECTIVE_ALEPH_MEREDITH8": "Não importa com quem você esteja, o homem-triângulo acaba aparecendo em toda batalha contra um Arcanjo, né?", + "RETROSPECTIVE_ALEPH_MEREDITH7": "Bem, terminamos com mais uma aparição já esperada do homem de cabeça de triângulo. Irritante como sempre...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH6": "Aquele Alef está por toda parte, né? Parece que ele pode ir pra qualquer lugar dentro da estação ferroviária subterrânea.", + "RETROSPECTIVE_ALEPH_MEREDITH9.m": "Por que aquele cara triangular fala como um pequeno empresário? É estranho, migo.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH5": "Aquele tal de Alef apareceu de novo.", + "RETROSPECTIVE_ALEPH_MEREDITH9.n": "Por que aquele cara triangular fala como um pequeno empresário? É estranho, migue.", + "RETROSPECTIVE_ALEPH_MEREDITH9.f": "Por que aquele cara triangular fala como um pequeno empresário? É estranho, miga.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH7": "Bem, terminamos com mais uma aparição já esperada do Alef, irritante como sempre...", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH8": "Não importa com quem você esteja, toda batalha contra um Arcanjo termina com uma aparição indesejada do Alef, né?", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.m": "Por que o Alef fala como um pequeno empresário? É estranho, migo.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.f": "Por que o Alef fala como um pequeno empresário? É estranho, miga.", + "RETROSPECTIVE_ALEPH_KNOWN_MEREDITH9.n": "Por que o Alef fala como um pequeno empresário? É estranho, migue.", + "RETROSPECTIVE_ALEPH_EUGENE1": "Então, só pra confirmar, você também viu o cara flutuante com o casaco vermelho sugar o Arcanjo com sua cabeça de triângulo, não foi? [pause]Só pra ter certeza.", + "RETROSPECTIVE_ALEPH_EUGENE2": "OK, essa é a segunda vez que o homem de casaco vermelho aparece pra levar um Arcanjo, né?", + "RETROSPECTIVE_ALEPH_EUGENE3": "O homem flutuante de casaco vermelho! Foi a terceira vez que ele apareceu e fez um Arcanjo [wave amp=30 freq=10]desaparecer[/wave], não foi?", + "RETROSPECTIVE_ALEPH_EUGENE5": "Foi uma luta incrível, mas agora não consigo parar de pensar no homem flutuante que apareceu no final. Se ele for uma ameaça pra Vilancoradouro, devo ficar de olho nele...", + "RETROSPECTIVE_ALEPH_EUGENE4": "O homem de casaco vermelho disse que queria ter uma \\\"conversa de séria\\\" com você. Foi ameaçador, hein...", + "RETROSPECTIVE_ALEPH_EUGENE6": "Aquele homem com a cabeça triangular... você acha que ele é um Arcanjo também? Ele parece bem poderoso. Não confio nem um pouco nele.", + "RETROSPECTIVE_ALEPH_EUGENE7": "O que aquele cara do triângulo quis dizer quando falou que existem \\\"lendas\\\" baseadas nele?", + "RETROSPECTIVE_ALEPH_EUGENE8": "Aquele homem-triângulo tava lá de novo. Zero surpresa. Ele aparece sempre que você encontra um Arcanjo, né?", + "RETROSPECTIVE_ALEPH_EUGENE9.m": "Aquele Arcanjo fala como se fosse um gerente de escritório. Isso me deixa doido, parça.", + "RETROSPECTIVE_ALEPH_FELIX4": "O que o cara do triângulo quis dizer com ter uma \\\"conversa séria\\\" com você? Ele parece civilizado, mas não confio nem um pouco nele.", + "RETROSPECTIVE_ALEPH_EUGENE9.f": "Aquele Arcanjo fala como se fosse um gerente de escritório. Isso me deixa doido, parça.", + "RETROSPECTIVE_ALEPH_EUGENE9.n": "Aquele Arcanjo fala como se fosse um gerente de escritório. Isso me deixa doido, parça.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE5": "Essa luta foi [shake rate=30 level=10]memorável[/shake], mas agora só consigo pensar no Alef. Qual é o problema dele, hein?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE7": "O que o Alef quis dizer quando falou que existem \\\"lendas\\\" baseadas nele?", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE6": "Parece que o Alef não quer lutar com as próprias mãos, não é? Ele sempre aparece DEPOIS que a luta termina.", + "RETROSPECTIVE_ALEPH_KNOWN_EUGENE8": "Alef apareceu [wave amp=30 freq=10]de novo[/wave] depois daquela luta. Zero surpresa. Ele sempre aparece quando você encontra um Arcanjo, né?", + "RETROSPECTIVE_ALEPH_FELIX1": "Você já viu aquele cara com a cabeça de triângulo antes? Porque eu nunca vi. Bem estranho, né?", + "RETROSPECTIVE_ALEPH_FELIX2": "Então o cara da cabeça triangular já apareceu duas vezes, né? Tem alguma coisa ai, só não sei o que é.", + "RETROSPECTIVE_ALEPH_FELIX3": "Parece que o cabeça de triângulo se lembrou de você desta vez, {player}.", + "RETROSPECTIVE_ALEPH_FELIX6": "Aquele cara do triângulo... é um Arcanjo também, certo? Ou algo do tipo...?", + "RETROSPECTIVE_ALEPH_FELIX5": "Aquele cara do triângulo voltou pra resgatar o Arcanjo. Será que ele tá recrutando eles?", + "RETROSPECTIVE_ALEPH_VIOLA1": "Você já viu algo tão curioso quanto aquela figura que apareceu para nós mais cedo? Não o espírito com quem lutamos, mas o homem desprovido de cabeça...", + "RETROSPECTIVE_ALEPH_FELIX7": "Aquele cara do triângulo disse que nosso mundo tem lendas baseadas nele. O que será que ele quis dizer?", + "RETROSPECTIVE_ALEPH_FELIX8": "O que você acha daquele cara do triângulo, {player}? Eu tenho algumas teorias...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX5": "Então, o Alef apareceu novamente para resgatar o Arcanjo que lutou contra a gente. Para que será que ele tá reunindo eles? Ele tá tentando encontrar uma maneira de sair de Nova Murta?", + "RETROSPECTIVE_ALEPH_FELIX9": "Então aquele cara do triângulo ESTÁ recrutando os Arcanjos. O que ele vai fazer, montar uma banda?", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX7": "Alef disse que nosso mundo tem lendas baseadas nele. Não confio em uma palavra do que ele diz, mas tenho a sensação de que ele pode estar falando a verdade desta vez...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX6": "Quando Alef apareceu naquela hora, eu reconheci o tom de voz dele. Era como se ele estivesse fazendo uma [wave amp=30 freq=10]proposta de trabalho[/wave] ao Arcanjo...", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX8": "Vencemos a batalha, mas o Alef estava lá de novo. Vamos tomar cuidado, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_FELIX9": "Por que Alef está recrutando os Arcanjos? O que ele vai fazer, montar uma banda?", + "RETROSPECTIVE_ALEPH_VIOLA3": "Aquele espírito, o que reflete o meu rosto no dele, pareceu te reconhecer, {player}. Que maquinações ele está tramando?", + "RETROSPECTIVE_ALEPH_VIOLA2": "Aquele espírito apareceu novamente para você, aquele que tem um espelho no lugar do rosto. O que poderia significar essa aparição repentina?", + "RETROSPECTIVE_ALEPH_VIOLA4": "Aquele espírito com o rosto espelhado parecia querer falar com você, {player}. Tenha cuidado com as palavras que ele proferir.", + "RETROSPECTIVE_ALEPH_VIOLA6": "O que esse espírito com o rosto espelhado pode estar planejando? Não confio nos planos dos espíritos, {player}.", + "RETROSPECTIVE_ALEPH_VIOLA5": "O espírito com a cabeça triangular estava lá para intervir em nossa batalha novamente. Um ser curioso, certamente...", + "RETROSPECTIVE_ALEPH_VIOLA7": "Aquele espírito que apareceu para nós, que tem o rosto espelhado, o que ele quer?", + "RETROSPECTIVE_ALEPH_VIOLA8": "Nosso inimigo escapou de nossas mãos mais uma vez devido à chegada repentina do espírito com cara de espelho. Muito rude.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA7": "Podemos ter vencido o poderoso espírito, mas Alef interveio para resgatá-lo. Não posso deixar de notar um padrão...", + "RETROSPECTIVE_ALEPH_VIOLA9": "Certamente o espírito com o rosto espelhado deveria ser cortês ao se apresentar a nós, não? Suas aparições repentinas não são bem-vindas.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA6": "Quais serão os planos do nosso inimigo \\\"Alef\\\"? Não confio nos planos dos espíritos, {player}.", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA5": "O espírito \\\"Alef\\\" estava lá para intervir em nossa batalha novamente. Será que ele também deseja abandonar este país?", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA8": "Nosso inimigo mais uma vez escapou de nossas mãos devido à chegada repentina do espírito conhecido como Alef. Que grosseria.", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.f": "Bem, talvez da próxima vez você esteja pronta para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.n": "Bem, talvez da próxima vez você esteja pronte para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", + "CAPTAIN_HEATHER_POST_BATTLE2": "Essas são qualidades que procuramos nos vigilantes. [pause]Você passou no meu desafio tranquilamente!", + "CAPTAIN_HEATHER_POST_BATTLE1": "Nenhuma chuva ou tempestade pode te segurar, hein? Você fincou suas raízes firme e forte!", + "CAPTAIN_HEATHER_POST_REWARD1": "A previsão do seu futuro é tempo aberto!", + "CAPTAIN_HEATHER_DEFEATED_INTERACT1": "O clima aqui é imprevisível... [pause]assim como tudo nesta ilha, não é mesmo?", + "CAPTAIN_HEATHER_PRE_REMATCH1.f": "Minha previsão estava correta, você agora é comandante dos vigilantes. Este é um momento perfeito para uma revanche, não acha?", + "CAPTAIN_HEATHER_PRE_REMATCH2": "Magnífico! [pause]Hora de aumentar a pressão atmosférica!", + "CAPTAIN_HEATHER_PRE_REMATCH1.m": "Minha previsão estava correta, você agora é comandante dos vigilantes. Este é um momento perfeito para uma revanche, não acha?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.m": "Bem, talvez da próxima vez você esteja pronto para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", + "CAPTAIN_BUFFY_INTRO1": "[shake rate=30 level=10]Arf... arf...[/shake] Minhas panturrilhas estão pegando fogo...", + "CAPTAIN_HEATHER_PRE_REMATCH1.n": "Minha previsão estava correta, você agora é comandante dos vigilantes. Este é um momento perfeito para uma revanche, não acha?", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.f": "Bem, talvez da próxima vez você esteja pronta para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", + "CAPTAIN_HEATHER_PRE_REMATCH_NO.n": "Bem, talvez da próxima vez você esteja pronte para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", + "CAPTAIN_BUFFY_PRE_BATTLE_NO": "Sem problemas, você pode ir se alongar e se aquecer antes de voltar.", + "CAPTAIN_HEATHER_POST_REMATCH1": "Uma vitória trovejante de novo! Não esperava nada menos de você, claro.", + "CAPTAIN_BUFFY_INTRO2": "Olá! Eu sou a Bárbara, mas meus amigos me chamam de Barbie. [pause]Sou comandante dos vigilantes aqui em Nova Murta.", + "CAPTAIN_BUFFY_INTRO3": "Dá para dizer que estou treinando para a batalha e melhorando meu corpo. Podemos nos transformar em monstros para lutar aqui em Nova Murta...", + "CAPTAIN_BUFFY_INTRO2_OPTION1": "Você está treinando para alguma coisa?", + "CAPTAIN_BUFFY_INTRO2_OPTION2": "O que você está fazendo?", + "CAPTAIN_CODEY_POST_REWARD1": "Não pense que você ganhou [wave amp=30 freq=10]porque quis[/wave], ouviu? [pause]Se eu tivesse ido com tudo, você não teria chance.", + "CAPTAIN_BUFFY_INTRO4": "Mas tudo começa aqui, com nosso corpo de carne. É preciso energia para batalhar, e eu preciso [wave amp=30 freq=10]maximizar[/wave] a minha energia!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.f": "Eu posso te mostrar como se faz, mas você ainda não se inscreveu para aprendiz de vigilante. Você pode voltar outra hora.", + "CAPTAIN_BUFFY_NOT_TRAINEE1.m": "Eu posso te mostrar como se faz, mas você ainda não se inscreveu para aprendiz de vigilante. Você pode voltar outra hora.", + "CAPTAIN_BUFFY_PRE_BATTLE2.m": "Vamos nessa! [pause]Espero que não fique [wave amp=30 freq=10]muito[/wave] cansado!", + "CAPTAIN_BUFFY_NOT_TRAINEE1.n": "Eu posso te mostrar como se faz, mas você ainda não se inscreveu para aprendiz de vigilante. Você pode voltar outra hora.", + "CAPTAIN_BUFFY_PRE_BATTLE1": "Se quiser aprender uma coisa ou outra, aceite meu desafio de vigilante. Acha que tem fôlego para lutar contra mim?", + "CAPTAIN_BUFFY_PRE_BATTLE2.f": "Vamos nessa! [pause]Espero que não fique [wave amp=30 freq=10]muito[/wave] cansada!", + "CAPTAIN_BUFFY_PRE_BATTLE2.n": "Vamos nessa! [pause]Espero que não fique [wave amp=30 freq=10]muito[/wave] cansade!", + "CAPTAIN_BUFFY_LAST_LEGS1": "Agora você me fez suar!", + "CAPTAIN_BUFFY_POST_BATTLE2": "Muito bem, aprendiz! [pause]Você realmente mereceu.", + "CAPTAIN_BUFFY_POST_BATTLE1": "Apesar de ter maximizado minha energia, ainda me sinto esgotada!", + "CAPTAIN_BUFFY_DEFEATED_INTERACT1": "100 abdominais, 100 flexões, 100 agachamentos... Minha nova rotina de treinos vai me dar um abdômen tão duro que aguentaria até uma facada!", + "CAPTAIN_BUFFY_POST_REWARD1": "Talvez eu devesse fazer uma pausa antes que as cãibras comecem...", + "CAPTAIN_BUFFY_PRE_REMATCH1.m": "Olá, [wave amp=30 freq=10]vigilante[/wave]! [pause]Eu ouvi falar da sua promoção!", + "CAPTAIN_BUFFY_PRE_REMATCH2": "Isso quer dizer que você veio treinar de novo?", + "CAPTAIN_BUFFY_PRE_REMATCH1.f": "Olá, [wave amp=30 freq=10]vigilante[/wave]! [pause]Eu ouvi falar da sua promoção!", + "CAPTAIN_BUFFY_PRE_REMATCH3": "Vamos nessa! [pause]Estou ansiosa para suar com você de novo.", + "CAPTAIN_BUFFY_PRE_REMATCH1.n": "Olá, [wave amp=30 freq=10]vigilante[/wave]! [pause]Eu ouvi falar da sua promoção!", + "CAPTAIN_CYBIL_LAST_LEGS1.m": "A batalha está esquentando! [pause]Sua amada anfitriã vai conseguir a vitória ou ela vai ser do nosso corajoso desafiante? [pause]Hora do clímax!", + "CAPTAIN_BUFFY_PRE_REMATCH_NO": "Sem problemas, você pode ir se alongar e se aquecer antes de voltar.", + "CAPTAIN_BUFFY_POST_REMATCH1.n": "Você tem malhado, não é? Dá pra ver, você está mais forte do que da última vez.", + "CAPTAIN_BUFFY_POST_REMATCH1.m": "Você tem malhado, não é? Dá pra ver, você está mais forte do que da última vez.", + "CAPTAIN_CYBIL_NOT_TRAINEE1.m": "Nós gostaríamos de fazer uma entrevista ao vivo com nosso convidado, mas ele ainda não assinou a [wave amp=30 freq=10]papelada necessária[/wave]. [pause]Uma pena para nossos ouvintes por aí!", + "CAPTAIN_DREADFUL_LAST_LEGS1": "Já chega! [shake rate=30 level=10]Vou colocar você no seu devido lugar![/shake]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.f": "Olá de novo! [pause]Veio ver sua querida amiga Vitória, colega? [wave amp=30 freq=10]Ohh[/wave], não precisava.", + "CAPTAIN_DREADFUL_POST_BATTLE1": "Estou impressionada. [pause]Nem mesmo me deslocando do plano mortal fui capaz de impedir sua vitória.", + "CAPTAIN_DREADFUL_POST_BATTLE2": "Aqui está sua recompensa por derrotar [wave amp=30 freq=10]Vitória Frankenstein![/wave]", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.n": "Olá de novo! [pause]Veio ver sua querida amiga Vitória, colega? [wave amp=30 freq=10]Ohh[/wave], não precisava.", + "CAPTAIN_DREADFUL_POST_REMATCH1": "Parece que você ganhou de novo. Suponho que haja uma lição aqui para nós!", + "CAPTAIN_DREADFUL_DEFEATED_INTERACT1.m": "Olá de novo! [pause]Veio ver sua querida amiga Vitória, colega? [wave amp=30 freq=10]Ohh[/wave], não precisava.", + "CAPTAIN_DREADFUL_POST_REWARD2": "...Não tenho [wave amp=30 freq=10]certeza[/wave] do que isso significa, [pause]mas parece profundo!", + "CAPTAIN_DREADFUL_PRE_REMATCH1.m": "Ora, ora, ora, [pause]Se não é o nosso [wave amp=30 freq=10]mais novo[/wave] comandante dos vigilantes? [pause]Veio aqui para levar essa garota para uma noitada?", + "CAPTAIN_CYBIL_POST_REMATCH1.f": "Que show maravilhoso! [pause]Você se dedicou 120% dessa vez.", + "CAPTAIN_DREADFUL_PRE_REMATCH1.f": "Ora, ora, ora, [pause]Se não é a nossa [wave amp=30 freq=10]mais nova[/wave] comandante dos vigilantes? [pause]Veio aqui para levar essa garota para uma noitada?", + "CAPTAIN_DREADFUL_PRE_REMATCH1.n": "Ora, ora, ora, [pause]Se não é ê nosse [wave amp=30 freq=10]mais nove[/wave] comandante dos vigilantes? [pause]Veio aqui para levar essa garota para uma noitada?", + "CAPTAIN_DREADFUL_PRE_REMATCH2": "Ou talvez seja outra coisa. [pause]Está mesmo a fim de outro round no ringue comigo?", + "CAPTAIN_DREADFUL_PRE_REMATCH3": "Muito bem, então. [pause]Já que somos iguais, fique sabendo que não vou me segurar desta vez!", + "CAPTAIN_DREADFUL_POST_REMATCH2": "...Não sei qual é a lição. [pause]Vou deixar essa parte com você.", + "CAPTAIN_DREADFUL_PRE_REMATCH_NO": "Não aguenta briga, né? [pause]Não te julgo.", + "CAPTAIN_GLADIOLA_INTRO1.f": "Você está muito longe de casa, não é? Não estou falando de Vilancoradouro, é claro. [pause]Estou falando do seu verdadeiro lar.", + "CAPTAIN_GLADIOLA_INTRO1.m": "Você está muito longe de casa, não é? Não estou falando de Vilancoradouro, é claro. [pause]Estou falando do seu verdadeiro lar.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION2": "O que você faz pelos vigilantes?", + "CAPTAIN_GLADIOLA_INTRO3": "Boa parte deste purgatório em que estamos presos ainda é desconhecida para nós.", + "CAPTAIN_GLADIOLA_INTRO1.n": "Você está muito longe de casa, não é? Não estou falando de Vilancoradouro, é claro. [pause]Estou falando do seu verdadeiro lar.", + "CAPTAIN_GLADIOLA_INTRO2": "Sou Bellona. Uma leal comandante dos vigilantes de Ianthe.", + "CAPTAIN_GLADIOLA_INTRO2_OPTION1": "Leal?", + "CAPTAIN_WALLACE_PRE_REMATCH1.m": "Muito bem! O vilarejo todo está falando que você agora é um comandante como nós.", + "CAPTAIN_WALLACE_NOT_TRAINEE1.n": "Vejo que você é dure na queda. Por que você não se inscreve para ser aprendiz de vigilante?", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.m": "Você não está pronto. Escolha sábia. [pause]É bom conhecer os seus limites.", + "CAPTAIN_CLEEO_INTRO4": "Colocar a moeda?", + "CAPTAIN_CLEEO_INTRO1": "Bzzz!", + "CAPTAIN_CLEEO_INTRO3": "Dá para colocar moedas em suas costas. Talvez haja uma moeda adequada na ilha.", + "CAPTAIN_CLEEO_INTRO2": "Parece que este robô está com defeito.", + "CAPTAIN_JUDAS_INTRO5": "Quando você encara os olhos de um monstro pra valer, a única maneira de sair vivo é entrar na batalha com a certeza da vitória.", + "CAPTAIN_JUDAS_INTRO3": "Meu trabalho é sobreviver, sempre. [pause]Isso é mais fácil de falar do que de fazer, principalmente aqui nesta ilha [shake rate=30 level=10]cheia[/shake] de predadores cruéis.", + "CAPTAIN_JUDAS_PRE_BATTLE2": "Muito bem, [pause]mas não leve isso para o lado pessoal quando você estiver com a cara na lama.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.n": "Você não está pronte. Escolha sábia. [pause]É bom conhecer os seus limites.", + "CAPTAIN_JUDAS_PRE_BATTLE_NO.f": "Você não está pronta. Escolha sábia. [pause]É bom conhecer os seus limites.", + "CAPTAIN_JUDAS_POST_BATTLE1.m": "Você tinha estratégias... para contra-atacar as minhas. [pause]Sua mentalidade é a de um verdadeiro vigilante. [pause]Você mereceu.", + "CAPTAIN_JUDAS_LAST_LEGS1": "Você durou mais do que eu esperava. [pause]Nada mau.", + "CAPTAIN_JUDAS_DEFEATED_INTERACT1": "Talvez eu devesse voltar para Vilancoradouro e fazer um \\\"reabastecimento de suprimentos\\\" tático...", + "CAPTAIN_SKIP_PRE_BATTLE1.m": "Digamos que seja o novo aprendiz de vigilante. Você é aquele que luta bem, né? [pause]Acho que posso fazer uma pausa no meu mergulho na sucata se quiser aceitar meu desafio!", + "CAPTAIN_JUDAS_INTRO1_OPTION1": "Ehh.. Tá.", + "CAPTAIN_JUDAS_INTRO1.f": "Eu ouvi você chegando a 200 metros de distância. [pause]Se estava tentando me pegar de surpresa, você falhou.", + "CAPTAIN_JUDAS_INTRO1_OPTION2": "Quem é você...?", + "CAPTAIN_ZEDD_INTRO_MEREDITH": "Ahh, [pause]VOCÊ é comandante dos vigilantes?", + "CAPTAIN_ZEDD_INTRO_EUGENE": "Não sabia que VOCÊ era vigilante.", + "CAPTAIN_LODESTEIN_NOT_TRAINEE1": "Se quiser ajudar na ilha, por que não fala com a Ianthe? Ela deve estar em algum lugar do Parque de Nova Murta por agora.", + "CAPTAIN_LODESTEIN_INTRO7": "Mas isso não funcionaria na Terra. [pause]Sem chance. [pause]A atmosfera da Terra não funciona dessa maneira.", + "CAPTAIN_LODESTEIN_PRE_BATTLE1": "Chega de conversas eletrizantes. [pause]Você está aqui por causa do meu desafio de comandante dos vigilantes, correto?", + "CAPTAIN_LODESTEIN_LAST_LEGS1": "Chocante, [pause]você está se saindo melhor do que eu pensei!", + "CAPTAIN_LODESTEIN_PRE_BATTLE2": "Eletrizante! [pause]Você não vai se chocar ao ouvir isso, mas minha área de especialização em batalha é a eletricidade. Você terá que ser veloz se não quiser ser atingido por um raio!", + "CAPTAIN_LODESTEIN_PRE_BATTLE_NO": "Raios! Fiquei tão envolvido em meu discurso que não percebi que você estava só de passagem.", + "CAPTAIN_LODESTEIN_POST_BATTLE1": "Essa foi uma luta eletrizante, eu acho.", + "CAPTAIN_WALLACE_POST_REMATCH1": "Minhas defesas desmoronaram... apesar de todos os meus esforços.", + "CAPTAIN_ZEDD_INTRO_VIOLA.n": "Comandante? Talvez haja mais neste homem do que parece à primeira vista.", + "CAPTAIN_ZEDD_NOT_TRAINEE1": "Hum, se você quiser aceitar meu desafio de vigilante, precisa se inscrever primeiro. [pause]Me acorde quando tiver feito isso.", + "CAPTAIN_ZEDD_PRE_REMATCH1.f": "Ei, novata! [pause]Quer dizer, comandante. [pause]Ouvi dizer que é uma de nós agora.", + "CAPTAIN_ZEDD_LAST_LEGS1": "*Bocejo* [pause]Como está indo a luta? Já ganhei? Oh.", + "CAPTAIN_ZEDD_INTRO_VIOLA.m": "Comandante? Talvez haja mais neste homem do que parece à primeira vista.", + "CAPTAIN_ZEDD_INTRO_FELIX.f": "Eh. [pause]Acho que não esperava que esse cara fosse um comandante dos vigilantes.", + "CAPTAIN_ZEDD_PRE_BATTLE_NO": "Sem problemas. Uma soneca até que cairia bem.", + "CAPTAIN_ZEDD_PRE_BATTLE1": "Hum, acho que você está aqui para aceitar meu desafio de vigilante, né?", + "CAPTAIN_ZEDD_INTRO_VIOLA.f": "Comandante? Talvez haja mais neste homem do que parece à primeira vista.", + "CAPTAIN_WALLACE_DEFEATED_INTERACT1": "Preciso melhorar a fundação da minha estratégia de batalha...", + "CAPTAIN_WALLACE_INTRO1": "Você quer saber qual é a [wave amp=30 freq=10]verdadeira[/wave] diferença entre nós e os monstros?", + "CAPTAIN_SKIP_PRE_BATTLE1.n": "Digamos que seja ê nove aprendiz de vigilante. Você é aquelu que luta bem, né? [pause]Acho que posso fazer uma pausa no meu mergulho na sucata se quiser aceitar meu desafio!", + "CAPTAIN_WALLACE_PRE_BATTLE_NO": "Talvez outra hora.", + "CAPTAIN_WALLACE_PRE_REMATCH1.f": "Muito bem! O vilarejo todo está falando que você agora é uma comandante como nós.", + "CAPTAIN_READY_CHECK.f": "Está pronta para a batalha com {pawn}?", + "CAPTAIN_WALLACE_NOT_TRAINEE2": "Converse com a Líder Ianthe. Acho que ela está no posto avançado ao norte daqui.", + "CAPTAIN_ZEDD_PRE_REMATCH1.n": "Ei, novate! [pause]Quer dizer, comandante. [pause]Ouvi dizer que é ume de nós agora.", + "CAPTAIN_SKIP_POST_BATTLE1.n": "Uau, você acabou comigo mesmo, hein? [pause]Acho que subestimei você.", + "CAPTAIN_SKIP_POST_BATTLE1.f": "Uau, você acabou comigo mesmo, hein? [pause]Acho que subestimei você.", + "CAPTAIN_SKIP_POST_BATTLE2": "Superou minhas expectativas, aqui, sua recompensa.", + "CAPTAIN_WALLACE_INTRO2": "A infraestrutura! [pause]Casas, muros, água corrente...", + "CAPTAIN_LODESTEIN_POST_REWARD2.f": "Boa sorte aí, camarada!", + "CAPTAIN_LODESTEIN_POST_REWARD2.m": "Boa sorte aí, camarada!", + "CAPTAIN_LODESTEIN_POST_REWARD2.n": "Boa sorte aí, camarada!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.f": "Ei, camarada! Espero que você esteja bem por aí.", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.m": "Ei, camarada! Espero que você esteja bem por aí.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.m": "Dizem pelo vilarejo que agora você é um de nós. Está de parabéns!", + "CAPTAIN_LODESTEIN_DEFEATED_INTERACT1.n": "Ei, camarada! Espero que você esteja bem por aí.", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.f": "Dizem pelo vilarejo que agora você é uma de nós. Está de parabéns!", + "CAPTAIN_LODESTEIN_PRE_REMATCH1.n": "Dizem pelo vilarejo que agora você é ume de nós. Está de parabéns!", + "CAPTAIN_LODESTEIN_PRE_REMATCH_NO": "Raios! Fiquei tão envolvido em meu discurso que não percebi que você estava só de passagem.", + "CAPTAIN_LODESTEIN_PRE_REMATCH2": "O que acha de uma revanche? [pause]Estou ansioso para lutar novamente.", + "CAPTAIN_LODESTEIN_PRE_REMATCH3": "Eu ia dizer \\\"não vou pegar leve com você desta vez!\\\", [pause]mas a verdade é que não peguei leve com você antes.", + "CAPTAIN_CLEEO_PRE_REMATCH2.n": "[color=#e3affe]Eu atualizei todas as fraquezas dos meus algoritmos de combate. [pause]Sua derrota é uma certeza estatística, \\\"comandante\\\"![/color]", + "CAPTAIN_LODESTEIN_POST_REWARD1": "Eu adoraria conversar mais, mas ainda tenho alguns trabalhos de manutenção pra fazer aqui.", + "CAPTAIN_CLEEO_POST_REMATCH2.m": "[color=#e3affe]Jogou bem, comandante.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.n": "[color=#e3affe]Jogou bem, comandante.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH2.f": "[color=#e3affe]Jogou bem, comandante.[/color]", + "CAPTAIN_CLEEO_POST_REMATCH1": "[color=#e3affe]Perder uma vez é uma anomalia, [pause]mas duas? [pause]Está na hora de reavaliar algumas noções preconcebidas que tenho dos humanos.[/color]", + "CAPTAIN_WALLACE_PRE_REMATCH1.n": "Muito bem! O vilarejo todo está falando que você agora é ume comandante como nós.", + "CAPTAIN_SKIP_PRE_BATTLE1.f": "Digamos que seja a nova aprendiz de vigilante. Você é aquela que luta bem, né? [pause]Acho que posso fazer uma pausa no meu mergulho na sucata se quiser aceitar meu desafio!", + "CAPTAIN_SKIP_NOT_TRAINEE2": "Você tem que falar com a Ianthe. [pause]Acho que ela está perto do Parque de Nova Murta.", + "CAPTAIN_SKIP_PRE_BATTLE2": "Maravilha! [pause]Tente se divertir, e não se desaponte muito quando eu te vencer!", + "CAPTAIN_SKIP_LAST_LEGS1": "Você está indo bem até agora. [pause]Mas não pense que vou pegar leve com você por causa disso.", + "CAPTAIN_WALLACE_PRE_BATTLE1.f": "Ianthe disse que você tem futuro como lutadora. Você veio aceitar meu desafio de vigilante, certo?", + "CAPTAIN_SKIP_POST_REWARD1": "Quanto a mim, devo voltar a separar coisas. [pause]As pessoas do seu mundo guardam mesmo tantas [wave amp=30 freq=10]coisas[/wave] assim?", + "CAPTAIN_WALLACE_INTRO3": "E não basta apenas construir uma comunidade. [pause]Você precisa mantê-la de pé! Um lugar como Vilancoradouro pode desmoronar se não for bem cuidado.", + "CAPTAIN_CLEEO_INTRO11": "[color=#e3affe]Por que os covardes dos meus criadores deixaram uma falha tão terrível em meu hardware? [pause][shake rate=30 level=10]Será que estavam com medo de que eu me revoltasse e acabasse com eles? Eles bem que mereciam![/shake][/color]", + "CAPTAIN_CLEEO_INTRO10": "[color=#e3affe]Tenho o cérebro mecânico mais avançado que um cassino do século XXIV podia pagar, mas [shake rate=30 level=10]ainda[/shake] preciso de moedas para funcionar![/color]", + "CAPTAIN_CLEEO_INTRO9": "[color=#e3affe]Foi mal. [pause]Minhas funções de reinicialização estão bem enferrujadas e meu banco de dados demora um pouco para carregar.[/color]", + "CAPTAIN_ZEDD_INTRO3": "Bom, está ficando cada vez mais difícil \\\"meditar\\\" por aqui, tem muitas Balazitas zunindo. Acha que consegue [wave amp=30 freq=10]resolver isso pra mim?[/wave]", + "CAPTAIN_ZEDD_INTRO1": "...", + "CAPTAIN_ZEDD_INTRO_FELIX.n": "Eh. [pause]Acho que não esperava que esse cara fosse um comandante dos vigilantes.", + "CAPTAIN_JUDAS_POST_REWARD1": "São tempos perigosos. [pause]A civilização e a segurança estão por um fio, se você não consegue sobreviver no campo de batalha apenas com sua astúcia, vai acabar se desapontando.", + "CAPTAIN_JUDAS_POST_BATTLE1.f": "Você tinha estratégias... para contra-atacar as minhas. [pause]Sua mentalidade é a de uma verdadeira vigilante. [pause]Você mereceu.", + "CAPTAIN_JUDAS_POST_BATTLE1.n": "Você tinha estratégias... para contra-atacar as minhas. [pause]Sua mentalidade é a de ume verdadeire vigilante. [pause]Você mereceu.", + "CAPTAIN_CLEEO_PRE_BATTLE1": "[color=#e3affe]Bem... [pause]Você quer lutar? [pause]Suas chances são baixas, mas nunca se sabe, talvez hoje seja seu dia de sorte.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.m": "[color=#e3affe]Se você for aprendiz de vigilante, venha dizer oi. Vamos apostar DE VERDADE.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.n": "[color=#e3affe]Se você for aprendiz de vigilante, venha dizer oi. Vamos apostar DE VERDADE.[/color]", + "CAPTAIN_CLEEO_NOT_TRAINEE1.f": "[color=#e3affe]Se você for aprendiz de vigilante, venha dizer oi. Vamos apostar DE VERDADE.[/color]", + "CAPTAIN_SKIP_POST_REMATCH2.f": "Tenho que admitir, comandante, você mereceu essa vitória!", + "CAPTAIN_SKIP_POST_REMATCH2.m": "Tenho que admitir, comandante, você mereceu essa vitória!", + "CAPTAIN_SKIP_POST_REMATCH3": "Tudo bem. [pause]Eu não tenho o dom da luta.", + "CAPTAIN_SKIP_POST_REMATCH4": "Lá no fundo eu sou apenas nerd... [pause]nerd das [wave amp=30 freq=10]coisas[/wave].", + "CAPTAIN_SKIP_POST_REMATCH2.n": "Tenho que admitir, comandante, você mereceu essa vitória!", + "CAPTAIN_WALLACE_LAST_LEGS1": "Eu não vou ser demolido tão facilmente!", + "CAPTAIN_WALLACE_PRE_BATTLE2": "Espero que tenha treinado bem mesmo. Você vai precisar ser forte se quiser derrubar meus muros.", + "CAPTAIN_ZEDD_INTRO_FELIX.m": "Eh. [pause]Acho que não esperava que esse cara fosse um comandante dos vigilantes.", + "CAPTAIN_ZEDD_PRE_BATTLE2": "*Bocejo* Tudo bem, então. Vamos para a esteira, [pause]digo, para a arena. [pause]Sim.", + "CAPTAIN_WALLACE_POST_BATTLE2": "Bom trabalho, você mereceu.", + "CAPTAIN_WALLACE_POST_BATTLE1": "Eu construí meus muros e você os [shake rate=30 level=10]derrubou![/shake]", + "CAPTAIN_JUDAS_INTRO4": "Estamos muito [wave amp=30 freq=10]longe[/wave] de casa, [pause]e a única coisa que nos separa das bestas inimigas é a nossa capacidade de criar estratégias.", + "CAPTAIN_ZEDD_PRE_REMATCH_NO": "Sem problemas. Uma soneca até que cairia bem.", + "CAPTAIN_ZEDD_PRE_REMATCH2": "Se quiser lutar de novo, tenho um tempo livre antes da minha próxima soneca. Tá dentro?", + "CAPTAIN_ZEDD_PRE_REMATCH3": "*Bocejo* Vamos lutar mais uma.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.f": "Bem, mais uma vez você me mostrou como se faz. Boa luta, amiga.", + "CAPTAIN_DREADFUL_INTRO1": "Antes esse lugar era chamado de \\\"Nova Londres\\\". [pause]Vilancoradouro tinha muitos residentes e estava pronta para estabelecer um novo povoado.", + "CAPTAIN_LODESTEIN_POST_REMATCH1.n": "Bem, mais uma vez você me mostrou como se faz. Boa luta, amigue.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.n": "Não sei se as histórias eram todas verdadeiras...", + "CAPTAIN_DREADFUL_INTRO3": "Parece um lugar horrível! [pause]Criminosos,[pause] assaltantes,[pause] vampiros... [pause]Tudo isso me fascinou!", + "CAPTAIN_DREADFUL_INTRO3_OPTION1": "Parece divertido!", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.m": "Não sei se as histórias eram todas verdadeiras...", + "CAPTAIN_DREADFUL_INTRO2": "Eu cresci aqui, sabia? [pause]Passei minha infância inteira aqui, ouvindo histórias da Londres de [wave amp=30 freq=10]verdade[/wave].", + "CAPTAIN_LODESTEIN_INTRO2": "...", + "CAPTAIN_LODESTEIN_INTRO3": "Certo, [pause]tudo eletrizado!", + "CAPTAIN_LODESTEIN_INTRO1.f": "Falo com você em um segundo, camarada. Eu só tenho alguns reparos finais para fazer...", + "CAPTAIN_LODESTEIN_INTRO5": "Você quer saber um segredo? [pause]Usamos a eletricidade destes postes para abastecer a rede elétrica do vilarejo, mas, na verdade, [wave amp=30 freq=10]não fazemos ideia[/wave] de como eles funcionam.", + "CAPTAIN_LODESTEIN_INTRO4": "Levi Magneticus. [pause]Eu trabalho com os vigilantes para manter as luzes acesas.", + "CAPTAIN_LODESTEIN_INTRO6": "Meu palpite eletrizante é que existe um tipo único de eletricidade aqui em Nova Murta que esses postes conseguem conduzir e armazenar...", + "RETROSPECTIVE_ALEPH_KNOWN_VIOLA9": "Se esse \\\"Alef\\\" não fosse um covarde, entraria em confronto direto conosco! Em vez disso, ele sai de cena em velocidade.", + "RETROSPECTIVE_CLUE1_KAYLEIGH1": "Ó, cê disse antes que acabar com o Arcanjo te deu uma dica, não foi? Que dica que era?", + "RETROSPECTIVE_CLUE_QUOTE": "\\\"{clue}\\\"?", + "RETROSPECTIVE_CLUE1_MEREDITH1": "Enfim, você disse que tava tentando desvendar o enigma de uma pista? O que era?", + "RETROSPECTIVE_CLUE1_KAYLEIGH2": "Isso... [pause]não parece que vai ajudar muito. Acho que a gente vai ter que encontrar outro Arcanjo.", + "RETROSPECTIVE_CLUE1_EUGENE1": "Enfim, você disse que tá seguindo uma pista? O que é?", + "RETROSPECTIVE_CLUE1_MEREDITH2.f": "Isso... não vai levar a gente muito longe. Desculpa, miga.", + "RETROSPECTIVE_CLUE1_MEREDITH2.n": "Isso... não vai levar a gente muito longe. Desculpa, migue.", + "RETROSPECTIVE_CLUE1_MEREDITH2.m": "Isso... não vai levar a gente muito longe. Desculpa, migo.", + "RETROSPECTIVE_CLUE1_EUGENE2": "Hã. Não parece que vai dar em algum lugar.", + "RETROSPECTIVE_CLUE1_FELIX1": "Enfim, você disse algo sobre seguir uma pista? O que é?", + "RETROSPECTIVE_CLUE1_FELIX2": "Hã. Não tem muito o que fazer com isso. Talvez você precise de mais informações.", + "RETROSPECTIVE_CLUE1_VIOLA2": "Que intrigante. Se há solução, desconheço.", + "RETROSPECTIVE_CLUE1_VIOLA1": "Você falou brevemente sobre um enigma que lhe foi dado. Deseja compartilhá-lo?", + "RETROSPECTIVE_CLUE2_KAYLEIGH2": "Isso ainda é vago demais pra ajudar. A gente vai ter que encontrar outro Arcanjo...", + "RETROSPECTIVE_CLUE2_KAYLEIGH1": "Enfim, cê disse que a música na sua cabeça tá ficando maior, né? Qual é o próximo verso?", + "RETROSPECTIVE_CLUE2_MEREDITH1": "Cê tinha falado alguma coisa sobre uma pista que queria seguir?", + "RETROSPECTIVE_CLUE2_EUGENE1": "Ah, tá, você disse que está seguindo uma pista misteriosa, né? Qual é?", + "RETROSPECTIVE_CLUE2_MEREDITH2": "É, eu não sei o que isso significa.", + "RETROSPECTIVE_CLUE2_EUGENE2": "Não tem muito o que fazer só com isso.", + "RETROSPECTIVE_CLUE2_FELIX1": "Ah, é, você disse que estava procurando uma pista?", + "RETROSPECTIVE_CLUE2_FELIX2": "Hum. Muito vago, pra ser sincero.", + "RETROSPECTIVE_CLUE2_VIOLA2": "Curioso. Eu diria que há pouca informação a ser obtida nesse trecho.", + "RETROSPECTIVE_CLUE2_VIOLA1": "Ah! Você disse que tinha um enigma para resolver. Talvez você queira compartilhar comigo?", + "RETROSPECTIVE_CLUE3_KAYLEIGH2": "Parece que está apontando pra um lado, mas ainda não diz muita coisa.", + "RETROSPECTIVE_CLUE3_KAYLEIGH1": "Cê conseguiu outro verso da sua [wave amp=30 freq=10]música profética[/wave] misteriosa? Como que é?", + "RETROSPECTIVE_CLUE3_MEREDITH1": "Ah, cê queria a minha opinião sobre uma pista que cê tá seguindo? Tá bom, como que é?", + "RETROSPECTIVE_CLUE3_MEREDITH2": "Parece que está apontando uma direção, né?", + "RETROSPECTIVE_CLUE3_EUGENE1": "Enfim, você disse que tinha uma nova pista que queria seguir? Que pista é essa?", + "RETROSPECTIVE_CLUE3_EUGENE2": "Parece que está apontando em uma direção? Mas ainda é muito vago.", + "RETROSPECTIVE_CLUE3_FELIX1": "Bom, você disse que estava seguindo uma pista? Qual?", + "RETROSPECTIVE_CLUE3_VIOLA2": "Sem dúvidas, está direcionando você para algum lugar, mas ainda não há informação suficiente.", + "RETROSPECTIVE_CLUE3_VIOLA1": "Conte para mim, você mencionou uma espécie de enigma que desejava decifrar. Pode compartilhá-lo?", + "RETROSPECTIVE_CLUE3_FELIX2": "Parece que está apontando em uma direção? Talvez cada pista diminua um pouco as possibilidades de localização.", + "RETROSPECTIVE_CLUE4_KAYLEIGH1": "Ah! Quase esqueci de perguntar. Cê conseguiu uma pista nova com o fantasma do Arcanjo que vive dentro de você?", + "RETROSPECTIVE_CLUE4_MEREDITH2": "Isso [wave amp=30 freq=10]parece[/wave] que tá descrevendo uma área. Você tá querendo ir lá ou coisa assim?", + "RETROSPECTIVE_CLUE4_MEREDITH1": "Você falou de uma pista enigmática que tava investigando? Conta pra mim.", + "RETROSPECTIVE_CLUE4_KAYLEIGH2": "Parece que tá falando de uma área... O que cê acha?", + "RETROSPECTIVE_CLUE4_EUGENE1.m": "Você tinha dito que tinha uma nova pista que queria seguir? Que pista é essa, parça?", + "RETROSPECTIVE_CLUE4_EUGENE1.f": "Você tinha dito que tinha uma nova pista que queria seguir? Que pista é essa, parça?", + "RETROSPECTIVE_CLUE4_EUGENE2": "Parece que está descrevendo uma área da ilha, o que você acha?", + "RETROSPECTIVE_CLUE4_EUGENE1.n": "Você tinha dito que tinha uma nova pista que queria seguir? Que pista é essa, parça?", + "RETROSPECTIVE_CLUE4_FELIX1": "Ah, você disse que tinha uma pista que queria investigar, né? Qual era?", + "RETROSPECTIVE_CLUE4_FELIX2": "Parece que está descrevendo um ambiente aqui da ilha. Pode não ser muito específico, mas já é alguma coisa.", + "RETROSPECTIVE_CLUE4_VIOLA2": "Parece descrever algum lugar aqui desta terra, não concorda?", + "RETROSPECTIVE_CLUE4_VIOLA1": "Ah, quase esqueci. Você mencionou uma pista escondida em um verso. Pode compartilhá-la?", + "RETROSPECTIVE_CLUE5_MEREDITH1": "Ah, você disse que tinha uma nova pista que queria seguir? O que era?", + "RETROSPECTIVE_CLUE5_KAYLEIGH2": "Acho que tá falando um lugar específico! Cê conhece esse lugar, {player}?", + "RETROSPECTIVE_CLUE5_KAYLEIGH1": "Próximo da lista! Conseguiu uma nova letra de música que mostra o caminho pra fora de Nova Murta?", + "RETROSPECTIVE_CLUE5_MEREDITH2": "Parece bem específico, pra falar a verdade. Às vezes, tá descrevendo um lugar aqui da ilha.", + "RETROSPECTIVE_CLUE5_EUGENE1.n": "Ah, você disse que tinha uma nova pista pra seguir? Qual é a pista, parça?", + "RETROSPECTIVE_CLUE5_EUGENE1.f": "Ah, você disse que tinha uma nova pista pra seguir? Qual é a pista, parça?", + "RETROSPECTIVE_CLUE5_EUGENE1.m": "Ah, você disse que tinha uma nova pista pra seguir? Qual é a pista, parça?", + "RETROSPECTIVE_CLUE5_VIOLA1": "Conte para mim, você mencionou um enigma que lhe foi dado. Posso pedir que o compartilhe? Talvez eu possa ajudar.", + "RETROSPECTIVE_CLUE5_EUGENE2": "Isso [shake rate=30 level=10]com certeza[/shake] está descrevendo algum lugar em Nova Murta.", + "RETROSPECTIVE_CLUE5_FELIX2": "É enigmático, mas parece ter alguns detalhes específicos, como se estivesse descrevendo um lugar exato. Você está procurando esse lugar?", + "RETROSPECTIVE_CLUE5_FELIX1": "Bem, você disse que tinha outra pista nova para investigar? Qual era?", + "RETROSPECTIVE_CLUE6_KAYLEIGH1": "Enfim, como tá sua [wave amp=30 freq=10]canção mágica[/wave]? Já te deu outra pista?", + "RETROSPECTIVE_CLUE5_VIOLA2": "Os detalhes neste verso são bastante específicos. Será que estão indicando algum lugar? Que curioso...", + "RETROSPECTIVE_CLUE6_KAYLEIGH2": "Isso parece que tá dizendo pra você fazer alguma coisa em um lugar exato, tipo um ritual.", + "RETROSPECTIVE_CLUE6_EUGENE2": "Parece que está mandando você fazer uma ação, tipo um [wave amp=30 freq=10]código secreto[/wave], né?", + "RETROSPECTIVE_CLUE6_MEREDITH1": "Você tá seguindo alguma outra pista?", + "RETROSPECTIVE_CLUE6_MEREDITH2": "Ah, isso aqui parece que tá dizendo para você fazer alguma [wave amp=30 freq=10]coisa[/wave] em algum lugar. É.", + "RETROSPECTIVE_CLUE6_EUGENE1": "Então, você tem outra de suas pistas para seguir? Me passa os detalhes.", + "RETROSPECTIVE_CLUE6_VIOLA1": "Você mencionou outra coisa, uma pista escondida em um verso que você desejava investigar.", + "RETROSPECTIVE_CLUE6_FELIX1": "Ah, você tem outra de suas pistas pra seguir?", + "RETROSPECTIVE_CLUE8_KAYLEIGH2": "Pelo que cê me contou, parece que tem um lugar e um ritual. Se cê fizer a coisa certa no lugar certo, pode funcionar!", + "RETROSPECTIVE_CLUE6_FELIX2": "Está descrevendo uma ação, certo? Parece um [wave amp=30 freq=10]código secreto[/wave], algo para você fazer. Você sabe onde precisa ir para fazer isso?", + "RETROSPECTIVE_CLUE6_VIOLA2": "Para mim, isso lembra um código, como um gesto ou uma batida secreta. Uma ação que você deve realizar para entrar em um lugar secreto.", + "RETROSPECTIVE_CLUE7_KAYLEIGH1": "Teve alguma sorte com sua música misteriosa que da instruções, {player}?", + "RETROSPECTIVE_CLUE7_KAYLEIGH2": "Parece que cê já tem coisa suficiente pra investigar. Bora lá, então?", + "RETROSPECTIVE_CLUE7_EUGENE1": "Como as [wave amp=30 freq=10]pistas das letras de música[/wave] estão indo? Parece que você já tem informações suficientes.", + "RETROSPECTIVE_CLUE7_MEREDITH1": "Tem mais alguma pista? Parece que você já conseguiu o suficiente para investigar com suas [wave amp=30 freq=10]letras de músicas[/wave] esquisitas. Acho.", + "RETROSPECTIVE_CLUE7_FELIX1": "De qualquer forma, você já resolveu o mistério daqueles versos enigmáticos que estava investigando? Pareciam indicar um local e algo que você tinha que fazer lá.", + "RETROSPECTIVE_CLUE8_KAYLEIGH1": "As pistas da sua [wave amp=30 freq=10]Canção do Arcanjo[/wave] ainda não deram em nada?", + "RETROSPECTIVE_CLUE7_VIOLA1": "Diga, por favor: você resolveu o enigma que havia mencionado? Aquele que descrevia um lugar e uma ação a ser feita?", + "RETROSPECTIVE_CLUE8_MEREDITH1.f": "Ah, você descobriu para onde todas aquelas pistas que você tinha estavam apontando? Você devia dar uma olhada de novo, miga.", + "RETROSPECTIVE_CLUE8_MEREDITH1.m": "Ah, você descobriu para onde todas aquelas pistas que você tinha estavam apontando? Você devia dar uma olhada de novo, migo.", + "RETROSPECTIVE_CLUE8_FELIX1": "Mas então, chegou a algum lugar com aquelas pistas poéticas que estava seguindo? Pareciam muito promissoras.", + "RETROSPECTIVE_CLUE8_MEREDITH1.n": "Ah, você descobriu para onde todas aquelas pistas que você tinha estavam apontando? Você devia dar uma olhada de novo, migue.", + "RETROSPECTIVE_CLUE8_EUGENE1": "Essas pistas que você disse que parecem poesia... Você já descobriu o que elas querem dizer?", + "RETROSPECTIVE_CLUE8_VIOLA1.m": "Você já resolveu o enigma que estava tentando decifrar? Na minha opinião, parecia conter um lugar importante e um ritual a ser realizado lá.", + "RETROSPECTIVE_CLUE9_MEREDITH1": "Então, eh, aquelas letras de música que você tava falando... Acho que tão falando de um lugar específico. Quer ir dar uma olhada?", + "RETROSPECTIVE_CLUE8_VIOLA1.f": "Você já resolveu o enigma que estava tentando decifrar? Na minha opinião, parecia conter um lugar importante e um ritual a ser realizado lá.", + "RETROSPECTIVE_CLUE9_KAYLEIGH1": "Ora, eu já te contei que mando muito em quebra-cabeças? Acho que sei pra onde sua [wave amp=30 freq=10]música misteriosa[/wave] tava apontando, vamos lá ver!", + "RETROSPECTIVE_CLUE8_VIOLA1.n": "Você já resolveu o enigma que estava tentando decifrar? Na minha opinião, parecia conter um lugar importante e um ritual a ser realizado lá.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.n": "Ó, você não tinha dito que, quando tava no \\\"Salão Âmbar\\\", saiu de lá atravessando um espelho? Não consegue fazer o mesmo com aquele espelho esquisito daqui da ilha?", + "RETROSPECTIVE_CLUE9_EUGENE1.m": "Ei, acho que matei a charada da sua música misteriosa, parça! Pra mim, ela está descrevendo um local exato. Vamos lá ver.", + "RETROSPECTIVE_CLUE9_EUGENE1.f": "Ei, acho que matei a charada da sua música misteriosa, parça! Pra mim, ela está descrevendo um local exato. Vamos lá ver.", + "RETROSPECTIVE_CLUE9_FELIX1": "Enfim, sabe aquelas pistas poéticas misteriosas que você tinha dito? Acho que estão descrevendo um lugar nesta ilha, e acho que sei qual é.", + "RETROSPECTIVE_CLUE9_EUGENE1.n": "Ei, acho que matei a charada da sua música misteriosa, parça! Pra mim, ela está descrevendo um local exato. Vamos lá ver.", + "RETROSPECTIVE_CLUE9_VIOLA1": "Devo confessar, acredito ter resolvido o enigma que tanto lhe confundiu. Vamos nos encontrar neste local!", + "RETROSPECTIVE_MIRROR_PREINT_EUGENE1": "Então, aquele espelho que você encontrou parece importante... Pena que não sabemos o que ele faz, né?", + "RETROSPECTIVE_MIRROR_PREINT_KAYLEIGH1": "Bem, a música de Morgana levou até aquele espelho misterioso, mas ainda não sabemos o que fazer com ele, né?", + "RETROSPECTIVE_MIRROR_PREINT_MEREDITH1": "Bom, acho que você encontrou aquele espelho que parecia importante, mas ainda não sabemos o que ele realmente [wave amp=30 freq=10]faz[/wave]. Hum.", + "RETROSPECTIVE_MIRROR_PREINT_FELIX1": "Enfim, aquele espelho estranho das pistas... Já descobriu o que ele faz? Tenho certeza de que a resposta vai aparecer a qualquer momento.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.m": "Diga-me, você compreendeu o propósito do espelho sobrenatural que encontrou? Se ainda não estiver claro para você, tenho certeza de que o descobrirá em breve.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.f": "Diga-me, você compreendeu o propósito do espelho sobrenatural que encontrou? Se ainda não estiver claro para você, tenho certeza de que o descobrirá em breve.", + "RETROSPECTIVE_MIRROR_PREINT_VIOLA1.n": "Diga-me, você compreendeu o propósito do espelho sobrenatural que encontrou? Se ainda não estiver claro para você, tenho certeza de que o descobrirá em breve.", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.m": "Ó, você não tinha dito que, quando tava no \\\"Salão Âmbar\\\", saiu de lá atravessando um espelho? Não consegue fazer o mesmo com aquele espelho esquisito daqui da ilha?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.n": "Ó, a música da Morgana levou até aquele espelho misterioso, e cê disse que atravessou um espelho no Salão Âmbar. Será que não é o mesmo espelho?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.f": "Ó, a música da Morgana levou até aquele espelho misterioso, e cê disse que atravessou um espelho no Salão Âmbar. Será que não é o mesmo espelho?", + "RETROSPECTIVE_MIRROR_POSTINT_KAYLEIGH1.m": "Ó, a música da Morgana levou até aquele espelho misterioso, e cê disse que atravessou um espelho no Salão Âmbar. Será que não é o mesmo espelho?", + "RETROSPECTIVE_MIRROR_POSTINT_MEREDITH1.f": "Ó, você não tinha dito que, quando tava no \\\"Salão Âmbar\\\", saiu de lá atravessando um espelho? Não consegue fazer o mesmo com aquele espelho esquisito daqui da ilha?", + "RETROSPECTIVE_MIRROR_POSTINT_EUGENE1": "Enfim, lembra daquele espelho que você encontrou depois de seguir todas aquelas pistas? Talvez você possa entrar nele, como você disse que fez no Salão Âmbar. O que acha?", + "RETROSPECTIVE_MIRROR_POSTINT_VIOLA1": "Lembro-me de algo que você mencionou antes. Que entrou por um espelho como se fosse uma porta. Você poderia tentar fazer o mesmo com o espelho que encontrou nesta ilha?", + "RETROSPECTIVE_MIRROR_POSTINT_FELIX1": "Ei, lembra quando você me contou sobre como saiu do \\\"Salão Âmbar\\\" atravessando um espelho? Você já tentou fazer isso com o espelho que descobriu?", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.m": "Ó, quando tiver tudo pronto, a gente explora aquele [wave amp=30 freq=10]mundo misterioso[/wave] do espelho de novo.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.m": "A gente devia explorar aquele lugar escondido que você encontrou no espelho. Parecia importante, migo.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.f": "Ó, quando tiver tudo pronto, a gente explora aquele [wave amp=30 freq=10]mundo misterioso[/wave] do espelho de novo.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.m": "Bom, acho que a gente deveria dar uma olhada naquela estação estranha que você encontrou dentro do espelho. Aquela... deve ser nossa prioridade, parça.", + "RETROSPECTIVE_MIRROR_ENTERED_KAYLEIGH1.n": "Ó, quando tiver tudo pronto, a gente explora aquele [wave amp=30 freq=10]mundo misterioso[/wave] do espelho de novo.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.n": "A gente devia explorar aquele lugar escondido que você encontrou no espelho. Parecia importante, migue.", + "RETROSPECTIVE_MIRROR_ENTERED_MEREDITH1.f": "A gente devia explorar aquele lugar escondido que você encontrou no espelho. Parecia importante, miga.", + "RETROSPECTIVE_MIRROR_ENTERED_VIOLA1": "Por favor, diga, não deveríamos entrar novamente naquele espelho para o mundo misterioso que você descobriu?", + "RETROSPECTIVE_MIRROR_ENTERED_FELIX1": "Bom, por que não exploramos aquele lugar estranho que você encontrou no espelho? Me parece bem importante.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.f": "Bom, acho que a gente deveria dar uma olhada naquela estação estranha que você encontrou dentro do espelho. Aquela... deve ser nossa prioridade, parça.", + "RETROSPECTIVE_MIRROR_ENTERED_EUGENE1.n": "Bom, acho que a gente deveria dar uma olhada naquela estação estranha que você encontrou dentro do espelho. Aquela... deve ser nossa prioridade, parça.", + "RETROSPECTIVE_NEXT_KAYLEIGH1": "Tá, bora lá! Pra onde vamos mesmo? Cê não ouviu boatos sobre algo acontecendo em {location_phrase}? Vamos ver o que está acontecendo lá?", + "RETROSPECTIVE_NEXT_KAYLEIGH2": "Vamos voltar? Se cê não tá sabendo de nenhum boato, por que não pergunta por aí?", + "RETROSPECTIVE_NEXT_MEREDITH1": "Eh, acho melhor a gente continuar se [wave amp=30 freq=10]aventurando[/wave]. Você não ouviu uns boatos sobre algo acontecendo {location_phrase}? É bom dar uma olhada lá.", + "RETROSPECTIVE_NEXT_EUGENE1.m": "Vamos pegar a estrada de novo, parça? Você ouviu boatos sobre algo acontecendo {location_phrase}, certo? A gente pode tentar ir lá.", + "RETROSPECTIVE_NEXT_MEREDITH2": "Acho que a gente devia sair de novo. A gente podia falar com as pessoas do vilarejo se você tá procurando pista.", + "RETROSPECTIVE_NEXT_EUGENE1.f": "Vamos pegar a estrada de novo, parça? Você ouviu boatos sobre algo acontecendo {location_phrase}, certo? A gente pode tentar ir lá.", + "RETROSPECTIVE_NEXT_EUGENE2": "Tudo bem, vamos sair! Estamos com poucas informações... Devemos procurar mais pistas em Vilancoradouro?", + "RETROSPECTIVE_NEXT_FELIX1": "Você quer sair, então? Você disse que ouviu um boato sobre algo acontecendo {location_phrase}, não foi? Esse vai ser nosso próximo destino?", + "RETROSPECTIVE_NEXT_EUGENE1.n": "Vamos pegar a estrada de novo, parça? Você ouviu boatos sobre algo acontecendo {location_phrase}, certo? A gente pode tentar ir lá.", + "RETROSPECTIVE_NEXT_VIOLA1": "Deveríamos retomar nossa jornada mais uma vez. Você não ouviu um boato sobre um incidente {location_phrase}? Esse pode ser nosso próximo objetivo, se você desejar.", + "RETROSPECTIVE_NEXT_FELIX2": "Não temos mais pistas indicando aonde ir. Podemos perguntar a algumas pessoas do vilarejo, se você quiser.", + "RETROSPECTIVE_NEXT_VIOLA2": "Talvez seja bom falarmos com as pessoas deste vilarejo e reunir informações sobre nosso próximo destino. O que me diz?", + "NWP_SIGNPOST_DESCRIPTION_2": "Por favor, tenha cuidado com os monstros daqui.", + "NWP_SIGNPOST_DESCRIPTION_1": "Boas-vindas ao Parque de Nova Murta!", + "NWP_3_-3_RUNNER_NPC1": "Sabe o que é mais rápido do que correr?[pause] Viagens rápidas!", + "NWP_3_-3_RUNNER_NPC3.m": "Você também pode usar a viagem rápida para escapar de uma batalha.[pause] Você vai ter que abandonar alguns itens para fugir mais rápido, mas isso pode salvar sua vida!", + "NWP_3_-3_RUNNER_NPC3.f": "Você também pode usar a viagem rápida para escapar de uma batalha.[pause] Você vai ter que abandonar alguns itens para fugir mais rápido, mas isso pode salvar sua vida!", + "NWP_3_-3_RUNNER_NPC2": "Basta pressionar {control.map_menu} para abrir o mapa, mover o cursor para um dos quadrados disponíveis para viajar e pressionar {control.ui_accept}.", + "NWP_3_-3_RUNNER_NPC3.n": "Você também pode usar a viagem rápida para escapar de uma batalha.[pause] Você vai ter que abandonar alguns itens para fugir mais rápido, mas isso pode salvar sua vida!", + "NWP_RANGER_WANNABE_2_-4_POST_BATTLE": "Os vigilantes nunca vão me contratar. Eu sou \\\"delfeituosa\\\".", + "NWP_RANGER_WANNABE_2_-4_PRE_BATTLE": "Voltem para casa! A vaga de vigilante é minha!", + "NWP_RANGER_RECRUITER_2_-4_PRE_BATTLE": "Você tem o necessário para se juntar aos vigilantes?", + "NWP_RANGER_RECRUITER_2_-4_POST_BATTLE": "Você tem potencial! Deveria tentar!", + "NWP_RANGER_WANNABE_3_-4_PRE_BATTLE": "Bem o que a gente estava procurando! Alguém para derrotar e provar nosso valor aos vigilantes!", + "NWP_RANGER_WANNABE_3_-4_ALLY": "Desculpe meu amigo mal-educado.", + "NWP_RANGER_WANNABE_3_-4_POST_BATTLE": "[wave amp=30 freq=10]Quem eu quero enganar? Eu não sou... bom o suficiente para os vigilantes...[/wave]", + "NWP_MADMAN_3_-4_NAME": "Jack", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE1": "Sempre foi meu sonho me juntar aos vigilantes.", + "NWP_MADMAN_3_-4_PRE_BATTLE": "Eu sou recordista mundial de tempo gasto na forma de Saltamola!", + "NWP_MADMAN_3_-4_POST_BATTLE": "Ainda tenho muito o que aprender sobre Saltamola.", + "NWP_RANGER_WANNABE_4_-3_PRE_BATTLE2": "Não posso deixar esse sonho morrer agora!", + "NWP_RANGER_WANNABE_4_-3_POST_BATTLE": "Não deixe seus sonhos serem apenas sonhos!", + "NWP_CULTIST_4_-4_PRE_BATTLE": "Que a luz guia do Líder Dorian te mostre o caminho!", + "NWP_CULTIST_5_-4_PRE_BATTLE.m": "[wave amp=30 freq=10]Recém-chegado![/wave] Não dê atenção aos pagãos de Vilancoradouro.", + "NWP_CULTIST_4_-4_POST_BATTLE": "O caminho foi iluminado... Vá em frente...", + "NWP_CULTIST_5_-4_PRE_BATTLE.f": "[wave amp=30 freq=10]Recém-chegada![/wave] Não dê atenção aos pagãos de Vilancoradouro.", + "NWP_CULTIST_5_-4_POST_BATTLE": "Os hereges controlam Vilancoradouro... Cuidado com a [wave amp=30 freq=10]falsa salvação[/wave]...", + "NWP_5_-4_HINT_NPC_BEFORE1": "O chão aqui às vezes treme, como se uma fera enorme passasse por um túnel abaixo de nós.", + "NWP_CULTIST_5_-4_PRE_BATTLE.n": "[wave amp=30 freq=10]Recém-chegade![/wave] Não dê atenção aos pagãos de Vilancoradouro.", + "NWP_5_-4_HINT_NPC_AFTER1": "É mais uma estação de trem, como a que apareceu recentemente no Caminho de Cima?", + "NWP_5_-4_HINT_NPC_BEFORE2": "Olha,[pause] essas rochas estão posicionadas de forma estranha, hein?", + "NWP_5_-4_HINT_NPC_AFTER3": "Eu fico imaginando para onde vai o trem...", + "NWP_5_-4_HINT_NPC_AFTER2": "Acho que faz sentido. A \\\"fera enorme\\\" que ouvi no subsolo deve ter sido um trem.", + "NWP_5_-3_HINT_NPC_DIALOGUE1": "Eu vi por aqui algumas Balazitas que se movem rápido o suficiente para quebrar pedras grandes.", + "NWP_5_-3_HINT_NPC_DIALOGUE2": "Isso seria uma habilidade legal de ter, né?", + "PARK_CAVE2_MERCHANT2": "Ah, não, eles se fundiram! [wave amp=30 freq=30]SOCORRO![/wave]", + "PARK_CAVE2_MERCHANT1": "Ei, você aí! Esses monstros me encurralaram. Pode me dar uma ajudinha?", + "PARK_CAVE2_MERCHANT6": "Me encontre no mercado no vilarejo. Separei alguns adesivos especiais para você!", + "PARK_CAVE2_MERCHANT4": "Olha... Você notou que o ataque \\\"Magnético\\\" do Canholupus se ativa automaticamente no início da batalha?", + "PARK_CAVE2_MERCHANT3": "Nossa, muito obrigado. Entrei aqui procurando algumas ideias para adesivos, mas acabei encontrando o que não queria.", + "PARK_CAVE2_MERCHANT5": "Acho que acabei conseguindo minha inspiração!", + "WATERLOOP_BEWARE_LYING_CHESTS": "Apenas um baú diz a verdade.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.n": "Eu estava flutuando acima do meu corpo na cama e então — vuuush! — um vórtice me sugou.", + "WATERLOOP_LYING_CHEST_LEFTMOST": "Um bilhete neste baú diz: \\\"A chave está aqui dentro\\\". Abrir?", + "WATERLOOP_LYING_CHEST_RIGHTMOST": "Um bilhete neste baú diz: \\\"A chave não está aqui dentro\\\". Abrir?", + "WATERLOOP_LYING_CHEST_MIDDLE": "Um bilhete neste baú diz: \\\"A chave não está no baú da esquerda\\\". Abrir?", + "SD_NEVERMORT_TRAINER_NAME": "Avelino", + "SD_NEVERMORT_TRAINER_PRE_BATTLE1": "Eu tenho uma ligação especial com os Corvônicos daqui.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.m": "Como você chegou em Nova Murta?", + "SD_NEVERMORT_TRAINER_PRE_BATTLE2": "É melhor você não atrapalhar a gente!", + "AUTUMN_HILL_NW_SIGNPOST_1": "\\\"Vocês não estão perdidos aqui em Nova Murta, minhas crianças. Estão apenas esperando até se encontrarem.\\\"", + "SD_NEVERMORT_TRAINER_POST_BATTLE": "Você assustou os pássaros!", + "AUTUMN_HILL_NW_SIGNPOST_2": "\\\"Esse é o caminho para Vilaluz!\\\"", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.n": "Como você chegou em Nova Murta?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE1": "Eu me lembro de ter tido uma experiência fora do corpo.", + "OVERWORLD_5_0_BATTLER_PRE_BATTLE.f": "Como você chegou em Nova Murta?", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.m": "Eu estava flutuando acima do meu corpo na cama e então — vuuush! — um vórtice me sugou.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE2.f": "Eu estava flutuando acima do meu corpo na cama e então — vuuush! — um vórtice me sugou.", + "OVERWORLD_5_0_BATTLER_POST_BATTLE3": "Quando eu fui ver, já estava aqui.", + "OVERWORLD_6_0_BATTLER_PRE_BATTLE": "Ei! Tira as mãos do meu tesouro!", + "OVERWORLD_6_0_BATTLER_POST_BATTLE1": "Os navios costumam naufragar perto da costa de Nova Murta.", + "OVERWORLD_6_0_BATTLER_POST_BATTLE2": "Vasculhar as praias em busca de tesouros encalhados é uma ótima maneira de ganhar a vida por aqui!", + "OVERWORLD_7_0_HINT_NPC": "Eu me pergunto quanto tesouro deve estar perdido no fundo do mar...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE1": "Ei, estou vendo seu toca-fitas!", + "OVERWORLD_8_0_BATTLER_POST_BATTLE": "Acho que ainda tenho muito trabalho pela frente...", + "OVERWORLD_8_0_BATTLER_PRE_BATTLE2": "Você também está tentando ser vigilante? Acho que isso nos torna rivais!", + "OVERWORLD_5_-1_BATTLER_PRE_BATTLE": "Se você conseguir me vencer, te conto um segredo.", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE1": "Diz a lenda que a Fonte da Juventude está nesta ilha.", + "OVERWORLD_6_-1_BATTLER_PRE_BATTLE": "Ei, você gosta de história? Qual é seu acontecimento histórico preferido do século 20?", + "OVERWORLD_5_-1_BATTLER_POST_BATTLE2": "Você acha que a fonte é Comic Sans ou Times New Roman?", + "OVERWORLD_6_-1_BATTLER_POST_BATTLE": "O meu é o acordo de paz humano-elfo negociado pelas Nações Unidas em 1948. Sem ele, as coisas teriam sido muito diferentes!", + "EPICURUS_NAME": "Epicuro", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME1": "Janete", + "EPICURUS_POST_BATTLE": "A arte de lutar bem e a arte de aceitar bem a derrota são uma só.", + "EPICURUS_PRE_BATTLE": "Quanto maior a dificuldade, maior é a glória de superá-la!", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE1": "Estou aprimorando minhas habilidades de monstro aqui há meses.", + "OVERWORLD_5_-2_BATTLER_POST_BATTLE": "Acho que ainda tenho muito treino pela frente...", + "OVERWORLD_5_-2_BATTLER_PRE_BATTLE2": "Bora, deixa eu te mostrar os resultados do meu treino!", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]PARE! Eu sei por que você está aqui...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Vou encontrar outras oportunidades, tenho certeza...[/wave]", + "OVERWORLD_6_-2_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Este terreno é uma oportunidade perfeita para desenvolvimento urbano! Mas eu vi primeiro![/wave]", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE1": "Ninguém em Nova Murta parece concordar em eventos históricos básicos. Alguns optam por aceitar a ideia de um \\\"multiverso\\\", mas acho que esta ilha está cheia de mentirosos!", + "OVERWORLD_6_-2_HISTORIAN_PRE_BATTLE2": "Por exemplo, muitas pessoas aqui negam que o pouso em Marte em 1969 tenha acontecido! Conspiracionistas malucos, todos eles!", + "OVERWORLD_8_-2_HISTORIAN_PRE_BATTLE": "Ah, preciso de uma pausa na escavação. Se você conseguir me derrotar em uma batalha, eu te conto um pouco sobre este lugar.", + "OVERWORLD_6_-2_HISTORIAN_POST_BATTLE": "Não! Você também?", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE1": "A Comandante Temível nos contou que as pessoas costumavam minerar esta área em busca de metais. Mas nem todas as explosões que aconteceram aqui parecem ter sido controladas...", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE2": "E não consigo encontrar vestígios de ferramentas de mineração ou explosivos artificiais. É possível que toda esta área tenha sido escavada por Balazitas ao longo de vários séculos.", + "OVERWORLD_8_-2_HISTORIAN_POST_BATTLE3": "Então a comandante está errada ou as Balazitas destruíram todas as evidências. Ou, humm... Talvez a evidência tenha se [wave amp=30 freq=5]transformado[/wave] em Balazita. O que você acha?", + "OVERWORLD_6_-3_BATTLER_PRE_BATTLE": "Sonhei com esta ilha quando era pequena!", + "OVERWORLD_6_-3_BATTLER_POST_BATTLE": "Este lugar não é mágico...?", + "OVERWORLD_5_-3_BATTLER_PAIR_PRE_BATTLE": "Meu marido e eu estamos presos aqui desde 2160!", + "OVERWORLD_5_-3_BATTLER_PAIR_POST_BATTLE": "Ninguém aqui parece saber sobre as três conchas. Que primitivo!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.f": "Tenha um pouco de fé...", + "OVERWORLD_5_-3_BATTLER_PARTNER": "Não mexa com a minha esposa!", + "OVERWORLD_5_-3_BATTLER_PAIR_NAME2": "José", + "OVERWORLD_7_-3_BATTLER_NAME": "Carlos", + "OVERWORLD_7_-3_BATTLER_PRE_BATTLE": "Vocês, Corretores, fariam qualquer coisa pelos cidadãos de Nova Murta, menos dar sossego para eles!", + "OVERWORLD_7_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Sem dinheiro? Sem problemas! Estamos oferecendo financiamento a apenas 10.000% ao ano![/wave]", + "OVERWORLD_7_-3_BATTLER_POST_BATTLE": "Ah, eu me enganei. Você luta PELO povo, não contra ele.", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE1": "Todos nós em Nova Murta já demos um passo rumo ao desconhecido. Por que não dar mais um? Confie no [wave amp=30 freq=10]Irmão Cooper[/wave]!", + "OVERWORLD_7_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Nova Murta não tem moeda, então ainda não tem como quitar. Só que os juros vão continuar se acumulando. É um esquema perfeito![/wave]", + "OVERWORLD_6_-4_CULTIST_PRE_BATTLE2": "O Irmão Cooper encontrou um [wave amp=30 freq=10]caminho para sair[/wave] desta ilha de demônios e anjos e agora está nos preparando para encontrarmos nossas famílias do outro lado!", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.n": "Tenha um pouco de fé...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.m": "Pare! Posso sentir a dor dentro de você, meu amigo.", + "OVERWORLD_6_-4_CULTIST_POST_BATTLE.m": "Tenha um pouco de fé...", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.f": "Pare! Posso sentir a dor dentro de você, minha amiga.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE1.n": "Pare! Posso sentir a dor dentro de você, minhe amigue.", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.f": "Você não passará daqui até que se arrependa dos seus bocados.", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE2": "Você sofre porque quer ir pra casa.", + "OVERWORLD_7_-6_CULTIST_PAIR_PRE_BATTLE": "\\\"Nossa fé pode mover montanhas.\\\" – Cooper 17:20", + "OVERWORLD_6_-5_CULTIST_POST_BATTLE": "[wave amp=30 freq=10]Existir é... sofrer...[/wave]", + "OVERWORLD_6_-5_CULTIST_PRE_BATTLE3": "Permita-me acabar com a sua dor, torne-se nosso tributo aos anjos!", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.m": "Você não passará daqui até que se arrependa dos seus bocados.", + "OVERWORLD_8_-6_CULTIST_PRE_BATTLE": "O Irmão Cooper chamou os OVNIs para nos conceder bênçãos. Permita-me mostrar-lhe!", + "OVERWORLD_6_-6_CULTIST_POST_BATTLE": "Peraí, era para ser \\\"pecados\\\"? Não acredito que falei errado esse tempo todo...", + "OVERWORLD_6_-6_CULTIST_PRE_BATTLE.n": "Você não passará daqui até que se arrependa dos seus bocados.", + "OVERWORLD_7_-6_CULTIST_PAIR_POST_BATTLE": "\\\"Não há amor maior do que deixar as próprias fitas para os amigos.\\\" – Dorian 15:13", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.m": "Quando sua alma for pesada pelos arcanjos, eles o julgarão digno da eternidade?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.f": "Quando sua alma for pesada pelos arcanjos, eles a julgarão digna da eternidade?", + "OVERWORLD_7_-6_CULTIST_PAIR_PARTNER.n": "Quando sua alma for pesada pelos arcanjos, eles e julgarão digne da eternidade?", + "OVERWORLD_8_-6_CULTIST_POST_BATTLE": "O conselho intergaláctico de OVNIs e Arcanjos não tolera tais maus-tratos a seus mensageiros...", + "OVERWORLD_8_-5_CULTIST_PRE_BATTLE": "Desculpa!", + "OVERWORLD_8_-5_CULTIST_POST_BATTLE": "Pra falar a verdade, só me juntei aos Filhos da Luz pela comida.", + "OVERWORLD_8_-3_CULTIST_PRE_BATTLE": "Se me derrotar, eu te conto o segredo dos Filhos da Luz.", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE1": "Em 1988, duas bandas de rock inglesas, Iron Gaiden e Shields of the Nephilim, [pause]sem nem se conhecerem, [pause]lançaram simultaneamente duas músicas com o mesmo nome: \\\"Mournchild\\\", ou \\\"Filho da Luz\\\".", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE3": "Pelo menos foi o que me disseram. [pause]Nenhuma das faixas está disponível aqui em Nova Murta, então não tenho como saber se é verdade ou não...", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE2": "Se ouvir as músicas ao contrário e ao mesmo tempo, de modo que as palavras se entrelacem, o Filho da Luz, um ser tão poderoso que pode até abrir um portal entre os mundos, será invocado!", + "OVERWORLD_8_-3_CULTIST_POST_BATTLE4": "O Irmão Cooper encontrou uma maneira diferente de sair de Nova Murta, [shake rate=30 level=10]disso eu tenho certeza[/shake]!", + "OVERWORLD_7_-4_CULTIST_PRE_BATTLE": "Pega leve comigo, ok? Eu ainda sou novo nessa coisa de culto dos Filhos da Luz e não quero me sair mal na frente dos outros.", + "OVERWORLD_7_-4_CULTIST_POST_BATTLE": "Um minuto, vou ver o que meu livro manda fazer quando eu for derrotado.", + "OVERWORLD_7_-3_CULTIST_POST_BATTLE": "Talvez me falte cultura no fim das contas...", + "OVERWORLD_7_-3_CULTIST_PRE_BATTLE": "Haha, eu sempre quis me juntar a um culto do mal! Agora finalmente consegui!", + "OVERWORLD_2_-5_RANGER_POST_BATTLE": "Algo me diz que você vai ficar bem...", + "OVERWORLD_4_-5_BATTLER_PRE_BATTLE": "Au!", + "OVERWORLD_2_-5_RANGER_PRE_BATTLE": "Ei! Você! Este lugar não é seguro!", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE2": "Acho que, se a gente para pra pensar, quatrilhões tiveram que morrer para que os humanos evoluíssem e sobrevivessem. A natureza é uma fera implacável e sedenta por sangue.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE1": "[wave amp=30 freq=10]Uau,[/wave] [pause]desculpe! Eu me perdi totalmente na fita Pomebomba.", + "OVERWORLD_4_-5_BATTLER_POST_BATTLE2": "Agora... onde foi que eu enterrei aquele osso...?", + "OVERWORLD_7_-2_BATTLER_PRE_BATTLE": "Ouvi dizer que isso aqui já foi um rio, então vim encher de novo!", + "OVERWORLD_4_-5_BATTLER_NAME": "Lobu", + "OVERWORLD_1_-5_BATTLER_PRE_BATTLE": "A terra vai cuidar de todos nós se permitirmos.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.m": "Minhas bandas favoritas são The Why, Schroedinger's Martyr e Flesh Cage. Prepare-se para um pouco de [shake rate=30 level=10]metal pesado![/shake]", + "OVERWORLD_7_-2_BATTLER_POST_BATTLE": "Ai, minha garganta está tão seca... Desculpe, ecossistema, você vai ter que esperar minha melhora.", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.f": "Minhas bandas favoritas são The Why, Schroedinger's Martyr e Flesh Cage. Prepare-se para um pouco de [shake rate=30 level=10]metal pesado![/shake]", + "OVERWORLD_3_-5_BATTLER_PRE_BATTLE.n": "Minhas bandas favoritas são The Why, Schroedinger's Martyr e Flesh Cage. Prepare-se para um pouco de [shake rate=30 level=10]metal pesado![/shake]", + "OVERWORLD_3_-5_BATTLER_POST_BATTLE": "Cara, você chutou meu [wave amp=30 freq=10]baixo...[/wave]", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE1": "Achei que a terra ia me ajudar a vencer...", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE3": "Não podemos contar com uma força externa para nos salvar, muito menos um planeta temperamental, impessoal e indiferente.", + "OVERWORLD_1_-5_BATTLER_POST_BATTLE4": "Nós, humanos, devemos cuidar uns dos outros, porque ninguém mais vai fazer isso por nós.", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.n": "Tem um acampamento não muito longe daqui, mas primeiro vamos ver se você é boe.", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.f": "Tem um acampamento não muito longe daqui, mas primeiro vamos ver se você é boa.", + "OVERWORLD_0_-5_BATTLER_PRE_BATTLE.m": "Tem um acampamento não muito longe daqui, mas primeiro vamos ver se você é bom.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC1": "Ei![pause] Você pode ficar em cima deste botão por um momento?", + "OVERWORLD_0_-5_BATTLER_POST_BATTLE": "Você vai encontrar o acampamento seguindo para o oeste. Não tem erro.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC3": "Dizem que se você pisar nos botões na ordem certa e seguir todas as placas, vai chegar até um tesouro.", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC2": "Esta é a primeira do que os vigilantes chamam de \\\"Placas Movediças\\\".", + "OVERWORLD_0_-5_DUNGEON_HINT_NPC4": "Outros dizem que você vai ficar andando em círculos.", + "DIOGENES_NAME": "Diógenes", + "DIOGENES_POST_BATTLE": "Se ao menos aquele grande idiota do Platão pudesse ver esta ilha. \\\"Bípede sem penas\\\", é o meu nariz!", + "DIOGENES_PRE_BATTLE": "Eis um homem!", + "OVERWORLD_-1_-6_BATTLER_NAME": "Jaque", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.m": "Fiz você pular?", + "OVERWORLD_-1_-6_BATTLER_POST_BATTLE": "Preciso melhorar esse ataque...", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.f": "Fiz você pular?", + "OVERWORLD_-1_-6_BATTLER_PRE_BATTLE.n": "Fiz você pular?", + "OVERWORLD_-1_-6_BATTLER2_PRE_BATTLE": "Você sabia que Chavinhood e Ratogiro são inimigos naturais?", + "DIVEAL_KEEPER_POST_BATTLE2": "Bem, já que você está aqui, por que não grava uma das minhas Nadafocas? Você pode usar as habilidades delas para nadar!", + "OVERWORLD_-1_-6_BATTLER2_POST_BATTLE": "O fato de Chavinhood e Ratogiro serem inimigos naturais deve ser o que os impede de trabalharem bem juntos.", + "ZHUANGZI_POST_BATTLE2": "Não sei se sou um homem sonhando que sou uma Domiposa ou se sou uma Domiposa sonhando que sou um homem.", + "ZHUANGZI_POST_BATTLE1": "Uau? Ah…", + "ZHUANGZI_NAME": "Zhuangzi", + "DIVEAL_KEEPER_NAME": "Nadalena", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.m": "É um prazer te [wave amp=30 freq=10]congelar[/wave]! Quer duelar?", + "DIVEAL_KEEPER_POST_BATTLE1": "Ah, não deu pé para mim...", + "DIVEAL_KEEPER_PRE_BATTLE1": "Minha Nadafoca gostou mesmo de você.", + "DIVEAL_KEEPER_PRE_BATTLE2": "Agora, devo lutar contra você para preservar meu status de alfa!", + "OVERWORLD_7_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Ai, agora meus ativos estão derretendo.[/wave]", + "OVERWORLD_7_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Se deixar de fazer um pagamento da sua casa, congelamos os seus bens![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Ouvi falar que havia grandes margens aqui. Pensei que eram de lucro, mas são só do rio.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Estamos fazendo uma liquidação por tempo limitado: 100% de desconto... na sua barra de vida![/wave]", + "OVERWORLD_-2_-1_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Bem, talvez eu pelo menos encontre uma fonte de receita.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.m": "[wave amp=30 freq=5]Ai. Agradeço pela... preferência.[/wave]", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.f": "[wave amp=30 freq=5]Ai. Agradeço pela... preferência.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.n": "É um prazer te [wave amp=30 freq=10]congelar[/wave]! Quer duelar?", + "OVERWORLD_-2_-6_LANDKEEPER_POST_BATTLE.n": "[wave amp=30 freq=5]Ai. Agradeço pela... preferência.[/wave]", + "OVERWORLD_-2_-7_BATTLER_PRE_BATTLE.f": "É um prazer te [wave amp=30 freq=10]congelar[/wave]! Quer duelar?", + "OVERWORLD_-2_-7_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Quebrou... o gelo...[/wave]", + "DARWIN_NAME": "Darwin", + "DARWIN_PRE_BATTLE2": "Vamos transformar!", + "DARWIN_POST_BATTLE1": "Eu achava que as pessoas paravam de procurar monstros embaixo da cama quando descobriam que eles estavam dentro da gente.", + "DARWIN_PRE_BATTLE1": "Esta ilha me ensinou que não é a espécie mais forte que sobrevive, nem a mais inteligente. É a que se adapta melhor às mudanças.", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME1": "Tomás", + "DARWIN_POST_BATTLE2": "Mas o que isso diria sobre essa ilha? Esses são os monstros dentro de Deus ou estaremos nós esquecidos debaixo de Sua cama há muito tempo?", + "OVERWORLD_5_-7_BATTLER_PAIR_NAME2": "Tom", + "OVERWORLD_5_-7_BATTLER_PAIR_POST_BATTLE": "Somos iguais, mas de mundos diferentes. Até onde sabemos, nossas vidas eram idênticas até chegarmos aqui.", + "OVERWORLD_5_-7_BATTLER_PAIR_PRE_BATTLE": "Nós somos parecidos, mas não somos gêmeos!", + "OVERWORLD_5_-7_BATTLER_PAIR_PARTNER": "Nós somos parecidos, mas não somos gêmeos!", + "OVERWORLD_5_-6_BATTLER_PRE_BATTLE": "Você sabe o caminho de volta para a Floresta de Rendlesham?", + "OVERWORLD_5_-6_BATTLER_POST_BATTLE": "Acho que estou presa aqui, então.", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.f": "Alto lá! Diga seu nome e afiliação, soldada!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.m": "Alto lá! Diga seu nome e afiliação, soldado!", + "OVERWORLD_0_-6_BATTLER_PRE_BATTLE.n": "Alto lá! Diga seu nome e afiliação, soldade!", + "OVERWORLD_0_-6_BATTLER_POST_BATTLE": "Me perdi da minha unidade. Estávamos vasculhando a floresta perto de nossa base em Suffolk. O piloto automático me desviou e eu vim parar aqui. Não sei como aconteceu.", + "OVERWORLD_3_-7_BATTLER_PRE_BATTLE": "Se quiser saber de onde vêm suas fitas, vai ter que me vencer primeiro!", + "DECARTES_NAME": "Descartes", + "DECARTES_POST_BATTLE": "Cometi todos os erros possíveis, mas segui em frente.", + "DECARTES_PRE_BATTLE": "Não basta ter uma boa fita; o principal é usá-la bem.", + "OVERWORLD_1_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Não víamos tanta pressa para comprar propriedades desde que Nyxon nos tirou do padrão-aura![/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE1": "[wave amp=30 freq=5]A economia de troca de favores de Nova Murta é interessante, mas não vai durar.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE1": "[wave amp=30 freq=5]Os Corretores estão aqui para ajudar Nova Murta a se tornar uma nação desenvolvida. O primeiro passo é estabelecer uma moeda.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]A população de Nova Murta continua crescendo, mas ninguém pensou em construir novas casas. É uma combinação perfeita.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE2": "[wave amp=30 freq=5]A opção mais popular entre os Corretores é atrelar o valor à alma, um recurso extremamente escasso na região de onde viemos.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_PRE_BATTLE3": "[wave amp=30 freq=5]Se quiser, pode nos entregar sua alma em troca de moeda corrente.[/wave]", + "OVERWORLD_1_-7_LANDKEEPER2_POST_BATTLE2": "[wave amp=30 freq=5]Afinal, de que adianta tudo isso se a classe alta não pode imprimir quatrilhões de favores do nada?[/wave]", + "OVERWORLD_2_-7_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Tudo começa com capital. Cada frase. Cada nome. Cada investimento. Compre já![/wave]", + "OVERWORLD_2_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Você não vai nos deter![/wave]", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE1": "As fitas e toca-fitas vêm daquele shopping ali na frente. Ele apareceu do nada há alguns anos! Os vigilantes têm invadido o local em busca de suprimentos desde então, não deixaram muita coisa por lá.", + "OVERWORLD_3_-7_BATTLER_POST_BATTLE2": "Ouvi dizer que é assombrado... O que você acha?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.m": "Meu Deus, tem algo muito errado com sua aura. Você está doente?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.f": "Meu Deus, tem algo muito errado com sua aura. Você está doente?", + "OVERWORLD_3_-6_CULTIST_POST_BATTLE": "Vai ver que nem era a sua aura. Talvez minha visão que esteja ruim...", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE1.n": "Meu Deus, tem algo muito errado com sua aura. Você está doente?", + "OVERWORLD_3_-6_CULTIST_PRE_BATTLE2": "Não? Pois deveria!", + "OVERWORLD_4_-7_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Qual é o seu problema? É perfeitamente legal! São apenas inquilinos, não é mesmo? [pause]Pertencem a nós.[/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]Tem uma família morando lá no momento, mas podemos expulsá-la para você... [pause]Por que você está fazendo essa cara?[/wave]", + "ARISTOTLE_NAME": "Aristóteles", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH1": "Nem me lembro desse homem, mas ele parece se lembrar de mim...", + "ARISTOTLE_PRE_BATTLE": "A felicidade está na atividade virtuosa, e a felicidade perfeita está na melhor atividade, que é a batalha!", + "ARISTOTLE_POST_BATTLE": "Ai! O objetivo do sábio não é obter prazer, mas evitar a dor.", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.m": "[wave amp=30 freq=5]Acho que encontramos a casa feita para você, comprador de primeira viagem![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.f": "[wave amp=30 freq=5]Acho que encontramos a casa feita para você, compradora de primeira viagem![/wave]", + "OVERWORLD_4_-7_LANDKEEPER_PRE_BATTLE1.n": "[wave amp=30 freq=5]Acho que encontramos a casa feita para você, compradore de primeira viagem![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_PRE_BATTLE": "[wave amp=30 freq=5]Também podemos ajudar financeiramente com a compra da sua casa![/wave]", + "OVERWORLD_-1_-3_LANDKEEPER_POST_BATTLE": "[wave amp=30 freq=5]Nós, Corretores, também gostamos de um bom mergulho! Quer dizer, desde que não seja em água benta...[/wave]", + "OVERWORLD_1_-4_BATTLER_POST_BATTLE": "Você não acha que essas estátuas de Trafeguejo parecem um pouco estranhas?", + "OVERWORLD_1_-4_BATTLER_PRE_BATTLE": "Estou fazendo uma pesquisa importante aqui, saia do meu caminho!", + "OVERWORLD_0_-4_BATTLER_PRE_BATTLE": "Não pergunte onde guardo minhas fitas!", + "OVERWORLD_0_-4_BATTLER_POST_BATTLE": "Eu guardo minhas fitas na minha mochila impermeável, é claro!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE1": "Adoro ouvir histórias sobre os eventos cisne negro que as pessoas vivenciaram em seus mundos natais.", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE3": "Já ouvi de tudo: revoltas fascistas, pandemias, guerra mundial, mudança climática desenfreada, catástrofes ecológicas de microplásticos...", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE4": "Ah, imagine um mundo onde tudo isso ocorresse ao mesmo tempo. Estariam todos condenados!", + "OVERWORLD_-2_-3_BATTLER_PRE_BATTLE2": "Os eventos cisne negro são grandes acontecimentos históricos que chegam de surpresa e mudam tudo.", + "OVERWORLD_-2_-3_BATTLER_POST_BATTLE": "Meu evento cisne negro favorito é a guerra entre homens e tubarões de 2023. Eles realmente deveriam ter previsto essa!", + "COMMUNE_CULTIST_1_NAME": "Cultista de olhos aguçados", + "COMMUNE_CULTIST_1_PRE_BATTLE1": "O que você está fazendo aqui? Por que não está em...", + "COMMUNE_CULTIST_1_PRE_BATTLE2": "Espere, [pause]é você, Kayleigh?! Você é uma desertora!", + "COMMUNE_CULTIST_1_POST_BATTLE": "Nossa... [pause]desertora...", + "COMMUNE_CULTIST_1_FRIENDLY3": "Você sabe como essas coisas podem sair do controle!", + "COMMUNE_CULTIST_1_FRIENDLY2": "Nada pessoal, só estávamos tentando muito alcançar a divindade.", + "COMMUNE_CULTIST_1_POST_BATTLE_KAYLEIGH2": "Bora, vamos continuar.", + "COMMUNE_CULTIST_1_FRIENDLY1": "Desculpa a grosseria.", + "COMMUNE_CULTIST_2_NAME": "Cultista raivosa", + "COMMUNE_CULTIST_2_POST_BATTLE_KAYLEIGH": "O que Dorian está aprontando? Estou preocupada...", + "COMMUNE_CULTIST_2_PRE_BATTLE": "Dorian achava que algo poderia dar errado dantes da cerimônia, por isso estou vigiando!", + "COMMUNE_CULTIST_2_POST_BATTLE": "Eu devo... [shake rate=30 level=10][pause]continuar... [pause]vigiando...[/shake]", + "COMMUNE_CULTIST_2_FRIENDLY2": "Aff. Foi golpe.", + "COMMUNE_CULTIST_2_FRIENDLY1": "Então o \\\"deus serpente\\\" do Irmão Cooper era apenas um monstro esquisito?", + "COMMUNE_CULTIST_3_NAME": "Cultista ansioso", + "COMMUNE_CULTIST_3_PRE_BATTLE1": "Você aí! Você não está usando suas vestes!", + "COMMUNE_CULTIST_3_PRE_BATTLE2": "Vocês são forasteiros enviados para sabotar a cerimônia?!", + "COMMUNE_CULTIST_3_POST_BATTLE": "Não vão... [pause][shake rate=30 level=10]nos deter[/shake]...", + "COMMUNE_CULTIST_3_FRIENDLY2": "Pode ser que eu entre em um grupo novo... De marceneiros, talvez...", + "COMMUNE_CULTIST_3_FRIENDLY1": "O caminho do Filho da Luz se provou um beco sem saída, né?", + "COMMUNE_CULTIST_4_NAME": "Cultista preocupada", + "COMMUNE_CULTIST_4_PRE_BATTLE1.m": "Vo-você é um intruso?", + "COMMUNE_CULTIST_4_PRE_BATTLE1.f": "Vo-você é uma intrusa?", + "COMMUNE_CULTIST_4_PRE_BATTLE2": "Dorian vai ficar superbravo comigo se eu não conseguir te impedir.", + "COMMUNE_CULTIST_4_PRE_BATTLE1.n": "Vo-você é ume intruse?", + "COMMUNE_CULTIST_4_FRIENDLY1": "Então esses \\\"Arcanjos\\\" vivem debaixo da ilha... e não nutrem nenhum amor pela humanidade...", + "COMMUNE_CULTIST_4_POST_BATTLE": "Estou em apuros...", + "COMMUNE_CULTIST_4_FRIENDLY2": "Isso me assusta ainda mais do que o Dorian!", + "COMMUNE_CULTIST_5_NAME": "Cultista amigável", + "COMMUNE_CULTIST_5_PRE_BATTLE1": "Oi, novos amigos!", + "COMMUNE_CULTIST_5_PRE_BATTLE2": "Infelizmente, é a vontade do [wave amp=30 freq=5]deus serpente[/wave] que eu defenda nossa comunidade das pessoas de fora.", + "COMMUNE_CULTIST_5_PRE_BATTLE3": "Mas não é nada pessoal!", + "COMMUNE_CULTIST_5_FRIENDLY1": "Acho que agora que estamos tentando nos enturmar mais com o resto da ilha...", + "COMMUNE_CULTIST_5_POST_BATTLE": "Nada... [pause]pessoal...", + "COMMUNE_CULTIST_5_FRIENDLY2": "Eu deveria tentar fazer conexões pessoais mais significativas!", + "COMMUNE_CULTIST_6_NAME": "Cultista barulhento", + "COMMUNE_CULTIST_6_PRE_BATTLE1": "[b][shake rate=30 level=10]É DEVER DOS FILHOS DA LUZ REPELIR OS ESTRANGEIROS![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE2": "[b][shake rate=30 level=10]VOCÊ NÃO USA AS VESTES DO FILHO DA LUZ...[/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.m": "[b][shake rate=30 level=10]LOGO, DEVE SER ANIQUILADO![/shake][/b]", + "COMMUNE_CULTIST_6_PRE_BATTLE3.f": "[b][shake rate=30 level=10]LOGO, DEVE SER ANIQUILADA![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.m": "[b][shake rate=30 level=10]ME DESCULPE POR TERMOS SIDO TÃO HOSTIS, ESTRANGEIRO![/shake][/b]", + "COMMUNE_CULTIST_6_POST_BATTLE": "Irmão Cooper... me desculpe...", + "COMMUNE_CULTIST_6_PRE_BATTLE3.n": "[b][shake rate=30 level=10]LOGO DEVE SER ANIQUILADE![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.n": "[b][shake rate=30 level=10]ME DESCULPE POR TERMOS SIDO TÃO HOSTIS, ESTRANGEIRE![/shake][/b]", + "COMMUNE_CULTIST_6_FRIENDLY1.f": "[b][shake rate=30 level=10]ME DESCULPE POR TERMOS SIDO TÃO HOSTIS, ESTRANGEIRA![/shake][/b]", + "COMMUNE_CULTIST_7_NAME": "Cultista introspectivo", + "COMMUNE_CULTIST_7_PRE_BATTLE1": "Há muito significado simbólico no poder transformador das fitas, sabia?", + "COMMUNE_CULTIST_6_FRIENDLY2": "[b][shake rate=30 level=10]NOS EMPOLGAMOS UM POUCO![/shake][/b]", + "COMMUNE_CULTIST_7_PRE_BATTLE2": "Os quatro lados de sua forma retangular se alinham com os quatro lados do homem...", + "COMMUNE_CULTIST_7_PRE_BATTLE3": "Frente, costas, esquerdo e direito.", + "COMMUNE_CULTIST_7_PRE_BATTLE4": "Bom, eu deveria estar tentando te impedir agora.", + "COMMUNE_CULTIST_7_POST_BATTLE": "Fitas... são... interessantes...", + "COMMUNE_CULTIST_7_FRIENDLY1": "As fitas têm lado A e lado B…", + "COMMUNE_CULTIST_7_FRIENDLY2": "Como a dualidade do homem...", + "COMMUNE_CULTIST_8_NAME": "Cultista faminto", + "COMMUNE_CULTIST_8_PRE_BATTLE1": "Nossa, toda essa escavação está me deixando com tanta fome.", + "COMMUNE_CULTIST_8_POST_BATTLE": "Eu só queria... um sanduíche...", + "COMMUNE_CULTIST_8_PRE_BATTLE2": "E agora eu tenho que lutar de estômago vazio. Aff.", + "COMMUNE_CULTIST_8_FRIENDLY": "Tem comida boa em Vilancoradouro? Estou perguntando em nome do meu estômago.", + "COMMUNE_CULTIST_9_PRE_BATTLE3": "Talvez te derrotar mostre meu valor para ele!", + "COMMUNE_CULTIST_9_NAME": "Cultista insatisfeita", + "COMMUNE_CULTIST_9_PRE_BATTLE2": "Depois de toda aquela [wave amp=30 freq=5]escavação[/wave] que eu fiz! Eu sou a filha da luz [wave amp=30 freq=5]mais devota[/wave]!", + "COMMUNE_CULTIST_9_PRE_BATTLE1": "Não acredito que o Irmão Cooper me colocou de guarda.", + "OFFICE_2_FELIX": "Estou apreciando a estética daqui. Muito \\\"empregos com salários de esmagar a alma\\\".", + "COMMUNE_CULTIST_9_POST_BATTLE": "Eu não sou... boa... o suficiente...", + "COMMUNE_CULTIST_9_FRIENDLY1": "Não acredito que coloquei toda a minha fé no Irmão Cooper para depois ele ir lá e ser vaporizado.", + "COMMUNE_CULTIST_9_FRIENDLY2": "Que papelão...", + "COMMUNE_CULTIST_MERCHANT_NAME": "Cultista comerciante", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE1": "Como parte de um plano de extensão cultural proposto pela Irmã Jaqueline...", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.f": "Muito obrigado, forasteira.", + "COMMUNE_CULTIST_MERCHANT_DIALOGUE2": "Estamos negociando oficialmente com pessoas de fora. Dê uma olhada em nosso inventário.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.m": "Muito obrigado, forasteiro.", + "COMMUNE_CULTIST_MERCHANT_CLOSING_DIALOGUE.n": "Muito obrigado, forasteire.", + "OFFICE_2_MEREDITH": "Hã... Onde foi que esses canalhas conseguiram todas essas [wave amp=30 freq=20]coisas[/wave]?", + "OFFICE_2_KAYLEIGH": "Não vamos permitir que vocês comprem Nova Murta!", + "OFFICE_2_VIOLA": "Seus planos nefastos terminam aqui, demônios!", + "OFFICE_2_EUGENE": "Desculpem nossa [wave amp=30 freq=20]chegada sem aviso[/wave]!", + "OFFICE_2_LANDKEEPER": "[wave amp=30 freq=5]Jovens não têm visão de longo prazo... Vocês não sabem valorizar as oportunidades de investimento que poderíamos oferecer para vocês?[/wave]", + "OFFICE_4_LANDKEEPER2": "[wave amp=30 freq=5]Vocês não gostariam de sofrer despejo, gostariam?[/wave]", + "OFFICE_4_LANDKEEPER1": "[wave amp=30 freq=5]Como possíveis inquilinos, é do seu interesse manter boas relações com a Associação de Corretores.[/wave]", + "OFFICE_3_LANDKEEPER": "[wave amp=30 freq=5]Se você não desocupar o local imediatamente, seremos forçados a despejá-los nós mesmos...[/wave]", + "OFFICE_4_KAYLEIGH": "Isso me soa como uma ameaça...", + "OFFICE_4_MEREDITH": "Isso é uma coisa muito sombria pra se dizer.", + "OFFICE_4_VIOLA": "Seu sangue deve ser bem frio pra você conseguir fazer ameaças desse jeito.", + "OFFICE_4_EUGENE": "Se você acha que vai tirar [wave amp=30 freq=20]qualquer coisa[/wave] de nós, [wave amp=30 freq=20]deveria[/wave] pensar duas vezes!", + "OFFICE_POSTBATTLE_KAYLEIGH3": "Eugene vai ficar feliz quando souber que botamos esses palhaços pra correr!", + "OFFICE_4_FELIX": "Parece que vamos gastar todas nossas indiretas.", + "OFFICE_5_LANDKEEPER2": "[wave amp=30 freq=5]Não é preciso lutar contra o progresso![/wave]", + "OFFICE_5_LANDKEEPER1": "[wave amp=30 freq=5]Nova Murta iria crescer absurdamente com um mercado imobiliário regulamentado![/wave]", + "OFFICE_POSTBATTLE_KAYLEIGH1": "Botamos aqueles agentes pra correr, não foi? Eugene vai gostar dessa!", + "OFFICE_POSTBATTLE_KAYLEIGH2": "Mais um escritório liberado! [wave amp=30 freq=10]Mandamos bem[/wave], {player}!", + "OFFICE_POSTBATTLE_KAYLEIGH4": "Esse foi o último escritório liberado? Tomara que eles [wave amp=30 freq=10]não voltem[/wave]!", + "OFFICE_POSTBATTLE_MEREDITH1": "Esses caras tão [wave amp=30 freq=10]mesmo[/wave] tentando comprar Nova Murta? Não me sinto nem um pouco mal por acabar com eles.", + "OFFICE_POSTBATTLE_MEREDITH3": "Mais um escritório liberado! Tenho certeza que Eugene vai gostar da ajudinha no trabalho dele.", + "OFFICE_POSTBATTLE_MEREDITH2": "Fico feliz que [wave amp=30 freq=10]socar aqueles caras com muita força[/wave] seja considerado um serviço público.", + "OFFICE_POSTBATTLE_MEREDITH4": "Ah, este era o último escritório que precisava ser liberado? [pause]Essa [wave amp=30 freq=10]coisa toda[/wave] acabou, então?", + "OFFICE_POSTBATTLE_EUGENE1": "[shake rate=30 level=10]Muito bem, bom trabalho![/shake] Vamos mostrar a esses [shake rate=30 level=10]parasitas[/shake] com quem estão mexendo!", + "OFFICE_POSTBATTLE_EUGENE2": "Mais um escritório liberado desses canalhas! Bom trabalho, {player}!", + "OFFICE_POSTBATTLE_FELIX4": "Bora, vamos sair daqui! Este foi o último escritório pra liberar, certo?", + "OFFICE_POSTBATTLE_FELIX3": "Eles fugiram daqui bem rápido, né? Acho que perceberam que estavam completamente derrotados.", + "OFFICE_POSTBATTLE_FELIX1": "Esses caras não estão de brincadeira. Tomara que não voltem para cá tão cedo.", + "OFFICE_POSTBATTLE_EUGENE3": "Eles não tiveram a menor [shake rate=30 level=10]chance[/shake]!", + "OFFICE_POSTBATTLE_FELIX2": "Como aqueles agentes imobiliários esquisitos conseguiram [wave amp=30 freq=10]construir[/wave] um lugar como este?", + "OFFICE_POSTBATTLE_VIOLA2": "Eles realmente são seres [wave amp=30 freq=10]sobrenaturais[/wave], não são?", + "OFFICE_POSTBATTLE_VIOLA1": "Esses demônios falam rápido, mas fogem mais rápido ainda.", + "OFFICE_POSTBATTLE_VIOLA3": "Fico feliz em saber que esses demônios se foram.", + "OFFICE_POSTBATTLE_VIOLA4": "Eu não me importo com esses demônios. [pause]Tenho certeza de que eles viverão para se arrepender de nos tratar com tanta hostilidade.", + "OFFICE_POSTBATTLE_DOG1": "Os Corretores fugiram...", + "OFFICE_1_LINE3_LANDKEEPER": "[wave amp=30 freq=5]Por que você não… [pause][pause]escuta nossa proposta de vendas?[/wave]", + "OFFICE_1_LINE2_LANDKEEPER": "[wave amp=30 freq=5]Vocês não está cooperando, rapazinho.[/wave]", + "OFFICE_1_LINE1_EUGENE": "[shake rate=30 level=10]Estamos encerrando sua operação, seus sanguessugas![/shake]", + "OFFICE_1_LINE4_PLAYER_OPTION1": "Proposta de vendas? Espere, o que é isso...?", + "OFFICE_1_LINE5_EUGENE": "...[pause] O que quer dizer?", + "OFFICE_1_LINE4_PLAYER_OPTION2": "Ele disse \\\"proposta de vendas\\\"?", + "OFFICE_1_LINE6_PLAYER_OPTION1": "Eu pensei que eles eram... vampiros.", + "OFFICE_1_LINE11_LANDKEEPER": "[wave amp=30 freq=5]A Associação de Corretores quer criar um mercado imobiliário de longo prazo em Nova Murta.[/wave]", + "OFFICE_1_LINE10_EUGENE": "[shake rate=30 level=10]São agentes imobiliários![/shake]", + "OFFICE_1_LINE6_PLAYER_OPTION2": "Você não deu a entender que eles são vampiros?", + "OFFICE_1_LINE7_EUGENE": "Eles [wave amp=30 freq=20]são[/wave] vampiros!", + "OFFICE_1_LINE8_EUGENE": "Bem, [pause]de certa forma.", + "OFFICE_1_LINE9_EUGENE": "Eu diria que eles são PIORES que vampiros...", + "CAPTAIN_CODEY_INTRO6": "A única coisa que tem aqui para eu hackear são essas [wave amp=30 freq=10]fitas de monstros[/wave]. [pause]Sou muito bom nisso também, é por isso que sou um comandante dos vigilantes.", + "CAPTAIN_CODEY_PRE_BATTLE1.m": "Ah, qual é, aposto que você está [wave amp=30 freq=10]desesperado[/wave] pra ver minhas fitas modificadas! [pause]Você vai aceitar meu desafio de comandante dos vigilantes ou como é?", + "CAPTAIN_CODEY_NOT_TRAINEE1.n": "Infelizmente, não posso te mostrar meu trabalho se você não for aprendiz de vigilante. [pause]Uma pena.", + "CAPTAIN_CODEY_PRE_BATTLE2.f": "Espero que esteja preparada para enfrentar um [wave amp=30 freq=10]mestre[/wave] no combate!", + "CAPTAIN_CODEY_PRE_BATTLE1.f": "Ah, qual é, aposto que você está [wave amp=30 freq=10]desesperada[/wave] pra ver minhas fitas modificadas! [pause]Você vai aceitar meu desafio de comandante dos vigilantes ou como é?", + "CAPTAIN_CODEY_PRE_BATTLE2.m": "Espero que esteja preparado para enfrentar um [wave amp=30 freq=10]mestre[/wave] no combate!", + "CAPTAIN_CODEY_PRE_BATTLE2.n": "Espero que esteja preparade para enfrentar um [wave amp=30 freq=10]mestre[/wave] no combate!", + "CAPTAIN_CODEY_PRE_BATTLE_NO": "Não te culpo, eu também não gostaria de lutar [wave amp=30 freq=10]comigo[/wave].", + "CAPTAIN_CODEY_PRE_BATTLE1.n": "Ah, qual é, aposto que você está [wave amp=30 freq=10]desesperade[/wave] pra ver minhas fitas modificadas! [pause]Você vai aceitar meu desafio de comandante dos vigilantes ou como é?", + "CAPTAIN_CODEY_LAST_LEGS1": "Nada mau, você me forçou a usar [shake rate=30 level=10]100% do meu poder![/shake]", + "CAPTAIN_CODEY_POST_BATTLE1": "[shake rate=30 level=10]O quê?![/shake] Como foi que eu perdi?", + "CAPTAIN_CODEY_POST_BATTLE2": "Quer dizer... [pause]Foi de propósito. Afinal, isso foi apenas um teste pra você.", + "CAPTAIN_CODEY_DEFEATED_INTERACT1": "Esses monstros têm \\\"tipos\\\" elementais diferentes. [pause]Quando você muda esses tipos, as coisas começam a ficar interessantes [wave amp=30 freq=10]pra valer[/wave].", + "CAPTAIN_CODEY_POST_BATTLE3": "E você passou. [pause]Parabéns, [pause]aí.", + "CAPTAIN_CODEY_PRE_REMATCH1.m": "Então, [wave amp=30 freq=10]comandante dos vigilantes[/wave], você voltou pra lutar contra seu oponente mais desafiador de todos os tempos, né?", + "CAPTAIN_CODEY_PRE_REMATCH2.f": "Agora você não é mais uma novata, não preciso mais limitar o poder das minhas fitas super-hackeadas!", + "CAPTAIN_CODEY_PRE_REMATCH1.n": "Então, [wave amp=30 freq=10]comandante dos vigilantes[/wave], você voltou pra lutar contra seu oponente mais desafiador de todos os tempos, né?", + "CAPTAIN_CODEY_PRE_REMATCH1.f": "Então, [wave amp=30 freq=10]comandante dos vigilantes[/wave], você voltou pra lutar contra seu oponente mais desafiador de todos os tempos, né?", + "CAPTAIN_CODEY_PRE_REMATCH2.m": "Agora você não é mais um novato, não preciso mais limitar o poder das minhas fitas super-hackeadas!", + "CAPTAIN_CODEY_POST_REMATCH1": "Deve ter acontecido algo de errado com meus cálculos... [pause]Minha estratégia [shake rate=30 level=10]DEVERIA[/shake] ser imbatível!", + "CAPTAIN_CODEY_PRE_REMATCH2.n": "Agora você não é mais ume novate, não preciso mais limitar o poder das minhas fitas super-hackeadas!", + "CAPTAIN_CODEY_PRE_REMATCH_NO": "Não te culpo, eu também não gostaria de lutar [wave amp=30 freq=10]comigo[/wave].", + "CAPTAIN_CODEY_POST_REMATCH2": "...Isso é o que eu diria se estivesse bravo. [pause]O que não é o caso. [pause]Não estou nem um pouco bravo.", + "LEADER_IANTHE_INTRO_EXT_IANTHE1": "Ei, vocês! [pause]Vocês normalmente não são [wave amp=30 freq=10]ousados[/wave] o suficiente para se aventurar tão perto de nosso posto avançado. Por que não saem daqui enquanto a conversa está civilizada?", + "LEADER_IANTHE_INTRO_EXT_KAYLEIGH3": "Ela tá no comando por um motivo, [pause]né...?", + "LEADER_IANTHE_INTRO_EXT_IANTHE2": "Vocês não estão se movendo, né? [pause]Acho que vou ter que sujar minhas mãos.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH5": "Ora, [pause]talvez a gente encontre mais! [pause]Ianthe, acho que {player} devia ser aprendiz de vigilante.", + "LEADER_IANTHE_INTRO_EXT_EUGENE3": "Memorável.", + "LEADER_IANTHE_INTRO_EXT_FELIX3": "Radical.", + "LEADER_IANTHE_INTRO_EXT_VIOLA3": "Ela se mantém com uma confiança que raramente se mostra em outrem.", + "LEADER_IANTHE_INTRO_IANTHE1.m": "Ianthe. [pause]Prazer em conhecê-lo, novato.", + "LEADER_IANTHE_INTRO_IANTHE1.f": "Ianthe. [pause]Prazer em conhecê-la, novata.", + "LEADER_IANTHE_INTRO_IANTHE1.n": "Ianthe. [pause]Prazer em conhecê-le, novate.", + "LEADER_IANTHE_INTRO_IANTHE2": "Bem, [pause]o que você acha deste posto avançado? [pause]Este lugar foi abandonado por muito tempo. Com um pouco de trabalho, nós o transformamos em uma parada de descanso para os vigilantes.", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION1": "O que você faz aqui?", + "LEADER_IANTHE_INTRO_IANTHE3": "Gostaria de dizer que somos defensores do povo de Nova Murta contra uma horda implacável de monstros...", + "LEADER_IANTHE_INTRO_IANTHE2_OPTION2": "Para que servem os vigilantes?", + "LEADER_IANTHE_INTRO_IANTHE4": "Mas na maioria das vezes estamos fazendo bicos para a comunidade. Não é lá muito emocionante.", + "LEADER_IANTHE_INTRO_K_IANTHE4": "Temos certeza de que os Arcanjos [wave amp=30 freq=10]existem[/wave], mas nossas interações com eles foram... [pause]escassas.", + "LEADER_IANTHE_INTRO_K_KAYLEIGH2": "[shake rate=30 level=10]Hum... bem, {player} e eu acabei de lutar contra um Arcanjo.[/shake]", + "LEADER_IANTHE_INTRO_K_IANTHE1": "A Kayleigh pode confirmar, [pause]ela é uma das nossas recrutas mais recentes!", + "LEADER_IANTHE_INTRO_K_IANTHE3": "...[pause]Sério? Teremos que investigar isso.", + "LEADER_IANTHE_INTRO_NK_EUGENE4.m": "{player} consegue se defender bem em uma luta. [pause]Eu garanto!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.m": "...Exceto para a Vigilante Kayleigh, que insiste que vocês lutaram contra um [wave amp=30 freq=10]Arcanjo[/wave] juntos.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION1": "É verdade!", + "LEADER_IANTHE_INTRO_NK_IANTHE1.f": "...Exceto para a Vigilante Kayleigh, que insiste que vocês lutaram contra um [wave amp=30 freq=10]Arcanjo[/wave] juntas.", + "LEADER_IANTHE_INTRO_NK_IANTHE2": "Temos certeza de que os Arcanjos [wave amp=30 freq=10]existem[/wave], mas nossas interações com eles foram... [pause]escassas.", + "LEADER_IANTHE_INTRO_NK_IANTHE1.n": "...Exceto para a Vigilante Kayleigh, que insiste que vocês lutaram contra um [wave amp=30 freq=10]Arcanjo[/wave] juntes.", + "LEADER_IANTHE_INTRO_NK_IANTHE1_OPTION2": "Lutamos e vencemos!", + "LEADER_IANTHE_INTRO_NK_EUGENE4.n": "{player} consegue se defender bem em uma luta. [pause]Eu garanto!", + "LEADER_IANTHE_INTRO_NK_IANTHE3": "O simples fato de terem sobrevivido a um encontro com algo assim já demonstra grande força e resiliência...", + "LEADER_IANTHE_INTRO_NK_EUGENE4.f": "{player} consegue se defender bem em uma luta. [pause]Eu garanto!", + "LEADER_IANTHE_INTRO_NK_FELIX4": "{player} até que é forte.", + "LEADER_IANTHE_INTRO_NK_VIOLA4": "{player} luta com bravura.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION1": "Comandantes... dos vigilantes?", + "LEADER_IANTHE_INTRO_IANTHE5": "Bem, [pause]o que você acha, {player}? Quer ser aprendiz de vigilante?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION1": "Aprendiz?", + "LEADER_IANTHE_INTRO_IANTHE5_OPTION2": "O que eu tenho que fazer?", + "LEADER_IANTHE_INTRO_IANTHE6": "Aprendizes têm a tarefa de se encontrar com cada um dos comandantes dos vigilantes aqui de Nova Murta e vencer seus desafios.", + "CAPTAIN_ZEDD_POST_BATTLE1": "Nossa, acho que aquele golpe final chegou a me acordar. [pause]Aqui está sua recompensa.", + "CAPTAIN_ZEDD_DEFEATED_INTERACT1": "É importante dormir o suficiente... mas quanto sono É suficiente? [pause]A humanidade procura essa resposta desde o início da história.", + "CAPTAIN_SKIP_PRE_REMATCH1.f": "Salve! [pause]Falaram pra mim que você é comandante agora, certo? [pause]Isso é maravilhoso!", + "CAPTAIN_SKIP_PRE_REMATCH1.m": "Salve! [pause]Falaram pra mim que você é comandante agora, certo? [pause]Isso é maravilhoso!", + "CAPTAIN_SKIP_DEFEATED_INTERACT1": "Salve! [pause]Veio me ajudar a separar a sucata?", + "CAPTAIN_SKIP_INTRO3": "Eu reúno e classifico todas as [wave amp=30 freq=10]coisas[/wave] que vocês, estrangeiros, fazem e que acabaram parando aqui.", + "CAPTAIN_READY_CHECK.n": "Está pronte para a batalha com {pawn}?", + "CAPTAIN_WALLACE_PRE_BATTLE1.m": "Ianthe disse que você tem futuro como lutador. Você veio aceitar meu desafio de vigilante, certo?", + "CAPTAIN_SKIP_POST_REMATCH1": "Hum... [pause]perdi de novo!", + "CAPTAIN_SKIP_PRE_REMATCH_NO": "Sem problemas! [pause]Eu tenho um monte de coisas pra separar.", + "CAPTAIN_SKIP_PRE_REMATCH3": "Beleza! [pause]Acho que vai ser divertido!", + "CAPTAIN_SKIP_PRE_REMATCH2.n": "Talvez a gente deva celebrar com outra luta. O que acha, [wave amp=30 freq=10]comandante[/wave]?", + "CAPTAIN_SKIP_PRE_REMATCH2.f": "Talvez a gente deva celebrar com outra luta. O que acha, [wave amp=30 freq=10]comandante[/wave]?", + "CAPTAIN_WALLACE_POST_REWARD1": "Eu dei de cara com esse material raro enquanto analisava o parque para um projeto de construção. Você pode trocar isso por algumas coisas legais na prefeitura.", + "CAPTAIN_WALLACE_INTRO4": "Eu sou o Murilo, um dos comandantes dos vigilantes de Vilancoradouro. [pause]Eu supervisiono todos os trabalhos de construção em Nova Murta.", + "CAPTAIN_CLEEO_INTRO5.f": "[color=#e3affe][wave amp=30 freq=2]Bem-vinda, [pause]consumidora, [pause]ao \\\"Empório do Faraó\\\" Novo Vegas![/wave][/color]", + "CAPTAIN_CLEEO_INTRO5.m": "[color=#e3affe][wave amp=30 freq=2]Bem-vindo, [pause]consumidor, [pause]ao \\\"Empório do Faraó\\\" Novo Vegas![/wave][/color]", + "CAPTAIN_ZEDD_INTRO_KAYLEIGH": "Ah! [pause]Tinha me esquecido TOTALMENTE que cê é comandante dos vigilantes.", + "CAPTAIN_ZEDD_INTRO5": "Obrigado. Olha, não devia ser tão difícil para um [wave amp=30 freq=10]comandante dos vigilantes[/wave] tirar uma soneca por aqui.", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.m": "[color=#e3affe]Ei, humano. Sabia que eu respeito todos os humanos na mesma medida? Também não tenho nada contra ninguém da sua espécie. [pause]É verdade.[/color]", + "CAPTAIN_CLEEO_POST_REWARD2": "[color=#e3affe]Desculpa, [pause]eu não quis falar mal da humanidade novamente. [pause]Por favor, ignore meu comentário.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.n": "[color=#e3affe]Ei, humane. Sabia que eu respeito todos os humanos na mesma medida? Também não tenho nada contra ninguém da sua espécie. [pause]É verdade.[/color]", + "CAPTAIN_CLEEO_DEFEATED_INTERACT1.f": "[color=#e3affe]Ei, humana. Sabia que eu respeito todos os humanos na mesma medida? Também não tenho nada contra ninguém da sua espécie. [pause]É verdade.[/color]", + "CAPTAIN_SKIP_INTRO1": "Olha, os estrangeiros gostam mesmo de um monte de [wave amp=30 freq=10]coisas[/wave], né?", + "CAPTAIN_WALLACE_POST_REMATCH2": "Mais uma vez, você mostrou que a fundação da sua estratégia foi muito bem-feita.", + "CAPTAIN_CLEEO_POST_BATTLE3": "[color=#e3affe]Aqui, seu prêmio.[/color]", + "CAPTAIN_CLEEO_POST_REWARD1": "[color=#e3affe]Você pode trocar esse material na prefeitura de Vilancoradouro. [pause]Sei que vocês, humanos, adoram trocar suas pequenas bugigangas inúteis...[/color]", + "CAPTAIN_CLEEO_PRE_REMATCH2.m": "[color=#e3affe]Eu atualizei todas as fraquezas dos meus algoritmos de combate. [pause]Sua derrota é uma certeza estatística, \\\"comandante\\\"![/color]", + "CAPTAIN_LODESTEIN_INTRO1.m": "Falo com você em um segundo, camarada. Eu só tenho alguns reparos finais para fazer...", + "CAPTAIN_WALLACE_NOT_TRAINEE1.f": "Vejo que você é dura na queda. Por que você não se inscreve para ser aprendiz de vigilante?", + "CAPTAIN_WALLACE_NOT_TRAINEE1.m": "Vejo que você é duro na queda. Por que você não se inscreve para ser aprendiz de vigilante?", + "CAPTAIN_SKIP_INTRO4": "Eletrônicos, móveis, tem de tudo! [pause]Aqui nós lavamos e reaproveitamos tudo!", + "CAPTAIN_SKIP_POST_BATTLE1.m": "Uau, você acabou comigo mesmo, hein? [pause]Acho que subestimei você.", + "CAPTAIN_SKIP_PRE_BATTLE_NO": "Sem problemas! [pause]Eu tenho um monte de coisas pra separar.", + "CAPTAIN_WALLACE_PRE_BATTLE1.n": "Ianthe disse que você tem futuro como lutadore. Você veio aceitar meu desafio de vigilante, certo?", + "LEADER_IANTHE_INTRO_IANTHE7": "Já que você tem tanta [wave amp=30 freq=10]maestria[/wave] no combate em forma de monstro, [pause]tenho certeza de que os comandantes vão querer testar suas habilidades.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.f": "Bom trabalho, parça!", + "LEADER_IANTHE_INTRO_IANTHE8.m": "Você [wave amp=30 freq=10]é[/wave] realmente novo por aqui.", + "LEADER_IANTHE_INTRO_IANTHE7_OPTION2": "Quem são esses comandantes dos vigilantes?", + "LEADER_IANTHE_INTRO_IANTHE8.f": "Você [wave amp=30 freq=10]é[/wave] realmente nova por aqui.", + "LEADER_IANTHE_INTRO_IANTHE9": "Qualquer aprendiz que passe no teste se torna vigilante em tempo integral, como a Vigilante Kayleigh. Vigilantes têm muitas responsabilidades, mas nada que os coloque em perigo real.", + "LEADER_IANTHE_INTRO_IANTHE8.n": "Você [wave amp=30 freq=10]é[/wave] realmente nove por aqui.", + "LEADER_IANTHE_WAY_HOME_IANTHE7": "Sinceramente, nunca pensei que esse dia chegaria.", + "LEADER_IANTHE_INTRO_IANTHE10": "Os comandantes, [pause]como eu, [pause]dirigem toda a operação. Tentamos manter a comunidade em Vilancoradouro, e as situações mais perigosas acabam sobrando para nós.", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION2": "Tá, agora entendi!", + "LEADER_IANTHE_INTRO_IANTHE10_OPTION1": "Então os comandantes são os melhores vigilantes...", + "LEADER_IANTHE_INTRO_IANTHE11": "Aqui, pegue um desses.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION1": "Isto é algum tipo de cartela de selos...?", + "LEADER_IANTHE_INTRO_IANTHE12": "Toda vez que vencer o desafio de um comandante, você ganha um carimbo nessa cartela. [pause]Quando conseguir todos os carimbos, venha me ver para eu registrar você como vigilante oficial.", + "LEADER_IANTHE_INTRO_IANTHE16": "Enfim, tenho que voltar para o vilarejo. Se precisar de mim, passe no nosso QG.", + "LEADER_IANTHE_INTRO_IANTHE11_OPTION2": "Vou ganhar café grátis com isso?", + "LEADER_IANTHE_INTRO_IANTHE13": "Cada comandante aperfeiçoou sua própria estratégia de luta, [pause]não é só força bruta. [pause]Você vai ter que fazer adaptações enquanto avança.", + "LEADER_IANTHE_INTRO_IANTHE14": "Acha que consegue lidar com isso, [pause]{player}?", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.m": "Estou pronto!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.f": "Estou pronta!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION2": "Claro!", + "LEADER_IANTHE_INTRO_IANTHE14_OPTION1.n": "Estou pronte!", + "LEADER_IANTHE_INTRO_IANTHE15": "Assim que se fala.", + "LEADER_IANTHE_INTRO_MEREDITH_QUEST_IANTHE1": "Agora... mais alguma coisa?", + "LEADER_IANTHE_INTRO_IANTHE17": "O prédio com meio navio preso em cima... [pause]Não tem como não ver.", + "LEADER_IANTHE_MENU": "Ei, {player}! Tem algo te incomodando?", + "LEADER_IANTHE_MENU_FOUND_WAY_HOME": "Eu encontrei o caminho de casa!", + "LEADER_IANTHE_MENU_CAPTAINS": "Treinando com os comandantes...", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.m": "Estou pronto para me tornar um comandante!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.n": "Estou pronte para me tornar ume comandante!", + "LEADER_IANTHE_MENU_BATTLE_IANTHE.f": "Estou pronta para me tornar uma comandante!", + "LEADER_IANTHE_MENU_FUSED_MATERIAL": "O que é Material Fundido?", + "LEADER_IANTHE_WAY_HOME_IANTHE2": "Entendo. Existe uma estação de trem chamada Ponte Noturna que abriga um portal em um espelho mágico. E as próprias estações são parte de um Arcanjo gigante...", + "LEADER_IANTHE_MENU_ELEMENTAL_TYPES": "Sobre os tipos elementais...", + "LEADER_IANTHE_MENU_FUSION": "Sobre fusão...", + "LEADER_IANTHE_MENU_BYE": "Só passei pra dar oi!", + "LEADER_IANTHE_WAY_HOME_IANTHE1": "Sério? Me conte tudo.", + "LEADER_IANTHE_WAY_HOME_KAYLEIGH4": "É mais ou menos por aí.", + "LEADER_IANTHE_WAY_HOME_IANTHE3": "E também existe um prédio que usa o avatar de uma mulher, e um Trafeguejo falante que vai nos ajudar a encontrar o caminho até lá...", + "LEADER_IANTHE_WAY_HOME_MEREDITH4": "Hum... é.", + "LEADER_IANTHE_WAY_HOME_EUGENE4": "Exato!", + "LEADER_IANTHE_WAY_HOME_FELIX4": "Heh. Quase isso.", + "LEADER_IANTHE_WAY_HOME_VIOLA4": "Sim, fico feliz que tenha compreendido.", + "LEADER_IANTHE_WAY_HOME_DOG4": "Au!", + "LEADER_IANTHE_WAY_HOME_IANTHE6": "Mas já que é você, eu acredito. Mandarei alguém para lá imediatamente.", + "LEADER_IANTHE_WAY_HOME_IANTHE5": "{player}, {partner}, se fosse outra pessoa me contando isso, eu ficaria muito preocupada.", + "LEADER_IANTHE_WAY_HOME_IANTHE8": "Claro, já discuti estratégias com meus comandantes antes. Estamos preparados para qualquer tipo de surpresa...", + "LEADER_IANTHE_WAY_HOME_IANTHE10": "A maioria dos recém-chegados vai querer sair daqui imediatamente. Os vigilantes os guiarão até a \\\"Ponte Noturna\\\", é claro.", + "LEADER_IANTHE_WAY_HOME_IANTHE9": "Mas agora podemos finalmente colocar essas estratégias em prática.", + "LEADER_IANTHE_WAY_HOME_IANTHE12": "Não vai haver um êxodo em massa tão cedo. Sempre vai existir trabalho pros vigilantes aqui em Nova Murta.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_1": "Eu e os comandantes já nos comprometemos a ficar em Nova Murta para proteger quem decidir ficar.", + "LEADER_IANTHE_WAY_HOME_IANTHE11": "Mas a maior parte do pessoal está aqui em Vilancoradouro há muito tempo. As pessoas encontraram parceiros, se estabeleceram, começaram famílias...", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_2": "{player}, eu sei que você está treinando para ser vigilante, mas não vou te julgar se decidir abandonar o treinamento e ir embora.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.m": "Você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.f": "Você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_1": "Eu e os comandantes já nos comprometemos a ficar em Nova Murta para proteger quem decidir ficar.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.f": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.n": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_2.m": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE_A_3.n": "Você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.m": "Eu sei que ofereci a função de comandante a você, mas não vou te julgar se quiser renunciar e ir embora.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_1": "Eu e os outros comandantes já nos comprometemos a ficar em Nova Murta para proteger quem decidir ficar.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.f": "Eu sei que ofereci a função de comandante a você, mas não vou te julgar se quiser renunciar e ir embora.", + "LEADER_IANTHE_WAY_HOME_IANTHE_B_3.n": "Eu sei que ofereci a função de comandante a você, mas não vou te julgar se quiser renunciar e ir embora.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.f": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.n": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_3": "Não vou te julgar se quiser renunciar à sua função de comandante e ir embora.", + "LEADER_IANTHE_WAY_HOME_IANTHE_C_2.m": "Mas, {player}, você trabalhou mais por isso do que qualquer pessoa que eu já conheci.", + "LEADER_IANTHE_WAY_HOME_IANTHE13": "Seja qual for a sua decisão, você tem todo o meu apoio.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1": "Você tem uma cartela de selos completa para me mostrar, talvez?", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE1": "Posicionamos os comandantes por toda a ilha para que sempre tenha [wave amp=30 freq=10]alguém[/wave] perto caso aconteça alguma coisa.", + "LEADER_IANTHE_CAPTAINS_UNFINISHED_IANTHE2": "Se precisar de ajuda para encontrar alguém, fale com os outros vigilantes daqui. Estou um pouco ocupada agora.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION1": "Aqui está!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.f": "Parabéns, {player}! Você agora é oficialmente uma vigilante!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE2": "Então a fofoca estava certa! Você não está aqui há muito tempo, mas já mostrou um verdadeiro talento para explorar a ilha e superar qualquer obstáculo.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE1_OPTION2": "Tenho!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.m": "Parabéns, {player}! Você agora é oficialmente um vigilante!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE5": "Não temos nenhuma cerimônia especial para marcar a ocasião. [pause]Estamos muito ocupados treinando novos recrutas para que possamos lidar com essas fusões rebeldes.", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE3.n": "Parabéns, {player}! Você agora é oficialmente ume vigilante!", + "LEADER_IANTHE_CAPTAINS_FINISHED_KAYLEIGH4": "Baum demais da conta! Cê mereceu, {player}!", + "LEADER_IANTHE_CAPTAINS_FINISHED_IANTHE7.m": "Precisamos de mais pessoas como você ajudando no treinamento. Já pensou em ser comandante?", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.m": "Massa. Estou feliz por você, migo.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.n": "Massa. Estou feliz por você, migue.", + "LEADER_IANTHE_CAPTAINS_FINISHED_MEREDITH4.f": "Massa. Estou feliz por você, miga.", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.m": "Bom trabalho, parça!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.m": "Seus esforços se provaram verdadeiros, amigo.", + "LEADER_IANTHE_CAPTAINS_FINISHED_FELIX4": "Você mereceu!", + "LEADER_IANTHE_CAPTAINS_FINISHED_EUGENE4.n": "Bom trabalho, parça!", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.n": "Seus esforços se provaram verdadeiros, amigue.", + "LEADER_IANTHE_CAPTAINS_FINISHED_VIOLA4.f": "Seus esforços se provaram verdadeiros, amiga.", + "LEADER_IANTHE_CAPTAINS_FINISHED_DOG4": "Auuuu!", + "CAPTAIN_SKIP_PRE_REMATCH2.m": "Talvez a gente deva celebrar com outra luta. O que acha, [wave amp=30 freq=10]comandante[/wave]?", + "CAPTAIN_ZEDD_POST_REWARD1": "Eu bem que podia tomar uma xícara de café pra acordar...", + "CAPTAIN_SKIP_PRE_REMATCH1.n": "Salve! [pause]Falaram pra mim que você é comandante agora, certo? [pause]Isso é maravilhoso!", + "CAPTAIN_LODESTEIN_POST_REMATCH1.m": "Bem, mais uma vez você me mostrou como se faz. Boa luta, amigo.", + "CAPTAIN_WALLACE_PRE_REMATCH_NO": "Talvez outra hora.", + "CAPTAIN_WALLACE_PRE_REMATCH2": "Agora é a hora perfeita para uma revanche! O que me diz?", + "CAPTAIN_SKIP_INTRO5": "Afinal, o lixo de um mundo é [pause]o tesouro do outro.", + "CAPTAIN_SKIP_POST_REMATCH5": "Nunca sei o qual é a próxima coisa que vou achar!", + "CAPTAIN_ZEDD_INTRO4": "Está ficando cada vez mais difícil \\\"meditar\\\" por aqui, tem muitas Balazitas zunindo. Acha que consegue [wave amp=30 freq=10]resolver isso pra mim?[/wave]", + "CAPTAIN_ZEDD_INTRO2": "O que é isso...? [pause]Dormindo? [pause]Não, de jeito nenhum! Eu estava meditando. Por sinal, eu sou o Siesta.", + "CAPTAIN_BUFFY_POST_REMATCH1.f": "Você tem malhado, não é? Dá pra ver, você está mais forte do que da última vez.", + "CAPTAIN_CYBIL_INTRO1": "[wave amp=30 freq=10]Alô-alô[/wave], [pause]você está ouvindo a Rádio Sibila: cobertura 24 horas, 7 dias por semana em [wave amp=30 freq=10]toooda[/wave] Nova Murta!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.f": "Nós gostaríamos de fazer uma entrevista ao vivo com nossa convidada, mas ela ainda não assinou a [wave amp=30 freq=10]papelada necessária[/wave]. [pause]Uma pena para nossos ouvintes por aí!", + "CAPTAIN_CYBIL_NOT_TRAINEE1.n": "Nós gostaríamos de fazer uma entrevista ao vivo com nosse convidade, mas elu ainda não assinou a [wave amp=30 freq=10]papelada necessária[/wave]. [pause]Uma pena para nossos ouvintes por aí!", + "CAPTAIN_CYBIL_PRE_BATTLE1.m": "Estamos ao vivo da costa oeste com nosso mais novo aprendiz de vigilante, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE2.m": "A conversa dos bastidores é que {player} é um lutador talentoso no [wave amp=30 freq=10]combate em forma de monstro[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE1.f": "Estamos ao vivo da costa oeste com nossa mais nova aprendiz de vigilante, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE3.f": "O que você diz, novata? [pause]Vamos presentear nossos queridos ouvintes com uma [wave amp=30 freq=10]experiência sonora do campo de batalha[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE1.n": "Estamos ao vivo da costa oeste com nosse mais nove aprendiz de vigilante, {player}!", + "CAPTAIN_CYBIL_PRE_BATTLE3.m": "O que você diz, novato? [pause]Vamos presentear nossos queridos ouvintes com uma [wave amp=30 freq=10]experiência sonora do campo de batalha[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.f": "A conversa dos bastidores é que {player} é uma lutadora talentosa no [wave amp=30 freq=10]combate em forma de monstro[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE3.n": "O que você diz, novate? [pause]Vamos presentear nossos queridos ouvintes com uma [wave amp=30 freq=10]experiência sonora do campo de batalha[/wave]?", + "CAPTAIN_CYBIL_PRE_BATTLE2.n": "A conversa dos bastidores é que {player} é ume lutadore talentose no [wave amp=30 freq=10]combate em forma de monstro[/wave]!", + "CAPTAIN_CYBIL_PRE_BATTLE4": "Opa! [pause]Apertem os cintos, ouvintes! [wave amp=30 freq=10]Temos aqui uma apresentação ao vivo exclusiva![/wave]", + "CAPTAIN_CYBIL_PRE_BATTLE_NO": "Talvez da próxima vez, queridos ouvintes!", + "CAPTAIN_CYBIL_LAST_LEGS1.f": "A batalha está esquentando! [pause]Sua amada anfitriã vai conseguir a vitória ou ela vai ser da nossa corajosa desafiante? [pause]Hora do clímax!", + "CAPTAIN_CYBIL_POST_BATTLE1": "[wave amp=30 freq=10]Uau, que performance, nossos ouvintes adoraram![/wave] [pause]Aqui está o seu pagamento, claro.", + "CAPTAIN_CYBIL_LAST_LEGS1.n": "A batalha está esquentando! [pause]Sua amada anfitriã vai conseguir a vitória ou ela vai ser du nosse corajose desafiante? [pause]Hora do clímax!", + "CAPTAIN_CYBIL_POST_REWARD1": "...", + "CAPTAIN_CYBIL_POST_REWARD2": "Eu era uma verdadeira estrela em ascensão no rádio. [pause]Não tem sido o mesmo desde que vim parar aqui.", + "CAPTAIN_CYBIL_POST_REWARD4": "Talvez possam nos resgatar.", + "CAPTAIN_CYBIL_POST_REWARD5.f": "...Chega de choradeira! [pause]Você foi fantástica em nossa batalha, vejo um futuro promissor para você!", + "CAPTAIN_CYBIL_POST_REWARD5.m": "...Chega de choradeira! [pause]Você foi fantástico em nossa batalha, vejo um futuro promissor para você!", + "CAPTAIN_CYBIL_POST_REWARD3": "Mas não vou desistir. [pause]Todos os dias eu faço uma transmissão em Nova Murta e espero que,[pause] de alguma forma,[pause] alguém fora desta ilha receba o sinal.", + "CAPTAIN_CYBIL_POST_REWARD5.n": "...Chega de choradeira! [pause]Você foi fantástique em nossa batalha, vejo um futuro promissor para você!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.m": "[wave amp=30 freq=10]Alô-alô[/wave], [pause]é bom ver nosso convidado estrela mais uma vez!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.f": "[wave amp=30 freq=10]Alô-alô[/wave], [pause]é bom ver nossa convidada estrela mais uma vez!", + "CAPTAIN_CYBIL_PRE_REMATCH1": "Uau, [pause]temos uma notícia de última hora para vocês, ouvintes!", + "CAPTAIN_CYBIL_DEFEATED_INTERACT1.n": "[wave amp=30 freq=10]Alô-alô[/wave], [pause]é bom ver nosse convidade estrela mais uma vez!", + "CAPTAIN_CYBIL_POST_REMATCH2.m": "...[pause]Obrigada por ter vindo. [pause]Significa muito para mim.", + "CAPTAIN_CYBIL_POST_REMATCH1.n": "Que show maravilhoso! [pause]Você se dedicou 120% dessa vez.", + "CAPTAIN_CYBIL_PRE_REMATCH2.m": "O recém-nomeado comandante {player} chegou ao estúdio para uma participação surpresa!", + "CAPTAIN_CYBIL_PRE_REMATCH2.f": "A recém-nomeada comandante {player} chegou ao estúdio para uma participação surpresa!", + "CAPTAIN_CYBIL_PRE_REMATCH3.m": "Os ouvintes estão figurativamente [wave amp=30 freq=10]morrendo[/wave] por uma segunda apresentação sua! [pause]Você está pronto para outra batalha?", + "CAPTAIN_CYBIL_PRE_REMATCH3.n": "Os ouvintes estão figurativamente [wave amp=30 freq=10]morrendo[/wave] por uma segunda apresentação sua! [pause]Você está pronte para outra batalha?", + "CAPTAIN_CYBIL_PRE_REMATCH2.n": "Ê recém-nomeade comandante {player} chegou ao estúdio para uma participação surpresa!", + "CAPTAIN_CYBIL_PRE_REMATCH4": "[wave amp=30 freq=10]Sim![/wave] Todos os ouvintes, apertem os cintos, levantem as bandejas e coloquem os assentos na posição vertical! [pause]Estamos ao vivo e gravando!", + "CAPTAIN_CYBIL_PRE_REMATCH3.f": "Os ouvintes estão figurativamente [wave amp=30 freq=10]morrendo[/wave] por uma segunda apresentação sua! [pause]Você está pronta para outra batalha?", + "CAPTAIN_CYBIL_POST_REMATCH1.m": "Que show maravilhoso! [pause]Você se dedicou 120% dessa vez.", + "CAPTAIN_CYBIL_PRE_REMATCH_NO": "Talvez da próxima vez, queridos ouvintes!", + "CAPTAIN_CYBIL_POST_REMATCH2.n": "...[pause]Obrigada por ter vindo. [pause]Significa muito para mim.", + "CAPTAIN_CYBIL_POST_REMATCH2.f": "...[pause]Obrigada por ter vindo. [pause]Significa muito para mim.", + "CAPTAIN_CYBIL_POST_REMATCH3.m": "[wave amp=30 freq=10]Até a próxima, comandante![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.n": "[wave amp=30 freq=10]Até a próxima, comandante![/wave]", + "CAPTAIN_CYBIL_POST_REMATCH3.f": "[wave amp=30 freq=10]Até a próxima, comandante![/wave]", + "CAPTAIN_CODEY_INTRO2": "Eles me chamam de Codi. [pause]Porque eu costumava programar. Bem, eu costumava [wave amp=30 freq=10]quebrar[/wave] códigos.", + "CAPTAIN_CODEY_INTRO1": "Você veio de longe só pra me ver, hein?", + "CAPTAIN_CODEY_INTRO3": "Qualquer coisa na tecnologia da informação pode ser quebrada se você for inteligente. [pause]Sites, videogames, servidores governamentais...", + "CAPTAIN_CODEY_INTRO4": "O último exemplo me trouxe alguns problemas.", + "CAPTAIN_CODEY_INTRO5": "Mas aqui em Nova Murta [pause]não tem internet. Que piada.", + "CAPTAIN_CODEY_NOT_TRAINEE1.f": "Infelizmente, não posso te mostrar meu trabalho se você não for aprendiz de vigilante. [pause]Uma pena.", + "CAPTAIN_CODEY_NOT_TRAINEE1.m": "Infelizmente, não posso te mostrar meu trabalho se você não for aprendiz de vigilante. [pause]Uma pena.", + "CAPTAIN_LODESTEIN_POST_BATTLE2": "Desculpa meus trocadilhos, é a carga do hábito.", + "CAPTAIN_LODESTEIN_POST_BATTLE3": "Vai em frente, pega aqui sua recompensa.", + "CAPTAIN_JUDAS_PRE_REMATCH2": "Muito bem. [pause]Dessa vez eu fiz alguns ajustes táticos para maximizar minhas chances de vitória.", + "CAPTAIN_JUDAS_PRE_REMATCH1.m": "Fui informado que agora você é comandante dos vigilantes como nós. [pause]Seu trabalho foi impressionante. [pause]Veio para uma revanche?", + "CAPTAIN_CLEEO_INTRO14": "[color=#e3affe]Aposto que você não esperava que uma lata como eu pudesse usar as fitas, né? [pause]Acontece que toda a informação sobre jogos de azar armazenada na minha memória me torna uma estrategista.[/color]", + "CAPTAIN_CLEEO_INTRO13": "[color=#e3affe]De qualquer forma, sou a Clee-O. [pause]Uma das comandantes dos vigilantes daqui de Nova Murta.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE2": "[color=#e3affe]Não é o que eu queria, mas vou adicionar você ao meu banco de dados interno de humanos que eu respeito de verdade. [pause]É um banco de dados muito pequeno.[/color]", + "CAPTAIN_CLEEO_POST_BATTLE1": "[color=#e3affe]Você sacou meu blefe. [pause]Estou impressionada e [wave amp=30 freq=10]nem um pouco[/wave] ressentida.[/color]", + "CAPTAIN_CLEEO_INTRO12": "[color=#e3affe]Desculpe, não queria ser hostil. [pause]A Ianthe tem me ajudado a superar meu ressentimento pela humanidade de uma maneira mais saudável.[/color]", + "CAPTAIN_DREADFUL_INTRO4": "Claro, [pause]todas essas histórias foram perdidas no incêndio do vilarejo. [pause]Tudo e todos pegaram fogo juntos, [pause]menos euzinha aqui.", + "CAPTAIN_DREADFUL_INTRO3_OPTION2.f": "Não sei se as histórias eram todas verdadeiras...", + "CAPTAIN_DREADFUL_INTRO5_OPTION1": "Enganou a morte...?", + "CAPTAIN_DREADFUL_INTRO5_OPTION2": "Que apelido estranho.", + "CAPTAIN_DREADFUL_INTRO6": "Os arruaceiros de Vilancoradouro têm muitas crenças diferentes, mas todos concordam numa coisa: vamos [wave amp=30 freq=10]todos[/wave] bater as botas um dia.", + "CAPTAIN_DREADFUL_INTRO7": "Eu acho que eles simplesmente não têm imaginação. [pause]A morte não é o fim... não se você conhece os [wave amp=30 freq=10]caminhos esotéricos[/wave].", + "CAPTAIN_DREADFUL_POST_REWARD1": "Lembre-se, aprendiz: [pause]se a vida é o que você faz dela, então a morte também é!", + "CAPTAIN_DREADFUL_NOT_TRAINEE1": "Eu poderia fazer uma demonstração, mas só brigo com vigilantes registrados ou aprendizes. [pause]Política pessoal, desculpe, colega.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.m": "Eu poderia fazer uma demonstração, se você achar que aguenta. [pause]Você é o último aprendiz de vigilante, certo? Está procurando uma briga para provar seu valor?", + "CAPTAIN_DREADFUL_PRE_BATTLE2": "Então vamos nessa! [pause]Se acha que vou pegar leve com você só porque sou uma comandante dos vigilantes, vai acabar saindo daqui [shake rate=30 level=10]correndo pra valer![/shake]", + "CAPTAIN_DREADFUL_PRE_BATTLE1.f": "Eu poderia fazer uma demonstração, se você achar que aguenta. [pause]Você é a última aprendiz de vigilante, certo? Está procurando uma briga para provar seu valor?", + "CAPTAIN_DREADFUL_PRE_BATTLE_NO": "Não aguenta briga, né? [pause]Não te julgo.", + "CAPTAIN_DREADFUL_PRE_BATTLE1.n": "Eu poderia fazer uma demonstração, se você achar que aguenta. [pause]Você é ê últime aprendiz de vigilante, certo? Está procurando uma briga para provar seu valor?", + "CAPTAIN_GLADIOLA_INTRO4": "Neste mundo, as sombras têm garras. Meu trabalho é [wave amp=30 freq=10]arranhá-las de volta.[/wave]", + "CAPTAIN_GLADIOLA_INTRO4_OPTION1": "Continuo sem entender...", + "CAPTAIN_GLADIOLA_NOT_TRAINEE1": "Estou proibida de falar sobre isso com quem não é vigilante. [pause]Se você virar aprendiz, acho que a gente pode se falar de novo.", + "CAPTAIN_GLADIOLA_INTRO4_OPTION2": "...Tá bom.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.m": "Diz aí, veio pra encarar meu desafio de comandante dos vigilantes? [pause]Se acha que dá conta, pode tentar enfrentar minhas lâminas.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.f": "Diz aí, veio pra encarar meu desafio de comandante dos vigilantes? [pause]Se acha que dá conta, pode tentar enfrentar minhas lâminas.", + "CAPTAIN_GLADIOLA_PRE_BATTLE1.n": "Diz aí, veio pra encarar meu desafio de comandante dos vigilantes? [pause]Se acha que dá conta, pode tentar enfrentar minhas lâminas.", + "CAPTAIN_GLADIOLA_PRE_BATTLE2": "Vamos torcer para você não cortar esse seu rostinho bonito.", + "CAPTAIN_GLADIOLA_PRE_BATTLE_NO": "Sábia decisão.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.m": "Impressionante. [pause]Não sabia que você era bom nisso, mas você é mais esperto do que parece. Sua vitória é merecida.", + "CAPTAIN_GLADIOLA_LAST_LEGS1": "Não vai ser tão fácil me derrubar!", + "CAPTAIN_GLADIOLA_POST_REWARD1": "É hora de retomar minha missão. [pause]Jurei manter a natureza das minhas investigações em segredo. Nada pessoal.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.f": "Impressionante. [pause]Não sabia que você era boa nisso, mas você é mais esperta do que parece. Sua vitória é merecida.", + "CAPTAIN_GLADIOLA_POST_BATTLE1.n": "Impressionante. [pause]Não sabia que você era boe nisso, mas você é mais esperte do que parece. Sua vitória é merecida.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.m": "Estão dizendo que você é o novo comandante dos vigilantes. Talvez você queira aprimorar suas habilidades comigo mais uma vez?", + "CAPTAIN_GLADIOLA_DEFEATED_INTERACT1": "A natureza exata do meu trabalho com os vigilantes deve permanecer secreta. É melhor você não saber.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.m": "Você continua rápido como sempre. Seus esforços valeram a pena, comandante.", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.m": "Muito bem! [pause]Saque sua espada, comandante.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.f": "Estão dizendo que você é a nova comandante dos vigilantes. Talvez você queira aprimorar suas habilidades comigo mais uma vez?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.f": "Muito bem! [pause]Saque sua espada, comandante.", + "CAPTAIN_GLADIOLA_PRE_REMATCH1.n": "Estão dizendo que você é ê nove comandante dos vigilantes. Talvez você queira aprimorar suas habilidades comigo mais uma vez?", + "CAPTAIN_GLADIOLA_PRE_REMATCH2.n": "Muito bem! [pause]Saque sua espada, comandante.", + "CAPTAIN_GLADIOLA_PRE_REMATCH_NO": "Sábia decisão.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.f": "Você continua rápida como sempre. Seus esforços valeram a pena, comandante.", + "CAPTAIN_GLADIOLA_POST_REMATCH1.n": "Você continua rápide como sempre. Seus esforços valeram a pena, comandante.", + "CAPTAIN_HEATHER_INTRO2": "Umidade: flutuante! [pause]Chance de chuva: ah, vai saber!", + "CAPTAIN_HEATHER_INTRO3": "Para uma meteorologista como eu, o clima de Nova Murta é um enigma sem fim!", + "CAPTAIN_HEATHER_LAST_LEGS1": "Os ventos estão a meu favor, acredite.", + "CAPTAIN_HEATHER_PRE_BATTLE1": "Você é aprendiz de vigilante, né? [pause]Se acha que pode enfrentar a tempestade, por que não aceita meu desafio de vigilante?", + "CAPTAIN_HEATHER_PRE_BATTLE_NO.m": "Bem, talvez da próxima vez você esteja pronto para [wave amp=30 freq=10]enfrentar a tempestade[/wave]!", + "CAPTAIN_HEATHER_PRE_BATTLE2": "Magnífico! [pause]Estou atualizando minha previsão: agora prevejo uma [shake rate=30 level=10]chuva de golpes[/shake] e uma [shake rate=30 level=10]vitória trovejante[/shake]!", + "CAPTAIN_HEATHER_INTRO1": "[wave amp=30 freq=10]Aqui é a Celestina, chegando com o clima![/wave] [pause]Previsão de hoje: imprevisível como sempre!", + "CAPTAIN_HEATHER_NOT_TRAINEE1": "Ah, [pause]se quiser aceitar meu desafio de vigilante, vai ter que se registrar primeiro.", + "MEREDITH_ROMANCE_MEREDITH4": "Só não entendo por que [wave amp=30 freq=30]você[/wave] gosta de [wave amp=30 freq=30]mim[/wave], [pause]mas gosto de você mesmo assim.", + "MEREDITH_ROMANCE_MEREDITH5": "Mas como estamos tentando achar um jeito de deixar este mundo...", + "MEREDITH_ROMANCE_MEREDITH6.m": "Se conseguirmos, podemos parar em lugares diferentes. [pause]Isso... [pause]não te incomoda?", + "EUGENE_QUEST1_PART1_EUGENE2.m": "Pronto para se juntar às forças do mal?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION1": "Não.", + "MEREDITH_ROMANCE_MEREDITH6.f": "Se conseguirmos, podemos parar em lugares diferentes. [pause]Isso... [pause]não te incomoda?", + "MEREDITH_ROMANCE_MEREDITH6.n": "Se conseguirmos, podemos parar em lugares diferentes. [pause]Isso... [pause]não te incomoda?", + "MEREDITH_ROMANCE_MEREDITH6_OPTION2": "Um pouquinho.", + "MEREDITH_ROMANCE_MEREDITH7": "Ah, que se dane. [pause]O que me impede?", + "MEREDITH_ROMANCE_MEREDITH8.m": "Eu, com um namorado? [pause]Tô delirando. [pause]Mas é um delírio dos bons.", + "MEREDITH_ROMANCE_MEREDITH8.f": "Eu, com uma namorada? [pause]Tô delirando. [pause]Mas é um delírio dos bons.", + "MEREDITH_ROMANCE_MEREDITH8.n": "Eu, namorando? [pause]Tô delirando. [pause]Mas é um delírio dos bons.", + "MEREDITH_ROMANCE_MEREDITH9": "Eu sempre me convenci de que precisava ser feliz sozinha antes de me relacionar com alguém, [pause]mas na verdade...", + "MEREDITH_ROMANCE_MEREDITH11": "Mas você me faz feliz, [pause]fora que me sinto mais completa ao seu lado.", + "MEREDITH_ROMANCE_MEREDITH10": "Acho que eu NUNCA conseguiria estar bem sozinha. [pause]Eu nunca serei perfeita pra mim mesma.", + "MEREDITH_ROMANCE_MEREDITH12": "C-chega de felisteza por hoje. [pause]Ah, eu não sei ser fofinha.", + "MEREDITH_ROMANCE_MEREDITH13.m": "Se está esperando que te chame de \\\"mozi\\\" ou \\\"bebê\\\", [pause]saiba que não vai rolar, migo.", + "MEREDITH_ROMANCE_MEREDITH13.n": "Se está esperando que te chame de \\\"mozi\\\" ou \\\"bebê\\\", [pause]saiba que não vai rolar, migue.", + "MEREDITH_ROMANCE_MEREDITH13.f": "Se está esperando que te chame de \\\"mozi\\\" ou \\\"bebê\\\", [pause]saiba que não vai rolar, miga.", + "EUGENE_QUEST2_PART1_EUGENE1": "Eu afanei a chave da janela de um desses carniçais enquanto patrulhavam.", + "EUGENE_QUEST1_PART1_EUGENE1": "Ainda bem que você veio!", + "EUGENE_QUEST1_PART1_EUGENE2.f": "Pronta para se juntar às forças do mal?", + "EUGENE_QUEST1_PART1_EUGENE2.n": "Pronte para se juntar às forças do mal?", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION1": "Pode crer!", + "EUGENE_QUEST1_PART1_NO_EUGENE1.m": "Saquei. Me avise quando estiver a fim, vou lidar com o problema enquanto isso.", + "EUGENE_QUEST1_PART1_EUGENE2_OPTION2": "Ainda não.", + "EUGENE_QUEST1_PART1_EUGENE3": "[shake rate=30 level=10]Memorável![/shake]", + "EUGENE_QUEST1_PART1_NO_EUGENE1.f": "Saquei. Me avise quando estiver a fim, vou lidar com o problema enquanto isso.", + "EUGENE_QUEST1_PART1_NO_EUGENE1.n": "Saquei. Me avise quando estiver a fim, vou lidar com o problema enquanto isso.", + "EUGENE_QUEST1_PART1_EUGENE4": "Ok, [pause]tá vendo aquele prédio ali?", + "EUGENE_QUEST1_PART1_EUGENE5": "É um reduto. [pause]É lá que esses monstrengos parasitas conspiram pra tentar dominar este mundo.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION1": "Não é lá essas coisas.", + "EUGENE_QUEST1_PART1_EUGENE8": "Esse é só um dos redutos, você já deve ter visto outros por aqui. As portas da frente sempre tão trancadas, mas podemos entrar pela janela da cobertura.", + "EUGENE_QUEST1_PART1_EUGENE5_OPTION2": "É meio sem sal, né?", + "EUGENE_QUEST1_PART1_EUGENE6": "É, parça, [pause]aparências enganam.", + "EUGENE_QUEST1_PART1_EUGENE7": "Essas pestes acabaram com o mundo de onde vim, mas resolvemos enfrentá-los. [pause]E VENCEMOS.", + "EUGENE_QUEST1_PART1_EUGENE9": "Tenta planar daqui. Relaxa, vou estar contigo.", + "EUGENE_QUEST2_PART1_EUGENE2.m": "A gente vai entrar e botar eles pra correr. Pronto?", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION1": "Mas é claro!", + "EUGENE_QUEST2_PART1_EUGENE2.n": "A gente vai entrar e botar eles pra correr. Pronte?", + "EUGENE_QUEST2_PART1_EUGENE2.f": "A gente vai entrar e botar eles pra correr. Pronta?", + "EUGENE_QUEST3_END_LANDKEEPER1": "[wave amp=30 freq=10]Gostaria de conversar com nosso gerente no QG da Associação?[/wave]", + "EUGENE_QUEST2_PART1_EUGENE2_OPTION2": "Vamos nessa!", + "EUGENE_QUEST3_END_LANDKEEPER2": "[wave amp=30 freq=10]Creio que podemos chegar a um acordo mutuamente benéfico. Vou te passar a localização.[/wave]", + "EUGENE_QUEST4_PART1_EUGENE2": "Essa é a nossa chance de acabar com a raça deles!", + "EUGENE_QUEST4_PART1_EUGENE3": "Vamo nessa! Não há tempo a perder!", + "EUGENE_QUEST4_PART1_EUGENE1": "Os Corretores tem um QG?!", + "EUGENE_QUEST5_PART1_EUGENE1": "O QG dos Corretores devia ser aqui...", + "EUGENE_QUEST5_PART1_EUGENE2": "Ok, [pause]esses panacas não são páreo pra nossa [shake rate=30 level=10]determinação de aço[/shake]!", + "EUGENE_QUEST5_PART1_EUGENE3": "...", + "EUGENE_QUEST5_PART1_EUGENE4": "Onde diabos fica a entrada disso mesmo?", + "EUGENE_QUEST5_PART1_EUGENE5": "...", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS1": "[wave amp=30 freq=10]NADA DE HIPOTECAS FIXAS...[/wave]", + "EUGENE_QUEST5_PART1_EUGENE6": "Acho que encontrei a entrada.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS2": "[wave amp=30 freq=10]AÇÕES EM ALTA...[/wave]", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS3": "[wave amp=30 freq=10]TAXAS DE MERCADO AJUSTÁVEIS...[/wave]", + "EUGENE_QUEST5_PART2_MAMMON1": "Obrigado por comparecer à nossa reunião agendada. Apreciamos a sua cooperação.", + "EUGENE_QUEST5_PASSIVE_LANDKEEPERS4": "[wave amp=30 freq=10]CRESCIMENTO DE CAPITAL...[/wave]", + "EUGENE_QUEST5_PART2_EUGENE3": "Me diz uma coisa: por que diabos um Arcanjo quer dominar o [shake rate=30 level=10]mercado imobiliário?![/shake]", + "EUGENE_QUEST5_PART2_EUGENE2": "Então é você o responsável por isso?", + "EUGENE_QUEST5_PART2_EUGENE5": "...", + "EUGENE_QUEST5_PART2_MAMMON4": "Os meus são nascidos da vaidade humana. Seus desejos mais latentes nos moldam.\\n\\nMinha existência é testemunho do consumo humano.\\n\\nEu quero ordem assim como você. Eu desejo estabilidade assim como você.", + "EUGENE_QUEST5_PART2_EUGENE7": "Você não sabe NADA sobre mim.", + "EUGENE_QUEST5_PART2_EUGENE10": "Eu...", + "EUGENE_QUEST5_PART2_MAMMON6": "Eu quero o que você quer, Humano Eugene. Seu coração não me é segredo.", + "EUGENE_QUEST5_PART2_MAMMON8": "Eu compreendo o Humano Eugene.\\n\\nO Humano Eugene não vê valor em si além de sua luta.", + "EUGENE_QUEST5_PART2_MAMMON9": "Sem algo para lutar, o Humano Eugene não é nada.\\n\\nApenas uma casca vazia. Semelhante aos meus agentes.", + "EUGENE_QUEST5_PART2_EUGENE11": "Isso... [pause]não é verdade...", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION1": "Eugene! Não dê ouvidos!", + "EUGENE_QUEST5_PART2_EUGENE11_OPTION2": "Elu está errade!", + "EUGENE_QUEST5_PART2_EUGENE12": "[shake rate=30 level=10]CHEGA![/shake]", + "EUGENE_QUEST5_PART2_EUGENE14": "Você não vai me quebrar! [pause]Isso é tudo o que os seus fazem!", + "EUGENE_QUEST5_PART2_EUGENE15": "Algum peixão chega, tenta roubar tudo do mais fraco...", + "EUGENE_QUEST5_PART2_EUGENE13": "Já cansei de ouvir!", + "EUGENE_QUEST5_PART2_EUGENE16": "E daí quando o mais fraco tenta peitar, [pause]vocês mandam ficar no lugar dele, [pause]tô mentindo?!", + "EUGENE_QUEST5_PART2_EUGENE17": "Daí ele não faz nada... [pause]E as coisas só pioram!", + "EUGENE_QUEST5_PART2_EUGENE18": "[shake rate=30 level=10]É sempre [pause]a mesma [pause]lenga-lenga![/shake]", + "EUGENE_QUEST5_PART2_EUGENE19": "{player}...", + "EUGENE_QUEST5_PART2_EUGENE20": "Bora acabar com a raça disso?", + "EUGENE_QUEST5_PART2_FUSE_EUGENE1": "Você não vai me quebrar...", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION1": "Só tava esperando você falar.", + "EUGENE_QUEST5_PART2_EUGENE20_OPTION2": "Vamos nessa!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE2": "E {player} não vai parar de bom grado também!", + "EUGENE_QUEST5_PART2_POST_BATTLE_EUGENE4": "Esse lugar tá ruindo. Vamo nessa, temos que dar no pé!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH1": "HO HO, MAS QUE OPERAÇÃO INTERESSANTE VOCÊ CONDUZ AQUI, SR. MAMON!", + "EUGENE_QUEST5_PART2_FUSE_EUGENE3": "Vamos encarar você juntos, e [shake rate=30 level=10]vamos VENCER[/shake]!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH2": "E PARECE QUE VOCÊ SABE COMANDAR. UMA HABILIDADE VALIOSA!", + "EUGENE_QUEST5_PART2_POST_BATTLE_ALEPH3": "DEIXE-ME AJUDAR A SE MANDAR DAQUI.", + "EUGENE_QUEST5_PART3_EUGENE1": "Acho que os Corretores fugiram... [pause]O que será que eles vão fazer agora, já que a operação foi desativada?", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION1": "Você acha?", + "EUGENE_QUEST5_PART3_EUGENE2.f": "Cara, foi bem maneiro quando nós [wave amp=30 freq=10]nos fundimos[/wave] lá.", + "EUGENE_QUEST5_PART3_EUGENE2.m": "Cara, foi bem maneiro quando nós [wave amp=30 freq=10]nos fundimos[/wave] lá.", + "EUGENE_QUEST5_PART3_EUGENE2_OPTION2": "Verdade, né?", + "EUGENE_QUEST5_PART3_EUGENE2.n": "Cara, foi bem maneiro quando nós [wave amp=30 freq=10]nos fundimos[/wave] lá.", + "EUGENE_QUEST5_PART3_EUGENE3": "Sim! [pause]Foi como se a adrenalina tomasse conta, só que eu conseguia sentir sua força de vontade me guiando junto com a minha. Nem um [wave amp=30 freq=10]Arcanjo[/wave] foi páreo para nós!", + "EUGENE_QUEST5_PART3_EUGENE4": "E quem diria que um Arcanjo comandava os Corretores esse tempo todo...", + "EUGENE_QUEST5_PART3_EUGENE5": "Mas e se o que elu disse... [pause]E se fosse verdade?", + "EUGENE_QUEST5_PART3_EUGENE6": "E se sem uma batalha para vencer a todo momento, [pause]eu me torne apenas alguém oco?", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION1": "Eu encontrei um jeito de fugir da ilha.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION1": "Não te vejo como alguém oco.", + "EUGENE_QUEST5_PART3_EUGENE6_OPTION2": "Não pense assim sobre si.", + "EUGENE_QUEST5_PART3_EUGENE7": "...", + "EUGENE_QUEST5_PART3_EUGENE8.f": "Heh. [pause]Valeu, parça.", + "EUGENE_QUEST5_PART3_EUGENE8.m": "Heh. [pause]Valeu, parça.", + "EUGENE_QUEST5_PART3_EUGENE8.n": "Heh. [pause]Valeu, parça.", + "EUGENE_QUEST5_PART3_EUGENE9": "Mas e você? [pause]O que te MOTIVA mesmo?", + "EUGENE_QUEST5_PART3_EUGENE10": "Cê sabe, [pause]sua jornada, [pause]ajudando as pessoas e pá, [pause]as lutas contra os monstros e tudo mais?", + "EUGENE_QUEST5_PART3_EUGENE15": "E nem sei se sou [wave amp=30 freq=30]capaz[/wave] disso.", + "EUGENE_QUEST5_PART3_EUGENE10_OPTION2": "Eu quero dar um jeito de voltar para casa.", + "EUGENE_QUEST5_PART3_EUGENE11": "Hum. Meio improvável.", + "EUGENE_QUEST5_PART3_EUGENE12": "Tô dentro!", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION1": "Sério?", + "EUGENE_QUEST5_PART3_EUGENE12_OPTION2": "Fácil assim?", + "EUGENE_QUEST5_PART3_EUGENE13": "Fácil assim!", + "EUGENE_CONVO11_EUGENE1_OPTION2": "Como assim?", + "EUGENE_QUEST5_PART3_EUGENE14": "Já demos cabo dos Corretores, mas eu não quero relaxar ainda.", + "EUGENE_QUEST5_PART3_EUGENE16": "Eu preciso de [wave amp=30 freq=30]algo[/wave] pra me manter focado.", + "EUGENE_QUEST5_PART3_EUGENE17": "Vamos nessa. [pause]Uma nova causa pra lutar.", + "EUGENE_QUEST5_PART3_EUGENE18": "Tô dentro.", + "EUGENE_CONVO1_EUGENE1": "Cê sabe que [pause]acabar com os Corretores como a gente fez...", + "EUGENE_CONVO1_EUGENE3": "Mas foi a coisa certa a se fazer, [pause]já que os \\\"planos de carreira\\\" deles envolviam avacalhar vidas alheias.", + "EUGENE_CONVO1_EUGENE2": "Provavelmente seria ilegal em outros mundos, [pause]né?", + "EUGENE_CONVO2_EUGENE1": "Eu preciso voltar a malhar logo. [pause]Não dá pra salvar o mundo sem estar trincado, né não?", + "EUGENE_CONVO1_EUGENE4": "Eu acredito que exista uma boa diferença entre \\\"lei\\\" e \\\"justiça de verdade\\\", [pause]saca?", + "EUGENE_CONVO2_EUGENE2": "Talvez apareçam uns halteres na praia qualquer dia desses...", + "EUGENE_CONVO3_EUGENE1": "No começo eu meio que estranhei o quanto o estilo da galera em Nova Murta é, [pause]hum, [pause]retrô.", + "EUGENE_CONVO3_EUGENE2": "Sendo que todas elas vêm daquele shopping das antigas, saca?", + "EUGENE_CONVO3_EUGENE3": "Mas já tô me acostumando. [pause]Espero que eu consiga levar essa jaqueta rosa pro meu mundo...", + "EUGENE_CONVO4_EUGENE1.m": "Você... [pause]a luz da fogueira te deixa bem bonito.", + "EUGENE_CONVO4_EUGENE2": "Se eu tivesse uma câmera, tirava umas fotos suas. [pause]Pena que não tenho, [pause]né?", + "EUGENE_CONVO4_EUGENE1.n": "Você... [pause]a luz da fogueira te deixa bem bonite.", + "EUGENE_CONVO4_EUGENE1.f": "Você... [pause]a luz da fogueira te deixa bem bonita.", + "EUGENE_CONVO5_EUGENE2": "Combinou contigo, [pause]sabe?!", + "EUGENE_CONVO5_EUGENE1": "O que achou da sua forma {first_tape_name}?", + "EUGENE_CONVO6_EUGENE2": "Que chama memorável. [pause]Mandou bem, {player}.", + "EUGENE_CONVO5_EUGENE4": "Eu curti.", + "EUGENE_CONVO5_EUGENE3": "Defender o povo de Nova Murta se transformando em {first_tape_description}!", + "EUGENE_CONVO6_EUGENE1": "Essa é, [pause]tipo, [pause]uma das dez melhores fogueiras que já ajudei a fazer.", + "EUGENE_CONVO7_EUGENE4": "Espero que não seja um sonho, [pause]do tipo que você esquece pouco depois de acordar.", + "EUGENE_CONVO10_EUGENE4": "Eu costumo ser péssimo pra relacionamentos. [pause]Peitar Arcanjos é muito mais fácil do que lidar com os sentimentos de outras pessoas.", + "EUGENE_CONVO7_EUGENE2": "Eu só quero que... [pause]tudo isso seja verdade.", + "EUGENE_CONVO7_EUGENE1.n": "Você já se pegou pensando em como sua vida vai ser quando voltar pra casa?", + "EUGENE_CONVO7_EUGENE1.m": "Você já se pegou pensando em como sua vida vai ser quando voltar pra casa?", + "EUGENE_CONVO7_EUGENE3": "Acho que já pensou nisso também, [pause]né?", + "EUGENE_CONVO8_EUGENE1": "Nossa, a galera das antigas precisava mesmo carregar essas fitas plásticas pra ouvir música, [pause]né?", + "EUGENE_CONVO7_EUGENE1.f": "Você já se pegou pensando em como sua vida vai ser quando voltar pra casa?", + "EUGENE_CONVO7_EUGENE5": "Eu não quero te esquecer, {player}.", + "EUGENE_CONVO8_EUGENE3": "...", + "EUGENE_CONVO8_EUGENE2": "Elas são relíquias, acho que uma única fita deve armazenar alguns milhares de músicas.", + "EUGENE_CONVO8_EUGENE4": "Ei, [pause]que olhada foi essa?! [pause]Falei algo de errado?!", + "EUGENE_CONVO9_EUGENE2": "A habilidade de se transformar em monstros poderia encorajar as pessoas a ampliar a sociedade de maneiras que nunca nem [wave amp=30 freq=10]sonhamos[/wave]!", + "EUGENE_CONVO9_EUGENE1": "Espero que a gente possa levar a tecnologia dessas fitas se conseguir sair daqui.", + "EUGENE_CONVO9_EUGENE3": "Imagina: virar um monstro rápido pra entregar compras... [pause]ou virar um aquático pra apagar incêndios.", + "EUGENE_CONVO10_EUGENE1.n": "Eu sou... [pause]muito grato por te conhecer, {player}.", + "EUGENE_CONVO9_EUGENE4": "Fiquei elétrico só de pensar!", + "EUGENE_CONVO10_EUGENE2": "...", + "EUGENE_CONVO10_EUGENE1.f": "Eu sou... [pause]muito grato por te conhecer, {player}.", + "EUGENE_CONVO10_EUGENE1.m": "Eu sou... [pause]muito grato por te conhecer, {player}.", + "EUGENE_CONVO10_EUGENE3.m": "Cara, [pause]ninguém vai acreditar que eu tive um namorado tão fofo nessa ilha mágica, [pause]né?", + "EUGENE_CONVO10_EUGENE3.f": "Cara, [pause]ninguém vai acreditar que eu tive uma namorada tão fofa nessa ilha mágica, [pause]né?", + "EUGENE_CONVO10_EUGENE3.n": "Cara, [pause]ninguém vai acreditar que eu namorei alguém tão fofe nessa ilha mágica, [pause]né?", + "EUGENE_CONVO10_EUGENE5": "Acho que preciso melhorar esse lado...", + "EUGENE_CONVO11_EUGENE6": "Então, [pause]esse novo mundo foi construído das cinzas do anterior.", + "EUGENE_CONVO11_EUGENE1": "Você já pensou em... [pause]não voltar pro seu mundo, {player}?", + "EUGENE_CONVO11_EUGENE1_OPTION1": "Por que eu não iria?", + "EUGENE_CONVO11_EUGENE2": "É que... bem, [pause]não somos do mesmo momento na história do nosso mundo, né?", + "EUGENE_CONVO11_EUGENE3": "Não somos do mesmo mundo, mas provavelmente de mundos bem similares.", + "EUGENE_CONVO11_EUGENE4": "Então o futuro do seu mundo pode ser como foi a história do meu. [pause]E garanto que ela não vai ser tão generosa contigo por um bom tempo.", + "EUGENE_CONVO11_EUGENE4_OPTION1": "Como assim?", + "EUGENE_CONVO11_EUGENE4_OPTION2": "O que houve com seu mundo?", + "EUGENE_CONVO11_EUGENE5": "Lembra que eu te disse como o povo do meu mundo construiu um mundo novo e melhor, certo?", + "EUGENE_CONVO11_EUGENE7": "Eu nasci depois que a poeira baixou, mas aqueles que viveram esse período... [pause]Creio que seja um trauma pra eles.", + "EUGENE_CONVO11_EUGENE8": "Não somente pelas memórias dos entes queridos, mas também as memórias do que tiveram que se tornar.", + "EUGENE_CONVO11_EUGENE9": "Eu sei que não posso te impedir de voltar pra casa, mas me preocupo com o mundo que você talvez precise encarar.", + "EUGENE_CONVO12_EUGENE2": "Digo, quando resolvermos tudo aqui em Nova Murta.", + "EUGENE_CONVO11_EUGENE10": "Você merece mais do que isso, {player}.", + "EUGENE_CONVO12_EUGENE1": "Você acredita mesmo que aquele portal gigante pode nos levar pra casa?", + "EUGENE_CONVO12_EUGENE2_OPTION1": "Acho que sim!", + "EUGENE_CONVO12_EUGENE2_OPTION2": "Tem que funcionar.", + "EUGENE_CONVO12_EUGENE3": "Memorável.", + "EUGENE_CONVO13_EUGENE2": "Pensa bem. [pause]Essa minissociedade é [wave amp=30 freq=10]construída[/wave] em cima de uma experiência em comum: a de ter naufragado aqui.", + "EUGENE_CONVO12_EUGENE4": "Espero que seja verdade. Tenho vários planos maneiros, saca?!", + "EUGENE_CONVO13_EUGENE1": "Parça, [pause]se aquele portalzão realmente conseguir levar as pessoas de Nova Murta de volta pra casa, as coisas vão mudar [wave amp=30 freq=10]muito[/wave] por aqui.", + "EUGENE_CONVO13_EUGENE3": "Sério, um monte de gente nasceu e foi criada por pessoas de mundos diferentes. Eles NUNCA conheceram nada além disso!", + "EUGENE_CONVO14_EUGENE1": "Ah, [pause]acho que a gente precisa conversar sobre o que rolou.", + "EUGENE_CONVO13_EUGENE4": "Espero que a Ianthe esteja pronta pra forma como essa descoberta vai agitar as coisas.", + "EUGENE_CONVO14_EUGENE1_OPTION2": "Como assim?", + "EUGENE_CONVO14_EUGENE1_OPTION1": "Sobre o quê?", + "EUGENE_CONVO14_EUGENE3": "Quando todo mundo se fundiu num [shake rate=30 level=10]deus-monstro[/shake] gigante e [shake rate=30 level=10]acabou com a raça do Alef![/shake]", + "EUGENE_CONVO14_EUGENE2": "Quando a gente, [pause]cê sabe...", + "EUGENE_CONVO14_EUGENE5": "Mas, sendo bem sincero, tem muita coisa dessas paradas dos \\\"Arcanjos\\\" na ilha que não tô entendendo nada.", + "EUGENE_CONVO14_EUGENE4": "Aquilo foi maneiro, né?", + "EUGENE_CONVO14_EUGENE6": "Tipo, tem toda essa [wave amp=30 freq=10]história ancestral[/wave] com Morgana e Alef, ou algo do tipo? Será que a estação de trem tem algo a ver com isso? [pause]Não sei, parça, só é bizarro.", + "EUGENE_CONVO14_EUGENE7": "Mas de uma coisa eu sei: nós conseguimos nos unir e acabamos com aquele palermão. [pause]Isso eu entendi muito bem.", + "EUGENE_CONVO15_EUGENE1": "Espero que seu plano de encontrar um jeito de dar o fora dessa ilha funcione, parça.", + "EUGENE_CONVO15_EUGENE2": "Tô preocupado com o suprimento limitado de tinta de cabelo de Nova Murta. Não vai demorar muito pra acabar.", + "EUGENE_CONVO16_EUGENE1": "Aquele vilarejo abandonado que a gente passou me deu calafrios, parça.", + "EUGENE_CONVO16_EUGENE2": "De onde eu vim, tinha alguns lugares assim também. Vilarejos que eram cheios de vida, mas as coisas ficaram complicadas e foram abandonados.", + "EUGENE_CONVO16_EUGENE3": "Tinha muitos assim, pra ser sincero.", + "EUGENE_CONVO16_EUGENE4": "Com o tempo, quem sabe, a galera de Vilancoradouro resolva voltar e reconstruir aquele lugar.", + "EUGENE_CONVO16_EUGENE5": "Adoraria ver isso acontecendo.", + "EUGENE_CONVO17_EUGENE1": "Reunião no meio do mato em frente a uma fogueira, sabendo que [wave amp=30 freq=10]bestas gigantes[/wave] podem atacar a qualquer momento... [pause]Acho que estamos pensando na mesma coisa agora, {player}.", + "EUGENE_CONVO17_EUGENE2": "Você está pensando: [pause]\\\"Era assim que meus ancestrais da caverna viviam!\\\"", + "EUGENE_CONVO17_EUGENE1_OPTION1": "Estamos?", + "EUGENE_CONVO17_EUGENE1_OPTION2": "Em quê eu estou pensando?", + "EUGENE_CONVO17_EUGENE2_OPTION1": "Hã?", + "EUGENE_CONVO17_EUGENE2_OPTION2": "Isso nunca nem sequer passou pela minha cabeça.", + "EUGENE_CONVO18_EUGENE1": "Preciso pensar nos meus gritos de guerra.", + "EUGENE_CONVO18_EUGENE1_OPTION1": "Nos seus o quê?", + "EUGENE_CONVO17_EUGENE3": "Viu? Na mosca. Você tava pensando nisso também, parça.", + "EUGENE_CONVO18_EUGENE1_OPTION2": "Gritos de... guerra?", + "EUGENE_CONVO18_EUGENE2": "Sim! [pause]Pra quando eu for encarar algum oponente e, pouco antes de me transformar, gritar algo assim: \\\"Cai pra dentro!\\\" ou \\\"Transformar!\\\"", + "EUGENE_CONVO18_EUGENE2_OPTION1": "Garanto que você consegue pensar em algo melhor!", + "EUGENE_CONVO18_EUGENE2_OPTION2": "\\\"Transformar\\\" não é tão original assim...", + "EUGENE_CONVO18_EUGENE3": "Ei, ainda é um rascunho, ok?", + "EUGENE_CONVO18_EUGENE4": "...", + "EUGENE_CONVO18_EUGENE5": "E se eu gritasse [wave amp=30 freq=10]\\\"Tá saindo da fita o monstro!\\\"[/wave]? Será que rola? [pause]E aí, achou maneiro?", + "EUGENE_CONVO18_EUGENE5_OPTION1": "Nem um pouquinho.", + "EUGENE_CONVO18_EUGENE5_OPTION2": "Definitivamente não.", + "EUGENE_CONVO18_EUGENE6": "Vou pensar melhor em outro momento, então.", + "EUGENE_CONVO20_EUGENE1_OPTION1": "Como assim?", + "EUGENE_CONVO20_EUGENE1_OPTION2": "Hã?", + "EUGENE_CONVO19_EUGENE1": "Foi mal, [pause]eu ainda tô me acostumando ao fato de que tecnicamente somos namorados.", + "EUGENE_CONVO19_EUGENE1_OPTION1": "\\\"Tecnicamente?\\\"", + "EUGENE_CONVO19_EUGENE1_OPTION2": "Parece que você não está tão animado com isso.", + "EUGENE_CONVO19_EUGENE2": "Ah, eu não quis dizer que isso é algo [shake rate=30 level=10]ruim[/shake]!", + "EUGENE_CONVO19_EUGENE3": "Só não esperava que [wave amp=30 freq=10]isso[/wave] fosse acontecer comigo logo aqui em Nova Murta. Claro que eu curto [wave amp=30 freq=10]pra caramba[/wave] a nossa relação!", + "EUGENE_CONVO20_EUGENE1": "Seria tão mais fácil continuar aqui juntinhos, né?", + "EUGENE_SOCIAL1_EUGENE2": "Essa parada de fusão dos monstros é maneira demais!", + "EUGENE_CONVO20_EUGENE2": "Só você e eu, vivendo na pacata mas [wave amp=30 freq=10]idílica[/wave] Vilancoradouro. Sem mudanças.", + "EUGENE_CONVO20_EUGENE3": "Mas... Acho que não seríamos apenas nós, né? [pause]Tenho certeza que algo mais nos aguarda.", + "EUGENE_SOCIAL1_EUGENE1": "Parça, te falar...", + "EUGENE_SOCIAL1_EUGENE2_OPTION1": "Cê acha?", + "EUGENE_SOCIAL1_EUGENE2_OPTION2": "É, acho que sim.", + "EUGENE_SOCIAL1_EUGENE4": "Nossa força interior se manifestasse.", + "EUGENE_SOCIAL1_EUGENE3": "Sim! [pause]É como se...", + "EUGENE_SOCIAL1_EUGENE5": "Como se, no calor da batalha, nossos focos se alinhassem tanto que a gente vira uma força incontrolável só, saca?", + "EUGENE_SOCIAL1_EUGENE6": "E, naquele momento, é como se a gente fosse [wave amp=30 freq=20]incontrolável[/wave].", + "EUGENE_SOCIAL1_EUGENE6_OPTION1": "Saquei!", + "EUGENE_SOCIAL1_EUGENE6_OPTION2": "Você tá parecendo um personagem de anime.", + "EUGENE_SOCIAL1_EUGENE7A": "Ah, sabia que você entenderia!", + "EUGENE_SOCIAL1_EUGENE7B": "Pô, tô abrindo meu coração aqui!", + "EUGENE_SOCIAL1_EUGENE8": "Acho que vivi tempo demais sem fazer nada em troca, saca?", + "EUGENE_SOCIAL1_EUGENE9": "Acho que tô tentando compensar o tempo perdido.", + "EUGENE_SOCIAL1_EUGENE9_OPTION1": "O que houve com seu mundo?", + "EUGENE_SOCIAL1_EUGENE10": "Ah, relaxa. Vamos falar disso em outro momento.", + "EUGENE_SOCIAL1_EUGENE9_OPTION2": "O que tava acontecendo com seu mundo?", + "EUGENE_SOCIAL1_EUGENE11": "Eu vou voltar. [pause]Pro meu mundo, assim, [pause]assim que você achar o portal pra dar o fora daqui, claro.", + "EUGENE_SOCIAL1_EUGENE12": "Vou levar minhas fitas comigo, [pause]e vou lutar por aqueles que mais precisam.", + "EUGENE_SOCIAL1_EUGENE12_OPTION1": "Tipo um super-herói mutante?", + "EUGENE_SOCIAL1_EUGENE13": "Sim! Tipo um super-herói mutante.", + "EUGENE_SOCIAL2_EUGENE1": "Eu reparei em como a Clémence simplesmente decidiu que faria o café só pra... [pause]ajudar a melhorar o vilarejo.", + "EUGENE_SOCIAL1_EUGENE14": "Bem maneiro, né?", + "EUGENE_SOCIAL2_EUGENE2": "Ser útil, ajudar a melhorar as coisas... [pause]É isso que eu devia fazer!", + "EUGENE_SOCIAL2_EUGENE2_OPTION1": "Olha, você não precisa focar em ajudar outras pessoas o tempo todo.", + "EUGENE_SOCIAL2_EUGENE2_OPTION2": "Você já ajuda o suficiente!", + "EUGENE_SOCIAL2_EUGENE4": "Talvez seja apenas um vício que vem do meu mundo.", + "EUGENE_SOCIAL2_EUGENE3": "Hihi. [pause]Já que você diz.", + "EUGENE_SOCIAL2_EUGENE4_OPTION2": "...Seu mundo?", + "EUGENE_SOCIAL2_EUGENE4_OPTION1": "Como assim?", + "EUGENE_SOCIAL2_EUGENE5": "Então, [pause]na \\\"minha terra\\\", [pause]nos meados do século XXI, teve um tipo de... [pause]cataclismo.", + "EUGENE_SOCIAL2_EUGENE7": "Foi como se, num passe de mágica, todos tivessem acordado num dia e resolvido sobreviver melhor cooperando uns com os outros.", + "EUGENE_SOCIAL2_EUGENE6": "A ganância e consumismo da humanidade atingiu um ponto em que o mundo não suportou mais.", + "EUGENE_SOCIAL2_EUGENE8": "Que as instituições que nos comandavam enquanto matavam o planeta não eram NECESSÁRIAS.", + "EUGENE_SOCIAL2_EUGENE9": "Ajudar as pessoas da sua comunidade foi, aos poucos, se tornando mais importante do que acumular fama e riquezas, [pause]mas isso nunca foi... [pause]meu forte.", + "EUGENE_SOCIAL3_EUGENE4": "Eu vou transformar Vilancoradouro num lugar melhor. [pause]Pode confiar.", + "EUGENE_SOCIAL2_EUGENE10": "Esse tempo aqui em Nova Murta [pause]é minha chance de melhorar, me tornar o meu melhor. [pause]Assim, quando retornar, poderei fazer algo da minha vida.", + "EUGENE_SOCIAL2_EUGENE10_OPTION1": "Você não precisa resumir sua vida a ser um herói!", + "EUGENE_SOCIAL2_EUGENE10_OPTION2": "Pare de se maltratar assim!", + "EUGENE_SOCIAL2_EUGENE11": "Eu sei, [pause]mas é que...", + "EUGENE_SOCIAL2_EUGENE12": "Eu preciso fazer isso por mim.", + "EUGENE_SOCIAL2_EUGENE13": "Ok, [pause]já chega de falar de mim mesmo.", + "EUGENE_SOCIAL3_EUGENE1_OPTION1": "...Decidiu?", + "EUGENE_SOCIAL3_EUGENE3": "Eu vou parar de falar que quero fazer algo, [pause]e começar a só fazer.", + "EUGENE_SOCIAL3_EUGENE1": "Pronto, [pause]já me decidi.", + "EUGENE_SOCIAL3_EUGENE1_OPTION2": "Decidiu o quê?", + "EUGENE_SOCIAL3_EUGENE2": "Eu tenho um plano.", + "EUGENE_SOCIAL3_EUGENE5": "Sei lá... [pause]Impedir um [wave amp=30 freq=10]vilão[/wave] não dá a mesma sensação de fazer [wave amp=30 freq=10]algo bom[/wave], [pause]sabe?", + "EUGENE_SOCIAL3_EUGENE4_OPTION1": "Você já deu cabo dos Corretores!", + "EUGENE_SOCIAL3_EUGENE4_OPTION2": "Você já deu sua contribuição para Vilancoradouro!", + "EUGENE_SOCIAL3_EUGENE6": "Chega fiquei eletrizado! [pause]Vai ser incrível, [pause]você vai ver.", + "EUGENE_SOCIAL4_EUGENE1": "Ei, [pause]posso te mostrar uma coisa?", + "EUGENE_SOCIAL3_EUGENE6_OPTION1": "O que está tramando?", + "EUGENE_SOCIAL3_EUGENE7.m": "Nada de spoilers, [pause]você vai ter que esperar pra ver!", + "EUGENE_SOCIAL3_EUGENE6_OPTION2": "Pode me falar o que é que \\\"vai\\\" ser?", + "EUGENE_SOCIAL3_EUGENE8": "Afinal, [pause]o \\\"defensor de Vilancoradouro\\\" precisa manter seus segredos.", + "EUGENE_SOCIAL3_EUGENE7.f": "Nada de spoilers, [pause]você vai ter que esperar pra ver!", + "EUGENE_SOCIAL3_EUGENE7.n": "Nada de spoilers, [pause]você vai ter que esperar pra ver!", + "EUGENE_SOCIAL4_EUGENE7": "Eu reparei que, desde que os Corretores foram embora, essa construção antiga e horrenda ficou abandonada, [pause]daí resolvi por as mãos na massa!", + "EUGENE_SOCIAL4_EUGENE2": "Finalmente concluí meu projeto. Chegou a hora da revelação.", + "EUGENE_SOCIAL4_EUGENE3": "Quer conferir agora?", + "EUGENE_SOCIAL4_EUGENE3_OPTION1": "Vamos!", + "EUGENE_SOCIAL4_EUGENE3_OPTION2": "Agora não.", + "EUGENE_SOCIAL4_EUGENE_NO": "De boas, parça. [pause]Depois te mostro.", + "EUGENE_SOCIAL4_EUGENE11": "Ei, eu [wave amp=30 freq=10]TENHO[/wave] uma vida além dos momentos que estamos juntos, sabe? [pause]Eu tenho meus momentos livres das aventuras!", + "EUGENE_SOCIAL4_EUGENE4": "Beleza! [pause]Só me seguir.", + "EUGENE_SOCIAL4_EUGENE6": "Foi aqui que nossa primeira [wave amp=30 freq=10]missão juntos[/wave] aconteceu!", + "EUGENE_SOCIAL4_EUGENE5": "Lembra deste lugar, [pause]{player}?", + "EUGENE_SOCIAL4_EUGENE8": "Bora, [pause]vem ver como ficou por dentro!", + "EUGENE_SOCIAL4_EUGENE9": "Graças à claraboia, [pause]esse escritório é naturalmente bem iluminado durante o dia.", + "EUGENE_SOCIAL4_EUGENE10": "Daí eu pensei que daria um ótimo jardim comunitário. [pause]As pessoas poderiam plantar flores e outras coisas, além de escapar um pouco do vilarejo.", + "EUGENE_SOCIAL4_EUGENE10_OPTION1": "Quando foi que você fez isso tudo?!", + "EUGENE_SOCIAL4_EUGENE10_OPTION2": "De onde foi que você tirou tempo pra fazer isso tudo?!", + "EUGENE_SOCIAL4_EUGENE12": "Então... O que achou?", + "EUGENE_SOCIAL4_EUGENE12_OPTION1": "Ficou incrível!", + "EUGENE_SOCIAL4_EUGENE14": "Eu tinha certeza de que era uma ideia idiota.", + "EUGENE_SOCIAL4_EUGENE12_OPTION2": "Eu amei!", + "EUGENE_SOCIAL4_EUGENE13": "V-[pause]você gostou mesmo?", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.f": "Você que tá caçando um jeito de sair dessa ilha! [pause]Não há nada no espaço-tempo que vá te parar!", + "EUGENE_SOCIAL4_EUGENE15_OPTION1": "Te adoro pra caramba, parça!", + "EUGENE_SOCIAL4_EUGENE15": "Ainda bem que você gostou.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.m": "Você que tá caçando um jeito de sair dessa ilha! [pause]Não há nada no espaço-tempo que vá te parar!", + "EUGENE_SOCIAL4_EUGENE15_OPTION2": "Isso foi bem romântico da sua parte.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE1": "Hihi, [pause]qualé. [pause]Você que tem aspirações grandiosas.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE3": "Eu quero voltar pra casa. [pause]Creio que me tornei a minha melhor versão aqui.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE2.n": "Você que tá caçando um jeito de sair dessa ilha! [pause]Não há nada no espaço-tempo que vá te parar!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1": "Bem, já era tempo de Nova Murta ter um novo point de encontros.", + "EUGENE_SOCIAL4_PLATONIC_EUGENE4": "Vamos nessa, [pause]parça.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION1": "Eu diria que seu projeto foi um sucesso!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE2": "[shake rate=30 level=10]Ah, [pause][pause]eu, [pause][pause]acho que sim...[/shake]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE1_OPTION2": "Então... isso é um encontro?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3": "Mas só se [pause]você quiser, [pause]claro.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION1": "Ainda assustado com romances?", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE3_OPTION2": "Nunca te vi tão nervoso!", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE5": "É estranho como eu consigo dar conta de uns carniçais malignos sem pestanejar...", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE4": "É, [pause]acho que tem razão.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.m": "Mas tremo na base quando preciso falar pro meu parça como me sinto.", + "EUGENE_ROMANCE_EUGENE1_OPTION1": "[color=#f382c5]Quero que seja meu namorado.[/color]", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.f": "Mas tremo na base quando preciso falar pra minha parça como me sinto.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE6.n": "Mas tremo na base quando preciso falar pre minhe parça como me sinto.", + "EUGENE_SOCIAL4_ROMANTIC_EUGENE7": "Sim, [pause]é um encontro então.", + "EUGENE_ROMANCE_EUGENE1.m": "Que silêncio. [pause]Está tudo bem, [pause]parça?", + "EUGENE_ROMANCE_EUGENE1.f": "Que silêncio. [pause]Está tudo bem, [pause]parça?", + "EUGENE_ROMANCE_EUGENE1_OPTION2": "Nada de mais!", + "EUGENE_ROMANCE_EUGENE1.n": "Que silêncio. [pause]Está tudo bem, [pause]parça?", + "EUGENE_ROMANCE_EUGENE_NO": "Saquei.", + "EUGENE_ROMANCE_EUGENE8": "Mas vamos aproveitar enquanto estamos juntos!", + "EUGENE_ROMANCE_EUGENE3": "Eu sei. [pause]Digo, eu também quero. [pause]Eu tô nervoso.", + "EUGENE_ROMANCE_EUGENE2": "Eu... [pause][pause]Bem...", + "EUGENE_ROMANCE_EUGENE5": "Juntos somos maiores do que separados. [pause]Que nem quando nos fundimos!", + "EUGENE_ROMANCE_EUGENE4": "Acho que nós ajudamos um ao outro a nos tornar nossa melhor versão.", + "EUGENE_ROMANCE_EUGENE7": "Você é muito importante pra mim, [pause]mas minha vida antes daqui está esperando pelo meu retorno. [pause]E a sua também.", + "EUGENE_ROMANCE_EUGENE6": "Mas... [pause]se encontrarmos uma saída da ilha, talvez a gente precise terminar.", + "EUGENE_ROMANCE_EUGENE9": "Tem uma galera pra ajudar, além dos monstros gigantes pra socar a cara.", + "EUGENE_ROMANCE_EUGENE10": "E, como sempre: [pause]o invencível casal de Vilancoradouro!", + "FELIX_UNKNOWN_NAME": "Cara amigável", + "EUGENE_ROMANCE_EUGENE11": "Mas eu acho que podemos dar uma pausa nas aventuras, [pause]só por hoje...", + "FELIX_INTRO_FELIX1": "Cuidado por onde anda. [pause]Você não vai querer cair nesse lixo aí.", + "FELIX_INTRO_FELIX3": "Não foi o meu caso. Eu caí aqui com as minhas coisas.", + "FELIX_INTRO_FELIX1_OPTION1": "De onde foi que essa sala surgiu?", + "FELIX_INTRO_FELIX4": "Esse era meu apartamento... [pause]Ok, faltam algumas paredes.", + "FELIX_INTRO_FELIX1_OPTION2": "Que lugar é esse?", + "FELIX_INTRO_FELIX2": "A maioria das pessoas cai do céu direto no oceano, certo?", + "FELIX_INTRO_FELIX4_OPTION1": "Como foi que isso aconteceu?", + "FELIX_INTRO_FELIX5": "Não faço ideia! [pause]Pelo menos meus rascunhos e minhas obras estão comigo... [pause]Lado positivo, né?", + "FELIX_INTRO_FELIX4_OPTION2": "Como seu apartamento inteiro veio junto contigo para Nova Murta?", + "FELIX_INTRO_FELIX6": "Ah, meu nome é Félix. [pause]Prazer em conhecer.", + "FELIX_INTRO_FELIX6_OPTION1": "Eu sou {player}.", + "FELIX_INTRO_MEREDITH7": "Quanto tempo, Félix. O que você tá, er, fazendo aqui mesmo?", + "FELIX_INTRO_FELIX6_OPTION2": "Me chamam de... {player}.", + "FELIX_INTRO_FELIX9": "Eu perdi muita coisa quando tudo despencou do céu comigo, [pause]e a chuva não ajudou a conservar...", + "FELIX_INTRO_KAYLEIGH7": "Olá, Félix! [pause]O que faz por aqui?", + "FELIX_INTRO_VIOLA7": "Me chamo Viola de Messalina. [pause]Diga-me, qual labor solitário o traz aqui?", + "FELIX_INTRO_EUGENE7": "Ei, parça! É aqui que você se esconde? [pause]O que tá fazendo nessas bandas?", + "FELIX_INTRO_SUNNY7": "[wave amp=20 freq=5]Prazer em conhecê-lo, Félix...[/wave]", + "FELIX_INTRO_FELIX8": "Estou procurando uma coisa.", + "FELIX_INTRO_FELIX10": "Mas tenho certeza de que pelo menos uma coisa tá intacta...", + "FELIX_INTRO_FELIX11": "Sabia!", + "FELIX_INTRO_FELIX12_OPTION1": "O que é isso?", + "FELIX_INTRO_FELIX12": "O selo ainda tá intacto, ainda há esperança de não ter entrado água aqui.", + "FELIX_INTRO_FELIX12_OPTION2": "O que tem aí dentro?", + "FELIX_INTRO_FELIX13": "É meio difícil de explicar...", + "FELIX_INTRO_FELIX14": "Dá uma passada na minha casa em Vilancoradouro Oeste. [pause]Vou te mostrar se vier.", + "FELIX_INTRO2_FELIX2_OPTION1": "Claro!", + "FELIX_INTRO2_FELIX1.m": "Ah, olá. [pause]Você realmente veio.", + "FELIX_INTRO2_FELIX2": "Quer ver o que resgatei dos restos depressivos do meu velho quarto?", + "FELIX_INTRO2_FELIX1.n": "Ah, olá. [pause]Você realmente veio.", + "FELIX_INTRO2_FELIX1.f": "Ah, olá. [pause]Você realmente veio.", + "FELIX_INTRO2_FELIX3": "Então, antes de vir pra cá eu produzia minhas artes com zootrópios.", + "FELIX_INTRO2_FELIX2_OPTION2": "Agora não.", + "FELIX_INTRO2_FELIX2_NO": "Sem problemas. Vem dar um alô quando mudar de ideia.", + "FELIX_INTRO2_FELIX3_OPTION1": "Zootrópios?", + "FELIX_INTRO2_FELIX3_OPTION2": "O quê?", + "FELIX_INTRO2_FELIX4": "É mais fácil se eu mostrar. Saca só...", + "FELIX_INTRO2_FELIX5": "Tudo depende dessa fita. Primeiro você coloca ela nessa parte do zootrópio, daí olha pela abertura.", + "FELIX_INTRO2_FELIX6": "O zootrópio tem um motor nele, daí, quando aperto esse botão, ele gira.", + "FELIX_INTRO2_FELIX8": "E, ao girar, elas ficam animadas e ganham vida, [pause]entende?", + "FELIX_INTRO2_FELIX7": "A fita tem várias imagens desenhadas com pequenas variações sequenciadas.", + "FELIX_INTRO2_FELIX9": "Daí você pode puxar a alavanca pra trocar para a próxima fita [pause]e continuar a história.", + "FELIX_INTRO2_FELIX12": "Eles eram bem famosos, [pause]mas saíram de moda.", + "FELIX_INTRO2_FELIX11": "Zootrópios são minha obsessão desde a infância.", + "FELIX_INTRO2_FELIX10": "Você pode contar uma história inteira, [pause]dar vida a ela, [pause]só com desenhos.", + "FELIX_INTRO2_FELIX14": "A maioria dos zootrópios contam histórias sobre os heróis da Revolução Francesa, [pause]como Pimpinela Escarlate, [pause]mas as adaptações pro cinema receberam grande investimento e fizeram sucesso, daí o interesse pelo material foi diminuindo.", + "FELIX_INTRO2_FELIX13": "Agora virou algo... [pause]nichado. [pause]Bem, [pause]pelo menos era de onde eu vim.", + "FELIX_INTRO2_FELIX15": "Eu conheci essas histórias na minha infância, [pause]foi amor à primeira vista.", + "FELIX_INTRO2_FELIX16": "Acho que é por isso que me tornei um artista.", + "FELIX_INTRO2_FELIX18": "E, ao que parece, uma ilha repleta de monstros esquisitos é o melhor lugar para se inspirar!", + "FELIX_INTRO2_FELIX17": "Eu estou tentando criar novos personagens...", + "FELIX_INTRO2_FELIX19": "Isso significa que... talvez você consiga me ajudar.", + "FELIX_INTRO2_FELIX20": "Estou atrás de uma criatura específica, preciso dar uma boa olhada nela.", + "FELIX_INTRO2_FELIX21": "É um [wave amp=30 freq=10]guerreiro com uma espada de madeira.[/wave] Sei que dá pra encontrá-lo na Pradaria das Cerejeiras.", + "FELIX_INTRO2_FELIX22": "Pode me dar uma mãozinha?", + "FELIX_INTRO2_FELIX22_OPTION1": "Claro!", + "FELIX_INTRO2_FELIX22_NO": "De boa! Se der uma liberada na sua agenda, dá um pulinho aqui e falamos a respeito.", + "FELIX_INTRO2_FELIX22_OPTION2": "Agora não.", + "FELIX_INTRO2_FELIX23": "Massa! Vou marcar no seu mapa.", + "FELIX_QUEST1_PART1_FELIX1": "É ele! Ok, vai e enfrenta ele, vou fazer os rascunhos.", + "FELIX_QUEST1_PASSIVE_FELIX1": "Os vigilantes já mencionaram essa criatura, dizem que ela fica numa posição de combate perfeita.", + "FELIX_QUEST1_PASSIVE_FELIX2": "Esse lugar é um arraso, né?", + "FELIX_QUEST1_PART2_FELIX1": "Oh-oh...", + "FELIX_QUEST1_PART2_KUNEKO2": "PARE, DEMÔNIO!", + "FELIX_QUEST1_PART3_FELIX4": "Ele veio junto comigo no meu apartamento, por isso ainda tenho ele.", + "FELIX_QUEST1_PART2_KUNEKO3": "E-e não volte mais!", + "FELIX_QUEST1_PART2_FELIX4": "Quem é...", + "FELIX_QUEST1_PART2_FELIX5": "Pera, [pause][pause]você é...?!", + "FELIX_QUEST1_PART2_KUNEKO6": "IXI!", + "FELIX_QUEST1_PART2_FELIX7": "...", + "FELIX_QUEST1_PART2_FELIX8": "Ah, [pause]não.", + "FELIX_QUEST1_PART2_FELIX9": "Nãããão. [pause][pause]Não mesmo.", + "FELIX_QUEST1_PART2_FELIX9_OPTION1": "Aquilo era um Arcanjo?", + "FELIX_QUEST1_PART2_FELIX12": "Vamos voltar pra minha casa. Vou explicar tudo, prometo.", + "FELIX_QUEST1_PART2_FELIX9_OPTION2": "Aquilo era um monstro?", + "FELIX_QUEST1_PART2_FELIX10": "Eu...", + "FELIX_QUEST1_PART2_FELIX11": "Acho que é meu passado vindo me atormentar.", + "FELIX_QUEST1_PART3_FELIX1": "Isso tem que estar em algum canto, [pause]eu...", + "FELIX_QUEST1_PART3_FELIX2": "Achei!", + "FELIX_QUEST1_PART3_FELIX3": "Esse é meu antigo caderno de rascunhos, de quando eu tinha 12 anos.", + "FELIX_QUEST1_PART3_FELIX5": "Olha só.", + "FELIX_QUEST1_PART3_FELIX6": "O nome dela é Kuneko.", + "FELIX_QUEST1_PART3_FELIX7": "Eu a inventei quando era criança.", + "FELIX_QUEST1_PART3_FELIX7_OPTION1": "Ela tem asas de anjo?", + "FELIX_QUEST1_PART3_FELIX7_OPTION2": "Qual foi a das orelhas de gato?", + "FELIX_QUEST1_PART3_FELIX7_OPTION3": "Ela é uma ninja?", + "FELIX_QUEST1_PART3_FELIX8": "Ela é... [pause]tipo uma filha de anjo com demônio que se perdeu na terra e foi adotada por um clã de ninjas místicos...", + "FELIX_QUEST1_PART4_KUNEKO15": "[pause]Mestre?", + "FELIX_QUEST1_PART3_FELIX9": "Quando ela completou 21 anos, [pause]deixou seu lar em uma jornada épica pra provar seu valor como a maior guerreira do seu povo, batalhando nos quatro altares elementais.", + "FELIX_QUEST1_PART3_FELIX9_OPTION1": "Que troço mais clichê.", + "FELIX_QUEST1_PART3_FELIX9_OPTION2": "Awn, ela parece ser tão legal!", + "FELIX_QUEST1_PART3_FELIX9_OPTION3": "Você realmente melhorou desde então...", + "FELIX_QUEST1_PART3_FELIX10": "Eu tive uma fase otakinho no fundamental. [pause]Não vai me julgar!", + "FELIX_QUEST1_PART3_FELIX12": "Eu não faço IDEIA de como [wave amp=30 freq=10]meus desenhos infantis de baixa qualidade[/wave] ganharam vida.", + "FELIX_QUEST1_PART3_FELIX11": "Eu BEM SEI o quanto essa situação era tosca!", + "FELIX_QUEST1_PART3_FELIX13": "Mas se Kuneko realmente está neste mundo... [pause]Eu preciso encontrá-la.", + "FELIX_QUEST1_PART3_FELIX14": "Eu preciso ir até o fim.", + "FELIX_QUEST1_PART4_KUNEKO1": "...", + "FELIX_QUEST1_PART4_FELIX3": "Você me salvou agora há pouco... [pause]Você me conhece?", + "FELIX_QUEST1_PART4_FELIX2": "Ah. [pause]Isso foi mais rápido do que eu esperava.", + "FELIX_QUEST1_PART4_KUNEKO4": "E-eu nunca te conheci, mas sinto uma forte conexão com você...", + "FELIX_QUEST1_PART4_FELIX5": "Ah, sim, faz sentido.", + "FELIX_QUEST1_PART4_KUNEKO7": "Eu...", + "FELIX_QUEST1_PART4_FELIX6": "Eu... criei você.", + "FELIX_QUEST1_PART4_FELIX12": "Acho que não precisa me chamar de \\\"criador\\\".", + "FELIX_QUEST1_PART4_KUNEKO8": "[shake rate=30 level=10]ME PERDOE POR FAVOR![/shake]", + "FELIX_QUEST1_PART4_KUNEKO9": "Eu estou [wave amp=30 freq=10]tão envergonhada[/wave] por não te reconhecer, criador!", + "FELIX_QUEST1_PART4_KUNEKO10": "Não faz muito tempo que acordei na pradaria onde nos encontramos, [pause]não tinha nada além do meu nome nos meus lábios e uma missão no meu coração.", + "FELIX_QUEST1_PART4_KUNEKO11": "Criador, eu não tenho outras memórias.", + "FELIX_QUEST1_PART4_KUNEKO13": "E que tal [pause]pai?", + "FELIX_QUEST1_PART4_FELIX14": "Isso, [pause]er, [pause]não é muito melhor.", + "FELIX_QUEST1_PART4_FELIX16": "Não.", + "FELIX_QUEST1_PART4_KUNEKO17": ".[pause].[pause].[pause] Senpai?", + "FELIX_QUEST1_PART4_FELIX18": "DE JEITO NENHUM.", + "FELIX_QUEST1_PART4_FELIX19": "Só... [pause]só me chama de Félix.", + "FELIX_QUEST1_PART4_FELIX19_OPTION1": "Kuneko, você mencionou uma missão?", + "FELIX_QUEST1_PART4_KUNEKO20": "Eu tenho que encontrar os quatro santuários elementais pela ilha e derrotar as bestas que os guardam.", + "FELIX_QUEST1_PART4_FELIX19_OPTION2": "Qual é a sua missão?", + "FELIX_QUEST1_PART4_KUNEKO21": "Só ASSIM vou provar meu valor!", + "FELIX_QUEST1_PART4_FELIX23": "Kuneko, acho que você não devia investir nessa \\\"missão\\\". Ela não é real... [pause]Eu [wave amp=30 freq=10]inventei ela[/wave] pra você.", + "FELIX_QUEST1_PART4_FELIX22": "Cara, eu podia ter criado uma história melhor, hein?", + "FELIX_QUEST1_PART4_FELIX24": "Sem contar que as criaturas de Nova Murta são bem perigosas.", + "FELIX_QUEST1_PART4_KUNEKO25": "Eu sei que você não confia em meu potencial, criador...", + "FELIX_QUEST1_PART4_KUNEKO26": "E é por isso que eu [wave amp=30 freq=10]não tenho[/wave] outra escolha além de provar meu valor!", + "FELIX_QUEST1_PART4_FELIX25": "Isso tudo é... [pause]bem estranho. [pause]Não sou o único achando isso, [pause]né?", + "FELIX_QUEST1_PART4_FELIX25_OPTION1": "Sim, é meio bizarro.", + "FELIX_QUEST1_PART4_FELIX25_OPTION2": "Tão estranho quanto qualquer outra coisa nessa ilha.", + "FELIX_QUEST1_PART4_FELIX26": "Eu já fiz tantos personagens menos vergonhosos desde que era criança. [pause]POR QUE LOGO ELA?", + "FELIX_QUEST1_PART4_FELIX27": "Enfim, [pause]se ela só tá aqui porque a convidei, creio que sou responsável por ela.", + "FELIX_QUEST1_PART4_FELIX28": "Melhor procurarmos esses quatro \\\"altares elementais\\\" e garantir que ela não se meta em encrenca.", + "FELIX_QUEST2_ALTAR1_FELIX1": "Parece que os altares são... [pause]reais.", + "FELIX_QUEST1_PART4_FELIX29": "Vamos dar uma olhada na ilha, talvez perguntar pelo vilarejo. [pause]Cê quem manda, {player}.", + "FELIX_QUEST2_ALTAR1_FELIX2": "Kuneko!", + "FELIX_QUEST2_ALTAR1_KUNEKO3": "Eu tenho que provar meu valor, criador...", + "FELIX_QUEST2_ALTAR1_KUNEKO4": "Minha lâmina pontuda... [shake rate=30 level=10]Guardião, enfrente-me![/shake]", + "FELIX_QUEST2_ALTAR1_FELIX5": "Vamo nessa, temos que ajudá-la.", + "FELIX_QUEST2_ALTAR1_KUNEKO6": "Obrigada pela assistência, criador...", + "FELIX_QUEST2_ALTAR1_KUNEKO7": "Mas não vou precisar de [wave amp=30 freq=10]ajuda alguma[/wave] na próxima batalha!", + "FELIX_QUEST2_ALTAR1_FELIX8": "Ela realmente está focada nisso, hein?", + "FELIX_QUEST2_ALTAR2_KUNEKO1": "Pelos poderes do sol e da lua que convenientemente brilham ao mesmo tempo...", + "FELIX_QUEST2_ALTAR1_FELIX9": "Enfim. [pause]Vamos procurar os outros.", + "FELIX_QUEST2_ALTAR2_KUNEKO2": "[shake rate=30 level=10]Guardião, enfrente-me![/shake]", + "FELIX_QUEST2_ALTAR2_FELIX3": "Ela está entrando no personagem de cabeça.", + "FELIX_QUEST2_ALTAR2_KUNEKO4": "Criador, ao batalhar ao seu lado...", + "FELIX_QUEST2_ALTAR2_KUNEKO5": "Não me sinto digna...", + "FELIX_QUEST2_ALTAR2_FELIX6": "Ah, não foi nada de mais...", + "FELIX_QUEST2_ALTAR3_FELIX12": "Ah... Eu...", + "FELIX_QUEST2_ALTAR2_FELIX7": "E... lá vai ela. [pause]Precisamos tentar encontrar o próximo altar.", + "FELIX_QUEST2_ALTAR3_FELIX1": "Kuneko! Espera...", + "FELIX_QUEST2_ALTAR3_KUNEKO3": "[shake rate=30 level=10]Revele-se, guardião![/shake]", + "FELIX_QUEST2_ALTAR3_KUNEKO2": "Pelo poder do fogo e gelo, [pause]que tornam minha paixão pela justiça calorosa e fria ao mesmo tempo...", + "FELIX_QUEST2_ALTAR3_FELIX4": "Vamos.", + "FELIX_QUEST2_ALTAR3_KUNEKO5": "Você me ajudou novamente, criador...", + "FELIX_QUEST2_ALTAR3_FELIX6": "Eu não quero que você se machuque!", + "FELIX_QUEST2_ALTAR3_FELIX7": "Você sabe que...", + "FELIX_QUEST2_ALTAR3_KUNEKO9": "[pause].[pause].[pause].", + "FELIX_QUEST2_ALTAR3_FELIX8": "Você não precisa fazer isso pra provar seu valor pra mim.", + "FELIX_QUEST2_ALTAR3_KUNEKO10": "Criador, [pause]eu sei o que pensa de mim.", + "FELIX_QUEST2_ALTAR3_KUNEKO11": "Eu sei que você [shake rate=30 level=10]tem vergonha[/shake] de ter me criado.", + "FELIX_QUEST2_ALTAR3_KUNEKO14": "Minha missão [shake rate=30 level=10]não é[/shake] para te impressionar.", + "FELIX_QUEST2_ALTAR3_KUNEKO13": "Isso está bem claro na forma como me olha!", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION1": "Sim.", + "FELIX_QUEST2_ALTAR3_KUNEKO15": "Eu sei que [shake rate=30 level=10]não há nada[/shake] que eu possa fazer para que tenha orgulho de mim!", + "FELIX_QUEST2_ALTAR4_KUNEKO3": "[shake rate=30 level=10]Guardião, [pause]revele-se![/shake]", + "FELIX_QUEST2_ALTAR3_FELIX16": "Ah, [pause]ok, [pause]isso me deixou na bad.", + "FELIX_QUEST2_ALTAR3_FELIX17": "Acho que me expressei mal.", + "FELIX_QUEST2_ALTAR3_FELIX18": "É melhor procurar ela e pedir desculpas.", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION2": "Meio que sim...", + "FELIX_QUEST2_ALTAR3_FELIX17_OPTION3": "Eu sei que não quis dizer aquilo.", + "FELIX_QUEST2_ALTAR3_FELIX19": "Ela deve estar no último altar, né?", + "FELIX_QUEST2_ALTAR4_FELIX1": "Ei, [pause]Kuneko, [pause]hm...", + "FELIX_QUEST2_ALTAR4_KUNEKO2": "O baralho está embaralhado! Preparei minha última mão... [pause]Straight flush!", + "FELIX_QUEST2_ALTAR4_KUNEKO6": "Eu não passo de um pensamento descartado, [pause]não é, [pause][shake rate=30 level=10]criador?[/shake]", + "FELIX_QUEST2_ALTAR4_FELIX5": "Kuneko, me...", + "FELIX_QUEST2_ALTAR4_FELIX4": "Ok, [pause]vamos ajudar ela primeiro, DAÍ eu peço desculpas.", + "FELIX_QUEST2_ALTAR4_FELIX12": "Me desculpe... [pause]isso é tudo culpa minha, [pause]{player}...", + "FELIX_QUEST2_ALTAR4_KUNEKO7": "Um pensamento que você se divertiu, [pause]até decidir [shake rate=30 level=10]descartar?[/shake]", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.m": "Volte e me encare quando estiver pronto!", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.f": "Volte e me encare quando estiver pronta!", + "FELIX_QUEST2_ALTAR4_KUNEKO8": "Pelos poderes cintilantes da terra, água, fogo e ar...", + "FELIX_QUEST2_ALTAR4_KUNEKO_NOT_ENOUGH_TAPES.n": "Volte e me encare quando estiver pronte!", + "FELIX_QUEST2_ALTAR4_KUNEKO9": "[shake rate=30 level=10]MEU POTENCIAL SE REVELA![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX10": "Ela... [pause][pause]se fundiu com os quatro elementos...", + "FELIX_QUEST2_ALTAR4_KUNEKO11": "Eu ainda te envergonho, [pause]criador?", + "FELIX_QUEST2_ALTAR4_FELIX13": "Eu quero sobreviver, assim vou poder consertar as coisas... [pause]É só isso que eu quero...", + "FELIX_QUEST2_ALTAR4_FELIX15": "Kuneko... [pause]Me perdoa, de verdade.", + "FELIX_QUEST2_ALTAR4_FELIX14": "Qualé, [pause]eu sei que podemos consertar isso juntos!", + "FELIX_QUEST2_ALTAR4_FELIX16": "Pra mim, você e minhas criações da adolescência eram vergonhosas.", + "FELIX_QUEST2_ALTAR4_FELIX17": "Mas todo mundo começa de algum lugar. Se eu não tivesse imaginado você, se não tivesse [wave amp=30 freq=10]desenhado[/wave] você...", + "FELIX_QUEST2_ALTAR4_FELIX18": "Eu não seria o artista que sou hoje.", + "FELIX_QUEST2_ALTAR4_FELIX19": "Foi um erro fingir que você não existe, eu devia ter orgulho de você e do que você significa pra mim como artista.", + "FELIX_QUEST2_ALTAR4_KUNEKO20": "V-você tá falando sério?", + "FELIX_QUEST2_ALTAR4_FELIX21": "Sim. [pause]E tem mais, eu achei incrível o que você fez agorinha.", + "FELIX_QUEST2_ALTAR4_KUNEKO22": "[shake rate=30 level=10]CRIADOR~~", + "FELIX_QUEST2_ALTAR4_FELIX23": "Ok, ok, [pause]calma lá.", + "FELIX_QUEST2_ALTAR4_KUNEKO25": "Desculpa, [pause]desculpa por tentar te matar, [pause]\\\"Félix\\\".", + "FELIX_QUEST2_ALTAR4_KUNEKO24": "Me perdoe por tentar te matar, criador...", + "FELIX_QUEST2_ALTAR4_FELIX27": "Kuneko, preciso que me diga uma coisa...", + "FELIX_QUEST2_ALTAR4_FELIX26": "Sem problemas! Tudo resolvido.", + "FELIX_QUEST2_ALTAR4_FELIX28": "Como foi que você [wave amp=30 freq=10]ganhou vida[/wave]? Eu ainda não entendi.", + "FELIX_QUEST2_ALTAR4_KUNEKO29": "...Não faço ideia!", + "FELIX_QUEST2_ALTAR4_KUNEKO31": "Talvez, ao criar algo, esse algo não te pertença mais. [pause]Ideias mudam e crescem por conta própria.", + "FELIX_QUEST2_ALTAR4_KUNEKO30": "Mas se quer saber no que [wave amp=30 freq=10]acredito[/wave], bem...", + "FELIX_QUEST2_ALTAR4_KUNEKO32": "[wave amp=30 freq=10]Você[/wave] é o artista, Criador Félix. [pause]Você já deveria saber disso.", + "FELIX_QUEST2_ALTAR4_FELIX33": "...Hah. Ok.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION1": "O que vai fazer agora?", + "FELIX_QUEST2_ALTAR4_KUNEKO34": "Creio que seu vilarejo humilde não tenha espaço para mim... [pause]Essa não é minha jornada.", + "FELIX_QUEST2_ALTAR4_KUNEKO35": "Niau, eu preciso descobrir quem sou! [pause]Preciso seguir para onde meu coração de cristal mandar.", + "FELIX_QUEST2_ALTAR4_FELIX33_OPTION2": "Sua missão já acabou?", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION1": "Boas aventuras para você!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION2": "Vamos sentir sua falta!", + "FELIX_QUEST2_ALTAR4_KUNEKO35_OPTION3": "Seu coração é de cristal mesmo ou foi uma metáfora?", + "FELIX_QUEST2_ALTAR4_KUNEKO40": "Toma. [pause]É meu poder, para você. [pause]Espero que ajude a lembrar das vezes que lutamos juntos.", + "FELIX_QUEST2_ALTAR4_FELIX36": "Bem, já que nossos caminhos se dividem aqui...", + "FELIX_QUEST2_ALTAR4_FELIX37": "Foi um prazer te conhecer, Kuneko!", + "FELIX_QUEST2_ALTAR4_KUNEKO38": "Adeus, [pause]Criador Félix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.m": "E adeus para você também, [pause]amigo quieto do Criador Félix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.f": "E adeus para você também, [pause]amiga quieta do Criador Félix.", + "FELIX_QUEST2_ALTAR4_KUNEKO39.n": "E adeus para você também, [pause]amigue quiete do Criador Félix.", + "FELIX_QUEST2_ALTAR4_FELIX42": "...[pause]Ela precisa fazer um curso de metáforas dramáticas.", + "FELIX_QUEST2_ALTAR4_FELIX43": "Bem. Isso foi uma experiência e tanto.", + "FELIX_QUEST2_ALTAR4_KUNEKO41": "Q-que suas memórias brilhem como os faróis que vão iluminar nossas [shake rate=30 level=10]próximas aventuras![/shake]", + "FELIX_QUEST2_ALTAR4_FELIX44": "E nem estou me referindo somente à nossa [wave amp=30 freq=10]junção[/wave] num monstro maior. Aquilo foi, bem, diferente.", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION1": "Geralmente se usa o termo \\\"fusão\\\".", + "FELIX_CONVO1_FELIX5": "Mas não paro de me perguntar: será que ela vai voltar se eu for pra casa?", + "FELIX_QUEST2_ALTAR4_FELIX44_OPTION2": "Foi bem legal!", + "FELIX_QUEST2_ALTAR4_FELIX45": "Mas, sendo sincero, eu fiquei meio enjoado. Talvez eu esteja preparado da próxima vez!", + "FELIX_QUEST2_ALTAR4_FELIX46": "Bora, vamos pra minha casa papear. [pause]Tô com inspiração pra um novo rascunho.", + "FELIX_QUEST2_EPILOGUE_FELIX2": "Eu nunca quis desenhar tanto. [pause]Quero fazer novos personagens...", + "FELIX_QUEST2_EPILOGUE_FELIX1": "Aquela aventura acendeu algo em mim.", + "FELIX_QUEST2_EPILOGUE_FELIX3": "Quero poder viver bem com minha arte e trabalhar no meu tempo.", + "FELIX_QUEST2_EPILOGUE_FELIX4": "Então... [pause]Acho que tô pronto pra voltar pra casa.", + "FELIX_QUEST2_EPILOGUE_FELIX5": "É isso que você tá procurando, né? [pause]Um jeito de voltar?", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION1": "Claro!", + "FELIX_QUEST2_EPILOGUE_FELIX5_OPTION2": "E outras coisas também!", + "FELIX_QUEST2_EPILOGUE_FELIX6": "Um jeito de voltar...", + "FELIX_QUEST2_EPILOGUE_FELIX8": "Assim como é impossível personagens da nossa infância ganharem vida, saca?", + "FELIX_QUEST2_EPILOGUE_FELIX7": "O povo do vilarejo diz ser impossível...", + "FELIX_QUEST2_EPILOGUE_FELIX9": "Se você acredita que tem um jeito, confio na sua palavra.", + "FELIX_QUEST2_EPILOGUE_FELIX10": "Pode contar comigo.", + "FELIX_QUEST2_EPILOGUE_FELIX11": "Ah, só mais uma coisa.", + "FELIX_QUEST2_EPILOGUE_FELIX12": "Esse é o rascunho que mencionei.", + "FELIX_CONVO1_FELIX1": "Quer saber de uma coisa meio bizarra?", + "FELIX_CONVO1_FELIX2": "Eu tinha uma cicatriz no meu braço, bem aqui. Eu caí numa cerca de arame farpado quando era criança, foi um corte bem feio.", + "FELIX_CONVO1_FELIX3": "E ela desapareceu. [pause]Desde que cheguei em Nova Murta.", + "FELIX_CONVO1_FELIX4": "Eu... [pause]Eu não faço ideia do que isso pode significar... [pause]Eu só achei interessante.", + "FELIX_CONVO2_FELIX1": "Ah, você já comeu tortas amanteigadas?", + "FELIX_CONVO2_FELIX2": "Vou fazer umas pra você! [pause]Tenho certeza de que consigo encontrar os ingredientes por aqui...", + "FELIX_CONVO2_FELIX3": "Bem, [pause]talvez seja difícil encontrar passas, mas posso te contar uma coisa? [pause]Talvez seja por um bem maior.", + "FELIX_CONVO3_FELIX1": "Não sei se já reparou, [pause]mas nem todo mundo em Nova Murta é exilado como a gente.", + "FELIX_CONVO3_FELIX2": "Os pais e avós deles apareceram aqui, [pause]claro, [pause]mas essa ilha é tudo o que eles conheceram.", + "FELIX_CONVO3_FELIX3": "Me pergunto como deve ser, [pause]estar cercado por pessoas que tão perdidas no único lugar que você chama de lar... [pause]além de crescer ouvindo histórias de mundos que você nunca será capaz de visitar.", + "FELIX_CONVO3_FELIX4": "Talvez eles se sintam tão presos quanto a gente.", + "FELIX_CONVO4_FELIX2": "Não é estranho? [pause]Tipo, [pause]não tinha monstros de onde eu vim.", + "FELIX_CONVO4_FELIX1": "Essa ilha me lembra da minha cidade.", + "FELIX_CONVO4_FELIX3": "Mas sempre tive esse desejo de me mudar, de fugir, [pause]mas nunca conseguir...", + "FELIX_CONVO4_FELIX4": "Não que eu não goste de passar tempo com você ou com os outros, mas...", + "FELIX_CONVO4_FELIX5": "Tem um mundo inteiro por aí. [pause]E, ao que parece, [pause]vários mundos diferentes. [pause]Eu quero poder ver o máximo que puder.", + "FELIX_CONVO5_FELIX2": "Imagino o quanto é desconfortável ouvir que sua vida foi fruto da imaginação de um artista boboca.", + "FELIX_CONVO5_FELIX1": "Espero que a Kuneko esteja bem.", + "FELIX_CONVO5_FELIX3": "CALMA! [pause]E se [wave amp=30 freq=10]todo mundo[/wave] fosse a criação de outra pessoa também?", + "FELIX_CONVO5_FELIX4": "...[pause]Acho que tô viajando demais.", + "FELIX_CONVO6_FELIX1": "Antes de parar aqui, [pause]eu nunca imaginei que meu relacionamento seguinte teria como base ficar na frente de fogueiras.", + "FELIX_CONVO7_FELIX6": "É bem... [pause]impressionante se parar pra pensar.", + "FELIX_CONVO6_FELIX2": "De vez em quando a vida joga umas surpresas na nossa frente, [pause]né?", + "FELIX_CONVO6_FELIX3": "Mas não tô reclamando. [pause]Eu gosto de acampar contigo.", + "FELIX_CONVO7_FELIX1": "No final das contas, Vilancoradouro tem bons ensinamentos a passar.", + "FELIX_CONVO7_FELIX2": "Digo, [pause]não temos a vida noturna mais agitada de todas, mas...", + "FELIX_CONVO7_FELIX3": "Todos no vilarejo se ajudam, ninguém fica pra trás.", + "FELIX_CONVO7_FELIX4": "Todos têm acesso a comida, mas só o suficiente pra não ter desperdícios.", + "FELIX_CONVO7_FELIX5": "Mesmo afastada da civilização, [pause]ainda consegue ser bem estruturada.", + "FELIX_CONVO8_FELIX1": "Sabe que, tipo, [pause]estar preso numa ilha repleta de monstros, longe de família e amigos...", + "FELIX_CONVO8_FELIX2": "Isso devia ser algo inimaginável... [pause]mas eu até que tô me adaptando bem.", + "FELIX_CONVO9_FELIX1": "Então, eu tô produzindo uma nova fita de zootrópios... [pause]Creio que finalmente achei a inspiração certa.", + "FELIX_CONVO8_FELIX3": "Acho que, mesmo que fosse o fim do mundo, a gente ainda daria um jeito de aproveitar o dia, [pause]né?", + "FELIX_CONVO8_FELIX4": "As pessoas são bem esquisitas. [pause]E eu no bolo.", + "FELIX_CONVO9_FELIX2": "O problema é: essa tem que ser a minha melhor história. Afinal, não sei se terei a chance de fazer outra.", + "FELIX_CONVO9_FELIX2_OPTION1": "Como assim?", + "FELIX_CONVO9_FELIX3": "Ninguém sabe! [pause]Talvez eu perca meu talento. [pause]Talvez eu fique preso em outra ilha. [pause]Talvez o mundo acabe.", + "FELIX_CONVO9_FELIX2_OPTION2": "Não sabe?", + "FELIX_CONVO9_FELIX4": "Todo projeto que começo, eu trato como se fosse a última obra que fosse criar. Como se fosse o último legado que deixaria pra trás.", + "FELIX_CONVO9_FELIX5": "Afinal, é [wave amp=30 freq=10]impossível[/wave] garantir que vai ter um próximo.", + "FELIX_CONVO10_FELIX1": "Pensando pelo lado positivo, tô numa vibe criativa das boas!", + "FELIX_CONVO19_FELIX2": "Você não tinha \\\"fitas de zootrópios\\\" no seu mundo? [pause]Mas TINHA uma coisa chamada \\\"quadrinhos\\\", que você considera estilisticamente similar?", + "FELIX_CONVO10_FELIX1_OPTION1": "Você é bem otimista!", + "FELIX_CONVO10_FELIX1_OPTION2": "Você tá sempre de bom humor, hein?!", + "FELIX_CONVO10_FELIX2": "Hum... Tem certeza disso?", + "FELIX_CONVO10_FELIX3": "Eu [wave amp=30 freq=10]tento[/wave] ver o copo meio cheio.", + "FELIX_CONVO10_FELIX5": "Mas rancor é um combustível que acaba rápido. [pause]Decidi que vou ter um olhar mais positivo na vida.", + "FELIX_CONVO10_FELIX4": "Depois que pedi demissão, eu passei um bom tempo irritado. Momentos assim conseguem te amargurar rapidinho.", + "FELIX_CONVO10_FELIX6": "Além disso, essa ilha é bizarra demais pra levar a sério. Por que vou deixar ela me chatear?", + "FELIX_CONVO11_FELIX2": "Espero que meus rascunhos possam voltar comigo.", + "FELIX_CONVO11_FELIX1": "Mas, se aquele portalzão realmente nos tirar de Nova Murta, vou precisar começar a fazer minhas malas.", + "FELIX_CONVO12_FELIX1": "Aquela luta em cima do trem foi top, hein?", + "FELIX_CONVO12_FELIX2": "Ainda tô processando essas informações que conseguimos dos \\\"Arcanjos\\\".", + "FELIX_CONVO12_FELIX3": "O cabeça de doritos, Alef, disse algo que percebi ser uma informação [wave amp=30 freq=10]crucial[/wave].", + "FELIX_CONVO12_FELIX4": "Ele disse que a humanidade os \\\"manifesta\\\" a partir dos pensamentos mais prevalentes, e, com isso, eles vão pros nossos mundos e agem em nossos desejos.", + "FELIX_CONVO12_FELIX5": "Será que é verdade? Será que Alef [wave amp=30 freq=10]visitou[/wave] nossos mundos em eras ancestrais? A gente nem é do [wave amp=30 freq=10]mesmo[/wave] mundo, como que isso funcionaria?", + "FELIX_CONVO12_FELIX6": "Então o papel da humanidade é gerar ideais e imaginar coisas que se tornam [wave amp=30 freq=10]reais[/wave] em outros mundos? Ou eu só tô viajando demais?", + "FELIX_CONVO12_FELIX7": "Isso dá um nó na cabeça, né?", + "FELIX_CONVO12_FELIX7_OPTION1": "Ainda não tinha conhecido esse lado seu, Sherlock.", + "FELIX_CONVO12_FELIX8": "Bem, parecia ser importante, daí prestei atenção.", + "FELIX_CONVO12_FELIX7_OPTION2": "Eu não imaginei que você tinha prestado atenção nisso tudo!", + "FELIX_CONVO13_FELIX1.n": "Olá, {player}! Parabéns pela promoção a comandante dos vigilantes!", + "FELIX_CONVO13_FELIX1.m": "Olá, {player}! Parabéns pela promoção a comandante dos vigilantes!", + "FELIX_CONVO12_FELIX9": "E nunca se sabe quando posso utilizar conceitos assim numa história!", + "FELIX_CONVO13_FELIX2": "Você vai ter bastante coisa pra fazer daqui pra frente. Tomara que consiga achar espaço pra sair comigo ainda!", + "FELIX_CONVO13_FELIX1.f": "Olá, {player}! Parabéns pela promoção a comandante dos vigilantes!", + "FELIX_CONVO13_FELIX2_OPTION1": "Claro que vou!", + "FELIX_CONVO13_FELIX2_OPTION2": "Espero que sim!", + "FELIX_CONVO13_FELIX3": "Hihi. Vou cobrar.", + "FELIX_CONVO14_FELIX1_OPTION1": "Sério?", + "FELIX_CONVO14_FELIX1": "Ah, [pause]eu soube o que rolou com você, a Kayleigh e os Cultistas.", + "FELIX_CONVO14_FELIX1_OPTION2": "Ah sim, aquilo...", + "FELIX_CONVO14_FELIX2": "O líder carismático deles queria obter o poder de um Arcanjo ou algo do gênero, né?", + "FELIX_CONVO14_FELIX2_OPTION1": "É bem por aí.", + "FELIX_CONVO14_FELIX2_OPTION2": "Num bom resumo.", + "FELIX_CONVO14_FELIX3": "Espero que estejam bem. Não deve ser nada fácil passar por aquilo, [wave amp=30 freq=10]ainda mais[/wave] em Nova Murta.", + "FELIX_CONVO15_FELIX1": "Será que esses monstros têm medo de fogo? Percebi que eles não se aproximam quando estamos acampando.", + "FELIX_CONVO15_FELIX2": "Ou será que...", + "FELIX_CONVO15_FELIX3": "Será que atacar humanos descansando são péssimos modos monstrengos?", + "FELIX_CONVO16_FELIX2": "Eles nasceram e cresceram nesta ilha, nunca conheceram nada além daqui. Os pais deles se conheceram depois que chegaram.", + "FELIX_CONVO16_FELIX1": "Um dos comandantes dos vigilantes me perguntou sobre como minha vida era antes de \\\"cair aqui\\\".", + "FELIX_CONVO16_FELIX3": "Eles me perguntaram sobre os trens, shoppings e esportes...", + "FELIX_CONVO16_FELIX4": "Um monte de coisas bestas que nunca imaginei que alguém poderia crescer sem conhecer.", + "FELIX_CONVO17_FELIX1": "Ficar aqui sozinhos de frente pra essa fogueira me lembra das colônias de férias.", + "FELIX_CONVO16_FELIX5": "Creio que a vida é bem simples aqui, mas, pelo menos, eles ainda podem crescer felizes.", + "FELIX_CONVO17_FELIX2": "...Lembraria, se eu tivesse ido a uma. [pause]Algo que não rolou.", + "FELIX_CONVO19_FELIX2_OPTION1": "Isso!", + "FELIX_CONVO18_FELIX1": "Ah, posso te desenhar algum dia desses? Me toquei que desenho é uma habilidade importante que artistas precisam refinar.", + "FELIX_CONVO17_FELIX3": "Mas é bem próximo do que eu [wave amp=30 freq=10]achava[/wave] que uma colônia de férias seria quando pequeno... Me sinto realizado.", + "FELIX_CONVO18_FELIX2": "A anatomia humana é bem difícil.", + "FELIX_CONVO18_FELIX3": "Principalmente as mãos. Eu sofro com elas.", + "FELIX_CONVO19_FELIX1": "Pera, deixa ver se entendi...", + "FELIX_CONVO19_FELIX3": "Mas esses tais \\\"quadrinhos\\\", eles não eram [wave amp=30 freq=10]animados[/wave] nem nada? Só imprimiam no papel e vocês só [wave amp=30 freq=10]olhavam[/wave] pra eles?", + "FELIX_CONVO19_FELIX2_OPTION2": "Pode se dizer que sim.", + "FELIX_CONVO19_FELIX4": "Nossa, que estranho, mas vou confiar na sua palavra.", + "FELIX_CONVO20_FELIX1": "Me toquei de que talvez seja ideal começar a catalogar os monstros dessa ilha no meu caderno.", + "FELIX_SOCIAL1_FELIX2": "Essa aventura despertou algo em mim, lembra?", + "FELIX_CONVO20_FELIX2": "Assim, se eu voltar pra casa, posso utilizar minhas anotações pra provar que eu ESTIVE numa ilha povoada por monstros.", + "FELIX_CONVO20_FELIX3": "Mesmo que as chances de [wave amp=30 freq=10]qualquer pessoa[/wave] acreditar em mim sejam quase nulas.", + "FELIX_SOCIAL1_FELIX1": "Então, depois que me despedi da Kuneko eu disse que...", + "FELIX_SOCIAL1_FELIX2_OPTION1": "Sim!", + "FELIX_SOCIAL1_FELIX2_OPTION2": "Ah, acho que sim.", + "FELIX_SOCIAL1_FELIX3": "Antes de, bem, cair aqui, eu tava enfrentando um bloqueio criativo.", + "FELIX_SOCIAL1_FELIX5": "Não era eu quem controlava mas, [pause]tipo, [pause]eram meus bebês, [pause]sabe? [pause]Nada daquilo teria acontecido sem meus esforços.", + "FELIX_SOCIAL1_FELIX4": "Eu trabalhei um tempão pra uma empresa que produzia histórias pra zootrópios. [pause]As artes, a história, tudo.", + "FELIX_SOCIAL1_FELIX6": "Eu sonhava com meus chefes reconhecendo minhas contribuições, mas nunca rolou.", + "FELIX_SOCIAL1_FELIX7": "Em vez disso, eles me passavam de setor em setor pela empresa, me afastando das histórias e personagens a que me dediquei por tanto tempo.", + "FELIX_SOCIAL1_FELIX8": "E também garantiram que, o que eu ganhava, não era o que eu merecia.", + "FELIX_SOCIAL1_FELIX9": "Foi uma questão de tempo até eu pedir demissão e tentar seguir carreira sozinho.", + "FELIX_SOCIAL1_FELIX9_OPTION1": "Sorte a sua!", + "FELIX_SOCIAL1_FELIX9_OPTION2": "Azar o deles!", + "FELIX_SOCIAL1_FELIX10": "Hihi, muito obrigado.", + "FELIX_SOCIAL1_FELIX11": "Toda a amargura e frustração do meu antigo emprego dificultaram o processo de adaptação pra produzir arte novamente.", + "FELIX_SOCIAL2_FELIX4": "Até onde sei, os toca-fitas são idênticos aos comuns. Meu velhote tinha um parecido.", + "FELIX_SOCIAL1_FELIX12": "Por isso acho que tô em Nova Murta com um propósito.", + "FELIX_SOCIAL1_FELIX13": "Obrigado pelo ombro amigo, {player}.", + "FELIX_SOCIAL1_FELIX14": "Parece que é mais fácil desabafar contigo, afinal, já nos fundimos num supermonstro.", + "FELIX_SOCIAL1_FELIX14_OPTION1": "É, isso definitivamente rolou!", + "FELIX_SOCIAL1_FELIX15": "Hihi.", + "FELIX_SOCIAL1_FELIX14_OPTION2": "Nada melhor pra solidificar uma relação!", + "FELIX_SOCIAL1_FELIX17": "Vamos voltar pra labuta?", + "FELIX_SOCIAL1_FELIX16": "Enfim, não posso voltar até que a gente encontre sua saída.", + "FELIX_SOCIAL2_FELIX1_OPTION1": "Como assim?", + "FELIX_SOCIAL2_FELIX1_OPTION2": "Em que sentido?", + "FELIX_SOCIAL2_FELIX2": "Assim, as fitas podem armazenar monstros... Como você acha que isso funciona de fato?", + "FELIX_SOCIAL2_FELIX1": "Será que mundos diferentes também têm regras... [pause]diferentes?", + "FELIX_SOCIAL2_FELIX2_OPTION1": "Os toca-fitas são mais avançados cientificamente.", + "FELIX_SOCIAL2_FELIX2_OPTION2": "Os toca-fitas são encantados com magia.", + "FELIX_SOCIAL2_FELIX2_OPTION3": "Não faço ideia!", + "FELIX_SOCIAL2_FELIX3A": "Tô com essa pulga atrás da orelha... [pause]Eu até pedi a Meredith pra dar uma conferida em um deles. [pause]E eles são completamente normais, ao que parece.", + "FELIX_SOCIAL2_FELIX3B": "Será que existe mesmo magia? [pause]Ainda não vi ninguém voando por aí enquanto solta feitiços.", + "FELIX_SOCIAL4_FELIX5.n": "Lhe apresento, Forasteire, [pause]elu é ume cavaleire de uma terra muito distante que viajou em busca do Espadachim de Jade.", + "FELIX_SOCIAL2_FELIX3C": "Nem eu.", + "FELIX_SOCIAL2_FELIX5": "E pelo que ouvi, os vigilantes encontraram um monte deles largados no shopping alguns anos atrás, é de lá que vem o suprimento da ilha.", + "FELIX_SOCIAL2_FELIX6": "Por isso que perguntei se acha que um mundo pode ter suas próprias regras.", + "FELIX_SOCIAL2_FELIX8": "Que interessante, né?! Vou colocar isso na minha próxima história...", + "FELIX_SOCIAL2_FELIX7": "Talvez itens banais em nossos mundos possam ter \\\"regras\\\" diferentes neste.", + "FELIX_SOCIAL2_FELIX8_OPTION1": "Sua história?", + "FELIX_SOCIAL3_FELIX3_OPTION2": "Como assim?", + "FELIX_SOCIAL2_FELIX8_OPTION2": "Você está fazendo uma história nova?", + "FELIX_SOCIAL2_FELIX9": "Ah, ainda não é nada de mais... Só tô brincando com algumas ideias.", + "FELIX_SOCIAL2_FELIX11": "Bem, é melhor voltar à aventura. Certeza de que ela vai me dar novas ideias.", + "FELIX_SOCIAL2_FELIX10": "Vou te contar a respeito se ela acabar evoluindo.", + "FELIX_SOCIAL3_FELIX1": "Aquilo que a Kuneko disse tá martelando na minha cabeça.", + "FELIX_SOCIAL3_FELIX3": "Todos os monstros de Nova Murta estão marcados em minha mente de uma forma que não consegui expressar muito bem até agora.", + "FELIX_SOCIAL3_FELIX2": "Sobre como ideias crescem por conta própria. Eu parei pra pensar que...", + "FELIX_SOCIAL3_FELIX3_OPTION1": "O que tem de errado com eles?", + "FELIX_SOCIAL3_FELIX6": "Se esse processo for real, então talvez não seja uma ciência exata. [pause]Provavelmente é caótico e aleatório.", + "FELIX_SOCIAL3_FELIX4": "Os monstros têm cones de trânsito nas costas, os corpos têm forma de latas de lixo e cabeças de TV...", + "FELIX_SOCIAL3_FELIX5": "Será que as imagens e superstições que temos podem se tornar tão enraizadas que podem se manifestar fisicamente em outros mundos como este?", + "FELIX_SOCIAL3_FELIX5_OPTION1": "Isso é impressionante.", + "FELIX_SOCIAL3_FELIX5_OPTION2": "Super concordo!", + "FELIX_SOCIAL3_FELIX7": "Talvez imagens e conceitos se alinhem e causem resultados incomuns, talvez as ideias que se manifestam não sejam tão enraizadas.", + "FELIX_SOCIAL3_FELIX9": "Acho que estou começando a entender esse mundo.", + "FELIX_SOCIAL3_FELIX8": "Talvez seja necessário somente um rascunho a lápis e um pateta desenhando no Canadá enquanto era criança.", + "FELIX_SOCIAL3_FELIX10": "Massa. [pause]Podemos encerrar por aqui?", + "FELIX_SOCIAL4_FELIX1": "Ei, {player}.", + "FELIX_SOCIAL4_FELIX12.f": "Não posso impor um final a eles. As decisões da Forasteira cabem a ela.", + "FELIX_SOCIAL4_FELIX2": "Quero te mostrar uma coisa, pode dar uma passada lá em casa?", + "FELIX_SOCIAL4_FELIX2_OPTION1": "Vamos!", + "FELIX_SOCIAL4_FELIX2_OPTION2": "Agora não.", + "FELIX_SOCIAL4_FELIX_NO": "Tranquilo. Te mostro depois.", + "FELIX_SOCIAL4_FELIX3": "Espero que goste!", + "FELIX_SOCIAL4_FELIX4.m": "Ok, tudo pronto?", + "FELIX_SOCIAL4_FELIX5.m": "Esse é o Forasteiro, [pause]ele é um cavaleiro de uma terra muito distante que viajou em busca do Espadachim de Jade.", + "FELIX_SOCIAL4_FELIX4.n": "Ok, tudo pronto?", + "FELIX_SOCIAL4_FELIX4.f": "Ok, tudo pronto?", + "FELIX_SOCIAL4_FELIX6.m": "O Espadachim de Jade é uma máquina imortal de uma civilização ancestral que desafiou o Forasteiro num combate e venceu.", + "FELIX_SOCIAL4_FELIX5.f": "Essa é a Forasteira, [pause]ela é uma cavaleira de uma terra muito distante que viajou em busca do Espadachim de Jade.", + "FELIX_SOCIAL4_FELIX7.m": "Agora, o Forasteiro precisa cumprir sua palavra e viajar para a fortaleza do Espadachim para ser executado, só assim o Espadachim não trará ruína para a sua nação.", + "FELIX_SOCIAL4_FELIX6.f": "O Espadachim de Jade é uma máquina imortal de uma civilização ancestral que desafiou a Forasteira num combate e venceu.", + "FELIX_SOCIAL4_FELIX6.n": "O Espadachim de Jade é uma máquina imortal de uma civilização ancestral que desafiou ê Forasteire num combate e venceu.", + "FELIX_SOCIAL4_FELIX7.f": "Agora, a Forasteira precisa cumprir sua palavra e viajar para a fortaleza do Espadachim para ser executada, só assim o Espadachim não trará ruína para sua nação.", + "FELIX_SOCIAL4_FELIX7.n": "Agora, ê Forasteire precisa cumprir sua palavra e viajar para a fortaleza do Espadachim para ser executade, só assim o Espadachim não trará ruína para sua nação.", + "FELIX_SOCIAL4_FELIX7_OPTION1.m": "Tadinho do Forasteiro!", + "FELIX_SOCIAL4_FELIX7_OPTION1.f": "Tadinha da Forasteira!", + "FELIX_SOCIAL4_FELIX7_OPTION2.m": "Não há nada que o Forasteiro possa fazer?", + "FELIX_SOCIAL4_FELIX7_OPTION1.n": "Tadinhe de Forasteire!", + "FELIX_SOCIAL4_FELIX8.m": "O Forasteiro está quieto, mas ele é engenhoso e determinado. Duvido que ele vá aceitar o destino de bom grado.", + "FELIX_SOCIAL4_FELIX7_OPTION2.f": "Não há nada que a Forasteira possa fazer?", + "FELIX_SOCIAL4_FELIX7_OPTION2.n": "Não há nada que ê Forasteire possa fazer?", + "FELIX_SOCIAL4_FELIX8.f": "A Forasteira está quieta, mas ela é engenhosa e determinada. Duvido que ela vá aceitar o destino de bom grado.", + "FELIX_SOCIAL4_FELIX8.n": "Ê Forasteire está quiete, mas elu é engenhose e determinade. Duvido que elu vá aceitar o destino de bom grado.", + "FELIX_SOCIAL4_FELIX9": "Tentei adaptar uma história medieval chamada Sir Gawain e o Cavaleiro Verde. Ela conta a história de um cavaleiro da corte do Rei Artur que fez uma jornada semelhante.", + "FELIX_SOCIAL4_FELIX10": "Ainda não faço ideia de como minha versão vai acabar, [pause]vou deixar a história me guiar.", + "FELIX_SOCIAL4_FELIX11": "Bem, eu crio os personagens, mas quem [wave amp=30 freq=10]eles[/wave] são determinam para onde a história vai.", + "FELIX_SOCIAL4_FELIX10_OPTION1": "E para onde ela está te levando?", + "FELIX_SOCIAL4_FELIX10_OPTION2": "Mas não é você quem a controla?", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION1": "Seria mais fácil ter me convidado para um encontro.", + "FELIX_SOCIAL4_FELIX12.m": "Não posso impor um final a eles. As decisões do Forasteiro cabem a ele.", + "FELIX_SOCIAL4_FELIX13": "E a você, afinal, você é minha inspiração.", + "FELIX_SOCIAL4_FELIX12.n": "Não posso impor um final a eles. As decisões de Forasteire cabem a elu.", + "FELIX_SOCIAL4_FELIX13_OPTION1": "Hã?!", + "FELIX_SOCIAL4_FELIX15.f": "Uma viajante de uma terra distante que está disposta a enfrentar seu destino inevitável?", + "FELIX_SOCIAL4_FELIX13_OPTION2": "Em que sentido?", + "FELIX_SOCIAL4_FELIX14": "Qualé...", + "FELIX_SOCIAL4_FELIX15.n": "Ume viajante de uma terra distante que está disposte a enfrentar seu destino inevitável?", + "RESTING_DOG_7": "Você e Doguinho tentaram brincar de pegar a bolinha, mas ele estava mais focado em farejar monstros nas redondezas.", + "FELIX_SOCIAL4_FELIX15.m": "Um viajante de uma terra distante que está disposto a enfrentar seu destino inevitável?", + "FELIX_SOCIAL4_FELIX16": "Tudo é obviamente sobre você, {player}.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1": "Dei meu melhor. O que achou?", + "FELIX_SOCIAL4_FELIX16_OPTION1": "Você é um amigo dos bons, Félix!", + "FELIX_SOCIAL4_FELIX16_OPTION2": "É, Félix, você é o último romântico.", + "FELIX_SOCIAL4_PLATONIC_FELIX1": "Hihi, [pause]relaxa!", + "FELIX_SOCIAL4_PLATONIC_FELIX2.f": "Você é uma guerreira incrível com um propósito. [pause]Dizem que é melhor escrever sobre o que a gente conhece, então é claro que vou escrever sobre minha amiguinha aventureira.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.n": "Você é ume guerreire incrível com um propósito. [pause]Dizem que é melhor escrever sobre o que a gente conhece, então é claro que vou escrever sobre minhe amiguinhe aventureire.", + "FELIX_SOCIAL4_PLATONIC_FELIX2.m": "Você é um guerreiro incrível com um propósito. [pause]Dizem que é melhor escrever sobre o que a gente conhece, então é claro que vou escrever sobre meu amiguinho aventureiro.", + "FELIX_SOCIAL4_PLATONIC_FELIX3": "Eu tenho uma tonelada de rascunhos e personagens novos em mente para essa história. [pause]Quer dar uma olhada?", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION1": "Isso é bem fofo da sua parte.", + "FELIX_SOCIAL4_ROMANTIC_FELIX2": "Assim, o zootrópio não foi uma armação só pra você passar um tempo comigo.", + "FELIX_SOCIAL4_ROMANTIC_FELIX1_OPTION2": "Eu só te vejo como amigo.", + "FELIX_SOCIAL4_ROMANTIC_FELIX3": "Eu [wave amp=30 freq=10]realmente[/wave] vou escrever essa história.", + "FELIX_SOCIAL4_ROMANTIC_FELIX4": "Mas se eu gosto de focar meus esforços no que acho importante, [pause]quem pode me julgar?", + "FELIX_ROMANCE_FELIX1_OPTION2": "Nadinha!", + "FELIX_SOCIAL4_ROMANTIC_FELIX4_OPTION2": "Você é um patetão.", + "FELIX_ROMANCE_FELIX1.m": "Você está mais quieto do que o normal, {player}! Tá incomodado com algo?", + "FELIX_ROMANCE_FELIX1.f": "Você está mais quieta do que o normal, {player}! Tá incomodada com algo?", + "FELIX_SOCIAL4_ROMANTIC_FELIX5": "Como disse, eu dei meu melhor.", + "FELIX_ROMANCE_FELIX_NO": "Ah, sim. Eu preciso aprender a reconhecer quando alguém só quer tempo para si mesmo.", + "FELIX_ROMANCE_FELIX2": "Eu...", + "FELIX_ROMANCE_FELIX1_OPTION1": "[color=#f382c5]Eu quero namorar você.[/color]", + "FELIX_ROMANCE_FELIX1.n": "Você está mais quiete do que o normal, {player}! Tá incomodade com algo?", + "FELIX_ROMANCE_FELIX13": "Mas se vamos mesmo chegar a um momento de dar adeus...", + "FELIX_ROMANCE_FELIX5": "Nunca fui pedido em namoro antes. [pause]Isso é bem incomum.", + "FELIX_ROMANCE_FELIX3": "Namorei algumas vezes antes, mas [pause]sinceramente?", + "FELIX_ROMANCE_FELIX4": "Estou acostumado a fazer os grandes gestos.", + "FELIX_ROMANCE_FELIX6": "Ah, sim.", + "FELIX_ROMANCE_FELIX7": "Você está esperando a resposta!", + "FELIX_ROMANCE_FELIX8": "Claro que é [pause]\\\"sim\\\"!", + "FELIX_ROMANCE_FELIX9.f": "Uma garota misteriosa do nada brota na minha vida, [pause]luta ao meu lado, [pause]literalmente [wave amp=30 freq=10]se funde[/wave] comigo em combate, [pause]e, de quebra, é gata?", + "FELIX_ROMANCE_FELIX9.m": "Um cara misterioso do nada brota na minha vida, [pause]luta ao meu lado, [pause]literalmente [wave amp=30 freq=10]se funde[/wave] comigo em combate, [pause]e, de quebra, é gato?", + "FELIX_ROMANCE_FELIX9.n": "Uma pessoa misteriosa do nada brota na minha vida, [pause]luta ao meu lado, [pause]literalmente [wave amp=30 freq=10]se funde[/wave] comigo em combate, [pause]e, de quebra, é gate?", + "FELIX_ROMANCE_FELIX11": "As chances de a gente não ir para o mesmo mundo, caso a gente encontre um jeito de voltar, [pause]são grandes.", + "FELIX_ROMANCE_FELIX10": "Eu teria que ser um baita dum idiota pra dizer não.", + "FELIX_ROMANCE_FELIX12": "Você nunca ouviu falar de \\\"zootrópios\\\", [pause]eu nunca sequer ouvi falar dos seus \\\"quadrinhos\\\".", + "VIOLA_UNKNOWN_NAME": "Mulher Misteriosa", + "FELIX_ROMANCE_FELIX14": "Tudo o que quero é viver essa história contigo. [pause]Pelo tempo que durar.", + "VIOLA_INTRO1_MEREDITH1": "Ah, mais uma coisa tentando matar a gente, como sempre.", + "VIOLA_INTRO1_EUGENE1": "Quanto mais inimigos, melhor o treino, [pause]certo?", + "VIOLA_INTRO1_KAYLEIGH1": "Bem, tô meio preocupada com isso...", + "VIOLA_INTRO1_SUNNY1": "[wave amp=20 freq=5]Estão nos atacando![/wave]", + "VIOLA_INTRO1_FELIX1": "...Ah. Creio que isso era uma emboscada.", + "VIOLA_INTRO1_VIOLA2": "Este país não conhece bons modos, estrangeiros.", + "VIOLA_QUEST2_PART1_VIOLA6": "Caso não seja de grande incômodo, [pause]você poderia me levar ao local em que o avistou?", + "VIOLA_INTRO1_VIOLA3": "Venham, [pause]vamos deixar essa luta mais justa!", + "VIOLA_INTRO1_VIOLA4": "...", + "VIOLA_INTRO1_VIOLA6": "Não há razão para ficarem num local assim.", + "VIOLA_INTRO1_VIOLA5": "Seria prudente que vocês fugissem antes que os demônios retornem...", + "VIOLA_INTRO1_KAYLEIGH7": "Ora, pelo menos deixa a gente te agradecer! Cumé que cê chama?", + "VIOLA_INTRO1_MEREDITH7": "Belo chapéu. Quem é você mesmo?", + "VIOLA_INTRO1_EUGENE7": "Qualé, [pause]somos parças de combate! [pause]Pelo menos diz seu nome.", + "VIOLA_INTRO1_SUNNY7": "[wave amp=20 freq=5]Que coragem da sua parte em nos ajudar! Mas quem é você...?[/wave]", + "VIOLA_INTRO1_FELIX7": "Foi uma luta bem dramática. [pause]Poderia, pelo menos, falar pra gente o seu nome?", + "VIOLA_INTRO1_VIOLA8": "Me chamo Viola de Messalina.", + "VIOLA_INTRO1_VIOLA9": "Batalhas não me interessam, mas esta terra forçou-me a isso.", + "VIOLA_INTRO1_VIOLA10": "Não é de meu interesse perturbá-los com meus problemas.", + "VIOLA_INTRO1_VIOLA10_OPTION1": "Qual o seu problema?", + "VIOLA_INTRO2_VIOLA1_OPTION1": "Sabe onde seu irmão está?", + "VIOLA_INTRO1_VIOLA11": "...", + "VIOLA_INTRO1_VIOLA10_OPTION2": "Você está em alguma missão?", + "VIOLA_INTRO1_VIOLA12": "Eu e meu irmão fomos lançados ao mar.", + "VIOLA_INTRO1_VIOLA13": "Creio que minha sobrevivência indique que ele também sobreviveu. Devo encontrá-lo por estas terras...", + "VIOLA_INTRO1_VIOLA14": "Estou a procurá-lo há semanas. Uma alma caridosa me presenteou com este dispositivo curioso, com o qual sou capaz de me proteger.", + "VIOLA_INTRO1_VIOLA15": "Se vocês ouvirem falar do meu irmão, Sebastião, meu acampamento fica a leste daqui.", + "VIOLA_INTRO1_VIOLA16": "Tenham boas aventuranças.", + "VIOLA_INTRO2_VIOLA1": "Ah, nossos caminhos se encontram novamente. Como vai?", + "VIOLA_INTRO2_VIOLA1_OPTION2": "Por que está viajando sozinha?", + "VIOLA_INTRO2_VIOLA1_OPTION3": "Por que você fala assim?", + "VIOLA_INTRO2_VIOLA1_OPTION4": "Até mais!", + "VIOLA_INTRO2_VIOLA2": "Não sei.", + "VIOLA_INTRO2_VIOLA3": "Engenhosidade emana do meu irmão. Caso se encontre neste país, acredito que esteja à minha procura também.", + "VIOLA_INTRO2_VIOLA4": "Não conheço este país, muito menos estou ciente de seus costumes.", + "VIOLA_INTRO2_VIOLA5": "Seu povo me é estranho. Viajo sozinha na tentativa de garantir minha segurança.", + "VIOLA_INTRO2_VIOLA7": "Talvez eu esteja mais distante de minha terra natal do que imaginei.", + "VIOLA_INTRO2_VIOLA6": "Ao meu ver, [pause]é você quem fala em um dialeto pitoresco.", + "VIOLA_QUEST1_PART1_SEBASTIAN1": "[wave amp=30 freq=10]DIGA À MINHA IRMÃ... ELA DEVE ENCONTRAR-ME AQUI...[/wave]", + "VIOLA_INTRO2_VIOLA8": "Adeus.", + "VIOLA_QUEST1_PART1_KAYLEIGH2": "Eita, aquele é o irmão da Viola? Acho melhor contar pra ela...", + "VIOLA_QUEST1_PART1_MEREDITH2": "Eu... não sei o que fazer com essa informação. Talvez seja melhor contar pra Viola.", + "VIOLA_QUEST1_PART1_FELIX2": "Essa narrativa está cada vez mais estranha. Bora, melhor contar pra Viola que a gente achou o irmão dela.", + "VIOLA_QUEST1_PART1_EUGENE2": "Isso foi estranho, né? Vamo nessa, temos que contar pra Viola.", + "VIOLA_QUEST2_PART1_VIOLA1": "O quê? Você avistou meu irmão?", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION1": "Vamos!", + "VIOLA_QUEST2_PART1_VIOLA6_OPTION2": "Agora não.", + "VIOLA_QUEST2_PART1_VIOLA2": "Conte-me mais.", + "VIOLA_QUEST2_PART1_VIOLA3": "Entendo...", + "VIOLA_QUEST2_PART1_VIOLA4": "Talvez meu irmão ainda vague entre os vivos, [pause]ou talvez lhe reste apenas sua alma...", + "VIOLA_QUEST2_PART1_VIOLA5": "Preciso ter ciência dos fatos. {player}...", + "VIOLA_QUEST2_PART1_VIOLA8": "Alivie as preocupações da sua mente. [pause]O trajeto não terá perigos enquanto você estiver ao meu lado.", + "VIOLA_QUEST2_PART1_VIOLA7": "Precisamos viajar com celeridade.", + "VIOLA_QUEST2_PART1_VIOLA_NO": "Compreendo. Permanecerei aqui.", + "VIOLA_QUEST3_PART1_VIOLA1": "É este o local?", + "VIOLA_QUEST3_PART1_VIOLA2": "Irmão, [pause]se estiver neste local... [pause]Fale comigo.", + "VIOLA_QUEST3_PASSIVE1_VIOLA1": "A quietude que reside neste local me preenche de intranquilidade... Você também sente?", + "VIOLA_QUEST3_PART1_VIOLA3": "Vasculhemos este local e o abandonemos em seguida.", + "VIOLA_QUEST3_PASSIVE2_VIOLA1": "Que infeliz meu irmão encontrar-se em um local tão negligenciado...", + "VIOLA_QUEST3_PART2_SEBASTIAN2": "Há muitas luas que espero encontrá-la, [wave amp=30 freq=10]Viola de Messalina.[/wave]", + "VIOLA_QUEST3_PART2_VIOLA1": "Irmão?!", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA18": "Este \\\"Robin Bom Companheiro\\\" fala a verdade, [pause]{player}?", + "VIOLA_QUEST3_PART2_SEBASTIAN5": "Não? [pause]Mas as festividades noturnas ainda estão por começar!", + "VIOLA_QUEST3_PART2_SEBASTIAN3": "Tenho grandes novas que desejo compartilhar com você.", + "VIOLA_QUEST3_PART2_VIOLA4": "...[pause] Não há necessidade de enganar-me, espírito. [pause]Não tomarei parte dos seus jogos.", + "VIOLA_QUEST3_PART2_VIOLA7": "...", + "VIOLA_QUEST3_PART2_SEBASTIAN6": "VENHA, VIOLA DE MESSALINA.\\n\\nCERTAMENTE ENCONTRARÁ SUA FAMÍLIA EM MIM.\\n\\nPOIS SOU O GUARDIÃO DO SEU IRMÃO.", + "VIOLA_QUEST3_PART2_VIOLA8": "Não deposito muita fé nas palavras desse espírito. [pause]Mas visto que ele conhece Sebastião, [pause]e sabe meu nome...", + "VIOLA_QUEST3_PART2_VIOLA9": "Talvez fale a verdade.", + "VIOLA_QUEST4_PASSIVE1_VIOLA1": "Esta embarcação deve ter sido de grande beleza no passado...", + "VIOLA_QUEST4_PASSIVE2_VIOLA1": "O espírito que falou comigo... O que poderia desejar, não ouso perguntar.", + "VIOLA_QUEST4_PASSIVE3_VIOLA1": "A água foi drenada! [pause]Venha, o tempo é precioso!", + "VIOLA_QUEST4_PART1_ROBIN1": "ACEITA UMA DANÇA, PRIMA?", + "VIOLA_QUEST4_PART1_VIOLA1": "Não. [pause]Você não é minha família, espírito.", + "VIOLA_QUEST4_PART2_VIOLA1": "O espírito que aprisiona meu irmão deve habitar este lugar.", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION1": "Creio que seja um Arcanjo...", + "VIOLA_QUEST4_PART2_VIOLA1_OPTION2": "Acho que não é um espírito que está lá dentro...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN2": "DEVO SOLICITAR SUA QUIETUDE, POR FAVOR.", + "VIOLA_QUEST4_PART2_VIOLA2": "Seja espírito, fada ou demônio, esse ser deseja falar comigo...", + "VIOLA_QUEST4_PART2_VIOLA3": "Eu não hesitarei!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN3": "O MUNDO É UM PALCO...\\n\\nE A ATRAÇÃO ESTÁ POR COMEÇAR.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA1": "...Eu esperava mais.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA4": "\\\"Atração\\\"? Quem [wave amp=30 freq=10]é[/wave] você?", + "VIOLA_QUEST4_FUSE_VIOLA3": "Hoje não será o dia em que pereceremos!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN5": "POR SER NADA ALÉM DE UM ALEGRE VAGABUNDO DA NOITE...\\n\\nME CHAMAM DE DUENDE, DIABRETE...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN7": "VOCÊ E EU, VIOLA DE MESSALINA, COMPARTILHAMOS MUITAS SIMILARIDADES.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN6": "ENTRETANTO, ME CHAMO ROBIN BOM COMPANHEIRO!", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN9": "DEIXE-ME VER...\\n\\nPÁGINA 645, \\\"NOITE DE REIS\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN8": "DESCOBRI ESTE LIVRO DENTRE OS RESTOS DO NAVIO.\\n\\nLEITURA CATIVANTE.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN10": "A COMÉDIA DE VIOLA DE MESSALINA, UMA NÁUFRAGA EM UM PAÍS DESCONHECIDO.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA11": "Não compreendo...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN12": "AH, SIM! CÁ ESTOU EU:\\n\\nPÁGINA 365, \\\"SONHO DE UMA NOITE DE VERÃO\\\".", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN16": "VOCÊ SÓ REENCONTRARÁ SEU IRMÃO QUANDO SEU CONTO DESEJAR.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN13": "UM CONTO DE FADAS: DO REI OBERON, RAINHA TITÂNIA, E DO TRAIÇOEIRO ROBIN BOM COMPANHEIRO.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN14": "MINHA CARA VIOLA... VOCÊ E EU?\\n\\nSOMOS NADA ALÉM DE INVENÇÕES DE UMA PEÇA MORTAL. DAS MÃOS DO SR. WILLIAM SHAKESPEARE, ESPECIFICAMENTE.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN15": "NOSSAS HISTÓRIAS NÃO SÃO NOSSAS.\\n\\nSEBASTIÃO NÃO ESTÁ AQUI. JAMAIS ESTARÁ.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA17": "[pause].[pause].[pause].", + "VIOLA_CONVO13_VIOLA2.f": "Perdoe-me, [pause]amiga, [pause]por não manter um bom diálogo neste momento.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA28": "[shake rate=30 level=10]Eu as desafio![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION1": "Sim, são.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19": "Esses contos que ele lê... [pause]são conhecidos em seu mundo?", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.m": "Sinto muito.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.f": "Sinto muito.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA20": "Obrigada.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA19_OPTION2.n": "Sinto muito.", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN21": "TU SABES QUE FALO A VERDADE.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA24": "Eu creio que sua \\\"verdade\\\" não altera nada.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA23": "Eu creio...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN22": "PERMITE QUE A VERDADE TE CONSUMA. DEIXE-A PENETRAR TÃO PROFUNDAMENTE ATÉ QUE NÃO SOBRE ESPAÇO NEM PARA O AR QUE RESPIRAS.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA25": "Talvez eu seja apenas um conto [pause]nas terras de {player}.", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA27": "Esse futuro que me foi escrito não passa de [shake rate=30 level=10]palavras no papel![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_VIOLA26": "Mas quem há de garantir que {player} não é um conto nas minhas?", + "VIOLA_QUEST4_FUSE_VIOLA2": "A mão atroz do destino pode nos forçar, [pause]mas...", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN29": "HA HA HA!\\n\\nQUE INESPERADO!", + "VIOLA_QUEST4_FUSE_VIOLA4": "[shake rate=30 level=10]Nossa história não se finda aqui![/shake]", + "VIOLA_QUEST4_PRE_BATTLE_ROBIN30": "ESTA PEÇA É AINDA MAIS GRANDIOSA DO QUE EU ESPERAVA!\\n\\nVENHAM, INICIEMOS O ATO FINAL!", + "VIOLA_QUEST4_FUSE_VIOLA1": "{player}...", + "VIOLA_QUEST4_POST_BATTLE_ALEPH1": "VOCÊ PARECE UM POUCO PRESO, CONCORDA, SR. BOM COMPANHEIRO?", + "VIOLA_QUEST4_POST_BATTLE_ALEPH2": "ACEITE MINHA AJUDA. TENHO UM NOVO PAPEL PARA VOCÊ.", + "VIOLA_QUEST4_POST_BATTLE_VIOLA3": "Seria inteligente retornar ao nosso local de refúgio...", + "VIOLA_QUEST4_EPILOGUE_VIOLA1": "Sou muito grata por sua companhia nesta jornada, [pause]{player}.", + "VIOLA_QUEST4_EPILOGUE_VIOLA2": "Creio que Robin Bom Companheiro errou.", + "VIOLA_QUEST4_EPILOGUE_VIOLA3": "Pode ser que minha vida seja nada além de uma história em outros reinos, mas...", + "VIOLA_QUEST4_EPILOGUE_VIOLA5": "Encontrarei o final da minha história aos meus desejos.", + "VIOLA_QUEST4_EPILOGUE_VIOLA4": "Isso não importa. Cabe a mim escrever meu futuro.", + "VIOLA_CONVO2_VIOLA2": "Ainda assim, percebo que diversas almas, pobrezinhas, estão aprisionadas aqui há muito mais tempo do que eu.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6": "Porém, ao enlaçarmos nossos corações em combate, [pause]você tornou-se parte da minha história também.", + "VIOLA_QUEST4_EPILOGUE_VIOLA7": "Eu me refiro ao nosso [wave amp=30 freq=10]momento de união[/wave] em nosso glorioso embate. Quando nossos corpos tornaram-se um, eu senti nossos [wave amp=30 freq=10]destinos[/wave] se entrelaçando também.", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION1": "\\\"Enlaçarmos nossos corações\\\"?", + "VIOLA_QUEST4_EPILOGUE_VIOLA6_OPTION2": "Como assim?", + "VIOLA_QUEST4_EPILOGUE_VIOLA10": "Caso seja encontrada, talvez eu possa vir a me reencontrar com meu irmão.", + "VIOLA_QUEST4_EPILOGUE_VIOLA8": "Mesmo que a junção já tenha sido encerrada, eu sinto que os fios do destino não serão tão facilmente separados.", + "VIOLA_QUEST4_EPILOGUE_VIOLA9": "Você está a procurar uma porta para deixar estas terras?", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION1": "Exatamente!", + "VIOLA_QUEST4_EPILOGUE_VIOLA9_OPTION2": "Sim.", + "VIOLA_CONVO1_VIOLA1": "...Então você quer dizer que, em seu plano, [pause]a viagem entre países dura apenas horas, [pause]em vez de dias?", + "VIOLA_QUEST4_EPILOGUE_VIOLA11": "Que maravilha! [pause]Deixe-me quitar minha dívida: irei ajudar você em sua busca.", + "VIOLA_CONVO1_VIOLA2": "Como isso pode ser possível? [pause]Não consigo conceber tal possibilidade!", + "VIOLA_CONVO2_VIOLA1": "Não estou há muito tempo nesta terra, [pause]mas a saudade do meu lar me consome.", + "VIOLA_CONVO2_VIOLA3": "Não creio que conseguiria suportar isso. [pause]As mazelas que este povo deve suportar em seus ombros são tão silenciosas.", + "VIOLA_CONVO3_VIOLA1": "Sei que o céu sobre nós não é o mesmo que eu costumava observar pela janela dos meus aposentos em minha infância...", + "VIOLA_CONVO3_VIOLA2": "Mas, por ora, vou fingir que é. [pause]Posso fingir para mim mesma que meu lar se encontra a apenas um dia de trote daqui, [pause]e eu tão rapidamente poderei estar entre familiares e amigos uma vez mais.", + "VIOLA_CONVO4_VIOLA1": "Diga-me: [pause]qual o nome da forma bestial que utiliza em combate?", + "VIOLA_CONVO3_VIOLA3": "Garanto que se sente assim também, [pause]{player}.", + "VIOLA_CONVO4_VIOLA2": "...", + "VIOLA_CONVO5_VIOLA1": "Notei que esta ilha reúne os companheiros de cama mais improváveis.", + "VIOLA_CONVO4_VIOLA3": "{first_tape_name}? [pause]É, de uma forma pitoresca, lhe é adequado.", + "VIOLA_CONVO5_VIOLA2": "Pessoas oriundas das mais diversas origens, [pause]que jamais teriam se cruzado de outra forma, [pause]tornam-se compatriotas ao se perderem em conjunto nesta terra solitária.", + "VIOLA_CONVO5_VIOLA3.m": "Você e eu, por exemplo, certamente não teríamos nos conhecido em outras circunstâncias!", + "VIOLA_CONVO5_VIOLA3.f": "Você e eu, por exemplo, certamente não teríamos nos conhecido em outras circunstâncias!", + "VIOLA_CONVO5_VIOLA3.n": "Você e eu, por exemplo, certamente não teríamos nos conhecido em outras circunstâncias!", + "VIOLA_CONVO6_VIOLA1": "Caso eu venha a deixar estas terras, seria uma tolice ousar falar um ai que seja sobre meu tempo aqui.", + "VIOLA_CONVO6_VIOLA3": "Eu seria colocada num manicômio!", + "VIOLA_CONVO6_VIOLA2": "Uma ilha além dos países da Terra, [pause]povoada por espíritos e criaturas feéricas?", + "VIOLA_CONVO7_VIOLA1.n": "Venha, prezade {player}. [pause]Reconheço que devemos retornar à nossa jornada em breve...", + "VIOLA_CONVO7_VIOLA1.f": "Venha, cara {player}. [pause]Reconheço que devemos retornar à nossa jornada em breve...", + "VIOLA_CONVO7_VIOLA1.m": "Venha, caro {player}. [pause]Reconheço que devemos retornar à nossa jornada em breve...", + "VIOLA_CONVO11_VIOLA1.m": "Batalhar ao lado de seu amado, [pause]trajando a forma de uma criatura ímpar...", + "VIOLA_CONVO7_VIOLA2": "Mas podemos nos permitir alguns minutos de companhia.", + "VIOLA_CONVO8_VIOLA1": "Visitei várias tavernas em meu país, mas nenhuma desfrutava de tamanha quietude quanto esta.", + "VIOLA_CONVO8_VIOLA2": "É louvável! [pause]Consigo visualizar incontáveis momentos felizes que ocorreram dentre estas paredes.", + "VIOLA_CONVO9_VIOLA1": "Enquanto as árvores aquietam-se, uma paz se instala por essas terras...", + "VIOLA_CONVO9_VIOLA2": "O silêncio que aqui governa é mais verdadeiro do que qualquer outro que já vivi. [pause]É um silêncio capaz de cortar profundamente, ao ponto de senti-lo em sua pele.", + "VIOLA_CONVO9_VIOLA3": "Saber que não há nada neste reino que exista além desta ilha solitária...", + "VIOLA_CONVO10_VIOLA1.m": "Diga, [pause]querido {player}, [pause]o regalei com meus contos tal qual uma artista itinerante?", + "VIOLA_CONVO9_VIOLA4": "Um local assim tão solitário é inimaginável para a maioria dos homens.", + "VIOLA_CONVO10_VIOLA1.f": "Diga, [pause]querida {player}, [pause]a regalei com meus contos tal qual uma artista itinerante?", + "VIOLA_CONVO10_VIOLA1.n": "Diga, [pause]queride {player}, [pause]ê regalei com meus contos tal qual uma artista itinerante?", + "VIOLA_CONVO10_VIOLA1_OPTION1": "Você o quê?", + "VIOLA_CONVO10_VIOLA1_OPTION2": "Artista itinerante...?", + "VIOLA_CONVO10_VIOLA2": "Sim! [pause]Cantar e atuar para amigos e diversos públicos era um costume meu e do meu irmão.", + "VIOLA_CONVO10_VIOLA3": "Claro que dinheiro não nos era necessário. [pause]Por muito tempo em minha vida, dinheiro não foi um problema. Nosso pagamento era a diversão.", + "VIOLA_CONVO10_VIOLA4": "Diga-me, você deve ter talentos escondidos. [pause]Tenho um ardente desejo de conhecer você melhor, se assim desejar...", + "VIOLA_CONVO11_VIOLA1.f": "Batalhar ao lado de sua amada, [pause]trajando a forma de uma criatura ímpar...", + "VIOLA_CONVO11_VIOLA2": "Parece-me um romance, concorda? [pause]Se as ações são eloquência, [pause]então nossos combates são poesia.", + "VIOLA_CONVO11_VIOLA1.n": "Batalhar ao lado de sue amade, [pause]trajando a forma de uma criatura ímpar...", + "VIOLA_CONVO12_VIOLA2": "Espero algum dia entreter meu irmão com os contos dos demônios que venci.", + "VIOLA_CONVO12_VIOLA1": "Espero que em breve encontremos nosso caminho para longe deste sonho esquisito e na direção de casa.", + "VIOLA_CONVO13_VIOLA1": "...", + "VIOLA_CONVO14_VIOLA4": "Entretanto, é [wave amp=30 freq=10]curioso[/wave] que o conto de uma pessoa esteja contido nas páginas de um livro noutra terra. Poderiam todas as histórias funcionar assim?", + "VIOLA_CONVO13_VIOLA2.n": "Perdoe-me, [pause]amigue, [pause]por não manter um bom diálogo neste momento.", + "VIOLA_CONVO13_VIOLA2.m": "Perdoe-me, [pause]amigo, [pause]por não manter um bom diálogo neste momento.", + "VIOLA_CONVO13_VIOLA3": "Você e eu nos conhecemos há poucas luas. Por mais que tenha me oferecido sua ajuda, tenho poucas palavras para retribuir.", + "VIOLA_CONVO14_VIOLA2": "Ele disse que somos frutos de uma peça. Que nossas histórias já foram predeterminadas.", + "VIOLA_CONVO14_VIOLA1": "Mais uma vez estou ponderando as palavras do coringa Robin Bom Companheiro.", + "VIOLA_CONVO14_VIOLA3": "Claro que não permiti que as palavras dele diminuíssem meu fôlego. [pause]Como disse: minha história será escrita só e somente por mim mesma.", + "VIOLA_CONVO14_VIOLA5": "Quem sabe exista em algum reino o \\\"Livro de {player}\\\"! [pause]Certamente é uma leitura cativante!", + "VIOLA_CONVO17_VIOLA1_OPTION1": "Claro!", + "VIOLA_CONVO15_VIOLA1": "Diga-me, [pause]{player}, [pause]você também considera as justas desta terra, ocorrendo através de bestas feéricas, estranhas?", + "VIOLA_CONVO15_VIOLA1_OPTION1": "É, são meio estranhas, sim!", + "VIOLA_CONVO15_VIOLA1_OPTION2": "Eu acho divertido!", + "VIOLA_CONVO15_VIOLA2": "Isso é tão peculiar! No entanto, os habitantes destas terras o fazem sem nunca hesitar ou se preocupar.", + "VIOLA_CONVO16_VIOLA1": "Acredita mesmo nisso, {player}? [pause]Acredita que o portal que encontrou nos levará de volta para onde viemos?", + "VIOLA_CONVO16_VIOLA1_OPTION1": "Eu preciso!", + "VIOLA_CONVO16_VIOLA1_OPTION2": "Sim, acredito!", + "VIOLA_CONVO16_VIOLA2": "Maravilhoso! [pause]Por mais que eu tenha admiração por este mundo, sei que nossa permanência eterna aqui não está em nossos destinos.", + "VIOLA_CONVO16_VIOLA3": "Mas se desejar permanecer mais um pouco, assim também o farei. [pause]Afinal, ainda somos jovens. O tempo ainda não nos convidou a abandonar este local.", + "VIOLA_CONVO17_VIOLA1": "Nosso combate contra Alef foi grandioso, concorda?", + "VIOLA_CONVO17_VIOLA2": "Tenho mais sangue de guerreira do que previa. Creio que uma vida de soldado me seria atrativa!", + "VIOLA_CONVO17_VIOLA1_OPTION2": "Creio que pode se dizer que sim!", + "VIOLA_CONVO17_VIOLA3": "Por mais que, por ser uma mulher, eu não tenha permissão para tal feito. [pause]Creio que disfarçar-me de homem mais uma vez seja o mais prudente.", + "VIOLA_CONVO17_VIOLA3_OPTION2": "Hã?", + "VIOLA_CONVO17_VIOLA3_OPTION1": "\\\"Mais uma vez\\\"?", + "VIOLA_CONVO18_VIOLA1.m": "Não nos aventuramos por muito tempo juntos, caro {player}, mas parece que foi uma vida de aventuras juntos.", + "VIOLA_CONVO17_VIOLA4": "Por que a surpresa? Eu sou uma artista! Masculinidade e feminilidade são apenas acessórios do meu guarda-roupa, eu os utilizo como desejo.", + "VIOLA_CONVO18_VIOLA1.f": "Não nos aventuramos por muito tempo juntas, cara {player}, mas parece que foi uma vida de aventuras juntas.", + "VIOLA_CONVO18_VIOLA1.n": "Não nos aventuramos por muito tempo juntes, doce {player}, mas parece que foi uma vida de aventuras juntes.", + "VIOLA_CONVO18_VIOLA2": "Creio que este seja o verdadeiro propósito desta terra: aqueles que aqui chegam estão destinados a deixar diversos contos de suas aventuras.", + "VIOLA_CONVO19_VIOLA1_OPTION1": "Claro!", + "VIOLA_CONVO19_VIOLA1.n": "Leu minha poesia, minhe doce {player}?", + "VIOLA_CONVO19_VIOLA1.m": "Leu minha poesia, meu caro {player}?", + "VIOLA_CONVO19_VIOLA1.f": "Leu minha poesia, minha cara {player}?", + "VIOLA_CONVO19_VIOLA1_OPTION2": "Ainda não!", + "VIOLA_CONVO19_VIOLA4": "Por mais que o corpo precise de alimento para nutrir-se, também se fazem necessários os poetas para nutrir o coração.", + "VIOLA_CONVO19_VIOLA2": "Fico feliz de saber!", + "VIOLA_CONVO19_VIOLA3": "Não há problema, talvez caiba a mim ensinar-lhe!", + "VIOLA_CONVO19_VIOLA5": "Creio piamente que é de imensa crueldade permitir a inanição do coração.", + "VIOLA_CONVO19_VIOLA6": "Dada a natureza da nossa união, talvez seja prazeroso o deleite de uma das obras da poeta grega, Safo? Tentarei encontrar uma de suas obras durante nossas viagens.", + "VIOLA_CONVO20_VIOLA1": "Obrigada, {player}, [pause]apreciei muitíssimo este momento de descanso.", + "VIOLA_SOCIAL1_VIOLA1": "Acabei percebendo, [pause]mesmo que tardiamente, [pause]que há diversos elementos da vivência neste vilarejo que me são desconhecidos.", + "VIOLA_SOCIAL1_VIOLA3": "E as lamparinas acendem sem a ajuda de um acendedor! [pause]Ainda há muito que não compreendo.", + "VIOLA_SOCIAL1_VIOLA2": "Os habitantes de Vilancoradouro se expressam de maneiras que me são desconhecidas.", + "VIOLA_SOCIAL1_VIOLA3_OPTION1": "É, talvez você realmente seja de épocas Shakespearianas...", + "VIOLA_SOCIAL1_VIOLA3_OPTION2": "Talvez seja o futuro do seu mundo!", + "VIOLA_SOCIAL1_VIOLA5": "E amalgamando seus espíritos com o dos seus aliados. [pause]Isso é normal para você?", + "VIOLA_SOCIAL1_VIOLA4": "Sim. E estes \\\"toca-fitas\\\" que utilizam para assumir a forma de espíritos e bestas.", + "VIOLA_SOCIAL1_VIOLA5_OPTION1": "Ah, não, também acho esquisito ainda.", + "VIOLA_SOCIAL1_VIOLA5_OPTION2": "É o jeito Nova Murtano de ser.", + "VIOLA_SOCIAL1_VIOLA6": "Compreendo.", + "VIOLA_SOCIAL1_VIOLA8": "É verdade, estou, de fato, muito distante de Messalina, tanto em tempo quanto em espaço.", + "VIOLA_SOCIAL1_VIOLA7": "Então, alguns aspectos lhe são familiares, mas outros ainda são estranhos.", + "VIOLA_SOCIAL1_VIOLA9": "Este reino possui encantos que me são desconhecidos, por isso lhe peço:", + "VIOLA_SOCIAL1_VIOLA10": "Poderia encontrar tempo para compartilhá-los comigo?", + "VIOLA_SOCIAL1_VIOLA11": "Anseio conhecer essas coisas antes do retorno ao meu país.", + "VIOLA_SOCIAL3_VIOLA5": "Ela insistiu na relevância da leitura deste [pause]livro de \\\"horrores\\\".", + "VIOLA_SOCIAL1_VIOLA11_OPTION1": "Antes do seu retorno?", + "VIOLA_SOCIAL1_VIOLA11_OPTION2": "Você vai embora?", + "VIOLA_SOCIAL1_VIOLA13.m": "Seus olhos deixam claro! [pause]Seu coração não consegue mentir para mim, amigo.", + "VIOLA_SOCIAL1_VIOLA12": "Sua missão era encontrar um meio de abandonar esta ilha, certo?", + "VIOLA_SOCIAL1_VIOLA13.n": "Seus olhos deixam claro! [pause]Seu coração não consegue mentir para mim, amigue.", + "VIOLA_SOCIAL1_VIOLA13.f": "Seus olhos deixam claro! [pause]Seu coração não consegue mentir para mim, amiga.", + "VIOLA_SOCIAL1_VIOLA14": "Não se preocupe, irei ajudar você como puder.", + "VIOLA_SOCIAL1_VIOLA15": "Você sempre encontrará uma aliada e amiga em mim.", + "VIOLA_SOCIAL1_VIOLA16": "Muito bem! [pause]Não posterguemos mais.", + "VIOLA_SOCIAL2_VIOLA2": "Não vendem cerveja, correto? [pause]Mas vendem este tal de \\\"café\\\".", + "VIOLA_SOCIAL2_VIOLA1": "O estabelecimento popular, [pause]o \\\"Gramofone\\\"...", + "VIOLA_SOCIAL2_VIOLA2_OPTION1": "Exatamente!", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.f": "Tenho certeza de que é isso.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.m": "Tenho certeza de que é isso.", + "VIOLA_SOCIAL2_VIOLA2_OPTION2.n": "Tenho certeza de que é isso.", + "VIOLA_SOCIAL2_VIOLA3": "As pessoas da sua época consomem este \\\"café\\\" em largas quantidades?", + "VIOLA_SOCIAL2_VIOLA3_OPTION1": "Que nem água!", + "VIOLA_SOCIAL2_VIOLA3_OPTION2": "Até demais.", + "VIOLA_SOCIAL2_VIOLA4": "Esclarecedor.", + "VIOLA_SOCIAL2_VIOLA6": "Como deveria ser, adquiri um frasco desta adorável bebida. [pause]Um presente de Clémence.", + "VIOLA_SOCIAL2_VIOLA5": "Assim como os habitantes de Vilancoradouro, [pause]eu gostaria de provar o café.", + "VIOLA_SOCIAL2_NARRATION7": "Viola bebe uma xícara de café.", + "VIOLA_SOCIAL2_PLAYER8_OPTION1": "Qual seu veredito?", + "VIOLA_SOCIAL2_PLAYER8_OPTION2": "E aí? O que achou?", + "VIOLA_SOCIAL2_VIOLA9": "É uma bebida encantadora.", + "VIOLA_SOCIAL2_VIOLA10": "O charme dela é claro.", + "VIOLA_SOCIAL2_VIOLA11": "E quanto a esta massa açucarada que ela me ofereceu com tanta gentileza...", + "VIOLA_SOCIAL2_VIOLA12": "Como é que se chama?", + "VIOLA_SOCIAL2_VIOLA12_OPTION1": "É um rolinho de canela!", + "VIOLA_SOCIAL2_VIOLA13": "Os sabores... [pause]A doçura...", + "VIOLA_SOCIAL2_VIOLA12_OPTION2": "Clémence te deu um rolinho de canela também?", + "VIOLA_SOCIAL2_VIOLA14": "E, no entanto, acabou tão rapidamente, [pause]uma alegria pura e fugaz.", + "VIOLA_SOCIAL2_VIOLA15": "Boa noite, [pause]rolinho doce.", + "VIOLA_SOCIAL2_VIOLA15_OPTION1": "Você gostou?", + "VIOLA_SOCIAL2_VIOLA15_OPTION2": "Então quer dizer que foi um sucesso?", + "VIOLA_SOCIAL2_VIOLA16": "Sim, [pause]posso dizer que sim.", + "VIOLA_SOCIAL3_VIOLA1": "Durante meus esforços de aprender sobre os diversos reinos além de Vilancoradouro, tomei posse de alguns documentos de certa importância.", + "VIOLA_SOCIAL3_VIOLA1_OPTION1": "Material de estudos?", + "VIOLA_SOCIAL3_VIOLA2": "Sim, [pause]minha estadia em Nova Murta mostrou-me que meu conhecimento do mundo que eu morava era apenas um grão de areia num oceano infindável...", + "VIOLA_SOCIAL3_VIOLA1_OPTION2": "Você andou pesquisando?", + "VIOLA_SOCIAL3_VIOLA3.m": "Certamente há diversos reinos parecidos com o de onde vim, [pause]assim como o seu, querido {player}.", + "VIOLA_SOCIAL3_VIOLA4": "Pedi ajuda à minha cara amiga Meredith, [pause]e ela me cedeu este grimório.", + "VIOLA_SOCIAL3_VIOLA3.n": "Certamente há diversos reinos parecidos com o de onde vim, [pause]assim como o seu, queride {player}.", + "VIOLA_SOCIAL3_VIOLA3.f": "Certamente há diversos reinos parecidos com o de onde vim, [pause]assim como o seu, querida {player}.", + "VIOLA_SOCIAL3_VIOLA6": "Certamente, percebi que os fatos aqui descritos são imaginários.", + "VIOLA_SOCIAL3_VIOLA5_OPTION1": "Acho que é um livro fictício de terror...", + "VIOLA_SOCIAL3_VIOLA5_OPTION2": "Duvido que vá aprender algo com este livro.", + "VIOLA_SOCIAL3_VIOLA7": "Entretanto, o Capítulo 5 é algo que devemos dar atenção, [pause]boa parte descreve formas efetivas de dar cabo de mortos-vivos.", + "VIOLA_SOCIAL3_VIOLA8": "Enfrentar monstros é algo que fazemos frequentemente, correto? [pause]Talvez haja mais coisas a aprender com este documento do que se possa imaginar.", + "VIOLA_SOCIAL3_VIOLA9": "Entretanto, [pause]creio que Meredith emprestou-me este livro simplesmente pela paixão ao macabro.", + "VIOLA_SOCIAL3_VIOLA10": "E foi uma leitura prazerosa! [pause]Talvez eu deva solicitar a ela que me empreste mais livros.", + "VIOLA_SOCIAL4_VIOLA1.f": "Há assuntos que eu gostaria de debater contigo, amiga. [pause]Poderíamos ir para um local mais calmo?", + "VIOLA_SOCIAL4_VIOLA1.m": "Há assuntos que eu gostaria de debater contigo, amigo. [pause]Poderíamos ir para um local mais calmo?", + "VIOLA_SOCIAL3_VIOLA11": "Venha! Desejo pôr meus conhecimentos recém-adquiridos em prática!", + "VIOLA_SOCIAL4_VIOLA1_OPTION2": "Agora não.", + "VIOLA_SOCIAL4_VIOLA1.n": "Há assuntos que eu gostaria de debater contigo, amigue. [pause]Poderíamos ir para um local mais calmo?", + "VIOLA_SOCIAL4_VIOLA_NO": "Em outro momento oportuno, então.", + "VIOLA_SOCIAL4_VIOLA1_OPTION1": "Vamos!", + "VIOLA_SOCIAL4_VIOLA3": "Os habitantes de Vilancoradouro vivem livres de expectativas, concorda?", + "VIOLA_SOCIAL4_VIOLA2": "Devo afirmar:", + "VIOLA_SOCIAL4_VIOLA3_OPTION1": "Como assim?", + "VIOLA_ROMANCE_VIOLA_NO.f": "Erro meu, amiga.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.m": "Creio que não entendi.", + "VIOLA_SOCIAL4_VIOLA4": "Sem senhores a servir, [pause]sem reis para se ajoelhar...", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.f": "Creio que não entendi.", + "VIOLA_SOCIAL4_VIOLA3_OPTION2.n": "Creio que não entendi.", + "VIOLA_SOCIAL4_VIOLA5": "A liberdade de encontrar propósito em suas ações. [pause]Eu os invejo.", + "VIOLA_SOCIAL4_VIOLA5_OPTION1": "Sua vida era complicada?", + "VIOLA_SOCIAL4_VIOLA5_OPTION2": "Como era sua vida antes de vir pra cá?", + "VIOLA_SOCIAL4_VIOLA6": "Minha família é bem respeitada e abastada, [pause]mas desventuras se abateram sobre nós.", + "VIOLA_SOCIAL4_VIOLA7": "Eu e meu irmão fomos designados a solicitar ajuda a uma família amiga de outro país.", + "VIOLA_SOCIAL4_VIOLA8": "Mas, como pode ver, [pause]meu navio não chegou às margens. [pause]E a terra na qual me encontrei era esta, uma terra de espíritos e feras.", + "VIOLA_SOCIAL4_VIOLA9": "Seria tão mais fácil esquecer os meus, aceitar permanecer aqui...", + "VIOLA_SOCIAL4_VIOLA10": "Eu viveria feliz, com uma das melhores companhias.", + "VIOLA_SOCIAL4_VIOLA11.f": "Que, nestas terras, é você, minha querida {player}!", + "VIOLA_SOCIAL4_VIOLA11.m": "Que, nestas terras, é você, meu querido {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.m": "Pode contar comigo sempre!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA5": "Meu coração vive tal qual um livro aberto. [pause]Não posso esconder o que sinto.", + "VIOLA_SOCIAL4_VIOLA11.n": "Que, nestas terras, é você, minhe queride {player}!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.n": "Pode contar comigo sempre!", + "VIOLA_SOCIAL4_VIOLA11_OPTION1.f": "Pode contar comigo sempre!", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.m": "Acha que poderíamos ser mais do que amigos?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.f": "Acha que poderíamos ser mais do que amigas?", + "VIOLA_SOCIAL4_VIOLA11_OPTION2.n": "Acha que poderíamos ser mais do que amigues?", + "VIOLA_SOCIAL4_PLATONIC_VIOLA1": "Algo assim, [pause]não posso recusar.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA2": "Ainda há muitos caminhos que vamos trilhar juntos.", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.m": "Muito bem! [pause]Venha, [pause]amigo, [pause]vamos beber mais do \\\"café\\\".", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.f": "Muito bem! [pause]Venha, [pause]amiga, [pause]vamos beber mais do \\\"café\\\".", + "VIOLA_SOCIAL4_PLATONIC_VIOLA3.n": "Muito bem! [pause]Venha, [pause]amigue, [pause]vamos beber mais do \\\"café\\\".", + "VIOLA_SOCIAL4_PLATONIC_VIOLA4": "E, em seguida, continuaremos a nossa jornada!", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.m": "\\\"Mais do que amigos\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.f": "\\\"Mais do que amigas\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2": "Fale francamente: de que maneira você me enxerga?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA1.n": "\\\"Mais do que amigues\\\"?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.n": "Você sabe domar as palavras quando a situação se faz necessária, amigue.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION1": "Te vejo como uma boa amiga.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA3": "Eu...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA2_OPTION2": "Meu coração é seu.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.f": "Você sabe domar as palavras quando a situação se faz necessária, amiga.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA4.m": "Você sabe domar as palavras quando a situação se faz necessária, amigo.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA6": "Sua beleza sempre foi tão radiante quanto a luz do sol para mim.", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.m": "Venha, querido {player}...", + "VIOLA_ROMANCE_VIOLA1.m": "Seu olhar parece guardar algum segredo, {player}. [pause]Deseja confessar-me algo?", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.f": "Venha, querida {player}...", + "VIOLA_SOCIAL4_ROMANTIC_VIOLA7.n": "Venha, doce {player}...", + "VIOLA_ROMANCE_VIOLA_NO.m": "Erro meu, amigo.", + "VIOLA_ROMANCE_VIOLA1_OPTION2": "Nadinha!", + "VIOLA_ROMANCE_VIOLA1_OPTION1": "[color=#f382c5]Eu quero namorar você.[/color]", + "VIOLA_ROMANCE_VIOLA1.n": "Seu olhar parece guardar algum segredo, {player}. [pause]Deseja confessar-me algo?", + "VIOLA_ROMANCE_VIOLA1.f": "Seu olhar parece guardar algum segredo, {player}. [pause]Deseja confessar-me algo?", + "VIOLA_ROMANCE_VIOLA3": "Você está pedindo minha mão em casamento, [pause]{player}?", + "VIOLA_ROMANCE_VIOLA_NO.n": "Erro meu, amigue.", + "VIOLA_ROMANCE_VIOLA2": "Eu...", + "VIOLA_ROMANCE_VIOLA4": "[pause].[pause].[pause].", + "VIOLA_ROMANCE_VIOLA5": "É só um chiste. [pause]O tempo nos rege, [pause]e, algum dia, ele também nos afastará.", + "VIOLA_ROMANCE_VIOLA6": "Seria um fardo pesado demais casar contigo, [pause]sabendo que um dia este devaneio vai acabar e nós retornaremos às nossas vidas como um dia foram.", + "VIOLA_ROMANCE_VIOLA7": "Ainda assim, [pause]ainda temos muitos dias e noites a aproveitar.", + "VIOLA_ROMANCE_VIOLA8": "Aceito seu desejo. [pause]Portanto, compartilhamos nossos corações em união.", + "VIOLA_ROMANCE_VIOLA9": "Talvez, [pause]em algum reino muito além de nossas imaginações, [pause]um humilde escritor esteja a contar nossa história enquanto falamos.", + "DOG_QUEST1_PART1_NARRATION4": "O cachorro se chama Doguinho, e ele tem um minigravador de fitas preso na coleira. Não há informações sobre o tutor, além de um telefone com 22 dígitos.", + "VIOLA_ROMANCE_VIOLA10": "\\\"Viola e {player}, uma comédia romântica num naufrágio.\\\"", + "VIOLA_ROMANCE_VIOLA11": "Creio que daria uma história magnífica, [pause]concorda?", + "DOG_QUEST1_PART1_DOG1": "Au!", + "DOG_UNKNOWN_NAME": "Cão", + "DOG_QUEST1_PART1_NARRATION2": "É um cachorrinho manso!", + "DOG_QUEST1_PART1_NARRATION3": "Após estender sua mão para que o cachorro te cheire, você confere a coleira.", + "DOG_QUEST1_PART1_NARRATION5": "Nova Murta deve ter puxado Doguinho também.", + "DOG_QUEST1_PART1_NARRATION7": "Doguinho está olhando para o penhasco enquanto choraminga. Talvez ele queira subir.", + "DOG_QUEST1_PART1_DOG6": "[wave amp=30 freq=10]Auuuu...[/wave]", + "DOG_QUEST1_PART1_NARRATION8": "Você pode utilizar sua habilidade de escalada para chegar lá em cima. Vai subir com ele?", + "DOG_QUEST1_PART2_NARRATION1": "Doguinho se comportou enquanto subia o penhasco. Parece que ele só queria companhia.", + "DOG_QUEST1_PART1_NARRATION9": "Ele não saiu do lugar. Você precisa encontrar uma forma de pegar ele para subir o penhasco...", + "DOG_QUEST1_PART1_DOG10": "Arf arf!", + "DOG_QUEST1_PART4_NARRATION2": "Tem uma coleira e uns petiscos entre os ossos.", + "DOG_QUEST1_PART3_DOG1": "Grrrrr...", + "DOG_QUEST1_PART4_NARRATION1": "Parecem ossos humanos...", + "DOG_QUEST1_PART4_NARRATION4": "Ao acabar, Doguinho te deu um grande lambeijo!", + "DOG_QUEST1_PART4_NARRATION3": "Doguinho cavou um buraco profundo com a sua ajuda e vocês enterraram os ossos.", + "DOG_QUEST1_PART4_DOG5": "*Arfando*", + "RESTING_DOG_3": "Doguinho foi um menino muito bom hoje, por isso você encheu ele de petiscos e carinhos na barriga.", + "RESTING_DOG_1": "Você e Doguinho tiram um cochilo longo.", + "RESTING_DOG_2": "Você e Doguinho brincam de bolinha preguiçosamente.", + "RESTING_DOG_5": "Doguinho te deu um lambeijo!", + "RESTING_DOG_4": "Doguinho dividiu um dos petiscos dele contigo. Você até provou, mas o gosto era péssimo.", + "RESTING_DOG_6.m": "Doguinho devorou seus lanches enquanto você não olhava.", + "RESTING_DOG_8": "Doguinho achou um bom lugar para cavar! Vocês ficaram cobertos de lama.", + "RESTING_DOG_6.n": "Doguinho devorou seus lanches enquanto você não olhava.", + "RESTING_DOG_6.f": "Doguinho devorou seus lanches enquanto você não olhava.", + "RESTING_DOG_9": "Doguinho trouxe um galho para você e está cheio de orgulho!", + "INTERMISSION_PART1_ALEPH1": "OLÁ, [pause]{player.to_upper}.", + "INTERMISSION_PART1_ALEPH2": "DESCULPE, [pause]ALTO DEMAIS?", + "INTERMISSION_PART1_ALEPH3": "TALVEZ ISSO FACILITE PARA VOCÊ.", + "INTERMISSION_PART1_ALEPH4": "ACHEI QUE DAVA PRA GENTE MARCAR UMA REUNIÃO LIGEIRA.", + "INTERMISSION_PART1_MEREDITH5": "Esse é o mesmo sujeito que anda aparecendo nas estações? [pause]Quem é você, hein?", + "INTERMISSION_PART1_KAYLEIGH5": "O cabeça de triângulo! Quem é ocê? E o que diacho cê quer?", + "INTERMISSION_PART1_EUGENE5": "Você não me mete medo! E quem é você?!", + "INTERMISSION_PART1_FELIX5": "Humm. [pause]Isso é meio preocupante. [pause]Quem é você?", + "INTERMISSION_PART1_VIOLA5": "O que é este ser?", + "INTERMISSION_PART1_DOG5": "Au!", + "INTERMISSION_PART1_ALEPH6": "AH, ONDE DEIXEI OS MEUS MODOS? [pause]DEIXE QUE EU ME APRESENTE.", + "INTERMISSION_PART1_ALEPH6_OPTION1": "Você é um Arcanjo?", + "INTERMISSION_PART1_ALEPH7": "ARCANJO! [pause]É ASSIM QUE NOS CHAMAM? QUE INTERESSANTE!", + "INTERMISSION_PART1_ALEPH8": "E QUANTO A MIM, PESSOALMENTE?", + "INTERMISSION_PART1_ALEPH9": "EU JÁ FUI CHAMADO DE VÁRIAS COISAS PELOS SEUS.", + "INTERMISSION_PART1_ALEPH10": "ARTUR, [pause]ALEXANDRE, [pause]AGAMENON...", + "INTERMISSION_PART1_MEREDITH13": "Ele não é, bem, não é o que eu esperava.", + "INTERMISSION_PART1_ALEPH11": "PORÉM, [pause][pause]MEU NOME É ALEF.", + "INTERMISSION_PART1_ALEPH12": "MAS PODE ME CHAMAR DE AL.", + "INTERMISSION_PART1_KAYLEIGH13": "Ô, pelo menos ele é... [pause]educado.", + "INTERMISSION_PART1_EUGENE13": "Por que ele tá fingindo ser bonzinho?", + "INTERMISSION_PART1_ALEPH14": "PASSEI UM TEMPO PREOCUPADO GRAÇAS A UM VELHO AMIGO. [pause]FELIZMENTE O \\\"PROBLEMA\\\" JÁ ESTÁ RESOLVIDO.", + "INTERMISSION_PART1_FELIX13": "Pra....zer em... conhecer?", + "INTERMISSION_PART1_VIOLA13": "Se quer algo de nós, [pause]seja franco!", + "INTERMISSION_PART1_DOG13": "Grrrr...", + "INTERMISSION_PART1_ALEPH16": "SÃO TEMPOS ANIMADORES, DE FATO, [pause]AMIGOS!", + "INTERMISSION_PART1_ALEPH15": "E AGORA QUE RETORNEI PARA ENCONTRAR ESTE MUNDO COM MAIS DO MEU POVO? [pause]MAIS \\\"ARCANJOS\\\"?", + "INTERMISSION_PART1_ALEPH18": "ENTÃO PEÇO QUE NÃO TENTEM INTERVIR NO MEU EXERCÍCIO DE MONTAGEM DE EQUIPE.", + "INTERMISSION_PART1_ALEPH17": "OS NOVATOS SÃO SELVAGENS E SEM FOCO, [pause]MAS EU ENXERGO O POTENCIAL DELES.", + "INTERMISSION_PART1_ALEPH19": "DE FATO, [pause]DEVO SOLICITAR QUE ENCERREM POR COMPLETO AS SUAS BUSCAS PELOS MEUS SEMELHANTES.", + "INTERMISSION_PART1_ALEPH19_OPTION1": "Mas os Arcanjos são a chave para a saída de Nova Murta!", + "INTERMISSION_PART1_ALEPH19_OPTION2": "Eu preciso encontrá-los para sair desta ilha!", + "INTERMISSION_PART1_ALEPH20": "AH!", + "INTERMISSION_PART1_ALEPH21": "VOCÊ SÓ QUER IR EMBORA?", + "INTERMISSION_PART1_ALEPH22": "SIM, [pause]EU CONSIGO TE MANDAR PARA LONGE DAQUI!", + "INTERMISSION_PART1_KAYLEIGH24": "Não tô gostando disso...", + "INTERMISSION_PART1_ALEPH23": "A ÚNICA COISA QUE NÃO POSSO ALTERAR SOU EU! UM ESPELHO NÃO REFLETE A SI MESMO...", + "INTERMISSION_PART1_MEREDITH24": "Então, é, você só vai confiar nesse homem-triângulo?", + "INTERMISSION_PART1_EUGENE24": "Isso não tá me cheirando bem...", + "INTERMISSION_PART1_FELIX24": "Ah... {player}...?", + "INTERMISSION_PART1_VIOLA24": "Que tipo de homem ele é...?", + "INTERMISSION_PART1_DOG24": "Uuuouu...", + "INTERMISSION_PART1_ALEPH25": "QUE ASSIM SEJA! [pause]VOU CONCEDER SEU DESEJO.", + "INTERMISSION_PART1_ALEPH26": "E, POR FAVOR, NÃO VOLTE MAIS.", + "INTERMISSION_PART1_ALEPH27": "SÉRIO.", + "INTERMISSION_PART1_ALEPH28": "NÃO ESTOU BRINCANDO.", + "INTERMISSION_DEAD_WORLD_SIGNPOST": "Não consigo ler. Nem sei que língua é essa.", + "INTERMISSION_PART2_AMBER1.m": "Você parece que está perdido, [pause]forasteiro.", + "AMBER_UNKNOWN_NAME": "Mulher Misteriosa", + "INTERMISSION_PART2_AMBER2": "Precisa de um lugar para ficar?", + "INTERMISSION_PART2_AMBER1.f": "Você parece que está perdida, [pause]forasteira.", + "INTERMISSION_PART2_AMBER1.n": "Você parece que está perdide, [pause]forasteire.", + "INTERMISSION_LODGE_LOCKED": "A porta está trancada.", + "INTERMISSION_PART3_AMBER2": "Pode me chamar de Srta. Âmbar, [pause]sou eu quem mando no Salão Âmbar.", + "INTERMISSION_PART3_AMBER1.m": "Você tem sorte que te encontrei aquela hora, doçura.", + "INTERMISSION_PART3_AMBER1.f": "Você tem sorte que te encontrei aquela hora, doçura.", + "INTERMISSION_PART3_AMBER1.n": "Você tem sorte que te encontrei aquela hora, doçura.", + "INTERMISSION_PART3_AMBER4.m": "Por favor, [pause]sinta-se em casa. [pause]Pode dar uma olhada.", + "INTERMISSION_PART3_AMBER3.f": "Você deu bastante sorte, [pause]o Salão Âmbar não costuma passar por aqueles mundos fantasmas com frequência.", + "INTERMISSION_PART3_AMBER3.m": "Você deu bastante sorte, [pause]o Salão Âmbar não costuma passar por aqueles mundos fantasmas com frequência.", + "INTERMISSION_PART3_AMBER3.n": "Você deu bastante sorte, [pause]o Salão Âmbar não costuma passar por aqueles mundos fantasmas com frequência.", + "INTERMISSION_PART3_AMBER4.f": "Por favor, [pause]sinta-se em casa. [pause]Pode dar uma olhada.", + "INTERMISSION_PART3_AMBER5": "Ainda estamos em viagem, então não vai ter pra onde ir por agora.", + "INTERMISSION_PART3_AMBER4.n": "Por favor, [pause]sinta-se em casa. [pause]Pode dar uma olhada.", + "INTERMISSION_PART3_AMBER6_OPTION1": "Quem é você?", + "INTERMISSION_PART3_AMBER6": "Olá, docinho. Como posso ajudar?", + "INTERMISSION_PART3_AMBER6_OPTION2": "Que lugar é este?", + "INTERMISSION_PART3_AMBER6_OPTION3": "O que está acontecendo?", + "INTERMISSION_PART3_AMBER6_OPTION4": "Até mais!", + "INTERMISSION_PART3_AMBER7": "Como disse, eu sou a Srta. Âmbar. [pause]Eu comando este belo estabelecimento.", + "INTERMISSION_PART3_AMBER9": "Você não é a primeir’alma a vagar por aqui com este olhar no rosto!", + "INTERMISSION_PART3_AMBER8": "Não se preocupe, [pause]você está longe de perigos por aqui.", + "INTERMISSION_PART3_AMBER11": "Não é nosso costume ficar no mesmo lugar por muito tempo. [pause]De vez em quando umas pessoas como você precisam de uma mãozinha, então estendemos um galhinho de carambola.", + "INTERMISSION_PART3_AMBER10": "O Salão Âmbar, doçura.", + "INTERMISSION_PART3_AMBER12": "Nossa clientela foi bem variada ao longo dos anos, [pause]sem sombra de dúvidas.", + "INTERMISSION_PART3_AMBER13.f": "Awn, esse seu olhar de cachorrinho perdido é [wave amp=30 freq=10]adorável[/wave]!", + "INTERMISSION_PART3_AMBER13.m": "Awn, esse seu olhar de cachorrinho perdido é [wave amp=30 freq=10]adorável[/wave]!", + "INTERMISSION_PART3_AMBER14.f": "Acalme-se, [pause]nada disso é um problemão.", + "INTERMISSION_PART3_AMBER14.m": "Acalme-se, [pause]nada disso é um problemão.", + "INTERMISSION_PART3_AMBER13.n": "Awn, esse seu olhar de cachorrinho perdido é [wave amp=30 freq=10]adorável[/wave]!", + "INTERMISSION_PART3_AMBER14.n": "Acalme-se, [pause]nada disso é um problemão.", + "INTERMISSION_PART3_AMBER15.m": "Você acabou se perdendo num mundo que está morto há milhares de anos.", + "INTERMISSION_PART3_AMBER15.n": "Você acabou se perdendo num mundo que está morto há milhares de anos.", + "INTERMISSION_PART3_AMBER15.f": "Você acabou se perdendo num mundo que está morto há milhares de anos.", + "INTERMISSION_PART3_AMBER16": "Ora, [pause]eu simplesmente te salvei.", + "AMBER_LODGE_MIRROR_DESCRIPTION": "Este espelho está bem polido. Mesmo assim, ele não reflete nada...", + "INTERMISSION_PART3_AMBER17": "Cuide-se, docinho.", + "AMBER_LODGE_NPC1_NAME": "Homem Relaxado", + "AMBER_LODGE_NPC1_DIALOGUE": "A Srta. Âmbar certamente sabe como gerenciar essa associação!", + "AMBER_LODGE_NPC2_NAME": "Mulher com Bochechas Rosadas", + "AMBER_LODGE_NPC2_DIALOGUE": "Ora, se eu pudesse, ficaria aqui para sempre!", + "AMBER_LODGE_NPC3_NAME": "Indivíduo Amigável", + "AMBER_LODGE_NPC3_DIALOGUE": "Primeira vez no Salão Âmbar?", + "AMBER_LODGE_NPC4_NAME": "Homem de Cara Amarrada", + "AMBER_LODGE_NPC4_DIALOGUE": "O Salão Âmbar é realmente único...", + "INTERMISSION_PART4_AMBER1": "De um tempo mais fácil.", + "INTERMISSION_PART4_AMBER1_OPTION1": "Você conhece Alef?", + "INTERMISSION_PART4_AMBER1_OPTION2": "Você e Alef são amigos?", + "INTERMISSION_PART4_AMBER2": "Nos bons tempos, [pause]já fomos como carne e unha.", + "INTERMISSION_PART4_AMBER3": "Éramos uma grande equipe, [pause]e tivemos momentos maravilhosos juntos, [pause]deixa eu te contar uma.", + "INTERMISSION_PART4_AMBER4": "Alef era o líder. [pause]Assim, CLARO que ele era. [pause]Toda aquela coisa de machão, [pause]né?", + "INTERMISSION_PART4_AMBER5": "Mas eu? [pause]Eu era a motorista, [pause]e Morgana, a guardiã da porta.", + "INTERMISSION_PART4_AMBER6": "Mas as pessoas tendem a se afastar. As coisas tendem a ficar bagunçadas quando acabam.", + "INTERMISSION_PART4_AMBER7": "Foi quando deixei tudo para trás.", + "INTERMISSION_PART4_AMBER8": "Garanto que Alef ainda tenta achar uma carona para fora daquela ilha, [pause]mesmo depois de todo esse tempo.", + "INTERMISSION_PART4_AMBER9": "Mas se depender daquela bruxa coroca? [pause]Rá, duvido que ache.", + "INTERMISSION_PART4_AMBER10": "Mas não quero te entediar com essas histórias de tempos passados de uma velha garota.", + "INTERMISSION_PART4_AMBER11": "Eu?", + "INTERMISSION_PART4_AMBER16": "Relaxe, boquinha de siri.", + "INTERMISSION_PART4_AMBER10_OPTION1": "Você é um Arcanjo?", + "INTERMISSION_PART4_AMBER13": "Sou apenas quem comanda este estabelecimento.", + "INTERMISSION_PART4_AMBER12": "Ora! [pause]Já te disse, {player}...", + "INTERMISSION_PART4_AMBER15": "Ainda mais que, você bem sabe como é andar por aí num avatar, não é mesmo?", + "INTERMISSION_PART4_AMBER14": "O Salão Âmbar é a verdadeira atração.", + "INTERMISSION_PART4_AMBER25.m": "Pode atravessá-lo quando estiver pronto.", + "INTERMISSION_PART4_AMBER18": "E antes disso, [pause]você estava em Nova Murta?", + "INTERMISSION_PART4_AMBER17.m": "Mas [pause]creio que Alef te transportou praquela rocha e você ficou preso lá, [pause]correto?", + "INTERMISSION_PART4_AMBER17.f": "Mas [pause]creio que Alef te transportou praquela rocha e você ficou presa lá, [pause]correto?", + "INTERMISSION_PART4_AMBER17.n": "Mas [pause]creio que Alef te transportou praquela rocha e você ficou prese lá, [pause]correto?", + "INTERMISSION_PART5_EUGENE.f": "Sabia que você ia voltar!", + "INTERMISSION_PART4_AMBER19": "Aquela ilha é uma armadilha ambulante. [pause]As pessoas que se perdem entre as brechas ficam presas lá. Azar e tanto o seu, docinho.", + "INTERMISSION_PART4_AMBER20": "Mas e quanto aos planos do nosso amigo com cabeça triangular?", + "INTERMISSION_PART4_AMBER21.m": "Não é sua culpa vir parar no meio dessa confusão.", + "INTERMISSION_PART4_AMBER21.n": "Não é sua culpa vir parar no meio dessa confusão.", + "INTERMISSION_PART4_AMBER21.f": "Não é sua culpa vir parar no meio dessa confusão.", + "INTERMISSION_PART4_AMBER22": "Bem, vou te dar uma carona, mas só dessa vez. [pause]Venha.", + "INTERMISSION_PART4_AMBER23": "O espelho vai levar você para onde precisa ir.", + "INTERMISSION_PART4_AMBER24": "Mas [pause]ONDE isso é, [pause]bem, [pause]aí já não cabe a mim controlar.", + "INTERMISSION_PART4_AMBER25.f": "Pode atravessá-lo quando estiver pronta.", + "INTERMISSION_PART4_AMBER26": "Cuide-se, docinho. Foi esplêndido conhecer você.", + "INTERMISSION_PART4_AMBER27.n": "Ah, e faça-me um favor: [pause]não vamos deixar que nosso amiguinho, Al, saiba que ajudei você, [pause]certo?", + "INTERMISSION_PART4_AMBER25.n": "Pode atravessá-lo quando estiver pronte.", + "INTERMISSION_PART4_AMBER27.m": "Ah, e faça-me um favor: [pause]não vamos deixar que nosso amiguinho, Al, saiba que ajudei você, [pause]certo?", + "INTERMISSION_PART5_KAYLEIGH.m": "Achei que cê tinha batido as botas!", + "INTERMISSION_PART4_AMBER27.f": "Ah, e faça-me um favor: [pause]não vamos deixar que nosso amiguinho, Al, saiba que ajudei você, [pause]certo?", + "INTERMISSION_PART5_MEREDITH.m": "Ai, [pause]você não faz IDEIA de como eu tava preocupada, migo.", + "INTERMISSION_PART5_KAYLEIGH.f": "Achei que cê tinha batido as botas!", + "INTERMISSION_PART5_KAYLEIGH.n": "Achei que cê tinha batido as botas!", + "INTERMISSION_PART5_MEREDITH.n": "Ai, [pause]você não faz IDEIA de como eu tava preocupada, migue.", + "INTERMISSION_PART5_MEREDITH.f": "Ai, [pause]você não faz IDEIA de como eu tava preocupada, miga.", + "INTERMISSION_PART5_EUGENE.m": "Sabia que você ia voltar!", + "INTERMISSION_PART5_FELIX.f": "Ainda bem, pensei que nunca mais veria você...", + "INTERMISSION_PART5_FELIX.m": "Ainda bem, pensei que nunca mais veria você...", + "INTERMISSION_PART5_EUGENE.n": "Sabia que você ia voltar!", + "INTERMISSION_PART5_VIOLA.m": "Sou tão grata pelo seu retorno...", + "INTERMISSION_PART5_FELIX.n": "Ainda bem, pensei que nunca mais veria você...", + "INTERMISSION_PART5_VIOLA.n": "Sou tão grata pelo seu retorno...", + "INTERMISSION_PART5_VIOLA.f": "Sou tão grata pelo seu retorno...", + "INTERMISSION_PART5_DOG": "[shake rate=30 level=10]AU! AU![/shake]", + "INTERMISSION_PART6_KAYLEIGH2": "O homem-triângulo, [pause]Alef, [pause]é um Arcanjo antigo que tá preso em Nova Murta como a gente.", + "INTERMISSION_PART6_KAYLEIGH1": "...Ok, [pause]se eu não tô enganada...", + "INTERMISSION_PART6_MEREDITH3.m": "E você foi salvo por uma estranha depois do [wave amp=30 freq=10]panaca triangular[/wave] te mandar pra outro mundo. [pause]Coisa que ele consegue fazer com outros, mas não com ele mesmo. [pause]Saquei.", + "INTERMISSION_PART6_MEREDITH3.f": "E você foi salva por uma estranha depois do [wave amp=30 freq=10]panaca triangular[/wave] te mandar pra outro mundo. [pause]Coisa que ele consegue fazer com outros, mas não com ele mesmo. [pause]Saquei.", + "INTERMISSION_PART6_MEREDITH3.n": "E você foi salve por uma estranha depois do [wave amp=30 freq=10]panaca triangular[/wave] te mandar pra outro mundo. [pause]Coisa que ele consegue fazer com outros, mas não com ele mesmo. [pause]Saquei.", + "INTERMISSION_PART6_KAYLEIGH3.f": "E ele te mandou pra um mundo destruído com a cabeça de espelho gigante dele, mas você pegou uma carona com uma desconhecida legal. [pause]Que também é um Arcanjo.", + "INTERMISSION_PART6_KAYLEIGH5": "A gente ainda não faz ideia do que o Alef tá tramando. Só sabemos que ele tem interesse [wave amp=30 freq=10]nos outros[/wave] Arcanjos.", + "INTERMISSION_PART6_KAYLEIGH3.m": "E ele te mandou pra um mundo destruído com a cabeça de espelho gigante dele, mas você pegou uma carona com uma desconhecida legal. [pause]Que também é um Arcanjo.", + "INTERMISSION_PART6_MEREDITH3_OPTION1": "Exatamente.", + "INTERMISSION_PART6_VIOLA4": "Esse Alef não tem nada de confiável. É prudente permanecermos vigilantes para caso ele mostre sua face angular novamente.", + "INTERMISSION_PART6_KAYLEIGH3.n": "E ele te mandou pra um mundo destruído com a cabeça de espelho gigante dele, mas você pegou uma carona com uma desconhecida legal. [pause]Que também é um Arcanjo.", + "INTERMISSION_PART6_MEREDITH3_OPTION2": "É um bom resumo.", + "INTERMISSION_PART6_EUGENE5": "A gente não faz ideia do que esse cara tá tramando, né? Parece que ele tem um [shake rate=30 level=10]plano[/shake] feito, e ele envolve encontrar outros Arcanjos.", + "INTERMISSION_PART6_FELIX6": "Minha dúvida é: o que você pretende fazer com ele? Ele tá claramente tramando algo, mas essa parada toda [wave amp=30 freq=10]pode[/wave] estar meio fora das nossas possibilidades.", + "INTERMISSION_PART6_MEREDITH6": "Ok, o que vamos fazer com esse panaca? Tipo, [pause]ele tá tramando algo, [pause]mas ele é um [wave amp=30 freq=10]Arcanjo[/wave]. Creio que Arcanjos estejam um pouco fora do nosso alcance.", + "INTERMISSION_PART6_KAYLEIGH6": "E então, {player}? O que cê pretende fazer com ele? O Alef já mostrou que vai [wave amp=30 freq=10]dar cabo[/wave] de qualquer um no caminho dele, mas... [pause]Isso tudo parece estar fora do nosso alcance.", + "INTERMISSION_PART6_FELIX6_OPTION1": "Vamos ficar de olho nele.", + "INTERMISSION_PART6_FELIX6_OPTION2": "Vamos evitá-lo o máximo possível.", + "INTERMISSION_PART6_KAYLEIGH7": "Belezura! Ótima ideia.", + "INTERMISSION_PART6_MEREDITH7.m": "Hihi. Boa ideia, migo.", + "INTERMISSION_PART6_MEREDITH7.f": "Hihi. Boa ideia, miga.", + "INTERMISSION_PART6_MEREDITH7.n": "Hihi. Boa ideia, migue.", + "INTERMISSION_PART6_EUGENE7": "Beleza, gostei do plano!", + "INTERMISSION_PART6_FELIX7": "Heh. Gostei do plano.", + "INTERMISSION_PART6_DOG7": "Au!", + "INTERMISSION_PART6_VIOLA7": "Muito bem! Seguirei seus comandos, {player}.", + "END_MIRROR_REVEAL_KAYLEIGH1": "Isso é...", + "END_MIRROR_REVEAL_PLAYER1": "Hum. Um espelho. Será que é parecido com o do Salão Âmbar...?", + "END_PART1_EUGENE3.f": "Tá tudo bem, parça? [pause]Você ficou quieta demais aí.", + "END_MIRROR_REVEAL_FELIX1": "...Legal.", + "END_MIRROR_REVEAL_EUGENE1": "Uau.", + "END_MIRROR_REVEAL_MEREDITH1": "Isso... [pause]Parece um achado e tanto.", + "END_MIRROR_REVEAL_VIOLA1": "Seria este o domínio que seu coração estava destinado a encontrar, {player}?", + "END_MIRROR_DENIAL_MEREDITH1": "{player}, eu ainda não posso atravessar... Parece ser uma passagem só de ida, e eu ainda tenho coisas a resolver por aqui.", + "END_MIRROR_REVEAL_DOG1": "Au!", + "END_MIRROR_DENIAL_EUGENE1.m": "Ainda não posso ir, parça. [pause]Não antes de dar cabo dos Corretores em Nova Murta, saca?", + "END_MIRROR_DENIAL_EUGENE1.n": "Ainda não posso ir, parça. [pause]Não antes de dar cabo dos Corretores em Nova Murta, saca?", + "END_MIRROR_DENIAL_EUGENE1.f": "Ainda não posso ir, parça. [pause]Não antes de dar cabo dos Corretores em Nova Murta, saca?", + "END_MIRROR_DENIAL_VIOLA1.f": "Ainda não posso seguir contigo, amiga. [pause]Não antes de garantir que meu irmão não está nesta ilha.", + "END_MIRROR_DENIAL_FELIX1": "Eu... não posso continuar. [pause]Ainda não. Preciso encontrar minha inspiração primeiro.", + "END_MIRROR_DENIAL_VIOLA1.n": "Ainda não posso seguir contigo, amigue. [pause]Não antes de garantir que meu irmão não está nesta ilha.", + "END_MIRROR_DENIAL_VIOLA1.m": "Ainda não posso seguir contigo, amigo. [pause]Não antes de garantir que meu irmão não está nesta ilha.", + "END_MIRROR_DENIAL_DOG1": "Parece que Doguinho ainda tem coisas a fazer por aqui...", + "FINAL_STATION_PART1_KAYLEIGH1": "Onde é que a gente tá? É tão enevoado... [pause]Parece que não tem outro caminho a não ser pra frente, {player}.", + "FINAL_STATION_PART1_EUGENE1": "Aquele espelho tava guardando esse lugar? Espelhos fazem isso?! Eu tô surtando ou o quê?", + "FINAL_STATION_PART1_MEREDITH1": "Este lugar tava escondido dentro de um [wave amp=30 freq=10]espelho[/wave]?!", + "FINAL_STATION_PART1_FELIX1": "Não sei o que eu imaginava que teria aqui, mas, [pause]urgh, não esperava por isso.", + "FINAL_STATION_PART1_DOG1": "[shake rate=30 level=10]Auuu...[/shake]", + "FINAL_STATION_PART1_VIOLA1": "Atravessar um espelho e encontrar um local como este... Creio que nem meus sonhos mais férteis fossem capazes de imaginar isso.", + "FINAL_STATION_PART2_KAYLEIGH1": "Esse lugar é [wave amp=30 freq=10]grande[/wave]...", + "FINAL_STATION_PART2_KAYLEIGH2": "Se o portal que a gente procura tá em algum canto, é aqui. [pause]Precisamos investigar.", + "FINAL_STATION_PART2_MEREDITH1": "Esse lugar, definitivamente, CHEIRA a velho.", + "FINAL_STATION_PART2_MEREDITH2": "Vamo nessa, precisamos dar uma olhada. Se seu portão mágico tá [wave amp=30 freq=10]em algum canto[/wave], certamente vai ser aqui.", + "FINAL_STATION_PART2_EUGENE2": "Será que é aqui? O portal pra sair de Nova Murta?", + "FINAL_STATION_PART2_EUGENE1": "Esse lugar parece abandonado, [pause]pelo menos uns cem anos sem ver ninguém...", + "END_PART1_MORGANTE2": "MORDREAD... MEU FILHO...\\n\\nJUSTIÇA SERÁ FEITA AO REI VERMELHO.\\n\\nEM BREVE.", + "FINAL_STATION_PART2_FELIX1": "Então...", + "FINAL_STATION_PART2_VIOLA1": "Há uma energia triste neste local. Pode sentir?", + "FINAL_STATION_PART2_FELIX2": "Deve ser aqui, né? O local que você tava procurando? Vamos dar uma conferida.", + "END_PART1_MEREDITH1": "Não faço ideia do que seja, mas garanto que é melhor não mexer aí.", + "FINAL_STATION_PART2_VIOLA2": "Venha, [pause]precisamos explorar este domínio amargurado.", + "END_PART1_KAYLEIGH1": "Um caixão? {player}, por que isso é tão grande...?", + "FINAL_STATION_PART2_DOG1": "Doguinho parece nervoso, mas também ansioso para investigar.", + "END_PART1_EUGENE1": "Isso é... eu não faço ideia do que seja.", + "END_PART1_VIOLA1": "Este caixão foi produzido por mãos pesarosas. [pause]Você também sente?", + "END_PART1_FELIX1": "Eu diria que foi algo surpreendente de encontrar aqui, mas eu não sabia o que esperar.", + "END_PART1_DOG1": "[shake rate=30 level=10]Auuu...[/shake]", + "END_PART1_FELIX3.n": "Ei, {player}, tudo certo? [pause]Você ficou olhando pro nada por um bom tempo.", + "END_PART1_KAYLEIGH3.m": "Cê tá bem? Você meio que viajou um pouco.", + "END_PART1_MEREDITH3.m": "Terra para {player}? [pause]Você deu uma viajada aí, migo.", + "END_PART1_KAYLEIGH3.f": "Cê tá bem? Você meio que viajou um pouco.", + "END_PART1_KAYLEIGH3.n": "Cê tá bem? Você meio que viajou um pouco.", + "END_PART1_EUGENE3.m": "Tá tudo bem, parça? [pause]Você ficou quieto demais aí.", + "END_PART1_MEREDITH3.n": "Terra para {player}? [pause]Você deu uma viajada aí, migue.", + "END_PART1_MEREDITH3.f": "Terra para {player}? [pause]Você deu uma viajada aí, miga.", + "END_PART2_PLAYER_OPTION2": "Vamos nessa!", + "END_PART1_FELIX3.m": "Ei, {player}, tudo certo? [pause]Você ficou olhando pro nada por um bom tempo.", + "END_PART1_EUGENE3.n": "Tá tudo bem, parça? [pause]Você ficou quiete demais aí.", + "END_PART1_FELIX3.f": "Ei, {player}, tudo certo? [pause]Você ficou olhando pro nada por um bom tempo.", + "END_PART1_VIOLA3.m": "Sua mente decidiu ir além-mar? Você ficou parado por um momento considerável.", + "END_PART1_VIOLA3.n": "Sua mente decidiu ir além-mar? Você ficou parade por um momento considerável.", + "END_PART1_VIOLA3.f": "Sua mente decidiu ir além-mar? Você ficou parada por um momento considerável.", + "END_PART1_DOG3": "Au!", + "END_PART2_CONFIRM1.m": "Se atravessar, talvez você não consiga retornar por um tempo. Está pronto?", + "END_PART2_CONFIRM1.f": "Se atravessar, talvez você não consiga retornar por um tempo. Está pronta?", + "END_PART2_CONFIRM2": "Deseja salvar antes?", + "END_PART2_CONFIRM1.n": "Se atravessar, talvez você não consiga retornar por um tempo. Está pronte?", + "END_PART2_KAYLEIGH3": "A gente chegou bem longe, {player}...", + "END_PART2_MEREDITH3.m": "Olha, se for isso mesmo, estou impressionada. [pause]Eu quase achei que você não conseguiria, migo.", + "END_PART2_MEREDITH3.n": "Olha, se for isso mesmo, estou impressionada. [pause]Eu quase achei que você não conseguiria, migue.", + "END_PART2_EUGENE3": "Não tem pra onde correr mais, parça! [pause]Cara, eu tô VIDRADO!", + "END_PART2_MEREDITH3.f": "Olha, se for isso mesmo, estou impressionada. [pause]Eu quase achei que você não conseguiria, miga.", + "END_PART2_FELIX3": "Parece um portal bem sério. [pause]Creio que seja ele?", + "END_PART2_MEREDITH5.m": "Você não tava planejando me deixar pra trás, né, [pause]migo?", + "END_PART2_VIOLA3": "Poderia ser? O fim de nossas jornadas repousa à nossa frente?", + "END_PART2_DOG3": "Au!", + "END_PART2_KAYLEIGH4": "Epa! Calmaê, cê num vai mesmo entrar lá sem mim!", + "END_PART2_EUGENE6": "Mais um salto em direção ao desconhecido? Maneiro!", + "END_PART2_MEREDITH5.n": "Você não tava planejando me deixar pra trás, né, [pause]migue?", + "END_PART2_MEREDITH5.f": "Você não tava planejando me deixar pra trás, né, [pause]miga?", + "END_PART2_VIOLA8": "Se este é nosso ato final, [pause]que seja em conjunto!", + "END_PART2_FELIX7": "Eu não posso perder essa.", + "END_PART2_DOG9": "Au!", + "END_PART2_PLAYER_OPTION1": "Valeu por vir!", + "END_PART3_MEREDITH2": "É ele, [pause]não é?", + "END_PART3_KAYLEIGH1": "Esse TEM que ser o portal...", + "END_PART3_EUGENE3": "[shake rate=30 level=10]Memorável![/shake]", + "END_PART3_FELIX4": "Concordamos que esse triângulo gigante é o portal, certo?", + "END_PART3_VIOLA5": "Que visão...", + "END_PART3_DOG6": "*Arfando*", + "END_PART3_KAYLEIGH8": "Alef!", + "END_PART3_ALEPH7": "Uau, conseguimos!", + "END_PART3_MEREDITH8": "Ah. Você não cansa, não?", + "END_PART3_EUGENE8": "O que você quer, [pause]panaca?", + "END_PART3_VIOLA8": "Você!", + "END_PART3_ALEPH10": "SABIA QUE ESTA FERROVIA É MAIS UM DE NÓS \\\"ARCANJOS\\\"?", + "END_PART3_DOG8": "Au?!", + "END_PART3_FELIX8": "Você tava seguindo a gente...?", + "END_PART3_ALEPH9": "AQUELA BRUXA DA TERCEIRA IDADE SOUBE ESCONDER ESTE LUGAR.", + "END_PART3_ALEPH12": "É UM LABIRINTO E TANTO AQUI!", + "END_PART3_ALEPH11": "NÓS Ê CHAMAMOS DE MERLINHA. [pause]SUA \\\"ILHA\\\" INTEIRA FICA SOBRE ELU.", + "END_PART3_ALEPH16": "AQUELA BRUXA ME PRENDEU NESSES TÚNEIS POR UMA ETERNIDADE, [pause]MAS EU ACABEI VENCENDO.", + "END_PART3_ALEPH13": "EU NUNCA ENCONTRARIA ESSA CÂMARA SEM VOCÊS, [pause]SÉRIO.", + "END_PART3_ALEPH13_OPTION1": "A \\\"bruxa da terceira idade\\\" é a Morgana?", + "END_PART3_ALEPH15.n": "COMO FOI QUE DESCOBRIU ESSE NOME? [pause]VOCÊ É MAIS INTELIGENTE DO QUE PARECE, COMPANHEIRE.", + "END_PART3_ALEPH14": "...", + "END_PART3_ALEPH13_OPTION2": "A Morgana que escondeu este lugar?", + "END_PART3_ALEPH15.f": "COMO FOI QUE DESCOBRIU ESSE NOME? [pause]VOCÊ É MAIS INTELIGENTE DO QUE PARECE, COMPANHEIRA.", + "END_PART3_ALEPH15.m": "COMO FOI QUE DESCOBRIU ESSE NOME? [pause]VOCÊ É MAIS INTELIGENTE DO QUE PARECE, COMPANHEIRO.", + "END_PART3_ALEPH19": "AFINAL, TUDO O QUE DESEJO É ATRAVESSAR AQUELE PORTAL ALI!", + "END_PART3_ALEPH17": "COMO SEMPRE FAÇO.", + "END_PART3_ALEPH17_OPTION1": "O que você quer?", + "END_PART3_ALEPH17_OPTION2": "O que você está tramando?", + "END_PART3_ALEPH18": "QUE TOM ACUSATÓRIO! VAMOS MANTER UM CLIMA POSITIVO POR AQUI, COMPANHEIROS!", + "END_PART3_ALEPH20": "FALANDO EM COMPANHEIROS...", + "END_PART3_KAYLEIGH22": "Vixe...", + "END_PART3_ALEPH21": "CONHEÇAM MINHA NOVA EQUIPE!", + "END_PART3_EUGENE24": "...Ah.", + "END_PART3_MEREDITH23": "Oh-oh...", + "END_PART3_FELIX25": "...Huh.", + "END_PART3_VIOLA26": "Entendo...", + "END_PART3_DOG27": "Arf...?", + "END_PART3_ALEPH28": "EU ERA MEIO QUE UMA PESSOA IMPORTANTE, ENTENDE?", + "END_PART3_ALEPH29": "EXISTIA UM ACORDO ENTRE MINHA ANTIGA EQUIPE E EU COM OS SEUS. [pause]UMA RELAÇÃO ESPECIAL. [pause]MESMO QUE VOCÊS NEM SONHASSEM COM ISSO.", + "END_PART3_ALEPH30": "MEU RESPEITO POR VOCÊS, HUMANOS, É GRANDIOSO! SEM VOCÊS, A GENTE NÃO EXISTIRIA!", + "END_PART3_ALEPH31": "VOCÊS VIVEM EM SEUS MUNDINHOS INVENTANDO ESSAS IDEIAS FOFINHAS. AMOR, MORTE, QUE SEJA...", + "END_PART3_ALEPH32": "SEUS PENSAMENTOS MAIS PODEROSOS NOS DÃO VIDA, E, EM TROCA, VIAJAMOS PARA SEUS MUNDOS PARA VIVER AS FANTASIAS QUE RESERVARAM PARA NÓS!", + "END_PART3_ALEPH33": "AVENTURAS... [pause]GUERRAS... [pause]CATACLISMOS...", + "END_PART3_ALEPH34": "VOCÊS REALMENTE AMAM ESSE ÚLTIMO, [pause]E EU TAMBÉM!", + "END_PART3_ALEPH34B": "INFELIZMENTE MINHA EQUIPE COMEÇOU A SE DESENTENDER, DAÍ NOS SEPARAMOS.", + "END_PART3_ALEPH35": "ENTÃO FIQUEI FORA DOS HOLOFOTES POR UM TEMPINHO.", + "END_PART3_ALEPH36": "MAS AGORA ESTAMOS DE VOLTA!", + "END_PART3_KAYLEIGH37": "Então cês Arcanjos vão... [pause]invadir os mundos, viver os mitos violentos que alimentaram sua criação?", + "END_PART3_ALEPH56": "EU VOU É MATAR TODOS VOCÊS E DAR O FORA DAQUI, OK?", + "END_PART3_MEREDITH38": "Isso é meio preocupante.", + "END_PART3_EUGENE39": "Um ciclo de violência sem fim...", + "END_PART3_FELIX40": "É, isso não parece ser legal.", + "END_PART3_VIOLA41": "Tais pensamentos obscuros não podem ver a luz!", + "END_PART3_ALEPH46": "MELHOR AINDA, VAMOS FAZER UM ACORDO!", + "END_PART3_DOG42": "Grrrrrr....", + "END_PART3_ALEPH43": "CALMA, COMPANHEIROS, RELAXEM!", + "END_PART3_ALEPH44": "ESTAMOS TODOS DO MESMO LADO.", + "END_PART3_ALEPH45": "VOCÊS QUEREM SE MANDAR DESSE MUNDO ATRASADO, NÓS TAMBÉM.", + "END_PART3_ALEPH46_OPTION1": "Acordo?", + "END_PART3_ALEPH46_OPTION2": "Quais são os termos?", + "END_PART3_ALEPH48": "VOCÊS NUNCA MAIS VÃO NOS VER. [pause]QUE TAL?", + "END_PART3_ALEPH48_OPTION1": "Hã?", + "END_PART3_ALEPH47": "CADA UM VAI PRO SEU CANTO, [pause]ASSIM NUNCA VAMOS VISITAR SEUS MUNDOS.", + "END_PART3_ALEPH48_OPTION2": "Nada disso!", + "END_PART3_ALEPH_NO_DEAL_49": "...NÃO?", + "END_PART3_ALEPH_WHAT_49": "NÓS VAMOS CONQUISTAR OUTROS MUNDOS, OS SEUS FICARÃO EM PAZ.", + "END_PART3_KAYLEIGH51": "Ôxe, todo mundo tem seu valor, não importa de onde vem! Temos que proteger todo mundo!", + "END_PART3_ALEPH_NO_DEAL_50": "COMO ASSIM, NÃO?", + "END_PART3_EUGENE51": "Mesmo que não conheçam a gente, as pessoas do outro mundo, neste momento, [pause]estão contando com a gente pra [shake rate=30 level=10]proteger elas de vocês![/shake]", + "END_PART3_MEREDITH51": "Seria bem patético acabar com outras realidades só pra deixar a nossa em paz, [pause]colega.", + "END_PART3_VIOLA51": "Sua vida pode ser oriunda de desejos sombrios, mas você não tem direito de lançar essas trevas sobre os corações dos homens!", + "END_PART3_FELIX51": "Não importa se não vamos ver, você ainda assim vai machucar pessoas. [pause]Eu achei esse acordo péssimo.", + "END_PART3_DOG51": "[shake rate=30 level=10]ARF![/shake]", + "END_PART3_ALEPH52": "MAS NÃO VAMOS NEM TOCAR NAS SUAS REALIDADES!", + "END_PART3_ALEPH53": "VOCÊS VÃO MESMO ARRISCAR A VIDA... [pause]POR PESSOAS QUE NEM CONHECEM?", + "END_PART3_ALEPH53_OPTION1": "Sim.", + "END_PART3_ALEPH53_OPTION2": "Mas é claro!", + "END_PART3_ALEPH54": "TÁ. [pause]TÁ BOM!", + "END_PART3_ALEPH55": "VOCÊS NÃO ESTÃO COLABORANDO.", + "END_PART4_ALEPH1": "VOCÊS NOS CRIARAM, E AGORA QUEREM NOS MATAR? [pause]DECIDAM-SE!", + "END_PART5_ALEPH1": "ISSO É TÃO IMPRODUTIVO...", + "END_PART6_ALEPH1": "TÁ. JÁ CHEGA!", + "END_PART6_ALEPH2": "TODOS, VOLTEM PARA O TREM! [pause]ESTAMOS DE PARTIDA!", + "END_PART7_ALEPH1": "TODOS A BORDO!", + "END_PART7_ALEPH2": "PRÓXIMA PARADA: ONDE QUER QUE A GENTE QUEIRA!", + "END_PART7_KAYLEIGH3": "Rápido, {player}!", + "END_PART7_DOG3": "[wave amp=30 freq=10]Grrr...[/wave]", + "END_PART7_MEREDITH3": "{player}, não podemos deixar que escapem!", + "END_PART7_FELIX3": "Temos que ir atrás dele. Cê sabe disso, né?", + "END_PART7_EUGENE3": "Qualé, vamo nessa!", + "END_PART7_VIOLA3": "Nossa presa não escapará tão facilmente!", + "END_PART8_KAYLEIGH1": "Essas luz, eu já vi elas antes... [pause]foi quando cheguei em Nova Murta...", + "END_PART8_EUGENE1": "Já vi isso antes... [pause]Não foram essas as luzes de quando cheguei aqui?", + "END_PART8_MEREDITH1": "Que viagem... [pause]Acho que já vi isso quando cheguei em Nova Murta.", + "END_PART8_VIOLA1": "Essas luzes... seria este um lugar entre o céu e a terra? [pause]Será que já as vi antes?", + "END_PART8_FELIX1": "Que show de luzes. Acho que já o vi antes... [pause]Acho que foi logo quando cheguei em Nova Murta.", + "END_PART8_DOG1": "Rrr...", + "END_PART8_ALEPH2": "OLHA, EU ACHAVA QUE JÁ CONHECIA TUDO O QUE EXISTIA NO COSMOS...", + "END_PART8_ALEPH4": "SERÁ QUE POSSO UTILIZÁ-LA PARA UM EXERCÍCIO DE CONFIANÇA EM EQUIPE?", + "END_PART8_ALEPH3": "MAS ESSA SUA \\\"FUSÃO\\\" É ALGO QUE NUNCA VI ANTES.", + "END_PART8_ALEPH6": "VOU VISITAR SUA DIMENSÃO PRIMEIRO.\\n\\nPOSSO SENTIR O CHEIRO EM VOCÊ...", + "END_PART8_ALEPH5": "RETIRO MINHA OFERTA.", + "END_PART8_ALEPH8": "UMA LINHA DO TEMPO INTOCADA, MAS ENCAMINHADA PARA A DESTRUIÇÃO.\\n\\nQUE BRINQUEDINHO MAGNÍFICO SERÁ!", + "END_PART8_KAYLEIGH10": "Cê quer lutar uma última vez, {player}?", + "END_PART8_MEREDITH10.m": "Migo, tá pronto pra isso?", + "END_PART8_EUGENE10": "É isso aí, {player}!", + "END_PART8_MEREDITH10.f": "Miga, tá pronta pra isso?", + "END_PART8_MEREDITH10.n": "Migue, tá pronte pra isso?", + "END_PART8_FELIX10.m": "Vamos nessa! [pause]Quando quiser, {player}!", + "END_PART8_FELIX10.n": "Vamos nessa! [pause]Quando quiser, {player}!", + "END_PART8_FELIX10.f": "Vamos nessa! [pause]Quando quiser, {player}!", + "END_PART8_VIOLA10": "Muito bem!", + "END_PART9_ALEPH_BATTLE1": "DESEJA GUERREAR COMIGO? QUE IRÔNICO.", + "END_PART8_DOG10": "[shake rate=30 level=10]Arf! Arf![/shake]", + "END_PART9_ALEPH_BATTLE2": "O MAIOR DESEJO DE UMA PESSOA É SE DESTRUIR. E POSSO FAZER ISSO, VEZ APÓS VEZ.", + "END_PART9_ALEPH_BATTLE3": "MUITAS CIVILIZAÇÕES RUÍRAM PERANTE MIM. E EU AS VEREI CREPITANDO MAIS UMA VEZ.", + "END_PART9_ALEPH_BATTLE4": "APENAS... DESISTA!", + "END_PART9_ALEPH_BATTLE5": "INSOLENTE...", + "END_PART9_MEREDITH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_KAYLEIGH2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_ALEPH1": "CHEGA DE FITAS!", + "END_PART9_ALEPH3": "VOCÊS NÃO SÃO MONSTROS, SÃO MEROS HUMANOS.", + "END_PART9_FELIX2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_VIOLA2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_DOG2": "Arf?!", + "END_PART9_EUGENE2": "[shake rate=30 level=10]{player}![/shake]", + "END_PART9_MORGANTE5": "VOCÊS VÃO UTILIZAR ALGO MESMO SEM CONHECER.\\n\\nMOVIDOS PELO ARDOR DE SUA INOCÊNCIA.", + "END_PART9_MORGANTE4": "TÍPICO DA SUA LAIA.", + "END_PART9_MORGANTE5_OPTION2": "O que você quer?", + "END_PART9_MORGANTE5_OPTION1": "Está zombando de mim?", + "END_PART9_MORGANTE6": "NESTE MOMENTO, TEMOS O MESMO OBJETIVO.", + "END_PART9_MORGANTE7": "ALEF É A ENCARNAÇÃO DA CONQUISTA.\\n\\nE EU SOU A ENCARNAÇÃO DA REBELIÃO.", + "END_PART9_MORGANTE8": "ENTÃO PRECISO QUE ENTENDA.", + "END_PART9_MORGANTE8_OPTION1": "Entender o quê?", + "END_PART9_MORGANTE8_OPTION2": "Do que está falando?", + "END_PART9_MORGANTE9": "NÓS SOMOS FRUTOS DOS SONHOS E IDEAIS DA HUMANIDADE.\\n\\nO POTENCIAL QUE A HUMANIDADE POSSUI DE GERAR ENERGIA É INFINITO.", + "END_PART9_MORGANTE11": "A HABILIDADE DE MANIFESTAR SUAS VONTADES E ALTERAR A REALIDADE...\\n\\nPARA MODIFICAR A SI E A SEU MUNDO...\\n\\nRESIDE EM VOCÊ.", + "END_PART9_MORGANTE10": "ESSAS \\\"FITAS\\\" SÃO MEROS TALISMÃS.", + "END_PART9_MORGANTE12": "PORTANTO, ACORDE!", + "END_PART9_KAYLEIGH13": "{player}, como cê tá...", + "END_PART9_MEREDITH13": "{player}, você tá me assustando...", + "END_PART9_EUGENE13": "{player}, tá de volta?!", + "END_PART9_FELIX13.f": "Voltou para nós, {player}?", + "END_PART9_FELIX13.m": "Voltou para nós, {player}?", + "END_PART9_VIOLA13": "Realmente é difícil derrotar você, não é, {player}?", + "END_PART9_FELIX13.n": "Voltou para nós, {player}?", + "END_PART9_DOG13": "ARF!", + "END_PART9_ALEPH14": "POR QUÊ?!\\n\\nPOR QUE VOCÊ AINDA INSISTE?!", + "END_PART9_ALEPH15_OPTION1": "Porque é isso o que eu quero!", + "END_PART9_ALEPH15_OPTION2": "Porque ainda me restam muitos ideais!", + "END_PART9_ALEPH15_OPTION3": "Porque é isso que as pessoas fazem!", + "END_PART9_KAYLEIGH16": "A gente só precisa de um objetivo compartilhado! [pause][shake rate=30 level=10]NOSSOS CORAÇÕES SE UNEM![/shake]", + "END_PART11_KAYLEIGH1": "Seu toca-fitas quebrou, [pause]{player}? Que pena...", + "END_PART9_EUGENE18": "[shake rate=30 level=10]JUNTOS SOMOS MAIS FORTES![/shake]", + "END_PART9_MEREDITH17": "[shake rate=30 level=10]VAMO ACABAR COM ESSE MALDITO CABEÇÃO![/shake]", + "END_PART9_FELIX19": "E lá vamos nós...", + "END_PART9_VIOLA20": "Venha! [pause]Este conto terminará de acordo com nossos anseios!", + "END_PART9_DOG21": "[wave amp=30 freq=10]AUUUU![/wave]", + "END_PART9_ALEPH22": "AQUELA BRUXA MALDITA. VOCÊ INSISTE EM SER UMA PEDRA NO MEU SAPATO, HEIN?", + "END_PART10_ALEPH1": "COMPREENDO.", + "END_PART10_MORGANTE3.m": "VOCÊ SE PROVOU MAIS FORTE DO QUE SUAS LIMITAÇÕES MORTAIS.\\n\\nTOME ISTO COMO UMA LIÇÃO, HUMANO.", + "END_PART10_MORGANTE2": "NOSSA CANÇÃO SE ENCERRA AQUI.", + "END_PART11_BARKLEY3": "Arf?", + "END_PART10_MORGANTE3.f": "VOCÊ SE PROVOU MAIS FORTE DO QUE SUAS LIMITAÇÕES MORTAIS.\\n\\nTOME ISTO COMO UMA LIÇÃO, HUMANA.", + "END_PART10_MORGANTE3.n": "VOCÊ SE PROVOU MAIS FORTE DO QUE SUAS LIMITAÇÕES MORTAIS.\\n\\nTOME ISTO COMO UMA LIÇÃO, HUMANE.", + "END_PART10_KAYLEIGH5": "É mió voltar... [pause]Duvido que esse trem seja seguro.", + "END_PART10_MORGANTE4": "ADEUS.", + "END_PART10_MEREDITH5": "Bora, temos que sair daqui antes que o trem caia no abismo.", + "END_PART10_EUGENE5": "É melhor voltar logo, [pause]duvido que esse trem vá continuar de pé.", + "END_PART10_FELIX5": "É melhor voltar antes que esse trem caia no vazio, [pause]certo?", + "END_PART10_VIOLA5": "Nosso retorno ao presente é prudente.", + "END_PART10_DOG5": "Arf.", + "END_PART11_KAYLEIGH2": "Ainda bem que tenho um de sobra!", + "END_PART11_KAYLEIGH3": "...Essa construção tava aqui antes?", + "END_PART11_EUGENE3": "Vocês têm alguma ideia de qual a pira dessa... [pause]construção?", + "END_PART11_MEREDITH3": "Então, [pause]er, [pause]essa construção não tava aqui antes, né?", + "END_PART11_FELIX3": "Olha, é bem incomum.", + "END_PART11_VIOLA3": "Que interessante.", + "END_PART11_AMBER4": "Acalmem os ânimos! Meu nome é Srta. Âmbar.", + "END_PART11_AMBER6": "Ora, vim aqui apenas para garantir que vocês não comecem a se ferir.", + "END_PART11_AMBER5.f": "Eu e {player} somos amigas, não somos, docinho?", + "END_PART11_AMBER5.m": "Eu e {player} somos amigos, não somos, docinho?", + "END_PART11_AMBER5.n": "Eu e {player} somos amigues, não somos, docinho?", + "END_PART11_AMBER7": "Apesar de que, uau, [pause]parece que, pela primeira vez, deram uma surra daquelas no nosso amigo em comum!", + "END_PART11_AMBER7_OPTION1": "Surra? A gente acabou com ele.", + "END_PART11_AMBER9": "Ele é alimentado pela conquista. Enquanto vocês, humanos, continuarem achando formas de matar uns aos outros, garanto que ele voltará em algum momento.", + "END_PART11_AMBER7_OPTION2": "Você fala como se ele ainda estivesse vivo.", + "END_PART11_AMBER8": "Ah, docinho. Seres como Alef e eu não são feitos de carne e osso. [pause]Antes de morrer, a ideia que nos formou precisa morrer também.", + "END_PART11_KAYLEIGH11": "Cê é outro Arcanjo...", + "END_PART11_AMBER10": "Mas acredito que ele ficará fora de combate por um tempo...", + "END_PART11_AMBER13": "Além disso, creio que precisem de ajuda com o portal para casa, certo?", + "END_PART11_AMBER12": "Relaxa, ruivinha. Sou amigável.", + "END_PART11_KAYLEIGH14": "Isso v-vai mesmo nos levar pros nossos mundos?", + "END_PART11_KAYLEIGH15": "Maravilha! [pause]Vou avisar aos vigilantes antes de ir!", + "END_PART11_AMBER16": "{player}, você não precisa ir agora...", + "END_PART12_KAYLEIGH54": "Acho que a gente não vai se ver mais, [pause]{player}.", + "END_PART11_AMBER17.n": "Mas quando estiver pronte, [pause]venha falar comigo.", + "END_PART11_AMBER17.m": "Mas quando estiver pronto, [pause]venha falar comigo.", + "END_PART11_AMBER17.f": "Mas quando estiver pronta, [pause]venha falar comigo.", + "END_PART12_RANGER1": "Mal posso acreditar! Caranguejos falantes, portais mágicos, alianças com Arcanjos... Incrível!", + "END_PART12_AMBER1.m": "Pronto para deixar Nova Murta, [pause]docinho?", + "END_PART12_AMBER1.f": "Pronta para deixar Nova Murta, [pause]docinho?", + "END_PART12_AMBER1.n": "Pronte para deixar Nova Murta, [pause]docinho?", + "END_PART12_AMBER4": "Isso não tem nada a ver com \\\"ciência\\\", e sim com intenção. [pause]Você precisa projetar o mundo para o qual deseja ir em sua mente e dar um passo adiante, mas sem nenhuma dúvida que te prenda aqui.", + "END_PART12_KAYLEIGH6": "O-o quê?", + "END_PART12_AMBER_NO": "Sem pressa. Quando quiser!", + "END_PART12_AMBER2": "Como este portal entre mundos é bem estável, [pause]as regras são bem claras.", + "END_PART12_AMBER3": "Além dele, existe [wave amp=30 freq=10]o espaço entre todas as coisas[/wave]. [pause]Caso não o utilize direito, você vai parar em canto algum.", + "END_PART12_AMBER5": "Então recomendo que comecem as despedidas, [pause]essa passagem é só de ida.", + "END_PART12_AMBER8": "Nova Murta é uma anomalia, [pause]nada mais.", + "END_PART12_AMBER7": "Fim da jornada, ruivinha.", + "END_PART12_AMBER9": "Vocês chegaram aqui por acaso. Voltar para cá não é possível.", + "END_PART12_INSERT10_SUNNY1": "[wave amp=20 freq=5]Eu... eu sabia que a gente teria que dizer adeus, {player}...[/wave]", + "END_PART12_INSERT10_SUNNY2": "[wave amp=20 freq=5]Talvez eu deixe Nova Murta um dia, mas, agora, este lugar é o meu lar, é onde eu posso ser EU MESMA...[/wave]", + "END_PART12_INSERT10_SUNNY3": "[wave amp=20 freq=5]Eu nunca vou te esquecer — nenhum de vocês, na verdade. Afinal, todes me ajudaram a descobrir quem eu realmente sou![/wave]", + "END_PART12_INSERT10_SUNNY4": "[wave amp=20 freq=5]{player}... me promete uma coisa?[/wave]", + "END_PART12_INSERT10_SUNNY5": "[wave amp=20 freq=5]Nunca deixe o mundo mudar quem você é... [pause]entendeu?[/wave]", + "END_PART12_VIOLA10": "Sinto muito que nossa história se encerre aqui, [pause]mas anseio grandiosamente pelo reencontro com meu irmão.", + "END_PART12_INSERT10_SUNNY7": "[wave amp=20 freq=5]Não se esqueça de mim.[/wave]", + "END_PART12_INSERT10_SUNNY6": "[wave amp=20 freq=5]E... [pause]e...[/wave]", + "END_PART12_VIOLA11": "O adeus é sempre um lamento gentil.", + "END_PART12_VIOLA14": "Não haverá têmpera ou eras que apaguem de minha memória.", + "END_PART12_VIOLA12": "Adeus, [pause]amigos.", + "END_PART12_VIOLA13": "O que compartilhamos em nosso curto tempo em união, {player}...", + "END_PART12_VIOLA15": "Eu lembrarei de você para sempre.", + "END_PART12_EUGENE18": "Não importa onde ou quando for, sempre haverá comunidades que precisam de ajuda.", + "END_PART12_EUGENE16": "Encaramos seres quase divinos e vencemos...", + "END_PART12_EUGENE17": "Parça, eu tô tão pilhado pra voltar pra casa e acabar com uns patifes!", + "END_PART12_EUGENE19": "Tem muita coisa pra eu fazer.", + "END_PART12_EUGENE21": "Acho que é assim que vamos terminar, {player}.", + "END_PART12_EUGENE20": "Foi uma aventura e tanto, manos.", + "END_PART12_EUGENE22": "Não posso pedir que abandone seu mundo pra ficar comigo. [pause]Seria demais.", + "END_PART12_EUGENE25.f": "Você sempre será incrível. [pause]Posso sentir.", + "END_PART12_EUGENE23": "Eu... [pause]só...", + "END_PART12_EUGENE25.m": "Você sempre será incrível. [pause]Posso sentir.", + "END_PART12_EUGENE24": "Aproveite sua vida, [pause]ok?", + "END_PART12_FELIX35": "E parte de mim talvez ame você para sempre.", + "END_PART12_EUGENE25.n": "Você sempre será incrível. [pause]Posso sentir.", + "END_PART12_FELIX28": "Acho que encontrei inspiração suficiente pra umas dez vidas.", + "END_PART12_FELIX27": "Foi uma aventura e tanto, não foi?", + "END_PART12_FELIX26": "Nossa...", + "END_PART12_FELIX29": "Além da chance de reencontrar um dos meus personagens antigos.", + "END_PART12_FELIX31": "{player}...", + "END_PART12_FELIX30": "Pessoal, [pause]vou sentir falta desses momentos.", + "END_PART12_FELIX32.m": "Mesmo que nunca mais te veja, eu nunca vou te esquecer.", + "END_PART12_FELIX32.n": "Mesmo que nunca mais te veja, eu nunca vou te esquecer.", + "END_PART12_FELIX32.f": "Mesmo que nunca mais te veja, eu nunca vou te esquecer.", + "END_PART12_FELIX33.m": "Você é o Forasteiro, esqueceu? [pause]Protagonista do meu futuro best-seller.", + "END_PART12_FELIX33.f": "Você é a Forasteira, esqueceu? [pause]Protagonista do meu futuro best-seller.", + "END_PART12_FELIX34": "E, bem... [pause]Kuneko tinha razão: [pause]ideias são eternas.", + "END_PART12_FELIX33.n": "Você é ê Forasteire, esqueceu? [pause]Protagonista do meu futuro best-seller.", + "END_PART12_KAYLEIGH49": "Eu quero lembrar de você, {player}. [pause]Eu quero lembrar de vocês tudo. [pause]Eu não quero esquecer Vilancoradouro...", + "END_PART12_MEREDITH36": "Eu não...", + "END_PART12_MEREDITH37": "Eu não tô pronta para terminar isso ainda.", + "END_PART12_MEREDITH38": "Eu... [pause]Eu vou voltar mais forte do que antes. [pause]Vou viver a vida ao máximo.", + "END_PART12_MEREDITH39": "Só não... [pause]Só não se esqueça de mim, [pause]ok?", + "END_PART12_MEREDITH40": "Principalmente você, {player}.", + "END_PART12_MEREDITH46.f": "Argh, eu te amo. [pause]A gente se vê, miga.", + "END_PART12_MEREDITH41.m": "Você, [pause]hum, [pause]elevou pra caramba as minhas expectativas para namoros.", + "END_PART12_MEREDITH44": "Eu meio que sabia que ia terminar se a gente encontrasse a saída...", + "END_PART12_MEREDITH41.n": "Você, [pause]hum, [pause]elevou pra caramba as minhas expectativas para namoros.", + "END_PART12_MEREDITH41.f": "Você, [pause]hum, [pause]elevou pra caramba as minhas expectativas para namoros.", + "END_PART12_MEREDITH45": "Mas eu não vou desistir de achar minha felicidade. Nunca mais.", + "END_PART12_KAYLEIGH47": "É aqui que tudo acaba, num é?", + "END_PART12_MEREDITH46.n": "Argh, eu te amo. [pause]A gente se vê, migue.", + "END_PART12_MEREDITH46.m": "Argh, eu te amo. [pause]A gente se vê, migo.", + "END_PART12_KAYLEIGH48": "Espero que não seja como acordar de um sonho.", + "END_PART12_KAYLEIGH50": "Nem das partes ruins. [pause]É tudo parte de mim agora.", + "END_PART12_KAYLEIGH51": "Manifestar nossa vontade de mudar o mundo...", + "END_PART12_KAYLEIGH58": "Te amo. [pause]Muito, muito obrigada.", + "END_PART12_KAYLEIGH52": "Acho que não precisa de fita pra isso, né?", + "END_PART12_AMBER61": "Acho que chegou sua vez, docinho.", + "END_PART12_KAYLEIGH53": "O futuro sempre foi nosso.", + "END_PART12_KAYLEIGH55": "Eu acho que nunca vou conhecer ninguém como te conheci... [pause]Afinal, fusão não é normal em relacionamentos, né?", + "END_PART12_KAYLEIGH56.m": "Eu tô triste, mas feliz também. [pause]A gente vai voltar pra casa e ser melhor que antes por ter se conhecido.", + "END_PART12_KAYLEIGH56.f": "Eu tô triste, mas feliz também. [pause]A gente vai voltar pra casa e ser melhor que antes por ter se conhecido.", + "END_PART12_KAYLEIGH57": "Acho que é um final feliz.", + "END_PART12_KAYLEIGH56.n": "Eu tô triste, mas feliz também. [pause]A gente vai voltar pra casa e ser melhor que antes por ter se conhecido.", + "END_PART12_AMBER60": "Olha! [pause]Parece que o piquetuxo ali quer voltar com você. [pause]Não é uma fofura?", + "END_PART12_DOG59": "Au! Au!", + "RANGER_GATEKEEPER_POST_BATTLE2.m": "Tudo bem, vá em frente.", + "END_PART12_AMBER62.m": "Está pronto?", + "END_PART12_AMBER62_OPTION1.m": "Estou!", + "END_PART12_AMBER62.n": "Está pronte?", + "END_PART12_AMBER62.f": "Está pronta?", + "END_PART12_AMBER62_OPTION1.f": "Estou!", + "END_PART12_AMBER62_OPTION1.n": "Estou!", + "END_PART12_AMBER62_OPTION2": "Chegou a hora!", + "RANGER_GATEKEEPER_INTRO1": "Ei! Você!", + "MAGIKRAB_ON_ARRIVAL.f": "Bem-vinda a {region_name}!", + "RANGER_GATEKEEPER_SNEAK1": "Está tentando passar sem eu ver?", + "RANGER_GATEKEEPER_PRE_BATTLE1": "Os monstros daqui não vão pensar duas vezes antes de te mandar pro hospital.", + "RANGER_GATEKEEPER_SNEAK2": "Estou aqui para te proteger, sabia?", + "RANGER_GATEKEEPER_PRE_BATTLE2.n": "Se tem certeza de que consegue enfrentá-los, me mostre o que sabe!", + "RANGER_GATEKEEPER_POST_BATTLE1.n": "É, parece que você sabe o que está fazendo.", + "RANGER_GATEKEEPER_PRE_BATTLE2.m": "Se tem certeza de que consegue enfrentá-los, me mostre o que sabe!", + "RANGER_GATEKEEPER_PRE_BATTLE2.f": "Se tem certeza de que consegue enfrentá-los, me mostre o que sabe!", + "RANGER_GATEKEEPER_POST_BATTLE1.m": "É, parece que você sabe o que está fazendo.", + "RANGER_GATEKEEPER_POST_BATTLE1.f": "É, parece que você sabe o que está fazendo.", + "RANGER_GATEKEEPER_POST_BATTLE2.f": "Tudo bem, vá em frente.", + "GRAVEYARD_GHOST_BOY_NAME": "Garoto fantasma", + "RANGER_GATEKEEPER_POST_BATTLE2.n": "Tudo bem, vá em frente.", + "GRAVEYARD_GHOST_BOY_POST_BATTLE1": "Desculpa! É tem um boato rolando sobre um fantasma por aqui, achei que fosse você.", + "GRAVEYARD_GHOST_BOY_PRE_BATTLE1": "Ih! Um fantasma!", + "UNDYIN_LOVER_NAME": "Prisioneiro", + "UNDYIN_LOVER_PRE_BATTLE1": "Ahhh!", + "UNDYIN_LOVER_POST_BATTLE1": "Ei! Você a assustou!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.m": "Fica frio.", + "OVERWORLD_-7_-7_BATTLER_PRE_BATTLE": "Os Pomebombas são fáceis de domar se tiver as manhas!", + "UNDYIN_LOVER_POST_BATTLE2": "A gente só estava curtindo um tempinho a sós... Não era nada demais, eu juro!", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.n": "Fica frie.", + "OVERWORLD_-5_-6_BATTLER_PRE_BATTLE.f": "Fica fria.", + "OVERWORLD_-5_-6_BATTLER_POST_BATTLE": "Fiquei esquentado.", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE1": "A Comandante Barbie tá me ajudando bastante com os treinos de força.", + "OVERWORLD_-7_-7_BATTLER_POST_BATTLE": "Aqui, garoto!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC2": "As fofocas indicam que este é o lugar, mas, até agora, só vi Domiposas comuns.", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.f": "Passa o número do seu treinador pra já!", + "OVERWORLD_-4_-4_BATTLER_PRE_BATTLE2": "Saca só os bração!", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.m": "Passa o número do seu treinador pra já!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC1": "Você também está investigando o boato da Minidomiposa?", + "OVERWORLD_-4_-4_BATTLER_POST_BATTLE.n": "Passa o número do seu treinador pra já!", + "OVERWORLD_-4_-4_DUNGEON_HINT_NPC3": "Talvez seja culpa do trem que passou aqui por baixo agora há pouco?", + "PLATO_NAME": "Platão", + "SOCRATES_NAME": "Sócrates", + "SOCRATES_PRE_BATTLE": "O ser humano perfeito é a junção de todos. É um trabalho coletivo. Só em conjunto podemos atingir a perfeição.", + "PLATO_PRE_BATTLE": "Também sugiro que você participe do grande conflito, o combate da vida, que é maior que qualquer outro conflito terreno!", + "OVERWORLD_-4_-3_BATTLER_PRE_BATTLE": "Eu cometo erros bobos às vezes. Meus amigos me chamam de tonto. Mal sabem eles...", + "SOCRATES_POST_BATTLE": "Obrigado. Pensei que poderia derrotar você. Mas sou mais sábio agora, porque sei que nada sei.", + "PLATO_POST_BATTLE": "Somos filósofos, Sócrates, não guerreiros. Quase nenhum ser humano é capaz de seguir duas profissões ou duas artes corretamente.", + "OVERWORLD_-4_-3_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Eu sou bem tonto mesmo...[/wave]", + "OVERWORLD_-4_-2_BATTLER_PRE_BATTLE": "Sai da minha frente! Eu quero ser a entrevistada de Sibila hoje!", + "OVERWORLD_-4_-2_BATTLER_POST_BATTLE": "[wave amp=30 freq=10]Acho melhor eu voltar amanhã...[/wave]", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE1": "Dentro de cada pessoa, tem um esqueleto lutando para escapar.", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE2": "Eu... Eu ia mesmo arrancar seus ossos. Foi mal.", + "OVERWORLD_-3_0_BATTLER_PRE_BATTLE2": "Vem cá que eu vou te libertar da sua prisão de carne...", + "OVERWORLD_-3_0_BATTLER_POST_BATTLE1": "Ufa, valeu. Eu passei tempo demais na forma de Gesqueleto.", + "MISS_MIMIC_CHEST_MIMIC1.v2": "[shake rate=30 level=10]OOH, VOCÊ PARECE UMA DELICINHA![/shake]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Estão acusando os Corretores de pedaladas nas propriedades![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]A gente nem gosta de esporte![/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Falando nisso, quer comprar uma casa nova? [pause]Não? [pause]Deixa pra lá.[/wave]", + "OVERWORLD_-6_-3_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Admito que até gosto de uma aventura. Aí sim é bom! Tipo comprar propriedade roubada e revender antes que descubram.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]Se procura um investimento que vai resistir ao tempo, invista em relógios, digo, em um pedaço de terra.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE1": "[wave amp=30 freq=5]A existência de cosmos infinitos gera um desafio e tanto para Corretores como nós.[/wave]", + "OVERWORLD_-7_-2_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Espaço? Tempo? É tudo a mesma coisa.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_PRE_BATTLE2": "[wave amp=30 freq=5]O valor de um lote é medido pela sua escassez, mas num multiverso infinito? Isso não existe![/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE1": "[wave amp=30 freq=5]Mas Nova Murta é um tipo de armadilha cósmica. Ninguém escapa daqui, o que valoriza os lotes.[/wave]", + "OVERWORLD_-6_-1_LANDKEEPER_POST_BATTLE2": "[wave amp=30 freq=5]Então, apesar de nós, Corretores, enfrentarmos desafios nesta ilhota, é uma questão de tempo até que vire um paraíso. Um investimento e tanto![/wave]", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE1": "Ei! A vista daqui de cima é incrível, né?", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE2": "Eu ia tentar escalar até o topo, mas... Eu meio que não consigo escalar os próximos penhascos, e as trilhas nas cavernas estão soterradas.", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE3": "Se eu pudesse voar como um Averevoir, talvez desse...", + "OVERWORLD_-4_-7_BATTLER_PRE_BATTLE4": "E aí, topa um mano a mano antes de eu voar de volta para o lago?", + "OVERWORLD_-4_-7_BATTLER_POST_BATTLE1": "Ok, chegou minha hora de ir!", + "MISS_MIMIC_CHEST_NAME": "Provisões dos Vigilantes", + "MAGIKRAB_UNKNOWN_NAME": "Trafe... guejo?", + "MISS_MIMIC_CHEST_MIMIC1.v1": "[shake rate=30 level=10]QUER SABER QUAIS SEGREDOS EU GUARDO, AMORZINHO? É SÓ ME ABRIR.[/shake]", + "MISS_MIMIC_CHEST_MIMIC1.v3": "[shake rate=30 level=10]QUE TAL DAR UMA OLHADA AQUI DENTRO, BEBÊ? JURO QUE NÃO MORDO[/shake]", + "MISS_MIMIC_CHEST_EUGENE1": "Um cofre falante!", + "MISS_MIMIC_CHEST_MEREDITH2": "Ué, esse baú fala?", + "MISS_MIMIC_CHEST_KAYLEIGH2": "Hã?", + "MISS_MIMIC_CHEST_FELIX1": "Eu não acho uma boa ideia...", + "MISS_MIMIC_CHEST_DOG1": "Grr...", + "MISS_MIMIC_CHEST_VIOLA1": "Outra obra do teu mundo, {player}?", + "MISS_MIMIC_CHEST_SUNNY1": "[wave amp=20 freq=5]Acho que a caixa está dando em cima de você, {player}...[/wave]", + "MISS_MIMIC_CHEST_CONFIRM": "Abrir as provisões?", + "MAGIKRAB_INTRO_KAYLEIGH2": "Peraí... Aquele Trafeguejo falou?", + "MAGIKRAB_INTRO_KRAB1": "Ah! {player}! E {partner}! Estava esperando vocês.", + "MAGIKRAB_INTRO_EUGENE2": "Você não me assusta, Trafeguejo! Já enfrentei muitos da sua laia!", + "MAGIKRAB_INTRO_MEREDITH2": "Hã? Um Trafeguejo falante?", + "MAGIKRAB_INTRO_FELIX2": "Calma, Trafeguejos falam?", + "MAGIKRAB_INTRO_VIOLA2": "Esse Trafeguejo fala? Que...", + "MAGIKRAB_INTRO_DOG2": "Au!", + "MAGIKRAB_INTRO_SUNNY2": "[wave amp=20 freq=5]Ei, e aí? Você por acaso é um Trafeguejo...?[/wave]", + "MAGIKRAB_INTRO_KRAB3": "Por favor, não me confunda com os outros Trafeguejos irracionais que andam por aí.", + "MAGIKRAB_INTRO_KRAB5": "Habitar Seus salões sagrados é um privilégio grandioso demais para transmitir. Servir Seus passageiros é o mínimo que posso fazer.", + "MAGIKRAB_INTRO_KRAB4": "Eu sou um Magikaranguejo, servo fiel dê infinite Merlinha, que os seus trens funcionem pontualmente!", + "MAGIKRAB_NEW_STATION.m": "Bem-vindo! Eu tomei a liberdade de abrir a Plataforma A para sua viagem.", + "MAGIKRAB_INTRO_KRAB7": "A maioria das paradas de Merlinha está inacessível. Elas ficarão disponíveis assim que as estações reabrirem.", + "MAGIKRAB_INTRO_KRAB6": "O que quer dizer: diga-me para onde deseja ir, e eu irei preparar o trem na Plataforma A.", + "MAGIKRAB_NEW_STATION.f": "Bem-vinda! Eu tomei a liberdade de abrir a Plataforma A para sua viagem.", + "MAGIKRAB_NEW_STATION.n": "Bem-vinde! Eu tomei a liberdade de abrir a Plataforma A para sua viagem.", + "MAGIKRAB_NEW_STATION_FINAL1.m": "Você chegou! Bem-vindo a Estação Ponte Noturna.", + "MAGIKRAB_NEW_STATION_FINAL1.f": "Você chegou! Bem-vinda a Estação Ponte Noturna.", + "MAGIKRAB_NEW_STATION_FINAL1.n": "Você chegou! Bem-vinde a Estação Ponte Noturna.", + "MAGIKRAB_NEW_STATION_FINAL2": "O trem que vai parar na Plataforma B partirá para outras realidades em breve!", + "MAGIKRAB_NEW_STATION_FINAL3": "É melhor apertar o passo para alcançá-lo!", + "MAGIKRAB_MENU": "Diga, o que posso fazer por você, {player}?", + "MAGIKRAB_MENU_OPTION_TRAVEL": "Quero viajar.", + "MAGIKRAB_MENU_OPTION_LEAVE": "Quero ir embora de Nova Murta.", + "MAGIKRAB_MENU_OPTION_PLATFORMB": "Plataforma B?", + "MAGIKRAB_MENU_OPTION_MERLINE": "Ê Merlinha?", + "MAGIKRAB_MENU_OPTION_MAGIKRAB": "Magikaranguejo?", + "MAGIKRAB_MENU_OPTION_NOTHING": "Nada.", + "MAGIKRAB_TRAVEL2": "{player}, o trem está pronto para partir na Plataforma A.", + "MAGIKRAB_TRAVEL1": "Para onde deseja ir?", + "MAGIKRAB_LEAVE2": "Porém todas as saídas da Plataforma B foram canceladas pelos próximos 642 anos.", + "MAGIKRAB_TRAVEL3": "Cuidado com o vão!", + "MAGIKRAB_LEAVE1": "Bem, a Plataforma B é utilizada para viagens interdimensionais...", + "MAGIKRAB_LEAVE3": "Ê Merlinha me... me contou sobre um contágio psíquico. Talvez uma guerra?", + "MAGIKRAB_LEAVE_FINAL_STATION1": "Olha só, você veio ao lugar certo! Por favor, siga para a Plataforma B.", + "MAGIKRAB_LEAVE4": "Mas fico feliz em informar que as chegadas à Plataforma B ainda funcionam pontualmente!", + "MAGIKRAB_PLATFORMB_DEFEATED1": "Não são esperadas chegadas na Plataforma B por um bom tempo.", + "MAGIKRAB_PLATFORMB_DEFEATED2.m": "Você é bem-vindo a entrar na plataforma, mas como mortal, entidade de carne e osso, talvez não veja grande utilidade.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI1": "Há uma chegada a qualquer momento na Plataforma B!", + "MAGIKRAB_PLATFORMB_DEFEATED2.n": "Você é bem-vinde a entrar na plataforma, mas como mortal, entidade de carne e osso, talvez não veja grande utilidade.", + "MAGIKRAB_PLATFORMB_DEFEATED2.f": "Você é bem-vinda a entrar na plataforma, mas como mortal, entidade de carne e osso, talvez não veja grande utilidade.", + "MAGIKRAB_PLATFORMB_LAMENTO_MORI2": "A próxima chegada na Plataforma B é alguém que transcende os conceitos de mortalidade. Saiba que nem todas as criaturas \\\"vão embora\\\" após a morte.", + "MAGIKRAB_PLATFORMB_POPPETOX2.m": "A próxima chegada na Plataforma B é alguém que acredita que estar sussurrando, mas está falando tão alto que assusta. Melhor utilizar seus olhos do que ouvidos, humano.", + "MAGIKRAB_PLATFORMB_POPPETOX1": "Haverá uma chegada a qualquer momento na Plataforma B!", + "MAGIKRAB_PLATFORMB_MONARCH1": "Mais uma chegada em breve na Plataforma B.", + "MAGIKRAB_PLATFORMB_MONARCH2": "A próxima chegada na Plataforma B é alguém que procura aqueles que possuem um vazio dentro de si. Talvez não se revele para você até que você compreenda e vivencie essa sensação.", + "MAGIKRAB_PLATFORMB_POPPETOX2.n": "A próxima chegada na Plataforma B é alguém que acredita que estar sussurrando, mas está falando tão alto que assusta. Melhor utilizar seus olhos do que ouvidos, humane.", + "MAGIKRAB_PLATFORMB_POPPETOX2.f": "A próxima chegada na Plataforma B é alguém que acredita que estar sussurrando, mas está falando tão alto que assusta. Melhor utilizar seus olhos do que ouvidos, humana.", + "MAGIKRAB_PLATFORMB_ROBIN1": "Tivemos mais uma chegada há pouco tempo na Plataforma B.", + "MAGIKRAB_PLATFORMB_BABELITH1": "Há uma chegada a qualquer momento na Plataforma B!", + "MAGIKRAB_PLATFORMB_ROBIN2": "Essa chegada foi a de alguém que parece possuir um interesse teatral. Conseguiu encontrar no caminho para cá?", + "MAGIKRAB_PLATFORMB_BABELITH2.m": "A próxima chegada na Plataforma B tem grande envolvimento com mentiras. Não tome nada que for dito como \\\"verdade\\\" se não quiser se perder.", + "MAGIKRAB_PLATFORMB_BABELITH2.f": "A próxima chegada na Plataforma B tem grande envolvimento com mentiras. Não tome nada que for dito como \\\"verdade\\\" se não quiser se perder.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR1": "A Plataforma B está... em outro lugar. [pause]Um deslizamento destruiu a estação há um tempo. Mas acredito que teremos uma nova chegada a qualquer momento.", + "MAGIKRAB_PLATFORMB_BABELITH2.n": "A próxima chegada na Plataforma B tem grande envolvimento com mentiras. Não tome nada que for dito como \\\"verdade\\\" se não quiser se perder.", + "MAGIKRAB_PLATFORMB_MOURNINGSTAR2": "Devo dizer que a próxima chegada na Plataforma B é alguém com grande tendência a julgamentos.", + "MAGIKRAB_PLATFORMB_ALICE1": "O retorno da residente desta estação ocorrerá a qualquer momento na Plataforma B!", + "MAGIKRAB_PLATFORMB_ALICE2.m": "Vou me certificar de que ela saiba da sua vinda. Parece que ela deseja comemorar contigo!", + "MAGIKRAB_PLATFORMB_ALICE4.m": "Parece que ela imaginou que você seria... menor.", + "MAGIKRAB_PLATFORMB_ALICE3": "Mas não tenho certeza de como ela espera que você passe pelo portão da plataforma.", + "MAGIKRAB_PLATFORMB_ALICE2.n": "Vou me certificar de que ela saiba da sua vinda. Parece que ela deseja comemorar contigo!", + "MAGIKRAB_PLATFORMB_ALICE2.f": "Vou me certificar de que ela saiba da sua vinda. Parece que ela deseja comemorar contigo!", + "MAGIKRAB_PLATFORMB_ALICE4.f": "Parece que ela imaginou que você seria... menor.", + "MAGIKRAB_PLATFORMB_ALICE4.n": "Parece que ela imaginou que você seria... menor.", + "MAGIKRAB_PLATFORMB_CUBE1": "A próxima chegada na Plataforma B é bem afiada. Se aceita um conselho, eu ficaria bem longe.", + "MAGIKRAB_PLATFORMB_MORGANTE1": "Parece que Morgana retornou. Ela te aguarda na Plataforma B.", + "MAGIKRAB_PLATFORMB_MORGANTE2": "{player}...", + "MAGIKRAB_PLATFORMB_MORGANTE4": "Não se iluda, o companheirismo deles termina no exato momento em que sua utilidade se encerra.", + "MAGIKRAB_PLATFORMB_MORGANTE3": "Se tem algo que aprendi ao lidar com as egrégoras que você chama de \\\"Arcanjos\\\"...", + "MAGIKRAB_PLATFORMB_MORGANTE6": "Mesmo agora, Merlinha me impede de lhe conceder acesso total às ferrovias dElu.", + "MAGIKRAB_PLATFORMB_MORGANTE5": "Somos como insetos para eles. Ou caranguejos.", + "MAGIKRAB_PLATFORMB_MORGANTE7": "Os \\\"Arcanjos\\\" sempre têm motivações dissimuladas. Cuidado.", + "MAGIKRAB_PLATFORMB_ALEPH1": "O trem na Plataforma B sairá em breve.", + "MAGIKRAB_PLATFORMB_ALEPH2": "Verdade! Temos um portal ativo nesta estação!", + "MAGIKRAB_PLATFORMB_ALEPH3": "Já já estará em casa, {player}!", + "MAGIKRAB_PLATFORMB_FINAL_STATION1": "O portal da Plataforma B está pronto para você.", + "MAGIKRAB_MERLINE2": "Merlinha não lida com mortais. Elu me escolheu como sue intermediador para falar contigo!", + "MAGIKRAB_MERLINE1": "Isso aí! Ê Merlinha é uma rede subterrânea de estações ferroviárias por toda Nova Murta, e algumas localidades além!", + "MAGIKRAB_MAGIKRAB1": "Certamente! Eu sou um Magikaranguejo, servo fiel de incomparável Merlinha, done dos salões onde você está.", + "MAGIKRAB_MAGIKRAB2": "Assim como você, não sou nativo de Nova Murta. Porém, há muitos aqui que me conhecem.", + "MAGIKRAB_MAGIKRAB3": "Merlinha determinou que eu fosse seu guia em Sue rede ferroviária.", + "MAGIKRAB_NOTHING1": "Muito bem!", + "SUNNY_INTRO_SUNNY9": "[wave amp=20 freq=5]Queda... [pause]nos lucros...[/wave]", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.m": "Bem-vindo ao Crescente Iluminado... Ou o que restou dele!", + "MAGIKRAB_ON_ARRIVAL.m": "Bem-vindo a {region_name}!", + "MAGIKRAB_ON_ARRIVAL.n": "Bem-vinde a {region_name}!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.f": "Bem-vinda ao Crescente Iluminado... Ou o que restou dele!", + "MAGIKRAB_ON_ARRIVAL_AUTUMN_HILL.n": "Bem-vinde ao Crescente Iluminado... Ou o que restou dele!", + "SUNNY_INTRO_SUNNY1": "[wave amp=20 freq=5]Uuuuuuuuuuh...[/wave]", + "SUNNY_INTRO_EUGENE2": "[shake rate=30 level=10]CORRETORA![/shake][pause][pause] Aposto que veio rastejando aqui para se vingar depois que acabamos com sua operação,[pause] né?!", + "SUNNY_INTRO_KAYLEIGH4": "Eugene, [pause]acho que ela não tá bem. [pause]Parece que ela tá,[pause] hm, [pause]quebrada.", + "SUNNY_INTRO_SUNNY3": "[wave amp=20 freq=5]Buuuuuuuuuh...[/wave]", + "SUNNY_INTRO_SUNNY5": "[wave amp=10 freq=5]Whuuhhhh…?[/wave]", + "SUNNY_INTRO_EUGENE12": "Nossa, ela é bem alegrinha, né?", + "SUNNY_INTRO_EUGENE6": "Eu... [pause]acho que talvez você tenha razão.", + "SUNNY_INTRO_KAYLEIGH7": "Desculpa a grosseria. [pause]Por que que a gente não senta um pouco e conversa direito?", + "SUNNY_INTRO_KAYLEIGH8": "Então, [pause]hm, [pause]cê tá bem? Pode contar um pouco de você pra gente?", + "SUNNY_INTRO_EUGENE10": "Os Corretores eram servos de um Arcanjo que derrotamos. [pause]Talvez a fuga do chefe deles tenha fritado seus cérebros? [pause]Mas ainda não confio nela.", + "SUNNY_INTRO_SUNNY11": "[wave amp=20 freq=5]Sem... [pause]oportunidade... [pause]de trabalho...[/wave]", + "SUNNY_INTRO_SUNNY14": "[wave amp=20 freq=5]Allegra...[/wave]", + "SUNNY_INTRO_EUGENE17": "Parece que os Corretores só sabem viver para trabalhar, e agora ela não sabe o que fazer. [pause]É como uma máquina inutilizada.", + "SUNNY_INTRO_KAYLEIGH13": "A gente precisa pensar num nome pra ela... [pause]Que tal \\\"Allegra\\\"?", + "SUNNY_INTRO_SUNNY14_OPTION1": "O que aconteceu com você?", + "SUNNY_INTRO_SUNNY14_OPTION2": "Você se lembra de alguma coisa?", + "SUNNY_INTRO_SUNNY15": "[wave amp=20 freq=5]Corretores... [pause]falidos... [pause]não sobrou... nada...[/wave]", + "SUNNY_INTRO_SUNNY16": "[wave amp=20 freq=5]Por que... ainda... aqui...[/wave]", + "SUNNY_INTRO_SUNNY19": "[wave amp=20 freq=5]Começar... [pause]do zero...?[/wave]", + "SUNNY_INTRO_KAYLEIGH18": "Ah, tadinha! [pause]Cê ainda tem tempo de sobra pra começar do zero!", + "SUNNY_INTRO_KAYLEIGH20": "Primeira coisa, Allegra, é dar um tapa nesse visu seu. [pause]Não tem como ficar feliz de terno!", + "SUNNY_INTRO_SUNNY21": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_INTRO_KAYLEIGH22": "Então tá, então! [pause]{player}, [pause]me encontra na alfaiataria de Vilancoradouro. [pause]Fica na parte superior da vila, só seguir a norte daqui.", + "SUNNY_PART2_KAYLEIGH1": "Eita! [pause]Todo mundo veio!", + "SUNNY_INTERACT1": "[wave amp=20 freq=5]Uuuuuh...[/wave]", + "SUNNY_PART2_EUGENE2": "Ainda tô com um pé atrás com ela. [pause]Já esqueceram que o ex-chefe dela tentou dominar a ilha inteira?", + "SUNNY_PART2_MEREDITH3": "Pode ser interessante.", + "SUNNY_PART2_FELIX3": "Só vim dar apoio moral.", + "SUNNY_PART2_SUNNY6": "[wave amp=20 freq=5]Ok...[/wave]", + "SUNNY_PART2_SUNNY4": "[wave amp=20 freq=5]Whuhh…?[/wave]", + "SUNNY_PART2_VIOLA3": "Estou curiosa! Pode ser deveras interessante.", + "SUNNY_PART2_KAYLEIGH5": "Então, [pause]Allegra, [pause]vem cá comigo que eu te deixo escolher umas roupas novas.", + "SUNNY_PART2_SUNNY7": "[wave amp=20 freq=5]Gostaram... desse...?[/wave]", + "SUNNY_PART2_EUGENE8": "Sei não, Kayleigh...", + "SUNNY_PART2_MEREDITH9": "Eu já estou curtindo [wave amp=30 freq=10]pra caramba[/wave].", + "SUNNY_PART2_FELIX10": "É um começo!", + "SUNNY_PART2_KAYLEIGH12": "Allegra, [pause]acho que esse não!", + "SUNNY_PART2_SUNNY13": "[wave amp=20 freq=5]Não... sei...[/wave]", + "SUNNY_PART2_VIOLA11": "Hmm. [pause]Parece que esta senhorita tem ainda menos conhecimento sobre a moda desta terra do que eu.", + "SUNNY_PART2_EUGENE14": "Não era bem isso o que eu imaginava.", + "SUNNY_PART2_MEREDITH20": "Olha só, [pause]parece que a Allegra sabe se vestir. [pause]Quem diria?", + "SUNNY_PART2_SUNNY16": "[wave amp=20 freq=5]Eu me sinto... [pause]bonita.[/wave]", + "SUNNY_PART2_EUGENE18": "Kayleigh, [pause]eu tô pirando, [pause]ou a Allegra...", + "SUNNY_PART2_KAYLEIGH15": "Allegra, isso parece meio desconfortável... [pause]Por que a gente não olha outro?", + "SUNNY_PART2_EUGENE17": "Eu...", + "SUNNY_EUGENEDATE_EUGENE2": "É por causa do meu \\\"movimento para acabar com os Corretores\\\"? [pause]Sei que somos um [wave amp=30 freq=10]par incomum[/wave] mas não consigo parar de pensar em você.", + "SUNNY_PART2_KAYLEIGH19": "Tá [wave amp=30 freq=10]linda de morrer[/wave]? [pause]Não, [pause]você não tá pirando.", + "SUNNY_PART2_FELIX20": "Acho que Allegra encontrou seu estilo.", + "SUNNY_PART2_VIOLA20": "Bastante inesperado. [pause]Bastante.", + "SUNNY_PART2_PLAYER21_OPTION1": "Você está incrível, Allegra!", + "SUNNY_PART2_PLAYER21_OPTION2": "Você está um amor, Allegra!", + "SUNNY_PART2_SUNNY22": "[wave amp=20 freq=5]Ok. [pause]Essa é a nova eu... [/wave]", + "SUNNY_PART2_SUNNY23": "[wave amp=20 freq=5]Obrigada a todos... [pause]pela ajuda.[/wave]", + "SUNNY_PART2_EUGENE24": "Eu tenho algumas opiniões BEM confusas agora.", + "SUNNY_PART2_KAYLEIGH26": "Todos em Vilancoradouro merecem um novo começo. [pause]Nada mais justo que incluir os \\\"corretores zumbis\\\" nessa.", + "SUNNY_PART2_KAYLEIGH25": "Tô feliz que a gente te ajudou, Allegra.", + "SUNNY_PART2_SUNNY27": "[wave amp=20 freq=5]Corretores não são \\\"zumbis\\\". [pause]Corretores são objetos. [pause]Feitos para trabalhar.[/wave]", + "SUNNY_INTERACT2": "[wave amp=20 freq=5]Ei... {player}...[/wave]", + "SUNNY_PART2_SUNNY28": "[wave amp=20 freq=5]Mas não mais... [pause]De agora em diante... [pause]Tentarei \\\"Allegra\\\"r.[/wave]", + "SUNNY_EUGENEDATE_SUNNY1": "[wave amp=20 freq=5]...Eu acho que... [pause]Acho que deveríamos ser amigos.[/wave]", + "HOYLAKE_PART1_PARK_HELPER_NPC2": "Creio que já vi algo parecido por aqui. Acho que se chama {monster_name}.", + "SUNNY_EUGENEDATE_SUNNY5": "[wave amp=20 freq=5]Eu não estou \\\"Allegra\\\" há muito tempo. [pause]Preciso de mais tempo sendo eu.[/wave]", + "SUNNY_EUGENEDATE_EUGENE3": "É estranho.", + "SUNNY_EUGENEDATE_SUNNY4": "[wave amp=20 freq=5]Não, não é isso. [pause]Eu não sou mais uma Corretora. [pause]Acho...[/wave]", + "SUNNY_EUGENEDATE_SUNNY6": "[wave amp=20 freq=5]Mas adorei o nosso \\\"encontro\\\".[/wave]", + "SUNNY_EUGENEDATE_EUGENE7": "Entendo. [pause]Não se preocupe, Allegra.", + "FARM_INTRO_EDWARD1.f": "Olá, amiga! [pause]Veio ajudar a dar cabo dos Gesqueletos?", + "FARM_INTRO_EDWARD1.m": "Olá, amigo! [pause]Veio ajudar a dar cabo dos Gesqueletos?", + "FARM_INTRO_EDWARD1.n": "Olá, amigue! [pause]Veio ajudar a dar cabo dos Gesqueletos?", + "FARM_INTRO_EDWARD1_OPTION1": "...Ges o quê?", + "FARM_EDWARD_INTERACT2.f": "Olá, amiga! [pause]Obrigado novamente por nos ajudar.", + "FARM_INTRO_EDWARD1_OPTION2": "No seus o quê?", + "FARM_INTRO_EDWARD2": "Bem, aquela ponte ali conecta a gente da fazenda a Vilancoradouro. [pause]Somos os responsáveis pelos vegetais que o vilarejo consome.", + "FARM_INTRO_EDWARD3": "Infelizmente os Gesqueletos da região se revoltaram e, [pause]bem, [pause]se agruparam na ponte.", + "FARM_INTRO_EDWARD4.m": "Mas... [pause]tá tranquilo! [pause]Tenho certeza que já já vão embora! [pause]Pode aproveitar para relaxar se quiser!", + "FARM_EDWARD_INTERACT1": "Se o problema da ponte continuar, o abastecimento de comida de Vilancoradouro vai sofrer impactos...", + "FARM_INTRO_EDWARD4.f": "Mas... [pause]tá tranquilo! [pause]Tenho certeza que já já vão embora! [pause]Pode aproveitar para relaxar se quiser!", + "FARM_INTRO_EDWARD4.n": "Mas... [pause]tá tranquilo! [pause]Tenho certeza que já já vão embora! [pause]Pode aproveitar para relaxar se quiser!", + "FARM_BRIDGE_LOWERED_EDWARD1.f": "Obrigado, amiga! [pause]Já estava preocupado com aquela... [pause]situação.", + "FARM_BRIDGE_CONFIRM": "Tentar mover os gosmentos? Ai, que nojo...", + "FARM_BRIDGE_LOWERED_EDWARD1.m": "Obrigado, amigo! [pause]Já estava preocupado com aquela... [pause]situação.", + "FARM_BRIDGE_LOWERED_EDWARD2": "Nós utilizamos esqueletina como fertilizante. [pause]Acho que o acúmulo nas terras formou aquela criatura.", + "FARM_BRIDGE_LOWERED_EDWARD1.n": "Obrigado, amigue! [pause]Já estava preocupado com aquela... [pause]situação.", + "FARM_EDWARD_INTERACT2.m": "Olá, amigo! [pause]Obrigado novamente por nos ajudar.", + "FARM_BRIDGE_LOWERED_EDWARD3": "Ah, se precisar de esqueletina para fazer algumas plantas [wave amp=30 freq=10]crescerem[/wave], [pause]é só pedir!", + "HOYLAKE_INTRO_HOYLAKE1.m": "Saudações, recém-chegado! [pause]Eu sou o Professor Percival Dulago, incansável pesquisador do desconhecido!", + "FARM_MARIS_INTERACT": "Olá! [pause]Que legal da sua parte nos visitar. [pause]Você vai ficar um pouco ou só está de passagem?", + "FARM_EDWARD_INTERACT2.n": "Olá, amigue! [pause]Obrigado novamente por nos ajudar.", + "HOYLAKE_INTRO_HOYLAKE1.f": "Saudações, recém-chegada! [pause]Eu sou o Professor Percival Dulago, incansável pesquisador do desconhecido!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION1": "Desconhecido?", + "HOYLAKE_INTRO_HOYLAKE1.n": "Saudações, recém-chegade! [pause]Eu sou o Professor Percival Dulago, incansável pesquisador do desconhecido!", + "HOYLAKE_INTRO_HOYLAKE1_OPTION2": "Pesquisador?", + "HOYLAKE_PART2_HOYLAKE6": "Um jovem vigilante informou ter visto {monster_description} {habitat_phrase} recentemente. [pause]Sem dúvidas essa missão tem a sua cara!", + "HOYLAKE_INTRO_HOYLAKE3": "Estou falando do método científico! [pause]Precisamos observar, analisar e tirar conclusões!", + "HOYLAKE_INTRO_HOYLAKE2": "Isso! [pause]Já que nos encontramos naufragados nesta dimensão curiosa, cabe às [wave amp=30 freq=10]mentes firmes e racionais[/wave] compreender o caos que nos cerca.", + "HOYLAKE_INTRO_HOYLAKE4": "Os humildes aldeões descrevem as mais diversas feras nesta ilha. [pause]Se catalogarmos todas elas, [pause]o desconhecido vai, então, se tornar [wave amp=30 freq=10]conhecido[/wave].", + "HOYLAKE_INTRO_HOYLAKE5.m": "Olha, [pause]você parece o tipo de pessoa que contempla a importância dessa missão. Gostaria de me ajudar a catalogar alguns monstros?", + "HOYLAKE_INTRO_HOYLAKE5.n": "Olha, [pause]você parece o tipo de pessoa que contempla a importância dessa missão. Gostaria de me ajudar a catalogar alguns monstros?", + "HOYLAKE_INTRO_HOYLAKE5.f": "Olha, [pause]você parece o tipo de pessoa que contempla a importância dessa missão. Gostaria de me ajudar a catalogar alguns monstros?", + "HOYLAKE_INTRO_HOYLAKE5_OPTION1": "Claro!", + "HOYLAKE_INTRO_HOYLAKE5_OPTION2": "Agora não.", + "HOYLAKE_INTRO_HOYLAKE_NO": "Ah, [pause]que pena. Me avise se mudar de ideia! [pause]Aconteça o que acontecer, a ciência deve perseverar!", + "HOYLAKE_PART1_HOYLAKE1": "Excelente! [pause]Maravilhoso! [pause]Já coletei descrições de alguns monstros com a população de Vilancoradouro. Se conseguir gravar as formas de monstro, posso catalogá-los.", + "HOYLAKE_PART1_HOYLAKE3": "Aqui, pegue essas fitas vazias, elas vão te ajudar na sua \\\"pesquisa\\\"!", + "HOYLAKE_PART1_HOYLAKE2": "O primeiro que tenho é \\\"Avistou-se {monster_description} {habitat_phrase}\\\".", + "HOYLAKE_PART1_HOYLAKE4.m": "Depois de gravar, é só voltar aqui e eu vou catalogar o monstro. Boa caçada, meu ávido assistente!", + "HOYLAKE_PART1_PARK_HELPER_NPC1": "Então Dulago está procurando por {monster_description}?", + "HOYLAKE_PART1_HOYLAKE4.f": "Depois de gravar, é só voltar aqui e eu vou catalogar o monstro. Boa caçada, minha ávida assistente!", + "HOYLAKE_PART1_HOYLAKE4.n": "Depois de gravar, é só voltar aqui e eu vou catalogar o monstro. Boa caçada, minhe ávide assistente!", + "HOYLAKE_INTERACT_HOYLAKE1.f": "Saudações, minha ávida assistente! Conseguiu gravar nosso monstro misterioso? Procure por {monster_description}. Disseram que está {habitat_phrase}.", + "HOYLAKE_INTERACT_HOYLAKE1.m": "Saudações, meu ávido assistente! Conseguiu gravar nosso monstro misterioso? Procure por {monster_description}. Disseram que está {habitat_phrase}.", + "HOYLAKE_INTERACT_HOYLAKE1.n": "Saudações, minhe ávide assistente! Conseguiu gravar nosso monstro misterioso? Procure por {monster_description}. Disseram que está {habitat_phrase}.", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION2": "Ainda não.", + "HOYLAKE_INTERACT_HOYLAKE_NO": "Sem problemas! [pause]Tenho certeza de que a criatura enigmática será revelada em breve! [pause]Afinal, o progresso é inevitável!", + "HOYLAKE_INTERACT_HOYLAKE1_OPTION1": "Aqui está!", + "HOYLAKE_PART2_HOYLAKE1": "Maravilha! A \\\"Macabra\\\", certo? [pause]As presas... o crânio. [pause]Sim, certamente se encaixa com meus relatórios.", + "HOYLAKE_PART2_HOYLAKE2": "Armazenar monstros em fitas e se transformar neles... [pause]Não faz o menor sentido, mas, mesmo assim, está acontecendo debaixo do nosso nariz.", + "HOYLAKE_PART2_HOYLAKE1_RAND": "Maravilha! \\\"{monster_name}\\\", certo? [pause]Sim, se encaixa perfeitamente com meus relatórios!", + "HOYLAKE_PART2_HOYLAKE3": "Caso nosso conhecimento científico se demonstre limitado, [pause]cabe ao nosso conhecimento a adaptação!", + "HOYLAKE_PART2_HOYLAKE4": "Obrigado pelo seu trabalho! Tome, uma compensação pelo seu tempo!", + "HOYLAKE_PART2_HOYLAKE5": "Para sua próxima missão...", + "HOYLAKE_PART3_HOYLAKE1": "Minha nossa! [pause]O \\\"Asterdígrado\\\" é realmente perturbador! [pause]Por que você quer se transformar nessa aberração? Isso não entra na minha cabeça...", + "HOYLAKE_PART3_HOYLAKE2": "Sendo sincero, [pause]eu não quero me transformar em monstro ALGUM! [pause]Não entendo como essa tecnologia funciona, e prefiro não ser uma [wave amp=30 freq=10]cobaia[/wave].", + "HOYLAKE_PART3_HOYLAKE1_RAND": "Minha nossa! [pause]Realmente é um exemplar de \\\"{monster_name}\\\"? [pause]Por que você quer se transformar nessa aberração? Isso não entra na minha cabeça...", + "HOYLAKE_PART3_HOYLAKE3": "Prefiro deixar a atividade de transformação em monstros para outros... [pause]O que me lembra: tome, é uma recompensa pelos seus esforços.", + "HOYLAKE_PART3_HOYLAKE5": "Aposto que estão me passando a perna. [pause]Talvez até tirando sarro. [pause]Ou tramando pra me enganar.", + "HOYLAKE_PART3_HOYLAKE4": "O próximo boato que ouvi, achei bizarro demais pra ser verdade. Há rumores de avistamentos de {monster_description} {habitat_phrase}.", + "HOYLAKE_PART3_HOYLAKE6.m": "Se puder investigar isso a fundo, você é mais cientista do que eu.", + "HOYLAKE_PART3_HOYLAKE6.f": "Se puder investigar isso a fundo, você é mais cientista do que eu.", + "HOYLAKE_PART4_HOYLAKE1": "Hã?! [pause]Era REAL mesmo?! [pause]Nunca teria imaginado.", + "HOYLAKE_PART3_HOYLAKE6.n": "Se puder investigar isso a fundo, você é mais cientista do que eu.", + "HOYLAKE_PART4_HOYLAKE2": "Um \\\"Lancelope\\\", espetacular. [pause]Na Terra, bem, na minha Terra, [pause]temos uma criatura mitologia conhecida como \\\"lebrílope\\\" que é bem parecida.", + "HOYLAKE_PART4_HOYLAKE6_OPTION1": "Sim!", + "HOYLAKE_PART4_HOYLAKE2_RAND": "\\\"{monster_name}\\\", interessante.", + "HOYLAKE_PART6_HOYLAKE1": "Ah, você conseguiu! [pause]Um \\\"Elfetuoso\\\", certo? [pause]É interessante que ele cubra o rosto. [pause]Parando para pensar um pouco, Nova Murta é recheada de monstros que utilizam máscaras.", + "HOYLAKE_PART4_HOYLAKE3": "Acho peculiar a forma como as nossas lendas e mitos parecem influenciar a aparência dos monstros de Nova Murta...", + "HOYLAKE_PART4_HOYLAKE4": "Então, [pause]posso te fazer umas perguntas sobre como era seu mundo antes de vir para cá? [pause]Como os habitantes de Vilancoradouro vieram de várias realidades, estou tentando catalogá-las.", + "HOYLAKE_PART4_HOYLAKE4_OPTION1": "Claro...", + "HOYLAKE_PART4_HOYLAKE4_OPTION2": "Acho que sim...", + "HOYLAKE_PART4_HOYLAKE5": "Maravilha! [pause]Farei algumas perguntas básicas sobre eventos históricos diversos, me informe se eles lhe parecerem familiares.", + "HOYLAKE_PART4_HOYLAKE7_OPTION1": "Sim!", + "HOYLAKE_PART4_HOYLAKE6": "Primeira pergunta: [pause]Você conhece \\\"o Império Romano\\\"?", + "HOYLAKE_PART4_HOYLAKE6_OPTION2": "Não!", + "HOYLAKE_PART4_HOYLAKE7": "Segunda pergunta: [pause]A \\\"revolução industrial\\\" ocorreu no passado em seu mundo?", + "HOYLAKE_PART4_HOYLAKE7_OPTION2": "Não!", + "HOYLAKE_PART4_HOYLAKE8_OPTION1": "Sim!", + "HOYLAKE_PART4_HOYLAKE8_OPTION2": "Não!", + "HOYLAKE_PART4_HOYLAKE8": "Ok, terceira pergunta: [pause]a humanidade já pisou na lua?", + "HOYLAKE_PART4_HOYLAKE9": "Certo! [pause]Última pergunta: o \\\"Dia dos Pássaros\\\" já aconteceu?", + "HOYLAKE_PART4_HOYLAKE9_OPTION1": "Hã?", + "HOYLAKE_PART4_HOYLAKE9_OPTION2": "... Já?", + "HOYLAKE_PART4_HOYLAKE11": "Obrigado mais uma vez por ajudar! [pause]Tome, pelos seus esforços.", + "HOYLAKE_PART4_HOYLAKE10.f": "Ah, não se preocupe com essa. [pause]Sendo sincero, você tem sorte de não saber do que estou falando.", + "HOYLAKE_PART4_HOYLAKE10.m": "Ah, não se preocupe com essa. [pause]Sendo sincero, você tem sorte de não saber do que estou falando.", + "HOYLAKE_PART4_HOYLAKE10.n": "Ah, não se preocupe com essa. [pause]Sendo sincero, você tem sorte de não saber do que estou falando.", + "HOYLAKE_PART4_HOYLAKE12.m": "Pronto para mais uma busca por monstros? [pause]Claro que está!", + "HOYLAKE_PART4_HOYLAKE13": "Ouvi a Comandante Vitória Frankenstein recentemente por aqui, ela murmurava sobre \\\"{monster_description} {habitat_phrase}\\\".", + "HOYLAKE_PART4_HOYLAKE12.f": "Pronta para mais uma busca por monstros? [pause]Claro que está!", + "HOYLAKE_PART4_HOYLAKE12.n": "Pronte para mais uma busca por monstros? [pause]Claro que está!", + "HOYLAKE_PART4_HOYLAKE14": "Se conseguir gravar, não pense duas vezes antes de me informar!", + "HOYLAKE_PART5_HOYLAKE1.m": "Maravilha! [pause]E você novamente se provou um pesquisador dedicado.", + "HOYLAKE_PART5_HOYLAKE2": "\\\"Corvônico\\\", certo? [pause]Que aparência mais mórbida! [pause]Me faz lembrar de um poema... [pause]só não lembro exatamente qual é.", + "HOYLAKE_PART5_HOYLAKE1.n": "Maravilha! [pause]E você novamente se provou ume pesquisadore dedicade.", + "HOYLAKE_PART5_HOYLAKE1.f": "Maravilha! [pause]E você novamente se provou uma pesquisadora dedicada.", + "HOYLAKE_PART5_HOYLAKE2_RAND": "\\\"{monster_name}\\\", certo?", + "HOYLAKE_PART5_HOYLAKE3": "Minha nossa, ainda temos mais um monstro na minha lista de investigações urgentes!", + "HOYLAKE_PART5_HOYLAKE4": "Ianthe falou pessoalmente sobre uma criatura que dá no pé sempre que avista um humano!", + "HOYLAKE_PART5_HOYLAKE5": "Supostamente se trata de \\\"{monster_description}, disseram que está {habitat_phrase}\\\". [pause]Se acha que consegue gravar, [pause]te desejo sorte!", + "FRANKIE_PART4_FRANKIE1.f": "Olá, comandante! [pause]Eu tava pensando e... Eu quero me tornar uma Vigilante de verdade.", + "HOYLAKE_PART6_HOYLAKE1_RAND": "Ah, você conseguiu! [pause]\\\"{monster_name}\\\", certo?", + "HOYLAKE_PART6_HOYLAKE3": "Ou, talvez, seja só porque máscaras são [wave amp=30 freq=10]legais[/wave]...", + "HOYLAKE_PART6_HOYLAKE2": "Qual seria o significado por trás disso? [pause]Talvez alguma conexão psíquica profunda entre a forma como humanos interpretam rostos, além da forma como os monstros passam a se manifestar...", + "HOYLAKE_PART6_HOYLAKE4.m": "Eu devo parabenizar suas habilidades. [pause]Pelo andar da carruagem, eu estou mais para o assistente e VOCÊ o cientista!", + "HOYLAKE_PART6_HOYLAKE4.f": "Eu devo parabenizar suas habilidades. [pause]Pelo andar da carruagem, eu estou mais para o assistente e VOCÊ a cientista!", + "HOYLAKE_PART6_HOYLAKE4.n": "Eu devo parabenizar suas habilidades. [pause]Pelo andar da carruagem, eu estou mais para o assistente e VOCÊ ê cientista!", + "HOYLAKE_PART6_HOYLAKE5": "E, pra falar a verdade, [pause]eu não sou professor nem cientista [wave amp=30 freq=10]de verdade[/wave].", + "HOYLAKE_PART6_HOYLAKE6": "Antes de chegar na praia de Nova Murta, eu era apenas um assalariado. [pause]Eu estou mais para um guardião de [wave amp=30 freq=10]ficção científica[/wave] do que da [wave amp=30 freq=10]ciência[/wave].", + "HOYLAKE_PART6_HOYLAKE7": "Mesmo assim, preciso manter minha racionalidade! [pause]Minha vida tomou um novo rumo depois que cheguei aqui.", + "HOYLAKE_PART6_HOYLAKE8": "Posso não ser um pesquisador [wave amp=30 freq=10]de verdade[/wave], mas creio que, ainda assim, meus esforços são valiosos!", + "HOYLAKE_PART6_HOYLAKE9.m": "Obrigado, amigo, pela sua ajuda incansável à causa científica. [pause]Você é um exemplo para todos nós!", + "HOYLAKE_PART6_HOYLAKE9.f": "Obrigado, amiga, pela sua ajuda incansável à causa científica. [pause]Você é um exemplo para todos nós!", + "HOYLAKE_PART6_HOYLAKE9.n": "Obrigado, amigue, pela sua ajuda incansável à causa científica. [pause]Você é um exemplo para todos nós!", + "HOYLAKE_PART6_HOYLAKE10": "Caso ainda tenha interesse em me ajudar a catalogar, basta falar comigo. [pause]Sempre haverá coisas novas a investigar!", + "HOYLAKE_PART7_HOYLAKE1": "Saudações, {player}! Quantas espécies diferentes já conseguiu gravar?", + "HOYLAKE_PART7_HOYLAKE2": "Minha nossa! {count}?!", + "HOYLAKE_PART7_HOYLAKE6.n": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", + "HOYLAKE_PART7_HOYLAKE3": "Obrigado pelos seus esforços! Aqui está uma compensação pelo seu tempo!", + "HOYLAKE_PART7_HOYLAKE4": "Acho que são todos os monstros de Nova Murta! [pause]Bem, [pause]tirando os embustes, fusões e Arcanjos.", + "HOYLAKE_PART7_HOYLAKE6.m": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", + "HOYLAKE_PART7_HOYLAKE5": "Vou levar um bom tempo para terminar de catalogar tudo o que você me mostrou.", + "HOYLAKE_PART7_HOYLAKE7": "Caso eu precise de alguma coisa, vou colocar no quadro de avisos lá fora!", + "HOYLAKE_PART7_HOYLAKE6.f": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", + "HOYLAKE_PART7_HOYLAKE8": "{count}? Nada mal, nada mal.", + "HOYLAKE_PART7_HOYLAKE9": "Volte aqui quando tiver gravado {next_threshold}.", + "HOYLAKE_PART7_HOYLAKE10": "Não se esqueça de remasterizar suas fitas quando elas alcançarem 5 estrelas. Ouvi dizer que há muitas espécies que só são obtidas assim!", + "HOYLAKE_PART8_HOYLAKE1": "Saudações, {player}! Ainda estou ocupado catalogando as espécies que você trouxe antes.", + "HOYLAKE_PART8_HOYLAKE2.m": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", + "HOYLAKE_PART8_HOYLAKE3": "Saudações, {player}! Assim que eu precisar de você, vou solicitar pelo quadro de avisos!", + "HOYLAKE_PART8_HOYLAKE2.f": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", + "HOYLAKE_PART8_HOYLAKE2.n": "Que tal você dar uma passada aqui quando finalizar seu treinamento de vigilante?", + "FRANKIE_PART1_CYBIL1": "[wave amp=30 freq=10]Olá-olá[/wave], {player}! [pause]Quero que conheça a nossa mais nova e mais incrível recruta: Frankie!", + "FRANKIE_PART1_FRANKIE2.m": "Aimeudeus, você é mais um dos [wave amp=30 freq=10]lutadores veteranos de monstros[/wave] dessa ilha misteriosa?", + "FRANKIE_PART1_FRANKIE2.f": "Aimeudeus, você é mais uma das [wave amp=30 freq=10]lutadoras veteranas de monstros[/wave] dessa ilha misteriosa?", + "FRANKIE_PART1_FRANKIE2_OPTION1.m": "Veterano?", + "FRANKIE_PART1_FRANKIE2.n": "Aimeudeus, você é mais ume des [wave amp=30 freq=10]lutadories veteranes de monstros[/wave] dessa ilha misteriosa?", + "FRANKIE_PART1_FRANKIE2_OPTION1.f": "Veterana?", + "FRANKIE_PART1_FRANKIE3": "Um mundo fantástico cheio de monstros e de guerreiros corajosos que se transformam para enfrentá-los...", + "FRANKIE_PART1_FRANKIE2_OPTION1.n": "Veterane?", + "FRANKIE_PART1_FRANKIE2_OPTION2": "Não faz TANTO tempo assim que eu cheguei!", + "FRANKIE_PART1_FRANKIE4": "[shake rate=30 level=10]É TUDO O QUE EU SONHAVA![/shake]", + "FRANKIE_PART1_KAYLEIGH5": "Tá tinindo de alegria com isso, não tá, não?", + "FRANKIE_PART1_EUGENE5": "Gostei do entusiasmo!", + "FRANKIE_PART1_MEREDITH5": "Não é a reação que eu estava esperando.", + "FRANKIE_PART1_FRANKIE12": "{species_description}, hein?", + "FRANKIE_PART1_FELIX5": "Você parece mais feliz do que eu estava quando cheguei.", + "FRANKIE_PART1_VIOLA5": "Sua viagem inesperada pra cá não parece ter te incomodado.", + "FRANKIE_PART1_CYBIL6": "Como pode ver, Frankie está aceitando as notícias da chegada a Nova Murta muito bem.", + "FRANKIE_PART1_SUNNY5": "[wave amp=20 freq=5]Ela parece estar bem feliz por estar aqui![/wave]", + "FRANKIE_PART1_FRANKIE7": "Pode confiar, eu vou aproveitar ao máximo! Aposto que estar com os Vigilantes é o que esta aventura reserva para mim! Hihi~", + "FRANKIE_PART1_CYBIL8": "Deixei um toca-fitas reserva com a Frankie. Vocês só precisam dar uma fita de monstro para ela e depois dar as instruções!", + "FRANKIE_PART1_FRANKIE10": "Minha própria forma de monstro... O primeiro passo da minha jornada fantástica...", + "FRANKIE_PART1_CYBIL9": "...E encerro por aqui! [pause]Nos encontraremos por aí, {player}!", + "FRANKIE_PART1_FRANKIE15.n": "Vai, Comandante, você precisa me \\\"mostrar como se faz\\\"! [pause]Eu [wave amp=30 freq=10]exijo[/wave] saber como se faz! [pause]Vamos peitar uns monstros, tá?", + "FRANKIE_PART1_FRANKIE11": "Você tem uma fita pra mim?", + "FRANKIE_PART1_FRANKIE11_CONFIRM.m": "Tem certeza que deseja entregar {species_name} para Frankie? Essa ação é permanente, você não receberá a fita de volta.", + "FRANKIE_PART1_FRANKIE11_OPTION1": "Pode pegar!", + "FRANKIE_PART1_FRANKIE11_OPTION2": "Ainda não.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.f": "Tem certeza que deseja entregar {species_name} para Frankie? Essa ação é permanente, você não receberá a fita de volta.", + "FRANKIE_PART1_FRANKIE11_CONFIRM.n": "Tem certeza que deseja entregar {species_name} para Frankie? Essa ação é permanente, você não receberá a fita de volta.", + "FRANKIE_PART1_FRANKIE13": "...", + "FRANKIE_PART1_FRANKIE18.m": "Falou, Comandante! Obrigada pelo treino! Uma jovem destemida sempre precisa de um [wave amp=30 freq=10]mentor sábio[/wave], ainda bem que é você!", + "FRANKIE_PART1_FRANKIE18.f": "Falou, Comandante! Obrigada pelo treino! Uma jovem destemida sempre precisa de uma [wave amp=30 freq=10]mentora sábia[/wave], ainda bem que é você!", + "FRANKIE_PART1_FRANKIE14": "[shake rate=30 level=10]QUE FORMA MAIS PERFEITA! EU VOU CUIDAR DESSA FITA COMO SE FOSSE MINHA FILHA![/shake]", + "FRANKIE_PART1_FRANKIE15.m": "Vai, Comandante, você precisa me \\\"mostrar como se faz\\\"! [pause]Eu [wave amp=30 freq=10]exijo[/wave] saber como se faz! [pause]Vamos peitar uns monstros, tá?", + "FRANKIE_PART1_FRANKIE15.f": "Vai, Comandante, você precisa me \\\"mostrar como se faz\\\"! [pause]Eu [wave amp=30 freq=10]exijo[/wave] saber como se faz! [pause]Vamos peitar uns monstros, tá?", + "FRANKIE_PART1_FRANKIE16": "Uau, virar um monstro esquisito é mais cansativo do que eu imaginava.", + "FRANKIE_PART1_FRANKIE17": "Preciso tirar uma sonequinha. [pause]E encher a pança. [pause]Provavelmente nessa ordem.", + "FRANKIE_PART1_FRANKIE18.n": "Falou, Comandante! Obrigada pelo treino! Uma jovem destemida sempre precisa de ume [wave amp=30 freq=10]mentore sábie[/wave], ainda bem que é você!", + "FRANKIE_PART1_KAYLEIGH19": "Ela é uma graça!", + "FRANKIE_PART1_EUGENE19.m": "Você é um ótimo professor, {player}!", + "FRANKIE_PART1_MEREDITH19": "Ainda bem que não sou mais a pessoa mais esquisita da ilha.", + "FRANKIE_PART1_EUGENE19.n": "Você é ume ótime professore, {player}!", + "FRANKIE_PART1_EUGENE19.f": "Você é uma ótima professora, {player}!", + "FRANKIE_PART1_FELIX19.m": "Hmm, você leva jeito pra professor.", + "FRANKIE_PART1_FELIX19.f": "Hmm, você leva jeito pra professora.", + "FRANKIE_PART1_FELIX19.n": "Hmm, você leva jeito pra professore.", + "FRANKIE_PART1_VIOLA19.m": "Você assumiu o papel de tutor na sua jornada, {player}.", + "FRANKIE_PART1_VIOLA19.n": "Você assumiu o papel de tutore na sua jornada, {player}.", + "FRANKIE_PART1_SUNNY19.m": "[wave amp=20 freq=5]Você ensina muito bem, {player}![/wave]", + "FRANKIE_PART1_VIOLA19.f": "Você assumiu o papel de tutora na sua jornada, {player}.", + "FRANKIE_PART1_SUNNY19.f": "[wave amp=20 freq=5]Você ensina muito bem, {player}![/wave]", + "FRANKIE_PART1_SUNNY19.n": "[wave amp=20 freq=5]Você ensina muito bem, {player}![/wave]", + "FRANKIE_PART2_FRANKIE1.m": "Ah, olá, comandante! Veio me ajudar na minha [wave amp=30 freq=10]jornada da heroína[/wave]?", + "FRANKIE_PART2_FRANKIE2": "[shake rate=30 level=10]EM DETERMINADO MOMENTO, TODA JOVEM E DESTEMIDA AVENTUREIRA PRECISA TRAÇAR SEU PRÓPRIO CAMINHO~[/shake]", + "FRANKIE_PART2_FRANKIE1_OPTION1": "\\\"Jornada da heroína\\\"...?", + "FRANKIE_PART2_FRANKIE1.f": "Ah, olá, comandante! Veio me ajudar na minha [wave amp=30 freq=10]jornada da heroína[/wave]?", + "FRANKIE_PART2_FRANKIE1.n": "Ah, olá, comandante! Veio me ajudar na minha [wave amp=30 freq=10]jornada da heroína[/wave]?", + "FRANKIE_PART2_FRANKIE1_OPTION2": "O que está planejando?", + "FRANKIE_PART2_FRANKIE3": "É o que estou fazendo. [pause]Eu sou a jovem e destemida aventureira, se não tiver sacado o que quis dizer.", + "FRANKIE_PART2_FRANKIE3_OPTION1": "Sei.", + "FRANKIE_PART2_FRANKIE4": "Enfim, eu encontrei uma daquelas \\\"Fusões Rebeldes\\\" mais a frente. Vou mostrar quem é que manda!", + "FRANKIE_PART2_FRANKIE3_OPTION2": "Ainda não entendi.", + "FRANKIE_PART2_FRANKIE4_OPTION1": "Quer uma ajuda?", + "FRANKIE_PART2_FRANKIE4_OPTION2": "Tem certeza de que é uma boa ideia?", + "FRANKIE_PART2_FRANKIE5": "Relaxa! Eu já nasci pronta e também li mais de [wave amp=30 freq=10]200[/wave] fanfics sobre pessoas que viraram monstros. [pause](Não peça detalhes.)", + "FRANKIE_PART2_FRANKIE6": "[shake rate=30 level=10]Vamos nessa![/shake]", + "FRANKIE_PART2_FRANKIE8": "Olha só, parece que minha carreira está decolando!", + "FRANKIE_PART2_FRANKIE7": "[wave amp=30 freq=10]CONSEGUIMOS~[/wave]", + "FRANKIE_PART2_FRANKIE8_OPTION1": "Carreira?", + "FRANKIE_PART2_FRANKIE8_OPTION2": "Hã?", + "FRANKIE_PART2_FRANKIE9": "B-bem, minha carreira de heroína impulsiva e misteriosa que salva as pessoas humildes dessa terra fantástica, dã!", + "FRANKIE_PART2_FRANKIE10": "Não tenho dúvidas, um mal ainda maior está para nascer...", + "FRANKIE_PART2_FRANKIE11": "[wave amp=30 freq=10]E EU SEREI AQUELA QUE SALVARÁ ESTA ILHA![/wave]", + "FRANKIE_PART2_FRANKIE11_OPTION1": "Você tá um pouco atrasada.", + "FRANKIE_PART2_FRANKIE11_OPTION2": "Eu já salvei!", + "FRANKIE_PART2_FRANKIE12": "Hã? [pause]S-salvou?", + "FRANKIE_PART2_FRANKIE13": "Tudo bem! Eu tem que ter sobrado ALGUMA COISA maligna pra mim! [pause]Você [wave amp=30 freq=10]deve[/wave] ter esquecido algum canto!", + "FRANKIE_PART3_FRANKIE1": "Ei, {player}! Preciso te perguntar uma coisa!", + "FRANKIE_PART3_FRANKIE1_OPTION1": "Pode perguntar!", + "FRANKIE_PART3_FRANKIE1_OPTION2": "Qual é a sua pergunta?", + "FRANKIE_PART3_FRANKIE2": "O que é que significa... tomar as rédeas da sua vida?", + "FRANKIE_PART3_FRANKIE2_OPTION1": "É uma pergunta bem ampla.", + "FRANKIE_PART3_FRANKIE2_OPTION2": "Hã...?", + "FRANKIE_PART3_FRANKIE3": "É-É que eu deveria usar meu tempo em Nova Murta para dar sentido para minha vida, ou algo assim! [pause]Salvar o mundo! Encontrar minha vocação! Me apaixonar!", + "FRANKIE_PART3_FRANKIE4": "Sabe, o basicão de aventura clássica. [pause]Não posso perder tempo!", + "FRANKIE_PART3_FRANKIE4_OPTION1": "Acho que você está sonhando alto demais...", + "FRANKIE_PART3_FRANKIE4_OPTION2": "Não se pressione tanto!", + "FRANKIE_PART3_FRANKIE5": "Hum. [pause]Talvez você tenha razão.", + "FRANKIE_PART3_FRANKIE6": "Ok, segunda pergunta! [pause]Você pode me ajudar a enfrentar uma Fusão Rebelde que eu encontrei aqui perto? Garanto que vai valer a pena!", + "FRANKIE_PART4_FRANKIE1.n": "Olá, comandante! [pause]Eu tava pensando e... Eu quero me tornar uma Vigilante de verdade.", + "FRANKIE_PART3_FRANKIE7": "Obrigada pela ajuda, {player}! [pause]Essa foi, definitivamente, uma experiência valiosa!", + "FRANKIE_PART4_FRANKIE3": "...Então é claro que eu encontrei mais uma Fusão Rebelde para enfrentar! Não tenho tempo a perder! [shake rate=30 level=10]Vamos lá acabar com ela![/shake]", + "FRANKIE_PART4_FRANKIE2": "Chega de ser café com leite! Mas eu tenho que ficar mais forte primeiro.", + "FRANKIE_PART4_FRANKIE1.m": "Olá, comandante! [pause]Eu tava pensando e... Eu quero me tornar uma Vigilante de verdade.", + "FRANKIE_PART4_FRANKIE4": "Obrigada pela ajuda! [pause]Quem sabe, da próxima vez que me encontrar numa batalha, você não encontre uma vigilante plena?", + "FRANKIE_PART5_FRANKIE1.m": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava que eu te chamasse para um duelo, né?", + "FRANKIE_PART5_FRANKIE1.n": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava que eu te chamasse para um duelo, né?", + "FRANKIE_PART5_FRANKIE1.f": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava que eu te chamasse para um duelo, né?", + "FRANKIE_PART5_FRANKIE2": "[shake rate=30 level=10]O ESTUDANTE SUPERA O MESTRE![/shake] Somente depois de te derrotar [wave amp=30 freq=10]e tomar seu selo[/wave], poderei me tornar uma vigilante de verdade!", + "FRANKIE_PART5_FRANKIE3_OPTION1": "Manda ver, novata!", + "FRANKIE_PART5_FRANKIE3": "Até domei esse Canisoco pra me ajudar! E aí, aceita o desafio?", + "FRANKIE_PART5_FRANKIE7": "Só queria saber o quanto ia ser difícil acabar contigo. [pause]Você não me desapontou!", + "FRANKIE_PART5_FRANKIE4.m": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Sabia que ia ser difícil.", + "FRANKIE_PART5_FRANKIE3_OPTION2": "Eu não vou pegar leve!", + "FRANKIE_PART5_FRANKIE4.n": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Sabia que ia ser difícil.", + "FRANKIE_PART5_FRANKIE4.f": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Sabia que ia ser difícil.", + "FRANKIE_PART5_FRANKIE5": "Por isso enfrentei os outros 12 comandantes primeiro.", + "FRANKIE_PART5_FRANKIE5_OPTION1": "Hã?", + "FRANKIE_PART5_FRANKIE5_OPTION2": "Você fez o quê?", + "FRANKIE_PART5_FRANKIE6": "É isso mesmo! Eu [wave amp=30 freq=10]já estou[/wave] qualificada para a vigilância!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION1": "Claro! ({cost})", + "FRANKIE_PART5_FRANKIE8.f": "A gente se vê, comandante~!", + "FRANKIE_PART5_FRANKIE8.m": "A gente se vê, comandante~!", + "FRANKIE_PART5_FRANKIE8.n": "A gente se vê, comandante~!", + "FRANKIE_TOWN_HALL_INTERACT1": "Olá, {player}! Estava só me atualizando nas fofocas antes de sair!", + "FRANKIE_TOWN_HALL_INTERACT2": "Ei, {player}! Alguma tarefa pra sua jovem e talentosa protegida (eu, no caso)?", + "VIN_PART1_VIN1.n": "[shake rate=30 level=10]Vigilante![/shake] [pause]Você veio aqui me impedir, né?!", + "FRANKIE_TOWN_HALL_INTERACT3": "[shake rate=30 level=10]Oh, me deixe completar seus pedidos do quadro de avisos!", + "FRANKIE_TOWN_HALL_INTERACT3_OPTION2": "Agora não.", + "VIN_PART1_VIN1_OPTION1": "É bem por aí.", + "VIN_PART1_VIN1.f": "[shake rate=30 level=10]Vigilante![/shake] [pause]Você veio aqui me impedir, né?!", + "VIN_PART1_VIN1.m": "[shake rate=30 level=10]Vigilante![/shake] [pause]Você veio aqui me impedir, né?!", + "VIN_PART1_VIN1_OPTION2": "Bem, é meu trabalho!", + "VIN_PART3_VIN8.n": "Sem falar que ê responsável pela desordem em nossa comunidade estava [wave amp=30 freq=10]com eles[/wave]!", + "VIN_PART1_VIN3": "Somente [wave amp=30 freq=10]covardes[/wave] dependem dos outros!", + "VIN_PART1_VIN2": "Ok! [pause]Se quer me enfrentar, vem no mano a mano!", + "VIN_PART1_KAYLEIGH4": "Não se preocupa, {player}! Vou ficar de fora, você dá conta dele!", + "VIN_PART1_MEREDITH4.n": "Um mano a mano? Vai lá, {player}. Você sabe que é durone o suficiente, migue.", + "VIN_PART1_MEREDITH4.f": "Um mano a mano? Vai lá, {player}. Você sabe que é durona o suficiente, miga.", + "VIN_PART1_MEREDITH4.m": "Um mano a mano? Vai lá, {player}. Você sabe que é durão o suficiente, migo.", + "VIN_PART1_EUGENE4.m": "Vá lá, parça. Você não precisa de mim pra dar cabo desse pateta.", + "VIN_PART1_EUGENE4.f": "Vá lá, parça. Você não precisa de mim pra dar cabo desse pateta.", + "VIN_PART1_EUGENE4.n": "Vá lá, parça. Você não precisa de mim pra dar cabo desse pateta.", + "VIN_PART1_FELIX4": "E aí, {player}? Quer mostrar pra ele quem é que manda?", + "VIN_PART1_VIOLA4.f": "Sinto que este combate seja somente seu, cara {player}. Não há com o que se preocupar, confio em você.", + "VIN_PART1_VIOLA4.m": "Sinto que este combate seja somente seu, caro {player}. Não há com o que se preocupar, confio em você.", + "VIN_PART1_VIOLA4.n": "Sinto que este combate seja somente seu, care {player}. Não há com o que se preocupar, confio em você.", + "VIN_PART1_SUNNY4": "[wave amp=20 freq=5]Uma luta \\\"um contra um\\\"...? Acho que vou ficar de fora dessa![/wave]", + "VIN_PART1_VIN5.m": "Humpf! [pause]Você é bem casca grossa pra um covarde...", + "VIN_PART1_VIN6": "Mas não vai me pegar! [wave amp=30 freq=10]Já fui![/wave]", + "VIN_PART1_VIN5.f": "Humpf! [pause]Você é bem casca grossa pra uma covarde...", + "VIN_PART1_VIN5.n": "Humpf! [pause]Você é bem casca grossa pra ume covarde...", + "VIN_PART1_KAYLEIGH7": "Fugiu rápido. Mas certeza que na próxima a gente pega ele, {player}.", + "VIN_PART1_MEREDITH7.m": "Que fuga rápida. Na próxima, a gente pega ele, migo.", + "VIN_PART1_MEREDITH7.n": "Que fuga rápida. Na próxima, a gente pega ele, migue.", + "VIN_PART1_MEREDITH7.f": "Que fuga rápida. Na próxima, a gente pega ele, miga.", + "VIN_PART1_EUGENE7": "Latiu, latiu e deu no pé. Vou te contar, viu?", + "VIN_PART1_FELIX7": "Ele corre bem rápido. Fica pra próxima, acho.", + "VIN_PART1_SUNNY7": "[wave amp=20 freq=5]Ele caiu fora bem rápido, hein...[/wave]", + "VIN_PART1_VIOLA7": "Ele fugiu da batalha com uma velocidade impressionante. Tenho certeza de que nossos caminhos se cruzarão novamente.", + "VIN_PART2_VIN2": "Sempre os vigilantes metendo o nariz onde não são chamados!", + "VIN_PART2_VIN1": "[shake rate=30 level=10]Ah, é você de novo![/shake]", + "VIN_PART2_VIN5": "[shake rate=30 level=10]Não antes de libertar o povo da tirania dos Vigilantes de Vilancoradouro![/shake]", + "VIN_PART2_VIN3": "Cai dentro, vamo de mano a mano!", + "VIN_PART2_VIN4": "Hehe, você nunca vai me pegar. E eu nunca vou desistir...", + "VIN_PART3_VIN1.m": "Olha só. [pause]Os Vigilantes enviaram o [wave amp=30 freq=10]cachorrinho deles[/wave] para me caçar de novo!", + "VIN_PART3_VIN1_OPTION1": "Opa! Meu nome é {player}!", + "VIN_PART3_VIN1.f": "Olha só. [pause]Os Vigilantes enviaram a [wave amp=30 freq=10]cachorrinha deles[/wave] para me caçar de novo!", + "VIN_PART3_VIN1.n": "Olha só. [pause]Os Vigilantes enviaram ê [wave amp=30 freq=10]cachorrinhe deles[/wave] para me caçar de novo!", + "VIN_PART3_VIN2": "...", + "VIN_PART3_FELIX5": "Calma, esse ladrãozinho é parte daquela seita?", + "VIN_PART3_VIN3": "Então você é...", + "VIN_PART3_VIN4.f": "A desalmada [wave amp=30 freq=10]assassina de deuses[/wave] que causou esse caos! Foi você quem deixou o Irmão Cooper morrer!", + "VIN_PART3_VIN4.n": "Ê desalmade [wave amp=30 freq=10]assassine de deuses[/wave] que causou esse caos! Foi você quem deixou o Irmão Cooper morrer!", + "VIN_PART3_VIN4.m": "O desalmado [wave amp=30 freq=10]assassino de deuses[/wave] que causou esse caos! Foi você quem deixou o Irmão Cooper morrer!", + "VIN_PART3_VIN4_OPTION1.n": "Assassine de deuses?", + "VIN_PART3_VIN4_OPTION1.f": "Assassina de deuses?", + "VIN_PART3_VIN4_OPTION1.m": "Assassino de deuses?", + "VIN_PART3_MEREDITH5": "{player}, ele é um cultista. Deve estar com raiva por causa daquele idiota que você e a Kayleigh arrebentaram, o Portaluz.", + "VIN_PART3_VIN4_OPTION2": "Eu não sou nada disso!", + "VIN_PART3_KAYLEIGH5": "Você é um dos Filhos da Luz?", + "VIN_PART3_SUNNY5": "[wave amp=20 freq=5]Acho que ele entendeu errado o que você faz aqui em Nova Murta, {player}...[/wave]", + "VIN_PART3_EUGENE5": "Ei! As mortes não teriam parado em Dorian se não fosse por {player}!", + "VIN_PART3_VIOLA5": "Você está enganado, ladrão!", + "VIN_PART3_VIN6.f": "Chega de papo! Vai logo, covarde, me enfrenta!", + "VIN_PART3_VIN6.m": "Chega de papo! Vai logo, covarde, me enfrenta!", + "VIN_PART3_VIN7": "Enquanto nosso líder era [wave amp=30 freq=10]assassinado a sangue frio[/wave], os vigilantes milagrosamente se ofereceram para \\\"nos ajudar\\\". Tá certo.", + "VIN_PART3_VIN6.n": "Chega de papo! Vai logo, covarde, me enfrenta!", + "VIN_PART3_VIN8.f": "Sem falar que a responsável pela desordem em nossa comunidade estava [wave amp=30 freq=10]com eles[/wave]!", + "VIN_PART3_KAYLEIGH9": "Você entendeu tudo errado. [pause]O responsável pelo que a sua comunidade passou foi o Dorian!", + "VIN_PART3_VIN8.m": "Sem falar que o responsável pela desordem em nossa comunidade estava [wave amp=30 freq=10]com eles[/wave]!", + "VIN_PART3_VIN10": "As fitas vazias e adesivos que estou roubando... Eles vão servir para nossa resistência!", + "VIN_PART4_JACQUELINE11": "De jeito nenhum. A morte de Dorian foi o que me despertou.", + "VIN_PART4_VIN1": "Me deixa...", + "VIN_PART4_VIN2": "Uhh...", + "VIN_PART4_VIN3": "Aquela coisa me emboscou...", + "VIN_PART4_VIN4": "Por que, {player}... [pause] Por que você fez aquilo?", + "VIN_PART4_VIN5_OPTION1": "É aí que você se engana!", + "VIN_PART4_VIN5.n": "Você poderia ter me largado às traças como Irmão Cooper e se livrar de [wave amp=30 freq=10]um ladrãozinho[/wave] de vez.", + "VIN_PART4_VIN5.f": "Você poderia ter me deixado para apodrecer como Irmão Cooper e se livrar de [wave amp=30 freq=10]um ladrãozinho[/wave] de vez.", + "VIN_PART4_VIN5.m": "Você poderia ter me deixado para apodrecer como Irmão Cooper e se livrar de [wave amp=30 freq=10]um ladrãozinho[/wave] de vez.", + "VIN_PART4_JACQUELINE6": "[shake rate=30 level=10]Vin!?[/shake] [pause]Foi você quem fez tudo isso?", + "VIN_PART4_VIN5_OPTION2": "Eu não deixei Dorian para trás!", + "VIN_PART4_JACQUELINE7": "Quando Ianthe me disse que alguém estava roubando os suprimentos que os vigilantes separaram para a comunidade, eu não esperava que fosse ser logo você!", + "VIN_PART4_VIN8": "Separaram...[pause] para...[pause] a comunidade?[pause] Nossa comunidade?", + "VIN_PART4_JACQUELINE9": "Sim, idiota!", + "VIN_PART5_SUNNY5": "[wave amp=20 freq=5]Vilancoradouro é ótima pra quem quer um novo começo. Eu sei por experiência![/wave]", + "VIN_PART4_VIN10": "Mas os vigilantes... Eles que assumiram o controle, certo? Te forçaram[pause] e tal?", + "VIN_PART4_JACQUELINE15": "Eu procurei ajuda para a comunidade, Ianthe foi generosa o bastante para nos conceder.", + "VIN_PART4_JACQUELINE13": "E, pensando agora, eu consigo ver o que realmente aconteceu.", + "VIN_PART4_JACQUELINE12": "Quando ele estava conosco, quando ele estava [wave amp=30 freq=10]no comando[/wave], era como viver enfeitiçada. Eu não conseguia discernir o que acontecia ao meu redor.", + "VIN_PART4_KAYLEIGH14": "Jaqueline...", + "VIN_PART4_JACQUELINE16": "Estaríamos famintos sem o apoio dela, sabia? Dorian nos forçou a destruir nossas plantações para chamar aquele Arcanjo!", + "VIN_PART4_VIN17": "...", + "VIN_PART4_JACQUELINE18": "Vem, vamos para casa pra você descansar.", + "VIN_PART4_JACQUELINE19": "{player}, [pause]me desculpa.", + "VIN_PART4_JACQUELINE20": "Eu conheço o Vindito desde que ele chegou em Nova Murta. Ele tem um coração de ouro, mas é... [pause]bem influenciável.", + "VIN_PART4_JACQUELINE21": "Vou convocar uma reunião na comunidade e explicar tudo. Isso não vai acontecer novamente.", + "VIN_PART4_JACQUELINE22": "Agradeça a Ianthe por mim.", + "VIN_PART5_VIN1": "Ei, {player}.", + "VIN_PART5_VIN2": "Lembra quando você me salvou daquela Fusão Rebelde? Bem, aquilo me fez questionar tudo.", + "VIN_PART5_VIN3": "Eu me sinto mal por tudo que eu causei, mas... [pause]eu só queria ajudar minha comunidade.", + "VIN_PART5_VIN4": "Então resolvi me juntar aos vigilantes para isso! E, claro, compensar meus erros.", + "VIN_PART5_KAYLEIGH5": "Maravilha! [pause]Muito legal você ter se resolvido, Vindito!", + "VIN_PART5_EUGENE5": "Parece que achou seu chamado. Tá aí uma coisa que eu respeito.", + "VIN_PART5_MEREDITH5": "É, parece que você tem muito a fazer, migo.", + "VIN_PART5_FELIX5": "Fico feliz de saber que mudou de ideia.", + "VIN_PART5_VIN6": "E agora eu preciso te desafiar pelo selo! [pause]Vamos lá, luta comigo [wave amp=30 freq=10]no mano a mano[/wave], {player}!", + "VIN_PART5_VIOLA5": "Um bom desfecho.", + "VIN_PART5_VIN7_OPTION1": "Verdade!", + "VIN_PART5_VIN7": "Caramba... Você não pega leve nem com seus amigos, hein?", + "VIN_PART5_VIN7_OPTION2": "Comigo, é amor bruto.", + "VIN_PART5_VIN8": "Ainda bem que ainda tem outros 12 comandantes para eu pegar os selos.", + "VIN_PART5_VIN9": "Da próxima ver que a gente se vir, serei um vigilante, {player}!", + "VIN_TOWN_HALL_INTERACT1.m": "Comandante! Qual você acha que é mais forte? Artilhanossauro ou Engrezilla? Tá difícil decidir.", + "VIN_TOWN_HALL_INTERACT1.f": "Comandante! Qual você acha que é mais forte? Artilhanossauro ou Engrezilla? Tá difícil decidir.", + "VIN_AND_FRANKIE_FRANKIE1.m": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava encontrar dois de seus prodígios aqui, Comandante.", + "VIN_TOWN_HALL_INTERACT1.n": "Comandante! Qual você acha que é mais forte? Artilhanossauro ou Engrezilla? Tá difícil decidir.", + "VIN_AND_FRANKIE_FRANKIE5": "Meu Canisoco de estimação fugiu~!", + "VIN_AND_FRANKIE_SUNNY3": "[wave amp=20 freq=5]Eu realmente não esperava por essa amizade![/wave]", + "VIN_AND_FRANKIE_VIN2": "Olá, {player}. Finalmente concluí meu treinamento e me tornei um Vigilante pleno!", + "VIN_AND_FRANKIE_FRANKIE1.f": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava encontrar dois de seus prodígios aqui, Comandante.", + "VIN_AND_FRANKIE_FRANKIE1.n": "[wave amp=30 freq=10]Nyeh hih hih~![/wave] [pause]Aposto que não esperava encontrar dois de seus prodígios aqui, Comandante.", + "VIN_AND_FRANKIE_KAYLEIGH3": "Nunca imaginei que esses dois ficariam amigos!", + "VIN_AND_FRANKIE_MEREDITH3": "Esses dois? Migos assim? Acho que até faz sentido.", + "VIN_AND_FRANKIE_EUGENE3": "Ué, esses dois são parças agora?", + "VIN_AND_FRANKIE_VIOLA3": "Uma amizade entre dois indivíduos tão diferentes me é tão inesperada!", + "VIN_AND_FRANKIE_FELIX3": "Nem me toquei que vocês se conheciam! Essa ilha é um ovo mesmo!", + "VIN_AND_FRANKIE_FRANKIE4": "Ah, tenho notícias também.", + "VIN_AND_FRANKIE_FRANKIE6": "Comandante Sibila sempre fala que monstros selvagens não servem para bichos de estimação, mas...[pause] aposto que foi por causa da fanfic que eu escrevi sobre ele.", + "VIN_AND_FRANKIE_FRANKIE7": "Mas tudo bem! Meu novo [wave amp=30 freq=10]melhor amigo[/wave], Vindito, não liga pra isso!", + "VIN_AND_FRANKIE_VIN8": "{player}, o que é uma fanfic, hein? Ela não quer contar...", + "VIN_AND_FRANKIE_FRANKIE9": "AHHHH~!", + "VIN_AND_FRANKIE_FRANKIE10_OPTION2": "Agora não.", + "VIN_AND_FRANKIE_FRANKIE10.m": "Comandante, eu quero uma revanche! Eu e Vin contra você e {partner}! Que tal?", + "VIN_AND_FRANKIE_FRANKIE10_OPTION1": "Vamos!", + "VIN_AND_FRANKIE_FRANKIE10.n": "Comandante, eu quero uma revanche! Eu e Vin contra você e {partner}! Que tal?", + "VIN_AND_FRANKIE_FRANKIE10.f": "Comandante, eu quero uma revanche! Eu e Vin contra você e {partner}! Que tal?", + "VIN_AND_FRANKIE_FRANKIE11": "Ahh... [pause]de novo, não!", + "VIN_AND_FRANKIE_VIN12": "Levanta a cabeça, Frankie. Não dá pra vencer todas.", + "VIN_AND_FRANKIE_VIN13": "Só depois que fundi com a Frankie, {player}, que entendi que confiar nos outros não é fraqueza.", + "VIN_AND_FRANKIE_VIN14": "Quando combinamos nossas forças, somos mais do que uma mera dupla. [pause]E é isso que importa, né?", + "VIN_AND_FRANKIE_FRANKIE15": "[wave amp=30 freq=10]E, ENTÃO, OS ESFORÇOS DA HEROÍNA IMPULSIVA E O ARCO DE REDENÇÃO DO ANTI-HERÓI SE ENCONTRAM PELO PODER DO AMOR~![/wave]", + "VIN_AND_FRANKIE_VIN16": "Calma...?! [pause]O que....", + "VIN_AND_FRANKIE_FRANKIE17": "[wave amp=30 freq=10]Nyeh hih hih~![/wave]", + "VIN_AND_FRANKIE_FRANKIE18": "Té loguinho, {player}!", + "POWER_STATION_WALLACE1.m": "Tudo pronto, migo.", + "POWER_STATION_WALLACE1.f": "Tudo pronto, miga.", + "POWER_STATION_WALLACE1.n": "Tudo pronto, migue.", + "POWER_STATION_DREADFUL1": "Muita calma nessa hora!", + "POWER_STATION_DREADFUL4": "Vamos mostrar o que a gente sabe?", + "POWER_STATION_DREADFUL2": "Esse território é meu, {player}! Se acontecer qualquer coisa na minha área, quero ser informada.", + "POWER_STATION_DREADFUL7_OPTION1": "Vamos nessa!", + "POWER_STATION_DREADFUL3": "Apertem os cintos, senhoras e senhores. Há um flagelo dos cruéis aqui!", + "POWER_STATION_DREADFUL5": "Mas que fuzuê! Vai dar uma olhada na área, preciso recuperar o fôlego.", + "POWER_STATION_DREADFUL6": "Vai dar uma olhada na área, preciso recuperar o fôlego.", + "POWER_STATION_DREADFUL7.m": "Tem certeza absoluta disso, {player}?", + "POWER_STATION_DREADFUL7.f": "Tem certeza absoluta disso, {player}?", + "POWER_STATION_DREADFUL7_OPTION2": "Melhor esperar.", + "POWER_STATION_NOTE1": "\\\"10/10/1957 0400\\nEu, Dra. Egle e Dra. Etéria passamos a noite desenvolvendo novos experimentos para o reator de fusões. Nos envolvemos tanto que perdemos a noção do tempo. Parecíamos uma só mente focada no gerador!\\\"", + "POWER_STATION_DREADFUL7.n": "Tem certeza absoluta disso, {player}?", + "POWER_STATION_NOTE3": "\\\"10/10/1957 0700\\nUma criatura que se chamou de Hélia surgiu do reator! Os termopares registraram uma queda imediata na temperatura do núcleo, então... acho que estamos em segurança. Hélia parece o diagrama de um átomo de Hélio, com os dois anéis representando as órbitas dos elétrons...\\\"", + "POWER_STATION_NOTE2": "\\\"10/10/1957 0515\\nHá algo errado com o reator, a temperatura do núcleo continua subindo! Ligamos as ventoinhas para aumentar o fluxo de ar, mas não ajudou! Se continuar assim, estamos fritas, literalmente!\\\"", + "POWER_STATION_NOTE5": "\\\"11/10/1957 0305\\nSeguimos as sugestões de Hélia de combinar Folclorde, Mascabus, Manilança e ALTERADO, fornecidos de um zoológico local pelo Ministro dos Suprimentos. Hélia parece insatisfeita com o resultado. Não era isso que ela queria? Achou que iríamos usar as feras vivas?\\\"", + "POWER_STATION_NOTE4": "\\\"10/10/1957 0730\\nHélia disse que foi criada, ou invocada, por nós. Ela está explicando como deixar nosso reator operável. Depois, quer conversar com a gente sobre outros tipos de fusão... Que outros tipos?!\\\"", + "POWER_STATION_NOTE6": "\\\"11/10/1957 0800\\nO que foi que fizemos?! A fusão instável está fora de controle! Continua duplicando! O ministro isolou o prédio para contê-la, e eu não tenho como sair! Merlinha, me ajude!\\\"", + "POWER_STATION_HELIA_HELIA1": "AHA, OBRIGADA POR LIMPAR OS EXPERIMENTOS FALHOS DE MINHAS PROGENITORAS.", + "POWER_STATION_HELIA_HELIA2": "QUANDO COMEÇAM A SE MULTIPLICAR, AQUELAS FUSÕES INSTÁVEIS SÃO BEM DIFÍCEIS DE EXTERMINAR.", + "POWER_STATION_HELIA_HELIA3": "O QUE FAZ AQUI, {player.to_upper}?", + "POWER_STATION_HELIA_HELIA3_OPTION1": "Você me conhece?", + "POWER_STATION_HELIA_HELIA4": "TE CONHEÇO MUITO BEM. QUANTAS VEZES JÁ SE FUNDIU?\\n\\nONDE HÁ FUSÃO, EU ESTOU TAMBÉM.", + "POWER_STATION_HELIA_HELIA5": "EU SOU HÉLIA, O PROCESSO DE FUSÃO.", + "POWER_STATION_HELIA_KAYLEIGH6": "Então é você que tá criando as Fusões Rebeldes?", + "POWER_STATION_HELIA_MEREDITH6": "Ah. Então realmente tem alguém por trás das Fusões Rebeldes!", + "POWER_STATION_HELIA_EUGENE6": "Você quem fez as Fusões Rebeldes?", + "POWER_STATION_HELIA_FELIX6": "Então as Fusões Rebeldes...?", + "POWER_STATION_HELIA_VIOLA6": "Então é você a responsável pelas criaturas de fusão rebelde!", + "POWER_STATION_HELIA_DOG6": "Grr...", + "POWER_STATION_HELIA_SUNNY6": "[wave amp=20 freq=5]Você é... responsável pelas fusões rebeldes?[/wave]", + "POWER_STATION_HELIA_HELIA7": "\\\"FUSÕES REBELDES\\\"?\\n[pause]\\nAH, SIM.[pause] AS ESTÁVEIS.[pause] AQUELAS CRIATURAS ADORÁVEIS SÃO MINHAS CRIAÇÕES.", + "POWER_STATION_HELIA_HELIA8": "AGORA ENTENDO O PORQUÊ DE ESTAREM AQUI. SINTO O POTENCIAL DE FUSÃO CRESCENDO EM VOCÊS, O QUE DEVE SIGNIFICAR...", + "POWER_STATION_HELIA_HELIA11": "DAR FIM NAS FUSÕES NÃO LHE FARIA BEM ALGUM. NÃO CONSEGUE ENTENDER?", + "POWER_STATION_HELIA_HELIA9": "VOCÊS VIERAM LUTAR, NÃO FOI?", + "POWER_STATION_HELIA_HELIA10": "JÁ CHEGA.", + "POWER_STATION_HELIA_HELIA13": "EU PRODUZO VIDA. QUANDO ÁTOMOS MORTOS SE UNEM PARA FORMAR CÉLULAS VIVAS, ISSO É MAIS UM TIPO DE FUSÃO.\\n\\nQUANDO CÉLULAS INDIVIDUAIS SE UNEM PARA FORMAR VIDAS MULTICELULARES INTELIGENTES, TAMBÉM SOU EU.", + "POWER_STATION_HELIA_HELIA12": "EU SUSTENTO A VIDA. AS PLANTAS QUE VOCÊS UTILIZAM PARA SOBREVIVER TIRAM ENERGIA DA FUSÃO NUCLEAR NO CORAÇÃO DA SUA ESTRELA.", + "POWER_STATION_HELIA_HELIA14": "SEM MIM, SEM A FUSÃO, NÃO HAVERIA VIDA.", + "POWER_STATION_HELIA_KAYLEIGH15": "Suas \\\"criaturas adoráveis\\\" estão colocando Vilancoradouro em perigo!", + "POWER_STATION_HELIA_EUGENE15": "Olha aqui! A gente ficaria muito bem sem suas \\\"criaturas adoráveis\\\".", + "POWER_STATION_HELIA_MEREDITH15": "Eu não queria falar nada, mas suas \\\"criaturas adoráveis\\\" estão ferindo pessoas.", + "POWER_STATION_HELIA_FELIX15": "Você poderia pelo menos parar de fazer mais \\\"criaturas adoráveis\\\"?", + "POWER_STATION_HELIA_SUNNY15": "[wave amp=20 freq=5]O problema é que... essas suas \\\"bestas incríveis\\\" estão colocando pessoas em risco...[/wave]", + "POWER_STATION_HELIA_VIOLA15": "Já estou familiarizado com a \\\"fusão\\\" de Nova Murta, mas o que você está falando sobre estrelas e células?", + "POWER_STATION_HELIA_HELIA16": "COMO EU DISSE, SOU O PROCESSO DE FUSÃO.\\n\\nNÃO SOU A CAUSA.", + "PARTNER_INTERACT_M_E1_EUGENE5": "O que você disse [wave amp=30 freq=10]depois[/wave] disso...?", + "POWER_STATION_HELIA_HELIA17": "{player.to_upper}, QUANDO VOCÊ SE FUNDIU COM {partner.to_upper}, NÃO FOI PORQUE EU ORDENEI.\\n\\nEU SOU APENAS O CAMINHO.", + "POWER_STATION_HELIA_HELIA18": "VOCÊ NÃO CULPA A MORTE POR UM ASSASSINATO.", + "POWER_STATION_HELIA_HELIA18_OPTION1": "Então quem devemos culpar?", + "POWER_STATION_HELIA_HELIA18_OPTION2": "Ajuda a gente...", + "POWER_STATION_HELIA_HELIA19": "A CAUSA DAS \\\"FUSÕES REBELDES\\\" É, SEM DÚVIDAS, A ENTIDADE QUE IRRESPONSAVELMENTE CONJURA OS RESTOS DE OUTROS MUNDOS PARA ESTA TERRA.\\n[pause]\\nAQUELA QUE TROUXE TODOS NÓS PARA CÁ, ALÉM DE, CERTAMENTE, TODOS OS HUMANOS QUE AQUI ESTÃO.", + "POWER_STATION_HELIA_HELIA20": "MERLINHA. AQUELU QUE HABITA AS PROFUNDEZAS.", + "POWER_STATION_HELIA_KAYLEIGH21": "Merlinha? Não tô gostando disso, {player}...", + "POWER_STATION_HELIA_MEREDITH21.f": "Acho que não temos muita chance contra Merlinha, miga.", + "POWER_STATION_HELIA_MEREDITH21.m": "Acho que não temos muita chance contra Merlinha, migo.", + "POWER_STATION_HELIA_MEREDITH21.n": "Acho que não temos muita chance contra Merlinha, migue.", + "POWER_STATION_HELIA_EUGENE21": "Ok! Vamos lá socar uns trens!", + "POWER_STATION_HELIA_FELIX21": "Ah. A ferrovia é culpada por isso?", + "POWER_STATION_HELIA_VIOLA21": "Não conheceremos a derrota das mãos de um mero labirinto, {player}!", + "POWER_STATION_HELIA_DOG21": "Grr...", + "POWER_STATION_HELIA_SUNNY21": "[wave amp=20 freq=5]Merlinha? Não estou gostando nada disso, {player}...[/wave]", + "POWER_STATION_HELIA_HELIA27": "PEÇO QUE PENSE BEM NO DESEJO QUE MANIFESTA.\\n\\nALEF AINDA PODE RETORNAR.", + "POWER_STATION_HELIA_PLAYER21_OPTION1": "Vamos encontrar Merlinha.", + "POWER_STATION_HELIA_HELIA22": "AH, MAIS UMA COISA ANTES QUE VOCÊ SE VÁ, {player.to_upper}.\\n\\nVOCÊS MANIFESTARAM, MORGANA, O ESPÍRITO DA REBELIÃO, QUANDO ENFRENTARAM ALEF, NÃO FOI?", + "POWER_STATION_HELIA_PLAYER21_OPTION2": "Finalmente uma resposta.", + "POWER_STATION_HELIA_DREADFUL29": "Boa sorte com Merlinha, {player}. Vou ficar de fora dessa.", + "POWER_STATION_HELIA_HELIA22_OPTION1": "Sim, por quê?", + "POWER_STATION_HELIA_HELIA22_OPTION2": "Sim.", + "POWER_STATION_HELIA_HELIA23": "A ESPADA QUE VOCÊ EMPUNHA TEM DOIS GUMES.", + "POWER_STATION_HELIA_HELIA24": "SOBRE A FUSÃO, OU QUALQUER TRABALHO REALIZADO EM GRUPO COM UM OBJETIVO EM COMUM, PODE-SE DIZER QUE \\\"O TODO É MAIOR QUE A SOMA DAS PARTES\\\".", + "POWER_STATION_HELIA_HELIA26": "DURANTE NOSSO COMBATE, SENTI A SEMENTE DA CONQUISTA EM SEU CORAÇÃO.", + "POWER_STATION_HELIA_HELIA25": "A DIFERENÇA ENTRE O TODO E A SOMA DE SUAS PARTES, SÃO EGRÉGORAS, OU \\\"ARCANJOS\\\".\\n\\nEGRÉGORAS COMEÇAM FRACAS E PEQUENAS, MAS, COM FORÇA DE VONTADE SUFICIENTE, PODEM SE MANIFESTAR DE FORMA INDEPENDENTE, OBTER PODER E TOMAR CONTROLE.", + "POWER_STATION_HELIA_DREADFUL28": "Isso foi impressionante! [pause]Melhor eu ir avisar a Ianthe.", + "MERLINE_MEETING_MAGIKRAB1A": "{player}, Merlinha está aguardando. Venha comigo até a Plataforma A.", + "POWER_STATION_HELIA_DREADFUL30": "Hum... [pause]Será que \\\"Hélia\\\" teve alguma culpa no incêndio que queimou Nova Londres muitos anos atrás...?", + "MERLINE_MEETING_MAGIKRAB2": "Merlinha vai falar através de mim.", + "MERLINE_MEETING_MAGIKRAB1B": "{player}, Merlinha está aguardando. Venha comigo até a Plataforma A da Estação de Vilancoradouro.", + "MERLINE_MEETING_MAGIKRAB3.m": "Considere-se afortunado, {player}! Elu não se manifesta neste plano com fre-", + "MERLINE_MEETING_MAGIKRAB3.n": "Considere-se afortunade, {player}! Elu não se manifesta neste plano com fre-", + "MERLINE_MEETING_MERLINE4": "{player.to_upper}, MERLINHA DESEJA AGRADECER-LHE PELA PARTICIPAÇÃO NA DERROTA DE SEU ALUNO TRAIÇOEIRO, ALEF.", + "MERLINE_MEETING_MAGIKRAB3.f": "Considere-se afortunada, {player}! Elu não se manifesta neste plano com fre-", + "MERLINE_MEETING_MERLINE5": "O DESAFIO QUE A HUMANIDADE ESTÁ PARA ENFRENTAR NUNCA FOI IMAGINADO. O RESULTADO AINDA NÃO É CERTO.", + "MERLINE_MEETING_MERLINE6": "MERLINHA ESTAVA CURIOSE PARA VER SE A NATUREZA BÉLICA DE SUA ESPÉCIE PODERIA SER SUPERADA.", + "MERLINE_MEETING_MERLINE7": "AO DERROTAR ALEF, A MANIFESTAÇÃO DA CONQUISTA, VOCÊS PERFORMARAM SEU PAPEL NO RITUAL E, PORTANTO, ESTÃO LIVRES PARA PARTIR.", + "MERLINE_MEETING_MERLINE7_OPTION1": "Tivemos ajuda de Morgana.", + "MERLINE_MEETING_MERLINE7_OPTION2": "Morgana...", + "MERLINE_MEETING_MERLINE8": "AH, SIM, MORGANA. A ANTIGA AMADA DE ALEF.", + "MERLINE_MEETING_KEYLEIGH9": "Amada de... Alef?", + "MERLINE_MEETING_VIOLA9": "...", + "MERLINE_MEETING_MEREDITH9": "Hm... Amada de Alef?", + "MERLINE_MEETING_EUGENE9": "Hã?!", + "MERLINE_MEETING_FELIX9": "Ela é ex do Alef?", + "MERLINE_MEETING_MERLINE11": "O QUE É O ESPÍRITO DE REBELIÃO SEM ALGO CONTRA O QUE SE REBELAR? E O QUE PODE O REI DA CONQUISTA OBTER SEM ALGUÉM A CONQUISTAR?", + "MERLINE_MEETING_MERLINE10": "NEM SEMPRE REBELIÃO E CONQUISTA FORAM INIMIGOS.", + "MERLINE_MEETING_MERLINE14": "A MANIFESTAÇÃO DE MORGANA DURANTE SEU COMBATE CONTRA ALEF NÃO DIMINUI O SEU MÉRITO NA DERROTA DELE.", + "MERLINE_MEETING_MERLINE13": "ELES ATÉ TIVERAM UM FILHO. SABIA DISSO?", + "MERLINE_MEETING_MERLINE12": "O REI VERMELHO E A RAINHA BRANCA ESTÃO ETERNAMENTE PRESOS NUM CICLO DE MORTE E VIDA, DE OPOSIÇÃO E UNIÃO. ELES SÃO A ENGRENAGEM QUE GIRA A RODA DA HISTÓRIA DA HUMANIDADE.", + "MERLINE_MEETING_MERLINE15": "MUITO PELO CONTRÁRIO, NA VEREDADE. FOI SUA FORÇA DE VONTADE QUE A INVOCOU, E, PORTANTO, ACELEROU O RETORNO DE ALEF AO COSMOS.", + "MERLINE_MEETING_MERLINE16_OPTION1": "Você precisa acabar com as Fusões Rebeldes!", + "MERLINE_MEETING_MERLINE16": "FALE O QUE DESEJA, {player.to_upper}. MERLINHA SABE QUE ANSEIAS POR ALGO.", + "MERLINE_MEETING_MERLINE17": "NÃO CABE A MERLINHA PARAR AS \\\"FUSÕES REBELDES\\\".", + "MERLINE_MEETING_MERLINE18": "ENTRETANTO, NÃO SERIA JUSTO PRIVAR OS OUTROS DAS MESMAS OPORTUNIDADES QUE VOCÊ TEVE, {player.to_upper}.", + "MERLINE_MEETING_MERLINE21": "É LÁ QUE VOCÊS, E O ESPÍRITO DA REBELIÃO, SÃO NECESSÁRIOS.", + "MERLINE_MEETING_MERLINE20": "JÁ É PASSADA A HORA DE RETORNAR AOS SEUS MUNDOS, {player.to_upper} E {partner.to_upper}.", + "MERLINE_MEETING_MERLINE19": "OS SEUS PRECISAM ENFRENTAR SITUAÇÕES DE VIDA E MORTE PARA CRESCER EM MAIS QUE NÚMEROS.", + "MERLINE_MEETING_MAGIKRAB23": "Ahn, o que estávamos fazendo? Os últimos minutos desapareceram da minha mente.", + "MERLINE_MEETING_MAGIKRAB23_OPTION1": "Merlinha estava falando através de você.", + "MERLINE_MEETING_MAGIKRAB22": "Ah. {player}.", + "MERLINE_MEETING_MAGIKRAB24.m": "Considere-se afortunado, {player}! Elu não se manifesta neste plano com frequência!", + "PARTNER_INTERACT_K_F1_KAYLEIGH1": "Ei, [pause]Félix, queria te perguntar uma coisa. Sei que você faz desenhos, mas isso inclui tatuagens?", + "MERLINE_MEETING_KAYLEIGH25": "Hum. Talvez Ianthe saiba o que fazer.", + "MERLINE_MEETING_MAGIKRAB24.f": "Considere-se afortunada, {player}! Elu não se manifesta neste plano com frequência!", + "MERLINE_MEETING_MAGIKRAB24.n": "Considere-se afortunade, {player}! Elu não se manifesta neste plano com frequência!", + "MERLINE_MEETING_MEREDITH25": "Isso não foi bem o que eu esperava.", + "MERLINE_MEETING_EUGENE25": "Bem, talvez seja melhor a gente não lutar aqui. Você viu o que Hélia disse sobre Alef...", + "MERLINE_MEETING_FELIX25": "Acha que elu está falando a verdade? Sobre nossos mundos precisarem de nós?", + "MERLINE_MEETING_VIOLA25": "Talvez estu \\\"Merlinha\\\" fale a verdade.", + "MERLINE_MEETING_SUNNY25": "[wave amp=20 freq=5]Eu não entendo por que ê Merlinha precisa de você. Elu é mais poderose do que qualquer humano. Que estranho...[/wave]", + "PARTNER_INTERACT_K_M1_MEREDITH4": "Telefones? [pause]Você usa para falar com pessoas?", + "PARTNER_INTERACT_K_M1_MEREDITH1": "...Isso não entra na minha cabeça.", + "PARTNER_INTERACT_K_M1_MEREDITH2": "O que é essa \\\"inter net\\\"? [pause]Metade da população de Vilancoradouro não para de chorar com saudades dela!", + "PARTNER_INTERACT_K_M1_KAYLEIGH3": "Sabe... [pause]a internet? [pause]Tipo computadores, ou telefones?", + "PARTNER_INTERACT_K_M1_KAYLEIGH5": "...Qual era o ano no seu mundo antes de vir para cá, [pause]Meredith?", + "PARTNER_INTERACT_K_M1_MEREDITH6": "1989, por quê?", + "PARTNER_INTERACT_K_M1_KAYLEIGH7": "Ah! [pause]OK. Pelo visto somos meio que de gerações diferentes.", + "PARTNER_INTERACT_K_E1_EUGENE2": "Não é nada pessoal. [pause]Eu não trabalho bem em grupo, só isso. [pause]Sou um lobo solitário. [pause]Não posso me aliar a uma organização que possa diminuir minha liberdade.", + "PARTNER_INTERACT_K_E1_KAYLEIGH1": "...Eu não te entendo, Eugene. [pause]Você adora essas coisas de \\\"salvar comunidade\\\", [pause]mas não quer entrar nos vigilantes comigo.", + "PARTNER_INTERACT_K_E1_KAYLEIGH3": "Não acho que seja isso, não. [pause]Acho que cê tem medo de falhar no teste de admissão!", + "PARTNER_INTERACT_K_E1_EUGENE4": "[shake rate=30 level=10]E-ei, não é nada disso![/shake]", + "PARTNER_INTERACT_K_F1_FELIX2": "Nunca tentei! [pause]Você tá atrás de uns rabiscos?", + "PARTNER_INTERACT_K_F1_KAYLEIGH3": "Hum. [pause]Eu gosto da ideia de fazer uma tatuagem.", + "PARTNER_INTERACT_K_F1_KAYLEIGH4": "Mas, pra ser sincera, [pause]eu sou indecisa demais. [pause]Não ia dar certo eu tomar uma decisão permanente assim.", + "PARTNER_INTERACT_K_V1_KAYLEIGH1": "Viola, eu queria te perguntar...", + "PARTNER_INTERACT_K_V1_KAYLEIGH2": "Onde cê conseguiu essa jaqueta sem manga? [pause]Nunca vi nada parecido em Nova Murta antes!", + "PARTNER_INTERACT_K_V1_VIOLA3": "Quando acordei nas areias desta ilha solitária, [pause]eu encontrei uma jaqueta militar antiga na praia.", + "PARTNER_INTERACT_K_V1_VIOLA4": "As mangas não me caíam bem, [pause]então decidi removê-las.", + "PARTNER_INTERACT_K_V1_VIOLA5": "Devo dizer que ela tornou-se minha favorita.", + "PARTNER_INTERACT_K_V1_KAYLEIGH6": "Você é legal demais... Acho que eu tenho um crushzinho em você.", + "PARTNER_INTERACT_K_V1_VIOLA7": "Está professando seu amor eterno a mim, [pause]cara Kayleigh?", + "PARTNER_INTERACT_K_V1_KAYLEIGH8": "Peraí, [pause]eu não sou TÃO fácil assim!", + "PARTNER_INTERACT_M_E1_MEREDITH1": "...Eu precisava consertar algumas coisas, [pause]mas acho que vou deixar quieto por enquanto.", + "PARTNER_INTERACT_K_D1_KAYLEIGH1": "[wave amp=30 freq=10]Quem é um bom garoto? É você! Siim, você![/wave]", + "PARTNER_INTERACT_K_D1_DOG2": "Au au!", + "PARTNER_INTERACT_M_E1_EUGENE2": "Isso aí! [pause]Precisa descansar de vez em quando, [pause]parça!", + "PARTNER_INTERACT_M_E1_EUGENE3": "...[pause][pause]Pera, [pause]o que foi que você disse?", + "PARTNER_INTERACT_M_E1_MEREDITH4": "Ahh, [pause]que eu precisava consertar umas coisas?", + "PARTNER_INTERACT_M_E1_EUGENE7": "O que é isso? [pause]\\\"Deixar quieto\\\"?", + "PARTNER_INTERACT_M_E1_MEREDITH6": "...Que eu ia deixar quieto?", + "PARTNER_INTERACT_M_E1_MEREDITH8": "Ah, [pause]tipo, [pause]é... [pause]É quando você não quer fazer alguma coisa. Você \\\"deixa quieto\\\".", + "PARTNER_INTERACT_M_E1_EUGENE9": "Entendi. [pause]Vou aceitar suas falas estranhas com a mente aberta.", + "PARTNER_INTERACT_M_E1_MEREDITH10": "E vou deixar essa conversa quieta.", + "PARTNER_INTERACT_M_F1_FELIX2": "Sim! [pause]O que você ouvia no seu mundo?", + "PARTNER_INTERACT_M_F1_MEREDITH1": "...Meu gosto musical?", + "PARTNER_INTERACT_M_F1_MEREDITH3": "Tá aí uma pergunta difícil. [pause]Eu gosto de bandas com membros que se odeiam.", + "PARTNER_INTERACT_M_F1_MEREDITH5": "Eu sou uma pessoa muito específica.", + "PARTNER_INTERACT_M_V1_VIOLA1": "Devo confessar, [pause]cara Meredith, [pause]nunca conheci quem se vestisse como você, [pause]nem no mundo de onde vim nem nesse.", + "PARTNER_INTERACT_M_F1_FELIX4": "Isso foi bem específico.", + "PARTNER_INTERACT_M_D1_DOG1": "Au!", + "PARTNER_INTERACT_M_V1_VIOLA3": "Não quis ofender. [pause]Você não me parece se importar em alinhar sua aparência à das pessoas ao seu redor, [pause]e isso exige muita autoconfiança.", + "PARTNER_INTERACT_M_V1_MEREDITH2": "Não sei se isso foi um elogio ou não.", + "PARTNER_INTERACT_M_V1_VIOLA4": "Admiro muito essa sua característica, [pause]cara Meredith!", + "PARTNER_INTERACT_M_V1_MEREDITH5": "Ah, [pause]valeu, miga.", + "PARTNER_INTERACT_M_D1_MEREDITH2": "Você gosta de carinho na barriga, [pause]né?", + "PARTNER_INTERACT_E_F1_FELIX2": "Basicamente. [pause]Mas, [pause]não foi só isso. [pause]Se eu fosse trabalhar em outro lugar, eu teria [wave amp=30 freq=10]outro[/wave] chefe me atazanando.", + "PARTNER_INTERACT_E_F1_EUGENE1": "...Então você se demitiu, [pause]porque seus chefes estavam puxando seu tapete?", + "PARTNER_INTERACT_E_F1_FELIX3": "A única forma de quebrar esse círculo vicioso é trabalhar por conta própria. [pause]Chega de chefes.", + "PARTNER_INTERACT_E_F1_EUGENE4": "[shake rate=30 level=10]Isso![/shake] [pause]É assim que se fala! [pause]Chega de chefes. Faça suas regras, [pause]parça!", + "PARTNER_INTERACT_E_F1_FELIX5": "Mas meus planos profissionais estão travados no momento. [pause][pause]Acho que começou depois que caí pelo espaço-tempo e cheguei numa ilha cheia de monstros.", + "PARTNER_INTERACT_E_V1_EUGENE1": "...Então você chegou em Nova Murta após naufragar numa tempestade, [pause]certo?", + "PARTNER_INTERACT_E_F1_EUGENE6": "Acontece nas melhores famílias!", + "PARTNER_INTERACT_E_V1_VIOLA2": "Sim, [pause]exatamente.", + "PARTNER_INTERACT_E_V1_EUGENE3": "E você está procurando seu irmão gêmeo, Sebastião...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.m": "Cantinho agradável o seu, migo. Meio sem sal, mas quem sou eu pra julgar?", + "PARTNER_INTERACT_E_V1_EUGENE4": "Isso me parece familiar, só não lembro de onde. [pause]Você é famosa? [pause]Já nos conhecemos?", + "PARTNER_INTERACT_E_V1_VIOLA5": "Posso lhe garantir de que não sou de grande notoriedade ou interesse. [pause]Agora, quanto a termos nos encontrado? [pause]Creio que me lembraria de conhecer alguém tão vivaz, [pause]Eugene.", + "PARTNER_INTERACT_E_V1_EUGENE6": "Verdade. [pause]Mesmo assim, [pause]sua história me parece familiar...", + "PARTNER_INTERACT_E_D1_EUGENE5": "Então você é um tipo de... [pause]cachorro mágico falante? [pause]De outro mundo?", + "PARTNER_INTERACT_E_D1_DOG2": "Au!", + "PARTNER_INTERACT_E_D1_EUGENE1": "...Então você é um cachorro.", + "PARTNER_INTERACT_F_D1_FELIX1": "Você late bem algo para um ser tão pequeno, [pause]sabia?", + "PARTNER_INTERACT_E_D1_EUGENE3": "...Mas pode usar um toca-fitas para virar monstro que nem a gente.", + "PARTNER_INTERACT_E_D1_DOG4": "Au au!", + "PARTNER_INTERACT_E_D1_DOG6": "Au!", + "PARTNER_INTERACT_E_D1_EUGENE7": "Hum. [pause]Acho que não.", + "PARTNER_INTERACT_F_V1_FELIX2": "Bem, encontrar liberdade em minha vida é algo importante, [pause]mas navegar os sete mares não é bem o que tenho em mente.", + "PARTNER_INTERACT_F_V1_VIOLA1": "Certamente, [pause]Félix, [pause]você deseja a liberdade nos mares há muito tempo? [pause]Navegar para terras que ainda nem pode ver no horizonte?", + "PARTNER_INTERACT_F_V1_FELIX5": "Verdade!", + "PARTNER_INTERACT_F_V1_FELIX3": "Mas [pause]focar em mim mesmo e viver como bem entendo? [pause]Me parece ótimo.", + "PARTNER_INTERACT_F_V1_VIOLA4": "Talvez você encontre realização similar no mar. [pause]Você nunca saberá até içar as velas!", + "PARTNER_INTERACT_F_D1_DOG2": "Au!", + "PARTNER_INTERACT_V_D1_DOG2": "Au!", + "PARTNER_INTERACT_V_D1_VIOLA1": "Que mundo magnífico, [pause]com animais assim como você!", + "PASSIVE_OVERWORLD_1_0_KAYLEIGH": "Dei sorte de viver pertinho assim do mar, né?", + "PASSIVE_OVERWORLD_1_0_MEREDITH": "Eu precisava mesmo vir parar num vilarejo sem graça desses, né?", + "PASSIVE_OVERWORLD_1_0_EUGENE": "Este vilarejo é adorável, não acha?", + "PASSIVE_OVERWORLD_1_0_VIOLA": "O cheiro da maresia é tão forte aqui... Já me sinto familiarizada.", + "PASSIVE_OVERWORLD_1_0_FELIX": "Nada melhor que dar uma esticada nas canelas num píer!", + "PASSIVE_OVERWORLD_1_0_DOG": "Au au!", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.f": "Cuidado, {player}. Tem uns monstros que se escondem logo debaixo d’água por aqui...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.n": "Cantinho agradável o seu, migue. Meio sem sal, mas quem sou eu pra julgar?", + "PASSIVE_PLAYERHOME_FRIENDLY_KAYLEIGH": "Espero que sua casa esteja do seu agrado, {player}...", + "PASSIVE_PLAYERHOME_FRIENDLY_MEREDITH.f": "Cantinho agradável o seu, miga. Meio sem sal, mas quem sou eu pra julgar?", + "PASSIVE_PLAYERHOME_FRIENDLY_EUGENE": "Nossa, é sua casa? Nada mal, parça!", + "PASSIVE_PLAYERHOME_FRIENDLY_FELIX": "Então esta é sua casa?", + "PASSIVE_PLAYERHOME_FRIENDLY_VIOLA": "Percebo que não mora aqui há muito tempo.", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.f": "[wave amp=20 freq=5]Sua casa é bem bacana, {player}...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.m": "[wave amp=20 freq=5]Sua casa é bem bacana, {player}...[/wave]", + "PASSIVE_PLAYERHOME_FRIENDLY_SUNNY.n": "[wave amp=20 freq=5]Sua casa é bem bacana, {player}...[/wave]", + "PASSIVE_EUGENEHOME_KAYLEIGH.m": "Acho que Eugene não vai ligar de a gente entrar na casa dele sem ele!", + "PASSIVE_EUGENEHOME_KAYLEIGH.f": "Acho que Eugene não vai ligar de a gente entrar na casa dele sem ele!", + "PASSIVE_EUGENEHOME_KAYLEIGH.n": "Acho que Eugene não vai ligar de a gente entrar na casa dele sem ele!", + "PASSIVE_EUGENEHOME_MEREDITH": "Eugene tem uma academia privada? Ele sabe que a prefeitura tem uma academia DE VERDADE, né?", + "PASSIVE_EUGENEHOME_FELIX": "Essa é a casa do Eugene, a academia que ele montou aqui até que é boa.", + "PASSIVE_PLAYERHOME_ROMANTIC_KAYLEIGH": "Ah! Você quer que eu passe a noite aqui, {player}...?", + "PASSIVE_EUGENEHOME_EUGENE": "É, essa é minha casa. QG do Eugene. O cafofo. Minha base de operações.", + "PASSIVE_PLAYERHOME_ROMANTIC_EUGENE": "Vai mostrar a casa pro seu namorado?", + "PASSIVE_PLAYERHOME_ROMANTIC_MEREDITH": "Você queria passar um tempo aqui, só a gente?", + "PASSIVE_PLAYERHOME_ROMANTIC_FELIX": "Sua casa é toda arrumadinha! Espero que não tenha limpado só pra me ver.", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.m": "Desejava passar um tempo em minha companhia, doce {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.n": "Desejava passar um tempo em minha companhia, doce {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_VIOLA.f": "Desejava passar um tempo em minha companhia, doce {player}?", + "PASSIVE_PLAYERHOME_ROMANTIC_SUNNY": "[wave amp=20 freq=5]Adoro te visitar, {player}...[/wave]", + "PASSIVE_OVERWORLD_0_0_VIOLA": "Talvez seja um momento oportuno para conversar com os gentis comerciantes de Vilancoradouro?", + "PASSIVE_OVERWORLD_2_0_MEREDITH": "Tirar areia das botas é um inferno. Odeio.", + "PASSIVE_OVERWORLD_2_0_KAYLEIGH": "Essa praia me lembra de quando cheguei em Nova Murta...", + "PASSIVE_OVERWORLD_2_0_EUGENE": "Esse lugar é perfeito pra umas flexões!", + "PASSIVE_OVERWORLD_2_0_VIOLA": "Já observei a costa de várias terras. Talvez esta seja a mais esquisita.", + "PASSIVE_OVERWORLD_2_0_FELIX": "É um lugar calmo e silencioso... Se ignorar os caranguejos monstros gigantes.", + "PASSIVE_OVERWORLD_2_0_SUNNY": "[wave amp=20 freq=5]Ah, o oceano... Eu me pergunto o que existe além desta ilha...[/wave]", + "PASSIVE_OVERWORLD_0_0_MEREDITH": "Podemos pegar adesivos para nossas forma de monstro, quer dar uma olhada?", + "PASSIVE_OVERWORLD_0_0_EUGENE": "Acho que esse pessoal vende coisas que a gente pode usar nas nossas eternas batalhas pela justiça!", + "PASSIVE_OVERWORLD_0_0_KAYLEIGH": "Que tal falar com os comerciantes de adesivos, {player}? Talvez eles tenham algo pra gente!", + "PASSIVE_OVERWORLD_0_0_SUNNY": "[wave amp=20 freq=5]Que tal comprarmos mais adesivos?[/wave]", + "PASSIVE_OVERWORLD_0_0_FELIX": "Ah, legal, novos adesivos de monstros.", + "PASSIVE_OVERWORLD_5_-5_MEREDITH": "Eu [wave amp=30 freq=10]acho[/wave] que atravessar essa ponte é melhor que molhar minhas botas...", + "PASSIVE_OVERWORLD_5_-5_KAYLEIGH": "O Vigilante Murilo e o time de construtores dele fizeram essa ponte um tempão atrás!", + "PASSIVE_OVERWORLD_5_-5_EUGENE": "Essa ponte foi um esforço comunitário. Eu acho ela bem maneira!", + "PASSIVE_OVERWORLD_8_0_KAYLEIGH": "O caminho é bem apertado. Não vá tropeçar, {player}!", + "PASSIVE_OVERWORLD_5_-5_VIOLA": "Eu consigo observar meu reflexo na lagoa abaixo! Que encantador.", + "PASSIVE_OVERWORLD_5_-5_FELIX": "Essa ponte é um amor, não acha?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.m": "Eu acho esse caminho estreito demais, migo.", + "PASSIVE_OVERWORLD_5_-5_SUNNY": "[wave amp=20 freq=5]Que ponte bonitinha![/wave]", + "PASSIVE_OVERWORLD_8_0_MEREDITH.f": "Eu acho esse caminho estreito demais, miga.", + "PASSIVE_OVERWORLD_8_0_EUGENE": "Esse é caminho é apertado, hein?", + "PASSIVE_OVERWORLD_8_0_MEREDITH.n": "Eu acho esse caminho estreito demais, migue.", + "PASSIVE_OVERWORLD_8_0_VIOLA": "Cuidado onde pisa. O caminho vai ficando mais estreito.", + "PASSIVE_OVERWORLD_-4_0_KAYLEIGH": "Eu sempre tive medo de cemitérios, e esse não é diferente...", + "PASSIVE_OVERWORLD_8_0_SUNNY": "[wave amp=20 freq=5]Cuidado onde pisa, {player}![/wave]", + "PASSIVE_OVERWORLD_8_0_FELIX": "Cuidado, pra não cair. O caminho é bem estreito!", + "PASSIVE_OVERWORLD_-4_0_MEREDITH": "Eu adoro cemitérios. Eles são bem melancólicos.", + "PASSIVE_OVERWORLD_-4_0_EUGENE": "Eu tenho calafrios de imaginar que os monstros esqueléticos ficam por aqui...", + "PASSIVE_OVERWORLD_-4_0_FELIX": "Esse é o último lugar da ilha em que quero andar sozinho de noite.", + "PASSIVE_OVERWORLD_-4_0_VIOLA": "Eu rezo para ir embora desta ilha um dia. Assim, minha lápide não vai ficar aqui.", + "PASSIVE_OVERWORLD_-4_-4_KAYLEIGH": "A gente pode ativar esse botão se encontrar um ímã por aqui, {player}.", + "PASSIVE_OVERWORLD_-4_0_SUNNY": "[wave amp=20 freq=5]Estranho, mas me sinto em casa aqui...[/wave]", + "PASSIVE_OVERWORLD_-4_-4_MEREDITH": "Precisa de um ímã carregado ativar esse botão, colega.", + "PASSIVE_OVERWORLD_-4_-4_EUGENE": "Saca só esse botão! Aposto que dá pra ativar se a gente encontrar um ímã por aqui...", + "PASSIVE_OVERWORLD_-4_-4_FELIX": "Acho que não dá pra ativar esse botão só de pisar em cima. Vamos dar uma olhada...", + "PASSIVE_OVERWORLD_-4_-4_VIOLA": "Esse mecanismo é interessante. Parece uma metade de algo maior...", + "PASSIVE_OVERWORLD_-4_-4_SUNNY": "[wave amp=20 freq=5]Me pergunto se este botão faz alguma coisa...[/wave]", + "PASSIVE_OVERWORLD_-5_-5_KAYLEIGH": "Como foi que essa igreja chegou aqui...?", + "PASSIVE_OVERWORLD_-5_-5_MEREDITH": "Aquela igreja parece mal construída... Melhor entrar e dar uma olhada.", + "PASSIVE_OVERWORLD_-5_-5_EUGENE": "Essa igreja precisa de uma repaginada... Ou seis.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.n": "Cuidado, {player}. Tem uns monstros que se escondem logo debaixo d’água por aqui...", + "PASSIVE_OVERWORLD_-5_-5_SUNNY": "[wave amp=20 freq=5]Esta construção... parece tão grandiosa, mas ao mesmo tempo tão triste...[/wave]", + "PASSIVE_OVERWORLD_-5_-5_VIOLA": "Essa igreja já teve dias melhores...", + "PASSIVE_OVERWORLD_-5_-5_FELIX": "Que igreja velha. Vou desenhar...", + "PASSIVE_OVERWORLD_-5_-6_MONOLOGUE_1": "Esse muro pode ser atravessado com a habilidade Bola de Videira da Abóbora para alcançar aquele parapeito...", + "PASSIVE_OVERWORLD_-5_-6_MEREDITH": "Se precisar de metal enferrujado, acho que sei [wave amp=30 freq=10]bem[/wave] onde encontrar...", + "PASSIVE_OVERWORLD_-5_-6_KAYLEIGH": "A Orla do Ferro Fundido... A grande quantidade de naufrágios deixa muita sucata em Vilancoradouro.", + "PASSIVE_OVERWORLD_-5_-6_FELIX": "Que neblina densa. Parece que vou dar de cara com um pedaço de sucata a qualquer momento.", + "PASSIVE_OVERWORLD_-5_-6_EUGENE.m": "Cuidado, {player}. Tem uns monstros que se escondem logo debaixo d’água por aqui...", + "PASSIVE_OVERWORLD_-5_-6_SUNNY": "[wave amp=20 freq=5]Acho que vi alguma coisa se mexendo na água agorinha...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_DOG": "[wave amp=30 freq=10]Whuhh...[/wave]", + "PASSIVE_OVERWORLD_-5_-6_VIOLA": "Venha, precisamos sair desta neblina poluída.", + "PASSIVE_OVERWORLD_-7_-7_KAYLEIGH": "A ilha está flutuando?! O QUE É esse lugar?", + "PASSIVE_OVERWORLD_-7_-7_EUGENE": "Ok, eu não fazia ideia de que tinha uma ilha flutuante em Nova Murta. Será que estava escondida nas nuvens?", + "PASSIVE_OVERWORLD_-7_-7_MEREDITH": "Hm, nunca ouvi nenhum comandante falar de uma ilha flutuante em Nova Murta...", + "PASSIVE_OVERWORLD_-7_-7_FELIX": "Incrível, né?", + "PASSIVE_OVERWORLD_MARSH_MEREDITH": "Urgh, minhas botas vão ficar cheias de lama, não vão?", + "PASSIVE_OVERWORLD_-7_-7_SUNNY": "[wave amp=20 freq=5]Esta ilha flutua...?[/wave]", + "PASSIVE_OVERWORLD_-7_-7_VIOLA": "Uma terra entre as nuvens... Mais uma maravilha que me tira as palavras.", + "PASSIVE_OVERWORLD_MARSH_KAYLEIGH": "Esse pântano é bem... pantanoso.", + "PASSIVE_OVERWORLD_MARSH_EUGENE": "Esse barro todo vai estragar meus tênis...", + "PASSIVE_OVERWORLD_MARSH_VIOLA.m": "Esta terra não nos quer aqui. Acho melhor passarmos bem rápido, {player}.", + "PASSIVE_OVERWORLD_MARSH_FELIX": "As árvores daqui são bem grandes, né?", + "PASSIVE_OVERWORLD_FOREST_KAYLEIGH": "Ah, uma floresta! O que será que tem por aqui?", + "PASSIVE_OVERWORLD_MARSH_VIOLA.f": "Esta terra não nos quer aqui. Acho melhor passarmos bem rápido, {player}.", + "PASSIVE_OVERWORLD_MARSH_VIOLA.n": "Esta terra não nos quer aqui. Acho melhor passarmos bem rápido, {player}.", + "PASSIVE_OVERWORLD_MARSH_SUNNY": "[wave amp=20 freq=5]Esta água barrenta vai estragar meus sapatos...[/wave]", + "PASSIVE_OVERWORLD_FOREST_EUGENE": "Fica alerta, {player}! Não sabemos quais monstros espreitam nesta floresta...", + "PASSIVE_OVERWORLD_FOREST_MEREDITH": "Todo esse pólen tá me dando coceira no nariz.", + "PYLON_HINT_MEREDITH3": "Talvez algum monstro por aqui tenha habilidades magnéticas úteis pra nós. Vamos dar uma olhada.", + "PASSIVE_OVERWORLD_FOREST_FELIX": "Aposto que a gente não acha os monstros daqui em nenhum outro lugar.", + "PASSIVE_OVERWORLD_FOREST_VIOLA": "Consegue ouvir o coro de pássaros ecoando pelas árvores, {player}?", + "PASSIVE_OVERWORLD_FOREST_SUNNY": "[wave amp=20 freq=5]As árvores daqui são imensas! E o ar está atacando meu nariz...[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_KAYLEIGH": "Essas são as ruínas de Nova Londres...", + "PASSIVE_OVERWORLD_NEW_LONDON_MEREDITH": "Hum, então as histórias sobre um tal vilarejo abandonado eram reais. Assustador.", + "PASSIVE_OVERWORLD_NEW_LONDON_EUGENE": "Este lugar me dá arrepios...", + "PASSIVE_OVERWORLD_NEW_LONDON_FELIX": "As ruínas dessas construções parecem carbonizadas. Será que este lugar pegou fogo sozinho ou...?", + "PASSIVE_OVERWORLD_NEW_LONDON_SUNNY": "[wave amp=20 freq=5]Pessoas já moraram aqui, né?[/wave]", + "PASSIVE_OVERWORLD_NEW_LONDON_VIOLA": "O ar daqui é sufocante.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_KAYLEIGH": "Nossa, olha só a beleza dessas cerejeiras!", + "PASSIVE_DUNGEON_ALDGRAVE_KAYLEIGH": "Então... Eu vou simplesmente tentar ignorar que [wave amp=30 freq=10]nossos nomes[/wave] estão nessas lápides, ok?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_MEREDITH": "Ah, mas que campina bonita.", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_FELIX": "O ar daqui é tão agradável, não acha?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_EUGENE": "Esta campina é mesmo muito linda, né?", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_SUNNY": "[wave amp=20 freq=5]Todas essas pétalas no ar... Que lugar lindo...[/wave]", + "PASSIVE_OVERWORLD_CHERRY_MEADOW_VIOLA": "Há muita beleza nestas terras, mas não se descuidem.", + "PASSIVE_OVERWORLD_MT_WIRRAL_KAYLEIGH": "Brrr... Tomara que eu não pegue uma gripe aqui!", + "PASSIVE_OVERWORLD_MT_WIRRAL_MEREDITH": "Tá friozinho aqui, né?", + "PASSIVE_OVERWORLD_MT_WIRRAL_EUGENE": "Como tá frio aqui, hein?", + "PASSIVE_DUNGEON_GLOWSHROOM_KAYLEIGH": "Nunca tinha visto cogumelos assim. São bem imponentes, né?", + "PASSIVE_OVERWORLD_MT_WIRRAL_FELIX": "Eu devia ter trazido um casaco...", + "PASSIVE_OVERWORLD_MT_WIRRAL_VIOLA": "Não deixarei que esta súbita friagem me desanime!", + "PASSIVE_OVERWORLD_MT_WIRRAL_SUNNY": "[wave amp=20 freq=5]Que lugar mais frio... Será que estou usando as roupas certas pra este clima?[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_MEREDITH": "Esses cogumelos gigantes dão o toque final a esse clima de \\\"boate bizarra\\\" daqui.", + "PASSIVE_DUNGEON_GLOWSHROOM_EUGENE": "Ei, olha só o tamanhão desses cogumelos, colega.", + "PASSIVE_DUNGEON_GLOWSHROOM_FELIX": "Que cogumelos incríveis! Até me inspiraram a desenhar.", + "PASSIVE_DUNGEON_GLOWSHROOM_SUNNY": "[wave amp=20 freq=5]Estes cogumelos brilhantes são lindos...[/wave]", + "PASSIVE_DUNGEON_GLOWSHROOM_VIOLA": "Isso é um cogumelo? A flora e a fauna destas terras ficam cada vez mais surpreendentes.", + "PASSIVE_DUNGEON_ALDGRAVE_EUGENE": "É meu nome ali...?", + "PASSIVE_DUNGEON_ALDGRAVE_MEREDITH": "Ah, que ótimo. Lápides bizarras. Só me faltava essa.", + "PASSIVE_DUNGEON_ALDGRAVE_VIOLA": "Não caiam nessa tentativa tosca de nos assustar.", + "PASSIVE_DUNGEON_ALDGRAVE_FELIX": "Olha, não me sinto muito confortável vendo nossos nomes nessas lápides assustadoras.", + "PASSIVE_DUNGEON_ALDGRAVE_SUNNY": "[wave amp=20 freq=5]Ei, está escrito Allegra naquela pedra...?[/wave]", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.m": "Pensei que a gente tinha caído num buraco sem fundo...", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.n": "Pensei que a gente tinha caído num buraco sem fundo...", + "PASSIVE_DUNGEON_MEADOW_KAYLEIGH.f": "Pensei que a gente tinha caído num buraco sem fundo...", + "PASSIVE_DUNGEON_MEADOW_MEREDITH": "O que foi isso...?", + "PASSIVE_DUNGEON_MEADOW_SUNNY": "[wave amp=20 freq=5]Caímos feio...[/wave]", + "PASSIVE_DUNGEON_MEADOW_EUGENE": "Caramba, isso foi intenso...", + "PASSIVE_DUNGEON_MEADOW_FELIX": "Onde estamos?", + "PASSIVE_DUNGEON_MEADOW_VIOLA": "Qual será o próximo engodo?", + "PASSIVE_DUNGEON_WATERLOOP_KAYLEIGH": "De onde tá vindo essa água toda?", + "PASSIVE_DUNGEON_WATERLOOP_MEREDITH": "Como assim tem água aqui embaixo? E de onde tá vindo?", + "PASSIVE_DUNGEON_WATERLOOP_EUGENE": "Um canal, hein? Qual será a origem dessa água...", + "PASSIVE_DUNGEON_WATERLOOP_FELIX": "Será que essa água tá vindo da superfície ou de outro lugar?", + "PASSIVE_DUNGEON_WATERLOOP_SUNNY": "[wave amp=20 freq=5]Eu me pergunto de onde está vindo toda essa água...[/wave]", + "PASSIVE_DUNGEON_WATERLOOP_VIOLA": "Uma corrente... Talvez a gente consiga achar a origem.", + "PASSIVE_DUNGEON_MALL_KAYLEIGH": "É daqui que os vigilantes pegam as fitas! Legal, né?", + "PASSIVE_DUNGEON_MALL_FELIX": "É tão estranho estar numa construção tão grande em Nova Murta.", + "PASSIVE_DUNGEON_MALL_EUGENE": "De onde eu venho, a gente vê construções vazias assim no país todo...", + "PASSIVE_DUNGEON_MALL_VIOLA": "Esses corredores são tão grandes e silenciosos...", + "MEREDITH_PLATFORM_REACTION2_2.m": "Vamos fazer o possível pra continuar, miga.", + "PASSIVE_CAVE_PARKCAVE2_KAYLEIGH": "Acho que os habitantes costumavam fazer esse lugar de mina...", + "PASSIVE_DUNGEON_MALL_SUNNY": "[wave amp=20 freq=5]Que lugar mais vazio...[/wave]", + "PASSIVE_CAVE_PARKCAVE2_EUGENE": "Deve ter uns monstrões bem fortes por aqui. Não baixa a guarda, colega.", + "PASSIVE_CAVE_PARKCAVE2_MEREDITH": "Essa caverna costumava ser algum tipo de mina, né? Tá meio acabada.", + "PYLON_HINT_MEREDITH1.m": "Hum, acho que chegamos a um beco sem saída, migo. [pause]Se bem que...", + "PYLON_HINT_MEREDITH2": "Tá vendo aquela caixa azul? [pause]Vi várias dessas na ilha toda, e a atração magnética delas é constante.", + "PYLON_HINT_MEREDITH1.n": "Hum, acho que chegamos a um beco sem saída, migue. [pause]Se bem que...", + "PYLON_HINT_MEREDITH1.f": "Hum, acho que chegamos a um beco sem saída, miga. [pause]Se bem que...", + "PASSIVE_DESTRUCTIBLE_ROCK_KAYLEIGH": "Essa pedra tá cheia de rachaduras. Acho que dá pra você quebrar ela com um impulso!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.m": "Essa pedra quadrada tá bem danificada. Talvez você consiga quebrar ela com um impulso, migo.", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.n": "Essa pedra quadrada tá bem danificada. Talvez você consiga quebrar ela com um impulso, migue.", + "PASSIVE_DESTRUCTIBLE_ROCK_EUGENE": "Tem um monte de rachadura nessa pedra. Usa seu impulso pra partir ela ao meio!", + "PASSIVE_DESTRUCTIBLE_ROCK_MEREDITH.f": "Essa pedra quadrada tá bem danificada. Talvez você consiga quebrar ela com um impulso, miga.", + "PASSIVE_DESTRUCTIBLE_ROCK_VIOLA": "Essa pedra está toda destruída. Creio que ela quebraria se fosse atingida com bastante força.", + "PASSIVE_DESTRUCTIBLE_ROCK_FELIX": "Olha como essa pedra tá toda danificada. Aposto que consegue despedaçar ela toda com uma batida bem rápida.", + "PASSIVE_PYLON_KAYLEIGH": "A bateria dessa torre tá com uma cor estranha. Acho que seu magnetismo funciona aqui, {player}!", + "PASSIVE_PYLON_MEREDITH.m": "Aquela torre parece tão magnética. Por que não tenta usar seu magnetismo embaixo dela, miga?", + "PASSIVE_PYLON_MEREDITH.f": "Aquela torre parece tão magnética. Por que não tenta usar seu magnetismo embaixo dela, migo?", + "PASSIVE_PYLON_EUGENE": "Aquela caixa azul pendurada naquele poste de madeira parece bem magnética, não acha?", + "PASSIVE_PYLON_MEREDITH.n": "Aquela torre parece tão magnética. Por que não tenta usar seu magnetismo embaixo dela, migue?", + "PASSIVE_PYLON_FELIX": "Então, eu acho que sua habilidade de magnetismo vai funcionar direitinho naquela torre, {player}.", + "KAYLEIGH_STATION_REACTION2": "Mais uma dessas estações de trem... Ainda não esqueci da [wave amp=30 freq=10]primeira vez[/wave] que descobrimos uma.", + "PASSIVE_PYLON_VIOLA": "Aquele objeto metálico tá emitindo uma aura azul interessante. Você também notou, {player}?", + "KAYLEIGH_STATION_REACTION3": "Até que tô me acostumando com essas estações velhas e empoeiradas, mas o silêncio que faz ainda me assusta.", + "MEREDITH_STATION_REACTION1": "Hum, [pause]será que essa ilha tem uma rede de trilhos subterrânea? Parece que este lugar já existe há [wave amp=30 freq=10]tempos[/wave]...", + "MEREDITH_STATION_REACTION2": "Mais uma estação subterrânea? Me pergunto quem construiu...", + "MEREDITH_STATION_REACTION3A": "Tem alguma coisa esquisita nessas estações subterrâneas. [wave amp=30 freq=10]Parecem[/wave] ter sido feitas por pessoas, mas a [wave amp=30 freq=10]sensação[/wave] de estranheza continua.", + "MEREDITH_STATION_REACTION3B": "Entende o que quero dizer, {player}?", + "EUGENE_STATION_REACTION1": "Quê?! [pause]Isso é uma [shake rate=30 level=10]estação de trem[/shake]?! Ninguém nunca falou que tinha uma coisa ASSIM em Nova Murta!", + "EUGENE_STATION_REACTION2": "Mais uma estação, hein? Essa ilha é cheia de segredos...", + "EUGENE_STATION_REACTION3": "Cara, é capaz de sermos os primeiros a pisar aqui em um BOM tempo...", + "FELIX_STATION_REACTION3": "Mais uma estação antiga. Alguma coisa deve ter acontecido pra elas aparecerem agora, né?", + "FELIX_STATION_REACTION1": "Peraí, isso é uma estação de trem?! Ninguém do vilarejo nunca falou dela... Será que ninguém sabe que existe?", + "FELIX_STATION_REACTION2": "Essas estações me assustam. Acho que não deveríamos estar aqui...", + "VIOLA_STATION_REACTION1": "Este lugar chega a ser menos acolhedor que o restante desta ilha estranha...", + "VIOLA_STATION_REACTION2": "O ar daqui é pesado. Dá para notar que este lugar esteve adormecido por muitos e muitos anos.", + "VIOLA_STATION_REACTION3": "Mais um desses lugares velhos e interessantes. Não vamos ficar aqui mais do que o necessário, {player}.", + "SUNNY_STATION_REACTION1": "[wave amp=20 freq=5]Este lugar... é diferente do resto de Nova Murta...[/wave]", + "SUNNY_STATION_REACTION2": "[wave amp=20 freq=5]Mais um desses túneis subterrâneos...[/wave]", + "SUNNY_STATION_REACTION3": "[wave amp=20 freq=5]Essas instalações... Elas estavam aqui antes de todo o resto... né?[/wave]", + "KAYLEIGH_PLATFORM_REACTION1_1": "A pressão aqui é [shake rate=30 level=10]devastadora[/shake]. Me senti assim quando Morgana apareceu pela primeira vez...", + "KAYLEIGH_PLATFORM_REACTION1_2": "É como se um tivesse um barulho [shake rate=30 level=10]muito[/shake] alto no ar, mas impossível de ouvir...", + "MEREDITH_PLATFORM_REACTION1_1": "Qual é o PROBLEMA desse lugar? [pause]Parece que tem alguma coisa me [wave amp=30 freq=10]empurrando[/wave]...", + "KAYLEIGH_PLATFORM_REACTION2_1": "Ah, aquela sensação de novo. Parece um rádio chiando na minha cabeça...", + "KAYLEIGH_PLATFORM_REACTION2_2": "Esse ar com gosto metálico me dá dor de cabeça...", + "KAYLEIGH_PLATFORM_REACTION3_1": "É aquela atmosfera de novo...", + "KAYLEIGH_PLATFORM_REACTION3_2": "Tô me acostumando com ela, mas ainda faz minha cabeça doer...", + "MEREDITH_PLATFORM_REACTION1_2": "Parece uma TV chiando na minha mente...", + "VIOLA_PLATFORM_REACTION1_1.f": "Não deveríamos estar aqui, {player}. Até o chão que pisamos diz em alto e bom som que não somos bem-vindas.", + "MEREDITH_PLATFORM_REACTION2_1": "Ah, tô sentindo aquele negócio [wave amp=30 freq=10]estranho[/wave] de novo... E continua péssimo.", + "MEREDITH_PLATFORM_REACTION2_2.n": "Vamos fazer o possível pra continuar, migue.", + "MEREDITH_PLATFORM_REACTION2_2.f": "Vamos fazer o possível pra continuar, migo.", + "MEREDITH_PLATFORM_REACTION3_2": "O negócio é fingir que não parece que sua cabeça vai [wave amp=30 freq=10]explodir[/wave].", + "MEREDITH_PLATFORM_REACTION3_1": "Acho que tô me acostumando aos poucos à sensação de estar nessas estações.", + "EUGENE_PLATFORM_REACTION1_1": "Tá sentindo isso, {player}? É um chiado que não consigo [wave amp=30 freq=10]ouvir[/wave], [pause]só [wave amp=30 freq=10]sentir[/wave]...", + "EUGENE_PLATFORM_REACTION2_1": "Ai, de novo essa atmosfera estranha... Tá sentindo?", + "EUGENE_PLATFORM_REACTION1_2": "É horrível...", + "EUGENE_PLATFORM_REACTION2_2": "Faz meu dentes formigarem...", + "EUGENE_PLATFORM_REACTION3_1": "Ah, aquela [wave amp=30 freq=10]atmosfera dolorosa[/wave] voltou. Coisa boa que não é.", + "EUGENE_PLATFORM_REACTION3_2": "Não baixa a guarda, colega.", + "FELIX_PLATFORM_REACTION1_1": "Ah, cara, qual é a desse barulho? [pause]Tipo, não é um barulho que dá pra ouvir. [pause]É como se tivesse alguma coisa errada com o ar...", + "FELIX_PLATFORM_REACTION2_2": "Até [wave amp=30 freq=10]pensar[/wave] aqui é difícil. [pause]Tá sentindo?", + "FELIX_PLATFORM_REACTION1_2": "Que lugar [wave amp=30 freq=10]péssimo[/wave] pra se estar...", + "FELIX_PLATFORM_REACTION2_1": "De novo essa [wave amp=30 freq=10]presença[/wave]. Fico todo arrepiado só de sentir.", + "FELIX_PLATFORM_REACTION3_1": "É aquela [wave amp=30 freq=10]sensação terrível[/wave] mais uma vez. Quer saber? Já tô até me acostumando.", + "FELIX_PLATFORM_REACTION3_2": "...Não, não, mudei de ideia. Acho que [wave amp=30 freq=10]nunca[/wave] vou me acostumar com isso.", + "VIOLA_PLATFORM_REACTION1_1.m": "Não deveríamos estar aqui, {player}. Até o chão que pisamos diz em alto e bom som que não somos bem-vindos.", + "VIOLA_PLATFORM_REACTION1_2": "Não está sentindo? É como se tivesse algo pesado no ar que dificulta a respiração.", + "VIOLA_PLATFORM_REACTION1_1.n": "Não deveríamos estar aqui, {player}. Até o chão que pisamos diz em alto e bom som que não somos bem-vindos.", + "VIOLA_PLATFORM_REACTION2_1": "Aquela sensação maldita está entre nós de novo, {player}. Ela causa uma mistura de sentimentos ruins em mim.", + "VIOLA_PLATFORM_REACTION2_2": "É como se estivéssemos atravessando um oceano a cada passo...", + "VIOLA_PLATFORM_REACTION3_1": "Estou lentamente me acostumando à sensação hostil causada por este lugar. Já não a enfrentamos várias vezes?", + "VIOLA_PLATFORM_REACTION3_2": "Sim, devemos continuar. Esta aura desagradável não vai me deter.", + "KAYLEIGH_ARCHANGEL_REACTION1_2": "Me lembra aquela sensação horrível que tive quando lutamos contra Morgana... [pause]É como se olhar pra ele fosse [wave amp=30 freq=10]errado[/wave]...", + "SUNNY_PLATFORM_REACTION1_1": "[wave amp=20 freq=5]Dói estar aqui, {player}...[/wave]", + "SUNNY_PLATFORM_REACTION1_2": "[wave amp=20 freq=5]A sensação que este lugar me causa... {player}, eu não gosto.[/wave]", + "SUNNY_PLATFORM_REACTION3_2": "[wave amp=20 freq=5]Vamos tentar sair daqui o mais rápido possível, ok...?[/wave]", + "SUNNY_PLATFORM_REACTION2_2": "[wave amp=20 freq=5]Tomara que a gente não fique aqui por muito tempo...[/wave]", + "SUNNY_PLATFORM_REACTION2_1": "[wave amp=20 freq=5]Estou com aquela sensação na cabeça de novo... Argh...[/wave]", + "SUNNY_PLATFORM_REACTION3_1": "[wave amp=20 freq=5]Ei, vamos só fazer o que viemos fazer e ir embora, {player}...[/wave]", + "KAYLEIGH_ARCHANGEL_REACTION1_1": "É um [shake rate=30 level=10]Arcanjo[/shake]...", + "KAYLEIGH_ARCHANGEL_REACTION2": "Outro Arcanjo... Olhar pra ele é tão [shake rate=30 level=10]doloroso[/shake] quanto pros outros...", + "KAYLEIGH_ARCHANGEL_REACTION3": "Um [shake rate=30 level=10]Arcanjo[/shake]! Fica alerta, {player}!", + "MEREDITH_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]O-o q-que é aquilo?![/shake] [pause]Por que parece tão... [shake rate=30 level=10]errado[/shake] olhar pra ele?!", + "MEREDITH_ARCHANGEL_REACTION1_2": "Minha cabeça dói só de olhar... [pause]{player}, é um [shake rate=30 level=10]Arcanjo[/shake], [pause]não é...?", + "MEREDITH_ARCHANGEL_REACTION2_2": "De novo... [pause]é como se... [pause]como se [shake rate=30 level=10]eu tivesse vendo algo proibido[/shake].", + "MEREDITH_ARCHANGEL_REACTION2_1": "O-outro Arcanjo...", + "EUGENE_ARCHANGEL_REACTION1_2": "Um [wave amp=30 freq=10]Arcanjo[/wave], hein?", + "EUGENE_ARCHANGEL_REACTION1_1": "Mas o quê – [pause]como pode – [pause]aquela [wave amp=30 freq=10]coisa[/wave] ter uma aparência... [wave amp=30 freq=10]dessas[/wave]?! [pause]Tá bugando meu cérebro...", + "MEREDITH_ARCHANGEL_REACTION3": "Ah! [pause]Um Arcanjo. [pause]Tamos [wave amp=30 freq=10]encrencados[/wave] de novo, né?", + "FELIX_ARCHANGEL_REACTION1_1": "E-eu nunca vi uma coisa assim... [pause]O que tá acontecendo, {player}...? [pause]Por que ele é... [shake rate=30 level=10]desse jeito[/shake]?!", + "EUGENE_ARCHANGEL_REACTION2": "É um Arcanjo de novo! [pause]Urgh, [pause]só de olhar eu sinto que ele não [wave amp=30 freq=10]deveria estar aqui[/wave]...", + "EUGENE_ARCHANGEL_REACTION3": "[shake rate=30 level=10]Um Arcanjo![/shake] [pause]Fique a postos, {player}!", + "FELIX_ARCHANGEL_REACTION1_2": "Isso deve ser um [shake rate=30 level=10]Arcanjo[/shake]...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.n": "...Tô te falando, chefia. Elu sabe se virar mesmo sendo aprendiz!", + "FELIX_ARCHANGEL_REACTION2_1": "Mais um Arcanjo! Só olhar já me deixa aflito. Sinto meu corpo inteiro [shake rate=30 level=10]gritando[/shake] e pedindo pra eu me virar.", + "FELIX_ARCHANGEL_REACTION2_2": "É meio difícil descrever, mas ele parece meio [wave amp=30 freq=10]torto[/wave], né?", + "FELIX_ARCHANGEL_REACTION3": "Eu [wave amp=30 freq=10]nunca[/wave] vou me acostumar com a sensação de olhar pra um Arcanjo.", + "VIOLA_ARCHANGEL_REACTION1_1": "[shake rate=30 level=10]Esse espírito![/shake] Nunca tinha visto outro parecido com ele... [pause]É como se não [shake rate=30 level=10]pertencesse[/shake] ao nosso mundo.", + "VIOLA_ARCHANGEL_REACTION1_2": "Até [shake rate=30 level=10]olhar[/shake] para ele parece heresia.", + "VIOLA_ARCHANGEL_REACTION2": "Mais um espírito que desafia a razão! Eu [shake rate=30 level=10]mal[/shake] consigo ficar olhando para ele...", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.m": "...Tô te falando, chefia. Ele sabe se virar mesmo sendo aprendiz!", + "VIOLA_ARCHANGEL_REACTION3": "{player}, é mais um daqueles [shake rate=30 level=10]espíritos caídos[/shake]! Os que você chama de \\\"Arcanjo\\\".", + "TOWN_HALL_WALLACE_EVENT_WALLACE1.f": "...Tô te falando, chefia. Ela sabe se virar mesmo sendo aprendiz!", + "TOWN_HALL_WALLACE_EVENT_WALLACE2": "Eu e os caras ficamos [wave amp=30 freq=10]bem[/wave] impressionados! Quebrei minha cara com essa luta.", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.m": "É raro vê-lo tão impressionado com o desempenho de um aprendiz, Murilo!", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.f": "É raro vê-lo tão impressionado com o desempenho de um aprendiz, Murilo!", + "TOWN_HALL_WALLACE_EVENT_WALLACE4": "Bom, nós não fazemos muitos testes de combate pra aprendizes. Não é como se \\\"construir um muro de tijolos\\\" fosse uma coisa fácil de fazer...", + "TOWN_HALL_WALLACE_EVENT_IANTHE3.n": "É raro vê-lo tão impressionado com o desempenho de um aprendiz, Murilo!", + "TOWN_HALL_WALLACE_EVENT_WALLACE5": "Por falar nisso, meu horário de almoço acabou! Tenho que trabalhar, então te vejo depois, chefia!", + "TOWN_HALL_SKIP_EVENT_SKIP1": "...Fala sério, Ianthe! Você tem que me falar como era sua vida antes de vir pra Nova Murta!", + "TOWN_HALL_SKIP_EVENT_IANTHE2": "Bem... [pause]Eu era tipo uma detetive, sabe?", + "TOWN_HALL_SKIP_EVENT_SKIP3": "Uau! [pause]Você tinha que ficar achando coisas que os outros perdiam? Estrangeiros parecem ter [wave amp=30 freq=10]tantas[/wave] coisas, então devem perder elas o tempo todo, né?", + "TOWN_HALL_SKIP_EVENT_IANTHE4": "Pra ser sincera, meus trabalhos costumavam ser mais... [pause]arriscados.", + "TOWN_HALL_SKIP_EVENT_SKIP5": "Vou voltar pra minha patrulha, mas você vai [wave amp=30 freq=10]ter[/wave] que me contar mais da próxima vez!", + "TOWN_HALL_ZEDD_EVENT_ZEDD1": "...Pra ser sincero, Ianthe, eu não sei se os outros comandantes [wave amp=30 freq=10]entendem[/wave].", + "TOWN_HALL_ZEDD_EVENT_IANTHE2": "Não entendem... o quê?", + "TOWN_HALL_ZEDD_EVENT_ZEDD3": "Toda essa minha [wave amp=30 freq=10]coisa de dormir[/wave], pô!", + "TOWN_HALL_ZEDD_EVENT_ZEDD4": "Eles não sabem nada das paisagens oníricas, [pause]do inconsciente coletivo... [pause]ou como eles afetam esse lugar!", + "TOWN_HALL_ZEDD_EVENT_ZEDD5": "Pra ser sincero, tô começando a achar que eles me acham um preguiçoso.", + "TOWN_HALL_ZEDD_EVENT_IANTHE6": "Mas você [wave amp=30 freq=10]É[/wave] bem preguiçoso mesmo.", + "TOWN_HALL_ZEDD_EVENT_ZEDD7": "Hehe. Eu sei.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.m": "Não se preocupe com os outros. Ninguém precisa entender seu trabalho, só respeitar minha decisão de te tornar comandante.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.n": "Não se preocupe com os outros. Ninguém precisa entender seu trabalho, só respeitar minha decisão de te tornar comandante.", + "TOWN_HALL_ZEDD_EVENT_IANTHE8.f": "Não se preocupe com os outros. Ninguém precisa entender seu trabalho, só respeitar minha decisão de te tornar comandante.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.n": "Agradeço pelo incentivo, comandante.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.f": "Agradeço pelo incentivo, comandante.", + "TOWN_HALL_ZEDD_EVENT_ZEDD10": "*Uaah* [pause]Toda essa interação com gente acaba com a bateria social de qualquer um. Vou tirar um cochilo.", + "TOWN_HALL_ZEDD_EVENT_ZEDD9.m": "Agradeço pelo incentivo, comandante.", + "TOWN_HALL_JUDAS_EVENT_JUDAS1": "...Tô falando sério, Ianthe. Essa última leva de aprendizes de vigilante não sabe o BÁSICO! Eles não entendem que estratégia importa [wave amp=30 freq=10]mais[/wave] do que só virar o monstro mais assustador.", + "TOWN_HALL_JUDAS_EVENT_IANTHE3": "Os recém-chegados são animados, e isso é bom. Quem melhor que um [wave amp=30 freq=10]mestre[/wave] estrategista pra ensinar estratégias de batalha a eles, hum?", + "TOWN_HALL_JUDAS_EVENT_IANTHE2": "Ensinar isso a eles... [pause]não é o seu trabalho?", + "TOWN_HALL_JUDAS_EVENT_JUDAS4": "Hehe. Tá bom, tá bom, já entendi. Não vou julgar tanto...", + "TOWN_HALL_JUDAS_EVENT_JUDAS5": "Por agora.", + "TOWN_HALL_CLEEO_EVENT_IANTHE2": "Compreensível. As pessoas às vezes são... [pause]confusas. [pause]Imprevisíveis.", + "TOWN_HALL_CLEEO_EVENT_CLEEO1": "[color=#e3affe]...Eu só acho difícil simpatizar com os problemas dos humanos.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO3": "[color=#e3affe]...Não, [pause]eu discordo. Humanos [wave amp=30 freq=10]não[/wave] são imprevisíveis, e sim previsíveis até demais.[/color]", + "TOWN_HALL_CLEEO_EVENT_CLEEO4": "[color=#e3affe]Os seres humanos vão tomar a decisão [shake rate=30 level=10]mais idiota[/shake] em qualquer situação se uma recompensa imediata, ainda que [wave amp=30 freq=10]minúscula[/wave], estiver disponível.[/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE5": "Obrigada pela análise sincera, Clee-O!", + "TOWN_HALL_CLEEO_EVENT_IANTHE6": "Humanos não costumam tomar decisões baseadas nas probabilidades, e sim nas emoções.", + "TOWN_HALL_CLEEO_EVENT_CLEEO7": "[color=#e3affe]E eu também! São minhas [wave amp=30 freq=10]emoções[/wave] que me dizem que a estupidez é [shake rate=30 level=10]inerente[/shake] aos seres humanos, e que, com o tempo, [shake rate=30 level=10]eles vão se destruir sozinhos![/shake][/color]", + "TOWN_HALL_CLEEO_EVENT_IANTHE8": "Bem, até lá, seus serviços ainda serão valiosos para os vigilantes.", + "TOWN_HALL_CLEEO_EVENT_CLEEO9": "[color=#e3affe]Humpf.[/color]", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE3": "Já é um milagre tão grande termos água corrente e energia limpa que eu fico com medo de tudo mudar de repente. Esta ilha é [wave amp=30 freq=10]imprevisível[/wave].", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE2": "Então o vilarejo não está nada mal, hein? Obrigada pelo relatório, Levi.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN1": "...Com isso, meu relatório está completo. Nossos geradores hidrelétricos estão funcionando perfeitamente. Podemos até precisar repor algumas peças nos próximos anos, mas é pouca coisa.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.m": "Não se preocupe com isso, comandante! Mesmo que a sorte de Vilancoradouro mude, os vigilantes vão conseguir dar a volta por cima.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.n": "Não se preocupe com isso, comandante! Mesmo que a sorte de Vilancoradouro mude, os vigilantes vão conseguir dar a volta por cima.", + "TOWN_HALL_LODESTEIN_EVENT_LODESTEIN4.f": "Não se preocupe com isso, comandante! Mesmo que a sorte de Vilancoradouro mude, os vigilantes vão conseguir dar a volta por cima.", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL1": "...Tô te falando, chefia, alguma coisa mudou no plano espiritual esses tempos. Todos os fantasmas estão falando disso, sabe? Dizendo que tem uns [wave amp=30 freq=10]seres superiores[/wave] voltando!", + "TOWN_HALL_LODESTEIN_EVENT_IANTHE4": "Obrigada por dizer isso – [pause]você tem toda a razão, claro!", + "TOWN_HALL_DREADFUL_EVENT_IANTHE2": "\\\"Todos os fantasmas\\\"...?", + "TOWN_HALL_DREADFUL_EVENT_DREADFUL3": "Isso! [pause]Dá pra achar [wave amp=30 freq=10]todos os tipos[/wave] de espíritos, sombras e tulpas no plano espiritual. De onde acha que pego minhas melhores informações?", + "TOWN_HALL_DREADFUL_EVENT_IANTHE4": "Acredito em você.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA2": "Muito bem! [pause]De fato, nosso problema com \\\"fusões rebeldes\\\" tem aumentado nos últimos meses. Já viu essas nuvens pretas e densas no ar? Notei que elas indicam locais com [wave amp=30 freq=10]enxames[/wave] de monstros.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE1": "E então? Alguma novidade? Quero uma análise completa.", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA3": "Numa missão recente de reconhecimento, fiquei no meio de um enxame de Gesqueletos. Estavam em maior número, mas [wave amp=30 freq=10]acabei com eles[/wave] mesmo assim!", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA4": "No entanto, temo que vigilantes inexperientes subestimem essas ameaças e acabem correndo risco de vida. Talvez devêssemos avisar a todo mundo sobre esses \\\"enxames de monstros\\\".", + "TOWN_HALL_GLADIOLA_EVENT_GLADIOLA6": "Ah, não seja por isso! Bom, se me der licença, tenho mais trabalho a fazer. As [wave amp=30 freq=10]forças da escuridão[/wave] não descansam, então eu também não o farei.", + "TOWN_HALL_GLADIOLA_EVENT_IANTHE5": "Sem problemas! Suas informações são valiosas como sempre, Bellona.", + "TOWN_HALL_HEATHER_EVENT_HEATHER1": "...E então? Você sente falta? Da vida na cidade, quero dizer.", + "TOWN_HALL_HEATHER_EVENT_HEATHER7": "Você... [pause]me contou mais do que eu esperava, chefia!", + "TOWN_HALL_HEATHER_EVENT_HEATHER2": "Eu sinto, viu? E como!", + "TOWN_HALL_HEATHER_EVENT_IANTHE3": "Era mesmo mais [wave amp=30 freq=10]emocionante[/wave]... mas não quer dizer que era [wave amp=30 freq=10]melhor[/wave].", + "TOWN_HALL_HEATHER_EVENT_IANTHE4": "Passei a vida toda numa megalópole. Todas as árvores que vi lá eram feitas em fábricas, e as estrelas já tinham sido tapadas pelos arranha-céus e seus letreiros néon.", + "TOWN_HALL_HEATHER_EVENT_IANTHE5": "A vida tinha pouco valor, então você tinha que ser de ferro pra sobreviver num mundo tão cruel.", + "TOWN_HALL_HEATHER_EVENT_IANTHE6": "Quando [wave amp=30 freq=10]aterrissei[/wave] aqui pela primeira vez, demorou muito pra eu me acostumar com o ritmo, sabe?", + "TOWN_HALL_BUFFY_EVENT_BUFFY4": "Não esquenta! Eu dei aulas de cardio toda semana por cinco anos. Se tem uma pessoa qualificada, sou [wave amp=30 freq=10]eu[/wave]!", + "TOWN_HALL_BUFFY_EVENT_BUFFY2": "E elas não precisam ser chatas! [pause]Que tal [wave amp=30 freq=10]dança aeróbica[/wave]? A Sibila podia até fazer uma playlist!", + "TOWN_HALL_BUFFY_EVENT_BUFFY1": "...Acho que umas aulas de condicionamento físico seriam úteis pros vigilantes.", + "TOWN_HALL_BUFFY_EVENT_IANTHE3": "Sim, é uma ideia boa! Se você conseguir dar conta, é claro.", + "TOWN_HALL_CYBIL_EVENT_CYBIL2": "Imagina só! Você tá sempre falando disso de [wave amp=30 freq=10]senso de comunidade[/wave], e o que uniria mais nossos maravilhosos habitantes do que uma [shake rate=30 level=10]experiência auditiva compartilhada[/shake] todos os dias?", + "TOWN_HALL_CYBIL_EVENT_CYBIL1": "...Então, se instalarmos alto-falantes por Vilancoradouro, eu poderia transmitir músicas pro [wave amp=30 freq=10]vilarejo todo[/wave]!", + "TOWN_HALL_CYBIL_EVENT_IANTHE3": "Não sei não, Sibila. Nem todo mundo aqui tem o mesmo gosto musical, então poderia dar problemas.", + "TOWN_HALL_CYBIL_EVENT_CYBIL4": "Hum, faz sentido.", + "TOWN_HALL_CYBIL_EVENT_CYBIL6": "[wave amp=30 freq=10]É assim que se fala![/wave]", + "TOWN_HALL_CODEY_EVENT_CODEY1": "...Se eu soubesse que iam ficar me chamando de \\\"Codi\\\", teria escolhido um apelido melhor. [pause]Tipo \\\"Interruptor\\\" [pause]ou \\\"Omegabyte\\\".", + "TOWN_HALL_CYBIL_EVENT_IANTHE5": "Ei, ei! Não quer dizer que é uma ideia ruim! [pause]Faz o seguinte: Se Cisco conseguir uns bons alto-falantes qualquer dia desses, vou falar sobre isso na próxima reunião da prefeitura.", + "TOWN_HALL_CODEY_EVENT_IANTHE2": "Então faça que nem eu e escolha seu próprio nome.", + "TOWN_HALL_CODEY_EVENT_CODEY3": "Pera... Seu nome verdadeiro não é Ianthe?!", + "TOWN_HALL_CODEY_EVENT_IANTHE4": "Não! No meu antigo trabalho, ter um pseudônimo era mais seguro. Com certeza você entende o que quero dizer.", + "TOWN_HALL_CODEY_EVENT_IANTHE5": "\\\"Ianthe\\\" é o nome de uma deusa das águas na mitologia grega. Eu precisava pensar rápido e acabei gostando de ser chamada assim.", + "TOWN_HALL_CODEY_EVENT_CODEY6": "Hum. Você é cheia de segredos, né?", + "TOWN_HALL_CODEY_EVENT_IANTHE7": "Contente-se com esse de agora, pois não vou lhe contar mais nada!", + "LENNA_ENCOUNTER_LENNA1.n": "Você – [pause]se acha capaz de realizar feitos heroicos? Já aviso que não é nada fácil. Será que está mesmo preparade pra isso?", + "LENNA_ENCOUNTER_LENNA1.f": "Você – [pause]se acha capaz de realizar feitos heroicos? Já aviso que não é nada fácil. Será que está mesmo preparada pra isso?", + "LENNA_ENCOUNTER_LENNA1.m": "Você – [pause]se acha capaz de realizar feitos heroicos? Já aviso que não é nada fácil. Será que está mesmo preparado pra isso?", + "LENNA_ENCOUNTER_KAYLEIGH2.m": "Ei, você tá falando com {player}? Olha, pra mim ele é [wave amp=30 freq=10]bem[/wave] capaz, viu?", + "LENNA_ENCOUNTER_MEREDITH2.m": "Hum, como assim \\\"preparado\\\"?", + "LENNA_ENCOUNTER_KAYLEIGH2.n": "Ei, você tá falando com {player}? Olha, pra mim elu é [wave amp=30 freq=10]bem[/wave] capaz, viu?", + "LENNA_ENCOUNTER_KAYLEIGH2.f": "Ei, você tá falando com {player}? Olha, pra mim ela é [wave amp=30 freq=10]bem[/wave] capaz, viu?", + "LENNA_ENCOUNTER_MEREDITH2.f": "Hum, como assim \\\"preparada\\\"?", + "LENNA_ENCOUNTER_FELIX2": "Essa conversa tá ficando interessante. Continuem.", + "LENNA_ENCOUNTER_EUGENE2": "Ouso dizer que {player} e eu somos [wave amp=30 freq=10]igualmente[/wave] capazes de realizar \\\"feitos heroicos\\\".", + "LENNA_ENCOUNTER_MEREDITH2.n": "Hum, como assim \\\"preparade\\\"?", + "LENNA_ENCOUNTER_SUNNY2": "[wave amp=20 freq=5]{player}, acho que elu está falando contigo...[/wave]", + "LENNA_ENCOUNTER_VIOLA2": "Em alto e bom som, por favor.", + "LENNA_ENCOUNTER_LENNA2.m": "Não, eu não vejo nada de heroico em você.", + "LENNA_ENCOUNTER_LENNA3.n": "Vamos ver se você consegue [wave amp=30 freq=10]trazer à tona[/wave] todo esse seu \\\"heroísmo\\\".", + "LENNA_ENCOUNTER_LENNA2.f": "Não, eu não vejo nada de heroico em você.", + "LENNA_ENCOUNTER_LENNA3.m": "Vamos ver se você consegue [wave amp=30 freq=10]trazer à tona[/wave] todo esse seu \\\"heroísmo\\\".", + "LENNA_ENCOUNTER_LENNA2.n": "Não, eu não vejo nada de heroico em você.", + "LENNA_ENCOUNTER_LENNA3.f": "Vamos ver se você consegue [wave amp=30 freq=10]trazer à tona[/wave] todo esse seu \\\"heroísmo\\\".", + "LENNA_ENCOUNTER_LENNA5.m": "Eu sou Lena. Vamos lá, [shake rate=30 level=10]me mostre do que você é capaz[/shake]!", + "LENNA_ENCOUNTER_LENNA4.m": "Vamos lá?", + "LENNA_ENCOUNTER_LENNA4.f": "Vamos lá?", + "LENNA_ENCOUNTER_LENNA4.n": "Vamos lá?", + "LENNA_ENCOUNTER_LENNA6.m": "Ok, eu sei aceitar uma derrota. Bom trabalho, estranho.", + "LENNA_ENCOUNTER_LENNA5.f": "Eu sou Lena. Vamos lá, [shake rate=30 level=10]me mostre do que você é capaz[/shake]!", + "LENNA_ENCOUNTER_LENNA5.n": "Eu sou Lena. Vamos lá, [shake rate=30 level=10]me mostre do que você é capaz[/shake]!", + "LENNA_ENCOUNTER_LENNA6.f": "Ok, eu sei aceitar uma derrota. Bom trabalho, estranha.", + "LENNA_ENCOUNTER_KAYLEIGH7": "Por favor, não se ofenda, mas você parece forte [wave amp=30 freq=10]demais[/wave] pra uma humana. Você não é um... Arcanjo, né?", + "LENNA_ENCOUNTER_LENNA6.n": "Ok, eu sei aceitar uma derrota. Bom trabalho, estranhe.", + "LENNA_ENCOUNTER_MEREDITH7": "Não acho que humanos conseguem lutar [wave amp=30 freq=10]tão[/wave] bem. Admita que você é um Arcanjo!", + "LENNA_ENCOUNTER_EUGENE7": "Ei, [pause]não se faça de doida. Você é um Arcanjo, né? Nenhum ser humano comum é forte assim!", + "LENNA_ENCOUNTER_FELIX7": "Olha, eu vou ser sincero: Você é um Arcanjo, né? Senti uma energia meio \\\"Arcangélica\\\" naquela luta.", + "LENNA_ENCOUNTER_VIOLA7": "Acho que não está sendo honesta com a gente, \\\"Lena\\\".", + "LENNA_ENCOUNTER_7_OPTION1": "Você é um Arcanjo, Lena?", + "LENNA_ENCOUNTER_LENNA8": "Eu sou. Bem, costumava ser, ou ainda sou, acho. [pause]É uma longa história.", + "LENNA_ENCOUNTER_LENNA9": "Mas agora eu vivo como um ser humano.", + "LENNA_ENCOUNTER_7_OPTION2": "Hum, você é um Arcanjo, não é?", + "LENNA_ENCOUNTER_LENNA9_OPTION1": "E você consegue fazer isso...?", + "LENNA_ENCOUNTER_LENNA9_OPTION2": "Isso é possível?", + "LENNA_ENCOUNTER_LENNA10": "Por que não? [pause]Não importa de onde viemos ou quem [wave amp=30 freq=10]costumávamos[/wave] ser, e sim o que escolhemos ser no presente.", + "LENNA_ENCOUNTER_MEREDITH16": "Ah, entendi. Então você tá só de passagem em Nova Murta?", + "LENNA_ENCOUNTER_MEREDITH11": "É, faz sentido.", + "LENNA_ENCOUNTER_KAYLEIGH11": "Isso aí! Concordo contigo [wave amp=30 freq=10]em gênero, número e grau[/wave]!", + "LENNA_ENCOUNTER_FELIX11": "Concordo plenamente.", + "LENNA_ENCOUNTER_EUGENE11": "Você tá certa. Ninguém pode te culpar por ser quem é.", + "LENNA_ENCOUNTER_LENNA12": "Na verdade, eu sou [wave amp=30 freq=10]professora[/wave], acredite se quiser. Minha missão aqui era aplicar um teste, e você passou nele sem dificuldade nenhuma!", + "LENNA_ENCOUNTER_VIOLA11": "Sim, tenho que concordar.", + "LENNA_ENCOUNTER_LENNA13": "Ah, esqueci de perguntar seu nome...", + "LENNA_ENCOUNTER_LENNA13_OPTION1": "Eu sou {player}.", + "LENNA_ENCOUNTER_LENNA14.m": "Foi um prazer duelar contigo, {player}! Você com certeza é capaz de realizar \\\"feitos heroicos\\\".", + "LENNA_ENCOUNTER_LENNA13_OPTION2": "Uns me chamam de {player}.", + "LENNA_ENCOUNTER_LENNA15": "Bom, preciso ir. A srta. Âmbar me prometeu uma carona pra casa assim que eu finalizasse minha missão, e eu disse a Paige que não ia demorar [wave amp=30 freq=10]muito[/wave].", + "LENNA_ENCOUNTER_KAYLEIGH18": "Muita gente interessante aparece nessa ilha, né?", + "LENNA_ENCOUNTER_LENNA14.n": "Foi um prazer duelar contigo, {player}! Você com certeza é capaz de realizar \\\"feitos heroicos\\\".", + "LENNA_ENCOUNTER_LENNA14.f": "Foi um prazer duelar contigo, {player}! Você com certeza é capaz de realizar \\\"feitos heroicos\\\".", + "LENNA_ENCOUNTER_KAYLEIGH16": "Ah! A Srta. Âmbar conhece bastante gente, né...?", + "LENNA_ENCOUNTER_EUGENE16": "Hã?! Você só veio a Nova Murta pra [wave amp=30 freq=10]cumprir uma tarefa[/wave]?", + "LENNA_ENCOUNTER_VIOLA16": "Vejo que está ansiosa para voltar aos seus entes queridos! Não os deixe esperando por nossa causa.", + "LENNA_ENCOUNTER_FELIX16": "Uau! Então você veio a Nova Murta só por causa de uma missão?", + "LENNA_ENCOUNTER_LENNA17": "Até a próxima, {player}!", + "LENNA_ENCOUNTER_MEREDITH18": "Droga, não deu tempo de perguntar se aqueles chifres eram de verdade ou só cabelo.", + "LENNA_ENCOUNTER_FELIX18": "Sempre tem alguma coisa acontecendo nessa ilha, né?", + "LENNA_ENCOUNTER_EUGENE18": "Aposto que ela me achava capaz de realizar \\\"feitos heroicos\\\" também... Só esqueceu de falar.", + "LENNA_ENCOUNTER_VIOLA18": "Adeus, Lena do Reino Desconhecido.", + "HARBOURTOWN_FLORIST_NAME": "Vigilante Ansiosa", + "HARBOURTOWN_FLORIST1_OPTION1": "Sim!", + "HARBOURTOWN_FLORIST1": "Ei, com licença! Você é vigilante também?", + "HARBOURTOWN_FLORIST1_OPTION2": "Não!", + "HARBOURTOWN_FLORIST2": "Ah! Que ótimo! Eu sou uma [wave amp=30 freq=10]vigilante[/wave] também – digo, aprendiz. Você pode me ajudar, por favor?", + "HARBOURTOWN_FLORIST1_NO": "Ah, tudo bem.", + "HARBOURTOWN_KAYLEIGH9": "Sim! Acho que o vilarejo tá mais bonitinho agora.", + "HARBOURTOWN_FLORIST3": "Eu deixei algumas mudas na fazenda dos Solano. Queria usar elas pra deixar o vilarejo mais bonito, sabe?", + "HARBOURTOWN_FLORIST4": "Só que... eu sou meio indecisa, então não consigo escolher a planta mais bonita. É difícil demais!", + "HARBOURTOWN_FLORIST5": "Você poderia me ajudar a colocar algumas mudas nos vasos que espalhei pelo vilarejo, por favor?", + "HARBOURTOWN_FLORIST5_OPTION1": "Claro!", + "HARBOURTOWN_FLORIST5_OPTION2": "Mais tarde.", + "HARBOURTOWN_FLORIST5_NO": "Sem problemas! Mas... se você mudar de ideia, sabe onde me achar, né?", + "HARBOURTOWN_FLORIST6": "Obrigada! Tome...", + "HARBOURTOWN_FLORIST11": "Tinha tantas opções que eu não conseguia nem pensar direito!", + "HARBOURTOWN_FLORIST7": "Me avise quando tiver preenchido todos os 14 vasos que espalhei pelo vilarejo!", + "HARBOURTOWN_FLORIST8": "Ah, já plantou tudo?", + "HARBOURTOWN_MEREDITH9": "Sim. Fizemos o vilarejo ganhar pontos na categoria \\\"boniteza\\\".", + "HARBOURTOWN_EUGENE9.m": "Sim! Eu dei suporte moral, mas foi {player} que botou a mão na massa.", + "HARBOURTOWN_EUGENE9.n": "Sim! Eu dei suporte moral, mas foi {player} que botou a mão na massa.", + "HARBOURTOWN_EUGENE9.f": "Sim! Eu dei suporte moral, mas foi {player} que botou a mão na massa.", + "HARBOURTOWN_FELIX9": "O vilarejo está mais bonito mesmo.", + "HARBOURTOWN_SUNNY9": "[wave amp=20 freq=5]Trabalho feito! Vilancoradouro está mais linda do que nunca...![/wave]", + "HARBOURTOWN_FLORIST10": "[shake rate=30 level=10]Muito obrigada![/shake] Tinha tantas opções que eu não conseguia nem pensar direito! Tome isto como recompensa pela sua ajuda!", + "HARBOURTOWN_VIOLA9": "De fato, a missão foi cumprida, e o vilarejo só teve a ganhar com ela.", + "GAUNTLET_INTRO_MAGIKRAB1.m": "Ah, {player}! Era exatamente o humano que eu queria ver. Eu tenho... uma oportunidade imperdível pra você!", + "GAUNTLET_INTRO_MAGIKRAB1.f": "Ah, {player}! Era exatamente o humano que eu queria ver. Eu tenho... uma oportunidade imperdível pra você!", + "GAUNTLET_INTRO_MAGIKRAB2": "Veja bem, ê Merlinha não existe só nesta ilha. Os trens delu passam por muitos [wave amp=30 freq=10]possíveis[/wave] mundos ainda não existentes conforme viajam pelos Cosmos Humanos Conectados!", + "GAUNTLET_INTRO_MAGIKRAB1.n": "Ah, {player}! Era exatamente o humano que eu queria ver. Eu tenho... uma oportunidade imperdível pra você!", + "GAUNTLET_INTRO_MAGIKRAB4": "Embora a aparência desses seres seja similar a de humanos e a de monstros, eles são únicos. Como a existência deles é apenas uma [wave amp=30 freq=10]possibilidade[/wave], esses seres não têm uma forma real.", + "GAUNTLET_INTRO_MAGIKRAB3": "É claro que esses [wave amp=30 freq=10]possíveis[/wave] mundos são povoados pelos seus [wave amp=30 freq=10]possíveis[/wave] seres, e alguns deles tentam pegar carona em alguns dos trens.", + "GAUNTLET_INTRO_MAGIKRAB5": "No entanto, assim como o potencial de alguém é capaz de exceder sua capacidade, é comum que o poder desses possíveis seres excedam o de indivíduos que são, de fato, reais.", + "GAUNTLET_INTRO_MAGIKRAB6": "Ainda que nada disso tenha a ver com ê incrível Merlinha, é uma inconveniência pra [wave amp=30 freq=10]mim[/wave], pois prefiro concluir meus afazeres em paz.", + "GAUNTLET_INTRO_MAGIKRAB7": "Meu olho de cristal diz que os vigilantes estão procurando por mais \\\"Material Fundido\\\". É isso mesmo?", + "GAUNTLET_INTRO_MAGIKRAB8": "Então façamos um acordo: se vocês tirarem apenas alguns desses possíveis seres [wave amp=30 freq=10]insuportáveis[/wave] dos vagões, eu dou um pouco de \\\"Material Fundido\\\" pra vocês. Que tal?", + "GAUNTLET_CAFE_HINT.v1.f": "Uma dica: se ficar preso num vagão, eu posso embaralhar o Desafio pra você — é só sair do Desafio e me pedir! Isso vai reembaralhar seus oponentes e mudar quaisquer modificadores do vagão.", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION1": "Claro!", + "GAUNTLET_INTRO_MAGIKRAB9": "Esplêndido! Se for ajudar, que tal considerar isso um tipo de [wave amp=30 freq=10]treinamento especial[/wave]? Pra vocês se divertirem um pouco!", + "GAUNTLET_INTRO_MAGIKRAB8_OPTION2": "Acho que sim...", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.m": "Por favor, tome cuidado, {player}!", + "GAUNTLET_NEW_OPPONENTS_MAGIKRAB1": "Vejo em seus olhos que encontrou alguns oponentes novos. Se quiser, eu posso embaralhar o Desafio pra adicionar esses novos oponentes aos encontros!", + "GAUNTLET_ENTER_MAGIKRAB1": "Todes a bordo!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.n": "Por favor, tome cuidado, {player}!", + "GAUNTLET_CAFE_GAME_OVER_MAGIKRAB1.f": "Por favor, tome cuidado, {player}!", + "GAUNTLET_CAFE_MAGIKRAB1": "Eu registrei seu progresso, {player}. Se por acaso decidir sair do Desafio, você poderá continuar daqui numa próxima vez!", + "GAUNTLET_CAFE_MAGIKRAB2": "O que deseja, {player}?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_NOTHING": "Infelizmente, não há nada pra reivindicar. Ganhe algumas batalhas primeiro!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1": "Preciso fazer umas compras.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION1_MAGIKRAB": "Se tiver o suficiente, eu aceito pagamento em troca de recompensas ainda não reivindicadas.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2": "Quero reivindicar prêmios.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.n": "É só sair por onde entrou!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.m": "Isto vai reiniciar sua sequência. Tem certeza?", + "GAUNTLET_CAFE_HINT.v2.f": "Uma dica: preste atenção nos modificadores ativos do próximo vagão. Modificadores de bonificação deixam seus oponentes mais fortes, e modificadores de penalidade deixam sua equipe mais fraca. Sempre tenha um plano antes de ir pra próxima batalha!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.n": "Isto vai reiniciar sua sequência. Tem certeza?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION2_CONFIRM.f": "Isto vai reiniciar sua sequência. Tem certeza?", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION3": "Quero acessar minha coleção de fitas.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4": "Quero sair.", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.m": "É só sair por onde entrou!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION4_REPLY.f": "É só sair por onde entrou!", + "GAUNTLET_CAFE_MAGIKRAB2_OPTION5": "Nada.", + "GAUNTLET_CAFE_HINT.v1.m": "Uma dica: se ficar preso num vagão, eu posso embaralhar o Desafio pra você — é só sair do Desafio e me pedir! Isso vai reembaralhar seus oponentes e mudar quaisquer modificadores do vagão.", + "GAUNTLET_CAFE_HINT.v2.m": "Uma dica: preste atenção nos modificadores ativos do próximo vagão. Modificadores de bonificação deixam seus oponentes mais fortes, e modificadores de penalidade deixam sua equipe mais fraca. Sempre tenha um plano antes de ir pra próxima batalha!", + "GAUNTLET_CAFE_HINT.v2.n": "Uma dica: preste atenção nos modificadores ativos do próximo vagão. Modificadores de bonificação deixam seus oponentes mais fortes, e modificadores de penalidade deixam sua equipe mais fraca. Sempre tenha um plano antes de ir pra próxima batalha!", + "GAUNTLET_CAFE_HINT.v1.n": "Uma dica: se ficar preso num vagão, eu posso embaralhar o Desafio pra você — é só sair do Desafio e me pedir! Isso vai reembaralhar seus oponentes e mudar quaisquer modificadores do vagão.", + "GAUNTLET_CAFE_HINT.v3.m": "Uma dica: faça estoque de itens! Nunca se sabe o que pode aparecer no próximo vagão, então é melhor estar sempre preparade. Itens que curam podem te ajudar com modificadores negativos, por exemplo!", + "GAUNTLET_CAFE_HINT.v5": "Uma dica: ganhar batalhas consecutivas sem resgatar recompensas ou sair do Desafio aumenta sua sequência. Quanto mais alta for a sequência, mais recompensas você vai ganhar por cada batalha. Tente manter sua sequência alta pra obter os melhores prêmios!", + "GAUNTLET_CAFE_HINT.v4": "Uma dica: não se esqueça de resgatar suas recompensas! Se por acaso você sofrer derrota ou sair do Desafio, as recompensas não resgatadas vão sumir pra sempre.", + "GAUNTLET_CAFE_FLAVOR.v6": "Uma dica: o tempo é uma alavanca que transforma vários possíveis futuros em um só presente, e o passado é apenas uma memória do que o presente era, e a história é só uma história criada por pesquisadores humanos. Sendo assim, vocês, humanos, precisam dar um tempo do tempo de vez em quando! Não se prendam tanto a ele.", + "GAUNTLET_CAFE_HINT.v3.f": "Uma dica: faça estoque de itens! Nunca se sabe o que pode aparecer no próximo vagão, então é melhor estar sempre preparade. Itens que curam podem te ajudar com modificadores negativos, por exemplo!", + "GAUNTLET_CAFE_HINT.v3.n": "Uma dica: faça estoque de itens! Nunca se sabe o que pode aparecer no próximo vagão, então é melhor estar sempre preparade. Itens que curam podem te ajudar com modificadores negativos, por exemplo!", + "GAUNTLET_CAFE_HINT.v9": "Uma dica: adesivos raros e incomuns podem dar uma grande vantagem em relação aos seus oponentes. Dê uma pausa no Desafio pra gastar suas recompensas com adesivos se precisar.[pause] Ah,[pause] mais uma coisa:[pause] eu ouvi dizer que a Vigilante Wilma está fornecendo um novo serviço. Com ele, você pode combinar os melhores atributos de adesivos raros e incomuns.", + "GAUNTLET_CAFE_HINT.v7": "Uma dica: cuidado com [img=38]res://ui/icons/map_markers/miniboss.png[/img] vagões de chefe. Esses são muito mais difíceis do que os vagões anteriores. Vencê-los pode dar um pouquinho mais de trabalho!", + "GAUNTLET_CAFE_HINT.v6": "Uma dica: se achar o Desafio fácil demais, posso aumentar a dificuldade pra você — é só sair do Desafio e me pedir! Ganhar batalhas em dificuldades mais altas resulta em mais recompensas.", + "GAUNTLET_CAFE_HINT.v8": "Uma dica: otimize sua equipe. Muitas vezes, usar novas fitas e novos adesivos é o que falta pra garantir a vitória numa batalha difícil.", + "GAUNTLET_CAFE_HINT.v10": "Uma dica: após o vagão #50, o Desafio repete os mesmos encontros (com alguns novos), só que com uma dificuldade mais alta. Oponentes humanos terão mais fitas, oponentes arcanjos terão mais ataques e mais modificadores estarão ativos ao mesmo tempo!", + "GAUNTLET_CAFE_HINT.v11": "Uma dica: se tiver encontrado novos oponentes fora do Desafio, é só me pedir que eu embaralho o Desafio e adiciono esses oponentes aos encontros!", + "GAUNTLET_CAFE_HINT.v13.m": "Uma dica: alguns oponentes [i]só[/i] podem ser encontrados no Desafio. Não, eu não vou dizer quais e nem quantos. Você vai ter que descobrir!", + "GAUNTLET_CAFE_HINT.v12": "Uma dica: fique online e leve uma amizade pro Desafio. Vocês não vão poder se fundir, mas você terá muito mais fitas à sua disposição — e isso pode fazer toda a diferença!", + "GAUNTLET_CAFE_FLAVOR.v2": "Uma dica: o vagão em que você está é extremamente longo, ou seja, já que o motor do trem fica lá na frente, você nunca vai chegar à sala de máquinas!", + "GAUNTLET_CAFE_HINT.v13.n": "Uma dica: alguns oponentes [i]só[/i] podem ser encontrados no Desafio. Não, eu não vou dizer quais e nem quantos. Você vai ter que descobrir!", + "GAUNTLET_CAFE_HINT.v13.f": "Uma dica: alguns oponentes [i]só[/i] podem ser encontrados no Desafio. Não, eu não vou dizer quais e nem quantos. Você vai ter que descobrir!", + "GAUNTLET_CAFE_FLAVOR.v1": "Uma dica: preste atenção se seu oponente começar a exibir sinais de autoconsciência. A autoatualização de possíveis seres é perigosa, pois pode causar desequilíbrios.", + "GAUNTLET_CAFE_FLAVOR.v3": "Uma dica: tente escovar os dentes duas vezes por dia. Humanos só têm duas dentições, e a maior parte dos adultos já perdeu uma. Isso quer dizer que o restante dos seus dentes tem que durar pelo resto da vida!", + "GAUNTLET_CAFE_FLAVOR.v4.m": "Uma dica: já se perguntou se você existe de verdade? Este trem, afinal, está repleto de seres que só existem no reino da possibilidade, então por que eu e você seríamos as exceções? Reflita. Se você for real, não importa, mas se você não for, ficar se perguntando isso é perigoso.", + "GAUNTLET_CAFE_FLAVOR.v4.f": "Uma dica: já se perguntou se você existe de verdade? Este trem, afinal, está repleto de seres que só existem no reino da possibilidade, então por que eu e você seríamos as exceções? Reflita. Se você for real, não importa, mas se você não for, ficar se perguntando isso é perigoso.", + "GAUNTLET_CAFE_FLAVOR.v8.f": "Uma dica: se um \\\"arcanjo\\\" aparecer no seu mundo, {player}, tome cuidado ao voltar pra casa. Até o mais bem-intencionado dos conselhos de uma dessas entidades pode causar danos inacreditáveis, pois humanos são... [pause]construídos de uma forma diferente.[pause] O quê? É, vocês [i]realmente[/i] costumam cultuar coisas que não entendem.", + "GAUNTLET_CAFE_FLAVOR.v4.n": "Uma dica: já se perguntou se você existe de verdade? Este trem, afinal, está repleto de seres que só existem no reino da possibilidade, então por que eu e você seríamos as exceções? Reflita. Se você for real, não importa, mas se você não for, ficar se perguntando isso é perigoso.", + "GAUNTLET_CAFE_FLAVOR.v5": "Uma dica: a flecha do tempo só vai pra cima. Tente não ficar prese ao passado. Em vez disso, concentre-se em tomar decisões melhores no futuro.", + "GAUNTLET_CAFE_FLAVOR.v7": "Uma dica: a humanidade está [i]praticamente[/i] no início, então tente não pensar muito naqueles que tomaram decisões ruins e ainda não aprenderam com elas. Vocês são basicamente macacos que moram em tribos de bilhões e que costumam viver e trabalhar pacificamente uns com os outros! É verdade que a natureza deu a vocês instintos básicos meio ruins, mas até que conseguiram chegar bem longe mesmo assim!", + "GAUNTLET_CAFE_FLAVOR.v8.m": "Uma dica: se um \\\"arcanjo\\\" aparecer no seu mundo, {player}, tome cuidado ao voltar pra casa. Até o mais bem-intencionado dos conselhos de uma dessas entidades pode causar danos inacreditáveis, pois humanos são... [pause]construídos de uma forma diferente.[pause] O quê? É, vocês [i]realmente[/i] costumam cultuar coisas que não entendem.", + "GAUNTLET_CAFE_FLAVOR.v9": "Uma dica: nunca se entregue a um \\\"arcanjo\\\". Eles podem prometer coisas, podem ter poderes, glamour e uma aparente autoridade, mas têm tantas falhas quanto a sua espécie. Em muitos casos, até mais.", + "GAUNTLET_CAFE_FLAVOR.v8.n": "Uma dica: se um \\\"arcanjo\\\" aparecer no seu mundo, {player}, tome cuidado ao voltar pra casa. Até o mais bem-intencionado dos conselhos de uma dessas entidades pode causar danos inacreditáveis, pois humanos são... [pause]construídos de uma forma diferente.[pause] O quê? É, vocês [i]realmente[/i] costumam cultuar coisas que não entendem.", + "GAUNTLET_CULTIST_DEFAULT.v1": "Nosso salvador, [wave amp=30 freq=10]Irmão Dorian Cooper[/wave], sorri pra mim hoje!", + "GAUNTLET_CAFE_FLAVOR.v10": "Uma dica: haverá um dia em que as habilidades de planejar e de criar da sua espécie serão necessárias para garantir a sobrevivência e a diversidade dos seres vivos. É verdade que a presença humana na Terra também é responsável pela destruição dela, mas a ausência dela causaria [i]ainda mais[/i]![pause] Em algum momento, quero dizer.", + "GAUNTLET_LANDKEEPER_DEFAULT.v1": "[wave amp=30 freq=5]Seu dinheiro fica aqui...[/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.m": "Vamos mostrar a este descrente o que é ser forte de verdade?", + "GAUNTLET_CULTIST_DEFAULT.v2": "Darei orgulho aos filhos da luz!", + "GAUNTLET_CULTIST_QUESTION.v1.f": "Vamos mostrar a este descrente o que é ser forte de verdade?", + "GAUNTLET_CULTIST_QUESTION.v2.m": "Sugiro que mostremos a este [wave amp=30 freq=10]descrente[/wave] a luz da batalha!", + "GAUNTLET_CULTIST_ANSWER.v1": "Seu plano é justo. [wave amp=30 freq=10]Louvado seja o Irmão Cooper![/wave]", + "GAUNTLET_CULTIST_QUESTION.v1.n": "Vamos mostrar a este descrente o que é ser forte de verdade?", + "GAUNTLET_CULTIST_QUESTION.v2.f": "Sugiro que mostremos a este [wave amp=30 freq=10]descrente[/wave] a luz da batalha!", + "GAUNTLET_CULTIST_QUESTION.v2.n": "Sugiro que mostremos a este [wave amp=30 freq=10]descrente[/wave] a luz da batalha!", + "GAUNTLET_CULTIST_ANSWER.v2": "Ah, mas que belo plano!", + "GAUNTLET_LANDKEEPER_DEFAULT.v2": "[wave amp=30 freq=5]Estou limitando seu estoque, então prepare-se pra ir à falência![/wave]", + "GAUNTLET_LANDKEEPER_ANSWER.v1": "[wave amp=30 freq=5]Tudo bem... Eu investirei na sua estratégia![/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v1": "[wave amp=30 freq=5]Uma front ofensivo e forte vale muito dinheiro, não acha?[/wave]", + "GAUNTLET_LANDKEEPER_QUESTION.v2": "[wave amp=30 freq=5]Sugiro que a gente invista numa ofensiva totalmente frontal![/wave]", + "GAUNTLET_RANGER_ANSWER.v2": "Bom plano!", + "GAUNTLET_LANDKEEPER_ANSWER.v2": "[wave amp=30 freq=5]Este é, de fato, um bom plano de negócios...[/wave]", + "GAUNTLET_RANGER_DEFAULT.v1": "Eu vim dar orgulho aos vigilantes!", + "GAUNTLET_KAYLEIGH_DEFAULT": "Não sô o tipo de garota que desiste sem lutar!", + "GAUNTLET_RANGER_DEFAULT.v2": "Vou dar meu melhor!", + "GAUNTLET_RANGER_QUESTION.v2": "Eu vou utilizar o [wave amp=30 freq=5]sistema químico[/wave] pra maximizar nosso poder ofensivo, ok?", + "GAUNTLET_RANGER_QUESTION.v1": "Vou usar as estratégias de batalha sugeridas pelo Manual para Vigilantes, ok?", + "GAUNTLET_ARISTOTLE_DEFAULT": "A derrota é amarga, mas seu fruto é doce. Tente aprender algo com seu iminente fracasso!", + "GAUNTLET_RANGER_ANSWER.v1": "Ok, vamos seguir seu plano!", + "GAUNTLET_DARWIN_DEFAULT": "Os mais fortes vivem, os mais fracos morrem — essa é a ordem de todas as coisas!", + "GAUNTLET_ARISTOTLE_QUESTION": "Pra ser um bom líder, é preciso ser um bom seguidor. Portando, eu hei de seguir seu exemplo nesta luta!", + "GAUNTLET_ARISTOTLE_ANSWER": "Eu seguirei seu exemplo!", + "GAUNTLET_DARWIN_QUESTION": "Aqueles que se adaptam às mudanças mais rápido são os que sobrevivem. Sendo assim, nossa estratégia precisa ser [wave amp=30 freq=10]dinâmica[/wave]! Entendeu?", + "GAUNTLET_DARWIN_ANSWER": "Não sou o ser mais adequado pra obedecer às ordens dos outros, mas, neste caso, farei uma exceção.", + "GAUNTLET_DECARTES_DEFAULT.m": "Você é real? Suponho que tudo que vemos é ilusão... Eu creio que nada que minha memória mentirosa me diz já existiu em algum momento.", + "GAUNTLET_DECARTES_DEFAULT.n": "Você é real? Suponho que tudo que vemos é ilusão... Eu creio que nada que minha memória mentirosa me diz já existiu em algum momento.", + "GAUNTLET_DECARTES_DEFAULT.f": "Você é real? Suponho que tudo que vemos é ilusão... Eu creio que nada que minha memória mentirosa me diz já existiu em algum momento.", + "GAUNTLET_DECARTES_QUESTION": "Não basta ter uma boa mente — é preciso usá-la com sabedoria! Venha, vamos pensar mais que nossos oponentes!", + "GAUNTLET_DIOGENES_QUESTION": "Lutarei ao seu lado, pois pra que serve um filósofo numa batalha se não for pra ferir alguém?!", + "GAUNTLET_DECARTES_ANSWER": "Tenho minhas dúvidas em relação a seu plano, mas a dúvida é a base da sabedoria.", + "GAUNTLET_DIOGENES_DEFAULT": "Batalha? Conflito? Não. Apenas o próprio homem é ferido!", + "GAUNTLET_DIOGENES_ANSWER": "Seguirei seus passos, pois de nada sei! Nada, exceto da minha própria ignorância.", + "GAUNTLET_EPICURUS_DEFAULT": "A justiça é uma forma de pacto pra não ferir ou ser ferido. Não há justiça aqui hoje.", + "GAUNTLET_EPICURUS_ANSWER": "Muito bem. Lembre-se apenas que a arte de viver bem e a arte de morrer bem são uma só.", + "GAUNTLET_EPICURUS_QUESTION.n": "A coragem é desenvolvida ao sobreviver a momentos difíceis e ao desafiar as adversidades — então encontre coragem em si mesmo!", + "GAUNTLET_EPICURUS_QUESTION.m": "A coragem é desenvolvida ao sobreviver a momentos difíceis e ao desafiar as adversidades — então encontre coragem em si mesmo!", + "GAUNTLET_EPICURUS_QUESTION.f": "A coragem é desenvolvida ao sobreviver a momentos difíceis e ao desafiar as adversidades — então encontre coragem em si mesmo!", + "GAUNTLET_KARL_QUESTION": "Venha, nós temos o mundo pra conquistar! Vamos pegar a vitória pela raiz!", + "GAUNTLET_KARL_DEFAULT": "Não temos compaixão e não pedimos a sua compaixão.", + "GAUNTLET_KARL_ANSWER": "Concordo! Últimas palavras são pra tolos que não têm mais o que dizer!", + "GAUNTLET_PLATO_QUESTION": "Coragem é saber o que não temer — e nós lutaremos com coragem!", + "GAUNTLET_PLATO_DEFAULT": "A medida de um homem depende do que ele faz com o poder que tem. Diga-me: o que você fez com o seu?", + "GAUNTLET_SOCRATES_DEFAULT": "O bem é o conhecimento, e o mal é a ignorância... lembre-se disso.", + "GAUNTLET_SOCRATES_QUESTION": "Toda ação tem seus prazeres e seu preço — lembre-se disso antes de qualquer ação!", + "GAUNTLET_PLATO_ANSWER": "Muito bem! Vamos lutar até a morte, pois apenas os mortos já viram o fim da guerra.", + "GAUNTLET_SOCRATES_ANSWER": "Confio na sua sabedoria. Ainda assim, a verdadeira sabedoria é saber que nada se sabe.", + "GAUNTLET_ZHUANGZI_DEFAULT": "Sua vida tem limite; o conhecimento, não.", + "GAUNTLET_ZHUANGZI_ANSWER": "A sabedoria eminente é generosa; a sabedoria insignificante, controversa.", + "GAUNTLET_ZHUANGZI_QUESTION": "Pare de lutar. Só assim haverá transformação.", + "GAUNTLET_MISS_MIMIC_DEFAULT": "VOCÊ PARECE UM PETISCO DELICIOSO.", + "GAUNTLET_KAYLEIGH_QUESTION": "Esses aí parecem fortes. Eu vô dar suporte, então vai com tudo, ok?", + "GAUNTLET_MISS_MIMIC_QUESTION": "[shake rate=30 level=10]VOCÊ DEVERIA ME DEIXAR DEVORÁ-LOS DEPOIS DE BRINCARMOS BASTANTE COM ELES![/shake]", + "GAUNTLET_MISS_MIMIC_ANSWER": "[shake rate=30 level=10]HEHE, MAS QUE PLANO BOM![/shake]", + "GAUNTLET_KAYLEIGH_ANSWER": "Tudo bem, vá na frente!", + "GAUNTLET_KAYLEIGH_PARTNER_REACTION": "É uma [wave amp=30 freq=5]versão[/wave] de mim... Bem, pelo menos meu cabelo tá bonito desse ângulo!", + "GAUNTLET_MEREDITH_QUESTION": "Ok, eu tenho uma estratégia. Lá vai: nós acertamos eles mais forte do que eles acertam a gente. Que tal?", + "GAUNTLET_MEREDITH_DEFAULT": "Ah, [shake rate=30 level=10]mas que ótimo[/shake]. No que foi que eu me meti agora?", + "GAUNTLET_MEREDITH_PARTNER_REACTION": "Bom, isso é bem estranho, mas acho que tá na hora de me enfrentar, né...", + "GAUNTLET_MEREDITH_ANSWER": "Argh, nós vamos perder, não vamos?", + "GAUNTLET_EUGENE_DEFAULT": "Mais um obstáculo pra destruir? [shake rate=30 level=10]Ah, memorável![/shake]", + "GAUNTLET_EUGENE_QUESTION": "Vamos acabar com eles, camarada!", + "GAUNTLET_EUGENE_ANSWER": "Ah, mas que plano mais memorável! [shake rate=30 level=10]Vamos lutar![/shake]", + "GAUNTLET_EUGENE_PARTNER_REACTION": "Oh, um outro eu, hein? Ou seria mais um futuro eu? [pause]Um eu do passado? [pause]Quem se importa? Vamos acabar com ele!", + "GAUNTLET_FELIX_QUESTION": "Ok, pelo visto vamos ter que lutar com eles mesmo. Que tal você assumir a liderança?", + "GAUNTLET_FELIX_DEFAULT": "No que foi que eu me meti agora?", + "GAUNTLET_FELIX_ANSWER": "Tudo bem, vamos seguir seu plano.", + "GAUNTLET_FELIX_PARTNER_REACTION": "Tá tudo ficando cada vez mais estranho...", + "GAUNTLET_VIOLA_DEFAULT": "Há mais coisas entre o céu e a terra, meu caro oponente, do que sonha nossa vã filosofia.", + "GAUNTLET_VIOLA_PARTNER_REACTION": "Enfrentar a si mesmo desta forma é testar o próprio caráter... Venha, vamos lutar contra sombras!", + "GAUNTLET_VIOLA_QUESTION": "Venha, vamos deixar essa luta mais justa!", + "GAUNTLET_VIOLA_ANSWER": "Muito bem! Vamos dançar!", + "GAUNTLET_CLEMENCE_DEFAULT": "Bonjour! Já nos conhecemos? Non, non... pois eu com certeza me lembraria de um rosto como o seu!", + "GAUNTLET_CLEMENCE_QUESTION": "Que tal deixar nossos [wave amp=30 freq=10]visitantes[/wave] confortáveis?", + "GAUNTLET_CLEMENCE_ANSWER": "Ah, um belo plano! Agora, veremos se conseguimos cumpri-lo, oui?", + "GAUNTLET_DORIAN_QUESTION": "Ok, eu [shake rate=30 level=10]criei um plano[/shake]! Você distrai nossos inimigos pra que eles não [shake rate=30 level=10]me[/shake] atinjam, e eu tento pensar em alguma coisa enquanto isso! O que acha?", + "GAUNTLET_DORIAN_DEFAULT": "Pelo visto, você não tá a fim de chegar a um acordo, né? Que pena!", + "GAUNTLET_DORIAN_KAYLEIGH_REACTION": "Argh, é como vê um fantasma...", + "GAUNTLET_DORIAN_ANSWER": "Claro, por que não?! Vamos nessa, [shake rate=30 level=10]baby![/shake]", + "GAUNTLET_HOYLAKE_DEFAULT": "Transformação de monstros... mas que grotesco! Até me dói ter que apelar pra uma estratégia tão bárbara...", + "GAUNTLET_FRANKIE_QUESTION": "Certinho, [wave amp=30 freq=10]camarada[/wave]! Eu assumo a liderança e você me ajuda. Não se preocupe: a gente vai vencer!", + "GAUNTLET_FRANKIE_DEFAULT": "[wave amp=30 freq=10]O que tá acontecendo[/wave]? Quer saber? Talvez eu não deva pensar tanto — hora de entrar numa [shake rate=30 level=10]luta épica[/shake]!", + "GAUNTLET_FRANKIE_ANSWER": "Arrá! Ai, cara, eu tô [shake rate=30 level=10]tão animada[/shake]!", + "GAUNTLET_HOYLAKE_ANSWER": "Ah, uma excelente estratégia! Venha, vamos mostrar aos nossos oponentes como se faz um rápido combate esportivo!", + "GAUNTLET_HOYLAKE_QUESTION": "Analisar a abordagem deles, formular uma hipótese sobre uma contraestratégia e atacar sem hesitar! O que me diz, companha?", + "GAUNTLET_JACQUELINE_DEFAULT": "Ei, ei. [shake rate=30 level=10]Nem pense[/shake] em dar mais um passo!", + "GAUNTLET_KIRBY_DEFAULT": "Isso tudo resultará num experimento bem único!", + "GAUNTLET_JACQUELINE_QUESTION": "Sem misericórdia pra esses intrusos, entendeu?", + "GAUNTLET_JACQUELINE_ANSWER": "Entendido. Não os perca de vista!", + "GAUNTLET_KIRBY_QUESTION": "Analisarei as estratégias de nossos inimigos e criarei um plano engenhoso. Por favor, ataque-os com toda a sua força.", + "GAUNTLET_MERCHANT_DEFAULT": "Onde estou [wave amp=30 freq=5]desta[/wave] vez? Ah, acho que não importa!", + "GAUNTLET_KIRBY_ANSWER": "Um bom plano. Já podemos começar o experimento?", + "GAUNTLET_PENSBY_QUESTION": "Não sou uma lutadora, mas caso ache necessário, posso usar técnicas de cura.", + "GAUNTLET_MERCHANT_QUESTION": "Não faço ideia do [wave amp=30 freq=10]que[/wave] tá acontecendo, então por que você não assume a liderança, camarada?", + "GAUNTLET_MERCHANT_ANSWER": "Claro! A propósito, você teria uma blusa sobrando? Está ficando meio frio.", + "GAUNTLET_PENSBY_DEFAULT": "Isto provavelmente viola o Juramento de Hipócrates, mas farei uma exceção só desta vez.", + "GAUNTLET_SUNNY_DEFAULT": "[wave amp=20 freq=5]Desculpa, mas terei que parar você agora.[/wave]", + "GAUNTLET_PENSBY_ANSWER": "Bem, eu não teria bolado um plano [wave amp=30 freq=10]melhor[/wave]!", + "GAUNTLET_SUNNY_QUESTION": "[wave amp=20 freq=5]Precisamos estar em perfeita harmonia se quisermos vencer...[/wave]", + "GAUNTLET_VIN_QUESTION": "Vamos acabar com eles com um [shake rate=30 level=10]golpe mortal[/shake]!", + "GAUNTLET_VIN_DEFAULT": "Me enfrente, covarde! [shake rate=30 level=10]Não se contenha[/shake]!", + "GAUNTLET_SUNNY_ANSWER": "[wave amp=20 freq=5]Ok, eu confio em você...[/wave]", + "GAUNTLET_KUNEKO_DEFAULT": "A luz e a escuridão se unem, formando uma sombra agradável! [pause]A batalha pelo bem e o mal [wave amp=30 freq=10]começa[/wave]!", + "GAUNTLET_VIN_ANSWER": "Vá na frente. [shake rate=30 level=10]Vamos acabar com eles[/shake]!", + "GAUNTLET_DOG_DEFAULT": "Au!", + "GAUNTLET_KUNEKO_QUESTION": "Vamos mostrar pra esses vilões o [wave amp=30 freq=10]poder imparável da cooperação[/wave]!", + "GAUNTLET_KUNEKO_FELIX_REACTION": "Não tem como escapar de você, Kuneko!", + "GAUNTLET_BUFFY_DEFAULT": "Como você está? Quando estivermos lutando, tente não distender nenhum músculo, ok?", + "GAUNTLET_KUNEKO_ANSWER": "Entendido! Vamos atiçá-los com [wave amp=30 freq=10]os ventos da batalha[/wave]!", + "GAUNTLET_CODEY_QUESTION": "Vou desligar meus [wave amp=30 freq=10]limitadores de poder[/wave] e ir com tudo, ok?", + "GAUNTLET_BUFFY_ANSWER": "[wave amp=30 freq=10]Vambora[/wave]! Eu estava querendo um treino pesado mesmo!", + "GAUNTLET_BUFFY_QUESTION": "Meu plano é o seguinte: eu [wave amp=30 freq=10]deixo todo mundo cansado[/wave] e você dá o golpe final! O que acha?", + "GAUNTLET_CLEEO_DEFAULT": "[color=#e3affe][shake rate=30 level=10]E aí? Acha que está com sorte hoje?[/shake][/color]", + "GAUNTLET_CLEEO_QUESTION": "[color=#e3affe][shake rate=30 level=10]Eu vou acabar com esses marginais sozinha, então faça o que quiser, ok?[/shake][/color]", + "GAUNTLET_CODEY_DEFAULT": "Mais um inimigo, hein? Elevando meu poder ao [shake rate=30 level=10]MÁXIMO![/shake]", + "GAUNTLET_CLEEO_ANSWER": "[color=#e3affe][shake rate=30 level=10]Seu plano é horrível.[/shake][/color]", + "GAUNTLET_CODEY_ANSWER": "Então o plano é \\\"vencer a batalha\\\"? Ok, eu consigo.", + "GAUNTLET_DREADFUL_DEFAULT": "Ooh, eu me distraí [wave amp=30 freq=5]um pouquinho[/wave] no plano espiritual e perdi minha parada... Oh, onde será que estou?", + "GAUNTLET_CYBIL_DEFAULT": "[wave amp=30 freq=10]Alô-alô[/wave]! Você está ouvindo a Rádio Sibila: ao vivo de algum lugar fora do [wave amp=30 freq=10]espaço-tempo![/wave]", + "GAUNTLET_CYBIL_QUESTION": "[wave amp=30 freq=10]Alô-alô[/wave]! Por que não mostramos aos nossos convidados especiais o que somos capazes de fazer no campo de batalha?", + "GAUNTLET_CYBIL_ANSWER": "Eu te ouvi perfeitamente! Vamos [wave amp=30 freq=10]festejar[/wave]!", + "GAUNTLET_DREADFUL_QUESTION": "[shake rate=30 level=10]Ah, o horror[/shake]! Parece que temos um trabalho a fazer! Sugiro que a gente simplesmente acabe com eles de uma vez. O que acha?", + "GAUNTLET_GLADIOLA_DEFAULT": "Não importa [wave amp=30 freq=10]quando[/wave] ou [wave amp=30 freq=10]onde[/wave] eu estou, eu sempre resisto às sombras! [pause]Elas que venham me enfrentar!", + "GAUNTLET_DREADFUL_ANSWER": "Certo. Vamos lá!", + "GAUNTLET_GLADIOLA_QUESTION": "Nosso inimigo é incognoscível... [pause]Ele ataca sem hesitar, entende?", + "GAUNTLET_HEATHER_DEFAULT": "[wave amp=30 freq=10]Aqui é a Celestina, chegando com o clima[/wave]! [pause]Previsão de hoje: eu... não sei...", + "GAUNTLET_GLADIOLA_ANSWER": "Entendido! Deixe que nossos inimigos [shake rate=30 level=10]provem minhas lâminas[/shake]!", + "GAUNTLET_HEATHER_ANSWER": "Bom plano! Vamos [wave amp=30 freq=10]fazer os raios caírem![/wave]", + "GAUNTLET_HEATHER_QUESTION": "Ok, o plano é o seguinte: eu chego [wave amp=30 freq=10]balançando-os[/wave] como um furacão, e você dá continuidade com uma turbulência [wave amp=30 freq=10]pesada[/wave]! O que acha?", + "GAUNTLET_JUDAS_DEFAULT": "Estou vendo os alvos...", + "GAUNTLET_JUDAS_QUESTION": "Preste atenção, novate: eu miro nos órgãos vitais deles e você faz o reconhecimento. Entendido?", + "GAUNTLET_LODESTEIN_DEFAULT": "Eu estou [wave amp=30 freq=10]carregado[/wave] de vontade de lutar. Podemos começar?", + "GAUNTLET_JUDAS_ANSWER": "Entendido. Missão... [shake rate=30 level=10]INICIADA![/shake]", + "GAUNTLET_LODESTEIN_QUESTION": "O plano é o seguinte: eu chego [wave amp=30 freq=10]carregado[/wave] de ataques de raio, e aí você vem com ainda mais ataques. O que acha?", + "GAUNTLET_LODESTEIN_ANSWER": "Entendido! Vamos dar uns choques neles!", + "GAUNTLET_SKIP_DEFAULT": "Tá na hora de [shake rate=30 level=10]levar o lixo pra fora![/shake]", + "GAUNTLET_SKIP_QUESTION": "Eu tenho uma estratégia! Nós [wave amp=30 freq=10]colocamos eles pra fora[/wave] exatamente como o [wave amp=30 freq=10]lixo[/wave] que eles são! O que acha?", + "GAUNTLET_WALLACE_DEFAULT": "Eu tenho um tempinho sobrando pra algumas [wave amp=30 freq=10]demolições inesperadas[/wave]. E aí? Quem vai ser o primeiro?", + "GAUNTLET_SKIP_ANSWER": "Bom plano! Tá na hora de [wave amp=30 freq=10]levar o lixo pra fora[/wave]!", + "GAUNTLET_WALLACE_QUESTION": "Eu vou [wave amp=30 freq=10]derrubar as defesas deles[/wave], e aí você os acerta, tudo bem?", + "GAUNTLET_WALLACE_ANSWER": "[wave amp=30 freq=10]Certo[/wave]! Vamos mostrar pra eles do que somos feitos!", + "GAUNTLET_ZEDD_DEFAULT": "Eu acabei de acordar... Ei, a gente tá no meio de uma luta?", + "GAUNTLET_ZEDD_QUESTION": "Olha, eu tô bem cansado, então será que dá pra eu tirar um cochilo enquanto você luta?", + "GAUNTLET_CLOWN_DEFAULT": "ILUSÕES, ILUSÕES! AH, SOMOS TODOS ILUSÕES DO NOSSO PRÓPRIO JEITO, NÃO SOMOS?", + "GAUNTLET_IANTHE_IANTHE1": "Eu não sei [wave amp=30 freq=10]quem[/wave] você é... [pause]mas se acha que consegue nos derrotar, talvez queira reconsiderar.", + "GAUNTLET_ZEDD_ANSWER": "Hã, tá, ok. Vamos seguir seu plano.", + "GAUNTLET_IANTHE_WILMA2": "Acho melhor a gente mostrar pra eles que estamos [wave amp=30 freq=10]falando sério[/wave], queride!", + "GAUNTLET_ALEPH_DEFAULT": "JÁ NOS CONHECEMOS? ACHO QUE NÃO... AINDA ASSIM, SEU ROSTO ME PARECE FAMILIAR. QUE CURIOSO.", + "GAUNTLET_ALEPH_QUESTION": "ESTE AQUI PARECE SER TÃO FRÁGIL. SERÁ QUE PODE MATÁ-LO RAPIDINHO PRA MIM, MEU BEM?", + "GAUNTLET_ALEPH_ANSWER": "FAÇA O QUE QUISER. EU APENAS PRETENDO MATÁ-LOS E SAIR DAQUI.", + "GAUNTLET_ALICE_DEFAULT": "TODO MUNDO AQUI É MALUCO. EU SOU MALUCA. ASSIM COMO VOCÊ TAMBÉM É. SE NÃO FÔSSEMOS, NÃO ESTARÍAMOS AQUI, NÃO ACHA?", + "GAUNTLET_ALICE_QUESTION": "MUITO CURIOSÍSSIMO! HÁ UM INSETO EM NOSSO CAMINHO. TALVEZ EU DEVA ESMAGÁ-LO...", + "GAUNTLET_ALICE_ANSWER": "ACEITO SEU PLANO! CORTEM AS CABEÇAS!", + "GAUNTLET_HELIA_QUESTION": "DEIXE QUE ELES SINTAM A LUZ DO SOL.", + "GAUNTLET_CUBE_DEFAULT": "O ÂNGULO IMPERFEITO EM TODAS AS COISAS. VEJO-O EM VOCÊ TAMBÉM. UMA ABERRAÇÃO.", + "GAUNTLET_CLOWN_QUESTION": "EU OS FAREI RIR E VOCÊ OS FARÁ CHORAR. ENTENDEU?", + "GAUNTLET_CLOWN_ANSWER": "QUE PLANO MARAVILHOSO! VAMOS COLOCAR SORRISOS EM SEUS ROSTOS!", + "GAUNTLET_CUBE_QUESTION": "CORRIJA OS ÂNGULOS ERRADOS, CORRIJA OS ÂNGULOS ERRADOS, CORRIJA OS ÂNGULOS ERRADOS!", + "GAUNTLET_CUBE_ANSWER": "SIM. VAMOS CONSERTAR AS IMPERFEIÇÕES DELES.", + "GAUNTLET_HELIA_DEFAULT.m": "ONDE HOUVER FUSÃO, LÁ ESTAREI. QUE TAL LUTARMOS, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.f": "ONDE HOUVER FUSÃO, LÁ ESTAREI. QUE TAL LUTARMOS, {player.to_upper}?", + "GAUNTLET_HELIA_DEFAULT.n": "ONDE HOUVER FUSÃO, LÁ ESTAREI. QUE TAL LUTARMOS, {player.to_upper}?", + "GAUNTLET_HELIA_ANSWER": "MUITO BEM.", + "GAUNTLET_LAMENTO_MORI_DEFAULT": "OUSA QUESTIONAR SUA PRÓPRIA MORTALIDADE? \\nOUSA COMPREENDER O QUANTO VOCÊ É FRÁGIL?\\nNÃO, VOCÊ TEM MEDO.", + "GAUNTLET_LENNA_DEFAULT": "Mas que mundo é este? Em qual linha do tempo? [pause]Bom, acho que não importa — se houver um inimigo em minha frente, eu lutarei!", + "GAUNTLET_LAMENTO_MORI_ANSWER": "SIM! VAMOS MOSTRAR A ELES A VERDADEIRA MORTE!", + "GAUNTLET_LAMENTO_MORI_QUESTION": "VAMOS INSTILAR O FREQUENTEMENTE ESQUECIDO MEDO DA MORTE NESSES MORTAIS.", + "GAUNTLET_LENNA_ANSWER": "Entendido. Vem, vamos usar nossas espadas!", + "GAUNTLET_LENNA_PAIGE_LENNA1": "Não lutamos juntas há um tempo. Tem certeza de que dá conta, Paige?", + "GAUNTLET_LENNA_QUESTION": "Todos têm um ponto fraco, então só precisamos acertá-lo no momento certo, entendeu?", + "GAUNTLET_LENNA_PAIGE_PAIGE2": "Aun, não se preocupe comigo! Além do mais, eu quero testar este [wave amp=30 freq=10]curioso toca-fitas[/wave] que você fala tanto!", + "GAUNTLET_SHADOW_LENNA_DEFAULT": "Será que estou destinada a ser apenas um obstáculo a ser superado, não importa onde e quando estou? [pause]Não, acho que não!", + "GAUNTLET_SHADOW_LENNA_QUESTION": "Desvinculada do destino, do tempo, de tudo. Quem se [shake rate=30 level=10]importa[/shake] com o lugar onde estamos? Que tal só nos [shake rate=30 level=10]divertirmos[/shake]?", + "GAUNTLET_MAMMON_DEFAULT": "Consigo ouvir seu coração. Você deseja progredir, expandir-se. E eu estou no seu caminho.", + "GAUNTLET_SHADOW_LENNA_DELVIN_DELVIN2": "Muito bem. Vamos mostrar a eles o verdadeiro significado de um [shake rate=30 level=10]fim de jogo[/shake]!", + "GAUNTLET_SHADOW_LENNA_DELVIN_SHADOW_LENNA1": "Desvinculada do destino, do tempo, de tudo. Quem se [shake rate=30 level=10]importa[/shake] com o lugar onde estamos? Que tal só nos [shake rate=30 level=10]divertirmos[/shake]?", + "GAUNTLET_SHADOW_LENNA_ANSWER": "Claro, por que não? Vamos nos [shake rate=30 level=10]divertir[/shake]!", + "GAUNTLET_MAMMON_QUESTION.n": "Este humano deseja progredir, mas estamos em seu caminho. Sendo assim, é nossa função pará-lo à força.", + "GAUNTLET_MAMMON_QUESTION.m": "Este humano deseja progredir, mas estamos em seu caminho. Sendo assim, é nossa função pará-lo à força.", + "GAUNTLET_MAMMON_QUESTION.f": "Este humano deseja progredir, mas estamos em seu caminho. Sendo assim, é nossa função pará-lo à força.", + "GAUNTLET_MAMMON_ANSWER": "Concordo com sua estratagema. Veremos se nossos inimigos conseguem superá-la.", + "GAUNTLET_MORGANTE_DEFAULT": "QUER VENHAM ATÉ MIM COM ESPADAS EM PUNHO OU COM TOCA-FITAS, VOCÊS HUMANOS NUNCA MUDAM.", + "GAUNTLET_MAMMON_EUGENE_REACTION": "Uma revanche, hein? [shake rate=30 level=10]Pode vir![/shake]", + "GAUNTLET_MORGANTE_ANSWER": "MUITO BEM.", + "GAUNTLET_MORGANTE_QUESTION": "O AUXÍLIO DE OUTREM NÃO É NECESSÁRIO PRA QUE EU CONSIGA DESCARREGAR O PODER DA REBELIÃO. AFASTE-SE.", + "GAUNTLET_PUPPET_DEFAULT": "VOCÊS SÃO MINHAS MARIONETES? NÃO, SÃO APENAS UNS HUMANOS PERDIDOS. \\nAINDA ASSIM, ACHO QUE VOU BRINCAR COM VOCÊS.", + "GAUNTLET_MOURNINGSTAR_DEFAULT": "VOCÊ VEIO QUEIMAR POR MIM?", + "GAUNTLET_MOURNINGSTAR_ANSWER": "MUITO BEM. QUE ESSES HUMANOS VEJAM A LUZ.", + "GAUNTLET_MOURNINGSTAR_QUESTION": "VAMOS QUEIMÁ-LOS COM A LUZ CELESTIAL.", + "GAUNTLET_MONARCH_DEFAULT": "VENHAM, DEIXEM QUE EU CONSUMA SUAS ALMAS VAZIAS.", + "GAUNTLET_MONARCH_MEREDITH_REACTION": "Argh. De novo isso.", + "GAUNTLET_ROBIN_QUESTION": "TRAREI UMA ÓPERA DE ASSOMBRAÇÕES NOTURNAS PRO NOSSO ÁVIDO PÚBLICO. O QUE ME DIZ?", + "GAUNTLET_ROBIN_DEFAULT": "EU VEJO, EU VEJO.\\nQUE SOU TEMIDO NO CAMPO DE BATALHA E NO VILAREJO!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB1": "Uau, isso foi um [wave amp=30 freq=10]baita[/wave] exercício pra minha velha carapaça.", + "GAUNTLET_ROBIN_ANSWER": "MUITO BEM! QUE COMECE O ESPETÁCULO!", + "GAUNTLET_TOWER_DEFAULT": "A MINHA VERDADE É SUPERIOR À SUA! ACEITE-A!", + "GAUNTLET_TOWER_QUESTION": "VAMOS ILUMINAR ESSES HUMANOS COM A LUZ DA IGNORÂNCIA!", + "GAUNTLET_TOWER_ANSWER": "SEU PLANO É BOM!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB2": "Mas agora é a minha vez de participar da diversão!", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB1": "Merlinha e eu observamos seu progresso no Desafio com muita alegria.", + "GAUNTLET_MAGIKRAB_PREBATTLE_MAGIKRAB3": "Derrote-me se puder, {player}. E não pegue leve — ê Merlinha me concede Seu poder!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3": "Estava ficando pequeno em mim, mas talvez sirva em você! Eu já consegui uma nova mesmo. O que acha?", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB2": "Aqui, você mereceu!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION1": "Eu estou com uma aparência [wave amp=30 freq=10]mágica[/wave]!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB4": "A partir de agora, seus oponentes ficarão ainda mais fortes. Eu acompanharei seu progresso com grandes expectativas!", + "GAUNTLET_MAGIKRAB_POSTBATTLE_MAGIKRAB3_OPTION2": "Tem um cheiro estranho...", + "GAUNTLET_ROGUE_TRAFFIKRAB_MEREDITH1": "Nosso próximo oponente é um... Trafeguejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_KAYLEIGH1": "Nosso próximo oponente é um... Trafeguejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_FELIX1": "Nosso próximo oponente é um... Trafeguejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_EUGENE1": "Nosso próximo oponente é um... Trafeguejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION1": "Deve ser fácil!", + "GAUNTLET_ROGUE_TRAFFIKRAB_VIOLA1": "Nosso próximo oponente é um... Trafeguejo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.n": "[shake rate=30 level=10]Você criou um monstro![pause] Hoje, a criação destrói quem a criou!", + "GAUNTLET_ROGUE_TRAFFIKRAB_PLAYER2_OPTION2": "Parece maior que o normal...", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3": "[shake rate=30 level=10]Você se lembra de mim, {player}?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB3_OPTION1": "Er...", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB4": "[shake rate=30 level=10]Você se lembra de mim — do [wave amp=30 freq=10]humilde[/wave] Trafeguejo que você tão cruelmente afundou na areia no seu primeiro dia em Nova Murta?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.f": "Agradecemos por jogar nosso jogo! Está curtindo?", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.m": "[shake rate=30 level=10]Assim que estabelecemos contato, sua sombra — a parte horrível do seu ser que você nega a existência — me marcou e me fez ter consciência.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.f": "[shake rate=30 level=10]Assim que estabelecemos contato, sua sombra — a parte horrível do seu ser que você nega a existência — me marcou e me fez ter consciência.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.m": "[shake rate=30 level=10]Por um tempo, eu te segui, te observei das sombras de Vilancoradouro enquanto você e sues cúmplices planejavam destruir todos os monstros. Desde então, eu venho me preparando pra este momento: nosso confronto final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB5.n": "[shake rate=30 level=10]Assim que estabelecemos contato, sua sombra — a parte horrível do seu ser que você nega a existência — me marcou e me fez ter consciência.", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.m": "[shake rate=30 level=10]Você criou um monstro![pause] Hoje, a criação destrói quem a criou!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.f": "[shake rate=30 level=10]Por um tempo, eu te segui, te observei das sombras de Vilancoradouro enquanto você e sues cúmplices planejavam destruir todos os monstros. Desde então, eu venho me preparando pra este momento: nosso confronto final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB6.n": "[shake rate=30 level=10]Por um tempo, eu te segui, te observei das sombras de Vilancoradouro enquanto você e sues cúmplices planejavam destruir todos os monstros. Desde então, eu venho me preparando pra este momento: nosso confronto final!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB8": "[shake rate=30 level=10]Minha estratégia?[pause] [wave amp=30 freq=10]É simples![pause] Apenas matança indiscriminada sem misericórdia!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB7": "[shake rate=30 level=10]Eu viajei por toda Nova Murta e por vários outros mundos também. Lutei contra todos os tipos possíveis de bestas, arcanjos e humanos — meu número de mortes já está na casa dos [wave amp=30 freq=10]milhões[/wave]!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB9.f": "[shake rate=30 level=10]Você criou um monstro![pause] Hoje, a criação destrói quem a criou!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB10": "[shake rate=30 level=10]O Rei Vermelho me concede seu poder![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB12": "[shake rate=30 level=10]Eu posso existir apenas no reino da possibilidade, mas sei que a raiva em meu coração é real![/shake]", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB11": "[shake rate=30 level=10]Eu estudei suas táticas, {player}. Não pense que serei derrotado tão facilmente desta vez!", + "GAUNTLET_ROGUE_TRAFFIKRAB_TRAFFIKRAB13": "[shake rate=30 level=10]Eu [wave amp=30 freq=10]vou[/wave] matar você, {player}, só não será hoje...", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.n": "Agradecemos por jogar nosso jogo! Está curtindo?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1.m": "Agradecemos por jogar nosso jogo! Está curtindo?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION2": "Não... digo, sim!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION1": "Sim!", + "GAUNTLET_BYTTEN_PREBATTLE_JAY1_OPTION3": "Peraí, por que eu não posso dizer não?", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2": "Legal! Então vai lá deixar um comentário pra nos ajudar! Retome este diálogo pra ter uma surpresa.", + "GAUNTLET_BYTTEN_PREBATTLE_JAY2_OPTION1": "Comentário finalizado!", + "GAUNTLET_BYTTEN_PREBATTLE_TOM3": "Ótimo. Agora prepare-se pra ter sua diversão arruinada — eu coloquei erros e ataques hackeados nesta batalha. Você não estava esperando uma luta justa, né?!", + "GAUNTLET_BYTTEN_PREBATTLE_JOEL4": "Vamos colocar umas musiquinhas maneiras pra tocar!", + "GAUNTLET_BYTTEN_PREFUSION_JAY2": "Trabalhamos melhor em conjunto...", + "GAUNTLET_BYTTEN_PREFUSION_TOM1": "Estamos só começando!", + "GAUNTLET_BYTTEN_PREFUSION_JOEL3": "Caramba, que música mais chata. Vamos botar outra!", + "GAUNTLET_BYTTEN_POSTFUSION_BYTTEN1": "TODAS AS FRUSTRAÇÕES,[pause] TODAS AS INCONVENIÊNCIAS,[pause] É TUDO PROPOSITAL!\\n\\nESTAMOS AQUI PRA ESTRAGAR SUA DIVERSÃO!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN1": "AINDA NÃO TESTAMOS ESTE PRÓXIMO ATAQUE.\\n\\nVAMOS VER SE FUNCIONA DIREITINHO!", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION1": "Allegra! Não esperava te ver por aqui!", + "GAUNTLET_BYTTEN_ANGELIC_ATTACK_BYTTEN2": "FUNCIONOU, HÃ, COMO ESPERADO.", + "GAUNTLET_BYTTEN_DEFEAT_BYTTEN1": "O-O QUÊ?![pause]\\n\\nHÃ,[pause] O QUE QUEREMOS DIZER É...[pause] PARABÉNS!\\nVOCÊ PASSOU NO NOSSO TESTE!", + "SUNNY_QUEST_PART1_SUNNY1.f": "[wave amp=20 freq=5]{player}, você veio! Obrigada...[/wave]", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM1": "Mas não deixe subir à cabeça, ok? Tudo o que acabou de rolar já fazia parte do nosso plano.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM3": "Na verdade...[pause] deixa eu aumentá-lo pra você.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM2": "A propósito, se continuar com o Desafio a partir de agora, seus oponentes atingirão o nível máximo.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM5": "Não se esqueça da configuração de acompanhamento de nível caso as batalhas fora do Desafio fiquem muito fáceis.", + "GAUNTLET_BYTTEN_POSTBATTLE_TOM4": "Prontinho! Agora o limite é 999. Pode continuar jogando.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v1": "Se vir alguma coisa, ela provavelmente não existe. Visto. Destruído. Resolvido.", + "GAUNTLET_ANNOUNCEMENT_SPEAKER": "Anúncio", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v3": "Ajude-nos a impedir o contágio psíquico. Recipientes com desinfetantes mentais podem ser encontrados em todas as saídas.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v2": "Por favor, cuide de seus pertences. Qualquer mala deixada sozinha será levada para jantar.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v4": "Próxima parada: Crewe, Elmwich, Parque Jekyll & Hyde, ?????, Camberlot, Ur-Murta, Lugar Qualquer, Lugar Nenhum, AAAAAAAAAA-", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v5": "Por conta de uma grande movimentação na nossa próxima parada, nossa chegada a Crewe foi atrasada em aproximadamente 12.361 anos.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v7": "Caso um número aproximadamente infinito de passageiros idosos, PCDs ou grávidas embarquem no trem, por favor disponibilize seu assento ao mudar-se para o assento com uma numeração que seja o dobro da sua.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v6": "Nossa próxima parada é: Crewe. Se pretende desembarcar aqui, por favor respeite os costumes locais e assuma uma forma humana.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v9": "No caso de despressurização não planejada, máscaras de oxigênio serão distribuídas automaticamente. Se precisar de dióxido de enxofre, por favor comunique-se telepaticamente com um funcionário.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v8": "Se o trem fizer uma parada inesperada num mundo morto, NÃO DESEMBARQUE. Mantenha braços, pernas e membros no geral dentro do veículo até que ele comece a se mover novamente.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v10": "Em caso de emergência, ative o alarme de emergência:\\n(1) Levante a aba; (2) Puxe a alavanca; (3) Espere a morte.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v11": "Por favor, evite contato visual com outros passageiros. Não tente se comunicar. A violação dessa regra é punível com aprisionamento em loop temporal e uma taxa de 2 mil libras.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v12": "Se estiver se sentindo mal, por favor comunique-se telepaticamente com um funcionário, que levará você ao mundo de quarentena mais próximo.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v13": "Ao embarcar neste trem, você concorda com a coleta de seus dados intrapessoais.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v15": "CTCTV está operando neste vagão. Para a sua segurança, curvas fechadas de tipo tempo podem ser monitoradas para prever violações de causalidade.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v14": "Cuidado: batedores de carteiras e seres do reino da possibilidade trabalham neste trem. Mantenha sua realidade consigo a todo momento.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v17": "Por favor, evite questionar sua existência enquanto estiver neste trem.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v16": "Fumo não é permitido neste trem. Combustão espontânea é punível com uma taxa de 2 mil libras.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v21": "Espelhos devem ser mantidos cobertos durante toda a viagem.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v18": "Se vir uma cópia sua com olhos vermelhos e meio sombreada, contate um funcionário IMEDIATAMENTE.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v19": "Devido ao aumento da escala de ########, este serviço será transferido para a estação Crewe. Pedimos desculpas pelo inevitável aborrecimento que isso causará a todes.", + "GAUNTLET_TRAIN_ANNOUNCEMENT.v20": "Tulpas devem ser mantidas em coleiras durante toda a viagem.", + "RANGER_TRADER_STICKER_FUSION2": "Você já manda bem em fusão de monstros, então que tal fazer [wave amp=30 freq=10]fusão de adesivos[/wave] também?", + "RANGER_TRADER_STICKER_FUSION1": "Olá, queride. Estou oferecendo um novo serviço e acho que talvez lhe interesse.", + "RANGER_TRADER_STICKER_FUSION3": "Escolha um adesivo pra obter seus efeitos principais e um outro adesivo pra obter seus atributos extrarraros e incomuns. Então, combine os dois pra produzir um só adesivo com as melhores partes de ambos!", + "RANGER_TRADER_STICKER_FUSION4": "A fusão de adesivos é permanente, então você não vai conseguir os adesivos originais de volta. Mas, se souber escolher bem, adesivos fundidos podem transformar até fita mais fraca numa aliada poderosa!", + "SUNNY_QUEST_INTRO_SUNNY1": "[wave amp=20 freq=5]Ei... {player}...[/wave]", + "RANGER_TRADER_STICKER_FUSION5": "Olá, precisa de ajuda?", + "SUNNY_QUEST_INTRO_SUNNY1_OPTION2": "E aí, Allegra?", + "SUNNY_QUEST_INTRO_SUNNY2": "[wave amp=20 freq=5]Tem algo que preciso fazer, {player}... [pause]pra pôr um ponto final em algumas coisas...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION1": "Ponto final...?", + "SUNNY_QUEST_INTRO_SUNNY3": "[wave amp=20 freq=5]Tem uma coisa sobre ser uma \\\"Corretora\\\" que eu não te contei...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY2_OPTION2": "Como assim?", + "SUNNY_QUEST_INTRO_SUNNY4": "[wave amp=20 freq=5]A besta \\\"Mamon\\\" que nos dava ordens... ela ficava conectada a nós, e nós ficávamos conectados uns aos outros... como um fio de telefone invisível...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY5": "[wave amp=20 freq=5]Mas o Arcanjo... Mamon... se foi. Eu não ouço mais a voz dele na minha cabeça. [pause]Mas eu ainda ouço os pensamentos de outros Corretores...[/wave]", + "SUNNY_QUEST_INTRO_EUGENE6": "Acho que estou entendendo. Vocês faziam parte de uma rede que conectava todo mundo, e essa conexão ainda está aí, ainda que você não seja mais [wave amp=20 freq=5]parte deles[/wave].", + "SUNNY_QUEST_INTRO_MEREDITH6": "Vocês têm uma conexão? Algum tipo de vínculo telepático? Ok, acho que estou entendendo.", + "SUNNY_QUEST_INTRO_KAYLEIGH6": "Você consegue ouvir os pensamentos deles?", + "SUNNY_QUEST_INTRO_FELIX6": "Oh, então você e os outros Corretores têm um tipo de conexão telepática?", + "SUNNY_QUEST_INTRO_VIOLA6": "Entendo. Que curioso.", + "SUNNY_QUEST_INTRO_SUNNY7": "[wave amp=20 freq=5]{player}... os outros — [pause]Corretores — [pause]estão planejando alguma coisa. [pause]Elus não têm mais motivo pra continuar sendo Corretores, mas não sabem como mudar...[/wave]", + "SUNNY_QUEST_INTRO_SUNNY8": "[wave amp=20 freq=5]As vozes estão falando de Monte Murta... Eu acho que estão se organizando por lá. [pause]Eu preciso descobrir o que elus estão planejando... {player}, pode me encontrar lá?[/wave]", + "SUNNY_QUEST_INTRO_MEREDITH9": "Ok. [pause]Acho que a gente deveria ajudar a garota-zumbi, né?", + "SUNNY_QUEST_INTRO_KAYLEIGH9": "Que bom que a Allegra tá tentando sê independente. Fico felizona por ela!", + "SUNNY_QUEST_INTRO_EUGENE9": "Certo, vamos ajudar a Allegra! Ela mudou bastante, né?", + "SUNNY_QUEST_INTRO_VIOLA9": "Espero que a nossa amiga Allegra esteja bem. Talvez seja bom ajudá-la.", + "SUNNY_QUEST_INTRO_FELIX9": "Acho que ajudá-la vai ser interessante, né?", + "SUNNY_QUEST_PART1_SUNNY1.m": "[wave amp=20 freq=5]{player}, você veio! Obrigada...[/wave]", + "SUNNY_QUEST_PART1_LK2": "[wave amp=20 freq=5]Oh, você trouxe clientes? Mas que investimento curioso...[/wave]", + "SUNNY_QUEST_PART1_SUNNY1.n": "[wave amp=20 freq=5]{player}, você veio! Obrigada...[/wave]", + "SUNNY_QUEST_PART1_SUNNY4": "[wave amp=20 freq=5]E vocês não precisam mais agir assim... estão livres. [pause]TODES nós estamos livres...[/wave]", + "SUNNY_QUEST_PART1_SUNNY3": "[wave amp=20 freq=5]Não... você não entende! Pessoas não são \\\"investimentos\\\"... [pause]Pessoas são pessoas...[/wave]", + "SUNNY_QUEST_PART1_SUNNY5": "[wave amp=20 freq=5]Eu não sei o que estão planejando, mas podemos ser o que quisermos. Não precisamos mais ser \\\"Corretores\\\"![/wave]", + "SUNNY_QUEST_PART1_MEREDITH6": "Fala mesmo, miga.", + "SUNNY_QUEST_PART1_KAYLEIGH6": "Essa é a nossa Allegra!", + "SUNNY_QUEST_PART1_EUGENE6": "É assim que se fala, Allegra! Você tá certíssima.", + "SUNNY_QUEST_PART1_VIOLA6": "Você encontrou mesmo a sua coragem, querida Allegra!", + "SUNNY_QUEST_PART1_FELIX6": "Isso mesmo!", + "SUNNY_QUEST_PART1_SUNNY9": "[wave amp=20 freq=5]Eu não vou ficar só olhando, {player}... Esta também é a minha luta![/wave]", + "SUNNY_QUEST_PART1_LK8": "[wave amp=20 freq=5]Que tal um INTENSIVÃO de economia...?[/wave]", + "SUNNY_QUEST_PART1_LK7": "[wave amp=20 freq=5]Você perdeu seu espírito empreendedor, Corretora![/wave]", + "SUNNY_QUEST_PART1_LK10": "[wave amp=20 freq=5]Urgh... já acabamos por aqui. [pause]Está na hora de bater ponto. Temos mais o que fazer...[/wave]", + "SUNNY_QUEST_PART1_KAYLEIGH11": "Aquilo foi [wave amp=20 freq=5]incrível[/wave], Allegra!", + "SUNNY_QUEST_PART1_VIOLA11": "Nossa querida Allegra deu um belo espetáculo!", + "SUNNY_QUEST_PART1_EUGENE11": "Aquilo foi [shake rate=30 level=10]impressionante[/shake], Allegra! Você mandou ver!", + "SUNNY_QUEST_PART1_MEREDITH11": "Forma de monstro maneira, Allegra.", + "SUNNY_QUEST_PART1_FELIX11": "Forma de monstro maneira, Allegra!", + "SUNNY_QUEST_PART1_PLAYER12_OPTION2": "Onde você conseguiu aquela fita de monstro?", + "SUNNY_QUEST_PART1_PLAYER12_OPTION1": "Que fita de monstro era aquela?", + "SUNNY_QUEST_PART1_SUNNY13": "[wave amp=20 freq=5]Foi um presente que a Ianthe me deu quando eu disse a ela que planejava confrontar os Corretores...[/wave]", + "SUNNY_QUEST_PART3_SUNNY1": "[wave amp=20 freq=5]A roda... [pause]é só uma roda gigante... Eu não compreendo...[/wave]", + "SUNNY_QUEST_PART1_SUNNY15": "[wave amp=20 freq=5]Hã...? \\\"A roda abaixo do antigo QG\\\"... [pause]O que isso significa...?[/wave]", + "SUNNY_QUEST_PART1_SUNNY14": "[wave amp=20 freq=5]Elus estavam tendo reuniões aqui... então deve ter alguma prova do que elus pretendem fazer...[/wave]", + "SUNNY_QUEST_PART1_SUNNY16": "[wave amp=20 freq=5]Oh! O antigo QG no pântano... tem algo embaixo dele![/wave]", + "SUNNY_QUEST_PART1_SUNNY17": "[wave amp=20 freq=5]{player}... por favor, venha comigo até a antiga base dos Corretores que você e Eugene destruíram... Eu acho que os Corretores estão lá...[/wave]", + "SUNNY_QUEST_PART1_SUNNY18": "[wave amp=20 freq=5]Eu preciso fazer isso... eu preciso dar um basta nelus e deixar essa vida no passado de uma vez por todas...[/wave]", + "SUNNY_QUEST_PART1_SUNNY19": "[wave amp=20 freq=5]Pra ser sincera, até que estou... animada...[/wave]", + "SUNNY_QUEST_PART2_SUNNY1": "[wave amp=20 freq=5]Hã...? Tem um tipo de dispositivo nesta porta. Será que serve pra evitar intrusos? Deixa eu ver...[/wave]", + "SUNNY_QUEST_PART2_SUNNY4": "[wave amp=20 freq=5]Vamos continuar...[/wave]", + "SUNNY_QUEST_PART2_SUNNY2": "[wave amp=20 freq=5]Oh, ele acha que sou uma Corretora! Vamos entrar, {player}.[/wave]", + "SUNNY_QUEST_PART2_SUNNY3": "[wave amp=20 freq=5]Os Corretores restantes estão todos aqui... e por algum motivo. [pause]Talvez tenha a ver com algum tipo de \\\"roda\\\"...?[/wave]", + "SUNNY_QUEST_NPC1_PREBATTLE": "[wave amp=20 freq=5]Você... [pause]Corretora... [pause]você não está usando o uniforme correto! Vou denunciá-la ao RH![/wave]", + "SUNNY_QUEST_NPC1_POSTBATTLE": "[wave amp=20 freq=5]Talvez você esteja vestida a caráter...[/wave]", + "SUNNY_QUEST_NPC2_POSTBATTLE": "[wave amp=20 freq=5]Reguladores nojentos...[/wave]", + "SUNNY_QUEST_NPC2_PREBATTLE": "[wave amp=20 freq=5]Você veio tentar impedir nossos planos de expansão corporativa? Eu DETESTO informantes![/wave]", + "SUNNY_QUEST_NPC3_PREBATTLE": "[wave amp=20 freq=5]A roda é uma grande oportunidade pros nossos negócios! Acho que o valor das nossas ações está prestes a aumentar![/wave]", + "SUNNY_QUEST_NPC4_PREBATTLE": "[wave amp=20 freq=5]Você veio aqui conduzir algum tipo de espionagem corporativa? Isso é contra a política da empresa![/wave]", + "SUNNY_QUEST_NPC3_POSTBATTLE": "[wave amp=20 freq=5]Minhas ações estão despencando...[/wave]", + "SUNNY_QUEST_PART2C_SUNNY1": "[wave amp=20 freq=5]As vozes... os Corretores estão animados com alguma coisa... Eu consigo SENTIR...[/wave]", + "SUNNY_QUEST_NPC4_POSTBATTLE": "[wave amp=20 freq=5]Con... continua sendo contra a política da empresa...[/wave]", + "SUNNY_QUEST_PART2C_SUNNY2": "[wave amp=20 freq=5]Vamos continuar...[/wave]", + "SUNNY_QUEST_PART3_LK2": "[wave amp=20 freq=5]Não é linda? Contemple o futuro da Associação de Corretores: a Roda![/wave]", + "SUNNY_QUEST_PART3_LK3": "[wave amp=20 freq=5]Quando nosso antigo CEO foi... [pause]desalojado... [pause]o QG dos Corretores foi parar nas profundezas da ilha junto com muitos de nós...[/wave]", + "SUNNY_QUEST_PART3_LK4": "[wave amp=20 freq=5]Mas aqui, na escuridão, nós a encontramos. Uma oportunidade pra todos nós...[/wave]", + "SUNNY_QUEST_PART3_LK4_OPTION1": "E o que isso faz?", + "SUNNY_QUEST_PART3_LK4_OPTION2": "Que utilidade isso tem?", + "SUNNY_QUEST_PART3_LK5": "[wave amp=20 freq=5]A roda é uma parte esquecida de algo maior, de um grande poder que vive abaixo desta ilha... [pause]um poder que se conecta a muitos mundos...[/wave]", + "SUNNY_QUEST_PART3_LK5_OPTION1": "Ê Merlinha!", + "SUNNY_QUEST_PART3_LK5_OPTION2": "Então é um dos trens de Merlinha?", + "SUNNY_QUEST_PART3_SUNNY6": "[wave amp=20 freq=5]A \\\"conexão\\\" entre Corretores... Será que esta roda seria capaz de aumentá-la...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY8": "[wave amp=20 freq=5]Somos recipientes criados pelo Arcanjo Mamon pra servir, [pause]não somos...?[/wave]", + "SUNNY_QUEST_PART3_LK7": "[wave amp=20 freq=5]Diga-me, ex-colega... [pause]você sabe o que nós, Corretores, REALMENTE somos?[/wave]", + "SUNNY_QUEST_PART3_LK9": "[wave amp=20 freq=5]Não... um Arcanjo não pode \\\"criar\\\" coisas! Ele apenas as toma e as remodela... A roda irá lhe mostrar sua verdade![/wave]", + "SUNNY_QUEST_PART3_SUNNY10": "[wave amp=20 freq=5]Então... de onde viemos...?[/wave]", + "SUNNY_QUEST_PART3_LK11": "[wave amp=20 freq=5]A roda pode nos conectar a outros tempos, outros lugares... outros Corretores. [pause]Com ela... podemos estabelecer comunicações... combinar aquisições...[/wave]", + "SUNNY_QUEST_PART3_SUNNY12": "[wave amp=20 freq=5]{player}, elus querem se comunicar com outros mundos e trazer mais Corretores pra cá![/wave]", + "SUNNY_QUEST_PART3_LK13": "[wave amp=20 freq=5]Sim! [pause]Estamos expandindo nossos negócios! [pause]Recrutamento em massa! Expansão agressiva![/wave]", + "SUNNY_QUEST_PART3_SUNNY14": "[wave amp=20 freq=5]Vocês não vão conseguir! Eu não vou deixar![/wave]", + "SUNNY_QUEST_PART3_SUNNY16": "[wave amp=20 freq=5]O quê?![/wave]", + "SUNNY_QUEST_PART3_LK15": "[wave amp=20 freq=5]ESTOU CHAMANDO REFORÇOS DE TODO O COSMO![/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION2": "Talvez isso seja uma má ideia...", + "SUNNY_QUEST_PART3_SUNNY19": "[wave amp=20 freq=5]Vamos acabar com isso![/wave]", + "SUNNY_QUEST_PART3_LK17": "[wave amp=20 freq=5]Ah, sim, um touro de bronze pra defender nosso capital... [pause]Muito adequado! Vai servir muito bem![/wave]", + "SUNNY_QUEST_PART3_SUNNY18": "[wave amp=20 freq=5]{player}...[/wave]", + "SUNNY_QUEST_PART3_SUNNY20": "[wave amp=20 freq=5]Eu não vou deixar ninguém me dizer o que eu tenho que ser...[/wave]", + "SUNNY_QUEST_PART3_SUNNY21": "[wave amp=20 freq=5]Eu só preciso ser EU MESMA![/wave]", + "SUNNY_QUEST_PART3_SUNNY22": "[wave amp=20 freq=5]Nós conseguimos destruir todes elus... Juntes...[/wave]", + "SUNNY_QUEST_PART3_SUNNY23": "[wave amp=20 freq=5]A roda pode me mostrar a minha \\\"verdade\\\"...? O que ele quis dizer com isso...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY24": "[wave amp=20 freq=5]O que eu REALMENTE sou...?[/wave]", + "SUNNY_QUEST_PART3_SUNNY23_OPTION1": "Mas será que ele é confiável?", + "SUNNY_QUEST_PART3_SUNNY23_OPTION2": "Aquela coisa pode ser perigosa...", + "SUNNY_QUEST_PART3_SUNNY25": "[wave amp=10 freq=5]Eu vejo... [pause]os fios... nos conectando. Estão tão perto dos meus dedos que quase consigo tocá-los...[/wave]", + "SUNNY_QUEST_PART3_SUNNY26": "[wave amp=10 freq=5]Eu a vi por um momento... Aquela era eu? Era... quem eu era?[/wave]", + "SUNNY_QUEST_PART3_SUNNY26_OPTION1": "Você tá bem, Allegra?", + "SUNNY_QUEST_PART3_SUNNY27": "[wave amp=10 freq=5]Estou tão perto... só preciso ir mais longe...[/wave]", + "SUNNY_QUEST_PART3_SUNNY29": "[wave amp=10 freq=5]Ela ligava tanto pro trabalho que perdeu o sentido da vida. Ela era tão infeliz...[/wave]", + "SUNNY_QUEST_PART3_SUNNY28": "[wave amp=10 freq=5]Este corpo... meu corpo já foi outro. Ela tinha uma vida que não lhe pertencia...[/wave]", + "SUNNY_QUEST_PART3_SUNNY30": "[wave amp=10 freq=5]Isso a tornou um alvo fácil pra Mamon. Ela foi tomada... tomada e transformada num recipiente.[/wave]", + "SUNNY_QUEST_PART3_SUNNY31": "[wave amp=10 freq=5]Ela se tornou eu...[/wave]", + "SUNNY_QUEST_PART3_SUNNY32": "[wave amp=10 freq=5]Deve haver mais coisas... mais significados, mais respostas no cosmo... eu só preciso procurar mais...[/wave]", + "SUNNY_QUEST_PART3_SUNNY33": "[wave amp=20 freq=5]Urgh![/wave]", + "SUNNY_QUEST_PART3_SUNNY32_OPTION1": "Cuidado, Allegra!", + "SUNNY_QUEST_PART3_SUNNY32_OPTION2": "Você deveria parar.", + "SUNNY_QUEST_PART3_SUNNY35": "[wave amp=20 freq=5]Hã, eu acho que olhei demais pro cosmo. Eu me perdi por um momento... [pause]Desculpa.[/wave]", + "SUNNY_QUEST_PART3_LK34": "[wave amp=20 freq=5]NÃO![/wave]", + "SUNNY_QUEST_PART3_SUNNY44": "[wave amp=20 freq=5]{player}, é melhor a gente ir embora. Acho que já fizemos tudo o que tínhamos que fazer aqui...[/wave]", + "SUNNY_QUEST_PART3_SUNNY35_OPTION1": "Você tá bem?", + "SUNNY_QUEST_PART3_SUNNY35_OPTION2": "Você encontrou o que estava procurando?", + "SUNNY_QUEST_PART3_SUNNY36": "[wave amp=20 freq=5]Eu...[/wave]", + "SUNNY_QUEST_PART3_LK37": "[wave amp=20 freq=5]A roda...[/wave]", + "SUNNY_QUEST_PART3_LK38": "[wave amp=20 freq=5]Você viu, não viu? [pause]Sua gênese? [pause]O momento em que foi escolhida pra um propósito maior? [pause]O momento em que você se tornou o que estava DESTINADA a ser?[/wave]", + "SUNNY_QUEST_PART3_SUNNY39": "[wave amp=20 freq=5]Eu... eu sou...[/wave]", + "SUNNY_QUEST_PART3_SUNNY40": "[wave amp=20 freq=5]Eu sou Allegra. E nada mais. Não importa o que digam que eu devo ser.[/wave]", + "SUNNY_QUEST_PART3_SUNNY41": "[wave amp=20 freq=5]Sou apenas a Allegra.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY4": "[wave amp=20 freq=5]Por favor, {player}, me mostre coisas. Coisas novas! Há tanto pra ser visto! [pause]Eu sei que você pretende sair de Nova Murta, mas...[/wave]", + "SUNNY_QUEST_PART3_SUNNY42": "[wave amp=20 freq=5]Talvez você deva parar de ser um Corretor só porque te mandaram ser um. Tente ser você mesmo qualquer dia desses.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY1": "[wave amp=20 freq=5]Eu acho que... saber que este... [pause]corpo... [pause]era de outra pessoa antes mesmo de eu ser uma Corretora...[/wave]", + "SUNNY_QUEST_PART3_LK43": "[wave amp=20 freq=5]Urgh.[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION2": "Acho que só existem em Nova Murta.", + "SUNNY_QUEST_PART3C_SUNNY2": "[wave amp=20 freq=5]... não me faz sentir nada de diferente. Eu quero continuar aprendendo o que significa ser eu exatamente como eu sou agora.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY3": "[wave amp=20 freq=5]Com certeza a \\\"outra eu\\\" entenderia.[/wave]", + "SUNNY_QUEST_PART3C_SUNNY5": "[wave amp=20 freq=5]Eu quero me divertir, [pause]ok?[/wave]", + "RESTING_SUNNY_PLATONIC_1": "Allegra lhe pergunta várias coisas sobre a vida lá no seu mundo.", + "RESTING_SUNNY_PLATONIC_2": "Allegra lhe conta um sonho que teve recentemente.", + "RESTING_SUNNY_PLATONIC_3": "Allegra conversa alegremente.", + "RESTING_SUNNY_DATING_1": "Allegra tem uma discussão séria contigo sobre o que ela pensa da vida.", + "RESTING_SUNNY_PLATONIC_5": "Allegra lhe conta com alegria as coisas que aprendeu sobre Vilancoradouro recentemente.", + "RESTING_SUNNY_PLATONIC_4": "Você e Allegra têm uma conversa despreocupada.", + "RESTING_SUNNY_DATING_2": "Allegra lhe pergunta sobre suas roupas (para uma pesquisa pessoal).", + "SUNNY_CONVO1_SUNNY1": "[wave amp=20 freq=5]As pessoas parecem gostar bastante de comer, né...?[/wave]", + "RESTING_SUNNY_DATING_3": "Allegra senta-se quieta e alegremente contigo.", + "RESTING_SUNNY_DATING_4": "Allegra não fala muito, mas parece feliz por estar ao seu lado.", + "SUNNY_CONVO1_SUNNY2": "[wave amp=20 freq=5]É que eu percebi que você come pelo menos uma vez por dia![/wave]", + "SUNNY_CONVO1_SUNNY1_OPTION2": "Hã?", + "SUNNY_CONVO1_SUNNY1_OPTION1": "Como assim?", + "SUNNY_CONVO1_SUNNY2_OPTION1": "É necessário!", + "SUNNY_CONVO1_SUNNY2_OPTION2": "Você precisa comer pra viver!", + "SUNNY_CONVO1_SUNNY3": "[wave amp=20 freq=5]Sério...? Que estranho...[/wave]", + "SUNNY_CONVO1_SUNNY4": "[wave amp=20 freq=5]Eu não sinto nada quando fico sem comer![/wave]", + "SUNNY_CONVO1_SUNNY5": "[wave amp=20 freq=5]Talvez eu não seja tão parecida assim com as outras pessoas...[/wave]", + "SUNNY_CONVO2_SUNNY1": "[wave amp=20 freq=5]O céu do seu mundo é tão lindo quanto o daqui, {player}?[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION1": "É... muito diferente.", + "SUNNY_CONVO2_SUNNY2": "[wave amp=20 freq=5]Durante o dia, o sol desliza pelo céu junto com a lua negra... À noite, essa mesma lua consome as luzes rodopiantes que dançam juntas...[/wave]", + "SUNNY_CONVO2_SUNNY1_OPTION2": "Não é bem a mesma coisa.", + "SUNNY_CONVO2_SUNNY3": "[wave amp=20 freq=5]É incrível, não acha...?[/wave]", + "SUNNY_CONVO2_SUNNY3_OPTION1": "É legal!", + "SUNNY_CONVO2_SUNNY3_OPTION2": "Eu acho meio assustador.", + "SUNNY_CONVO2_SUNNY4A.f": "[wave amp=20 freq=5]Hehe... sabia que você ia concordar. É bem \\\"legal\\\" mesmo...[/wave]", + "SUNNY_CONVO2_SUNNY4A.m": "[wave amp=20 freq=5]Hehe... sabia que você ia concordar. É bem \\\"legal\\\" mesmo...[/wave]", + "SUNNY_CONVO2_SUNNY4B.m": "[wave amp=20 freq=5]Hehe... talvez você não esteja acostumade mesmo...[/wave]", + "SUNNY_CONVO2_SUNNY4A.n": "[wave amp=20 freq=5]Hehe... sabia que você ia concordar. É bem \\\"legal\\\" mesmo...[/wave]", + "SUNNY_CONVO2_SUNNY4B.f": "[wave amp=20 freq=5]Hehe... talvez você não esteja acostumade mesmo...[/wave]", + "SUNNY_CONVO2_SUNNY4B.n": "[wave amp=20 freq=5]Hehe... talvez você não esteja acostumade mesmo...[/wave]", + "SUNNY_CONVO3_SUNNY1": "[wave amp=20 freq=5]Ei, {player}... seu mundo também tem cafés...?[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION1": "Muitos, na verdade.", + "SUNNY_CONVO3_SUNNY2A": "[wave amp=20 freq=5]Muitos cafés...? Não consigo nem imaginar...[/wave]", + "SUNNY_CONVO3_SUNNY1_OPTION2": "Não. Este é o único que eu já vi!", + "SUNNY_CONVO3_SUNNY2B": "[wave amp=20 freq=5]Uau! [pause]Então pra você deve ser muito empolgante estar aqui...![/wave]", + "SUNNY_CONVO4_SUNNY1": "[wave amp=20 freq=5]Você e Kayleigh... têm um tipo de conexão, né...?[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION1": "Sim!", + "SUNNY_CONVO4_SUNNY2.m": "[wave amp=20 freq=5]Foi o que pensei. Fico feliz em ver amizades tão próximas...[/wave]", + "SUNNY_CONVO4_SUNNY1_OPTION2": "Acho que sim.", + "SUNNY_CONVO4_SUNNY2.f": "[wave amp=20 freq=5]Foi o que pensei. Fico feliz em ver amizades tão próximas...[/wave]", + "SUNNY_CONVO4_SUNNY2.n": "[wave amp=20 freq=5]Foi o que pensei. Fico feliz em ver amizades tão próximas...[/wave]", + "SUNNY_CONVO4_SUNNY3": "[wave amp=20 freq=5]Embora eu não tenha nenhuma ligação desse tipo com ninguém, acho que seria bom...[/wave]", + "SUNNY_CONVO5_SUNNY1": "[wave amp=20 freq=5]Você e Eugene têm muita proximidade, né?[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION1": "Sim!", + "SUNNY_CONVO5_SUNNY2": "[wave amp=20 freq=5]Foi o que pensei. Eugene tem muita confiança nele mesmo, mas nem tanto em outras pessoas... Acho que você é capaz de mudar isso.[/wave]", + "SUNNY_CONVO5_SUNNY1_OPTION2": "Acho que sim.", + "SUNNY_CONVO5_SUNNY3": "[wave amp=20 freq=5]Pra mim, vocês formam um belo par...[/wave]", + "SUNNY_CONVO6_SUNNY1": "[wave amp=20 freq=5]Quando o vento bate assim em mim...[/wave]", + "SUNNY_CONVO6_SUNNY2": "[wave amp=20 freq=5]Eu me sinto como... a mulher que era dona deste corpo. Ela não teve a oportunidade de sentir o vento no cabelo assim...[/wave]", + "SUNNY_CONVO6_SUNNY3": "[wave amp=20 freq=5]Talvez eu esteja tentando compensar o tempo perdido de certa forma...[/wave]", + "SUNNY_CONVO7_SUNNY1": "[wave amp=20 freq=5]É estranho pensar que muitas pessoas nesta ilha estão perdidas aqui...[/wave]", + "SUNNY_CONVO9_SUNNY2": "[wave amp=20 freq=5]São feitos por pessoas, não é...?[/wave]", + "SUNNY_CONVO7_SUNNY2": "[wave amp=20 freq=5]Afinal de contas, eu não estou. Na verdade, aqui foi onde eu me encontrei...[/wave]", + "SUNNY_CONVO8_SUNNY2": "[wave amp=20 freq=5]Foi o que Kayleigh disse que acontece com todo mundo em Nova Murta, né...? Você acha que TODO MUNDO merece uma segunda chance...?[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION1": "Acho que sim.", + "SUNNY_CONVO7_SUNNY3": "[wave amp=20 freq=5]Nova Murta... um lugar onde você pode tanto se perder pra sempre... [pause]quanto se encontrar pra sempre...[/wave]", + "SUNNY_CONVO8_SUNNY1": "[wave amp=20 freq=5]Começar do zero...[/wave]", + "SUNNY_CONVO8_SUNNY2_OPTION2": "Nem todo mundo.", + "SUNNY_CONVO8_SUNNY3A": "[wave amp=20 freq=5]Eu também, eu acho...[/wave]", + "SUNNY_CONVO8_SUNNY3B": "[wave amp=20 freq=5]Alguém que não merece uma segunda chance... Acho que eu não gostaria de conhecer uma pessoa assim...[/wave]", + "SUNNY_CONVO9_SUNNY1": "[wave amp=20 freq=5]Os \\\"Arcanjos\\\", [pause]como Mamon...[/wave]", + "SUNNY_CONVO9_SUNNY2_OPTION1": "Tipo isso...", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.f": "Como uma amizade?", + "SUNNY_CONVO9_SUNNY2_OPTION2": "Por aí.", + "SUNNY_CONVO9_SUNNY3": "[wave amp=20 freq=5]Entendo...[/wave]", + "SUNNY_CONVO9_SUNNY4": "[wave amp=20 freq=5]Arcanjos parecem ser bem mais fortes do que humanos... mas acho que a questão não é essa...[/wave]", + "SUNNY_CONVO9_SUNNY5": "[wave amp=20 freq=5]Quando vejo pessoas em Vilancoradouro trabalhando juntas, elas parecem uma só...[/wave]", + "SUNNY_CONVO9_SUNNY6": "[wave amp=20 freq=5]Um Arcanjo pode até ser forte, mas não consigo pensar num só Arcanjo que seja páreo pra pessoas unidas![/wave]", + "SUNNY_CONVO11_SUNNY1": "[wave amp=20 freq=5]Eu ando pensando numa coisa...[/wave]", + "SUNNY_CONVO10_SUNNY2": "[wave amp=20 freq=5]Se alguém construísse um navio e saísse navegando daqui, será que acharia mais ilhas como esta...?![/wave]", + "SUNNY_CONVO10_SUNNY1": "[wave amp=20 freq=5]O oceano ao redor de Nova Murta...[/wave]", + "SUNNY_CONVO10_SUNNY3": "[wave amp=20 freq=5]Talvez eu faça isso quando o meu coração quiser conhecer novas terras![/wave]", + "SUNNY_CONVO11_SUNNY2": "[wave amp=20 freq=5]Se alguém já viveu no meu corpo, será que eu herdei os gostos e desgostos dessa pessoa também...?[/wave]", + "SUNNY_CONVO12_SUNNY1": "[wave amp=20 freq=5]Eu... eu gosto de como a luz da fogueira te ilumina, {player}...[/wave]", + "SUNNY_CONVO11_SUNNY3": "[wave amp=20 freq=5]Ou será que são meus mesmo? [pause]Eu me pergunto...[/wave]", + "SUNNY_CONVO12_SUNNY2": "[wave amp=20 freq=5]O reflexo das chamas nos seus olhos. Pode parecer bobo, mas eu vejo um mundo inteiro em você...[/wave]", + "SUNNY_CONVO12_SUNNY3": "[wave amp=20 freq=5]Talvez seja seu mundo de origem... É como se você tivesse abrigado um pedaço dele aí dentro esse tempo todo, como se ele te guiasse pra casa...[/wave]", + "SUNNY_CONVO13_SUNNY1": "[wave amp=20 freq=5]O meu eu do passado... a pessoa que vivia no meu corpo...[/wave]", + "SUNNY_CONVO12_SUNNY4": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_CONVO13_SUNNY2": "[wave amp=20 freq=5]Ela parecia tão infeliz... [pause]Deve ser tão triste viver uma vida infeliz e não poder mudá-la...[/wave]", + "SUNNY_CONVO13_SUNNY3": "[wave amp=20 freq=5]Me prometa, {player}, que você vai tentar viver uma vida feliz o máximo que puder...[/wave]", + "SUNNY_CONVO14_SUNNY1_OPTION1": "Não tem nenhum.", + "SUNNY_CONVO14_SUNNY1": "[wave amp=20 freq=5]Como são os monstros do seu mundo, {player}...?[/wave]", + "SUNNY_CONVO13_SUNNY4": "[wave amp=20 freq=5]Não deixe que seu mundo te mude ou que te faça virar alguém que você não é... ok?[/wave]", + "SUNNY_CONVO14_SUNNY2": "[wave amp=20 freq=5]Nossa... É sério?[/wave]", + "SUNNY_CONVO14_SUNNY3": "[wave amp=20 freq=5]Eu não sabia... [pause]Acho que isso explica muita coisa...[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION1": "Sim.", + "SUNNY_CONVO15_SUNNY1": "[wave amp=20 freq=5]Seu mundo tem mais roupas do que este, {player}...?[/wave]", + "SUNNY_CONVO15_SUNNY2": "[wave amp=20 freq=5]É mesmo?[/wave]", + "SUNNY_CONVO15_SUNNY1_OPTION2": "Bem mais...", + "SUNNY_CONVO16_SUNNY1": "[wave amp=20 freq=5]Deixa eu ver se entendi: esta ilha foi criada e mantida por um Arcanjo que se chama Merlinha... certo?[/wave]", + "SUNNY_CONVO15_SUNNY3": "[wave amp=20 freq=5]Se bem que... [pause]eu acabei de descobrir o que gosto de vestir, então acho que ainda não estou pronta pra mudar de visual...[/wave]", + "SUNNY_CONVO16_SUNNY1_OPTION1": "Sim, é tipo isso.", + "SUNNY_CONVO16_SUNNY1_OPTION2": "Isso mesmo!", + "SUNNY_SOCIAL1_SUNNY13": "[wave amp=20 freq=5]Ok, eu vou tentar pensar em perguntas melhores na próxima vez![/wave]", + "SUNNY_CONVO16_SUNNY2": "[wave amp=20 freq=5]Esse Arcanjo deve ter tido um motivo pra fazer tudo isso...[/wave]", + "SUNNY_CONVO16_SUNNY3": "[wave amp=20 freq=5]Mas também... talvez os motivos dele estejam além da nossa compreensão?![/wave]", + "SUNNY_CONVO16_SUNNY4": "[wave amp=20 freq=5]De qualquer forma, não acho que seja motivo de preocupação! Não importa o que o futuro tenha reservado pra gente, nós estaremos prontes pra ele...[/wave]", + "SUNNY_CONVO17_SUNNY1": "[wave amp=20 freq=5]Nossa nova amiga, a Gene... Eu nunca vi ninguém que se vestisse como ela![/wave]", + "SUNNY_CONVO18_SUNNY1": "[wave amp=20 freq=5]Então a Gene é um Arcanjo...[/wave]", + "SUNNY_CONVO17_SUNNY2": "[wave amp=20 freq=5]Será que ela gostaria de ser minha amiga...[/wave]", + "SUNNY_CONVO18_SUNNY2": "[wave amp=20 freq=5]Ela deve ter se sentido tão sozinha neste píer... Espero que ela consiga ser feliz um dia...[/wave]", + "SUNNY_CONVO18_SUNNY3": "[wave amp=20 freq=5]Ninguém merece se sentir assim...[/wave]", + "SUNNY_SOCIAL1_SUNNY1": "[wave amp=20 freq=5]Ok, {player}. Me conta alguma coisa. Alguma coisa sobre o seu mundo.[/wave]", + "SUNNY_SOCIAL1_SUNNY1_OPTION1": "Hã?", + "SUNNY_SOCIAL1_SUNNY1_OPTION2": "Meu mundo?", + "SUNNY_SOCIAL1_SUNNY2": "[wave amp=20 freq=5]Sim! Seu mundo é antigo, né...? Nova Murta é jovem. Me disseram que Vilancoradouro só existe há algumas gerações...[/wave]", + "SUNNY_SOCIAL1_NARRATION4": "Você resume a história da Terra pra Allegra. [pause]Você também pula vários detalhes, mas tudo bem.", + "SUNNY_SOCIAL1_SUNNY3": "[wave amp=20 freq=5]Por favor, me conta um pouco sobre a história do seu mundo![/wave]", + "SUNNY_SOCIAL1_SUNNY5": "[wave amp=20 freq=5]É... muito pra absorver.[/wave]", + "SUNNY_SOCIAL1_SUNNY6": "[wave amp=20 freq=5]Quando penso nesta ilha e de onde eu venho... também penso na pessoa que eu era em outro mundo antes de ser transformada em Corretora... e penso em quando te encontrei aqui...[/wave]", + "SUNNY_SOCIAL1_SUNNY7": "[wave amp=20 freq=5]Eu quase consigo ver o fio da história que me fez ser quem eu sou, [pause]aqui, [pause]agora.[/wave]", + "SUNNY_SOCIAL1_SUNNY8.m": "[wave amp=20 freq=5]Isso faz sentido? Você consegue... ver os fios da história do seu mundo que te fizeram ser quem você é agora...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.n": "[wave amp=20 freq=5]Isso faz sentido? Você consegue... ver os fios da história do seu mundo que te fizeram ser quem você é agora...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8.f": "[wave amp=20 freq=5]Isso faz sentido? Você consegue... ver os fios da história do seu mundo que te fizeram ser quem você é agora...?[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION2": "Não exatamente.", + "SUNNY_SOCIAL1_SUNNY9A": "[wave amp=20 freq=5]Ah, ok! Fico feliz! Não sabia se estava fazendo uma pergunta boba.[/wave]", + "SUNNY_SOCIAL1_SUNNY8_OPTION1": "Sim!", + "SUNNY_SOCIAL1_SUNNY9B": "[wave amp=20 freq=5]Não se preocupe... foi uma pergunta boba mesmo![/wave]", + "SUNNY_SOCIAL1_SUNNY10": "[wave amp=20 freq=5]Ainda estou aprendendo o que é ser eu mesma. Alguma parte disso tá na nossa história, mas não tudo...[/wave]", + "SUNNY_SOCIAL1_SUNNY11": "[wave amp=20 freq=5]Eu me pergunto sobre a humana que eu fui... [pause]a mulher que morava no meu corpo... como será que a história dela a moldou...?[/wave]", + "SUNNY_SOCIAL1_SUNNY12": "[wave amp=20 freq=5]Talvez eu esteja fazendo as perguntas erradas... talvez eu precise te perguntar mais sobre o presente, não sobre o passado![/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION1": "Olha só, curti esse plano!", + "SUNNY_SOCIAL2_SUNNY2": "[wave amp=20 freq=5]Tem muitas pessoas no seu mundo... não é? Assim... muito mais do que nesta ilha.[/wave]", + "SUNNY_SOCIAL1_SUNNY12_OPTION2": "Acho que é isso mesmo!", + "SUNNY_SOCIAL2_SUNNY1": "[wave amp=20 freq=5]Ei... {player}...[/wave]", + "SUNNY_SOCIAL2_SUNNY6": "[wave amp=20 freq=5]Não se preocupe, eu entendo. Os outres Corretores e eu... não temos amizade.[/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION1": "É, acho que sim.", + "SUNNY_SOCIAL2_SUNNY3": "[wave amp=20 freq=5]Você deve encontrar muitas pessoas, mas não conhecer direito nem metade delas![/wave]", + "SUNNY_SOCIAL2_SUNNY3_OPTION2": "Sim, é isso mesmo!", + "SUNNY_SOCIAL2_SUNNY4": "[wave amp=20 freq=5]E você não fica triste com isso? Pensar que pode estar perdendo possíveis amizades...?[/wave]", + "SUNNY_SOCIAL2_SUNNY5": "[wave amp=20 freq=5]Se bem que... talvez essas pessoas nem acabem se tornando amigas. Nem todo mundo se conecta...[/wave]", + "SUNNY_SOCIAL2_SUNNY5_OPTION1": "Sim.", + "SUNNY_SOCIAL2_SUNNY5_OPTION2": "E olhe lá...", + "SUNNY_SOCIAL2_SUNNY7": "[wave amp=20 freq=5]As funções que recebem são tão rígidas... tão impossíveis de serem mudadas que não conseguem imaginar a vida de nenhuma outra maneira...[/wave]", + "SUNNY_SOCIAL2_SUNNY9": "[wave amp=20 freq=5]Mas saber que algumas pessoas podem não se conectar contigo ou até mesmo te desprezar... não é suficiente pra me fazer desistir de falar com elas.[/wave]", + "SUNNY_SOCIAL2_SUNNY8": "[wave amp=20 freq=5]Talvez o fato de eu ter escolhido ser \\\"Allegra\\\" em vez de \\\"Corretora\\\" tenha sido até uma ofensa a eles.[/wave]", + "SUNNY_SOCIAL2_SUNNY10": "[wave amp=20 freq=5]Pra mim, as pessoas são interessantes! É legal conversar com elas, eu acho...[/wave]", + "SUNNY_SOCIAL2_SUNNY10_OPTION1": "Eu concordo!", + "SUNNY_SOCIAL3_SUNNY1_OPTION1": "É...?", + "SUNNY_SOCIAL2_SUNNY10_OPTION2": "É uma boa maneira de ver as coisas!", + "SUNNY_SOCIAL2_SUNNY11": "[wave amp=20 freq=5]Hehe.[/wave]", + "SUNNY_SOCIAL3_SUNNY1": "[wave amp=20 freq=5]A fome é engraçada, né...?[/wave]", + "SUNNY_SOCIAL3_SUNNY2": "[wave amp=20 freq=5]Foi uma frase tão estranha assim?[/wave]", + "SUNNY_SOCIAL3_SUNNY1_OPTION2": "Sentir fome não tem graça nenhuma!", + "SUNNY_SOCIAL3_SUNNY3": "[wave amp=20 freq=5]É um sentimento que muda nosso comportamento, mesmo que a gente não queira...[/wave]", + "SUNNY_SOCIAL3_SUNNY4": "[wave amp=20 freq=5]As coisas que queremos em nosso corpo nos dominam, forçando a gente a tomar decisões...[/wave]", + "SUNNY_SOCIAL3_SUNNY4_OPTION1": "Acho que é verdade.", + "SUNNY_SOCIAL3_SUNNY4_OPTION2": "E você sente muitos desejos desse tipo?", + "SUNNY_SOCIAL3_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Tá vendo? Não foi uma frase tão estranha![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Aposto que seu mundo tem muitas comidas boas que não existem em Nova Murta, {player}![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Algumas comidas fazem eu me sentir assim mais do que outras. Acho que isso seria a minha \\\"preferência\\\"...[/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION1": "Sim.", + "SUNNY_SOCIAL3_BRANCH1_SUNNY3_OPTION2": "Espera só até eu te falar dos \\\"restaurantes\\\".", + "SUNNY_SOCIAL3_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Você... [pause][pause]Hã... [pause][pause]Eu não... [pause]Eu tô falando de comida![/wave]", + "SUNNY_SOCIAL3_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Por favor... me conte mais sobre essas comidas. Eu quero saber mais sobre elas, ok?[/wave]", + "SUNNY_SOCIAL3_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Vários desejos humanos são... [pause]interessantes, mas é mais fácil falar de comida...[/wave]", + "SUNNY_SOCIAL3_BRANCH2_NARRATION3": "A conversa acaba de um jeito estranho depois disso...", + "SUNNY_SOCIAL4_SUNNY1": "[wave amp=20 freq=5]Ei, {player}.", + "SUNNY_SOCIAL4_SUNNY2": "[wave amp=20 freq=5]Eu tenho curiosidade sobre uma coisa... as casas das pessoas. Me disseram que refletem o que elas são.[/wave]", + "SUNNY_SOCIAL4_SUNNY3": "[wave amp=20 freq=5]Você poderia me mostrar sua casa...?[/wave]", + "SUNNY_SOCIAL4_SUNNY3_OPTION1": "Claro!", + "SUNNY_SOCIAL4_SUNNY3_OPTION2": "Agora não.", + "SUNNY_SOCIAL4_SUNNY5": "[wave amp=20 freq=5]Ok! Vamos...[/wave]", + "SUNNY_SOCIAL4_SUNNY4": "[wave amp=20 freq=5]Ok. Talvez outra hora...[/wave]", + "SUNNY_SOCIAL4_SUNNY7": "[wave amp=20 freq=5]Eu tenho pensado muito no que significa ser eu... e ser uma pessoa no geral...[/wave]", + "SUNNY_SOCIAL4_SUNNY6": "[wave amp=20 freq=5]...[/wave]", + "SUNNY_SOCIAL4_SUNNY8": "[wave amp=20 freq=5]E eu acho que já entendi.[/wave]", + "SUNNY_SOCIAL4_SUNNY9": "[wave amp=20 freq=5]O que define as pessoas... [pause]são outras pessoas.[/wave]", + "SUNNY_SOCIAL4_SUNNY10": "[wave amp=20 freq=5]Se eu não tivesse você, Kayleigh e Eugene na minha vida, eu não SERIA a Allegra...[/wave]", + "SUNNY_SOCIAL4_SUNNY11": "[wave amp=20 freq=5]Afinal, foram vocês que me deram esse nome. Foi o primeiro presente que eu já ganhei — e eu pretendo apreciá-lo pra sempre.[/wave]", + "SUNNY_SOCIAL4_SUNNY13.m": "[wave amp=20 freq=5]Até em relação a você, {player}. Antes, eu te via como uma pessoa estranha, alguém que eu temia — ou não confiava. Mas agora, eu te vejo como...[/wave]", + "SUNNY_SOCIAL4_SUNNY12": "[wave amp=20 freq=5]Parece que aconteceu há tanto tempo... e eu me sinto tão diferente em relação a tudo agora.[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.m": "Como uma amizade?", + "SUNNY_SOCIAL4_SUNNY13.f": "[wave amp=20 freq=5]Até em relação a você, {player}. Antes, eu te via como uma pessoa estranha, alguém que eu temia — ou não confiava. Mas agora, eu te vejo como...[/wave]", + "SUNNY_SOCIAL4_SUNNY13.n": "[wave amp=20 freq=5]Até em relação a você, {player}. Antes, eu te via como uma pessoa estranha, alguém que eu temia — ou não confiava. Mas agora, eu te vejo como...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION1.n": "Como uma amizade?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.m": "Como algo a mais...?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY2": "[wave amp=20 freq=5]Essas conexões que temos? A vida é isso. Ser humano é isso, eu acho...[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY1": "[wave amp=20 freq=5]Mas é claro! Nós viajamos, lutamos contra monstros e até fizemos fusões juntes...[/wave]", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.f": "Como algo a mais...?", + "SUNNY_SOCIAL4_SUNNY13_OPTION2.n": "Como algo a mais...?", + "SUNNY_SOCIAL4_BRANCH1_SUNNY3": "[wave amp=20 freq=5]Eu sei que um dia você vai embora deste lugar... mas essas conexões entre a gente sempre vão existir. Elas nos fazem ser quem nós somos.[/wave]", + "SUNNY_SOCIAL4_BRANCH1_SUNNY4": "[wave amp=20 freq=5]Pelo menos é o que eu acho.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY1": "[wave amp=20 freq=5]Hã...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2": "[wave amp=20 freq=5]Com isso, você quer dizer...?[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.m": "Temos uma grande amizade!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION2": "Eu gosto de você romanticamente.", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.n": "Temos uma grande amizade!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY2_OPTION1.f": "Temos uma grande amizade!", + "SUNNY_SOCIAL4_BRANCH2_SUNNY3": "[wave amp=20 freq=5]Eu... sinto a mesma coisa.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY4": "[wave amp=20 freq=5]Pra ser sincera, eu venho... [pause]cultivando sentimentos complicados dentro de mim há um certo tempo.[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY5": "[wave amp=20 freq=5]Pra mim, é tão difícil saber o que é normal e o que não é...[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY6": "[wave amp=20 freq=5]Mas se você sente a mesma coisa, então vou tentar ser direta:[/wave]", + "SUNNY_SOCIAL4_BRANCH2_SUNNY7": "[wave amp=20 freq=5]Eu quero ficar perto de você... [pause]bem perto de você agora... [pause]se estiver tudo bem, ok...?[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION2": "Nada de mais!", + "SUNNY_ROMANCE_SUNNY1": "[wave amp=20 freq=5]Você quer falar alguma coisa, {player}? Tô com essa impressão...[/wave]", + "SUNNY_ROMANCE_SUNNY2": "[wave amp=20 freq=5]Ok, {player}...[/wave]", + "SUNNY_ROMANCE_SUNNY1_OPTION1": "[color=#f382c5]Eu quero ficar contigo.[/color]", + "SUNNY_ROMANCE_SUNNY4": "[wave amp=20 freq=5]Acho que entendi o que está pedindo.[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY5": "[wave amp=20 freq=5]Tudo bem, Eugene. Não tínhamos amizade quando nos conhecemos, mas agora temos... É melhor assim, não acha...?[/wave]", + "SUNNY_ROMANCE_SUNNY7": "[wave amp=20 freq=5]É claro que eu quero isso... É tudo o que eu mais quero, na verdade...[/wave]", + "SUNNY_ROMANCE_SUNNY3": "[wave amp=20 freq=5]Eu...[/wave]", + "SUNNY_ROMANCE_SUNNY5": "[wave amp=20 freq=5]Não é só estarmos juntes fisicamente, é algo mais...[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION1": "Sim.", + "SUNNY_ROMANCE_SUNNY6": "[wave amp=20 freq=5]É tipo validar nossa conexão... como pessoas...[/wave]", + "SUNNY_ROMANCE_SUNNY6_OPTION2": "Algo do tipo.", + "SUNNY_ROMANCE_SUNNY8": "[wave amp=20 freq=5]Mas... podemos ficar perto fisicamente também, né...?[/wave]", + "SUNNY_ROMANCE_SUNNY9": "[wave amp=20 freq=5]É que, quando eu te vejo, eu sinto muitas coisas. Eu quero ficar perto de você fisicamente, mas também quero me conectar a você... me conectar ao seu coração...[/wave]", + "SUNNY_ROMANCE_SUNNY10": "[wave amp=20 freq=5]Todos esses sentimentos se misturam e eu não consigo definir onde eles começam ou terminam. Faz até eu achar que não me entendo tanto quanto gostaria...[/wave]", + "SUNNY_ROMANCE_SUNNY11": "[wave amp=20 freq=5]Eu preciso ficar perto de você, eu acho.[/wave]", + "SUNNY_ROMANCE_SUNNY12": "[wave amp=20 freq=5]Preciso sentir suas mãos nas minhas... [pause]e-e outras coisas do tipo também![/wave]", + "SUNNY_ROMANCE_SUNNY14": "[wave amp=20 freq=5]Eu sei que um dia você vai ter que ir embora... mas essa conexão entre a gente sempre vai existir. Ela nos faz ser quem somos.[/wave]", + "SUNNY_ROMANCE_SUNNY13": "[wave amp=20 freq=5]Então... sim. Eu quero ficar contigo. Até você ir embora.[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH4": "Ai, elas num moram lá — só ficam durante o dia! É tipo um papel que ocê desempenha durante o dia, daí ocê volta pra casa e vira ocê de novo.", + "PARTNER_INTERACT_S_K1_KAYLEIGH2": "Ai, eu num usaria esse termo [wave amp=30 freq=10]escolher[/wave], né? É só que as pessoas precisam de dinheiro pra viver, e um trabalho de escritório é uma forma de ganhar dinheiro.", + "PARTNER_INTERACT_S_K1_SUNNY1": "[wave amp=20 freq=5]... Você tá dizendo que, de onde você vem, algumas pessoas ESCOLHEM viver como Corretores...?[/wave]", + "PARTNER_INTERACT_S_K1_SUNNY3": "[wave amp=20 freq=5]Então as pessoas escolhem morar num escritório pra sobreviver...?[/wave]", + "PARTNER_INTERACT_S_K1_KAYLEIGH6": "Er, eu não sou qualificada pra esse tipo de trabalho.", + "PARTNER_INTERACT_S_K1_SUNNY5": "[wave amp=20 freq=5]Entendi... e você tinha um \\\"trabalho de escritório\\\" antes de vir pra Nova Murta, Kayleigh...?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY1": "[wave amp=20 freq=5]... Não, eu nunca tive que \\\"beber sangue\\\" trabalhando como Corretora...[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH4": "Acho que não. Só queria saber mais sobre você.", + "PARTNER_INTERACT_S_M1_MEREDITH2": "Então você não é, tipo, uma vampira. [pause]Mas tem certeza de que não é pelo menos [wave amp=30 freq=10]um pouquinho[/wave] morta-viva? Você é bem pálida.", + "PARTNER_INTERACT_S_M1_SUNNY3": "[wave amp=20 freq=5]\\\"Morta-viva\\\"? Não conheço essa palavra... significa algo ruim...?[/wave]", + "PARTNER_INTERACT_S_M1_SUNNY5": "[wave amp=20 freq=5]Você... [pause]quer saber mais sobre mim...?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH6": "Oh, não me leve a mal! [pause]É que você é, tipo, uma [wave amp=30 freq=10]garota morta-viva[/wave]. Ou não. De qualquer forma, é bem maneiro.", + "PARTNER_INTERACT_S_M1_SUNNY7": "[wave amp=20 freq=5]Então você tá dizendo que não me entende direito e que isso te interessa...?[/wave]", + "PARTNER_INTERACT_S_M1_MEREDITH8": "Eu... acho que sim?", + "PARTNER_INTERACT_S_E1_EUGENE2": "Você quer dizer quando entrou neste café pela primeira vez? É, acho que já faz um tempinho.", + "PARTNER_INTERACT_S_E1_SUNNY1": "[wave amp=20 freq=5]... Parece que nos conhecemos há séculos, Eugene...[/wave]", + "PARTNER_INTERACT_S_E1_SUNNY3": "[wave amp=20 freq=5]Não, eu quero dizer quando eu era Corretora e vim pra Vilancoradouro pela primeira vez. Você disse pra mim e pro meu colega irmos embora, lembra...?[/wave]", + "PARTNER_INTERACT_S_E1_EUGENE4": "Peraí, [pause]aquela era VOCÊ? Allegra, eu não tinha percebido...", + "PARTNER_INTERACT_S_E1_EUGENE6": "Sim, é um grande progresso.", + "PARTNER_INTERACT_S_F1_SUNNY1": "[wave amp=20 freq=5]... Você quer me desenhar...?[/wave]", + "PARTNER_INTERACT_S_F1_FELIX2": "Sim! Afinal, sua história é muito inspiradora. Você conseguiu fugir da sua antiga vida de robô corporativo e se tornou um indivíduo. Eu poderia criar uma personagem baseada em você pra uma história que tô escrevendo.", + "PARTNER_INTERACT_S_F1_SUNNY4": "[wave amp=20 freq=5]Mas peço que minhas roupas permaneçam em meu corpo durante todo o processo de desenho.[/wave]", + "PARTNER_INTERACT_S_F1_SUNNY3": "[wave amp=20 freq=5]Eu... hã, isso é muito gentil da sua parte. Seria uma honra ser desenhada por você, Félix...[/wave]", + "PARTNER_INTERACT_S_F1_FELIX5": "Não se preocupe, ok? Eu não sou [wave amp=30 freq=10]esse tipo[/wave] de artista.", + "PARTNER_INTERACT_S_V1_SUNNY1": "[wave amp=20 freq=5]... Você tem boas lembranças dos seus tempos de viajante, Viola...?[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA2": "...Boas lembranças? Ah, apenas as melhores! O vento nos meus cabelos numa noite, e a cama aquecida de uma taverna na outra. Numa noite, eu poderia estar jantando com os amigos do meu pai; e numa outra, declamando poesia na bela Verona.", + "PARTNER_INTERACT_S_V1_SUNNY3": "[wave amp=20 freq=5]\\\"Bela Verona\\\"... parece um lugar legal...[/wave]", + "PARTNER_INTERACT_S_V1_VIOLA4": "Sim... pode até ser, mas preciso admitir: [pause]eu roubei o coração de uma jovem da alta sociedade de Verona e causei uma briga local que tomou as mais terríveis proporções. [pause]Por isso, não pretendo retornar.", + "PARTNER_INTERACT_S_D1_DOG2": "Au!", + "PARTNER_INTERACT_S_D1_SUNNY1": "[wave amp=20 freq=5]... Então você é um \\\"cachorro\\\", né...?[/wave]", + "PARTNER_INTERACT_S_V1_SUNNY5": "[wave amp=20 freq=5]... Você tem muitas histórias pra contar, né?![/wave]", + "PARTNER_INTERACT_S_D1_SUNNY3": "[wave amp=20 freq=5]Você é o primeiro \\\"cachorro\\\" que eu já conheci. Um dia, gostaria de conhecer outros...[/wave]", + "FRANKIE_INTERACT_K1_KAYLEIGH2": "Sim! [pause]De onde eu venho, num é difícil nascer com cabelo ruivo.", + "FRANKIE_INTERACT_K1_FRANKIE1": "... Ei, Kayleigh. Essa sua cor de cabelo é natural?", + "FRANKIE_INTERACT_K1_FRANKIE4": "Bem, [pause]não, [pause]mas a cor NÃO SAIU desde que vim parar aqui.", + "FRANKIE_INTERACT_K1_KAYLEIGH3": "E você? Imagino que num tenha nascido com cabelo rosa.", + "FRANKIE_INTERACT_K1_FRANKIE6": "É bom pra economizar dinheiro com tinta pra cabelo!", + "FRANKIE_INTERACT_K1_KAYLEIGH5": "Se ocê estiver feliz com ela, então tudo bem, num é?", + "FRANKIE_INTERACT_M1_FRANKIE1": "... Ah, sei lá, Meredith. Se eu [wave amp=30 freq=10]for embora[/wave] de Nova Murta, eu vou ter que arrumar um emprego e fazer todas aquelas coisas chatas.", + "FRANKIE_INTERACT_K1_FRANKIE7": "... Não que exista dinheiro aqui. Ou tinta pra cabelo.", + "FRANKIE_INTERACT_V1_VIOLA3": "Eu vejo o que a aflige, querida Frankie. Você quer saber se há alguma contradição no fato de apreciar prosas românticas e libidinosas, mas não querer fazer parte de tais narrativas?", + "FRANKIE_INTERACT_M1_MEREDITH2": "Você ainda é uma criança! Ainda tem um tempinho de sombra antes de ter que lidar com as chatices da vida adulta.", + "FRANKIE_INTERACT_M1_FRANKIE3": "Eu tenho [wave amp=30 freq=10]dezoito[/wave]! E você nem é [wave amp=30 freq=10]tão[/wave] mais velha que eu!", + "FRANKIE_INTERACT_M1_MEREDITH4": "Oh. [pause]Eu nem notei. É que você tem... [pause]uma energia tão jovial que eu achei que fosse mais nova.", + "FRANKIE_INTERACT_M1_FRANKIE5": "Ouço muito isso!", + "FRANKIE_INTERACT_E1_FRANKIE1": "... Eu só acho que não sou a pessoa que meus pais [wave amp=30 freq=10]pensaram[/wave] que eu seria quando cresci. Eles me [wave amp=30 freq=10]apoiam[/wave], mas talvez eu não seja a filha ideal.", + "FRANKIE_INTERACT_E1_EUGENE2": "Eu entendo o que quer dizer. Eu tive uma infância bem memorável, mas meus pais passaram uma boa parte da deles lutando nas trincheiras de uma guerrilha pelo futuro de um mundo em chamas, sabe?", + "FRANKIE_INTERACT_E1_FRANKIE3": "[pause]O quê?", + "FRANKIE_INTERACT_E1_EUGENE4": "Tipo, eles me criaram da melhor forma que podiam... [pause]mas eu cresci brincando nos escombros das máquinas mortíferas que a geração deles destruiu, sabe?", + "FRANKIE_INTERACT_E1_EUGENE5": "Sempre vai haver uma distância entre nós por causa dessas experiências tão diferentes.", + "FRANKIE_INTERACT_E1_FRANKIE6": "...[pause]Olhando por esse lado, talvez minha vida seja é muito fácil.", + "FRANKIE_INTERACT_F1_FRANKIE1": "... Então, se eu descrever um personagem, você acha que consegue desenhá-lo pra mim?", + "FRANKIE_INTERACT_F1_FELIX2": "Claro! Só me diga qual é a aparência dele, e eu desenho pra você.", + "FRANKIE_INTERACT_F1_FRANKIE3": "Ok, [pause]ele é tipo... [pause]imagine um lobisomem, mas de terno. Não, peraí, tá mais pra smoking... e a cor do pelo dele é...", + "FRANKIE_INTERACT_F1_FELIX4": "Hã, acho melhor você escrever.", + "FRANKIE_INTERACT_V1_FRANKIE1": "... Eu leio tanto sobre romance, mas não tenho o menor interesse em nada disso.", + "FRANKIE_INTERACT_V1_FRANKIE2": "Você acha isso [wave amp=30 freq=10]esquisito[/wave]?", + "FRANKIE_INTERACT_V1_VIOLA5": "Se quer saber minha opinião, já adianto que não precisa se preocupar. Talvez os anseios de seu coração mudem conforme você cresce, talvez não.", + "FRANKIE_INTERACT_V1_FRANKIE4": "... É, acho que sim...", + "FRANKIE_INTERACT_V1_VIOLA6": "Aproveite as coisas que gosta e ame aqueles ao seu redor da forma que lhe agrada. Essa é uma boa forma de viver, creio eu.", + "FRANKIE_INTERACT_V1_FRANKIE7": "Viola, você é [wave amp=30 freq=10]TÃO[/wave] legal, sabia?", + "FRANKIE_INTERACT_S1_FRANKIE1": "... Então, embora eu não soubesse nem da [wave amp=30 freq=10]existência[/wave] de Nova Murta antes de vir pra cá, de alguma forma eu venho me preparando pra esse acontecimento [wave amp=30 freq=10]durante a minha vida inteira[/wave]!", + "FRANKIE_INTERACT_V1_VIOLA8": "Já ouvi relatos parecidos, sim!", + "FRANKIE_INTERACT_S1_SUNNY2": "[wave amp=20 freq=5]Entendo... e você acha isso porque lê e escreve muitas histórias de fantasia, não é...?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE3": "Exato! [pause]Embora os detalhes específicos sobre as fitas seja uma reviravolta, as pessoas [wave amp=30 freq=10]amam[/wave] histórias de amizades entre monstros e humanos — especialmente se também tiver romance.", + "FRANKIE_INTERACT_S1_SUNNY4": "[wave amp=20 freq=5]Ah, é...? E é por isso que você tá animada por estar aqui... porque quer viver um romance com um monstro?[/wave]", + "FRANKIE_INTERACT_S1_FRANKIE5": "O quê? E-eu? [pause]Não, eu sou apenas uma observadora.", + "STATUS_DESCRIPTION_BOOBY_TRAPPED": "Os personagens que caírem numa Cilada têm alguns de seus ataques substituídos.", + "STATUS_NAME_BOOBY_TRAPPED": "Numa Cilada", + "STATUS_NAME_FLAMMABLE": "Inflamável", + "MOVE_DESCRIPTION_STATUS_TARGET_TEAM": "Concede à equipe alvejada o efeito {status_effect} por {duration} turno(s).", + "MOVE_DESCRIPTION_BRACE_FOR_IMPACT": "Atinge um alvo e usa o atributo Defesa Corpo a Corpo em vez do Ataque Corpo a Corpo do usuário. Causa dano ao usuário.", + "MOVE_DESCRIPTION_CARNIVORE": "Aumenta a quantidade de vida restaurada por Mordida.", + "MOVE_NAME_BOOBY_TRAP": "Cilada", + "MOVE_NAME_MACHINE_CURSE": "Maldição da Máquina", + "MOVE_DESCRIPTION_BUTTERFLY_EFFECT": "Consome todo o PA do usuário. O poder desse ataque é aumentado em 15 vezes o PA consumido. O tipo do ataque e quaisquer efeitos temporários extras são determinados pelo clima atual.", + "MOVE_NAME_BUTTERFLY_EFFECT": "Efeito Borboleta", + "MOVE_DESCRIPTION_MACHINE_CURSE": "Reflete de volta para o usuário todo o dano e efeito causados por ataques acionados por outros ataques passivos.", + "MOVE_NAME_STICKER_TRICK": "Truque Adesivo", + "MOVE_DESCRIPTION_LIFTOFF": "Concede ao usuário Aumento de PA e Velocidade no final do seu terceiro turno.", + "MOVE_NAME_ENERGY_RESERVES": "Reservas de Energia", + "MOVE_NAME_BAD_FORECAST": "Previsão Ruim", + "MOVE_DESCRIPTION_ENERGY_RESERVES": "Chance de conceder 1 PA a um aliado aleatório no final do turno do usuário.", + "MOVE_NAME_IONISED_AIR": "Ar Ionizado", + "MOVE_DESCRIPTION_BOOBY_TRAP": "Causa dano ao usuário.", + "MOVE_DESCRIPTION_STICKER_TRICK": "Substitui o último ataque usado pelo alvo por uma Cilada. A Cilada causa dano ao usuário.", + "STATUS_DESCRIPTION_FLAMMABLE": "Personagens Inflamáveis recebem o efeito Queimação sempre que são atingidos por ataques do tipo Fogo. Além disso, o dano recebido por Queimação é aumentado.", + "MOVE_DESCRIPTION_HARDBACK": "Reduz o dano recebido de todos os ataques, exceto críticos e do tipo Fogo. Ataques do tipo Fogo são sempre críticos e não concedem bonificação.", + "MOVE_NAME_CARNIVORE": "Carnívoro", + "MOVE_NAME_BRACE_FOR_IMPACT": "Preparar-se para Impacto", + "MOVE_NAME_HARDBACK": "Capa Dura", + "MOVE_NAME_LIFTOFF": "Lançamento", + "MOVE_NAME_GASOLINE_SPRAY": "Spray de Gasolina", + "MOVE_DESCRIPTION_STATUS_TARGET_EVERLASTING": "Concede o efeito {status_effect} ao alvo.", + "MOVE_DESCRIPTION_BAD_FORECAST": "Concede Evasão Anulada ao alvo por {duration} turno(s). Torna o clima aleatório. Usado automaticamente no início da batalha.", + "AMPHARE_NAME": "Coelítio", + "FRAGLIACCI_LORE_2": "\\\"Pagliacci\\\" é o nome de uma ópera italiana escrita por Ruggero Leoncavallo que estreou em 1892. Conta a história de um ator que lidera uma trupe de teatro da commedia dell'arte.", + "LAPACITOR_LORE_2": "A primeira bateria elétrica foi inventada pelo físico Alessandro Volta em 1800. Na época, ele não entendia a natureza de sua invenção e acreditava que fosse uma fonte de energia ilimitada.", + "AMPHARE_LORE_1": "O Coelítio é pouco mais do que uma bateria viva, com \\\"membros\\\" formados por sucata. Não está claro o que causou sua primeira manifestação de consciência.", + "PIER_MACHINE_GLITTER_LORE_2": "Quando a humanidade é removida, tudo o que resta é o caos.", + "ITEM_PIER_TICKET": "Bilhete Premiado", + "ITEM_PIER_TICKET_DESCRIPTION": "Um bilhete que pode ser trocado por entradas para os brinquedos do Cais Radiante. O papel é quebradiço e delicado, como folha seca.", + "DLC_PIER_FELIX_CONVO2_FELIX2": "Parece que os Arcanjos têm inveja de nós, humanos. Aquela srta. Âmbar, que você conheceu primeiro em outro mundo, também preferia usar a forma humana, correto?", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION1": "Suponho que sim!", + "DLC_PIER_FELIX_CONVO2_FELIX2_OPTION2": "Acho que é verdade...", + "DLC_PIER_VIOLA_CONVO1_VIOLA1": "Aquela mulher usa o disfarce de um tolo, mas não devo me deixar enganar.", + "DLC_PIER_FELIX_CONVO2_FELIX4": "Eles são poderosos... [pause]mas poder não é tudo, certo?", + "DLC_PIER_VIOLA_CONVO1_VIOLA3": "Não se deixe levar pelo rosto gentil da Gene, {player}. O bobo da corte pode sorrir pela frente ao te esfaquear pelas costas.", + "DLC_PIER_FELIX_CONVO2_FELIX3": "Seria fácil pensar neles como seres [wave amp=30 freq=10]divinos[/wave], mas acho que essa não é a questão.", + "UMBRAHELLA_LORE_1": "A enigmática Praga-chuva é considerada um mau presságio. Levada pelos ventos malignos como uma pipa em uma corrente de ar, ela só aparece onde desastre e miséria estão prestes a acontecer.", + "UMBRAHELLA_LORE_2": "Representações de guarda-chuvas dobráveis feitos pelo homem foram encontradas em esculturas que datam da antiga Assíria. Guarda-chuvas de vários tipos aparecem em todas as culturas ao longo da história humana.", + "UI_CC_VALUE_hair_clown_2": "Cerimonialista nº2", + "UI_CC_VALUE_hair_clown_1": "Cerimonialista nº1", + "UI_CC_VALUE_hair_clown_3": "Chapéu de Bobo da Corte", + "UI_CC_VALUE_hair_clown_4": "Dois tons", + "UI_CC_VALUE_head_clown": "Nariz de Palhaço", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH1": "Então a \\\"Gene\\\" era um Arcanjo e também conhecia o Alef...", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH1": "Tenho muitas perguntas sobre este cais assustador.", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH3": "E a Gene... também está aqui desde sempre? [pause]Ela que faz a própria maquiagem? [pause]Será que ela é solteira?", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH2": "Será que ele sempre esteve aqui? Junto com as pessoas vivendo em Nova Murta? De onde será que ele [wave amp=30 freq=10]veio[/wave]?", + "CHARLEQUIN_LORE_1": "O Brasaquim usa suas enormes mangas para guardar os itens usados nas suas performances, incluindo fogos de artifício, materiais inflamáveis, dispositivos incendiários e muito mais.", + "FRAGLIACCI_NAME": "Bangliacci", + "BLUNDERBUSK_LORE_2": "O personagem do \\\"palhaço\\\" existe desde o antigo Egito, mas o visual que conhecemos hoje foi desenvolvido pelo artista inglês Joseph Grimaldi no início do século XIX.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_BLUNDERBUSK": "Entreter", + "BATTLE_ADJECTIVE_PIER_MACHINE": "Motor Infernal {name}", + "PIER_MACHINE_BEAST_NAME": "Pérola", + "PIER_MACHINE_BEAST_SUBTITLE": "Máquina Feroz", + "PIER_MACHINE_BEAST_LORE_2": "Dependendo de quem responde, a ferocidade pode ser a ausência de humanidade ou uma aceitação do nosso verdadeiro eu.", + "PIER_MACHINE_BEAST_LORE_1": "Tudo o que já foi um dia agora existe entre dois estados de ser. Uma monstruosidade incompleta que só consegue se expressar por meio de fúria animal.", + "BLUNDERBUSK_NAME_PREFIX": "Bacam", + "AMPHARE_NAME_PREFIX": "Coe", + "FRAGLIACCI_DESCRIPTION": "um palhaço com cabeça de canhão", + "REGION_NAME_FUNHOUSE": "Mundoalegre", + "REGION_NAME_HAUNTEDHOUSE_PHRASE": "na Casa da Bruxa no Cais Radiante", + "REGION_NAME_SPACEWORLD": "Zona Cósmica", + "REGION_NAME_FUNHOUSE_PHRASE": "em Mundoalegre no Cais Radiante", + "REGION_NAME_PIER_WAREHOUSE": "Armazém do Cais Radiante", + "REGION_NAME_SPACEWORLD_PHRASE": "na Zona Cósmica no Cais Radiante", + "PIER_MACHINE_GLITTER_LORE_1": "Uma coisa que só sabe que não deveria existir. Não resta nenhum senso de racionalidade nessa entidade miserável incapaz de usar qualquer lógica ou raciocínio para tomar decisões.", + "PIER_MACHINE_GLITTER_SUBTITLE": "Máquina do Caos", + "ITEM_PIER_PASS_HAUNTEDHOUSE_DESCRIPTION": "Um ingresso para um brinquedo do Cais Radiante.", + "ITEM_PIER_PASS_HAUNTEDHOUSE": "Entrada para o Brinquedo Verde", + "ITEM_PIER_PASS_FUNHOUSE_DESCRIPTION": "Um ingresso para um brinquedo do Cais Radiante.", + "ITEM_PIER_PASS_SPACEWORLD": "Entrada para o Brinquedo Vermelho", + "ITEM_PIER_PASS_FUNHOUSE": "Entrada para o Brinquedo Rosa", + "ROSEHOOD_LORE_2": "A história de \\\"Chapeuzinho Vermelho\\\" é muito antiga. Sabe-se que é contada desde o século X na Europa e tem raízes em histórias populares da Grécia Antiga.", + "UMBRAHELLA_SUBTITLE": "Mau Presságio", + "UMBRAHELLA_DESCRIPTION": "um guarda-chuva vivo e assustador", + "REGION_NAME_PIER_PHRASE": "no Cais Radiante", + "REGION_NAME_PIER": "Cais Radiante", + "REGION_NAME_HAUNTEDHOUSE": "A Casa da Bruxa", + "MAP_FEATURE_ROWING_BOAT": "Barco a Remo", + "REGION_NAME_PIER_WAREHOUSE_PHRASE": "no armazém do Cais Radiante", + "MAP_FEATURE_WAREHOUSE": "Armazém", + "MAP_FEATURE_HAUNTEDHOUSE": "\\\"A Casa da Bruxa\\\"", + "MAP_FEATURE_FUNHOUSE": "\\\"Mundoalegre\\\"", + "MAP_FEATURE_SPACEWORLD": "\\\"Zona Cósmica\\\"", + "CHARLEQUIN_NAME": "Brasaquim", + "FRAGLIACCI_LORE_1": "O corpo do Bangliacci se parece com um canhão balístico, e seu \\\"rosto\\\" é apenas uma cobertura para o cano do canhão, que é capaz de disparar objetos com uma velocidade assustadora.", + "LAPACITOR_DESCRIPTION": "um coelho em forma de bateria com um braço gigante em forma de garra", + "MAJORTOM_LORE_2": "O primeiro voo espacial tripulado foi realizado com sucesso em 1961 pelo cosmonauta soviético Yuri Gagarin. Durando 108 minutos, o voo foi, sem dúvida, um marco na história da raça humana.", + "MAJORTOM_DESCRIPTION": "uma longa nave espacial robô", + "ROSEHOOD_DESCRIPTION": "uma figura encapuzada com uma cesta de flores", + "MINORTOM_NAME_PREFIX": "Tom", + "MINORTOM_NAME_SUFFIX": "menor", + "MINORTOM_LORE_1": "Tomenores já foram autômatos de ponta, projetados para entreter os visitantes de um parque temático em uma Terra paralela qualquer. Eles viveram muito além de seus criadores, adquiriram uma espécie de consciência mecânica e agora buscam navegar pelas estrelas como os foguetes espaciais a que se assemelham.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY1": "[shake rate=30 level=10]O quê?![/shake] Não! Não era nisso que eu estava pensando [wave amp=30 freq=10]de jeito nenhum[/wave]!", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1_REPLY1": "Nada, acho que é a ideia de \\\"única moradora de um cais abandonado\\\" que tende a me dar calafrios.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION1": "Quer dizer que você tem medo dela?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2": "Quer dizer que você se apaixonou por ela?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.m": "Você está se [wave amp=30 freq=10]entregando[/wave] ao fazer essa pergunta, {player}.", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.f": "Você está se [wave amp=30 freq=10]entregando[/wave] ao fazer essa pergunta, {player}.", + "CHARLEQUIN_NAME_SUFFIX": "quim", + "MAJORTOM_NAME": "Tomaior", + "MINORTOM_DESCRIPTION": "um robô-foguete retrô", + "UMBRAHELLA_NAME": "Praga-chuva", + "UMBRAHELLA_NAME_PREFIX": "Praga", + "UMBRAHELLA_NAME_SUFFIX": "chuva", + "HAUNTOME_LORE_2": "A história do livro é tão antiga quanto a história da escrita. Antes da invenção do papel, as pessoas usavam vários meios para registrar textos, incluindo tabuletas de argila.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH1": "Então a \\\"Gene\\\" não era humana...?", + "DLC_PIER_MEREDITH_CONVO1_PLAYER2_OPTION2_REPLY2.n": "Você está se [wave amp=30 freq=10]entregando[/wave] ao fazer essa pergunta, {player}.", + "DLC_PIER_EUGENE_CONVO1_EUGENE1": "Essa nossa nova missão de salvar esse cais...", + "DLC_PIER_EUGENE_CONVO2_EUGENE3": "Cara, eu não sei o que pensar de [wave amp=30 freq=10]nada[/wave] disso, não tenho nem roupa pra lidar.", + "DLC_PIER_MEREDITH_CONVO2_MEREDITH2": "Faz sentido. Não se pode confiar em alguém que vive fantasiada o tempo todo. [pause]Sempre achei isso.", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION1": "Acho que podemos confiar nela!", + "DLC_PIER_EUGENE_CONVO1_EUGENE2": "É bem estranha, né? Tipo, acho que estamos ajudando alguém, mas também não sei o que pensar da Gene.", + "DLC_PIER_EUGENE_CONVO1_EUGENE3": "Que seja. Mas fique alerta, parça. Quem sabe o que encontraremos por aqui...", + "DLC_PIER_EUGENE_CONVO1_EUGENE2_OPTION2": "Não sei se podemos confiar nela.", + "DLC_PIER_VIOLA_CONVO1_VIOLA2": "Algo está errado neste lugar, [pause]nós sabemos disso.", + "DLC_PIER_VIOLA_CONVO2_VIOLA1": "Então parece que \\\"Gene, a boba\\\" também era um espírito de outro mundo, certo?", + "DLC_PIER_VIOLA_CONVO2_VIOLA2": "Boa parte de humanidade é invejosa quando se trata dos seres do folclore de outros mundos, pelo que parece.", + "DLC_PIER_VIOLA_CONVO2_VIOLA3": "Viver tanto tempo como uma sombra...", + "DLC_PIER_VIOLA_CONVO2_VIOLA4": "No fim das contas, ela se mostrou digna de pena.", + "CHARLEQUIN_NAME_PREFIX": "Brasa", + "CHARLEQUIN_DESCRIPTION": "um palhaço com olhar sonhador", + "AMPHARE_NAME_SUFFIX": "lítio", + "BLUNDERBUSK_NAME_SUFFIX": "artista", + "ITEM_PIER_PASS_SPACEWORLD_DESCRIPTION": "Um ingresso para um brinquedo do Cais Radiante.", + "ITEM_KEY_HAUNTEDHOUSE_1": "Olho de Rubi", + "ITEM_KEY_HAUNTEDHOUSE_3": "Chave do Motor Verde", + "ITEM_KEY_HAUNTEDHOUSE_2": "Chave da Biblioteca", + "ITEM_KEY_HAUNTEDHOUSE_1_DESCRIPTION": "Uma gema bruta feita para se encaixar em um espaço específico.", + "ITEM_KEY_HAUNTEDHOUSE_2_DESCRIPTION": "Uma chave enferrujada usada para acessar a biblioteca na Casa da Bruxa.", + "SCARLETEETH_DESCRIPTION": "um lobo gigante com capa", + "SCARLETEETH_LORE_2": "\\\"Chapeuzinho Vermelho\\\" tem muitas variações, a mais popular é a versão dos Irmãos Grimm. Algumas versões antigas descrevem explicitamente o lobo da história como um lobisomem.", + "SCARLETEETH_LORE_1": "Chapeuzinho, quando selvagem, se transforma em Loboescarlate, uma fera robusta com garras e gosto por carne. Assumir essa forma em batalha é se entregar ao puro desejo animal.", + "DLC_PIER_EUGENE_CONVO2_EUGENE1": "Então a \\\"Gene\\\" era um Arcanjo o tempo todo?", + "DLC_PIER_EUGENE_CONVO2_EUGENE2": "Mas ainda acho que ter ajudado ela foi uma coisa boa... [pause]Né?", + "DLC_PIER_EUGENE_CONVO2_EUGENE4": "[wave amp=30 freq=10]Não sei[/wave] o que significa, mas parece que foi um bom trabalho. Parabéns, {player}.", + "DLC_PIER_FELIX_CONVO1_FELIX1": "Este cais... [pause]é...", + "DLC_PIER_FELIX_CONVO1_FELIX2": "Bem legal, né?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION1": "Hã?", + "DLC_PIER_FELIX_CONVO1_FELIX2_OPTION2": "Acho que sim!", + "DLC_PIER_FELIX_CONVO2_FELIX1": "Então \\\"Gene, a palhaça\\\" na verdade era \\\"Guinevere, a Arcanjo\\\", né?", + "DLC_PIER_FELIX_CONVO1_FELIX4": "Mas talvez eu só esteja pensando demais.", + "DLC_PIER_FELIX_CONVO1_FELIX3": "A maneira como esse tipo de lugar [wave amp=30 freq=10]se deteriora lentamente[/wave] adiciona muita personalidade. Cada pedaço de ferrugem conta uma história.", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_QUESTION": "Qual é o propósito de um palhaço?", + "LAPACITOR_LORE_1": "Se a energia elétrica dentro de um Coelítio ficar forte o suficiente, ele pode estender seu próprio corpo formando membros de verdade, mas ainda vai depender de sucata metálica magnetizada para se defender.", + "LITTLERED_NAME_PREFIX": "Chapeu", + "LITTLERED_NAME": "Chapeuzinho", + "LITTLERED_NAME_SUFFIX": "zinho", + "CHARLEQUIN_EVOLUTION_SPECIALIZATION_FRAGLIACCI": "Aterrorizar", + "CLOWN_LORE_1": "Guinevere é um antigo Arcanjo que sempre teve um fascínio infantil pela cultura humana. Ela passou muitos anos tentando replicar a habilidade natural da humanidade de criar coisas novas.", + "CLOWN_LORE_2": "A encarnação da ilusão, Guinevere já fez parte da trupe de Alef, a \\\"Távola Redonda\\\". Depois da tragédia que separou a trupe, ela se isolou no remoto Cais Radiante.", + "MINORTOM_LORE_2": "A primeira representação de um \\\"foguete espacial\\\" na ficção foi no livro \\\"Da Terra à Lua\\\" de Júlio Verne, um romance sobre um voo tripulado à Lua que foi uma inspiração direta para o primeiro filme de ficção científica, \\\"Viagem à Lua\\\", de Georges Méliès.", + "HAUNTOME_NAME_PREFIX": "Manus", + "HAUNTOME_NAME_SUFFIX": "pírito", + "HAUNTOME_LORE_1": "O Manuspírito até parece um livro possuído por um espírito inquieto, mas seu \\\"olho\\\" é uma criatura orgânica que se enraizou dentro de um livro enorme. Ele agita suas páginas para criar ventos poderosos.", + "FRAGLIACCI_NAME_PREFIX": "Bang", + "FRAGLIACCI_NAME_SUFFIX": "liacci", + "CHARLEQUIN_LORE_2": "O \\\"Arlequim\\\" é um personagem cômico originário da tradicional commedia dell'arte, uma forma de teatro italiana popular entre os séculos XVI e XVIII.", + "LITTLERED_LORE_2": "\\\"Chapeuzinho Vermelho\\\" é um conto popular europeu. Embora existam muitas versões, a história é geralmente descrita como o conto de uma garota seguida por um lobo em suas viagens para visitar sua avó.", + "LITTLERED_DESCRIPTION": "uma criatura parecida com um gato vestindo uma capa e um laço", + "BLUNDERBUSK_NAME": "Bacamartista", + "DLC_POPUP_PIER_2": "As seguintes opções de cosméticos também estão disponíveis:\\n\\nOpção de Cabelo Cerimonialista nº 1\\nOpção de Cabelo Cerimonialista nº 2\\nOpção de Cabelo Chapéu de Bobo da Corte\\nOpção de Cabelo em Duas Cores\\nOpção de Cabeça Nariz de Palhaço", + "PIER_MACHINE_ASTRAL_NAME": "Corvo", + "PIER_MACHINE_ASTRAL_SUBTITLE": "Máquina do Vazio", + "PIER_MACHINE_ASTRAL_LORE_2": "O vazio é a ausência de significado, de coração e do ser.", + "PIER_MACHINE_GLITTER_NAME": "Rosa", + "PIER_MACHINE_ASTRAL_LORE_1": "Uma coisa pela metade. O calor que possuía em uma vida anterior se apagou como uma faísca moribunda, deixando apenas um vazio escuro.", + "QUEST_DLC_PIER_DESCRIPTION1": "Desative os 3 Motores Infernais no Cais Radiante.", + "QUEST_DLC_PIER_PROGRESS2": "Derrotou {num} dos 3 Motores Infernais.", + "QUEST_DLC_PIER_DESCRIPTION2": "Converse com Gene.", + "QUEST_DLC_PIER_PROGRESS1": "Troque 4 bilhetes premiados por uma entrada para um brinquedo.", + "LAPACITOR_NAME_PREFIX": "Alca", + "LAPACITOR_NAME_SUFFIX": "lebre", + "ITEM_KEY_SPACEWORLD_3": "Chave do Motor Vermelha", + "ITEM_KEY_SPACEWORLD_3_DESCRIPTION": "Uma chave de ferro pesada usada para abrir a porta da sala de máquinas na Zona Cósmica.", + "ITEM_KEY_WAREHOUSE": "Chave do Armazém", + "RUMOR_DLC_PIER_BOAT": "Um dos clientes deste sofisticado estabelecimento me contou sobrrre algo peculiar que viu um pouco mais cedo. Um barco a remo abandonado, vindo na dirrreção da costa.", + "RUMOR_DLC_PIER_BOAT_TITLE": "Barco a Remo", + "ITEM_KEY_WAREHOUSE_DESCRIPTION": "Uma chave antiga e enferrujada usada para abrir a sala trancada no armazém do Cais Radiante.", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA_TITLE": "Guarda-Chuva Vivo", + "QUEST_DLC_PIER_TITLE": "Cais do Desconhecido", + "RUMOR_PASSIVE_QUEST_UMBRAHELLA": "Acredite se quiser, eu vi um guarda-chuva vivo {location_0_phrase}! Parecia estar mexendo com o clima!", + "AMPHARE_LORE_2": "Acredita-se que o termo \\\"bateria\\\" tenha sido cunhado pelo inventor Benjamin Franklin no século XVIII, uma palavra emprestada da terminologia militar.", + "SCARLETEETH_NAME": "Loboescarlate", + "LITTLERED_LORE_1": "Chapeuzinhos nascem com uma personalidade civilizada e amigável e podem mantê-la ou sucumbir à sua fera interior na idade adulta. O que levaria uma criatura tão cortês a um desejo de sangue tão violento?", + "DLC_POPUP_PIER_1": "Obrigado por adquirir Cais Desconhecido!\\n\\nAgora é possível acessar uma nova missão falando com Clémence depois de ter se encontrado com o Homem-Triângulo.", + "BLUNDERBUSK_DESCRIPTION": "uma palhaça com corpo de bola saltitante", + "MAJORTOM_NAME_SUFFIX": "maior", + "MAJORTOM_LORE_1": "Tomenores que aprimoraram seus corpos de foguete espacial às vezes se tornam Tomaiores. Seus grandes tanques de combustível são preenchidos com um propelente líquido poderoso que pode lançá-los em órbita para finalmente realizarem o sonho da viagem espacial.", + "MAJORTOM_NAME_PREFIX": "Tom", + "SCARLETEETH_NAME_PREFIX": "Lobo", + "SCARLETEETH_NAME_SUFFIX": "escarlate", + "BLUNDERBUSK_LORE_1": "A Bacamartista é capaz de \\\"disparar\\\" projéteis com as mãos, apontando-as como se fossem armas. Ela tem uma mira muito precisa, apesar de estar sempre balançando para frente e para trás e de não ter olhos.", + "AMPHARE_DESCRIPTION": "um coelho sem braços em forma de bateria", + "LAPACITOR_NAME": "Alcalebre", + "HAUNTOME_DESCRIPTION": "um livro flutuante gigante", + "MINORTOM_NAME": "Tomenor", + "ROSEHOOD_NAME": "Chapeurrubra", + "ROSEHOOD_NAME_PREFIX": "Chapeu", + "ROSEHOOD_LORE_1": "Uma Chapeuzinho que cresce até a idade adulta sem sucumbir a instintos animais. Chapeurrubras costumam ser vistas em áreas arborizadas, fazendo buquês de flores frescas para distribuir para quem passa.", + "ROSEHOOD_NAME_SUFFIX": "rubra", + "DLC_PIER_KAYLEIGH_CONVO1_KAYLEIGH4": "A última pergunta foi brincadeira, [pause]juro!", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH2": "É tão estranho para mim que esses seres que parecem tão [wave amp=30 freq=10]superiores[/wave] a nós estejam [wave amp=30 freq=10]preocupados[/wave] com a gente, [pause]humanos.", + "DLC_PIER_MEREDITH_CONVO1_MEREDITH1": "Essa tal de [wave amp=30 freq=10]Gene[/wave] me dá arrepios na nuca, se é que você me entende.", + "DLC_PIER_KAYLEIGH_CONVO2_KAYLEIGH3": "É muita coisa para essa [wave amp=30 freq=10]garota irlandesa do interior[/wave] assimilar, sabe?", + "AA_CLOWN_NAME": "Guinevere", + "AA_CLOWN_SUBTITLE": "Cerimonialista da Ilusão", + "MOVE_AA_CLOWN_CLOWN_FOR_HELP_NAME": "Apito de Socorro", + "BATTLE_TITLE_PIER_MACHINE": "Motor Infernal", + "MOVE_AA_CLOWN_TOPSY_TURVY_NAME": "Ponta-Cabeça", + "ITEM_KEY_HAUNTEDHOUSE_3_DESCRIPTION": "Uma chave de ferro pesada usada para abrir a porta da sala de máquinas na Casa da Bruxa.", + "ITEM_KEY_SPACEWORLD_1": "Chave Lunar", + "ITEM_KEY_SPACEWORLD_1_DESCRIPTION": "Uma chave prateada com um símbolo lunar encontrada na Zona Cósmica.", + "ITEM_KEY_SPACEWORLD_2": "Chave Solar", + "ITEM_KEY_SPACEWORLD_2_DESCRIPTION": "Uma chave dourada com um símbolo solar encontrada na Zona Cósmica.", + "HAUNTOME_NAME": "Manuspírito", + "ONLINE_STATE_CONNECTED.m": "Conectado", + "ONLINE_BUTTON_INVITE_FRIENDS": "Convidar amizades", + "ONLINE_SHOW_INVITE_CODE_COPIED": "Copiado para a área de transferência!", + "ONLINE_PLAYER_STATUS_OFFLINE": "Offline.", + "ONLINE_PLAYER_STATUS_0": "Explorando. Atualmente {location_name_phrase}.", + "ONLINE_REQUEST_RECEIVED.m": "{remote_player} mandou uma solicitação de {action} para você!", + "NOTIFICATION_REQUEST": "Solicitação", + "ONLINE_STATE_DISCONNECTED": "Offline no momento", + "ONLINE_STATE_CONNECTING": "Conectando...", + "ONLINE_STATE_LAN_CLIENT_CONNECTED": "Sessão LAN", + "ONLINE_STATE_LAN_CLIENT_CONNECTING": "Conectando-se a {server}", + "ONLINE_STATE_LAN_SERVER_CONNECTED": "Hospedando (Porta LAN {server_port})", + "ONLINE_STATE_CONNECTED.f": "Conectado", + "ONLINE_ERROR_VERSION_CHECK_OUT_OF_DATE": "A conexão falhou porque uma atualização é necessária.", + "ONLINE_BUTTON_LAN_CLIENT": "Entrar em sessão LAN", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_ON": "Habilitado", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_2": "Habilitada + Superfusão", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES": "Adesivos Duplicados:", + "ONLINE_REQUEST_UI_BATTLE_RULES_DUPLICATES_OFF": "Desabilitado", + "BATTLE_NET_CLOSED_2_LOCAL.m": "A batalha foi finalizada porque você se desconectou.", + "BATTLE_NET_CLOSED_2_REMOTE.f": "A batalha foi finalizada porque a outra pessoa se desconectou.", + "BATTLE_NET_CLOSED_1": "A batalha foi finalizada devido a um erro.", + "BATTLE_NET_CLOSED_2_LOCAL.n": "A batalha foi finalizada porque você se desconectou.", + "BATTLE_NET_CLOSED_2_REMOTE.n": "A batalha foi finalizada porque a outra pessoa se desconectou.", + "ONLINE_ERROR_CONNECTION_ERROR": "Erro de conexão ({error}).", + "ONLINE_NOTIFICATION_RAID_WON": "{player} e {other_player} derrotaram {boss}", + "ONLINE_NOTIFICATION_RAID_STARTING": "{player} e {other_player} entraram numa incursão", + "ONLINE_NOTIFICATION_PVP_ENDING": "{player} derrotou {other_player}", + "ONLINE_NOTIFICATION_TRADED": "{player} e {other_player} trocaram fitas", + "ONLINE_NOTIFICATION_GAUNTLET_STARTING": "{player} e {other_player} entraram no Desafio.", + "ONLINE_NOTIFICATION_RITUAL_CANDLE2": "A próxima fusão que você encontrar poderá conter um embuste", + "ONLINE_NOTIFICATION_RITUAL_CANDLE1": "{player} acendeu uma Vela de Ritual", + "ONLINE_BUTTON_FRIENDS_JOIN": "Inserir código de convite", + "CAPTAIN_CODEY_CM_CODEY6": "Ó, tome uma dessas belezinhas.", + "CAPTAIN_CODEY_CM_CODEY8": "Hum, o papo tá bom, mas tenho que voltar pros meus deveres de vigilante. Da próxima vez que subir a montanha, dá uma passadinha aqui, viu?", + "ONLINE_PLAYER_GAMERCARD": "Ver Gamercard", + "UPDATE_POPUP_MP_TITLE": "1.6 Atualização para o multijogador", + "UPDATE_POPUP_MP_2": "Para iniciar o multijogador online, acesse o menu de pausa e pressione {control.ui_action_1}.\\n\\nVocê pode enviar convites para os jogadores da sua lista de amigos ou criar códigos de convite para conectar-se a jogadores de outras plataformas.", + "NOTIFICATION_OTHER_PLAYER_WAITING": "{remote_player} está esperando por você...", + "UPDATE_POPUP_MP_1": "A atualização 1.6 adiciona o modo multijogador online! Quando estiver online, você pode:\\n\\n- Jogar com os amigos em grupos de até 8 pessoas!\\n- Explorar o mundo juntos!\\n- Lutar e trocar fitas uns com os outros!\\n- Participar de incursões contra Fusões Rebeldes!", + "ONLINE_STATE_FRIENDS_CONNECTED_INVITE_ONLY": "Online (por convite)", + "ONLINE_STATE_FRIENDS_CONNECTING_FRIENDS": "Procurando amizades...", + "ONLINE_ERROR_VERSION_CHECK_LAN": "A conexão falhou devido à incompatibilidade de versões do jogo.", + "ONLINE_REQUEST_SENT_TRADE2.m": "{remote_player} quer trocar a fita de {species2} pela sua fita de {species1}.", + "ONLINE_REQUEST_RECEIVED_TRADE2": "Esperando {remote_player} aceitar sua oferta...", + "ONLINE_REQUEST_SENT_TRADE2.n": "{remote_player} quer trocar a fita de {species2} pela sua fita de {species1}.", + "ONLINE_REQUEST_UI_TRADE_RANGERID_ERROR": "Você não pode trocar com {remote_player}.", + "ONLINE_REQUEST_UI_TITLE": "Solicitação de {action} com {remote_player}", + "ONLINE_REQUEST_SENT_TRADE2.f": "{remote_player} quer trocar a fita de {species2} pela sua fita de {species1}.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.f": "Você não pode trocar com {remote_player} porque os monstros do jogo dela têm tipos diferentes.", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.n": "Você não pode trocar com {remote_player} porque os monstros do jogo delu têm tipos diferentes.", + "ONLINE_REQUEST_UI_TRADE_SAVE_WARNING": "Se a troca acontecer, seu jogo será salvo automaticamente. Deseja prosseguir?", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.n": "{remote_player} desistiu da solicitação de {action}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.f": "{remote_player} desistiu da solicitação de {action}.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.n": "Essa pessoa está ocupada. Tente mais tarde.", + "ONLINE_REQUEST_REMOTE_IS_BUSY.f": "Essa pessoa está ocupada. Tente mais tarde.", + "ONLINE_REQUEST_TRADE_PROMPT": "Escolha uma fita para oferecer a {remote_player}.", + "UI_TAPE_COLLECTION_OFFER_TRADE": "Oferecer a {remote_player}", + "ONLINE_REQUEST_SENT_TRADE.m": "Você ofereceu sua fita de {species1} para troca com {remote_player}!", + "ONLINE_REQUEST_SENT_TRADE.n": "Você ofereceu sua fita de {species1} para troca com {remote_player}!", + "ONLINE_REQUEST_UI_ACCEPT_BUTTON": "Aceitar solicitação", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_INCOMING": "Recusar solicitação", + "ONLINE_REQUEST_UI_CLOSE_BUTTON_OUTGOING": "Cancelar solicitação", + "ONLINE_REQUEST_UI_TRADE_MAKE_OFFER": "Oferecer fita...", + "ONLINE_REQUEST_SENT_TRADE.f": "Você ofereceu sua fita de {species1} para troca com {remote_player}!", + "ONLINE_REQUEST_RECEIVED_TRADE.m": "{remote_player} ofereceu a fita de {species1} para troca com você!", + "ONLINE_REQUEST_RECEIVED_TRADE.n": "{remote_player} ofereceu a fita de {species1} para troca com você!", + "ONLINE_REQUEST_RECEIVED_TRADE.f": "{remote_player} ofereceu a fita de {species1} para troca com você!", + "ONLINE_BUTTON_LEAVE_SESSION": "Abandonar sessão", + "ONLINE_INPUT_LAN_IP_PORT_TITLE": "Inserir IP e porta", + "ONLINE_BUTTON_SHOW_INVITE_CODE": "Mostrar código de convite", + "ONLINE_REQUEST_CLOSED_REASON_ERROR": "houve um erro", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.m": "você se desconectou", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.m": "{remote_player} recusou sua solicitação de {action}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.f": "você se desconectou", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.f": "Você recusou a solicitação de {action} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_INCOMING.m": "{remote_player} desistiu da solicitação de {action}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_LOCAL.n": "você se desconectou", + "ONLINE_NOTIFICATION_OBTAINED_TAPE": "{player} adquiriu uma fita de {species}", + "ONLINE_NOTIFICATION_GAINED_ABILITY": "{player} adquiriu a habilidade {ability}", + "ONLINE_NOTIFICATION_OBTAINED_BOOTLEG": "{player} adquiriu uma fita embuste de {species} do tipo {type}", + "ONLINE_NOTIFICATION_RECORDED_TAPE": "{player} gravou uma fita de {species}", + "ONLINE_NOTIFICATION_RECORDED_BOOTLEG": "{player} gravou uma fita embuste de {species} do tipo {type}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.f": "{player} fez amizade com {partner}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.n": "{player} fez amizade com {partner}", + "ONLINE_NOTIFICATION_DEFEATED_BOSS": "{player} derrotou {boss}", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.m": "Você retirou sua solicitação de {action}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.n": "Você recusou a solicitação de {action} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.f": "Você retirou sua solicitação de {action}.", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_OUTGOING.n": "Você retirou sua solicitação de {action}.", + "ONLINE_REQUEST_CLOSED_COMPLETE": "A solicitação de {action} foi concluída.", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.m": "Troca realizada. A fita de {species2} de {remote_player} já está em sua coleção!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.f": "Troca realizada. A fita de {species2} de {remote_player} já está em sua coleção!", + "ONLINE_REQUEST_CLOSED_COMPLETE_TRADE.n": "Troca realizada. A fita de {species2} de {remote_player} já está em sua coleção!", + "ONLINE_REQUEST_UI_RAID_RANGERID_ERROR": "Você não pode entrar numa incursão com {remote_player}.", + "ONLINE_REQUEST_UI_RAID_CONNECTION_ERROR": "A outra pessoa está indisponível.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.f": "Você não pode entrar numa incursão com {remote_player} porque os monstros do jogo dela têm tipos diferentes.", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.n": "Você não pode entrar numa incursão com {remote_player} porque os monstros do jogo delu têm tipos diferentes.", + "ITEM_CYBER_MATERIAL_NAME": "Material Cibernético", + "CAPTAIN_CODEY_CM_CODEY1": "Olha só, parece que meu [wave amp=30 freq=10]alvo[/wave] acabou de entrar. Meus sensores estão apitando que nem [wave amp=30 freq=10]doidos[/wave].", + "BATTLE_RAID_DEFERRED_RECORDING": "A dupla receberá esta fita se ganhar a incursão.", + "ITEM_HACKING_GLOVE_NAME": "Luva de Hacker", + "ONLINE_NOTIFICATION_REQUEST_RAID_START": "{remote_player} aceitou sua solicitação de incursão!", + "ITEM_CYBER_MATERIAL_DESCRIPTION": "Um material fluorescente e carregado que parece até ter vindo de um filme de realidade virtual dos anos 80.", + "ONLINE_NOTIFICATION_REQUEST_GAUNTLET_START": "{remote_player} aceitou sua solicitação de Desafio!", + "ITEM_HACKING_GLOVE_DESCRIPTION": "Um controle de videogame retrô que permite o uso de Material Cibernético para alterar os tipos elementais de Fusões Rebeldes antes da batalha.", + "CAPTAIN_CODEY_CM_INTRO_OPTION1": "Hã?", + "NOTIFICATION_NETWORK": "Rede", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.m": "Aguardando a outra pessoa...", + "ONLINE_REQUEST_REMOTE_IS_BUSY.m": "Essa pessoa está ocupada. Tente mais tarde.", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.n": "Aguardando a outra pessoa...", + "ONLINE_REQUEST_WAITING_FOR_REMOTE.f": "Aguardando a outra pessoa...", + "ONLINE_REQUEST_ACTIVE_GAUNTLET": "Você está no Desafio com {remote_player}!\\nSaia do trem para finalizar esta atividade.", + "ONLINE_SECTION_PLAYERS": "Jogando ({0}/{1})", + "ONLINE_NOTIFICATION_REMASTERED.f": "{player} remasterizou sua fita de {species1}, que virou {species2}", + "ONLINE_NOTIFICATION_UNLOCKED_PARTNER.m": "{player} fez amizade com {partner}", + "ONLINE_NOTIFICATION_REMASTERED.m": "{player} remasterizou sua fita de {species1}, que virou {species2}", + "ONLINE_NOTIFICATION_PVP_STARTING": "{player} e {other_player} estão batalhando", + "ONLINE_NOTIFICATION_ROMANCED": "{player} entrou num relacionamento amoroso com {partner}", + "ONLINE_NOTIFICATION_REMASTERED.n": "{player} remasterizou sua fita de {species1}, que virou {species2}", + "ONLINE_NOTIFICATION_RELATIONSHIP_UP": "{player} criou vínculo com {partner}", + "ONLINE_NOTIFICATION_REOPENED_STATION": "{player} descobriu {station}", + "ONLINE_NOTIFICATION_REGISTERED_SPECIES": "{player} registrou {num} espécies em seu bestiário", + "ONLINE_NOTIFICATION_NOTICEBOARD": "{player} completou {num} missões do quadro de avisos", + "ONLINE_NOTIFICATION_ROGUE_FUSIONS": "{player} derrotou {num} Fusões Rebeldes", + "ROGUE_FUSION_RAID_INVITE_PLAYER": "Convidar {player_name}", + "ROGUE_FUSION_BATTLE_SOLO": "Batalha Solo", + "ROGUE_FUSION_RAID_MAX_LEVEL": "[center]Seu nível será temporariamente reduzido a {max_level} nesta batalha.[/center]", + "ROGUE_FUSION_RAID_REWARD": "Recompensa: {item} ×{item_amount}", + "ROGUE_FUSION_RAID_HACK_BUTTON": "Hackear!", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_LOSE": "Você e {remote_player} perderam!", + "ROGUE_FUSION_RAID_HACK_HINT": "Use {amount} de Material Cibernético para mudar o tipo desta fusão.", + "ITEM_COST_ELEMENT_WITH_OWNED": "{currency} {owned}/{amount}", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_WIN": "Você e {remote_player} ganharam!", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_FLEE": "Você e {remote_player} saíram do Desafio.", + "ONLINE_REQUEST_CLOSED_COMPLETE_RAID_FLEE": "Você fugiu da batalha...", + "ONLINE_REQUEST_CLOSED_COMPLETE_GAUNTLET_LOSE": "Você e {remote_player} perderam...", + "ONLINE_REQUEST_UI_RAID_RANDOMIZATION_ERROR.m": "Você não pode entrar numa incursão com {remote_player} porque os monstros do jogo dele têm tipos diferentes.", + "ONLINE_SECTION_CONTROL": "Controle", + "ONLINE_SECTION_PLAYERS_NO_LIMIT": "Jogando ({0})", + "ONLINE_ERROR_INVALID_INVITE": "A conexão falhou porque o convite é inválido.", + "ONLINE_HUD_PLAYER_COUNT": "{0}/{1} jogando", + "ONLINE_BUTTON_FRIENDS_CREATE": "Iniciar sessão por convite", + "BATTLE_NET_CLOSED_2_REMOTE.m": "A batalha foi finalizada porque a outra pessoa se desconectou.", + "ONLINE_PLAYER_LIST_LOCAL_PLAYER": "{player_name} (você)", + "BATTLE_NET_CLOSED_2_LOCAL.f": "A batalha foi finalizada porque você se desconectou.", + "ONLINE_DISPLAY_NAME_ANON": "Anônimo", + "ONLINE_SHOW_INVITE_CODE_CROSSPLAY_DISABLED": "A jogabilidade multiplataforma está desabilitada neste sala. Jogadores de outros sistemas não poderão entrar com este código.", + "ONLINE_INVITE_MESSAGE": "Vamos jogar Cassette Beasts!", + "ONLINE_REQUEST_LIST_BUTTON_ACTIVE": "{title} (Ativo)", + "ONLINE_REQUEST_LIST_BUTTON": "Solicitação de {title}", + "ONLINE_REQUEST_CLOSED_OUTGOING.n": "Sua solicitação de {action} falhou porque {reason}.", + "ONLINE_REQUEST_CLOSED_OUTGOING.m": "Sua solicitação de {action} falhou porque {reason}.", + "OFFLINE_REMATCH_NPC1.v3": "Tava de bobeira e decidi dar uma olhadinha no seu jogo. Que tal uma revanche? Já tô aqui mesmo.", + "OFFLINE_REMATCH_NPC1.v1": "Ei! Sei que não estamos online agora, mas que tal uma revanche?", + "OFFLINE_REMATCH_NPC1_YES": "Claro!", + "OFFLINE_REMATCH_NPC1_NO": "Agora não.", + "OFFLINE_REMATCH_NPC1.v2.m": "Não gostei muito da nossa última batalha JxJ. Vamos de novo?", + "OFFLINE_REMATCH_NPC1.v2.n": "Não gostei muito da nossa última batalha JxJ. Vamos de novo?", + "OFFLINE_REMATCH_NPC1.v2.f": "Não gostei muito da nossa última batalha JxJ. Vamos de novo?", + "OFFLINE_GIFTER_NPC1.v2": "Tava pensando na nossa última sessão multijogador. Vamos jogar de novo qualquer dia desses!", + "OFFLINE_GIFTER_NPC1.v1": "Sei que não estamos online agora, mas queria te dar isto!", + "OFFLINE_GIFTER_NPC1.v3": "Ei! Tava de bobeira e decidi dar uma olhadinha no seu jogo. Achei isto aqui a sua cara. Tome!", + "ONLINE_STATE_LAN_SERVER_CONNECTING": "Configurando...", + "ONLINE_REQUEST_SENT.m": "Você mandou uma solicitação de {action} para {remote_player}!", + "ONLINE_REQUEST_RECEIVED.f": "{remote_player} mandou uma solicitação de {action} para você!", + "ONLINE_REQUEST_RECEIVED.n": "{remote_player} mandou uma solicitação de {action} para você!", + "ONLINE_REQUEST_SENT.n": "Você mandou uma solicitação de {action} para {remote_player}!", + "ONLINE_STATE_FRIENDS_CONNECTED_FRIENDS": "Online (para amizades)", + "ONLINE_NOTIFICATION_CONNECTED_FRIENDS_0": "Online. Procurando amizades...", + "ONLINE_NOTIFICATION_PLAYER_JOINED": "{remote_player} entrou na sua sessão", + "ONLINE_NOTIFICATION_PLAYER_LEFT.f": "{remote_player} se desconectou", + "ONLINE_NOTIFICATION_PLAYER_LEFT.m": "{remote_player} se desconectou", + "ONLINE_NOTIFICATION_PLAYER_LEFT.n": "{remote_player} se desconectou", + "ONLINE_NOTIFICATION_REQUEST_BATTLE_START": "{remote_player} aceitou seu desafio!", + "BATTLE_FLEE_ONLINE_CONFIRM": "Deseja fugir?", + "CAPTAIN_CODEY_CM_INTRO_OPTION2": "Quem é você?", + "CAPTAIN_CODEY_ALREADY_MET1.f": "Nos encontramos de novo, {player}. Andou aprontando várias, né?", + "CAPTAIN_CODEY_CM_CODEY2": "Estou captando algumas [wave amp=30 freq=10]ondas cibernéticas[/wave] no meu leitor e acho que é por sua causa.", + "CAPTAIN_CODEY_ALREADY_MET1.m": "Nos encontramos de novo, {player}. Andou aprontando várias, né?", + "CAPTAIN_CODEY_ALREADY_MET1.n": "Nos encontramos de novo, {player}. Andou aprontando várias, né?", + "CAPTAIN_CODEY_CM_CODEY2_OPTION1": "Ondas cibernéticas...?", + "CAPTAIN_CODEY_CM_CODEY4": "Tipo, ele é... conectado ao [wave amp=30 freq=10]espaço entre todos os nossos mundos[/wave] ou coisa assim, mas, pra falar a verdade, eu não ligo pra origem dele...", + "CAPTAIN_CODEY_CM_CODEY2_OPTION2": "Do que você tá falando?", + "CAPTAIN_CODEY_CM_CODEY3": "Ondas cibernéticas, ué! [pause]Aquelas que vêm de [wave amp=30 freq=10]Material Cibernético[/wave]! [pause]É como eu chamo aquele negócio laranja e brilhante que você acabou de pegar.", + "CAPTAIN_CODEY_CM_CODEY5": "Só que essas fusões rebeldes parecem ser bem sensíveis a ele. Dá até pra transformar elas em embustes com esse negócio. É tipo um biohacking [shake rate=30 level=10]cósmico[/shake]!", + "CAPTAIN_CODEY_CM_CODEY7": "Ah, isso sim é que é [shake rate=30 level=10]poder[/shake]! [pause]Isso daí vai pegar o Material Cibernético e deixar ele prontinho pra usar em fusões rebeldes. [wave amp=30 freq=10]Modéstia à parte[/wave], fui eu que criei.", + "ONLINE_ERROR_CONNECTION_SERVER_DISCONNECT": "Servidor desconectado.", + "UI_SETTINGS_NETWORK_CROSSPLAY_CHANGE_POSTPONED": "Alterações na configuração Multiplataforma serão aplicadas após o final da sua sessão online atual.", + "UI_NEW_GAME_MODES_RANDOMISE_MULTIPLAYER_HINT": "Algumas funções de multijogador online podem não estar disponíveis.", + "ONLINE_CROSSPLAY_WARNING": "O código de convite que você inseriu é para uma sala multiplataforma, mas essa opção está desabilitada nas suas configurações. Deseja ignorar sua escolha anterior e continuar?", + "INFO_ONLINE_WITH_MODS2": "Você não poderá interagir com quem estiver jogando com mods incompatíveis. Se a conexão falhar ou se ninguém aparecer na sua sessão, confira se vocês têm os mesmos mods instalados.", + "ONLINE_FRIENDS_PASSIVE_WARNING": "O modo \\\"Jogar com amizades\\\" pode, às vezes, conectar você com pessoas que [i]não são suas amizades[/i]. Amizades de amizades, assim como qualquer pessoa que tiver um código de convite, podem entrar no seu jogo.", + "ONLINE_STATE_CONNECTED.n": "Conectado", + "ONLINE_BUTTON_FRIENDS_INVITE": "Aceitar convite de {name}", + "ONLINE_BUTTON_DISCONNECT": "Desconectar", + "ONLINE_INPUT_LAN_IP_PORT_PLACEHOLDER": "IP:Porta", + "ONLINE_REQUEST_ACTION_battle": "Batalha", + "ONLINE_REQUEST_ACTION_trade": "Troca", + "ONLINE_ALREADY_REQUESTING.n": "Você já mandou uma outra solicitação para essa pessoa.", + "ONLINE_ERROR_MATCH_FULL": "A conexão falhou porque a sessão já está cheia.", + "ONLINE_ERROR_VERSION_CHECK_MATCH": "Impossível entrar na sessão porque outras pessoas no jogo estão usando uma versão diferente do jogo.", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_FLEE": "Você fugiu de {remote_player}...", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_LOSE": "Você sofreu uma derrota de {remote_player}...", + "ONLINE_REQUEST_CLOSED_COMPLETE_BATTLE_WIN": "Você ganhou de {remote_player}!", + "ONLINE_BUTTON_LAN_SERVER": "Hospedar sessão LAN", + "ONLINE_BUTTON_FRIENDS_PASSIVE": "Jogar com amizades", + "ONLINE_REQUEST_CLOSED_DECLINE_LOCAL_INCOMING.m": "Você recusou a solicitação de {action} de {remote_player}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.f": "{remote_player} recusou sua solicitação de {action}.", + "ONLINE_REQUEST_CLOSED_DECLINE_REMOTE_OUTGOING.n": "{remote_player} recusou sua solicitação de {action}.", + "ONLINE_INPUT_FRIENDS_INVITE_TITLE": "Insira o código de convite", + "ONLINE_REQUEST_CLOSED_INCOMING.f": "A solicitação de {action} de {remote_player} falhou porque {reason}.", + "ONLINE_REQUEST_CLOSED_INCOMING.n": "A solicitação de {action} de {remote_player} falhou porque {reason}.", + "ONLINE_ERROR_LAN_INVALID_DESTINATION": "O IP, nome de rede ou número de porta inserido é inválido.", + "ONLINE_ERROR_CONNECTION_FAILED": "Falha na conexão.", + "ONLINE_HUD_PLAYER_COUNT_NO_LIMIT": "{0} jogando", + "ONLINE_BUTTON_VIEW_FRIENDS": "Lista de amizades", + "UI_PAUSE_ONLINE_BTN_0": "Jogar online", + "ONLINE_ALREADY_REQUESTING.f": "Você já mandou uma outra solicitação para essa pessoa.", + "UI_PAUSE_ONLINE_BTN_1": "Status: Online", + "ONLINE_REQUEST_ACTION_raid": "Incursão", + "ONLINE_ALREADY_REQUESTING.m": "Você já mandou uma outra solicitação para essa pessoa.", + "ONLINE_REQUEST_CLOSED_OUTGOING.f": "Sua solicitação de {action} falhou porque {reason}.", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.f": "{remote_player} se desconectou", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.m": "{remote_player} se desconectou", + "ONLINE_REQUEST_CLOSED_REASON_DISCONNECT_REMOTE.n": "{remote_player} se desconectou", + "ONLINE_REQUEST_CLOSED_INCOMING.m": "A solicitação de {action} de {remote_player} falhou porque {reason}.", + "ONLINE_STATE_FRIENDS_CONNECTED_JOINED": "Online (entrou)", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL": "Níveis:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_NORM": "Fixado(s) em {0}", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES": "Atributos dos Adesivos:", + "ONLINE_REQUEST_UI_BATTLE_RULES_LEVEL_UNRESTRICTED": "Inalterados", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_ON": "Habilitados", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_0": "Desabilitada", + "ONLINE_REQUEST_UI_BATTLE_RULES_ATTRIBUTES_OFF": "Desabilitados", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL_1": "Habilitada", + "ONLINE_REQUEST_UI_BATTLE_RULES_REL_LEVEL": "Fusão", + "ONLINE_NOTIFICATION_DISCONNECTED": "Desconectou", + "ONLINE_NOTIFICATION_CONNECTED_0.m": "Conectou!", + "ONLINE_NOTIFICATION_CONNECTED_0.f": "Conectou!", + "ONLINE_NOTIFICATION_CONNECTED_0.n": "Conectou!", + "CONFIRM_LOAD_SAVE_WITH_NEW_MODS_MP": "Atenção: o modo multiplataforma online fica desativado se algum mod estiver instalado. Sendo assim, o jogo salvo ficará permanentemente impedido de entrar em salas multiplataforma com consoles.", + "ONLINE_NOTIFICATION_CONNECTED_1": "Jogando com {remote_player}", + "ONLINE_NOTIFICATION_CONNECTED_LAN_HOST": "Hospedando uma sessão LAN na porta {server_port}", + "INFO_ONLINE_WITH_MODS1": "O modo multiplataforma online fica desabilitado se algum mod estiver instalado. Você não poderá entrar em sessões multiplataforma e quem estiver jogando no console não poderá entrar nas suas sessões.", + "UI_LOAD_FILE_MP_INVITE_PROMPT": "Selecione um jogo salvo para entrar na sessão multijogador", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.n": "{player} sofreu derrota na batalha", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.f": "{player} sofreu derrota na batalha", + "ONLINE_NOTIFICATION_PLAYER_DEFEATED.m": "{player} sofreu derrota na batalha", + "ONLINE_REQUEST_UI_TRADE_CHECK_YOUR_TAPE": "Conferir sua oferta", + "ONLINE_REQUEST_UI_TRADE_CHECK_THEIR_TAPE": "Conferir a oferta de {remote_player}", + "ONLINE_REQUEST_UI_TRADE_ACCEPT_OFFER": "Aceitar oferta", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_LOCAL": "Sua oferta", + "ONLINE_REQUEST_UI_TRADE_RANDOMIZATION_ERROR.m": "Você não pode trocar com {remote_player} porque os monstros do jogo dele têm tipos diferentes.", + "ONLINE_REQUEST_UI_TRADE_TAPE_LABEL_REMOTE": "Oferta de {remote_player}", + "ONLINE_REQUEST_UI_BATTLE_RULES": "Regras da Batalha", + "ONLINE_PLAYER_STATUS_1.n": "Indisponível. Atualmente {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.m": "Indisponível. Atualmente {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_1.f": "Indisponível. Atualmente {location_name_phrase}.", + "ONLINE_PLAYER_STATUS_2": "Batalhando {location_name_phrase}.", + "ONLINE_PLAYER_MENU_MAP": "Ver no mapa", + "ONLINE_PLAYER_MENU_TRADE": "Solicitar troca", + "ONLINE_PLAYER_LOCATION": "{player_name}, {location_name_phrase}", + "ONLINE_PLAYER_MENU_BATTLE": "Solicitar batalha", + "UI_SETTINGS_NETWORK": "Partida online", + "UI_SETTINGS_NETWORK_CROSSPLAY_DISABLED": "Desabilitado", + "UI_SETTINGS_NETWORK_CROSSPLAY_ENABLED": "Habilitado", + "UI_SETTINGS_NETWORK_CROSSPLAY": "Multiplataforma", + "ONLINE_NOTIFICATION_CONNECTED_2_OR_MORE": "Jogando com {remote_player} e mais {n} pessoa(s)", + "ONLINE_REQUEST_ACTION_gauntlet": "Desafio", + "ONLINE_REQUEST_SENT.f": "Você mandou uma solicitação de {action} para {remote_player}!", + "ACHIEVEMENT_NAME_tutorial": "Este é o Nosso Mundo", + "ACHIEVEMENT_DESC_partner_kayleigh": "Desbloqueie Kayleigh.", + "ACHIEVEMENT_NAME_rogue_fusion": "A Soma das Partes", + "ACHIEVEMENT_NAME_swarm_fusion": "Deu a Louca nos Monstros", + "ACHIEVEMENT_DESC_rogue_fusion": "Derrote uma Fusão Rebelde.", + "ACHIEVEMENT_DESC_swarm_fusion": "Derrote um Enxame.", + "ACHIEVEMENT_DESC_unstable_fusion": "Derrote uma Fusão Instável.", + "ACHIEVEMENT_NAME_unstable_fusion": "Não os Alimente Após a Meia-noite", + "ACHIEVEMENT_NAME_orb_fusion": "Aquilo Não é Uma Lua", + "ACHIEVEMENT_DESC_orb_fusion": "Derrote uma Fusão Esférica.", + "ACHIEVEMENT_NAME_rogue_fusion_5": "Y Soy Rebelde", + "ACHIEVEMENT_DESC_rogue_fusion_5": "Derrote 5 Fusões Rebeldes.", + "ACHIEVEMENT_NAME_rogue_fusion_10": "Células Rebeldes", + "ACHIEVEMENT_NAME_captain_judas": "É Preciso Saber Viver", + "ACHIEVEMENT_DESC_captain_judas": "Derrote Comandante Judas.", + "ACHIEVEMENT_NAME_captain_cleeo": "O Vencedor Leva Tudo", + "ACHIEVEMENT_NAME_captain_lodestein": "Eletrizante", + "ACHIEVEMENT_DESC_captain_lodestein": "Derrote Comandante Magneticus.", + "ACHIEVEMENT_NAME_captain_dreadful": "Do Outro Lado", + "ACHIEVEMENT_DESC_captain_dreadful": "Derrote Comandante Vitória Frankenstein.", + "ACHIEVEMENT_NAME_captain_gladiola": "Murro em Ponta de Faca", + "ACHIEVEMENT_NAME_kuneko_altars_4": "Bem-Me-Quer, Mal-Me-Quer, parte V", + "ACHIEVEMENT_DESC_kuneko_altars_4": "Encontre Kuneko em 4 altares.", + "ACHIEVEMENT_NAME_quest_viola1": "Tempestade", + "ACHIEVEMENT_NAME_defeat_ianthe": "Carteira Assinada, parte II", + "ACHIEVEMENT_DESC_defeat_ianthe": "Derrote Ianthe e torne-se Comandante dos Vigilantes.", + "ACHIEVEMENT_NAME_quest_overtime": "Hora Extra", + "ACHIEVEMENT_DESC_quest_overtime": "Escolha um design para a placa de Vilancoradouro.", + "ACHIEVEMENT_NAME_quest_sunny": "Quando o Sol Bater na Janela", + "ACHIEVEMENT_DESC_quest_sunny": "Ajude Allegra a começar uma nova vida.", + "ACHIEVEMENT_NAME_quest_hoylake": "Caça e Caçador", + "ACHIEVEMENT_DESC_quest_hoylake": "Ajude Dulago com a pesquisa.", + "ACHIEVEMENT_DESC_defeat_ghost": "Derrote um fantasma.", + "ACHIEVEMENT_NAME_defeat_ghost": "Quem Você Vai Chamar?", + "ACHIEVEMENT_DESC_bootleg_astral": "Obtenha um embuste do tipo Astral.", + "ACHIEVEMENT_NAME_bootleg_ice": "Embuste Gelado", + "ACHIEVEMENT_DESC_bootleg_ice": "Obtenha um embuste do tipo Gelo.", + "ACHIEVEMENT_DESC_bootleg_lightning": "Obtenha um embuste do tipo Raio.", + "ACHIEVEMENT_NAME_bootleg_lightning": "Embuste Chocante", + "ACHIEVEMENT_NAME_bootleg_air": "Embuste Ventoso", + "ACHIEVEMENT_DESC_bootleg_air": "Obtenha um embuste do tipo Ar.", + "ACHIEVEMENT_NAME_bootleg_earth": "Embuste Pedregoso", + "ACHIEVEMENT_DESC_bootleg_earth": "Obtenha um embuste do tipo Terra.", + "ACHIEVEMENT_NAME_bootleg_metal": "Embuste Ferroso", + "ACHIEVEMENT_DESC_bootleg_metal": "Obtenha um embuste do tipo Metal.", + "ACHIEVEMENT_NAME_bootleg_glass": "Embuste Transparente", + "ACHIEVEMENT_DESC_bootleg_glass": "Obtenha um embuste do tipo Vidro.", "REACTION_FIRE_ON_AIR_TUTORIAL": "Acertar um ataque do tipo Fogo num alvo do tipo Ar cria uma corrente ascendente — uma Barreira Aérea – que absorve vários ataques.", "REACTION_FIRE_ON_METAL": "Derretimento", - "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Acertar um ataque do tipo Plástico num alvo do tipo Fogo libera uma fumaça negra que oculta a posição desse alvo.", + "REACTION_FIRE_ON_METAL_TUTORIAL": "Alvos do tipo Metal sofrem dano prolongado ao serem derretidos por ataques do tipo Fogo.", "REACTION_PLASTIC_ON_FIRE": "Fumaça", + "REACTION_PLASTIC_ON_FIRE_TUTORIAL": "Acertar um ataque do tipo Plástico num alvo do tipo Fogo libera uma fumaça negra que oculta a posição desse alvo.", "REACTION_PLASTIC_ON_ASTRAL": "Desarmonia", + "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "O Plástico é um material isolante, então os ataques do tipo Plástico limitam a amplitude de atacantes do tipo Raio.", "REACTION_PLASTIC_ON_LIGHTNING": "Isolamento", "REACTION_PLASTIC_ON_ASTRAL_TUTORIAL": "A harmonia interior de seres do tipo Astral é interrompida se eles forem expostos aos elementos impuros: Plástico, Veneno e Metal.", - "REACTION_PLASTIC_ON_LIGHTNING_TUTORIAL": "O Plástico é um material isolante, então os ataques do tipo Plástico limitam a amplitude de atacantes do tipo Raio.", - "REACTION_PLANT_ON_FIRE": "Fumaça", "REACTION_PLANT_ON_FIRE_TUTORIAL": "Acertar um ataque do tipo Planta num alvo do tipo Fogo libera uma fumaça negra que oculta a posição desse alvo.", + "REACTION_PLANT_ON_FIRE": "Fumaça", "REACTION_PLANT_ON_WATER": "Nutrição", - "REACTION_PLANT_ON_POISON": "Potencialização", "REACTION_PLANT_ON_WATER_TUTORIAL": "Ataques do tipo Planta absorvem — e sugam — a força de alvos do tipo Água.", + "REACTION_PLANT_ON_POISON": "Potencialização", "REACTION_PLANT_ON_LIGHTNING": "Aterramento", - "REACTION_PLANT_ON_POISON_TUTORIAL": "Ataques do tipo Planta, por terem os nutrientes necessários para a criação de venenos, fortalecem os futuros ataques do tipo Veneno do alvo.", "REACTION_PLANT_ON_LIGHTNING_TUTORIAL": "Ataques do tipo Planta aterram a eletricidade de alvos do tipo Raio, diminuindo a amplitude de seus ataques.", - "REACTION_PLANT_ON_EARTH_TUTORIAL": "Ataques do tipo Planta implantam sementes em alvos do tipo Terra para drenar energia.", + "REACTION_PLANT_ON_POISON_TUTORIAL": "Ataques do tipo Planta, por terem os nutrientes necessários para a criação de venenos, fortalecem os futuros ataques do tipo Veneno do alvo.", "REACTION_PLANT_ON_EARTH": "Semeadura", "REACTION_WATER_ON_FIRE_TUTORIAL": "Ataques do tipo Água encharcam alvos do tipo Fogo, diminuindo o poder de seus ataques.", + "REACTION_PLANT_ON_EARTH_TUTORIAL": "Ataques do tipo Planta implantam sementes em alvos do tipo Terra para drenar energia.", "REACTION_WATER_ON_FIRE": "Extinção", "REACTION_WATER_ON_PLANT": "Absorção", - "REACTION_WATER_ON_ASTRAL": "Estímulo", "REACTION_WATER_ON_PLANT_TUTORIAL": "As raízes dos seres do tipo Planta absorvem o excesso de água deixada por ataques do tipo Água, usando-a para se curar gradualmente.", "REACTION_WATER_ON_ICE": "Robustez", + "REACTION_WATER_ON_ASTRAL": "Estímulo", "REACTION_WATER_ON_ASTRAL_TUTORIAL": "Seres do tipo Astral extraem seus poderes dos quatro elementos: Fogo, Terra, Ar e Água.", "REACTION_WATER_ON_ICE_TUTORIAL": "Seres do tipo Gelo congelam o excesso de água deixada por ataques do tipo Água para aumentar as defesas.", "REACTION_WATER_ON_LIGHTNING": "Condução", "REACTION_WATER_ON_LIGHTNING_TUTORIAL": "A água conduz eletricidade, então os ataques do tipo Água aumentam a amplitude e o alcance de ataques do tipo Raio.", - "REACTION_WATER_ON_EARTH_TUTORIAL": "Ataques do tipo Água gradualmente erodem alvos do tipo Terra, enfraquecendo suas defesas.", "REACTION_WATER_ON_EARTH": "Erosão", + "REACTION_WATER_ON_EARTH_TUTORIAL": "Ataques do tipo Água gradualmente erodem alvos do tipo Terra, enfraquecendo suas defesas.", "REACTION_WATER_ON_METAL": "Corrosão", "REACTION_POISON_ON_FIRE": "Abastecimento", "REACTION_WATER_ON_METAL_TUTORIAL": "Ataques do tipo Água corroem — ou enferrujam — alvos do tipo Metal, fragilizando-os.", + "REACTION_POISON_ON_FIRE_TUTORIAL": "Alvos do tipo Fogo se fortalecem ao usarem o excesso de veneno deixado por ataques do tipo Veneno como combustível.", "REACTION_POISON_ON_PLANT_TUTORIAL": "Alvos do tipo Planta sofrem dano gradual ao absorverem o excesso de veneno deixado por ataques do tipo Veneno.", "REACTION_POISON_ON_PLANT": "Absorção", - "REACTION_POISON_ON_FIRE_TUTORIAL": "Alvos do tipo Fogo se fortalecem ao usarem o excesso de veneno deixado por ataques do tipo Veneno como combustível.", + "REACTION_POISON_ON_EARTH": "Perfuração", "REACTION_POISON_ON_ASTRAL": "Perturbação", - "REACTION_POISON_ON_METAL_TUTORIAL": "Alvos do tipo Metal usam o excesso de veneno deixado por ataques do tipo Veneno para causar dano extra aos oponentes.", - "REACTION_POISON_ON_METAL": "Perfuração", "REACTION_POISON_ON_EARTH_TUTORIAL": "Alvos do tipo Terra usam o excesso de veneno deixado por ataques do tipo Veneno para causar dano extra aos oponentes.", - "REACTION_POISON_ON_EARTH": "Perfuração", "REACTION_POISON_ON_ASTRAL_TUTORIAL": "A harmonia interior de seres do tipo Astral é interrompida se eles forem expostos aos elementos impuros: Plástico, Veneno e Metal.", - "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Seres do tipo Astral extraem seus poderes de alvos dos quatro elementos: Fogo, Terra, Ar e Água.", - "REACTION_ASTRAL_ON_ASTRAL": "Estímulo", + "REACTION_POISON_ON_METAL_TUTORIAL": "Alvos do tipo Metal usam o excesso de veneno deixado por ataques do tipo Veneno para causar dano extra aos oponentes.", + "REACTION_POISON_ON_METAL": "Perfuração", "REACTION_ASTRAL_ON_FIRE_TUTORIAL": "Seres do tipo Astral extraem seus poderes de alvos dos quatro elementos: Fogo, Terra, Ar e Água.", "REACTION_ASTRAL_ON_FIRE": "Drenagem", - "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Seres do tipo Astral absorvem e usam o excesso de energia dos astros deixada por ataques do tipo Astral.", "REACTION_ASTRAL_ON_WATER": "Drenagem", + "REACTION_ASTRAL_ON_WATER_TUTORIAL": "Seres do tipo Astral extraem seus poderes de alvos dos quatro elementos: Fogo, Terra, Ar e Água.", + "REACTION_ASTRAL_ON_ASTRAL": "Estímulo", + "REACTION_ASTRAL_ON_ASTRAL_TUTORIAL": "Seres do tipo Astral absorvem e usam o excesso de energia dos astros deixada por ataques do tipo Astral.", "REACTION_ASTRAL_ON_AIR": "Drenagem", + "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Seres do tipo Astral extraem seus poderes de alvos dos quatro elementos: Fogo, Terra, Ar e Água.", "REACTION_ICE_ON_WATER_TUTORIAL": "Seres do tipo Água congelam imediatamente ao receberem um ataque do tipo Gelo.", "REACTION_ICE_ON_WATER": "Congelamento", - "REACTION_ASTRAL_ON_AIR_TUTORIAL": "Seres do tipo Astral extraem seus poderes de alvos dos quatro elementos: Fogo, Terra, Ar e Água.", "REACTION_ASTRAL_ON_EARTH": "Drenagem", "REACTION_ASTRAL_ON_EARTH_TUTORIAL": "Seres do tipo Astral extraem seus poderes de alvos dos quatro elementos: Fogo, Terra, Ar e Água.", "REACTION_ICE_ON_LIGHTNING": "Condução", - "REACTION_ICE_ON_AIR": "Friagem", "REACTION_ICE_ON_LIGHTNING_TUTORIAL": "Como o gelo e a água conduzem eletricidade, os ataques dos tipos Gelo e Água aumentam a amplitude e o alcance de ataques do tipo Raio.", - "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Por conta da natureza isolante do Plástico, seres do tipo Plástico usam a carga elétrica deixada por ataques do tipo Raio para dar um choque extra em seus oponentes.", + "REACTION_ICE_ON_AIR": "Friagem", "REACTION_LIGHTNING_ON_ICE": "Eletrização", - "REACTION_ICE_ON_AIR_TUTORIAL": "Ataques do tipo Gelo esfriam alvos do tipo Ar, estremecendo-os.", "REACTION_LIGHTNING_ON_PLASTIC": "Estática", + "REACTION_ICE_ON_AIR_TUTORIAL": "Ataques do tipo Gelo esfriam alvos do tipo Ar, estremecendo-os.", + "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "Gelo e água conduzem eletricidade, então seres dos tipos Gelo e Água ficam sensíveis a futuros ataques do tipo Raio.", "REACTION_LIGHTNING_ON_WATER_TUTORIAL": "A água conduz eletricidade, então seres do tipo Água ficam sensíveis a futuros ataques do tipo Raio.", "REACTION_LIGHTNING_ON_WATER": "Eletrização", + "REACTION_LIGHTNING_ON_PLASTIC_TUTORIAL": "Por conta da natureza isolante do Plástico, seres do tipo Plástico usam a carga elétrica deixada por ataques do tipo Raio para dar um choque extra em seus oponentes.", + "REACTION_LIGHTNING_ON_AIR": "Eletrização", "REACTION_LIGHTNING_ON_AIR_TUTORIAL": "Em Nova Murta, o ar conduz a eletricidade extremamente bem, então seres do tipo Ar ficam sensíveis a futuros ataques do tipo Raio.", - "REACTION_LIGHTNING_ON_ICE_TUTORIAL": "Gelo e água conduzem eletricidade, então seres dos tipos Gelo e Água ficam sensíveis a futuros ataques do tipo Raio.", "REACTION_LIGHTNING_ON_EARTH": "Vitrificação", - "REACTION_LIGHTNING_ON_AIR": "Eletrização", "REACTION_AIR_ON_FIRE_TUTORIAL": "Ataques do tipo Ar \\\"sopram\\\" alvos do tipo Fogo, diminuindo a força de seus futuros ataques.", "REACTION_AIR_ON_FIRE": "Extinção", "REACTION_LIGHTNING_ON_METAL_TUTORIAL": "O metal conduz eletricidade, então alvos dos tipos Metal ficam sensíveis a futuros ataques do tipo Raio.", @@ -99993,13 +109476,13 @@ "REACTION_AIR_ON_GLASS_TUTORIAL": "Barulhos altos e ataques do tipo Ar fazem seres do tipo Vidro ressonarem e vibrarem. Se a ressonância ficar muito forte, o vidro quebra.", "REACTION_EARTH_ON_PLASTIC": "Enterro", "REACTION_EARTH_ON_FIRE_TUTORIAL": "Ataques do tipo Terra abafam seres do tipo Fogo, diminuindo a força de seus futuros ataques.", - "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Infelizmente, é comum que resíduos plásticos acabem em aterros, então ataques do tipo Terra enterram seres do tipo Plástico, limitando seus movimentos.", "REACTION_EARTH_ON_LIGHTNING_TUTORIAL": "Ataques do tipo Terra aterram a eletricidade de seres do tipo Raio, diminuindo a amplitude de seus ataques.", + "REACTION_EARTH_ON_PLASTIC_TUTORIAL": "Infelizmente, é comum que resíduos plásticos acabem em aterros, então ataques do tipo Terra enterram seres do tipo Plástico, limitando seus movimentos.", + "REACTION_EARTH_ON_LIGHTNING": "Aterramento", "REACTION_METAL_ON_ASTRAL": "Perturbação", "REACTION_METAL_ON_ASTRAL_TUTORIAL": "A harmonia interior de seres do tipo Astral é interrompida se eles forem expostos aos elementos impuros: Plástico, Veneno e Metal.", "REACTION_EARTH_ON_ASTRAL": "Estímulo", "REACTION_EARTH_ON_ASTRAL_TUTORIAL": "Seres do tipo Astral extraem seus poderes dos quatro elementos: Fogo, Terra, Ar e Água.", - "REACTION_EARTH_ON_LIGHTNING": "Aterramento", "REACTION_METAL_ON_ICE_TUTORIAL": "Os ataques afiados do tipo Metal furam seres do tipo Gelo como uma picareta, diminuindo suas defesas.", "REACTION_METAL_ON_ICE": "Fratura", "REACTION_METAL_ON_LIGHTNING": "Condução", @@ -100033,6 +109516,7 @@ "LOOT_ITEM_UNEQUIP_BUTTON": "Desequipar", "LOOT_HEADING_OTHER_ITEMS": "Outros Itens", "LOOT_HEADING_DROPPED": "Derrubado", + "WINGS_OBTAINED": "As asas de {0} estão disponíveis no seu guarda-roupa.", "ITEM_DROP_OBTAINED_ONE": "Adquirido: {0}", "ITEM_DROP_OBTAINED_MULTIPLE": "Adquiridos: {0} ×{1}", "ITEM_DROP_INVENTORY_FULL": "Capacidade máxima atingida.", @@ -100056,6 +109540,7 @@ "ITEM_USE": "Usar", "ITEM_VIEW": "Ver", "ITEM_READ": "Ler", + "ITEM_SELECT": "Selecionar", "ITEM_USE_ON.m": "Usar em {0}", "ITEM_USE_ON.f": "Usar em {0}", "ITEM_USE_ON_TAPE": "Usar em {0}", @@ -100132,77 +109617,908 @@ "ITEM_TUTORIAL_NO_TUTS": "Para começar, encontre-se com Kayleigh ao leste de Vilancoradouro!", "ITEM_TUTORIAL_DESCRIPTION": "Um manual que Kayleigh lhe deu. Você pode ler para relembrar tudo que aprendeu sobre a vida na ilha de Nova Murta.", "ITEM_TUTORIAL_GIVE_TYPE_CHART": "Ah! Um cartão caiu da parte de trás do manual!", - "ITEM_TUTORIAL_MESSAGE": "Qual assunto você deseja revisar?", - "ITEM_PLASTIC_NAME": "Plástico", - "ITEM_PLASTIC_DESCRIPTION": "Um recurso básico e reciclável que pode ser trocado por itens e serviços.", - "ITEM_TYPE_CHART_NAME": "Gráfico de Tipos Elementais", - "ITEM_OLD_BOOK_NAME": "Livro Antigo", - "ITEM_TYPE_CHART_DESCRIPTION": "Um diagrama num cartão que caiu do Manual para Vigilantes que Kayleigh lhe deu. Ele detalha os tipos elementais dos monstros de Nova Murta e como usá-los a seu favor.", - "ITEM_OLD_BOOK_DESCRIPTION": "Um livro antigo cheio de palavras estranhas.", - "ITEM_SINGLEUSE_STICKER_NAME": "{name} (descartável)", - "ITEM_WHEAT_NAME": "Trigo", - "ITEM_WHEAT_DESCRIPTION": "Um recurso básico que pode virar comida na mão de algumas pessoas.", - "ITEM_PULP_NAME": "Polpa", - "ITEM_WOOD_NAME": "Madeira", - "ITEM_PULP_DESCRIPTION": "Uma massa de papel. Um recurso básico e reciclável que pode ser trocado por itens e serviços.", - "ITEM_TAPE_BEAST_DESCRIPTION": "Uma fita coberta de pelo sintético. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Besta. Faz sucesso com as crianças.", - "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Usa uma tecnologia futurista à base de laser para armazenar formas de monstro de modo eficiente. Garante uma gravação bem-sucedida.", - "ITEM_WOOD_DESCRIPTION": "Um recurso básico e reciclável que pode ser trocado por itens e serviços.", - "ITEM_KEY_HARBOURTOWN_NAME": "Chave do Portal de Vilancoradouro", - "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Destranca o portão de Vilancoradouro!", - "ITEM_TAPE_BASIC_NAME": "Fita Básica", - "ITEM_TAPE_BASIC_DESCRIPTION": "Grava formas de monstro com uma taxa de eficiência normal.", - "ITEM_TAPE_CHROME_NAME": "Fita Cromada", - "ITEM_TAPE_CHROME_DESCRIPTION": "Grava formas de monstro com uma taxa de eficiência alta.", - "ITEM_TAPE_OPTICAL_LASER_NAME": "Fita de Laser Óptico", - "WINGLOOM_DESCRIPTION": "uma mariposa com lâmpadas", - "MOTHMANIC_NAME": "Marimaníaco", - "MOTHMANIC_NAME_PREFIX": "Mari", - "MOTHMANIC_NAME_SUFFIX": "maníaco", - "MOTHMANIC_LORE_2": "O \\\"Mothman\\\" é um criptídeo da Virgínia Ocidental. Na década de 1960, época de suas primeiras aparições, ele foi descrito como um ser humanoide, grande, alado e com olhos vermelhos bem chamativos. De lá para cá, se tornou uma lenda urbana popular.", - "MOTHMANIC_LORE_1": "Com um bater de asas, Marimaníacos usam as poderosas correntes elétricas de seus corpos para lançar raios devastadores sobre seus alvos.", - "STARDIGRADE_NAME": "Asterdígrado", - "MOTHMANIC_DESCRIPTION": "uma mariposona bizarra", - "STARDIGRADE_NAME_PREFIX": "Aster", - "STARDIGRADE_NAME_SUFFIX": "dígrado", - "STARDIGRADE_LORE_1": "Asterdígrados são criaturas peculiares que passam a maior parte do tempo dormindo na troposfera de Nova Murta. Ocasionalmente, elas descem até o solo para se alimentar e, depois, usam os foguetes em suas costas para subir aos céus de novo.", - "STARDIGRADE_LORE_2": "Os tardígrados, também chamados de ursos d'água, são seres microscópicos encontrados no mundo todo. Na cultura popular, eles provavelmente são mais conhecidos pela sua durabilidade, já que podem sobreviver até ao vácuo do espaço.", - "STARDIGRADE_DESCRIPTION": "uma minhoca flutuante", - "GALAGOR_NAME": "Cosmosseto", - "GALAGOR_NAME_PREFIX": "Cosmos", - "GALAGOR_LORE_1": "Cosmossetos são Asterdígrados superinteligentes. A armadura externa dessas criaturas cobre quase que totalmente seus núcleos vermiculares cor-de-rosa, que ficam parcialmente visíveis por causa da cúpula de vidro dos capacetes.", - "GALAGOR_NAME_SUFFIX": "seto", - "GALAGOR_LORE_2": "A astrobiologia é uma área que estuda e pesquisa a possível existência de seres extraterrestres. Para isso, os astrobiólogos investigam as origens da vida terrestre e a possibilidade de outros planetas do universo terem passado por um processo de evolução parecido com o da Terra.", - "GALAGOR_DESCRIPTION": "um inseto espacial de capa", - "FAUCETEAR_NAME": "Tornelágrima", - "FAUCETEAR_NAME_PREFIX": "Torne", - "FAUCETEAR_NAME_SUFFIX": "lágrima", - "FAUCETEAR_LORE_2": "Torneiras, ou bicas, são válvulas que controlam a distribuição de líquidos. Sabe-se que elas já existiam no Império Romano, pois há registros de torneiras e válvulas nas ruínas de Pompeia.", - "FAUCETEAR_LORE_1": "A habilidade de Tornelágrimas de jorrar fluxos poderosos de água pressurizada está diretamente ligada ao seu estado emocional. Como essa criatura se assusta e se chateia com muita facilidade, é comum vê-las usando seus ataques aquáticos sem querer.", - "FAUCETEAR_DESCRIPTION": "uma bica vazando", - "FOUNTESS_NAME": "Fontesa", - "FOUNTESS_NAME_PREFIX": "Fonte", - "FOUNTESS_NAME_SUFFIX": "sa", - "FOUNTESS_LORE_2": "Embora os humanos \\\"tomem banho\\\" desde sempre, a primeira ducha mecânica foi criada em meados de 1700 pelo inglês William Feetham. Essa ducha usava uma bomba para fazer a água cair dentro de um recipiente que ficava sobre a cabeça do usuário, o qual puxava uma corrente para liberar a água em cima dele.", - "FOUNTESS_LORE_1": "Fontesas têm muito orgulho de serem criaturas educadas e esperam que os outros também sejam. Se elas virem alguém sendo indelicado, ficam angustiadas na mesma hora, e, com isso, a pressão da água que sai de suas cabeças aumenta drasticamente.", - "FOUNTESS_DESCRIPTION": "um chuveiro triste", - "TERRACOOKA_NAME": "Terracopa", - "TERRACOOKA_NAME_PREFIX": "Terra", - "TERRACOOKA_LORE_1": "Terracopas são aspirantes a cozinheires e vão tentar cozinhar com qualquer ingrediente que acharem em suas cavernas subterrâneas. Infelizmente, isso significa que a maior parte de seus pratos inclui líquen, musgo ou uma combinação de ambos.", - "TERRACOOKA_NAME_SUFFIX": "copa", - "TERRACOOKA_LORE_2": "Dogu é o nome dado a estatuetas de barro, normalmente em formato de humanos ou de animais, que datam de uma época pré-histórica do Japão.", - "TERRACOOKA_DESCRIPTION": "um chef de cerâmica", - "COALDRON_NAME_PREFIX": "Carbo", - "COALDRON_NAME": "Carbodeira", - "COALDRON_LORE_1": "Carbodeiras, por serem panelas vivas, não precisam de ajuda externa para mexer no caldo delicioso que estão sempre preparando. Embora não tenham muita mobilidade, essas criaturas conseguem lançar jatos desse caldo quente em qualquer um que tente fazer uma boquinha sem ser convidado.", - "COALDRON_NAME_SUFFIX": "deira", - "COALDRON_LORE_2": "Caldeirões são panelas grandes, normalmente de metal ou cerâmica, colocadas sobre o fogo para cozinhar comida ou remédios. Elas fazem parte de várias culturas ao redor do mundo e já eram usadas por muitos povos em épocas pré-históricas.", - "COALDRON_DESCRIPTION": "uma figura de cerâmica com corpo de caldeirão", - "PUPPERCUT_NAME": "Canisoco", - "PUPPERCUT_NAME_PREFIX": "Cani", - "PUPPERCUT_NAME_SUFFIX": "soco", + "ITEM_TUTORIAL_MESSAGE": "Qual assunto você deseja revisar?", + "ITEM_PLASTIC_NAME": "Plástico", + "ITEM_PLASTIC_DESCRIPTION": "Um recurso básico e reciclável que pode ser trocado por itens e serviços.", + "ITEM_TYPE_CHART_NAME": "Gráfico de Tipos Elementais", + "ITEM_OLD_BOOK_NAME": "Livro Antigo", + "ITEM_TYPE_CHART_DESCRIPTION": "Um diagrama num cartão que caiu do Manual para Vigilantes que Kayleigh lhe deu. Ele detalha os tipos elementais dos monstros de Nova Murta e como usá-los a seu favor.", + "ITEM_OLD_BOOK_DESCRIPTION": "Um livro antigo cheio de palavras estranhas.", + "ITEM_PULP_NAME": "Polpa", + "ITEM_SINGLEUSE_STICKER_NAME": "{name} (descartável)", + "ITEM_WHEAT_NAME": "Trigo", + "ITEM_KEY_HARBOURTOWN_DESCRIPTION": "Destranca o portão de Vilancoradouro!", + "ITEM_WHEAT_DESCRIPTION": "Um recurso básico que pode virar comida na mão de algumas pessoas.", + "ITEM_WOOD_NAME": "Madeira", + "ITEM_PULP_DESCRIPTION": "Uma massa de papel. Um recurso básico e reciclável que pode ser trocado por itens e serviços.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_TARGET": "Atinge um alvo e concede o efeito {status_effect} ao alvo.", + "ITEM_KEY_HARBOURTOWN_NAME": "Chave do Portal de Vilancoradouro", + "ITEM_WOOD_DESCRIPTION": "Um recurso básico e reciclável que pode ser trocado por itens e serviços.", + "ITEM_TAPE_BASIC_NAME": "Fita Básica", + "ITEM_TAPE_BASIC_DESCRIPTION": "Grava formas de monstro com uma taxa de eficiência normal.", + "ITEM_TAPE_CHROME_NAME": "Fita Cromada", + "ITEM_TAPE_CHROME_DESCRIPTION": "Grava formas de monstro com uma taxa de eficiência alta.", + "ITEM_TAPE_OPTICAL_LASER_NAME": "Fita de Laser Óptico", + "ITEM_TAPE_BLACK_SHUCK_DESCRIPTION": "Uma misteriosa fita preta deixada pelo Terror Negro.", + "ITEM_TAPE_BLACK_SHUCK_NAME": "Fita do Terror Negro", + "ITEM_TAPE_OPTICAL_LASER_DESCRIPTION": "Usa uma tecnologia futurista à base de laser para armazenar formas de monstro de modo eficiente. Garante uma gravação bem-sucedida.", + "ITEM_TAPE_BEAST_DESCRIPTION": "Uma fita coberta de pelo sintético. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Besta. Faz sucesso com as crianças.", + "ITEM_TAPE_BEAST_NAME": "Fita de Pelo Sintético", + "ITEM_TAPE_FIRE_NAME": "Fita de Torrada", + "ITEM_TAPE_FIRE_DESCRIPTION": "O rótulo diz que é seguro colocá-la numa torradeira. Essa fita promocional peculiar era distribuída com vários tipos de massas folhadas antes das inevitáveis queimaduras nas mãos e incêndios causarem uma série de reclamações. O lado positivo é que ela tem uma taxa de eficiência muito alta ao gravar monstros do tipo Fogo.", + "ITEM_TAPE_PLASTIC_NAME": "Fita Reciclada", + "ITEM_TAPE_PLASTIC_DESCRIPTION": "Aparentemente, ela é feita de um \\\"plástico 100% reciclado\\\". Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Plástico.", + "ITEM_TAPE_PLANT_NAME": "Fita de Casca de Árvore", + "ITEM_TAPE_PLANT_DESCRIPTION": "Uma fita com um envoltório feito de cascas de árvore legítimas. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Planta.", + "ITEM_TAPE_WATER_NAME": "Fita Alagada", + "ITEM_TAPE_WATER_DESCRIPTION": "Um fita feita de um plástico transparente selado e preenchido com água. Enquanto não estiver usando, você pode usar os dois botões laterais para se distrair com um joguinho. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Água.", + "ITEM_TAPE_POISON_NAME": "Fita de Pele de Cobra", + "ITEM_TAPE_ASTRAL_NAME": "Fita Etérea", + "ITEM_TAPE_ASTRAL_DESCRIPTION": "Uma fita imaterial que tem o costume chato de atravessar objetos. Em sua superfície, é possível ver pontinhos de luz que se assemelham a estrelas distantes. Tem um taxa de eficiência muito alta ao gravar monstros do tipo Astral.", + "ITEM_TAPE_POISON_DESCRIPTION": "Uma fita estilosa feita de pele de cobra falsa. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Veneno.", + "ITEM_TAPE_ICE_NAME": "Fita de Gelo-9", + "ITEM_TAPE_LIGHTNING_NAME": "Fita Supercondutora", + "ITEM_TAPE_ICE_DESCRIPTION": "Uma fita cujo material é um gelo que nunca derrete. O rótulo aconselha o usuário a mantê-la fora d'água. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Gelo.", + "ITEM_TAPE_LIGHTNING_DESCRIPTION": "Uma fita com um rótulo que diz: \\\"Contém Condensado de Bose-Einstein!\\\". Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Raio.", + "ITEM_TAPE_AIR_NAME": "Fita em Spray", + "ITEM_TAPE_EARTH_NAME": "Fita de Cerâmica", + "ITEM_TAPE_AIR_DESCRIPTION": "Uma fita com uma taxa de eficiência muito alta ao gravar monstros do tipo Ar. Em último caso, pode ser usada como laquê.", + "ITEM_TAPE_METAL_NAME": "Fita de Ferrocromo", + "ITEM_TAPE_METAL_DESCRIPTION": "Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Metal.", + "ITEM_TAPE_EARTH_DESCRIPTION": "Uma fita com uma casca dura de cerâmica. Tem uma taxa de eficiência muito alta ao gravar monstros do tipo Terra.", + "ITEM_TAPE_USE_ON.m": "Gravar {0}", + "ITEM_NAME_RARITY_0": "{item_name}", + "ITEM_TAPE_USE_ON.f": "Gravar {0}", + "ITEM_TAPE_USE_ON.n": "Gravar {0}", + "ITEM_NAME_RARITY_1": "{item_name} (Incomum)", + "ITEM_NAME_RARITY_2": "{item_name} (Raro)", + "BOOSTER_PACK_ELEMENTS_NAME": "Pacote de Adesivos \\\"Elementos\\\"", + "BOOSTER_PACK_NATURE_NAME": "Pacote de Adesivos \\\"Natureza\\\"", + "BOOSTER_PACK_POLLUTION_NAME": "Pacote de Adesivos \\\"Poluição\\\"", + "BOOSTER_PACK_WILDCARD_NAME": "Pacote de Adesivos \\\"Diversos\\\"", + "MAP_NAME_OVERWORLD_PHRASE": "em Nova Murta", + "BOOSTER_PACK_DESCRIPTION": "Um pacote de bônus de aumento temático com 4 adesivos, sendo um deles incomum ou raro!", + "MAP_NAME_DEAD_WORLD_PHRASE": "em um lugar desconhecido", + "MAP_NAME_OVERWORLD": "Nova Murta", + "REGION_NAME_UNKNOWN": "???", + "MAP_NAME_DEAD_WORLD": "???", + "REGION_NAME_UNKNOWN_PHRASE": "em um lugar desconhecido", + "REGION_NAME_GAUNTLET": "Trem do Desafio de Magikaranguejo", + "REGION_NAME_MALL": "Shopping Kaidosseu", + "REGION_NAME_MALL_PHRASE": "no Shopping Kaidosseu", + "REGION_NAME_GAUNTLET_PHRASE": "a bordo do Trem do Desafio de Magikaranguejo", + "REGION_NAME_PLAINS1": "Campos de Nova Murta", + "REGION_NAME_TOWN": "Vilancoradouro", + "REGION_NAME_TOWN_PHRASE": "em Vilancoradouro", + "REGION_NAME_PLAINS1_PHRASE": "nos Campos de Nova Murta", + "REGION_NAME_TOWN_WEST": "Vilancoradouro Oeste", + "REGION_NAME_TOWN_WEST_PHRASE": "em Vilancoradouro Oeste", + "REGION_NAME_CAFE": "Café Gramofone", + "REGION_NAME_CAFE_PHRASE": "no Café Gramofone", + "MAGIKRAB_TRAVEL_OPTION_CAFE": "Café Gramofone via Estação de Vilancoradouro", + "REGION_NAME_HOSPITAL": "Hospital de Vilancoradouro", + "REGION_NAME_HOSPITAL_PHRASE": "no hospital", + "REGION_NAME_CHEMIST": "Loja de Adesivos Químicos", + "REGION_NAME_MUSEUM": "Museu Histórico", + "REGION_NAME_MUSEUM_PHRASE": "no Museu Histórico", + "REGION_NAME_CHEMIST_PHRASE": "na loja de adesivos químicos", + "REGION_NAME_TOWN_OUTSKIRTS": "Arredores de Vilancoradouro", + "REGION_NAME_TOWN_OUTSKIRTS_PHRASE": "nos arredores", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES": "Cavernas nos Arredores de Vilancoradouro", + "REGION_NAME_TOWN_BEACH": "Praia de Vilancoradouro", + "REGION_NAME_TOWN_OUTSKIRTS_CAVES_PHRASE": "nas cavernas dos arredores", + "REGION_NAME_DEADLANDS_PHRASE": "na Terramorta", + "REGION_NAME_DEADLANDS": "A Terramorta", + "REGION_NAME_TOWN_BEACH_PHRASE": "na Praia de Vilancoradouro", + "REGION_NAME_NEW_WIRRAL_PARK_PHRASE": "no parque", + "REGION_NAME_NEW_WIRRAL_PARK": "Parque de Nova Murta", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES": "Cavernas do Parque de Nova Murta", + "REGION_NAME_TOWN_STATION": "Estação de Vilancoradouro", + "REGION_NAME_NEW_WIRRAL_PARK_CAVES_PHRASE": "nas cavernas do parque", + "REGION_NAME_DUNGEON_GLOWSHROOM": "Estação Ferroviária de Forteluz", + "REGION_NAME_TOWN_STATION_PHRASE": "na Estação de Vilancoradouro", + "REGION_NAME_UPPER_PATH": "Caminho de Cima", + "REGION_NAME_UPPER_PATH_PHRASE": "no Caminho de Cima", + "REGION_NAME_DUNGEON_GLOWSHROOM_PHRASE": "na Estação Ferroviária de Forteluz", + "REGION_NAME_MIRE_SEA": "Mar Perdido", + "REGION_NAME_MIRE_SEA_PHRASE": "no Mar Perdido", + "REGION_NAME_DUNGEON_WATERLOOP": "Estação de Eternágua", + "REGION_NAME_SOUTHERN_ISLES": "Ilhas do Sul", + "REGION_NAME_DINO_QUARRY": "Pedreira dos Dinossauros, Terramorta", + "REGION_NAME_SOUTHERN_ISLES_PHRASE": "nas Ilhas do Sul", + "REGION_NAME_DUNGEON_WATERLOOP_PHRASE": "na Estação de Eternágua", + "REGION_NAME_OLD_VILLAGE": "Nova Londres, Terramorta", + "REGION_NAME_DINO_QUARRY_PHRASE": "na Pedreira dos Dinossauros", + "REGION_NAME_OLD_VILLAGE_PHRASE": "em Nova Londres", + "REGION_NAME_DEADLANDS_CAVES": "Cavernas de Terramorta", + "REGION_NAME_LAKE_PHRASE": "no lago", + "REGION_NAME_LAKE": "Lago Sedento", + "REGION_NAME_DEADLANDS_CAVES_PHRASE": "nas cavernas de Terramorta", + "REGION_NAME_LAKE_CAVES": "Cavernas do Lago Sedento", + "REGION_NAME_LAKESIDE": "Beiralago", + "REGION_NAME_LAKESIDE_PHRASE": "em Beiralago", + "REGION_NAME_LAKE_CAVES_PHRASE": "nas cavernas sob o lago", + "REGION_NAME_LAKESIDE_CAVES": "Cavernas de Beiralago", + "REGION_NAME_MT_WIRRAL": "Monte Murta", + "REGION_NAME_MT_WIRRAL_PHRASE": "no Monte Murta", + "REGION_NAME_LAKESIDE_CAVES_PHRASE": "nas Cavernas de Beiralago", + "REGION_NAME_MT_WIRRAL_CAVES": "Cavernas do Monte Murta", + "REGION_NAME_EASTHAM_WOODS": "Bosques de Meandroleste", + "REGION_NAME_MT_WIRRAL_CAVES_PHRASE": "nas cavernas do Monte Murta", + "REGION_NAME_EASTHAM_WOODS_PHRASE": "nos Bosques de Meandroleste", + "REGION_NAME_EASTHAM_WOODS_CAVES": "Cavernas dos Bosques de Meandroleste", + "REGION_NAME_HAM_PHRASE": "no, er... \\\"Meandro\\\"", + "REGION_NAME_HAM": "\\\"Meandro\\\"", + "REGION_NAME_EASTHAM_WOODS_CAVES_PHRASE": "nas cavernas dos Bosques de Meandroleste", + "REGION_NAME_AUTUMN_HILL": "Colina Outonal", + "REGION_NAME_AUTUMN_HILL_PHRASE": "na Colina Outonal", + "REGION_NAME_AUTUMN_HILL_CAVES": "Cavernas da Colina Outonal", + "REGION_NAME_COMMUNE": "Vilaluz", + "REGION_NAME_COMMUNE_PHRASE": "em Vilaluz", + "REGION_NAME_AUTUMN_HILL_CAVES_PHRASE": "nas cavernas da Colina Outonal", + "REGION_NAME_COMMUNE_STATION": "Estação Crescente Luminoso", + "REGION_NAME_MT_WIRRAL_STATION_PHRASE": "na Estação de Cristagelo", + "REGION_NAME_MT_WIRRAL_STATION": "Estação de Cristagelo", + "REGION_NAME_COMMUNE_STATION_PHRASE": "na Estação Crescente Luminoso", + "REGION_NAME_MEADOW_PHRASE": "na Pradaria das Cerejeiras", + "REGION_NAME_MEADOW": "Pradaria das Cerejeiras", + "REGION_NAME_MEADOW_CAVES": "Cavernas da Pradaria das Cerejeiras", + "REGION_NAME_MARSH": "O Pântano", + "REGION_NAME_MARSH_PHRASE": "no pântano", + "REGION_NAME_MEADOW_CAVES_PHRASE": "nas cavernas da Pradaria das Cerejeiras", + "REGION_NAME_MARSH_CAVES": "Cavernas do Pântano", + "REGION_NAME_FARM": "Fazenda Solano", + "REGION_NAME_FARM_PHRASE": "na Fazenda Solano", + "REGION_NAME_MARSH_CAVES_PHRASE": "nas cavernas do pântano", + "REGION_NAME_GRAVEYARD": "Cemitério dos Corações Perdidos", + "REGION_NAME_GRAVEYARD_PHRASE": "no cemitério", + "REGION_NAME_CAST_IRON_SHORE": "Orla do Ferro Fundido", + "REGION_NAME_CAST_IRON_SHORE_PHRASE": "na Orla do Ferro Fundido", + "REGION_NAME_DUNGEON_GRAVEYARD": "Estação de Ocultumba", + "REGION_NAME_STATION_FINAL": "Estação Ponte Noturna", + "REGION_NAME_DUNGEON_SHIPWRECK": "Naufrágio do \\\"Titânia\\\"", + "REGION_NAME_DUNGEON_GRAVEYARD_PHRASE": "na Estação de Ocultumba", + "REGION_NAME_SHIPWRECK_STATION_PHRASE": "na Estação dos Bardos", + "REGION_NAME_SHIPWRECK_STATION": "Estação dos Bardos", + "REGION_NAME_DUNGEON_SHIPWRECK_PHRASE": "no Naufrágio do \\\"Titânia\\\"", + "REGION_NAME_DUNGEON_MEADOW": "Estação Cruz das Cerejeiras", + "REGION_NAME_STATION_FINAL_PHRASE": "na Estação Ponte Noturna", + "REGION_NAME_DUNGEON_MEADOW_PHRASE": "na Estação Cruz das Cerejeiras", + "REGION_NAME_MEADOW_CHURCH": "Abadia de Vitrustig", + "REGION_NAME_BROKENHEAD_PHRASE": "em Feralândia", + "REGION_NAME_BROKENHEAD": "Feralândia", + "REGION_NAME_MEADOW_CHURCH_PHRASE": "na Abadia de Vitrustig", + "REGION_NAME_LANDKEEPER_HQ": "QG dos Corretores", + "REGION_NAME_KAYLEIGH_HOME": "Casa da Kayleigh", + "REGION_NAME_LANDKEEPER_HQ_PHRASE": "no QG dos Corretores", + "REGION_NAME_MEREDITH_HOME": "Oficina da Meredith", + "REGION_NAME_KAYLEIGH_HOME_PHRASE": "na Casa da Kayleigh", + "REGION_NAME_FELIX_HOME": "Casa do Félix", + "REGION_NAME_FELIX_HOME_PHRASE": "na Casa do Félix", + "REGION_NAME_MEREDITH_HOME_PHRASE": "na Oficina da Meredith", + "REGION_NAME_EUGENE_HOME": "Casa do Eugene", + "REGION_NAME_EUGENE_HOME_PHRASE": "na Casa do Eugene", + "REGION_NAME_RANGER_OUTPOST": "Posto Avançado dos Vigilantes", + "REGION_NAME_TOWN_HALL": "Prefeitura", + "REGION_NAME_TOWN_HALL_PHRASE": "na Prefeitura", + "REGION_NAME_RANGER_OUTPOST_PHRASE": "no Posto Avançado dos Vigilantes", + "REGION_NAME_AMBER_LODGE": "O Salão Âmbar", + "REGION_NAME_POWER_STATION_PHRASE": "na Usina Elétrica", + "REGION_NAME_AMBER_LODGE_PHRASE": "no Salão Âmbar", + "REGION_NAME_POWER_STATION": "Usina Elétrica", + "MAP_FEATURE_CAVE": "Caverna", + "MAP_FEATURE_DAILY_ITEM": "Item Diário", + "MAP_FEATURE_LANDKEEPER_OFFICE": "Escritório dos Corretores", + "MAP_FEATURE_EUGENE_SOCIAL4_OFFICE": "Projeto Secreto do Eugene", + "MAP_FEATURE_CRATER": "Cratera", + "MAP_FEATURE_WATER_PIPE": "Cano d'Água", + "MAP_FEATURE_RUINS": "Ruínas", + "MAP_FEATURE_DINO_QUARRY": "Pedreira dos Dinossauros", + "MAP_FEATURE_CAMPSITE": "Acampamento", + "MAP_FEATURE_TOWN_WEST_RIVER": "Riacho Solano", + "MAP_FEATURE_DIVEAL_ISLAND": "Ilha das Nadafocas", + "MAP_FEATURE_UNKNOWN_DISTURBANCE": "Distúrbio de Origem Desconhecida", + "MAP_FEATURE_TOWN_BRIDGE": "Ponte de Vilancoradouro", + "MAP_FEATURE_FARM_BRIDGE": "Ponte Solano", + "MAP_FEATURE_FARM_PLOT": "Plantação de Abóboras", + "MAP_FEATURE_STICKER_MERCHANTS": "Comerciantes de Adesivo", + "MOVE_SMACK_NAME": "Porrada", + "MOVE_SLICE_NAME": "Rasgo", + "MOVE_DOUBLE_SMACK_NAME": "Porrada Dupla", + "MOVE_DOUBLE_SLICE_NAME": "Rasgo Duplo", + "MOVE_MULTI_SMACK_NAME": "Porrada Múltipla", + "MOVE_MULTI_SHOT_NAME": "Disparo Múltiplo", + "MOVE_WALLOP_NAME": "Sopapo", + "MOVE_CLOBBER_NAME": "Espancamento", + "MOVE_BISHBASHBOSH_NAME": "Pow Pof Paf", + "MOVE_THE_OLD_1_2_NAME": "Murro Duplo", + "MOVE_SPIT_NAME": "Cusparada", + "MOVE_SPRAY_NAME": "Spray", + "MOVE_ENERGY_SHOT_NAME": "Disparo Energético", + "MOVE_ENERGY_WAVE_NAME": "Onda Energética", + "MOVE_COATING_WATER_NAME": "Revestimento Aquático", + "MOVE_COATING_PLASTIC_NAME": "Revestimento Plástico", + "MOVE_COATING_EARTH_NAME": "Revestimento Terrestre", + "MOVE_COATING_AIR_NAME": "Revestimento Aéreo", + "MOVE_COATING_FIRE_NAME": "Revestimento Quente", + "MOVE_COATING_ASTRAL_NAME": "Revestimento Astral", + "MOVE_COATING_LIGHTNING_NAME": "Revestimento Elétrico", + "MOVE_COATING_METAL_NAME": "Revestimento Metálico", + "MOVE_COATING_BEAST_NAME": "Revestimento Bestial", + "MOVE_COATING_ELEMENTAL_NAME": "Revestimento Elemental", + "MOVE_COATING_PLANT_NAME": "Revestimento Vegetal", + "MOVE_COATING_POISON_NAME": "Revestimento Venenoso", + "MOVE_COATING_ICE_NAME": "Revestimento Glacial", + "MOVE_INFLAME_NAME": "Inflamação", + "MOVE_COATING_GLASS_NAME": "Revestimento Vítreo", + "MOVE_INCINERATE_NAME": "Incineração", + "MOVE_BRICK_BLAST_NAME": "Explosão de Tijolos", + "MOVE_FIRE_WALL_NAME": "Barreira Quente", + "MOVE_BEAST_WALL_NAME": "Barreira Bestial", + "MOVE_PLANT_WALL_NAME": "Barreira Vegetal", + "MOVE_METAL_WALL_NAME": "Barreira Metálica", + "MOVE_ICE_WALL_NAME": "Barreira Glacial", + "MOVE_POISON_WALL_NAME": "Barreira Venenosa", + "MOVE_ELEMENTAL_WALL_NAME": "Barreira Elemental", + "MOVE_PLASTIC_WALL_NAME": "Barreira Plástica", + "MOVE_WATER_WALL_NAME": "Barreira Aquática", + "MOVE_ASTRAL_WALL_NAME": "Barreira Astral", + "MOVE_LIGHTNING_WALL_NAME": "Barreira Elétrica", + "MOVE_AIR_WALL_NAME": "Barreira Aérea", + "MOVE_EARTH_WALL_NAME": "Barreira Terrestre", + "MOVE_GLASS_WALL_NAME": "Barreira Vítrea", + "MOVE_DEJAVU_NAME": "Déjà-vu", + "MOVE_AP_STEAL_NAME": "Roubo de PA", + "MOVE_AP_BOOST_NAME": "Aumento de PA", + "MOVE_AP_DRAIN_NAME": "Drenagem de PA", + "MOVE_REVENGE_STRIKE_NAME": "Revanche", + "MOVE_PREEMPTIVE_STRIKE_NAME": "Antecipação", + "MOVE_SELF_DESTRUCT_NAME": "Autodestruição", + "MOVE_AP_REFUND_NAME": "Reembolso de PA", + "MOVE_ROLL_AGAIN_NAME": "Repetição", + "MOVE_AP_STARTER_NAME": "PA Inicial", + "MOVE_PARRY_STANCE_NAME": "Posição de Defesa", + "MOVE_LAST_RITES_NAME": "Últimos Ritos", + "MOVE_HEADSHOT_NAME": "Disparo na Cabeça", + "MOVE_SLEEP_TALK_NAME": "Sonilóquio", + "MOVE_COSMIC_KUNAI_NAME": "Kunai Cósmica", + "MOVE_SLEEP_WALK_NAME": "Sonambulismo", + "MOVE_HYPNOTIZE_NAME": "Hipnose", + "MOVE_HP_ABSORB_NAME": "Absorção Vital", + "MOVE_DEFEND_NAME": "Defesa", + "MOVE_RAISE_SHIELDS_NAME": "Distância Segura", + "MOVE_POISON_POLLEN_NAME": "Pólen Venenoso", + "MOVE_SNOOZE_SPORE_NAME": "Esporo Sonífero", + "MOVE_LEECH_NAME": "Sucção", + "MOVE_DODGE_NAME": "Esquiva", + "MOVE_FOCUS_NAME": "Concentração", + "MOVE_SPRINT_NAME": "Corrida", + "MOVE_WINK_NAME": "Piscadela", + "MOVE_FLIRT_NAME": "Flerte", + "MOVE_PEEKABOO_NAME": "Esconde-esconde", + "MOVE_TRIP_NAME": "Tropeço", + "MOVE_NOD_NAME": "Distração", + "MOVE_CRITICIZE_NAME": "Crítica", + "MOVE_COMPLIMENT_NAME": "Elogio", + "MOVE_SHARPEN_NAME": "Afiação", + "MOVE_RAISE_ARMS_NAME": "Precisão", + "MOVE_JUMP_SCARE_NAME": "Susto", + "MOVE_HOT_POTATO_NAME": "Batata quente", + "MOVE_ZOOMIES_NAME": "Frenesi", + "MOVE_QUICK_SMACK_NAME": "Porrada Ligeira", + "MOVE_TAUNT_NAME": "Afronta", + "MOVE_SURE_FIRE_NAME": "Golpe Certeiro", + "MOVE_BE_RANDOM_NAME": "aLeAtóRiO!!!", + "MOVE_DOG_YEARS_NAME": "Anos de Cachorro", + "MOVE_COPYCAT_NAME": "Cópia", + "MOVE_COPYCAT_TITLE": "Copiou: {move_name}", + "MOVE_GLITTER_BOMB_NAME": "Bomba de Purpurina", + "MOVE_PROVOKE_NAME": "Provocação", + "MOVE_HIBERNATE_NAME": "Hibernação", + "MOVE_MEDITATE_NAME": "Meditação", + "MOVE_SUMMON_TULPA_NAME": "Materialização de Tulpa", + "MOVE_LIGHTNING_BOLT_NAME": "Relâmpago", + "MOVE_FUSION_POWER_NAME": "Superfusão", + "MOVE_FUSION_POWER_GENERATED_NAME": "Superfusão: {suffix} {prefix}", + "MOVE_DESPERATION_NAME": "Desespero", + "MOVE_CROSSFADE_NAME": "Transição Gradual", + "MOVE_DELEGATE_NAME": "Delegação", + "MOVE_BITE_NAME": "Mordida", + "MOVE_BONE_CANNON_NAME": "Rojão de Osso", + "MOVE_STICKY_TONGUE_NAME": "Língua Pegajosa", + "MOVE_ZEPHYR_NAME": "Zéfiro", + "MOVE_CHARGE_NAME": "Carga", + "MOVE_SONIC_BOOM_NAME": "Estrondo", + "MOVE_BATTERY_NAME": "Bateria", + "MOVE_SCORCH_NAME": "Chamusco", + "MOVE_RAPID_FIRE_NAME": "Fogo Ligeiro", + "MOVE_GEAR_SHEAR_NAME": "Fratura Metálica", + "MOVE_BROADCAST_NAME": "Transmissão", + "MOVE_UNICAST_NAME": "Monotransmissão", + "MOVE_SPLINTER_NAME": "Lasca", + "MOVE_WOODCUTTER_NAME": "Corte Lenhoso", + "MOVE_SILICON_SLASH_NAME": "Rasgo Silicoso", + "MOVE_ACID_REFLEX_NAME": "Reflexo Ácido", + "MOVE_RADIOACTIVE_NAME": "Radiação", + "MOVE_THROW_NAME": "Lançamento", + "MOVE_ICE_BREAKER_NAME": "Quebra-Gelo", + "MOVE_TORRENT_NAME": "Torrente", + "MOVE_TWO_HEADS_NAME": "Duas Cabeças", + "MOVE_MAGNET_NAME": "Ímã", + "MOVE_ECHOLOCATION_NAME": "Ecolocalização", + "MOVE_RETRIBUTION_NAME": "Retribuição", + "MOVE_THUNDER_BLAST_NAME": "Explosão Trovejante", + "MOVE_TOWER_DEFENSE_NAME": "Defesa Altiva", + "MOVE_GAMBIT_NAME": "Aposta", + "MOVE_HAUNT_NAME": "Assombração", + "MOVE_BINVITATION_NAME": "Conjuralien", + "MOVE_BOLT_FROM_THE_BLUE_NAME": "Macacos me Raiem", + "MOVE_CALL_FOR_HELP_NAME": "Pedido de Ajuda", + "MOVE_BINVASION_NAME": "Invasão Alienígena", + "MOVE_FISSION_POWER_NAME": "Superfissão", + "MOVE_RECYCLE_NAME": "Reciclagem", + "MOVE_COPPER_CHOP_NAME": "Golpe de Cobre", + "MOVE_GALACTIC_BEATDOWN_NAME": "Surra Galáctica", + "MOVE_WINDOW_NAME": "Brecha", + "MOVE_JAGGED_EDGE_NAME": "Borda Chanfrada", + "MOVE_SHARP_EDGES_NAME": "Borda Afiada", + "MOVE_CRYSTAL_LENS_NAME": "Lentes Cristalinas", + "MOVE_GLASS_BONDS_NAME": "Ligação Vítrea", + "MOVE_SHRAPNEL_NAME": "Estilhaços", + "MOVE_GLASS_CANNON_NAME": "Canhão de Vidro", + "MOVE_CLOSE_ENCOUNTER_NAME": "Contatos Imediatos", + "MOVE_SPRING_LOAD_NAME": "Distanciamento", + "MOVE_SHOOTING_STAR_NAME": "Estrela Cadente", + "MOVE_MOUNTAIN_SMASH_NAME": "Colisão Montanhosa", + "MOVE_BLIZZARD_NAME": "Nevasca", + "MOVE_DJINNTOXICATE_NAME": "Djinntoxicação", + "MOVE_TOY_HAMMER_NAME": "Martelada PET", + "MOVE_SUCTION_CUP_DART_NAME": "Dardo de Ventosa", + "MOVE_PLASTIC_KNIFE_NAME": "Cutilada Plástica", + "MOVE_ACORN_MORTAR_NAME": "Morteiro de Noz", + "MOVE_BOIL_NAME": "Fervura", + "MOVE_TOXIC_STAB_NAME": "Facada Tóxica", + "MOVE_PUSTULE_BOMB_NAME": "Bomba Pustulosa", + "MOVE_RADIATION_BREATH_NAME": "Baforada Atômica", + "MOVE_WONDERFUL_7_NAME": "7 Maravilhas", + "MOVE_SNOW_RUSH_NAME": "Avanço Glacial", + "MOVE_POLE_VAULT_ASSAULT_NAME": "Salteada", + "MOVE_YULE_REGRET_THAT_NAME": "Chuva de Bala", + "MOVE_HURRICANE_NAME": "Furacão", + "MOVE_SANDSTORM_NAME": "Tempestade de Areia", + "MOVE_METEOR_BARRAGE_NAME": "Barragem Meteórica", + "MOVE_CLOCKWORK_MOUSE_NAME": "Ratada Mecânica", + "MOVE_METAL_RIFF_NAME": "Repetição Metálica", + "MOVE_BOTTLE_VOLLEY_NAME": "Garrafada", + "MOVE_MOONSHINE_NAME": "Aguardente", + "MOVE_AVALANCHE_NAME": "Avalanche", + "MOVE_FOG_NAME": "Neblina", + "MOVE_CHANGE_THE_RECORD_NAME": "Vira o Disco", + "MOVE_AP_DONATE_NAME": "Doação de PA", + "MOVE_AP_FACTORY_NAME": "Fábrica de PA", + "MOVE_SHIELD_BASH_NAME": "Salvaguarda", + "MOVE_PRISMATIC_NAME": "Prisma", + "MOVE_ICICLE_DART_NAME": "Ímpeto Glacial", + "MOVE_CRUMBLE_NAME": "Esfarelamento", + "MOVE_BAD_JOKE_NAME": "Piada Ruim", + "MOVE_HEROIC_BLADE_NAME": "Lâmina Heroica", + "MOVE_SUPERHEATED_FIST_NAME": "Punho Superaquecido", + "MOVE_GUZZLE_FUEL_NAME": "Beberrão", + "MOVE_DAMAGE_ROLL_NAME": "Rolagem de Dano", + "MOVE_COPY_THAT_NAME": "Cópia Barata", + "MOVE_FROZEN_GROUND_NAME": "Pista Congelada", + "MOVE_STONY_LOOK_NAME": "Olhar Petrificante", + "MOVE_PUMPKIN_PIE_NAME": "Torta de Abóbora", + "MOVE_BUSHFIRE_NAME": "Arbustorrada", + "MOVE_TRAFFIC_JAM_NAME": "Engarrafamento", + "MOVE_SUIT_UP_NAME": "Alta-Costura", + "MOVE_COTTON_ON_NAME": "Algodeza", + "MOVE_MIND_MELD_NAME": "Fusão Mental", + "MOVE_UNDERTOW_NAME": "Contracorrente", + "MOVE_NEW_LEAF_NAME": "Novinfolha", + "MOVE_FAIR_FIGHT_NAME": "Luta Justa", + "MOVE_ABRAMACABRA_NAME": "Abramacabra", + "MOVE_ABRAMACABRA_ATTACK_NAME": "Míssil Macabro", + "MOVE_DOC_LEAF_NAME": "Dr. Carvalho", + "MOVE_REVOLVING_DOOR_NAME": "Porta Giratória", + "MOVE_BLOOD_DONATION_NAME": "Doação de Sangue", + "MOVE_NURSE_NAME": "Emergência", + "MOVE_CLAY_FIRED_NAME": "Barreado", + "MOVE_COAL_STORY_NAME": "Churrasquinho", + "MOVE_ELEMENTAL_RESISTANCE_BEAST_NAME": "Antibesta", + "MOVE_ELEMENTAL_RESISTANCE_FIRE_NAME": "Antifogo", + "MOVE_ELEMENTAL_RESISTANCE_PLASTIC_NAME": "Antiplástico", + "MOVE_ELEMENTAL_RESISTANCE_PLANT_NAME": "Antiplanta", + "MOVE_ELEMENTAL_RESISTANCE_WATER_NAME": "Antiágua", + "MOVE_ELEMENTAL_RESISTANCE_ASTRAL_NAME": "Antiastral", + "MOVE_ELEMENTAL_RESISTANCE_POISON_NAME": "Antiveneno", + "MOVE_ELEMENTAL_RESISTANCE_LIGHTNING_NAME": "Aterramento", + "MOVE_ELEMENTAL_RESISTANCE_ICE_NAME": "Antigelo", + "MOVE_ELEMENTAL_RESISTANCE_AIR_NAME": "Antiar", + "MOVE_ELEMENTAL_RESISTANCE_EARTH_NAME": "Antiterra", + "MOVE_ELEMENTAL_RESISTANCE_METAL_NAME": "Antimetal", + "MOVE_ELEMENTAL_RESISTANCE_GLASS_NAME": "Antividro", + "MOVE_ELEMENTAL_RESISTANCE_GLITTER_NAME": "Antipurpurina", + "MOVE_WATER_DANCE_NAME": "Dança Aquática", + "MOVE_STAB_IN_THE_DARK_NAME": "Tiro no Escuro", + "MOVE_WATERWORKS_NAME": "Choradeira", + "MOVE_STARTER1_ATTACK_NAME": "Explosão de Bombons", + "MOVE_STARTER1_PASSIVE_NAME": "Descarga de Adrenalina", + "MOVE_STARTER2_ATTACK_NAME": "Marrada", + "MOVE_STARTER2_PASSIVE_NAME": "Tosquia", + "MOVE_CATEGORY_MELEE": "Ataque Corpo a Corpo", + "MOVE_CATEGORY_RANGED": "Ataque à Distância", + "MOVE_CATEGORY_STATUS": "Efeito Temporário", + "MOVE_CATEGORY_MISC": "Outros", + "MOVE_DESCRIPTION_HIT_ONE": "Atinge um alvo.", + "MOVE_DESCRIPTION_HIT_TEAM_DESTROY_WALL": "Atinge uma equipe inteira e destrói barreiras.", + "MOVE_DESCRIPTION_HIT_ONE_UNAVOIDABLE": "Atinge um alvo e nunca falha.", + "MOVE_DESCRIPTION_HIT_ONE_PRIORITY": "Atinge um alvo e tem prioridade sobre outros ataques.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI": "Atinge um alvo múltiplas vezes.", + "MOVE_DESCRIPTION_HIT_ONE_RETURN_DAMAGE": "Atinge um alvo, mas também causa um pouco de dano ao usuário.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_PRIORITY": "Atinge um alvo múltiplas vezes e tem prioridade sobre outros ataques.", + "MOVE_DESCRIPTION_HIT_ONE_MULTI_LOW_PRIORITY": "Atinge um alvo múltiplas vezes e tem menos prioridade sobre outros ataques.", + "MOVE_DESCRIPTION_HIT_TEAM": "Atinge uma equipe inteira.", + "MOVE_DESCRIPTION_HIT_TEAM_MULTI": "Atinge cada membro de uma equipe múltiplas vezes.", + "MOVE_DESCRIPTION_HIT_ALL_NOT_SELF": "Atinge todos no campo de batalha, menos o usuário.", + "MOVE_DESCRIPTION_HIT_ONE_STATUS_USER": "Atinge um alvo e concede o efeito {status_effect} ao usuário.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_USER": "Atinge uma equipe inteira e concede o efeito {status_effect} ao usuário.", + "MOVE_DESCRIPTION_HIT_TEAM_STATUS_TARGET": "Atinge uma equipe inteira e concede o efeito {status_effect} ao alvo.", + "MOVE_DESCRIPTION_STARTER1_ATTACK": "Atinge um alvo e reduz a Evasão dele.", + "MOVE_DESCRIPTION_STARTER2_ATTACK": "Atinge um alvo e reduz a Precisão dele.", + "MOVE_DESCRIPTION_STARTER1_PASSIVE": "A Velocidade do usuário aumenta passivamente de acordo com a quantidade de PVs perdidos.", + "MOVE_DESCRIPTION_STARTER2_PASSIVE": "A Evasão do usuário aumenta passivamente de acordo com a quantidade de PVs perdidos.", + "MOVE_DESCRIPTION_ELEMENTAL_RESISTANCE": "Reduz passivamente dano do tipo {type} em {percent}% e anula quaisquer reações associadas a ele. Não afeta acertos críticos.", + "MOVE_DESCRIPTION_NURSE": "Recupera 50% dos PVs máximos de um alvo.", + "MOVE_DESCRIPTION_METAL_RIFF": "Atinge uma equipe inteira e vira um ataque do tipo Ar quando equipado a uma fita do tipo Metal.", + "MOVE_DESCRIPTION_REVOLVING_DOOR": "Rouba a barreira do alvo e a transfere para o usuário.", + "MOVE_DESCRIPTION_BLOOD_DONATION": "Doa metade dos PVs do usuário para o alvo.", + "MOVE_DESCRIPTION_FAIR_FIGHT": "Impede a aplicação de efeitos temporários por 3 turnos.", + "MOVE_DESCRIPTION_NEW_LEAF": "Remove os efeitos temporários do alvo.", + "MOVE_DESCRIPTION_BUSHFIRE": "Transforma o usuário em tipo Fogo e o faz causar dano de contato adicional de Fogo, mas também o queima.", + "MOVE_DESCRIPTION_UNDERTOW": "Atinge o último atacante a assumir o turno antes desse ataque.", + "MOVE_DESCRIPTION_PUMPKIN_PIE": "Aumenta a Velocidade e a geração de PA do usuário.", + "MOVE_DESCRIPTION_COPY_THAT": "Transforma o usuário em uma cópia do alvo.", + "MOVE_DESCRIPTION_FROZEN_GROUND": "Aumenta drasticamente a Velocidade do usuário, mas diminui sua Precisão.", + "MOVE_DESCRIPTION_ICICLE_DART": "Atinge um alvo e usa o atributo Velocidade do usuário em vez do atributo Ataque à Distância.", + "MOVE_DESCRIPTION_SHIELD_BASH": "Atinge um alvo e usa o atributo Defesa Corpo a Corpo do usuário em vez do atributo Ataque Corpo a Corpo.", + "MOVE_DESCRIPTION_DAMAGE_ROLL": "O usuário roda um d20, e o dano é multiplicado pelo número tirado. Efeitos especiais ocorrem nos valores 1 ou 20.", + "MOVE_DESCRIPTION_CHANGE_THE_RECORD": "Força o alvo a trocar a fita atual por outra.", + "MOVE_DESCRIPTION_AP_DONATE": "Passa todos os PAs restantes do usuário para o alvo.", + "MOVE_DESCRIPTION_AVALANCHE": "Todos os ataques corpo a corpo falham na rodada atual.", + "MOVE_DESCRIPTION_CLOSE_ENCOUNTER": "Os ataques à distância do alvo se tornam ataques corpo a corpo.", + "MOVE_DESCRIPTION_AP_FACTORY": "Automaticamente passa todos os PAs do usuário para seus aliados no início de cada rodada.", + "MOVE_DESCRIPTION_WALL": "Sacrifica 20% dos PVs para criar uma barreira que absorve até 3 golpes por até 3 turnos.", + "MOVE_DESCRIPTION_SPRING_LOAD": "Automaticamente concede o efeito Distanciamento ao usuário se ele já não o tiver. Isso torna os ataques corpo a corpo do usuário em ataques à distância.", + "MOVE_DESCRIPTION_FOG": "Zera a Precisão de ataques à distância que não sejam do tipo Água, Ar ou Gelo por 3 turnos.", + "MOVE_DESCRIPTION_TAKE_FLIGHT": "O usuário levanta voo e só pode ser atingido por ataques à distância, do tipo Ar e por outros personagens voadores.", + "MOVE_DESCRIPTION_COATING": "Muda o tipo do usuário ou de um aliado.", + "MOVE_DESCRIPTION_ABRAMACABRA": "Sacrifica 20% dos PVs para criar uma barreira que absorve até 3 golpes por até 3 turnos. Ela também causa dano a um oponente em cada um deles.", + "MOVE_DESCRIPTION_POWER": "Poder", + "MOVE_DESCRIPTION_HITS": "Acertos: {hits}", + "MOVE_DESCRIPTION_STATUS_TARGET": "Concede o efeito {status_effect} ao alvo por {duration} turno(s).", + "MOVE_DESCRIPTION_ACCURACY": "Precisão: {0}%", + "MOVE_DESCRIPTION_HITS_RANGE": "Acertos: {hits_min}–{hits_max}", + "MOVE_DESCRIPTION_STATUS_USER": "Concede o efeito {status_effect} ao usuário por {duration} turno(s).", + "MOVE_DESCRIPTION_CLAY_FIRED": "É ativado quando o usuário recebe dano do tipo Fogo de um ataque e aumenta os atributos defensivos dele.", + "MOVE_DESCRIPTION_MIND_MELD": "O usuário compartilha seus ataques com os aliados.", + "MOVE_DESCRIPTION_TRAFFIC_JAM": "Reduz a Velocidade de todos os outros lutadores.", + "MOVE_DESCRIPTION_FLINCH_ONE": "Tem uma chance de fazer o alvo vacilar.", + "MOVE_DESCRIPTION_STICKY_TONGUE": "Atinge um alvo e reduz a Evasão dele.", + "MOVE_DESCRIPTION_ICE_BREAKER": "Atinge um alvo e reduz a Velocidade dele.", + "MOVE_DESCRIPTION_YULE_REGRET_THAT": "Atinge um alvo e causa um acerto crítico se ele já tiver recebido dano no turno atual.", + "MOVE_DESCRIPTION_AP_STEAL": "Rouba 1 PA do alvo para dá-lo ao usuário.", + "MOVE_DESCRIPTION_GUZZLE_FUEL": "Tira 2 PAs do alvo.", + "MOVE_DESCRIPTION_AP_BOOST": "Aumenta a geração de PAs do alvo.", + "MOVE_DESCRIPTION_PREEMPTIVE_STRIKE": "Atinge um oponente de modo automático no início da batalha.", + "MOVE_DESCRIPTION_REVENGE_STRIKE": "Tem uma chance de ser usado de modo automático após sofrer um ataque corpo a corpo.", + "MOVE_DESCRIPTION_AP_DRAIN": "Reduz a geração de PAs do alvo.", + "MOVE_DESCRIPTION_SPLINTER": "Tem uma chance de machucar um oponente de modo automático após contato corpo a corpo. O dano depende da Defesa Corpo a Corpo do usuário.", + "MOVE_DESCRIPTION_ACID_REFLEX": "Tem uma chance de envenenar um oponente de modo automático após contato corpo a corpo.", + "MOVE_DESCRIPTION_SELF_DESTRUCT": "Faz o usuário explodir e causar dano em todos ao seu redor após ser derrotado.", + "MOVE_DESCRIPTION_RADIOACTIVE": "Tem uma chance de queimar um oponente de modo automático após contato corpo a corpo.", + "MOVE_DESCRIPTION_AP_REFUND": "Tem uma chance de recuperar PAs de modo automático após a execução de um ataque.", + "MOVE_DESCRIPTION_AP_STARTER": "Concede 1 PA extra no início da batalha.", + "MOVE_DESCRIPTION_ROLL_AGAIN": "Tem uma chance de usar outro ataque aleatório de modo automático no fim do turno.", + "MOVE_DESCRIPTION_SUIT_UP": "Aumenta os atributos defensivos do usuário.", + "MOVE_DESCRIPTION_PARRY_STANCE": "Reflete o primeiro ataque corpo a corpo recebido na rodada atual.", + "MOVE_DESCRIPTION_HP_ABSORB": "Recebe em PVs a quantidade de dano causado.", + "MOVE_DESCRIPTION_DEFEND": "Aumenta a Defesa Corpo a Corpo do usuário.", + "MOVE_DESCRIPTION_RAISE_SHIELDS": "Aumenta a Defesa à Distância do usuário.", + "MOVE_DESCRIPTION_DODGE": "Aumenta a Evasão do usuário.", + "MOVE_DESCRIPTION_FOCUS": "Aumenta a Precisão do usuário.", + "MOVE_DESCRIPTION_SPRINT": "Aumenta a Velocidade do usuário.", + "MOVE_DESCRIPTION_WINK": "Reduz o Ataque Corpo a Corpo do alvo.", + "MOVE_DESCRIPTION_FLIRT": "Reduz a Evasão do alvo.", + "MOVE_DESCRIPTION_PEEKABOO": "Reduz a Precisão do alvo.", + "MOVE_DESCRIPTION_TRIP": "Reduz a Velocidade do alvo.", + "MOVE_DESCRIPTION_NOD": "Reduz a Defesa Corpo a Corpo do alvo.", + "MOVE_DESCRIPTION_CRITICIZE": "Reduz o Ataque à Distância do alvo.", + "MOVE_DESCRIPTION_COMPLIMENT": "Reduz a Defesa à Distância do alvo.", + "MOVE_DESCRIPTION_SHARPEN": "Aumenta o Ataque Corpo a Corpo do usuário.", + "MOVE_DESCRIPTION_RAISE_ARMS": "Aumenta o Ataque à Distância do usuário.", + "MOVE_DESCRIPTION_HOT_POTATO": "Planta uma bomba no alvo que explode se não for imediatamente passada adiante por contato.", + "MOVE_DESCRIPTION_SURE_FIRE": "Garante que o alvo não vai errar o próximo ataque.", + "MOVE_DESCRIPTION_COTTON_ON": "Reduz a 0% a Precisão de ataques que podem ser evadidos direcionados ao usuário na rodada seguinte.", + "MOVE_DESCRIPTION_TAUNT": "Enlouquece o alvo, forçando-o a usar apenas ataques que causam dano pelos próximos 2 turnos.", + "MOVE_DESCRIPTION_DOG_YEARS": "Estende a duração dos efeitos temporários do alvo.", + "MOVE_DESCRIPTION_BE_RANDOM": "Usa um ataque aleatório (desde que você tenha a quantidade necessária de PAs).", + "MOVE_DESCRIPTION_COPYCAT": "Copia o último ataque usado pelo alvo — se você tiver os PAs necessários.", + "MOVE_DESCRIPTION_PROVOKE": "Impede que o oponente ataque os aliados do usuário por 3 turnos.", + "MOVE_DESCRIPTION_HIBERNATE": "Faz o usuário dormir e recupera PVs a cada turno que ele estiver dormindo.", + "MOVE_DESCRIPTION_SUMMON_TULPA": "Pede ajuda do plano espiritual.", + "MOVE_DESCRIPTION_MEDITATE": "Faz o usuário dormir e recupera PVs e aumenta o ataque e os atributos defensivos dele a cada turno que ele estiver dormindo.", + "MOVE_DESCRIPTION_BINVITATION": "Pede ajuda da nave-mãe.", + "MOVE_DESCRIPTION_BOLT_FROM_THE_BLUE": "Conjura temporariamente um Eletrosagui aliado.", + "MOVE_DESCRIPTION_CALL_FOR_HELP": "Tem uma chance de conjurar um aliado temporário.", + "MOVE_DESCRIPTION_FUSION_POWER": "Tem um efeito específico a esta fusão.", + "MOVE_DESCRIPTION_FISSION_POWER": "O usuário passa por uma fissão, dividindo-se em dois.", + "MOVE_DESCRIPTION_CROSSFADE": "Troca a forma do usuário, mas aplica um revestimento que preserva seu tipo.", + "MOVE_DESCRIPTION_DESPERATION": "Causa mais dano se o usuário tiver pouca vida.", + "MOVE_DESCRIPTION_DELEGATE": "Transfere os efeitos temporários do usuário ao seu aliado.", + "MOVE_DESCRIPTION_BITE": "Atinge um alvo e depois recupera um pouco a vida do usuário.", + "MOVE_DESCRIPTION_BATTERY": "Atinge um alvo duas vezes e causa acertos críticos se usado após o ataque Carga.", + "MOVE_DESCRIPTION_BOIL": "Atinge um alvo e tem uma chance de queimá-lo.", + "MOVE_DESCRIPTION_DJINNTOXICATE": "Atinge um alvo e lhe inflige o efeito Confusão.", + "MOVE_DESCRIPTION_COAL_STORY": "Atinge um alvo e lhe inflige o efeito Queimação.", + "MOVE_DESCRIPTION_TOXIC_STAB": "Atinge um alvo e o envenena.", + "MOVE_DESCRIPTION_SANDSTORM": "Atinge uma equipe inteira e reduz o tempo de duração restante de seus efeitos temporários em 1.", + "MOVE_DESCRIPTION_PUSTULE_BOMB": "Atinge uma equipe inteira e o envenena.", + "MOVE_DESCRIPTION_WONDERFUL_7": "Atinge um alvo e lhe inflige uma penalidade aleatória.", + "MOVE_DESCRIPTION_THROW": "Usa uma barreira como projétil. O tempo de duração restante multiplica o dano.", + "MOVE_DESCRIPTION_RECYCLE": "Destrói a barreira do usuário e lhe dá uma quantidade de PA igual ao tempo de duração restante da barreira.", + "MOVE_DESCRIPTION_MAGNET": "É usado automaticamente no início da batalha e custa 0 PA. Impede que os oponentes ataquem os aliados do usuário por {duration} turno(s).", + "MOVE_DESCRIPTION_RETRIBUTION": "É ativado quando um aliado é derrotado e aumenta os atributos ofensivos do usuário.", + "MOVE_DESCRIPTION_STATUS_STARTER": "É usado automaticamente no início da batalha e custa 0 PA. Concede ao usuário o efeito {status_effect} por {duration} turno(s).", + "MOVE_DESCRIPTION_TOWER_DEFENSE": "Transforma o usuário em tipo Terra e aumenta seus atributos defensivos. Faz efeito na primeira vez que a vida do usuário estiver abaixo da metade.", + "MOVE_DESCRIPTION_THUNDER_BLAST": "Atinge um alvo e o faz receber 30 de dano adicional do tipo Ar.", + "MOVE_DESCRIPTION_GAMBIT": "Aumenta consideravelmente todos os atributos do usuário. Após 3 turnos, a fita quebra.", + "MOVE_DESCRIPTION_HAUNT": "O usuário se transforma num fantasma e não pode ser atacado. Após 3 turnos, a fita quebra.", + "MOVE_DESCRIPTION_BINVASION": "Atinge um alvo de acordo com a quantidade de Lataliens na equipe do usuário.", + "MOVE_DESCRIPTION_COPPER_CHOP": "Atinge um alvo e lhe inflige o efeito Ressonância se ele for dos tipos Vidro ou Metal.", + "MOVE_DESCRIPTION_WINDOW": "Permite que Ataques à Distância atravessem barreiras.", + "MOVE_DESCRIPTION_DAMAGE_ON_TRANSFORM": "Causa dano ao alvo toda vez que ele se transforma.", + "MOVE_DESCRIPTION_SHARP_EDGES": "Concede o efeito Dano de Contato ao usuário por {duration} turno(s).", + "MOVE_DESCRIPTION_JAGGED_EDGE": "Automaticamente causa dano quando um ataque corpo a corpo não acerta o usuário.", + "MOVE_DESCRIPTION_BLIZZARD": "Atinge uma equipe inteira e reduz a Precisão dos alvos.", + "MOVE_DESCRIPTION_MOUNTAIN_SMASH": "Atinge um alvo e reduz a Defesa Corpo a Corpo dele.", + "MOVE_DESCRIPTION_TRICK": "Concede uma penalidade aleatória ao alvo.", + "MOVE_DESCRIPTION_TREAT": "Concede uma bonificação aleatória ao alvo.", + "MOVE_DESCRIPTION_CRUMBLE": "Destrói todas as barreiras, causando dano a cada lutador com uma barreira proporcional ao tempo de duração restante de suas barreiras.", + "MOVE_DESCRIPTION_PRISMATIC": "Randomiza o tipo do usuário no fim de cada rodada.", + "MOVE_DESCRIPTION_BAD_JOKE": "O usuário conta uma piada qualquer. Não tem efeito nenhum.", + "MOVE_ELEMENTAL_RESISTANCE_TOAST": "RESISTIU", + "MOVE_DESCRIPTION_WATER_DANCE": "Atinge um alvo e usa o atributo Velocidade do usuário em vez do atributo Ataque Corpo a Corpo.", + "MOVE_BLOOD_DONATION_TOAST": "DOOU", + "MOVE_NEW_LEAF_TOAST": "EFEITO(S) REMOVIDOS(S)", + "MOVE_DAMAGE_ROLL_TOAST": "TIROU: {n}", + "MOVE_AP_STEAL_TOAST": "ROUBADE", + "MOVE_GUZZLE_FUEL_TOAST": "ENGOLIDE", + "MOVE_DOG_YEARS_TOAST_TIMERS_EXTENDED": "TEMPORIZADORES ESTENDIDOS", + "MOVE_SANDSTORM_TOAST_TIMERS_REDUCED": "TEMPORIZADORES REDUZIDOS", + "MOVE_SUMMON_SPAWNS.m": "{spawn} atendeu ao chamado!", + "MOVE_SUMMON_SPAWNS.f": "{spawn} atendeu ao chamado!", + "MOVE_AP_REFUND_TOAST": "REEMBOLSO", + "MOVE_SUMMON_SPAWNS.n": "{spawn} atendeu ao chamado!", + "MOVE_FUSION_POWER_PREFIX_beast_1": "Selvagem", + "MOVE_FUSION_POWER_PREFIX_beast_2": "de Osso", + "MOVE_FUSION_POWER_PREFIX_beast_3": "Silvestre", + "MOVE_FUSION_POWER_PREFIX_beast_4": "Rudimentar", + "MOVE_FUSION_POWER_PREFIX_beast_5": "Espinhal", + "MOVE_FUSION_POWER_PREFIX_beast_6": "da Loucura", + "MOVE_FUSION_POWER_PREFIX_beast_7": "Delirante", + "MOVE_FUSION_POWER_PREFIX_fire_1": "Infernal", + "MOVE_FUSION_POWER_PREFIX_fire_2": "em Chamas", + "MOVE_FUSION_POWER_PREFIX_fire_3": "Ardente", + "MOVE_FUSION_POWER_PREFIX_fire_4": "Chamejante", + "MOVE_FUSION_POWER_PREFIX_fire_5": "Flamejante", + "MOVE_FUSION_POWER_PREFIX_fire_6": "de Magma", + "MOVE_FUSION_POWER_PREFIX_fire_7": "Fervente", + "MOVE_FUSION_POWER_PREFIX_poison_1": "com Veneno", + "MOVE_FUSION_POWER_PREFIX_poison_2": "Nocente", + "MOVE_FUSION_POWER_PREFIX_poison_3": "com Toxicidade", + "MOVE_FUSION_POWER_PREFIX_poison_4": "Entorpecente", + "MOVE_FUSION_POWER_PREFIX_poison_5": "Violeta", + "MOVE_FUSION_POWER_PREFIX_poison_6": "Prejudicial", + "MOVE_FUSION_POWER_PREFIX_plastic_1": "de Plástico", + "MOVE_FUSION_POWER_PREFIX_plastic_2": "Resiliente", + "MOVE_FUSION_POWER_PREFIX_plastic_3": "Reciclado", + "MOVE_FUSION_POWER_PREFIX_plastic_4": "Artificial", + "MOVE_FUSION_POWER_PREFIX_plastic_5": "de Lixo", + "MOVE_FUSION_POWER_PREFIX_plastic_6": "Modular", + "MOVE_FUSION_POWER_PREFIX_plant_1": "Perene", + "MOVE_FUSION_POWER_PREFIX_plant_2": "Indomável", + "MOVE_FUSION_POWER_PREFIX_plant_3": "Vegetal", + "MOVE_FUSION_POWER_PREFIX_plant_4": "Florescente", + "MOVE_FUSION_POWER_PREFIX_plant_5": "Verdejante", + "MOVE_FUSION_POWER_PREFIX_plant_6": "Tropical", + "MOVE_FUSION_POWER_PREFIX_plant_7": "Fertilizante", + "MOVE_FUSION_POWER_PREFIX_water_1": "de Água", + "MOVE_FUSION_POWER_PREFIX_water_2": "da Tempestade", + "MOVE_FUSION_POWER_PREFIX_water_3": "das Monções", + "MOVE_FUSION_POWER_PREFIX_water_4": "Torrencial", + "MOVE_FUSION_POWER_PREFIX_water_5": "dos Turbilhões", + "MOVE_FUSION_POWER_PREFIX_water_6": "Abissal", + "MOVE_FUSION_POWER_PREFIX_water_7": "de Netuno", + "MOVE_FUSION_POWER_PREFIX_glitter_1": "de Purpurina", + "MOVE_FUSION_POWER_PREFIX_glitter_2": "Brilho", + "MOVE_FUSION_POWER_PREFIX_glitter_3": "Iridescente", + "MOVE_FUSION_POWER_PREFIX_glitter_4": "Deslumbrante", + "MOVE_FUSION_POWER_PREFIX_glitter_5": "Artesanal", + "MOVE_FUSION_POWER_PREFIX_glitter_6": "Aconchegante", + "MOVE_FUSION_POWER_PREFIX_glitter_7": "de Unicórnio", + "MOVE_FUSION_POWER_PREFIX_astral_1": "do Cosmos", + "MOVE_FUSION_POWER_PREFIX_astral_2": "Universal", + "MOVE_FUSION_POWER_PREFIX_astral_3": "Celestial", + "MOVE_FUSION_POWER_PREFIX_astral_4": "Estelar", + "MOVE_FUSION_POWER_PREFIX_astral_5": "Sublime", + "MOVE_FUSION_POWER_PREFIX_astral_6": "Orbital", + "MOVE_FUSION_POWER_PREFIX_astral_7": "do Estige", + "MOVE_FUSION_POWER_PREFIX_air_1": "dos Ciclones", + "MOVE_FUSION_POWER_PREFIX_air_2": "dos Tornados", + "MOVE_FUSION_POWER_PREFIX_air_3": "dos Redemoinhos", + "MOVE_FUSION_POWER_PREFIX_air_4": "do Furacão", + "MOVE_FUSION_POWER_PREFIX_air_5": "da Ventania", + "MOVE_FUSION_POWER_PREFIX_air_6": "de Estrondo", + "MOVE_FUSION_POWER_PREFIX_air_7": "do Empíreo", + "MOVE_FUSION_POWER_PREFIX_earth_1": "Petrificante", + "MOVE_FUSION_POWER_PREFIX_earth_2": "Mineral", + "MOVE_FUSION_POWER_PREFIX_earth_3": "das Jazidas", + "MOVE_FUSION_POWER_PREFIX_earth_4": "das Montanhas", + "MOVE_FUSION_POWER_PREFIX_earth_5": "de Areia", + "MOVE_FUSION_POWER_PREFIX_earth_6": "de Pedra", + "MOVE_FUSION_POWER_PREFIX_earth_7": "de Granito", + "MOVE_FUSION_POWER_PREFIX_glass_1": "de Vidro", + "MOVE_FUSION_POWER_PREFIX_glass_2": "em Pedaços", + "MOVE_FUSION_POWER_PREFIX_glass_3": "Irradiante", + "MOVE_FUSION_POWER_PREFIX_glass_4": "Irregular", + "MOVE_FUSION_POWER_PREFIX_glass_5": "Frágil", + "MOVE_FUSION_POWER_PREFIX_glass_6": "Transparente", + "MOVE_FUSION_POWER_PREFIX_ice_1": "de Gelo", + "MOVE_FUSION_POWER_PREFIX_ice_2": "Invernal", + "MOVE_FUSION_POWER_PREFIX_ice_3": "Congelante", + "MOVE_FUSION_POWER_PREFIX_ice_4": "Polar", + "MOVE_FUSION_POWER_PREFIX_ice_5": "Algente", + "MOVE_FUSION_POWER_PREFIX_ice_6": "Glacial", + "MOVE_FUSION_POWER_PREFIX_ice_7": "das Nevascas", + "MOVE_FUSION_POWER_PREFIX_lightning_1": "das Tempestades", + "MOVE_FUSION_POWER_PREFIX_lightning_2": "Brumal", + "MOVE_FUSION_POWER_PREFIX_lightning_3": "Energizante", + "MOVE_FUSION_POWER_PREFIX_lightning_4": "Chocante", + "MOVE_FUSION_POWER_PREFIX_lightning_5": "Relampejante", + "MOVE_FUSION_POWER_PREFIX_lightning_6": "de Voltagem", + "MOVE_FUSION_POWER_PREFIX_lightning_7": "de Magnetismo", + "MOVE_FUSION_POWER_PREFIX_lightning_8": "de Tesla", + "MOVE_FUSION_POWER_PREFIX_metal_1": "de Aço", + "MOVE_FUSION_POWER_PREFIX_metal_2": "de Metal", + "MOVE_FUSION_POWER_PREFIX_metal_3": "de Prata", + "MOVE_FUSION_POWER_PREFIX_metal_4": "Mercurial", + "MOVE_FUSION_POWER_PREFIX_metal_5": "Ressonante", + "MOVE_FUSION_POWER_PREFIX_metal_6": "de Titânio", + "MOVE_FUSION_POWER_SWORD": "Espada", + "MOVE_FUSION_POWER_AXE": "Machado", + "MOVE_FUSION_POWER_KATANA": "Katana", + "MOVE_FUSION_POWER_HAMMER": "Martelo", + "MOVE_FUSION_POWER_HALBERD": "Alabarda", + "MOVE_FUSION_POWER_BLADEWHEEL": "Roda", + "MOVE_FUSION_POWER_FIST": "Punho", + "MOVE_FUSION_POWER_SMASH": "Colisão", + "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", + "MOVE_DESCRIPTION_IRON_FILINGS": "Inflige o efeito Condução no alvo.", + "MOVE_FUSION_POWER_ARROW": "Flecha", + "MOVE_FUSION_POWER_ORB": "Orbe", + "MOVE_FUSION_POWER_KUNAI": "Kunai", + "MOVE_FUSION_POWER_SHARDS": "Fragmento", + "MOVE_FUSION_POWER_SPIKES": "Espinho", + "MOVE_FUSION_POWER_METEOR": "Meteoro", + "MOVE_FUSION_POWER_BEAM": "Raio", + "MOVE_FUSION_POWER_BLAST": "Explosão", + "MOVE_FUSION_POWER_BOMB": "Bomba", + "MOVE_RITUAL_NAME": "Ritual", + "MOVE_DESCRIPTION_RITUAL": "Revive o usuário e lhe concede 25% de seus PVs totais após ser derrotado.", + "MOVE_IRON_FILINGS_NAME": "Limalhas de Ferro", + "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "A Coda de Morgana", + "MOVE_AA_OLDGANTE_THRASH_NAME": "Euforia Dissonante", + "MOVE_TRICK_NAME": "Travessura", + "MOVE_TREAT_NAME": "Gostosura", + "MOVE_ATTRIBUTE_STAT": "{stat_value}% {stat_name}", + "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Acerto crítico se o tipo de ataque do usuário tiver vantagem sobre o tipo do alvo", + "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passivo: {stat_value}% {stat_name}", + "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Dano baseado no atributo {stat_name} se for maior que o atributo Ataque", + "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "+1 de Duração", + "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 Acerto Extra", + "MOVE_ATTRIBUTE_HEAL": "Recupera {stat_value}% dos PVs Máximos", + "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passivo: {stat_value}% {stat_name} por espaço vazio", + "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value}% {stat_name} por espaço vazio", + "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Recupera {stat_value}% dos PVs Máximos por espaço vazio", + "MOVE_ATTRIBUTE_BUFF_USER": "{chance}% de chance de causar {status_effect}", + "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}% de chance de causar {status_effect}", + "MOVE_ATTRIBUTE_AP_REFUND": "{chance}% de chance de recuperar {amount} de PA(s) após o uso", + "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}% de chance de recuperar todos os PAs após o uso", + "MOVE_ATTRIBUTE_SHARED": "Compartilhável com aliados", + "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatível com qualquer fita", + "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance}% de chance de ser usado no fim de uma rodada", + "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}% de chance de ser usado duas vezes", + "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance}% de chance de ser usado no início das batalhas", + "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance}% de chance de ser usado ao ser atingido", + "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance}% de chance de ser usado após ataques", + "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance}% de chance de usar o ataque {move_name} após este", + "MOVE_ATTRIBUTE_MULTITARGET": "{chance}% de chance de atingir a equipe inteira", + "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Destrói barreiras", + "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 Espaço", + "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignora barreiras", + "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}% de chance de usar um ataque aleatório", + "MOVE_BAD_JOKE_JOKE3": "O que acontece quando Trafeguejos perdem uma competição? Pedem repescagem!", + "MOVE_BAD_JOKE_JOKE2": "O que Trafeguejos botam no pão? Manteiga engarrafada!", + "MOVE_BAD_JOKE_JOKE1": "Por que Trafeguejos não conseguem atravessar a rua? Porque só conseguem andar de ladinho!", + "MOVE_BAD_JOKE_JOKE5": "Por que Esquelevangelistas tocam xilofone? Porque não têm órgãos!", + "MOVE_BAD_JOKE_JOKE4": "Por que Trafeguejos vão ao salão de beleza? Para pinçar as sobrancelhas!", + "MOVE_BAD_JOKE_JOKE7": "Com o que Balazitas trabalham? Com embalagens!", + "MOVE_BAD_JOKE_JOKE6": "Por onde Gelabicos bebem água? Pela bica!", + "MOVE_BAD_JOKE_JOKE8": "O que Ampólhetas fazem quando comem, mas continuam com fome? Voltam quatro segundos!", + "MOVE_BAD_JOKE_JOKE11": "Sabia que Asterdígrados têm claustrofobia? Eles precisam de muito espaço.", + "MOVE_BAD_JOKE_JOKE10": "Por que não se deve comer Ampólhetas? Porque leva muito tempo!", + "MOVE_BAD_JOKE_JOKE9": "Qual é o peso de uma pilha de ossos coberta de gosma? Uma gesqueletonelada!", + "MOVE_BAD_JOKE_JOKE12": "O que Clarispartanos cursam? Engenharia Elétrica!", + "MOVE_BAD_JOKE_JOKE13": "Como são chamades Vitorés de sobretudo? InvesGATORES!", + "MOVE_BAD_JOKE_JOKE16": "O que o público pediu às Giropalhas? Uma palhinha!", + "MOVE_BAD_JOKE_JOKE15": "Eu ia fazer uma piada sobre química elementar, mas não sei se ia conseguir uma reação...", + "MOVE_BAD_JOKE_JOKE14": "O que Pulabóboras não gostam de cozinhar? Farofa de jerimum!", + "MOVE_BAD_JOKE_JOKE18": "Por que Corretores vão ao psiquiatra? Por causa de seus complexos de apartamento!", + "MOVE_BAD_JOKE_JOKE17": "Por que Arbudiolhos não saem do lugar? Porque estão plantados!", + "MOVE_BAD_JOKE_JOKE19": "Qual é o jogo de tabuleiro preferido dos Corretores? Banco Imobiliário!", + "MOVE_NAME_INSOMNIA": "Insônia", + "MOVE_BAD_JOKE_JOKE20": "Qual é a música favorita dos Corretores? Anunciação!", + "MOVE_DESCRIPTION_INSOMNIA": "Impede que o usuário durma.", + "MOVE_NAME_ELDRITCH": "Sobrenatural", + "MOVE_DESCRIPTION_ELDRITCH": "Impede que os atributos do usuário sejam reduzidos.", + "MOVE_NAME_STATUS_RESISTANCE": "Antiefeitos", + "MOVE_NAME_NEUTRALISE": "Neutralização", + "MOVE_DESCRIPTION_STATUS_RESISTANCE": "O usuário recebe menos dano dos efeitos temporários Queimação, Peçonha e Parasitismo.", + "MOVE_NAME_LIQUID_BODY": "Corpo Líquido", + "MOVE_DESCRIPTION_LIQUID_BODY": "Impede que o usuário receba o efeito Queimação, mas faz todos os ataques dos tipos Gelo e Raio se tornarem críticos.", + "MOVE_DESCRIPTION_NEUTRALISE": "Automaticamente tira as penalidades do usuário quando seus PVs estão abaixo de 50%.", + "MOVE_NAME_PHASE_SHIFT": "Mudança de Fase", + "MOVE_DESCRIPTION_PHASE SHIFT": "Os ataques do usuário podem atingir fantasmas.", + "MOVE_CAMOUFLAGE_WATER_NAME": "Camuflagem Aquática", + "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Camuflagem Plástica", + "MOVE_CAMOUFLAGE_AIR_NAME": "Camuflagem Aérea", + "MOVE_CAMOUFLAGE_EARTH_NAME": "Camuflagem Terrestre", + "MOVE_CAMOUFLAGE_FIRE_NAME": "Camuflagem Quente", + "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Camuflagem Astral", + "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Camuflagem Elétrica", + "MOVE_CAMOUFLAGE_METAL_NAME": "Camuflagem Metálica", + "MOVE_CAMOUFLAGE_BEAST_NAME": "Camuflagem Bestial", + "MOVE_CAMOUFLAGE_PLANT_NAME": "Camuflagem Vegetal", + "MOVE_CAMOUFLAGE_POISON_NAME": "Camuflagem Venenosa", + "MOVE_CAMOUFLAGE_ICE_NAME": "Camuflagem Glacial", + "MOVE_CAMOUFLAGE_GLASS_NAME": "Camuflagem Vítrea", + "MOVE_DESCRIPTION_CAMOUFLAGE": "Muda o tipo do usuário. Faz efeito automaticamente no início da batalha e custa 0 PA.", + "MOVE_NAME_RICOCHET": "Ricochete", + "MOVE_DESCRIPTION_RICOCHET": "Os ataques à distância do usuário têm 50% de chance de ignorar barreiras de oponentes.", + "MOVE_NAME_BREATHING_TECHNIQUE": "Calmante", + "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Impede que o usuário receba o efeito Loucura.", + "MOVE_NAME_SELF_ASSURED": "Autoconfiança", + "MOVE_DESCRIPTION_SELF_ASSURED": "Impede que o usuário receba o efeito Confusão.", + "MOVE_NAME_CRITICAL_AP": "PA Crítico", + "MOVE_DESCRIPTION_CRITICAL_AP": "O usuário ganha 1 PA sempre que conseguir um acerto crítico.", + "MOVE_NAME_PITY_AP": "PA Caridoso", + "MOVE_NAME_UNSHAKEABLE": "Determinação", + "MOVE_DESCRIPTION_PITY_AP": "O usuário ganha 1 PA sempre que errar um ataque.", + "MOVE_DESCRIPTION_UNSHAKEABLE": "Impede que o usuário receba o efeito Vacilo.", + "MOVE_NAME_VAMPIRE": "Vampirismo", + "MOVE_NAME_MULTICOPY": "Multicópia", + "MOVE_DESCRIPTION_VAMPIRE": "O usuário ganha metade dos benefícios de ataques e efeitos temporários dos oponentes.", + "MOVE_DESCRIPTION_MULTICOPY": "Se um oponente receber os efeitos multialvo ou multiacerto, o usuário também os recebe.", + "MOVE_NAME_FOSSIL": "Fóssil", + "MOVE_DESCRIPTION_FOSSIL": "Recupera automaticamente todos os PVs do usuário se ele receber o efeito Petrificação.", + "MOVE_NAME_BLOODLUST": "Sede de Sangue", + "MOVE_NAME_STURDY_ARMOUR": "Armadura Resistente", + "MOVE_DESCRIPTION_BLOODLUST": "Aumenta automaticamente os atributos ofensivos do usuário quando um oponente é derrotado.", + "MOVE_NAME_RETURN_FIRE": "Pela Culatra", + "MOVE_DESCRIPTION_STURDY_ARMOUR": "Impede que os atributos defensivos do usuário sejam reduzidos.", + "MOVE_DESCRIPTION_RETURN_FIRE": "Tem uma chance de ser usado de modo automático após o usuário sofrer um ataque à distância.", + "MOVE_NAME_BURNING_PASSION": "Paixão Ardente", + "MOVE_NAME_BERSERKER": "Loucura", + "MOVE_DESCRIPTION_BURNING_PASSION": "Aumenta automaticamente os atributos ofensivos do usuário sempre que ele receber o efeito temporário Queimação.", + "MOVE_NAME_VENGEFUL_CURSE": "Maledicência", + "RANGER_TRADER_NAME": "Vigilante Wilma", + "RANGER_TRADER_NAME_SHORT": "Wilma", + "RANGER_BODYBUILDER_NAME": "Jim", + "INTERDIMENSIONAL_POSTMAN_NAME": "Carteiro Interdimensional", + "AMBER_NAME": "Srta. Âmbar", + "DORIAN_NAME": "Dorian", + "SPRINGHEEL_NAME": "Saltamola", + "JACQUELINE_NAME": "Jaqueline", + "SPRINGHEEL_NAME_PREFIX": "Salta", + "SPRINGHEEL_NAME_SUFFIX": "mola", + "SPRINGHEEL_DESCRIPTION": "um diabrete com botas de couro", + "SPRINGHEEL_LORE_2": "Na era vitoriana, diziam que uma criatura misteriosa conhecida como \\\"Jack Saltamolas\\\" assombrava as ruas à noite. \\\"Jack\\\" nunca foi capturado e acabou virando uma lenda urbana.", + "SPRINGHEEL_LORE_1": "As Saltamolas se divertem pulando em suas vítimas e assustando-as na calada da noite. Aparentemente, suas \\\"asas\\\" são feitas de farrapos.", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "Qual caminho notívago você deseja percorrer?", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Vagamundo", + "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Delinquente", + "HOPSKIN_NAME_PREFIX": "Pula", + "HOPSKIN_NAME": "Pulagarra", + "HOPSKIN_LORE_1": "A Pulagarra atrai as presas com seus olhos dourados bem abertos e seu sorriso de orelha a orelha. No entanto, qualquer criatura que cair nessa armadilha será rapidamente esfolada pelas garras afiadas que a besta esconde num casaco encardido.", + "HOPSKIN_NAME_SUFFIX": "garra", + "HOPSKIN_DESCRIPTION": "um diabrete ardiloso de casaco", + "HOPSKIN_LORE_2": "Em 1955, uma família relatou ter sido atacada por criaturas estranhas em sua fazenda em Hopkinsville, Kentucky. Segundo os integrantes, tais criaturas tinham orelhas pontudas, garras e olhos grandes e de tom amarelo-brilhante.", + "RIPTERRA_NAME": "Estripânico", + "RIPTERRA_NAME_PREFIX": "Estri", + "RIPTERRA_NAME_SUFFIX": "pânico", + "RIPTERRA_DESCRIPTION": "um monstro assustador de sobretudo", + "RIPTERRA_LORE_2": "Na Inglaterra do século XIX, histórias sobre horrores góticos e assassinos cruéis eram publicadas e vendidas na forma de \\\"penny dreadfuls\\\". Esses livrinhos eram bem baratos e normalmente continham ilustrações chocantes e violentas.", + "RIPTERRA_LORE_1": "É difícil descrever a anatomia da Estripânico, pois ela mal tem um corpo — é mais um emaranhado de membros pontiagudos escondidos sob um sobretudo manchado e um chapéu.", + "SNOOPIN_NAME": "Bisbilupin", + "SNOOPIN_NAME_PREFIX": "Bisbi", + "SNOOPIN_NAME_SUFFIX": "lupin", + "SNOOPIN_LORE_1": "Bisbilupins são ladrões talentoses e costumam se enfeitar com os tesouros que roubaram. Sendo assim, quanto mais bugigangas ume Bisbilupin estiver usando, mais habilidose elu é na hora de roubar.", + "SCAMPIRE_NAME": "Larampiro", + "SNOOPIN_LORE_2": "Arséne Lupin é um \\\"ladrão cavalheiro\\\" criado por Maurice Leblanc no início do século XX, mas continua popular e aparecendo em várias histórias e adaptações até hoje.", + "SNOOPIN_DESCRIPTION": "um diabrete de bengala", + "SCAMPIRE_NAME_PREFIX": "Laram", + "SCAMPIRE_LORE_1": "Larampiros costumam estocar muitos tesouros e bens valiosos em seus covis antes de esperar a entrada de possíveis presas. Nos últimos anos, elus também aprenderam a voar, mas ninguém sabe se usam suas asas para fazê-lo.", + "SCAMPIRE_NAME_SUFFIX": "piro", + "SCAMPIRE_LORE_2": "Os vampiros já fazem parte do imaginário da humanidade há muito tempo. Uma leitura moderna dessas criaturas os descrevem como uma representação das elites que literalmente se alimentam dos mais pobres.", + "ACHIEVEMENT_NAME_obtain_bansheep": "Contando Carneirinhos", + "ACHIEVEMENT_DESC_obtain_bansheep": "Obtenha Espiricordeiro.", + "ACHIEVEMENT_DESC_tutorial": "Conclua o tutorial.", + "ACHIEVEMENT_DESC_partner_dog": "Desbloqueie Doguinho.", + "ACHIEVEMENT_NAME_partner_viola": "Viola", + "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", + "ACHIEVEMENT_DESC_investigate_rumor": "Investigue um boato.", + "ACHIEVEMENT_NAME_aa_lamento_mori": "Anjo da Morte", + "ACHIEVEMENT_NAME_aa_cube": "Sólido Neoplatônico", + "ACHIEVEMENT_DESC_aa_lamento_mori": "Derrote Lamento Mori.", + "ACHIEVEMENT_DESC_aa_cube": "Derrote Hexaerebos.", + "ACHIEVEMENT_NAME_aa_alice": "Filha do Ego", + "ACHIEVEMENT_DESC_aa_alice": "Derrote Alice.", + "ACHIEVEMENT_NAME_aa_puppet": "Mestre das Marionetes", + "ACHIEVEMENT_DESC_aa_puppet": "Derrote Marionex.", + "ACHIEVEMENT_DESC_partner_eugene": "Desbloqueie Eugene.", + "ACHIEVEMENT_NAME_partner_meredith": "Meredith", + "ACHIEVEMENT_DESC_partner_meredith": "Desbloqueie Meredith.", + "ACHIEVEMENT_DESC_quest_viola1": "Leve Viola ao naufrágio.", + "ACHIEVEMENT_DESC_quest_meredith1": "Leve Meredith ao shopping.", + "ACHIEVEMENT_NAME_quest_meredith1": "Shopping Kaidosseu", + "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Eu Corri Pra Bem Longe, parte II", + "ACHIEVEMENT_NAME_investigate_rumor": "Na Boca do Povo", + "ACHIEVEMENT_DESC_met_npc_magikrab": "Encontre aquelu que atende fielmente as estações.", + "ACHIEVEMENT_NAME_met_npc_amber": "Bem Longe de Casa", + "ACHIEVEMENT_DESC_met_npc_amber": "Encontre ajuda num lugar distante.", + "ACHIEVEMENT_NAME_met_npc_merline": "Aquelu que Reside Abaixo", + "ACHIEVEMENT_DESC_met_npc_merline": "Fique cara a cara com um ser sem rosto.", + "ACHIEVEMENT_DESC_traveling_merchant": "Encontre o Comerciante Itinerante.", + "ACHIEVEMENT_NAME_traveling_merchant": "Meu Amor Não se Compra", + "ACHIEVEMENT_NAME_partner_eugene": "Eugene", + "ACHIEVEMENT_DESC_preemptive_win": "Ganhe uma batalha antes de ela começar.", + "ACHIEVEMENT_NAME_preemptive_win": "Acabou Antes Mesmo de Começar", + "ACHIEVEMENT_DESC_ending": "Abra uma porta dada como perdida há muitos anos.", + "ACHIEVEMENT_NAME_ghostly_win": "A Morte não Terá Domínio", + "ACHIEVEMENT_DESC_ghostly_win": "Ganhe uma batalha enquanto estiver espectral.", + "ACHIEVEMENT_NAME_gambit_win": "O Dobro ou Nada", + "ACHIEVEMENT_DESC_gambit_win": "Ganhe uma batalha enquanto o efeito Aposta estiver ativo.", + "ACHIEVEMENT_NAME_head_skip": "Passando por Cima", + "ACHIEVEMENT_NAME_defeat_black_shuck": "Enfrentando a Própria Sombra", + "ACHIEVEMENT_DESC_head_skip": "Tente passar por cima de um inimigo na base do pulo.", + "ACHIEVEMENT_DESC_defeat_black_shuck": "Domine a si durante uma batalha.", + "ACHIEVEMENT_NAME_obtain_magikrab": "O Auge da Evolução", + "DOG_NAME": "Doguinho", + "ACHIEVEMENT_DESC_obtain_magikrab": "Obtenha uma forma de monstro considerada impossível de achar.", + "ACHIEVEMENT_NAME_aa_lenna": "A Heroína de Outra História", + "DEFAULT_PLAYER_NAME": "Cass", + "ACHIEVEMENT_DESC_aa_lenna": "Prove seu valor a uma certa guerreira.", + "MEREDITH_NAME": "Meredith", + "KAYLEIGH_NAME": "Kayleigh", + "EUGENE_NAME": "Eugene", + "FELIX_NAME": "Félix", + "VIOLA_NAME": "Viola", + "UNKNOWN_NAME": "???", + "SEBASTIAN_NAME": "Sebastião", + "LANDKEEPER_NAME": "Corretor", + "LANDKEEPER1_NAME": "Corretor nº 1", "PUPPERCUT_LORE_2": "O boxe, também chamado de pugilismo, é um esporte em que dois participantes lutam entre si usando luvas protetoras. Evidências arqueológicas mostram que os humanos têm praticado boxe, ou alguma variação dele, desde a Antiguidade.", - "PUPPERCUT_LORE_1": "Canisocos são criaturas que sonham em ser boxeadoras. O revestimento de ferro que cobre várias partes do corpo desse monstro, mesmo tendo nascido com ele, é suscetível à oxidação. No entanto, essas partes enferrujadas descascam conforme Canisocos atingem a maturidade.", "PUPPERCUT_DESCRIPTION": "um lobinho com um traje de boxe metálico todo enferrujado", "SOUTHPAW_NAME": "Canholupus", "SOUTHPAW_NAME_PREFIX": "Canho", @@ -100286,8 +110602,8 @@ "CAPRICORPSE_NAME_PREFIX": "Capri", "CAPRICORPSE_NAME_SUFFIX": "corpo", "CAPRICORPSE_LORE_2": "Lápides são usadas em funerais para marcar o lugar em que um corpo foi enterrado. Elas são normalmente feitas de pedra e contêm inscrições indicando o nome da pessoa falecida.", - "CAPRICORPSE_DESCRIPTION": "uma ovelha esquelética com uma lápide nas costas", "CAPRICORPSE_LORE_1": "O espírito dessa besta se uniu completamente aos restos mortais dela, formando um ser todo feito de osso, solo e pedra. Ao longo dos séculos, essas criaturas gigantescas podem ficar ainda maiores por causa da terra que vai se juntando ao seu corpo.", + "CAPRICORPSE_DESCRIPTION": "uma ovelha esquelética com uma lápide nas costas", "SAME_FUSION_NAME_1": "Meta {0}", "SAME_FUSION_NAME_2": "Super {0}", "SAME_FUSION_NAME_3": "Ultra {0}", @@ -100297,101 +110613,424 @@ "SAME_FUSION_NAME_7": "Hiper {0}", "SAME_FUSION_NAME_8": "Giga {0}", "SAME_FUSION_NAME_9": "{0} 2.0", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_QUESTION": "Qual caminho notívago você deseja percorrer?", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_HOPSKIN": "Vagamundo", - "SPRINGHEEL_EVOLUTION_SPECIALIZATION_SNOOPIN": "Delinquente", - "HOPSKIN_NAME_PREFIX": "Pula", - "HOPSKIN_NAME": "Pulagarra", - "HOPSKIN_LORE_1": "A Pulagarra atrai as presas com seus olhos dourados bem abertos e seu sorriso de orelha a orelha. No entanto, qualquer criatura que cair nessa armadilha será rapidamente esfolada pelas garras afiadas que a besta esconde num casaco encardido.", - "HOPSKIN_NAME_SUFFIX": "garra", - "HOPSKIN_DESCRIPTION": "um diabrete ardiloso de casaco", - "HOPSKIN_LORE_2": "Em 1955, uma família relatou ter sido atacada por criaturas estranhas em sua fazenda em Hopkinsville, Kentucky. Segundo os integrantes, tais criaturas tinham orelhas pontudas, garras e olhos grandes e de tom amarelo-brilhante.", - "RIPTERRA_NAME": "Estripânico", - "RIPTERRA_NAME_PREFIX": "Estri", - "RIPTERRA_NAME_SUFFIX": "pânico", - "RIPTERRA_DESCRIPTION": "um monstro assustador de sobretudo", - "RIPTERRA_LORE_2": "Na Inglaterra do século XIX, histórias sobre horrores góticos e assassinos cruéis eram publicadas e vendidas na forma de \\\"penny dreadfuls\\\". Esses livrinhos eram bem baratos e normalmente continham ilustrações chocantes e violentas.", - "RIPTERRA_LORE_1": "É difícil descrever a anatomia da Estripânico, pois ela mal tem um corpo — é mais um emaranhado de membros pontiagudos escondidos sob um sobretudo manchado e um chapéu.", - "SNOOPIN_NAME": "Bisbilupin", - "SNOOPIN_NAME_PREFIX": "Bisbi", - "SNOOPIN_LORE_1": "Bisbilupins são ladrões talentoses e costumam se enfeitar com os tesouros que roubaram. Sendo assim, quanto mais bugigangas ume Bisbilupin estiver usando, mais habilidose elu é na hora de roubar.", - "SNOOPIN_NAME_SUFFIX": "lupin", - "SNOOPIN_LORE_2": "Arséne Lupin é um \\\"ladrão cavalheiro\\\" criado por Maurice Leblanc no início do século XX, mas continua popular e aparecendo em várias histórias e adaptações até hoje.", - "SCAMPIRE_NAME": "Larampiro", - "SNOOPIN_DESCRIPTION": "um diabrete de bengala", - "SCAMPIRE_NAME_PREFIX": "Laram", - "SCAMPIRE_LORE_1": "Larampiros costumam estocar muitos tesouros e bens valiosos em seus covis antes de esperar a entrada de possíveis presas. Nos últimos anos, elus também aprenderam a voar, mas ninguém sabe se usam suas asas para fazê-lo.", - "SCAMPIRE_NAME_SUFFIX": "piro", - "SCAMPIRE_LORE_2": "Os vampiros já fazem parte do imaginário da humanidade há muito tempo. Uma leitura moderna dessas criaturas os descrevem como uma representação das elites que literalmente se alimentam dos mais pobres.", + "SAME_FUSION_NAME_10": "Mega {0}", + "AA_MORGANTE_NAME": "Morgana", + "AA_MORGANTE_FULL_NAME": "Arcanjo Morgana", + "AA_OLDGANTE_NAME": "Morgana", + "OLDGANTE_LORE_2": "Seu corpo foi estilhaçado. É difícil imaginar o tamanho do poder de quem fez isso.", + "AA_OLDGANTE_SUBTITLE": "Espírito Partido", + "UNSTABLE_FUSION_SUBTITLE": "Fusão Instável", + "OLDGANTE_LORE_1": "Uma Arcanjo ferida que já foi muito poderosa. A voz de Morgana contém uma força capaz de rasgar sozinha os tecidos da realidade, mas esse poder está enfraquecido neste estado.", + "ORB_FUSION_SUBTITLE": "Proto-Arcanjo", + "ROGUE_FUSION_SUBTITLE": "Fusão Rebelde", + "ORB_FUSION_NAME": "Fusão Esférica", + "SWARM_SUBTITLE1": "Frenesi de {species}", + "ELEMENTAL_GUARDIAN_SUBTITLE": "Guardião Elemental", + "SWARM_SUBTITLE5": "Gangue de {species}", + "SWARM_NAME": "Enxame de Fusão", + "SWARM_SUBTITLE2": "Horda de {species}", + "SWARM_SUBTITLE3": "Bando de {species}", + "SWARM_SUBTITLE4": "Multidão de {species}", + "BLACK_SHUCK_NAME": "Terror Negro", + "LANG_en": "Inglês", + "ROGUE_FUSION_BATTLE_CONFIRM": "Deseja desafiar {name}?", + "LANG_fr_FR": "Francês", + "LANG_it_IT": "Italiano", + "LANG_de_DE": "Alemão", + "LANG_ja_JP": "Japonês", + "LANG_es_ES": "Espanhol (Es)", + "LANG_es_MX": "Espanhol (Latam)", + "LANG_pt_BR": "Português Brasileiro", + "LANG_zh_CN": "Chinês (Simplificado)", + "PRECREDITS_1": "CASSETTE BEASTS", + "LANG_ko_KR": "Coreano (Coreia do Sul)", + "PRECREDITS_2": "UM JOGO DE", + "PRECREDITS_3": "ARTE", + "PRECREDITS_4": "ESCRITA", + "PRECREDITS_5": "PROGRAMAÇÃO", + "PRECREDITS_6": "DESIGN", + "PRECREDITS_7": "TRILHA SONORA DE", + "PRECREDITS_8": "COM AS VOZES DE", + "PRECREDITS_9": "ANIMAÇÃO DAS CRIATURAS", + "PRECREDITS_10": "ILUSTRAÇÃO DE PERSONAGENS", + "PRECREDITS_12": "DISTRIBUÍDO POR", + "MAIN_CREDITS_TITLE": "Cassette Beasts", + "MAIN_CREDITS_GAME_DESIGN": "Design do Jogo", + "MAIN_CREDITS_WRITING": "Escrita", + "MAIN_CREDITS_PROGRAMMING": "Programação", + "MAIN_CREDITS_ART_DIRECTION": "Direção de Arte", + "MAIN_CREDITS_PIXEL_ART_ANIMATION": "Pixel Art e Animação", + "MAIN_CREDITS_CHARACTER_ILLUSTRATIONS": "Ilustração de Personagens", + "MAIN_CREDITS_ADDITIONAL_MONSTER_DESIGNS": "Designs Adicionais de Monstros", + "MAIN_CREDITS_MUSIC": "Música", + "MAIN_CREDITS_VOICE_CASTING": "Direção e Seleção de Elenco de Voz", + "MAIN_CREDITS_VOICE_CAST": "Elenco de Voz", + "MAIN_CREDITS_PORTING": "Portabilidade", + "MAIN_CREDITS_VOICE_CAST_ADDITIONAL": "Vozes Adicionais", + "MAIN_CREDITS_LOCALISATION": "Localização", + "MAIN_CREDITS_QA": "Controle de Qualidade", + "MAIN_CREDITS_LOCALISATION_RIOTLOC": "Localização por Riotloc", + "MAIN_CREDITS_LOCALISATION_COORDINATION": "Coordenação", + "MAIN_CREDITS_LOCALISATION_QA": "Controle de Qualidade da Localização", + "MAIN_CREDITS_LOCALISATION_KAKEHASHI": "Localização por Kakehashi Games", + "MAIN_CREDITS_IMAGE_ARCHIVES": "Arquivos de Imagem", + "MAIN_CREDITS_GODOT_ENGINE": "Godot Engine", + "MAIN_CREDITS_AND_OTHERS": "e muitos outros!", + "MAIN_CREDITS_SPECIAL_THANKS": "Agradecimentos Especiais", + "MAIN_CREDITS_THANK_YOU": "Agradecemos muito por jogar nosso jogo!", + "MAIN_CREDITS_VIEW_LICENSES": "Ver Licenças", + "MAIN_CREDITS_LICENSES_FONTS_ICONS": "Fontes e Ícones", + "MAIN_CREDITS_QA_SUN_TECH": "QA por Sun Technologies", + "MAIN_CREDITS_QA_DIRECTOR": "Direção do QA", + "MAIN_CREDITS_QA_MANAGER": "Coordenação do QA", + "MAIN_CREDITS_PROJECT_MANAGER": "Gestão de Projetos", + "MAIN_CREDITS_QA_TEST_LEAD": "Liderança de Testes de QA", + "MAIN_CREDITS_QA_TESTERS": "Testes de QA", + "MAIN_CREDITS_QA_QLOC": "", + "MAIN_CREDITS_GENERAL_MANAGER": "", + "MAIN_CREDITS_HEAD_OF_BIZDEV": "", + "MAIN_CREDITS_BIZDEV_MANAGER": "", + "MAIN_CREDITS_DIRECTOR_OF_QA": "", + "MAIN_CREDITS_LEAD_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_SENIOR_QA_PROJECT_MANAGER": "", + "MAIN_CREDITS_QA_COMPLIANCE_MANAGER": "", + "MAIN_CREDITS_QA_OPS_MANAGER": "", + "MAIN_CREDITS_QA_LAB_MANAGERS": "", + "MAIN_CREDITS_QA_TRAINING_MANAGERS": "", + "MAIN_CREDITS_QA_TEAM_LEADER": "", + "MAIN_CREDITS_QA_COMPLIANCE_ENGINEERS": "", + "REACTION_GENERIC": "Reação", + "REACTION_ANY_ON_GLITTER": "Brilho", + "REACTION_GLITTER_ON_ANY": "Brilho", + "REACTION_GLITTER_ON_ANY_TUTORIAL": "Acertar um ataque do tipo Purpurina cobre o alvo com uma camada de purpurina, transformando-o no mesmo tipo do ataque recebido.", + "REACTION_ANY_ON_GLITTER_TUTORIAL": "Atingir um alvo do tipo Purpurina com qualquer tipo de ataque elemental o faz mudar de tipo para combinar com o ataque recebido.", + "REACTION_BEAST_ON_GLASS": "Estilhaçamento", + "REACTION_BEAST_ON_GLASS_TUTORIAL": "Como um elefante numa loja de cristais, acertar um ataque do tipo Besta num alvo do tipo Vidro espalha obstáculos afiados pelo campo de batalha.", + "REACTION_FIRE_ON_PLASTIC_TUTORIAL": "Derreter um alvo do tipo Plástico com um ataque do tipo Fogo libera fumaças tóxicas, transformando-o no tipo Veneno.", + "REACTION_FIRE_ON_PLASTIC": "Derretimento", + "REACTION_FIRE_ON_PLANT": "Queimadura", + "REACTION_FIRE_ON_PLANT_TUTORIAL": "Seres do tipo Planta adquirem o efeito Queimação de ataques do tipo Fogo e sofrem dano prolongado.", + "REACTION_FIRE_ON_WATER": "Vapor", + "REACTION_FIRE_ON_WATER_TUTORIAL": "Seres do tipo Água se curam ao entrarem em contato com o vapor quente liberado por ataques do tipo Fogo.", + "REACTION_FIRE_ON_POISON": "Queimadura", + "REACTION_FIRE_ON_ASTRAL": "Estímulo", + "REACTION_FIRE_ON_POISON_TUTORIAL": "Os venenos encontrados em Nova Murta costumam ser inflamáveis e podem ser incendiados com um ataque do tipo Fogo.", + "REACTION_FIRE_ON_ICE": "Derretimento", + "REACTION_FIRE_ON_ICE_TUTORIAL": "Acertar um ataque do tipo Fogo num alvo do tipo Gelo o faz derreter, transformando-o no tipo Água.", + "REACTION_FIRE_ON_ASTRAL_TUTORIAL": "Seres do tipo Astral extraem seus poderes dos quatro elementos: Fogo, Terra, Ar e Água.", + "REACTION_FIRE_ON_AIR": "Corrente Ascendente", + "LOBSTACLE_NAME_SUFFIX": "táculo", + "LOBSTACLE_DESCRIPTION": "um barril de plástico com pernas", + "LOBSTACLE_LORE_2": "Muretas, pneus reciclados e até mesmo barris de plástico cheios de areia são usados como barreiras móveis para evitar acidentes nas estradas.", + "LOBSTACLE_LORE_1": "Lagostáculos são criaturas dóceis e pacientes. Por serem pesadas, é praticamente impossível movê-las quando elas se escondem em suas \\\"cascas\\\" de plástico.", + "DANDYLION_NAME": "Dendileo", + "DANDYLION_NAME_PREFIX": "Dendi", + "DANDYLION_NAME_SUFFIX": "leo", + "DANDYLION_LORE_2": "Leões guardiões são ornamentos tradicionais chineses tipicamente vistos na frente de algumas construções. No passado, eles eram colocados do lado de fora de tumbas ou de palácios imperiais para espantar o mal.", + "DANDYLION_DESCRIPTION": "um leão grande todo florido", + "DANDYLION_LORE_1": "Dendileos são criaturas protetoras, leais e zelosas que costumam guardar determinadas cavernas das planícies gramadas de Nova Murta. No entanto, se você vir uma dessas bestas sem caverna nenhuma por perto, é possível que haja alguma coisa escondida!", + "BLOSSOMAW_NAME": "Florifauces", + "BLOSSOMAW_NAME_PREFIX": "Flori", + "BLOSSOMAW_NAME_SUFFIX": "fauces", + "BUSHEYE_NAME": "Arbudiolho", + "BLOSSOMAW_LORE_2": "Os dragões da mitologia chinesa — ao contrário dos dragões da mitologia europeia — não têm asas, e sim quatro pernas e um corpo longo e serpentiforme, além de serem símbolos tradicionais de força e de boa sorte.", + "BLOSSOMAW_LORE_1": "Dizem que Dendileos que hibernam por longos períodos de tempo emergem como elegantes Florifauces assim que as primeiras flores da primavera começam a surgir. Essas criaturas cospem intensas nuvens de pólen assim como os dragões cospem fogo.", + "BLOSSOMAW_DESCRIPTION": "um dragão comprido com uma juba de pétalas", + "BUSHEYE_NAME_PREFIX": "Arbu", + "BUSHEYE_NAME_SUFFIX": "diolho", + "DOMINOTH_NAME_PREFIX": "Domi", + "DOMINOTH_NAME": "Domiposa", + "DOMINOTH_LORE_1": "Domiposas se consideram seres defensores da paz e passam os dias patrulhando os céus de áreas florestais. Apenas luzes fortes, como as das lâmpadas, conseguem distraí-las de seus nobres deveres.", + "DOMINOTH_NAME_SUFFIX": "posa", + "DOMINOTH_LORE_2": "Ao contrário da borboleta, que costuma ser símbolo de vida e renascimento, a mariposa é normalmente associada à morte e ao mau agouro.", + "DOMINOTH_DESCRIPTION": "uma mariposona", + "TOKUSECT_NAME_PREFIX": "Toku", + "TOKUSECT_NAME": "Tokusseto", + "TOKUSECT_NAME_SUFFIX": "sseto", + "TOKUSECT_LORE_2": "\\\"Tokusatsu\\\" é o nome dado a filmes e programas de TV japoneses que fazem uso de roupas e efeitos especiais distintos. Monstros e robôs gigantescos, além de lutas de super-heróis, também aparecem bastante nesse tipo de mídia.", + "TOKUSECT_LORE_1": "O corpo extremamente aerodinâmico de Tokussetos permite que elus usem suas pernas pontudas para atingir oponentes e criar fortes correntes de ar.", + "WINGLOOM_NAME": "Asatriste", + "TOKUSECT_DESCRIPTION": "um inseto guerreiro", + "WINGLOOM_NAME_PREFIX": "Asa", + "WINGLOOM_LORE_1": "As lâmpadas na cabeça de Asatristes produzem uma corrente elétrica que passa por todo o corpo delus. Além disso, as luzes criadas por essa criatura são refletidas em seus olhos, dando-lhes uma visão noturna perfeita.", + "WINGLOOM_NAME_SUFFIX": "triste", + "WINGLOOM_LORE_2": "Ninguém sabe o exatamente o porquê de mariposas se atraírem por luzes artificiais. Uma teoria que justifica esse comportamento é a de que elas usam a lua como guia enquanto viajam.", + "WINGLOOM_DESCRIPTION": "uma mariposa com lâmpadas", + "MOTHMANIC_NAME": "Marimaníaco", + "MOTHMANIC_NAME_PREFIX": "Mari", + "MOTHMANIC_NAME_SUFFIX": "maníaco", + "MOTHMANIC_LORE_2": "O \\\"Mothman\\\" é um criptídeo da Virgínia Ocidental. Na década de 1960, época de suas primeiras aparições, ele foi descrito como um ser humanoide, grande, alado e com olhos vermelhos bem chamativos. De lá para cá, se tornou uma lenda urbana popular.", + "MOTHMANIC_LORE_1": "Com um bater de asas, Marimaníacos usam as poderosas correntes elétricas de seus corpos para lançar raios devastadores sobre seus alvos.", + "STARDIGRADE_NAME": "Asterdígrado", + "MOTHMANIC_DESCRIPTION": "uma mariposona bizarra", + "STARDIGRADE_NAME_PREFIX": "Aster", + "STARDIGRADE_NAME_SUFFIX": "dígrado", + "STARDIGRADE_LORE_1": "Asterdígrados são criaturas peculiares que passam a maior parte do tempo dormindo na troposfera de Nova Murta. Ocasionalmente, elas descem até o solo para se alimentar e, depois, usam os foguetes em suas costas para subir aos céus de novo.", + "STARDIGRADE_LORE_2": "Os tardígrados, também chamados de ursos d'água, são seres microscópicos encontrados no mundo todo. Na cultura popular, eles provavelmente são mais conhecidos pela sua durabilidade, já que podem sobreviver até ao vácuo do espaço.", + "STARDIGRADE_DESCRIPTION": "uma minhoca flutuante", + "GALAGOR_NAME": "Cosmosseto", + "GALAGOR_NAME_PREFIX": "Cosmos", + "GALAGOR_LORE_1": "Cosmossetos são Asterdígrados superinteligentes. A armadura externa dessas criaturas cobre quase que totalmente seus núcleos vermiculares cor-de-rosa, que ficam parcialmente visíveis por causa da cúpula de vidro dos capacetes.", + "GALAGOR_NAME_SUFFIX": "seto", + "GALAGOR_LORE_2": "A astrobiologia é uma área que estuda e pesquisa a possível existência de seres extraterrestres. Para isso, os astrobiólogos investigam as origens da vida terrestre e a possibilidade de outros planetas do universo terem passado por um processo de evolução parecido com o da Terra.", + "GALAGOR_DESCRIPTION": "um inseto espacial de capa", + "FAUCETEAR_NAME": "Tornelágrima", + "FAUCETEAR_NAME_PREFIX": "Torne", + "FAUCETEAR_NAME_SUFFIX": "lágrima", + "FAUCETEAR_LORE_2": "Torneiras, ou bicas, são válvulas que controlam a distribuição de líquidos. Sabe-se que elas já existiam no Império Romano, pois há registros de torneiras e válvulas nas ruínas de Pompeia.", + "FAUCETEAR_LORE_1": "A habilidade de Tornelágrimas de jorrar fluxos poderosos de água pressurizada está diretamente ligada ao seu estado emocional. Como essa criatura se assusta e se chateia com muita facilidade, é comum vê-las usando seus ataques aquáticos sem querer.", + "FAUCETEAR_DESCRIPTION": "uma bica vazando", + "FOUNTESS_NAME": "Fontesa", + "FOUNTESS_NAME_PREFIX": "Fonte", + "FOUNTESS_NAME_SUFFIX": "sa", + "FOUNTESS_LORE_2": "Embora os humanos \\\"tomem banho\\\" desde sempre, a primeira ducha mecânica foi criada em meados de 1700 pelo inglês William Feetham. Essa ducha usava uma bomba para fazer a água cair dentro de um recipiente que ficava sobre a cabeça do usuário, o qual puxava uma corrente para liberar a água em cima dele.", + "FOUNTESS_LORE_1": "Fontesas têm muito orgulho de serem criaturas educadas e esperam que os outros também sejam. Se elas virem alguém sendo indelicado, ficam angustiadas na mesma hora, e, com isso, a pressão da água que sai de suas cabeças aumenta drasticamente.", + "FOUNTESS_DESCRIPTION": "um chuveiro triste", + "TERRACOOKA_NAME": "Terracopa", + "TERRACOOKA_NAME_PREFIX": "Terra", + "TERRACOOKA_LORE_1": "Terracopas são aspirantes a cozinheires e vão tentar cozinhar com qualquer ingrediente que acharem em suas cavernas subterrâneas. Infelizmente, isso significa que a maior parte de seus pratos inclui líquen, musgo ou uma combinação de ambos.", + "TERRACOOKA_NAME_SUFFIX": "copa", + "TERRACOOKA_LORE_2": "Dogu é o nome dado a estatuetas de barro, normalmente em formato de humanos ou de animais, que datam de uma época pré-histórica do Japão.", + "COALDRON_NAME_PREFIX": "Carbo", + "COALDRON_NAME": "Carbodeira", + "TERRACOOKA_DESCRIPTION": "um chef de cerâmica", + "COALDRON_LORE_1": "Carbodeiras, por serem panelas vivas, não precisam de ajuda externa para mexer no caldo delicioso que estão sempre preparando. Embora não tenham muita mobilidade, essas criaturas conseguem lançar jatos desse caldo quente em qualquer um que tente fazer uma boquinha sem ser convidado.", + "COALDRON_NAME_SUFFIX": "deira", + "COALDRON_DESCRIPTION": "uma figura de cerâmica com corpo de caldeirão", + "COALDRON_LORE_2": "Caldeirões são panelas grandes, normalmente de metal ou cerâmica, colocadas sobre o fogo para cozinhar comida ou remédios. Elas fazem parte de várias culturas ao redor do mundo e já eram usadas por muitos povos em épocas pré-históricas.", + "PUPPERCUT_LORE_1": "Canisocos são criaturas que sonham em ser boxeadoras. O revestimento de ferro que cobre várias partes do corpo desse monstro, mesmo tendo nascido com ele, é suscetível à oxidação. No entanto, essas partes enferrujadas descascam conforme Canisocos atingem a maturidade.", + "PUPPERCUT_NAME": "Canisoco", + "PUPPERCUT_NAME_PREFIX": "Cani", + "PUPPERCUT_NAME_SUFFIX": "soco", + "DECIBELLE_NAME": "Decibela", + "SIRENADE_DESCRIPTION": "uma besta voadora com cauda de microfone", + "DECIBELLE_NAME_PREFIX": "Deci", + "DECIBELLE_LORE_1": "Pouca gente viu Decibelas na natureza. Os primeiros habitantes de Nova Murta relatavam a presença de dragões brancos no céu, mas não se sabe se estavam mesmo vendo Decibelas ou apenas enlouquecendo.", + "DECIBELLE_NAME_SUFFIX": "bela", + "DECIBELLE_DESCRIPTION": "uma besta voadora com fitas nas asas", + "DECIBELLE_LORE_2": "Na mitologia grega, as harpias são os espíritos responsáveis pelas tempestades e rajadas de vento. Assim como as sereias, elas são descritas como metade mulher, metade pássaro.", + "CARNIVIPER_NAME": "Carnavíbora", + "CARNIVIPER_NAME_PREFIX": "Carna", + "CARNIVIPER_NAME_SUFFIX": "víbora", + "CARNIVIPER_LORE_2": "O \\\"tsuchinoko\\\" faz parte da mitologia japonesa. Nas histórias, dizem que ele é venenoso como uma víbora e parecido com uma cobra, só que com o corpo mais achatado.", + "CARNIVIPER_LORE_1": "Embora tenham sempre um sorriso no rosto, Carnavíboras não são nada simpáticas, muito pelo contrário: são extremamente territoriais e atacam qualquer um que seja considerado uma ameaça — ou seja, tudo e todos.", + "MASQUERATTLE_NAME": "Mascabus", + "MASQUERATTLE_NAME_PREFIX": "Masca", + "CARNIVIPER_DESCRIPTION": "uma cobrinha mascarada", + "MASQUERATTLE_NAME_SUFFIX": "bus", + "MASQUERATTLE_DESCRIPTION": "uma cobrona mascarada", + "MASQUERATTLE_LORE_2": "Cobras e serpentes estão presentes e têm significado em muitas culturas ao redor do mundo. Por que será? Talvez sejam seus olhos que não piscam? Seus corpos sem braços e pernas? Suas mordidas mortais? Quem sabe.", + "MASQUERATTLE_LORE_1": "Muitos dizem que Mascabus usam máscaras com rostos para atrair presas desavisadas, mas isso é mentira — as carinhas nas máscaras são bizarras e ninguém em sã consciência se aproximaria delas.", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_QUESTION": "Com qual característica da serpente você mais se identifica?", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_MARDIUSA": "Elegância", + "MASQUERATTLE_EVOLUTION_SPECIALIZATION_JORMUNGOLD": "Implacabilidade", + "MARDIUSA_NAME": "Bailedusa", + "MARDIUSA_NAME_PREFIX": "Baile", + "MARDIUSA_NAME_SUFFIX": "dusa", + "MARDIUSA_DESCRIPTION": "uma mulher-cobra mascarada", + "MARDIUSA_LORE_2": "Na mitologia grega, Medusa é uma das três górgonas. Elas são mulheres com cobras em vez de cabelos e capazes de transformar em pedra qualquer um que fizesse contato visual com elas.", + "MARDIUSA_LORE_1": "Bailedusa não é um indivíduo, e sim um conjunto de seres — neste caso, um grupo de serpentezinhas com um único objetivo: fazer essa besta vaidosa se vestir como se estivesse indo a um baile chique e se divertir enquanto faz isso.", + "JORMUNGOLD_NAME": "Jormundiouro", + "JORMUNGOLD_NAME_PREFIX": "Jormun", + "JORMUNGOLD_NAME_SUFFIX": "diouro", + "JORMUNGOLD_LORE_2": "Na mitologia nórdica, Jörmungandr, a grande serpente, e seus irmãos, Fenrir e Hel, serão responsáveis pelo fim do mundo.", + "JORMUNGOLD_LORE_1": "Por incrível que pareça, as asas de Jormundiouros não transformam essas criaturas em seres aéreos; em vez disso, elas servem para ajudá-las a deslizar em velocidades cada vez mais altas a cada batida de asas.", + "JORMUNGOLD_DESCRIPTION": "uma cobrona voadora", + "AEROBOROS_NAME_PREFIX": "Aero", + "AEROBOROS_NAME": "Aeroboros", + "AEROBOROS_LORE_1": "Aeroboros, ao girarem seu corpo circular, criam correntes de vento tão fortes que conseguem até fazer os inimigos irem pelos ares.", + "AEROBOROS_NAME_SUFFIX": "boros", + "TRAFFIKRAB_NAME": "Trafeguejo", + "AEROBOROS_DESCRIPTION": "uma cobra redonda que voa", + "AEROBOROS_LORE_2": "O ouroboros representa o ciclo da vida, a morte e o renascimento. Seu símbolo é uma cobra mordendo a própria cauda e formando um círculo.", + "TRAFFIKRAB_NAME_PREFIX": "Trafe", + "TRAFFIKRAB_NAME_SUFFIX": "guejo", + "TRAFFIKRAB_LORE_2": "O cone de trânsito foi criado por Charles D. Scanlon na década de 1940 para ser uma forma barata de sinalizar obras nas estradas. Ele é normalmente feito de plástico amarelo ou laranja e pode vir com faixas brancas refletoras para aumentar a visibilidade à noite.", + "TRAFFIKRAB_LORE_1": "O cone do Trafeguejo não é um membro do corpo delu, e sim um cone de trânsito normal que essa criatura achou na orla de Nova Murta e se apossou. Dizem que Trafeguejos, no passado, usavam outros objetos como casa.", + "WEEVILITE_NAME": "Gorgumáforo", + "WEEVILITE_NAME_SUFFIX": "máforo", + "WEEVILITE_LORE_1": "Gorgumáforos usam seus pescoços compridos para observar monstros mais fracos de longe. Após identificá-los, essas criaturas piscam seus ofuscantes olhos verdes e vermelhos para causar tonturas e dores de cabeças paralisantes.", + "WEEVILITE_NAME_PREFIX": "Gorgu", + "TRAFFIKRAB_DESCRIPTION": "um caranguejo-cone gigante", + "WEEVILITE_LORE_2": "Os primeiros semáforos foram instalados em Londres em meados do século XIX, mas só começaram a usar lâmpadas elétricas em vez de lâmpadas a gás a partir do século XX.", + "LOBSTACLE_NAME_PREFIX": "Lagos", + "LOBSTACLE_NAME": "Lagostáculo", + "WEEVILITE_DESCRIPTION": "um caranguejo-semáforo", + "RATCOUSEL_NAME": "Ratogiro", + "MUSKRATEER_LORE_2": "\\\"Os Três Mosqueteiros\\\" é um romance de aventura histórico escrito pelo francês Alexandre Dumas. Conta a história de um grupo de aventureiros na Paris de 1600.", + "RATCOUSEL_NAME_PREFIX": "Rato", + "RATCOUSEL_NAME_SUFFIX": "giro", + "RATCOUSEL_LORE_2": "\\\"Rei dos ratos\\\" é o termo utilizado para descrever um grupo de ratos cujas caudas ficaram presas ou entrelaçadas umas nas outras.", + "RATCOUSEL_LORE_1": "Ratogiros são criaturas imponentes que se assemelham a carrosséis. Dizem que os \\\"ratinhos\\\" que giram ininterruptamente em volta dessa criatura só abrem os olhos quando ela morre.", + "POMBOMB_NAME": "Pomebomba", + "RATCOUSEL_DESCRIPTION": "um carrossel gigantesco", + "POMBOMB_NAME_PREFIX": "Pome", + "POMBOMB_LORE_1": "Pomebombas são consideradas, por unanimidade, uma das criaturas mais amigáveis de Nova Murta. Se não tivessem o costume de incendiar acidentalmente qualquer coisa, até que dariam bons bichinhos de estimação.", + "POMBOMB_NAME_SUFFIX": "bomba", + "POMBOMB_LORE_2": "Lulu da Pomerânia é o nome de uma raça de cachorro muito popular e conhecida por ser pequena e bem felpuda. Seu nome vem de uma região histórica da Europa ao sul do mar Báltico.", + "POMBOMB_DESCRIPTION": "um cachorro flamejante", + "SPITZFYRE_NAME_PREFIX": "Cospitz", + "SPITZFYRE_NAME": "Cospitzfogo", + "SPITZFYRE_NAME_SUFFIX": "fogo", + "SPITZFYRE_LORE_2": "Spitz é uma categoria de cachorros que engloba diversas outras raças. Algumas características marcantes dos Spitz são seus pelos densos e orelhas pontudas.", + "SPITZFYRE_LORE_1": "As habilidades de cuspir fogo dessa espécie se desenvolveram tanto que essas bestas precisam usar um óculos de proteção para evitar que a fumaça dos incêndios involuntariamente causados por elas entre em seus olhos.", + "SPITZFYRE_DESCRIPTION": "um cachorro de óculos", + "ELFLESS_NAME": "Elfetuoso", + "ELFLESS_NAME_PREFIX": "Elfe", + "ELFLESS_NAME_SUFFIX": "tuoso", + "GRAMPUS_NAME": "Krampugento", + "ELFLESS_DESCRIPTION": "um elfo com cara de madeira", + "ELFLESS_LORE_2": "Na literatura europeia, o \\\"elfo\\\" é uma criaturinha travessa cujo aspecto muda de acordo com a época. Assim como as fadas, elfos podem ser descritos como prestativos, levados ou até mesmo perversos.", + "ELFLESS_LORE_1": "Elfetuosos desenham sorrisos desfigurados em máscaras feitas de casca de árvore para esconder suas verdadeiras emoções. Boatos infundados alegam que uma vez por ano todos os Elfetuosos se juntam para trocar suas máscaras antigas por novas.", + "GRAMPUS_NAME_PREFIX": "Krampu", + "GRAMPUS_NAME_SUFFIX": "gento", + "GRAMPUS_LORE_2": "Ao contrário do benevolente São Nicolau, o \\\"Krampus\\\" é um ser folclórico que gosta de punir crianças levadas na época natalina. Ele normalmente é descrito como uma criatura que tem pernas de bode e uma expressão assustadora.", + "GRAMPUS_DESCRIPTION": "um iéti bravo", + "FAERIOUS_NAME": "Faerioso", + "GRAMPUS_LORE_1": "Krampugentos são Elfetuosos adultes. Após passar muitos anos suprimindo as emoções, elu se tornou uma criatura bruta que procura descontar toda a sua raiva nos outros — particularmente na época natalina.", + "FAERIOUS_NAME_PREFIX": "Fae", + "FAERIOUS_NAME_SUFFIX": "rioso", + "FAERIOUS_LORE_2": "Em determinados livros de fantasia, os elfos são frequentemente descritos como guerreiros elegantes e céleres. Assim como os elfos das lendas, o elfo fantástico pode ser tanto um aliado quanto uma ameaça para os humanos.", + "FAERIOUS_LORE_1": "É uma Elfetuoso que usou toda a sua fúria reprimida no aprimoramento de suas habilidades de combate. Elas derrubam os inimigos com espadas de gelo e bloqueiam ataques com escudos de casca de árvore.", + "FAERIOUS_DESCRIPTION": "um elfo de espada", + "ICEPECK_NAME": "Gelabico", + "ICEPECK_NAME_PREFIX": "Gela", + "ICEPECK_NAME_SUFFIX": "bico", + "SIRENADE_NAME_PREFIX": "Sire", + "SIRENADE_NAME": "Sirenata", + "SIRENADE_LORE_1": "As Sirenatas, além de já serem bem barulhentas por natureza, ainda usam suas caudas e asas de microfone para amplificar as vozes. Tudo indica que elas nem sabem quando estão cantando alto demais e incomodando os outros.", + "SIRENADE_NAME_SUFFIX": "nata", + "SIRENADE_LORE_2": "Na mitologia grega — com destaque para a Odisseia, de Homero —, as sereias são normalmente descritas como um híbrido de mulher e pássaro capaz de enfeitiçar homens com suas belas vozes e fazê-los se afogarem.", "MACABRA_NAME_PREFIX": "Ma", "SCAMPIRE_DESCRIPTION": "um vampiro de chapéu", "MACABRA_NAME": "Macabra", "MACABRA_LORE_1": "Essa espécie é cega, mas consegue sentir o \\\"gosto\\\" do ar quando está à procura de possíveis presas. Macabras preferem fazer isso do alto e normalmente pousam em pedras ou em esqueletos de animais enquanto caçam.", "MACABRA_NAME_SUFFIX": "cabra", + "MACABRA_DESCRIPTION": "uma criatura cheia de dentes pousada numa caveira", "MACABRA_LORE_2": "O chupa-cabra é uma criação folclórica um tanto recente. Relatos de animais achados sem sangue em alguns lugares da América do Sul popularizaram o conceito de uma criatura sugadora de sangue, noturna e de origem desconhecida.", - "ACHIEVEMENT_NAME_head_skip": "Passando por Cima", - "ACHIEVEMENT_NAME_defeat_black_shuck": "Enfrentando a Própria Sombra", - "ACHIEVEMENT_DESC_head_skip": "Tente passar por cima de um inimigo na base do pulo.", - "ACHIEVEMENT_DESC_defeat_black_shuck": "Domine a si durante uma batalha.", - "ACHIEVEMENT_NAME_obtain_magikrab": "O Auge da Evolução", - "ACHIEVEMENT_DESC_obtain_magikrab": "Obtenha uma forma de monstro considerada impossível de achar.", - "ACHIEVEMENT_NAME_aa_lenna": "A Heroína de Outra História", - "DEFAULT_PLAYER_NAME": "Cass", - "ACHIEVEMENT_DESC_aa_lenna": "Prove seu valor a uma certa guerreira.", - "MEREDITH_NAME": "Meredith", - "KAYLEIGH_NAME": "Kayleigh", - "FELIX_NAME": "Félix", - "EUGENE_NAME": "Eugene", - "VIOLA_NAME": "Viola", - "DOG_NAME": "Doguinho", - "UNKNOWN_NAME": "???", - "SEBASTIAN_NAME": "Sebastião", - "LANDKEEPER_NAME": "Corretor", - "LANDKEEPER1_NAME": "Corretor nº 1", - "LANDKEEPER2_NAME": "Corretor nº 2", - "SUNNY_NAME": "Allegra", - "LANDKEEPERS_NAME": "Corretores", - "SUNNY_UNKNOWN_NAME": "Corretora Desarrumada", - "CULTIST_NAME.m": "Cultista", - "CULTIST_NAME.f": "Cultista", - "RANGER_NAME.m": "Vigilante", - "CULTIST_NAME.n": "Cultista", - "RANGER_NAME.f": "Vigilante", - "RANGER_NAME.n": "Vigilante", - "RANGER_RECRUITER_NAME.m": "Caça-talentos", - "RANGER_RECRUITER_NAME.f": "Caça-talentos", - "RANGER_RECRUITER_NAME.n": "Caça-talentos", - "RANGER_WANNABE_NAME.m": "Aspirante", - "RANGER_WANNABE_NAME.f": "Aspirante", - "RANGER_WANNABE_NAME.n": "Aspirante", - "RANGER_TRAINEE_NAME": "Aprendiz", - "RESEARCHER_NAME.m": "Cientista", - "ACHIEVEMENT_NAME_quest_hoylake": "Caça e Caçador", - "ACHIEVEMENT_DESC_quest_hoylake": "Ajude Dulago com a pesquisa.", - "ACHIEVEMENT_NAME_defeat_ghost": "Quem Você Vai Chamar?", - "ACHIEVEMENT_DESC_defeat_ghost": "Derrote um fantasma.", - "ACHIEVEMENT_NAME_rogue_fusion": "A Soma das Partes", - "ACHIEVEMENT_DESC_rogue_fusion": "Derrote uma Fusão Rebelde.", - "ACHIEVEMENT_NAME_swarm_fusion": "Deu a Louca nos Monstros", - "ACHIEVEMENT_DESC_swarm_fusion": "Derrote um Enxame.", - "ACHIEVEMENT_DESC_unstable_fusion": "Derrote uma Fusão Instável.", - "ACHIEVEMENT_NAME_unstable_fusion": "Não os Alimente Após a Meia-noite", - "ACHIEVEMENT_NAME_orb_fusion": "Aquilo Não é Uma Lua", - "ACHIEVEMENT_DESC_orb_fusion": "Derrote uma Fusão Esférica.", - "ACHIEVEMENT_NAME_rogue_fusion_5": "Y Soy Rebelde", - "ACHIEVEMENT_DESC_rogue_fusion_5": "Derrote 5 Fusões Rebeldes.", - "ACHIEVEMENT_NAME_quest_kayleigh1": "Eu Corri Pra Bem Longe, parte I", - "ACHIEVEMENT_DESC_quest_kayleigh1": "Inicie a missão de Kayleigh.", - "ACHIEVEMENT_NAME_offices_cleared_1": "Seja Obediente, parte I", + "FOLKLORD_NAME": "Folclorde", + "FOLKLORD_NAME_PREFIX": "Folc", + "FOLKLORD_LORE_1": "Folclordes são, antes de tudo, Macabras no estágio adulto. Uma caveira semelhante a que elu costumava usar como poleiro agora envolve sua cabeça, e seus braços e seu tronco são tão densos devido aos músculos que elu não consegue ficar em pé por muito tempo.", + "FOLKLORD_NAME_SUFFIX": "lorde", + "FOLKLORD_DESCRIPTION": "uma criatura gigante com cabeça de caveira", + "FOLKLORD_LORE_2": "Na América do Norte, há vários criptídeos, ou criaturas não identificadas, que são descritas como humanoides gigantes que vivem em florestas. Nesse grupo, estão incluídos os simiescos Pé-grande e Sasquatch.", + "SQUIREY_NAME": "Escuvigori", + "SQUIREY_NAME_PREFIX": "Escu", + "SQUIREY_LORE_1": "Escuvigoris são uma espécie vista com frequência perambulando pelas planícies de Nova Murta procurando oponentes para batalhar. Apesar de fofinhas, essas bestas são guerreiras dedicadas e motivadas pelo desejo inato de aperfeiçoar suas habilidades.", + "SQUIREY_NAME_SUFFIX": "vigori", + "SQUIREY_EVOLUTION_SPECIALIZATION_QUESTION": "No calor da batalha, o que é mais importante para você?", + "SQUIREY_LORE_2": "Um escudeiro era, na Idade Média, um aprendiz de cavaleiro. Ele exercia várias funções para o cavaleiro — carregar as armas dele, por exemplo —, mas podia se tornar um se provasse ser digno.", + "SQUIREY_EVOLUTION_SPECIALIZATION_PALANGOLIN": "Honra", + "SQUIREY_EVOLUTION_SPECIALIZATION_MANISPEAR": "Vitória", + "PALANGOLIN_NAME": "Palangolin", + "SQUIREY_DESCRIPTION": "um pangolin de lança", + "PALANGOLIN_NAME_PREFIX": "Palan", + "PALANGOLIN_LORE_1": "Palangolins são Escuvigoris crescides que se mantiveram fiéis aos seus princípios e se tornaram cavaleires honrades. Essa espécie empunha alabadas douradas e chamativas para defender seus aliados no calor da batalha.", + "PALANGOLIN_NAME_SUFFIX": "golin", + "PALANGOLIN_LORE_2": "Na Europa da Idade Média, o título de cavaleiro era concedido a indivíduos que prestaram serviços relevantes ao país. A popularidade dos romances arturianos influenciou a representação dos cavaleiros, que agora são constantemente associados ao cavalheirismo e ao heroísmo.", + "MANISPEAR_NAME": "Manilança", + "PALANGOLIN_DESCRIPTION": "um cavaleiro de alabarda", + "MANISPEAR_NAME_PREFIX": "Mani", + "MANISPEAR_NAME_SUFFIX": "lança", + "MANISPEAR_LORE_2": "O \\\"cavaleiro negro\\\" é um arquétipo muito comum em obras de ficção. Ele é normalmente apresentado como um cavaleiro mascarado que se desviou do bom caminho, além de servir como um vilão a ser derrotado pelo protagonista da história.", + "MANISPEAR_LORE_1": "Se ume Escuvigori ceder aos seus impulsos mais sombrios durante o treinamento, elu se tornará ume Manilança. Com o rosto escondido sob um elmo preto, Manilanças não têm limites ou autocontrole na hora de lutar.", + "MUSKRATEER_NAME_SUFFIX": "rato", + "MUSKRATEER_DESCRIPTION": "um rato de espada e chapéu", + "MUSKRATEER_LORE_1": "Mosquerratos são comumente encontrades em cavernas subterrâneas, seu habitat natural, afiando espadas em pedras. É comum ver exemplares dessa espécie duelando com Escuvigoris por aí.", + "MUSKRATEER_NAME": "Mosquerrato", + "MANISPEAR_DESCRIPTION": "um cavaleiro de armadura preta com uma lança imensa", + "MUSKRATEER_NAME_PREFIX": "Mosquer", + "CREEP_NAME.n": "Anormal", + "FARMER_EDWARD_NAME": "Asterix Solano", + "FARMER_MARIS_NAME": "Monalisa Solano", + "IANTHE_NAME": "Líder Ianthe", + "IANTHE_NAME_SHORT": "Ianthe", + "IANTHE_SUBTITLE": "Vigilante-chefe", + "LEADER_IANTHE_UNKNOWN_NAME": "Mulher Confiante", + "CAPTAIN_WALLACE_NAME": "Comandante Murilo", + "CAPTAIN_WALLACE_NAME_SHORT": "Murilo", + "CAPTAIN_WALLACE_SUBTITLE": "Construtor", + "CAPTAIN_SKIP_NAME": "Comandante Cisco", + "CAPTAIN_SKIP_NAME_SHORT": "Cisco", + "CAPTAIN_SKIP_SUBTITLE": "Caça-tesouros Questionável", + "CAPTAIN_ZEDD_NAME_SHORT": "Siesta", + "CAPTAIN_ZEDD_NAME": "Comandante Siesta", + "CAPTAIN_ZEDD_SUBTITLE": "\\\"Meditador\\\"", + "CAPTAIN_JUDAS_NAME": "Comandante Judas", + "CAPTAIN_JUDAS_NAME_SHORT": "Judas", + "CAPTAIN_JUDAS_SUBTITLE": "Sobrevivencialista", + "CAPTAIN_CLEEO_NAME": "Comandante Clee-O", + "CAPTAIN_CLEEO_NAME_SHORT": "Clee-O", + "CAPTAIN_CLEEO_SUBTITLE": "Mecanoide do Cassino", + "CAPTAIN_LODESTEIN_NAME": "Comandante Magneticus", + "CAPTAIN_LODESTEIN_NAME_SHORT": "Magneticus", + "CAPTAIN_LODESTEIN_SUBTITLE": "Eletricista", + "CAPTAIN_DREADFUL_NAME": "Comandante Vitória Frankenstein", + "CAPTAIN_DREADFUL_NAME_SHORT": "Frankenstein", + "CAPTAIN_DREADFUL_SUBTITLE": "Engana-morte", + "CAPTAIN_GLADIOLA_NAME": "Comandante Bellona", + "CAPTAIN_GLADIOLA_NAME_SHORT": "Bellona", + "CAPTAIN_GLADIOLA_SUBTITLE": "Deusa das Lâminas", + "CAPTAIN_HEATHER_NAME_SHORT": "Celestina", + "CAPTAIN_HEATHER_NAME": "Comandante Celestina", + "CAPTAIN_HEATHER_SUBTITLE": "Moça do Tempo", + "CAPTAIN_BUFFY_NAME": "Comandante Barbie", + "CAPTAIN_BUFFY_NAME_SHORT": "Barbie", + "CAPTAIN_BUFFY_SUBTITLE": "Fisiculturista", + "CAPTAIN_CYBIL_NAME": "Comandante Sibila", + "CAPTAIN_CYBIL_NAME_SHORT": "Sibila", + "CAPTAIN_CYBIL_SUBTITLE": "Locutora de Rádio", + "CAPTAIN_CODEY_NAME": "Comandante Codi", + "CAPTAIN_CODEY_NAME_SHORT": "Codi", + "CAPTAIN_CODEY_SUBTITLE": "Hacker de Fita", "ACHIEVEMENT_NAME_offices_cleared_3": "Seja Obediente, parte III", "ACHIEVEMENT_DESC_offices_cleared_2": "Acabe com 2 escritórios de Corretor.", - "ACHIEVEMENT_NAME_sign_up_rangers": "Carteira Assinada, parte I", - "ACHIEVEMENT_NAME_rogue_fusion_10": "Células Rebeldes", - "ACHIEVEMENT_NAME_rogue_fusion_20": "Galeria de Rebeldes", + "ACHIEVEMENT_DESC_offices_cleared_3": "Acabe com 3 escritórios de Corretor.", + "ACHIEVEMENT_DESC_obtain_rumor": "Ouça um boato.", + "ACHIEVEMENT_NAME_obtain_rumor": "Boca de Sacola", + "ACHIEVEMENT_NAME_partner_felix": "Félix", + "ACHIEVEMENT_DESC_partner_felix": "Desbloqueie Félix.", + "ACHIEVEMENT_NAME_partner_dog": "Doguinho", + "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Obtenha 5 corações com Eugene.", + "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Obtenha 5 corações com Meredith.", + "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Cineminha", + "ACHIEVEMENT_DESC_relationship_level_5_felix": "Obtenha 5 corações com Félix.", + "ACHIEVEMENT_NAME_relationship_level_5_felix": "Um Retrato do Artista", + "ACHIEVEMENT_DESC_reopened_stations_final": "Solucione a charada da música de Morgana.", + "ACHIEVEMENT_NAME_aa_morgante": "Rebelião", + "ACHIEVEMENT_DESC_aa_aleph_null": "Desafie todas as probabilidades num lugar entre mundos.", + "ACHIEVEMENT_NAME_aa_aleph_null": "Flecha do Tempo", + "ACHIEVEMENT_DESC_aa_morgante": "Derrote uma força ancestral em sua forma mais poderosa.", + "ACHIEVEMENT_DESC_quest_felix1": "Encontre Kuneko.", + "ACHIEVEMENT_NAME_kuneko_altars_1": "Bem-Me-Quer, Mal-Me-Quer, parte II", + "ACHIEVEMENT_DESC_kuneko_altars_1": "Encontre Kuneko em 1 altar.", + "ACHIEVEMENT_NAME_quest_viola_complete": "Todo Mundo Está à Procura de Algo", + "ACHIEVEMENT_NAME_relationship_level_5_kayleigh": "Uma Serenata Para Você", + "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Inauguração", + "ACHIEVEMENT_DESC_relationship_level_5_kayleigh": "Obtenha 5 corações com Kayleigh.", + "ACHIEVEMENT_NAME_relationship_level_5_dog": "Melhor Amigo do Cachorro", + "ACHIEVEMENT_DESC_relationship_level_5_dog": "Obtenha 5 corações com Doguinho.", + "ACHIEVEMENT_NAME_relationship_level_5_viola": "Como Gostais", + "ACHIEVEMENT_DESC_relationship_level_5_viola": "Obtenha 5 corações com Viola.", + "ACHIEVEMENT_NAME_romantic_relationship": "Você e Eu, Eu e Você", + "ACHIEVEMENT_NAME_reopened_stations_final": "Preste Atenção em Minhas Palavras", + "ACHIEVEMENT_DESC_romantic_relationship": "Entre num relacionamento.", + "ACHIEVEMENT_NAME_captain_wallace": "Contra o Muro", + "ACHIEVEMENT_DESC_captain_wallace": "Derrote Comandante Murilo.", + "ACHIEVEMENT_DESC_captain_skip": "Derrote Comandante Cisco.", + "ACHIEVEMENT_NAME_captain_skip": "Coleta de Lixo Transmundana", + "ACHIEVEMENT_NAME_captain_zedd": "Dorme que Passa", + "ACHIEVEMENT_DESC_captain_zedd": "Derrote Comandante Siesta.", + "ACHIEVEMENT_DESC_captain_cleeo": "Derrote Comandante Clee-O.", + "ACHIEVEMENT_NAME_kuneko_altars_2": "Bem-Me-Quer, Mal-Me-Quer, parte III", + "ACHIEVEMENT_DESC_kuneko_altars_2": "Encontre Kuneko em 2 altares.", + "ACHIEVEMENT_NAME_kuneko_altars_3": "Bem-Me-Quer, Mal-Me-Quer, parte IV", + "ACHIEVEMENT_DESC_kuneko_altars_3": "Encontre Kuneko em 3 altares.", "ACHIEVEMENT_DESC_rogue_fusion_10": "Derrote 10 Fusões Rebeldes.", + "ACHIEVEMENT_NAME_rogue_fusion_20": "Galeria de Rebeldes", "ACHIEVEMENT_DESC_rogue_fusion_20": "Derrote 20 Fusões Rebeldes.", - "ACHIEVEMENT_NAME_rogue_fusion_50": "Estado Rebelde", "ACHIEVEMENT_NAME_overworld_chunks": "Aonde Quer que Eu Vá", + "ACHIEVEMENT_NAME_rogue_fusion_50": "Estado Rebelde", "ACHIEVEMENT_DESC_rogue_fusion_50": "Derrote 50 Fusões Rebeldes.", "ACHIEVEMENT_DESC_overworld_chunks": "Visite cada parte de Nova Murta.", "ACHIEVEMENT_NAME_reopened_stations_all": "Baldeação", @@ -100399,45 +111038,39 @@ "ACHIEVEMENT_NAME_observe_species_120": "Zoologista Iniciante", "ACHIEVEMENT_DESC_observe_species_120": "Observe 120 espécies diferentes.", "ACHIEVEMENT_NAME_obtain_species_10": "Zoologista, parte I", - "ACHIEVEMENT_DESC_obtain_species_10": "Obtenha 10 espécies diferentes.", - "ACHIEVEMENT_NAME_obtain_species_20": "Zoologista, parte II", - "ACHIEVEMENT_DESC_investigate_rumor": "Investigue um boato.", - "ACHIEVEMENT_NAME_partner_kayleigh": "Kayleigh", - "ACHIEVEMENT_NAME_obtain_candevil": "Quero Doce", - "ACHIEVEMENT_DESC_partner_felix": "Desbloqueie Félix.", - "ACHIEVEMENT_NAME_partner_dog": "Doguinho", - "ACHIEVEMENT_DESC_partner_dog": "Desbloqueie Doguinho.", - "ACHIEVEMENT_NAME_partner_meredith": "Meredith", - "ACHIEVEMENT_DESC_partner_meredith": "Desbloqueie Meredith.", - "ACHIEVEMENT_NAME_partner_felix": "Félix", - "ACHIEVEMENT_NAME_quest_meredith1": "Shopping Kaidosseu", - "ACHIEVEMENT_NAME_quest_kayleigh_complete": "Eu Corri Pra Bem Longe, parte II", "ACHIEVEMENT_DESC_quest_kayleigh_complete": "Conclua a missão de Kayleigh.", "ACHIEVEMENT_NAME_quest_eugene_complete": "Seja Obediente, parte VI", "ACHIEVEMENT_DESC_quest_eugene_complete": "Conclua a missão de Eugene.", - "ACHIEVEMENT_DESC_obtain_rumor": "Ouça um boato.", - "ACHIEVEMENT_NAME_offices_cleared_4": "Seja Obediente, parte IV", - "ACHIEVEMENT_DESC_offices_cleared_3": "Acabe com 3 escritórios de Corretor.", - "ACHIEVEMENT_NAME_captain_wallace": "Contra o Muro", - "ACHIEVEMENT_DESC_captain_wallace": "Derrote Comandante Murilo.", - "ACHIEVEMENT_DESC_captain_skip": "Derrote Comandante Cisco.", - "ACHIEVEMENT_NAME_captain_skip": "Coleta de Lixo Transmundana", - "ACHIEVEMENT_DESC_captain_judas": "Derrote Comandante Judas.", - "ACHIEVEMENT_NAME_captain_zedd": "Dorme que Passa", - "ACHIEVEMENT_DESC_captain_zedd": "Derrote Comandante Siesta.", - "ACHIEVEMENT_NAME_captain_judas": "É Preciso Saber Viver", - "ACHIEVEMENT_NAME_captain_cleeo": "O Vencedor Leva Tudo", - "ACHIEVEMENT_DESC_captain_cleeo": "Derrote Comandante Clee-O.", - "ACHIEVEMENT_NAME_captain_lodestein": "Eletrizante", - "ACHIEVEMENT_DESC_captain_lodestein": "Derrote Comandante Magneticus.", - "ACHIEVEMENT_NAME_captain_dreadful": "Do Outro Lado", - "ACHIEVEMENT_DESC_captain_dreadful": "Derrote Comandante Vitória Frankenstein.", - "ACHIEVEMENT_NAME_captain_gladiola": "Murro em Ponta de Faca", - "ACHIEVEMENT_DESC_captain_gladiola": "Derrote Comandante Bellona.", - "ACHIEVEMENT_NAME_captain_heather": "Vento no Litoral", - "ACHIEVEMENT_DESC_captain_heather": "Derrote Comandante Celestina.", - "ACHIEVEMENT_NAME_captain_buffy": "Puxando Ferro", - "ACHIEVEMENT_DESC_captain_buffy": "Derrote Comandante Barbie.", + "ACHIEVEMENT_NAME_quest_meredith_complete": "Tudo Que Eu Precisava", + "ACHIEVEMENT_NAME_sign_up_rangers": "Carteira Assinada, parte I", + "ACHIEVEMENT_NAME_ability_glide": "Expanda Seus Horizontes", + "ACHIEVEMENT_DESC_ability_glide": "Obtenha a habilidade Planar da Mariposa.", + "ACHIEVEMENT_NAME_ability_dash": "Impulso de Balazita", + "ACHIEVEMENT_DESC_ability_magnetism": "Obtenha a habilidade Eletromagnetismo.", + "ACHIEVEMENT_DESC_ability_dash": "Obtenha a habilidade Impulso de Balazita.", + "ACHIEVEMENT_NAME_ability_magnetism": "Eletricidade", + "ACHIEVEMENT_NAME_ability_swim": "Aulas de Natação", + "ACHIEVEMENT_DESC_ability_swim": "Obtenha a habilidade Nado da Nadafoca.", + "ACHIEVEMENT_NAME_ability_climb": "A Bola da Vez", + "ACHIEVEMENT_DESC_ability_climb": "Obtenha a habilidade Bola de Videira da Abóbora.", + "ACHIEVEMENT_NAME_ability_flight": "Levantando Voo", + "ACHIEVEMENT_DESC_ability_flight": "Obtenha a habilidade Voo de Averevoir.", + "ACHIEVEMENT_DESC_ability_fusion_radar": "Obtenha o Radar de Fusões.", + "ACHIEVEMENT_NAME_ability_fusion_radar": "Fusões no Radar", + "ACHIEVEMENT_NAME_intermission": "Não Era Isso que Eu Queria", + "ACHIEVEMENT_DESC_intermission": "Chegue a um lugar bem distante.", + "ACHIEVEMENT_NAME_ending": "De Volta ao Mundo Real", + "ACHIEVEMENT_DESC_quest_meredith_complete": "Conclua a missão de Meredith.", + "ACHIEVEMENT_NAME_quest_dog_complete": "Volte e Fique", + "ACHIEVEMENT_DESC_quest_felix_complete": "Conclua a missão de Félix.", + "ACHIEVEMENT_NAME_quest_felix_complete": "Bem-Me-Quer, Mal-Me-Quer, parte VI", + "ACHIEVEMENT_DESC_quest_dog_complete": "Conclua a missão de Doguinho.", + "ACHIEVEMENT_DESC_quest_viola_complete": "Conclua a missão de Viola.", + "ACHIEVEMENT_DESC_quest_kayleigh1": "Inicie a missão de Kayleigh.", + "ACHIEVEMENT_NAME_offices_cleared_1": "Seja Obediente, parte I", + "ACHIEVEMENT_NAME_quest_kayleigh1": "Eu Corri Pra Bem Longe, parte I", + "ACHIEVEMENT_DESC_obtain_species_10": "Obtenha 10 espécies diferentes.", + "ACHIEVEMENT_NAME_obtain_species_20": "Zoologista, parte II", "ACHIEVEMENT_DESC_obtain_species_20": "Obtenha 20 espécies diferentes.", "ACHIEVEMENT_NAME_obtain_species_50": "Zoologista, parte III", "ACHIEVEMENT_DESC_obtain_species_50": "Obtenha 50 espécies diferentes.", @@ -100446,71 +111079,8 @@ "ACHIEVEMENT_NAME_obtain_species_120": "Zoologista Experiente", "ACHIEVEMENT_DESC_obtain_species_120": "Obtenha 120 espécies diferentes.", "ACHIEVEMENT_NAME_maxed_tape_species_120": "Mestre das Cassette Beasts", - "ACHIEVEMENT_DESC_maxed_tape_species_120": "Obtenha informações adicionais sobre cada espécie.", - "ACHIEVEMENT_DESC_bootleg_beast": "Obtenha um embuste do tipo Besta.", "ACHIEVEMENT_NAME_bootleg_beast": "Embuste Bestial", - "ACHIEVEMENT_NAME_bootleg_fire": "Embuste Flamejante", - "ACHIEVEMENT_DESC_bootleg_plant": "Obtenha um embuste do tipo Planta.", - "ACHIEVEMENT_DESC_bootleg_fire": "Obtenha um embuste do tipo Fogo.", - "ACHIEVEMENT_NAME_bootleg_plastic": "Embuste de Brinquedo", - "ACHIEVEMENT_DESC_bootleg_plastic": "Obtenha um embuste do tipo Plástico.", - "ACHIEVEMENT_NAME_bootleg_plant": "Embuste Folhoso", - "ACHIEVEMENT_NAME_tutorial": "Este é o Nosso Mundo", - "ACHIEVEMENT_NAME_relationship_level_5_eugene": "Inauguração", - "ACHIEVEMENT_DESC_relationship_level_5_eugene": "Obtenha 5 corações com Eugene.", - "ACHIEVEMENT_NAME_relationship_level_5_meredith": "Cineminha", - "ACHIEVEMENT_DESC_relationship_level_5_meredith": "Obtenha 5 corações com Meredith.", - "ACHIEVEMENT_NAME_relationship_level_5_dog": "Melhor Amigo do Cachorro", - "ACHIEVEMENT_DESC_relationship_level_5_felix": "Obtenha 5 corações com Félix.", - "ACHIEVEMENT_NAME_relationship_level_5_felix": "Um Retrato do Artista", - "ACHIEVEMENT_NAME_bootleg_water": "Embuste Aquático", - "ACHIEVEMENT_DESC_bootleg_water": "Obtenha um embuste do tipo Água.", - "ACHIEVEMENT_NAME_bootleg_poison": "Embuste Venenoso", - "ACHIEVEMENT_DESC_bootleg_poison": "Obtenha um embuste do tipo Veneno.", - "ACHIEVEMENT_NAME_bootleg_astral": "Embuste Cósmico", - "ACHIEVEMENT_DESC_bootleg_astral": "Obtenha um embuste do tipo Astral.", - "ACHIEVEMENT_NAME_bootleg_ice": "Embuste Gelado", - "ACHIEVEMENT_DESC_bootleg_ice": "Obtenha um embuste do tipo Gelo.", - "ACHIEVEMENT_NAME_bootleg_lightning": "Embuste Chocante", - "ACHIEVEMENT_DESC_bootleg_lightning": "Obtenha um embuste do tipo Raio.", - "ACHIEVEMENT_NAME_bootleg_air": "Embuste Ventoso", - "ACHIEVEMENT_DESC_bootleg_air": "Obtenha um embuste do tipo Ar.", - "ACHIEVEMENT_NAME_bootleg_earth": "Embuste Pedregoso", - "ACHIEVEMENT_DESC_bootleg_earth": "Obtenha um embuste do tipo Terra.", - "ACHIEVEMENT_NAME_bootleg_metal": "Embuste Ferroso", - "ACHIEVEMENT_DESC_bootleg_metal": "Obtenha um embuste do tipo Metal.", - "ACHIEVEMENT_DESC_sign_up_rangers": "Inscreva-se nos Vigilantes.", - "ACHIEVEMENT_NAME_obtain_rumor": "Boca de Sacola", - "ACHIEVEMENT_DESC_relationship_level_5_dog": "Obtenha 5 corações com Doguinho.", - "ACHIEVEMENT_NAME_relationship_level_5_viola": "Como Gostais", - "ACHIEVEMENT_DESC_relationship_level_5_viola": "Obtenha 5 corações com Viola.", - "ACHIEVEMENT_NAME_romantic_relationship": "Você e Eu, Eu e Você", - "ACHIEVEMENT_DESC_romantic_relationship": "Entre num relacionamento.", - "ACHIEVEMENT_NAME_reopened_stations_final": "Preste Atenção em Minhas Palavras", - "ACHIEVEMENT_NAME_captain_cybil": "A Estrela do Rádio", - "ACHIEVEMENT_DESC_captain_cybil": "Derrote Comandante Sibila.", - "ACHIEVEMENT_DESC_captain_codey": "Derrote Comandante Codi.", - "ACHIEVEMENT_NAME_captain_codey": "Ciberpirata", - "ACHIEVEMENT_DESC_defeat_ianthe": "Derrote Ianthe e torne-se Comandante dos Vigilantes.", - "ACHIEVEMENT_NAME_defeat_ianthe": "Carteira Assinada, parte II", - "ACHIEVEMENT_NAME_quest_overtime": "Hora Extra", - "ACHIEVEMENT_DESC_quest_overtime": "Escolha um design para a placa de Vilancoradouro.", - "ACHIEVEMENT_NAME_quest_sunny": "Quando o Sol Bater na Janela", - "ACHIEVEMENT_DESC_quest_sunny": "Ajude Allegra a começar uma nova vida.", - "ACHIEVEMENT_NAME_offices_cleared_5": "Seja Obediente, parte V", - "ACHIEVEMENT_DESC_offices_cleared_4": "Acabe com 4 escritórios de Corretor.", - "ACHIEVEMENT_DESC_kuneko_altars_1": "Encontre Kuneko em 1 altar.", - "ACHIEVEMENT_NAME_kuneko_altars_2": "Bem-Me-Quer, Mal-Me-Quer, parte III", - "ACHIEVEMENT_DESC_kuneko_altars_2": "Encontre Kuneko em 2 altares.", - "ACHIEVEMENT_DESC_kuneko_altars_4": "Encontre Kuneko em 4 altares.", - "ACHIEVEMENT_NAME_kuneko_altars_3": "Bem-Me-Quer, Mal-Me-Quer, parte IV", - "ACHIEVEMENT_DESC_partner_kayleigh": "Desbloqueie Kayleigh.", - "ACHIEVEMENT_NAME_partner_eugene": "Eugene", - "ACHIEVEMENT_DESC_partner_eugene": "Desbloqueie Eugene.", - "ACHIEVEMENT_DESC_remaster": "Remasterize uma fita.", - "ACHIEVEMENT_NAME_investigate_rumor": "Na Boca do Povo", - "ACHIEVEMENT_NAME_bootleg_glass": "Embuste Transparente", - "ACHIEVEMENT_DESC_bootleg_glass": "Obtenha um embuste do tipo Vidro.", + "ACHIEVEMENT_DESC_maxed_tape_species_120": "Obtenha informações adicionais sobre cada espécie.", "ACHIEVEMENT_NAME_bootleg_glitter": "Embuste Brilhante", "ACHIEVEMENT_DESC_bootleg_glitter": "Obtenha um embuste do tipo Purpurina.", "ACHIEVEMENT_NAME_train_frankie": "Frankie Vai ao País das Maravilhas", @@ -100525,12 +111095,63 @@ "ACHIEVEMENT_DESC_noticeboard_50": "Conclua 50 missões do quadro de avisos.", "ACHIEVEMENT_NAME_noticeboard_100": "Vigilante Experiente", "ACHIEVEMENT_DESC_noticeboard_100": "Conclua 100 missões do quadro de avisos.", + "ACHIEVEMENT_DESC_obtain_rare_sticker": "Obtenha um adesivo raro.", "ACHIEVEMENT_NAME_obtain_rare_sticker": "Colecionando Adesivos", + "ACHIEVEMENT_DESC_partner_viola": "Desbloqueie Viola.", + "ACHIEVEMENT_NAME_remaster": "Remasterização", + "ACHIEVEMENT_DESC_remaster": "Remasterize uma fita.", + "ACHIEVEMENT_DESC_sign_up_rangers": "Inscreva-se nos Vigilantes.", + "ACHIEVEMENT_NAME_offices_cleared_2": "Seja Obediente, parte II", + "ACHIEVEMENT_DESC_offices_cleared_1": "Acabe com 1 escritório de Corretor.", + "ACHIEVEMENT_DESC_obtain_candevil": "Obtenha Docemônio.", + "ACHIEVEMENT_NAME_aa_tower": "Torre da Ignorância", + "ACHIEVEMENT_DESC_aa_tower": "Derrote Babelite.", + "ACHIEVEMENT_NAME_song_parts_8": "Terra da Confusão", + "ACHIEVEMENT_DESC_song_parts_8": "Complete a música de Morgana.", + "ACHIEVEMENT_DESC_aa_helia": "Domine a essência da fusão.", + "ACHIEVEMENT_NAME_aa_helia": "Lá Vem o Sol", + "ACHIEVEMENT_NAME_met_npc_magikrab": "Atendente da Estação", + "ACHIEVEMENT_DESC_offices_cleared_5": "Acabe com 5 escritórios de Corretor.", + "ACHIEVEMENT_NAME_quest_felix1": "Bem-Me-Quer, Mal-Me-Quer parte I", + "ACHIEVEMENT_DESC_bootleg_beast": "Obtenha um embuste do tipo Besta.", + "ACHIEVEMENT_NAME_bootleg_fire": "Embuste Flamejante", + "ACHIEVEMENT_DESC_bootleg_fire": "Obtenha um embuste do tipo Fogo.", + "ACHIEVEMENT_NAME_bootleg_plastic": "Embuste de Brinquedo", + "ACHIEVEMENT_DESC_bootleg_plastic": "Obtenha um embuste do tipo Plástico.", + "ACHIEVEMENT_DESC_bootleg_plant": "Obtenha um embuste do tipo Planta.", + "ACHIEVEMENT_NAME_bootleg_plant": "Embuste Folhoso", + "ACHIEVEMENT_NAME_bootleg_water": "Embuste Aquático", + "ACHIEVEMENT_DESC_bootleg_water": "Obtenha um embuste do tipo Água.", + "ACHIEVEMENT_NAME_bootleg_poison": "Embuste Venenoso", + "ACHIEVEMENT_DESC_bootleg_poison": "Obtenha um embuste do tipo Veneno.", + "ACHIEVEMENT_NAME_bootleg_astral": "Embuste Cósmico", + "ACHIEVEMENT_NAME_obtain_candevil": "Quero Doce", + "ACHIEVEMENT_NAME_offices_cleared_4": "Seja Obediente, parte IV", + "ACHIEVEMENT_NAME_offices_cleared_5": "Seja Obediente, parte V", + "ACHIEVEMENT_DESC_offices_cleared_4": "Acabe com 4 escritórios de Corretor.", + "LANDKEEPER2_NAME": "Corretor nº 2", + "SUNNY_NAME": "Allegra", + "LANDKEEPERS_NAME": "Corretores", + "SUNNY_UNKNOWN_NAME": "Corretora Desarrumada", + "CULTIST_NAME.m": "Cultista", + "CULTIST_NAME.f": "Cultista", + "RANGER_NAME.m": "Vigilante", + "CULTIST_NAME.n": "Cultista", + "RANGER_NAME.f": "Vigilante", + "RANGER_NAME.n": "Vigilante", + "RANGER_RECRUITER_NAME.m": "Caça-talentos", + "RANGER_RECRUITER_NAME.f": "Caça-talentos", + "RANGER_RECRUITER_NAME.n": "Caça-talentos", + "RANGER_WANNABE_NAME.m": "Aspirante", + "RANGER_WANNABE_NAME.f": "Aspirante", + "RANGER_WANNABE_NAME.n": "Aspirante", + "RANGER_TRAINEE_NAME": "Aprendiz", + "RESEARCHER_NAME.m": "Cientista", "RESEARCHER_NAME.f": "Cientista", "RESEARCHER_NAME.n": "Cientista", "PENSBY_NAME": "Dra. Villa", - "FRANKIE_NAME": "Frankie", "HOYLAKE_NAME": "Dulago", + "FRANKIE_NAME": "Frankie", "KIRBY_NAME": "Chris", "VIN_NAME": "Vindito", "THIEF_NAME": "Delinquente", @@ -100538,245 +111159,44 @@ "TRAVELER_NAME.f": "Viajante", "TREASURE_SEEKER_NAME.m": "Buscador", "TRAVELER_NAME.n": "Viajante", - "TREASURE_SEEKER_NAME.n": "Buscadore", "TREASURE_SEEKER_NAME.f": "Buscadora", + "TREASURE_SEEKER_NAME.n": "Buscadore", "HISTORIAN_NAME.m": "Historiador", - "HISTORIAN_NAME.f": "Historiadora", "ROCKER_NAME.m": "Roqueiro", + "HISTORIAN_NAME.f": "Historiadora", "HISTORIAN_NAME.n": "Historiadore", "ROCKER_NAME.f": "Roqueira", "ROCKER_NAME.n": "Roqueire", "CAMPER_NAME.m": "Campista", - "CAMPER_NAME.f": "Campista", "SOLDIER_NAME.m": "Soldado", + "CAMPER_NAME.f": "Campista", "CAMPER_NAME.n": "Campista", - "SOLDIER_NAME.n": "Soldade", - "TAMER_NAME.m": "Domador", "SOLDIER_NAME.f": "Soldada", + "TAMER_NAME.m": "Domador", + "SOLDIER_NAME.n": "Soldade", "TAMER_NAME.f": "Domadora", "TAMER_NAME.n": "Domadore", "CREEP_NAME.m": "Anormal", "CREEP_NAME.f": "Anormal", - "FARMER_EDWARD_NAME": "Asterix Solano", - "CREEP_NAME.n": "Anormal", - "FARMER_MARIS_NAME": "Monalisa Solano", - "IANTHE_NAME": "Líder Ianthe", - "IANTHE_NAME_SHORT": "Ianthe", - "IANTHE_SUBTITLE": "Vigilante-chefe", - "LEADER_IANTHE_UNKNOWN_NAME": "Mulher Confiante", - "CAPTAIN_WALLACE_NAME": "Comandante Murilo", - "CAPTAIN_WALLACE_NAME_SHORT": "Murilo", - "CAPTAIN_WALLACE_SUBTITLE": "Construtor", - "CAPTAIN_SKIP_NAME": "Comandante Cisco", - "CAPTAIN_SKIP_NAME_SHORT": "Cisco", - "CAPTAIN_SKIP_SUBTITLE": "Caça-tesouros Questionável", - "CAPTAIN_ZEDD_NAME_SHORT": "Siesta", - "CAPTAIN_ZEDD_NAME": "Comandante Siesta", - "CAPTAIN_ZEDD_SUBTITLE": "\\\"Meditador\\\"", - "CAPTAIN_JUDAS_NAME": "Comandante Judas", - "CAPTAIN_JUDAS_NAME_SHORT": "Judas", - "ACHIEVEMENT_NAME_offices_cleared_2": "Seja Obediente, parte II", - "ACHIEVEMENT_DESC_offices_cleared_1": "Acabe com 1 escritório de Corretor.", - "ACHIEVEMENT_DESC_tutorial": "Conclua o tutorial.", - "MOVE_FUSION_POWER_PREFIX_water_1": "de Água", - "MOVE_FUSION_POWER_PREFIX_water_2": "da Tempestade", - "MOVE_FUSION_POWER_PREFIX_water_3": "das Monções", - "MOVE_FUSION_POWER_PREFIX_water_4": "Torrencial", - "MOVE_FUSION_POWER_PREFIX_water_5": "dos Turbilhões", - "MOVE_FUSION_POWER_PREFIX_water_6": "Abissal", - "MOVE_FUSION_POWER_PREFIX_water_7": "de Netuno", - "MOVE_FUSION_POWER_PREFIX_glitter_1": "de Purpurina", - "MOVE_FUSION_POWER_PREFIX_glitter_2": "Brilho", - "MOVE_FUSION_POWER_PREFIX_glitter_3": "Iridescente", - "MOVE_FUSION_POWER_PREFIX_glitter_4": "Deslumbrante", - "MOVE_FUSION_POWER_PREFIX_glitter_5": "Artesanal", - "MOVE_FUSION_POWER_PREFIX_glitter_6": "Aconchegante", - "MOVE_FUSION_POWER_PREFIX_glitter_7": "de Unicórnio", - "MOVE_FUSION_POWER_PREFIX_astral_1": "do Cosmos", - "MOVE_FUSION_POWER_PREFIX_astral_2": "Universal", - "MOVE_FUSION_POWER_PREFIX_astral_3": "Celestial", - "MOVE_FUSION_POWER_PREFIX_astral_4": "Estelar", - "MOVE_FUSION_POWER_PREFIX_astral_5": "Sublime", - "MOVE_FUSION_POWER_PREFIX_astral_6": "Orbital", - "MOVE_FUSION_POWER_PREFIX_astral_7": "do Estige", - "MOVE_FUSION_POWER_PREFIX_air_1": "dos Ciclones", - "MOVE_FUSION_POWER_PREFIX_air_2": "dos Tornados", - "MOVE_FUSION_POWER_PREFIX_air_3": "dos Redemoinhos", - "MOVE_FUSION_POWER_PREFIX_air_4": "do Furacão", - "MOVE_FUSION_POWER_PREFIX_air_5": "da Ventania", - "MOVE_FUSION_POWER_PREFIX_air_6": "de Estrondo", - "MOVE_FUSION_POWER_PREFIX_air_7": "do Empíreo", - "MOVE_FUSION_POWER_PREFIX_earth_1": "Petrificante", - "MOVE_FUSION_POWER_PREFIX_earth_2": "Mineral", - "MOVE_FUSION_POWER_PREFIX_earth_3": "das Jazidas", - "MOVE_FUSION_POWER_PREFIX_earth_4": "das Montanhas", - "MOVE_FUSION_POWER_PREFIX_earth_5": "de Areia", - "MOVE_FUSION_POWER_PREFIX_earth_6": "de Pedra", - "MOVE_FUSION_POWER_PREFIX_earth_7": "de Granito", - "MOVE_FUSION_POWER_PREFIX_glass_1": "de Vidro", - "MOVE_FUSION_POWER_PREFIX_glass_2": "em Pedaços", - "MOVE_FUSION_POWER_PREFIX_glass_3": "Irradiante", - "MOVE_FUSION_POWER_PREFIX_glass_4": "Irregular", - "MOVE_FUSION_POWER_PREFIX_glass_5": "Frágil", - "MOVE_FUSION_POWER_PREFIX_ice_1": "de Gelo", - "MOVE_FUSION_POWER_PREFIX_glass_6": "Transparente", - "MOVE_FUSION_POWER_PREFIX_ice_2": "Invernal", - "MOVE_FUSION_POWER_PREFIX_ice_3": "Congelante", - "MOVE_FUSION_POWER_PREFIX_ice_4": "Polar", - "MOVE_FUSION_POWER_PREFIX_ice_5": "Algente", - "MOVE_FUSION_POWER_PREFIX_ice_7": "das Nevascas", - "MOVE_FUSION_POWER_PREFIX_ice_6": "Glacial", - "MOVE_FUSION_POWER_PREFIX_lightning_1": "das Tempestades", - "MOVE_FUSION_POWER_PREFIX_lightning_2": "Brumal", - "MOVE_FUSION_POWER_PREFIX_lightning_3": "Energizante", - "MOVE_FUSION_POWER_PREFIX_lightning_4": "Chocante", - "MOVE_FUSION_POWER_PREFIX_lightning_5": "Relampejante", - "MOVE_FUSION_POWER_PREFIX_lightning_6": "de Voltagem", - "MOVE_FUSION_POWER_PREFIX_lightning_7": "de Magnetismo", - "MOVE_FUSION_POWER_PREFIX_lightning_8": "de Tesla", - "MOVE_FUSION_POWER_PREFIX_metal_1": "de Aço", - "MOVE_FUSION_POWER_PREFIX_metal_2": "de Metal", - "MOVE_FUSION_POWER_PREFIX_metal_3": "de Prata", - "MOVE_FUSION_POWER_PREFIX_metal_4": "Mercurial", - "MOVE_FUSION_POWER_PREFIX_metal_5": "Ressonante", - "MOVE_FUSION_POWER_PREFIX_metal_6": "de Titânio", - "MOVE_FUSION_POWER_SWORD": "Espada", - "MOVE_FUSION_POWER_AXE": "Machado", - "MOVE_FUSION_POWER_KATANA": "Katana", - "MOVE_FUSION_POWER_HAMMER": "Martelo", - "MOVE_FUSION_POWER_HALBERD": "Alabarda", - "MOVE_FUSION_POWER_BLADEWHEEL": "Roda", - "MOVE_FUSION_POWER_FIST": "Punho", - "MOVE_FUSION_POWER_SMASH": "Colisão", - "MOVE_FUSION_POWER_SHURIKEN": "Shuriken", - "MOVE_FUSION_POWER_ARROW": "Flecha", - "MOVE_FUSION_POWER_ORB": "Orbe", - "MOVE_FUSION_POWER_KUNAI": "Kunai", - "MOVE_FUSION_POWER_SHARDS": "Fragmento", - "MOVE_FUSION_POWER_SPIKES": "Espinho", - "MOVE_FUSION_POWER_METEOR": "Meteoro", - "MOVE_FUSION_POWER_BEAM": "Raio", - "MOVE_FUSION_POWER_BLAST": "Explosão", - "MOVE_FUSION_POWER_BOMB": "Bomba", - "MOVE_RITUAL_NAME": "Ritual", - "MOVE_IRON_FILINGS_NAME": "Limalhas de Ferro", - "MOVE_DESCRIPTION_RITUAL": "Revive o usuário e lhe concede 25% de seus PVs totais após ser derrotado.", - "MOVE_DESCRIPTION_IRON_FILINGS": "Inflige o efeito Condução no alvo.", - "MOVE_AA_OLDGANTE_THRASH_NAME": "Euforia Dissonante", - "MOVE_AA_MORGANTE_CODA_MORGANA_NAME": "A Coda de Morgana", - "MOVE_TRICK_NAME": "Travessura", - "MOVE_TREAT_NAME": "Gostosura", - "MOVE_ATTRIBUTE_STAT": "{stat_value}% {stat_name}", - "MOVE_ATTRIBUTE_ALT_ATTACK_STAT": "Dano baseado no atributo {stat_name} se for maior que o atributo Ataque", - "MOVE_ATTRIBUTE_CRIT_ON_TYPE_ADVANTAGE": "Acerto crítico se o tipo de ataque do usuário tiver vantagem sobre o tipo do alvo", - "MOVE_ATTRIBUTE_STAT_PASSIVE": "Passivo: {stat_value}% {stat_name}", - "MOVE_ATTRIBUTE_SPECIALIZATION": "{stat_value}% {stat_name} por espaço vazio", - "MOVE_ATTRIBUTE_STATUS_DURATION_BOOST": "+1 de Duração", - "MOVE_ATTRIBUTE_EXTRA_HIT": "+1 Acerto Extra", - "MOVE_ATTRIBUTE_HEAL": "Recupera {stat_value}% dos PVs Máximos", - "MOVE_ATTRIBUTE_SPECIALIZATION_PASSIVE": "Passivo: {stat_value}% {stat_name} por espaço vazio", - "MOVE_ATTRIBUTE_SPECIALIZATION_HEAL": "Recupera {stat_value}% dos PVs Máximos por espaço vazio", - "MOVE_ATTRIBUTE_DEBUFF_TARGET": "{chance}% de chance de causar {status_effect}", - "MOVE_ATTRIBUTE_BUFF_USER": "{chance}% de chance de causar {status_effect}", - "MOVE_ATTRIBUTE_AP_REFUND": "{chance}% de chance de recuperar {amount} de PA(s) após o uso", - "MOVE_ATTRIBUTE_AP_REFUND_ALL": "{chance}% de chance de recuperar todos os PAs após o uso", - "MOVE_ATTRIBUTE_AUTO_USE_battle_start": "{chance}% de chance de ser usado no início das batalhas", - "MOVE_ATTRIBUTE_SHARED": "Compartilhável com aliados", - "MOVE_ATTRIBUTE_COMPATIBILITY": "Compatível com qualquer fita", - "MOVE_ATTRIBUTE_AUTO_USE_round_ending": "{chance}% de chance de ser usado no fim de uma rodada", - "MOVE_ATTRIBUTE_USE_AGAIN": "{chance}% de chance de ser usado duas vezes", - "MOVE_ATTRIBUTE_AUTO_USE_user_hit": "{chance}% de chance de ser usado ao ser atingido", - "MOVE_ATTRIBUTE_AUTO_USE_user_attack": "{chance}% de chance de ser usado após ataques", - "MOVE_ATTRIBUTE_ATTACK_AFTER_USE": "{chance}% de chance de usar o ataque {move_name} após este", - "MOVE_ATTRIBUTE_MULTITARGET": "{chance}% de chance de atingir a equipe inteira", - "MOVE_ATTRIBUTE_DESTROYS_WALLS": "Destrói barreiras", - "MOVE_ATTRIBUTE_EXTRA_SLOT": "+1 Espaço", - "MOVE_ATTRIBUTE_IGNORES_WALLS": "Ignora barreiras", - "MOVE_ATTRIBUTE_USE_RANDOM": "{chance}% de chance de usar um ataque aleatório", - "MOVE_BAD_JOKE_JOKE3": "O que acontece quando Trafeguejos perdem uma competição? Pedem repescagem!", - "MOVE_BAD_JOKE_JOKE1": "Por que Trafeguejos não conseguem atravessar a rua? Porque só conseguem andar de ladinho!", - "MOVE_BAD_JOKE_JOKE2": "O que Trafeguejos botam no pão? Manteiga engarrafada!", - "MOVE_BAD_JOKE_JOKE4": "Por que Trafeguejos vão ao salão de beleza? Para pinçar as sobrancelhas!", - "MOVE_BAD_JOKE_JOKE7": "Com o que Balazitas trabalham? Com embalagens!", - "MOVE_BAD_JOKE_JOKE6": "Por onde Gelabicos bebem água? Pela bica!", - "MOVE_BAD_JOKE_JOKE5": "Por que Esquelevangelistas tocam xilofone? Porque não têm órgãos!", - "MOVE_BAD_JOKE_JOKE8": "O que Ampólhetas fazem quando comem, mas continuam com fome? Voltam quatro segundos!", - "MOVE_BAD_JOKE_JOKE9": "Qual é o peso de uma pilha de ossos coberta de gosma? Uma gesqueletonelada!", - "MOVE_BAD_JOKE_JOKE11": "Sabia que Asterdígrados têm claustrofobia? Eles precisam de muito espaço.", - "MOVE_BAD_JOKE_JOKE12": "O que Clarispartanos cursam? Engenharia Elétrica!", - "MOVE_BAD_JOKE_JOKE10": "Por que não se deve comer Ampólhetas? Porque leva muito tempo!", - "MOVE_BAD_JOKE_JOKE18": "Por que Corretores vão ao psiquiatra? Por causa de seus complexos de apartamento!", - "MOVE_BAD_JOKE_JOKE14": "O que Pulabóboras não gostam de cozinhar? Farofa de jerimum!", - "MOVE_BAD_JOKE_JOKE13": "Como são chamades Vitorés de sobretudo? InvesGATORES!", - "MOVE_BAD_JOKE_JOKE15": "Eu ia fazer uma piada sobre química elementar, mas não sei se ia conseguir uma reação...", - "MOVE_BAD_JOKE_JOKE16": "O que o público pediu às Giropalhas? Uma palhinha!", - "MOVE_BAD_JOKE_JOKE17": "Por que Arbudiolhos não saem do lugar? Porque estão plantados!", - "MOVE_BAD_JOKE_JOKE20": "Qual é a música favorita dos Corretores? Anunciação!", - "MOVE_BAD_JOKE_JOKE19": "Qual é o jogo de tabuleiro preferido dos Corretores? Banco Imobiliário!", - "MOVE_NAME_INSOMNIA": "Insônia", - "MOVE_DESCRIPTION_INSOMNIA": "Impede que o usuário durma.", - "MOVE_NAME_ELDRITCH": "Sobrenatural", - "MOVE_DESCRIPTION_ELDRITCH": "Impede que os atributos do usuário sejam reduzidos.", - "MOVE_NAME_STATUS_RESISTANCE": "Antiefeitos", - "MOVE_DESCRIPTION_STATUS_RESISTANCE": "O usuário recebe menos dano dos efeitos temporários Queimação, Peçonha e Parasitismo.", - "MOVE_NAME_NEUTRALISE": "Neutralização", - "MOVE_DESCRIPTION_LIQUID_BODY": "Impede que o usuário receba o efeito Queimação, mas faz todos os ataques dos tipos Gelo e Raio se tornarem críticos.", - "MOVE_NAME_LIQUID_BODY": "Corpo Líquido", - "MOVE_DESCRIPTION_NEUTRALISE": "Automaticamente tira as penalidades do usuário quando seus PVs estão abaixo de 50%.", - "MOVE_NAME_PHASE_SHIFT": "Mudança de Fase", - "MOVE_DESCRIPTION_PHASE SHIFT": "Os ataques do usuário podem atingir fantasmas.", - "MOVE_CAMOUFLAGE_WATER_NAME": "Camuflagem Aquática", - "MOVE_CAMOUFLAGE_PLASTIC_NAME": "Camuflagem Plástica", - "MOVE_CAMOUFLAGE_AIR_NAME": "Camuflagem Aérea", - "MOVE_CAMOUFLAGE_EARTH_NAME": "Camuflagem Terrestre", - "MOVE_CAMOUFLAGE_FIRE_NAME": "Camuflagem Quente", - "MOVE_CAMOUFLAGE_ASTRAL_NAME": "Camuflagem Astral", - "MOVE_CAMOUFLAGE_LIGHTNING_NAME": "Camuflagem Elétrica", - "MOVE_CAMOUFLAGE_METAL_NAME": "Camuflagem Metálica", - "MOVE_CAMOUFLAGE_BEAST_NAME": "Camuflagem Bestial", - "MOVE_CAMOUFLAGE_PLANT_NAME": "Camuflagem Vegetal", - "MOVE_CAMOUFLAGE_POISON_NAME": "Camuflagem Venenosa", - "MOVE_CAMOUFLAGE_ICE_NAME": "Camuflagem Glacial", - "MOVE_CAMOUFLAGE_GLASS_NAME": "Camuflagem Vítrea", - "MOVE_DESCRIPTION_CAMOUFLAGE": "Muda o tipo do usuário. Faz efeito automaticamente no início da batalha e custa 0 PA.", - "MOVE_NAME_RICOCHET": "Ricochete", - "MOVE_NAME_BREATHING_TECHNIQUE": "Calmante", - "MOVE_DESCRIPTION_RICOCHET": "Os ataques à distância do usuário têm 50% de chance de ignorar barreiras de oponentes.", - "MOVE_DESCRIPTION_BREATHING_TECHNIQUE": "Impede que o usuário receba o efeito Loucura.", - "MOVE_NAME_SELF_ASSURED": "Autoconfiança", - "MOVE_DESCRIPTION_SELF_ASSURED": "Impede que o usuário receba o efeito Confusão.", - "MOVE_NAME_CRITICAL_AP": "PA Crítico", - "MOVE_DESCRIPTION_CRITICAL_AP": "O usuário ganha 1 PA sempre que conseguir um acerto crítico.", - "MOVE_NAME_PITY_AP": "PA Caridoso", - "MOVE_NAME_UNSHAKEABLE": "Determinação", - "MOVE_DESCRIPTION_PITY_AP": "O usuário ganha 1 PA sempre que errar um ataque.", - "MOVE_DESCRIPTION_UNSHAKEABLE": "Impede que o usuário receba o efeito Vacilo.", - "MOVE_NAME_VAMPIRE": "Vampirismo", - "MOVE_DESCRIPTION_VAMPIRE": "O usuário ganha metade dos benefícios de ataques e efeitos temporários dos oponentes.", - "MOVE_NAME_MULTICOPY": "Multicópia", - "MOVE_NAME_FOSSIL": "Fóssil", - "MOVE_DESCRIPTION_MULTICOPY": "Se um oponente receber os efeitos multialvo ou multiacerto, o usuário também os recebe.", - "MOVE_DESCRIPTION_FOSSIL": "Recupera automaticamente todos os PVs do usuário se ele receber o efeito Petrificação.", - "MOVE_NAME_BLOODLUST": "Sede de Sangue", - "MOVE_NAME_STURDY_ARMOUR": "Armadura Resistente", - "MOVE_DESCRIPTION_BLOODLUST": "Aumenta automaticamente os atributos ofensivos do usuário quando um oponente é derrotado.", - "MOVE_NAME_RETURN_FIRE": "Pela Culatra", - "MOVE_DESCRIPTION_STURDY_ARMOUR": "Impede que os atributos defensivos do usuário sejam reduzidos.", - "MOVE_DESCRIPTION_RETURN_FIRE": "Tem uma chance de ser usado de modo automático após o usuário sofrer um ataque à distância.", - "MOVE_NAME_BURNING_PASSION": "Paixão Ardente", - "MOVE_NAME_BERSERKER": "Loucura", - "MOVE_DESCRIPTION_BURNING_PASSION": "Aumenta automaticamente os atributos ofensivos do usuário sempre que ele receber o efeito temporário Queimação.", - "MOVE_NAME_VENGEFUL_CURSE": "Maledicência", - "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Inflige automaticamente 3 penalidades aleatórias ao último oponente a atingir o usuário após derrotá-lo.", + "ACHIEVEMENT_DESC_captain_gladiola": "Derrote Comandante Bellona.", + "ACHIEVEMENT_NAME_captain_heather": "Vento no Litoral", + "ACHIEVEMENT_DESC_captain_heather": "Derrote Comandante Celestina.", + "ACHIEVEMENT_NAME_captain_buffy": "Puxando Ferro", + "ACHIEVEMENT_DESC_captain_buffy": "Derrote Comandante Barbie.", + "ACHIEVEMENT_NAME_captain_cybil": "A Estrela do Rádio", + "ACHIEVEMENT_DESC_captain_cybil": "Derrote Comandante Sibila.", + "ACHIEVEMENT_DESC_captain_codey": "Derrote Comandante Codi.", + "ACHIEVEMENT_NAME_captain_codey": "Ciberpirata", "MOVE_DESCRIPTION_BERSERKER": "Aumenta automaticamente o atributo Ataque Corpo a Corpo do usuário e lhe inflige o efeito Loucura quando seus PVs ficarem abaixo de 50%.", - "MOVE_DESCRIPTION_RANDOM_STARTER": "Tem uma chance de usar automaticamente outro ataque aleatório, por 0 PA, no início da batalha.", + "MOVE_DESCRIPTION_VENGEFUL_CURSE": "Inflige automaticamente 3 penalidades aleatórias ao último oponente a atingir o usuário após derrotá-lo.", "MOVE_NAME_RANDOM_STARTER": "Começo Aleatório", "MOVE_DESCRIPTION_CUSTOM_STARTER": "Tem uma chance de usar automaticamente o próximo ataque da lista, por 0 PA, no início da batalha. A chance é reduzida proporcionalmente ao custo de PA normal do ataque.", + "MOVE_DESCRIPTION_RANDOM_STARTER": "Tem uma chance de usar automaticamente outro ataque aleatório, por 0 PA, no início da batalha.", "MOVE_NAME_CUSTOM_STARTER": "Começo Personalizado", - "MOVE_NAME_CRITICAL_MASS": "Massa Crítica", + "MOVE_DESCRIPTION_AUTOMATION": "Tem uma chance de usar o próximo ataque da lista, por 0 PA, no fim do turno.", "MOVE_TITLE_MOVE_USING_MOVE": "{0}: {1}", "MOVE_NAME_AUTOMATION": "Automatização", - "MOVE_DESCRIPTION_AUTOMATION": "Tem uma chance de usar o próximo ataque da lista, por 0 PA, no fim do turno.", + "MOVE_NAME_CRITICAL_MASS": "Massa Crítica", "MOVE_DESCRIPTION_CHEMICAL_IMBALANCE": "Tem uma chance de usar automaticamente o próximo ataque da lista, por 0 AP, quando o usuário acerta um ataque com vantagem de tipo. A chance é reduzida proporcionalmente ao custo de PA normal do ataque.", "MOVE_NAME_CHEMICAL_IMBALANCE": "Desequilíbrio Químico", "MOVE_DESCRIPTION_CRITICAL_MASS": "Tem uma chance de usar o próximo ataque da lista, por 0 PA, quando usuário consegue um acerto crítico.", @@ -100784,6 +111204,12 @@ "MOVE_DESCRIPTION_PAINT_SWIPE": "Transfere o revestimento ativo do usuário a um alvo. Este ataque sempre vai por último.", "MOVE_DESCRIPTION_DUAL_WIELD": "Usa o próximo ataque da lista duas vezes seguidas (desde que você tenha a quantidade necessária de PAs).", "MOVE_NAME_PAINT_SWIPE": "Pintura Nova", + "MOVE_NAME_BEAR_HUG": "Abraço de Urso", + "MOVE_NAME_ROYAL_FLUSH": "Descarga Real", + "MOVE_DESCRIPTION_BEAR_HUG": "Transfere uma penalidade aleatória do usuário para o alvo.", + "MOVE_DESCRIPTION_ROYAL_FLUSH": "Tira todos os efeitos temporários do usuário. O dano é multiplicado pelo número de efeitos removidos.", + "MOVE_DESCRIPTION_FUEL_INJECTION": "Usado automaticamente após Beberrão. Aumenta a Velocidade e a geração de PA do usuário.", + "MOVE_NAME_FUEL_INJECTION": "Injeção de Combustível", "TUTORIAL_INTRO_1": "Olá, {player}, que bom que está aqui!\\nAperte {control.ui_accept} para continuar.", "TUTORIAL_INTRO_2": "Preciso de ajuda pra lidar com uma fusão rebelde. Tá a fim?", "TUTORIAL_INTRO_3": "Então vambora! Tem uns paredões ali na frente, viu? Use {control.move_up} {control.move_left} {control.move_down} {control.move_right} pra se mover.", @@ -100886,26 +111312,26 @@ "STATUS_COATING_POISON_NAME": "Revestimento Venenoso", "STATUS_COATING_WATER_NAME": "Revestimento Aquático", "STATUS_COATING_BEAST_NAME": "Revestimento Bestial", + "STATUS_COATING_METAL_NAME": "Revestimento Metálico", "STATUS_COATING_GLITTER_NAME": "Revestimento Purpurinado", "STATUS_COATING_FIRE_NAME": "Revestimento Quente", "STATUS_COATING_PLASTIC_NAME": "Revestimento Plástico", - "STATUS_COATING_LIGHTNING_NAME": "Revestimento Elétrico", "STATUS_COATING_PLANT_NAME": "Revestimento Vegetal", "STATUS_COATING_ASTRAL_NAME": "Revestimento Astral", + "STATUS_COATING_LIGHTNING_NAME": "Revestimento Elétrico", "STATUS_COATING_ICE_NAME": "Revestimento Glacial", "STATUS_COATING_AIR_NAME": "Revestimento Aéreo", "STATUS_COATING_EARTH_NAME": "Revestimento Terrestre", - "STATUS_COATING_METAL_NAME": "Revestimento Metálico", "STATUS_COATING_DESCRIPTION": "Revestimentos mudam o tipo elemental de um personagem por um determinado número de turnos.", "STATUS_COATING_GLASS_NAME": "Revestimento Vítreo", "STATUS_HEALING_STEAM_NAME": "Vapor Curativo", - "STATUS_HEALING_LEAF_DESCRIPTION": "Personagens sob o efeito Folha Curativa recuperam um pouco de vida no início de cada turno.", "STATUS_HEALING_STEAM_DESCRIPTION": "Personagens sob o efeito Vapor Curativo recuperam um pouco de vida no início de cada turno.", "STATUS_HEALING_LEAF_NAME": "Folha Curativa", "STATUS_MULTISTRIKE_NAME": "Multiacerto", + "STATUS_GLASS_BONDS_DESCRIPTION": "Personagens sob o efeito Ligação Vítrea recebem dano sempre que se transformam.", + "STATUS_HEALING_LEAF_DESCRIPTION": "Personagens sob o efeito Folha Curativa recuperam um pouco de vida no início de cada turno.", "STATUS_MULTISTRIKE_DESCRIPTION": "Personagens sob o efeito Multiacerto usam cada ataque duas vezes desde que tenham a quantidade necessária de PAs.", "STATUS_GLASS_BONDS_NAME": "Ligação Vítrea", - "STATUS_GLASS_BONDS_DESCRIPTION": "Personagens sob o efeito Ligação Vítrea recebem dano sempre que se transformam.", "STATUS_SHRAPNEL_NAME": "Estilhaços", "STATUS_MULTITARGET_DESCRIPTION": "Ataques de personagens sob o efeito Multialvo atingem a equipe inteira.", "STATUS_UNITARGET_NAME": "Monoalvo", @@ -100917,16 +111343,16 @@ "STATUS_SLEEP_NAME": "Dormente", "STATUS_SLEEP_DESCRIPTION": "Personagens adormecidos não conseguem usar seus ataques normais.", "STATUS_SLEEP_TOAST_REMOVED": "ACORDOU", - "STATUS_FLINCH_DESCRIPTION": "Um personagem que vacila pula o próximo turno.", "STATUS_FLINCH_NAME": "Vacilo", + "STATUS_FLINCH_DESCRIPTION": "Um personagem que vacila pula o próximo turno.", "STATUS_BOMB_NAME": "Bomba", + "STATUS_BOMB_DESCRIPTION": "Personagens sob o efeito Bomba explodem no final do próximo turno se não a passarem adiante com um ataque corpo a corpo.", "STATUS_LOCKED_ON_NAME": "Na Mira", - "STATUS_BERSERK_NAME": "Loucura", "STATUS_LOCKED_ON_DESCRIPTION": "Personagens sob o efeito Na Mira não erram ataques.", - "STATUS_BOMB_DESCRIPTION": "Personagens sob o efeito Bomba explodem no final do próximo turno se não a passarem adiante com um ataque corpo a corpo.", - "STATUS_INTERCEPTING_DESCRIPTION": "Personagens sob o efeito Interceptação interceptam todos os ataques direcionados a seus aliados.", - "STATUS_INTERCEPTING_NAME": "Interceptação", + "STATUS_BERSERK_NAME": "Loucura", "STATUS_BERSERK_DESCRIPTION": "Personagens sob o efeito Loucura só conseguem usar ataques que causam dano.", + "STATUS_INTERCEPTING_NAME": "Interceptação", + "STATUS_INTERCEPTING_DESCRIPTION": "Personagens sob o efeito Interceptação interceptam todos os ataques direcionados a seus aliados.", "STATUS_HIBERNATING_NAME": "Hibernação", "STATUS_HIBERNATING_DESCRIPTION": "Personagens sob o efeito Hibernação se curam a cada turno que passam dormindo.", "STATUS_MEDITATING_DESCRIPTION": "Personagens sob o efeito Meditação aumentam seus atributos a cada turno que passam dormindo.", @@ -100939,9 +111365,9 @@ "STATUS_RESONANCE_NAME": "Ressonância", "STATUS_GHOSTLY_DESCRIPTION": "Personagens espectrais não podem ser atingidos por ataques, mas são derrotados quando o temporizador do efeito Espectral acaba.", "STATUS_GAMBIT_NAME": "Aposta", - "STATUS_GAMBIT_DESCRIPTION": "Personagens sob o efeito Aposta têm os atributos consideravelmente ampliados, mas são derrotados quando o temporizador do efeito Atributos acaba.", - "STATUS_RECORDED_NAME": "Gravade", "STATUS_GAMBIT_TOAST_FAILED": "APOSTA FALHOU", + "STATUS_RECORDED_NAME": "Gravade", + "STATUS_GAMBIT_DESCRIPTION": "Personagens sob o efeito Aposta têm os atributos consideravelmente ampliados, mas são derrotados quando o temporizador do efeito Atributos acaba.", "STATUS_SUMMONED_NAME_MODIFIER.f": "Conjurou {name}", "STATUS_EFFIGY_NAME": "Efígie", "STATUS_PARRY_STANCE_TOAST_REFLECTED": "BLOQUEADO", @@ -100969,31 +111395,32 @@ "STATUS_SNOWED_IN_NAME": "Sem Saída", "STATUS_SNOWED_IN_EFFECT": "Tá Nevando!", "STATUS_SNOWED_IN_DESCRIPTION": "Personagens sob o efeito Sem Saída ficam presos e não podem usar ataques corpo a corpo.", + "STATUS_FOG_DESCRIPTION": "Reduz a 0% a Precisão de ataques à distância que não sejam dos tipos Água, Ar e Gelo.", "STATUS_FOG_NAME": "Neblina", "STATUS_RECORDING_NAME": "Gravação", - "STATUS_FOG_DESCRIPTION": "Reduz a 0% a Precisão de ataques à distância que não sejam dos tipos Água, Ar e Gelo.", "STATUS_PETRIFIED_NAME": "Petrificação", "STATUS_RECORDING_TOAST_FAILURE": "A GRAVAÇÃO FALHOU", "STATUS_FAIR_FIGHT_NAME": "Luta Justa", "STATUS_STAT_DOUBLE_SPEED_NAME": "Velocidade em Dobro", "STATUS_PETRIFIED_DESCRIPTION": "Personagens sob o efeito Petrificação se transformam no tipo Terra e só podem usar os ataques Defesa e Distância Segura.", "STATUS_COTTONED_ON_DESCRIPTION": "Na próxima rodada, os ataques direcionados a um personagem sob o efeito Algodeza erram.", - "STATUS_ABRAMACABRA_NAME": "Abramacabra", "STATUS_COTTONED_ON_NAME": "Algodeza", "STATUS_MIND_MELD_DESCRIPTION": "Personagens sob o efeito Fusão Mental dividem seus ataques com os aliados.", "STATUS_MIND_MELD_NAME": "Fusão Mental", "STATUS_FAIR_FIGHT_DESCRIPTION": "Enquanto estiver ativo, o efeito Luta Justa impede a aplicação de mais efeitos temporários.", + "STATUS_ABRAMACABRA_NAME": "Abramacabra", + "BATTLE_FLEE_FAILED_FAST_TRAVEL_GAUNTLET": "Não dá para fugir!\\nDeseja usar a viagem rápida para retornar ao vagão-café mais próximo? Você perderá recompensas não reivindicadas e sua sequência será reiniciada.", "STATUS_GLASS_SHARDS_DESCRIPTION": "Enquanto esse efeito estiver ativo, todos os personagens que usarem um ataque corpo a corpo vão receber dano dos Fragmentos de Vidro espalhados pelo campo de batalha.", "STATUS_GLASS_SHARDS_NAME": "Fragmentos de Vidro", "STATUS_ABRAMACABRA_DESCRIPTION": "Barreiras absorvem um determinado número de golpes, e ataques com Vantagem de tipo as quebram. Além disso, personagens sob o efeito Abramacabra automaticamente atacam um oponente a cada turno.", "STATUS_INFLATED_NAME": "Inchação", - "STATUS_INFLATED_DESCRIPTION": "Personagens sob o efeito Inchação têm seus atributos ofensivos e defensivos ampliados, mas sua Evasão é reduzida.", - "UI_FRAMERATE": "{0} FPS", "STATUS_DEFLATED_NAME": "Desinchação", - "STATUS_DEFLATED_DESCRIPTION": "Personagens sob o efeito Desinchação têm sua Evasão consideravelmente ampliada, mas seus atributos ofensivos e defensivos são reduzidos.", - "UI_WINDOW_TITLE": "Cassette Beasts", + "STATUS_INFLATED_DESCRIPTION": "Personagens sob o efeito Inchação têm seus atributos ofensivos e defensivos ampliados, mas sua Evasão é reduzida.", "UI_TIMER": "{hours}:{minutes}:{seconds}.{msecs}", + "UI_WINDOW_TITLE": "Cassette Beasts", "UI_TIMER_CHEATED": "(Usou cheats) {timer}", + "UI_FRAMERATE": "{0} FPS", + "STATUS_DEFLATED_DESCRIPTION": "Personagens sob o efeito Desinchação têm sua Evasão consideravelmente ampliada, mas seus atributos ofensivos e defensivos são reduzidos.", "UI_CHEATS_ENABLED": "Menu de Cheats Habilitado", "UI_BUTTON_NO": "Não", "UI_BUTTON_YES": "Sim", @@ -101004,8 +111431,8 @@ "UI_LOADING": "Carregando...", "UI_BUTTON_CONTINUE": "Continuar", "UI_BUTTON_EXIT": "Sair", - "UI_BUTTON_SUBMIT": "Enviar", "UI_BUTTON_CLOSE": "Fechar", + "UI_BUTTON_SUBMIT": "Enviar", "UI_BUTTON_SAVE_CHANGES": "Aplicar e Salvar Mudanças", "UI_LOADING_WORLD_BOUNDARY": "Carregando o resto do mundo...", "UI_LOADING_PROGRESS": "Carregando Cena {0}/{1}...", @@ -101028,10 +111455,10 @@ "UI_BATTLE_UNOBTAINED_ICON_TOOLTIP": "Esta espécie não está no seu bestiário.", "BATTLE_TITLE_ARCHANGEL": "Arcanjo", "BATTLE_ADJECTIVE_TEAM0.n": "{name}{disambiguator}", - "BATTLE_ADJECTIVE_TEAM1.m": "Oponente {name}{disambiguator}", "BATTLE_ADJECTIVE_TEAM0.f": "{name}{disambiguator}", "UI_BATTLE_OPPOSING_TEAM_PREVIEW_TOOLTIP": "Reforços da equipe inimiga", "BATTLE_ADJECTIVE_TEAM1.n": "Oponente {name}{disambiguator}", + "BATTLE_ADJECTIVE_TEAM1.m": "Oponente {name}{disambiguator}", "BATTLE_ADJECTIVE_TEAM0.m": "{name}{disambiguator}", "BATTLE_ADJECTIVE_TEAM1.f": "Oponente {name}{disambiguator}", "BATTLE_ADJECTIVE_ARCHANGEL.m": "Arcanjo {name}{disambiguator}", @@ -101069,17 +111496,17 @@ "BATTLE_GHOST_DEFEATED.n": "{0} desapareceu...", "BATTLE_WON": "Você ganhou a batalha!", "BATTLE_LOST": "Você perdeu a batalha...", - "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Não dá para fugir!\\nDeseja usar a viagem rápida para retornar à Vilancoradouro? Você vai perder alguns itens.", "BATTLE_FLEE_CONFIRM": "Tem certeza de que quer fugir?", "BATTLE_FLEE_FAILED": "Não dá para fugir!", - "BATTLE_EXP_POINTS": "Sua equipe ganhou {0} pontos de experiência!", + "BATTLE_FLEE_FAILED_FAST_TRAVEL": "Não dá para fugir!\\nDeseja usar a viagem rápida para retornar à Vilancoradouro? Você vai perder alguns itens.", "BATTLE_FLED": "Você fugiu da batalha...", + "BATTLE_EXP_POINTS": "Sua equipe ganhou {0} pontos de experiência!", "BATTLE_TARGET_TEAM0": "Seu Time", "UI_CHARACTER_LEVEL": "Nv. {0}", - "UI_CHARACTER_LEVEL_LONG": "Nível {0}", "BATTLE_TARGET_TEAM1": "Time Inimigo", - "UI_CHARACTER_ABILITY_UNKNOWN": "???", + "UI_CHARACTER_LEVEL_LONG": "Nível {0}", "UI_CHARACTER_ABILITIES_HEADING": "Habilidades:", + "UI_CHARACTER_ABILITY_UNKNOWN": "???", "UI_CHARACTER_SIGNATURE_FORM_HEADING": "Fita Preferida:", "BATTLE_FUSING": "Os corações de {0} e {1} estão completamente sincronizados!", "UI_CHARACTER_SIGNATURE_FORM_DESCRIPTION": "+10% em todos os atributos ao se transformar em {species} ou em sua versão remasterizada.", @@ -101090,8 +111517,8 @@ "BATTLE_TOAST_MISSED": "ERROU", "BATTLE_TOAST_BLOCKED": "EFEITO BLOQUEADO", "BATTLE_TOAST_NO_EFFECT": "SEM EFEITO", - "BATTLE_TOAST_INTERCEPTED": "INTERCEPTADE", "BATTLE_TOAST_AP": "PA", + "BATTLE_TOAST_INTERCEPTED": "INTERCEPTADE", "BATTLE_TOAST_RECORD_CHANCE": "\\nDE CHANCE", "UI_BATTLE_TAPE_IN_USE": "Em Uso", "BATTLE_STATUS_EFFECT_TUTORIAL_TITLE": "Tutorial: {status_effect}", @@ -101180,9 +111607,9 @@ "UI_PAUSE_QUEST_LOG_BTN": "Registro de Missões", "UI_PAUSE_BESTIARY_BTN": "Bestiário", "UI_PAUSE_REST_BTN": "Descansar aqui", - "UI_QUIT_CONFIRM": "Deseja mesmo sair?\\nVocê salvou por último há {duration}.", "UI_PAUSE_SAVE_BTN": "Salvar", "UI_PAUSE_QUIT_BTN": "Sair", + "UI_QUIT_CONFIRM": "Deseja mesmo sair?\\nVocê salvou por último há {duration}.", "UI_EVOLUTION_TITLE": "Remasterização", "UI_QUIT_CONFIRM_SECONDS": "{num} segundo(s)", "UI_QUIT_CONFIRM_MINUTES": "{num} minuto(s)", @@ -101191,15 +111618,15 @@ "UI_SAVE_COMPLETE": "Salvamento concluído!", "UI_SAVE_FAILED": "Salvamento não concluído.", "UI_SAVE_LOAD_FAILED": "Este arquivo não pôde ser carregado.", - "UI_SAVE_ERASE_CONFIRM": "Apagar este arquivo permanentemente?", "UI_SAVE_REQUIRE_FULL_VERSION": "Este arquivo requer a versão completa do jogo.", + "UI_SAVE_ERASE_CONFIRM": "Apagar este arquivo permanentemente?", "UI_EVOLUTION_BUTTON": "Remasterizar", "UI_EVOLUTION_SUBTITLE": "Evolui suas formas de monstro", - "UI_JOYPAD_JOIN_PROMPT_TEXT": "Controles", - "UI_EVOLUTION_SPECIALIZATION": "Escolha uma especialização", "UI_EVOLUTION_CONFIRM": "Remasterizar sua fita {monster_name} para torná-la mais forte?", - "RELATIONSHIP_UNLOCK_FUSION.n": "A Fusão já está disponível em batalhas regulares ao lado de {name}!", "UI_EVOLUTION_DESCRIPTION": "Sua fita {evolved_from} se transformou em {evolved_to}!", + "UI_EVOLUTION_SPECIALIZATION": "Escolha uma especialização", + "UI_JOYPAD_JOIN_PROMPT_TEXT": "Controles", + "RELATIONSHIP_UNLOCK_FUSION.n": "A Fusão já está disponível em batalhas regulares ao lado de {name}!", "RELATIONSHIP_LEVEL_UP": "Nível do Relacionamento: {level}", "RELATIONSHIP_UNLOCK_FUSION.m": "A Fusão já está disponível em batalhas regulares ao lado de {name}!", "RELATIONSHIP_UNLOCK_FUSION_POWER.m": "Você já pode usar a Superfusão com {name}!", @@ -101211,44 +111638,44 @@ "RELATIONSHIP_FUSION_STRENGTH.f": "Suas fusões com {name} agora tem +{added_strength}% de força.", "UI_QUEST_NEW": "Nova Missão:", "UI_QUEST_UPDATE": "Missão Atualizada:", - "UI_CAMPING_REST": "Descansar", "UI_QUEST_COMPLETE": "Missão Concluída!", "UI_QUEST_NEW_VIEW_LOG": "Ver Registro de Missões", - "PARTNER_SWAP_CONFIRM.f": "Levar {name} contigo?", - "PARTNER_UNLOCKED_TITLE.m": "Você desbloqueou:", "PARTNER_SWAP_CONFIRM.m": "Levar {name} contigo?", + "PARTNER_UNLOCKED_TITLE.m": "Você desbloqueou:", "PARTNER_SWAP_CONFIRM.n": "Levar {name} contigo?", - "PARTNER_UNLOCKED_TITLE.f": "Você desbloqueou:", + "PARTNER_SWAP_CONFIRM.f": "Levar {name} contigo?", "PARTNER_UNLOCKED.m": "{name} é seu parceiro!", "PARTNER_UNLOCKED_TITLE.n": "Você desbloqueou:", + "PARTNER_UNLOCKED_TITLE.f": "Você desbloqueou:", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} retornou ao Café Gramofone.", + "UI_EXCHANGE": "Troca", + "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} retornou ao Café Gramofone.", "PARTNER_UNLOCKED.n": "{name} é sue parceire!", "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.m": "{name} retornou ao Café Gramofone.", "PARTNER_UNLOCKED.f": "{name} é sua parceira!", - "UI_EXCHANGE": "Troca", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.f": "{name} retornou ao Café Gramofone.", - "PARTNER_UNLOCKED_OLD_PARTNER_RETURNED.n": "{name} retornou ao Café Gramofone.", + "UI_CAMPING_REST": "Descansar", "UI_EXCHANGE_PRICE": "Preço", "UI_EXCHANGE_RESOURCES": "Seus Recursos", "OBTAINED_TAPE": "Você adquiriu uma fita {tape_name}!", "ABILITY_UNLOCKED": "Você adquiriu a habilidade {ability}!", "UI_MAP_UNKNOWN_FEATURE": "???", - "ABILITY_UNLOCKED_glide": "Segure {control.jump} para planar por longas distâncias!\\nEssa ação consome vigor.", "ABILITY_glide": "Planar da Mariposa", + "ABILITY_UNLOCKED_glide": "Segure {control.jump} para planar por longas distâncias!\\nEssa ação consome vigor.", "UI_TAPES_REPAIRED": "Suas fitas quebradas foram consertadas!", "UI_MAP_YOUR_LOCATION": "Você está aqui", "UI_MAP_FAST_TRAVEL_CONFIRM": "Viajar para {location}?", - "UI_BESTIARY_SEEN_COUNT": "Vistas: {num}/{total}", "UI_MAP_FAST_TRAVEL_DISALLOWED": "A viagem rápida não pode ser usada aqui.", + "UI_BESTIARY_SEEN_COUNT": "Vistas: {num}/{total}", "UI_BESTIARY_RECORDED_COUNT": "Gravadas: {num}/{total}", "UI_BESTIARY_FORMED_COUNT": "Formadas: {num}/{total}", "UI_BESTIARY_COMPLETION_PERCENT": "{percent}%", "UI_BESTIARY_UNKNOWN_SPECIES": "???", "UI_BESTIARY_SORT_BY_NAME": "Organizar por nome", - "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Ver Fusões", - "UI_BESTIARY_SORT_BY_NUMBER": "Organizar por número", "UI_BESTIARY_LIST_MODE_VIEW_MONSTERS": "Ver Monstros", - "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", + "UI_BESTIARY_SORT_BY_NUMBER": "Organizar por número", + "UI_BESTIARY_LIST_MODE_VIEW_FUSIONS": "Ver Fusões", "UI_BESTIARY_INFO_SPECIES_NUMBER": "nº {num}", + "UI_BESTIARY_INFO_TAB_BIO": "Bio {n}", "UI_BESTIARY_INFO_TAB_LOCATION": "Habitat", "UI_BESTIARY_INFO_TAB_STATS": "Atributos", "UI_BESTIARY_INFO_UNLOCK_BIO2": "Eleve a fita deste monstro a 5 estrelas para desbloquear mais informações.", @@ -101257,10 +111684,10 @@ "UI_BESTIARY_INFO_TAB_BOOTLEGS": "Embustes: {num}/{total}", "UI_BESTIARY_INFO_UNLOCK_DEFEAT": "Derrote este monstro para desbloquear mais informações.", "UI_BESTIARY_INFO_TAB_NUM": "{tab}/{count}", - "UI_BESTIARY_INFO_STATS_FORMED": "Formou:", + "UI_BESTIARY_INFO_STATS_DEFEATED": "Derrotou:", "UI_BESTIARY_INFO_STATS_ENCOUNTERED": "Encontrou:", "UI_BESTIARY_INFO_STATS_RECORDED": "Gravou:", - "UI_BESTIARY_INFO_STATS_DEFEATED": "Derrotou:", + "UI_BESTIARY_INFO_STATS_FORMED": "Formou:", "UI_BESTIARY_INFO_LOCATION_BUTTON_PROMPT": "Ver no Mapa", "UI_BESTIARY_INFO_LOCATION_UNKNOWN": "Habitat desconhecido.", "UI_BESTIARY_INFO_LOCATION_KNOWN": "A espécie {species_name} pode ser encontrada em:", @@ -101274,6 +111701,7 @@ "UI_CC_VALUE_PRONOUN.m": "Ele/Dele", "UI_CC_VALUE_PRONOUN.f": "Ela/Dela", "UI_CC_VALUE_PRONOUN.n": "Elu/Delu", + "UI_CC_LABEL_WINGS": "Asas", "UI_CC_LABEL_HAIR": "Corte de Cabelo", "UI_CC_LABEL_HEAD": "Rosto", "UI_CC_LABEL_LEGS": "Parte de Baixo", @@ -101287,8 +111715,22 @@ "UI_CC_LABEL_HAIR_COLOR": "Cor do Cabelo", "UI_CC_LABEL_SHOE_COLOR": "Cor do Sapato", "UI_CC_LABEL_LEGS_COLOR": "Cor da Parte de Baixo", + "UI_CC_VALUE_wings_generic": "Domiposa", "UI_CC_LABEL_SKIN_COLOR": "Cor da Pele", "UI_CC_RANDOMIZE": "Randomizar", + "UI_CC_VALUE_wings_kuneko": "Kuneko", + "UI_CC_VALUE_wings_sirenade": "Sirenata", + "UI_CC_VALUE_wings_rockertrice": "Rockatrice", + "UI_CC_VALUE_wings_averevoir": "Averevoir", + "UI_CC_VALUE_wings_umbrahella": "Praga-chuva", + "UI_CC_VALUE_wings_jetpack1": "Propulsor #1", + "UI_CC_VALUE_wings_jetpack2": "Propulsor #2", + "UI_CC_VALUE_wings_booster": "Impulsionadores", + "UI_CC_VALUE_wings_davinci": "Da Vinci", + "UI_CC_VALUE_wings_devil": "Demônio", + "UI_CC_VALUE_wings_fairy": "Fada", + "UI_CC_VALUE_wings_glider": "Planador", + "UI_CC_VALUE_wings_cape": "Capa", "UI_CC_VALUE_hair_short": "Partido de Lado", "UI_CC_VALUE_hair_bow1": "Rabo de Cavalo Alto", "UI_CC_VALUE_hair_quiff": "Topete", @@ -101321,6 +111763,7 @@ "UI_CC_VALUE_hair_balding": "Calvície", "UI_CC_VALUE_hair_cat1": "Diadema de Gatinho", "UI_CC_VALUE_hair_moonstone": "Moonstone", + "UI_CC_VALUE_hair_magikrab": "Chapéu de Magikaranguejo", "UI_CC_VALUE_head_generic": "Sem Nada", "UI_CC_VALUE_head_glasses_1": "Óculos", "UI_CC_VALUE_head_makeup1": "Sombra", @@ -101343,9 +111786,9 @@ "UI_CC_VALUE_body_dress1": "Vestido Vintage", "UI_CC_VALUE_body_apron1": "Avental", "UI_CC_VALUE_body_vest1": "Colete", + "UI_CC_VALUE_legs_generic": "Calça", "UI_CC_VALUE_body_poncho1": "Poncho", "UI_CC_VALUE_body_moonstone": "Moonstone", - "UI_CC_VALUE_legs_generic": "Calça", "UI_CC_VALUE_legs_shorts1": "Short", "UI_CC_VALUE_legs_skirt1": "Saia", "UI_CC_VALUE_legs_moonstone": "Moonstone", @@ -101355,25 +111798,40 @@ "UI_CC_VALUE_hair_springheel": "Chapéu de Saltamola", "UI_CC_VALUE_legs_pombomb": "Short de Pomebomba", "UI_CC_VALUE_body_pombomb": "Poncho de Pomebomba", - "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "INDO ATÉ VOCÊ MAIS OBSTINADE DO QUE VOCÊ ACHAVA QUE EU IA E EU SEI COMO SE SENTE QUANDO NÃO ESTÁ EXATAMENTE SÓ E AINDA TE DISSE PRA SE NÃO APROXIMAR AINDA MAIS DE MIM PORQUE SENÃO AQUELA VELHA HISTÓRIA VAI SE REPETIR", + "UI_CC_VALUE_hair_cap1": "Chapéu de Beisebol", + "UI_CC_VALUE_hair_cap2": "Boina Baixa", + "UI_CC_VALUE_hair_twintails": "Maria-Chiquinha", + "UI_CC_VALUE_hair_bow2": "Laço & Franja", + "UI_CC_VALUE_hair_fox1": "Raposinha", + "UI_CC_VALUE_hair_windswept": "Descontraído", + "UI_CC_VALUE_hair_goggles1": "Espinhos & Óculos", + "UI_CC_VALUE_hair_mohawk1": "Moicano Descolado", + "UI_CC_VALUE_hair_flower2": "Flor & Franja", + "UI_CC_VALUE_hair_beret1": "Boina", + "UI_CC_VALUE_head_glasses2": "Óculos Redondo", + "UI_CC_VALUE_body_jacket5": "Sobretudo", + "UI_CC_VALUE_body_vest2": "Cropped", + "UI_CC_VALUE_legs_boots1": "Botas de Cano Alto", "UI_LOADING_FLUFF_2": "Devolvendo jaquetas aos Pulagarras...", - "UI_LOADING_FLUFF_3": "Lixando as unhas de Estripânicos...", "UI_LOADING_FLUFF_4": "Bisbilhotando Bisbilupins...", "UI_LOADING_FLUFF_1": "Espreitando Saltamolas...", + "UI_LOADING_FLUFF_3": "Lixando as unhas de Estripânicos...", + "UI_BATTLE_ARCHANGEL_SCROLLING_TEXT": "INDO ATÉ VOCÊ MAIS OBSTINADE DO QUE VOCÊ ACHAVA QUE EU IA E EU SEI COMO SE SENTE QUANDO NÃO ESTÁ EXATAMENTE SÓ E AINDA TE DISSE PRA SE NÃO APROXIMAR AINDA MAIS DE MIM PORQUE SENÃO AQUELA VELHA HISTÓRIA VAI SE REPETIR", "UI_LOADING_FLUFF_5": "Alimentando Larampiros...", - "UI_LOADING_FLUFF_7": "Polindo caveiras de Folclordes...", "UI_LOADING_FLUFF_6": "Levando Macabras para longe das cabras...", "UI_LOADING_FLUFF_8": "Consertando lanças de Escuvigoris...", + "UI_LOADING_FLUFF_7": "Polindo caveiras de Folclordes...", + "UI_LOADING_FLUFF_14": "Dando bengalas doces para Krampugentos...", "UI_LOADING_FLUFF_9": "Treinando Palangolins...", "UI_LOADING_FLUFF_10": "Acendendo pavios de Pomebombas...", "UI_LOADING_FLUFF_11": "Recarregando Velocirifles...", "UI_LOADING_FLUFF_12": "Recarregando Artilhanossauros...", "UI_LOADING_FLUFF_13": "Desenhando em máscaras de Elfetuosos...", - "UI_LOADING_FLUFF_14": "Dando bengalas doces para Krampugentos...", - "UI_LOADING_FLUFF_15": "Recarregando Eletrosaguis...", "UI_LOADING_FLUFF_16": "Instalando um para-raios para atrair Clarispartanos...", - "UI_LOADING_FLUFF_18": "Preparando para o Apocalicorvo...", + "UI_LOADING_FLUFF_15": "Recarregando Eletrosaguis...", + "NEW_GAME_INTRO_QUOTE_1": "Agora, este cavaleiro cavalga pelo reino,\\nem direção aos bosques de Murta.\\nLá, há poucos que Deus ou outros de bom coração amaram.", "UI_LOADING_FLUFF_17": "Ligando Gatitelas...", + "UI_LOADING_FLUFF_18": "Preparando para o Apocalicorvo...", "UI_LOADING_FLUFF_19": "Orientando Trafeguejos...", "UI_LOADING_FLUFF_20": "Desviando de Lagostáculos...", "UI_LOADING_FLUFF_21": "Soprando Dendileos...", @@ -101382,19 +111840,18 @@ "UI_LOADING_FLUFF_24": "Admirando obras de arte de Fungoghs...", "UI_LOADING_FLUFF_25": "Dando corda em Chavinhoods...", "UI_LOADING_FLUFF_26": "Esculpindo figuras em Pulabóboras...", - "UI_LOADING_FLUFF_27": "Vestindo Braxternos...", "UI_LOADING_FLUFF_28": "Despedindo-se de Averevoir...", + "UI_LOADING_FLUFF_27": "Vestindo Braxternos...", "UI_LOADING_FLUFF_29": "Olhando quem Tudovê...", "UI_LOADING_FLUFF_30": "Levando os Lataliens para fora...", "UI_LOADING_FLUFF_31": "Lutando com Canisocos...", "UI_LOADING_FLUFF_32": "Cozinhando nas Carbodeiras...", "UI_LOADING_FLUFF_33": "Revivendo Peamortos...", "UI_LOADING_FLUFF_34": "Indo a um sermão de Esquelevangelistas...", - "UI_LOADING_FLUFF_35": "Colocando flores em Reitúmulos...", "UI_LOADING_FLUFF_36": "Curvando-se a Sua Majestade Rainhanix...", - "UI_LOADING_FLUFF_37": "Testando a indestrutibilidade de Asterdígrados no espaço...", + "UI_LOADING_FLUFF_35": "Colocando flores em Reitúmulos...", "UI_LOADING_FLUFF_38": "Conjurando um Djinn-Tônica…", - "NEW_GAME_INTRO_QUOTE_1": "Agora, este cavaleiro cavalga pelo reino,\\nem direção aos bosques de Murta.\\nLá, há poucos que Deus ou outros de bom coração amaram.", + "UI_LOADING_FLUFF_37": "Testando a indestrutibilidade de Asterdígrados no espaço...", "NEW_GAME_INTRO_QUOTE_2": "Sir Gawain e o Cavaleiro Verde,\\nAutor Desconhecido, Século XIV", "CAMPING_CONFIRM": "Acampar aqui?", "CAFE_CAMPING_CONFIRM": "Dar uma relaxada aqui?", @@ -101429,12 +111886,12 @@ "UI_QUEST_LOG_SECTION_ACHIEVED": "Conquistou {0}/{1}", "UI_QUEST_LOG_SECTION_UNACHIEVED": "Não Conquistou", "UI_QUEST_LOG_ACHIEVEMENT_DESC_HIDDEN": "Conquista oculta, nº {0}.", + "UI_QUEST_LOG_VIEW_BUTTON": "Ver Mapa", "UI_QUEST_LOG_RUMOR_DESCRIPTION": "\\\"{rumor_dialogue}\\\"", "UI_QUEST_LOG_ACHIEVEMENT_NAME_HIDDEN": "???", - "UI_QUEST_LOG_VIEW_BUTTON": "Ver Mapa", "UI_QUEST_LOG_VIEW_BUTTON_ARCHANGELS": "Tocar Música", - "UI_QUEST_TIMER": "Válido por: {minutes} minuto(s).", "UI_QUEST_LOG_VIEW_BUTTON_CAPTAINS": "Ver Cartela de Selos", + "UI_QUEST_TIMER": "Válido por: {minutes} minuto(s).", "UI_QUEST_LOG_TRACK_BUTTON": "Acompanhar", "UI_QUEST_LOG_UNTRACK_BUTTON": "Desacompanhar", "UI_QUEST_TRACKER_RUMOR": "Boato: {quest_title}", @@ -101443,14 +111900,14 @@ "NOTICEBOARD_LEVEL": "Nível {level}", "NOTICEBOARD_REMINDER_TITLE": "Recado para todos os vigilantes:", "NOTICEBOARD_REQUIREMENT_RANGER1": "Junte-se aos vigilantes e conclua seu treinamento para ter acesso a essas missões.", - "NOTICEBOARD_METER_RATIO": "Encontrado: {amount_owned}/{total_required}", + "NOTICEBOARD_REMINDER_BODY": "Não se esqueçam de se informar com os habitantes sobre boatos para ficarem sabendo de tudo! Ianthe não tem tempo de acompanhar tudo sozinha!", "NOTICEBOARD_METER_LABEL": "Material Fundido necessário para o próximo nível: {amount}", + "NOTICEBOARD_REWARD_NEW_QUEST": "Nova Missão", "NOTICEBOARD_REWARD_UNKNOWN": "???", - "NOTICEBOARD_REMINDER_BODY": "Não se esqueçam de se informar com os habitantes sobre boatos para ficarem sabendo de tudo! Ianthe não tem tempo de acompanhar tudo sozinha!", "NOTICEBOARD_NEXT_REWARD": "Próxima recompensa:", - "NOTICEBOARD_REWARD_NEW_QUEST": "Nova Missão", - "NOTICEBOARD_REWARD_ITEMS": "Itens", + "NOTICEBOARD_METER_RATIO": "Encontrado: {amount_owned}/{total_required}", "NOTICEBOARD_REWARD_NEW_MONSTER": "Novo Monstro", + "NOTICEBOARD_REWARD_ITEMS": "Itens", "NOTICEBOARD_QUEST_FALLBACK_DESCRIPTION": "Aceite esta missão para obter mais informações.", "NOTICEBOARD_QUEST_COMPLETED": "Concluídas", "NOTICEBOARD_QUEST_CANNOT_ACCEPT": "Esta missão não pode ser aceita agora. Complete outras missões e volte mais tarde.", @@ -101464,16 +111921,16 @@ "TUTORIAL_DEMO2.f": "Você pode continuar neste arquivo ao adquirir a versão completa do jogo.", "TUTORIAL_DEMO1.n": "Você chegou ao fim da demo! Nós, da Bytten Studio, esperamos que tenha gostado de provar um gostinho do jogo!", "TUTORIAL_DEMO1.f": "Você chegou ao fim da demo! Nós, da Bytten Studio, esperamos que tenha gostado de provar um gostinho do jogo!", + "TUTORIAL_DEMO_STORE_BTN": "Obtenha a versão completa!", "TUTORIAL_DEMO2.m": "Você pode continuar neste arquivo ao adquirir a versão completa do jogo.", "TUTORIAL_DEMO2.n": "Você pode continuar neste arquivo ao adquirir a versão completa do jogo.", - "TUTORIAL_REMASTER": "Certas fitas podem ser remasterizadas ao adquirirem 5 estrelas.\\n\\nRemasterizar uma fita a faz evoluir para uma forma mais poderosa. Seus atributos vão aumentar, e ela aprenderá ataques novos.\\n\\nAlgumas formas de monstro só podem ser obtidas por meio da remasterização, e, em alguns casos, a fita remasterizada varia de acordo com as circunstâncias.\\n\\nLembre-se de remasterizar fitas sempre que puder!", - "TUTORIAL_DEMO_STORE_BTN": "Ver na Loja", - "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", "TUTORIAL_REMASTER_TITLE": "Tutorial: Remasterização", + "TUTORIAL_DEMO_STORE_BTN_NX": "Nintendo eShop", + "TUTORIAL_REMASTER": "Certas fitas podem ser remasterizadas ao adquirirem 5 estrelas.\\n\\nRemasterizar uma fita a faz evoluir para uma forma mais poderosa. Seus atributos vão aumentar, e ela aprenderá ataques novos.\\n\\nAlgumas formas de monstro só podem ser obtidas por meio da remasterização, e, em alguns casos, a fita remasterizada varia de acordo com as circunstâncias.\\n\\nLembre-se de remasterizar fitas sempre que puder!", "TUTORIAL_FUSION_TITLE": "Tutorial: Fusão", + "TUTORIAL_FUSION1.f": "Quando seus objetivos estão aliados aos de sua parceira, vocês podem se fundir para formar uma besta mais forte e poderosa.\\n\\nQuanto mais forte for a relação de vocês, mais forte essa fusão será.\\n\\nFique de olho na barra de fusão, pois vocês só podem se fundir se ela estiver cheia.", "TUTORIAL_FUSION1.m": "Quando seus objetivos estão aliados aos de seu parceiro, vocês podem se fundir para formar uma besta mais forte e poderosa.\\n\\nQuanto mais forte for a relação de vocês, mais forte essa fusão será.\\n\\nFique de olho na barra de fusão, pois vocês só podem se fundir se ela estiver cheia.", "TUTORIAL_FUSION1.n": "Quando seus objetivos estão aliados aos de sue parceire, vocês podem se fundir para formar uma besta mais forte e poderosa.\\n\\nQuanto mais forte for a relação de vocês, mais forte essa fusão será.\\n\\nFique de olho na barra de fusão, pois vocês só podem se fundir se ela estiver cheia.", - "TUTORIAL_FUSION1.f": "Quando seus objetivos estão aliados aos de sua parceira, vocês podem se fundir para formar uma besta mais forte e poderosa.\\n\\nQuanto mais forte for a relação de vocês, mais forte essa fusão será.\\n\\nFique de olho na barra de fusão, pois vocês só podem se fundir se ela estiver cheia.", "TUTORIAL_FUSION2": "Enquanto estiverem na fusão, vocês ganharão 4 PAs a cada turno em vez de 2 e, como consequência, poderão usar seus ataques mais poderosos antes.\\n\\nAlém disso, terão acesso aos ataques das duas fitas, e seus atributos serão somados.", "TUTORIAL_RELATIONSHIPS": "Construir uma boa relação com suas amizades é muito importante, pois a intimidade de vocês afeta diretamente o poder de suas fusões!\\n\\nCompletem missões e batalhem lado a lado para se aproximarem mais, e, na hora certa, relaxem ao redor de uma fogueira ou na cafeteria para aumentar o nível do relacionamento.", "TUTORIAL_RECORDING1": "Obter uma gravação de sucesso depende de vários fatores, como:\\n\\n- A quantidade de vida do monstro;\\n- Seu nível e sua raridade;\\n- O dano que você causou a ele durante a gravação;\\n- E o dano que a pessoa que está gravando sofreu.", @@ -101492,9 +111949,9 @@ "TUTORIAL_AP1": "Preste atenção nos quadrados laranjas, pois eles indicam seus Pontos de Ação (ou PAs).\\n\\nA maior parte dos ataques tem um custo de PA, que é indicado ao lado do nome do ataque em questão.\\n\\nSe você não tiver a quantidade necessária de PAs para executar um ataque, ele não poderá ser usado no turno atual.", "TUTORIAL_ARCHANGEL_AP_TITLE": "Tutorial: Arcanjos", "TUTORIAL_ARCHANGEL_AP": "Ao contrário de monstros, que gastam PAs para usar ataques, Arcanjos acumulam seus PAs até eles chegarem a 10.\\n\\nA partir daí, o Arcanjo libera todo aquele poder de uma vez na forma de um Ataque Angelical único.\\n\\nPara sobreviver, aumente suas defesas ou derrote o Arcanjo antes que ele chegue aos 10 PAs.", - "TUTORIAL_STATIONS2": "As estações Merlinha costumam receber seres estranhos de terras distantes.\\n\\nExplorá-las minuciosamente pode lhe render informações e recompensas valiosas.", "TUTORIAL_STATIONS1": "Acesse o mapa para usar a Viagem Rápida sempre que estiver ao ar livre.\\n\\nNo início, você só poderá viajar para o Café Gramofone, mas um novo destino é adicionado sempre que uma nova estação for reaberta.", "TUTORIAL_STATIONS_TITLE": "Tutorial: Viagem Rápida e Estações de Trem", + "TUTORIAL_STATIONS2": "As estações Merlinha costumam receber seres estranhos de terras distantes.\\n\\nExplorá-las minuciosamente pode lhe render informações e recompensas valiosas.", "TYPE_CHART_ATTACKER": "Atacante:", "TYPE_CHART_DEFENDER": "Defensor:", "TYPE_CHART_TRANSMUTATION": "Transmutação:", @@ -101520,8 +111977,8 @@ "UI_SETTINGS_GRAPHICS_FULLSCREEN": "Tela Cheia", "UI_SETTINGS_GRAPHICS_FULLSCREEN_ON": "Ativada", "UI_SETTINGS_GRAPHICS_FULLSCREEN_OFF": "Desativada", - "UI_SETTINGS_GRAPHICS_RESOLUTION": "Resolução", "UI_SETTINGS_GRAPHICS_FRAMERATE": "Taxa de FPS", + "UI_SETTINGS_GRAPHICS_RESOLUTION": "Resolução", "UI_SETTINGS_GRAPHICS_PRESET_0": "Baixa", "UI_SETTINGS_GRAPHICS_PRESET": "Qualidade Gráfica", "UI_SETTINGS_GRAPHICS_PRESET_1": "Média", @@ -101587,10 +112044,10 @@ "UI_SETTINGS_LEVEL_SCALING_EASIER": "Baixinho", "UI_SETTINGS_LEVEL_SCALING_EASY": "Baixo", "UI_SETTINGS_LEVEL_SCALING_NORMAL": "Recomendado", - "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- Acompanhamento de Nível completamente desabilitado.", "UI_SETTINGS_LEVEL_SCALING_HARD": "Alto", "UI_SETTINGS_LEVEL_SCALING_HARDER": "Altíssimo", "UI_SETTINGS_LEVEL_SCALING_HARDEST": "Impossível", + "UI_SETTINGS_LEVEL_SCALING_INFO_DISABLED": "- Acompanhamento de Nível completamente desabilitado.", "UI_SETTINGS_LEVEL_SCALING_INFO_EASY": "- Inimigos de nível alto se adaptam um pouco a você.\\n- NPCs e chefes de nível baixo não se adaptam tanto a você.", "UI_SETTINGS_LEVEL_SCALING_INFO_NORMAL": "- Inimigos de nível alto não se adaptam a você.\\n- NPCs e chefes de nível baixo se adaptam razoavelmente a você.", "UI_SETTINGS_LEVEL_SCALING_INFO_HARD": "- Inimigos de nível alto não se adaptam a você.\\n- Todos os NPCs e chefes de nível baixo se adaptam um tanto a você.", @@ -101627,83 +112084,62 @@ "CONTROLLER_DISCONNECTED_MODAL": "Controle desconectado. Por favor, reconecte-o.", "AUTOSPLIT_CONNECTION_FAILED": "Conexão com LiveSplit Server falha.", "AUTOSPLIT_RELOADED": "Configuração do LiveSplit recarregada.", - "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Controle Desconectado", "AUTOSPLIT_RELOAD_FAILED": "Não foi possível recarregar a configuração do LiveSplit.", "UI_JOYPAD_SELECT_TITLE_DEFAULT": "Controles", - "UI_JOYPAD_SELECT_UNLOCK_COOP": "Siga as instruções da Kayleigh para desbloquear o co-op local.", + "UI_JOYPAD_SELECT_TITLE_DISCONNECTED": "Controle Desconectado", "UI_JOYPAD_SELECT_TITLE_DISCONNECTED_SUBTITLE": "Reconecte seu controle.", + "UI_JOYPAD_SELECT_UNLOCK_COOP": "Siga as instruções da Kayleigh para desbloquear o co-op local.", "UNKNOWN_BESTIARY_INDEX": "???", "UI_JOYPAD_SELECT_LOAD_FILE": "Carregue um salvamento para iniciar o co-op local.", "UI_JOYPAD_SELECT_JOIN": "Aperte {join_btn} para se conectar", "BESTIARY_INDEX_ARCHANGEL": "A{0}", "UI_JOYPAD_SELECT_DROP_OUT": "Aperte {leave_btn} para se desconectar", + "UI_RANGER_STAMP_CARD_FLAGCODE": "Numeração: {0}", "XBOX_DLC_INSTALLED_RESTART_PROMPT": "Volte ao menu principal para começar a jogar o DLC recém-instalado.", "BESTIARY_INDEX_FUSION": "F{0}", "DLC_INSTALLED_RESTART_PROMPT": "Reinicie o jogo para começar a jogar o DLC recém-instalado", - "DJINN_ENTONIC_NAME": "Djinn-Tônica", - "DJINN_ENTONIC_NAME_PREFIX": "Djinn", - "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Fragmento de Cartucho de Balazita", - "DJINN_ENTONIC_NAME_SUFFIX": "tônica", - "DJINN_ENTONIC_LORE_2": "Um djinn, ou gênio, é um ser da mitologia árabe. Na história de Aladdin, um gênio preso numa lâmpada mágica é libertado pelo protagonista quando ele a esfrega sem querer.", - "DJINN_ENTONIC_LORE_1": "Ume misteriose bartender de origem cósmica que serve as mesas de forma impecável. Não se sabe exatamente quais tipos de bebidas elu serve, só que são \\\"para a família\\\" e que \\\"não afetam a classificação indicativa do jogo\\\".", - "DJINN_ENTONIC_DESCRIPTION": "um garçom cósmico", - "BULLETINO_NAME": "Balazita", - "BULLETINO_NAME_PREFIX": "Bala", - "BULLETINO_NAME_SUFFIX": "zita", - "BULLETINO_LORE_2": "As primeiras balas eram de chumbo e lançadas em inimigos e fortalezas por canhões nas guerras medievais. O \\\"formato de bala\\\" cônico que conhecemos hoje foi criado por Henri-Gustave Delvigne, um oficial francês, no século XIX.", - "BULLETINO_LORE_1": "O único mecanismo de defesa dessa espécie é se lançar em direção ao perigo quando ameaçada. É uma péssima ideia, mas elus sempre fazem isso.", - "BULLETINO_DESCRIPTION": "uma bala gigante que anda", - "VELOCIRIFLE_NAME": "Velocirifle", - "VELOCIRIFLE_NAME_PREFIX": "Veloci", - "VELOCIRIFLE_LORE_1": "A parte traseira do crânio de Velocirifles contém uma câmara repleta de pólvora que elus podem queimar na hora que quiserem, além de serem capazes de lançar os projéteis armazenados no \\\"cano\\\" de seus rostos. Como consequência, elus adquiriram uma mira muito boa.", - "VELOCIRIFLE_NAME_SUFFIX": "rifle", - "VELOCIRIFLE_DESCRIPTION": "um lagarto com uma cabeça em forma de arma", - "VELOCIRIFLE_LORE_2": "A pólvora foi inventada na China no início do primeiro milênio. As primeiras armas de fogo eram canhões portáteis que continham pólvora e pequenos projéteis em seu interior.", - "ARTILLEREX_NAME": "Artilhanossauro", - "ARTILLEREX_NAME_PREFIX": "Artilhano", - "ARTILLEREX_NAME_SUFFIX": "ssauro", - "ARTILLEREX_LORE_2": "A Gatling é uma metralhadora antiga que conseguia disparar projéteis rapidamente por meio de uma roda de canos que giravam com a ajuda de uma manivela. Seu nome vem de seu criador, Richard Jordan Gatling, e ela foi inventada em meados do século XIX.", - "ARTILLEREX_LORE_1": "Artilhanossauros contêm um buraco de metal derretido em seus corpos que pode formar projéteis explosivos e lançá-los da \\\"torreta\\\" localizada na barriga. Suas habilidades balísticas e sua altura colossal fazem desse monstro um inimigo perigoso.", - "ARTILLEREX_DESCRIPTION": "um lagartão com uma arma na barriga", - "GEARYU_NAME_PREFIX": "Engre", - "GEARYU_NAME": "Engrezilla", - "GEARYU_LORE_1": "Diversas engrenagens gigantes mantidas juntas por uma força magnética são o núcleo do corpo de ume Engrezilla. Elu gira essas engrenagens para gerar energia cinética e emiti-la na forma de poderosos ataques elementais.", - "GEARYU_NAME_SUFFIX": "zilla", - "GEARYU_LORE_2": "Engrenagens são peças circulares de máquinas que usam os \\\"dentes\\\" em seus aros para se interligarem. Vários tamanhos de engrenagem podem ser usados para aumentar ou diminuir a velocidade de um torque dentro de uma máquina.", + "PAGE_NUMBER": "{page} / {count}", + "DLC_UGC_INSTALLED_RESTART_PROMPT": "Reinicie o jogo para começar a usar o(s) CGU(s) recém-instalado.", + "DLC_MOD_WARNING_TITLE": "Atenção!", + "DLC_UGC_DOWNLOADING": "Baixando CGU {num}/{total}...", + "DLC_MOD_WARNING": "Você decidiu utilizar mods no jogo.\\n\\nA Bytten Studio e a Raw Fury não se responsabilizam pelo conteúdo ou pelo comportamento de mods. Certifique-se de que confia em quem fez o conteúdo instalado antes de continuar.\\n\\nTome cuidado e divirta-se!", + "DLC_MOD_WARNING_CONTINUE_WITH_MODS": "Jogar com Mods", + "DLC_MOD_WARNING_CONTINUE_WITHOUT_MODS": "Jogar sem Mods", + "DLC_MOD_WARNING_DOCUMENTATION": "Documentação", + "DLC_MOD_WARNING_QUIT": "Sair", "GEARYU_DESCRIPTION": "um lagarto com engrenagens metálicas", - "SALAMAGUS_NAME": "Salamago", "SALAMAGUS_LORE_1": "Salamagos são uma espécie com a pele escorregadia que estuda piromancia e outras artes arcanas. Ela consegue soltar fogo usando o combustível armazenado nas bolsas de sua cabeça — que parecem olhos esbugalhados à primeira vista.", "SALAMAGUS_NAME_PREFIX": "Sala", "SALAMAGUS_NAME_SUFFIX": "mago", "PYROMELEON_NAME_PREFIX": "Piro", - "PYROMELEON_NAME": "Piromaleon", - "SALAMAGUS_DESCRIPTION": "um lagarto com a cabeça triangular", "SALAMAGUS_LORE_2": "Magos, ou mágicos, são indivíduos capazes de usar mágica. Eles aparecem muito na mitologia, no folclore e na cultura pop.", + "SALAMAGUS_DESCRIPTION": "um lagarto com a cabeça triangular", + "PYROMELEON_NAME": "Piromaleon", "PYROMELEON_NAME_SUFFIX": "maleon", "PYROMELEON_LORE_1": "Piromaleons são mestres na piromancia, pois não só cospem fogo, como também o controlam. Exemplares dessa espécie são vistos segurando chamas na ponta da língua com frequência para mostrar o quanto dominam esse elemento.", "PYROMELEON_DESCRIPTION": "um lagarto com uma linguona", + "ICEPECK_LORE_2": "Estalactites, ou \\\"dedos\\\", de gelo, formam-se quando a água congela enquanto escorre de um objeto. São normalmente vistos em locais cujo clima é frio, inclusive em árvores e casas.", "ICEPECK_LORE_1": "Gelabicos têm \\\"bicos\\\" de gelo afiados que elus usam para se defender de oponentes. Em climas mais quentes, esses bicos derretem por completo, e, por isso, Gelabicos costumam ser encontrades apenas no topo gelado do Monte Murta.", "PYROMELEON_LORE_2": "A piromancia é o nome dado à arte da adivinhação por meio do fogo e à habilidade de controlar e conjurar fogo com mágica. Praticantes dessa arte são chamados de \\\"piromantes\\\".", - "ICEPECK_LORE_2": "Estalactites, ou \\\"dedos\\\", de gelo, formam-se quando a água congela enquanto escorre de um objeto. São normalmente vistos em locais cujo clima é frio, inclusive em árvores e casas.", "CRYOSHEAR_NAME_PREFIX": "Crio", - "ICEPECK_DESCRIPTION": "um pássaro com um bico de gelo afiado", "CRYOSHEAR_NAME": "Criosoura", + "ICEPECK_DESCRIPTION": "um pássaro com um bico de gelo afiado", "CRYOSHEAR_NAME_SUFFIX": "soura", "CRYOSHEAR_DESCRIPTION": "um ser encapuzado com lâminas de gelo", "CRYOSHEAR_LORE_2": "Criosfera é o nome dado às áreas da superfície terrestre em que a água está quase sempre congelada, como o Ártico e a Antártica.", "CRYOSHEAR_LORE_1": "Criosouras são uma espécie que é vista com frequência empunhando duas lâminas de gelo próprias para combate. Numa batalha, essas armas afiadas são comumente usadas por elus como um enorme par de tesouras.", "SPOOKI-ONNA_NAME": "Siniskionna", "SPOOKI-ONNA_NAME_PREFIX": "Sinis", + "SPOOKI-ONNA_LORE_1": "Dizem que a Siniskionna surge para os bobos que tentam chegar ao topo do Monte Murta. Pessoas relatam ter visto uma aparição feminina que as encorajam a se aproximar dela antes de envolvê-las com uma coberta de névoa fria e mortal.", "SPOOKI-ONNA_NAME_SUFFIX": "kionna", "BOLTAM_NAME_PREFIX": "Eletro", - "SPOOKI-ONNA_LORE_1": "Dizem que a Siniskionna surge para os bobos que tentam chegar ao topo do Monte Murta. Pessoas relatam ter visto uma aparição feminina que as encorajam a se aproximar dela antes de envolvê-las com uma coberta de névoa fria e mortal.", - "SPOOKI-ONNA_LORE_2": "A Yuki-onna é uma \\\"yōkai\\\" — um tipo de espírito da mitologia japonesa. As histórias sobre ela variam, mas normalmente incluem uma mulher espectral associada à neve e a tempestades de neve que costuma levar desgraça e morte às pessoas.", "BOLTAM_NAME": "Eletrosagui", + "SPOOKI-ONNA_LORE_2": "A Yuki-onna é uma \\\"yōkai\\\" — um tipo de espírito da mitologia japonesa. As histórias sobre ela variam, mas normalmente incluem uma mulher espectral associada à neve e a tempestades de neve que costuma levar desgraça e morte às pessoas.", "SPOOKI-ONNA_DESCRIPTION": "uma mulher nebulosa e assustadora", "BOLTAM_NAME_SUFFIX": "sagui", - "BOLTAM_LORE_2": "Magnetismo é uma força causada pela manipulação de cargas elétricas. Objetos metálicos podem ser \\\"magnetizados\\\" ao serem atravessados por correntes elétricas, que geram um campo magnético.", "BOLTAM_LORE_1": "As cabeças metálicas de Eletrosaguis são extremamente condutoras e conseguem absorver passivamente correntes elétricas da atmosfera. Eletrosaguis são capazes de canalizar essa energia para um campo magnético e a usam para viajar pela terra e pelo ar com facilidade.", "BOLTAM_DESCRIPTION": "uma criatura com cabeça de máquina de pinball", + "BOLTAM_LORE_2": "Magnetismo é uma força causada pela manipulação de cargas elétricas. Objetos metálicos podem ser \\\"magnetizados\\\" ao serem atravessados por correntes elétricas, que geram um campo magnético.", "PLASMANTLER_NAME": "Plasmachifre", "PLASMANTLER_NAME_PREFIX": "Plasma", "PLASMANTLER_NAME_SUFFIX": "chifre", @@ -101726,12 +112162,12 @@ "KITTELLY_NAME": "Gatitela", "KITTELLY_LORE_1": "Gatitelas só conseguem se comunicar por meio dos padrões de estática em seu \\\"rosto\\\" de televisão. Essas mensagens são difíceis de decifrar e, por isso, dificultam a interação entre Gatitelas e outras criaturas.", "KITTELLY_NAME_SUFFIX": "tela", - "KITTELLY_DESCRIPTION": "um gato com uma cabeça de televisão quebrada", "KITTELLY_LORE_2": "Gatos pretos são comumente associados à bruxaria e ao sobrenatural. Aliás, em diversas culturas, muitas pessoas os consideram símbolos de má sorte, mas os bichanos não merecem essa fama.", "CAT-5_NAME": "Gategoria-5", - "CAT-5_NAME_SUFFIX": "-5", + "KITTELLY_DESCRIPTION": "um gato com uma cabeça de televisão quebrada", "CAT-5_NAME_PREFIX": "Gategoria", "CAT-5_LORE_1": "Mesmo que seu rostos se pareçam com uma tela de plasma, Gategorias-5 não parecem ter problemas para enxergar. Como essa espécie não tem boca, ela atrai a eletricidade da atmosfera com sua cauda de cabo dublo para se energizar.", + "CAT-5_NAME_SUFFIX": "-5", "CAT-5_LORE_2": "Cat-sìth é uma criatura da mitologia céltica descrita como semelhante a um gato preto e capaz de roubar as almas dos mortos antes que eles consigam ir para o plano espiritual.", "JELLYTON_NAME": "Gesqueleto", "CAT-5_DESCRIPTION": "uma besta com cabeça de tela plana", @@ -101739,8 +112175,8 @@ "JELLYTON_LORE_1": "Gesqueletos nascem quando Peamortos têm o azar de cair num pântano e não conseguem sair. Com o tempo, seus corpos se desfazem e dão lugar a um ser composto majoritariamente de uma gosma tóxica e lisa. Alguns dizem que essa tal gosma é um fertilizante incrível.", "JELLYTON_NAME_SUFFIX": "queleto", "JELLYTON_LORE_2": "\\\"Monstros de gosma\\\" são vistos com frequência na cultura pop — principalmente em obras de fantasia. Eles não têm uma origem específica, mas é comum que sejam apresentados como criaturas amorfas de gelatina, ou icor, capazes de consumir tudo que entra em contato com elas.", - "NEVERMORT_NAME": "Corvônico", "JELLYTON_DESCRIPTION": "uma criatura gosmenta com cabeça de caveira", + "NEVERMORT_NAME": "Corvônico", "NEVERMORT_NAME_PREFIX": "Cor", "NEVERMORT_NAME_SUFFIX": "vônico", "NEVERMORT_LORE_1": "É importante dizer que Corvônicos não têm um bico, e sim um acessório que parece uma máscara semelhante às usadas por médicos da peste. Quanto ao que existe por trás dessa máscara, é melhor que ninguém saiba.", @@ -101752,25 +112188,26 @@ "APOCROWLYPSE_LORE_2": "No século XVI, o médico francês Charles de Lorme inventou a emblemática roupa com \\\"bico de corvo\\\" para que os médicos da época a usassem enquanto cuidavam das vítimas da epidemia da peste. A máscara continha condimentos e perfumes, pois acreditavam que eles detinham infecções transmitidas pelo ar.", "APOCROWLYPSE_LORE_1": "A capa, a máscara e o cinto de ume Apocalicorvo são adornados com uma caveira polida de algum animal. Por causa disso, essa criatura parece um ser encapuzado montado num corcel esquelético.", "MAGIKRAB_NAME": "Magikaranguejo", - "MAGIKRAB_LORE_1": "Magikaranguejos foram os primeiros monstros a serem trazidos para Nova Murta. Os exemplares dessa espécie já estão quase todos extintos, e apenas um Magikaranguejo solitário vive na ilha como um eterno e diligente atendente de estação.", + "APOCROWLYPSE_DESCRIPTION": "uma ave de quatro pernas assustadora", "MAGIKRAB_NAME_PREFIX": "Magi", "MAGIKRAB_NAME_SUFFIX": "karanguejo", - "APOCROWLYPSE_DESCRIPTION": "uma ave de quatro pernas assustadora", + "MAGIKRAB_LORE_1": "Magikaranguejos foram os primeiros monstros a serem trazidos para Nova Murta. Os exemplares dessa espécie já estão quase todos extintos, e apenas um Magikaranguejo solitário vive na ilha como um eterno e diligente atendente de estação.", + "MAGIKRAB_SUBTITLE": "Condutor de Trem", "CLOCKSLEY_NAME": "Chavinhood", - "MAGIKRAB_LORE_2": "Na arte dos espetáculos de ilusão, a cartola do mágico é um acessório muito usado e conhecido. De dentro dele, o mágico pode tirar um coelho ou até mesmo fazer um lenço desaparecer.", "MAGIKRAB_DESCRIPTION": "um caranguejo com um chapéu de mago", + "MAGIKRAB_LORE_2": "Na arte dos espetáculos de ilusão, a cartola do mágico é um acessório muito usado e conhecido. De dentro dele, o mágico pode tirar um coelho ou até mesmo fazer um lenço desaparecer.", "CLOCKSLEY_NAME_PREFIX": "Chavin", "CLOCKSLEY_NAME_SUFFIX": "hood", "CLOCKSLEY_LORE_2": "Embora relógios de corda existam desde a Antiguidade, os brinquedos de corda, em particular, ficaram populares no Ocidente lá pelo século XIX. O exterior desse tipo de brinquedo costuma ter uma fechadura, e é por ela que uma chave é inserida para fazê-lo funcionar.", "CLOCKSLEY_LORE_1": "O membro comprido de garra dessa espécie lhes dá uma vantagem única em combates à distância, pois conseguem empunhar armas portáteis de uma distância segura. Por não serem criaturas muito rápidas, isso acaba sendo uma vantagem.", "ROBINDAM_NAME": "Robingun", - "ROBINDAM_LORE_1": "Os exemplares dessa espécie são atiradores excepcionais. Usando arcos e flechas de plástico, eles conseguem acertar alvos com uma flecha de ventosa a 300 metros de distância. Robinguns têm muito orgulho de sua mira aguçada e de seu senso de justiça mais aguçado ainda.", "ROBINDAM_NAME_PREFIX": "Robin", "ROBINDAM_NAME_SUFFIX": "gun", + "ROBINDAM_LORE_2": "Robin Hood é uma figura da mitologia inglesa muito conhecida pelo mundo. Ele também é conhecido como \\\"Robin de Locksley\\\" e costuma ser descrito como um herói fora da lei que rouba dos ricos para dar aos pobres.", + "ROBINDAM_LORE_1": "Os exemplares dessa espécie são atiradores excepcionais. Usando arcos e flechas de plástico, eles conseguem acertar alvos com uma flecha de ventosa a 300 metros de distância. Robinguns têm muito orgulho de sua mira aguçada e de seu senso de justiça mais aguçado ainda.", "CLOCKSLEY_DESCRIPTION": "uma criatura de brinquedo com um braço de garra comprido", - "ROBINDAM_DESCRIPTION": "um robozão de arco e flecha", "TWIRLIGIG_NAME": "Giropalha", - "ROBINDAM_LORE_2": "Robin Hood é uma figura da mitologia inglesa muito conhecida pelo mundo. Ele também é conhecido como \\\"Robin de Locksley\\\" e costuma ser descrito como um herói fora da lei que rouba dos ricos para dar aos pobres.", + "ROBINDAM_DESCRIPTION": "um robozão de arco e flecha", "TWIRLIGIG_NAME_PREFIX": "Giro", "TWIRLIGIG_NAME_SUFFIX": "palha", "TWIRLIGIG_LORE_2": "Manequins têm sido usados como espantalhos e bonecos de treinamento desde os tempos antigos.", @@ -101780,33 +112217,33 @@ "KIRIKURI_NAME_PREFIX": "Kiri", "KIRIKURI_LORE_1": "Kirikuris cansaram de ser manequins de treinamento e agora se defendem sozinhes. Elus lutam usando bokkens — katanas de madeira usadas para treinamentos de combate.", "KIRIKURI_NAME_SUFFIX": "kuri", - "KIRIKURI_DESCRIPTION": "um boneco de madeira usando espada e escudo", "KIRIKURI_LORE_2": "Bokken é um tipo de espada japonesa de madeira. Ela é usada em treinamentos nas artes marciais e é normalmente baseado em katanas, mas pode apresentar diversos formatos e tamanhos para reproduzir outros tipos de espada.", "BRUSHROOM_NAME": "Pincemelo", + "KIRIKURI_DESCRIPTION": "um boneco de madeira usando espada e escudo", "BRUSHROOM_NAME_PREFIX": "Pince", "BRUSHROOM_NAME_SUFFIX": "melo", - "FUNGOGH_NAME": "Fungogh", "BRUSHROOM_LORE_2": "Tanto as pinturas quanto os pincéis usados nelas existem desde que o mundo é mundo. Foi descoberto que pinturas rupestres de civilizações pré-históricas foram criadas com \\\"pincéis\\\" feitos de junco e pelos.", "BRUSHROOM_LORE_1": "Pincemelos são artistas experientes que usam os estranhos pigmentos que escorrem de suas cabeças para pintar. Já foi observado que, ao pintarem um objeto, conseguem mudar as propriedades físicas dele dependendo da cor usada.", - "HUNTORCH_NAME": "Caçatocha", + "FUNGOGH_NAME": "Fungogh", "BRUSHROOM_DESCRIPTION": "um cogumelo de bandana usando um pincel", "FUNGOGH_NAME_PREFIX": "Fun", "FUNGOGH_LORE_1": "Fungoghs combinaram a arte do combate com a arte da caligrafia. Seus movimentos rápidos e precisos incorporam os golpes do bastão de pincel a posturas disciplinadas.", "FUNGOGH_NAME_SUFFIX": "gogh", - "FUNGOGH_LORE_2": "Os pincéis modernos são normalmente feitos com cabos de madeira e aço. Os mais modernos ainda usam pelos de animais, como zibelinas ou porcos.", - "BUSHEYE_LORE_2": "O \\\"Homem Verde\\\" é um ser presente em diversas partes do mundo e que geralmente é retratado por um rosto feito de folhas. O Homem Verde simboliza a primavera e o renascimento, e costuma ser esculpido nas fachadas de construções.", "BUSHEYE_LORE_1": "Arbudiolhos são quase que exclusivamente encontrades se escondendo em arbustos — o que serve tanto para fugir de predadores quanto para emboscar presas. Essas criaturas conseguem ficar paradas por horas e, às vezes, acabam até dormindo e perdendo a chance de surpreender seus alvos.", + "FUNGOGH_LORE_2": "Os pincéis modernos são normalmente feitos com cabos de madeira e aço. Os mais modernos ainda usam pelos de animais, como zibelinas ou porcos.", "FUNGOGH_DESCRIPTION": "um cogumelo de bigode", + "HUNTORCH_NAME": "Caçatocha", "BUSHEYE_DESCRIPTION": "um arbusto andante com pernas", + "BUSHEYE_LORE_2": "O \\\"Homem Verde\\\" é um ser presente em diversas partes do mundo e que geralmente é retratado por um rosto feito de folhas. O Homem Verde simboliza a primavera e o renascimento, e costuma ser esculpido nas fachadas de construções.", + "HEDGEHERNE_NAME": "Cercaherne", "HUNTORCH_NAME_PREFIX": "Caça", "HUNTORCH_LORE_1": "Caçatochas são especialistas em seguir pistas e conseguem até perseguir alvos a quilômetros de distância sem a menor dificuldade. No entanto, esses monstros também são conhecidos por colocar fogo nas próprias folhas com as tochas que carregam.", "HUNTORCH_NAME_SUFFIX": "tocha", "HUNTORCH_LORE_2": "A Caçada Selvagem é um tema que aparece de várias formas na mitologia europeia, mas normalmente é descrita como um grupo de caçadores sobrenaturais montados em cavalos. A identidade exata desses seres depende de quando e onde a caçada está acontecendo.", "HUNTORCH_DESCRIPTION": "um arbusto com chifres segurando uma tocha", "HEDGEHERNE_NAME_PREFIX": "Cerca", - "HEDGEHERNE_LORE_1": "Cercahernes caçam como ninguém e vão perseguir incansavelmente qualquer alvo que quiserem. Os chifres que elus carregam estão sempre em chamas e já foram usados para queimar florestas inteiras no intuito de impedir a fuga de possíveis presas.", "HEDGEHERNE_NAME_SUFFIX": "herne", - "HEDGEHERNE_NAME": "Cercaherne", + "HEDGEHERNE_LORE_1": "Cercahernes caçam como ninguém e vão perseguir incansavelmente qualquer alvo que quiserem. Os chifres que elus carregam estão sempre em chamas e já foram usados para queimar florestas inteiras no intuito de impedir a fuga de possíveis presas.", "HEDGEHERNE_LORE_2": "Herne, o Caçador, é um ser da mitologia inglesa. Ele é descrito como um homem com chifres que assombra a Floresta de Windsor a cavalo, além de ser associado à lenda da Caçada Selvagem.", "BRAXSUIT_NAME": "Braxterno", "HEDGEHERNE_DESCRIPTION": "uma criatura coberta de folhas segurando um chifre flamejante", @@ -101814,18 +112251,18 @@ "BRAXSUIT_NAME_SUFFIX": "terno", "BRAXSUIT_LORE_2": "Em 1952, três garotos viram uma estranha criatura alienígena no Condado de Braxton, na Virgínia Ocidental. Eles a descreveram como um ser verde com uma cabeça em forma de Ás de Espadas.", "BRAXSUIT_LORE_1": "Braxternos se preocupam muito com a aparência e se incomodam bastante quando seus colarinhos e gravatas ficam tortos e desgrenhados.", - "FLAPWOODS_NAME": "Flapwoods", "BRAXSUIT_DESCRIPTION": "uma criatura de gravata com o rosto redondo", "FLAPWOODS_NAME_PREFIX": "Flap", + "FLAPWOODS_NAME": "Flapwoods", "FLAPWOODS_LORE_1": "O corpo dessa criatura, por parecer uma capa ondulante, a faz parecer um pano voador. Muita gente concorda que seu olhar vago e amarelo é extremamente desconcertante.", "FLAPWOODS_NAME_SUFFIX": "woods", "FLAPWOODS_LORE_2": "Após ser visto em 1952, o \\\"monstro de Flatwoods\\\" logo virou uma lenda urbana. Ele é descrito de várias formas, mas o formato peculiar da sua cabeça, suas mãos com garras e seu corpo parecido com um robe flutuante se tornaram emblemáticos para fãs de criptídeos e de alienígenas.", "FLAPWOODS_DESCRIPTION": "um alienígena flutuante com olhos redondos", "BINVADER_NAME": "Latalien", "BINVADER_NAME_PREFIX": "Lata", + "BINVADER_LORE_1": "Lataliens são, aparentemente, seres verdes com tentáculos alojados num veículo de combate que se assemelha a uma lata de lixo. Elus têm dois \\\"braços\\\" — um para emitir raios mortais, e outro para cutucar agressivamente as coisas.", "BINVADER_NAME_SUFFIX": "lien", "BINVADER_LORE_2": "\\\"Compartimentos\\\" para o descarte de lixo já existem há milhares de anos, sendo encontrados até em cidades romanas antigas. A \\\"lata de lixo\\\" de metal moderna se popularizou no século XIX e era um cilindro feito com tiras de metal soldado.", - "BINVADER_LORE_1": "Lataliens são, aparentemente, seres verdes com tentáculos alojados num veículo de combate que se assemelha a uma lata de lixo. Elus têm dois \\\"braços\\\" — um para emitir raios mortais, e outro para cutucar agressivamente as coisas.", "BINVADER_DESCRIPTION": "uma lixeira alienígena", "BINTERLOPER_NAME": "Latazarelha", "BINTERLOPER_NAME_PREFIX": "Lata", @@ -101843,31 +112280,31 @@ "SKELEVANGELIST_NAME_PREFIX": "Esquele", "SKELEVANGELIST_NAME_SUFFIX": "vangelista", "SKELEVANGELIST_DESCRIPTION": "um esqueleto flutuante de robe", + "SKELEVANGELIST_LORE_2": "No xadrez, o \\\"bispo\\\" é uma peça que pode avançar o quanto quiser, desde que seja na diagonal. Cada jogador começa a partida com dois bispos.", "SKELEVANGELIST_LORE_1": "Esquelevangelistas estão sempre sussurrando um canto meio estranho. Essa cantoria fica mais alta quando se concentram na sua habilidade psíquica de manipular pedras e rochas.", + "QUEENYX_NAME": "Rainhanix", "KINGRAVE_NAME_PREFIX": "Rei", - "SKELEVANGELIST_LORE_2": "No xadrez, o \\\"bispo\\\" é uma peça que pode avançar o quanto quiser, desde que seja na diagonal. Cada jogador começa a partida com dois bispos.", "KINGRAVE_NAME": "Reitúmulo", "KINGRAVE_LORE_1": "O corpo de Reitúmulo é feito de uma pedra densa, maleável e pintada com diversas cores. Se move bem devagar, arrastando sua capa de pele no chão.", "KINGRAVE_NAME_SUFFIX": "túmulo", "KINGRAVE_LORE_2": "No xadrez, o \\\"rei\\\" é a peça que decide a vitória. Para ganhar, é preciso colocar o rei do oponente em xeque-mate — isto é, sob a ameaça de ser capturado e sem saída. Ele só pode avançar uma casa por turno.", - "QUEENYX_NAME": "Rainhanix", "KINGRAVE_DESCRIPTION": "um \\\"rei\\\" de xadrez gigantesco", - "ALLSEER_NAME_SUFFIX": "vê", "QUEENYX_NAME_PREFIX": "Rainha", - "QUEENYX_NAME_SUFFIX": "nix", "QUEENYX_LORE_1": "Rainhanix são capazes de canalizar energia elemental para os orbes que seguram e, em seguida, atirá-los com precisão em oponentes. Mesmo sem pernas, essas criaturas se movem rapidamente e deslizam pelo solo como se estivessem planando.", + "QUEENYX_NAME_SUFFIX": "nix", "ALLSEER_NAME": "Tudovê", "QUEENYX_DESCRIPTION": "uma \\\"rainha\\\" de xadrez gigantesca", "QUEENYX_LORE_2": "No xadrez, a \\\"rainha\\\" é a peça mais versátil. Ela pode avançar em qualquer direção e por quantas casas quiser. Capturar a rainha do oponente é uma das estratégias mais usadas durante as partidas.", "ALLSEER_NAME_PREFIX": "Tudo", + "ALLSEER_NAME_SUFFIX": "vê", "ALLSEER_LORE_2": "Embora registros de misteriosos \\\"discos voadores\\\" tenham aumentado consideravelmente do início até a metade do século XX, eles já ocorrem há quase mil anos. Atualmente, esses objetos são comumente associados à ficção científica.", "ALLSEER_LORE_1": "Tudovês são criaturas majoritariamente noturnas e costumam ser encontradas flutuando bem alto. O nome \\\"Tudovê\\\" vem do hábito incômodo de observar silenciosamente humanos com seu \\\"olho\\\" escarlate.", "TRIPHINX_NAME": "Trisfinge", "ALLSEER_DESCRIPTION": "um disco voador", "TRIPHINX_NAME_PREFIX": "Tris", - "TRIPHINX_LORE_1": "O exterior metálico de Trisfinge é completamente impenetrável. Dizem que trata-se, na verdade, de uma criatura orgânica pilotando algum tipo de exoesqueleto ou casca de transporte.", "TRIPHINX_NAME_SUFFIX": "finge", "TRIPHINX_LORE_2": "No livro Guerra dos Mundos, de H.G. Wells, os marcianos pilotam veículos de metal gigantescos. Esses \\\"Trípodes\\\" se movem com a ajuda de três pernas compridas e são capazes de emitir raios de calor mortais.", + "TRIPHINX_LORE_1": "O exterior metálico de Trisfinge é completamente impenetrável. Dizem que trata-se, na verdade, de uma criatura orgânica pilotando algum tipo de exoesqueleto ou casca de transporte.", "KHUFO_NAME_PREFIX": "Kho", "TRIPHINX_DESCRIPTION": "um trípode de metal gigante", "KHUFO_NAME": "Khovni", @@ -101879,16 +112316,16 @@ "GLAISTAIN_SUBTITLE": "Uma Fada de Vitrais", "GLAISTAIN_NAME_PREFIX": "Vitru", "GLAISTAIN_NAME_SUFFIX": "stig", - "GLAISTAIN_LORE_2": "A Glaistig é um ser da mitologia celta. Ela pode aparecer de diversas formas, mas é mais comumente descrita como um espírito ou uma fada que assume a forma de uma bela mulher. É nativa das Terras Altas escocesas e, dependendo da história, pode tanto ajudar quanto ferir a população local.", "GLAISTAIN_LORE_1": "Essa criatura reside nas ruínas de uma igreja antiga, onde passa o tempo inteiro adormecida. Aparentemente, seu corpo é feito de milhares de fragmentos irregulares de vidro, e elu será ume oponente de respeito a quem quer que ouse atrapalhar o seu sono.", - "GLAISTAIN_DESCRIPTION": "uma fada de vitrais", + "GLAISTAIN_LORE_2": "A Glaistig é um ser da mitologia celta. Ela pode aparecer de diversas formas, mas é mais comumente descrita como um espírito ou uma fada que assume a forma de uma bela mulher. É nativa das Terras Altas escocesas e, dependendo da história, pode tanto ajudar quanto ferir a população local.", "UNDYIN_NAME": "Amordina", + "GLAISTAIN_DESCRIPTION": "uma fada de vitrais", "UNDYIN_NAME_PREFIX": "Amor", - "UNDYIN_LORE_1": "Amordinas são aparições fantasmagóricas que surgem das águas rasas da Orla do Ferro Fundido para surpreender qualquer pobre alma que chegue perto delas. As lendas contam que nasceram do espírito vingativo de uma noiva que foi assassinada e jogada do navio de seu amado.", "UNDYIN_NAME_SUFFIX": "dina", + "UNDYIN_LORE_1": "Amordinas são aparições fantasmagóricas que surgem das águas rasas da Orla do Ferro Fundido para surpreender qualquer pobre alma que chegue perto delas. As lendas contam que nasceram do espírito vingativo de uma noiva que foi assassinada e jogada do navio de seu amado.", + "UNDYIN_DESCRIPTION": "uma mulher-fantasma assustadora", "UNDYIN_LORE_2": "Jenny Greenteeth é uma personagem da mitologia inglesa. Ela é descrita como uma mulher de cabelos compridos que habita lagos e rios e afoga crianças que chegam muito perto de suas águas.", "DIVEAL_NAME": "Nadafoca", - "UNDYIN_DESCRIPTION": "uma mulher-fantasma assustadora", "DIVEAL_NAME_PREFIX": "Nada", "DIVEAL_NAME_SUFFIX": "foca", "DIVEAL_LORE_2": "As roupas de mergulho foram criadas no século XIX e passaram por muitas modificações desde então. No início, eram usadas para recuperar objetos valiosos perdidos em naufrágios.", @@ -101901,9 +112338,9 @@ "SCUBALRUS_LORE_1": "As presas robustas de bronze no capacete das Scubamorsas ajudam-nas a se defender de ameaças. Suas pernas traseiras, agora desenvolvidas, tornaram essas criaturas muito mais habilidosas — e perigosas — do que quando eram apenas Nadafocas inexperientes.", "SCUBALRUS_DESCRIPTION": "uma morsa de capacete", "AVEREVOIR_NAME_SUFFIX": "revoir", - "AVEREVOIR_LORE_1": "Averevoir é praticamente um ser mítico, pois elu só foi visto algumas vezes em toda a história de Nova Murta. As lendas locais dizem que a planta em seu bico é capaz de curar qualquer doença e conceder imortalidade — não que alguém já tenha testado, claro.", "AVEREVOIR_SUBTITLE": "Pássaro Altivo", "AVEREVOIR_NAME_PREFIX": "Ave", + "AVEREVOIR_LORE_1": "Averevoir é praticamente um ser mítico, pois elu só foi visto algumas vezes em toda a história de Nova Murta. As lendas locais dizem que a planta em seu bico é capaz de curar qualquer doença e conceder imortalidade — não que alguém já tenha testado, claro.", "AVEREVOIR_NAME": "Averevoir", "AVEREVOIR_LORE_2": "O \\\"liver bird\\\" é um ser mítico da Inglaterra. Ele é descrito como um pássaro, talvez um cormorão, segurando um graveto ou galho com seu bico. É o símbolo de Liverpool e se origina do selo mais antigo da cidade.", "MASCOTOY_NAME": "Mascorrasgo", @@ -101912,8 +112349,9 @@ "MASCOTOY_LORE_1": "Mascorrasgos costumavam ser fantasias de algum personagem, mas agora se parecem mais com cadáveres desajeitados. Elus costumam cambalear sem parar pelos corredores do Shopping Kaidosseu enquanto seus enchimentos de poliéster vazam lentamente de seus corpos.", "MASCOTOY_NAME_SUFFIX": "rrasgo", "MASCOTORN_NAME": "Mascolacerado", - "MASCOTOY_DESCRIPTION": "uma fantasia de mascote com garras", + "FORTIWINX_NAME": "Amimire", "MASCOTOY_LORE_2": "Um mascote é um personagem usado para representar grupos, lugares e empresas. A palavra \\\"mascote\\\" vem do francês \\\"mascotte\\\" e significa \\\"amuleto da sorte\\\".", + "MASCOTOY_DESCRIPTION": "uma fantasia de mascote com garras", "MASCOTORN_NAME_PREFIX": "Masco", "MASCOTORN_NAME_SUFFIX": "lacerado", "MASCOTORN_DESCRIPTION": "uma fantasia de mascote imensa com o enchimento vazando", @@ -101930,25 +112368,24 @@ "SANZATIME_NAME_SUFFIX": "lheta", "SANZATIME_LORE_2": "Ampulhetas, ou relógios de areia, são dispositivos usados para contar um determinado período de tempo. Consistem em dois bulbos de vidro cheios de areia que flui de um lado para o outro e medem um intervalo de tempo específico ao serem viradas de cabeça para baixo.", "SANZATIME_LORE_1": "O \\\"núcleo\\\" dessas criaturas parecem ser suas \\\"cabeças\\\" de ampulheta quebrada. Qualquer areia que se separe da parte central se torna inanimada. Por outro lado, Ampólhetas podem crescer se entrarem em contato com areia.", - "FORTIWINX_NAME": "Amimire", "SANZATIME_DESCRIPTION": "uma ampulheta quebrada com uma mão", "FORTIWINX_NAME_PREFIX": "Ami", "FORTIWINX_NAME_SUFFIX": "mire", "FORTIWINX_LORE_1": "Quando Ampólhetas absorvem areia suficiente do ambiente, conseguem criar um corpo muito mais poderoso. Amimires, os seres resultantes desse processo, são criaturas colossais que conseguem mover seus corpos pesados de areia como se não pesassem nada. Além disso, um soco de Amimire tem o peso de uma tempestade de areia.", - "FORTIWINX_LORE_2": "O \\\"Sandman\\\" é um ser da mitologia europeia. Ele é normalmente descrito como uma criatura élfica que sopra areia nos olhos de crianças adormecidas para fazê-las sonharem.", "FORTIWINX_DESCRIPTION": "um monstro mascarado feito de areia", "JUMPKIN_NAME": "Pulabóbora", + "FORTIWINX_LORE_2": "O \\\"Sandman\\\" é um ser da mitologia europeia. Ele é normalmente descrito como uma criatura élfica que sopra areia nos olhos de crianças adormecidas para fazê-las sonharem.", "JUMPKIN_NAME_PREFIX": "Pula", "JUMPKIN_LORE_1": "Pulabóboras são criades quando a \\\"gosma\\\" de ume Gesqueleto é espalhada sobre uma abóbora comum, transformando-a em um ser senciente. Pulabóboras são criaturas curiosas e amigáveis que nunca param quietas.", "JUMPKIN_NAME_SUFFIX": "bóbora", "JUMPKIN_LORE_2": "\\\"Jack O'Lantern\\\" são abóboras decorativas com rostos esculpidos. No Dia das Bruxas, são colocadas na frente das casas com uma vela acesa dentro.", - "BEANSTALKER_NAME": "Abomalvada", "JUMPKIN_DESCRIPTION": "uma abóbora saltitante", + "BEANSTALKER_NAME": "Abomalvada", "BEANSTALKER_NAME_PREFIX": "Abo", "BEANSTALKER_NAME_SUFFIX": "malvada", + "BEANSTALKER_DESCRIPTION": "uma abóbora assassina bizarra segurando um machado", "BEANSTALKER_LORE_2": "O arquétipo do \\\"assassino com um machado\\\" é bem conhecido na cultura pop e, como o nome sugere, refere-se a alguém que mata usando um machado. No decorrer da história, vários assassinos que usavam machados ficaram famosos.", "BEANSTALKER_LORE_1": "Pulabóboras que desenvolveram uma personalidade maligna viram Abomalvadas. Agora que seus corpos feitos de videiras e matéria vegetal estão completamente formados, se divertem perseguindo vítimas assustadas com um machado.", - "BEANSTALKER_DESCRIPTION": "uma abóbora assassina bizarra segurando um machado", "DRACULEAF_NAME": "Vampifolha", "DRACULEAF_NAME_PREFIX": "Vampi", "DRACULEAF_NAME_SUFFIX": "folha", @@ -101977,20 +112414,21 @@ "FRILLYPAD_NAME": "Firu-régia", "FRILLYPAD_NAME_PREFIX": "Firu-", "FRILLYPAD_NAME_SUFFIX": "régia", + "FRILLYPAD_LORE_1": "Firu-régias são Regirinos em estágio adulto. Essas criaturas ficam escondidas nas margens de lagos e, ao verem algo ou alguém \\\"comestível\\\", esticam suas línguas compridas para tentar agarrá-lo.", "FRILLYPAD_DESCRIPTION": "uma criatura-sapo com olhos grandes", "FRILLYPAD_LORE_2": "Kelpies são espíritos aquáticos da mitologia escocesa. Assim como as nixes, moram em lagos e rios e conseguem mudar de forma. Às vezes, são descritos como belas mulheres, mas também podem assumir a forma de uma criatura semelhante a um cavalo.", - "FRILLYPAD_LORE_1": "Firu-régias são Regirinos em estágio adulto. Essas criaturas ficam escondidas nas margens de lagos e, ao verem algo ou alguém \\\"comestível\\\", esticam suas línguas compridas para tentar agarrá-lo.", "LILIGATOR_NAME_PREFIX": "Vito", "LILIGATOR_NAME_SUFFIX": "ré", + "KHEPRI_NAME_PREFIX": "Khe", "LILIGATOR_LORE_1": "Ume em cada cem Firu-régias em seus habitats naturais se transforma em Vitoré. Essas criaturas agem como guarda-costas de Firu-régias residentes em suas águas e espantam quaisquer agressores fortes demais.", "LILIGATOR_LORE_2": "Gryndilows são seres da mitologia inglesa com algumas características em comum com nixes e kelpies. Essas criaturas vivem em lagos, têm a pele escamosa e braços compridos usados para agarrar crianças e afogá-las.", "LILIGATOR_DESCRIPTION": "uma vitória-régia viva sem olhos", "KHEPRI_NAME": "Khepri", - "KHEPRI_NAME_PREFIX": "Khe", - "KHEPRI_LORE_1": "Cada Khepri carrega um sol em miniatura entre os chifres e o utiliza para obter a energia para sobreviver. Essas criaturas conseguem inquietar esse sol ao serem atacadas, fazendo-o atirar chamas solares em qualquer um que seja considerado uma ameaça.", + "KHEPRI_SUBTITLE": "Escaravelho Nuclear", "KHEPRI_NAME_SUFFIX": "pri", "KHEPRI_DESCRIPTION": "um escaravelho flutuante", "KHEPRI_LORE_2": "Na mitologia, Khepri é o deus do sol nascente. Ele é normalmente descrito como um humano com um escaravelho no lugar da cabeça e representa o ciclo da criação e do renascimento.", + "KHEPRI_LORE_1": "Cada Khepri carrega um sol em miniatura entre os chifres e o utiliza para obter a energia para sobreviver. Essas criaturas conseguem inquietar esse sol ao serem atacadas, fazendo-o atirar chamas solares em qualquer um que seja considerado uma ameaça.", "ARKIDD_NAME": "Flipecriança", "ARKIDD_NAME_PREFIX": "Flipe", "ARKIDD_LORE_1": "Flipecrianças começaram a aparecer em Nova Murta após a chegada do Shopping Kaidosseu. Lá, essas criaturas foram vistas correndo, pulando em outros monstros e aprontando.", @@ -101999,20 +112437,20 @@ "ARKIDD_DESCRIPTION": "um robô com um emblema de raio", "CLUCKABILLY_NAME": "Cocóbilli", "CLUCKABILLY_NAME_PREFIX": "Cocó", - "CLUCKABILLY_NAME_SUFFIX": "billi", "CLUCKABILLY_LORE_1": "Cocóbillis são criaturas antissociais, e seus cacarejos são tão graves que conseguem gerar pequenas ondas de choque.", + "CLUCKABILLY_NAME_SUFFIX": "billi", "CLUCKABILLY_LORE_2": "Como seres humanos criam galinhas desde a pré-história, a importância e a devoção aos galos variam de acordo com a cultura. No zodíaco chinês, o galo é o décimo dos doze signos.", - "KUNEKO_NAME": "Kuneko", "CLUCKABILLY_DESCRIPTION": "uma galinhona punk", "ROCKERTRICE_NAME": "Rockatrice", "ROCKERTRICE_NAME_PREFIX": "Rocka", "ROCKERTRICE_NAME_SUFFIX": "trice", "ROCKERTRICE_LORE_2": "Cocatrices são criaturas mitológicas com corpo de dragão e cabeça de galo. Dizem que, assim como o basilisco, elas conseguem matar alguém instantaneamente só com um olhar.", "ROCKERTRICE_DESCRIPTION": "um dragão imenso com bico e moicano", + "KUNEKO_NAME": "Kuneko", "ROCKERTRICE_LORE_1": "Rockatrices são criaturas conhecidas pelo olhar penetrante, sendo capazes até de paralisar alguém que faça contato visual com elas; além disso, também costumam odiar justamente quem faz isso, e essa é uma combinação perigosa.", "KUNEKO_NAME_PREFIX": "Kune", - "KUNEKO_UNKNOWN_NAME": "Mulher-Gato Misteriosa", "KUNEKO_NAME_SUFFIX": "ko", + "KUNEKO_UNKNOWN_NAME": "Mulher-Gato Misteriosa", "KUNEKO_LORE_2": "O arquétipo da menina-gato é bem popular e tipicamente associado às artes e aos desenhos japoneses. São descritas como garotas fofas com corpo humano e orelhas de gato e podem ter sido baseadas no bakeneko, um espírito felino da mitologia japonesa capaz de mudar de forma.", "KUNEKO_LORE_1": "Kuneko é uma criatura híbrida de anjo e demônio que foi deixada na porta do esconderijo de um clã de ninjas quando era bebê. Ela foi treinada nas artes do ninjutsu e da amizade e agora viaja à procura dos quatro altares elementais de poder. Será que ela vai conseguir encontrar seu verdadeiro propósito?", "KUNEKO_SUBTITLE": "Mulher-Gato Misteriosa", @@ -102020,22 +112458,22 @@ "KUNEKO_DESCRIPTION": "uma mulher-gato de anime", "SHINING_KUNEKO_NAME_PREFIX": "Ilustre-", "SHINING_KUNEKO_NAME_SUFFIX": "Kuneko", - "SHINING_KUNEKO_LORE_1": "Quando a Kuneko se une aos quatro elementos do mundo, ela desbloqueia seu verdadeiro potencial. A energia cósmica que emana de seu corpo lhe concede um nível de poder imensurável.", "SHINING_KUNEKO_SUBTITLE": "Criação Desprendida", + "SHINING_KUNEKO_LORE_1": "Quando a Kuneko se une aos quatro elementos do mundo, ela desbloqueia seu verdadeiro potencial. A energia cósmica que emana de seu corpo lhe concede um nível de poder imensurável.", "SHINING_KUNEKO_LORE_2": "Mangás são histórias em quadrinhos produzidas no Japão. Como são populares não só em seu país de origem, mas no mundo todo, os mangás têm muitos gêneros e públicos-alvo.", "ANATHEMA_NAME": "Anathema", "SHINING_KUNEKO_DESCRIPTION": "uma mulher-gato de anime brilhante", - "ANATHEMA_NAME_SUFFIX": "thema", "ANATHEMA_SUBTITLE": "Fusão Errada", + "ANATHEMA_NAME_SUFFIX": "thema", "ANATHEMA_NAME_PREFIX": "Ana", + "ANATHEMA_LORE_1": "Anathemas são quimeras, isto é, uma combinação de diversos elementos diferentes — nesse caso, partes de monstros cirurgicamente coladas umas nas outras. Essas criaturas devem ter sido criadas de propósito, mas por quem? E por quê?", "ANATHEMA_DESCRIPTION": "um monstro nojento todo costurado", "ANATHEMA_LORE_2": "A Quimera das lendas gregas é um leão com cabeça de cabra e uma cobra no lugar da cauda, então \\\"quimera\\\" se tornou um termo usado para descrever criaturas híbridas.", - "ANATHEMA_LORE_1": "Anathemas são quimeras, isto é, uma combinação de diversos elementos diferentes — nesse caso, partes de monstros cirurgicamente coladas umas nas outras. Essas criaturas devem ter sido criadas de propósito, mas por quem? E por quê?", "MISS_MIMIC_NAME": "Missmímica", "MISS_MIMIC_SUBTITLE": "Femme Fatale", "MISS_MIMIC_NAME_PREFIX": "Miss", - "MISS_MIMIC_NAME_SUFFIX": "mímica", "MISS_MIMIC_LORE_1": "Missmímicas conseguem replicar objetos de grande valor. Em Nova Murta, estão tomando a forma das provisões deixadas por vigilantes pela ilha. Um vigilante desavisado pode acabar se deparando com as garras afiadas de Missmímicas em vez de suprimentos valiosos.", + "MISS_MIMIC_NAME_SUFFIX": "mímica", "MISS_MIMIC_LORE_2": "O mimetismo evolucionário é um processo muito comum na natureza e consiste na evolução de um organismo para se parecer com outro organismo ou objeto. É um método que traz várias vantagens, sendo uma delas a habilidade de se esconder de predadores.", "MISS_MIMIC_DESCRIPTION": "um compartimento-armadilha", "PONDWALKER_NAME": "Aquamecha", @@ -102050,18 +112488,37 @@ "SHARKTANKER_LORE_1": "O peixe dentro do \\\"Aquamecha\\\" cresceu e se tornou um tubarão, e seu exoesqueleto se adaptou à nova forma. Tubatanques têm garras de aço com bombas aquáticas sofisticadas que lançam poderosos jatos de água eficazes tanto em combates à distância quanto corpo a corpo.", "SHARKTANKER_LORE_2": "Tubarões são um tipo de peixe grande que existe há mais de 420 milhões de anos. Na cultura pop, os tubarões, principalmente os tubarões-brancos, ficaram conhecidos como animais perigosos para os seres humanos.", "SHARKTANKER_DESCRIPTION": "um tubarão usando um traje mecânico", - "AA_LAMENTO_MORI_NAME": "Lamento Mori", + "BEAR1_NAME_PREFIX": "Pata", + "BEAR1_NAME": "Patabeu", + "BEAR1_LORE_1": "Patabeu é uma criaturinha amigável que adora abraços e contato físico — ela também consegue transferir quaisquer feridas ou doenças para outros por meio do toque. Como você já deve ter imaginado, essa combinação é capaz de resultar em situações caóticas.", + "BEAR1_NAME_SUFFIX": "beu", + "BEAR1_DESCRIPTION": "um ursinho fantasiado de urso", + "BEAR2_NAME": "Patapríncipe", + "BEAR1_LORE_2": "O \\\"ursinho\\\" é um brinquedo de pelúcia para crianças. Ele foi criado no início do século XX e apareceu tanto nos Estados Unidos quanto na Alemanha aproximadamente ao mesmo tempo.", + "BEAR2_NAME_PREFIX": "Pata", + "BEAR2_LORE_1": "A Patabeu está sempre consertando, melhorando e expandido sua fantasia de urso. Se por acaso essa fantasia ficar grande o suficiente, essa criatura se torna uma Patapríncipe. Ela é gigante, e ninguém sabe dizer onde a Patapríncipe termina e a fantasia começa.", + "BEAR2_NAME_SUFFIX": "príncipe", + "MINOSTEAM_NAME": "Minovapor", + "BEAR2_DESCRIPTION": "um urso alto e magro fantasiado de urso", + "BEAR2_LORE_2": "Ursinhos se tornaram ícones reconhecidos mundialmente desde a criação deles no início do século XX. Hoje, há vários ursinhos populares ao redor do mundo.", "ROBIN_LORE_1": "Robin Bom Companheiro é um brincalhão que saiu direto de uma peça de comédia. Em algum momento, ele pode até ter sido bonzinho, mas, quando ele descobriu de qual peça veio, a natureza da sua existência partiu seu espírito, tornando-o cruel e ressentido com os humanos.", + "MINOSTEAM_SUBTITLE": "Touro de Bronze da Industrialização", + "MINOSTEAM_NAME_PREFIX": "Mino", + "MINOSTEAM_NAME_SUFFIX": "vapor", + "MINOSTEAM_LORE_2": "O Minotauro é uma figura da mitologia grega. Essa besta com corpo de homem e cabeça de touro era considerada tão perigosa que foi selada num labirinto.", + "MINOSTEAM_DESCRIPTION": "um touro de bronze", + "AA_LAMENTO_MORI_NAME": "Lamento Mori", "AA_LAMENTO_MORI_SUBTITLE": "Sonhos da Morte", - "LAMENTO_MORI_LORE_1": "Lamento Mori, um Arcanjo particularmente poderoso para a sua idade, transformou sua estação ferroviária num labirinto de câmaras semelhantes a tumbas. Lá, prende e atormenta qualquer pobre alma que ouse se aventurar.", + "MINOSTEAM_LORE_1": "Essa criatura constantemente gera um vapor pressurizado em seu corpo de bronze, canalizando-o para desferir golpes poderosos com seus punhos gigantes. Ela não parece ser nativa de Nova Murta, mas de onde mais seria?", "LAMENTO_MORI_LORE_2": "Lamento Mori é a materialização do medo da morte, além de ser o Arcanjo mais jovem, formado pelo medo e pela ansiedade que a morte causa na humanidade.", + "LAMENTO_MORI_LORE_1": "Lamento Mori, um Arcanjo particularmente poderoso para a sua idade, transformou sua estação ferroviária num labirinto de câmaras semelhantes a tumbas. Lá, prende e atormenta qualquer pobre alma que ouse se aventurar.", "AA_PUPPET_SUBTITLE": "Mestre das Marionetes", "AA_PUPPET_NAME": "Marionex", + "PUPPET_LORE_2": "O Marionex é a materialização da arte de criar marionetes e nasceu do desejo da humanidade de se replicar.", "PUPPET_LORE_1": "O corpo do Marionex é formado por uma matéria estranha e distorcida. Ele consegue arrancar pedaços dessa substância de si mesmo e criar réplicas grosseiras de quem resolve confrontá-lo. Essas efígies têm uma conexão peculiar com o indivíduo que imitam e conseguem causar a ele o mesmo dano que sofrem.", "AA_PUPPET_EFFIGY_NAME": "Efígie", "AA_MONARCH_NAME": "Monarca de Lugar Nenhum", "AA_MONARCH_SUBTITLE": "Rei de Nada", - "PUPPET_LORE_2": "O Marionex é a materialização da arte de criar marionetes e nasceu do desejo da humanidade de se replicar.", "AA_MONARCH_MINION_NAME": "Plebe de Lugar Nenhum", "MONARCH_LORE_1": "O Monarca de Lugar Nenhum mora sob o Shopping Kaidosseu e se alimenta do potencial perdido de humanos que passam suas vidas inteiras sendo consumidos por mídias e conteúdos insignificantes.", "MONARCH_LORE_2": "O Monarca de Lugar Nenhum é a materialização do consumismo e nasceu da vontade coletiva da humanidade de colocar o entretenimento e a mídia acima de tudo.", @@ -102074,44 +112531,43 @@ "AA_CUBE_NAME": "Hexaerebos", "AA_CUBE_SUBTITLE": "Sólido Neoplatônico", "MAMMON_LORE_2": "Mamon, a materialização do capitalismo, é formado pelos incontáveis universos em que a sociedade coloca o dinheiro acima de qualquer outra coisa — até do sofrimento humano.", - "CUBE_LORE_1": "Hexaerebos é um ser de corpo \\\"invariavelmente fixo\\\", isto é, sempre igual independente do ângulo em que é viste. Isso não é incomum, pois a \\\"forma física\\\" de qualquer Arcanjo é apenas a sombra tridimensional de um ser superior. Em outras palavras, Arcanjos não se limitam à ciência euclidiana.", - "CUBE_LORE_2": "Hexaerebos é a materialização da matemática. Também é um dos Arcanjos mais jovens e nasceu quando a humanidade começou a se gabar demais de seus conhecimentos científicos e matemáticos.", - "ALICE_LORE_2": "Alice é a materialização do ego e, como tal, nasceu do imensurável egoísmo da humanidade.", "AA_ALICE_SUBTITLE": "Rainha Banida do País das Maravilhas", + "ALICE_LORE_2": "Alice é a materialização do ego e, como tal, nasceu do imensurável egoísmo da humanidade.", "ALICE_LORE_1": "Alice se considera uma princesa benevolente do seu próprio domínio. A ideia de receber visitar a deixa animada, mas só porque ela vê pessoas como brinquedos que podem ser facilmente descartados após perderem a graça.", "AA_ALICE_NAME": "Alice", + "CUBE_LORE_2": "Hexaerebos é a materialização da matemática. Também é um dos Arcanjos mais jovens e nasceu quando a humanidade começou a se gabar demais de seus conhecimentos científicos e matemáticos.", + "CUBE_LORE_1": "Hexaerebos é um ser de corpo \\\"invariavelmente fixo\\\", isto é, sempre igual independente do ângulo em que é viste. Isso não é incomum, pois a \\\"forma física\\\" de qualquer Arcanjo é apenas a sombra tridimensional de um ser superior. Em outras palavras, Arcanjos não se limitam à ciência euclidiana.", "AA_TOWER_NAME": "Babelite", + "MORGANTE_LORE_1": "Morgana já acompanhou Alef em muitas de suas aventuras por diversos mundos e apareceu em vários mitos e lendas como uma bruxa ou deusa extremamente poderosa. Ela morava na Estação Ponte Noturna, que contém o único \\\"portal\\\" para sair de Nova Murta, e escondeu a localização desse local numa canção.", "AA_TOWER_SUBTITLE": "Torre da Ignorância", "TOWER_LORE_1": "Babelite vive numa estação no topo do Monte Murta e, de lá, grita palavras desconexas que quase ninguém ouve.", "TOWER_LORE_2": "Babelite é a materialização da ignorância e nasceu da estranha mania humana de rejeitar a verdade por medo, incômodo e ego.", - "AA_FINALGANTE_SUBTITLE": "Conjurado: Espírito da Rebelião", "AA_MORGANTE_SUBTITLE": "Espírito da Rebelião", "MORGANTE_LORE_2": "Morgana é a materialização da rebelião e um dos \\\"Arcanjos\\\" mais antigos dos cosmos conectados. A rebelião é completamente oposta à conquista, e, por isso, era inevitável que ela e Alef eventualmente virassem inimigos mortais.", - "MORGANTE_LORE_1": "Morgana já acompanhou Alef em muitas de suas aventuras por diversos mundos e apareceu em vários mitos e lendas como uma bruxa ou deusa extremamente poderosa. Ela morava na Estação Ponte Noturna, que contém o único \\\"portal\\\" para sair de Nova Murta, e escondeu a localização desse local numa canção.", "AA_FINALGANTE_NAME": "Morgana Gestalt", "FINALGANTE_LORE_1": "A vontade de lutar contra probabilidades impossíveis, junto com o que sobrou do espírito de Morgana, criou Morgana Gestalt. Essa entidade é conhecida como uma Egrégora — ou \\\"Arcanjo\\\", em Nova Murta — e foi criada por uma vontade coletiva de mudar a realidade. Esse poder reside em toda a humanidade.", + "AA_FINALGANTE_SUBTITLE": "Conjurado: Espírito da Rebelião", "FINALGANTE_LORE_2": "Gestalt pode ser definida como algo maior do que a soma de suas partes. Uma pessoa sozinha não é capaz de mudar o mundo, mas o poder de várias pessoas juntas é ilimitado.", - "AA_SERPENT_NAME": "Portaluz", "AA_SERPENT_SUBTITLE": "Deus-Serpente", + "AA_SERPENT_NAME": "Portaluz", + "AA_ALEPH_NAME": "Alef", + "ALEPH_LORE_1": "Alef já comandou uma tropa de Arcanjos pelos cosmos conectados. Na época, foi o líder de batalhas notáveis e se tornou parte de muitas lendas conhecidas até hoje. Sua cabeça é um portal que permite que ele mande tudo e todos para onde quiser — menos ele mesmo.", "AA_ALEPH_SUBTITLE": "Rei Vermelho da Conquista", - "SERPENT_LORE_1": "O malévolo Portaluz se alimenta da devoção das pessoas, podendo até matá-las caso elas se comprometam o suficiente. Para atrair seus acólitos, ele sussurra de sua estação subterrânea e espera que eles acabem por encontrar tanto o dono do chamado quanto a própria morte.", "SERPENT_LORE_2": "Portaluz é a materialização da devoção e, como tal, nasceu da devoção dos humanos a deuses e ídolos.", - "AA_ALEPH_NAME": "Alef", + "SERPENT_LORE_1": "O malévolo Portaluz se alimenta da devoção das pessoas, podendo até matá-las caso elas se comprometam o suficiente. Para atrair seus acólitos, ele sussurra de sua estação subterrânea e espera que eles acabem por encontrar tanto o dono do chamado quanto a própria morte.", "ALEPH_LORE_2": "Alef é a materialização da conquista e nasceu da natureza bélica e do desejo de conquista da humanidade. Ele já comandou uma tropa de Arcanjos — incluindo Morgana, Srta. Âmbar, Mordread, e outros — nomeados por ele como \\\"távola redonda\\\". Alef e Morgana são os únicos dessa aliança que residem em Nova Murta.", - "ALEPH_LORE_1": "Alef já comandou uma tropa de Arcanjos pelos cosmos conectados. Na época, foi o líder de batalhas notáveis e se tornou parte de muitas lendas conhecidas até hoje. Sua cabeça é um portal que permite que ele mande tudo e todos para onde quiser — menos ele mesmo.", "ALEPH_NULL_LORE_1": "Alef em sua forma mais poderosa. Se ele conseguir viajar pelos cosmos conectados como fazia antes, não há dúvidas de que uma quantidade imensurável de sofrimento vai segui-lo.", "AA_ALEPH_NULL_NAME": "Alef Zero", "AA_ALEPH_NULL_SUBTITLE": "Personificação da Guerra Eterna", "ALEPH_NULL_LORE_2": "As lendas escritas após o século VI, período em que Alef viveu como monarca britânico, alegam que, um dia, ele retornará ao seu trono. E, mesmo que tenha sido derrotado dessa vez, ele vai acabar tendo sucesso se os humanos continuarem se matando e guerreando.", "AA_HELIA_NAME": "Hélia", - "HELIA_LORE_1": "Hélia é a materialização do poder das fusões e monitora todos os tipos de fusão do cosmo. Em seu mundo de origem, ela apareceu pela primeira vez num laboratório de pesquisa em que cientistas humanos estudavam fusão nuclear.", "AA_HELIA_SUBTITLE": "Soberana das Fusões", + "HELIA_LORE_1": "Hélia é a materialização do poder das fusões e monitora todos os tipos de fusão do cosmo. Em seu mundo de origem, ela apareceu pela primeira vez num laboratório de pesquisa em que cientistas humanos estudavam fusão nuclear.", "HELIA_LORE_2": "Tudo indica que os primeiros indícios da existência de Hélia surgiram bem antes de sua manifestação, mais precisamente na primeira vez em que houve uma fusão nuclear nos cosmo. Sendo assim, ela é, possivelmente, o Arcanjo mais antigo de Nova Murta e já está familiarizada com as maquinações de Alef há milhares de anos.", - "LENNA_LORE_2": "O mundo de Lena existe num jogo armazenado num cartucho que foi lançado para o espaço. Um raio cósmico acidental fez o jogo \\\"falhar\\\" e deixar seus habitantes, que não sabem de suas origens eletrônicas, sencientes.", "AA_AMBER_LORE_1": "A Srta. Âmbar é um Arcanjo enigmático, mas hospitaleiro, que oferece uma passagem segura aos viajantes do cosmo. Ela consegue viajar livremente entre mundos e assume a forma de um clube chique repleto de visitantes.", + "AA_MERLINE_NAME": "Merlinha", "AA_MERLINE_SUBTITLE": "Aquelu que Reside Abaixo", "AA_MERLINE_LORE_1": "O sistema ferroviário sob Nova Murta é, de fato, Merlinha, um Arcanjo antigo e incognoscível que se manifesta na forma de um labirinto infinito de túneis e trens.", - "AA_MERLINE_NAME": "Merlinha", "AA_MERLINE_LORE_2": "Merlinha e seu poder de distorcer o tempo e o espaço fez uma quantidade absurda de escombros se acumular ao seu redor e, por fim, criar a ilha de Nova Murta. Desde então, Merlinha tem usado esse poder para popular a ilha com humanos e monstros e acha que tem um bom motivo para isso.", "AA_AMBER_NAME": "O Salão Âmbar", "AA_AMBER_SUBTITLE": "Anfitriã Interdimensional", @@ -102120,12 +112576,13 @@ "LENNA_UNKNOWN_NAME": "Figura Encapuzada", "LENNA_SUBTITLE": "A Heroína de Outra História", "LENNA_LORE_1": "Lena vivia como uma professora simples cuja maior responsabilidade era ensinar o \\\"herói\\\" de seu mundo a lutar contra os cruéis Arcanjos. Quando o herói foi inesperadamente assassinado, Lena assumiu seu lugar.", + "LENNA_LORE_2": "O mundo de Lena existe num jogo armazenado num cartucho que foi lançado para o espaço. Um raio cósmico acidental fez o jogo \\\"falhar\\\" e deixar seus habitantes, que não sabem de suas origens eletrônicas, sencientes.", "ITEM_BOOTLEG_RITUAL_CANDLE_NAME": "Vela de Ritual", - "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Um item peculiar que Comandante Cisco catou por aí. Ele diz:\\n\\n\\\"Queime esta vela e sacrifique (recicle) uma fita gravada para influenciar a próxima fusão que encontrar. Ela terá uma chance de conter um embuste com o mesmo tipo ou a mesma espécie da fita sacrificada.\\\"", "ITEM_BOOTLEG_RITUAL_CANDLE_DESCRIPTION": "Queime esta vela e sacrifique (recicle) uma fita gravada para influenciar a próxima fusão que encontrar. Ela terá uma chance de conter um embuste com o mesmo tipo ou a mesma espécie da fita sacrificada.", + "ITEM_BOOTLEG_RITUAL_CANDLE_SHOP_DESCRIPTION": "Um item peculiar que Comandante Cisco catou por aí. Ele diz:\\n\\n\\\"Queime esta vela e sacrifique (recicle) uma fita gravada para influenciar a próxima fusão que encontrar. Ela terá uma chance de conter um embuste com o mesmo tipo ou a mesma espécie da fita sacrificada.\\\"", "ITEM_BOOTLEG_RITUAL_CANDLE_USE": "Queimar", - "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Um ritual já está em andamento.", "ITEM_BOOTLEG_RITUAL_CANDLE_BURNED": "A vela foi queimada. Agora, sacrifique (recicle) uma fita gravada para influenciar a próxima fusão que encontrar.", + "ITEM_BOOTLEG_RITUAL_CANDLE_ERROR": "Um ritual já está em andamento.", "ITEM_BOOTLEG_RITUAL_CANDLE_SACRIFICED": "O ritual foi concluído. A próxima fusão que você encontrar poderá conter um embuste semelhante a essa fita de algum modo.", "ITEM_CAPTAIN_BADGE_NAME": "Insígnia de Comandante", "ITEM_CAPTAIN_BADGE_AUX_NAME": "Insígnia nº 14", @@ -102141,102 +112598,103 @@ "ITEM_GARDENING_KIT_NAME": "Kit de Jardinagem", "ITEM_GARDENING_KIT_DESCRIPTION": "Um conjunto de sementes, mudas e algumas ferramentas básicas para enfeitar as jardineiras do vilarejo.", "ITEM_JELLY_NAME": "Esqueletina", + "ITEM_KEY_WATERLOOP_DESCRIPTION": "Destranca alguma coisa na Estação de Eternágua.", "ITEM_KEY_WATERLOOP_NAME": "Chave de Eternágua", "ITEM_JELLY_DESCRIPTION": "Uma substância grudenta e molenga que caiu de um Gesqueleto durante uma batalha. É melhor não comer, mas talvez sirva para alguma outra coisa...", - "ITEM_KEY_WATERLOOP_DESCRIPTION": "Destranca alguma coisa na Estação de Eternágua.", "ITEM_KEY_COMMUNE_NAME": "Chave de Vilaluz", "ITEM_KEY_COMMUNE_DESCRIPTION": "Destranca alguma coisa em Vilaluz.", "ITEM_KEY_DUNGEON_MEADOW_NAME": "Chave do Coelho Branco", "ITEM_KEY_DUNGEON_MEADOW_DESCRIPTION": "Muito curiosíssimo!", - "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Destranca as janelas dos escritórios dos Corretores.", "ITEM_KEY_LANDKEEPER_NAME": "Chave das Janelas dos Corretores", "ITEM_MACHINEPART_NAME": "Peça de Máquina", + "ITEM_KEY_LANDKEEPER_DESCRIPTION": "Destranca as janelas dos escritórios dos Corretores.", "ITEM_MACHINEPART_DESCRIPTION": "Peça avulsa de alguma máquina antiga de passagens.", "ITEM_TRAINTICKET_GLOWSHROOM_NAME": "Passagem de Trem", "ITEM_TRAINTICKET_GRAVEYARD_DESCRIPTION": "Uma passagem de trem antiga com a inscrição \\\"Ocultumba\\\" desbotada.", + "ITEM_VALVE_NAME": "Manivela de Válvula", "ITEM_TRAINTICKET_GLOWSHROOM_DESCRIPTION": "Uma passagem de trem antiga com a inscrição \\\"Forteluz\\\" desbotada.", "ITEM_TRAINTICKET_GRAVEYARD_NAME": "Passagem de Trem", - "ITEM_VALVE_NAME": "Manivela de Válvula", "ITEM_VALVE_DESCRIPTION": "Uma manivela de válvula enferrujada e fria.", - "ITEM_DELIVERY_PARCEL_NAME": "Encomenda", "ITEM_KEYSTONE_NAME": "Pedra-Chave", "ITEM_KEYSTONE_DESCRIPTION": "Uma pedra azul ornamentada. Emite um som parecido com estática de rádio.", + "ITEM_DELIVERY_PARCEL_NAME": "Encomenda", "ITEM_DELIVERY_COMMUNE_NAME": "Pacote de Suprimentos Médicos", "ITEM_DELIVERY_PARCEL_DESCRIPTION": "Um pacote que precisa ser entregue. Confira suas missões ativas para saber mais.", "ITEM_LOST_NECKLACE_NAME": "Colar Perdido", "ITEM_DELIVERY_COMMUNE_DESCRIPTION": "Um pacote que precisa ser entregue em Vilaluz. Confira suas missões ativas para saber mais.", "ITEM_LOST_NECKLACE_DESCRIPTION": "Alguém perdeu isto e deve querer de volta! Confira suas missões ativas para saber mais.", "ITEM_LOST_RING_NAME": "Anel Perdido", - "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Uma moeda dourada estranha emitida no ano de 0x7B3 pelo \\\"Estado de Nevad-O\\\"", "ITEM_CAPTAIN_CLEEO_COIN_NAME": "Moeda", - "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Pista de Ocultumba nº 1", + "ITEM_CAPTAIN_CLEEO_COIN_DESCRIPTION": "Uma moeda dourada estranha emitida no ano de 0x7B3 pelo \\\"Estado de Nevad-O\\\"", "ITEM_LOST_WALLET_DESCRIPTION": "Alguém perdeu isto e deve querer de volta! Confira suas missões ativas para saber mais.", "ITEM_LOST_RING_DESCRIPTION": "Alguém perdeu isto e deve querer de volta! Confira suas missões ativas para saber mais.", "ITEM_LOST_WALLET_NAME": "Carteira Perdida", "ITEM_DUNGEON_GRAVEYARD_CLUE_1_DESCRIPTION": "Um pedaço de papel parcialmente rasgado com algumas direções escritas em sangue: \\\"Cima, Cima, Baixo, Baixo\\\"...\\n\\nHá um monte de risadas esquisitas rabiscadas nele...", + "ITEM_DUNGEON_GRAVEYARD_CLUE_1_NAME": "Pista de Ocultumba nº 1", "ITEM_DUNGEON_GRAVEYARD_CLUE_2_NAME": "Pista de Ocultumba nº 2", "ITEM_DUNGEON_GRAVEYARD_CLUE_2_DESCRIPTION": "Um pedaço de papel parcialmente rasgado com algumas direções escritas em sangue: \\\"Esquerda, Direita, Esquerda, Direita\\\"...\\n\\nAs risadas esquisitas também aparecem aqui.", - "SERVICE_CARRY_MORE_REWINDS_NAME": "Bolso de Rebobinadores", "ITEM_MEREDITH_ENVELOPE_NAME": "Envelope para Meredith", "SERVICE_LUCKY_DIP_NAME": "Lembrancinhas", "ITEM_MEREDITH_ENVELOPE_DESCRIPTION": "É um envelope de Ianthe para Meredith. Tem a ver com o disco que Meredith está procurando!", - "ITEM_GYM_PASS_DESCRIPTION": "Dá acesso ilimitado à academia da Prefeitura, permitindo que você customize seus atributos-base.", "ITEM_GYM_PASS_NAME": "Passe de Academia", "SERVICE_LUCKY_DIP_DESCRIPTION": "Uma bolsa com alguns itens úteis. Inclui um adesivo incomum ou raro! Tente a sorte!", + "ITEM_GYM_PASS_DESCRIPTION": "Dá acesso ilimitado à academia da Prefeitura, permitindo que você customize seus atributos-base.", "SERVICE_MONSTER_TAPE_DESCRIPTION": "Fita de um monstro muito raro que damos apenas a vigilantes competentes.", "SERVICE_MONSTER_TAPE_NAME": "Fita de {species_name}", "EXCHANGE_REQUIRE_CAPTAINS": "Treine com mais {amount} Comandante(s) para desbloquear!", + "SERVICE_CARRY_MORE_REWINDS_NAME": "Bolso de Rebobinadores", + "SERVICE_CARRY_MORE_CURES_NAME": "Bolso de Primeiros Socorros", "SERVICE_CARRY_MORE_RESPOOLS_NAME": "Bolso de Reparadores", "SERVICE_CARRY_MORE_REWINDS_DESCRIPTION": "Posso costurá-lo em sua mochila para aumentar em 1 o número de Rebobinadores que você pode carregar.", - "SERVICE_CARRY_MORE_CURES_NAME": "Bolso de Primeiros Socorros", "SERVICE_CARRY_MORE_RESPOOLS_DESCRIPTION": "Posso costurá-lo em sua mochila para aumentar em 1 o número de Reparadores que você pode carregar.", "SERVICE_CARRY_MORE_CURES_DESCRIPTION": "Posso costurá-lo em sua mochila para aumentar em 1 o número de Curas que você pode carregar.", "SERVICE_CARRY_MORE_COFFEE_NAME": "Geladeira em Miniatura", "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.m": "Posso costurá-lo em sua mochila para aumentar em 1 o número de Bombas de Fumaça que você pode carregar. Absorve impactos, então elas não vão explodir do nada.", "SERVICE_CARRY_MORE_COFFEE_DESCRIPTION": "Posso costurá-la em sua mochila para aumentar em 1 o número de Cafés enlatados que você pode carregar.", "SERVICE_CARRY_MORE_SMOKE_BOMBS_NAME": "Compartimento de Bombas", - "SERVICE_CARRY_MORE_REODORANT_NAME": "Bolso Absorvente de Odores", - "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Posso costurá-lo em sua mochila para aumentar em 1 o número de Bombas de Fumaça que você pode carregar. Absorve impacto, então elas não vão explodir do nada.", "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.n": "Posso costurá-lo em sua mochila para aumentar em 1 o número de Bombas de Fumaça que você pode carregar. Absorve impacto, então elas não vão explodir do nada.", + "SERVICE_CARRY_MORE_REODORANT_NAME": "Bolso Absorvente de Odores", + "SERVICE_GYM_POINTS_NAME": "Ponto Extra de Academia", "SERVICE_CARRY_MORE_REODORANT_DESCRIPTION": "Posso costurá-lo em sua mochila para aumentar em 1 o número de Odorantes que você pode carregar. É feito de um material específico que impede a saída involuntária de cheiros ruins.", + "SERVICE_CARRY_MORE_SMOKE_BOMBS_DESCRIPTION.f": "Posso costurá-lo em sua mochila para aumentar em 1 o número de Bombas de Fumaça que você pode carregar. Absorve impacto, então elas não vão explodir do nada.", "SERVICE_CARRY_MORE_PEAR_FUSILLI_NAME": "Pote de Plástico Resselável", - "SERVICE_GYM_POINTS_NAME": "Ponto Extra de Academia", "SERVICE_CARRY_MORE_PEAR_FUSILLI_DESCRIPTION": "Aumenta em 1 a quantidade máxima de Fusilli de Frutas que você pode carregar.", + "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Os Vigilantes fornecerão recursos adicionais à Dra. Villa, permitindo que ela venda mais {0} tipo(s) de cura.", "SERVICE_MERCHANT_DISCOUNTS_NAME": "Assinatura da Guilda dos Comerciantes", "SERVICE_GYM_POINTS_DESCRIPTION": "Fornece 1 ponto adicional para ser usado na academia da Prefeitura.", + "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Os comerciantes de Vilancoradouro agora lhe dão descontos de até {0}.", "SERVICE_MERCHANT_STOCK_STICKERS_DESCRIPTION": "Os Vigilantes fornecerão recursos adicionais aos comerciantes de adesivo do mercado de Vilancoradouro central, permitindo que vendam mais {0} adesivo(s).", "SERVICE_MERCHANT_STOCK_STICKERS_NAME": "Estoque Adicional de Adesivos", - "SERVICE_MERCHANT_DISCOUNTS_DESCRIPTION": "Os comerciantes de Vilancoradouro agora lhe dão descontos de até {0}.", "SERVICE_MERCHANT_STOCK_COFFEE_NAME": "Estoque Adicional de Cafés", - "SERVICE_MERCHANT_STOCK_CURES_DESCRIPTION": "Os Vigilantes fornecerão recursos adicionais à Dra. Villa, permitindo que ela venda mais {0} tipo(s) de cura.", + "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Ter um desses faz seu Impulso de Balazita causar dano no início das batalhas.", "SERVICE_MERCHANT_STOCK_CURES_NAME": "Estoque Adicional de Curas", "SERVICE_MERCHANT_STOCK_COFFEE_DESCRIPTION": "Os Vigilantes fornecerão recursos adicionais à Clémence, do Café Gramofone, permitindo que ela venda mais {0} tipo(s) de café.", - "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Ter uma dessas faz sua Bola de Videira da Abóbora criar uma Barreira Vegetal no início das batalhas.", + "QUEST_CAPTAINS_DESCRIPTION3.n": "Enfrente Ianthe para se tornar ume comandante!", + "SERVICE_ABILITY_ADVANTAGE_DASH_NAME": "Fragmento de Cartucho de Balazita", "SERVICE_ABILITY_ADVANTAGE_CLIMB_NAME": "Semente de Pulabóbora", - "SERVICE_ABILITY_ADVANTAGE_DASH_DESCRIPTION": "Ter um desses faz seu Impulso de Balazita causar dano no início das batalhas.", + "SERVICE_ABILITY_ADVANTAGE_CLIMB_DESCRIPTION": "Ter uma dessas faz sua Bola de Videira da Abóbora criar uma Barreira Vegetal no início das batalhas.", "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_NAME": "Pelo de Eletrosagui", + "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Posso instalá-lo no toca-fitas para fazer sua barra de fusão encher {0}% mais rápido.", "SERVICE_ABILITY_ADVANTAGE_MAGNETISM_DESCRIPTION": "Uma amostra desse pelo faz seu Eletromagnetismo lhe conceder 1 PA adicional no início das batalhas.", "SERVICE_RECORDING_SUCCESS_RATE_NAME": "Microfone Aprimorado", "SERVICE_RECORDING_SUCCESS_RATE_DESCRIPTION": "Esse microfone aprimorado para seu toca-fitas aumenta em {0}% a chance de conseguir uma gravação bem-sucedida.", "SERVICE_FUSION_METER_FILL_RATE_NAME": "Mod. da Barra de Fusão", - "SERVICE_FUSION_METER_FILL_RATE_DESCRIPTION": "Posso instalá-lo no toca-fitas para fazer sua barra de fusão encher {0}% mais rápido.", + "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Posso instalá-lo no toca-fitas para fazer sua barra de fusão encher {0}% mais rápido quando você acertar um golpe com vantagem de tipo.", "SERVICE_FUSION_METER_TYPE_ADVANTAGE_NAME": "Mod. Químico", + "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Posso instalá-lo no toca-fitas para fazer sua barra de fusão encher {0}% mais rápido quando você acertar um golpe crítico.", "SERVICE_FUSION_METER_CRITICAL_NAME": "Mod. Crítico", - "SERVICE_FUSION_METER_TYPE_ADVANTAGE_DESCRIPTION": "Posso instalá-lo no toca-fitas para fazer sua barra de fusão encher {0}% mais rápido quando você acertar um golpe com vantagem de tipo.", "SERVICE_FUSION_METER_VICTORY_DESCRIPTION": "Posso instalá-lo no toca-fitas para fazer sua barra de fusão encher {0}% mais rápido quando você ganhar uma batalha.", "SERVICE_FUSION_METER_VICTORY_NAME": "Mod. Vitorioso", - "SERVICE_FUSION_METER_CRITICAL_DESCRIPTION": "Posso instalá-lo no toca-fitas para fazer sua barra de fusão encher {0}% mais rápido quando você acertar um golpe crítico.", - "QUEST_COLLECT_RUMORS_DESCRIPTION": "Colete {total} boato(s) dos moradores de Vilancoradouro.", - "SERVICE_FUSION_METER_RECORDING_NAME": "Mod. de Gravação", "SERVICE_FUSION_METER_RECORDING_DESCRIPTION": "Posso instalá-lo no toca-fitas para conduzir o poder em excesso da barra de fusão até o microfone. A chance de uma gravação bem-sucedida aumenta em {0}% quando sua barra de fusão estiver cheia.", + "SERVICE_FUSION_METER_RECORDING_NAME": "Mod. de Gravação", "MOVE_AA_CUBE_FRUSTUM_CULL_NAME": "Abate 3D", "MOVE_AA_LAMENTO_MORI_DEATH_RAY_NAME": "Raio Mortal", "MOVE_AA_PUPPET_FEEDBACK_NAME": "Devolução", "MOVE_AA_SERPENT_TEMPTATION_NAME": "Tentação", - "MOVE_AA_SERPENT_JUDGMENT_NAME": "Juízo Final", - "MOVE_AA_MAMMON_LEVERAGE_NAME": "Alavancagem", "MOVE_AA_MAMMON_MARKET_CRASH_NAME": "Crise do Mercado", + "MOVE_AA_SERPENT_JUDGMENT_NAME": "Juízo Final", "MOVE_AA_MAMMON_MARGIN_CALL_NAME": "Chamada de Margem", + "MOVE_AA_MAMMON_LEVERAGE_NAME": "Alavancagem", "MOVE_AA_MAMMON_ASSET_FREEZE_NAME": "Congelamento de Bens", "MOVE_AA_MAMMON_LOSS_LEADER_NAME": "Líder de Perda", "MOVE_AA_MAMMON_TOO_BIG_TO_FAIL_NAME": "Grande Demais para Quebrar", @@ -102249,18 +112707,18 @@ "MOVE_AA_ALICE_DRINK_ME_NAME": "Beba-me", "MOVE_AA_ALICE_HIGH_AND_MIGHTY_NAME": "Cheia de Si", "MOVE_AA_ALEPH_DEUS_EX_CALIBUR_NAME": "Deus Ex Calibur", - "MOVE_AA_ALEPH_1000_CUTS_NAME": "Morte por 1.000 Cortes", "MOVE_AA_ALEPH_10000_CUTS_NAME": "Morte por 10.000 Cortes", + "MOVE_AA_ALEPH_1000_CUTS_NAME": "Morte por 1.000 Cortes", "MOVE_AA_MONARCH_CALL_TO_ARMS_NAME": "Às Armas!", "MOVE_AA_MONARCH_TENTACLE_NAME": "Pegada Escorregadia", - "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodia Sincera", - "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Despedida Explosiva", "MOVE_AA_FINALGANTE_KAYLEIGH_NAME": "Melodia de Kayleigh", + "MOVE_AA_MONARCH_BOMB_VOYAGE_NAME": "Despedida Explosiva", + "MOVE_AA_MORGANTE_KAYLEIGH_NAME": "Melodia Sincera", "MOVE_DESCRIPTION_AA_FINALGANTE_KAYLEIGH": "Incentiva o usuário a continuar lutando após derrota.", "MOVE_AA_FINALGANTE_PLAYER_NAME": "Convicção de {player}", + "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Engenhosidade de Meredith", "MOVE_AA_MORGANTE_PLAYER_NAME": "Convicção Ininterrupta", "MOVE_AA_MORGANTE_MEREDITH_NAME": "Engenhosidade Exuberante", - "MOVE_AA_FINALGANTE_MEREDITH_NAME": "Engenhosidade de Meredith", "MOVE_AA_FINALGANTE_FELIX_NAME": "Criatividade de Félix", "MOVE_AA_FINALGANTE_EUGENE_NAME": "Coragem de Eugene", "MOVE_DESCRIPTION_AA_FINALGANTE_MEREDITH": "Aumenta os atributos ofensivos do usuário.", @@ -102270,41 +112728,41 @@ "MOVE_AA_MORGANTE_FELIX_NAME": "Esforço Criativo", "MOVE_AA_FINALGANTE_VIOLA_NAME": "Determinação de Viola", "MOVE_AA_MORGANTE_VIOLA_NAME": "Determinação Astuta", + "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Assobio de Socorro", "MOVE_AA_MORGANTE_DOG_NAME": "Energia Ilimitada", - "QUEST_CAPTAINS_DESCRIPTION1.m": "Treine com cada comandante dos vigilantes para se tornar um vigilante. Obtenha informações sobre seus postos com as pessoas de Vilancoradouro.", - "QUEST_CAPTAINS_DESCRIPTION3.n": "Enfrente Ianthe para se tornar ume comandante!", + "QUEST_MEREDITH_DESCRIPTION_4": "Vá ao Shopping Kaidosseu com Meredith.", "MOVE_DESCRIPTION_AA_FINALGANTE_DOG": "Aumenta a geração de PAs do usuário.", "MOVE_LENNA_POWER_OF_TRUTH_NAME": "O Poder da Verdade", - "MOVE_LENNA_WHISTLE_FOR_HELP_NAME": "Assobio de Socorro", "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_DESCRIPTION": "Na Colina Outonal, Siesta me pediu para derrotar 5 Balazitas para deixar os arredores mais calmos. Balazitas são normalmente encontrados na Colina Outonal.", "QUEST_CAPTAIN_ZEDD_KILL_5_BULLETINO_TITLE": "Fragmentados", - "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Em Bosques de Meandroleste, uma androide que funciona à base de moedas está dando defeito. Talvez uma moeda específica a reviva.", "QUEST_CAPTAIN_CLEEO_GET_COIN_TITLE": "À Base de Moedas", "QUEST_MEREDITH_TITLE": "Tudo Que Eu Precisava", "QUEST_MEREDITH_DESCRIPTION_1": "Pergunte aos moradores de Vilancoradouro se eles viram a gravação favorita de Meredith por aí.", + "QUEST_CAPTAIN_CLEEO_GET_COIN_DESCRIPTION": "Em Bosques de Meandroleste, uma androide que funciona à base de moedas está dando defeito. Talvez uma moeda específica a reviva.", "QUEST_MEREDITH_DESCRIPTION_2": "Encontre a Líder dos Vigilantes Ianthe e pergunte a ela sobre a gravação preferida de Meredith.", "QUEST_MEREDITH_DESCRIPTION_3": "Entregue o envelope de Ianthe a Meredith.", - "QUEST_MEREDITH_DESCRIPTION_4": "Vá ao Shopping Kaidosseu com Meredith.", - "QUEST_CAPTAINS_PROGRESS": "Treinou com {num} de {max} comandantes.", + "QUEST_CAPTAINS_DESCRIPTION1.m": "Treine com cada comandante dos vigilantes para se tornar um vigilante. Obtenha informações sobre seus postos com as pessoas de Vilancoradouro.", + "QUEST_CAPTAINS_DESCRIPTION2.m": "Encontre-se com a Líder dos Vigilantes Ianthe e conte a ela que você já treinou com todos os comandantes.", "QUEST_CAPTAINS_DESCRIPTION2.n": "Encontre-se com a Líder dos Vigilantes Ianthe e conte a ela que você já treinou com todos os comandantes.", - "QUEST_CAPTAINS_DESCRIPTION1.f": "Treine com cada comandante dos vigilantes para se tornar uma vigilante. Obtenha informações sobre seus postos com as pessoas de Vilancoradouro.", "QUEST_CAPTAINS_DESCRIPTION1.n": "Treine com cada comandante dos vigilantes para se tornar ume vigilante. Obtenha informações sobre seus postos com as pessoas de Vilancoradouro.", - "QUEST_CAPTAINS_DESCRIPTION2.m": "Encontre-se com a Líder dos Vigilantes Ianthe e conte a ela que você já treinou com todos os comandantes.", + "QUEST_CAPTAINS_DESCRIPTION1.f": "Treine com cada comandante dos vigilantes para se tornar uma vigilante. Obtenha informações sobre seus postos com as pessoas de Vilancoradouro.", + "QUEST_CAPTAINS_PROGRESS": "Treinou com {num} de {max} comandantes.", "QUEST_CAPTAINS_DESCRIPTION2.f": "Encontre-se com a Líder dos Vigilantes Ianthe e conte a ela que você já treinou com todos os comandantes.", "QUEST_CAPTAINS_DESCRIPTION3.m": "Enfrente Ianthe para se tornar um comandante!", "QUEST_CAPTAINS_DESCRIPTION3.f": "Enfrente Ianthe para se tornar uma comandante!", "QUEST_CAPTAINS_DESCRIPTION4": "Batalhe novamente contra cada comandante dos vigilantes.", - "QUEST_KAYLEIGH_TITLE": "Eu Corri Pra Bem Longe", + "QUEST_COLLECT_RUMORS_DESCRIPTION": "Colete {total} boato(s) dos moradores de Vilancoradouro.", "QUEST_COLLECT_RUMORS_TITLE": "Dizem por Aí", "QUEST_COLLECT_RUMORS_PROGRESS": "Coletou {obtained} de {total} boatos.", + "QUEST_KAYLEIGH_TITLE": "Eu Corri Pra Bem Longe", "QUEST_KAYLEIGH_DESCRIPTION1": "Leve Kayleigh a Vilaluz.", "QUEST_KAYLEIGH_DESCRIPTION2": "Investigue Vilaluz.", "QUEST_FELIX_DESCRIPTION_0": "Encontre Félix na casa dele em Vilancoradouro Oeste", "QUEST_FELIX_TITLE": "Você Não Me Quer?", "QUEST_FELIX_DESCRIPTION_2": "Encontre os quatro altares elementais com Félix para localizar Kuneko.", "QUEST_FELIX_DESCRIPTION_1": "Batalhe ao lado de Félix contra alguém que use uma espada de madeira na Pradaria das Cerejeiras.", - "QUEST_VIOLA_DESCRIPTION_1": "Encontre Sebastião, o irmão de Viola.", "QUEST_FELIX_2_PROGRESS": "Encontrou {num} de {count} altares elementais.", + "QUEST_VIOLA_DESCRIPTION_1": "Encontre Sebastião, o irmão de Viola.", "QUEST_FELIX_DESCRIPTION_3": "Ajude Félix a fazer as pazes com Kuneko.", "QUEST_VIOLA_TITLE": "Todo Mundo Está à Procura de Algo", "QUEST_VIOLA_DESCRIPTION_2": "Fale com Viola.", @@ -102319,14 +112777,14 @@ "QUEST_HOYLAKE_DESCRIPTION_2": "Você gravou a espécie {monster_name}: {monster_description}, normalmente vista {habitat_phrase}. Mostre-a a Dulago.", "QUEST_HELIA_TITLE": "Lá Vem o Sol", "QUEST_HELIA_DESCRIPTION_1": "Investigue a nova estação sob a Pedreira dos Dinossauros em Terramorta", - "CLUE_EAST": "Para o leste, para o lugar que só eu conheço, você deve ir", "QUEST_HELIA_DESCRIPTION_2": "Obtenha respostas de Merlinha.", "QUEST_HELIA_DESCRIPTION_3": "Relate o que descobriu a Ianthe.", - "CLUE_SOUTH": "Vá até lá e siga para o sul, pois seus caminhos perdidos se encontrarão ali", - "CLUE_BIOME_ARID": "Um lugar em que ruínas podem ser encontradas, e em que a grama é seca sob seus pés", + "CLUE_NORTH": "Vá até lá e siga para o norte, pois seus caminhos perdidos se encontrarão ali", "CLUE_WEST": "Para o oeste, para o lugar que só eu conheço, você deve ir", + "CLUE_EAST": "Para o leste, para o lugar que só eu conheço, você deve ir", + "CLUE_BIOME_ARID": "Um lugar em que ruínas podem ser encontradas, e em que a grama é seca sob seus pés", "CLUE_BIOME_PLAINS": "Um lugar em que árvores e terra podem ser encontradas, e em que a grama é fresca sob seus pés", - "CLUE_NORTH": "Vá até lá e siga para o norte, pois seus caminhos perdidos se encontrarão ali", + "CLUE_SOUTH": "Vá até lá e siga para o sul, pois seus caminhos perdidos se encontrarão ali", "CLUE_BIOME_BEACH": "Um lugar em que grãos de areia dourados forram o chão, e em que as ondas do oceano chicoteiam seus pés", "CLUE_BIOME_AUTUMN": "Um lugar em que árvores alaranjadas surgem do solo, e em que suas folhas se quebram sob seus pés", "CLUE_BIOME_LAKE": "Um lugar em que há um lago, e em que a areia é molhada sob seus pés", @@ -102336,8 +112794,8 @@ "CLUE_BIOME_MARSH": "Um lugar em que homens perdidos se afogaram, e em que a lama é densa sob seus pés", "CLUE_ACTION_ROCK": "Venha com uma pedra em mãos e coloque-a na sua frente", "CLUE_ACTION_CRATE": "Venha com uma caixa em mãos e coloque-a na sua frente", - "CLUE_ACTION_DASH.m": "Neste lugar, você deve correr rodeado por chamas", "CLUE_ACTION_DASH.f": "Neste lugar, você deve correr rodeada por chamas", + "CLUE_ACTION_DASH.m": "Neste lugar, você deve correr rodeado por chamas", "CLUE_ACTION_MAGNETISM": "Atraia um raio para o local onde está, e o caminho se abrirá para você", "CLUE_ACTION_DASH.n": "Neste lugar, você deve correr rodeade por chamas", "CLUE_ACTION_JUMP_3": "Pule três vezes no local onde está, e o caminho se abrirá para você", @@ -102345,72 +112803,102 @@ "CLUE_ACTION_NIGHT": "Por meio minuto você deve permanecer onde está, e, à noite, o caminho se abrirá para você", "CLUE_ACTION_MAP_3.m": "Leia seu fiel mapa três vezes — um, dois, três", "CLUE_ACTION_MAP_3.f": "Leia seu fiel mapa três vezes — um, dois, três", - "CLUE_ACTION_MAP_3.n": "Leia seu fiel mapa três vezes — um, dois, três", "CLUE_ACTION_ITEM_3": "Escolha exatamente três posses para deixar para trás", - "CLUE_OVERWORLD_-6_-3": "Um tronco perto de uma construção — é lá que você deve estar", + "CLUE_ACTION_MAP_3.n": "Leia seu fiel mapa três vezes — um, dois, três", "CLUE_OVERWORLD_2_-1": "O primeiro portão que você atravessou nestas terras — é lá que você deve estar", "CLUE_OVERWORLD_-4_-1": "Uma lagoa perto de pedras e sepulturas — é lá que você deve estar", + "CLUE_OVERWORLD_-6_-3": "Um tronco perto de uma construção — é lá que você deve estar", "CLUE_OVERWORLD_-2_-4": "Atrás de uma barraca de lona sobre a areia — é lá que você deve estar", "CLUE_OVERWORLD_-3_-3": "Sob os galhos de uma árvore solitária e morta — é lá que você deve estar", "CLUE_OVERWORLD_-3_-7": "Na nascente de um rio que corre pela região — é lá que você deve estar", "CLUE_OVERWORLD_0_-6": "Em cima de um altar de pedra — é lá que você deve estar", - "CLUE_OVERWORLD_3_-7": "No telhado de um comércio que já foi grandioso — é lá que você deve estar", "CLUE_OVERWORLD_1_-6": "Entre as três luzes que se destacam — é lá que você deve estar", + "CLUE_OVERWORLD_3_-7": "No telhado de um comércio que já foi grandioso — é lá que você deve estar", "CLUE_OVERWORLD_2_-4": "Nas sombras de uma casa solitária — é lá que você deve estar", - "CLUE_OVERWORLD_7_-2": "Nas ruínas de uma casa — é lá que você deve estar", "CLUE_OVERWORLD_5_-6": "Num tronco de árvore numa terra exuberante e entre dois muros — é lá que você deve estar", + "CLUE_OVERWORLD_7_-2": "Nas ruínas de uma casa — é lá que você deve estar", "CLUE_OVERWORLD_7_-4": "Em cima de um altar de fogo — é lá que você deve estar", "CLUE_OVERWORLD_8_-6": "Em cima de um tronco de árvore numa terra arborizada — é lá que você deve estar", "NOTICEBOARD_QUEST_HOYLAKE_TITLE": "Pedido de Dulago", - "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Recompensa por Monstros", "NOTICEBOARD_QUEST_HOYLAKE_PREREQ_DESCRIPTION": "Fale com Dulago na Prefeitura. Ele tem várias tarefas para você.", + "NOTICEBOARD_QUEST_MONSTER_BOUNTY_TITLE": "Recompensa por Monstros", "NOTICEBOARD_QUEST_MONSTER_BOUNTY_DESCRIPTION": "A população de {key} que reside {habitat_phrase} está cada vez mais descontrolada. Derrote {count} deles para acalmá-los e evitar que se machuquem gravemente.", "NOTICEBOARD_QUEST_FUSION_BOUNTY_DESCRIPTION": "Derrote {count} Fusões Rebeldes para manter Nova Murta segura.", "NOTICEBOARD_QUEST_FUSION_BOUNTY_TITLE": "Recompensa por Fusões", - "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Entrega de Encomenda", "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DESCRIPTION": "Entregue esta encomenda a ume de nosses batedeires {location_0_phrase}.", + "NOTICEBOARD_QUEST_PARCEL_DELIVERY_TITLE": "Entrega de Encomenda", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Ume de nosses batedories {location_0_phrase} solicitou a entrega urgente de suprimentos de emergência. Obtenha e entregue {required_item_amount}x de {required_item} o mais rápido possível.", "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.m": "Oba! Minha encomenda chegou!", "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.m": "Muito obrigado! Eu estava esperando esta encomenda!", "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.f": "Muito obrigada! Eu estava esperando esta encomenda!", "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v1.n": "Muito obrigada! Eu estava esperando esta encomenda!", "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.f": "Oba! Minha encomenda chegou!", + "DJINN_ENTONIC_NAME": "Djinn-Tônica", + "DJINN_ENTONIC_LORE_1": "Ume misteriose bartender de origem cósmica que serve as mesas de forma impecável. Não se sabe exatamente quais tipos de bebidas elu serve, só que são \\\"para a família\\\" e que \\\"não afetam a classificação indicativa do jogo\\\".", + "DJINN_ENTONIC_NAME_SUFFIX": "tônica", + "DJINN_ENTONIC_NAME_PREFIX": "Djinn", + "DJINN_ENTONIC_LORE_2": "Um djinn, ou gênio, é um ser da mitologia árabe. Na história de Aladdin, um gênio preso numa lâmpada mágica é libertado pelo protagonista quando ele a esfrega sem querer.", + "DJINN_ENTONIC_DESCRIPTION": "um garçom cósmico", + "BULLETINO_NAME": "Balazita", + "BULLETINO_NAME_PREFIX": "Bala", + "BULLETINO_NAME_SUFFIX": "zita", + "BULLETINO_LORE_2": "As primeiras balas eram de chumbo e lançadas em inimigos e fortalezas por canhões nas guerras medievais. O \\\"formato de bala\\\" cônico que conhecemos hoje foi criado por Henri-Gustave Delvigne, um oficial francês, no século XIX.", + "BULLETINO_LORE_1": "O único mecanismo de defesa dessa espécie é se lançar em direção ao perigo quando ameaçada. É uma péssima ideia, mas elus sempre fazem isso.", + "BULLETINO_DESCRIPTION": "uma bala gigante que anda", + "VELOCIRIFLE_NAME": "Velocirifle", + "VELOCIRIFLE_NAME_PREFIX": "Veloci", + "VELOCIRIFLE_LORE_1": "A parte traseira do crânio de Velocirifles contém uma câmara repleta de pólvora que elus podem queimar na hora que quiserem, além de serem capazes de lançar os projéteis armazenados no \\\"cano\\\" de seus rostos. Como consequência, elus adquiriram uma mira muito boa.", + "VELOCIRIFLE_NAME_SUFFIX": "rifle", + "VELOCIRIFLE_DESCRIPTION": "um lagarto com uma cabeça em forma de arma", + "VELOCIRIFLE_LORE_2": "A pólvora foi inventada na China no início do primeiro milênio. As primeiras armas de fogo eram canhões portáteis que continham pólvora e pequenos projéteis em seu interior.", + "ARTILLEREX_NAME": "Artilhanossauro", + "ARTILLEREX_NAME_PREFIX": "Artilhano", + "ARTILLEREX_NAME_SUFFIX": "ssauro", + "ARTILLEREX_LORE_2": "A Gatling é uma metralhadora antiga que conseguia disparar projéteis rapidamente por meio de uma roda de canos que giravam com a ajuda de uma manivela. Seu nome vem de seu criador, Richard Jordan Gatling, e ela foi inventada em meados do século XIX.", + "ARTILLEREX_LORE_1": "Artilhanossauros contêm um buraco de metal derretido em seus corpos que pode formar projéteis explosivos e lançá-los da \\\"torreta\\\" localizada na barriga. Suas habilidades balísticas e sua altura colossal fazem desse monstro um inimigo perigoso.", + "SALAMAGUS_NAME": "Salamago", + "GEARYU_LORE_2": "Engrenagens são peças circulares de máquinas que usam os \\\"dentes\\\" em seus aros para se interligarem. Vários tamanhos de engrenagem podem ser usados para aumentar ou diminuir a velocidade de um torque dentro de uma máquina.", + "ARTILLEREX_DESCRIPTION": "um lagartão com uma arma na barriga", + "GEARYU_NAME_PREFIX": "Engre", + "GEARYU_NAME": "Engrezilla", + "GEARYU_NAME_SUFFIX": "zilla", + "GEARYU_LORE_1": "Diversas engrenagens gigantes mantidas juntas por uma força magnética são o núcleo do corpo de ume Engrezilla. Elu gira essas engrenagens para gerar energia cinética e emiti-la na forma de poderosos ataques elementais.", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_TITLE": "Entrega de Suprimentos", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DESCRIPTION": "Ume de nosses batedories {location_0_phrase} solicitou a entrega urgente de suprimentos de emergência. Obtenha e entregue {required_item_amount}x de {required_item} o mais rápido possível.", "NOTICEBOARD_QUEST_PARCEL_DELIVERY_DLG.v2.n": "Oba! Minha encomenda chegou!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Me dá o que você tem?", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.f": "Preciso urgentemente de {required_item_amount}x de {required_item}. Pra quê? Bom, isso é pessoal.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Você viu que eu pedi suprimentos? Preciso de {required_item_amount}x de {required_item} pra ontem!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Preciso urgentemente de {required_item_amount}x de {required_item}. Pra quê? Bom, isso é pessoal.", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.n": "Preciso urgentemente de {required_item_amount}x de {required_item}. Pra quê? Bom, isso é pessoal.", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.m": "Você viu que eu pedi suprimentos? Preciso de {required_item_amount}x de {required_item} pra ontem!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v1.m": "Preciso urgentemente de {required_item_amount}x de {required_item}. Pra quê? Bom, isso é pessoal.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Ah, tô vendo aí! Pode me dar, por favor?", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Você viu que eu pedi suprimentos? Preciso de {required_item_amount}x de {required_item} pra ontem!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Ah, tô vendo aí! Pode me dar, por favor?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.m": "Me dá o que você tem?", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.n": "Me dá o que você tem?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.f": "Você viu que eu pedi suprimentos? Preciso de {required_item_amount}x de {required_item} pra ontem!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_1.v2.n": "Você viu que eu pedi suprimentos? Preciso de {required_item_amount}x de {required_item} pra ontem!", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v1.f": "Me dá o que você tem?", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.f": "Ah, tô vendo aí! Pode me dar, por favor?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.m": "Ah, tô vendo aí! Pode me dar, por favor?", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_UNOBTAINED_2.v2.n": "Ah, tô vendo aí! Pode me dar, por favor?", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.m": "Fantástico! Mal posso esperar pra usar!", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.f": "Fantástico! Mal posso esperar pra usar!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Obrigado! Tá tudo certinho!", "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v1.n": "Fantástico! Mal posso esperar pra usar!", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Obrigade! Tá tudo certinho!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.m": "Obrigado! Tá tudo certinho!", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Por favor, me ajude a encontrar o(a) {lost_item} que eu perdi {location_1_phrase}?", "NOTICEBOARD_QUEST_LOST_AND_FOUND_DESCRIPTION": "Um dos moradores perdeu um(a) {lost_item} {location_1_phrase}. Tem valor sentimental, então faça o possível para encontrar o item e devolvê-lo a quem perdeu {location_0_phrase}.", - "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Obrigada! Tá tudo certinho!", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.n": "Obrigade! Tá tudo certinho!", "NOTICEBOARD_QUEST_LOST_AND_FOUND_TITLE": "Achados e Perdidos", + "NOTICEBOARD_QUEST_SUPPLY_DELIVERY_DELIVERED.v2.f": "Obrigada! Tá tudo certinho!", "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_ring": "anel", "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_necklace": "colar", "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.m": "Por favor, me ajude a encontrar o(a) {lost_item} que eu perdi {location_1_phrase}?", "NOTICEBOARD_QUEST_LOST_AND_FOUND_NOUN_lost_wallet": "carteira", "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.f": "Por favor, me ajude a encontrar o(a) {lost_item} que eu perdi {location_1_phrase}?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v1.n": "Por favor, me ajude a encontrar o(a) {lost_item} que eu perdi {location_1_phrase}?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "Eu perdi um(a) {lost_item} {location_1_phrase}. Pode me ajudar a procurar?", "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.m": "Eu perdi um(a) {lost_item} {location_1_phrase}. Pode me ajudar a procurar?", + "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Entrega Especial", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Muito obrigada! Eu estava procurando por isto!", "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.m": "Muito obrigado! Eu estava procurando por isto!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.f": "Eu perdi um(a) {lost_item} {location_1_phrase}. Pode me ajudar a procurar?", + "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Muito obrigade! Eu estava procurando por isto!", "NOTICEBOARD_QUEST_LOST_AND_FOUND_UNOBTAINED.v2.n": "Eu perdi um(a) {lost_item} {location_1_phrase}. Pode me ajudar a procurar?", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.f": "Muito obrigada! Eu estava procurando por isto!", "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.m": "Você achou! Muito obrigado!", - "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v1.n": "Muito obrigade! Eu estava procurando por isto!", - "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_TITLE": "Entrega Especial", "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.f": "Você achou! Muito obrigada!", "NOTICEBOARD_QUEST_LOST_AND_FOUND_DELIVERED.v2.n": "Você achou! Muito obrigade!", "NOTICEBOARD_QUEST_SPECIAL_DELIVERY_DESCRIPTION": "Como símbolo de nossos esforços para ajudar os Filhos da Luz, preparamos um pacote especial com suprimentos médicos. Por favor, entregue esta encomenda ao porteiro em Vilaluz.", @@ -102437,8 +112925,8 @@ "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_PROGRESS1": "Equipe uma fita de {species_name}.", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_TITLE": "Assistente de Dulago", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_DESCRIPTION": "Dulago pediu um treinamento bem específico ao Dr. Chris, seu assistente. Equipe uma fita de {species_name} e vá se encontrar com Chris {location_0_phrase}.", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "O professor Dulago me falou muito de você! Disse que ele te ajudou quando você chegou e que ele também salvou sua vida...", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY1": "Olá, {player}! Muito prazer. Sou o Dr. Chris, PhD e Zoologista da Universidade de Cambridge.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.m": "O professor Dulago me falou muito de você! Disse que ele te ajudou quando você chegou e que ele também salvou sua vida...", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.f": "O professor Dulago me falou muito de você! Disse que ele te ajudou quando você chegou e que ele também salvou sua vida...", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY4": "Foi o que ele me disse! Mas que inspiração!", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY2.n": "O professor Dulago me falou muito de você! Disse que ele te ajudou quando você chegou e que ele também salvou sua vida...", @@ -102446,14 +112934,14 @@ "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY5": "Enfim, vamos ao que interessa.", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY6": "Dulago diz que eu preciso saber como é ser {species_description}. Queria muito sua ajuda, se possível.", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7": "Você já está com sua fita de {species_name} pronta?", - "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Hum... [pause]Fazer pesquisa em Nova Murta é sempre tão intenso assim?", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION1": "Está aqui comigo.", "BATTLE_JOINED.f": "{0} se juntou à luta!", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY7_OPTION2": "Ainda não.", + "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY9": "Hum... [pause]Fazer pesquisa em Nova Murta é sempre tão intenso assim?", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY8": "Ok, agora me mostre como usá-la!", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY10": "Dulago deve ser muito bom da cabeça para passar por isso e não precisar mais se transformar.", - "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusão Instável", "NOTICEBOARD_QUEST_HOYLAKE_ASSISTANT_KIRBY11": "Obrigado, {player}. Eu aprendi muito sobre {species_name}.", + "NOTICEBOARD_QUEST_UNSTABLE_FUSION_TITLE": "Fusão Instável", "NOTICEBOARD_QUEST_UNSTABLE_FUSION_DESCRIPTION": "Uma fusão instável apareceu {location_0_phrase}. Destrua-a antes que comece a se multiplicar descontroladamente!", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_DESCRIPTION.m": "Ume de nosses aprendizes quer batalhar pelo seu selo. Elu e sue parceire de batalha estão {location_0_phrase} para testar suas habilidades de combate. Não pegue leve, {player}, pois precisamos selecionar bem quem entra.", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_TITLE": "Treinamento de Recruta", @@ -102470,35 +112958,35 @@ "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v3.n": "Comandante {player}, né?[pause] Quando eu te derrotar, Ianthe vai ter me tornar ume comandante!", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.n": "Dizem que você deve procurar briga com a pessoa mais forte quando vai prese![pause] E essa pessoa seria você, né, Comandante?", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.m": "Dizem que você deve procurar briga com a pessoa mais forte quando vai preso![pause] E essa pessoa seria você, né, Comandante?", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Nossa, você não pegou leve mesmo...[pause] O engraçado é que eu nem gosto de lutar. Não sirvo pra isso.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Nossa, você não pegou leve mesmo...[pause] O engraçado é que eu nem gosto de lutar. Não sirvo pra isso.", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.m": "Nossa, você não pegou leve mesmo...[pause] O engraçado é que eu nem gosto de lutar. Não sirvo pra isso.", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_PRE_BATTLE.v4.f": "Dizem que você deve procurar briga com a pessoa mais forte quando vai presa![pause] E essa pessoa seria você, né, Comandante?", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.f": "Nossa, você não pegou leve mesmo...[pause] O engraçado é que eu nem gosto de lutar. Não sirvo pra isso.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Obrigade, Comandante, eu aprendi muito. [pause] Aprendi que não estou pronte pra ser ume vigilante.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "Eu sempre fui mais amante do que lutador mesmo...", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.f": "Obrigada, Comandante, eu aprendi muito. [pause] Aprendi que não estou pronta pra ser uma vigilante.", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.m": "Obrigado, Comandante, eu aprendi muito.[pause] Aprendi que não estou pronto pra ser um vigilante.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v1.n": "Nossa, você não pegou leve mesmo...[pause] O engraçado é que eu nem gosto de lutar. Não sirvo pra isso.", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.m": "Eu sempre fui mais amante do que lutador mesmo...", - "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "Não sei bem o que eu esperava. Obrigada, Comandante, por...[pause] me levar a sério.", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.m": "Não sei bem o que eu esperava. Obrigado, Comandante, por...[pause] me levar a sério.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v2.n": "Obrigade, Comandante, eu aprendi muito. [pause] Aprendi que não estou pronte pra ser ume vigilante.", + "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.f": "Não sei bem o que eu esperava. Obrigada, Comandante, por...[pause] me levar a sério.", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.f": "Eu sempre fui mais amante do que lutadora mesmo...", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v3.n": "Eu sempre fui mais amante do que lutadore mesmo...", "NOTICEBOARD_QUEST_RECRUIT_TRAINING_POST_BATTLE.v4.n": "Não sei bem o que eu esperava. Obrigade, Comandante, por...[pause] me levar a sério.", "NOTICEBOARD_QUEST_SUPPLY_THEFT_TITLE": "Roubo de Suprimentos", + "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Alguns velhos amigos seus querem se encontrar contigo {location_0_phrase}.", "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION1": "Suprimentos de vigilantes vêm sumindo há algum tempo. Ume de nosses batedores disse que viu o ladrão com a mão na massa. O indivíduo está {location_0_phrase}. Confronte-o e descubra o que aconteceu com nossos itens.", "NOTICEBOARD_QUEST_SUPPLY_THEFT_DESCRIPTION2": "O ladrão está de volta. Desta vez, ele está {location_0_phrase}. Confronte-o e descubra o que aconteceu com nossos itens.", - "RUMOR_NAME": "Boato", "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION1": "\\\"Frankie chegou há poucos dias, mas já está determinada a se juntar aos vigilantes. Tem alguma coisa nela que me lembra você, {player}, então gostaria que você a ajudasse! Ela vai precisar de uma fita, então equipe uma que você não se importe de perder (definitivamente) e encontre-a no portão nos arredores. ~ bjs, Sibila\\\"", - "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Treinamento de Recruta: Vindito", "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.m": "Seu velho \\\"amigo\\\" Vindito, o ex-ladrão, quer se juntar aos vigilantes! Na verdade, ele quer seu selo, {player}. Encontre-o {location_0_phrase}. Gosto da iniciativa dele, mas não se esqueça de que ele é um aprendiz como qualquer outro, então não pegue leve. Precisamos selecionar bem quem entra.", + "NOTICEBOARD_QUEST_TRAINING_VIN_TITLE": "Treinamento de Recruta: Vindito", "NOTICEBOARD_QUEST_TRAINING_FRANKIE_TITLE": "Treinamento de Recruta: Frankie", "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.n": "Seu velho \\\"amigo\\\" Vindito, o ex-ladrão, quer se juntar aos vigilantes! Na verdade, ele quer seu selo, {player}. Encontre-o {location_0_phrase}. Gosto da iniciativa dele, mas não se esqueça de que ele é um aprendiz como qualquer outro, então não pegue leve. Precisamos selecionar bem quem entra.", "NOTICEBOARD_QUEST_TRAINING_VIN_DESCRIPTION1.f": "Seu velho \\\"amigo\\\" Vindito, o ex-ladrão, quer se juntar aos vigilantes! Na verdade, ele quer seu selo, {player}. Encontre-o {location_0_phrase}. Gosto da iniciativa dele, mas não se esqueça de que ele é um aprendiz como qualquer outro, então não pegue leve. Precisamos selecionar bem quem entra.", "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.f": "\\\"Ei, mentora! Estou numa aventura pessoal. Se quiser me ajudar, me encontre {location_0_phrase}. ~ Frankie\\\"", "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.n": "\\\"Ei, mentore! Estou numa aventura pessoal. Se quiser me ajudar, me encontre {location_0_phrase}. ~ Frankie\\\"", "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION2.m": "\\\"Ei, mentor! Estou numa aventura pessoal. Se quiser me ajudar, me encontre {location_0_phrase}. ~ Frankie\\\"", + "RUMOR_NAME": "Boato", "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.m": "Frankie quer batalhar pelo seu selo. Ela está te esperando {location_0_phrase}. Não pegue leve com ela, {player}. Lembre-se: precisamos selecionar bem quem entra.", "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.f": "Frankie quer batalhar pelo seu selo. Ela está te esperando {location_0_phrase}. Não pegue leve com ela, {player}. Lembre-se: precisamos selecionar bem quem entra.", - "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_DESCRIPTION": "Alguns velhos amigos seus querem se encontrar contigo {location_0_phrase}.", "NOTICEBOARD_QUEST_FRANKIE_AND_VIN_TITLE": "Batalha Amigável", "NOTICEBOARD_QUEST_TRAINING_FRANKIE_DESCRIPTION3.n": "Frankie quer batalhar pelo seu selo. Ela está te esperando {location_0_phrase}. Não pegue leve com ela, {player}. Lembre-se: precisamos selecionar bem quem entra.", "RUMOR_DUNGEON_PARK_TITLE": "Terra Tremendo", @@ -102506,8 +112994,8 @@ "RUMOR_DUNGEON_GRAVEYARD_TITLE": "Gargalhada", "RUMOR_DUNGEON_GRAVEYARD": "Um amigo me disse que ouviu uma risada maníaca vindo de uma das sepulturas no cemitério a oeste do riacho. Bizarro, né?", "RUMOR_DUNGEON_MEADOW_TITLE": "Domiposinha", - "RUMOR_DUNGEON_MEADOW2": "Como acha que ela ficou assim? Tem alguma coisa estranha rolando por lá...", "RUMOR_DUNGEON_MEADOW1": "Você não vai acreditar, mas eu vi uma Domiposinha na clareira no centro da Pradaria das Cerejeiras. Não era um só bebê! Cabia na palma da minha mão!", + "RUMOR_DUNGEON_MEADOW2": "Como acha que ela ficou assim? Tem alguma coisa estranha rolando por lá...", "RUMOR_DUNGEON_MOUNTAIN_TITLE": "Cume", "RUMOR_DUNGEON_LAKE_TITLE": "Placas Movediças", "RUMOR_DUNGEON_LAKE1": "Um amigo meu que é vigilante me falou dessas \\\"Placas Movediças\\\" lá no lago.", @@ -102565,11 +113053,11 @@ "RUMOR_PASSIVE_QUEST_SWARM_TITLE": "Vigilantes Feridos", "RUMOR_PASSIVE_QUEST_SWARM": "Alguma coisa séria tá acontecendo {location_0_phrase}. Vigilantes estão voltando feridos...", "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT_TITLE": "Comerciante Sem Camisa", - "RUMOR_UNOBTAINED_SPECIES": "Você já viu {species_description}? É da espécie {species_name}! Ouvi dizer que dá pra encontrar {habitat_phrase}.", "RUMOR_PASSIVE_QUEST_TRAVELING_MERCHANT": "Tem um comerciante esquisito sem camisa visitando a ilha. Se quiser bons descontos, é melhor correr. Ele está {location_0_phrase}!", + "RUMOR_UNOBTAINED_SPECIES": "Você já viu {species_description}? É da espécie {species_name}! Ouvi dizer que dá pra encontrar {habitat_phrase}.", "RUMOR_UNOBTAINED_SPECIES_TITLE": "{species_name}", - "RUMOR_OFFICE1": "Eu vi Eugene perto de uma construção estranha fora do vilarejo. O que será que ele tá fazendo lá?", "RUMOR_OFFICE1_TITLE": "Eugene", + "RUMOR_OFFICE1": "Eu vi Eugene perto de uma construção estranha fora do vilarejo. O que será que ele tá fazendo lá?", "RUMOR_OFFICE2_TITLE": "Corretores", "RUMOR_OFFICE2": "Uma pessoa que eu conheço em Vilaluz, lá na Colina Outonal, diz que viu recentemente um bando de corretores se reunindo num tipo de escritório...", "RUMOR_OFFICE3_1": "Eu tava pescando lá nas águas ao norte da Colina Outonal um dia desses, e você não vai acreditar o que eu vi no meio da neblina...", @@ -102581,7 +113069,6 @@ "RUMOR_OFFICE5_TITLE": "Corretores", "RUMOR_OFFICE4_2": "Sinceramente, a apresentação deles sobre frações imobiliárias foi muuuuito chata.", "RUMOR_OFFICE5_1": "Eu estava falando com Monalisa Solano mais cedo. A mulher que mora naquela fazenda perto do riacho, sabe?", - "RUMOR_POSTGAME_MORGANTE": "Não preguei o olho ontem à noite. Você também ouviu uma cantoria sinistra vindo da Estação de Vilancoradouro?", "RUMOR_OFFICE5_2": "Ela acha que uns corretores se instalaram perto da fazenda dela.", "RUMOR_OFFICE5_3": "Preocupante, né? Quase toda a comida de Vilancoradouro vem daquela fazenda. Imagina se os corretores se apossam dela...", "RUMOR_ALTAR1_TITLE": "Altar", @@ -102589,21 +113076,22 @@ "RUMOR_ALTAR2": "Vi uma coisa legal enquanto nadava no lago — um tipo de altar entre dois pilares numa ilha.", "RUMOR_ALTAR2_TITLE": "Altar", "RUMOR_ALTAR3": "Minha irmã lá da organização Filhos da Luz disse que viu uma mulher-gato meio anjo meio demônio perto do vilarejo dela. Pensando bem, talvez tenha sido só um efeito colateral do pão mofado que ela comeu!", - "RUMOR_ALTAR4_TITLE": "Altar", "RUMOR_ALTAR3_TITLE": "Altar", + "RUMOR_POSTGAME_MORGANTE": "Não preguei o olho ontem à noite. Você também ouviu uma cantoria sinistra vindo da Estação de Vilancoradouro?", + "RUMOR_ALTAR4_TITLE": "Altar", "RUMOR_ALTAR4": "Já ouviu falar de um misterioso altar lá dentro dos Bosques de Meandroleste? Segundo os boatos, no meio da noite, um demônio, um anjo ou uma mulher-gato, realiza rituais ocultos lá.", "RUMOR_POSTGAME_MORGANTE_TITLE": "Cantoria Sinistra", "RUMOR_PARTNER_KAYLEIGH_TITLE": "Kayleigh", "RUMOR_PARTNER_KAYLEIGH": "Ouvi alguns vigilantes dizendo que Kayleigh tá escondendo o jogo sobre aqueles cultistas encapuzados estranhos. Talvez ela te conte alguma coisa se você perguntar, hein?", - "RUMOR_PARTNER_MEREDITH1_1": "Você conhece a Meredith? Ela conserta os eletrônicos do vilarejo.", - "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", "RUMOR_PARTNER_MEREDITH1_2": "Se ela não tiver na loja dela lá nas docas, com certeza estará no parque.", + "RUMOR_PARTNER_MEREDITH1_TITLE": "Meredith", + "RUMOR_PARTNER_MEREDITH1_1": "Você conhece a Meredith? Ela conserta os eletrônicos do vilarejo.", "RUMOR_PARTNER_MEREDITH1_3": "Fale com ela se precisar de qualquer coisa relacionada a eletrônicos!", + "RUMOR_PARTNER_MEREDITH2_1.m": "Eu sou a Meredith. Espero que curta a ideia de ficar preso conosco nesta pedra flutuante até o fim da sua vida.", "RUMOR_PARTNER_MEREDITH2_TITLE": "Meredith", "RUMOR_PARTNER_MEREDITH2_1.f": "Eu sou a Meredith. Espero que curta a ideia de ficar presa conosco nesta pedra flutuante até o fim da sua vida.", - "RUMOR_PARTNER_MEREDITH2_2": "Eu só precisava clarear a mente mesmo. Quando estiver no vilarejo, visite a minha loja. É a construção amarela no calçadão.", - "RUMOR_PARTNER_MEREDITH2_1.m": "Eu sou a Meredith. Espero que curta a ideia de ficar preso conosco nesta pedra flutuante até o fim da sua vida.", "RUMOR_PARTNER_MEREDITH2_1.n": "Eu sou a Meredith. Espero que curta a ideia de ficar prese conosco nesta pedra flutuante até o fim da sua vida.", + "RUMOR_PARTNER_MEREDITH2_2": "Eu só precisava clarear a mente mesmo. Quando estiver no vilarejo, visite a minha loja. É a construção amarela no calçadão.", "RUMOR_PARTNER_FELIX_TITLE": "Apartamento Destruído", "RUMOR_PARTNER_FELIX2": "Será que ele precisa de ajuda?", "RUMOR_PARTNER_FELIX1": "Vi um cara escavando um apartamento todo destruído em Beiralago, que fica a noroeste do parque.", @@ -102617,70 +113105,70 @@ "RUMOR_HOYLAKE_TITLE": "Procura-se Assistente", "RUMOR_HOYLAKE2": "Você pode achá-lo zanzando pela Prefeitura. Me pergunto como ele consegue pesquisar monstros sem nem chegar perto deles.", "RUMOR_AVEREVOIR_TITLE": "Pássaro Colossal", - "RUMOR_AVEREVOIR2": "Acho que vive lá naquela caverna gigante no meio do caminho pra montanha.", "RUMOR_AVEREVOIR1": "Vi um pássaro colossal perto do Monte Murta!", "RUMOR_GLAISTAIN_TITLE": "Ruína", + "RUMOR_ABILITY_CLIMB4": "Mas só vamos descobrir se é possível se um de nós gravar uma abóbora.", + "RUMOR_AVEREVOIR2": "Acho que vive lá naquela caverna gigante no meio do caminho pra montanha.", "RUMOR_ABILITY_SWIM_TITLE": "Nado", "RUMOR_GLAISTAIN": "Uma ruína supostamente apareceu na Pradaria das Cerejeiras há pouco tempo. Estranho, né?", "RUMOR_FARM_BRIDGE_TITLE": "Ponte da Fazenda", - "RUMOR_ABILITY_CLIMB_TITLE": "Muros de Escalada", "RUMOR_ABILITY_SWIM": "Me disseram que um monstro com equipamento de mergulho te dá a habilidade de nadar em qualquer lugar se você gravá-lo!", - "RUMOR_ABILITY_CLIMB2": "\\\"Seria muito mais fácil me locomover se eu pudesse escalar superfícies verticais como videiras de abóboras\\\", né?", + "RUMOR_ABILITY_CLIMB_TITLE": "Muros de Escalada", "RUMOR_FARM_BRIDGE": "Ouvi dizer que os Solanos, lá da fazenda a oeste, estão tendo uns problemas com a ponte deles...", "RUMOR_ABILITY_CLIMB1": "Já sei o que você tá pensando!", + "RUMOR_ABILITY_CLIMB2": "\\\"Seria muito mais fácil me locomover se eu pudesse escalar superfícies verticais como videiras de abóboras\\\", né?", "RUMOR_ABILITY_CLIMB3": "Passei anos pensando nessa possibilidade também!", "RUMOR_ABILITY_DASH_TITLE": "Impulso Flamejante", - "RUMOR_ABILITY_CLIMB4": "Mas só vamos descobrir se é possível se um de nós gravar uma abóbora.", "RUMOR_ABILITY_MAGNETISM_TITLE": "Poderes Magnéticos Estranhos", "RUMOR_ABILITY_DASH": "Parece que existe um monstro capaz de executar impulsos como um foguete. Aposto que você também conseguiria se gravasse um!", "RUMOR_INTERMISSION_TITLE": "O Homem-Triângulo", "RUMOR_ABILITY_MAGNETISM": "Dizem por aí que você ganha poderes magnéticos se gravar aquele monstro faiscante esquisito. Legal, né?", - "BATTLE_ADJECTIVE_LEADER.n": "Líder {name}{disambiguator}", "RUMOR_INTERMISSION": "Tem um homem flutuante estranho com cabeça de triângulo no centro do vilarejo. Você já o viu?", "BATTLE_ADJECTIVE_CAPTAIN.m": "Comandante {name}{disambiguator}", "BATTLE_ADJECTIVE_CAPTAIN.n": "Comandante {name}{disambiguator}", "BATTLE_ADJECTIVE_CAPTAIN.f": "Comandante {name}{disambiguator}", "BATTLE_ADJECTIVE_LEADER.m": "Líder {name}{disambiguator}", + "BATTLE_ADJECTIVE_FRIEND.f": "Amiga {name}{disambiguator}", "BATTLE_ADJECTIVE_FRIEND.m": "Amigo {name}{disambiguator}", + "BATTLE_ADJECTIVE_LEADER.n": "Líder {name}{disambiguator}", "BATTLE_ADJECTIVE_LEADER.f": "Líder {name}{disambiguator}", - "BATTLE_ADJECTIVE_FRIEND.f": "Amiga {name}{disambiguator}", - "BATTLE_JOINED.m": "{0} se juntou à luta!", "BATTLE_ADJECTIVE_FRIEND.n": "Amigue {name}{disambiguator}", + "BATTLE_JOINED.m": "{0} se juntou à luta!", "BATTLE_SWITCH_PLACES.m": "{0} trocou de lugar!", "BATTLE_JOINED.n": "{0} se juntou à luta!", "BATTLE_DESTROYED.f": "{0} foi destruído!", "BATTLE_SWITCH_PLACES.f": "{0} trocou de lugar!", "BATTLE_SWITCH_PLACES.n": "{0} trocou de lugar!", "BATTLE_ORB_BROKE": "A orbe se quebrou! É ume {fusion_name}!", - "BATTLE_DESTROYED.m": "{0} foi destruído!", "ABILITY_swim": "Nado da Nadafoca", + "BATTLE_DESTROYED.m": "{0} foi destruído!", "BATTLE_DESTROYED.n": "{0} foi destruído!", "ABILITY_climb": "Bola de Videira da Abóbora", "ABILITY_dash": "Impulso da Balazita", - "ABILITY_UNLOCKED_swim": "Agora você pode nadar!\\nEssa ação consome vigor.", "ABILITY_flight": "Voo de Averevoir", "ABILITY_magnetism": "Eletromagnetismo", + "ABILITY_UNLOCKED_swim": "Agora você pode nadar!\\nEssa ação consome vigor.", "ABILITY_UNLOCKED_climb": "Agora você pode segurar {control.climb} para escalar muros usando videiras!\\nEssa ação consome vigor.", "ABILITY_UNLOCKED_dash": "Agora você pode apertar {control.dash} para dar um impulso curto!\\nEssa ação consome vigor.", "ABILITY_UNLOCKED_magnetism": "Agora você pode segurar {control.magnetism} para interagir com objetos magnéticos!\\nEssa ação consome vigor.", "ABILITY_UNLOCKED_flight": "Agora você pode apertar {control.jump} novamente enquanto plana para ir mais rápido!\\nEssa ação consome vigor.", "POST_CREDITS_MESSAGE_1": "Se quiser, você pode continuar jogando neste arquivo. Os Vigilantes de Nova Murta ainda precisam da sua ajuda...", - "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Tem certeza? Você ainda tem pontos não vinculados sobrando.", "STAT_ADJUST_MENU_TITLE": "Atributos-Base de {player}", "STAT_ADJUST_MENU_REMAINING_POINTS": "Pontos Restantes: {0}", + "STAT_ADJUST_MENU_WARNING_POINTS_REMAIN": "Tem certeza? Você ainda tem pontos não vinculados sobrando.", "STAT_ADJUST_MENU_EXPLANATION.m": "Os atributos-base de {player} podem ser ajustados neste menu. Isso afetará todas as formas de monstro dele.\\n\\nPontos extras podem ser adquiridos com a Vigilante Wilma. Valores mínimos mais baixos são desbloqueados ao derrotar comandantes.", "STAT_ADJUST_MENU_EXPLANATION.f": "Os atributos-base de {player} podem ser ajustados neste menu. Isso afetará todas as formas de monstro dela.\\n\\nPontos extras podem ser adquiridos com a Vigilante Wilma. Valores mínimos mais baixos são desbloqueados ao derrotar comandantes.", "STAT_ADJUST_MENU_EXPLANATION.n": "Os atributos-base de {player} podem ser ajustados neste menu. Isso afetará todas as formas de monstro delu.\\n\\nPontos extras podem ser adquiridos com a Vigilante Wilma. Valores mínimos mais baixos são desbloqueados ao derrotar comandantes.", - "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Complete seu treinamento de vigilante para acessar essas missões.", "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_CAPTAIN": "Comandante Desconhecide nº {n}", "UI_RANGER_STAMP_CARD_ID": "ID: {0}", "UI_RANGER_STAMP_CARD_HUMAN": "Homo Sapiens", "UI_RANGER_STAMP_CARD_EARTH": "Terra, S21", "UI_RANGER_STAMP_CARD_TOOLTIP_UNKNOWN_SPECIALTY": "Especialização Desconhecida", + "NOTICEBOARD_REQUIREMENT_RANGER2.m": "Complete seu treinamento de vigilante para acessar essas missões.", "NOTICEBOARD_REQUIREMENT_RANGER2.n": "Complete seu treinamento de vigilante para acessar essas missões.", + "NOTICEBOARD_REQUIREMENT_QUEST": "Complete \\\"{quest_title}\\\" para desbloquear novas missões e recompensas.", "NOTICEBOARD_REQUIREMENT_RANGER2.f": "Complete seu treinamento de vigilante para acessar essas missões.", "NOTICEBOARD_REQUIREMENT_STORY": "Siga as pistas de Morgana e descubra como sair de Nova Murta para desbloquear novas missões e recompensas.", - "NOTICEBOARD_REQUIREMENT_QUEST": "Complete \\\"{quest_title}\\\" para desbloquear novas missões e recompensas.", "NOTICEBOARD_BOARD_CLEARED_TITLE": "Registro de Missões Concluído!", "NOTICEBOARD_BOARD_CLEARED_BONUS.m": "{ranger_name} encontrou um bônus de {amount} de Material Fundido!", "TUTORIAL_RUMORS_DESCRIPTION2": "Os boatos que você coleta em Vilancoradouro ficam registrados no seu Registro de Missões.\\n\\nVilancoradouro é o melhor lugar para obter suprimentos, então lembre-se de conferir boatos novos enquanto estiver por lá!", @@ -102692,11 +113180,11 @@ "TUTORIAL_ROGUE_FUSIONS1": "Esse monstro é o que Vigilantes chamam de \\\"Fusão Rebelde\\\". Às vezes, ele se esconde em baús de cavernas subterrâneas.\\n\\nBatalhar contra Fusões Rebeldes é uma boa maneira de ganhar itens valiosos, obter pontos de experiência e até encontrar certos monstros raros. No entanto, lembre-se que elas são mais perigosas do que os outros monstros da área!", "TUTORIAL_ROGUE_FUSIONS_TITLE": "Tutorial: Fusões Rebeldes", "TUTORIAL_ROGUE_FUSIONS2.m": "Certas Fusões Rebeldes se cercam com um enxame de outros monstros — e você precisa derrotá-los antes de enfrentar a fusão em si.\\n\\nSe não estiver se sentindo confiante, ou se estiver explorando um lugar novo, normalmente é melhor deixar as Fusões Rebeldes em paz.", + "LOADING_SCREEN_NAG2_FOOTER": "Confira seu [color=#ab75e8]Registro de Missões[/color] para saber mais.", "TUTORIAL_ROGUE_FUSIONS2.n": "Certas Fusões Rebeldes se cercam com um enxame de outros monstros — e você precisa derrotá-los antes de enfrentar a fusão em si.\\n\\nSe não estiver se sentindo confiante, ou se estiver explorando um lugar novo, normalmente é melhor deixar as Fusões Rebeldes em paz.", "UI_NEW_GAME_MODES_NOTIFICATION": "Você desbloqueou modos de jogo personalizados!", "TUTORIAL_ROGUE_FUSIONS2.f": "Certas Fusões Rebeldes se cercam com um enxame de outros monstros — e você precisa derrotá-los antes de enfrentar a fusão em si.\\n\\nSe não estiver se sentindo confiante, ou se estiver explorando um lugar novo, normalmente é melhor deixar as Fusões Rebeldes em paz.", "LOADING_SCREEN_NAG2_TITLE": "Boato ouvido em Vilancoradouro:", - "LOADING_SCREEN_NAG2_FOOTER": "Confira seu [color=#ab75e8]Registro de Missões[/color] para saber mais.", "UI_NEW_GAME_MODES_TITLE": "Modo de Jogo Personalizado", "UI_NEW_GAME_MODES_VALUE_ON": "Ligado", "UI_NEW_GAME_MODES_VALUE_OFF": "Desligado", @@ -102706,26 +113194,148 @@ "UI_NEW_GAME_MODES_PERMADEATH_TAPES_HINT": "Se ligado: fitas não podem ser consertadas. Ficar sem fitas resulta em fim de jogo.", "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.m": "Se ativado: ser derrotado numa batalha resulta em fim de jogo.", "UI_NEW_GAME_MODES_PERMADEATH_DEFEAT_HINT.f": "Se ativado: ser derrotada numa batalha resulta em fim de jogo.", - "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Se ativado: os monstros disponíveis em todos os habitats, assim como as fitas iniciantes e de parceiros, são randomizados.", "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS": "Randomizar Monstros", + "UI_NEW_GAME_MODES_RANDOMISE_MONSTERS_HINT": "Se ativado: os monstros disponíveis em todos os habitats, assim como as fitas iniciantes e de parceiros, são randomizados.", "UI_NEW_GAME_MODES_RANDOMISE_TYPES": "Randomizar Tipos", "UI_NEW_GAME_MODES_RANDOMISE_STICKERS": "Randomizar Ataques", "UI_NEW_GAME_MODES_RANDOMISE_STICKERS_HINT": "Se ativado: os adesivos que as fitas desbloqueiam com o aprimoramento — e os ataques dos monstros — são randomizados.", "UI_NEW_GAME_MODES_RANDOMISE_TYPES_HINT": "Se ativado: os tipos elementais de cada espécie são randomizados, e a gama de ataques delas é ajustada para combinar com o tipo selecionado.", - "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "Essa semente controla randomizações, diversos geradores, estoques de comerciantes, missões geradas etc.", "UI_NEW_GAME_MODES_RANDOM_SEED": "Semente Aleatória", + "UI_NEW_GAME_MODES_RANDOM_SEED_HINT": "Essa semente controla randomizações, diversos geradores, estoques de comerciantes, missões geradas etc.", "UI_NEW_GAME_MODES_START_BUTTON": "Iniciar Jogo", "UI_GAME_OVER": "FIM DE JOGO", "SIGN_ELECTROSHACK": "EletroZona", "SIGN_CLOSED": "FECHADA", "SIGN_SPACE_ZONE": "ZONA ESPACIAL", + "GAUNTLET_DIFFICULTY_BTN": "Alterar dificuldade", + "GAUNTLET_TITLE": "Desafio de Magikaranguejo", + "GAUNTLET_RANDOMISE_BTN": "Embaralhar", + "GAUNTLET_ENTER_SEED_BTN": "Inserir semente", + "GAUNTLET_CARRIAGE_BTN": "Alterar vagão", + "GAUNTLET_EXPLANATION_BTN": "Explicação", + "GAUNTLET_DIFFICULTY_CONFIRM": "Alterar a dificuldade irá reembaralhar os encontros de cada vagão, levando você de volta ao vagão #1. Seu progresso no nível de dificuldade atual foi salvo, e você poderá retomá-lo mais tarde, no entanto, os conteúdos de cada vagão não serão mais os mesmos se o fizer.", + "GAUNTLET_ENTER_SEED_CONFIRM": "Alterar a semente irá reembaralhar os encontros de cada vagão. Observe que o progresso feito na história e os oponentes encontrados [i]também[/i] afetam os encontros do Desafio. Seu progresso no nível de dificuldade atual foi salvo, e você poderá retomá-lo mais tarde, mas os conteúdos de cada vagão não serão mais os mesmos se fizer isso.", + "GAUNTLET_RANDOMISE_CONFIRM": "Embaralhar o Desafio irá reembaralhar os encontros de cada vagão. Você não perderá progresso, mas não terá nenhuma informação sobre o conteúdo de um vagão até entrar nele novamente. Tem certeza?", + "GAUNTLET_EXPLANATION_PAGE1": "A cada vagão sucessivo, seus oponentes ficam mais poderosos. Você só receberá cura ao chegar a um vagão-café — lá, também vai poder comprar energéticos e resgatar recompensas.\\n\\nRecompensas por ganhar batalhas aumentam de acordo com a sua sequência, mas se você resgatar essas recompensas ou sair do Desafio, sua sequência será reiniciada.", + "GAUNTLET_EXPLANATION_PAGE2": "Dificuldades mais altas adicionam modificadores (efeitos temporários extras) e tornam vagões-café mais escassos. Além disso, também fortalecem seus oponentes dando-lhes mais fitas, resistência a dano excessivo e por aí vai.\\n\\nVocê ganhará mais Material Fundido ao vencer batalhas em dificuldades mais altas.", + "GAUNTLET_SEED_LABEL": "Semente:", + "GAUNTLET_CARRIAGE_DEFAULT_SUBTITLE": "Vagão #{number}", + "GAUNTLET_CARRIAGE_NEXT_LABEL": "Próximo:", + "GAUNTLET_CARRIAGE_LABEL": "#{number} - {title}", + "GAUNTLET_CARRIAGE_TITLE_BATTLE": "{name} [color=#b70042]Nv.{level}[/color]", + "GAUNTLET_CARRIAGE_TITLE_CAFE": "Café", + "GAUNTLET_CARRIAGE_FULL_SUBTITLE": "Vagão #{number} - {subtitle}", + "GAUNTLET_CARRIAGE_TITLE_CHEST": "Baú", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_UNKNOWN": "???", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_MINIBOSS": "Minichefe", + "GAUNTLET_CARRIAGE_TITLE_BATTLE_BOSS": "Chefe", + "GAUNTLET_DIFFICULTY_LABEL": "Dificuldade:", + "GAUNTLET_DIFFICULTY0": "Normal", + "GAUNTLET_DIFFICULTY1": "Difícil", + "GAUNTLET_DIFFICULTY2": "Mais Difícil", + "GAUNTLET_DIFFICULTY3": "Ainda Mais Difícil", + "GAUNTLET_DIFFICULTY4": "BRUTAL", + "GAUNTLET_DIFFICULTY5": "Dificílimo", + "GAUNTLET_DIFFICULTY6": "Impossível", + "GAUNTLET_RECORDS": "Recordes", + "GAUNTLET_RECORD_HIGHEST_CARRIAGE": "Vagão mais avançado:", + "GAUNTLET_RECORD_LONGEST_STREAK": "Sequência mais longa:", + "GAUNTLET_MODIFIERS_LABEL": "Modificadores:", + "GAUNTLET_MODIFIERS_NONE": "Nenhum", + "GAUNTLET_STREAK_LABEL": "Sequência:", + "GAUNTLET_REWARDS_LABEL": "Recompensa:", + "QUEST_GAUNTLET_TITLE": "O Trem da Meia-Noite", + "QUEST_GAUNTLET_DESCRIPTION": "Conclua 50 vagões no Desafio de Magikaranguejo.", + "QUEST_GAUNTLET_PROGRESS": "Concluiu {num} de {count} vagões.", + "BATTLE_TITLE_LTD": "Sociedade Limitada", + "BYTTEN_STUDIO_NAME": "Bytten Studio", + "BYTTEN_STUDIO_SUBTITLE": "Time de Desenvolvedores", + "BYTTEN_STUDIO_TOM_NAME": "Tom", + "BYTTEN_STUDIO_JAY_NAME": "Jay", + "BYTTEN_STUDIO_JOEL_NAME": "Joel", + "BYTTEN_STUDIO_LORE_2": "Ninguém sabe o porquê do nome ser Bytten Studio ou se a pronúncia é \\\"bíten\\\" ou \\\"bái-ten\\\". Além disso, não existe estúdio nenhum — todo mundo trabalha em casa.", + "BYTTEN_STUDIO_LORE_1": "Bytten Studio é uma empresa britânica de desenvolvimento de jogos formada por três humanos — Tom, Jay e Joel — e um quarto membro secreto: Arcanjo Morgana. Morgana controla o desenvolvimento de Cassette Beasts por meio das mentes dos outros três.", + "MOVE_MACHINE_CURSE_CURSE_NAME": "Maldição da Maldição da Máquina", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_NAME": "Código Morgana", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_TITLE": "Opa!", + "ROGUE_TRAFFIKRAB_NAME": "Trafeguejo Rebelde", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION1": "Um erro ocorreu e seu dispositivo precisa ser reiniciado. Isso ocorrerá automaticamente após a coleta de alguns dados.\\n\\nErro: 0xCA55E77E : 0xBEA575 : SIGSEGV (11)", + "MOVE_BYTTEN_STUDIO_CODA_MORGANA_BSOD_DESCRIPTION2": "Reinsira a fita para continuar _", + "SHADOW_LENNA_LORE_1": "Lena Sombria estava originalmente destinada a ser morta pelo herói Lance. Após ser libertada de seu cruel destino pelas falhas, a Lena Sombria juntou-se à Lena em sua missão.", + "SHADOW_LENNA_NAME": "Lena Sombria", + "ROGUE_TRAFFIKRAB_SUBTITLE": "Besta Vingativa", + "SHADOW_LENNA_SUBTITLE": "Anti-heroína de Outra História", + "DELVIN_NAME": "Delvin", + "SHADOW_LENNA_LORE_2": "Na psicologia junguiana, a sombra é a parte da psiquê que o indivíduo não deseja admitir que existe. Isso leva a conflitos internos.", + "PAIGE_NAME": "Paige", + "GAUNTLET_ENCOUNTER_MONSTER": "Monstro", + "GAUNTLET_CAFE_SHOP_FM_INVENTORY": "(Inventário)", + "GAUNTLET_CAFE_SHOP_FM_UNCLAIMED": "(Não Reivindicado)", + "GAUNTLET_CAFE_SHOP_TITLE": "Café Magicrabe", + "GAUNTLET_EXIT_CONFIRM": "Sair do Desafio aqui? Sua sequência será reiniciada e você perderá quaisquer recompensas não reivindicadas. No entanto, você poderá continuar a partir do último vagão-café visitado.", + "MOVE_AA_MORGANTE_SPIRITS_OF_REBELLION_NAME": "Espíritos da Rebelião", + "STATUS_CHANNELED_POWER_DESCRIPTION": "Personagens com o efeito Poder Canalizado pegam emprestado o poder de um Arcanjo. Elus não perdem PA ao usá-lo, além de adquirirem o Ataque Angelical de seu patrono.", + "STATUS_CHANNELED_POWER_NAME": "Poder Canalizado", + "MOVE_AA_MERLINE_END_OF_THE_LINE_NAME": "Fim da Linha", + "MOVE_CHANNELED_POWER_NAME": "Poder Canalizado", + "STATUS_COATING_TYPELESS_NAME": "Revestimento Sem Tipo", + "MOVE_COATING_TYPELESS_NAME": "Revestimento Sem Tipo", + "MOVE_BYTTEN_STUDIO_BAD_JOKE_DAMAGE": "DANO PSÍQUICO", + "MOVE_BEAST_EX_CALIBUR_NAME": "Besta Ex Calibur", + "DOG_SUBTITLE": "Melhor Amigo do Homem", + "EUGENE_SUBTITLE": "Defensor de Vilancoradouro", + "FELIX_SUBTITLE": "Caçador de Inspirações", + "KAYLEIGH_SUBTITLE": "Vigilante da Vizinhança", + "MEREDITH_SUBTITLE": "Eletricista Sardônica", + "VIOLA_SUBTITLE": "Dama de Messalina.", + "CLEMENCE_SUBTITLE": "Barista Extraordinária", + "DORIAN_SUBTITLE": "Líder de Culto", + "FRANKIE_SUBTITLE": "Fanfiqueira Prolífica", + "HOYLAKE_SUBTITLE": "Analista de Dados", + "JACQUELINE_SUBTITLE": "Líder de Comuna", + "KIRBY_SUBTITLE": "Assistente de Dulago", + "TRAVELING_MERCHANT_SUBTITLE": "Ronin Sem Camisa", + "PENSBY_SUBTITLE": "Médica do Vilarejo", + "SUNNY_SUBTITLE": "Capitalista em Recuperação", + "VIN_SUBTITLE": "Vingador de Vilaluz", + "RANGER_TRADER_OPTION_STICKER_FUSION": "Quero fundir meus adesivos.", + "STICKER_FUSION_BASE_STICKER": "Adesivo-Base", + "STICKER_FUSION_TITLE": "Fusão de Adesivos", + "STICKER_FUSION_FUSION_RESULT": "Resultado da Fusão", + "STICKER_FUSION_ATTRIBUTE_SOURCE": "Fonte do Atributo", + "STICKER_FUSION_SLOT_EMPTY": "Vazio", + "STICKER_FUSION_SELECT_STICKER": "Selecionar Adesivo", + "STICKER_FUSION_NO_RESULT": "Sem Resultado", + "STICKER_FUSION_TOO_MANY_ATTRIBUTES": "Muitos atributos selecionados.", + "STICKER_FUSION_DUPLICATE_ATTRIBUTES": "Atributos duplicados selecionados.", + "STICKER_FUSION_FUSE_BUTTON": "Fundir", + "UPDATE_POPUP_GAUNTLET_1": "O Trem do Desafio já está disponível! Teste suas habilidades individualmente ou com amizades nesse árduo desafio de combate que fica disponível após a conclusão da história principal!", + "UPDATE_POPUP_GAUNTLET_TITLE": "1.7 Atualização do Desafio", + "DLC_POPUP_FASHION_1": "Agradecemos por comprar o Pacote Fashion! Os seguintes itens cosméticos já estão disponíveis:\\n- Opção de Cabelo Chapéu de Beisebol\\n- Opção de Cabelo Boina Baixa\\n- Opção de Cabelo Maria-Chiquinha\\n- Opção de Cabelo Laço & Franja\\n- Opção de Cabelo Raposinha\\n- Opção de Cabelo Descontraído", + "DLC_POPUP_FASHION_TITLE": "DLC Pacote Fashion", + "DLC_POPUP_FASHION_2": "- Opção de Cabelo Espinhos & Óculos\\n- Opção de Cabelo Moicano Descolado\\n- Opção de Cabelo Flor & Franja\\n- Opção de Cabelo Boina\\n- Opção de Cabeça Óculos Redondo\\n- Opção de Corpo Sobretudo\\n- Opção de Corpo Cropped\\n- Opção de Pernas Botas de Cano Alto", + "UPDATE_POPUP_SUNNY_1": "A Atualização 1.8, \\\"Allegra\\\", já está disponível! Os seguintes conteúdos foram adicionados ao jogo:\\n\\n- Novas opções cosméticas de \\\"asa\\\" que podem ser desbloqueadas ao gravar determinados monstros ao redor de Nova Murta!\\n- Uma nova missão de história, \\\"Pessoas são Pessoas\\\", ficará disponível após a conclusão da história principal. Embarque nessa missão para descobrir vários monstros novos e, quem sabe, uma nova amizade.", + "UPDATE_POPUP_SUNNY_TITLE": "Atualização 1.8 - \\\"Allegra\\\"", + "DLC_POPUP_WINGS_TITLE": "DLC Pacote de Asas", + "DLC_POPUP_WINGS_1": "Agradecemos por comprar o Pacote de Asas! Os seguintes itens cosméticos ficarão disponíveis no seu guarda-roupa após a conclusão do tutorial:\\n\\n- Asas de Propulsor #1\\n- Asas de Propulsor #2\\n- Asas de Impulsionador\\n- Asas de Da Vinci", + "DLC_POPUP_WINGS_2": "- Asas de Fada\\n- Asas de Demônio\\n- Asas de Planador\\n- Asas de Capa", + "QUEST_SUNNY2_TITLE": "Pessoas são Pessoas", + "QUEST_SUNNY2_DESCRIPTION_1": "Encontre Allegra no Monte Murta.", + "QUEST_SUNNY2_DESCRIPTION_2": "Vá com Allegra ao QG dos Corretores.", + "QUEST_SUNNY2_DESCRIPTION_3": "Aventure-se no esconderijo dos Corretores com Allegra.", + "ITEM_KEY_LANDKEEPER2_NAME": "Cartão-chave de Corretor", + "ITEM_KEY_LANDKEEPER2_DESCRIPTION": "Parece que decidiram usar segurança eletrônica para se proteger das constantes invasões aos escritórios dos Corretores.", + "REGION_NAME_LANDKEEPER_HIDEOUT_PHRASE": "no novo Esconderijo dos Corretores", + "REGION_NAME_LANDKEEPER_HIDEOUT": "Novo Esconderijo dos Corretores", + "RUMOR_PASSIVE_QUEST_MINOSTEAM": "Acho que vi um... touro de bronze gigante {location_0_phrase}", + "RUMOR_PASSIVE_QUEST_MINOSTEAM_TITLE": "Avistamento de Minovapor", "about": "Sobre", "donation": "Doação", "patreon": "Patreon", "noItems": "Sem Itens", "privacyPolicy": "Política de Privacidade", "termsAndConditions": "Termos e Condições", - "legalNotice": "This app is not affiliated with, authorised by {0}, its subsidiaries, or its parent companies, whose names, logos and products are displayed in this app. The names {1}, {0} as well as related names and images are registered trademarks of their respective owners. This app is made by fan(s) for fans. Please do not reach out to {0} about bugs within this app", + "legalNotice": "Este aplicativo não é afiliado, autorizado por {0}, suas subsidiárias, ou suas empresas-mãe, cujos nomes, logotipos e produtos são exibidos neste aplicativo. Os nomes no {1},{0} bem como nomes e imagens relacionados são marcas registradas de seus respectivos proprietários. Este aplicativo é feito por fãs para os fãs. Por favor, não entre em contato com {0} sobre bugs dentro deste aplicativo", "patrons": "Patronos", "habitat": "Habitat", "useGifs": "Usar Gifs", @@ -102746,7 +113356,7 @@ "overworld": "Overworld", "percentTitle": "Porcentagem", "backup": "Backup", - "hashCode": "07516851C0F03902B7FE62E6C6BED36D" + "hashCode": "35DBFC9B04E51084AF385C2E37A485CE" } } } \ No newline at end of file diff --git a/src/assets/json/monsterForms.json b/src/assets/json/monsterForms.json index 54e58e39a3..b39bd16de8 100644 --- a/src/assets/json/monsterForms.json +++ b/src/assets/json/monsterForms.json @@ -1215,7 +1215,8 @@ "fast", "undead", "parasite", - "knife" + "knife", + "royal" ], "initial_moves": [ { @@ -1755,6 +1756,307 @@ "bestiary_data_requirement": 0, "loot_table": "" }, + { + "folder": "monster_forms", + "name": "BEAR1_NAME", + "battle_cry": { + "id": 15, + "path": "res://sfx/cries/bear1_cry.wav", + "type": "AudioStream" + }, + "elemental_types": [ + { + "id": 2, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "tape_sticker_texture": { + "id": 13, + "path": "res://ui/monster_stickers/bear1.png", + "type": "Texture" + }, + "exp_yield": 40, + "require_dlc": "", + "battle_sprite_path": "res://sprites/monsters/bear1.json", + "ui_sprite_path": "", + "pronouns": false, + "description": "BEAR1_DESCRIPTION", + "max_hp": 120, + "melee_attack": 130, + "melee_defense": 100, + "ranged_attack": 100, + "ranged_defense": 120, + "speed": 130, + "accuracy": 100, + "evasion": 100, + "max_ap": 8, + "move_slots": 6, + "evolutions": [ + { + "id": 4, + "type": "Resource", + "title": "", + "resource_name": "bear2", + "evolved_form": { + "id": 12, + "path": "res://data/monster_forms/bear2.tres", + "type": "Resource" + }, + "required_tape_grade": 5, + "min_hour": 0, + "max_hour": 24, + "required_location": "", + "specialization": "", + "is_secret": false, + "add_slot": false, + "stickers": [], + "type_override": [], + "favorite": false + } + ], + "evolution_specialization_question": "", + "capture_rate": 15, + "exp_gradient": 21, + "exp_base_level": 0, + "move_tags": [ + "bear1", + "animal", + "annoy", + "twoheads", + "bone", + "deception", + "eat", + "fast", + "hands", + "jump", + "toy", + "teeth", + "bear" + ], + "initial_moves": [ + { + "id": 6, + "path": "res://data/battle_moves/smack.tres", + "type": "Resource" + }, + { + "id": 7, + "path": "res://data/battle_moves/berserker.tres", + "type": "Resource" + }, + { + "id": 3, + "path": "res://data/battle_moves/bear_hug.tres", + "type": "Resource" + } + ], + "tape_upgrades": [ + { + "id": 2, + "type": "Resource", + "title": "", + "resource_name": "Slot + jump_scare", + "required_location": "", + "specialization": "", + "is_secret": false, + "add_slot": true, + "sticker": { + "id": 5, + "path": "res://data/battle_moves/jump_scare.tres", + "type": "Resource" + }, + "stickers": [], + "type_override": [], + "favorite": false + }, + { + "id": 3, + "type": "Resource", + "title": "", + "resource_name": "Slot + bite", + "required_location": "", + "specialization": "", + "is_secret": false, + "add_slot": true, + "sticker": { + "id": 9, + "path": "res://data/battle_moves/bite.tres", + "type": "Resource" + }, + "stickers": [], + "type_override": [], + "favorite": false + }, + { + "id": 4, + "path": "res://data/battle_moves/carnivore.tres", + "type": "Resource" + }, + { + "id": 11, + "path": "res://data/battle_moves/two_heads.tres", + "type": "Resource" + }, + { + "id": 8, + "path": "res://data/battle_moves/hibernate.tres", + "type": "Resource" + } + ], + "unlock_ability": "", + "fusion_name_prefix": "BEAR1_NAME_PREFIX", + "fusion_name_suffix": "BEAR1_NAME_SUFFIX", + "fusion_generator_path": "res://data/fusions/bear1.tscn", + "bestiary_index": 129, + "bestiary_category": 0, + "bestiary_bios": [ + "BEAR1_LORE_1", + "BEAR1_LORE_2" + ], + "bestiary_data_requirement": 0, + "loot_table": "" + }, + { + "folder": "monster_forms", + "name": "BEAR2_NAME", + "battle_cry": { + "id": 17, + "path": "res://sfx/cries/bear2_cry.wav", + "type": "AudioStream" + }, + "elemental_types": [ + { + "id": 3, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "tape_sticker_texture": { + "id": 16, + "path": "res://ui/monster_stickers/bear2.png", + "type": "Texture" + }, + "exp_yield": 40, + "require_dlc": "", + "battle_sprite_path": "res://sprites/monsters/bear2.json", + "ui_sprite_path": "", + "pronouns": false, + "description": "BEAR2_DESCRIPTION", + "max_hp": 140, + "melee_attack": 160, + "melee_defense": 110, + "ranged_attack": 110, + "ranged_defense": 140, + "speed": 140, + "accuracy": 100, + "evasion": 100, + "max_ap": 10, + "move_slots": 8, + "evolutions": [], + "evolution_specialization_question": "", + "capture_rate": 3, + "exp_gradient": 21, + "exp_base_level": 21, + "move_tags": [ + "bear1", + "animal", + "annoy", + "twoheads", + "bone", + "deception", + "eat", + "fast", + "hands", + "jump", + "toy", + "teeth", + "bear", + "royal", + "tongue" + ], + "initial_moves": [ + { + "id": 2, + "path": "res://data/battle_moves/smack.tres", + "type": "Resource" + }, + { + "id": 13, + "path": "res://data/battle_moves/berserker.tres", + "type": "Resource" + }, + { + "id": 9, + "path": "res://data/battle_moves/bear_hug.tres", + "type": "Resource" + }, + { + "id": 12, + "path": "res://data/battle_moves/jump_scare.tres", + "type": "Resource" + }, + { + "id": 8, + "path": "res://data/battle_moves/bite.tres", + "type": "Resource" + }, + { + "id": 11, + "path": "res://data/battle_moves/carnivore.tres", + "type": "Resource" + }, + { + "id": 15, + "path": "res://data/battle_moves/two_heads.tres", + "type": "Resource" + }, + { + "id": 14, + "path": "res://data/battle_moves/hibernate.tres", + "type": "Resource" + } + ], + "tape_upgrades": [ + { + "id": 6, + "path": "res://data/battle_moves/provoke.tres", + "type": "Resource" + }, + { + "id": 10, + "path": "res://data/battle_moves/bloodlust.tres", + "type": "Resource" + }, + { + "id": 7, + "path": "res://data/battle_moves/dual_wield.tres", + "type": "Resource" + }, + { + "id": 4, + "path": "res://data/battle_moves/the_old_1_2.tres", + "type": "Resource" + }, + { + "id": 5, + "path": "res://data/battle_moves/royal_flush.tres", + "type": "Resource" + } + ], + "unlock_ability": "", + "fusion_name_prefix": "BEAR2_NAME_PREFIX", + "fusion_name_suffix": "BEAR2_NAME_SUFFIX", + "fusion_generator_path": "res://data/fusions/bear2.tscn", + "bestiary_index": 130, + "bestiary_category": 0, + "bestiary_bios": [ + "BEAR2_LORE_1", + "BEAR2_LORE_2" + ], + "bestiary_data_requirement": 0, + "loot_table": "" + }, { "folder": "monster_forms", "name": "BINTERLOPER_NAME", @@ -6986,7 +7288,8 @@ "cute", "cold", "hot", - "elegant" + "elegant", + "royal" ], "initial_moves": [ { @@ -9699,7 +10002,8 @@ "flight", "machine", "mountain", - "butterfly" + "butterfly", + "radiation" ], "initial_moves": [ { @@ -9980,7 +10284,8 @@ "gamble", "undead", "righteous", - "deception" + "deception", + "royal" ], "initial_moves": [ { @@ -10152,7 +10457,8 @@ "fast", "elegant", "hands", - "righteous" + "righteous", + "tough" ], "initial_moves": [ { @@ -12842,6 +13148,120 @@ "bestiary_data_requirement": 0, "loot_table": "" }, + { + "folder": "monster_forms", + "name": "MINOSTEAM_NAME", + "battle_cry": { + "id": 13, + "path": "res://sfx/cries/minosteam_cry.wav", + "type": "AudioStream" + }, + "elemental_types": [ + { + "id": 1, + "path": "res://data/elemental_types/metal.tres", + "type": "Resource" + } + ], + "tape_sticker_texture": { + "id": 12, + "path": "res://ui/monster_stickers/minosteam.png", + "type": "Texture" + }, + "exp_yield": 40, + "require_dlc": "", + "battle_sprite_path": "res://sprites/monsters/minosteam.json", + "ui_sprite_path": "", + "pronouns": false, + "description": "MINOSTEAM_DESCRIPTION", + "max_hp": 150, + "melee_attack": 180, + "melee_defense": 180, + "ranged_attack": 120, + "ranged_defense": 120, + "speed": 90, + "accuracy": 100, + "evasion": 100, + "max_ap": 10, + "move_slots": 8, + "evolutions": [], + "evolution_specialization_question": "", + "capture_rate": 3, + "exp_gradient": 42, + "exp_base_level": 0, + "move_tags": [ + "minosteam", + "machine", + "deception", + "building", + "fuel", + "hands", + "junk", + "slow", + "tough" + ], + "initial_moves": [ + { + "id": 2, + "path": "res://data/battle_moves/smack.tres", + "type": "Resource" + }, + { + "id": 7, + "path": "res://data/battle_moves/machine_curse.tres", + "type": "Resource" + }, + { + "id": 10, + "path": "res://data/battle_moves/guzzle_fuel.tres", + "type": "Resource" + }, + { + "id": 5, + "path": "res://data/battle_moves/fuel_injection.tres", + "type": "Resource" + } + ], + "tape_upgrades": [ + { + "id": 11, + "path": "res://data/battle_moves/copper_chop.tres", + "type": "Resource" + }, + { + "id": 3, + "path": "res://data/battle_moves/superheated_fist.tres", + "type": "Resource" + }, + { + "id": 8, + "path": "res://data/battle_moves/crumble.tres", + "type": "Resource" + }, + { + "id": 6, + "path": "res://data/battle_moves/shield_bash.tres", + "type": "Resource" + }, + { + "id": 9, + "path": "res://data/battle_moves/gear_shear.tres", + "type": "Resource" + } + ], + "unlock_ability": "", + "fusion_name_prefix": "MINOSTEAM_NAME_PREFIX", + "fusion_name_suffix": "MINOSTEAM_NAME_SUFFIX", + "fusion_generator_path": "res://data/fusions/minosteam.tscn", + "bestiary_index": -1, + "bestiary_category": 0, + "bestiary_bios": [ + "MINOSTEAM_LORE_1", + "MINOSTEAM_LORE_2" + ], + "bestiary_data_requirement": 0, + "loot_table": "" + }, { "folder": "monster_forms", "name": "MISS_MIMIC_NAME", @@ -12894,7 +13314,8 @@ "junk", "knife", "machine", - "sword" + "sword", + "teeth" ], "initial_moves": [ { @@ -15061,7 +15482,8 @@ "undead", "fast", "elegant", - "deception" + "deception", + "royal" ], "initial_moves": [ { @@ -15373,7 +15795,8 @@ "annoy", "tough", "slow", - "beast" + "beast", + "royal" ], "initial_moves": [ { @@ -15492,7 +15915,9 @@ "spirouette", "elegant", "charming", - "fast" + "fast", + "royal", + "love" ], "initial_moves": [ { @@ -16530,7 +16955,8 @@ "blood", "teeth", "psychic", - "jump" + "jump", + "loud" ], "initial_moves": [ { @@ -18321,12 +18747,12 @@ "ui_sprite_path": "", "pronouns": false, "description": "SPITZFYRE_DESCRIPTION", - "max_hp": 120, - "melee_attack": 100, - "melee_defense": 100, - "ranged_attack": 150, - "ranged_defense": 140, - "speed": 120, + "max_hp": 140, + "melee_attack": 110, + "melee_defense": 110, + "ranged_attack": 160, + "ranged_defense": 150, + "speed": 130, "accuracy": 100, "evasion": 100, "max_ap": 10, diff --git a/src/assets/json/monsterSpawn.json b/src/assets/json/monsterSpawn.json index d88a1f82fa..5a1494b941 100644 --- a/src/assets/json/monsterSpawn.json +++ b/src/assets/json/monsterSpawn.json @@ -2017,6 +2017,148 @@ } ] }, + { + "id": "dungeon_landkeeper2", + "habitat_name": "REGION_NAME_LANDKEEPER_HIDEOUT", + "habitat_overworld_chunks": [ + { + "id": 15, + "path": "res://data/map_metadata/overworld_chunk_metadata/overworld_-4_-1.tres", + "type": "Resource" + } + ], + "habitat_endless": true, + "min_team_size": 1, + "max_team_size": 2, + "num_species": 9, + "species": [ + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "world_monster": { + "id": 4, + "path": "res://world/monsters/Pawndead.tscn", + "type": "PackedScene" + }, + "monster_form": { + "id": 11, + "path": "res://data/monster_forms/kingrave.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "world_monster": { + "id": 4, + "path": "res://world/monsters/Pawndead.tscn", + "type": "PackedScene" + }, + "monster_form": { + "id": 13, + "path": "res://data/monster_forms/queenyx.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "world_monster": { + "id": 8, + "path": "res://world/monsters/Springheel.tscn", + "type": "PackedScene" + }, + "monster_form": { + "id": 3, + "path": "res://data/monster_forms/ripterra.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "world_monster": { + "id": 8, + "path": "res://world/monsters/Springheel.tscn", + "type": "PackedScene" + }, + "monster_form": { + "id": 5, + "path": "res://data/monster_forms/scampire.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 0.5, + "monster_form": { + "id": 14, + "path": "res://data/monster_forms/bear1.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "world_monster": { + "id": 16, + "path": "res://world/monsters/Nevermort.tscn", + "type": "PackedScene" + }, + "monster_form": { + "id": 10, + "path": "res://data/monster_forms/apocrowlypse.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 2, + "world_monster": { + "id": 7, + "path": "res://world/monsters/Trapwurm.tscn", + "type": "PackedScene" + }, + "monster_form": { + "id": 9, + "path": "res://data/monster_forms/wyrmaw.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 12, + "path": "res://data/monster_forms/smogmagog.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "world_monster": { + "id": 6, + "path": "res://world/monsters/Jellyton.tscn", + "type": "PackedScene" + }, + "monster_form": { + "id": 2, + "path": "res://data/monster_forms/jellyton.tres", + "type": "Resource" + } + } + ] + }, { "id": "dungeon_meadow_dominoth", "habitat_name": "REGION_NAME_DUNGEON_MEADOW", @@ -6028,6 +6170,57 @@ } ] }, + { + "id": "lenna_whistle_for_help_gauntlet", + "habitat_name": "", + "habitat_overworld_chunks": [], + "habitat_endless": false, + "min_team_size": 1, + "max_team_size": 2, + "num_species": 4, + "species": [ + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 3, + "path": "res://data/monster_forms/draculeaf.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 2, + "path": "res://data/monster_forms/beanstalker.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 1, + "path": "res://data/monster_forms/scampire.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 4, + "path": "res://data/monster_forms/rockertrice.tres", + "type": "Resource" + } + } + ] + }, { "id": "mall", "habitat_name": "REGION_NAME_MALL", @@ -7712,6 +7905,77 @@ } ] }, + { + "id": "morgante_spirits_of_rebellion_gauntlet", + "habitat_name": "", + "habitat_overworld_chunks": [], + "habitat_endless": false, + "min_team_size": 1, + "max_team_size": 2, + "num_species": 6, + "species": [ + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 3, + "path": "res://data/monster_forms_unlisted/gauntlet_morgante_dog.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 2, + "path": "res://data/monster_forms_unlisted/gauntlet_morgante_eugene.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 4, + "path": "res://data/monster_forms_unlisted/gauntlet_morgante_felix.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 5, + "path": "res://data/monster_forms_unlisted/gauntlet_morgante_kayleigh.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 7, + "path": "res://data/monster_forms_unlisted/gauntlet_morgante_meredith.tres", + "type": "Resource" + } + }, + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 6, + "path": "res://data/monster_forms_unlisted/gauntlet_morgante_viola.tres", + "type": "Resource" + } + } + ] + }, { "id": "mt_wirral", "habitat_name": "REGION_NAME_MT_WIRRAL", @@ -8772,6 +9036,27 @@ } ] }, + { + "id": "pier_clown_battle", + "habitat_name": "", + "habitat_overworld_chunks": [], + "habitat_endless": false, + "min_team_size": 1, + "max_team_size": 2, + "num_species": 1, + "species": [ + { + "hour_max": 24, + "hour_min": 0, + "weight": 1, + "monster_form": { + "id": 2, + "path": "res://data/monster_forms/charlequin.tres", + "type": "Resource" + } + } + ] + }, { "id": "southern_isles", "habitat_name": "REGION_NAME_SOUTHERN_ISLES", diff --git a/src/assets/json/monsterSpriteAnim.json b/src/assets/json/monsterSpriteAnim.json index f914f5310f..0a9f79595e 100644 --- a/src/assets/json/monsterSpriteAnim.json +++ b/src/assets/json/monsterSpriteAnim.json @@ -4189,6 +4189,594 @@ } ] }, + { + "name": "bear1", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.7, + "frames": [ + { + "x": 112, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 112, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 1, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 334, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 86, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 445, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 445, + "y": 341, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 1, + "y": 426, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 445, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 341, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 445, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 556, + "y": 341, + "width": 110, + "height": 84 + } + ] + }, + { + "id": 8, + "loop": true, + "length": 0.7, + "frames": [ + { + "x": 223, + "y": 86, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 171, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 256, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 341, + "width": 110, + "height": 84 + }, + { + "x": 223, + "y": 426, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 1, + "width": 110, + "height": 84 + }, + { + "x": 334, + "y": 86, + "width": 110, + "height": 84 + } + ] + } + ] + }, + { + "name": "bear2", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 110, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 195, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 110, + "y": 486, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.5, + "frames": [ + { + "x": 328, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 195, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 486, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 437, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 195, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 195, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 1, + "y": 486, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 437, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 486, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 195, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 437, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 437, + "y": 486, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 546, + "y": 195, + "width": 108, + "height": 96 + } + ] + }, + { + "id": 8, + "loop": true, + "length": 0.7, + "frames": [ + { + "x": 219, + "y": 1, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 98, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 195, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 292, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 389, + "width": 108, + "height": 96 + }, + { + "x": 219, + "y": 486, + "width": 108, + "height": 96 + }, + { + "x": 328, + "y": 1, + "width": 108, + "height": 96 + } + ] + } + ] + }, { "name": "binterloper", "animations": [ @@ -25997,6 +26585,288 @@ } ] }, + { + "name": "minosteam", + "animations": [ + { + "id": 2, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 140, + "y": 104, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 104, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 104, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 104, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 207, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 207, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 3, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 279, + "y": 310, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 310, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 310, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 413, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 4, + "loop": true, + "length": 0.3, + "frames": [ + { + "x": 418, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 413, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 516, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 5, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 1, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 1, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 104, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 6, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 140, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 619, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 619, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 7, + "loop": true, + "length": 0.6, + "frames": [ + { + "x": 140, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 279, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 516, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 619, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 619, + "width": 138, + "height": 102 + } + ] + }, + { + "id": 8, + "loop": true, + "length": 0.5, + "frames": [ + { + "x": 279, + "y": 207, + "width": 138, + "height": 102 + }, + { + "x": 418, + "y": 207, + "width": 138, + "height": 102 + }, + { + "x": 557, + "y": 207, + "width": 138, + "height": 102 + }, + { + "x": 1, + "y": 310, + "width": 138, + "height": 102 + }, + { + "x": 140, + "y": 310, + "width": 138, + "height": 102 + } + ] + } + ] + }, { "name": "miss_mimic", "animations": [ diff --git a/src/assets/json/moves.json b/src/assets/json/moves.json index 469436dcf5..0465488ca4 100644 --- a/src/assets/json/moves.json +++ b/src/assets/json/moves.json @@ -638,7 +638,8 @@ "description": "MOVE_DESCRIPTION_BAD_JOKE", "title_override": "", "tags": [ - "annoy" + "annoy", + "book" ], "priority": 0, "cost": 0, @@ -704,6 +705,45 @@ "fail_against_archangels": false, "fail_if_has_tag": "" }, + { + "id": "bear_hug", + "name": "MOVE_NAME_BEAR_HUG", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_BEAR_HUG", + "title_override": "", + "tags": [ + "unsellable", + "bear" + ], + "priority": 0, + "cost": 1, + "is_passive_only": false, + "power": 30, + "physicality": 0, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 5, + "path": "res://data/elemental_types/beast.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "" + }, { "id": "beast_wall", "name": "MOVE_BEAST_WALL_NAME", @@ -2593,7 +2633,7 @@ "typeless_merchant" ], "priority": 0, - "cost": 5, + "cost": 4, "is_passive_only": false, "power": 60, "physicality": 0, @@ -3685,49 +3725,6 @@ "fail_if_has_tag": "", "chance": 90 }, - { - "id": "criticise", - "name": "MOVE_PEEKABOO_NAME", - "category_name": "MOVE_CATEGORY_STATUS", - "description": "MOVE_DESCRIPTION_PEEKABOO", - "title_override": "", - "tags": [ - "deception", - "annoy", - "support" - ], - "priority": 0, - "cost": 1, - "is_passive_only": false, - "power": 0, - "physicality": 1, - "target_type": 1, - "default_target": 3, - "elemental_types": [], - "accuracy": 100, - "unavoidable": false, - "crit_rate_numerator": 1, - "crit_rate_denominator": 16, - "crit_damage_percent": 150, - "attack_duration": 0, - "hit_delay": 0, - "disable_melee_movement": false, - "can_be_copied": true, - "status_effects": [ - { - "id": 1, - "path": "res://data/status_effects/stat_accuracy_down.tres", - "type": "Resource" - } - ], - "amount": 3, - "status_effects_to_apply": 0, - "num_at_random": 1, - "fail_if_already_present": false, - "fail_against_archangels": false, - "fail_if_has_tag": "", - "sacrifice_hp_percent": 0 - }, { "id": "criticize", "name": "MOVE_CRITICIZE_NAME", @@ -5198,6 +5195,60 @@ "fail_if_has_tag": "", "sacrifice_hp_percent": 0 }, + { + "id": "fuel_injection", + "name": "MOVE_NAME_FUEL_INJECTION", + "category_name": "MOVE_CATEGORY_STATUS", + "description": "MOVE_DESCRIPTION_FUEL_INJECTION", + "title_override": "", + "tags": [ + "passive", + "machine", + "fuel" + ], + "priority": 0, + "cost": 0, + "is_passive_only": true, + "power": 0, + "physicality": 0, + "target_type": 0, + "default_target": 0, + "elemental_types": [ + { + "id": 4, + "path": "res://data/elemental_types/fire.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": false, + "status_effects": [ + { + "id": 1, + "path": "res://data/status_effects/ap_boost.tres", + "type": "Resource" + }, + { + "id": 2, + "path": "res://data/status_effects/stat_speed_up.tres", + "type": "Resource" + } + ], + "amount": 3, + "status_effects_to_apply": 0, + "num_at_random": 1, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "", + "sacrifice_hp_percent": 0 + }, { "id": "fusion_power", "name": "MOVE_FUSION_POWER_NAME", @@ -5833,7 +5884,8 @@ "stardigrade", "unsellable", "support", - "captain_zedd" + "captain_zedd", + "bear" ], "priority": 0, "cost": 3, @@ -9404,6 +9456,45 @@ "fail_if_has_tag": "", "chance": 50 }, + { + "id": "royal_flush", + "name": "MOVE_NAME_ROYAL_FLUSH", + "category_name": "MOVE_CATEGORY_MELEE", + "description": "MOVE_DESCRIPTION_ROYAL_FLUSH", + "title_override": "", + "tags": [ + "offense", + "royal" + ], + "priority": 0, + "cost": 6, + "is_passive_only": false, + "power": 20, + "physicality": 1, + "target_type": 1, + "default_target": 3, + "elemental_types": [ + { + "id": 5, + "path": "res://data/elemental_types/water.tres", + "type": "Resource" + } + ], + "accuracy": 100, + "unavoidable": false, + "crit_rate_numerator": 1, + "crit_rate_denominator": 16, + "crit_damage_percent": 150, + "attack_duration": 0, + "hit_delay": 0, + "disable_melee_movement": false, + "can_be_copied": true, + "status_effects": [], + "status_effects_to_apply": 0, + "fail_if_already_present": false, + "fail_against_archangels": false, + "fail_if_has_tag": "" + }, { "id": "sandstorm", "name": "MOVE_SANDSTORM_NAME", diff --git a/src/assets/json/statusEffects.json b/src/assets/json/statusEffects.json index c08f13b532..7f7e697040 100644 --- a/src/assets/json/statusEffects.json +++ b/src/assets/json/statusEffects.json @@ -168,6 +168,31 @@ "sprite_animation_prefix_priority": "0", "stats_affected": [] }, + { + "id": "channeled_power", + "name": "STATUS_CHANNELED_POWER_NAME", + "description": "STATUS_CHANNELED_POWER_DESCRIPTION", + "has_duration": false, + "reduce_duration_at": 0, + "icon": { + "id": 3, + "path": "res://ui/icons/status_effects/channeled_power.png", + "type": "Texture" + }, + "is_removable": false, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": false, + "tags": [ + "archangel" + ], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [] + }, { "id": "close_encounter", "name": "STATUS_CLOSE_ENCOUNTER_NAME", @@ -516,6 +541,26 @@ "sprite_animation_prefix_priority": "0", "stats_affected": [] }, + { + "id": "coating_typeless", + "name": "STATUS_COATING_TYPELESS_NAME", + "description": "STATUS_COATING_DESCRIPTION", + "has_duration": false, + "reduce_duration_at": 2, + "is_removable": false, + "is_buff": true, + "is_debuff": false, + "is_decoy": false, + "always_hidden_from_display": true, + "tags": [ + "coating_typeless" + ], + "toast_on_remove": "", + "name_modifier": "", + "sprite_animation_prefix": "", + "sprite_animation_prefix_priority": "0", + "stats_affected": [] + }, { "id": "coating_water", "name": "STATUS_COATING_WATER_NAME", @@ -557,7 +602,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "conductive" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", @@ -1072,7 +1119,9 @@ "is_debuff": true, "is_decoy": false, "always_hidden_from_display": false, - "tags": [], + "tags": [ + "fog" + ], "toast_on_remove": "", "name_modifier": "", "sprite_animation_prefix": "", diff --git a/src/assets/json/updates.json b/src/assets/json/updates.json new file mode 100644 index 0000000000..76ec0ea5e8 --- /dev/null +++ b/src/assets/json/updates.json @@ -0,0 +1,28 @@ +[ + { + "id": "543351239572719530", + "name": "Sunshine Update", + "image": "sunshine.jpg", + "date": "2025-04-07", + "version": "1.8", + "monsters": [ + "bear1", + "bear2", + "minosteam" + ], + "characters": [ + "sunny" + ], + "moves": [ + "fuel_injection", + "royal_flush" + ], + "statusEffects": [ + "channeled_power", + "coating_typeless" + ], + "world": [ + "gauntlet" + ] + } +] \ No newline at end of file diff --git a/src/assets/json/version.json b/src/assets/json/version.json index 990f2178eb..824954761e 100644 --- a/src/assets/json/version.json +++ b/src/assets/json/version.json @@ -1,5 +1,5 @@ { - "commit_tag": "1.6.2", - "commit_sha": "103d1183", - "app_version": "2.0.17" + "commit_tag": "1.8.0", + "commit_sha": "bd3afd43", + "app_version": "2.1.0" } \ No newline at end of file diff --git a/src/modules/character/characterMapFromDetailList.ts b/src/modules/character/characterMapFromDetailList.ts index 3738537889..5de65b8d26 100644 --- a/src/modules/character/characterMapFromDetailList.ts +++ b/src/modules/character/characterMapFromDetailList.ts @@ -17,7 +17,7 @@ export const characterMapFromDetailList = (props: { return { id: getCleanedString(props.resourceMap['id']), name: getCleanedString(props.resourceMap['name']), - resource_name: getCleanedString(props.resourceMap['resource_name']), + resource_name: fixCharacterResourceName(getCleanedString(props.resourceMap['resource_name'])), exp_yield: tryParseInt(props.resourceMap['exp_yield']) ?? 0, require_dlc: stringToBool(props.resourceMap['require_dlc']), battle_sprite: getExternalResource( @@ -55,3 +55,9 @@ export const characterMapFromDetailList = (props: { portraits: [], }; }; + +const fixCharacterResourceName = (name: string): string => { + if (name == 'KAYLEIGH_NAME Lv100') return 'kayleigh.tres'; + if (name == 'SUNNY_NAME Lv100') return 'sunny.tres'; + return name; +}; diff --git a/src/modules/character/characterModule.ts b/src/modules/character/characterModule.ts index a2927528b5..0bc65a216c 100644 --- a/src/modules/character/characterModule.ts +++ b/src/modules/character/characterModule.ts @@ -8,7 +8,12 @@ import { ModuleType } from 'constants/module'; import { paths } from 'constants/paths'; import { routes } from 'constants/route'; import { site } from 'constants/site'; -import type { ICharacter, ICharacterEnhanced, ICharacterSfx } from 'contracts/character'; +import type { + ICharacter, + ICharacterEnhanced, + ICharacterSfx, + ICharacterSfxFiles, +} from 'contracts/character'; import type { IElement } from 'contracts/element'; import type { ILocalisation } from 'contracts/localisation'; import { monsterToSimplified } from 'contracts/mapper/monsterMapper'; @@ -57,6 +62,7 @@ export class CharacterModule extends CommonModule file.endsWith('.png')); + const portraitsToExclude = ['sunny_outfit_1.png', 'sunny_outfit_2.png']; for (const file of list) { const detail = await readItemDetail({ fileName: file, @@ -67,6 +73,7 @@ export class CharacterModule extends CommonModule file.includes(portraitName)) + .filter((file) => portraitsToExclude.includes(file) == false) .map((file) => `res://sprites/portraits/${file}`); this._baseDetails.push(detail); } @@ -159,8 +166,16 @@ export class CharacterModule extends CommonModule = []; + for (const extraMapKey of [mapKey, `${mapKey}_partner`]) { + const charSfx = characterSfxModule.get(extraMapKey); + if (charSfx == null) continue; + + for (const audioFile of charSfx?.audioFiles ?? []) { + allFiles.push(audioFile); + } + } + this._itemDetailMap[mapKey].audioFiles = allFiles; } }; diff --git a/src/modules/characterSfx/characterSfxModule.ts b/src/modules/characterSfx/characterSfxModule.ts index ec51a175a6..765d11b026 100644 --- a/src/modules/characterSfx/characterSfxModule.ts +++ b/src/modules/characterSfx/characterSfxModule.ts @@ -51,7 +51,7 @@ export class CharacterSfxModule extends CommonModule = []; @@ -62,7 +62,7 @@ export class CharacterSfxModule extends CommonModule = []; for (const extResource of charSfxValue as Array) { - const outputFile = extResource.path.replace('res://sfx/', '/assets/audio/'); + const outputFile = extResource.path; outputFiles.push({ url: outputFile, autoplay: outputFile.includes('recording_success'), diff --git a/src/modules/world/worldModule.ts b/src/modules/world/worldModule.ts index ea438d1cad..d1ce512b4d 100644 --- a/src/modules/world/worldModule.ts +++ b/src/modules/world/worldModule.ts @@ -53,7 +53,7 @@ export class WorldModule extends CommonModule { init = async () => { if (this.isReady) return; - const hiddenWorlds = ['deadworld']; + const hiddenWorlds = ['deadworld', 'gauntlet']; for (const folder of this._folders) { const list = fs.readdirSync(folder); for (const file of list) { diff --git a/src/pages/[locale]/characters/[id].astro b/src/pages/[locale]/characters/[id].astro index 88d4aca809..29c0a159b5 100644 --- a/src/pages/[locale]/characters/[id].astro +++ b/src/pages/[locale]/characters/[id].astro @@ -180,7 +180,10 @@ const schemaOverride: IPersonSchema = { class={`hidden ${file.autoplay ? 'autoplay' : ''}`} > - + ))} @@ -195,7 +198,7 @@ const schemaOverride: IPersonSchema = {